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[wine/hacks.git] / dlls / wined3d / utils.c
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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 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 "wined3d_private.h"
30 WINE_DEFAULT_DEBUG_CHANNEL(d3d);
32 struct StaticPixelFormatDesc
34 WINED3DFORMAT format;
35 DWORD alphaMask, redMask, greenMask, blueMask;
36 UINT bpp;
37 short depthSize, stencilSize;
40 /*****************************************************************************
41 * Pixel format array
43 * For the formats WINED3DFMT_A32B32G32R32F, WINED3DFMT_A16B16G16R16F,
44 * and WINED3DFMT_A16B16G16R16 do not have correct alpha masks, because the
45 * high masks do not fit into the 32 bit values needed for ddraw. It is only
46 * used for ddraw mostly, and to figure out if the format has alpha at all, so
47 * setting a mask like 0x1 for those surfaces is correct. The 64 and 128 bit
48 * formats are not usable in 2D rendering because ddraw doesn't support them.
50 static const struct StaticPixelFormatDesc formats[] =
52 /* WINED3DFORMAT alphamask redmask greenmask bluemask bpp depth stencil */
53 {WINED3DFMT_UNKNOWN, 0x0, 0x0, 0x0, 0x0, 0, 0, 0},
54 /* FourCC formats */
55 {WINED3DFMT_UYVY, 0x0, 0x0, 0x0, 0x0, 2, 0, 0},
56 {WINED3DFMT_YUY2, 0x0, 0x0, 0x0, 0x0, 2, 0, 0},
57 {WINED3DFMT_YV12, 0x0, 0x0, 0x0, 0x0, 1, 0, 0},
58 {WINED3DFMT_DXT1, 0x0, 0x0, 0x0, 0x0, 1, 0, 0},
59 {WINED3DFMT_DXT2, 0x0, 0x0, 0x0, 0x0, 1, 0, 0},
60 {WINED3DFMT_DXT3, 0x0, 0x0, 0x0, 0x0, 1, 0, 0},
61 {WINED3DFMT_DXT4, 0x0, 0x0, 0x0, 0x0, 1, 0, 0},
62 {WINED3DFMT_DXT5, 0x0, 0x0, 0x0, 0x0, 1, 0, 0},
63 {WINED3DFMT_MULTI2_ARGB8, 0x0, 0x0, 0x0, 0x0, 1/*?*/, 0, 0},
64 {WINED3DFMT_G8R8_G8B8, 0x0, 0x0, 0x0, 0x0, 1/*?*/, 0, 0},
65 {WINED3DFMT_R8G8_B8G8, 0x0, 0x0, 0x0, 0x0, 1/*?*/, 0, 0},
66 /* IEEE formats */
67 {WINED3DFMT_R32_FLOAT, 0x0, 0x0, 0x0, 0x0, 4, 0, 0},
68 {WINED3DFMT_R32G32_FLOAT, 0x0, 0x0, 0x0, 0x0, 8, 0, 0},
69 {WINED3DFMT_R32G32B32_FLOAT, 0x0, 0x0, 0x0, 0x0, 12, 0, 0},
70 {WINED3DFMT_R32G32B32A32_FLOAT, 0x1, 0x0, 0x0, 0x0, 16, 0, 0},
71 /* Hmm? */
72 {WINED3DFMT_R8G8_SNORM_Cx, 0x0, 0x0, 0x0, 0x0, 2, 0, 0},
73 /* Float */
74 {WINED3DFMT_R16_FLOAT, 0x0, 0x0, 0x0, 0x0, 2, 0, 0},
75 {WINED3DFMT_R16G16_FLOAT, 0x0, 0x0, 0x0, 0x0, 4, 0, 0},
76 {WINED3DFMT_R16G16_SINT, 0x0, 0x0, 0x0, 0x0, 4, 0, 0},
77 {WINED3DFMT_R16G16B16A16_FLOAT, 0x1, 0x0, 0x0, 0x0, 8, 0, 0},
78 {WINED3DFMT_R16G16B16A16_SINT, 0x1, 0x0, 0x0, 0x0, 8, 0, 0},
79 /* Palettized formats */
80 {WINED3DFMT_P8_UINT_A8_UNORM, 0x0000ff00, 0x0, 0x0, 0x0, 2, 0, 0},
81 {WINED3DFMT_P8_UINT, 0x0, 0x0, 0x0, 0x0, 1, 0, 0},
82 /* Standard ARGB formats. */
83 {WINED3DFMT_B8G8R8_UNORM, 0x0, 0x00ff0000, 0x0000ff00, 0x000000ff, 3, 0, 0},
84 {WINED3DFMT_B8G8R8A8_UNORM, 0xff000000, 0x00ff0000, 0x0000ff00, 0x000000ff, 4, 0, 0},
85 {WINED3DFMT_B8G8R8X8_UNORM, 0x0, 0x00ff0000, 0x0000ff00, 0x000000ff, 4, 0, 0},
86 {WINED3DFMT_B5G6R5_UNORM, 0x0, 0x0000f800, 0x000007e0, 0x0000001f, 2, 0, 0},
87 {WINED3DFMT_B5G5R5X1_UNORM, 0x0, 0x00007c00, 0x000003e0, 0x0000001f, 2, 0, 0},
88 {WINED3DFMT_B5G5R5A1_UNORM, 0x00008000, 0x00007c00, 0x000003e0, 0x0000001f, 2, 0, 0},
89 {WINED3DFMT_B4G4R4A4_UNORM, 0x0000f000, 0x00000f00, 0x000000f0, 0x0000000f, 2, 0, 0},
90 {WINED3DFMT_B2G3R3_UNORM, 0x0, 0x000000e0, 0x0000001c, 0x00000003, 1, 0, 0},
91 {WINED3DFMT_A8_UNORM, 0x000000ff, 0x0, 0x0, 0x0, 1, 0, 0},
92 {WINED3DFMT_B2G3R3A8_UNORM, 0x0000ff00, 0x000000e0, 0x0000001c, 0x00000003, 2, 0, 0},
93 {WINED3DFMT_B4G4R4X4_UNORM, 0x0, 0x00000f00, 0x000000f0, 0x0000000f, 2, 0, 0},
94 {WINED3DFMT_R10G10B10A2_UNORM, 0xc0000000, 0x000003ff, 0x000ffc00, 0x3ff00000, 4, 0, 0},
95 {WINED3DFMT_R10G10B10A2_UINT, 0xc0000000, 0x000003ff, 0x000ffc00, 0x3ff00000, 4, 0, 0},
96 {WINED3DFMT_R10G10B10A2_SNORM, 0xc0000000, 0x000003ff, 0x000ffc00, 0x3ff00000, 4, 0, 0},
97 {WINED3DFMT_R8G8B8A8_UNORM, 0xff000000, 0x000000ff, 0x0000ff00, 0x00ff0000, 4, 0, 0},
98 {WINED3DFMT_R8G8B8A8_UINT, 0xff000000, 0x000000ff, 0x0000ff00, 0x00ff0000, 4, 0, 0},
99 {WINED3DFMT_R8G8B8X8_UNORM, 0x0, 0x000000ff, 0x0000ff00, 0x00ff0000, 4, 0, 0},
100 {WINED3DFMT_R16G16_UNORM, 0x0, 0x0000ffff, 0xffff0000, 0x0, 4, 0, 0},
101 {WINED3DFMT_B10G10R10A2_UNORM, 0xc0000000, 0x3ff00000, 0x000ffc00, 0x000003ff, 4, 0, 0},
102 {WINED3DFMT_R16G16B16A16_UNORM, 0x1, 0x0000ffff, 0xffff0000, 0x0, 8, 0, 0},
103 /* Luminance */
104 {WINED3DFMT_L8_UNORM, 0x0, 0x0, 0x0, 0x0, 1, 0, 0},
105 {WINED3DFMT_L8A8_UNORM, 0x0000ff00, 0x0, 0x0, 0x0, 2, 0, 0},
106 {WINED3DFMT_L4A4_UNORM, 0x000000f0, 0x0, 0x0, 0x0, 1, 0, 0},
107 {WINED3DFMT_L16_UNORM, 0x0, 0x0, 0x0, 0x0, 2, 16, 0},
108 /* Bump mapping stuff */
109 {WINED3DFMT_R8G8_SNORM, 0x0, 0x0, 0x0, 0x0, 2, 0, 0},
110 {WINED3DFMT_R5G5_SNORM_L6_UNORM, 0x0, 0x0, 0x0, 0x0, 2, 0, 0},
111 {WINED3DFMT_R8G8_SNORM_L8X8_UNORM, 0x0, 0x0, 0x0, 0x0, 4, 0, 0},
112 {WINED3DFMT_R8G8B8A8_SNORM, 0x0, 0x0, 0x0, 0x0, 4, 0, 0},
113 {WINED3DFMT_R16G16_SNORM, 0x0, 0x0, 0x0, 0x0, 4, 0, 0},
114 {WINED3DFMT_R10G11B11_SNORM, 0x0, 0x0, 0x0, 0x0, 4, 0, 0},
115 {WINED3DFMT_R10G10B10_SNORM_A2_UNORM, 0xb0000000, 0x0, 0x0, 0x0, 4, 0, 0},
116 /* Depth stencil formats */
117 {WINED3DFMT_D16_LOCKABLE, 0x0, 0x0, 0x0, 0x0, 2, 16, 0},
118 {WINED3DFMT_D32_UNORM, 0x0, 0x0, 0x0, 0x0, 4, 32, 0},
119 {WINED3DFMT_S1_UINT_D15_UNORM, 0x0, 0x0, 0x0, 0x0, 2, 15, 1},
120 {WINED3DFMT_D24_UNORM_S8_UINT, 0x0, 0x0, 0x0, 0x0, 4, 24, 8},
121 {WINED3DFMT_X8D24_UNORM, 0x0, 0x0, 0x0, 0x0, 4, 24, 0},
122 {WINED3DFMT_S4X4_UINT_D24_UNORM, 0x0, 0x0, 0x0, 0x0, 4, 24, 4},
123 {WINED3DFMT_D16_UNORM, 0x0, 0x0, 0x0, 0x0, 2, 16, 0},
124 {WINED3DFMT_D32_FLOAT, 0x0, 0x0, 0x0, 0x0, 4, 32, 0},
125 {WINED3DFMT_S8_UINT_D24_FLOAT, 0x0, 0x0, 0x0, 0x0, 4, 24, 8},
126 {WINED3DFMT_VERTEXDATA, 0x0, 0x0, 0x0, 0x0, 0, 0, 0},
127 {WINED3DFMT_R16_UINT, 0x0, 0x0, 0x0, 0x0, 2, 0, 0},
128 {WINED3DFMT_R32_UINT, 0x0, 0x0, 0x0, 0x0, 4, 0, 0},
129 {WINED3DFMT_R16G16B16A16_SNORM, 0x0, 0x0, 0x0, 0x0, 8, 0, 0},
130 /* Vendor-specific formats */
131 {WINED3DFMT_ATI2N, 0x0, 0x0, 0x0, 0x0, 1, 0, 0},
132 {WINED3DFMT_NVHU, 0x0, 0x0, 0x0, 0x0, 2, 0, 0},
133 {WINED3DFMT_NVHS, 0x0, 0x0, 0x0, 0x0, 2, 0, 0},
136 struct wined3d_format_base_flags
138 WINED3DFORMAT format;
139 DWORD flags;
142 static const struct wined3d_format_base_flags format_base_flags[] =
144 {WINED3DFMT_UYVY, WINED3DFMT_FLAG_FOURCC},
145 {WINED3DFMT_YUY2, WINED3DFMT_FLAG_FOURCC},
146 {WINED3DFMT_YV12, WINED3DFMT_FLAG_FOURCC},
147 {WINED3DFMT_DXT1, WINED3DFMT_FLAG_FOURCC},
148 {WINED3DFMT_DXT2, WINED3DFMT_FLAG_FOURCC},
149 {WINED3DFMT_DXT3, WINED3DFMT_FLAG_FOURCC},
150 {WINED3DFMT_DXT4, WINED3DFMT_FLAG_FOURCC},
151 {WINED3DFMT_DXT5, WINED3DFMT_FLAG_FOURCC},
152 {WINED3DFMT_MULTI2_ARGB8, WINED3DFMT_FLAG_FOURCC},
153 {WINED3DFMT_G8R8_G8B8, WINED3DFMT_FLAG_FOURCC},
154 {WINED3DFMT_R8G8_B8G8, WINED3DFMT_FLAG_FOURCC},
155 {WINED3DFMT_P8_UINT, WINED3DFMT_FLAG_GETDC},
156 {WINED3DFMT_B8G8R8_UNORM, WINED3DFMT_FLAG_GETDC},
