wined3d: Avoid the TMP_COLOR mov in some cases.
[wine] / dlls / wined3d / wined3d_private.h
1 /*
2  * Direct3D wine internal private include file
3  *
4  * Copyright 2002-2003 The wine-d3d team
5  * Copyright 2002-2003 Raphael Junqueira
6  * Copyright 2002-2003, 2004 Jason Edmeades
7  * Copyright 2005 Oliver Stieber
8  *
9  * This library is free software; you can redistribute it and/or
10  * modify it under the terms of the GNU Lesser General Public
11  * License as published by the Free Software Foundation; either
12  * version 2.1 of the License, or (at your option) any later version.
13  *
14  * This library is distributed in the hope that it will be useful,
15  * but WITHOUT ANY WARRANTY; without even the implied warranty of
16  * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE.  See the GNU
17  * Lesser General Public License for more details.
18  *
19  * You should have received a copy of the GNU Lesser General Public
20  * License along with this library; if not, write to the Free Software
21  * Foundation, Inc., 51 Franklin St, Fifth Floor, Boston, MA 02110-1301, USA
22  */
23
24 #ifndef __WINE_WINED3D_PRIVATE_H
25 #define __WINE_WINED3D_PRIVATE_H
26
27 #include <stdarg.h>
28 #include <math.h>
29 #define NONAMELESSUNION
30 #define NONAMELESSSTRUCT
31 #define COBJMACROS
32 #include "windef.h"
33 #include "winbase.h"
34 #include "winreg.h"
35 #include "wingdi.h"
36 #include "winuser.h"
37 #include "wine/debug.h"
38 #include "wine/unicode.h"
39
40 #include "objbase.h"
41 #include "wine/wined3d.h"
42 #include "wined3d_gl.h"
43 #include "wine/list.h"
44
45 /* Texture format fixups */
46
47 enum fixup_channel_source
48 {
49     CHANNEL_SOURCE_ZERO = 0,
50     CHANNEL_SOURCE_ONE = 1,
51     CHANNEL_SOURCE_X = 2,
52     CHANNEL_SOURCE_Y = 3,
53     CHANNEL_SOURCE_Z = 4,
54     CHANNEL_SOURCE_W = 5,
55     CHANNEL_SOURCE_YUV0 = 6,
56     CHANNEL_SOURCE_YUV1 = 7,
57 };
58
59 enum yuv_fixup
60 {
61     YUV_FIXUP_YUY2 = 0,
62     YUV_FIXUP_UYVY = 1,
63     YUV_FIXUP_YV12 = 2,
64 };
65
66 #include <pshpack2.h>
67 struct color_fixup_desc
68 {
69     unsigned x_sign_fixup : 1;
70     unsigned x_source : 3;
71     unsigned y_sign_fixup : 1;
72     unsigned y_source : 3;
73     unsigned z_sign_fixup : 1;
74     unsigned z_source : 3;
75     unsigned w_sign_fixup : 1;
76     unsigned w_source : 3;
77 };
78 #include <poppack.h>
79
80 static const struct color_fixup_desc COLOR_FIXUP_IDENTITY =
81         {0, CHANNEL_SOURCE_X, 0, CHANNEL_SOURCE_Y, 0, CHANNEL_SOURCE_Z, 0, CHANNEL_SOURCE_W};
82
83 static inline struct color_fixup_desc create_color_fixup_desc(
84         int sign0, enum fixup_channel_source src0, int sign1, enum fixup_channel_source src1,
85         int sign2, enum fixup_channel_source src2, int sign3, enum fixup_channel_source src3)
86 {
87     struct color_fixup_desc fixup =
88     {
89         sign0, src0,
90         sign1, src1,
91         sign2, src2,
92         sign3, src3,
93     };
94     return fixup;
95 }
96
97 static inline struct color_fixup_desc create_yuv_fixup_desc(enum yuv_fixup yuv_fixup)
98 {
99     struct color_fixup_desc fixup =
100     {
101         0, yuv_fixup & (1 << 0) ? CHANNEL_SOURCE_YUV1 : CHANNEL_SOURCE_YUV0,
102         0, yuv_fixup & (1 << 1) ? CHANNEL_SOURCE_YUV1 : CHANNEL_SOURCE_YUV0,
103         0, yuv_fixup & (1 << 2) ? CHANNEL_SOURCE_YUV1 : CHANNEL_SOURCE_YUV0,
104         0, yuv_fixup & (1 << 3) ? CHANNEL_SOURCE_YUV1 : CHANNEL_SOURCE_YUV0,
105     };
106     return fixup;
107 }
108
109 static inline BOOL is_identity_fixup(struct color_fixup_desc fixup)
110 {
111     return !memcmp(&fixup, &COLOR_FIXUP_IDENTITY, sizeof(fixup));
112 }
113
114 static inline BOOL is_yuv_fixup(struct color_fixup_desc fixup)
115 {
116     return fixup.x_source == CHANNEL_SOURCE_YUV0 || fixup.x_source == CHANNEL_SOURCE_YUV1;
117 }
118
119 static inline enum yuv_fixup get_yuv_fixup(struct color_fixup_desc fixup)
120 {
121     enum yuv_fixup yuv_fixup = 0;
122     if (fixup.x_source == CHANNEL_SOURCE_YUV1) yuv_fixup |= (1 << 0);
123     if (fixup.y_source == CHANNEL_SOURCE_YUV1) yuv_fixup |= (1 << 1);
124     if (fixup.z_source == CHANNEL_SOURCE_YUV1) yuv_fixup |= (1 << 2);
125     if (fixup.w_source == CHANNEL_SOURCE_YUV1) yuv_fixup |= (1 << 3);
126     return yuv_fixup;
127 }
128
129 /* Hash table functions */
130 typedef unsigned int (hash_function_t)(const void *key);
131 typedef BOOL (compare_function_t)(const void *keya, const void *keyb);
132
133 struct hash_table_entry_t {
134     void *key;
135     void *value;
136     unsigned int hash;
137     struct list entry;
138 };
139
140 struct hash_table_t {
141     hash_function_t *hash_function;
142     compare_function_t *compare_function;
143     struct list *buckets;
144     unsigned int bucket_count;
145     struct hash_table_entry_t *entries;
146     unsigned int entry_count;
147     struct list free_entries;
148     unsigned int count;
149     unsigned int grow_size;
150     unsigned int shrink_size;
151 };
152
153 struct hash_table_t *hash_table_create(hash_function_t *hash_function, compare_function_t *compare_function);
154 void hash_table_destroy(struct hash_table_t *table, void (*free_value)(void *value, void *cb), void *cb);
155 void hash_table_for_each_entry(struct hash_table_t *table, void (*callback)(void *value, void *context), void *context);
156 void *hash_table_get(const struct hash_table_t *table, const void *key);
157 void hash_table_put(struct hash_table_t *table, void *key, void *value);
158 void hash_table_remove(struct hash_table_t *table, void *key);
159
160 /* Device caps */
161 #define MAX_PALETTES            65536
162 #define MAX_STREAMS             16
163 #define MAX_TEXTURES            8
164 #define MAX_FRAGMENT_SAMPLERS   16
165 #define MAX_VERTEX_SAMPLERS     4
166 #define MAX_COMBINED_SAMPLERS   (MAX_FRAGMENT_SAMPLERS + MAX_VERTEX_SAMPLERS)
167 #define MAX_ACTIVE_LIGHTS       8
168 #define MAX_CLIPPLANES          WINED3DMAXUSERCLIPPLANES
169
170 /* Used for CreateStateBlock */
171 #define NUM_SAVEDPIXELSTATES_R     35
172 #define NUM_SAVEDPIXELSTATES_T     18
173 #define NUM_SAVEDPIXELSTATES_S     12
174 #define NUM_SAVEDVERTEXSTATES_R    34
175 #define NUM_SAVEDVERTEXSTATES_T    2
176 #define NUM_SAVEDVERTEXSTATES_S    1
177
178 extern const DWORD SavedPixelStates_R[NUM_SAVEDPIXELSTATES_R];
179 extern const DWORD SavedPixelStates_T[NUM_SAVEDPIXELSTATES_T];
180 extern const DWORD SavedPixelStates_S[NUM_SAVEDPIXELSTATES_S];
181 extern const DWORD SavedVertexStates_R[NUM_SAVEDVERTEXSTATES_R];
182 extern const DWORD SavedVertexStates_T[NUM_SAVEDVERTEXSTATES_T];
183 extern const DWORD SavedVertexStates_S[NUM_SAVEDVERTEXSTATES_S];
184
185 typedef enum _WINELOOKUP {
186     WINELOOKUP_WARPPARAM = 0,
187     MAX_LOOKUPS          = 1
188 } WINELOOKUP;
189
190 extern const int minLookup[MAX_LOOKUPS];
191 extern const int maxLookup[MAX_LOOKUPS];
192 extern DWORD *stateLookup[MAX_LOOKUPS];
193
194 struct min_lookup
195 {
196     GLenum mip[WINED3DTEXF_LINEAR + 1];
197 };
198
199 struct min_lookup minMipLookup[WINED3DTEXF_ANISOTROPIC + 1];
200 const struct min_lookup minMipLookup_noFilter[WINED3DTEXF_ANISOTROPIC + 1];
201 GLenum magLookup[WINED3DTEXF_ANISOTROPIC + 1];
202 const GLenum magLookup_noFilter[WINED3DTEXF_ANISOTROPIC + 1];
203
204 extern const struct filter_lookup filter_lookup_nofilter;
205 extern struct filter_lookup filter_lookup;
206
207 /* float_16_to_32() and float_32_to_16() (see implementation in
208  * surface_base.c) convert 16 bit floats in the FLOAT16 data type
209  * to standard C floats and vice versa. They do not depend on the encoding
210  * of the C float, so they are platform independent, but slow. On x86 and
211  * other IEEE 754 compliant platforms the conversion can be accelerated by
212  * bit shifting the exponent and mantissa. There are also some SSE-based
213  * assembly routines out there.
214  *
215  * See GL_NV_half_float for a reference of the FLOAT16 / GL_HALF format
216  */
217 static inline float float_16_to_32(const unsigned short *in) {
218     const unsigned short s = ((*in) & 0x8000);
219     const unsigned short e = ((*in) & 0x7C00) >> 10;
220     const unsigned short m = (*in) & 0x3FF;
221     const float sgn = (s ? -1.0 : 1.0);
222
223     if(e == 0) {
224         if(m == 0) return sgn * 0.0; /* +0.0 or -0.0 */
225         else return sgn * pow(2, -14.0) * ( (float) m / 1024.0);
226     } else if(e < 31) {
227         return sgn * pow(2, (float) e-15.0) * (1.0 + ((float) m / 1024.0));
228     } else {
229         if(m == 0) return sgn / 0.0; /* +INF / -INF */
230         else return 0.0 / 0.0; /* NAN */
231     }
232 }
233
234 /**
235  * Settings 
236  */
237 #define VS_NONE    0
238 #define VS_HW      1
239
240 #define PS_NONE    0
241 #define PS_HW      1
242
243 #define VBO_NONE   0
244 #define VBO_HW     1
245
246 #define NP2_NONE   0
247 #define NP2_REPACK 1
248 #define NP2_NATIVE 2
249
250 #define ORM_BACKBUFFER  0
251 #define ORM_PBUFFER     1
252 #define ORM_FBO         2
253
254 #define SHADER_ARB  1
255 #define SHADER_GLSL 2
256 #define SHADER_ATI  3
257 #define SHADER_NONE 4
258
259 #define RTL_DISABLE   -1
260 #define RTL_AUTO       0
261 #define RTL_READDRAW   1
262 #define RTL_READTEX    2
263 #define RTL_TEXDRAW    3
264 #define RTL_TEXTEX     4
265
266 #define PCI_VENDOR_NONE 0xffff /* e.g. 0x8086 for Intel and 0x10de for Nvidia */
267 #define PCI_DEVICE_NONE 0xffff /* e.g. 0x14f for a Geforce6200 */
268
269 /* NOTE: When adding fields to this structure, make sure to update the default
270  * values in wined3d_main.c as well. */
271 typedef struct wined3d_settings_s {
272 /* vertex and pixel shader modes */
273   int vs_mode;
274   int ps_mode;
275   int vbo_mode;
276 /* Ideally, we don't want the user to have to request GLSL.  If the hardware supports GLSL,
277     we should use it.  However, until it's fully implemented, we'll leave it as a registry
278     setting for developers. */
279   BOOL glslRequested;
280   int offscreen_rendering_mode;
281   int rendertargetlock_mode;
282   unsigned short pci_vendor_id;
283   unsigned short pci_device_id;
284 /* Memory tracking and object counting */
285   unsigned int emulated_textureram;
286   char *logo;
287   int allow_multisampling;
288 } wined3d_settings_t;
289
290 extern wined3d_settings_t wined3d_settings;
291
292 typedef enum _WINED3DSAMPLER_TEXTURE_TYPE
293 {
294     WINED3DSTT_UNKNOWN = 0,
295     WINED3DSTT_1D = 1,
296     WINED3DSTT_2D = 2,
297     WINED3DSTT_CUBE = 3,
298     WINED3DSTT_VOLUME = 4,
299 } WINED3DSAMPLER_TEXTURE_TYPE;
300
301 typedef enum _WINED3DSHADER_PARAM_REGISTER_TYPE
302 {
303     WINED3DSPR_TEMP = 0,
304     WINED3DSPR_INPUT = 1,
305     WINED3DSPR_CONST = 2,
306     WINED3DSPR_ADDR = 3,
307     WINED3DSPR_TEXTURE = 3,
308     WINED3DSPR_RASTOUT = 4,
309     WINED3DSPR_ATTROUT = 5,
310     WINED3DSPR_TEXCRDOUT = 6,
311     WINED3DSPR_OUTPUT = 6,
312     WINED3DSPR_CONSTINT = 7,
313     WINED3DSPR_COLOROUT = 8,
314     WINED3DSPR_DEPTHOUT = 9,
315     WINED3DSPR_SAMPLER = 10,
316     WINED3DSPR_CONST2 = 11,
317     WINED3DSPR_CONST3 = 12,
318     WINED3DSPR_CONST4 = 13,
319     WINED3DSPR_CONSTBOOL = 14,
320     WINED3DSPR_LOOP = 15,
321     WINED3DSPR_TEMPFLOAT16 = 16,
322     WINED3DSPR_MISCTYPE = 17,
323     WINED3DSPR_LABEL = 18,
324     WINED3DSPR_PREDICATE = 19,
325     WINED3DSPR_IMMCONST,
326 } WINED3DSHADER_PARAM_REGISTER_TYPE;
327
328 enum wined3d_immconst_type
329 {
330     WINED3D_IMMCONST_FLOAT,
331     WINED3D_IMMCONST_FLOAT4,
332 };
333
334 typedef enum _WINED3DVS_RASTOUT_OFFSETS
335 {
336     WINED3DSRO_POSITION = 0,
337     WINED3DSRO_FOG = 1,
338     WINED3DSRO_POINT_SIZE = 2,
339 } WINED3DVS_RASTOUT_OFFSETS;
340
341 #define WINED3DSP_NOSWIZZLE (0 | (1 << 2) | (2 << 4) | (3 << 6))
342
343 typedef enum _WINED3DSHADER_PARAM_SRCMOD_TYPE
344 {
345     WINED3DSPSM_NONE = 0,
346     WINED3DSPSM_NEG = 1,
347     WINED3DSPSM_BIAS = 2,
348     WINED3DSPSM_BIASNEG = 3,
349     WINED3DSPSM_SIGN = 4,
350     WINED3DSPSM_SIGNNEG = 5,
351     WINED3DSPSM_COMP = 6,
352     WINED3DSPSM_X2 = 7,
353     WINED3DSPSM_X2NEG = 8,
354     WINED3DSPSM_DZ = 9,
355     WINED3DSPSM_DW = 10,
356     WINED3DSPSM_ABS = 11,
357     WINED3DSPSM_ABSNEG = 12,
358     WINED3DSPSM_NOT = 13,
359 } WINED3DSHADER_PARAM_SRCMOD_TYPE;
360
361 #define WINED3DSP_WRITEMASK_0   0x1 /* .x r */
362 #define WINED3DSP_WRITEMASK_1   0x2 /* .y g */
363 #define WINED3DSP_WRITEMASK_2   0x4 /* .z b */
364 #define WINED3DSP_WRITEMASK_3   0x8 /* .w a */
365 #define WINED3DSP_WRITEMASK_ALL 0xf /* all */
366
367 typedef enum _WINED3DSHADER_PARAM_DSTMOD_TYPE
368 {
369     WINED3DSPDM_NONE = 0,
370     WINED3DSPDM_SATURATE = 1,
371     WINED3DSPDM_PARTIALPRECISION = 2,
372     WINED3DSPDM_MSAMPCENTROID = 4,
