wined3d: Convert transform to a bitmap in struct SAVEDSTATES.
[wine] / dlls / wined3d / wined3d_private.h
1 /*
2  * Direct3D wine internal private include file
3  *
4  * Copyright 2002-2003 The wine-d3d team
5  * Copyright 2002-2003 Raphael Junqueira
6  * Copyright 2004 Jason Edmeades
7  * Copyright 2005 Oliver Stieber
8  *
9  * This library is free software; you can redistribute it and/or
10  * modify it under the terms of the GNU Lesser General Public
11  * License as published by the Free Software Foundation; either
12  * version 2.1 of the License, or (at your option) any later version.
13  *
14  * This library is distributed in the hope that it will be useful,
15  * but WITHOUT ANY WARRANTY; without even the implied warranty of
16  * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE.  See the GNU
17  * Lesser General Public License for more details.
18  *
19  * You should have received a copy of the GNU Lesser General Public
20  * License along with this library; if not, write to the Free Software
21  * Foundation, Inc., 51 Franklin St, Fifth Floor, Boston, MA 02110-1301, USA
22  */
23
24 #ifndef __WINE_WINED3D_PRIVATE_H
25 #define __WINE_WINED3D_PRIVATE_H
26
27 #include <stdarg.h>
28 #include <math.h>
29 #define NONAMELESSUNION
30 #define NONAMELESSSTRUCT
31 #define COBJMACROS
32 #include "windef.h"
33 #include "winbase.h"
34 #include "winreg.h"
35 #include "wingdi.h"
36 #include "winuser.h"
37 #include "wine/debug.h"
38 #include "wine/unicode.h"
39
40 #include "objbase.h"
41 #include "wined3d_private_types.h"
42 #include "wine/wined3d.h"
43 #include "wined3d_gl.h"
44 #include "wine/list.h"
45
46 /* Texture format fixups */
47
48 enum fixup_channel_source
49 {
50     CHANNEL_SOURCE_ZERO = 0,
51     CHANNEL_SOURCE_ONE = 1,
52     CHANNEL_SOURCE_X = 2,
53     CHANNEL_SOURCE_Y = 3,
54     CHANNEL_SOURCE_Z = 4,
55     CHANNEL_SOURCE_W = 5,
56     CHANNEL_SOURCE_YUV0 = 6,
57     CHANNEL_SOURCE_YUV1 = 7,
58 };
59
60 enum yuv_fixup
61 {
62     YUV_FIXUP_YUY2 = 0,
63     YUV_FIXUP_UYVY = 1,
64     YUV_FIXUP_YV12 = 2,
65 };
66
67 #include <pshpack2.h>
68 struct color_fixup_desc
69 {
70     unsigned x_sign_fixup : 1;
71     unsigned x_source : 3;
72     unsigned y_sign_fixup : 1;
73     unsigned y_source : 3;
74     unsigned z_sign_fixup : 1;
75     unsigned z_source : 3;
76     unsigned w_sign_fixup : 1;
77     unsigned w_source : 3;
78 };
79 #include <poppack.h>
80
81 static const struct color_fixup_desc COLOR_FIXUP_IDENTITY =
82         {0, CHANNEL_SOURCE_X, 0, CHANNEL_SOURCE_Y, 0, CHANNEL_SOURCE_Z, 0, CHANNEL_SOURCE_W};
83
84 static inline struct color_fixup_desc create_color_fixup_desc(
85         int sign0, enum fixup_channel_source src0, int sign1, enum fixup_channel_source src1,
86         int sign2, enum fixup_channel_source src2, int sign3, enum fixup_channel_source src3)
87 {
88     struct color_fixup_desc fixup =
89     {
90         sign0, src0,
91         sign1, src1,
92         sign2, src2,
93         sign3, src3,
94     };
95     return fixup;
96 }
97
98 static inline struct color_fixup_desc create_yuv_fixup_desc(enum yuv_fixup yuv_fixup)
99 {
100     struct color_fixup_desc fixup =
101     {
102         0, yuv_fixup & (1 << 0) ? CHANNEL_SOURCE_YUV1 : CHANNEL_SOURCE_YUV0,
103         0, yuv_fixup & (1 << 1) ? CHANNEL_SOURCE_YUV1 : CHANNEL_SOURCE_YUV0,
104         0, yuv_fixup & (1 << 2) ? CHANNEL_SOURCE_YUV1 : CHANNEL_SOURCE_YUV0,
105         0, yuv_fixup & (1 << 3) ? CHANNEL_SOURCE_YUV1 : CHANNEL_SOURCE_YUV0,
106     };
107     return fixup;
108 }
109
110 static inline BOOL is_identity_fixup(struct color_fixup_desc fixup)
111 {
112     return !memcmp(&fixup, &COLOR_FIXUP_IDENTITY, sizeof(fixup));
113 }
114
115 static inline BOOL is_yuv_fixup(struct color_fixup_desc fixup)
116 {
117     return fixup.x_source == CHANNEL_SOURCE_YUV0 || fixup.x_source == CHANNEL_SOURCE_YUV1;
118 }
119
120 static inline enum yuv_fixup get_yuv_fixup(struct color_fixup_desc fixup)
121 {
122     enum yuv_fixup yuv_fixup = 0;
123     if (fixup.x_source == CHANNEL_SOURCE_YUV1) yuv_fixup |= (1 << 0);
124     if (fixup.y_source == CHANNEL_SOURCE_YUV1) yuv_fixup |= (1 << 1);
125     if (fixup.z_source == CHANNEL_SOURCE_YUV1) yuv_fixup |= (1 << 2);
126     if (fixup.w_source == CHANNEL_SOURCE_YUV1) yuv_fixup |= (1 << 3);
127     return yuv_fixup;
128 }
129
130 /* Hash table functions */
131 typedef unsigned int (hash_function_t)(const void *key);
132 typedef BOOL (compare_function_t)(const void *keya, const void *keyb);
133
134 struct hash_table_entry_t {
135     void *key;
136     void *value;
137     unsigned int hash;
138     struct list entry;
139 };
140
141 struct hash_table_t {
142     hash_function_t *hash_function;
143     compare_function_t *compare_function;
144     struct list *buckets;
145     unsigned int bucket_count;
146     struct hash_table_entry_t *entries;
147     unsigned int entry_count;
148     struct list free_entries;
149     unsigned int count;
150     unsigned int grow_size;
151     unsigned int shrink_size;
152 };
153
154 struct hash_table_t *hash_table_create(hash_function_t *hash_function, compare_function_t *compare_function);
155 void hash_table_destroy(struct hash_table_t *table, void (*free_value)(void *value, void *cb), void *cb);
156 void hash_table_for_each_entry(struct hash_table_t *table, void (*callback)(void *value, void *context), void *context);
157 void *hash_table_get(const struct hash_table_t *table, const void *key);
158 void hash_table_put(struct hash_table_t *table, void *key, void *value);
159 void hash_table_remove(struct hash_table_t *table, void *key);
160
161 /* Device caps */
162 #define MAX_PALETTES            65536
163 #define MAX_STREAMS             16
164 #define MAX_TEXTURES            8
165 #define MAX_FRAGMENT_SAMPLERS   16
166 #define MAX_VERTEX_SAMPLERS     4
167 #define MAX_COMBINED_SAMPLERS   (MAX_FRAGMENT_SAMPLERS + MAX_VERTEX_SAMPLERS)
168 #define MAX_ACTIVE_LIGHTS       8
169 #define MAX_CLIPPLANES          WINED3DMAXUSERCLIPPLANES
170 #define MAX_LEVELS              256
171
172 #define MAX_CONST_I 16
173 #define MAX_CONST_B 16
174
175 /* Used for CreateStateBlock */
176 #define NUM_SAVEDPIXELSTATES_R     35
177 #define NUM_SAVEDPIXELSTATES_T     18
178 #define NUM_SAVEDPIXELSTATES_S     12
179 #define NUM_SAVEDVERTEXSTATES_R    34
180 #define NUM_SAVEDVERTEXSTATES_T    2
181 #define NUM_SAVEDVERTEXSTATES_S    1
182
183 extern const DWORD SavedPixelStates_R[NUM_SAVEDPIXELSTATES_R];
184 extern const DWORD SavedPixelStates_T[NUM_SAVEDPIXELSTATES_T];
185 extern const DWORD SavedPixelStates_S[NUM_SAVEDPIXELSTATES_S];
186 extern const DWORD SavedVertexStates_R[NUM_SAVEDVERTEXSTATES_R];
187 extern const DWORD SavedVertexStates_T[NUM_SAVEDVERTEXSTATES_T];
188 extern const DWORD SavedVertexStates_S[NUM_SAVEDVERTEXSTATES_S];
189
190 typedef enum _WINELOOKUP {
191     WINELOOKUP_WARPPARAM = 0,
192     MAX_LOOKUPS          = 1
193 } WINELOOKUP;
194
195 extern const int minLookup[MAX_LOOKUPS];
196 extern const int maxLookup[MAX_LOOKUPS];
197 extern DWORD *stateLookup[MAX_LOOKUPS];
198
199 struct min_lookup
200 {
201     GLenum mip[WINED3DTEXF_LINEAR + 1];
202 };
203
204 struct min_lookup minMipLookup[WINED3DTEXF_ANISOTROPIC + 1];
205 const struct min_lookup minMipLookup_noFilter[WINED3DTEXF_ANISOTROPIC + 1];
206 GLenum magLookup[WINED3DTEXF_ANISOTROPIC + 1];
207 const GLenum magLookup_noFilter[WINED3DTEXF_ANISOTROPIC + 1];
208
209 extern const struct filter_lookup filter_lookup_nofilter;
210 extern struct filter_lookup filter_lookup;
211
212 void init_type_lookup(WineD3D_GL_Info *gl_info);
213 #define WINED3D_ATR_TYPE(type)          GLINFO_LOCATION.glTypeLookup[type].d3dType
214 #define WINED3D_ATR_SIZE(type)          GLINFO_LOCATION.glTypeLookup[type].size
215 #define WINED3D_ATR_GLTYPE(type)        GLINFO_LOCATION.glTypeLookup[type].glType
216 #define WINED3D_ATR_NORMALIZED(type)    GLINFO_LOCATION.glTypeLookup[type].normalized
217 #define WINED3D_ATR_TYPESIZE(type)      GLINFO_LOCATION.glTypeLookup[type].typesize
218
219 /* float_16_to_32() and float_32_to_16() (see implementation in
220  * surface_base.c) convert 16 bit floats in the FLOAT16 data type
221  * to standard C floats and vice versa. They do not depend on the encoding
222  * of the C float, so they are platform independent, but slow. On x86 and
223  * other IEEE 754 compliant platforms the conversion can be accelerated by
224  * bit shifting the exponent and mantissa. There are also some SSE-based
225  * assembly routines out there.
226  *
227  * See GL_NV_half_float for a reference of the FLOAT16 / GL_HALF format
228  */
229 static inline float float_16_to_32(const unsigned short *in) {
230     const unsigned short s = ((*in) & 0x8000);
231     const unsigned short e = ((*in) & 0x7C00) >> 10;
232     const unsigned short m = (*in) & 0x3FF;
233     const float sgn = (s ? -1.0 : 1.0);
234
235     if(e == 0) {
236         if(m == 0) return sgn * 0.0; /* +0.0 or -0.0 */
237         else return sgn * pow(2, -14.0) * ( (float) m / 1024.0);
238     } else if(e < 31) {
239         return sgn * pow(2, (float) e-15.0) * (1.0 + ((float) m / 1024.0));
240     } else {
241         if(m == 0) return sgn / 0.0; /* +INF / -INF */
242         else return 0.0 / 0.0; /* NAN */
243     }
244 }
245
246 /**
247  * Settings 
248  */
249 #define VS_NONE    0
250 #define VS_HW      1
251
252 #define PS_NONE    0
253 #define PS_HW      1
254
255 #define VBO_NONE   0
256 #define VBO_HW     1
257
258 #define NP2_NONE   0
259 #define NP2_REPACK 1
260 #define NP2_NATIVE 2
261
262 #define ORM_BACKBUFFER  0
263 #define ORM_PBUFFER     1
264 #define ORM_FBO         2
265
266 #define SHADER_ARB  1
267 #define SHADER_GLSL 2
268 #define SHADER_ATI  3
269 #define SHADER_NONE 4
270
271 #define RTL_DISABLE   -1
272 #define RTL_AUTO       0
273 #define RTL_READDRAW   1
274 #define RTL_READTEX    2
275 #define RTL_TEXDRAW    3
276 #define RTL_TEXTEX     4
277
278 #define PCI_VENDOR_NONE 0xffff /* e.g. 0x8086 for Intel and 0x10de for Nvidia */
279 #define PCI_DEVICE_NONE 0xffff /* e.g. 0x14f for a Geforce6200 */
280
281 /* NOTE: When adding fields to this structure, make sure to update the default
282  * values in wined3d_main.c as well. */
283 typedef struct wined3d_settings_s {
284 /* vertex and pixel shader modes */
285   int vs_mode;
286   int ps_mode;
287   int vbo_mode;
288 /* Ideally, we don't want the user to have to request GLSL.  If the hardware supports GLSL,
289     we should use it.  However, until it's fully implemented, we'll leave it as a registry
290     setting for developers. */
291   BOOL glslRequested;
292   int offscreen_rendering_mode;
293   int rendertargetlock_mode;
294   unsigned short pci_vendor_id;
295   unsigned short pci_device_id;
296 /* Memory tracking and object counting */
297   unsigned int emulated_textureram;
298   char *logo;
299   int allow_multisampling;
300 } wined3d_settings_t;
301
302 extern wined3d_settings_t wined3d_settings;
303
304 /* Shader backends */
305 struct SHADER_OPCODE_ARG;
306
307 #define SHADER_PGMSIZE 65535
308 typedef struct SHADER_BUFFER {
309     char* buffer;
310     unsigned int bsize;
311     unsigned int lineNo;
312     BOOL newline;
313 } SHADER_BUFFER;
314
315 enum WINED3D_SHADER_INSTRUCTION_HANDLER
316 {
317     WINED3DSIH_ABS,
318     WINED3DSIH_ADD,
319     WINED3DSIH_BEM,
320     WINED3DSIH_BREAK,
321     WINED3DSIH_BREAKC,
322     WINED3DSIH_BREAKP,
323     WINED3DSIH_CALL,
324     WINED3DSIH_CALLNZ,
325     WINED3DSIH_CMP,
326     WINED3DSIH_CND,
327     WINED3DSIH_CRS,
328     WINED3DSIH_DCL,
329     WINED3DSIH_DEF,
330     WINED3DSIH_DEFB,
331     WINED3DSIH_DEFI,
332     WINED3DSIH_DP2ADD,
333     WINED3DSIH_DP3,
334     WINED3DSIH_DP4,
335     WINED3DSIH_DST,
336     WINED3DSIH_DSX,
337     WINED3DSIH_DSY,
338     WINED3DSIH_ELSE,
339     WINED3DSIH_ENDIF,
340     WINED3DSIH_ENDLOOP,
341     WINED3DSIH_ENDREP,
342     WINED3DSIH_EXP,
343     WINED3DSIH_EXPP,
344     WINED3DSIH_FRC,
345     WINED3DSIH_IF,
346     WINED3DSIH_IFC,
347     WINED3DSIH_LABEL,