157 {WINED3DFMT_B8G8R8A8_UNORM, WINED3DFMT_FLAG_GETDC},
158 {WINED3DFMT_B8G8R8X8_UNORM, WINED3DFMT_FLAG_GETDC},
159 {WINED3DFMT_B5G6R5_UNORM, WINED3DFMT_FLAG_GETDC},
160 {WINED3DFMT_B5G5R5X1_UNORM, WINED3DFMT_FLAG_GETDC},
161 {WINED3DFMT_B5G5R5A1_UNORM, WINED3DFMT_FLAG_GETDC},
162 {WINED3DFMT_B4G4R4A4_UNORM, WINED3DFMT_FLAG_GETDC},
163 {WINED3DFMT_B4G4R4X4_UNORM, WINED3DFMT_FLAG_GETDC},
164 {WINED3DFMT_R8G8B8A8_UNORM, WINED3DFMT_FLAG_GETDC},
165 {WINED3DFMT_R8G8B8X8_UNORM, WINED3DFMT_FLAG_GETDC},
166 {WINED3DFMT_ATI2N, WINED3DFMT_FLAG_FOURCC},
167 {WINED3DFMT_NVHU, WINED3DFMT_FLAG_FOURCC},
168 {WINED3DFMT_NVHS, WINED3DFMT_FLAG_FOURCC},
171 struct wined3d_format_compression_info
173 WINED3DFORMAT format;
174 UINT block_width;
175 UINT block_height;
176 UINT block_byte_count;
179 static const struct wined3d_format_compression_info format_compression_info[] =
181 {WINED3DFMT_DXT1, 4, 4, 8},
182 {WINED3DFMT_DXT2, 4, 4, 16},
183 {WINED3DFMT_DXT3, 4, 4, 16},
184 {WINED3DFMT_DXT4, 4, 4, 16},
185 {WINED3DFMT_DXT5, 4, 4, 16},
186 {WINED3DFMT_ATI2N, 4, 4, 16},
189 struct wined3d_format_vertex_info
191 WINED3DFORMAT format;
192 enum wined3d_ffp_emit_idx emit_idx;
193 GLint component_count;
194 GLenum gl_vtx_type;
195 GLint gl_vtx_format;
196 GLboolean gl_normalized;
197 unsigned int component_size;
200 static const struct wined3d_format_vertex_info format_vertex_info[] =
202 {WINED3DFMT_R32_FLOAT, WINED3D_FFP_EMIT_FLOAT1, 1, GL_FLOAT, 1, GL_FALSE, sizeof(float)},
203 {WINED3DFMT_R32G32_FLOAT, WINED3D_FFP_EMIT_FLOAT2, 2, GL_FLOAT, 2, GL_FALSE, sizeof(float)},
204 {WINED3DFMT_R32G32B32_FLOAT, WINED3D_FFP_EMIT_FLOAT3, 3, GL_FLOAT, 3, GL_FALSE, sizeof(float)},
205 {WINED3DFMT_R32G32B32A32_FLOAT, WINED3D_FFP_EMIT_FLOAT4, 4, GL_FLOAT, 4, GL_FALSE, sizeof(float)},
206 {WINED3DFMT_B8G8R8A8_UNORM, WINED3D_FFP_EMIT_D3DCOLOR, 4, GL_UNSIGNED_BYTE, 4, GL_TRUE, sizeof(BYTE)},
207 {WINED3DFMT_R8G8B8A8_UINT, WINED3D_FFP_EMIT_UBYTE4, 4, GL_UNSIGNED_BYTE, 4, GL_FALSE, sizeof(BYTE)},
208 {WINED3DFMT_R16G16_SINT, WINED3D_FFP_EMIT_SHORT2, 2, GL_SHORT, 2, GL_FALSE, sizeof(short int)},
209 {WINED3DFMT_R16G16B16A16_SINT, WINED3D_FFP_EMIT_SHORT4, 4, GL_SHORT, 4, GL_FALSE, sizeof(short int)},
210 {WINED3DFMT_R8G8B8A8_UNORM, WINED3D_FFP_EMIT_UBYTE4N, 4, GL_UNSIGNED_BYTE, 4, GL_TRUE, sizeof(BYTE)},
211 {WINED3DFMT_R16G16_SNORM, WINED3D_FFP_EMIT_SHORT2N, 2, GL_SHORT, 2, GL_TRUE, sizeof(short int)},
212 {WINED3DFMT_R16G16B16A16_SNORM, WINED3D_FFP_EMIT_SHORT4N, 4, GL_SHORT, 4, GL_TRUE, sizeof(short int)},
213 {WINED3DFMT_R16G16_UNORM, WINED3D_FFP_EMIT_USHORT2N, 2, GL_UNSIGNED_SHORT, 2, GL_TRUE, sizeof(short int)},
214 {WINED3DFMT_R16G16B16A16_UNORM, WINED3D_FFP_EMIT_USHORT4N, 4, GL_UNSIGNED_SHORT, 4, GL_TRUE, sizeof(short int)},
215 {WINED3DFMT_R10G10B10A2_UINT, WINED3D_FFP_EMIT_UDEC3, 3, GL_UNSIGNED_SHORT, 3, GL_FALSE, sizeof(short int)},
216 {WINED3DFMT_R10G10B10A2_SNORM, WINED3D_FFP_EMIT_DEC3N, 3, GL_SHORT, 3, GL_TRUE, sizeof(short int)},
217 {WINED3DFMT_R16G16_FLOAT, WINED3D_FFP_EMIT_FLOAT16_2, 2, GL_FLOAT, 2, GL_FALSE, sizeof(GLhalfNV)},
218 {WINED3DFMT_R16G16B16A16_FLOAT, WINED3D_FFP_EMIT_FLOAT16_4, 4, GL_FLOAT, 4, GL_FALSE, sizeof(GLhalfNV)}
221 typedef struct {
222 WINED3DFORMAT fmt;
223 GLint glInternal, glGammaInternal, rtInternal, glFormat, glType;
224 unsigned int Flags;
225 GL_SupportedExt extension;
226 } GlPixelFormatDescTemplate;
228 /*****************************************************************************
229 * OpenGL format template. Contains unexciting formats which do not need
230 * extension checks. The order in this table is independent of the order in
231 * the table StaticPixelFormatDesc above. Not all formats have to be in this
232 * table.
234 static const GlPixelFormatDescTemplate gl_formats_template[] = {
235 /* WINED3DFORMAT internal srgbInternal rtInternal
236 format type
237 flags
238 extension */
239 /* FourCC formats */
240 /* GL_APPLE_ycbcr_422 claims that its '2YUV' format, which is supported via the UNSIGNED_SHORT_8_8_REV_APPLE type
241 * is equivalent to 'UYVY' format on Windows, and the 'YUVS' via UNSIGNED_SHORT_8_8_APPLE equates to 'YUY2'. The
242 * d3d9 test however shows that the opposite is true. Since the extension is from 2002, it predates the x86 based
243 * Macs, so probably the endianess differs. This could be tested as soon as we have a Windows and MacOS on a big
244 * endian machine
246 {WINED3DFMT_UYVY, GL_LUMINANCE_ALPHA, GL_LUMINANCE_ALPHA, 0,
247 GL_LUMINANCE_ALPHA, GL_UNSIGNED_BYTE,
248 WINED3DFMT_FLAG_FILTERING,
249 WINED3D_GL_EXT_NONE},
250 {WINED3DFMT_UYVY, GL_RGB, GL_RGB, 0,
251 GL_YCBCR_422_APPLE, UNSIGNED_SHORT_8_8_APPLE,
252 WINED3DFMT_FLAG_FILTERING,
253 APPLE_YCBCR_422},
254 {WINED3DFMT_YUY2, GL_LUMINANCE_ALPHA, GL_LUMINANCE_ALPHA, 0,
255 GL_LUMINANCE_ALPHA, GL_UNSIGNED_BYTE,
256 WINED3DFMT_FLAG_FILTERING,
257 WINED3D_GL_EXT_NONE},
258 {WINED3DFMT_YUY2, GL_RGB, GL_RGB, 0,
259 GL_YCBCR_422_APPLE, UNSIGNED_SHORT_8_8_REV_APPLE,
260 WINED3DFMT_FLAG_FILTERING,
261 APPLE_YCBCR_422},
262 {WINED3DFMT_YV12, GL_ALPHA, GL_ALPHA, 0,
263 GL_ALPHA, GL_UNSIGNED_BYTE,
264 WINED3DFMT_FLAG_FILTERING,
265 WINED3D_GL_EXT_NONE},
266 {WINED3DFMT_DXT1, GL_COMPRESSED_RGBA_S3TC_DXT1_EXT, GL_COMPRESSED_SRGB_ALPHA_S3TC_DXT1_EXT, 0,
267 GL_RGBA, GL_UNSIGNED_BYTE,
268 WINED3DFMT_FLAG_POSTPIXELSHADER_BLENDING | WINED3DFMT_FLAG_FILTERING,
269 EXT_TEXTURE_COMPRESSION_S3TC},
270 {WINED3DFMT_DXT2, GL_COMPRESSED_RGBA_S3TC_DXT3_EXT, GL_COMPRESSED_SRGB_ALPHA_S3TC_DXT3_EXT, 0,
271 GL_RGBA, GL_UNSIGNED_BYTE,
272 WINED3DFMT_FLAG_POSTPIXELSHADER_BLENDING | WINED3DFMT_FLAG_FILTERING,
273 EXT_TEXTURE_COMPRESSION_S3TC},
274 {WINED3DFMT_DXT3, GL_COMPRESSED_RGBA_S3TC_DXT3_EXT, GL_COMPRESSED_SRGB_ALPHA_S3TC_DXT3_EXT, 0,
275 GL_RGBA, GL_UNSIGNED_BYTE,
276 WINED3DFMT_FLAG_POSTPIXELSHADER_BLENDING | WINED3DFMT_FLAG_FILTERING,
277 EXT_TEXTURE_COMPRESSION_S3TC},
278 {WINED3DFMT_DXT4, GL_COMPRESSED_RGBA_S3TC_DXT5_EXT, GL_COMPRESSED_SRGB_ALPHA_S3TC_DXT5_EXT, 0,
279 GL_RGBA, GL_UNSIGNED_BYTE,
280 WINED3DFMT_FLAG_POSTPIXELSHADER_BLENDING | WINED3DFMT_FLAG_FILTERING,
281 EXT_TEXTURE_COMPRESSION_S3TC},
282 {WINED3DFMT_DXT5, GL_COMPRESSED_RGBA_S3TC_DXT5_EXT, GL_COMPRESSED_SRGB_ALPHA_S3TC_DXT5_EXT, 0,
283 GL_RGBA, GL_UNSIGNED_BYTE,
284 WINED3DFMT_FLAG_POSTPIXELSHADER_BLENDING | WINED3DFMT_FLAG_FILTERING,
285 EXT_TEXTURE_COMPRESSION_S3TC},
286 /* IEEE formats */
287 {WINED3DFMT_R32_FLOAT, GL_RGB32F_ARB, GL_RGB32F_ARB, 0,
288 GL_RED, GL_FLOAT,
289 WINED3DFMT_FLAG_RENDERTARGET,
290 ARB_TEXTURE_FLOAT},
291 {WINED3DFMT_R32_FLOAT, GL_R32F, GL_R32F, 0,
292 GL_RED, GL_FLOAT,
293 WINED3DFMT_FLAG_RENDERTARGET,
294 ARB_TEXTURE_RG},
295 {WINED3DFMT_R32G32_FLOAT, GL_RGB32F_ARB, GL_RGB32F_ARB, 0,
296 GL_RGB, GL_FLOAT,
297 WINED3DFMT_FLAG_RENDERTARGET,
298 ARB_TEXTURE_FLOAT},
299 {WINED3DFMT_R32G32_FLOAT, GL_RG32F, GL_RG32F, 0,
300 GL_RG, GL_FLOAT,
301 WINED3DFMT_FLAG_RENDERTARGET,
302 ARB_TEXTURE_RG},