373 } WINED3DSHADER_PARAM_DSTMOD_TYPE;
374
375 typedef enum _WINED3DSHADER_INSTRUCTION_OPCODE_TYPE
376 {
377     WINED3DSIO_NOP = 0,
378     WINED3DSIO_MOV = 1,
379     WINED3DSIO_ADD = 2,
380     WINED3DSIO_SUB = 3,
381     WINED3DSIO_MAD = 4,
382     WINED3DSIO_MUL = 5,
383     WINED3DSIO_RCP = 6,
384     WINED3DSIO_RSQ = 7,
385     WINED3DSIO_DP3 = 8,
386     WINED3DSIO_DP4 = 9,
387     WINED3DSIO_MIN = 10,
388     WINED3DSIO_MAX = 11,
389     WINED3DSIO_SLT = 12,
390     WINED3DSIO_SGE = 13,
391     WINED3DSIO_EXP = 14,
392     WINED3DSIO_LOG = 15,
393     WINED3DSIO_LIT = 16,
394     WINED3DSIO_DST = 17,
395     WINED3DSIO_LRP = 18,
396     WINED3DSIO_FRC = 19,
397     WINED3DSIO_M4x4 = 20,
398     WINED3DSIO_M4x3 = 21,
399     WINED3DSIO_M3x4 = 22,
400     WINED3DSIO_M3x3 = 23,
401     WINED3DSIO_M3x2 = 24,
402     WINED3DSIO_CALL = 25,
403     WINED3DSIO_CALLNZ = 26,
404     WINED3DSIO_LOOP = 27,
405     WINED3DSIO_RET = 28,
406     WINED3DSIO_ENDLOOP = 29,
407     WINED3DSIO_LABEL = 30,
408     WINED3DSIO_DCL = 31,
409     WINED3DSIO_POW = 32,
410     WINED3DSIO_CRS = 33,
411     WINED3DSIO_SGN = 34,
412     WINED3DSIO_ABS = 35,
413     WINED3DSIO_NRM = 36,
414     WINED3DSIO_SINCOS = 37,
415     WINED3DSIO_REP = 38,
416     WINED3DSIO_ENDREP = 39,
417     WINED3DSIO_IF = 40,
418     WINED3DSIO_IFC = 41,
419     WINED3DSIO_ELSE = 42,
420     WINED3DSIO_ENDIF = 43,
421     WINED3DSIO_BREAK = 44,
422     WINED3DSIO_BREAKC = 45,
423     WINED3DSIO_MOVA = 46,
424     WINED3DSIO_DEFB = 47,
425     WINED3DSIO_DEFI = 48,
426
427     WINED3DSIO_TEXCOORD = 64,
428     WINED3DSIO_TEXKILL = 65,
429     WINED3DSIO_TEX = 66,
430     WINED3DSIO_TEXBEM = 67,
431     WINED3DSIO_TEXBEML = 68,
432     WINED3DSIO_TEXREG2AR = 69,
433     WINED3DSIO_TEXREG2GB = 70,
434     WINED3DSIO_TEXM3x2PAD = 71,
435     WINED3DSIO_TEXM3x2TEX = 72,
436     WINED3DSIO_TEXM3x3PAD = 73,
437     WINED3DSIO_TEXM3x3TEX = 74,
438     WINED3DSIO_TEXM3x3DIFF = 75,
439     WINED3DSIO_TEXM3x3SPEC = 76,
440     WINED3DSIO_TEXM3x3VSPEC = 77,
441     WINED3DSIO_EXPP = 78,
442     WINED3DSIO_LOGP = 79,
443     WINED3DSIO_CND = 80,
444     WINED3DSIO_DEF = 81,
445     WINED3DSIO_TEXREG2RGB = 82,
446     WINED3DSIO_TEXDP3TEX = 83,
447     WINED3DSIO_TEXM3x2DEPTH = 84,
448     WINED3DSIO_TEXDP3 = 85,
449     WINED3DSIO_TEXM3x3 = 86,
450     WINED3DSIO_TEXDEPTH = 87,
451     WINED3DSIO_CMP = 88,
452     WINED3DSIO_BEM = 89,
453     WINED3DSIO_DP2ADD = 90,
454     WINED3DSIO_DSX = 91,
455     WINED3DSIO_DSY = 92,
456     WINED3DSIO_TEXLDD = 93,
457     WINED3DSIO_SETP = 94,
458     WINED3DSIO_TEXLDL = 95,
459     WINED3DSIO_BREAKP = 96,
460
461     WINED3DSIO_PHASE = 0xfffd,
462     WINED3DSIO_COMMENT = 0xfffe,
463     WINED3DSIO_END = 0Xffff,
464 } WINED3DSHADER_INSTRUCTION_OPCODE_TYPE;
465
466 /* Undocumented opcode control to identify projective texture lookups in ps 2.0 and later */
467 #define WINED3DSI_TEXLD_PROJECT 1
468 #define WINED3DSI_TEXLD_BIAS    2
469
470 typedef enum COMPARISON_TYPE
471 {
472     COMPARISON_GT = 1,
473     COMPARISON_EQ = 2,
474     COMPARISON_GE = 3,
475     COMPARISON_LT = 4,
476     COMPARISON_NE = 5,
477     COMPARISON_LE = 6,
478 } COMPARISON_TYPE;
479
480 #define WINED3D_SM1_VS  0xfffe
481 #define WINED3D_SM1_PS  0xffff
482 #define WINED3D_SM4_PS  0x0000
483 #define WINED3D_SM4_VS  0x0001
484 #define WINED3D_SM4_GS  0x0002
485
486 /* Shader version tokens, and shader end tokens */
487 #define WINED3DPS_VERSION(major, minor) ((WINED3D_SM1_PS << 16) | ((major) << 8) | (minor))
488 #define WINED3DVS_VERSION(major, minor) ((WINED3D_SM1_VS << 16) | ((major) << 8) | (minor))
489
490 /* Shader backends */
491
492 /* TODO: Make this dynamic, based on shader limits ? */
493 #define MAX_ATTRIBS 16
494 #define MAX_REG_ADDR 1
495 #define MAX_REG_TEMP 32
496 #define MAX_REG_TEXCRD 8
497 #define MAX_REG_INPUT 12
498 #define MAX_REG_OUTPUT 12
499 #define MAX_CONST_I 16
500 #define MAX_CONST_B 16
501
502 /* FIXME: This needs to go up to 2048 for
503  * Shader model 3 according to msdn (and for software shaders) */
504 #define MAX_LABELS 16
505
506 #define SHADER_PGMSIZE 65535
507 typedef struct SHADER_BUFFER {
508     char* buffer;
509     unsigned int bsize;
510     unsigned int lineNo;
511     BOOL newline;
512 } SHADER_BUFFER;
513
514 enum WINED3D_SHADER_INSTRUCTION_HANDLER
515 {
516     WINED3DSIH_ABS,
517     WINED3DSIH_ADD,
518     WINED3DSIH_BEM,
519     WINED3DSIH_BREAK,
520     WINED3DSIH_BREAKC,
521     WINED3DSIH_BREAKP,
522     WINED3DSIH_CALL,
523     WINED3DSIH_CALLNZ,
524     WINED3DSIH_CMP,
525     WINED3DSIH_CND,
526     WINED3DSIH_CRS,
527     WINED3DSIH_DCL,
528     WINED3DSIH_DEF,
529     WINED3DSIH_DEFB,
530     WINED3DSIH_DEFI,
531     WINED3DSIH_DP2ADD,
532     WINED3DSIH_DP3,
533     WINED3DSIH_DP4,
534     WINED3DSIH_DST,
535     WINED3DSIH_DSX,
536     WINED3DSIH_DSY,
537     WINED3DSIH_ELSE,
538     WINED3DSIH_ENDIF,
539     WINED3DSIH_ENDLOOP,
540     WINED3DSIH_ENDREP,
541     WINED3DSIH_EXP,
542     WINED3DSIH_EXPP,
543     WINED3DSIH_FRC,
544     WINED3DSIH_IF,
545     WINED3DSIH_IFC,
546     WINED3DSIH_LABEL,
547     WINED3DSIH_LIT,
548     WINED3DSIH_LOG,
549     WINED3DSIH_LOGP,
550     WINED3DSIH_LOOP,
551     WINED3DSIH_LRP,
552     WINED3DSIH_M3x2,
553     WINED3DSIH_M3x3,
554     WINED3DSIH_M3x4,
555     WINED3DSIH_M4x3,
556     WINED3DSIH_M4x4,
557     WINED3DSIH_MAD,
558     WINED3DSIH_MAX,
559     WINED3DSIH_MIN,
560     WINED3DSIH_MOV,
561     WINED3DSIH_MOVA,
562     WINED3DSIH_MUL,
563     WINED3DSIH_NOP,
564     WINED3DSIH_NRM,
565     WINED3DSIH_PHASE,
566     WINED3DSIH_POW,
567     WINED3DSIH_RCP,
568     WINED3DSIH_REP,
569     WINED3DSIH_RET,
570     WINED3DSIH_RSQ,
571     WINED3DSIH_SETP,
572     WINED3DSIH_SGE,
573     WINED3DSIH_SGN,
574     WINED3DSIH_SINCOS,
575     WINED3DSIH_SLT,
576     WINED3DSIH_SUB,
577     WINED3DSIH_TEX,
578     WINED3DSIH_TEXBEM,
579     WINED3DSIH_TEXBEML,
580     WINED3DSIH_TEXCOORD,
581     WINED3DSIH_TEXDEPTH,
582     WINED3DSIH_TEXDP3,
583     WINED3DSIH_TEXDP3TEX,
584     WINED3DSIH_TEXKILL,
585     WINED3DSIH_TEXLDD,
586     WINED3DSIH_TEXLDL,
587     WINED3DSIH_TEXM3x2DEPTH,
588     WINED3DSIH_TEXM3x2PAD,
589     WINED3DSIH_TEXM3x2TEX,
590     WINED3DSIH_TEXM3x3,
591     WINED3DSIH_TEXM3x3DIFF,
592     WINED3DSIH_TEXM3x3PAD,
593     WINED3DSIH_TEXM3x3SPEC,
594     WINED3DSIH_TEXM3x3TEX,
595     WINED3DSIH_TEXM3x3VSPEC,
596     WINED3DSIH_TEXREG2AR,
597     WINED3DSIH_TEXREG2GB,
598     WINED3DSIH_TEXREG2RGB,
599     WINED3DSIH_TABLE_SIZE
600 };
601
602 enum wined3d_shader_type
603 {
604     WINED3D_SHADER_TYPE_PIXEL,
605     WINED3D_SHADER_TYPE_VERTEX,
606     WINED3D_SHADER_TYPE_GEOMETRY,
607 };
608
609 struct wined3d_shader_version
610 {
611     enum wined3d_shader_type type;
612     BYTE major;
613     BYTE minor;
614 };
615
616 #define WINED3D_SHADER_VERSION(major, minor) (((major) << 8) | (minor))
617
618 typedef struct shader_reg_maps
619 {
620     struct wined3d_shader_version shader_version;
621     char texcoord[MAX_REG_TEXCRD];          /* pixel < 3.0 */
622     char temporary[MAX_REG_TEMP];           /* pixel, vertex */
623     char address[MAX_REG_ADDR];             /* vertex */
624     char labels[MAX_LABELS];                /* pixel, vertex */
625     DWORD *constf;                          /* pixel, vertex */
626     DWORD texcoord_mask[MAX_REG_TEXCRD];    /* vertex < 3.0 */
627     WORD input_registers;                   /* max(MAX_REG_INPUT, MAX_ATTRIBS), 16 */
628     WORD output_registers;                  /* MAX_REG_OUTPUT, 12 */
629     WORD integer_constants;                 /* MAX_CONST_I, 16 */
630     WORD boolean_constants;                 /* MAX_CONST_B, 16 */
631     WORD local_bool_consts;                 /* MAX_CONST_B, 16 */
632
633     WINED3DSAMPLER_TEXTURE_TYPE sampler_type[max(MAX_FRAGMENT_SAMPLERS, MAX_VERTEX_SAMPLERS)];
634     BOOL bumpmat[MAX_TEXTURES], luminanceparams[MAX_TEXTURES];
635     char usesnrm, vpos, usesdsy, usestexldd, usesmova;
636     char usesrelconstF;
637
638     /* Whether or not loops are used in this shader, and nesting depth */
639     unsigned loop_depth;
640
641     /* Whether or not this shader uses fog */
642     char fog;
643
644 } shader_reg_maps;
645
646 struct wined3d_shader_context
647 {
648     IWineD3DBaseShader *shader;
649     const struct shader_reg_maps *reg_maps;
650     SHADER_BUFFER *buffer;
651     void *backend_data;
652 };
653
654 struct wined3d_shader_register
655 {
656     WINED3DSHADER_PARAM_REGISTER_TYPE type;
657     UINT idx;
658     const struct wined3d_shader_src_param *rel_addr;
659     enum wined3d_immconst_type immconst_type;
660     DWORD immconst_data[4];
661 };
662
663 struct wined3d_shader_dst_param
664 {
665     struct wined3d_shader_register reg;
666     DWORD write_mask;
667     DWORD modifiers;
668     DWORD shift;
669 };
670
671 struct wined3d_shader_src_param
672 {
673     struct wined3d_shader_register reg;
674     DWORD swizzle;
675     DWORD modifiers;
676 };
677
678 struct wined3d_shader_instruction
679 {
680     const struct wined3d_shader_context *ctx;
681     enum WINED3D_SHADER_INSTRUCTION_HANDLER handler_idx;
682     DWORD flags;
683     BOOL coissue;
684     DWORD predicate;
685     UINT dst_count;
686     const struct wined3d_shader_dst_param *dst;
687     UINT src_count;
688     const struct wined3d_shader_src_param *src;
689 };
690
691 struct wined3d_shader_semantic
692 {
693     WINED3DDECLUSAGE usage;
694     UINT usage_idx;
695     WINED3DSAMPLER_TEXTURE_TYPE sampler_type;
696     struct wined3d_shader_dst_param reg;
697 };
698
699 struct wined3d_shader_attribute
700 {
701     WINED3DDECLUSAGE usage;
702     UINT usage_idx;
703 };
704
705 struct wined3d_shader_frontend
706 {
707     void *(*shader_init)(const DWORD *ptr, const struct wined3d_shader_signature *output_signature);
708     void (*shader_free)(void *data);
709     void (*shader_read_header)(void *data, const DWORD **ptr, struct wined3d_shader_version *shader_version);
710     void (*shader_read_opcode)(void *data, const DWORD **ptr, struct wined3d_shader_instruction *ins, UINT *param_size);
711     void (*shader_read_src_param)(void *data, const DWORD **ptr, struct wined3d_shader_src_param *src_param,
712             struct wined3d_shader_src_param *src_rel_addr);
713     void (*shader_read_dst_param)(void *data, const DWORD **ptr, struct wined3d_shader_dst_param *dst_param,
714             struct wined3d_shader_src_param *dst_rel_addr);
715     void (*shader_read_semantic)(const DWORD **ptr, struct wined3d_shader_semantic *semantic);
716     void (*shader_read_comment)(const DWORD **ptr, const char **comment);
717     BOOL (*shader_is_end)(void *data, const DWORD **ptr);
718 };
719
720 extern const struct wined3d_shader_frontend sm1_shader_frontend;
721 extern const struct wined3d_shader_frontend sm4_shader_frontend;
722
723 typedef void (*SHADER_HANDLER)(const struct wined3d_shader_instruction *);
724
725 struct shader_caps {
726     DWORD               VertexShaderVersion;
727     DWORD               MaxVertexShaderConst;
728
729     DWORD               PixelShaderVersion;
730     float               PixelShader1xMaxValue;
731     DWORD               MaxPixelShaderConst;
732
733     WINED3DVSHADERCAPS2_0   VS20Caps;
734     WINED3DPSHADERCAPS2_0   PS20Caps;
735
736     DWORD               MaxVShaderInstructionsExecuted;
737     DWORD               MaxPShaderInstructionsExecuted;
738     DWORD               MaxVertexShader30InstructionSlots;
739     DWORD               MaxPixelShader30InstructionSlots;
740
741     BOOL                VSClipping;
742 };
743
744 enum tex_types
745 {
746     tex_1d       = 0,
747     tex_2d       = 1,
748     tex_3d       = 2,
749     tex_cube     = 3,
750     tex_rect     = 4,
751     tex_type_count = 5,
752 };
753
754 enum vertexprocessing_mode {
755     fixedfunction,
756     vertexshader,
757     pretransformed
758 };
759
760 #define WINED3D_CONST_NUM_UNUSED ~0U
761
762 struct stb_const_desc {
763     unsigned char           texunit;
764     UINT                    const_num;
765 };
766
767 enum fogmode {
768     FOG_OFF,
769     FOG_LINEAR,
770     FOG_EXP,
771     FOG_EXP2
772 };
773
774 /* Stateblock dependent parameters which have to be hardcoded
775  * into the shader code
776  */
777 struct ps_compile_args {
778     struct color_fixup_desc     color_fixup[MAX_FRAGMENT_SAMPLERS];
779     enum vertexprocessing_mode  vp_mode;
780     enum fogmode                fog;
781     /* Projected textures(ps 1.0-1.3) */
782     /* Texture types(2D, Cube, 3D) in ps 1.x */
783     BOOL                        srgb_correction;
784     WORD                        np2_fixup;
785     /* Bitmap for NP2 texcoord fixups (16 samplers max currently).
