quartz: Silence requests for ipin on filters.
[wine] / dlls / wined3d / wined3d_private.h
1 /*
2  * Direct3D wine internal private include file
3  *
4  * Copyright 2002-2003 The wine-d3d team
5  * Copyright 2002-2003 Raphael Junqueira
6  * Copyright 2004 Jason Edmeades
7  * Copyright 2005 Oliver Stieber
8  *
9  * This library is free software; you can redistribute it and/or
10  * modify it under the terms of the GNU Lesser General Public
11  * License as published by the Free Software Foundation; either
12  * version 2.1 of the License, or (at your option) any later version.
13  *
14  * This library is distributed in the hope that it will be useful,
15  * but WITHOUT ANY WARRANTY; without even the implied warranty of
16  * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE.  See the GNU
17  * Lesser General Public License for more details.
18  *
19  * You should have received a copy of the GNU Lesser General Public
20  * License along with this library; if not, write to the Free Software
21  * Foundation, Inc., 51 Franklin St, Fifth Floor, Boston, MA 02110-1301, USA
22  */
23
24 #ifndef __WINE_WINED3D_PRIVATE_H
25 #define __WINE_WINED3D_PRIVATE_H
26
27 #include <stdarg.h>
28 #include <math.h>
29 #define NONAMELESSUNION
30 #define NONAMELESSSTRUCT
31 #define COBJMACROS
32 #include "windef.h"
33 #include "winbase.h"
34 #include "winreg.h"
35 #include "wingdi.h"
36 #include "winuser.h"
37 #include "wine/debug.h"
38 #include "wine/unicode.h"
39
40 #include "wined3d_private_types.h"
41 #include "wine/wined3d_interface.h"
42 #include "wine/wined3d_caps.h"
43 #include "wine/wined3d_gl.h"
44 #include "wine/list.h"
45
46 /* Hash table functions */
47 typedef unsigned int (hash_function_t)(void *key);
48 typedef BOOL (compare_function_t)(void *keya, void *keyb);
49
50 typedef struct {
51     void *key;
52     void *value;
53     unsigned int hash;
54     struct list entry;
55 } hash_table_entry_t;
56
57 typedef struct {
58     hash_function_t *hash_function;
59     compare_function_t *compare_function;
60     struct list *buckets;
61     unsigned int bucket_count;
62     hash_table_entry_t *entries;
63     unsigned int entry_count;
64     struct list free_entries;
65     unsigned int count;
66     unsigned int grow_size;
67     unsigned int shrink_size;
68 } hash_table_t;
69
70 hash_table_t *hash_table_create(hash_function_t *hash_function, compare_function_t *compare_function);
71 void hash_table_destroy(hash_table_t *table);
72 void *hash_table_get(hash_table_t *table, void *key);
73 void hash_table_put(hash_table_t *table, void *key, void *value);
74 void hash_table_remove(hash_table_t *table, void *key);
75
76 /* Device caps */
77 #define MAX_PALETTES            256
78 #define MAX_STREAMS             16
79 #define MAX_TEXTURES            8
80 #define MAX_FRAGMENT_SAMPLERS   16
81 #define MAX_VERTEX_SAMPLERS     4
82 #define MAX_COMBINED_SAMPLERS   (MAX_FRAGMENT_SAMPLERS + MAX_VERTEX_SAMPLERS)
83 #define MAX_ACTIVE_LIGHTS       8
84 #define MAX_CLIPPLANES          WINED3DMAXUSERCLIPPLANES
85 #define MAX_LEVELS              256
86
87 #define MAX_CONST_I 16
88 #define MAX_CONST_B 16
89
90 /* Used for CreateStateBlock */
91 #define NUM_SAVEDPIXELSTATES_R     35
92 #define NUM_SAVEDPIXELSTATES_T     18
93 #define NUM_SAVEDPIXELSTATES_S     12
94 #define NUM_SAVEDVERTEXSTATES_R    34
95 #define NUM_SAVEDVERTEXSTATES_T    2
96 #define NUM_SAVEDVERTEXSTATES_S    1
97
98 extern const DWORD SavedPixelStates_R[NUM_SAVEDPIXELSTATES_R];
99 extern const DWORD SavedPixelStates_T[NUM_SAVEDPIXELSTATES_T];
100 extern const DWORD SavedPixelStates_S[NUM_SAVEDPIXELSTATES_S];
101 extern const DWORD SavedVertexStates_R[NUM_SAVEDVERTEXSTATES_R];
102 extern const DWORD SavedVertexStates_T[NUM_SAVEDVERTEXSTATES_T];
103 extern const DWORD SavedVertexStates_S[NUM_SAVEDVERTEXSTATES_S];
104
105 typedef enum _WINELOOKUP {
106     WINELOOKUP_WARPPARAM = 0,
107     WINELOOKUP_MAGFILTER = 1,
108     MAX_LOOKUPS          = 2
109 } WINELOOKUP;
110
111 extern int minLookup[MAX_LOOKUPS];
112 extern int maxLookup[MAX_LOOKUPS];
113 extern DWORD *stateLookup[MAX_LOOKUPS];
114
115 extern DWORD minMipLookup[WINED3DTEXF_ANISOTROPIC + 1][WINED3DTEXF_LINEAR + 1];
116
117 void init_type_lookup(WineD3D_GL_Info *gl_info);
118 #define WINED3D_ATR_TYPE(type)          GLINFO_LOCATION.glTypeLookup[type].d3dType
119 #define WINED3D_ATR_SIZE(type)          GLINFO_LOCATION.glTypeLookup[type].size
120 #define WINED3D_ATR_GLTYPE(type)        GLINFO_LOCATION.glTypeLookup[type].glType
121 #define WINED3D_ATR_NORMALIZED(type)    GLINFO_LOCATION.glTypeLookup[type].normalized
122 #define WINED3D_ATR_TYPESIZE(type)      GLINFO_LOCATION.glTypeLookup[type].typesize
123
124 /* The following functions convert 16 bit floats in the FLOAT16 data type
125  * to standard C floats and vice versa. They do not depend on the encoding
126  * of the C float, so they are platform independent, but slow. On x86 and
127  * other IEEE 754 compliant platforms the conversion can be accelerated with
128  * bitshifting the exponent and mantissa. There are also some SSE-based
129  * assembly routines out there
130  *
131  * See GL_NV_half_float for a reference of the FLOAT16 / GL_HALF format
132  */
133 static inline float float_16_to_32(const unsigned short *in) {
134     const unsigned short s = ((*in) & 0x8000);
135     const unsigned short e = ((*in) & 0x7C00) >> 10;
136     const unsigned short m = (*in) & 0x3FF;
137     const float sgn = (s ? -1.0 : 1.0);
138
139     if(e == 0) {
140         if(m == 0) return sgn * 0.0; /* +0.0 or -0.0 */
141         else return sgn * pow(2, -14.0) * ( (float) m / 1024.0);
142     } else if(e < 31) {
143         return sgn * pow(2, (float) e-15.0) * (1.0 + ((float) m / 1024.0));
144     } else {
145         if(m == 0) return sgn / 0.0; /* +INF / -INF */
146         else return 0.0 / 0.0; /* NAN */
147     }
148 }
149
150 static inline unsigned short float_32_to_16(const float *in) {
151     int exp = 0;
152     float tmp = fabs(*in);
153     unsigned int mantissa;
154     unsigned short ret;
155
156     /* Deal with special numbers */
157     if(*in == 0.0) return 0x0000;
158     if(isnan(*in)) return 0x7C01;
159     if(isinf(*in)) return (*in < 0.0 ? 0xFC00 : 0x7c00);
160
161     if(tmp < pow(2, 10)) {
162         do
163         {
164             tmp = tmp * 2.0;
165             exp--;
166         }while(tmp < pow(2, 10));
167     } else if(tmp >= pow(2, 11)) {
168         do
169         {
170             tmp /= 2.0;
171             exp++;
172         }while(tmp >= pow(2, 11));
173     }
174
175     mantissa = (unsigned int) tmp;
176     if(tmp - mantissa >= 0.5) mantissa++; /* round to nearest, away from zero */
177
178     exp += 10;  /* Normalize the mantissa */
179     exp += 15;  /* Exponent is encoded with excess 15 */
180
181     if(exp > 30) { /* too big */
182         ret = 0x7c00; /* INF */
183     } else if(exp <= 0) {
184         /* exp == 0: Non-normalized mantissa. Returns 0x0000 (=0.0) for too small numbers */
185         while(exp <= 0) {
186             mantissa = mantissa >> 1;
187             exp++;
188         }
189         ret = mantissa & 0x3ff;
190     } else {
191         ret = (exp << 10) | (mantissa & 0x3ff);
192     }
193
194     ret |= ((*in < 0.0 ? 1 : 0) << 15); /* Add the sign */
195     return ret;
196 }
197
198 /**
199  * Settings 
200  */
201 #define VS_NONE    0
202 #define VS_HW      1
203
204 #define PS_NONE    0
205 #define PS_HW      1
206
207 #define VBO_NONE   0
208 #define VBO_HW     1
209
210 #define NP2_NONE   0
211 #define NP2_REPACK 1
212 #define NP2_NATIVE 2
213
214 #define ORM_BACKBUFFER  0
215 #define ORM_PBUFFER     1
216 #define ORM_FBO         2
217
218 #define SHADER_ARB  1
219 #define SHADER_GLSL 2
220 #define SHADER_NONE 3
221
222 #define RTL_DISABLE   -1
223 #define RTL_AUTO       0
224 #define RTL_READDRAW   1
225 #define RTL_READTEX    2
226 #define RTL_TEXDRAW    3
227 #define RTL_TEXTEX     4
228
229 /* NOTE: When adding fields to this structure, make sure to update the default
230  * values in wined3d_main.c as well. */
231 typedef struct wined3d_settings_s {
232 /* vertex and pixel shader modes */
233   int vs_mode;
234   int ps_mode;
235   int vbo_mode;
236 /* Ideally, we don't want the user to have to request GLSL.  If the hardware supports GLSL,
237     we should use it.  However, until it's fully implemented, we'll leave it as a registry
238     setting for developers. */
239   BOOL glslRequested;
240   int offscreen_rendering_mode;
241   int rendertargetlock_mode;
242 /* Memory tracking and object counting */
243   unsigned int emulated_textureram;
244   char *logo;
245 } wined3d_settings_t;
246
247 extern wined3d_settings_t wined3d_settings;
248
249 /* Shader backends */
250 struct SHADER_OPCODE_ARG;
251
252 typedef struct {
253     void (*shader_select)(IWineD3DDevice *iface, BOOL usePS, BOOL useVS);
254     void (*shader_select_depth_blt)(IWineD3DDevice *iface);
255     void (*shader_destroy_depth_blt)(IWineD3DDevice *iface);
256     void (*shader_load_constants)(IWineD3DDevice *iface, char usePS, char useVS);
257     void (*shader_cleanup)(IWineD3DDevice *iface);
258     void (*shader_color_correction)(struct SHADER_OPCODE_ARG *arg);
259     void (*shader_destroy)(IWineD3DBaseShader *iface);
260     HRESULT (*shader_alloc_private)(IWineD3DDevice *iface);
261     void (*shader_free_private)(IWineD3DDevice *iface);
262     BOOL (*shader_dirtifyable_constants)(IWineD3DDevice *iface);
263 } shader_backend_t;
264
265 extern const shader_backend_t glsl_shader_backend;
266 extern const shader_backend_t arb_program_shader_backend;
267 extern const shader_backend_t none_shader_backend;
268
269 /* GLSL shader private data */
270 struct shader_glsl_priv {
271     GLhandleARB             depth_blt_glsl_program_id;
272 };
273
274 /* ARB_program_shader private data */
275 struct shader_arb_priv {
276     GLuint                  depth_blt_vprogram_id;
277     GLuint                  depth_blt_fprogram_id;
278 };
279
280 /* X11 locking */
281
282 extern void (*wine_tsx11_lock_ptr)(void);
283 extern void (*wine_tsx11_unlock_ptr)(void);
284
285 /* As GLX relies on X, this is needed */
286 extern int num_lock;
287
288 #if 0
289 #define ENTER_GL() ++num_lock; if (num_lock > 1) FIXME("Recursive use of GL lock to: %d\n", num_lock); wine_tsx11_lock_ptr()
290 #define LEAVE_GL() if (num_lock != 1) FIXME("Recursive use of GL lock: %d\n", num_lock); --num_lock; wine_tsx11_unlock_ptr()
291 #else
292 #define ENTER_GL() wine_tsx11_lock_ptr()
293 #define LEAVE_GL() wine_tsx11_unlock_ptr()
294 #endif
295
296 /*****************************************************************************
297  * Defines
298  */
299
300 /* GL related defines */
301 /* ------------------ */
302 #define GL_SUPPORT(ExtName)           (GLINFO_LOCATION.supported[ExtName] != 0)
303 #define GL_LIMITS(ExtName)            (GLINFO_LOCATION.max_##ExtName)
304 #define GL_EXTCALL(FuncName)          (GLINFO_LOCATION.FuncName)
305 #define GL_VEND(_VendName)            (GLINFO_LOCATION.gl_vendor == VENDOR_##_VendName ? TRUE : FALSE)
306
307 #define D3DCOLOR_B_R(dw) (((dw) >> 16) & 0xFF)
308 #define D3DCOLOR_B_G(dw) (((dw) >>  8) & 0xFF)
309 #define D3DCOLOR_B_B(dw) (((dw) >>  0) & 0xFF)
310 #define D3DCOLOR_B_A(dw) (((dw) >> 24) & 0xFF)
311
312 #define D3DCOLOR_R(dw) (((float) (((dw) >> 16) & 0xFF)) / 255.0f)
313 #define D3DCOLOR_G(dw) (((float) (((dw) >>  8) & 0xFF)) / 255.0f)
314 #define D3DCOLOR_B(dw) (((float) (((dw) >>  0) & 0xFF)) / 255.0f)
315 #define D3DCOLOR_A(dw) (((float) (((dw) >> 24) & 0xFF)) / 255.0f)
316
317 #define D3DCOLORTOGLFLOAT4(dw, vec) \
318   (vec)[0] = D3DCOLOR_R(dw); \
319   (vec)[1] = D3DCOLOR_G(dw); \
320   (vec)[2] = D3DCOLOR_B(dw); \
321   (vec)[3] = D3DCOLOR_A(dw);
322
323 /* DirectX Device Limits */
324 /* --------------------- */
