wined3d: Support wined3d_texture_get_dc() on WINED3DFMT_B4G4R4A4_UNORM and WINED3DFMT...
[wine.git] / dlls / wined3d / utils.c
blob1255a9a53af23b1b3bed9b5074ee182e7de7947a
1 /*
2 * Utility functions for the WineD3D Library
4 * Copyright 2002-2004 Jason Edmeades
5 * Copyright 2003-2004 Raphael Junqueira
6 * Copyright 2004 Christian Costa
7 * Copyright 2005 Oliver Stieber
8 * Copyright 2006-2008 Henri Verbeet
9 * Copyright 2007-2008 Stefan Dösinger for CodeWeavers
10 * Copyright 2009-2010 Henri Verbeet for CodeWeavers
12 * This library is free software; you can redistribute it and/or
13 * modify it under the terms of the GNU Lesser General Public
14 * License as published by the Free Software Foundation; either
15 * version 2.1 of the License, or (at your option) any later version.
17 * This library is distributed in the hope that it will be useful,
18 * but WITHOUT ANY WARRANTY; without even the implied warranty of
19 * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the GNU
20 * Lesser General Public License for more details.
22 * You should have received a copy of the GNU Lesser General Public
23 * License along with this library; if not, write to the Free Software
24 * Foundation, Inc., 51 Franklin St, Fifth Floor, Boston, MA 02110-1301, USA
27 #include "config.h"
28 #include "wine/port.h"
30 #include <stdio.h>
32 #include "wined3d_private.h"
34 WINE_DEFAULT_DEBUG_CHANNEL(d3d);
36 #define WINED3D_FORMAT_FOURCC_BASE (WINED3DFMT_BC7_UNORM_SRGB + 1)
38 static const struct
40 enum wined3d_format_id id;
41 unsigned int idx;
43 format_index_remap[] =
45 {WINED3DFMT_UYVY, WINED3D_FORMAT_FOURCC_BASE},
46 {WINED3DFMT_YUY2, WINED3D_FORMAT_FOURCC_BASE + 1},
47 {WINED3DFMT_YV12, WINED3D_FORMAT_FOURCC_BASE + 2},
48 {WINED3DFMT_DXT1, WINED3D_FORMAT_FOURCC_BASE + 3},
49 {WINED3DFMT_DXT2, WINED3D_FORMAT_FOURCC_BASE + 4},
50 {WINED3DFMT_DXT3, WINED3D_FORMAT_FOURCC_BASE + 5},
51 {WINED3DFMT_DXT4, WINED3D_FORMAT_FOURCC_BASE + 6},
52 {WINED3DFMT_DXT5, WINED3D_FORMAT_FOURCC_BASE + 7},
53 {WINED3DFMT_MULTI2_ARGB8, WINED3D_FORMAT_FOURCC_BASE + 8},
54 {WINED3DFMT_G8R8_G8B8, WINED3D_FORMAT_FOURCC_BASE + 9},
55 {WINED3DFMT_R8G8_B8G8, WINED3D_FORMAT_FOURCC_BASE + 10},
56 {WINED3DFMT_ATI1N, WINED3D_FORMAT_FOURCC_BASE + 11},
57 {WINED3DFMT_ATI2N, WINED3D_FORMAT_FOURCC_BASE + 12},
58 {WINED3DFMT_INST, WINED3D_FORMAT_FOURCC_BASE + 13},
59 {WINED3DFMT_NVDB, WINED3D_FORMAT_FOURCC_BASE + 14},
60 {WINED3DFMT_NVHU, WINED3D_FORMAT_FOURCC_BASE + 15},
61 {WINED3DFMT_NVHS, WINED3D_FORMAT_FOURCC_BASE + 16},
62 {WINED3DFMT_INTZ, WINED3D_FORMAT_FOURCC_BASE + 17},
63 {WINED3DFMT_RESZ, WINED3D_FORMAT_FOURCC_BASE + 18},
64 {WINED3DFMT_NULL, WINED3D_FORMAT_FOURCC_BASE + 19},
65 {WINED3DFMT_R16, WINED3D_FORMAT_FOURCC_BASE + 20},
66 {WINED3DFMT_AL16, WINED3D_FORMAT_FOURCC_BASE + 21},
67 {WINED3DFMT_NV12, WINED3D_FORMAT_FOURCC_BASE + 22},
70 #define WINED3D_FORMAT_COUNT (WINED3D_FORMAT_FOURCC_BASE + ARRAY_SIZE(format_index_remap))
72 struct wined3d_format_channels
74 enum wined3d_format_id id;
75 DWORD red_size, green_size, blue_size, alpha_size;
76 DWORD red_offset, green_offset, blue_offset, alpha_offset;
77 UINT bpp;
78 BYTE depth_size, stencil_size;
81 static const struct wined3d_format_channels formats[] =
83 /* size offset
84 * format id r g b a r g b a bpp depth stencil */
85 {WINED3DFMT_UNKNOWN, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0},
86 /* FourCC formats */
87 {WINED3DFMT_UYVY, 0, 0, 0, 0, 0, 0, 0, 0, 2, 0, 0},
88 {WINED3DFMT_YUY2, 0, 0, 0, 0, 0, 0, 0, 0, 2, 0, 0},
89 {WINED3DFMT_YV12, 0, 0, 0, 0, 0, 0, 0, 0, 1, 0, 0},
90 {WINED3DFMT_NV12, 0, 0, 0, 0, 0, 0, 0, 0, 1, 0, 0},
91 {WINED3DFMT_DXT1, 0, 0, 0, 0, 0, 0, 0, 0, 1, 0, 0},
92 {WINED3DFMT_DXT2, 0, 0, 0, 0, 0, 0, 0, 0, 1, 0, 0},
93 {WINED3DFMT_DXT3, 0, 0, 0, 0, 0, 0, 0, 0, 1, 0, 0},
94 {WINED3DFMT_DXT4, 0, 0, 0, 0, 0, 0, 0, 0, 1, 0, 0},
95 {WINED3DFMT_DXT5, 0, 0, 0, 0, 0, 0, 0, 0, 1, 0, 0},
96 {WINED3DFMT_MULTI2_ARGB8, 0, 0, 0, 0, 0, 0, 0, 0, 1, 0, 0},
97 {WINED3DFMT_G8R8_G8B8, 0, 0, 0, 0, 0, 0, 0, 0, 1, 0, 0},
98 {WINED3DFMT_R8G8_B8G8, 0, 0, 0, 0, 0, 0, 0, 0, 1, 0, 0},
99 /* Hmm? */
100 {WINED3DFMT_R8G8_SNORM_Cx, 0, 0, 0, 0, 0, 0, 0, 0, 2, 0, 0},
101 {WINED3DFMT_R11G11B10_FLOAT, 11, 11, 10, 0, 0, 11, 22, 0, 4, 0, 0},
102 /* Palettized formats */
103 {WINED3DFMT_P8_UINT_A8_UNORM, 0, 0, 0, 8, 0, 0, 0, 8, 2, 0, 0},
104 {WINED3DFMT_P8_UINT, 0, 0, 0, 0, 0, 0, 0, 0, 1, 0, 0},
105 /* Standard ARGB formats. */
106 {WINED3DFMT_B8G8R8_UNORM, 8, 8, 8, 0, 16, 8, 0, 0, 3, 0, 0},
107 {WINED3DFMT_B5G6R5_UNORM, 5, 6, 5, 0, 11, 5, 0, 0, 2, 0, 0},
108 {WINED3DFMT_B5G5R5X1_UNORM, 5, 5, 5, 0, 10, 5, 0, 0, 2, 0, 0},
109 {WINED3DFMT_B5G5R5A1_UNORM, 5, 5, 5, 1, 10, 5, 0, 15, 2, 0, 0},
110 {WINED3DFMT_B4G4R4A4_UNORM, 4, 4, 4, 4, 8, 4, 0, 12, 2, 0, 0},
111 {WINED3DFMT_B2G3R3_UNORM, 3, 3, 2, 0, 5, 2, 0, 0, 1, 0, 0},
112 {WINED3DFMT_A8_UNORM, 0, 0, 0, 8, 0, 0, 0, 0, 1, 0, 0},
113 {WINED3DFMT_B2G3R3A8_UNORM, 3, 3, 2, 8, 5, 2, 0, 8, 2, 0, 0},
114 {WINED3DFMT_B4G4R4X4_UNORM, 4, 4, 4, 0, 8, 4, 0, 0, 2, 0, 0},
115 {WINED3DFMT_R8G8B8X8_UNORM, 8, 8, 8, 0, 0, 8, 16, 0, 4, 0, 0},
116 {WINED3DFMT_B10G10R10A2_UNORM, 10, 10, 10, 2, 20, 10, 0, 30, 4, 0, 0},
117 /* Luminance */
118 {WINED3DFMT_L8_UNORM, 0, 0, 0, 0, 0, 0, 0, 0, 1, 0, 0},
119 {WINED3DFMT_L8A8_UNORM, 0, 0, 0, 8, 0, 0, 0, 8, 2, 0, 0},
120 {WINED3DFMT_L4A4_UNORM, 0, 0, 0, 4, 0, 0, 0, 4, 1, 0, 0},
121 {WINED3DFMT_L16_UNORM, 0, 0, 0, 0, 0, 0, 0, 0, 2, 0, 0},
122 /* Bump mapping stuff */
123 {WINED3DFMT_R5G5_SNORM_L6_UNORM, 5, 5, 0, 0, 0, 5, 0, 0, 2, 0, 0},
124 {WINED3DFMT_R8G8_SNORM_L8X8_UNORM, 8, 8, 0, 0, 0, 8, 0, 0, 4, 0, 0},
125 {WINED3DFMT_R8G8B8A8_SNORM, 8, 8, 8, 8, 0, 8, 16, 24, 4, 0, 0},
126 {WINED3DFMT_R10G11B11_SNORM, 10, 11, 11, 0, 0, 10, 21, 0, 4, 0, 0},
127 {WINED3DFMT_R10G10B10X2_UINT, 10, 10, 10, 0, 0, 10, 20, 0, 4, 0, 0},
128 {WINED3DFMT_R10G10B10X2_SNORM, 10, 10, 10, 0, 0, 10, 20, 0, 4, 0, 0},
129 {WINED3DFMT_R10G10B10_SNORM_A2_UNORM, 10, 10, 10, 2, 0, 10, 20, 30, 4, 0, 0},
130 /* Depth stencil formats */
131 {WINED3DFMT_D16_LOCKABLE, 0, 0, 0, 0, 0, 0, 0, 0, 2, 16, 0},
132 {WINED3DFMT_D32_UNORM, 0, 0, 0, 0, 0, 0, 0, 0, 4, 32, 0},
133 {WINED3DFMT_S1_UINT_D15_UNORM, 0, 0, 0, 0, 0, 0, 0, 0, 2, 15, 1},
134 {WINED3DFMT_X8D24_UNORM, 0, 0, 0, 0, 0, 0, 0, 0, 4, 24, 0},
135 {WINED3DFMT_S4X4_UINT_D24_UNORM, 0, 0, 0, 0, 0, 0, 0, 0, 4, 24, 4},
136 {WINED3DFMT_D16_UNORM, 0, 0, 0, 0, 0, 0, 0, 0, 2, 16, 0},
137 {WINED3DFMT_D32_FLOAT, 0, 0, 0, 0, 0, 0, 0, 0, 4, 32, 0},
138 {WINED3DFMT_S8_UINT_D24_FLOAT, 0, 0, 0, 0, 0, 0, 0, 0, 4, 24, 8},
139 /* Vendor-specific formats */
140 {WINED3DFMT_ATI1N, 0, 0, 0, 0, 0, 0, 0, 0, 1, 0, 0},
141 {WINED3DFMT_ATI2N, 0, 0, 0, 0, 0, 0, 0, 0, 1, 0, 0},
142 {WINED3DFMT_NVDB, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0},
143 {WINED3DFMT_INST, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0},
144 {WINED3DFMT_INTZ, 0, 0, 0, 0, 0, 0, 0, 0, 4, 24, 8},
145 {WINED3DFMT_RESZ, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0},
146 {WINED3DFMT_NVHU, 0, 0, 0, 0, 0, 0, 0, 0, 2, 0, 0},
147 {WINED3DFMT_NVHS, 0, 0, 0, 0, 0, 0, 0, 0, 2, 0, 0},
148 {WINED3DFMT_NULL, 8, 8, 8, 8, 0, 8, 16, 24, 4, 0, 0},
149 /* Unsure about them, could not find a Windows driver that supports them */
150 {WINED3DFMT_R16, 16, 0, 0, 0, 0, 0, 0, 0, 2, 0, 0},
151 {WINED3DFMT_AL16, 0, 0, 0, 16, 0, 0, 0, 16, 4, 0, 0},
152 /* Typeless */
153 {WINED3DFMT_R32G32B32A32_TYPELESS, 32, 32, 32, 32, 0, 32, 64, 96, 16, 0, 0},
154 {WINED3DFMT_R32G32B32_TYPELESS, 32, 32, 32, 0, 0, 32, 64, 0, 12, 0, 0},
155 {WINED3DFMT_R16G16B16A16_TYPELESS, 16, 16, 16, 16, 0, 16, 32, 48, 8, 0, 0},
156 {WINED3DFMT_R32G32_TYPELESS, 32, 32, 0, 0, 0, 32, 0, 0, 8, 0, 0},
157 {WINED3DFMT_R32G8X24_TYPELESS, 0, 0, 0, 0, 0, 0, 0, 0, 8, 32, 8},
158 {WINED3DFMT_R10G10B10A2_TYPELESS, 10, 10, 10, 2, 0, 10, 20, 30, 4, 0, 0},
159 {WINED3DFMT_R8G8B8A8_TYPELESS, 8, 8, 8, 8, 0, 8, 16, 24, 4, 0, 0},
160 {WINED3DFMT_R16G16_TYPELESS, 16, 16, 0, 0, 0, 16, 0, 0, 4, 0, 0},
161 {WINED3DFMT_R32_TYPELESS, 32, 0, 0, 0, 0, 0, 0, 0, 4, 0, 0},
162 {WINED3DFMT_R24G8_TYPELESS, 0, 0, 0, 0, 0, 0, 0, 0, 4, 24, 8},
163 {WINED3DFMT_R8G8_TYPELESS, 8, 8, 0, 0, 0, 8, 0, 0, 2, 0, 0},
164 {WINED3DFMT_R16_TYPELESS, 16, 0, 0, 0, 0, 0, 0, 0, 2, 0, 0},
165 {WINED3DFMT_R8_TYPELESS, 8, 0, 0, 0, 0, 0, 0, 0, 1, 0, 0},
166 {WINED3DFMT_BC1_TYPELESS, 0, 0, 0, 0, 0, 0, 0, 0, 1, 0, 0},
167 {WINED3DFMT_BC2_TYPELESS, 0, 0, 0, 0, 0, 0, 0, 0, 1, 0, 0},
168 {WINED3DFMT_BC3_TYPELESS, 0, 0, 0, 0, 0, 0, 0, 0, 1, 0, 0},
169 {WINED3DFMT_BC4_TYPELESS, 0, 0, 0, 0, 0, 0, 0, 0, 1, 0, 0},
170 {WINED3DFMT_BC5_TYPELESS, 0, 0, 0, 0, 0, 0, 0, 0, 1, 0, 0},
171 {WINED3DFMT_BC6H_TYPELESS, 0, 0, 0, 0, 0, 0, 0, 0, 1, 0, 0},
172 {WINED3DFMT_BC7_TYPELESS, 0, 0, 0, 0, 0, 0, 0, 0, 1, 0, 0},
173 {WINED3DFMT_B8G8R8A8_TYPELESS, 8, 8, 8, 8, 16, 8, 0, 24, 4, 0, 0},
174 {WINED3DFMT_B8G8R8X8_TYPELESS, 8, 8, 8, 0, 16, 8, 0, 0, 4, 0, 0},
177 enum wined3d_channel_type
179 WINED3D_CHANNEL_TYPE_NONE,
180 WINED3D_CHANNEL_TYPE_UNORM,
181 WINED3D_CHANNEL_TYPE_SNORM,
182 WINED3D_CHANNEL_TYPE_UINT,
183 WINED3D_CHANNEL_TYPE_SINT,
184 WINED3D_CHANNEL_TYPE_FLOAT,
185 WINED3D_CHANNEL_TYPE_DEPTH,
186 WINED3D_CHANNEL_TYPE_STENCIL,
187 WINED3D_CHANNEL_TYPE_UNUSED,
190 struct wined3d_typed_format_info
192 enum wined3d_format_id id;
193 enum wined3d_format_id typeless_id;
194 const char *channels;
198 * The last entry for a given typeless format defines its internal format.
200 * u - WINED3D_CHANNEL_TYPE_UNORM
201 * i - WINED3D_CHANNEL_TYPE_SNORM
202 * U - WINED3D_CHANNEL_TYPE_UINT
203 * I - WINED3D_CHANNEL_TYPE_SINT
204 * F - WINED3D_CHANNEL_TYPE_FLOAT
205 * D - WINED3D_CHANNEL_TYPE_DEPTH
206 * S - WINED3D_CHANNEL_TYPE_STENCIL
207 * X - WINED3D_CHANNEL_TYPE_UNUSED
209 static const struct wined3d_typed_format_info typed_formats[] =
211 {WINED3DFMT_R32G32B32A32_UINT, WINED3DFMT_R32G32B32A32_TYPELESS, "UUUU"},
212 {WINED3DFMT_R32G32B32A32_SINT, WINED3DFMT_R32G32B32A32_TYPELESS, "IIII"},
213 {WINED3DFMT_R32G32B32A32_FLOAT, WINED3DFMT_R32G32B32A32_TYPELESS, "FFFF"},
214 {WINED3DFMT_R32G32B32_UINT, WINED3DFMT_R32G32B32_TYPELESS, "UUU"},
215 {WINED3DFMT_R32G32B32_SINT, WINED3DFMT_R32G32B32_TYPELESS, "III"},
216 {WINED3DFMT_R32G32B32_FLOAT, WINED3DFMT_R32G32B32_TYPELESS, "FFF"},
217 {WINED3DFMT_R16G16B16A16_UNORM, WINED3DFMT_R16G16B16A16_TYPELESS, "uuuu"},
218 {WINED3DFMT_R16G16B16A16_SNORM, WINED3DFMT_R16G16B16A16_TYPELESS, "iiii"},
219 {WINED3DFMT_R16G16B16A16_UINT, WINED3DFMT_R16G16B16A16_TYPELESS, "UUUU"},
220 {WINED3DFMT_R16G16B16A16_SINT, WINED3DFMT_R16G16B16A16_TYPELESS, "IIII"},
221 {WINED3DFMT_R16G16B16A16_FLOAT, WINED3DFMT_R16G16B16A16_TYPELESS, "FFFF"},
222 {WINED3DFMT_R32G32_UINT, WINED3DFMT_R32G32_TYPELESS, "UU"},
223 {WINED3DFMT_R32G32_SINT, WINED3DFMT_R32G32_TYPELESS, "II"},
224 {WINED3DFMT_R32G32_FLOAT, WINED3DFMT_R32G32_TYPELESS, "FF"},
225 {WINED3DFMT_R10G10B10A2_SNORM, WINED3DFMT_R10G10B10A2_TYPELESS, "iiii"},
226 {WINED3DFMT_R10G10B10A2_UINT, WINED3DFMT_R10G10B10A2_TYPELESS, "UUUU"},
227 {WINED3DFMT_R10G10B10A2_UNORM, WINED3DFMT_R10G10B10A2_TYPELESS, "uuuu"},
228 {WINED3DFMT_R8G8B8A8_UINT, WINED3DFMT_R8G8B8A8_TYPELESS, "UUUU"},
229 {WINED3DFMT_R8G8B8A8_SINT, WINED3DFMT_R8G8B8A8_TYPELESS, "IIII"},
230 {WINED3DFMT_R8G8B8A8_UNORM_SRGB, WINED3DFMT_R8G8B8A8_TYPELESS, "uuuu"},
231 {WINED3DFMT_R8G8B8A8_UNORM, WINED3DFMT_R8G8B8A8_TYPELESS, "uuuu"},
232 {WINED3DFMT_R16G16_UNORM, WINED3DFMT_R16G16_TYPELESS, "uu"},
233 {WINED3DFMT_R16G16_SNORM, WINED3DFMT_R16G16_TYPELESS, "ii"},
234 {WINED3DFMT_R16G16_UINT, WINED3DFMT_R16G16_TYPELESS, "UU"},
235 {WINED3DFMT_R16G16_SINT, WINED3DFMT_R16G16_TYPELESS, "II"},
236 {WINED3DFMT_R16G16_FLOAT, WINED3DFMT_R16G16_TYPELESS, "FF"},
237 {WINED3DFMT_R32_UINT, WINED3DFMT_R32_TYPELESS, "U"},
238 {WINED3DFMT_R32_SINT, WINED3DFMT_R32_TYPELESS, "I"},
239 {WINED3DFMT_R32_FLOAT, WINED3DFMT_R32_TYPELESS, "F"},
240 {WINED3DFMT_D32_FLOAT, WINED3DFMT_R32_TYPELESS, "D"},
241 {WINED3DFMT_R24_UNORM_X8_TYPELESS, WINED3DFMT_R24G8_TYPELESS, "DX"},
242 {WINED3DFMT_X24_TYPELESS_G8_UINT, WINED3DFMT_R24G8_TYPELESS, "XS"},
243 {WINED3DFMT_D24_UNORM_S8_UINT, WINED3DFMT_R24G8_TYPELESS, "DS"},
244 {WINED3DFMT_R8G8_SNORM, WINED3DFMT_R8G8_TYPELESS, "ii"},
245 {WINED3DFMT_R8G8_UNORM, WINED3DFMT_R8G8_TYPELESS, "uu"},
246 {WINED3DFMT_R8G8_UINT, WINED3DFMT_R8G8_TYPELESS, "UU"},
247 {WINED3DFMT_R8G8_SINT, WINED3DFMT_R8G8_TYPELESS, "II"},
248 {WINED3DFMT_R16_UNORM, WINED3DFMT_R16_TYPELESS, "u"},
249 {WINED3DFMT_R16_SNORM, WINED3DFMT_R16_TYPELESS, "i"},
250 {WINED3DFMT_R16_UINT, WINED3DFMT_R16_TYPELESS, "U"},
251 {WINED3DFMT_R16_SINT, WINED3DFMT_R16_TYPELESS, "I"},
252 {WINED3DFMT_R16_FLOAT, WINED3DFMT_R16_TYPELESS, "F"},
253 {WINED3DFMT_D16_UNORM, WINED3DFMT_R16_TYPELESS, "D"},
254 {WINED3DFMT_R8_UNORM, WINED3DFMT_R8_TYPELESS, "u"},
255 {WINED3DFMT_R8_SNORM, WINED3DFMT_R8_TYPELESS, "i"},
256 {WINED3DFMT_R8_UINT, WINED3DFMT_R8_TYPELESS, "U"},
257 {WINED3DFMT_R8_SINT, WINED3DFMT_R8_TYPELESS, "I"},
258 {WINED3DFMT_BC1_UNORM_SRGB, WINED3DFMT_BC1_TYPELESS, ""},
259 {WINED3DFMT_BC1_UNORM, WINED3DFMT_BC1_TYPELESS, ""},
260 {WINED3DFMT_BC2_UNORM_SRGB, WINED3DFMT_BC2_TYPELESS, ""},
261 {WINED3DFMT_BC2_UNORM, WINED3DFMT_BC2_TYPELESS, ""},
262 {WINED3DFMT_BC3_UNORM_SRGB, WINED3DFMT_BC3_TYPELESS, ""},
263 {WINED3DFMT_BC3_UNORM, WINED3DFMT_BC3_TYPELESS, ""},
264 {WINED3DFMT_BC4_UNORM, WINED3DFMT_BC4_TYPELESS, ""},
265 {WINED3DFMT_BC5_UNORM, WINED3DFMT_BC5_TYPELESS, ""},
266 {WINED3DFMT_BC6H_UF16, WINED3DFMT_BC6H_TYPELESS, ""},
267 {WINED3DFMT_BC6H_SF16, WINED3DFMT_BC6H_TYPELESS, ""},
268 {WINED3DFMT_BC7_UNORM_SRGB, WINED3DFMT_BC7_TYPELESS, ""},
269 {WINED3DFMT_BC7_UNORM, WINED3DFMT_BC7_TYPELESS, ""},
270 {WINED3DFMT_B8G8R8A8_UNORM_SRGB, WINED3DFMT_B8G8R8A8_TYPELESS, "uuuu"},
271 {WINED3DFMT_B8G8R8A8_UNORM, WINED3DFMT_B8G8R8A8_TYPELESS, "uuuu"},
272 {WINED3DFMT_B8G8R8X8_UNORM_SRGB, WINED3DFMT_B8G8R8X8_TYPELESS, "uuuX"},
273 {WINED3DFMT_B8G8R8X8_UNORM, WINED3DFMT_B8G8R8X8_TYPELESS, "uuuX"},
276 struct wined3d_format_ddi_info
278 enum wined3d_format_id id;
279 D3DDDIFORMAT ddi_format;
282 static const struct wined3d_format_ddi_info ddi_formats[] =
284 {WINED3DFMT_B8G8R8_UNORM, D3DDDIFMT_R8G8B8},
285 {WINED3DFMT_B8G8R8A8_UNORM, D3DDDIFMT_A8R8G8B8},
286 {WINED3DFMT_B8G8R8X8_UNORM, D3DDDIFMT_X8R8G8B8},
287 {WINED3DFMT_B5G6R5_UNORM, D3DDDIFMT_R5G6B5},
288 {WINED3DFMT_B5G5R5X1_UNORM, D3DDDIFMT_X1R5G5B5},
289 {WINED3DFMT_B5G5R5A1_UNORM, D3DDDIFMT_A1R5G5B5},
290 {WINED3DFMT_B4G4R4A4_UNORM, D3DDDIFMT_A4R4G4B4},
291 {WINED3DFMT_B4G4R4X4_UNORM, D3DDDIFMT_X4R4G4B4},
292 {WINED3DFMT_P8_UINT, D3DDDIFMT_P8},
295 struct wined3d_format_base_flags
297 enum wined3d_format_id id;
298 DWORD flags;
301 /* The ATI2N format behaves like an uncompressed format in LockRect(), but
302 * still needs to use the correct block based calculation for e.g. the
303 * resource size. */
304 static const struct wined3d_format_base_flags format_base_flags[] =
306 {WINED3DFMT_ATI1N, WINED3DFMT_FLAG_BROKEN_PITCH},
307 {WINED3DFMT_ATI2N, WINED3DFMT_FLAG_BROKEN_PITCH},
308 {WINED3DFMT_R11G11B10_FLOAT, WINED3DFMT_FLAG_FLOAT},
309 {WINED3DFMT_D32_FLOAT, WINED3DFMT_FLAG_FLOAT},
310 {WINED3DFMT_S8_UINT_D24_FLOAT, WINED3DFMT_FLAG_FLOAT},
313 struct wined3d_format_block_info
315 enum wined3d_format_id id;
316 UINT block_width;
317 UINT block_height;
318 UINT block_byte_count;
319 BOOL verify;
322 static const struct wined3d_format_block_info format_block_info[] =
324 {WINED3DFMT_DXT1, 4, 4, 8, TRUE},
325 {WINED3DFMT_DXT2, 4, 4, 16, TRUE},
326 {WINED3DFMT_DXT3, 4, 4, 16, TRUE},
327 {WINED3DFMT_DXT4, 4, 4, 16, TRUE},
328 {WINED3DFMT_DXT5, 4, 4, 16, TRUE},
329 {WINED3DFMT_BC1_UNORM, 4, 4, 8, TRUE},
330 {WINED3DFMT_BC2_UNORM, 4, 4, 16, TRUE},
331 {WINED3DFMT_BC3_UNORM, 4, 4, 16, TRUE},
332 {WINED3DFMT_BC4_UNORM, 4, 4, 8, TRUE},
333 {WINED3DFMT_BC5_UNORM, 4, 4, 16, TRUE},
334 {WINED3DFMT_BC6H_UF16, 4, 4, 16, TRUE},
335 {WINED3DFMT_BC6H_SF16, 4, 4, 16, TRUE},
336 {WINED3DFMT_BC7_UNORM, 4, 4, 16, TRUE},
337 {WINED3DFMT_ATI1N, 4, 4, 8, FALSE},
338 {WINED3DFMT_ATI2N, 4, 4, 16, FALSE},
339 {WINED3DFMT_YUY2, 2, 1, 4, FALSE},
340 {WINED3DFMT_UYVY, 2, 1, 4, FALSE},
343 struct wined3d_format_vertex_info
345 enum wined3d_format_id id;
346 enum wined3d_ffp_emit_idx emit_idx;
347 unsigned int component_count;
348 GLenum gl_vtx_type;
349 GLboolean gl_normalized;
350 enum wined3d_gl_extension extension;
353 static const struct wined3d_format_vertex_info format_vertex_info[] =
355 {WINED3DFMT_R32_FLOAT, WINED3D_FFP_EMIT_FLOAT1, 1, GL_FLOAT, GL_FALSE},
356 {WINED3DFMT_R32G32_FLOAT, WINED3D_FFP_EMIT_FLOAT2, 2, GL_FLOAT, GL_FALSE},
357 {WINED3DFMT_R32G32B32_FLOAT, WINED3D_FFP_EMIT_FLOAT3, 3, GL_FLOAT, GL_FALSE},
358 {WINED3DFMT_R32G32B32A32_FLOAT, WINED3D_FFP_EMIT_FLOAT4, 4, GL_FLOAT, GL_FALSE},
359 {WINED3DFMT_B8G8R8A8_UNORM, WINED3D_FFP_EMIT_D3DCOLOR, 4, GL_UNSIGNED_BYTE, GL_TRUE },
360 {WINED3DFMT_R8G8B8A8_UINT, WINED3D_FFP_EMIT_UBYTE4, 4, GL_UNSIGNED_BYTE, GL_FALSE},
361 {WINED3DFMT_R16G16_UINT, WINED3D_FFP_EMIT_INVALID, 2, GL_UNSIGNED_SHORT, GL_FALSE},
362 {WINED3DFMT_R16G16_SINT, WINED3D_FFP_EMIT_SHORT2, 2, GL_SHORT, GL_FALSE},
363 {WINED3DFMT_R16G16B16A16_SINT, WINED3D_FFP_EMIT_SHORT4, 4, GL_SHORT, GL_FALSE},
364 {WINED3DFMT_R8G8B8A8_UNORM, WINED3D_FFP_EMIT_UBYTE4N, 4, GL_UNSIGNED_BYTE, GL_TRUE },
365 {WINED3DFMT_R16G16_SNORM, WINED3D_FFP_EMIT_SHORT2N, 2, GL_SHORT, GL_TRUE },
366 {WINED3DFMT_R16G16B16A16_SNORM, WINED3D_FFP_EMIT_SHORT4N, 4, GL_SHORT, GL_TRUE },
367 {WINED3DFMT_R16G16_UNORM, WINED3D_FFP_EMIT_USHORT2N, 2, GL_UNSIGNED_SHORT, GL_TRUE },
368 {WINED3DFMT_R16G16B16A16_UNORM, WINED3D_FFP_EMIT_USHORT4N, 4, GL_UNSIGNED_SHORT, GL_TRUE },
369 {WINED3DFMT_R10G10B10X2_UINT, WINED3D_FFP_EMIT_UDEC3, 3, GL_UNSIGNED_SHORT, GL_FALSE},
370 {WINED3DFMT_R10G10B10X2_SNORM, WINED3D_FFP_EMIT_DEC3N, 3, GL_SHORT, GL_TRUE },
371 {WINED3DFMT_R10G10B10A2_UNORM, WINED3D_FFP_EMIT_INVALID, 4, GL_UNSIGNED_INT_2_10_10_10_REV, GL_TRUE,
372 ARB_VERTEX_TYPE_2_10_10_10_REV},
373 {WINED3DFMT_R16G16_FLOAT, WINED3D_FFP_EMIT_FLOAT16_2, 2, GL_HALF_FLOAT, GL_FALSE},
374 {WINED3DFMT_R16G16B16A16_FLOAT, WINED3D_FFP_EMIT_FLOAT16_4, 4, GL_HALF_FLOAT, GL_FALSE},
375 {WINED3DFMT_R8G8B8A8_SNORM, WINED3D_FFP_EMIT_INVALID, 4, GL_BYTE, GL_TRUE },
376 {WINED3DFMT_R8G8B8A8_SINT, WINED3D_FFP_EMIT_INVALID, 4, GL_BYTE, GL_FALSE},
377 {WINED3DFMT_R16G16B16A16_UINT, WINED3D_FFP_EMIT_INVALID, 4, GL_UNSIGNED_SHORT, GL_FALSE},
378 {WINED3DFMT_R8_UINT, WINED3D_FFP_EMIT_INVALID, 1, GL_UNSIGNED_BYTE, GL_FALSE},
379 {WINED3DFMT_R8_SINT, WINED3D_FFP_EMIT_INVALID, 1, GL_BYTE, GL_FALSE},
380 {WINED3DFMT_R16_UINT, WINED3D_FFP_EMIT_INVALID, 1, GL_UNSIGNED_SHORT, GL_FALSE},
381 {WINED3DFMT_R16_SINT, WINED3D_FFP_EMIT_INVALID, 1, GL_SHORT, GL_FALSE},
382 {WINED3DFMT_R32_UINT, WINED3D_FFP_EMIT_INVALID, 1, GL_UNSIGNED_INT, GL_FALSE},
383 {WINED3DFMT_R32_SINT, WINED3D_FFP_EMIT_INVALID, 1, GL_INT, GL_FALSE},
384 {WINED3DFMT_R32G32_UINT, WINED3D_FFP_EMIT_INVALID, 2, GL_UNSIGNED_INT, GL_FALSE},
385 {WINED3DFMT_R32G32_SINT, WINED3D_FFP_EMIT_INVALID, 2, GL_INT, GL_FALSE},
386 {WINED3DFMT_R32G32B32_UINT, WINED3D_FFP_EMIT_INVALID, 3, GL_UNSIGNED_INT, GL_FALSE},
387 {WINED3DFMT_R32G32B32A32_UINT, WINED3D_FFP_EMIT_INVALID, 4, GL_UNSIGNED_INT, GL_FALSE},
388 {WINED3DFMT_R32G32B32A32_SINT, WINED3D_FFP_EMIT_INVALID, 4, GL_INT, GL_FALSE},
391 struct wined3d_format_texture_info
393 enum wined3d_format_id id;
394 GLint gl_internal;
395 GLint gl_srgb_internal;
396 GLint gl_rt_internal;
397 GLint gl_format;
398 GLint gl_type;
399 unsigned int conv_byte_count;
400 unsigned int flags;
401 enum wined3d_gl_extension extension;
402 void (*convert)(const BYTE *src, BYTE *dst, UINT src_row_pitch, UINT src_slice_pitch,
403 UINT dst_row_pitch, UINT dst_slice_pitch, UINT width, UINT height, UINT depth);
406 static void convert_l4a4_unorm(const BYTE *src, BYTE *dst, UINT src_row_pitch, UINT src_slice_pitch,
407 UINT dst_row_pitch, UINT dst_slice_pitch, UINT width, UINT height, UINT depth)
409 /* WINED3DFMT_L4A4_UNORM exists as an internal gl format, but for some reason there is not
410 * format+type combination to load it. Thus convert it to A8L8, then load it
411 * with A4L4 internal, but A8L8 format+type
413 unsigned int x, y, z;
414 const unsigned char *Source;
415 unsigned char *Dest;
417 for (z = 0; z < depth; z++)
419 for (y = 0; y < height; y++)
421 Source = src + z * src_slice_pitch + y * src_row_pitch;
422 Dest = dst + z * dst_slice_pitch + y * dst_row_pitch;
423 for (x = 0; x < width; x++ )
425 unsigned char color = (*Source++);
426 /* A */ Dest[1] = (color & 0xf0u) << 0;
427 /* L */ Dest[0] = (color & 0x0fu) << 4;
428 Dest += 2;
434 static void convert_r5g5_snorm_l6_unorm(const BYTE *src, BYTE *dst, UINT src_row_pitch, UINT src_slice_pitch,
435 UINT dst_row_pitch, UINT dst_slice_pitch, UINT width, UINT height, UINT depth)
437 unsigned int x, y, z;
438 unsigned char r_in, g_in, l_in;
439 const unsigned short *texel_in;
440 unsigned short *texel_out;
442 /* Emulating signed 5 bit values with unsigned 5 bit values has some precision problems by design:
443 * E.g. the signed input value 0 becomes 16. GL normalizes it to 16 / 31 = 0.516. We convert it
444 * back to a signed value by subtracting 0.5 and multiplying by 2.0. The resulting value is
445 * ((16 / 31) - 0.5) * 2.0 = 0.032, which is quite different from the intended result 0.000. */
446 for (z = 0; z < depth; z++)
448 for (y = 0; y < height; y++)
450 texel_out = (unsigned short *) (dst + z * dst_slice_pitch + y * dst_row_pitch);
451 texel_in = (const unsigned short *)(src + z * src_slice_pitch + y * src_row_pitch);
452 for (x = 0; x < width; x++ )
454 l_in = (*texel_in & 0xfc00u) >> 10;
455 g_in = (*texel_in & 0x03e0u) >> 5;
456 r_in = *texel_in & 0x001fu;
458 *texel_out = ((r_in + 16) << 11) | (l_in << 5) | (g_in + 16);
459 texel_out++;
460 texel_in++;
466 static void convert_r5g5_snorm_l6_unorm_ext(const BYTE *src, BYTE *dst, UINT src_row_pitch, UINT src_slice_pitch,
467 UINT dst_row_pitch, UINT dst_slice_pitch, UINT width, UINT height, UINT depth)
469 unsigned int x, y, z;
470 unsigned char *texel_out, r_out, g_out, r_in, g_in, l_in;
471 const unsigned short *texel_in;
473 for (z = 0; z < depth; z++)
475 for (y = 0; y < height; y++)
477 texel_in = (const unsigned short *)(src + z * src_slice_pitch + y * src_row_pitch);
478 texel_out = dst + z * dst_slice_pitch + y * dst_row_pitch;
479 for (x = 0; x < width; x++ )
481 l_in = (*texel_in & 0xfc00u) >> 10;
482 g_in = (*texel_in & 0x03e0u) >> 5;
483 r_in = *texel_in & 0x001fu;
485 r_out = r_in << 3;
486 if (!(r_in & 0x10)) /* r > 0 */
487 r_out |= r_in >> 1;
489 g_out = g_in << 3;
490 if (!(g_in & 0x10)) /* g > 0 */
491 g_out |= g_in >> 1;
493 texel_out[0] = r_out;
494 texel_out[1] = g_out;
495 texel_out[2] = l_in << 1 | l_in >> 5;
496 texel_out[3] = 0;
498 texel_out += 4;
499 texel_in++;
505 static void convert_r5g5_snorm_l6_unorm_nv(const BYTE *src, BYTE *dst, UINT src_row_pitch, UINT src_slice_pitch,
506 UINT dst_row_pitch, UINT dst_slice_pitch, UINT width, UINT height, UINT depth)
508 unsigned int x, y, z;
509 unsigned char *texel_out, ds_out, dt_out, r_in, g_in, l_in;
510 const unsigned short *texel_in;
512 /* This makes the gl surface bigger(24 bit instead of 16), but it works with
513 * fixed function and shaders without further conversion once the surface is
514 * loaded.
516 * The difference between this function and convert_r5g5_snorm_l6_unorm_ext
517 * is that convert_r5g5_snorm_l6_unorm_ext creates a 32 bit XRGB texture and
518 * this function creates a 24 bit DSDT_MAG texture. Trying to load a DSDT_MAG
519 * internal with a 32 bit DSDT_MAG_INTENSITY or DSDT_MAG_VIB format fails. */
520 for (z = 0; z < depth; z++)
522 for (y = 0; y < height; y++)
524 texel_in = (const unsigned short *)(src + z * src_slice_pitch + y * src_row_pitch);
525 texel_out = dst + z * dst_slice_pitch + y * dst_row_pitch;
526 for (x = 0; x < width; x++ )
528 l_in = (*texel_in & 0xfc00u) >> 10;
529 g_in = (*texel_in & 0x03e0u) >> 5;
530 r_in = *texel_in & 0x001fu;
532 ds_out = r_in << 3;
533 if (!(r_in & 0x10)) /* r > 0 */
534 ds_out |= r_in >> 1;
536 dt_out = g_in << 3;
537 if (!(g_in & 0x10)) /* g > 0 */
538 dt_out |= g_in >> 1;
540 texel_out[0] = ds_out;
541 texel_out[1] = dt_out;
542 texel_out[2] = l_in << 1 | l_in >> 5;
544 texel_out += 3;
545 texel_in++;
551 static void convert_r8g8_snorm(const BYTE *src, BYTE *dst, UINT src_row_pitch, UINT src_slice_pitch,
552 UINT dst_row_pitch, UINT dst_slice_pitch, UINT width, UINT height, UINT depth)
554 unsigned int x, y, z;
555 const short *Source;
556 unsigned char *Dest;
558 for (z = 0; z < depth; z++)
560 for (y = 0; y < height; y++)
562 Source = (const short *)(src + z * src_slice_pitch + y * src_row_pitch);
563 Dest = dst + z * dst_slice_pitch + y * dst_row_pitch;
564 for (x = 0; x < width; x++ )
566 const short color = (*Source++);
567 /* B */ Dest[0] = 0xff;
568 /* G */ Dest[1] = (color >> 8) + 128; /* V */
569 /* R */ Dest[2] = (color & 0xff) + 128; /* U */
570 Dest += 3;
576 static void convert_r8g8_snorm_l8x8_unorm(const BYTE *src, BYTE *dst, UINT src_row_pitch, UINT src_slice_pitch,
577 UINT dst_row_pitch, UINT dst_slice_pitch, UINT width, UINT height, UINT depth)
579 unsigned int x, y, z;
580 const DWORD *Source;
581 unsigned char *Dest;
583 /* Doesn't work correctly with the fixed function pipeline, but can work in
584 * shaders if the shader is adjusted. (There's no use for this format in gl's
585 * standard fixed function pipeline anyway).
587 for (z = 0; z < depth; z++)
589 for (y = 0; y < height; y++)
591 Source = (const DWORD *)(src + z * src_slice_pitch + y * src_row_pitch);
592 Dest = dst + z * dst_slice_pitch + y * dst_row_pitch;
593 for (x = 0; x < width; x++ )
595 LONG color = (*Source++);
596 /* B */ Dest[0] = ((color >> 16) & 0xff); /* L */
597 /* G */ Dest[1] = ((color >> 8 ) & 0xff) + 128; /* V */
598 /* R */ Dest[2] = (color & 0xff) + 128; /* U */
599 Dest += 4;
605 static void convert_r8g8_snorm_l8x8_unorm_nv(const BYTE *src, BYTE *dst, UINT src_row_pitch, UINT src_slice_pitch,
606 UINT dst_row_pitch, UINT dst_slice_pitch, UINT width, UINT height, UINT depth)
608 unsigned int x, y, z;
609 const DWORD *Source;
610 unsigned char *Dest;
612 /* This implementation works with the fixed function pipeline and shaders
613 * without further modification after converting the surface.