303 {WINED3DFMT_R32G32B32A32_FLOAT, GL_RGBA32F_ARB, GL_RGBA32F_ARB, 0,
304 GL_RGBA, GL_FLOAT,
305 WINED3DFMT_FLAG_RENDERTARGET,
306 ARB_TEXTURE_FLOAT},
307 /* Float */
308 {WINED3DFMT_R16_FLOAT, GL_RGB16F_ARB, GL_RGB16F_ARB, 0,
309 GL_RED, GL_HALF_FLOAT_ARB,
310 WINED3DFMT_FLAG_RENDERTARGET,
311 ARB_TEXTURE_FLOAT},
312 {WINED3DFMT_R16_FLOAT, GL_R16F, GL_R16F, 0,
313 GL_RED, GL_HALF_FLOAT_ARB,
314 WINED3DFMT_FLAG_RENDERTARGET,
315 ARB_TEXTURE_RG},
316 {WINED3DFMT_R16G16_FLOAT, GL_RGB16F_ARB, GL_RGB16F_ARB, 0,
317 GL_RGB, GL_HALF_FLOAT_ARB,
318 WINED3DFMT_FLAG_RENDERTARGET,
319 ARB_TEXTURE_FLOAT},
320 {WINED3DFMT_R16G16_FLOAT, GL_RG16F, GL_RG16F, 0,
321 GL_RG, GL_HALF_FLOAT_ARB,
322 WINED3DFMT_FLAG_RENDERTARGET,
323 ARB_TEXTURE_RG},
324 {WINED3DFMT_R16G16B16A16_FLOAT, GL_RGBA16F_ARB, GL_RGBA16F_ARB, 0,
325 GL_RGBA, GL_HALF_FLOAT_ARB,
326 WINED3DFMT_FLAG_POSTPIXELSHADER_BLENDING | WINED3DFMT_FLAG_RENDERTARGET,
327 ARB_TEXTURE_FLOAT},
328 /* Palettized formats */
329 {WINED3DFMT_P8_UINT, GL_RGBA, GL_RGBA, 0,
330 GL_RGBA, GL_UNSIGNED_BYTE,
332 ARB_FRAGMENT_PROGRAM},
333 {WINED3DFMT_P8_UINT, GL_COLOR_INDEX8_EXT, GL_COLOR_INDEX8_EXT, 0,
334 GL_COLOR_INDEX, GL_UNSIGNED_BYTE,
336 EXT_PALETTED_TEXTURE},
337 /* Standard ARGB formats */
338 {WINED3DFMT_B8G8R8_UNORM, GL_RGB8, GL_RGB8, 0,
339 GL_BGR, GL_UNSIGNED_BYTE,
340 WINED3DFMT_FLAG_POSTPIXELSHADER_BLENDING | WINED3DFMT_FLAG_FILTERING | WINED3DFMT_FLAG_RENDERTARGET,
341 WINED3D_GL_EXT_NONE},
342 {WINED3DFMT_B8G8R8A8_UNORM, GL_RGBA8, GL_SRGB8_ALPHA8_EXT, 0,
343 GL_BGRA, GL_UNSIGNED_INT_8_8_8_8_REV,
344 WINED3DFMT_FLAG_POSTPIXELSHADER_BLENDING | WINED3DFMT_FLAG_FILTERING | WINED3DFMT_FLAG_RENDERTARGET,
345 WINED3D_GL_EXT_NONE},
346 {WINED3DFMT_B8G8R8X8_UNORM, GL_RGB8, GL_SRGB8_EXT, 0,
347 GL_BGRA, GL_UNSIGNED_INT_8_8_8_8_REV,
348 WINED3DFMT_FLAG_POSTPIXELSHADER_BLENDING | WINED3DFMT_FLAG_FILTERING | WINED3DFMT_FLAG_RENDERTARGET,
349 WINED3D_GL_EXT_NONE},
350 {WINED3DFMT_B5G6R5_UNORM, GL_RGB5, GL_RGB5, GL_RGB8,
351 GL_RGB, GL_UNSIGNED_SHORT_5_6_5,
352 WINED3DFMT_FLAG_POSTPIXELSHADER_BLENDING | WINED3DFMT_FLAG_FILTERING | WINED3DFMT_FLAG_RENDERTARGET,
353 WINED3D_GL_EXT_NONE},
354 {WINED3DFMT_B5G5R5X1_UNORM, GL_RGB5, GL_RGB5_A1, 0,
355 GL_BGRA, GL_UNSIGNED_SHORT_1_5_5_5_REV,
356 WINED3DFMT_FLAG_POSTPIXELSHADER_BLENDING | WINED3DFMT_FLAG_FILTERING,
357 WINED3D_GL_EXT_NONE},
358 {WINED3DFMT_B5G5R5A1_UNORM, GL_RGB5_A1, GL_RGB5_A1, 0,
359 GL_BGRA, GL_UNSIGNED_SHORT_1_5_5_5_REV,
360 WINED3DFMT_FLAG_POSTPIXELSHADER_BLENDING | WINED3DFMT_FLAG_FILTERING,
361 WINED3D_GL_EXT_NONE},
362 {WINED3DFMT_B4G4R4A4_UNORM, GL_RGBA4, GL_SRGB8_ALPHA8_EXT, 0,
363 GL_BGRA, GL_UNSIGNED_SHORT_4_4_4_4_REV,
364 WINED3DFMT_FLAG_POSTPIXELSHADER_BLENDING | WINED3DFMT_FLAG_FILTERING,
365 WINED3D_GL_EXT_NONE},
366 {WINED3DFMT_B2G3R3_UNORM, GL_R3_G3_B2, GL_R3_G3_B2, 0,
367 GL_RGB, GL_UNSIGNED_BYTE_3_3_2,
368 WINED3DFMT_FLAG_POSTPIXELSHADER_BLENDING,
369 WINED3D_GL_EXT_NONE},
370 {WINED3DFMT_A8_UNORM, GL_ALPHA8, GL_ALPHA8, 0,
371 GL_ALPHA, GL_UNSIGNED_BYTE,
372 WINED3DFMT_FLAG_POSTPIXELSHADER_BLENDING,
373 WINED3D_GL_EXT_NONE},
374 {WINED3DFMT_B4G4R4X4_UNORM, GL_RGB4, GL_RGB4, 0,
375 GL_BGRA, GL_UNSIGNED_SHORT_4_4_4_4_REV,
376 WINED3DFMT_FLAG_POSTPIXELSHADER_BLENDING | WINED3DFMT_FLAG_FILTERING,
377 WINED3D_GL_EXT_NONE},
378 {WINED3DFMT_R10G10B10A2_UNORM, GL_RGB10_A2, GL_RGB10_A2, 0,
379 GL_RGBA, GL_UNSIGNED_INT_2_10_10_10_REV,
380 WINED3DFMT_FLAG_POSTPIXELSHADER_BLENDING | WINED3DFMT_FLAG_FILTERING,
381 WINED3D_GL_EXT_NONE},
382 {WINED3DFMT_R8G8B8A8_UNORM, GL_RGBA8, GL_RGBA8, 0,
383 GL_RGBA, GL_UNSIGNED_INT_8_8_8_8_REV,
384 WINED3DFMT_FLAG_POSTPIXELSHADER_BLENDING | WINED3DFMT_FLAG_FILTERING,
385 WINED3D_GL_EXT_NONE},
386 {WINED3DFMT_R8G8B8X8_UNORM, GL_RGB8, GL_RGB8, 0,
387 GL_RGBA, GL_UNSIGNED_INT_8_8_8_8_REV,
388 WINED3DFMT_FLAG_POSTPIXELSHADER_BLENDING | WINED3DFMT_FLAG_FILTERING,
389 WINED3D_GL_EXT_NONE},
390 {WINED3DFMT_R16G16_UNORM, GL_RGB16, GL_RGB16, GL_RGBA16,
391 GL_RGB, GL_UNSIGNED_SHORT,
392 WINED3DFMT_FLAG_POSTPIXELSHADER_BLENDING | WINED3DFMT_FLAG_FILTERING,
393 WINED3D_GL_EXT_NONE},
394 {WINED3DFMT_B10G10R10A2_UNORM, GL_RGB10_A2, GL_RGB10_A2, 0,
395 GL_BGRA, GL_UNSIGNED_INT_2_10_10_10_REV,
396 WINED3DFMT_FLAG_POSTPIXELSHADER_BLENDING | WINED3DFMT_FLAG_FILTERING,
397 WINED3D_GL_EXT_NONE},
398 {WINED3DFMT_R16G16B16A16_UNORM, GL_RGBA16, GL_RGBA16, 0,
399 GL_RGBA, GL_UNSIGNED_SHORT,
400 WINED3DFMT_FLAG_POSTPIXELSHADER_BLENDING | WINED3DFMT_FLAG_FILTERING | WINED3DFMT_FLAG_RENDERTARGET,
401 WINED3D_GL_EXT_NONE},
402 /* Luminance */
403 {WINED3DFMT_L8_UNORM, GL_LUMINANCE8, GL_SLUMINANCE8_EXT, 0,
404 GL_LUMINANCE, GL_UNSIGNED_BYTE,
405 WINED3DFMT_FLAG_POSTPIXELSHADER_BLENDING | WINED3DFMT_FLAG_FILTERING,
406 WINED3D_GL_EXT_NONE},
407 {WINED3DFMT_L8A8_UNORM, GL_LUMINANCE8_ALPHA8, GL_SLUMINANCE8_ALPHA8_EXT, 0,
408 GL_LUMINANCE_ALPHA, GL_UNSIGNED_BYTE,
409 WINED3DFMT_FLAG_POSTPIXELSHADER_BLENDING | WINED3DFMT_FLAG_FILTERING,
410 WINED3D_GL_EXT_NONE},
411 {WINED3DFMT_L4A4_UNORM, GL_LUMINANCE4_ALPHA4, GL_LUMINANCE4_ALPHA4, 0,
412 GL_LUMINANCE_ALPHA, GL_UNSIGNED_BYTE,
414 WINED3D_GL_EXT_NONE},
415 /* Bump mapping stuff */
416 {WINED3DFMT_R8G8_SNORM, GL_RGB8, GL_RGB8, 0,
417 GL_BGR, GL_UNSIGNED_BYTE,
418 WINED3DFMT_FLAG_POSTPIXELSHADER_BLENDING | WINED3DFMT_FLAG_FILTERING,
419 WINED3D_GL_EXT_NONE},
420 {WINED3DFMT_R8G8_SNORM, GL_DSDT8_NV, GL_DSDT8_NV, 0,
421 GL_DSDT_NV, GL_BYTE,
422 WINED3DFMT_FLAG_POSTPIXELSHADER_BLENDING | WINED3DFMT_FLAG_FILTERING,
423 NV_TEXTURE_SHADER},
424 {WINED3DFMT_R5G5_SNORM_L6_UNORM, GL_RGB5, GL_RGB5, 0,
425 GL_RGB, GL_UNSIGNED_SHORT_5_6_5,
426 WINED3DFMT_FLAG_POSTPIXELSHADER_BLENDING | WINED3DFMT_FLAG_FILTERING,
427 WINED3D_GL_EXT_NONE},
428 {WINED3DFMT_R5G5_SNORM_L6_UNORM, GL_DSDT8_MAG8_NV, GL_DSDT8_MAG8_NV, 0,
429 GL_DSDT_MAG_NV, GL_BYTE,
430 WINED3DFMT_FLAG_POSTPIXELSHADER_BLENDING | WINED3DFMT_FLAG_FILTERING,
431 NV_TEXTURE_SHADER},
432 {WINED3DFMT_R8G8_SNORM_L8X8_UNORM, GL_RGB8, GL_RGB8, 0,
433 GL_BGRA, GL_UNSIGNED_INT_8_8_8_8_REV,
434 WINED3DFMT_FLAG_POSTPIXELSHADER_BLENDING | WINED3DFMT_FLAG_FILTERING,
435 WINED3D_GL_EXT_NONE},
436 {WINED3DFMT_R8G8_SNORM_L8X8_UNORM, GL_DSDT8_MAG8_INTENSITY8_NV, GL_DSDT8_MAG8_INTENSITY8_NV, 0,
437 GL_DSDT_MAG_VIB_NV, GL_UNSIGNED_INT_8_8_S8_S8_REV_NV,
438 WINED3DFMT_FLAG_POSTPIXELSHADER_BLENDING | WINED3DFMT_FLAG_FILTERING,
439 NV_TEXTURE_SHADER},
440 {WINED3DFMT_R8G8B8A8_SNORM, GL_RGBA8, GL_RGBA8, 0,
441 GL_BGRA, GL_UNSIGNED_BYTE,
442 WINED3DFMT_FLAG_POSTPIXELSHADER_BLENDING | WINED3DFMT_FLAG_FILTERING,
443 WINED3D_GL_EXT_NONE},
444 {WINED3DFMT_R8G8B8A8_SNORM, GL_SIGNED_RGBA8_NV, GL_SIGNED_RGBA8_NV, 0,
445 GL_RGBA, GL_BYTE,
446 WINED3DFMT_FLAG_POSTPIXELSHADER_BLENDING | WINED3DFMT_FLAG_FILTERING,
447 NV_TEXTURE_SHADER},
448 {WINED3DFMT_R16G16_SNORM, GL_RGB16, GL_RGB16, 0,
449 GL_BGR, GL_UNSIGNED_SHORT,
450 WINED3DFMT_FLAG_POSTPIXELSHADER_BLENDING | WINED3DFMT_FLAG_FILTERING,
451 WINED3D_GL_EXT_NONE},