325 #define MAX_LEVELS  256  /* Maximum number of mipmap levels. Guessed at 256 */
326
327 #define MAX_STREAMS  16  /* Maximum possible streams - used for fixed size arrays
328                             See MaxStreams in MSDN under GetDeviceCaps */
329                          /* Maximum number of constants provided to the shaders */
330 #define HIGHEST_TRANSFORMSTATE 512 
331                          /* Highest value in WINED3DTRANSFORMSTATETYPE */
332 #define MAX_PALETTES      256
333
334 /* Checking of API calls */
335 /* --------------------- */
336 #define checkGLcall(A)                                          \
337 {                                                               \
338     GLint err = glGetError();                                   \
339     if (err == GL_NO_ERROR) {                                   \
340        TRACE("%s call ok %s / %d\n", A, __FILE__, __LINE__);    \
341                                                                 \
342     } else do {                                                 \
343         FIXME(">>>>>>>>>>>>>>>>> %s (%#x) from %s @ %s / %d\n", \
344             debug_glerror(err), err, A, __FILE__, __LINE__);    \
345        err = glGetError();                                      \
346     } while (err != GL_NO_ERROR);                               \
347
348
349 /* Trace routines / diagnostics */
350 /* ---------------------------- */
351
352 /* Dump out a matrix and copy it */
353 #define conv_mat(mat,gl_mat)                                                                \
354 do {                                                                                        \
355     TRACE("%f %f %f %f\n", (mat)->u.s._11, (mat)->u.s._12, (mat)->u.s._13, (mat)->u.s._14); \
356     TRACE("%f %f %f %f\n", (mat)->u.s._21, (mat)->u.s._22, (mat)->u.s._23, (mat)->u.s._24); \
357     TRACE("%f %f %f %f\n", (mat)->u.s._31, (mat)->u.s._32, (mat)->u.s._33, (mat)->u.s._34); \
358     TRACE("%f %f %f %f\n", (mat)->u.s._41, (mat)->u.s._42, (mat)->u.s._43, (mat)->u.s._44); \
359     memcpy(gl_mat, (mat), 16 * sizeof(float));                                              \
360 } while (0)
361
362 /* Macro to dump out the current state of the light chain */
363 #define DUMP_LIGHT_CHAIN()                    \
364 {                                             \
365   PLIGHTINFOEL *el = This->stateBlock->lights;\
366   while (el) {                                \
367     TRACE("Light %p (glIndex %ld, d3dIndex %ld, enabled %d)\n", el, el->glIndex, el->OriginalIndex, el->lightEnabled);\
368     el = el->next;                            \
369   }                                           \
370 }
371
372 /* Trace vector and strided data information */
373 #define TRACE_VECTOR(name) TRACE( #name "=(%f, %f, %f, %f)\n", name.x, name.y, name.z, name.w);
374 #define TRACE_STRIDED(sd,name) TRACE( #name "=(data:%p, stride:%d, type:%d, vbo %d, stream %u)\n", \
375         sd->u.s.name.lpData, sd->u.s.name.dwStride, sd->u.s.name.dwType, sd->u.s.name.VBO, sd->u.s.name.streamNo);
376
377 /* Defines used for optimizations */
378
379 /*    Only reapply what is necessary */
380 #define REAPPLY_ALPHAOP  0x0001
381 #define REAPPLY_ALL      0xFFFF
382
383 /* Advance declaration of structures to satisfy compiler */
384 typedef struct IWineD3DStateBlockImpl IWineD3DStateBlockImpl;
385 typedef struct IWineD3DSurfaceImpl    IWineD3DSurfaceImpl;
386 typedef struct IWineD3DPaletteImpl    IWineD3DPaletteImpl;
387 typedef struct IWineD3DDeviceImpl     IWineD3DDeviceImpl;
388
389 /* Global variables */
390 extern const float identity[16];
391
392 /*****************************************************************************
393  * Compilable extra diagnostics
394  */
395
396 /* Trace information per-vertex: (extremely high amount of trace) */
397 #if 0 /* NOTE: Must be 0 in cvs */
398 # define VTRACE(A) TRACE A
399 #else 
400 # define VTRACE(A) 
401 #endif
402
403 /* Checking of per-vertex related GL calls */
404 /* --------------------- */
405 #define vcheckGLcall(A)                                         \
406 {                                                               \
407     GLint err = glGetError();                                   \
408     if (err == GL_NO_ERROR) {                                   \
409        VTRACE(("%s call ok %s / %d\n", A, __FILE__, __LINE__)); \
410                                                                 \
411     } else do {                                                 \
412         FIXME(">>>>>>>>>>>>>>>>> %s (%#x) from %s @ %s / %d\n", \
413             debug_glerror(err), err, A, __FILE__, __LINE__);    \
414        err = glGetError();                                      \
415     } while (err != GL_NO_ERROR);                               \
416 }
417
418 /* TODO: Confirm each of these works when wined3d move completed */
419 #if 0 /* NOTE: Must be 0 in cvs */
420   /* To avoid having to get gigabytes of trace, the following can be compiled in, and at the start
421      of each frame, a check is made for the existence of C:\D3DTRACE, and if it exists d3d trace
422      is enabled, and if it doesn't exist it is disabled. */
423 # define FRAME_DEBUGGING
424   /*  Adding in the SINGLE_FRAME_DEBUGGING gives a trace of just what makes up a single frame, before
425       the file is deleted                                                                            */
426 # if 1 /* NOTE: Must be 1 in cvs, as this is mostly more useful than a trace from program start */
427 #  define SINGLE_FRAME_DEBUGGING
428 # endif  
429   /* The following, when enabled, lets you see the makeup of the frame, by drawprimitive calls.
430      It can only be enabled when FRAME_DEBUGGING is also enabled                               
431      The contents of the back buffer are written into /tmp/backbuffer_* after each primitive 
432      array is drawn.                                                                            */
433 # if 0 /* NOTE: Must be 0 in cvs, as this give a lot of ppm files when compiled in */                                                                                       
434 #  define SHOW_FRAME_MAKEUP 1
435 # endif  
436   /* The following, when enabled, lets you see the makeup of the all the textures used during each
437      of the drawprimitive calls. It can only be enabled when SHOW_FRAME_MAKEUP is also enabled.
438      The contents of the textures assigned to each stage are written into 
439      /tmp/texture_*_<Stage>.ppm after each primitive array is drawn.                            */
440 # if 0 /* NOTE: Must be 0 in cvs, as this give a lot of ppm files when compiled in */
441 #  define SHOW_TEXTURE_MAKEUP 0
442 # endif  
443 extern BOOL isOn;
444 extern BOOL isDumpingFrames;
445 extern LONG primCounter;
446 #endif
447
448 /*****************************************************************************
449  * Prototypes
450  */
451
452 /* Routine common to the draw primitive and draw indexed primitive routines */
453 void drawPrimitive(IWineD3DDevice *iface,
454                     int PrimitiveType,
455                     long NumPrimitives,
456                     /* for Indexed: */
457                     long  StartVertexIndex,
458                     UINT  numberOfVertices,
459                     long  StartIdx,
460                     short idxBytes,
461                     const void *idxData,
462                     int   minIndex);
463
464 void primitiveDeclarationConvertToStridedData(
465      IWineD3DDevice *iface,
466      BOOL useVertexShaderFunction,
467      WineDirect3DVertexStridedData *strided,
468      BOOL *fixup);
469
470 DWORD get_flexible_vertex_size(DWORD d3dvtVertexType);
471
472 typedef void (*glAttribFunc)(void *data);
473 typedef void (*glTexAttribFunc)(GLuint unit, void *data);
474 extern glAttribFunc position_funcs[WINED3DDECLTYPE_UNUSED];
475 extern glAttribFunc diffuse_funcs[WINED3DDECLTYPE_UNUSED];
476 extern glAttribFunc specular_funcs[WINED3DDECLTYPE_UNUSED];
477 extern glAttribFunc normal_funcs[WINED3DDECLTYPE_UNUSED];
478
479 #define eps 1e-8
480
481 #define GET_TEXCOORD_SIZE_FROM_FVF(d3dvtVertexType, tex_num) \
482     (((((d3dvtVertexType) >> (16 + (2 * (tex_num)))) + 1) & 0x03) + 1)
483
484 void depth_copy(IWineD3DDevice *iface);
485
486 /* Routines and structures related to state management */
487 typedef struct WineD3DContext WineD3DContext;
488 typedef void (*APPLYSTATEFUNC)(DWORD state, IWineD3DStateBlockImpl *stateblock, WineD3DContext *ctx);
489
490 #define STATE_RENDER(a) (a)
491 #define STATE_IS_RENDER(a) ((a) >= STATE_RENDER(1) && (a) <= STATE_RENDER(WINEHIGHEST_RENDER_STATE))
492
493 #define STATE_TEXTURESTAGE(stage, num) (STATE_RENDER(WINEHIGHEST_RENDER_STATE) + (stage) * WINED3D_HIGHEST_TEXTURE_STATE + (num))
494 #define STATE_IS_TEXTURESTAGE(a) ((a) >= STATE_TEXTURESTAGE(0, 1) && (a) <= STATE_TEXTURESTAGE(MAX_TEXTURES - 1, WINED3D_HIGHEST_TEXTURE_STATE))
495
496 /* + 1 because samplers start with 0 */
497 #define STATE_SAMPLER(num) (STATE_TEXTURESTAGE(MAX_TEXTURES - 1, WINED3D_HIGHEST_TEXTURE_STATE) + 1 + (num))
498 #define STATE_IS_SAMPLER(num) ((num) >= STATE_SAMPLER(0) && (num) <= STATE_SAMPLER(MAX_COMBINED_SAMPLERS - 1))
499
500 #define STATE_PIXELSHADER (STATE_SAMPLER(MAX_COMBINED_SAMPLERS - 1) + 1)
501 #define STATE_IS_PIXELSHADER(a) ((a) == STATE_PIXELSHADER)
502
503 #define STATE_TRANSFORM(a) (STATE_PIXELSHADER + (a))
504 #define STATE_IS_TRANSFORM(a) ((a) >= STATE_TRANSFORM(1) && (a) <= STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(255)))
505
506 #define STATE_STREAMSRC (STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(255)) + 1)
507 #define STATE_IS_STREAMSRC(a) ((a) == STATE_STREAMSRC)
508 #define STATE_INDEXBUFFER (STATE_STREAMSRC + 1)
509 #define STATE_IS_INDEXBUFFER(a) ((a) == STATE_INDEXBUFFER)
510
511 #define STATE_VDECL (STATE_INDEXBUFFER + 1)
512 #define STATE_IS_VDECL(a) ((a) == STATE_VDECL)
513
514 #define STATE_VSHADER (STATE_VDECL + 1)
515 #define STATE_IS_VSHADER(a) ((a) == STATE_VSHADER)
516
517 #define STATE_VIEWPORT (STATE_VSHADER + 1)
518 #define STATE_IS_VIEWPORT(a) ((a) == STATE_VIEWPORT)
519
520 #define STATE_VERTEXSHADERCONSTANT (STATE_VIEWPORT + 1)
521 #define STATE_PIXELSHADERCONSTANT (STATE_VERTEXSHADERCONSTANT + 1)
522 #define STATE_IS_VERTEXSHADERCONSTANT(a) ((a) == STATE_VERTEXSHADERCONSTANT)
523 #define STATE_IS_PIXELSHADERCONSTANT(a) ((a) == STATE_PIXELSHADERCONSTANT)
524
525 #define STATE_ACTIVELIGHT(a) (STATE_PIXELSHADERCONSTANT + (a) + 1)
526 #define STATE_IS_ACTIVELIGHT(a) ((a) >= STATE_ACTIVELIGHT(0) && (a) < STATE_ACTIVELIGHT(MAX_ACTIVE_LIGHTS))
527
528 #define STATE_SCISSORRECT (STATE_ACTIVELIGHT(MAX_ACTIVE_LIGHTS - 1) + 1)
529 #define STATE_IS_SCISSORRECT(a) ((a) == STATE_SCISSORRECT)
530
531 #define STATE_CLIPPLANE(a) (STATE_SCISSORRECT + 1 + (a))
532 #define STATE_IS_CLIPPLANE(a) ((a) >= STATE_CLIPPLANE(0) && (a) <= STATE_CLIPPLANE(MAX_CLIPPLANES - 1))
533
534 #define STATE_MATERIAL (STATE_CLIPPLANE(MAX_CLIPPLANES))
535
536 #define STATE_FRONTFACE (STATE_MATERIAL + 1)
537
538 #define STATE_HIGHEST (STATE_FRONTFACE)
539
540 struct StateEntry
541 {
542     DWORD           representative;
543     APPLYSTATEFUNC  apply;
544 };
545
546 /* Global state table */
547 extern const struct StateEntry StateTable[];
548
549 /* The new context manager that should deal with onscreen and offscreen rendering */
550 struct WineD3DContext {
551     /* State dirtification
552      * dirtyArray is an array that contains markers for dirty states. numDirtyEntries states are dirty, their numbers are in indices
553      * 0...numDirtyEntries - 1. isStateDirty is a redundant copy of the dirtyArray. Technically only one of them would be needed,
554      * 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
555      * only numDirtyEntries array elements have to be checked, not STATE_HIGHEST states.
