opengl32/tests: Don't call wglGetProcAddress at the start of the test.
[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 struct hash_table_entry_t {
51     void *key;
52     void *value;
53     unsigned int hash;
54     struct list entry;
55 };
56
57 struct hash_table_t {
58     hash_function_t *hash_function;
59     compare_function_t *compare_function;
60     struct list *buckets;
61     unsigned int bucket_count;
62     struct 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 };
69
70 struct hash_table_t *hash_table_create(hash_function_t *hash_function, compare_function_t *compare_function);
71 void hash_table_destroy(struct hash_table_t *table, void (*free_value)(void *value, void *cb), void *cb);
72 void *hash_table_get(struct hash_table_t *table, void *key);
73 void hash_table_put(struct hash_table_t *table, void *key, void *value);
74 void hash_table_remove(struct 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 /* float_16_to_32() and float_32_to_16() (see implementation in
130  * surface_base.c) convert 16 bit floats in the FLOAT16 data type
131  * to standard C floats and vice versa. They do not depend on the encoding
132  * of the C float, so they are platform independent, but slow. On x86 and
133  * other IEEE 754 compliant platforms the conversion can be accelerated by
134  * bit shifting the exponent and mantissa. There are also some SSE-based
135  * assembly routines out there.
136  *
137  * See GL_NV_half_float for a reference of the FLOAT16 / GL_HALF format
138  */
139 static inline float float_16_to_32(const unsigned short *in) {
140     const unsigned short s = ((*in) & 0x8000);
141     const unsigned short e = ((*in) & 0x7C00) >> 10;
142     const unsigned short m = (*in) & 0x3FF;
143     const float sgn = (s ? -1.0 : 1.0);
144
145     if(e == 0) {
146         if(m == 0) return sgn * 0.0; /* +0.0 or -0.0 */
147         else return sgn * pow(2, -14.0) * ( (float) m / 1024.0);
148     } else if(e < 31) {
149         return sgn * pow(2, (float) e-15.0) * (1.0 + ((float) m / 1024.0));
150     } else {
151         if(m == 0) return sgn / 0.0; /* +INF / -INF */
152         else return 0.0 / 0.0; /* NAN */
153     }
154 }
155
156 /**
157  * Settings 
158  */
159 #define VS_NONE    0
160 #define VS_HW      1
161
162 #define PS_NONE    0
163 #define PS_HW      1
164
165 #define VBO_NONE   0
166 #define VBO_HW     1
167
168 #define NP2_NONE   0
169 #define NP2_REPACK 1
170 #define NP2_NATIVE 2
171
172 #define ORM_BACKBUFFER  0
173 #define ORM_PBUFFER     1
174 #define ORM_FBO         2
175
176 #define SHADER_ARB  1
177 #define SHADER_GLSL 2
178 #define SHADER_ATI  3
179 #define SHADER_NONE 4
180
181 #define RTL_DISABLE   -1
182 #define RTL_AUTO       0
183 #define RTL_READDRAW   1
184 #define RTL_READTEX    2
185 #define RTL_TEXDRAW    3
186 #define RTL_TEXTEX     4
187
188 /* NOTE: When adding fields to this structure, make sure to update the default
189  * values in wined3d_main.c as well. */
190 typedef struct wined3d_settings_s {
191 /* vertex and pixel shader modes */
192   int vs_mode;
193   int ps_mode;
194   int vbo_mode;
195 /* Ideally, we don't want the user to have to request GLSL.  If the hardware supports GLSL,
196     we should use it.  However, until it's fully implemented, we'll leave it as a registry
197     setting for developers. */
198   BOOL glslRequested;
199   int offscreen_rendering_mode;
200   int rendertargetlock_mode;
201 /* Memory tracking and object counting */
202   unsigned int emulated_textureram;
203   char *logo;
204   int allow_multisampling;
205 } wined3d_settings_t;
206
207 extern wined3d_settings_t wined3d_settings;
208
209 /* Shader backends */
210 struct SHADER_OPCODE_ARG;
211
212 #define SHADER_PGMSIZE 65535
213 typedef struct SHADER_BUFFER {
214     char* buffer;
215     unsigned int bsize;
216     unsigned int lineNo;
217     BOOL newline;
218 } SHADER_BUFFER;
219
220 enum WINED3D_SHADER_INSTRUCTION_HANDLER
221 {
222     WINED3DSIH_ABS,
223     WINED3DSIH_ADD,
224     WINED3DSIH_BEM,
225     WINED3DSIH_BREAK,
226     WINED3DSIH_BREAKC,
227     WINED3DSIH_BREAKP,
228     WINED3DSIH_CALL,
229     WINED3DSIH_CALLNZ,
230     WINED3DSIH_CMP,
231     WINED3DSIH_CND,
232     WINED3DSIH_CRS,
233     WINED3DSIH_DCL,
234     WINED3DSIH_DEF,
235     WINED3DSIH_DEFB,
236     WINED3DSIH_DEFI,
237     WINED3DSIH_DP2ADD,
238     WINED3DSIH_DP3,
239     WINED3DSIH_DP4,
240     WINED3DSIH_DST,
241     WINED3DSIH_DSX,
242     WINED3DSIH_DSY,
243     WINED3DSIH_ELSE,
244     WINED3DSIH_ENDIF,
245     WINED3DSIH_ENDLOOP,
246     WINED3DSIH_ENDREP,
247     WINED3DSIH_EXP,
248     WINED3DSIH_EXPP,
249     WINED3DSIH_FRC,
250     WINED3DSIH_IF,
251     WINED3DSIH_IFC,
252     WINED3DSIH_LABEL,
253     WINED3DSIH_LIT,
254     WINED3DSIH_LOG,
255     WINED3DSIH_LOGP,
256     WINED3DSIH_LOOP,
257     WINED3DSIH_LRP,
258     WINED3DSIH_M3x2,
259     WINED3DSIH_M3x3,
260     WINED3DSIH_M3x4,
261     WINED3DSIH_M4x3,
262     WINED3DSIH_M4x4,
263     WINED3DSIH_MAD,
264     WINED3DSIH_MAX,
265     WINED3DSIH_MIN,
266     WINED3DSIH_MOV,
267     WINED3DSIH_MOVA,
268     WINED3DSIH_MUL,
269     WINED3DSIH_NOP,
270     WINED3DSIH_NRM,
271     WINED3DSIH_PHASE,
272     WINED3DSIH_POW,
273     WINED3DSIH_RCP,
274     WINED3DSIH_REP,
275     WINED3DSIH_RET,
276     WINED3DSIH_RSQ,
277     WINED3DSIH_SETP,
278     WINED3DSIH_SGE,
279     WINED3DSIH_SGN,
280     WINED3DSIH_SINCOS,
281     WINED3DSIH_SLT,
282     WINED3DSIH_SUB,
283     WINED3DSIH_TEX,
284     WINED3DSIH_TEXBEM,
285     WINED3DSIH_TEXBEML,
286     WINED3DSIH_TEXCOORD,
287     WINED3DSIH_TEXDEPTH,
288     WINED3DSIH_TEXDP3,
289     WINED3DSIH_TEXDP3TEX,
290     WINED3DSIH_TEXKILL,
291     WINED3DSIH_TEXLDD,
292     WINED3DSIH_TEXLDL,
293     WINED3DSIH_TEXM3x2DEPTH,
294     WINED3DSIH_TEXM3x2PAD,
295     WINED3DSIH_TEXM3x2TEX,
296     WINED3DSIH_TEXM3x3,
297     WINED3DSIH_TEXM3x3DIFF,
298     WINED3DSIH_TEXM3x3PAD,
299     WINED3DSIH_TEXM3x3SPEC,
300     WINED3DSIH_TEXM3x3TEX,
301     WINED3DSIH_TEXM3x3VSPEC,
302     WINED3DSIH_TEXREG2AR,
303     WINED3DSIH_TEXREG2GB,
304     WINED3DSIH_TEXREG2RGB,
305     WINED3DSIH_TABLE_SIZE
306 };
307
308 typedef void (*SHADER_HANDLER) (struct SHADER_OPCODE_ARG*);
309
310 struct shader_caps {
311     DWORD               VertexShaderVersion;
312     DWORD               MaxVertexShaderConst;
313
314     DWORD               PixelShaderVersion;
315     float               PixelShader1xMaxValue;
316
317     WINED3DVSHADERCAPS2_0   VS20Caps;
318     WINED3DPSHADERCAPS2_0   PS20Caps;
319
320     DWORD               MaxVShaderInstructionsExecuted;
321     DWORD               MaxPShaderInstructionsExecuted;
322     DWORD               MaxVertexShader30InstructionSlots;
323     DWORD               MaxPixelShader30InstructionSlots;
324 };
325
326 typedef struct {
327     const SHADER_HANDLER *shader_instruction_handler_table;
328     void (*shader_select)(IWineD3DDevice *iface, BOOL usePS, BOOL useVS);
329     void (*shader_select_depth_blt)(IWineD3DDevice *iface);
330     void (*shader_deselect_depth_blt)(IWineD3DDevice *iface);
331     void (*shader_load_constants)(IWineD3DDevice *iface, char usePS, char useVS);
332     void (*shader_cleanup)(IWineD3DDevice *iface);
333     void (*shader_color_correction)(struct SHADER_OPCODE_ARG *arg);
334     void (*shader_destroy)(IWineD3DBaseShader *iface);
335     HRESULT (*shader_alloc_private)(IWineD3DDevice *iface);
336     void (*shader_free_private)(IWineD3DDevice *iface);
337     BOOL (*shader_dirtifyable_constants)(IWineD3DDevice *iface);
338     void (*shader_generate_pshader)(IWineD3DPixelShader *iface, SHADER_BUFFER *buffer);
339     void (*shader_generate_vshader)(IWineD3DVertexShader *iface, SHADER_BUFFER *buffer);
340     void (*shader_get_caps)(WINED3DDEVTYPE devtype, WineD3D_GL_Info *gl_info, struct shader_caps *caps);
341     BOOL (*shader_conv_supported)(WINED3DFORMAT conv);
342 } shader_backend_t;
343
344 extern const shader_backend_t glsl_shader_backend;
345 extern const shader_backend_t arb_program_shader_backend;
346 extern const shader_backend_t none_shader_backend;
347
348 /* X11 locking */
349
350 extern void (*wine_tsx11_lock_ptr)(void);
351 extern void (*wine_tsx11_unlock_ptr)(void);
352
353 /* As GLX relies on X, this is needed */
354 extern int num_lock;
355
356 #if 0
357 #define ENTER_GL() ++num_lock; if (num_lock > 1) FIXME("Recursive use of GL lock to: %d\n", num_lock); wine_tsx11_lock_ptr()
358 #define LEAVE_GL() if (num_lock != 1) FIXME("Recursive use of GL lock: %d\n", num_lock); --num_lock; wine_tsx11_unlock_ptr()
359 #else
360 #define ENTER_GL() wine_tsx11_lock_ptr()
361 #define LEAVE_GL() wine_tsx11_unlock_ptr()
362 #endif
363
364 /*****************************************************************************
365  * Defines
366  */
367
368 /* GL related defines */
369 /* ------------------ */
370 #define GL_SUPPORT(ExtName)           (GLINFO_LOCATION.supported[ExtName] != 0)
371 #define GL_LIMITS(ExtName)            (GLINFO_LOCATION.max_##ExtName)
372 #define GL_EXTCALL(FuncName)          (GLINFO_LOCATION.FuncName)
373 #define GL_VEND(_VendName)            (GLINFO_LOCATION.gl_vendor == VENDOR_##_VendName ? TRUE : FALSE)
374
375 #define D3DCOLOR_B_R(dw) (((dw) >> 16) & 0xFF)
376 #define D3DCOLOR_B_G(dw) (((dw) >>  8) & 0xFF)
377 #define D3DCOLOR_B_B(dw) (((dw) >>  0) & 0xFF)
378 #define D3DCOLOR_B_A(dw) (((dw) >> 24) & 0xFF)
379
380 #define D3DCOLOR_R(dw) (((float) (((dw) >> 16) & 0xFF)) / 255.0f)
381 #define D3DCOLOR_G(dw) (((float) (((dw) >>  8) & 0xFF)) / 255.0f)
382 #define D3DCOLOR_B(dw) (((float) (((dw) >>  0) & 0xFF)) / 255.0f)
383 #define D3DCOLOR_A(dw) (((float) (((dw) >> 24) & 0xFF)) / 255.0f)
384
385 #define D3DCOLORTOGLFLOAT4(dw, vec) \
386   (vec)[0] = D3DCOLOR_R(dw); \
387   (vec)[1] = D3DCOLOR_G(dw); \
388   (vec)[2] = D3DCOLOR_B(dw); \
389   (vec)[3] = D3DCOLOR_A(dw);
390
391 /* DirectX Device Limits */
392 /* --------------------- */
393 #define MAX_LEVELS  256  /* Maximum number of mipmap levels. Guessed at 256 */
394
395 #define MAX_STREAMS  16  /* Maximum possible streams - used for fixed size arrays
396                             See MaxStreams in MSDN under GetDeviceCaps */
397                          /* Maximum number of constants provided to the shaders */
398 #define HIGHEST_TRANSFORMSTATE 512 
399                          /* Highest value in WINED3DTRANSFORMSTATETYPE */
400
401 /* Checking of API calls */
402 /* --------------------- */
403 #define checkGLcall(A)                                          \
404 {                                                               \
405     GLint err = glGetError();                                   \
406     if (err == GL_NO_ERROR) {                                   \
407        TRACE("%s call ok %s / %d\n", A, __FILE__, __LINE__);    \
408                                                                 \
409     } else do {                                                 \
410         FIXME(">>>>>>>>>>>>>>>>> %s (%#x) from %s @ %s / %d\n", \
411             debug_glerror(err), err, A, __FILE__, __LINE__);    \
412        err = glGetError();                                      \
413     } while (err != GL_NO_ERROR);                               \
414
415
416 /* Trace routines / diagnostics */
417 /* ---------------------------- */
418
419 /* Dump out a matrix and copy it */
420 #define conv_mat(mat,gl_mat)                                                                \
421 do {                                                                                        \
422     TRACE("%f %f %f %f\n", (mat)->u.s._11, (mat)->u.s._12, (mat)->u.s._13, (mat)->u.s._14); \
423     TRACE("%f %f %f %f\n", (mat)->u.s._21, (mat)->u.s._22, (mat)->u.s._23, (mat)->u.s._24); \
424     TRACE("%f %f %f %f\n", (mat)->u.s._31, (mat)->u.s._32, (mat)->u.s._33, (mat)->u.s._34); \
425     TRACE("%f %f %f %f\n", (mat)->u.s._41, (mat)->u.s._42, (mat)->u.s._43, (mat)->u.s._44); \
426     memcpy(gl_mat, (mat), 16 * sizeof(float));                                              \
427 } while (0)
428
429 /* Macro to dump out the current state of the light chain */
430 #define DUMP_LIGHT_CHAIN()                    \
431 {                                             \
432   PLIGHTINFOEL *el = This->stateBlock->lights;\
433   while (el) {                                \
434     TRACE("Light %p (glIndex %ld, d3dIndex %ld, enabled %d)\n", el, el->glIndex, el->OriginalIndex, el->lightEnabled);\
435     el = el->next;                            \
436   }                                           \
437 }
438
439 /* Trace vector and strided data information */
440 #define TRACE_VECTOR(name) TRACE( #name "=(%f, %f, %f, %f)\n", name.x, name.y, name.z, name.w);
441 #define TRACE_STRIDED(sd,name) TRACE( #name "=(data:%p, stride:%d, type:%d, vbo %d, stream %u)\n", \
442         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);
443
444 /* Defines used for optimizations */
445
446 /*    Only reapply what is necessary */
447 #define REAPPLY_ALPHAOP  0x0001
448 #define REAPPLY_ALL      0xFFFF
449
450 /* Advance declaration of structures to satisfy compiler */
451 typedef struct IWineD3DStateBlockImpl IWineD3DStateBlockImpl;
452 typedef struct IWineD3DSurfaceImpl    IWineD3DSurfaceImpl;
453 typedef struct IWineD3DPaletteImpl    IWineD3DPaletteImpl;
454 typedef struct IWineD3DDeviceImpl     IWineD3DDeviceImpl;
455
456 /* Global variables */
457 extern const float identity[16];
458
459 /*****************************************************************************
460  * Compilable extra diagnostics
461  */
462
463 /* Trace information per-vertex: (extremely high amount of trace) */
464 #if 0 /* NOTE: Must be 0 in cvs */
465 # define VTRACE(A) TRACE A
466 #else 
467 # define VTRACE(A) 
468 #endif
469
470 /* Checking of per-vertex related GL calls */
471 /* --------------------- */
472 #define vcheckGLcall(A)                                         \
473 {                                                               \
474     GLint err = glGetError();                                   \
475     if (err == GL_NO_ERROR) {                                   \
476        VTRACE(("%s call ok %s / %d\n", A, __FILE__, __LINE__)); \
477                                                                 \
478     } else do {                                                 \
479         FIXME(">>>>>>>>>>>>>>>>> %s (%#x) from %s @ %s / %d\n", \
480             debug_glerror(err), err, A, __FILE__, __LINE__);    \
481        err = glGetError();                                      \
482     } while (err != GL_NO_ERROR);                               \
483 }
484
485 /* TODO: Confirm each of these works when wined3d move completed */
486 #if 0 /* NOTE: Must be 0 in cvs */
487   /* To avoid having to get gigabytes of trace, the following can be compiled in, and at the start
488      of each frame, a check is made for the existence of C:\D3DTRACE, and if it exists d3d trace
489      is enabled, and if it doesn't exist it is disabled. */
490 # define FRAME_DEBUGGING
491   /*  Adding in the SINGLE_FRAME_DEBUGGING gives a trace of just what makes up a single frame, before
492       the file is deleted                                                                            */
493 # if 1 /* NOTE: Must be 1 in cvs, as this is mostly more useful than a trace from program start */
494 #  define SINGLE_FRAME_DEBUGGING
495 # endif  
496   /* The following, when enabled, lets you see the makeup of the frame, by drawprimitive calls.
