user32: Use MAKEWPARAM instead of MAKELONG for menu messages.
[wine] / dlls / wined3d / wined3d_private.h
1 /*
2  * Direct3D wine internal private include file
3  *
4  * Copyright 2002-2003 The wine-d3d team
5  * Copyright 2002-2003 Raphael Junqueira
6  * Copyright 2004 Jason Edmeades
7  * Copyright 2005 Oliver Stieber
8  *
9  * This library is free software; you can redistribute it and/or
10  * modify it under the terms of the GNU Lesser General Public
11  * License as published by the Free Software Foundation; either
12  * version 2.1 of the License, or (at your option) any later version.
13  *
14  * This library is distributed in the hope that it will be useful,
15  * but WITHOUT ANY WARRANTY; without even the implied warranty of
16  * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE.  See the GNU
17  * Lesser General Public License for more details.
18  *
19  * You should have received a copy of the GNU Lesser General Public
20  * License along with this library; if not, write to the Free Software
21  * Foundation, Inc., 51 Franklin St, Fifth Floor, Boston, MA 02110-1301, USA
22  */
23
24 #ifndef __WINE_WINED3D_PRIVATE_H
25 #define __WINE_WINED3D_PRIVATE_H
26
27 #include <stdarg.h>
28 #include <math.h>
29 #define NONAMELESSUNION
30 #define NONAMELESSSTRUCT
31 #define COBJMACROS
32 #include "windef.h"
33 #include "winbase.h"
34 #include "winreg.h"
35 #include "wingdi.h"
36 #include "winuser.h"
37 #include "wine/debug.h"
38 #include "wine/unicode.h"
39
40 #include "objbase.h"
41 #include "wined3d_private_types.h"
42 #include "wine/wined3d.h"
43 #include "wined3d_gl.h"
44 #include "wine/list.h"
45
46 /* Texture format fixups */
47
48 enum fixup_channel_source
49 {
50     CHANNEL_SOURCE_ZERO = 0,
51     CHANNEL_SOURCE_ONE = 1,
52     CHANNEL_SOURCE_X = 2,
53     CHANNEL_SOURCE_Y = 3,
54     CHANNEL_SOURCE_Z = 4,
55     CHANNEL_SOURCE_W = 5,
56     CHANNEL_SOURCE_YUV0 = 6,
57     CHANNEL_SOURCE_YUV1 = 7,
58 };
59
60 enum yuv_fixup
61 {
62     YUV_FIXUP_YUY2 = 0,
63     YUV_FIXUP_UYVY = 1,
64     YUV_FIXUP_YV12 = 2,
65 };
66
67 #include <pshpack2.h>
68 struct color_fixup_desc
69 {
70     unsigned x_sign_fixup : 1;
71     unsigned x_source : 3;
72     unsigned y_sign_fixup : 1;
73     unsigned y_source : 3;
74     unsigned z_sign_fixup : 1;
75     unsigned z_source : 3;
76     unsigned w_sign_fixup : 1;
77     unsigned w_source : 3;
78 };
79 #include <poppack.h>
80
81 static const struct color_fixup_desc COLOR_FIXUP_IDENTITY =
82         {0, CHANNEL_SOURCE_X, 0, CHANNEL_SOURCE_Y, 0, CHANNEL_SOURCE_Z, 0, CHANNEL_SOURCE_W};
83
84 static inline struct color_fixup_desc create_color_fixup_desc(
85         int sign0, enum fixup_channel_source src0, int sign1, enum fixup_channel_source src1,
86         int sign2, enum fixup_channel_source src2, int sign3, enum fixup_channel_source src3)
87 {
88     struct color_fixup_desc fixup =
89     {
90         sign0, src0,
91         sign1, src1,
92         sign2, src2,
93         sign3, src3,
94     };
95     return fixup;
96 }
97
98 static inline struct color_fixup_desc create_yuv_fixup_desc(enum yuv_fixup yuv_fixup)
99 {
100     struct color_fixup_desc fixup =
101     {
102         0, yuv_fixup & (1 << 0) ? CHANNEL_SOURCE_YUV1 : CHANNEL_SOURCE_YUV0,
103         0, yuv_fixup & (1 << 1) ? CHANNEL_SOURCE_YUV1 : CHANNEL_SOURCE_YUV0,
104         0, yuv_fixup & (1 << 2) ? CHANNEL_SOURCE_YUV1 : CHANNEL_SOURCE_YUV0,
105         0, yuv_fixup & (1 << 3) ? CHANNEL_SOURCE_YUV1 : CHANNEL_SOURCE_YUV0,
106     };
107     return fixup;
108 }
109
110 static inline BOOL is_identity_fixup(struct color_fixup_desc fixup)
111 {
112     return !memcmp(&fixup, &COLOR_FIXUP_IDENTITY, sizeof(fixup));
113 }
114
115 static inline BOOL is_yuv_fixup(struct color_fixup_desc fixup)
116 {
117     return fixup.x_source == CHANNEL_SOURCE_YUV0 || fixup.x_source == CHANNEL_SOURCE_YUV1;
118 }
119
120 static inline enum yuv_fixup get_yuv_fixup(struct color_fixup_desc fixup)
121 {
122     enum yuv_fixup yuv_fixup = 0;
123     if (fixup.x_source == CHANNEL_SOURCE_YUV1) yuv_fixup |= (1 << 0);
124     if (fixup.y_source == CHANNEL_SOURCE_YUV1) yuv_fixup |= (1 << 1);
125     if (fixup.z_source == CHANNEL_SOURCE_YUV1) yuv_fixup |= (1 << 2);
126     if (fixup.w_source == CHANNEL_SOURCE_YUV1) yuv_fixup |= (1 << 3);
127     return yuv_fixup;
128 }
129
130 /* Hash table functions */
131 typedef unsigned int (hash_function_t)(const void *key);
132 typedef BOOL (compare_function_t)(const void *keya, const void *keyb);
133
134 struct hash_table_entry_t {
135     void *key;
136     void *value;
137     unsigned int hash;
138     struct list entry;
139 };
140
141 struct hash_table_t {
142     hash_function_t *hash_function;
143     compare_function_t *compare_function;
144     struct list *buckets;
145     unsigned int bucket_count;
146     struct hash_table_entry_t *entries;
147     unsigned int entry_count;
148     struct list free_entries;
149     unsigned int count;
150     unsigned int grow_size;
151     unsigned int shrink_size;
152 };
153
154 struct hash_table_t *hash_table_create(hash_function_t *hash_function, compare_function_t *compare_function);
155 void hash_table_destroy(struct hash_table_t *table, void (*free_value)(void *value, void *cb), void *cb);
156 void hash_table_for_each_entry(struct hash_table_t *table, void (*callback)(void *value, void *context), void *context);
157 void *hash_table_get(const struct hash_table_t *table, const void *key);
158 void hash_table_put(struct hash_table_t *table, void *key, void *value);
159 void hash_table_remove(struct hash_table_t *table, void *key);
160
161 /* Device caps */
162 #define MAX_PALETTES            65536
163 #define MAX_STREAMS             16
164 #define MAX_TEXTURES            8
165 #define MAX_FRAGMENT_SAMPLERS   16
166 #define MAX_VERTEX_SAMPLERS     4
167 #define MAX_COMBINED_SAMPLERS   (MAX_FRAGMENT_SAMPLERS + MAX_VERTEX_SAMPLERS)
168 #define MAX_ACTIVE_LIGHTS       8
169 #define MAX_CLIPPLANES          WINED3DMAXUSERCLIPPLANES
170 #define MAX_LEVELS              256
171
172 #define MAX_CONST_I 16
173 #define MAX_CONST_B 16
174
175 /* Used for CreateStateBlock */
176 #define NUM_SAVEDPIXELSTATES_R     35
177 #define NUM_SAVEDPIXELSTATES_T     18
178 #define NUM_SAVEDPIXELSTATES_S     12
179 #define NUM_SAVEDVERTEXSTATES_R    34
180 #define NUM_SAVEDVERTEXSTATES_T    2
181 #define NUM_SAVEDVERTEXSTATES_S    1
182
183 extern const DWORD SavedPixelStates_R[NUM_SAVEDPIXELSTATES_R];
184 extern const DWORD SavedPixelStates_T[NUM_SAVEDPIXELSTATES_T];
185 extern const DWORD SavedPixelStates_S[NUM_SAVEDPIXELSTATES_S];
186 extern const DWORD SavedVertexStates_R[NUM_SAVEDVERTEXSTATES_R];
187 extern const DWORD SavedVertexStates_T[NUM_SAVEDVERTEXSTATES_T];
188 extern const DWORD SavedVertexStates_S[NUM_SAVEDVERTEXSTATES_S];
189
190 typedef enum _WINELOOKUP {
191     WINELOOKUP_WARPPARAM = 0,
192     MAX_LOOKUPS          = 1
193 } WINELOOKUP;
194
195 extern const int minLookup[MAX_LOOKUPS];
196 extern const int maxLookup[MAX_LOOKUPS];
197 extern DWORD *stateLookup[MAX_LOOKUPS];
198
199 struct min_lookup
200 {
201     GLenum mip[WINED3DTEXF_LINEAR + 1];
202 };
203
204 struct min_lookup minMipLookup[WINED3DTEXF_ANISOTROPIC + 1];
205 const struct min_lookup minMipLookup_noFilter[WINED3DTEXF_ANISOTROPIC + 1];
206 GLenum magLookup[WINED3DTEXF_ANISOTROPIC + 1];
207 const GLenum magLookup_noFilter[WINED3DTEXF_ANISOTROPIC + 1];
208
209 extern const struct filter_lookup filter_lookup_nofilter;
210 extern struct filter_lookup filter_lookup;
211
212 void init_type_lookup(WineD3D_GL_Info *gl_info);
213 #define WINED3D_ATR_TYPE(type)          GLINFO_LOCATION.glTypeLookup[type].d3dType
214 #define WINED3D_ATR_SIZE(type)          GLINFO_LOCATION.glTypeLookup[type].size
215 #define WINED3D_ATR_GLTYPE(type)        GLINFO_LOCATION.glTypeLookup[type].glType
216 #define WINED3D_ATR_FORMAT(type)        GLINFO_LOCATION.glTypeLookup[type].format
217 #define WINED3D_ATR_NORMALIZED(type)    GLINFO_LOCATION.glTypeLookup[type].normalized
218 #define WINED3D_ATR_TYPESIZE(type)      GLINFO_LOCATION.glTypeLookup[type].typesize
219
220 /* float_16_to_32() and float_32_to_16() (see implementation in
221  * surface_base.c) convert 16 bit floats in the FLOAT16 data type
222  * to standard C floats and vice versa. They do not depend on the encoding
223  * of the C float, so they are platform independent, but slow. On x86 and
224  * other IEEE 754 compliant platforms the conversion can be accelerated by
225  * bit shifting the exponent and mantissa. There are also some SSE-based
226  * assembly routines out there.
227  *
228  * See GL_NV_half_float for a reference of the FLOAT16 / GL_HALF format
229  */
230 static inline float float_16_to_32(const unsigned short *in) {
231     const unsigned short s = ((*in) & 0x8000);
232     const unsigned short e = ((*in) & 0x7C00) >> 10;
233     const unsigned short m = (*in) & 0x3FF;
234     const float sgn = (s ? -1.0 : 1.0);
235
236     if(e == 0) {
237         if(m == 0) return sgn * 0.0; /* +0.0 or -0.0 */
238         else return sgn * pow(2, -14.0) * ( (float) m / 1024.0);
239     } else if(e < 31) {
240         return sgn * pow(2, (float) e-15.0) * (1.0 + ((float) m / 1024.0));
241     } else {
242         if(m == 0) return sgn / 0.0; /* +INF / -INF */
243         else return 0.0 / 0.0; /* NAN */
244     }
245 }
246
247 /**
248  * Settings 
249  */
250 #define VS_NONE    0
251 #define VS_HW      1
252
253 #define PS_NONE    0
254 #define PS_HW      1
255
256 #define VBO_NONE   0
257 #define VBO_HW     1
258
259 #define NP2_NONE   0
260 #define NP2_REPACK 1
261 #define NP2_NATIVE 2
262
263 #define ORM_BACKBUFFER  0
264 #define ORM_PBUFFER     1
265 #define ORM_FBO         2
266
267 #define SHADER_ARB  1
268 #define SHADER_GLSL 2
269 #define SHADER_ATI  3
270 #define SHADER_NONE 4
271
272 #define RTL_DISABLE   -1
273 #define RTL_AUTO       0
274 #define RTL_READDRAW   1
275 #define RTL_READTEX    2
276 #define RTL_TEXDRAW    3
277 #define RTL_TEXTEX     4
278
279 #define PCI_VENDOR_NONE 0xffff /* e.g. 0x8086 for Intel and 0x10de for Nvidia */
280 #define PCI_DEVICE_NONE 0xffff /* e.g. 0x14f for a Geforce6200 */
281
282 /* NOTE: When adding fields to this structure, make sure to update the default
283  * values in wined3d_main.c as well. */
284 typedef struct wined3d_settings_s {
285 /* vertex and pixel shader modes */
286   int vs_mode;
287   int ps_mode;
288   int vbo_mode;
289 /* Ideally, we don't want the user to have to request GLSL.  If the hardware supports GLSL,
290     we should use it.  However, until it's fully implemented, we'll leave it as a registry
291     setting for developers. */
292   BOOL glslRequested;
293   int offscreen_rendering_mode;
294   int rendertargetlock_mode;
295   unsigned short pci_vendor_id;
296   unsigned short pci_device_id;
297 /* Memory tracking and object counting */
298   unsigned int emulated_textureram;
299   char *logo;
300   int allow_multisampling;
301 } wined3d_settings_t;
302
303 extern wined3d_settings_t wined3d_settings;
304
305 /* Shader backends */
306 struct SHADER_OPCODE_ARG;
307
308 #define SHADER_PGMSIZE 65535
309 typedef struct SHADER_BUFFER {
310     char* buffer;
311     unsigned int bsize;
312     unsigned int lineNo;
313     BOOL newline;
314 } SHADER_BUFFER;
315
316 enum WINED3D_SHADER_INSTRUCTION_HANDLER
317 {
318     WINED3DSIH_ABS,
319     WINED3DSIH_ADD,
320     WINED3DSIH_BEM,
321     WINED3DSIH_BREAK,
322     WINED3DSIH_BREAKC,
323     WINED3DSIH_BREAKP,
324     WINED3DSIH_CALL,
325     WINED3DSIH_CALLNZ,
326     WINED3DSIH_CMP,
327     WINED3DSIH_CND,
328     WINED3DSIH_CRS,
329     WINED3DSIH_DCL,
330     WINED3DSIH_DEF,
331     WINED3DSIH_DEFB,
332     WINED3DSIH_DEFI,
333     WINED3DSIH_DP2ADD,
334     WINED3DSIH_DP3,
335     WINED3DSIH_DP4,
336     WINED3DSIH_DST,
337     WINED3DSIH_DSX,
338     WINED3DSIH_DSY,
339     WINED3DSIH_ELSE,
340     WINED3DSIH_ENDIF,
341     WINED3DSIH_ENDLOOP,
342     WINED3DSIH_ENDREP,
343     WINED3DSIH_EXP,
344     WINED3DSIH_EXPP,
345     WINED3DSIH_FRC,
346     WINED3DSIH_IF,
347     WINED3DSIH_IFC,
348     WINED3DSIH_LABEL,
349     WINED3DSIH_LIT,
350     WINED3DSIH_LOG,
351     WINED3DSIH_LOGP,
