wined3d: Use bitfields for reg_maps uses* members.
[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 2002-2003, 2004 Jason Edmeades
7  * Copyright 2005 Oliver Stieber
8  *
9  * This library is free software; you can redistribute it and/or
10  * modify it under the terms of the GNU Lesser General Public
11  * License as published by the Free Software Foundation; either
12  * version 2.1 of the License, or (at your option) any later version.
13  *
14  * This library is distributed in the hope that it will be useful,
15  * but WITHOUT ANY WARRANTY; without even the implied warranty of
16  * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE.  See the GNU
17  * Lesser General Public License for more details.
18  *
19  * You should have received a copy of the GNU Lesser General Public
20  * License along with this library; if not, write to the Free Software
21  * Foundation, Inc., 51 Franklin St, Fifth Floor, Boston, MA 02110-1301, USA
22  */
23
24 #ifndef __WINE_WINED3D_PRIVATE_H
25 #define __WINE_WINED3D_PRIVATE_H
26
27 #include <stdarg.h>
28 #include <math.h>
29 #define NONAMELESSUNION
30 #define NONAMELESSSTRUCT
31 #define COBJMACROS
32 #include "windef.h"
33 #include "winbase.h"
34 #include "winreg.h"
35 #include "wingdi.h"
36 #include "winuser.h"
37 #include "wine/debug.h"
38 #include "wine/unicode.h"
39
40 #include "objbase.h"
41 #include "wine/wined3d.h"
42 #include "wined3d_gl.h"
43 #include "wine/list.h"
44 #include "wine/rbtree.h"
45
46 /* Texture format fixups */
47
48 enum fixup_channel_source
49 {
50     CHANNEL_SOURCE_ZERO = 0,
51     CHANNEL_SOURCE_ONE = 1,
52     CHANNEL_SOURCE_X = 2,
53     CHANNEL_SOURCE_Y = 3,
54     CHANNEL_SOURCE_Z = 4,
55     CHANNEL_SOURCE_W = 5,
56     CHANNEL_SOURCE_YUV0 = 6,
57     CHANNEL_SOURCE_YUV1 = 7,
58 };
59
60 enum yuv_fixup
61 {
62     YUV_FIXUP_YUY2 = 0,
63     YUV_FIXUP_UYVY = 1,
64     YUV_FIXUP_YV12 = 2,
65 };
66
67 #include <pshpack2.h>
68 struct color_fixup_desc
69 {
70     unsigned x_sign_fixup : 1;
71     unsigned x_source : 3;
72     unsigned y_sign_fixup : 1;
73     unsigned y_source : 3;
74     unsigned z_sign_fixup : 1;
75     unsigned z_source : 3;
76     unsigned w_sign_fixup : 1;
77     unsigned w_source : 3;
78 };
79 #include <poppack.h>
80
81 static const struct color_fixup_desc COLOR_FIXUP_IDENTITY =
82         {0, CHANNEL_SOURCE_X, 0, CHANNEL_SOURCE_Y, 0, CHANNEL_SOURCE_Z, 0, CHANNEL_SOURCE_W};
83
84 static inline struct color_fixup_desc create_color_fixup_desc(
85         int sign0, enum fixup_channel_source src0, int sign1, enum fixup_channel_source src1,
86         int sign2, enum fixup_channel_source src2, int sign3, enum fixup_channel_source src3)
87 {
88     struct color_fixup_desc fixup =
89     {
90         sign0, src0,
91         sign1, src1,
92         sign2, src2,
93         sign3, src3,
94     };
95     return fixup;
96 }
97
98 static inline struct color_fixup_desc create_yuv_fixup_desc(enum yuv_fixup yuv_fixup)
99 {
100     struct color_fixup_desc fixup =
101     {
102         0, yuv_fixup & (1 << 0) ? CHANNEL_SOURCE_YUV1 : CHANNEL_SOURCE_YUV0,
103         0, yuv_fixup & (1 << 1) ? CHANNEL_SOURCE_YUV1 : CHANNEL_SOURCE_YUV0,
104         0, yuv_fixup & (1 << 2) ? CHANNEL_SOURCE_YUV1 : CHANNEL_SOURCE_YUV0,
105         0, yuv_fixup & (1 << 3) ? CHANNEL_SOURCE_YUV1 : CHANNEL_SOURCE_YUV0,
106     };
107     return fixup;
108 }
109
110 static inline BOOL is_identity_fixup(struct color_fixup_desc fixup)
111 {
112     return !memcmp(&fixup, &COLOR_FIXUP_IDENTITY, sizeof(fixup));
113 }
114
115 static inline BOOL is_yuv_fixup(struct color_fixup_desc fixup)
116 {
117     return fixup.x_source == CHANNEL_SOURCE_YUV0 || fixup.x_source == CHANNEL_SOURCE_YUV1;
118 }
119
120 static inline enum yuv_fixup get_yuv_fixup(struct color_fixup_desc fixup)
121 {
122     enum yuv_fixup yuv_fixup = 0;
123     if (fixup.x_source == CHANNEL_SOURCE_YUV1) yuv_fixup |= (1 << 0);
124     if (fixup.y_source == CHANNEL_SOURCE_YUV1) yuv_fixup |= (1 << 1);
125     if (fixup.z_source == CHANNEL_SOURCE_YUV1) yuv_fixup |= (1 << 2);
126     if (fixup.w_source == CHANNEL_SOURCE_YUV1) yuv_fixup |= (1 << 3);
127     return yuv_fixup;
128 }
129
130 void *wined3d_rb_alloc(size_t size);
131 void *wined3d_rb_realloc(void *ptr, size_t size);
132 void wined3d_rb_free(void *ptr);
133
134 /* Device caps */
135 #define MAX_PALETTES            65536
136 #define MAX_STREAMS             16
137 #define MAX_TEXTURES            8
138 #define MAX_FRAGMENT_SAMPLERS   16
139 #define MAX_VERTEX_SAMPLERS     4
140 #define MAX_COMBINED_SAMPLERS   (MAX_FRAGMENT_SAMPLERS + MAX_VERTEX_SAMPLERS)
141 #define MAX_ACTIVE_LIGHTS       8
142 #define MAX_CLIPPLANES          WINED3DMAXUSERCLIPPLANES
143
144 /* Used for CreateStateBlock */
145 #define NUM_SAVEDPIXELSTATES_R     35
146 #define NUM_SAVEDPIXELSTATES_T     18
147 #define NUM_SAVEDPIXELSTATES_S     12
148 #define NUM_SAVEDVERTEXSTATES_R    34
149 #define NUM_SAVEDVERTEXSTATES_T    2
150 #define NUM_SAVEDVERTEXSTATES_S    1
151
152 extern const DWORD SavedPixelStates_R[NUM_SAVEDPIXELSTATES_R];
153 extern const DWORD SavedPixelStates_T[NUM_SAVEDPIXELSTATES_T];
154 extern const DWORD SavedPixelStates_S[NUM_SAVEDPIXELSTATES_S];
155 extern const DWORD SavedVertexStates_R[NUM_SAVEDVERTEXSTATES_R];
156 extern const DWORD SavedVertexStates_T[NUM_SAVEDVERTEXSTATES_T];
157 extern const DWORD SavedVertexStates_S[NUM_SAVEDVERTEXSTATES_S];
158
159 typedef enum _WINELOOKUP {
160     WINELOOKUP_WARPPARAM = 0,
161     MAX_LOOKUPS          = 1
162 } WINELOOKUP;
163
164 extern const int minLookup[MAX_LOOKUPS];
165 extern const int maxLookup[MAX_LOOKUPS];
166 extern DWORD *stateLookup[MAX_LOOKUPS];
167
168 struct min_lookup
169 {
170     GLenum mip[WINED3DTEXF_LINEAR + 1];
171 };
172
173 struct min_lookup minMipLookup[WINED3DTEXF_ANISOTROPIC + 1];
174 const struct min_lookup minMipLookup_noFilter[WINED3DTEXF_ANISOTROPIC + 1];
175 GLenum magLookup[WINED3DTEXF_ANISOTROPIC + 1];
176 const GLenum magLookup_noFilter[WINED3DTEXF_ANISOTROPIC + 1];
177
178 extern const struct filter_lookup filter_lookup_nofilter;
179 extern struct filter_lookup filter_lookup;
180
181 /* float_16_to_32() and float_32_to_16() (see implementation in
182  * surface_base.c) convert 16 bit floats in the FLOAT16 data type
183  * to standard C floats and vice versa. They do not depend on the encoding
184  * of the C float, so they are platform independent, but slow. On x86 and
185  * other IEEE 754 compliant platforms the conversion can be accelerated by
186  * bit shifting the exponent and mantissa. There are also some SSE-based
187  * assembly routines out there.
188  *
189  * See GL_NV_half_float for a reference of the FLOAT16 / GL_HALF format
190  */
191 static inline float float_16_to_32(const unsigned short *in) {
192     const unsigned short s = ((*in) & 0x8000);
193     const unsigned short e = ((*in) & 0x7C00) >> 10;
194     const unsigned short m = (*in) & 0x3FF;
195     const float sgn = (s ? -1.0 : 1.0);
196
197     if(e == 0) {
198         if(m == 0) return sgn * 0.0; /* +0.0 or -0.0 */
199         else return sgn * pow(2, -14.0) * ( (float) m / 1024.0);
200     } else if(e < 31) {
201         return sgn * pow(2, (float) e-15.0) * (1.0 + ((float) m / 1024.0));
202     } else {
203         if(m == 0) return sgn / 0.0; /* +INF / -INF */
204         else return 0.0 / 0.0; /* NAN */
205     }
206 }
207
208 static inline float float_24_to_32(DWORD in)
209 {
210     const float sgn = in & 0x800000 ? -1.0f : 1.0f;
211     const unsigned short e = (in & 0x780000) >> 19;
212     const unsigned short m = in & 0x7ffff;
213
214     if (e == 0)
215     {
216         if (m == 0) return sgn * 0.0f; /* +0.0 or -0.0 */
217         else return sgn * pow(2, -6.0f) * ((float)m / 524288.0f);
218     }
219     else if (e < 15)
220     {
221         return sgn * pow(2, (float)e - 7.0f) * (1.0f + ((float)m / 524288.0f));
222     }
223     else
224     {
225         if (m == 0) return sgn / 0.0; /* +INF / -INF */
226         else return 0.0 / 0.0; /* NAN */
227     }
228 }
229
230 /**
231  * Settings 
232  */
233 #define VS_NONE    0
234 #define VS_HW      1
235
236 #define PS_NONE    0
237 #define PS_HW      1
238
239 #define VBO_NONE   0
240 #define VBO_HW     1
241
242 #define NP2_NONE   0
243 #define NP2_REPACK 1
244 #define NP2_NATIVE 2
245
246 #define ORM_BACKBUFFER  0
247 #define ORM_PBUFFER     1
248 #define ORM_FBO         2
249
250 #define SHADER_ARB  1
251 #define SHADER_GLSL 2
252 #define SHADER_ATI  3
253 #define SHADER_NONE 4
254
255 #define RTL_DISABLE   -1
256 #define RTL_AUTO       0
257 #define RTL_READDRAW   1
258 #define RTL_READTEX    2
259 #define RTL_TEXDRAW    3
260 #define RTL_TEXTEX     4
261
262 #define PCI_VENDOR_NONE 0xffff /* e.g. 0x8086 for Intel and 0x10de for Nvidia */
263 #define PCI_DEVICE_NONE 0xffff /* e.g. 0x14f for a Geforce6200 */
264
265 /* NOTE: When adding fields to this structure, make sure to update the default
266  * values in wined3d_main.c as well. */
267 typedef struct wined3d_settings_s {
268 /* vertex and pixel shader modes */
269   int vs_mode;
270   int ps_mode;
271   int vbo_mode;
272 /* Ideally, we don't want the user to have to request GLSL.  If the hardware supports GLSL,
273     we should use it.  However, until it's fully implemented, we'll leave it as a registry
274     setting for developers. */
275   BOOL glslRequested;
276   int offscreen_rendering_mode;
277   int rendertargetlock_mode;
278   unsigned short pci_vendor_id;
279   unsigned short pci_device_id;
280 /* Memory tracking and object counting */
281   unsigned int emulated_textureram;
282   char *logo;
283   int allow_multisampling;
284 } wined3d_settings_t;
285
286 extern wined3d_settings_t wined3d_settings;
287
288 typedef enum _WINED3DSAMPLER_TEXTURE_TYPE
289 {
290     WINED3DSTT_UNKNOWN = 0,
291     WINED3DSTT_1D = 1,
292     WINED3DSTT_2D = 2,
293     WINED3DSTT_CUBE = 3,
294     WINED3DSTT_VOLUME = 4,
295 } WINED3DSAMPLER_TEXTURE_TYPE;
296
297 typedef enum _WINED3DSHADER_PARAM_REGISTER_TYPE
298 {
299     WINED3DSPR_TEMP = 0,
300     WINED3DSPR_INPUT = 1,
301     WINED3DSPR_CONST = 2,
302     WINED3DSPR_ADDR = 3,
303     WINED3DSPR_TEXTURE = 3,
304     WINED3DSPR_RASTOUT = 4,
305     WINED3DSPR_ATTROUT = 5,
306     WINED3DSPR_TEXCRDOUT = 6,
307     WINED3DSPR_OUTPUT = 6,
308     WINED3DSPR_CONSTINT = 7,
309     WINED3DSPR_COLOROUT = 8,
310     WINED3DSPR_DEPTHOUT = 9,
311     WINED3DSPR_SAMPLER = 10,
312     WINED3DSPR_CONST2 = 11,
313     WINED3DSPR_CONST3 = 12,
314     WINED3DSPR_CONST4 = 13,
315     WINED3DSPR_CONSTBOOL = 14,
316     WINED3DSPR_LOOP = 15,
317     WINED3DSPR_TEMPFLOAT16 = 16,
318     WINED3DSPR_MISCTYPE = 17,
319     WINED3DSPR_LABEL = 18,
320     WINED3DSPR_PREDICATE = 19,
321     WINED3DSPR_IMMCONST,
322 } WINED3DSHADER_PARAM_REGISTER_TYPE;
323
324 enum wined3d_immconst_type
325 {
326     WINED3D_IMMCONST_FLOAT,
327     WINED3D_IMMCONST_FLOAT4,
328 };
329
330 typedef enum _WINED3DVS_RASTOUT_OFFSETS
331 {
332     WINED3DSRO_POSITION = 0,
333     WINED3DSRO_FOG = 1,
334     WINED3DSRO_POINT_SIZE = 2,
335 } WINED3DVS_RASTOUT_OFFSETS;
336
337 #define WINED3DSP_NOSWIZZLE (0 | (1 << 2) | (2 << 4) | (3 << 6))
338
339 typedef enum _WINED3DSHADER_PARAM_SRCMOD_TYPE
340 {
341     WINED3DSPSM_NONE = 0,
342     WINED3DSPSM_NEG = 1,
343     WINED3DSPSM_BIAS = 2,
344     WINED3DSPSM_BIASNEG = 3,
345     WINED3DSPSM_SIGN = 4,
346     WINED3DSPSM_SIGNNEG = 5,
347     WINED3DSPSM_COMP = 6,
348     WINED3DSPSM_X2 = 7,
349     WINED3DSPSM_X2NEG = 8,
350     WINED3DSPSM_DZ = 9,
351     WINED3DSPSM_DW = 10,
352     WINED3DSPSM_ABS = 11,
353     WINED3DSPSM_ABSNEG = 12,
354     WINED3DSPSM_NOT = 13,
355 } WINED3DSHADER_PARAM_SRCMOD_TYPE;
356
357 #define WINED3DSP_WRITEMASK_0   0x1 /* .x r */
358 #define WINED3DSP_WRITEMASK_1   0x2 /* .y g */
359 #define WINED3DSP_WRITEMASK_2   0x4 /* .z b */
360 #define WINED3DSP_WRITEMASK_3   0x8 /* .w a */
361 #define WINED3DSP_WRITEMASK_ALL 0xf /* all */
362
363 typedef enum _WINED3DSHADER_PARAM_DSTMOD_TYPE
364 {
365     WINED3DSPDM_NONE = 0,
366     WINED3DSPDM_SATURATE = 1,
367     WINED3DSPDM_PARTIALPRECISION = 2,
368     WINED3DSPDM_MSAMPCENTROID = 4,
369 } WINED3DSHADER_PARAM_DSTMOD_TYPE;
370
371 typedef enum _WINED3DSHADER_INSTRUCTION_OPCODE_TYPE
372 {
373     WINED3DSIO_NOP = 0,
374     WINED3DSIO_MOV = 1,
375     WINED3DSIO_ADD = 2,
376     WINED3DSIO_SUB = 3,
377     WINED3DSIO_MAD = 4,
378     WINED3DSIO_MUL = 5,
379     WINED3DSIO_RCP = 6,
380     WINED3DSIO_RSQ = 7,
381     WINED3DSIO_DP3 = 8,
382     WINED3DSIO_DP4 = 9,
383     WINED3DSIO_MIN = 10,