615 for (z = 0; z < depth; z++)
617 for (y = 0; y < height; y++)
619 Source = (const DWORD *)(src + z * src_slice_pitch + y * src_row_pitch);
620 Dest = dst + z * dst_slice_pitch + y * dst_row_pitch;
621 for (x = 0; x < width; x++ )
623 LONG color = (*Source++);
624 /* L */ Dest[2] = ((color >> 16) & 0xff); /* L */
625 /* V */ Dest[1] = ((color >> 8 ) & 0xff); /* V */
626 /* U */ Dest[0] = (color & 0xff); /* U */
627 /* I */ Dest[3] = 255; /* X */
628 Dest += 4;
634 static void convert_r8g8b8a8_snorm(const BYTE *src, BYTE *dst, UINT src_row_pitch, UINT src_slice_pitch,
635 UINT dst_row_pitch, UINT dst_slice_pitch, UINT width, UINT height, UINT depth)
637 unsigned int x, y, z;
638 const DWORD *Source;
639 unsigned char *Dest;
641 for (z = 0; z < depth; z++)
643 for (y = 0; y < height; y++)
645 Source = (const DWORD *)(src + z * src_slice_pitch + y * src_row_pitch);
646 Dest = dst + z * dst_slice_pitch + y * dst_row_pitch;
647 for (x = 0; x < width; x++ )
649 LONG color = (*Source++);
650 /* B */ Dest[0] = ((color >> 16) & 0xff) + 128; /* W */
651 /* G */ Dest[1] = ((color >> 8 ) & 0xff) + 128; /* V */
652 /* R */ Dest[2] = (color & 0xff) + 128; /* U */
653 /* A */ Dest[3] = ((color >> 24) & 0xff) + 128; /* Q */
654 Dest += 4;
660 static void convert_r16g16_snorm(const BYTE *src, BYTE *dst, UINT src_row_pitch, UINT src_slice_pitch,
661 UINT dst_row_pitch, UINT dst_slice_pitch, UINT width, UINT height, UINT depth)
663 unsigned int x, y, z;
664 const DWORD *Source;
665 unsigned short *Dest;
667 for (z = 0; z < depth; z++)
669 for (y = 0; y < height; y++)
671 Source = (const DWORD *)(src + z * src_slice_pitch + y * src_row_pitch);
672 Dest = (unsigned short *) (dst + z * dst_slice_pitch + y * dst_row_pitch);
673 for (x = 0; x < width; x++ )
675 const DWORD color = (*Source++);
676 /* B */ Dest[0] = 0xffff;
677 /* G */ Dest[1] = (color >> 16) + 32768; /* V */
678 /* R */ Dest[2] = (color & 0xffff) + 32768; /* U */
679 Dest += 3;
685 static void convert_r16g16(const BYTE *src, BYTE *dst, UINT src_row_pitch, UINT src_slice_pitch,
686 UINT dst_row_pitch, UINT dst_slice_pitch, UINT width, UINT height, UINT depth)
688 unsigned int x, y, z;
689 const WORD *Source;
690 WORD *Dest;
692 for (z = 0; z < depth; z++)
694 for (y = 0; y < height; y++)
696 Source = (const WORD *)(src + z * src_slice_pitch + y * src_row_pitch);
697 Dest = (WORD *) (dst + z * dst_slice_pitch + y * dst_row_pitch);
698 for (x = 0; x < width; x++ )
700 WORD green = (*Source++);
701 WORD red = (*Source++);
702 Dest[0] = green;
703 Dest[1] = red;
704 /* Strictly speaking not correct for R16G16F, but it doesn't matter because the
705 * shader overwrites it anyway */
706 Dest[2] = 0xffff;
707 Dest += 3;
713 static void convert_r32g32_float(const BYTE *src, BYTE *dst, UINT src_row_pitch, UINT src_slice_pitch,
714 UINT dst_row_pitch, UINT dst_slice_pitch, UINT width, UINT height, UINT depth)
716 unsigned int x, y, z;
717 const float *Source;
718 float *Dest;
720 for (z = 0; z < depth; z++)
722 for (y = 0; y < height; y++)
724 Source = (const float *)(src + z * src_slice_pitch + y * src_row_pitch);
725 Dest = (float *) (dst + z * dst_slice_pitch + y * dst_row_pitch);
726 for (x = 0; x < width; x++ )
728 float green = (*Source++);
729 float red = (*Source++);
730 Dest[0] = green;
731 Dest[1] = red;
732 Dest[2] = 1.0f;
733 Dest += 3;
739 static void convert_s1_uint_d15_unorm(const BYTE *src, BYTE *dst, UINT src_row_pitch, UINT src_slice_pitch,
740 UINT dst_row_pitch, UINT dst_slice_pitch, UINT width, UINT height, UINT depth)
742 unsigned int x, y, z;
744 for (z = 0; z < depth; z++)
746 for (y = 0; y < height; ++y)
748 const WORD *source = (const WORD *)(src + z * src_slice_pitch + y * src_row_pitch);
749 DWORD *dest = (DWORD *)(dst + z * dst_slice_pitch + y * dst_row_pitch);
751 for (x = 0; x < width; ++x)
753 /* The depth data is normalized, so needs to be scaled,
754 * the stencil data isn't. Scale depth data by
755 * (2^24-1)/(2^15-1) ~~ (2^9 + 2^-6). */
756 WORD d15 = source[x] >> 1;
757 DWORD d24 = (d15 << 9) + (d15 >> 6);
758 dest[x] = (d24 << 8) | (source[x] & 0x1);
764 static void convert_s4x4_uint_d24_unorm(const BYTE *src, BYTE *dst, UINT src_row_pitch, UINT src_slice_pitch,
765 UINT dst_row_pitch, UINT dst_slice_pitch, UINT width, UINT height, UINT depth)
767 unsigned int x, y, z;
769 for (z = 0; z < depth; z++)
771 for (y = 0; y < height; ++y)
773 const DWORD *source = (const DWORD *)(src + z * src_slice_pitch + y * src_row_pitch);
774 DWORD *dest = (DWORD *)(dst + z * dst_slice_pitch + y * dst_row_pitch);
776 for (x = 0; x < width; ++x)
778 /* Just need to clear out the X4 part. */
779 dest[x] = source[x] & ~0xf0;
785 static void convert_s8_uint_d24_float(const BYTE *src, BYTE *dst, UINT src_row_pitch, UINT src_slice_pitch,
786 UINT dst_row_pitch, UINT dst_slice_pitch, UINT width, UINT height, UINT depth)
788 unsigned int x, y, z;
790 for (z = 0; z < depth; z++)
792 for (y = 0; y < height; ++y)
794 const DWORD *source = (const DWORD *)(src + z * src_slice_pitch + y * src_row_pitch);
795 float *dest_f = (float *)(dst + z * dst_slice_pitch + y * dst_row_pitch);
796 DWORD *dest_s = (DWORD *)dest_f;
798 for (x = 0; x < width; ++x)
800 dest_f[x * 2] = float_24_to_32((source[x] & 0xffffff00u) >> 8);
801 dest_s[x * 2 + 1] = source[x] & 0xff;
807 static BOOL color_in_range(const struct wined3d_color_key *color_key, DWORD color)
809 /* FIXME: Is this really how color keys are supposed to work? I think it
810 * makes more sense to compare the individual channels. */
811 return color >= color_key->color_space_low_value
812 && color <= color_key->color_space_high_value;
815 static void convert_p8_uint_b8g8r8a8_unorm(const BYTE *src, unsigned int src_pitch,
816 BYTE *dst, unsigned int dst_pitch, unsigned int width, unsigned int height,
817 const struct wined3d_palette *palette, const struct wined3d_color_key *color_key)
819 const BYTE *src_row;
820 unsigned int x, y;
821 DWORD *dst_row;
823 if (!palette)
825 /* FIXME: This should probably use the system palette. */
826 FIXME("P8 surface loaded without a palette.\n");
828 for (y = 0; y < height; ++y)
830 memset(&dst[dst_pitch * y], 0, width * 4);
833 return;
836 for (y = 0; y < height; ++y)
838 src_row = &src[src_pitch * y];
839 dst_row = (DWORD *)&dst[dst_pitch * y];
840 for (x = 0; x < width; ++x)
842 BYTE src_color = src_row[x];
843 dst_row[x] = 0xff000000
844 | (palette->colors[src_color].rgbRed << 16)
845 | (palette->colors[src_color].rgbGreen << 8)
846 | palette->colors[src_color].rgbBlue;
851 static void convert_b5g6r5_unorm_b5g5r5a1_unorm_color_key(const BYTE *src, unsigned int src_pitch,
852 BYTE *dst, unsigned int dst_pitch, unsigned int width, unsigned int height,
853 const struct wined3d_palette *palette, const struct wined3d_color_key *color_key)
855 const WORD *src_row;
856 unsigned int x, y;
857 WORD *dst_row;
859 for (y = 0; y < height; ++y)
861 src_row = (WORD *)&src[src_pitch * y];
862 dst_row = (WORD *)&dst[dst_pitch * y];
863 for (x = 0; x < width; ++x)
865 WORD src_color = src_row[x];
866 if (!color_in_range(color_key, src_color))
867 dst_row[x] = 0x8000u | ((src_color & 0xffc0u) >> 1) | (src_color & 0x1fu);
868 else
869 dst_row[x] = ((src_color & 0xffc0u) >> 1) | (src_color & 0x1fu);
874 static void convert_b5g5r5x1_unorm_b5g5r5a1_unorm_color_key(const BYTE *src, unsigned int src_pitch,
875 BYTE *dst, unsigned int dst_pitch, unsigned int width, unsigned int height,
876 const struct wined3d_palette *palette, const struct wined3d_color_key *color_key)
878 const WORD *src_row;
879 unsigned int x, y;
880 WORD *dst_row;
882 for (y = 0; y < height; ++y)
884 src_row = (WORD *)&src[src_pitch * y];
885 dst_row = (WORD *)&dst[dst_pitch * y];
886 for (x = 0; x < width; ++x)
888 WORD src_color = src_row[x];
889 if (color_in_range(color_key, src_color))
890 dst_row[x] = src_color & ~0x8000;
891 else
892 dst_row[x] = src_color | 0x8000;
897 static void convert_b8g8r8_unorm_b8g8r8a8_unorm_color_key(const BYTE *src, unsigned int src_pitch,
898 BYTE *dst, unsigned int dst_pitch, unsigned int width, unsigned int height,
899 const struct wined3d_palette *palette, const struct wined3d_color_key *color_key)
901 const BYTE *src_row;
902 unsigned int x, y;
903 DWORD *dst_row;
905 for (y = 0; y < height; ++y)
907 src_row = &src[src_pitch * y];
908 dst_row = (DWORD *)&dst[dst_pitch * y];
909 for (x = 0; x < width; ++x)
911 DWORD src_color = (src_row[x * 3 + 2] << 16) | (src_row[x * 3 + 1] << 8) | src_row[x * 3];
912 if (!color_in_range(color_key, src_color))
913 dst_row[x] = src_color | 0xff000000;
918 static void convert_b8g8r8x8_unorm_b8g8r8a8_unorm_color_key(const BYTE *src, unsigned int src_pitch,
919 BYTE *dst, unsigned int dst_pitch, unsigned int width, unsigned int height,
920 const struct wined3d_palette *palette, const struct wined3d_color_key *color_key)
922 const DWORD *src_row;
923 unsigned int x, y;
924 DWORD *dst_row;
926 for (y = 0; y < height; ++y)
928 src_row = (DWORD *)&src[src_pitch * y];
929 dst_row = (DWORD *)&dst[dst_pitch * y];
930 for (x = 0; x < width; ++x)
932 DWORD src_color = src_row[x];
933 if (color_in_range(color_key, src_color))
934 dst_row[x] = src_color & ~0xff000000;
935 else
936 dst_row[x] = src_color | 0xff000000;
941 static void convert_b8g8r8a8_unorm_b8g8r8a8_unorm_color_key(const BYTE *src, unsigned int src_pitch,
942 BYTE *dst, unsigned int dst_pitch, unsigned int width, unsigned int height,
943 const struct wined3d_palette *palette, const struct wined3d_color_key *color_key)
945 const DWORD *src_row;
946 unsigned int x, y;
947 DWORD *dst_row;
949 for (y = 0; y < height; ++y)
951 src_row = (DWORD *)&src[src_pitch * y];
952 dst_row = (DWORD *)&dst[dst_pitch * y];
953 for (x = 0; x < width; ++x)
955 DWORD src_color = src_row[x];
956 if (color_in_range(color_key, src_color))
957 src_color &= ~0xff000000;
958 dst_row[x] = src_color;
963 const struct wined3d_color_key_conversion * wined3d_format_get_color_key_conversion(
964 const struct wined3d_texture *texture, BOOL need_alpha_ck)
966 const struct wined3d_format *format = texture->resource.format;
967 unsigned int i;
969 static const struct
971 enum wined3d_format_id src_format;
972 struct wined3d_color_key_conversion conversion;
974 color_key_info[] =
976 {WINED3DFMT_B5G6R5_UNORM, {WINED3DFMT_B5G5R5A1_UNORM, convert_b5g6r5_unorm_b5g5r5a1_unorm_color_key }},
977 {WINED3DFMT_B5G5R5X1_UNORM, {WINED3DFMT_B5G5R5A1_UNORM, convert_b5g5r5x1_unorm_b5g5r5a1_unorm_color_key }},
978 {WINED3DFMT_B8G8R8_UNORM, {WINED3DFMT_B8G8R8A8_UNORM, convert_b8g8r8_unorm_b8g8r8a8_unorm_color_key }},
979 {WINED3DFMT_B8G8R8X8_UNORM, {WINED3DFMT_B8G8R8A8_UNORM, convert_b8g8r8x8_unorm_b8g8r8a8_unorm_color_key }},
980 {WINED3DFMT_B8G8R8A8_UNORM, {WINED3DFMT_B8G8R8A8_UNORM, convert_b8g8r8a8_unorm_b8g8r8a8_unorm_color_key }},
982 static const struct wined3d_color_key_conversion convert_p8 =
984 WINED3DFMT_B8G8R8A8_UNORM, convert_p8_uint_b8g8r8a8_unorm
987 if (need_alpha_ck && (texture->async.flags & WINED3D_TEXTURE_ASYNC_COLOR_KEY))
989 for (i = 0; i < sizeof(color_key_info) / sizeof(*color_key_info); ++i)
991 if (color_key_info[i].src_format == format->id)
992 return &color_key_info[i].conversion;
995 FIXME("Color-keying not supported with format %s.\n", debug_d3dformat(format->id));
998 /* FIXME: This should check if the blitter backend can do P8 conversion,
999 * instead of checking for ARB_fragment_program. */
1000 if (format->id == WINED3DFMT_P8_UINT
1001 && !(texture->resource.device->adapter->gl_info.supported[ARB_FRAGMENT_PROGRAM]
1002 && texture->swapchain && texture == texture->swapchain->front_buffer))
1003 return &convert_p8;
1005 return NULL;
1008 /* The following formats explicitly don't have WINED3DFMT_FLAG_TEXTURE set:
1010 * These are never supported on native.
1011 * WINED3DFMT_B8G8R8_UNORM
1012 * WINED3DFMT_B2G3R3_UNORM
1013 * WINED3DFMT_L4A4_UNORM
1014 * WINED3DFMT_S1_UINT_D15_UNORM
1015 * WINED3DFMT_S4X4_UINT_D24_UNORM
1017 * Only some Geforce/Voodoo3/G400 cards offer 8-bit textures in case of ddraw.
1018 * Since it is not widely available, don't offer it. Further no Windows driver
1019 * offers WINED3DFMT_P8_UINT_A8_NORM, so don't offer it either.
1020 * WINED3DFMT_P8_UINT
1021 * WINED3DFMT_P8_UINT_A8_UNORM
1023 * These formats seem to be similar to the HILO formats in
1024 * GL_NV_texture_shader. NVHU is said to be GL_UNSIGNED_HILO16,
1025 * NVHS GL_SIGNED_HILO16. Rumours say that D3D computes a 3rd channel
1026 * similarly to D3DFMT_CxV8U8 (So NVHS could be called D3DFMT_CxV16U16). ATI
1027 * refused to support formats which can easily be emulated with pixel shaders,
1028 * so applications have to deal with not having NVHS and NVHU.
1029 * WINED3DFMT_NVHU
1030 * WINED3DFMT_NVHS */
1031 static const struct wined3d_format_texture_info format_texture_info[] =
1033 /* format id gl_internal gl_srgb_internal gl_rt_internal
1034 gl_format gl_type conv_byte_count
1035 flags
1036 extension convert */
1037 /* FourCC formats */
1038 /* GL_APPLE_ycbcr_422 claims that its '2YUV' format, which is supported via the UNSIGNED_SHORT_8_8_REV_APPLE type
1039 * is equivalent to 'UYVY' format on Windows, and the 'YUVS' via UNSIGNED_SHORT_8_8_APPLE equates to 'YUY2'. The
1040 * d3d9 test however shows that the opposite is true. Since the extension is from 2002, it predates the x86 based
1041 * Macs, so probably the endianness differs. This could be tested as soon as we have a Windows and MacOS on a big
1042 * endian machine
1044 {WINED3DFMT_UYVY, GL_RG8, GL_RG8, 0,
1045 GL_RG, GL_UNSIGNED_BYTE, 0,
1046 WINED3DFMT_FLAG_FILTERING,
1047 ARB_TEXTURE_RG, NULL},
1048 {WINED3DFMT_UYVY, GL_LUMINANCE8_ALPHA8, GL_LUMINANCE8_ALPHA8, 0,
1049 GL_LUMINANCE_ALPHA, GL_UNSIGNED_BYTE, 0,
1050 WINED3DFMT_FLAG_FILTERING,
1051 WINED3D_GL_LEGACY_CONTEXT, NULL},
1052 {WINED3DFMT_UYVY, GL_RGB, GL_RGB, 0,
1053 GL_YCBCR_422_APPLE, GL_UNSIGNED_SHORT_8_8_APPLE, 0,
1054 WINED3DFMT_FLAG_TEXTURE | WINED3DFMT_FLAG_FILTERING,
1055 APPLE_YCBCR_422, NULL},
1056 {WINED3DFMT_YUY2, GL_RG8, GL_RG8, 0,
1057 GL_RG, GL_UNSIGNED_BYTE, 0,
1058 WINED3DFMT_FLAG_FILTERING,
1059 ARB_TEXTURE_RG, NULL},
1060 {WINED3DFMT_YUY2, GL_LUMINANCE8_ALPHA8, GL_LUMINANCE8_ALPHA8, 0,
1061 GL_LUMINANCE_ALPHA, GL_UNSIGNED_BYTE, 0,
1062 WINED3DFMT_FLAG_FILTERING,
1063 WINED3D_GL_LEGACY_CONTEXT, NULL},
1064 {WINED3DFMT_YUY2, GL_RGB, GL_RGB, 0,
1065 GL_YCBCR_422_APPLE, GL_UNSIGNED_SHORT_8_8_REV_APPLE, 0,
1066 WINED3DFMT_FLAG_TEXTURE | WINED3DFMT_FLAG_FILTERING,
1067 APPLE_YCBCR_422, NULL},
1068 {WINED3DFMT_YV12, GL_R8, GL_R8, 0,
1069 GL_RED, GL_UNSIGNED_BYTE, 0,
1070 WINED3DFMT_FLAG_FILTERING,
1071 ARB_TEXTURE_RG, NULL},
1072 {WINED3DFMT_YV12, GL_ALPHA8, GL_ALPHA8, 0,
1073 GL_ALPHA, GL_UNSIGNED_BYTE, 0,
1074 WINED3DFMT_FLAG_FILTERING,
1075 WINED3D_GL_LEGACY_CONTEXT, NULL},
1076 {WINED3DFMT_NV12, GL_R8, GL_R8, 0,
1077 GL_RED, GL_UNSIGNED_BYTE, 0,
1078 WINED3DFMT_FLAG_FILTERING,
1079 ARB_TEXTURE_RG, NULL},
1080 {WINED3DFMT_NV12, GL_ALPHA8, GL_ALPHA8, 0,
1081 GL_ALPHA, GL_UNSIGNED_BYTE, 0,
1082 WINED3DFMT_FLAG_FILTERING,
1083 WINED3D_GL_LEGACY_CONTEXT, NULL},
1084 {WINED3DFMT_DXT1, GL_COMPRESSED_RGBA_S3TC_DXT1_EXT, GL_COMPRESSED_SRGB_ALPHA_S3TC_DXT1_EXT, 0,
1085 GL_RGBA, GL_UNSIGNED_BYTE, 0,
1086 WINED3DFMT_FLAG_TEXTURE | WINED3DFMT_FLAG_POSTPIXELSHADER_BLENDING | WINED3DFMT_FLAG_FILTERING
1087 | WINED3DFMT_FLAG_SRGB_READ | WINED3DFMT_FLAG_COMPRESSED,
1088 EXT_TEXTURE_COMPRESSION_S3TC, NULL},
1089 {WINED3DFMT_DXT2, GL_COMPRESSED_RGBA_S3TC_DXT3_EXT, GL_COMPRESSED_SRGB_ALPHA_S3TC_DXT3_EXT, 0,
1090 GL_RGBA, GL_UNSIGNED_BYTE, 0,
1091 WINED3DFMT_FLAG_TEXTURE | WINED3DFMT_FLAG_POSTPIXELSHADER_BLENDING | WINED3DFMT_FLAG_FILTERING
1092 | WINED3DFMT_FLAG_SRGB_READ | WINED3DFMT_FLAG_COMPRESSED,
1093 EXT_TEXTURE_COMPRESSION_S3TC, NULL},
1094 {WINED3DFMT_DXT3, GL_COMPRESSED_RGBA_S3TC_DXT3_EXT, GL_COMPRESSED_SRGB_ALPHA_S3TC_DXT3_EXT, 0,
1095 GL_RGBA, GL_UNSIGNED_BYTE, 0,
1096 WINED3DFMT_FLAG_TEXTURE | WINED3DFMT_FLAG_POSTPIXELSHADER_BLENDING | WINED3DFMT_FLAG_FILTERING
1097 | WINED3DFMT_FLAG_SRGB_READ | WINED3DFMT_FLAG_COMPRESSED,
1098 EXT_TEXTURE_COMPRESSION_S3TC, NULL},
1099 {WINED3DFMT_DXT4, GL_COMPRESSED_RGBA_S3TC_DXT5_EXT, GL_COMPRESSED_SRGB_ALPHA_S3TC_DXT5_EXT, 0,
1100 GL_RGBA, GL_UNSIGNED_BYTE, 0,
1101 WINED3DFMT_FLAG_TEXTURE | WINED3DFMT_FLAG_POSTPIXELSHADER_BLENDING | WINED3DFMT_FLAG_FILTERING
1102 | WINED3DFMT_FLAG_SRGB_READ | WINED3DFMT_FLAG_COMPRESSED,
1103 EXT_TEXTURE_COMPRESSION_S3TC, NULL},
1104 {WINED3DFMT_DXT5, GL_COMPRESSED_RGBA_S3TC_DXT5_EXT, GL_COMPRESSED_SRGB_ALPHA_S3TC_DXT5_EXT, 0,
1105 GL_RGBA, GL_UNSIGNED_BYTE, 0,
1106 WINED3DFMT_FLAG_TEXTURE | WINED3DFMT_FLAG_POSTPIXELSHADER_BLENDING | WINED3DFMT_FLAG_FILTERING
1107 | WINED3DFMT_FLAG_SRGB_READ | WINED3DFMT_FLAG_COMPRESSED,
1108 EXT_TEXTURE_COMPRESSION_S3TC, NULL},
1109 {WINED3DFMT_BC1_UNORM, GL_COMPRESSED_RGBA_S3TC_DXT1_EXT, GL_COMPRESSED_SRGB_ALPHA_S3TC_DXT1_EXT, 0,
1110 GL_RGBA, GL_UNSIGNED_BYTE, 0,
1111 WINED3DFMT_FLAG_TEXTURE | WINED3DFMT_FLAG_POSTPIXELSHADER_BLENDING | WINED3DFMT_FLAG_FILTERING
1112 | WINED3DFMT_FLAG_COMPRESSED,
1113 EXT_TEXTURE_COMPRESSION_S3TC, NULL},
1114 {WINED3DFMT_BC2_UNORM, GL_COMPRESSED_RGBA_S3TC_DXT3_EXT, GL_COMPRESSED_SRGB_ALPHA_S3TC_DXT3_EXT, 0,
1115 GL_RGBA, GL_UNSIGNED_BYTE, 0,
1116 WINED3DFMT_FLAG_TEXTURE | WINED3DFMT_FLAG_POSTPIXELSHADER_BLENDING | WINED3DFMT_FLAG_FILTERING
1117 | WINED3DFMT_FLAG_COMPRESSED,
1118 EXT_TEXTURE_COMPRESSION_S3TC, NULL},
1119 {WINED3DFMT_BC3_UNORM, GL_COMPRESSED_RGBA_S3TC_DXT5_EXT, GL_COMPRESSED_SRGB_ALPHA_S3TC_DXT5_EXT, 0,
1120 GL_RGBA, GL_UNSIGNED_BYTE, 0,
1121 WINED3DFMT_FLAG_TEXTURE | WINED3DFMT_FLAG_POSTPIXELSHADER_BLENDING | WINED3DFMT_FLAG_FILTERING
1122 | WINED3DFMT_FLAG_COMPRESSED,
1123 EXT_TEXTURE_COMPRESSION_S3TC, NULL},
1124 {WINED3DFMT_BC4_UNORM, GL_COMPRESSED_RED_RGTC1, GL_COMPRESSED_RED_RGTC1, 0,
1125 GL_RED, GL_UNSIGNED_BYTE, 0,
1126 WINED3DFMT_FLAG_TEXTURE | WINED3DFMT_FLAG_POSTPIXELSHADER_BLENDING | WINED3DFMT_FLAG_FILTERING
1127 | WINED3DFMT_FLAG_COMPRESSED,
1128 ARB_TEXTURE_COMPRESSION_RGTC, NULL},
1129 {WINED3DFMT_BC5_UNORM, GL_COMPRESSED_RG_RGTC2, GL_COMPRESSED_RG_RGTC2, 0,
1130 GL_RG, GL_UNSIGNED_BYTE, 0,
1131 WINED3DFMT_FLAG_TEXTURE | WINED3DFMT_FLAG_POSTPIXELSHADER_BLENDING | WINED3DFMT_FLAG_FILTERING
1132 | WINED3DFMT_FLAG_COMPRESSED,
1133 ARB_TEXTURE_COMPRESSION_RGTC, NULL},
1134 {WINED3DFMT_BC6H_UF16, GL_COMPRESSED_RGB_BPTC_UNSIGNED_FLOAT_ARB, GL_COMPRESSED_RGB_BPTC_UNSIGNED_FLOAT_ARB, 0,
1135 GL_RGB, GL_UNSIGNED_BYTE, 0,
1136 WINED3DFMT_FLAG_TEXTURE | WINED3DFMT_FLAG_POSTPIXELSHADER_BLENDING | WINED3DFMT_FLAG_FILTERING
1137 | WINED3DFMT_FLAG_COMPRESSED,
1138 ARB_TEXTURE_COMPRESSION_BPTC, NULL},
1139 {WINED3DFMT_BC6H_SF16, GL_COMPRESSED_RGB_BPTC_SIGNED_FLOAT_ARB, GL_COMPRESSED_RGB_BPTC_SIGNED_FLOAT_ARB, 0,
1140 GL_RGB, GL_UNSIGNED_BYTE, 0,
1141 WINED3DFMT_FLAG_TEXTURE | WINED3DFMT_FLAG_POSTPIXELSHADER_BLENDING | WINED3DFMT_FLAG_FILTERING
1142 | WINED3DFMT_FLAG_COMPRESSED,
1143 ARB_TEXTURE_COMPRESSION_BPTC, NULL},
1144 {WINED3DFMT_BC7_UNORM, GL_COMPRESSED_RGBA_BPTC_UNORM_ARB, GL_COMPRESSED_SRGB_ALPHA_BPTC_UNORM_ARB, 0,
1145 GL_RGBA, GL_UNSIGNED_BYTE, 0,
1146 WINED3DFMT_FLAG_TEXTURE | WINED3DFMT_FLAG_POSTPIXELSHADER_BLENDING | WINED3DFMT_FLAG_FILTERING
1147 | WINED3DFMT_FLAG_COMPRESSED,
1148 ARB_TEXTURE_COMPRESSION_BPTC, NULL},
1149 /* IEEE formats */
1150 {WINED3DFMT_R32_FLOAT, GL_RGB32F_ARB, GL_RGB32F_ARB, 0,
1151 GL_RED, GL_FLOAT, 0,
1152 WINED3DFMT_FLAG_TEXTURE | WINED3DFMT_FLAG_RENDERTARGET | WINED3DFMT_FLAG_VTF,
1153 ARB_TEXTURE_FLOAT, NULL},
1154 {WINED3DFMT_R32_FLOAT, GL_R32F, GL_R32F, 0,
1155 GL_RED, GL_FLOAT, 0,
1156 WINED3DFMT_FLAG_TEXTURE | WINED3DFMT_FLAG_RENDERTARGET | WINED3DFMT_FLAG_VTF,
1157 ARB_TEXTURE_RG, NULL},
1158 {WINED3DFMT_R32G32_FLOAT, GL_RGB32F_ARB, GL_RGB32F_ARB, 0,
1159 GL_RGB, GL_FLOAT, 12,
1160 WINED3DFMT_FLAG_TEXTURE | WINED3DFMT_FLAG_RENDERTARGET | WINED3DFMT_FLAG_VTF,
1161 ARB_TEXTURE_FLOAT, convert_r32g32_float},
1162 {WINED3DFMT_R32G32_FLOAT, GL_RG32F, GL_RG32F, 0,
1163 GL_RG, GL_FLOAT, 0,
1164 WINED3DFMT_FLAG_TEXTURE | WINED3DFMT_FLAG_RENDERTARGET | WINED3DFMT_FLAG_VTF,
1165 ARB_TEXTURE_RG, NULL},
1166 {WINED3DFMT_R32G32B32_FLOAT, GL_RGB32F, GL_RGB32F, 0,
1167 GL_RGB, GL_FLOAT, 0,
1168 WINED3DFMT_FLAG_TEXTURE | WINED3DFMT_FLAG_RENDERTARGET,
1169 ARB_TEXTURE_FLOAT, NULL},
1170 {WINED3DFMT_R32G32B32A32_FLOAT, GL_RGBA32F_ARB, GL_RGBA32F_ARB, 0,
1171 GL_RGBA, GL_FLOAT, 0,
1172 WINED3DFMT_FLAG_TEXTURE | WINED3DFMT_FLAG_RENDERTARGET | WINED3DFMT_FLAG_VTF,
1173 ARB_TEXTURE_FLOAT, NULL},
1174 /* Float */
1175 {WINED3DFMT_R16_FLOAT, GL_RGB16F_ARB, GL_RGB16F_ARB, 0,
1176 GL_RED, GL_HALF_FLOAT_ARB, 0,
1177 WINED3DFMT_FLAG_TEXTURE | WINED3DFMT_FLAG_RENDERTARGET | WINED3DFMT_FLAG_VTF,
1178 ARB_TEXTURE_FLOAT, NULL},
1179 {WINED3DFMT_R16_FLOAT, GL_R16F, GL_R16F, 0,
1180 GL_RED, GL_HALF_FLOAT_ARB, 0,
1181 WINED3DFMT_FLAG_TEXTURE | WINED3DFMT_FLAG_RENDERTARGET | WINED3DFMT_FLAG_VTF,
1182 ARB_TEXTURE_RG, NULL},
1183 {WINED3DFMT_R16G16_FLOAT, GL_RGB16F_ARB, GL_RGB16F_ARB, 0,
1184 GL_RGB, GL_HALF_FLOAT_ARB, 6,
1185 WINED3DFMT_FLAG_TEXTURE | WINED3DFMT_FLAG_RENDERTARGET | WINED3DFMT_FLAG_VTF,
1186 ARB_TEXTURE_FLOAT, convert_r16g16},
1187 {WINED3DFMT_R16G16_FLOAT, GL_RG16F, GL_RG16F, 0,
1188 GL_RG, GL_HALF_FLOAT_ARB, 0,
1189 WINED3DFMT_FLAG_TEXTURE | WINED3DFMT_FLAG_RENDERTARGET | WINED3DFMT_FLAG_VTF,
1190 ARB_TEXTURE_RG, NULL},
1191 {WINED3DFMT_R16G16B16A16_FLOAT, GL_RGBA16F_ARB, GL_RGBA16F_ARB, 0,
1192 GL_RGBA, GL_HALF_FLOAT_ARB, 0,
1193 WINED3DFMT_FLAG_TEXTURE | WINED3DFMT_FLAG_POSTPIXELSHADER_BLENDING | WINED3DFMT_FLAG_RENDERTARGET
1194 | WINED3DFMT_FLAG_VTF,
1195 ARB_TEXTURE_FLOAT, NULL},
1196 {WINED3DFMT_R11G11B10_FLOAT, GL_R11F_G11F_B10F, GL_R11F_G11F_B10F, 0,
1197 GL_RGB, GL_UNSIGNED_INT_10F_11F_11F_REV, 0,
1198 WINED3DFMT_FLAG_TEXTURE | WINED3DFMT_FLAG_POSTPIXELSHADER_BLENDING | WINED3DFMT_FLAG_RENDERTARGET,
1199 EXT_PACKED_FLOAT},
1200 /* Palettized formats */
1201 {WINED3DFMT_P8_UINT, GL_R8, GL_R8, 0,
1202 GL_RED, GL_UNSIGNED_BYTE, 0,
1204 ARB_TEXTURE_RG, NULL},
1205 {WINED3DFMT_P8_UINT, GL_ALPHA8, GL_ALPHA8, 0,
1206 GL_ALPHA, GL_UNSIGNED_BYTE, 0,
1208 WINED3D_GL_LEGACY_CONTEXT, NULL},
1209 /* Standard ARGB formats */
1210 {WINED3DFMT_B8G8R8_UNORM, GL_RGB8, GL_RGB8, 0,
1211 GL_BGR, GL_UNSIGNED_BYTE, 0,
1212 WINED3DFMT_FLAG_POSTPIXELSHADER_BLENDING | WINED3DFMT_FLAG_FILTERING | WINED3DFMT_FLAG_RENDERTARGET,
1213 WINED3D_GL_EXT_NONE, NULL},
1214 {WINED3DFMT_B8G8R8A8_UNORM, GL_RGBA8, GL_SRGB8_ALPHA8_EXT, 0,
1215 GL_BGRA, GL_UNSIGNED_INT_8_8_8_8_REV, 0,
1216 WINED3DFMT_FLAG_TEXTURE | WINED3DFMT_FLAG_POSTPIXELSHADER_BLENDING | WINED3DFMT_FLAG_FILTERING
1217 | WINED3DFMT_FLAG_RENDERTARGET | WINED3DFMT_FLAG_SRGB_READ | WINED3DFMT_FLAG_SRGB_WRITE
1218 | WINED3DFMT_FLAG_VTF,
1219 WINED3D_GL_EXT_NONE, NULL},
1220 {WINED3DFMT_B8G8R8X8_UNORM, GL_RGB8, GL_SRGB8_EXT, 0,
1221 GL_BGRA, GL_UNSIGNED_INT_8_8_8_8_REV, 0,
1222 WINED3DFMT_FLAG_TEXTURE | WINED3DFMT_FLAG_POSTPIXELSHADER_BLENDING | WINED3DFMT_FLAG_FILTERING
1223 | WINED3DFMT_FLAG_RENDERTARGET | WINED3DFMT_FLAG_SRGB_READ | WINED3DFMT_FLAG_SRGB_WRITE,
1224 WINED3D_GL_EXT_NONE, NULL},
1225 {WINED3DFMT_B5G6R5_UNORM, GL_RGB5, GL_RGB5, GL_RGB8,
1226 GL_RGB, GL_UNSIGNED_SHORT_5_6_5, 0,
1227 WINED3DFMT_FLAG_TEXTURE | WINED3DFMT_FLAG_POSTPIXELSHADER_BLENDING | WINED3DFMT_FLAG_FILTERING
1228 | WINED3DFMT_FLAG_RENDERTARGET,
1229 WINED3D_GL_EXT_NONE, NULL},
1230 {WINED3DFMT_B5G6R5_UNORM, GL_RGB565, GL_RGB565, GL_RGB8,
1231 GL_RGB, GL_UNSIGNED_SHORT_5_6_5, 0,
1232 WINED3DFMT_FLAG_TEXTURE | WINED3DFMT_FLAG_POSTPIXELSHADER_BLENDING | WINED3DFMT_FLAG_FILTERING
1233 | WINED3DFMT_FLAG_RENDERTARGET,
1234 ARB_ES2_COMPATIBILITY, NULL},
1235 {WINED3DFMT_B5G5R5X1_UNORM, GL_RGB5, GL_RGB5, 0,
1236 GL_BGRA, GL_UNSIGNED_SHORT_1_5_5_5_REV, 0,
1237 WINED3DFMT_FLAG_TEXTURE | WINED3DFMT_FLAG_POSTPIXELSHADER_BLENDING | WINED3DFMT_FLAG_FILTERING
1238 | WINED3DFMT_FLAG_RENDERTARGET,
1239 WINED3D_GL_EXT_NONE, NULL},
1240 {WINED3DFMT_B5G5R5A1_UNORM, GL_RGB5_A1, GL_RGB5_A1, 0,
1241 GL_BGRA, GL_UNSIGNED_SHORT_1_5_5_5_REV, 0,
1242 WINED3DFMT_FLAG_TEXTURE | WINED3DFMT_FLAG_POSTPIXELSHADER_BLENDING | WINED3DFMT_FLAG_FILTERING,
1243 WINED3D_GL_EXT_NONE, NULL},
1244 {WINED3DFMT_B4G4R4A4_UNORM, GL_RGBA4, GL_SRGB8_ALPHA8_EXT, 0,
1245 GL_BGRA, GL_UNSIGNED_SHORT_4_4_4_4_REV, 0,
1246 WINED3DFMT_FLAG_TEXTURE | WINED3DFMT_FLAG_POSTPIXELSHADER_BLENDING | WINED3DFMT_FLAG_FILTERING
1247 | WINED3DFMT_FLAG_SRGB_READ,
1248 WINED3D_GL_EXT_NONE, NULL},
1249 {WINED3DFMT_B2G3R3_UNORM, GL_R3_G3_B2, GL_R3_G3_B2, 0,
1250 GL_RGB, GL_UNSIGNED_BYTE_3_3_2, 0,
1251 WINED3DFMT_FLAG_POSTPIXELSHADER_BLENDING | WINED3DFMT_FLAG_FILTERING,
1252 WINED3D_GL_EXT_NONE, NULL},
1253 {WINED3DFMT_R8_UNORM, GL_R8, GL_R8, 0,
1254 GL_RED, GL_UNSIGNED_BYTE, 0,
1255 WINED3DFMT_FLAG_TEXTURE | WINED3DFMT_FLAG_POSTPIXELSHADER_BLENDING | WINED3DFMT_FLAG_FILTERING
1256 | WINED3DFMT_FLAG_RENDERTARGET | WINED3DFMT_FLAG_VTF,
1257 ARB_TEXTURE_RG, NULL},
1258 {WINED3DFMT_A8_UNORM, GL_R8, GL_R8, 0,
1259 GL_RED, GL_UNSIGNED_BYTE, 0,
1260 WINED3DFMT_FLAG_TEXTURE | WINED3DFMT_FLAG_POSTPIXELSHADER_BLENDING | WINED3DFMT_FLAG_FILTERING,
1261 ARB_TEXTURE_RG, NULL},
1262 {WINED3DFMT_A8_UNORM, GL_ALPHA8, GL_ALPHA8, 0,
1263 GL_ALPHA, GL_UNSIGNED_BYTE, 0,
1264 WINED3DFMT_FLAG_TEXTURE | WINED3DFMT_FLAG_POSTPIXELSHADER_BLENDING | WINED3DFMT_FLAG_FILTERING,
1265 WINED3D_GL_LEGACY_CONTEXT, NULL},
1266 {WINED3DFMT_B4G4R4X4_UNORM, GL_RGB4, GL_RGB4, 0,
1267 GL_BGRA, GL_UNSIGNED_SHORT_4_4_4_4_REV, 0,
1268 WINED3DFMT_FLAG_TEXTURE | WINED3DFMT_FLAG_POSTPIXELSHADER_BLENDING | WINED3DFMT_FLAG_FILTERING,
1269 WINED3D_GL_EXT_NONE, NULL},
1270 {WINED3DFMT_R10G10B10A2_UNORM, GL_RGB10_A2, GL_RGB10_A2, 0,
1271 GL_RGBA, GL_UNSIGNED_INT_2_10_10_10_REV, 0,
1272 WINED3DFMT_FLAG_TEXTURE | WINED3DFMT_FLAG_POSTPIXELSHADER_BLENDING | WINED3DFMT_FLAG_FILTERING
1273 | WINED3DFMT_FLAG_RENDERTARGET,
1274 WINED3D_GL_EXT_NONE, NULL},
1275 {WINED3DFMT_R8G8B8A8_UNORM, GL_RGBA8, GL_SRGB8_ALPHA8_EXT, 0,
1276 GL_RGBA, GL_UNSIGNED_INT_8_8_8_8_REV, 0,
1277 WINED3DFMT_FLAG_TEXTURE | WINED3DFMT_FLAG_POSTPIXELSHADER_BLENDING | WINED3DFMT_FLAG_FILTERING
1278 | WINED3DFMT_FLAG_RENDERTARGET | WINED3DFMT_FLAG_SRGB_READ | WINED3DFMT_FLAG_SRGB_WRITE
1279 | WINED3DFMT_FLAG_VTF,
1280 WINED3D_GL_EXT_NONE, NULL},
1281 {WINED3DFMT_R8G8B8A8_UINT, GL_RGBA8UI, GL_RGBA8UI, 0,
1282 GL_RGBA_INTEGER, GL_UNSIGNED_INT_8_8_8_8_REV, 0,
1283 WINED3DFMT_FLAG_TEXTURE | WINED3DFMT_FLAG_RENDERTARGET,
1284 ARB_TEXTURE_RGB10_A2UI, NULL},
1285 {WINED3DFMT_R8G8B8A8_SINT, GL_RGBA8I, GL_RGBA8I, 0,
1286 GL_RGBA_INTEGER, GL_BYTE, 0,
1287 WINED3DFMT_FLAG_TEXTURE | WINED3DFMT_FLAG_RENDERTARGET,
1288 EXT_TEXTURE_INTEGER, NULL},
1289 {WINED3DFMT_R8G8B8X8_UNORM, GL_RGB8, GL_RGB8, 0,
1290 GL_RGBA, GL_UNSIGNED_INT_8_8_8_8_REV, 0,
1291 WINED3DFMT_FLAG_TEXTURE | WINED3DFMT_FLAG_POSTPIXELSHADER_BLENDING | WINED3DFMT_FLAG_FILTERING,
1292 WINED3D_GL_EXT_NONE, NULL},