352     WINED3DSIH_LOOP,
353     WINED3DSIH_LRP,
354     WINED3DSIH_M3x2,
355     WINED3DSIH_M3x3,
356     WINED3DSIH_M3x4,
357     WINED3DSIH_M4x3,
358     WINED3DSIH_M4x4,
359     WINED3DSIH_MAD,
360     WINED3DSIH_MAX,
361     WINED3DSIH_MIN,
362     WINED3DSIH_MOV,
363     WINED3DSIH_MOVA,
364     WINED3DSIH_MUL,
365     WINED3DSIH_NOP,
366     WINED3DSIH_NRM,
367     WINED3DSIH_PHASE,
368     WINED3DSIH_POW,
369     WINED3DSIH_RCP,
370     WINED3DSIH_REP,
371     WINED3DSIH_RET,
372     WINED3DSIH_RSQ,
373     WINED3DSIH_SETP,
374     WINED3DSIH_SGE,
375     WINED3DSIH_SGN,
376     WINED3DSIH_SINCOS,
377     WINED3DSIH_SLT,
378     WINED3DSIH_SUB,
379     WINED3DSIH_TEX,
380     WINED3DSIH_TEXBEM,
381     WINED3DSIH_TEXBEML,
382     WINED3DSIH_TEXCOORD,
383     WINED3DSIH_TEXDEPTH,
384     WINED3DSIH_TEXDP3,
385     WINED3DSIH_TEXDP3TEX,
386     WINED3DSIH_TEXKILL,
387     WINED3DSIH_TEXLDD,
388     WINED3DSIH_TEXLDL,
389     WINED3DSIH_TEXM3x2DEPTH,
390     WINED3DSIH_TEXM3x2PAD,
391     WINED3DSIH_TEXM3x2TEX,
392     WINED3DSIH_TEXM3x3,
393     WINED3DSIH_TEXM3x3DIFF,
394     WINED3DSIH_TEXM3x3PAD,
395     WINED3DSIH_TEXM3x3SPEC,
396     WINED3DSIH_TEXM3x3TEX,
397     WINED3DSIH_TEXM3x3VSPEC,
398     WINED3DSIH_TEXREG2AR,
399     WINED3DSIH_TEXREG2GB,
400     WINED3DSIH_TEXREG2RGB,
401     WINED3DSIH_TABLE_SIZE
402 };
403
404 typedef void (*SHADER_HANDLER)(const struct SHADER_OPCODE_ARG *);
405
406 struct shader_caps {
407     DWORD               VertexShaderVersion;
408     DWORD               MaxVertexShaderConst;
409
410     DWORD               PixelShaderVersion;
411     float               PixelShader1xMaxValue;
412
413     WINED3DVSHADERCAPS2_0   VS20Caps;
414     WINED3DPSHADERCAPS2_0   PS20Caps;
415
416     DWORD               MaxVShaderInstructionsExecuted;
417     DWORD               MaxPShaderInstructionsExecuted;
418     DWORD               MaxVertexShader30InstructionSlots;
419     DWORD               MaxPixelShader30InstructionSlots;
420 };
421
422 enum tex_types
423 {
424     tex_1d       = 0,
425     tex_2d       = 1,
426     tex_3d       = 2,
427     tex_cube     = 3,
428     tex_rect     = 4,
429     tex_type_count = 5,
430 };
431
432 enum vertexprocessing_mode {
433     fixedfunction,
434     vertexshader,
435     pretransformed
436 };
437
438 struct stb_const_desc {
439     char                    texunit;
440     UINT                    const_num;
441 };
442
443 enum fogmode {
444     FOG_OFF,
445     FOG_LINEAR,
446     FOG_EXP,
447     FOG_EXP2
448 };
449
450 /* Stateblock dependent parameters which have to be hardcoded
451  * into the shader code
452  */
453 struct ps_compile_args {
454     struct color_fixup_desc     color_fixup[MAX_FRAGMENT_SAMPLERS];
455     BOOL                        srgb_correction;
456     enum vertexprocessing_mode  vp_mode;
457     enum fogmode                fog;
458     /* Projected textures(ps 1.0-1.3) */
459     /* Texture types(2D, Cube, 3D) in ps 1.x */
460 };
461
462 #define MAX_ATTRIBS 16
463
464 enum fog_src_type {
465     VS_FOG_Z        = 0,
466     VS_FOG_COORD    = 1
467 };
468
469 struct vs_compile_args {
470     WORD                        fog_src;
471     WORD                        swizzle_map;   /* MAX_ATTRIBS, 16 */
472 };
473
474 typedef struct {
475     const SHADER_HANDLER *shader_instruction_handler_table;
476     void (*shader_select)(IWineD3DDevice *iface, BOOL usePS, BOOL useVS);
477     void (*shader_select_depth_blt)(IWineD3DDevice *iface, enum tex_types tex_type);
478     void (*shader_deselect_depth_blt)(IWineD3DDevice *iface);
479     void (*shader_update_float_vertex_constants)(IWineD3DDevice *iface, UINT start, UINT count);
480     void (*shader_update_float_pixel_constants)(IWineD3DDevice *iface, UINT start, UINT count);
481     void (*shader_load_constants)(IWineD3DDevice *iface, char usePS, char useVS);
482     void (*shader_destroy)(IWineD3DBaseShader *iface);
483     HRESULT (*shader_alloc_private)(IWineD3DDevice *iface);
484     void (*shader_free_private)(IWineD3DDevice *iface);
485     BOOL (*shader_dirtifyable_constants)(IWineD3DDevice *iface);
486     GLuint (*shader_generate_pshader)(IWineD3DPixelShader *iface, SHADER_BUFFER *buffer, const struct ps_compile_args *args);
487     GLuint (*shader_generate_vshader)(IWineD3DVertexShader *iface, SHADER_BUFFER *buffer, const struct vs_compile_args *args);
488     void (*shader_get_caps)(WINED3DDEVTYPE devtype, const WineD3D_GL_Info *gl_info, struct shader_caps *caps);
489     BOOL (*shader_color_fixup_supported)(struct color_fixup_desc fixup);
490 } shader_backend_t;
491
492 extern const shader_backend_t glsl_shader_backend;
493 extern const shader_backend_t arb_program_shader_backend;
494 extern const shader_backend_t none_shader_backend;
495
496 /* X11 locking */
497
498 extern void (* CDECL wine_tsx11_lock_ptr)(void);
499 extern void (* CDECL wine_tsx11_unlock_ptr)(void);
500
501 /* As GLX relies on X, this is needed */
502 extern int num_lock;
503
504 #if 0
505 #define ENTER_GL() ++num_lock; if (num_lock > 1) FIXME("Recursive use of GL lock to: %d\n", num_lock); wine_tsx11_lock_ptr()
506 #define LEAVE_GL() if (num_lock != 1) FIXME("Recursive use of GL lock: %d\n", num_lock); --num_lock; wine_tsx11_unlock_ptr()
507 #else
508 #define ENTER_GL() wine_tsx11_lock_ptr()
509 #define LEAVE_GL() wine_tsx11_unlock_ptr()
510 #endif
511
512 /*****************************************************************************
513  * Defines
514  */
515
516 /* GL related defines */
517 /* ------------------ */
518 #define GL_SUPPORT(ExtName)           (GLINFO_LOCATION.supported[ExtName] != 0)
519 #define GL_LIMITS(ExtName)            (GLINFO_LOCATION.max_##ExtName)
520 #define GL_EXTCALL(FuncName)          (GLINFO_LOCATION.FuncName)
521 #define GL_VEND(_VendName)            (GLINFO_LOCATION.gl_vendor == VENDOR_##_VendName ? TRUE : FALSE)
522
523 #define D3DCOLOR_B_R(dw) (((dw) >> 16) & 0xFF)
524 #define D3DCOLOR_B_G(dw) (((dw) >>  8) & 0xFF)
525 #define D3DCOLOR_B_B(dw) (((dw) >>  0) & 0xFF)
526 #define D3DCOLOR_B_A(dw) (((dw) >> 24) & 0xFF)
527
528 #define D3DCOLOR_R(dw) (((float) (((dw) >> 16) & 0xFF)) / 255.0f)
529 #define D3DCOLOR_G(dw) (((float) (((dw) >>  8) & 0xFF)) / 255.0f)
530 #define D3DCOLOR_B(dw) (((float) (((dw) >>  0) & 0xFF)) / 255.0f)
531 #define D3DCOLOR_A(dw) (((float) (((dw) >> 24) & 0xFF)) / 255.0f)
532
533 #define D3DCOLORTOGLFLOAT4(dw, vec) do { \
534   (vec)[0] = D3DCOLOR_R(dw); \
535   (vec)[1] = D3DCOLOR_G(dw); \
536   (vec)[2] = D3DCOLOR_B(dw); \
537   (vec)[3] = D3DCOLOR_A(dw); \
538 } while(0)
539
540 /* DirectX Device Limits */
541 /* --------------------- */
542 #define MAX_LEVELS  256  /* Maximum number of mipmap levels. Guessed at 256 */
543
544 #define MAX_STREAMS  16  /* Maximum possible streams - used for fixed size arrays
545                             See MaxStreams in MSDN under GetDeviceCaps */
546 #define HIGHEST_TRANSFORMSTATE WINED3DTS_WORLDMATRIX(255) /* Highest value in WINED3DTRANSFORMSTATETYPE */
547
548 /* Checking of API calls */
549 /* --------------------- */
550 #ifndef WINE_NO_DEBUG_MSGS
551 #define checkGLcall(A)                                          \
552 do {                                                            \
553     GLint err = glGetError();                                   \
554     if (err == GL_NO_ERROR) {                                   \
555        TRACE("%s call ok %s / %d\n", A, __FILE__, __LINE__);    \
556                                                                 \
557     } else do {                                                 \
558         FIXME(">>>>>>>>>>>>>>>>> %s (%#x) from %s @ %s / %d\n", \
559             debug_glerror(err), err, A, __FILE__, __LINE__);    \
560        err = glGetError();                                      \
561     } while (err != GL_NO_ERROR);                               \
562 } while(0)
563 #else
564 #define checkGLcall(A) do {} while(0)
565 #endif
566
567 /* Trace routines / diagnostics */
568 /* ---------------------------- */
569
570 /* Dump out a matrix and copy it */
571 #define conv_mat(mat,gl_mat)                                                                \
572 do {                                                                                        \
573     TRACE("%f %f %f %f\n", (mat)->u.s._11, (mat)->u.s._12, (mat)->u.s._13, (mat)->u.s._14); \
574     TRACE("%f %f %f %f\n", (mat)->u.s._21, (mat)->u.s._22, (mat)->u.s._23, (mat)->u.s._24); \
575     TRACE("%f %f %f %f\n", (mat)->u.s._31, (mat)->u.s._32, (mat)->u.s._33, (mat)->u.s._34); \
576     TRACE("%f %f %f %f\n", (mat)->u.s._41, (mat)->u.s._42, (mat)->u.s._43, (mat)->u.s._44); \
577     memcpy(gl_mat, (mat), 16 * sizeof(float));                                              \
578 } while (0)
579
580 /* Macro to dump out the current state of the light chain */
581 #define DUMP_LIGHT_CHAIN()                    \
582 do {                                          \
583   PLIGHTINFOEL *el = This->stateBlock->lights;\
584   while (el) {                                \
585     TRACE("Light %p (glIndex %ld, d3dIndex %ld, enabled %d)\n", el, el->glIndex, el->OriginalIndex, el->lightEnabled);\
586     el = el->next;                            \
587   }                                           \
588 } while(0)
589
590 /* Trace vector and strided data information */
591 #define TRACE_VECTOR(name) TRACE( #name "=(%f, %f, %f, %f)\n", name.x, name.y, name.z, name.w);
592 #define TRACE_STRIDED(sd,name) TRACE( #name "=(data:%p, stride:%d, type:%d, vbo %d, stream %u)\n", \
593         sd->u.s.name.lpData, sd->u.s.name.dwStride, sd->u.s.name.dwType, sd->u.s.name.VBO, sd->u.s.name.streamNo);
594
595 /* Defines used for optimizations */
596
597 /*    Only reapply what is necessary */
598 #define REAPPLY_ALPHAOP  0x0001
599 #define REAPPLY_ALL      0xFFFF
600
601 /* Advance declaration of structures to satisfy compiler */
602 typedef struct IWineD3DStateBlockImpl IWineD3DStateBlockImpl;
603 typedef struct IWineD3DSurfaceImpl    IWineD3DSurfaceImpl;
604 typedef struct IWineD3DPaletteImpl    IWineD3DPaletteImpl;
605 typedef struct IWineD3DDeviceImpl     IWineD3DDeviceImpl;
606
607 /* Global variables */
608 extern const float identity[16];
609
610 /*****************************************************************************
611  * Compilable extra diagnostics
612  */
613
614 /* Trace information per-vertex: (extremely high amount of trace) */
615 #if 0 /* NOTE: Must be 0 in cvs */
616 # define VTRACE(A) TRACE A
617 #else 
618 # define VTRACE(A) 
619 #endif
620
621 /* TODO: Confirm each of these works when wined3d move completed */
622 #if 0 /* NOTE: Must be 0 in cvs */
623   /* To avoid having to get gigabytes of trace, the following can be compiled in, and at the start
624      of each frame, a check is made for the existence of C:\D3DTRACE, and if it exists d3d trace
625      is enabled, and if it doesn't exist it is disabled. */
626 # define FRAME_DEBUGGING
627   /*  Adding in the SINGLE_FRAME_DEBUGGING gives a trace of just what makes up a single frame, before
628       the file is deleted                                                                            */
629 # if 1 /* NOTE: Must be 1 in cvs, as this is mostly more useful than a trace from program start */
630 #  define SINGLE_FRAME_DEBUGGING
631 # endif  
632   /* The following, when enabled, lets you see the makeup of the frame, by drawprimitive calls.
633      It can only be enabled when FRAME_DEBUGGING is also enabled                               
634      The contents of the back buffer are written into /tmp/backbuffer_* after each primitive 
635      array is drawn.                                                                            */
636 # if 0 /* NOTE: Must be 0 in cvs, as this give a lot of ppm files when compiled in */                                                                                       
637 #  define SHOW_FRAME_MAKEUP 1
638 # endif  
639   /* The following, when enabled, lets you see the makeup of the all the textures used during each
640      of the drawprimitive calls. It can only be enabled when SHOW_FRAME_MAKEUP is also enabled.
