wined3d: Use the shader backend to enable / disable atifs and nvts.
[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            65536
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     MAX_LOOKUPS          = 1
108 } WINELOOKUP;
109
110 extern int minLookup[MAX_LOOKUPS];
111 extern int maxLookup[MAX_LOOKUPS];
112 extern DWORD *stateLookup[MAX_LOOKUPS];
113
114 typedef DWORD magLookup_t[WINED3DTEXF_ANISOTROPIC + 1];
115 extern magLookup_t magLookup;
116 extern magLookup_t magLookup_noFilter;
117
118 typedef DWORD minMipLookup_t[WINED3DTEXF_ANISOTROPIC + 1][WINED3DTEXF_LINEAR + 1];
119 extern minMipLookup_t minMipLookup;
120 extern minMipLookup_t minMipLookup_noFilter;
121
122 void init_type_lookup(WineD3D_GL_Info *gl_info);
123 #define WINED3D_ATR_TYPE(type)          GLINFO_LOCATION.glTypeLookup[type].d3dType
124 #define WINED3D_ATR_SIZE(type)          GLINFO_LOCATION.glTypeLookup[type].size
125 #define WINED3D_ATR_GLTYPE(type)        GLINFO_LOCATION.glTypeLookup[type].glType
126 #define WINED3D_ATR_NORMALIZED(type)    GLINFO_LOCATION.glTypeLookup[type].normalized
127 #define WINED3D_ATR_TYPESIZE(type)      GLINFO_LOCATION.glTypeLookup[type].typesize
128
129 /* The following functions convert 16 bit floats in the FLOAT16 data type
130  * to standard C floats and vice versa. They do not depend on the encoding
131  * of the C float, so they are platform independent, but slow. On x86 and
132  * other IEEE 754 compliant platforms the conversion can be accelerated by
133  * bit shifting the exponent and mantissa. There are also some SSE-based
134  * assembly routines out there.
135  *
136  * See GL_NV_half_float for a reference of the FLOAT16 / GL_HALF format
137  */
138 static inline float float_16_to_32(const unsigned short *in) {
139     const unsigned short s = ((*in) & 0x8000);
140     const unsigned short e = ((*in) & 0x7C00) >> 10;
141     const unsigned short m = (*in) & 0x3FF;
142     const float sgn = (s ? -1.0 : 1.0);
143
144     if(e == 0) {
145         if(m == 0) return sgn * 0.0; /* +0.0 or -0.0 */
146         else return sgn * pow(2, -14.0) * ( (float) m / 1024.0);
147     } else if(e < 31) {
148         return sgn * pow(2, (float) e-15.0) * (1.0 + ((float) m / 1024.0));
149     } else {
150         if(m == 0) return sgn / 0.0; /* +INF / -INF */
151         else return 0.0 / 0.0; /* NAN */
152     }
153 }
154
155 static inline unsigned short float_32_to_16(const float *in) {
156     int exp = 0;
157     float tmp = fabs(*in);
158     unsigned int mantissa;
159     unsigned short ret;
160
161     /* Deal with special numbers */
162     if(*in == 0.0) return 0x0000;
163     if(isnan(*in)) return 0x7C01;
164     if(isinf(*in)) return (*in < 0.0 ? 0xFC00 : 0x7c00);
165
166     if(tmp < pow(2, 10)) {
167         do
168         {
169             tmp = tmp * 2.0;
170             exp--;
171         }while(tmp < pow(2, 10));
172     } else if(tmp >= pow(2, 11)) {
173         do
174         {
175             tmp /= 2.0;
176             exp++;
177         }while(tmp >= pow(2, 11));
178     }
179
180     mantissa = (unsigned int) tmp;
181     if(tmp - mantissa >= 0.5) mantissa++; /* round to nearest, away from zero */
182
183     exp += 10;  /* Normalize the mantissa */
184     exp += 15;  /* Exponent is encoded with excess 15 */
185
186     if(exp > 30) { /* too big */
187         ret = 0x7c00; /* INF */
188     } else if(exp <= 0) {
189         /* exp == 0: Non-normalized mantissa. Returns 0x0000 (=0.0) for too small numbers */
190         while(exp <= 0) {
191             mantissa = mantissa >> 1;
192             exp++;
193         }
194         ret = mantissa & 0x3ff;
195     } else {
196         ret = (exp << 10) | (mantissa & 0x3ff);
197     }
198
199     ret |= ((*in < 0.0 ? 1 : 0) << 15); /* Add the sign */
200     return ret;
201 }
202
203 /**
204  * Settings 
205  */
206 #define VS_NONE    0
207 #define VS_HW      1
208
209 #define PS_NONE    0
210 #define PS_HW      1
211
212 #define VBO_NONE   0
213 #define VBO_HW     1
214
215 #define NP2_NONE   0
216 #define NP2_REPACK 1
217 #define NP2_NATIVE 2
218
219 #define ORM_BACKBUFFER  0
220 #define ORM_PBUFFER     1
221 #define ORM_FBO         2
222
223 #define SHADER_ARB  1
224 #define SHADER_GLSL 2
225 #define SHADER_ATI  3
226 #define SHADER_NONE 4
227
228 #define RTL_DISABLE   -1
229 #define RTL_AUTO       0
230 #define RTL_READDRAW   1
231 #define RTL_READTEX    2
232 #define RTL_TEXDRAW    3
233 #define RTL_TEXTEX     4
234
235 /* NOTE: When adding fields to this structure, make sure to update the default
236  * values in wined3d_main.c as well. */
237 typedef struct wined3d_settings_s {
238 /* vertex and pixel shader modes */
239   int vs_mode;
240   int ps_mode;
241   int vbo_mode;
242 /* Ideally, we don't want the user to have to request GLSL.  If the hardware supports GLSL,
243     we should use it.  However, until it's fully implemented, we'll leave it as a registry
244     setting for developers. */
245   BOOL glslRequested;
246   int offscreen_rendering_mode;
247   int rendertargetlock_mode;
248 /* Memory tracking and object counting */
249   unsigned int emulated_textureram;
250   char *logo;
251 } wined3d_settings_t;
252
253 extern wined3d_settings_t wined3d_settings;
254
255 /* Shader backends */
256 struct SHADER_OPCODE_ARG;
257
258 #define SHADER_PGMSIZE 65535
259 typedef struct SHADER_BUFFER {
260     char* buffer;
261     unsigned int bsize;
262     unsigned int lineNo;
263     BOOL newline;
264 } SHADER_BUFFER;
265
266 struct shader_caps {
267     DWORD               PrimitiveMiscCaps;
268
269     DWORD               TextureOpCaps;
270     DWORD               MaxTextureBlendStages;
271     DWORD               MaxSimultaneousTextures;
272
273     DWORD               VertexShaderVersion;
274     DWORD               MaxVertexShaderConst;
275
276     DWORD               PixelShaderVersion;
277     float               PixelShader1xMaxValue;
278
279     WINED3DVSHADERCAPS2_0   VS20Caps;
280     WINED3DPSHADERCAPS2_0   PS20Caps;
281
282     DWORD               MaxVShaderInstructionsExecuted;
283     DWORD               MaxPShaderInstructionsExecuted;
284     DWORD               MaxVertexShader30InstructionSlots;
285     DWORD               MaxPixelShader30InstructionSlots;
286 };
287
288 typedef struct {
289     void (*shader_select)(IWineD3DDevice *iface, BOOL usePS, BOOL useVS);
290     void (*shader_select_depth_blt)(IWineD3DDevice *iface);
291     void (*shader_destroy_depth_blt)(IWineD3DDevice *iface);
292     void (*shader_load_constants)(IWineD3DDevice *iface, char usePS, char useVS);
293     void (*shader_cleanup)(IWineD3DDevice *iface);
294     void (*shader_color_correction)(struct SHADER_OPCODE_ARG *arg);
295     void (*shader_destroy)(IWineD3DBaseShader *iface);
296     HRESULT (*shader_alloc_private)(IWineD3DDevice *iface);
297     void (*shader_free_private)(IWineD3DDevice *iface);
298     BOOL (*shader_dirtifyable_constants)(IWineD3DDevice *iface);
299     void (*shader_generate_pshader)(IWineD3DPixelShader *iface, SHADER_BUFFER *buffer);
300     void (*shader_generate_vshader)(IWineD3DVertexShader *iface, SHADER_BUFFER *buffer);
301     void (*shader_get_caps)(WINED3DDEVTYPE devtype, WineD3D_GL_Info *gl_info, struct shader_caps *caps);
302     void (*shader_dll_load_init)(void);
303     void (*shader_fragment_enable)(IWineD3DDevice *iface, BOOL enable);
304     const struct StateEntry *StateTable;
305 } shader_backend_t;
306
307 extern const shader_backend_t atifs_shader_backend;
308 extern const shader_backend_t glsl_shader_backend;
309 extern const shader_backend_t arb_program_shader_backend;
310 extern const shader_backend_t none_shader_backend;
311
312 /* GLSL shader private data */
313 struct shader_glsl_priv {
314     GLhandleARB             depth_blt_glsl_program_id;
315 };
316
317 /* ARB_program_shader private data */
318 struct shader_arb_priv {
319     GLuint                  depth_blt_vprogram_id;
320     GLuint                  depth_blt_fprogram_id;
321 };
322
323 /* X11 locking */
324
325 extern void (*wine_tsx11_lock_ptr)(void);
326 extern void (*wine_tsx11_unlock_ptr)(void);
327
328 /* As GLX relies on X, this is needed */
329 extern int num_lock;
330
331 #if 0
332 #define ENTER_GL() ++num_lock; if (num_lock > 1) FIXME("Recursive use of GL lock to: %d\n", num_lock); wine_tsx11_lock_ptr()
333 #define LEAVE_GL() if (num_lock != 1) FIXME("Recursive use of GL lock: %d\n", num_lock); --num_lock; wine_tsx11_unlock_ptr()
334 #else
335 #define ENTER_GL() wine_tsx11_lock_ptr()
336 #define LEAVE_GL() wine_tsx11_unlock_ptr()
337 #endif
338
339 /*****************************************************************************
340  * Defines
341  */
342
343 /* GL related defines */
344 /* ------------------ */
345 #define GL_SUPPORT(ExtName)           (GLINFO_LOCATION.supported[ExtName] != 0)
346 #define GL_LIMITS(ExtName)            (GLINFO_LOCATION.max_##ExtName)
347 #define GL_EXTCALL(FuncName)          (GLINFO_LOCATION.FuncName)
348 #define GL_VEND(_VendName)            (GLINFO_LOCATION.gl_vendor == VENDOR_##_VendName ? TRUE : FALSE)
349
350 #define D3DCOLOR_B_R(dw) (((dw) >> 16) & 0xFF)
351 #define D3DCOLOR_B_G(dw) (((dw) >>  8) & 0xFF)
352 #define D3DCOLOR_B_B(dw) (((dw) >>  0) & 0xFF)
353 #define D3DCOLOR_B_A(dw) (((dw) >> 24) & 0xFF)
354
355 #define D3DCOLOR_R(dw) (((float) (((dw) >> 16) & 0xFF)) / 255.0f)
356 #define D3DCOLOR_G(dw) (((float) (((dw) >>  8) & 0xFF)) / 255.0f)
357 #define D3DCOLOR_B(dw) (((float) (((dw) >>  0) & 0xFF)) / 255.0f)
358 #define D3DCOLOR_A(dw) (((float) (((dw) >> 24) & 0xFF)) / 255.0f)
359
360 #define D3DCOLORTOGLFLOAT4(dw, vec) \
361   (vec)[0] = D3DCOLOR_R(dw); \
362   (vec)[1] = D3DCOLOR_G(dw); \
363   (vec)[2] = D3DCOLOR_B(dw); \
364   (vec)[3] = D3DCOLOR_A(dw);
365
366 /* DirectX Device Limits */
367 /* --------------------- */
368 #define MAX_LEVELS  256  /* Maximum number of mipmap levels. Guessed at 256 */
369
370 #define MAX_STREAMS  16  /* Maximum possible streams - used for fixed size arrays
371                             See MaxStreams in MSDN under GetDeviceCaps */
372                          /* Maximum number of constants provided to the shaders */
373 #define HIGHEST_TRANSFORMSTATE 512 
374                          /* Highest value in WINED3DTRANSFORMSTATETYPE */
375
376 /* Checking of API calls */
377 /* --------------------- */
378 #define checkGLcall(A)                                          \
379 {                                                               \
380     GLint err = glGetError();                                   \
381     if (err == GL_NO_ERROR) {                                   \
382        TRACE("%s call ok %s / %d\n", A, __FILE__, __LINE__);    \
383                                                                 \
384     } else do {                                                 \
385         FIXME(">>>>>>>>>>>>>>>>> %s (%#x) from %s @ %s / %d\n", \
386             debug_glerror(err), err, A, __FILE__, __LINE__);    \
387        err = glGetError();                                      \
388     } while (err != GL_NO_ERROR);                               \
389
390
391 /* Trace routines / diagnostics */
392 /* ---------------------------- */
393
394 /* Dump out a matrix and copy it */
395 #define conv_mat(mat,gl_mat)                                                                \
396 do {                                                                                        \
397     TRACE("%f %f %f %f\n", (mat)->u.s._11, (mat)->u.s._12, (mat)->u.s._13, (mat)->u.s._14); \
398     TRACE("%f %f %f %f\n", (mat)->u.s._21, (mat)->u.s._22, (mat)->u.s._23, (mat)->u.s._24); \
399     TRACE("%f %f %f %f\n", (mat)->u.s._31, (mat)->u.s._32, (mat)->u.s._33, (mat)->u.s._34); \
400     TRACE("%f %f %f %f\n", (mat)->u.s._41, (mat)->u.s._42, (mat)->u.s._43, (mat)->u.s._44); \
401     memcpy(gl_mat, (mat), 16 * sizeof(float));                                              \
402 } while (0)
403
404 /* Macro to dump out the current state of the light chain */
405 #define DUMP_LIGHT_CHAIN()                    \
406 {                                             \
407   PLIGHTINFOEL *el = This->stateBlock->lights;\
408   while (el) {                                \
409     TRACE("Light %p (glIndex %ld, d3dIndex %ld, enabled %d)\n", el, el->glIndex, el->OriginalIndex, el->lightEnabled);\
410     el = el->next;                            \
411   }                                           \
412 }
413
414 /* Trace vector and strided data information */
415 #define TRACE_VECTOR(name) TRACE( #name "=(%f, %f, %f, %f)\n", name.x, name.y, name.z, name.w);
416 #define TRACE_STRIDED(sd,name) TRACE( #name "=(data:%p, stride:%d, type:%d, vbo %d, stream %u)\n", \
417         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);
418
419 /* Defines used for optimizations */
420
421 /*    Only reapply what is necessary */
422 #define REAPPLY_ALPHAOP  0x0001
423 #define REAPPLY_ALL      0xFFFF
424
425 /* Advance declaration of structures to satisfy compiler */
426 typedef struct IWineD3DStateBlockImpl IWineD3DStateBlockImpl;
427 typedef struct IWineD3DSurfaceImpl    IWineD3DSurfaceImpl;
428 typedef struct IWineD3DPaletteImpl    IWineD3DPaletteImpl;
429 typedef struct IWineD3DDeviceImpl     IWineD3DDeviceImpl;
430
431 /* Global variables */
432 extern const float identity[16];
433
434 /*****************************************************************************
435  * Compilable extra diagnostics
436  */
437
438 /* Trace information per-vertex: (extremely high amount of trace) */
439 #if 0 /* NOTE: Must be 0 in cvs */
440 # define VTRACE(A) TRACE A
441 #else 
442 # define VTRACE(A) 
443 #endif
444
445 /* Checking of per-vertex related GL calls */
446 /* --------------------- */
447 #define vcheckGLcall(A)                                         \
448 {                                                               \
449     GLint err = glGetError();                                   \
450     if (err == GL_NO_ERROR) {                                   \
451        VTRACE(("%s call ok %s / %d\n", A, __FILE__, __LINE__)); \
452                                                                 \
453     } else do {                                                 \
454         FIXME(">>>>>>>>>>>>>>>>> %s (%#x) from %s @ %s / %d\n", \
455             debug_glerror(err), err, A, __FILE__, __LINE__);    \
456        err = glGetError();                                      \
457     } while (err != GL_NO_ERROR);                               \
458 }
459
460 /* TODO: Confirm each of these works when wined3d move completed */
461 #if 0 /* NOTE: Must be 0 in cvs */
462   /* To avoid having to get gigabytes of trace, the following can be compiled in, and at the start
463      of each frame, a check is made for the existence of C:\D3DTRACE, and if it exists d3d trace
464      is enabled, and if it doesn't exist it is disabled. */
465 # define FRAME_DEBUGGING
466   /*  Adding in the SINGLE_FRAME_DEBUGGING gives a trace of just what makes up a single frame, before
467       the file is deleted                                                                            */
468 # if 1 /* NOTE: Must be 1 in cvs, as this is mostly more useful than a trace from program start */
469 #  define SINGLE_FRAME_DEBUGGING
470 # endif  
471   /* The following, when enabled, lets you see the makeup of the frame, by drawprimitive calls.