1293 {WINED3DFMT_R16G16_UNORM, GL_RGB16, GL_RGB16, GL_RGBA16,
1294 GL_RGB, GL_UNSIGNED_SHORT, 6,
1295 WINED3DFMT_FLAG_TEXTURE | WINED3DFMT_FLAG_POSTPIXELSHADER_BLENDING | WINED3DFMT_FLAG_FILTERING,
1296 WINED3D_GL_EXT_NONE, convert_r16g16},
1297 {WINED3DFMT_R16G16_UNORM, GL_RG16, GL_RG16, 0,
1298 GL_RG, GL_UNSIGNED_SHORT, 0,
1299 WINED3DFMT_FLAG_TEXTURE | WINED3DFMT_FLAG_POSTPIXELSHADER_BLENDING | WINED3DFMT_FLAG_FILTERING
1300 | WINED3DFMT_FLAG_RENDERTARGET,
1301 ARB_TEXTURE_RG, NULL},
1302 {WINED3DFMT_B10G10R10A2_UNORM, GL_RGB10_A2, GL_RGB10_A2, 0,
1303 GL_BGRA, GL_UNSIGNED_INT_2_10_10_10_REV, 0,
1304 WINED3DFMT_FLAG_TEXTURE | WINED3DFMT_FLAG_POSTPIXELSHADER_BLENDING | WINED3DFMT_FLAG_FILTERING
1305 | WINED3DFMT_FLAG_RENDERTARGET,
1306 WINED3D_GL_EXT_NONE, NULL},
1307 {WINED3DFMT_R16G16B16A16_UNORM, GL_RGBA16, GL_RGBA16, 0,
1308 GL_RGBA, GL_UNSIGNED_SHORT, 0,
1309 WINED3DFMT_FLAG_TEXTURE | WINED3DFMT_FLAG_POSTPIXELSHADER_BLENDING | WINED3DFMT_FLAG_FILTERING
1310 | WINED3DFMT_FLAG_RENDERTARGET,
1311 WINED3D_GL_EXT_NONE, NULL},
1312 {WINED3DFMT_R8G8_UNORM, GL_RG8, GL_RG8, 0,
1313 GL_RG, GL_UNSIGNED_BYTE, 0,
1314 WINED3DFMT_FLAG_TEXTURE | WINED3DFMT_FLAG_POSTPIXELSHADER_BLENDING | WINED3DFMT_FLAG_FILTERING
1315 | WINED3DFMT_FLAG_RENDERTARGET,
1316 ARB_TEXTURE_RG, NULL},
1317 {WINED3DFMT_R8G8_UINT, GL_RG8UI, GL_RG8UI, 0,
1318 GL_RG_INTEGER, GL_UNSIGNED_BYTE, 0,
1319 WINED3DFMT_FLAG_TEXTURE | WINED3DFMT_FLAG_RENDERTARGET,
1320 ARB_TEXTURE_RG, NULL},
1321 {WINED3DFMT_R8G8_SINT, GL_RG8I, GL_RG8I, 0,
1322 GL_RG_INTEGER, GL_BYTE, 0,
1323 WINED3DFMT_FLAG_TEXTURE | WINED3DFMT_FLAG_RENDERTARGET,
1324 ARB_TEXTURE_RG, NULL},
1325 {WINED3DFMT_R16G16B16A16_UINT, GL_RGBA16UI, GL_RGBA16UI, 0,
1326 GL_RGBA_INTEGER, GL_UNSIGNED_SHORT, 0,
1327 WINED3DFMT_FLAG_TEXTURE | WINED3DFMT_FLAG_RENDERTARGET,
1328 EXT_TEXTURE_INTEGER, NULL},
1329 {WINED3DFMT_R16G16B16A16_SINT, GL_RGBA16I, GL_RGBA16I, 0,
1330 GL_RGBA_INTEGER, GL_SHORT, 0,
1331 WINED3DFMT_FLAG_TEXTURE | WINED3DFMT_FLAG_RENDERTARGET,
1332 EXT_TEXTURE_INTEGER, NULL},
1333 {WINED3DFMT_R32G32_UINT, GL_RG32UI, GL_RG32UI, 0,
1334 GL_RG_INTEGER, GL_UNSIGNED_INT, 0,
1335 WINED3DFMT_FLAG_TEXTURE | WINED3DFMT_FLAG_RENDERTARGET,
1336 ARB_TEXTURE_RG, NULL},
1337 {WINED3DFMT_R32G32_SINT, GL_RG32I, GL_RG32I, 0,
1338 GL_RG_INTEGER, GL_INT, 0,
1339 WINED3DFMT_FLAG_TEXTURE | WINED3DFMT_FLAG_RENDERTARGET,
1340 ARB_TEXTURE_RG, NULL},
1341 {WINED3DFMT_R16G16_UINT, GL_RG16UI, GL_RG16UI, 0,
1342 GL_RG_INTEGER, GL_UNSIGNED_SHORT, 0,
1343 WINED3DFMT_FLAG_TEXTURE | WINED3DFMT_FLAG_RENDERTARGET,
1344 ARB_TEXTURE_RG, NULL},
1345 {WINED3DFMT_R16G16_SINT, GL_RG16I, GL_RG16I, 0,
1346 GL_RG_INTEGER, GL_SHORT, 0,
1347 WINED3DFMT_FLAG_TEXTURE | WINED3DFMT_FLAG_RENDERTARGET,
1348 ARB_TEXTURE_RG, NULL},
1349 {WINED3DFMT_R32_UINT, GL_R32UI, GL_R32UI, 0,
1350 GL_RED_INTEGER, GL_UNSIGNED_INT, 0,
1351 WINED3DFMT_FLAG_TEXTURE | WINED3DFMT_FLAG_RENDERTARGET,
1352 ARB_TEXTURE_RG, NULL},
1353 {WINED3DFMT_R32_SINT, GL_R32I, GL_R32I, 0,
1354 GL_RED_INTEGER, GL_INT, 0,
1355 WINED3DFMT_FLAG_TEXTURE | WINED3DFMT_FLAG_RENDERTARGET,
1356 ARB_TEXTURE_RG, NULL},
1357 {WINED3DFMT_R16_UNORM, GL_R16, GL_R16, 0,
1358 GL_RED, GL_UNSIGNED_SHORT, 0,
1359 WINED3DFMT_FLAG_TEXTURE | WINED3DFMT_FLAG_POSTPIXELSHADER_BLENDING | WINED3DFMT_FLAG_FILTERING
1360 | WINED3DFMT_FLAG_RENDERTARGET,
1361 ARB_TEXTURE_RG, NULL},
1362 {WINED3DFMT_R16_UINT, GL_R16UI, GL_R16UI, 0,
1363 GL_RED_INTEGER, GL_UNSIGNED_SHORT, 0,
1364 WINED3DFMT_FLAG_TEXTURE | WINED3DFMT_FLAG_RENDERTARGET,
1365 ARB_TEXTURE_RG, NULL},
1366 {WINED3DFMT_R16_SINT, GL_R16I, GL_R16I, 0,
1367 GL_RED_INTEGER, GL_SHORT, 0,
1368 WINED3DFMT_FLAG_TEXTURE | WINED3DFMT_FLAG_RENDERTARGET,
1369 ARB_TEXTURE_RG, NULL},
1370 {WINED3DFMT_R8_UINT, GL_R8UI, GL_R8UI, 0,
1371 GL_RED_INTEGER, GL_UNSIGNED_BYTE, 0,
1372 WINED3DFMT_FLAG_TEXTURE | WINED3DFMT_FLAG_RENDERTARGET,
1373 ARB_TEXTURE_RG, NULL},
1374 {WINED3DFMT_R8_SINT, GL_R8I, GL_R8I, 0,
1375 GL_RED_INTEGER, GL_BYTE, 0,
1376 WINED3DFMT_FLAG_TEXTURE | WINED3DFMT_FLAG_RENDERTARGET,
1377 ARB_TEXTURE_RG, NULL},
1378 /* Luminance */
1379 {WINED3DFMT_L8_UNORM, GL_LUMINANCE8, GL_SLUMINANCE8_EXT, 0,
1380 GL_LUMINANCE, GL_UNSIGNED_BYTE, 0,
1381 WINED3DFMT_FLAG_TEXTURE | WINED3DFMT_FLAG_POSTPIXELSHADER_BLENDING | WINED3DFMT_FLAG_FILTERING
1382 | WINED3DFMT_FLAG_SRGB_READ,
1383 WINED3D_GL_LEGACY_CONTEXT, NULL},
1384 {WINED3DFMT_L8_UNORM, GL_R8, GL_R8, 0,
1385 GL_RED, GL_UNSIGNED_BYTE, 0,
1386 WINED3DFMT_FLAG_TEXTURE | WINED3DFMT_FLAG_POSTPIXELSHADER_BLENDING | WINED3DFMT_FLAG_FILTERING
1387 | WINED3DFMT_FLAG_RENDERTARGET,
1388 ARB_TEXTURE_RG, NULL},
1389 {WINED3DFMT_L8A8_UNORM, GL_RG8, GL_RG8, 0,
1390 GL_RG, GL_UNSIGNED_BYTE, 0,
1391 WINED3DFMT_FLAG_TEXTURE | WINED3DFMT_FLAG_POSTPIXELSHADER_BLENDING | WINED3DFMT_FLAG_FILTERING,
1392 ARB_TEXTURE_RG, NULL},
1393 {WINED3DFMT_L8A8_UNORM, GL_LUMINANCE8_ALPHA8, GL_SLUMINANCE8_ALPHA8_EXT, 0,
1394 GL_LUMINANCE_ALPHA, GL_UNSIGNED_BYTE, 0,
1395 WINED3DFMT_FLAG_TEXTURE | WINED3DFMT_FLAG_POSTPIXELSHADER_BLENDING | WINED3DFMT_FLAG_FILTERING
1396 | WINED3DFMT_FLAG_SRGB_READ,
1397 WINED3D_GL_LEGACY_CONTEXT, NULL},
1398 {WINED3DFMT_L4A4_UNORM, GL_RG8, GL_RG8, 0,
1399 GL_RG, GL_UNSIGNED_BYTE, 2,
1400 WINED3DFMT_FLAG_FILTERING,
1401 ARB_TEXTURE_RG, convert_l4a4_unorm},
1402 {WINED3DFMT_L4A4_UNORM, GL_LUMINANCE4_ALPHA4, GL_LUMINANCE4_ALPHA4, 0,
1403 GL_LUMINANCE_ALPHA, GL_UNSIGNED_BYTE, 2,
1404 WINED3DFMT_FLAG_FILTERING,
1405 WINED3D_GL_LEGACY_CONTEXT, convert_l4a4_unorm},
1406 {WINED3DFMT_L16_UNORM, GL_R16, GL_R16, 0,
1407 GL_RED, GL_UNSIGNED_SHORT, 0,
1408 WINED3DFMT_FLAG_TEXTURE | WINED3DFMT_FLAG_POSTPIXELSHADER_BLENDING | WINED3DFMT_FLAG_FILTERING,
1409 ARB_TEXTURE_RG, NULL},
1410 {WINED3DFMT_L16_UNORM, GL_LUMINANCE16, GL_LUMINANCE16, 0,
1411 GL_LUMINANCE, GL_UNSIGNED_SHORT, 0,
1412 WINED3DFMT_FLAG_TEXTURE | WINED3DFMT_FLAG_POSTPIXELSHADER_BLENDING | WINED3DFMT_FLAG_FILTERING,
1413 WINED3D_GL_LEGACY_CONTEXT, NULL},
1414 /* Bump mapping stuff */
1415 {WINED3DFMT_R8G8_SNORM, GL_RGB8, GL_RGB8, 0,
1416 GL_BGR, GL_UNSIGNED_BYTE, 3,
1417 WINED3DFMT_FLAG_TEXTURE | WINED3DFMT_FLAG_POSTPIXELSHADER_BLENDING | WINED3DFMT_FLAG_FILTERING
1418 | WINED3DFMT_FLAG_BUMPMAP,
1419 WINED3D_GL_EXT_NONE, convert_r8g8_snorm},
1420 {WINED3DFMT_R8G8_SNORM, GL_DSDT8_NV, GL_DSDT8_NV, 0,
1421 GL_DSDT_NV, GL_BYTE, 0,
1422 WINED3DFMT_FLAG_TEXTURE | WINED3DFMT_FLAG_POSTPIXELSHADER_BLENDING | WINED3DFMT_FLAG_FILTERING
1423 | WINED3DFMT_FLAG_BUMPMAP,
1424 NV_TEXTURE_SHADER, NULL},
1425 {WINED3DFMT_R8G8_SNORM, GL_RG8_SNORM, GL_RG8_SNORM, 0,
1426 GL_RG, GL_BYTE, 0,
1427 WINED3DFMT_FLAG_TEXTURE | WINED3DFMT_FLAG_POSTPIXELSHADER_BLENDING | WINED3DFMT_FLAG_FILTERING
1428 | WINED3DFMT_FLAG_RENDERTARGET | WINED3DFMT_FLAG_BUMPMAP,
1429 EXT_TEXTURE_SNORM, NULL},
1430 {WINED3DFMT_R5G5_SNORM_L6_UNORM, GL_RGB5, GL_RGB5, 0,
1431 GL_RGB, GL_UNSIGNED_SHORT_5_6_5, 2,
1432 WINED3DFMT_FLAG_TEXTURE | WINED3DFMT_FLAG_POSTPIXELSHADER_BLENDING | WINED3DFMT_FLAG_FILTERING
1433 | WINED3DFMT_FLAG_BUMPMAP,
1434 WINED3D_GL_EXT_NONE, convert_r5g5_snorm_l6_unorm},
1435 {WINED3DFMT_R5G5_SNORM_L6_UNORM, GL_DSDT8_MAG8_NV, GL_DSDT8_MAG8_NV, 0,
1436 GL_DSDT_MAG_NV, GL_BYTE, 3,
1437 WINED3DFMT_FLAG_TEXTURE | WINED3DFMT_FLAG_POSTPIXELSHADER_BLENDING | WINED3DFMT_FLAG_FILTERING
1438 | WINED3DFMT_FLAG_BUMPMAP,
1439 NV_TEXTURE_SHADER, convert_r5g5_snorm_l6_unorm_nv},
1440 {WINED3DFMT_R5G5_SNORM_L6_UNORM, GL_RGB8_SNORM, GL_RGB8_SNORM, 0,
1441 GL_RGBA, GL_BYTE, 4,
1442 WINED3DFMT_FLAG_TEXTURE | WINED3DFMT_FLAG_POSTPIXELSHADER_BLENDING | WINED3DFMT_FLAG_FILTERING
1443 | WINED3DFMT_FLAG_BUMPMAP,
1444 EXT_TEXTURE_SNORM, convert_r5g5_snorm_l6_unorm_ext},
1445 {WINED3DFMT_R8G8_SNORM_L8X8_UNORM, GL_RGB8, GL_RGB8, 0,
1446 GL_BGRA, GL_UNSIGNED_INT_8_8_8_8_REV, 4,
1447 WINED3DFMT_FLAG_TEXTURE | WINED3DFMT_FLAG_POSTPIXELSHADER_BLENDING | WINED3DFMT_FLAG_FILTERING
1448 | WINED3DFMT_FLAG_BUMPMAP,
1449 WINED3D_GL_EXT_NONE, convert_r8g8_snorm_l8x8_unorm},
1450 {WINED3DFMT_R8G8_SNORM_L8X8_UNORM, GL_DSDT8_MAG8_INTENSITY8_NV, GL_DSDT8_MAG8_INTENSITY8_NV, 0,
1451 GL_DSDT_MAG_VIB_NV, GL_UNSIGNED_INT_8_8_S8_S8_REV_NV, 4,
1452 WINED3DFMT_FLAG_TEXTURE | WINED3DFMT_FLAG_POSTPIXELSHADER_BLENDING | WINED3DFMT_FLAG_FILTERING
1453 | WINED3DFMT_FLAG_BUMPMAP,
1454 NV_TEXTURE_SHADER, convert_r8g8_snorm_l8x8_unorm_nv},
1455 {WINED3DFMT_R8G8B8A8_SNORM, GL_RGBA8, GL_RGBA8, 0,
1456 GL_BGRA, GL_UNSIGNED_BYTE, 4,
1457 WINED3DFMT_FLAG_TEXTURE | WINED3DFMT_FLAG_POSTPIXELSHADER_BLENDING | WINED3DFMT_FLAG_FILTERING
1458 | WINED3DFMT_FLAG_BUMPMAP,
1459 WINED3D_GL_EXT_NONE, convert_r8g8b8a8_snorm},
1460 {WINED3DFMT_R8G8B8A8_SNORM, GL_SIGNED_RGBA8_NV, GL_SIGNED_RGBA8_NV, 0,
1461 GL_RGBA, GL_BYTE, 0,
1462 WINED3DFMT_FLAG_TEXTURE | WINED3DFMT_FLAG_POSTPIXELSHADER_BLENDING | WINED3DFMT_FLAG_FILTERING
1463 | WINED3DFMT_FLAG_BUMPMAP,
1464 NV_TEXTURE_SHADER, NULL},
1465 {WINED3DFMT_R8G8B8A8_SNORM, GL_RGBA8_SNORM, GL_RGBA8_SNORM, 0,
1466 GL_RGBA, GL_BYTE, 0,
1467 WINED3DFMT_FLAG_TEXTURE | WINED3DFMT_FLAG_POSTPIXELSHADER_BLENDING | WINED3DFMT_FLAG_FILTERING
1468 | WINED3DFMT_FLAG_RENDERTARGET | WINED3DFMT_FLAG_BUMPMAP,
1469 EXT_TEXTURE_SNORM, NULL},
1470 {WINED3DFMT_R16G16_SNORM, GL_RGB16, GL_RGB16, 0,
1471 GL_BGR, GL_UNSIGNED_SHORT, 6,
1472 WINED3DFMT_FLAG_TEXTURE | WINED3DFMT_FLAG_POSTPIXELSHADER_BLENDING | WINED3DFMT_FLAG_FILTERING
1473 | WINED3DFMT_FLAG_BUMPMAP,
1474 WINED3D_GL_EXT_NONE, convert_r16g16_snorm},
1475 {WINED3DFMT_R16G16_SNORM, GL_SIGNED_HILO16_NV, GL_SIGNED_HILO16_NV, 0,
1476 GL_HILO_NV, GL_SHORT, 0,
1477 WINED3DFMT_FLAG_TEXTURE | WINED3DFMT_FLAG_POSTPIXELSHADER_BLENDING | WINED3DFMT_FLAG_FILTERING
1478 | WINED3DFMT_FLAG_BUMPMAP,
1479 NV_TEXTURE_SHADER, NULL},
1480 {WINED3DFMT_R16G16_SNORM, GL_RG16_SNORM, GL_RG16_SNORM, 0,
1481 GL_RG, GL_SHORT, 0,
1482 WINED3DFMT_FLAG_TEXTURE | WINED3DFMT_FLAG_POSTPIXELSHADER_BLENDING | WINED3DFMT_FLAG_FILTERING
1483 | WINED3DFMT_FLAG_RENDERTARGET | WINED3DFMT_FLAG_BUMPMAP,
1484 EXT_TEXTURE_SNORM, NULL},
1485 {WINED3DFMT_R16G16B16A16_SNORM, GL_RGBA16_SNORM, GL_RGBA16_SNORM, 0,
1486 GL_RGBA, GL_SHORT, 0,
1487 WINED3DFMT_FLAG_TEXTURE | WINED3DFMT_FLAG_POSTPIXELSHADER_BLENDING | WINED3DFMT_FLAG_FILTERING
1488 | WINED3DFMT_FLAG_RENDERTARGET,
1489 EXT_TEXTURE_SNORM, NULL},
1490 {WINED3DFMT_R16_SNORM, GL_R16_SNORM, GL_R16_SNORM, 0,
1491 GL_RED, GL_SHORT, 0,
1492 WINED3DFMT_FLAG_TEXTURE | WINED3DFMT_FLAG_POSTPIXELSHADER_BLENDING | WINED3DFMT_FLAG_FILTERING
1493 | WINED3DFMT_FLAG_RENDERTARGET,
1494 EXT_TEXTURE_SNORM, NULL},
1495 {WINED3DFMT_R8_SNORM, GL_R8_SNORM, GL_R8_SNORM, 0,
1496 GL_RED, GL_BYTE, 0,
1497 WINED3DFMT_FLAG_TEXTURE | WINED3DFMT_FLAG_POSTPIXELSHADER_BLENDING | WINED3DFMT_FLAG_FILTERING
1498 | WINED3DFMT_FLAG_RENDERTARGET,
1499 EXT_TEXTURE_SNORM, NULL},
1500 /* Depth stencil formats */
1501 {WINED3DFMT_D16_LOCKABLE, GL_DEPTH_COMPONENT, GL_DEPTH_COMPONENT, 0,
1502 GL_DEPTH_COMPONENT, GL_UNSIGNED_SHORT, 0,
1503 WINED3DFMT_FLAG_DEPTH,
1504 WINED3D_GL_EXT_NONE, NULL},
1505 {WINED3DFMT_D16_LOCKABLE, GL_DEPTH_COMPONENT24_ARB, GL_DEPTH_COMPONENT24_ARB, 0,
1506 GL_DEPTH_COMPONENT, GL_UNSIGNED_SHORT, 0,
1507 WINED3DFMT_FLAG_TEXTURE | WINED3DFMT_FLAG_DEPTH | WINED3DFMT_FLAG_SHADOW,
1508 ARB_DEPTH_TEXTURE, NULL},
1509 {WINED3DFMT_D32_UNORM, GL_DEPTH_COMPONENT, GL_DEPTH_COMPONENT, 0,
1510 GL_DEPTH_COMPONENT, GL_UNSIGNED_INT, 0,
1511 WINED3DFMT_FLAG_DEPTH,
1512 WINED3D_GL_EXT_NONE, NULL},
1513 {WINED3DFMT_D32_UNORM, GL_DEPTH_COMPONENT32_ARB, GL_DEPTH_COMPONENT32_ARB, 0,
1514 GL_DEPTH_COMPONENT, GL_UNSIGNED_INT, 0,
1515 WINED3DFMT_FLAG_TEXTURE | WINED3DFMT_FLAG_DEPTH | WINED3DFMT_FLAG_SHADOW,
1516 ARB_DEPTH_TEXTURE, NULL},
1517 {WINED3DFMT_S1_UINT_D15_UNORM, GL_DEPTH_COMPONENT24_ARB, GL_DEPTH_COMPONENT24_ARB, 0,
1518 GL_DEPTH_COMPONENT, GL_UNSIGNED_SHORT, 0,
1519 WINED3DFMT_FLAG_DEPTH | WINED3DFMT_FLAG_SHADOW,
1520 ARB_DEPTH_TEXTURE, NULL},
1521 {WINED3DFMT_S1_UINT_D15_UNORM, GL_DEPTH24_STENCIL8_EXT, GL_DEPTH24_STENCIL8_EXT, 0,
1522 GL_DEPTH_STENCIL_EXT, GL_UNSIGNED_INT_24_8_EXT, 4,
1523 WINED3DFMT_FLAG_DEPTH | WINED3DFMT_FLAG_STENCIL | WINED3DFMT_FLAG_SHADOW,
1524 EXT_PACKED_DEPTH_STENCIL, convert_s1_uint_d15_unorm},
1525 {WINED3DFMT_S1_UINT_D15_UNORM, GL_DEPTH24_STENCIL8, GL_DEPTH24_STENCIL8, 0,
1526 GL_DEPTH_STENCIL, GL_UNSIGNED_INT_24_8, 4,
1527 WINED3DFMT_FLAG_DEPTH | WINED3DFMT_FLAG_STENCIL | WINED3DFMT_FLAG_SHADOW,
1528 ARB_FRAMEBUFFER_OBJECT, convert_s1_uint_d15_unorm},
1529 {WINED3DFMT_D24_UNORM_S8_UINT, GL_DEPTH_COMPONENT24_ARB, GL_DEPTH_COMPONENT24_ARB, 0,
1530 GL_DEPTH_COMPONENT, GL_UNSIGNED_INT, 0,
1531 WINED3DFMT_FLAG_TEXTURE | WINED3DFMT_FLAG_POSTPIXELSHADER_BLENDING | WINED3DFMT_FLAG_FILTERING
1532 | WINED3DFMT_FLAG_DEPTH | WINED3DFMT_FLAG_SHADOW,
1533 ARB_DEPTH_TEXTURE, NULL},
1534 {WINED3DFMT_D24_UNORM_S8_UINT, GL_DEPTH24_STENCIL8_EXT, GL_DEPTH24_STENCIL8_EXT, 0,
1535 GL_DEPTH_STENCIL_EXT, GL_UNSIGNED_INT_24_8_EXT, 0,
1536 WINED3DFMT_FLAG_TEXTURE | WINED3DFMT_FLAG_POSTPIXELSHADER_BLENDING | WINED3DFMT_FLAG_FILTERING
1537 | WINED3DFMT_FLAG_DEPTH | WINED3DFMT_FLAG_STENCIL | WINED3DFMT_FLAG_SHADOW,
1538 EXT_PACKED_DEPTH_STENCIL, NULL},
1539 {WINED3DFMT_D24_UNORM_S8_UINT, GL_DEPTH24_STENCIL8, GL_DEPTH24_STENCIL8, 0,
1540 GL_DEPTH_STENCIL, GL_UNSIGNED_INT_24_8, 0,
1541 WINED3DFMT_FLAG_TEXTURE | WINED3DFMT_FLAG_POSTPIXELSHADER_BLENDING | WINED3DFMT_FLAG_FILTERING
1542 | WINED3DFMT_FLAG_DEPTH | WINED3DFMT_FLAG_STENCIL | WINED3DFMT_FLAG_SHADOW,
1543 ARB_FRAMEBUFFER_OBJECT, NULL},
1544 {WINED3DFMT_X8D24_UNORM, GL_DEPTH_COMPONENT, GL_DEPTH_COMPONENT, 0,
1545 GL_DEPTH_COMPONENT, GL_UNSIGNED_INT, 0,
1546 WINED3DFMT_FLAG_DEPTH,
1547 WINED3D_GL_EXT_NONE, NULL},
1548 {WINED3DFMT_X8D24_UNORM, GL_DEPTH_COMPONENT24_ARB, GL_DEPTH_COMPONENT24_ARB, 0,
1549 GL_DEPTH_COMPONENT, GL_UNSIGNED_INT, 0,
1550 WINED3DFMT_FLAG_TEXTURE | WINED3DFMT_FLAG_POSTPIXELSHADER_BLENDING | WINED3DFMT_FLAG_FILTERING
1551 | WINED3DFMT_FLAG_DEPTH | WINED3DFMT_FLAG_SHADOW,
1552 ARB_DEPTH_TEXTURE, NULL},
1553 {WINED3DFMT_S4X4_UINT_D24_UNORM, GL_DEPTH_COMPONENT24_ARB, GL_DEPTH_COMPONENT24_ARB, 0,
1554 GL_DEPTH_COMPONENT, GL_UNSIGNED_INT, 0,
1555 WINED3DFMT_FLAG_DEPTH | WINED3DFMT_FLAG_SHADOW,
1556 ARB_DEPTH_TEXTURE, NULL},
1557 {WINED3DFMT_S4X4_UINT_D24_UNORM, GL_DEPTH24_STENCIL8_EXT, GL_DEPTH24_STENCIL8_EXT, 0,
1558 GL_DEPTH_STENCIL_EXT, GL_UNSIGNED_INT_24_8_EXT, 4,
1559 WINED3DFMT_FLAG_DEPTH | WINED3DFMT_FLAG_STENCIL | WINED3DFMT_FLAG_SHADOW,
1560 EXT_PACKED_DEPTH_STENCIL, convert_s4x4_uint_d24_unorm},
1561 {WINED3DFMT_S4X4_UINT_D24_UNORM, GL_DEPTH24_STENCIL8, GL_DEPTH24_STENCIL8, 0,
1562 GL_DEPTH_STENCIL, GL_UNSIGNED_INT_24_8, 4,
1563 WINED3DFMT_FLAG_DEPTH | WINED3DFMT_FLAG_STENCIL | WINED3DFMT_FLAG_SHADOW,
1564 ARB_FRAMEBUFFER_OBJECT, convert_s4x4_uint_d24_unorm},
1565 {WINED3DFMT_D16_UNORM, GL_DEPTH_COMPONENT, GL_DEPTH_COMPONENT, 0,
1566 GL_DEPTH_COMPONENT, GL_UNSIGNED_SHORT, 0,
1567 WINED3DFMT_FLAG_DEPTH,
1568 WINED3D_GL_EXT_NONE, NULL},
1569 {WINED3DFMT_D16_UNORM, GL_DEPTH_COMPONENT24_ARB, GL_DEPTH_COMPONENT24_ARB, 0,
1570 GL_DEPTH_COMPONENT, GL_UNSIGNED_SHORT, 0,
1571 WINED3DFMT_FLAG_TEXTURE | WINED3DFMT_FLAG_POSTPIXELSHADER_BLENDING | WINED3DFMT_FLAG_FILTERING
1572 | WINED3DFMT_FLAG_DEPTH | WINED3DFMT_FLAG_SHADOW,
1573 ARB_DEPTH_TEXTURE, NULL},
1574 {WINED3DFMT_D32_FLOAT, GL_DEPTH_COMPONENT32F, GL_DEPTH_COMPONENT32F, 0,
1575 GL_DEPTH_COMPONENT, GL_FLOAT, 0,
1576 WINED3DFMT_FLAG_TEXTURE | WINED3DFMT_FLAG_DEPTH | WINED3DFMT_FLAG_SHADOW,
1577 ARB_DEPTH_BUFFER_FLOAT, NULL},
1578 {WINED3DFMT_S8_UINT_D24_FLOAT, GL_DEPTH32F_STENCIL8, GL_DEPTH32F_STENCIL8, 0,
1579 GL_DEPTH_STENCIL, GL_FLOAT_32_UNSIGNED_INT_24_8_REV, 8,
1580 WINED3DFMT_FLAG_TEXTURE | WINED3DFMT_FLAG_DEPTH | WINED3DFMT_FLAG_STENCIL | WINED3DFMT_FLAG_SHADOW,
1581 ARB_DEPTH_BUFFER_FLOAT, convert_s8_uint_d24_float},
1582 {WINED3DFMT_R32G32B32A32_UINT, GL_RGBA32UI, GL_RGBA32UI, 0,
1583 GL_RGBA_INTEGER, GL_UNSIGNED_INT, 0,
1584 WINED3DFMT_FLAG_TEXTURE | WINED3DFMT_FLAG_RENDERTARGET,
1585 EXT_TEXTURE_INTEGER, NULL},
1586 {WINED3DFMT_R32G32B32A32_SINT, GL_RGBA32I, GL_RGBA32I, 0,
1587 GL_RGBA_INTEGER, GL_INT, 0,
1588 WINED3DFMT_FLAG_TEXTURE | WINED3DFMT_FLAG_RENDERTARGET,
1589 EXT_TEXTURE_INTEGER, NULL},
1590 /* Vendor-specific formats */
1591 {WINED3DFMT_ATI1N, GL_COMPRESSED_RED_RGTC1, GL_COMPRESSED_RED_RGTC1, 0,
1592 GL_RED, GL_UNSIGNED_BYTE, 0,
1593 WINED3DFMT_FLAG_TEXTURE | WINED3DFMT_FLAG_POSTPIXELSHADER_BLENDING | WINED3DFMT_FLAG_FILTERING
1594 | WINED3DFMT_FLAG_COMPRESSED,
1595 ARB_TEXTURE_COMPRESSION_RGTC, NULL},
1596 {WINED3DFMT_ATI2N, GL_COMPRESSED_LUMINANCE_ALPHA_3DC_ATI, GL_COMPRESSED_LUMINANCE_ALPHA_3DC_ATI, 0,
1597 GL_LUMINANCE_ALPHA, GL_UNSIGNED_BYTE, 0,
1598 WINED3DFMT_FLAG_TEXTURE | WINED3DFMT_FLAG_POSTPIXELSHADER_BLENDING | WINED3DFMT_FLAG_FILTERING
1599 | WINED3DFMT_FLAG_COMPRESSED,
1600 ATI_TEXTURE_COMPRESSION_3DC, NULL},
1601 {WINED3DFMT_ATI2N, GL_COMPRESSED_RG_RGTC2, GL_COMPRESSED_RG_RGTC2, 0,
1602 GL_LUMINANCE_ALPHA, GL_UNSIGNED_BYTE, 0,
1603 WINED3DFMT_FLAG_TEXTURE | WINED3DFMT_FLAG_POSTPIXELSHADER_BLENDING | WINED3DFMT_FLAG_FILTERING
1604 | WINED3DFMT_FLAG_COMPRESSED,
1605 EXT_TEXTURE_COMPRESSION_RGTC, NULL},
1606 {WINED3DFMT_ATI2N, GL_COMPRESSED_RG_RGTC2, GL_COMPRESSED_RG_RGTC2, 0,
1607 GL_RG, GL_UNSIGNED_BYTE, 0,
1608 WINED3DFMT_FLAG_TEXTURE | WINED3DFMT_FLAG_POSTPIXELSHADER_BLENDING | WINED3DFMT_FLAG_FILTERING
1609 | WINED3DFMT_FLAG_COMPRESSED,
1610 ARB_TEXTURE_COMPRESSION_RGTC, NULL},
1611 {WINED3DFMT_INTZ, GL_DEPTH24_STENCIL8_EXT, GL_DEPTH24_STENCIL8_EXT, 0,
1612 GL_DEPTH_STENCIL_EXT, GL_UNSIGNED_INT_24_8_EXT, 0,
1613 WINED3DFMT_FLAG_TEXTURE | WINED3DFMT_FLAG_POSTPIXELSHADER_BLENDING | WINED3DFMT_FLAG_FILTERING
1614 | WINED3DFMT_FLAG_DEPTH | WINED3DFMT_FLAG_STENCIL,
1615 EXT_PACKED_DEPTH_STENCIL, NULL},
1616 {WINED3DFMT_INTZ, GL_DEPTH24_STENCIL8, GL_DEPTH24_STENCIL8, 0,
1617 GL_DEPTH_STENCIL, GL_UNSIGNED_INT_24_8, 0,
1618 WINED3DFMT_FLAG_TEXTURE | WINED3DFMT_FLAG_POSTPIXELSHADER_BLENDING | WINED3DFMT_FLAG_FILTERING
1619 | WINED3DFMT_FLAG_DEPTH | WINED3DFMT_FLAG_STENCIL,
1620 ARB_FRAMEBUFFER_OBJECT, NULL},
1621 {WINED3DFMT_NULL, 0, 0, 0,
1622 GL_RGBA, GL_UNSIGNED_INT_8_8_8_8_REV, 0,
1623 WINED3DFMT_FLAG_TEXTURE | WINED3DFMT_FLAG_RENDERTARGET | WINED3DFMT_FLAG_FBO_ATTACHABLE,
1624 ARB_FRAMEBUFFER_OBJECT, NULL},
1627 struct wined3d_format_srgb_info
1629 enum wined3d_format_id srgb_format_id;
1630 enum wined3d_format_id base_format_id;
1633 static const struct wined3d_format_srgb_info format_srgb_info[] =
1635 {WINED3DFMT_R8G8B8A8_UNORM_SRGB, WINED3DFMT_R8G8B8A8_UNORM},
1636 {WINED3DFMT_BC1_UNORM_SRGB, WINED3DFMT_BC1_UNORM},
1637 {WINED3DFMT_BC2_UNORM_SRGB, WINED3DFMT_BC2_UNORM},
1638 {WINED3DFMT_BC3_UNORM_SRGB, WINED3DFMT_BC3_UNORM},
1639 {WINED3DFMT_B8G8R8A8_UNORM_SRGB, WINED3DFMT_B8G8R8A8_UNORM},
1640 {WINED3DFMT_B8G8R8X8_UNORM_SRGB, WINED3DFMT_B8G8R8X8_UNORM},
1641 {WINED3DFMT_BC7_UNORM_SRGB, WINED3DFMT_BC7_UNORM},
1644 static inline int get_format_idx(enum wined3d_format_id format_id)
1646 unsigned int i;
1648 if (format_id < WINED3D_FORMAT_FOURCC_BASE)
1649 return format_id;
1651 for (i = 0; i < ARRAY_SIZE(format_index_remap); ++i)
1653 if (format_index_remap[i].id == format_id)
1654 return format_index_remap[i].idx;
1657 return -1;
1660 static void format_set_flag(struct wined3d_format *format, unsigned int flag)
1662 unsigned int i;
1664 for (i = 0; i < ARRAY_SIZE(format->flags); ++i)
1665 format->flags[i] |= flag;
1668 static void format_clear_flag(struct wined3d_format *format, unsigned int flag)
1670 unsigned int i;
1672 for (i = 0; i < ARRAY_SIZE(format->flags); ++i)
1673 format->flags[i] &= ~flag;
1676 static enum wined3d_channel_type map_channel_type(char t)
1678 switch (t)
1680 case 'u':
1681 return WINED3D_CHANNEL_TYPE_UNORM;
1682 case 'i':
1683 return WINED3D_CHANNEL_TYPE_SNORM;
1684 case 'U':
1685 return WINED3D_CHANNEL_TYPE_UINT;
1686 case 'I':
1687 return WINED3D_CHANNEL_TYPE_SINT;
1688 case 'F':
1689 return WINED3D_CHANNEL_TYPE_FLOAT;
1690 case 'D':
1691 return WINED3D_CHANNEL_TYPE_DEPTH;
1692 case 'S':
1693 return WINED3D_CHANNEL_TYPE_STENCIL;
1694 case 'X':
1695 return WINED3D_CHANNEL_TYPE_UNUSED;
1696 default:
1697 ERR("Invalid channel type '%c'.\n", t);
1698 return WINED3D_CHANNEL_TYPE_NONE;
1702 static BOOL init_format_base_info(struct wined3d_gl_info *gl_info)
1704 unsigned int i, j;
1706 gl_info->format_count = WINED3D_FORMAT_COUNT;
1707 if (!(gl_info->formats = wined3d_calloc(gl_info->format_count, sizeof(*gl_info->formats))))
1709 ERR("Failed to allocate memory.\n");
1710 return FALSE;
1713 for (i = 0; i < ARRAY_SIZE(formats); ++i)
1715 struct wined3d_format *format;
1716 int fmt_idx;
1718 fmt_idx = get_format_idx(formats[i].id);
1719 if (fmt_idx == -1)
1721 ERR("Could not allocate index for format %s %#x.\n",
1722 debug_d3dformat(formats[i].id), formats[i].id);
1723 goto fail;
1725 format = &gl_info->formats[fmt_idx];
1727 format->id = formats[i].id;
1728 format->red_size = formats[i].red_size;
1729 format->green_size = formats[i].green_size;
1730 format->blue_size = formats[i].blue_size;
1731 format->alpha_size = formats[i].alpha_size;
1732 format->red_offset = formats[i].red_offset;
1733 format->green_offset = formats[i].green_offset;
1734 format->blue_offset = formats[i].blue_offset;
1735 format->alpha_offset = formats[i].alpha_offset;
1736 format->byte_count = formats[i].bpp;
1737 format->depth_size = formats[i].depth_size;
1738 format->stencil_size = formats[i].stencil_size;
1739 format->block_width = 1;
1740 format->block_height = 1;
1741 format->block_byte_count = formats[i].bpp;
1744 for (i = 0; i < ARRAY_SIZE(typed_formats); ++i)
1746 const struct wined3d_format *typeless_format;
1747 struct wined3d_format *format;
1748 DWORD flags = 0;
1749 int fmt_idx;
1751 fmt_idx = get_format_idx(typed_formats[i].id);
1752 if (fmt_idx == -1)
1754 ERR("Could not allocate index for format %s %#x.\n",
1755 debug_d3dformat(typed_formats[i].id), typed_formats[i].id);
1756 goto fail;
1758 format = &gl_info->formats[fmt_idx];
1760 typeless_format = wined3d_get_format(gl_info, typed_formats[i].typeless_id);
1761 if (typeless_format->id == WINED3DFMT_UNKNOWN)
1763 ERR("Typeless format %s (%#x) not found.\n",
1764 debug_d3dformat(typed_formats[i].typeless_id), typed_formats[i].typeless_id);
1765 goto fail;
1768 format->id = typed_formats[i].id;
1769 format->red_size = typeless_format->red_size;
1770 format->green_size = typeless_format->green_size;
1771 format->blue_size = typeless_format->blue_size;
1772 format->alpha_size = typeless_format->alpha_size;
1773 format->red_offset = typeless_format->red_offset;
1774 format->green_offset = typeless_format->green_offset;
1775 format->blue_offset = typeless_format->blue_offset;
1776 format->alpha_offset = typeless_format->alpha_offset;
1777 format->byte_count = typeless_format->byte_count;
1778 format->depth_size = typeless_format->depth_size;
1779 format->stencil_size = typeless_format->stencil_size;
1780 format->block_width = typeless_format->block_width;
1781 format->block_height = typeless_format->block_height;
1782 format->block_byte_count = typeless_format->block_byte_count;
1783 format->typeless_id = typeless_format->id;
1785 for (j = 0; j < strlen(typed_formats[i].channels); ++j)
1787 enum wined3d_channel_type channel_type = map_channel_type(typed_formats[i].channels[j]);
1788 if (channel_type == WINED3D_CHANNEL_TYPE_UINT || channel_type == WINED3D_CHANNEL_TYPE_SINT)
1789 flags |= WINED3DFMT_FLAG_INTEGER;
1790 if (channel_type == WINED3D_CHANNEL_TYPE_FLOAT)
1791 flags |= WINED3DFMT_FLAG_FLOAT;
1793 if (channel_type == WINED3D_CHANNEL_TYPE_DEPTH && !format->depth_size)
1795 format->depth_size = format->red_size;
1796 format->red_size = format->red_offset = 0;
1800 format_set_flag(format, flags);
1803 for (i = 0; i < ARRAY_SIZE(ddi_formats); ++i)
1805 int fmt_idx = get_format_idx(ddi_formats[i].id);
1807 if (fmt_idx == -1)
1809 ERR("Format %s (%#x) not found.\n", debug_d3dformat(ddi_formats[i].id), ddi_formats[i].id);
1810 goto fail;
1813 gl_info->formats[fmt_idx].ddi_format = ddi_formats[i].ddi_format;
1816 for (i = 0; i < ARRAY_SIZE(format_base_flags); ++i)
1818 int fmt_idx = get_format_idx(format_base_flags[i].id);
1820 if (fmt_idx == -1)
1822 ERR("Format %s (%#x) not found.\n",
1823 debug_d3dformat(format_base_flags[i].id), format_base_flags[i].id);
1824 goto fail;
1827 format_set_flag(&gl_info->formats[fmt_idx], format_base_flags[i].flags);
1830 return TRUE;
1832 fail:
1833 HeapFree(GetProcessHeap(), 0, gl_info->formats);
1834 return FALSE;
1837 static BOOL init_format_block_info(struct wined3d_gl_info *gl_info)
1839 unsigned int i;
1841 for (i = 0; i < (sizeof(format_block_info) / sizeof(*format_block_info)); ++i)
1843 struct wined3d_format *format;
1844 int fmt_idx = get_format_idx(format_block_info[i].id);
1846 if (fmt_idx == -1)
1848 ERR("Format %s (%#x) not found.\n",
1849 debug_d3dformat(format_block_info[i].id), format_block_info[i].id);
1850 return FALSE;
1853 format = &gl_info->formats[fmt_idx];
1854 format->block_width = format_block_info[i].block_width;
1855 format->block_height = format_block_info[i].block_height;
1856 format->block_byte_count = format_block_info[i].block_byte_count;
1857 format_set_flag(&gl_info->formats[fmt_idx], WINED3DFMT_FLAG_BLOCKS);
1858 if (!format_block_info[i].verify)
1859 format_set_flag(&gl_info->formats[fmt_idx], WINED3DFMT_FLAG_BLOCKS_NO_VERIFY);
1862 return TRUE;
1865 static GLenum wined3d_gl_type_to_enum(enum wined3d_gl_resource_type type)
1867 switch (type)
1869 case WINED3D_GL_RES_TYPE_TEX_1D:
1870 return GL_TEXTURE_1D;
1871 case WINED3D_GL_RES_TYPE_TEX_2D:
1872 return GL_TEXTURE_2D;
1873 case WINED3D_GL_RES_TYPE_TEX_3D:
1874 return GL_TEXTURE_3D;
1875 case WINED3D_GL_RES_TYPE_TEX_CUBE:
1876 return GL_TEXTURE_CUBE_MAP_ARB;
1877 case WINED3D_GL_RES_TYPE_TEX_RECT:
1878 return GL_TEXTURE_RECTANGLE_ARB;
1879 case WINED3D_GL_RES_TYPE_BUFFER:
1880 return GL_TEXTURE_2D; /* TODO: GL_TEXTURE_BUFFER. */
1881 case WINED3D_GL_RES_TYPE_RB:
1882 return GL_RENDERBUFFER;
1883 case WINED3D_GL_RES_TYPE_COUNT:
1884 break;
1886 ERR("Unexpected GL resource type %u.\n", type);
1887 return 0;
1890 static void delete_fbo_attachment(const struct wined3d_gl_info *gl_info,
1891 enum wined3d_gl_resource_type d3d_type, GLuint object)
1893 switch (d3d_type)
1895 case WINED3D_GL_RES_TYPE_TEX_1D:
1896 case WINED3D_GL_RES_TYPE_TEX_2D:
1897 case WINED3D_GL_RES_TYPE_TEX_RECT:
1898 case WINED3D_GL_RES_TYPE_TEX_3D:
1899 case WINED3D_GL_RES_TYPE_TEX_CUBE:
1900 gl_info->gl_ops.gl.p_glDeleteTextures(1, &object);
1901 break;
1903 case WINED3D_GL_RES_TYPE_RB:
1904 gl_info->fbo_ops.glDeleteRenderbuffers(1, &object);
1905 break;
1907 case WINED3D_GL_RES_TYPE_BUFFER:
1908 case WINED3D_GL_RES_TYPE_COUNT:
1909 break;
1913 /* Context activation is done by the caller. */
1914 static void create_and_bind_fbo_attachment(const struct wined3d_gl_info *gl_info, unsigned int flags,
1915 enum wined3d_gl_resource_type d3d_type, GLuint *object, GLenum internal, GLenum format, GLenum type)