384     WINED3DSIO_MAX = 11,
385     WINED3DSIO_SLT = 12,
386     WINED3DSIO_SGE = 13,
387     WINED3DSIO_EXP = 14,
388     WINED3DSIO_LOG = 15,
389     WINED3DSIO_LIT = 16,
390     WINED3DSIO_DST = 17,
391     WINED3DSIO_LRP = 18,
392     WINED3DSIO_FRC = 19,
393     WINED3DSIO_M4x4 = 20,
394     WINED3DSIO_M4x3 = 21,
395     WINED3DSIO_M3x4 = 22,
396     WINED3DSIO_M3x3 = 23,
397     WINED3DSIO_M3x2 = 24,
398     WINED3DSIO_CALL = 25,
399     WINED3DSIO_CALLNZ = 26,
400     WINED3DSIO_LOOP = 27,
401     WINED3DSIO_RET = 28,
402     WINED3DSIO_ENDLOOP = 29,
403     WINED3DSIO_LABEL = 30,
404     WINED3DSIO_DCL = 31,
405     WINED3DSIO_POW = 32,
406     WINED3DSIO_CRS = 33,
407     WINED3DSIO_SGN = 34,
408     WINED3DSIO_ABS = 35,
409     WINED3DSIO_NRM = 36,
410     WINED3DSIO_SINCOS = 37,
411     WINED3DSIO_REP = 38,
412     WINED3DSIO_ENDREP = 39,
413     WINED3DSIO_IF = 40,
414     WINED3DSIO_IFC = 41,
415     WINED3DSIO_ELSE = 42,
416     WINED3DSIO_ENDIF = 43,
417     WINED3DSIO_BREAK = 44,
418     WINED3DSIO_BREAKC = 45,
419     WINED3DSIO_MOVA = 46,
420     WINED3DSIO_DEFB = 47,
421     WINED3DSIO_DEFI = 48,
422
423     WINED3DSIO_TEXCOORD = 64,
424     WINED3DSIO_TEXKILL = 65,
425     WINED3DSIO_TEX = 66,
426     WINED3DSIO_TEXBEM = 67,
427     WINED3DSIO_TEXBEML = 68,
428     WINED3DSIO_TEXREG2AR = 69,
429     WINED3DSIO_TEXREG2GB = 70,
430     WINED3DSIO_TEXM3x2PAD = 71,
431     WINED3DSIO_TEXM3x2TEX = 72,
432     WINED3DSIO_TEXM3x3PAD = 73,
433     WINED3DSIO_TEXM3x3TEX = 74,
434     WINED3DSIO_TEXM3x3DIFF = 75,
435     WINED3DSIO_TEXM3x3SPEC = 76,
436     WINED3DSIO_TEXM3x3VSPEC = 77,
437     WINED3DSIO_EXPP = 78,
438     WINED3DSIO_LOGP = 79,
439     WINED3DSIO_CND = 80,
440     WINED3DSIO_DEF = 81,
441     WINED3DSIO_TEXREG2RGB = 82,
442     WINED3DSIO_TEXDP3TEX = 83,
443     WINED3DSIO_TEXM3x2DEPTH = 84,
444     WINED3DSIO_TEXDP3 = 85,
445     WINED3DSIO_TEXM3x3 = 86,
446     WINED3DSIO_TEXDEPTH = 87,
447     WINED3DSIO_CMP = 88,
448     WINED3DSIO_BEM = 89,
449     WINED3DSIO_DP2ADD = 90,
450     WINED3DSIO_DSX = 91,
451     WINED3DSIO_DSY = 92,
452     WINED3DSIO_TEXLDD = 93,
453     WINED3DSIO_SETP = 94,
454     WINED3DSIO_TEXLDL = 95,
455     WINED3DSIO_BREAKP = 96,
456
457     WINED3DSIO_PHASE = 0xfffd,
458     WINED3DSIO_COMMENT = 0xfffe,
459     WINED3DSIO_END = 0Xffff,
460 } WINED3DSHADER_INSTRUCTION_OPCODE_TYPE;
461
462 /* Undocumented opcode control to identify projective texture lookups in ps 2.0 and later */
463 #define WINED3DSI_TEXLD_PROJECT 1
464 #define WINED3DSI_TEXLD_BIAS    2
465
466 typedef enum COMPARISON_TYPE
467 {
468     COMPARISON_GT = 1,
469     COMPARISON_EQ = 2,
470     COMPARISON_GE = 3,
471     COMPARISON_LT = 4,
472     COMPARISON_NE = 5,
473     COMPARISON_LE = 6,
474 } COMPARISON_TYPE;
475
476 #define WINED3D_SM1_VS  0xfffe
477 #define WINED3D_SM1_PS  0xffff
478 #define WINED3D_SM4_PS  0x0000
479 #define WINED3D_SM4_VS  0x0001
480 #define WINED3D_SM4_GS  0x0002
481
482 /* Shader version tokens, and shader end tokens */
483 #define WINED3DPS_VERSION(major, minor) ((WINED3D_SM1_PS << 16) | ((major) << 8) | (minor))
484 #define WINED3DVS_VERSION(major, minor) ((WINED3D_SM1_VS << 16) | ((major) << 8) | (minor))
485
486 /* Shader backends */
487
488 /* TODO: Make this dynamic, based on shader limits ? */
489 #define MAX_ATTRIBS 16
490 #define MAX_REG_ADDR 1
491 #define MAX_REG_TEMP 32
492 #define MAX_REG_TEXCRD 8
493 #define MAX_REG_INPUT 12
494 #define MAX_REG_OUTPUT 12
495 #define MAX_CONST_I 16
496 #define MAX_CONST_B 16
497
498 /* FIXME: This needs to go up to 2048 for
499  * Shader model 3 according to msdn (and for software shaders) */
500 #define MAX_LABELS 16
501
502 #define SHADER_PGMSIZE 65535
503 typedef struct SHADER_BUFFER {
504     char* buffer;
505     unsigned int bsize;
506     unsigned int lineNo;
507     BOOL newline;
508 } SHADER_BUFFER;
509
510 enum WINED3D_SHADER_INSTRUCTION_HANDLER
511 {
512     WINED3DSIH_ABS,
513     WINED3DSIH_ADD,
514     WINED3DSIH_BEM,
515     WINED3DSIH_BREAK,
516     WINED3DSIH_BREAKC,
517     WINED3DSIH_BREAKP,
518     WINED3DSIH_CALL,
519     WINED3DSIH_CALLNZ,
520     WINED3DSIH_CMP,
521     WINED3DSIH_CND,
522     WINED3DSIH_CRS,
523     WINED3DSIH_DCL,
524     WINED3DSIH_DEF,
525     WINED3DSIH_DEFB,
526     WINED3DSIH_DEFI,
527     WINED3DSIH_DP2ADD,
528     WINED3DSIH_DP3,
529     WINED3DSIH_DP4,
530     WINED3DSIH_DST,
531     WINED3DSIH_DSX,
532     WINED3DSIH_DSY,
533     WINED3DSIH_ELSE,
534     WINED3DSIH_ENDIF,
535     WINED3DSIH_ENDLOOP,
536     WINED3DSIH_ENDREP,
537     WINED3DSIH_EXP,
538     WINED3DSIH_EXPP,
539     WINED3DSIH_FRC,
540     WINED3DSIH_IF,
541     WINED3DSIH_IFC,
542     WINED3DSIH_LABEL,
543     WINED3DSIH_LIT,
544     WINED3DSIH_LOG,
545     WINED3DSIH_LOGP,
546     WINED3DSIH_LOOP,
547     WINED3DSIH_LRP,
548     WINED3DSIH_M3x2,
549     WINED3DSIH_M3x3,
550     WINED3DSIH_M3x4,
551     WINED3DSIH_M4x3,
552     WINED3DSIH_M4x4,
553     WINED3DSIH_MAD,
554     WINED3DSIH_MAX,
555     WINED3DSIH_MIN,
556     WINED3DSIH_MOV,
557     WINED3DSIH_MOVA,
558     WINED3DSIH_MUL,
559     WINED3DSIH_NOP,
560     WINED3DSIH_NRM,
561     WINED3DSIH_PHASE,
562     WINED3DSIH_POW,
563     WINED3DSIH_RCP,
564     WINED3DSIH_REP,
565     WINED3DSIH_RET,
566     WINED3DSIH_RSQ,
567     WINED3DSIH_SETP,
568     WINED3DSIH_SGE,
569     WINED3DSIH_SGN,
570     WINED3DSIH_SINCOS,
571     WINED3DSIH_SLT,
572     WINED3DSIH_SUB,
573     WINED3DSIH_TEX,
574     WINED3DSIH_TEXBEM,
575     WINED3DSIH_TEXBEML,
576     WINED3DSIH_TEXCOORD,
577     WINED3DSIH_TEXDEPTH,
578     WINED3DSIH_TEXDP3,
579     WINED3DSIH_TEXDP3TEX,
580     WINED3DSIH_TEXKILL,
581     WINED3DSIH_TEXLDD,
582     WINED3DSIH_TEXLDL,
583     WINED3DSIH_TEXM3x2DEPTH,
584     WINED3DSIH_TEXM3x2PAD,
585     WINED3DSIH_TEXM3x2TEX,
586     WINED3DSIH_TEXM3x3,
587     WINED3DSIH_TEXM3x3DIFF,
588     WINED3DSIH_TEXM3x3PAD,
589     WINED3DSIH_TEXM3x3SPEC,
590     WINED3DSIH_TEXM3x3TEX,
591     WINED3DSIH_TEXM3x3VSPEC,
592     WINED3DSIH_TEXREG2AR,
593     WINED3DSIH_TEXREG2GB,
594     WINED3DSIH_TEXREG2RGB,
595     WINED3DSIH_TABLE_SIZE
596 };
597
598 enum wined3d_shader_type
599 {
600     WINED3D_SHADER_TYPE_PIXEL,
601     WINED3D_SHADER_TYPE_VERTEX,
602     WINED3D_SHADER_TYPE_GEOMETRY,
603 };
604
605 struct wined3d_shader_version
606 {
607     enum wined3d_shader_type type;
608     BYTE major;
609     BYTE minor;
610 };
611
612 #define WINED3D_SHADER_VERSION(major, minor) (((major) << 8) | (minor))
613
614 typedef struct shader_reg_maps
615 {
616     struct wined3d_shader_version shader_version;
617     char texcoord[MAX_REG_TEXCRD];          /* pixel < 3.0 */
618     char temporary[MAX_REG_TEMP];           /* pixel, vertex */
619     char address[MAX_REG_ADDR];             /* vertex */
620     char labels[MAX_LABELS];                /* pixel, vertex */
621     DWORD *constf;                          /* pixel, vertex */
622     DWORD texcoord_mask[MAX_REG_TEXCRD];    /* vertex < 3.0 */
623     WORD input_registers;                   /* max(MAX_REG_INPUT, MAX_ATTRIBS), 16 */
624     WORD output_registers;                  /* MAX_REG_OUTPUT, 12 */
625     WORD integer_constants;                 /* MAX_CONST_I, 16 */
626     WORD boolean_constants;                 /* MAX_CONST_B, 16 */
627     WORD local_int_consts;                  /* MAX_CONST_I, 16 */
628     WORD local_bool_consts;                 /* MAX_CONST_B, 16 */
629
630     WINED3DSAMPLER_TEXTURE_TYPE sampler_type[max(MAX_FRAGMENT_SAMPLERS, MAX_VERTEX_SAMPLERS)];
631     BOOL bumpmat[MAX_TEXTURES], luminanceparams[MAX_TEXTURES];
632
633     unsigned usesnrm        : 1;
634     unsigned vpos           : 1;
635     unsigned usesdsx        : 1;
636     unsigned usesdsy        : 1;
637     unsigned usestexldd     : 1;
638     unsigned usesmova       : 1;
639     unsigned usesfacing     : 1;
640     unsigned usesrelconstF  : 1;
641     unsigned fog            : 1;
642     unsigned usestexldl     : 1;
643     unsigned padding        : 6;
644
645     /* Whether or not loops are used in this shader, and nesting depth */
646     unsigned loop_depth;
647
648 } shader_reg_maps;
649
650 struct wined3d_shader_context
651 {
652     IWineD3DBaseShader *shader;
653     const struct shader_reg_maps *reg_maps;
654     SHADER_BUFFER *buffer;
655     void *backend_data;
656 };
657
658 struct wined3d_shader_register
659 {
660     WINED3DSHADER_PARAM_REGISTER_TYPE type;
661     UINT idx;
662     const struct wined3d_shader_src_param *rel_addr;
663     enum wined3d_immconst_type immconst_type;
664     DWORD immconst_data[4];
665 };
666
667 struct wined3d_shader_dst_param
668 {
669     struct wined3d_shader_register reg;
670     DWORD write_mask;
671     DWORD modifiers;
672     DWORD shift;
673 };
674
675 struct wined3d_shader_src_param
676 {
677     struct wined3d_shader_register reg;
678     DWORD swizzle;
679     DWORD modifiers;
680 };
681
682 struct wined3d_shader_instruction
683 {
684     const struct wined3d_shader_context *ctx;
685     enum WINED3D_SHADER_INSTRUCTION_HANDLER handler_idx;
686     DWORD flags;
687     BOOL coissue;
688     DWORD predicate;
689     UINT dst_count;
690     const struct wined3d_shader_dst_param *dst;
691     UINT src_count;
692     const struct wined3d_shader_src_param *src;
693 };
694
695 struct wined3d_shader_semantic
696 {
697     WINED3DDECLUSAGE usage;
698     UINT usage_idx;
699     WINED3DSAMPLER_TEXTURE_TYPE sampler_type;
700     struct wined3d_shader_dst_param reg;
701 };
702
703 struct wined3d_shader_attribute
704 {
705     WINED3DDECLUSAGE usage;
706     UINT usage_idx;
707 };
708
709 struct wined3d_shader_frontend
710 {
711     void *(*shader_init)(const DWORD *ptr, const struct wined3d_shader_signature *output_signature);
712     void (*shader_free)(void *data);
713     void (*shader_read_header)(void *data, const DWORD **ptr, struct wined3d_shader_version *shader_version);
714     void (*shader_read_opcode)(void *data, const DWORD **ptr, struct wined3d_shader_instruction *ins, UINT *param_size);
715     void (*shader_read_src_param)(void *data, const DWORD **ptr, struct wined3d_shader_src_param *src_param,
716             struct wined3d_shader_src_param *src_rel_addr);
717     void (*shader_read_dst_param)(void *data, const DWORD **ptr, struct wined3d_shader_dst_param *dst_param,
718             struct wined3d_shader_src_param *dst_rel_addr);
719     void (*shader_read_semantic)(const DWORD **ptr, struct wined3d_shader_semantic *semantic);
720     void (*shader_read_comment)(const DWORD **ptr, const char **comment);
721     BOOL (*shader_is_end)(void *data, const DWORD **ptr);
722 };
723
724 extern const struct wined3d_shader_frontend sm1_shader_frontend;
725 extern const struct wined3d_shader_frontend sm4_shader_frontend;
726
727 typedef void (*SHADER_HANDLER)(const struct wined3d_shader_instruction *);
728
729 struct shader_caps {
730     DWORD               VertexShaderVersion;
731     DWORD               MaxVertexShaderConst;
732
733     DWORD               PixelShaderVersion;
734     float               PixelShader1xMaxValue;
735     DWORD               MaxPixelShaderConst;
736
737     WINED3DVSHADERCAPS2_0   VS20Caps;
738     WINED3DPSHADERCAPS2_0   PS20Caps;
739
740     DWORD               MaxVShaderInstructionsExecuted;
741     DWORD               MaxPShaderInstructionsExecuted;
742     DWORD               MaxVertexShader30InstructionSlots;
743     DWORD               MaxPixelShader30InstructionSlots;
744
745     BOOL                VSClipping;
746 };
747
748 enum tex_types
749 {
750     tex_1d       = 0,
751     tex_2d       = 1,
752     tex_3d       = 2,
753     tex_cube     = 3,
754     tex_rect     = 4,
755     tex_type_count = 5,
756 };
757
758 enum vertexprocessing_mode {
759     fixedfunction,
760     vertexshader,
761     pretransformed
762 };
763
764 #define WINED3D_CONST_NUM_UNUSED ~0U
765
766 enum fogmode {
767     FOG_OFF,
768     FOG_LINEAR,
769     FOG_EXP,
770     FOG_EXP2
771 };
772
773 /* Stateblock dependent parameters which have to be hardcoded
774  * into the shader code
775  */
776 struct ps_compile_args {
777     struct color_fixup_desc     color_fixup[MAX_FRAGMENT_SAMPLERS];
778     enum vertexprocessing_mode  vp_mode;
779     enum fogmode                fog;
780     /* Projected textures(ps 1.0-1.3) */
781     /* Texture types(2D, Cube, 3D) in ps 1.x */
782     BOOL                        srgb_correction;
783     WORD                        np2_fixup;
784     /* Bitmap for NP2 texcoord fixups (16 samplers max currently).