452 {WINED3DFMT_R16G16_SNORM, GL_SIGNED_HILO16_NV, GL_SIGNED_HILO16_NV, 0,
453 GL_HILO_NV, GL_SHORT,
454 WINED3DFMT_FLAG_POSTPIXELSHADER_BLENDING | WINED3DFMT_FLAG_FILTERING,
455 NV_TEXTURE_SHADER},
456 /* Depth stencil formats */
457 {WINED3DFMT_D16_LOCKABLE, GL_DEPTH_COMPONENT24_ARB, GL_DEPTH_COMPONENT24_ARB, 0,
458 GL_DEPTH_COMPONENT, GL_UNSIGNED_SHORT,
459 WINED3DFMT_FLAG_DEPTH,
460 ARB_DEPTH_TEXTURE},
461 {WINED3DFMT_D32_UNORM, GL_DEPTH_COMPONENT32_ARB, GL_DEPTH_COMPONENT32_ARB, 0,
462 GL_DEPTH_COMPONENT, GL_UNSIGNED_INT,
463 WINED3DFMT_FLAG_DEPTH,
464 ARB_DEPTH_TEXTURE},
465 {WINED3DFMT_S1_UINT_D15_UNORM, GL_DEPTH_COMPONENT24_ARB, GL_DEPTH_COMPONENT24_ARB, 0,
466 GL_DEPTH_COMPONENT, GL_UNSIGNED_SHORT,
467 WINED3DFMT_FLAG_DEPTH,
468 ARB_DEPTH_TEXTURE},
469 {WINED3DFMT_S1_UINT_D15_UNORM, GL_DEPTH24_STENCIL8_EXT, GL_DEPTH24_STENCIL8_EXT, 0,
470 GL_DEPTH_STENCIL_EXT, GL_UNSIGNED_INT_24_8_EXT,
471 WINED3DFMT_FLAG_DEPTH | WINED3DFMT_FLAG_STENCIL,
472 EXT_PACKED_DEPTH_STENCIL},
473 {WINED3DFMT_S1_UINT_D15_UNORM, GL_DEPTH24_STENCIL8, GL_DEPTH24_STENCIL8, 0,
474 GL_DEPTH_STENCIL, GL_UNSIGNED_INT_24_8,
475 WINED3DFMT_FLAG_DEPTH | WINED3DFMT_FLAG_STENCIL,
476 ARB_FRAMEBUFFER_OBJECT},
477 {WINED3DFMT_D24_UNORM_S8_UINT, GL_DEPTH_COMPONENT24_ARB, GL_DEPTH_COMPONENT24_ARB, 0,
478 GL_DEPTH_COMPONENT, GL_UNSIGNED_INT,
479 WINED3DFMT_FLAG_POSTPIXELSHADER_BLENDING | WINED3DFMT_FLAG_FILTERING | WINED3DFMT_FLAG_DEPTH,
480 ARB_DEPTH_TEXTURE},
481 {WINED3DFMT_D24_UNORM_S8_UINT, GL_DEPTH24_STENCIL8_EXT, GL_DEPTH24_STENCIL8_EXT, 0,
482 GL_DEPTH_STENCIL_EXT, GL_UNSIGNED_INT_24_8_EXT,
483 WINED3DFMT_FLAG_POSTPIXELSHADER_BLENDING | WINED3DFMT_FLAG_FILTERING | WINED3DFMT_FLAG_DEPTH | WINED3DFMT_FLAG_STENCIL,
484 EXT_PACKED_DEPTH_STENCIL},
485 {WINED3DFMT_D24_UNORM_S8_UINT, GL_DEPTH24_STENCIL8, GL_DEPTH24_STENCIL8, 0,
486 GL_DEPTH_STENCIL, GL_UNSIGNED_INT_24_8,
487 WINED3DFMT_FLAG_POSTPIXELSHADER_BLENDING | WINED3DFMT_FLAG_FILTERING | WINED3DFMT_FLAG_DEPTH | WINED3DFMT_FLAG_STENCIL,
488 ARB_FRAMEBUFFER_OBJECT},
489 {WINED3DFMT_X8D24_UNORM, GL_DEPTH_COMPONENT24_ARB, GL_DEPTH_COMPONENT24_ARB, 0,
490 GL_DEPTH_COMPONENT, GL_UNSIGNED_INT,
491 WINED3DFMT_FLAG_POSTPIXELSHADER_BLENDING | WINED3DFMT_FLAG_FILTERING | WINED3DFMT_FLAG_DEPTH,
492 ARB_DEPTH_TEXTURE},
493 {WINED3DFMT_S4X4_UINT_D24_UNORM, GL_DEPTH_COMPONENT24_ARB, GL_DEPTH_COMPONENT24_ARB, 0,
494 GL_DEPTH_COMPONENT, GL_UNSIGNED_INT,
495 WINED3DFMT_FLAG_DEPTH,
496 ARB_DEPTH_TEXTURE},
497 {WINED3DFMT_S4X4_UINT_D24_UNORM, GL_DEPTH24_STENCIL8_EXT, GL_DEPTH24_STENCIL8_EXT, 0,
498 GL_DEPTH_STENCIL_EXT, GL_UNSIGNED_INT_24_8_EXT,
499 WINED3DFMT_FLAG_DEPTH | WINED3DFMT_FLAG_STENCIL,
500 EXT_PACKED_DEPTH_STENCIL},
501 {WINED3DFMT_S4X4_UINT_D24_UNORM, GL_DEPTH24_STENCIL8, GL_DEPTH24_STENCIL8, 0,
502 GL_DEPTH_STENCIL, GL_UNSIGNED_INT_24_8,
503 WINED3DFMT_FLAG_DEPTH | WINED3DFMT_FLAG_STENCIL,
504 ARB_FRAMEBUFFER_OBJECT},
505 {WINED3DFMT_D16_UNORM, GL_DEPTH_COMPONENT24_ARB, GL_DEPTH_COMPONENT24_ARB, 0,
506 GL_DEPTH_COMPONENT, GL_UNSIGNED_SHORT,
507 WINED3DFMT_FLAG_POSTPIXELSHADER_BLENDING | WINED3DFMT_FLAG_FILTERING | WINED3DFMT_FLAG_DEPTH,
508 ARB_DEPTH_TEXTURE},
509 {WINED3DFMT_L16_UNORM, GL_LUMINANCE16, GL_LUMINANCE16, 0,
510 GL_LUMINANCE, GL_UNSIGNED_SHORT,
511 WINED3DFMT_FLAG_POSTPIXELSHADER_BLENDING | WINED3DFMT_FLAG_FILTERING,
512 WINED3D_GL_EXT_NONE},
513 {WINED3DFMT_D32_FLOAT, GL_DEPTH_COMPONENT32F, GL_DEPTH_COMPONENT32F, 0,
514 GL_DEPTH_COMPONENT, GL_FLOAT,
515 WINED3DFMT_FLAG_DEPTH,
516 ARB_DEPTH_BUFFER_FLOAT},
517 {WINED3DFMT_S8_UINT_D24_FLOAT, GL_DEPTH32F_STENCIL8, GL_DEPTH32F_STENCIL8, 0,
518 GL_DEPTH_STENCIL, GL_FLOAT_32_UNSIGNED_INT_24_8_REV,
519 WINED3DFMT_FLAG_DEPTH | WINED3DFMT_FLAG_STENCIL,
520 ARB_DEPTH_BUFFER_FLOAT},
521 /* Vendor-specific formats */
522 {WINED3DFMT_ATI2N, GL_COMPRESSED_LUMINANCE_ALPHA_3DC_ATI, GL_COMPRESSED_LUMINANCE_ALPHA_3DC_ATI, 0,
523 GL_LUMINANCE_ALPHA, GL_UNSIGNED_BYTE,
525 ATI_TEXTURE_COMPRESSION_3DC},
526 {WINED3DFMT_ATI2N, GL_COMPRESSED_RED_GREEN_RGTC2_EXT, GL_COMPRESSED_RED_GREEN_RGTC2_EXT, 0,
527 GL_LUMINANCE_ALPHA, GL_UNSIGNED_BYTE,
529 EXT_TEXTURE_COMPRESSION_RGTC},
532 static inline int getFmtIdx(WINED3DFORMAT fmt) {
533 /* First check if the format is at the position of its value.
534 * This will catch the argb formats before the loop is entered
536 if(fmt < (sizeof(formats) / sizeof(formats[0])) && formats[fmt].format == fmt) {
537 return fmt;
538 } else {
539 unsigned int i;
540 for(i = 0; i < (sizeof(formats) / sizeof(formats[0])); i++) {
541 if(formats[i].format == fmt) {
542 return i;
546 return -1;
549 static BOOL init_format_base_info(struct wined3d_gl_info *gl_info)
551 UINT format_count = sizeof(formats) / sizeof(*formats);
552 UINT i;
554 gl_info->gl_formats = HeapAlloc(GetProcessHeap(), HEAP_ZERO_MEMORY, format_count * sizeof(*gl_info->gl_formats));
555 if (!gl_info->gl_formats)
557 ERR("Failed to allocate memory.\n");
558 return FALSE;
561 for (i = 0; i < format_count; ++i)
563 struct GlPixelFormatDesc *desc = &gl_info->gl_formats[i];
564 desc->format = formats[i].format;
565 desc->red_mask = formats[i].redMask;
566 desc->green_mask = formats[i].greenMask;
567 desc->blue_mask = formats[i].blueMask;
568 desc->alpha_mask = formats[i].alphaMask;
569 desc->byte_count = formats[i].bpp;
570 desc->depth_size = formats[i].depthSize;
571 desc->stencil_size = formats[i].stencilSize;
574 for (i = 0; i < (sizeof(format_base_flags) / sizeof(*format_base_flags)); ++i)
576 int fmt_idx = getFmtIdx(format_base_flags[i].format);
578 if (fmt_idx == -1)
580 ERR("Format %s (%#x) not found.\n",
581 debug_d3dformat(format_base_flags[i].format), format_base_flags[i].format);
582 HeapFree(GetProcessHeap(), 0, gl_info->gl_formats);
583 return FALSE;
586 gl_info->gl_formats[fmt_idx].Flags |= format_base_flags[i].flags;
589 return TRUE;
592 static BOOL init_format_compression_info(struct wined3d_gl_info *gl_info)
594 unsigned int i;
596 for (i = 0; i < (sizeof(format_compression_info) / sizeof(*format_compression_info)); ++i)
598 struct GlPixelFormatDesc *format_desc;
599 int fmt_idx = getFmtIdx(format_compression_info[i].format);
601 if (fmt_idx == -1)
603 ERR("Format %s (%#x) not found.\n",
604 debug_d3dformat(format_compression_info[i].format), format_compression_info[i].format);
605 return FALSE;
608 format_desc = &gl_info->gl_formats[fmt_idx];
609 format_desc->block_width = format_compression_info[i].block_width;
610 format_desc->block_height = format_compression_info[i].block_height;
611 format_desc->block_byte_count = format_compression_info[i].block_byte_count;
612 format_desc->Flags |= WINED3DFMT_FLAG_COMPRESSED;
615 return TRUE;
618 /* Context activation is done by the caller. */
619 static void check_fbo_compat(const struct wined3d_gl_info *gl_info, struct GlPixelFormatDesc *format_desc)
621 /* Check if the default internal format is supported as a frame buffer
622 * target, otherwise fall back to the render target internal.