556      */
557     DWORD                   dirtyArray[STATE_HIGHEST + 1]; /* Won't get bigger than that, a state is never marked dirty 2 times */
558     DWORD                   numDirtyEntries;
559     DWORD                   isStateDirty[STATE_HIGHEST/32 + 1]; /* Bitmap to find out quickly if a state is dirty */
560
561     IWineD3DSurface         *surface;
562     DWORD                   tid;    /* Thread ID which owns this context at the moment */
563
564     /* Stores some information about the context state for optimization */
565     GLint                   last_draw_buffer;
566     BOOL                    last_was_rhw;      /* true iff last draw_primitive was in xyzrhw mode */
567     BOOL                    last_was_pshader;
568     BOOL                    last_was_vshader;
569     BOOL                    last_was_foggy_shader;
570     BOOL                    namedArraysLoaded, numberedArraysLoaded;
571     BOOL                    lastWasPow2Texture[MAX_TEXTURES];
572     GLenum                  tracking_parm;     /* Which source is tracking current colour         */
573     unsigned char           num_untracked_materials;
574     GLenum                  untracked_materials[2];
575     BOOL                    last_was_blit, last_was_ckey;
576     char                    texShaderBumpMap;
577     BOOL                    fog_coord;
578
579     char                    *vshader_const_dirty, *pshader_const_dirty;
580
581     /* The actual opengl context */
582     HGLRC                   glCtx;
583     HWND                    win_handle;
584     HDC                     hdc;
585     HPBUFFERARB             pbuffer;
586     BOOL                    isPBuffer;
587 };
588
589 typedef enum ContextUsage {
590     CTXUSAGE_RESOURCELOAD       = 1,    /* Only loads textures: No State is applied */
591     CTXUSAGE_DRAWPRIM           = 2,    /* OpenGL states are set up for blitting DirectDraw surfaces */
592     CTXUSAGE_BLIT               = 3,    /* OpenGL states are set up 3D drawing */
593     CTXUSAGE_CLEAR              = 4,    /* Drawable and states are set up for clearing */
594 } ContextUsage;
595
596 void ActivateContext(IWineD3DDeviceImpl *device, IWineD3DSurface *target, ContextUsage usage);
597 WineD3DContext *CreateContext(IWineD3DDeviceImpl *This, IWineD3DSurfaceImpl *target, HWND win, BOOL create_pbuffer, const WINED3DPRESENT_PARAMETERS *pPresentParms);
598 void DestroyContext(IWineD3DDeviceImpl *This, WineD3DContext *context);
599 void apply_fbo_state(IWineD3DDevice *iface);
600
601 /* Macros for doing basic GPU detection based on opengl capabilities */
602 #define WINE_D3D6_CAPABLE(gl_info) (gl_info->supported[ARB_MULTITEXTURE])
603 #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])
604 #define WINE_D3D8_CAPABLE(gl_info) WINE_D3D7_CAPABLE(gl_info) && (gl_info->supported[ARB_MULTISAMPLE] && gl_info->supported[ARB_TEXTURE_BORDER_CLAMP])
605 #define WINE_D3D9_CAPABLE(gl_info) WINE_D3D8_CAPABLE(gl_info) && (gl_info->supported[ARB_FRAGMENT_PROGRAM] && gl_info->supported[ARB_VERTEX_SHADER])
606
607 /* Default callbacks for implicit object destruction */
608 extern ULONG WINAPI D3DCB_DefaultDestroySurface(IWineD3DSurface *pSurface);
609
610 extern ULONG WINAPI D3DCB_DefaultDestroyVolume(IWineD3DVolume *pSurface);
611
612 /*****************************************************************************
613  * Internal representation of a light
614  */
615 typedef struct PLIGHTINFOEL PLIGHTINFOEL;
616 struct PLIGHTINFOEL {
617     WINED3DLIGHT OriginalParms; /* Note D3D8LIGHT == D3D9LIGHT */
618     DWORD        OriginalIndex;
619     LONG         glIndex;
620     BOOL         changed;
621     BOOL         enabledChanged;
622     BOOL         enabled;
623
624     /* Converted parms to speed up swapping lights */
625     float                         lightPosn[4];
626     float                         lightDirn[4];
627     float                         exponent;
628     float                         cutoff;
629
630     struct list entry;
631 };
632
633 /* The default light parameters */
634 extern const WINED3DLIGHT WINED3D_default_light;
635
636 typedef struct WineD3D_PixelFormat
637 {
638     int iPixelFormat; /* WGL pixel format */
639     int iPixelType; /* WGL pixel type e.g. WGL_TYPE_RGBA_ARB, WGL_TYPE_RGBA_FLOAT_ARB or WGL_TYPE_COLORINDEX_ARB */
640     int redSize, greenSize, blueSize, alphaSize;
641     int depthSize, stencilSize;
642     BOOL windowDrawable;
643     BOOL pbufferDrawable;
644 } WineD3D_PixelFormat;
645
646 /* The adapter structure */
647 typedef struct GLPixelFormatDesc GLPixelFormatDesc;
648 struct WineD3DAdapter
649 {
650     UINT                    num;
651     POINT                   monitorPoint;
652     WineD3D_GL_Info         gl_info;
653     const char              *driver;
654     const char              *description;
655     WCHAR                   DeviceName[CCHDEVICENAME]; /* DeviceName for use with e.g. ChangeDisplaySettings */
656     int                     nCfgs;
657     WineD3D_PixelFormat     *cfgs;
658     unsigned int            TextureRam; /* Amount of texture memory both video ram + AGP/TurboCache/HyperMemory/.. */
659     unsigned int            UsedTextureRam;
660 };
661
662 extern BOOL InitAdapters(void);
663 extern BOOL initPixelFormats(WineD3D_GL_Info *gl_info);
664 extern long WineD3DAdapterChangeGLRam(IWineD3DDeviceImpl *D3DDevice, long glram);
665
666 /*****************************************************************************
667  * High order patch management
668  */
669 struct WineD3DRectPatch
670 {
671     UINT                            Handle;
672     float                          *mem;
673     WineDirect3DVertexStridedData   strided;
674     WINED3DRECTPATCH_INFO           RectPatchInfo;
675     float                           numSegs[4];
676     char                            has_normals, has_texcoords;
677     struct list                     entry;
678 };
679
680 HRESULT tesselate_rectpatch(IWineD3DDeviceImpl *This, struct WineD3DRectPatch *patch);
681
682 /*****************************************************************************
683  * IWineD3D implementation structure
684  */
685 typedef struct IWineD3DImpl
686 {
687     /* IUnknown fields */
688     const IWineD3DVtbl     *lpVtbl;
689     LONG                    ref;     /* Note: Ref counting not required */
690
691     /* WineD3D Information */
692     IUnknown               *parent;
693     UINT                    dxVersion;
694 } IWineD3DImpl;
695
696 extern const IWineD3DVtbl IWineD3D_Vtbl;
697
698 /* TODO: setup some flags in the registry to enable, disable pbuffer support
699 (since it will break quite a few things until contexts are managed properly!) */
700 extern BOOL pbuffer_support;
701 /* allocate one pbuffer per surface */
702 extern BOOL pbuffer_per_surface;
703
704 /* A helper function that dumps a resource list */
705 void dumpResources(struct list *list);
706
707 /*****************************************************************************
708  * IWineD3DDevice implementation structure
709  */
710 struct IWineD3DDeviceImpl
711 {
712     /* IUnknown fields      */
713     const IWineD3DDeviceVtbl *lpVtbl;
714     LONG                    ref;     /* Note: Ref counting not required */
715
716     /* WineD3D Information  */
717     IUnknown               *parent;
718     IWineD3D               *wineD3D;
719     struct WineD3DAdapter  *adapter;
720
721     /* Window styles to restore when switching fullscreen mode */
722     LONG                    style;
723     LONG                    exStyle;
724
725     /* X and GL Information */
726     GLint                   maxConcurrentLights;
727     GLenum                  offscreenBuffer;
728
729     /* Selected capabilities */
730     int vs_selected_mode;
731     int ps_selected_mode;
732     const shader_backend_t *shader_backend;
733     hash_table_t *glsl_program_lookup;
734     void *shader_priv;
735
736     /* To store */
737     BOOL                    view_ident;        /* true iff view matrix is identity                */
738     BOOL                    untransformed;
739     BOOL                    vertexBlendUsed;   /* To avoid needless setting of the blend matrices */
740     unsigned char           surface_alignment; /* Line Alignment of surfaces                      */
741
742     /* State block related */
743     BOOL                    isRecordingState;
744     IWineD3DStateBlockImpl *stateBlock;
745     IWineD3DStateBlockImpl *updateStateBlock;
746     BOOL                   isInDraw;
747
748     /* Internal use fields  */
749     WINED3DDEVICE_CREATION_PARAMETERS createParms;
750     UINT                            adapterNo;
751     WINED3DDEVTYPE                  devType;
752
753     IWineD3DSwapChain     **swapchains;
754     UINT                    NumberOfSwapChains;
755
756     struct list             resources; /* a linked list to track resources created by the device */
757     struct list             shaders;   /* a linked list to track shaders (pixel and vertex)      */
758     unsigned int            highest_dirty_ps_const, highest_dirty_vs_const;
759
760     /* Render Target Support */
761     IWineD3DSurface       **render_targets;
762     IWineD3DSurface        *auto_depth_stencil_buffer;
763     IWineD3DSurface       **fbo_color_attachments;
764     IWineD3DSurface        *fbo_depth_attachment;
765
766     IWineD3DSurface        *stencilBufferTarget;
767
768     /* Caches to avoid unneeded context changes */
769     IWineD3DSurface        *lastActiveRenderTarget;
770     IWineD3DSwapChain      *lastActiveSwapChain;
771
772     /* palettes texture management */
773     PALETTEENTRY            palettes[MAX_PALETTES][256];
774     UINT                    currentPalette;
775     UINT                    paletteConversionShader;
776
777     /* For rendering to a texture using glCopyTexImage */
778     BOOL                    render_offscreen;
779     WINED3D_DEPTHCOPYSTATE  depth_copy_state;
780     GLuint                  fbo;
781     GLuint                  src_fbo;
782     GLuint                  dst_fbo;
783     GLenum                  *draw_buffers;
784     GLuint                  depth_blt_texture;
785
786     /* Cursor management */
787     BOOL                    bCursorVisible;
788     UINT                    xHotSpot;
789     UINT                    yHotSpot;
790     UINT                    xScreenSpace;
791     UINT                    yScreenSpace;
792     UINT                    cursorWidth, cursorHeight;
793     GLuint                  cursorTexture;
794     BOOL                    haveHardwareCursor;
795     HCURSOR                 hardwareCursor;
796
797     /* The Wine logo surface */
798     IWineD3DSurface        *logo_surface;
799
800     /* Textures for when no other textures are mapped */
801     UINT                          dummyTextureName[MAX_TEXTURES];
802
803     /* Debug stream management */
804     BOOL                     debug;
805
806     /* Device state management */
807     HRESULT                 state;
808     BOOL                    d3d_initialized;
809
810     /* A flag to check for proper BeginScene / EndScene call pairs */
811     BOOL inScene;
812
813     /* process vertex shaders using software or hardware */
814     BOOL softwareVertexProcessing;
815
816     /* DirectDraw stuff */
817     HWND ddraw_window;
818     IWineD3DSurface *ddraw_primary;
819     DWORD ddraw_width, ddraw_height;
820     WINED3DFORMAT ddraw_format;
821     BOOL ddraw_fullscreen;
822
823     /* Final position fixup constant */
824     float                       posFixup[4];
825
826     /* With register combiners we can skip junk texture stages */
827     DWORD                     texUnitMap[MAX_COMBINED_SAMPLERS];
828     DWORD                     rev_tex_unit_map[MAX_COMBINED_SAMPLERS];
829     BOOL                      fixed_function_usage_map[MAX_TEXTURES];
830
831     /* Stream source management */
832     WineDirect3DVertexStridedData strided_streams;
833     WineDirect3DVertexStridedData *up_strided;
834     BOOL                      useDrawStridedSlow;
835     BOOL                      instancedDraw;
836
837     /* Context management */
838     WineD3DContext          **contexts;                  /* Dynamic array containing pointers to context structures */
839     WineD3DContext          *activeContext;
840     DWORD                   lastThread;
841     UINT                    numContexts;
842     WineD3DContext          *pbufferContext;             /* The context that has a pbuffer as drawable */
843     DWORD                   pbufferWidth, pbufferHeight; /* Size of the buffer drawable */
844
845     /* High level patch management */
846 #define PATCHMAP_SIZE 43
847 #define PATCHMAP_HASHFUNC(x) ((x) % PATCHMAP_SIZE) /* Primitive and simple function */
848     struct list             patches[PATCHMAP_SIZE];
849     struct WineD3DRectPatch *currentPatch;
850 };
851
852 extern const IWineD3DDeviceVtbl IWineD3DDevice_Vtbl, IWineD3DDevice_DirtyConst_Vtbl;
853
854 HRESULT IWineD3DDeviceImpl_ClearSurface(IWineD3DDeviceImpl *This,  IWineD3DSurfaceImpl *target, DWORD Count,
855                                         CONST WINED3DRECT* pRects, DWORD Flags, WINED3DCOLOR Color,