785        D3D9 has a limit of 16 samplers and the fixup is superfluous
786        in D3D10 (unconditional NP2 support mandatory). */
787 };
788
789 enum fog_src_type {
790     VS_FOG_Z        = 0,
791     VS_FOG_COORD    = 1
792 };
793
794 struct vs_compile_args {
795     WORD                        fog_src;
796     WORD                        swizzle_map;   /* MAX_ATTRIBS, 16 */
797 };
798
799 typedef struct {
800     void (*shader_handle_instruction)(const struct wined3d_shader_instruction *);
801     void (*shader_select)(IWineD3DDevice *iface, BOOL usePS, BOOL useVS);
802     void (*shader_select_depth_blt)(IWineD3DDevice *iface, enum tex_types tex_type);
803     void (*shader_deselect_depth_blt)(IWineD3DDevice *iface);
804     void (*shader_update_float_vertex_constants)(IWineD3DDevice *iface, UINT start, UINT count);
805     void (*shader_update_float_pixel_constants)(IWineD3DDevice *iface, UINT start, UINT count);
806     void (*shader_load_constants)(IWineD3DDevice *iface, char usePS, char useVS);
807     void (*shader_load_np2fixup_constants)(IWineD3DDevice *iface, char usePS, char useVS);
808     void (*shader_destroy)(IWineD3DBaseShader *iface);
809     HRESULT (*shader_alloc_private)(IWineD3DDevice *iface);
810     void (*shader_free_private)(IWineD3DDevice *iface);
811     BOOL (*shader_dirtifyable_constants)(IWineD3DDevice *iface);
812     void (*shader_get_caps)(WINED3DDEVTYPE devtype, const WineD3D_GL_Info *gl_info, struct shader_caps *caps);
813     BOOL (*shader_color_fixup_supported)(struct color_fixup_desc fixup);
814     void (*shader_add_instruction_modifiers)(const struct wined3d_shader_instruction *ins);
815 } shader_backend_t;
816
817 extern const shader_backend_t glsl_shader_backend;
818 extern const shader_backend_t arb_program_shader_backend;
819 extern const shader_backend_t none_shader_backend;
820
821 /* X11 locking */
822
823 extern void (* CDECL wine_tsx11_lock_ptr)(void);
824 extern void (* CDECL wine_tsx11_unlock_ptr)(void);
825
826 /* As GLX relies on X, this is needed */
827 extern int num_lock;
828
829 #if 0
830 #define ENTER_GL() ++num_lock; if (num_lock > 1) FIXME("Recursive use of GL lock to: %d\n", num_lock); wine_tsx11_lock_ptr()
831 #define LEAVE_GL() if (num_lock != 1) FIXME("Recursive use of GL lock: %d\n", num_lock); --num_lock; wine_tsx11_unlock_ptr()
832 #else
833 #define ENTER_GL() wine_tsx11_lock_ptr()
834 #define LEAVE_GL() wine_tsx11_unlock_ptr()
835 #endif
836
837 /*****************************************************************************
838  * Defines
839  */
840
841 /* GL related defines */
842 /* ------------------ */
843 #define GL_SUPPORT(ExtName)           (GLINFO_LOCATION.supported[ExtName] != 0)
844 #define GL_LIMITS(ExtName)            (GLINFO_LOCATION.max_##ExtName)
845 #define GL_EXTCALL(FuncName)          (GLINFO_LOCATION.FuncName)
846 #define GL_VEND(_VendName)            (GLINFO_LOCATION.gl_vendor == VENDOR_##_VendName ? TRUE : FALSE)
847
848 #define D3DCOLOR_B_R(dw) (((dw) >> 16) & 0xFF)
849 #define D3DCOLOR_B_G(dw) (((dw) >>  8) & 0xFF)
850 #define D3DCOLOR_B_B(dw) (((dw) >>  0) & 0xFF)
851 #define D3DCOLOR_B_A(dw) (((dw) >> 24) & 0xFF)
852
853 #define D3DCOLOR_R(dw) (((float) (((dw) >> 16) & 0xFF)) / 255.0f)
854 #define D3DCOLOR_G(dw) (((float) (((dw) >>  8) & 0xFF)) / 255.0f)
855 #define D3DCOLOR_B(dw) (((float) (((dw) >>  0) & 0xFF)) / 255.0f)
856 #define D3DCOLOR_A(dw) (((float) (((dw) >> 24) & 0xFF)) / 255.0f)
857
858 #define D3DCOLORTOGLFLOAT4(dw, vec) do { \
859   (vec)[0] = D3DCOLOR_R(dw); \
860   (vec)[1] = D3DCOLOR_G(dw); \
861   (vec)[2] = D3DCOLOR_B(dw); \
862   (vec)[3] = D3DCOLOR_A(dw); \
863 } while(0)
864
865 /* DirectX Device Limits */
866 /* --------------------- */
867 #define MAX_MIP_LEVELS 32  /* Maximum number of mipmap levels. */
868 #define MAX_STREAMS  16  /* Maximum possible streams - used for fixed size arrays
869                             See MaxStreams in MSDN under GetDeviceCaps */
870 #define HIGHEST_TRANSFORMSTATE WINED3DTS_WORLDMATRIX(255) /* Highest value in WINED3DTRANSFORMSTATETYPE */
871
872 /* Checking of API calls */
873 /* --------------------- */
874 #ifndef WINE_NO_DEBUG_MSGS
875 #define checkGLcall(A)                                          \
876 do {                                                            \
877     GLint err = glGetError();                                   \
878     if (err == GL_NO_ERROR) {                                   \
879        TRACE("%s call ok %s / %d\n", A, __FILE__, __LINE__);    \
880                                                                 \
881     } else do {                                                 \
882         FIXME(">>>>>>>>>>>>>>>>> %s (%#x) from %s @ %s / %d\n", \
883             debug_glerror(err), err, A, __FILE__, __LINE__);    \
884        err = glGetError();                                      \
885     } while (err != GL_NO_ERROR);                               \
886 } while(0)
887 #else
888 #define checkGLcall(A) do {} while(0)
889 #endif
890
891 /* Trace routines / diagnostics */
892 /* ---------------------------- */
893
894 /* Dump out a matrix and copy it */
895 #define conv_mat(mat,gl_mat)                                                                \
896 do {                                                                                        \
897     TRACE("%f %f %f %f\n", (mat)->u.s._11, (mat)->u.s._12, (mat)->u.s._13, (mat)->u.s._14); \
898     TRACE("%f %f %f %f\n", (mat)->u.s._21, (mat)->u.s._22, (mat)->u.s._23, (mat)->u.s._24); \
899     TRACE("%f %f %f %f\n", (mat)->u.s._31, (mat)->u.s._32, (mat)->u.s._33, (mat)->u.s._34); \
900     TRACE("%f %f %f %f\n", (mat)->u.s._41, (mat)->u.s._42, (mat)->u.s._43, (mat)->u.s._44); \
901     memcpy(gl_mat, (mat), 16 * sizeof(float));                                              \
902 } while (0)
903
904 /* Macro to dump out the current state of the light chain */
905 #define DUMP_LIGHT_CHAIN()                    \
906 do {                                          \
907   PLIGHTINFOEL *el = This->stateBlock->lights;\
908   while (el) {                                \
909     TRACE("Light %p (glIndex %ld, d3dIndex %ld, enabled %d)\n", el, el->glIndex, el->OriginalIndex, el->lightEnabled);\
910     el = el->next;                            \
911   }                                           \
912 } while(0)
913
914 /* Trace vector and strided data information */
915 #define TRACE_VECTOR(name) TRACE( #name "=(%f, %f, %f, %f)\n", name.x, name.y, name.z, name.w);
916 #define TRACE_STRIDED(si, name) TRACE( #name "=(data:%p, stride:%d, format:%#x, vbo %d, stream %u)\n", \
917         si->elements[name].data, si->elements[name].stride, si->elements[name].format_desc->format, \
918         si->elements[name].buffer_object, si->elements[name].stream_idx);
919
920 /* Defines used for optimizations */
921
922 /*    Only reapply what is necessary */
923 #define REAPPLY_ALPHAOP  0x0001
924 #define REAPPLY_ALL      0xFFFF
925
926 /* Advance declaration of structures to satisfy compiler */
927 typedef struct IWineD3DStateBlockImpl IWineD3DStateBlockImpl;
928 typedef struct IWineD3DSurfaceImpl    IWineD3DSurfaceImpl;
929 typedef struct IWineD3DPaletteImpl    IWineD3DPaletteImpl;
930 typedef struct IWineD3DDeviceImpl     IWineD3DDeviceImpl;
931
932 /* Global variables */
933 extern const float identity[16];
934
935 /*****************************************************************************
936  * Compilable extra diagnostics
937  */
938
939 /* Trace information per-vertex: (extremely high amount of trace) */
940 #if 0 /* NOTE: Must be 0 in cvs */
941 # define VTRACE(A) TRACE A
942 #else 
943 # define VTRACE(A) 
944 #endif
945
946 /* TODO: Confirm each of these works when wined3d move completed */
947 #if 0 /* NOTE: Must be 0 in cvs */
948   /* To avoid having to get gigabytes of trace, the following can be compiled in, and at the start
949      of each frame, a check is made for the existence of C:\D3DTRACE, and if it exists d3d trace
950      is enabled, and if it doesn't exist it is disabled. */
951 # define FRAME_DEBUGGING
952   /*  Adding in the SINGLE_FRAME_DEBUGGING gives a trace of just what makes up a single frame, before
953       the file is deleted                                                                            */
954 # if 1 /* NOTE: Must be 1 in cvs, as this is mostly more useful than a trace from program start */
955 #  define SINGLE_FRAME_DEBUGGING
956 # endif  
957   /* The following, when enabled, lets you see the makeup of the frame, by drawprimitive calls.
958      It can only be enabled when FRAME_DEBUGGING is also enabled                               
959      The contents of the back buffer are written into /tmp/backbuffer_* after each primitive 
960      array is drawn.                                                                            */
961 # if 0 /* NOTE: Must be 0 in cvs, as this give a lot of ppm files when compiled in */                                                                                       
962 #  define SHOW_FRAME_MAKEUP 1
963 # endif  
964   /* The following, when enabled, lets you see the makeup of the all the textures used during each
965      of the drawprimitive calls. It can only be enabled when SHOW_FRAME_MAKEUP is also enabled.
966      The contents of the textures assigned to each stage are written into 
967      /tmp/texture_*_<Stage>.ppm after each primitive array is drawn.                            */
968 # if 0 /* NOTE: Must be 0 in cvs, as this give a lot of ppm files when compiled in */
969 #  define SHOW_TEXTURE_MAKEUP 0
970 # endif  
971 extern BOOL isOn;
972 extern BOOL isDumpingFrames;
973 extern LONG primCounter;
974 #endif
975
976 enum wined3d_ffp_idx
977 {
978     WINED3D_FFP_POSITION = 0,
979     WINED3D_FFP_BLENDWEIGHT = 1,
980     WINED3D_FFP_BLENDINDICES = 2,
981     WINED3D_FFP_NORMAL = 3,
982     WINED3D_FFP_PSIZE = 4,
983     WINED3D_FFP_DIFFUSE = 5,
984     WINED3D_FFP_SPECULAR = 6,
985     WINED3D_FFP_TEXCOORD0 = 7,
986     WINED3D_FFP_TEXCOORD1 = 8,
987     WINED3D_FFP_TEXCOORD2 = 9,
988     WINED3D_FFP_TEXCOORD3 = 10,
989     WINED3D_FFP_TEXCOORD4 = 11,
990     WINED3D_FFP_TEXCOORD5 = 12,
991     WINED3D_FFP_TEXCOORD6 = 13,
992     WINED3D_FFP_TEXCOORD7 = 14,
993 };
994
995 enum wined3d_ffp_emit_idx
996 {
997     WINED3D_FFP_EMIT_FLOAT1 = 0,
998     WINED3D_FFP_EMIT_FLOAT2 = 1,
999     WINED3D_FFP_EMIT_FLOAT3 = 2,
1000     WINED3D_FFP_EMIT_FLOAT4 = 3,
1001     WINED3D_FFP_EMIT_D3DCOLOR = 4,
1002     WINED3D_FFP_EMIT_UBYTE4 = 5,
1003     WINED3D_FFP_EMIT_SHORT2 = 6,
1004     WINED3D_FFP_EMIT_SHORT4 = 7,
1005     WINED3D_FFP_EMIT_UBYTE4N = 8,
1006     WINED3D_FFP_EMIT_SHORT2N = 9,
1007     WINED3D_FFP_EMIT_SHORT4N = 10,
1008     WINED3D_FFP_EMIT_USHORT2N = 11,
1009     WINED3D_FFP_EMIT_USHORT4N = 12,
1010     WINED3D_FFP_EMIT_UDEC3 = 13,
1011     WINED3D_FFP_EMIT_DEC3N = 14,
1012     WINED3D_FFP_EMIT_FLOAT16_2 = 15,
1013     WINED3D_FFP_EMIT_FLOAT16_4 = 16,
1014     WINED3D_FFP_EMIT_COUNT = 17
1015 };
1016
1017 struct wined3d_stream_info_element
1018 {
1019     const struct GlPixelFormatDesc *format_desc;
1020     GLsizei stride;
1021     const BYTE *data;
1022     UINT stream_idx;
1023     GLuint buffer_object;
1024 };
1025
1026 struct wined3d_stream_info
1027 {
1028     struct wined3d_stream_info_element elements[MAX_ATTRIBS];
1029     BOOL position_transformed;
1030     WORD swizzle_map; /* MAX_ATTRIBS, 16 */
1031     WORD use_map; /* MAX_ATTRIBS, 16 */
1032 };
1033
1034 /*****************************************************************************
1035  * Prototypes
1036  */
1037
1038 /* Routine common to the draw primitive and draw indexed primitive routines */
1039 void drawPrimitive(IWineD3DDevice *iface, UINT index_count, UINT numberOfVertices,
1040         UINT start_idx, UINT idxBytes, const void *idxData, UINT minIndex);
1041 DWORD get_flexible_vertex_size(DWORD d3dvtVertexType);
1042
1043 typedef void (WINE_GLAPI *glAttribFunc)(const void *data);
1044 typedef void (WINE_GLAPI *glMultiTexCoordFunc)(GLenum unit, const void *data);
1045 extern glAttribFunc position_funcs[WINED3D_FFP_EMIT_COUNT];
1046 extern glAttribFunc diffuse_funcs[WINED3D_FFP_EMIT_COUNT];
1047 extern glAttribFunc specular_func_3ubv;
1048 extern glAttribFunc specular_funcs[WINED3D_FFP_EMIT_COUNT];
1049 extern glAttribFunc normal_funcs[WINED3D_FFP_EMIT_COUNT];
1050 extern glMultiTexCoordFunc multi_texcoord_funcs[WINED3D_FFP_EMIT_COUNT];
1051
1052 #define eps 1e-8
1053
1054 #define GET_TEXCOORD_SIZE_FROM_FVF(d3dvtVertexType, tex_num) \
1055     (((((d3dvtVertexType) >> (16 + (2 * (tex_num)))) + 1) & 0x03) + 1)
1056
1057 /* Routines and structures related to state management */
1058 typedef struct WineD3DContext WineD3DContext;
1059 typedef void (*APPLYSTATEFUNC)(DWORD state, IWineD3DStateBlockImpl *stateblock, WineD3DContext *ctx);
1060
1061 #define STATE_RENDER(a) (a)
1062 #define STATE_IS_RENDER(a) ((a) >= STATE_RENDER(1) && (a) <= STATE_RENDER(WINEHIGHEST_RENDER_STATE))
1063
1064 #define STATE_TEXTURESTAGE(stage, num) (STATE_RENDER(WINEHIGHEST_RENDER_STATE) + 1 + (stage) * (WINED3D_HIGHEST_TEXTURE_STATE + 1) + (num))
1065 #define STATE_IS_TEXTURESTAGE(a) ((a) >= STATE_TEXTURESTAGE(0, 1) && (a) <= STATE_TEXTURESTAGE(MAX_TEXTURES - 1, WINED3D_HIGHEST_TEXTURE_STATE))
1066
1067 /* + 1 because samplers start with 0 */
1068 #define STATE_SAMPLER(num) (STATE_TEXTURESTAGE(MAX_TEXTURES - 1, WINED3D_HIGHEST_TEXTURE_STATE) + 1 + (num))
1069 #define STATE_IS_SAMPLER(num) ((num) >= STATE_SAMPLER(0) && (num) <= STATE_SAMPLER(MAX_COMBINED_SAMPLERS - 1))
1070
1071 #define STATE_PIXELSHADER (STATE_SAMPLER(MAX_COMBINED_SAMPLERS - 1) + 1)
1072 #define STATE_IS_PIXELSHADER(a) ((a) == STATE_PIXELSHADER)
1073
1074 #define STATE_TRANSFORM(a) (STATE_PIXELSHADER + (a))
1075 #define STATE_IS_TRANSFORM(a) ((a) >= STATE_TRANSFORM(1) && (a) <= STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(255)))
1076
1077 #define STATE_STREAMSRC (STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(255)) + 1)
1078 #define STATE_IS_STREAMSRC(a) ((a) == STATE_STREAMSRC)
1079 #define STATE_INDEXBUFFER (STATE_STREAMSRC + 1)
1080 #define STATE_IS_INDEXBUFFER(a) ((a) == STATE_INDEXBUFFER)
1081
1082 #define STATE_VDECL (STATE_INDEXBUFFER + 1)
1083 #define STATE_IS_VDECL(a) ((a) == STATE_VDECL)
1084
1085 #define STATE_VSHADER (STATE_VDECL + 1)
1086 #define STATE_IS_VSHADER(a) ((a) == STATE_VSHADER)
1087
1088 #define STATE_VIEWPORT (STATE_VSHADER + 1)
1089 #define STATE_IS_VIEWPORT(a) ((a) == STATE_VIEWPORT)
1090
1091 #define STATE_VERTEXSHADERCONSTANT (STATE_VIEWPORT + 1)
1092 #define STATE_PIXELSHADERCONSTANT (STATE_VERTEXSHADERCONSTANT + 1)
1093 #define STATE_IS_VERTEXSHADERCONSTANT(a) ((a) == STATE_VERTEXSHADERCONSTANT)
1094 #define STATE_IS_PIXELSHADERCONSTANT(a) ((a) == STATE_PIXELSHADERCONSTANT)
1095
1096 #define STATE_ACTIVELIGHT(a) (STATE_PIXELSHADERCONSTANT + (a) + 1)
1097 #define STATE_IS_ACTIVELIGHT(a) ((a) >= STATE_ACTIVELIGHT(0) && (a) < STATE_ACTIVELIGHT(MAX_ACTIVE_LIGHTS))
1098
1099 #define STATE_SCISSORRECT (STATE_ACTIVELIGHT(MAX_ACTIVE_LIGHTS - 1) + 1)
1100 #define STATE_IS_SCISSORRECT(a) ((a) == STATE_SCISSORRECT)
1101
1102 #define STATE_CLIPPLANE(a) (STATE_SCISSORRECT + 1 + (a))
1103 #define STATE_IS_CLIPPLANE(a) ((a) >= STATE_CLIPPLANE(0) && (a) <= STATE_CLIPPLANE(MAX_CLIPPLANES - 1))
1104
1105 #define STATE_MATERIAL (STATE_CLIPPLANE(MAX_CLIPPLANES))
1106
1107 #define STATE_FRONTFACE (STATE_MATERIAL + 1)
1108
1109 #define STATE_HIGHEST (STATE_FRONTFACE)
1110
1111 struct StateEntry
1112 {
1113     DWORD               representative;
1114     APPLYSTATEFUNC      apply;
1115 };
1116
1117 struct StateEntryTemplate
1118 {
1119     DWORD               state;
1120     struct StateEntry   content;
1121     GL_SupportedExt     extension;
1122 };
1123
1124 struct fragment_caps {
1125     DWORD               PrimitiveMiscCaps;
1126
1127     DWORD               TextureOpCaps;
1128     DWORD               MaxTextureBlendStages;
1129     DWORD               MaxSimultaneousTextures;
1130 };
1131
1132 struct fragment_pipeline {
1133     void (*enable_extension)(IWineD3DDevice *iface, BOOL enable);
1134     void (*get_caps)(WINED3DDEVTYPE devtype, const WineD3D_GL_Info *gl_info, struct fragment_caps *caps);
1135     HRESULT (*alloc_private)(IWineD3DDevice *iface);
1136     void (*free_private)(IWineD3DDevice *iface);
1137     BOOL (*color_fixup_supported)(struct color_fixup_desc fixup);
1138     const struct StateEntryTemplate *states;
1139     BOOL ffp_proj_control;
1140 };
1141
1142 extern const struct StateEntryTemplate misc_state_template[];
1143 extern const struct StateEntryTemplate ffp_vertexstate_template[];
1144 extern const struct fragment_pipeline ffp_fragment_pipeline;
1145 extern const struct fragment_pipeline atifs_fragment_pipeline;
1146 extern const struct fragment_pipeline arbfp_fragment_pipeline;
1147 extern const struct fragment_pipeline nvts_fragment_pipeline;
1148 extern const struct fragment_pipeline nvrc_fragment_pipeline;
1149
1150 /* "Base" state table */
1151 HRESULT compile_state_table(struct StateEntry *StateTable, APPLYSTATEFUNC **dev_multistate_funcs,
1152         const WineD3D_GL_Info *gl_info, const struct StateEntryTemplate *vertex,
1153         const struct fragment_pipeline *fragment, const struct StateEntryTemplate *misc);
1154
1155 /* Shaders for color conversions in blits */
1156 struct blit_shader {
1157     HRESULT (*alloc_private)(IWineD3DDevice *iface);
1158     void (*free_private)(IWineD3DDevice *iface);
1159     HRESULT (*set_shader)(IWineD3DDevice *iface, const struct GlPixelFormatDesc *format_desc,
1160             GLenum textype, UINT width, UINT height);
1161     void (*unset_shader)(IWineD3DDevice *iface);
1162     BOOL (*color_fixup_supported)(struct color_fixup_desc fixup);
1163 };
1164
1165 extern const struct blit_shader ffp_blit;
1166 extern const struct blit_shader arbfp_blit;
1167
1168 enum fogsource {
1169     FOGSOURCE_FFP,
1170     FOGSOURCE_VS,
1171     FOGSOURCE_COORD,
1172 };
1173
1174 #define WINED3D_MAX_FBO_ENTRIES 64
1175
1176 /* The new context manager that should deal with onscreen and offscreen rendering */
1177 struct WineD3DContext {
1178     /* State dirtification
1179      * dirtyArray is an array that contains markers for dirty states. numDirtyEntries states are dirty, their numbers are in indices
1180      * 0...numDirtyEntries - 1. isStateDirty is a redundant copy of the dirtyArray. Technically only one of them would be needed,
1181      * 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
1182      * only numDirtyEntries array elements have to be checked, not STATE_HIGHEST states.