786        D3D9 has a limit of 16 samplers and the fixup is superfluous
787        in D3D10 (unconditional NP2 support mandatory). */
788 };
789
790 enum fog_src_type {
791     VS_FOG_Z        = 0,
792     VS_FOG_COORD    = 1
793 };
794
795 struct vs_compile_args {
796     WORD                        fog_src;
797     WORD                        swizzle_map;   /* MAX_ATTRIBS, 16 */
798 };
799
800 typedef struct {
801     void (*shader_handle_instruction)(const struct wined3d_shader_instruction *);
802     void (*shader_select)(IWineD3DDevice *iface, BOOL usePS, BOOL useVS);
803     void (*shader_select_depth_blt)(IWineD3DDevice *iface, enum tex_types tex_type);
804     void (*shader_deselect_depth_blt)(IWineD3DDevice *iface);
805     void (*shader_update_float_vertex_constants)(IWineD3DDevice *iface, UINT start, UINT count);
806     void (*shader_update_float_pixel_constants)(IWineD3DDevice *iface, UINT start, UINT count);
807     void (*shader_load_constants)(IWineD3DDevice *iface, char usePS, char useVS);
808     void (*shader_load_np2fixup_constants)(IWineD3DDevice *iface, char usePS, char useVS);
809     void (*shader_destroy)(IWineD3DBaseShader *iface);
810     HRESULT (*shader_alloc_private)(IWineD3DDevice *iface);
811     void (*shader_free_private)(IWineD3DDevice *iface);
812     BOOL (*shader_dirtifyable_constants)(IWineD3DDevice *iface);
813     void (*shader_get_caps)(WINED3DDEVTYPE devtype, const WineD3D_GL_Info *gl_info, struct shader_caps *caps);
814     BOOL (*shader_color_fixup_supported)(struct color_fixup_desc fixup);
815     void (*shader_add_instruction_modifiers)(const struct wined3d_shader_instruction *ins);
816 } shader_backend_t;
817
818 extern const shader_backend_t glsl_shader_backend;
819 extern const shader_backend_t arb_program_shader_backend;
820 extern const shader_backend_t none_shader_backend;
821
822 /* X11 locking */
823
824 extern void (* CDECL wine_tsx11_lock_ptr)(void);
825 extern void (* CDECL wine_tsx11_unlock_ptr)(void);
826
827 /* As GLX relies on X, this is needed */
828 extern int num_lock;
829
830 #if 0
831 #define ENTER_GL() ++num_lock; if (num_lock > 1) FIXME("Recursive use of GL lock to: %d\n", num_lock); wine_tsx11_lock_ptr()
832 #define LEAVE_GL() if (num_lock != 1) FIXME("Recursive use of GL lock: %d\n", num_lock); --num_lock; wine_tsx11_unlock_ptr()
833 #else
834 #define ENTER_GL() wine_tsx11_lock_ptr()
835 #define LEAVE_GL() wine_tsx11_unlock_ptr()
836 #endif
837
838 /*****************************************************************************
839  * Defines
840  */
841
842 /* GL related defines */
843 /* ------------------ */
844 #define GL_SUPPORT(ExtName)           (GLINFO_LOCATION.supported[ExtName] != 0)
845 #define GL_LIMITS(ExtName)            (GLINFO_LOCATION.max_##ExtName)
846 #define GL_EXTCALL(FuncName)          (GLINFO_LOCATION.FuncName)
847 #define GL_VEND(_VendName)            (GLINFO_LOCATION.gl_vendor == VENDOR_##_VendName ? TRUE : FALSE)
848
849 #define D3DCOLOR_B_R(dw) (((dw) >> 16) & 0xFF)
850 #define D3DCOLOR_B_G(dw) (((dw) >>  8) & 0xFF)
851 #define D3DCOLOR_B_B(dw) (((dw) >>  0) & 0xFF)
852 #define D3DCOLOR_B_A(dw) (((dw) >> 24) & 0xFF)
853
854 #define D3DCOLOR_R(dw) (((float) (((dw) >> 16) & 0xFF)) / 255.0f)
855 #define D3DCOLOR_G(dw) (((float) (((dw) >>  8) & 0xFF)) / 255.0f)
856 #define D3DCOLOR_B(dw) (((float) (((dw) >>  0) & 0xFF)) / 255.0f)
857 #define D3DCOLOR_A(dw) (((float) (((dw) >> 24) & 0xFF)) / 255.0f)
858
859 #define D3DCOLORTOGLFLOAT4(dw, vec) do { \
860   (vec)[0] = D3DCOLOR_R(dw); \
861   (vec)[1] = D3DCOLOR_G(dw); \
862   (vec)[2] = D3DCOLOR_B(dw); \
863   (vec)[3] = D3DCOLOR_A(dw); \
864 } while(0)
865
866 /* DirectX Device Limits */
867 /* --------------------- */
868 #define MAX_MIP_LEVELS 32  /* Maximum number of mipmap levels. */
869 #define MAX_STREAMS  16  /* Maximum possible streams - used for fixed size arrays
870                             See MaxStreams in MSDN under GetDeviceCaps */
871 #define HIGHEST_TRANSFORMSTATE WINED3DTS_WORLDMATRIX(255) /* Highest value in WINED3DTRANSFORMSTATETYPE */
872
873 /* Checking of API calls */
874 /* --------------------- */
875 #ifndef WINE_NO_DEBUG_MSGS
876 #define checkGLcall(A)                                          \
877 do {                                                            \
878     GLint err = glGetError();                                   \
879     if (err == GL_NO_ERROR) {                                   \
880        TRACE("%s call ok %s / %d\n", A, __FILE__, __LINE__);    \
881                                                                 \
882     } else do {                                                 \
883         FIXME(">>>>>>>>>>>>>>>>> %s (%#x) from %s @ %s / %d\n", \
884             debug_glerror(err), err, A, __FILE__, __LINE__);    \
885        err = glGetError();                                      \
886     } while (err != GL_NO_ERROR);                               \
887 } while(0)
888 #else
889 #define checkGLcall(A) do {} while(0)
890 #endif
891
892 /* Trace routines / diagnostics */
893 /* ---------------------------- */
894
895 /* Dump out a matrix and copy it */
896 #define conv_mat(mat,gl_mat)                                                                \
897 do {                                                                                        \
898     TRACE("%f %f %f %f\n", (mat)->u.s._11, (mat)->u.s._12, (mat)->u.s._13, (mat)->u.s._14); \
899     TRACE("%f %f %f %f\n", (mat)->u.s._21, (mat)->u.s._22, (mat)->u.s._23, (mat)->u.s._24); \
900     TRACE("%f %f %f %f\n", (mat)->u.s._31, (mat)->u.s._32, (mat)->u.s._33, (mat)->u.s._34); \
901     TRACE("%f %f %f %f\n", (mat)->u.s._41, (mat)->u.s._42, (mat)->u.s._43, (mat)->u.s._44); \
902     memcpy(gl_mat, (mat), 16 * sizeof(float));                                              \
903 } while (0)
904
905 /* Macro to dump out the current state of the light chain */
906 #define DUMP_LIGHT_CHAIN()                    \
907 do {                                          \
908   PLIGHTINFOEL *el = This->stateBlock->lights;\
909   while (el) {                                \
910     TRACE("Light %p (glIndex %ld, d3dIndex %ld, enabled %d)\n", el, el->glIndex, el->OriginalIndex, el->lightEnabled);\
911     el = el->next;                            \
912   }                                           \
913 } while(0)
914
915 /* Trace vector and strided data information */
916 #define TRACE_VECTOR(name) TRACE( #name "=(%f, %f, %f, %f)\n", name.x, name.y, name.z, name.w);
917 #define TRACE_STRIDED(si, name) TRACE( #name "=(data:%p, stride:%d, format:%#x, vbo %d, stream %u)\n", \
918         si->elements[name].data, si->elements[name].stride, si->elements[name].format_desc->format, \
919         si->elements[name].buffer_object, si->elements[name].stream_idx);
920
921 /* Defines used for optimizations */
922
923 /*    Only reapply what is necessary */
924 #define REAPPLY_ALPHAOP  0x0001
925 #define REAPPLY_ALL      0xFFFF
926
927 /* Advance declaration of structures to satisfy compiler */
928 typedef struct IWineD3DStateBlockImpl IWineD3DStateBlockImpl;
929 typedef struct IWineD3DSurfaceImpl    IWineD3DSurfaceImpl;
930 typedef struct IWineD3DPaletteImpl    IWineD3DPaletteImpl;
931 typedef struct IWineD3DDeviceImpl     IWineD3DDeviceImpl;
932
933 /* Global variables */
934 extern const float identity[16];
935
936 /*****************************************************************************
937  * Compilable extra diagnostics
938  */
939
940 /* Trace information per-vertex: (extremely high amount of trace) */
941 #if 0 /* NOTE: Must be 0 in cvs */
942 # define VTRACE(A) TRACE A
943 #else 
944 # define VTRACE(A) 
945 #endif
946
947 /* TODO: Confirm each of these works when wined3d move completed */
948 #if 0 /* NOTE: Must be 0 in cvs */
949   /* To avoid having to get gigabytes of trace, the following can be compiled in, and at the start
950      of each frame, a check is made for the existence of C:\D3DTRACE, and if it exists d3d trace
951      is enabled, and if it doesn't exist it is disabled. */
952 # define FRAME_DEBUGGING
953   /*  Adding in the SINGLE_FRAME_DEBUGGING gives a trace of just what makes up a single frame, before
954       the file is deleted                                                                            */
955 # if 1 /* NOTE: Must be 1 in cvs, as this is mostly more useful than a trace from program start */
956 #  define SINGLE_FRAME_DEBUGGING
957 # endif  
958   /* The following, when enabled, lets you see the makeup of the frame, by drawprimitive calls.
959      It can only be enabled when FRAME_DEBUGGING is also enabled                               
960      The contents of the back buffer are written into /tmp/backbuffer_* after each primitive 
961      array is drawn.                                                                            */
962 # if 0 /* NOTE: Must be 0 in cvs, as this give a lot of ppm files when compiled in */                                                                                       
963 #  define SHOW_FRAME_MAKEUP 1
964 # endif  
965   /* The following, when enabled, lets you see the makeup of the all the textures used during each
966      of the drawprimitive calls. It can only be enabled when SHOW_FRAME_MAKEUP is also enabled.
967      The contents of the textures assigned to each stage are written into 
968      /tmp/texture_*_<Stage>.ppm after each primitive array is drawn.                            */
969 # if 0 /* NOTE: Must be 0 in cvs, as this give a lot of ppm files when compiled in */
970 #  define SHOW_TEXTURE_MAKEUP 0
971 # endif  
972 extern BOOL isOn;
973 extern BOOL isDumpingFrames;
974 extern LONG primCounter;
975 #endif
976
977 enum wined3d_ffp_idx
978 {
979     WINED3D_FFP_POSITION = 0,
980     WINED3D_FFP_BLENDWEIGHT = 1,
981     WINED3D_FFP_BLENDINDICES = 2,
982     WINED3D_FFP_NORMAL = 3,
983     WINED3D_FFP_PSIZE = 4,
984     WINED3D_FFP_DIFFUSE = 5,
985     WINED3D_FFP_SPECULAR = 6,
986     WINED3D_FFP_TEXCOORD0 = 7,
987     WINED3D_FFP_TEXCOORD1 = 8,
988     WINED3D_FFP_TEXCOORD2 = 9,
989     WINED3D_FFP_TEXCOORD3 = 10,
990     WINED3D_FFP_TEXCOORD4 = 11,
991     WINED3D_FFP_TEXCOORD5 = 12,
992     WINED3D_FFP_TEXCOORD6 = 13,
993     WINED3D_FFP_TEXCOORD7 = 14,
994 };
995
996 enum wined3d_ffp_emit_idx
997 {
998     WINED3D_FFP_EMIT_FLOAT1 = 0,
999     WINED3D_FFP_EMIT_FLOAT2 = 1,
1000     WINED3D_FFP_EMIT_FLOAT3 = 2,
1001     WINED3D_FFP_EMIT_FLOAT4 = 3,
1002     WINED3D_FFP_EMIT_D3DCOLOR = 4,
1003     WINED3D_FFP_EMIT_UBYTE4 = 5,
1004     WINED3D_FFP_EMIT_SHORT2 = 6,
1005     WINED3D_FFP_EMIT_SHORT4 = 7,
1006     WINED3D_FFP_EMIT_UBYTE4N = 8,
1007     WINED3D_FFP_EMIT_SHORT2N = 9,
1008     WINED3D_FFP_EMIT_SHORT4N = 10,
1009     WINED3D_FFP_EMIT_USHORT2N = 11,
1010     WINED3D_FFP_EMIT_USHORT4N = 12,
1011     WINED3D_FFP_EMIT_UDEC3 = 13,
1012     WINED3D_FFP_EMIT_DEC3N = 14,
1013     WINED3D_FFP_EMIT_FLOAT16_2 = 15,
1014     WINED3D_FFP_EMIT_FLOAT16_4 = 16,
1015     WINED3D_FFP_EMIT_COUNT = 17
1016 };
1017
1018 struct wined3d_stream_info_element
1019 {
1020     const struct GlPixelFormatDesc *format_desc;
1021     GLsizei stride;
1022     const BYTE *data;
1023     UINT stream_idx;
1024     GLuint buffer_object;
1025 };
1026
1027 struct wined3d_stream_info
1028 {
1029     struct wined3d_stream_info_element elements[MAX_ATTRIBS];
1030     BOOL position_transformed;
1031     WORD swizzle_map; /* MAX_ATTRIBS, 16 */
1032     WORD use_map; /* MAX_ATTRIBS, 16 */
1033 };
1034
1035 /*****************************************************************************
1036  * Prototypes
1037  */
1038
1039 /* Routine common to the draw primitive and draw indexed primitive routines */
1040 void drawPrimitive(IWineD3DDevice *iface, UINT index_count, UINT numberOfVertices,
1041         UINT start_idx, UINT idxBytes, const void *idxData, UINT minIndex);
1042 DWORD get_flexible_vertex_size(DWORD d3dvtVertexType);
1043
1044 typedef void (WINE_GLAPI *glAttribFunc)(const void *data);
1045 typedef void (WINE_GLAPI *glMultiTexCoordFunc)(GLenum unit, const void *data);
1046 extern glAttribFunc position_funcs[WINED3D_FFP_EMIT_COUNT];
1047 extern glAttribFunc diffuse_funcs[WINED3D_FFP_EMIT_COUNT];
1048 extern glAttribFunc specular_func_3ubv;
1049 extern glAttribFunc specular_funcs[WINED3D_FFP_EMIT_COUNT];
1050 extern glAttribFunc normal_funcs[WINED3D_FFP_EMIT_COUNT];
1051 extern glMultiTexCoordFunc multi_texcoord_funcs[WINED3D_FFP_EMIT_COUNT];
1052
1053 #define eps 1e-8
1054
1055 #define GET_TEXCOORD_SIZE_FROM_FVF(d3dvtVertexType, tex_num) \
1056     (((((d3dvtVertexType) >> (16 + (2 * (tex_num)))) + 1) & 0x03) + 1)
1057
1058 /* Routines and structures related to state management */
1059 typedef struct WineD3DContext WineD3DContext;
1060 typedef void (*APPLYSTATEFUNC)(DWORD state, IWineD3DStateBlockImpl *stateblock, WineD3DContext *ctx);
1061
1062 #define STATE_RENDER(a) (a)
1063 #define STATE_IS_RENDER(a) ((a) >= STATE_RENDER(1) && (a) <= STATE_RENDER(WINEHIGHEST_RENDER_STATE))
1064
1065 #define STATE_TEXTURESTAGE(stage, num) (STATE_RENDER(WINEHIGHEST_RENDER_STATE) + 1 + (stage) * (WINED3D_HIGHEST_TEXTURE_STATE + 1) + (num))
1066 #define STATE_IS_TEXTURESTAGE(a) ((a) >= STATE_TEXTURESTAGE(0, 1) && (a) <= STATE_TEXTURESTAGE(MAX_TEXTURES - 1, WINED3D_HIGHEST_TEXTURE_STATE))
1067
1068 /* + 1 because samplers start with 0 */
1069 #define STATE_SAMPLER(num) (STATE_TEXTURESTAGE(MAX_TEXTURES - 1, WINED3D_HIGHEST_TEXTURE_STATE) + 1 + (num))
1070 #define STATE_IS_SAMPLER(num) ((num) >= STATE_SAMPLER(0) && (num) <= STATE_SAMPLER(MAX_COMBINED_SAMPLERS - 1))
1071
1072 #define STATE_PIXELSHADER (STATE_SAMPLER(MAX_COMBINED_SAMPLERS - 1) + 1)
1073 #define STATE_IS_PIXELSHADER(a) ((a) == STATE_PIXELSHADER)
1074
1075 #define STATE_TRANSFORM(a) (STATE_PIXELSHADER + (a))
1076 #define STATE_IS_TRANSFORM(a) ((a) >= STATE_TRANSFORM(1) && (a) <= STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(255)))
1077
1078 #define STATE_STREAMSRC (STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(255)) + 1)
1079 #define STATE_IS_STREAMSRC(a) ((a) == STATE_STREAMSRC)
1080 #define STATE_INDEXBUFFER (STATE_STREAMSRC + 1)
1081 #define STATE_IS_INDEXBUFFER(a) ((a) == STATE_INDEXBUFFER)
1082
1083 #define STATE_VDECL (STATE_INDEXBUFFER + 1)
1084 #define STATE_IS_VDECL(a) ((a) == STATE_VDECL)
1085
1086 #define STATE_VSHADER (STATE_VDECL + 1)
1087 #define STATE_IS_VSHADER(a) ((a) == STATE_VSHADER)
1088
1089 #define STATE_VIEWPORT (STATE_VSHADER + 1)
1090 #define STATE_IS_VIEWPORT(a) ((a) == STATE_VIEWPORT)
1091
1092 #define STATE_VERTEXSHADERCONSTANT (STATE_VIEWPORT + 1)
1093 #define STATE_PIXELSHADERCONSTANT (STATE_VERTEXSHADERCONSTANT + 1)
1094 #define STATE_IS_VERTEXSHADERCONSTANT(a) ((a) == STATE_VERTEXSHADERCONSTANT)
1095 #define STATE_IS_PIXELSHADERCONSTANT(a) ((a) == STATE_PIXELSHADERCONSTANT)
1096
1097 #define STATE_ACTIVELIGHT(a) (STATE_PIXELSHADERCONSTANT + (a) + 1)
1098 #define STATE_IS_ACTIVELIGHT(a) ((a) >= STATE_ACTIVELIGHT(0) && (a) < STATE_ACTIVELIGHT(MAX_ACTIVE_LIGHTS))
1099
1100 #define STATE_SCISSORRECT (STATE_ACTIVELIGHT(MAX_ACTIVE_LIGHTS - 1) + 1)
1101 #define STATE_IS_SCISSORRECT(a) ((a) == STATE_SCISSORRECT)
1102
1103 #define STATE_CLIPPLANE(a) (STATE_SCISSORRECT + 1 + (a))
1104 #define STATE_IS_CLIPPLANE(a) ((a) >= STATE_CLIPPLANE(0) && (a) <= STATE_CLIPPLANE(MAX_CLIPPLANES - 1))
1105
1106 #define STATE_MATERIAL (STATE_CLIPPLANE(MAX_CLIPPLANES))
1107
1108 #define STATE_FRONTFACE (STATE_MATERIAL + 1)
1109
1110 #define STATE_HIGHEST (STATE_FRONTFACE)
1111
1112 struct StateEntry
1113 {
1114     DWORD               representative;
1115     APPLYSTATEFUNC      apply;
1116 };
1117
1118 struct StateEntryTemplate
1119 {
1120     DWORD               state;
1121     struct StateEntry   content;
1122     GL_SupportedExt     extension;
1123 };
1124
1125 struct fragment_caps {
1126     DWORD               PrimitiveMiscCaps;
1127
1128     DWORD               TextureOpCaps;
1129     DWORD               MaxTextureBlendStages;
1130     DWORD               MaxSimultaneousTextures;
1131 };
1132
1133 struct fragment_pipeline {
1134     void (*enable_extension)(IWineD3DDevice *iface, BOOL enable);
1135     void (*get_caps)(WINED3DDEVTYPE devtype, const WineD3D_GL_Info *gl_info, struct fragment_caps *caps);
1136     HRESULT (*alloc_private)(IWineD3DDevice *iface);
1137     void (*free_private)(IWineD3DDevice *iface);
1138     BOOL (*color_fixup_supported)(struct color_fixup_desc fixup);
1139     const struct StateEntryTemplate *states;
1140     BOOL ffp_proj_control;
1141 };
1142
1143 extern const struct StateEntryTemplate misc_state_template[];
1144 extern const struct StateEntryTemplate ffp_vertexstate_template[];
1145 extern const struct fragment_pipeline ffp_fragment_pipeline;
1146 extern const struct fragment_pipeline atifs_fragment_pipeline;
1147 extern const struct fragment_pipeline arbfp_fragment_pipeline;
1148 extern const struct fragment_pipeline nvts_fragment_pipeline;
1149 extern const struct fragment_pipeline nvrc_fragment_pipeline;
1150
1151 /* "Base" state table */
1152 HRESULT compile_state_table(struct StateEntry *StateTable, APPLYSTATEFUNC **dev_multistate_funcs,
1153         const WineD3D_GL_Info *gl_info, const struct StateEntryTemplate *vertex,
1154         const struct fragment_pipeline *fragment, const struct StateEntryTemplate *misc);
1155
1156 /* Shaders for color conversions in blits */
1157 struct blit_shader {
1158     HRESULT (*alloc_private)(IWineD3DDevice *iface);
1159     void (*free_private)(IWineD3DDevice *iface);
1160     HRESULT (*set_shader)(IWineD3DDevice *iface, const struct GlPixelFormatDesc *format_desc,
1161             GLenum textype, UINT width, UINT height);
1162     void (*unset_shader)(IWineD3DDevice *iface);
1163     BOOL (*color_fixup_supported)(struct color_fixup_desc fixup);
1164 };
1165
1166 extern const struct blit_shader ffp_blit;
1167 extern const struct blit_shader arbfp_blit;
1168
1169 enum fogsource {
1170     FOGSOURCE_FFP,
1171     FOGSOURCE_VS,
1172     FOGSOURCE_COORD,
1173 };
1174
1175 #define WINED3D_MAX_FBO_ENTRIES 64
1176
1177 /* The new context manager that should deal with onscreen and offscreen rendering */
1178 struct WineD3DContext {
1179     /* State dirtification
1180      * dirtyArray is an array that contains markers for dirty states. numDirtyEntries states are dirty, their numbers are in indices
1181      * 0...numDirtyEntries - 1. isStateDirty is a redundant copy of the dirtyArray. Technically only one of them would be needed,
1182      * 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
1183      * only numDirtyEntries array elements have to be checked, not STATE_HIGHEST states.