497      It can only be enabled when FRAME_DEBUGGING is also enabled                               
498      The contents of the back buffer are written into /tmp/backbuffer_* after each primitive 
499      array is drawn.                                                                            */
500 # if 0 /* NOTE: Must be 0 in cvs, as this give a lot of ppm files when compiled in */                                                                                       
501 #  define SHOW_FRAME_MAKEUP 1
502 # endif  
503   /* The following, when enabled, lets you see the makeup of the all the textures used during each
504      of the drawprimitive calls. It can only be enabled when SHOW_FRAME_MAKEUP is also enabled.
505      The contents of the textures assigned to each stage are written into 
506      /tmp/texture_*_<Stage>.ppm after each primitive array is drawn.                            */
507 # if 0 /* NOTE: Must be 0 in cvs, as this give a lot of ppm files when compiled in */
508 #  define SHOW_TEXTURE_MAKEUP 0
509 # endif  
510 extern BOOL isOn;
511 extern BOOL isDumpingFrames;
512 extern LONG primCounter;
513 #endif
514
515 /*****************************************************************************
516  * Prototypes
517  */
518
519 /* Routine common to the draw primitive and draw indexed primitive routines */
520 void drawPrimitive(IWineD3DDevice *iface,
521                     int PrimitiveType,
522                     long NumPrimitives,
523                     /* for Indexed: */
524                     long  StartVertexIndex,
525                     UINT  numberOfVertices,
526                     long  StartIdx,
527                     short idxBytes,
528                     const void *idxData,
529                     int   minIndex);
530
531 void primitiveDeclarationConvertToStridedData(
532      IWineD3DDevice *iface,
533      BOOL useVertexShaderFunction,
534      WineDirect3DVertexStridedData *strided,
535      BOOL *fixup);
536
537 DWORD get_flexible_vertex_size(DWORD d3dvtVertexType);
538
539 typedef void (WINE_GLAPI *glAttribFunc)(void *data);
540 typedef void (WINE_GLAPI *glMultiTexCoordFunc)(GLenum unit, void *data);
541 extern glAttribFunc position_funcs[WINED3DDECLTYPE_UNUSED];
542 extern glAttribFunc diffuse_funcs[WINED3DDECLTYPE_UNUSED];
543 extern glAttribFunc specular_funcs[WINED3DDECLTYPE_UNUSED];
544 extern glAttribFunc normal_funcs[WINED3DDECLTYPE_UNUSED];
545 extern glMultiTexCoordFunc multi_texcoord_funcs[WINED3DDECLTYPE_UNUSED];
546 extern glAttribFunc texcoord_funcs[WINED3DDECLTYPE_UNUSED];
547
548 #define eps 1e-8
549
550 #define GET_TEXCOORD_SIZE_FROM_FVF(d3dvtVertexType, tex_num) \
551     (((((d3dvtVertexType) >> (16 + (2 * (tex_num)))) + 1) & 0x03) + 1)
552
553 /* Routines and structures related to state management */
554 typedef struct WineD3DContext WineD3DContext;
555 typedef void (*APPLYSTATEFUNC)(DWORD state, IWineD3DStateBlockImpl *stateblock, WineD3DContext *ctx);
556
557 #define STATE_RENDER(a) (a)
558 #define STATE_IS_RENDER(a) ((a) >= STATE_RENDER(1) && (a) <= STATE_RENDER(WINEHIGHEST_RENDER_STATE))
559
560 #define STATE_TEXTURESTAGE(stage, num) (STATE_RENDER(WINEHIGHEST_RENDER_STATE) + (stage) * WINED3D_HIGHEST_TEXTURE_STATE + (num))
561 #define STATE_IS_TEXTURESTAGE(a) ((a) >= STATE_TEXTURESTAGE(0, 1) && (a) <= STATE_TEXTURESTAGE(MAX_TEXTURES - 1, WINED3D_HIGHEST_TEXTURE_STATE))
562
563 /* + 1 because samplers start with 0 */
564 #define STATE_SAMPLER(num) (STATE_TEXTURESTAGE(MAX_TEXTURES - 1, WINED3D_HIGHEST_TEXTURE_STATE) + 1 + (num))
565 #define STATE_IS_SAMPLER(num) ((num) >= STATE_SAMPLER(0) && (num) <= STATE_SAMPLER(MAX_COMBINED_SAMPLERS - 1))
566
567 #define STATE_PIXELSHADER (STATE_SAMPLER(MAX_COMBINED_SAMPLERS - 1) + 1)
568 #define STATE_IS_PIXELSHADER(a) ((a) == STATE_PIXELSHADER)
569
570 #define STATE_TRANSFORM(a) (STATE_PIXELSHADER + (a))
571 #define STATE_IS_TRANSFORM(a) ((a) >= STATE_TRANSFORM(1) && (a) <= STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(255)))
572
573 #define STATE_STREAMSRC (STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(255)) + 1)
574 #define STATE_IS_STREAMSRC(a) ((a) == STATE_STREAMSRC)
575 #define STATE_INDEXBUFFER (STATE_STREAMSRC + 1)
576 #define STATE_IS_INDEXBUFFER(a) ((a) == STATE_INDEXBUFFER)
577
578 #define STATE_VDECL (STATE_INDEXBUFFER + 1)
579 #define STATE_IS_VDECL(a) ((a) == STATE_VDECL)
580
581 #define STATE_VSHADER (STATE_VDECL + 1)
582 #define STATE_IS_VSHADER(a) ((a) == STATE_VSHADER)
583
584 #define STATE_VIEWPORT (STATE_VSHADER + 1)
585 #define STATE_IS_VIEWPORT(a) ((a) == STATE_VIEWPORT)
586
587 #define STATE_VERTEXSHADERCONSTANT (STATE_VIEWPORT + 1)
588 #define STATE_PIXELSHADERCONSTANT (STATE_VERTEXSHADERCONSTANT + 1)
589 #define STATE_IS_VERTEXSHADERCONSTANT(a) ((a) == STATE_VERTEXSHADERCONSTANT)
590 #define STATE_IS_PIXELSHADERCONSTANT(a) ((a) == STATE_PIXELSHADERCONSTANT)
591
592 #define STATE_ACTIVELIGHT(a) (STATE_PIXELSHADERCONSTANT + (a) + 1)
593 #define STATE_IS_ACTIVELIGHT(a) ((a) >= STATE_ACTIVELIGHT(0) && (a) < STATE_ACTIVELIGHT(MAX_ACTIVE_LIGHTS))
594
595 #define STATE_SCISSORRECT (STATE_ACTIVELIGHT(MAX_ACTIVE_LIGHTS - 1) + 1)
596 #define STATE_IS_SCISSORRECT(a) ((a) == STATE_SCISSORRECT)
597
598 #define STATE_CLIPPLANE(a) (STATE_SCISSORRECT + 1 + (a))
599 #define STATE_IS_CLIPPLANE(a) ((a) >= STATE_CLIPPLANE(0) && (a) <= STATE_CLIPPLANE(MAX_CLIPPLANES - 1))
600
601 #define STATE_MATERIAL (STATE_CLIPPLANE(MAX_CLIPPLANES))
602
603 #define STATE_FRONTFACE (STATE_MATERIAL + 1)
604
605 #define STATE_HIGHEST (STATE_FRONTFACE)
606
607 struct StateEntry
608 {
609     DWORD               representative;
610     APPLYSTATEFUNC      apply;
611 };
612
613 struct StateEntryTemplate
614 {
615     DWORD               state;
616     struct StateEntry   content;
617     GL_SupportedExt     extension;
618 };
619
620 struct fragment_caps {
621     DWORD               PrimitiveMiscCaps;
622
623     DWORD               TextureOpCaps;
624     DWORD               MaxTextureBlendStages;
625     DWORD               MaxSimultaneousTextures;
626 };
627
628 struct fragment_pipeline {
629     void (*enable_extension)(IWineD3DDevice *iface, BOOL enable);
630     void (*get_caps)(WINED3DDEVTYPE devtype, WineD3D_GL_Info *gl_info, struct fragment_caps *caps);
631     HRESULT (*alloc_private)(IWineD3DDevice *iface);
632     void (*free_private)(IWineD3DDevice *iface);
633     BOOL (*conv_supported)(WINED3DFORMAT conv);
634     const struct StateEntryTemplate *states;
635     BOOL ffp_proj_control;
636 };
637
638 extern const struct StateEntryTemplate misc_state_template[];
639 extern const struct StateEntryTemplate ffp_vertexstate_template[];
640 extern const struct fragment_pipeline ffp_fragment_pipeline;
641 extern const struct fragment_pipeline atifs_fragment_pipeline;
642 extern const struct fragment_pipeline arbfp_fragment_pipeline;
643 extern const struct fragment_pipeline nvts_fragment_pipeline;
644 extern const struct fragment_pipeline nvrc_fragment_pipeline;
645
646 /* "Base" state table */
647 void compile_state_table(struct StateEntry *StateTable,
648                          APPLYSTATEFUNC **dev_multistate_funcs,
649                          WineD3D_GL_Info *gl_info,
650                          const struct StateEntryTemplate *vertex,
651                          const struct fragment_pipeline *fragment,
652                          const struct StateEntryTemplate *misc);
653
654 /* Shaders for color conversions in blits */
655 struct blit_shader {
656     HRESULT (*alloc_private)(IWineD3DDevice *iface);
657     void (*free_private)(IWineD3DDevice *iface);
658     HRESULT (*set_shader)(IWineD3DDevice *iface, WINED3DFORMAT fmt, GLenum textype, UINT width, UINT height);
659     void (*unset_shader)(IWineD3DDevice *iface);
660     BOOL (*conv_supported)(WINED3DFORMAT conv);
661 };
662
663 extern const struct blit_shader ffp_blit;
664 extern const struct blit_shader arbfp_blit;
665
666 /* The new context manager that should deal with onscreen and offscreen rendering */
667 struct WineD3DContext {
668     /* State dirtification
669      * dirtyArray is an array that contains markers for dirty states. numDirtyEntries states are dirty, their numbers are in indices
670      * 0...numDirtyEntries - 1. isStateDirty is a redundant copy of the dirtyArray. Technically only one of them would be needed,
671      * 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
672      * only numDirtyEntries array elements have to be checked, not STATE_HIGHEST states.
