rpcrt4: Try a lot harder to resuse existing connections by comparing inside the RpcQu...
[wine] / dlls / wined3d / wined3d_private.h
1 /*
2  * Direct3D wine internal private include file
3  *
4  * Copyright 2002-2003 The wine-d3d team
5  * Copyright 2002-2003 Raphael Junqueira
6  * Copyright 2004 Jason Edmeades
7  * Copyright 2005 Oliver Stieber
8  *
9  * This library is free software; you can redistribute it and/or
10  * modify it under the terms of the GNU Lesser General Public
11  * License as published by the Free Software Foundation; either
12  * version 2.1 of the License, or (at your option) any later version.
13  *
14  * This library is distributed in the hope that it will be useful,
15  * but WITHOUT ANY WARRANTY; without even the implied warranty of
16  * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE.  See the GNU
17  * Lesser General Public License for more details.
18  *
19  * You should have received a copy of the GNU Lesser General Public
20  * License along with this library; if not, write to the Free Software
21  * Foundation, Inc., 51 Franklin St, Fifth Floor, Boston, MA 02110-1301, USA
22  */
23
24 #ifndef __WINE_WINED3D_PRIVATE_H
25 #define __WINE_WINED3D_PRIVATE_H
26
27 #include <stdarg.h>
28 #include <math.h>
29 #define NONAMELESSUNION
30 #define NONAMELESSSTRUCT
31 #define COBJMACROS
32 #include "windef.h"
33 #include "winbase.h"
34 #include "winreg.h"
35 #include "wingdi.h"
36 #include "winuser.h"
37 #include "wine/debug.h"
38 #include "wine/unicode.h"
39
40 #include "wined3d_private_types.h"
41 #include "wine/wined3d_interface.h"
42 #include "wine/wined3d_caps.h"
43 #include "wine/wined3d_gl.h"
44 #include "wine/list.h"
45
46 /* Hash table functions */
47 typedef unsigned int (hash_function_t)(void *key);
48 typedef BOOL (compare_function_t)(void *keya, void *keyb);
49
50 typedef struct {
51     void *key;
52     void *value;
53     unsigned int hash;
54     struct list entry;
55 } hash_table_entry_t;
56
57 typedef struct {
58     hash_function_t *hash_function;
59     compare_function_t *compare_function;
60     struct list *buckets;
61     unsigned int bucket_count;
62     hash_table_entry_t *entries;
63     unsigned int entry_count;
64     struct list free_entries;
65     unsigned int count;
66     unsigned int grow_size;
67     unsigned int shrink_size;
68 } hash_table_t;
69
70 hash_table_t *hash_table_create(hash_function_t *hash_function, compare_function_t *compare_function);
71 void hash_table_destroy(hash_table_t *table);
72 void *hash_table_get(hash_table_t *table, void *key);
73 void hash_table_put(hash_table_t *table, void *key, void *value);
74 void hash_table_remove(hash_table_t *table, void *key);
75
76 /* Device caps */
77 #define MAX_PALETTES      256
78 #define MAX_STREAMS       16
79 #define MAX_TEXTURES      8
80 #define MAX_SAMPLERS      16
81 #define MAX_ACTIVE_LIGHTS 8
82 #define MAX_CLIPPLANES    WINED3DMAXUSERCLIPPLANES
83 #define MAX_LEVELS        256
84
85 #define MAX_CONST_I 16
86 #define MAX_CONST_B 16
87
88 /* Used for CreateStateBlock */
89 #define NUM_SAVEDPIXELSTATES_R     35
90 #define NUM_SAVEDPIXELSTATES_T     18
91 #define NUM_SAVEDPIXELSTATES_S     12
92 #define NUM_SAVEDVERTEXSTATES_R    31
93 #define NUM_SAVEDVERTEXSTATES_T    2
94 #define NUM_SAVEDVERTEXSTATES_S    1
95
96 extern const DWORD SavedPixelStates_R[NUM_SAVEDPIXELSTATES_R];
97 extern const DWORD SavedPixelStates_T[NUM_SAVEDPIXELSTATES_T];
98 extern const DWORD SavedPixelStates_S[NUM_SAVEDPIXELSTATES_S];
99 extern const DWORD SavedVertexStates_R[NUM_SAVEDVERTEXSTATES_R];
100 extern const DWORD SavedVertexStates_T[NUM_SAVEDVERTEXSTATES_T];
101 extern const DWORD SavedVertexStates_S[NUM_SAVEDVERTEXSTATES_S];
102
103 typedef enum _WINELOOKUP {
104     WINELOOKUP_WARPPARAM = 0,
105     WINELOOKUP_MAGFILTER = 1,
106     MAX_LOOKUPS          = 2
107 } WINELOOKUP;
108
109 extern int minLookup[MAX_LOOKUPS];
110 extern int maxLookup[MAX_LOOKUPS];
111 extern DWORD *stateLookup[MAX_LOOKUPS];
112
113 extern DWORD minMipLookup[WINED3DTEXF_ANISOTROPIC + 1][WINED3DTEXF_LINEAR + 1];
114
115 typedef struct _WINED3DGLTYPE {
116     int         d3dType;
117     GLint       size;
118     GLenum      glType;
119     GLboolean   normalized;
120     int         typesize;
121 } WINED3DGLTYPE;
122
123 /* NOTE: Make sure these are in the correct numerical order. (see /include/wined3d_types.h) */
124 static WINED3DGLTYPE const glTypeLookup[WINED3DDECLTYPE_UNUSED] = {
125                                   {WINED3DDECLTYPE_FLOAT1,    1, GL_FLOAT           , GL_FALSE ,sizeof(float)},
126                                   {WINED3DDECLTYPE_FLOAT2,    2, GL_FLOAT           , GL_FALSE ,sizeof(float)},
127                                   {WINED3DDECLTYPE_FLOAT3,    3, GL_FLOAT           , GL_FALSE ,sizeof(float)},
128                                   {WINED3DDECLTYPE_FLOAT4,    4, GL_FLOAT           , GL_FALSE ,sizeof(float)},
129                                   {WINED3DDECLTYPE_D3DCOLOR,  4, GL_UNSIGNED_BYTE   , GL_TRUE  ,sizeof(BYTE)},
130                                   {WINED3DDECLTYPE_UBYTE4,    4, GL_UNSIGNED_BYTE   , GL_FALSE ,sizeof(BYTE)},
131                                   {WINED3DDECLTYPE_SHORT2,    2, GL_SHORT           , GL_FALSE ,sizeof(short int)},
132                                   {WINED3DDECLTYPE_SHORT4,    4, GL_SHORT           , GL_FALSE ,sizeof(short int)},
133                                   {WINED3DDECLTYPE_UBYTE4N,   4, GL_UNSIGNED_BYTE   , GL_FALSE ,sizeof(BYTE)},
134                                   {WINED3DDECLTYPE_SHORT2N,   2, GL_SHORT           , GL_FALSE ,sizeof(short int)},
135                                   {WINED3DDECLTYPE_SHORT4N,   4, GL_SHORT           , GL_FALSE ,sizeof(short int)},
136                                   {WINED3DDECLTYPE_USHORT2N,  2, GL_UNSIGNED_SHORT  , GL_FALSE ,sizeof(short int)},
137                                   {WINED3DDECLTYPE_USHORT4N,  4, GL_UNSIGNED_SHORT  , GL_FALSE ,sizeof(short int)},
138                                   {WINED3DDECLTYPE_UDEC3,     3, GL_UNSIGNED_SHORT  , GL_FALSE ,sizeof(short int)},
139                                   {WINED3DDECLTYPE_DEC3N,     3, GL_SHORT           , GL_FALSE ,sizeof(short int)},
140                                   {WINED3DDECLTYPE_FLOAT16_2, 2, GL_FLOAT           , GL_FALSE ,sizeof(short int)},
141                                   {WINED3DDECLTYPE_FLOAT16_4, 4, GL_FLOAT           , GL_FALSE ,sizeof(short int)}};
142
143 #define WINED3D_ATR_TYPE(type)          glTypeLookup[type].d3dType
144 #define WINED3D_ATR_SIZE(type)          glTypeLookup[type].size
145 #define WINED3D_ATR_GLTYPE(type)        glTypeLookup[type].glType
146 #define WINED3D_ATR_NORMALIZED(type)    glTypeLookup[type].normalized
147 #define WINED3D_ATR_TYPESIZE(type)      glTypeLookup[type].typesize
148
149 /**
150  * Settings 
151  */
152 #define VS_NONE    0
153 #define VS_HW      1
154
155 #define PS_NONE    0
156 #define PS_HW      1
157
158 #define VBO_NONE   0
159 #define VBO_HW     1
160
161 #define NP2_NONE   0
162 #define NP2_REPACK 1
163 #define NP2_NATIVE 2
164
165 #define ORM_BACKBUFFER  0
166 #define ORM_PBUFFER     1
167 #define ORM_FBO         2
168
169 #define SHADER_ARB  1
170 #define SHADER_GLSL 2
171 #define SHADER_NONE 3
172
173 #define RTL_DISABLE   -1
174 #define RTL_AUTO       0
175 #define RTL_READDRAW   1
176 #define RTL_READTEX    2
177 #define RTL_TEXDRAW    3
178 #define RTL_TEXTEX     4
179
180 /* NOTE: When adding fields to this structure, make sure to update the default
181  * values in wined3d_main.c as well. */
182 typedef struct wined3d_settings_s {
183 /* vertex and pixel shader modes */
184   int vs_mode;
185   int ps_mode;
186   int vbo_mode;
187 /* Ideally, we don't want the user to have to request GLSL.  If the hardware supports GLSL,
188     we should use it.  However, until it's fully implemented, we'll leave it as a registry
189     setting for developers. */
190   BOOL glslRequested;
191   int offscreen_rendering_mode;
192   int rendertargetlock_mode;
193 /* Memory tracking and object counting */
194   unsigned int emulated_textureram;
195 } wined3d_settings_t;
196
197 extern wined3d_settings_t wined3d_settings;
198
199 /* Shader backends */
200
201 typedef struct {
202     void (*shader_select)(IWineD3DDevice *iface, BOOL usePS, BOOL useVS);
203     void (*shader_select_depth_blt)(IWineD3DDevice *iface);
204     void (*shader_load_constants)(IWineD3DDevice *iface, char usePS, char useVS);
205     void (*shader_cleanup)(IWineD3DDevice *iface);
206 } shader_backend_t;
207
208 extern const shader_backend_t glsl_shader_backend;
209 extern const shader_backend_t arb_program_shader_backend;
210 extern const shader_backend_t none_shader_backend;
211
212 /* X11 locking */
213
214 extern void (*wine_tsx11_lock_ptr)(void);
215 extern void (*wine_tsx11_unlock_ptr)(void);
216
217 /* As GLX relies on X, this is needed */
218 extern int num_lock;
219
220 #if 0
221 #define ENTER_GL() ++num_lock; if (num_lock > 1) FIXME("Recursive use of GL lock to: %d\n", num_lock); wine_tsx11_lock_ptr()
222 #define LEAVE_GL() if (num_lock != 1) FIXME("Recursive use of GL lock: %d\n", num_lock); --num_lock; wine_tsx11_unlock_ptr()
223 #else
224 #define ENTER_GL() wine_tsx11_lock_ptr()
225 #define LEAVE_GL() wine_tsx11_unlock_ptr()
226 #endif
227
228 /*****************************************************************************
229  * Defines
230  */
231
232 /* GL related defines */
233 /* ------------------ */
234 #define GL_SUPPORT(ExtName)           (GLINFO_LOCATION.supported[ExtName] != 0)
235 #define GL_LIMITS(ExtName)            (GLINFO_LOCATION.max_##ExtName)
236 #define GL_EXTCALL(FuncName)          (GLINFO_LOCATION.FuncName)
237 #define GL_VEND(_VendName)            (GLINFO_LOCATION.gl_vendor == VENDOR_##_VendName ? TRUE : FALSE)
238
239 #define D3DCOLOR_B_R(dw) (((dw) >> 16) & 0xFF)
240 #define D3DCOLOR_B_G(dw) (((dw) >>  8) & 0xFF)
241 #define D3DCOLOR_B_B(dw) (((dw) >>  0) & 0xFF)
242 #define D3DCOLOR_B_A(dw) (((dw) >> 24) & 0xFF)
243
244 #define D3DCOLOR_R(dw) (((float) (((dw) >> 16) & 0xFF)) / 255.0f)
245 #define D3DCOLOR_G(dw) (((float) (((dw) >>  8) & 0xFF)) / 255.0f)
246 #define D3DCOLOR_B(dw) (((float) (((dw) >>  0) & 0xFF)) / 255.0f)
247 #define D3DCOLOR_A(dw) (((float) (((dw) >> 24) & 0xFF)) / 255.0f)
248
249 #define D3DCOLORTOGLFLOAT4(dw, vec) \
250   (vec)[0] = D3DCOLOR_R(dw); \
251   (vec)[1] = D3DCOLOR_G(dw); \
252   (vec)[2] = D3DCOLOR_B(dw); \
253   (vec)[3] = D3DCOLOR_A(dw);
254
255 /* DirectX Device Limits */
256 /* --------------------- */
257 #define MAX_LEVELS  256  /* Maximum number of mipmap levels. Guessed at 256 */
258
259 #define MAX_STREAMS  16  /* Maximum possible streams - used for fixed size arrays
260                             See MaxStreams in MSDN under GetDeviceCaps */
261                          /* Maximum number of constants provided to the shaders */
262 #define HIGHEST_TRANSFORMSTATE 512 
263                          /* Highest value in WINED3DTRANSFORMSTATETYPE */
264 #define MAX_PALETTES      256
265
266 /* Checking of API calls */
267 /* --------------------- */
268 #define checkGLcall(A)                                          \
269 {                                                               \
270     GLint err = glGetError();                                   \