348     WINED3DSIH_LIT,
349     WINED3DSIH_LOG,
350     WINED3DSIH_LOGP,
351     WINED3DSIH_LOOP,
352     WINED3DSIH_LRP,
353     WINED3DSIH_M3x2,
354     WINED3DSIH_M3x3,
355     WINED3DSIH_M3x4,
356     WINED3DSIH_M4x3,
357     WINED3DSIH_M4x4,
358     WINED3DSIH_MAD,
359     WINED3DSIH_MAX,
360     WINED3DSIH_MIN,
361     WINED3DSIH_MOV,
362     WINED3DSIH_MOVA,
363     WINED3DSIH_MUL,
364     WINED3DSIH_NOP,
365     WINED3DSIH_NRM,
366     WINED3DSIH_PHASE,
367     WINED3DSIH_POW,
368     WINED3DSIH_RCP,
369     WINED3DSIH_REP,
370     WINED3DSIH_RET,
371     WINED3DSIH_RSQ,
372     WINED3DSIH_SETP,
373     WINED3DSIH_SGE,
374     WINED3DSIH_SGN,
375     WINED3DSIH_SINCOS,
376     WINED3DSIH_SLT,
377     WINED3DSIH_SUB,
378     WINED3DSIH_TEX,
379     WINED3DSIH_TEXBEM,
380     WINED3DSIH_TEXBEML,
381     WINED3DSIH_TEXCOORD,
382     WINED3DSIH_TEXDEPTH,
383     WINED3DSIH_TEXDP3,
384     WINED3DSIH_TEXDP3TEX,
385     WINED3DSIH_TEXKILL,
386     WINED3DSIH_TEXLDD,
387     WINED3DSIH_TEXLDL,
388     WINED3DSIH_TEXM3x2DEPTH,
389     WINED3DSIH_TEXM3x2PAD,
390     WINED3DSIH_TEXM3x2TEX,
391     WINED3DSIH_TEXM3x3,
392     WINED3DSIH_TEXM3x3DIFF,
393     WINED3DSIH_TEXM3x3PAD,
394     WINED3DSIH_TEXM3x3SPEC,
395     WINED3DSIH_TEXM3x3TEX,
396     WINED3DSIH_TEXM3x3VSPEC,
397     WINED3DSIH_TEXREG2AR,
398     WINED3DSIH_TEXREG2GB,
399     WINED3DSIH_TEXREG2RGB,
400     WINED3DSIH_TABLE_SIZE
401 };
402
403 typedef void (*SHADER_HANDLER)(const struct SHADER_OPCODE_ARG *);
404
405 struct shader_caps {
406     DWORD               VertexShaderVersion;
407     DWORD               MaxVertexShaderConst;
408
409     DWORD               PixelShaderVersion;
410     float               PixelShader1xMaxValue;
411
412     WINED3DVSHADERCAPS2_0   VS20Caps;
413     WINED3DPSHADERCAPS2_0   PS20Caps;
414
415     DWORD               MaxVShaderInstructionsExecuted;
416     DWORD               MaxPShaderInstructionsExecuted;
417     DWORD               MaxVertexShader30InstructionSlots;
418     DWORD               MaxPixelShader30InstructionSlots;
419 };
420
421 enum tex_types
422 {
423     tex_1d       = 0,
424     tex_2d       = 1,
425     tex_3d       = 2,
426     tex_cube     = 3,
427     tex_rect     = 4,
428     tex_type_count = 5,
429 };
430
431 enum vertexprocessing_mode {
432     fixedfunction,
433     vertexshader,
434     pretransformed
435 };
436
437 struct stb_const_desc {
438     char                    texunit;
439     UINT                    const_num;
440 };
441
442 enum fogmode {
443     FOG_OFF,
444     FOG_LINEAR,
445     FOG_EXP,
446     FOG_EXP2
447 };
448
449 /* Stateblock dependent parameters which have to be hardcoded
450  * into the shader code
451  */
452 struct ps_compile_args {
453     struct color_fixup_desc     color_fixup[MAX_FRAGMENT_SAMPLERS];
454     BOOL                        srgb_correction;
455     enum vertexprocessing_mode  vp_mode;
456     enum fogmode                fog;
457     /* Projected textures(ps 1.0-1.3) */
458     /* Texture types(2D, Cube, 3D) in ps 1.x */
459 };
460
461 typedef struct {
462     const SHADER_HANDLER *shader_instruction_handler_table;
463     void (*shader_select)(IWineD3DDevice *iface, BOOL usePS, BOOL useVS);
464     void (*shader_select_depth_blt)(IWineD3DDevice *iface, enum tex_types tex_type);
465     void (*shader_deselect_depth_blt)(IWineD3DDevice *iface);
466     void (*shader_update_float_vertex_constants)(IWineD3DDevice *iface, UINT start, UINT count);
467     void (*shader_update_float_pixel_constants)(IWineD3DDevice *iface, UINT start, UINT count);
468     void (*shader_load_constants)(IWineD3DDevice *iface, char usePS, char useVS);
469     void (*shader_color_correction)(const struct SHADER_OPCODE_ARG *arg, struct color_fixup_desc fixup);
470     void (*shader_destroy)(IWineD3DBaseShader *iface);
471     HRESULT (*shader_alloc_private)(IWineD3DDevice *iface);
472     void (*shader_free_private)(IWineD3DDevice *iface);
473     BOOL (*shader_dirtifyable_constants)(IWineD3DDevice *iface);
474     GLuint (*shader_generate_pshader)(IWineD3DPixelShader *iface, SHADER_BUFFER *buffer, const struct ps_compile_args *args);
475     void (*shader_generate_vshader)(IWineD3DVertexShader *iface, SHADER_BUFFER *buffer);
476     void (*shader_get_caps)(WINED3DDEVTYPE devtype, const WineD3D_GL_Info *gl_info, struct shader_caps *caps);
477     BOOL (*shader_color_fixup_supported)(struct color_fixup_desc fixup);
478 } shader_backend_t;
479
480 extern const shader_backend_t glsl_shader_backend;
481 extern const shader_backend_t arb_program_shader_backend;
482 extern const shader_backend_t none_shader_backend;
483
484 /* X11 locking */
485
486 extern void (* CDECL wine_tsx11_lock_ptr)(void);
487 extern void (* CDECL wine_tsx11_unlock_ptr)(void);
488
489 /* As GLX relies on X, this is needed */
490 extern int num_lock;
491
492 #if 0
493 #define ENTER_GL() ++num_lock; if (num_lock > 1) FIXME("Recursive use of GL lock to: %d\n", num_lock); wine_tsx11_lock_ptr()
494 #define LEAVE_GL() if (num_lock != 1) FIXME("Recursive use of GL lock: %d\n", num_lock); --num_lock; wine_tsx11_unlock_ptr()
495 #else
496 #define ENTER_GL() wine_tsx11_lock_ptr()
497 #define LEAVE_GL() wine_tsx11_unlock_ptr()
498 #endif
499
500 /*****************************************************************************
501  * Defines
502  */
503
504 /* GL related defines */
505 /* ------------------ */
506 #define GL_SUPPORT(ExtName)           (GLINFO_LOCATION.supported[ExtName] != 0)
507 #define GL_LIMITS(ExtName)            (GLINFO_LOCATION.max_##ExtName)
508 #define GL_EXTCALL(FuncName)          (GLINFO_LOCATION.FuncName)
509 #define GL_VEND(_VendName)            (GLINFO_LOCATION.gl_vendor == VENDOR_##_VendName ? TRUE : FALSE)
510
511 #define D3DCOLOR_B_R(dw) (((dw) >> 16) & 0xFF)
512 #define D3DCOLOR_B_G(dw) (((dw) >>  8) & 0xFF)
513 #define D3DCOLOR_B_B(dw) (((dw) >>  0) & 0xFF)
514 #define D3DCOLOR_B_A(dw) (((dw) >> 24) & 0xFF)
515
516 #define D3DCOLOR_R(dw) (((float) (((dw) >> 16) & 0xFF)) / 255.0f)
517 #define D3DCOLOR_G(dw) (((float) (((dw) >>  8) & 0xFF)) / 255.0f)
518 #define D3DCOLOR_B(dw) (((float) (((dw) >>  0) & 0xFF)) / 255.0f)
519 #define D3DCOLOR_A(dw) (((float) (((dw) >> 24) & 0xFF)) / 255.0f)
520
521 #define D3DCOLORTOGLFLOAT4(dw, vec) do { \
522   (vec)[0] = D3DCOLOR_R(dw); \
523   (vec)[1] = D3DCOLOR_G(dw); \
524   (vec)[2] = D3DCOLOR_B(dw); \
525   (vec)[3] = D3DCOLOR_A(dw); \
526 } while(0)
527
528 /* DirectX Device Limits */
529 /* --------------------- */
530 #define MAX_LEVELS  256  /* Maximum number of mipmap levels. Guessed at 256 */
531
532 #define MAX_STREAMS  16  /* Maximum possible streams - used for fixed size arrays
533                             See MaxStreams in MSDN under GetDeviceCaps */
534 #define HIGHEST_TRANSFORMSTATE WINED3DTS_WORLDMATRIX(255) /* Highest value in WINED3DTRANSFORMSTATETYPE */
535
536 /* Checking of API calls */
537 /* --------------------- */
538 #ifndef WINE_NO_DEBUG_MSGS
539 #define checkGLcall(A)                                          \
540 do {                                                            \
541     GLint err = glGetError();                                   \
542     if (err == GL_NO_ERROR) {                                   \
543        TRACE("%s call ok %s / %d\n", A, __FILE__, __LINE__);    \
544                                                                 \
545     } else do {                                                 \
546         FIXME(">>>>>>>>>>>>>>>>> %s (%#x) from %s @ %s / %d\n", \
547             debug_glerror(err), err, A, __FILE__, __LINE__);    \
548        err = glGetError();                                      \
549     } while (err != GL_NO_ERROR);                               \
550 } while(0)
551 #else
552 #define checkGLcall(A) do {} while(0)
553 #endif
554
555 /* Trace routines / diagnostics */
556 /* ---------------------------- */
557
558 /* Dump out a matrix and copy it */
559 #define conv_mat(mat,gl_mat)                                                                \
560 do {                                                                                        \
561     TRACE("%f %f %f %f\n", (mat)->u.s._11, (mat)->u.s._12, (mat)->u.s._13, (mat)->u.s._14); \
562     TRACE("%f %f %f %f\n", (mat)->u.s._21, (mat)->u.s._22, (mat)->u.s._23, (mat)->u.s._24); \
563     TRACE("%f %f %f %f\n", (mat)->u.s._31, (mat)->u.s._32, (mat)->u.s._33, (mat)->u.s._34); \
564     TRACE("%f %f %f %f\n", (mat)->u.s._41, (mat)->u.s._42, (mat)->u.s._43, (mat)->u.s._44); \
565     memcpy(gl_mat, (mat), 16 * sizeof(float));                                              \
566 } while (0)
567
568 /* Macro to dump out the current state of the light chain */
569 #define DUMP_LIGHT_CHAIN()                    \
570 do {                                          \
571   PLIGHTINFOEL *el = This->stateBlock->lights;\
572   while (el) {                                \
573     TRACE("Light %p (glIndex %ld, d3dIndex %ld, enabled %d)\n", el, el->glIndex, el->OriginalIndex, el->lightEnabled);\
574     el = el->next;                            \
575   }                                           \
576 } while(0)
577
578 /* Trace vector and strided data information */
579 #define TRACE_VECTOR(name) TRACE( #name "=(%f, %f, %f, %f)\n", name.x, name.y, name.z, name.w);
580 #define TRACE_STRIDED(sd,name) TRACE( #name "=(data:%p, stride:%d, type:%d, vbo %d, stream %u)\n", \
581         sd->u.s.name.lpData, sd->u.s.name.dwStride, sd->u.s.name.dwType, sd->u.s.name.VBO, sd->u.s.name.streamNo);
582
583 /* Defines used for optimizations */
584
585 /*    Only reapply what is necessary */
586 #define REAPPLY_ALPHAOP  0x0001
587 #define REAPPLY_ALL      0xFFFF
588
589 /* Advance declaration of structures to satisfy compiler */
590 typedef struct IWineD3DStateBlockImpl IWineD3DStateBlockImpl;
591 typedef struct IWineD3DSurfaceImpl    IWineD3DSurfaceImpl;
592 typedef struct IWineD3DPaletteImpl    IWineD3DPaletteImpl;
593 typedef struct IWineD3DDeviceImpl     IWineD3DDeviceImpl;
594
595 /* Global variables */
596 extern const float identity[16];
597
598 /*****************************************************************************
599  * Compilable extra diagnostics
600  */
601
602 /* Trace information per-vertex: (extremely high amount of trace) */
603 #if 0 /* NOTE: Must be 0 in cvs */
604 # define VTRACE(A) TRACE A
605 #else 
606 # define VTRACE(A) 
607 #endif
608
609 /* TODO: Confirm each of these works when wined3d move completed */
610 #if 0 /* NOTE: Must be 0 in cvs */
611   /* To avoid having to get gigabytes of trace, the following can be compiled in, and at the start
612      of each frame, a check is made for the existence of C:\D3DTRACE, and if it exists d3d trace
613      is enabled, and if it doesn't exist it is disabled. */
614 # define FRAME_DEBUGGING
615   /*  Adding in the SINGLE_FRAME_DEBUGGING gives a trace of just what makes up a single frame, before
616       the file is deleted                                                                            */
617 # if 1 /* NOTE: Must be 1 in cvs, as this is mostly more useful than a trace from program start */
618 #  define SINGLE_FRAME_DEBUGGING
619 # endif  
620   /* The following, when enabled, lets you see the makeup of the frame, by drawprimitive calls.
621      It can only be enabled when FRAME_DEBUGGING is also enabled                               
622      The contents of the back buffer are written into /tmp/backbuffer_* after each primitive 
623      array is drawn.                                                                            */
624 # if 0 /* NOTE: Must be 0 in cvs, as this give a lot of ppm files when compiled in */                                                                                       
625 #  define SHOW_FRAME_MAKEUP 1
626 # endif  
627   /* The following, when enabled, lets you see the makeup of the all the textures used during each
628      of the drawprimitive calls. It can only be enabled when SHOW_FRAME_MAKEUP is also enabled.