1183      */
1184     DWORD                   dirtyArray[STATE_HIGHEST + 1]; /* Won't get bigger than that, a state is never marked dirty 2 times */
1185     DWORD                   numDirtyEntries;
1186     DWORD                   isStateDirty[STATE_HIGHEST/32 + 1]; /* Bitmap to find out quickly if a state is dirty */
1187
1188     IWineD3DSurface         *surface;
1189     DWORD                   tid;    /* Thread ID which owns this context at the moment */
1190
1191     /* Stores some information about the context state for optimization */
1192     WORD draw_buffer_dirty : 1;
1193     WORD last_was_rhw : 1;              /* true iff last draw_primitive was in xyzrhw mode */
1194     WORD last_was_pshader : 1;
1195     WORD last_was_vshader : 1;
1196     WORD namedArraysLoaded : 1;
1197     WORD numberedArraysLoaded : 1;
1198     WORD last_was_blit : 1;
1199     WORD last_was_ckey : 1;
1200     WORD fog_coord : 1;
1201     WORD isPBuffer : 1;
1202     WORD fog_enabled : 1;
1203     WORD num_untracked_materials : 2;   /* Max value 2 */
1204     WORD padding : 3;
1205     BYTE texShaderBumpMap;              /* MAX_TEXTURES, 8 */
1206     BYTE lastWasPow2Texture;            /* MAX_TEXTURES, 8 */
1207     DWORD                   numbered_array_mask;
1208     GLenum                  tracking_parm;     /* Which source is tracking current colour         */
1209     GLenum                  untracked_materials[2];
1210     UINT                    blit_w, blit_h;
1211     enum fogsource          fog_source;
1212
1213     char                    *vshader_const_dirty, *pshader_const_dirty;
1214
1215     /* The actual opengl context */
1216     HGLRC                   glCtx;
1217     HWND                    win_handle;
1218     HDC                     hdc;
1219     HPBUFFERARB             pbuffer;
1220     GLint                   aux_buffers;
1221
1222     /* FBOs */
1223     UINT                    fbo_entry_count;
1224     struct list             fbo_list;
1225     struct fbo_entry        *current_fbo;
1226     GLuint                  src_fbo;
1227     GLuint                  dst_fbo;
1228
1229     /* Extension emulation */
1230     GLint                   gl_fog_source;
1231     GLfloat                 fog_coord_value;
1232     GLfloat                 color[4], fogstart, fogend, fogcolor[4];
1233     GLuint                  dummy_arbfp_prog;
1234 };
1235
1236 typedef enum ContextUsage {
1237     CTXUSAGE_RESOURCELOAD       = 1,    /* Only loads textures: No State is applied */
1238     CTXUSAGE_DRAWPRIM           = 2,    /* OpenGL states are set up for blitting DirectDraw surfaces */
1239     CTXUSAGE_BLIT               = 3,    /* OpenGL states are set up 3D drawing */
1240     CTXUSAGE_CLEAR              = 4,    /* Drawable and states are set up for clearing */
1241 } ContextUsage;
1242
1243 void ActivateContext(IWineD3DDeviceImpl *device, IWineD3DSurface *target, ContextUsage usage);
1244 WineD3DContext *getActiveContext(void);
1245 WineD3DContext *CreateContext(IWineD3DDeviceImpl *This, IWineD3DSurfaceImpl *target, HWND win, BOOL create_pbuffer, const WINED3DPRESENT_PARAMETERS *pPresentParms);
1246 void DestroyContext(IWineD3DDeviceImpl *This, WineD3DContext *context);
1247 void context_resource_released(IWineD3DDevice *iface, IWineD3DResource *resource, WINED3DRESOURCETYPE type);
1248 void context_bind_fbo(IWineD3DDevice *iface, GLenum target, GLuint *fbo);
1249 void context_attach_depth_stencil_fbo(IWineD3DDeviceImpl *This, GLenum fbo_target, IWineD3DSurface *depth_stencil, BOOL use_render_buffer);
1250 void context_attach_surface_fbo(IWineD3DDeviceImpl *This, GLenum fbo_target, DWORD idx, IWineD3DSurface *surface);
1251
1252 void delete_opengl_contexts(IWineD3DDevice *iface, IWineD3DSwapChain *swapchain);
1253 HRESULT create_primary_opengl_context(IWineD3DDevice *iface, IWineD3DSwapChain *swapchain);
1254
1255 /* Macros for doing basic GPU detection based on opengl capabilities */
1256 #define WINE_D3D6_CAPABLE(gl_info) (gl_info->supported[ARB_MULTITEXTURE])
1257 #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])
1258 #define WINE_D3D8_CAPABLE(gl_info) WINE_D3D7_CAPABLE(gl_info) && (gl_info->supported[ARB_MULTISAMPLE] && gl_info->supported[ARB_TEXTURE_BORDER_CLAMP])
1259 #define WINE_D3D9_CAPABLE(gl_info) WINE_D3D8_CAPABLE(gl_info) && (gl_info->supported[ARB_FRAGMENT_PROGRAM] && gl_info->supported[ARB_VERTEX_SHADER])
1260
1261 /* Default callbacks for implicit object destruction */
1262 extern ULONG WINAPI D3DCB_DefaultDestroySurface(IWineD3DSurface *pSurface);
1263
1264 extern ULONG WINAPI D3DCB_DefaultDestroyVolume(IWineD3DVolume *pSurface);
1265
1266 /*****************************************************************************
1267  * Internal representation of a light
1268  */
1269 typedef struct PLIGHTINFOEL PLIGHTINFOEL;
1270 struct PLIGHTINFOEL {
1271     WINED3DLIGHT OriginalParms; /* Note D3D8LIGHT == D3D9LIGHT */
1272     DWORD        OriginalIndex;
1273     LONG         glIndex;
1274     BOOL         changed;
1275     BOOL         enabledChanged;
1276     BOOL         enabled;
1277
1278     /* Converted parms to speed up swapping lights */
1279     float                         lightPosn[4];
1280     float                         lightDirn[4];
1281     float                         exponent;
1282     float                         cutoff;
1283
1284     struct list entry;
1285 };
1286
1287 /* The default light parameters */
1288 extern const WINED3DLIGHT WINED3D_default_light;
1289
1290 typedef struct WineD3D_PixelFormat
1291 {
1292     int iPixelFormat; /* WGL pixel format */
1293     int iPixelType; /* WGL pixel type e.g. WGL_TYPE_RGBA_ARB, WGL_TYPE_RGBA_FLOAT_ARB or WGL_TYPE_COLORINDEX_ARB */
1294     int redSize, greenSize, blueSize, alphaSize;
1295     int depthSize, stencilSize;
1296     BOOL windowDrawable;
1297     BOOL pbufferDrawable;
1298     BOOL doubleBuffer;
1299     int auxBuffers;
1300     int numSamples;
1301 } WineD3D_PixelFormat;
1302
1303 /* The adapter structure */
1304 struct WineD3DAdapter
1305 {
1306     UINT                    num;
1307     BOOL                    opengl;
1308     POINT                   monitorPoint;
1309     WineD3D_GL_Info         gl_info;
1310     const char              *driver;
1311     const char              *description;
1312     WCHAR                   DeviceName[CCHDEVICENAME]; /* DeviceName for use with e.g. ChangeDisplaySettings */
1313     int                     nCfgs;
1314     WineD3D_PixelFormat     *cfgs;
1315     BOOL                    brokenStencil; /* Set on cards which only offer mixed depth+stencil */
1316     unsigned int            TextureRam; /* Amount of texture memory both video ram + AGP/TurboCache/HyperMemory/.. */
1317     unsigned int            UsedTextureRam;
1318 };
1319
1320 extern BOOL initPixelFormats(WineD3D_GL_Info *gl_info);
1321 BOOL initPixelFormatsNoGL(WineD3D_GL_Info *gl_info);
1322 extern long WineD3DAdapterChangeGLRam(IWineD3DDeviceImpl *D3DDevice, long glram);
1323 extern void add_gl_compat_wrappers(WineD3D_GL_Info *gl_info);
1324
1325 /*****************************************************************************
1326  * High order patch management
1327  */
1328 struct WineD3DRectPatch
1329 {
1330     UINT                            Handle;
1331     float                          *mem;
1332     WineDirect3DVertexStridedData   strided;
1333     WINED3DRECTPATCH_INFO           RectPatchInfo;
1334     float                           numSegs[4];
1335     char                            has_normals, has_texcoords;
1336     struct list                     entry;
1337 };
1338
1339 HRESULT tesselate_rectpatch(IWineD3DDeviceImpl *This, struct WineD3DRectPatch *patch);
1340
1341 enum projection_types
1342 {
1343     proj_none    = 0,
1344     proj_count3  = 1,
1345     proj_count4  = 2
1346 };
1347
1348 enum dst_arg
1349 {
1350     resultreg    = 0,
1351     tempreg      = 1
1352 };
1353
1354 /*****************************************************************************
1355  * Fixed function pipeline replacements
1356  */
1357 #define ARG_UNUSED          0xff
1358 struct texture_stage_op
1359 {
1360     unsigned                cop : 8;
1361     unsigned                carg1 : 8;
1362     unsigned                carg2 : 8;
1363     unsigned                carg0 : 8;
1364
1365     unsigned                aop : 8;
1366     unsigned                aarg1 : 8;
1367     unsigned                aarg2 : 8;
1368     unsigned                aarg0 : 8;
1369
1370     struct color_fixup_desc color_fixup;
1371     unsigned                tex_type : 3;
1372     unsigned                dst : 1;
1373     unsigned                projected : 2;
1374     unsigned                padding : 10;
1375 };
1376
1377 struct ffp_frag_settings {
1378     struct texture_stage_op     op[MAX_TEXTURES];
1379     enum fogmode fog;
1380     /* Use an int instead of a char to get dword alignment */
1381     unsigned int sRGB_write;
1382 };
1383
1384 struct ffp_frag_desc
1385 {
1386     struct wine_rb_entry entry;
1387     struct ffp_frag_settings    settings;
1388 };
1389
1390 extern const struct wine_rb_functions wined3d_ffp_frag_program_rb_functions;
1391
1392 void gen_ffp_frag_op(IWineD3DStateBlockImpl *stateblock, struct ffp_frag_settings *settings, BOOL ignore_textype);
1393 const struct ffp_frag_desc *find_ffp_frag_shader(const struct wine_rb_tree *fragment_shaders,
1394         const struct ffp_frag_settings *settings);
1395 void add_ffp_frag_shader(struct wine_rb_tree *shaders, struct ffp_frag_desc *desc);
1396
1397 /*****************************************************************************
1398  * IWineD3D implementation structure
1399  */
1400 typedef struct IWineD3DImpl
1401 {
1402     /* IUnknown fields */
1403     const IWineD3DVtbl     *lpVtbl;
1404     LONG                    ref;     /* Note: Ref counting not required */
1405
1406     /* WineD3D Information */
1407     IUnknown               *parent;
1408     UINT                    dxVersion;
1409
1410     UINT adapter_count;
1411     struct WineD3DAdapter adapters[1];
1412 } IWineD3DImpl;
1413
1414 extern const IWineD3DVtbl IWineD3D_Vtbl;
1415
1416 BOOL InitAdapters(IWineD3DImpl *This);
1417
1418 /* TODO: setup some flags in the registry to enable, disable pbuffer support
1419 (since it will break quite a few things until contexts are managed properly!) */
1420 extern BOOL pbuffer_support;
1421 /* allocate one pbuffer per surface */
1422 extern BOOL pbuffer_per_surface;
1423
1424 /* A helper function that dumps a resource list */
1425 void dumpResources(struct list *list);
1426
1427 /*****************************************************************************
1428  * IWineD3DDevice implementation structure
1429  */
1430 #define WINED3D_UNMAPPED_STAGE ~0U
1431
1432 /* Multithreaded flag. Removed from the public header to signal that IWineD3D::CreateDevice ignores it */
1433 #define WINED3DCREATE_MULTITHREADED 0x00000004
1434
1435 struct IWineD3DDeviceImpl
1436 {
1437     /* IUnknown fields      */
1438     const IWineD3DDeviceVtbl *lpVtbl;
1439     LONG                    ref;     /* Note: Ref counting not required */
1440
1441     /* WineD3D Information  */
1442     IUnknown               *parent;
1443     IWineD3DDeviceParent   *device_parent;
1444     IWineD3D               *wineD3D;
1445     struct WineD3DAdapter  *adapter;
1446
1447     /* Window styles to restore when switching fullscreen mode */
1448     LONG                    style;
1449     LONG                    exStyle;
1450
1451     /* X and GL Information */
1452     GLint                   maxConcurrentLights;
1453     GLenum                  offscreenBuffer;
1454
1455     /* Selected capabilities */
1456     int vs_selected_mode;
1457     int ps_selected_mode;
1458     const shader_backend_t *shader_backend;
1459     void *shader_priv;
1460     void *fragment_priv;
1461     void *blit_priv;
1462     struct StateEntry StateTable[STATE_HIGHEST + 1];
1463     /* Array of functions for states which are handled by more than one pipeline part */
1464     APPLYSTATEFUNC *multistate_funcs[STATE_HIGHEST + 1];
1465     const struct fragment_pipeline *frag_pipe;
1466     const struct blit_shader *blitter;
1467
1468     unsigned int max_ffp_textures, max_ffp_texture_stages;
1469     DWORD d3d_vshader_constantF, d3d_pshader_constantF; /* Advertised d3d caps, not GL ones */
1470     DWORD vs_clipping;
1471
1472     WORD view_ident : 1;                /* true iff view matrix is identity */
1473     WORD untransformed : 1;
1474     WORD vertexBlendUsed : 1;           /* To avoid needless setting of the blend matrices */
1475     WORD isRecordingState : 1;
1476     WORD isInDraw : 1;
1477     WORD render_offscreen : 1;
1478     WORD bCursorVisible : 1;
1479     WORD haveHardwareCursor : 1;
1480     WORD d3d_initialized : 1;
1481     WORD inScene : 1;                   /* A flag to check for proper BeginScene / EndScene call pairs */
1482     WORD softwareVertexProcessing : 1;  /* process vertex shaders using software or hardware */
1483     WORD useDrawStridedSlow : 1;
1484     WORD instancedDraw : 1;
1485     WORD padding : 3;
1486
1487     BYTE fixed_function_usage_map;      /* MAX_TEXTURES, 8 */
1488
1489 #define DDRAW_PITCH_ALIGNMENT 8
1490 #define D3D8_PITCH_ALIGNMENT 4
1491     unsigned char           surface_alignment; /* Line Alignment of surfaces                      */
1492
1493     /* State block related */
1494     IWineD3DStateBlockImpl *stateBlock;
1495     IWineD3DStateBlockImpl *updateStateBlock;
1496
1497     /* Internal use fields  */