472      It can only be enabled when FRAME_DEBUGGING is also enabled                               
473      The contents of the back buffer are written into /tmp/backbuffer_* after each primitive 
474      array is drawn.                                                                            */
475 # if 0 /* NOTE: Must be 0 in cvs, as this give a lot of ppm files when compiled in */                                                                                       
476 #  define SHOW_FRAME_MAKEUP 1
477 # endif  
478   /* The following, when enabled, lets you see the makeup of the all the textures used during each
479      of the drawprimitive calls. It can only be enabled when SHOW_FRAME_MAKEUP is also enabled.
480      The contents of the textures assigned to each stage are written into 
481      /tmp/texture_*_<Stage>.ppm after each primitive array is drawn.                            */
482 # if 0 /* NOTE: Must be 0 in cvs, as this give a lot of ppm files when compiled in */
483 #  define SHOW_TEXTURE_MAKEUP 0
484 # endif  
485 extern BOOL isOn;
486 extern BOOL isDumpingFrames;
487 extern LONG primCounter;
488 #endif
489
490 /*****************************************************************************
491  * Prototypes
492  */
493
494 /* Routine common to the draw primitive and draw indexed primitive routines */
495 void drawPrimitive(IWineD3DDevice *iface,
496                     int PrimitiveType,
497                     long NumPrimitives,
498                     /* for Indexed: */
499                     long  StartVertexIndex,
500                     UINT  numberOfVertices,
501                     long  StartIdx,
502                     short idxBytes,
503                     const void *idxData,
504                     int   minIndex);
505
506 void primitiveDeclarationConvertToStridedData(
507      IWineD3DDevice *iface,
508      BOOL useVertexShaderFunction,
509      WineDirect3DVertexStridedData *strided,
510      BOOL *fixup);
511
512 DWORD get_flexible_vertex_size(DWORD d3dvtVertexType);
513
514 typedef void (*glAttribFunc)(void *data);
515 typedef void (*glTexAttribFunc)(GLuint unit, void *data);
516 extern glAttribFunc position_funcs[WINED3DDECLTYPE_UNUSED];
517 extern glAttribFunc diffuse_funcs[WINED3DDECLTYPE_UNUSED];
518 extern glAttribFunc specular_funcs[WINED3DDECLTYPE_UNUSED];
519 extern glAttribFunc normal_funcs[WINED3DDECLTYPE_UNUSED];
520
521 #define eps 1e-8
522
523 #define GET_TEXCOORD_SIZE_FROM_FVF(d3dvtVertexType, tex_num) \
524     (((((d3dvtVertexType) >> (16 + (2 * (tex_num)))) + 1) & 0x03) + 1)
525
526 void depth_copy(IWineD3DDevice *iface);
527
528 /* Routines and structures related to state management */
529 typedef struct WineD3DContext WineD3DContext;
530 typedef void (*APPLYSTATEFUNC)(DWORD state, IWineD3DStateBlockImpl *stateblock, WineD3DContext *ctx);
531
532 #define STATE_RENDER(a) (a)
533 #define STATE_IS_RENDER(a) ((a) >= STATE_RENDER(1) && (a) <= STATE_RENDER(WINEHIGHEST_RENDER_STATE))
534
535 #define STATE_TEXTURESTAGE(stage, num) (STATE_RENDER(WINEHIGHEST_RENDER_STATE) + (stage) * WINED3D_HIGHEST_TEXTURE_STATE + (num))
536 #define STATE_IS_TEXTURESTAGE(a) ((a) >= STATE_TEXTURESTAGE(0, 1) && (a) <= STATE_TEXTURESTAGE(MAX_TEXTURES - 1, WINED3D_HIGHEST_TEXTURE_STATE))
537
538 /* + 1 because samplers start with 0 */
539 #define STATE_SAMPLER(num) (STATE_TEXTURESTAGE(MAX_TEXTURES - 1, WINED3D_HIGHEST_TEXTURE_STATE) + 1 + (num))
540 #define STATE_IS_SAMPLER(num) ((num) >= STATE_SAMPLER(0) && (num) <= STATE_SAMPLER(MAX_COMBINED_SAMPLERS - 1))
541
542 #define STATE_PIXELSHADER (STATE_SAMPLER(MAX_COMBINED_SAMPLERS - 1) + 1)
543 #define STATE_IS_PIXELSHADER(a) ((a) == STATE_PIXELSHADER)
544
545 #define STATE_TRANSFORM(a) (STATE_PIXELSHADER + (a))
546 #define STATE_IS_TRANSFORM(a) ((a) >= STATE_TRANSFORM(1) && (a) <= STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(255)))
547
548 #define STATE_STREAMSRC (STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(255)) + 1)
549 #define STATE_IS_STREAMSRC(a) ((a) == STATE_STREAMSRC)
550 #define STATE_INDEXBUFFER (STATE_STREAMSRC + 1)
551 #define STATE_IS_INDEXBUFFER(a) ((a) == STATE_INDEXBUFFER)
552
553 #define STATE_VDECL (STATE_INDEXBUFFER + 1)
554 #define STATE_IS_VDECL(a) ((a) == STATE_VDECL)
555
556 #define STATE_VSHADER (STATE_VDECL + 1)
557 #define STATE_IS_VSHADER(a) ((a) == STATE_VSHADER)
558
559 #define STATE_VIEWPORT (STATE_VSHADER + 1)
560 #define STATE_IS_VIEWPORT(a) ((a) == STATE_VIEWPORT)
561
562 #define STATE_VERTEXSHADERCONSTANT (STATE_VIEWPORT + 1)
563 #define STATE_PIXELSHADERCONSTANT (STATE_VERTEXSHADERCONSTANT + 1)
564 #define STATE_IS_VERTEXSHADERCONSTANT(a) ((a) == STATE_VERTEXSHADERCONSTANT)
565 #define STATE_IS_PIXELSHADERCONSTANT(a) ((a) == STATE_PIXELSHADERCONSTANT)
566
567 #define STATE_ACTIVELIGHT(a) (STATE_PIXELSHADERCONSTANT + (a) + 1)
568 #define STATE_IS_ACTIVELIGHT(a) ((a) >= STATE_ACTIVELIGHT(0) && (a) < STATE_ACTIVELIGHT(MAX_ACTIVE_LIGHTS))
569
570 #define STATE_SCISSORRECT (STATE_ACTIVELIGHT(MAX_ACTIVE_LIGHTS - 1) + 1)
571 #define STATE_IS_SCISSORRECT(a) ((a) == STATE_SCISSORRECT)
572
573 #define STATE_CLIPPLANE(a) (STATE_SCISSORRECT + 1 + (a))
574 #define STATE_IS_CLIPPLANE(a) ((a) >= STATE_CLIPPLANE(0) && (a) <= STATE_CLIPPLANE(MAX_CLIPPLANES - 1))
575
576 #define STATE_MATERIAL (STATE_CLIPPLANE(MAX_CLIPPLANES))
577
578 #define STATE_FRONTFACE (STATE_MATERIAL + 1)
579
580 #define STATE_HIGHEST (STATE_FRONTFACE)
581
582 struct StateEntry
583 {
584     DWORD           representative;
585     APPLYSTATEFUNC  apply;
586 };
587
588 /* "Base" state table */
589 extern const struct StateEntry FFPStateTable[];
590
591 /* The new context manager that should deal with onscreen and offscreen rendering */
592 struct WineD3DContext {
593     /* State dirtification
594      * dirtyArray is an array that contains markers for dirty states. numDirtyEntries states are dirty, their numbers are in indices
595      * 0...numDirtyEntries - 1. isStateDirty is a redundant copy of the dirtyArray. Technically only one of them would be needed,
596      * 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
597      * only numDirtyEntries array elements have to be checked, not STATE_HIGHEST states.
598      */
599     DWORD                   dirtyArray[STATE_HIGHEST + 1]; /* Won't get bigger than that, a state is never marked dirty 2 times */
600     DWORD                   numDirtyEntries;
601     DWORD                   isStateDirty[STATE_HIGHEST/32 + 1]; /* Bitmap to find out quickly if a state is dirty */
602
603     IWineD3DSurface         *surface;
604     DWORD                   tid;    /* Thread ID which owns this context at the moment */
605
606     /* Stores some information about the context state for optimization */
607     GLint                   last_draw_buffer;
608     BOOL                    last_was_rhw;      /* true iff last draw_primitive was in xyzrhw mode */
609     BOOL                    last_was_pshader;
610     BOOL                    last_was_vshader;
611     BOOL                    last_was_foggy_shader;
612     BOOL                    namedArraysLoaded, numberedArraysLoaded;
613     BOOL                    lastWasPow2Texture[MAX_TEXTURES];
614     GLenum                  tracking_parm;     /* Which source is tracking current colour         */
615     unsigned char           num_untracked_materials;
616     GLenum                  untracked_materials[2];
617     BOOL                    last_was_blit, last_was_ckey;
618     char                    texShaderBumpMap;
619     BOOL                    fog_coord;
620
621     char                    *vshader_const_dirty, *pshader_const_dirty;
622
623     /* The actual opengl context */
624     HGLRC                   glCtx;
625     HWND                    win_handle;
626     HDC                     hdc;
627     HPBUFFERARB             pbuffer;
628     BOOL                    isPBuffer;
629     GLint                   aux_buffers;
630 };
631
632 typedef enum ContextUsage {
633     CTXUSAGE_RESOURCELOAD       = 1,    /* Only loads textures: No State is applied */
634     CTXUSAGE_DRAWPRIM           = 2,    /* OpenGL states are set up for blitting DirectDraw surfaces */
635     CTXUSAGE_BLIT               = 3,    /* OpenGL states are set up 3D drawing */
636     CTXUSAGE_CLEAR              = 4,    /* Drawable and states are set up for clearing */
637 } ContextUsage;
638
639 void ActivateContext(IWineD3DDeviceImpl *device, IWineD3DSurface *target, ContextUsage usage);
640 WineD3DContext *CreateContext(IWineD3DDeviceImpl *This, IWineD3DSurfaceImpl *target, HWND win, BOOL create_pbuffer, const WINED3DPRESENT_PARAMETERS *pPresentParms);
641 void DestroyContext(IWineD3DDeviceImpl *This, WineD3DContext *context);
642 void apply_fbo_state(IWineD3DDevice *iface);
643
644 /* Macros for doing basic GPU detection based on opengl capabilities */
645 #define WINE_D3D6_CAPABLE(gl_info) (gl_info->supported[ARB_MULTITEXTURE])
646 #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])
647 #define WINE_D3D8_CAPABLE(gl_info) WINE_D3D7_CAPABLE(gl_info) && (gl_info->supported[ARB_MULTISAMPLE] && gl_info->supported[ARB_TEXTURE_BORDER_CLAMP])
648 #define WINE_D3D9_CAPABLE(gl_info) WINE_D3D8_CAPABLE(gl_info) && (gl_info->supported[ARB_FRAGMENT_PROGRAM] && gl_info->supported[ARB_VERTEX_SHADER])
649
650 /* Default callbacks for implicit object destruction */
651 extern ULONG WINAPI D3DCB_DefaultDestroySurface(IWineD3DSurface *pSurface);
652
653 extern ULONG WINAPI D3DCB_DefaultDestroyVolume(IWineD3DVolume *pSurface);
654
655 /*****************************************************************************
656  * Internal representation of a light
657  */
658 typedef struct PLIGHTINFOEL PLIGHTINFOEL;
659 struct PLIGHTINFOEL {
660     WINED3DLIGHT OriginalParms; /* Note D3D8LIGHT == D3D9LIGHT */
661     DWORD        OriginalIndex;
662     LONG         glIndex;
663     BOOL         changed;
664     BOOL         enabledChanged;
665     BOOL         enabled;
666
667     /* Converted parms to speed up swapping lights */
668     float                         lightPosn[4];
669     float                         lightDirn[4];
670     float                         exponent;
671     float                         cutoff;
672
673     struct list entry;
674 };
675
676 /* The default light parameters */
677 extern const WINED3DLIGHT WINED3D_default_light;
678
679 typedef struct WineD3D_PixelFormat
680 {
681     int iPixelFormat; /* WGL pixel format */
682     int iPixelType; /* WGL pixel type e.g. WGL_TYPE_RGBA_ARB, WGL_TYPE_RGBA_FLOAT_ARB or WGL_TYPE_COLORINDEX_ARB */
683     int redSize, greenSize, blueSize, alphaSize;
684     int depthSize, stencilSize;
685     BOOL windowDrawable;
686     BOOL pbufferDrawable;
687 } WineD3D_PixelFormat;
688
689 /* The adapter structure */
690 typedef struct GLPixelFormatDesc GLPixelFormatDesc;
691 struct WineD3DAdapter
692 {
693     UINT                    num;
694     BOOL                    opengl;
695     POINT                   monitorPoint;
696     WineD3D_GL_Info         gl_info;
697     const char              *driver;
698     const char              *description;
699     WCHAR                   DeviceName[CCHDEVICENAME]; /* DeviceName for use with e.g. ChangeDisplaySettings */
700     int                     nCfgs;
701     WineD3D_PixelFormat     *cfgs;
702     unsigned int            TextureRam; /* Amount of texture memory both video ram + AGP/TurboCache/HyperMemory/.. */
703     unsigned int            UsedTextureRam;
704 };
705
706 extern BOOL InitAdapters(void);
707 extern BOOL initPixelFormats(WineD3D_GL_Info *gl_info);
708 extern long WineD3DAdapterChangeGLRam(IWineD3DDeviceImpl *D3DDevice, long glram);
709
710 /*****************************************************************************
711  * High order patch management
712  */
713 struct WineD3DRectPatch
714 {
715     UINT                            Handle;
716     float                          *mem;
717     WineDirect3DVertexStridedData   strided;
718     WINED3DRECTPATCH_INFO           RectPatchInfo;
719     float                           numSegs[4];
720     char                            has_normals, has_texcoords;
721     struct list                     entry;
722 };
723
724 HRESULT tesselate_rectpatch(IWineD3DDeviceImpl *This, struct WineD3DRectPatch *patch);
725
726 enum projection_types
727 {
728     proj_none,
729     proj_count3,
730     proj_count4
731 };
732
733 /*****************************************************************************
734  * Fixed function pipeline replacements
735  */
736 struct texture_stage_op
737 {
738     WINED3DTEXTUREOP        cop, aop;
739     DWORD                   carg1, carg2, carg0;
740     DWORD                   aarg1, aarg2, aarg0;
741     WINED3DFORMAT           color_correction;
742     DWORD                   dst;
743     enum projection_types   projected;
744 };
745
746 struct ffp_desc
747 {
748     struct texture_stage_op     op[MAX_TEXTURES];
749     struct list                 entry;
750 };
751
752 void gen_ffp_op(IWineD3DStateBlockImpl *stateblock,struct texture_stage_op op[MAX_TEXTURES]);
753 struct ffp_desc *find_ffp_shader(struct list *shaders, struct texture_stage_op op[MAX_TEXTURES]);
754 void add_ffp_shader(struct list *shaders, struct ffp_desc *desc);
755
756 /*****************************************************************************
757  * IWineD3D implementation structure
758  */
759 typedef struct IWineD3DImpl
760 {
761     /* IUnknown fields */
762     const IWineD3DVtbl     *lpVtbl;
763     LONG                    ref;     /* Note: Ref counting not required */
764
