mcicda: Exclude unused headers.
[wine] / dlls / wined3d / wined3d_private.h
1 /*
2  * Direct3D wine internal private include file
3  *
4  * Copyright 2002-2003 The wine-d3d team
5  * Copyright 2002-2003 Raphael Junqueira
6  * Copyright 2004 Jason Edmeades
7  * Copyright 2005 Oliver Stieber
8  *
9  * This library is free software; you can redistribute it and/or
10  * modify it under the terms of the GNU Lesser General Public
11  * License as published by the Free Software Foundation; either
12  * version 2.1 of the License, or (at your option) any later version.
13  *
14  * This library is distributed in the hope that it will be useful,
15  * but WITHOUT ANY WARRANTY; without even the implied warranty of
16  * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE.  See the GNU
17  * Lesser General Public License for more details.
18  *
19  * You should have received a copy of the GNU Lesser General Public
20  * License along with this library; if not, write to the Free Software
21  * Foundation, Inc., 51 Franklin St, Fifth Floor, Boston, MA 02110-1301, USA
22  */
23
24 #ifndef __WINE_WINED3D_PRIVATE_H
25 #define __WINE_WINED3D_PRIVATE_H
26
27 #include <stdarg.h>
28 #include <math.h>
29 #define NONAMELESSUNION
30 #define NONAMELESSSTRUCT
31 #define COBJMACROS
32 #include "windef.h"
33 #include "winbase.h"
34 #include "winreg.h"
35 #include "wingdi.h"
36 #include "winuser.h"
37 #include "wine/debug.h"
38 #include "wine/unicode.h"
39
40 #include "wined3d_private_types.h"
41 #include "wine/wined3d_interface.h"
42 #include "wine/wined3d_caps.h"
43 #include "wine/wined3d_gl.h"
44 #include "wine/list.h"
45
46 /* Hash table functions */
47 typedef unsigned int (hash_function_t)(void *key);
48 typedef BOOL (compare_function_t)(void *keya, void *keyb);
49
50 typedef struct {
51     void *key;
52     void *value;
53     unsigned int hash;
54     struct list entry;
55 } hash_table_entry_t;
56
57 typedef struct {
58     hash_function_t *hash_function;
59     compare_function_t *compare_function;
60     struct list *buckets;
61     unsigned int bucket_count;
62     hash_table_entry_t *entries;
63     unsigned int entry_count;
64     struct list free_entries;
65     unsigned int count;
66     unsigned int grow_size;
67     unsigned int shrink_size;
68 } hash_table_t;
69
70 hash_table_t *hash_table_create(hash_function_t *hash_function, compare_function_t *compare_function);
71 void hash_table_destroy(hash_table_t *table);
72 void *hash_table_get(hash_table_t *table, void *key);
73 void hash_table_put(hash_table_t *table, void *key, void *value);
74 void hash_table_remove(hash_table_t *table, void *key);
75
76 /* Device caps */
77 #define MAX_PALETTES      256
78 #define MAX_STREAMS       16
79 #define MAX_TEXTURES      8
80 #define MAX_SAMPLERS      16
81 #define MAX_ACTIVE_LIGHTS 8
82 #define MAX_CLIPPLANES    WINED3DMAXUSERCLIPPLANES
83 #define MAX_LEVELS        256
84
85 #define MAX_CONST_I 16
86 #define MAX_CONST_B 16
87
88 /* Used for CreateStateBlock */
89 #define NUM_SAVEDPIXELSTATES_R     35
90 #define NUM_SAVEDPIXELSTATES_T     18
91 #define NUM_SAVEDPIXELSTATES_S     12
92 #define NUM_SAVEDVERTEXSTATES_R    31
93 #define NUM_SAVEDVERTEXSTATES_T    2
94 #define NUM_SAVEDVERTEXSTATES_S    1
95
96 extern const DWORD SavedPixelStates_R[NUM_SAVEDPIXELSTATES_R];
97 extern const DWORD SavedPixelStates_T[NUM_SAVEDPIXELSTATES_T];
98 extern const DWORD SavedPixelStates_S[NUM_SAVEDPIXELSTATES_S];
99 extern const DWORD SavedVertexStates_R[NUM_SAVEDVERTEXSTATES_R];
100 extern const DWORD SavedVertexStates_T[NUM_SAVEDVERTEXSTATES_T];
101 extern const DWORD SavedVertexStates_S[NUM_SAVEDVERTEXSTATES_S];
102
103 typedef enum _WINELOOKUP {
104     WINELOOKUP_WARPPARAM = 0,
105     WINELOOKUP_MAGFILTER = 1,
106     MAX_LOOKUPS          = 2
107 } WINELOOKUP;
108
109 extern int minLookup[MAX_LOOKUPS];
110 extern int maxLookup[MAX_LOOKUPS];
111 extern DWORD *stateLookup[MAX_LOOKUPS];
112
113 extern DWORD minMipLookup[WINED3DTEXF_ANISOTROPIC + 1][WINED3DTEXF_LINEAR + 1];
114
115 typedef struct _WINED3DGLTYPE {
116     int         d3dType;
117     GLint       size;
118     GLenum      glType;
119     GLboolean   normalized;
120     int         typesize;
121 } WINED3DGLTYPE;
122
123 /* NOTE: Make sure these are in the correct numerical order. (see /include/wined3d_types.h) */
124 static WINED3DGLTYPE const glTypeLookup[WINED3DDECLTYPE_UNUSED] = {
125                                   {WINED3DDECLTYPE_FLOAT1,    1, GL_FLOAT           , GL_FALSE ,sizeof(float)},
126                                   {WINED3DDECLTYPE_FLOAT2,    2, GL_FLOAT           , GL_FALSE ,sizeof(float)},
127                                   {WINED3DDECLTYPE_FLOAT3,    3, GL_FLOAT           , GL_FALSE ,sizeof(float)},
128                                   {WINED3DDECLTYPE_FLOAT4,    4, GL_FLOAT           , GL_FALSE ,sizeof(float)},
129                                   {WINED3DDECLTYPE_D3DCOLOR,  4, GL_UNSIGNED_BYTE   , GL_TRUE  ,sizeof(BYTE)},
130                                   {WINED3DDECLTYPE_UBYTE4,    4, GL_UNSIGNED_BYTE   , GL_FALSE ,sizeof(BYTE)},
131                                   {WINED3DDECLTYPE_SHORT2,    2, GL_SHORT           , GL_FALSE ,sizeof(short int)},
132                                   {WINED3DDECLTYPE_SHORT4,    4, GL_SHORT           , GL_FALSE ,sizeof(short int)},
133                                   {WINED3DDECLTYPE_UBYTE4N,   4, GL_UNSIGNED_BYTE   , GL_FALSE ,sizeof(BYTE)},
134                                   {WINED3DDECLTYPE_SHORT2N,   2, GL_SHORT           , GL_FALSE ,sizeof(short int)},
135                                   {WINED3DDECLTYPE_SHORT4N,   4, GL_SHORT           , GL_FALSE ,sizeof(short int)},
136                                   {WINED3DDECLTYPE_USHORT2N,  2, GL_UNSIGNED_SHORT  , GL_FALSE ,sizeof(short int)},
137                                   {WINED3DDECLTYPE_USHORT4N,  4, GL_UNSIGNED_SHORT  , GL_FALSE ,sizeof(short int)},
138                                   {WINED3DDECLTYPE_UDEC3,     3, GL_UNSIGNED_SHORT  , GL_FALSE ,sizeof(short int)},
139                                   {WINED3DDECLTYPE_DEC3N,     3, GL_SHORT           , GL_FALSE ,sizeof(short int)},
140                                   {WINED3DDECLTYPE_FLOAT16_2, 2, GL_FLOAT           , GL_FALSE ,sizeof(short int)},
141                                   {WINED3DDECLTYPE_FLOAT16_4, 4, GL_FLOAT           , GL_FALSE ,sizeof(short int)}};
142
143 #define WINED3D_ATR_TYPE(type)          glTypeLookup[type].d3dType
144 #define WINED3D_ATR_SIZE(type)          glTypeLookup[type].size
145 #define WINED3D_ATR_GLTYPE(type)        glTypeLookup[type].glType
146 #define WINED3D_ATR_NORMALIZED(type)    glTypeLookup[type].normalized
147 #define WINED3D_ATR_TYPESIZE(type)      glTypeLookup[type].typesize
148
149 /**
150  * Settings 
151  */
152 #define VS_NONE    0
153 #define VS_HW      1
154
155 #define PS_NONE    0
156 #define PS_HW      1
157
158 #define VBO_NONE   0
159 #define VBO_HW     1
160
161 #define NP2_NONE   0
162 #define NP2_REPACK 1
163 #define NP2_NATIVE 2
164
165 #define ORM_BACKBUFFER  0
166 #define ORM_PBUFFER     1
167 #define ORM_FBO         2
168
169 #define SHADER_ARB  1
170 #define SHADER_GLSL 2
171 #define SHADER_NONE 3
172
173 #define RTL_DISABLE   -1
174 #define RTL_AUTO       0
175 #define RTL_READDRAW   1
176 #define RTL_READTEX    2
177 #define RTL_TEXDRAW    3
178 #define RTL_TEXTEX     4
179
180 /* NOTE: When adding fields to this structure, make sure to update the default
181  * values in wined3d_main.c as well. */
182 typedef struct wined3d_settings_s {
183 /* vertex and pixel shader modes */
184   int vs_mode;
185   int ps_mode;
186   int vbo_mode;
187 /* Ideally, we don't want the user to have to request GLSL.  If the hardware supports GLSL,
188     we should use it.  However, until it's fully implemented, we'll leave it as a registry
189     setting for developers. */
190   BOOL glslRequested;
191   int offscreen_rendering_mode;
192   int rendertargetlock_mode;
193 /* Memory tracking and object counting */
194   unsigned int emulated_textureram;
195 } wined3d_settings_t;
196
197 extern wined3d_settings_t wined3d_settings;
198
199 /* Shader backends */
200
201 typedef struct {
202     void (*shader_select)(IWineD3DDevice *iface, BOOL usePS, BOOL useVS);
203     void (*shader_select_depth_blt)(IWineD3DDevice *iface);
204     void (*shader_load_constants)(IWineD3DDevice *iface, char usePS, char useVS);
205     void (*shader_cleanup)(IWineD3DDevice *iface);
206 } shader_backend_t;
207
208 extern const shader_backend_t glsl_shader_backend;
209 extern const shader_backend_t arb_program_shader_backend;
210 extern const shader_backend_t none_shader_backend;
211
212 /* X11 locking */
213
214 extern void (*wine_tsx11_lock_ptr)(void);
215 extern void (*wine_tsx11_unlock_ptr)(void);
216
217 /* As GLX relies on X, this is needed */
218 extern int num_lock;
219
220 #if 0
221 #define ENTER_GL() ++num_lock; if (num_lock > 1) FIXME("Recursive use of GL lock to: %d\n", num_lock); wine_tsx11_lock_ptr()
222 #define LEAVE_GL() if (num_lock != 1) FIXME("Recursive use of GL lock: %d\n", num_lock); --num_lock; wine_tsx11_unlock_ptr()
223 #else
224 #define ENTER_GL() wine_tsx11_lock_ptr()
225 #define LEAVE_GL() wine_tsx11_unlock_ptr()
226 #endif
227
228 /*****************************************************************************
229  * Defines
230  */
231
232 /* GL related defines */
233 /* ------------------ */
234 #define GL_SUPPORT(ExtName)           (GLINFO_LOCATION.supported[ExtName] != 0)
235 #define GL_LIMITS(ExtName)            (GLINFO_LOCATION.max_##ExtName)
236 #define GL_EXTCALL(FuncName)          (GLINFO_LOCATION.FuncName)
237 #define GL_VEND(_VendName)            (GLINFO_LOCATION.gl_vendor == VENDOR_##_VendName ? TRUE : FALSE)
238
239 #define D3DCOLOR_B_R(dw) (((dw) >> 16) & 0xFF)
240 #define D3DCOLOR_B_G(dw) (((dw) >>  8) & 0xFF)
241 #define D3DCOLOR_B_B(dw) (((dw) >>  0) & 0xFF)
242 #define D3DCOLOR_B_A(dw) (((dw) >> 24) & 0xFF)
243
244 #define D3DCOLOR_R(dw) (((float) (((dw) >> 16) & 0xFF)) / 255.0f)
245 #define D3DCOLOR_G(dw) (((float) (((dw) >>  8) & 0xFF)) / 255.0f)
246 #define D3DCOLOR_B(dw) (((float) (((dw) >>  0) & 0xFF)) / 255.0f)
247 #define D3DCOLOR_A(dw) (((float) (((dw) >> 24) & 0xFF)) / 255.0f)
248
249 #define D3DCOLORTOGLFLOAT4(dw, vec) \
250   (vec)[0] = D3DCOLOR_R(dw); \
251   (vec)[1] = D3DCOLOR_G(dw); \
252   (vec)[2] = D3DCOLOR_B(dw); \
253   (vec)[3] = D3DCOLOR_A(dw);
254
255 /* DirectX Device Limits */
256 /* --------------------- */
257 #define MAX_LEVELS  256  /* Maximum number of mipmap levels. Guessed at 256 */
258
259 #define MAX_STREAMS  16  /* Maximum possible streams - used for fixed size arrays
260                             See MaxStreams in MSDN under GetDeviceCaps */
261                          /* Maximum number of constants provided to the shaders */
262 #define HIGHEST_TRANSFORMSTATE 512 
263                          /* Highest value in WINED3DTRANSFORMSTATETYPE */
264 #define MAX_PALETTES      256
265
266 /* Checking of API calls */
267 /* --------------------- */
268 #define checkGLcall(A)                                          \
269 {                                                               \
270     GLint err = glGetError();                                   \
271     if (err == GL_NO_ERROR) {                                   \
272        TRACE("%s call ok %s / %d\n", A, __FILE__, __LINE__);    \
273                                                                 \