673      */
674     DWORD                   dirtyArray[STATE_HIGHEST + 1]; /* Won't get bigger than that, a state is never marked dirty 2 times */
675     DWORD                   numDirtyEntries;
676     DWORD                   isStateDirty[STATE_HIGHEST/32 + 1]; /* Bitmap to find out quickly if a state is dirty */
677
678     IWineD3DSurface         *surface;
679     DWORD                   tid;    /* Thread ID which owns this context at the moment */
680
681     /* Stores some information about the context state for optimization */
682     BOOL                    draw_buffer_dirty;
683     BOOL                    last_was_rhw;      /* true iff last draw_primitive was in xyzrhw mode */
684     BOOL                    last_was_pshader;
685     BOOL                    last_was_vshader;
686     BOOL                    last_was_foggy_shader;
687     BOOL                    namedArraysLoaded, numberedArraysLoaded;
688     BOOL                    lastWasPow2Texture[MAX_TEXTURES];
689     GLenum                  tracking_parm;     /* Which source is tracking current colour         */
690     unsigned char           num_untracked_materials;
691     GLenum                  untracked_materials[2];
692     BOOL                    last_was_blit, last_was_ckey;
693     UINT                    blit_w, blit_h;
694     char                    texShaderBumpMap;
695     BOOL                    fog_coord;
696
697     char                    *vshader_const_dirty, *pshader_const_dirty;
698
699     /* The actual opengl context */
700     HGLRC                   glCtx;
701     HWND                    win_handle;
702     HDC                     hdc;
703     HPBUFFERARB             pbuffer;
704     BOOL                    isPBuffer;
705     GLint                   aux_buffers;
706
707     /* FBOs */
708     struct list             fbo_list;
709     struct fbo_entry        *current_fbo;
710     GLuint                  src_fbo;
711     GLuint                  dst_fbo;
712 };
713
714 typedef enum ContextUsage {
715     CTXUSAGE_RESOURCELOAD       = 1,    /* Only loads textures: No State is applied */
716     CTXUSAGE_DRAWPRIM           = 2,    /* OpenGL states are set up for blitting DirectDraw surfaces */
717     CTXUSAGE_BLIT               = 3,    /* OpenGL states are set up 3D drawing */
718     CTXUSAGE_CLEAR              = 4,    /* Drawable and states are set up for clearing */
719 } ContextUsage;
720
721 void ActivateContext(IWineD3DDeviceImpl *device, IWineD3DSurface *target, ContextUsage usage);
722 WineD3DContext *CreateContext(IWineD3DDeviceImpl *This, IWineD3DSurfaceImpl *target, HWND win, BOOL create_pbuffer, const WINED3DPRESENT_PARAMETERS *pPresentParms);
723 void DestroyContext(IWineD3DDeviceImpl *This, WineD3DContext *context);
724 void context_resource_released(IWineD3DDevice *iface, IWineD3DResource *resource, WINED3DRESOURCETYPE type);
725 void context_bind_fbo(IWineD3DDevice *iface, GLenum target, GLuint *fbo);
726 void context_attach_depth_stencil_fbo(IWineD3DDeviceImpl *This, GLenum fbo_target, IWineD3DSurface *depth_stencil, BOOL use_render_buffer);
727 void context_attach_surface_fbo(IWineD3DDeviceImpl *This, GLenum fbo_target, DWORD idx, IWineD3DSurface *surface);
728
729 void delete_opengl_contexts(IWineD3DDevice *iface, IWineD3DSwapChain *swapchain);
730 HRESULT create_primary_opengl_context(IWineD3DDevice *iface, IWineD3DSwapChain *swapchain);
731
732 /* Macros for doing basic GPU detection based on opengl capabilities */
733 #define WINE_D3D6_CAPABLE(gl_info) (gl_info->supported[ARB_MULTITEXTURE])
734 #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])
735 #define WINE_D3D8_CAPABLE(gl_info) WINE_D3D7_CAPABLE(gl_info) && (gl_info->supported[ARB_MULTISAMPLE] && gl_info->supported[ARB_TEXTURE_BORDER_CLAMP])
736 #define WINE_D3D9_CAPABLE(gl_info) WINE_D3D8_CAPABLE(gl_info) && (gl_info->supported[ARB_FRAGMENT_PROGRAM] && gl_info->supported[ARB_VERTEX_SHADER])
737
738 /* Default callbacks for implicit object destruction */
739 extern ULONG WINAPI D3DCB_DefaultDestroySurface(IWineD3DSurface *pSurface);
740
741 extern ULONG WINAPI D3DCB_DefaultDestroyVolume(IWineD3DVolume *pSurface);
742
743 /*****************************************************************************
744  * Internal representation of a light
745  */
746 typedef struct PLIGHTINFOEL PLIGHTINFOEL;
747 struct PLIGHTINFOEL {
748     WINED3DLIGHT OriginalParms; /* Note D3D8LIGHT == D3D9LIGHT */
749     DWORD        OriginalIndex;
750     LONG         glIndex;
751     BOOL         changed;
752     BOOL         enabledChanged;
753     BOOL         enabled;
754
755     /* Converted parms to speed up swapping lights */
756     float                         lightPosn[4];
757     float                         lightDirn[4];
758     float                         exponent;
759     float                         cutoff;
760
761     struct list entry;
762 };
763
764 /* The default light parameters */
765 extern const WINED3DLIGHT WINED3D_default_light;
766
767 typedef struct WineD3D_PixelFormat
768 {
769     int iPixelFormat; /* WGL pixel format */
770     int iPixelType; /* WGL pixel type e.g. WGL_TYPE_RGBA_ARB, WGL_TYPE_RGBA_FLOAT_ARB or WGL_TYPE_COLORINDEX_ARB */
771     int redSize, greenSize, blueSize, alphaSize;
772     int depthSize, stencilSize;
773     BOOL windowDrawable;
774     BOOL pbufferDrawable;
775     BOOL doubleBuffer;
776     int auxBuffers;
777     int numSamples;
778 } WineD3D_PixelFormat;
779
780 /* The adapter structure */
781 struct WineD3DAdapter
782 {
783     UINT                    num;
784     BOOL                    opengl;
785     POINT                   monitorPoint;
786     WineD3D_GL_Info         gl_info;
787     const char              *driver;
788     const char              *description;
789     WCHAR                   DeviceName[CCHDEVICENAME]; /* DeviceName for use with e.g. ChangeDisplaySettings */
790     int                     nCfgs;
791     WineD3D_PixelFormat     *cfgs;
792     BOOL                    brokenStencil; /* Set on cards which only offer mixed depth+stencil */
793     unsigned int            TextureRam; /* Amount of texture memory both video ram + AGP/TurboCache/HyperMemory/.. */
794     unsigned int            UsedTextureRam;
795 };
796
797 extern BOOL InitAdapters(void);
798 extern BOOL initPixelFormats(WineD3D_GL_Info *gl_info);
799 extern long WineD3DAdapterChangeGLRam(IWineD3DDeviceImpl *D3DDevice, long glram);
800
801 /*****************************************************************************
802  * High order patch management
803  */
804 struct WineD3DRectPatch
805 {
806     UINT                            Handle;
807     float                          *mem;
808     WineDirect3DVertexStridedData   strided;
809     WINED3DRECTPATCH_INFO           RectPatchInfo;
810     float                           numSegs[4];
811     char                            has_normals, has_texcoords;
812     struct list                     entry;
813 };
814
815 HRESULT tesselate_rectpatch(IWineD3DDeviceImpl *This, struct WineD3DRectPatch *patch);
816
817 enum projection_types
818 {
819     proj_none    = 0,
820     proj_count3  = 1,
821     proj_count4  = 2
822 };
823
824 enum tex_types
825 {
826     tex_1d       = 0,
827     tex_2d       = 1,
828     tex_3d       = 2,
829     tex_cube     = 3,
830     tex_rect     = 4
831 };
832
833 enum dst_arg
834 {
835     resultreg    = 0,
836     tempreg      = 1
837 };
838
839 /*****************************************************************************
840  * Fixed function pipeline replacements
841  */
842 struct texture_stage_op
843 {
844     unsigned                cop : 5, aop : 5;
845 #define ARG_UNUSED          0x3f
846     unsigned                carg1 : 6, carg2 : 6, carg0 : 6;
847     unsigned                tex_type : 3;
848     unsigned                dst : 1;                        /* Total of 32 bits */
849     unsigned                aarg1 : 6, aarg2 : 6, aarg0 : 6;
850     unsigned                projected : 2;
851     unsigned                padding : 12;                   /* Total of 64 bits */
852     WINED3DFORMAT           color_correction;
853 };
854
855 struct ffp_settings {
856     struct texture_stage_op     op[MAX_TEXTURES];
857     enum {
858         FOG_OFF,
859         FOG_LINEAR,
860         FOG_EXP,
861         FOG_EXP2
862     } fog;
863     /* Use an int instead of a char to get dword alignment */
864     unsigned int sRGB_write;
865 };
866
867 struct ffp_desc
868 {
869     struct ffp_settings         settings;
870 };
871
872 void gen_ffp_op(IWineD3DStateBlockImpl *stateblock, struct ffp_settings *settings, BOOL ignore_textype);
873 struct ffp_desc *find_ffp_shader(struct hash_table_t *fragment_shaders, struct ffp_settings *settings);
874 void add_ffp_shader(struct hash_table_t *shaders, struct ffp_desc *desc);
875 BOOL ffp_program_key_compare(void *keya, void *keyb);
876 unsigned int ffp_program_key_hash(void *key);
877
878 /*****************************************************************************
879  * IWineD3D implementation structure
880  */
881 typedef struct IWineD3DImpl
882 {
883     /* IUnknown fields */
884     const IWineD3DVtbl     *lpVtbl;
885     LONG                    ref;     /* Note: Ref counting not required */
886
887     /* WineD3D Information */
888     IUnknown               *parent;
889     UINT                    dxVersion;
890 } IWineD3DImpl;
891
892 extern const IWineD3DVtbl IWineD3D_Vtbl;
893
894 /* TODO: setup some flags in the registry to enable, disable pbuffer support
895 (since it will break quite a few things until contexts are managed properly!) */
896 extern BOOL pbuffer_support;
897 /* allocate one pbuffer per surface */
898 extern BOOL pbuffer_per_surface;
899
900 /* A helper function that dumps a resource list */
901 void dumpResources(struct list *list);
902
903 /*****************************************************************************
904  * IWineD3DDevice implementation structure
905  */
906 struct IWineD3DDeviceImpl
907 {
908     /* IUnknown fields      */
909     const IWineD3DDeviceVtbl *lpVtbl;
910     LONG                    ref;     /* Note: Ref counting not required */
911
912     /* WineD3D Information  */
913     IUnknown               *parent;
914     IWineD3D               *wineD3D;
915     struct WineD3DAdapter  *adapter;
916
917     /* Window styles to restore when switching fullscreen mode */
918     LONG                    style;
919     LONG                    exStyle;
920
921     /* X and GL Information */
922     GLint                   maxConcurrentLights;
923     GLenum                  offscreenBuffer;
924
925     /* Selected capabilities */
926     int vs_selected_mode;
927     int ps_selected_mode;
928     const shader_backend_t *shader_backend;
929     void *shader_priv;
930     void *fragment_priv;
931     void *blit_priv;
932     struct StateEntry StateTable[STATE_HIGHEST + 1];
933     /* Array of functions for states which are handled by more than one pipeline part */
934     APPLYSTATEFUNC *multistate_funcs[STATE_HIGHEST + 1];
935     const struct fragment_pipeline *frag_pipe;
936     const struct blit_shader *blitter;
937
938     unsigned int max_ffp_textures, max_ffp_texture_stages;
939
940     /* To store */
941     BOOL                    view_ident;        /* true iff view matrix is identity                */
942     BOOL                    untransformed;
943     BOOL                    vertexBlendUsed;   /* To avoid needless setting of the blend matrices */
944 #define DDRAW_PITCH_ALIGNMENT 8
945 #define D3D8_PITCH_ALIGNMENT 4
946     unsigned char           surface_alignment; /* Line Alignment of surfaces                      */
947
948     /* State block related */
949     BOOL                    isRecordingState;
950     IWineD3DStateBlockImpl *stateBlock;
951     IWineD3DStateBlockImpl *updateStateBlock;
952     BOOL                   isInDraw;
953
954     /* Internal use fields  */
955     WINED3DDEVICE_CREATION_PARAMETERS createParms;
956     UINT                            adapterNo;
957     WINED3DDEVTYPE                  devType;
958
959     IWineD3DSwapChain     **swapchains;
960     UINT                    NumberOfSwapChains;
961
962     struct list             resources; /* a linked list to track resources created by the device */
963     struct list             shaders;   /* a linked list to track shaders (pixel and vertex)      */
964     unsigned int            highest_dirty_ps_const, highest_dirty_vs_const;
965
966     /* Render Target Support */
967     IWineD3DSurface       **render_targets;
968     IWineD3DSurface        *auto_depth_stencil_buffer;
969     IWineD3DSurface        *stencilBufferTarget;