765     /* WineD3D Information */
766     IUnknown               *parent;
767     UINT                    dxVersion;
768 } IWineD3DImpl;
769
770 extern const IWineD3DVtbl IWineD3D_Vtbl;
771
772 /* TODO: setup some flags in the registry to enable, disable pbuffer support
773 (since it will break quite a few things until contexts are managed properly!) */
774 extern BOOL pbuffer_support;
775 /* allocate one pbuffer per surface */
776 extern BOOL pbuffer_per_surface;
777
778 /* A helper function that dumps a resource list */
779 void dumpResources(struct list *list);
780
781 /*****************************************************************************
782  * IWineD3DDevice implementation structure
783  */
784 struct IWineD3DDeviceImpl
785 {
786     /* IUnknown fields      */
787     const IWineD3DDeviceVtbl *lpVtbl;
788     LONG                    ref;     /* Note: Ref counting not required */
789
790     /* WineD3D Information  */
791     IUnknown               *parent;
792     IWineD3D               *wineD3D;
793     struct WineD3DAdapter  *adapter;
794
795     /* Window styles to restore when switching fullscreen mode */
796     LONG                    style;
797     LONG                    exStyle;
798
799     /* X and GL Information */
800     GLint                   maxConcurrentLights;
801     GLenum                  offscreenBuffer;
802
803     /* Selected capabilities */
804     int vs_selected_mode;
805     int ps_selected_mode;
806     const shader_backend_t *shader_backend;
807     hash_table_t *glsl_program_lookup;
808     void *shader_priv;
809
810     /* To store */
811     BOOL                    view_ident;        /* true iff view matrix is identity                */
812     BOOL                    untransformed;
813     BOOL                    vertexBlendUsed;   /* To avoid needless setting of the blend matrices */
814     unsigned char           surface_alignment; /* Line Alignment of surfaces                      */
815
816     /* State block related */
817     BOOL                    isRecordingState;
818     IWineD3DStateBlockImpl *stateBlock;
819     IWineD3DStateBlockImpl *updateStateBlock;
820     BOOL                   isInDraw;
821
822     /* Internal use fields  */
823     WINED3DDEVICE_CREATION_PARAMETERS createParms;
824     UINT                            adapterNo;
825     WINED3DDEVTYPE                  devType;
826
827     IWineD3DSwapChain     **swapchains;
828     UINT                    NumberOfSwapChains;
829
830     struct list             resources; /* a linked list to track resources created by the device */
831     struct list             shaders;   /* a linked list to track shaders (pixel and vertex)      */
832     unsigned int            highest_dirty_ps_const, highest_dirty_vs_const;
833
834     /* Render Target Support */
835     IWineD3DSurface       **render_targets;
836     IWineD3DSurface        *auto_depth_stencil_buffer;
837     IWineD3DSurface       **fbo_color_attachments;
838     IWineD3DSurface        *fbo_depth_attachment;
839
840     IWineD3DSurface        *stencilBufferTarget;
841
842     /* Caches to avoid unneeded context changes */
843     IWineD3DSurface        *lastActiveRenderTarget;
844     IWineD3DSwapChain      *lastActiveSwapChain;
845
846     /* palettes texture management */
847     UINT                    NumberOfPalettes;
848     PALETTEENTRY            **palettes;
849     UINT                    currentPalette;
850     UINT                    paletteConversionShader;
851
852     /* For rendering to a texture using glCopyTexImage */
853     BOOL                    render_offscreen;
854     WINED3D_DEPTHCOPYSTATE  depth_copy_state;
855     GLuint                  fbo;
856     GLuint                  src_fbo;
857     GLuint                  dst_fbo;
858     GLenum                  *draw_buffers;
859     GLuint                  depth_blt_texture;
860
861     /* Cursor management */
862     BOOL                    bCursorVisible;
863     UINT                    xHotSpot;
864     UINT                    yHotSpot;
865     UINT                    xScreenSpace;
866     UINT                    yScreenSpace;
867     UINT                    cursorWidth, cursorHeight;
868     GLuint                  cursorTexture;
869     BOOL                    haveHardwareCursor;
870     HCURSOR                 hardwareCursor;
871
872     /* The Wine logo surface */
873     IWineD3DSurface        *logo_surface;
874
875     /* Textures for when no other textures are mapped */
876     UINT                          dummyTextureName[MAX_TEXTURES];
877
878     /* Debug stream management */
879     BOOL                     debug;
880
881     /* Device state management */
882     HRESULT                 state;
883     BOOL                    d3d_initialized;
884
885     /* A flag to check for proper BeginScene / EndScene call pairs */
886     BOOL inScene;
887
888     /* process vertex shaders using software or hardware */
889     BOOL softwareVertexProcessing;
890
891     /* DirectDraw stuff */
892     HWND ddraw_window;
893     IWineD3DSurface *ddraw_primary;
894     DWORD ddraw_width, ddraw_height;
895     WINED3DFORMAT ddraw_format;
896     BOOL ddraw_fullscreen;
897
898     /* Final position fixup constant */
899     float                       posFixup[4];
900
901     /* With register combiners we can skip junk texture stages */
902     DWORD                     texUnitMap[MAX_COMBINED_SAMPLERS];
903     DWORD                     rev_tex_unit_map[MAX_COMBINED_SAMPLERS];
904     BOOL                      fixed_function_usage_map[MAX_TEXTURES];
905
906     /* Stream source management */
907     WineDirect3DVertexStridedData strided_streams;
908     WineDirect3DVertexStridedData *up_strided;
909     BOOL                      useDrawStridedSlow;
910     BOOL                      instancedDraw;
911
912     /* Context management */
913     WineD3DContext          **contexts;                  /* Dynamic array containing pointers to context structures */
914     WineD3DContext          *activeContext;
915     DWORD                   lastThread;
916     UINT                    numContexts;
917     WineD3DContext          *pbufferContext;             /* The context that has a pbuffer as drawable */
918     DWORD                   pbufferWidth, pbufferHeight; /* Size of the buffer drawable */
919
920     /* High level patch management */
921 #define PATCHMAP_SIZE 43
922 #define PATCHMAP_HASHFUNC(x) ((x) % PATCHMAP_SIZE) /* Primitive and simple function */
923     struct list             patches[PATCHMAP_SIZE];
924     struct WineD3DRectPatch *currentPatch;
925 };
926
927 extern const IWineD3DDeviceVtbl IWineD3DDevice_Vtbl, IWineD3DDevice_DirtyConst_Vtbl;
928
929 HRESULT IWineD3DDeviceImpl_ClearSurface(IWineD3DDeviceImpl *This,  IWineD3DSurfaceImpl *target, DWORD Count,
930                                         CONST WINED3DRECT* pRects, DWORD Flags, WINED3DCOLOR Color,
931                                         float Z, DWORD Stencil);
932 void IWineD3DDeviceImpl_FindTexUnitMap(IWineD3DDeviceImpl *This);
933 void IWineD3DDeviceImpl_MarkStateDirty(IWineD3DDeviceImpl *This, DWORD state);
934 static inline BOOL isStateDirty(WineD3DContext *context, DWORD state) {
935     DWORD idx = state >> 5;
936     BYTE shift = state & 0x1f;
937     return context->isStateDirty[idx] & (1 << shift);
938 }
939
940 /* Support for IWineD3DResource ::Set/Get/FreePrivateData. */
941 typedef struct PrivateData
942 {
943     struct list entry;
944
945     GUID tag;
946     DWORD flags; /* DDSPD_* */
947     DWORD uniqueness_value;
948
949     union
950     {
951         LPVOID data;
952         LPUNKNOWN object;
953     } ptr;
954
955     DWORD size;
956 } PrivateData;
957
958 /*****************************************************************************
959  * IWineD3DResource implementation structure
960  */
961 typedef struct IWineD3DResourceClass
962 {
963     /* IUnknown fields */
964     LONG                    ref;     /* Note: Ref counting not required */
965
966     /* WineD3DResource Information */
967     IUnknown               *parent;
968     WINED3DRESOURCETYPE     resourceType;
969     IWineD3DDeviceImpl     *wineD3DDevice;
970     WINED3DPOOL             pool;
971     UINT                    size;
972     DWORD                   usage;
973     WINED3DFORMAT           format;
974     BYTE                   *allocatedMemory; /* Pointer to the real data location */
975     BYTE                   *heapMemory; /* Pointer to the HeapAlloced block of memory */
976     struct list             privateData;
977     struct list             resource_list_entry;
978
979 } IWineD3DResourceClass;
980
981 typedef struct IWineD3DResourceImpl
982 {
983     /* IUnknown & WineD3DResource Information     */
984     const IWineD3DResourceVtbl *lpVtbl;
985     IWineD3DResourceClass   resource;
986 } IWineD3DResourceImpl;
987
988 /* Tests show that the start address of resources is 32 byte aligned */
989 #define RESOURCE_ALIGNMENT 32
990
991 /*****************************************************************************
992  * IWineD3DVertexBuffer implementation structure (extends IWineD3DResourceImpl)
993  */
994 enum vbo_conversion_type {
995     CONV_NONE               = 0,
996     CONV_D3DCOLOR           = 1,
997     CONV_POSITIONT          = 2,
998     CONV_FLOAT16_2          = 3 /* Also handles FLOAT16_4 */
999
1000     /* TODO: Add tests and support for FLOAT16_4 POSITIONT, D3DCOLOR position, other
1001      * fixed function semantics as D3DCOLOR or FLOAT16
1002      */
1003 };
1004
1005 typedef struct IWineD3DVertexBufferImpl
1006 {
1007     /* IUnknown & WineD3DResource Information     */
1008     const IWineD3DVertexBufferVtbl *lpVtbl;
1009     IWineD3DResourceClass     resource;
1010
1011     /* WineD3DVertexBuffer specifics */
1012     DWORD                     fvf;
1013
1014     /* Vertex buffer object support */
1015     GLuint                    vbo;
1016     BYTE                      Flags;
1017     LONG                      bindCount;
1018     LONG                      vbo_size;
1019     GLenum                    vbo_usage;
1020
1021     UINT                      dirtystart, dirtyend;
1022     LONG                      lockcount;
1023
1024     LONG                      declChanges, draws;
1025     /* Last description of the buffer */
1026     DWORD                     stride;       /* 0 if no conversion               */
1027     enum vbo_conversion_type  *conv_map;    /* NULL if no conversion            */
1028
1029     /* Extra load offsets, for FLOAT16 conversion */
1030     DWORD                     *conv_shift;  /* NULL if no shifted conversion    */
1031     DWORD                     conv_stride;  /* 0 if no shifted conversion       */
1032 } IWineD3DVertexBufferImpl;
1033
1034 extern const IWineD3DVertexBufferVtbl IWineD3DVertexBuffer_Vtbl;
1035
1036 #define VBFLAG_OPTIMIZED      0x01    /* Optimize has been called for the VB */
1037 #define VBFLAG_DIRTY          0x02    /* Buffer data has been modified */
1038 #define VBFLAG_HASDESC        0x04    /* A vertex description has been found */
1039 #define VBFLAG_CREATEVBO      0x08    /* Attempt to create a VBO next PreLoad */
1040
1041 /*****************************************************************************
1042  * IWineD3DIndexBuffer implementation structure (extends IWineD3DResourceImpl)
1043  */
1044 typedef struct IWineD3DIndexBufferImpl
1045 {
1046     /* IUnknown & WineD3DResource Information     */
1047     const IWineD3DIndexBufferVtbl *lpVtbl;
1048     IWineD3DResourceClass     resource;
1049
1050     GLuint                    vbo;
1051     UINT                      dirtystart, dirtyend;
1052     LONG                      lockcount;
1053
1054     /* WineD3DVertexBuffer specifics */
1055 } IWineD3DIndexBufferImpl;
1056
1057 extern const IWineD3DIndexBufferVtbl IWineD3DIndexBuffer_Vtbl;
1058
1059 /*****************************************************************************
1060  * IWineD3DBaseTexture D3D- > openGL state map lookups
1061  */
1062 #define WINED3DFUNC_NOTSUPPORTED  -2
1063 #define WINED3DFUNC_UNIMPLEMENTED -1
1064
1065 typedef enum winetexturestates {
1066     WINED3DTEXSTA_ADDRESSU       = 0,
1067     WINED3DTEXSTA_ADDRESSV       = 1,
1068     WINED3DTEXSTA_ADDRESSW       = 2,
1069     WINED3DTEXSTA_BORDERCOLOR    = 3,
1070     WINED3DTEXSTA_MAGFILTER      = 4,
1071     WINED3DTEXSTA_MINFILTER      = 5,
1072     WINED3DTEXSTA_MIPFILTER      = 6,
1073     WINED3DTEXSTA_MAXMIPLEVEL    = 7,
1074     WINED3DTEXSTA_MAXANISOTROPY  = 8,
1075     WINED3DTEXSTA_SRGBTEXTURE    = 9,
1076     WINED3DTEXSTA_ELEMENTINDEX   = 10,
1077     WINED3DTEXSTA_DMAPOFFSET     = 11,
1078     WINED3DTEXSTA_TSSADDRESSW    = 12,
1079     MAX_WINETEXTURESTATES        = 13,
1080 } winetexturestates;
1081
1082 /*****************************************************************************
1083  * IWineD3DBaseTexture implementation structure (extends IWineD3DResourceImpl)
1084  */
1085 typedef struct IWineD3DBaseTextureClass
1086 {
1087     UINT                    levels;
1088     BOOL                    dirty;
1089     UINT                    textureName;
1090     UINT                    LOD;
1091     WINED3DTEXTUREFILTERTYPE filterType;
1092     DWORD                   states[MAX_WINETEXTURESTATES];
1093     LONG                    bindCount;
1094     DWORD                   sampler;
1095     BOOL                    is_srgb;
1096     UINT                    srgb_mode_change_count;
1097     WINED3DFORMAT           shader_conversion_group;
1098     float                   pow2Matrix[16];