274     } else do {                                                 \
275         FIXME(">>>>>>>>>>>>>>>>> %s (%#x) from %s @ %s / %d\n", \
276             debug_glerror(err), err, A, __FILE__, __LINE__);    \
277        err = glGetError();                                      \
278     } while (err != GL_NO_ERROR);                               \
279
280
281 /* Trace routines / diagnostics */
282 /* ---------------------------- */
283
284 /* Dump out a matrix and copy it */
285 #define conv_mat(mat,gl_mat)                                                                \
286 do {                                                                                        \
287     TRACE("%f %f %f %f\n", (mat)->u.s._11, (mat)->u.s._12, (mat)->u.s._13, (mat)->u.s._14); \
288     TRACE("%f %f %f %f\n", (mat)->u.s._21, (mat)->u.s._22, (mat)->u.s._23, (mat)->u.s._24); \
289     TRACE("%f %f %f %f\n", (mat)->u.s._31, (mat)->u.s._32, (mat)->u.s._33, (mat)->u.s._34); \
290     TRACE("%f %f %f %f\n", (mat)->u.s._41, (mat)->u.s._42, (mat)->u.s._43, (mat)->u.s._44); \
291     memcpy(gl_mat, (mat), 16 * sizeof(float));                                              \
292 } while (0)
293
294 /* Macro to dump out the current state of the light chain */
295 #define DUMP_LIGHT_CHAIN()                    \
296 {                                             \
297   PLIGHTINFOEL *el = This->stateBlock->lights;\
298   while (el) {                                \
299     TRACE("Light %p (glIndex %ld, d3dIndex %ld, enabled %d)\n", el, el->glIndex, el->OriginalIndex, el->lightEnabled);\
300     el = el->next;                            \
301   }                                           \
302 }
303
304 /* Trace vector and strided data information */
305 #define TRACE_VECTOR(name) TRACE( #name "=(%f, %f, %f, %f)\n", name.x, name.y, name.z, name.w);
306 #define TRACE_STRIDED(sd,name) TRACE( #name "=(data:%p, stride:%d, type:%d)\n", sd->u.s.name.lpData, sd->u.s.name.dwStride, sd->u.s.name.dwType);
307
308 /* Defines used for optimizations */
309
310 /*    Only reapply what is necessary */
311 #define REAPPLY_ALPHAOP  0x0001
312 #define REAPPLY_ALL      0xFFFF
313
314 /* Advance declaration of structures to satisfy compiler */
315 typedef struct IWineD3DStateBlockImpl IWineD3DStateBlockImpl;
316 typedef struct IWineD3DSurfaceImpl    IWineD3DSurfaceImpl;
317 typedef struct IWineD3DPaletteImpl    IWineD3DPaletteImpl;
318 typedef struct IWineD3DDeviceImpl     IWineD3DDeviceImpl;
319
320 /* Tracking */
321
322 /* TODO: Move some of this to the device */
323 long globalChangeGlRam(long glram);
324
325 /* Memory and object tracking */
326
327 /*Structure for holding information on all direct3d objects
328 useful for making sure tracking is ok and when release is called on a device!
329 and probably quite handy for debugging and dumping states out
330 */
331 typedef struct WineD3DGlobalStatistics {
332     int glsurfaceram; /* The aproximate amount of glTexture memory allocated for textures */
333 } WineD3DGlobalStatistics;
334
335 extern WineD3DGlobalStatistics* wineD3DGlobalStatistics;
336
337 /* Global variables */
338 extern const float identity[16];
339
340 /*****************************************************************************
341  * Compilable extra diagnostics
342  */
343
344 /* Trace information per-vertex: (extremely high amount of trace) */
345 #if 0 /* NOTE: Must be 0 in cvs */
346 # define VTRACE(A) TRACE A
347 #else 
348 # define VTRACE(A) 
349 #endif
350
351 /* Checking of per-vertex related GL calls */
352 /* --------------------- */
353 #define vcheckGLcall(A)                                         \
354 {                                                               \
355     GLint err = glGetError();                                   \
356     if (err == GL_NO_ERROR) {                                   \
357        VTRACE(("%s call ok %s / %d\n", A, __FILE__, __LINE__)); \
358                                                                 \
359     } else do {                                                 \
360         FIXME(">>>>>>>>>>>>>>>>> %s (%#x) from %s @ %s / %d\n", \
361             debug_glerror(err), err, A, __FILE__, __LINE__);    \
362        err = glGetError();                                      \
363     } while (err != GL_NO_ERROR);                               \
364 }
365
366 /* TODO: Confirm each of these works when wined3d move completed */
367 #if 0 /* NOTE: Must be 0 in cvs */
368   /* To avoid having to get gigabytes of trace, the following can be compiled in, and at the start
369      of each frame, a check is made for the existence of C:\D3DTRACE, and if it exists d3d trace
370      is enabled, and if it doesn't exist it is disabled. */
371 # define FRAME_DEBUGGING
372   /*  Adding in the SINGLE_FRAME_DEBUGGING gives a trace of just what makes up a single frame, before
373       the file is deleted                                                                            */
374 # if 1 /* NOTE: Must be 1 in cvs, as this is mostly more useful than a trace from program start */
375 #  define SINGLE_FRAME_DEBUGGING
376 # endif  
377   /* The following, when enabled, lets you see the makeup of the frame, by drawprimitive calls.
378      It can only be enabled when FRAME_DEBUGGING is also enabled                               
379      The contents of the back buffer are written into /tmp/backbuffer_* after each primitive 
380      array is drawn.                                                                            */
381 # if 0 /* NOTE: Must be 0 in cvs, as this give a lot of ppm files when compiled in */                                                                                       
382 #  define SHOW_FRAME_MAKEUP 1
383 # endif  
384   /* The following, when enabled, lets you see the makeup of the all the textures used during each
385      of the drawprimitive calls. It can only be enabled when SHOW_FRAME_MAKEUP is also enabled.
386      The contents of the textures assigned to each stage are written into 
387      /tmp/texture_*_<Stage>.ppm after each primitive array is drawn.                            */
388 # if 0 /* NOTE: Must be 0 in cvs, as this give a lot of ppm files when compiled in */
389 #  define SHOW_TEXTURE_MAKEUP 0
390 # endif  
391 extern BOOL isOn;
392 extern BOOL isDumpingFrames;
393 extern LONG primCounter;
394 #endif
395
396 /*****************************************************************************
397  * Prototypes
398  */
399
400 /* Routine common to the draw primitive and draw indexed primitive routines */
401 void drawPrimitive(IWineD3DDevice *iface,
402                     int PrimitiveType,
403                     long NumPrimitives,
404                     /* for Indexed: */
405                     long  StartVertexIndex,
406                     UINT  numberOfVertices,
407                     long  StartIdx,
408                     short idxBytes,
409                     const void *idxData,
410                     int   minIndex);
411
412 void primitiveConvertToStridedData(IWineD3DDevice *iface, WineDirect3DVertexStridedData *strided, BOOL *fixup);
413
414 void primitiveDeclarationConvertToStridedData(
415      IWineD3DDevice *iface,
416      BOOL useVertexShaderFunction,
417      WineDirect3DVertexStridedData *strided,
418      BOOL *fixup);
419
420 void primitiveConvertFVFtoOffset(DWORD thisFVF,
421                                  DWORD stride,
422                                  BYTE *data,
423                                  WineDirect3DVertexStridedData *strided,
424                                  GLint streamVBO,
425                                  UINT streamNo);
426
427 DWORD get_flexible_vertex_size(DWORD d3dvtVertexType);
428
429 void blt_to_drawable(IWineD3DDeviceImpl *This, IWineD3DSurfaceImpl *surface);
430
431 #define eps 1e-8
432
433 #define GET_TEXCOORD_SIZE_FROM_FVF(d3dvtVertexType, tex_num) \
434     (((((d3dvtVertexType) >> (16 + (2 * (tex_num)))) + 1) & 0x03) + 1)
435
436 /* Routines and structures related to state management */
437 typedef struct WineD3DContext WineD3DContext;
438 typedef void (*APPLYSTATEFUNC)(DWORD state, IWineD3DStateBlockImpl *stateblock, WineD3DContext *ctx);
439
440 #define STATE_RENDER(a) (a)
441 #define STATE_IS_RENDER(a) ((a) >= STATE_RENDER(1) && (a) <= STATE_RENDER(WINEHIGHEST_RENDER_STATE))
442
443 #define STATE_TEXTURESTAGE(stage, num) (STATE_RENDER(WINEHIGHEST_RENDER_STATE) + (stage) * WINED3D_HIGHEST_TEXTURE_STATE + (num))
444 #define STATE_IS_TEXTURESTAGE(a) ((a) >= STATE_TEXTURESTAGE(0, 1) && (a) <= STATE_TEXTURESTAGE(MAX_TEXTURES - 1, WINED3D_HIGHEST_TEXTURE_STATE))
445
446 /* + 1 because samplers start with 0 */
447 #define STATE_SAMPLER(num) (STATE_TEXTURESTAGE(MAX_TEXTURES - 1, WINED3D_HIGHEST_TEXTURE_STATE) + 1 + (num))
448 #define STATE_IS_SAMPLER(num) ((num) >= STATE_SAMPLER(0) && (num) <= STATE_SAMPLER(MAX_SAMPLERS - 1))
449
450 #define STATE_PIXELSHADER (STATE_SAMPLER(MAX_SAMPLERS - 1) + 1)
451 #define STATE_IS_PIXELSHADER(a) ((a) == STATE_PIXELSHADER)
452
453 #define STATE_TRANSFORM(a) (STATE_PIXELSHADER + (a))
454 #define STATE_IS_TRANSFORM(a) ((a) >= STATE_TRANSFORM(1) && (a) <= STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(255)))
455
456 #define STATE_STREAMSRC (STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(255)) + 1)
457 #define STATE_IS_STREAMSRC(a) ((a) == STATE_STREAMSRC)
458 #define STATE_INDEXBUFFER (STATE_STREAMSRC + 1)
459 #define STATE_IS_INDEXBUFFER(a) ((a) == STATE_INDEXBUFFER)
460
461 #define STATE_VDECL (STATE_INDEXBUFFER + 1)
462 #define STATE_IS_VDECL(a) ((a) == STATE_VDECL)
463
464 #define STATE_VSHADER (STATE_VDECL + 1)
465 #define STATE_IS_VSHADER(a) ((a) == STATE_VSHADER)
466
467 #define STATE_VIEWPORT (STATE_VSHADER + 1)
468 #define STATE_IS_VIEWPORT(a) ((a) == STATE_VIEWPORT)
469
470 #define STATE_VERTEXSHADERCONSTANT (STATE_VIEWPORT + 1)
471 #define STATE_PIXELSHADERCONSTANT (STATE_VERTEXSHADERCONSTANT + 1)
472 #define STATE_IS_VERTEXSHADERCONSTANT(a) ((a) == STATE_VERTEXSHADERCONSTANT)
473 #define STATE_IS_PIXELSHADERCONSTANT(a) ((a) == STATE_PIXELSHADERCONSTANT)
474
475 #define STATE_ACTIVELIGHT(a) (STATE_PIXELSHADERCONSTANT + (a) + 1)
476 #define STATE_IS_ACTIVELIGHT(a) ((a) >= STATE_ACTIVELIGHT(0) && (a) < STATE_PIXELSHADERCONSTANT(MAX_ACTIVE_LIGHTS))
477
478 #define STATE_SCISSORRECT (STATE_ACTIVELIGHT(MAX_ACTIVE_LIGHTS - 1) + 1)
479 #define STATE_IS_SCISSORRECT(a) ((a) == STATE_SCISSORRECT)
480
481 #define STATE_CLIPPLANE(a) (STATE_SCISSORRECT + 1 + (a))
482 #define STATE_IS_CLIPPLANE(a) ((a) >= STATE_CLIPPLANE(0) && (a) <= STATE_CLIPPLANE(MAX_CLIPPLANES - 1))
483
484 #define STATE_HIGHEST (STATE_CLIPPLANE(MAX_CLIPPLANES - 1))
485
486 struct StateEntry
487 {
488     DWORD           representative;
489     APPLYSTATEFUNC  apply;
490 };
491
492 /* Global state table */
493 extern const struct StateEntry StateTable[];
494
495 /* The new context manager that should deal with onscreen and offscreen rendering */
496 struct WineD3DContext {
497     /* State dirtification
498      * dirtyArray is an array that contains markers for dirty states. numDirtyEntries states are dirty, their numbers are in indices
499      * 0...numDirtyEntries - 1. isStateDirty is a redundant copy of the dirtyArray. Technically only one of them would be needed,
500      * 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
501      * only numDirtyEntries array elements have to be checked, not STATE_HIGHEST states.