1184      */
1185     DWORD                   dirtyArray[STATE_HIGHEST + 1]; /* Won't get bigger than that, a state is never marked dirty 2 times */
1186     DWORD                   numDirtyEntries;
1187     DWORD                   isStateDirty[STATE_HIGHEST/32 + 1]; /* Bitmap to find out quickly if a state is dirty */
1188
1189     IWineD3DSurface         *surface;
1190     DWORD                   tid;    /* Thread ID which owns this context at the moment */
1191
1192     /* Stores some information about the context state for optimization */
1193     WORD draw_buffer_dirty : 1;
1194     WORD last_was_rhw : 1;              /* true iff last draw_primitive was in xyzrhw mode */
1195     WORD last_was_pshader : 1;
1196     WORD last_was_vshader : 1;
1197     WORD namedArraysLoaded : 1;
1198     WORD numberedArraysLoaded : 1;
1199     WORD last_was_blit : 1;
1200     WORD last_was_ckey : 1;
1201     WORD fog_coord : 1;
1202     WORD isPBuffer : 1;
1203     WORD fog_enabled : 1;
1204     WORD num_untracked_materials : 2;   /* Max value 2 */
1205     WORD padding : 3;
1206     BYTE texShaderBumpMap;              /* MAX_TEXTURES, 8 */
1207     BYTE lastWasPow2Texture;            /* MAX_TEXTURES, 8 */
1208     DWORD                   numbered_array_mask;
1209     GLenum                  tracking_parm;     /* Which source is tracking current colour         */
1210     GLenum                  untracked_materials[2];
1211     UINT                    blit_w, blit_h;
1212     enum fogsource          fog_source;
1213
1214     char                    *vshader_const_dirty, *pshader_const_dirty;
1215
1216     /* The actual opengl context */
1217     HGLRC                   glCtx;
1218     HWND                    win_handle;
1219     HDC                     hdc;
1220     HPBUFFERARB             pbuffer;
1221     GLint                   aux_buffers;
1222
1223     /* FBOs */
1224     UINT                    fbo_entry_count;
1225     struct list             fbo_list;
1226     struct fbo_entry        *current_fbo;
1227     GLuint                  src_fbo;
1228     GLuint                  dst_fbo;
1229
1230     /* Extension emulation */
1231     GLint                   gl_fog_source;
1232     GLfloat                 fog_coord_value;
1233     GLfloat                 color[4], fogstart, fogend, fogcolor[4];
1234     GLuint                  dummy_arbfp_prog;
1235 };
1236
1237 typedef enum ContextUsage {
1238     CTXUSAGE_RESOURCELOAD       = 1,    /* Only loads textures: No State is applied */
1239     CTXUSAGE_DRAWPRIM           = 2,    /* OpenGL states are set up for blitting DirectDraw surfaces */
1240     CTXUSAGE_BLIT               = 3,    /* OpenGL states are set up 3D drawing */
1241     CTXUSAGE_CLEAR              = 4,    /* Drawable and states are set up for clearing */
1242 } ContextUsage;
1243
1244 void ActivateContext(IWineD3DDeviceImpl *device, IWineD3DSurface *target, ContextUsage usage);
1245 WineD3DContext *getActiveContext(void);
1246 WineD3DContext *CreateContext(IWineD3DDeviceImpl *This, IWineD3DSurfaceImpl *target, HWND win, BOOL create_pbuffer, const WINED3DPRESENT_PARAMETERS *pPresentParms);
1247 void DestroyContext(IWineD3DDeviceImpl *This, WineD3DContext *context);
1248 void context_resource_released(IWineD3DDevice *iface, IWineD3DResource *resource, WINED3DRESOURCETYPE type);
1249 void context_bind_fbo(IWineD3DDevice *iface, GLenum target, GLuint *fbo);
1250 void context_attach_depth_stencil_fbo(IWineD3DDeviceImpl *This, GLenum fbo_target, IWineD3DSurface *depth_stencil, BOOL use_render_buffer);
1251 void context_attach_surface_fbo(IWineD3DDeviceImpl *This, GLenum fbo_target, DWORD idx, IWineD3DSurface *surface);
1252
1253 void delete_opengl_contexts(IWineD3DDevice *iface, IWineD3DSwapChain *swapchain);
1254 HRESULT create_primary_opengl_context(IWineD3DDevice *iface, IWineD3DSwapChain *swapchain);
1255
1256 /* Macros for doing basic GPU detection based on opengl capabilities */
1257 #define WINE_D3D6_CAPABLE(gl_info) (gl_info->supported[ARB_MULTITEXTURE])
1258 #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])
1259 #define WINE_D3D8_CAPABLE(gl_info) WINE_D3D7_CAPABLE(gl_info) && (gl_info->supported[ARB_MULTISAMPLE] && gl_info->supported[ARB_TEXTURE_BORDER_CLAMP])
1260 #define WINE_D3D9_CAPABLE(gl_info) WINE_D3D8_CAPABLE(gl_info) && (gl_info->supported[ARB_FRAGMENT_PROGRAM] && gl_info->supported[ARB_VERTEX_SHADER])
1261
1262 /* Default callbacks for implicit object destruction */
1263 extern ULONG WINAPI D3DCB_DefaultDestroySurface(IWineD3DSurface *pSurface);
1264
1265 extern ULONG WINAPI D3DCB_DefaultDestroyVolume(IWineD3DVolume *pSurface);
1266
1267 /*****************************************************************************
1268  * Internal representation of a light
1269  */
1270 typedef struct PLIGHTINFOEL PLIGHTINFOEL;
1271 struct PLIGHTINFOEL {
1272     WINED3DLIGHT OriginalParms; /* Note D3D8LIGHT == D3D9LIGHT */
1273     DWORD        OriginalIndex;
1274     LONG         glIndex;
1275     BOOL         changed;
1276     BOOL         enabledChanged;
1277     BOOL         enabled;
1278
1279     /* Converted parms to speed up swapping lights */
1280     float                         lightPosn[4];
1281     float                         lightDirn[4];
1282     float                         exponent;
1283     float                         cutoff;
1284
1285     struct list entry;
1286 };
1287
1288 /* The default light parameters */
1289 extern const WINED3DLIGHT WINED3D_default_light;
1290
1291 typedef struct WineD3D_PixelFormat
1292 {
1293     int iPixelFormat; /* WGL pixel format */
1294     int iPixelType; /* WGL pixel type e.g. WGL_TYPE_RGBA_ARB, WGL_TYPE_RGBA_FLOAT_ARB or WGL_TYPE_COLORINDEX_ARB */
1295     int redSize, greenSize, blueSize, alphaSize;
1296     int depthSize, stencilSize;
1297     BOOL windowDrawable;
1298     BOOL pbufferDrawable;
1299     BOOL doubleBuffer;
1300     int auxBuffers;
1301     int numSamples;
1302 } WineD3D_PixelFormat;
1303
1304 /* The adapter structure */
1305 struct WineD3DAdapter
1306 {
1307     UINT                    num;
1308     BOOL                    opengl;
1309     POINT                   monitorPoint;
1310     WineD3D_GL_Info         gl_info;
1311     const char              *driver;
1312     const char              *description;
1313     WCHAR                   DeviceName[CCHDEVICENAME]; /* DeviceName for use with e.g. ChangeDisplaySettings */
1314     int                     nCfgs;
1315     WineD3D_PixelFormat     *cfgs;
1316     BOOL                    brokenStencil; /* Set on cards which only offer mixed depth+stencil */
1317     unsigned int            TextureRam; /* Amount of texture memory both video ram + AGP/TurboCache/HyperMemory/.. */
1318     unsigned int            UsedTextureRam;
1319 };
1320
1321 extern BOOL initPixelFormats(WineD3D_GL_Info *gl_info);
1322 BOOL initPixelFormatsNoGL(WineD3D_GL_Info *gl_info);
1323 extern long WineD3DAdapterChangeGLRam(IWineD3DDeviceImpl *D3DDevice, long glram);
1324 extern void add_gl_compat_wrappers(WineD3D_GL_Info *gl_info);
1325
1326 /*****************************************************************************
1327  * High order patch management
1328  */
1329 struct WineD3DRectPatch
1330 {
1331     UINT                            Handle;
1332     float                          *mem;
1333     WineDirect3DVertexStridedData   strided;
1334     WINED3DRECTPATCH_INFO           RectPatchInfo;
1335     float                           numSegs[4];
1336     char                            has_normals, has_texcoords;
1337     struct list                     entry;
1338 };
1339
1340 HRESULT tesselate_rectpatch(IWineD3DDeviceImpl *This, struct WineD3DRectPatch *patch);
1341
1342 enum projection_types
1343 {
1344     proj_none    = 0,
1345     proj_count3  = 1,
1346     proj_count4  = 2
1347 };
1348
1349 enum dst_arg
1350 {
1351     resultreg    = 0,
1352     tempreg      = 1
1353 };
1354
1355 /*****************************************************************************
1356  * Fixed function pipeline replacements
1357  */
1358 #define ARG_UNUSED          0xff
1359 struct texture_stage_op
1360 {
1361     unsigned                cop : 8;
1362     unsigned                carg1 : 8;
1363     unsigned                carg2 : 8;
1364     unsigned                carg0 : 8;
1365
1366     unsigned                aop : 8;
1367     unsigned                aarg1 : 8;
1368     unsigned                aarg2 : 8;
1369     unsigned                aarg0 : 8;
1370
1371     struct color_fixup_desc color_fixup;
1372     unsigned                tex_type : 3;
1373     unsigned                dst : 1;
1374     unsigned                projected : 2;
1375     unsigned                padding : 10;
1376 };
1377
1378 struct ffp_frag_settings {
1379     struct texture_stage_op     op[MAX_TEXTURES];
1380     enum fogmode fog;
1381     /* Use an int instead of a char to get dword alignment */
1382     unsigned int sRGB_write;
1383 };
1384
1385 struct ffp_frag_desc
1386 {
1387     struct ffp_frag_settings    settings;
1388 };
1389
1390 void gen_ffp_frag_op(IWineD3DStateBlockImpl *stateblock, struct ffp_frag_settings *settings, BOOL ignore_textype);
1391 const struct ffp_frag_desc *find_ffp_frag_shader(const struct hash_table_t *fragment_shaders,
1392         const struct ffp_frag_settings *settings);
1393 void add_ffp_frag_shader(struct hash_table_t *shaders, struct ffp_frag_desc *desc);
1394 BOOL ffp_frag_program_key_compare(const void *keya, const void *keyb);
1395 unsigned int ffp_frag_program_key_hash(const void *key);
1396
1397 /*****************************************************************************
1398  * IWineD3D implementation structure
1399  */
1400 typedef struct IWineD3DImpl
1401 {
1402     /* IUnknown fields */
1403     const IWineD3DVtbl     *lpVtbl;
1404     LONG                    ref;     /* Note: Ref counting not required */
1405
1406     /* WineD3D Information */
1407     IUnknown               *parent;
1408     UINT                    dxVersion;
1409
1410     UINT adapter_count;
1411     struct WineD3DAdapter adapters[1];
1412 } IWineD3DImpl;
1413
1414 extern const IWineD3DVtbl IWineD3D_Vtbl;
1415
1416 BOOL InitAdapters(IWineD3DImpl *This);
1417
1418 /* TODO: setup some flags in the registry to enable, disable pbuffer support
1419 (since it will break quite a few things until contexts are managed properly!) */
1420 extern BOOL pbuffer_support;
1421 /* allocate one pbuffer per surface */
1422 extern BOOL pbuffer_per_surface;
1423
1424 /* A helper function that dumps a resource list */
1425 void dumpResources(struct list *list);
1426
1427 /*****************************************************************************
1428  * IWineD3DDevice implementation structure
1429  */
1430 #define WINED3D_UNMAPPED_STAGE ~0U
1431
1432 /* Multithreaded flag. Removed from the public header to signal that IWineD3D::CreateDevice ignores it */
1433 #define WINED3DCREATE_MULTITHREADED 0x00000004
1434
1435 struct IWineD3DDeviceImpl
1436 {
1437     /* IUnknown fields      */
1438     const IWineD3DDeviceVtbl *lpVtbl;
1439     LONG                    ref;     /* Note: Ref counting not required */
1440
1441     /* WineD3D Information  */
1442     IUnknown               *parent;
1443     IWineD3DDeviceParent   *device_parent;
1444     IWineD3D               *wineD3D;
1445     struct WineD3DAdapter  *adapter;
1446
1447     /* Window styles to restore when switching fullscreen mode */
1448     LONG                    style;
1449     LONG                    exStyle;
1450
1451     /* X and GL Information */
1452     GLint                   maxConcurrentLights;
1453     GLenum                  offscreenBuffer;
1454
1455     /* Selected capabilities */
1456     int vs_selected_mode;
1457     int ps_selected_mode;
1458     const shader_backend_t *shader_backend;
1459     void *shader_priv;
1460     void *fragment_priv;
1461     void *blit_priv;
1462     struct StateEntry StateTable[STATE_HIGHEST + 1];
1463     /* Array of functions for states which are handled by more than one pipeline part */
1464     APPLYSTATEFUNC *multistate_funcs[STATE_HIGHEST + 1];
1465     const struct fragment_pipeline *frag_pipe;
1466     const struct blit_shader *blitter;
1467
1468     unsigned int max_ffp_textures, max_ffp_texture_stages;
1469     DWORD d3d_vshader_constantF, d3d_pshader_constantF; /* Advertised d3d caps, not GL ones */
1470     DWORD vs_clipping;
1471
1472     WORD view_ident : 1;                /* true iff view matrix is identity */
1473     WORD untransformed : 1;
1474     WORD vertexBlendUsed : 1;           /* To avoid needless setting of the blend matrices */
1475     WORD isRecordingState : 1;
1476     WORD isInDraw : 1;
1477     WORD render_offscreen : 1;
1478     WORD bCursorVisible : 1;
1479     WORD haveHardwareCursor : 1;
1480     WORD d3d_initialized : 1;
1481     WORD inScene : 1;                   /* A flag to check for proper BeginScene / EndScene call pairs */
1482     WORD softwareVertexProcessing : 1;  /* process vertex shaders using software or hardware */
1483     WORD useDrawStridedSlow : 1;
1484     WORD instancedDraw : 1;
1485     WORD padding : 3;
1486
1487     BYTE fixed_function_usage_map;      /* MAX_TEXTURES, 8 */