641      The contents of the textures assigned to each stage are written into 
642      /tmp/texture_*_<Stage>.ppm after each primitive array is drawn.                            */
643 # if 0 /* NOTE: Must be 0 in cvs, as this give a lot of ppm files when compiled in */
644 #  define SHOW_TEXTURE_MAKEUP 0
645 # endif  
646 extern BOOL isOn;
647 extern BOOL isDumpingFrames;
648 extern LONG primCounter;
649 #endif
650
651 /*****************************************************************************
652  * Prototypes
653  */
654
655 /* Routine common to the draw primitive and draw indexed primitive routines */
656 void drawPrimitive(IWineD3DDevice *iface, int PrimitiveType, long NumPrimitives,
657         UINT numberOfVertices, long start_idx, short idxBytes, const void *idxData, int minIndex);
658
659 void primitiveDeclarationConvertToStridedData(
660      IWineD3DDevice *iface,
661      BOOL useVertexShaderFunction,
662      WineDirect3DVertexStridedData *strided,
663      BOOL *fixup);
664
665 DWORD get_flexible_vertex_size(DWORD d3dvtVertexType);
666
667 typedef void (WINE_GLAPI *glAttribFunc)(const void *data);
668 typedef void (WINE_GLAPI *glMultiTexCoordFunc)(GLenum unit, const void *data);
669 extern glAttribFunc position_funcs[WINED3DDECLTYPE_UNUSED];
670 extern glAttribFunc diffuse_funcs[WINED3DDECLTYPE_UNUSED];
671 extern glAttribFunc specular_funcs[WINED3DDECLTYPE_UNUSED];
672 extern glAttribFunc normal_funcs[WINED3DDECLTYPE_UNUSED];
673 extern glMultiTexCoordFunc multi_texcoord_funcs[WINED3DDECLTYPE_UNUSED];
674
675 #define eps 1e-8
676
677 #define GET_TEXCOORD_SIZE_FROM_FVF(d3dvtVertexType, tex_num) \
678     (((((d3dvtVertexType) >> (16 + (2 * (tex_num)))) + 1) & 0x03) + 1)
679
680 /* Routines and structures related to state management */
681 typedef struct WineD3DContext WineD3DContext;
682 typedef void (*APPLYSTATEFUNC)(DWORD state, IWineD3DStateBlockImpl *stateblock, WineD3DContext *ctx);
683
684 #define STATE_RENDER(a) (a)
685 #define STATE_IS_RENDER(a) ((a) >= STATE_RENDER(1) && (a) <= STATE_RENDER(WINEHIGHEST_RENDER_STATE))
686
687 #define STATE_TEXTURESTAGE(stage, num) (STATE_RENDER(WINEHIGHEST_RENDER_STATE) + 1 + (stage) * (WINED3D_HIGHEST_TEXTURE_STATE + 1) + (num))
688 #define STATE_IS_TEXTURESTAGE(a) ((a) >= STATE_TEXTURESTAGE(0, 1) && (a) <= STATE_TEXTURESTAGE(MAX_TEXTURES - 1, WINED3D_HIGHEST_TEXTURE_STATE))
689
690 /* + 1 because samplers start with 0 */
691 #define STATE_SAMPLER(num) (STATE_TEXTURESTAGE(MAX_TEXTURES - 1, WINED3D_HIGHEST_TEXTURE_STATE) + 1 + (num))
692 #define STATE_IS_SAMPLER(num) ((num) >= STATE_SAMPLER(0) && (num) <= STATE_SAMPLER(MAX_COMBINED_SAMPLERS - 1))
693
694 #define STATE_PIXELSHADER (STATE_SAMPLER(MAX_COMBINED_SAMPLERS - 1) + 1)
695 #define STATE_IS_PIXELSHADER(a) ((a) == STATE_PIXELSHADER)
696
697 #define STATE_TRANSFORM(a) (STATE_PIXELSHADER + (a))
698 #define STATE_IS_TRANSFORM(a) ((a) >= STATE_TRANSFORM(1) && (a) <= STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(255)))
699
700 #define STATE_STREAMSRC (STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(255)) + 1)
701 #define STATE_IS_STREAMSRC(a) ((a) == STATE_STREAMSRC)
702 #define STATE_INDEXBUFFER (STATE_STREAMSRC + 1)
703 #define STATE_IS_INDEXBUFFER(a) ((a) == STATE_INDEXBUFFER)
704
705 #define STATE_VDECL (STATE_INDEXBUFFER + 1)
706 #define STATE_IS_VDECL(a) ((a) == STATE_VDECL)
707
708 #define STATE_VSHADER (STATE_VDECL + 1)
709 #define STATE_IS_VSHADER(a) ((a) == STATE_VSHADER)
710
711 #define STATE_VIEWPORT (STATE_VSHADER + 1)
712 #define STATE_IS_VIEWPORT(a) ((a) == STATE_VIEWPORT)
713
714 #define STATE_VERTEXSHADERCONSTANT (STATE_VIEWPORT + 1)
715 #define STATE_PIXELSHADERCONSTANT (STATE_VERTEXSHADERCONSTANT + 1)
716 #define STATE_IS_VERTEXSHADERCONSTANT(a) ((a) == STATE_VERTEXSHADERCONSTANT)
717 #define STATE_IS_PIXELSHADERCONSTANT(a) ((a) == STATE_PIXELSHADERCONSTANT)
718
719 #define STATE_ACTIVELIGHT(a) (STATE_PIXELSHADERCONSTANT + (a) + 1)
720 #define STATE_IS_ACTIVELIGHT(a) ((a) >= STATE_ACTIVELIGHT(0) && (a) < STATE_ACTIVELIGHT(MAX_ACTIVE_LIGHTS))
721
722 #define STATE_SCISSORRECT (STATE_ACTIVELIGHT(MAX_ACTIVE_LIGHTS - 1) + 1)
723 #define STATE_IS_SCISSORRECT(a) ((a) == STATE_SCISSORRECT)
724
725 #define STATE_CLIPPLANE(a) (STATE_SCISSORRECT + 1 + (a))
726 #define STATE_IS_CLIPPLANE(a) ((a) >= STATE_CLIPPLANE(0) && (a) <= STATE_CLIPPLANE(MAX_CLIPPLANES - 1))
727
728 #define STATE_MATERIAL (STATE_CLIPPLANE(MAX_CLIPPLANES))
729
730 #define STATE_FRONTFACE (STATE_MATERIAL + 1)
731
732 #define STATE_HIGHEST (STATE_FRONTFACE)
733
734 struct StateEntry
735 {
736     DWORD               representative;
737     APPLYSTATEFUNC      apply;
738 };
739
740 struct StateEntryTemplate
741 {
742     DWORD               state;
743     struct StateEntry   content;
744     GL_SupportedExt     extension;
745 };
746
747 struct fragment_caps {
748     DWORD               PrimitiveMiscCaps;
749
750     DWORD               TextureOpCaps;
751     DWORD               MaxTextureBlendStages;
752     DWORD               MaxSimultaneousTextures;
753 };
754
755 struct fragment_pipeline {
756     void (*enable_extension)(IWineD3DDevice *iface, BOOL enable);
757     void (*get_caps)(WINED3DDEVTYPE devtype, const WineD3D_GL_Info *gl_info, struct fragment_caps *caps);
758     HRESULT (*alloc_private)(IWineD3DDevice *iface);
759     void (*free_private)(IWineD3DDevice *iface);
760     BOOL (*color_fixup_supported)(struct color_fixup_desc fixup);
761     const struct StateEntryTemplate *states;
762     BOOL ffp_proj_control;
763 };
764
765 extern const struct StateEntryTemplate misc_state_template[];
766 extern const struct StateEntryTemplate ffp_vertexstate_template[];
767 extern const struct fragment_pipeline ffp_fragment_pipeline;
768 extern const struct fragment_pipeline atifs_fragment_pipeline;
769 extern const struct fragment_pipeline arbfp_fragment_pipeline;
770 extern const struct fragment_pipeline nvts_fragment_pipeline;
771 extern const struct fragment_pipeline nvrc_fragment_pipeline;
772
773 /* "Base" state table */
774 HRESULT compile_state_table(struct StateEntry *StateTable, APPLYSTATEFUNC **dev_multistate_funcs,
775         const WineD3D_GL_Info *gl_info, const struct StateEntryTemplate *vertex,
776         const struct fragment_pipeline *fragment, const struct StateEntryTemplate *misc);
777
778 /* Shaders for color conversions in blits */
779 struct blit_shader {
780     HRESULT (*alloc_private)(IWineD3DDevice *iface);
781     void (*free_private)(IWineD3DDevice *iface);
782     HRESULT (*set_shader)(IWineD3DDevice *iface, WINED3DFORMAT fmt, GLenum textype, UINT width, UINT height);
783     void (*unset_shader)(IWineD3DDevice *iface);
784     BOOL (*color_fixup_supported)(struct color_fixup_desc fixup);
785 };
786
787 extern const struct blit_shader ffp_blit;
788 extern const struct blit_shader arbfp_blit;
789
790 enum fogsource {
791     FOGSOURCE_FFP,
792     FOGSOURCE_VS,
793     FOGSOURCE_COORD,
794 };
795
796 /* The new context manager that should deal with onscreen and offscreen rendering */
797 struct WineD3DContext {
798     /* State dirtification
799      * dirtyArray is an array that contains markers for dirty states. numDirtyEntries states are dirty, their numbers are in indices
800      * 0...numDirtyEntries - 1. isStateDirty is a redundant copy of the dirtyArray. Technically only one of them would be needed,
801      * 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
802      * only numDirtyEntries array elements have to be checked, not STATE_HIGHEST states.
803      */
804     DWORD                   dirtyArray[STATE_HIGHEST + 1]; /* Won't get bigger than that, a state is never marked dirty 2 times */
805     DWORD                   numDirtyEntries;
806     DWORD                   isStateDirty[STATE_HIGHEST/32 + 1]; /* Bitmap to find out quickly if a state is dirty */
807
808     IWineD3DSurface         *surface;
809     DWORD                   tid;    /* Thread ID which owns this context at the moment */
810
811     /* Stores some information about the context state for optimization */
812     WORD draw_buffer_dirty : 1;
813     WORD last_was_rhw : 1;              /* true iff last draw_primitive was in xyzrhw mode */
814     WORD last_was_pshader : 1;
815     WORD last_was_vshader : 1;
816     WORD namedArraysLoaded : 1;
817     WORD numberedArraysLoaded : 1;
818     WORD last_was_blit : 1;
819     WORD last_was_ckey : 1;
820     WORD fog_coord : 1;
821     WORD isPBuffer : 1;
822     WORD fog_enabled : 1;
823     WORD num_untracked_materials : 2;   /* Max value 2 */
824     WORD padding : 3;
825     BYTE texShaderBumpMap;              /* MAX_TEXTURES, 8 */
826     BYTE lastWasPow2Texture;            /* MAX_TEXTURES, 8 */
827     DWORD                   numbered_array_mask;
828     GLenum                  tracking_parm;     /* Which source is tracking current colour         */
829     GLenum                  untracked_materials[2];
830     UINT                    blit_w, blit_h;
831     enum fogsource          fog_source;
832
833     char                    *vshader_const_dirty, *pshader_const_dirty;
834
835     /* The actual opengl context */
836     HGLRC                   glCtx;
837     HWND                    win_handle;
838     HDC                     hdc;
839     HPBUFFERARB             pbuffer;
840     GLint                   aux_buffers;
841
842     /* FBOs */
843     struct list             fbo_list;
844     struct fbo_entry        *current_fbo;
845     GLuint                  src_fbo;
846     GLuint                  dst_fbo;
847
848     /* Extension emulation */
849     GLint                   gl_fog_source;
850     GLfloat                 fog_coord_value;
851     GLfloat                 color[4], fogstart, fogend, fogcolor[4];
852 };
853
854 typedef enum ContextUsage {
855     CTXUSAGE_RESOURCELOAD       = 1,    /* Only loads textures: No State is applied */
856     CTXUSAGE_DRAWPRIM           = 2,    /* OpenGL states are set up for blitting DirectDraw surfaces */
857     CTXUSAGE_BLIT               = 3,    /* OpenGL states are set up 3D drawing */
858     CTXUSAGE_CLEAR              = 4,    /* Drawable and states are set up for clearing */
859 } ContextUsage;
860
861 void ActivateContext(IWineD3DDeviceImpl *device, IWineD3DSurface *target, ContextUsage usage);
862 WineD3DContext *getActiveContext(void);
863 WineD3DContext *CreateContext(IWineD3DDeviceImpl *This, IWineD3DSurfaceImpl *target, HWND win, BOOL create_pbuffer, const WINED3DPRESENT_PARAMETERS *pPresentParms);
864 void DestroyContext(IWineD3DDeviceImpl *This, WineD3DContext *context);
865 void context_resource_released(IWineD3DDevice *iface, IWineD3DResource *resource, WINED3DRESOURCETYPE type);
866 void context_bind_fbo(IWineD3DDevice *iface, GLenum target, GLuint *fbo);
867 void context_attach_depth_stencil_fbo(IWineD3DDeviceImpl *This, GLenum fbo_target, IWineD3DSurface *depth_stencil, BOOL use_render_buffer);
868 void context_attach_surface_fbo(IWineD3DDeviceImpl *This, GLenum fbo_target, DWORD idx, IWineD3DSurface *surface);
869
870 void delete_opengl_contexts(IWineD3DDevice *iface, IWineD3DSwapChain *swapchain);
871 HRESULT create_primary_opengl_context(IWineD3DDevice *iface, IWineD3DSwapChain *swapchain);
872
873 /* Macros for doing basic GPU detection based on opengl capabilities */
874 #define WINE_D3D6_CAPABLE(gl_info) (gl_info->supported[ARB_MULTITEXTURE])
875 #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])
876 #define WINE_D3D8_CAPABLE(gl_info) WINE_D3D7_CAPABLE(gl_info) && (gl_info->supported[ARB_MULTISAMPLE] && gl_info->supported[ARB_TEXTURE_BORDER_CLAMP])
877 #define WINE_D3D9_CAPABLE(gl_info) WINE_D3D8_CAPABLE(gl_info) && (gl_info->supported[ARB_FRAGMENT_PROGRAM] && gl_info->supported[ARB_VERTEX_SHADER])
878
879 /* Default callbacks for implicit object destruction */
880 extern ULONG WINAPI D3DCB_DefaultDestroySurface(IWineD3DSurface *pSurface);
881
882 extern ULONG WINAPI D3DCB_DefaultDestroyVolume(IWineD3DVolume *pSurface);
883
884 /*****************************************************************************
885  * Internal representation of a light
886  */
887 typedef struct PLIGHTINFOEL PLIGHTINFOEL;
888 struct PLIGHTINFOEL {
889     WINED3DLIGHT OriginalParms; /* Note D3D8LIGHT == D3D9LIGHT */
890     DWORD        OriginalIndex;
891     LONG         glIndex;
892     BOOL         changed;
893     BOOL         enabledChanged;
894     BOOL         enabled;
895
896     /* Converted parms to speed up swapping lights */
897     float                         lightPosn[4];
898     float                         lightDirn[4];
899     float                         exponent;
900     float                         cutoff;
901
902     struct list entry;
903 };
904
905 /* The default light parameters */
906 extern const WINED3DLIGHT WINED3D_default_light;
907
908 typedef struct WineD3D_PixelFormat
909 {
910     int iPixelFormat; /* WGL pixel format */
911     int iPixelType; /* WGL pixel type e.g. WGL_TYPE_RGBA_ARB, WGL_TYPE_RGBA_FLOAT_ARB or WGL_TYPE_COLORINDEX_ARB */
912     int redSize, greenSize, blueSize, alphaSize;
913     int depthSize, stencilSize;
914     BOOL windowDrawable;
915     BOOL pbufferDrawable;
916     BOOL doubleBuffer;
917     int auxBuffers;
918     int numSamples;
919 } WineD3D_PixelFormat;
920
921 /* The adapter structure */
922 struct WineD3DAdapter
923 {
924     UINT                    num;
925     BOOL                    opengl;
926     POINT                   monitorPoint;
927     WineD3D_GL_Info         gl_info;
928     const char              *driver;
929     const char              *description;
930     WCHAR                   DeviceName[CCHDEVICENAME]; /* DeviceName for use with e.g. ChangeDisplaySettings */
931     int                     nCfgs;
932     WineD3D_PixelFormat     *cfgs;
933     BOOL                    brokenStencil; /* Set on cards which only offer mixed depth+stencil */
934     unsigned int            TextureRam; /* Amount of texture memory both video ram + AGP/TurboCache/HyperMemory/.. */
935     unsigned int            UsedTextureRam;
936 };
937
938 extern BOOL InitAdapters(void);
939 extern BOOL initPixelFormats(WineD3D_GL_Info *gl_info);
940 extern long WineD3DAdapterChangeGLRam(IWineD3DDeviceImpl *D3DDevice, long glram);
941 extern void add_gl_compat_wrappers(WineD3D_GL_Info *gl_info);
942
943 /*****************************************************************************