970
971     /* Caches to avoid unneeded context changes */
972     IWineD3DSurface        *lastActiveRenderTarget;
973     IWineD3DSwapChain      *lastActiveSwapChain;
974
975     /* palettes texture management */
976     UINT                    NumberOfPalettes;
977     PALETTEENTRY            **palettes;
978     UINT                    currentPalette;
979     UINT                    paletteConversionShader;
980
981     /* For rendering to a texture using glCopyTexImage */
982     BOOL                    render_offscreen;
983     GLenum                  *draw_buffers;
984     GLuint                  depth_blt_texture;
985     GLuint                  depth_blt_rb;
986     UINT                    depth_blt_rb_w;
987     UINT                    depth_blt_rb_h;
988
989     /* Cursor management */
990     BOOL                    bCursorVisible;
991     UINT                    xHotSpot;
992     UINT                    yHotSpot;
993     UINT                    xScreenSpace;
994     UINT                    yScreenSpace;
995     UINT                    cursorWidth, cursorHeight;
996     GLuint                  cursorTexture;
997     BOOL                    haveHardwareCursor;
998     HCURSOR                 hardwareCursor;
999
1000     /* The Wine logo surface */
1001     IWineD3DSurface        *logo_surface;
1002
1003     /* Textures for when no other textures are mapped */
1004     UINT                          dummyTextureName[MAX_TEXTURES];
1005
1006     /* Debug stream management */
1007     BOOL                     debug;
1008
1009     /* Device state management */
1010     HRESULT                 state;
1011     BOOL                    d3d_initialized;
1012
1013     /* A flag to check for proper BeginScene / EndScene call pairs */
1014     BOOL inScene;
1015
1016     /* process vertex shaders using software or hardware */
1017     BOOL softwareVertexProcessing;
1018
1019     /* DirectDraw stuff */
1020     DWORD ddraw_width, ddraw_height;
1021     WINED3DFORMAT ddraw_format;
1022
1023     /* Final position fixup constant */
1024     float                       posFixup[4];
1025
1026     /* With register combiners we can skip junk texture stages */
1027     DWORD                     texUnitMap[MAX_COMBINED_SAMPLERS];
1028     DWORD                     rev_tex_unit_map[MAX_COMBINED_SAMPLERS];
1029     BOOL                      fixed_function_usage_map[MAX_TEXTURES];
1030
1031     /* Stream source management */
1032     WineDirect3DVertexStridedData strided_streams;
1033     WineDirect3DVertexStridedData *up_strided;
1034     BOOL                      useDrawStridedSlow;
1035     BOOL                      instancedDraw;
1036
1037     /* Context management */
1038     WineD3DContext          **contexts;                  /* Dynamic array containing pointers to context structures */
1039     WineD3DContext          *activeContext;
1040     DWORD                   lastThread;
1041     UINT                    numContexts;
1042     WineD3DContext          *pbufferContext;             /* The context that has a pbuffer as drawable */
1043     DWORD                   pbufferWidth, pbufferHeight; /* Size of the buffer drawable */
1044
1045     /* High level patch management */
1046 #define PATCHMAP_SIZE 43
1047 #define PATCHMAP_HASHFUNC(x) ((x) % PATCHMAP_SIZE) /* Primitive and simple function */
1048     struct list             patches[PATCHMAP_SIZE];
1049     struct WineD3DRectPatch *currentPatch;
1050 };
1051
1052 extern const IWineD3DDeviceVtbl IWineD3DDevice_Vtbl, IWineD3DDevice_DirtyConst_Vtbl;
1053
1054 HRESULT IWineD3DDeviceImpl_ClearSurface(IWineD3DDeviceImpl *This,  IWineD3DSurfaceImpl *target, DWORD Count,
1055                                         CONST WINED3DRECT* pRects, DWORD Flags, WINED3DCOLOR Color,
1056                                         float Z, DWORD Stencil);
1057 void IWineD3DDeviceImpl_FindTexUnitMap(IWineD3DDeviceImpl *This);
1058 void IWineD3DDeviceImpl_MarkStateDirty(IWineD3DDeviceImpl *This, DWORD state);
1059 static inline BOOL isStateDirty(WineD3DContext *context, DWORD state) {
1060     DWORD idx = state >> 5;
1061     BYTE shift = state & 0x1f;
1062     return context->isStateDirty[idx] & (1 << shift);
1063 }
1064
1065 /* Support for IWineD3DResource ::Set/Get/FreePrivateData. */
1066 typedef struct PrivateData
1067 {
1068     struct list entry;
1069
1070     GUID tag;
1071     DWORD flags; /* DDSPD_* */
1072     DWORD uniqueness_value;
1073
1074     union
1075     {
1076         LPVOID data;
1077         LPUNKNOWN object;
1078     } ptr;
1079
1080     DWORD size;
1081 } PrivateData;
1082
1083 /*****************************************************************************
1084  * IWineD3DResource implementation structure
1085  */
1086 typedef struct IWineD3DResourceClass
1087 {
1088     /* IUnknown fields */
1089     LONG                    ref;     /* Note: Ref counting not required */
1090
1091     /* WineD3DResource Information */
1092     IUnknown               *parent;
1093     WINED3DRESOURCETYPE     resourceType;
1094     IWineD3DDeviceImpl     *wineD3DDevice;
1095     WINED3DPOOL             pool;
1096     UINT                    size;
1097     DWORD                   usage;
1098     WINED3DFORMAT           format;
1099     DWORD                   priority;
1100     BYTE                   *allocatedMemory; /* Pointer to the real data location */
1101     BYTE                   *heapMemory; /* Pointer to the HeapAlloced block of memory */
1102     struct list             privateData;
1103     struct list             resource_list_entry;
1104
1105 } IWineD3DResourceClass;
1106
1107 typedef struct IWineD3DResourceImpl
1108 {
1109     /* IUnknown & WineD3DResource Information     */
1110     const IWineD3DResourceVtbl *lpVtbl;
1111     IWineD3DResourceClass   resource;
1112 } IWineD3DResourceImpl;
1113
1114 /* Tests show that the start address of resources is 32 byte aligned */
1115 #define RESOURCE_ALIGNMENT 32
1116
1117 /*****************************************************************************
1118  * IWineD3DVertexBuffer implementation structure (extends IWineD3DResourceImpl)
1119  */
1120 enum vbo_conversion_type {
1121     CONV_NONE               = 0,
1122     CONV_D3DCOLOR           = 1,
1123     CONV_POSITIONT          = 2,
1124     CONV_FLOAT16_2          = 3 /* Also handles FLOAT16_4 */
1125
1126     /* TODO: Add tests and support for FLOAT16_4 POSITIONT, D3DCOLOR position, other
1127      * fixed function semantics as D3DCOLOR or FLOAT16
1128      */
1129 };
1130
1131 typedef struct IWineD3DVertexBufferImpl
1132 {
1133     /* IUnknown & WineD3DResource Information     */
1134     const IWineD3DVertexBufferVtbl *lpVtbl;
1135     IWineD3DResourceClass     resource;
1136
1137     /* WineD3DVertexBuffer specifics */
1138     DWORD                     fvf;
1139
1140     /* Vertex buffer object support */
1141     GLuint                    vbo;
1142     BYTE                      Flags;
1143     LONG                      bindCount;
1144     LONG                      vbo_size;
1145     GLenum                    vbo_usage;
1146
1147     UINT                      dirtystart, dirtyend;
1148     LONG                      lockcount;
1149
1150     LONG                      declChanges, draws;
1151     /* Last description of the buffer */
1152     DWORD                     stride;       /* 0 if no conversion               */
1153     enum vbo_conversion_type  *conv_map;    /* NULL if no conversion            */
1154
1155     /* Extra load offsets, for FLOAT16 conversion */
1156     DWORD                     *conv_shift;  /* NULL if no shifted conversion    */
1157     DWORD                     conv_stride;  /* 0 if no shifted conversion       */
1158 } IWineD3DVertexBufferImpl;
1159
1160 extern const IWineD3DVertexBufferVtbl IWineD3DVertexBuffer_Vtbl;
1161
1162 #define VBFLAG_OPTIMIZED      0x01    /* Optimize has been called for the VB */
1163 #define VBFLAG_DIRTY          0x02    /* Buffer data has been modified */
1164 #define VBFLAG_HASDESC        0x04    /* A vertex description has been found */
1165 #define VBFLAG_CREATEVBO      0x08    /* Attempt to create a VBO next PreLoad */
1166
1167 /*****************************************************************************
1168  * IWineD3DIndexBuffer implementation structure (extends IWineD3DResourceImpl)
1169  */
1170 typedef struct IWineD3DIndexBufferImpl
1171 {
1172     /* IUnknown & WineD3DResource Information     */
1173     const IWineD3DIndexBufferVtbl *lpVtbl;
1174     IWineD3DResourceClass     resource;
1175
1176     GLuint                    vbo;
1177     UINT                      dirtystart, dirtyend;
1178     LONG                      lockcount;
1179
1180     /* WineD3DVertexBuffer specifics */
1181 } IWineD3DIndexBufferImpl;
1182
1183 extern const IWineD3DIndexBufferVtbl IWineD3DIndexBuffer_Vtbl;
1184
1185 /*****************************************************************************
1186  * IWineD3DBaseTexture D3D- > openGL state map lookups
1187  */
1188 #define WINED3DFUNC_NOTSUPPORTED  -2
1189 #define WINED3DFUNC_UNIMPLEMENTED -1
1190
1191 typedef enum winetexturestates {
1192     WINED3DTEXSTA_ADDRESSU       = 0,
1193     WINED3DTEXSTA_ADDRESSV       = 1,
1194     WINED3DTEXSTA_ADDRESSW       = 2,
1195     WINED3DTEXSTA_BORDERCOLOR    = 3,
1196     WINED3DTEXSTA_MAGFILTER      = 4,
1197     WINED3DTEXSTA_MINFILTER      = 5,
1198     WINED3DTEXSTA_MIPFILTER      = 6,
1199     WINED3DTEXSTA_MAXMIPLEVEL    = 7,
1200     WINED3DTEXSTA_MAXANISOTROPY  = 8,
1201     WINED3DTEXSTA_SRGBTEXTURE    = 9,
1202     WINED3DTEXSTA_ELEMENTINDEX   = 10,
1203     WINED3DTEXSTA_DMAPOFFSET     = 11,
1204     WINED3DTEXSTA_TSSADDRESSW    = 12,
1205     MAX_WINETEXTURESTATES        = 13,
1206 } winetexturestates;
1207
1208 /*****************************************************************************
1209  * IWineD3DBaseTexture implementation structure (extends IWineD3DResourceImpl)
1210  */
1211 typedef struct IWineD3DBaseTextureClass
1212 {
1213     UINT                    levels;
1214     BOOL                    dirty;
1215     UINT                    textureName;
1216     UINT                    LOD;
1217     WINED3DTEXTUREFILTERTYPE filterType;
1218     DWORD                   states[MAX_WINETEXTURESTATES];
1219     LONG                    bindCount;
1220     DWORD                   sampler;
1221     BOOL                    is_srgb;
1222     UINT                    srgb_mode_change_count;
1223     WINED3DFORMAT           shader_conversion_group;
1224     float                   pow2Matrix[16];
1225     minMipLookup_t          *minMipLookup;
1226     magLookup_t             *magLookup;
1227 } IWineD3DBaseTextureClass;
1228
1229 typedef struct IWineD3DBaseTextureImpl
1230 {
1231     /* IUnknown & WineD3DResource Information     */
1232     const IWineD3DBaseTextureVtbl *lpVtbl;
1233     IWineD3DResourceClass     resource;
1234     IWineD3DBaseTextureClass  baseTexture;
1235
1236 } IWineD3DBaseTextureImpl;
1237
1238 /*****************************************************************************
1239  * IWineD3DTexture implementation structure (extends IWineD3DBaseTextureImpl)
1240  */
1241 typedef struct IWineD3DTextureImpl
1242 {
1243     /* IUnknown & WineD3DResource/WineD3DBaseTexture Information     */
1244     const IWineD3DTextureVtbl *lpVtbl;
1245     IWineD3DResourceClass     resource;
1246     IWineD3DBaseTextureClass  baseTexture;
1247
1248     /* IWineD3DTexture */
1249     IWineD3DSurface          *surfaces[MAX_LEVELS];
1250     
1251     UINT                      width;
1252     UINT                      height;
1253     UINT                      target;
1254     BOOL                      cond_np2;
1255
1256 } IWineD3DTextureImpl;
1257
1258 extern const IWineD3DTextureVtbl IWineD3DTexture_Vtbl;
1259
1260 /*****************************************************************************
1261  * IWineD3DCubeTexture implementation structure (extends IWineD3DBaseTextureImpl)
1262  */
1263 typedef struct IWineD3DCubeTextureImpl
1264 {
1265     /* IUnknown & WineD3DResource/WineD3DBaseTexture Information     */
1266     const IWineD3DCubeTextureVtbl *lpVtbl;
1267     IWineD3DResourceClass     resource;
1268     IWineD3DBaseTextureClass  baseTexture;
1269
1270     /* IWineD3DCubeTexture */
1271     IWineD3DSurface          *surfaces[6][MAX_LEVELS];
1272
1273     UINT                      edgeLength;
1274 } IWineD3DCubeTextureImpl;
1275
1276 extern const IWineD3DCubeTextureVtbl IWineD3DCubeTexture_Vtbl;
1277
1278 typedef struct _WINED3DVOLUMET_DESC
1279 {
1280     UINT                    Width;
1281     UINT                    Height;