856                                         float Z, DWORD Stencil);
857 void IWineD3DDeviceImpl_FindTexUnitMap(IWineD3DDeviceImpl *This);
858 void IWineD3DDeviceImpl_MarkStateDirty(IWineD3DDeviceImpl *This, DWORD state);
859 static inline BOOL isStateDirty(WineD3DContext *context, DWORD state) {
860     DWORD idx = state >> 5;
861     BYTE shift = state & 0x1f;
862     return context->isStateDirty[idx] & (1 << shift);
863 }
864
865 /* Support for IWineD3DResource ::Set/Get/FreePrivateData. */
866 typedef struct PrivateData
867 {
868     struct list entry;
869
870     GUID tag;
871     DWORD flags; /* DDSPD_* */
872     DWORD uniqueness_value;
873
874     union
875     {
876         LPVOID data;
877         LPUNKNOWN object;
878     } ptr;
879
880     DWORD size;
881 } PrivateData;
882
883 /*****************************************************************************
884  * IWineD3DResource implementation structure
885  */
886 typedef struct IWineD3DResourceClass
887 {
888     /* IUnknown fields */
889     LONG                    ref;     /* Note: Ref counting not required */
890
891     /* WineD3DResource Information */
892     IUnknown               *parent;
893     WINED3DRESOURCETYPE     resourceType;
894     IWineD3DDeviceImpl     *wineD3DDevice;
895     WINED3DPOOL             pool;
896     UINT                    size;
897     DWORD                   usage;
898     WINED3DFORMAT           format;
899     BYTE                   *allocatedMemory; /* Pointer to the real data location */
900     BYTE                   *heapMemory; /* Pointer to the HeapAlloced block of memory */
901     struct list             privateData;
902     struct list             resource_list_entry;
903
904 } IWineD3DResourceClass;
905
906 typedef struct IWineD3DResourceImpl
907 {
908     /* IUnknown & WineD3DResource Information     */
909     const IWineD3DResourceVtbl *lpVtbl;
910     IWineD3DResourceClass   resource;
911 } IWineD3DResourceImpl;
912
913 /* Tests show that the start address of resources is 32 byte aligned */
914 #define RESOURCE_ALIGNMENT 32
915
916 /*****************************************************************************
917  * IWineD3DVertexBuffer implementation structure (extends IWineD3DResourceImpl)
918  */
919 enum vbo_conversion_type {
920     CONV_NONE               = 0,
921     CONV_D3DCOLOR           = 1,
922     CONV_POSITIONT          = 2,
923     CONV_FLOAT16_2          = 3 /* Also handles FLOAT16_4 */
924
925     /* TODO: Add tests and support for FLOAT16_4 POSITIONT, D3DCOLOR position, other
926      * fixed function semantics as D3DCOLOR or FLOAT16
927      */
928 };
929
930 typedef struct IWineD3DVertexBufferImpl
931 {
932     /* IUnknown & WineD3DResource Information     */
933     const IWineD3DVertexBufferVtbl *lpVtbl;
934     IWineD3DResourceClass     resource;
935
936     /* WineD3DVertexBuffer specifics */
937     DWORD                     fvf;
938
939     /* Vertex buffer object support */
940     GLuint                    vbo;
941     BYTE                      Flags;
942     LONG                      bindCount;
943     LONG                      vbo_size;
944     GLenum                    vbo_usage;
945
946     UINT                      dirtystart, dirtyend;
947     LONG                      lockcount;
948
949     LONG                      declChanges, draws;
950     /* Last description of the buffer */
951     DWORD                     stride;       /* 0 if no conversion               */
952     enum vbo_conversion_type  *conv_map;    /* NULL if no conversion            */
953
954     /* Extra load offsets, for FLOAT16 conversion */
955     DWORD                     *conv_shift;  /* NULL if no shifted conversion    */
956     DWORD                     conv_stride;  /* 0 if no shifted conversion       */
957 } IWineD3DVertexBufferImpl;
958
959 extern const IWineD3DVertexBufferVtbl IWineD3DVertexBuffer_Vtbl;
960
961 #define VBFLAG_OPTIMIZED      0x01    /* Optimize has been called for the VB */
962 #define VBFLAG_DIRTY          0x02    /* Buffer data has been modified */
963 #define VBFLAG_HASDESC        0x04    /* A vertex description has been found */
964 #define VBFLAG_CREATEVBO      0x08    /* Attempt to create a VBO next PreLoad */
965
966 /*****************************************************************************
967  * IWineD3DIndexBuffer implementation structure (extends IWineD3DResourceImpl)
968  */
969 typedef struct IWineD3DIndexBufferImpl
970 {
971     /* IUnknown & WineD3DResource Information     */
972     const IWineD3DIndexBufferVtbl *lpVtbl;
973     IWineD3DResourceClass     resource;
974
975     GLuint                    vbo;
976     UINT                      dirtystart, dirtyend;
977     LONG                      lockcount;
978
979     /* WineD3DVertexBuffer specifics */
980 } IWineD3DIndexBufferImpl;
981
982 extern const IWineD3DIndexBufferVtbl IWineD3DIndexBuffer_Vtbl;
983
984 /*****************************************************************************
985  * IWineD3DBaseTexture D3D- > openGL state map lookups
986  */
987 #define WINED3DFUNC_NOTSUPPORTED  -2
988 #define WINED3DFUNC_UNIMPLEMENTED -1
989
990 typedef enum winetexturestates {
991     WINED3DTEXSTA_ADDRESSU       = 0,
992     WINED3DTEXSTA_ADDRESSV       = 1,
993     WINED3DTEXSTA_ADDRESSW       = 2,
994     WINED3DTEXSTA_BORDERCOLOR    = 3,
995     WINED3DTEXSTA_MAGFILTER      = 4,
996     WINED3DTEXSTA_MINFILTER      = 5,
997     WINED3DTEXSTA_MIPFILTER      = 6,
998     WINED3DTEXSTA_MAXMIPLEVEL    = 7,
999     WINED3DTEXSTA_MAXANISOTROPY  = 8,
1000     WINED3DTEXSTA_SRGBTEXTURE    = 9,
1001     WINED3DTEXSTA_ELEMENTINDEX   = 10,
1002     WINED3DTEXSTA_DMAPOFFSET     = 11,
1003     WINED3DTEXSTA_TSSADDRESSW    = 12,
1004     MAX_WINETEXTURESTATES        = 13,
1005 } winetexturestates;
1006
1007 /*****************************************************************************
1008  * IWineD3DBaseTexture implementation structure (extends IWineD3DResourceImpl)
1009  */
1010 typedef struct IWineD3DBaseTextureClass
1011 {
1012     UINT                    levels;
1013     BOOL                    dirty;
1014     UINT                    textureName;
1015     UINT                    LOD;
1016     WINED3DTEXTUREFILTERTYPE filterType;
1017     DWORD                   states[MAX_WINETEXTURESTATES];
1018     LONG                    bindCount;
1019     DWORD                   sampler;
1020     BOOL                    is_srgb;
1021     UINT                    srgb_mode_change_count;
1022     WINED3DFORMAT           shader_conversion_group;
1023     float                   pow2Matrix[16];
1024 } IWineD3DBaseTextureClass;
1025
1026 typedef struct IWineD3DBaseTextureImpl
1027 {
1028     /* IUnknown & WineD3DResource Information     */
1029     const IWineD3DBaseTextureVtbl *lpVtbl;
1030     IWineD3DResourceClass     resource;
1031     IWineD3DBaseTextureClass  baseTexture;
1032
1033 } IWineD3DBaseTextureImpl;
1034
1035 /*****************************************************************************
1036  * IWineD3DTexture implementation structure (extends IWineD3DBaseTextureImpl)
1037  */
1038 typedef struct IWineD3DTextureImpl
1039 {
1040     /* IUnknown & WineD3DResource/WineD3DBaseTexture Information     */
1041     const IWineD3DTextureVtbl *lpVtbl;
1042     IWineD3DResourceClass     resource;
1043     IWineD3DBaseTextureClass  baseTexture;
1044
1045     /* IWineD3DTexture */
1046     IWineD3DSurface          *surfaces[MAX_LEVELS];
1047     
1048     UINT                      width;
1049     UINT                      height;
1050     UINT                      target;
1051
1052 } IWineD3DTextureImpl;
1053
1054 extern const IWineD3DTextureVtbl IWineD3DTexture_Vtbl;
1055
1056 /*****************************************************************************
1057  * IWineD3DCubeTexture implementation structure (extends IWineD3DBaseTextureImpl)
1058  */
1059 typedef struct IWineD3DCubeTextureImpl
1060 {
1061     /* IUnknown & WineD3DResource/WineD3DBaseTexture Information     */
1062     const IWineD3DCubeTextureVtbl *lpVtbl;
1063     IWineD3DResourceClass     resource;
1064     IWineD3DBaseTextureClass  baseTexture;
1065
1066     /* IWineD3DCubeTexture */
1067     IWineD3DSurface          *surfaces[6][MAX_LEVELS];
1068
1069     UINT                      edgeLength;
1070 } IWineD3DCubeTextureImpl;
1071
1072 extern const IWineD3DCubeTextureVtbl IWineD3DCubeTexture_Vtbl;
1073
1074 typedef struct _WINED3DVOLUMET_DESC
1075 {
1076     UINT                    Width;
1077     UINT                    Height;
1078     UINT                    Depth;
1079 } WINED3DVOLUMET_DESC;
1080
1081 /*****************************************************************************
1082  * IWineD3DVolume implementation structure (extends IUnknown)
1083  */
1084 typedef struct IWineD3DVolumeImpl
1085 {
1086     /* IUnknown & WineD3DResource fields */
1087     const IWineD3DVolumeVtbl  *lpVtbl;
1088     IWineD3DResourceClass      resource;
1089
1090     /* WineD3DVolume Information */
1091     WINED3DVOLUMET_DESC      currentDesc;
1092     IWineD3DBase            *container;
1093     UINT                    bytesPerPixel;
1094
1095     BOOL                    lockable;
1096     BOOL                    locked;
1097     WINED3DBOX              lockedBox;
1098     WINED3DBOX              dirtyBox;
1099     BOOL                    dirty;
1100
1101
1102 } IWineD3DVolumeImpl;
1103
1104 extern const IWineD3DVolumeVtbl IWineD3DVolume_Vtbl;
1105
1106 /*****************************************************************************
1107  * IWineD3DVolumeTexture implementation structure (extends IWineD3DBaseTextureImpl)
1108  */
1109 typedef struct IWineD3DVolumeTextureImpl
1110 {
1111     /* IUnknown & WineD3DResource/WineD3DBaseTexture Information     */
1112     const IWineD3DVolumeTextureVtbl *lpVtbl;
1113     IWineD3DResourceClass     resource;
1114     IWineD3DBaseTextureClass  baseTexture;
1115
1116     /* IWineD3DVolumeTexture */
1117     IWineD3DVolume           *volumes[MAX_LEVELS];
1118
1119     UINT                      width;
1120     UINT                      height;
1121     UINT                      depth;
1122 } IWineD3DVolumeTextureImpl;
1123
1124 extern const IWineD3DVolumeTextureVtbl IWineD3DVolumeTexture_Vtbl;
1125
1126 typedef struct _WINED3DSURFACET_DESC
1127 {
1128     WINED3DMULTISAMPLE_TYPE MultiSampleType;
1129     DWORD                   MultiSampleQuality;
1130     UINT                    Width;
1131     UINT                    Height;
1132 } WINED3DSURFACET_DESC;
1133
1134 /*****************************************************************************
1135  * Structure for DIB Surfaces (GetDC and GDI surfaces)
1136  */
1137 typedef struct wineD3DSurface_DIB {
1138     HBITMAP DIBsection;
1139     void* bitmap_data;
1140     UINT bitmap_size;
1141     HGDIOBJ holdbitmap;
1142     BOOL client_memory;
1143 } wineD3DSurface_DIB;
1144
1145 typedef struct {
1146     struct list entry;
1147     GLuint id;
1148     UINT width;
1149     UINT height;
1150 } renderbuffer_entry_t;
1151
1152 /*****************************************************************************
1153  * IWineD3DClipp implementation structure
1154  */
1155 typedef struct IWineD3DClipperImpl
1156 {
1157     const IWineD3DClipperVtbl *lpVtbl;
1158     LONG ref;
1159
1160     IUnknown *Parent;
1161     HWND hWnd;
1162 } IWineD3DClipperImpl;
1163
1164
1165 /*****************************************************************************
1166  * IWineD3DSurface implementation structure
1167  */
1168 struct IWineD3DSurfaceImpl
1169 {
1170     /* IUnknown & IWineD3DResource Information     */
1171     const IWineD3DSurfaceVtbl *lpVtbl;
1172     IWineD3DResourceClass     resource;
1173
1174     /* IWineD3DSurface fields */
1175     IWineD3DBase              *container;
1176     WINED3DSURFACET_DESC      currentDesc;
1177     IWineD3DPaletteImpl       *palette; /* D3D7 style palette handling */
1178     PALETTEENTRY              *palette9; /* D3D8/9 style palette handling */
1179
1180     UINT                      bytesPerPixel;
1181
1182     /* TODO: move this off into a management class(maybe!) */
1183     DWORD                      Flags;
1184
1185     UINT                      pow2Width;
1186     UINT                      pow2Height;
1187
1188     /* A method to retrieve the drawable size. Not in the Vtable to make it changeable */
1189     void (*get_drawable_size)(IWineD3DSurfaceImpl *This, UINT *width, UINT *height);
1190
1191     /* Oversized texture */
1192     RECT                      glRect;
1193
1194     /* PBO */
1195     GLuint                    pbo;
1196
1197     RECT                      lockedRect;
1198     RECT                      dirtyRect;
1199     int                       lockCount;
1200 #define MAXLOCKCOUNT          50 /* After this amount of locks do not free the sysmem copy */
1201
1202     glDescriptor              glDescription;
1203     BOOL                      srgb;
1204
1205     /* For GetDC */
1206     wineD3DSurface_DIB        dib;
1207     HDC                       hDC;
1208
1209     /* Color keys for DDraw */
1210     WINEDDCOLORKEY            DestBltCKey;
1211     WINEDDCOLORKEY            DestOverlayCKey;
1212     WINEDDCOLORKEY            SrcOverlayCKey;
