ole32: Don't register interfaces that belong to actxprxy.
[wine] / dlls / wined3d / wined3d_private.h
1 /*
2  * Direct3D wine internal private include file
3  *
4  * Copyright 2002-2003 The wine-d3d team
5  * Copyright 2002-2003 Raphael Junqueira
6  * Copyright 2002-2003, 2004 Jason Edmeades
7  * Copyright 2005 Oliver Stieber
8  *
9  * This library is free software; you can redistribute it and/or
10  * modify it under the terms of the GNU Lesser General Public
11  * License as published by the Free Software Foundation; either
12  * version 2.1 of the License, or (at your option) any later version.
13  *
14  * This library is distributed in the hope that it will be useful,
15  * but WITHOUT ANY WARRANTY; without even the implied warranty of
16  * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE.  See the GNU
17  * Lesser General Public License for more details.
18  *
19  * You should have received a copy of the GNU Lesser General Public
20  * License along with this library; if not, write to the Free Software
21  * Foundation, Inc., 51 Franklin St, Fifth Floor, Boston, MA 02110-1301, USA
22  */
23
24 #ifndef __WINE_WINED3D_PRIVATE_H
25 #define __WINE_WINED3D_PRIVATE_H
26
27 #include <stdarg.h>
28 #include <math.h>
29 #define NONAMELESSUNION
30 #define NONAMELESSSTRUCT
31 #define COBJMACROS
32 #include "windef.h"
33 #include "winbase.h"
34 #include "winreg.h"
35 #include "wingdi.h"
36 #include "winuser.h"
37 #include "wine/debug.h"
38 #include "wine/unicode.h"
39
40 #include "objbase.h"
41 #include "wine/wined3d.h"
42 #include "wined3d_gl.h"
43 #include "wine/list.h"
44 #include "wine/rbtree.h"
45
46 /* Driver quirks */
47 #define WINED3D_QUIRK_ARB_VS_OFFSET_LIMIT       0x00000001
48 #define WINED3D_QUIRK_SET_TEXCOORD_W            0x00000002
49 #define WINED3D_QUIRK_GLSL_CLIP_VARYING         0x00000004
50 #define WINED3D_QUIRK_ALLOWS_SPECULAR_ALPHA     0x00000008
51
52 /* Texture format fixups */
53
54 enum fixup_channel_source
55 {
56     CHANNEL_SOURCE_ZERO = 0,
57     CHANNEL_SOURCE_ONE = 1,
58     CHANNEL_SOURCE_X = 2,
59     CHANNEL_SOURCE_Y = 3,
60     CHANNEL_SOURCE_Z = 4,
61     CHANNEL_SOURCE_W = 5,
62     CHANNEL_SOURCE_YUV0 = 6,
63     CHANNEL_SOURCE_YUV1 = 7,
64 };
65
66 enum yuv_fixup
67 {
68     YUV_FIXUP_YUY2 = 0,
69     YUV_FIXUP_UYVY = 1,
70     YUV_FIXUP_YV12 = 2,
71 };
72
73 #include <pshpack2.h>
74 struct color_fixup_desc
75 {
76     unsigned x_sign_fixup : 1;
77     unsigned x_source : 3;
78     unsigned y_sign_fixup : 1;
79     unsigned y_source : 3;
80     unsigned z_sign_fixup : 1;
81     unsigned z_source : 3;
82     unsigned w_sign_fixup : 1;
83     unsigned w_source : 3;
84 };
85 #include <poppack.h>
86
87 static const struct color_fixup_desc COLOR_FIXUP_IDENTITY =
88         {0, CHANNEL_SOURCE_X, 0, CHANNEL_SOURCE_Y, 0, CHANNEL_SOURCE_Z, 0, CHANNEL_SOURCE_W};
89
90 static inline struct color_fixup_desc create_color_fixup_desc(
91         int sign0, enum fixup_channel_source src0, int sign1, enum fixup_channel_source src1,
92         int sign2, enum fixup_channel_source src2, int sign3, enum fixup_channel_source src3)
93 {
94     struct color_fixup_desc fixup =
95     {
96         sign0, src0,
97         sign1, src1,
98         sign2, src2,
99         sign3, src3,
100     };
101     return fixup;
102 }
103
104 static inline struct color_fixup_desc create_yuv_fixup_desc(enum yuv_fixup yuv_fixup)
105 {
106     struct color_fixup_desc fixup =
107     {
108         0, yuv_fixup & (1 << 0) ? CHANNEL_SOURCE_YUV1 : CHANNEL_SOURCE_YUV0,
109         0, yuv_fixup & (1 << 1) ? CHANNEL_SOURCE_YUV1 : CHANNEL_SOURCE_YUV0,
110         0, yuv_fixup & (1 << 2) ? CHANNEL_SOURCE_YUV1 : CHANNEL_SOURCE_YUV0,
111         0, yuv_fixup & (1 << 3) ? CHANNEL_SOURCE_YUV1 : CHANNEL_SOURCE_YUV0,
112     };
113     return fixup;
114 }
115
116 static inline BOOL is_identity_fixup(struct color_fixup_desc fixup)
117 {
118     return !memcmp(&fixup, &COLOR_FIXUP_IDENTITY, sizeof(fixup));
119 }
120
121 static inline BOOL is_yuv_fixup(struct color_fixup_desc fixup)
122 {
123     return fixup.x_source == CHANNEL_SOURCE_YUV0 || fixup.x_source == CHANNEL_SOURCE_YUV1;
124 }
125
126 static inline enum yuv_fixup get_yuv_fixup(struct color_fixup_desc fixup)
127 {
128     enum yuv_fixup yuv_fixup = 0;
129     if (fixup.x_source == CHANNEL_SOURCE_YUV1) yuv_fixup |= (1 << 0);
130     if (fixup.y_source == CHANNEL_SOURCE_YUV1) yuv_fixup |= (1 << 1);
131     if (fixup.z_source == CHANNEL_SOURCE_YUV1) yuv_fixup |= (1 << 2);
132     if (fixup.w_source == CHANNEL_SOURCE_YUV1) yuv_fixup |= (1 << 3);
133     return yuv_fixup;
134 }
135
136 void *wined3d_rb_alloc(size_t size);
137 void *wined3d_rb_realloc(void *ptr, size_t size);
138 void wined3d_rb_free(void *ptr);
139
140 /* Device caps */
141 #define MAX_PALETTES            65536
142 #define MAX_STREAMS             16
143 #define MAX_TEXTURES            8
144 #define MAX_FRAGMENT_SAMPLERS   16
145 #define MAX_VERTEX_SAMPLERS     4
146 #define MAX_COMBINED_SAMPLERS   (MAX_FRAGMENT_SAMPLERS + MAX_VERTEX_SAMPLERS)
147 #define MAX_ACTIVE_LIGHTS       8
148 #define MAX_CLIPPLANES          WINED3DMAXUSERCLIPPLANES
149
150 /* Used for CreateStateBlock */
151 #define NUM_SAVEDPIXELSTATES_R     35
152 #define NUM_SAVEDPIXELSTATES_T     18
153 #define NUM_SAVEDPIXELSTATES_S     12
154 #define NUM_SAVEDVERTEXSTATES_R    34
155 #define NUM_SAVEDVERTEXSTATES_T    2
156 #define NUM_SAVEDVERTEXSTATES_S    1
157
158 extern const DWORD SavedPixelStates_R[NUM_SAVEDPIXELSTATES_R];
159 extern const DWORD SavedPixelStates_T[NUM_SAVEDPIXELSTATES_T];
160 extern const DWORD SavedPixelStates_S[NUM_SAVEDPIXELSTATES_S];
161 extern const DWORD SavedVertexStates_R[NUM_SAVEDVERTEXSTATES_R];
162 extern const DWORD SavedVertexStates_T[NUM_SAVEDVERTEXSTATES_T];
163 extern const DWORD SavedVertexStates_S[NUM_SAVEDVERTEXSTATES_S];
164
165 typedef enum _WINELOOKUP {
166     WINELOOKUP_WARPPARAM = 0,
167     MAX_LOOKUPS          = 1
168 } WINELOOKUP;
169
170 extern const int minLookup[MAX_LOOKUPS];
171 extern const int maxLookup[MAX_LOOKUPS];
172 extern DWORD *stateLookup[MAX_LOOKUPS];
173
174 struct min_lookup
175 {
176     GLenum mip[WINED3DTEXF_LINEAR + 1];
177 };
178
179 const struct min_lookup minMipLookup[WINED3DTEXF_LINEAR + 1];
180 const struct min_lookup minMipLookup_noFilter[WINED3DTEXF_LINEAR + 1];
181 const struct min_lookup minMipLookup_noMip[WINED3DTEXF_LINEAR + 1];
182 const GLenum magLookup[WINED3DTEXF_LINEAR + 1];
183 const GLenum magLookup_noFilter[WINED3DTEXF_LINEAR + 1];
184
185 static inline GLenum wined3d_gl_mag_filter(const GLenum mag_lookup[], WINED3DTEXTUREFILTERTYPE mag_filter)
186 {
187     return mag_lookup[mag_filter];
188 }
189
190 static inline GLenum wined3d_gl_min_mip_filter(const struct min_lookup min_mip_lookup[],
191         WINED3DTEXTUREFILTERTYPE min_filter, WINED3DTEXTUREFILTERTYPE mip_filter)
192 {
193     return min_mip_lookup[min_filter].mip[mip_filter];
194 }
195
196 /* float_16_to_32() and float_32_to_16() (see implementation in
197  * surface_base.c) convert 16 bit floats in the FLOAT16 data type
198  * to standard C floats and vice versa. They do not depend on the encoding
199  * of the C float, so they are platform independent, but slow. On x86 and
200  * other IEEE 754 compliant platforms the conversion can be accelerated by
201  * bit shifting the exponent and mantissa. There are also some SSE-based
202  * assembly routines out there.
203  *
204  * See GL_NV_half_float for a reference of the FLOAT16 / GL_HALF format
205  */
206 static inline float float_16_to_32(const unsigned short *in) {
207     const unsigned short s = ((*in) & 0x8000);
208     const unsigned short e = ((*in) & 0x7C00) >> 10;
209     const unsigned short m = (*in) & 0x3FF;
210     const float sgn = (s ? -1.0f : 1.0f);
211
212     if(e == 0) {
213         if(m == 0) return sgn * 0.0f; /* +0.0 or -0.0 */
214         else return sgn * pow(2, -14.0f) * ((float)m / 1024.0f);
215     } else if(e < 31) {
216         return sgn * pow(2, (float)e - 15.0f) * (1.0f + ((float)m / 1024.0f));
217     } else {
218         if(m == 0) return sgn / 0.0f; /* +INF / -INF */
219         else return 0.0f / 0.0f; /* NAN */
220     }
221 }
222
223 static inline float float_24_to_32(DWORD in)
224 {
225     const float sgn = in & 0x800000 ? -1.0f : 1.0f;
226     const unsigned short e = (in & 0x780000) >> 19;
227     const unsigned short m = in & 0x7ffff;
228
229     if (e == 0)
230     {
231         if (m == 0) return sgn * 0.0f; /* +0.0 or -0.0 */
232         else return sgn * pow(2, -6.0f) * ((float)m / 524288.0f);
233     }
234     else if (e < 15)
235     {
236         return sgn * pow(2, (float)e - 7.0f) * (1.0f + ((float)m / 524288.0f));
237     }
238     else
239     {
240         if (m == 0) return sgn / 0.0f; /* +INF / -INF */
241         else return 0.0f / 0.0f; /* NAN */
242     }
243 }
244
245 /**
246  * Settings
247  */
248 #define VS_NONE    0
249 #define VS_HW      1
250
251 #define PS_NONE    0
252 #define PS_HW      1
253
254 #define VBO_NONE   0
255 #define VBO_HW     1
256
257 #define NP2_NONE   0
258 #define NP2_REPACK 1
259 #define NP2_NATIVE 2
260
261 #define ORM_BACKBUFFER  0
262 #define ORM_PBUFFER     1
263 #define ORM_FBO         2
264
265 #define SHADER_ARB  1
266 #define SHADER_GLSL 2
267 #define SHADER_ATI  3
268 #define SHADER_NONE 4
269
270 #define RTL_DISABLE   -1
271 #define RTL_READDRAW   1
272 #define RTL_READTEX    2
273
274 #define PCI_VENDOR_NONE 0xffff /* e.g. 0x8086 for Intel and 0x10de for Nvidia */
275 #define PCI_DEVICE_NONE 0xffff /* e.g. 0x14f for a Geforce6200 */
276
277 /* NOTE: When adding fields to this structure, make sure to update the default
278  * values in wined3d_main.c as well. */
279 typedef struct wined3d_settings_s {
280 /* vertex and pixel shader modes */
281   int vs_mode;
282   int ps_mode;
283 /* Ideally, we don't want the user to have to request GLSL.  If the hardware supports GLSL,
284     we should use it.  However, until it's fully implemented, we'll leave it as a registry
285     setting for developers. */
286   BOOL glslRequested;
287   int offscreen_rendering_mode;
288   int rendertargetlock_mode;
289   unsigned short pci_vendor_id;
290   unsigned short pci_device_id;
291 /* Memory tracking and object counting */
292   unsigned int emulated_textureram;
293   char *logo;
294   int allow_multisampling;
295 } wined3d_settings_t;
296
297 extern wined3d_settings_t wined3d_settings;
298
299 typedef enum _WINED3DSAMPLER_TEXTURE_TYPE
300 {
301     WINED3DSTT_UNKNOWN = 0,
302     WINED3DSTT_1D = 1,
303     WINED3DSTT_2D = 2,
304     WINED3DSTT_CUBE = 3,
305     WINED3DSTT_VOLUME = 4,
306 } WINED3DSAMPLER_TEXTURE_TYPE;
307
308 typedef enum _WINED3DSHADER_PARAM_REGISTER_TYPE
309 {
310     WINED3DSPR_TEMP = 0,
311     WINED3DSPR_INPUT = 1,
312     WINED3DSPR_CONST = 2,
313     WINED3DSPR_ADDR = 3,
314     WINED3DSPR_TEXTURE = 3,
315     WINED3DSPR_RASTOUT = 4,
316     WINED3DSPR_ATTROUT = 5,
317     WINED3DSPR_TEXCRDOUT = 6,
318     WINED3DSPR_OUTPUT = 6,
319     WINED3DSPR_CONSTINT = 7,
320     WINED3DSPR_COLOROUT = 8,
321     WINED3DSPR_DEPTHOUT = 9,
322     WINED3DSPR_SAMPLER = 10,
323     WINED3DSPR_CONST2 = 11,
324     WINED3DSPR_CONST3 = 12,
325     WINED3DSPR_CONST4 = 13,
326     WINED3DSPR_CONSTBOOL = 14,
327     WINED3DSPR_LOOP = 15,
328     WINED3DSPR_TEMPFLOAT16 = 16,
329     WINED3DSPR_MISCTYPE = 17,
330     WINED3DSPR_LABEL = 18,
331     WINED3DSPR_PREDICATE = 19,
332     WINED3DSPR_IMMCONST,
333     WINED3DSPR_CONSTBUFFER,
334 } WINED3DSHADER_PARAM_REGISTER_TYPE;
335
336 enum wined3d_immconst_type
337 {
338     WINED3D_IMMCONST_FLOAT,
339     WINED3D_IMMCONST_FLOAT4,
340 };
341
342 typedef enum _WINED3DVS_RASTOUT_OFFSETS
343 {
344     WINED3DSRO_POSITION = 0,
345     WINED3DSRO_FOG = 1,
346     WINED3DSRO_POINT_SIZE = 2,
347 } WINED3DVS_RASTOUT_OFFSETS;
348
349 #define WINED3DSP_NOSWIZZLE (0 | (1 << 2) | (2 << 4) | (3 << 6))
350
351 typedef enum _WINED3DSHADER_PARAM_SRCMOD_TYPE
352 {
353     WINED3DSPSM_NONE = 0,
354     WINED3DSPSM_NEG = 1,
355     WINED3DSPSM_BIAS = 2,
356     WINED3DSPSM_BIASNEG = 3,
357     WINED3DSPSM_SIGN = 4,
358     WINED3DSPSM_SIGNNEG = 5,
359     WINED3DSPSM_COMP = 6,
360     WINED3DSPSM_X2 = 7,
361     WINED3DSPSM_X2NEG = 8,
362     WINED3DSPSM_DZ = 9,
363     WINED3DSPSM_DW = 10,
364     WINED3DSPSM_ABS = 11,
365     WINED3DSPSM_ABSNEG = 12,
366     WINED3DSPSM_NOT = 13,
367 } WINED3DSHADER_PARAM_SRCMOD_TYPE;
368
369 #define WINED3DSP_WRITEMASK_0   0x1 /* .x r */
370 #define WINED3DSP_WRITEMASK_1   0x2 /* .y g */
371 #define WINED3DSP_WRITEMASK_2   0x4 /* .z b */
372 #define WINED3DSP_WRITEMASK_3   0x8 /* .w a */
373 #define WINED3DSP_WRITEMASK_ALL 0xf /* all */
374
375 typedef enum _WINED3DSHADER_PARAM_DSTMOD_TYPE
376 {
377     WINED3DSPDM_NONE = 0,
378     WINED3DSPDM_SATURATE = 1,
379     WINED3DSPDM_PARTIALPRECISION = 2,
380     WINED3DSPDM_MSAMPCENTROID = 4,
381 } WINED3DSHADER_PARAM_DSTMOD_TYPE;
382
383 typedef enum _WINED3DSHADER_INSTRUCTION_OPCODE_TYPE
384 {
385     WINED3DSIO_NOP = 0,
386     WINED3DSIO_MOV = 1,
387     WINED3DSIO_ADD = 2,