1488
1489 #define DDRAW_PITCH_ALIGNMENT 8
1490 #define D3D8_PITCH_ALIGNMENT 4
1491     unsigned char           surface_alignment; /* Line Alignment of surfaces                      */
1492
1493     /* State block related */
1494     IWineD3DStateBlockImpl *stateBlock;
1495     IWineD3DStateBlockImpl *updateStateBlock;
1496
1497     /* Internal use fields  */
1498     WINED3DDEVICE_CREATION_PARAMETERS createParms;
1499     UINT                            adapterNo;
1500     WINED3DDEVTYPE                  devType;
1501
1502     IWineD3DSwapChain     **swapchains;
1503     UINT                    NumberOfSwapChains;
1504
1505     struct list             resources; /* a linked list to track resources created by the device */
1506     struct list             shaders;   /* a linked list to track shaders (pixel and vertex)      */
1507     unsigned int            highest_dirty_ps_const, highest_dirty_vs_const;
1508
1509     /* Render Target Support */
1510     IWineD3DSurface       **render_targets;
1511     IWineD3DSurface        *auto_depth_stencil_buffer;
1512     IWineD3DSurface        *stencilBufferTarget;
1513
1514     /* Caches to avoid unneeded context changes */
1515     IWineD3DSurface        *lastActiveRenderTarget;
1516     IWineD3DSwapChain      *lastActiveSwapChain;
1517
1518     /* palettes texture management */
1519     UINT                    NumberOfPalettes;
1520     PALETTEENTRY            **palettes;
1521     UINT                    currentPalette;
1522     UINT                    paletteConversionShader;
1523
1524     /* For rendering to a texture using glCopyTexImage */
1525     GLenum                  *draw_buffers;
1526     GLuint                  depth_blt_texture;
1527     GLuint                  depth_blt_rb;
1528     UINT                    depth_blt_rb_w;
1529     UINT                    depth_blt_rb_h;
1530
1531     /* Cursor management */
1532     UINT                    xHotSpot;
1533     UINT                    yHotSpot;
1534     UINT                    xScreenSpace;
1535     UINT                    yScreenSpace;
1536     UINT                    cursorWidth, cursorHeight;
1537     GLuint                  cursorTexture;
1538     HCURSOR                 hardwareCursor;
1539
1540     /* The Wine logo surface */
1541     IWineD3DSurface        *logo_surface;
1542
1543     /* Textures for when no other textures are mapped */
1544     UINT                          dummyTextureName[MAX_TEXTURES];
1545
1546     /* Device state management */
1547     HRESULT                 state;
1548
1549     /* DirectDraw stuff */
1550     DWORD ddraw_width, ddraw_height;
1551     WINED3DFORMAT ddraw_format;
1552
1553     /* Final position fixup constant */
1554     float                       posFixup[4];
1555
1556     /* With register combiners we can skip junk texture stages */
1557     DWORD                     texUnitMap[MAX_COMBINED_SAMPLERS];
1558     DWORD                     rev_tex_unit_map[MAX_COMBINED_SAMPLERS];
1559
1560     /* Stream source management */
1561     struct wined3d_stream_info strided_streams;
1562     const WineDirect3DVertexStridedData *up_strided;
1563
1564     /* Context management */
1565     WineD3DContext          **contexts;                  /* Dynamic array containing pointers to context structures */
1566     WineD3DContext          *activeContext;
1567     DWORD                   lastThread;
1568     UINT                    numContexts;
1569     WineD3DContext          *pbufferContext;             /* The context that has a pbuffer as drawable */
1570     DWORD                   pbufferWidth, pbufferHeight; /* Size of the buffer drawable */
1571
1572     /* High level patch management */
1573 #define PATCHMAP_SIZE 43
1574 #define PATCHMAP_HASHFUNC(x) ((x) % PATCHMAP_SIZE) /* Primitive and simple function */
1575     struct list             patches[PATCHMAP_SIZE];
1576     struct WineD3DRectPatch *currentPatch;
1577 };
1578
1579 extern const IWineD3DDeviceVtbl IWineD3DDevice_Vtbl;
1580
1581 void device_resource_add(IWineD3DDeviceImpl *This, IWineD3DResource *resource);
1582 void device_resource_released(IWineD3DDeviceImpl *This, IWineD3DResource *resource);
1583 void device_stream_info_from_declaration(IWineD3DDeviceImpl *This,
1584         BOOL use_vshader, struct wined3d_stream_info *stream_info, BOOL *fixup);
1585 void device_stream_info_from_strided(IWineD3DDeviceImpl *This,
1586         const struct WineDirect3DVertexStridedData *strided, struct wined3d_stream_info *stream_info);
1587 HRESULT IWineD3DDeviceImpl_ClearSurface(IWineD3DDeviceImpl *This,  IWineD3DSurfaceImpl *target, DWORD Count,
1588                                         CONST WINED3DRECT* pRects, DWORD Flags, WINED3DCOLOR Color,
1589                                         float Z, DWORD Stencil);
1590 void IWineD3DDeviceImpl_FindTexUnitMap(IWineD3DDeviceImpl *This);
1591 void IWineD3DDeviceImpl_MarkStateDirty(IWineD3DDeviceImpl *This, DWORD state);
1592 static inline BOOL isStateDirty(WineD3DContext *context, DWORD state) {
1593     DWORD idx = state >> 5;
1594     BYTE shift = state & 0x1f;
1595     return context->isStateDirty[idx] & (1 << shift);
1596 }
1597
1598 /* Support for IWineD3DResource ::Set/Get/FreePrivateData. */
1599 typedef struct PrivateData
1600 {
1601     struct list entry;
1602
1603     GUID tag;
1604     DWORD flags; /* DDSPD_* */
1605
1606     union
1607     {
1608         LPVOID data;
1609         LPUNKNOWN object;
1610     } ptr;
1611
1612     DWORD size;
1613 } PrivateData;
1614
1615 /*****************************************************************************
1616  * IWineD3DResource implementation structure
1617  */
1618 typedef struct IWineD3DResourceClass
1619 {
1620     /* IUnknown fields */
1621     LONG                    ref;     /* Note: Ref counting not required */
1622
1623     /* WineD3DResource Information */
1624     IUnknown               *parent;
1625     WINED3DRESOURCETYPE     resourceType;
1626     IWineD3DDeviceImpl     *wineD3DDevice;
1627     WINED3DPOOL             pool;
1628     UINT                    size;
1629     DWORD                   usage;
1630     const struct GlPixelFormatDesc *format_desc;
1631     DWORD                   priority;
1632     BYTE                   *allocatedMemory; /* Pointer to the real data location */
1633     BYTE                   *heapMemory; /* Pointer to the HeapAlloced block of memory */
1634     struct list             privateData;
1635     struct list             resource_list_entry;
1636
1637 } IWineD3DResourceClass;
1638
1639 typedef struct IWineD3DResourceImpl
1640 {
1641     /* IUnknown & WineD3DResource Information     */
1642     const IWineD3DResourceVtbl *lpVtbl;
1643     IWineD3DResourceClass   resource;
1644 } IWineD3DResourceImpl;
1645
1646 void resource_cleanup(IWineD3DResource *iface);
1647 HRESULT resource_free_private_data(IWineD3DResource *iface, REFGUID guid);
1648 HRESULT resource_get_device(IWineD3DResource *iface, IWineD3DDevice **device);
1649 HRESULT resource_get_parent(IWineD3DResource *iface, IUnknown **parent);
1650 DWORD resource_get_priority(IWineD3DResource *iface);
1651 HRESULT resource_get_private_data(IWineD3DResource *iface, REFGUID guid,
1652         void *data, DWORD *data_size);
1653 HRESULT resource_init(IWineD3DResource *iface, WINED3DRESOURCETYPE resource_type,
1654         IWineD3DDeviceImpl *device, UINT size, DWORD usage, const struct GlPixelFormatDesc *format_desc,
1655         WINED3DPOOL pool, IUnknown *parent);
1656 WINED3DRESOURCETYPE resource_get_type(IWineD3DResource *iface);
1657 DWORD resource_set_priority(IWineD3DResource *iface, DWORD new_priority);
1658 HRESULT resource_set_private_data(IWineD3DResource *iface, REFGUID guid,
1659         const void *data, DWORD data_size, DWORD flags);
1660
1661 /* Tests show that the start address of resources is 32 byte aligned */
1662 #define RESOURCE_ALIGNMENT 32
1663
1664 /*****************************************************************************
1665  * IWineD3DBaseTexture D3D- > openGL state map lookups
1666  */
1667
1668 typedef enum winetexturestates {
1669     WINED3DTEXSTA_ADDRESSU       = 0,
1670     WINED3DTEXSTA_ADDRESSV       = 1,
1671     WINED3DTEXSTA_ADDRESSW       = 2,
1672     WINED3DTEXSTA_BORDERCOLOR    = 3,
1673     WINED3DTEXSTA_MAGFILTER      = 4,
1674     WINED3DTEXSTA_MINFILTER      = 5,
1675     WINED3DTEXSTA_MIPFILTER      = 6,
1676     WINED3DTEXSTA_MAXMIPLEVEL    = 7,
1677     WINED3DTEXSTA_MAXANISOTROPY  = 8,
1678     WINED3DTEXSTA_SRGBTEXTURE    = 9,
1679     WINED3DTEXSTA_ELEMENTINDEX   = 10,
1680     WINED3DTEXSTA_DMAPOFFSET     = 11,
1681     WINED3DTEXSTA_TSSADDRESSW    = 12,
1682     MAX_WINETEXTURESTATES        = 13,
1683 } winetexturestates;
1684
1685 enum WINED3DSRGB
1686 {
1687     SRGB_ANY                                = 0,    /* Uses the cached value(e.g. external calls) */
1688     SRGB_RGB                                = 1,    /* Loads the rgb texture */
1689     SRGB_SRGB                               = 2,    /* Loads the srgb texture */
1690     SRGB_BOTH                               = 3,    /* Loads both textures */
1691 };
1692
1693 /*****************************************************************************
1694  * IWineD3DBaseTexture implementation structure (extends IWineD3DResourceImpl)
1695  */
1696 typedef struct IWineD3DBaseTextureClass
1697 {
1698     DWORD                   states[MAX_WINETEXTURESTATES];
1699     DWORD                   srgbstates[MAX_WINETEXTURESTATES];
1700     UINT                    levels;
1701     BOOL                    dirty, srgbDirty;
1702     UINT                    textureName, srgbTextureName;
1703     float                   pow2Matrix[16];
1704     UINT                    LOD;
1705     WINED3DTEXTUREFILTERTYPE filterType;
1706     LONG                    bindCount;
1707     DWORD                   sampler;
1708     BOOL                    is_srgb;
1709     BOOL                    pow2Matrix_identity;
1710     const struct min_lookup *minMipLookup;
1711     const GLenum            *magLookup;
1712     void                    (*internal_preload)(IWineD3DBaseTexture *iface, enum WINED3DSRGB srgb);
1713 } IWineD3DBaseTextureClass;
1714
1715 void texture_internal_preload(IWineD3DBaseTexture *iface, enum WINED3DSRGB srgb);
1716 void cubetexture_internal_preload(IWineD3DBaseTexture *iface, enum WINED3DSRGB srgb);
1717 void volumetexture_internal_preload(IWineD3DBaseTexture *iface, enum WINED3DSRGB srgb);
1718 void surface_internal_preload(IWineD3DSurface *iface, enum WINED3DSRGB srgb);
1719
1720 typedef struct IWineD3DBaseTextureImpl
1721 {
1722     /* IUnknown & WineD3DResource Information     */
1723     const IWineD3DBaseTextureVtbl *lpVtbl;
1724     IWineD3DResourceClass     resource;
1725     IWineD3DBaseTextureClass  baseTexture;
1726
1727 } IWineD3DBaseTextureImpl;
1728
1729 void basetexture_apply_state_changes(IWineD3DBaseTexture *iface,
1730         const DWORD texture_states[WINED3D_HIGHEST_TEXTURE_STATE + 1],
1731         const DWORD sampler_states[WINED3D_HIGHEST_SAMPLER_STATE + 1]);
1732 HRESULT basetexture_bind(IWineD3DBaseTexture *iface, BOOL srgb, BOOL *set_surface_desc);
1733 void basetexture_cleanup(IWineD3DBaseTexture *iface);
1734 void basetexture_generate_mipmaps(IWineD3DBaseTexture *iface);
1735 WINED3DTEXTUREFILTERTYPE basetexture_get_autogen_filter_type(IWineD3DBaseTexture *iface);
1736 BOOL basetexture_get_dirty(IWineD3DBaseTexture *iface);
1737 DWORD basetexture_get_level_count(IWineD3DBaseTexture *iface);
1738 DWORD basetexture_get_lod(IWineD3DBaseTexture *iface);
1739 void basetexture_init(struct IWineD3DBaseTextureClass *texture, UINT levels, DWORD usage);
1740 HRESULT basetexture_set_autogen_filter_type(IWineD3DBaseTexture *iface, WINED3DTEXTUREFILTERTYPE filter_type);
1741 BOOL basetexture_set_dirty(IWineD3DBaseTexture *iface, BOOL dirty);
1742 DWORD basetexture_set_lod(IWineD3DBaseTexture *iface, DWORD new_lod);
1743 void basetexture_unload(IWineD3DBaseTexture *iface);
1744 static inline void basetexture_setsrgbcache(IWineD3DBaseTexture *iface, BOOL srgb) {
1745     IWineD3DBaseTextureImpl *This = (IWineD3DBaseTextureImpl *)iface;
1746     This->baseTexture.is_srgb = srgb;
1747 }
1748
1749 /*****************************************************************************
1750  * IWineD3DTexture implementation structure (extends IWineD3DBaseTextureImpl)
1751  */
1752 typedef struct IWineD3DTextureImpl
1753 {
1754     /* IUnknown & WineD3DResource/WineD3DBaseTexture Information     */
1755     const IWineD3DTextureVtbl *lpVtbl;
1756     IWineD3DResourceClass     resource;
1757     IWineD3DBaseTextureClass  baseTexture;
1758
1759     /* IWineD3DTexture */
1760     IWineD3DSurface          *surfaces[MAX_MIP_LEVELS];
1761     UINT                      target;
1762     BOOL                      cond_np2;
1763
1764 } IWineD3DTextureImpl;
1765
1766 extern const IWineD3DTextureVtbl IWineD3DTexture_Vtbl;
1767
1768 /*****************************************************************************
1769  * IWineD3DCubeTexture implementation structure (extends IWineD3DBaseTextureImpl)
1770  */
1771 typedef struct IWineD3DCubeTextureImpl
1772 {