1099     minMipLookup_t          *minMipLookup;
1100     magLookup_t             *magLookup;
1101 } IWineD3DBaseTextureClass;
1102
1103 typedef struct IWineD3DBaseTextureImpl
1104 {
1105     /* IUnknown & WineD3DResource Information     */
1106     const IWineD3DBaseTextureVtbl *lpVtbl;
1107     IWineD3DResourceClass     resource;
1108     IWineD3DBaseTextureClass  baseTexture;
1109
1110 } IWineD3DBaseTextureImpl;
1111
1112 /*****************************************************************************
1113  * IWineD3DTexture implementation structure (extends IWineD3DBaseTextureImpl)
1114  */
1115 typedef struct IWineD3DTextureImpl
1116 {
1117     /* IUnknown & WineD3DResource/WineD3DBaseTexture Information     */
1118     const IWineD3DTextureVtbl *lpVtbl;
1119     IWineD3DResourceClass     resource;
1120     IWineD3DBaseTextureClass  baseTexture;
1121
1122     /* IWineD3DTexture */
1123     IWineD3DSurface          *surfaces[MAX_LEVELS];
1124     
1125     UINT                      width;
1126     UINT                      height;
1127     UINT                      target;
1128
1129 } IWineD3DTextureImpl;
1130
1131 extern const IWineD3DTextureVtbl IWineD3DTexture_Vtbl;
1132
1133 /*****************************************************************************
1134  * IWineD3DCubeTexture implementation structure (extends IWineD3DBaseTextureImpl)
1135  */
1136 typedef struct IWineD3DCubeTextureImpl
1137 {
1138     /* IUnknown & WineD3DResource/WineD3DBaseTexture Information     */
1139     const IWineD3DCubeTextureVtbl *lpVtbl;
1140     IWineD3DResourceClass     resource;
1141     IWineD3DBaseTextureClass  baseTexture;
1142
1143     /* IWineD3DCubeTexture */
1144     IWineD3DSurface          *surfaces[6][MAX_LEVELS];
1145
1146     UINT                      edgeLength;
1147 } IWineD3DCubeTextureImpl;
1148
1149 extern const IWineD3DCubeTextureVtbl IWineD3DCubeTexture_Vtbl;
1150
1151 typedef struct _WINED3DVOLUMET_DESC
1152 {
1153     UINT                    Width;
1154     UINT                    Height;
1155     UINT                    Depth;
1156 } WINED3DVOLUMET_DESC;
1157
1158 /*****************************************************************************
1159  * IWineD3DVolume implementation structure (extends IUnknown)
1160  */
1161 typedef struct IWineD3DVolumeImpl
1162 {
1163     /* IUnknown & WineD3DResource fields */
1164     const IWineD3DVolumeVtbl  *lpVtbl;
1165     IWineD3DResourceClass      resource;
1166
1167     /* WineD3DVolume Information */
1168     WINED3DVOLUMET_DESC      currentDesc;
1169     IWineD3DBase            *container;
1170     UINT                    bytesPerPixel;
1171
1172     BOOL                    lockable;
1173     BOOL                    locked;
1174     WINED3DBOX              lockedBox;
1175     WINED3DBOX              dirtyBox;
1176     BOOL                    dirty;
1177
1178
1179 } IWineD3DVolumeImpl;
1180
1181 extern const IWineD3DVolumeVtbl IWineD3DVolume_Vtbl;
1182
1183 /*****************************************************************************
1184  * IWineD3DVolumeTexture implementation structure (extends IWineD3DBaseTextureImpl)
1185  */
1186 typedef struct IWineD3DVolumeTextureImpl
1187 {
1188     /* IUnknown & WineD3DResource/WineD3DBaseTexture Information     */
1189     const IWineD3DVolumeTextureVtbl *lpVtbl;
1190     IWineD3DResourceClass     resource;
1191     IWineD3DBaseTextureClass  baseTexture;
1192
1193     /* IWineD3DVolumeTexture */
1194     IWineD3DVolume           *volumes[MAX_LEVELS];
1195
1196     UINT                      width;
1197     UINT                      height;
1198     UINT                      depth;
1199 } IWineD3DVolumeTextureImpl;
1200
1201 extern const IWineD3DVolumeTextureVtbl IWineD3DVolumeTexture_Vtbl;
1202
1203 typedef struct _WINED3DSURFACET_DESC
1204 {
1205     WINED3DMULTISAMPLE_TYPE MultiSampleType;
1206     DWORD                   MultiSampleQuality;
1207     UINT                    Width;
1208     UINT                    Height;
1209 } WINED3DSURFACET_DESC;
1210
1211 /*****************************************************************************
1212  * Structure for DIB Surfaces (GetDC and GDI surfaces)
1213  */
1214 typedef struct wineD3DSurface_DIB {
1215     HBITMAP DIBsection;
1216     void* bitmap_data;
1217     UINT bitmap_size;
1218     HGDIOBJ holdbitmap;
1219     BOOL client_memory;
1220 } wineD3DSurface_DIB;
1221
1222 typedef struct {
1223     struct list entry;
1224     GLuint id;
1225     UINT width;
1226     UINT height;
1227 } renderbuffer_entry_t;
1228
1229 /*****************************************************************************
1230  * IWineD3DClipp implementation structure
1231  */
1232 typedef struct IWineD3DClipperImpl
1233 {
1234     const IWineD3DClipperVtbl *lpVtbl;
1235     LONG ref;
1236
1237     IUnknown *Parent;
1238     HWND hWnd;
1239 } IWineD3DClipperImpl;
1240
1241
1242 /*****************************************************************************
1243  * IWineD3DSurface implementation structure
1244  */
1245 struct IWineD3DSurfaceImpl
1246 {
1247     /* IUnknown & IWineD3DResource Information     */
1248     const IWineD3DSurfaceVtbl *lpVtbl;
1249     IWineD3DResourceClass     resource;
1250
1251     /* IWineD3DSurface fields */
1252     IWineD3DBase              *container;
1253     WINED3DSURFACET_DESC      currentDesc;
1254     IWineD3DPaletteImpl       *palette; /* D3D7 style palette handling */
1255     PALETTEENTRY              *palette9; /* D3D8/9 style palette handling */
1256
1257     UINT                      bytesPerPixel;
1258
1259     /* TODO: move this off into a management class(maybe!) */
1260     DWORD                      Flags;
1261
1262     UINT                      pow2Width;
1263     UINT                      pow2Height;
1264
1265     /* A method to retrieve the drawable size. Not in the Vtable to make it changeable */
1266     void (*get_drawable_size)(IWineD3DSurfaceImpl *This, UINT *width, UINT *height);
1267
1268     /* Oversized texture */
1269     RECT                      glRect;
1270
1271     /* PBO */
1272     GLuint                    pbo;
1273
1274     RECT                      lockedRect;
1275     RECT                      dirtyRect;
1276     int                       lockCount;
1277 #define MAXLOCKCOUNT          50 /* After this amount of locks do not free the sysmem copy */
1278
1279     glDescriptor              glDescription;
1280     BOOL                      srgb;
1281
1282     /* For GetDC */
1283     wineD3DSurface_DIB        dib;
1284     HDC                       hDC;
1285
1286     /* Color keys for DDraw */
1287     WINEDDCOLORKEY            DestBltCKey;
1288     WINEDDCOLORKEY            DestOverlayCKey;
1289     WINEDDCOLORKEY            SrcOverlayCKey;
1290     WINEDDCOLORKEY            SrcBltCKey;
1291     DWORD                     CKeyFlags;
1292
1293     WINEDDCOLORKEY            glCKey;
1294
1295     struct list               renderbuffers;
1296     renderbuffer_entry_t      *current_renderbuffer;
1297
1298     /* DirectDraw clippers */
1299     IWineD3DClipper           *clipper;
1300 };
1301
1302 extern const IWineD3DSurfaceVtbl IWineD3DSurface_Vtbl;
1303 extern const IWineD3DSurfaceVtbl IWineGDISurface_Vtbl;
1304
1305 /* Predeclare the shared Surface functions */
1306 HRESULT WINAPI IWineD3DBaseSurfaceImpl_QueryInterface(IWineD3DSurface *iface, REFIID riid, LPVOID *ppobj);
1307 ULONG WINAPI IWineD3DBaseSurfaceImpl_AddRef(IWineD3DSurface *iface);
1308 HRESULT WINAPI IWineD3DBaseSurfaceImpl_GetParent(IWineD3DSurface *iface, IUnknown **pParent);
1309 HRESULT WINAPI IWineD3DBaseSurfaceImpl_GetDevice(IWineD3DSurface *iface, IWineD3DDevice** ppDevice);
1310 HRESULT WINAPI IWineD3DBaseSurfaceImpl_SetPrivateData(IWineD3DSurface *iface, REFGUID refguid, CONST void* pData, DWORD SizeOfData, DWORD Flags);
1311 HRESULT WINAPI IWineD3DBaseSurfaceImpl_GetPrivateData(IWineD3DSurface *iface, REFGUID refguid, void* pData, DWORD* pSizeOfData);
1312 HRESULT WINAPI IWineD3DBaseSurfaceImpl_FreePrivateData(IWineD3DSurface *iface, REFGUID refguid);
1313 DWORD   WINAPI IWineD3DBaseSurfaceImpl_SetPriority(IWineD3DSurface *iface, DWORD PriorityNew);
1314 DWORD   WINAPI IWineD3DBaseSurfaceImpl_GetPriority(IWineD3DSurface *iface);
1315 WINED3DRESOURCETYPE WINAPI IWineD3DBaseSurfaceImpl_GetType(IWineD3DSurface *iface);
1316 HRESULT WINAPI IWineD3DBaseSurfaceImpl_GetContainer(IWineD3DSurface* iface, REFIID riid, void** ppContainer);
1317 HRESULT WINAPI IWineD3DBaseSurfaceImpl_GetDesc(IWineD3DSurface *iface, WINED3DSURFACE_DESC *pDesc);
1318 HRESULT WINAPI IWineD3DBaseSurfaceImpl_GetBltStatus(IWineD3DSurface *iface, DWORD Flags);
1319 HRESULT WINAPI IWineD3DBaseSurfaceImpl_GetFlipStatus(IWineD3DSurface *iface, DWORD Flags);
1320 HRESULT WINAPI IWineD3DBaseSurfaceImpl_IsLost(IWineD3DSurface *iface);
1321 HRESULT WINAPI IWineD3DBaseSurfaceImpl_Restore(IWineD3DSurface *iface);
1322 HRESULT WINAPI IWineD3DBaseSurfaceImpl_GetPalette(IWineD3DSurface *iface, IWineD3DPalette **Pal);
1323 HRESULT WINAPI IWineD3DBaseSurfaceImpl_SetPalette(IWineD3DSurface *iface, IWineD3DPalette *Pal);
1324 HRESULT WINAPI IWineD3DBaseSurfaceImpl_SetColorKey(IWineD3DSurface *iface, DWORD Flags, WINEDDCOLORKEY *CKey);
1325 HRESULT WINAPI IWineD3DBaseSurfaceImpl_SetContainer(IWineD3DSurface *iface, IWineD3DBase *container);
1326 DWORD WINAPI IWineD3DBaseSurfaceImpl_GetPitch(IWineD3DSurface *iface);
1327 HRESULT WINAPI IWineD3DBaseSurfaceImpl_RealizePalette(IWineD3DSurface *iface);
1328 HRESULT WINAPI IWineD3DBaseSurfaceImpl_SetOverlayPosition(IWineD3DSurface *iface, LONG X, LONG Y);
1329 HRESULT WINAPI IWineD3DBaseSurfaceImpl_GetOverlayPosition(IWineD3DSurface *iface, LONG *X, LONG *Y);
1330 HRESULT WINAPI IWineD3DBaseSurfaceImpl_UpdateOverlayZOrder(IWineD3DSurface *iface, DWORD Flags, IWineD3DSurface *Ref);
1331 HRESULT WINAPI IWineD3DBaseSurfaceImpl_UpdateOverlay(IWineD3DSurface *iface, RECT *SrcRect, IWineD3DSurface *DstSurface, RECT *DstRect, DWORD Flags, WINEDDOVERLAYFX *FX);
1332 HRESULT WINAPI IWineD3DBaseSurfaceImpl_SetClipper(IWineD3DSurface *iface, IWineD3DClipper *clipper);
1333 HRESULT WINAPI IWineD3DBaseSurfaceImpl_GetClipper(IWineD3DSurface *iface, IWineD3DClipper **clipper);
1334 HRESULT WINAPI IWineD3DBaseSurfaceImpl_SetFormat(IWineD3DSurface *iface, WINED3DFORMAT format);
1335 HRESULT IWineD3DBaseSurfaceImpl_CreateDIBSection(IWineD3DSurface *iface);
1336 HRESULT WINAPI IWineD3DBaseSurfaceImpl_Blt(IWineD3DSurface *iface, RECT *DestRect, IWineD3DSurface *SrcSurface, RECT *SrcRect, DWORD Flags, WINEDDBLTFX *DDBltFx, WINED3DTEXTUREFILTERTYPE Filter);
1337 HRESULT WINAPI IWineD3DBaseSurfaceImpl_BltFast(IWineD3DSurface *iface, DWORD dstx, DWORD dsty, IWineD3DSurface *Source, RECT *rsrc, DWORD trans);
1338 HRESULT WINAPI IWineD3DBaseSurfaceImpl_LockRect(IWineD3DSurface *iface, WINED3DLOCKED_RECT* pLockedRect, CONST RECT* pRect, DWORD Flags);
1339 void WINAPI IWineD3DBaseSurfaceImpl_BindTexture(IWineD3DSurface *iface);
1340
1341 const void *WINAPI IWineD3DSurfaceImpl_GetData(IWineD3DSurface *iface);
1342
1343 void get_drawable_size_swapchain(IWineD3DSurfaceImpl *This, UINT *width, UINT *height);
1344 void get_drawable_size_backbuffer(IWineD3DSurfaceImpl *This, UINT *width, UINT *height);
1345 void get_drawable_size_pbuffer(IWineD3DSurfaceImpl *This, UINT *width, UINT *height);
1346 void get_drawable_size_fbo(IWineD3DSurfaceImpl *This, UINT *width, UINT *height);
1347
1348 /* Surface flags: */
1349 #define SFLAG_OVERSIZE    0x00000001 /* Surface is bigger than gl size, blts only */
1350 #define SFLAG_CONVERTED   0x00000002 /* Converted for color keying or Palettized */
1351 #define SFLAG_DIBSECTION  0x00000004 /* Has a DIB section attached for GetDC */
1352 #define SFLAG_LOCKABLE    0x00000008 /* Surface can be locked */
1353 #define SFLAG_DISCARD     0x00000010 /* ??? */
1354 #define SFLAG_LOCKED      0x00000020 /* Surface is locked atm */
1355 #define SFLAG_INTEXTURE   0x00000040 /* The GL texture contains the newest surface content */
1356 #define SFLAG_INDRAWABLE  0x00000080 /* The gl drawable contains the most up to date data */
1357 #define SFLAG_INSYSMEM    0x00000100 /* The system memory copy is most up to date */
1358 #define SFLAG_NONPOW2     0x00000200 /* Surface sizes are not a power of 2 */
1359 #define SFLAG_DYNLOCK     0x00000400 /* Surface is often locked by the app */
1360 #define SFLAG_DYNCHANGE   0x00000C00 /* Surface contents are changed very often, implies DYNLOCK */
1361 #define SFLAG_DCINUSE     0x00001000 /* Set between GetDC and ReleaseDC calls */
1362 #define SFLAG_LOST        0x00002000 /* Surface lost flag for DDraw */
1363 #define SFLAG_USERPTR     0x00004000 /* The application allocated the memory for this surface */
1364 #define SFLAG_GLCKEY      0x00008000 /* The gl texture was created with a color key */
1365 #define SFLAG_CLIENT      0x00010000 /* GL_APPLE_client_storage is used on that texture */
1366 #define SFLAG_ALLOCATED   0x00020000 /* A gl texture is allocated for this surface */
1367 #define SFLAG_PBO         0x00040000 /* Has a PBO attached for speeding up data transfers for dynamically locked surfaces */
1368
1369 /* In some conditions the surface memory must not be freed:
1370  * SFLAG_OVERSIZE: Not all data can be kept in GL
1371  * SFLAG_CONVERTED: Converting the data back would take too long
1372  * SFLAG_DIBSECTION: The dib code manages the memory
1373  * SFLAG_LOCKED: The app requires access to the surface data
1374  * SFLAG_DYNLOCK: Avoid freeing the data for performance
1375  * SFLAG_DYNCHANGE: Same reason as DYNLOCK
1376  * SFLAG_PBO: PBOs don't use 'normal' memory. It is either allocated by the driver or must be NULL.