1282     UINT                    Depth;
1283 } WINED3DVOLUMET_DESC;
1284
1285 /*****************************************************************************
1286  * IWineD3DVolume implementation structure (extends IUnknown)
1287  */
1288 typedef struct IWineD3DVolumeImpl
1289 {
1290     /* IUnknown & WineD3DResource fields */
1291     const IWineD3DVolumeVtbl  *lpVtbl;
1292     IWineD3DResourceClass      resource;
1293
1294     /* WineD3DVolume Information */
1295     WINED3DVOLUMET_DESC      currentDesc;
1296     IWineD3DBase            *container;
1297     UINT                    bytesPerPixel;
1298
1299     BOOL                    lockable;
1300     BOOL                    locked;
1301     WINED3DBOX              lockedBox;
1302     WINED3DBOX              dirtyBox;
1303     BOOL                    dirty;
1304
1305
1306 } IWineD3DVolumeImpl;
1307
1308 extern const IWineD3DVolumeVtbl IWineD3DVolume_Vtbl;
1309
1310 /*****************************************************************************
1311  * IWineD3DVolumeTexture implementation structure (extends IWineD3DBaseTextureImpl)
1312  */
1313 typedef struct IWineD3DVolumeTextureImpl
1314 {
1315     /* IUnknown & WineD3DResource/WineD3DBaseTexture Information     */
1316     const IWineD3DVolumeTextureVtbl *lpVtbl;
1317     IWineD3DResourceClass     resource;
1318     IWineD3DBaseTextureClass  baseTexture;
1319
1320     /* IWineD3DVolumeTexture */
1321     IWineD3DVolume           *volumes[MAX_LEVELS];
1322
1323     UINT                      width;
1324     UINT                      height;
1325     UINT                      depth;
1326 } IWineD3DVolumeTextureImpl;
1327
1328 extern const IWineD3DVolumeTextureVtbl IWineD3DVolumeTexture_Vtbl;
1329
1330 typedef struct _WINED3DSURFACET_DESC
1331 {
1332     WINED3DMULTISAMPLE_TYPE MultiSampleType;
1333     DWORD                   MultiSampleQuality;
1334     UINT                    Width;
1335     UINT                    Height;
1336 } WINED3DSURFACET_DESC;
1337
1338 /*****************************************************************************
1339  * Structure for DIB Surfaces (GetDC and GDI surfaces)
1340  */
1341 typedef struct wineD3DSurface_DIB {
1342     HBITMAP DIBsection;
1343     void* bitmap_data;
1344     UINT bitmap_size;
1345     HGDIOBJ holdbitmap;
1346     BOOL client_memory;
1347 } wineD3DSurface_DIB;
1348
1349 typedef struct {
1350     struct list entry;
1351     GLuint id;
1352     UINT width;
1353     UINT height;
1354 } renderbuffer_entry_t;
1355
1356 struct fbo_entry
1357 {
1358     struct list entry;
1359     IWineD3DSurface **render_targets;
1360     IWineD3DSurface *depth_stencil;
1361     BOOL attached;
1362     GLuint id;
1363 };
1364
1365 /*****************************************************************************
1366  * IWineD3DClipp implementation structure
1367  */
1368 typedef struct IWineD3DClipperImpl
1369 {
1370     const IWineD3DClipperVtbl *lpVtbl;
1371     LONG ref;
1372
1373     IUnknown *Parent;
1374     HWND hWnd;
1375 } IWineD3DClipperImpl;
1376
1377
1378 /*****************************************************************************
1379  * IWineD3DSurface implementation structure
1380  */
1381 struct IWineD3DSurfaceImpl
1382 {
1383     /* IUnknown & IWineD3DResource Information     */
1384     const IWineD3DSurfaceVtbl *lpVtbl;
1385     IWineD3DResourceClass     resource;
1386
1387     /* IWineD3DSurface fields */
1388     IWineD3DBase              *container;
1389     WINED3DSURFACET_DESC      currentDesc;
1390     IWineD3DPaletteImpl       *palette; /* D3D7 style palette handling */
1391     PALETTEENTRY              *palette9; /* D3D8/9 style palette handling */
1392
1393     UINT                      bytesPerPixel;
1394
1395     /* TODO: move this off into a management class(maybe!) */
1396     DWORD                      Flags;
1397
1398     UINT                      pow2Width;
1399     UINT                      pow2Height;
1400     float                     heightscale;
1401
1402     /* A method to retrieve the drawable size. Not in the Vtable to make it changeable */
1403     void (*get_drawable_size)(IWineD3DSurfaceImpl *This, UINT *width, UINT *height);
1404
1405     /* Oversized texture */
1406     RECT                      glRect;
1407
1408     /* PBO */
1409     GLuint                    pbo;
1410
1411     RECT                      lockedRect;
1412     RECT                      dirtyRect;
1413     int                       lockCount;
1414 #define MAXLOCKCOUNT          50 /* After this amount of locks do not free the sysmem copy */
1415
1416     glDescriptor              glDescription;
1417     BOOL                      srgb;
1418
1419     /* For GetDC */
1420     wineD3DSurface_DIB        dib;
1421     HDC                       hDC;
1422
1423     /* Color keys for DDraw */
1424     WINEDDCOLORKEY            DestBltCKey;
1425     WINEDDCOLORKEY            DestOverlayCKey;
1426     WINEDDCOLORKEY            SrcOverlayCKey;
1427     WINEDDCOLORKEY            SrcBltCKey;
1428     DWORD                     CKeyFlags;
1429
1430     WINEDDCOLORKEY            glCKey;
1431
1432     struct list               renderbuffers;
1433     renderbuffer_entry_t      *current_renderbuffer;
1434
1435     /* DirectDraw clippers */
1436     IWineD3DClipper           *clipper;
1437
1438     /* DirectDraw Overlay handling */
1439     RECT                      overlay_srcrect;
1440     RECT                      overlay_destrect;
1441     IWineD3DSurfaceImpl       *overlay_dest;
1442     struct list               overlays;
1443     struct list               overlay_entry;
1444 };
1445
1446 extern const IWineD3DSurfaceVtbl IWineD3DSurface_Vtbl;
1447 extern const IWineD3DSurfaceVtbl IWineGDISurface_Vtbl;
1448
1449 /* Predeclare the shared Surface functions */
1450 HRESULT WINAPI IWineD3DBaseSurfaceImpl_QueryInterface(IWineD3DSurface *iface, REFIID riid, LPVOID *ppobj);
1451 ULONG WINAPI IWineD3DBaseSurfaceImpl_AddRef(IWineD3DSurface *iface);
1452 HRESULT WINAPI IWineD3DBaseSurfaceImpl_GetParent(IWineD3DSurface *iface, IUnknown **pParent);
1453 HRESULT WINAPI IWineD3DBaseSurfaceImpl_GetDevice(IWineD3DSurface *iface, IWineD3DDevice** ppDevice);
1454 HRESULT WINAPI IWineD3DBaseSurfaceImpl_SetPrivateData(IWineD3DSurface *iface, REFGUID refguid, CONST void* pData, DWORD SizeOfData, DWORD Flags);
1455 HRESULT WINAPI IWineD3DBaseSurfaceImpl_GetPrivateData(IWineD3DSurface *iface, REFGUID refguid, void* pData, DWORD* pSizeOfData);
1456 HRESULT WINAPI IWineD3DBaseSurfaceImpl_FreePrivateData(IWineD3DSurface *iface, REFGUID refguid);
1457 DWORD   WINAPI IWineD3DBaseSurfaceImpl_SetPriority(IWineD3DSurface *iface, DWORD PriorityNew);
1458 DWORD   WINAPI IWineD3DBaseSurfaceImpl_GetPriority(IWineD3DSurface *iface);
1459 WINED3DRESOURCETYPE WINAPI IWineD3DBaseSurfaceImpl_GetType(IWineD3DSurface *iface);
1460 HRESULT WINAPI IWineD3DBaseSurfaceImpl_GetContainer(IWineD3DSurface* iface, REFIID riid, void** ppContainer);
1461 HRESULT WINAPI IWineD3DBaseSurfaceImpl_GetDesc(IWineD3DSurface *iface, WINED3DSURFACE_DESC *pDesc);
1462 HRESULT WINAPI IWineD3DBaseSurfaceImpl_GetBltStatus(IWineD3DSurface *iface, DWORD Flags);
1463 HRESULT WINAPI IWineD3DBaseSurfaceImpl_GetFlipStatus(IWineD3DSurface *iface, DWORD Flags);
1464 HRESULT WINAPI IWineD3DBaseSurfaceImpl_IsLost(IWineD3DSurface *iface);
1465 HRESULT WINAPI IWineD3DBaseSurfaceImpl_Restore(IWineD3DSurface *iface);
1466 HRESULT WINAPI IWineD3DBaseSurfaceImpl_GetPalette(IWineD3DSurface *iface, IWineD3DPalette **Pal);
1467 HRESULT WINAPI IWineD3DBaseSurfaceImpl_SetPalette(IWineD3DSurface *iface, IWineD3DPalette *Pal);
1468 HRESULT WINAPI IWineD3DBaseSurfaceImpl_SetColorKey(IWineD3DSurface *iface, DWORD Flags, WINEDDCOLORKEY *CKey);
1469 HRESULT WINAPI IWineD3DBaseSurfaceImpl_SetContainer(IWineD3DSurface *iface, IWineD3DBase *container);
1470 DWORD WINAPI IWineD3DBaseSurfaceImpl_GetPitch(IWineD3DSurface *iface);
1471 HRESULT WINAPI IWineD3DBaseSurfaceImpl_RealizePalette(IWineD3DSurface *iface);
1472 HRESULT WINAPI IWineD3DBaseSurfaceImpl_SetOverlayPosition(IWineD3DSurface *iface, LONG X, LONG Y);
1473 HRESULT WINAPI IWineD3DBaseSurfaceImpl_GetOverlayPosition(IWineD3DSurface *iface, LONG *X, LONG *Y);
1474 HRESULT WINAPI IWineD3DBaseSurfaceImpl_UpdateOverlayZOrder(IWineD3DSurface *iface, DWORD Flags, IWineD3DSurface *Ref);
1475 HRESULT WINAPI IWineD3DBaseSurfaceImpl_UpdateOverlay(IWineD3DSurface *iface, RECT *SrcRect, IWineD3DSurface *DstSurface, RECT *DstRect, DWORD Flags, WINEDDOVERLAYFX *FX);
1476 HRESULT WINAPI IWineD3DBaseSurfaceImpl_SetClipper(IWineD3DSurface *iface, IWineD3DClipper *clipper);
1477 HRESULT WINAPI IWineD3DBaseSurfaceImpl_GetClipper(IWineD3DSurface *iface, IWineD3DClipper **clipper);
1478 HRESULT WINAPI IWineD3DBaseSurfaceImpl_SetFormat(IWineD3DSurface *iface, WINED3DFORMAT format);
1479 HRESULT IWineD3DBaseSurfaceImpl_CreateDIBSection(IWineD3DSurface *iface);
1480 HRESULT WINAPI IWineD3DBaseSurfaceImpl_Blt(IWineD3DSurface *iface, RECT *DestRect, IWineD3DSurface *SrcSurface, RECT *SrcRect, DWORD Flags, WINEDDBLTFX *DDBltFx, WINED3DTEXTUREFILTERTYPE Filter);
1481 HRESULT WINAPI IWineD3DBaseSurfaceImpl_BltFast(IWineD3DSurface *iface, DWORD dstx, DWORD dsty, IWineD3DSurface *Source, RECT *rsrc, DWORD trans);
1482 HRESULT WINAPI IWineD3DBaseSurfaceImpl_LockRect(IWineD3DSurface *iface, WINED3DLOCKED_RECT* pLockedRect, CONST RECT* pRect, DWORD Flags);
1483 void WINAPI IWineD3DBaseSurfaceImpl_BindTexture(IWineD3DSurface *iface);
1484
1485 const void *WINAPI IWineD3DSurfaceImpl_GetData(IWineD3DSurface *iface);
1486
1487 void get_drawable_size_swapchain(IWineD3DSurfaceImpl *This, UINT *width, UINT *height);
1488 void get_drawable_size_backbuffer(IWineD3DSurfaceImpl *This, UINT *width, UINT *height);
1489 void get_drawable_size_pbuffer(IWineD3DSurfaceImpl *This, UINT *width, UINT *height);
1490 void get_drawable_size_fbo(IWineD3DSurfaceImpl *This, UINT *width, UINT *height);
1491
1492 void flip_surface(IWineD3DSurfaceImpl *front, IWineD3DSurfaceImpl *back);
1493
1494 /* Surface flags: */
1495 #define SFLAG_OVERSIZE      0x00000001 /* Surface is bigger than gl size, blts only */
1496 #define SFLAG_CONVERTED     0x00000002 /* Converted for color keying or Palettized */
1497 #define SFLAG_DIBSECTION    0x00000004 /* Has a DIB section attached for GetDC */
1498 #define SFLAG_LOCKABLE      0x00000008 /* Surface can be locked */
1499 #define SFLAG_DISCARD       0x00000010 /* ??? */
1500 #define SFLAG_LOCKED        0x00000020 /* Surface is locked atm */
1501 #define SFLAG_INTEXTURE     0x00000040 /* The GL texture contains the newest surface content */
1502 #define SFLAG_INDRAWABLE    0x00000080 /* The gl drawable contains the most up to date data */
1503 #define SFLAG_INSYSMEM      0x00000100 /* The system memory copy is most up to date */
1504 #define SFLAG_NONPOW2       0x00000200 /* Surface sizes are not a power of 2 */
1505 #define SFLAG_DYNLOCK       0x00000400 /* Surface is often locked by the app */
1506 #define SFLAG_DYNCHANGE     0x00000C00 /* Surface contents are changed very often, implies DYNLOCK */
1507 #define SFLAG_DCINUSE       0x00001000 /* Set between GetDC and ReleaseDC calls */
1508 #define SFLAG_LOST          0x00002000 /* Surface lost flag for DDraw */
1509 #define SFLAG_USERPTR       0x00004000 /* The application allocated the memory for this surface */
1510 #define SFLAG_GLCKEY        0x00008000 /* The gl texture was created with a color key */
1511 #define SFLAG_CLIENT        0x00010000 /* GL_APPLE_client_storage is used on that texture */
1512 #define SFLAG_ALLOCATED     0x00020000 /* A gl texture is allocated for this surface */
1513 #define SFLAG_PBO           0x00040000 /* Has a PBO attached for speeding up data transfers for dynamically locked surfaces */
1514 #define SFLAG_NORMCOORD     0x00080000 /* Set if the GL texture coords are normalized(non-texture rectangle) */
1515 #define SFLAG_DS_ONSCREEN   0x00100000 /* Is a depth stencil, last modified onscreen */
1516 #define SFLAG_DS_OFFSCREEN  0x00200000 /* Is a depth stencil, last modified offscreen */
1517 #define SFLAG_INOVERLAYDRAW 0x00400000 /* Overlay drawing is in progress. Recursion prevention */
1518
1519 /* In some conditions the surface memory must not be freed:
1520  * SFLAG_OVERSIZE: Not all data can be kept in GL
1521  * SFLAG_CONVERTED: Converting the data back would take too long
1522  * SFLAG_DIBSECTION: The dib code manages the memory
1523  * SFLAG_LOCKED: The app requires access to the surface data
1524  * SFLAG_DYNLOCK: Avoid freeing the data for performance
1525  * SFLAG_DYNCHANGE: Same reason as DYNLOCK
1526  * SFLAG_PBO: PBOs don't use 'normal' memory. It is either allocated by the driver or must be NULL.