502      */
503     DWORD                   dirtyArray[STATE_HIGHEST + 1]; /* Won't get bigger than that, a state is never marked dirty 2 times */
504     DWORD                   numDirtyEntries;
505     DWORD                   isStateDirty[STATE_HIGHEST/32 + 1]; /* Bitmap to find out quickly if a state is dirty */
506
507     IWineD3DSurface         *surface;
508     DWORD                   tid;    /* Thread ID which owns this context at the moment */
509
510     /* Stores some inforation about the context state for optimization */
511     BOOL                    last_was_rhw;      /* true iff last draw_primitive was in xyzrhw mode */
512     BOOL                    last_was_pshader;
513     BOOL                    last_was_vshader;
514     BOOL                    last_was_foggy_shader;
515     BOOL                    namedArraysLoaded, numberedArraysLoaded;
516     BOOL                    lastWasPow2Texture[MAX_TEXTURES];
517     GLenum                  tracking_parm;     /* Which source is tracking current colour         */
518     BOOL                    last_was_blit, last_was_ckey;
519     char                    texShaderBumpMap;
520
521     /* The actual opengl context */
522     GLXContext              glCtx;
523     Drawable                drawable;
524     Display                 *display;
525     BOOL                    isPBuffer;
526 };
527
528 typedef enum ContextUsage {
529     CTXUSAGE_RESOURCELOAD       = 1,    /* Only loads textures: No State is applied */
530     CTXUSAGE_DRAWPRIM           = 2,    /* OpenGL states are set up for blitting DirectDraw surfacs */
531     CTXUSAGE_BLIT               = 3,    /* OpenGL states are set up 3D drawing */
532 } ContextUsage;
533
534 void ActivateContext(IWineD3DDeviceImpl *device, IWineD3DSurface *target, ContextUsage usage);
535 WineD3DContext *CreateContext(IWineD3DDeviceImpl *This, IWineD3DSurfaceImpl *target, Display *display, Window win);
536 void DestroyContext(IWineD3DDeviceImpl *This, WineD3DContext *context);
537 void apply_fbo_state(IWineD3DDevice *iface);
538
539 /* Routine to fill gl caps for swapchains and IWineD3D */
540 BOOL IWineD3DImpl_FillGLCaps(IWineD3D *iface, Display* display);
541
542 /* Macros for doing basic GPU detection based on opengl capabilities */
543 #define WINE_D3D6_CAPABLE(gl_info) (gl_info->supported[ARB_MULTITEXTURE])
544 #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])
545 #define WINE_D3D8_CAPABLE(gl_info) WINE_D3D7_CAPABLE(gl_info) && (gl_info->supported[ARB_MULTISAMPLE] && gl_info->supported[ARB_TEXTURE_BORDER_CLAMP])
546 #define WINE_D3D9_CAPABLE(gl_info) WINE_D3D8_CAPABLE(gl_info) && (gl_info->supported[ARB_FRAGMENT_PROGRAM] && gl_info->supported[ARB_VERTEX_SHADER])
547
548 /* Default callbacks for implicit object destruction */
549 extern ULONG WINAPI D3DCB_DefaultDestroySurface(IWineD3DSurface *pSurface);
550
551 extern ULONG WINAPI D3DCB_DefaultDestroyVolume(IWineD3DVolume *pSurface);
552
553 /*****************************************************************************
554  * Internal representation of a light
555  */
556 typedef struct PLIGHTINFOEL PLIGHTINFOEL;
557 struct PLIGHTINFOEL {
558     WINED3DLIGHT OriginalParms; /* Note D3D8LIGHT == D3D9LIGHT */
559     DWORD        OriginalIndex;
560     LONG         glIndex;
561     BOOL         changed;
562     BOOL         enabledChanged;
563
564     /* Converted parms to speed up swapping lights */
565     float                         lightPosn[4];
566     float                         lightDirn[4];
567     float                         exponent;
568     float                         cutoff;
569
570     struct list entry;
571 };
572
573 /* The default light parameters */
574 extern const WINED3DLIGHT WINED3D_default_light;
575
576 /*****************************************************************************
577  * IWineD3D implementation structure
578  */
579 typedef struct IWineD3DImpl
580 {
581     /* IUnknown fields */
582     const IWineD3DVtbl     *lpVtbl;
583     LONG                    ref;     /* Note: Ref counting not required */
584
585     /* WineD3D Information */
586     IUnknown               *parent;
587     UINT                    dxVersion;
588
589     /* GL Information */
590     BOOL                    isGLInfoValid;
591     WineD3D_GL_Info         gl_info;
592 } IWineD3DImpl;
593
594 extern const IWineD3DVtbl IWineD3D_Vtbl;
595
596 /* TODO: setup some flags in the registry to enable, disable pbuffer support
597 (since it will break quite a few things until contexts are managed properly!) */
598 extern BOOL pbuffer_support;
599 /* allocate one pbuffer per surface */
600 extern BOOL pbuffer_per_surface;
601
602 typedef struct ResourceList {
603     IWineD3DResource         *resource;
604     struct ResourceList      *next;
605 } ResourceList;
606
607 /* A helper function that dumps a resource list */
608 void dumpResources(ResourceList *resources);
609
610 /*****************************************************************************
611  * IWineD3DDevice implementation structure
612  */
613 struct IWineD3DDeviceImpl
614 {
615     /* IUnknown fields      */
616     const IWineD3DDeviceVtbl *lpVtbl;
617     LONG                    ref;     /* Note: Ref counting not required */
618
619     /* WineD3D Information  */
620     IUnknown               *parent;
621     IWineD3D               *wineD3D;
622
623     /* Window styles to restore when switching fullscreen mode */
624     LONG                    style;
625     LONG                    exStyle;
626
627     /* X and GL Information */
628     GLint                   maxConcurrentLights;
629     GLenum                  offscreenBuffer;
630
631     /* Selected capabilities */
632     int vs_selected_mode;
633     int ps_selected_mode;
634     const shader_backend_t *shader_backend;
635     hash_table_t *glsl_program_lookup;
636
637     /* To store */
638     BOOL                    view_ident;        /* true iff view matrix is identity                */
639     BOOL                    untransformed;
640     BOOL                    vertexBlendUsed;   /* To avoid needless setting of the blend matrices */
641
642     /* State block related */
643     BOOL                    isRecordingState;
644     IWineD3DStateBlockImpl *stateBlock;
645     IWineD3DStateBlockImpl *updateStateBlock;
646     BOOL                   isInDraw;
647
648     /* Internal use fields  */
649     WINED3DDEVICE_CREATION_PARAMETERS createParms;
650     UINT                            adapterNo;
651     WINED3DDEVTYPE                  devType;
652
653     IWineD3DSwapChain     **swapchains;
654     uint                    NumberOfSwapChains;
655
656     ResourceList           *resources; /* a linked list to track resources created by the device */
657
658     /* Render Target Support */
659     IWineD3DSurface       **render_targets;
660     IWineD3DSurface        *depthStencilBuffer;
661     IWineD3DSurface       **fbo_color_attachments;
662     IWineD3DSurface        *fbo_depth_attachment;
663
664     IWineD3DSurface        *stencilBufferTarget;
665
666     /* Caches to avoid unneeded context changes */
667     IWineD3DSurface        *lastActiveRenderTarget;
668     IWineD3DSwapChain      *lastActiveSwapChain;
669
670     /* palettes texture management */
671     PALETTEENTRY            palettes[MAX_PALETTES][256];
672     UINT                    currentPalette;
673
674     /* For rendering to a texture using glCopyTexImage */
675     BOOL                    render_offscreen;
676     WINED3D_DEPTHCOPYSTATE  depth_copy_state;
677     GLuint                  fbo;
678     GLuint                  src_fbo;
679     GLuint                  dst_fbo;
680     GLenum                  *draw_buffers;
681
682     /* Cursor management */
683     BOOL                    bCursorVisible;
684     UINT                    xHotSpot;
685     UINT                    yHotSpot;
686     UINT                    xScreenSpace;
687     UINT                    yScreenSpace;
688     UINT                    cursorWidth, cursorHeight;
689     GLuint                  cursorTexture;
690
691     /* Textures for when no other textures are mapped */
692     UINT                          dummyTextureName[MAX_TEXTURES];
693
694     /* Debug stream management */
695     BOOL                     debug;
696
697     /* Device state management */
698     HRESULT                 state;
699     BOOL                    d3d_initialized;
700
701     /* A flag to check for proper BeginScene / EndScene call pairs */
702     BOOL inScene;
703
704     /* process vertex shaders using software or hardware */
705     BOOL softwareVertexProcessing;
706
707     /* DirectDraw stuff */
708     HWND ddraw_window;
709     IWineD3DSurface *ddraw_primary;
710     DWORD ddraw_width, ddraw_height;
711     WINED3DFORMAT ddraw_format;
712     BOOL ddraw_fullscreen;
713
714     /* Final position fixup constant */
715     float                       posFixup[4];
716
717     /* With register combiners we can skip junk texture stages */
718     DWORD                     texUnitMap[MAX_SAMPLERS];
719     BOOL                      oneToOneTexUnitMap;
720
721     /* Stream source management */
722     WineDirect3DVertexStridedData strided_streams;
723     WineDirect3DVertexStridedData *up_strided;
724     BOOL                      useDrawStridedSlow;
725     BOOL                      instancedDraw;
726
727     /* Context management */
728     WineD3DContext          **contexts;                  /* Dynamic array containing pointers to context structures */
729     WineD3DContext          *activeContext;              /* Only 0 for now      */
730     UINT                    numContexts;                 /* Always 1 for now    */
731     WineD3DContext          *pbufferContext;             /* The context that has a pbuffer as drawable */
732     DWORD                   pbufferWidth, pbufferHeight; /* Size of the buffer drawable */
733 };
734
735 extern const IWineD3DDeviceVtbl IWineD3DDevice_Vtbl;
736
737 void IWineD3DDeviceImpl_MarkStateDirty(IWineD3DDeviceImpl *This, DWORD state);
738 static inline BOOL isStateDirty(WineD3DContext *context, DWORD state) {
739     DWORD idx = state >> 5;
740     BYTE shift = state & 0x1f;
741     return context->isStateDirty[idx] & (1 << shift);
742 }
743
744 /* Support for IWineD3DResource ::Set/Get/FreePrivateData. */
745 typedef struct PrivateData
746 {
747     struct list entry;
748
749     GUID tag;
750     DWORD flags; /* DDSPD_* */
751     DWORD uniqueness_value;
752
753     union
754     {
755         LPVOID data;
756         LPUNKNOWN object;
757     } ptr;
758
759     DWORD size;
760 } PrivateData;
761
762 /*****************************************************************************
763  * IWineD3DResource implementation structure
764  */
765 typedef struct IWineD3DResourceClass
766 {
767     /* IUnknown fields */
768     LONG                    ref;     /* Note: Ref counting not required */
769