1917 GLenum attach_type = flags & WINED3DFMT_FLAG_DEPTH ?
1918 GL_DEPTH_ATTACHMENT : GL_COLOR_ATTACHMENT0;
1920 switch (d3d_type)
1922 case WINED3D_GL_RES_TYPE_TEX_1D:
1923 gl_info->gl_ops.gl.p_glGenTextures(1, object);
1924 gl_info->gl_ops.gl.p_glBindTexture(GL_TEXTURE_1D, *object);
1925 gl_info->gl_ops.gl.p_glTexImage1D(GL_TEXTURE_1D, 0, internal, 16, 0, format, type, NULL);
1926 gl_info->gl_ops.gl.p_glTexParameteri(GL_TEXTURE_1D, GL_TEXTURE_MIN_FILTER, GL_NEAREST);
1927 gl_info->gl_ops.gl.p_glTexParameteri(GL_TEXTURE_1D, GL_TEXTURE_MAG_FILTER, GL_NEAREST);
1929 gl_info->fbo_ops.glFramebufferTexture1D(GL_FRAMEBUFFER, attach_type, GL_TEXTURE_1D,
1930 *object, 0);
1931 if (flags & WINED3DFMT_FLAG_STENCIL)
1932 gl_info->fbo_ops.glFramebufferTexture1D(GL_FRAMEBUFFER, GL_STENCIL_ATTACHMENT, GL_TEXTURE_1D,
1933 *object, 0);
1934 break;
1936 case WINED3D_GL_RES_TYPE_TEX_2D:
1937 case WINED3D_GL_RES_TYPE_TEX_RECT:
1938 gl_info->gl_ops.gl.p_glGenTextures(1, object);
1939 gl_info->gl_ops.gl.p_glBindTexture(wined3d_gl_type_to_enum(d3d_type), *object);
1940 gl_info->gl_ops.gl.p_glTexImage2D(wined3d_gl_type_to_enum(d3d_type), 0, internal, 16, 16, 0,
1941 format, type, NULL);
1942 gl_info->gl_ops.gl.p_glTexParameteri(wined3d_gl_type_to_enum(d3d_type), GL_TEXTURE_MIN_FILTER, GL_NEAREST);
1943 gl_info->gl_ops.gl.p_glTexParameteri(wined3d_gl_type_to_enum(d3d_type), GL_TEXTURE_MAG_FILTER, GL_NEAREST);
1945 gl_info->fbo_ops.glFramebufferTexture2D(GL_FRAMEBUFFER, attach_type,
1946 wined3d_gl_type_to_enum(d3d_type), *object, 0);
1947 if (flags & WINED3DFMT_FLAG_STENCIL)
1948 gl_info->fbo_ops.glFramebufferTexture2D(GL_FRAMEBUFFER, GL_STENCIL_ATTACHMENT,
1949 wined3d_gl_type_to_enum(d3d_type), *object, 0);
1950 break;
1952 case WINED3D_GL_RES_TYPE_TEX_3D:
1953 gl_info->gl_ops.gl.p_glGenTextures(1, object);
1954 gl_info->gl_ops.gl.p_glBindTexture(GL_TEXTURE_3D, *object);
1955 GL_EXTCALL(glTexImage3D(GL_TEXTURE_3D, 0, internal, 16, 16, 16, 0, format, type, NULL));
1956 gl_info->gl_ops.gl.p_glTexParameteri(GL_TEXTURE_3D, GL_TEXTURE_MIN_FILTER, GL_NEAREST);
1957 gl_info->gl_ops.gl.p_glTexParameteri(GL_TEXTURE_3D, GL_TEXTURE_MAG_FILTER, GL_NEAREST);
1959 gl_info->fbo_ops.glFramebufferTexture3D(GL_FRAMEBUFFER, attach_type,
1960 GL_TEXTURE_3D, *object, 0, 0);
1961 if (flags & WINED3DFMT_FLAG_STENCIL)
1962 gl_info->fbo_ops.glFramebufferTexture3D(GL_FRAMEBUFFER, GL_STENCIL_ATTACHMENT,
1963 GL_TEXTURE_3D, *object, 0, 0);
1964 break;
1966 case WINED3D_GL_RES_TYPE_TEX_CUBE:
1967 gl_info->gl_ops.gl.p_glGenTextures(1, object);
1968 gl_info->gl_ops.gl.p_glBindTexture(GL_TEXTURE_CUBE_MAP_ARB, *object);
1969 gl_info->gl_ops.gl.p_glTexImage2D(GL_TEXTURE_CUBE_MAP_POSITIVE_X_ARB, 0, internal, 16, 16, 0,
1970 format, type, NULL);
1971 gl_info->gl_ops.gl.p_glTexImage2D(GL_TEXTURE_CUBE_MAP_NEGATIVE_X_ARB, 0, internal, 16, 16, 0,
1972 format, type, NULL);
1973 gl_info->gl_ops.gl.p_glTexImage2D(GL_TEXTURE_CUBE_MAP_POSITIVE_Y_ARB, 0, internal, 16, 16, 0,
1974 format, type, NULL);
1975 gl_info->gl_ops.gl.p_glTexImage2D(GL_TEXTURE_CUBE_MAP_NEGATIVE_Y_ARB, 0, internal, 16, 16, 0,
1976 format, type, NULL);
1977 gl_info->gl_ops.gl.p_glTexImage2D(GL_TEXTURE_CUBE_MAP_POSITIVE_Z_ARB, 0, internal, 16, 16, 0,
1978 format, type, NULL);
1979 gl_info->gl_ops.gl.p_glTexImage2D(GL_TEXTURE_CUBE_MAP_NEGATIVE_Z_ARB, 0, internal, 16, 16, 0,
1980 format, type, NULL);
1981 gl_info->gl_ops.gl.p_glTexParameteri(GL_TEXTURE_CUBE_MAP_ARB, GL_TEXTURE_MIN_FILTER, GL_NEAREST);
1982 gl_info->gl_ops.gl.p_glTexParameteri(GL_TEXTURE_CUBE_MAP_ARB, GL_TEXTURE_MAG_FILTER, GL_NEAREST);
1984 gl_info->fbo_ops.glFramebufferTexture2D(GL_FRAMEBUFFER, attach_type,
1985 GL_TEXTURE_CUBE_MAP_POSITIVE_X_ARB, *object, 0);
1986 if (flags & WINED3DFMT_FLAG_STENCIL)
1987 gl_info->fbo_ops.glFramebufferTexture2D(GL_FRAMEBUFFER, GL_STENCIL_ATTACHMENT,
1988 GL_TEXTURE_CUBE_MAP_POSITIVE_X_ARB, *object, 0);
1989 break;
1991 case WINED3D_GL_RES_TYPE_RB:
1992 gl_info->fbo_ops.glGenRenderbuffers(1, object);
1993 gl_info->fbo_ops.glBindRenderbuffer(GL_RENDERBUFFER, *object);
1994 gl_info->fbo_ops.glRenderbufferStorage(GL_RENDERBUFFER, internal, 16, 16);
1995 gl_info->fbo_ops.glFramebufferRenderbuffer(GL_FRAMEBUFFER, attach_type, GL_RENDERBUFFER,
1996 *object);
1997 if (flags & WINED3DFMT_FLAG_STENCIL)
1998 gl_info->fbo_ops.glFramebufferRenderbuffer(GL_FRAMEBUFFER, GL_STENCIL_ATTACHMENT, GL_RENDERBUFFER,
1999 *object);
2000 break;
2002 case WINED3D_GL_RES_TYPE_BUFFER:
2003 case WINED3D_GL_RES_TYPE_COUNT:
2004 break;
2007 /* Ideally we'd skip all formats already known not to work on textures
2008 * by checking for WINED3DFMT_FLAG_TEXTURE here. However, we want to
2009 * know if we can attach WINED3DFMT_P8_UINT textures to FBOs, and this
2010 * format never has WINED3DFMT_FLAG_TEXTURE set. Instead, swallow GL
2011 * errors generated by invalid formats. */
2012 while (gl_info->gl_ops.gl.p_glGetError());
2015 static void draw_test_quad(struct wined3d_caps_gl_ctx *ctx, const struct wined3d_vec3 *geometry,
2016 const struct wined3d_color *color)
2018 const struct wined3d_gl_info *gl_info = ctx->gl_info;
2019 static const struct wined3d_vec3 default_geometry[] =
2021 {-1.0f, -1.0f, 0.0f},
2022 { 1.0f, -1.0f, 0.0f},
2023 {-1.0f, 1.0f, 0.0f},
2024 { 1.0f, 1.0f, 0.0f},
2026 static const char vs_core_header[] =
2027 "#version 150\n"
2028 "in vec4 pos;\n"
2029 "in vec4 color;\n"
2030 "out vec4 out_color;\n"
2031 "\n";
2032 static const char vs_legacy_header[] =
2033 "#version 120\n"
2034 "attribute vec4 pos;\n"
2035 "attribute vec4 color;\n"
2036 "varying vec4 out_color;\n"
2037 "\n";
2038 static const char vs_body[] =
2039 "void main()\n"
2040 "{\n"
2041 " gl_Position = pos;\n"
2042 " out_color = color;\n"
2043 "}\n";
2044 static const char fs_core[] =
2045 "#version 150\n"
2046 "in vec4 out_color;\n"
2047 "out vec4 fragment_color;\n"
2048 "\n"
2049 "void main()\n"
2050 "{\n"
2051 " fragment_color = out_color;\n"
2052 "}\n";
2053 static const char fs_legacy[] =
2054 "#version 120\n"
2055 "varying vec4 out_color;\n"
2056 "\n"
2057 "void main()\n"
2058 "{\n"
2059 " gl_FragData[0] = out_color;\n"
2060 "}\n";
2061 const char *source[2];
2062 GLuint vs_id, fs_id;
2063 unsigned int i;
2065 if (!geometry)
2066 geometry = default_geometry;
2068 if (!gl_info->supported[ARB_VERTEX_BUFFER_OBJECT] || !gl_info->supported[ARB_VERTEX_SHADER]
2069 || !gl_info->supported[ARB_FRAGMENT_SHADER])
2071 gl_info->gl_ops.gl.p_glDisable(GL_LIGHTING);
2072 gl_info->gl_ops.gl.p_glMatrixMode(GL_MODELVIEW);
2073 gl_info->gl_ops.gl.p_glLoadIdentity();
2074 gl_info->gl_ops.gl.p_glMatrixMode(GL_PROJECTION);
2075 gl_info->gl_ops.gl.p_glLoadIdentity();
2077 gl_info->gl_ops.gl.p_glBegin(GL_TRIANGLE_STRIP);
2078 gl_info->gl_ops.gl.p_glColor4f(color->r, color->g, color->b, color->a);
2079 for (i = 0; i < 4; ++i)
2080 gl_info->gl_ops.gl.p_glVertex3fv(&geometry[i].x);
2081 gl_info->gl_ops.gl.p_glEnd();
2082 checkGLcall("Drawing a quad");
2083 return;
2086 if (!ctx->test_vbo)
2087 GL_EXTCALL(glGenBuffers(1, &ctx->test_vbo));
2088 GL_EXTCALL(glBindBuffer(GL_ARRAY_BUFFER, ctx->test_vbo));
2089 GL_EXTCALL(glBufferData(GL_ARRAY_BUFFER, sizeof(struct wined3d_vec3) * 4, geometry, GL_STREAM_DRAW));
2090 GL_EXTCALL(glVertexAttribPointer(0, 3, GL_FLOAT, FALSE, 0, NULL));
2091 GL_EXTCALL(glVertexAttrib4f(1, color->r, color->g, color->b, color->a));
2092 GL_EXTCALL(glEnableVertexAttribArray(0));
2093 GL_EXTCALL(glDisableVertexAttribArray(1));
2095 if (!ctx->test_program_id)
2097 ctx->test_program_id = GL_EXTCALL(glCreateProgram());
2099 vs_id = GL_EXTCALL(glCreateShader(GL_VERTEX_SHADER));
2100 source[0] = gl_info->supported[WINED3D_GL_LEGACY_CONTEXT] ? vs_legacy_header : vs_core_header;
2101 source[1] = vs_body;
2102 GL_EXTCALL(glShaderSource(vs_id, 2, source, NULL));
2103 GL_EXTCALL(glAttachShader(ctx->test_program_id, vs_id));
2104 GL_EXTCALL(glDeleteShader(vs_id));
2106 fs_id = GL_EXTCALL(glCreateShader(GL_FRAGMENT_SHADER));
2107 source[0] = gl_info->supported[WINED3D_GL_LEGACY_CONTEXT] ? fs_legacy : fs_core;
2108 GL_EXTCALL(glShaderSource(fs_id, 1, source, NULL));
2109 GL_EXTCALL(glAttachShader(ctx->test_program_id, fs_id));
2110 GL_EXTCALL(glDeleteShader(fs_id));
2112 GL_EXTCALL(glBindAttribLocation(ctx->test_program_id, 0, "pos"));
2113 GL_EXTCALL(glBindAttribLocation(ctx->test_program_id, 1, "color"));
2115 GL_EXTCALL(glCompileShader(vs_id));
2116 print_glsl_info_log(gl_info, vs_id, FALSE);
2117 GL_EXTCALL(glCompileShader(fs_id));
2118 print_glsl_info_log(gl_info, fs_id, FALSE);
2119 GL_EXTCALL(glLinkProgram(ctx->test_program_id));
2120 shader_glsl_validate_link(gl_info, ctx->test_program_id);
2122 GL_EXTCALL(glUseProgram(ctx->test_program_id));
2124 gl_info->gl_ops.gl.p_glDrawArrays(GL_TRIANGLE_STRIP, 0, 4);
2126 GL_EXTCALL(glUseProgram(0));
2127 GL_EXTCALL(glDisableVertexAttribArray(0));
2128 GL_EXTCALL(glBindBuffer(GL_ARRAY_BUFFER, 0));
2129 checkGLcall("Drawing a quad");
2132 /* Context activation is done by the caller. */
2133 static void check_fbo_compat(struct wined3d_caps_gl_ctx *ctx, struct wined3d_format *format)
2135 /* Check if the default internal format is supported as a frame buffer
2136 * target, otherwise fall back to the render target internal.
2138 * Try to stick to the standard format if possible, this limits precision differences. */
2139 static const struct wined3d_color black = {0.0f, 0.0f, 0.0f, 1.0f};
2140 static const struct wined3d_color half_transparent_red = {1.0f, 0.0f, 0.0f, 0.5f};
2141 const struct wined3d_gl_info *gl_info = ctx->gl_info;
2142 GLenum status, rt_internal = format->rtInternal;
2143 GLuint object, color_rb;
2144 enum wined3d_gl_resource_type type;
2145 BOOL fallback_fmt_used = FALSE, regular_fmt_used = FALSE;
2147 gl_info->gl_ops.gl.p_glDisable(GL_BLEND);
2149 for (type = 0; type < ARRAY_SIZE(format->flags); ++type)
2151 const char *type_string = "color";
2153 if (type == WINED3D_GL_RES_TYPE_BUFFER)
2154 continue;
2156 create_and_bind_fbo_attachment(gl_info, format->flags[type], type, &object, format->glInternal,
2157 format->glFormat, format->glType);
2159 if (format->flags[type] & (WINED3DFMT_FLAG_DEPTH | WINED3DFMT_FLAG_STENCIL))
2161 gl_info->fbo_ops.glGenRenderbuffers(1, &color_rb);
2162 gl_info->fbo_ops.glBindRenderbuffer(GL_RENDERBUFFER, color_rb);
2163 if (type == WINED3D_GL_RES_TYPE_TEX_1D)
2164 gl_info->fbo_ops.glRenderbufferStorage(GL_RENDERBUFFER, GL_RGBA8, 16, 1);
2165 else
2166 gl_info->fbo_ops.glRenderbufferStorage(GL_RENDERBUFFER, GL_RGBA8, 16, 16);
2168 gl_info->fbo_ops.glFramebufferRenderbuffer(GL_FRAMEBUFFER,
2169 GL_COLOR_ATTACHMENT0, GL_RENDERBUFFER, color_rb);
2170 checkGLcall("Create and attach color rb attachment");
2171 type_string = "depth / stencil";
2174 status = gl_info->fbo_ops.glCheckFramebufferStatus(GL_FRAMEBUFFER);
2175 checkGLcall("Framebuffer format check");
2177 if (status == GL_FRAMEBUFFER_COMPLETE)
2179 TRACE("Format %s is supported as FBO %s attachment, type %u.\n",
2180 debug_d3dformat(format->id), type_string, type);
2181 format->flags[type] |= WINED3DFMT_FLAG_FBO_ATTACHABLE;
2182 format->rtInternal = format->glInternal;
2183 regular_fmt_used = TRUE;
2185 else
2187 if (!rt_internal)
2189 if (format->flags[type] & WINED3DFMT_FLAG_RENDERTARGET)
2191 WARN("Format %s with rendertarget flag is not supported as FBO color attachment (type %u),"
2192 " and no fallback specified.\n", debug_d3dformat(format->id), type);
2193 format->flags[type] &= ~WINED3DFMT_FLAG_RENDERTARGET;
2195 else
2197 TRACE("Format %s is not supported as FBO %s attachment, type %u.\n",
2198 debug_d3dformat(format->id), type_string, type);
2200 format->rtInternal = format->glInternal;
2202 else
2204 TRACE("Format %s is not supported as FBO %s attachment (type %u),"
2205 " trying rtInternal format as fallback.\n",
2206 debug_d3dformat(format->id), type_string, type);
2208 while (gl_info->gl_ops.gl.p_glGetError());
2210 delete_fbo_attachment(gl_info, type, object);
2211 create_and_bind_fbo_attachment(gl_info, format->flags[type], type, &object, format->rtInternal,
2212 format->glFormat, format->glType);
2214 status = gl_info->fbo_ops.glCheckFramebufferStatus(GL_FRAMEBUFFER);
2215 checkGLcall("Framebuffer format check");
2217 if (status == GL_FRAMEBUFFER_COMPLETE)
2219 TRACE("Format %s rtInternal format is supported as FBO %s attachment, type %u.\n",
2220 debug_d3dformat(format->id), type_string, type);
2221 fallback_fmt_used = TRUE;
2223 else
2225 WARN("Format %s rtInternal format is not supported as FBO %s attachment, type %u.\n",
2226 debug_d3dformat(format->id), type_string, type);
2227 format->flags[type] &= ~WINED3DFMT_FLAG_RENDERTARGET;
2232 if (status == GL_FRAMEBUFFER_COMPLETE
2233 && ((format->flags[type] & WINED3DFMT_FLAG_POSTPIXELSHADER_BLENDING)
2234 || !(gl_info->quirks & WINED3D_QUIRK_LIMITED_TEX_FILTERING))
2235 && !(format->flags[type] & WINED3DFMT_FLAG_INTEGER)
2236 && format->id != WINED3DFMT_NULL && format->id != WINED3DFMT_P8_UINT
2237 && format->glFormat != GL_LUMINANCE && format->glFormat != GL_LUMINANCE_ALPHA
2238 && (format->red_size || format->alpha_size))
2240 DWORD readback[16 * 16 * 16], color, r_range, a_range;
2241 BYTE r, a;
2242 BOOL match = TRUE;
2243 GLuint rb;
2245 if (gl_info->supported[ARB_FRAMEBUFFER_OBJECT]
2246 || gl_info->supported[EXT_PACKED_DEPTH_STENCIL])
2248 gl_info->fbo_ops.glGenRenderbuffers(1, &rb);
2249 gl_info->fbo_ops.glBindRenderbuffer(GL_RENDERBUFFER, rb);
2250 if (type == WINED3D_GL_RES_TYPE_TEX_1D)
2251 gl_info->fbo_ops.glRenderbufferStorage(GL_RENDERBUFFER, GL_DEPTH24_STENCIL8, 16, 1);
2252 else
2253 gl_info->fbo_ops.glRenderbufferStorage(GL_RENDERBUFFER, GL_DEPTH24_STENCIL8, 16, 16);
2254 gl_info->fbo_ops.glFramebufferRenderbuffer(GL_FRAMEBUFFER, GL_DEPTH_ATTACHMENT, GL_RENDERBUFFER, rb);
2255 gl_info->fbo_ops.glFramebufferRenderbuffer(GL_FRAMEBUFFER, GL_STENCIL_ATTACHMENT, GL_RENDERBUFFER, rb);
2256 checkGLcall("RB attachment");
2259 gl_info->gl_ops.gl.p_glEnable(GL_BLEND);
2260 gl_info->gl_ops.gl.p_glClearColor(0.0f, 0.0f, 0.0f, 1.0f);
2261 gl_info->gl_ops.gl.p_glClear(GL_COLOR_BUFFER_BIT);
2262 if (gl_info->gl_ops.gl.p_glGetError() == GL_INVALID_FRAMEBUFFER_OPERATION)
2264 while (gl_info->gl_ops.gl.p_glGetError());
2265 TRACE("Format %s doesn't support post-pixelshader blending, type %u.\n",
2266 debug_d3dformat(format->id), type);
2267 format->flags[type] &= ~WINED3DFMT_FLAG_POSTPIXELSHADER_BLENDING;
2269 else
2271 gl_info->gl_ops.gl.p_glDisable(GL_BLEND);
2272 if (type == WINED3D_GL_RES_TYPE_TEX_1D)
2273 gl_info->gl_ops.gl.p_glViewport(0, 0, 16, 1);
2274 else
2275 gl_info->gl_ops.gl.p_glViewport(0, 0, 16, 16);
2276 gl_info->gl_ops.gl.p_glBlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
2278 draw_test_quad(ctx, NULL, &black);
2280 gl_info->gl_ops.gl.p_glEnable(GL_BLEND);
2282 draw_test_quad(ctx, NULL, &half_transparent_red);
2284 gl_info->gl_ops.gl.p_glDisable(GL_BLEND);
2286 switch (type)
2288 case WINED3D_GL_RES_TYPE_TEX_1D:
2289 /* Rebinding texture to workaround a fglrx bug. */
2290 gl_info->gl_ops.gl.p_glBindTexture(GL_TEXTURE_1D, object);
2291 gl_info->gl_ops.gl.p_glGetTexImage(GL_TEXTURE_1D, 0, GL_BGRA,
2292 GL_UNSIGNED_INT_8_8_8_8_REV, readback);
2293 color = readback[7];
2294 break;
2296 case WINED3D_GL_RES_TYPE_TEX_2D:
2297 case WINED3D_GL_RES_TYPE_TEX_3D:
2298 case WINED3D_GL_RES_TYPE_TEX_RECT:
2299 /* Rebinding texture to workaround a fglrx bug. */
2300 gl_info->gl_ops.gl.p_glBindTexture(wined3d_gl_type_to_enum(type), object);
2301 gl_info->gl_ops.gl.p_glGetTexImage(wined3d_gl_type_to_enum(type), 0, GL_BGRA,
2302 GL_UNSIGNED_INT_8_8_8_8_REV, readback);
2303 color = readback[7 * 16 + 7];
2304 break;
2306 case WINED3D_GL_RES_TYPE_TEX_CUBE:
2307 /* Rebinding texture to workaround a fglrx bug. */
2308 gl_info->gl_ops.gl.p_glBindTexture(GL_TEXTURE_CUBE_MAP_ARB, object);
2309 gl_info->gl_ops.gl.p_glGetTexImage(GL_TEXTURE_CUBE_MAP_POSITIVE_X_ARB, 0, GL_BGRA,
2310 GL_UNSIGNED_INT_8_8_8_8_REV, readback);
2311 color = readback[7 * 16 + 7];
2312 break;
2314 case WINED3D_GL_RES_TYPE_RB:
2315 gl_info->gl_ops.gl.p_glReadPixels(0, 0, 16, 16,
2316 GL_BGRA, GL_UNSIGNED_INT_8_8_8_8_REV, readback);
2317 color = readback[7 * 16 + 7];
2318 break;
2320 case WINED3D_GL_RES_TYPE_BUFFER:
2321 case WINED3D_GL_RES_TYPE_COUNT:
2322 color = 0;
2323 break;
2325 checkGLcall("Post-pixelshader blending check");
2327 a = color >> 24;
2328 r = (color & 0x00ff0000u) >> 16;
2330 r_range = format->red_size < 8 ? 1u << (8 - format->red_size) : 1;
2331 a_range = format->alpha_size < 8 ? 1u << (8 - format->alpha_size) : 1;
2332 if (format->red_size && (r < 0x7f - r_range || r > 0x7f + r_range))
2333 match = FALSE;
2334 else if (format->alpha_size > 1 && (a < 0xbf - a_range || a > 0xbf + a_range))
2335 match = FALSE;
2336 if (!match)
2338 TRACE("Format %s doesn't support post-pixelshader blending, type %u.\n",
2339 debug_d3dformat(format->id), type);
2340 TRACE("Color output: %#x\n", color);
2341 format->flags[type] &= ~WINED3DFMT_FLAG_POSTPIXELSHADER_BLENDING;
2343 else
2345 TRACE("Format %s supports post-pixelshader blending, type %u.\n",
2346 debug_d3dformat(format->id), type);
2347 TRACE("Color output: %#x\n", color);
2348 format->flags[type] |= WINED3DFMT_FLAG_POSTPIXELSHADER_BLENDING;
2352 if (gl_info->supported[ARB_FRAMEBUFFER_OBJECT]
2353 || gl_info->supported[EXT_PACKED_DEPTH_STENCIL])
2355 gl_info->fbo_ops.glFramebufferRenderbuffer(GL_FRAMEBUFFER, GL_DEPTH_ATTACHMENT, GL_RENDERBUFFER, 0);
2356 gl_info->fbo_ops.glFramebufferRenderbuffer(GL_FRAMEBUFFER, GL_STENCIL_ATTACHMENT, GL_RENDERBUFFER, 0);
2357 gl_info->fbo_ops.glDeleteRenderbuffers(1, &rb);
2358 checkGLcall("RB cleanup");
2362 if (format->glInternal != format->glGammaInternal)
2364 delete_fbo_attachment(gl_info, type, object);
2365 create_and_bind_fbo_attachment(gl_info, format->flags[type], type, &object, format->glGammaInternal,
2366 format->glFormat, format->glType);
2368 status = gl_info->fbo_ops.glCheckFramebufferStatus(GL_FRAMEBUFFER);
2369 checkGLcall("Framebuffer format check");
2371 if (status == GL_FRAMEBUFFER_COMPLETE)
2373 TRACE("Format %s's sRGB format is FBO attachable, type %u.\n",
2374 debug_d3dformat(format->id), type);
2375 format->flags[type] |= WINED3DFMT_FLAG_FBO_ATTACHABLE_SRGB;
2377 else
2379 WARN("Format %s's sRGB format is not FBO attachable, type %u.\n",
2380 debug_d3dformat(format->id), type);
2383 else if (status == GL_FRAMEBUFFER_COMPLETE)
2384 format->flags[type] |= WINED3DFMT_FLAG_FBO_ATTACHABLE_SRGB;
2386 if (format->flags[type] & (WINED3DFMT_FLAG_DEPTH | WINED3DFMT_FLAG_STENCIL))
2388 gl_info->fbo_ops.glFramebufferRenderbuffer(GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT0, GL_RENDERBUFFER, 0);
2389 gl_info->fbo_ops.glDeleteRenderbuffers(1, &color_rb);
2392 delete_fbo_attachment(gl_info, type, object);
2393 checkGLcall("Framebuffer format check cleanup");
2396 if (fallback_fmt_used && regular_fmt_used)
2398 FIXME("Format %s needs different render target formats for different resource types.\n",
2399 debug_d3dformat(format->id));
2400 format_clear_flag(format, WINED3DFMT_FLAG_RENDERTARGET | WINED3DFMT_FLAG_FBO_ATTACHABLE
2401 | WINED3DFMT_FLAG_FBO_ATTACHABLE_SRGB | WINED3DFMT_FLAG_POSTPIXELSHADER_BLENDING);
2405 static void query_format_flag(struct wined3d_gl_info *gl_info, struct wined3d_format *format,
2406 GLint internal, GLenum pname, DWORD flag, const char *string)
2408 GLint value;
2409 enum wined3d_gl_resource_type type;
2411 for (type = 0; type < ARRAY_SIZE(format->flags); ++type)
2413 gl_info->gl_ops.ext.p_glGetInternalformativ(wined3d_gl_type_to_enum(type), internal, pname, 1, &value);
2414 if (value == GL_FULL_SUPPORT)
2416 TRACE("Format %s supports %s, resource type %u.\n", debug_d3dformat(format->id), string, type);
2417 format->flags[type] |= flag;
2419 else
2421 TRACE("Format %s doesn't support %s, resource type %u.\n", debug_d3dformat(format->id), string, type);
2422 format->flags[type] &= ~flag;
2427 /* Context activation is done by the caller. */
2428 static void init_format_fbo_compat_info(struct wined3d_caps_gl_ctx *ctx)
2430 const struct wined3d_gl_info *gl_info = ctx->gl_info;
2431 unsigned int i, type;
2432 GLuint fbo;
2434 if (gl_info->supported[ARB_INTERNALFORMAT_QUERY2])
2436 for (i = 0; i < gl_info->format_count; ++i)
2438 GLint value;
2439 struct wined3d_format *format = &gl_info->formats[i];
2440 BOOL fallback_fmt_used = FALSE, regular_fmt_used = FALSE;
2441 GLenum rt_internal = format->rtInternal;
2443 if (!format->glInternal)
2444 continue;
2446 for (type = 0; type < ARRAY_SIZE(format->flags); ++type)
2448 gl_info->gl_ops.ext.p_glGetInternalformativ(wined3d_gl_type_to_enum(type),
2449 format->glInternal, GL_FRAMEBUFFER_RENDERABLE, 1, &value);
2450 if (value == GL_FULL_SUPPORT)
2452 TRACE("Format %s is supported as FBO color attachment, resource type %u.\n",
2453 debug_d3dformat(format->id), type);
2454 format->flags[type] |= WINED3DFMT_FLAG_FBO_ATTACHABLE;
2455 format->rtInternal = format->glInternal;
2456 regular_fmt_used = TRUE;
2458 gl_info->gl_ops.ext.p_glGetInternalformativ(wined3d_gl_type_to_enum(type),
2459 format->glInternal, GL_FRAMEBUFFER_BLEND, 1, &value);
2460 if (value == GL_FULL_SUPPORT)
2462 TRACE("Format %s supports post-pixelshader blending, resource type %u.\n",
2463 debug_d3dformat(format->id), type);
2464 format->flags[type] |= WINED3DFMT_FLAG_POSTPIXELSHADER_BLENDING;
2466 else
2468 TRACE("Format %s doesn't support post-pixelshader blending, resource typed %u.\n",
2469 debug_d3dformat(format->id), type);
2470 format->flags[type] &= ~WINED3DFMT_FLAG_POSTPIXELSHADER_BLENDING;
2473 else
2475 if (!rt_internal)
2477 if (format->flags[type] & WINED3DFMT_FLAG_RENDERTARGET)
2479 WARN("Format %s with rendertarget flag is not supported as FBO color attachment"
2480 " and no fallback specified, resource type %u.\n",
2481 debug_d3dformat(format->id), type);
2482 format->flags[type] &= ~WINED3DFMT_FLAG_RENDERTARGET;
2484 else
2485 TRACE("Format %s is not supported as FBO color attachment,"
2486 " resource type %u.\n", debug_d3dformat(format->id), type);
2487 format->rtInternal = format->glInternal;
2489 else
2491 gl_info->gl_ops.ext.p_glGetInternalformativ(wined3d_gl_type_to_enum(type),
2492 rt_internal, GL_FRAMEBUFFER_RENDERABLE, 1, &value);
2493 if (value == GL_FULL_SUPPORT)
2495 TRACE("Format %s rtInternal format is supported as FBO color attachment,"
2496 " resource type %u.\n", debug_d3dformat(format->id), type);
2497 fallback_fmt_used = TRUE;
2499 else
2501 WARN("Format %s rtInternal format is not supported as FBO color attachment,"
2502 " resource type %u.\n", debug_d3dformat(format->id), type);
2503 format->flags[type] &= ~WINED3DFMT_FLAG_RENDERTARGET;
2508 if (format->glInternal != format->glGammaInternal)
2510 gl_info->gl_ops.ext.p_glGetInternalformativ(wined3d_gl_type_to_enum(type),
2511 format->glGammaInternal, GL_FRAMEBUFFER_RENDERABLE, 1, &value);
2512 if (value == GL_FULL_SUPPORT)
2514 TRACE("Format %s's sRGB format is FBO attachable, resource type %u.\n",
2515 debug_d3dformat(format->id), type);
2516 format->flags[type] |= WINED3DFMT_FLAG_FBO_ATTACHABLE_SRGB;
2518 else
2520 WARN("Format %s's sRGB format is not FBO attachable, resource type %u.\n",
2521 debug_d3dformat(format->id), type);
2524 else if (format->flags[type] & WINED3DFMT_FLAG_FBO_ATTACHABLE)
2525 format->flags[type] |= WINED3DFMT_FLAG_FBO_ATTACHABLE_SRGB;
2528 if (fallback_fmt_used && regular_fmt_used)
2530 FIXME("Format %s needs different render target formats for different resource types.\n",
2531 debug_d3dformat(format->id));
2532 format_clear_flag(format, WINED3DFMT_FLAG_RENDERTARGET | WINED3DFMT_FLAG_FBO_ATTACHABLE
2533 | WINED3DFMT_FLAG_FBO_ATTACHABLE_SRGB | WINED3DFMT_FLAG_POSTPIXELSHADER_BLENDING);
2536 return;
2539 if (wined3d_settings.offscreen_rendering_mode == ORM_FBO)
2541 gl_info->fbo_ops.glGenFramebuffers(1, &fbo);
2542 gl_info->fbo_ops.glBindFramebuffer(GL_FRAMEBUFFER, fbo);
2543 gl_info->gl_ops.gl.p_glDrawBuffer(GL_COLOR_ATTACHMENT0);
2544 gl_info->gl_ops.gl.p_glReadBuffer(GL_COLOR_ATTACHMENT0);
2547 for (i = 0; i < gl_info->format_count; ++i)
2549 struct wined3d_format *format = &gl_info->formats[i];
2551 if (!format->glInternal) continue;
2553 if (format->flags[WINED3D_GL_RES_TYPE_TEX_2D] & WINED3DFMT_FLAG_COMPRESSED)
2555 TRACE("Skipping format %s because it's a compressed format.\n",
2556 debug_d3dformat(format->id));
2557 continue;
2560 if (wined3d_settings.offscreen_rendering_mode == ORM_FBO)
2562 TRACE("Checking if format %s is supported as FBO color attachment...\n", debug_d3dformat(format->id));
2563 check_fbo_compat(ctx, format);
2565 else
2567 format->rtInternal = format->glInternal;
2571 if (wined3d_settings.offscreen_rendering_mode == ORM_FBO)
2572 gl_info->fbo_ops.glDeleteFramebuffers(1, &fbo);
2575 static GLenum lookup_gl_view_class(GLenum internal_format)
2577 static const struct
2579 GLenum internal_format;
2580 GLenum view_class;
2582 view_classes[] =
2584 /* 128-bit */
2585 {GL_RGBA32F, GL_VIEW_CLASS_128_BITS},
2586 {GL_RGBA32UI, GL_VIEW_CLASS_128_BITS},
2587 {GL_RGBA32I, GL_VIEW_CLASS_128_BITS},
2588 /* 96-bit */
2589 {GL_RGB32F, GL_VIEW_CLASS_96_BITS},
2590 {GL_RGB32UI, GL_VIEW_CLASS_96_BITS},
2591 {GL_RGB32I, GL_VIEW_CLASS_96_BITS},
2592 /* 64-bit */
2593 {GL_RGBA16F, GL_VIEW_CLASS_64_BITS},
2594 {GL_RG32F, GL_VIEW_CLASS_64_BITS},
2595 {GL_RGBA16UI, GL_VIEW_CLASS_64_BITS},
2596 {GL_RG32UI, GL_VIEW_CLASS_64_BITS},
2597 {GL_RGBA16I, GL_VIEW_CLASS_64_BITS},
2598 {GL_RG32I, GL_VIEW_CLASS_64_BITS},
2599 {GL_RGBA16, GL_VIEW_CLASS_64_BITS},
2600 {GL_RGBA16_SNORM, GL_VIEW_CLASS_64_BITS},
2601 /* 48-bit */
2602 {GL_RGB16, GL_VIEW_CLASS_48_BITS},
2603 {GL_RGB16_SNORM, GL_VIEW_CLASS_48_BITS},
2604 {GL_RGB16F, GL_VIEW_CLASS_48_BITS},
2605 {GL_RGB16UI, GL_VIEW_CLASS_48_BITS},
2606 {GL_RGB16I, GL_VIEW_CLASS_48_BITS},
2607 /* 32-bit */
2608 {GL_RG16F, GL_VIEW_CLASS_32_BITS},
2609 {GL_R11F_G11F_B10F, GL_VIEW_CLASS_32_BITS},
2610 {GL_R32F, GL_VIEW_CLASS_32_BITS},
2611 {GL_RGB10_A2UI, GL_VIEW_CLASS_32_BITS},
2612 {GL_RGBA8UI, GL_VIEW_CLASS_32_BITS},
2613 {GL_RG16UI, GL_VIEW_CLASS_32_BITS},
2614 {GL_R32UI, GL_VIEW_CLASS_32_BITS},
2615 {GL_RGBA8I, GL_VIEW_CLASS_32_BITS},
2616 {GL_RG16I, GL_VIEW_CLASS_32_BITS},
2617 {GL_R32I, GL_VIEW_CLASS_32_BITS},
2618 {GL_RGB10_A2, GL_VIEW_CLASS_32_BITS},
2619 {GL_RGBA8, GL_VIEW_CLASS_32_BITS},
2620 {GL_RG16, GL_VIEW_CLASS_32_BITS},
2621 {GL_RGBA8_SNORM, GL_VIEW_CLASS_32_BITS},
2622 {GL_RG16_SNORM, GL_VIEW_CLASS_32_BITS},
2623 {GL_SRGB8_ALPHA8, GL_VIEW_CLASS_32_BITS},
2624 {GL_RGB9_E5, GL_VIEW_CLASS_32_BITS},
2625 /* 24-bit */
2626 {GL_RGB8, GL_VIEW_CLASS_24_BITS},
2627 {GL_RGB8_SNORM, GL_VIEW_CLASS_24_BITS},
2628 {GL_SRGB8, GL_VIEW_CLASS_24_BITS},
2629 {GL_RGB8UI, GL_VIEW_CLASS_24_BITS},
2630 {GL_RGB8I, GL_VIEW_CLASS_24_BITS},
2631 /* 16-bit */
2632 {GL_R16F, GL_VIEW_CLASS_16_BITS},
2633 {GL_RG8UI, GL_VIEW_CLASS_16_BITS},
2634 {GL_R16UI, GL_VIEW_CLASS_16_BITS},
2635 {GL_RG8I, GL_VIEW_CLASS_16_BITS},
2636 {GL_R16I, GL_VIEW_CLASS_16_BITS},
2637 {GL_RG8, GL_VIEW_CLASS_16_BITS},
2638 {GL_R16, GL_VIEW_CLASS_16_BITS},
2639 {GL_RG8_SNORM, GL_VIEW_CLASS_16_BITS},
2640 {GL_R16_SNORM, GL_VIEW_CLASS_16_BITS},
2641 /* 8-bit */
2642 {GL_R8UI, GL_VIEW_CLASS_8_BITS},
2643 {GL_R8I, GL_VIEW_CLASS_8_BITS},
2644 {GL_R8, GL_VIEW_CLASS_8_BITS},
2645 {GL_R8_SNORM, GL_VIEW_CLASS_8_BITS},
2647 /* RGTC1 */
2648 {GL_COMPRESSED_RED_RGTC1, GL_VIEW_CLASS_RGTC1_RED},
2649 {GL_COMPRESSED_SIGNED_RED_RGTC1, GL_VIEW_CLASS_RGTC1_RED},
2650 /* RGTC2 */
2651 {GL_COMPRESSED_RG_RGTC2, GL_VIEW_CLASS_RGTC2_RG},
2652 {GL_COMPRESSED_SIGNED_RG_RGTC2, GL_VIEW_CLASS_RGTC2_RG},
2654 /* BPTC unorm */
2655 {GL_COMPRESSED_RGBA_BPTC_UNORM, GL_VIEW_CLASS_BPTC_UNORM},
2656 {GL_COMPRESSED_SRGB_ALPHA_BPTC_UNORM, GL_VIEW_CLASS_BPTC_UNORM},
2657 /* BPTC float */
2658 {GL_COMPRESSED_RGB_BPTC_SIGNED_FLOAT, GL_VIEW_CLASS_BPTC_FLOAT},
2659 {GL_COMPRESSED_RGB_BPTC_UNSIGNED_FLOAT, GL_VIEW_CLASS_BPTC_FLOAT},
2661 /* DXT1 RGB */
2662 {GL_COMPRESSED_RGB_S3TC_DXT1_EXT, GL_VIEW_CLASS_S3TC_DXT1_RGB},
2663 {GL_COMPRESSED_SRGB_S3TC_DXT1_EXT, GL_VIEW_CLASS_S3TC_DXT1_RGB},
2664 /* DXT1 RGBA */
2665 {GL_COMPRESSED_RGBA_S3TC_DXT1_EXT, GL_VIEW_CLASS_S3TC_DXT1_RGBA},
2666 {GL_COMPRESSED_SRGB_ALPHA_S3TC_DXT1_EXT, GL_VIEW_CLASS_S3TC_DXT1_RGBA},
2667 /* DXT3 */
2668 {GL_COMPRESSED_RGBA_S3TC_DXT3_EXT, GL_VIEW_CLASS_S3TC_DXT3_RGBA},
2669 {GL_COMPRESSED_SRGB_ALPHA_S3TC_DXT3_EXT, GL_VIEW_CLASS_S3TC_DXT3_RGBA},
2670 /* DXT5 */
2671 {GL_COMPRESSED_RGBA_S3TC_DXT5_EXT, GL_VIEW_CLASS_S3TC_DXT5_RGBA},
2672 {GL_COMPRESSED_SRGB_ALPHA_S3TC_DXT5_EXT, GL_VIEW_CLASS_S3TC_DXT5_RGBA},
2675 unsigned int i;
2677 for (i = 0; i < ARRAY_SIZE(view_classes); ++i)
2679 if (view_classes[i].internal_format == internal_format)
2680 return view_classes[i].view_class;
2683 return GL_NONE;
2686 static void query_view_class(struct wined3d_format *format)
2688 GLenum internal_view_class, gamma_view_class, rt_view_class;
2690 internal_view_class = lookup_gl_view_class(format->glInternal);
2691 gamma_view_class = lookup_gl_view_class(format->glGammaInternal);
2692 rt_view_class = lookup_gl_view_class(format->rtInternal);
2694 if (internal_view_class == gamma_view_class || gamma_view_class == rt_view_class)
2696 format->gl_view_class = internal_view_class;
2697 TRACE("Format %s is member of GL view class %#x.\n",
2698 debug_d3dformat(format->id), format->gl_view_class);
2700 else
2702 format->gl_view_class = GL_NONE;
2706 static void query_internal_format(struct wined3d_adapter *adapter,
2707 struct wined3d_format *format, const struct wined3d_format_texture_info *texture_info,
2708 struct wined3d_gl_info *gl_info, BOOL srgb_write_supported, BOOL srgb_format)
2710 GLint count, multisample_types[MAX_MULTISAMPLE_TYPES];
2711 unsigned int i, max_log2;
2713 if (gl_info->supported[ARB_INTERNALFORMAT_QUERY2])
2715 query_format_flag(gl_info, format, format->glInternal, GL_VERTEX_TEXTURE,
2716 WINED3DFMT_FLAG_VTF, "vertex texture usage");
2717 query_format_flag(gl_info, format, format->glInternal, GL_FILTER,
2718 WINED3DFMT_FLAG_FILTERING, "filtering");
2720 if (srgb_format || format->glGammaInternal != format->glInternal)
2722 query_format_flag(gl_info, format, format->glGammaInternal, GL_SRGB_READ,
2723 WINED3DFMT_FLAG_SRGB_READ, "sRGB read");
2725 if (srgb_write_supported)
2726 query_format_flag(gl_info, format, format->glGammaInternal, GL_SRGB_WRITE,
2727 WINED3DFMT_FLAG_SRGB_WRITE, "sRGB write");
2728 else
2729 format_clear_flag(format, WINED3DFMT_FLAG_SRGB_WRITE);
2731 if (!(format->flags[WINED3D_GL_RES_TYPE_TEX_2D] & (WINED3DFMT_FLAG_SRGB_READ | WINED3DFMT_FLAG_SRGB_WRITE)))
2732 format->glGammaInternal = format->glInternal;
2733 else if (gl_info->supported[EXT_TEXTURE_SRGB_DECODE])
2734 format->glInternal = format->glGammaInternal;
2737 else
2739 if (!gl_info->limits.vertex_samplers)
2740 format_clear_flag(format, WINED3DFMT_FLAG_VTF);
2742 if (!(gl_info->quirks & WINED3D_QUIRK_LIMITED_TEX_FILTERING))
2743 format_set_flag(format, WINED3DFMT_FLAG_FILTERING);
2744 else if (format->id != WINED3DFMT_R32G32B32A32_FLOAT && format->id != WINED3DFMT_R32_FLOAT)
2745 format_clear_flag(format, WINED3DFMT_FLAG_VTF);
2747 if (srgb_format || format->glGammaInternal != format->glInternal)
2749 /* Filter sRGB capabilities if EXT_texture_sRGB is not supported. */
2750 if (!gl_info->supported[EXT_TEXTURE_SRGB])
2752 format->glGammaInternal = format->glInternal;
2753 format_clear_flag(format, WINED3DFMT_FLAG_SRGB_READ | WINED3DFMT_FLAG_SRGB_WRITE);
2755 else if (gl_info->supported[EXT_TEXTURE_SRGB_DECODE])
2757 format->glInternal = format->glGammaInternal;
2761 if ((format->flags[WINED3D_GL_RES_TYPE_TEX_2D] & WINED3DFMT_FLAG_SRGB_WRITE) && !srgb_write_supported)
2762 format_clear_flag(format, WINED3DFMT_FLAG_SRGB_WRITE);
2764 if (!gl_info->supported[ARB_DEPTH_TEXTURE]
2765 && texture_info->flags & (WINED3DFMT_FLAG_DEPTH | WINED3DFMT_FLAG_STENCIL))
2767 format->flags[WINED3D_GL_RES_TYPE_TEX_1D] &= ~WINED3DFMT_FLAG_TEXTURE;
2768 format->flags[WINED3D_GL_RES_TYPE_TEX_2D] &= ~WINED3DFMT_FLAG_TEXTURE;
2769 format->flags[WINED3D_GL_RES_TYPE_TEX_3D] &= ~WINED3DFMT_FLAG_TEXTURE;
2770 format->flags[WINED3D_GL_RES_TYPE_TEX_CUBE] &= ~WINED3DFMT_FLAG_TEXTURE;
2771 format->flags[WINED3D_GL_RES_TYPE_TEX_RECT] &= ~WINED3DFMT_FLAG_TEXTURE;
2775 query_view_class(format);
2777 if (format->glInternal && format->flags[WINED3D_GL_RES_TYPE_RB]
2778 & (WINED3DFMT_FLAG_RENDERTARGET | WINED3DFMT_FLAG_DEPTH | WINED3DFMT_FLAG_STENCIL))
2780 if (gl_info->supported[ARB_INTERNALFORMAT_QUERY])
2782 GL_EXTCALL(glGetInternalformativ(GL_RENDERBUFFER, format->glInternal,
2783 GL_NUM_SAMPLE_COUNTS, 1, &count));
2784 checkGLcall("glGetInternalformativ(GL_NUM_SAMPLE_COUNTS)");
2785 count = min(count, MAX_MULTISAMPLE_TYPES);
2786 GL_EXTCALL(glGetInternalformativ(GL_RENDERBUFFER, format->glInternal,
2787 GL_SAMPLES, count, multisample_types));
2788 checkGLcall("glGetInternalformativ(GL_SAMPLES)");
2789 for (i = 0; i < count; ++i)
2791 if (multisample_types[i] > sizeof(format->multisample_types) * 8)
2792 continue;
2793 format->multisample_types |= 1u << (multisample_types[i] - 1);
2796 else
2798 max_log2 = wined3d_log2i(min(gl_info->limits.samples,
2799 sizeof(format->multisample_types) * 8));
2800 for (i = 1; i <= max_log2; ++i)
2801 format->multisample_types |= 1u << ((1u << i) - 1);
2806 static BOOL init_format_texture_info(struct wined3d_adapter *adapter, struct wined3d_gl_info *gl_info)
2808 struct fragment_caps fragment_caps;
2809 struct shader_caps shader_caps;
2810 unsigned int i, j;
2811 BOOL srgb_write;
2813 adapter->fragment_pipe->get_caps(gl_info, &fragment_caps);
2814 adapter->shader_backend->shader_get_caps(gl_info, &shader_caps);
2815 srgb_write = (fragment_caps.wined3d_caps & WINED3D_FRAGMENT_CAP_SRGB_WRITE)
2816 && (shader_caps.wined3d_caps & WINED3D_SHADER_CAP_SRGB_WRITE);
2818 for (i = 0; i < sizeof(format_texture_info) / sizeof(*format_texture_info); ++i)
2820 int srgb_fmt_idx = -1, fmt_idx = get_format_idx(format_texture_info[i].id);
2821 struct wined3d_format *format, *srgb_format;
2823 if (fmt_idx == -1)
2825 ERR("Format %s (%#x) not found.\n",
2826 debug_d3dformat(format_texture_info[i].id), format_texture_info[i].id);
2827 return FALSE;
2830 if (!gl_info->supported[format_texture_info[i].extension]) continue;
2832 format = &gl_info->formats[fmt_idx];
2834 /* ARB_texture_rg defines floating point formats, but only if
2835 * ARB_texture_float is also supported. */
2836 if (!gl_info->supported[ARB_TEXTURE_FLOAT]
2837 && (format->flags[WINED3D_GL_RES_TYPE_TEX_2D] & WINED3DFMT_FLAG_FLOAT))
2838 continue;
2840 /* ARB_texture_rg defines integer formats if EXT_texture_integer is also supported. */
2841 if (!gl_info->supported[EXT_TEXTURE_INTEGER]
2842 && (format->flags[WINED3D_GL_RES_TYPE_TEX_2D] & WINED3DFMT_FLAG_INTEGER))
2843 continue;
2845 format->glInternal = format_texture_info[i].gl_internal;
2846 format->glGammaInternal = format_texture_info[i].gl_srgb_internal;
2847 format->rtInternal = format_texture_info[i].gl_rt_internal;
2848 format->glFormat = format_texture_info[i].gl_format;
2849 format->glType = format_texture_info[i].gl_type;
2850 format->color_fixup = COLOR_FIXUP_IDENTITY;
2851 format->height_scale.numerator = 1;
2852 format->height_scale.denominator = 1;
2854 format->flags[WINED3D_GL_RES_TYPE_TEX_1D] |= format_texture_info[i].flags;
2855 format->flags[WINED3D_GL_RES_TYPE_TEX_2D] |= format_texture_info[i].flags;
2856 format->flags[WINED3D_GL_RES_TYPE_BUFFER] |= format_texture_info[i].flags;
2858 /* GL_ARB_depth_texture does not support 3D textures. It also says "cube textures are
2859 * problematic", but doesn't explicitly mandate that an error is generated. */
2860 if (gl_info->supported[EXT_TEXTURE3D]
2861 && !(format_texture_info[i].flags & (WINED3DFMT_FLAG_DEPTH | WINED3DFMT_FLAG_STENCIL)))
2862 format->flags[WINED3D_GL_RES_TYPE_TEX_3D] |= format_texture_info[i].flags;
2864 if (gl_info->supported[ARB_TEXTURE_CUBE_MAP])
2865 format->flags[WINED3D_GL_RES_TYPE_TEX_CUBE] |= format_texture_info[i].flags;
2867 if (gl_info->supported[ARB_TEXTURE_RECTANGLE])
2868 format->flags[WINED3D_GL_RES_TYPE_TEX_RECT] |= format_texture_info[i].flags;
2870 format->flags[WINED3D_GL_RES_TYPE_RB] |= format_texture_info[i].flags;
2871 format->flags[WINED3D_GL_RES_TYPE_RB] &= ~WINED3DFMT_FLAG_TEXTURE;
2873 if (format->glGammaInternal != format->glInternal
2874 && !(adapter->d3d_info.wined3d_creation_flags & WINED3D_SRGB_READ_WRITE_CONTROL))
2876 format->glGammaInternal = format->glInternal;
2877 format_clear_flag(format, WINED3DFMT_FLAG_SRGB_READ | WINED3DFMT_FLAG_SRGB_WRITE);
2880 query_internal_format(adapter, format, &format_texture_info[i], gl_info, srgb_write, FALSE);
2882 /* Texture conversion stuff */
2883 format->convert = format_texture_info[i].convert;
2884 format->conv_byte_count = format_texture_info[i].conv_byte_count;
2886 for (j = 0; j < sizeof(format_srgb_info) / sizeof(*format_srgb_info); ++j)
2888 if (format_srgb_info[j].base_format_id == format->id)
2890 srgb_fmt_idx = get_format_idx(format_srgb_info[j].srgb_format_id);
2891 if (srgb_fmt_idx == -1)
2893 ERR("Format %s (%#x) not found.\n",
2894 debug_d3dformat(format_srgb_info[j].srgb_format_id),
2895 format_srgb_info[j].srgb_format_id);
2896 return FALSE;
2898 break;
2902 if (srgb_fmt_idx == -1)
2903 continue;
2905 srgb_format = &gl_info->formats[srgb_fmt_idx];
2907 *srgb_format = *format;
2908 srgb_format->id = format_srgb_info[j].srgb_format_id;
2910 if (gl_info->supported[EXT_TEXTURE_SRGB]
2911 && !(adapter->d3d_info.wined3d_creation_flags & WINED3D_SRGB_READ_WRITE_CONTROL))
2913 srgb_format->glInternal = format_texture_info[i].gl_srgb_internal;
2914 srgb_format->glGammaInternal = format_texture_info[i].gl_srgb_internal;
2915 format_set_flag(srgb_format, WINED3DFMT_FLAG_SRGB_READ | WINED3DFMT_FLAG_SRGB_WRITE);
2916 query_internal_format(adapter, srgb_format, &format_texture_info[i], gl_info, srgb_write, TRUE);
2920 return TRUE;
2923 static BOOL color_match(DWORD c1, DWORD c2, BYTE max_diff)
2925 if (abs((c1 & 0xff) - (c2 & 0xff)) > max_diff) return FALSE;
2926 c1 >>= 8; c2 >>= 8;
2927 if (abs((c1 & 0xff) - (c2 & 0xff)) > max_diff) return FALSE;
2928 c1 >>= 8; c2 >>= 8;
2929 if (abs((c1 & 0xff) - (c2 & 0xff)) > max_diff) return FALSE;
2930 c1 >>= 8; c2 >>= 8;
2931 if (abs((c1 & 0xff) - (c2 & 0xff)) > max_diff) return FALSE;
2932 return TRUE;
2935 /* A context is provided by the caller */
2936 static BOOL check_filter(const struct wined3d_gl_info *gl_info, GLenum internal)
2938 static const DWORD data[] = {0x00000000, 0xffffffff};
2939 GLuint tex, fbo, buffer;
2940 DWORD readback[16 * 1];
2941 BOOL ret = FALSE;
2943 /* Render a filtered texture and see what happens. This is intended to detect the lack of
2944 * float16 filtering on ATI X1000 class cards. The drivers disable filtering instead of
2945 * falling back to software. If this changes in the future this code will get fooled and
2946 * apps might hit the software path due to incorrectly advertised caps.