629      The contents of the textures assigned to each stage are written into 
630      /tmp/texture_*_<Stage>.ppm after each primitive array is drawn.                            */
631 # if 0 /* NOTE: Must be 0 in cvs, as this give a lot of ppm files when compiled in */
632 #  define SHOW_TEXTURE_MAKEUP 0
633 # endif  
634 extern BOOL isOn;
635 extern BOOL isDumpingFrames;
636 extern LONG primCounter;
637 #endif
638
639 /*****************************************************************************
640  * Prototypes
641  */
642
643 /* Routine common to the draw primitive and draw indexed primitive routines */
644 void drawPrimitive(IWineD3DDevice *iface,
645                     int PrimitiveType,
646                     long NumPrimitives,
647                     /* for Indexed: */
648                     long  StartVertexIndex,
649                     UINT  numberOfVertices,
650                     long  StartIdx,
651                     short idxBytes,
652                     const void *idxData,
653                     int   minIndex);
654
655 void primitiveDeclarationConvertToStridedData(
656      IWineD3DDevice *iface,
657      BOOL useVertexShaderFunction,
658      WineDirect3DVertexStridedData *strided,
659      BOOL *fixup);
660
661 DWORD get_flexible_vertex_size(DWORD d3dvtVertexType);
662
663 typedef void (WINE_GLAPI *glAttribFunc)(const void *data);
664 typedef void (WINE_GLAPI *glMultiTexCoordFunc)(GLenum unit, const void *data);
665 extern glAttribFunc position_funcs[WINED3DDECLTYPE_UNUSED];
666 extern glAttribFunc diffuse_funcs[WINED3DDECLTYPE_UNUSED];
667 extern glAttribFunc specular_funcs[WINED3DDECLTYPE_UNUSED];
668 extern glAttribFunc normal_funcs[WINED3DDECLTYPE_UNUSED];
669 extern glMultiTexCoordFunc multi_texcoord_funcs[WINED3DDECLTYPE_UNUSED];
670
671 #define eps 1e-8
672
673 #define GET_TEXCOORD_SIZE_FROM_FVF(d3dvtVertexType, tex_num) \
674     (((((d3dvtVertexType) >> (16 + (2 * (tex_num)))) + 1) & 0x03) + 1)
675
676 /* Routines and structures related to state management */
677 typedef struct WineD3DContext WineD3DContext;
678 typedef void (*APPLYSTATEFUNC)(DWORD state, IWineD3DStateBlockImpl *stateblock, WineD3DContext *ctx);
679
680 #define STATE_RENDER(a) (a)
681 #define STATE_IS_RENDER(a) ((a) >= STATE_RENDER(1) && (a) <= STATE_RENDER(WINEHIGHEST_RENDER_STATE))
682
683 #define STATE_TEXTURESTAGE(stage, num) (STATE_RENDER(WINEHIGHEST_RENDER_STATE) + (stage) * WINED3D_HIGHEST_TEXTURE_STATE + (num))
684 #define STATE_IS_TEXTURESTAGE(a) ((a) >= STATE_TEXTURESTAGE(0, 1) && (a) <= STATE_TEXTURESTAGE(MAX_TEXTURES - 1, WINED3D_HIGHEST_TEXTURE_STATE))
685
686 /* + 1 because samplers start with 0 */
687 #define STATE_SAMPLER(num) (STATE_TEXTURESTAGE(MAX_TEXTURES - 1, WINED3D_HIGHEST_TEXTURE_STATE) + 1 + (num))
688 #define STATE_IS_SAMPLER(num) ((num) >= STATE_SAMPLER(0) && (num) <= STATE_SAMPLER(MAX_COMBINED_SAMPLERS - 1))
689
690 #define STATE_PIXELSHADER (STATE_SAMPLER(MAX_COMBINED_SAMPLERS - 1) + 1)
691 #define STATE_IS_PIXELSHADER(a) ((a) == STATE_PIXELSHADER)
692
693 #define STATE_TRANSFORM(a) (STATE_PIXELSHADER + (a))
694 #define STATE_IS_TRANSFORM(a) ((a) >= STATE_TRANSFORM(1) && (a) <= STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(255)))
695
696 #define STATE_STREAMSRC (STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(255)) + 1)
697 #define STATE_IS_STREAMSRC(a) ((a) == STATE_STREAMSRC)
698 #define STATE_INDEXBUFFER (STATE_STREAMSRC + 1)
699 #define STATE_IS_INDEXBUFFER(a) ((a) == STATE_INDEXBUFFER)
700
701 #define STATE_VDECL (STATE_INDEXBUFFER + 1)
702 #define STATE_IS_VDECL(a) ((a) == STATE_VDECL)
703
704 #define STATE_VSHADER (STATE_VDECL + 1)
705 #define STATE_IS_VSHADER(a) ((a) == STATE_VSHADER)
706
707 #define STATE_VIEWPORT (STATE_VSHADER + 1)
708 #define STATE_IS_VIEWPORT(a) ((a) == STATE_VIEWPORT)
709
710 #define STATE_VERTEXSHADERCONSTANT (STATE_VIEWPORT + 1)
711 #define STATE_PIXELSHADERCONSTANT (STATE_VERTEXSHADERCONSTANT + 1)
712 #define STATE_IS_VERTEXSHADERCONSTANT(a) ((a) == STATE_VERTEXSHADERCONSTANT)
713 #define STATE_IS_PIXELSHADERCONSTANT(a) ((a) == STATE_PIXELSHADERCONSTANT)
714
715 #define STATE_ACTIVELIGHT(a) (STATE_PIXELSHADERCONSTANT + (a) + 1)
716 #define STATE_IS_ACTIVELIGHT(a) ((a) >= STATE_ACTIVELIGHT(0) && (a) < STATE_ACTIVELIGHT(MAX_ACTIVE_LIGHTS))
717
718 #define STATE_SCISSORRECT (STATE_ACTIVELIGHT(MAX_ACTIVE_LIGHTS - 1) + 1)
719 #define STATE_IS_SCISSORRECT(a) ((a) == STATE_SCISSORRECT)
720
721 #define STATE_CLIPPLANE(a) (STATE_SCISSORRECT + 1 + (a))
722 #define STATE_IS_CLIPPLANE(a) ((a) >= STATE_CLIPPLANE(0) && (a) <= STATE_CLIPPLANE(MAX_CLIPPLANES - 1))
723
724 #define STATE_MATERIAL (STATE_CLIPPLANE(MAX_CLIPPLANES))
725
726 #define STATE_FRONTFACE (STATE_MATERIAL + 1)
727
728 #define STATE_HIGHEST (STATE_FRONTFACE)
729
730 struct StateEntry
731 {
732     DWORD               representative;
733     APPLYSTATEFUNC      apply;
734 };
735
736 struct StateEntryTemplate
737 {
738     DWORD               state;
739     struct StateEntry   content;
740     GL_SupportedExt     extension;
741 };
742
743 struct fragment_caps {
744     DWORD               PrimitiveMiscCaps;
745
746     DWORD               TextureOpCaps;
747     DWORD               MaxTextureBlendStages;
748     DWORD               MaxSimultaneousTextures;
749 };
750
751 struct fragment_pipeline {
752     void (*enable_extension)(IWineD3DDevice *iface, BOOL enable);
753     void (*get_caps)(WINED3DDEVTYPE devtype, const WineD3D_GL_Info *gl_info, struct fragment_caps *caps);
754     HRESULT (*alloc_private)(IWineD3DDevice *iface);
755     void (*free_private)(IWineD3DDevice *iface);
756     BOOL (*color_fixup_supported)(struct color_fixup_desc fixup);
757     const struct StateEntryTemplate *states;
758     BOOL ffp_proj_control;
759 };
760
761 extern const struct StateEntryTemplate misc_state_template[];
762 extern const struct StateEntryTemplate ffp_vertexstate_template[];
763 extern const struct fragment_pipeline ffp_fragment_pipeline;
764 extern const struct fragment_pipeline atifs_fragment_pipeline;
765 extern const struct fragment_pipeline arbfp_fragment_pipeline;
766 extern const struct fragment_pipeline nvts_fragment_pipeline;
767 extern const struct fragment_pipeline nvrc_fragment_pipeline;
768
769 /* "Base" state table */
770 void compile_state_table(struct StateEntry *StateTable, APPLYSTATEFUNC **dev_multistate_funcs,
771         const WineD3D_GL_Info *gl_info, const struct StateEntryTemplate *vertex,
772         const struct fragment_pipeline *fragment, const struct StateEntryTemplate *misc);
773
774 /* Shaders for color conversions in blits */
775 struct blit_shader {
776     HRESULT (*alloc_private)(IWineD3DDevice *iface);
777     void (*free_private)(IWineD3DDevice *iface);
778     HRESULT (*set_shader)(IWineD3DDevice *iface, WINED3DFORMAT fmt, GLenum textype, UINT width, UINT height);
779     void (*unset_shader)(IWineD3DDevice *iface);
780     BOOL (*color_fixup_supported)(struct color_fixup_desc fixup);
781 };
782
783 extern const struct blit_shader ffp_blit;
784 extern const struct blit_shader arbfp_blit;
785
786 /* The new context manager that should deal with onscreen and offscreen rendering */
787 struct WineD3DContext {
788     /* State dirtification
789      * dirtyArray is an array that contains markers for dirty states. numDirtyEntries states are dirty, their numbers are in indices
790      * 0...numDirtyEntries - 1. isStateDirty is a redundant copy of the dirtyArray. Technically only one of them would be needed,
791      * 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
792      * only numDirtyEntries array elements have to be checked, not STATE_HIGHEST states.
793      */
794     DWORD                   dirtyArray[STATE_HIGHEST + 1]; /* Won't get bigger than that, a state is never marked dirty 2 times */
795     DWORD                   numDirtyEntries;
796     DWORD                   isStateDirty[STATE_HIGHEST/32 + 1]; /* Bitmap to find out quickly if a state is dirty */
797
798     IWineD3DSurface         *surface;
799     DWORD                   tid;    /* Thread ID which owns this context at the moment */
800
801     /* Stores some information about the context state for optimization */
802     WORD draw_buffer_dirty : 1;
803     WORD last_was_rhw : 1;              /* true iff last draw_primitive was in xyzrhw mode */
804     WORD last_was_pshader : 1;
805     WORD last_was_vshader : 1;
806     WORD last_was_foggy_shader : 1;
807     WORD namedArraysLoaded : 1;
808     WORD numberedArraysLoaded : 1;
809     WORD last_was_blit : 1;
810     WORD last_was_ckey : 1;
811     WORD fog_coord : 1;
812     WORD isPBuffer : 1;
813     WORD fog_enabled : 1;
814     WORD num_untracked_materials : 2;   /* Max value 2 */
815     WORD padding : 2;
816     BYTE texShaderBumpMap;              /* MAX_TEXTURES, 8 */
817     BYTE lastWasPow2Texture;            /* MAX_TEXTURES, 8 */
818     DWORD                   numbered_array_mask;
819     GLenum                  tracking_parm;     /* Which source is tracking current colour         */
820     GLenum                  untracked_materials[2];
821     UINT                    blit_w, blit_h;
822
823     char                    *vshader_const_dirty, *pshader_const_dirty;
824
825     /* The actual opengl context */
826     HGLRC                   glCtx;
827     HWND                    win_handle;
828     HDC                     hdc;
829     HPBUFFERARB             pbuffer;
830     GLint                   aux_buffers;
831
832     /* FBOs */
833     struct list             fbo_list;
834     struct fbo_entry        *current_fbo;
835     GLuint                  src_fbo;
836     GLuint                  dst_fbo;
837
838     /* Extension emulation */
839     GLint                   gl_fog_source;
840     GLfloat                 fog_coord_value;
841     GLfloat                 color[4], fogstart, fogend, fogcolor[4];
842 };
843
844 typedef enum ContextUsage {
845     CTXUSAGE_RESOURCELOAD       = 1,    /* Only loads textures: No State is applied */
846     CTXUSAGE_DRAWPRIM           = 2,    /* OpenGL states are set up for blitting DirectDraw surfaces */
847     CTXUSAGE_BLIT               = 3,    /* OpenGL states are set up 3D drawing */
848     CTXUSAGE_CLEAR              = 4,    /* Drawable and states are set up for clearing */
849 } ContextUsage;
850
851 void ActivateContext(IWineD3DDeviceImpl *device, IWineD3DSurface *target, ContextUsage usage);
852 WineD3DContext *getActiveContext(void);
853 WineD3DContext *CreateContext(IWineD3DDeviceImpl *This, IWineD3DSurfaceImpl *target, HWND win, BOOL create_pbuffer, const WINED3DPRESENT_PARAMETERS *pPresentParms);
854 void DestroyContext(IWineD3DDeviceImpl *This, WineD3DContext *context);
855 void context_resource_released(IWineD3DDevice *iface, IWineD3DResource *resource, WINED3DRESOURCETYPE type);
856 void context_bind_fbo(IWineD3DDevice *iface, GLenum target, GLuint *fbo);
857 void context_attach_depth_stencil_fbo(IWineD3DDeviceImpl *This, GLenum fbo_target, IWineD3DSurface *depth_stencil, BOOL use_render_buffer);
858 void context_attach_surface_fbo(IWineD3DDeviceImpl *This, GLenum fbo_target, DWORD idx, IWineD3DSurface *surface);
859
860 void delete_opengl_contexts(IWineD3DDevice *iface, IWineD3DSwapChain *swapchain);
861 HRESULT create_primary_opengl_context(IWineD3DDevice *iface, IWineD3DSwapChain *swapchain);
862
863 /* Macros for doing basic GPU detection based on opengl capabilities */
864 #define WINE_D3D6_CAPABLE(gl_info) (gl_info->supported[ARB_MULTITEXTURE])
865 #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])
866 #define WINE_D3D8_CAPABLE(gl_info) WINE_D3D7_CAPABLE(gl_info) && (gl_info->supported[ARB_MULTISAMPLE] && gl_info->supported[ARB_TEXTURE_BORDER_CLAMP])
867 #define WINE_D3D9_CAPABLE(gl_info) WINE_D3D8_CAPABLE(gl_info) && (gl_info->supported[ARB_FRAGMENT_PROGRAM] && gl_info->supported[ARB_VERTEX_SHADER])
868
869 /* Default callbacks for implicit object destruction */
870 extern ULONG WINAPI D3DCB_DefaultDestroySurface(IWineD3DSurface *pSurface);
871
872 extern ULONG WINAPI D3DCB_DefaultDestroyVolume(IWineD3DVolume *pSurface);
873
874 /*****************************************************************************
875  * Internal representation of a light
876  */
877 typedef struct PLIGHTINFOEL PLIGHTINFOEL;
878 struct PLIGHTINFOEL {
879     WINED3DLIGHT OriginalParms; /* Note D3D8LIGHT == D3D9LIGHT */
880     DWORD        OriginalIndex;
881     LONG         glIndex;
882     BOOL         changed;
883     BOOL         enabledChanged;
884     BOOL         enabled;
885
886     /* Converted parms to speed up swapping lights */
887     float                         lightPosn[4];
888     float                         lightDirn[4];
889     float                         exponent;
890     float                         cutoff;
891
892     struct list entry;
893 };
894
895 /* The default light parameters */
896 extern const WINED3DLIGHT WINED3D_default_light;
897
898 typedef struct WineD3D_PixelFormat
899 {
900     int iPixelFormat; /* WGL pixel format */
901     int iPixelType; /* WGL pixel type e.g. WGL_TYPE_RGBA_ARB, WGL_TYPE_RGBA_FLOAT_ARB or WGL_TYPE_COLORINDEX_ARB */
902     int redSize, greenSize, blueSize, alphaSize;
903     int depthSize, stencilSize;
904     BOOL windowDrawable;
905     BOOL pbufferDrawable;
906     BOOL doubleBuffer;
907     int auxBuffers;
908     int numSamples;
909 } WineD3D_PixelFormat;
910
911 /* The adapter structure */
912 struct WineD3DAdapter
913 {
914     UINT                    num;
915     BOOL                    opengl;
916     POINT                   monitorPoint;
917     WineD3D_GL_Info         gl_info;
918     const char              *driver;
919     const char              *description;
920     WCHAR                   DeviceName[CCHDEVICENAME]; /* DeviceName for use with e.g. ChangeDisplaySettings */
921     int                     nCfgs;
922     WineD3D_PixelFormat     *cfgs;