1527  * SFLAG_CLIENT: OpenGL uses our memory as backup
1528  */
1529 #define SFLAG_DONOTFREE     (SFLAG_OVERSIZE   | \
1530                              SFLAG_CONVERTED  | \
1531                              SFLAG_DIBSECTION | \
1532                              SFLAG_LOCKED     | \
1533                              SFLAG_DYNLOCK    | \
1534                              SFLAG_DYNCHANGE  | \
1535                              SFLAG_USERPTR    | \
1536                              SFLAG_PBO        | \
1537                              SFLAG_CLIENT)
1538
1539 #define SFLAG_LOCATIONS     (SFLAG_INSYSMEM   | \
1540                              SFLAG_INTEXTURE  | \
1541                              SFLAG_INDRAWABLE)
1542
1543 #define SFLAG_DS_LOCATIONS  (SFLAG_DS_ONSCREEN | \
1544                              SFLAG_DS_OFFSCREEN)
1545 #define SFLAG_DS_DISCARDED   SFLAG_DS_LOCATIONS
1546
1547 BOOL CalculateTexRect(IWineD3DSurfaceImpl *This, RECT *Rect, float glTexCoord[4]);
1548
1549 typedef enum {
1550     NO_CONVERSION,
1551     CONVERT_PALETTED,
1552     CONVERT_PALETTED_CK,
1553     CONVERT_CK_565,
1554     CONVERT_CK_5551,
1555     CONVERT_CK_4444,
1556     CONVERT_CK_4444_ARGB,
1557     CONVERT_CK_1555,
1558     CONVERT_555,
1559     CONVERT_CK_RGB24,
1560     CONVERT_CK_8888,
1561     CONVERT_CK_8888_ARGB,
1562     CONVERT_RGB32_888,
1563     CONVERT_V8U8,
1564     CONVERT_L6V5U5,
1565     CONVERT_X8L8V8U8,
1566     CONVERT_Q8W8V8U8,
1567     CONVERT_V16U16,
1568     CONVERT_A4L4,
1569     CONVERT_R32F,
1570     CONVERT_R16F,
1571     CONVERT_G16R16,
1572 } CONVERT_TYPES;
1573
1574 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);
1575
1576 BOOL palette9_changed(IWineD3DSurfaceImpl *This);
1577
1578 /*****************************************************************************
1579  * IWineD3DVertexDeclaration implementation structure
1580  */
1581 typedef struct attrib_declaration {
1582     DWORD usage;
1583     DWORD idx;
1584 } attrib_declaration;
1585
1586 #define MAX_ATTRIBS 16
1587
1588 typedef struct IWineD3DVertexDeclarationImpl {
1589     /* IUnknown  Information */
1590     const IWineD3DVertexDeclarationVtbl *lpVtbl;
1591     LONG                    ref;
1592
1593     IUnknown                *parent;
1594     IWineD3DDeviceImpl      *wineD3DDevice;
1595
1596     WINED3DVERTEXELEMENT    *pDeclarationWine;
1597     BOOL                    *ffp_valid;
1598     UINT                    declarationWNumElements;
1599
1600     DWORD                   streams[MAX_STREAMS];
1601     UINT                    num_streams;
1602     BOOL                    position_transformed;
1603     BOOL                    half_float_conv_needed;
1604
1605     /* Ordered array of declaration types that need swizzling in a vshader */
1606     attrib_declaration      swizzled_attribs[MAX_ATTRIBS];
1607     UINT                    num_swizzled_attribs;
1608 } IWineD3DVertexDeclarationImpl;
1609
1610 extern const IWineD3DVertexDeclarationVtbl IWineD3DVertexDeclaration_Vtbl;
1611
1612 /*****************************************************************************
1613  * IWineD3DStateBlock implementation structure
1614  */
1615
1616 /* Internal state Block for Begin/End/Capture/Create/Apply info  */
1617 /*   Note: Very long winded but gl Lists are not flexible enough */
1618 /*   to resolve everything we need, so doing it manually for now */
1619 typedef struct SAVEDSTATES {
1620         BOOL                      indices;
1621         BOOL                      material;
1622         BOOL                      fvf;
1623         BOOL                      streamSource[MAX_STREAMS];
1624         BOOL                      streamFreq[MAX_STREAMS];
1625         BOOL                      textures[MAX_COMBINED_SAMPLERS];
1626         BOOL                      transform[HIGHEST_TRANSFORMSTATE + 1];
1627         BOOL                      viewport;
1628         BOOL                      renderState[WINEHIGHEST_RENDER_STATE + 1];
1629         BOOL                      textureState[MAX_TEXTURES][WINED3D_HIGHEST_TEXTURE_STATE + 1];
1630         BOOL                      samplerState[MAX_COMBINED_SAMPLERS][WINED3D_HIGHEST_SAMPLER_STATE + 1];
1631         BOOL                      clipplane[MAX_CLIPPLANES];
1632         BOOL                      vertexDecl;
1633         BOOL                      pixelShader;
1634         BOOL                      pixelShaderConstantsB[MAX_CONST_B];
1635         BOOL                      pixelShaderConstantsI[MAX_CONST_I];
1636         BOOL                     *pixelShaderConstantsF;
1637         BOOL                      vertexShader;
1638         BOOL                      vertexShaderConstantsB[MAX_CONST_B];
1639         BOOL                      vertexShaderConstantsI[MAX_CONST_I];
1640         BOOL                     *vertexShaderConstantsF;
1641         BOOL                      scissorRect;
1642 } SAVEDSTATES;
1643
1644 typedef struct {
1645     struct  list entry;
1646     DWORD   count;
1647     DWORD   idx[13];
1648 } constants_entry;
1649
1650 struct StageState {
1651     DWORD stage;
1652     DWORD state;
1653 };
1654
1655 struct IWineD3DStateBlockImpl
1656 {
1657     /* IUnknown fields */
1658     const IWineD3DStateBlockVtbl *lpVtbl;
1659     LONG                      ref;     /* Note: Ref counting not required */
1660
1661     /* IWineD3DStateBlock information */
1662     IUnknown                 *parent;
1663     IWineD3DDeviceImpl       *wineD3DDevice;
1664     WINED3DSTATEBLOCKTYPE     blockType;
1665
1666     /* Array indicating whether things have been set or changed */
1667     SAVEDSTATES               changed;
1668     struct list               set_vconstantsF;
1669     struct list               set_pconstantsF;
1670
1671     /* Drawing - Vertex Shader or FVF related */
1672     DWORD                     fvf;
1673     /* Vertex Shader Declaration */
1674     IWineD3DVertexDeclaration *vertexDecl;
1675
1676     IWineD3DVertexShader      *vertexShader;
1677
1678     /* Vertex Shader Constants */
1679     BOOL                       vertexShaderConstantB[MAX_CONST_B];
1680     INT                        vertexShaderConstantI[MAX_CONST_I * 4];
1681     float                     *vertexShaderConstantF;
1682
1683     /* Stream Source */
1684     BOOL                      streamIsUP;
1685     UINT                      streamStride[MAX_STREAMS];
1686     UINT                      streamOffset[MAX_STREAMS + 1 /* tesselated pseudo-stream */ ];
1687     IWineD3DVertexBuffer     *streamSource[MAX_STREAMS];
1688     UINT                      streamFreq[MAX_STREAMS + 1];
1689     UINT                      streamFlags[MAX_STREAMS + 1];     /*0 | WINED3DSTREAMSOURCE_INSTANCEDATA | WINED3DSTREAMSOURCE_INDEXEDDATA  */
1690
1691     /* Indices */
1692     IWineD3DIndexBuffer*      pIndexData;
1693     INT                       baseVertexIndex;
1694     INT                       loadBaseVertexIndex; /* non-indexed drawing needs 0 here, indexed baseVertexIndex */
1695
1696     /* Transform */
1697     WINED3DMATRIX             transforms[HIGHEST_TRANSFORMSTATE + 1];
1698
1699     /* Light hashmap . Collisions are handled using standard wine double linked lists */
1700 #define LIGHTMAP_SIZE 43 /* Use of a prime number recommended. Set to 1 for a linked list! */
1701 #define LIGHTMAP_HASHFUNC(x) ((x) % LIGHTMAP_SIZE) /* Primitive and simple function */
1702     struct list               lightMap[LIGHTMAP_SIZE]; /* Mashmap containing the lights */
1703     PLIGHTINFOEL             *activeLights[MAX_ACTIVE_LIGHTS]; /* Map of opengl lights to d3d lights */
1704
1705     /* Clipping */
1706     double                    clipplane[MAX_CLIPPLANES][4];
1707     WINED3DCLIPSTATUS         clip_status;
1708
1709     /* ViewPort */
1710     WINED3DVIEWPORT           viewport;
1711
1712     /* Material */
1713     WINED3DMATERIAL           material;
1714
1715     /* Pixel Shader */
1716     IWineD3DPixelShader      *pixelShader;
1717
1718     /* Pixel Shader Constants */
1719     BOOL                       pixelShaderConstantB[MAX_CONST_B];
1720     INT                        pixelShaderConstantI[MAX_CONST_I * 4];
1721     float                     *pixelShaderConstantF;
1722
1723     /* RenderState */
1724     DWORD                     renderState[WINEHIGHEST_RENDER_STATE + 1];
1725
1726     /* Texture */
1727     IWineD3DBaseTexture      *textures[MAX_COMBINED_SAMPLERS];
1728     int                       textureDimensions[MAX_COMBINED_SAMPLERS];
1729
1730     /* Texture State Stage */
1731     DWORD                     textureState[MAX_TEXTURES][WINED3D_HIGHEST_TEXTURE_STATE + 1];
1732     DWORD                     lowest_disabled_stage;
1733     /* Sampler States */
1734     DWORD                     samplerState[MAX_COMBINED_SAMPLERS][WINED3D_HIGHEST_SAMPLER_STATE + 1];
1735
1736     /* Scissor test rectangle */
1737     RECT                      scissorRect;
1738
1739     /* Contained state management */
1740     DWORD                     contained_render_states[WINEHIGHEST_RENDER_STATE + 1];
1741     unsigned int              num_contained_render_states;
1742     DWORD                     contained_transform_states[HIGHEST_TRANSFORMSTATE + 1];
1743     unsigned int              num_contained_transform_states;
1744     DWORD                     contained_vs_consts_i[MAX_CONST_I];
1745     unsigned int              num_contained_vs_consts_i;
1746     DWORD                     contained_vs_consts_b[MAX_CONST_B];
1747     unsigned int              num_contained_vs_consts_b;
1748     DWORD                     *contained_vs_consts_f;
1749     unsigned int              num_contained_vs_consts_f;
1750     DWORD                     contained_ps_consts_i[MAX_CONST_I];
1751     unsigned int              num_contained_ps_consts_i;
1752     DWORD                     contained_ps_consts_b[MAX_CONST_B];
1753     unsigned int              num_contained_ps_consts_b;
1754     DWORD                     *contained_ps_consts_f;
1755     unsigned int              num_contained_ps_consts_f;
1756     struct StageState         contained_tss_states[MAX_TEXTURES * (WINED3D_HIGHEST_TEXTURE_STATE)];
1757     unsigned int              num_contained_tss_states;
1758     struct StageState         contained_sampler_states[MAX_COMBINED_SAMPLERS * WINED3D_HIGHEST_SAMPLER_STATE];
1759     unsigned int              num_contained_sampler_states;
1760 };
1761
1762 extern void stateblock_savedstates_set(
1763     IWineD3DStateBlock* iface,
1764     SAVEDSTATES* states,
1765     BOOL value);
1766
1767 extern void stateblock_savedstates_copy(
1768     IWineD3DStateBlock* iface,
1769     SAVEDSTATES* dest,
1770     SAVEDSTATES* source);
1771
1772 extern void stateblock_copy(
1773     IWineD3DStateBlock* destination,
1774     IWineD3DStateBlock* source);
1775
1776 extern const IWineD3DStateBlockVtbl IWineD3DStateBlock_Vtbl;
1777
1778 /* Direct3D terminology with little modifications. We do not have an issued state
1779  * because only the driver knows about it, but we have a created state because d3d
1780  * allows GetData on a created issue, but opengl doesn't
1781  */
1782 enum query_state {
1783     QUERY_CREATED,
1784     QUERY_SIGNALLED,
1785     QUERY_BUILDING
1786 };
1787 /*****************************************************************************
1788  * IWineD3DQueryImpl implementation structure (extends IUnknown)
1789  */
1790 typedef struct IWineD3DQueryImpl
1791 {
1792     const IWineD3DQueryVtbl  *lpVtbl;
1793     LONG                      ref;     /* Note: Ref counting not required */
1794     
1795     IUnknown                 *parent;
1796     /*TODO: replace with iface usage */
1797 #if 0
1798     IWineD3DDevice         *wineD3DDevice;
1799 #else
1800     IWineD3DDeviceImpl       *wineD3DDevice;
1801 #endif
1802
1803     /* IWineD3DQuery fields */
1804     enum query_state         state;
1805     WINED3DQUERYTYPE         type;
1806     /* TODO: Think about using a IUnknown instead of a void* */
1807     void                     *extendedData;
1808     
1809   
1810 } IWineD3DQueryImpl;
1811
1812 extern const IWineD3DQueryVtbl IWineD3DQuery_Vtbl;
1813 extern const IWineD3DQueryVtbl IWineD3DEventQuery_Vtbl;
1814 extern const IWineD3DQueryVtbl IWineD3DOcclusionQuery_Vtbl;
1815
1816 /* Datastructures for IWineD3DQueryImpl.extendedData */
1817 typedef struct  WineQueryOcclusionData {
1818     GLuint  queryId;
1819     WineD3DContext *ctx;
1820 } WineQueryOcclusionData;
1821
1822 typedef struct  WineQueryEventData {
1823     GLuint  fenceId;
1824     WineD3DContext *ctx;
1825 } WineQueryEventData;
1826
1827 /*****************************************************************************
1828  * IWineD3DSwapChainImpl implementation structure (extends IUnknown)
1829  */
1830
1831 typedef struct IWineD3DSwapChainImpl
1832 {
1833     /*IUnknown part*/
1834     const IWineD3DSwapChainVtbl *lpVtbl;
1835     LONG                      ref;     /* Note: Ref counting not required */
1836
1837     IUnknown                 *parent;
1838     IWineD3DDeviceImpl       *wineD3DDevice;
1839
1840     /* IWineD3DSwapChain fields */
1841     IWineD3DSurface         **backBuffer;
1842     IWineD3DSurface          *frontBuffer;
1843     WINED3DPRESENT_PARAMETERS presentParms;
1844     DWORD                     orig_width, orig_height;
1845     WINED3DFORMAT             orig_fmt;
1846     WINED3DGAMMARAMP          orig_gamma;
1847
1848     long prev_time, frames;   /* Performance tracking */
1849     unsigned int vSyncCounter;
1850
1851     WineD3DContext        **context; /* Later a array for multithreading */
1852     unsigned int            num_contexts;