2948 * Its unlikely that this changes however. GL Games like Mass Effect depend on the filter
2949 * disable fallback, if Apple or ATI ever change the driver behavior they will break more
2950 * than Wine. The Linux binary <= r500 driver is not maintained any more anyway
2953 while (gl_info->gl_ops.gl.p_glGetError());
2955 gl_info->gl_ops.gl.p_glGenTextures(1, &buffer);
2956 gl_info->gl_ops.gl.p_glBindTexture(GL_TEXTURE_2D, buffer);
2957 memset(readback, 0x7e, sizeof(readback));
2958 gl_info->gl_ops.gl.p_glTexImage2D(GL_TEXTURE_2D, 0, GL_RGBA8, 16, 1, 0,
2959 GL_RGBA, GL_UNSIGNED_INT_8_8_8_8, readback);
2960 gl_info->gl_ops.gl.p_glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_NEAREST);
2961 gl_info->gl_ops.gl.p_glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_NEAREST);
2962 gl_info->gl_ops.gl.p_glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_CLAMP_TO_EDGE);
2963 gl_info->gl_ops.gl.p_glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_CLAMP_TO_EDGE);
2964 gl_info->gl_ops.gl.p_glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_R, GL_CLAMP_TO_EDGE);
2966 gl_info->gl_ops.gl.p_glGenTextures(1, &tex);
2967 gl_info->gl_ops.gl.p_glBindTexture(GL_TEXTURE_2D, tex);
2968 gl_info->gl_ops.gl.p_glTexImage2D(GL_TEXTURE_2D, 0, internal, 2, 1, 0,
2969 GL_BGRA, GL_UNSIGNED_INT_8_8_8_8_REV, data);
2970 gl_info->gl_ops.gl.p_glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR);
2971 gl_info->gl_ops.gl.p_glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_LINEAR);
2972 gl_info->gl_ops.gl.p_glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_CLAMP_TO_EDGE);
2973 gl_info->gl_ops.gl.p_glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_CLAMP_TO_EDGE);
2974 gl_info->gl_ops.gl.p_glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_R, GL_CLAMP_TO_EDGE);
2975 gl_info->gl_ops.gl.p_glEnable(GL_TEXTURE_2D);
2977 gl_info->fbo_ops.glGenFramebuffers(1, &fbo);
2978 gl_info->fbo_ops.glBindFramebuffer(GL_FRAMEBUFFER, fbo);
2979 gl_info->fbo_ops.glFramebufferTexture2D(GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT0, GL_TEXTURE_2D, buffer, 0);
2980 gl_info->gl_ops.gl.p_glDrawBuffer(GL_COLOR_ATTACHMENT0);
2982 gl_info->gl_ops.gl.p_glViewport(0, 0, 16, 1);
2983 gl_info->gl_ops.gl.p_glDisable(GL_LIGHTING);
2984 gl_info->gl_ops.gl.p_glMatrixMode(GL_MODELVIEW);
2985 gl_info->gl_ops.gl.p_glLoadIdentity();
2986 gl_info->gl_ops.gl.p_glMatrixMode(GL_PROJECTION);
2987 gl_info->gl_ops.gl.p_glLoadIdentity();
2989 gl_info->gl_ops.gl.p_glClearColor(0, 1, 0, 0);
2990 gl_info->gl_ops.gl.p_glClear(GL_COLOR_BUFFER_BIT);
2992 gl_info->gl_ops.gl.p_glBegin(GL_TRIANGLE_STRIP);
2993 gl_info->gl_ops.gl.p_glTexCoord2f(0.0, 0.0);
2994 gl_info->gl_ops.gl.p_glVertex2f(-1.0f, -1.0f);
2995 gl_info->gl_ops.gl.p_glTexCoord2f(1.0, 0.0);
2996 gl_info->gl_ops.gl.p_glVertex2f(1.0f, -1.0f);
2997 gl_info->gl_ops.gl.p_glTexCoord2f(0.0, 1.0);
2998 gl_info->gl_ops.gl.p_glVertex2f(-1.0f, 1.0f);
2999 gl_info->gl_ops.gl.p_glTexCoord2f(1.0, 1.0);
3000 gl_info->gl_ops.gl.p_glVertex2f(1.0f, 1.0f);
3001 gl_info->gl_ops.gl.p_glEnd();
3003 gl_info->gl_ops.gl.p_glBindTexture(GL_TEXTURE_2D, buffer);
3004 memset(readback, 0x7f, sizeof(readback));
3005 gl_info->gl_ops.gl.p_glGetTexImage(GL_TEXTURE_2D, 0, GL_BGRA, GL_UNSIGNED_INT_8_8_8_8_REV, readback);
3006 if (color_match(readback[6], 0xffffffff, 5) || color_match(readback[6], 0x00000000, 5)
3007 || color_match(readback[9], 0xffffffff, 5) || color_match(readback[9], 0x00000000, 5))
3009 TRACE("Read back colors 0x%08x and 0x%08x close to unfiltered color, assuming no filtering\n",
3010 readback[6], readback[9]);
3011 ret = FALSE;
3013 else
3015 TRACE("Read back colors are 0x%08x and 0x%08x, assuming texture is filtered\n",
3016 readback[6], readback[9]);
3017 ret = TRUE;
3020 gl_info->fbo_ops.glBindFramebuffer(GL_FRAMEBUFFER, 0);
3021 gl_info->fbo_ops.glDeleteFramebuffers(1, &fbo);
3022 gl_info->gl_ops.gl.p_glDeleteTextures(1, &tex);
3023 gl_info->gl_ops.gl.p_glDeleteTextures(1, &buffer);
3025 if (gl_info->gl_ops.gl.p_glGetError())
3027 FIXME("Error during filtering test for format %x, returning no filtering\n", internal);
3028 ret = FALSE;
3031 return ret;
3034 static void init_format_filter_info(struct wined3d_gl_info *gl_info, enum wined3d_pci_vendor vendor)
3036 struct wined3d_format *format;
3037 unsigned int fmt_idx, i;
3038 static const enum wined3d_format_id fmts16[] =
3040 WINED3DFMT_R16_FLOAT,
3041 WINED3DFMT_R16G16_FLOAT,
3042 WINED3DFMT_R16G16B16A16_FLOAT,
3044 BOOL filtered;
3046 if (gl_info->supported[ARB_INTERNALFORMAT_QUERY2])
3047 /* This was already handled by init_format_texture_info(). */
3048 return;
3050 if (wined3d_settings.offscreen_rendering_mode != ORM_FBO
3051 || !gl_info->supported[WINED3D_GL_LEGACY_CONTEXT])
3053 WARN("No FBO support, or no FBO ORM, guessing filter info from GL caps\n");
3054 if (vendor == HW_VENDOR_NVIDIA && gl_info->supported[ARB_TEXTURE_FLOAT])
3056 TRACE("Nvidia card with texture_float support: Assuming float16 blending\n");
3057 filtered = TRUE;
3059 else if (gl_info->limits.glsl_varyings > 44)
3061 TRACE("More than 44 GLSL varyings - assuming d3d10 card with float16 blending\n");
3062 filtered = TRUE;
3064 else
3066 TRACE("Assuming no float16 blending\n");
3067 filtered = FALSE;
3070 if(filtered)
3072 for(i = 0; i < (sizeof(fmts16) / sizeof(*fmts16)); i++)
3074 fmt_idx = get_format_idx(fmts16[i]);
3075 format_set_flag(&gl_info->formats[fmt_idx], WINED3DFMT_FLAG_FILTERING);
3078 return;
3081 for(i = 0; i < (sizeof(fmts16) / sizeof(*fmts16)); i++)
3083 fmt_idx = get_format_idx(fmts16[i]);
3084 format = &gl_info->formats[fmt_idx];
3085 if (!format->glInternal) continue; /* Not supported by GL */
3087 filtered = check_filter(gl_info, gl_info->formats[fmt_idx].glInternal);
3088 if(filtered)
3090 TRACE("Format %s supports filtering\n", debug_d3dformat(fmts16[i]));
3091 format_set_flag(format, WINED3DFMT_FLAG_FILTERING);
3093 else
3095 TRACE("Format %s does not support filtering\n", debug_d3dformat(fmts16[i]));
3100 static void apply_format_fixups(struct wined3d_adapter *adapter, struct wined3d_gl_info *gl_info)
3102 unsigned int i;
3103 int idx;
3105 idx = get_format_idx(WINED3DFMT_R16_FLOAT);
3106 gl_info->formats[idx].color_fixup = create_color_fixup_desc(
3107 0, CHANNEL_SOURCE_X, 0, CHANNEL_SOURCE_ONE, 0, CHANNEL_SOURCE_ONE, 0, CHANNEL_SOURCE_W);
3109 idx = get_format_idx(WINED3DFMT_R32_FLOAT);
3110 gl_info->formats[idx].color_fixup = create_color_fixup_desc(
3111 0, CHANNEL_SOURCE_X, 0, CHANNEL_SOURCE_ONE, 0, CHANNEL_SOURCE_ONE, 0, CHANNEL_SOURCE_W);
3113 idx = get_format_idx(WINED3DFMT_R16G16_UNORM);
3114 gl_info->formats[idx].color_fixup = create_color_fixup_desc(
3115 0, CHANNEL_SOURCE_X, 0, CHANNEL_SOURCE_Y, 0, CHANNEL_SOURCE_ONE, 0, CHANNEL_SOURCE_W);
3117 idx = get_format_idx(WINED3DFMT_R16G16_FLOAT);
3118 gl_info->formats[idx].color_fixup = create_color_fixup_desc(
3119 0, CHANNEL_SOURCE_X, 0, CHANNEL_SOURCE_Y, 0, CHANNEL_SOURCE_ONE, 0, CHANNEL_SOURCE_W);
3121 idx = get_format_idx(WINED3DFMT_R32G32_FLOAT);
3122 gl_info->formats[idx].color_fixup = create_color_fixup_desc(
3123 0, CHANNEL_SOURCE_X, 0, CHANNEL_SOURCE_Y, 0, CHANNEL_SOURCE_ONE, 0, CHANNEL_SOURCE_W);
3125 /* GL_ATI_envmap_bumpmap in theory supports R8G8_SNORM but is no longer supported by
3126 * any driver. */
3127 if (gl_info->supported[NV_TEXTURE_SHADER] || gl_info->supported[EXT_TEXTURE_SNORM])
3129 /* R8G8_SNORM and R16G16_SNORM need a fixup of the undefined blue channel. OpenGL
3130 * returns 0.0 when sampling from it, DirectX 1.0. So we always have in-shader
3131 * conversion for this format. */
3132 idx = get_format_idx(WINED3DFMT_R8G8_SNORM);
3133 gl_info->formats[idx].color_fixup = create_color_fixup_desc(
3134 0, CHANNEL_SOURCE_X, 0, CHANNEL_SOURCE_Y, 0, CHANNEL_SOURCE_ONE, 0, CHANNEL_SOURCE_ONE);
3135 idx = get_format_idx(WINED3DFMT_R16G16_SNORM);
3136 gl_info->formats[idx].color_fixup = create_color_fixup_desc(
3137 0, CHANNEL_SOURCE_X, 0, CHANNEL_SOURCE_Y, 0, CHANNEL_SOURCE_ONE, 0, CHANNEL_SOURCE_ONE);
3139 else
3141 /* Emulate using unsigned formats. This requires load-time conversion in addition to the
3142 * fixups here. */
3143 idx = get_format_idx(WINED3DFMT_R8G8_SNORM);
3144 gl_info->formats[idx].color_fixup = create_color_fixup_desc(
3145 1, CHANNEL_SOURCE_X, 1, CHANNEL_SOURCE_Y, 0, CHANNEL_SOURCE_ONE, 0, CHANNEL_SOURCE_ONE);
3146 idx = get_format_idx(WINED3DFMT_R16G16_SNORM);
3147 gl_info->formats[idx].color_fixup = create_color_fixup_desc(
3148 1, CHANNEL_SOURCE_X, 1, CHANNEL_SOURCE_Y, 0, CHANNEL_SOURCE_ONE, 0, CHANNEL_SOURCE_ONE);
3149 idx = get_format_idx(WINED3DFMT_R8G8B8A8_SNORM);
3150 gl_info->formats[idx].color_fixup = create_color_fixup_desc(
3151 1, CHANNEL_SOURCE_X, 1, CHANNEL_SOURCE_Y, 1, CHANNEL_SOURCE_Z, 1, CHANNEL_SOURCE_W);
3152 idx = get_format_idx(WINED3DFMT_R5G5_SNORM_L6_UNORM);
3153 gl_info->formats[idx].color_fixup = create_color_fixup_desc(
3154 1, CHANNEL_SOURCE_X, 1, CHANNEL_SOURCE_Z, 0, CHANNEL_SOURCE_Y, 0, CHANNEL_SOURCE_ONE);
3157 if (!gl_info->supported[NV_TEXTURE_SHADER])
3159 idx = get_format_idx(WINED3DFMT_R8G8_SNORM_L8X8_UNORM);
3160 gl_info->formats[idx].color_fixup = create_color_fixup_desc(
3161 1, CHANNEL_SOURCE_X, 1, CHANNEL_SOURCE_Y, 0, CHANNEL_SOURCE_Z, 0, CHANNEL_SOURCE_W);
3164 if (gl_info->supported[ARB_TEXTURE_COMPRESSION_RGTC] || gl_info->supported[EXT_TEXTURE_COMPRESSION_RGTC])
3166 idx = get_format_idx(WINED3DFMT_ATI1N);
3167 gl_info->formats[idx].color_fixup = create_color_fixup_desc(
3168 0, CHANNEL_SOURCE_X, 0, CHANNEL_SOURCE_X, 0, CHANNEL_SOURCE_X, 0, CHANNEL_SOURCE_X);
3170 idx = get_format_idx(WINED3DFMT_ATI2N);
3171 gl_info->formats[idx].color_fixup = create_color_fixup_desc(
3172 0, CHANNEL_SOURCE_Y, 0, CHANNEL_SOURCE_X, 0, CHANNEL_SOURCE_ONE, 0, CHANNEL_SOURCE_ONE);
3174 else if (gl_info->supported[ATI_TEXTURE_COMPRESSION_3DC])
3176 idx = get_format_idx(WINED3DFMT_ATI2N);
3177 gl_info->formats[idx].color_fixup= create_color_fixup_desc(
3178 0, CHANNEL_SOURCE_X, 0, CHANNEL_SOURCE_W, 0, CHANNEL_SOURCE_ONE, 0, CHANNEL_SOURCE_ONE);
3181 if (!gl_info->supported[APPLE_YCBCR_422])
3183 idx = get_format_idx(WINED3DFMT_YUY2);
3184 gl_info->formats[idx].color_fixup = create_complex_fixup_desc(COMPLEX_FIXUP_YUY2);
3186 idx = get_format_idx(WINED3DFMT_UYVY);
3187 gl_info->formats[idx].color_fixup = create_complex_fixup_desc(COMPLEX_FIXUP_UYVY);
3190 idx = get_format_idx(WINED3DFMT_YV12);
3191 format_set_flag(&gl_info->formats[idx], WINED3DFMT_FLAG_HEIGHT_SCALE);
3192 gl_info->formats[idx].height_scale.numerator = 3;
3193 gl_info->formats[idx].height_scale.denominator = 2;
3194 gl_info->formats[idx].color_fixup = create_complex_fixup_desc(COMPLEX_FIXUP_YV12);
3196 idx = get_format_idx(WINED3DFMT_NV12);
3197 format_set_flag(&gl_info->formats[idx], WINED3DFMT_FLAG_HEIGHT_SCALE);
3198 gl_info->formats[idx].height_scale.numerator = 3;
3199 gl_info->formats[idx].height_scale.denominator = 2;
3200 gl_info->formats[idx].color_fixup = create_complex_fixup_desc(COMPLEX_FIXUP_NV12);
3202 if (!gl_info->supported[WINED3D_GL_LEGACY_CONTEXT])
3204 idx = get_format_idx(WINED3DFMT_A8_UNORM);
3205 gl_info->formats[idx].color_fixup = create_color_fixup_desc(
3206 0, CHANNEL_SOURCE_ZERO, 0, CHANNEL_SOURCE_ZERO, 0, CHANNEL_SOURCE_ZERO, 0, CHANNEL_SOURCE_X);
3207 idx = get_format_idx(WINED3DFMT_L8A8_UNORM);
3208 gl_info->formats[idx].color_fixup = create_color_fixup_desc(
3209 0, CHANNEL_SOURCE_X, 0, CHANNEL_SOURCE_X, 0, CHANNEL_SOURCE_X, 0, CHANNEL_SOURCE_Y);
3210 idx = get_format_idx(WINED3DFMT_L4A4_UNORM);
3211 gl_info->formats[idx].color_fixup = create_color_fixup_desc(
3212 0, CHANNEL_SOURCE_X, 0, CHANNEL_SOURCE_X, 0, CHANNEL_SOURCE_X, 0, CHANNEL_SOURCE_Y);
3213 idx = get_format_idx(WINED3DFMT_L16_UNORM);
3214 gl_info->formats[idx].color_fixup = create_color_fixup_desc(
3215 0, CHANNEL_SOURCE_X, 0, CHANNEL_SOURCE_X, 0, CHANNEL_SOURCE_X, 0, CHANNEL_SOURCE_ONE);
3216 idx = get_format_idx(WINED3DFMT_INTZ);
3217 gl_info->formats[idx].color_fixup = create_color_fixup_desc(
3218 0, CHANNEL_SOURCE_X, 0, CHANNEL_SOURCE_X, 0, CHANNEL_SOURCE_X, 0, CHANNEL_SOURCE_X);
3221 if (gl_info->supported[ARB_TEXTURE_RG])
3223 idx = get_format_idx(WINED3DFMT_L8_UNORM);
3224 gl_info->formats[idx].color_fixup = create_color_fixup_desc(
3225 0, CHANNEL_SOURCE_X, 0, CHANNEL_SOURCE_X, 0, CHANNEL_SOURCE_X, 0, CHANNEL_SOURCE_ONE);
3228 if (gl_info->supported[ARB_FRAGMENT_PROGRAM])
3230 idx = get_format_idx(WINED3DFMT_P8_UINT);
3231 gl_info->formats[idx].color_fixup = create_complex_fixup_desc(COMPLEX_FIXUP_P8);
3234 if (gl_info->supported[ARB_VERTEX_ARRAY_BGRA])
3236 idx = get_format_idx(WINED3DFMT_B8G8R8A8_UNORM);
3237 gl_info->formats[idx].gl_vtx_format = GL_BGRA;
3240 if (!gl_info->supported[ARB_HALF_FLOAT_VERTEX])
3242 /* Do not change the size of the type, it is CPU side. We have to change the GPU-side information though.
3243 * It is the job of the vertex buffer code to make sure that the vbos have the right format */
3244 idx = get_format_idx(WINED3DFMT_R16G16_FLOAT);
3245 gl_info->formats[idx].gl_vtx_type = GL_FLOAT;
3247 idx = get_format_idx(WINED3DFMT_R16G16B16A16_FLOAT);
3248 gl_info->formats[idx].gl_vtx_type = GL_FLOAT;
3251 if (!gl_info->supported[ARB_HALF_FLOAT_PIXEL])
3253 idx = get_format_idx(WINED3DFMT_R16_FLOAT);
3254 format_clear_flag(&gl_info->formats[idx], WINED3DFMT_FLAG_TEXTURE);
3256 idx = get_format_idx(WINED3DFMT_R16G16_FLOAT);
3257 format_clear_flag(&gl_info->formats[idx], WINED3DFMT_FLAG_TEXTURE);
3259 idx = get_format_idx(WINED3DFMT_R16G16B16A16_FLOAT);
3260 format_clear_flag(&gl_info->formats[idx], WINED3DFMT_FLAG_TEXTURE);
3263 if (gl_info->quirks & WINED3D_QUIRK_BROKEN_RGBA16)
3265 idx = get_format_idx(WINED3DFMT_R16G16B16A16_UNORM);
3266 format_clear_flag(&gl_info->formats[idx], WINED3DFMT_FLAG_TEXTURE);
3269 /* ATI instancing hack: Although ATI cards do not support Shader Model
3270 * 3.0, they support instancing. To query if the card supports instancing
3271 * CheckDeviceFormat() with the special format MAKEFOURCC('I','N','S','T')
3272 * is used. Should an application check for this, provide a proper return
3273 * value. We can do instancing with all shader versions, but we need
3274 * vertex shaders.
3276 * Additionally applications have to set the D3DRS_POINTSIZE render state
3277 * to MAKEFOURCC('I','N','S','T') once to enable instancing. Wined3d
3278 * doesn't need that and just ignores it.
3280 * With Shader Model 3.0 capable cards Instancing 'just works' in Windows. */
3281 /* FIXME: This should just check the shader backend caps. */
3282 if (gl_info->supported[ARB_VERTEX_PROGRAM] || gl_info->supported[ARB_VERTEX_SHADER])
3284 idx = get_format_idx(WINED3DFMT_INST);
3285 format_set_flag(&gl_info->formats[idx], WINED3DFMT_FLAG_TEXTURE);
3288 /* Depth bound test. To query if the card supports it CheckDeviceFormat()
3289 * with the special format MAKEFOURCC('N','V','D','B') is used. It is
3290 * enabled by setting D3DRS_ADAPTIVETESS_X render state to
3291 * MAKEFOURCC('N','V','D','B') and then controlled by setting
3292 * D3DRS_ADAPTIVETESS_Z (zMin) and D3DRS_ADAPTIVETESS_W (zMax) to test
3293 * value. */
3294 if (gl_info->supported[EXT_DEPTH_BOUNDS_TEST])
3296 idx = get_format_idx(WINED3DFMT_NVDB);
3297 format_set_flag(&gl_info->formats[idx], WINED3DFMT_FLAG_TEXTURE);
3300 /* RESZ aka AMD DX9-level hack for multisampled depth buffer resolve. You query for RESZ
3301 * support by checking for availability of MAKEFOURCC('R','E','S','Z') surfaces with
3302 * RENDERTARGET usage. */
3303 if (gl_info->supported[ARB_FRAMEBUFFER_OBJECT])
3305 idx = get_format_idx(WINED3DFMT_RESZ);
3306 format_set_flag(&gl_info->formats[idx], WINED3DFMT_FLAG_TEXTURE | WINED3DFMT_FLAG_RENDERTARGET);
3309 for (i = 0; i < gl_info->format_count; ++i)
3311 struct wined3d_format *format = &gl_info->formats[i];
3313 if (!(format->flags[WINED3D_GL_RES_TYPE_TEX_2D] & WINED3DFMT_FLAG_TEXTURE))
3314 continue;
3316 if (!adapter->shader_backend->shader_color_fixup_supported(format->color_fixup)
3317 || !adapter->fragment_pipe->color_fixup_supported(format->color_fixup))
3318 format_clear_flag(format, WINED3DFMT_FLAG_TEXTURE);
3321 /* GL_EXT_texture_compression_s3tc does not support 3D textures. Some Windows drivers
3322 * for dx9 GPUs support it, some do not, so not supporting DXTn volumes is OK for d3d9.