944  * High order patch management
945  */
946 struct WineD3DRectPatch
947 {
948     UINT                            Handle;
949     float                          *mem;
950     WineDirect3DVertexStridedData   strided;
951     WINED3DRECTPATCH_INFO           RectPatchInfo;
952     float                           numSegs[4];
953     char                            has_normals, has_texcoords;
954     struct list                     entry;
955 };
956
957 HRESULT tesselate_rectpatch(IWineD3DDeviceImpl *This, struct WineD3DRectPatch *patch);
958
959 enum projection_types
960 {
961     proj_none    = 0,
962     proj_count3  = 1,
963     proj_count4  = 2
964 };
965
966 enum dst_arg
967 {
968     resultreg    = 0,
969     tempreg      = 1
970 };
971
972 /*****************************************************************************
973  * Fixed function pipeline replacements
974  */
975 #define ARG_UNUSED          0xff
976 struct texture_stage_op
977 {
978     unsigned                cop : 8;
979     unsigned                carg1 : 8;
980     unsigned                carg2 : 8;
981     unsigned                carg0 : 8;
982
983     unsigned                aop : 8;
984     unsigned                aarg1 : 8;
985     unsigned                aarg2 : 8;
986     unsigned                aarg0 : 8;
987
988     struct color_fixup_desc color_fixup;
989     unsigned                tex_type : 3;
990     unsigned                dst : 1;
991     unsigned                projected : 2;
992     unsigned                padding : 10;
993 };
994
995 struct ffp_frag_settings {
996     struct texture_stage_op     op[MAX_TEXTURES];
997     enum fogmode fog;
998     /* Use an int instead of a char to get dword alignment */
999     unsigned int sRGB_write;
1000 };
1001
1002 struct ffp_frag_desc
1003 {
1004     struct ffp_frag_settings    settings;
1005 };
1006
1007 void gen_ffp_frag_op(IWineD3DStateBlockImpl *stateblock, struct ffp_frag_settings *settings, BOOL ignore_textype);
1008 const struct ffp_frag_desc *find_ffp_frag_shader(const struct hash_table_t *fragment_shaders,
1009         const struct ffp_frag_settings *settings);
1010 void add_ffp_frag_shader(struct hash_table_t *shaders, struct ffp_frag_desc *desc);
1011 BOOL ffp_frag_program_key_compare(const void *keya, const void *keyb);
1012 unsigned int ffp_frag_program_key_hash(const void *key);
1013
1014 /*****************************************************************************
1015  * IWineD3D implementation structure
1016  */
1017 typedef struct IWineD3DImpl
1018 {
1019     /* IUnknown fields */
1020     const IWineD3DVtbl     *lpVtbl;
1021     LONG                    ref;     /* Note: Ref counting not required */
1022
1023     /* WineD3D Information */
1024     IUnknown               *parent;
1025     UINT                    dxVersion;
1026 } IWineD3DImpl;
1027
1028 extern const IWineD3DVtbl IWineD3D_Vtbl;
1029
1030 /* TODO: setup some flags in the registry to enable, disable pbuffer support
1031 (since it will break quite a few things until contexts are managed properly!) */
1032 extern BOOL pbuffer_support;
1033 /* allocate one pbuffer per surface */
1034 extern BOOL pbuffer_per_surface;
1035
1036 /* A helper function that dumps a resource list */
1037 void dumpResources(struct list *list);
1038
1039 /*****************************************************************************
1040  * IWineD3DDevice implementation structure
1041  */
1042 struct IWineD3DDeviceImpl
1043 {
1044     /* IUnknown fields      */
1045     const IWineD3DDeviceVtbl *lpVtbl;
1046     LONG                    ref;     /* Note: Ref counting not required */
1047
1048     /* WineD3D Information  */
1049     IUnknown               *parent;
1050     IWineD3DDeviceParent   *device_parent;
1051     IWineD3D               *wineD3D;
1052     struct WineD3DAdapter  *adapter;
1053
1054     /* Window styles to restore when switching fullscreen mode */
1055     LONG                    style;
1056     LONG                    exStyle;
1057
1058     /* X and GL Information */
1059     GLint                   maxConcurrentLights;
1060     GLenum                  offscreenBuffer;
1061
1062     /* Selected capabilities */
1063     int vs_selected_mode;
1064     int ps_selected_mode;
1065     const shader_backend_t *shader_backend;
1066     void *shader_priv;
1067     void *fragment_priv;
1068     void *blit_priv;
1069     struct StateEntry StateTable[STATE_HIGHEST + 1];
1070     /* Array of functions for states which are handled by more than one pipeline part */
1071     APPLYSTATEFUNC *multistate_funcs[STATE_HIGHEST + 1];
1072     const struct fragment_pipeline *frag_pipe;
1073     const struct blit_shader *blitter;
1074
1075     unsigned int max_ffp_textures, max_ffp_texture_stages;
1076
1077     WORD view_ident : 1;                /* true iff view matrix is identity */
1078     WORD untransformed : 1;
1079     WORD vertexBlendUsed : 1;           /* To avoid needless setting of the blend matrices */
1080     WORD isRecordingState : 1;
1081     WORD isInDraw : 1;
1082     WORD render_offscreen : 1;
1083     WORD bCursorVisible : 1;
1084     WORD haveHardwareCursor : 1;
1085     WORD d3d_initialized : 1;
1086     WORD inScene : 1;                   /* A flag to check for proper BeginScene / EndScene call pairs */
1087     WORD softwareVertexProcessing : 1;  /* process vertex shaders using software or hardware */
1088     WORD useDrawStridedSlow : 1;
1089     WORD instancedDraw : 1;
1090     WORD padding : 3;
1091
1092     BYTE fixed_function_usage_map;      /* MAX_TEXTURES, 8 */
1093
1094 #define DDRAW_PITCH_ALIGNMENT 8
1095 #define D3D8_PITCH_ALIGNMENT 4
1096     unsigned char           surface_alignment; /* Line Alignment of surfaces                      */
1097
1098     /* State block related */
1099     IWineD3DStateBlockImpl *stateBlock;
1100     IWineD3DStateBlockImpl *updateStateBlock;
1101
1102     /* Internal use fields  */
1103     WINED3DDEVICE_CREATION_PARAMETERS createParms;
1104     UINT                            adapterNo;
1105     WINED3DDEVTYPE                  devType;
1106
1107     IWineD3DSwapChain     **swapchains;
1108     UINT                    NumberOfSwapChains;
1109
1110     struct list             resources; /* a linked list to track resources created by the device */
1111     struct list             shaders;   /* a linked list to track shaders (pixel and vertex)      */
1112     unsigned int            highest_dirty_ps_const, highest_dirty_vs_const;
1113
1114     /* Render Target Support */
1115     IWineD3DSurface       **render_targets;
1116     IWineD3DSurface        *auto_depth_stencil_buffer;
1117     IWineD3DSurface        *stencilBufferTarget;
1118
1119     /* Caches to avoid unneeded context changes */
1120     IWineD3DSurface        *lastActiveRenderTarget;
1121     IWineD3DSwapChain      *lastActiveSwapChain;
1122
1123     /* palettes texture management */
1124     UINT                    NumberOfPalettes;
1125     PALETTEENTRY            **palettes;
1126     UINT                    currentPalette;
1127     UINT                    paletteConversionShader;
1128
1129     /* For rendering to a texture using glCopyTexImage */
1130     GLenum                  *draw_buffers;
1131     GLuint                  depth_blt_texture;
1132     GLuint                  depth_blt_rb;
1133     UINT                    depth_blt_rb_w;
1134     UINT                    depth_blt_rb_h;
1135
1136     /* Cursor management */
1137     UINT                    xHotSpot;
1138     UINT                    yHotSpot;
1139     UINT                    xScreenSpace;
1140     UINT                    yScreenSpace;
1141     UINT                    cursorWidth, cursorHeight;
1142     GLuint                  cursorTexture;
1143     HCURSOR                 hardwareCursor;
1144
1145     /* The Wine logo surface */
1146     IWineD3DSurface        *logo_surface;
1147
1148     /* Textures for when no other textures are mapped */
1149     UINT                          dummyTextureName[MAX_TEXTURES];
1150
1151     /* Device state management */
1152     HRESULT                 state;
1153
1154     /* DirectDraw stuff */
1155     DWORD ddraw_width, ddraw_height;
1156     WINED3DFORMAT ddraw_format;
1157
1158     /* Final position fixup constant */
1159     float                       posFixup[4];
1160
1161     /* With register combiners we can skip junk texture stages */
1162     DWORD                     texUnitMap[MAX_COMBINED_SAMPLERS];
1163     DWORD                     rev_tex_unit_map[MAX_COMBINED_SAMPLERS];
1164
1165     /* Stream source management */
1166     WineDirect3DVertexStridedData strided_streams;
1167     const WineDirect3DVertexStridedData *up_strided;
1168
1169     /* Context management */
1170     WineD3DContext          **contexts;                  /* Dynamic array containing pointers to context structures */
1171     WineD3DContext          *activeContext;
1172     DWORD                   lastThread;
1173     UINT                    numContexts;
1174     WineD3DContext          *pbufferContext;             /* The context that has a pbuffer as drawable */
1175     DWORD                   pbufferWidth, pbufferHeight; /* Size of the buffer drawable */
1176
1177     /* High level patch management */
1178 #define PATCHMAP_SIZE 43
1179 #define PATCHMAP_HASHFUNC(x) ((x) % PATCHMAP_SIZE) /* Primitive and simple function */
1180     struct list             patches[PATCHMAP_SIZE];
1181     struct WineD3DRectPatch *currentPatch;
1182 };
1183
1184 extern const IWineD3DDeviceVtbl IWineD3DDevice_Vtbl;
1185
1186 HRESULT IWineD3DDeviceImpl_ClearSurface(IWineD3DDeviceImpl *This,  IWineD3DSurfaceImpl *target, DWORD Count,
1187                                         CONST WINED3DRECT* pRects, DWORD Flags, WINED3DCOLOR Color,
1188                                         float Z, DWORD Stencil);
1189 void IWineD3DDeviceImpl_FindTexUnitMap(IWineD3DDeviceImpl *This);
1190 void IWineD3DDeviceImpl_MarkStateDirty(IWineD3DDeviceImpl *This, DWORD state);
1191 static inline BOOL isStateDirty(WineD3DContext *context, DWORD state) {
1192     DWORD idx = state >> 5;
1193     BYTE shift = state & 0x1f;
1194     return context->isStateDirty[idx] & (1 << shift);
1195 }
1196
1197 /* Support for IWineD3DResource ::Set/Get/FreePrivateData. */
1198 typedef struct PrivateData
1199 {
1200     struct list entry;
1201
1202     GUID tag;
1203     DWORD flags; /* DDSPD_* */
1204
1205     union
1206     {
1207         LPVOID data;
1208         LPUNKNOWN object;
1209     } ptr;
1210
1211     DWORD size;
1212 } PrivateData;
1213
1214 /*****************************************************************************
1215  * IWineD3DResource implementation structure
1216  */
1217 typedef struct IWineD3DResourceClass
1218 {
1219     /* IUnknown fields */
1220     LONG                    ref;     /* Note: Ref counting not required */
1221
1222     /* WineD3DResource Information */
1223     IUnknown               *parent;
1224     WINED3DRESOURCETYPE     resourceType;
1225     IWineD3DDeviceImpl     *wineD3DDevice;
1226     WINED3DPOOL             pool;
1227     UINT                    size;
1228     DWORD                   usage;
1229     WINED3DFORMAT           format;
1230     DWORD                   priority;
1231     BYTE                   *allocatedMemory; /* Pointer to the real data location */
1232     BYTE                   *heapMemory; /* Pointer to the HeapAlloced block of memory */
1233     struct list             privateData;
1234     struct list             resource_list_entry;
1235
1236 } IWineD3DResourceClass;
1237
1238 typedef struct IWineD3DResourceImpl
1239 {
1240     /* IUnknown & WineD3DResource Information     */
1241     const IWineD3DResourceVtbl *lpVtbl;
1242     IWineD3DResourceClass   resource;
1243 } IWineD3DResourceImpl;
1244
1245 void resource_cleanup(IWineD3DResource *iface);
1246 HRESULT resource_free_private_data(IWineD3DResource *iface, REFGUID guid);
1247 HRESULT resource_get_device(IWineD3DResource *iface, IWineD3DDevice **device);
1248 HRESULT resource_get_parent(IWineD3DResource *iface, IUnknown **parent);
1249 DWORD resource_get_priority(IWineD3DResource *iface);
1250 HRESULT resource_get_private_data(IWineD3DResource *iface, REFGUID guid,
1251         void *data, DWORD *data_size);
1252 HRESULT resource_init(struct IWineD3DResourceClass *resource, WINED3DRESOURCETYPE resource_type,
1253         IWineD3DDeviceImpl *device, UINT size, DWORD usage, WINED3DFORMAT format, WINED3DPOOL pool, IUnknown *parent);
1254 WINED3DRESOURCETYPE resource_get_type(IWineD3DResource *iface);
1255 DWORD resource_set_priority(IWineD3DResource *iface, DWORD new_priority);
1256 HRESULT resource_set_private_data(IWineD3DResource *iface, REFGUID guid,
1257         const void *data, DWORD data_size, DWORD flags);
1258
1259 /* Tests show that the start address of resources is 32 byte aligned */
1260 #define RESOURCE_ALIGNMENT 32
1261
1262 /*****************************************************************************
1263  * IWineD3DVertexBuffer implementation structure (extends IWineD3DResourceImpl)
1264  */
1265 enum vbo_conversion_type {
1266     CONV_NONE               = 0,
1267     CONV_D3DCOLOR           = 1,
1268     CONV_POSITIONT          = 2,
1269     CONV_FLOAT16_2          = 3 /* Also handles FLOAT16_4 */
1270
1271     /* TODO: Add tests and support for FLOAT16_4 POSITIONT, D3DCOLOR position, other
1272      * fixed function semantics as D3DCOLOR or FLOAT16
1273      */
1274 };
1275
1276 typedef struct IWineD3DVertexBufferImpl
1277 {
1278     /* IUnknown & WineD3DResource Information     */
1279     const IWineD3DVertexBufferVtbl *lpVtbl;
1280     IWineD3DResourceClass     resource;
1281
1282     /* WineD3DVertexBuffer specifics */
1283     DWORD                     fvf;
1284
1285     /* Vertex buffer object support */
1286     GLuint                    vbo;
1287     BYTE                      Flags;
1288     LONG                      bindCount;
1289     LONG                      vbo_size;
1290     GLenum                    vbo_usage;
1291
1292     UINT                      dirtystart, dirtyend;
1293     LONG                      lockcount;
1294
1295     LONG                      declChanges, draws;
1296     /* Last description of the buffer */
1297     DWORD                     stride;       /* 0 if no conversion               */