271     if (err == GL_NO_ERROR) {                                   \
272        TRACE("%s call ok %s / %d\n", A, __FILE__, __LINE__);    \
273                                                                 \
274     } else do {                                                 \
275         FIXME(">>>>>>>>>>>>>>>>> %s (%#x) from %s @ %s / %d\n", \
276             debug_glerror(err), err, A, __FILE__, __LINE__);    \
277        err = glGetError();                                      \
278     } while (err != GL_NO_ERROR);                               \
279
280
281 /* Trace routines / diagnostics */
282 /* ---------------------------- */
283
284 /* Dump out a matrix and copy it */
285 #define conv_mat(mat,gl_mat)                                                                \
286 do {                                                                                        \
287     TRACE("%f %f %f %f\n", (mat)->u.s._11, (mat)->u.s._12, (mat)->u.s._13, (mat)->u.s._14); \
288     TRACE("%f %f %f %f\n", (mat)->u.s._21, (mat)->u.s._22, (mat)->u.s._23, (mat)->u.s._24); \
289     TRACE("%f %f %f %f\n", (mat)->u.s._31, (mat)->u.s._32, (mat)->u.s._33, (mat)->u.s._34); \
290     TRACE("%f %f %f %f\n", (mat)->u.s._41, (mat)->u.s._42, (mat)->u.s._43, (mat)->u.s._44); \
291     memcpy(gl_mat, (mat), 16 * sizeof(float));                                              \
292 } while (0)
293
294 /* Macro to dump out the current state of the light chain */
295 #define DUMP_LIGHT_CHAIN()                    \
296 {                                             \
297   PLIGHTINFOEL *el = This->stateBlock->lights;\
298   while (el) {                                \
299     TRACE("Light %p (glIndex %ld, d3dIndex %ld, enabled %d)\n", el, el->glIndex, el->OriginalIndex, el->lightEnabled);\
300     el = el->next;                            \
301   }                                           \
302 }
303
304 /* Trace vector and strided data information */
305 #define TRACE_VECTOR(name) TRACE( #name "=(%f, %f, %f, %f)\n", name.x, name.y, name.z, name.w);
306 #define TRACE_STRIDED(sd,name) TRACE( #name "=(data:%p, stride:%d, type:%d, vbo %d, stream %u)\n", \
307         sd->u.s.name.lpData, sd->u.s.name.dwStride, sd->u.s.name.dwType, sd->u.s.name.VBO, sd->u.s.name.streamNo);
308
309 /* Defines used for optimizations */
310
311 /*    Only reapply what is necessary */
312 #define REAPPLY_ALPHAOP  0x0001
313 #define REAPPLY_ALL      0xFFFF
314
315 /* Advance declaration of structures to satisfy compiler */
316 typedef struct IWineD3DStateBlockImpl IWineD3DStateBlockImpl;
317 typedef struct IWineD3DSurfaceImpl    IWineD3DSurfaceImpl;
318 typedef struct IWineD3DPaletteImpl    IWineD3DPaletteImpl;
319 typedef struct IWineD3DDeviceImpl     IWineD3DDeviceImpl;
320
321 /* Tracking */
322
323 /* TODO: Move some of this to the device */
324 long globalChangeGlRam(long glram);
325
326 /* Memory and object tracking */
327
328 /*Structure for holding information on all direct3d objects
329 useful for making sure tracking is ok and when release is called on a device!
330 and probably quite handy for debugging and dumping states out
331 */
332 typedef struct WineD3DGlobalStatistics {
333     int glsurfaceram; /* The aproximate amount of glTexture memory allocated for textures */
334 } WineD3DGlobalStatistics;
335
336 extern WineD3DGlobalStatistics* wineD3DGlobalStatistics;
337
338 /* Global variables */
339 extern const float identity[16];
340
341 /*****************************************************************************
342  * Compilable extra diagnostics
343  */
344
345 /* Trace information per-vertex: (extremely high amount of trace) */
346 #if 0 /* NOTE: Must be 0 in cvs */
347 # define VTRACE(A) TRACE A
348 #else 
349 # define VTRACE(A) 
350 #endif
351
352 /* Checking of per-vertex related GL calls */
353 /* --------------------- */
354 #define vcheckGLcall(A)                                         \
355 {                                                               \
356     GLint err = glGetError();                                   \
357     if (err == GL_NO_ERROR) {                                   \
358        VTRACE(("%s call ok %s / %d\n", A, __FILE__, __LINE__)); \
359                                                                 \
360     } else do {                                                 \
361         FIXME(">>>>>>>>>>>>>>>>> %s (%#x) from %s @ %s / %d\n", \
362             debug_glerror(err), err, A, __FILE__, __LINE__);    \
363        err = glGetError();                                      \
364     } while (err != GL_NO_ERROR);                               \
365 }
366
367 /* TODO: Confirm each of these works when wined3d move completed */
368 #if 0 /* NOTE: Must be 0 in cvs */
369   /* To avoid having to get gigabytes of trace, the following can be compiled in, and at the start
370      of each frame, a check is made for the existence of C:\D3DTRACE, and if it exists d3d trace
371      is enabled, and if it doesn't exist it is disabled. */
372 # define FRAME_DEBUGGING
373   /*  Adding in the SINGLE_FRAME_DEBUGGING gives a trace of just what makes up a single frame, before
374       the file is deleted                                                                            */
375 # if 1 /* NOTE: Must be 1 in cvs, as this is mostly more useful than a trace from program start */
376 #  define SINGLE_FRAME_DEBUGGING
377 # endif  
378   /* The following, when enabled, lets you see the makeup of the frame, by drawprimitive calls.
379      It can only be enabled when FRAME_DEBUGGING is also enabled                               
380      The contents of the back buffer are written into /tmp/backbuffer_* after each primitive 
381      array is drawn.                                                                            */
382 # if 0 /* NOTE: Must be 0 in cvs, as this give a lot of ppm files when compiled in */                                                                                       
383 #  define SHOW_FRAME_MAKEUP 1
384 # endif  
385   /* The following, when enabled, lets you see the makeup of the all the textures used during each
386      of the drawprimitive calls. It can only be enabled when SHOW_FRAME_MAKEUP is also enabled.
387      The contents of the textures assigned to each stage are written into 
388      /tmp/texture_*_<Stage>.ppm after each primitive array is drawn.                            */
389 # if 0 /* NOTE: Must be 0 in cvs, as this give a lot of ppm files when compiled in */
390 #  define SHOW_TEXTURE_MAKEUP 0
391 # endif  
392 extern BOOL isOn;
393 extern BOOL isDumpingFrames;
394 extern LONG primCounter;
395 #endif
396
397 /*****************************************************************************
398  * Prototypes
399  */
400
401 /* Routine common to the draw primitive and draw indexed primitive routines */
402 void drawPrimitive(IWineD3DDevice *iface,
403                     int PrimitiveType,
404                     long NumPrimitives,
405                     /* for Indexed: */
406                     long  StartVertexIndex,
407                     UINT  numberOfVertices,
408                     long  StartIdx,
409                     short idxBytes,
410                     const void *idxData,
411                     int   minIndex);
412
413 void primitiveDeclarationConvertToStridedData(
414      IWineD3DDevice *iface,
415      BOOL useVertexShaderFunction,
416      WineDirect3DVertexStridedData *strided,
417      BOOL *fixup);
418
419 DWORD get_flexible_vertex_size(DWORD d3dvtVertexType);
420
421 void blt_to_drawable(IWineD3DDeviceImpl *This, IWineD3DSurfaceImpl *surface);
422
423 #define eps 1e-8
424
425 #define GET_TEXCOORD_SIZE_FROM_FVF(d3dvtVertexType, tex_num) \
426     (((((d3dvtVertexType) >> (16 + (2 * (tex_num)))) + 1) & 0x03) + 1)
427
428 /* Routines and structures related to state management */
429 typedef struct WineD3DContext WineD3DContext;
430 typedef void (*APPLYSTATEFUNC)(DWORD state, IWineD3DStateBlockImpl *stateblock, WineD3DContext *ctx);
431
432 #define STATE_RENDER(a) (a)
433 #define STATE_IS_RENDER(a) ((a) >= STATE_RENDER(1) && (a) <= STATE_RENDER(WINEHIGHEST_RENDER_STATE))
434
435 #define STATE_TEXTURESTAGE(stage, num) (STATE_RENDER(WINEHIGHEST_RENDER_STATE) + (stage) * WINED3D_HIGHEST_TEXTURE_STATE + (num))
436 #define STATE_IS_TEXTURESTAGE(a) ((a) >= STATE_TEXTURESTAGE(0, 1) && (a) <= STATE_TEXTURESTAGE(MAX_TEXTURES - 1, WINED3D_HIGHEST_TEXTURE_STATE))
437
438 /* + 1 because samplers start with 0 */
439 #define STATE_SAMPLER(num) (STATE_TEXTURESTAGE(MAX_TEXTURES - 1, WINED3D_HIGHEST_TEXTURE_STATE) + 1 + (num))
440 #define STATE_IS_SAMPLER(num) ((num) >= STATE_SAMPLER(0) && (num) <= STATE_SAMPLER(MAX_SAMPLERS - 1))
441
442 #define STATE_PIXELSHADER (STATE_SAMPLER(MAX_SAMPLERS - 1) + 1)
443 #define STATE_IS_PIXELSHADER(a) ((a) == STATE_PIXELSHADER)
444
445 #define STATE_TRANSFORM(a) (STATE_PIXELSHADER + (a))
446 #define STATE_IS_TRANSFORM(a) ((a) >= STATE_TRANSFORM(1) && (a) <= STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(255)))
447
448 #define STATE_STREAMSRC (STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(255)) + 1)
449 #define STATE_IS_STREAMSRC(a) ((a) == STATE_STREAMSRC)
450 #define STATE_INDEXBUFFER (STATE_STREAMSRC + 1)
451 #define STATE_IS_INDEXBUFFER(a) ((a) == STATE_INDEXBUFFER)
452
453 #define STATE_VDECL (STATE_INDEXBUFFER + 1)
454 #define STATE_IS_VDECL(a) ((a) == STATE_VDECL)
455
456 #define STATE_VSHADER (STATE_VDECL + 1)
457 #define STATE_IS_VSHADER(a) ((a) == STATE_VSHADER)
458
459 #define STATE_VIEWPORT (STATE_VSHADER + 1)
460 #define STATE_IS_VIEWPORT(a) ((a) == STATE_VIEWPORT)
461
462 #define STATE_VERTEXSHADERCONSTANT (STATE_VIEWPORT + 1)
463 #define STATE_PIXELSHADERCONSTANT (STATE_VERTEXSHADERCONSTANT + 1)
464 #define STATE_IS_VERTEXSHADERCONSTANT(a) ((a) == STATE_VERTEXSHADERCONSTANT)
465 #define STATE_IS_PIXELSHADERCONSTANT(a) ((a) == STATE_PIXELSHADERCONSTANT)
466
467 #define STATE_ACTIVELIGHT(a) (STATE_PIXELSHADERCONSTANT + (a) + 1)
468 #define STATE_IS_ACTIVELIGHT(a) ((a) >= STATE_ACTIVELIGHT(0) && (a) < STATE_PIXELSHADERCONSTANT(MAX_ACTIVE_LIGHTS))
469
470 #define STATE_SCISSORRECT (STATE_ACTIVELIGHT(MAX_ACTIVE_LIGHTS - 1) + 1)
471 #define STATE_IS_SCISSORRECT(a) ((a) == STATE_SCISSORRECT)
472
473 #define STATE_CLIPPLANE(a) (STATE_SCISSORRECT + 1 + (a))
474 #define STATE_IS_CLIPPLANE(a) ((a) >= STATE_CLIPPLANE(0) && (a) <= STATE_CLIPPLANE(MAX_CLIPPLANES - 1))
475
476 #define STATE_MATERIAL (STATE_CLIPPLANE(MAX_CLIPPLANES))
477
478 #define STATE_HIGHEST (STATE_MATERIAL)
479
480 struct StateEntry
481 {
482     DWORD           representative;
483     APPLYSTATEFUNC  apply;
484 };
485
486 /* Global state table */
487 extern const struct StateEntry StateTable[];
488
489 /* The new context manager that should deal with onscreen and offscreen rendering */
490 struct WineD3DContext {
491     /* State dirtification
492      * dirtyArray is an array that contains markers for dirty states. numDirtyEntries states are dirty, their numbers are in indices
493      * 0...numDirtyEntries - 1. isStateDirty is a redundant copy of the dirtyArray. Technically only one of them would be needed,
494      * 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
495      * only numDirtyEntries array elements have to be checked, not STATE_HIGHEST states.