624 * Try to stick to the standard format if possible, this limits precision differences. */
625 GLenum status;
626 GLuint tex;
628 ENTER_GL();
630 while(glGetError());
631 glDisable(GL_BLEND);
633 glGenTextures(1, &tex);
634 glBindTexture(GL_TEXTURE_2D, tex);
636 glTexImage2D(GL_TEXTURE_2D, 0, format_desc->glInternal, 16, 16, 0,
637 format_desc->glFormat, format_desc->glType, NULL);
638 glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_NEAREST);
639 glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_NEAREST);
641 gl_info->fbo_ops.glFramebufferTexture2D(GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT0, GL_TEXTURE_2D, tex, 0);
643 status = gl_info->fbo_ops.glCheckFramebufferStatus(GL_FRAMEBUFFER);
644 checkGLcall("Framebuffer format check");
646 if (status == GL_FRAMEBUFFER_COMPLETE)
648 TRACE("Format %s is supported as FBO color attachment\n", debug_d3dformat(format_desc->format));
649 format_desc->Flags |= WINED3DFMT_FLAG_FBO_ATTACHABLE;
650 format_desc->rtInternal = format_desc->glInternal;
652 else
654 if (!format_desc->rtInternal)
656 if (format_desc->Flags & WINED3DFMT_FLAG_RENDERTARGET)
658 FIXME("Format %s with rendertarget flag is not supported as FBO color attachment,"
659 " and no fallback specified.\n", debug_d3dformat(format_desc->format));
660 format_desc->Flags &= ~WINED3DFMT_FLAG_RENDERTARGET;
662 else
664 TRACE("Format %s is not supported as FBO color attachment.\n", debug_d3dformat(format_desc->format));
666 format_desc->rtInternal = format_desc->glInternal;
668 else
670 TRACE("Format %s is not supported as FBO color attachment, trying rtInternal format as fallback.\n",
671 debug_d3dformat(format_desc->format));
673 while(glGetError());
675 gl_info->fbo_ops.glFramebufferTexture2D(GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT0, GL_TEXTURE_2D, 0, 0);
677 glTexImage2D(GL_TEXTURE_2D, 0, format_desc->rtInternal, 16, 16, 0,
678 format_desc->glFormat, format_desc->glType, NULL);
679 glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_NEAREST);
680 glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_NEAREST);
682 gl_info->fbo_ops.glFramebufferTexture2D(GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT0, GL_TEXTURE_2D, tex, 0);
684 status = gl_info->fbo_ops.glCheckFramebufferStatus(GL_FRAMEBUFFER);
685 checkGLcall("Framebuffer format check");
687 if (status == GL_FRAMEBUFFER_COMPLETE)
689 TRACE("Format %s rtInternal format is supported as FBO color attachment\n",
690 debug_d3dformat(format_desc->format));
692 else
694 FIXME("Format %s rtInternal format is not supported as FBO color attachment.\n",
695 debug_d3dformat(format_desc->format));
696 format_desc->Flags &= ~WINED3DFMT_FLAG_RENDERTARGET;
701 if (status == GL_FRAMEBUFFER_COMPLETE && format_desc->Flags & WINED3DFMT_FLAG_POSTPIXELSHADER_BLENDING)
703 GLuint rb;
705 if (gl_info->supported[ARB_FRAMEBUFFER_OBJECT]
706 || gl_info->supported[EXT_PACKED_DEPTH_STENCIL])
708 gl_info->fbo_ops.glGenRenderbuffers(1, &rb);
709 gl_info->fbo_ops.glBindRenderbuffer(GL_RENDERBUFFER, rb);
710 gl_info->fbo_ops.glRenderbufferStorage(GL_RENDERBUFFER, GL_DEPTH24_STENCIL8, 16, 16);
711 gl_info->fbo_ops.glFramebufferRenderbuffer(GL_FRAMEBUFFER, GL_DEPTH_ATTACHMENT, GL_RENDERBUFFER, rb);
712 gl_info->fbo_ops.glFramebufferRenderbuffer(GL_FRAMEBUFFER, GL_STENCIL_ATTACHMENT, GL_RENDERBUFFER, rb);
713 checkGLcall("RB attachment");
716 glEnable(GL_BLEND);
717 glClear(GL_COLOR_BUFFER_BIT);
718 if (glGetError() == GL_INVALID_FRAMEBUFFER_OPERATION)
720 while(glGetError());
721 TRACE("Format doesn't support post-pixelshader blending.\n");
722 format_desc->Flags &= ~WINED3DFMT_FLAG_POSTPIXELSHADER_BLENDING;
725 if (gl_info->supported[ARB_FRAMEBUFFER_OBJECT]
726 || gl_info->supported[EXT_PACKED_DEPTH_STENCIL])
728 gl_info->fbo_ops.glFramebufferRenderbuffer(GL_FRAMEBUFFER, GL_DEPTH_ATTACHMENT, GL_RENDERBUFFER, 0);
729 gl_info->fbo_ops.glFramebufferRenderbuffer(GL_FRAMEBUFFER, GL_STENCIL_ATTACHMENT, GL_RENDERBUFFER, 0);
730 gl_info->fbo_ops.glDeleteRenderbuffers(1, &rb);
731 checkGLcall("RB cleanup");
735 glDeleteTextures(1, &tex);
737 LEAVE_GL();
740 /* Context activation is done by the caller. */
741 static void init_format_fbo_compat_info(struct wined3d_gl_info *gl_info)
743 unsigned int i;
744 GLuint fbo;
746 if (wined3d_settings.offscreen_rendering_mode == ORM_FBO)
748 ENTER_GL();
750 gl_info->fbo_ops.glGenFramebuffers(1, &fbo);
751 gl_info->fbo_ops.glBindFramebuffer(GL_FRAMEBUFFER, fbo);
753 LEAVE_GL();
756 for (i = 0; i < sizeof(formats) / sizeof(*formats); ++i)
758 struct GlPixelFormatDesc *desc = &gl_info->gl_formats[i];
760 if (!desc->glInternal) continue;
762 if (desc->Flags & (WINED3DFMT_FLAG_DEPTH | WINED3DFMT_FLAG_STENCIL))
764 TRACE("Skipping format %s because it's a depth/stencil format.\n",
765 debug_d3dformat(desc->format));
766 continue;
769 if (desc->Flags & WINED3DFMT_FLAG_COMPRESSED)
771 TRACE("Skipping format %s because it's a compressed format.\n",
772 debug_d3dformat(desc->format));
773 continue;
776 if (wined3d_settings.offscreen_rendering_mode == ORM_FBO)
778 TRACE("Checking if format %s is supported as FBO color attachment...\n", debug_d3dformat(desc->format));
779 check_fbo_compat(gl_info, desc);
781 else
783 desc->rtInternal = desc->glInternal;
787 if (wined3d_settings.offscreen_rendering_mode == ORM_FBO)
789 ENTER_GL();
791 gl_info->fbo_ops.glDeleteFramebuffers(1, &fbo);
793 LEAVE_GL();
797 static BOOL init_format_texture_info(struct wined3d_gl_info *gl_info)
799 unsigned int i;
801 for (i = 0; i < sizeof(gl_formats_template) / sizeof(gl_formats_template[0]); ++i)
803 int fmt_idx = getFmtIdx(gl_formats_template[i].fmt);
804 struct GlPixelFormatDesc *desc;
806 if (fmt_idx == -1)
808 ERR("Format %s (%#x) not found.\n",
809 debug_d3dformat(gl_formats_template[i].fmt), gl_formats_template[i].fmt);
810 return FALSE;
813 if (!gl_info->supported[gl_formats_template[i].extension]) continue;
815 desc = &gl_info->gl_formats[fmt_idx];
816 desc->glInternal = gl_formats_template[i].glInternal;
817 desc->glGammaInternal = gl_formats_template[i].glGammaInternal;
818 desc->rtInternal = gl_formats_template[i].rtInternal;
819 desc->glFormat = gl_formats_template[i].glFormat;
820 desc->glType = gl_formats_template[i].glType;
821 desc->color_fixup = COLOR_FIXUP_IDENTITY;
822 desc->Flags |= gl_formats_template[i].Flags;
823 desc->heightscale = 1.0f;
826 return TRUE;
829 static BOOL color_match(DWORD c1, DWORD c2, BYTE max_diff)
831 if (abs((c1 & 0xff) - (c2 & 0xff)) > max_diff) return FALSE;
832 c1 >>= 8; c2 >>= 8;
833 if (abs((c1 & 0xff) - (c2 & 0xff)) > max_diff) return FALSE;
834 c1 >>= 8; c2 >>= 8;
835 if (abs((c1 & 0xff) - (c2 & 0xff)) > max_diff) return FALSE;
836 c1 >>= 8; c2 >>= 8;
837 if (abs((c1 & 0xff) - (c2 & 0xff)) > max_diff) return FALSE;
838 return TRUE;
841 /* A context is provided by the caller */
842 static BOOL check_filter(const struct wined3d_gl_info *gl_info, GLenum internal)
844 GLuint tex, fbo, buffer;
845 const DWORD data[] = {0x00000000, 0xffffffff};
846 DWORD readback[16 * 1];
847 BOOL ret = FALSE;
849 /* Render a filtered texture and see what happens. This is intended to detect the lack of
850 * float16 filtering on ATI X1000 class cards. The drivers disable filtering instead of
851 * falling back to software. If this changes in the future this code will get fooled and
852 * apps might hit the software path due to incorrectly advertised caps.
854 * Its unlikely that this changes however. GL Games like Mass Effect depend on the filter
855 * disable fallback, if Apple or ATI ever change the driver behavior they will break more
856 * than Wine. The Linux binary <= r500 driver is not maintained any more anyway
859 ENTER_GL();
860 while(glGetError());
862 glGenTextures(1, &buffer);
863 glBindTexture(GL_TEXTURE_2D, buffer);
864 memset(readback, 0x7e, sizeof(readback));
865 glTexImage2D(GL_TEXTURE_2D, 0, GL_RGBA8, 16, 1, 0, GL_RGBA, GL_UNSIGNED_INT_8_8_8_8, readback);
866 glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_NEAREST);
867 glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_NEAREST);
868 glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_CLAMP_TO_EDGE);
869 glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_CLAMP_TO_EDGE);
870 glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_R, GL_CLAMP_TO_EDGE);
872 glGenTextures(1, &tex);
873 glBindTexture(GL_TEXTURE_2D, tex);
874 glTexImage2D(GL_TEXTURE_2D, 0, internal, 2, 1, 0, GL_BGRA, GL_UNSIGNED_INT_8_8_8_8_REV, data);
875 glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR);
876 glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_LINEAR);
877 glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_CLAMP_TO_EDGE);
878 glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_CLAMP_TO_EDGE);
879 glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_R, GL_CLAMP_TO_EDGE);
880 glEnable(GL_TEXTURE_2D);
882 gl_info->fbo_ops.glGenFramebuffers(1, &fbo);
883 gl_info->fbo_ops.glBindFramebuffer(GL_FRAMEBUFFER, fbo);
884 gl_info->fbo_ops.glFramebufferTexture2D(GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT0, GL_TEXTURE_2D, buffer, 0);
885 glDrawBuffer(GL_COLOR_ATTACHMENT0);
887 glViewport(0, 0, 16, 1);
888 glDisable(GL_LIGHTING);
889 glMatrixMode(GL_MODELVIEW);
890 glLoadIdentity();
891 glMatrixMode(GL_PROJECTION);
892 glLoadIdentity();
894 glClearColor(0, 1, 0, 0);
895 glClear(GL_COLOR_BUFFER_BIT);
897 glBegin(GL_TRIANGLE_STRIP);
898 glTexCoord2f(0.0, 0.0);
899 glVertex2f(-1.0f, -1.0f);
900 glTexCoord2f(1.0, 0.0);
901 glVertex2f(1.0f, -1.0f);
902 glTexCoord2f(0.0, 1.0);
903 glVertex2f(-1.0f, 1.0f);
904 glTexCoord2f(1.0, 1.0);
905 glVertex2f(1.0f, 1.0f);
906 glEnd();
908 glBindTexture(GL_TEXTURE_2D, buffer);
909 memset(readback, 0x7f, sizeof(readback));
910 glGetTexImage(GL_TEXTURE_2D, 0, GL_BGRA, GL_UNSIGNED_INT_8_8_8_8_REV, readback);
911 if(color_match(readback[6], 0xffffffff, 5) || color_match(readback[6], 0x00000000, 5) ||
912 color_match(readback[9], 0xffffffff, 5) || color_match(readback[9], 0x00000000, 5))
914 TRACE("Read back colors 0x%08x and 0x%08x close to unfiltered color, asuming no filtering\n",
915 readback[6], readback[9]);
916 ret = FALSE;
918 else
920 TRACE("Read back colors are 0x%08x and 0x%08x, assuming texture is filtered\n",
921 readback[6], readback[9]);
922 ret = TRUE;
925 gl_info->fbo_ops.glBindFramebuffer(GL_FRAMEBUFFER, 0);
926 gl_info->fbo_ops.glDeleteFramebuffers(1, &fbo);
927 glDeleteTextures(1, &tex);
928 glDeleteTextures(1, &buffer);
930 if(glGetError())
932 FIXME("Error during filtering test for format %x, returning no filtering\n", internal);
933 ret = FALSE;
935 LEAVE_GL();
936 return ret;
939 static void init_format_filter_info(struct wined3d_gl_info *gl_info, enum wined3d_pci_vendor vendor)
941 unsigned int fmt_idx, i;
942 WINED3DFORMAT fmts16[] = {
943 WINED3DFMT_R16_FLOAT,
944 WINED3DFMT_R16G16_FLOAT,
945 WINED3DFMT_R16G16B16A16_FLOAT,
947 BOOL filtered;
948 struct GlPixelFormatDesc *desc;
950 if(wined3d_settings.offscreen_rendering_mode != ORM_FBO)
952 WARN("No FBO support, or no FBO ORM, guessing filter info from GL caps\n");
953 if (vendor == VENDOR_NVIDIA && gl_info->supported[ARB_TEXTURE_FLOAT])
955 TRACE("Nvidia card with texture_float support: Assuming float16 blending\n");
956 filtered = TRUE;
958 else if (gl_info->limits.glsl_varyings > 44)
960 TRACE("More than 44 GLSL varyings - assuming d3d10 card with float16 blending\n");
961 filtered = TRUE;
963 else
965 TRACE("Assuming no float16 blending\n");
966 filtered = FALSE;
969 if(filtered)
971 for(i = 0; i < (sizeof(fmts16) / sizeof(*fmts16)); i++)
973 fmt_idx = getFmtIdx(fmts16[i]);
974 gl_info->gl_formats[fmt_idx].Flags |= WINED3DFMT_FLAG_FILTERING;
977 return;
980 for(i = 0; i < (sizeof(fmts16) / sizeof(*fmts16)); i++)
982 fmt_idx = getFmtIdx(fmts16[i]);
983 desc = &gl_info->gl_formats[fmt_idx];
984 if(!desc->glInternal) continue; /* Not supported by GL */
986 filtered = check_filter(gl_info, gl_info->gl_formats[fmt_idx].glInternal);
987 if(filtered)
989 TRACE("Format %s supports filtering\n", debug_d3dformat(fmts16[i]));
990 desc->Flags |= WINED3DFMT_FLAG_FILTERING;
992 else
994 TRACE("Format %s does not support filtering\n", debug_d3dformat(fmts16[i]));
999 static void apply_format_fixups(struct wined3d_gl_info *gl_info)
1001 int idx;
1003 idx = getFmtIdx(WINED3DFMT_R16_FLOAT);
1004 gl_info->gl_formats[idx].color_fixup = create_color_fixup_desc(
1005 0, CHANNEL_SOURCE_X, 0, CHANNEL_SOURCE_ONE, 0, CHANNEL_SOURCE_ONE, 0, CHANNEL_SOURCE_W);
1007 idx = getFmtIdx(WINED3DFMT_R32_FLOAT);
1008 gl_info->gl_formats[idx].color_fixup = create_color_fixup_desc(
1009 0, CHANNEL_SOURCE_X, 0, CHANNEL_SOURCE_ONE, 0, CHANNEL_SOURCE_ONE, 0, CHANNEL_SOURCE_W);
1011 idx = getFmtIdx(WINED3DFMT_R16G16_UNORM);
1012 gl_info->gl_formats[idx].color_fixup = create_color_fixup_desc(
1013 0, CHANNEL_SOURCE_X, 0, CHANNEL_SOURCE_Y, 0, CHANNEL_SOURCE_ONE, 0, CHANNEL_SOURCE_W);
1015 idx = getFmtIdx(WINED3DFMT_R16G16_FLOAT);
1016 gl_info->gl_formats[idx].color_fixup = create_color_fixup_desc(
1017 0, CHANNEL_SOURCE_X, 0, CHANNEL_SOURCE_Y, 0, CHANNEL_SOURCE_ONE, 0, CHANNEL_SOURCE_W);
1019 idx = getFmtIdx(WINED3DFMT_R32G32_FLOAT);
1020 gl_info->gl_formats[idx].color_fixup = create_color_fixup_desc(
1021 0, CHANNEL_SOURCE_X, 0, CHANNEL_SOURCE_Y, 0, CHANNEL_SOURCE_ONE, 0, CHANNEL_SOURCE_W);
1023 /* V8U8 is supported natively by GL_ATI_envmap_bumpmap and GL_NV_texture_shader.