1298     enum vbo_conversion_type  *conv_map;    /* NULL if no conversion            */
1299
1300     /* Extra load offsets, for FLOAT16 conversion */
1301     DWORD                     *conv_shift;  /* NULL if no shifted conversion    */
1302     DWORD                     conv_stride;  /* 0 if no shifted conversion       */
1303 } IWineD3DVertexBufferImpl;
1304
1305 extern const IWineD3DVertexBufferVtbl IWineD3DVertexBuffer_Vtbl;
1306
1307 #define VBFLAG_OPTIMIZED      0x01    /* Optimize has been called for the VB */
1308 #define VBFLAG_DIRTY          0x02    /* Buffer data has been modified */
1309 #define VBFLAG_HASDESC        0x04    /* A vertex description has been found */
1310 #define VBFLAG_CREATEVBO      0x08    /* Attempt to create a VBO next PreLoad */
1311
1312 /*****************************************************************************
1313  * IWineD3DIndexBuffer implementation structure (extends IWineD3DResourceImpl)
1314  */
1315 typedef struct IWineD3DIndexBufferImpl
1316 {
1317     /* IUnknown & WineD3DResource Information     */
1318     const IWineD3DIndexBufferVtbl *lpVtbl;
1319     IWineD3DResourceClass     resource;
1320
1321     GLuint                    vbo;
1322     UINT                      dirtystart, dirtyend;
1323     LONG                      lockcount;
1324
1325     /* WineD3DVertexBuffer specifics */
1326 } IWineD3DIndexBufferImpl;
1327
1328 extern const IWineD3DIndexBufferVtbl IWineD3DIndexBuffer_Vtbl;
1329
1330 /*****************************************************************************
1331  * IWineD3DBaseTexture D3D- > openGL state map lookups
1332  */
1333 #define WINED3DFUNC_NOTSUPPORTED  -2
1334 #define WINED3DFUNC_UNIMPLEMENTED -1
1335
1336 typedef enum winetexturestates {
1337     WINED3DTEXSTA_ADDRESSU       = 0,
1338     WINED3DTEXSTA_ADDRESSV       = 1,
1339     WINED3DTEXSTA_ADDRESSW       = 2,
1340     WINED3DTEXSTA_BORDERCOLOR    = 3,
1341     WINED3DTEXSTA_MAGFILTER      = 4,
1342     WINED3DTEXSTA_MINFILTER      = 5,
1343     WINED3DTEXSTA_MIPFILTER      = 6,
1344     WINED3DTEXSTA_MAXMIPLEVEL    = 7,
1345     WINED3DTEXSTA_MAXANISOTROPY  = 8,
1346     WINED3DTEXSTA_SRGBTEXTURE    = 9,
1347     WINED3DTEXSTA_ELEMENTINDEX   = 10,
1348     WINED3DTEXSTA_DMAPOFFSET     = 11,
1349     WINED3DTEXSTA_TSSADDRESSW    = 12,
1350     MAX_WINETEXTURESTATES        = 13,
1351 } winetexturestates;
1352
1353 enum WINED3DSRGB
1354 {
1355     SRGB_ANY                                = 0,    /* Uses the cached value(e.g. external calls) */
1356     SRGB_RGB                                = 1,    /* Loads the rgb texture */
1357     SRGB_SRGB                               = 2,    /* Loads the srgb texture */
1358     SRGB_BOTH                               = 3,    /* Loads both textures */
1359 };
1360
1361 /*****************************************************************************
1362  * IWineD3DBaseTexture implementation structure (extends IWineD3DResourceImpl)
1363  */
1364 typedef struct IWineD3DBaseTextureClass
1365 {
1366     DWORD                   states[MAX_WINETEXTURESTATES];
1367     DWORD                   srgbstates[MAX_WINETEXTURESTATES];
1368     UINT                    levels;
1369     BOOL                    dirty, srgbDirty;
1370     UINT                    textureName, srgbTextureName;
1371     float                   pow2Matrix[16];
1372     UINT                    LOD;
1373     WINED3DTEXTUREFILTERTYPE filterType;
1374     LONG                    bindCount;
1375     DWORD                   sampler;
1376     BOOL                    is_srgb;
1377     const struct min_lookup *minMipLookup;
1378     const GLenum            *magLookup;
1379     struct color_fixup_desc shader_color_fixup;
1380     void                    (*internal_preload)(IWineD3DBaseTexture *iface, enum WINED3DSRGB srgb);
1381 } IWineD3DBaseTextureClass;
1382
1383 void texture_internal_preload(IWineD3DBaseTexture *iface, enum WINED3DSRGB srgb);
1384 void cubetexture_internal_preload(IWineD3DBaseTexture *iface, enum WINED3DSRGB srgb);
1385 void volumetexture_internal_preload(IWineD3DBaseTexture *iface, enum WINED3DSRGB srgb);
1386 void surface_internal_preload(IWineD3DSurface *iface, enum WINED3DSRGB srgb);
1387
1388 typedef struct IWineD3DBaseTextureImpl
1389 {
1390     /* IUnknown & WineD3DResource Information     */
1391     const IWineD3DBaseTextureVtbl *lpVtbl;
1392     IWineD3DResourceClass     resource;
1393     IWineD3DBaseTextureClass  baseTexture;
1394
1395 } IWineD3DBaseTextureImpl;
1396
1397 void basetexture_apply_state_changes(IWineD3DBaseTexture *iface,
1398         const DWORD texture_states[WINED3D_HIGHEST_TEXTURE_STATE + 1],
1399         const DWORD sampler_states[WINED3D_HIGHEST_SAMPLER_STATE + 1]);
1400 HRESULT basetexture_bind(IWineD3DBaseTexture *iface, BOOL srgb, BOOL *set_surface_desc);
1401 void basetexture_cleanup(IWineD3DBaseTexture *iface);
1402 void basetexture_generate_mipmaps(IWineD3DBaseTexture *iface);
1403 WINED3DTEXTUREFILTERTYPE basetexture_get_autogen_filter_type(IWineD3DBaseTexture *iface);
1404 BOOL basetexture_get_dirty(IWineD3DBaseTexture *iface);
1405 DWORD basetexture_get_level_count(IWineD3DBaseTexture *iface);
1406 DWORD basetexture_get_lod(IWineD3DBaseTexture *iface);
1407 void basetexture_init(struct IWineD3DBaseTextureClass *texture, UINT levels, DWORD usage);
1408 HRESULT basetexture_set_autogen_filter_type(IWineD3DBaseTexture *iface, WINED3DTEXTUREFILTERTYPE filter_type);
1409 BOOL basetexture_set_dirty(IWineD3DBaseTexture *iface, BOOL dirty);
1410 DWORD basetexture_set_lod(IWineD3DBaseTexture *iface, DWORD new_lod);
1411 void basetexture_unload(IWineD3DBaseTexture *iface);
1412 static inline void basetexture_setsrgbcache(IWineD3DBaseTexture *iface, BOOL srgb) {
1413     IWineD3DBaseTextureImpl *This = (IWineD3DBaseTextureImpl *)iface;
1414     This->baseTexture.is_srgb = srgb;
1415 }
1416
1417 /*****************************************************************************
1418  * IWineD3DTexture implementation structure (extends IWineD3DBaseTextureImpl)
1419  */
1420 typedef struct IWineD3DTextureImpl
1421 {
1422     /* IUnknown & WineD3DResource/WineD3DBaseTexture Information     */
1423     const IWineD3DTextureVtbl *lpVtbl;
1424     IWineD3DResourceClass     resource;
1425     IWineD3DBaseTextureClass  baseTexture;
1426
1427     /* IWineD3DTexture */
1428     IWineD3DSurface          *surfaces[MAX_LEVELS];
1429     
1430     UINT                      width;
1431     UINT                      height;
1432     UINT                      target;
1433     BOOL                      cond_np2;
1434
1435 } IWineD3DTextureImpl;
1436
1437 extern const IWineD3DTextureVtbl IWineD3DTexture_Vtbl;
1438
1439 /*****************************************************************************
1440  * IWineD3DCubeTexture implementation structure (extends IWineD3DBaseTextureImpl)
1441  */
1442 typedef struct IWineD3DCubeTextureImpl
1443 {
1444     /* IUnknown & WineD3DResource/WineD3DBaseTexture Information     */
1445     const IWineD3DCubeTextureVtbl *lpVtbl;
1446     IWineD3DResourceClass     resource;
1447     IWineD3DBaseTextureClass  baseTexture;
1448
1449     /* IWineD3DCubeTexture */
1450     IWineD3DSurface          *surfaces[6][MAX_LEVELS];
1451 } IWineD3DCubeTextureImpl;
1452
1453 extern const IWineD3DCubeTextureVtbl IWineD3DCubeTexture_Vtbl;
1454
1455 typedef struct _WINED3DVOLUMET_DESC
1456 {
1457     UINT                    Width;
1458     UINT                    Height;
1459     UINT                    Depth;
1460 } WINED3DVOLUMET_DESC;
1461
1462 /*****************************************************************************
1463  * IWineD3DVolume implementation structure (extends IUnknown)
1464  */
1465 typedef struct IWineD3DVolumeImpl
1466 {
1467     /* IUnknown & WineD3DResource fields */
1468     const IWineD3DVolumeVtbl  *lpVtbl;
1469     IWineD3DResourceClass      resource;
1470
1471     /* WineD3DVolume Information */
1472     WINED3DVOLUMET_DESC      currentDesc;
1473     IWineD3DBase            *container;
1474     UINT                    bytesPerPixel;
1475
1476     BOOL                    lockable;
1477     BOOL                    locked;
1478     WINED3DBOX              lockedBox;
1479     WINED3DBOX              dirtyBox;
1480     BOOL                    dirty;
1481
1482
1483 } IWineD3DVolumeImpl;
1484
1485 extern const IWineD3DVolumeVtbl IWineD3DVolume_Vtbl;
1486
1487 void volume_add_dirty_box(IWineD3DVolume *iface, const WINED3DBOX *dirty_box);
1488
1489 /*****************************************************************************
1490  * IWineD3DVolumeTexture implementation structure (extends IWineD3DBaseTextureImpl)
1491  */
1492 typedef struct IWineD3DVolumeTextureImpl
1493 {
1494     /* IUnknown & WineD3DResource/WineD3DBaseTexture Information     */
1495     const IWineD3DVolumeTextureVtbl *lpVtbl;
1496     IWineD3DResourceClass     resource;
1497     IWineD3DBaseTextureClass  baseTexture;
1498
1499     /* IWineD3DVolumeTexture */
1500     IWineD3DVolume           *volumes[MAX_LEVELS];
1501 } IWineD3DVolumeTextureImpl;
1502
1503 extern const IWineD3DVolumeTextureVtbl IWineD3DVolumeTexture_Vtbl;
1504
1505 typedef struct _WINED3DSURFACET_DESC
1506 {
1507     WINED3DMULTISAMPLE_TYPE MultiSampleType;
1508     DWORD                   MultiSampleQuality;
1509     UINT                    Width;
1510     UINT                    Height;
1511 } WINED3DSURFACET_DESC;
1512
1513 /*****************************************************************************
1514  * Structure for DIB Surfaces (GetDC and GDI surfaces)
1515  */
1516 typedef struct wineD3DSurface_DIB {
1517     HBITMAP DIBsection;
1518     void* bitmap_data;
1519     UINT bitmap_size;
1520     HGDIOBJ holdbitmap;
1521     BOOL client_memory;
1522 } wineD3DSurface_DIB;
1523
1524 typedef struct {
1525     struct list entry;
1526     GLuint id;
1527     UINT width;
1528     UINT height;
1529 } renderbuffer_entry_t;
1530
1531 struct fbo_entry
1532 {
1533     struct list entry;
1534     IWineD3DSurface **render_targets;
1535     IWineD3DSurface *depth_stencil;
1536     BOOL attached;
1537     GLuint id;
1538 };
1539
1540 /*****************************************************************************
1541  * IWineD3DClipp implementation structure
1542  */
1543 typedef struct IWineD3DClipperImpl
1544 {
1545     const IWineD3DClipperVtbl *lpVtbl;
1546     LONG ref;
1547
1548     IUnknown *Parent;
1549     HWND hWnd;
1550 } IWineD3DClipperImpl;
1551
1552
1553 /*****************************************************************************
1554  * IWineD3DSurface implementation structure
1555  */
1556 struct IWineD3DSurfaceImpl
1557 {
1558     /* IUnknown & IWineD3DResource Information     */
1559     const IWineD3DSurfaceVtbl *lpVtbl;
1560     IWineD3DResourceClass     resource;
1561
1562     /* IWineD3DSurface fields */
1563     IWineD3DBase              *container;
1564     WINED3DSURFACET_DESC      currentDesc;
1565     IWineD3DPaletteImpl       *palette; /* D3D7 style palette handling */
1566     PALETTEENTRY              *palette9; /* D3D8/9 style palette handling */
1567
1568     UINT                      bytesPerPixel;
1569
1570     /* TODO: move this off into a management class(maybe!) */
1571     DWORD                      Flags;
1572
1573     UINT                      pow2Width;
1574     UINT                      pow2Height;
1575     float                     heightscale;
1576
1577     /* A method to retrieve the drawable size. Not in the Vtable to make it changeable */
1578     void (*get_drawable_size)(IWineD3DSurfaceImpl *This, UINT *width, UINT *height);
1579
1580     /* Oversized texture */
1581     RECT                      glRect;
1582
1583     /* PBO */
1584     GLuint                    pbo;
1585
1586     RECT                      lockedRect;
1587     RECT                      dirtyRect;
1588     int                       lockCount;
1589 #define MAXLOCKCOUNT          50 /* After this amount of locks do not free the sysmem copy */
1590
1591     glDescriptor              glDescription;
1592
1593     /* For GetDC */
1594     wineD3DSurface_DIB        dib;
1595     HDC                       hDC;
1596
1597     /* Color keys for DDraw */
1598     WINEDDCOLORKEY            DestBltCKey;
1599     WINEDDCOLORKEY            DestOverlayCKey;
1600     WINEDDCOLORKEY            SrcOverlayCKey;
1601     WINEDDCOLORKEY            SrcBltCKey;
1602     DWORD                     CKeyFlags;
1603
1604     WINEDDCOLORKEY            glCKey;
1605
1606     struct list               renderbuffers;
1607     renderbuffer_entry_t      *current_renderbuffer;
1608
1609     /* DirectDraw clippers */
1610     IWineD3DClipper           *clipper;
1611
1612     /* DirectDraw Overlay handling */
1613     RECT                      overlay_srcrect;
1614     RECT                      overlay_destrect;
1615     IWineD3DSurfaceImpl       *overlay_dest;
1616     struct list               overlays;
1617     struct list               overlay_entry;
1618 };
1619
1620 extern const IWineD3DSurfaceVtbl IWineD3DSurface_Vtbl;
1621 extern const IWineD3DSurfaceVtbl IWineGDISurface_Vtbl;
1622
1623 /* Predeclare the shared Surface functions */
1624 HRESULT WINAPI IWineD3DBaseSurfaceImpl_QueryInterface(IWineD3DSurface *iface, REFIID riid, LPVOID *ppobj);
1625 ULONG WINAPI IWineD3DBaseSurfaceImpl_AddRef(IWineD3DSurface *iface);
1626 HRESULT WINAPI IWineD3DBaseSurfaceImpl_GetParent(IWineD3DSurface *iface, IUnknown **pParent);
1627 HRESULT WINAPI IWineD3DBaseSurfaceImpl_GetDevice(IWineD3DSurface *iface, IWineD3DDevice** ppDevice);
1628 HRESULT WINAPI IWineD3DBaseSurfaceImpl_SetPrivateData(IWineD3DSurface *iface, REFGUID refguid, CONST void* pData, DWORD SizeOfData, DWORD Flags);
1629 HRESULT WINAPI IWineD3DBaseSurfaceImpl_GetPrivateData(IWineD3DSurface *iface, REFGUID refguid, void* pData, DWORD* pSizeOfData);
1630 HRESULT WINAPI IWineD3DBaseSurfaceImpl_FreePrivateData(IWineD3DSurface *iface, REFGUID refguid);
1631 DWORD   WINAPI IWineD3DBaseSurfaceImpl_SetPriority(IWineD3DSurface *iface, DWORD PriorityNew);
1632 DWORD   WINAPI IWineD3DBaseSurfaceImpl_GetPriority(IWineD3DSurface *iface);
1633 WINED3DRESOURCETYPE WINAPI IWineD3DBaseSurfaceImpl_GetType(IWineD3DSurface *iface);
1634 HRESULT WINAPI IWineD3DBaseSurfaceImpl_GetContainer(IWineD3DSurface* iface, REFIID riid, void** ppContainer);