496      */
497     DWORD                   dirtyArray[STATE_HIGHEST + 1]; /* Won't get bigger than that, a state is never marked dirty 2 times */
498     DWORD                   numDirtyEntries;
499     DWORD                   isStateDirty[STATE_HIGHEST/32 + 1]; /* Bitmap to find out quickly if a state is dirty */
500
501     IWineD3DSurface         *surface;
502     DWORD                   tid;    /* Thread ID which owns this context at the moment */
503
504     /* Stores some inforation about the context state for optimization */
505     BOOL                    last_was_rhw;      /* true iff last draw_primitive was in xyzrhw mode */
506     BOOL                    last_was_pshader;
507     BOOL                    last_was_vshader;
508     BOOL                    last_was_foggy_shader;
509     BOOL                    namedArraysLoaded, numberedArraysLoaded;
510     BOOL                    lastWasPow2Texture[MAX_TEXTURES];
511     GLenum                  tracking_parm;     /* Which source is tracking current colour         */
512     unsigned char           num_untracked_materials;
513     GLenum                  untracked_materials[2];
514     BOOL                    last_was_blit, last_was_ckey;
515     char                    texShaderBumpMap;
516
517     /* The actual opengl context */
518     GLXContext              glCtx;
519     Drawable                drawable;
520     Display                 *display;
521     BOOL                    isPBuffer;
522 };
523
524 typedef enum ContextUsage {
525     CTXUSAGE_RESOURCELOAD       = 1,    /* Only loads textures: No State is applied */
526     CTXUSAGE_DRAWPRIM           = 2,    /* OpenGL states are set up for blitting DirectDraw surfacs */
527     CTXUSAGE_BLIT               = 3,    /* OpenGL states are set up 3D drawing */
528 } ContextUsage;
529
530 void ActivateContext(IWineD3DDeviceImpl *device, IWineD3DSurface *target, ContextUsage usage);
531 WineD3DContext *CreateContext(IWineD3DDeviceImpl *This, IWineD3DSurfaceImpl *target, Display *display, Window win);
532 void DestroyContext(IWineD3DDeviceImpl *This, WineD3DContext *context);
533 void apply_fbo_state(IWineD3DDevice *iface);
534
535 /* Macros for doing basic GPU detection based on opengl capabilities */
536 #define WINE_D3D6_CAPABLE(gl_info) (gl_info->supported[ARB_MULTITEXTURE])
537 #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])
538 #define WINE_D3D8_CAPABLE(gl_info) WINE_D3D7_CAPABLE(gl_info) && (gl_info->supported[ARB_MULTISAMPLE] && gl_info->supported[ARB_TEXTURE_BORDER_CLAMP])
539 #define WINE_D3D9_CAPABLE(gl_info) WINE_D3D8_CAPABLE(gl_info) && (gl_info->supported[ARB_FRAGMENT_PROGRAM] && gl_info->supported[ARB_VERTEX_SHADER])
540
541 /* Default callbacks for implicit object destruction */
542 extern ULONG WINAPI D3DCB_DefaultDestroySurface(IWineD3DSurface *pSurface);
543
544 extern ULONG WINAPI D3DCB_DefaultDestroyVolume(IWineD3DVolume *pSurface);
545
546 /*****************************************************************************
547  * Internal representation of a light
548  */
549 typedef struct PLIGHTINFOEL PLIGHTINFOEL;
550 struct PLIGHTINFOEL {
551     WINED3DLIGHT OriginalParms; /* Note D3D8LIGHT == D3D9LIGHT */
552     DWORD        OriginalIndex;
553     LONG         glIndex;
554     BOOL         changed;
555     BOOL         enabledChanged;
556
557     /* Converted parms to speed up swapping lights */
558     float                         lightPosn[4];
559     float                         lightDirn[4];
560     float                         exponent;
561     float                         cutoff;
562
563     struct list entry;
564 };
565
566 /* The default light parameters */
567 extern const WINED3DLIGHT WINED3D_default_light;
568
569 /* The adapter structure */
570 struct WineD3DAdapter
571 {
572     POINT                   monitorPoint;
573     Display                 *display;
574     WineD3D_GL_Info         gl_info;
575     const char              *driver;
576     const char              *description;
577     GLXFBConfig             *cfgs;
578     int                     nCfgs;
579 };
580
581 extern BOOL InitAdapters(void);
582
583 /*****************************************************************************
584  * IWineD3D implementation structure
585  */
586 typedef struct IWineD3DImpl
587 {
588     /* IUnknown fields */
589     const IWineD3DVtbl     *lpVtbl;
590     LONG                    ref;     /* Note: Ref counting not required */
591
592     /* WineD3D Information */
593     IUnknown               *parent;
594     UINT                    dxVersion;
595 } IWineD3DImpl;
596
597 extern const IWineD3DVtbl IWineD3D_Vtbl;
598
599 /* TODO: setup some flags in the registry to enable, disable pbuffer support
600 (since it will break quite a few things until contexts are managed properly!) */
601 extern BOOL pbuffer_support;
602 /* allocate one pbuffer per surface */
603 extern BOOL pbuffer_per_surface;
604
605 typedef struct ResourceList {
606     IWineD3DResource         *resource;
607     struct ResourceList      *next;
608 } ResourceList;
609
610 /* A helper function that dumps a resource list */
611 void dumpResources(ResourceList *resources);
612
613 /*****************************************************************************
614  * IWineD3DDevice implementation structure
615  */
616 struct IWineD3DDeviceImpl
617 {
618     /* IUnknown fields      */
619     const IWineD3DDeviceVtbl *lpVtbl;
620     LONG                    ref;     /* Note: Ref counting not required */
621
622     /* WineD3D Information  */
623     IUnknown               *parent;
624     IWineD3D               *wineD3D;
625     struct WineD3DAdapter  *adapter;
626
627     /* Window styles to restore when switching fullscreen mode */
628     LONG                    style;
629     LONG                    exStyle;
630
631     /* X and GL Information */
632     GLint                   maxConcurrentLights;
633     GLenum                  offscreenBuffer;
634
635     /* Selected capabilities */
636     int vs_selected_mode;
637     int ps_selected_mode;
638     const shader_backend_t *shader_backend;
639     hash_table_t *glsl_program_lookup;
640
641     /* To store */
642     BOOL                    view_ident;        /* true iff view matrix is identity                */
643     BOOL                    untransformed;
644     BOOL                    vertexBlendUsed;   /* To avoid needless setting of the blend matrices */
645     unsigned char           surface_alignment; /* Line Alignment of surfaces                      */
646
647     /* State block related */
648     BOOL                    isRecordingState;
649     IWineD3DStateBlockImpl *stateBlock;
650     IWineD3DStateBlockImpl *updateStateBlock;
651     BOOL                   isInDraw;
652
653     /* Internal use fields  */
654     WINED3DDEVICE_CREATION_PARAMETERS createParms;
655     UINT                            adapterNo;
656     WINED3DDEVTYPE                  devType;
657
658     IWineD3DSwapChain     **swapchains;
659     uint                    NumberOfSwapChains;
660
661     ResourceList           *resources; /* a linked list to track resources created by the device */
662
663     /* Render Target Support */
664     IWineD3DSurface       **render_targets;
665     IWineD3DSurface        *depthStencilBuffer;
666     IWineD3DSurface       **fbo_color_attachments;
667     IWineD3DSurface        *fbo_depth_attachment;
668
669     IWineD3DSurface        *stencilBufferTarget;
670
671     /* Caches to avoid unneeded context changes */
672     IWineD3DSurface        *lastActiveRenderTarget;
673     IWineD3DSwapChain      *lastActiveSwapChain;
674
675     /* palettes texture management */
676     PALETTEENTRY            palettes[MAX_PALETTES][256];
677     UINT                    currentPalette;
678
679     /* For rendering to a texture using glCopyTexImage */
680     BOOL                    render_offscreen;
681     WINED3D_DEPTHCOPYSTATE  depth_copy_state;
682     GLuint                  fbo;
683     GLuint                  src_fbo;
684     GLuint                  dst_fbo;
685     GLenum                  *draw_buffers;
686
687     /* Cursor management */
688     BOOL                    bCursorVisible;
689     UINT                    xHotSpot;
690     UINT                    yHotSpot;
691     UINT                    xScreenSpace;
692     UINT                    yScreenSpace;
693     UINT                    cursorWidth, cursorHeight;
694     GLuint                  cursorTexture;
695     BOOL                    haveHardwareCursor;
696     HCURSOR                 hardwareCursor;
697
698     /* Textures for when no other textures are mapped */
699     UINT                          dummyTextureName[MAX_TEXTURES];
700
701     /* Debug stream management */
702     BOOL                     debug;
703
704     /* Device state management */
705     HRESULT                 state;
706     BOOL                    d3d_initialized;
707
708     /* A flag to check for proper BeginScene / EndScene call pairs */
709     BOOL inScene;
710
711     /* process vertex shaders using software or hardware */
712     BOOL softwareVertexProcessing;
713
714     /* DirectDraw stuff */
715     HWND ddraw_window;
716     IWineD3DSurface *ddraw_primary;
717     DWORD ddraw_width, ddraw_height;
718     WINED3DFORMAT ddraw_format;
719     BOOL ddraw_fullscreen;
720
721     /* Final position fixup constant */
722     float                       posFixup[4];
723
724     /* With register combiners we can skip junk texture stages */
725     DWORD                     texUnitMap[MAX_SAMPLERS];
726     DWORD                     rev_tex_unit_map[MAX_SAMPLERS];
727     BOOL                      fixed_function_usage_map[MAX_TEXTURES];
728     BOOL                      oneToOneTexUnitMap;
729
730     /* Stream source management */
731     WineDirect3DVertexStridedData strided_streams;
732     WineDirect3DVertexStridedData *up_strided;
733     BOOL                      useDrawStridedSlow;
734     BOOL                      instancedDraw;
735
736     /* Context management */
737     WineD3DContext          **contexts;                  /* Dynamic array containing pointers to context structures */
738     WineD3DContext          *activeContext;              /* Only 0 for now      */
739     UINT                    numContexts;                 /* Always 1 for now    */
740     WineD3DContext          *pbufferContext;             /* The context that has a pbuffer as drawable */
741     DWORD                   pbufferWidth, pbufferHeight; /* Size of the buffer drawable */
742 };
743
744 extern const IWineD3DDeviceVtbl IWineD3DDevice_Vtbl;
745
746 void IWineD3DDeviceImpl_FindTexUnitMap(IWineD3DDeviceImpl *This);
747 void IWineD3DDeviceImpl_MarkStateDirty(IWineD3DDeviceImpl *This, DWORD state);
748 static inline BOOL isStateDirty(WineD3DContext *context, DWORD state) {
749     DWORD idx = state >> 5;
750     BYTE shift = state & 0x1f;
751     return context->isStateDirty[idx] & (1 << shift);
752 }
753
754 /* Support for IWineD3DResource ::Set/Get/FreePrivateData. */
755 typedef struct PrivateData
756 {