1853
1854     HWND                    win_handle;
1855 } IWineD3DSwapChainImpl;
1856
1857 extern const IWineD3DSwapChainVtbl IWineD3DSwapChain_Vtbl;
1858 const IWineD3DSwapChainVtbl IWineGDISwapChain_Vtbl;
1859 void x11_copy_to_screen(IWineD3DSwapChainImpl *This, LPRECT rc);
1860
1861 HRESULT WINAPI IWineD3DBaseSwapChainImpl_QueryInterface(IWineD3DSwapChain *iface, REFIID riid, LPVOID *ppobj);
1862 ULONG WINAPI IWineD3DBaseSwapChainImpl_AddRef(IWineD3DSwapChain *iface);
1863 ULONG WINAPI IWineD3DBaseSwapChainImpl_Release(IWineD3DSwapChain *iface);
1864 HRESULT WINAPI IWineD3DBaseSwapChainImpl_GetParent(IWineD3DSwapChain *iface, IUnknown ** ppParent);
1865 HRESULT WINAPI IWineD3DBaseSwapChainImpl_GetFrontBufferData(IWineD3DSwapChain *iface, IWineD3DSurface *pDestSurface);
1866 HRESULT WINAPI IWineD3DBaseSwapChainImpl_GetBackBuffer(IWineD3DSwapChain *iface, UINT iBackBuffer, WINED3DBACKBUFFER_TYPE Type, IWineD3DSurface **ppBackBuffer);
1867 HRESULT WINAPI IWineD3DBaseSwapChainImpl_GetRasterStatus(IWineD3DSwapChain *iface, WINED3DRASTER_STATUS *pRasterStatus);
1868 HRESULT WINAPI IWineD3DBaseSwapChainImpl_GetDisplayMode(IWineD3DSwapChain *iface, WINED3DDISPLAYMODE*pMode);
1869 HRESULT WINAPI IWineD3DBaseSwapChainImpl_GetDevice(IWineD3DSwapChain *iface, IWineD3DDevice**ppDevice);
1870 HRESULT WINAPI IWineD3DBaseSwapChainImpl_GetPresentParameters(IWineD3DSwapChain *iface, WINED3DPRESENT_PARAMETERS *pPresentationParameters);
1871 HRESULT WINAPI IWineD3DBaseSwapChainImpl_SetGammaRamp(IWineD3DSwapChain *iface, DWORD Flags, CONST WINED3DGAMMARAMP *pRamp);
1872 HRESULT WINAPI IWineD3DBaseSwapChainImpl_GetGammaRamp(IWineD3DSwapChain *iface, WINED3DGAMMARAMP *pRamp);
1873
1874 WineD3DContext *IWineD3DSwapChainImpl_CreateContextForThread(IWineD3DSwapChain *iface);
1875
1876 /*****************************************************************************
1877  * Utility function prototypes 
1878  */
1879
1880 /* Trace routines */
1881 const char* debug_d3dformat(WINED3DFORMAT fmt);
1882 const char* debug_d3ddevicetype(WINED3DDEVTYPE devtype);
1883 const char* debug_d3dresourcetype(WINED3DRESOURCETYPE res);
1884 const char* debug_d3dusage(DWORD usage);
1885 const char* debug_d3dusagequery(DWORD usagequery);
1886 const char* debug_d3ddeclmethod(WINED3DDECLMETHOD method);
1887 const char* debug_d3ddecltype(WINED3DDECLTYPE type);
1888 const char* debug_d3ddeclusage(BYTE usage);
1889 const char* debug_d3dprimitivetype(WINED3DPRIMITIVETYPE PrimitiveType);
1890 const char* debug_d3drenderstate(DWORD state);
1891 const char* debug_d3dsamplerstate(DWORD state);
1892 const char* debug_d3dtexturefiltertype(WINED3DTEXTUREFILTERTYPE filter_type);
1893 const char* debug_d3dtexturestate(DWORD state);
1894 const char* debug_d3dtstype(WINED3DTRANSFORMSTATETYPE tstype);
1895 const char* debug_d3dpool(WINED3DPOOL pool);
1896 const char *debug_fbostatus(GLenum status);
1897 const char *debug_glerror(GLenum error);
1898 const char *debug_d3dbasis(WINED3DBASISTYPE basis);
1899 const char *debug_d3ddegree(WINED3DDEGREETYPE order);
1900 const char* debug_d3dtop(WINED3DTEXTUREOP d3dtop);
1901
1902 /* Routines for GL <-> D3D values */
1903 GLenum StencilOp(DWORD op);
1904 GLenum CompareFunc(DWORD func);
1905 BOOL is_invalid_op(IWineD3DDeviceImpl *This, int stage, WINED3DTEXTUREOP op, DWORD arg1, DWORD arg2, DWORD arg3);
1906 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);
1907 void   set_texture_matrix(const float *smat, DWORD flags, BOOL calculatedCoords, BOOL transformed, DWORD coordtype, BOOL ffp_can_disable_proj);
1908 void texture_activate_dimensions(DWORD stage, IWineD3DStateBlockImpl *stateblock, WineD3DContext *context);
1909 void sampler_texdim(DWORD state, IWineD3DStateBlockImpl *stateblock, WineD3DContext *context);
1910 void tex_alphaop(DWORD state, IWineD3DStateBlockImpl *stateblock, WineD3DContext *context);
1911 void apply_pixelshader(DWORD state, IWineD3DStateBlockImpl *stateblock, WineD3DContext *context);
1912
1913 void surface_force_reload(IWineD3DSurface *iface);
1914 GLenum surface_get_gl_buffer(IWineD3DSurface *iface, IWineD3DSwapChain *swapchain);
1915 void surface_load_ds_location(IWineD3DSurface *iface, DWORD location);
1916 void surface_modify_ds_location(IWineD3DSurface *iface, DWORD location);
1917 void surface_set_compatible_renderbuffer(IWineD3DSurface *iface, unsigned int width, unsigned int height);
1918 void surface_set_texture_name(IWineD3DSurface *iface, GLuint name);
1919 void surface_set_texture_target(IWineD3DSurface *iface, GLenum target);
1920
1921 BOOL getColorBits(WINED3DFORMAT fmt, short *redSize, short *greenSize, short *blueSize, short *alphaSize, short *totalSize);
1922 BOOL getDepthStencilBits(WINED3DFORMAT fmt, short *depthSize, short *stencilSize);
1923
1924 /* Math utils */
1925 void multiply_matrix(WINED3DMATRIX *dest, const WINED3DMATRIX *src1, const WINED3DMATRIX *src2);
1926 unsigned int count_bits(unsigned int mask);
1927
1928 /*****************************************************************************
1929  * To enable calling of inherited functions, requires prototypes 
1930  *
1931  * Note: Only require classes which are subclassed, ie resource, basetexture, 
1932  */
1933     /*** IUnknown methods ***/
1934     extern HRESULT WINAPI IWineD3DResourceImpl_QueryInterface(IWineD3DResource *iface, REFIID riid, void** ppvObject);
1935     extern ULONG WINAPI IWineD3DResourceImpl_AddRef(IWineD3DResource *iface);
1936     extern ULONG WINAPI IWineD3DResourceImpl_Release(IWineD3DResource *iface);
1937     /*** IWineD3DResource methods ***/
1938     extern HRESULT WINAPI IWineD3DResourceImpl_GetParent(IWineD3DResource *iface, IUnknown **pParent);
1939     extern HRESULT WINAPI IWineD3DResourceImpl_GetDevice(IWineD3DResource *iface, IWineD3DDevice ** ppDevice);
1940     extern HRESULT WINAPI IWineD3DResourceImpl_SetPrivateData(IWineD3DResource *iface, REFGUID  refguid, CONST void * pData, DWORD  SizeOfData, DWORD  Flags);
1941     extern HRESULT WINAPI IWineD3DResourceImpl_GetPrivateData(IWineD3DResource *iface, REFGUID  refguid, void * pData, DWORD * pSizeOfData);
1942     extern HRESULT WINAPI IWineD3DResourceImpl_FreePrivateData(IWineD3DResource *iface, REFGUID  refguid);
1943     extern DWORD WINAPI IWineD3DResourceImpl_SetPriority(IWineD3DResource *iface, DWORD  PriorityNew);
1944     extern DWORD WINAPI IWineD3DResourceImpl_GetPriority(IWineD3DResource *iface);
1945     extern void WINAPI IWineD3DResourceImpl_PreLoad(IWineD3DResource *iface);
1946     extern void WINAPI IWineD3DResourceImpl_UnLoad(IWineD3DResource *iface);
1947     extern WINED3DRESOURCETYPE WINAPI IWineD3DResourceImpl_GetType(IWineD3DResource *iface);
1948     /*** class static members ***/
1949     void IWineD3DResourceImpl_CleanUp(IWineD3DResource *iface);
1950
1951     /*** IUnknown methods ***/
1952     extern HRESULT WINAPI IWineD3DBaseTextureImpl_QueryInterface(IWineD3DBaseTexture *iface, REFIID riid, void** ppvObject);
1953     extern ULONG WINAPI IWineD3DBaseTextureImpl_AddRef(IWineD3DBaseTexture *iface);
1954     extern ULONG WINAPI IWineD3DBaseTextureImpl_Release(IWineD3DBaseTexture *iface);
1955     /*** IWineD3DResource methods ***/
1956     extern HRESULT WINAPI IWineD3DBaseTextureImpl_GetParent(IWineD3DBaseTexture *iface, IUnknown **pParent);
1957     extern HRESULT WINAPI IWineD3DBaseTextureImpl_GetDevice(IWineD3DBaseTexture *iface, IWineD3DDevice ** ppDevice);
1958     extern HRESULT WINAPI IWineD3DBaseTextureImpl_SetPrivateData(IWineD3DBaseTexture *iface, REFGUID  refguid, CONST void * pData, DWORD  SizeOfData, DWORD  Flags);
1959     extern HRESULT WINAPI IWineD3DBaseTextureImpl_GetPrivateData(IWineD3DBaseTexture *iface, REFGUID  refguid, void * pData, DWORD * pSizeOfData);
1960     extern HRESULT WINAPI IWineD3DBaseTextureImpl_FreePrivateData(IWineD3DBaseTexture *iface, REFGUID  refguid);
1961     extern DWORD WINAPI IWineD3DBaseTextureImpl_SetPriority(IWineD3DBaseTexture *iface, DWORD  PriorityNew);
1962     extern DWORD WINAPI IWineD3DBaseTextureImpl_GetPriority(IWineD3DBaseTexture *iface);
1963     extern void WINAPI IWineD3DBaseTextureImpl_PreLoad(IWineD3DBaseTexture *iface);
1964     extern void WINAPI IWineD3DBaseTextureImpl_UnLoad(IWineD3DBaseTexture *iface);
1965     extern WINED3DRESOURCETYPE WINAPI IWineD3DBaseTextureImpl_GetType(IWineD3DBaseTexture *iface);
1966     /*** IWineD3DBaseTexture methods ***/
1967     extern DWORD WINAPI IWineD3DBaseTextureImpl_SetLOD(IWineD3DBaseTexture *iface, DWORD LODNew);
1968     extern DWORD WINAPI IWineD3DBaseTextureImpl_GetLOD(IWineD3DBaseTexture *iface);
1969     extern DWORD WINAPI IWineD3DBaseTextureImpl_GetLevelCount(IWineD3DBaseTexture *iface);
1970     extern HRESULT WINAPI IWineD3DBaseTextureImpl_SetAutoGenFilterType(IWineD3DBaseTexture *iface, WINED3DTEXTUREFILTERTYPE FilterType);
1971     extern WINED3DTEXTUREFILTERTYPE WINAPI IWineD3DBaseTextureImpl_GetAutoGenFilterType(IWineD3DBaseTexture *iface);
1972     extern void WINAPI IWineD3DBaseTextureImpl_GenerateMipSubLevels(IWineD3DBaseTexture *iface);
1973     extern BOOL WINAPI IWineD3DBaseTextureImpl_SetDirty(IWineD3DBaseTexture *iface, BOOL);
1974     extern BOOL WINAPI IWineD3DBaseTextureImpl_GetDirty(IWineD3DBaseTexture *iface);
1975
1976     extern BYTE* WINAPI IWineD3DVertexBufferImpl_GetMemory(IWineD3DVertexBuffer* iface, DWORD iOffset, GLint *vbo);
1977     extern HRESULT WINAPI IWineD3DVertexBufferImpl_ReleaseMemory(IWineD3DVertexBuffer* iface);
1978     extern HRESULT WINAPI IWineD3DBaseTextureImpl_BindTexture(IWineD3DBaseTexture *iface);
1979     extern void WINAPI IWineD3DBaseTextureImpl_ApplyStateChanges(IWineD3DBaseTexture *iface, const DWORD textureStates[WINED3D_HIGHEST_TEXTURE_STATE + 1], const DWORD samplerStates[WINED3D_HIGHEST_SAMPLER_STATE + 1]);
1980     /*** class static members ***/
1981     void IWineD3DBaseTextureImpl_CleanUp(IWineD3DBaseTexture *iface);
1982
1983
1984 /* TODO: Make this dynamic, based on shader limits ? */
1985 #define MAX_REG_ADDR 1
1986 #define MAX_REG_TEMP 32
1987 #define MAX_REG_TEXCRD 8
1988 #define MAX_REG_INPUT 12
1989 #define MAX_REG_OUTPUT 12
1990 #define MAX_CONST_I 16
1991 #define MAX_CONST_B 16
1992
1993 /* FIXME: This needs to go up to 2048 for
1994  * Shader model 3 according to msdn (and for software shaders) */
1995 #define MAX_LABELS 16
1996
1997 typedef struct semantic {
1998     DWORD usage;
1999     DWORD reg;
2000 } semantic;
2001
2002 typedef struct local_constant {
2003     struct list entry;
2004     unsigned int idx;
2005     DWORD value[4];
2006 } local_constant;
2007
2008 typedef struct shader_reg_maps {
2009
2010     char texcoord[MAX_REG_TEXCRD];          /* pixel < 3.0 */
2011     char temporary[MAX_REG_TEMP];           /* pixel, vertex */
2012     char address[MAX_REG_ADDR];             /* vertex */
2013     char packed_input[MAX_REG_INPUT];       /* pshader >= 3.0 */
2014     char packed_output[MAX_REG_OUTPUT];     /* vertex >= 3.0 */
2015     char attributes[MAX_ATTRIBS];           /* vertex */
2016     char labels[MAX_LABELS];                /* pixel, vertex */
2017     DWORD texcoord_mask[MAX_REG_TEXCRD];    /* vertex < 3.0 */
2018
2019     /* Sampler usage tokens 
2020      * Use 0 as default (bit 31 is always 1 on a valid token) */
2021     DWORD samplers[max(MAX_FRAGMENT_SAMPLERS, MAX_VERTEX_SAMPLERS)];
2022     BOOL bumpmat[MAX_TEXTURES], luminanceparams[MAX_TEXTURES];
2023     char usesnrm, vpos, usesdsy;
2024     char usesrelconstF;
2025
2026     /* Whether or not loops are used in this shader, and nesting depth */
2027     unsigned loop_depth;
2028
2029     /* Whether or not this shader uses fog */
2030     char fog;
2031
2032 } shader_reg_maps;
2033
2034 /* Undocumented opcode controls */
2035 #define INST_CONTROLS_SHIFT 16
2036 #define INST_CONTROLS_MASK 0x00ff0000
2037
2038 typedef enum COMPARISON_TYPE {
2039     COMPARISON_GT = 1,
2040     COMPARISON_EQ = 2,
2041     COMPARISON_GE = 3,
2042     COMPARISON_LT = 4,
2043     COMPARISON_NE = 5,
2044     COMPARISON_LE = 6
2045 } COMPARISON_TYPE;
2046
2047 typedef struct SHADER_OPCODE {
2048     unsigned int  opcode;
2049     const char*   name;
2050     const char*   glname;
2051     char          dst_token;
2052     CONST UINT    num_params;
2053     enum WINED3D_SHADER_INSTRUCTION_HANDLER handler_idx;
2054     DWORD         min_version;
2055     DWORD         max_version;
2056 } SHADER_OPCODE;
2057
2058 typedef struct SHADER_OPCODE_ARG {
2059     IWineD3DBaseShader* shader;
2060     shader_reg_maps* reg_maps;
2061     CONST SHADER_OPCODE* opcode;
2062     DWORD opcode_token;
2063     DWORD dst;
2064     DWORD dst_addr;
2065     DWORD predicate;
2066     DWORD src[4];
2067     DWORD src_addr[4];
2068     SHADER_BUFFER* buffer;
2069 } SHADER_OPCODE_ARG;
2070
2071 typedef struct SHADER_LIMITS {
2072     unsigned int temporary;
2073     unsigned int texcoord;
2074     unsigned int sampler;
2075     unsigned int constant_int;
2076     unsigned int constant_float;
2077     unsigned int constant_bool;
2078     unsigned int address;
2079     unsigned int packed_output;
2080     unsigned int packed_input;
2081     unsigned int attributes;
2082     unsigned int label;
2083 } SHADER_LIMITS;
2084
2085 /** Keeps track of details for TEX_M#x# shader opcodes which need to 
2086     maintain state information between multiple codes */
2087 typedef struct SHADER_PARSE_STATE {
2088     unsigned int current_row;
2089     DWORD texcoord_w[2];
2090 } SHADER_PARSE_STATE;
2091
2092 #ifdef __GNUC__
2093 #define PRINTF_ATTR(fmt,args) __attribute__((format (printf,fmt,args)))
2094 #else
2095 #define PRINTF_ATTR(fmt,args)
2096 #endif
2097
2098 /* Base Shader utility functions. 