770     /* WineD3DResource Information */
771     IUnknown               *parent;
772     WINED3DRESOURCETYPE     resourceType;
773     IWineD3DDeviceImpl     *wineD3DDevice;
774     WINED3DPOOL             pool;
775     UINT                    size;
776     DWORD                   usage;
777     WINED3DFORMAT           format;
778     BYTE                   *allocatedMemory;
779     struct list             privateData;
780
781 } IWineD3DResourceClass;
782
783 typedef struct IWineD3DResourceImpl
784 {
785     /* IUnknown & WineD3DResource Information     */
786     const IWineD3DResourceVtbl *lpVtbl;
787     IWineD3DResourceClass   resource;
788 } IWineD3DResourceImpl;
789
790
791 /*****************************************************************************
792  * IWineD3DVertexBuffer implementation structure (extends IWineD3DResourceImpl)
793  */
794 typedef struct IWineD3DVertexBufferImpl
795 {
796     /* IUnknown & WineD3DResource Information     */
797     const IWineD3DVertexBufferVtbl *lpVtbl;
798     IWineD3DResourceClass     resource;
799
800     /* WineD3DVertexBuffer specifics */
801     DWORD                     fvf;
802
803     /* Vertex buffer object support */
804     GLuint                    vbo;
805     BYTE                      Flags;
806     LONG                      bindCount;
807
808     UINT                      dirtystart, dirtyend;
809     LONG                      lockcount;
810
811     LONG                      declChanges, draws;
812     /* Last description of the buffer */
813     WineDirect3DVertexStridedData strided;
814 } IWineD3DVertexBufferImpl;
815
816 extern const IWineD3DVertexBufferVtbl IWineD3DVertexBuffer_Vtbl;
817
818 #define VBFLAG_LOAD           0x01    /* Data is written from allocatedMemory to the VBO */
819 #define VBFLAG_OPTIMIZED      0x02    /* Optimize has been called for the VB */
820 #define VBFLAG_DIRTY          0x04    /* Buffer data has been modified */
821 #define VBFLAG_HASDESC        0x08    /* A vertex description has been found */
822 #define VBFLAG_VBOCREATEFAIL  0x10    /* An attempt to create a vbo has failed */
823
824 /*****************************************************************************
825  * IWineD3DIndexBuffer implementation structure (extends IWineD3DResourceImpl)
826  */
827 typedef struct IWineD3DIndexBufferImpl
828 {
829     /* IUnknown & WineD3DResource Information     */
830     const IWineD3DIndexBufferVtbl *lpVtbl;
831     IWineD3DResourceClass     resource;
832
833     GLuint                    vbo;
834     UINT                      dirtystart, dirtyend;
835     LONG                      lockcount;
836
837     /* WineD3DVertexBuffer specifics */
838 } IWineD3DIndexBufferImpl;
839
840 extern const IWineD3DIndexBufferVtbl IWineD3DIndexBuffer_Vtbl;
841
842 /*****************************************************************************
843  * IWineD3DBaseTexture D3D- > openGL state map lookups
844  */
845 #define WINED3DFUNC_NOTSUPPORTED  -2
846 #define WINED3DFUNC_UNIMPLEMENTED -1
847
848 typedef enum winetexturestates {
849     WINED3DTEXSTA_ADDRESSU       = 0,
850     WINED3DTEXSTA_ADDRESSV       = 1,
851     WINED3DTEXSTA_ADDRESSW       = 2,
852     WINED3DTEXSTA_BORDERCOLOR    = 3,
853     WINED3DTEXSTA_MAGFILTER      = 4,
854     WINED3DTEXSTA_MINFILTER      = 5,
855     WINED3DTEXSTA_MIPFILTER      = 6,
856     WINED3DTEXSTA_MAXMIPLEVEL    = 7,
857     WINED3DTEXSTA_MAXANISOTROPY  = 8,
858     WINED3DTEXSTA_SRGBTEXTURE    = 9,
859     WINED3DTEXSTA_ELEMENTINDEX   = 10,
860     WINED3DTEXSTA_DMAPOFFSET     = 11,
861     WINED3DTEXSTA_TSSADDRESSW    = 12,
862     MAX_WINETEXTURESTATES        = 13,
863 } winetexturestates;
864
865 typedef struct Wined3dTextureStateMap {
866     CONST int state;
867     int function;
868 } Wined3dTextureStateMap;
869
870 /*****************************************************************************
871  * IWineD3DBaseTexture implementation structure (extends IWineD3DResourceImpl)
872  */
873 typedef struct IWineD3DBaseTextureClass
874 {
875     UINT                    levels;
876     BOOL                    dirty;
877     UINT                    textureName;
878     UINT                    LOD;
879     WINED3DTEXTUREFILTERTYPE filterType;
880     DWORD                   states[MAX_WINETEXTURESTATES];
881     LONG                    bindCount;
882     DWORD                   sampler;
883 } IWineD3DBaseTextureClass;
884
885 typedef struct IWineD3DBaseTextureImpl
886 {
887     /* IUnknown & WineD3DResource Information     */
888     const IWineD3DBaseTextureVtbl *lpVtbl;
889     IWineD3DResourceClass     resource;
890     IWineD3DBaseTextureClass  baseTexture;
891
892 } IWineD3DBaseTextureImpl;
893
894 /*****************************************************************************
895  * IWineD3DTexture implementation structure (extends IWineD3DBaseTextureImpl)
896  */
897 typedef struct IWineD3DTextureImpl
898 {
899     /* IUnknown & WineD3DResource/WineD3DBaseTexture Information     */
900     const IWineD3DTextureVtbl *lpVtbl;
901     IWineD3DResourceClass     resource;
902     IWineD3DBaseTextureClass  baseTexture;
903
904     /* IWineD3DTexture */
905     IWineD3DSurface          *surfaces[MAX_LEVELS];
906     
907     UINT                      width;
908     UINT                      height;
909     float                     pow2scalingFactorX;
910     float                     pow2scalingFactorY;
911
912 } IWineD3DTextureImpl;
913
914 extern const IWineD3DTextureVtbl IWineD3DTexture_Vtbl;
915
916 /*****************************************************************************
917  * IWineD3DCubeTexture implementation structure (extends IWineD3DBaseTextureImpl)
918  */
919 typedef struct IWineD3DCubeTextureImpl
920 {
921     /* IUnknown & WineD3DResource/WineD3DBaseTexture Information     */
922     const IWineD3DCubeTextureVtbl *lpVtbl;
923     IWineD3DResourceClass     resource;
924     IWineD3DBaseTextureClass  baseTexture;
925
926     /* IWineD3DCubeTexture */
927     IWineD3DSurface          *surfaces[6][MAX_LEVELS];
928
929     UINT                      edgeLength;
930     float                     pow2scalingFactor;
931
932 } IWineD3DCubeTextureImpl;
933
934 extern const IWineD3DCubeTextureVtbl IWineD3DCubeTexture_Vtbl;
935
936 typedef struct _WINED3DVOLUMET_DESC
937 {
938     UINT                    Width;
939     UINT                    Height;
940     UINT                    Depth;
941 } WINED3DVOLUMET_DESC;
942
943 /*****************************************************************************
944  * IWineD3DVolume implementation structure (extends IUnknown)
945  */
946 typedef struct IWineD3DVolumeImpl
947 {
948     /* IUnknown & WineD3DResource fields */
949     const IWineD3DVolumeVtbl  *lpVtbl;
950     IWineD3DResourceClass      resource;
951
952     /* WineD3DVolume Information */
953     WINED3DVOLUMET_DESC      currentDesc;
954     IWineD3DBase            *container;
955     UINT                    bytesPerPixel;
956
957     BOOL                    lockable;
958     BOOL                    locked;
959     WINED3DBOX              lockedBox;
960     WINED3DBOX              dirtyBox;
961     BOOL                    dirty;
962
963
964 } IWineD3DVolumeImpl;
965
966 extern const IWineD3DVolumeVtbl IWineD3DVolume_Vtbl;
967
968 /*****************************************************************************
969  * IWineD3DVolumeTexture implementation structure (extends IWineD3DBaseTextureImpl)
970  */
971 typedef struct IWineD3DVolumeTextureImpl
972 {
973     /* IUnknown & WineD3DResource/WineD3DBaseTexture Information     */
974     const IWineD3DVolumeTextureVtbl *lpVtbl;
975     IWineD3DResourceClass     resource;
976     IWineD3DBaseTextureClass  baseTexture;
977
978     /* IWineD3DVolumeTexture */
979     IWineD3DVolume           *volumes[MAX_LEVELS];
980
981     UINT                      width;
982     UINT                      height;
983     UINT                      depth;
984 } IWineD3DVolumeTextureImpl;
985
986 extern const IWineD3DVolumeTextureVtbl IWineD3DVolumeTexture_Vtbl;
987
988 typedef struct _WINED3DSURFACET_DESC
989 {
990     WINED3DMULTISAMPLE_TYPE MultiSampleType;
991     DWORD                   MultiSampleQuality;
992     UINT                    Width;
993     UINT                    Height;
994 } WINED3DSURFACET_DESC;
995
996 /*****************************************************************************
997  * Structure for DIB Surfaces (GetDC and GDI surfaces)
998  */
999 typedef struct wineD3DSurface_DIB {
1000     HBITMAP DIBsection;
1001     void* bitmap_data;
1002     HGDIOBJ holdbitmap;
1003     BOOL client_memory;
1004 } wineD3DSurface_DIB;
1005
1006 typedef struct {
1007     struct list entry;
1008     GLuint id;
1009     UINT width;
1010     UINT height;
1011 } renderbuffer_entry_t;
1012
1013 /*****************************************************************************
1014  * IWineD3DClipp implementation structure
1015  */
1016 typedef struct IWineD3DClipperImpl
1017 {
1018     const IWineD3DClipperVtbl *lpVtbl;
1019     LONG ref;
1020
1021     IUnknown *Parent;
1022     HWND hWnd;
1023 } IWineD3DClipperImpl;
1024
1025
1026 /*****************************************************************************
1027  * IWineD3DSurface implementation structure
1028  */
1029 struct IWineD3DSurfaceImpl
1030 {
1031     /* IUnknown & IWineD3DResource Information     */
1032     const IWineD3DSurfaceVtbl *lpVtbl;
1033     IWineD3DResourceClass     resource;
1034
1035     /* IWineD3DSurface fields */
1036     IWineD3DBase              *container;
1037     WINED3DSURFACET_DESC      currentDesc;
1038     IWineD3DPaletteImpl       *palette; /* D3D7 style palette handling */
1039     PALETTEENTRY              *palette9; /* D3D8/9 style palette handling */
1040
1041     UINT                      bytesPerPixel;
1042
1043     /* TODO: move this off into a management class(maybe!) */
1044     DWORD                      Flags;
1045
1046     UINT                      pow2Width;
1047     UINT                      pow2Height;
1048
1049     /* Oversized texture */
1050     RECT                      glRect;
1051
1052 #if 0
1053     /* precalculated x and y scalings for texture coords */
1054     float                     pow2scalingFactorX; /* =  (Width  / pow2Width ) */
1055     float                     pow2scalingFactorY; /* =  (Height / pow2Height) */
1056 #endif
1057
1058     RECT                      lockedRect;
1059     RECT                      dirtyRect;
1060     int                       lockCount;
1061 #define MAXLOCKCOUNT          50 /* After this amount of locks do not free the sysmem copy */
1062
1063     glDescriptor              glDescription;
1064
1065     /* For GetDC */
1066     wineD3DSurface_DIB        dib;
1067     HDC                       hDC;
1068
1069     /* Color keys for DDraw */
1070     WINEDDCOLORKEY            DestBltCKey;
1071     WINEDDCOLORKEY            DestOverlayCKey;
1072     WINEDDCOLORKEY            SrcOverlayCKey;