757     struct list entry;
758
759     GUID tag;
760     DWORD flags; /* DDSPD_* */
761     DWORD uniqueness_value;
762
763     union
764     {
765         LPVOID data;
766         LPUNKNOWN object;
767     } ptr;
768
769     DWORD size;
770 } PrivateData;
771
772 /*****************************************************************************
773  * IWineD3DResource implementation structure
774  */
775 typedef struct IWineD3DResourceClass
776 {
777     /* IUnknown fields */
778     LONG                    ref;     /* Note: Ref counting not required */
779
780     /* WineD3DResource Information */
781     IUnknown               *parent;
782     WINED3DRESOURCETYPE     resourceType;
783     IWineD3DDeviceImpl     *wineD3DDevice;
784     WINED3DPOOL             pool;
785     UINT                    size;
786     DWORD                   usage;
787     WINED3DFORMAT           format;
788     BYTE                   *allocatedMemory;
789     struct list             privateData;
790
791 } IWineD3DResourceClass;
792
793 typedef struct IWineD3DResourceImpl
794 {
795     /* IUnknown & WineD3DResource Information     */
796     const IWineD3DResourceVtbl *lpVtbl;
797     IWineD3DResourceClass   resource;
798 } IWineD3DResourceImpl;
799
800
801 /*****************************************************************************
802  * IWineD3DVertexBuffer implementation structure (extends IWineD3DResourceImpl)
803  */
804 typedef struct IWineD3DVertexBufferImpl
805 {
806     /* IUnknown & WineD3DResource Information     */
807     const IWineD3DVertexBufferVtbl *lpVtbl;
808     IWineD3DResourceClass     resource;
809
810     /* WineD3DVertexBuffer specifics */
811     DWORD                     fvf;
812
813     /* Vertex buffer object support */
814     GLuint                    vbo;
815     BYTE                      Flags;
816     LONG                      bindCount;
817
818     UINT                      dirtystart, dirtyend;
819     LONG                      lockcount;
820
821     LONG                      declChanges, draws;
822     /* Last description of the buffer */
823     WineDirect3DVertexStridedData strided;
824 } IWineD3DVertexBufferImpl;
825
826 extern const IWineD3DVertexBufferVtbl IWineD3DVertexBuffer_Vtbl;
827
828 #define VBFLAG_LOAD           0x01    /* Data is written from allocatedMemory to the VBO */
829 #define VBFLAG_OPTIMIZED      0x02    /* Optimize has been called for the VB */
830 #define VBFLAG_DIRTY          0x04    /* Buffer data has been modified */
831 #define VBFLAG_HASDESC        0x08    /* A vertex description has been found */
832 #define VBFLAG_VBOCREATEFAIL  0x10    /* An attempt to create a vbo has failed */
833
834 /*****************************************************************************
835  * IWineD3DIndexBuffer implementation structure (extends IWineD3DResourceImpl)
836  */
837 typedef struct IWineD3DIndexBufferImpl
838 {
839     /* IUnknown & WineD3DResource Information     */
840     const IWineD3DIndexBufferVtbl *lpVtbl;
841     IWineD3DResourceClass     resource;
842
843     GLuint                    vbo;
844     UINT                      dirtystart, dirtyend;
845     LONG                      lockcount;
846
847     /* WineD3DVertexBuffer specifics */
848 } IWineD3DIndexBufferImpl;
849
850 extern const IWineD3DIndexBufferVtbl IWineD3DIndexBuffer_Vtbl;
851
852 /*****************************************************************************
853  * IWineD3DBaseTexture D3D- > openGL state map lookups
854  */
855 #define WINED3DFUNC_NOTSUPPORTED  -2
856 #define WINED3DFUNC_UNIMPLEMENTED -1
857
858 typedef enum winetexturestates {
859     WINED3DTEXSTA_ADDRESSU       = 0,
860     WINED3DTEXSTA_ADDRESSV       = 1,
861     WINED3DTEXSTA_ADDRESSW       = 2,
862     WINED3DTEXSTA_BORDERCOLOR    = 3,
863     WINED3DTEXSTA_MAGFILTER      = 4,
864     WINED3DTEXSTA_MINFILTER      = 5,
865     WINED3DTEXSTA_MIPFILTER      = 6,
866     WINED3DTEXSTA_MAXMIPLEVEL    = 7,
867     WINED3DTEXSTA_MAXANISOTROPY  = 8,
868     WINED3DTEXSTA_SRGBTEXTURE    = 9,
869     WINED3DTEXSTA_ELEMENTINDEX   = 10,
870     WINED3DTEXSTA_DMAPOFFSET     = 11,
871     WINED3DTEXSTA_TSSADDRESSW    = 12,
872     MAX_WINETEXTURESTATES        = 13,
873 } winetexturestates;
874
875 typedef struct Wined3dTextureStateMap {
876     CONST int state;
877     int function;
878 } Wined3dTextureStateMap;
879
880 /*****************************************************************************
881  * IWineD3DBaseTexture implementation structure (extends IWineD3DResourceImpl)
882  */
883 typedef struct IWineD3DBaseTextureClass
884 {
885     UINT                    levels;
886     BOOL                    dirty;
887     UINT                    textureName;
888     UINT                    LOD;
889     WINED3DTEXTUREFILTERTYPE filterType;
890     DWORD                   states[MAX_WINETEXTURESTATES];
891     LONG                    bindCount;
892     DWORD                   sampler;
893     BOOL                    is_srgb;
894     UINT                    srgb_mode_change_count;
895 } IWineD3DBaseTextureClass;
896
897 typedef struct IWineD3DBaseTextureImpl
898 {
899     /* IUnknown & WineD3DResource Information     */
900     const IWineD3DBaseTextureVtbl *lpVtbl;
901     IWineD3DResourceClass     resource;
902     IWineD3DBaseTextureClass  baseTexture;
903
904 } IWineD3DBaseTextureImpl;
905
906 /*****************************************************************************
907  * IWineD3DTexture implementation structure (extends IWineD3DBaseTextureImpl)
908  */
909 typedef struct IWineD3DTextureImpl
910 {
911     /* IUnknown & WineD3DResource/WineD3DBaseTexture Information     */
912     const IWineD3DTextureVtbl *lpVtbl;
913     IWineD3DResourceClass     resource;
914     IWineD3DBaseTextureClass  baseTexture;
915
916     /* IWineD3DTexture */
917     IWineD3DSurface          *surfaces[MAX_LEVELS];
918     
919     UINT                      width;
920     UINT                      height;
921     float                     pow2scalingFactorX;
922     float                     pow2scalingFactorY;
923
924 } IWineD3DTextureImpl;
925
926 extern const IWineD3DTextureVtbl IWineD3DTexture_Vtbl;
927
928 /*****************************************************************************
929  * IWineD3DCubeTexture implementation structure (extends IWineD3DBaseTextureImpl)
930  */
931 typedef struct IWineD3DCubeTextureImpl
932 {
933     /* IUnknown & WineD3DResource/WineD3DBaseTexture Information     */
934     const IWineD3DCubeTextureVtbl *lpVtbl;
935     IWineD3DResourceClass     resource;
936     IWineD3DBaseTextureClass  baseTexture;
937
938     /* IWineD3DCubeTexture */
939     IWineD3DSurface          *surfaces[6][MAX_LEVELS];
940
941     UINT                      edgeLength;
942     float                     pow2scalingFactor;
943
944 } IWineD3DCubeTextureImpl;
945
946 extern const IWineD3DCubeTextureVtbl IWineD3DCubeTexture_Vtbl;
947
948 typedef struct _WINED3DVOLUMET_DESC
949 {
950     UINT                    Width;
951     UINT                    Height;
952     UINT                    Depth;
953 } WINED3DVOLUMET_DESC;
954
955 /*****************************************************************************
956  * IWineD3DVolume implementation structure (extends IUnknown)
957  */
958 typedef struct IWineD3DVolumeImpl
959 {
960     /* IUnknown & WineD3DResource fields */
961     const IWineD3DVolumeVtbl  *lpVtbl;
962     IWineD3DResourceClass      resource;
963
964     /* WineD3DVolume Information */
965     WINED3DVOLUMET_DESC      currentDesc;
966     IWineD3DBase            *container;
967     UINT                    bytesPerPixel;
968
969     BOOL                    lockable;
970     BOOL                    locked;
971     WINED3DBOX              lockedBox;
972     WINED3DBOX              dirtyBox;
973     BOOL                    dirty;
974
975
976 } IWineD3DVolumeImpl;
977
978 extern const IWineD3DVolumeVtbl IWineD3DVolume_Vtbl;
979
980 /*****************************************************************************
981  * IWineD3DVolumeTexture implementation structure (extends IWineD3DBaseTextureImpl)
982  */
983 typedef struct IWineD3DVolumeTextureImpl
984 {
985     /* IUnknown & WineD3DResource/WineD3DBaseTexture Information     */
986     const IWineD3DVolumeTextureVtbl *lpVtbl;
987     IWineD3DResourceClass     resource;
988     IWineD3DBaseTextureClass  baseTexture;
989
990     /* IWineD3DVolumeTexture */
991     IWineD3DVolume           *volumes[MAX_LEVELS];
992
993     UINT                      width;
994     UINT                      height;
995     UINT                      depth;
996 } IWineD3DVolumeTextureImpl;
997
998 extern const IWineD3DVolumeTextureVtbl IWineD3DVolumeTexture_Vtbl;
999
1000 typedef struct _WINED3DSURFACET_DESC
1001 {
1002     WINED3DMULTISAMPLE_TYPE MultiSampleType;
1003     DWORD                   MultiSampleQuality;
1004     UINT                    Width;
1005     UINT                    Height;
1006 } WINED3DSURFACET_DESC;
1007
1008 /*****************************************************************************
1009  * Structure for DIB Surfaces (GetDC and GDI surfaces)
1010  */
1011 typedef struct wineD3DSurface_DIB {
1012     HBITMAP DIBsection;
1013     void* bitmap_data;
1014     HGDIOBJ holdbitmap;
1015     BOOL client_memory;
1016 } wineD3DSurface_DIB;
1017
1018 typedef struct {
1019     struct list entry;
1020     GLuint id;
1021     UINT width;
1022     UINT height;
1023 } renderbuffer_entry_t;
1024
1025 /*****************************************************************************
1026  * IWineD3DClipp implementation structure
1027  */
1028 typedef struct IWineD3DClipperImpl
1029 {
1030     const IWineD3DClipperVtbl *lpVtbl;
1031     LONG ref;
1032
1033     IUnknown *Parent;
1034     HWND hWnd;
1035 } IWineD3DClipperImpl;
1036
1037
1038 /*****************************************************************************
1039  * IWineD3DSurface implementation structure
1040  */
1041 struct IWineD3DSurfaceImpl
1042 {
1043     /* IUnknown & IWineD3DResource Information     */
1044     const IWineD3DSurfaceVtbl *lpVtbl;
1045     IWineD3DResourceClass     resource;
1046
1047     /* IWineD3DSurface fields */
1048     IWineD3DBase              *container;
1049     WINED3DSURFACET_DESC      currentDesc;
1050     IWineD3DPaletteImpl       *palette; /* D3D7 style palette handling */
1051     PALETTEENTRY              *palette9; /* D3D8/9 style palette handling */
1052
1053     UINT                      bytesPerPixel;
1054
1055     /* TODO: move this off into a management class(maybe!) */
1056     DWORD                      Flags;
1057
1058     UINT                      pow2Width;
1059     UINT                      pow2Height;
1060
1061     /* Oversized texture */
1062     RECT                      glRect;
1063
1064 #if 0
1065     /* precalculated x and y scalings for texture coords */
1066     float                     pow2scalingFactorX; /* =  (Width  / pow2Width ) */
1067     float                     pow2scalingFactorY; /* =  (Height / pow2Height) */
1068 #endif
1069
1070     RECT                      lockedRect;