3324 * Note that GL_NV_texture_compression_vtc adds this functionality to OpenGL, but the
3325 * block layout is not compatible with the one used by d3d. See volume_dxt5_test. */
3326 idx = get_format_idx(WINED3DFMT_DXT1);
3327 gl_info->formats[idx].flags[WINED3D_GL_RES_TYPE_TEX_3D] &= ~WINED3DFMT_FLAG_TEXTURE;
3328 idx = get_format_idx(WINED3DFMT_DXT2);
3329 gl_info->formats[idx].flags[WINED3D_GL_RES_TYPE_TEX_3D] &= ~WINED3DFMT_FLAG_TEXTURE;
3330 idx = get_format_idx(WINED3DFMT_DXT3);
3331 gl_info->formats[idx].flags[WINED3D_GL_RES_TYPE_TEX_3D] &= ~WINED3DFMT_FLAG_TEXTURE;
3332 idx = get_format_idx(WINED3DFMT_DXT4);
3333 gl_info->formats[idx].flags[WINED3D_GL_RES_TYPE_TEX_3D] &= ~WINED3DFMT_FLAG_TEXTURE;
3334 idx = get_format_idx(WINED3DFMT_DXT5);
3335 gl_info->formats[idx].flags[WINED3D_GL_RES_TYPE_TEX_3D] &= ~WINED3DFMT_FLAG_TEXTURE;
3336 idx = get_format_idx(WINED3DFMT_BC1_UNORM);
3337 gl_info->formats[idx].flags[WINED3D_GL_RES_TYPE_TEX_3D] &= ~WINED3DFMT_FLAG_TEXTURE;
3338 idx = get_format_idx(WINED3DFMT_BC1_UNORM_SRGB);
3339 gl_info->formats[idx].flags[WINED3D_GL_RES_TYPE_TEX_3D] &= ~WINED3DFMT_FLAG_TEXTURE;
3340 idx = get_format_idx(WINED3DFMT_BC2_UNORM);
3341 gl_info->formats[idx].flags[WINED3D_GL_RES_TYPE_TEX_3D] &= ~WINED3DFMT_FLAG_TEXTURE;
3342 idx = get_format_idx(WINED3DFMT_BC2_UNORM_SRGB);
3343 gl_info->formats[idx].flags[WINED3D_GL_RES_TYPE_TEX_3D] &= ~WINED3DFMT_FLAG_TEXTURE;
3344 idx = get_format_idx(WINED3DFMT_BC3_UNORM);
3345 gl_info->formats[idx].flags[WINED3D_GL_RES_TYPE_TEX_3D] &= ~WINED3DFMT_FLAG_TEXTURE;
3346 idx = get_format_idx(WINED3DFMT_BC3_UNORM_SRGB);
3347 gl_info->formats[idx].flags[WINED3D_GL_RES_TYPE_TEX_3D] &= ~WINED3DFMT_FLAG_TEXTURE;
3348 /* Similarly with ATI1N / ATI2N and GL_ARB_texture_compression_rgtc. */
3349 idx = get_format_idx(WINED3DFMT_ATI1N);
3350 gl_info->formats[idx].flags[WINED3D_GL_RES_TYPE_TEX_3D] &= ~WINED3DFMT_FLAG_TEXTURE;
3351 idx = get_format_idx(WINED3DFMT_ATI2N);
3352 gl_info->formats[idx].flags[WINED3D_GL_RES_TYPE_TEX_3D] &= ~WINED3DFMT_FLAG_TEXTURE;
3353 idx = get_format_idx(WINED3DFMT_BC4_UNORM);
3354 gl_info->formats[idx].flags[WINED3D_GL_RES_TYPE_TEX_3D] &= ~WINED3DFMT_FLAG_TEXTURE;
3355 idx = get_format_idx(WINED3DFMT_BC5_UNORM);
3356 gl_info->formats[idx].flags[WINED3D_GL_RES_TYPE_TEX_3D] &= ~WINED3DFMT_FLAG_TEXTURE;
3359 static unsigned int calculate_vertex_attribute_size(GLenum type, unsigned int component_count)
3361 switch (type)
3363 case GL_HALF_FLOAT:
3364 return component_count * sizeof(GLhalfNV);
3365 case GL_FLOAT:
3366 return component_count * sizeof(GLfloat);
3367 case GL_BYTE:
3368 return component_count * sizeof(GLbyte);
3369 case GL_UNSIGNED_BYTE:
3370 return component_count * sizeof(GLubyte);
3371 case GL_SHORT:
3372 return component_count * sizeof(GLshort);
3373 case GL_UNSIGNED_SHORT:
3374 return component_count * sizeof(GLushort);
3375 case GL_INT:
3376 return component_count * sizeof(GLint);
3377 case GL_UNSIGNED_INT:
3378 return component_count * sizeof(GLuint);
3379 case GL_UNSIGNED_INT_2_10_10_10_REV:
3380 return sizeof(GLuint);
3381 default:
3382 FIXME("Unhandled GL type %#x.\n", type);
3383 return 0;
3387 static BOOL init_format_vertex_info(struct wined3d_gl_info *gl_info)
3389 unsigned int i;
3391 for (i = 0; i < ARRAY_SIZE(format_vertex_info); ++i)
3393 struct wined3d_format *format;
3394 int fmt_idx = get_format_idx(format_vertex_info[i].id);
3396 if (fmt_idx == -1)
3398 ERR("Format %s (%#x) not found.\n",
3399 debug_d3dformat(format_vertex_info[i].id), format_vertex_info[i].id);
3400 return FALSE;
3403 if (!gl_info->supported[format_vertex_info[i].extension])
3404 continue;
3406 format = &gl_info->formats[fmt_idx];
3407 format->emit_idx = format_vertex_info[i].emit_idx;
3408 format->component_count = format_vertex_info[i].component_count;
3409 format->gl_vtx_type = format_vertex_info[i].gl_vtx_type;
3410 format->gl_vtx_format = format_vertex_info[i].component_count;
3411 format->gl_normalized = format_vertex_info[i].gl_normalized;
3412 if (!(format->attribute_size = calculate_vertex_attribute_size(format->gl_vtx_type,
3413 format->component_count)))
3415 ERR("Invalid attribute size for vertex format %s (%#x).\n",
3416 debug_d3dformat(format_vertex_info[i].id), format_vertex_info[i].id);
3417 return FALSE;
3421 return TRUE;
3424 static BOOL init_typeless_formats(struct wined3d_gl_info *gl_info)
3426 unsigned int flags[WINED3D_GL_RES_TYPE_COUNT];
3427 unsigned int i, j;
3429 for (i = 0; i < ARRAY_SIZE(typed_formats); ++i)
3431 struct wined3d_format *format, *typeless_format;
3432 int fmt_idx = get_format_idx(typed_formats[i].id);
3433 int typeless_fmt_idx = get_format_idx(typed_formats[i].typeless_id);
3435 if (fmt_idx == -1)
3437 ERR("Format %s (%#x) not found.\n",
3438 debug_d3dformat(typed_formats[i].id),
3439 typed_formats[i].id);
3440 return FALSE;
3442 if (typeless_fmt_idx == -1)
3444 ERR("Format %s (%#x) not found.\n",
3445 debug_d3dformat(typed_formats[i].typeless_id),
3446 typed_formats[i].typeless_id);
3447 return FALSE;
3450 format = &gl_info->formats[fmt_idx];
3451 typeless_format = &gl_info->formats[typeless_fmt_idx];
3453 memcpy(flags, typeless_format->flags, sizeof(flags));
3454 *typeless_format = *format;
3455 typeless_format->id = typed_formats[i].typeless_id;
3456 for (j = 0; j < ARRAY_SIZE(typeless_format->flags); ++j)
3457 typeless_format->flags[j] |= flags[j];
3460 return TRUE;
3463 BOOL initPixelFormatsNoGL(struct wined3d_gl_info *gl_info)
3465 if (!init_format_base_info(gl_info)) return FALSE;
3467 if (!init_format_block_info(gl_info))
3469 HeapFree(GetProcessHeap(), 0, gl_info->formats);
3470 gl_info->formats = NULL;
3471 return FALSE;
3474 return TRUE;
3477 /* Context activation is done by the caller. */
3478 BOOL wined3d_adapter_init_format_info(struct wined3d_adapter *adapter, struct wined3d_caps_gl_ctx *ctx)
3480 struct wined3d_gl_info *gl_info = &adapter->gl_info;
3482 if (!init_format_base_info(gl_info)) return FALSE;
3484 if (!init_format_block_info(gl_info)) goto fail;
3485 if (!init_format_texture_info(adapter, gl_info)) goto fail;
3486 if (!init_format_vertex_info(gl_info)) goto fail;
3488 apply_format_fixups(adapter, gl_info);
3489 init_format_fbo_compat_info(ctx);
3490 init_format_filter_info(gl_info, adapter->driver_info.vendor);
3491 if (!init_typeless_formats(gl_info)) goto fail;
3493 return TRUE;
3495 fail:
3496 HeapFree(GetProcessHeap(), 0, gl_info->formats);
3497 gl_info->formats = NULL;
3498 return FALSE;
3501 float wined3d_adapter_find_polyoffset_scale(struct wined3d_caps_gl_ctx *ctx, GLenum format)
3503 const struct wined3d_gl_info *gl_info = ctx->gl_info;
3504 static const struct wined3d_color blue = {0.0f, 0.0f, 1.0f, 1.0f};
3505 GLuint fbo, color, depth;
3506 unsigned int low = 0, high = 32, cur;
3507 DWORD readback[256];
3508 static const struct wined3d_vec3 geometry[] =
3510 {-1.0f, -1.0f, -1.0f},
3511 { 1.0f, -1.0f, 0.0f},
3512 {-1.0f, 1.0f, -1.0f},
3513 { 1.0f, 1.0f, 0.0f},
3516 /* Most drivers want 2^23 for fixed point depth buffers, including r300g, r600g,
3517 * Nvidia. Use this as a fallback if the detection fails. */
3518 unsigned int fallback = 23;
3520 if (wined3d_settings.offscreen_rendering_mode != ORM_FBO)
3522 FIXME("No FBOs, assuming polyoffset scale of 2^%u.\n", fallback);
3523 return (float)(1u << fallback);
3526 gl_info->gl_ops.gl.p_glGenTextures(1, &color);
3527 gl_info->gl_ops.gl.p_glBindTexture(GL_TEXTURE_2D, color);
3528 gl_info->gl_ops.gl.p_glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAX_LEVEL, 0);
3529 gl_info->gl_ops.gl.p_glTexImage2D(GL_TEXTURE_2D, 0, GL_RGBA8, 256, 1, 0, GL_BGRA, GL_UNSIGNED_INT_8_8_8_8_REV, 0);
3531 gl_info->fbo_ops.glGenRenderbuffers(1, &depth);
3532 gl_info->fbo_ops.glBindRenderbuffer(GL_RENDERBUFFER, depth);
3533 gl_info->fbo_ops.glRenderbufferStorage(GL_RENDERBUFFER, format, 256, 1);
3535 gl_info->fbo_ops.glGenFramebuffers(1, &fbo);
3536 gl_info->fbo_ops.glBindFramebuffer(GL_FRAMEBUFFER, fbo);
3537 gl_info->fbo_ops.glFramebufferTexture2D(GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT0, GL_TEXTURE_2D, color, 0);
3538 gl_info->fbo_ops.glFramebufferRenderbuffer(GL_FRAMEBUFFER, GL_DEPTH_ATTACHMENT, GL_RENDERBUFFER, depth);
3539 checkGLcall("Setup framebuffer");
3541 gl_info->gl_ops.gl.p_glClearColor(0.0f, 0.0f, 0.5f, 0.0f);
3542 gl_info->gl_ops.gl.p_glClearDepth(0.5f);
3543 gl_info->gl_ops.gl.p_glEnable(GL_DEPTH_TEST);
3544 gl_info->gl_ops.gl.p_glEnable(GL_POLYGON_OFFSET_FILL);
3545 gl_info->gl_ops.gl.p_glViewport(0, 0, 256, 1);
3546 checkGLcall("Misc parameters");
3548 for (;;)
3550 if (high - low <= 1)
3552 ERR("PolygonOffset scale factor detection failed, using fallback value 2^%u.\n", fallback);
3553 cur = fallback;
3554 break;
3556 cur = (low + high) / 2;
3558 gl_info->gl_ops.gl.p_glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT);
3559 /* The post viewport transform Z of the geometry runs from 0.0 to 0.5. We want to push it another
3560 * 0.25 so that the Z buffer content (0.5) cuts the quad off at half the screen. */
3561 gl_info->gl_ops.gl.p_glPolygonOffset(0.0f, (float)(1u << cur) * 0.25f);
3562 draw_test_quad(ctx, geometry, &blue);
3563 checkGLcall("Test draw");
3565 /* Rebinding texture to workaround a fglrx bug. */
3566 gl_info->gl_ops.gl.p_glBindTexture(GL_TEXTURE_2D, color);
3567 gl_info->gl_ops.gl.p_glGetTexImage(GL_TEXTURE_2D, 0, GL_BGRA, GL_UNSIGNED_INT_8_8_8_8_REV, readback);
3568 checkGLcall("readback");
3570 TRACE("low %02u, high %02u, cur %2u, 0=0x%08x, 125=0x%08x, 131=0x%08x, 255=0x%08x\n",
3571 low, high, cur, readback[0], readback[125], readback[131], readback[255]);
3573 if ((readback[125] & 0xff) < 0xa0)
3574 high = cur;
3575 else if ((readback[131] & 0xff) > 0xa0)
3576 low = cur;
3577 else
3579 TRACE("Found scale factor 2^%u for format %x\n", cur, format);
3580 break;
3584 gl_info->gl_ops.gl.p_glDeleteTextures(1, &color);
3585 gl_info->fbo_ops.glDeleteRenderbuffers(1, &depth);
3586 gl_info->fbo_ops.glDeleteFramebuffers(1, &fbo);
3587 gl_info->fbo_ops.glBindFramebuffer(GL_FRAMEBUFFER, 0);
3588 checkGLcall("Delete framebuffer");
3590 gl_info->gl_ops.gl.p_glDisable(GL_DEPTH_TEST);
3591 gl_info->gl_ops.gl.p_glDisable(GL_POLYGON_OFFSET_FILL);
3592 return (float)(1u << cur);
3595 const struct wined3d_format *wined3d_get_format(const struct wined3d_gl_info *gl_info,
3596 enum wined3d_format_id format_id)
3598 int idx = get_format_idx(format_id);
3600 if (idx == -1)
3602 FIXME("Can't find format %s (%#x) in the format lookup table\n",
3603 debug_d3dformat(format_id), format_id);
3604 /* Get the caller a valid pointer */
3605 idx = get_format_idx(WINED3DFMT_UNKNOWN);
3608 return &gl_info->formats[idx];
3611 void wined3d_format_calculate_pitch(const struct wined3d_format *format, unsigned int alignment,
3612 unsigned int width, unsigned int height, unsigned int *row_pitch, unsigned int *slice_pitch)
3614 /* For block based formats, pitch means the amount of bytes to the next
3615 * row of blocks rather than the next row of pixels. */
3616 if (format->flags[WINED3D_GL_RES_TYPE_TEX_2D] & WINED3DFMT_FLAG_BLOCKS)
3618 unsigned int row_block_count = (width + format->block_width - 1) / format->block_width;
3619 unsigned int slice_block_count = (height + format->block_height - 1) / format->block_height;
3620 *row_pitch = row_block_count * format->block_byte_count;
3621 *row_pitch = (*row_pitch + alignment - 1) & ~(alignment - 1);
3622 *slice_pitch = *row_pitch * slice_block_count;
3624 else
3626 *row_pitch = format->byte_count * width; /* Bytes / row */
3627 *row_pitch = (*row_pitch + alignment - 1) & ~(alignment - 1);
3628 *slice_pitch = *row_pitch * height;
3631 if (format->flags[WINED3D_GL_RES_TYPE_TEX_2D] & WINED3DFMT_FLAG_HEIGHT_SCALE)
3633 /* The D3D format requirements make sure that the resulting format is an integer again */
3634 *slice_pitch *= format->height_scale.numerator;
3635 *slice_pitch /= format->height_scale.denominator;
3638 TRACE("Returning row pitch %u, slice pitch %u.\n", *row_pitch, *slice_pitch);
3641 UINT wined3d_format_calculate_size(const struct wined3d_format *format, UINT alignment,
3642 UINT width, UINT height, UINT depth)
3644 unsigned int row_pitch, slice_pitch;
3646 if (format->id == WINED3DFMT_UNKNOWN)
3647 return 0;
3649 if (format->flags[WINED3D_GL_RES_TYPE_TEX_2D] & WINED3DFMT_FLAG_BROKEN_PITCH)
3650 return width * height * depth * format->byte_count;
3652 wined3d_format_calculate_pitch(format, alignment, width, height, &row_pitch, &slice_pitch);
3654 return slice_pitch * depth;
3657 /*****************************************************************************
3658 * Trace formatting of useful values
3660 const char *debug_box(const struct wined3d_box *box)
3662 if (!box)
3663 return "(null)";
3664 return wine_dbg_sprintf("(%u, %u, %u)-(%u, %u, %u)",
3665 box->left, box->top, box->front,
3666 box->right, box->bottom, box->back);
3669 const char *debug_color(const struct wined3d_color *color)
3671 if (!color)
3672 return "(null)";
3673 return wine_dbg_sprintf("{%.8e, %.8e, %.8e, %.8e}",
3674 color->r, color->g, color->b, color->a);
3677 const char *debug_ivec4(const struct wined3d_ivec4 *v)
3679 if (!v)
3680 return "(null)";
3681 return wine_dbg_sprintf("{%d, %d, %d, %d}",
3682 v->x, v->y, v->z, v->w);
3685 const char *debug_vec4(const struct wined3d_vec4 *v)
3687 if (!v)
3688 return "(null)";
3689 return wine_dbg_sprintf("{%.8e, %.8e, %.8e, %.8e}",
3690 v->x, v->y, v->z, v->w);
3693 const char *debug_d3dformat(enum wined3d_format_id format_id)
3695 switch (format_id)
3697 #define FMT_TO_STR(format_id) case format_id: return #format_id
3698 FMT_TO_STR(WINED3DFMT_UNKNOWN);
3699 FMT_TO_STR(WINED3DFMT_B8G8R8_UNORM);
3700 FMT_TO_STR(WINED3DFMT_B5G5R5X1_UNORM);
3701 FMT_TO_STR(WINED3DFMT_B4G4R4A4_UNORM);
3702 FMT_TO_STR(WINED3DFMT_B2G3R3_UNORM);
3703 FMT_TO_STR(WINED3DFMT_B2G3R3A8_UNORM);
3704 FMT_TO_STR(WINED3DFMT_B4G4R4X4_UNORM);
3705 FMT_TO_STR(WINED3DFMT_R8G8B8X8_UNORM);
3706 FMT_TO_STR(WINED3DFMT_B10G10R10A2_UNORM);
3707 FMT_TO_STR(WINED3DFMT_P8_UINT_A8_UNORM);
3708 FMT_TO_STR(WINED3DFMT_P8_UINT);
3709 FMT_TO_STR(WINED3DFMT_L8_UNORM);
3710 FMT_TO_STR(WINED3DFMT_L8A8_UNORM);
3711 FMT_TO_STR(WINED3DFMT_L4A4_UNORM);
3712 FMT_TO_STR(WINED3DFMT_R5G5_SNORM_L6_UNORM);
3713 FMT_TO_STR(WINED3DFMT_R8G8_SNORM_L8X8_UNORM);
3714 FMT_TO_STR(WINED3DFMT_R10G11B11_SNORM);
3715 FMT_TO_STR(WINED3DFMT_R10G10B10X2_UINT);
3716 FMT_TO_STR(WINED3DFMT_R10G10B10X2_SNORM);
3717 FMT_TO_STR(WINED3DFMT_R10G10B10_SNORM_A2_UNORM);
3718 FMT_TO_STR(WINED3DFMT_UYVY);
3719 FMT_TO_STR(WINED3DFMT_YUY2);
3720 FMT_TO_STR(WINED3DFMT_YV12);
3721 FMT_TO_STR(WINED3DFMT_NV12);
3722 FMT_TO_STR(WINED3DFMT_DXT1);
3723 FMT_TO_STR(WINED3DFMT_DXT2);
3724 FMT_TO_STR(WINED3DFMT_DXT3);
3725 FMT_TO_STR(WINED3DFMT_DXT4);
3726 FMT_TO_STR(WINED3DFMT_DXT5);
3727 FMT_TO_STR(WINED3DFMT_MULTI2_ARGB8);
3728 FMT_TO_STR(WINED3DFMT_G8R8_G8B8);
3729 FMT_TO_STR(WINED3DFMT_R8G8_B8G8);
3730 FMT_TO_STR(WINED3DFMT_D16_LOCKABLE);
3731 FMT_TO_STR(WINED3DFMT_D32_UNORM);
3732 FMT_TO_STR(WINED3DFMT_S1_UINT_D15_UNORM);
3733 FMT_TO_STR(WINED3DFMT_X8D24_UNORM);
3734 FMT_TO_STR(WINED3DFMT_S4X4_UINT_D24_UNORM);
3735 FMT_TO_STR(WINED3DFMT_L16_UNORM);
3736 FMT_TO_STR(WINED3DFMT_S8_UINT_D24_FLOAT);
3737 FMT_TO_STR(WINED3DFMT_R8G8_SNORM_Cx);
3738 FMT_TO_STR(WINED3DFMT_ATI1N);
3739 FMT_TO_STR(WINED3DFMT_ATI2N);
3740 FMT_TO_STR(WINED3DFMT_NVDB);
3741 FMT_TO_STR(WINED3DFMT_NVHU);
3742 FMT_TO_STR(WINED3DFMT_NVHS);
3743 FMT_TO_STR(WINED3DFMT_R32G32B32A32_TYPELESS);
3744 FMT_TO_STR(WINED3DFMT_R32G32B32A32_FLOAT);
3745 FMT_TO_STR(WINED3DFMT_R32G32B32A32_UINT);
3746 FMT_TO_STR(WINED3DFMT_R32G32B32A32_SINT);
3747 FMT_TO_STR(WINED3DFMT_R32G32B32_TYPELESS);
3748 FMT_TO_STR(WINED3DFMT_R32G32B32_FLOAT);
3749 FMT_TO_STR(WINED3DFMT_R32G32B32_UINT);
3750 FMT_TO_STR(WINED3DFMT_R32G32B32_SINT);
3751 FMT_TO_STR(WINED3DFMT_R16G16B16A16_TYPELESS);
3752 FMT_TO_STR(WINED3DFMT_R16G16B16A16_FLOAT);
3753 FMT_TO_STR(WINED3DFMT_R16G16B16A16_UNORM);
3754 FMT_TO_STR(WINED3DFMT_R16G16B16A16_UINT);
3755 FMT_TO_STR(WINED3DFMT_R16G16B16A16_SNORM);
3756 FMT_TO_STR(WINED3DFMT_R16G16B16A16_SINT);
3757 FMT_TO_STR(WINED3DFMT_R32G32_TYPELESS);
3758 FMT_TO_STR(WINED3DFMT_R32G32_FLOAT);
3759 FMT_TO_STR(WINED3DFMT_R32G32_UINT);
3760 FMT_TO_STR(WINED3DFMT_R32G32_SINT);
3761 FMT_TO_STR(WINED3DFMT_R32G8X24_TYPELESS);
3762 FMT_TO_STR(WINED3DFMT_D32_FLOAT_S8X24_UINT);
3763 FMT_TO_STR(WINED3DFMT_R32_FLOAT_X8X24_TYPELESS);
3764 FMT_TO_STR(WINED3DFMT_X32_TYPELESS_G8X24_UINT);
3765 FMT_TO_STR(WINED3DFMT_R10G10B10A2_TYPELESS);
3766 FMT_TO_STR(WINED3DFMT_R10G10B10A2_UNORM);
3767 FMT_TO_STR(WINED3DFMT_R10G10B10A2_UINT);
3768 FMT_TO_STR(WINED3DFMT_R10G10B10A2_SNORM);
3769 FMT_TO_STR(WINED3DFMT_R10G10B10_XR_BIAS_A2_UNORM);
3770 FMT_TO_STR(WINED3DFMT_R11G11B10_FLOAT);
3771 FMT_TO_STR(WINED3DFMT_R8G8B8A8_TYPELESS);
3772 FMT_TO_STR(WINED3DFMT_R8G8B8A8_UNORM);
3773 FMT_TO_STR(WINED3DFMT_R8G8B8A8_UNORM_SRGB);
3774 FMT_TO_STR(WINED3DFMT_R8G8B8A8_UINT);
3775 FMT_TO_STR(WINED3DFMT_R8G8B8A8_SNORM);
3776 FMT_TO_STR(WINED3DFMT_R8G8B8A8_SINT);
3777 FMT_TO_STR(WINED3DFMT_R16G16_TYPELESS);
3778 FMT_TO_STR(WINED3DFMT_R16G16_FLOAT);
3779 FMT_TO_STR(WINED3DFMT_R16G16_UNORM);
3780 FMT_TO_STR(WINED3DFMT_R16G16_UINT);
3781 FMT_TO_STR(WINED3DFMT_R16G16_SNORM);
3782 FMT_TO_STR(WINED3DFMT_R16G16_SINT);
3783 FMT_TO_STR(WINED3DFMT_R32_TYPELESS);
3784 FMT_TO_STR(WINED3DFMT_D32_FLOAT);
3785 FMT_TO_STR(WINED3DFMT_R32_FLOAT);
3786 FMT_TO_STR(WINED3DFMT_R32_UINT);
3787 FMT_TO_STR(WINED3DFMT_R32_SINT);
3788 FMT_TO_STR(WINED3DFMT_R24G8_TYPELESS);
3789 FMT_TO_STR(WINED3DFMT_D24_UNORM_S8_UINT);
3790 FMT_TO_STR(WINED3DFMT_R24_UNORM_X8_TYPELESS);
3791 FMT_TO_STR(WINED3DFMT_X24_TYPELESS_G8_UINT);
3792 FMT_TO_STR(WINED3DFMT_R8G8_TYPELESS);
3793 FMT_TO_STR(WINED3DFMT_R8G8_UNORM);
3794 FMT_TO_STR(WINED3DFMT_R8G8_UINT);
3795 FMT_TO_STR(WINED3DFMT_R8G8_SNORM);
3796 FMT_TO_STR(WINED3DFMT_R8G8_SINT);
3797 FMT_TO_STR(WINED3DFMT_R16_TYPELESS);
3798 FMT_TO_STR(WINED3DFMT_R16_FLOAT);
3799 FMT_TO_STR(WINED3DFMT_D16_UNORM);
3800 FMT_TO_STR(WINED3DFMT_R16_UNORM);
3801 FMT_TO_STR(WINED3DFMT_R16_UINT);
3802 FMT_TO_STR(WINED3DFMT_R16_SNORM);
3803 FMT_TO_STR(WINED3DFMT_R16_SINT);
3804 FMT_TO_STR(WINED3DFMT_R8_TYPELESS);
3805 FMT_TO_STR(WINED3DFMT_R8_UNORM);
3806 FMT_TO_STR(WINED3DFMT_R8_UINT);
3807 FMT_TO_STR(WINED3DFMT_R8_SNORM);
3808 FMT_TO_STR(WINED3DFMT_R8_SINT);
3809 FMT_TO_STR(WINED3DFMT_A8_UNORM);
3810 FMT_TO_STR(WINED3DFMT_R1_UNORM);
3811 FMT_TO_STR(WINED3DFMT_R9G9B9E5_SHAREDEXP);
3812 FMT_TO_STR(WINED3DFMT_R8G8_B8G8_UNORM);
3813 FMT_TO_STR(WINED3DFMT_G8R8_G8B8_UNORM);
3814 FMT_TO_STR(WINED3DFMT_BC1_TYPELESS);
3815 FMT_TO_STR(WINED3DFMT_BC1_UNORM);
3816 FMT_TO_STR(WINED3DFMT_BC1_UNORM_SRGB);
3817 FMT_TO_STR(WINED3DFMT_BC2_TYPELESS);
3818 FMT_TO_STR(WINED3DFMT_BC2_UNORM);
3819 FMT_TO_STR(WINED3DFMT_BC2_UNORM_SRGB);
3820 FMT_TO_STR(WINED3DFMT_BC3_TYPELESS);
3821 FMT_TO_STR(WINED3DFMT_BC3_UNORM);
3822 FMT_TO_STR(WINED3DFMT_BC3_UNORM_SRGB);
3823 FMT_TO_STR(WINED3DFMT_BC4_TYPELESS);
3824 FMT_TO_STR(WINED3DFMT_BC4_UNORM);
3825 FMT_TO_STR(WINED3DFMT_BC4_SNORM);
3826 FMT_TO_STR(WINED3DFMT_BC5_TYPELESS);
3827 FMT_TO_STR(WINED3DFMT_BC5_UNORM);
3828 FMT_TO_STR(WINED3DFMT_BC5_SNORM);
3829 FMT_TO_STR(WINED3DFMT_B5G6R5_UNORM);
3830 FMT_TO_STR(WINED3DFMT_B5G5R5A1_UNORM);
3831 FMT_TO_STR(WINED3DFMT_B8G8R8A8_UNORM);
3832 FMT_TO_STR(WINED3DFMT_B8G8R8X8_UNORM);
3833 FMT_TO_STR(WINED3DFMT_B8G8R8A8_TYPELESS);
3834 FMT_TO_STR(WINED3DFMT_B8G8R8A8_UNORM_SRGB);
3835 FMT_TO_STR(WINED3DFMT_B8G8R8X8_TYPELESS);
3836 FMT_TO_STR(WINED3DFMT_B8G8R8X8_UNORM_SRGB);
3837 FMT_TO_STR(WINED3DFMT_BC6H_TYPELESS);
3838 FMT_TO_STR(WINED3DFMT_BC6H_UF16);
3839 FMT_TO_STR(WINED3DFMT_BC6H_SF16);
3840 FMT_TO_STR(WINED3DFMT_BC7_TYPELESS);
3841 FMT_TO_STR(WINED3DFMT_BC7_UNORM);
3842 FMT_TO_STR(WINED3DFMT_BC7_UNORM_SRGB);
3843 FMT_TO_STR(WINED3DFMT_INTZ);
3844 FMT_TO_STR(WINED3DFMT_RESZ);
3845 FMT_TO_STR(WINED3DFMT_NULL);
3846 FMT_TO_STR(WINED3DFMT_R16);
3847 FMT_TO_STR(WINED3DFMT_AL16);
3848 #undef FMT_TO_STR
3849 default:
3851 char fourcc[5];
3852 fourcc[0] = (char)(format_id);
3853 fourcc[1] = (char)(format_id >> 8);
3854 fourcc[2] = (char)(format_id >> 16);
3855 fourcc[3] = (char)(format_id >> 24);
3856 fourcc[4] = 0;
3857 if (isprint(fourcc[0]) && isprint(fourcc[1]) && isprint(fourcc[2]) && isprint(fourcc[3]))
3858 FIXME("Unrecognized %#x (as fourcc: %s) WINED3DFORMAT!\n", format_id, fourcc);
3859 else
3860 FIXME("Unrecognized %#x WINED3DFORMAT!\n", format_id);
3862 return "unrecognized";
3866 const char *debug_d3ddevicetype(enum wined3d_device_type device_type)
3868 switch (device_type)
3870 #define DEVTYPE_TO_STR(dev) case dev: return #dev
3871 DEVTYPE_TO_STR(WINED3D_DEVICE_TYPE_HAL);
3872 DEVTYPE_TO_STR(WINED3D_DEVICE_TYPE_REF);
3873 DEVTYPE_TO_STR(WINED3D_DEVICE_TYPE_SW);
3874 #undef DEVTYPE_TO_STR
3875 default:
3876 FIXME("Unrecognized device type %#x.\n", device_type);
3877 return "unrecognized";
3881 const char *debug_d3dusage(DWORD usage)
3883 char buf[552];
3885 buf[0] = '\0';
3886 #define WINED3DUSAGE_TO_STR(u) if (usage & u) { strcat(buf, " | "#u); usage &= ~u; }
3887 WINED3DUSAGE_TO_STR(WINED3DUSAGE_RENDERTARGET);
3888 WINED3DUSAGE_TO_STR(WINED3DUSAGE_DEPTHSTENCIL);
3889 WINED3DUSAGE_TO_STR(WINED3DUSAGE_WRITEONLY);
3890 WINED3DUSAGE_TO_STR(WINED3DUSAGE_SOFTWAREPROCESSING);
3891 WINED3DUSAGE_TO_STR(WINED3DUSAGE_DONOTCLIP);
3892 WINED3DUSAGE_TO_STR(WINED3DUSAGE_POINTS);
3893 WINED3DUSAGE_TO_STR(WINED3DUSAGE_RTPATCHES);
3894 WINED3DUSAGE_TO_STR(WINED3DUSAGE_NPATCHES);
3895 WINED3DUSAGE_TO_STR(WINED3DUSAGE_DYNAMIC);
3896 WINED3DUSAGE_TO_STR(WINED3DUSAGE_AUTOGENMIPMAP);
3897 WINED3DUSAGE_TO_STR(WINED3DUSAGE_RESTRICTED_CONTENT);
3898 WINED3DUSAGE_TO_STR(WINED3DUSAGE_RESTRICT_SHARED_RESOURCE_DRIVER);
3899 WINED3DUSAGE_TO_STR(WINED3DUSAGE_RESTRICT_SHARED_RESOURCE);
3900 WINED3DUSAGE_TO_STR(WINED3DUSAGE_DMAP);
3901 WINED3DUSAGE_TO_STR(WINED3DUSAGE_TEXTAPI);
3902 WINED3DUSAGE_TO_STR(WINED3DUSAGE_LEGACY_CUBEMAP);
3903 WINED3DUSAGE_TO_STR(WINED3DUSAGE_TEXTURE);
3904 WINED3DUSAGE_TO_STR(WINED3DUSAGE_OWNDC);
3905 WINED3DUSAGE_TO_STR(WINED3DUSAGE_STATICDECL);
3906 WINED3DUSAGE_TO_STR(WINED3DUSAGE_OVERLAY);
3907 #undef WINED3DUSAGE_TO_STR
3908 if (usage) FIXME("Unrecognized usage flag(s) %#x\n", usage);
3910 return buf[0] ? wine_dbg_sprintf("%s", &buf[3]) : "0";
3913 const char *debug_d3dusagequery(DWORD usagequery)
3915 char buf[238];
3917 buf[0] = '\0';
3918 #define WINED3DUSAGEQUERY_TO_STR(u) if (usagequery & u) { strcat(buf, " | "#u); usagequery &= ~u; }
3919 WINED3DUSAGEQUERY_TO_STR(WINED3DUSAGE_QUERY_FILTER);
3920 WINED3DUSAGEQUERY_TO_STR(WINED3DUSAGE_QUERY_LEGACYBUMPMAP);
3921 WINED3DUSAGEQUERY_TO_STR(WINED3DUSAGE_QUERY_POSTPIXELSHADER_BLENDING);
3922 WINED3DUSAGEQUERY_TO_STR(WINED3DUSAGE_QUERY_SRGBREAD);
3923 WINED3DUSAGEQUERY_TO_STR(WINED3DUSAGE_QUERY_SRGBWRITE);
3924 WINED3DUSAGEQUERY_TO_STR(WINED3DUSAGE_QUERY_VERTEXTEXTURE);
3925 WINED3DUSAGEQUERY_TO_STR(WINED3DUSAGE_QUERY_WRAPANDMIP);
3926 #undef WINED3DUSAGEQUERY_TO_STR
3927 if (usagequery) FIXME("Unrecognized usage query flag(s) %#x\n", usagequery);
3929 return buf[0] ? wine_dbg_sprintf("%s", &buf[3]) : "0";
3932 const char *debug_d3ddeclmethod(enum wined3d_decl_method method)
3934 switch (method)
3936 #define WINED3DDECLMETHOD_TO_STR(u) case u: return #u
3937 WINED3DDECLMETHOD_TO_STR(WINED3D_DECL_METHOD_DEFAULT);
3938 WINED3DDECLMETHOD_TO_STR(WINED3D_DECL_METHOD_PARTIAL_U);
3939 WINED3DDECLMETHOD_TO_STR(WINED3D_DECL_METHOD_PARTIAL_V);
3940 WINED3DDECLMETHOD_TO_STR(WINED3D_DECL_METHOD_CROSS_UV);
3941 WINED3DDECLMETHOD_TO_STR(WINED3D_DECL_METHOD_UV);
3942 WINED3DDECLMETHOD_TO_STR(WINED3D_DECL_METHOD_LOOKUP);
3943 WINED3DDECLMETHOD_TO_STR(WINED3D_DECL_METHOD_LOOKUP_PRESAMPLED);
3944 #undef WINED3DDECLMETHOD_TO_STR
3945 default:
3946 FIXME("Unrecognized declaration method %#x.\n", method);
3947 return "unrecognized";
3951 const char *debug_d3ddeclusage(enum wined3d_decl_usage usage)
3953 switch (usage)
3955 #define WINED3DDECLUSAGE_TO_STR(u) case u: return #u
3956 WINED3DDECLUSAGE_TO_STR(WINED3D_DECL_USAGE_POSITION);
3957 WINED3DDECLUSAGE_TO_STR(WINED3D_DECL_USAGE_BLEND_WEIGHT);
3958 WINED3DDECLUSAGE_TO_STR(WINED3D_DECL_USAGE_BLEND_INDICES);
3959 WINED3DDECLUSAGE_TO_STR(WINED3D_DECL_USAGE_NORMAL);
3960 WINED3DDECLUSAGE_TO_STR(WINED3D_DECL_USAGE_PSIZE);
3961 WINED3DDECLUSAGE_TO_STR(WINED3D_DECL_USAGE_TEXCOORD);
3962 WINED3DDECLUSAGE_TO_STR(WINED3D_DECL_USAGE_TANGENT);
3963 WINED3DDECLUSAGE_TO_STR(WINED3D_DECL_USAGE_BINORMAL);
3964 WINED3DDECLUSAGE_TO_STR(WINED3D_DECL_USAGE_TESS_FACTOR);
3965 WINED3DDECLUSAGE_TO_STR(WINED3D_DECL_USAGE_POSITIONT);
3966 WINED3DDECLUSAGE_TO_STR(WINED3D_DECL_USAGE_COLOR);
3967 WINED3DDECLUSAGE_TO_STR(WINED3D_DECL_USAGE_FOG);
3968 WINED3DDECLUSAGE_TO_STR(WINED3D_DECL_USAGE_DEPTH);
3969 WINED3DDECLUSAGE_TO_STR(WINED3D_DECL_USAGE_SAMPLE);
3970 #undef WINED3DDECLUSAGE_TO_STR
3971 default:
3972 FIXME("Unrecognized %u declaration usage!\n", usage);
3973 return "unrecognized";
3977 const char *debug_d3dinput_classification(enum wined3d_input_classification classification)
3979 switch (classification)
3981 #define WINED3D_TO_STR(x) case x: return #x
3982 WINED3D_TO_STR(WINED3D_INPUT_PER_VERTEX_DATA);
3983 WINED3D_TO_STR(WINED3D_INPUT_PER_INSTANCE_DATA);
3984 #undef WINED3D_TO_STR
3985 default:
3986 FIXME("Unrecognized input classification %#x.\n", classification);
3987 return "unrecognized";
3991 const char *debug_d3dresourcetype(enum wined3d_resource_type resource_type)
3993 switch (resource_type)
3995 #define WINED3D_TO_STR(x) case x: return #x
3996 WINED3D_TO_STR(WINED3D_RTYPE_BUFFER);
3997 WINED3D_TO_STR(WINED3D_RTYPE_TEXTURE_2D);
3998 WINED3D_TO_STR(WINED3D_RTYPE_TEXTURE_3D);
3999 #undef WINED3D_TO_STR
4000 default:
4001 FIXME("Unrecognized resource type %#x.\n", resource_type);
4002 return "unrecognized";
4006 const char *debug_d3dprimitivetype(enum wined3d_primitive_type primitive_type)
4008 switch (primitive_type)
4010 #define PRIM_TO_STR(prim) case prim: return #prim
4011 PRIM_TO_STR(WINED3D_PT_UNDEFINED);
4012 PRIM_TO_STR(WINED3D_PT_POINTLIST);
4013 PRIM_TO_STR(WINED3D_PT_LINELIST);
4014 PRIM_TO_STR(WINED3D_PT_LINESTRIP);
4015 PRIM_TO_STR(WINED3D_PT_TRIANGLELIST);
4016 PRIM_TO_STR(WINED3D_PT_TRIANGLESTRIP);
4017 PRIM_TO_STR(WINED3D_PT_TRIANGLEFAN);
4018 PRIM_TO_STR(WINED3D_PT_LINELIST_ADJ);
4019 PRIM_TO_STR(WINED3D_PT_LINESTRIP_ADJ);
4020 PRIM_TO_STR(WINED3D_PT_TRIANGLELIST_ADJ);
4021 PRIM_TO_STR(WINED3D_PT_TRIANGLESTRIP_ADJ);
4022 #undef PRIM_TO_STR
4023 default:
4024 FIXME("Unrecognized %u primitive type!\n", primitive_type);
4025 return "unrecognized";
4029 const char *debug_d3drenderstate(enum wined3d_render_state state)
4031 switch (state)
4033 #define D3DSTATE_TO_STR(u) case u: return #u
4034 D3DSTATE_TO_STR(WINED3D_RS_ANTIALIAS);
4035 D3DSTATE_TO_STR(WINED3D_RS_TEXTUREPERSPECTIVE);
4036 D3DSTATE_TO_STR(WINED3D_RS_WRAPU);
4037 D3DSTATE_TO_STR(WINED3D_RS_WRAPV);
4038 D3DSTATE_TO_STR(WINED3D_RS_ZENABLE);
4039 D3DSTATE_TO_STR(WINED3D_RS_FILLMODE);
4040 D3DSTATE_TO_STR(WINED3D_RS_SHADEMODE);
4041 D3DSTATE_TO_STR(WINED3D_RS_LINEPATTERN);
4042 D3DSTATE_TO_STR(WINED3D_RS_MONOENABLE);
4043 D3DSTATE_TO_STR(WINED3D_RS_ROP2);
4044 D3DSTATE_TO_STR(WINED3D_RS_PLANEMASK);
4045 D3DSTATE_TO_STR(WINED3D_RS_ZWRITEENABLE);
4046 D3DSTATE_TO_STR(WINED3D_RS_ALPHATESTENABLE);
4047 D3DSTATE_TO_STR(WINED3D_RS_LASTPIXEL);
4048 D3DSTATE_TO_STR(WINED3D_RS_SRCBLEND);
4049 D3DSTATE_TO_STR(WINED3D_RS_DESTBLEND);
4050 D3DSTATE_TO_STR(WINED3D_RS_CULLMODE);
4051 D3DSTATE_TO_STR(WINED3D_RS_ZFUNC);
4052 D3DSTATE_TO_STR(WINED3D_RS_ALPHAREF);
4053 D3DSTATE_TO_STR(WINED3D_RS_ALPHAFUNC);
4054 D3DSTATE_TO_STR(WINED3D_RS_DITHERENABLE);
4055 D3DSTATE_TO_STR(WINED3D_RS_ALPHABLENDENABLE);
4056 D3DSTATE_TO_STR(WINED3D_RS_FOGENABLE);
4057 D3DSTATE_TO_STR(WINED3D_RS_SPECULARENABLE);
4058 D3DSTATE_TO_STR(WINED3D_RS_ZVISIBLE);
4059 D3DSTATE_TO_STR(WINED3D_RS_SUBPIXEL);
4060 D3DSTATE_TO_STR(WINED3D_RS_SUBPIXELX);
4061 D3DSTATE_TO_STR(WINED3D_RS_STIPPLEDALPHA);
4062 D3DSTATE_TO_STR(WINED3D_RS_FOGCOLOR);
4063 D3DSTATE_TO_STR(WINED3D_RS_FOGTABLEMODE);
4064 D3DSTATE_TO_STR(WINED3D_RS_FOGSTART);
4065 D3DSTATE_TO_STR(WINED3D_RS_FOGEND);
4066 D3DSTATE_TO_STR(WINED3D_RS_FOGDENSITY);
4067 D3DSTATE_TO_STR(WINED3D_RS_STIPPLEENABLE);
4068 D3DSTATE_TO_STR(WINED3D_RS_EDGEANTIALIAS);
4069 D3DSTATE_TO_STR(WINED3D_RS_COLORKEYENABLE);
4070 D3DSTATE_TO_STR(WINED3D_RS_MIPMAPLODBIAS);
4071 D3DSTATE_TO_STR(WINED3D_RS_RANGEFOGENABLE);
4072 D3DSTATE_TO_STR(WINED3D_RS_ANISOTROPY);
4073 D3DSTATE_TO_STR(WINED3D_RS_FLUSHBATCH);
4074 D3DSTATE_TO_STR(WINED3D_RS_TRANSLUCENTSORTINDEPENDENT);
4075 D3DSTATE_TO_STR(WINED3D_RS_STENCILENABLE);
4076 D3DSTATE_TO_STR(WINED3D_RS_STENCILFAIL);
4077 D3DSTATE_TO_STR(WINED3D_RS_STENCILZFAIL);
4078 D3DSTATE_TO_STR(WINED3D_RS_STENCILPASS);
4079 D3DSTATE_TO_STR(WINED3D_RS_STENCILFUNC);
4080 D3DSTATE_TO_STR(WINED3D_RS_STENCILREF);
4081 D3DSTATE_TO_STR(WINED3D_RS_STENCILMASK);
4082 D3DSTATE_TO_STR(WINED3D_RS_STENCILWRITEMASK);
4083 D3DSTATE_TO_STR(WINED3D_RS_TEXTUREFACTOR);
4084 D3DSTATE_TO_STR(WINED3D_RS_WRAP0);
4085 D3DSTATE_TO_STR(WINED3D_RS_WRAP1);
4086 D3DSTATE_TO_STR(WINED3D_RS_WRAP2);
4087 D3DSTATE_TO_STR(WINED3D_RS_WRAP3);
4088 D3DSTATE_TO_STR(WINED3D_RS_WRAP4);
4089 D3DSTATE_TO_STR(WINED3D_RS_WRAP5);
4090 D3DSTATE_TO_STR(WINED3D_RS_WRAP6);
4091 D3DSTATE_TO_STR(WINED3D_RS_WRAP7);
4092 D3DSTATE_TO_STR(WINED3D_RS_CLIPPING);
4093 D3DSTATE_TO_STR(WINED3D_RS_LIGHTING);
4094 D3DSTATE_TO_STR(WINED3D_RS_EXTENTS);
4095 D3DSTATE_TO_STR(WINED3D_RS_AMBIENT);
4096 D3DSTATE_TO_STR(WINED3D_RS_FOGVERTEXMODE);
4097 D3DSTATE_TO_STR(WINED3D_RS_COLORVERTEX);
4098 D3DSTATE_TO_STR(WINED3D_RS_LOCALVIEWER);
4099 D3DSTATE_TO_STR(WINED3D_RS_NORMALIZENORMALS);
4100 D3DSTATE_TO_STR(WINED3D_RS_COLORKEYBLENDENABLE);
4101 D3DSTATE_TO_STR(WINED3D_RS_DIFFUSEMATERIALSOURCE);
4102 D3DSTATE_TO_STR(WINED3D_RS_SPECULARMATERIALSOURCE);
4103 D3DSTATE_TO_STR(WINED3D_RS_AMBIENTMATERIALSOURCE);
4104 D3DSTATE_TO_STR(WINED3D_RS_EMISSIVEMATERIALSOURCE);
4105 D3DSTATE_TO_STR(WINED3D_RS_VERTEXBLEND);
4106 D3DSTATE_TO_STR(WINED3D_RS_CLIPPLANEENABLE);
4107 D3DSTATE_TO_STR(WINED3D_RS_SOFTWAREVERTEXPROCESSING);
4108 D3DSTATE_TO_STR(WINED3D_RS_POINTSIZE);
4109 D3DSTATE_TO_STR(WINED3D_RS_POINTSIZE_MIN);
4110 D3DSTATE_TO_STR(WINED3D_RS_POINTSPRITEENABLE);
4111 D3DSTATE_TO_STR(WINED3D_RS_POINTSCALEENABLE);
4112 D3DSTATE_TO_STR(WINED3D_RS_POINTSCALE_A);
4113 D3DSTATE_TO_STR(WINED3D_RS_POINTSCALE_B);
4114 D3DSTATE_TO_STR(WINED3D_RS_POINTSCALE_C);
4115 D3DSTATE_TO_STR(WINED3D_RS_MULTISAMPLEANTIALIAS);
4116 D3DSTATE_TO_STR(WINED3D_RS_MULTISAMPLEMASK);
4117 D3DSTATE_TO_STR(WINED3D_RS_PATCHEDGESTYLE);
4118 D3DSTATE_TO_STR(WINED3D_RS_PATCHSEGMENTS);
4119 D3DSTATE_TO_STR(WINED3D_RS_DEBUGMONITORTOKEN);
4120 D3DSTATE_TO_STR(WINED3D_RS_POINTSIZE_MAX);
4121 D3DSTATE_TO_STR(WINED3D_RS_INDEXEDVERTEXBLENDENABLE);
4122 D3DSTATE_TO_STR(WINED3D_RS_COLORWRITEENABLE);
4123 D3DSTATE_TO_STR(WINED3D_RS_TWEENFACTOR);
4124 D3DSTATE_TO_STR(WINED3D_RS_BLENDOP);
4125 D3DSTATE_TO_STR(WINED3D_RS_POSITIONDEGREE);
4126 D3DSTATE_TO_STR(WINED3D_RS_NORMALDEGREE);
4127 D3DSTATE_TO_STR(WINED3D_RS_SCISSORTESTENABLE);
4128 D3DSTATE_TO_STR(WINED3D_RS_SLOPESCALEDEPTHBIAS);
4129 D3DSTATE_TO_STR(WINED3D_RS_ANTIALIASEDLINEENABLE);
4130 D3DSTATE_TO_STR(WINED3D_RS_MINTESSELLATIONLEVEL);
4131 D3DSTATE_TO_STR(WINED3D_RS_MAXTESSELLATIONLEVEL);
4132 D3DSTATE_TO_STR(WINED3D_RS_ADAPTIVETESS_X);
4133 D3DSTATE_TO_STR(WINED3D_RS_ADAPTIVETESS_Y);
4134 D3DSTATE_TO_STR(WINED3D_RS_ADAPTIVETESS_Z);
4135 D3DSTATE_TO_STR(WINED3D_RS_ADAPTIVETESS_W);
4136 D3DSTATE_TO_STR(WINED3D_RS_ENABLEADAPTIVETESSELLATION);
4137 D3DSTATE_TO_STR(WINED3D_RS_TWOSIDEDSTENCILMODE);
4138 D3DSTATE_TO_STR(WINED3D_RS_CCW_STENCILFAIL);
4139 D3DSTATE_TO_STR(WINED3D_RS_CCW_STENCILZFAIL);
4140 D3DSTATE_TO_STR(WINED3D_RS_CCW_STENCILPASS);
4141 D3DSTATE_TO_STR(WINED3D_RS_CCW_STENCILFUNC);
4142 D3DSTATE_TO_STR(WINED3D_RS_COLORWRITEENABLE1);
4143 D3DSTATE_TO_STR(WINED3D_RS_COLORWRITEENABLE2);
4144 D3DSTATE_TO_STR(WINED3D_RS_COLORWRITEENABLE3);
4145 D3DSTATE_TO_STR(WINED3D_RS_BLENDFACTOR);
4146 D3DSTATE_TO_STR(WINED3D_RS_SRGBWRITEENABLE);
4147 D3DSTATE_TO_STR(WINED3D_RS_DEPTHBIAS);
4148 D3DSTATE_TO_STR(WINED3D_RS_WRAP8);
4149 D3DSTATE_TO_STR(WINED3D_RS_WRAP9);
4150 D3DSTATE_TO_STR(WINED3D_RS_WRAP10);
4151 D3DSTATE_TO_STR(WINED3D_RS_WRAP11);
4152 D3DSTATE_TO_STR(WINED3D_RS_WRAP12);
4153 D3DSTATE_TO_STR(WINED3D_RS_WRAP13);
4154 D3DSTATE_TO_STR(WINED3D_RS_WRAP14);
4155 D3DSTATE_TO_STR(WINED3D_RS_WRAP15);
4156 D3DSTATE_TO_STR(WINED3D_RS_SEPARATEALPHABLENDENABLE);
4157 D3DSTATE_TO_STR(WINED3D_RS_SRCBLENDALPHA);
4158 D3DSTATE_TO_STR(WINED3D_RS_DESTBLENDALPHA);
4159 D3DSTATE_TO_STR(WINED3D_RS_BLENDOPALPHA);
4160 #undef D3DSTATE_TO_STR
4161 default:
4162 FIXME("Unrecognized %u render state!\n", state);