923     BOOL                    brokenStencil; /* Set on cards which only offer mixed depth+stencil */
924     unsigned int            TextureRam; /* Amount of texture memory both video ram + AGP/TurboCache/HyperMemory/.. */
925     unsigned int            UsedTextureRam;
926 };
927
928 extern BOOL InitAdapters(void);
929 extern BOOL initPixelFormats(WineD3D_GL_Info *gl_info);
930 extern long WineD3DAdapterChangeGLRam(IWineD3DDeviceImpl *D3DDevice, long glram);
931 extern void add_gl_compat_wrappers(WineD3D_GL_Info *gl_info);
932
933 /*****************************************************************************
934  * High order patch management
935  */
936 struct WineD3DRectPatch
937 {
938     UINT                            Handle;
939     float                          *mem;
940     WineDirect3DVertexStridedData   strided;
941     WINED3DRECTPATCH_INFO           RectPatchInfo;
942     float                           numSegs[4];
943     char                            has_normals, has_texcoords;
944     struct list                     entry;
945 };
946
947 HRESULT tesselate_rectpatch(IWineD3DDeviceImpl *This, struct WineD3DRectPatch *patch);
948
949 enum projection_types
950 {
951     proj_none    = 0,
952     proj_count3  = 1,
953     proj_count4  = 2
954 };
955
956 enum dst_arg
957 {
958     resultreg    = 0,
959     tempreg      = 1
960 };
961
962 /*****************************************************************************
963  * Fixed function pipeline replacements
964  */
965 #define ARG_UNUSED          0xff
966 struct texture_stage_op
967 {
968     unsigned                cop : 8;
969     unsigned                carg1 : 8;
970     unsigned                carg2 : 8;
971     unsigned                carg0 : 8;
972
973     unsigned                aop : 8;
974     unsigned                aarg1 : 8;
975     unsigned                aarg2 : 8;
976     unsigned                aarg0 : 8;
977
978     struct color_fixup_desc color_fixup;
979     unsigned                tex_type : 3;
980     unsigned                dst : 1;
981     unsigned                projected : 2;
982     unsigned                padding : 10;
983 };
984
985 struct ffp_frag_settings {
986     struct texture_stage_op     op[MAX_TEXTURES];
987     enum fogmode fog;
988     /* Use an int instead of a char to get dword alignment */
989     unsigned int sRGB_write;
990 };
991
992 struct ffp_frag_desc
993 {
994     struct ffp_frag_settings    settings;
995 };
996
997 void gen_ffp_frag_op(IWineD3DStateBlockImpl *stateblock, struct ffp_frag_settings *settings, BOOL ignore_textype);
998 const struct ffp_frag_desc *find_ffp_frag_shader(const struct hash_table_t *fragment_shaders,
999         const struct ffp_frag_settings *settings);
1000 void add_ffp_frag_shader(struct hash_table_t *shaders, struct ffp_frag_desc *desc);
1001 BOOL ffp_frag_program_key_compare(const void *keya, const void *keyb);
1002 unsigned int ffp_frag_program_key_hash(const void *key);
1003
1004 /*****************************************************************************
1005  * IWineD3D implementation structure
1006  */
1007 typedef struct IWineD3DImpl
1008 {
1009     /* IUnknown fields */
1010     const IWineD3DVtbl     *lpVtbl;
1011     LONG                    ref;     /* Note: Ref counting not required */
1012
1013     /* WineD3D Information */
1014     IUnknown               *parent;
1015     UINT                    dxVersion;
1016 } IWineD3DImpl;
1017
1018 extern const IWineD3DVtbl IWineD3D_Vtbl;
1019
1020 /* TODO: setup some flags in the registry to enable, disable pbuffer support
1021 (since it will break quite a few things until contexts are managed properly!) */
1022 extern BOOL pbuffer_support;
1023 /* allocate one pbuffer per surface */
1024 extern BOOL pbuffer_per_surface;
1025
1026 /* A helper function that dumps a resource list */
1027 void dumpResources(struct list *list);
1028
1029 /*****************************************************************************
1030  * IWineD3DDevice implementation structure
1031  */
1032 struct IWineD3DDeviceImpl
1033 {
1034     /* IUnknown fields      */
1035     const IWineD3DDeviceVtbl *lpVtbl;
1036     LONG                    ref;     /* Note: Ref counting not required */
1037
1038     /* WineD3D Information  */
1039     IUnknown               *parent;
1040     IWineD3D               *wineD3D;
1041     struct WineD3DAdapter  *adapter;
1042
1043     /* Window styles to restore when switching fullscreen mode */
1044     LONG                    style;
1045     LONG                    exStyle;
1046
1047     /* X and GL Information */
1048     GLint                   maxConcurrentLights;
1049     GLenum                  offscreenBuffer;
1050
1051     /* Selected capabilities */
1052     int vs_selected_mode;
1053     int ps_selected_mode;
1054     const shader_backend_t *shader_backend;
1055     void *shader_priv;
1056     void *fragment_priv;
1057     void *blit_priv;
1058     struct StateEntry StateTable[STATE_HIGHEST + 1];
1059     /* Array of functions for states which are handled by more than one pipeline part */
1060     APPLYSTATEFUNC *multistate_funcs[STATE_HIGHEST + 1];
1061     const struct fragment_pipeline *frag_pipe;
1062     const struct blit_shader *blitter;
1063
1064     unsigned int max_ffp_textures, max_ffp_texture_stages;
1065
1066     WORD view_ident : 1;                /* true iff view matrix is identity */
1067     WORD untransformed : 1;
1068     WORD vertexBlendUsed : 1;           /* To avoid needless setting of the blend matrices */
1069     WORD isRecordingState : 1;
1070     WORD isInDraw : 1;
1071     WORD render_offscreen : 1;
1072     WORD bCursorVisible : 1;
1073     WORD haveHardwareCursor : 1;
1074     WORD d3d_initialized : 1;
1075     WORD inScene : 1;                   /* A flag to check for proper BeginScene / EndScene call pairs */
1076     WORD softwareVertexProcessing : 1;  /* process vertex shaders using software or hardware */
1077     WORD useDrawStridedSlow : 1;
1078     WORD instancedDraw : 1;
1079     WORD padding : 3;
1080
1081     BYTE fixed_function_usage_map;      /* MAX_TEXTURES, 8 */
1082
1083 #define DDRAW_PITCH_ALIGNMENT 8
1084 #define D3D8_PITCH_ALIGNMENT 4
1085     unsigned char           surface_alignment; /* Line Alignment of surfaces                      */
1086
1087     /* State block related */
1088     IWineD3DStateBlockImpl *stateBlock;
1089     IWineD3DStateBlockImpl *updateStateBlock;
1090
1091     /* Internal use fields  */
1092     WINED3DDEVICE_CREATION_PARAMETERS createParms;
1093     UINT                            adapterNo;
1094     WINED3DDEVTYPE                  devType;
1095
1096     IWineD3DSwapChain     **swapchains;
1097     UINT                    NumberOfSwapChains;
1098
1099     struct list             resources; /* a linked list to track resources created by the device */
1100     struct list             shaders;   /* a linked list to track shaders (pixel and vertex)      */
1101     unsigned int            highest_dirty_ps_const, highest_dirty_vs_const;
1102
1103     /* Render Target Support */
1104     IWineD3DSurface       **render_targets;
1105     IWineD3DSurface        *auto_depth_stencil_buffer;
1106     IWineD3DSurface        *stencilBufferTarget;
1107
1108     /* Caches to avoid unneeded context changes */
1109     IWineD3DSurface        *lastActiveRenderTarget;
1110     IWineD3DSwapChain      *lastActiveSwapChain;
1111
1112     /* palettes texture management */
1113     UINT                    NumberOfPalettes;
1114     PALETTEENTRY            **palettes;
1115     UINT                    currentPalette;
1116     UINT                    paletteConversionShader;
1117
1118     /* For rendering to a texture using glCopyTexImage */
1119     GLenum                  *draw_buffers;
1120     GLuint                  depth_blt_texture;
1121     GLuint                  depth_blt_rb;
1122     UINT                    depth_blt_rb_w;
1123     UINT                    depth_blt_rb_h;
1124
1125     /* Cursor management */
1126     UINT                    xHotSpot;
1127     UINT                    yHotSpot;
1128     UINT                    xScreenSpace;
1129     UINT                    yScreenSpace;
1130     UINT                    cursorWidth, cursorHeight;
1131     GLuint                  cursorTexture;
1132     HCURSOR                 hardwareCursor;
1133
1134     /* The Wine logo surface */
1135     IWineD3DSurface        *logo_surface;
1136
1137     /* Textures for when no other textures are mapped */
1138     UINT                          dummyTextureName[MAX_TEXTURES];
1139
1140     /* Device state management */
1141     HRESULT                 state;
1142
1143     /* DirectDraw stuff */
1144     DWORD ddraw_width, ddraw_height;
1145     WINED3DFORMAT ddraw_format;
1146
1147     /* Final position fixup constant */
1148     float                       posFixup[4];
1149
1150     /* With register combiners we can skip junk texture stages */
1151     DWORD                     texUnitMap[MAX_COMBINED_SAMPLERS];
1152     DWORD                     rev_tex_unit_map[MAX_COMBINED_SAMPLERS];
1153
1154     /* Stream source management */
1155     WineDirect3DVertexStridedData strided_streams;
1156     const WineDirect3DVertexStridedData *up_strided;
1157
1158     /* Context management */
1159     WineD3DContext          **contexts;                  /* Dynamic array containing pointers to context structures */
1160     WineD3DContext          *activeContext;
1161     DWORD                   lastThread;
1162     UINT                    numContexts;
1163     WineD3DContext          *pbufferContext;             /* The context that has a pbuffer as drawable */
1164     DWORD                   pbufferWidth, pbufferHeight; /* Size of the buffer drawable */
1165
1166     /* High level patch management */
1167 #define PATCHMAP_SIZE 43
1168 #define PATCHMAP_HASHFUNC(x) ((x) % PATCHMAP_SIZE) /* Primitive and simple function */
1169     struct list             patches[PATCHMAP_SIZE];
1170     struct WineD3DRectPatch *currentPatch;
1171 };
1172
1173 extern const IWineD3DDeviceVtbl IWineD3DDevice_Vtbl;
1174
1175 HRESULT IWineD3DDeviceImpl_ClearSurface(IWineD3DDeviceImpl *This,  IWineD3DSurfaceImpl *target, DWORD Count,
1176                                         CONST WINED3DRECT* pRects, DWORD Flags, WINED3DCOLOR Color,
1177                                         float Z, DWORD Stencil);
1178 void IWineD3DDeviceImpl_FindTexUnitMap(IWineD3DDeviceImpl *This);
1179 void IWineD3DDeviceImpl_MarkStateDirty(IWineD3DDeviceImpl *This, DWORD state);
1180 static inline BOOL isStateDirty(WineD3DContext *context, DWORD state) {
1181     DWORD idx = state >> 5;
1182     BYTE shift = state & 0x1f;
1183     return context->isStateDirty[idx] & (1 << shift);
1184 }
1185
1186 /* Support for IWineD3DResource ::Set/Get/FreePrivateData. */
1187 typedef struct PrivateData
1188 {
1189     struct list entry;
1190
1191     GUID tag;
1192     DWORD flags; /* DDSPD_* */
1193
1194     union
1195     {
1196         LPVOID data;
1197         LPUNKNOWN object;
1198     } ptr;
1199
1200     DWORD size;
1201 } PrivateData;
1202
1203 /*****************************************************************************
1204  * IWineD3DResource implementation structure
1205  */
1206 typedef struct IWineD3DResourceClass
1207 {
1208     /* IUnknown fields */
1209     LONG                    ref;     /* Note: Ref counting not required */
1210
1211     /* WineD3DResource Information */
1212     IUnknown               *parent;
1213     WINED3DRESOURCETYPE     resourceType;
1214     IWineD3DDeviceImpl     *wineD3DDevice;
1215     WINED3DPOOL             pool;
1216     UINT                    size;
1217     DWORD                   usage;
1218     WINED3DFORMAT           format;
1219     DWORD                   priority;
1220     BYTE                   *allocatedMemory; /* Pointer to the real data location */
1221     BYTE                   *heapMemory; /* Pointer to the HeapAlloced block of memory */
1222     struct list             privateData;
1223     struct list             resource_list_entry;
1224
1225 } IWineD3DResourceClass;
1226
1227 typedef struct IWineD3DResourceImpl
1228 {
1229     /* IUnknown & WineD3DResource Information     */
1230     const IWineD3DResourceVtbl *lpVtbl;
1231     IWineD3DResourceClass   resource;
1232 } IWineD3DResourceImpl;
1233
1234 void resource_cleanup(IWineD3DResource *iface);
1235 HRESULT resource_free_private_data(IWineD3DResource *iface, REFGUID guid);
1236 HRESULT resource_get_device(IWineD3DResource *iface, IWineD3DDevice **device);
1237 HRESULT resource_get_parent(IWineD3DResource *iface, IUnknown **parent);
1238 DWORD resource_get_priority(IWineD3DResource *iface);
1239 HRESULT resource_get_private_data(IWineD3DResource *iface, REFGUID guid,
1240         void *data, DWORD *data_size);
1241 WINED3DRESOURCETYPE resource_get_type(IWineD3DResource *iface);
1242 DWORD resource_set_priority(IWineD3DResource *iface, DWORD new_priority);
1243 HRESULT resource_set_private_data(IWineD3DResource *iface, REFGUID guid,
1244         const void *data, DWORD data_size, DWORD flags);
1245
1246 /* Tests show that the start address of resources is 32 byte aligned */
1247 #define RESOURCE_ALIGNMENT 32
1248
1249 /*****************************************************************************
1250  * IWineD3DVertexBuffer implementation structure (extends IWineD3DResourceImpl)
1251  */
1252 enum vbo_conversion_type {
1253     CONV_NONE               = 0,
1254     CONV_D3DCOLOR           = 1,
1255     CONV_POSITIONT          = 2,
1256     CONV_FLOAT16_2          = 3 /* Also handles FLOAT16_4 */
1257
1258     /* TODO: Add tests and support for FLOAT16_4 POSITIONT, D3DCOLOR position, other
1259      * fixed function semantics as D3DCOLOR or FLOAT16
1260      */
1261 };
1262
1263 typedef struct IWineD3DVertexBufferImpl
1264 {