1073     WINEDDCOLORKEY            SrcBltCKey;
1074     DWORD                     CKeyFlags;
1075
1076     WINEDDCOLORKEY            glCKey;
1077
1078     struct list               renderbuffers;
1079     renderbuffer_entry_t      *current_renderbuffer;
1080
1081     /* DirectDraw clippers */
1082     IWineD3DClipper           *clipper;
1083 };
1084
1085 extern const IWineD3DSurfaceVtbl IWineD3DSurface_Vtbl;
1086 extern const IWineD3DSurfaceVtbl IWineGDISurface_Vtbl;
1087
1088 /* Predeclare the shared Surface functions */
1089 HRESULT WINAPI IWineD3DSurfaceImpl_QueryInterface(IWineD3DSurface *iface, REFIID riid, LPVOID *ppobj);
1090 ULONG WINAPI IWineD3DSurfaceImpl_AddRef(IWineD3DSurface *iface);
1091 ULONG WINAPI IWineD3DSurfaceImpl_Release(IWineD3DSurface *iface);
1092 HRESULT WINAPI IWineD3DSurfaceImpl_GetParent(IWineD3DSurface *iface, IUnknown **pParent);
1093 HRESULT WINAPI IWineD3DSurfaceImpl_GetDevice(IWineD3DSurface *iface, IWineD3DDevice** ppDevice);
1094 HRESULT WINAPI IWineD3DSurfaceImpl_SetPrivateData(IWineD3DSurface *iface, REFGUID refguid, CONST void* pData, DWORD SizeOfData, DWORD Flags);
1095 HRESULT WINAPI IWineD3DSurfaceImpl_GetPrivateData(IWineD3DSurface *iface, REFGUID refguid, void* pData, DWORD* pSizeOfData);
1096 HRESULT WINAPI IWineD3DSurfaceImpl_FreePrivateData(IWineD3DSurface *iface, REFGUID refguid);
1097 DWORD   WINAPI IWineD3DSurfaceImpl_SetPriority(IWineD3DSurface *iface, DWORD PriorityNew);
1098 DWORD   WINAPI IWineD3DSurfaceImpl_GetPriority(IWineD3DSurface *iface);
1099 void    WINAPI IWineD3DSurfaceImpl_PreLoad(IWineD3DSurface *iface);
1100 WINED3DRESOURCETYPE WINAPI IWineD3DSurfaceImpl_GetType(IWineD3DSurface *iface);
1101 HRESULT WINAPI IWineD3DSurfaceImpl_GetContainer(IWineD3DSurface* iface, REFIID riid, void** ppContainer);
1102 HRESULT WINAPI IWineD3DSurfaceImpl_GetDesc(IWineD3DSurface *iface, WINED3DSURFACE_DESC *pDesc);
1103 HRESULT WINAPI IWineD3DSurfaceImpl_GetBltStatus(IWineD3DSurface *iface, DWORD Flags);
1104 HRESULT WINAPI IWineD3DSurfaceImpl_GetFlipStatus(IWineD3DSurface *iface, DWORD Flags);
1105 HRESULT WINAPI IWineD3DSurfaceImpl_IsLost(IWineD3DSurface *iface);
1106 HRESULT WINAPI IWineD3DSurfaceImpl_Restore(IWineD3DSurface *iface);
1107 HRESULT WINAPI IWineD3DSurfaceImpl_SetPixelFormat(IWineD3DSurface *iface, WINED3DFORMAT Format, BYTE *Surface, DWORD Size);
1108 HRESULT WINAPI IWineD3DSurfaceImpl_GetPalette(IWineD3DSurface *iface, IWineD3DPalette **Pal);
1109 HRESULT WINAPI IWineD3DSurfaceImpl_SetPalette(IWineD3DSurface *iface, IWineD3DPalette *Pal);
1110 HRESULT WINAPI IWineD3DSurfaceImpl_SetColorKey(IWineD3DSurface *iface, DWORD Flags, WINEDDCOLORKEY *CKey);
1111 HRESULT WINAPI IWineD3DSurfaceImpl_CleanDirtyRect(IWineD3DSurface *iface);
1112 extern HRESULT WINAPI IWineD3DSurfaceImpl_AddDirtyRect(IWineD3DSurface *iface, CONST RECT* pDirtyRect);
1113 HRESULT WINAPI IWineD3DSurfaceImpl_SetContainer(IWineD3DSurface *iface, IWineD3DBase *container);
1114 void WINAPI IWineD3DSurfaceImpl_SetGlTextureDesc(IWineD3DSurface *iface, UINT textureName, int target);
1115 void WINAPI IWineD3DSurfaceImpl_GetGlDesc(IWineD3DSurface *iface, glDescriptor **glDescription);
1116 const void *WINAPI IWineD3DSurfaceImpl_GetData(IWineD3DSurface *iface);
1117 HRESULT WINAPI IWineD3DSurfaceImpl_SetFormat(IWineD3DSurface *iface, WINED3DFORMAT format);
1118 HRESULT WINAPI IWineGDISurfaceImpl_Blt(IWineD3DSurface *iface, RECT *DestRect, IWineD3DSurface *SrcSurface, RECT *SrcRect, DWORD Flags, WINEDDBLTFX *DDBltFx, WINED3DTEXTUREFILTERTYPE Filter);
1119 HRESULT WINAPI IWineGDISurfaceImpl_BltFast(IWineD3DSurface *iface, DWORD dstx, DWORD dsty, IWineD3DSurface *Source, RECT *rsrc, DWORD trans);
1120 HRESULT WINAPI IWineD3DSurfaceImpl_SetPalette(IWineD3DSurface *iface, IWineD3DPalette *Pal);
1121 HRESULT WINAPI IWineD3DSurfaceImpl_GetDC(IWineD3DSurface *iface, HDC *pHDC);
1122 HRESULT WINAPI IWineD3DSurfaceImpl_ReleaseDC(IWineD3DSurface *iface, HDC hDC);
1123 DWORD WINAPI IWineD3DSurfaceImpl_GetPitch(IWineD3DSurface *iface);
1124 HRESULT WINAPI IWineD3DSurfaceImpl_RealizePalette(IWineD3DSurface *iface);
1125 HRESULT WINAPI IWineD3DSurfaceImpl_SetMem(IWineD3DSurface *iface, void *Mem);
1126 HRESULT WINAPI IWineD3DSurfaceImpl_SetOverlayPosition(IWineD3DSurface *iface, LONG X, LONG Y);
1127 HRESULT WINAPI IWineD3DSurfaceImpl_GetOverlayPosition(IWineD3DSurface *iface, LONG *X, LONG *Y);
1128 HRESULT WINAPI IWineD3DSurfaceImpl_UpdateOverlayZOrder(IWineD3DSurface *iface, DWORD Flags, IWineD3DSurface *Ref);
1129 HRESULT WINAPI IWineD3DSurfaceImpl_UpdateOverlay(IWineD3DSurface *iface, RECT *SrcRect, IWineD3DSurface *DstSurface, RECT *DstRect, DWORD Flags, WINEDDOVERLAYFX *FX);
1130 HRESULT WINAPI IWineD3DSurfaceImpl_SetClipper(IWineD3DSurface *iface, IWineD3DClipper *clipper);
1131 HRESULT WINAPI IWineD3DSurfaceImpl_GetClipper(IWineD3DSurface *iface, IWineD3DClipper **clipper);
1132
1133 /* Surface flags: */
1134 #define SFLAG_OVERSIZE    0x00000001 /* Surface is bigger than gl size, blts only */
1135 #define SFLAG_CONVERTED   0x00000002 /* Converted for color keying or Palettized */
1136 #define SFLAG_DIBSECTION  0x00000004 /* Has a DIB section attached for getdc */
1137 #define SFLAG_LOCKABLE    0x00000008 /* Surface can be locked */
1138 #define SFLAG_DISCARD     0x00000010 /* ??? */
1139 #define SFLAG_LOCKED      0x00000020 /* Surface is locked atm */
1140 #define SFLAG_INTEXTURE   0x00000040 /* The GL texture contains the newest surface content */
1141 #define SFLAG_INDRAWABLE  0x00000080 /* The gl drawable contains the most up to date data */
1142 #define SFLAG_INSYSMEM    0x00000100 /* The system memory copy is most up to date */
1143 #define SFLAG_NONPOW2     0x00000200 /* Surface sizes are not a power of 2 */
1144 #define SFLAG_DYNLOCK     0x00000400 /* Surface is often locked by the app */
1145 #define SFLAG_DYNCHANGE   0x00000C00 /* Surface contents are changed very often, implies DYNLOCK */
1146 #define SFLAG_DCINUSE     0x00001000 /* Set between GetDC and ReleaseDC calls */
1147 #define SFLAG_LOST        0x00002000 /* Surface lost flag for DDraw */
1148 #define SFLAG_USERPTR     0x00004000 /* The application allocated the memory for this surface */
1149 #define SFLAG_GLCKEY      0x00008000 /* The gl texture was created with a color key */
1150 #define SFLAG_CLIENT      0x00010000 /* GL_APPLE_client_storage is used on that texture */
1151 #define SFLAG_ALLOCATED   0x00020000 /* A gl texture is allocated for this surface */
1152
1153 /* In some conditions the surface memory must not be freed:
1154  * SFLAG_OVERSIZE: Not all data can be kept in GL
1155  * SFLAG_CONVERTED: Converting the data back would take too long
1156  * SFLAG_DIBSECTION: The dib code manages the memory
1157  * SFLAG_LOCKED: The app requires access to the surface data
1158  * SFLAG_DYNLOCK: Avoid freeing the data for performance
1159  * SFLAG_DYNCHANGE: Same reason as DYNLOCK
1160  * SFLAG_CLIENT: OpenGL uses our memory as backup
1161  */
1162 #define SFLAG_DONOTFREE  (SFLAG_OVERSIZE   | \
1163                           SFLAG_CONVERTED  | \
1164                           SFLAG_DIBSECTION | \
1165                           SFLAG_LOCKED     | \
1166                           SFLAG_DYNLOCK    | \
1167                           SFLAG_DYNCHANGE  | \
1168                           SFLAG_USERPTR    | \
1169                           SFLAG_CLIENT)
1170
1171 BOOL CalculateTexRect(IWineD3DSurfaceImpl *This, RECT *Rect, float glTexCoord[4]);
1172
1173 /* Alignment of the pitch */
1174 #define SURFACE_ALIGNMENT 4
1175
1176 /*****************************************************************************
1177  * IWineD3DVertexDeclaration implementation structure
1178  */
1179 typedef struct IWineD3DVertexDeclarationImpl {
1180     /* IUnknown  Information */
1181     const IWineD3DVertexDeclarationVtbl *lpVtbl;
1182     LONG                    ref;
1183
1184     IUnknown                *parent;
1185     IWineD3DDeviceImpl      *wineD3DDevice;
1186
1187     WINED3DVERTEXELEMENT    *pDeclarationWine;
1188     UINT                    declarationWNumElements;
1189 } IWineD3DVertexDeclarationImpl;
1190
1191 extern const IWineD3DVertexDeclarationVtbl IWineD3DVertexDeclaration_Vtbl;
1192
1193 /*****************************************************************************
1194  * IWineD3DStateBlock implementation structure
1195  */
1196
1197 /* Internal state Block for Begin/End/Capture/Create/Apply info  */
1198 /*   Note: Very long winded but gl Lists are not flexible enough */
1199 /*   to resolve everything we need, so doing it manually for now */
1200 typedef struct SAVEDSTATES {
1201         BOOL                      indices;
1202         BOOL                      material;
1203         BOOL                      fvf;
1204         BOOL                      streamSource[MAX_STREAMS];
1205         BOOL                      streamFreq[MAX_STREAMS];
1206         BOOL                      textures[MAX_SAMPLERS];
1207         BOOL                      transform[HIGHEST_TRANSFORMSTATE + 1];
1208         BOOL                      viewport;
1209         BOOL                      renderState[WINEHIGHEST_RENDER_STATE + 1];
1210         BOOL                      textureState[MAX_TEXTURES][WINED3D_HIGHEST_TEXTURE_STATE + 1];
1211         BOOL                      samplerState[MAX_SAMPLERS][WINED3D_HIGHEST_SAMPLER_STATE + 1];
1212         BOOL                      clipplane[MAX_CLIPPLANES];
1213         BOOL                      vertexDecl;
1214         BOOL                      pixelShader;
1215         BOOL                      pixelShaderConstantsB[MAX_CONST_B];
1216         BOOL                      pixelShaderConstantsI[MAX_CONST_I];
1217         BOOL                     *pixelShaderConstantsF;
1218         BOOL                      vertexShader;
1219         BOOL                      vertexShaderConstantsB[MAX_CONST_B];
1220         BOOL                      vertexShaderConstantsI[MAX_CONST_I];
1221         BOOL                     *vertexShaderConstantsF;
1222         BOOL                      scissorRect;
1223 } SAVEDSTATES;
1224
1225 typedef struct {
1226     struct  list entry;
1227     DWORD   count;
1228     DWORD   idx[13];
1229 } constants_entry;
1230
1231 struct IWineD3DStateBlockImpl
1232 {
1233     /* IUnknown fields */
1234     const IWineD3DStateBlockVtbl *lpVtbl;
1235     LONG                      ref;     /* Note: Ref counting not required */
1236
1237     /* IWineD3DStateBlock information */
1238     IUnknown                 *parent;
1239     IWineD3DDeviceImpl       *wineD3DDevice;
1240     WINED3DSTATEBLOCKTYPE     blockType;
1241
1242     /* Array indicating whether things have been set or changed */
1243     SAVEDSTATES               changed;
1244     SAVEDSTATES               set;
1245     struct list               set_vconstantsF;
1246     struct list               set_pconstantsF;
1247
1248     /* Drawing - Vertex Shader or FVF related */
1249     DWORD                     fvf;