388     WINED3DSIO_SUB = 3,
389     WINED3DSIO_MAD = 4,
390     WINED3DSIO_MUL = 5,
391     WINED3DSIO_RCP = 6,
392     WINED3DSIO_RSQ = 7,
393     WINED3DSIO_DP3 = 8,
394     WINED3DSIO_DP4 = 9,
395     WINED3DSIO_MIN = 10,
396     WINED3DSIO_MAX = 11,
397     WINED3DSIO_SLT = 12,
398     WINED3DSIO_SGE = 13,
399     WINED3DSIO_EXP = 14,
400     WINED3DSIO_LOG = 15,
401     WINED3DSIO_LIT = 16,
402     WINED3DSIO_DST = 17,
403     WINED3DSIO_LRP = 18,
404     WINED3DSIO_FRC = 19,
405     WINED3DSIO_M4x4 = 20,
406     WINED3DSIO_M4x3 = 21,
407     WINED3DSIO_M3x4 = 22,
408     WINED3DSIO_M3x3 = 23,
409     WINED3DSIO_M3x2 = 24,
410     WINED3DSIO_CALL = 25,
411     WINED3DSIO_CALLNZ = 26,
412     WINED3DSIO_LOOP = 27,
413     WINED3DSIO_RET = 28,
414     WINED3DSIO_ENDLOOP = 29,
415     WINED3DSIO_LABEL = 30,
416     WINED3DSIO_DCL = 31,
417     WINED3DSIO_POW = 32,
418     WINED3DSIO_CRS = 33,
419     WINED3DSIO_SGN = 34,
420     WINED3DSIO_ABS = 35,
421     WINED3DSIO_NRM = 36,
422     WINED3DSIO_SINCOS = 37,
423     WINED3DSIO_REP = 38,
424     WINED3DSIO_ENDREP = 39,
425     WINED3DSIO_IF = 40,
426     WINED3DSIO_IFC = 41,
427     WINED3DSIO_ELSE = 42,
428     WINED3DSIO_ENDIF = 43,
429     WINED3DSIO_BREAK = 44,
430     WINED3DSIO_BREAKC = 45,
431     WINED3DSIO_MOVA = 46,
432     WINED3DSIO_DEFB = 47,
433     WINED3DSIO_DEFI = 48,
434
435     WINED3DSIO_TEXCOORD = 64,
436     WINED3DSIO_TEXKILL = 65,
437     WINED3DSIO_TEX = 66,
438     WINED3DSIO_TEXBEM = 67,
439     WINED3DSIO_TEXBEML = 68,
440     WINED3DSIO_TEXREG2AR = 69,
441     WINED3DSIO_TEXREG2GB = 70,
442     WINED3DSIO_TEXM3x2PAD = 71,
443     WINED3DSIO_TEXM3x2TEX = 72,
444     WINED3DSIO_TEXM3x3PAD = 73,
445     WINED3DSIO_TEXM3x3TEX = 74,
446     WINED3DSIO_TEXM3x3DIFF = 75,
447     WINED3DSIO_TEXM3x3SPEC = 76,
448     WINED3DSIO_TEXM3x3VSPEC = 77,
449     WINED3DSIO_EXPP = 78,
450     WINED3DSIO_LOGP = 79,
451     WINED3DSIO_CND = 80,
452     WINED3DSIO_DEF = 81,
453     WINED3DSIO_TEXREG2RGB = 82,
454     WINED3DSIO_TEXDP3TEX = 83,
455     WINED3DSIO_TEXM3x2DEPTH = 84,
456     WINED3DSIO_TEXDP3 = 85,
457     WINED3DSIO_TEXM3x3 = 86,
458     WINED3DSIO_TEXDEPTH = 87,
459     WINED3DSIO_CMP = 88,
460     WINED3DSIO_BEM = 89,
461     WINED3DSIO_DP2ADD = 90,
462     WINED3DSIO_DSX = 91,
463     WINED3DSIO_DSY = 92,
464     WINED3DSIO_TEXLDD = 93,
465     WINED3DSIO_SETP = 94,
466     WINED3DSIO_TEXLDL = 95,
467     WINED3DSIO_BREAKP = 96,
468
469     WINED3DSIO_PHASE = 0xfffd,
470     WINED3DSIO_COMMENT = 0xfffe,
471     WINED3DSIO_END = 0Xffff,
472 } WINED3DSHADER_INSTRUCTION_OPCODE_TYPE;
473
474 /* Undocumented opcode control to identify projective texture lookups in ps 2.0 and later */
475 #define WINED3DSI_TEXLD_PROJECT 1
476 #define WINED3DSI_TEXLD_BIAS    2
477
478 typedef enum COMPARISON_TYPE
479 {
480     COMPARISON_GT = 1,
481     COMPARISON_EQ = 2,
482     COMPARISON_GE = 3,
483     COMPARISON_LT = 4,
484     COMPARISON_NE = 5,
485     COMPARISON_LE = 6,
486 } COMPARISON_TYPE;
487
488 #define WINED3D_SM1_VS  0xfffe
489 #define WINED3D_SM1_PS  0xffff
490 #define WINED3D_SM4_PS  0x0000
491 #define WINED3D_SM4_VS  0x0001
492 #define WINED3D_SM4_GS  0x0002
493
494 /* Shader version tokens, and shader end tokens */
495 #define WINED3DPS_VERSION(major, minor) ((WINED3D_SM1_PS << 16) | ((major) << 8) | (minor))
496 #define WINED3DVS_VERSION(major, minor) ((WINED3D_SM1_VS << 16) | ((major) << 8) | (minor))
497
498 /* Shader backends */
499
500 /* TODO: Make this dynamic, based on shader limits ? */
501 #define MAX_ATTRIBS 16
502 #define MAX_REG_ADDR 1
503 #define MAX_REG_TEMP 32
504 #define MAX_REG_TEXCRD 8
505 #define MAX_REG_INPUT 12
506 #define MAX_REG_OUTPUT 12
507 #define MAX_CONST_I 16
508 #define MAX_CONST_B 16
509
510 /* FIXME: This needs to go up to 2048 for
511  * Shader model 3 according to msdn (and for software shaders) */
512 #define MAX_LABELS 16
513
514 #define SHADER_PGMSIZE 65535
515
516 struct wined3d_shader_buffer
517 {
518     char *buffer;
519     unsigned int bsize;
520     unsigned int lineNo;
521     BOOL newline;
522 };
523
524 enum WINED3D_SHADER_INSTRUCTION_HANDLER
525 {
526     WINED3DSIH_ABS,
527     WINED3DSIH_ADD,
528     WINED3DSIH_BEM,
529     WINED3DSIH_BREAK,
530     WINED3DSIH_BREAKC,
531     WINED3DSIH_BREAKP,
532     WINED3DSIH_CALL,
533     WINED3DSIH_CALLNZ,
534     WINED3DSIH_CMP,
535     WINED3DSIH_CND,
536     WINED3DSIH_CRS,
537     WINED3DSIH_DCL,
538     WINED3DSIH_DEF,
539     WINED3DSIH_DEFB,
540     WINED3DSIH_DEFI,
541     WINED3DSIH_DP2ADD,
542     WINED3DSIH_DP3,
543     WINED3DSIH_DP4,
544     WINED3DSIH_DST,
545     WINED3DSIH_DSX,
546     WINED3DSIH_DSY,
547     WINED3DSIH_ELSE,
548     WINED3DSIH_ENDIF,
549     WINED3DSIH_ENDLOOP,
550     WINED3DSIH_ENDREP,
551     WINED3DSIH_EXP,
552     WINED3DSIH_EXPP,
553     WINED3DSIH_FRC,
554     WINED3DSIH_IF,
555     WINED3DSIH_IFC,
556     WINED3DSIH_LABEL,
557     WINED3DSIH_LIT,
558     WINED3DSIH_LOG,
559     WINED3DSIH_LOGP,
560     WINED3DSIH_LOOP,
561     WINED3DSIH_LRP,
562     WINED3DSIH_M3x2,
563     WINED3DSIH_M3x3,
564     WINED3DSIH_M3x4,
565     WINED3DSIH_M4x3,
566     WINED3DSIH_M4x4,
567     WINED3DSIH_MAD,
568     WINED3DSIH_MAX,
569     WINED3DSIH_MIN,
570     WINED3DSIH_MOV,
571     WINED3DSIH_MOVA,
572     WINED3DSIH_MUL,
573     WINED3DSIH_NOP,
574     WINED3DSIH_NRM,
575     WINED3DSIH_PHASE,
576     WINED3DSIH_POW,
577     WINED3DSIH_RCP,
578     WINED3DSIH_REP,
579     WINED3DSIH_RET,
580     WINED3DSIH_RSQ,
581     WINED3DSIH_SETP,
582     WINED3DSIH_SGE,
583     WINED3DSIH_SGN,
584     WINED3DSIH_SINCOS,
585     WINED3DSIH_SLT,
586     WINED3DSIH_SUB,
587     WINED3DSIH_TEX,
588     WINED3DSIH_TEXBEM,
589     WINED3DSIH_TEXBEML,
590     WINED3DSIH_TEXCOORD,
591     WINED3DSIH_TEXDEPTH,
592     WINED3DSIH_TEXDP3,
593     WINED3DSIH_TEXDP3TEX,
594     WINED3DSIH_TEXKILL,
595     WINED3DSIH_TEXLDD,
596     WINED3DSIH_TEXLDL,
597     WINED3DSIH_TEXM3x2DEPTH,
598     WINED3DSIH_TEXM3x2PAD,
599     WINED3DSIH_TEXM3x2TEX,
600     WINED3DSIH_TEXM3x3,
601     WINED3DSIH_TEXM3x3DIFF,
602     WINED3DSIH_TEXM3x3PAD,
603     WINED3DSIH_TEXM3x3SPEC,
604     WINED3DSIH_TEXM3x3TEX,
605     WINED3DSIH_TEXM3x3VSPEC,
606     WINED3DSIH_TEXREG2AR,
607     WINED3DSIH_TEXREG2GB,
608     WINED3DSIH_TEXREG2RGB,
609     WINED3DSIH_TABLE_SIZE
610 };
611
612 enum wined3d_shader_type
613 {
614     WINED3D_SHADER_TYPE_PIXEL,
615     WINED3D_SHADER_TYPE_VERTEX,
616     WINED3D_SHADER_TYPE_GEOMETRY,
617 };
618
619 struct wined3d_shader_version
620 {
621     enum wined3d_shader_type type;
622     BYTE major;
623     BYTE minor;
624 };
625
626 #define WINED3D_SHADER_VERSION(major, minor) (((major) << 8) | (minor))
627
628 typedef struct shader_reg_maps
629 {
630     struct wined3d_shader_version shader_version;
631     BYTE texcoord;                          /* MAX_REG_TEXCRD, 8 */
632     BYTE address;                           /* MAX_REG_ADDR, 1 */
633     WORD labels;                            /* MAX_LABELS, 16 */
634     DWORD temporary;                        /* MAX_REG_TEMP, 32 */
635     DWORD *constf;                          /* pixel, vertex */
636     DWORD texcoord_mask[MAX_REG_TEXCRD];    /* vertex < 3.0 */
637     WORD input_registers;                   /* max(MAX_REG_INPUT, MAX_ATTRIBS), 16 */
638     WORD output_registers;                  /* MAX_REG_OUTPUT, 12 */
639     WORD integer_constants;                 /* MAX_CONST_I, 16 */
640     WORD boolean_constants;                 /* MAX_CONST_B, 16 */
641     WORD local_int_consts;                  /* MAX_CONST_I, 16 */
642     WORD local_bool_consts;                 /* MAX_CONST_B, 16 */
643
644     WINED3DSAMPLER_TEXTURE_TYPE sampler_type[max(MAX_FRAGMENT_SAMPLERS, MAX_VERTEX_SAMPLERS)];
645     BYTE bumpmat;                           /* MAX_TEXTURES, 8 */
646     BYTE luminanceparams;                   /* MAX_TEXTURES, 8 */
647
648     WORD usesnrm        : 1;
649     WORD vpos           : 1;
650     WORD usesdsx        : 1;
651     WORD usesdsy        : 1;
652     WORD usestexldd     : 1;
653     WORD usesmova       : 1;
654     WORD usesfacing     : 1;
655     WORD usesrelconstF  : 1;
656     WORD fog            : 1;
657     WORD usestexldl     : 1;
658     WORD usesifc        : 1;
659     WORD usescall       : 1;
660     WORD padding        : 4;
661
662     /* Whether or not loops are used in this shader, and nesting depth */
663     unsigned loop_depth;
664     unsigned highest_render_target;
665
666 } shader_reg_maps;
667
668 struct wined3d_shader_context
669 {
670     IWineD3DBaseShader *shader;
671     const struct shader_reg_maps *reg_maps;
672     struct wined3d_shader_buffer *buffer;
673     void *backend_data;
674 };
675
676 struct wined3d_shader_register
677 {
678     WINED3DSHADER_PARAM_REGISTER_TYPE type;
679     UINT idx;
680     UINT array_idx;
681     const struct wined3d_shader_src_param *rel_addr;
682     enum wined3d_immconst_type immconst_type;
683     DWORD immconst_data[4];
684 };
685
686 struct wined3d_shader_dst_param
687 {
688     struct wined3d_shader_register reg;
689     DWORD write_mask;
690     DWORD modifiers;
691     DWORD shift;
692 };
693
694 struct wined3d_shader_src_param
695 {
696     struct wined3d_shader_register reg;
697     DWORD swizzle;
698     DWORD modifiers;
699 };
700
701 struct wined3d_shader_instruction
702 {
703     const struct wined3d_shader_context *ctx;
704     enum WINED3D_SHADER_INSTRUCTION_HANDLER handler_idx;
705     DWORD flags;
706     BOOL coissue;
707     DWORD predicate;
708     UINT dst_count;
709     const struct wined3d_shader_dst_param *dst;
710     UINT src_count;
711     const struct wined3d_shader_src_param *src;
712 };
713
714 struct wined3d_shader_semantic
715 {
716     WINED3DDECLUSAGE usage;
717     UINT usage_idx;
718     WINED3DSAMPLER_TEXTURE_TYPE sampler_type;
719     struct wined3d_shader_dst_param reg;
720 };
721
722 struct wined3d_shader_attribute
723 {
724     WINED3DDECLUSAGE usage;
725     UINT usage_idx;
726 };
727
728 struct wined3d_shader_loop_control
729 {
730     unsigned int count;
731     unsigned int start;
732     int step;
733 };
734
735 struct wined3d_shader_frontend
736 {
737     void *(*shader_init)(const DWORD *ptr, const struct wined3d_shader_signature *output_signature);
738     void (*shader_free)(void *data);
739     void (*shader_read_header)(void *data, const DWORD **ptr, struct wined3d_shader_version *shader_version);
740     void (*shader_read_opcode)(void *data, const DWORD **ptr, struct wined3d_shader_instruction *ins, UINT *param_size);
741     void (*shader_read_src_param)(void *data, const DWORD **ptr, struct wined3d_shader_src_param *src_param,
742             struct wined3d_shader_src_param *src_rel_addr);
743     void (*shader_read_dst_param)(void *data, const DWORD **ptr, struct wined3d_shader_dst_param *dst_param,
744             struct wined3d_shader_src_param *dst_rel_addr);
745     void (*shader_read_semantic)(const DWORD **ptr, struct wined3d_shader_semantic *semantic);
746     void (*shader_read_comment)(const DWORD **ptr, const char **comment);
747     BOOL (*shader_is_end)(void *data, const DWORD **ptr);
748 };
749
750 extern const struct wined3d_shader_frontend sm1_shader_frontend;
751 extern const struct wined3d_shader_frontend sm4_shader_frontend;
752
753 typedef void (*SHADER_HANDLER)(const struct wined3d_shader_instruction *);
754
755 struct shader_caps {
756     DWORD               VertexShaderVersion;
757     DWORD               MaxVertexShaderConst;
758
759     DWORD               PixelShaderVersion;
760     float               PixelShader1xMaxValue;
761     DWORD               MaxPixelShaderConst;
762
763     WINED3DVSHADERCAPS2_0   VS20Caps;
764     WINED3DPSHADERCAPS2_0   PS20Caps;
765
766     DWORD               MaxVShaderInstructionsExecuted;
767     DWORD               MaxPShaderInstructionsExecuted;
768     DWORD               MaxVertexShader30InstructionSlots;
769     DWORD               MaxPixelShader30InstructionSlots;
770
771     BOOL                VSClipping;
772 };
773
774 enum tex_types
775 {
776     tex_1d       = 0,
777     tex_2d       = 1,
778     tex_3d       = 2,
779     tex_cube     = 3,
780     tex_rect     = 4,
781     tex_type_count = 5,
782 };
783
784 enum vertexprocessing_mode {
785     fixedfunction,
786     vertexshader,
787     pretransformed
788 };
789
790 #define WINED3D_CONST_NUM_UNUSED ~0U
791
792 enum fogmode {
793     FOG_OFF,
794     FOG_LINEAR,
795     FOG_EXP,
796     FOG_EXP2
797 };
798
799 /* Stateblock dependent parameters which have to be hardcoded
800  * into the shader code
801  */
802 struct ps_compile_args {
803     struct color_fixup_desc     color_fixup[MAX_FRAGMENT_SAMPLERS];
804     enum vertexprocessing_mode  vp_mode;
805     enum fogmode                fog;
806     /* Projected textures(ps 1.0-1.3) */
807     /* Texture types(2D, Cube, 3D) in ps 1.x */
808     BOOL                        srgb_correction;
809     WORD                        np2_fixup;
810     /* Bitmap for NP2 texcoord fixups (16 samplers max currently).