1635 HRESULT WINAPI IWineD3DBaseSurfaceImpl_GetDesc(IWineD3DSurface *iface, WINED3DSURFACE_DESC *pDesc);
1636 HRESULT WINAPI IWineD3DBaseSurfaceImpl_GetBltStatus(IWineD3DSurface *iface, DWORD Flags);
1637 HRESULT WINAPI IWineD3DBaseSurfaceImpl_GetFlipStatus(IWineD3DSurface *iface, DWORD Flags);
1638 HRESULT WINAPI IWineD3DBaseSurfaceImpl_IsLost(IWineD3DSurface *iface);
1639 HRESULT WINAPI IWineD3DBaseSurfaceImpl_Restore(IWineD3DSurface *iface);
1640 HRESULT WINAPI IWineD3DBaseSurfaceImpl_GetPalette(IWineD3DSurface *iface, IWineD3DPalette **Pal);
1641 HRESULT WINAPI IWineD3DBaseSurfaceImpl_SetPalette(IWineD3DSurface *iface, IWineD3DPalette *Pal);
1642 HRESULT WINAPI IWineD3DBaseSurfaceImpl_SetColorKey(IWineD3DSurface *iface, DWORD Flags, const WINEDDCOLORKEY *CKey);
1643 HRESULT WINAPI IWineD3DBaseSurfaceImpl_SetContainer(IWineD3DSurface *iface, IWineD3DBase *container);
1644 DWORD WINAPI IWineD3DBaseSurfaceImpl_GetPitch(IWineD3DSurface *iface);
1645 HRESULT WINAPI IWineD3DBaseSurfaceImpl_RealizePalette(IWineD3DSurface *iface);
1646 HRESULT WINAPI IWineD3DBaseSurfaceImpl_SetOverlayPosition(IWineD3DSurface *iface, LONG X, LONG Y);
1647 HRESULT WINAPI IWineD3DBaseSurfaceImpl_GetOverlayPosition(IWineD3DSurface *iface, LONG *X, LONG *Y);
1648 HRESULT WINAPI IWineD3DBaseSurfaceImpl_UpdateOverlayZOrder(IWineD3DSurface *iface, DWORD Flags, IWineD3DSurface *Ref);
1649 HRESULT WINAPI IWineD3DBaseSurfaceImpl_UpdateOverlay(IWineD3DSurface *iface, const RECT *SrcRect,
1650         IWineD3DSurface *DstSurface, const RECT *DstRect, DWORD Flags, const WINEDDOVERLAYFX *FX);
1651 HRESULT WINAPI IWineD3DBaseSurfaceImpl_SetClipper(IWineD3DSurface *iface, IWineD3DClipper *clipper);
1652 HRESULT WINAPI IWineD3DBaseSurfaceImpl_GetClipper(IWineD3DSurface *iface, IWineD3DClipper **clipper);
1653 HRESULT WINAPI IWineD3DBaseSurfaceImpl_SetFormat(IWineD3DSurface *iface, WINED3DFORMAT format);
1654 HRESULT IWineD3DBaseSurfaceImpl_CreateDIBSection(IWineD3DSurface *iface);
1655 HRESULT WINAPI IWineD3DBaseSurfaceImpl_Blt(IWineD3DSurface *iface, const RECT *DestRect, IWineD3DSurface *SrcSurface,
1656         const RECT *SrcRect, DWORD Flags, const WINEDDBLTFX *DDBltFx, WINED3DTEXTUREFILTERTYPE Filter);
1657 HRESULT WINAPI IWineD3DBaseSurfaceImpl_BltFast(IWineD3DSurface *iface, DWORD dstx, DWORD dsty,
1658         IWineD3DSurface *Source, const RECT *rsrc, DWORD trans);
1659 HRESULT WINAPI IWineD3DBaseSurfaceImpl_LockRect(IWineD3DSurface *iface, WINED3DLOCKED_RECT* pLockedRect, CONST RECT* pRect, DWORD Flags);
1660 void WINAPI IWineD3DBaseSurfaceImpl_BindTexture(IWineD3DSurface *iface, BOOL srgb);
1661 const void *WINAPI IWineD3DBaseSurfaceImpl_GetData(IWineD3DSurface *iface);
1662
1663 void get_drawable_size_swapchain(IWineD3DSurfaceImpl *This, UINT *width, UINT *height);
1664 void get_drawable_size_backbuffer(IWineD3DSurfaceImpl *This, UINT *width, UINT *height);
1665 void get_drawable_size_pbuffer(IWineD3DSurfaceImpl *This, UINT *width, UINT *height);
1666 void get_drawable_size_fbo(IWineD3DSurfaceImpl *This, UINT *width, UINT *height);
1667
1668 void flip_surface(IWineD3DSurfaceImpl *front, IWineD3DSurfaceImpl *back);
1669
1670 /* Surface flags: */
1671 #define SFLAG_OVERSIZE      0x00000001 /* Surface is bigger than gl size, blts only */
1672 #define SFLAG_CONVERTED     0x00000002 /* Converted for color keying or Palettized */
1673 #define SFLAG_DIBSECTION    0x00000004 /* Has a DIB section attached for GetDC */
1674 #define SFLAG_LOCKABLE      0x00000008 /* Surface can be locked */
1675 #define SFLAG_DISCARD       0x00000010 /* ??? */
1676 #define SFLAG_LOCKED        0x00000020 /* Surface is locked atm */
1677 #define SFLAG_INTEXTURE     0x00000040 /* The GL texture contains the newest surface content */
1678 #define SFLAG_INSRGBTEX     0x00000080 /* The GL srgb texture contains the newest surface content */
1679 #define SFLAG_INDRAWABLE    0x00000100 /* The gl drawable contains the most up to date data */
1680 #define SFLAG_INSYSMEM      0x00000200 /* The system memory copy is most up to date */
1681 #define SFLAG_NONPOW2       0x00000400 /* Surface sizes are not a power of 2 */
1682 #define SFLAG_DYNLOCK       0x00000800 /* Surface is often locked by the app */
1683 #define SFLAG_DCINUSE       0x00001000 /* Set between GetDC and ReleaseDC calls */
1684 #define SFLAG_LOST          0x00002000 /* Surface lost flag for DDraw */
1685 #define SFLAG_USERPTR       0x00004000 /* The application allocated the memory for this surface */
1686 #define SFLAG_GLCKEY        0x00008000 /* The gl texture was created with a color key */
1687 #define SFLAG_CLIENT        0x00010000 /* GL_APPLE_client_storage is used on that texture */
1688 #define SFLAG_ALLOCATED     0x00020000 /* A gl texture is allocated for this surface */
1689 #define SFLAG_SRGBALLOCATED 0x00040000 /* A srgb gl texture is allocated for this surface */
1690 #define SFLAG_PBO           0x00080000 /* Has a PBO attached for speeding up data transfers for dynamically locked surfaces */
1691 #define SFLAG_NORMCOORD     0x00100000 /* Set if the GL texture coords are normalized(non-texture rectangle) */
1692 #define SFLAG_DS_ONSCREEN   0x00200000 /* Is a depth stencil, last modified onscreen */
1693 #define SFLAG_DS_OFFSCREEN  0x00400000 /* Is a depth stencil, last modified offscreen */
1694 #define SFLAG_INOVERLAYDRAW 0x00800000 /* Overlay drawing is in progress. Recursion prevention */
1695
1696 /* In some conditions the surface memory must not be freed:
1697  * SFLAG_OVERSIZE: Not all data can be kept in GL
1698  * SFLAG_CONVERTED: Converting the data back would take too long
1699  * SFLAG_DIBSECTION: The dib code manages the memory
1700  * SFLAG_LOCKED: The app requires access to the surface data
1701  * SFLAG_DYNLOCK: Avoid freeing the data for performance
1702  * SFLAG_PBO: PBOs don't use 'normal' memory. It is either allocated by the driver or must be NULL.
1703  * SFLAG_CLIENT: OpenGL uses our memory as backup
1704  */
1705 #define SFLAG_DONOTFREE     (SFLAG_OVERSIZE   | \
1706                              SFLAG_CONVERTED  | \
1707                              SFLAG_DIBSECTION | \
1708                              SFLAG_LOCKED     | \
1709                              SFLAG_DYNLOCK    | \
1710                              SFLAG_USERPTR    | \
1711                              SFLAG_PBO        | \
1712                              SFLAG_CLIENT)
1713
1714 #define SFLAG_LOCATIONS     (SFLAG_INSYSMEM   | \
1715                              SFLAG_INTEXTURE  | \
1716                              SFLAG_INDRAWABLE | \
1717                              SFLAG_INSRGBTEX)
1718
1719 #define SFLAG_DS_LOCATIONS  (SFLAG_DS_ONSCREEN | \
1720                              SFLAG_DS_OFFSCREEN)
1721 #define SFLAG_DS_DISCARDED   SFLAG_DS_LOCATIONS
1722
1723 BOOL CalculateTexRect(IWineD3DSurfaceImpl *This, RECT *Rect, float glTexCoord[4]);
1724
1725 typedef enum {
1726     NO_CONVERSION,
1727     CONVERT_PALETTED,
1728     CONVERT_PALETTED_CK,
1729     CONVERT_CK_565,
1730     CONVERT_CK_5551,
1731     CONVERT_CK_4444,
1732     CONVERT_CK_4444_ARGB,
1733     CONVERT_CK_1555,
1734     CONVERT_555,
1735     CONVERT_CK_RGB24,
1736     CONVERT_CK_8888,
1737     CONVERT_CK_8888_ARGB,
1738     CONVERT_RGB32_888,
1739     CONVERT_V8U8,
1740     CONVERT_L6V5U5,
1741     CONVERT_X8L8V8U8,
1742     CONVERT_Q8W8V8U8,
1743     CONVERT_V16U16,
1744     CONVERT_A4L4,
1745     CONVERT_G16R16,
1746 } CONVERT_TYPES;
1747
1748 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);
1749
1750 BOOL palette9_changed(IWineD3DSurfaceImpl *This);
1751
1752 /*****************************************************************************
1753  * IWineD3DVertexDeclaration implementation structure
1754  */
1755 #define MAX_ATTRIBS 16
1756
1757 typedef struct IWineD3DVertexDeclarationImpl {
1758     /* IUnknown  Information */
1759     const IWineD3DVertexDeclarationVtbl *lpVtbl;
1760     LONG                    ref;
1761
1762     IUnknown                *parent;
1763     IWineD3DDeviceImpl      *wineD3DDevice;
1764
1765     WINED3DVERTEXELEMENT    *pDeclarationWine;
1766     BOOL                    *ffp_valid;
1767     UINT                    declarationWNumElements;
1768
1769     DWORD                   streams[MAX_STREAMS];
1770     UINT                    num_streams;
1771     BOOL                    position_transformed;
1772     BOOL                    half_float_conv_needed;
1773 } IWineD3DVertexDeclarationImpl;
1774
1775 extern const IWineD3DVertexDeclarationVtbl IWineD3DVertexDeclaration_Vtbl;
1776
1777 /*****************************************************************************
1778  * IWineD3DStateBlock implementation structure
1779  */
1780
1781 /* Internal state Block for Begin/End/Capture/Create/Apply info  */
1782 /*   Note: Very long winded but gl Lists are not flexible enough */
1783 /*   to resolve everything we need, so doing it manually for now */
1784 typedef struct SAVEDSTATES {
1785     DWORD transform[(HIGHEST_TRANSFORMSTATE >> 5) + 1];
1786     WORD streamSource;                          /* MAX_STREAMS, 16 */
1787     WORD streamFreq;                            /* MAX_STREAMS, 16 */
1788     DWORD renderState[(WINEHIGHEST_RENDER_STATE >> 5) + 1];
1789     DWORD textureState[MAX_TEXTURES];           /* WINED3D_HIGHEST_TEXTURE_STATE + 1, 18 */
1790     WORD samplerState[MAX_COMBINED_SAMPLERS];   /* WINED3D_HIGHEST_SAMPLER_STATE + 1, 14 */
1791     DWORD textures;                             /* MAX_COMBINED_SAMPLERS, 20 */
1792     DWORD clipplane;                            /* WINED3DMAXUSERCLIPPLANES, 32 */
1793     WORD pixelShaderConstantsB;                 /* MAX_CONST_B, 16 */
1794     WORD pixelShaderConstantsI;                 /* MAX_CONST_I, 16 */
1795     BOOL *pixelShaderConstantsF;
1796     WORD vertexShaderConstantsB;                /* MAX_CONST_B, 16 */
1797     WORD vertexShaderConstantsI;                /* MAX_CONST_I, 16 */
1798     BOOL *vertexShaderConstantsF;
1799     BYTE indices : 1;
1800     BYTE material : 1;
1801     BYTE viewport : 1;
1802     BYTE vertexDecl : 1;
1803     BYTE pixelShader : 1;
1804     BYTE vertexShader : 1;
1805     BYTE scissorRect : 1;
1806     BYTE padding : 1;
1807 } SAVEDSTATES;
1808
1809 struct StageState {
1810     DWORD stage;
1811     DWORD state;
1812 };
1813
1814 struct IWineD3DStateBlockImpl
1815 {
1816     /* IUnknown fields */
1817     const IWineD3DStateBlockVtbl *lpVtbl;
1818     LONG                      ref;     /* Note: Ref counting not required */
1819
1820     /* IWineD3DStateBlock information */
1821     IUnknown                 *parent;
1822     IWineD3DDeviceImpl       *wineD3DDevice;
1823     WINED3DSTATEBLOCKTYPE     blockType;
1824
1825     /* Array indicating whether things have been set or changed */
1826     SAVEDSTATES               changed;
1827
1828     /* Vertex Shader Declaration */
1829     IWineD3DVertexDeclaration *vertexDecl;
1830
1831     IWineD3DVertexShader      *vertexShader;
1832
1833     /* Vertex Shader Constants */
1834     BOOL                       vertexShaderConstantB[MAX_CONST_B];
1835     INT                        vertexShaderConstantI[MAX_CONST_I * 4];
1836     float                     *vertexShaderConstantF;
1837
1838     /* Stream Source */
1839     BOOL                      streamIsUP;
1840     UINT                      streamStride[MAX_STREAMS];
1841     UINT                      streamOffset[MAX_STREAMS + 1 /* tesselated pseudo-stream */ ];
1842     IWineD3DVertexBuffer     *streamSource[MAX_STREAMS];
1843     UINT                      streamFreq[MAX_STREAMS + 1];
1844     UINT                      streamFlags[MAX_STREAMS + 1];     /*0 | WINED3DSTREAMSOURCE_INSTANCEDATA | WINED3DSTREAMSOURCE_INDEXEDDATA  */
1845
1846     /* Indices */
1847     IWineD3DIndexBuffer*      pIndexData;
1848     INT                       baseVertexIndex;
1849     INT                       loadBaseVertexIndex; /* non-indexed drawing needs 0 here, indexed baseVertexIndex */
1850
1851     /* Transform */
1852     WINED3DMATRIX             transforms[HIGHEST_TRANSFORMSTATE + 1];
1853
1854     /* Light hashmap . Collisions are handled using standard wine double linked lists */
1855 #define LIGHTMAP_SIZE 43 /* Use of a prime number recommended. Set to 1 for a linked list! */
1856 #define LIGHTMAP_HASHFUNC(x) ((x) % LIGHTMAP_SIZE) /* Primitive and simple function */
1857     struct list               lightMap[LIGHTMAP_SIZE]; /* Mashmap containing the lights */
1858     PLIGHTINFOEL             *activeLights[MAX_ACTIVE_LIGHTS]; /* Map of opengl lights to d3d lights */
1859
1860     /* Clipping */
1861     double                    clipplane[MAX_CLIPPLANES][4];
1862     WINED3DCLIPSTATUS         clip_status;
1863
1864     /* ViewPort */
1865     WINED3DVIEWPORT           viewport;
1866
1867     /* Material */
1868     WINED3DMATERIAL           material;
1869
1870     /* Pixel Shader */
1871     IWineD3DPixelShader      *pixelShader;
1872
1873     /* Pixel Shader Constants */
1874     BOOL                       pixelShaderConstantB[MAX_CONST_B];
1875     INT                        pixelShaderConstantI[MAX_CONST_I * 4];
1876     float                     *pixelShaderConstantF;
1877
1878     /* RenderState */
1879     DWORD                     renderState[WINEHIGHEST_RENDER_STATE + 1];
1880
1881     /* Texture */
1882     IWineD3DBaseTexture      *textures[MAX_COMBINED_SAMPLERS];
1883
1884     /* Texture State Stage */
1885     DWORD                     textureState[MAX_TEXTURES][WINED3D_HIGHEST_TEXTURE_STATE + 1];
1886     DWORD                     lowest_disabled_stage;
1887     /* Sampler States */
1888     DWORD                     samplerState[MAX_COMBINED_SAMPLERS][WINED3D_HIGHEST_SAMPLER_STATE + 1];
1889
1890     /* Scissor test rectangle */
1891     RECT                      scissorRect;
1892
1893     /* Contained state management */
1894     DWORD                     contained_render_states[WINEHIGHEST_RENDER_STATE + 1];
1895     unsigned int              num_contained_render_states;
1896     DWORD                     contained_transform_states[HIGHEST_TRANSFORMSTATE + 1];
1897     unsigned int              num_contained_transform_states;
1898     DWORD                     contained_vs_consts_i[MAX_CONST_I];
1899     unsigned int              num_contained_vs_consts_i;
1900     DWORD                     contained_vs_consts_b[MAX_CONST_B];
1901     unsigned int              num_contained_vs_consts_b;