1213     WINEDDCOLORKEY            SrcBltCKey;
1214     DWORD                     CKeyFlags;
1215
1216     WINEDDCOLORKEY            glCKey;
1217
1218     struct list               renderbuffers;
1219     renderbuffer_entry_t      *current_renderbuffer;
1220
1221     /* DirectDraw clippers */
1222     IWineD3DClipper           *clipper;
1223 };
1224
1225 extern const IWineD3DSurfaceVtbl IWineD3DSurface_Vtbl;
1226 extern const IWineD3DSurfaceVtbl IWineGDISurface_Vtbl;
1227
1228 /* Predeclare the shared Surface functions */
1229 HRESULT WINAPI IWineD3DBaseSurfaceImpl_QueryInterface(IWineD3DSurface *iface, REFIID riid, LPVOID *ppobj);
1230 ULONG WINAPI IWineD3DBaseSurfaceImpl_AddRef(IWineD3DSurface *iface);
1231 HRESULT WINAPI IWineD3DBaseSurfaceImpl_GetParent(IWineD3DSurface *iface, IUnknown **pParent);
1232 HRESULT WINAPI IWineD3DBaseSurfaceImpl_GetDevice(IWineD3DSurface *iface, IWineD3DDevice** ppDevice);
1233 HRESULT WINAPI IWineD3DBaseSurfaceImpl_SetPrivateData(IWineD3DSurface *iface, REFGUID refguid, CONST void* pData, DWORD SizeOfData, DWORD Flags);
1234 HRESULT WINAPI IWineD3DBaseSurfaceImpl_GetPrivateData(IWineD3DSurface *iface, REFGUID refguid, void* pData, DWORD* pSizeOfData);
1235 HRESULT WINAPI IWineD3DBaseSurfaceImpl_FreePrivateData(IWineD3DSurface *iface, REFGUID refguid);
1236 DWORD   WINAPI IWineD3DBaseSurfaceImpl_SetPriority(IWineD3DSurface *iface, DWORD PriorityNew);
1237 DWORD   WINAPI IWineD3DBaseSurfaceImpl_GetPriority(IWineD3DSurface *iface);
1238 WINED3DRESOURCETYPE WINAPI IWineD3DBaseSurfaceImpl_GetType(IWineD3DSurface *iface);
1239 HRESULT WINAPI IWineD3DBaseSurfaceImpl_GetContainer(IWineD3DSurface* iface, REFIID riid, void** ppContainer);
1240 HRESULT WINAPI IWineD3DBaseSurfaceImpl_GetDesc(IWineD3DSurface *iface, WINED3DSURFACE_DESC *pDesc);
1241 HRESULT WINAPI IWineD3DBaseSurfaceImpl_GetBltStatus(IWineD3DSurface *iface, DWORD Flags);
1242 HRESULT WINAPI IWineD3DBaseSurfaceImpl_GetFlipStatus(IWineD3DSurface *iface, DWORD Flags);
1243 HRESULT WINAPI IWineD3DBaseSurfaceImpl_IsLost(IWineD3DSurface *iface);
1244 HRESULT WINAPI IWineD3DBaseSurfaceImpl_Restore(IWineD3DSurface *iface);
1245 HRESULT WINAPI IWineD3DBaseSurfaceImpl_GetPalette(IWineD3DSurface *iface, IWineD3DPalette **Pal);
1246 HRESULT WINAPI IWineD3DBaseSurfaceImpl_SetPalette(IWineD3DSurface *iface, IWineD3DPalette *Pal);
1247 HRESULT WINAPI IWineD3DBaseSurfaceImpl_SetColorKey(IWineD3DSurface *iface, DWORD Flags, WINEDDCOLORKEY *CKey);
1248 HRESULT WINAPI IWineD3DBaseSurfaceImpl_SetContainer(IWineD3DSurface *iface, IWineD3DBase *container);
1249 DWORD WINAPI IWineD3DBaseSurfaceImpl_GetPitch(IWineD3DSurface *iface);
1250 HRESULT WINAPI IWineD3DBaseSurfaceImpl_RealizePalette(IWineD3DSurface *iface);
1251 HRESULT WINAPI IWineD3DBaseSurfaceImpl_SetOverlayPosition(IWineD3DSurface *iface, LONG X, LONG Y);
1252 HRESULT WINAPI IWineD3DBaseSurfaceImpl_GetOverlayPosition(IWineD3DSurface *iface, LONG *X, LONG *Y);
1253 HRESULT WINAPI IWineD3DBaseSurfaceImpl_UpdateOverlayZOrder(IWineD3DSurface *iface, DWORD Flags, IWineD3DSurface *Ref);
1254 HRESULT WINAPI IWineD3DBaseSurfaceImpl_UpdateOverlay(IWineD3DSurface *iface, RECT *SrcRect, IWineD3DSurface *DstSurface, RECT *DstRect, DWORD Flags, WINEDDOVERLAYFX *FX);
1255 HRESULT WINAPI IWineD3DBaseSurfaceImpl_SetClipper(IWineD3DSurface *iface, IWineD3DClipper *clipper);
1256 HRESULT WINAPI IWineD3DBaseSurfaceImpl_GetClipper(IWineD3DSurface *iface, IWineD3DClipper **clipper);
1257 HRESULT WINAPI IWineD3DBaseSurfaceImpl_SetFormat(IWineD3DSurface *iface, WINED3DFORMAT format);
1258 HRESULT IWineD3DBaseSurfaceImpl_CreateDIBSection(IWineD3DSurface *iface);
1259 HRESULT WINAPI IWineD3DBaseSurfaceImpl_Blt(IWineD3DSurface *iface, RECT *DestRect, IWineD3DSurface *SrcSurface, RECT *SrcRect, DWORD Flags, WINEDDBLTFX *DDBltFx, WINED3DTEXTUREFILTERTYPE Filter);
1260 HRESULT WINAPI IWineD3DBaseSurfaceImpl_BltFast(IWineD3DSurface *iface, DWORD dstx, DWORD dsty, IWineD3DSurface *Source, RECT *rsrc, DWORD trans);
1261 HRESULT WINAPI IWineD3DBaseSurfaceImpl_LockRect(IWineD3DSurface *iface, WINED3DLOCKED_RECT* pLockedRect, CONST RECT* pRect, DWORD Flags);
1262 void WINAPI IWineD3DBaseSurfaceImpl_BindTexture(IWineD3DSurface *iface);
1263
1264 const void *WINAPI IWineD3DSurfaceImpl_GetData(IWineD3DSurface *iface);
1265
1266 void get_drawable_size_swapchain(IWineD3DSurfaceImpl *This, UINT *width, UINT *height);
1267 void get_drawable_size_backbuffer(IWineD3DSurfaceImpl *This, UINT *width, UINT *height);
1268 void get_drawable_size_pbuffer(IWineD3DSurfaceImpl *This, UINT *width, UINT *height);
1269 void get_drawable_size_fbo(IWineD3DSurfaceImpl *This, UINT *width, UINT *height);
1270
1271 /* Surface flags: */
1272 #define SFLAG_OVERSIZE    0x00000001 /* Surface is bigger than gl size, blts only */
1273 #define SFLAG_CONVERTED   0x00000002 /* Converted for color keying or Palettized */
1274 #define SFLAG_DIBSECTION  0x00000004 /* Has a DIB section attached for getdc */
1275 #define SFLAG_LOCKABLE    0x00000008 /* Surface can be locked */
1276 #define SFLAG_DISCARD     0x00000010 /* ??? */
1277 #define SFLAG_LOCKED      0x00000020 /* Surface is locked atm */
1278 #define SFLAG_INTEXTURE   0x00000040 /* The GL texture contains the newest surface content */
1279 #define SFLAG_INDRAWABLE  0x00000080 /* The gl drawable contains the most up to date data */
1280 #define SFLAG_INSYSMEM    0x00000100 /* The system memory copy is most up to date */
1281 #define SFLAG_NONPOW2     0x00000200 /* Surface sizes are not a power of 2 */
1282 #define SFLAG_DYNLOCK     0x00000400 /* Surface is often locked by the app */
1283 #define SFLAG_DYNCHANGE   0x00000C00 /* Surface contents are changed very often, implies DYNLOCK */
1284 #define SFLAG_DCINUSE     0x00001000 /* Set between GetDC and ReleaseDC calls */
1285 #define SFLAG_LOST        0x00002000 /* Surface lost flag for DDraw */
1286 #define SFLAG_USERPTR     0x00004000 /* The application allocated the memory for this surface */
1287 #define SFLAG_GLCKEY      0x00008000 /* The gl texture was created with a color key */
1288 #define SFLAG_CLIENT      0x00010000 /* GL_APPLE_client_storage is used on that texture */
1289 #define SFLAG_ALLOCATED   0x00020000 /* A gl texture is allocated for this surface */
1290 #define SFLAG_PBO         0x00040000 /* Has a PBO attached for speeding up data transfers for dynamically locked surfaces */
1291
1292 /* In some conditions the surface memory must not be freed:
1293  * SFLAG_OVERSIZE: Not all data can be kept in GL
1294  * SFLAG_CONVERTED: Converting the data back would take too long
1295  * SFLAG_DIBSECTION: The dib code manages the memory
1296  * SFLAG_LOCKED: The app requires access to the surface data
1297  * SFLAG_DYNLOCK: Avoid freeing the data for performance
1298  * SFLAG_DYNCHANGE: Same reason as DYNLOCK
1299  * SFLAG_PBO: PBOs don't use 'normal' memory. It is either allocated by the driver or must be NULL.
1300  * SFLAG_CLIENT: OpenGL uses our memory as backup
1301  */
1302 #define SFLAG_DONOTFREE  (SFLAG_OVERSIZE   | \
1303                           SFLAG_CONVERTED  | \
1304                           SFLAG_DIBSECTION | \
1305                           SFLAG_LOCKED     | \
1306                           SFLAG_DYNLOCK    | \
1307                           SFLAG_DYNCHANGE  | \
1308                           SFLAG_USERPTR    | \
1309                           SFLAG_PBO        | \
1310                           SFLAG_CLIENT)
1311
1312 #define SFLAG_LOCATIONS  (SFLAG_INSYSMEM   | \
1313                           SFLAG_INTEXTURE  | \
1314                           SFLAG_INDRAWABLE)
1315 BOOL CalculateTexRect(IWineD3DSurfaceImpl *This, RECT *Rect, float glTexCoord[4]);
1316
1317 typedef enum {
1318     NO_CONVERSION,
1319     CONVERT_PALETTED,
1320     CONVERT_PALETTED_CK,
1321     CONVERT_CK_565,
1322     CONVERT_CK_5551,
1323     CONVERT_CK_4444,
1324     CONVERT_CK_4444_ARGB,
1325     CONVERT_CK_1555,
1326     CONVERT_555,
1327     CONVERT_CK_RGB24,
1328     CONVERT_CK_8888,
1329     CONVERT_CK_8888_ARGB,
1330     CONVERT_RGB32_888,
1331     CONVERT_V8U8,
1332     CONVERT_L6V5U5,
1333     CONVERT_X8L8V8U8,
1334     CONVERT_Q8W8V8U8,
1335     CONVERT_V16U16,
1336     CONVERT_A4L4,
1337     CONVERT_R32F,
1338     CONVERT_R16F,
1339     CONVERT_G16R16,
1340 } CONVERT_TYPES;
1341
1342 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);
1343
1344 /*****************************************************************************
1345  * IWineD3DVertexDeclaration implementation structure
1346  */
1347 typedef struct attrib_declaration {
1348     DWORD usage;
1349     DWORD idx;
1350 } attrib_declaration;
1351
1352 #define MAX_ATTRIBS 16
1353
1354 typedef struct IWineD3DVertexDeclarationImpl {
1355     /* IUnknown  Information */
1356     const IWineD3DVertexDeclarationVtbl *lpVtbl;
1357     LONG                    ref;
1358
1359     IUnknown                *parent;
1360     IWineD3DDeviceImpl      *wineD3DDevice;
1361
1362     WINED3DVERTEXELEMENT    *pDeclarationWine;
1363     UINT                    declarationWNumElements;
1364
1365     DWORD                   streams[MAX_STREAMS];
1366     UINT                    num_streams;
1367     BOOL                    position_transformed;
1368     BOOL                    half_float_conv_needed;
1369
1370     /* Ordered array of declaration types that need swizzling in a vshader */
1371     attrib_declaration      swizzled_attribs[MAX_ATTRIBS];
1372     UINT                    num_swizzled_attribs;
1373 } IWineD3DVertexDeclarationImpl;
1374
1375 extern const IWineD3DVertexDeclarationVtbl IWineD3DVertexDeclaration_Vtbl;
1376
1377 /*****************************************************************************
1378  * IWineD3DStateBlock implementation structure
1379  */
1380
1381 /* Internal state Block for Begin/End/Capture/Create/Apply info  */
1382 /*   Note: Very long winded but gl Lists are not flexible enough */
1383 /*   to resolve everything we need, so doing it manually for now */
1384 typedef struct SAVEDSTATES {
1385         BOOL                      indices;
1386         BOOL                      material;
1387         BOOL                      fvf;
1388         BOOL                      streamSource[MAX_STREAMS];
1389         BOOL                      streamFreq[MAX_STREAMS];
1390         BOOL                      textures[MAX_COMBINED_SAMPLERS];
1391         BOOL                      transform[HIGHEST_TRANSFORMSTATE + 1];
1392         BOOL                      viewport;
1393         BOOL                      renderState[WINEHIGHEST_RENDER_STATE + 1];
1394         BOOL                      textureState[MAX_TEXTURES][WINED3D_HIGHEST_TEXTURE_STATE + 1];
1395         BOOL                      samplerState[MAX_COMBINED_SAMPLERS][WINED3D_HIGHEST_SAMPLER_STATE + 1];
1396         BOOL                      clipplane[MAX_CLIPPLANES];
1397         BOOL                      vertexDecl;
1398         BOOL                      pixelShader;
1399         BOOL                      pixelShaderConstantsB[MAX_CONST_B];
1400         BOOL                      pixelShaderConstantsI[MAX_CONST_I];
1401         BOOL                     *pixelShaderConstantsF;
1402         BOOL                      vertexShader;
1403         BOOL                      vertexShaderConstantsB[MAX_CONST_B];
1404         BOOL                      vertexShaderConstantsI[MAX_CONST_I];
1405         BOOL                     *vertexShaderConstantsF;
1406         BOOL                      scissorRect;
1407 } SAVEDSTATES;
1408
1409 typedef struct {
1410     struct  list entry;
1411     DWORD   count;
1412     DWORD   idx[13];
1413 } constants_entry;
1414
1415 struct StageState {
1416     DWORD stage;
1417     DWORD state;
1418 };
1419
1420 struct IWineD3DStateBlockImpl
1421 {
1422     /* IUnknown fields */
1423     const IWineD3DStateBlockVtbl *lpVtbl;
1424     LONG                      ref;     /* Note: Ref counting not required */
1425
1426     /* IWineD3DStateBlock information */
1427     IUnknown                 *parent;
1428     IWineD3DDeviceImpl       *wineD3DDevice;
1429     WINED3DSTATEBLOCKTYPE     blockType;
1430
1431     /* Array indicating whether things have been set or changed */
1432     SAVEDSTATES               changed;
1433     struct list               set_vconstantsF;
1434     struct list               set_pconstantsF;
1435
1436     /* Drawing - Vertex Shader or FVF related */
1437     DWORD                     fvf;
1438     /* Vertex Shader Declaration */
1439     IWineD3DVertexDeclaration *vertexDecl;
1440
1441     IWineD3DVertexShader      *vertexShader;
1442
1443     /* Vertex Shader Constants */
1444     BOOL                       vertexShaderConstantB[MAX_CONST_B];
1445     INT                        vertexShaderConstantI[MAX_CONST_I * 4];
1446     float                     *vertexShaderConstantF;
1447
1448     /* Stream Source */
1449     BOOL                      streamIsUP;
1450     UINT                      streamStride[MAX_STREAMS];
1451     UINT                      streamOffset[MAX_STREAMS + 1 /* tesselated pseudo-stream */ ];
1452     IWineD3DVertexBuffer     *streamSource[MAX_STREAMS];
1453     UINT                      streamFreq[MAX_STREAMS + 1];