811        D3D9 has a limit of 16 samplers and the fixup is superfluous
812        in D3D10 (unconditional NP2 support mandatory). */
813 };
814
815 enum fog_src_type {
816     VS_FOG_Z        = 0,
817     VS_FOG_COORD    = 1
818 };
819
820 struct vs_compile_args {
821     WORD                        fog_src;
822     WORD                        swizzle_map;   /* MAX_ATTRIBS, 16 */
823 };
824
825 struct wined3d_context;
826
827 typedef struct {
828     void (*shader_handle_instruction)(const struct wined3d_shader_instruction *);
829     void (*shader_select)(const struct wined3d_context *context, BOOL usePS, BOOL useVS);
830     void (*shader_select_depth_blt)(IWineD3DDevice *iface, enum tex_types tex_type);
831     void (*shader_deselect_depth_blt)(IWineD3DDevice *iface);
832     void (*shader_update_float_vertex_constants)(IWineD3DDevice *iface, UINT start, UINT count);
833     void (*shader_update_float_pixel_constants)(IWineD3DDevice *iface, UINT start, UINT count);
834     void (*shader_load_constants)(const struct wined3d_context *context, char usePS, char useVS);
835     void (*shader_load_np2fixup_constants)(IWineD3DDevice *iface, char usePS, char useVS);
836     void (*shader_destroy)(IWineD3DBaseShader *iface);
837     HRESULT (*shader_alloc_private)(IWineD3DDevice *iface);
838     void (*shader_free_private)(IWineD3DDevice *iface);
839     BOOL (*shader_dirtifyable_constants)(IWineD3DDevice *iface);
840     void (*shader_get_caps)(WINED3DDEVTYPE devtype, const struct wined3d_gl_info *gl_info, struct shader_caps *caps);
841     BOOL (*shader_color_fixup_supported)(struct color_fixup_desc fixup);
842     void (*shader_add_instruction_modifiers)(const struct wined3d_shader_instruction *ins);
843 } shader_backend_t;
844
845 extern const shader_backend_t glsl_shader_backend;
846 extern const shader_backend_t arb_program_shader_backend;
847 extern const shader_backend_t none_shader_backend;
848
849 /* X11 locking */
850
851 extern void (* CDECL wine_tsx11_lock_ptr)(void);
852 extern void (* CDECL wine_tsx11_unlock_ptr)(void);
853
854 /* As GLX relies on X, this is needed */
855 extern int num_lock;
856
857 #if 0
858 #define ENTER_GL() ++num_lock; if (num_lock > 1) FIXME("Recursive use of GL lock to: %d\n", num_lock); wine_tsx11_lock_ptr()
859 #define LEAVE_GL() if (num_lock != 1) FIXME("Recursive use of GL lock: %d\n", num_lock); --num_lock; wine_tsx11_unlock_ptr()
860 #else
861 #define ENTER_GL() wine_tsx11_lock_ptr()
862 #define LEAVE_GL() wine_tsx11_unlock_ptr()
863 #endif
864
865 /*****************************************************************************
866  * Defines
867  */
868
869 /* GL related defines */
870 /* ------------------ */
871 #define GL_SUPPORT(ExtName)           (GLINFO_LOCATION.supported[ExtName] != 0)
872 #define GL_LIMITS(ExtName)            (GLINFO_LOCATION.max_##ExtName)
873 #define GL_EXTCALL(FuncName)          (GLINFO_LOCATION.FuncName)
874 #define GL_VEND(_VendName)            (GLINFO_LOCATION.gl_vendor == VENDOR_##_VendName ? TRUE : FALSE)
875
876 #define D3DCOLOR_B_R(dw) (((dw) >> 16) & 0xFF)
877 #define D3DCOLOR_B_G(dw) (((dw) >>  8) & 0xFF)
878 #define D3DCOLOR_B_B(dw) (((dw) >>  0) & 0xFF)
879 #define D3DCOLOR_B_A(dw) (((dw) >> 24) & 0xFF)
880
881 #define D3DCOLOR_R(dw) (((float) (((dw) >> 16) & 0xFF)) / 255.0f)
882 #define D3DCOLOR_G(dw) (((float) (((dw) >>  8) & 0xFF)) / 255.0f)
883 #define D3DCOLOR_B(dw) (((float) (((dw) >>  0) & 0xFF)) / 255.0f)
884 #define D3DCOLOR_A(dw) (((float) (((dw) >> 24) & 0xFF)) / 255.0f)
885
886 #define D3DCOLORTOGLFLOAT4(dw, vec) do { \
887   (vec)[0] = D3DCOLOR_R(dw); \
888   (vec)[1] = D3DCOLOR_G(dw); \
889   (vec)[2] = D3DCOLOR_B(dw); \
890   (vec)[3] = D3DCOLOR_A(dw); \
891 } while(0)
892
893 /* DirectX Device Limits */
894 /* --------------------- */
895 #define MAX_MIP_LEVELS 32  /* Maximum number of mipmap levels. */
896 #define MAX_STREAMS  16  /* Maximum possible streams - used for fixed size arrays
897                             See MaxStreams in MSDN under GetDeviceCaps */
898 #define HIGHEST_TRANSFORMSTATE WINED3DTS_WORLDMATRIX(255) /* Highest value in WINED3DTRANSFORMSTATETYPE */
899
900 /* Checking of API calls */
901 /* --------------------- */
902 #ifndef WINE_NO_DEBUG_MSGS
903 #define checkGLcall(A)                                              \
904 do {                                                                \
905     GLint err;                                                      \
906     if(!__WINE_IS_DEBUG_ON(_FIXME, __wine_dbch___default)) break;   \
907     err = glGetError();                                             \
908     if (err == GL_NO_ERROR) {                                       \
909        TRACE("%s call ok %s / %d\n", A, __FILE__, __LINE__);        \
910                                                                     \
911     } else do {                                                     \
912         FIXME(">>>>>>>>>>>>>>>>> %s (%#x) from %s @ %s / %d\n",     \
913             debug_glerror(err), err, A, __FILE__, __LINE__);        \
914        err = glGetError();                                          \
915     } while (err != GL_NO_ERROR);                                   \
916 } while(0)
917 #else
918 #define checkGLcall(A) do {} while(0)
919 #endif
920
921 /* Trace routines / diagnostics */
922 /* ---------------------------- */
923
924 /* Dump out a matrix and copy it */
925 #define conv_mat(mat,gl_mat)                                                                \
926 do {                                                                                        \
927     TRACE("%f %f %f %f\n", (mat)->u.s._11, (mat)->u.s._12, (mat)->u.s._13, (mat)->u.s._14); \
928     TRACE("%f %f %f %f\n", (mat)->u.s._21, (mat)->u.s._22, (mat)->u.s._23, (mat)->u.s._24); \
929     TRACE("%f %f %f %f\n", (mat)->u.s._31, (mat)->u.s._32, (mat)->u.s._33, (mat)->u.s._34); \
930     TRACE("%f %f %f %f\n", (mat)->u.s._41, (mat)->u.s._42, (mat)->u.s._43, (mat)->u.s._44); \
931     memcpy(gl_mat, (mat), 16 * sizeof(float));                                              \
932 } while (0)
933
934 /* Macro to dump out the current state of the light chain */
935 #define DUMP_LIGHT_CHAIN()                    \
936 do {                                          \
937   PLIGHTINFOEL *el = This->stateBlock->lights;\
938   while (el) {                                \
939     TRACE("Light %p (glIndex %ld, d3dIndex %ld, enabled %d)\n", el, el->glIndex, el->OriginalIndex, el->lightEnabled);\
940     el = el->next;                            \
941   }                                           \
942 } while(0)
943
944 /* Trace vector and strided data information */
945 #define TRACE_VECTOR(name) TRACE( #name "=(%f, %f, %f, %f)\n", name.x, name.y, name.z, name.w)
946 #define TRACE_STRIDED(si, name) do { if (si->use_map & (1 << name)) \
947         TRACE( #name "=(data:%p, stride:%d, format:%#x, vbo %d, stream %u)\n", \
948         si->elements[name].data, si->elements[name].stride, si->elements[name].format_desc->format, \
949         si->elements[name].buffer_object, si->elements[name].stream_idx); } while(0)
950
951 /* Defines used for optimizations */
952
953 /*    Only reapply what is necessary */
954 #define REAPPLY_ALPHAOP  0x0001
955 #define REAPPLY_ALL      0xFFFF
956
957 /* Advance declaration of structures to satisfy compiler */
958 typedef struct IWineD3DStateBlockImpl IWineD3DStateBlockImpl;
959 typedef struct IWineD3DSurfaceImpl    IWineD3DSurfaceImpl;
960 typedef struct IWineD3DPaletteImpl    IWineD3DPaletteImpl;
961 typedef struct IWineD3DDeviceImpl     IWineD3DDeviceImpl;
962
963 /* Global variables */
964 extern const float identity[16];
965
966 /*****************************************************************************
967  * Compilable extra diagnostics
968  */
969
970 /* Trace information per-vertex: (extremely high amount of trace) */
971 #if 0 /* NOTE: Must be 0 in cvs */
972 # define VTRACE(A) TRACE A
973 #else
974 # define VTRACE(A)
975 #endif
976
977 /* TODO: Confirm each of these works when wined3d move completed */
978 #if 0 /* NOTE: Must be 0 in cvs */
979   /* To avoid having to get gigabytes of trace, the following can be compiled in, and at the start
980      of each frame, a check is made for the existence of C:\D3DTRACE, and if it exists d3d trace
981      is enabled, and if it doesn't exist it is disabled. */
982 # define FRAME_DEBUGGING
983   /*  Adding in the SINGLE_FRAME_DEBUGGING gives a trace of just what makes up a single frame, before
984       the file is deleted                                                                            */
985 # if 1 /* NOTE: Must be 1 in cvs, as this is mostly more useful than a trace from program start */
986 #  define SINGLE_FRAME_DEBUGGING
987 # endif
988   /* The following, when enabled, lets you see the makeup of the frame, by drawprimitive calls.
989      It can only be enabled when FRAME_DEBUGGING is also enabled
990      The contents of the back buffer are written into /tmp/backbuffer_* after each primitive
991      array is drawn.                                                                            */
992 # if 0 /* NOTE: Must be 0 in cvs, as this give a lot of ppm files when compiled in */
993 #  define SHOW_FRAME_MAKEUP 1
994 # endif
995   /* The following, when enabled, lets you see the makeup of the all the textures used during each
996      of the drawprimitive calls. It can only be enabled when SHOW_FRAME_MAKEUP is also enabled.
997      The contents of the textures assigned to each stage are written into
998      /tmp/texture_*_<Stage>.ppm after each primitive array is drawn.                            */
999 # if 0 /* NOTE: Must be 0 in cvs, as this give a lot of ppm files when compiled in */
1000 #  define SHOW_TEXTURE_MAKEUP 0
1001 # endif
1002 extern BOOL isOn;
1003 extern BOOL isDumpingFrames;
1004 extern LONG primCounter;
1005 #endif
1006
1007 enum wined3d_ffp_idx
1008 {
1009     WINED3D_FFP_POSITION = 0,
1010     WINED3D_FFP_BLENDWEIGHT = 1,
1011     WINED3D_FFP_BLENDINDICES = 2,
1012     WINED3D_FFP_NORMAL = 3,
1013     WINED3D_FFP_PSIZE = 4,
1014     WINED3D_FFP_DIFFUSE = 5,
1015     WINED3D_FFP_SPECULAR = 6,
1016     WINED3D_FFP_TEXCOORD0 = 7,
1017     WINED3D_FFP_TEXCOORD1 = 8,
1018     WINED3D_FFP_TEXCOORD2 = 9,
1019     WINED3D_FFP_TEXCOORD3 = 10,
1020     WINED3D_FFP_TEXCOORD4 = 11,
1021     WINED3D_FFP_TEXCOORD5 = 12,
1022     WINED3D_FFP_TEXCOORD6 = 13,
1023     WINED3D_FFP_TEXCOORD7 = 14,
1024 };
1025
1026 enum wined3d_ffp_emit_idx
1027 {
1028     WINED3D_FFP_EMIT_FLOAT1 = 0,
1029     WINED3D_FFP_EMIT_FLOAT2 = 1,
1030     WINED3D_FFP_EMIT_FLOAT3 = 2,
1031     WINED3D_FFP_EMIT_FLOAT4 = 3,
1032     WINED3D_FFP_EMIT_D3DCOLOR = 4,
1033     WINED3D_FFP_EMIT_UBYTE4 = 5,
1034     WINED3D_FFP_EMIT_SHORT2 = 6,
1035     WINED3D_FFP_EMIT_SHORT4 = 7,
1036     WINED3D_FFP_EMIT_UBYTE4N = 8,
1037     WINED3D_FFP_EMIT_SHORT2N = 9,
1038     WINED3D_FFP_EMIT_SHORT4N = 10,
1039     WINED3D_FFP_EMIT_USHORT2N = 11,
1040     WINED3D_FFP_EMIT_USHORT4N = 12,
1041     WINED3D_FFP_EMIT_UDEC3 = 13,
1042     WINED3D_FFP_EMIT_DEC3N = 14,
1043     WINED3D_FFP_EMIT_FLOAT16_2 = 15,
1044     WINED3D_FFP_EMIT_FLOAT16_4 = 16,
1045     WINED3D_FFP_EMIT_COUNT = 17
1046 };
1047
1048 struct wined3d_stream_info_element
1049 {
1050     const struct GlPixelFormatDesc *format_desc;
1051     GLsizei stride;
1052     const BYTE *data;
1053     UINT stream_idx;
1054     GLuint buffer_object;
1055 };
1056
1057 struct wined3d_stream_info
1058 {
1059     struct wined3d_stream_info_element elements[MAX_ATTRIBS];
1060     BOOL position_transformed;
1061     WORD swizzle_map; /* MAX_ATTRIBS, 16 */
1062     WORD use_map; /* MAX_ATTRIBS, 16 */
1063 };
1064
1065 /*****************************************************************************
1066  * Prototypes
1067  */
1068
1069 /* Routine common to the draw primitive and draw indexed primitive routines */
1070 void drawPrimitive(IWineD3DDevice *iface, UINT index_count, UINT start_idx, UINT idxBytes, const void *idxData);
1071 DWORD get_flexible_vertex_size(DWORD d3dvtVertexType);
1072
1073 typedef void (WINE_GLAPI *glAttribFunc)(const void *data);
1074 typedef void (WINE_GLAPI *glMultiTexCoordFunc)(GLenum unit, const void *data);
1075 extern glAttribFunc position_funcs[WINED3D_FFP_EMIT_COUNT];
1076 extern glAttribFunc diffuse_funcs[WINED3D_FFP_EMIT_COUNT];
1077 extern glAttribFunc specular_func_3ubv;
1078 extern glAttribFunc specular_funcs[WINED3D_FFP_EMIT_COUNT];
1079 extern glAttribFunc normal_funcs[WINED3D_FFP_EMIT_COUNT];
1080 extern glMultiTexCoordFunc multi_texcoord_funcs[WINED3D_FFP_EMIT_COUNT];
1081
1082 #define eps 1e-8
1083
1084 #define GET_TEXCOORD_SIZE_FROM_FVF(d3dvtVertexType, tex_num) \
1085     (((((d3dvtVertexType) >> (16 + (2 * (tex_num)))) + 1) & 0x03) + 1)
1086
1087 /* Routines and structures related to state management */
1088
1089 #define STATE_RENDER(a) (a)
1090 #define STATE_IS_RENDER(a) ((a) >= STATE_RENDER(1) && (a) <= STATE_RENDER(WINEHIGHEST_RENDER_STATE))
1091
1092 #define STATE_TEXTURESTAGE(stage, num) (STATE_RENDER(WINEHIGHEST_RENDER_STATE) + 1 + (stage) * (WINED3D_HIGHEST_TEXTURE_STATE + 1) + (num))
1093 #define STATE_IS_TEXTURESTAGE(a) ((a) >= STATE_TEXTURESTAGE(0, 1) && (a) <= STATE_TEXTURESTAGE(MAX_TEXTURES - 1, WINED3D_HIGHEST_TEXTURE_STATE))
1094
1095 /* + 1 because samplers start with 0 */
1096 #define STATE_SAMPLER(num) (STATE_TEXTURESTAGE(MAX_TEXTURES - 1, WINED3D_HIGHEST_TEXTURE_STATE) + 1 + (num))
1097 #define STATE_IS_SAMPLER(num) ((num) >= STATE_SAMPLER(0) && (num) <= STATE_SAMPLER(MAX_COMBINED_SAMPLERS - 1))
1098
1099 #define STATE_PIXELSHADER (STATE_SAMPLER(MAX_COMBINED_SAMPLERS - 1) + 1)
1100 #define STATE_IS_PIXELSHADER(a) ((a) == STATE_PIXELSHADER)
1101
1102 #define STATE_TRANSFORM(a) (STATE_PIXELSHADER + (a))
1103 #define STATE_IS_TRANSFORM(a) ((a) >= STATE_TRANSFORM(1) && (a) <= STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(255)))
1104
1105 #define STATE_STREAMSRC (STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(255)) + 1)
1106 #define STATE_IS_STREAMSRC(a) ((a) == STATE_STREAMSRC)
1107 #define STATE_INDEXBUFFER (STATE_STREAMSRC + 1)
1108 #define STATE_IS_INDEXBUFFER(a) ((a) == STATE_INDEXBUFFER)
1109
1110 #define STATE_VDECL (STATE_INDEXBUFFER + 1)
1111 #define STATE_IS_VDECL(a) ((a) == STATE_VDECL)
1112
1113 #define STATE_VSHADER (STATE_VDECL + 1)
1114 #define STATE_IS_VSHADER(a) ((a) == STATE_VSHADER)
1115
1116 #define STATE_VIEWPORT (STATE_VSHADER + 1)
1117 #define STATE_IS_VIEWPORT(a) ((a) == STATE_VIEWPORT)
1118
1119 #define STATE_VERTEXSHADERCONSTANT (STATE_VIEWPORT + 1)
1120 #define STATE_PIXELSHADERCONSTANT (STATE_VERTEXSHADERCONSTANT + 1)
1121 #define STATE_IS_VERTEXSHADERCONSTANT(a) ((a) == STATE_VERTEXSHADERCONSTANT)
1122 #define STATE_IS_PIXELSHADERCONSTANT(a) ((a) == STATE_PIXELSHADERCONSTANT)
1123
1124 #define STATE_ACTIVELIGHT(a) (STATE_PIXELSHADERCONSTANT + (a) + 1)
1125 #define STATE_IS_ACTIVELIGHT(a) ((a) >= STATE_ACTIVELIGHT(0) && (a) < STATE_ACTIVELIGHT(MAX_ACTIVE_LIGHTS))
1126
1127 #define STATE_SCISSORRECT (STATE_ACTIVELIGHT(MAX_ACTIVE_LIGHTS - 1) + 1)
1128 #define STATE_IS_SCISSORRECT(a) ((a) == STATE_SCISSORRECT)
1129
1130 #define STATE_CLIPPLANE(a) (STATE_SCISSORRECT + 1 + (a))
1131 #define STATE_IS_CLIPPLANE(a) ((a) >= STATE_CLIPPLANE(0) && (a) <= STATE_CLIPPLANE(MAX_CLIPPLANES - 1))
1132
1133 #define STATE_MATERIAL (STATE_CLIPPLANE(MAX_CLIPPLANES))
1134
1135 #define STATE_FRONTFACE (STATE_MATERIAL + 1)
1136
1137 #define STATE_HIGHEST (STATE_FRONTFACE)
1138
1139 enum fogsource {
1140     FOGSOURCE_FFP,
1141     FOGSOURCE_VS,
1142     FOGSOURCE_COORD,
1143 };
1144
1145 #define WINED3D_MAX_FBO_ENTRIES 64
1146
1147 struct wined3d_occlusion_query
1148 {
1149     struct list entry;
1150     GLuint id;
1151     struct wined3d_context *context;
1152 };
1153
1154 struct wined3d_event_query
1155 {
1156     struct list entry;
1157     GLuint id;
1158     struct wined3d_context *context;
1159 };
1160
1161 struct wined3d_context
1162 {
1163     const struct wined3d_gl_info *gl_info;
1164     /* State dirtification
1165      * dirtyArray is an array that contains markers for dirty states. numDirtyEntries states are dirty, their numbers are in indices
1166      * 0...numDirtyEntries - 1. isStateDirty is a redundant copy of the dirtyArray. Technically only one of them would be needed,
1167      * 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
1168      * only numDirtyEntries array elements have to be checked, not STATE_HIGHEST states.