1071     RECT                      dirtyRect;
1072     int                       lockCount;
1073 #define MAXLOCKCOUNT          50 /* After this amount of locks do not free the sysmem copy */
1074
1075     glDescriptor              glDescription;
1076
1077     /* For GetDC */
1078     wineD3DSurface_DIB        dib;
1079     HDC                       hDC;
1080
1081     /* Color keys for DDraw */
1082     WINEDDCOLORKEY            DestBltCKey;
1083     WINEDDCOLORKEY            DestOverlayCKey;
1084     WINEDDCOLORKEY            SrcOverlayCKey;
1085     WINEDDCOLORKEY            SrcBltCKey;
1086     DWORD                     CKeyFlags;
1087
1088     WINEDDCOLORKEY            glCKey;
1089
1090     struct list               renderbuffers;
1091     renderbuffer_entry_t      *current_renderbuffer;
1092
1093     /* DirectDraw clippers */
1094     IWineD3DClipper           *clipper;
1095 };
1096
1097 extern const IWineD3DSurfaceVtbl IWineD3DSurface_Vtbl;
1098 extern const IWineD3DSurfaceVtbl IWineGDISurface_Vtbl;
1099
1100 /* Predeclare the shared Surface functions */
1101 HRESULT WINAPI IWineD3DSurfaceImpl_QueryInterface(IWineD3DSurface *iface, REFIID riid, LPVOID *ppobj);
1102 ULONG WINAPI IWineD3DSurfaceImpl_AddRef(IWineD3DSurface *iface);
1103 ULONG WINAPI IWineD3DSurfaceImpl_Release(IWineD3DSurface *iface);
1104 HRESULT WINAPI IWineD3DSurfaceImpl_GetParent(IWineD3DSurface *iface, IUnknown **pParent);
1105 HRESULT WINAPI IWineD3DSurfaceImpl_GetDevice(IWineD3DSurface *iface, IWineD3DDevice** ppDevice);
1106 HRESULT WINAPI IWineD3DSurfaceImpl_SetPrivateData(IWineD3DSurface *iface, REFGUID refguid, CONST void* pData, DWORD SizeOfData, DWORD Flags);
1107 HRESULT WINAPI IWineD3DSurfaceImpl_GetPrivateData(IWineD3DSurface *iface, REFGUID refguid, void* pData, DWORD* pSizeOfData);
1108 HRESULT WINAPI IWineD3DSurfaceImpl_FreePrivateData(IWineD3DSurface *iface, REFGUID refguid);
1109 DWORD   WINAPI IWineD3DSurfaceImpl_SetPriority(IWineD3DSurface *iface, DWORD PriorityNew);
1110 DWORD   WINAPI IWineD3DSurfaceImpl_GetPriority(IWineD3DSurface *iface);
1111 void    WINAPI IWineD3DSurfaceImpl_PreLoad(IWineD3DSurface *iface);
1112 WINED3DRESOURCETYPE WINAPI IWineD3DSurfaceImpl_GetType(IWineD3DSurface *iface);
1113 HRESULT WINAPI IWineD3DSurfaceImpl_GetContainer(IWineD3DSurface* iface, REFIID riid, void** ppContainer);
1114 HRESULT WINAPI IWineD3DSurfaceImpl_GetDesc(IWineD3DSurface *iface, WINED3DSURFACE_DESC *pDesc);
1115 HRESULT WINAPI IWineD3DSurfaceImpl_GetBltStatus(IWineD3DSurface *iface, DWORD Flags);
1116 HRESULT WINAPI IWineD3DSurfaceImpl_GetFlipStatus(IWineD3DSurface *iface, DWORD Flags);
1117 HRESULT WINAPI IWineD3DSurfaceImpl_IsLost(IWineD3DSurface *iface);
1118 HRESULT WINAPI IWineD3DSurfaceImpl_Restore(IWineD3DSurface *iface);
1119 HRESULT WINAPI IWineD3DSurfaceImpl_SetPixelFormat(IWineD3DSurface *iface, WINED3DFORMAT Format, BYTE *Surface, DWORD Size);
1120 HRESULT WINAPI IWineD3DSurfaceImpl_GetPalette(IWineD3DSurface *iface, IWineD3DPalette **Pal);
1121 HRESULT WINAPI IWineD3DSurfaceImpl_SetPalette(IWineD3DSurface *iface, IWineD3DPalette *Pal);
1122 HRESULT WINAPI IWineD3DSurfaceImpl_SetColorKey(IWineD3DSurface *iface, DWORD Flags, WINEDDCOLORKEY *CKey);
1123 HRESULT WINAPI IWineD3DSurfaceImpl_CleanDirtyRect(IWineD3DSurface *iface);
1124 extern HRESULT WINAPI IWineD3DSurfaceImpl_AddDirtyRect(IWineD3DSurface *iface, CONST RECT* pDirtyRect);
1125 HRESULT WINAPI IWineD3DSurfaceImpl_SetContainer(IWineD3DSurface *iface, IWineD3DBase *container);
1126 void WINAPI IWineD3DSurfaceImpl_SetGlTextureDesc(IWineD3DSurface *iface, UINT textureName, int target);
1127 void WINAPI IWineD3DSurfaceImpl_GetGlDesc(IWineD3DSurface *iface, glDescriptor **glDescription);
1128 const void *WINAPI IWineD3DSurfaceImpl_GetData(IWineD3DSurface *iface);
1129 HRESULT WINAPI IWineD3DSurfaceImpl_SetFormat(IWineD3DSurface *iface, WINED3DFORMAT format);
1130 HRESULT WINAPI IWineGDISurfaceImpl_Blt(IWineD3DSurface *iface, RECT *DestRect, IWineD3DSurface *SrcSurface, RECT *SrcRect, DWORD Flags, WINEDDBLTFX *DDBltFx, WINED3DTEXTUREFILTERTYPE Filter);
1131 HRESULT WINAPI IWineGDISurfaceImpl_BltFast(IWineD3DSurface *iface, DWORD dstx, DWORD dsty, IWineD3DSurface *Source, RECT *rsrc, DWORD trans);
1132 HRESULT WINAPI IWineD3DSurfaceImpl_SetPalette(IWineD3DSurface *iface, IWineD3DPalette *Pal);
1133 HRESULT WINAPI IWineD3DSurfaceImpl_GetDC(IWineD3DSurface *iface, HDC *pHDC);
1134 HRESULT WINAPI IWineD3DSurfaceImpl_ReleaseDC(IWineD3DSurface *iface, HDC hDC);
1135 DWORD WINAPI IWineD3DSurfaceImpl_GetPitch(IWineD3DSurface *iface);
1136 HRESULT WINAPI IWineD3DSurfaceImpl_RealizePalette(IWineD3DSurface *iface);
1137 HRESULT WINAPI IWineD3DSurfaceImpl_SetMem(IWineD3DSurface *iface, void *Mem);
1138 HRESULT WINAPI IWineD3DSurfaceImpl_SetOverlayPosition(IWineD3DSurface *iface, LONG X, LONG Y);
1139 HRESULT WINAPI IWineD3DSurfaceImpl_GetOverlayPosition(IWineD3DSurface *iface, LONG *X, LONG *Y);
1140 HRESULT WINAPI IWineD3DSurfaceImpl_UpdateOverlayZOrder(IWineD3DSurface *iface, DWORD Flags, IWineD3DSurface *Ref);
1141 HRESULT WINAPI IWineD3DSurfaceImpl_UpdateOverlay(IWineD3DSurface *iface, RECT *SrcRect, IWineD3DSurface *DstSurface, RECT *DstRect, DWORD Flags, WINEDDOVERLAYFX *FX);
1142 HRESULT WINAPI IWineD3DSurfaceImpl_SetClipper(IWineD3DSurface *iface, IWineD3DClipper *clipper);
1143 HRESULT WINAPI IWineD3DSurfaceImpl_GetClipper(IWineD3DSurface *iface, IWineD3DClipper **clipper);
1144
1145 /* Surface flags: */
1146 #define SFLAG_OVERSIZE    0x00000001 /* Surface is bigger than gl size, blts only */
1147 #define SFLAG_CONVERTED   0x00000002 /* Converted for color keying or Palettized */
1148 #define SFLAG_DIBSECTION  0x00000004 /* Has a DIB section attached for getdc */
1149 #define SFLAG_LOCKABLE    0x00000008 /* Surface can be locked */
1150 #define SFLAG_DISCARD     0x00000010 /* ??? */
1151 #define SFLAG_LOCKED      0x00000020 /* Surface is locked atm */
1152 #define SFLAG_INTEXTURE   0x00000040 /* The GL texture contains the newest surface content */
1153 #define SFLAG_INDRAWABLE  0x00000080 /* The gl drawable contains the most up to date data */
1154 #define SFLAG_INSYSMEM    0x00000100 /* The system memory copy is most up to date */
1155 #define SFLAG_NONPOW2     0x00000200 /* Surface sizes are not a power of 2 */
1156 #define SFLAG_DYNLOCK     0x00000400 /* Surface is often locked by the app */
1157 #define SFLAG_DYNCHANGE   0x00000C00 /* Surface contents are changed very often, implies DYNLOCK */
1158 #define SFLAG_DCINUSE     0x00001000 /* Set between GetDC and ReleaseDC calls */
1159 #define SFLAG_LOST        0x00002000 /* Surface lost flag for DDraw */
1160 #define SFLAG_USERPTR     0x00004000 /* The application allocated the memory for this surface */
1161 #define SFLAG_GLCKEY      0x00008000 /* The gl texture was created with a color key */
1162 #define SFLAG_CLIENT      0x00010000 /* GL_APPLE_client_storage is used on that texture */
1163 #define SFLAG_ALLOCATED   0x00020000 /* A gl texture is allocated for this surface */
1164
1165 /* In some conditions the surface memory must not be freed:
1166  * SFLAG_OVERSIZE: Not all data can be kept in GL
1167  * SFLAG_CONVERTED: Converting the data back would take too long
1168  * SFLAG_DIBSECTION: The dib code manages the memory
1169  * SFLAG_LOCKED: The app requires access to the surface data
1170  * SFLAG_DYNLOCK: Avoid freeing the data for performance
1171  * SFLAG_DYNCHANGE: Same reason as DYNLOCK
1172  * SFLAG_CLIENT: OpenGL uses our memory as backup
1173  */
1174 #define SFLAG_DONOTFREE  (SFLAG_OVERSIZE   | \
1175                           SFLAG_CONVERTED  | \
1176                           SFLAG_DIBSECTION | \
1177                           SFLAG_LOCKED     | \
1178                           SFLAG_DYNLOCK    | \
1179                           SFLAG_DYNCHANGE  | \
1180                           SFLAG_USERPTR    | \
1181                           SFLAG_CLIENT)
1182
1183 BOOL CalculateTexRect(IWineD3DSurfaceImpl *This, RECT *Rect, float glTexCoord[4]);
1184
1185 /*****************************************************************************
1186  * IWineD3DVertexDeclaration implementation structure
1187  */
1188 typedef struct IWineD3DVertexDeclarationImpl {
1189     /* IUnknown  Information */
1190     const IWineD3DVertexDeclarationVtbl *lpVtbl;
1191     LONG                    ref;
1192
1193     IUnknown                *parent;
1194     IWineD3DDeviceImpl      *wineD3DDevice;
1195
1196     WINED3DVERTEXELEMENT    *pDeclarationWine;
1197     UINT                    declarationWNumElements;
1198 } IWineD3DVertexDeclarationImpl;
1199
1200 extern const IWineD3DVertexDeclarationVtbl IWineD3DVertexDeclaration_Vtbl;
1201
1202 /*****************************************************************************
1203  * IWineD3DStateBlock implementation structure
1204  */
1205
1206 /* Internal state Block for Begin/End/Capture/Create/Apply info  */
1207 /*   Note: Very long winded but gl Lists are not flexible enough */
1208 /*   to resolve everything we need, so doing it manually for now */
1209 typedef struct SAVEDSTATES {
1210         BOOL                      indices;
1211         BOOL                      material;
1212         BOOL                      fvf;
1213         BOOL                      streamSource[MAX_STREAMS];
1214         BOOL                      streamFreq[MAX_STREAMS];
1215         BOOL                      textures[MAX_SAMPLERS];
1216         BOOL                      transform[HIGHEST_TRANSFORMSTATE + 1];
1217         BOOL                      viewport;
1218         BOOL                      renderState[WINEHIGHEST_RENDER_STATE + 1];
1219         BOOL                      textureState[MAX_TEXTURES][WINED3D_HIGHEST_TEXTURE_STATE + 1];
1220         BOOL                      samplerState[MAX_SAMPLERS][WINED3D_HIGHEST_SAMPLER_STATE + 1];
1221         BOOL                      clipplane[MAX_CLIPPLANES];
1222         BOOL                      vertexDecl;
1223         BOOL                      pixelShader;
1224         BOOL                      pixelShaderConstantsB[MAX_CONST_B];
1225         BOOL                      pixelShaderConstantsI[MAX_CONST_I];
1226         BOOL                     *pixelShaderConstantsF;
1227         BOOL                      vertexShader;
1228         BOOL                      vertexShaderConstantsB[MAX_CONST_B];
1229         BOOL                      vertexShaderConstantsI[MAX_CONST_I];
1230         BOOL                     *vertexShaderConstantsF;
1231         BOOL                      scissorRect;
1232 } SAVEDSTATES;
1233
1234 typedef struct {
1235     struct  list entry;
1236     DWORD   count;
1237     DWORD   idx[13];
1238 } constants_entry;
1239
1240 struct IWineD3DStateBlockImpl
1241 {
1242     /* IUnknown fields */
1243     const IWineD3DStateBlockVtbl *lpVtbl;
1244     LONG                      ref;     /* Note: Ref counting not required */
1245
1246     /* IWineD3DStateBlock information */
1247     IUnknown                 *parent;
1248     IWineD3DDeviceImpl       *wineD3DDevice;
1249     WINED3DSTATEBLOCKTYPE     blockType;
1250
1251     /* Array indicating whether things have been set or changed */