1498     WINED3DDEVICE_CREATION_PARAMETERS createParms;
1499     UINT                            adapterNo;
1500     WINED3DDEVTYPE                  devType;
1501
1502     IWineD3DSwapChain     **swapchains;
1503     UINT                    NumberOfSwapChains;
1504
1505     struct list             resources; /* a linked list to track resources created by the device */
1506     struct list             shaders;   /* a linked list to track shaders (pixel and vertex)      */
1507     unsigned int            highest_dirty_ps_const, highest_dirty_vs_const;
1508
1509     /* Render Target Support */
1510     IWineD3DSurface       **render_targets;
1511     IWineD3DSurface        *auto_depth_stencil_buffer;
1512     IWineD3DSurface        *stencilBufferTarget;
1513
1514     /* Caches to avoid unneeded context changes */
1515     IWineD3DSurface        *lastActiveRenderTarget;
1516     IWineD3DSwapChain      *lastActiveSwapChain;
1517
1518     /* palettes texture management */
1519     UINT                    NumberOfPalettes;
1520     PALETTEENTRY            **palettes;
1521     UINT                    currentPalette;
1522     UINT                    paletteConversionShader;
1523
1524     /* For rendering to a texture using glCopyTexImage */
1525     GLenum                  *draw_buffers;
1526     GLuint                  depth_blt_texture;
1527     GLuint                  depth_blt_rb;
1528     UINT                    depth_blt_rb_w;
1529     UINT                    depth_blt_rb_h;
1530
1531     /* Cursor management */
1532     UINT                    xHotSpot;
1533     UINT                    yHotSpot;
1534     UINT                    xScreenSpace;
1535     UINT                    yScreenSpace;
1536     UINT                    cursorWidth, cursorHeight;
1537     GLuint                  cursorTexture;
1538     HCURSOR                 hardwareCursor;
1539
1540     /* The Wine logo surface */
1541     IWineD3DSurface        *logo_surface;
1542
1543     /* Textures for when no other textures are mapped */
1544     UINT                          dummyTextureName[MAX_TEXTURES];
1545
1546     /* Device state management */
1547     HRESULT                 state;
1548
1549     /* DirectDraw stuff */
1550     DWORD ddraw_width, ddraw_height;
1551     WINED3DFORMAT ddraw_format;
1552
1553     /* Final position fixup constant */
1554     float                       posFixup[4];
1555
1556     /* With register combiners we can skip junk texture stages */
1557     DWORD                     texUnitMap[MAX_COMBINED_SAMPLERS];
1558     DWORD                     rev_tex_unit_map[MAX_COMBINED_SAMPLERS];
1559
1560     /* Stream source management */
1561     struct wined3d_stream_info strided_streams;
1562     const WineDirect3DVertexStridedData *up_strided;
1563
1564     /* Context management */
1565     WineD3DContext          **contexts;                  /* Dynamic array containing pointers to context structures */
1566     WineD3DContext          *activeContext;
1567     DWORD                   lastThread;
1568     UINT                    numContexts;
1569     WineD3DContext          *pbufferContext;             /* The context that has a pbuffer as drawable */
1570     DWORD                   pbufferWidth, pbufferHeight; /* Size of the buffer drawable */
1571
1572     /* High level patch management */
1573 #define PATCHMAP_SIZE 43
1574 #define PATCHMAP_HASHFUNC(x) ((x) % PATCHMAP_SIZE) /* Primitive and simple function */
1575     struct list             patches[PATCHMAP_SIZE];
1576     struct WineD3DRectPatch *currentPatch;
1577 };
1578
1579 extern const IWineD3DDeviceVtbl IWineD3DDevice_Vtbl;
1580
1581 void device_resource_add(IWineD3DDeviceImpl *This, IWineD3DResource *resource);
1582 void device_resource_released(IWineD3DDeviceImpl *This, IWineD3DResource *resource);
1583 void device_stream_info_from_declaration(IWineD3DDeviceImpl *This,
1584         BOOL use_vshader, struct wined3d_stream_info *stream_info, BOOL *fixup);
1585 void device_stream_info_from_strided(IWineD3DDeviceImpl *This,
1586         const struct WineDirect3DVertexStridedData *strided, struct wined3d_stream_info *stream_info);
1587 HRESULT IWineD3DDeviceImpl_ClearSurface(IWineD3DDeviceImpl *This,  IWineD3DSurfaceImpl *target, DWORD Count,
1588                                         CONST WINED3DRECT* pRects, DWORD Flags, WINED3DCOLOR Color,
1589                                         float Z, DWORD Stencil);
1590 void IWineD3DDeviceImpl_FindTexUnitMap(IWineD3DDeviceImpl *This);
1591 void IWineD3DDeviceImpl_MarkStateDirty(IWineD3DDeviceImpl *This, DWORD state);
1592 static inline BOOL isStateDirty(WineD3DContext *context, DWORD state) {
1593     DWORD idx = state >> 5;
1594     BYTE shift = state & 0x1f;
1595     return context->isStateDirty[idx] & (1 << shift);
1596 }
1597
1598 /* Support for IWineD3DResource ::Set/Get/FreePrivateData. */
1599 typedef struct PrivateData
1600 {
1601     struct list entry;
1602
1603     GUID tag;
1604     DWORD flags; /* DDSPD_* */
1605
1606     union
1607     {
1608         LPVOID data;
1609         LPUNKNOWN object;
1610     } ptr;
1611
1612     DWORD size;
1613 } PrivateData;
1614
1615 /*****************************************************************************
1616  * IWineD3DResource implementation structure
1617  */
1618 typedef struct IWineD3DResourceClass
1619 {
1620     /* IUnknown fields */
1621     LONG                    ref;     /* Note: Ref counting not required */
1622
1623     /* WineD3DResource Information */
1624     IUnknown               *parent;
1625     WINED3DRESOURCETYPE     resourceType;
1626     IWineD3DDeviceImpl     *wineD3DDevice;
1627     WINED3DPOOL             pool;
1628     UINT                    size;
1629     DWORD                   usage;
1630     const struct GlPixelFormatDesc *format_desc;
1631     DWORD                   priority;
1632     BYTE                   *allocatedMemory; /* Pointer to the real data location */
1633     BYTE                   *heapMemory; /* Pointer to the HeapAlloced block of memory */
1634     struct list             privateData;
1635     struct list             resource_list_entry;
1636
1637 } IWineD3DResourceClass;
1638
1639 typedef struct IWineD3DResourceImpl
1640 {
1641     /* IUnknown & WineD3DResource Information     */
1642     const IWineD3DResourceVtbl *lpVtbl;
1643     IWineD3DResourceClass   resource;
1644 } IWineD3DResourceImpl;
1645
1646 void resource_cleanup(IWineD3DResource *iface);
1647 HRESULT resource_free_private_data(IWineD3DResource *iface, REFGUID guid);
1648 HRESULT resource_get_device(IWineD3DResource *iface, IWineD3DDevice **device);
1649 HRESULT resource_get_parent(IWineD3DResource *iface, IUnknown **parent);
1650 DWORD resource_get_priority(IWineD3DResource *iface);
1651 HRESULT resource_get_private_data(IWineD3DResource *iface, REFGUID guid,
1652         void *data, DWORD *data_size);
1653 HRESULT resource_init(IWineD3DResource *iface, WINED3DRESOURCETYPE resource_type,
1654         IWineD3DDeviceImpl *device, UINT size, DWORD usage, const struct GlPixelFormatDesc *format_desc,
1655         WINED3DPOOL pool, IUnknown *parent);
1656 WINED3DRESOURCETYPE resource_get_type(IWineD3DResource *iface);
1657 DWORD resource_set_priority(IWineD3DResource *iface, DWORD new_priority);
1658 HRESULT resource_set_private_data(IWineD3DResource *iface, REFGUID guid,
1659         const void *data, DWORD data_size, DWORD flags);
1660
1661 /* Tests show that the start address of resources is 32 byte aligned */
1662 #define RESOURCE_ALIGNMENT 32
1663
1664 /*****************************************************************************
1665  * IWineD3DBaseTexture D3D- > openGL state map lookups
1666  */
1667
1668 typedef enum winetexturestates {
1669     WINED3DTEXSTA_ADDRESSU       = 0,
1670     WINED3DTEXSTA_ADDRESSV       = 1,
1671     WINED3DTEXSTA_ADDRESSW       = 2,
1672     WINED3DTEXSTA_BORDERCOLOR    = 3,
1673     WINED3DTEXSTA_MAGFILTER      = 4,
1674     WINED3DTEXSTA_MINFILTER      = 5,
1675     WINED3DTEXSTA_MIPFILTER      = 6,
1676     WINED3DTEXSTA_MAXMIPLEVEL    = 7,
1677     WINED3DTEXSTA_MAXANISOTROPY  = 8,
1678     WINED3DTEXSTA_SRGBTEXTURE    = 9,
1679     WINED3DTEXSTA_ELEMENTINDEX   = 10,
1680     WINED3DTEXSTA_DMAPOFFSET     = 11,
1681     WINED3DTEXSTA_TSSADDRESSW    = 12,
1682     MAX_WINETEXTURESTATES        = 13,
1683 } winetexturestates;
1684
1685 enum WINED3DSRGB
1686 {
1687     SRGB_ANY                                = 0,    /* Uses the cached value(e.g. external calls) */
1688     SRGB_RGB                                = 1,    /* Loads the rgb texture */
1689     SRGB_SRGB                               = 2,    /* Loads the srgb texture */
1690     SRGB_BOTH                               = 3,    /* Loads both textures */
1691 };
1692
1693 /*****************************************************************************
1694  * IWineD3DBaseTexture implementation structure (extends IWineD3DResourceImpl)
1695  */
1696 typedef struct IWineD3DBaseTextureClass
1697 {
1698     DWORD                   states[MAX_WINETEXTURESTATES];
1699     DWORD                   srgbstates[MAX_WINETEXTURESTATES];
1700     UINT                    levels;
1701     BOOL                    dirty, srgbDirty;
1702     UINT                    textureName, srgbTextureName;
1703     float                   pow2Matrix[16];
1704     UINT                    LOD;
1705     WINED3DTEXTUREFILTERTYPE filterType;
1706     LONG                    bindCount;
1707     DWORD                   sampler;
1708     BOOL                    is_srgb;
1709     BOOL                    pow2Matrix_identity;
1710     const struct min_lookup *minMipLookup;
1711     const GLenum            *magLookup;
1712     void                    (*internal_preload)(IWineD3DBaseTexture *iface, enum WINED3DSRGB srgb);
1713 } IWineD3DBaseTextureClass;
1714
1715 void surface_internal_preload(IWineD3DSurface *iface, enum WINED3DSRGB srgb);
1716
1717 typedef struct IWineD3DBaseTextureImpl
1718 {
1719     /* IUnknown & WineD3DResource Information     */
1720     const IWineD3DBaseTextureVtbl *lpVtbl;
1721     IWineD3DResourceClass     resource;
1722     IWineD3DBaseTextureClass  baseTexture;
1723
1724 } IWineD3DBaseTextureImpl;
1725
1726 void basetexture_apply_state_changes(IWineD3DBaseTexture *iface,
1727         const DWORD texture_states[WINED3D_HIGHEST_TEXTURE_STATE + 1],
1728         const DWORD sampler_states[WINED3D_HIGHEST_SAMPLER_STATE + 1]);
1729 HRESULT basetexture_bind(IWineD3DBaseTexture *iface, BOOL srgb, BOOL *set_surface_desc);
1730 void basetexture_cleanup(IWineD3DBaseTexture *iface);
1731 void basetexture_generate_mipmaps(IWineD3DBaseTexture *iface);
1732 WINED3DTEXTUREFILTERTYPE basetexture_get_autogen_filter_type(IWineD3DBaseTexture *iface);
1733 BOOL basetexture_get_dirty(IWineD3DBaseTexture *iface);
1734 DWORD basetexture_get_level_count(IWineD3DBaseTexture *iface);
1735 DWORD basetexture_get_lod(IWineD3DBaseTexture *iface);
1736 HRESULT basetexture_init(IWineD3DBaseTextureImpl *texture, UINT levels, WINED3DRESOURCETYPE resource_type,
1737         IWineD3DDeviceImpl *device, UINT size, DWORD usage, const struct GlPixelFormatDesc *format_desc,
1738         WINED3DPOOL pool, IUnknown *parent);
1739 HRESULT basetexture_set_autogen_filter_type(IWineD3DBaseTexture *iface, WINED3DTEXTUREFILTERTYPE filter_type);
1740 BOOL basetexture_set_dirty(IWineD3DBaseTexture *iface, BOOL dirty);
1741 DWORD basetexture_set_lod(IWineD3DBaseTexture *iface, DWORD new_lod);
1742 void basetexture_unload(IWineD3DBaseTexture *iface);
1743 static inline void basetexture_setsrgbcache(IWineD3DBaseTexture *iface, BOOL srgb) {
1744     IWineD3DBaseTextureImpl *This = (IWineD3DBaseTextureImpl *)iface;
1745     This->baseTexture.is_srgb = srgb;
1746 }
1747
1748 /*****************************************************************************
1749  * IWineD3DTexture implementation structure (extends IWineD3DBaseTextureImpl)
1750  */
1751 typedef struct IWineD3DTextureImpl
1752 {
1753     /* IUnknown & WineD3DResource/WineD3DBaseTexture Information     */
1754     const IWineD3DTextureVtbl *lpVtbl;
1755     IWineD3DResourceClass     resource;
1756     IWineD3DBaseTextureClass  baseTexture;
1757
1758     /* IWineD3DTexture */
1759     IWineD3DSurface          *surfaces[MAX_MIP_LEVELS];
1760     UINT                      target;
1761     BOOL                      cond_np2;
1762
1763 } IWineD3DTextureImpl;
1764
1765 extern const IWineD3DTextureVtbl IWineD3DTexture_Vtbl;
1766
1767 HRESULT texture_init(IWineD3DTextureImpl *texture, UINT width, UINT height, UINT levels,
1768         IWineD3DDeviceImpl *device, DWORD usage, WINED3DFORMAT format, WINED3DPOOL pool, IUnknown *parent);
1769
1770 /*****************************************************************************
1771  * IWineD3DCubeTexture implementation structure (extends IWineD3DBaseTextureImpl)
1772  */
1773 typedef struct IWineD3DCubeTextureImpl
1774 {
1775     /* IUnknown & WineD3DResource/WineD3DBaseTexture Information     */
1776     const IWineD3DCubeTextureVtbl *lpVtbl;
1777     IWineD3DResourceClass     resource;
1778     IWineD3DBaseTextureClass  baseTexture;
1779
1780     /* IWineD3DCubeTexture */
1781     IWineD3DSurface          *surfaces[6][MAX_MIP_LEVELS];
1782 } IWineD3DCubeTextureImpl;
1783
1784 extern const IWineD3DCubeTextureVtbl IWineD3DCubeTexture_Vtbl;
1785
1786 HRESULT cubetexture_init(IWineD3DCubeTextureImpl *texture, UINT edge_length, UINT levels,
1787         IWineD3DDeviceImpl *device, DWORD usage, WINED3DFORMAT format, WINED3DPOOL pool, IUnknown *parent);
1788