1265     /* IUnknown & WineD3DResource Information     */
1266     const IWineD3DVertexBufferVtbl *lpVtbl;
1267     IWineD3DResourceClass     resource;
1268
1269     /* WineD3DVertexBuffer specifics */
1270     DWORD                     fvf;
1271
1272     /* Vertex buffer object support */
1273     GLuint                    vbo;
1274     BYTE                      Flags;
1275     LONG                      bindCount;
1276     LONG                      vbo_size;
1277     GLenum                    vbo_usage;
1278
1279     UINT                      dirtystart, dirtyend;
1280     LONG                      lockcount;
1281
1282     LONG                      declChanges, draws;
1283     /* Last description of the buffer */
1284     DWORD                     stride;       /* 0 if no conversion               */
1285     enum vbo_conversion_type  *conv_map;    /* NULL if no conversion            */
1286
1287     /* Extra load offsets, for FLOAT16 conversion */
1288     DWORD                     *conv_shift;  /* NULL if no shifted conversion    */
1289     DWORD                     conv_stride;  /* 0 if no shifted conversion       */
1290 } IWineD3DVertexBufferImpl;
1291
1292 extern const IWineD3DVertexBufferVtbl IWineD3DVertexBuffer_Vtbl;
1293
1294 #define VBFLAG_OPTIMIZED      0x01    /* Optimize has been called for the VB */
1295 #define VBFLAG_DIRTY          0x02    /* Buffer data has been modified */
1296 #define VBFLAG_HASDESC        0x04    /* A vertex description has been found */
1297 #define VBFLAG_CREATEVBO      0x08    /* Attempt to create a VBO next PreLoad */
1298
1299 /*****************************************************************************
1300  * IWineD3DIndexBuffer implementation structure (extends IWineD3DResourceImpl)
1301  */
1302 typedef struct IWineD3DIndexBufferImpl
1303 {
1304     /* IUnknown & WineD3DResource Information     */
1305     const IWineD3DIndexBufferVtbl *lpVtbl;
1306     IWineD3DResourceClass     resource;
1307
1308     GLuint                    vbo;
1309     UINT                      dirtystart, dirtyend;
1310     LONG                      lockcount;
1311
1312     /* WineD3DVertexBuffer specifics */
1313 } IWineD3DIndexBufferImpl;
1314
1315 extern const IWineD3DIndexBufferVtbl IWineD3DIndexBuffer_Vtbl;
1316
1317 /*****************************************************************************
1318  * IWineD3DBaseTexture D3D- > openGL state map lookups
1319  */
1320 #define WINED3DFUNC_NOTSUPPORTED  -2
1321 #define WINED3DFUNC_UNIMPLEMENTED -1
1322
1323 typedef enum winetexturestates {
1324     WINED3DTEXSTA_ADDRESSU       = 0,
1325     WINED3DTEXSTA_ADDRESSV       = 1,
1326     WINED3DTEXSTA_ADDRESSW       = 2,
1327     WINED3DTEXSTA_BORDERCOLOR    = 3,
1328     WINED3DTEXSTA_MAGFILTER      = 4,
1329     WINED3DTEXSTA_MINFILTER      = 5,
1330     WINED3DTEXSTA_MIPFILTER      = 6,
1331     WINED3DTEXSTA_MAXMIPLEVEL    = 7,
1332     WINED3DTEXSTA_MAXANISOTROPY  = 8,
1333     WINED3DTEXSTA_SRGBTEXTURE    = 9,
1334     WINED3DTEXSTA_ELEMENTINDEX   = 10,
1335     WINED3DTEXSTA_DMAPOFFSET     = 11,
1336     WINED3DTEXSTA_TSSADDRESSW    = 12,
1337     MAX_WINETEXTURESTATES        = 13,
1338 } winetexturestates;
1339
1340 /*****************************************************************************
1341  * IWineD3DBaseTexture implementation structure (extends IWineD3DResourceImpl)
1342  */
1343 typedef struct IWineD3DBaseTextureClass
1344 {
1345     DWORD                   states[MAX_WINETEXTURESTATES];
1346     UINT                    levels;
1347     BOOL                    dirty;
1348     UINT                    textureName;
1349     float                   pow2Matrix[16];
1350     UINT                    LOD;
1351     WINED3DTEXTUREFILTERTYPE filterType;
1352     LONG                    bindCount;
1353     DWORD                   sampler;
1354     BOOL                    is_srgb;
1355     UINT                    srgb_mode_change_count;
1356     const struct min_lookup *minMipLookup;
1357     const GLenum            *magLookup;
1358     struct color_fixup_desc shader_color_fixup;
1359 } IWineD3DBaseTextureClass;
1360
1361 typedef struct IWineD3DBaseTextureImpl
1362 {
1363     /* IUnknown & WineD3DResource Information     */
1364     const IWineD3DBaseTextureVtbl *lpVtbl;
1365     IWineD3DResourceClass     resource;
1366     IWineD3DBaseTextureClass  baseTexture;
1367
1368 } IWineD3DBaseTextureImpl;
1369
1370 void basetexture_apply_state_changes(IWineD3DBaseTexture *iface,
1371         const DWORD texture_states[WINED3D_HIGHEST_TEXTURE_STATE + 1],
1372         const DWORD sampler_states[WINED3D_HIGHEST_SAMPLER_STATE + 1]);
1373 HRESULT basetexture_bind(IWineD3DBaseTexture *iface);
1374 void basetexture_cleanup(IWineD3DBaseTexture *iface);
1375 void basetexture_generate_mipmaps(IWineD3DBaseTexture *iface);
1376 WINED3DTEXTUREFILTERTYPE basetexture_get_autogen_filter_type(IWineD3DBaseTexture *iface);
1377 BOOL basetexture_get_dirty(IWineD3DBaseTexture *iface);
1378 DWORD basetexture_get_level_count(IWineD3DBaseTexture *iface);
1379 DWORD basetexture_get_lod(IWineD3DBaseTexture *iface);
1380 HRESULT basetexture_set_autogen_filter_type(IWineD3DBaseTexture *iface, WINED3DTEXTUREFILTERTYPE filter_type);
1381 BOOL basetexture_set_dirty(IWineD3DBaseTexture *iface, BOOL dirty);
1382 DWORD basetexture_set_lod(IWineD3DBaseTexture *iface, DWORD new_lod);
1383 void basetexture_unload(IWineD3DBaseTexture *iface);
1384
1385 /*****************************************************************************
1386  * IWineD3DTexture implementation structure (extends IWineD3DBaseTextureImpl)
1387  */
1388 typedef struct IWineD3DTextureImpl
1389 {
1390     /* IUnknown & WineD3DResource/WineD3DBaseTexture Information     */
1391     const IWineD3DTextureVtbl *lpVtbl;
1392     IWineD3DResourceClass     resource;
1393     IWineD3DBaseTextureClass  baseTexture;
1394
1395     /* IWineD3DTexture */
1396     IWineD3DSurface          *surfaces[MAX_LEVELS];
1397     
1398     UINT                      width;
1399     UINT                      height;
1400     UINT                      target;
1401     BOOL                      cond_np2;
1402
1403 } IWineD3DTextureImpl;
1404
1405 extern const IWineD3DTextureVtbl IWineD3DTexture_Vtbl;
1406
1407 /*****************************************************************************
1408  * IWineD3DCubeTexture implementation structure (extends IWineD3DBaseTextureImpl)
1409  */
1410 typedef struct IWineD3DCubeTextureImpl
1411 {
1412     /* IUnknown & WineD3DResource/WineD3DBaseTexture Information     */
1413     const IWineD3DCubeTextureVtbl *lpVtbl;
1414     IWineD3DResourceClass     resource;
1415     IWineD3DBaseTextureClass  baseTexture;
1416
1417     /* IWineD3DCubeTexture */
1418     IWineD3DSurface          *surfaces[6][MAX_LEVELS];
1419 } IWineD3DCubeTextureImpl;
1420
1421 extern const IWineD3DCubeTextureVtbl IWineD3DCubeTexture_Vtbl;
1422
1423 typedef struct _WINED3DVOLUMET_DESC
1424 {
1425     UINT                    Width;
1426     UINT                    Height;
1427     UINT                    Depth;
1428 } WINED3DVOLUMET_DESC;
1429
1430 /*****************************************************************************
1431  * IWineD3DVolume implementation structure (extends IUnknown)
1432  */
1433 typedef struct IWineD3DVolumeImpl
1434 {
1435     /* IUnknown & WineD3DResource fields */
1436     const IWineD3DVolumeVtbl  *lpVtbl;
1437     IWineD3DResourceClass      resource;
1438
1439     /* WineD3DVolume Information */
1440     WINED3DVOLUMET_DESC      currentDesc;
1441     IWineD3DBase            *container;
1442     UINT                    bytesPerPixel;
1443
1444     BOOL                    lockable;
1445     BOOL                    locked;
1446     WINED3DBOX              lockedBox;
1447     WINED3DBOX              dirtyBox;
1448     BOOL                    dirty;
1449
1450
1451 } IWineD3DVolumeImpl;
1452
1453 extern const IWineD3DVolumeVtbl IWineD3DVolume_Vtbl;
1454
1455 /*****************************************************************************
1456  * IWineD3DVolumeTexture implementation structure (extends IWineD3DBaseTextureImpl)
1457  */
1458 typedef struct IWineD3DVolumeTextureImpl
1459 {
1460     /* IUnknown & WineD3DResource/WineD3DBaseTexture Information     */
1461     const IWineD3DVolumeTextureVtbl *lpVtbl;
1462     IWineD3DResourceClass     resource;
1463     IWineD3DBaseTextureClass  baseTexture;
1464
1465     /* IWineD3DVolumeTexture */
1466     IWineD3DVolume           *volumes[MAX_LEVELS];
1467 } IWineD3DVolumeTextureImpl;
1468
1469 extern const IWineD3DVolumeTextureVtbl IWineD3DVolumeTexture_Vtbl;
1470
1471 typedef struct _WINED3DSURFACET_DESC
1472 {
1473     WINED3DMULTISAMPLE_TYPE MultiSampleType;
1474     DWORD                   MultiSampleQuality;
1475     UINT                    Width;
1476     UINT                    Height;
1477 } WINED3DSURFACET_DESC;
1478
1479 /*****************************************************************************
1480  * Structure for DIB Surfaces (GetDC and GDI surfaces)
1481  */
1482 typedef struct wineD3DSurface_DIB {
1483     HBITMAP DIBsection;
1484     void* bitmap_data;
1485     UINT bitmap_size;
1486     HGDIOBJ holdbitmap;
1487     BOOL client_memory;
1488 } wineD3DSurface_DIB;
1489
1490 typedef struct {
1491     struct list entry;
1492     GLuint id;
1493     UINT width;
1494     UINT height;
1495 } renderbuffer_entry_t;
1496
1497 struct fbo_entry
1498 {
1499     struct list entry;
1500     IWineD3DSurface **render_targets;
1501     IWineD3DSurface *depth_stencil;
1502     BOOL attached;
1503     GLuint id;
1504 };
1505
1506 /*****************************************************************************
1507  * IWineD3DClipp implementation structure
1508  */
1509 typedef struct IWineD3DClipperImpl
1510 {
1511     const IWineD3DClipperVtbl *lpVtbl;
1512     LONG ref;
1513
1514     IUnknown *Parent;
1515     HWND hWnd;
1516 } IWineD3DClipperImpl;
1517
1518
1519 /*****************************************************************************
1520  * IWineD3DSurface implementation structure
1521  */
1522 struct IWineD3DSurfaceImpl
1523 {
1524     /* IUnknown & IWineD3DResource Information     */
1525     const IWineD3DSurfaceVtbl *lpVtbl;
1526     IWineD3DResourceClass     resource;
1527
1528     /* IWineD3DSurface fields */
1529     IWineD3DBase              *container;
1530     WINED3DSURFACET_DESC      currentDesc;
1531     IWineD3DPaletteImpl       *palette; /* D3D7 style palette handling */
1532     PALETTEENTRY              *palette9; /* D3D8/9 style palette handling */
1533
1534     UINT                      bytesPerPixel;
1535
1536     /* TODO: move this off into a management class(maybe!) */
1537     DWORD                      Flags;
1538
1539     UINT                      pow2Width;
1540     UINT                      pow2Height;
1541     float                     heightscale;
1542
1543     /* A method to retrieve the drawable size. Not in the Vtable to make it changeable */
1544     void (*get_drawable_size)(IWineD3DSurfaceImpl *This, UINT *width, UINT *height);
1545
1546     /* Oversized texture */
1547     RECT                      glRect;
1548
1549     /* PBO */
1550     GLuint                    pbo;
1551
1552     RECT                      lockedRect;
1553     RECT                      dirtyRect;
1554     int                       lockCount;
1555 #define MAXLOCKCOUNT          50 /* After this amount of locks do not free the sysmem copy */
1556
1557     glDescriptor              glDescription;
1558     BOOL                      srgb;
1559
1560     /* For GetDC */
1561     wineD3DSurface_DIB        dib;
1562     HDC                       hDC;
1563
1564     /* Color keys for DDraw */
1565     WINEDDCOLORKEY            DestBltCKey;
1566     WINEDDCOLORKEY            DestOverlayCKey;
1567     WINEDDCOLORKEY            SrcOverlayCKey;
1568     WINEDDCOLORKEY            SrcBltCKey;
1569     DWORD                     CKeyFlags;
1570
1571     WINEDDCOLORKEY            glCKey;
1572
1573     struct list               renderbuffers;
1574     renderbuffer_entry_t      *current_renderbuffer;
1575
1576     /* DirectDraw clippers */
1577     IWineD3DClipper           *clipper;
1578
1579     /* DirectDraw Overlay handling */
1580     RECT                      overlay_srcrect;
1581     RECT                      overlay_destrect;
1582     IWineD3DSurfaceImpl       *overlay_dest;
1583     struct list               overlays;
1584     struct list               overlay_entry;
1585 };
1586
1587 extern const IWineD3DSurfaceVtbl IWineD3DSurface_Vtbl;
1588 extern const IWineD3DSurfaceVtbl IWineGDISurface_Vtbl;
1589
1590 /* Predeclare the shared Surface functions */
1591 HRESULT WINAPI IWineD3DBaseSurfaceImpl_QueryInterface(IWineD3DSurface *iface, REFIID riid, LPVOID *ppobj);
1592 ULONG WINAPI IWineD3DBaseSurfaceImpl_AddRef(IWineD3DSurface *iface);
1593 HRESULT WINAPI IWineD3DBaseSurfaceImpl_GetParent(IWineD3DSurface *iface, IUnknown **pParent);
1594 HRESULT WINAPI IWineD3DBaseSurfaceImpl_GetDevice(IWineD3DSurface *iface, IWineD3DDevice** ppDevice);
1595 HRESULT WINAPI IWineD3DBaseSurfaceImpl_SetPrivateData(IWineD3DSurface *iface, REFGUID refguid, CONST void* pData, DWORD SizeOfData, DWORD Flags);
1596 HRESULT WINAPI IWineD3DBaseSurfaceImpl_GetPrivateData(IWineD3DSurface *iface, REFGUID refguid, void* pData, DWORD* pSizeOfData);
1597 HRESULT WINAPI IWineD3DBaseSurfaceImpl_FreePrivateData(IWineD3DSurface *iface, REFGUID refguid);
1598 DWORD   WINAPI IWineD3DBaseSurfaceImpl_SetPriority(IWineD3DSurface *iface, DWORD PriorityNew);
1599 DWORD   WINAPI IWineD3DBaseSurfaceImpl_GetPriority(IWineD3DSurface *iface);
1600 WINED3DRESOURCETYPE WINAPI IWineD3DBaseSurfaceImpl_GetType(IWineD3DSurface *iface);
1601 HRESULT WINAPI IWineD3DBaseSurfaceImpl_GetContainer(IWineD3DSurface* iface, REFIID riid, void** ppContainer);
1602 HRESULT WINAPI IWineD3DBaseSurfaceImpl_GetDesc(IWineD3DSurface *iface, WINED3DSURFACE_DESC *pDesc);
