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