1773     /* IUnknown & WineD3DResource/WineD3DBaseTexture Information     */
1774     const IWineD3DCubeTextureVtbl *lpVtbl;
1775     IWineD3DResourceClass     resource;
1776     IWineD3DBaseTextureClass  baseTexture;
1777
1778     /* IWineD3DCubeTexture */
1779     IWineD3DSurface          *surfaces[6][MAX_MIP_LEVELS];
1780 } IWineD3DCubeTextureImpl;
1781
1782 extern const IWineD3DCubeTextureVtbl IWineD3DCubeTexture_Vtbl;
1783
1784 typedef struct _WINED3DVOLUMET_DESC
1785 {
1786     UINT                    Width;
1787     UINT                    Height;
1788     UINT                    Depth;
1789 } WINED3DVOLUMET_DESC;
1790
1791 /*****************************************************************************
1792  * IWineD3DVolume implementation structure (extends IUnknown)
1793  */
1794 typedef struct IWineD3DVolumeImpl
1795 {
1796     /* IUnknown & WineD3DResource fields */
1797     const IWineD3DVolumeVtbl  *lpVtbl;
1798     IWineD3DResourceClass      resource;
1799
1800     /* WineD3DVolume Information */
1801     WINED3DVOLUMET_DESC      currentDesc;
1802     IWineD3DBase            *container;
1803     BOOL                    lockable;
1804     BOOL                    locked;
1805     WINED3DBOX              lockedBox;
1806     WINED3DBOX              dirtyBox;
1807     BOOL                    dirty;
1808 } IWineD3DVolumeImpl;
1809
1810 extern const IWineD3DVolumeVtbl IWineD3DVolume_Vtbl;
1811
1812 void volume_add_dirty_box(IWineD3DVolume *iface, const WINED3DBOX *dirty_box);
1813
1814 /*****************************************************************************
1815  * IWineD3DVolumeTexture implementation structure (extends IWineD3DBaseTextureImpl)
1816  */
1817 typedef struct IWineD3DVolumeTextureImpl
1818 {
1819     /* IUnknown & WineD3DResource/WineD3DBaseTexture Information     */
1820     const IWineD3DVolumeTextureVtbl *lpVtbl;
1821     IWineD3DResourceClass     resource;
1822     IWineD3DBaseTextureClass  baseTexture;
1823
1824     /* IWineD3DVolumeTexture */
1825     IWineD3DVolume           *volumes[MAX_MIP_LEVELS];
1826 } IWineD3DVolumeTextureImpl;
1827
1828 extern const IWineD3DVolumeTextureVtbl IWineD3DVolumeTexture_Vtbl;
1829
1830 typedef struct _WINED3DSURFACET_DESC
1831 {
1832     WINED3DMULTISAMPLE_TYPE MultiSampleType;
1833     DWORD                   MultiSampleQuality;
1834     UINT                    Width;
1835     UINT                    Height;
1836 } WINED3DSURFACET_DESC;
1837
1838 /*****************************************************************************
1839  * Structure for DIB Surfaces (GetDC and GDI surfaces)
1840  */
1841 typedef struct wineD3DSurface_DIB {
1842     HBITMAP DIBsection;
1843     void* bitmap_data;
1844     UINT bitmap_size;
1845     HGDIOBJ holdbitmap;
1846     BOOL client_memory;
1847 } wineD3DSurface_DIB;
1848
1849 typedef struct {
1850     struct list entry;
1851     GLuint id;
1852     UINT width;
1853     UINT height;
1854 } renderbuffer_entry_t;
1855
1856 struct fbo_entry
1857 {
1858     struct list entry;
1859     IWineD3DSurface **render_targets;
1860     IWineD3DSurface *depth_stencil;
1861     BOOL attached;
1862     GLuint id;
1863 };
1864
1865 /*****************************************************************************
1866  * IWineD3DClipp implementation structure
1867  */
1868 typedef struct IWineD3DClipperImpl
1869 {
1870     const IWineD3DClipperVtbl *lpVtbl;
1871     LONG ref;
1872
1873     IUnknown *Parent;
1874     HWND hWnd;
1875 } IWineD3DClipperImpl;
1876
1877
1878 /*****************************************************************************
1879  * IWineD3DSurface implementation structure
1880  */
1881 struct IWineD3DSurfaceImpl
1882 {
1883     /* IUnknown & IWineD3DResource Information     */
1884     const IWineD3DSurfaceVtbl *lpVtbl;
1885     IWineD3DResourceClass     resource;
1886
1887     /* IWineD3DSurface fields */
1888     IWineD3DBase              *container;
1889     WINED3DSURFACET_DESC      currentDesc;
1890     IWineD3DPaletteImpl       *palette; /* D3D7 style palette handling */
1891     PALETTEENTRY              *palette9; /* D3D8/9 style palette handling */
1892
1893     /* TODO: move this off into a management class(maybe!) */
1894     DWORD                      Flags;
1895
1896     UINT                      pow2Width;
1897     UINT                      pow2Height;
1898
1899     /* A method to retrieve the drawable size. Not in the Vtable to make it changeable */
1900     void (*get_drawable_size)(IWineD3DSurfaceImpl *This, UINT *width, UINT *height);
1901
1902     /* Oversized texture */
1903     RECT                      glRect;
1904
1905     /* PBO */
1906     GLuint                    pbo;
1907
1908     RECT                      lockedRect;
1909     RECT                      dirtyRect;
1910     int                       lockCount;
1911 #define MAXLOCKCOUNT          50 /* After this amount of locks do not free the sysmem copy */
1912
1913     glDescriptor              glDescription;
1914
1915     /* For GetDC */
1916     wineD3DSurface_DIB        dib;
1917     HDC                       hDC;
1918
1919     /* Color keys for DDraw */
1920     WINEDDCOLORKEY            DestBltCKey;
1921     WINEDDCOLORKEY            DestOverlayCKey;
1922     WINEDDCOLORKEY            SrcOverlayCKey;
1923     WINEDDCOLORKEY            SrcBltCKey;
1924     DWORD                     CKeyFlags;
1925
1926     WINEDDCOLORKEY            glCKey;
1927
1928     struct list               renderbuffers;
1929     renderbuffer_entry_t      *current_renderbuffer;
1930
1931     /* DirectDraw clippers */
1932     IWineD3DClipper           *clipper;
1933
1934     /* DirectDraw Overlay handling */
1935     RECT                      overlay_srcrect;
1936     RECT                      overlay_destrect;
1937     IWineD3DSurfaceImpl       *overlay_dest;
1938     struct list               overlays;
1939     struct list               overlay_entry;
1940 };
1941
1942 extern const IWineD3DSurfaceVtbl IWineD3DSurface_Vtbl;
1943 extern const IWineD3DSurfaceVtbl IWineGDISurface_Vtbl;
1944
1945 /* Predeclare the shared Surface functions */
1946 HRESULT WINAPI IWineD3DBaseSurfaceImpl_QueryInterface(IWineD3DSurface *iface, REFIID riid, LPVOID *ppobj);
1947 ULONG WINAPI IWineD3DBaseSurfaceImpl_AddRef(IWineD3DSurface *iface);
1948 HRESULT WINAPI IWineD3DBaseSurfaceImpl_GetParent(IWineD3DSurface *iface, IUnknown **pParent);
1949 HRESULT WINAPI IWineD3DBaseSurfaceImpl_GetDevice(IWineD3DSurface *iface, IWineD3DDevice** ppDevice);
1950 HRESULT WINAPI IWineD3DBaseSurfaceImpl_SetPrivateData(IWineD3DSurface *iface, REFGUID refguid, CONST void* pData, DWORD SizeOfData, DWORD Flags);
1951 HRESULT WINAPI IWineD3DBaseSurfaceImpl_GetPrivateData(IWineD3DSurface *iface, REFGUID refguid, void* pData, DWORD* pSizeOfData);
1952 HRESULT WINAPI IWineD3DBaseSurfaceImpl_FreePrivateData(IWineD3DSurface *iface, REFGUID refguid);
1953 DWORD   WINAPI IWineD3DBaseSurfaceImpl_SetPriority(IWineD3DSurface *iface, DWORD PriorityNew);
1954 DWORD   WINAPI IWineD3DBaseSurfaceImpl_GetPriority(IWineD3DSurface *iface);
1955 WINED3DRESOURCETYPE WINAPI IWineD3DBaseSurfaceImpl_GetType(IWineD3DSurface *iface);
1956 HRESULT WINAPI IWineD3DBaseSurfaceImpl_GetContainer(IWineD3DSurface* iface, REFIID riid, void** ppContainer);
1957 HRESULT WINAPI IWineD3DBaseSurfaceImpl_GetDesc(IWineD3DSurface *iface, WINED3DSURFACE_DESC *pDesc);
1958 HRESULT WINAPI IWineD3DBaseSurfaceImpl_GetBltStatus(IWineD3DSurface *iface, DWORD Flags);
1959 HRESULT WINAPI IWineD3DBaseSurfaceImpl_GetFlipStatus(IWineD3DSurface *iface, DWORD Flags);
1960 HRESULT WINAPI IWineD3DBaseSurfaceImpl_IsLost(IWineD3DSurface *iface);
1961 HRESULT WINAPI IWineD3DBaseSurfaceImpl_Restore(IWineD3DSurface *iface);
1962 HRESULT WINAPI IWineD3DBaseSurfaceImpl_GetPalette(IWineD3DSurface *iface, IWineD3DPalette **Pal);
1963 HRESULT WINAPI IWineD3DBaseSurfaceImpl_SetPalette(IWineD3DSurface *iface, IWineD3DPalette *Pal);
1964 HRESULT WINAPI IWineD3DBaseSurfaceImpl_SetColorKey(IWineD3DSurface *iface, DWORD Flags, const WINEDDCOLORKEY *CKey);
1965 HRESULT WINAPI IWineD3DBaseSurfaceImpl_SetContainer(IWineD3DSurface *iface, IWineD3DBase *container);
1966 DWORD WINAPI IWineD3DBaseSurfaceImpl_GetPitch(IWineD3DSurface *iface);
1967 HRESULT WINAPI IWineD3DBaseSurfaceImpl_RealizePalette(IWineD3DSurface *iface);
1968 HRESULT WINAPI IWineD3DBaseSurfaceImpl_SetOverlayPosition(IWineD3DSurface *iface, LONG X, LONG Y);
1969 HRESULT WINAPI IWineD3DBaseSurfaceImpl_GetOverlayPosition(IWineD3DSurface *iface, LONG *X, LONG *Y);
1970 HRESULT WINAPI IWineD3DBaseSurfaceImpl_UpdateOverlayZOrder(IWineD3DSurface *iface, DWORD Flags, IWineD3DSurface *Ref);
1971 HRESULT WINAPI IWineD3DBaseSurfaceImpl_UpdateOverlay(IWineD3DSurface *iface, const RECT *SrcRect,
1972         IWineD3DSurface *DstSurface, const RECT *DstRect, DWORD Flags, const WINEDDOVERLAYFX *FX);
1973 HRESULT WINAPI IWineD3DBaseSurfaceImpl_SetClipper(IWineD3DSurface *iface, IWineD3DClipper *clipper);
1974 HRESULT WINAPI IWineD3DBaseSurfaceImpl_GetClipper(IWineD3DSurface *iface, IWineD3DClipper **clipper);
1975 HRESULT WINAPI IWineD3DBaseSurfaceImpl_SetFormat(IWineD3DSurface *iface, WINED3DFORMAT format);
1976 HRESULT IWineD3DBaseSurfaceImpl_CreateDIBSection(IWineD3DSurface *iface);
1977 HRESULT WINAPI IWineD3DBaseSurfaceImpl_Blt(IWineD3DSurface *iface, const RECT *DestRect, IWineD3DSurface *SrcSurface,
1978         const RECT *SrcRect, DWORD Flags, const WINEDDBLTFX *DDBltFx, WINED3DTEXTUREFILTERTYPE Filter);
1979 HRESULT WINAPI IWineD3DBaseSurfaceImpl_BltFast(IWineD3DSurface *iface, DWORD dstx, DWORD dsty,
1980         IWineD3DSurface *Source, const RECT *rsrc, DWORD trans);
1981 HRESULT WINAPI IWineD3DBaseSurfaceImpl_LockRect(IWineD3DSurface *iface, WINED3DLOCKED_RECT* pLockedRect, CONST RECT* pRect, DWORD Flags);
1982 void WINAPI IWineD3DBaseSurfaceImpl_BindTexture(IWineD3DSurface *iface, BOOL srgb);
1983 const void *WINAPI IWineD3DBaseSurfaceImpl_GetData(IWineD3DSurface *iface);
1984
1985 void get_drawable_size_swapchain(IWineD3DSurfaceImpl *This, UINT *width, UINT *height);
1986 void get_drawable_size_backbuffer(IWineD3DSurfaceImpl *This, UINT *width, UINT *height);
1987 void get_drawable_size_pbuffer(IWineD3DSurfaceImpl *This, UINT *width, UINT *height);
1988 void get_drawable_size_fbo(IWineD3DSurfaceImpl *This, UINT *width, UINT *height);
1989
1990 void flip_surface(IWineD3DSurfaceImpl *front, IWineD3DSurfaceImpl *back);
1991
1992 /* Surface flags: */
1993 #define SFLAG_OVERSIZE      0x00000001 /* Surface is bigger than gl size, blts only */
1994 #define SFLAG_CONVERTED     0x00000002 /* Converted for color keying or Palettized */
1995 #define SFLAG_DIBSECTION    0x00000004 /* Has a DIB section attached for GetDC */
1996 #define SFLAG_LOCKABLE      0x00000008 /* Surface can be locked */
1997 #define SFLAG_DISCARD       0x00000010 /* ??? */
1998 #define SFLAG_LOCKED        0x00000020 /* Surface is locked atm */
1999 #define SFLAG_INTEXTURE     0x00000040 /* The GL texture contains the newest surface content */
2000 #define SFLAG_INSRGBTEX     0x00000080 /* The GL srgb texture contains the newest surface content */
2001 #define SFLAG_INDRAWABLE    0x00000100 /* The gl drawable contains the most up to date data */
2002 #define SFLAG_INSYSMEM      0x00000200 /* The system memory copy is most up to date */
2003 #define SFLAG_NONPOW2       0x00000400 /* Surface sizes are not a power of 2 */
2004 #define SFLAG_DYNLOCK       0x00000800 /* Surface is often locked by the app */
2005 #define SFLAG_DCINUSE       0x00001000 /* Set between GetDC and ReleaseDC calls */
2006 #define SFLAG_LOST          0x00002000 /* Surface lost flag for DDraw */
2007 #define SFLAG_USERPTR       0x00004000 /* The application allocated the memory for this surface */
2008 #define SFLAG_GLCKEY        0x00008000 /* The gl texture was created with a color key */
2009 #define SFLAG_CLIENT        0x00010000 /* GL_APPLE_client_storage is used on that texture */
2010 #define SFLAG_ALLOCATED     0x00020000 /* A gl texture is allocated for this surface */
2011 #define SFLAG_SRGBALLOCATED 0x00040000 /* A srgb gl texture is allocated for this surface */
2012 #define SFLAG_PBO           0x00080000 /* Has a PBO attached for speeding up data transfers for dynamically locked surfaces */
2013 #define SFLAG_NORMCOORD     0x00100000 /* Set if the GL texture coords are normalized(non-texture rectangle) */
2014 #define SFLAG_DS_ONSCREEN   0x00200000 /* Is a depth stencil, last modified onscreen */
2015 #define SFLAG_DS_OFFSCREEN  0x00400000 /* Is a depth stencil, last modified offscreen */
2016 #define SFLAG_INOVERLAYDRAW 0x00800000 /* Overlay drawing is in progress. Recursion prevention */
2017 #define SFLAG_SWAPCHAIN     0x01000000 /* The surface is part of a swapchain */
2018
2019 /* In some conditions the surface memory must not be freed:
2020  * SFLAG_OVERSIZE: Not all data can be kept in GL
2021  * SFLAG_CONVERTED: Converting the data back would take too long
2022  * SFLAG_DIBSECTION: The dib code manages the memory
2023  * SFLAG_LOCKED: The app requires access to the surface data
2024  * SFLAG_DYNLOCK: Avoid freeing the data for performance
2025  * SFLAG_PBO: PBOs don't use 'normal' memory. It is either allocated by the driver or must be NULL.