1902     DWORD                     *contained_vs_consts_f;
1903     unsigned int              num_contained_vs_consts_f;
1904     DWORD                     contained_ps_consts_i[MAX_CONST_I];
1905     unsigned int              num_contained_ps_consts_i;
1906     DWORD                     contained_ps_consts_b[MAX_CONST_B];
1907     unsigned int              num_contained_ps_consts_b;
1908     DWORD                     *contained_ps_consts_f;
1909     unsigned int              num_contained_ps_consts_f;
1910     struct StageState         contained_tss_states[MAX_TEXTURES * (WINED3D_HIGHEST_TEXTURE_STATE + 1)];
1911     unsigned int              num_contained_tss_states;
1912     struct StageState         contained_sampler_states[MAX_COMBINED_SAMPLERS * WINED3D_HIGHEST_SAMPLER_STATE];
1913     unsigned int              num_contained_sampler_states;
1914 };
1915
1916 extern void stateblock_savedstates_set(
1917     IWineD3DStateBlock* iface,
1918     SAVEDSTATES* states,
1919     BOOL value);
1920
1921 extern void stateblock_copy(
1922     IWineD3DStateBlock* destination,
1923     IWineD3DStateBlock* source);
1924
1925 extern const IWineD3DStateBlockVtbl IWineD3DStateBlock_Vtbl;
1926
1927 /* Direct3D terminology with little modifications. We do not have an issued state
1928  * because only the driver knows about it, but we have a created state because d3d
1929  * allows GetData on a created issue, but opengl doesn't
1930  */
1931 enum query_state {
1932     QUERY_CREATED,
1933     QUERY_SIGNALLED,
1934     QUERY_BUILDING
1935 };
1936 /*****************************************************************************
1937  * IWineD3DQueryImpl implementation structure (extends IUnknown)
1938  */
1939 typedef struct IWineD3DQueryImpl
1940 {
1941     const IWineD3DQueryVtbl  *lpVtbl;
1942     LONG                      ref;     /* Note: Ref counting not required */
1943     
1944     IUnknown                 *parent;
1945     /*TODO: replace with iface usage */
1946 #if 0
1947     IWineD3DDevice         *wineD3DDevice;
1948 #else
1949     IWineD3DDeviceImpl       *wineD3DDevice;
1950 #endif
1951
1952     /* IWineD3DQuery fields */
1953     enum query_state         state;
1954     WINED3DQUERYTYPE         type;
1955     /* TODO: Think about using a IUnknown instead of a void* */
1956     void                     *extendedData;
1957     
1958   
1959 } IWineD3DQueryImpl;
1960
1961 extern const IWineD3DQueryVtbl IWineD3DQuery_Vtbl;
1962 extern const IWineD3DQueryVtbl IWineD3DEventQuery_Vtbl;
1963 extern const IWineD3DQueryVtbl IWineD3DOcclusionQuery_Vtbl;
1964
1965 /* Datastructures for IWineD3DQueryImpl.extendedData */
1966 typedef struct  WineQueryOcclusionData {
1967     GLuint  queryId;
1968     WineD3DContext *ctx;
1969 } WineQueryOcclusionData;
1970
1971 typedef struct  WineQueryEventData {
1972     GLuint  fenceId;
1973     WineD3DContext *ctx;
1974 } WineQueryEventData;
1975
1976 /* IWineD3DBuffer */
1977 struct wined3d_buffer
1978 {
1979     const struct IWineD3DBufferVtbl *vtbl;
1980     IWineD3DResourceClass resource;
1981
1982     struct wined3d_buffer_desc desc;
1983 };
1984
1985 extern const IWineD3DBufferVtbl wined3d_buffer_vtbl;
1986
1987 /* IWineD3DRendertargetView */
1988 struct wined3d_rendertarget_view
1989 {
1990     const struct IWineD3DRendertargetViewVtbl *vtbl;
1991     LONG refcount;
1992
1993     IWineD3DResource *resource;
1994     IUnknown *parent;
1995 };
1996
1997 extern const IWineD3DRendertargetViewVtbl wined3d_rendertarget_view_vtbl;
1998
1999 /*****************************************************************************
2000  * IWineD3DSwapChainImpl implementation structure (extends IUnknown)
2001  */
2002
2003 typedef struct IWineD3DSwapChainImpl
2004 {
2005     /*IUnknown part*/
2006     const IWineD3DSwapChainVtbl *lpVtbl;
2007     LONG                      ref;     /* Note: Ref counting not required */
2008
2009     IUnknown                 *parent;
2010     IWineD3DDeviceImpl       *wineD3DDevice;
2011
2012     /* IWineD3DSwapChain fields */
2013     IWineD3DSurface         **backBuffer;
2014     IWineD3DSurface          *frontBuffer;
2015     WINED3DPRESENT_PARAMETERS presentParms;
2016     DWORD                     orig_width, orig_height;
2017     WINED3DFORMAT             orig_fmt;
2018     WINED3DGAMMARAMP          orig_gamma;
2019
2020     long prev_time, frames;   /* Performance tracking */
2021     unsigned int vSyncCounter;
2022
2023     WineD3DContext        **context; /* Later a array for multithreading */
2024     unsigned int            num_contexts;
2025
2026     HWND                    win_handle;
2027 } IWineD3DSwapChainImpl;
2028
2029 extern const IWineD3DSwapChainVtbl IWineD3DSwapChain_Vtbl;
2030 const IWineD3DSwapChainVtbl IWineGDISwapChain_Vtbl;
2031 void x11_copy_to_screen(IWineD3DSwapChainImpl *This, const RECT *rc);
2032
2033 HRESULT WINAPI IWineD3DBaseSwapChainImpl_QueryInterface(IWineD3DSwapChain *iface, REFIID riid, LPVOID *ppobj);
2034 ULONG WINAPI IWineD3DBaseSwapChainImpl_AddRef(IWineD3DSwapChain *iface);
2035 ULONG WINAPI IWineD3DBaseSwapChainImpl_Release(IWineD3DSwapChain *iface);
2036 HRESULT WINAPI IWineD3DBaseSwapChainImpl_GetParent(IWineD3DSwapChain *iface, IUnknown ** ppParent);
2037 HRESULT WINAPI IWineD3DBaseSwapChainImpl_GetFrontBufferData(IWineD3DSwapChain *iface, IWineD3DSurface *pDestSurface);
2038 HRESULT WINAPI IWineD3DBaseSwapChainImpl_GetBackBuffer(IWineD3DSwapChain *iface, UINT iBackBuffer, WINED3DBACKBUFFER_TYPE Type, IWineD3DSurface **ppBackBuffer);
2039 HRESULT WINAPI IWineD3DBaseSwapChainImpl_GetRasterStatus(IWineD3DSwapChain *iface, WINED3DRASTER_STATUS *pRasterStatus);
2040 HRESULT WINAPI IWineD3DBaseSwapChainImpl_GetDisplayMode(IWineD3DSwapChain *iface, WINED3DDISPLAYMODE*pMode);
2041 HRESULT WINAPI IWineD3DBaseSwapChainImpl_GetDevice(IWineD3DSwapChain *iface, IWineD3DDevice**ppDevice);
2042 HRESULT WINAPI IWineD3DBaseSwapChainImpl_GetPresentParameters(IWineD3DSwapChain *iface, WINED3DPRESENT_PARAMETERS *pPresentationParameters);
2043 HRESULT WINAPI IWineD3DBaseSwapChainImpl_SetGammaRamp(IWineD3DSwapChain *iface, DWORD Flags, CONST WINED3DGAMMARAMP *pRamp);
2044 HRESULT WINAPI IWineD3DBaseSwapChainImpl_GetGammaRamp(IWineD3DSwapChain *iface, WINED3DGAMMARAMP *pRamp);
2045
2046 WineD3DContext *IWineD3DSwapChainImpl_CreateContextForThread(IWineD3DSwapChain *iface);
2047
2048 /*****************************************************************************
2049  * Utility function prototypes 
2050  */
2051
2052 /* Trace routines */
2053 const char* debug_d3dformat(WINED3DFORMAT fmt);
2054 const char* debug_d3ddevicetype(WINED3DDEVTYPE devtype);
2055 const char* debug_d3dresourcetype(WINED3DRESOURCETYPE res);
2056 const char* debug_d3dusage(DWORD usage);
2057 const char* debug_d3dusagequery(DWORD usagequery);
2058 const char* debug_d3ddeclmethod(WINED3DDECLMETHOD method);
2059 const char* debug_d3ddecltype(WINED3DDECLTYPE type);
2060 const char* debug_d3ddeclusage(BYTE usage);
2061 const char* debug_d3dprimitivetype(WINED3DPRIMITIVETYPE PrimitiveType);
2062 const char* debug_d3drenderstate(DWORD state);
2063 const char* debug_d3dsamplerstate(DWORD state);
2064 const char* debug_d3dtexturefiltertype(WINED3DTEXTUREFILTERTYPE filter_type);
2065 const char* debug_d3dtexturestate(DWORD state);
2066 const char* debug_d3dtstype(WINED3DTRANSFORMSTATETYPE tstype);
2067 const char* debug_d3dpool(WINED3DPOOL pool);
2068 const char *debug_fbostatus(GLenum status);
2069 const char *debug_glerror(GLenum error);
2070 const char *debug_d3dbasis(WINED3DBASISTYPE basis);
2071 const char *debug_d3ddegree(WINED3DDEGREETYPE order);
2072 const char* debug_d3dtop(WINED3DTEXTUREOP d3dtop);
2073 void dump_color_fixup_desc(struct color_fixup_desc fixup);
2074 const char *debug_surflocation(DWORD flag);
2075
2076 /* Routines for GL <-> D3D values */
2077 GLenum StencilOp(DWORD op);
2078 GLenum CompareFunc(DWORD func);
2079 BOOL is_invalid_op(IWineD3DDeviceImpl *This, int stage, WINED3DTEXTUREOP op, DWORD arg1, DWORD arg2, DWORD arg3);
2080 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);
2081 void   set_texture_matrix(const float *smat, DWORD flags, BOOL calculatedCoords, BOOL transformed, DWORD coordtype, BOOL ffp_can_disable_proj);
2082 void texture_activate_dimensions(DWORD stage, IWineD3DStateBlockImpl *stateblock, WineD3DContext *context);
2083 void sampler_texdim(DWORD state, IWineD3DStateBlockImpl *stateblock, WineD3DContext *context);
2084 void tex_alphaop(DWORD state, IWineD3DStateBlockImpl *stateblock, WineD3DContext *context);
2085 void apply_pixelshader(DWORD state, IWineD3DStateBlockImpl *stateblock, WineD3DContext *context);
2086 void state_fogcolor(DWORD state, IWineD3DStateBlockImpl *stateblock, WineD3DContext *context);
2087 void state_fogdensity(DWORD state, IWineD3DStateBlockImpl *stateblock, WineD3DContext *context);
2088 void state_fogstartend(DWORD state, IWineD3DStateBlockImpl *stateblock, WineD3DContext *context);
2089 void state_fog_fragpart(DWORD state, IWineD3DStateBlockImpl *stateblock, WineD3DContext *context);
2090
2091 void surface_add_dirty_rect(IWineD3DSurface *iface, const RECT *dirty_rect);
2092 void surface_force_reload(IWineD3DSurface *iface);
2093 GLenum surface_get_gl_buffer(IWineD3DSurface *iface, IWineD3DSwapChain *swapchain);
2094 void surface_load_ds_location(IWineD3DSurface *iface, DWORD location);
2095 void surface_modify_ds_location(IWineD3DSurface *iface, DWORD location);
2096 void surface_set_compatible_renderbuffer(IWineD3DSurface *iface, unsigned int width, unsigned int height);
2097 void surface_set_texture_name(IWineD3DSurface *iface, GLuint name, BOOL srgb_name);
2098 void surface_set_texture_target(IWineD3DSurface *iface, GLenum target);
2099
2100 BOOL getColorBits(WINED3DFORMAT fmt, short *redSize, short *greenSize, short *blueSize, short *alphaSize, short *totalSize);
2101 BOOL getDepthStencilBits(WINED3DFORMAT fmt, short *depthSize, short *stencilSize);
2102
2103 /* Math utils */
2104 void multiply_matrix(WINED3DMATRIX *dest, const WINED3DMATRIX *src1, const WINED3DMATRIX *src2);
2105 unsigned int count_bits(unsigned int mask);
2106 UINT wined3d_log2i(UINT32 x);
2107
2108 /*****************************************************************************
2109  * To enable calling of inherited functions, requires prototypes 
2110  *
2111  * Note: Only require classes which are subclassed, ie resource, basetexture, 
2112  */
2113
2114     /* IWineD3DVertexBuffer */
2115     extern const BYTE *IWineD3DVertexBufferImpl_GetMemory(IWineD3DVertexBuffer* iface, DWORD iOffset, GLint *vbo);
2116
2117 /* TODO: Make this dynamic, based on shader limits ? */
2118 #define MAX_REG_ADDR 1
2119 #define MAX_REG_TEMP 32
2120 #define MAX_REG_TEXCRD 8
2121 #define MAX_REG_INPUT 12
2122 #define MAX_REG_OUTPUT 12
2123 #define MAX_CONST_I 16
2124 #define MAX_CONST_B 16
2125
2126 /* FIXME: This needs to go up to 2048 for
2127  * Shader model 3 according to msdn (and for software shaders) */
2128 #define MAX_LABELS 16
2129
2130 typedef struct semantic {
2131     DWORD usage;
2132     DWORD reg;
2133 } semantic;
2134
2135 typedef struct local_constant {
2136     struct list entry;
2137     unsigned int idx;
2138     DWORD value[4];
2139 } local_constant;
2140
2141 typedef struct shader_reg_maps {
2142     DWORD shader_version;
2143     char texcoord[MAX_REG_TEXCRD];          /* pixel < 3.0 */
2144     char temporary[MAX_REG_TEMP];           /* pixel, vertex */
2145     char address[MAX_REG_ADDR];             /* vertex */
2146     char packed_input[MAX_REG_INPUT];       /* pshader >= 3.0 */
2147     char packed_output[MAX_REG_OUTPUT];     /* vertex >= 3.0 */
2148     char attributes[MAX_ATTRIBS];           /* vertex */
2149     char labels[MAX_LABELS];                /* pixel, vertex */
2150     DWORD texcoord_mask[MAX_REG_TEXCRD];    /* vertex < 3.0 */
2151
2152     /* Sampler usage tokens 
2153      * Use 0 as default (bit 31 is always 1 on a valid token) */
2154     DWORD samplers[max(MAX_FRAGMENT_SAMPLERS, MAX_VERTEX_SAMPLERS)];
2155     BOOL bumpmat[MAX_TEXTURES], luminanceparams[MAX_TEXTURES];
2156     char usesnrm, vpos, usesdsy;
2157     char usesrelconstF;
2158
2159     /* Whether or not loops are used in this shader, and nesting depth */
2160     unsigned loop_depth;
2161
2162     /* Whether or not this shader uses fog */
2163     char fog;
2164
2165 } shader_reg_maps;
2166
2167 /* Undocumented opcode controls */
2168 #define INST_CONTROLS_SHIFT 16
2169 #define INST_CONTROLS_MASK 0x00ff0000
2170
2171 typedef enum COMPARISON_TYPE {
2172     COMPARISON_GT = 1,
2173     COMPARISON_EQ = 2,
2174     COMPARISON_GE = 3,
2175     COMPARISON_LT = 4,
2176     COMPARISON_NE = 5,
2177     COMPARISON_LE = 6
2178 } COMPARISON_TYPE;
2179
2180 typedef struct SHADER_OPCODE {
2181     unsigned int  opcode;
2182     const char*   name;
2183     char          dst_token;
2184     CONST UINT    num_params;
2185     enum WINED3D_SHADER_INSTRUCTION_HANDLER handler_idx;
2186     DWORD         min_version;
2187     DWORD         max_version;
2188 } SHADER_OPCODE;
2189
2190 typedef struct SHADER_OPCODE_ARG {
2191     IWineD3DBaseShader* shader;
2192     const shader_reg_maps *reg_maps;
2193     CONST SHADER_OPCODE* opcode;
2194     DWORD opcode_token;
2195     DWORD dst;
2196     DWORD dst_addr;
2197     DWORD predicate;
2198     DWORD src[4];
2199     DWORD src_addr[4];
2200     SHADER_BUFFER* buffer;
2201 } SHADER_OPCODE_ARG;
2202
2203 typedef struct SHADER_LIMITS {
2204     unsigned int temporary;
2205     unsigned int texcoord;
2206     unsigned int sampler;
2207     unsigned int constant_int;
2208     unsigned int constant_float;
2209     unsigned int constant_bool;
2210     unsigned int address;
2211     unsigned int packed_output;
2212     unsigned int packed_input;
2213     unsigned int attributes;
2214     unsigned int label;
2215 } SHADER_LIMITS;
2216
2217 /** Keeps track of details for TEX_M#x# shader opcodes which need to 
2218     maintain state information between multiple codes */
2219 typedef struct SHADER_PARSE_STATE {
2220     unsigned int current_row;
2221     DWORD texcoord_w[2];
2222 } SHADER_PARSE_STATE;
2223
2224 #ifdef __GNUC__
2225 #define PRINTF_ATTR(fmt,args) __attribute__((format (printf,fmt,args)))
2226 #else
2227 #define PRINTF_ATTR(fmt,args)
2228 #endif
2229
2230 /* Base Shader utility functions. 