1454     UINT                      streamFlags[MAX_STREAMS + 1];     /*0 | WINED3DSTREAMSOURCE_INSTANCEDATA | WINED3DSTREAMSOURCE_INDEXEDDATA  */
1455
1456     /* Indices */
1457     IWineD3DIndexBuffer*      pIndexData;
1458     INT                       baseVertexIndex;
1459     INT                       loadBaseVertexIndex; /* non-indexed drawing needs 0 here, indexed baseVertexIndex */
1460
1461     /* Transform */
1462     WINED3DMATRIX             transforms[HIGHEST_TRANSFORMSTATE + 1];
1463
1464     /* Light hashmap . Collisions are handled using standard wine double linked lists */
1465 #define LIGHTMAP_SIZE 43 /* Use of a prime number recommended. Set to 1 for a linked list! */
1466 #define LIGHTMAP_HASHFUNC(x) ((x) % LIGHTMAP_SIZE) /* Primitive and simple function */
1467     struct list               lightMap[LIGHTMAP_SIZE]; /* Mashmap containing the lights */
1468     PLIGHTINFOEL             *activeLights[MAX_ACTIVE_LIGHTS]; /* Map of opengl lights to d3d lights */
1469
1470     /* Clipping */
1471     double                    clipplane[MAX_CLIPPLANES][4];
1472     WINED3DCLIPSTATUS         clip_status;
1473
1474     /* ViewPort */
1475     WINED3DVIEWPORT           viewport;
1476
1477     /* Material */
1478     WINED3DMATERIAL           material;
1479
1480     /* Pixel Shader */
1481     IWineD3DPixelShader      *pixelShader;
1482
1483     /* Pixel Shader Constants */
1484     BOOL                       pixelShaderConstantB[MAX_CONST_B];
1485     INT                        pixelShaderConstantI[MAX_CONST_I * 4];
1486     float                     *pixelShaderConstantF;
1487
1488     /* RenderState */
1489     DWORD                     renderState[WINEHIGHEST_RENDER_STATE + 1];
1490
1491     /* Texture */
1492     IWineD3DBaseTexture      *textures[MAX_COMBINED_SAMPLERS];
1493     int                       textureDimensions[MAX_COMBINED_SAMPLERS];
1494
1495     /* Texture State Stage */
1496     DWORD                     textureState[MAX_TEXTURES][WINED3D_HIGHEST_TEXTURE_STATE + 1];
1497     DWORD                     lowest_disabled_stage;
1498     /* Sampler States */
1499     DWORD                     samplerState[MAX_COMBINED_SAMPLERS][WINED3D_HIGHEST_SAMPLER_STATE + 1];
1500
1501     /* Current GLSL Shader Program */
1502     struct glsl_shader_prog_link *glsl_program;
1503
1504     /* Scissor test rectangle */
1505     RECT                      scissorRect;
1506
1507     /* Contained state management */
1508     DWORD                     contained_render_states[WINEHIGHEST_RENDER_STATE + 1];
1509     unsigned int              num_contained_render_states;
1510     DWORD                     contained_transform_states[HIGHEST_TRANSFORMSTATE + 1];
1511     unsigned int              num_contained_transform_states;
1512     DWORD                     contained_vs_consts_i[MAX_CONST_I];
1513     unsigned int              num_contained_vs_consts_i;
1514     DWORD                     contained_vs_consts_b[MAX_CONST_B];
1515     unsigned int              num_contained_vs_consts_b;
1516     DWORD                     *contained_vs_consts_f;
1517     unsigned int              num_contained_vs_consts_f;
1518     DWORD                     contained_ps_consts_i[MAX_CONST_I];
1519     unsigned int              num_contained_ps_consts_i;
1520     DWORD                     contained_ps_consts_b[MAX_CONST_B];
1521     unsigned int              num_contained_ps_consts_b;
1522     DWORD                     *contained_ps_consts_f;
1523     unsigned int              num_contained_ps_consts_f;
1524     struct StageState         contained_tss_states[MAX_TEXTURES * (WINED3D_HIGHEST_TEXTURE_STATE)];
1525     unsigned int              num_contained_tss_states;
1526     struct StageState         contained_sampler_states[MAX_COMBINED_SAMPLERS * WINED3D_HIGHEST_SAMPLER_STATE];
1527     unsigned int              num_contained_sampler_states;
1528 };
1529
1530 extern void stateblock_savedstates_set(
1531     IWineD3DStateBlock* iface,
1532     SAVEDSTATES* states,
1533     BOOL value);
1534
1535 extern void stateblock_savedstates_copy(
1536     IWineD3DStateBlock* iface,
1537     SAVEDSTATES* dest,
1538     SAVEDSTATES* source);
1539
1540 extern void stateblock_copy(
1541     IWineD3DStateBlock* destination,
1542     IWineD3DStateBlock* source);
1543
1544 extern const IWineD3DStateBlockVtbl IWineD3DStateBlock_Vtbl;
1545
1546 /* Direct3D terminology with little modifications. We do not have an issued state
1547  * because only the driver knows about it, but we have a created state because d3d
1548  * allows GetData on a created issue, but opengl doesn't
1549  */
1550 enum query_state {
1551     QUERY_CREATED,
1552     QUERY_SIGNALLED,
1553     QUERY_BUILDING
1554 };
1555 /*****************************************************************************
1556  * IWineD3DQueryImpl implementation structure (extends IUnknown)
1557  */
1558 typedef struct IWineD3DQueryImpl
1559 {
1560     const IWineD3DQueryVtbl  *lpVtbl;
1561     LONG                      ref;     /* Note: Ref counting not required */
1562     
1563     IUnknown                 *parent;
1564     /*TODO: replace with iface usage */
1565 #if 0
1566     IWineD3DDevice         *wineD3DDevice;
1567 #else
1568     IWineD3DDeviceImpl       *wineD3DDevice;
1569 #endif
1570
1571     /* IWineD3DQuery fields */
1572     enum query_state         state;
1573     WINED3DQUERYTYPE         type;
1574     /* TODO: Think about using a IUnknown instead of a void* */
1575     void                     *extendedData;
1576     
1577   
1578 } IWineD3DQueryImpl;
1579
1580 extern const IWineD3DQueryVtbl IWineD3DQuery_Vtbl;
1581 extern const IWineD3DQueryVtbl IWineD3DEventQuery_Vtbl;
1582 extern const IWineD3DQueryVtbl IWineD3DOcclusionQuery_Vtbl;
1583
1584 /* Datastructures for IWineD3DQueryImpl.extendedData */
1585 typedef struct  WineQueryOcclusionData {
1586     GLuint  queryId;
1587     WineD3DContext *ctx;
1588 } WineQueryOcclusionData;
1589
1590 typedef struct  WineQueryEventData {
1591     GLuint  fenceId;
1592     WineD3DContext *ctx;
1593 } WineQueryEventData;
1594
1595 /*****************************************************************************
1596  * IWineD3DSwapChainImpl implementation structure (extends IUnknown)
1597  */
1598
1599 typedef struct IWineD3DSwapChainImpl
1600 {
1601     /*IUnknown part*/
1602     const IWineD3DSwapChainVtbl *lpVtbl;
1603     LONG                      ref;     /* Note: Ref counting not required */
1604
1605     IUnknown                 *parent;
1606     IWineD3DDeviceImpl       *wineD3DDevice;
1607
1608     /* IWineD3DSwapChain fields */
1609     IWineD3DSurface         **backBuffer;
1610     IWineD3DSurface          *frontBuffer;
1611     BOOL                      wantsDepthStencilBuffer;
1612     WINED3DPRESENT_PARAMETERS presentParms;
1613     DWORD                     orig_width, orig_height;
1614     WINED3DFORMAT             orig_fmt;
1615
1616     long prev_time, frames;   /* Performance tracking */
1617     unsigned int vSyncCounter;
1618
1619     WineD3DContext        **context; /* Later a array for multithreading */
1620     unsigned int            num_contexts;
1621
1622     HWND                    win_handle;
1623 } IWineD3DSwapChainImpl;
1624
1625 extern const IWineD3DSwapChainVtbl IWineD3DSwapChain_Vtbl;
1626
1627 WineD3DContext *IWineD3DSwapChainImpl_CreateContextForThread(IWineD3DSwapChain *iface);
1628
1629 /*****************************************************************************
1630  * Utility function prototypes 
1631  */
1632
1633 /* Trace routines */
1634 const char* debug_d3dformat(WINED3DFORMAT fmt);
1635 const char* debug_d3ddevicetype(WINED3DDEVTYPE devtype);
1636 const char* debug_d3dresourcetype(WINED3DRESOURCETYPE res);
1637 const char* debug_d3dusage(DWORD usage);
1638 const char* debug_d3dusagequery(DWORD usagequery);
1639 const char* debug_d3ddeclmethod(WINED3DDECLMETHOD method);
1640 const char* debug_d3ddecltype(WINED3DDECLTYPE type);
1641 const char* debug_d3ddeclusage(BYTE usage);
1642 const char* debug_d3dprimitivetype(WINED3DPRIMITIVETYPE PrimitiveType);
1643 const char* debug_d3drenderstate(DWORD state);
1644 const char* debug_d3dsamplerstate(DWORD state);
1645 const char* debug_d3dtexturefiltertype(WINED3DTEXTUREFILTERTYPE filter_type);
1646 const char* debug_d3dtexturestate(DWORD state);
1647 const char* debug_d3dtstype(WINED3DTRANSFORMSTATETYPE tstype);
1648 const char* debug_d3dpool(WINED3DPOOL pool);
1649 const char *debug_fbostatus(GLenum status);
1650 const char *debug_glerror(GLenum error);
1651 const char *debug_d3dbasis(WINED3DBASISTYPE basis);
1652 const char *debug_d3ddegree(WINED3DDEGREETYPE order);
1653
1654 /* Routines for GL <-> D3D values */
1655 GLenum StencilOp(DWORD op);
1656 GLenum CompareFunc(DWORD func);
1657 void   set_tex_op(IWineD3DDevice *iface, BOOL isAlpha, int Stage, WINED3DTEXTUREOP op, DWORD arg1, DWORD arg2, DWORD arg3);
1658 void   set_tex_op_nvrc(IWineD3DDevice *iface, BOOL is_alpha, int stage, WINED3DTEXTUREOP op, DWORD arg1, DWORD arg2, DWORD arg3, INT texture_idx);
1659 void   set_texture_matrix(const float *smat, DWORD flags, BOOL calculatedCoords, BOOL transformed, DWORD coordtype);
1660
1661 void surface_set_compatible_renderbuffer(IWineD3DSurface *iface, unsigned int width, unsigned int height);
1662 GLenum surface_get_gl_buffer(IWineD3DSurface *iface, IWineD3DSwapChain *swapchain);
1663
1664 BOOL getColorBits(WINED3DFORMAT fmt, short *redSize, short *greenSize, short *blueSize, short *alphaSize, short *totalSize);
1665 BOOL getDepthStencilBits(WINED3DFORMAT fmt, short *depthSize, short *stencilSize);
1666
1667 /* Math utils */
1668 void multiply_matrix(WINED3DMATRIX *dest, const WINED3DMATRIX *src1, const WINED3DMATRIX *src2);
1669 unsigned int count_bits(unsigned int mask);
1670
1671 /*****************************************************************************
1672  * To enable calling of inherited functions, requires prototypes 
1673  *
1674  * Note: Only require classes which are subclassed, ie resource, basetexture, 
1675  */
1676     /*** IUnknown methods ***/
1677     extern HRESULT WINAPI IWineD3DResourceImpl_QueryInterface(IWineD3DResource *iface, REFIID riid, void** ppvObject);
1678     extern ULONG WINAPI IWineD3DResourceImpl_AddRef(IWineD3DResource *iface);
1679     extern ULONG WINAPI IWineD3DResourceImpl_Release(IWineD3DResource *iface);
1680     /*** IWineD3DResource methods ***/
1681     extern HRESULT WINAPI IWineD3DResourceImpl_GetParent(IWineD3DResource *iface, IUnknown **pParent);
1682     extern HRESULT WINAPI IWineD3DResourceImpl_GetDevice(IWineD3DResource *iface, IWineD3DDevice ** ppDevice);
1683     extern HRESULT WINAPI IWineD3DResourceImpl_SetPrivateData(IWineD3DResource *iface, REFGUID  refguid, CONST void * pData, DWORD  SizeOfData, DWORD  Flags);
1684     extern HRESULT WINAPI IWineD3DResourceImpl_GetPrivateData(IWineD3DResource *iface, REFGUID  refguid, void * pData, DWORD * pSizeOfData);
1685     extern HRESULT WINAPI IWineD3DResourceImpl_FreePrivateData(IWineD3DResource *iface, REFGUID  refguid);
1686     extern DWORD WINAPI IWineD3DResourceImpl_SetPriority(IWineD3DResource *iface, DWORD  PriorityNew);
1687     extern DWORD WINAPI IWineD3DResourceImpl_GetPriority(IWineD3DResource *iface);
1688     extern void WINAPI IWineD3DResourceImpl_PreLoad(IWineD3DResource *iface);
1689     extern void WINAPI IWineD3DResourceImpl_UnLoad(IWineD3DResource *iface);
1690     extern WINED3DRESOURCETYPE WINAPI IWineD3DResourceImpl_GetType(IWineD3DResource *iface);
1691     /*** class static members ***/
1692     void IWineD3DResourceImpl_CleanUp(IWineD3DResource *iface);
1693
1694     /*** IUnknown methods ***/
1695     extern HRESULT WINAPI IWineD3DBaseTextureImpl_QueryInterface(IWineD3DBaseTexture *iface, REFIID riid, void** ppvObject);
1696     extern ULONG WINAPI IWineD3DBaseTextureImpl_AddRef(IWineD3DBaseTexture *iface);
1697     extern ULONG WINAPI IWineD3DBaseTextureImpl_Release(IWineD3DBaseTexture *iface);
1698     /*** IWineD3DResource methods ***/
1699     extern HRESULT WINAPI IWineD3DBaseTextureImpl_GetParent(IWineD3DBaseTexture *iface, IUnknown **pParent);
1700     extern HRESULT WINAPI IWineD3DBaseTextureImpl_GetDevice(IWineD3DBaseTexture *iface, IWineD3DDevice ** ppDevice);
1701     extern HRESULT WINAPI IWineD3DBaseTextureImpl_SetPrivateData(IWineD3DBaseTexture *iface, REFGUID  refguid, CONST void * pData, DWORD  SizeOfData, DWORD  Flags);
1702     extern HRESULT WINAPI IWineD3DBaseTextureImpl_GetPrivateData(IWineD3DBaseTexture *iface, REFGUID  refguid, void * pData, DWORD * pSizeOfData);
1703     extern HRESULT WINAPI IWineD3DBaseTextureImpl_FreePrivateData(IWineD3DBaseTexture *iface, REFGUID  refguid);
1704     extern DWORD WINAPI IWineD3DBaseTextureImpl_SetPriority(IWineD3DBaseTexture *iface, DWORD  PriorityNew);
1705     extern DWORD WINAPI IWineD3DBaseTextureImpl_GetPriority(IWineD3DBaseTexture *iface);
1706     extern void WINAPI IWineD3DBaseTextureImpl_PreLoad(IWineD3DBaseTexture *iface);
1707     extern void WINAPI IWineD3DBaseTextureImpl_UnLoad(IWineD3DBaseTexture *iface);
1708     extern WINED3DRESOURCETYPE WINAPI IWineD3DBaseTextureImpl_GetType(IWineD3DBaseTexture *iface);
1709     /*** IWineD3DBaseTexture methods ***/
1710     extern DWORD WINAPI IWineD3DBaseTextureImpl_SetLOD(IWineD3DBaseTexture *iface, DWORD LODNew);