4163 return "unrecognized";
4167 const char *debug_d3dsamplerstate(enum wined3d_sampler_state state)
4169 switch (state)
4171 #define D3DSTATE_TO_STR(u) case u: return #u
4172 D3DSTATE_TO_STR(WINED3D_SAMP_BORDER_COLOR);
4173 D3DSTATE_TO_STR(WINED3D_SAMP_ADDRESS_U);
4174 D3DSTATE_TO_STR(WINED3D_SAMP_ADDRESS_V);
4175 D3DSTATE_TO_STR(WINED3D_SAMP_ADDRESS_W);
4176 D3DSTATE_TO_STR(WINED3D_SAMP_MAG_FILTER);
4177 D3DSTATE_TO_STR(WINED3D_SAMP_MIN_FILTER);
4178 D3DSTATE_TO_STR(WINED3D_SAMP_MIP_FILTER);
4179 D3DSTATE_TO_STR(WINED3D_SAMP_MIPMAP_LOD_BIAS);
4180 D3DSTATE_TO_STR(WINED3D_SAMP_MAX_MIP_LEVEL);
4181 D3DSTATE_TO_STR(WINED3D_SAMP_MAX_ANISOTROPY);
4182 D3DSTATE_TO_STR(WINED3D_SAMP_SRGB_TEXTURE);
4183 D3DSTATE_TO_STR(WINED3D_SAMP_ELEMENT_INDEX);
4184 D3DSTATE_TO_STR(WINED3D_SAMP_DMAP_OFFSET);
4185 #undef D3DSTATE_TO_STR
4186 default:
4187 FIXME("Unrecognized %u sampler state!\n", state);
4188 return "unrecognized";
4192 const char *debug_d3dtexturefiltertype(enum wined3d_texture_filter_type filter_type)
4194 switch (filter_type)
4196 #define D3DTEXTUREFILTERTYPE_TO_STR(u) case u: return #u
4197 D3DTEXTUREFILTERTYPE_TO_STR(WINED3D_TEXF_NONE);
4198 D3DTEXTUREFILTERTYPE_TO_STR(WINED3D_TEXF_POINT);
4199 D3DTEXTUREFILTERTYPE_TO_STR(WINED3D_TEXF_LINEAR);
4200 D3DTEXTUREFILTERTYPE_TO_STR(WINED3D_TEXF_ANISOTROPIC);
4201 D3DTEXTUREFILTERTYPE_TO_STR(WINED3D_TEXF_FLAT_CUBIC);
4202 D3DTEXTUREFILTERTYPE_TO_STR(WINED3D_TEXF_GAUSSIAN_CUBIC);
4203 D3DTEXTUREFILTERTYPE_TO_STR(WINED3D_TEXF_PYRAMIDAL_QUAD);
4204 D3DTEXTUREFILTERTYPE_TO_STR(WINED3D_TEXF_GAUSSIAN_QUAD);
4205 #undef D3DTEXTUREFILTERTYPE_TO_STR
4206 default:
4207 FIXME("Unrecognized texture filter type 0x%08x.\n", filter_type);
4208 return "unrecognized";
4212 const char *debug_d3dtexturestate(enum wined3d_texture_stage_state state)
4214 switch (state)
4216 #define D3DSTATE_TO_STR(u) case u: return #u
4217 D3DSTATE_TO_STR(WINED3D_TSS_COLOR_OP);
4218 D3DSTATE_TO_STR(WINED3D_TSS_COLOR_ARG1);
4219 D3DSTATE_TO_STR(WINED3D_TSS_COLOR_ARG2);
4220 D3DSTATE_TO_STR(WINED3D_TSS_ALPHA_OP);
4221 D3DSTATE_TO_STR(WINED3D_TSS_ALPHA_ARG1);
4222 D3DSTATE_TO_STR(WINED3D_TSS_ALPHA_ARG2);
4223 D3DSTATE_TO_STR(WINED3D_TSS_BUMPENV_MAT00);
4224 D3DSTATE_TO_STR(WINED3D_TSS_BUMPENV_MAT01);
4225 D3DSTATE_TO_STR(WINED3D_TSS_BUMPENV_MAT10);
4226 D3DSTATE_TO_STR(WINED3D_TSS_BUMPENV_MAT11);
4227 D3DSTATE_TO_STR(WINED3D_TSS_TEXCOORD_INDEX);
4228 D3DSTATE_TO_STR(WINED3D_TSS_BUMPENV_LSCALE);
4229 D3DSTATE_TO_STR(WINED3D_TSS_BUMPENV_LOFFSET);
4230 D3DSTATE_TO_STR(WINED3D_TSS_TEXTURE_TRANSFORM_FLAGS);
4231 D3DSTATE_TO_STR(WINED3D_TSS_COLOR_ARG0);
4232 D3DSTATE_TO_STR(WINED3D_TSS_ALPHA_ARG0);
4233 D3DSTATE_TO_STR(WINED3D_TSS_RESULT_ARG);
4234 D3DSTATE_TO_STR(WINED3D_TSS_CONSTANT);
4235 #undef D3DSTATE_TO_STR
4236 default:
4237 FIXME("Unrecognized %u texture state!\n", state);
4238 return "unrecognized";
4242 const char *debug_d3dtop(enum wined3d_texture_op d3dtop)
4244 switch (d3dtop)
4246 #define D3DTOP_TO_STR(u) case u: return #u
4247 D3DTOP_TO_STR(WINED3D_TOP_DISABLE);
4248 D3DTOP_TO_STR(WINED3D_TOP_SELECT_ARG1);
4249 D3DTOP_TO_STR(WINED3D_TOP_SELECT_ARG2);
4250 D3DTOP_TO_STR(WINED3D_TOP_MODULATE);
4251 D3DTOP_TO_STR(WINED3D_TOP_MODULATE_2X);
4252 D3DTOP_TO_STR(WINED3D_TOP_MODULATE_4X);
4253 D3DTOP_TO_STR(WINED3D_TOP_ADD);
4254 D3DTOP_TO_STR(WINED3D_TOP_ADD_SIGNED);
4255 D3DTOP_TO_STR(WINED3D_TOP_ADD_SIGNED_2X);
4256 D3DTOP_TO_STR(WINED3D_TOP_SUBTRACT);
4257 D3DTOP_TO_STR(WINED3D_TOP_ADD_SMOOTH);
4258 D3DTOP_TO_STR(WINED3D_TOP_BLEND_DIFFUSE_ALPHA);
4259 D3DTOP_TO_STR(WINED3D_TOP_BLEND_TEXTURE_ALPHA);
4260 D3DTOP_TO_STR(WINED3D_TOP_BLEND_FACTOR_ALPHA);
4261 D3DTOP_TO_STR(WINED3D_TOP_BLEND_TEXTURE_ALPHA_PM);
4262 D3DTOP_TO_STR(WINED3D_TOP_BLEND_CURRENT_ALPHA);
4263 D3DTOP_TO_STR(WINED3D_TOP_PREMODULATE);
4264 D3DTOP_TO_STR(WINED3D_TOP_MODULATE_ALPHA_ADD_COLOR);
4265 D3DTOP_TO_STR(WINED3D_TOP_MODULATE_COLOR_ADD_ALPHA);
4266 D3DTOP_TO_STR(WINED3D_TOP_MODULATE_INVALPHA_ADD_COLOR);
4267 D3DTOP_TO_STR(WINED3D_TOP_MODULATE_INVCOLOR_ADD_ALPHA);
4268 D3DTOP_TO_STR(WINED3D_TOP_BUMPENVMAP);
4269 D3DTOP_TO_STR(WINED3D_TOP_BUMPENVMAP_LUMINANCE);
4270 D3DTOP_TO_STR(WINED3D_TOP_DOTPRODUCT3);
4271 D3DTOP_TO_STR(WINED3D_TOP_MULTIPLY_ADD);
4272 D3DTOP_TO_STR(WINED3D_TOP_LERP);
4273 #undef D3DTOP_TO_STR
4274 default:
4275 FIXME("Unrecognized texture op %#x.\n", d3dtop);
4276 return "unrecognized";
4280 const char *debug_d3dtstype(enum wined3d_transform_state tstype)
4282 switch (tstype)
4284 #define TSTYPE_TO_STR(tstype) case tstype: return #tstype
4285 TSTYPE_TO_STR(WINED3D_TS_VIEW);
4286 TSTYPE_TO_STR(WINED3D_TS_PROJECTION);
4287 TSTYPE_TO_STR(WINED3D_TS_TEXTURE0);
4288 TSTYPE_TO_STR(WINED3D_TS_TEXTURE1);
4289 TSTYPE_TO_STR(WINED3D_TS_TEXTURE2);
4290 TSTYPE_TO_STR(WINED3D_TS_TEXTURE3);
4291 TSTYPE_TO_STR(WINED3D_TS_TEXTURE4);
4292 TSTYPE_TO_STR(WINED3D_TS_TEXTURE5);
4293 TSTYPE_TO_STR(WINED3D_TS_TEXTURE6);
4294 TSTYPE_TO_STR(WINED3D_TS_TEXTURE7);
4295 TSTYPE_TO_STR(WINED3D_TS_WORLD_MATRIX(0));
4296 TSTYPE_TO_STR(WINED3D_TS_WORLD_MATRIX(1));
4297 TSTYPE_TO_STR(WINED3D_TS_WORLD_MATRIX(2));
4298 TSTYPE_TO_STR(WINED3D_TS_WORLD_MATRIX(3));
4299 #undef TSTYPE_TO_STR
4300 default:
4301 if (tstype > 256 && tstype < 512)
4303 FIXME("WINED3D_TS_WORLD_MATRIX(%u). 1..255 not currently supported.\n", tstype);
4304 return ("WINED3D_TS_WORLD_MATRIX > 0");
4306 FIXME("Unrecognized transform state %#x.\n", tstype);
4307 return "unrecognized";
4311 const char *debug_shader_type(enum wined3d_shader_type type)
4313 switch(type)
4315 #define WINED3D_TO_STR(type) case type: return #type
4316 WINED3D_TO_STR(WINED3D_SHADER_TYPE_PIXEL);
4317 WINED3D_TO_STR(WINED3D_SHADER_TYPE_VERTEX);
4318 WINED3D_TO_STR(WINED3D_SHADER_TYPE_GEOMETRY);
4319 WINED3D_TO_STR(WINED3D_SHADER_TYPE_HULL);
4320 WINED3D_TO_STR(WINED3D_SHADER_TYPE_DOMAIN);
4321 WINED3D_TO_STR(WINED3D_SHADER_TYPE_COMPUTE);
4322 #undef WINED3D_TO_STR
4323 default:
4324 FIXME("Unrecognized shader type %#x.\n", type);
4325 return "unrecognized";
4329 const char *debug_d3dstate(DWORD state)
4331 if (STATE_IS_RENDER(state))
4332 return wine_dbg_sprintf("STATE_RENDER(%s)", debug_d3drenderstate(state - STATE_RENDER(0)));
4333 if (STATE_IS_TEXTURESTAGE(state))
4335 DWORD texture_stage = (state - STATE_TEXTURESTAGE(0, 0)) / (WINED3D_HIGHEST_TEXTURE_STATE + 1);
4336 DWORD texture_state = state - STATE_TEXTURESTAGE(texture_stage, 0);
4337 return wine_dbg_sprintf("STATE_TEXTURESTAGE(%#x, %s)",
4338 texture_stage, debug_d3dtexturestate(texture_state));
4340 if (STATE_IS_SAMPLER(state))
4341 return wine_dbg_sprintf("STATE_SAMPLER(%#x)", state - STATE_SAMPLER(0));
4342 if (STATE_IS_SHADER(state))
4343 return wine_dbg_sprintf("STATE_SHADER(%s)", debug_shader_type(state - STATE_SHADER(0)));
4344 if (STATE_IS_CONSTANT_BUFFER(state))
4345 return wine_dbg_sprintf("STATE_CONSTANT_BUFFER(%s)", debug_shader_type(state - STATE_CONSTANT_BUFFER(0)));
4346 if (STATE_IS_SHADER_RESOURCE_BINDING(state))
4347 return "STATE_SHADER_RESOURCE_BINDING";
4348 if (STATE_IS_TRANSFORM(state))
4349 return wine_dbg_sprintf("STATE_TRANSFORM(%s)", debug_d3dtstype(state - STATE_TRANSFORM(0)));
4350 if (STATE_IS_STREAMSRC(state))
4351 return "STATE_STREAMSRC";
4352 if (STATE_IS_INDEXBUFFER(state))
4353 return "STATE_INDEXBUFFER";
4354 if (STATE_IS_VDECL(state))
4355 return "STATE_VDECL";
4356 if (STATE_IS_VIEWPORT(state))
4357 return "STATE_VIEWPORT";
4358 if (STATE_IS_LIGHT_TYPE(state))
4359 return "STATE_LIGHT_TYPE";
4360 if (STATE_IS_ACTIVELIGHT(state))
4361 return wine_dbg_sprintf("STATE_ACTIVELIGHT(%#x)", state - STATE_ACTIVELIGHT(0));
4362 if (STATE_IS_SCISSORRECT(state))
4363 return "STATE_SCISSORRECT";
4364 if (STATE_IS_CLIPPLANE(state))
4365 return wine_dbg_sprintf("STATE_CLIPPLANE(%#x)", state - STATE_CLIPPLANE(0));
4366 if (STATE_IS_MATERIAL(state))
4367 return "STATE_MATERIAL";
4368 if (STATE_IS_FRONTFACE(state))
4369 return "STATE_FRONTFACE";
4370 if (STATE_IS_POINTSPRITECOORDORIGIN(state))
4371 return "STATE_POINTSPRITECOORDORIGIN";
4372 if (STATE_IS_BASEVERTEXINDEX(state))
4373 return "STATE_BASEVERTEXINDEX";
4374 if (STATE_IS_FRAMEBUFFER(state))
4375 return "STATE_FRAMEBUFFER";
4376 if (STATE_IS_POINT_ENABLE(state))
4377 return "STATE_POINT_ENABLE";
4378 if (STATE_IS_COLOR_KEY(state))
4379 return "STATE_COLOR_KEY";
4381 return wine_dbg_sprintf("UNKNOWN_STATE(%#x)", state);
4384 const char *debug_d3dpool(enum wined3d_pool pool)
4386 switch (pool)
4388 #define POOL_TO_STR(p) case p: return #p
4389 POOL_TO_STR(WINED3D_POOL_DEFAULT);
4390 POOL_TO_STR(WINED3D_POOL_MANAGED);
4391 POOL_TO_STR(WINED3D_POOL_SYSTEM_MEM);
4392 POOL_TO_STR(WINED3D_POOL_SCRATCH);
4393 #undef POOL_TO_STR
4394 default:
4395 FIXME("Unrecognized pool %#x.\n", pool);
4396 return "unrecognized";
4400 const char *debug_fboattachment(GLenum attachment)
4402 switch(attachment)
4404 #define WINED3D_TO_STR(x) case x: return #x
4405 WINED3D_TO_STR(GL_COLOR_ATTACHMENT0);
4406 WINED3D_TO_STR(GL_COLOR_ATTACHMENT1);
4407 WINED3D_TO_STR(GL_COLOR_ATTACHMENT2);
4408 WINED3D_TO_STR(GL_COLOR_ATTACHMENT3);
4409 WINED3D_TO_STR(GL_COLOR_ATTACHMENT4);
4410 WINED3D_TO_STR(GL_COLOR_ATTACHMENT5);
4411 WINED3D_TO_STR(GL_COLOR_ATTACHMENT6);
4412 WINED3D_TO_STR(GL_COLOR_ATTACHMENT7);
4413 WINED3D_TO_STR(GL_COLOR_ATTACHMENT8);
4414 WINED3D_TO_STR(GL_COLOR_ATTACHMENT9);
4415 WINED3D_TO_STR(GL_COLOR_ATTACHMENT10);
4416 WINED3D_TO_STR(GL_COLOR_ATTACHMENT11);
4417 WINED3D_TO_STR(GL_COLOR_ATTACHMENT12);
4418 WINED3D_TO_STR(GL_COLOR_ATTACHMENT13);
4419 WINED3D_TO_STR(GL_COLOR_ATTACHMENT14);
4420 WINED3D_TO_STR(GL_COLOR_ATTACHMENT15);
4421 WINED3D_TO_STR(GL_DEPTH_ATTACHMENT);
4422 WINED3D_TO_STR(GL_STENCIL_ATTACHMENT);
4423 #undef WINED3D_TO_STR
4424 default:
4425 return wine_dbg_sprintf("Unknown FBO attachment %#x", attachment);
4429 const char *debug_fbostatus(GLenum status) {
4430 switch(status) {
4431 #define FBOSTATUS_TO_STR(u) case u: return #u
4432 FBOSTATUS_TO_STR(GL_FRAMEBUFFER_COMPLETE);
4433 FBOSTATUS_TO_STR(GL_FRAMEBUFFER_INCOMPLETE_ATTACHMENT);
4434 FBOSTATUS_TO_STR(GL_FRAMEBUFFER_INCOMPLETE_MISSING_ATTACHMENT);
4435 FBOSTATUS_TO_STR(GL_FRAMEBUFFER_INCOMPLETE_DIMENSIONS_EXT);
4436 FBOSTATUS_TO_STR(GL_FRAMEBUFFER_INCOMPLETE_FORMATS_EXT);
4437 FBOSTATUS_TO_STR(GL_FRAMEBUFFER_INCOMPLETE_DRAW_BUFFER);
4438 FBOSTATUS_TO_STR(GL_FRAMEBUFFER_INCOMPLETE_READ_BUFFER);
4439 FBOSTATUS_TO_STR(GL_FRAMEBUFFER_INCOMPLETE_MULTISAMPLE);
4440 FBOSTATUS_TO_STR(GL_FRAMEBUFFER_INCOMPLETE_LAYER_TARGETS);
4441 FBOSTATUS_TO_STR(GL_FRAMEBUFFER_INCOMPLETE_LAYER_COUNT_ARB);
4442 FBOSTATUS_TO_STR(GL_FRAMEBUFFER_UNSUPPORTED);
4443 FBOSTATUS_TO_STR(GL_FRAMEBUFFER_UNDEFINED);
4444 #undef FBOSTATUS_TO_STR
4445 default:
4446 FIXME("Unrecognized FBO status 0x%08x.\n", status);
4447 return "unrecognized";
4451 const char *debug_glerror(GLenum error) {
4452 switch(error) {
4453 #define GLERROR_TO_STR(u) case u: return #u
4454 GLERROR_TO_STR(GL_NO_ERROR);
4455 GLERROR_TO_STR(GL_INVALID_ENUM);
4456 GLERROR_TO_STR(GL_INVALID_VALUE);
4457 GLERROR_TO_STR(GL_INVALID_OPERATION);
4458 GLERROR_TO_STR(GL_STACK_OVERFLOW);
4459 GLERROR_TO_STR(GL_STACK_UNDERFLOW);
4460 GLERROR_TO_STR(GL_OUT_OF_MEMORY);
4461 GLERROR_TO_STR(GL_INVALID_FRAMEBUFFER_OPERATION);
4462 #undef GLERROR_TO_STR
4463 default:
4464 FIXME("Unrecognized GL error 0x%08x.\n", error);
4465 return "unrecognized";
4469 static const char *debug_fixup_channel_source(enum fixup_channel_source source)
4471 switch(source)
4473 #define WINED3D_TO_STR(x) case x: return #x
4474 WINED3D_TO_STR(CHANNEL_SOURCE_ZERO);
4475 WINED3D_TO_STR(CHANNEL_SOURCE_ONE);
4476 WINED3D_TO_STR(CHANNEL_SOURCE_X);
4477 WINED3D_TO_STR(CHANNEL_SOURCE_Y);
4478 WINED3D_TO_STR(CHANNEL_SOURCE_Z);
4479 WINED3D_TO_STR(CHANNEL_SOURCE_W);
4480 WINED3D_TO_STR(CHANNEL_SOURCE_COMPLEX0);
4481 WINED3D_TO_STR(CHANNEL_SOURCE_COMPLEX1);
4482 #undef WINED3D_TO_STR
4483 default:
4484 FIXME("Unrecognized fixup_channel_source %#x\n", source);
4485 return "unrecognized";
4489 static const char *debug_complex_fixup(enum complex_fixup fixup)
4491 switch(fixup)
4493 #define WINED3D_TO_STR(x) case x: return #x
4494 WINED3D_TO_STR(COMPLEX_FIXUP_YUY2);
4495 WINED3D_TO_STR(COMPLEX_FIXUP_UYVY);
4496 WINED3D_TO_STR(COMPLEX_FIXUP_YV12);
4497 WINED3D_TO_STR(COMPLEX_FIXUP_NV12);
4498 WINED3D_TO_STR(COMPLEX_FIXUP_P8);
4499 #undef WINED3D_TO_STR
4500 default:
4501 FIXME("Unrecognized complex fixup %#x\n", fixup);
4502 return "unrecognized";
4506 void dump_color_fixup_desc(struct color_fixup_desc fixup)
4508 if (is_complex_fixup(fixup))
4510 TRACE("\tComplex: %s\n", debug_complex_fixup(get_complex_fixup(fixup)));
4511 return;
4514 TRACE("\tX: %s%s\n", debug_fixup_channel_source(fixup.x_source), fixup.x_sign_fixup ? ", SIGN_FIXUP" : "");
4515 TRACE("\tY: %s%s\n", debug_fixup_channel_source(fixup.y_source), fixup.y_sign_fixup ? ", SIGN_FIXUP" : "");
4516 TRACE("\tZ: %s%s\n", debug_fixup_channel_source(fixup.z_source), fixup.z_sign_fixup ? ", SIGN_FIXUP" : "");
4517 TRACE("\tW: %s%s\n", debug_fixup_channel_source(fixup.w_source), fixup.w_sign_fixup ? ", SIGN_FIXUP" : "");
4520 BOOL is_invalid_op(const struct wined3d_state *state, int stage,
4521 enum wined3d_texture_op op, DWORD arg1, DWORD arg2, DWORD arg3)
4523 if (op == WINED3D_TOP_DISABLE)
4524 return FALSE;
4525 if (state->textures[stage])
4526 return FALSE;
4528 if ((arg1 & WINED3DTA_SELECTMASK) == WINED3DTA_TEXTURE
4529 && op != WINED3D_TOP_SELECT_ARG2)
4530 return TRUE;
4531 if ((arg2 & WINED3DTA_SELECTMASK) == WINED3DTA_TEXTURE
4532 && op != WINED3D_TOP_SELECT_ARG1)
4533 return TRUE;
4534 if ((arg3 & WINED3DTA_SELECTMASK) == WINED3DTA_TEXTURE
4535 && (op == WINED3D_TOP_MULTIPLY_ADD || op == WINED3D_TOP_LERP))
4536 return TRUE;
4538 return FALSE;
4541 void get_identity_matrix(struct wined3d_matrix *mat)
4543 static const struct wined3d_matrix identity =
4545 1.0f, 0.0f, 0.0f, 0.0f,
4546 0.0f, 1.0f, 0.0f, 0.0f,
4547 0.0f, 0.0f, 1.0f, 0.0f,
4548 0.0f, 0.0f, 0.0f, 1.0f,
4551 *mat = identity;
4554 void get_modelview_matrix(const struct wined3d_context *context, const struct wined3d_state *state,
4555 unsigned int index, struct wined3d_matrix *mat)
4557 if (context->last_was_rhw)
4558 get_identity_matrix(mat);
4559 else
4560 multiply_matrix(mat, &state->transforms[WINED3D_TS_VIEW], &state->transforms[WINED3D_TS_WORLD_MATRIX(index)]);
4563 void get_projection_matrix(const struct wined3d_context *context, const struct wined3d_state *state,
4564 struct wined3d_matrix *mat)
4566 BOOL clip_control = context->gl_info->supported[ARB_CLIP_CONTROL];
4567 BOOL flip = !clip_control && context->render_offscreen;
4568 float center_offset;
4570 /* There are a couple of additional things we have to take into account
4571 * here besides the projection transformation itself:
4572 * - We need to flip along the y-axis in case of offscreen rendering.
4573 * - OpenGL Z range is {-Wc,...,Wc} while D3D Z range is {0,...,Wc}.
4574 * - <= D3D9 coordinates refer to pixel centers while GL coordinates
4575 * refer to pixel corners.
4576 * - D3D has a top-left filling convention. We need to maintain this
4577 * even after the y-flip mentioned above.
4578 * In order to handle the last two points, we translate by
4579 * (63.0 / 128.0) / VPw and (63.0 / 128.0) / VPh. This is equivalent to
4580 * translating slightly less than half a pixel. We want the difference to
4581 * be large enough that it doesn't get lost due to rounding inside the
4582 * driver, but small enough to prevent it from interfering with any
4583 * anti-aliasing. */
4585 if (!clip_control && context->d3d_info->wined3d_creation_flags & WINED3D_PIXEL_CENTER_INTEGER)
4586 center_offset = 63.0f / 64.0f;
4587 else
4588 center_offset = -1.0f / 64.0f;
4590 if (context->last_was_rhw)
4592 /* Transform D3D RHW coordinates to OpenGL clip coordinates. */
4593 float x = state->viewport.x;
4594 float y = state->viewport.y;
4595 float w = state->viewport.width;
4596 float h = state->viewport.height;
4597 float x_scale = 2.0f / w;
4598 float x_offset = (center_offset - (2.0f * x) - w) / w;
4599 float y_scale = flip ? 2.0f / h : 2.0f / -h;
4600 float y_offset = flip
4601 ? (center_offset - (2.0f * y) - h) / h
4602 : (center_offset - (2.0f * y) - h) / -h;
4603 enum wined3d_depth_buffer_type zenable = state->fb->depth_stencil ?
4604 state->render_states[WINED3D_RS_ZENABLE] : WINED3D_ZB_FALSE;
4605 float z_scale = zenable ? clip_control ? 1.0f : 2.0f : 0.0f;
4606 float z_offset = zenable ? clip_control ? 0.0f : -1.0f : 0.0f;
4607 const struct wined3d_matrix projection =
4609 x_scale, 0.0f, 0.0f, 0.0f,
4610 0.0f, y_scale, 0.0f, 0.0f,
4611 0.0f, 0.0f, z_scale, 0.0f,
4612 x_offset, y_offset, z_offset, 1.0f,
4615 *mat = projection;
4617 else
4619 float y_scale = flip ? -1.0f : 1.0f;
4620 float x_offset = center_offset / state->viewport.width;
4621 float y_offset = flip
4622 ? center_offset / state->viewport.height
4623 : -center_offset / state->viewport.height;
4624 float z_scale = clip_control ? 1.0f : 2.0f;
4625 float z_offset = clip_control ? 0.0f : -1.0f;
4626 const struct wined3d_matrix projection =
4628 1.0f, 0.0f, 0.0f, 0.0f,
4629 0.0f, y_scale, 0.0f, 0.0f,
4630 0.0f, 0.0f, z_scale, 0.0f,
4631 x_offset, y_offset, z_offset, 1.0f,
4634 multiply_matrix(mat, &projection, &state->transforms[WINED3D_TS_PROJECTION]);
4638 /* Setup this textures matrix according to the texture flags. */
4639 static void compute_texture_matrix(const struct wined3d_gl_info *gl_info, const struct wined3d_matrix *matrix,
4640 DWORD flags, BOOL calculated_coords, BOOL transformed, enum wined3d_format_id format_id,
4641 BOOL ffp_proj_control, struct wined3d_matrix *out_matrix)
4643 struct wined3d_matrix mat;
4645 if (flags == WINED3D_TTFF_DISABLE || flags == WINED3D_TTFF_COUNT1 || transformed)
4647 get_identity_matrix(out_matrix);
4648 return;
4651 if (flags == (WINED3D_TTFF_COUNT1 | WINED3D_TTFF_PROJECTED))
4653 ERR("Invalid texture transform flags: WINED3D_TTFF_COUNT1 | WINED3D_TTFF_PROJECTED.\n");
4654 return;
4657 mat = *matrix;
4659 if (flags & WINED3D_TTFF_PROJECTED)
4661 if (!ffp_proj_control)
4663 switch (flags & ~WINED3D_TTFF_PROJECTED)
4665 case WINED3D_TTFF_COUNT2:
4666 mat._14 = mat._12;
4667 mat._24 = mat._22;
4668 mat._34 = mat._32;
4669 mat._44 = mat._42;
4670 mat._12 = mat._22 = mat._32 = mat._42 = 0.0f;
4671 break;
4672 case WINED3D_TTFF_COUNT3:
4673 mat._14 = mat._13;
4674 mat._24 = mat._23;
4675 mat._34 = mat._33;
4676 mat._44 = mat._43;
4677 mat._13 = mat._23 = mat._33 = mat._43 = 0.0f;
4678 break;
4682 else
4684 /* Under Direct3D the R/Z coord can be used for translation, under
4685 * OpenGL we use the Q coord instead. */
4686 if (!calculated_coords)
4688 switch (format_id)
4690 /* Direct3D passes the default 1.0 in the 2nd coord, while GL
4691 * passes it in the 4th. Swap 2nd and 4th coord. No need to
4692 * store the value of mat._41 in mat._21 because the input
4693 * value to the transformation will be 0, so the matrix value
4694 * is irrelevant. */
4695 case WINED3DFMT_R32_FLOAT:
4696 mat._41 = mat._21;
4697 mat._42 = mat._22;
4698 mat._43 = mat._23;
4699 mat._44 = mat._24;
4700 break;
4701 /* See above, just 3rd and 4th coord. */
4702 case WINED3DFMT_R32G32_FLOAT:
4703 mat._41 = mat._31;
4704 mat._42 = mat._32;
4705 mat._43 = mat._33;
4706 mat._44 = mat._34;
4707 break;
4708 case WINED3DFMT_R32G32B32_FLOAT: /* Opengl defaults match dx defaults */
4709 case WINED3DFMT_R32G32B32A32_FLOAT: /* No defaults apply, all app defined */
4711 /* This is to prevent swapping the matrix lines and put the default 4th coord = 1.0
4712 * into a bad place. The division elimination below will apply to make sure the
4713 * 1.0 doesn't do anything bad. The caller will set this value if the stride is 0
4715 case WINED3DFMT_UNKNOWN: /* No texture coords, 0/0/0/1 defaults are passed */
4716 break;
4717 default:
4718 FIXME("Unexpected fixed function texture coord input\n");
4721 if (!ffp_proj_control)
4723 switch (flags & ~WINED3D_TTFF_PROJECTED)
4725 /* case WINED3D_TTFF_COUNT1: Won't ever get here. */
4726 case WINED3D_TTFF_COUNT2:
4727 mat._13 = mat._23 = mat._33 = mat._43 = 0.0f;
4728 /* OpenGL divides the first 3 vertex coordinates by the 4th by
4729 * default, which is essentially the same as D3DTTFF_PROJECTED.
4730 * Make sure that the 4th coordinate evaluates to 1.0 to
4731 * eliminate that.
4733 * If the fixed function pipeline is used, the 4th value
4734 * remains unused, so there is no danger in doing this. With
4735 * vertex shaders we have a problem. Should an application hit
4736 * that problem, the code here would have to check for pixel
4737 * shaders, and the shader has to undo the default GL divide.
4739 * A more serious problem occurs if the application passes 4
4740 * coordinates in, and the 4th is != 1.0 (OpenGL default).
4741 * This would have to be fixed with immediate mode draws. */
4742 default:
4743 mat._14 = mat._24 = mat._34 = 0.0f; mat._44 = 1.0f;
4748 *out_matrix = mat;
4751 void get_texture_matrix(const struct wined3d_context *context, const struct wined3d_state *state,
4752 unsigned int tex, struct wined3d_matrix *mat)
4754 const struct wined3d_device *device = context->device;
4755 const struct wined3d_gl_info *gl_info = context->gl_info;
4756 BOOL generated = (state->texture_states[tex][WINED3D_TSS_TEXCOORD_INDEX] & 0xffff0000)
4757 != WINED3DTSS_TCI_PASSTHRU;
4758 unsigned int coord_idx = min(state->texture_states[tex][WINED3D_TSS_TEXCOORD_INDEX & 0x0000ffff],
4759 MAX_TEXTURES - 1);
4761 compute_texture_matrix(gl_info, &state->transforms[WINED3D_TS_TEXTURE0 + tex],
4762 state->texture_states[tex][WINED3D_TSS_TEXTURE_TRANSFORM_FLAGS],
4763 generated, context->last_was_rhw,
4764 context->stream_info.use_map & (1u << (WINED3D_FFP_TEXCOORD0 + coord_idx))
4765 ? context->stream_info.elements[WINED3D_FFP_TEXCOORD0 + coord_idx].format->id
4766 : WINED3DFMT_UNKNOWN,
4767 device->shader_backend->shader_has_ffp_proj_control(device->shader_priv), mat);
4769 if ((context->lastWasPow2Texture & (1u << tex)) && state->textures[tex])
4771 if (generated)
4772 FIXME("Non-power-of-two texture being used with generated texture coords.\n");
4773 /* NP2 texcoord fixup is implemented for pixelshaders so only enable the
4774 * fixed-function-pipeline fixup via pow2Matrix when no PS is used. */
4775 if (!use_ps(state))
4777 TRACE("Non-power-of-two texture matrix multiply fixup.\n");
4778 multiply_matrix(mat, mat, (struct wined3d_matrix *)state->textures[tex]->pow2_matrix);
4783 void get_pointsize_minmax(const struct wined3d_context *context, const struct wined3d_state *state,
4784 float *out_min, float *out_max)
4786 union
4788 DWORD d;
4789 float f;
4790 } min, max;
4792 min.d = state->render_states[WINED3D_RS_POINTSIZE_MIN];
4793 max.d = state->render_states[WINED3D_RS_POINTSIZE_MAX];
4795 if (min.f > max.f)
4796 min.f = max.f;
4798 *out_min = min.f;
4799 *out_max = max.f;
4802 void get_pointsize(const struct wined3d_context *context, const struct wined3d_state *state,
4803 float *out_pointsize, float *out_att)
4805 /* POINTSCALEENABLE controls how point size value is treated. If set to
4806 * true, the point size is scaled with respect to height of viewport.
4807 * When set to false point size is in pixels. */
4808 union
4810 DWORD d;
4811 float f;
4812 } pointsize, a, b, c;
4814 out_att[0] = 1.0f;
4815 out_att[1] = 0.0f;
4816 out_att[2] = 0.0f;
4818 pointsize.d = state->render_states[WINED3D_RS_POINTSIZE];
4819 a.d = state->render_states[WINED3D_RS_POINTSCALE_A];
4820 b.d = state->render_states[WINED3D_RS_POINTSCALE_B];
4821 c.d = state->render_states[WINED3D_RS_POINTSCALE_C];
4823 if (state->render_states[WINED3D_RS_POINTSCALEENABLE])
4825 float scale_factor = state->viewport.height * state->viewport.height;
4827 out_att[0] = a.f / scale_factor;
4828 out_att[1] = b.f / scale_factor;
4829 out_att[2] = c.f / scale_factor;
4831 *out_pointsize = pointsize.f;
4834 void get_fog_start_end(const struct wined3d_context *context, const struct wined3d_state *state,
4835 float *start, float *end)
4837 union
4839 DWORD d;
4840 float f;
4841 } tmpvalue;
4843 switch (context->fog_source)
4845 case FOGSOURCE_VS:
4846 *start = 1.0f;
4847 *end = 0.0f;
4848 break;
4850 case FOGSOURCE_COORD:
4851 *start = 255.0f;
4852 *end = 0.0f;
4853 break;
4855 case FOGSOURCE_FFP:
4856 tmpvalue.d = state->render_states[WINED3D_RS_FOGSTART];
4857 *start = tmpvalue.f;
4858 tmpvalue.d = state->render_states[WINED3D_RS_FOGEND];
4859 *end = tmpvalue.f;
4860 /* Special handling for fog_start == fog_end. In d3d with vertex
4861 * fog, everything is fogged. With table fog, everything with
4862 * fog_coord < fog_start is unfogged, and fog_coord > fog_start
4863 * is fogged. Windows drivers disagree when fog_coord == fog_start. */
4864 if (state->render_states[WINED3D_RS_FOGTABLEMODE] == WINED3D_FOG_NONE && *start == *end)
4866 *start = -INFINITY;
4867 *end = 0.0f;
4869 break;
4871 default:
4872 /* This should not happen, context->fog_source is set in wined3d, not the app. */
4873 ERR("Unexpected fog coordinate source.\n");
4874 *start = 0.0f;
4875 *end = 0.0f;
4879 /* Note: It's the caller's responsibility to ensure values can be expressed
4880 * in the requested format. UNORM formats for example can only express values
4881 * in the range 0.0f -> 1.0f. */
4882 DWORD wined3d_format_convert_from_float(const struct wined3d_format *format, const struct wined3d_color *color)
4884 static const struct
4886 enum wined3d_format_id format_id;
4887 float r_mul;
4888 float g_mul;
4889 float b_mul;
4890 float a_mul;
4891 BYTE r_shift;
4892 BYTE g_shift;
4893 BYTE b_shift;
4894 BYTE a_shift;
4896 conv[] =
4898 {WINED3DFMT_B8G8R8A8_UNORM, 255.0f, 255.0f, 255.0f, 255.0f, 16, 8, 0, 24},
4899 {WINED3DFMT_B8G8R8X8_UNORM, 255.0f, 255.0f, 255.0f, 255.0f, 16, 8, 0, 24},
4900 {WINED3DFMT_B8G8R8_UNORM, 255.0f, 255.0f, 255.0f, 255.0f, 16, 8, 0, 24},
4901 {WINED3DFMT_B5G6R5_UNORM, 31.0f, 63.0f, 31.0f, 0.0f, 11, 5, 0, 0},
4902 {WINED3DFMT_B5G5R5A1_UNORM, 31.0f, 31.0f, 31.0f, 1.0f, 10, 5, 0, 15},
4903 {WINED3DFMT_B5G5R5X1_UNORM, 31.0f, 31.0f, 31.0f, 1.0f, 10, 5, 0, 15},
4904 {WINED3DFMT_R8_UNORM, 255.0f, 0.0f, 0.0f, 0.0f, 0, 0, 0, 0},
4905 {WINED3DFMT_A8_UNORM, 0.0f, 0.0f, 0.0f, 255.0f, 0, 0, 0, 0},
4906 {WINED3DFMT_B4G4R4A4_UNORM, 15.0f, 15.0f, 15.0f, 15.0f, 8, 4, 0, 12},
4907 {WINED3DFMT_B4G4R4X4_UNORM, 15.0f, 15.0f, 15.0f, 15.0f, 8, 4, 0, 12},
4908 {WINED3DFMT_B2G3R3_UNORM, 7.0f, 7.0f, 3.0f, 0.0f, 5, 2, 0, 0},
4909 {WINED3DFMT_R8G8B8A8_UNORM, 255.0f, 255.0f, 255.0f, 255.0f, 0, 8, 16, 24},
4910 {WINED3DFMT_R8G8B8X8_UNORM, 255.0f, 255.0f, 255.0f, 255.0f, 0, 8, 16, 24},
4911 {WINED3DFMT_B10G10R10A2_UNORM, 1023.0f, 1023.0f, 1023.0f, 3.0f, 20, 10, 0, 30},
4912 {WINED3DFMT_R10G10B10A2_UNORM, 1023.0f, 1023.0f, 1023.0f, 3.0f, 0, 10, 20, 30},
4913 {WINED3DFMT_P8_UINT, 0.0f, 0.0f, 0.0f, 255.0f, 0, 0, 0, 0},
4915 unsigned int i;
4917 TRACE("Converting color %s to format %s.\n", debug_color(color), debug_d3dformat(format->id));
4919 for (i = 0; i < sizeof(conv) / sizeof(*conv); ++i)
4921 DWORD ret;
4923 if (format->id != conv[i].format_id) continue;
4925 ret = ((DWORD)((color->r * conv[i].r_mul) + 0.5f)) << conv[i].r_shift;
4926 ret |= ((DWORD)((color->g * conv[i].g_mul) + 0.5f)) << conv[i].g_shift;
4927 ret |= ((DWORD)((color->b * conv[i].b_mul) + 0.5f)) << conv[i].b_shift;
4928 ret |= ((DWORD)((color->a * conv[i].a_mul) + 0.5f)) << conv[i].a_shift;
4930 TRACE("Returning 0x%08x.\n", ret);
4932 return ret;
4935 FIXME("Conversion for format %s not implemented.\n", debug_d3dformat(format->id));
4937 return 0;
4940 static float color_to_float(DWORD color, DWORD size, DWORD offset)
4942 DWORD mask = (1u << size) - 1;
4944 if (!size)
4945 return 1.0f;
4947 color >>= offset;
4948 color &= mask;
4950 return (float)color / (float)mask;
4953 BOOL wined3d_format_convert_color_to_float(const struct wined3d_format *format,
4954 const struct wined3d_palette *palette, DWORD color, struct wined3d_color *float_color)
4956 switch (format->id)
4958 case WINED3DFMT_B8G8R8_UNORM:
4959 case WINED3DFMT_B8G8R8A8_UNORM:
4960 case WINED3DFMT_B8G8R8X8_UNORM:
4961 case WINED3DFMT_B5G6R5_UNORM:
4962 case WINED3DFMT_B5G5R5X1_UNORM:
4963 case WINED3DFMT_B5G5R5A1_UNORM:
4964 case WINED3DFMT_B4G4R4A4_UNORM:
4965 case WINED3DFMT_B2G3R3_UNORM:
4966 case WINED3DFMT_R8_UNORM:
4967 case WINED3DFMT_A8_UNORM:
4968 case WINED3DFMT_B2G3R3A8_UNORM:
4969 case WINED3DFMT_B4G4R4X4_UNORM:
4970 case WINED3DFMT_R10G10B10A2_UNORM:
4971 case WINED3DFMT_R10G10B10A2_SNORM:
4972 case WINED3DFMT_R8G8B8A8_UNORM:
4973 case WINED3DFMT_R8G8B8X8_UNORM:
4974 case WINED3DFMT_R16G16_UNORM:
4975 case WINED3DFMT_B10G10R10A2_UNORM:
4976 float_color->r = color_to_float(color, format->red_size, format->red_offset);
4977 float_color->g = color_to_float(color, format->green_size, format->green_offset);
4978 float_color->b = color_to_float(color, format->blue_size, format->blue_offset);
4979 float_color->a = color_to_float(color, format->alpha_size, format->alpha_offset);
4980 return TRUE;
4982 case WINED3DFMT_P8_UINT:
4983 if (palette)
4985 float_color->r = palette->colors[color].rgbRed / 255.0f;
4986 float_color->g = palette->colors[color].rgbGreen / 255.0f;
4987 float_color->b = palette->colors[color].rgbBlue / 255.0f;
4989 else
4991 float_color->r = 0.0f;
4992 float_color->g = 0.0f;
4993 float_color->b = 0.0f;
4995 float_color->a = color / 255.0f;
4996 return TRUE;
4998 default:
4999 ERR("Unhandled conversion from %s to floating point.\n", debug_d3dformat(format->id));
5000 return FALSE;
5004 void wined3d_format_get_float_color_key(const struct wined3d_format *format,
5005 const struct wined3d_color_key *key, struct wined3d_color *float_colors)
5007 struct wined3d_color slop;
5009 switch (format->id)
5011 case WINED3DFMT_B8G8R8_UNORM:
5012 case WINED3DFMT_B8G8R8A8_UNORM:
5013 case WINED3DFMT_B8G8R8X8_UNORM:
5014 case WINED3DFMT_B5G6R5_UNORM:
5015 case WINED3DFMT_B5G5R5X1_UNORM:
5016 case WINED3DFMT_B5G5R5A1_UNORM:
5017 case WINED3DFMT_B4G4R4A4_UNORM:
5018 case WINED3DFMT_B2G3R3_UNORM:
5019 case WINED3DFMT_R8_UNORM:
5020 case WINED3DFMT_A8_UNORM:
5021 case WINED3DFMT_B2G3R3A8_UNORM:
5022 case WINED3DFMT_B4G4R4X4_UNORM:
5023 case WINED3DFMT_R10G10B10A2_UNORM:
5024 case WINED3DFMT_R10G10B10A2_SNORM:
5025 case WINED3DFMT_R8G8B8A8_UNORM:
5026 case WINED3DFMT_R8G8B8X8_UNORM:
5027 case WINED3DFMT_R16G16_UNORM:
5028 case WINED3DFMT_B10G10R10A2_UNORM:
5029 slop.r = 0.5f / ((1u << format->red_size) - 1);
5030 slop.g = 0.5f / ((1u << format->green_size) - 1);
5031 slop.b = 0.5f / ((1u << format->blue_size) - 1);
5032 slop.a = 0.5f / ((1u << format->alpha_size) - 1);
5034 float_colors[0].r = color_to_float(key->color_space_low_value, format->red_size, format->red_offset)
5035 - slop.r;
5036 float_colors[0].g = color_to_float(key->color_space_low_value, format->green_size, format->green_offset)
5037 - slop.g;
5038 float_colors[0].b = color_to_float(key->color_space_low_value, format->blue_size, format->blue_offset)
5039 - slop.b;
5040 float_colors[0].a = color_to_float(key->color_space_low_value, format->alpha_size, format->alpha_offset)
5041 - slop.a;
5043 float_colors[1].r = color_to_float(key->color_space_high_value, format->red_size, format->red_offset)
5044 + slop.r;
5045 float_colors[1].g = color_to_float(key->color_space_high_value, format->green_size, format->green_offset)
5046 + slop.g;
5047 float_colors[1].b = color_to_float(key->color_space_high_value, format->blue_size, format->blue_offset)
5048 + slop.b;
5049 float_colors[1].a = color_to_float(key->color_space_high_value, format->alpha_size, format->alpha_offset)
5050 + slop.a;
5051 break;
5053 case WINED3DFMT_P8_UINT:
5054 float_colors[0].r = 0.0f;
5055 float_colors[0].g = 0.0f;
5056 float_colors[0].b = 0.0f;
5057 float_colors[0].a = (key->color_space_low_value - 0.5f) / 255.0f;
5059 float_colors[1].r = 0.0f;
5060 float_colors[1].g = 0.0f;
5061 float_colors[1].b = 0.0f;
5062 float_colors[1].a = (key->color_space_high_value + 0.5f) / 255.0f;
5063 break;
5065 default:
5066 ERR("Unhandled color key to float conversion for format %s.\n", debug_d3dformat(format->id));
5070 /* DirectDraw stuff */
5071 enum wined3d_format_id pixelformat_for_depth(DWORD depth)
5073 switch (depth)
5075 case 8: return WINED3DFMT_P8_UINT;
5076 case 15: return WINED3DFMT_B5G5R5X1_UNORM;
5077 case 16: return WINED3DFMT_B5G6R5_UNORM;
5078 case 24: return WINED3DFMT_B8G8R8X8_UNORM; /* Robots needs 24bit to be WINED3DFMT_B8G8R8X8_UNORM */
5079 case 32: return WINED3DFMT_B8G8R8X8_UNORM; /* EVE online and the Fur demo need 32bit AdapterDisplayMode to return WINED3DFMT_B8G8R8X8_UNORM */
5080 default: return WINED3DFMT_UNKNOWN;
5084 void multiply_matrix(struct wined3d_matrix *dst, const struct wined3d_matrix *src1, const struct wined3d_matrix *src2)
5086 struct wined3d_matrix tmp;
5088 /* Now do the multiplication 'by hand'.