2026  * SFLAG_CLIENT: OpenGL uses our memory as backup
2027  */
2028 #define SFLAG_DONOTFREE     (SFLAG_OVERSIZE   | \
2029                              SFLAG_CONVERTED  | \
2030                              SFLAG_DIBSECTION | \
2031                              SFLAG_LOCKED     | \
2032                              SFLAG_DYNLOCK    | \
2033                              SFLAG_USERPTR    | \
2034                              SFLAG_PBO        | \
2035                              SFLAG_CLIENT)
2036
2037 #define SFLAG_LOCATIONS     (SFLAG_INSYSMEM   | \
2038                              SFLAG_INTEXTURE  | \
2039                              SFLAG_INDRAWABLE | \
2040                              SFLAG_INSRGBTEX)
2041
2042 #define SFLAG_DS_LOCATIONS  (SFLAG_DS_ONSCREEN | \
2043                              SFLAG_DS_OFFSCREEN)
2044 #define SFLAG_DS_DISCARDED   SFLAG_DS_LOCATIONS
2045
2046 BOOL CalculateTexRect(IWineD3DSurfaceImpl *This, RECT *Rect, float glTexCoord[4]);
2047
2048 typedef enum {
2049     NO_CONVERSION,
2050     CONVERT_PALETTED,
2051     CONVERT_PALETTED_CK,
2052     CONVERT_CK_565,
2053     CONVERT_CK_5551,
2054     CONVERT_CK_4444,
2055     CONVERT_CK_4444_ARGB,
2056     CONVERT_CK_1555,
2057     CONVERT_555,
2058     CONVERT_CK_RGB24,
2059     CONVERT_CK_8888,
2060     CONVERT_CK_8888_ARGB,
2061     CONVERT_RGB32_888,
2062     CONVERT_V8U8,
2063     CONVERT_L6V5U5,
2064     CONVERT_X8L8V8U8,
2065     CONVERT_Q8W8V8U8,
2066     CONVERT_V16U16,
2067     CONVERT_A4L4,
2068     CONVERT_G16R16,
2069     CONVERT_R16G16F,
2070     CONVERT_R32G32F,
2071 } CONVERT_TYPES;
2072
2073 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);
2074
2075 BOOL palette9_changed(IWineD3DSurfaceImpl *This);
2076
2077 /*****************************************************************************
2078  * IWineD3DVertexDeclaration implementation structure
2079  */
2080 #define MAX_ATTRIBS 16
2081
2082 struct wined3d_vertex_declaration_element
2083 {
2084     const struct GlPixelFormatDesc *format_desc;
2085     BOOL ffp_valid;
2086     WORD input_slot;
2087     WORD offset;
2088     UINT output_slot;
2089     BYTE method;
2090     BYTE usage;
2091     BYTE usage_idx;
2092 };
2093
2094 typedef struct IWineD3DVertexDeclarationImpl {
2095     /* IUnknown  Information */
2096     const IWineD3DVertexDeclarationVtbl *lpVtbl;
2097     LONG                    ref;
2098
2099     IUnknown                *parent;
2100     IWineD3DDeviceImpl      *wineD3DDevice;
2101
2102     struct wined3d_vertex_declaration_element *elements;
2103     UINT element_count;
2104
2105     DWORD                   streams[MAX_STREAMS];
2106     UINT                    num_streams;
2107     BOOL                    position_transformed;
2108     BOOL                    half_float_conv_needed;
2109 } IWineD3DVertexDeclarationImpl;
2110
2111 extern const IWineD3DVertexDeclarationVtbl IWineD3DVertexDeclaration_Vtbl;
2112
2113 HRESULT vertexdeclaration_init(IWineD3DVertexDeclarationImpl *This,
2114         const WINED3DVERTEXELEMENT *elements, UINT element_count);
2115
2116 /*****************************************************************************
2117  * IWineD3DStateBlock implementation structure
2118  */
2119
2120 /* Internal state Block for Begin/End/Capture/Create/Apply info  */
2121 /*   Note: Very long winded but gl Lists are not flexible enough */
2122 /*   to resolve everything we need, so doing it manually for now */
2123 typedef struct SAVEDSTATES {
2124     DWORD transform[(HIGHEST_TRANSFORMSTATE >> 5) + 1];
2125     WORD streamSource;                          /* MAX_STREAMS, 16 */
2126     WORD streamFreq;                            /* MAX_STREAMS, 16 */
2127     DWORD renderState[(WINEHIGHEST_RENDER_STATE >> 5) + 1];
2128     DWORD textureState[MAX_TEXTURES];           /* WINED3D_HIGHEST_TEXTURE_STATE + 1, 18 */
2129     WORD samplerState[MAX_COMBINED_SAMPLERS];   /* WINED3D_HIGHEST_SAMPLER_STATE + 1, 14 */
2130     DWORD textures;                             /* MAX_COMBINED_SAMPLERS, 20 */
2131     DWORD clipplane;                            /* WINED3DMAXUSERCLIPPLANES, 32 */
2132     WORD pixelShaderConstantsB;                 /* MAX_CONST_B, 16 */
2133     WORD pixelShaderConstantsI;                 /* MAX_CONST_I, 16 */
2134     BOOL *pixelShaderConstantsF;
2135     WORD vertexShaderConstantsB;                /* MAX_CONST_B, 16 */
2136     WORD vertexShaderConstantsI;                /* MAX_CONST_I, 16 */
2137     BOOL *vertexShaderConstantsF;
2138     WORD primitive_type : 1;
2139     WORD indices : 1;
2140     WORD material : 1;
2141     WORD viewport : 1;
2142     WORD vertexDecl : 1;
2143     WORD pixelShader : 1;
2144     WORD vertexShader : 1;
2145     WORD scissorRect : 1;
2146     WORD padding : 1;
2147 } SAVEDSTATES;
2148
2149 struct StageState {
2150     DWORD stage;
2151     DWORD state;
2152 };
2153
2154 struct IWineD3DStateBlockImpl
2155 {
2156     /* IUnknown fields */
2157     const IWineD3DStateBlockVtbl *lpVtbl;
2158     LONG                      ref;     /* Note: Ref counting not required */
2159
2160     /* IWineD3DStateBlock information */
2161     IUnknown                 *parent;
2162     IWineD3DDeviceImpl       *wineD3DDevice;
2163     WINED3DSTATEBLOCKTYPE     blockType;
2164
2165     /* Array indicating whether things have been set or changed */
2166     SAVEDSTATES               changed;
2167
2168     /* Vertex Shader Declaration */
2169     IWineD3DVertexDeclaration *vertexDecl;
2170
2171     IWineD3DVertexShader      *vertexShader;
2172
2173     /* Vertex Shader Constants */
2174     BOOL                       vertexShaderConstantB[MAX_CONST_B];
2175     INT                        vertexShaderConstantI[MAX_CONST_I * 4];
2176     float                     *vertexShaderConstantF;
2177
2178     /* primitive type */
2179     GLenum gl_primitive_type;
2180
2181     /* Stream Source */
2182     BOOL                      streamIsUP;
2183     UINT                      streamStride[MAX_STREAMS];
2184     UINT                      streamOffset[MAX_STREAMS + 1 /* tesselated pseudo-stream */ ];
2185     IWineD3DBuffer           *streamSource[MAX_STREAMS];
2186     UINT                      streamFreq[MAX_STREAMS + 1];
2187     UINT                      streamFlags[MAX_STREAMS + 1];     /*0 | WINED3DSTREAMSOURCE_INSTANCEDATA | WINED3DSTREAMSOURCE_INDEXEDDATA  */
2188
2189     /* Indices */
2190     IWineD3DBuffer*           pIndexData;
2191     WINED3DFORMAT             IndexFmt;
2192     INT                       baseVertexIndex;
2193     INT                       loadBaseVertexIndex; /* non-indexed drawing needs 0 here, indexed baseVertexIndex */
2194
2195     /* Transform */
2196     WINED3DMATRIX             transforms[HIGHEST_TRANSFORMSTATE + 1];
2197
2198     /* Light hashmap . Collisions are handled using standard wine double linked lists */
2199 #define LIGHTMAP_SIZE 43 /* Use of a prime number recommended. Set to 1 for a linked list! */
2200 #define LIGHTMAP_HASHFUNC(x) ((x) % LIGHTMAP_SIZE) /* Primitive and simple function */
2201     struct list               lightMap[LIGHTMAP_SIZE]; /* Mashmap containing the lights */
2202     PLIGHTINFOEL             *activeLights[MAX_ACTIVE_LIGHTS]; /* Map of opengl lights to d3d lights */
2203
2204     /* Clipping */
2205     double                    clipplane[MAX_CLIPPLANES][4];
2206     WINED3DCLIPSTATUS         clip_status;
2207
2208     /* ViewPort */
2209     WINED3DVIEWPORT           viewport;
2210
2211     /* Material */
2212     WINED3DMATERIAL           material;
2213
2214     /* Pixel Shader */
2215     IWineD3DPixelShader      *pixelShader;
2216
2217     /* Pixel Shader Constants */
2218     BOOL                       pixelShaderConstantB[MAX_CONST_B];
2219     INT                        pixelShaderConstantI[MAX_CONST_I * 4];
2220     float                     *pixelShaderConstantF;
2221
2222     /* RenderState */
2223     DWORD                     renderState[WINEHIGHEST_RENDER_STATE + 1];
2224
2225     /* Texture */
2226     IWineD3DBaseTexture      *textures[MAX_COMBINED_SAMPLERS];
2227
2228     /* Texture State Stage */
2229     DWORD                     textureState[MAX_TEXTURES][WINED3D_HIGHEST_TEXTURE_STATE + 1];
2230     DWORD                     lowest_disabled_stage;
2231     /* Sampler States */
2232     DWORD                     samplerState[MAX_COMBINED_SAMPLERS][WINED3D_HIGHEST_SAMPLER_STATE + 1];
2233
2234     /* Scissor test rectangle */
2235     RECT                      scissorRect;
2236
2237     /* Contained state management */
2238     DWORD                     contained_render_states[WINEHIGHEST_RENDER_STATE + 1];
2239     unsigned int              num_contained_render_states;
2240     DWORD                     contained_transform_states[HIGHEST_TRANSFORMSTATE + 1];
2241     unsigned int              num_contained_transform_states;
2242     DWORD                     contained_vs_consts_i[MAX_CONST_I];
2243     unsigned int              num_contained_vs_consts_i;
2244     DWORD                     contained_vs_consts_b[MAX_CONST_B];
2245     unsigned int              num_contained_vs_consts_b;
2246     DWORD                     *contained_vs_consts_f;
2247     unsigned int              num_contained_vs_consts_f;
2248     DWORD                     contained_ps_consts_i[MAX_CONST_I];
2249     unsigned int              num_contained_ps_consts_i;
2250     DWORD                     contained_ps_consts_b[MAX_CONST_B];
2251     unsigned int              num_contained_ps_consts_b;
2252     DWORD                     *contained_ps_consts_f;
2253     unsigned int              num_contained_ps_consts_f;
2254     struct StageState         contained_tss_states[MAX_TEXTURES * (WINED3D_HIGHEST_TEXTURE_STATE + 1)];
2255     unsigned int              num_contained_tss_states;
2256     struct StageState         contained_sampler_states[MAX_COMBINED_SAMPLERS * WINED3D_HIGHEST_SAMPLER_STATE];
2257     unsigned int              num_contained_sampler_states;
2258 };
2259
2260 extern void stateblock_savedstates_set(
2261     IWineD3DStateBlock* iface,
2262     SAVEDSTATES* states,
2263     BOOL value);
2264
2265 extern void stateblock_copy(
2266     IWineD3DStateBlock* destination,
2267     IWineD3DStateBlock* source);
2268
2269 extern const IWineD3DStateBlockVtbl IWineD3DStateBlock_Vtbl;
2270
2271 /* Direct3D terminology with little modifications. We do not have an issued state
2272  * because only the driver knows about it, but we have a created state because d3d
2273  * allows GetData on a created issue, but opengl doesn't
2274  */
2275 enum query_state {
2276     QUERY_CREATED,
2277     QUERY_SIGNALLED,
2278     QUERY_BUILDING
2279 };
2280 /*****************************************************************************
2281  * IWineD3DQueryImpl implementation structure (extends IUnknown)
2282  */
2283 typedef struct IWineD3DQueryImpl
2284 {
2285     const IWineD3DQueryVtbl  *lpVtbl;
2286     LONG                      ref;     /* Note: Ref counting not required */
2287     
2288     IUnknown                 *parent;
2289     /*TODO: replace with iface usage */
2290 #if 0
2291     IWineD3DDevice         *wineD3DDevice;
2292 #else
2293     IWineD3DDeviceImpl       *wineD3DDevice;
2294 #endif
2295
2296     /* IWineD3DQuery fields */
2297     enum query_state         state;
2298     WINED3DQUERYTYPE         type;
2299     /* TODO: Think about using a IUnknown instead of a void* */
2300     void                     *extendedData;
2301     
2302   
2303 } IWineD3DQueryImpl;
2304
2305 extern const IWineD3DQueryVtbl IWineD3DQuery_Vtbl;
2306 extern const IWineD3DQueryVtbl IWineD3DEventQuery_Vtbl;
2307 extern const IWineD3DQueryVtbl IWineD3DOcclusionQuery_Vtbl;
2308
2309 /* Datastructures for IWineD3DQueryImpl.extendedData */
2310 typedef struct  WineQueryOcclusionData {
2311     GLuint  queryId;
2312     WineD3DContext *ctx;
2313 } WineQueryOcclusionData;
2314
2315 typedef struct  WineQueryEventData {
2316     GLuint  fenceId;
2317     WineD3DContext *ctx;
2318 } WineQueryEventData;
2319
2320 /* IWineD3DBuffer */
2321
2322 /* TODO: Add tests and support for FLOAT16_4 POSITIONT, D3DCOLOR position, other
2323  * fixed function semantics as D3DCOLOR or FLOAT16 */
2324 enum wined3d_buffer_conversion_type
2325 {
2326     CONV_NONE,
2327     CONV_D3DCOLOR,
2328     CONV_POSITIONT,
2329     CONV_FLOAT16_2, /* Also handles FLOAT16_4 */
2330 };
2331
2332 #define WINED3D_BUFFER_OPTIMIZED    0x01    /* Optimize has been called for the buffer */
2333 #define WINED3D_BUFFER_DIRTY        0x02    /* Buffer data has been modified */
2334 #define WINED3D_BUFFER_HASDESC      0x04    /* A vertex description has been found */
2335 #define WINED3D_BUFFER_CREATEBO     0x08    /* Attempt to create a buffer object next PreLoad */
2336 #define WINED3D_BUFFER_DOUBLEBUFFER 0x10    /* Use a vbo and local allocated memory */
2337
2338 struct wined3d_buffer
2339 {
2340     const struct IWineD3DBufferVtbl *vtbl;
2341     IWineD3DResourceClass resource;
2342
2343     struct wined3d_buffer_desc desc;
2344
2345     GLuint buffer_object;
2346     GLenum buffer_object_usage;
2347     GLenum buffer_type_hint;
2348     UINT buffer_object_size;
2349     LONG bind_count;
2350     DWORD flags;
2351
2352     UINT dirty_start;
2353     UINT dirty_end;
2354     LONG lock_count;
2355
2356     /* conversion stuff */
2357     UINT conversion_count;
2358     UINT draw_count;
2359     UINT stride;                                            /* 0 if no conversion */
2360     UINT conversion_stride;                                 /* 0 if no shifted conversion */
2361     enum wined3d_buffer_conversion_type *conversion_map;    /* NULL if no conversion */
2362     /* Extra load offsets, for FLOAT16 conversion */
2363     UINT *conversion_shift;                                 /* NULL if no shifted conversion */
2364 };
2365
2366 extern const IWineD3DBufferVtbl wined3d_buffer_vtbl;
2367 const BYTE *buffer_get_memory(IWineD3DBuffer *iface, UINT offset, GLuint *buffer_object);
2368 const BYTE *buffer_get_sysmem(struct wined3d_buffer *This);
2369
2370 /* IWineD3DRendertargetView */
2371 struct wined3d_rendertarget_view
2372 {
2373     const struct IWineD3DRendertargetViewVtbl *vtbl;
2374     LONG refcount;
2375
2376     IWineD3DResource *resource;
2377     IUnknown *parent;
2378 };
2379
2380 extern const IWineD3DRendertargetViewVtbl wined3d_rendertarget_view_vtbl;
2381
2382 /*****************************************************************************
2383  * IWineD3DSwapChainImpl implementation structure (extends IUnknown)
2384  */
2385
2386 typedef struct IWineD3DSwapChainImpl
2387 {
2388     /*IUnknown part*/
2389     const IWineD3DSwapChainVtbl *lpVtbl;
2390     LONG                      ref;     /* Note: Ref counting not required */
2391
2392     IUnknown                 *parent;
2393     IWineD3DDeviceImpl       *wineD3DDevice;
2394
2395     /* IWineD3DSwapChain fields */
2396     IWineD3DSurface         **backBuffer;
2397     IWineD3DSurface          *frontBuffer;
2398     WINED3DPRESENT_PARAMETERS presentParms;
2399     DWORD                     orig_width, orig_height;
2400     WINED3DFORMAT             orig_fmt;
2401     WINED3DGAMMARAMP          orig_gamma;
2402
2403     long prev_time, frames;   /* Performance tracking */
2404     unsigned int vSyncCounter;
2405
2406     WineD3DContext        **context; /* Later a array for multithreading */
2407     unsigned int            num_contexts;
2408
2409     HWND                    win_handle;
2410 } IWineD3DSwapChainImpl;
2411
2412 extern const IWineD3DSwapChainVtbl IWineD3DSwapChain_Vtbl;
2413 const IWineD3DSwapChainVtbl IWineGDISwapChain_Vtbl;
2414 void x11_copy_to_screen(IWineD3DSwapChainImpl *This, const RECT *rc);
2415
2416 HRESULT WINAPI IWineD3DBaseSwapChainImpl_QueryInterface(IWineD3DSwapChain *iface, REFIID riid, LPVOID *ppobj);
2417 ULONG WINAPI IWineD3DBaseSwapChainImpl_AddRef(IWineD3DSwapChain *iface);
2418 ULONG WINAPI IWineD3DBaseSwapChainImpl_Release(IWineD3DSwapChain *iface);
2419 HRESULT WINAPI IWineD3DBaseSwapChainImpl_GetParent(IWineD3DSwapChain *iface, IUnknown ** ppParent);
2420 HRESULT WINAPI IWineD3DBaseSwapChainImpl_GetFrontBufferData(IWineD3DSwapChain *iface, IWineD3DSurface *pDestSurface);
2421 HRESULT WINAPI IWineD3DBaseSwapChainImpl_GetBackBuffer(IWineD3DSwapChain *iface, UINT iBackBuffer, WINED3DBACKBUFFER_TYPE Type, IWineD3DSurface **ppBackBuffer);
2422 HRESULT WINAPI IWineD3DBaseSwapChainImpl_GetRasterStatus(IWineD3DSwapChain *iface, WINED3DRASTER_STATUS *pRasterStatus);
2423 HRESULT WINAPI IWineD3DBaseSwapChainImpl_GetDisplayMode(IWineD3DSwapChain *iface, WINED3DDISPLAYMODE*pMode);
2424 HRESULT WINAPI IWineD3DBaseSwapChainImpl_GetDevice(IWineD3DSwapChain *iface, IWineD3DDevice**ppDevice);
2425 HRESULT WINAPI IWineD3DBaseSwapChainImpl_GetPresentParameters(IWineD3DSwapChain *iface, WINED3DPRESENT_PARAMETERS *pPresentationParameters);
2426 HRESULT WINAPI IWineD3DBaseSwapChainImpl_SetGammaRamp(IWineD3DSwapChain *iface, DWORD Flags, CONST WINED3DGAMMARAMP *pRamp);
2427 HRESULT WINAPI IWineD3DBaseSwapChainImpl_GetGammaRamp(IWineD3DSwapChain *iface, WINED3DGAMMARAMP *pRamp);
2428
2429 WineD3DContext *IWineD3DSwapChainImpl_CreateContextForThread(IWineD3DSwapChain *iface);
2430
2431 /*****************************************************************************
2432  * Utility function prototypes 
2433  */
2434
2435 /* Trace routines */
2436 const char* debug_d3dformat(WINED3DFORMAT fmt);
2437 const char* debug_d3ddevicetype(WINED3DDEVTYPE devtype);
2438 const char* debug_d3dresourcetype(WINED3DRESOURCETYPE res);
2439 const char* debug_d3dusage(DWORD usage);
2440 const char* debug_d3dusagequery(DWORD usagequery);
2441 const char* debug_d3ddeclmethod(WINED3DDECLMETHOD method);
2442 const char* debug_d3ddeclusage(BYTE usage);
2443 const char* debug_d3dprimitivetype(WINED3DPRIMITIVETYPE PrimitiveType);
2444 const char* debug_d3drenderstate(DWORD state);
2445 const char* debug_d3dsamplerstate(DWORD state);
2446 const char* debug_d3dtexturefiltertype(WINED3DTEXTUREFILTERTYPE filter_type);
2447 const char* debug_d3dtexturestate(DWORD state);
2448 const char* debug_d3dtstype(WINED3DTRANSFORMSTATETYPE tstype);
2449 const char* debug_d3dpool(WINED3DPOOL pool);
2450 const char *debug_fbostatus(GLenum status);
2451 const char *debug_glerror(GLenum error);
2452 const char *debug_d3dbasis(WINED3DBASISTYPE basis);
2453 const char *debug_d3ddegree(WINED3DDEGREETYPE order);
2454 const char* debug_d3dtop(WINED3DTEXTUREOP d3dtop);
2455 void dump_color_fixup_desc(struct color_fixup_desc fixup);
2456 const char *debug_surflocation(DWORD flag);
2457
2458 /* Routines for GL <-> D3D values */
2459 GLenum StencilOp(DWORD op);
2460 GLenum CompareFunc(DWORD func);
2461 BOOL is_invalid_op(IWineD3DDeviceImpl *This, int stage, WINED3DTEXTUREOP op, DWORD arg1, DWORD arg2, DWORD arg3);
2462 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);
2463 void   set_texture_matrix(const float *smat, DWORD flags, BOOL calculatedCoords, BOOL transformed, DWORD coordtype, BOOL ffp_can_disable_proj);
2464 void texture_activate_dimensions(DWORD stage, IWineD3DStateBlockImpl *stateblock, WineD3DContext *context);
2465 void sampler_texdim(DWORD state, IWineD3DStateBlockImpl *stateblock, WineD3DContext *context);
2466 void tex_alphaop(DWORD state, IWineD3DStateBlockImpl *stateblock, WineD3DContext *context);
2467 void apply_pixelshader(DWORD state, IWineD3DStateBlockImpl *stateblock, WineD3DContext *context);
2468 void state_fogcolor(DWORD state, IWineD3DStateBlockImpl *stateblock, WineD3DContext *context);
2469 void state_fogdensity(DWORD state, IWineD3DStateBlockImpl *stateblock, WineD3DContext *context);
2470 void state_fogstartend(DWORD state, IWineD3DStateBlockImpl *stateblock, WineD3DContext *context);
2471 void state_fog_fragpart(DWORD state, IWineD3DStateBlockImpl *stateblock, WineD3DContext *context);
2472
2473 void surface_add_dirty_rect(IWineD3DSurface *iface, const RECT *dirty_rect);
2474 GLenum surface_get_gl_buffer(IWineD3DSurface *iface, IWineD3DSwapChain *swapchain);
2475 void surface_load_ds_location(IWineD3DSurface *iface, DWORD location);
2476 void surface_modify_ds_location(IWineD3DSurface *iface, DWORD location);
2477 void surface_set_compatible_renderbuffer(IWineD3DSurface *iface, unsigned int width, unsigned int height);
2478 void surface_set_texture_name(IWineD3DSurface *iface, GLuint name, BOOL srgb_name);
2479 void surface_set_texture_target(IWineD3DSurface *iface, GLenum target);
2480
2481 BOOL getColorBits(const struct GlPixelFormatDesc *format_desc,
2482         short *redSize, short *greenSize, short *blueSize, short *alphaSize, short *totalSize);
2483 BOOL getDepthStencilBits(const struct GlPixelFormatDesc *format_desc, short *depthSize, short *stencilSize);
2484
2485 /* Math utils */
2486 void multiply_matrix(WINED3DMATRIX *dest, const WINED3DMATRIX *src1, const WINED3DMATRIX *src2);
2487 UINT wined3d_log2i(UINT32 x);
2488 unsigned int count_bits(unsigned int mask);
2489
2490 typedef struct local_constant {
2491     struct list entry;
2492     unsigned int idx;
2493     DWORD value[4];
2494 } local_constant;
2495
2496 typedef struct SHADER_LIMITS {
2497     unsigned int temporary;
2498     unsigned int texcoord;
2499     unsigned int sampler;
2500     unsigned int constant_int;
2501     unsigned int constant_float;
2502     unsigned int constant_bool;
2503     unsigned int address;
2504     unsigned int packed_output;
2505     unsigned int packed_input;
2506     unsigned int attributes;
2507     unsigned int label;
2508 } SHADER_LIMITS;
2509
2510 /** Keeps track of details for TEX_M#x# shader opcodes which need to 
2511     maintain state information between multiple codes */
2512 typedef struct SHADER_PARSE_STATE {
2513     unsigned int current_row;
2514     DWORD texcoord_w[2];
2515 } SHADER_PARSE_STATE;
2516
2517 #ifdef __GNUC__
2518 #define PRINTF_ATTR(fmt,args) __attribute__((format (printf,fmt,args)))
2519 #else
2520 #define PRINTF_ATTR(fmt,args)
2521 #endif
2522
2523 /* Base Shader utility functions. 