1711     extern DWORD WINAPI IWineD3DBaseTextureImpl_GetLOD(IWineD3DBaseTexture *iface);
1712     extern DWORD WINAPI IWineD3DBaseTextureImpl_GetLevelCount(IWineD3DBaseTexture *iface);
1713     extern HRESULT WINAPI IWineD3DBaseTextureImpl_SetAutoGenFilterType(IWineD3DBaseTexture *iface, WINED3DTEXTUREFILTERTYPE FilterType);
1714     extern WINED3DTEXTUREFILTERTYPE WINAPI IWineD3DBaseTextureImpl_GetAutoGenFilterType(IWineD3DBaseTexture *iface);
1715     extern void WINAPI IWineD3DBaseTextureImpl_GenerateMipSubLevels(IWineD3DBaseTexture *iface);
1716     extern BOOL WINAPI IWineD3DBaseTextureImpl_SetDirty(IWineD3DBaseTexture *iface, BOOL);
1717     extern BOOL WINAPI IWineD3DBaseTextureImpl_GetDirty(IWineD3DBaseTexture *iface);
1718
1719     extern BYTE* WINAPI IWineD3DVertexBufferImpl_GetMemory(IWineD3DVertexBuffer* iface, DWORD iOffset, GLint *vbo);
1720     extern HRESULT WINAPI IWineD3DVertexBufferImpl_ReleaseMemory(IWineD3DVertexBuffer* iface);
1721     extern HRESULT WINAPI IWineD3DBaseTextureImpl_BindTexture(IWineD3DBaseTexture *iface);
1722     extern HRESULT WINAPI IWineD3DBaseTextureImpl_UnBindTexture(IWineD3DBaseTexture *iface);
1723     extern void WINAPI IWineD3DBaseTextureImpl_ApplyStateChanges(IWineD3DBaseTexture *iface, const DWORD textureStates[WINED3D_HIGHEST_TEXTURE_STATE + 1], const DWORD samplerStates[WINED3D_HIGHEST_SAMPLER_STATE + 1]);
1724     /*** class static members ***/
1725     void IWineD3DBaseTextureImpl_CleanUp(IWineD3DBaseTexture *iface);
1726
1727 typedef void (*SHADER_HANDLER) (struct SHADER_OPCODE_ARG*);
1728
1729 /* Struct to maintain a list of GLSL shader programs and their associated pixel and
1730  * vertex shaders.  A list of this type is maintained on the DeviceImpl, and is only
1731  * used if the user is using GLSL shaders. */
1732 struct glsl_shader_prog_link {
1733     struct list             vshader_entry;
1734     struct list             pshader_entry;
1735     GLhandleARB             programId;
1736     GLhandleARB             *vuniformF_locations;
1737     GLhandleARB             *puniformF_locations;
1738     GLhandleARB             vuniformI_locations[MAX_CONST_I];
1739     GLhandleARB             puniformI_locations[MAX_CONST_I];
1740     GLhandleARB             posFixup_location;
1741     GLhandleARB             bumpenvmat_location[MAX_TEXTURES];
1742     GLhandleARB             luminancescale_location[MAX_TEXTURES];
1743     GLhandleARB             luminanceoffset_location[MAX_TEXTURES];
1744     GLhandleARB             srgb_comparison_location;
1745     GLhandleARB             srgb_mul_low_location;
1746     GLhandleARB             ycorrection_location;
1747     GLhandleARB             vshader;
1748     GLhandleARB             pshader;
1749 };
1750
1751 typedef struct {
1752     GLhandleARB vshader;
1753     GLhandleARB pshader;
1754 } glsl_program_key_t;
1755
1756 /* TODO: Make this dynamic, based on shader limits ? */
1757 #define MAX_REG_ADDR 1
1758 #define MAX_REG_TEMP 32
1759 #define MAX_REG_TEXCRD 8
1760 #define MAX_REG_INPUT 12
1761 #define MAX_REG_OUTPUT 12
1762 #define MAX_CONST_I 16
1763 #define MAX_CONST_B 16
1764
1765 /* FIXME: This needs to go up to 2048 for
1766  * Shader model 3 according to msdn (and for software shaders) */
1767 #define MAX_LABELS 16
1768
1769 typedef struct semantic {
1770     DWORD usage;
1771     DWORD reg;
1772 } semantic;
1773
1774 typedef struct local_constant {
1775     struct list entry;
1776     unsigned int idx;
1777     DWORD value[4];
1778 } local_constant;
1779
1780 typedef struct shader_reg_maps {
1781
1782     char texcoord[MAX_REG_TEXCRD];          /* pixel < 3.0 */
1783     char temporary[MAX_REG_TEMP];           /* pixel, vertex */
1784     char address[MAX_REG_ADDR];             /* vertex */
1785     char packed_input[MAX_REG_INPUT];       /* pshader >= 3.0 */
1786     char packed_output[MAX_REG_OUTPUT];     /* vertex >= 3.0 */
1787     char attributes[MAX_ATTRIBS];           /* vertex */
1788     char labels[MAX_LABELS];                /* pixel, vertex */
1789     DWORD texcoord_mask[MAX_REG_TEXCRD];    /* vertex < 3.0 */
1790
1791     /* Sampler usage tokens 
1792      * Use 0 as default (bit 31 is always 1 on a valid token) */
1793     DWORD samplers[max(MAX_FRAGMENT_SAMPLERS, MAX_VERTEX_SAMPLERS)];
1794     BOOL bumpmat[MAX_TEXTURES], luminanceparams[MAX_TEXTURES];
1795     char usesnrm, vpos, usesdsy;
1796     char usesrelconstF;
1797
1798     /* Whether or not loops are used in this shader, and nesting depth */
1799     unsigned loop_depth;
1800
1801     /* Whether or not this shader uses fog */
1802     char fog;
1803
1804 } shader_reg_maps;
1805
1806 #define SHADER_PGMSIZE 65535
1807 typedef struct SHADER_BUFFER {
1808     char* buffer;
1809     unsigned int bsize;
1810     unsigned int lineNo;
1811     BOOL newline;
1812 } SHADER_BUFFER;
1813
1814 /* Undocumented opcode controls */
1815 #define INST_CONTROLS_SHIFT 16
1816 #define INST_CONTROLS_MASK 0x00ff0000
1817
1818 typedef enum COMPARISON_TYPE {
1819     COMPARISON_GT = 1,
1820     COMPARISON_EQ = 2,
1821     COMPARISON_GE = 3,
1822     COMPARISON_LT = 4,
1823     COMPARISON_NE = 5,
1824     COMPARISON_LE = 6
1825 } COMPARISON_TYPE;
1826
1827 typedef struct SHADER_OPCODE {
1828     unsigned int  opcode;
1829     const char*   name;
1830     const char*   glname;
1831     char          dst_token;
1832     CONST UINT    num_params;
1833     SHADER_HANDLER hw_fct;
1834     SHADER_HANDLER hw_glsl_fct;
1835     DWORD         min_version;
1836     DWORD         max_version;
1837 } SHADER_OPCODE;
1838
1839 typedef struct SHADER_OPCODE_ARG {
1840     IWineD3DBaseShader* shader;
1841     shader_reg_maps* reg_maps;
1842     CONST SHADER_OPCODE* opcode;
1843     DWORD opcode_token;
1844     DWORD dst;
1845     DWORD dst_addr;
1846     DWORD predicate;
1847     DWORD src[4];
1848     DWORD src_addr[4];
1849     SHADER_BUFFER* buffer;
1850 } SHADER_OPCODE_ARG;
1851
1852 typedef struct SHADER_LIMITS {
1853     unsigned int temporary;
1854     unsigned int texcoord;
1855     unsigned int sampler;
1856     unsigned int constant_int;
1857     unsigned int constant_float;
1858     unsigned int constant_bool;
1859     unsigned int address;
1860     unsigned int packed_output;
1861     unsigned int packed_input;
1862     unsigned int attributes;
1863     unsigned int label;
1864 } SHADER_LIMITS;
1865
1866 /** Keeps track of details for TEX_M#x# shader opcodes which need to 
1867     maintain state information between multiple codes */
1868 typedef struct SHADER_PARSE_STATE {
1869     unsigned int current_row;
1870     DWORD texcoord_w[2];
1871 } SHADER_PARSE_STATE;
1872
1873 #ifdef __GNUC__
1874 #define PRINTF_ATTR(fmt,args) __attribute__((format (printf,fmt,args)))
1875 #else
1876 #define PRINTF_ATTR(fmt,args)
1877 #endif
1878
1879 /* Base Shader utility functions. 
1880  * (may move callers into the same file in the future) */
1881 extern int shader_addline(
1882     SHADER_BUFFER* buffer,
1883     const char* fmt, ...) PRINTF_ATTR(2,3);
1884
1885 extern const SHADER_OPCODE* shader_get_opcode(
1886     IWineD3DBaseShader *iface, 
1887     const DWORD code);
1888
1889 void delete_glsl_program_entry(IWineD3DDevice *iface, struct glsl_shader_prog_link *entry);
1890
1891 /* Vertex shader utility functions */
1892 extern BOOL vshader_get_input(
1893     IWineD3DVertexShader* iface,
1894     BYTE usage_req, BYTE usage_idx_req,
1895     unsigned int* regnum);
1896
1897 extern BOOL vshader_input_is_color(
1898     IWineD3DVertexShader* iface,
1899     unsigned int regnum);
1900
1901 extern HRESULT allocate_shader_constants(IWineD3DStateBlockImpl* object);
1902
1903 /* ARB_[vertex/fragment]_program helper functions */
1904 extern void shader_arb_load_constants(
1905     IWineD3DDevice* device,
1906     char usePixelShader,
1907     char useVertexShader);
1908
1909 /* ARB shader program Prototypes */
1910 extern void shader_hw_def(SHADER_OPCODE_ARG *arg);
1911
1912 /* ARB pixel shader prototypes */
1913 extern void pshader_hw_bem(SHADER_OPCODE_ARG* arg);
1914 extern void pshader_hw_cnd(SHADER_OPCODE_ARG* arg);
1915 extern void pshader_hw_cmp(SHADER_OPCODE_ARG* arg);
1916 extern void pshader_hw_map2gl(SHADER_OPCODE_ARG* arg);
1917 extern void pshader_hw_tex(SHADER_OPCODE_ARG* arg);
1918 extern void pshader_hw_texcoord(SHADER_OPCODE_ARG* arg);
1919 extern void pshader_hw_texreg2ar(SHADER_OPCODE_ARG* arg);
1920 extern void pshader_hw_texreg2gb(SHADER_OPCODE_ARG* arg);
1921 extern void pshader_hw_texbem(SHADER_OPCODE_ARG* arg);
1922 extern void pshader_hw_texm3x2pad(SHADER_OPCODE_ARG* arg);
1923 extern void pshader_hw_texm3x2tex(SHADER_OPCODE_ARG* arg);
1924 extern void pshader_hw_texm3x3pad(SHADER_OPCODE_ARG* arg);
1925 extern void pshader_hw_texm3x3tex(SHADER_OPCODE_ARG* arg);
1926 extern void pshader_hw_texm3x3spec(SHADER_OPCODE_ARG* arg);
1927 extern void pshader_hw_texm3x3vspec(SHADER_OPCODE_ARG* arg);
1928 extern void pshader_hw_texdepth(SHADER_OPCODE_ARG* arg);
1929 extern void pshader_hw_texkill(SHADER_OPCODE_ARG* arg);
1930 extern void pshader_hw_texdp3tex(SHADER_OPCODE_ARG* arg);
1931 extern void pshader_hw_texdp3(SHADER_OPCODE_ARG* arg);
1932 extern void pshader_hw_texm3x3(SHADER_OPCODE_ARG* arg);
1933 extern void pshader_hw_texm3x2depth(SHADER_OPCODE_ARG* arg);
1934 extern void pshader_hw_dp2add(SHADER_OPCODE_ARG* arg);
1935 extern void pshader_hw_texreg2rgb(SHADER_OPCODE_ARG* arg);
1936
1937 /* ARB vertex / pixel shader common prototypes */
1938 extern void shader_hw_nrm(SHADER_OPCODE_ARG* arg);
1939 extern void shader_hw_sincos(SHADER_OPCODE_ARG* arg);
1940 extern void shader_hw_mnxn(SHADER_OPCODE_ARG* arg);
1941
1942 /* ARB vertex shader prototypes */
1943 extern void vshader_hw_map2gl(SHADER_OPCODE_ARG* arg);
1944 extern void vshader_hw_rsq_rcp(SHADER_OPCODE_ARG* arg);
1945
1946 /* GLSL helper functions */
1947 extern void shader_glsl_add_instruction_modifiers(SHADER_OPCODE_ARG *arg);
1948 extern void shader_glsl_load_constants(
1949     IWineD3DDevice* device,
1950     char usePixelShader,
1951     char useVertexShader);
1952
1953 /** The following translate DirectX pixel/vertex shader opcodes to GLSL lines */
1954 extern void shader_glsl_cross(SHADER_OPCODE_ARG* arg);
1955 extern void shader_glsl_map2gl(SHADER_OPCODE_ARG* arg);
1956 extern void shader_glsl_arith(SHADER_OPCODE_ARG* arg);
1957 extern void shader_glsl_mov(SHADER_OPCODE_ARG* arg);
1958 extern void shader_glsl_mad(SHADER_OPCODE_ARG* arg);
1959 extern void shader_glsl_mnxn(SHADER_OPCODE_ARG* arg);
1960 extern void shader_glsl_lrp(SHADER_OPCODE_ARG* arg);
1961 extern void shader_glsl_dot(SHADER_OPCODE_ARG* arg);
1962 extern void shader_glsl_rcp(SHADER_OPCODE_ARG* arg);
1963 extern void shader_glsl_rsq(SHADER_OPCODE_ARG* arg);
1964 extern void shader_glsl_cnd(SHADER_OPCODE_ARG* arg);
1965 extern void shader_glsl_compare(SHADER_OPCODE_ARG* arg);
1966 extern void shader_glsl_def(SHADER_OPCODE_ARG* arg);
1967 extern void shader_glsl_defi(SHADER_OPCODE_ARG* arg);
1968 extern void shader_glsl_defb(SHADER_OPCODE_ARG* arg);
1969 extern void shader_glsl_expp(SHADER_OPCODE_ARG* arg);
1970 extern void shader_glsl_cmp(SHADER_OPCODE_ARG* arg);
1971 extern void shader_glsl_lit(SHADER_OPCODE_ARG* arg);
1972 extern void shader_glsl_dst(SHADER_OPCODE_ARG* arg);
1973 extern void shader_glsl_sincos(SHADER_OPCODE_ARG* arg);
1974 extern void shader_glsl_loop(SHADER_OPCODE_ARG* arg);
1975 extern void shader_glsl_end(SHADER_OPCODE_ARG* arg);
1976 extern void shader_glsl_if(SHADER_OPCODE_ARG* arg);
1977 extern void shader_glsl_ifc(SHADER_OPCODE_ARG* arg);
1978 extern void shader_glsl_else(SHADER_OPCODE_ARG* arg);
1979 extern void shader_glsl_break(SHADER_OPCODE_ARG* arg);
1980 extern void shader_glsl_breakc(SHADER_OPCODE_ARG* arg);
1981 extern void shader_glsl_rep(SHADER_OPCODE_ARG* arg);
1982 extern void shader_glsl_call(SHADER_OPCODE_ARG* arg);
1983 extern void shader_glsl_callnz(SHADER_OPCODE_ARG* arg);
1984 extern void shader_glsl_label(SHADER_OPCODE_ARG* arg);
1985 extern void shader_glsl_pow(SHADER_OPCODE_ARG* arg);
1986 extern void shader_glsl_log(SHADER_OPCODE_ARG* arg);
1987 extern void shader_glsl_texldl(SHADER_OPCODE_ARG* arg);
1988
1989 /** GLSL Pixel Shader Prototypes */
1990 extern void pshader_glsl_tex(SHADER_OPCODE_ARG* arg);
1991 extern void pshader_glsl_texcoord(SHADER_OPCODE_ARG* arg);
1992 extern void pshader_glsl_texdp3tex(SHADER_OPCODE_ARG* arg);
1993 extern void pshader_glsl_texdp3(SHADER_OPCODE_ARG* arg);
1994 extern void pshader_glsl_texdepth(SHADER_OPCODE_ARG* arg);
1995 extern void pshader_glsl_texm3x2depth(SHADER_OPCODE_ARG* arg);
1996 extern void pshader_glsl_texm3x2pad(SHADER_OPCODE_ARG* arg);
1997 extern void pshader_glsl_texm3x2tex(SHADER_OPCODE_ARG* arg);
1998 extern void pshader_glsl_texm3x3(SHADER_OPCODE_ARG* arg);
1999 extern void pshader_glsl_texm3x3pad(SHADER_OPCODE_ARG* arg);
2000 extern void pshader_glsl_texm3x3tex(SHADER_OPCODE_ARG* arg);
2001 extern void pshader_glsl_texm3x3spec(SHADER_OPCODE_ARG* arg);
2002 extern void pshader_glsl_texm3x3vspec(SHADER_OPCODE_ARG* arg);
2003 extern void pshader_glsl_texkill(SHADER_OPCODE_ARG* arg);
2004 extern void pshader_glsl_texbem(SHADER_OPCODE_ARG* arg);
2005 extern void pshader_glsl_bem(SHADER_OPCODE_ARG* arg);