1252     SAVEDSTATES               changed;
1253     SAVEDSTATES               set;
1254     struct list               set_vconstantsF;
1255     struct list               set_pconstantsF;
1256
1257     /* Drawing - Vertex Shader or FVF related */
1258     DWORD                     fvf;
1259     /* Vertex Shader Declaration */
1260     IWineD3DVertexDeclaration *vertexDecl;
1261
1262     IWineD3DVertexShader      *vertexShader;
1263
1264     /* Vertex Shader Constants */
1265     BOOL                       vertexShaderConstantB[MAX_CONST_B];
1266     INT                        vertexShaderConstantI[MAX_CONST_I * 4];
1267     float                     *vertexShaderConstantF;
1268
1269     /* Stream Source */
1270     BOOL                      streamIsUP;
1271     UINT                      streamStride[MAX_STREAMS];
1272     UINT                      streamOffset[MAX_STREAMS];
1273     IWineD3DVertexBuffer     *streamSource[MAX_STREAMS];
1274     UINT                      streamFreq[MAX_STREAMS];
1275     UINT                      streamFlags[MAX_STREAMS];     /*0 | WINED3DSTREAMSOURCE_INSTANCEDATA | WINED3DSTREAMSOURCE_INDEXEDDATA  */
1276
1277     /* Indices */
1278     IWineD3DIndexBuffer*      pIndexData;
1279     UINT                      baseVertexIndex;
1280     UINT                      loadBaseVertexIndex; /* non-indexed drawing needs 0 here, indexed baseVertexIndex */
1281
1282     /* Transform */
1283     WINED3DMATRIX             transforms[HIGHEST_TRANSFORMSTATE + 1];
1284
1285     /* Light hashmap . Collisions are handled using standard wine double linked lists */
1286 #define LIGHTMAP_SIZE 43 /* Use of a prime number recommended. Set to 1 for a linked list! */
1287 #define LIGHTMAP_HASHFUNC(x) ((x) % LIGHTMAP_SIZE) /* Primitive and simple function */
1288     struct list               lightMap[LIGHTMAP_SIZE]; /* Mashmap containing the lights */
1289     PLIGHTINFOEL             *activeLights[MAX_ACTIVE_LIGHTS]; /* Map of opengl lights to d3d lights */
1290
1291     /* Clipping */
1292     double                    clipplane[MAX_CLIPPLANES][4];
1293     WINED3DCLIPSTATUS         clip_status;
1294
1295     /* ViewPort */
1296     WINED3DVIEWPORT           viewport;
1297
1298     /* Material */
1299     WINED3DMATERIAL           material;
1300
1301     /* Pixel Shader */
1302     IWineD3DPixelShader      *pixelShader;
1303
1304     /* Pixel Shader Constants */
1305     BOOL                       pixelShaderConstantB[MAX_CONST_B];
1306     INT                        pixelShaderConstantI[MAX_CONST_I * 4];
1307     float                     *pixelShaderConstantF;
1308
1309     /* RenderState */
1310     DWORD                     renderState[WINEHIGHEST_RENDER_STATE + 1];
1311
1312     /* Texture */
1313     IWineD3DBaseTexture      *textures[MAX_SAMPLERS];
1314     int                       textureDimensions[MAX_SAMPLERS];
1315
1316     /* Texture State Stage */
1317     DWORD                     textureState[MAX_TEXTURES][WINED3D_HIGHEST_TEXTURE_STATE + 1];
1318     DWORD                     lowest_disabled_stage;
1319     /* Sampler States */
1320     DWORD                     samplerState[MAX_SAMPLERS][WINED3D_HIGHEST_SAMPLER_STATE + 1];
1321
1322     /* Current GLSL Shader Program */
1323     struct glsl_shader_prog_link *glsl_program;
1324
1325     /* Scissor test rectangle */
1326     RECT                      scissorRect;
1327 };
1328
1329 extern void stateblock_savedstates_set(
1330     IWineD3DStateBlock* iface,
1331     SAVEDSTATES* states,
1332     BOOL value);
1333
1334 extern void stateblock_savedstates_copy(
1335     IWineD3DStateBlock* iface,
1336     SAVEDSTATES* dest,
1337     SAVEDSTATES* source);
1338
1339 extern void stateblock_copy(
1340     IWineD3DStateBlock* destination,
1341     IWineD3DStateBlock* source);
1342
1343 extern const IWineD3DStateBlockVtbl IWineD3DStateBlock_Vtbl;
1344
1345 /*****************************************************************************
1346  * IWineD3DQueryImpl implementation structure (extends IUnknown)
1347  */
1348 typedef struct IWineD3DQueryImpl
1349 {
1350     const IWineD3DQueryVtbl  *lpVtbl;
1351     LONG                      ref;     /* Note: Ref counting not required */
1352     
1353     IUnknown                 *parent;
1354     /*TODO: replace with iface usage */
1355 #if 0
1356     IWineD3DDevice         *wineD3DDevice;
1357 #else
1358     IWineD3DDeviceImpl       *wineD3DDevice;
1359 #endif
1360
1361     /* IWineD3DQuery fields */
1362     WINED3DQUERYTYPE         type;
1363     /* TODO: Think about using a IUnknown instead of a void* */
1364     void                     *extendedData;
1365     
1366   
1367 } IWineD3DQueryImpl;
1368
1369 extern const IWineD3DQueryVtbl IWineD3DQuery_Vtbl;
1370
1371 /* Datastructures for IWineD3DQueryImpl.extendedData */
1372 typedef struct  WineQueryOcclusionData {
1373     GLuint  queryId;
1374 } WineQueryOcclusionData;
1375
1376 typedef struct  WineQueryEventData {
1377     GLuint  fenceId;
1378 } WineQueryEventData;
1379
1380 /*****************************************************************************
1381  * IWineD3DSwapChainImpl implementation structure (extends IUnknown)
1382  */
1383
1384 typedef struct IWineD3DSwapChainImpl
1385 {
1386     /*IUnknown part*/
1387     const IWineD3DSwapChainVtbl *lpVtbl;
1388     LONG                      ref;     /* Note: Ref counting not required */
1389
1390     IUnknown                 *parent;
1391     IWineD3DDeviceImpl       *wineD3DDevice;
1392
1393     /* IWineD3DSwapChain fields */
1394     IWineD3DSurface         **backBuffer;
1395     IWineD3DSurface          *frontBuffer;
1396     BOOL                      wantsDepthStencilBuffer;
1397     WINED3DPRESENT_PARAMETERS presentParms;
1398     DWORD                     orig_width, orig_height;
1399     WINED3DFORMAT             orig_fmt;
1400
1401     long prev_time, frames;   /* Performance tracking */
1402     unsigned int vSyncCounter;
1403
1404     WineD3DContext        **context; /* Later a array for multithreading */
1405     unsigned int            num_contexts;
1406
1407     HWND                    win_handle;
1408     Window                  win;
1409 } IWineD3DSwapChainImpl;
1410
1411 extern const IWineD3DSwapChainVtbl IWineD3DSwapChain_Vtbl;
1412
1413 /*****************************************************************************
1414  * Utility function prototypes 
1415  */
1416
1417 /* Trace routines */
1418 const char* debug_d3dformat(WINED3DFORMAT fmt);
1419 const char* debug_d3ddevicetype(WINED3DDEVTYPE devtype);
1420 const char* debug_d3dresourcetype(WINED3DRESOURCETYPE res);
1421 const char* debug_d3dusage(DWORD usage);
1422 const char* debug_d3dusagequery(DWORD usagequery);
1423 const char* debug_d3ddeclmethod(WINED3DDECLMETHOD method);
1424 const char* debug_d3ddecltype(WINED3DDECLTYPE type);
1425 const char* debug_d3ddeclusage(BYTE usage);
1426 const char* debug_d3dprimitivetype(WINED3DPRIMITIVETYPE PrimitiveType);
1427 const char* debug_d3drenderstate(DWORD state);
1428 const char* debug_d3dsamplerstate(DWORD state);
1429 const char* debug_d3dtexturefiltertype(WINED3DTEXTUREFILTERTYPE filter_type);
1430 const char* debug_d3dtexturestate(DWORD state);
1431 const char* debug_d3dtstype(WINED3DTRANSFORMSTATETYPE tstype);
1432 const char* debug_d3dpool(WINED3DPOOL pool);
1433 const char *debug_fbostatus(GLenum status);
1434 const char *debug_glerror(GLenum error);
1435
1436 /* Routines for GL <-> D3D values */
1437 GLenum StencilOp(DWORD op);
1438 GLenum CompareFunc(DWORD func);
1439 void   set_tex_op(IWineD3DDevice *iface, BOOL isAlpha, int Stage, WINED3DTEXTUREOP op, DWORD arg1, DWORD arg2, DWORD arg3);
1440 void   set_tex_op_nvrc(IWineD3DDevice *iface, BOOL is_alpha, int stage, WINED3DTEXTUREOP op, DWORD arg1, DWORD arg2, DWORD arg3, INT texture_idx);
1441 void   set_texture_matrix(const float *smat, DWORD flags, BOOL calculatedCoords);
1442
1443 void surface_set_compatible_renderbuffer(IWineD3DSurface *iface, unsigned int width, unsigned int height);
1444 GLenum surface_get_gl_buffer(IWineD3DSurface *iface, IWineD3DSwapChain *swapchain);
1445
1446 int D3DFmtMakeGlCfg(WINED3DFORMAT BackBufferFormat, WINED3DFORMAT StencilBufferFormat, int *attribs, int* nAttribs, BOOL alternate);
1447
1448 /* Math utils */
1449 void multiply_matrix(WINED3DMATRIX *dest, const WINED3DMATRIX *src1, const WINED3DMATRIX *src2);
1450
1451 /*****************************************************************************
1452  * To enable calling of inherited functions, requires prototypes 
1453  *
1454  * Note: Only require classes which are subclassed, ie resource, basetexture, 
1455  */
1456     /*** IUnknown methods ***/
1457     extern HRESULT WINAPI IWineD3DResourceImpl_QueryInterface(IWineD3DResource *iface, REFIID riid, void** ppvObject);
1458     extern ULONG WINAPI IWineD3DResourceImpl_AddRef(IWineD3DResource *iface);
1459     extern ULONG WINAPI IWineD3DResourceImpl_Release(IWineD3DResource *iface);
1460     /*** IWineD3DResource methods ***/
1461     extern HRESULT WINAPI IWineD3DResourceImpl_GetParent(IWineD3DResource *iface, IUnknown **pParent);
1462     extern HRESULT WINAPI IWineD3DResourceImpl_GetDevice(IWineD3DResource *iface, IWineD3DDevice ** ppDevice);
1463     extern HRESULT WINAPI IWineD3DResourceImpl_SetPrivateData(IWineD3DResource *iface, REFGUID  refguid, CONST void * pData, DWORD  SizeOfData, DWORD  Flags);
1464     extern HRESULT WINAPI IWineD3DResourceImpl_GetPrivateData(IWineD3DResource *iface, REFGUID  refguid, void * pData, DWORD * pSizeOfData);
1465     extern HRESULT WINAPI IWineD3DResourceImpl_FreePrivateData(IWineD3DResource *iface, REFGUID  refguid);
1466     extern DWORD WINAPI IWineD3DResourceImpl_SetPriority(IWineD3DResource *iface, DWORD  PriorityNew);
1467     extern DWORD WINAPI IWineD3DResourceImpl_GetPriority(IWineD3DResource *iface);
1468     extern void WINAPI IWineD3DResourceImpl_PreLoad(IWineD3DResource *iface);
1469     extern WINED3DRESOURCETYPE WINAPI IWineD3DResourceImpl_GetType(IWineD3DResource *iface);
1470     /*** class static members ***/
1471     void IWineD3DResourceImpl_CleanUp(IWineD3DResource *iface);
1472
1473     /*** IUnknown methods ***/
1474     extern HRESULT WINAPI IWineD3DBaseTextureImpl_QueryInterface(IWineD3DBaseTexture *iface, REFIID riid, void** ppvObject);
1475     extern ULONG WINAPI IWineD3DBaseTextureImpl_AddRef(IWineD3DBaseTexture *iface);
1476     extern ULONG WINAPI IWineD3DBaseTextureImpl_Release(IWineD3DBaseTexture *iface);
1477     /*** IWineD3DResource methods ***/
1478     extern HRESULT WINAPI IWineD3DBaseTextureImpl_GetParent(IWineD3DBaseTexture *iface, IUnknown **pParent);
1479     extern HRESULT WINAPI IWineD3DBaseTextureImpl_GetDevice(IWineD3DBaseTexture *iface, IWineD3DDevice ** ppDevice);
1480     extern HRESULT WINAPI IWineD3DBaseTextureImpl_SetPrivateData(IWineD3DBaseTexture *iface, REFGUID  refguid, CONST void * pData, DWORD  SizeOfData, DWORD  Flags);
1481     extern HRESULT WINAPI IWineD3DBaseTextureImpl_GetPrivateData(IWineD3DBaseTexture *iface, REFGUID  refguid, void * pData, DWORD * pSizeOfData);