1250     /* Vertex Shader Declaration */
1251     IWineD3DVertexDeclaration *vertexDecl;
1252
1253     IWineD3DVertexShader      *vertexShader;
1254
1255     /* Vertex Shader Constants */
1256     BOOL                       vertexShaderConstantB[MAX_CONST_B];
1257     INT                        vertexShaderConstantI[MAX_CONST_I * 4];
1258     float                     *vertexShaderConstantF;
1259
1260     /* Stream Source */
1261     BOOL                      streamIsUP;
1262     UINT                      streamStride[MAX_STREAMS];
1263     UINT                      streamOffset[MAX_STREAMS];
1264     IWineD3DVertexBuffer     *streamSource[MAX_STREAMS];
1265     UINT                      streamFreq[MAX_STREAMS];
1266     UINT                      streamFlags[MAX_STREAMS];     /*0 | WINED3DSTREAMSOURCE_INSTANCEDATA | WINED3DSTREAMSOURCE_INDEXEDDATA  */
1267
1268     /* Indices */
1269     IWineD3DIndexBuffer*      pIndexData;
1270     UINT                      baseVertexIndex;
1271     UINT                      loadBaseVertexIndex; /* non-indexed drawing needs 0 here, indexed baseVertexIndex */
1272
1273     /* Transform */
1274     WINED3DMATRIX             transforms[HIGHEST_TRANSFORMSTATE + 1];
1275
1276     /* Light hashmap . Collisions are handled using standard wine double linked lists */
1277 #define LIGHTMAP_SIZE 43 /* Use of a prime number recommended. Set to 1 for a linked list! */
1278 #define LIGHTMAP_HASHFUNC(x) ((x) % LIGHTMAP_SIZE) /* Primitive and simple function */
1279     struct list               lightMap[LIGHTMAP_SIZE]; /* Mashmap containing the lights */
1280     PLIGHTINFOEL             *activeLights[MAX_ACTIVE_LIGHTS]; /* Map of opengl lights to d3d lights */
1281
1282     /* Clipping */
1283     double                    clipplane[MAX_CLIPPLANES][4];
1284     WINED3DCLIPSTATUS         clip_status;
1285
1286     /* ViewPort */
1287     WINED3DVIEWPORT           viewport;
1288
1289     /* Material */
1290     WINED3DMATERIAL           material;
1291
1292     /* Pixel Shader */
1293     IWineD3DPixelShader      *pixelShader;
1294
1295     /* Pixel Shader Constants */
1296     BOOL                       pixelShaderConstantB[MAX_CONST_B];
1297     INT                        pixelShaderConstantI[MAX_CONST_I * 4];
1298     float                     *pixelShaderConstantF;
1299
1300     /* RenderState */
1301     DWORD                     renderState[WINEHIGHEST_RENDER_STATE + 1];
1302
1303     /* Texture */
1304     IWineD3DBaseTexture      *textures[MAX_SAMPLERS];
1305     int                       textureDimensions[MAX_SAMPLERS];
1306
1307     /* Texture State Stage */
1308     DWORD                     textureState[MAX_TEXTURES][WINED3D_HIGHEST_TEXTURE_STATE + 1];
1309     DWORD                     lowest_disabled_stage;
1310     /* Sampler States */
1311     DWORD                     samplerState[MAX_SAMPLERS][WINED3D_HIGHEST_SAMPLER_STATE + 1];
1312
1313     /* Current GLSL Shader Program */
1314     struct glsl_shader_prog_link *glsl_program;
1315
1316     /* Scissor test rectangle */
1317     RECT                      scissorRect;
1318 };
1319
1320 extern void stateblock_savedstates_set(
1321     IWineD3DStateBlock* iface,
1322     SAVEDSTATES* states,
1323     BOOL value);
1324
1325 extern void stateblock_savedstates_copy(
1326     IWineD3DStateBlock* iface,
1327     SAVEDSTATES* dest,
1328     SAVEDSTATES* source);
1329
1330 extern void stateblock_copy(
1331     IWineD3DStateBlock* destination,
1332     IWineD3DStateBlock* source);
1333
1334 extern const IWineD3DStateBlockVtbl IWineD3DStateBlock_Vtbl;
1335
1336 /*****************************************************************************
1337  * IWineD3DQueryImpl implementation structure (extends IUnknown)
1338  */
1339 typedef struct IWineD3DQueryImpl
1340 {
1341     const IWineD3DQueryVtbl  *lpVtbl;
1342     LONG                      ref;     /* Note: Ref counting not required */
1343     
1344     IUnknown                 *parent;
1345     /*TODO: replace with iface usage */
1346 #if 0
1347     IWineD3DDevice         *wineD3DDevice;
1348 #else
1349     IWineD3DDeviceImpl       *wineD3DDevice;
1350 #endif
1351
1352     /* IWineD3DQuery fields */
1353     WINED3DQUERYTYPE         type;
1354     /* TODO: Think about using a IUnknown instead of a void* */
1355     void                     *extendedData;
1356     
1357   
1358 } IWineD3DQueryImpl;
1359
1360 extern const IWineD3DQueryVtbl IWineD3DQuery_Vtbl;
1361
1362 /* Datastructures for IWineD3DQueryImpl.extendedData */
1363 typedef struct  WineQueryOcclusionData {
1364     GLuint  queryId;
1365 } WineQueryOcclusionData;
1366
1367 typedef struct  WineQueryEventData {
1368     GLuint  fenceId;
1369 } WineQueryEventData;
1370
1371 /*****************************************************************************
1372  * IWineD3DSwapChainImpl implementation structure (extends IUnknown)
1373  */
1374
1375 typedef struct IWineD3DSwapChainImpl
1376 {
1377     /*IUnknown part*/
1378     const IWineD3DSwapChainVtbl *lpVtbl;
1379     LONG                      ref;     /* Note: Ref counting not required */
1380
1381     IUnknown                 *parent;
1382     IWineD3DDeviceImpl       *wineD3DDevice;
1383
1384     /* IWineD3DSwapChain fields */
1385     IWineD3DSurface         **backBuffer;
1386     IWineD3DSurface          *frontBuffer;
1387     BOOL                      wantsDepthStencilBuffer;
1388     WINED3DPRESENT_PARAMETERS presentParms;
1389     DWORD                     orig_width, orig_height;
1390     WINED3DFORMAT             orig_fmt;
1391
1392     long prev_time, frames;   /* Performance tracking */
1393
1394     WineD3DContext        **context; /* Later a array for multithreading */
1395     unsigned int            num_contexts;
1396
1397     HWND                    win_handle;
1398     Window                  win;
1399 } IWineD3DSwapChainImpl;
1400
1401 extern const IWineD3DSwapChainVtbl IWineD3DSwapChain_Vtbl;
1402
1403 /*****************************************************************************
1404  * Utility function prototypes 
1405  */
1406
1407 /* Trace routines */
1408 const char* debug_d3dformat(WINED3DFORMAT fmt);
1409 const char* debug_d3ddevicetype(WINED3DDEVTYPE devtype);
1410 const char* debug_d3dresourcetype(WINED3DRESOURCETYPE res);
1411 const char* debug_d3dusage(DWORD usage);
1412 const char* debug_d3dusagequery(DWORD usagequery);
1413 const char* debug_d3ddeclmethod(WINED3DDECLMETHOD method);
1414 const char* debug_d3ddecltype(WINED3DDECLTYPE type);
1415 const char* debug_d3ddeclusage(BYTE usage);
1416 const char* debug_d3dprimitivetype(WINED3DPRIMITIVETYPE PrimitiveType);
1417 const char* debug_d3drenderstate(DWORD state);
1418 const char* debug_d3dsamplerstate(DWORD state);
1419 const char* debug_d3dtexturefiltertype(WINED3DTEXTUREFILTERTYPE filter_type);
1420 const char* debug_d3dtexturestate(DWORD state);
1421 const char* debug_d3dtstype(WINED3DTRANSFORMSTATETYPE tstype);
1422 const char* debug_d3dpool(WINED3DPOOL pool);
1423 const char *debug_fbostatus(GLenum status);
1424 const char *debug_glerror(GLenum error);
1425
1426 /* Routines for GL <-> D3D values */
1427 GLenum StencilOp(DWORD op);
1428 GLenum CompareFunc(DWORD func);
1429 void   set_tex_op(IWineD3DDevice *iface, BOOL isAlpha, int Stage, WINED3DTEXTUREOP op, DWORD arg1, DWORD arg2, DWORD arg3);
1430 void   set_tex_op_nvrc(IWineD3DDevice *iface, BOOL is_alpha, int stage, WINED3DTEXTUREOP op, DWORD arg1, DWORD arg2, DWORD arg3, INT texture_idx);
1431 void   set_texture_matrix(const float *smat, DWORD flags, BOOL calculatedCoords);
1432
1433 void surface_set_compatible_renderbuffer(IWineD3DSurface *iface, unsigned int width, unsigned int height);
1434 GLenum surface_get_gl_buffer(IWineD3DSurface *iface, IWineD3DSwapChain *swapchain);
1435
1436 int D3DFmtMakeGlCfg(WINED3DFORMAT BackBufferFormat, WINED3DFORMAT StencilBufferFormat, int *attribs, int* nAttribs, BOOL alternate);
1437
1438 /* Math utils */
1439 void multiply_matrix(WINED3DMATRIX *dest, const WINED3DMATRIX *src1, const WINED3DMATRIX *src2);
1440
1441 /*****************************************************************************
1442  * To enable calling of inherited functions, requires prototypes 
1443  *
1444  * Note: Only require classes which are subclassed, ie resource, basetexture, 
1445  */
1446     /*** IUnknown methods ***/
1447     extern HRESULT WINAPI IWineD3DResourceImpl_QueryInterface(IWineD3DResource *iface, REFIID riid, void** ppvObject);
1448     extern ULONG WINAPI IWineD3DResourceImpl_AddRef(IWineD3DResource *iface);
1449     extern ULONG WINAPI IWineD3DResourceImpl_Release(IWineD3DResource *iface);
1450     /*** IWineD3DResource methods ***/
1451     extern HRESULT WINAPI IWineD3DResourceImpl_GetParent(IWineD3DResource *iface, IUnknown **pParent);
1452     extern HRESULT WINAPI IWineD3DResourceImpl_GetDevice(IWineD3DResource *iface, IWineD3DDevice ** ppDevice);
1453     extern HRESULT WINAPI IWineD3DResourceImpl_SetPrivateData(IWineD3DResource *iface, REFGUID  refguid, CONST void * pData, DWORD  SizeOfData, DWORD  Flags);
1454     extern HRESULT WINAPI IWineD3DResourceImpl_GetPrivateData(IWineD3DResource *iface, REFGUID  refguid, void * pData, DWORD * pSizeOfData);
1455     extern HRESULT WINAPI IWineD3DResourceImpl_FreePrivateData(IWineD3DResource *iface, REFGUID  refguid);
1456     extern DWORD WINAPI IWineD3DResourceImpl_SetPriority(IWineD3DResource *iface, DWORD  PriorityNew);
1457     extern DWORD WINAPI IWineD3DResourceImpl_GetPriority(IWineD3DResource *iface);
1458     extern void WINAPI IWineD3DResourceImpl_PreLoad(IWineD3DResource *iface);
1459     extern WINED3DRESOURCETYPE WINAPI IWineD3DResourceImpl_GetType(IWineD3DResource *iface);
1460     /*** class static members ***/
1461     void IWineD3DResourceImpl_CleanUp(IWineD3DResource *iface);
1462
1463     /*** IUnknown methods ***/
1464     extern HRESULT WINAPI IWineD3DBaseTextureImpl_QueryInterface(IWineD3DBaseTexture *iface, REFIID riid, void** ppvObject);
1465     extern ULONG WINAPI IWineD3DBaseTextureImpl_AddRef(IWineD3DBaseTexture *iface);
1466     extern ULONG WINAPI IWineD3DBaseTextureImpl_Release(IWineD3DBaseTexture *iface);
1467     /*** IWineD3DResource methods ***/
1468     extern HRESULT WINAPI IWineD3DBaseTextureImpl_GetParent(IWineD3DBaseTexture *iface, IUnknown **pParent);
1469     extern HRESULT WINAPI IWineD3DBaseTextureImpl_GetDevice(IWineD3DBaseTexture *iface, IWineD3DDevice ** ppDevice);
1470     extern HRESULT WINAPI IWineD3DBaseTextureImpl_SetPrivateData(IWineD3DBaseTexture *iface, REFGUID  refguid, CONST void * pData, DWORD  SizeOfData, DWORD  Flags);
1471     extern HRESULT WINAPI IWineD3DBaseTextureImpl_GetPrivateData(IWineD3DBaseTexture *iface, REFGUID  refguid, void * pData, DWORD * pSizeOfData);
1472     extern HRESULT WINAPI IWineD3DBaseTextureImpl_FreePrivateData(IWineD3DBaseTexture *iface, REFGUID  refguid);
1473     extern DWORD WINAPI IWineD3DBaseTextureImpl_SetPriority(IWineD3DBaseTexture *iface, DWORD  PriorityNew);