2524  * (may move callers into the same file in the future) */
2525 extern int shader_addline(
2526     SHADER_BUFFER* buffer,
2527     const char* fmt, ...) PRINTF_ATTR(2,3);
2528 int shader_vaddline(SHADER_BUFFER *buffer, const char *fmt, va_list args);
2529
2530 /* Vertex shader utility functions */
2531 extern BOOL vshader_get_input(
2532     IWineD3DVertexShader* iface,
2533     BYTE usage_req, BYTE usage_idx_req,
2534     unsigned int* regnum);
2535
2536 extern HRESULT allocate_shader_constants(IWineD3DStateBlockImpl* object);
2537
2538 /*****************************************************************************
2539  * IDirect3DBaseShader implementation structure
2540  */
2541 typedef struct IWineD3DBaseShaderClass
2542 {
2543     LONG                            ref;
2544     SHADER_LIMITS                   limits;
2545     SHADER_PARSE_STATE              parse_state;
2546     DWORD                          *function;
2547     UINT                            functionLength;
2548     UINT                            cur_loop_depth, cur_loop_regno;
2549     BOOL                            load_local_constsF;
2550     const struct wined3d_shader_frontend *frontend;
2551     void *frontend_data;
2552
2553     /* Programs this shader is linked with */
2554     struct list linked_programs;
2555
2556     /* Immediate constants (override global ones) */
2557     struct list constantsB;
2558     struct list constantsF;
2559     struct list constantsI;
2560     shader_reg_maps reg_maps;
2561
2562     /* Pointer to the parent device */
2563     IWineD3DDevice *device;
2564     struct list     shader_list_entry;
2565
2566 } IWineD3DBaseShaderClass;
2567
2568 typedef struct IWineD3DBaseShaderImpl {
2569     /* IUnknown */
2570     const IWineD3DBaseShaderVtbl    *lpVtbl;
2571
2572     /* IWineD3DBaseShader */
2573     IWineD3DBaseShaderClass         baseShader;
2574 } IWineD3DBaseShaderImpl;
2575
2576 void shader_buffer_init(struct SHADER_BUFFER *buffer);
2577 void shader_buffer_free(struct SHADER_BUFFER *buffer);
2578 void shader_cleanup(IWineD3DBaseShader *iface);
2579 void shader_dump_src_param(const struct wined3d_shader_src_param *param,
2580         const struct wined3d_shader_version *shader_version);
2581 void shader_dump_dst_param(const struct wined3d_shader_dst_param *param,
2582         const struct wined3d_shader_version *shader_version);
2583 void shader_generate_main(IWineD3DBaseShader *iface, SHADER_BUFFER *buffer,
2584         const shader_reg_maps *reg_maps, const DWORD *pFunction, void *backend_ctx);
2585 HRESULT shader_get_registers_used(IWineD3DBaseShader *iface, const struct wined3d_shader_frontend *fe,
2586         struct shader_reg_maps *reg_maps, struct wined3d_shader_attribute *attributes,
2587         struct wined3d_shader_signature_element *input_signature,
2588         struct wined3d_shader_signature_element *output_signature, const DWORD *byte_code, DWORD constf_size);
2589 void shader_init(struct IWineD3DBaseShaderClass *shader, IWineD3DDevice *device);
2590 BOOL shader_match_semantic(const char *semantic_name, WINED3DDECLUSAGE usage);
2591 const struct wined3d_shader_frontend *shader_select_frontend(DWORD version_token);
2592 void shader_trace_init(const struct wined3d_shader_frontend *fe, void *fe_data, const DWORD *pFunction);
2593
2594 static inline BOOL shader_is_pshader_version(enum wined3d_shader_type type)
2595 {
2596     return type == WINED3D_SHADER_TYPE_PIXEL;
2597 }
2598
2599 static inline BOOL shader_is_vshader_version(enum wined3d_shader_type type)
2600 {
2601     return type == WINED3D_SHADER_TYPE_VERTEX;
2602 }
2603
2604 static inline BOOL shader_is_scalar(const struct wined3d_shader_register *reg)
2605 {
2606     switch (reg->type)
2607     {
2608         case WINED3DSPR_RASTOUT:
2609             /* oFog & oPts */
2610             if (reg->idx != 0) return TRUE;
2611             /* oPos */
2612             return FALSE;
2613
2614         case WINED3DSPR_DEPTHOUT:   /* oDepth */
2615         case WINED3DSPR_CONSTBOOL:  /* b# */
2616         case WINED3DSPR_LOOP:       /* aL */
2617         case WINED3DSPR_PREDICATE:  /* p0 */
2618             return TRUE;
2619
2620         case WINED3DSPR_MISCTYPE:
2621             switch(reg->idx)
2622             {
2623                 case 0: /* vPos */
2624                     return FALSE;
2625                 case 1: /* vFace */
2626                     return TRUE;
2627                 default:
2628                     return FALSE;
2629             }
2630
2631         case WINED3DSPR_IMMCONST:
2632             switch(reg->immconst_type)
2633             {
2634                 case WINED3D_IMMCONST_FLOAT:
2635                     return TRUE;
2636                 default:
2637                     return FALSE;
2638             }
2639
2640         default:
2641             return FALSE;
2642     }
2643 }
2644
2645 static inline BOOL shader_constant_is_local(IWineD3DBaseShaderImpl* This, DWORD reg) {
2646     local_constant* lconst;
2647
2648     if(This->baseShader.load_local_constsF) return FALSE;
2649     LIST_FOR_EACH_ENTRY(lconst, &This->baseShader.constantsF, local_constant, entry) {
2650         if(lconst->idx == reg) return TRUE;
2651     }
2652     return FALSE;
2653
2654 }
2655
2656 /*****************************************************************************
2657  * IDirect3DVertexShader implementation structures
2658  */
2659 typedef struct IWineD3DVertexShaderImpl {
2660     /* IUnknown parts*/   
2661     const IWineD3DVertexShaderVtbl *lpVtbl;
2662
2663     /* IWineD3DBaseShader */
2664     IWineD3DBaseShaderClass     baseShader;
2665
2666     /* IWineD3DVertexShaderImpl */
2667     IUnknown                    *parent;
2668
2669     DWORD                       usage;
2670
2671     /* The GL shader */
2672     void                        *backend_priv;
2673
2674     /* Vertex shader input and output semantics */
2675     struct wined3d_shader_attribute attributes[MAX_ATTRIBS];
2676     struct wined3d_shader_signature_element output_signature[MAX_REG_OUTPUT];
2677
2678     UINT                       min_rel_offset, max_rel_offset;
2679     UINT                       rel_offset;
2680
2681     UINT                       recompile_count;
2682 } IWineD3DVertexShaderImpl;
2683 extern const IWineD3DVertexShaderVtbl IWineD3DVertexShader_Vtbl;
2684
2685 void find_vs_compile_args(IWineD3DVertexShaderImpl *shader, IWineD3DStateBlockImpl *stateblock, struct vs_compile_args *args);
2686
2687 /*****************************************************************************
2688  * IDirect3DPixelShader implementation structure
2689  */
2690 typedef struct IWineD3DPixelShaderImpl {
2691     /* IUnknown parts */
2692     const IWineD3DPixelShaderVtbl *lpVtbl;
2693
2694     /* IWineD3DBaseShader */
2695     IWineD3DBaseShaderClass     baseShader;
2696
2697     /* IWineD3DPixelShaderImpl */
2698     IUnknown                   *parent;
2699
2700     /* Pixel shader input semantics */
2701     struct wined3d_shader_signature_element input_signature[MAX_REG_INPUT];
2702     DWORD                 input_reg_map[MAX_REG_INPUT];
2703     BOOL                  input_reg_used[MAX_REG_INPUT];
2704     int                         declared_in_count;
2705
2706     /* The GL shader */
2707     void                        *backend_priv;
2708
2709     /* Some information about the shader behavior */
2710     struct stb_const_desc       bumpenvmatconst[MAX_TEXTURES];
2711     unsigned char               numbumpenvmatconsts;
2712     struct stb_const_desc       luminanceconst[MAX_TEXTURES];
2713     char                        vpos_uniform;
2714
2715     BOOL                        color0_mov;
2716     DWORD                       color0_reg;
2717
2718 } IWineD3DPixelShaderImpl;
2719
2720 extern const IWineD3DPixelShaderVtbl IWineD3DPixelShader_Vtbl;
2721 void pixelshader_update_samplers(struct shader_reg_maps *reg_maps, IWineD3DBaseTexture * const *textures);
2722 void find_ps_compile_args(IWineD3DPixelShaderImpl *shader, IWineD3DStateBlockImpl *stateblock, struct ps_compile_args *args);
2723
2724 /* sRGB correction constants */
2725 static const float srgb_cmp = 0.0031308;
2726 static const float srgb_mul_low = 12.92;
2727 static const float srgb_pow = 0.41666;
2728 static const float srgb_mul_high = 1.055;
2729 static const float srgb_sub_high = 0.055;
2730
2731 /*****************************************************************************
2732  * IWineD3DPalette implementation structure
2733  */
2734 struct IWineD3DPaletteImpl {
2735     /* IUnknown parts */
2736     const IWineD3DPaletteVtbl  *lpVtbl;
2737     LONG                       ref;
2738
2739     IUnknown                   *parent;
2740     IWineD3DDeviceImpl         *wineD3DDevice;
2741
2742     /* IWineD3DPalette */
2743     HPALETTE                   hpal;
2744     WORD                       palVersion;     /*|               */
2745     WORD                       palNumEntries;  /*|  LOGPALETTE   */
2746     PALETTEENTRY               palents[256];   /*|               */
2747     /* This is to store the palette in 'screen format' */
2748     int                        screen_palents[256];
2749     DWORD                      Flags;
2750 };
2751
2752 extern const IWineD3DPaletteVtbl IWineD3DPalette_Vtbl;
2753 DWORD IWineD3DPaletteImpl_Size(DWORD dwFlags);
2754
2755 /* DirectDraw utility functions */
2756 extern WINED3DFORMAT pixelformat_for_depth(DWORD depth);
2757
2758 /*****************************************************************************
2759  * Pixel format management
2760  */
2761
2762 /* WineD3D pixel format flags */
2763 #define WINED3DFMT_FLAG_POSTPIXELSHADER_BLENDING 0x1
2764 #define WINED3DFMT_FLAG_FILTERING                0x2
2765 #define WINED3DFMT_FLAG_DEPTH                    0x4
2766 #define WINED3DFMT_FLAG_STENCIL                  0x8
2767 #define WINED3DFMT_FLAG_RENDERTARGET             0x10
2768 #define WINED3DFMT_FLAG_FOURCC                   0x20
2769
2770 struct GlPixelFormatDesc
2771 {
2772     WINED3DFORMAT format;
2773     DWORD red_mask;
2774     DWORD green_mask;
2775     DWORD blue_mask;
2776     DWORD alpha_mask;
2777     UINT byte_count;
2778     WORD depth_size;
2779     WORD stencil_size;
2780
2781     enum wined3d_ffp_emit_idx emit_idx;
2782     GLint component_count;
2783     GLenum gl_vtx_type;
2784     GLint gl_vtx_format;
2785     GLboolean gl_normalized;
2786     unsigned int component_size;
2787
2788     GLint glInternal;
2789     GLint glGammaInternal;
2790     GLint rtInternal;
2791     GLint glFormat;
2792     GLint glType;
2793     unsigned int Flags;
2794     float heightscale;
2795     struct color_fixup_desc color_fixup;
2796 };
2797
2798 const struct GlPixelFormatDesc *getFormatDescEntry(WINED3DFORMAT fmt, const WineD3D_GL_Info *gl_info);
2799
2800 static inline BOOL use_vs(IWineD3DStateBlockImpl *stateblock)
2801 {
2802     return (stateblock->vertexShader
2803             && !stateblock->wineD3DDevice->strided_streams.position_transformed
2804             && stateblock->wineD3DDevice->vs_selected_mode != SHADER_NONE);
2805 }
2806
2807 static inline BOOL use_ps(IWineD3DStateBlockImpl *stateblock)
2808 {
2809     return (stateblock->pixelShader
2810             && stateblock->wineD3DDevice->ps_selected_mode != SHADER_NONE);
2811 }
2812
2813 void stretch_rect_fbo(IWineD3DDevice *iface, IWineD3DSurface *src_surface, WINED3DRECT *src_rect,
2814         IWineD3DSurface *dst_surface, WINED3DRECT *dst_rect, const WINED3DTEXTUREFILTERTYPE filter, BOOL flip);
2815
2816 /* The WNDCLASS-Name for the fake window which we use to retrieve the GL capabilities */
2817 #define WINED3D_OPENGL_WINDOW_CLASS_NAME "WineD3D_OpenGL"
2818
2819 #endif