1169      */
1170     DWORD                   dirtyArray[STATE_HIGHEST + 1]; /* Won't get bigger than that, a state is never marked dirty 2 times */
1171     DWORD                   numDirtyEntries;
1172     DWORD                   isStateDirty[STATE_HIGHEST/32 + 1]; /* Bitmap to find out quickly if a state is dirty */
1173
1174     IWineD3DSurface         *surface;
1175     IWineD3DSurface *current_rt;
1176     DWORD                   tid;    /* Thread ID which owns this context at the moment */
1177
1178     /* Stores some information about the context state for optimization */
1179     WORD render_offscreen : 1;
1180     WORD draw_buffer_dirty : 1;
1181     WORD last_was_rhw : 1;              /* true iff last draw_primitive was in xyzrhw mode */
1182     WORD last_was_pshader : 1;
1183     WORD last_was_vshader : 1;
1184     WORD namedArraysLoaded : 1;
1185     WORD numberedArraysLoaded : 1;
1186     WORD last_was_blit : 1;
1187     WORD last_was_ckey : 1;
1188     WORD fog_coord : 1;
1189     WORD isPBuffer : 1;
1190     WORD fog_enabled : 1;
1191     WORD num_untracked_materials : 2;   /* Max value 2 */
1192     WORD current : 1;
1193     WORD destroyed : 1;
1194     BYTE texShaderBumpMap;              /* MAX_TEXTURES, 8 */
1195     BYTE lastWasPow2Texture;            /* MAX_TEXTURES, 8 */
1196     DWORD                   numbered_array_mask;
1197     GLenum                  tracking_parm;     /* Which source is tracking current colour         */
1198     GLenum                  untracked_materials[2];
1199     UINT                    blit_w, blit_h;
1200     enum fogsource          fog_source;
1201
1202     char                    *vshader_const_dirty, *pshader_const_dirty;
1203
1204     /* The actual opengl context */
1205     HGLRC                   glCtx;
1206     HWND                    win_handle;
1207     HDC                     hdc;
1208     HPBUFFERARB             pbuffer;
1209     GLint                   aux_buffers;
1210
1211     /* FBOs */
1212     UINT                    fbo_entry_count;
1213     struct list             fbo_list;
1214     struct fbo_entry        *current_fbo;
1215     GLuint                  src_fbo;
1216     GLuint                  dst_fbo;
1217     GLuint                  fbo_read_binding;
1218     GLuint                  fbo_draw_binding;
1219
1220     /* Queries */
1221     GLuint *free_occlusion_queries;
1222     UINT free_occlusion_query_size;
1223     UINT free_occlusion_query_count;
1224     struct list occlusion_queries;
1225
1226     GLuint *free_event_queries;
1227     UINT free_event_query_size;
1228     UINT free_event_query_count;
1229     struct list event_queries;
1230
1231     /* Extension emulation */
1232     GLint                   gl_fog_source;
1233     GLfloat                 fog_coord_value;
1234     GLfloat                 color[4], fogstart, fogend, fogcolor[4];
1235     GLuint                  dummy_arbfp_prog;
1236 };
1237
1238 typedef void (*APPLYSTATEFUNC)(DWORD state, IWineD3DStateBlockImpl *stateblock, struct wined3d_context *ctx);
1239
1240 struct StateEntry
1241 {
1242     DWORD representative;
1243     APPLYSTATEFUNC apply;
1244 };
1245
1246 struct StateEntryTemplate
1247 {
1248     DWORD state;
1249     struct StateEntry content;
1250     GL_SupportedExt extension;
1251 };
1252
1253 struct fragment_caps
1254 {
1255     DWORD PrimitiveMiscCaps;
1256     DWORD TextureOpCaps;
1257     DWORD MaxTextureBlendStages;
1258     DWORD MaxSimultaneousTextures;
1259 };
1260
1261 struct fragment_pipeline
1262 {
1263     void (*enable_extension)(IWineD3DDevice *iface, BOOL enable);
1264     void (*get_caps)(WINED3DDEVTYPE devtype, const struct wined3d_gl_info *gl_info, struct fragment_caps *caps);
1265     HRESULT (*alloc_private)(IWineD3DDevice *iface);
1266     void (*free_private)(IWineD3DDevice *iface);
1267     BOOL (*color_fixup_supported)(struct color_fixup_desc fixup);
1268     const struct StateEntryTemplate *states;
1269     BOOL ffp_proj_control;
1270 };
1271
1272 extern const struct StateEntryTemplate misc_state_template[];
1273 extern const struct StateEntryTemplate ffp_vertexstate_template[];
1274 extern const struct fragment_pipeline ffp_fragment_pipeline;
1275 extern const struct fragment_pipeline atifs_fragment_pipeline;
1276 extern const struct fragment_pipeline arbfp_fragment_pipeline;
1277 extern const struct fragment_pipeline nvts_fragment_pipeline;
1278 extern const struct fragment_pipeline nvrc_fragment_pipeline;
1279
1280 /* "Base" state table */
1281 HRESULT compile_state_table(struct StateEntry *StateTable, APPLYSTATEFUNC **dev_multistate_funcs,
1282         const struct wined3d_gl_info *gl_info, const struct StateEntryTemplate *vertex,
1283         const struct fragment_pipeline *fragment, const struct StateEntryTemplate *misc);
1284
1285 /* Shaders for color conversions in blits */
1286 struct blit_shader
1287 {
1288     HRESULT (*alloc_private)(IWineD3DDevice *iface);
1289     void (*free_private)(IWineD3DDevice *iface);
1290     HRESULT (*set_shader)(IWineD3DDevice *iface, const struct GlPixelFormatDesc *format_desc,
1291             GLenum textype, UINT width, UINT height);
1292     void (*unset_shader)(IWineD3DDevice *iface);
1293     BOOL (*color_fixup_supported)(struct color_fixup_desc fixup);
1294 };
1295
1296 extern const struct blit_shader ffp_blit;
1297 extern const struct blit_shader arbfp_blit;
1298
1299 typedef enum ContextUsage {
1300     CTXUSAGE_RESOURCELOAD       = 1,    /* Only loads textures: No State is applied */
1301     CTXUSAGE_DRAWPRIM           = 2,    /* OpenGL states are set up for blitting DirectDraw surfaces */
1302     CTXUSAGE_BLIT               = 3,    /* OpenGL states are set up 3D drawing */
1303     CTXUSAGE_CLEAR              = 4,    /* Drawable and states are set up for clearing */
1304 } ContextUsage;
1305
1306 struct wined3d_context *ActivateContext(IWineD3DDeviceImpl *This, IWineD3DSurface *target, enum ContextUsage usage);
1307 struct wined3d_context *CreateContext(IWineD3DDeviceImpl *This, IWineD3DSurfaceImpl *target, HWND win,
1308         BOOL create_pbuffer, const WINED3DPRESENT_PARAMETERS *pPresentParms);
1309 void DestroyContext(IWineD3DDeviceImpl *This, struct wined3d_context *context);
1310 void context_alloc_event_query(struct wined3d_context *context, struct wined3d_event_query *query);
1311 void context_alloc_occlusion_query(struct wined3d_context *context, struct wined3d_occlusion_query *query);
1312 void context_resource_released(IWineD3DDevice *iface, IWineD3DResource *resource, WINED3DRESOURCETYPE type);
1313 void context_bind_fbo(struct wined3d_context *context, GLenum target, GLuint *fbo);
1314 void context_attach_depth_stencil_fbo(struct wined3d_context *context,
1315         GLenum fbo_target, IWineD3DSurface *depth_stencil, BOOL use_render_buffer);
1316 void context_attach_surface_fbo(const struct wined3d_context *context,
1317         GLenum fbo_target, DWORD idx, IWineD3DSurface *surface);
1318 void context_free_event_query(struct wined3d_event_query *query);
1319 void context_free_occlusion_query(struct wined3d_occlusion_query *query);
1320 struct wined3d_context *context_get_current(void);
1321 DWORD context_get_tls_idx(void);
1322 BOOL context_set_current(struct wined3d_context *ctx);
1323 void context_set_tls_idx(DWORD idx);
1324
1325 void delete_opengl_contexts(IWineD3DDevice *iface, IWineD3DSwapChain *swapchain);
1326 HRESULT create_primary_opengl_context(IWineD3DDevice *iface, IWineD3DSwapChain *swapchain);
1327
1328 /* Macros for doing basic GPU detection based on opengl capabilities */
1329 #define WINE_D3D6_CAPABLE(gl_info) (gl_info->supported[ARB_MULTITEXTURE])
1330 #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])
1331 #define WINE_D3D8_CAPABLE(gl_info) WINE_D3D7_CAPABLE(gl_info) && (gl_info->supported[ARB_MULTISAMPLE] && gl_info->supported[ARB_TEXTURE_BORDER_CLAMP])
1332 #define WINE_D3D9_CAPABLE(gl_info) WINE_D3D8_CAPABLE(gl_info) && (gl_info->supported[ARB_FRAGMENT_PROGRAM] && gl_info->supported[ARB_VERTEX_SHADER])
1333
1334 /* Default callbacks for implicit object destruction */
1335 extern ULONG WINAPI D3DCB_DefaultDestroySurface(IWineD3DSurface *pSurface);
1336
1337 extern ULONG WINAPI D3DCB_DefaultDestroyVolume(IWineD3DVolume *pSurface);
1338
1339 /*****************************************************************************
1340  * Internal representation of a light
1341  */
1342 typedef struct PLIGHTINFOEL PLIGHTINFOEL;
1343 struct PLIGHTINFOEL {
1344     WINED3DLIGHT OriginalParms; /* Note D3D8LIGHT == D3D9LIGHT */
1345     DWORD        OriginalIndex;
1346     LONG         glIndex;
1347     BOOL         changed;
1348     BOOL         enabledChanged;
1349     BOOL         enabled;
1350
1351     /* Converted parms to speed up swapping lights */
1352     float                         lightPosn[4];
1353     float                         lightDirn[4];
1354     float                         exponent;
1355     float                         cutoff;
1356
1357     struct list entry;
1358 };
1359
1360 /* The default light parameters */
1361 extern const WINED3DLIGHT WINED3D_default_light;
1362
1363 typedef struct WineD3D_PixelFormat
1364 {
1365     int iPixelFormat; /* WGL pixel format */
1366     int iPixelType; /* WGL pixel type e.g. WGL_TYPE_RGBA_ARB, WGL_TYPE_RGBA_FLOAT_ARB or WGL_TYPE_COLORINDEX_ARB */
1367     int redSize, greenSize, blueSize, alphaSize;
1368     int depthSize, stencilSize;
1369     BOOL windowDrawable;
1370     BOOL pbufferDrawable;
1371     BOOL doubleBuffer;
1372     int auxBuffers;
1373     int numSamples;
1374 } WineD3D_PixelFormat;
1375
1376 /* The adapter structure */
1377 struct WineD3DAdapter
1378 {
1379     UINT                    num;
1380     BOOL                    opengl;
1381     POINT                   monitorPoint;
1382     struct wined3d_gl_info  gl_info;
1383     const char              *driver;
1384     const char              *description;
1385     WCHAR                   DeviceName[CCHDEVICENAME]; /* DeviceName for use with e.g. ChangeDisplaySettings */
1386     int                     nCfgs;
1387     WineD3D_PixelFormat     *cfgs;
1388     BOOL                    brokenStencil; /* Set on cards which only offer mixed depth+stencil */
1389     unsigned int            TextureRam; /* Amount of texture memory both video ram + AGP/TurboCache/HyperMemory/.. */
1390     unsigned int            UsedTextureRam;
1391 };
1392
1393 extern BOOL initPixelFormats(struct wined3d_gl_info *gl_info);
1394 BOOL initPixelFormatsNoGL(struct wined3d_gl_info *gl_info);
1395 extern long WineD3DAdapterChangeGLRam(IWineD3DDeviceImpl *D3DDevice, long glram);
1396 extern void add_gl_compat_wrappers(struct wined3d_gl_info *gl_info);
1397
1398 /*****************************************************************************
1399  * High order patch management
1400  */
1401 struct WineD3DRectPatch
1402 {
1403     UINT                            Handle;
1404     float                          *mem;
1405     WineDirect3DVertexStridedData   strided;
1406     WINED3DRECTPATCH_INFO           RectPatchInfo;
1407     float                           numSegs[4];
1408     char                            has_normals, has_texcoords;
1409     struct list                     entry;
1410 };
1411
1412 HRESULT tesselate_rectpatch(IWineD3DDeviceImpl *This, struct WineD3DRectPatch *patch);
1413
1414 enum projection_types
1415 {
1416     proj_none    = 0,
1417     proj_count3  = 1,
1418     proj_count4  = 2
1419 };
1420
1421 enum dst_arg
1422 {
1423     resultreg    = 0,
1424     tempreg      = 1
1425 };
1426
1427 /*****************************************************************************
1428  * Fixed function pipeline replacements
1429  */
1430 #define ARG_UNUSED          0xff
1431 struct texture_stage_op
1432 {
1433     unsigned                cop : 8;
1434     unsigned                carg1 : 8;
1435     unsigned                carg2 : 8;
1436     unsigned                carg0 : 8;
1437
1438     unsigned                aop : 8;
1439     unsigned                aarg1 : 8;
1440     unsigned                aarg2 : 8;
1441     unsigned                aarg0 : 8;
1442
1443     struct color_fixup_desc color_fixup;
1444     unsigned                tex_type : 3;
1445     unsigned                dst : 1;
1446     unsigned                projected : 2;
1447     unsigned                padding : 10;
1448 };
1449
1450 struct ffp_frag_settings {
1451     struct texture_stage_op     op[MAX_TEXTURES];
1452     enum fogmode fog;
1453     /* Use shorts instead of chars to get dword alignment */
1454     unsigned short sRGB_write;
1455     unsigned short emul_clipplanes;
1456 };
1457
1458 struct ffp_frag_desc
1459 {
1460     struct wine_rb_entry entry;
1461     struct ffp_frag_settings    settings;
1462 };
1463
1464 extern const struct wine_rb_functions wined3d_ffp_frag_program_rb_functions;
1465
1466 void gen_ffp_frag_op(IWineD3DStateBlockImpl *stateblock, struct ffp_frag_settings *settings, BOOL ignore_textype);
1467 const struct ffp_frag_desc *find_ffp_frag_shader(const struct wine_rb_tree *fragment_shaders,
1468         const struct ffp_frag_settings *settings);
1469 void add_ffp_frag_shader(struct wine_rb_tree *shaders, struct ffp_frag_desc *desc);
1470
1471 /*****************************************************************************
1472  * IWineD3D implementation structure
1473  */
1474 typedef struct IWineD3DImpl
1475 {
1476     /* IUnknown fields */
1477     const IWineD3DVtbl     *lpVtbl;
1478     LONG                    ref;     /* Note: Ref counting not required */
1479
1480     /* WineD3D Information */
1481     IUnknown               *parent;
1482     UINT                    dxVersion;
1483
1484     UINT adapter_count;
1485     struct WineD3DAdapter adapters[1];
1486 } IWineD3DImpl;
1487
1488 extern const IWineD3DVtbl IWineD3D_Vtbl;
1489
1490 BOOL InitAdapters(IWineD3DImpl *This);
1491
1492 /* A helper function that dumps a resource list */
1493 void dumpResources(struct list *list);
1494
1495 /*****************************************************************************
1496  * IWineD3DDevice implementation structure
1497  */
1498 #define WINED3D_UNMAPPED_STAGE ~0U
1499
1500 /* Multithreaded flag. Removed from the public header to signal that IWineD3D::CreateDevice ignores it */
1501 #define WINED3DCREATE_MULTITHREADED 0x00000004
1502
1503 struct IWineD3DDeviceImpl
1504 {
1505     /* IUnknown fields      */
1506     const IWineD3DDeviceVtbl *lpVtbl;
1507     LONG                    ref;     /* Note: Ref counting not required */