1789 typedef struct _WINED3DVOLUMET_DESC
1790 {
1791     UINT                    Width;
1792     UINT                    Height;
1793     UINT                    Depth;
1794 } WINED3DVOLUMET_DESC;
1795
1796 /*****************************************************************************
1797  * IWineD3DVolume implementation structure (extends IUnknown)
1798  */
1799 typedef struct IWineD3DVolumeImpl
1800 {
1801     /* IUnknown & WineD3DResource fields */
1802     const IWineD3DVolumeVtbl  *lpVtbl;
1803     IWineD3DResourceClass      resource;
1804
1805     /* WineD3DVolume Information */
1806     WINED3DVOLUMET_DESC      currentDesc;
1807     IWineD3DBase            *container;
1808     BOOL                    lockable;
1809     BOOL                    locked;
1810     WINED3DBOX              lockedBox;
1811     WINED3DBOX              dirtyBox;
1812     BOOL                    dirty;
1813 } IWineD3DVolumeImpl;
1814
1815 extern const IWineD3DVolumeVtbl IWineD3DVolume_Vtbl;
1816
1817 void volume_add_dirty_box(IWineD3DVolume *iface, const WINED3DBOX *dirty_box);
1818
1819 /*****************************************************************************
1820  * IWineD3DVolumeTexture implementation structure (extends IWineD3DBaseTextureImpl)
1821  */
1822 typedef struct IWineD3DVolumeTextureImpl
1823 {
1824     /* IUnknown & WineD3DResource/WineD3DBaseTexture Information     */
1825     const IWineD3DVolumeTextureVtbl *lpVtbl;
1826     IWineD3DResourceClass     resource;
1827     IWineD3DBaseTextureClass  baseTexture;
1828
1829     /* IWineD3DVolumeTexture */
1830     IWineD3DVolume           *volumes[MAX_MIP_LEVELS];
1831 } IWineD3DVolumeTextureImpl;
1832
1833 extern const IWineD3DVolumeTextureVtbl IWineD3DVolumeTexture_Vtbl;
1834
1835 HRESULT volumetexture_init(IWineD3DVolumeTextureImpl *texture, UINT width, UINT height, UINT depth, UINT levels,
1836         IWineD3DDeviceImpl *device, DWORD usage, WINED3DFORMAT format, WINED3DPOOL pool, IUnknown *parent);
1837
1838 typedef struct _WINED3DSURFACET_DESC
1839 {
1840     WINED3DMULTISAMPLE_TYPE MultiSampleType;
1841     DWORD                   MultiSampleQuality;
1842     UINT                    Width;
1843     UINT                    Height;
1844 } WINED3DSURFACET_DESC;
1845
1846 /*****************************************************************************
1847  * Structure for DIB Surfaces (GetDC and GDI surfaces)
1848  */
1849 typedef struct wineD3DSurface_DIB {
1850     HBITMAP DIBsection;
1851     void* bitmap_data;
1852     UINT bitmap_size;
1853     HGDIOBJ holdbitmap;
1854     BOOL client_memory;
1855 } wineD3DSurface_DIB;
1856
1857 typedef struct {
1858     struct list entry;
1859     GLuint id;
1860     UINT width;
1861     UINT height;
1862 } renderbuffer_entry_t;
1863
1864 struct fbo_entry
1865 {
1866     struct list entry;
1867     IWineD3DSurface **render_targets;
1868     IWineD3DSurface *depth_stencil;
1869     BOOL attached;
1870     GLuint id;
1871 };
1872
1873 /*****************************************************************************
1874  * IWineD3DClipp implementation structure
1875  */
1876 typedef struct IWineD3DClipperImpl
1877 {
1878     const IWineD3DClipperVtbl *lpVtbl;
1879     LONG ref;
1880
1881     IUnknown *Parent;
1882     HWND hWnd;
1883 } IWineD3DClipperImpl;
1884
1885
1886 /*****************************************************************************
1887  * IWineD3DSurface implementation structure
1888  */
1889 struct IWineD3DSurfaceImpl
1890 {
1891     /* IUnknown & IWineD3DResource Information     */
1892     const IWineD3DSurfaceVtbl *lpVtbl;
1893     IWineD3DResourceClass     resource;
1894
1895     /* IWineD3DSurface fields */
1896     IWineD3DBase              *container;
1897     WINED3DSURFACET_DESC      currentDesc;
1898     IWineD3DPaletteImpl       *palette; /* D3D7 style palette handling */
1899     PALETTEENTRY              *palette9; /* D3D8/9 style palette handling */
1900
1901     /* TODO: move this off into a management class(maybe!) */
1902     DWORD                      Flags;
1903
1904     UINT                      pow2Width;
1905     UINT                      pow2Height;
1906
1907     /* A method to retrieve the drawable size. Not in the Vtable to make it changeable */
1908     void (*get_drawable_size)(IWineD3DSurfaceImpl *This, UINT *width, UINT *height);
1909
1910     /* Oversized texture */
1911     RECT                      glRect;
1912
1913     /* PBO */
1914     GLuint                    pbo;
1915
1916     RECT                      lockedRect;
1917     RECT                      dirtyRect;
1918     int                       lockCount;
1919 #define MAXLOCKCOUNT          50 /* After this amount of locks do not free the sysmem copy */
1920
1921     glDescriptor              glDescription;
1922
1923     /* For GetDC */
1924     wineD3DSurface_DIB        dib;
1925     HDC                       hDC;
1926
1927     /* Color keys for DDraw */
1928     WINEDDCOLORKEY            DestBltCKey;
1929     WINEDDCOLORKEY            DestOverlayCKey;
1930     WINEDDCOLORKEY            SrcOverlayCKey;
1931     WINEDDCOLORKEY            SrcBltCKey;
1932     DWORD                     CKeyFlags;
1933
1934     WINEDDCOLORKEY            glCKey;
1935
1936     struct list               renderbuffers;
1937     renderbuffer_entry_t      *current_renderbuffer;
1938
1939     /* DirectDraw clippers */
1940     IWineD3DClipper           *clipper;
1941
1942     /* DirectDraw Overlay handling */
1943     RECT                      overlay_srcrect;
1944     RECT                      overlay_destrect;
1945     IWineD3DSurfaceImpl       *overlay_dest;
1946     struct list               overlays;
1947     struct list               overlay_entry;
1948 };
1949
1950 extern const IWineD3DSurfaceVtbl IWineD3DSurface_Vtbl;
1951 extern const IWineD3DSurfaceVtbl IWineGDISurface_Vtbl;
1952
1953 UINT surface_calculate_size(const struct GlPixelFormatDesc *format_desc, UINT alignment, UINT width, UINT height);
1954 void surface_gdi_cleanup(IWineD3DSurfaceImpl *This);
1955 HRESULT surface_init(IWineD3DSurfaceImpl *surface, WINED3DSURFTYPE surface_type, UINT alignment,
1956         UINT width, UINT height, UINT level, BOOL lockable, BOOL discard, WINED3DMULTISAMPLE_TYPE multisample_type,
1957         UINT multisample_quality, IWineD3DDeviceImpl *device, DWORD usage, WINED3DFORMAT format,
1958         WINED3DPOOL pool, IUnknown *parent);
1959
1960 /* Predeclare the shared Surface functions */
1961 HRESULT WINAPI IWineD3DBaseSurfaceImpl_QueryInterface(IWineD3DSurface *iface, REFIID riid, LPVOID *ppobj);
1962 ULONG WINAPI IWineD3DBaseSurfaceImpl_AddRef(IWineD3DSurface *iface);
1963 HRESULT WINAPI IWineD3DBaseSurfaceImpl_GetParent(IWineD3DSurface *iface, IUnknown **pParent);
1964 HRESULT WINAPI IWineD3DBaseSurfaceImpl_GetDevice(IWineD3DSurface *iface, IWineD3DDevice** ppDevice);
1965 HRESULT WINAPI IWineD3DBaseSurfaceImpl_SetPrivateData(IWineD3DSurface *iface, REFGUID refguid, CONST void* pData, DWORD SizeOfData, DWORD Flags);
1966 HRESULT WINAPI IWineD3DBaseSurfaceImpl_GetPrivateData(IWineD3DSurface *iface, REFGUID refguid, void* pData, DWORD* pSizeOfData);
1967 HRESULT WINAPI IWineD3DBaseSurfaceImpl_FreePrivateData(IWineD3DSurface *iface, REFGUID refguid);
1968 DWORD   WINAPI IWineD3DBaseSurfaceImpl_SetPriority(IWineD3DSurface *iface, DWORD PriorityNew);
1969 DWORD   WINAPI IWineD3DBaseSurfaceImpl_GetPriority(IWineD3DSurface *iface);
1970 WINED3DRESOURCETYPE WINAPI IWineD3DBaseSurfaceImpl_GetType(IWineD3DSurface *iface);
1971 HRESULT WINAPI IWineD3DBaseSurfaceImpl_GetContainer(IWineD3DSurface* iface, REFIID riid, void** ppContainer);
1972 HRESULT WINAPI IWineD3DBaseSurfaceImpl_GetDesc(IWineD3DSurface *iface, WINED3DSURFACE_DESC *pDesc);
1973 HRESULT WINAPI IWineD3DBaseSurfaceImpl_GetBltStatus(IWineD3DSurface *iface, DWORD Flags);
1974 HRESULT WINAPI IWineD3DBaseSurfaceImpl_GetFlipStatus(IWineD3DSurface *iface, DWORD Flags);
1975 HRESULT WINAPI IWineD3DBaseSurfaceImpl_IsLost(IWineD3DSurface *iface);
1976 HRESULT WINAPI IWineD3DBaseSurfaceImpl_Restore(IWineD3DSurface *iface);
1977 HRESULT WINAPI IWineD3DBaseSurfaceImpl_GetPalette(IWineD3DSurface *iface, IWineD3DPalette **Pal);
1978 HRESULT WINAPI IWineD3DBaseSurfaceImpl_SetPalette(IWineD3DSurface *iface, IWineD3DPalette *Pal);
1979 HRESULT WINAPI IWineD3DBaseSurfaceImpl_SetColorKey(IWineD3DSurface *iface, DWORD Flags, const WINEDDCOLORKEY *CKey);
1980 HRESULT WINAPI IWineD3DBaseSurfaceImpl_SetContainer(IWineD3DSurface *iface, IWineD3DBase *container);
1981 DWORD WINAPI IWineD3DBaseSurfaceImpl_GetPitch(IWineD3DSurface *iface);
1982 HRESULT WINAPI IWineD3DBaseSurfaceImpl_RealizePalette(IWineD3DSurface *iface);
1983 HRESULT WINAPI IWineD3DBaseSurfaceImpl_SetOverlayPosition(IWineD3DSurface *iface, LONG X, LONG Y);
1984 HRESULT WINAPI IWineD3DBaseSurfaceImpl_GetOverlayPosition(IWineD3DSurface *iface, LONG *X, LONG *Y);
1985 HRESULT WINAPI IWineD3DBaseSurfaceImpl_UpdateOverlayZOrder(IWineD3DSurface *iface, DWORD Flags, IWineD3DSurface *Ref);
1986 HRESULT WINAPI IWineD3DBaseSurfaceImpl_UpdateOverlay(IWineD3DSurface *iface, const RECT *SrcRect,
1987         IWineD3DSurface *DstSurface, const RECT *DstRect, DWORD Flags, const WINEDDOVERLAYFX *FX);
1988 HRESULT WINAPI IWineD3DBaseSurfaceImpl_SetClipper(IWineD3DSurface *iface, IWineD3DClipper *clipper);
1989 HRESULT WINAPI IWineD3DBaseSurfaceImpl_GetClipper(IWineD3DSurface *iface, IWineD3DClipper **clipper);
1990 HRESULT WINAPI IWineD3DBaseSurfaceImpl_SetFormat(IWineD3DSurface *iface, WINED3DFORMAT format);
1991 HRESULT IWineD3DBaseSurfaceImpl_CreateDIBSection(IWineD3DSurface *iface);
1992 HRESULT WINAPI IWineD3DBaseSurfaceImpl_Blt(IWineD3DSurface *iface, const RECT *DestRect, IWineD3DSurface *SrcSurface,
1993         const RECT *SrcRect, DWORD Flags, const WINEDDBLTFX *DDBltFx, WINED3DTEXTUREFILTERTYPE Filter);
1994 HRESULT WINAPI IWineD3DBaseSurfaceImpl_BltFast(IWineD3DSurface *iface, DWORD dstx, DWORD dsty,
1995         IWineD3DSurface *Source, const RECT *rsrc, DWORD trans);
1996 HRESULT WINAPI IWineD3DBaseSurfaceImpl_LockRect(IWineD3DSurface *iface, WINED3DLOCKED_RECT* pLockedRect, CONST RECT* pRect, DWORD Flags);
1997 void WINAPI IWineD3DBaseSurfaceImpl_BindTexture(IWineD3DSurface *iface, BOOL srgb);
1998 const void *WINAPI IWineD3DBaseSurfaceImpl_GetData(IWineD3DSurface *iface);
1999
2000 void get_drawable_size_swapchain(IWineD3DSurfaceImpl *This, UINT *width, UINT *height);
2001 void get_drawable_size_backbuffer(IWineD3DSurfaceImpl *This, UINT *width, UINT *height);
2002 void get_drawable_size_pbuffer(IWineD3DSurfaceImpl *This, UINT *width, UINT *height);
2003 void get_drawable_size_fbo(IWineD3DSurfaceImpl *This, UINT *width, UINT *height);
2004
2005 void flip_surface(IWineD3DSurfaceImpl *front, IWineD3DSurfaceImpl *back);
2006
2007 /* Surface flags: */
2008 #define SFLAG_OVERSIZE      0x00000001 /* Surface is bigger than gl size, blts only */
2009 #define SFLAG_CONVERTED     0x00000002 /* Converted for color keying or Palettized */
2010 #define SFLAG_DIBSECTION    0x00000004 /* Has a DIB section attached for GetDC */
2011 #define SFLAG_LOCKABLE      0x00000008 /* Surface can be locked */
2012 #define SFLAG_DISCARD       0x00000010 /* ??? */
2013 #define SFLAG_LOCKED        0x00000020 /* Surface is locked atm */
2014 #define SFLAG_INTEXTURE     0x00000040 /* The GL texture contains the newest surface content */
2015 #define SFLAG_INSRGBTEX     0x00000080 /* The GL srgb texture contains the newest surface content */
2016 #define SFLAG_INDRAWABLE    0x00000100 /* The gl drawable contains the most up to date data */
2017 #define SFLAG_INSYSMEM      0x00000200 /* The system memory copy is most up to date */
2018 #define SFLAG_NONPOW2       0x00000400 /* Surface sizes are not a power of 2 */
2019 #define SFLAG_DYNLOCK       0x00000800 /* Surface is often locked by the app */
2020 #define SFLAG_DCINUSE       0x00001000 /* Set between GetDC and ReleaseDC calls */
2021 #define SFLAG_LOST          0x00002000 /* Surface lost flag for DDraw */
2022 #define SFLAG_USERPTR       0x00004000 /* The application allocated the memory for this surface */
2023 #define SFLAG_GLCKEY        0x00008000 /* The gl texture was created with a color key */
2024 #define SFLAG_CLIENT        0x00010000 /* GL_APPLE_client_storage is used on that texture */
2025 #define SFLAG_ALLOCATED     0x00020000 /* A gl texture is allocated for this surface */
2026 #define SFLAG_SRGBALLOCATED 0x00040000 /* A srgb gl texture is allocated for this surface */
2027 #define SFLAG_PBO           0x00080000 /* Has a PBO attached for speeding up data transfers for dynamically locked surfaces */
2028 #define SFLAG_NORMCOORD     0x00100000 /* Set if the GL texture coords are normalized(non-texture rectangle) */
2029 #define SFLAG_DS_ONSCREEN   0x00200000 /* Is a depth stencil, last modified onscreen */
2030 #define SFLAG_DS_OFFSCREEN  0x00400000 /* Is a depth stencil, last modified offscreen */
2031 #define SFLAG_INOVERLAYDRAW 0x00800000 /* Overlay drawing is in progress. Recursion prevention */
2032 #define SFLAG_SWAPCHAIN     0x01000000 /* The surface is part of a swapchain */
2033
2034 /* In some conditions the surface memory must not be freed:
2035  * SFLAG_OVERSIZE: Not all data can be kept in GL
2036  * SFLAG_CONVERTED: Converting the data back would take too long
2037  * SFLAG_DIBSECTION: The dib code manages the memory
2038  * SFLAG_LOCKED: The app requires access to the surface data
2039  * SFLAG_DYNLOCK: Avoid freeing the data for performance
2040  * SFLAG_PBO: PBOs don't use 'normal' memory. It is either allocated by the driver or must be NULL.