1482     extern HRESULT WINAPI IWineD3DBaseTextureImpl_FreePrivateData(IWineD3DBaseTexture *iface, REFGUID  refguid);
1483     extern DWORD WINAPI IWineD3DBaseTextureImpl_SetPriority(IWineD3DBaseTexture *iface, DWORD  PriorityNew);
1484     extern DWORD WINAPI IWineD3DBaseTextureImpl_GetPriority(IWineD3DBaseTexture *iface);
1485     extern void WINAPI IWineD3DBaseTextureImpl_PreLoad(IWineD3DBaseTexture *iface);
1486     extern WINED3DRESOURCETYPE WINAPI IWineD3DBaseTextureImpl_GetType(IWineD3DBaseTexture *iface);
1487     /*** IWineD3DBaseTexture methods ***/
1488     extern DWORD WINAPI IWineD3DBaseTextureImpl_SetLOD(IWineD3DBaseTexture *iface, DWORD LODNew);
1489     extern DWORD WINAPI IWineD3DBaseTextureImpl_GetLOD(IWineD3DBaseTexture *iface);
1490     extern DWORD WINAPI IWineD3DBaseTextureImpl_GetLevelCount(IWineD3DBaseTexture *iface);
1491     extern HRESULT WINAPI IWineD3DBaseTextureImpl_SetAutoGenFilterType(IWineD3DBaseTexture *iface, WINED3DTEXTUREFILTERTYPE FilterType);
1492     extern WINED3DTEXTUREFILTERTYPE WINAPI IWineD3DBaseTextureImpl_GetAutoGenFilterType(IWineD3DBaseTexture *iface);
1493     extern void WINAPI IWineD3DBaseTextureImpl_GenerateMipSubLevels(IWineD3DBaseTexture *iface);
1494     extern BOOL WINAPI IWineD3DBaseTextureImpl_SetDirty(IWineD3DBaseTexture *iface, BOOL);
1495     extern BOOL WINAPI IWineD3DBaseTextureImpl_GetDirty(IWineD3DBaseTexture *iface);
1496
1497     extern BYTE* WINAPI IWineD3DVertexBufferImpl_GetMemory(IWineD3DVertexBuffer* iface, DWORD iOffset, GLint *vbo);
1498     extern HRESULT WINAPI IWineD3DVertexBufferImpl_ReleaseMemory(IWineD3DVertexBuffer* iface);
1499     extern HRESULT WINAPI IWineD3DBaseTextureImpl_BindTexture(IWineD3DBaseTexture *iface);
1500     extern HRESULT WINAPI IWineD3DBaseTextureImpl_UnBindTexture(IWineD3DBaseTexture *iface);
1501     extern void WINAPI IWineD3DBaseTextureImpl_ApplyStateChanges(IWineD3DBaseTexture *iface, const DWORD textureStates[WINED3D_HIGHEST_TEXTURE_STATE + 1], const DWORD samplerStates[WINED3D_HIGHEST_SAMPLER_STATE + 1]);
1502     /*** class static members ***/
1503     void IWineD3DBaseTextureImpl_CleanUp(IWineD3DBaseTexture *iface);
1504
1505 struct SHADER_OPCODE_ARG;
1506 typedef void (*SHADER_HANDLER) (struct SHADER_OPCODE_ARG*);
1507
1508 /* Struct to maintain a list of GLSL shader programs and their associated pixel and
1509  * vertex shaders.  A list of this type is maintained on the DeviceImpl, and is only
1510  * used if the user is using GLSL shaders. */
1511 struct glsl_shader_prog_link {
1512     struct list             vshader_entry;
1513     struct list             pshader_entry;
1514     GLhandleARB             programId;
1515     GLhandleARB             *vuniformF_locations;
1516     GLhandleARB             *puniformF_locations;
1517     GLhandleARB             vshader;
1518     GLhandleARB             pshader;
1519 };
1520
1521 typedef struct {
1522     GLhandleARB vshader;
1523     GLhandleARB pshader;
1524 } glsl_program_key_t;
1525
1526 /* TODO: Make this dynamic, based on shader limits ? */
1527 #define MAX_REG_ADDR 1
1528 #define MAX_REG_TEMP 32
1529 #define MAX_REG_TEXCRD 8
1530 #define MAX_REG_INPUT 12
1531 #define MAX_REG_OUTPUT 12
1532 #define MAX_ATTRIBS 16
1533 #define MAX_CONST_I 16
1534 #define MAX_CONST_B 16
1535
1536 /* FIXME: This needs to go up to 2048 for
1537  * Shader model 3 according to msdn (and for software shaders) */
1538 #define MAX_LABELS 16
1539
1540 typedef struct semantic {
1541     DWORD usage;
1542     DWORD reg;
1543 } semantic;
1544
1545 typedef struct local_constant {
1546     struct list entry;
1547     unsigned int idx;
1548     DWORD value[4];
1549 } local_constant;
1550
1551 typedef struct shader_reg_maps {
1552
1553     char texcoord[MAX_REG_TEXCRD];          /* pixel < 3.0 */
1554     char temporary[MAX_REG_TEMP];           /* pixel, vertex */
1555     char address[MAX_REG_ADDR];             /* vertex */
1556     char packed_input[MAX_REG_INPUT];       /* pshader >= 3.0 */
1557     char packed_output[MAX_REG_OUTPUT];     /* vertex >= 3.0 */
1558     char attributes[MAX_ATTRIBS];           /* vertex */
1559     char labels[MAX_LABELS];                /* pixel, vertex */
1560
1561     /* Sampler usage tokens 
1562      * Use 0 as default (bit 31 is always 1 on a valid token) */
1563     DWORD samplers[MAX_SAMPLERS];
1564     char bumpmat;
1565
1566     /* Whether or not a loop is used in this shader */
1567     char loop;
1568
1569     /* Whether or not this shader uses fog */
1570     char fog;
1571
1572 } shader_reg_maps;
1573
1574 #define SHADER_PGMSIZE 65535
1575 typedef struct SHADER_BUFFER {
1576     char* buffer;
1577     unsigned int bsize;
1578     unsigned int lineNo;
1579     BOOL newline;
1580 } SHADER_BUFFER;
1581
1582 /* Undocumented opcode controls */
1583 #define INST_CONTROLS_SHIFT 16
1584 #define INST_CONTROLS_MASK 0x00ff0000
1585
1586 typedef enum COMPARISON_TYPE {
1587     COMPARISON_GT = 1,
1588     COMPARISON_EQ = 2,
1589     COMPARISON_GE = 3,
1590     COMPARISON_LT = 4,
1591     COMPARISON_NE = 5,
1592     COMPARISON_LE = 6
1593 } COMPARISON_TYPE;
1594
1595 typedef struct SHADER_OPCODE {
1596     unsigned int  opcode;
1597     const char*   name;
1598     const char*   glname;
1599     char          dst_token;
1600     CONST UINT    num_params;
1601     SHADER_HANDLER hw_fct;
1602     SHADER_HANDLER hw_glsl_fct;
1603     DWORD         min_version;
1604     DWORD         max_version;
1605 } SHADER_OPCODE;
1606
1607 typedef struct SHADER_OPCODE_ARG {
1608     IWineD3DBaseShader* shader;
1609     shader_reg_maps* reg_maps;
1610     CONST SHADER_OPCODE* opcode;
1611     DWORD opcode_token;
1612     DWORD dst;
1613     DWORD dst_addr;
1614     DWORD predicate;
1615     DWORD src[4];
1616     DWORD src_addr[4];
1617     SHADER_BUFFER* buffer;
1618 } SHADER_OPCODE_ARG;
1619
1620 typedef struct SHADER_LIMITS {
1621     unsigned int temporary;
1622     unsigned int texcoord;
1623     unsigned int sampler;
1624     unsigned int constant_int;
1625     unsigned int constant_float;
1626     unsigned int constant_bool;
1627     unsigned int address;
1628     unsigned int packed_output;
1629     unsigned int packed_input;
1630     unsigned int attributes;
1631     unsigned int label;
1632 } SHADER_LIMITS;
1633
1634 /** Keeps track of details for TEX_M#x# shader opcodes which need to 
1635     maintain state information between multiple codes */
1636 typedef struct SHADER_PARSE_STATE {
1637     unsigned int current_row;
1638     DWORD texcoord_w[2];
1639 } SHADER_PARSE_STATE;
1640
1641 /* Base Shader utility functions. 
1642  * (may move callers into the same file in the future) */
1643 extern int shader_addline(
1644     SHADER_BUFFER* buffer,
1645     const char* fmt, ...);
1646
1647 extern const SHADER_OPCODE* shader_get_opcode(
1648     IWineD3DBaseShader *iface, 
1649     const DWORD code);
1650
1651 extern void shader_delete_constant_list(
1652     struct list* clist);
1653
1654 void delete_glsl_program_entry(IWineD3DDevice *iface, struct glsl_shader_prog_link *entry);
1655
1656 /* Vertex shader utility functions */
1657 extern BOOL vshader_get_input(
1658     IWineD3DVertexShader* iface,
1659     BYTE usage_req, BYTE usage_idx_req,
1660     unsigned int* regnum);
1661
1662 extern BOOL vshader_input_is_color(
1663     IWineD3DVertexShader* iface,
1664     unsigned int regnum);
1665
1666 extern HRESULT allocate_shader_constants(IWineD3DStateBlockImpl* object);
1667
1668 /* ARB_[vertex/fragment]_program helper functions */
1669 extern void shader_arb_load_constants(
1670     IWineD3DDevice* device,
1671     char usePixelShader,
1672     char useVertexShader);
1673
1674 /* ARB shader program Prototypes */
1675 extern void shader_hw_def(SHADER_OPCODE_ARG *arg);
1676
1677 /* ARB pixel shader prototypes */
1678 extern void pshader_hw_bem(SHADER_OPCODE_ARG* arg);
1679 extern void pshader_hw_cnd(SHADER_OPCODE_ARG* arg);
1680 extern void pshader_hw_cmp(SHADER_OPCODE_ARG* arg);
1681 extern void pshader_hw_map2gl(SHADER_OPCODE_ARG* arg);
1682 extern void pshader_hw_tex(SHADER_OPCODE_ARG* arg);
1683 extern void pshader_hw_texcoord(SHADER_OPCODE_ARG* arg);
1684 extern void pshader_hw_texreg2ar(SHADER_OPCODE_ARG* arg);
1685 extern void pshader_hw_texreg2gb(SHADER_OPCODE_ARG* arg);
1686 extern void pshader_hw_texbem(SHADER_OPCODE_ARG* arg);
1687 extern void pshader_hw_texm3x2pad(SHADER_OPCODE_ARG* arg);
1688 extern void pshader_hw_texm3x2tex(SHADER_OPCODE_ARG* arg);
1689 extern void pshader_hw_texm3x3pad(SHADER_OPCODE_ARG* arg);
1690 extern void pshader_hw_texm3x3tex(SHADER_OPCODE_ARG* arg);
1691 extern void pshader_hw_texm3x3spec(SHADER_OPCODE_ARG* arg);
1692 extern void pshader_hw_texm3x3vspec(SHADER_OPCODE_ARG* arg);
1693
1694 /* ARB vertex shader prototypes */
1695 extern void vshader_hw_map2gl(SHADER_OPCODE_ARG* arg);
1696 extern void vshader_hw_mnxn(SHADER_OPCODE_ARG* arg);
1697 extern void vshader_hw_rsq_rcp(SHADER_OPCODE_ARG* arg);
1698
1699 /* GLSL helper functions */
1700 extern void shader_glsl_add_instruction_modifiers(SHADER_OPCODE_ARG *arg);
1701 extern void shader_glsl_load_constants(
1702     IWineD3DDevice* device,
1703     char usePixelShader,
1704     char useVertexShader);
1705
1706 /** The following translate DirectX pixel/vertex shader opcodes to GLSL lines */
1707 extern void shader_glsl_cross(SHADER_OPCODE_ARG* arg);
1708 extern void shader_glsl_map2gl(SHADER_OPCODE_ARG* arg);
1709 extern void shader_glsl_arith(SHADER_OPCODE_ARG* arg);
1710 extern void shader_glsl_mov(SHADER_OPCODE_ARG* arg);
1711 extern void shader_glsl_mad(SHADER_OPCODE_ARG* arg);
1712 extern void shader_glsl_mnxn(SHADER_OPCODE_ARG* arg);
1713 extern void shader_glsl_lrp(SHADER_OPCODE_ARG* arg);
1714 extern void shader_glsl_dot(SHADER_OPCODE_ARG* arg);
1715 extern void shader_glsl_rcp(SHADER_OPCODE_ARG* arg);
1716 extern void shader_glsl_cnd(SHADER_OPCODE_ARG* arg);
1717 extern void shader_glsl_compare(SHADER_OPCODE_ARG* arg);
1718 extern void shader_glsl_def(SHADER_OPCODE_ARG* arg);
1719 extern void shader_glsl_defi(SHADER_OPCODE_ARG* arg);
1720 extern void shader_glsl_defb(SHADER_OPCODE_ARG* arg);
1721 extern void shader_glsl_expp(SHADER_OPCODE_ARG* arg);
1722 extern void shader_glsl_cmp(SHADER_OPCODE_ARG* arg);
1723 extern void shader_glsl_lit(SHADER_OPCODE_ARG* arg);
1724 extern void shader_glsl_dst(SHADER_OPCODE_ARG* arg);
1725 extern void shader_glsl_sincos(SHADER_OPCODE_ARG* arg);
1726 extern void shader_glsl_loop(SHADER_OPCODE_ARG* arg);
1727 extern void shader_glsl_end(SHADER_OPCODE_ARG* arg);
1728 extern void shader_glsl_if(SHADER_OPCODE_ARG* arg);
1729 extern void shader_glsl_ifc(SHADER_OPCODE_ARG* arg);
1730 extern void shader_glsl_else(SHADER_OPCODE_ARG* arg);
1731 extern void shader_glsl_break(SHADER_OPCODE_ARG* arg);
1732 extern void shader_glsl_breakc(SHADER_OPCODE_ARG* arg);
1733 extern void shader_glsl_rep(SHADER_OPCODE_ARG* arg);
1734 extern void shader_glsl_call(SHADER_OPCODE_ARG* arg);
1735 extern void shader_glsl_callnz(SHADER_OPCODE_ARG* arg);
1736 extern void shader_glsl_label(SHADER_OPCODE_ARG* arg);
1737 extern void shader_glsl_pow(SHADER_OPCODE_ARG* arg);