5089 I know that all this could be optimised, but this will be done later :-) */
5090 tmp._11 = (src1->_11 * src2->_11) + (src1->_21 * src2->_12) + (src1->_31 * src2->_13) + (src1->_41 * src2->_14);
5091 tmp._21 = (src1->_11 * src2->_21) + (src1->_21 * src2->_22) + (src1->_31 * src2->_23) + (src1->_41 * src2->_24);
5092 tmp._31 = (src1->_11 * src2->_31) + (src1->_21 * src2->_32) + (src1->_31 * src2->_33) + (src1->_41 * src2->_34);
5093 tmp._41 = (src1->_11 * src2->_41) + (src1->_21 * src2->_42) + (src1->_31 * src2->_43) + (src1->_41 * src2->_44);
5095 tmp._12 = (src1->_12 * src2->_11) + (src1->_22 * src2->_12) + (src1->_32 * src2->_13) + (src1->_42 * src2->_14);
5096 tmp._22 = (src1->_12 * src2->_21) + (src1->_22 * src2->_22) + (src1->_32 * src2->_23) + (src1->_42 * src2->_24);
5097 tmp._32 = (src1->_12 * src2->_31) + (src1->_22 * src2->_32) + (src1->_32 * src2->_33) + (src1->_42 * src2->_34);
5098 tmp._42 = (src1->_12 * src2->_41) + (src1->_22 * src2->_42) + (src1->_32 * src2->_43) + (src1->_42 * src2->_44);
5100 tmp._13 = (src1->_13 * src2->_11) + (src1->_23 * src2->_12) + (src1->_33 * src2->_13) + (src1->_43 * src2->_14);
5101 tmp._23 = (src1->_13 * src2->_21) + (src1->_23 * src2->_22) + (src1->_33 * src2->_23) + (src1->_43 * src2->_24);
5102 tmp._33 = (src1->_13 * src2->_31) + (src1->_23 * src2->_32) + (src1->_33 * src2->_33) + (src1->_43 * src2->_34);
5103 tmp._43 = (src1->_13 * src2->_41) + (src1->_23 * src2->_42) + (src1->_33 * src2->_43) + (src1->_43 * src2->_44);
5105 tmp._14 = (src1->_14 * src2->_11) + (src1->_24 * src2->_12) + (src1->_34 * src2->_13) + (src1->_44 * src2->_14);
5106 tmp._24 = (src1->_14 * src2->_21) + (src1->_24 * src2->_22) + (src1->_34 * src2->_23) + (src1->_44 * src2->_24);
5107 tmp._34 = (src1->_14 * src2->_31) + (src1->_24 * src2->_32) + (src1->_34 * src2->_33) + (src1->_44 * src2->_34);
5108 tmp._44 = (src1->_14 * src2->_41) + (src1->_24 * src2->_42) + (src1->_34 * src2->_43) + (src1->_44 * src2->_44);
5110 *dst = tmp;
5113 DWORD get_flexible_vertex_size(DWORD d3dvtVertexType) {
5114 DWORD size = 0;
5115 int i;
5116 int numTextures = (d3dvtVertexType & WINED3DFVF_TEXCOUNT_MASK) >> WINED3DFVF_TEXCOUNT_SHIFT;
5118 if (d3dvtVertexType & WINED3DFVF_NORMAL) size += 3 * sizeof(float);
5119 if (d3dvtVertexType & WINED3DFVF_DIFFUSE) size += sizeof(DWORD);
5120 if (d3dvtVertexType & WINED3DFVF_SPECULAR) size += sizeof(DWORD);
5121 if (d3dvtVertexType & WINED3DFVF_PSIZE) size += sizeof(DWORD);
5122 switch (d3dvtVertexType & WINED3DFVF_POSITION_MASK) {
5123 case WINED3DFVF_XYZ: size += 3 * sizeof(float); break;
5124 case WINED3DFVF_XYZRHW: size += 4 * sizeof(float); break;
5125 case WINED3DFVF_XYZB1: size += 4 * sizeof(float); break;
5126 case WINED3DFVF_XYZB2: size += 5 * sizeof(float); break;
5127 case WINED3DFVF_XYZB3: size += 6 * sizeof(float); break;
5128 case WINED3DFVF_XYZB4: size += 7 * sizeof(float); break;
5129 case WINED3DFVF_XYZB5: size += 8 * sizeof(float); break;
5130 case WINED3DFVF_XYZW: size += 4 * sizeof(float); break;
5131 default: ERR("Unexpected position mask\n");
5133 for (i = 0; i < numTextures; i++) {
5134 size += GET_TEXCOORD_SIZE_FROM_FVF(d3dvtVertexType, i) * sizeof(float);
5137 return size;
5140 unsigned int wined3d_max_compat_varyings(const struct wined3d_gl_info *gl_info)
5142 /* On core profile we have to also count diffuse and specular colors and the
5143 * fog coordinate. */
5144 return gl_info->supported[WINED3D_GL_LEGACY_CONTEXT] ? MAX_TEXTURES * 4 : (MAX_TEXTURES + 2) * 4 + 1;
5147 void gen_ffp_frag_op(const struct wined3d_context *context, const struct wined3d_state *state,
5148 struct ffp_frag_settings *settings, BOOL ignore_textype)
5150 #define ARG1 0x01
5151 #define ARG2 0x02
5152 #define ARG0 0x04
5153 static const unsigned char args[WINED3D_TOP_LERP + 1] =
5155 /* undefined */ 0,
5156 /* D3DTOP_DISABLE */ 0,
5157 /* D3DTOP_SELECTARG1 */ ARG1,
5158 /* D3DTOP_SELECTARG2 */ ARG2,
5159 /* D3DTOP_MODULATE */ ARG1 | ARG2,
5160 /* D3DTOP_MODULATE2X */ ARG1 | ARG2,
5161 /* D3DTOP_MODULATE4X */ ARG1 | ARG2,
5162 /* D3DTOP_ADD */ ARG1 | ARG2,
5163 /* D3DTOP_ADDSIGNED */ ARG1 | ARG2,
5164 /* D3DTOP_ADDSIGNED2X */ ARG1 | ARG2,
5165 /* D3DTOP_SUBTRACT */ ARG1 | ARG2,
5166 /* D3DTOP_ADDSMOOTH */ ARG1 | ARG2,
5167 /* D3DTOP_BLENDDIFFUSEALPHA */ ARG1 | ARG2,
5168 /* D3DTOP_BLENDTEXTUREALPHA */ ARG1 | ARG2,
5169 /* D3DTOP_BLENDFACTORALPHA */ ARG1 | ARG2,
5170 /* D3DTOP_BLENDTEXTUREALPHAPM */ ARG1 | ARG2,
5171 /* D3DTOP_BLENDCURRENTALPHA */ ARG1 | ARG2,
5172 /* D3DTOP_PREMODULATE */ ARG1 | ARG2,
5173 /* D3DTOP_MODULATEALPHA_ADDCOLOR */ ARG1 | ARG2,
5174 /* D3DTOP_MODULATECOLOR_ADDALPHA */ ARG1 | ARG2,
5175 /* D3DTOP_MODULATEINVALPHA_ADDCOLOR */ ARG1 | ARG2,
5176 /* D3DTOP_MODULATEINVCOLOR_ADDALPHA */ ARG1 | ARG2,
5177 /* D3DTOP_BUMPENVMAP */ ARG1 | ARG2,
5178 /* D3DTOP_BUMPENVMAPLUMINANCE */ ARG1 | ARG2,
5179 /* D3DTOP_DOTPRODUCT3 */ ARG1 | ARG2,
5180 /* D3DTOP_MULTIPLYADD */ ARG1 | ARG2 | ARG0,
5181 /* D3DTOP_LERP */ ARG1 | ARG2 | ARG0
5183 unsigned int i;
5184 DWORD ttff;
5185 DWORD cop, aop, carg0, carg1, carg2, aarg0, aarg1, aarg2;
5186 const struct wined3d_gl_info *gl_info = context->gl_info;
5187 const struct wined3d_d3d_info *d3d_info = context->d3d_info;
5189 settings->padding = 0;
5191 for (i = 0; i < d3d_info->limits.ffp_blend_stages; ++i)
5193 const struct wined3d_texture *texture;
5195 settings->op[i].padding = 0;
5196 if (state->texture_states[i][WINED3D_TSS_COLOR_OP] == WINED3D_TOP_DISABLE)
5198 settings->op[i].cop = WINED3D_TOP_DISABLE;
5199 settings->op[i].aop = WINED3D_TOP_DISABLE;
5200 settings->op[i].carg0 = settings->op[i].carg1 = settings->op[i].carg2 = ARG_UNUSED;
5201 settings->op[i].aarg0 = settings->op[i].aarg1 = settings->op[i].aarg2 = ARG_UNUSED;
5202 settings->op[i].color_fixup = COLOR_FIXUP_IDENTITY;
5203 settings->op[i].dst = resultreg;
5204 settings->op[i].tex_type = WINED3D_GL_RES_TYPE_TEX_1D;
5205 settings->op[i].projected = proj_none;
5206 i++;
5207 break;
5210 if ((texture = state->textures[i]))
5212 if (can_use_texture_swizzle(gl_info, texture->resource.format))
5213 settings->op[i].color_fixup = COLOR_FIXUP_IDENTITY;
5214 else
5215 settings->op[i].color_fixup = texture->resource.format->color_fixup;
5216 if (ignore_textype)
5218 settings->op[i].tex_type = WINED3D_GL_RES_TYPE_TEX_1D;
5220 else
5222 switch (texture->target)
5224 case GL_TEXTURE_1D:
5225 settings->op[i].tex_type = WINED3D_GL_RES_TYPE_TEX_1D;
5226 break;
5227 case GL_TEXTURE_2D:
5228 settings->op[i].tex_type = WINED3D_GL_RES_TYPE_TEX_2D;
5229 break;
5230 case GL_TEXTURE_3D:
5231 settings->op[i].tex_type = WINED3D_GL_RES_TYPE_TEX_3D;
5232 break;
5233 case GL_TEXTURE_CUBE_MAP_ARB:
5234 settings->op[i].tex_type = WINED3D_GL_RES_TYPE_TEX_CUBE;
5235 break;
5236 case GL_TEXTURE_RECTANGLE_ARB:
5237 settings->op[i].tex_type = WINED3D_GL_RES_TYPE_TEX_RECT;
5238 break;
5241 } else {
5242 settings->op[i].color_fixup = COLOR_FIXUP_IDENTITY;
5243 settings->op[i].tex_type = WINED3D_GL_RES_TYPE_TEX_1D;
5246 cop = state->texture_states[i][WINED3D_TSS_COLOR_OP];
5247 aop = state->texture_states[i][WINED3D_TSS_ALPHA_OP];
5249 carg1 = (args[cop] & ARG1) ? state->texture_states[i][WINED3D_TSS_COLOR_ARG1] : ARG_UNUSED;
5250 carg2 = (args[cop] & ARG2) ? state->texture_states[i][WINED3D_TSS_COLOR_ARG2] : ARG_UNUSED;
5251 carg0 = (args[cop] & ARG0) ? state->texture_states[i][WINED3D_TSS_COLOR_ARG0] : ARG_UNUSED;
5253 if (is_invalid_op(state, i, cop, carg1, carg2, carg0))
5255 carg0 = ARG_UNUSED;
5256 carg2 = ARG_UNUSED;
5257 carg1 = WINED3DTA_CURRENT;
5258 cop = WINED3D_TOP_SELECT_ARG1;
5261 if (cop == WINED3D_TOP_DOTPRODUCT3)
5263 /* A dotproduct3 on the colorop overwrites the alphaop operation and replicates
5264 * the color result to the alpha component of the destination
5266 aop = cop;
5267 aarg1 = carg1;
5268 aarg2 = carg2;
5269 aarg0 = carg0;
5271 else
5273 aarg1 = (args[aop] & ARG1) ? state->texture_states[i][WINED3D_TSS_ALPHA_ARG1] : ARG_UNUSED;
5274 aarg2 = (args[aop] & ARG2) ? state->texture_states[i][WINED3D_TSS_ALPHA_ARG2] : ARG_UNUSED;
5275 aarg0 = (args[aop] & ARG0) ? state->texture_states[i][WINED3D_TSS_ALPHA_ARG0] : ARG_UNUSED;
5278 if (!i && state->textures[0] && state->render_states[WINED3D_RS_COLORKEYENABLE])
5280 GLenum texture_dimensions;
5282 texture = state->textures[0];
5283 texture_dimensions = texture->target;
5285 if (texture_dimensions == GL_TEXTURE_2D || texture_dimensions == GL_TEXTURE_RECTANGLE_ARB)
5287 if (texture->async.color_key_flags & WINED3D_CKEY_SRC_BLT && !texture->resource.format->alpha_size)
5289 if (aop == WINED3D_TOP_DISABLE)
5291 aarg1 = WINED3DTA_TEXTURE;
5292 aop = WINED3D_TOP_SELECT_ARG1;
5294 else if (aop == WINED3D_TOP_SELECT_ARG1 && aarg1 != WINED3DTA_TEXTURE)
5296 if (state->render_states[WINED3D_RS_ALPHABLENDENABLE])
5298 aarg2 = WINED3DTA_TEXTURE;
5299 aop = WINED3D_TOP_MODULATE;
5301 else aarg1 = WINED3DTA_TEXTURE;
5303 else if (aop == WINED3D_TOP_SELECT_ARG2 && aarg2 != WINED3DTA_TEXTURE)
5305 if (state->render_states[WINED3D_RS_ALPHABLENDENABLE])
5307 aarg1 = WINED3DTA_TEXTURE;
5308 aop = WINED3D_TOP_MODULATE;
5310 else aarg2 = WINED3DTA_TEXTURE;
5316 if (is_invalid_op(state, i, aop, aarg1, aarg2, aarg0))
5318 aarg0 = ARG_UNUSED;
5319 aarg2 = ARG_UNUSED;
5320 aarg1 = WINED3DTA_CURRENT;
5321 aop = WINED3D_TOP_SELECT_ARG1;
5324 if (carg1 == WINED3DTA_TEXTURE || carg2 == WINED3DTA_TEXTURE || carg0 == WINED3DTA_TEXTURE
5325 || aarg1 == WINED3DTA_TEXTURE || aarg2 == WINED3DTA_TEXTURE || aarg0 == WINED3DTA_TEXTURE)
5327 ttff = state->texture_states[i][WINED3D_TSS_TEXTURE_TRANSFORM_FLAGS];
5328 if (ttff == (WINED3D_TTFF_PROJECTED | WINED3D_TTFF_COUNT3))
5329 settings->op[i].projected = proj_count3;
5330 else if (ttff & WINED3D_TTFF_PROJECTED)
5331 settings->op[i].projected = proj_count4;
5332 else
5333 settings->op[i].projected = proj_none;
5335 else
5337 settings->op[i].projected = proj_none;
5340 settings->op[i].cop = cop;
5341 settings->op[i].aop = aop;
5342 settings->op[i].carg0 = carg0;
5343 settings->op[i].carg1 = carg1;
5344 settings->op[i].carg2 = carg2;
5345 settings->op[i].aarg0 = aarg0;
5346 settings->op[i].aarg1 = aarg1;
5347 settings->op[i].aarg2 = aarg2;
5349 if (state->texture_states[i][WINED3D_TSS_RESULT_ARG] == WINED3DTA_TEMP)
5350 settings->op[i].dst = tempreg;
5351 else
5352 settings->op[i].dst = resultreg;
5355 /* Clear unsupported stages */
5356 for(; i < MAX_TEXTURES; i++) {
5357 memset(&settings->op[i], 0xff, sizeof(settings->op[i]));
5360 if (!state->render_states[WINED3D_RS_FOGENABLE])
5362 settings->fog = WINED3D_FFP_PS_FOG_OFF;
5364 else if (state->render_states[WINED3D_RS_FOGTABLEMODE] == WINED3D_FOG_NONE)
5366 if (use_vs(state) || state->vertex_declaration->position_transformed)
5368 settings->fog = WINED3D_FFP_PS_FOG_LINEAR;
5370 else
5372 switch (state->render_states[WINED3D_RS_FOGVERTEXMODE])
5374 case WINED3D_FOG_NONE:
5375 case WINED3D_FOG_LINEAR:
5376 settings->fog = WINED3D_FFP_PS_FOG_LINEAR;
5377 break;
5378 case WINED3D_FOG_EXP:
5379 settings->fog = WINED3D_FFP_PS_FOG_EXP;
5380 break;
5381 case WINED3D_FOG_EXP2:
5382 settings->fog = WINED3D_FFP_PS_FOG_EXP2;
5383 break;
5387 else
5389 switch (state->render_states[WINED3D_RS_FOGTABLEMODE])
5391 case WINED3D_FOG_LINEAR:
5392 settings->fog = WINED3D_FFP_PS_FOG_LINEAR;
5393 break;
5394 case WINED3D_FOG_EXP:
5395 settings->fog = WINED3D_FFP_PS_FOG_EXP;
5396 break;
5397 case WINED3D_FOG_EXP2:
5398 settings->fog = WINED3D_FFP_PS_FOG_EXP2;
5399 break;
5402 settings->sRGB_write = !gl_info->supported[ARB_FRAMEBUFFER_SRGB] && needs_srgb_write(context, state, state->fb);
5403 if (d3d_info->vs_clipping || !use_vs(state) || !state->render_states[WINED3D_RS_CLIPPING]
5404 || !state->render_states[WINED3D_RS_CLIPPLANEENABLE])
5406 /* No need to emulate clipplanes if GL supports native vertex shader clipping or if
5407 * the fixed function vertex pipeline is used(which always supports clipplanes), or
5408 * if no clipplane is enabled
5410 settings->emul_clipplanes = 0;
5411 } else {
5412 settings->emul_clipplanes = 1;
5415 if (state->render_states[WINED3D_RS_COLORKEYENABLE] && state->textures[0]
5416 && state->textures[0]->async.color_key_flags & WINED3D_CKEY_SRC_BLT
5417 && settings->op[0].cop != WINED3D_TOP_DISABLE)
5418 settings->color_key_enabled = 1;
5419 else
5420 settings->color_key_enabled = 0;
5422 /* texcoords_initialized is set to meaningful values only when GL doesn't
5423 * support enough varyings to always pass around all the possible texture
5424 * coordinates.
5425 * This is used to avoid reading a varying not written by the vertex shader.
5426 * Reading uninitialized varyings on core profile contexts results in an
5427 * error while with builtin varyings on legacy contexts you get undefined
5428 * behavior. */
5429 if (d3d_info->limits.varying_count
5430 && d3d_info->limits.varying_count < wined3d_max_compat_varyings(gl_info))
5432 settings->texcoords_initialized = 0;
5433 for (i = 0; i < MAX_TEXTURES; ++i)
5435 if (use_vs(state))
5437 if (state->shader[WINED3D_SHADER_TYPE_VERTEX]->reg_maps.output_registers & (1u << i))
5438 settings->texcoords_initialized |= 1u << i;
5440 else
5442 const struct wined3d_stream_info *si = &context->stream_info;
5443 unsigned int coord_idx = state->texture_states[i][WINED3D_TSS_TEXCOORD_INDEX];
5444 if ((state->texture_states[i][WINED3D_TSS_TEXCOORD_INDEX] >> WINED3D_FFP_TCI_SHIFT)
5445 & WINED3D_FFP_TCI_MASK
5446 || (coord_idx < MAX_TEXTURES && (si->use_map & (1u << (WINED3D_FFP_TEXCOORD0 + coord_idx)))))
5447 settings->texcoords_initialized |= 1u << i;
5451 else
5453 settings->texcoords_initialized = (1u << MAX_TEXTURES) - 1;
5456 settings->pointsprite = state->render_states[WINED3D_RS_POINTSPRITEENABLE]
5457 && state->gl_primitive_type == GL_POINTS;
5459 if (gl_info->supported[WINED3D_GL_LEGACY_CONTEXT])
5460 settings->alpha_test_func = WINED3D_CMP_ALWAYS - 1;
5461 else
5462 settings->alpha_test_func = (state->render_states[WINED3D_RS_ALPHATESTENABLE]
5463 ? wined3d_sanitize_cmp_func(state->render_states[WINED3D_RS_ALPHAFUNC])
5464 : WINED3D_CMP_ALWAYS) - 1;
5466 if (d3d_info->emulated_flatshading)
5467 settings->flatshading = state->render_states[WINED3D_RS_SHADEMODE] == WINED3D_SHADE_FLAT;
5468 else
5469 settings->flatshading = FALSE;
5472 const struct ffp_frag_desc *find_ffp_frag_shader(const struct wine_rb_tree *fragment_shaders,
5473 const struct ffp_frag_settings *settings)
5475 struct wine_rb_entry *entry = wine_rb_get(fragment_shaders, settings);
5476 return entry ? WINE_RB_ENTRY_VALUE(entry, struct ffp_frag_desc, entry) : NULL;
5479 void add_ffp_frag_shader(struct wine_rb_tree *shaders, struct ffp_frag_desc *desc)
5481 /* Note that the key is the implementation independent part of the ffp_frag_desc structure,
5482 * whereas desc points to an extended structure with implementation specific parts. */
5483 if (wine_rb_put(shaders, &desc->settings, &desc->entry) == -1)
5485 ERR("Failed to insert ffp frag shader.\n");
5489 /* Activates the texture dimension according to the bound D3D texture. Does
5490 * not care for the colorop or correct gl texture unit (when using nvrc).
5491 * Requires the caller to activate the correct unit. */
5492 /* Context activation is done by the caller (state handler). */
5493 void texture_activate_dimensions(const struct wined3d_texture *texture, const struct wined3d_gl_info *gl_info)
5495 if (texture)
5497 switch (texture->target)
5499 case GL_TEXTURE_2D:
5500 gl_info->gl_ops.gl.p_glDisable(GL_TEXTURE_3D);
5501 checkGLcall("glDisable(GL_TEXTURE_3D)");
5502 if (gl_info->supported[ARB_TEXTURE_CUBE_MAP])
5504 gl_info->gl_ops.gl.p_glDisable(GL_TEXTURE_CUBE_MAP_ARB);
5505 checkGLcall("glDisable(GL_TEXTURE_CUBE_MAP_ARB)");
5507 if (gl_info->supported[ARB_TEXTURE_RECTANGLE])
5509 gl_info->gl_ops.gl.p_glDisable(GL_TEXTURE_RECTANGLE_ARB);
5510 checkGLcall("glDisable(GL_TEXTURE_RECTANGLE_ARB)");
5512 gl_info->gl_ops.gl.p_glEnable(GL_TEXTURE_2D);
5513 checkGLcall("glEnable(GL_TEXTURE_2D)");
5514 break;
5515 case GL_TEXTURE_RECTANGLE_ARB:
5516 gl_info->gl_ops.gl.p_glDisable(GL_TEXTURE_2D);
5517 checkGLcall("glDisable(GL_TEXTURE_2D)");
5518 gl_info->gl_ops.gl.p_glDisable(GL_TEXTURE_3D);
5519 checkGLcall("glDisable(GL_TEXTURE_3D)");
5520 if (gl_info->supported[ARB_TEXTURE_CUBE_MAP])
5522 gl_info->gl_ops.gl.p_glDisable(GL_TEXTURE_CUBE_MAP_ARB);
5523 checkGLcall("glDisable(GL_TEXTURE_CUBE_MAP_ARB)");
5525 gl_info->gl_ops.gl.p_glEnable(GL_TEXTURE_RECTANGLE_ARB);
5526 checkGLcall("glEnable(GL_TEXTURE_RECTANGLE_ARB)");
5527 break;
5528 case GL_TEXTURE_3D:
5529 if (gl_info->supported[ARB_TEXTURE_CUBE_MAP])
5531 gl_info->gl_ops.gl.p_glDisable(GL_TEXTURE_CUBE_MAP_ARB);
5532 checkGLcall("glDisable(GL_TEXTURE_CUBE_MAP_ARB)");
5534 if (gl_info->supported[ARB_TEXTURE_RECTANGLE])
5536 gl_info->gl_ops.gl.p_glDisable(GL_TEXTURE_RECTANGLE_ARB);
5537 checkGLcall("glDisable(GL_TEXTURE_RECTANGLE_ARB)");
5539 gl_info->gl_ops.gl.p_glDisable(GL_TEXTURE_2D);
5540 checkGLcall("glDisable(GL_TEXTURE_2D)");
5541 gl_info->gl_ops.gl.p_glEnable(GL_TEXTURE_3D);
5542 checkGLcall("glEnable(GL_TEXTURE_3D)");
5543 break;
5544 case GL_TEXTURE_CUBE_MAP_ARB:
5545 gl_info->gl_ops.gl.p_glDisable(GL_TEXTURE_2D);
5546 checkGLcall("glDisable(GL_TEXTURE_2D)");
5547 gl_info->gl_ops.gl.p_glDisable(GL_TEXTURE_3D);
5548 checkGLcall("glDisable(GL_TEXTURE_3D)");
5549 if (gl_info->supported[ARB_TEXTURE_RECTANGLE])
5551 gl_info->gl_ops.gl.p_glDisable(GL_TEXTURE_RECTANGLE_ARB);
5552 checkGLcall("glDisable(GL_TEXTURE_RECTANGLE_ARB)");
5554 gl_info->gl_ops.gl.p_glEnable(GL_TEXTURE_CUBE_MAP_ARB);
5555 checkGLcall("glEnable(GL_TEXTURE_CUBE_MAP_ARB)");
5556 break;
5559 else
5561 gl_info->gl_ops.gl.p_glEnable(GL_TEXTURE_2D);
5562 checkGLcall("glEnable(GL_TEXTURE_2D)");
5563 gl_info->gl_ops.gl.p_glDisable(GL_TEXTURE_3D);
5564 checkGLcall("glDisable(GL_TEXTURE_3D)");
5565 if (gl_info->supported[ARB_TEXTURE_CUBE_MAP])
5567 gl_info->gl_ops.gl.p_glDisable(GL_TEXTURE_CUBE_MAP_ARB);
5568 checkGLcall("glDisable(GL_TEXTURE_CUBE_MAP_ARB)");
5570 if (gl_info->supported[ARB_TEXTURE_RECTANGLE])
5572 gl_info->gl_ops.gl.p_glDisable(GL_TEXTURE_RECTANGLE_ARB);
5573 checkGLcall("glDisable(GL_TEXTURE_RECTANGLE_ARB)");
5575 /* Binding textures is done by samplers. A dummy texture will be bound */
5579 /* Context activation is done by the caller (state handler). */
5580 void sampler_texdim(struct wined3d_context *context, const struct wined3d_state *state, DWORD state_id)
5582 DWORD sampler = state_id - STATE_SAMPLER(0);
5583 DWORD mapped_stage = context->tex_unit_map[sampler];
5585 /* No need to enable / disable anything here for unused samplers. The
5586 * tex_colorop handler takes care. Also no action is needed with pixel
5587 * shaders, or if tex_colorop will take care of this business. */
5588 if (mapped_stage == WINED3D_UNMAPPED_STAGE || mapped_stage >= context->gl_info->limits.textures)
5589 return;
5590 if (sampler >= context->lowest_disabled_stage)
5591 return;
5592 if (isStateDirty(context, STATE_TEXTURESTAGE(sampler, WINED3D_TSS_COLOR_OP)))
5593 return;
5595 texture_activate_dimensions(state->textures[sampler], context->gl_info);
5598 int wined3d_ffp_frag_program_key_compare(const void *key, const struct wine_rb_entry *entry)
5600 const struct ffp_frag_settings *ka = key;
5601 const struct ffp_frag_settings *kb = &WINE_RB_ENTRY_VALUE(entry, const struct ffp_frag_desc, entry)->settings;
5603 return memcmp(ka, kb, sizeof(*ka));
5606 void wined3d_ffp_get_vs_settings(const struct wined3d_context *context,
5607 const struct wined3d_state *state, struct wined3d_ffp_vs_settings *settings)
5609 const struct wined3d_stream_info *si = &context->stream_info;
5610 const struct wined3d_gl_info *gl_info = context->gl_info;
5611 const struct wined3d_d3d_info *d3d_info = context->d3d_info;
5612 unsigned int coord_idx, i;
5614 if (si->position_transformed)
5616 memset(settings, 0, sizeof(*settings));
5618 settings->transformed = 1;
5619 settings->point_size = state->gl_primitive_type == GL_POINTS;
5620 settings->per_vertex_point_size = !!(si->use_map & 1u << WINED3D_FFP_PSIZE);
5621 if (!state->render_states[WINED3D_RS_FOGENABLE])
5622 settings->fog_mode = WINED3D_FFP_VS_FOG_OFF;
5623 else if (state->render_states[WINED3D_RS_FOGTABLEMODE] != WINED3D_FOG_NONE)
5624 settings->fog_mode = WINED3D_FFP_VS_FOG_DEPTH;
5625 else
5626 settings->fog_mode = WINED3D_FFP_VS_FOG_FOGCOORD;
5628 for (i = 0; i < MAX_TEXTURES; ++i)
5630 coord_idx = state->texture_states[i][WINED3D_TSS_TEXCOORD_INDEX];
5631 if (coord_idx < MAX_TEXTURES && (si->use_map & (1u << (WINED3D_FFP_TEXCOORD0 + coord_idx))))
5632 settings->texcoords |= 1u << i;
5633 settings->texgen[i] = state->texture_states[i][WINED3D_TSS_TEXCOORD_INDEX];
5635 if (d3d_info->limits.varying_count >= wined3d_max_compat_varyings(gl_info))
5636 settings->texcoords = (1u << MAX_TEXTURES) - 1;
5638 if (d3d_info->emulated_flatshading)
5639 settings->flatshading = state->render_states[WINED3D_RS_SHADEMODE] == WINED3D_SHADE_FLAT;
5640 else
5641 settings->flatshading = FALSE;
5643 settings->swizzle_map = si->swizzle_map;
5645 return;
5648 switch (state->render_states[WINED3D_RS_VERTEXBLEND])
5650 case WINED3D_VBF_DISABLE:
5651 case WINED3D_VBF_1WEIGHTS:
5652 case WINED3D_VBF_2WEIGHTS:
5653 case WINED3D_VBF_3WEIGHTS:
5654 settings->vertexblends = state->render_states[WINED3D_RS_VERTEXBLEND];
5655 break;
5656 default:
5657 FIXME("Unsupported vertex blending: %d\n", state->render_states[WINED3D_RS_VERTEXBLEND]);
5658 break;
5661 settings->transformed = 0;
5662 settings->clipping = state->render_states[WINED3D_RS_CLIPPING]
5663 && state->render_states[WINED3D_RS_CLIPPLANEENABLE];
5664 settings->normal = !!(si->use_map & (1u << WINED3D_FFP_NORMAL));
5665 settings->normalize = settings->normal && state->render_states[WINED3D_RS_NORMALIZENORMALS];
5666 settings->lighting = !!state->render_states[WINED3D_RS_LIGHTING];
5667 settings->localviewer = !!state->render_states[WINED3D_RS_LOCALVIEWER];
5668 settings->point_size = state->gl_primitive_type == GL_POINTS;
5669 settings->per_vertex_point_size = !!(si->use_map & 1u << WINED3D_FFP_PSIZE);
5671 if (state->render_states[WINED3D_RS_COLORVERTEX] && (si->use_map & (1u << WINED3D_FFP_DIFFUSE)))
5673 settings->diffuse_source = state->render_states[WINED3D_RS_DIFFUSEMATERIALSOURCE];
5674 settings->emissive_source = state->render_states[WINED3D_RS_EMISSIVEMATERIALSOURCE];
5675 settings->ambient_source = state->render_states[WINED3D_RS_AMBIENTMATERIALSOURCE];
5676 settings->specular_source = state->render_states[WINED3D_RS_SPECULARMATERIALSOURCE];
5678 else
5680 settings->diffuse_source = WINED3D_MCS_MATERIAL;
5681 settings->emissive_source = WINED3D_MCS_MATERIAL;
5682 settings->ambient_source = WINED3D_MCS_MATERIAL;
5683 settings->specular_source = WINED3D_MCS_MATERIAL;
5686 settings->texcoords = 0;
5687 for (i = 0; i < MAX_TEXTURES; ++i)
5689 coord_idx = state->texture_states[i][WINED3D_TSS_TEXCOORD_INDEX];
5690 if (coord_idx < MAX_TEXTURES && (si->use_map & (1u << (WINED3D_FFP_TEXCOORD0 + coord_idx))))
5691 settings->texcoords |= 1u << i;
5692 settings->texgen[i] = state->texture_states[i][WINED3D_TSS_TEXCOORD_INDEX];
5694 if (d3d_info->limits.varying_count >= wined3d_max_compat_varyings(gl_info))
5695 settings->texcoords = (1u << MAX_TEXTURES) - 1;
5697 settings->light_type = 0;
5698 for (i = 0; i < MAX_ACTIVE_LIGHTS; ++i)
5700 if (state->lights[i])
5701 settings->light_type |= (state->lights[i]->OriginalParms.type
5702 & WINED3D_FFP_LIGHT_TYPE_MASK) << WINED3D_FFP_LIGHT_TYPE_SHIFT(i);
5705 settings->ortho_fog = 0;
5706 if (!state->render_states[WINED3D_RS_FOGENABLE])
5707 settings->fog_mode = WINED3D_FFP_VS_FOG_OFF;
5708 else if (state->render_states[WINED3D_RS_FOGTABLEMODE] != WINED3D_FOG_NONE)
5710 settings->fog_mode = WINED3D_FFP_VS_FOG_DEPTH;
5712 if (state->transforms[WINED3D_TS_PROJECTION]._14 == 0.0f
5713 && state->transforms[WINED3D_TS_PROJECTION]._24 == 0.0f
5714 && state->transforms[WINED3D_TS_PROJECTION]._34 == 0.0f
5715 && state->transforms[WINED3D_TS_PROJECTION]._44 == 1.0f)
5716 settings->ortho_fog = 1;
5718 else if (state->render_states[WINED3D_RS_FOGVERTEXMODE] == WINED3D_FOG_NONE)
5719 settings->fog_mode = WINED3D_FFP_VS_FOG_FOGCOORD;
5720 else if (state->render_states[WINED3D_RS_RANGEFOGENABLE])
5721 settings->fog_mode = WINED3D_FFP_VS_FOG_RANGE;
5722 else
5723 settings->fog_mode = WINED3D_FFP_VS_FOG_DEPTH;
5725 if (d3d_info->emulated_flatshading)
5726 settings->flatshading = state->render_states[WINED3D_RS_SHADEMODE] == WINED3D_SHADE_FLAT;
5727 else
5728 settings->flatshading = FALSE;
5730 settings->swizzle_map = si->swizzle_map;
5732 settings->padding = 0;
5735 int wined3d_ffp_vertex_program_key_compare(const void *key, const struct wine_rb_entry *entry)
5737 const struct wined3d_ffp_vs_settings *ka = key;
5738 const struct wined3d_ffp_vs_settings *kb = &WINE_RB_ENTRY_VALUE(entry,
5739 const struct wined3d_ffp_vs_desc, entry)->settings;
5741 return memcmp(ka, kb, sizeof(*ka));
5744 const struct blit_shader *wined3d_select_blitter(const struct wined3d_gl_info *gl_info,
5745 const struct wined3d_d3d_info *d3d_info, enum wined3d_blit_op blit_op,
5746 const RECT *src_rect, DWORD src_usage, enum wined3d_pool src_pool, const struct wined3d_format *src_format,
5747 const RECT *dst_rect, DWORD dst_usage, enum wined3d_pool dst_pool, const struct wined3d_format *dst_format)
5749 static const struct blit_shader * const blitters[] =
5751 &arbfp_blit,
5752 &ffp_blit,
5753 &cpu_blit,
5755 unsigned int i;
5757 for (i = 0; i < sizeof(blitters) / sizeof(*blitters); ++i)
5759 if (blitters[i]->blit_supported(gl_info, d3d_info, blit_op,
5760 src_rect, src_usage, src_pool, src_format,
5761 dst_rect, dst_usage, dst_pool, dst_format))
5762 return blitters[i];
5765 return NULL;
5768 void wined3d_get_draw_rect(const struct wined3d_state *state, RECT *rect)
5770 const struct wined3d_viewport *vp = &state->viewport;
5772 SetRect(rect, vp->x, vp->y, vp->x + vp->width, vp->y + vp->height);
5774 if (state->render_states[WINED3D_RS_SCISSORTESTENABLE])
5775 IntersectRect(rect, rect, &state->scissor_rect);
5778 const char *wined3d_debug_location(DWORD location)
5780 const char *prefix = "";
5781 const char *suffix = "";
5782 char buf[294];
5784 if (wined3d_popcount(location) > 16)
5786 prefix = "~(";
5787 location = ~location;
5788 suffix = ")";
5791 buf[0] = '\0';
5792 #define LOCATION_TO_STR(u) if (location & u) { strcat(buf, " | "#u); location &= ~u; }
5793 LOCATION_TO_STR(WINED3D_LOCATION_DISCARDED);
5794 LOCATION_TO_STR(WINED3D_LOCATION_SYSMEM);
5795 LOCATION_TO_STR(WINED3D_LOCATION_USER_MEMORY);
5796 LOCATION_TO_STR(WINED3D_LOCATION_BUFFER);
5797 LOCATION_TO_STR(WINED3D_LOCATION_TEXTURE_RGB);
5798 LOCATION_TO_STR(WINED3D_LOCATION_TEXTURE_SRGB);
5799 LOCATION_TO_STR(WINED3D_LOCATION_DRAWABLE);
5800 LOCATION_TO_STR(WINED3D_LOCATION_RB_MULTISAMPLE);
5801 LOCATION_TO_STR(WINED3D_LOCATION_RB_RESOLVED);
5802 #undef LOCATION_TO_STR
5803 if (location) FIXME("Unrecognized location flag(s) %#x.\n", location);
5805 return wine_dbg_sprintf("%s%s%s", prefix, buf[0] ? &buf[3] : "0", suffix);
5808 /* Print a floating point value with the %.8e format specifier, always using
5809 * '.' as decimal separator. */
5810 void wined3d_ftoa(float value, char *s)
5812 int idx = 1;
5814 if (copysignf(1.0f, value) < 0.0f)
5815 ++idx;
5817 /* Be sure to allocate a buffer of at least 17 characters for the result
5818 as sprintf may return a 3 digit exponent when using the MSVC runtime
5819 instead of a 2 digit exponent. */
5820 sprintf(s, "%.8e", value);
5821 if (isfinite(value))
5822 s[idx] = '.';
5825 void wined3d_release_dc(HWND window, HDC dc)
5827 /* You'd figure ReleaseDC() would fail if the DC doesn't match the window.
5828 * However, that's not what actually happens, and there are user32 tests
5829 * that confirm ReleaseDC() with the wrong window is supposed to succeed.
5830 * So explicitly check that the DC belongs to the window, since we want to
5831 * avoid releasing a DC that belongs to some other window if the original
5832 * window was already destroyed. */
5833 if (WindowFromDC(dc) != window)
5834 WARN("DC %p does not belong to window %p.\n", dc, window);
5835 else if (!ReleaseDC(window, dc))
5836 ERR("Failed to release device context %p, last error %#x.\n", dc, GetLastError());
5839 BOOL wined3d_clip_blit(const RECT *clip_rect, RECT *clipped, RECT *other)
5841 RECT orig = *clipped;
5842 float scale_x = (float)(orig.right - orig.left) / (float)(other->right - other->left);
5843 float scale_y = (float)(orig.bottom - orig.top) / (float)(other->bottom - other->top);
5845 IntersectRect(clipped, clipped, clip_rect);
5847 if (IsRectEmpty(clipped))
5849 SetRectEmpty(other);
5850 return FALSE;
5853 other->left += (LONG)((clipped->left - orig.left) / scale_x);
5854 other->top += (LONG)((clipped->top - orig.top) / scale_y);
5855 other->right -= (LONG)((orig.right - clipped->right) / scale_x);
5856 other->bottom -= (LONG)((orig.bottom - clipped->bottom) / scale_y);
5858 return TRUE;
5861 void wined3d_gl_limits_get_uniform_block_range(const struct wined3d_gl_limits *gl_limits,
5862 enum wined3d_shader_type shader_type, unsigned int *base, unsigned int *count)
5864 *base = 0;
5865 *count = gl_limits->vertex_uniform_blocks;
5867 if (shader_type == WINED3D_SHADER_TYPE_VERTEX)
5868 return;
5870 *base += *count;
5871 *count = gl_limits->geometry_uniform_blocks;
5873 if (shader_type == WINED3D_SHADER_TYPE_GEOMETRY)
5874 return;
5876 *base += *count;
5877 *count = gl_limits->fragment_uniform_blocks;
5879 if (shader_type == WINED3D_SHADER_TYPE_PIXEL)
5880 return;
5882 *base += *count;
5883 *count = 0;
5885 ERR("Unhandled shader type %#x.\n", shader_type);