1474     extern DWORD WINAPI IWineD3DBaseTextureImpl_GetPriority(IWineD3DBaseTexture *iface);
1475     extern void WINAPI IWineD3DBaseTextureImpl_PreLoad(IWineD3DBaseTexture *iface);
1476     extern WINED3DRESOURCETYPE WINAPI IWineD3DBaseTextureImpl_GetType(IWineD3DBaseTexture *iface);
1477     /*** IWineD3DBaseTexture methods ***/
1478     extern DWORD WINAPI IWineD3DBaseTextureImpl_SetLOD(IWineD3DBaseTexture *iface, DWORD LODNew);
1479     extern DWORD WINAPI IWineD3DBaseTextureImpl_GetLOD(IWineD3DBaseTexture *iface);
1480     extern DWORD WINAPI IWineD3DBaseTextureImpl_GetLevelCount(IWineD3DBaseTexture *iface);
1481     extern HRESULT WINAPI IWineD3DBaseTextureImpl_SetAutoGenFilterType(IWineD3DBaseTexture *iface, WINED3DTEXTUREFILTERTYPE FilterType);
1482     extern WINED3DTEXTUREFILTERTYPE WINAPI IWineD3DBaseTextureImpl_GetAutoGenFilterType(IWineD3DBaseTexture *iface);
1483     extern void WINAPI IWineD3DBaseTextureImpl_GenerateMipSubLevels(IWineD3DBaseTexture *iface);
1484     extern BOOL WINAPI IWineD3DBaseTextureImpl_SetDirty(IWineD3DBaseTexture *iface, BOOL);
1485     extern BOOL WINAPI IWineD3DBaseTextureImpl_GetDirty(IWineD3DBaseTexture *iface);
1486
1487     extern BYTE* WINAPI IWineD3DVertexBufferImpl_GetMemory(IWineD3DVertexBuffer* iface, DWORD iOffset, GLint *vbo);
1488     extern HRESULT WINAPI IWineD3DVertexBufferImpl_ReleaseMemory(IWineD3DVertexBuffer* iface);
1489     extern HRESULT WINAPI IWineD3DBaseTextureImpl_BindTexture(IWineD3DBaseTexture *iface);
1490     extern HRESULT WINAPI IWineD3DBaseTextureImpl_UnBindTexture(IWineD3DBaseTexture *iface);
1491     extern void WINAPI IWineD3DBaseTextureImpl_ApplyStateChanges(IWineD3DBaseTexture *iface, const DWORD textureStates[WINED3D_HIGHEST_TEXTURE_STATE + 1], const DWORD samplerStates[WINED3D_HIGHEST_SAMPLER_STATE + 1]);
1492     /*** class static members ***/
1493     void IWineD3DBaseTextureImpl_CleanUp(IWineD3DBaseTexture *iface);
1494
1495 struct SHADER_OPCODE_ARG;
1496 typedef void (*SHADER_HANDLER) (struct SHADER_OPCODE_ARG*);
1497
1498 /* Struct to maintain a list of GLSL shader programs and their associated pixel and
1499  * vertex shaders.  A list of this type is maintained on the DeviceImpl, and is only
1500  * used if the user is using GLSL shaders. */
1501 struct glsl_shader_prog_link {
1502     struct list             vshader_entry;
1503     struct list             pshader_entry;
1504     GLhandleARB             programId;
1505     GLhandleARB             *vuniformF_locations;
1506     GLhandleARB             *puniformF_locations;
1507     GLhandleARB             vshader;
1508     GLhandleARB             pshader;
1509 };
1510
1511 typedef struct {
1512     GLhandleARB vshader;
1513     GLhandleARB pshader;
1514 } glsl_program_key_t;
1515
1516 /* TODO: Make this dynamic, based on shader limits ? */
1517 #define MAX_REG_ADDR 1
1518 #define MAX_REG_TEMP 32
1519 #define MAX_REG_TEXCRD 8
1520 #define MAX_REG_INPUT 12
1521 #define MAX_REG_OUTPUT 12
1522 #define MAX_ATTRIBS 16
1523 #define MAX_CONST_I 16
1524 #define MAX_CONST_B 16
1525
1526 /* FIXME: This needs to go up to 2048 for
1527  * Shader model 3 according to msdn (and for software shaders) */
1528 #define MAX_LABELS 16
1529
1530 typedef struct semantic {
1531     DWORD usage;
1532     DWORD reg;
1533 } semantic;
1534
1535 typedef struct local_constant {
1536     struct list entry;
1537     unsigned int idx;
1538     DWORD value[4];
1539 } local_constant;
1540
1541 typedef struct shader_reg_maps {
1542
1543     char texcoord[MAX_REG_TEXCRD];          /* pixel < 3.0 */
1544     char temporary[MAX_REG_TEMP];           /* pixel, vertex */
1545     char address[MAX_REG_ADDR];             /* vertex */
1546     char packed_input[MAX_REG_INPUT];       /* pshader >= 3.0 */
1547     char packed_output[MAX_REG_OUTPUT];     /* vertex >= 3.0 */
1548     char attributes[MAX_ATTRIBS];           /* vertex */
1549     char labels[MAX_LABELS];                /* pixel, vertex */
1550
1551     /* Sampler usage tokens 
1552      * Use 0 as default (bit 31 is always 1 on a valid token) */
1553     DWORD samplers[MAX_SAMPLERS];
1554     char bumpmat;
1555
1556     /* Whether or not a loop is used in this shader */
1557     char loop;
1558
1559     /* Whether or not this shader uses fog */
1560     char fog;
1561
1562 } shader_reg_maps;
1563
1564 #define SHADER_PGMSIZE 65535
1565 typedef struct SHADER_BUFFER {
1566     char* buffer;
1567     unsigned int bsize;
1568     unsigned int lineNo;
1569     BOOL newline;
1570 } SHADER_BUFFER;
1571
1572 /* Undocumented opcode controls */
1573 #define INST_CONTROLS_SHIFT 16
1574 #define INST_CONTROLS_MASK 0x00ff0000
1575
1576 typedef enum COMPARISON_TYPE {
1577     COMPARISON_GT = 1,
1578     COMPARISON_EQ = 2,
1579     COMPARISON_GE = 3,
1580     COMPARISON_LT = 4,
1581     COMPARISON_NE = 5,
1582     COMPARISON_LE = 6
1583 } COMPARISON_TYPE;
1584
1585 typedef struct SHADER_OPCODE {
1586     unsigned int  opcode;
1587     const char*   name;
1588     const char*   glname;
1589     char          dst_token;
1590     CONST UINT    num_params;
1591     SHADER_HANDLER hw_fct;
1592     SHADER_HANDLER hw_glsl_fct;
1593     DWORD         min_version;
1594     DWORD         max_version;
1595 } SHADER_OPCODE;
1596
1597 typedef struct SHADER_OPCODE_ARG {
1598     IWineD3DBaseShader* shader;
1599     shader_reg_maps* reg_maps;
1600     CONST SHADER_OPCODE* opcode;
1601     DWORD opcode_token;
1602     DWORD dst;
1603     DWORD dst_addr;
1604     DWORD predicate;
1605     DWORD src[4];
1606     DWORD src_addr[4];
1607     SHADER_BUFFER* buffer;
1608 } SHADER_OPCODE_ARG;
1609
1610 typedef struct SHADER_LIMITS {
1611     unsigned int temporary;
1612     unsigned int texcoord;
1613     unsigned int sampler;
1614     unsigned int constant_int;
1615     unsigned int constant_float;
1616     unsigned int constant_bool;
1617     unsigned int address;
1618     unsigned int packed_output;
1619     unsigned int packed_input;
1620     unsigned int attributes;
1621     unsigned int label;
1622 } SHADER_LIMITS;
1623
1624 /** Keeps track of details for TEX_M#x# shader opcodes which need to 
1625     maintain state information between multiple codes */
1626 typedef struct SHADER_PARSE_STATE {
1627     unsigned int current_row;
1628     DWORD texcoord_w[2];
1629 } SHADER_PARSE_STATE;
1630
1631 /* Base Shader utility functions. 
1632  * (may move callers into the same file in the future) */
1633 extern int shader_addline(
1634     SHADER_BUFFER* buffer,
1635     const char* fmt, ...);
1636
1637 extern const SHADER_OPCODE* shader_get_opcode(
1638     IWineD3DBaseShader *iface, 
1639     const DWORD code);
1640
1641 extern void shader_delete_constant_list(
1642     struct list* clist);
1643
1644 void delete_glsl_program_entry(IWineD3DDevice *iface, struct glsl_shader_prog_link *entry);
1645
1646 /* Vertex shader utility functions */
1647 extern BOOL vshader_get_input(
1648     IWineD3DVertexShader* iface,
1649     BYTE usage_req, BYTE usage_idx_req,
1650     unsigned int* regnum);
1651
1652 extern BOOL vshader_input_is_color(
1653     IWineD3DVertexShader* iface,
1654     unsigned int regnum);
1655
1656 extern HRESULT allocate_shader_constants(IWineD3DStateBlockImpl* object);
1657
1658 /* ARB_[vertex/fragment]_program helper functions */
1659 extern void shader_arb_load_constants(
1660     IWineD3DDevice* device,
1661     char usePixelShader,
1662     char useVertexShader);
1663
1664 /* ARB shader program Prototypes */
1665 extern void shader_hw_def(SHADER_OPCODE_ARG *arg);
1666
1667 /* ARB pixel shader prototypes */
1668 extern void pshader_hw_bem(SHADER_OPCODE_ARG* arg);
1669 extern void pshader_hw_cnd(SHADER_OPCODE_ARG* arg);
1670 extern void pshader_hw_cmp(SHADER_OPCODE_ARG* arg);
1671 extern void pshader_hw_map2gl(SHADER_OPCODE_ARG* arg);
1672 extern void pshader_hw_tex(SHADER_OPCODE_ARG* arg);
1673 extern void pshader_hw_texcoord(SHADER_OPCODE_ARG* arg);
1674 extern void pshader_hw_texreg2ar(SHADER_OPCODE_ARG* arg);
1675 extern void pshader_hw_texreg2gb(SHADER_OPCODE_ARG* arg);
1676 extern void pshader_hw_texbem(SHADER_OPCODE_ARG* arg);
1677 extern void pshader_hw_texm3x2pad(SHADER_OPCODE_ARG* arg);
1678 extern void pshader_hw_texm3x2tex(SHADER_OPCODE_ARG* arg);
1679 extern void pshader_hw_texm3x3pad(SHADER_OPCODE_ARG* arg);
1680 extern void pshader_hw_texm3x3tex(SHADER_OPCODE_ARG* arg);
1681 extern void pshader_hw_texm3x3spec(SHADER_OPCODE_ARG* arg);
1682 extern void pshader_hw_texm3x3vspec(SHADER_OPCODE_ARG* arg);
1683
1684 /* ARB vertex shader prototypes */
1685 extern void vshader_hw_map2gl(SHADER_OPCODE_ARG* arg);
1686 extern void vshader_hw_mnxn(SHADER_OPCODE_ARG* arg);
1687 extern void vshader_hw_rsq_rcp(SHADER_OPCODE_ARG* arg);
1688
1689 /* GLSL helper functions */
1690 extern void shader_glsl_add_instruction_modifiers(SHADER_OPCODE_ARG *arg);
1691 extern void shader_glsl_load_constants(
1692     IWineD3DDevice* device,
1693     char usePixelShader,
1694     char useVertexShader);
1695
1696 /** The following translate DirectX pixel/vertex shader opcodes to GLSL lines */
1697 extern void shader_glsl_cross(SHADER_OPCODE_ARG* arg);
1698 extern void shader_glsl_map2gl(SHADER_OPCODE_ARG* arg);
1699 extern void shader_glsl_arith(SHADER_OPCODE_ARG* arg);
1700 extern void shader_glsl_mov(SHADER_OPCODE_ARG* arg);
1701 extern void shader_glsl_mad(SHADER_OPCODE_ARG* arg);
1702 extern void shader_glsl_mnxn(SHADER_OPCODE_ARG* arg);
1703 extern void shader_glsl_lrp(SHADER_OPCODE_ARG* arg);
1704 extern void shader_glsl_dot(SHADER_OPCODE_ARG* arg);
1705 extern void shader_glsl_rcp(SHADER_OPCODE_ARG* arg);
1706 extern void shader_glsl_cnd(SHADER_OPCODE_ARG* arg);
1707 extern void shader_glsl_compare(SHADER_OPCODE_ARG* arg);
1708 extern void shader_glsl_def(SHADER_OPCODE_ARG* arg);
1709 extern void shader_glsl_defi(SHADER_OPCODE_ARG* arg);
1710 extern void shader_glsl_defb(SHADER_OPCODE_ARG* arg);
1711 extern void shader_glsl_expp(SHADER_OPCODE_ARG* arg);
1712 extern void shader_glsl_cmp(SHADER_OPCODE_ARG* arg);
1713 extern void shader_glsl_lit(SHADER_OPCODE_ARG* arg);
1714 extern void shader_glsl_dst(SHADER_OPCODE_ARG* arg);
1715 extern void shader_glsl_sincos(SHADER_OPCODE_ARG* arg);
1716 extern void shader_glsl_loop(SHADER_OPCODE_ARG* arg);
1717 extern void shader_glsl_end(SHADER_OPCODE_ARG* arg);
1718 extern void shader_glsl_if(SHADER_OPCODE_ARG* arg);
1719 extern void shader_glsl_ifc(SHADER_OPCODE_ARG* arg);
1720 extern void shader_glsl_else(SHADER_OPCODE_ARG* arg);
1721 extern void shader_glsl_break(SHADER_OPCODE_ARG* arg);
1722 extern void shader_glsl_breakc(SHADER_OPCODE_ARG* arg);
1723 extern void shader_glsl_rep(SHADER_OPCODE_ARG* arg);
1724 extern void shader_glsl_call(SHADER_OPCODE_ARG* arg);
1725 extern void shader_glsl_callnz(SHADER_OPCODE_ARG* arg);
1726 extern void shader_glsl_label(SHADER_OPCODE_ARG* arg);
1727
1728 /** GLSL Pixel Shader Prototypes */
1729 extern void pshader_glsl_tex(SHADER_OPCODE_ARG* arg);