1024 * V16U16 is only supported by GL_NV_texture_shader. The formats need fixup if
1025 * their extensions are not available. GL_ATI_envmap_bumpmap is not used because
1026 * the only driver that implements it(fglrx) has a buggy implementation.
1028 * V8U8 and V16U16 need a fixup of the undefined blue channel. OpenGL
1029 * returns 0.0 when sampling from it, DirectX 1.0. So we always have in-shader
1030 * conversion for this format.
1032 if (!gl_info->supported[NV_TEXTURE_SHADER])
1034 idx = getFmtIdx(WINED3DFMT_R8G8_SNORM);
1035 gl_info->gl_formats[idx].color_fixup = create_color_fixup_desc(
1036 1, CHANNEL_SOURCE_X, 1, CHANNEL_SOURCE_Y, 0, CHANNEL_SOURCE_ONE, 0, CHANNEL_SOURCE_ONE);
1037 idx = getFmtIdx(WINED3DFMT_R16G16_SNORM);
1038 gl_info->gl_formats[idx].color_fixup = create_color_fixup_desc(
1039 1, CHANNEL_SOURCE_X, 1, CHANNEL_SOURCE_Y, 0, CHANNEL_SOURCE_ONE, 0, CHANNEL_SOURCE_ONE);
1041 else
1043 idx = getFmtIdx(WINED3DFMT_R8G8_SNORM);
1044 gl_info->gl_formats[idx].color_fixup = create_color_fixup_desc(
1045 0, CHANNEL_SOURCE_X, 0, CHANNEL_SOURCE_Y, 0, CHANNEL_SOURCE_ONE, 0, CHANNEL_SOURCE_ONE);
1046 idx = getFmtIdx(WINED3DFMT_R16G16_SNORM);
1047 gl_info->gl_formats[idx].color_fixup = create_color_fixup_desc(
1048 0, CHANNEL_SOURCE_X, 0, CHANNEL_SOURCE_Y, 0, CHANNEL_SOURCE_ONE, 0, CHANNEL_SOURCE_ONE);
1051 if (!gl_info->supported[NV_TEXTURE_SHADER])
1053 /* If GL_NV_texture_shader is not supported, those formats are converted, incompatibly
1054 * with each other
1056 idx = getFmtIdx(WINED3DFMT_R5G5_SNORM_L6_UNORM);
1057 gl_info->gl_formats[idx].color_fixup = create_color_fixup_desc(
1058 1, CHANNEL_SOURCE_X, 1, CHANNEL_SOURCE_Z, 0, CHANNEL_SOURCE_Y, 0, CHANNEL_SOURCE_ONE);
1059 idx = getFmtIdx(WINED3DFMT_R8G8_SNORM_L8X8_UNORM);
1060 gl_info->gl_formats[idx].color_fixup = create_color_fixup_desc(
1061 1, CHANNEL_SOURCE_X, 1, CHANNEL_SOURCE_Y, 0, CHANNEL_SOURCE_Z, 0, CHANNEL_SOURCE_W);
1062 idx = getFmtIdx(WINED3DFMT_R8G8B8A8_SNORM);
1063 gl_info->gl_formats[idx].color_fixup = create_color_fixup_desc(
1064 1, CHANNEL_SOURCE_X, 1, CHANNEL_SOURCE_Y, 1, CHANNEL_SOURCE_Z, 1, CHANNEL_SOURCE_W);
1066 else
1068 /* If GL_NV_texture_shader is supported, WINED3DFMT_L6V5U5 and WINED3DFMT_X8L8V8U8
1069 * are converted at surface loading time, but they do not need any modification in
1070 * the shader, thus they are compatible with all WINED3DFMT_UNKNOWN group formats.
1071 * WINED3DFMT_Q8W8V8U8 doesn't even need load-time conversion
1075 if (gl_info->supported[EXT_TEXTURE_COMPRESSION_RGTC])
1077 idx = getFmtIdx(WINED3DFMT_ATI2N);
1078 gl_info->gl_formats[idx].color_fixup = create_color_fixup_desc(
1079 0, CHANNEL_SOURCE_Y, 0, CHANNEL_SOURCE_X, 0, CHANNEL_SOURCE_ONE, 0, CHANNEL_SOURCE_ONE);
1081 else if (gl_info->supported[ATI_TEXTURE_COMPRESSION_3DC])
1083 idx = getFmtIdx(WINED3DFMT_ATI2N);
1084 gl_info->gl_formats[idx].color_fixup= create_color_fixup_desc(
1085 0, CHANNEL_SOURCE_X, 0, CHANNEL_SOURCE_W, 0, CHANNEL_SOURCE_ONE, 0, CHANNEL_SOURCE_ONE);
1088 if (!gl_info->supported[APPLE_YCBCR_422])
1090 idx = getFmtIdx(WINED3DFMT_YUY2);
1091 gl_info->gl_formats[idx].color_fixup = create_yuv_fixup_desc(YUV_FIXUP_YUY2);
1093 idx = getFmtIdx(WINED3DFMT_UYVY);
1094 gl_info->gl_formats[idx].color_fixup = create_yuv_fixup_desc(YUV_FIXUP_UYVY);
1097 idx = getFmtIdx(WINED3DFMT_YV12);
1098 gl_info->gl_formats[idx].heightscale = 1.5f;
1099 gl_info->gl_formats[idx].color_fixup = create_yuv_fixup_desc(YUV_FIXUP_YV12);
1101 if (gl_info->supported[ARB_VERTEX_ARRAY_BGRA])
1103 idx = getFmtIdx(WINED3DFMT_B8G8R8A8_UNORM);
1104 gl_info->gl_formats[idx].gl_vtx_format = GL_BGRA;
1107 if (gl_info->supported[ARB_HALF_FLOAT_VERTEX])
1109 /* Do not change the size of the type, it is CPU side. We have to change the GPU-side information though.
1110 * It is the job of the vertex buffer code to make sure that the vbos have the right format */
1111 idx = getFmtIdx(WINED3DFMT_R16G16_FLOAT);
1112 gl_info->gl_formats[idx].gl_vtx_type = GL_HALF_FLOAT; /* == GL_HALF_FLOAT_NV */
1114 idx = getFmtIdx(WINED3DFMT_R16G16B16A16_FLOAT);
1115 gl_info->gl_formats[idx].gl_vtx_type = GL_HALF_FLOAT;
1119 static BOOL init_format_vertex_info(struct wined3d_gl_info *gl_info)
1121 unsigned int i;
1123 for (i = 0; i < (sizeof(format_vertex_info) / sizeof(*format_vertex_info)); ++i)
1125 struct GlPixelFormatDesc *format_desc;
1126 int fmt_idx = getFmtIdx(format_vertex_info[i].format);
1128 if (fmt_idx == -1)
1130 ERR("Format %s (%#x) not found.\n",
1131 debug_d3dformat(format_vertex_info[i].format), format_vertex_info[i].format);
1132 return FALSE;
1135 format_desc = &gl_info->gl_formats[fmt_idx];
1136 format_desc->emit_idx = format_vertex_info[i].emit_idx;
1137 format_desc->component_count = format_vertex_info[i].component_count;
1138 format_desc->gl_vtx_type = format_vertex_info[i].gl_vtx_type;
1139 format_desc->gl_vtx_format = format_vertex_info[i].gl_vtx_format;
1140 format_desc->gl_normalized = format_vertex_info[i].gl_normalized;
1141 format_desc->component_size = format_vertex_info[i].component_size;
1144 return TRUE;
1147 BOOL initPixelFormatsNoGL(struct wined3d_gl_info *gl_info)
1149 if (!init_format_base_info(gl_info)) return FALSE;
1151 if (!init_format_compression_info(gl_info))
1153 HeapFree(GetProcessHeap(), 0, gl_info->gl_formats);
1154 gl_info->gl_formats = NULL;
1155 return FALSE;
1158 return TRUE;
1161 /* Context activation is done by the caller. */
1162 BOOL initPixelFormats(struct wined3d_gl_info *gl_info, enum wined3d_pci_vendor vendor)
1164 if (!init_format_base_info(gl_info)) return FALSE;
1166 if (!init_format_compression_info(gl_info)) goto fail;
1167 if (!init_format_texture_info(gl_info)) goto fail;
1168 if (!init_format_vertex_info(gl_info)) goto fail;
1170 apply_format_fixups(gl_info);
1171 init_format_fbo_compat_info(gl_info);
1172 init_format_filter_info(gl_info, vendor);
1174 return TRUE;
1176 fail:
1177 HeapFree(GetProcessHeap(), 0, gl_info->gl_formats);
1178 gl_info->gl_formats = NULL;
1179 return FALSE;
1182 const struct GlPixelFormatDesc *getFormatDescEntry(WINED3DFORMAT fmt, const struct wined3d_gl_info *gl_info)
1184 int idx = getFmtIdx(fmt);
1186 if(idx == -1) {
1187 FIXME("Can't find format %s(%d) in the format lookup table\n", debug_d3dformat(fmt), fmt);
1188 /* Get the caller a valid pointer */
1189 idx = getFmtIdx(WINED3DFMT_UNKNOWN);
1192 return &gl_info->gl_formats[idx];
1195 /*****************************************************************************
1196 * Trace formatting of useful values
1198 const char* debug_d3dformat(WINED3DFORMAT fmt) {
1199 switch (fmt) {
1200 #define FMT_TO_STR(fmt) case fmt: return #fmt
1201 FMT_TO_STR(WINED3DFMT_UNKNOWN);
1202 FMT_TO_STR(WINED3DFMT_B8G8R8_UNORM);
1203 FMT_TO_STR(WINED3DFMT_B5G5R5X1_UNORM);
1204 FMT_TO_STR(WINED3DFMT_B4G4R4A4_UNORM);
1205 FMT_TO_STR(WINED3DFMT_B2G3R3_UNORM);
1206 FMT_TO_STR(WINED3DFMT_B2G3R3A8_UNORM);
1207 FMT_TO_STR(WINED3DFMT_B4G4R4X4_UNORM);
1208 FMT_TO_STR(WINED3DFMT_R8G8B8X8_UNORM);
1209 FMT_TO_STR(WINED3DFMT_B10G10R10A2_UNORM);
1210 FMT_TO_STR(WINED3DFMT_P8_UINT_A8_UNORM);
1211 FMT_TO_STR(WINED3DFMT_P8_UINT);
1212 FMT_TO_STR(WINED3DFMT_L8_UNORM);
1213 FMT_TO_STR(WINED3DFMT_L8A8_UNORM);
1214 FMT_TO_STR(WINED3DFMT_L4A4_UNORM);
1215 FMT_TO_STR(WINED3DFMT_R5G5_SNORM_L6_UNORM);
1216 FMT_TO_STR(WINED3DFMT_R8G8_SNORM_L8X8_UNORM);
1217 FMT_TO_STR(WINED3DFMT_R10G11B11_SNORM);
1218 FMT_TO_STR(WINED3DFMT_R10G10B10_SNORM_A2_UNORM);
1219 FMT_TO_STR(WINED3DFMT_UYVY);
1220 FMT_TO_STR(WINED3DFMT_YUY2);