1377  * SFLAG_CLIENT: OpenGL uses our memory as backup
1378  */
1379 #define SFLAG_DONOTFREE  (SFLAG_OVERSIZE   | \
1380                           SFLAG_CONVERTED  | \
1381                           SFLAG_DIBSECTION | \
1382                           SFLAG_LOCKED     | \
1383                           SFLAG_DYNLOCK    | \
1384                           SFLAG_DYNCHANGE  | \
1385                           SFLAG_USERPTR    | \
1386                           SFLAG_PBO        | \
1387                           SFLAG_CLIENT)
1388
1389 #define SFLAG_LOCATIONS  (SFLAG_INSYSMEM   | \
1390                           SFLAG_INTEXTURE  | \
1391                           SFLAG_INDRAWABLE)
1392 BOOL CalculateTexRect(IWineD3DSurfaceImpl *This, RECT *Rect, float glTexCoord[4]);
1393
1394 typedef enum {
1395     NO_CONVERSION,
1396     CONVERT_PALETTED,
1397     CONVERT_PALETTED_CK,
1398     CONVERT_CK_565,
1399     CONVERT_CK_5551,
1400     CONVERT_CK_4444,
1401     CONVERT_CK_4444_ARGB,
1402     CONVERT_CK_1555,
1403     CONVERT_555,
1404     CONVERT_CK_RGB24,
1405     CONVERT_CK_8888,
1406     CONVERT_CK_8888_ARGB,
1407     CONVERT_RGB32_888,
1408     CONVERT_V8U8,
1409     CONVERT_L6V5U5,
1410     CONVERT_X8L8V8U8,
1411     CONVERT_Q8W8V8U8,
1412     CONVERT_V16U16,
1413     CONVERT_A4L4,
1414     CONVERT_R32F,
1415     CONVERT_R16F,
1416     CONVERT_G16R16,
1417 } CONVERT_TYPES;
1418
1419 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);
1420
1421 BOOL palette9_changed(IWineD3DSurfaceImpl *This);
1422
1423 /*****************************************************************************
1424  * IWineD3DVertexDeclaration implementation structure
1425  */
1426 typedef struct attrib_declaration {
1427     DWORD usage;
1428     DWORD idx;
1429 } attrib_declaration;
1430
1431 #define MAX_ATTRIBS 16
1432
1433 typedef struct IWineD3DVertexDeclarationImpl {
1434     /* IUnknown  Information */
1435     const IWineD3DVertexDeclarationVtbl *lpVtbl;
1436     LONG                    ref;
1437
1438     IUnknown                *parent;
1439     IWineD3DDeviceImpl      *wineD3DDevice;
1440
1441     WINED3DVERTEXELEMENT    *pDeclarationWine;
1442     UINT                    declarationWNumElements;
1443
1444     DWORD                   streams[MAX_STREAMS];
1445     UINT                    num_streams;
1446     BOOL                    position_transformed;
1447     BOOL                    half_float_conv_needed;
1448
1449     /* Ordered array of declaration types that need swizzling in a vshader */
1450     attrib_declaration      swizzled_attribs[MAX_ATTRIBS];
1451     UINT                    num_swizzled_attribs;
1452 } IWineD3DVertexDeclarationImpl;
1453
1454 extern const IWineD3DVertexDeclarationVtbl IWineD3DVertexDeclaration_Vtbl;
1455
1456 /*****************************************************************************
1457  * IWineD3DStateBlock implementation structure
1458  */
1459
1460 /* Internal state Block for Begin/End/Capture/Create/Apply info  */
1461 /*   Note: Very long winded but gl Lists are not flexible enough */
1462 /*   to resolve everything we need, so doing it manually for now */
1463 typedef struct SAVEDSTATES {
1464         BOOL                      indices;
1465         BOOL                      material;
1466         BOOL                      fvf;
1467         BOOL                      streamSource[MAX_STREAMS];
1468         BOOL                      streamFreq[MAX_STREAMS];
1469         BOOL                      textures[MAX_COMBINED_SAMPLERS];
1470         BOOL                      transform[HIGHEST_TRANSFORMSTATE + 1];
1471         BOOL                      viewport;
1472         BOOL                      renderState[WINEHIGHEST_RENDER_STATE + 1];
1473         BOOL                      textureState[MAX_TEXTURES][WINED3D_HIGHEST_TEXTURE_STATE + 1];
1474         BOOL                      samplerState[MAX_COMBINED_SAMPLERS][WINED3D_HIGHEST_SAMPLER_STATE + 1];
1475         BOOL                      clipplane[MAX_CLIPPLANES];
1476         BOOL                      vertexDecl;
1477         BOOL                      pixelShader;
1478         BOOL                      pixelShaderConstantsB[MAX_CONST_B];
1479         BOOL                      pixelShaderConstantsI[MAX_CONST_I];
1480         BOOL                     *pixelShaderConstantsF;
1481         BOOL                      vertexShader;
1482         BOOL                      vertexShaderConstantsB[MAX_CONST_B];
1483         BOOL                      vertexShaderConstantsI[MAX_CONST_I];
1484         BOOL                     *vertexShaderConstantsF;
1485         BOOL                      scissorRect;
1486 } SAVEDSTATES;
1487
1488 typedef struct {
1489     struct  list entry;
1490     DWORD   count;
1491     DWORD   idx[13];
1492 } constants_entry;
1493
1494 struct StageState {
1495     DWORD stage;
1496     DWORD state;
1497 };
1498
1499 struct IWineD3DStateBlockImpl
1500 {
1501     /* IUnknown fields */
1502     const IWineD3DStateBlockVtbl *lpVtbl;
1503     LONG                      ref;     /* Note: Ref counting not required */
1504
1505     /* IWineD3DStateBlock information */
1506     IUnknown                 *parent;
1507     IWineD3DDeviceImpl       *wineD3DDevice;
1508     WINED3DSTATEBLOCKTYPE     blockType;
1509
1510     /* Array indicating whether things have been set or changed */
1511     SAVEDSTATES               changed;
1512     struct list               set_vconstantsF;
1513     struct list               set_pconstantsF;
1514
1515     /* Drawing - Vertex Shader or FVF related */
1516     DWORD                     fvf;
1517     /* Vertex Shader Declaration */
1518     IWineD3DVertexDeclaration *vertexDecl;
1519
1520     IWineD3DVertexShader      *vertexShader;
1521
1522     /* Vertex Shader Constants */
1523     BOOL                       vertexShaderConstantB[MAX_CONST_B];
1524     INT                        vertexShaderConstantI[MAX_CONST_I * 4];
1525     float                     *vertexShaderConstantF;
1526
1527     /* Stream Source */
1528     BOOL                      streamIsUP;
1529     UINT                      streamStride[MAX_STREAMS];
1530     UINT                      streamOffset[MAX_STREAMS + 1 /* tesselated pseudo-stream */ ];
1531     IWineD3DVertexBuffer     *streamSource[MAX_STREAMS];
1532     UINT                      streamFreq[MAX_STREAMS + 1];
1533     UINT                      streamFlags[MAX_STREAMS + 1];     /*0 | WINED3DSTREAMSOURCE_INSTANCEDATA | WINED3DSTREAMSOURCE_INDEXEDDATA  */
1534
1535     /* Indices */
1536     IWineD3DIndexBuffer*      pIndexData;
1537     INT                       baseVertexIndex;
1538     INT                       loadBaseVertexIndex; /* non-indexed drawing needs 0 here, indexed baseVertexIndex */
1539
1540     /* Transform */
1541     WINED3DMATRIX             transforms[HIGHEST_TRANSFORMSTATE + 1];
1542
1543     /* Light hashmap . Collisions are handled using standard wine double linked lists */
1544 #define LIGHTMAP_SIZE 43 /* Use of a prime number recommended. Set to 1 for a linked list! */
1545 #define LIGHTMAP_HASHFUNC(x) ((x) % LIGHTMAP_SIZE) /* Primitive and simple function */
1546     struct list               lightMap[LIGHTMAP_SIZE]; /* Mashmap containing the lights */
1547     PLIGHTINFOEL             *activeLights[MAX_ACTIVE_LIGHTS]; /* Map of opengl lights to d3d lights */
1548
1549     /* Clipping */
1550     double                    clipplane[MAX_CLIPPLANES][4];
1551     WINED3DCLIPSTATUS         clip_status;
1552
1553     /* ViewPort */
1554     WINED3DVIEWPORT           viewport;
1555
1556     /* Material */
1557     WINED3DMATERIAL           material;
1558
1559     /* Pixel Shader */
1560     IWineD3DPixelShader      *pixelShader;
1561
1562     /* Pixel Shader Constants */
1563     BOOL                       pixelShaderConstantB[MAX_CONST_B];
1564     INT                        pixelShaderConstantI[MAX_CONST_I * 4];
1565     float                     *pixelShaderConstantF;
1566
1567     /* RenderState */
1568     DWORD                     renderState[WINEHIGHEST_RENDER_STATE + 1];
1569
1570     /* Texture */
1571     IWineD3DBaseTexture      *textures[MAX_COMBINED_SAMPLERS];
1572     int                       textureDimensions[MAX_COMBINED_SAMPLERS];
1573
1574     /* Texture State Stage */
1575     DWORD                     textureState[MAX_TEXTURES][WINED3D_HIGHEST_TEXTURE_STATE + 1];
1576     DWORD                     lowest_disabled_stage;
1577     /* Sampler States */
1578     DWORD                     samplerState[MAX_COMBINED_SAMPLERS][WINED3D_HIGHEST_SAMPLER_STATE + 1];
1579
1580     /* Current GLSL Shader Program */
1581     struct glsl_shader_prog_link *glsl_program;
1582
1583     /* Scissor test rectangle */
1584     RECT                      scissorRect;
1585
1586     /* Contained state management */
1587     DWORD                     contained_render_states[WINEHIGHEST_RENDER_STATE + 1];
1588     unsigned int              num_contained_render_states;
1589     DWORD                     contained_transform_states[HIGHEST_TRANSFORMSTATE + 1];
1590     unsigned int              num_contained_transform_states;
1591     DWORD                     contained_vs_consts_i[MAX_CONST_I];
1592     unsigned int              num_contained_vs_consts_i;
1593     DWORD                     contained_vs_consts_b[MAX_CONST_B];
1594     unsigned int              num_contained_vs_consts_b;
1595     DWORD                     *contained_vs_consts_f;
1596     unsigned int              num_contained_vs_consts_f;
1597     DWORD                     contained_ps_consts_i[MAX_CONST_I];
1598     unsigned int              num_contained_ps_consts_i;
1599     DWORD                     contained_ps_consts_b[MAX_CONST_B];
1600     unsigned int              num_contained_ps_consts_b;
1601     DWORD                     *contained_ps_consts_f;
1602     unsigned int              num_contained_ps_consts_f;
1603     struct StageState         contained_tss_states[MAX_TEXTURES * (WINED3D_HIGHEST_TEXTURE_STATE)];
1604     unsigned int              num_contained_tss_states;
1605     struct StageState         contained_sampler_states[MAX_COMBINED_SAMPLERS * WINED3D_HIGHEST_SAMPLER_STATE];
1606     unsigned int              num_contained_sampler_states;
1607 };
1608
1609 extern void stateblock_savedstates_set(
1610     IWineD3DStateBlock* iface,
1611     SAVEDSTATES* states,
1612     BOOL value);
1613
1614 extern void stateblock_savedstates_copy(
1615     IWineD3DStateBlock* iface,
1616     SAVEDSTATES* dest,
1617     SAVEDSTATES* source);
1618
1619 extern void stateblock_copy(
1620     IWineD3DStateBlock* destination,
1621     IWineD3DStateBlock* source);
1622
1623 extern const IWineD3DStateBlockVtbl IWineD3DStateBlock_Vtbl;
1624
1625 /* Direct3D terminology with little modifications. We do not have an issued state
1626  * because only the driver knows about it, but we have a created state because d3d
1627  * allows GetData on a created issue, but opengl doesn't
1628  */
1629 enum query_state {
1630     QUERY_CREATED,
1631     QUERY_SIGNALLED,
1632     QUERY_BUILDING
1633 };
1634 /*****************************************************************************
1635  * IWineD3DQueryImpl implementation structure (extends IUnknown)
1636  */
1637 typedef struct IWineD3DQueryImpl
1638 {
1639     const IWineD3DQueryVtbl  *lpVtbl;
1640     LONG                      ref;     /* Note: Ref counting not required */
1641     
1642     IUnknown                 *parent;
1643     /*TODO: replace with iface usage */