1603 HRESULT WINAPI IWineD3DBaseSurfaceImpl_GetBltStatus(IWineD3DSurface *iface, DWORD Flags);
1604 HRESULT WINAPI IWineD3DBaseSurfaceImpl_GetFlipStatus(IWineD3DSurface *iface, DWORD Flags);
1605 HRESULT WINAPI IWineD3DBaseSurfaceImpl_IsLost(IWineD3DSurface *iface);
1606 HRESULT WINAPI IWineD3DBaseSurfaceImpl_Restore(IWineD3DSurface *iface);
1607 HRESULT WINAPI IWineD3DBaseSurfaceImpl_GetPalette(IWineD3DSurface *iface, IWineD3DPalette **Pal);
1608 HRESULT WINAPI IWineD3DBaseSurfaceImpl_SetPalette(IWineD3DSurface *iface, IWineD3DPalette *Pal);
1609 HRESULT WINAPI IWineD3DBaseSurfaceImpl_SetColorKey(IWineD3DSurface *iface, DWORD Flags, const WINEDDCOLORKEY *CKey);
1610 HRESULT WINAPI IWineD3DBaseSurfaceImpl_SetContainer(IWineD3DSurface *iface, IWineD3DBase *container);
1611 DWORD WINAPI IWineD3DBaseSurfaceImpl_GetPitch(IWineD3DSurface *iface);
1612 HRESULT WINAPI IWineD3DBaseSurfaceImpl_RealizePalette(IWineD3DSurface *iface);
1613 HRESULT WINAPI IWineD3DBaseSurfaceImpl_SetOverlayPosition(IWineD3DSurface *iface, LONG X, LONG Y);
1614 HRESULT WINAPI IWineD3DBaseSurfaceImpl_GetOverlayPosition(IWineD3DSurface *iface, LONG *X, LONG *Y);
1615 HRESULT WINAPI IWineD3DBaseSurfaceImpl_UpdateOverlayZOrder(IWineD3DSurface *iface, DWORD Flags, IWineD3DSurface *Ref);
1616 HRESULT WINAPI IWineD3DBaseSurfaceImpl_UpdateOverlay(IWineD3DSurface *iface, const RECT *SrcRect,
1617         IWineD3DSurface *DstSurface, const RECT *DstRect, DWORD Flags, const WINEDDOVERLAYFX *FX);
1618 HRESULT WINAPI IWineD3DBaseSurfaceImpl_SetClipper(IWineD3DSurface *iface, IWineD3DClipper *clipper);
1619 HRESULT WINAPI IWineD3DBaseSurfaceImpl_GetClipper(IWineD3DSurface *iface, IWineD3DClipper **clipper);
1620 HRESULT WINAPI IWineD3DBaseSurfaceImpl_SetFormat(IWineD3DSurface *iface, WINED3DFORMAT format);
1621 HRESULT IWineD3DBaseSurfaceImpl_CreateDIBSection(IWineD3DSurface *iface);
1622 HRESULT WINAPI IWineD3DBaseSurfaceImpl_Blt(IWineD3DSurface *iface, const RECT *DestRect, IWineD3DSurface *SrcSurface,
1623         const RECT *SrcRect, DWORD Flags, const WINEDDBLTFX *DDBltFx, WINED3DTEXTUREFILTERTYPE Filter);
1624 HRESULT WINAPI IWineD3DBaseSurfaceImpl_BltFast(IWineD3DSurface *iface, DWORD dstx, DWORD dsty,
1625         IWineD3DSurface *Source, const RECT *rsrc, DWORD trans);
1626 HRESULT WINAPI IWineD3DBaseSurfaceImpl_LockRect(IWineD3DSurface *iface, WINED3DLOCKED_RECT* pLockedRect, CONST RECT* pRect, DWORD Flags);
1627 void WINAPI IWineD3DBaseSurfaceImpl_BindTexture(IWineD3DSurface *iface);
1628 const void *WINAPI IWineD3DBaseSurfaceImpl_GetData(IWineD3DSurface *iface);
1629
1630 void get_drawable_size_swapchain(IWineD3DSurfaceImpl *This, UINT *width, UINT *height);
1631 void get_drawable_size_backbuffer(IWineD3DSurfaceImpl *This, UINT *width, UINT *height);
1632 void get_drawable_size_pbuffer(IWineD3DSurfaceImpl *This, UINT *width, UINT *height);
1633 void get_drawable_size_fbo(IWineD3DSurfaceImpl *This, UINT *width, UINT *height);
1634
1635 void flip_surface(IWineD3DSurfaceImpl *front, IWineD3DSurfaceImpl *back);
1636
1637 /* Surface flags: */
1638 #define SFLAG_OVERSIZE      0x00000001 /* Surface is bigger than gl size, blts only */
1639 #define SFLAG_CONVERTED     0x00000002 /* Converted for color keying or Palettized */
1640 #define SFLAG_DIBSECTION    0x00000004 /* Has a DIB section attached for GetDC */
1641 #define SFLAG_LOCKABLE      0x00000008 /* Surface can be locked */
1642 #define SFLAG_DISCARD       0x00000010 /* ??? */
1643 #define SFLAG_LOCKED        0x00000020 /* Surface is locked atm */
1644 #define SFLAG_INTEXTURE     0x00000040 /* The GL texture contains the newest surface content */
1645 #define SFLAG_INDRAWABLE    0x00000080 /* The gl drawable contains the most up to date data */
1646 #define SFLAG_INSYSMEM      0x00000100 /* The system memory copy is most up to date */
1647 #define SFLAG_NONPOW2       0x00000200 /* Surface sizes are not a power of 2 */
1648 #define SFLAG_DYNLOCK       0x00000400 /* Surface is often locked by the app */
1649 #define SFLAG_DYNCHANGE     0x00000C00 /* Surface contents are changed very often, implies DYNLOCK */
1650 #define SFLAG_DCINUSE       0x00001000 /* Set between GetDC and ReleaseDC calls */
1651 #define SFLAG_LOST          0x00002000 /* Surface lost flag for DDraw */
1652 #define SFLAG_USERPTR       0x00004000 /* The application allocated the memory for this surface */
1653 #define SFLAG_GLCKEY        0x00008000 /* The gl texture was created with a color key */
1654 #define SFLAG_CLIENT        0x00010000 /* GL_APPLE_client_storage is used on that texture */
1655 #define SFLAG_ALLOCATED     0x00020000 /* A gl texture is allocated for this surface */
1656 #define SFLAG_PBO           0x00040000 /* Has a PBO attached for speeding up data transfers for dynamically locked surfaces */
1657 #define SFLAG_NORMCOORD     0x00080000 /* Set if the GL texture coords are normalized(non-texture rectangle) */
1658 #define SFLAG_DS_ONSCREEN   0x00100000 /* Is a depth stencil, last modified onscreen */
1659 #define SFLAG_DS_OFFSCREEN  0x00200000 /* Is a depth stencil, last modified offscreen */
1660 #define SFLAG_INOVERLAYDRAW 0x00400000 /* Overlay drawing is in progress. Recursion prevention */
1661
1662 /* In some conditions the surface memory must not be freed:
1663  * SFLAG_OVERSIZE: Not all data can be kept in GL
1664  * SFLAG_CONVERTED: Converting the data back would take too long
1665  * SFLAG_DIBSECTION: The dib code manages the memory
1666  * SFLAG_LOCKED: The app requires access to the surface data
1667  * SFLAG_DYNLOCK: Avoid freeing the data for performance
1668  * SFLAG_DYNCHANGE: Same reason as DYNLOCK
1669  * SFLAG_PBO: PBOs don't use 'normal' memory. It is either allocated by the driver or must be NULL.
1670  * SFLAG_CLIENT: OpenGL uses our memory as backup
1671  */
1672 #define SFLAG_DONOTFREE     (SFLAG_OVERSIZE   | \
1673                              SFLAG_CONVERTED  | \
1674                              SFLAG_DIBSECTION | \
1675                              SFLAG_LOCKED     | \
1676                              SFLAG_DYNLOCK    | \
1677                              SFLAG_DYNCHANGE  | \
1678                              SFLAG_USERPTR    | \
1679                              SFLAG_PBO        | \
1680                              SFLAG_CLIENT)
1681
1682 #define SFLAG_LOCATIONS     (SFLAG_INSYSMEM   | \
1683                              SFLAG_INTEXTURE  | \
1684                              SFLAG_INDRAWABLE)
1685
1686 #define SFLAG_DS_LOCATIONS  (SFLAG_DS_ONSCREEN | \
1687                              SFLAG_DS_OFFSCREEN)
1688 #define SFLAG_DS_DISCARDED   SFLAG_DS_LOCATIONS
1689
1690 BOOL CalculateTexRect(IWineD3DSurfaceImpl *This, RECT *Rect, float glTexCoord[4]);
1691
1692 typedef enum {
1693     NO_CONVERSION,
1694     CONVERT_PALETTED,
1695     CONVERT_PALETTED_CK,
1696     CONVERT_CK_565,
1697     CONVERT_CK_5551,
1698     CONVERT_CK_4444,
1699     CONVERT_CK_4444_ARGB,
1700     CONVERT_CK_1555,
1701     CONVERT_555,
1702     CONVERT_CK_RGB24,
1703     CONVERT_CK_8888,
1704     CONVERT_CK_8888_ARGB,
1705     CONVERT_RGB32_888,
1706     CONVERT_V8U8,
1707     CONVERT_L6V5U5,
1708     CONVERT_X8L8V8U8,
1709     CONVERT_Q8W8V8U8,
1710     CONVERT_V16U16,
1711     CONVERT_A4L4,
1712     CONVERT_G16R16,
1713 } CONVERT_TYPES;
1714
1715 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);
1716
1717 BOOL palette9_changed(IWineD3DSurfaceImpl *This);
1718
1719 /*****************************************************************************
1720  * IWineD3DVertexDeclaration implementation structure
1721  */
1722 typedef struct attrib_declaration {
1723     DWORD usage;
1724     DWORD idx;
1725 } attrib_declaration;
1726
1727 #define MAX_ATTRIBS 16
1728
1729 typedef struct IWineD3DVertexDeclarationImpl {
1730     /* IUnknown  Information */
1731     const IWineD3DVertexDeclarationVtbl *lpVtbl;
1732     LONG                    ref;
1733
1734     IUnknown                *parent;
1735     IWineD3DDeviceImpl      *wineD3DDevice;
1736
1737     WINED3DVERTEXELEMENT    *pDeclarationWine;
1738     BOOL                    *ffp_valid;
1739     UINT                    declarationWNumElements;
1740
1741     DWORD                   streams[MAX_STREAMS];
1742     UINT                    num_streams;
1743     BOOL                    position_transformed;
1744     BOOL                    half_float_conv_needed;
1745
1746     /* Ordered array of declaration types that need swizzling in a vshader */
1747     attrib_declaration      swizzled_attribs[MAX_ATTRIBS];
1748     UINT                    num_swizzled_attribs;
1749 } IWineD3DVertexDeclarationImpl;
1750
1751 extern const IWineD3DVertexDeclarationVtbl IWineD3DVertexDeclaration_Vtbl;
1752
1753 /*****************************************************************************
1754  * IWineD3DStateBlock implementation structure
1755  */
1756
1757 /* Internal state Block for Begin/End/Capture/Create/Apply info  */
1758 /*   Note: Very long winded but gl Lists are not flexible enough */
1759 /*   to resolve everything we need, so doing it manually for now */
1760 typedef struct SAVEDSTATES {
1761     DWORD transform[(HIGHEST_TRANSFORMSTATE >> 5) + 1];
1762     WORD streamSource;              /* MAX_STREAMS, 16 */
1763     WORD streamFreq;                /* MAX_STREAMS, 16 */
1764     DWORD textures;                 /* MAX_COMBINED_SAMPLERS, 20 */
1765     BOOL renderState[WINEHIGHEST_RENDER_STATE + 1];
1766     BOOL textureState[MAX_TEXTURES][WINED3D_HIGHEST_TEXTURE_STATE + 1];
1767     BOOL samplerState[MAX_COMBINED_SAMPLERS][WINED3D_HIGHEST_SAMPLER_STATE + 1];
1768     DWORD clipplane;                /* WINED3DMAXUSERCLIPPLANES, 32 */
1769     WORD pixelShaderConstantsB;     /* MAX_CONST_B, 16 */
1770     WORD pixelShaderConstantsI;     /* MAX_CONST_I, 16 */
1771     BOOL *pixelShaderConstantsF;
1772     WORD vertexShaderConstantsB;    /* MAX_CONST_B, 16 */
1773     WORD vertexShaderConstantsI;    /* MAX_CONST_I, 16 */
1774     BOOL *vertexShaderConstantsF;
1775     BYTE indices : 1;
1776     BYTE material : 1;
1777     BYTE viewport : 1;
1778     BYTE vertexDecl : 1;
1779     BYTE pixelShader : 1;
1780     BYTE vertexShader : 1;
1781     BYTE scissorRect : 1;
1782     BYTE padding : 1;
1783 } SAVEDSTATES;
1784
1785 struct StageState {
1786     DWORD stage;
1787     DWORD state;
1788 };
1789
1790 struct IWineD3DStateBlockImpl
1791 {
1792     /* IUnknown fields */
1793     const IWineD3DStateBlockVtbl *lpVtbl;
1794     LONG                      ref;     /* Note: Ref counting not required */
1795
1796     /* IWineD3DStateBlock information */
1797     IUnknown                 *parent;
1798     IWineD3DDeviceImpl       *wineD3DDevice;
1799     WINED3DSTATEBLOCKTYPE     blockType;
1800
1801     /* Array indicating whether things have been set or changed */
1802     SAVEDSTATES               changed;
1803
1804     /* Vertex Shader Declaration */
1805     IWineD3DVertexDeclaration *vertexDecl;
1806
1807     IWineD3DVertexShader      *vertexShader;
1808
1809     /* Vertex Shader Constants */
1810     BOOL                       vertexShaderConstantB[MAX_CONST_B];
1811     INT                        vertexShaderConstantI[MAX_CONST_I * 4];
1812     float                     *vertexShaderConstantF;
1813
1814     /* Stream Source */
1815     BOOL                      streamIsUP;
1816     UINT                      streamStride[MAX_STREAMS];
1817     UINT                      streamOffset[MAX_STREAMS + 1 /* tesselated pseudo-stream */ ];
1818     IWineD3DVertexBuffer     *streamSource[MAX_STREAMS];
1819     UINT                      streamFreq[MAX_STREAMS + 1];
1820     UINT                      streamFlags[MAX_STREAMS + 1];     /*0 | WINED3DSTREAMSOURCE_INSTANCEDATA | WINED3DSTREAMSOURCE_INDEXEDDATA  */
1821
1822     /* Indices */
1823     IWineD3DIndexBuffer*      pIndexData;
1824     INT                       baseVertexIndex;
1825     INT                       loadBaseVertexIndex; /* non-indexed drawing needs 0 here, indexed baseVertexIndex */
1826
1827     /* Transform */
1828     WINED3DMATRIX             transforms[HIGHEST_TRANSFORMSTATE + 1];
1829
1830     /* Light hashmap . Collisions are handled using standard wine double linked lists */
1831 #define LIGHTMAP_SIZE 43 /* Use of a prime number recommended. Set to 1 for a linked list! */
1832 #define LIGHTMAP_HASHFUNC(x) ((x) % LIGHTMAP_SIZE) /* Primitive and simple function */
1833     struct list               lightMap[LIGHTMAP_SIZE]; /* Mashmap containing the lights */
1834     PLIGHTINFOEL             *activeLights[MAX_ACTIVE_LIGHTS]; /* Map of opengl lights to d3d lights */
1835
1836     /* Clipping */
1837     double                    clipplane[MAX_CLIPPLANES][4];
1838     WINED3DCLIPSTATUS         clip_status;
1839
1840     /* ViewPort */
1841     WINED3DVIEWPORT           viewport;
1842
1843     /* Material */
1844     WINED3DMATERIAL           material;
1845
1846     /* Pixel Shader */
1847     IWineD3DPixelShader      *pixelShader;
1848
1849     /* Pixel Shader Constants */
1850     BOOL                       pixelShaderConstantB[MAX_CONST_B];
1851     INT                        pixelShaderConstantI[MAX_CONST_I * 4];
1852     float                     *pixelShaderConstantF;
1853
1854     /* RenderState */
1855     DWORD                     renderState[WINEHIGHEST_RENDER_STATE + 1];
1856
1857     /* Texture */
1858     IWineD3DBaseTexture      *textures[MAX_COMBINED_SAMPLERS];
1859
1860     /* Texture State Stage */
1861     DWORD                     textureState[MAX_TEXTURES][WINED3D_HIGHEST_TEXTURE_STATE + 1];
1862     DWORD                     lowest_disabled_stage;
1863     /* Sampler States */
1864     DWORD                     samplerState[MAX_COMBINED_SAMPLERS][WINED3D_HIGHEST_SAMPLER_STATE + 1];
1865
1866     /* Scissor test rectangle */
1867     RECT                      scissorRect;
1868
1869     /* Contained state management */