1508
1509     /* WineD3D Information  */
1510     IUnknown               *parent;
1511     IWineD3DDeviceParent   *device_parent;
1512     IWineD3D               *wineD3D;
1513     struct WineD3DAdapter  *adapter;
1514
1515     /* Window styles to restore when switching fullscreen mode */
1516     LONG                    style;
1517     LONG                    exStyle;
1518
1519     /* X and GL Information */
1520     GLint                   maxConcurrentLights;
1521     GLenum                  offscreenBuffer;
1522
1523     /* Selected capabilities */
1524     int vs_selected_mode;
1525     int ps_selected_mode;
1526     const shader_backend_t *shader_backend;
1527     void *shader_priv;
1528     void *fragment_priv;
1529     void *blit_priv;
1530     struct StateEntry StateTable[STATE_HIGHEST + 1];
1531     /* Array of functions for states which are handled by more than one pipeline part */
1532     APPLYSTATEFUNC *multistate_funcs[STATE_HIGHEST + 1];
1533     const struct fragment_pipeline *frag_pipe;
1534     const struct blit_shader *blitter;
1535
1536     unsigned int max_ffp_textures, max_ffp_texture_stages;
1537     DWORD d3d_vshader_constantF, d3d_pshader_constantF; /* Advertised d3d caps, not GL ones */
1538     DWORD vs_clipping;
1539
1540     WORD view_ident : 1;                /* true iff view matrix is identity */
1541     WORD untransformed : 1;
1542     WORD vertexBlendUsed : 1;           /* To avoid needless setting of the blend matrices */
1543     WORD isRecordingState : 1;
1544     WORD isInDraw : 1;
1545     WORD bCursorVisible : 1;
1546     WORD haveHardwareCursor : 1;
1547     WORD d3d_initialized : 1;
1548     WORD inScene : 1;                   /* A flag to check for proper BeginScene / EndScene call pairs */
1549     WORD softwareVertexProcessing : 1;  /* process vertex shaders using software or hardware */
1550     WORD useDrawStridedSlow : 1;
1551     WORD instancedDraw : 1;
1552     WORD padding : 4;
1553
1554     BYTE fixed_function_usage_map;      /* MAX_TEXTURES, 8 */
1555
1556 #define DDRAW_PITCH_ALIGNMENT 8
1557 #define D3D8_PITCH_ALIGNMENT 4
1558     unsigned char           surface_alignment; /* Line Alignment of surfaces                      */
1559
1560     /* State block related */
1561     IWineD3DStateBlockImpl *stateBlock;
1562     IWineD3DStateBlockImpl *updateStateBlock;
1563
1564     /* Internal use fields  */
1565     WINED3DDEVICE_CREATION_PARAMETERS createParms;
1566     UINT                            adapterNo;
1567     WINED3DDEVTYPE                  devType;
1568
1569     IWineD3DSwapChain     **swapchains;
1570     UINT                    NumberOfSwapChains;
1571
1572     struct list             resources; /* a linked list to track resources created by the device */
1573     struct list             shaders;   /* a linked list to track shaders (pixel and vertex)      */
1574     unsigned int            highest_dirty_ps_const, highest_dirty_vs_const;
1575
1576     /* Render Target Support */
1577     IWineD3DSurface       **render_targets;
1578     IWineD3DSurface        *auto_depth_stencil_buffer;
1579     IWineD3DSurface        *stencilBufferTarget;
1580
1581     /* palettes texture management */
1582     UINT                    NumberOfPalettes;
1583     PALETTEENTRY            **palettes;
1584     UINT                    currentPalette;
1585     UINT                    paletteConversionShader;
1586
1587     /* For rendering to a texture using glCopyTexImage */
1588     GLenum                  *draw_buffers;
1589     GLuint                  depth_blt_texture;
1590     GLuint                  depth_blt_rb;
1591     UINT                    depth_blt_rb_w;
1592     UINT                    depth_blt_rb_h;
1593
1594     /* Cursor management */
1595     UINT                    xHotSpot;
1596     UINT                    yHotSpot;
1597     UINT                    xScreenSpace;
1598     UINT                    yScreenSpace;
1599     UINT                    cursorWidth, cursorHeight;
1600     GLuint                  cursorTexture;
1601     HCURSOR                 hardwareCursor;
1602
1603     /* The Wine logo surface */
1604     IWineD3DSurface        *logo_surface;
1605
1606     /* Textures for when no other textures are mapped */
1607     UINT                          dummyTextureName[MAX_TEXTURES];
1608
1609     /* Device state management */
1610     HRESULT                 state;
1611
1612     /* DirectDraw stuff */
1613     DWORD ddraw_width, ddraw_height;
1614     WINED3DFORMAT ddraw_format;
1615
1616     /* Final position fixup constant */
1617     float                       posFixup[4];
1618
1619     /* With register combiners we can skip junk texture stages */
1620     DWORD                     texUnitMap[MAX_COMBINED_SAMPLERS];
1621     DWORD                     rev_tex_unit_map[MAX_COMBINED_SAMPLERS];
1622
1623     /* Stream source management */
1624     struct wined3d_stream_info strided_streams;
1625     const WineDirect3DVertexStridedData *up_strided;
1626
1627     /* Context management */
1628     struct wined3d_context **contexts;
1629     UINT                    numContexts;
1630     struct wined3d_context *pbufferContext;              /* The context that has a pbuffer as drawable */
1631     DWORD                   pbufferWidth, pbufferHeight; /* Size of the buffer drawable */
1632
1633     /* High level patch management */
1634 #define PATCHMAP_SIZE 43
1635 #define PATCHMAP_HASHFUNC(x) ((x) % PATCHMAP_SIZE) /* Primitive and simple function */
1636     struct list             patches[PATCHMAP_SIZE];
1637     struct WineD3DRectPatch *currentPatch;
1638 };
1639
1640 extern const IWineD3DDeviceVtbl IWineD3DDevice_Vtbl;
1641
1642 void device_resource_add(IWineD3DDeviceImpl *This, IWineD3DResource *resource);
1643 void device_resource_released(IWineD3DDeviceImpl *This, IWineD3DResource *resource);
1644 void device_stream_info_from_declaration(IWineD3DDeviceImpl *This,
1645         BOOL use_vshader, struct wined3d_stream_info *stream_info, BOOL *fixup);
1646 void device_stream_info_from_strided(IWineD3DDeviceImpl *This,
1647         const struct WineDirect3DVertexStridedData *strided, struct wined3d_stream_info *stream_info);
1648 HRESULT IWineD3DDeviceImpl_ClearSurface(IWineD3DDeviceImpl *This,  IWineD3DSurfaceImpl *target, DWORD Count,
1649                                         CONST WINED3DRECT* pRects, DWORD Flags, WINED3DCOLOR Color,
1650                                         float Z, DWORD Stencil);
1651 void IWineD3DDeviceImpl_FindTexUnitMap(IWineD3DDeviceImpl *This);
1652 void IWineD3DDeviceImpl_MarkStateDirty(IWineD3DDeviceImpl *This, DWORD state);
1653 static inline BOOL isStateDirty(struct wined3d_context *context, DWORD state)
1654 {
1655     DWORD idx = state >> 5;
1656     BYTE shift = state & 0x1f;
1657     return context->isStateDirty[idx] & (1 << shift);
1658 }
1659
1660 /* Support for IWineD3DResource ::Set/Get/FreePrivateData. */
1661 typedef struct PrivateData
1662 {
1663     struct list entry;
1664
1665     GUID tag;
1666     DWORD flags; /* DDSPD_* */
1667
1668     union
1669     {
1670         LPVOID data;
1671         LPUNKNOWN object;
1672     } ptr;
1673
1674     DWORD size;
1675 } PrivateData;
1676
1677 /*****************************************************************************
1678  * IWineD3DResource implementation structure
1679  */
1680 typedef struct IWineD3DResourceClass
1681 {
1682     /* IUnknown fields */
1683     LONG                    ref;     /* Note: Ref counting not required */
1684
1685     /* WineD3DResource Information */
1686     IUnknown               *parent;
1687     WINED3DRESOURCETYPE     resourceType;
1688     IWineD3DDeviceImpl     *wineD3DDevice;
1689     WINED3DPOOL             pool;
1690     UINT                    size;
1691     DWORD                   usage;
1692     const struct GlPixelFormatDesc *format_desc;
1693     DWORD                   priority;
1694     BYTE                   *allocatedMemory; /* Pointer to the real data location */
1695     BYTE                   *heapMemory; /* Pointer to the HeapAlloced block of memory */
1696     struct list             privateData;
1697     struct list             resource_list_entry;
1698
1699 } IWineD3DResourceClass;
1700
1701 typedef struct IWineD3DResourceImpl
1702 {
1703     /* IUnknown & WineD3DResource Information     */
1704     const IWineD3DResourceVtbl *lpVtbl;
1705     IWineD3DResourceClass   resource;
1706 } IWineD3DResourceImpl;
1707
1708 void resource_cleanup(IWineD3DResource *iface);
1709 HRESULT resource_free_private_data(IWineD3DResource *iface, REFGUID guid);
1710 HRESULT resource_get_device(IWineD3DResource *iface, IWineD3DDevice **device);
1711 HRESULT resource_get_parent(IWineD3DResource *iface, IUnknown **parent);
1712 DWORD resource_get_priority(IWineD3DResource *iface);
1713 HRESULT resource_get_private_data(IWineD3DResource *iface, REFGUID guid,
1714         void *data, DWORD *data_size);
1715 HRESULT resource_init(IWineD3DResource *iface, WINED3DRESOURCETYPE resource_type,
1716         IWineD3DDeviceImpl *device, UINT size, DWORD usage, const struct GlPixelFormatDesc *format_desc,
1717         WINED3DPOOL pool, IUnknown *parent);
1718 WINED3DRESOURCETYPE resource_get_type(IWineD3DResource *iface);
1719 DWORD resource_set_priority(IWineD3DResource *iface, DWORD new_priority);
1720 HRESULT resource_set_private_data(IWineD3DResource *iface, REFGUID guid,
1721         const void *data, DWORD data_size, DWORD flags);
1722
1723 /* Tests show that the start address of resources is 32 byte aligned */
1724 #define RESOURCE_ALIGNMENT 32
1725
1726 /*****************************************************************************
1727  * IWineD3DBaseTexture D3D- > openGL state map lookups
1728  */
1729
1730 typedef enum winetexturestates {
1731     WINED3DTEXSTA_ADDRESSU       = 0,
1732     WINED3DTEXSTA_ADDRESSV       = 1,
1733     WINED3DTEXSTA_ADDRESSW       = 2,
1734     WINED3DTEXSTA_BORDERCOLOR    = 3,
1735     WINED3DTEXSTA_MAGFILTER      = 4,
1736     WINED3DTEXSTA_MINFILTER      = 5,
1737     WINED3DTEXSTA_MIPFILTER      = 6,
1738     WINED3DTEXSTA_MAXMIPLEVEL    = 7,
1739     WINED3DTEXSTA_MAXANISOTROPY  = 8,
1740     WINED3DTEXSTA_SRGBTEXTURE    = 9,
1741     WINED3DTEXSTA_ELEMENTINDEX   = 10,
1742     WINED3DTEXSTA_DMAPOFFSET     = 11,
1743     WINED3DTEXSTA_TSSADDRESSW    = 12,
1744     MAX_WINETEXTURESTATES        = 13,
1745 } winetexturestates;
1746
1747 enum WINED3DSRGB
1748 {
1749     SRGB_ANY                                = 0,    /* Uses the cached value(e.g. external calls) */
1750     SRGB_RGB                                = 1,    /* Loads the rgb texture */
1751     SRGB_SRGB                               = 2,    /* Loads the srgb texture */
1752     SRGB_BOTH                               = 3,    /* Loads both textures */
1753 };
1754
1755 /*****************************************************************************
1756  * IWineD3DBaseTexture implementation structure (extends IWineD3DResourceImpl)
1757  */
1758 typedef struct IWineD3DBaseTextureClass
1759 {
1760     DWORD                   states[MAX_WINETEXTURESTATES];
1761     DWORD                   srgbstates[MAX_WINETEXTURESTATES];
1762     UINT                    levels;
1763     BOOL                    dirty, srgbDirty;
1764     UINT                    textureName, srgbTextureName;
1765     float                   pow2Matrix[16];
1766     UINT                    LOD;
1767     WINED3DTEXTUREFILTERTYPE filterType;
1768     LONG                    bindCount;
1769     DWORD                   sampler;
1770     BOOL                    is_srgb;
1771     BOOL                    pow2Matrix_identity;
1772     const struct min_lookup *minMipLookup;
1773     const GLenum            *magLookup;
1774     void                    (*internal_preload)(IWineD3DBaseTexture *iface, enum WINED3DSRGB srgb);
1775 } IWineD3DBaseTextureClass;
1776
1777 void surface_internal_preload(IWineD3DSurface *iface, enum WINED3DSRGB srgb);
1778
1779 typedef struct IWineD3DBaseTextureImpl
1780 {
1781     /* IUnknown & WineD3DResource Information     */
1782     const IWineD3DBaseTextureVtbl *lpVtbl;
1783     IWineD3DResourceClass     resource;
1784     IWineD3DBaseTextureClass  baseTexture;
1785
1786 } IWineD3DBaseTextureImpl;
1787
1788 void basetexture_apply_state_changes(IWineD3DBaseTexture *iface,
1789         const DWORD texture_states[WINED3D_HIGHEST_TEXTURE_STATE + 1],
1790         const DWORD sampler_states[WINED3D_HIGHEST_SAMPLER_STATE + 1]);
1791 HRESULT basetexture_bind(IWineD3DBaseTexture *iface, BOOL srgb, BOOL *set_surface_desc);
1792 void basetexture_cleanup(IWineD3DBaseTexture *iface);
1793 void basetexture_generate_mipmaps(IWineD3DBaseTexture *iface);
1794 WINED3DTEXTUREFILTERTYPE basetexture_get_autogen_filter_type(IWineD3DBaseTexture *iface);
1795 BOOL basetexture_get_dirty(IWineD3DBaseTexture *iface);
1796 DWORD basetexture_get_level_count(IWineD3DBaseTexture *iface);
1797 DWORD basetexture_get_lod(IWineD3DBaseTexture *iface);
1798 HRESULT basetexture_init(IWineD3DBaseTextureImpl *texture, UINT levels, WINED3DRESOURCETYPE resource_type,
1799         IWineD3DDeviceImpl *device, UINT size, DWORD usage, const struct GlPixelFormatDesc *format_desc,
1800         WINED3DPOOL pool, IUnknown *parent);
1801 HRESULT basetexture_set_autogen_filter_type(IWineD3DBaseTexture *iface, WINED3DTEXTUREFILTERTYPE filter_type);
1802 BOOL basetexture_set_dirty(IWineD3DBaseTexture *iface, BOOL dirty);
1803 DWORD basetexture_set_lod(IWineD3DBaseTexture *iface, DWORD new_lod);
1804 void basetexture_unload(IWineD3DBaseTexture *iface);
1805
1806 /*****************************************************************************
1807  * IWineD3DTexture implementation structure (extends IWineD3DBaseTextureImpl)
1808  */
1809 typedef struct IWineD3DTextureImpl
1810 {
1811     /* IUnknown & WineD3DResource/WineD3DBaseTexture Information     */
1812     const IWineD3DTextureVtbl *lpVtbl;
1813     IWineD3DResourceClass     resource;
1814     IWineD3DBaseTextureClass  baseTexture;
1815
1816     /* IWineD3DTexture */
1817     IWineD3DSurface          *surfaces[MAX_MIP_LEVELS];
1818     UINT                      target;
1819     BOOL                      cond_np2;
1820
1821 } IWineD3DTextureImpl;
1822
1823 extern const IWineD3DTextureVtbl IWineD3DTexture_Vtbl;
1824
1825 HRESULT texture_init(IWineD3DTextureImpl *texture, UINT width, UINT height, UINT levels,
1826         IWineD3DDeviceImpl *device, DWORD usage, WINED3DFORMAT format, WINED3DPOOL pool, IUnknown *parent);
1827