1644 #if 0
1645     IWineD3DDevice         *wineD3DDevice;
1646 #else
1647     IWineD3DDeviceImpl       *wineD3DDevice;
1648 #endif
1649
1650     /* IWineD3DQuery fields */
1651     enum query_state         state;
1652     WINED3DQUERYTYPE         type;
1653     /* TODO: Think about using a IUnknown instead of a void* */
1654     void                     *extendedData;
1655     
1656   
1657 } IWineD3DQueryImpl;
1658
1659 extern const IWineD3DQueryVtbl IWineD3DQuery_Vtbl;
1660 extern const IWineD3DQueryVtbl IWineD3DEventQuery_Vtbl;
1661 extern const IWineD3DQueryVtbl IWineD3DOcclusionQuery_Vtbl;
1662
1663 /* Datastructures for IWineD3DQueryImpl.extendedData */
1664 typedef struct  WineQueryOcclusionData {
1665     GLuint  queryId;
1666     WineD3DContext *ctx;
1667 } WineQueryOcclusionData;
1668
1669 typedef struct  WineQueryEventData {
1670     GLuint  fenceId;
1671     WineD3DContext *ctx;
1672 } WineQueryEventData;
1673
1674 /*****************************************************************************
1675  * IWineD3DSwapChainImpl implementation structure (extends IUnknown)
1676  */
1677
1678 typedef struct IWineD3DSwapChainImpl
1679 {
1680     /*IUnknown part*/
1681     const IWineD3DSwapChainVtbl *lpVtbl;
1682     LONG                      ref;     /* Note: Ref counting not required */
1683
1684     IUnknown                 *parent;
1685     IWineD3DDeviceImpl       *wineD3DDevice;
1686
1687     /* IWineD3DSwapChain fields */
1688     IWineD3DSurface         **backBuffer;
1689     IWineD3DSurface          *frontBuffer;
1690     BOOL                      wantsDepthStencilBuffer;
1691     WINED3DPRESENT_PARAMETERS presentParms;
1692     DWORD                     orig_width, orig_height;
1693     WINED3DFORMAT             orig_fmt;
1694
1695     long prev_time, frames;   /* Performance tracking */
1696     unsigned int vSyncCounter;
1697
1698     WineD3DContext        **context; /* Later a array for multithreading */
1699     unsigned int            num_contexts;
1700
1701     HWND                    win_handle;
1702 } IWineD3DSwapChainImpl;
1703
1704 extern const IWineD3DSwapChainVtbl IWineD3DSwapChain_Vtbl;
1705
1706 WineD3DContext *IWineD3DSwapChainImpl_CreateContextForThread(IWineD3DSwapChain *iface);
1707
1708 /*****************************************************************************
1709  * Utility function prototypes 
1710  */
1711
1712 /* Trace routines */
1713 const char* debug_d3dformat(WINED3DFORMAT fmt);
1714 const char* debug_d3ddevicetype(WINED3DDEVTYPE devtype);
1715 const char* debug_d3dresourcetype(WINED3DRESOURCETYPE res);
1716 const char* debug_d3dusage(DWORD usage);
1717 const char* debug_d3dusagequery(DWORD usagequery);
1718 const char* debug_d3ddeclmethod(WINED3DDECLMETHOD method);
1719 const char* debug_d3ddecltype(WINED3DDECLTYPE type);
1720 const char* debug_d3ddeclusage(BYTE usage);
1721 const char* debug_d3dprimitivetype(WINED3DPRIMITIVETYPE PrimitiveType);
1722 const char* debug_d3drenderstate(DWORD state);
1723 const char* debug_d3dsamplerstate(DWORD state);
1724 const char* debug_d3dtexturefiltertype(WINED3DTEXTUREFILTERTYPE filter_type);
1725 const char* debug_d3dtexturestate(DWORD state);
1726 const char* debug_d3dtstype(WINED3DTRANSFORMSTATETYPE tstype);
1727 const char* debug_d3dpool(WINED3DPOOL pool);
1728 const char *debug_fbostatus(GLenum status);
1729 const char *debug_glerror(GLenum error);
1730 const char *debug_d3dbasis(WINED3DBASISTYPE basis);
1731 const char *debug_d3ddegree(WINED3DDEGREETYPE order);
1732
1733 /* Routines for GL <-> D3D values */
1734 GLenum StencilOp(DWORD op);
1735 GLenum CompareFunc(DWORD func);
1736 void   set_tex_op(IWineD3DDevice *iface, BOOL isAlpha, int Stage, WINED3DTEXTUREOP op, DWORD arg1, DWORD arg2, DWORD arg3);
1737 void   set_tex_op_nvrc(IWineD3DDevice *iface, BOOL is_alpha, int stage, WINED3DTEXTUREOP op, DWORD arg1, DWORD arg2, DWORD arg3, INT texture_idx, DWORD dst);
1738 void   set_texture_matrix(const float *smat, DWORD flags, BOOL calculatedCoords, BOOL transformed, DWORD coordtype);
1739
1740 void surface_set_compatible_renderbuffer(IWineD3DSurface *iface, unsigned int width, unsigned int height);
1741 GLenum surface_get_gl_buffer(IWineD3DSurface *iface, IWineD3DSwapChain *swapchain);
1742
1743 BOOL getColorBits(WINED3DFORMAT fmt, short *redSize, short *greenSize, short *blueSize, short *alphaSize, short *totalSize);
1744 BOOL getDepthStencilBits(WINED3DFORMAT fmt, short *depthSize, short *stencilSize);
1745
1746 /* Math utils */
1747 void multiply_matrix(WINED3DMATRIX *dest, const WINED3DMATRIX *src1, const WINED3DMATRIX *src2);
1748 unsigned int count_bits(unsigned int mask);
1749
1750 /*****************************************************************************
1751  * To enable calling of inherited functions, requires prototypes 
1752  *
1753  * Note: Only require classes which are subclassed, ie resource, basetexture, 
1754  */
1755     /*** IUnknown methods ***/
1756     extern HRESULT WINAPI IWineD3DResourceImpl_QueryInterface(IWineD3DResource *iface, REFIID riid, void** ppvObject);
1757     extern ULONG WINAPI IWineD3DResourceImpl_AddRef(IWineD3DResource *iface);
1758     extern ULONG WINAPI IWineD3DResourceImpl_Release(IWineD3DResource *iface);
1759     /*** IWineD3DResource methods ***/
1760     extern HRESULT WINAPI IWineD3DResourceImpl_GetParent(IWineD3DResource *iface, IUnknown **pParent);
1761     extern HRESULT WINAPI IWineD3DResourceImpl_GetDevice(IWineD3DResource *iface, IWineD3DDevice ** ppDevice);
1762     extern HRESULT WINAPI IWineD3DResourceImpl_SetPrivateData(IWineD3DResource *iface, REFGUID  refguid, CONST void * pData, DWORD  SizeOfData, DWORD  Flags);
1763     extern HRESULT WINAPI IWineD3DResourceImpl_GetPrivateData(IWineD3DResource *iface, REFGUID  refguid, void * pData, DWORD * pSizeOfData);
1764     extern HRESULT WINAPI IWineD3DResourceImpl_FreePrivateData(IWineD3DResource *iface, REFGUID  refguid);
1765     extern DWORD WINAPI IWineD3DResourceImpl_SetPriority(IWineD3DResource *iface, DWORD  PriorityNew);
1766     extern DWORD WINAPI IWineD3DResourceImpl_GetPriority(IWineD3DResource *iface);
1767     extern void WINAPI IWineD3DResourceImpl_PreLoad(IWineD3DResource *iface);
1768     extern void WINAPI IWineD3DResourceImpl_UnLoad(IWineD3DResource *iface);
1769     extern WINED3DRESOURCETYPE WINAPI IWineD3DResourceImpl_GetType(IWineD3DResource *iface);
1770     /*** class static members ***/
1771     void IWineD3DResourceImpl_CleanUp(IWineD3DResource *iface);
1772
1773     /*** IUnknown methods ***/
1774     extern HRESULT WINAPI IWineD3DBaseTextureImpl_QueryInterface(IWineD3DBaseTexture *iface, REFIID riid, void** ppvObject);
1775     extern ULONG WINAPI IWineD3DBaseTextureImpl_AddRef(IWineD3DBaseTexture *iface);
1776     extern ULONG WINAPI IWineD3DBaseTextureImpl_Release(IWineD3DBaseTexture *iface);
1777     /*** IWineD3DResource methods ***/
1778     extern HRESULT WINAPI IWineD3DBaseTextureImpl_GetParent(IWineD3DBaseTexture *iface, IUnknown **pParent);
1779     extern HRESULT WINAPI IWineD3DBaseTextureImpl_GetDevice(IWineD3DBaseTexture *iface, IWineD3DDevice ** ppDevice);
1780     extern HRESULT WINAPI IWineD3DBaseTextureImpl_SetPrivateData(IWineD3DBaseTexture *iface, REFGUID  refguid, CONST void * pData, DWORD  SizeOfData, DWORD  Flags);
1781     extern HRESULT WINAPI IWineD3DBaseTextureImpl_GetPrivateData(IWineD3DBaseTexture *iface, REFGUID  refguid, void * pData, DWORD * pSizeOfData);
1782     extern HRESULT WINAPI IWineD3DBaseTextureImpl_FreePrivateData(IWineD3DBaseTexture *iface, REFGUID  refguid);
1783     extern DWORD WINAPI IWineD3DBaseTextureImpl_SetPriority(IWineD3DBaseTexture *iface, DWORD  PriorityNew);
1784     extern DWORD WINAPI IWineD3DBaseTextureImpl_GetPriority(IWineD3DBaseTexture *iface);
1785     extern void WINAPI IWineD3DBaseTextureImpl_PreLoad(IWineD3DBaseTexture *iface);
1786     extern void WINAPI IWineD3DBaseTextureImpl_UnLoad(IWineD3DBaseTexture *iface);
1787     extern WINED3DRESOURCETYPE WINAPI IWineD3DBaseTextureImpl_GetType(IWineD3DBaseTexture *iface);
1788     /*** IWineD3DBaseTexture methods ***/
1789     extern DWORD WINAPI IWineD3DBaseTextureImpl_SetLOD(IWineD3DBaseTexture *iface, DWORD LODNew);
1790     extern DWORD WINAPI IWineD3DBaseTextureImpl_GetLOD(IWineD3DBaseTexture *iface);
1791     extern DWORD WINAPI IWineD3DBaseTextureImpl_GetLevelCount(IWineD3DBaseTexture *iface);
1792     extern HRESULT WINAPI IWineD3DBaseTextureImpl_SetAutoGenFilterType(IWineD3DBaseTexture *iface, WINED3DTEXTUREFILTERTYPE FilterType);
1793     extern WINED3DTEXTUREFILTERTYPE WINAPI IWineD3DBaseTextureImpl_GetAutoGenFilterType(IWineD3DBaseTexture *iface);
1794     extern void WINAPI IWineD3DBaseTextureImpl_GenerateMipSubLevels(IWineD3DBaseTexture *iface);
1795     extern BOOL WINAPI IWineD3DBaseTextureImpl_SetDirty(IWineD3DBaseTexture *iface, BOOL);
1796     extern BOOL WINAPI IWineD3DBaseTextureImpl_GetDirty(IWineD3DBaseTexture *iface);
1797
1798     extern BYTE* WINAPI IWineD3DVertexBufferImpl_GetMemory(IWineD3DVertexBuffer* iface, DWORD iOffset, GLint *vbo);
1799     extern HRESULT WINAPI IWineD3DVertexBufferImpl_ReleaseMemory(IWineD3DVertexBuffer* iface);
1800     extern HRESULT WINAPI IWineD3DBaseTextureImpl_BindTexture(IWineD3DBaseTexture *iface);
1801     extern HRESULT WINAPI IWineD3DBaseTextureImpl_UnBindTexture(IWineD3DBaseTexture *iface);
1802     extern void WINAPI IWineD3DBaseTextureImpl_ApplyStateChanges(IWineD3DBaseTexture *iface, const DWORD textureStates[WINED3D_HIGHEST_TEXTURE_STATE + 1], const DWORD samplerStates[WINED3D_HIGHEST_SAMPLER_STATE + 1]);
1803     /*** class static members ***/
1804     void IWineD3DBaseTextureImpl_CleanUp(IWineD3DBaseTexture *iface);
1805
1806 typedef void (*SHADER_HANDLER) (struct SHADER_OPCODE_ARG*);
1807
1808 /* Struct to maintain a list of GLSL shader programs and their associated pixel and
1809  * vertex shaders.  A list of this type is maintained on the DeviceImpl, and is only
1810  * used if the user is using GLSL shaders. */
1811 struct glsl_shader_prog_link {
1812     struct list             vshader_entry;
1813     struct list             pshader_entry;
1814     GLhandleARB             programId;
1815     GLhandleARB             *vuniformF_locations;
1816     GLhandleARB             *puniformF_locations;
1817     GLhandleARB             vuniformI_locations[MAX_CONST_I];
1818     GLhandleARB             puniformI_locations[MAX_CONST_I];
1819     GLhandleARB             posFixup_location;
1820     GLhandleARB             bumpenvmat_location[MAX_TEXTURES];
1821     GLhandleARB             luminancescale_location[MAX_TEXTURES];
1822     GLhandleARB             luminanceoffset_location[MAX_TEXTURES];
1823     GLhandleARB             srgb_comparison_location;
1824     GLhandleARB             srgb_mul_low_location;
1825     GLhandleARB             ycorrection_location;
1826     GLhandleARB             vshader;
1827     GLhandleARB             pshader;
1828 };
1829
1830 typedef struct {
1831     GLhandleARB vshader;
1832     GLhandleARB pshader;
1833 } glsl_program_key_t;
1834
1835 /* TODO: Make this dynamic, based on shader limits ? */
1836 #define MAX_REG_ADDR 1
1837 #define MAX_REG_TEMP 32
1838 #define MAX_REG_TEXCRD 8
1839 #define MAX_REG_INPUT 12
1840 #define MAX_REG_OUTPUT 12
1841 #define MAX_CONST_I 16
1842 #define MAX_CONST_B 16
1843
1844 /* FIXME: This needs to go up to 2048 for
1845  * Shader model 3 according to msdn (and for software shaders) */
1846 #define MAX_LABELS 16