2006 extern void pshader_glsl_texreg2ar(SHADER_OPCODE_ARG* arg);
2007 extern void pshader_glsl_texreg2gb(SHADER_OPCODE_ARG* arg);
2008 extern void pshader_glsl_texreg2rgb(SHADER_OPCODE_ARG* arg);
2009 extern void pshader_glsl_dp2add(SHADER_OPCODE_ARG* arg);
2010 extern void pshader_glsl_input_pack(
2011    SHADER_BUFFER* buffer,
2012    semantic* semantics_out,
2013    IWineD3DPixelShader *iface);
2014
2015 /*****************************************************************************
2016  * IDirect3DBaseShader implementation structure
2017  */
2018 typedef struct IWineD3DBaseShaderClass
2019 {
2020     LONG                            ref;
2021     DWORD                           hex_version;
2022     SHADER_LIMITS                   limits;
2023     SHADER_PARSE_STATE              parse_state;
2024     CONST SHADER_OPCODE             *shader_ins;
2025     DWORD                          *function;
2026     UINT                            functionLength;
2027     GLuint                          prgId;
2028     BOOL                            is_compiled;
2029     UINT                            cur_loop_depth, cur_loop_regno;
2030     BOOL                            load_local_constsF;
2031
2032     /* Type of shader backend */
2033     int shader_mode;
2034
2035     /* Programs this shader is linked with */
2036     struct list linked_programs;
2037
2038     /* Immediate constants (override global ones) */
2039     struct list constantsB;
2040     struct list constantsF;
2041     struct list constantsI;
2042     shader_reg_maps reg_maps;
2043
2044     /* Pixel formats of sampled textures, for format conversion. This
2045      * represents the formats found during compilation, it is not initialized
2046      * on the first parser pass. It is needed to check if the shader
2047      * needs recompilation to adjust the format conversion
2048      */
2049     WINED3DFORMAT       sampled_format[MAX_COMBINED_SAMPLERS];
2050     UINT                sampled_samplers[MAX_COMBINED_SAMPLERS];
2051     UINT                num_sampled_samplers;
2052
2053     UINT recompile_count;
2054
2055     /* Pointer to the parent device */
2056     IWineD3DDevice *device;
2057     struct list     shader_list_entry;
2058
2059 } IWineD3DBaseShaderClass;
2060
2061 typedef struct IWineD3DBaseShaderImpl {
2062     /* IUnknown */
2063     const IWineD3DBaseShaderVtbl    *lpVtbl;
2064
2065     /* IWineD3DBaseShader */
2066     IWineD3DBaseShaderClass         baseShader;
2067 } IWineD3DBaseShaderImpl;
2068
2069 HRESULT  WINAPI IWineD3DBaseShaderImpl_QueryInterface(IWineD3DBaseShader *iface, REFIID riid, LPVOID *ppobj);
2070 ULONG  WINAPI IWineD3DBaseShaderImpl_AddRef(IWineD3DBaseShader *iface);
2071 ULONG  WINAPI IWineD3DBaseShaderImpl_Release(IWineD3DBaseShader *iface);
2072
2073 extern HRESULT shader_get_registers_used(
2074     IWineD3DBaseShader *iface,
2075     shader_reg_maps* reg_maps,
2076     semantic* semantics_in,
2077     semantic* semantics_out,
2078     CONST DWORD* pToken,
2079     IWineD3DStateBlockImpl *stateBlock);
2080
2081 extern void shader_generate_glsl_declarations(
2082     IWineD3DBaseShader *iface,
2083     shader_reg_maps* reg_maps,
2084     SHADER_BUFFER* buffer,
2085     WineD3D_GL_Info* gl_info);
2086
2087 extern void shader_generate_arb_declarations(
2088     IWineD3DBaseShader *iface,
2089     shader_reg_maps* reg_maps,
2090     SHADER_BUFFER* buffer,
2091     WineD3D_GL_Info* gl_info);
2092
2093 extern void shader_generate_main(
2094     IWineD3DBaseShader *iface,
2095     SHADER_BUFFER* buffer,
2096     shader_reg_maps* reg_maps,
2097     CONST DWORD* pFunction);
2098
2099 extern void shader_dump_ins_modifiers(
2100     const DWORD output);
2101
2102 extern void shader_dump_param(
2103     IWineD3DBaseShader *iface,
2104     const DWORD param,
2105     const DWORD addr_token,
2106     int input);
2107
2108 extern void shader_trace_init(
2109     IWineD3DBaseShader *iface,
2110     const DWORD* pFunction);
2111
2112 extern int shader_get_param(
2113     IWineD3DBaseShader* iface,
2114     const DWORD* pToken,
2115     DWORD* param,
2116     DWORD* addr_token);
2117
2118 extern int shader_skip_unrecognized(
2119     IWineD3DBaseShader* iface,
2120     const DWORD* pToken);
2121
2122 extern void print_glsl_info_log(
2123     WineD3D_GL_Info *gl_info,
2124     GLhandleARB obj);
2125
2126 static inline int shader_get_regtype(const DWORD param) {
2127     return (((param & WINED3DSP_REGTYPE_MASK) >> WINED3DSP_REGTYPE_SHIFT) |
2128             ((param & WINED3DSP_REGTYPE_MASK2) >> WINED3DSP_REGTYPE_SHIFT2));
2129 }
2130
2131 static inline int shader_get_writemask(const DWORD param) {
2132     return param & WINED3DSP_WRITEMASK_ALL;
2133 }
2134
2135 extern unsigned int shader_get_float_offset(const DWORD reg);
2136
2137 static inline BOOL shader_is_pshader_version(DWORD token) {
2138     return 0xFFFF0000 == (token & 0xFFFF0000);
2139 }
2140
2141 static inline BOOL shader_is_vshader_version(DWORD token) {
2142     return 0xFFFE0000 == (token & 0xFFFF0000);
2143 }
2144
2145 static inline BOOL shader_is_comment(DWORD token) {
2146     return WINED3DSIO_COMMENT == (token & WINED3DSI_OPCODE_MASK);
2147 }
2148
2149 static inline BOOL shader_is_scalar(DWORD param) {
2150     DWORD reg_type = shader_get_regtype(param);
2151     DWORD reg_num;
2152
2153     switch (reg_type) {
2154         case WINED3DSPR_RASTOUT:
2155             if ((param & WINED3DSP_REGNUM_MASK) != 0) {
2156                 /* oFog & oPts */
2157                 return TRUE;
2158             }
2159             /* oPos */
2160             return FALSE;
2161
2162         case WINED3DSPR_DEPTHOUT:   /* oDepth */
2163         case WINED3DSPR_CONSTBOOL:  /* b# */
2164         case WINED3DSPR_LOOP:       /* aL */
2165         case WINED3DSPR_PREDICATE:  /* p0 */
2166             return TRUE;
2167
2168         case WINED3DSPR_MISCTYPE:
2169             reg_num = param & WINED3DSP_REGNUM_MASK;
2170             switch(reg_num) {
2171                 case 0: /* vPos */
2172                     return FALSE;
2173                 case 1: /* vFace */
2174                     return TRUE;
2175                 default:
2176                     return FALSE;
2177             }
2178
2179         default:
2180             return FALSE;
2181     }
2182 }
2183
2184 static inline BOOL shader_constant_is_local(IWineD3DBaseShaderImpl* This, DWORD reg) {
2185     local_constant* lconst;
2186
2187     if(This->baseShader.load_local_constsF) return FALSE;
2188     LIST_FOR_EACH_ENTRY(lconst, &This->baseShader.constantsF, local_constant, entry) {
2189         if(lconst->idx == reg) return TRUE;
2190     }
2191     return FALSE;
2192
2193 }
2194
2195 /* Internally used shader constants. Applications can use constants 0 to GL_LIMITS(vshader_constantsF) - 1,
2196  * so upload them above that
2197  */
2198 #define ARB_SHADER_PRIVCONST_BASE GL_LIMITS(vshader_constantsF)
2199 #define ARB_SHADER_PRIVCONST_POS ARB_SHADER_PRIVCONST_BASE + 0
2200
2201 /*****************************************************************************
2202  * IDirect3DVertexShader implementation structure
2203  */
2204 typedef struct IWineD3DVertexShaderImpl {
2205     /* IUnknown parts*/   
2206     const IWineD3DVertexShaderVtbl *lpVtbl;
2207
2208     /* IWineD3DBaseShader */
2209     IWineD3DBaseShaderClass     baseShader;
2210
2211     /* IWineD3DVertexShaderImpl */
2212     IUnknown                    *parent;
2213
2214     DWORD                       usage;
2215
2216     /* Vertex shader input and output semantics */
2217     semantic semantics_in [MAX_ATTRIBS];
2218     semantic semantics_out [MAX_REG_OUTPUT];
2219
2220     /* Ordered array of attributes that are swizzled */
2221     attrib_declaration          swizzled_attribs [MAX_ATTRIBS];
2222     UINT                        num_swizzled_attribs;
2223
2224     /* run time datas...  */
2225     VSHADERDATA                *data;
2226     UINT                       min_rel_offset, max_rel_offset;
2227     UINT                       rel_offset;
2228
2229     UINT                       recompile_count;
2230 #if 0 /* needs reworking */
2231     /* run time datas */
2232     VSHADERINPUTDATA input;
2233     VSHADEROUTPUTDATA output;
2234 #endif
2235 } IWineD3DVertexShaderImpl;
2236 extern const SHADER_OPCODE IWineD3DVertexShaderImpl_shader_ins[];
2237 extern const IWineD3DVertexShaderVtbl IWineD3DVertexShader_Vtbl;
2238
2239 /*****************************************************************************
2240  * IDirect3DPixelShader implementation structure
2241  */
2242
2243 enum vertexprocessing_mode {
2244     fixedfunction,
2245     vertexshader,
2246     pretransformed
2247 };
2248
2249 struct stb_const_desc {
2250     char                    texunit;
2251     UINT                    const_num;
2252 };
2253
2254 typedef struct IWineD3DPixelShaderImpl {
2255     /* IUnknown parts */
2256     const IWineD3DPixelShaderVtbl *lpVtbl;
2257
2258     /* IWineD3DBaseShader */
2259     IWineD3DBaseShaderClass     baseShader;
2260
2261     /* IWineD3DPixelShaderImpl */
2262     IUnknown                   *parent;
2263
2264     /* Pixel shader input semantics */
2265     semantic semantics_in [MAX_REG_INPUT];
2266     DWORD                 input_reg_map[MAX_REG_INPUT];
2267     BOOL                  input_reg_used[MAX_REG_INPUT];
2268
2269     /* run time data */
2270     PSHADERDATA                *data;
2271
2272     /* Some information about the shader behavior */
2273     struct stb_const_desc       bumpenvmatconst[MAX_TEXTURES];
2274     char                        numbumpenvmatconsts;
2275     struct stb_const_desc       luminanceconst[MAX_TEXTURES];
2276     char                        srgb_enabled;
2277     char                        srgb_mode_hardcoded;
2278     UINT                        srgb_low_const;
2279     UINT                        srgb_cmp_const;
2280     char                        vpos_uniform;
2281     BOOL                        render_offscreen;
2282     UINT                        height;
2283     enum vertexprocessing_mode  vertexprocessing;
2284
2285 #if 0 /* needs reworking */
2286     PSHADERINPUTDATA input;
2287     PSHADEROUTPUTDATA output;
2288 #endif
2289 } IWineD3DPixelShaderImpl;
2290
2291 extern const SHADER_OPCODE IWineD3DPixelShaderImpl_shader_ins[];
2292 extern const IWineD3DPixelShaderVtbl IWineD3DPixelShader_Vtbl;
2293
2294 /* sRGB correction constants */
2295 static const float srgb_cmp = 0.0031308;
2296 static const float srgb_mul_low = 12.92;
2297 static const float srgb_pow = 0.41666;
2298 static const float srgb_mul_high = 1.055;
2299 static const float srgb_sub_high = 0.055;
2300
2301 /*****************************************************************************
2302  * IWineD3DPalette implementation structure
2303  */
2304 struct IWineD3DPaletteImpl {
2305     /* IUnknown parts */
2306     const IWineD3DPaletteVtbl  *lpVtbl;
2307     LONG                       ref;
2308
2309     IUnknown                   *parent;
2310     IWineD3DDeviceImpl         *wineD3DDevice;
2311
2312     /* IWineD3DPalette */
2313     HPALETTE                   hpal;
2314     WORD                       palVersion;     /*|               */
2315     WORD                       palNumEntries;  /*|  LOGPALETTE   */
2316     PALETTEENTRY               palents[256];   /*|               */
2317     /* This is to store the palette in 'screen format' */
2318     int                        screen_palents[256];
2319     DWORD                      Flags;
2320 };
2321
2322 extern const IWineD3DPaletteVtbl IWineD3DPalette_Vtbl;
2323 DWORD IWineD3DPaletteImpl_Size(DWORD dwFlags);
2324
2325 /* DirectDraw utility functions */
2326 extern WINED3DFORMAT pixelformat_for_depth(DWORD depth);
2327
2328 /*****************************************************************************
2329  * Pixel format management
2330  */
2331 typedef struct {
2332     WINED3DFORMAT           format;
2333     DWORD                   alphaMask, redMask, greenMask, blueMask;
2334     UINT                    bpp;
2335     short                   depthSize, stencilSize;
2336     BOOL                    isFourcc;
2337 } StaticPixelFormatDesc;
2338
2339 const StaticPixelFormatDesc *getFormatDescEntry(WINED3DFORMAT fmt,
2340         WineD3D_GL_Info *gl_info,
2341         const GlPixelFormatDesc **glDesc);
2342
2343 static inline BOOL use_vs(IWineD3DDeviceImpl *device) {
2344     return (device->vs_selected_mode != SHADER_NONE
2345             && device->stateBlock->vertexShader
2346             && ((IWineD3DVertexShaderImpl *)device->stateBlock->vertexShader)->baseShader.function
2347             && !device->strided_streams.u.s.position_transformed);
2348 }
2349
2350 static inline BOOL use_ps(IWineD3DDeviceImpl *device) {
2351     return (device->ps_selected_mode != SHADER_NONE
2352             && device->stateBlock->pixelShader
2353             && ((IWineD3DPixelShaderImpl *)device->stateBlock->pixelShader)->baseShader.function);
2354 }
2355
2356 void stretch_rect_fbo(IWineD3DDevice *iface, IWineD3DSurface *src_surface, WINED3DRECT *src_rect,
2357         IWineD3DSurface *dst_surface, WINED3DRECT *dst_rect, const WINED3DTEXTUREFILTERTYPE filter, BOOL flip);
2358
2359 #endif