1870     DWORD                     contained_render_states[WINEHIGHEST_RENDER_STATE + 1];
1871     unsigned int              num_contained_render_states;
1872     DWORD                     contained_transform_states[HIGHEST_TRANSFORMSTATE + 1];
1873     unsigned int              num_contained_transform_states;
1874     DWORD                     contained_vs_consts_i[MAX_CONST_I];
1875     unsigned int              num_contained_vs_consts_i;
1876     DWORD                     contained_vs_consts_b[MAX_CONST_B];
1877     unsigned int              num_contained_vs_consts_b;
1878     DWORD                     *contained_vs_consts_f;
1879     unsigned int              num_contained_vs_consts_f;
1880     DWORD                     contained_ps_consts_i[MAX_CONST_I];
1881     unsigned int              num_contained_ps_consts_i;
1882     DWORD                     contained_ps_consts_b[MAX_CONST_B];
1883     unsigned int              num_contained_ps_consts_b;
1884     DWORD                     *contained_ps_consts_f;
1885     unsigned int              num_contained_ps_consts_f;
1886     struct StageState         contained_tss_states[MAX_TEXTURES * (WINED3D_HIGHEST_TEXTURE_STATE)];
1887     unsigned int              num_contained_tss_states;
1888     struct StageState         contained_sampler_states[MAX_COMBINED_SAMPLERS * WINED3D_HIGHEST_SAMPLER_STATE];
1889     unsigned int              num_contained_sampler_states;
1890 };
1891
1892 extern void stateblock_savedstates_set(
1893     IWineD3DStateBlock* iface,
1894     SAVEDSTATES* states,
1895     BOOL value);
1896
1897 extern void stateblock_copy(
1898     IWineD3DStateBlock* destination,
1899     IWineD3DStateBlock* source);
1900
1901 extern const IWineD3DStateBlockVtbl IWineD3DStateBlock_Vtbl;
1902
1903 /* Direct3D terminology with little modifications. We do not have an issued state
1904  * because only the driver knows about it, but we have a created state because d3d
1905  * allows GetData on a created issue, but opengl doesn't
1906  */
1907 enum query_state {
1908     QUERY_CREATED,
1909     QUERY_SIGNALLED,
1910     QUERY_BUILDING
1911 };
1912 /*****************************************************************************
1913  * IWineD3DQueryImpl implementation structure (extends IUnknown)
1914  */
1915 typedef struct IWineD3DQueryImpl
1916 {
1917     const IWineD3DQueryVtbl  *lpVtbl;
1918     LONG                      ref;     /* Note: Ref counting not required */
1919     
1920     IUnknown                 *parent;
1921     /*TODO: replace with iface usage */
1922 #if 0
1923     IWineD3DDevice         *wineD3DDevice;
1924 #else
1925     IWineD3DDeviceImpl       *wineD3DDevice;
1926 #endif
1927
1928     /* IWineD3DQuery fields */
1929     enum query_state         state;
1930     WINED3DQUERYTYPE         type;
1931     /* TODO: Think about using a IUnknown instead of a void* */
1932     void                     *extendedData;
1933     
1934   
1935 } IWineD3DQueryImpl;
1936
1937 extern const IWineD3DQueryVtbl IWineD3DQuery_Vtbl;
1938 extern const IWineD3DQueryVtbl IWineD3DEventQuery_Vtbl;
1939 extern const IWineD3DQueryVtbl IWineD3DOcclusionQuery_Vtbl;
1940
1941 /* Datastructures for IWineD3DQueryImpl.extendedData */
1942 typedef struct  WineQueryOcclusionData {
1943     GLuint  queryId;
1944     WineD3DContext *ctx;
1945 } WineQueryOcclusionData;
1946
1947 typedef struct  WineQueryEventData {
1948     GLuint  fenceId;
1949     WineD3DContext *ctx;
1950 } WineQueryEventData;
1951
1952 /*****************************************************************************
1953  * IWineD3DSwapChainImpl implementation structure (extends IUnknown)
1954  */
1955
1956 typedef struct IWineD3DSwapChainImpl
1957 {
1958     /*IUnknown part*/
1959     const IWineD3DSwapChainVtbl *lpVtbl;
1960     LONG                      ref;     /* Note: Ref counting not required */
1961
1962     IUnknown                 *parent;
1963     IWineD3DDeviceImpl       *wineD3DDevice;
1964
1965     /* IWineD3DSwapChain fields */
1966     IWineD3DSurface         **backBuffer;
1967     IWineD3DSurface          *frontBuffer;
1968     WINED3DPRESENT_PARAMETERS presentParms;
1969     DWORD                     orig_width, orig_height;
1970     WINED3DFORMAT             orig_fmt;
1971     WINED3DGAMMARAMP          orig_gamma;
1972
1973     long prev_time, frames;   /* Performance tracking */
1974     unsigned int vSyncCounter;
1975
1976     WineD3DContext        **context; /* Later a array for multithreading */
1977     unsigned int            num_contexts;
1978
1979     HWND                    win_handle;
1980 } IWineD3DSwapChainImpl;
1981
1982 extern const IWineD3DSwapChainVtbl IWineD3DSwapChain_Vtbl;
1983 const IWineD3DSwapChainVtbl IWineGDISwapChain_Vtbl;
1984 void x11_copy_to_screen(IWineD3DSwapChainImpl *This, const RECT *rc);
1985
1986 HRESULT WINAPI IWineD3DBaseSwapChainImpl_QueryInterface(IWineD3DSwapChain *iface, REFIID riid, LPVOID *ppobj);
1987 ULONG WINAPI IWineD3DBaseSwapChainImpl_AddRef(IWineD3DSwapChain *iface);
1988 ULONG WINAPI IWineD3DBaseSwapChainImpl_Release(IWineD3DSwapChain *iface);
1989 HRESULT WINAPI IWineD3DBaseSwapChainImpl_GetParent(IWineD3DSwapChain *iface, IUnknown ** ppParent);
1990 HRESULT WINAPI IWineD3DBaseSwapChainImpl_GetFrontBufferData(IWineD3DSwapChain *iface, IWineD3DSurface *pDestSurface);
1991 HRESULT WINAPI IWineD3DBaseSwapChainImpl_GetBackBuffer(IWineD3DSwapChain *iface, UINT iBackBuffer, WINED3DBACKBUFFER_TYPE Type, IWineD3DSurface **ppBackBuffer);
1992 HRESULT WINAPI IWineD3DBaseSwapChainImpl_GetRasterStatus(IWineD3DSwapChain *iface, WINED3DRASTER_STATUS *pRasterStatus);
1993 HRESULT WINAPI IWineD3DBaseSwapChainImpl_GetDisplayMode(IWineD3DSwapChain *iface, WINED3DDISPLAYMODE*pMode);
1994 HRESULT WINAPI IWineD3DBaseSwapChainImpl_GetDevice(IWineD3DSwapChain *iface, IWineD3DDevice**ppDevice);
1995 HRESULT WINAPI IWineD3DBaseSwapChainImpl_GetPresentParameters(IWineD3DSwapChain *iface, WINED3DPRESENT_PARAMETERS *pPresentationParameters);
1996 HRESULT WINAPI IWineD3DBaseSwapChainImpl_SetGammaRamp(IWineD3DSwapChain *iface, DWORD Flags, CONST WINED3DGAMMARAMP *pRamp);
1997 HRESULT WINAPI IWineD3DBaseSwapChainImpl_GetGammaRamp(IWineD3DSwapChain *iface, WINED3DGAMMARAMP *pRamp);
1998
1999 WineD3DContext *IWineD3DSwapChainImpl_CreateContextForThread(IWineD3DSwapChain *iface);
2000
2001 /*****************************************************************************
2002  * Utility function prototypes 
2003  */
2004
2005 /* Trace routines */
2006 const char* debug_d3dformat(WINED3DFORMAT fmt);
2007 const char* debug_d3ddevicetype(WINED3DDEVTYPE devtype);
2008 const char* debug_d3dresourcetype(WINED3DRESOURCETYPE res);
2009 const char* debug_d3dusage(DWORD usage);
2010 const char* debug_d3dusagequery(DWORD usagequery);
2011 const char* debug_d3ddeclmethod(WINED3DDECLMETHOD method);
2012 const char* debug_d3ddecltype(WINED3DDECLTYPE type);
2013 const char* debug_d3ddeclusage(BYTE usage);
2014 const char* debug_d3dprimitivetype(WINED3DPRIMITIVETYPE PrimitiveType);
2015 const char* debug_d3drenderstate(DWORD state);
2016 const char* debug_d3dsamplerstate(DWORD state);
2017 const char* debug_d3dtexturefiltertype(WINED3DTEXTUREFILTERTYPE filter_type);
2018 const char* debug_d3dtexturestate(DWORD state);
2019 const char* debug_d3dtstype(WINED3DTRANSFORMSTATETYPE tstype);
2020 const char* debug_d3dpool(WINED3DPOOL pool);
2021 const char *debug_fbostatus(GLenum status);
2022 const char *debug_glerror(GLenum error);
2023 const char *debug_d3dbasis(WINED3DBASISTYPE basis);
2024 const char *debug_d3ddegree(WINED3DDEGREETYPE order);
2025 const char* debug_d3dtop(WINED3DTEXTUREOP d3dtop);
2026 const char *debug_fixup_channel_source(enum fixup_channel_source source);
2027 const char *debug_yuv_fixup(enum yuv_fixup yuv_fixup);
2028 void dump_color_fixup_desc(struct color_fixup_desc fixup);
2029
2030 /* Routines for GL <-> D3D values */
2031 GLenum StencilOp(DWORD op);
2032 GLenum CompareFunc(DWORD func);
2033 BOOL is_invalid_op(IWineD3DDeviceImpl *This, int stage, WINED3DTEXTUREOP op, DWORD arg1, DWORD arg2, DWORD arg3);
2034 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);
2035 void   set_texture_matrix(const float *smat, DWORD flags, BOOL calculatedCoords, BOOL transformed, DWORD coordtype, BOOL ffp_can_disable_proj);
2036 void texture_activate_dimensions(DWORD stage, IWineD3DStateBlockImpl *stateblock, WineD3DContext *context);
2037 void sampler_texdim(DWORD state, IWineD3DStateBlockImpl *stateblock, WineD3DContext *context);
2038 void tex_alphaop(DWORD state, IWineD3DStateBlockImpl *stateblock, WineD3DContext *context);
2039 void apply_pixelshader(DWORD state, IWineD3DStateBlockImpl *stateblock, WineD3DContext *context);
2040
2041 void surface_force_reload(IWineD3DSurface *iface);
2042 GLenum surface_get_gl_buffer(IWineD3DSurface *iface, IWineD3DSwapChain *swapchain);
2043 void surface_load_ds_location(IWineD3DSurface *iface, DWORD location);
2044 void surface_modify_ds_location(IWineD3DSurface *iface, DWORD location);
2045 void surface_set_compatible_renderbuffer(IWineD3DSurface *iface, unsigned int width, unsigned int height);
2046 void surface_set_texture_name(IWineD3DSurface *iface, GLuint name);
2047 void surface_set_texture_target(IWineD3DSurface *iface, GLenum target);
2048
2049 BOOL getColorBits(WINED3DFORMAT fmt, short *redSize, short *greenSize, short *blueSize, short *alphaSize, short *totalSize);
2050 BOOL getDepthStencilBits(WINED3DFORMAT fmt, short *depthSize, short *stencilSize);
2051
2052 /* Math utils */
2053 void multiply_matrix(WINED3DMATRIX *dest, const WINED3DMATRIX *src1, const WINED3DMATRIX *src2);
2054 unsigned int count_bits(unsigned int mask);
2055 UINT wined3d_log2i(UINT32 x);
2056
2057 /*****************************************************************************
2058  * To enable calling of inherited functions, requires prototypes 
2059  *
2060  * Note: Only require classes which are subclassed, ie resource, basetexture, 
2061  */
2062
2063     /* IWineD3DVertexBuffer */
2064     extern const BYTE *IWineD3DVertexBufferImpl_GetMemory(IWineD3DVertexBuffer* iface, DWORD iOffset, GLint *vbo);
2065
2066 /* TODO: Make this dynamic, based on shader limits ? */
2067 #define MAX_REG_ADDR 1
2068 #define MAX_REG_TEMP 32
2069 #define MAX_REG_TEXCRD 8
2070 #define MAX_REG_INPUT 12
2071 #define MAX_REG_OUTPUT 12
2072 #define MAX_CONST_I 16
2073 #define MAX_CONST_B 16
2074
2075 /* FIXME: This needs to go up to 2048 for
2076  * Shader model 3 according to msdn (and for software shaders) */
2077 #define MAX_LABELS 16
2078
2079 typedef struct semantic {
2080     DWORD usage;
2081     DWORD reg;
2082 } semantic;
2083
2084 typedef struct local_constant {
2085     struct list entry;
2086     unsigned int idx;
2087     DWORD value[4];
2088 } local_constant;
2089
2090 typedef struct shader_reg_maps {
2091     DWORD shader_version;
2092     char texcoord[MAX_REG_TEXCRD];          /* pixel < 3.0 */
2093     char temporary[MAX_REG_TEMP];           /* pixel, vertex */
2094     char address[MAX_REG_ADDR];             /* vertex */
2095     char packed_input[MAX_REG_INPUT];       /* pshader >= 3.0 */
2096     char packed_output[MAX_REG_OUTPUT];     /* vertex >= 3.0 */
2097     char attributes[MAX_ATTRIBS];           /* vertex */
2098     char labels[MAX_LABELS];                /* pixel, vertex */
2099     DWORD texcoord_mask[MAX_REG_TEXCRD];    /* vertex < 3.0 */
2100
2101     /* Sampler usage tokens 
2102      * Use 0 as default (bit 31 is always 1 on a valid token) */
2103     DWORD samplers[max(MAX_FRAGMENT_SAMPLERS, MAX_VERTEX_SAMPLERS)];
2104     BOOL bumpmat[MAX_TEXTURES], luminanceparams[MAX_TEXTURES];
2105     char usesnrm, vpos, usesdsy;
2106     char usesrelconstF;
2107
2108     /* Whether or not loops are used in this shader, and nesting depth */
2109     unsigned loop_depth;
2110
2111     /* Whether or not this shader uses fog */
2112     char fog;
2113
2114 } shader_reg_maps;
2115
2116 /* Undocumented opcode controls */
2117 #define INST_CONTROLS_SHIFT 16
2118 #define INST_CONTROLS_MASK 0x00ff0000
2119
2120 typedef enum COMPARISON_TYPE {
2121     COMPARISON_GT = 1,
2122     COMPARISON_EQ = 2,
2123     COMPARISON_GE = 3,
2124     COMPARISON_LT = 4,
2125     COMPARISON_NE = 5,
2126     COMPARISON_LE = 6
2127 } COMPARISON_TYPE;
2128
2129 typedef struct SHADER_OPCODE {
2130     unsigned int  opcode;
2131     const char*   name;
2132     char          dst_token;
2133     CONST UINT    num_params;
2134     enum WINED3D_SHADER_INSTRUCTION_HANDLER handler_idx;
2135     DWORD         min_version;
2136     DWORD         max_version;
2137 } SHADER_OPCODE;
2138
2139 typedef struct SHADER_OPCODE_ARG {
2140     IWineD3DBaseShader* shader;
2141     const shader_reg_maps *reg_maps;
2142     CONST SHADER_OPCODE* opcode;
2143     DWORD opcode_token;
2144     DWORD dst;
2145     DWORD dst_addr;
2146     DWORD predicate;
2147     DWORD src[4];
2148     DWORD src_addr[4];
2149     SHADER_BUFFER* buffer;
2150 } SHADER_OPCODE_ARG;
2151
2152 typedef struct SHADER_LIMITS {
2153     unsigned int temporary;
2154     unsigned int texcoord;
2155     unsigned int sampler;
2156     unsigned int constant_int;
2157     unsigned int constant_float;
2158     unsigned int constant_bool;
2159     unsigned int address;
2160     unsigned int packed_output;
2161     unsigned int packed_input;
2162     unsigned int attributes;
2163     unsigned int label;
2164 } SHADER_LIMITS;
2165
2166 /** Keeps track of details for TEX_M#x# shader opcodes which need to 
2167     maintain state information between multiple codes */
2168 typedef struct SHADER_PARSE_STATE {
2169     unsigned int current_row;
2170     DWORD texcoord_w[2];
2171 } SHADER_PARSE_STATE;
2172
2173 #ifdef __GNUC__
2174 #define PRINTF_ATTR(fmt,args) __attribute__((format (printf,fmt,args)))
2175 #else
2176 #define PRINTF_ATTR(fmt,args)
2177 #endif
2178
2179 /* Base Shader utility functions. 