1847
1848 typedef struct semantic {
1849     DWORD usage;
1850     DWORD reg;
1851 } semantic;
1852
1853 typedef struct local_constant {
1854     struct list entry;
1855     unsigned int idx;
1856     DWORD value[4];
1857 } local_constant;
1858
1859 typedef struct shader_reg_maps {
1860
1861     char texcoord[MAX_REG_TEXCRD];          /* pixel < 3.0 */
1862     char temporary[MAX_REG_TEMP];           /* pixel, vertex */
1863     char address[MAX_REG_ADDR];             /* vertex */
1864     char packed_input[MAX_REG_INPUT];       /* pshader >= 3.0 */
1865     char packed_output[MAX_REG_OUTPUT];     /* vertex >= 3.0 */
1866     char attributes[MAX_ATTRIBS];           /* vertex */
1867     char labels[MAX_LABELS];                /* pixel, vertex */
1868     DWORD texcoord_mask[MAX_REG_TEXCRD];    /* vertex < 3.0 */
1869
1870     /* Sampler usage tokens 
1871      * Use 0 as default (bit 31 is always 1 on a valid token) */
1872     DWORD samplers[max(MAX_FRAGMENT_SAMPLERS, MAX_VERTEX_SAMPLERS)];
1873     BOOL bumpmat[MAX_TEXTURES], luminanceparams[MAX_TEXTURES];
1874     char usesnrm, vpos, usesdsy;
1875     char usesrelconstF;
1876
1877     /* Whether or not loops are used in this shader, and nesting depth */
1878     unsigned loop_depth;
1879
1880     /* Whether or not this shader uses fog */
1881     char fog;
1882
1883 } shader_reg_maps;
1884
1885 /* Undocumented opcode controls */
1886 #define INST_CONTROLS_SHIFT 16
1887 #define INST_CONTROLS_MASK 0x00ff0000
1888
1889 typedef enum COMPARISON_TYPE {
1890     COMPARISON_GT = 1,
1891     COMPARISON_EQ = 2,
1892     COMPARISON_GE = 3,
1893     COMPARISON_LT = 4,
1894     COMPARISON_NE = 5,
1895     COMPARISON_LE = 6
1896 } COMPARISON_TYPE;
1897
1898 typedef struct SHADER_OPCODE {
1899     unsigned int  opcode;
1900     const char*   name;
1901     const char*   glname;
1902     char          dst_token;
1903     CONST UINT    num_params;
1904     SHADER_HANDLER hw_fct;
1905     SHADER_HANDLER hw_glsl_fct;
1906     DWORD         min_version;
1907     DWORD         max_version;
1908 } SHADER_OPCODE;
1909
1910 typedef struct SHADER_OPCODE_ARG {
1911     IWineD3DBaseShader* shader;
1912     shader_reg_maps* reg_maps;
1913     CONST SHADER_OPCODE* opcode;
1914     DWORD opcode_token;
1915     DWORD dst;
1916     DWORD dst_addr;
1917     DWORD predicate;
1918     DWORD src[4];
1919     DWORD src_addr[4];
1920     SHADER_BUFFER* buffer;
1921 } SHADER_OPCODE_ARG;
1922
1923 typedef struct SHADER_LIMITS {
1924     unsigned int temporary;
1925     unsigned int texcoord;
1926     unsigned int sampler;
1927     unsigned int constant_int;
1928     unsigned int constant_float;
1929     unsigned int constant_bool;
1930     unsigned int address;
1931     unsigned int packed_output;
1932     unsigned int packed_input;
1933     unsigned int attributes;
1934     unsigned int label;
1935 } SHADER_LIMITS;
1936
1937 /** Keeps track of details for TEX_M#x# shader opcodes which need to 
1938     maintain state information between multiple codes */
1939 typedef struct SHADER_PARSE_STATE {
1940     unsigned int current_row;
1941     DWORD texcoord_w[2];
1942 } SHADER_PARSE_STATE;
1943
1944 #ifdef __GNUC__
1945 #define PRINTF_ATTR(fmt,args) __attribute__((format (printf,fmt,args)))
1946 #else
1947 #define PRINTF_ATTR(fmt,args)
1948 #endif
1949
1950 /* Base Shader utility functions. 
1951  * (may move callers into the same file in the future) */
1952 extern int shader_addline(
1953     SHADER_BUFFER* buffer,
1954     const char* fmt, ...) PRINTF_ATTR(2,3);
1955
1956 extern const SHADER_OPCODE* shader_get_opcode(
1957     IWineD3DBaseShader *iface, 
1958     const DWORD code);
1959
1960 void delete_glsl_program_entry(IWineD3DDevice *iface, struct glsl_shader_prog_link *entry);
1961
1962 /* Vertex shader utility functions */
1963 extern BOOL vshader_get_input(
1964     IWineD3DVertexShader* iface,
1965     BYTE usage_req, BYTE usage_idx_req,
1966     unsigned int* regnum);
1967
1968 extern BOOL vshader_input_is_color(
1969     IWineD3DVertexShader* iface,
1970     unsigned int regnum);
1971
1972 extern HRESULT allocate_shader_constants(IWineD3DStateBlockImpl* object);
1973
1974 /* ARB_[vertex/fragment]_program helper functions */
1975 extern void shader_arb_load_constants(
1976     IWineD3DDevice* device,
1977     char usePixelShader,
1978     char useVertexShader);
1979
1980 /* ARB shader program Prototypes */
1981 extern void shader_hw_def(SHADER_OPCODE_ARG *arg);
1982
1983 /* ARB pixel shader prototypes */
1984 extern void pshader_hw_bem(SHADER_OPCODE_ARG* arg);
1985 extern void pshader_hw_cnd(SHADER_OPCODE_ARG* arg);
1986 extern void pshader_hw_cmp(SHADER_OPCODE_ARG* arg);
1987 extern void pshader_hw_map2gl(SHADER_OPCODE_ARG* arg);
1988 extern void pshader_hw_tex(SHADER_OPCODE_ARG* arg);
1989 extern void pshader_hw_texcoord(SHADER_OPCODE_ARG* arg);
1990 extern void pshader_hw_texreg2ar(SHADER_OPCODE_ARG* arg);
1991 extern void pshader_hw_texreg2gb(SHADER_OPCODE_ARG* arg);
1992 extern void pshader_hw_texbem(SHADER_OPCODE_ARG* arg);
1993 extern void pshader_hw_texm3x2pad(SHADER_OPCODE_ARG* arg);
1994 extern void pshader_hw_texm3x2tex(SHADER_OPCODE_ARG* arg);
1995 extern void pshader_hw_texm3x3pad(SHADER_OPCODE_ARG* arg);
1996 extern void pshader_hw_texm3x3tex(SHADER_OPCODE_ARG* arg);
1997 extern void pshader_hw_texm3x3spec(SHADER_OPCODE_ARG* arg);
1998 extern void pshader_hw_texm3x3vspec(SHADER_OPCODE_ARG* arg);
1999 extern void pshader_hw_texdepth(SHADER_OPCODE_ARG* arg);
2000 extern void pshader_hw_texkill(SHADER_OPCODE_ARG* arg);
2001 extern void pshader_hw_texdp3tex(SHADER_OPCODE_ARG* arg);
2002 extern void pshader_hw_texdp3(SHADER_OPCODE_ARG* arg);
2003 extern void pshader_hw_texm3x3(SHADER_OPCODE_ARG* arg);
2004 extern void pshader_hw_texm3x2depth(SHADER_OPCODE_ARG* arg);
2005 extern void pshader_hw_dp2add(SHADER_OPCODE_ARG* arg);
2006 extern void pshader_hw_texreg2rgb(SHADER_OPCODE_ARG* arg);
2007
2008 /* ARB vertex / pixel shader common prototypes */
2009 extern void shader_hw_nrm(SHADER_OPCODE_ARG* arg);
2010 extern void shader_hw_sincos(SHADER_OPCODE_ARG* arg);
2011 extern void shader_hw_mnxn(SHADER_OPCODE_ARG* arg);
2012
2013 /* ARB vertex shader prototypes */
2014 extern void vshader_hw_map2gl(SHADER_OPCODE_ARG* arg);
2015 extern void vshader_hw_rsq_rcp(SHADER_OPCODE_ARG* arg);
2016
2017 /* GLSL helper functions */
2018 extern void shader_glsl_add_instruction_modifiers(SHADER_OPCODE_ARG *arg);
2019 extern void shader_glsl_load_constants(
2020     IWineD3DDevice* device,
2021     char usePixelShader,
2022     char useVertexShader);
2023
2024 /** The following translate DirectX pixel/vertex shader opcodes to GLSL lines */
2025 extern void shader_glsl_cross(SHADER_OPCODE_ARG* arg);
2026 extern void shader_glsl_map2gl(SHADER_OPCODE_ARG* arg);
2027 extern void shader_glsl_arith(SHADER_OPCODE_ARG* arg);
2028 extern void shader_glsl_mov(SHADER_OPCODE_ARG* arg);
2029 extern void shader_glsl_mad(SHADER_OPCODE_ARG* arg);
2030 extern void shader_glsl_mnxn(SHADER_OPCODE_ARG* arg);
2031 extern void shader_glsl_lrp(SHADER_OPCODE_ARG* arg);
2032 extern void shader_glsl_dot(SHADER_OPCODE_ARG* arg);
2033 extern void shader_glsl_rcp(SHADER_OPCODE_ARG* arg);
2034 extern void shader_glsl_rsq(SHADER_OPCODE_ARG* arg);
2035 extern void shader_glsl_cnd(SHADER_OPCODE_ARG* arg);
2036 extern void shader_glsl_compare(SHADER_OPCODE_ARG* arg);
2037 extern void shader_glsl_def(SHADER_OPCODE_ARG* arg);
2038 extern void shader_glsl_defi(SHADER_OPCODE_ARG* arg);
2039 extern void shader_glsl_defb(SHADER_OPCODE_ARG* arg);
2040 extern void shader_glsl_expp(SHADER_OPCODE_ARG* arg);
2041 extern void shader_glsl_cmp(SHADER_OPCODE_ARG* arg);
2042 extern void shader_glsl_lit(SHADER_OPCODE_ARG* arg);
2043 extern void shader_glsl_dst(SHADER_OPCODE_ARG* arg);
2044 extern void shader_glsl_sincos(SHADER_OPCODE_ARG* arg);
2045 extern void shader_glsl_loop(SHADER_OPCODE_ARG* arg);
2046 extern void shader_glsl_end(SHADER_OPCODE_ARG* arg);
2047 extern void shader_glsl_if(SHADER_OPCODE_ARG* arg);
2048 extern void shader_glsl_ifc(SHADER_OPCODE_ARG* arg);
2049 extern void shader_glsl_else(SHADER_OPCODE_ARG* arg);
2050 extern void shader_glsl_break(SHADER_OPCODE_ARG* arg);
2051 extern void shader_glsl_breakc(SHADER_OPCODE_ARG* arg);
2052 extern void shader_glsl_rep(SHADER_OPCODE_ARG* arg);
2053 extern void shader_glsl_call(SHADER_OPCODE_ARG* arg);
2054 extern void shader_glsl_callnz(SHADER_OPCODE_ARG* arg);
2055 extern void shader_glsl_label(SHADER_OPCODE_ARG* arg);
2056 extern void shader_glsl_pow(SHADER_OPCODE_ARG* arg);
2057 extern void shader_glsl_log(SHADER_OPCODE_ARG* arg);
2058 extern void shader_glsl_texldl(SHADER_OPCODE_ARG* arg);
2059
2060 /** GLSL Pixel Shader Prototypes */
2061 extern void pshader_glsl_tex(SHADER_OPCODE_ARG* arg);
2062 extern void pshader_glsl_texcoord(SHADER_OPCODE_ARG* arg);
2063 extern void pshader_glsl_texdp3tex(SHADER_OPCODE_ARG* arg);
2064 extern void pshader_glsl_texdp3(SHADER_OPCODE_ARG* arg);
2065 extern void pshader_glsl_texdepth(SHADER_OPCODE_ARG* arg);
2066 extern void pshader_glsl_texm3x2depth(SHADER_OPCODE_ARG* arg);
2067 extern void pshader_glsl_texm3x2pad(SHADER_OPCODE_ARG* arg);
2068 extern void pshader_glsl_texm3x2tex(SHADER_OPCODE_ARG* arg);
2069 extern void pshader_glsl_texm3x3(SHADER_OPCODE_ARG* arg);
2070 extern void pshader_glsl_texm3x3pad(SHADER_OPCODE_ARG* arg);
2071 extern void pshader_glsl_texm3x3tex(SHADER_OPCODE_ARG* arg);
2072 extern void pshader_glsl_texm3x3spec(SHADER_OPCODE_ARG* arg);
2073 extern void pshader_glsl_texm3x3vspec(SHADER_OPCODE_ARG* arg);
2074 extern void pshader_glsl_texkill(SHADER_OPCODE_ARG* arg);
2075 extern void pshader_glsl_texbem(SHADER_OPCODE_ARG* arg);
2076 extern void pshader_glsl_bem(SHADER_OPCODE_ARG* arg);
2077 extern void pshader_glsl_texreg2ar(SHADER_OPCODE_ARG* arg);
2078 extern void pshader_glsl_texreg2gb(SHADER_OPCODE_ARG* arg);
2079 extern void pshader_glsl_texreg2rgb(SHADER_OPCODE_ARG* arg);
2080 extern void pshader_glsl_dp2add(SHADER_OPCODE_ARG* arg);
2081 extern void pshader_glsl_input_pack(
2082    SHADER_BUFFER* buffer,
2083    semantic* semantics_out,
2084    IWineD3DPixelShader *iface);
2085
2086 /*****************************************************************************
2087  * IDirect3DBaseShader implementation structure
2088  */
2089 typedef struct IWineD3DBaseShaderClass
2090 {
2091     LONG                            ref;
2092     DWORD                           hex_version;
2093     SHADER_LIMITS                   limits;
2094     SHADER_PARSE_STATE              parse_state;
2095     CONST SHADER_OPCODE             *shader_ins;
2096     DWORD                          *function;
2097     UINT                            functionLength;
2098     GLuint                          prgId;
2099     BOOL                            is_compiled;
2100     UINT                            cur_loop_depth, cur_loop_regno;
2101     BOOL                            load_local_constsF;
2102
2103     /* Type of shader backend */
2104     int shader_mode;
2105
2106     /* Programs this shader is linked with */
2107     struct list linked_programs;
2108
2109     /* Immediate constants (override global ones) */
2110     struct list constantsB;
2111     struct list constantsF;
2112     struct list constantsI;
2113     shader_reg_maps reg_maps;
2114
2115     /* Pixel formats of sampled textures, for format conversion. This
2116      * represents the formats found during compilation, it is not initialized