2231  * (may move callers into the same file in the future) */
2232 extern int shader_addline(
2233     SHADER_BUFFER* buffer,
2234     const char* fmt, ...) PRINTF_ATTR(2,3);
2235
2236 const SHADER_OPCODE *shader_get_opcode(const SHADER_OPCODE *shader_ins, DWORD shader_version, DWORD code);
2237
2238 /* Vertex shader utility functions */
2239 extern BOOL vshader_get_input(
2240     IWineD3DVertexShader* iface,
2241     BYTE usage_req, BYTE usage_idx_req,
2242     unsigned int* regnum);
2243
2244 extern HRESULT allocate_shader_constants(IWineD3DStateBlockImpl* object);
2245
2246 /* GLSL helper functions */
2247 extern void shader_glsl_add_instruction_modifiers(const SHADER_OPCODE_ARG *arg);
2248
2249 /*****************************************************************************
2250  * IDirect3DBaseShader implementation structure
2251  */
2252 typedef struct IWineD3DBaseShaderClass
2253 {
2254     LONG                            ref;
2255     SHADER_LIMITS                   limits;
2256     SHADER_PARSE_STATE              parse_state;
2257     CONST SHADER_OPCODE             *shader_ins;
2258     DWORD                          *function;
2259     UINT                            functionLength;
2260     UINT                            cur_loop_depth, cur_loop_regno;
2261     BOOL                            load_local_constsF;
2262     BOOL                            uses_bool_consts, uses_int_consts;
2263
2264     /* Type of shader backend */
2265     int shader_mode;
2266
2267     /* Programs this shader is linked with */
2268     struct list linked_programs;
2269
2270     /* Immediate constants (override global ones) */
2271     struct list constantsB;
2272     struct list constantsF;
2273     struct list constantsI;
2274     shader_reg_maps reg_maps;
2275
2276     UINT recompile_count;
2277
2278     /* Pointer to the parent device */
2279     IWineD3DDevice *device;
2280     struct list     shader_list_entry;
2281
2282 } IWineD3DBaseShaderClass;
2283
2284 typedef struct IWineD3DBaseShaderImpl {
2285     /* IUnknown */
2286     const IWineD3DBaseShaderVtbl    *lpVtbl;
2287
2288     /* IWineD3DBaseShader */
2289     IWineD3DBaseShaderClass         baseShader;
2290 } IWineD3DBaseShaderImpl;
2291
2292 void shader_buffer_init(struct SHADER_BUFFER *buffer);
2293 void shader_buffer_free(struct SHADER_BUFFER *buffer);
2294 void shader_cleanup(IWineD3DBaseShader *iface);
2295 HRESULT shader_get_registers_used(IWineD3DBaseShader *iface, struct shader_reg_maps *reg_maps,
2296         struct semantic *semantics_in, struct semantic *semantics_out, const DWORD *byte_code);
2297 void shader_init(struct IWineD3DBaseShaderClass *shader,
2298         IWineD3DDevice *device, const SHADER_OPCODE *instruction_table);
2299 void shader_trace_init(const DWORD *byte_code, const SHADER_OPCODE *opcode_table);
2300
2301 extern void shader_generate_main(IWineD3DBaseShader *iface, SHADER_BUFFER *buffer,
2302         const shader_reg_maps *reg_maps, const DWORD *pFunction);
2303
2304 static inline int shader_get_regtype(const DWORD param) {
2305     return (((param & WINED3DSP_REGTYPE_MASK) >> WINED3DSP_REGTYPE_SHIFT) |
2306             ((param & WINED3DSP_REGTYPE_MASK2) >> WINED3DSP_REGTYPE_SHIFT2));
2307 }
2308
2309 static inline int shader_get_writemask(const DWORD param) {
2310     return param & WINED3DSP_WRITEMASK_ALL;
2311 }
2312
2313 static inline BOOL shader_is_pshader_version(DWORD token) {
2314     return 0xFFFF0000 == (token & 0xFFFF0000);
2315 }
2316
2317 static inline BOOL shader_is_vshader_version(DWORD token) {
2318     return 0xFFFE0000 == (token & 0xFFFF0000);
2319 }
2320
2321 static inline BOOL shader_is_comment(DWORD token) {
2322     return WINED3DSIO_COMMENT == (token & WINED3DSI_OPCODE_MASK);
2323 }
2324
2325 static inline BOOL shader_is_scalar(DWORD param) {
2326     DWORD reg_type = shader_get_regtype(param);
2327     DWORD reg_num;
2328
2329     switch (reg_type) {
2330         case WINED3DSPR_RASTOUT:
2331             if ((param & WINED3DSP_REGNUM_MASK) != 0) {
2332                 /* oFog & oPts */
2333                 return TRUE;
2334             }
2335             /* oPos */
2336             return FALSE;
2337
2338         case WINED3DSPR_DEPTHOUT:   /* oDepth */
2339         case WINED3DSPR_CONSTBOOL:  /* b# */
2340         case WINED3DSPR_LOOP:       /* aL */
2341         case WINED3DSPR_PREDICATE:  /* p0 */
2342             return TRUE;
2343
2344         case WINED3DSPR_MISCTYPE:
2345             reg_num = param & WINED3DSP_REGNUM_MASK;
2346             switch(reg_num) {
2347                 case 0: /* vPos */
2348                     return FALSE;
2349                 case 1: /* vFace */
2350                     return TRUE;
2351                 default:
2352                     return FALSE;
2353             }
2354
2355         default:
2356             return FALSE;
2357     }
2358 }
2359
2360 static inline BOOL shader_constant_is_local(IWineD3DBaseShaderImpl* This, DWORD reg) {
2361     local_constant* lconst;
2362
2363     if(This->baseShader.load_local_constsF) return FALSE;
2364     LIST_FOR_EACH_ENTRY(lconst, &This->baseShader.constantsF, local_constant, entry) {
2365         if(lconst->idx == reg) return TRUE;
2366     }
2367     return FALSE;
2368
2369 }
2370
2371 /*****************************************************************************
2372  * IDirect3DVertexShader implementation structures
2373  */
2374
2375 struct vs_compiled_shader {
2376     struct vs_compile_args      args;
2377     GLuint                      prgId;
2378 };
2379
2380 typedef struct IWineD3DVertexShaderImpl {
2381     /* IUnknown parts*/   
2382     const IWineD3DVertexShaderVtbl *lpVtbl;
2383
2384     /* IWineD3DBaseShader */
2385     IWineD3DBaseShaderClass     baseShader;
2386
2387     /* IWineD3DVertexShaderImpl */
2388     IUnknown                    *parent;
2389
2390     DWORD                       usage;
2391
2392     /* The GL shader */
2393     struct vs_compiled_shader   *gl_shaders;
2394     UINT                        num_gl_shaders, shader_array_size;
2395
2396     /* Vertex shader input and output semantics */
2397     semantic semantics_in [MAX_ATTRIBS];
2398     semantic semantics_out [MAX_REG_OUTPUT];
2399
2400     UINT                       min_rel_offset, max_rel_offset;
2401     UINT                       rel_offset;
2402
2403     UINT                       recompile_count;
2404
2405     const struct vs_compile_args    *cur_args;
2406 } IWineD3DVertexShaderImpl;
2407 extern const SHADER_OPCODE IWineD3DVertexShaderImpl_shader_ins[];
2408 extern const IWineD3DVertexShaderVtbl IWineD3DVertexShader_Vtbl;
2409
2410 void find_vs_compile_args(IWineD3DVertexShaderImpl *shader, IWineD3DStateBlockImpl *stateblock, struct vs_compile_args *args);
2411 GLuint find_gl_vshader(IWineD3DVertexShaderImpl *shader, const struct vs_compile_args *args);
2412
2413 /*****************************************************************************
2414  * IDirect3DPixelShader implementation structure
2415  */
2416 struct ps_compiled_shader {
2417     struct ps_compile_args      args;
2418     GLuint                      prgId;
2419 };
2420
2421 typedef struct IWineD3DPixelShaderImpl {
2422     /* IUnknown parts */
2423     const IWineD3DPixelShaderVtbl *lpVtbl;
2424
2425     /* IWineD3DBaseShader */
2426     IWineD3DBaseShaderClass     baseShader;
2427
2428     /* IWineD3DPixelShaderImpl */
2429     IUnknown                   *parent;
2430
2431     /* Pixel shader input semantics */
2432     semantic semantics_in [MAX_REG_INPUT];
2433     DWORD                 input_reg_map[MAX_REG_INPUT];
2434     BOOL                  input_reg_used[MAX_REG_INPUT];
2435     int                         declared_in_count;
2436
2437     /* The GL shader */
2438     struct ps_compiled_shader   *gl_shaders;
2439     UINT                        num_gl_shaders, shader_array_size;
2440
2441     /* Some information about the shader behavior */
2442     struct stb_const_desc       bumpenvmatconst[MAX_TEXTURES];
2443     char                        numbumpenvmatconsts;
2444     struct stb_const_desc       luminanceconst[MAX_TEXTURES];
2445     char                        vpos_uniform;
2446
2447     const struct ps_compile_args *cur_args;
2448 } IWineD3DPixelShaderImpl;
2449
2450 extern const SHADER_OPCODE IWineD3DPixelShaderImpl_shader_ins[];
2451 extern const IWineD3DPixelShaderVtbl IWineD3DPixelShader_Vtbl;
2452 GLuint find_gl_pshader(IWineD3DPixelShaderImpl *shader, const struct ps_compile_args *args);
2453 void find_ps_compile_args(IWineD3DPixelShaderImpl *shader, IWineD3DStateBlockImpl *stateblock, struct ps_compile_args *args);
2454
2455 /* sRGB correction constants */
2456 static const float srgb_cmp = 0.0031308;
2457 static const float srgb_mul_low = 12.92;
2458 static const float srgb_pow = 0.41666;
2459 static const float srgb_mul_high = 1.055;
2460 static const float srgb_sub_high = 0.055;
2461
2462 /*****************************************************************************
2463  * IWineD3DPalette implementation structure
2464  */
2465 struct IWineD3DPaletteImpl {
2466     /* IUnknown parts */
2467     const IWineD3DPaletteVtbl  *lpVtbl;
2468     LONG                       ref;
2469
2470     IUnknown                   *parent;
2471     IWineD3DDeviceImpl         *wineD3DDevice;
2472
2473     /* IWineD3DPalette */
2474     HPALETTE                   hpal;
2475     WORD                       palVersion;     /*|               */
2476     WORD                       palNumEntries;  /*|  LOGPALETTE   */
2477     PALETTEENTRY               palents[256];   /*|               */
2478     /* This is to store the palette in 'screen format' */
2479     int                        screen_palents[256];
2480     DWORD                      Flags;
2481 };
2482
2483 extern const IWineD3DPaletteVtbl IWineD3DPalette_Vtbl;
2484 DWORD IWineD3DPaletteImpl_Size(DWORD dwFlags);
2485
2486 /* DirectDraw utility functions */
2487 extern WINED3DFORMAT pixelformat_for_depth(DWORD depth);
2488
2489 /*****************************************************************************
2490  * Pixel format management
2491  */
2492
2493 struct GlPixelFormatDesc
2494 {
2495     GLint glInternal;
2496     GLint glGammaInternal;
2497     GLint rtInternal;
2498     GLint glFormat;
2499     GLint glType;
2500     unsigned int Flags;
2501     float heightscale;
2502     struct color_fixup_desc color_fixup;
2503 };
2504
2505 typedef struct {
2506     WINED3DFORMAT           format;
2507     DWORD                   alphaMask, redMask, greenMask, blueMask;
2508     UINT                    bpp;
2509     short                   depthSize, stencilSize;
2510     BOOL                    isFourcc;
2511 } StaticPixelFormatDesc;
2512
2513 const StaticPixelFormatDesc *getFormatDescEntry(WINED3DFORMAT fmt,
2514         const WineD3D_GL_Info *gl_info, const struct GlPixelFormatDesc **glDesc);
2515
2516 static inline BOOL use_vs(IWineD3DStateBlockImpl *stateblock)
2517 {
2518     return (stateblock->vertexShader
2519             && !stateblock->wineD3DDevice->strided_streams.position_transformed
2520             && stateblock->wineD3DDevice->vs_selected_mode != SHADER_NONE);
2521 }
2522
2523 static inline BOOL use_ps(IWineD3DStateBlockImpl *stateblock)
2524 {
2525     return (stateblock->pixelShader
2526             && stateblock->wineD3DDevice->ps_selected_mode != SHADER_NONE);
2527 }
2528
2529 void stretch_rect_fbo(IWineD3DDevice *iface, IWineD3DSurface *src_surface, WINED3DRECT *src_rect,
2530         IWineD3DSurface *dst_surface, WINED3DRECT *dst_rect, const WINED3DTEXTUREFILTERTYPE filter, BOOL flip);
2531 #endif