1738
1739 /** GLSL Pixel Shader Prototypes */
1740 extern void pshader_glsl_tex(SHADER_OPCODE_ARG* arg);
1741 extern void pshader_glsl_texcoord(SHADER_OPCODE_ARG* arg);
1742 extern void pshader_glsl_texdp3tex(SHADER_OPCODE_ARG* arg);
1743 extern void pshader_glsl_texdp3(SHADER_OPCODE_ARG* arg);
1744 extern void pshader_glsl_texdepth(SHADER_OPCODE_ARG* arg);
1745 extern void pshader_glsl_texm3x2depth(SHADER_OPCODE_ARG* arg);
1746 extern void pshader_glsl_texm3x2pad(SHADER_OPCODE_ARG* arg);
1747 extern void pshader_glsl_texm3x2tex(SHADER_OPCODE_ARG* arg);
1748 extern void pshader_glsl_texm3x3(SHADER_OPCODE_ARG* arg);
1749 extern void pshader_glsl_texm3x3pad(SHADER_OPCODE_ARG* arg);
1750 extern void pshader_glsl_texm3x3tex(SHADER_OPCODE_ARG* arg);
1751 extern void pshader_glsl_texm3x3spec(SHADER_OPCODE_ARG* arg);
1752 extern void pshader_glsl_texm3x3vspec(SHADER_OPCODE_ARG* arg);
1753 extern void pshader_glsl_texkill(SHADER_OPCODE_ARG* arg);
1754 extern void pshader_glsl_texbem(SHADER_OPCODE_ARG* arg);
1755 extern void pshader_glsl_bem(SHADER_OPCODE_ARG* arg);
1756 extern void pshader_glsl_texreg2ar(SHADER_OPCODE_ARG* arg);
1757 extern void pshader_glsl_texreg2gb(SHADER_OPCODE_ARG* arg);
1758 extern void pshader_glsl_texreg2rgb(SHADER_OPCODE_ARG* arg);
1759 extern void pshader_glsl_dp2add(SHADER_OPCODE_ARG* arg);
1760 extern void pshader_glsl_input_pack(
1761    SHADER_BUFFER* buffer,
1762    semantic* semantics_out);
1763
1764 /** GLSL Vertex Shader Prototypes */
1765 extern void vshader_glsl_output_unpack(
1766    SHADER_BUFFER* buffer,
1767    semantic* semantics_out);
1768
1769 /*****************************************************************************
1770  * IDirect3DBaseShader implementation structure
1771  */
1772 typedef struct IWineD3DBaseShaderClass
1773 {
1774     DWORD                           hex_version;
1775     SHADER_LIMITS                   limits;
1776     SHADER_PARSE_STATE              parse_state;
1777     CONST SHADER_OPCODE             *shader_ins;
1778     CONST DWORD                     *function;
1779     UINT                            functionLength;
1780     GLuint                          prgId;
1781     BOOL                            is_compiled;
1782
1783     /* Type of shader backend */
1784     int shader_mode;
1785
1786     /* Programs this shader is linked with */
1787     struct list linked_programs;
1788
1789     /* Immediate constants (override global ones) */
1790     struct list constantsB;
1791     struct list constantsF;
1792     struct list constantsI;
1793     shader_reg_maps reg_maps;
1794
1795     /* Pointer to the parent device */
1796     IWineD3DDevice *device;
1797
1798 } IWineD3DBaseShaderClass;
1799
1800 typedef struct IWineD3DBaseShaderImpl {
1801     /* IUnknown */
1802     const IWineD3DBaseShaderVtbl    *lpVtbl;
1803     LONG                            ref;
1804
1805     /* IWineD3DBaseShader */
1806     IWineD3DBaseShaderClass         baseShader;
1807 } IWineD3DBaseShaderImpl;
1808
1809 extern HRESULT shader_get_registers_used(
1810     IWineD3DBaseShader *iface,
1811     shader_reg_maps* reg_maps,
1812     semantic* semantics_in,
1813     semantic* semantics_out,
1814     CONST DWORD* pToken,
1815     IWineD3DStateBlockImpl *stateBlock);
1816
1817 extern void shader_generate_glsl_declarations(
1818     IWineD3DBaseShader *iface,
1819     shader_reg_maps* reg_maps,
1820     SHADER_BUFFER* buffer,
1821     WineD3D_GL_Info* gl_info);
1822
1823 extern void shader_generate_arb_declarations(
1824     IWineD3DBaseShader *iface,
1825     shader_reg_maps* reg_maps,
1826     SHADER_BUFFER* buffer,
1827     WineD3D_GL_Info* gl_info);
1828
1829 extern void shader_generate_main(
1830     IWineD3DBaseShader *iface,
1831     SHADER_BUFFER* buffer,
1832     shader_reg_maps* reg_maps,
1833     CONST DWORD* pFunction);
1834
1835 extern void shader_dump_ins_modifiers(
1836     const DWORD output);
1837
1838 extern void shader_dump_param(
1839     IWineD3DBaseShader *iface,
1840     const DWORD param,
1841     const DWORD addr_token,
1842     int input);
1843
1844 extern void shader_trace_init(
1845     IWineD3DBaseShader *iface,
1846     const DWORD* pFunction);
1847
1848 extern int shader_get_param(
1849     IWineD3DBaseShader* iface,
1850     const DWORD* pToken,
1851     DWORD* param,
1852     DWORD* addr_token);
1853
1854 extern int shader_skip_unrecognized(
1855     IWineD3DBaseShader* iface,
1856     const DWORD* pToken);
1857
1858 extern void print_glsl_info_log(
1859     WineD3D_GL_Info *gl_info,
1860     GLhandleARB obj);
1861
1862 static inline int shader_get_regtype(const DWORD param) {
1863     return (((param & WINED3DSP_REGTYPE_MASK) >> WINED3DSP_REGTYPE_SHIFT) |
1864             ((param & WINED3DSP_REGTYPE_MASK2) >> WINED3DSP_REGTYPE_SHIFT2));
1865 }
1866
1867 extern unsigned int shader_get_float_offset(const DWORD reg);
1868
1869 static inline BOOL shader_is_pshader_version(DWORD token) {
1870     return 0xFFFF0000 == (token & 0xFFFF0000);
1871 }
1872
1873 static inline BOOL shader_is_vshader_version(DWORD token) {
1874     return 0xFFFE0000 == (token & 0xFFFF0000);
1875 }
1876
1877 static inline BOOL shader_is_comment(DWORD token) {
1878     return WINED3DSIO_COMMENT == (token & WINED3DSI_OPCODE_MASK);
1879 }
1880
1881 /* TODO: vFace (ps_3_0) */
1882 static inline BOOL shader_is_scalar(DWORD param) {
1883     DWORD reg_type = shader_get_regtype(param);
1884
1885     switch (reg_type) {
1886         case WINED3DSPR_RASTOUT:
1887             if ((param & WINED3DSP_REGNUM_MASK) != 0) {
1888                 /* oFog & oPts */
1889                 return TRUE;
1890             }
1891             /* oPos */
1892             return FALSE;
1893
1894         case WINED3DSPR_DEPTHOUT:   /* oDepth */
1895         case WINED3DSPR_CONSTBOOL:  /* b# */
1896         case WINED3DSPR_LOOP:       /* aL */
1897         case WINED3DSPR_PREDICATE:  /* p0 */
1898             return TRUE;
1899
1900         default:
1901             return FALSE;
1902     }
1903 }
1904
1905 /* Internally used shader constants. Applications can use constants 0 to GL_LIMITS(vshader_constantsF) - 1,
1906  * so upload them above that
1907  */
1908 #define ARB_SHADER_PRIVCONST_BASE GL_LIMITS(vshader_constantsF)
1909 #define ARB_SHADER_PRIVCONST_POS ARB_SHADER_PRIVCONST_BASE + 0
1910
1911 /*****************************************************************************
1912  * IDirect3DVertexShader implementation structure
1913  */
1914 typedef struct IWineD3DVertexShaderImpl {
1915     /* IUnknown parts*/   
1916     const IWineD3DVertexShaderVtbl *lpVtbl;
1917     LONG                        ref;     /* Note: Ref counting not required */
1918
1919     /* IWineD3DBaseShader */
1920     IWineD3DBaseShaderClass     baseShader;
1921
1922     /* IWineD3DVertexShaderImpl */
1923     IUnknown                    *parent;
1924
1925     DWORD                       usage;
1926
1927     /* Vertex shader input and output semantics */
1928     semantic semantics_in [MAX_ATTRIBS];
1929     semantic semantics_out [MAX_REG_OUTPUT];
1930
1931     /* run time datas...  */
1932     VSHADERDATA                *data;
1933 #if 0 /* needs reworking */
1934     /* run time datas */
1935     VSHADERINPUTDATA input;
1936     VSHADEROUTPUTDATA output;
1937 #endif
1938 } IWineD3DVertexShaderImpl;
1939 extern const SHADER_OPCODE IWineD3DVertexShaderImpl_shader_ins[];
1940 extern const IWineD3DVertexShaderVtbl IWineD3DVertexShader_Vtbl;
1941
1942 /*****************************************************************************
1943  * IDirect3DPixelShader implementation structure
1944  */
1945 typedef struct IWineD3DPixelShaderImpl {
1946     /* IUnknown parts */
1947     const IWineD3DPixelShaderVtbl *lpVtbl;
1948     LONG                        ref;     /* Note: Ref counting not required */
1949
1950     /* IWineD3DBaseShader */
1951     IWineD3DBaseShaderClass     baseShader;
1952
1953     /* IWineD3DPixelShaderImpl */
1954     IUnknown                   *parent;
1955
1956     /* Pixel shader input semantics */
1957     semantic semantics_in [MAX_REG_INPUT];
1958
1959     /* run time data */
1960     PSHADERDATA                *data;
1961
1962     /* Some information about the shader behavior */
1963     char                        needsbumpmat;
1964     UINT                        bumpenvmatconst;
1965
1966 #if 0 /* needs reworking */
1967     PSHADERINPUTDATA input;
1968     PSHADEROUTPUTDATA output;
1969 #endif
1970 } IWineD3DPixelShaderImpl;
1971
1972 extern const SHADER_OPCODE IWineD3DPixelShaderImpl_shader_ins[];
1973 extern const IWineD3DPixelShaderVtbl IWineD3DPixelShader_Vtbl;
1974
1975 /*****************************************************************************
1976  * IWineD3DPalette implementation structure
1977  */
1978 struct IWineD3DPaletteImpl {
1979     /* IUnknown parts */
1980     const IWineD3DPaletteVtbl  *lpVtbl;
1981     LONG                       ref;
1982
1983     IUnknown                   *parent;
1984     IWineD3DDeviceImpl         *wineD3DDevice;
1985
1986     /* IWineD3DPalette */
1987     HPALETTE                   hpal;
1988     WORD                       palVersion;     /*|               */
1989     WORD                       palNumEntries;  /*|  LOGPALETTE   */
1990     PALETTEENTRY               palents[256];   /*|               */
1991     /* This is to store the palette in 'screen format' */
1992     int                        screen_palents[256];
1993     DWORD                      Flags;
1994 };
1995
1996 extern const IWineD3DPaletteVtbl IWineD3DPalette_Vtbl;
1997 DWORD IWineD3DPaletteImpl_Size(DWORD dwFlags);
1998
1999 /* DirectDraw utility functions */
2000 extern WINED3DFORMAT pixelformat_for_depth(DWORD depth);
2001
2002 /*****************************************************************************
2003  * Pixel format management
2004  */
2005 typedef struct {
2006     WINED3DFORMAT           format;
2007     DWORD                   alphaMask, redMask, greenMask, blueMask;
2008     UINT                    bpp;
2009     BOOL                    isFourcc;
2010     GLint                   glInternal, glGammaInternal, glFormat, glType;
2011 } PixelFormatDesc;
2012
2013 const PixelFormatDesc *getFormatDescEntry(WINED3DFORMAT fmt);
2014
2015 static inline BOOL use_vs(IWineD3DDeviceImpl *device) {
2016     return (device->vs_selected_mode != SHADER_NONE
2017             && device->stateBlock->vertexShader
2018             && ((IWineD3DVertexShaderImpl *)device->stateBlock->vertexShader)->baseShader.function
2019             && !device->strided_streams.u.s.position_transformed);
2020 }
2021
2022 static inline BOOL use_ps(IWineD3DDeviceImpl *device) {
2023     return (device->ps_selected_mode != SHADER_NONE
2024             && device->stateBlock->pixelShader
2025             && ((IWineD3DPixelShaderImpl *)device->stateBlock->pixelShader)->baseShader.function);
2026 }
2027
2028 void stretch_rect_fbo(IWineD3DDevice *iface, IWineD3DSurface *src_surface, WINED3DRECT *src_rect,
2029         IWineD3DSurface *dst_surface, WINED3DRECT *dst_rect, WINED3DTEXTUREFILTERTYPE filter, BOOL flip);
2030
2031 #endif