2041  * SFLAG_CLIENT: OpenGL uses our memory as backup
2042  */
2043 #define SFLAG_DONOTFREE     (SFLAG_OVERSIZE   | \
2044                              SFLAG_CONVERTED  | \
2045                              SFLAG_DIBSECTION | \
2046                              SFLAG_LOCKED     | \
2047                              SFLAG_DYNLOCK    | \
2048                              SFLAG_USERPTR    | \
2049                              SFLAG_PBO        | \
2050                              SFLAG_CLIENT)
2051
2052 #define SFLAG_LOCATIONS     (SFLAG_INSYSMEM   | \
2053                              SFLAG_INTEXTURE  | \
2054                              SFLAG_INDRAWABLE | \
2055                              SFLAG_INSRGBTEX)
2056
2057 #define SFLAG_DS_LOCATIONS  (SFLAG_DS_ONSCREEN | \
2058                              SFLAG_DS_OFFSCREEN)
2059 #define SFLAG_DS_DISCARDED   SFLAG_DS_LOCATIONS
2060
2061 BOOL CalculateTexRect(IWineD3DSurfaceImpl *This, RECT *Rect, float glTexCoord[4]);
2062
2063 typedef enum {
2064     NO_CONVERSION,
2065     CONVERT_PALETTED,
2066     CONVERT_PALETTED_CK,
2067     CONVERT_CK_565,
2068     CONVERT_CK_5551,
2069     CONVERT_CK_4444,
2070     CONVERT_CK_4444_ARGB,
2071     CONVERT_CK_1555,
2072     CONVERT_555,
2073     CONVERT_CK_RGB24,
2074     CONVERT_CK_8888,
2075     CONVERT_CK_8888_ARGB,
2076     CONVERT_RGB32_888,
2077     CONVERT_V8U8,
2078     CONVERT_L6V5U5,
2079     CONVERT_X8L8V8U8,
2080     CONVERT_Q8W8V8U8,
2081     CONVERT_V16U16,
2082     CONVERT_A4L4,
2083     CONVERT_G16R16,
2084     CONVERT_R16G16F,
2085     CONVERT_R32G32F,
2086     CONVERT_D15S1,
2087     CONVERT_D24X4S4,
2088     CONVERT_D24FS8,
2089 } CONVERT_TYPES;
2090
2091 HRESULT d3dfmt_get_conv(IWineD3DSurfaceImpl *This, BOOL need_alpha_ck, BOOL use_texturing, GLenum *format, GLenum *internal, GLenum *type, CONVERT_TYPES *convert, int *target_bpp, BOOL srgb_mode);
2092
2093 BOOL palette9_changed(IWineD3DSurfaceImpl *This);
2094
2095 /*****************************************************************************
2096  * IWineD3DVertexDeclaration implementation structure
2097  */
2098 #define MAX_ATTRIBS 16
2099
2100 struct wined3d_vertex_declaration_element
2101 {
2102     const struct GlPixelFormatDesc *format_desc;
2103     BOOL ffp_valid;
2104     WORD input_slot;
2105     WORD offset;
2106     UINT output_slot;
2107     BYTE method;
2108     BYTE usage;
2109     BYTE usage_idx;
2110 };
2111
2112 typedef struct IWineD3DVertexDeclarationImpl {
2113     /* IUnknown  Information */
2114     const IWineD3DVertexDeclarationVtbl *lpVtbl;
2115     LONG                    ref;
2116
2117     IUnknown                *parent;
2118     IWineD3DDeviceImpl      *wineD3DDevice;
2119
2120     struct wined3d_vertex_declaration_element *elements;
2121     UINT element_count;
2122
2123     DWORD                   streams[MAX_STREAMS];
2124     UINT                    num_streams;
2125     BOOL                    position_transformed;
2126     BOOL                    half_float_conv_needed;
2127 } IWineD3DVertexDeclarationImpl;
2128
2129 extern const IWineD3DVertexDeclarationVtbl IWineD3DVertexDeclaration_Vtbl;
2130
2131 HRESULT vertexdeclaration_init(IWineD3DVertexDeclarationImpl *This,
2132         const WINED3DVERTEXELEMENT *elements, UINT element_count);
2133
2134 /*****************************************************************************
2135  * IWineD3DStateBlock implementation structure
2136  */
2137
2138 /* Internal state Block for Begin/End/Capture/Create/Apply info  */
2139 /*   Note: Very long winded but gl Lists are not flexible enough */
2140 /*   to resolve everything we need, so doing it manually for now */
2141 typedef struct SAVEDSTATES {
2142     DWORD transform[(HIGHEST_TRANSFORMSTATE >> 5) + 1];
2143     WORD streamSource;                          /* MAX_STREAMS, 16 */
2144     WORD streamFreq;                            /* MAX_STREAMS, 16 */
2145     DWORD renderState[(WINEHIGHEST_RENDER_STATE >> 5) + 1];
2146     DWORD textureState[MAX_TEXTURES];           /* WINED3D_HIGHEST_TEXTURE_STATE + 1, 18 */
2147     WORD samplerState[MAX_COMBINED_SAMPLERS];   /* WINED3D_HIGHEST_SAMPLER_STATE + 1, 14 */
2148     DWORD textures;                             /* MAX_COMBINED_SAMPLERS, 20 */
2149     DWORD clipplane;                            /* WINED3DMAXUSERCLIPPLANES, 32 */
2150     WORD pixelShaderConstantsB;                 /* MAX_CONST_B, 16 */
2151     WORD pixelShaderConstantsI;                 /* MAX_CONST_I, 16 */
2152     BOOL *pixelShaderConstantsF;
2153     WORD vertexShaderConstantsB;                /* MAX_CONST_B, 16 */
2154     WORD vertexShaderConstantsI;                /* MAX_CONST_I, 16 */
2155     BOOL *vertexShaderConstantsF;
2156     WORD primitive_type : 1;
2157     WORD indices : 1;
2158     WORD material : 1;
2159     WORD viewport : 1;
2160     WORD vertexDecl : 1;
2161     WORD pixelShader : 1;
2162     WORD vertexShader : 1;
2163     WORD scissorRect : 1;
2164     WORD padding : 1;
2165 } SAVEDSTATES;
2166
2167 struct StageState {
2168     DWORD stage;
2169     DWORD state;
2170 };
2171
2172 struct IWineD3DStateBlockImpl
2173 {
2174     /* IUnknown fields */
2175     const IWineD3DStateBlockVtbl *lpVtbl;
2176     LONG                      ref;     /* Note: Ref counting not required */
2177
2178     /* IWineD3DStateBlock information */
2179     IUnknown                 *parent;
2180     IWineD3DDeviceImpl       *wineD3DDevice;
2181     WINED3DSTATEBLOCKTYPE     blockType;
2182
2183     /* Array indicating whether things have been set or changed */
2184     SAVEDSTATES               changed;
2185
2186     /* Vertex Shader Declaration */
2187     IWineD3DVertexDeclaration *vertexDecl;
2188
2189     IWineD3DVertexShader      *vertexShader;
2190
2191     /* Vertex Shader Constants */
2192     BOOL                       vertexShaderConstantB[MAX_CONST_B];
2193     INT                        vertexShaderConstantI[MAX_CONST_I * 4];
2194     float                     *vertexShaderConstantF;
2195
2196     /* primitive type */
2197     GLenum gl_primitive_type;
2198
2199     /* Stream Source */
2200     BOOL                      streamIsUP;
2201     UINT                      streamStride[MAX_STREAMS];
2202     UINT                      streamOffset[MAX_STREAMS + 1 /* tesselated pseudo-stream */ ];
2203     IWineD3DBuffer           *streamSource[MAX_STREAMS];
2204     UINT                      streamFreq[MAX_STREAMS + 1];
2205     UINT                      streamFlags[MAX_STREAMS + 1];     /*0 | WINED3DSTREAMSOURCE_INSTANCEDATA | WINED3DSTREAMSOURCE_INDEXEDDATA  */
2206
2207     /* Indices */
2208     IWineD3DBuffer*           pIndexData;
2209     WINED3DFORMAT             IndexFmt;
2210     INT                       baseVertexIndex;
2211     INT                       loadBaseVertexIndex; /* non-indexed drawing needs 0 here, indexed baseVertexIndex */
2212
2213     /* Transform */
2214     WINED3DMATRIX             transforms[HIGHEST_TRANSFORMSTATE + 1];
2215
2216     /* Light hashmap . Collisions are handled using standard wine double linked lists */
2217 #define LIGHTMAP_SIZE 43 /* Use of a prime number recommended. Set to 1 for a linked list! */
2218 #define LIGHTMAP_HASHFUNC(x) ((x) % LIGHTMAP_SIZE) /* Primitive and simple function */
2219     struct list               lightMap[LIGHTMAP_SIZE]; /* Mashmap containing the lights */
2220     PLIGHTINFOEL             *activeLights[MAX_ACTIVE_LIGHTS]; /* Map of opengl lights to d3d lights */
2221
2222     /* Clipping */
2223     double                    clipplane[MAX_CLIPPLANES][4];
2224     WINED3DCLIPSTATUS         clip_status;
2225
2226     /* ViewPort */
2227     WINED3DVIEWPORT           viewport;
2228
2229     /* Material */
2230     WINED3DMATERIAL           material;
2231
2232     /* Pixel Shader */
2233     IWineD3DPixelShader      *pixelShader;
2234
2235     /* Pixel Shader Constants */
2236     BOOL                       pixelShaderConstantB[MAX_CONST_B];
2237     INT                        pixelShaderConstantI[MAX_CONST_I * 4];
2238     float                     *pixelShaderConstantF;
2239
2240     /* RenderState */
2241     DWORD                     renderState[WINEHIGHEST_RENDER_STATE + 1];
2242
2243     /* Texture */
2244     IWineD3DBaseTexture      *textures[MAX_COMBINED_SAMPLERS];
2245
2246     /* Texture State Stage */
2247     DWORD                     textureState[MAX_TEXTURES][WINED3D_HIGHEST_TEXTURE_STATE + 1];
2248     DWORD                     lowest_disabled_stage;
2249     /* Sampler States */
2250     DWORD                     samplerState[MAX_COMBINED_SAMPLERS][WINED3D_HIGHEST_SAMPLER_STATE + 1];
2251
2252     /* Scissor test rectangle */
2253     RECT                      scissorRect;
2254
2255     /* Contained state management */
2256     DWORD                     contained_render_states[WINEHIGHEST_RENDER_STATE + 1];
2257     unsigned int              num_contained_render_states;
2258     DWORD                     contained_transform_states[HIGHEST_TRANSFORMSTATE + 1];
2259     unsigned int              num_contained_transform_states;
2260     DWORD                     contained_vs_consts_i[MAX_CONST_I];
2261     unsigned int              num_contained_vs_consts_i;
2262     DWORD                     contained_vs_consts_b[MAX_CONST_B];
2263     unsigned int              num_contained_vs_consts_b;
2264     DWORD                     *contained_vs_consts_f;
2265     unsigned int              num_contained_vs_consts_f;
2266     DWORD                     contained_ps_consts_i[MAX_CONST_I];
2267     unsigned int              num_contained_ps_consts_i;
2268     DWORD                     contained_ps_consts_b[MAX_CONST_B];
2269     unsigned int              num_contained_ps_consts_b;
2270     DWORD                     *contained_ps_consts_f;
2271     unsigned int              num_contained_ps_consts_f;
2272     struct StageState         contained_tss_states[MAX_TEXTURES * (WINED3D_HIGHEST_TEXTURE_STATE + 1)];
2273     unsigned int              num_contained_tss_states;
2274     struct StageState         contained_sampler_states[MAX_COMBINED_SAMPLERS * WINED3D_HIGHEST_SAMPLER_STATE];
2275     unsigned int              num_contained_sampler_states;
2276 };
2277
2278 extern void stateblock_savedstates_set(
2279     IWineD3DStateBlock* iface,
2280     SAVEDSTATES* states,
2281     BOOL value);
2282
2283 extern void stateblock_copy(
2284     IWineD3DStateBlock* destination,
2285     IWineD3DStateBlock* source);
2286
2287 extern const IWineD3DStateBlockVtbl IWineD3DStateBlock_Vtbl;
2288
2289 /* Direct3D terminology with little modifications. We do not have an issued state
2290  * because only the driver knows about it, but we have a created state because d3d
2291  * allows GetData on a created issue, but opengl doesn't
2292  */
2293 enum query_state {
2294     QUERY_CREATED,
2295     QUERY_SIGNALLED,
2296     QUERY_BUILDING
2297 };
2298 /*****************************************************************************
2299  * IWineD3DQueryImpl implementation structure (extends IUnknown)
2300  */
2301 typedef struct IWineD3DQueryImpl
2302 {
2303     const IWineD3DQueryVtbl  *lpVtbl;
2304     LONG                      ref;     /* Note: Ref counting not required */
2305     
2306     IUnknown                 *parent;
2307     /*TODO: replace with iface usage */
2308 #if 0
2309     IWineD3DDevice         *wineD3DDevice;
2310 #else
2311     IWineD3DDeviceImpl       *wineD3DDevice;
2312 #endif
2313
2314     /* IWineD3DQuery fields */
2315     enum query_state         state;
2316     WINED3DQUERYTYPE         type;
2317     /* TODO: Think about using a IUnknown instead of a void* */
2318     void                     *extendedData;
2319     
2320   
2321 } IWineD3DQueryImpl;
2322
2323 extern const IWineD3DQueryVtbl IWineD3DQuery_Vtbl;
2324 extern const IWineD3DQueryVtbl IWineD3DEventQuery_Vtbl;
2325 extern const IWineD3DQueryVtbl IWineD3DOcclusionQuery_Vtbl;
2326
2327 /* Datastructures for IWineD3DQueryImpl.extendedData */
2328 typedef struct  WineQueryOcclusionData {
2329     GLuint  queryId;
2330     WineD3DContext *ctx;
2331 } WineQueryOcclusionData;
2332
2333 typedef struct  WineQueryEventData {
2334     GLuint  fenceId;
2335     WineD3DContext *ctx;
2336 } WineQueryEventData;
2337
2338 /* IWineD3DBuffer */
2339
2340 /* TODO: Add tests and support for FLOAT16_4 POSITIONT, D3DCOLOR position, other
2341  * fixed function semantics as D3DCOLOR or FLOAT16 */
2342 enum wined3d_buffer_conversion_type
2343 {
2344     CONV_NONE,
2345     CONV_D3DCOLOR,
2346     CONV_POSITIONT,
2347     CONV_FLOAT16_2, /* Also handles FLOAT16_4 */
2348 };
2349
2350 #define WINED3D_BUFFER_OPTIMIZED    0x01    /* Optimize has been called for the buffer */
2351 #define WINED3D_BUFFER_DIRTY        0x02    /* Buffer data has been modified */
2352 #define WINED3D_BUFFER_HASDESC      0x04    /* A vertex description has been found */
2353 #define WINED3D_BUFFER_CREATEBO     0x08    /* Attempt to create a buffer object next PreLoad */
2354 #define WINED3D_BUFFER_DOUBLEBUFFER 0x10    /* Use a vbo and local allocated memory */
2355
2356 struct wined3d_buffer
2357 {
2358     const struct IWineD3DBufferVtbl *vtbl;
2359     IWineD3DResourceClass resource;
2360
2361     struct wined3d_buffer_desc desc;
2362
2363     GLuint buffer_object;
2364     GLenum buffer_object_usage;
2365     GLenum buffer_type_hint;
2366     UINT buffer_object_size;
2367     LONG bind_count;
2368     DWORD flags;
2369
2370     UINT dirty_start;
2371     UINT dirty_end;
2372     LONG lock_count;
2373
2374     /* conversion stuff */
2375     UINT conversion_count;
2376     UINT draw_count;
2377     UINT stride;                                            /* 0 if no conversion */
2378     UINT conversion_stride;                                 /* 0 if no shifted conversion */
2379     enum wined3d_buffer_conversion_type *conversion_map;    /* NULL if no conversion */
2380     /* Extra load offsets, for FLOAT16 conversion */
2381     UINT *conversion_shift;                                 /* NULL if no shifted conversion */
2382 };
2383
2384 extern const IWineD3DBufferVtbl wined3d_buffer_vtbl;
2385 const BYTE *buffer_get_memory(IWineD3DBuffer *iface, UINT offset, GLuint *buffer_object);
2386 const BYTE *buffer_get_sysmem(struct wined3d_buffer *This);
2387
2388 /* IWineD3DRendertargetView */
2389 struct wined3d_rendertarget_view
2390 {
2391     const struct IWineD3DRendertargetViewVtbl *vtbl;
2392     LONG refcount;
2393
2394     IWineD3DResource *resource;
2395     IUnknown *parent;
2396 };
2397
2398 extern const IWineD3DRendertargetViewVtbl wined3d_rendertarget_view_vtbl;
2399
2400 /*****************************************************************************
2401  * IWineD3DSwapChainImpl implementation structure (extends IUnknown)
2402  */
2403
2404 typedef struct IWineD3DSwapChainImpl
2405 {
2406     /*IUnknown part*/
2407     const IWineD3DSwapChainVtbl *lpVtbl;
2408     LONG                      ref;     /* Note: Ref counting not required */
2409
2410     IUnknown                 *parent;
2411     IWineD3DDeviceImpl       *wineD3DDevice;
2412
2413     /* IWineD3DSwapChain fields */
2414     IWineD3DSurface         **backBuffer;
2415     IWineD3DSurface          *frontBuffer;
2416     WINED3DPRESENT_PARAMETERS presentParms;
2417     DWORD                     orig_width, orig_height;
2418     WINED3DFORMAT             orig_fmt;
2419     WINED3DGAMMARAMP          orig_gamma;
2420
2421     long prev_time, frames;   /* Performance tracking */
2422     unsigned int vSyncCounter;
2423
2424     WineD3DContext        **context; /* Later a array for multithreading */
2425     unsigned int            num_contexts;
2426
2427     HWND                    win_handle;
2428 } IWineD3DSwapChainImpl;
2429
2430 extern const IWineD3DSwapChainVtbl IWineD3DSwapChain_Vtbl;
2431 const IWineD3DSwapChainVtbl IWineGDISwapChain_Vtbl;
2432 void x11_copy_to_screen(IWineD3DSwapChainImpl *This, const RECT *rc);
2433
2434 HRESULT WINAPI IWineD3DBaseSwapChainImpl_QueryInterface(IWineD3DSwapChain *iface, REFIID riid, LPVOID *ppobj);
2435 ULONG WINAPI IWineD3DBaseSwapChainImpl_AddRef(IWineD3DSwapChain *iface);
2436 ULONG WINAPI IWineD3DBaseSwapChainImpl_Release(IWineD3DSwapChain *iface);
2437 HRESULT WINAPI IWineD3DBaseSwapChainImpl_GetParent(IWineD3DSwapChain *iface, IUnknown ** ppParent);
2438 HRESULT WINAPI IWineD3DBaseSwapChainImpl_GetFrontBufferData(IWineD3DSwapChain *iface, IWineD3DSurface *pDestSurface);
2439 HRESULT WINAPI IWineD3DBaseSwapChainImpl_GetBackBuffer(IWineD3DSwapChain *iface, UINT iBackBuffer, WINED3DBACKBUFFER_TYPE Type, IWineD3DSurface **ppBackBuffer);
2440 HRESULT WINAPI IWineD3DBaseSwapChainImpl_GetRasterStatus(IWineD3DSwapChain *iface, WINED3DRASTER_STATUS *pRasterStatus);
2441 HRESULT WINAPI IWineD3DBaseSwapChainImpl_GetDisplayMode(IWineD3DSwapChain *iface, WINED3DDISPLAYMODE*pMode);
2442 HRESULT WINAPI IWineD3DBaseSwapChainImpl_GetDevice(IWineD3DSwapChain *iface, IWineD3DDevice**ppDevice);
2443 HRESULT WINAPI IWineD3DBaseSwapChainImpl_GetPresentParameters(IWineD3DSwapChain *iface, WINED3DPRESENT_PARAMETERS *pPresentationParameters);
2444 HRESULT WINAPI IWineD3DBaseSwapChainImpl_SetGammaRamp(IWineD3DSwapChain *iface, DWORD Flags, CONST WINED3DGAMMARAMP *pRamp);
2445 HRESULT WINAPI IWineD3DBaseSwapChainImpl_GetGammaRamp(IWineD3DSwapChain *iface, WINED3DGAMMARAMP *pRamp);
2446
2447 WineD3DContext *IWineD3DSwapChainImpl_CreateContextForThread(IWineD3DSwapChain *iface);
2448
2449 /*****************************************************************************
2450  * Utility function prototypes 
2451  */
2452
2453 /* Trace routines */
2454 const char* debug_d3dformat(WINED3DFORMAT fmt);
2455 const char* debug_d3ddevicetype(WINED3DDEVTYPE devtype);
2456 const char* debug_d3dresourcetype(WINED3DRESOURCETYPE res);
2457 const char* debug_d3dusage(DWORD usage);
2458 const char* debug_d3dusagequery(DWORD usagequery);
2459 const char* debug_d3ddeclmethod(WINED3DDECLMETHOD method);
2460 const char* debug_d3ddeclusage(BYTE usage);
2461 const char* debug_d3dprimitivetype(WINED3DPRIMITIVETYPE PrimitiveType);
2462 const char* debug_d3drenderstate(DWORD state);
2463 const char* debug_d3dsamplerstate(DWORD state);
2464 const char* debug_d3dtexturefiltertype(WINED3DTEXTUREFILTERTYPE filter_type);
2465 const char* debug_d3dtexturestate(DWORD state);
2466 const char* debug_d3dtstype(WINED3DTRANSFORMSTATETYPE tstype);
2467 const char* debug_d3dpool(WINED3DPOOL pool);
2468 const char *debug_fbostatus(GLenum status);
2469 const char *debug_glerror(GLenum error);
2470 const char *debug_d3dbasis(WINED3DBASISTYPE basis);
2471 const char *debug_d3ddegree(WINED3DDEGREETYPE order);
2472 const char* debug_d3dtop(WINED3DTEXTUREOP d3dtop);
2473 void dump_color_fixup_desc(struct color_fixup_desc fixup);
2474 const char *debug_surflocation(DWORD flag);
2475
2476 /* Routines for GL <-> D3D values */
2477 GLenum StencilOp(DWORD op);
2478 GLenum CompareFunc(DWORD func);
2479 BOOL is_invalid_op(IWineD3DDeviceImpl *This, int stage, WINED3DTEXTUREOP op, DWORD arg1, DWORD arg2, DWORD arg3);
2480 void   set_tex_op_nvrc(IWineD3DDevice *iface, BOOL is_alpha, int stage, WINED3DTEXTUREOP op, DWORD arg1, DWORD arg2, DWORD arg3, INT texture_idx, DWORD dst);
2481 void   set_texture_matrix(const float *smat, DWORD flags, BOOL calculatedCoords, BOOL transformed, DWORD coordtype, BOOL ffp_can_disable_proj);
2482 void texture_activate_dimensions(DWORD stage, IWineD3DStateBlockImpl *stateblock, WineD3DContext *context);
2483 void sampler_texdim(DWORD state, IWineD3DStateBlockImpl *stateblock, WineD3DContext *context);
2484 void tex_alphaop(DWORD state, IWineD3DStateBlockImpl *stateblock, WineD3DContext *context);
2485 void apply_pixelshader(DWORD state, IWineD3DStateBlockImpl *stateblock, WineD3DContext *context);
2486 void state_fogcolor(DWORD state, IWineD3DStateBlockImpl *stateblock, WineD3DContext *context);
2487 void state_fogdensity(DWORD state, IWineD3DStateBlockImpl *stateblock, WineD3DContext *context);
2488 void state_fogstartend(DWORD state, IWineD3DStateBlockImpl *stateblock, WineD3DContext *context);
2489 void state_fog_fragpart(DWORD state, IWineD3DStateBlockImpl *stateblock, WineD3DContext *context);
2490
2491 void surface_add_dirty_rect(IWineD3DSurface *iface, const RECT *dirty_rect);
2492 GLenum surface_get_gl_buffer(IWineD3DSurface *iface, IWineD3DSwapChain *swapchain);
2493 void surface_load_ds_location(IWineD3DSurface *iface, DWORD location);
2494 void surface_modify_ds_location(IWineD3DSurface *iface, DWORD location);
2495 void surface_set_compatible_renderbuffer(IWineD3DSurface *iface, unsigned int width, unsigned int height);
2496 void surface_set_texture_name(IWineD3DSurface *iface, GLuint name, BOOL srgb_name);
2497 void surface_set_texture_target(IWineD3DSurface *iface, GLenum target);
2498
2499 BOOL getColorBits(const struct GlPixelFormatDesc *format_desc,
2500         short *redSize, short *greenSize, short *blueSize, short *alphaSize, short *totalSize);
2501 BOOL getDepthStencilBits(const struct GlPixelFormatDesc *format_desc, short *depthSize, short *stencilSize);
2502
2503 /* Math utils */
2504 void multiply_matrix(WINED3DMATRIX *dest, const WINED3DMATRIX *src1, const WINED3DMATRIX *src2);
2505 UINT wined3d_log2i(UINT32 x);
2506 unsigned int count_bits(unsigned int mask);
2507
2508 typedef struct local_constant {
2509     struct list entry;
2510     unsigned int idx;
2511     DWORD value[4];
2512 } local_constant;
2513
2514 typedef struct SHADER_LIMITS {
2515     unsigned int temporary;
2516     unsigned int texcoord;
2517     unsigned int sampler;
2518     unsigned int constant_int;
2519     unsigned int constant_float;
2520     unsigned int constant_bool;
2521     unsigned int address;
2522     unsigned int packed_output;
2523     unsigned int packed_input;
2524     unsigned int attributes;
2525     unsigned int label;
2526 } SHADER_LIMITS;
2527
2528 /** Keeps track of details for TEX_M#x# shader opcodes which need to 
2529     maintain state information between multiple codes */
2530 typedef struct SHADER_PARSE_STATE {
2531     unsigned int current_row;
2532     DWORD texcoord_w[2];
2533 } SHADER_PARSE_STATE;
2534
2535 #ifdef __GNUC__
2536 #define PRINTF_ATTR(fmt,args) __attribute__((format (printf,fmt,args)))
2537 #else
2538 #define PRINTF_ATTR(fmt,args)
2539 #endif
2540
2541 /* Base Shader utility functions. 