1828 /*****************************************************************************
1829  * IWineD3DCubeTexture implementation structure (extends IWineD3DBaseTextureImpl)
1830  */
1831 typedef struct IWineD3DCubeTextureImpl
1832 {
1833     /* IUnknown & WineD3DResource/WineD3DBaseTexture Information     */
1834     const IWineD3DCubeTextureVtbl *lpVtbl;
1835     IWineD3DResourceClass     resource;
1836     IWineD3DBaseTextureClass  baseTexture;
1837
1838     /* IWineD3DCubeTexture */
1839     IWineD3DSurface          *surfaces[6][MAX_MIP_LEVELS];
1840 } IWineD3DCubeTextureImpl;
1841
1842 extern const IWineD3DCubeTextureVtbl IWineD3DCubeTexture_Vtbl;
1843
1844 HRESULT cubetexture_init(IWineD3DCubeTextureImpl *texture, UINT edge_length, UINT levels,
1845         IWineD3DDeviceImpl *device, DWORD usage, WINED3DFORMAT format, WINED3DPOOL pool, IUnknown *parent);
1846
1847 typedef struct _WINED3DVOLUMET_DESC
1848 {
1849     UINT                    Width;
1850     UINT                    Height;
1851     UINT                    Depth;
1852 } WINED3DVOLUMET_DESC;
1853
1854 /*****************************************************************************
1855  * IWineD3DVolume implementation structure (extends IUnknown)
1856  */
1857 typedef struct IWineD3DVolumeImpl
1858 {
1859     /* IUnknown & WineD3DResource fields */
1860     const IWineD3DVolumeVtbl  *lpVtbl;
1861     IWineD3DResourceClass      resource;
1862
1863     /* WineD3DVolume Information */
1864     WINED3DVOLUMET_DESC      currentDesc;
1865     IWineD3DBase            *container;
1866     BOOL                    lockable;
1867     BOOL                    locked;
1868     WINED3DBOX              lockedBox;
1869     WINED3DBOX              dirtyBox;
1870     BOOL                    dirty;
1871 } IWineD3DVolumeImpl;
1872
1873 extern const IWineD3DVolumeVtbl IWineD3DVolume_Vtbl;
1874
1875 void volume_add_dirty_box(IWineD3DVolume *iface, const WINED3DBOX *dirty_box);
1876
1877 /*****************************************************************************
1878  * IWineD3DVolumeTexture implementation structure (extends IWineD3DBaseTextureImpl)
1879  */
1880 typedef struct IWineD3DVolumeTextureImpl
1881 {
1882     /* IUnknown & WineD3DResource/WineD3DBaseTexture Information     */
1883     const IWineD3DVolumeTextureVtbl *lpVtbl;
1884     IWineD3DResourceClass     resource;
1885     IWineD3DBaseTextureClass  baseTexture;
1886
1887     /* IWineD3DVolumeTexture */
1888     IWineD3DVolume           *volumes[MAX_MIP_LEVELS];
1889 } IWineD3DVolumeTextureImpl;
1890
1891 extern const IWineD3DVolumeTextureVtbl IWineD3DVolumeTexture_Vtbl;
1892
1893 HRESULT volumetexture_init(IWineD3DVolumeTextureImpl *texture, UINT width, UINT height, UINT depth, UINT levels,
1894         IWineD3DDeviceImpl *device, DWORD usage, WINED3DFORMAT format, WINED3DPOOL pool, IUnknown *parent);
1895
1896 typedef struct _WINED3DSURFACET_DESC
1897 {
1898     WINED3DMULTISAMPLE_TYPE MultiSampleType;
1899     DWORD                   MultiSampleQuality;
1900     UINT                    Width;
1901     UINT                    Height;
1902 } WINED3DSURFACET_DESC;
1903
1904 /*****************************************************************************
1905  * Structure for DIB Surfaces (GetDC and GDI surfaces)
1906  */
1907 typedef struct wineD3DSurface_DIB {
1908     HBITMAP DIBsection;
1909     void* bitmap_data;
1910     UINT bitmap_size;
1911     HGDIOBJ holdbitmap;
1912     BOOL client_memory;
1913 } wineD3DSurface_DIB;
1914
1915 typedef struct {
1916     struct list entry;
1917     GLuint id;
1918     UINT width;
1919     UINT height;
1920 } renderbuffer_entry_t;
1921
1922 struct fbo_entry
1923 {
1924     struct list entry;
1925     IWineD3DSurface **render_targets;
1926     IWineD3DSurface *depth_stencil;
1927     BOOL attached;
1928     GLuint id;
1929 };
1930
1931 /*****************************************************************************
1932  * IWineD3DClipp implementation structure
1933  */
1934 typedef struct IWineD3DClipperImpl
1935 {
1936     const IWineD3DClipperVtbl *lpVtbl;
1937     LONG ref;
1938
1939     IUnknown *Parent;
1940     HWND hWnd;
1941 } IWineD3DClipperImpl;
1942
1943
1944 /*****************************************************************************
1945  * IWineD3DSurface implementation structure
1946  */
1947 struct IWineD3DSurfaceImpl
1948 {
1949     /* IUnknown & IWineD3DResource Information     */
1950     const IWineD3DSurfaceVtbl *lpVtbl;
1951     IWineD3DResourceClass     resource;
1952
1953     /* IWineD3DSurface fields */
1954     IWineD3DBase              *container;
1955     WINED3DSURFACET_DESC      currentDesc;
1956     IWineD3DPaletteImpl       *palette; /* D3D7 style palette handling */
1957     PALETTEENTRY              *palette9; /* D3D8/9 style palette handling */
1958
1959     /* TODO: move this off into a management class(maybe!) */
1960     DWORD                      Flags;
1961
1962     UINT                      pow2Width;
1963     UINT                      pow2Height;
1964
1965     /* A method to retrieve the drawable size. Not in the Vtable to make it changeable */
1966     void (*get_drawable_size)(struct wined3d_context *context, UINT *width, UINT *height);
1967
1968     /* Oversized texture */
1969     RECT                      glRect;
1970
1971     /* PBO */
1972     GLuint                    pbo;
1973     GLuint texture_name;
1974     GLuint texture_name_srgb;
1975     GLint texture_level;
1976     GLenum texture_target;
1977
1978     RECT                      lockedRect;
1979     RECT                      dirtyRect;
1980     int                       lockCount;
1981 #define MAXLOCKCOUNT          50 /* After this amount of locks do not free the sysmem copy */
1982
1983     /* For GetDC */
1984     wineD3DSurface_DIB        dib;
1985     HDC                       hDC;
1986
1987     /* Color keys for DDraw */
1988     WINEDDCOLORKEY            DestBltCKey;
1989     WINEDDCOLORKEY            DestOverlayCKey;
1990     WINEDDCOLORKEY            SrcOverlayCKey;
1991     WINEDDCOLORKEY            SrcBltCKey;
1992     DWORD                     CKeyFlags;
1993
1994     WINEDDCOLORKEY            glCKey;
1995
1996     struct list               renderbuffers;
1997     renderbuffer_entry_t      *current_renderbuffer;
1998
1999     /* DirectDraw clippers */
2000     IWineD3DClipper           *clipper;
2001
2002     /* DirectDraw Overlay handling */
2003     RECT                      overlay_srcrect;
2004     RECT                      overlay_destrect;
2005     IWineD3DSurfaceImpl       *overlay_dest;
2006     struct list               overlays;
2007     struct list               overlay_entry;
2008 };
2009
2010 extern const IWineD3DSurfaceVtbl IWineD3DSurface_Vtbl;
2011 extern const IWineD3DSurfaceVtbl IWineGDISurface_Vtbl;
2012
2013 UINT surface_calculate_size(const struct GlPixelFormatDesc *format_desc, UINT alignment, UINT width, UINT height);
2014 void surface_gdi_cleanup(IWineD3DSurfaceImpl *This);
2015 HRESULT surface_init(IWineD3DSurfaceImpl *surface, WINED3DSURFTYPE surface_type, UINT alignment,
2016         UINT width, UINT height, UINT level, BOOL lockable, BOOL discard, WINED3DMULTISAMPLE_TYPE multisample_type,
2017         UINT multisample_quality, IWineD3DDeviceImpl *device, DWORD usage, WINED3DFORMAT format,
2018         WINED3DPOOL pool, IUnknown *parent);
2019
2020 /* Predeclare the shared Surface functions */
2021 HRESULT WINAPI IWineD3DBaseSurfaceImpl_QueryInterface(IWineD3DSurface *iface, REFIID riid, LPVOID *ppobj);
2022 ULONG WINAPI IWineD3DBaseSurfaceImpl_AddRef(IWineD3DSurface *iface);
2023 HRESULT WINAPI IWineD3DBaseSurfaceImpl_GetParent(IWineD3DSurface *iface, IUnknown **pParent);
2024 HRESULT WINAPI IWineD3DBaseSurfaceImpl_GetDevice(IWineD3DSurface *iface, IWineD3DDevice** ppDevice);
2025 HRESULT WINAPI IWineD3DBaseSurfaceImpl_SetPrivateData(IWineD3DSurface *iface, REFGUID refguid, CONST void* pData, DWORD SizeOfData, DWORD Flags);
2026 HRESULT WINAPI IWineD3DBaseSurfaceImpl_GetPrivateData(IWineD3DSurface *iface, REFGUID refguid, void* pData, DWORD* pSizeOfData);
2027 HRESULT WINAPI IWineD3DBaseSurfaceImpl_FreePrivateData(IWineD3DSurface *iface, REFGUID refguid);
2028 DWORD   WINAPI IWineD3DBaseSurfaceImpl_SetPriority(IWineD3DSurface *iface, DWORD PriorityNew);
2029 DWORD   WINAPI IWineD3DBaseSurfaceImpl_GetPriority(IWineD3DSurface *iface);
2030 WINED3DRESOURCETYPE WINAPI IWineD3DBaseSurfaceImpl_GetType(IWineD3DSurface *iface);
2031 HRESULT WINAPI IWineD3DBaseSurfaceImpl_GetContainer(IWineD3DSurface* iface, REFIID riid, void** ppContainer);
2032 HRESULT WINAPI IWineD3DBaseSurfaceImpl_GetDesc(IWineD3DSurface *iface, WINED3DSURFACE_DESC *pDesc);
2033 HRESULT WINAPI IWineD3DBaseSurfaceImpl_GetBltStatus(IWineD3DSurface *iface, DWORD Flags);
2034 HRESULT WINAPI IWineD3DBaseSurfaceImpl_GetFlipStatus(IWineD3DSurface *iface, DWORD Flags);
2035 HRESULT WINAPI IWineD3DBaseSurfaceImpl_IsLost(IWineD3DSurface *iface);
2036 HRESULT WINAPI IWineD3DBaseSurfaceImpl_Restore(IWineD3DSurface *iface);
2037 HRESULT WINAPI IWineD3DBaseSurfaceImpl_GetPalette(IWineD3DSurface *iface, IWineD3DPalette **Pal);
2038 HRESULT WINAPI IWineD3DBaseSurfaceImpl_SetPalette(IWineD3DSurface *iface, IWineD3DPalette *Pal);
2039 HRESULT WINAPI IWineD3DBaseSurfaceImpl_SetColorKey(IWineD3DSurface *iface, DWORD Flags, const WINEDDCOLORKEY *CKey);
2040 HRESULT WINAPI IWineD3DBaseSurfaceImpl_SetContainer(IWineD3DSurface *iface, IWineD3DBase *container);
2041 DWORD WINAPI IWineD3DBaseSurfaceImpl_GetPitch(IWineD3DSurface *iface);
2042 HRESULT WINAPI IWineD3DBaseSurfaceImpl_RealizePalette(IWineD3DSurface *iface);
2043 HRESULT WINAPI IWineD3DBaseSurfaceImpl_SetOverlayPosition(IWineD3DSurface *iface, LONG X, LONG Y);
2044 HRESULT WINAPI IWineD3DBaseSurfaceImpl_GetOverlayPosition(IWineD3DSurface *iface, LONG *X, LONG *Y);
2045 HRESULT WINAPI IWineD3DBaseSurfaceImpl_UpdateOverlayZOrder(IWineD3DSurface *iface, DWORD Flags, IWineD3DSurface *Ref);
2046 HRESULT WINAPI IWineD3DBaseSurfaceImpl_UpdateOverlay(IWineD3DSurface *iface, const RECT *SrcRect,
2047         IWineD3DSurface *DstSurface, const RECT *DstRect, DWORD Flags, const WINEDDOVERLAYFX *FX);
2048 HRESULT WINAPI IWineD3DBaseSurfaceImpl_SetClipper(IWineD3DSurface *iface, IWineD3DClipper *clipper);
2049 HRESULT WINAPI IWineD3DBaseSurfaceImpl_GetClipper(IWineD3DSurface *iface, IWineD3DClipper **clipper);
2050 HRESULT WINAPI IWineD3DBaseSurfaceImpl_SetFormat(IWineD3DSurface *iface, WINED3DFORMAT format);
2051 HRESULT IWineD3DBaseSurfaceImpl_CreateDIBSection(IWineD3DSurface *iface);
2052 HRESULT WINAPI IWineD3DBaseSurfaceImpl_Blt(IWineD3DSurface *iface, const RECT *DestRect, IWineD3DSurface *SrcSurface,
2053         const RECT *SrcRect, DWORD Flags, const WINEDDBLTFX *DDBltFx, WINED3DTEXTUREFILTERTYPE Filter);
2054 HRESULT WINAPI IWineD3DBaseSurfaceImpl_BltFast(IWineD3DSurface *iface, DWORD dstx, DWORD dsty,
2055         IWineD3DSurface *Source, const RECT *rsrc, DWORD trans);
2056 HRESULT WINAPI IWineD3DBaseSurfaceImpl_LockRect(IWineD3DSurface *iface, WINED3DLOCKED_RECT* pLockedRect, CONST RECT* pRect, DWORD Flags);
2057 void WINAPI IWineD3DBaseSurfaceImpl_BindTexture(IWineD3DSurface *iface, BOOL srgb);
2058 const void *WINAPI IWineD3DBaseSurfaceImpl_GetData(IWineD3DSurface *iface);
2059
2060 void get_drawable_size_swapchain(struct wined3d_context *context, UINT *width, UINT *height);
2061 void get_drawable_size_backbuffer(struct wined3d_context *context, UINT *width, UINT *height);
2062 void get_drawable_size_pbuffer(struct wined3d_context *context, UINT *width, UINT *height);
2063 void get_drawable_size_fbo(struct wined3d_context *context, UINT *width, UINT *height);
2064
2065 void flip_surface(IWineD3DSurfaceImpl *front, IWineD3DSurfaceImpl *back);
2066
2067 /* Surface flags: */
2068 #define SFLAG_OVERSIZE      0x00000001 /* Surface is bigger than gl size, blts only */
2069 #define SFLAG_CONVERTED     0x00000002 /* Converted for color keying or Palettized */
2070 #define SFLAG_DIBSECTION    0x00000004 /* Has a DIB section attached for GetDC */
2071 #define SFLAG_LOCKABLE      0x00000008 /* Surface can be locked */
2072 #define SFLAG_DISCARD       0x00000010 /* ??? */
2073 #define SFLAG_LOCKED        0x00000020 /* Surface is locked atm */
2074 #define SFLAG_INTEXTURE     0x00000040 /* The GL texture contains the newest surface content */
2075 #define SFLAG_INSRGBTEX     0x00000080 /* The GL srgb texture contains the newest surface content */
2076 #define SFLAG_INDRAWABLE    0x00000100 /* The gl drawable contains the most up to date data */
2077 #define SFLAG_INSYSMEM      0x00000200 /* The system memory copy is most up to date */
2078 #define SFLAG_NONPOW2       0x00000400 /* Surface sizes are not a power of 2 */
2079 #define SFLAG_DYNLOCK       0x00000800 /* Surface is often locked by the app */
2080 #define SFLAG_DCINUSE       0x00001000 /* Set between GetDC and ReleaseDC calls */
2081 #define SFLAG_LOST          0x00002000 /* Surface lost flag for DDraw */
2082 #define SFLAG_USERPTR       0x00004000 /* The application allocated the memory for this surface */
2083 #define SFLAG_GLCKEY        0x00008000 /* The gl texture was created with a color key */
2084 #define SFLAG_CLIENT        0x00010000 /* GL_APPLE_client_storage is used on that texture */
2085 #define SFLAG_ALLOCATED     0x00020000 /* A gl texture is allocated for this surface */
2086 #define SFLAG_SRGBALLOCATED 0x00040000 /* A srgb gl texture is allocated for this surface */
2087 #define SFLAG_PBO           0x00080000 /* Has a PBO attached for speeding up data transfers for dynamically locked surfaces */
2088 #define SFLAG_NORMCOORD     0x00100000 /* Set if the GL texture coords are normalized(non-texture rectangle) */
2089 #define SFLAG_DS_ONSCREEN   0x00200000 /* Is a depth stencil, last modified onscreen */
2090 #define SFLAG_DS_OFFSCREEN  0x00400000 /* Is a depth stencil, last modified offscreen */
2091 #define SFLAG_INOVERLAYDRAW 0x00800000 /* Overlay drawing is in progress. Recursion prevention */
2092 #define SFLAG_SWAPCHAIN     0x01000000 /* The surface is part of a swapchain */
2093
2094 /* In some conditions the surface memory must not be freed:
2095  * SFLAG_OVERSIZE: Not all data can be kept in GL
2096  * SFLAG_CONVERTED: Converting the data back would take too long
2097  * SFLAG_DIBSECTION: The dib code manages the memory
2098  * SFLAG_LOCKED: The app requires access to the surface data
2099  * SFLAG_DYNLOCK: Avoid freeing the data for performance
2100  * SFLAG_PBO: PBOs don't use 'normal' memory. It is either allocated by the driver or must be NULL.