2117      * on the first parser pass. It is needed to check if the shader
2118      * needs recompilation to adjust the format conversion
2119      */
2120     WINED3DFORMAT       sampled_format[MAX_COMBINED_SAMPLERS];
2121     UINT                sampled_samplers[MAX_COMBINED_SAMPLERS];
2122     UINT                num_sampled_samplers;
2123
2124     UINT recompile_count;
2125
2126     /* Pointer to the parent device */
2127     IWineD3DDevice *device;
2128     struct list     shader_list_entry;
2129
2130 } IWineD3DBaseShaderClass;
2131
2132 typedef struct IWineD3DBaseShaderImpl {
2133     /* IUnknown */
2134     const IWineD3DBaseShaderVtbl    *lpVtbl;
2135
2136     /* IWineD3DBaseShader */
2137     IWineD3DBaseShaderClass         baseShader;
2138 } IWineD3DBaseShaderImpl;
2139
2140 HRESULT  WINAPI IWineD3DBaseShaderImpl_QueryInterface(IWineD3DBaseShader *iface, REFIID riid, LPVOID *ppobj);
2141 ULONG  WINAPI IWineD3DBaseShaderImpl_AddRef(IWineD3DBaseShader *iface);
2142 ULONG  WINAPI IWineD3DBaseShaderImpl_Release(IWineD3DBaseShader *iface);
2143
2144 extern HRESULT shader_get_registers_used(
2145     IWineD3DBaseShader *iface,
2146     shader_reg_maps* reg_maps,
2147     semantic* semantics_in,
2148     semantic* semantics_out,
2149     CONST DWORD* pToken,
2150     IWineD3DStateBlockImpl *stateBlock);
2151
2152 extern void shader_generate_glsl_declarations(
2153     IWineD3DBaseShader *iface,
2154     shader_reg_maps* reg_maps,
2155     SHADER_BUFFER* buffer,
2156     WineD3D_GL_Info* gl_info);
2157
2158 extern void shader_generate_arb_declarations(
2159     IWineD3DBaseShader *iface,
2160     shader_reg_maps* reg_maps,
2161     SHADER_BUFFER* buffer,
2162     WineD3D_GL_Info* gl_info);
2163
2164 extern void shader_generate_main(
2165     IWineD3DBaseShader *iface,
2166     SHADER_BUFFER* buffer,
2167     shader_reg_maps* reg_maps,
2168     CONST DWORD* pFunction);
2169
2170 extern void shader_dump_ins_modifiers(
2171     const DWORD output);
2172
2173 extern void shader_dump_param(
2174     IWineD3DBaseShader *iface,
2175     const DWORD param,
2176     const DWORD addr_token,
2177     int input);
2178
2179 extern void shader_trace_init(
2180     IWineD3DBaseShader *iface,
2181     const DWORD* pFunction);
2182
2183 extern int shader_get_param(
2184     IWineD3DBaseShader* iface,
2185     const DWORD* pToken,
2186     DWORD* param,
2187     DWORD* addr_token);
2188
2189 extern int shader_skip_unrecognized(
2190     IWineD3DBaseShader* iface,
2191     const DWORD* pToken);
2192
2193 extern void print_glsl_info_log(
2194     WineD3D_GL_Info *gl_info,
2195     GLhandleARB obj);
2196
2197 static inline int shader_get_regtype(const DWORD param) {
2198     return (((param & WINED3DSP_REGTYPE_MASK) >> WINED3DSP_REGTYPE_SHIFT) |
2199             ((param & WINED3DSP_REGTYPE_MASK2) >> WINED3DSP_REGTYPE_SHIFT2));
2200 }
2201
2202 static inline int shader_get_writemask(const DWORD param) {
2203     return param & WINED3DSP_WRITEMASK_ALL;
2204 }
2205
2206 extern unsigned int shader_get_float_offset(const DWORD reg);
2207
2208 static inline BOOL shader_is_pshader_version(DWORD token) {
2209     return 0xFFFF0000 == (token & 0xFFFF0000);
2210 }
2211
2212 static inline BOOL shader_is_vshader_version(DWORD token) {
2213     return 0xFFFE0000 == (token & 0xFFFF0000);
2214 }
2215
2216 static inline BOOL shader_is_comment(DWORD token) {
2217     return WINED3DSIO_COMMENT == (token & WINED3DSI_OPCODE_MASK);
2218 }
2219
2220 static inline BOOL shader_is_scalar(DWORD param) {
2221     DWORD reg_type = shader_get_regtype(param);
2222     DWORD reg_num;
2223
2224     switch (reg_type) {
2225         case WINED3DSPR_RASTOUT:
2226             if ((param & WINED3DSP_REGNUM_MASK) != 0) {
2227                 /* oFog & oPts */
2228                 return TRUE;
2229             }
2230             /* oPos */
2231             return FALSE;
2232
2233         case WINED3DSPR_DEPTHOUT:   /* oDepth */
2234         case WINED3DSPR_CONSTBOOL:  /* b# */
2235         case WINED3DSPR_LOOP:       /* aL */
2236         case WINED3DSPR_PREDICATE:  /* p0 */
2237             return TRUE;
2238
2239         case WINED3DSPR_MISCTYPE:
2240             reg_num = param & WINED3DSP_REGNUM_MASK;
2241             switch(reg_num) {
2242                 case 0: /* vPos */
2243                     return FALSE;
2244                 case 1: /* vFace */
2245                     return TRUE;
2246                 default:
2247                     return FALSE;
2248             }
2249
2250         default:
2251             return FALSE;
2252     }
2253 }
2254
2255 static inline BOOL shader_constant_is_local(IWineD3DBaseShaderImpl* This, DWORD reg) {
2256     local_constant* lconst;
2257
2258     if(This->baseShader.load_local_constsF) return FALSE;
2259     LIST_FOR_EACH_ENTRY(lconst, &This->baseShader.constantsF, local_constant, entry) {
2260         if(lconst->idx == reg) return TRUE;
2261     }
2262     return FALSE;
2263
2264 }
2265
2266 /* Internally used shader constants. Applications can use constants 0 to GL_LIMITS(vshader_constantsF) - 1,
2267  * so upload them above that
2268  */
2269 #define ARB_SHADER_PRIVCONST_BASE GL_LIMITS(vshader_constantsF)
2270 #define ARB_SHADER_PRIVCONST_POS ARB_SHADER_PRIVCONST_BASE + 0
2271
2272 /*****************************************************************************
2273  * IDirect3DVertexShader implementation structure
2274  */
2275 typedef struct IWineD3DVertexShaderImpl {
2276     /* IUnknown parts*/   
2277     const IWineD3DVertexShaderVtbl *lpVtbl;
2278
2279     /* IWineD3DBaseShader */
2280     IWineD3DBaseShaderClass     baseShader;
2281
2282     /* IWineD3DVertexShaderImpl */
2283     IUnknown                    *parent;
2284
2285     DWORD                       usage;
2286
2287     /* Vertex shader input and output semantics */
2288     semantic semantics_in [MAX_ATTRIBS];
2289     semantic semantics_out [MAX_REG_OUTPUT];
2290
2291     /* Ordered array of attributes that are swizzled */
2292     attrib_declaration          swizzled_attribs [MAX_ATTRIBS];
2293     UINT                        num_swizzled_attribs;
2294
2295     /* run time datas...  */
2296     VSHADERDATA                *data;
2297     UINT                       min_rel_offset, max_rel_offset;
2298     UINT                       rel_offset;
2299
2300     UINT                       recompile_count;
2301 #if 0 /* needs reworking */
2302     /* run time datas */
2303     VSHADERINPUTDATA input;
2304     VSHADEROUTPUTDATA output;
2305 #endif
2306 } IWineD3DVertexShaderImpl;
2307 extern const SHADER_OPCODE IWineD3DVertexShaderImpl_shader_ins[];
2308 extern const IWineD3DVertexShaderVtbl IWineD3DVertexShader_Vtbl;
2309
2310 /*****************************************************************************
2311  * IDirect3DPixelShader implementation structure
2312  */
2313
2314 enum vertexprocessing_mode {
2315     fixedfunction,
2316     vertexshader,
2317     pretransformed
2318 };
2319
2320 struct stb_const_desc {
2321     char                    texunit;
2322     UINT                    const_num;
2323 };
2324
2325 typedef struct IWineD3DPixelShaderImpl {
2326     /* IUnknown parts */
2327     const IWineD3DPixelShaderVtbl *lpVtbl;
2328
2329     /* IWineD3DBaseShader */
2330     IWineD3DBaseShaderClass     baseShader;
2331
2332     /* IWineD3DPixelShaderImpl */
2333     IUnknown                   *parent;
2334
2335     /* Pixel shader input semantics */
2336     semantic semantics_in [MAX_REG_INPUT];
2337     DWORD                 input_reg_map[MAX_REG_INPUT];
2338     BOOL                  input_reg_used[MAX_REG_INPUT];
2339
2340     /* run time data */
2341     PSHADERDATA                *data;
2342
2343     /* Some information about the shader behavior */
2344     struct stb_const_desc       bumpenvmatconst[MAX_TEXTURES];
2345     char                        numbumpenvmatconsts;
2346     struct stb_const_desc       luminanceconst[MAX_TEXTURES];
2347     char                        srgb_enabled;
2348     char                        srgb_mode_hardcoded;
2349     UINT                        srgb_low_const;
2350     UINT                        srgb_cmp_const;
2351     char                        vpos_uniform;
2352     BOOL                        render_offscreen;
2353     UINT                        height;
2354     enum vertexprocessing_mode  vertexprocessing;
2355
2356 #if 0 /* needs reworking */
2357     PSHADERINPUTDATA input;
2358     PSHADEROUTPUTDATA output;
2359 #endif
2360 } IWineD3DPixelShaderImpl;
2361
2362 extern const SHADER_OPCODE IWineD3DPixelShaderImpl_shader_ins[];
2363 extern const IWineD3DPixelShaderVtbl IWineD3DPixelShader_Vtbl;
2364
2365 /* sRGB correction constants */
2366 static const float srgb_cmp = 0.0031308;
2367 static const float srgb_mul_low = 12.92;
2368 static const float srgb_pow = 0.41666;
2369 static const float srgb_mul_high = 1.055;
2370 static const float srgb_sub_high = 0.055;
2371
2372 /*****************************************************************************
2373  * IWineD3DPalette implementation structure
2374  */
2375 struct IWineD3DPaletteImpl {
2376     /* IUnknown parts */
2377     const IWineD3DPaletteVtbl  *lpVtbl;
2378     LONG                       ref;
2379
2380     IUnknown                   *parent;
2381     IWineD3DDeviceImpl         *wineD3DDevice;
2382
2383     /* IWineD3DPalette */
2384     HPALETTE                   hpal;
2385     WORD                       palVersion;     /*|               */
2386     WORD                       palNumEntries;  /*|  LOGPALETTE   */
2387     PALETTEENTRY               palents[256];   /*|               */
2388     /* This is to store the palette in 'screen format' */
2389     int                        screen_palents[256];
2390     DWORD                      Flags;
2391 };
2392
2393 extern const IWineD3DPaletteVtbl IWineD3DPalette_Vtbl;
2394 DWORD IWineD3DPaletteImpl_Size(DWORD dwFlags);
2395
2396 /* DirectDraw utility functions */
2397 extern WINED3DFORMAT pixelformat_for_depth(DWORD depth);
2398
2399 /*****************************************************************************
2400  * Pixel format management
2401  */
2402 typedef struct {
2403     WINED3DFORMAT           format;
2404     DWORD                   alphaMask, redMask, greenMask, blueMask;
2405     UINT                    bpp;
2406     short                   depthSize, stencilSize;
2407     BOOL                    isFourcc;
2408 } StaticPixelFormatDesc;
2409
2410 const StaticPixelFormatDesc *getFormatDescEntry(WINED3DFORMAT fmt,
2411         WineD3D_GL_Info *gl_info,
2412         const GlPixelFormatDesc **glDesc);
2413
2414 static inline BOOL use_vs(IWineD3DDeviceImpl *device) {
2415     return (device->vs_selected_mode != SHADER_NONE
2416             && device->stateBlock->vertexShader
2417             && ((IWineD3DVertexShaderImpl *)device->stateBlock->vertexShader)->baseShader.function
2418             && !device->strided_streams.u.s.position_transformed);
2419 }
2420
2421 static inline BOOL use_ps(IWineD3DDeviceImpl *device) {
2422     return (device->ps_selected_mode != SHADER_NONE
2423             && device->stateBlock->pixelShader
2424             && ((IWineD3DPixelShaderImpl *)device->stateBlock->pixelShader)->baseShader.function);
2425 }
2426
2427 void stretch_rect_fbo(IWineD3DDevice *iface, IWineD3DSurface *src_surface, WINED3DRECT *src_rect,
2428         IWineD3DSurface *dst_surface, WINED3DRECT *dst_rect, const WINED3DTEXTUREFILTERTYPE filter, BOOL flip);
2429 #endif