1221 FMT_TO_STR(WINED3DFMT_YV12);
1222 FMT_TO_STR(WINED3DFMT_DXT1);
1223 FMT_TO_STR(WINED3DFMT_DXT2);
1224 FMT_TO_STR(WINED3DFMT_DXT3);
1225 FMT_TO_STR(WINED3DFMT_DXT4);
1226 FMT_TO_STR(WINED3DFMT_DXT5);
1227 FMT_TO_STR(WINED3DFMT_MULTI2_ARGB8);
1228 FMT_TO_STR(WINED3DFMT_G8R8_G8B8);
1229 FMT_TO_STR(WINED3DFMT_R8G8_B8G8);
1230 FMT_TO_STR(WINED3DFMT_D16_LOCKABLE);
1231 FMT_TO_STR(WINED3DFMT_D32_UNORM);
1232 FMT_TO_STR(WINED3DFMT_S1_UINT_D15_UNORM);
1233 FMT_TO_STR(WINED3DFMT_X8D24_UNORM);
1234 FMT_TO_STR(WINED3DFMT_S4X4_UINT_D24_UNORM);
1235 FMT_TO_STR(WINED3DFMT_L16_UNORM);
1236 FMT_TO_STR(WINED3DFMT_S8_UINT_D24_FLOAT);
1237 FMT_TO_STR(WINED3DFMT_VERTEXDATA);
1238 FMT_TO_STR(WINED3DFMT_R8G8_SNORM_Cx);
1239 FMT_TO_STR(WINED3DFMT_ATI2N);
1240 FMT_TO_STR(WINED3DFMT_NVHU);
1241 FMT_TO_STR(WINED3DFMT_NVHS);
1242 FMT_TO_STR(WINED3DFMT_R32G32B32A32_TYPELESS);
1243 FMT_TO_STR(WINED3DFMT_R32G32B32A32_FLOAT);
1244 FMT_TO_STR(WINED3DFMT_R32G32B32A32_UINT);
1245 FMT_TO_STR(WINED3DFMT_R32G32B32A32_SINT);
1246 FMT_TO_STR(WINED3DFMT_R32G32B32_TYPELESS);
1247 FMT_TO_STR(WINED3DFMT_R32G32B32_FLOAT);
1248 FMT_TO_STR(WINED3DFMT_R32G32B32_UINT);
1249 FMT_TO_STR(WINED3DFMT_R32G32B32_SINT);
1250 FMT_TO_STR(WINED3DFMT_R16G16B16A16_TYPELESS);
1251 FMT_TO_STR(WINED3DFMT_R16G16B16A16_FLOAT);
1252 FMT_TO_STR(WINED3DFMT_R16G16B16A16_UNORM);
1253 FMT_TO_STR(WINED3DFMT_R16G16B16A16_UINT);
1254 FMT_TO_STR(WINED3DFMT_R16G16B16A16_SNORM);
1255 FMT_TO_STR(WINED3DFMT_R16G16B16A16_SINT);
1256 FMT_TO_STR(WINED3DFMT_R32G32_TYPELESS);
1257 FMT_TO_STR(WINED3DFMT_R32G32_FLOAT);
1258 FMT_TO_STR(WINED3DFMT_R32G32_UINT);
1259 FMT_TO_STR(WINED3DFMT_R32G32_SINT);
1260 FMT_TO_STR(WINED3DFMT_R32G8X24_TYPELESS);
1261 FMT_TO_STR(WINED3DFMT_D32_FLOAT_S8X24_UINT);
1262 FMT_TO_STR(WINED3DFMT_R32_FLOAT_X8X24_TYPELESS);
1263 FMT_TO_STR(WINED3DFMT_X32_TYPELESS_G8X24_UINT);
1264 FMT_TO_STR(WINED3DFMT_R10G10B10A2_TYPELESS);
1265 FMT_TO_STR(WINED3DFMT_R10G10B10A2_UNORM);
1266 FMT_TO_STR(WINED3DFMT_R10G10B10A2_UINT);
1267 FMT_TO_STR(WINED3DFMT_R10G10B10A2_SNORM);
1268 FMT_TO_STR(WINED3DFMT_R11G11B10_FLOAT);
1269 FMT_TO_STR(WINED3DFMT_R8G8B8A8_TYPELESS);
1270 FMT_TO_STR(WINED3DFMT_R8G8B8A8_UNORM);
1271 FMT_TO_STR(WINED3DFMT_R8G8B8A8_UNORM_SRGB);
1272 FMT_TO_STR(WINED3DFMT_R8G8B8A8_UINT);
1273 FMT_TO_STR(WINED3DFMT_R8G8B8A8_SNORM);
1274 FMT_TO_STR(WINED3DFMT_R8G8B8A8_SINT);
1275 FMT_TO_STR(WINED3DFMT_R16G16_TYPELESS);
1276 FMT_TO_STR(WINED3DFMT_R16G16_FLOAT);
1277 FMT_TO_STR(WINED3DFMT_R16G16_UNORM);
1278 FMT_TO_STR(WINED3DFMT_R16G16_UINT);
1279 FMT_TO_STR(WINED3DFMT_R16G16_SNORM);
1280 FMT_TO_STR(WINED3DFMT_R16G16_SINT);
1281 FMT_TO_STR(WINED3DFMT_R32_TYPELESS);
1282 FMT_TO_STR(WINED3DFMT_D32_FLOAT);
1283 FMT_TO_STR(WINED3DFMT_R32_FLOAT);
1284 FMT_TO_STR(WINED3DFMT_R32_UINT);
1285 FMT_TO_STR(WINED3DFMT_R32_SINT);
1286 FMT_TO_STR(WINED3DFMT_R24G8_TYPELESS);
1287 FMT_TO_STR(WINED3DFMT_D24_UNORM_S8_UINT);
1288 FMT_TO_STR(WINED3DFMT_R24_UNORM_X8_TYPELESS);
1289 FMT_TO_STR(WINED3DFMT_X24_TYPELESS_G8_UINT);
1290 FMT_TO_STR(WINED3DFMT_R8G8_TYPELESS);
1291 FMT_TO_STR(WINED3DFMT_R8G8_UNORM);
1292 FMT_TO_STR(WINED3DFMT_R8G8_UINT);
1293 FMT_TO_STR(WINED3DFMT_R8G8_SNORM);
1294 FMT_TO_STR(WINED3DFMT_R8G8_SINT);
1295 FMT_TO_STR(WINED3DFMT_R16_TYPELESS);
1296 FMT_TO_STR(WINED3DFMT_R16_FLOAT);
1297 FMT_TO_STR(WINED3DFMT_D16_UNORM);
1298 FMT_TO_STR(WINED3DFMT_R16_UNORM);
1299 FMT_TO_STR(WINED3DFMT_R16_UINT);
1300 FMT_TO_STR(WINED3DFMT_R16_SNORM);
1301 FMT_TO_STR(WINED3DFMT_R16_SINT);
1302 FMT_TO_STR(WINED3DFMT_R8_TYPELESS);
1303 FMT_TO_STR(WINED3DFMT_R8_UNORM);
1304 FMT_TO_STR(WINED3DFMT_R8_UINT);
1305 FMT_TO_STR(WINED3DFMT_R8_SNORM);
1306 FMT_TO_STR(WINED3DFMT_R8_SINT);
1307 FMT_TO_STR(WINED3DFMT_A8_UNORM);
1308 FMT_TO_STR(WINED3DFMT_R1_UNORM);
1309 FMT_TO_STR(WINED3DFMT_R9G9B9E5_SHAREDEXP);
1310 FMT_TO_STR(WINED3DFMT_R8G8_B8G8_UNORM);
1311 FMT_TO_STR(WINED3DFMT_G8R8_G8B8_UNORM);
1312 FMT_TO_STR(WINED3DFMT_BC1_TYPELESS);
1313 FMT_TO_STR(WINED3DFMT_BC1_UNORM);
1314 FMT_TO_STR(WINED3DFMT_BC1_UNORM_SRGB);
1315 FMT_TO_STR(WINED3DFMT_BC2_TYPELESS);
1316 FMT_TO_STR(WINED3DFMT_BC2_UNORM);
1317 FMT_TO_STR(WINED3DFMT_BC2_UNORM_SRGB);
1318 FMT_TO_STR(WINED3DFMT_BC3_TYPELESS);
1319 FMT_TO_STR(WINED3DFMT_BC3_UNORM);
1320 FMT_TO_STR(WINED3DFMT_BC3_UNORM_SRGB);
1321 FMT_TO_STR(WINED3DFMT_BC4_TYPELESS);
1322 FMT_TO_STR(WINED3DFMT_BC4_UNORM);
1323 FMT_TO_STR(WINED3DFMT_BC4_SNORM);
1324 FMT_TO_STR(WINED3DFMT_BC5_TYPELESS);
1325 FMT_TO_STR(WINED3DFMT_BC5_UNORM);
1326 FMT_TO_STR(WINED3DFMT_BC5_SNORM);
1327 FMT_TO_STR(WINED3DFMT_B5G6R5_UNORM);
1328 FMT_TO_STR(WINED3DFMT_B5G5R5A1_UNORM);
1329 FMT_TO_STR(WINED3DFMT_B8G8R8A8_UNORM);
1330 FMT_TO_STR(WINED3DFMT_B8G8R8X8_UNORM);
1331 #undef FMT_TO_STR
1332 default:
1334 char fourcc[5];
1335 fourcc[0] = (char)(fmt);
1336 fourcc[1] = (char)(fmt >> 8);
1337 fourcc[2] = (char)(fmt >> 16);
1338 fourcc[3] = (char)(fmt >> 24);
1339 fourcc[4] = 0;
1340 if( isprint(fourcc[0]) && isprint(fourcc[1]) && isprint(fourcc[2]) && isprint(fourcc[3]) )
1341 FIXME("Unrecognized %u (as fourcc: %s) WINED3DFORMAT!\n", fmt, fourcc);
1342 else
1343 FIXME("Unrecognized %u WINED3DFORMAT!\n", fmt);
1345 return "unrecognized";
1349 const char* debug_d3ddevicetype(WINED3DDEVTYPE devtype) {
1350 switch (devtype) {
1351 #define DEVTYPE_TO_STR(dev) case dev: return #dev
1352 DEVTYPE_TO_STR(WINED3DDEVTYPE_HAL);
1353 DEVTYPE_TO_STR(WINED3DDEVTYPE_REF);
1354 DEVTYPE_TO_STR(WINED3DDEVTYPE_SW);
1355 #undef DEVTYPE_TO_STR
1356 default:
1357 FIXME("Unrecognized %u WINED3DDEVTYPE!\n", devtype);
1358 return "unrecognized";
1362 const char *debug_d3dusage(DWORD usage)
1364 char buf[284];
1366 buf[0] = '\0';
1367 #define WINED3DUSAGE_TO_STR(u) if (usage & u) { strcat(buf, " | "#u); usage &= ~u; }
1368 WINED3DUSAGE_TO_STR(WINED3DUSAGE_RENDERTARGET);
1369 WINED3DUSAGE_TO_STR(WINED3DUSAGE_DEPTHSTENCIL);
1370 WINED3DUSAGE_TO_STR(WINED3DUSAGE_WRITEONLY);
1371 WINED3DUSAGE_TO_STR(WINED3DUSAGE_SOFTWAREPROCESSING);
1372 WINED3DUSAGE_TO_STR(WINED3DUSAGE_DONOTCLIP);
1373 WINED3DUSAGE_TO_STR(WINED3DUSAGE_POINTS);
1374 WINED3DUSAGE_TO_STR(WINED3DUSAGE_RTPATCHES);
1375 WINED3DUSAGE_TO_STR(WINED3DUSAGE_NPATCHES);
1376 WINED3DUSAGE_TO_STR(WINED3DUSAGE_DYNAMIC);
1377 WINED3DUSAGE_TO_STR(WINED3DUSAGE_AUTOGENMIPMAP);
1378 WINED3DUSAGE_TO_STR(WINED3DUSAGE_DMAP);
1379 #undef WINED3DUSAGE_TO_STR
1380 if (usage) FIXME("Unrecognized usage flag(s) %#x\n", usage);
1382 return buf[0] ? wine_dbg_sprintf("%s", &buf[3]) : "0";
1385 const char *debug_d3dusagequery(DWORD usagequery)
1387 char buf[238];
1389 buf[0] = '\0';
1390 #define WINED3DUSAGEQUERY_TO_STR(u) if (usagequery & u) { strcat(buf, " | "#u); usagequery &= ~u; }
1391 WINED3DUSAGEQUERY_TO_STR(WINED3DUSAGE_QUERY_FILTER);
1392 WINED3DUSAGEQUERY_TO_STR(WINED3DUSAGE_QUERY_LEGACYBUMPMAP);
1393 WINED3DUSAGEQUERY_TO_STR(WINED3DUSAGE_QUERY_POSTPIXELSHADER_BLENDING);
1394 WINED3DUSAGEQUERY_TO_STR(WINED3DUSAGE_QUERY_SRGBREAD);
1395 WINED3DUSAGEQUERY_TO_STR(WINED3DUSAGE_QUERY_SRGBWRITE);
1396 WINED3DUSAGEQUERY_TO_STR(WINED3DUSAGE_QUERY_VERTEXTEXTURE);
1397 WINED3DUSAGEQUERY_TO_STR(WINED3DUSAGE_QUERY_WRAPANDMIP);
1398 #undef WINED3DUSAGEQUERY_TO_STR
1399 if (usagequery) FIXME("Unrecognized usage query flag(s) %#x\n", usagequery);
1401 return buf[0] ? wine_dbg_sprintf("%s", &buf[3]) : "0";
1404 const char* debug_d3ddeclmethod(WINED3DDECLMETHOD method) {
1405 switch (method) {
1406 #define WINED3DDECLMETHOD_TO_STR(u) case u: return #u
1407 WINED3DDECLMETHOD_TO_STR(WINED3DDECLMETHOD_DEFAULT);
1408 WINED3DDECLMETHOD_TO_STR(WINED3DDECLMETHOD_PARTIALU);