2101  * SFLAG_CLIENT: OpenGL uses our memory as backup
2102  */
2103 #define SFLAG_DONOTFREE     (SFLAG_OVERSIZE   | \
2104                              SFLAG_CONVERTED  | \
2105                              SFLAG_DIBSECTION | \
2106                              SFLAG_LOCKED     | \
2107                              SFLAG_DYNLOCK    | \
2108                              SFLAG_USERPTR    | \
2109                              SFLAG_PBO        | \
2110                              SFLAG_CLIENT)
2111
2112 #define SFLAG_LOCATIONS     (SFLAG_INSYSMEM   | \
2113                              SFLAG_INTEXTURE  | \
2114                              SFLAG_INDRAWABLE | \
2115                              SFLAG_INSRGBTEX)
2116
2117 #define SFLAG_DS_LOCATIONS  (SFLAG_DS_ONSCREEN | \
2118                              SFLAG_DS_OFFSCREEN)
2119 #define SFLAG_DS_DISCARDED   SFLAG_DS_LOCATIONS
2120
2121 BOOL CalculateTexRect(IWineD3DSurfaceImpl *This, RECT *Rect, float glTexCoord[4]);
2122
2123 typedef enum {
2124     NO_CONVERSION,
2125     CONVERT_PALETTED,
2126     CONVERT_PALETTED_CK,
2127     CONVERT_CK_565,
2128     CONVERT_CK_5551,
2129     CONVERT_CK_4444,
2130     CONVERT_CK_4444_ARGB,
2131     CONVERT_CK_1555,
2132     CONVERT_555,
2133     CONVERT_CK_RGB24,
2134     CONVERT_CK_8888,
2135     CONVERT_CK_8888_ARGB,
2136     CONVERT_RGB32_888,
2137     CONVERT_V8U8,
2138     CONVERT_L6V5U5,
2139     CONVERT_X8L8V8U8,
2140     CONVERT_Q8W8V8U8,
2141     CONVERT_V16U16,
2142     CONVERT_A4L4,
2143     CONVERT_G16R16,
2144     CONVERT_R16G16F,
2145     CONVERT_R32G32F,
2146     CONVERT_D15S1,
2147     CONVERT_D24X4S4,
2148     CONVERT_D24FS8,
2149 } CONVERT_TYPES;
2150
2151 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);
2152
2153 BOOL palette9_changed(IWineD3DSurfaceImpl *This);
2154
2155 /*****************************************************************************
2156  * IWineD3DVertexDeclaration implementation structure
2157  */
2158 #define MAX_ATTRIBS 16
2159
2160 struct wined3d_vertex_declaration_element
2161 {
2162     const struct GlPixelFormatDesc *format_desc;
2163     BOOL ffp_valid;
2164     WORD input_slot;
2165     WORD offset;
2166     UINT output_slot;
2167     BYTE method;
2168     BYTE usage;
2169     BYTE usage_idx;
2170 };
2171
2172 typedef struct IWineD3DVertexDeclarationImpl {
2173     /* IUnknown  Information */
2174     const IWineD3DVertexDeclarationVtbl *lpVtbl;
2175     LONG                    ref;
2176
2177     IUnknown                *parent;
2178     IWineD3DDeviceImpl      *wineD3DDevice;
2179
2180     struct wined3d_vertex_declaration_element *elements;
2181     UINT element_count;
2182
2183     DWORD                   streams[MAX_STREAMS];
2184     UINT                    num_streams;
2185     BOOL                    position_transformed;
2186     BOOL                    half_float_conv_needed;
2187 } IWineD3DVertexDeclarationImpl;
2188
2189 extern const IWineD3DVertexDeclarationVtbl IWineD3DVertexDeclaration_Vtbl;
2190
2191 HRESULT vertexdeclaration_init(IWineD3DVertexDeclarationImpl *This,
2192         const WINED3DVERTEXELEMENT *elements, UINT element_count);
2193
2194 /*****************************************************************************
2195  * IWineD3DStateBlock implementation structure
2196  */
2197
2198 /* Internal state Block for Begin/End/Capture/Create/Apply info  */
2199 /*   Note: Very long winded but gl Lists are not flexible enough */
2200 /*   to resolve everything we need, so doing it manually for now */
2201 typedef struct SAVEDSTATES {
2202     DWORD transform[(HIGHEST_TRANSFORMSTATE >> 5) + 1];
2203     WORD streamSource;                          /* MAX_STREAMS, 16 */
2204     WORD streamFreq;                            /* MAX_STREAMS, 16 */
2205     DWORD renderState[(WINEHIGHEST_RENDER_STATE >> 5) + 1];
2206     DWORD textureState[MAX_TEXTURES];           /* WINED3D_HIGHEST_TEXTURE_STATE + 1, 18 */
2207     WORD samplerState[MAX_COMBINED_SAMPLERS];   /* WINED3D_HIGHEST_SAMPLER_STATE + 1, 14 */
2208     DWORD textures;                             /* MAX_COMBINED_SAMPLERS, 20 */
2209     DWORD clipplane;                            /* WINED3DMAXUSERCLIPPLANES, 32 */
2210     WORD pixelShaderConstantsB;                 /* MAX_CONST_B, 16 */
2211     WORD pixelShaderConstantsI;                 /* MAX_CONST_I, 16 */
2212     BOOL *pixelShaderConstantsF;
2213     WORD vertexShaderConstantsB;                /* MAX_CONST_B, 16 */
2214     WORD vertexShaderConstantsI;                /* MAX_CONST_I, 16 */
2215     BOOL *vertexShaderConstantsF;
2216     WORD primitive_type : 1;
2217     WORD indices : 1;
2218     WORD material : 1;
2219     WORD viewport : 1;
2220     WORD vertexDecl : 1;
2221     WORD pixelShader : 1;
2222     WORD vertexShader : 1;
2223     WORD scissorRect : 1;
2224     WORD padding : 1;
2225 } SAVEDSTATES;
2226
2227 struct StageState {
2228     DWORD stage;
2229     DWORD state;
2230 };
2231
2232 struct IWineD3DStateBlockImpl
2233 {
2234     /* IUnknown fields */
2235     const IWineD3DStateBlockVtbl *lpVtbl;
2236     LONG                      ref;     /* Note: Ref counting not required */
2237
2238     /* IWineD3DStateBlock information */
2239     IUnknown                 *parent;
2240     IWineD3DDeviceImpl       *wineD3DDevice;
2241     WINED3DSTATEBLOCKTYPE     blockType;
2242
2243     /* Array indicating whether things have been set or changed */
2244     SAVEDSTATES               changed;
2245
2246     /* Vertex Shader Declaration */
2247     IWineD3DVertexDeclaration *vertexDecl;
2248
2249     IWineD3DVertexShader      *vertexShader;
2250
2251     /* Vertex Shader Constants */
2252     BOOL                       vertexShaderConstantB[MAX_CONST_B];
2253     INT                        vertexShaderConstantI[MAX_CONST_I * 4];
2254     float                     *vertexShaderConstantF;
2255
2256     /* primitive type */
2257     GLenum gl_primitive_type;
2258
2259     /* Stream Source */
2260     BOOL                      streamIsUP;
2261     UINT                      streamStride[MAX_STREAMS];
2262     UINT                      streamOffset[MAX_STREAMS + 1 /* tesselated pseudo-stream */ ];
2263     IWineD3DBuffer           *streamSource[MAX_STREAMS];
2264     UINT                      streamFreq[MAX_STREAMS + 1];
2265     UINT                      streamFlags[MAX_STREAMS + 1];     /*0 | WINED3DSTREAMSOURCE_INSTANCEDATA | WINED3DSTREAMSOURCE_INDEXEDDATA  */
2266
2267     /* Indices */
2268     IWineD3DBuffer*           pIndexData;
2269     WINED3DFORMAT             IndexFmt;
2270     INT                       baseVertexIndex;
2271     INT                       loadBaseVertexIndex; /* non-indexed drawing needs 0 here, indexed baseVertexIndex */
2272
2273     /* Transform */
2274     WINED3DMATRIX             transforms[HIGHEST_TRANSFORMSTATE + 1];
2275
2276     /* Light hashmap . Collisions are handled using standard wine double linked lists */
2277 #define LIGHTMAP_SIZE 43 /* Use of a prime number recommended. Set to 1 for a linked list! */
2278 #define LIGHTMAP_HASHFUNC(x) ((x) % LIGHTMAP_SIZE) /* Primitive and simple function */
2279     struct list               lightMap[LIGHTMAP_SIZE]; /* Mashmap containing the lights */
2280     PLIGHTINFOEL             *activeLights[MAX_ACTIVE_LIGHTS]; /* Map of opengl lights to d3d lights */
2281
2282     /* Clipping */
2283     double                    clipplane[MAX_CLIPPLANES][4];
2284     WINED3DCLIPSTATUS         clip_status;
2285
2286     /* ViewPort */
2287     WINED3DVIEWPORT           viewport;
2288
2289     /* Material */
2290     WINED3DMATERIAL           material;
2291
2292     /* Pixel Shader */
2293     IWineD3DPixelShader      *pixelShader;
2294
2295     /* Pixel Shader Constants */
2296     BOOL                       pixelShaderConstantB[MAX_CONST_B];
2297     INT                        pixelShaderConstantI[MAX_CONST_I * 4];
2298     float                     *pixelShaderConstantF;
2299
2300     /* RenderState */
2301     DWORD                     renderState[WINEHIGHEST_RENDER_STATE + 1];
2302
2303     /* Texture */
2304     IWineD3DBaseTexture      *textures[MAX_COMBINED_SAMPLERS];
2305
2306     /* Texture State Stage */
2307     DWORD                     textureState[MAX_TEXTURES][WINED3D_HIGHEST_TEXTURE_STATE + 1];
2308     DWORD                     lowest_disabled_stage;
2309     /* Sampler States */
2310     DWORD                     samplerState[MAX_COMBINED_SAMPLERS][WINED3D_HIGHEST_SAMPLER_STATE + 1];
2311
2312     /* Scissor test rectangle */
2313     RECT                      scissorRect;
2314
2315     /* Contained state management */
2316     DWORD                     contained_render_states[WINEHIGHEST_RENDER_STATE + 1];
2317     unsigned int              num_contained_render_states;
2318     DWORD                     contained_transform_states[HIGHEST_TRANSFORMSTATE + 1];
2319     unsigned int              num_contained_transform_states;
2320     DWORD                     contained_vs_consts_i[MAX_CONST_I];
2321     unsigned int              num_contained_vs_consts_i;
2322     DWORD                     contained_vs_consts_b[MAX_CONST_B];
2323     unsigned int              num_contained_vs_consts_b;
2324     DWORD                     *contained_vs_consts_f;
2325     unsigned int              num_contained_vs_consts_f;
2326     DWORD                     contained_ps_consts_i[MAX_CONST_I];
2327     unsigned int              num_contained_ps_consts_i;
2328     DWORD                     contained_ps_consts_b[MAX_CONST_B];
2329     unsigned int              num_contained_ps_consts_b;
2330     DWORD                     *contained_ps_consts_f;
2331     unsigned int              num_contained_ps_consts_f;
2332     struct StageState         contained_tss_states[MAX_TEXTURES * (WINED3D_HIGHEST_TEXTURE_STATE + 1)];
2333     unsigned int              num_contained_tss_states;
2334     struct StageState         contained_sampler_states[MAX_COMBINED_SAMPLERS * WINED3D_HIGHEST_SAMPLER_STATE];
2335     unsigned int              num_contained_sampler_states;
2336 };
2337
2338 extern void stateblock_savedstates_set(
2339     IWineD3DStateBlock* iface,
2340     SAVEDSTATES* states,
2341     BOOL value);
2342
2343 extern void stateblock_copy(
2344     IWineD3DStateBlock* destination,
2345     IWineD3DStateBlock* source);
2346
2347 extern const IWineD3DStateBlockVtbl IWineD3DStateBlock_Vtbl;
2348
2349 /* Direct3D terminology with little modifications. We do not have an issued state
2350  * because only the driver knows about it, but we have a created state because d3d
2351  * allows GetData on a created issue, but opengl doesn't
2352  */
2353 enum query_state {
2354     QUERY_CREATED,
2355     QUERY_SIGNALLED,
2356     QUERY_BUILDING
2357 };
2358 /*****************************************************************************
2359  * IWineD3DQueryImpl implementation structure (extends IUnknown)
2360  */
2361 typedef struct IWineD3DQueryImpl
2362 {
2363     const IWineD3DQueryVtbl  *lpVtbl;
2364     LONG                      ref;     /* Note: Ref counting not required */
2365
2366     IUnknown                 *parent;
2367     /*TODO: replace with iface usage */
2368 #if 0
2369     IWineD3DDevice         *wineD3DDevice;
2370 #else
2371     IWineD3DDeviceImpl       *wineD3DDevice;
2372 #endif
2373
2374     /* IWineD3DQuery fields */
2375     enum query_state         state;
2376     WINED3DQUERYTYPE         type;
2377     /* TODO: Think about using a IUnknown instead of a void* */
2378     void                     *extendedData;
2379 } IWineD3DQueryImpl;
2380
2381 extern const IWineD3DQueryVtbl IWineD3DQuery_Vtbl;
2382 extern const IWineD3DQueryVtbl IWineD3DEventQuery_Vtbl;
2383 extern const IWineD3DQueryVtbl IWineD3DOcclusionQuery_Vtbl;
2384
2385 /* IWineD3DBuffer */
2386
2387 /* TODO: Add tests and support for FLOAT16_4 POSITIONT, D3DCOLOR position, other
2388  * fixed function semantics as D3DCOLOR or FLOAT16 */
2389 enum wined3d_buffer_conversion_type
2390 {
2391     CONV_NONE,
2392     CONV_D3DCOLOR,
2393     CONV_POSITIONT,
2394     CONV_FLOAT16_2, /* Also handles FLOAT16_4 */
2395 };
2396
2397 #define WINED3D_BUFFER_OPTIMIZED    0x01    /* Optimize has been called for the buffer */
2398 #define WINED3D_BUFFER_DIRTY        0x02    /* Buffer data has been modified */
2399 #define WINED3D_BUFFER_HASDESC      0x04    /* A vertex description has been found */
2400 #define WINED3D_BUFFER_CREATEBO     0x08    /* Attempt to create a buffer object next PreLoad */
2401 #define WINED3D_BUFFER_DOUBLEBUFFER 0x10    /* Use a vbo and local allocated memory */
2402
2403 struct wined3d_buffer
2404 {
2405     const struct IWineD3DBufferVtbl *vtbl;
2406     IWineD3DResourceClass resource;
2407
2408     struct wined3d_buffer_desc desc;
2409
2410     GLuint buffer_object;
2411     GLenum buffer_object_usage;
2412     GLenum buffer_type_hint;
2413     UINT buffer_object_size;
2414     LONG bind_count;
2415     DWORD flags;
2416
2417     UINT dirty_start;
2418     UINT dirty_end;
2419     LONG lock_count;
2420
2421     /* conversion stuff */
2422     UINT conversion_count;
2423     UINT draw_count;
2424     UINT stride;                                            /* 0 if no conversion */
2425     UINT conversion_stride;                                 /* 0 if no shifted conversion */
2426     enum wined3d_buffer_conversion_type *conversion_map;    /* NULL if no conversion */
2427     /* Extra load offsets, for FLOAT16 conversion */
2428     UINT *conversion_shift;                                 /* NULL if no shifted conversion */
2429 };
2430
2431 extern const IWineD3DBufferVtbl wined3d_buffer_vtbl;
2432 const BYTE *buffer_get_memory(IWineD3DBuffer *iface, UINT offset, GLuint *buffer_object);
2433 BYTE *buffer_get_sysmem(struct wined3d_buffer *This);
2434
2435 /* IWineD3DRendertargetView */
2436 struct wined3d_rendertarget_view
2437 {
2438     const struct IWineD3DRendertargetViewVtbl *vtbl;
2439     LONG refcount;
2440
2441     IWineD3DResource *resource;
2442     IUnknown *parent;
2443 };
2444
2445 extern const IWineD3DRendertargetViewVtbl wined3d_rendertarget_view_vtbl;
2446
2447 /*****************************************************************************
2448  * IWineD3DSwapChainImpl implementation structure (extends IUnknown)
2449  */
2450
2451 typedef struct IWineD3DSwapChainImpl
2452 {
2453     /*IUnknown part*/
2454     const IWineD3DSwapChainVtbl *lpVtbl;
2455     LONG                      ref;     /* Note: Ref counting not required */
2456
2457     IUnknown                 *parent;
2458     IWineD3DDeviceImpl       *wineD3DDevice;
2459
2460     /* IWineD3DSwapChain fields */
2461     IWineD3DSurface         **backBuffer;
2462     IWineD3DSurface          *frontBuffer;
2463     WINED3DPRESENT_PARAMETERS presentParms;
2464     DWORD                     orig_width, orig_height;
2465     WINED3DFORMAT             orig_fmt;
2466     WINED3DGAMMARAMP          orig_gamma;
2467
2468     long prev_time, frames;   /* Performance tracking */
2469     unsigned int vSyncCounter;
2470
2471     struct wined3d_context **context;
2472     unsigned int            num_contexts;
2473
2474     HWND                    win_handle;
2475 } IWineD3DSwapChainImpl;
2476
2477 extern const IWineD3DSwapChainVtbl IWineD3DSwapChain_Vtbl;
2478 const IWineD3DSwapChainVtbl IWineGDISwapChain_Vtbl;
2479 void x11_copy_to_screen(IWineD3DSwapChainImpl *This, const RECT *rc);
2480
2481 HRESULT WINAPI IWineD3DBaseSwapChainImpl_QueryInterface(IWineD3DSwapChain *iface, REFIID riid, LPVOID *ppobj);
2482 ULONG WINAPI IWineD3DBaseSwapChainImpl_AddRef(IWineD3DSwapChain *iface);
2483 ULONG WINAPI IWineD3DBaseSwapChainImpl_Release(IWineD3DSwapChain *iface);
2484 HRESULT WINAPI IWineD3DBaseSwapChainImpl_GetParent(IWineD3DSwapChain *iface, IUnknown ** ppParent);
2485 HRESULT WINAPI IWineD3DBaseSwapChainImpl_GetFrontBufferData(IWineD3DSwapChain *iface, IWineD3DSurface *pDestSurface);
2486 HRESULT WINAPI IWineD3DBaseSwapChainImpl_GetBackBuffer(IWineD3DSwapChain *iface, UINT iBackBuffer, WINED3DBACKBUFFER_TYPE Type, IWineD3DSurface **ppBackBuffer);
2487 HRESULT WINAPI IWineD3DBaseSwapChainImpl_GetRasterStatus(IWineD3DSwapChain *iface, WINED3DRASTER_STATUS *pRasterStatus);
2488 HRESULT WINAPI IWineD3DBaseSwapChainImpl_GetDisplayMode(IWineD3DSwapChain *iface, WINED3DDISPLAYMODE*pMode);
2489 HRESULT WINAPI IWineD3DBaseSwapChainImpl_GetDevice(IWineD3DSwapChain *iface, IWineD3DDevice**ppDevice);
2490 HRESULT WINAPI IWineD3DBaseSwapChainImpl_GetPresentParameters(IWineD3DSwapChain *iface, WINED3DPRESENT_PARAMETERS *pPresentationParameters);
2491 HRESULT WINAPI IWineD3DBaseSwapChainImpl_SetGammaRamp(IWineD3DSwapChain *iface, DWORD Flags, CONST WINED3DGAMMARAMP *pRamp);
2492 HRESULT WINAPI IWineD3DBaseSwapChainImpl_GetGammaRamp(IWineD3DSwapChain *iface, WINED3DGAMMARAMP *pRamp);
2493
2494 struct wined3d_context *IWineD3DSwapChainImpl_CreateContextForThread(IWineD3DSwapChain *iface);
2495
2496 #define DEFAULT_REFRESH_RATE 0
2497
2498 /*****************************************************************************
2499  * Utility function prototypes
2500  */
2501
2502 /* Trace routines */
2503 const char* debug_d3dformat(WINED3DFORMAT fmt);
2504 const char* debug_d3ddevicetype(WINED3DDEVTYPE devtype);
2505 const char* debug_d3dresourcetype(WINED3DRESOURCETYPE res);
2506 const char* debug_d3dusage(DWORD usage);
2507 const char* debug_d3dusagequery(DWORD usagequery);
2508 const char* debug_d3ddeclmethod(WINED3DDECLMETHOD method);
2509 const char* debug_d3ddeclusage(BYTE usage);