1730 extern void pshader_glsl_texcoord(SHADER_OPCODE_ARG* arg);
1731 extern void pshader_glsl_texdp3tex(SHADER_OPCODE_ARG* arg);
1732 extern void pshader_glsl_texdp3(SHADER_OPCODE_ARG* arg);
1733 extern void pshader_glsl_texdepth(SHADER_OPCODE_ARG* arg);
1734 extern void pshader_glsl_texm3x2depth(SHADER_OPCODE_ARG* arg);
1735 extern void pshader_glsl_texm3x2pad(SHADER_OPCODE_ARG* arg);
1736 extern void pshader_glsl_texm3x2tex(SHADER_OPCODE_ARG* arg);
1737 extern void pshader_glsl_texm3x3(SHADER_OPCODE_ARG* arg);
1738 extern void pshader_glsl_texm3x3pad(SHADER_OPCODE_ARG* arg);
1739 extern void pshader_glsl_texm3x3tex(SHADER_OPCODE_ARG* arg);
1740 extern void pshader_glsl_texm3x3spec(SHADER_OPCODE_ARG* arg);
1741 extern void pshader_glsl_texm3x3vspec(SHADER_OPCODE_ARG* arg);
1742 extern void pshader_glsl_texkill(SHADER_OPCODE_ARG* arg);
1743 extern void pshader_glsl_texbem(SHADER_OPCODE_ARG* arg);
1744 extern void pshader_glsl_bem(SHADER_OPCODE_ARG* arg);
1745 extern void pshader_glsl_texreg2ar(SHADER_OPCODE_ARG* arg);
1746 extern void pshader_glsl_texreg2gb(SHADER_OPCODE_ARG* arg);
1747 extern void pshader_glsl_texreg2rgb(SHADER_OPCODE_ARG* arg);
1748 extern void pshader_glsl_dp2add(SHADER_OPCODE_ARG* arg);
1749 extern void pshader_glsl_input_pack(
1750    SHADER_BUFFER* buffer,
1751    semantic* semantics_out);
1752
1753 /** GLSL Vertex Shader Prototypes */
1754 extern void vshader_glsl_output_unpack(
1755    SHADER_BUFFER* buffer,
1756    semantic* semantics_out);
1757
1758 /*****************************************************************************
1759  * IDirect3DBaseShader implementation structure
1760  */
1761 typedef struct IWineD3DBaseShaderClass
1762 {
1763     DWORD                           hex_version;
1764     SHADER_LIMITS                   limits;
1765     SHADER_PARSE_STATE              parse_state;
1766     CONST SHADER_OPCODE             *shader_ins;
1767     CONST DWORD                     *function;
1768     UINT                            functionLength;
1769     GLuint                          prgId;
1770     BOOL                            is_compiled;
1771
1772     /* Type of shader backend */
1773     int shader_mode;
1774
1775     /* Programs this shader is linked with */
1776     struct list linked_programs;
1777
1778     /* Immediate constants (override global ones) */
1779     struct list constantsB;
1780     struct list constantsF;
1781     struct list constantsI;
1782     shader_reg_maps reg_maps;
1783
1784     /* Pointer to the parent device */
1785     IWineD3DDevice *device;
1786
1787 } IWineD3DBaseShaderClass;
1788
1789 typedef struct IWineD3DBaseShaderImpl {
1790     /* IUnknown */
1791     const IWineD3DBaseShaderVtbl    *lpVtbl;
1792     LONG                            ref;
1793
1794     /* IWineD3DBaseShader */
1795     IWineD3DBaseShaderClass         baseShader;
1796 } IWineD3DBaseShaderImpl;
1797
1798 extern HRESULT shader_get_registers_used(
1799     IWineD3DBaseShader *iface,
1800     shader_reg_maps* reg_maps,
1801     semantic* semantics_in,
1802     semantic* semantics_out,
1803     CONST DWORD* pToken,
1804     IWineD3DStateBlockImpl *stateBlock);
1805
1806 extern void shader_generate_glsl_declarations(
1807     IWineD3DBaseShader *iface,
1808     shader_reg_maps* reg_maps,
1809     SHADER_BUFFER* buffer,
1810     WineD3D_GL_Info* gl_info);
1811
1812 extern void shader_generate_arb_declarations(
1813     IWineD3DBaseShader *iface,
1814     shader_reg_maps* reg_maps,
1815     SHADER_BUFFER* buffer,
1816     WineD3D_GL_Info* gl_info);
1817
1818 extern void shader_generate_main(
1819     IWineD3DBaseShader *iface,
1820     SHADER_BUFFER* buffer,
1821     shader_reg_maps* reg_maps,
1822     CONST DWORD* pFunction);
1823
1824 extern void shader_dump_ins_modifiers(
1825     const DWORD output);
1826
1827 extern void shader_dump_param(
1828     IWineD3DBaseShader *iface,
1829     const DWORD param,
1830     const DWORD addr_token,
1831     int input);
1832
1833 extern void shader_trace_init(
1834     IWineD3DBaseShader *iface,
1835     const DWORD* pFunction);
1836
1837 extern int shader_get_param(
1838     IWineD3DBaseShader* iface,
1839     const DWORD* pToken,
1840     DWORD* param,
1841     DWORD* addr_token);
1842
1843 extern int shader_skip_unrecognized(
1844     IWineD3DBaseShader* iface,
1845     const DWORD* pToken);
1846
1847 extern void print_glsl_info_log(
1848     WineD3D_GL_Info *gl_info,
1849     GLhandleARB obj);
1850
1851 static inline int shader_get_regtype(const DWORD param) {
1852     return (((param & WINED3DSP_REGTYPE_MASK) >> WINED3DSP_REGTYPE_SHIFT) |
1853             ((param & WINED3DSP_REGTYPE_MASK2) >> WINED3DSP_REGTYPE_SHIFT2));
1854 }
1855
1856 extern unsigned int shader_get_float_offset(const DWORD reg);
1857
1858 static inline BOOL shader_is_pshader_version(DWORD token) {
1859     return 0xFFFF0000 == (token & 0xFFFF0000);
1860 }
1861
1862 static inline BOOL shader_is_vshader_version(DWORD token) {
1863     return 0xFFFE0000 == (token & 0xFFFF0000);
1864 }
1865
1866 static inline BOOL shader_is_comment(DWORD token) {
1867     return WINED3DSIO_COMMENT == (token & WINED3DSI_OPCODE_MASK);
1868 }
1869
1870 /* TODO: vFace (ps_3_0) */
1871 static inline BOOL shader_is_scalar(DWORD param) {
1872     DWORD reg_type = shader_get_regtype(param);
1873
1874     switch (reg_type) {
1875         case WINED3DSPR_RASTOUT:
1876             if ((param & WINED3DSP_REGNUM_MASK) != 0) {
1877                 /* oFog & oPts */
1878                 return TRUE;
1879             }
1880             /* oPos */
1881             return FALSE;
1882
1883         case WINED3DSPR_DEPTHOUT:   /* oDepth */
1884         case WINED3DSPR_CONSTBOOL:  /* b# */
1885         case WINED3DSPR_LOOP:       /* aL */
1886         case WINED3DSPR_PREDICATE:  /* p0 */
1887             return TRUE;
1888
1889         default:
1890             return FALSE;
1891     }
1892 }
1893
1894 /* Internally used shader constants. Applications can use constants 0 to GL_LIMITS(vshader_constantsF) - 1,
1895  * so upload them above that
1896  */
1897 #define ARB_SHADER_PRIVCONST_BASE GL_LIMITS(vshader_constantsF)
1898 #define ARB_SHADER_PRIVCONST_POS ARB_SHADER_PRIVCONST_BASE + 0
1899
1900 /*****************************************************************************
1901  * IDirect3DVertexShader implementation structure
1902  */
1903 typedef struct IWineD3DVertexShaderImpl {
1904     /* IUnknown parts*/   
1905     const IWineD3DVertexShaderVtbl *lpVtbl;
1906     LONG                        ref;     /* Note: Ref counting not required */
1907
1908     /* IWineD3DBaseShader */
1909     IWineD3DBaseShaderClass     baseShader;
1910
1911     /* IWineD3DVertexShaderImpl */
1912     IUnknown                    *parent;
1913
1914     DWORD                       usage;
1915
1916     /* Vertex shader input and output semantics */
1917     semantic semantics_in [MAX_ATTRIBS];
1918     semantic semantics_out [MAX_REG_OUTPUT];
1919
1920     /* run time datas...  */
1921     VSHADERDATA                *data;
1922 #if 0 /* needs reworking */
1923     /* run time datas */
1924     VSHADERINPUTDATA input;
1925     VSHADEROUTPUTDATA output;
1926 #endif
1927 } IWineD3DVertexShaderImpl;
1928 extern const SHADER_OPCODE IWineD3DVertexShaderImpl_shader_ins[];
1929 extern const IWineD3DVertexShaderVtbl IWineD3DVertexShader_Vtbl;
1930
1931 /*****************************************************************************
1932  * IDirect3DPixelShader implementation structure
1933  */
1934 typedef struct IWineD3DPixelShaderImpl {
1935     /* IUnknown parts */
1936     const IWineD3DPixelShaderVtbl *lpVtbl;
1937     LONG                        ref;     /* Note: Ref counting not required */
1938
1939     /* IWineD3DBaseShader */
1940     IWineD3DBaseShaderClass     baseShader;
1941
1942     /* IWineD3DPixelShaderImpl */
1943     IUnknown                   *parent;
1944
1945     /* Pixel shader input semantics */
1946     semantic semantics_in [MAX_REG_INPUT];
1947
1948     /* run time data */
1949     PSHADERDATA                *data;
1950
1951     /* Some information about the shader behavior */
1952     char                        needsbumpmat;
1953     UINT                        bumpenvmatconst;
1954
1955 #if 0 /* needs reworking */
1956     PSHADERINPUTDATA input;
1957     PSHADEROUTPUTDATA output;
1958 #endif
1959 } IWineD3DPixelShaderImpl;
1960
1961 extern const SHADER_OPCODE IWineD3DPixelShaderImpl_shader_ins[];
1962 extern const IWineD3DPixelShaderVtbl IWineD3DPixelShader_Vtbl;
1963
1964 /*****************************************************************************
1965  * IWineD3DPalette implementation structure
1966  */
1967 struct IWineD3DPaletteImpl {
1968     /* IUnknown parts */
1969     const IWineD3DPaletteVtbl  *lpVtbl;
1970     LONG                       ref;
1971
1972     IUnknown                   *parent;
1973     IWineD3DDeviceImpl         *wineD3DDevice;
1974
1975     /* IWineD3DPalette */
1976     HPALETTE                   hpal;
1977     WORD                       palVersion;     /*|               */
1978     WORD                       palNumEntries;  /*|  LOGPALETTE   */
1979     PALETTEENTRY               palents[256];   /*|               */
1980     /* This is to store the palette in 'screen format' */
1981     int                        screen_palents[256];
1982     DWORD                      Flags;
1983 };
1984
1985 extern const IWineD3DPaletteVtbl IWineD3DPalette_Vtbl;
1986 DWORD IWineD3DPaletteImpl_Size(DWORD dwFlags);
1987
1988 /* DirectDraw utility functions */
1989 extern WINED3DFORMAT pixelformat_for_depth(DWORD depth);
1990
1991 /*****************************************************************************
1992  * Pixel format management
1993  */
1994 typedef struct {
1995     WINED3DFORMAT           format;
1996     DWORD                   alphaMask, redMask, greenMask, blueMask;
1997     UINT                    bpp;
1998     BOOL                    isFourcc;
1999     GLint                   glInternal, glFormat, glType;
2000 } PixelFormatDesc;
2001
2002 const PixelFormatDesc *getFormatDescEntry(WINED3DFORMAT fmt);
2003
2004 static inline BOOL use_vs(IWineD3DDeviceImpl *device) {
2005     return (device->vs_selected_mode != SHADER_NONE
2006             && device->stateBlock->vertexShader
2007             && ((IWineD3DVertexShaderImpl *)device->stateBlock->vertexShader)->baseShader.function
2008             && !device->strided_streams.u.s.position_transformed);
2009 }
2010
2011 static inline BOOL use_ps(IWineD3DDeviceImpl *device) {
2012     return (device->ps_selected_mode != SHADER_NONE
2013             && device->stateBlock->pixelShader
2014             && ((IWineD3DPixelShaderImpl *)device->stateBlock->pixelShader)->baseShader.function);
2015 }
2016
2017 void stretch_rect_fbo(IWineD3DDevice *iface, IWineD3DSurface *src_surface, WINED3DRECT *src_rect,
2018         IWineD3DSurface *dst_surface, WINED3DRECT *dst_rect, WINED3DTEXTUREFILTERTYPE filter, BOOL flip);
2019
2020 #endif