2180  * (may move callers into the same file in the future) */
2181 extern int shader_addline(
2182     SHADER_BUFFER* buffer,
2183     const char* fmt, ...) PRINTF_ATTR(2,3);
2184
2185 const SHADER_OPCODE *shader_get_opcode(const SHADER_OPCODE *shader_ins, DWORD shader_version, DWORD code);
2186
2187 /* Vertex shader utility functions */
2188 extern BOOL vshader_get_input(
2189     IWineD3DVertexShader* iface,
2190     BYTE usage_req, BYTE usage_idx_req,
2191     unsigned int* regnum);
2192
2193 extern BOOL vshader_input_is_color(
2194     IWineD3DVertexShader* iface,
2195     unsigned int regnum);
2196
2197 extern HRESULT allocate_shader_constants(IWineD3DStateBlockImpl* object);
2198
2199 /* GLSL helper functions */
2200 extern void shader_glsl_add_instruction_modifiers(const SHADER_OPCODE_ARG *arg);
2201
2202 /*****************************************************************************
2203  * IDirect3DBaseShader implementation structure
2204  */
2205 typedef struct IWineD3DBaseShaderClass
2206 {
2207     LONG                            ref;
2208     SHADER_LIMITS                   limits;
2209     SHADER_PARSE_STATE              parse_state;
2210     CONST SHADER_OPCODE             *shader_ins;
2211     DWORD                          *function;
2212     UINT                            functionLength;
2213     BOOL                            is_compiled;
2214     UINT                            cur_loop_depth, cur_loop_regno;
2215     BOOL                            load_local_constsF;
2216     BOOL                            uses_bool_consts, uses_int_consts;
2217
2218     /* Type of shader backend */
2219     int shader_mode;
2220
2221     /* Programs this shader is linked with */
2222     struct list linked_programs;
2223
2224     /* Immediate constants (override global ones) */
2225     struct list constantsB;
2226     struct list constantsF;
2227     struct list constantsI;
2228     shader_reg_maps reg_maps;
2229
2230     UINT                sampled_samplers[MAX_COMBINED_SAMPLERS];
2231     UINT                num_sampled_samplers;
2232
2233     UINT recompile_count;
2234
2235     /* Pointer to the parent device */
2236     IWineD3DDevice *device;
2237     struct list     shader_list_entry;
2238
2239 } IWineD3DBaseShaderClass;
2240
2241 typedef struct IWineD3DBaseShaderImpl {
2242     /* IUnknown */
2243     const IWineD3DBaseShaderVtbl    *lpVtbl;
2244
2245     /* IWineD3DBaseShader */
2246     IWineD3DBaseShaderClass         baseShader;
2247 } IWineD3DBaseShaderImpl;
2248
2249 void shader_buffer_init(struct SHADER_BUFFER *buffer);
2250 void shader_buffer_free(struct SHADER_BUFFER *buffer);
2251 void shader_cleanup(IWineD3DBaseShader *iface);
2252 HRESULT shader_get_registers_used(IWineD3DBaseShader *iface, struct shader_reg_maps *reg_maps,
2253         struct semantic *semantics_in, struct semantic *semantics_out, const DWORD *byte_code);
2254 void shader_trace_init(const DWORD *byte_code, const SHADER_OPCODE *opcode_table);
2255
2256 extern void shader_generate_main(IWineD3DBaseShader *iface, SHADER_BUFFER *buffer,
2257         const shader_reg_maps *reg_maps, const DWORD *pFunction);
2258
2259 static inline int shader_get_regtype(const DWORD param) {
2260     return (((param & WINED3DSP_REGTYPE_MASK) >> WINED3DSP_REGTYPE_SHIFT) |
2261             ((param & WINED3DSP_REGTYPE_MASK2) >> WINED3DSP_REGTYPE_SHIFT2));
2262 }
2263
2264 static inline int shader_get_writemask(const DWORD param) {
2265     return param & WINED3DSP_WRITEMASK_ALL;
2266 }
2267
2268 static inline BOOL shader_is_pshader_version(DWORD token) {
2269     return 0xFFFF0000 == (token & 0xFFFF0000);
2270 }
2271
2272 static inline BOOL shader_is_vshader_version(DWORD token) {
2273     return 0xFFFE0000 == (token & 0xFFFF0000);
2274 }
2275
2276 static inline BOOL shader_is_comment(DWORD token) {
2277     return WINED3DSIO_COMMENT == (token & WINED3DSI_OPCODE_MASK);
2278 }
2279
2280 static inline BOOL shader_is_scalar(DWORD param) {
2281     DWORD reg_type = shader_get_regtype(param);
2282     DWORD reg_num;
2283
2284     switch (reg_type) {
2285         case WINED3DSPR_RASTOUT:
2286             if ((param & WINED3DSP_REGNUM_MASK) != 0) {
2287                 /* oFog & oPts */
2288                 return TRUE;
2289             }
2290             /* oPos */
2291             return FALSE;
2292
2293         case WINED3DSPR_DEPTHOUT:   /* oDepth */
2294         case WINED3DSPR_CONSTBOOL:  /* b# */
2295         case WINED3DSPR_LOOP:       /* aL */
2296         case WINED3DSPR_PREDICATE:  /* p0 */
2297             return TRUE;
2298
2299         case WINED3DSPR_MISCTYPE:
2300             reg_num = param & WINED3DSP_REGNUM_MASK;
2301             switch(reg_num) {
2302                 case 0: /* vPos */
2303                     return FALSE;
2304                 case 1: /* vFace */
2305                     return TRUE;
2306                 default:
2307                     return FALSE;
2308             }
2309
2310         default:
2311             return FALSE;
2312     }
2313 }
2314
2315 static inline BOOL shader_constant_is_local(IWineD3DBaseShaderImpl* This, DWORD reg) {
2316     local_constant* lconst;
2317
2318     if(This->baseShader.load_local_constsF) return FALSE;
2319     LIST_FOR_EACH_ENTRY(lconst, &This->baseShader.constantsF, local_constant, entry) {
2320         if(lconst->idx == reg) return TRUE;
2321     }
2322     return FALSE;
2323
2324 }
2325
2326 /*****************************************************************************
2327  * IDirect3DVertexShader implementation structure
2328  */
2329 typedef struct IWineD3DVertexShaderImpl {
2330     /* IUnknown parts*/   
2331     const IWineD3DVertexShaderVtbl *lpVtbl;
2332
2333     /* IWineD3DBaseShader */
2334     IWineD3DBaseShaderClass     baseShader;
2335
2336     /* IWineD3DVertexShaderImpl */
2337     IUnknown                    *parent;
2338
2339     DWORD                       usage;
2340
2341     /* The GL shader */
2342     GLuint                          prgId;
2343
2344     /* Vertex shader input and output semantics */
2345     semantic semantics_in [MAX_ATTRIBS];
2346     semantic semantics_out [MAX_REG_OUTPUT];
2347
2348     /* Ordered array of attributes that are swizzled */
2349     attrib_declaration          swizzled_attribs [MAX_ATTRIBS];
2350     UINT                        num_swizzled_attribs;
2351
2352     UINT                       min_rel_offset, max_rel_offset;
2353     UINT                       rel_offset;
2354
2355     UINT                       recompile_count;
2356 } IWineD3DVertexShaderImpl;
2357 extern const SHADER_OPCODE IWineD3DVertexShaderImpl_shader_ins[];
2358 extern const IWineD3DVertexShaderVtbl IWineD3DVertexShader_Vtbl;
2359 HRESULT IWineD3DVertexShaderImpl_CompileShader(IWineD3DVertexShader *iface);
2360
2361 /*****************************************************************************
2362  * IDirect3DPixelShader implementation structure
2363  */
2364 struct ps_compiled_shader {
2365     struct ps_compile_args      args;
2366     GLuint                      prgId;
2367 };
2368
2369 typedef struct IWineD3DPixelShaderImpl {
2370     /* IUnknown parts */
2371     const IWineD3DPixelShaderVtbl *lpVtbl;
2372
2373     /* IWineD3DBaseShader */
2374     IWineD3DBaseShaderClass     baseShader;
2375
2376     /* IWineD3DPixelShaderImpl */
2377     IUnknown                   *parent;
2378
2379     /* Pixel shader input semantics */
2380     semantic semantics_in [MAX_REG_INPUT];
2381     DWORD                 input_reg_map[MAX_REG_INPUT];
2382     BOOL                  input_reg_used[MAX_REG_INPUT];
2383     int                         declared_in_count;
2384
2385     /* The GL shader */
2386     struct ps_compiled_shader   *gl_shaders;
2387     UINT                        num_gl_shaders;
2388
2389     /* Some information about the shader behavior */
2390     struct stb_const_desc       bumpenvmatconst[MAX_TEXTURES];
2391     char                        numbumpenvmatconsts;
2392     struct stb_const_desc       luminanceconst[MAX_TEXTURES];
2393     char                        vpos_uniform;
2394 } IWineD3DPixelShaderImpl;
2395
2396 extern const SHADER_OPCODE IWineD3DPixelShaderImpl_shader_ins[];
2397 extern const IWineD3DPixelShaderVtbl IWineD3DPixelShader_Vtbl;
2398 GLuint find_gl_pshader(IWineD3DPixelShaderImpl *shader, const struct ps_compile_args *args);
2399 void find_ps_compile_args(IWineD3DPixelShaderImpl *shader, IWineD3DStateBlockImpl *stateblock, struct ps_compile_args *args);
2400
2401 /* sRGB correction constants */
2402 static const float srgb_cmp = 0.0031308;
2403 static const float srgb_mul_low = 12.92;
2404 static const float srgb_pow = 0.41666;
2405 static const float srgb_mul_high = 1.055;
2406 static const float srgb_sub_high = 0.055;
2407
2408 /*****************************************************************************
2409  * IWineD3DPalette implementation structure
2410  */
2411 struct IWineD3DPaletteImpl {
2412     /* IUnknown parts */
2413     const IWineD3DPaletteVtbl  *lpVtbl;
2414     LONG                       ref;
2415
2416     IUnknown                   *parent;
2417     IWineD3DDeviceImpl         *wineD3DDevice;
2418
2419     /* IWineD3DPalette */
2420     HPALETTE                   hpal;
2421     WORD                       palVersion;     /*|               */
2422     WORD                       palNumEntries;  /*|  LOGPALETTE   */
2423     PALETTEENTRY               palents[256];   /*|               */
2424     /* This is to store the palette in 'screen format' */
2425     int                        screen_palents[256];
2426     DWORD                      Flags;
2427 };
2428
2429 extern const IWineD3DPaletteVtbl IWineD3DPalette_Vtbl;
2430 DWORD IWineD3DPaletteImpl_Size(DWORD dwFlags);
2431
2432 /* DirectDraw utility functions */
2433 extern WINED3DFORMAT pixelformat_for_depth(DWORD depth);
2434
2435 /*****************************************************************************
2436  * Pixel format management
2437  */
2438
2439 struct GlPixelFormatDesc
2440 {
2441     GLint glInternal;
2442     GLint glGammaInternal;
2443     GLint rtInternal;
2444     GLint glFormat;
2445     GLint glType;
2446     unsigned int Flags;
2447     float heightscale;
2448     struct color_fixup_desc color_fixup;
2449 };
2450
2451 typedef struct {
2452     WINED3DFORMAT           format;
2453     DWORD                   alphaMask, redMask, greenMask, blueMask;
2454     UINT                    bpp;
2455     short                   depthSize, stencilSize;
2456     BOOL                    isFourcc;
2457 } StaticPixelFormatDesc;
2458
2459 const StaticPixelFormatDesc *getFormatDescEntry(WINED3DFORMAT fmt,
2460         const WineD3D_GL_Info *gl_info, const struct GlPixelFormatDesc **glDesc);
2461
2462 static inline BOOL use_vs(IWineD3DStateBlockImpl *stateblock)
2463 {
2464     return (stateblock->vertexShader
2465             && !stateblock->wineD3DDevice->strided_streams.u.s.position_transformed
2466             && stateblock->wineD3DDevice->vs_selected_mode != SHADER_NONE);
2467 }
2468
2469 static inline BOOL use_ps(IWineD3DStateBlockImpl *stateblock)
2470 {
2471     return (stateblock->pixelShader
2472             && stateblock->wineD3DDevice->ps_selected_mode != SHADER_NONE);
2473 }
2474
2475 void stretch_rect_fbo(IWineD3DDevice *iface, IWineD3DSurface *src_surface, WINED3DRECT *src_rect,
2476         IWineD3DSurface *dst_surface, WINED3DRECT *dst_rect, const WINED3DTEXTUREFILTERTYPE filter, BOOL flip);
2477 #endif