2542  * (may move callers into the same file in the future) */
2543 extern int shader_addline(
2544     SHADER_BUFFER* buffer,
2545     const char* fmt, ...) PRINTF_ATTR(2,3);
2546 int shader_vaddline(SHADER_BUFFER *buffer, const char *fmt, va_list args);
2547
2548 /* Vertex shader utility functions */
2549 extern BOOL vshader_get_input(
2550     IWineD3DVertexShader* iface,
2551     BYTE usage_req, BYTE usage_idx_req,
2552     unsigned int* regnum);
2553
2554 extern HRESULT allocate_shader_constants(IWineD3DStateBlockImpl* object);
2555
2556 /*****************************************************************************
2557  * IDirect3DBaseShader implementation structure
2558  */
2559 typedef struct IWineD3DBaseShaderClass
2560 {
2561     LONG                            ref;
2562     SHADER_LIMITS                   limits;
2563     SHADER_PARSE_STATE              parse_state;
2564     DWORD                          *function;
2565     UINT                            functionLength;
2566     UINT                            cur_loop_depth, cur_loop_regno;
2567     BOOL                            load_local_constsF;
2568     const struct wined3d_shader_frontend *frontend;
2569     void *frontend_data;
2570
2571     /* Programs this shader is linked with */
2572     struct list linked_programs;
2573
2574     /* Immediate constants (override global ones) */
2575     struct list constantsB;
2576     struct list constantsF;
2577     struct list constantsI;
2578     shader_reg_maps reg_maps;
2579
2580     /* Pointer to the parent device */
2581     IWineD3DDevice *device;
2582     struct list     shader_list_entry;
2583
2584 } IWineD3DBaseShaderClass;
2585
2586 typedef struct IWineD3DBaseShaderImpl {
2587     /* IUnknown */
2588     const IWineD3DBaseShaderVtbl    *lpVtbl;
2589
2590     /* IWineD3DBaseShader */
2591     IWineD3DBaseShaderClass         baseShader;
2592 } IWineD3DBaseShaderImpl;
2593
2594 void shader_buffer_init(struct SHADER_BUFFER *buffer);
2595 void shader_buffer_free(struct SHADER_BUFFER *buffer);
2596 void shader_cleanup(IWineD3DBaseShader *iface);
2597 void shader_dump_src_param(const struct wined3d_shader_src_param *param,
2598         const struct wined3d_shader_version *shader_version);
2599 void shader_dump_dst_param(const struct wined3d_shader_dst_param *param,
2600         const struct wined3d_shader_version *shader_version);
2601 void shader_generate_main(IWineD3DBaseShader *iface, SHADER_BUFFER *buffer,
2602         const shader_reg_maps *reg_maps, const DWORD *pFunction, void *backend_ctx);
2603 HRESULT shader_get_registers_used(IWineD3DBaseShader *iface, const struct wined3d_shader_frontend *fe,
2604         struct shader_reg_maps *reg_maps, struct wined3d_shader_attribute *attributes,
2605         struct wined3d_shader_signature_element *input_signature,
2606         struct wined3d_shader_signature_element *output_signature, const DWORD *byte_code, DWORD constf_size);
2607 void shader_init(struct IWineD3DBaseShaderClass *shader, IWineD3DDevice *device);
2608 BOOL shader_match_semantic(const char *semantic_name, WINED3DDECLUSAGE usage);
2609 const struct wined3d_shader_frontend *shader_select_frontend(DWORD version_token);
2610 void shader_trace_init(const struct wined3d_shader_frontend *fe, void *fe_data, const DWORD *pFunction);
2611
2612 static inline BOOL shader_is_pshader_version(enum wined3d_shader_type type)
2613 {
2614     return type == WINED3D_SHADER_TYPE_PIXEL;
2615 }
2616
2617 static inline BOOL shader_is_vshader_version(enum wined3d_shader_type type)
2618 {
2619     return type == WINED3D_SHADER_TYPE_VERTEX;
2620 }
2621
2622 static inline BOOL shader_is_scalar(const struct wined3d_shader_register *reg)
2623 {
2624     switch (reg->type)
2625     {
2626         case WINED3DSPR_RASTOUT:
2627             /* oFog & oPts */
2628             if (reg->idx != 0) return TRUE;
2629             /* oPos */
2630             return FALSE;
2631
2632         case WINED3DSPR_DEPTHOUT:   /* oDepth */
2633         case WINED3DSPR_CONSTBOOL:  /* b# */
2634         case WINED3DSPR_LOOP:       /* aL */
2635         case WINED3DSPR_PREDICATE:  /* p0 */
2636             return TRUE;
2637
2638         case WINED3DSPR_MISCTYPE:
2639             switch(reg->idx)
2640             {
2641                 case 0: /* vPos */
2642                     return FALSE;
2643                 case 1: /* vFace */
2644                     return TRUE;
2645                 default:
2646                     return FALSE;
2647             }
2648
2649         case WINED3DSPR_IMMCONST:
2650             switch(reg->immconst_type)
2651             {
2652                 case WINED3D_IMMCONST_FLOAT:
2653                     return TRUE;
2654                 default:
2655                     return FALSE;
2656             }
2657
2658         default:
2659             return FALSE;
2660     }
2661 }
2662
2663 static inline BOOL shader_constant_is_local(IWineD3DBaseShaderImpl* This, DWORD reg) {
2664     local_constant* lconst;
2665
2666     if(This->baseShader.load_local_constsF) return FALSE;
2667     LIST_FOR_EACH_ENTRY(lconst, &This->baseShader.constantsF, local_constant, entry) {
2668         if(lconst->idx == reg) return TRUE;
2669     }
2670     return FALSE;
2671
2672 }
2673
2674 /*****************************************************************************
2675  * IDirect3DVertexShader implementation structures
2676  */
2677 typedef struct IWineD3DVertexShaderImpl {
2678     /* IUnknown parts*/   
2679     const IWineD3DVertexShaderVtbl *lpVtbl;
2680
2681     /* IWineD3DBaseShader */
2682     IWineD3DBaseShaderClass     baseShader;
2683
2684     /* IWineD3DVertexShaderImpl */
2685     IUnknown                    *parent;
2686
2687     DWORD                       usage;
2688
2689     /* The GL shader */
2690     void                        *backend_priv;
2691
2692     /* Vertex shader input and output semantics */
2693     struct wined3d_shader_attribute attributes[MAX_ATTRIBS];
2694     struct wined3d_shader_signature_element output_signature[MAX_REG_OUTPUT];
2695
2696     UINT                       min_rel_offset, max_rel_offset;
2697     UINT                       rel_offset;
2698
2699     UINT                       recompile_count;
2700 } IWineD3DVertexShaderImpl;
2701 extern const IWineD3DVertexShaderVtbl IWineD3DVertexShader_Vtbl;
2702
2703 void find_vs_compile_args(IWineD3DVertexShaderImpl *shader, IWineD3DStateBlockImpl *stateblock, struct vs_compile_args *args);
2704
2705 /*****************************************************************************
2706  * IDirect3DPixelShader implementation structure
2707  */
2708 typedef struct IWineD3DPixelShaderImpl {
2709     /* IUnknown parts */
2710     const IWineD3DPixelShaderVtbl *lpVtbl;
2711
2712     /* IWineD3DBaseShader */
2713     IWineD3DBaseShaderClass     baseShader;
2714
2715     /* IWineD3DPixelShaderImpl */
2716     IUnknown                   *parent;
2717
2718     /* Pixel shader input semantics */
2719     struct wined3d_shader_signature_element input_signature[MAX_REG_INPUT];
2720     DWORD                 input_reg_map[MAX_REG_INPUT];
2721     BOOL                  input_reg_used[MAX_REG_INPUT];
2722     int                         declared_in_count;
2723
2724     /* The GL shader */
2725     void                        *backend_priv;
2726
2727     /* Some information about the shader behavior */
2728     char                        vpos_uniform;
2729
2730     BOOL                        color0_mov;
2731     DWORD                       color0_reg;
2732
2733 } IWineD3DPixelShaderImpl;
2734
2735 extern const IWineD3DPixelShaderVtbl IWineD3DPixelShader_Vtbl;
2736 void pixelshader_update_samplers(struct shader_reg_maps *reg_maps, IWineD3DBaseTexture * const *textures);
2737 void find_ps_compile_args(IWineD3DPixelShaderImpl *shader, IWineD3DStateBlockImpl *stateblock, struct ps_compile_args *args);
2738
2739 /* sRGB correction constants */
2740 static const float srgb_cmp = 0.0031308;
2741 static const float srgb_mul_low = 12.92;
2742 static const float srgb_pow = 0.41666;
2743 static const float srgb_mul_high = 1.055;
2744 static const float srgb_sub_high = 0.055;
2745
2746 /*****************************************************************************
2747  * IWineD3DPalette implementation structure
2748  */
2749 struct IWineD3DPaletteImpl {
2750     /* IUnknown parts */
2751     const IWineD3DPaletteVtbl  *lpVtbl;
2752     LONG                       ref;
2753
2754     IUnknown                   *parent;
2755     IWineD3DDeviceImpl         *wineD3DDevice;
2756
2757     /* IWineD3DPalette */
2758     HPALETTE                   hpal;
2759     WORD                       palVersion;     /*|               */
2760     WORD                       palNumEntries;  /*|  LOGPALETTE   */
2761     PALETTEENTRY               palents[256];   /*|               */
2762     /* This is to store the palette in 'screen format' */
2763     int                        screen_palents[256];
2764     DWORD                      Flags;
2765 };
2766
2767 extern const IWineD3DPaletteVtbl IWineD3DPalette_Vtbl;
2768 DWORD IWineD3DPaletteImpl_Size(DWORD dwFlags);
2769
2770 /* DirectDraw utility functions */
2771 extern WINED3DFORMAT pixelformat_for_depth(DWORD depth);
2772
2773 /*****************************************************************************
2774  * Pixel format management
2775  */
2776
2777 /* WineD3D pixel format flags */
2778 #define WINED3DFMT_FLAG_POSTPIXELSHADER_BLENDING 0x1
2779 #define WINED3DFMT_FLAG_FILTERING                0x2
2780 #define WINED3DFMT_FLAG_DEPTH                    0x4
2781 #define WINED3DFMT_FLAG_STENCIL                  0x8
2782 #define WINED3DFMT_FLAG_RENDERTARGET             0x10
2783 #define WINED3DFMT_FLAG_FOURCC                   0x20
2784 #define WINED3DFMT_FLAG_FBO_ATTACHABLE           0x40
2785 #define WINED3DFMT_FLAG_COMPRESSED               0x80
2786
2787 struct GlPixelFormatDesc
2788 {
2789     WINED3DFORMAT format;
2790     DWORD red_mask;
2791     DWORD green_mask;
2792     DWORD blue_mask;
2793     DWORD alpha_mask;
2794     UINT byte_count;
2795     WORD depth_size;
2796     WORD stencil_size;
2797
2798     UINT block_width;
2799     UINT block_height;
2800     UINT block_byte_count;
2801
2802     enum wined3d_ffp_emit_idx emit_idx;
2803     GLint component_count;
2804     GLenum gl_vtx_type;
2805     GLint gl_vtx_format;
2806     GLboolean gl_normalized;
2807     unsigned int component_size;
2808
2809     GLint glInternal;
2810     GLint glGammaInternal;
2811     GLint rtInternal;
2812     GLint glFormat;
2813     GLint glType;
2814     unsigned int Flags;
2815     float heightscale;
2816     struct color_fixup_desc color_fixup;
2817 };
2818
2819 const struct GlPixelFormatDesc *getFormatDescEntry(WINED3DFORMAT fmt, const WineD3D_GL_Info *gl_info);
2820
2821 static inline BOOL use_vs(IWineD3DStateBlockImpl *stateblock)
2822 {
2823     return (stateblock->vertexShader
2824             && !stateblock->wineD3DDevice->strided_streams.position_transformed
2825             && stateblock->wineD3DDevice->vs_selected_mode != SHADER_NONE);
2826 }
2827
2828 static inline BOOL use_ps(IWineD3DStateBlockImpl *stateblock)
2829 {
2830     return (stateblock->pixelShader
2831             && stateblock->wineD3DDevice->ps_selected_mode != SHADER_NONE);
2832 }
2833
2834 void stretch_rect_fbo(IWineD3DDevice *iface, IWineD3DSurface *src_surface, WINED3DRECT *src_rect,
2835         IWineD3DSurface *dst_surface, WINED3DRECT *dst_rect, const WINED3DTEXTUREFILTERTYPE filter, BOOL flip);
2836
2837 /* The WNDCLASS-Name for the fake window which we use to retrieve the GL capabilities */
2838 #define WINED3D_OPENGL_WINDOW_CLASS_NAME "WineD3D_OpenGL"
2839
2840 #endif