2099  * (may move callers into the same file in the future) */
2100 extern int shader_addline(
2101     SHADER_BUFFER* buffer,
2102     const char* fmt, ...) PRINTF_ATTR(2,3);
2103
2104 extern const SHADER_OPCODE* shader_get_opcode(
2105     IWineD3DBaseShader *iface, 
2106     const DWORD code);
2107
2108 /* Vertex shader utility functions */
2109 extern BOOL vshader_get_input(
2110     IWineD3DVertexShader* iface,
2111     BYTE usage_req, BYTE usage_idx_req,
2112     unsigned int* regnum);
2113
2114 extern BOOL vshader_input_is_color(
2115     IWineD3DVertexShader* iface,
2116     unsigned int regnum);
2117
2118 extern HRESULT allocate_shader_constants(IWineD3DStateBlockImpl* object);
2119
2120 /* GLSL helper functions */
2121 extern void shader_glsl_add_instruction_modifiers(SHADER_OPCODE_ARG *arg);
2122
2123 /*****************************************************************************
2124  * IDirect3DBaseShader implementation structure
2125  */
2126 typedef struct IWineD3DBaseShaderClass
2127 {
2128     LONG                            ref;
2129     DWORD                           hex_version;
2130     SHADER_LIMITS                   limits;
2131     SHADER_PARSE_STATE              parse_state;
2132     CONST SHADER_OPCODE             *shader_ins;
2133     DWORD                          *function;
2134     UINT                            functionLength;
2135     GLuint                          prgId;
2136     BOOL                            is_compiled;
2137     UINT                            cur_loop_depth, cur_loop_regno;
2138     BOOL                            load_local_constsF;
2139
2140     /* Type of shader backend */
2141     int shader_mode;
2142
2143     /* Programs this shader is linked with */
2144     struct list linked_programs;
2145
2146     /* Immediate constants (override global ones) */
2147     struct list constantsB;
2148     struct list constantsF;
2149     struct list constantsI;
2150     shader_reg_maps reg_maps;
2151
2152     /* Pixel formats of sampled textures, for format conversion. This
2153      * represents the formats found during compilation, it is not initialized
2154      * on the first parser pass. It is needed to check if the shader
2155      * needs recompilation to adjust the format conversion
2156      */
2157     WINED3DFORMAT       sampled_format[MAX_COMBINED_SAMPLERS];
2158     UINT                sampled_samplers[MAX_COMBINED_SAMPLERS];
2159     UINT                num_sampled_samplers;
2160
2161     UINT recompile_count;
2162
2163     /* Pointer to the parent device */
2164     IWineD3DDevice *device;
2165     struct list     shader_list_entry;
2166
2167 } IWineD3DBaseShaderClass;
2168
2169 typedef struct IWineD3DBaseShaderImpl {
2170     /* IUnknown */
2171     const IWineD3DBaseShaderVtbl    *lpVtbl;
2172
2173     /* IWineD3DBaseShader */
2174     IWineD3DBaseShaderClass         baseShader;
2175 } IWineD3DBaseShaderImpl;
2176
2177 HRESULT  WINAPI IWineD3DBaseShaderImpl_QueryInterface(IWineD3DBaseShader *iface, REFIID riid, LPVOID *ppobj);
2178 ULONG  WINAPI IWineD3DBaseShaderImpl_AddRef(IWineD3DBaseShader *iface);
2179 ULONG  WINAPI IWineD3DBaseShaderImpl_Release(IWineD3DBaseShader *iface);
2180
2181 extern HRESULT shader_get_registers_used(
2182     IWineD3DBaseShader *iface,
2183     shader_reg_maps* reg_maps,
2184     semantic* semantics_in,
2185     semantic* semantics_out,
2186     CONST DWORD* pToken,
2187     IWineD3DStateBlockImpl *stateBlock);
2188
2189 extern void shader_generate_main(
2190     IWineD3DBaseShader *iface,
2191     SHADER_BUFFER* buffer,
2192     shader_reg_maps* reg_maps,
2193     CONST DWORD* pFunction);
2194
2195 extern void shader_dump_ins_modifiers(
2196     const DWORD output);
2197
2198 extern void shader_dump_param(
2199     IWineD3DBaseShader *iface,
2200     const DWORD param,
2201     const DWORD addr_token,
2202     int input);
2203
2204 extern void shader_trace_init(
2205     IWineD3DBaseShader *iface,
2206     const DWORD* pFunction);
2207
2208 extern int shader_get_param(
2209     IWineD3DBaseShader* iface,
2210     const DWORD* pToken,
2211     DWORD* param,
2212     DWORD* addr_token);
2213
2214 extern int shader_skip_unrecognized(
2215     IWineD3DBaseShader* iface,
2216     const DWORD* pToken);
2217
2218 static inline int shader_get_regtype(const DWORD param) {
2219     return (((param & WINED3DSP_REGTYPE_MASK) >> WINED3DSP_REGTYPE_SHIFT) |
2220             ((param & WINED3DSP_REGTYPE_MASK2) >> WINED3DSP_REGTYPE_SHIFT2));
2221 }
2222
2223 static inline int shader_get_writemask(const DWORD param) {
2224     return param & WINED3DSP_WRITEMASK_ALL;
2225 }
2226
2227 extern unsigned int shader_get_float_offset(const DWORD reg);
2228
2229 static inline BOOL shader_is_pshader_version(DWORD token) {
2230     return 0xFFFF0000 == (token & 0xFFFF0000);
2231 }
2232
2233 static inline BOOL shader_is_vshader_version(DWORD token) {
2234     return 0xFFFE0000 == (token & 0xFFFF0000);
2235 }
2236
2237 static inline BOOL shader_is_comment(DWORD token) {
2238     return WINED3DSIO_COMMENT == (token & WINED3DSI_OPCODE_MASK);
2239 }
2240
2241 static inline BOOL shader_is_scalar(DWORD param) {
2242     DWORD reg_type = shader_get_regtype(param);
2243     DWORD reg_num;
2244
2245     switch (reg_type) {
2246         case WINED3DSPR_RASTOUT:
2247             if ((param & WINED3DSP_REGNUM_MASK) != 0) {
2248                 /* oFog & oPts */
2249                 return TRUE;
2250             }
2251             /* oPos */
2252             return FALSE;
2253
2254         case WINED3DSPR_DEPTHOUT:   /* oDepth */
2255         case WINED3DSPR_CONSTBOOL:  /* b# */
2256         case WINED3DSPR_LOOP:       /* aL */
2257         case WINED3DSPR_PREDICATE:  /* p0 */
2258             return TRUE;
2259
2260         case WINED3DSPR_MISCTYPE:
2261             reg_num = param & WINED3DSP_REGNUM_MASK;
2262             switch(reg_num) {
2263                 case 0: /* vPos */
2264                     return FALSE;
2265                 case 1: /* vFace */
2266                     return TRUE;
2267                 default:
2268                     return FALSE;
2269             }
2270
2271         default:
2272             return FALSE;
2273     }
2274 }
2275
2276 static inline BOOL shader_constant_is_local(IWineD3DBaseShaderImpl* This, DWORD reg) {
2277     local_constant* lconst;
2278
2279     if(This->baseShader.load_local_constsF) return FALSE;
2280     LIST_FOR_EACH_ENTRY(lconst, &This->baseShader.constantsF, local_constant, entry) {
2281         if(lconst->idx == reg) return TRUE;
2282     }
2283     return FALSE;
2284
2285 }
2286
2287 /*****************************************************************************
2288  * IDirect3DVertexShader implementation structure
2289  */
2290 typedef struct IWineD3DVertexShaderImpl {
2291     /* IUnknown parts*/   
2292     const IWineD3DVertexShaderVtbl *lpVtbl;
2293
2294     /* IWineD3DBaseShader */
2295     IWineD3DBaseShaderClass     baseShader;
2296
2297     /* IWineD3DVertexShaderImpl */
2298     IUnknown                    *parent;
2299
2300     DWORD                       usage;
2301
2302     /* Vertex shader input and output semantics */
2303     semantic semantics_in [MAX_ATTRIBS];
2304     semantic semantics_out [MAX_REG_OUTPUT];
2305
2306     /* Ordered array of attributes that are swizzled */
2307     attrib_declaration          swizzled_attribs [MAX_ATTRIBS];
2308     UINT                        num_swizzled_attribs;
2309
2310     /* run time data...  */
2311     VSHADERDATA                *data;
2312     UINT                       min_rel_offset, max_rel_offset;
2313     UINT                       rel_offset;
2314
2315     UINT                       recompile_count;
2316 #if 0 /* needs reworking */
2317     /* run time data */
2318     VSHADERINPUTDATA input;
2319     VSHADEROUTPUTDATA output;
2320 #endif
2321 } IWineD3DVertexShaderImpl;
2322 extern const SHADER_OPCODE IWineD3DVertexShaderImpl_shader_ins[];
2323 extern const IWineD3DVertexShaderVtbl IWineD3DVertexShader_Vtbl;
2324
2325 /*****************************************************************************
2326  * IDirect3DPixelShader implementation structure
2327  */
2328
2329 enum vertexprocessing_mode {
2330     fixedfunction,
2331     vertexshader,
2332     pretransformed
2333 };
2334
2335 struct stb_const_desc {
2336     char                    texunit;
2337     UINT                    const_num;
2338 };
2339
2340 typedef struct IWineD3DPixelShaderImpl {
2341     /* IUnknown parts */
2342     const IWineD3DPixelShaderVtbl *lpVtbl;
2343
2344     /* IWineD3DBaseShader */
2345     IWineD3DBaseShaderClass     baseShader;
2346
2347     /* IWineD3DPixelShaderImpl */
2348     IUnknown                   *parent;
2349
2350     /* Pixel shader input semantics */
2351     semantic semantics_in [MAX_REG_INPUT];
2352     DWORD                 input_reg_map[MAX_REG_INPUT];
2353     BOOL                  input_reg_used[MAX_REG_INPUT];
2354     int                         declared_in_count;
2355
2356     /* run time data */
2357     PSHADERDATA                *data;
2358
2359     /* Some information about the shader behavior */
2360     struct stb_const_desc       bumpenvmatconst[MAX_TEXTURES];
2361     char                        numbumpenvmatconsts;
2362     struct stb_const_desc       luminanceconst[MAX_TEXTURES];
2363     char                        srgb_enabled;
2364     char                        srgb_mode_hardcoded;
2365     UINT                        srgb_low_const;
2366     UINT                        srgb_cmp_const;
2367     char                        vpos_uniform;
2368     BOOL                        render_offscreen;
2369     UINT                        height;
2370     enum vertexprocessing_mode  vertexprocessing;
2371
2372 #if 0 /* needs reworking */
2373     PSHADERINPUTDATA input;
2374     PSHADEROUTPUTDATA output;
2375 #endif
2376 } IWineD3DPixelShaderImpl;
2377
2378 extern const SHADER_OPCODE IWineD3DPixelShaderImpl_shader_ins[];
2379 extern const IWineD3DPixelShaderVtbl IWineD3DPixelShader_Vtbl;
2380
2381 /* sRGB correction constants */
2382 static const float srgb_cmp = 0.0031308;
2383 static const float srgb_mul_low = 12.92;
2384 static const float srgb_pow = 0.41666;
2385 static const float srgb_mul_high = 1.055;
2386 static const float srgb_sub_high = 0.055;
2387
2388 /*****************************************************************************
2389  * IWineD3DPalette implementation structure
2390  */
2391 struct IWineD3DPaletteImpl {
2392     /* IUnknown parts */
2393     const IWineD3DPaletteVtbl  *lpVtbl;
2394     LONG                       ref;
2395
2396     IUnknown                   *parent;
2397     IWineD3DDeviceImpl         *wineD3DDevice;
2398
2399     /* IWineD3DPalette */
2400     HPALETTE                   hpal;
2401     WORD                       palVersion;     /*|               */
2402     WORD                       palNumEntries;  /*|  LOGPALETTE   */
2403     PALETTEENTRY               palents[256];   /*|               */
2404     /* This is to store the palette in 'screen format' */
2405     int                        screen_palents[256];
2406     DWORD                      Flags;
2407 };
2408
2409 extern const IWineD3DPaletteVtbl IWineD3DPalette_Vtbl;
2410 DWORD IWineD3DPaletteImpl_Size(DWORD dwFlags);
2411
2412 /* DirectDraw utility functions */
2413 extern WINED3DFORMAT pixelformat_for_depth(DWORD depth);
2414
2415 /*****************************************************************************
2416  * Pixel format management
2417  */
2418 typedef struct {
2419     WINED3DFORMAT           format;
2420     DWORD                   alphaMask, redMask, greenMask, blueMask;
2421     UINT                    bpp;
2422     short                   depthSize, stencilSize;
2423     BOOL                    isFourcc;
2424 } StaticPixelFormatDesc;
2425
2426 const StaticPixelFormatDesc *getFormatDescEntry(WINED3DFORMAT fmt,
2427         WineD3D_GL_Info *gl_info,
2428         const GlPixelFormatDesc **glDesc);
2429
2430 static inline BOOL use_vs(IWineD3DDeviceImpl *device) {
2431     return (device->vs_selected_mode != SHADER_NONE
2432             && device->stateBlock->vertexShader
2433             && ((IWineD3DVertexShaderImpl *)device->stateBlock->vertexShader)->baseShader.function
2434             && !device->strided_streams.u.s.position_transformed);
2435 }
2436
2437 static inline BOOL use_ps(IWineD3DDeviceImpl *device) {
2438     return (device->ps_selected_mode != SHADER_NONE
2439             && device->stateBlock->pixelShader
2440             && ((IWineD3DPixelShaderImpl *)device->stateBlock->pixelShader)->baseShader.function);
2441 }
2442
2443 void stretch_rect_fbo(IWineD3DDevice *iface, IWineD3DSurface *src_surface, WINED3DRECT *src_rect,
2444         IWineD3DSurface *dst_surface, WINED3DRECT *dst_rect, const WINED3DTEXTUREFILTERTYPE filter, BOOL flip);
2445 void depth_blt(IWineD3DDevice *iface, GLuint texture, GLsizei w, GLsizei h);
2446 #endif