2510 const char* debug_d3dprimitivetype(WINED3DPRIMITIVETYPE PrimitiveType);
2511 const char* debug_d3drenderstate(DWORD state);
2512 const char* debug_d3dsamplerstate(DWORD state);
2513 const char* debug_d3dtexturefiltertype(WINED3DTEXTUREFILTERTYPE filter_type);
2514 const char* debug_d3dtexturestate(DWORD state);
2515 const char* debug_d3dtstype(WINED3DTRANSFORMSTATETYPE tstype);
2516 const char* debug_d3dpool(WINED3DPOOL pool);
2517 const char *debug_fbostatus(GLenum status);
2518 const char *debug_glerror(GLenum error);
2519 const char *debug_d3dbasis(WINED3DBASISTYPE basis);
2520 const char *debug_d3ddegree(WINED3DDEGREETYPE order);
2521 const char* debug_d3dtop(WINED3DTEXTUREOP d3dtop);
2522 void dump_color_fixup_desc(struct color_fixup_desc fixup);
2523 const char *debug_surflocation(DWORD flag);
2524
2525 /* Routines for GL <-> D3D values */
2526 GLenum StencilOp(DWORD op);
2527 GLenum CompareFunc(DWORD func);
2528 BOOL is_invalid_op(IWineD3DDeviceImpl *This, int stage, WINED3DTEXTUREOP op, DWORD arg1, DWORD arg2, DWORD arg3);
2529 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);
2530 void   set_texture_matrix(const float *smat, DWORD flags, BOOL calculatedCoords, BOOL transformed, DWORD coordtype, BOOL ffp_can_disable_proj);
2531 void texture_activate_dimensions(DWORD stage, IWineD3DStateBlockImpl *stateblock, struct wined3d_context *context);
2532 void sampler_texdim(DWORD state, IWineD3DStateBlockImpl *stateblock, struct wined3d_context *context);
2533 void tex_alphaop(DWORD state, IWineD3DStateBlockImpl *stateblock, struct wined3d_context *context);
2534 void apply_pixelshader(DWORD state, IWineD3DStateBlockImpl *stateblock, struct wined3d_context *context);
2535 void state_fogcolor(DWORD state, IWineD3DStateBlockImpl *stateblock, struct wined3d_context *context);
2536 void state_fogdensity(DWORD state, IWineD3DStateBlockImpl *stateblock, struct wined3d_context *context);
2537 void state_fogstartend(DWORD state, IWineD3DStateBlockImpl *stateblock, struct wined3d_context *context);
2538 void state_fog_fragpart(DWORD state, IWineD3DStateBlockImpl *stateblock, struct wined3d_context *context);
2539
2540 void surface_add_dirty_rect(IWineD3DSurface *iface, const RECT *dirty_rect);
2541 GLenum surface_get_gl_buffer(IWineD3DSurface *iface, IWineD3DSwapChain *swapchain);
2542 void surface_load_ds_location(IWineD3DSurface *iface, struct wined3d_context *context, DWORD location);
2543 void surface_modify_ds_location(IWineD3DSurface *iface, DWORD location);
2544 void surface_set_compatible_renderbuffer(IWineD3DSurface *iface, unsigned int width, unsigned int height);
2545 void surface_set_texture_name(IWineD3DSurface *iface, GLuint name, BOOL srgb_name);
2546 void surface_set_texture_target(IWineD3DSurface *iface, GLenum target);
2547
2548 BOOL getColorBits(const struct GlPixelFormatDesc *format_desc,
2549         short *redSize, short *greenSize, short *blueSize, short *alphaSize, short *totalSize);
2550 BOOL getDepthStencilBits(const struct GlPixelFormatDesc *format_desc, short *depthSize, short *stencilSize);
2551
2552 /* Math utils */
2553 void multiply_matrix(WINED3DMATRIX *dest, const WINED3DMATRIX *src1, const WINED3DMATRIX *src2);
2554 UINT wined3d_log2i(UINT32 x);
2555 unsigned int count_bits(unsigned int mask);
2556
2557 typedef struct local_constant {
2558     struct list entry;
2559     unsigned int idx;
2560     DWORD value[4];
2561 } local_constant;
2562
2563 typedef struct SHADER_LIMITS {
2564     unsigned int temporary;
2565     unsigned int texcoord;
2566     unsigned int sampler;
2567     unsigned int constant_int;
2568     unsigned int constant_float;
2569     unsigned int constant_bool;
2570     unsigned int address;
2571     unsigned int packed_output;
2572     unsigned int packed_input;
2573     unsigned int attributes;
2574     unsigned int label;
2575 } SHADER_LIMITS;
2576
2577 /* Keeps track of details for TEX_M#x# shader opcodes which need to
2578  * maintain state information between multiple codes */
2579 typedef struct SHADER_PARSE_STATE {
2580     unsigned int current_row;
2581     DWORD texcoord_w[2];
2582 } SHADER_PARSE_STATE;
2583
2584 #ifdef __GNUC__
2585 #define PRINTF_ATTR(fmt,args) __attribute__((format (printf,fmt,args)))
2586 #else
2587 #define PRINTF_ATTR(fmt,args)
2588 #endif
2589
2590 /* Base Shader utility functions. */
2591 int shader_addline(struct wined3d_shader_buffer *buffer, const char *fmt, ...) PRINTF_ATTR(2,3);
2592 int shader_vaddline(struct wined3d_shader_buffer *buffer, const char *fmt, va_list args);
2593
2594 /* Vertex shader utility functions */
2595 extern BOOL vshader_get_input(
2596     IWineD3DVertexShader* iface,
2597     BYTE usage_req, BYTE usage_idx_req,
2598     unsigned int* regnum);
2599
2600 extern HRESULT allocate_shader_constants(IWineD3DStateBlockImpl* object);
2601
2602 /*****************************************************************************
2603  * IDirect3DBaseShader implementation structure
2604  */
2605 typedef struct IWineD3DBaseShaderClass
2606 {
2607     LONG                            ref;
2608     SHADER_LIMITS                   limits;
2609     SHADER_PARSE_STATE              parse_state;
2610     DWORD                          *function;
2611     UINT                            functionLength;
2612     UINT                            cur_loop_depth, cur_loop_regno;
2613     BOOL                            load_local_constsF;
2614     const struct wined3d_shader_frontend *frontend;
2615     void *frontend_data;
2616
2617     /* Programs this shader is linked with */
2618     struct list linked_programs;
2619
2620     /* Immediate constants (override global ones) */
2621     struct list constantsB;
2622     struct list constantsF;
2623     struct list constantsI;
2624     shader_reg_maps reg_maps;
2625
2626     /* Pointer to the parent device */
2627     IWineD3DDevice *device;
2628     struct list     shader_list_entry;
2629
2630 } IWineD3DBaseShaderClass;
2631
2632 typedef struct IWineD3DBaseShaderImpl {
2633     /* IUnknown */
2634     const IWineD3DBaseShaderVtbl    *lpVtbl;
2635
2636     /* IWineD3DBaseShader */
2637     IWineD3DBaseShaderClass         baseShader;
2638 } IWineD3DBaseShaderImpl;
2639
2640 void shader_buffer_clear(struct wined3d_shader_buffer *buffer);
2641 BOOL shader_buffer_init(struct wined3d_shader_buffer *buffer);
2642 void shader_buffer_free(struct wined3d_shader_buffer *buffer);
2643 void shader_cleanup(IWineD3DBaseShader *iface);
2644 void shader_dump_src_param(const struct wined3d_shader_src_param *param,
2645         const struct wined3d_shader_version *shader_version);
2646 void shader_dump_dst_param(const struct wined3d_shader_dst_param *param,
2647         const struct wined3d_shader_version *shader_version);
2648 unsigned int shader_find_free_input_register(const struct shader_reg_maps *reg_maps, unsigned int max);
2649 void shader_generate_main(IWineD3DBaseShader *iface, struct wined3d_shader_buffer *buffer,
2650         const shader_reg_maps *reg_maps, const DWORD *pFunction, void *backend_ctx);
2651 HRESULT shader_get_registers_used(IWineD3DBaseShader *iface, const struct wined3d_shader_frontend *fe,
2652         struct shader_reg_maps *reg_maps, struct wined3d_shader_attribute *attributes,
2653         struct wined3d_shader_signature_element *input_signature,
2654         struct wined3d_shader_signature_element *output_signature, const DWORD *byte_code, DWORD constf_size);
2655 void shader_init(struct IWineD3DBaseShaderClass *shader, IWineD3DDevice *device);
2656 BOOL shader_match_semantic(const char *semantic_name, WINED3DDECLUSAGE usage);
2657 const struct wined3d_shader_frontend *shader_select_frontend(DWORD version_token);
2658 void shader_trace_init(const struct wined3d_shader_frontend *fe, void *fe_data, const DWORD *pFunction);
2659
2660 static inline BOOL shader_is_pshader_version(enum wined3d_shader_type type)
2661 {
2662     return type == WINED3D_SHADER_TYPE_PIXEL;
2663 }
2664
2665 static inline BOOL shader_is_vshader_version(enum wined3d_shader_type type)
2666 {
2667     return type == WINED3D_SHADER_TYPE_VERTEX;
2668 }
2669
2670 static inline BOOL shader_is_scalar(const struct wined3d_shader_register *reg)
2671 {
2672     switch (reg->type)
2673     {
2674         case WINED3DSPR_RASTOUT:
2675             /* oFog & oPts */
2676             if (reg->idx != 0) return TRUE;
2677             /* oPos */
2678             return FALSE;
2679
2680         case WINED3DSPR_DEPTHOUT:   /* oDepth */
2681         case WINED3DSPR_CONSTBOOL:  /* b# */
2682         case WINED3DSPR_LOOP:       /* aL */
2683         case WINED3DSPR_PREDICATE:  /* p0 */
2684             return TRUE;
2685
2686         case WINED3DSPR_MISCTYPE:
2687             switch(reg->idx)
2688             {
2689                 case 0: /* vPos */
2690                     return FALSE;
2691                 case 1: /* vFace */
2692                     return TRUE;
2693                 default:
2694                     return FALSE;
2695             }
2696
2697         case WINED3DSPR_IMMCONST:
2698             switch(reg->immconst_type)
2699             {
2700                 case WINED3D_IMMCONST_FLOAT:
2701                     return TRUE;
2702                 default:
2703                     return FALSE;
2704             }
2705
2706         default:
2707             return FALSE;
2708     }
2709 }
2710
2711 static inline BOOL shader_constant_is_local(IWineD3DBaseShaderImpl* This, DWORD reg) {
2712     local_constant* lconst;
2713
2714     if(This->baseShader.load_local_constsF) return FALSE;
2715     LIST_FOR_EACH_ENTRY(lconst, &This->baseShader.constantsF, local_constant, entry) {
2716         if(lconst->idx == reg) return TRUE;
2717     }
2718     return FALSE;
2719
2720 }
2721
2722 /*****************************************************************************
2723  * IDirect3DVertexShader implementation structures
2724  */
2725 typedef struct IWineD3DVertexShaderImpl {
2726     /* IUnknown parts */
2727     const IWineD3DVertexShaderVtbl *lpVtbl;
2728
2729     /* IWineD3DBaseShader */
2730     IWineD3DBaseShaderClass     baseShader;
2731
2732     /* IWineD3DVertexShaderImpl */
2733     IUnknown                    *parent;
2734
2735     DWORD                       usage;
2736
2737     /* The GL shader */
2738     void                        *backend_priv;
2739
2740     /* Vertex shader input and output semantics */
2741     struct wined3d_shader_attribute attributes[MAX_ATTRIBS];
2742     struct wined3d_shader_signature_element output_signature[MAX_REG_OUTPUT];
2743
2744     UINT                       min_rel_offset, max_rel_offset;
2745     UINT                       rel_offset;
2746
2747     UINT                       recompile_count;
2748 } IWineD3DVertexShaderImpl;
2749 extern const IWineD3DVertexShaderVtbl IWineD3DVertexShader_Vtbl;
2750
2751 void find_vs_compile_args(IWineD3DVertexShaderImpl *shader, IWineD3DStateBlockImpl *stateblock, struct vs_compile_args *args);
2752
2753 /*****************************************************************************
2754  * IDirect3DPixelShader implementation structure
2755  */
2756
2757 /* Using additional shader constants (uniforms in GLSL / program environment
2758  * or local parameters in ARB) is costly:
2759  * ARB only knows float4 parameters and GLSL compiler are not really smart
2760  * when it comes to efficiently pack float2 uniforms, so no space is wasted
2761  * (in fact most compilers map a float2 to a full float4 uniform).
2762  *
2763  * For NP2 texcoord fixup we only need 2 floats (width and height) for each
2764  * 2D texture used in the shader. We therefore pack fixup info for 2 textures
2765  * into a single shader constant (uniform / program parameter).
2766  *
2767  * This structure is shared between the GLSL and the ARB backend.*/
2768 struct ps_np2fixup_info {
2769     unsigned char     idx[MAX_FRAGMENT_SAMPLERS]; /* indices to the real constant */
2770     WORD              active; /* bitfield indicating if we can apply the fixup */
2771     WORD              num_consts;
2772 };
2773
2774 typedef struct IWineD3DPixelShaderImpl {
2775     /* IUnknown parts */
2776     const IWineD3DPixelShaderVtbl *lpVtbl;
2777
2778     /* IWineD3DBaseShader */
2779     IWineD3DBaseShaderClass     baseShader;
2780
2781     /* IWineD3DPixelShaderImpl */
2782     IUnknown                   *parent;
2783
2784     /* Pixel shader input semantics */
2785     struct wined3d_shader_signature_element input_signature[MAX_REG_INPUT];
2786     DWORD                 input_reg_map[MAX_REG_INPUT];
2787     BOOL                  input_reg_used[MAX_REG_INPUT];
2788     unsigned int declared_in_count;
2789
2790     /* The GL shader */
2791     void                        *backend_priv;
2792
2793     /* Some information about the shader behavior */
2794     char                        vpos_uniform;
2795
2796     BOOL                        color0_mov;
2797     DWORD                       color0_reg;
2798
2799 } IWineD3DPixelShaderImpl;
2800
2801 extern const IWineD3DPixelShaderVtbl IWineD3DPixelShader_Vtbl;
2802 void pixelshader_update_samplers(struct shader_reg_maps *reg_maps, IWineD3DBaseTexture * const *textures);
2803 void find_ps_compile_args(IWineD3DPixelShaderImpl *shader, IWineD3DStateBlockImpl *stateblock, struct ps_compile_args *args);
2804
2805 /* sRGB correction constants */
2806 static const float srgb_cmp = 0.0031308f;
2807 static const float srgb_mul_low = 12.92f;
2808 static const float srgb_pow = 0.41666f;
2809 static const float srgb_mul_high = 1.055f;
2810 static const float srgb_sub_high = 0.055f;
2811
2812 /*****************************************************************************
2813  * IWineD3DPalette implementation structure
2814  */
2815 struct IWineD3DPaletteImpl {
2816     /* IUnknown parts */
2817     const IWineD3DPaletteVtbl  *lpVtbl;
2818     LONG                       ref;
2819
2820     IUnknown                   *parent;
2821     IWineD3DDeviceImpl         *wineD3DDevice;
2822
2823     /* IWineD3DPalette */
2824     HPALETTE                   hpal;
2825     WORD                       palVersion;     /*|               */
2826     WORD                       palNumEntries;  /*|  LOGPALETTE   */
2827     PALETTEENTRY               palents[256];   /*|               */
2828     /* This is to store the palette in 'screen format' */
2829     int                        screen_palents[256];
2830     DWORD                      Flags;
2831 };
2832
2833 extern const IWineD3DPaletteVtbl IWineD3DPalette_Vtbl;
2834 DWORD IWineD3DPaletteImpl_Size(DWORD dwFlags);
2835
2836 /* DirectDraw utility functions */
2837 extern WINED3DFORMAT pixelformat_for_depth(DWORD depth);
2838
2839 /*****************************************************************************
2840  * Pixel format management
2841  */
2842
2843 /* WineD3D pixel format flags */
2844 #define WINED3DFMT_FLAG_POSTPIXELSHADER_BLENDING 0x1
2845 #define WINED3DFMT_FLAG_FILTERING                0x2
2846 #define WINED3DFMT_FLAG_DEPTH                    0x4
2847 #define WINED3DFMT_FLAG_STENCIL                  0x8
2848 #define WINED3DFMT_FLAG_RENDERTARGET             0x10
2849 #define WINED3DFMT_FLAG_FOURCC                   0x20
2850 #define WINED3DFMT_FLAG_FBO_ATTACHABLE           0x40
2851 #define WINED3DFMT_FLAG_COMPRESSED               0x80
2852 #define WINED3DFMT_FLAG_GETDC                    0x100
2853
2854 struct GlPixelFormatDesc
2855 {
2856     WINED3DFORMAT format;
2857     DWORD red_mask;
2858     DWORD green_mask;
2859     DWORD blue_mask;
2860     DWORD alpha_mask;
2861     UINT byte_count;
2862     WORD depth_size;
2863     WORD stencil_size;
2864
2865     UINT block_width;
2866     UINT block_height;
2867     UINT block_byte_count;
2868
2869     enum wined3d_ffp_emit_idx emit_idx;
2870     GLint component_count;
2871     GLenum gl_vtx_type;
2872     GLint gl_vtx_format;
2873     GLboolean gl_normalized;
2874     unsigned int component_size;
2875
2876     GLint glInternal;
2877     GLint glGammaInternal;
2878     GLint rtInternal;
2879     GLint glFormat;
2880     GLint glType;
2881     unsigned int Flags;
2882     float heightscale;
2883     struct color_fixup_desc color_fixup;
2884 };
2885
2886 const struct GlPixelFormatDesc *getFormatDescEntry(WINED3DFORMAT fmt, const struct wined3d_gl_info *gl_info);
2887
2888 static inline BOOL use_vs(IWineD3DStateBlockImpl *stateblock)
2889 {
2890     /* Check stateblock->vertexDecl to allow this to be used from
2891      * IWineD3DDeviceImpl_FindTexUnitMap(). This is safe because
2892      * stateblock->vertexShader implies a vertex declaration instead of ddraw
2893      * style strided data. */
2894     return (stateblock->vertexShader
2895             && !((IWineD3DVertexDeclarationImpl *)stateblock->vertexDecl)->position_transformed
2896             && stateblock->wineD3DDevice->vs_selected_mode != SHADER_NONE);
2897 }
2898
2899 static inline BOOL use_ps(IWineD3DStateBlockImpl *stateblock)
2900 {
2901     return (stateblock->pixelShader
2902             && stateblock->wineD3DDevice->ps_selected_mode != SHADER_NONE);
2903 }
2904
2905 void stretch_rect_fbo(IWineD3DDevice *iface, IWineD3DSurface *src_surface, WINED3DRECT *src_rect,
2906         IWineD3DSurface *dst_surface, WINED3DRECT *dst_rect, const WINED3DTEXTUREFILTERTYPE filter, BOOL flip);
2907
2908 /* The WNDCLASS-Name for the fake window which we use to retrieve the GL capabilities */
2909 #define WINED3D_OPENGL_WINDOW_CLASS_NAME "WineD3D_OpenGL"
2910
2911 #endif