1409 WINED3DDECLMETHOD_TO_STR(WINED3DDECLMETHOD_PARTIALV);
1410 WINED3DDECLMETHOD_TO_STR(WINED3DDECLMETHOD_CROSSUV);
1411 WINED3DDECLMETHOD_TO_STR(WINED3DDECLMETHOD_UV);
1412 WINED3DDECLMETHOD_TO_STR(WINED3DDECLMETHOD_LOOKUP);
1413 WINED3DDECLMETHOD_TO_STR(WINED3DDECLMETHOD_LOOKUPPRESAMPLED);
1414 #undef WINED3DDECLMETHOD_TO_STR
1415 default:
1416 FIXME("Unrecognized %u declaration method!\n", method);
1417 return "unrecognized";
1421 const char* debug_d3ddeclusage(BYTE usage) {
1422 switch (usage) {
1423 #define WINED3DDECLUSAGE_TO_STR(u) case u: return #u
1424 WINED3DDECLUSAGE_TO_STR(WINED3DDECLUSAGE_POSITION);
1425 WINED3DDECLUSAGE_TO_STR(WINED3DDECLUSAGE_BLENDWEIGHT);
1426 WINED3DDECLUSAGE_TO_STR(WINED3DDECLUSAGE_BLENDINDICES);
1427 WINED3DDECLUSAGE_TO_STR(WINED3DDECLUSAGE_NORMAL);
1428 WINED3DDECLUSAGE_TO_STR(WINED3DDECLUSAGE_PSIZE);
1429 WINED3DDECLUSAGE_TO_STR(WINED3DDECLUSAGE_TEXCOORD);
1430 WINED3DDECLUSAGE_TO_STR(WINED3DDECLUSAGE_TANGENT);
1431 WINED3DDECLUSAGE_TO_STR(WINED3DDECLUSAGE_BINORMAL);
1432 WINED3DDECLUSAGE_TO_STR(WINED3DDECLUSAGE_TESSFACTOR);
1433 WINED3DDECLUSAGE_TO_STR(WINED3DDECLUSAGE_POSITIONT);
1434 WINED3DDECLUSAGE_TO_STR(WINED3DDECLUSAGE_COLOR);
1435 WINED3DDECLUSAGE_TO_STR(WINED3DDECLUSAGE_FOG);
1436 WINED3DDECLUSAGE_TO_STR(WINED3DDECLUSAGE_DEPTH);
1437 WINED3DDECLUSAGE_TO_STR(WINED3DDECLUSAGE_SAMPLE);
1438 #undef WINED3DDECLUSAGE_TO_STR
1439 default:
1440 FIXME("Unrecognized %u declaration usage!\n", usage);
1441 return "unrecognized";
1445 const char* debug_d3dresourcetype(WINED3DRESOURCETYPE res) {
1446 switch (res) {
1447 #define RES_TO_STR(res) case res: return #res
1448 RES_TO_STR(WINED3DRTYPE_SURFACE);
1449 RES_TO_STR(WINED3DRTYPE_VOLUME);
1450 RES_TO_STR(WINED3DRTYPE_TEXTURE);
1451 RES_TO_STR(WINED3DRTYPE_VOLUMETEXTURE);
1452 RES_TO_STR(WINED3DRTYPE_CUBETEXTURE);
1453 RES_TO_STR(WINED3DRTYPE_BUFFER);
1454 #undef RES_TO_STR
1455 default:
1456 FIXME("Unrecognized %u WINED3DRESOURCETYPE!\n", res);
1457 return "unrecognized";
1461 const char* debug_d3dprimitivetype(WINED3DPRIMITIVETYPE PrimitiveType) {
1462 switch (PrimitiveType) {
1463 #define PRIM_TO_STR(prim) case prim: return #prim
1464 PRIM_TO_STR(WINED3DPT_UNDEFINED);
1465 PRIM_TO_STR(WINED3DPT_POINTLIST);
1466 PRIM_TO_STR(WINED3DPT_LINELIST);
1467 PRIM_TO_STR(WINED3DPT_LINESTRIP);
1468 PRIM_TO_STR(WINED3DPT_TRIANGLELIST);
1469 PRIM_TO_STR(WINED3DPT_TRIANGLESTRIP);
1470 PRIM_TO_STR(WINED3DPT_TRIANGLEFAN);
1471 PRIM_TO_STR(WINED3DPT_LINELIST_ADJ);
1472 PRIM_TO_STR(WINED3DPT_LINESTRIP_ADJ);
1473 PRIM_TO_STR(WINED3DPT_TRIANGLELIST_ADJ);
1474 PRIM_TO_STR(WINED3DPT_TRIANGLESTRIP_ADJ);
1475 #undef PRIM_TO_STR
1476 default:
1477 FIXME("Unrecognized %u WINED3DPRIMITIVETYPE!\n", PrimitiveType);
1478 return "unrecognized";
1482 const char* debug_d3drenderstate(DWORD state) {
1483 switch (state) {
1484 #define D3DSTATE_TO_STR(u) case u: return #u
1485 D3DSTATE_TO_STR(WINED3DRS_TEXTUREHANDLE );
1486 D3DSTATE_TO_STR(WINED3DRS_ANTIALIAS );
1487 D3DSTATE_TO_STR(WINED3DRS_TEXTUREADDRESS );
1488 D3DSTATE_TO_STR(WINED3DRS_TEXTUREPERSPECTIVE );
1489 D3DSTATE_TO_STR(WINED3DRS_WRAPU );
1490 D3DSTATE_TO_STR(WINED3DRS_WRAPV );
1491 D3DSTATE_TO_STR(WINED3DRS_ZENABLE );
1492 D3DSTATE_TO_STR(WINED3DRS_FILLMODE );
1493 D3DSTATE_TO_STR(WINED3DRS_SHADEMODE );
1494 D3DSTATE_TO_STR(WINED3DRS_LINEPATTERN );
1495 D3DSTATE_TO_STR(WINED3DRS_MONOENABLE );
1496 D3DSTATE_TO_STR(WINED3DRS_ROP2 );
1497 D3DSTATE_TO_STR(WINED3DRS_PLANEMASK );
1498 D3DSTATE_TO_STR(WINED3DRS_ZWRITEENABLE );
1499 D3DSTATE_TO_STR(WINED3DRS_ALPHATESTENABLE );
1500 D3DSTATE_TO_STR(WINED3DRS_LASTPIXEL );
1501 D3DSTATE_TO_STR(WINED3DRS_TEXTUREMAG );
1502 D3DSTATE_TO_STR(WINED3DRS_TEXTUREMIN );
1503 D3DSTATE_TO_STR(WINED3DRS_SRCBLEND );
1504 D3DSTATE_TO_STR(WINED3DRS_DESTBLEND );
1505 D3DSTATE_TO_STR(WINED3DRS_TEXTUREMAPBLEND );
1506 D3DSTATE_TO_STR(WINED3DRS_CULLMODE );
1507 D3DSTATE_TO_STR(WINED3DRS_ZFUNC );
1508 D3DSTATE_TO_STR(WINED3DRS_ALPHAREF );
1509 D3DSTATE_TO_STR(WINED3DRS_ALPHAFUNC );
1510 D3DSTATE_TO_STR(WINED3DRS_DITHERENABLE );
1511 D3DSTATE_TO_STR(WINED3DRS_ALPHABLENDENABLE );
1512 D3DSTATE_TO_STR(WINED3DRS_FOGENABLE );
1513 D3DSTATE_TO_STR(WINED3DRS_SPECULARENABLE );
1514 D3DSTATE_TO_STR(WINED3DRS_ZVISIBLE );
1515 D3DSTATE_TO_STR(WINED3DRS_SUBPIXEL );
1516 D3DSTATE_TO_STR(WINED3DRS_SUBPIXELX );
1517 D3DSTATE_TO_STR(WINED3DRS_STIPPLEDALPHA );
1518 D3DSTATE_TO_STR(WINED3DRS_FOGCOLOR );
1519 D3DSTATE_TO_STR(WINED3DRS_FOGTABLEMODE );
1520 D3DSTATE_TO_STR(WINED3DRS_FOGSTART );
1521 D3DSTATE_TO_STR(WINED3DRS_FOGEND );
1522 D3DSTATE_TO_STR(WINED3DRS_FOGDENSITY );
1523 D3DSTATE_TO_STR(WINED3DRS_STIPPLEENABLE );
1524 D3DSTATE_TO_STR(WINED3DRS_EDGEANTIALIAS );
1525 D3DSTATE_TO_STR(WINED3DRS_COLORKEYENABLE );
1526 D3DSTATE_TO_STR(WINED3DRS_BORDERCOLOR );
1527 D3DSTATE_TO_STR(WINED3DRS_TEXTUREADDRESSU );
1528 D3DSTATE_TO_STR(WINED3DRS_TEXTUREADDRESSV );
1529 D3DSTATE_TO_STR(WINED3DRS_MIPMAPLODBIAS );
1530 D3DSTATE_TO_STR(WINED3DRS_ZBIAS );
1531 D3DSTATE_TO_STR(WINED3DRS_RANGEFOGENABLE );
1532 D3DSTATE_TO_STR(WINED3DRS_ANISOTROPY );
1533 D3DSTATE_TO_STR(WINED3DRS_FLUSHBATCH );
1534 D3DSTATE_TO_STR(WINED3DRS_TRANSLUCENTSORTINDEPENDENT);
1535 D3DSTATE_TO_STR(WINED3DRS_STENCILENABLE );
1536 D3DSTATE_TO_STR(WINED3DRS_STENCILFAIL );
1537 D3DSTATE_TO_STR(WINED3DRS_STENCILZFAIL );
1538 D3DSTATE_TO_STR(WINED3DRS_STENCILPASS );
1539 D3DSTATE_TO_STR(WINED3DRS_STENCILFUNC );
1540 D3DSTATE_TO_STR(WINED3DRS_STENCILREF );
1541 D3DSTATE_TO_STR(WINED3DRS_STENCILMASK );
1542 D3DSTATE_TO_STR(WINED3DRS_STENCILWRITEMASK );
1543 D3DSTATE_TO_STR(WINED3DRS_TEXTUREFACTOR );
1544 D3DSTATE_TO_STR(WINED3DRS_STIPPLEPATTERN00 );
1545 D3DSTATE_TO_STR(WINED3DRS_STIPPLEPATTERN01 );
1546 D3DSTATE_TO_STR(WINED3DRS_STIPPLEPATTERN02 );
1547 D3DSTATE_TO_STR(WINED3DRS_STIPPLEPATTERN03 );
1548 D3DSTATE_TO_STR(WINED3DRS_STIPPLEPATTERN04 );
1549 D3DSTATE_TO_STR(WINED3DRS_STIPPLEPATTERN05 );
1550 D3DSTATE_TO_STR(WINED3DRS_STIPPLEPATTERN06 );
1551 D3DSTATE_TO_STR(WINED3DRS_STIPPLEPATTERN07 );
1552 D3DSTATE_TO_STR(WINED3DRS_STIPPLEPATTERN08 );
1553 D3DSTATE_TO_STR(WINED3DRS_STIPPLEPATTERN09 );
1554 D3DSTATE_TO_STR(WINED3DRS_STIPPLEPATTERN10 );
1555 D3DSTATE_TO_STR(WINED3DRS_STIPPLEPATTERN11 );
1556 D3DSTATE_TO_STR(WINED3DRS_STIPPLEPATTERN12 );
1557 D3DSTATE_TO_STR(WINED3DRS_STIPPLEPATTERN13 );
1558 D3DSTATE_TO_STR(WINED3DRS_STIPPLEPATTERN14 );
1559 D3DSTATE_TO_STR(WINED3DRS_STIPPLEPATTERN15 );
1560 D3DSTATE_TO_STR(WINED3DRS_STIPPLEPATTERN16 );
1561 D3DSTATE_TO_STR(WINED3DRS_STIPPLEPATTERN17 );
1562 D3DSTATE_TO_STR(WINED3DRS_STIPPLEPATTERN18 );
1563 D3DSTATE_TO_STR(WINED3DRS_STIPPLEPATTERN19 );
1564 D3DSTATE_TO_STR(WINED3DRS_STIPPLEPATTERN20 );
1565 D3DSTATE_TO_STR(WINED3DRS_STIPPLEPATTERN21 );
1566 D3DSTATE_TO_STR(WINED3DRS_STIPPLEPATTERN22 );
1567 D3DSTATE_TO_STR(WINED3DRS_STIPPLEPATTERN23 );
1568 D3DSTATE_TO_STR(WINED3DRS_STIPPLEPATTERN24 );
1569 D3DSTATE_TO_STR(WINED3DRS_STIPPLEPATTERN25 );
1570 D3DSTATE_TO_STR(WINED3DRS_STIPPLEPATTERN26 );
1571 D3DSTATE_TO_STR(WINED3DRS_STIPPLEPATTERN27 );
1572 D3DSTATE_TO_STR(WINED3DRS_STIPPLEPATTERN28 );
1573 D3DSTATE_TO_STR(WINED3DRS_STIPPLEPATTERN29 );
1574 D3DSTATE_TO_STR(WINED3DRS_STIPPLEPATTERN30 );
1575 D3DSTATE_TO_STR(WINED3DRS_STIPPLEPATTERN31 );
1576 D3DSTATE_TO_STR(WINED3DRS_WRAP0 );
1577 D3DSTATE_TO_STR(WINED3DRS_WRAP1 );
1578 D3DSTATE_TO_STR(WINED3DRS_WRAP2 );
1579 D3DSTATE_TO_STR(WINED3DRS_WRAP3 );
1580 D3DSTATE_TO_STR(WINED3DRS_WRAP4 );
1581 D3DSTATE_TO_STR(WINED3DRS_WRAP5 );
1582 D3DSTATE_TO_STR(WINED3DRS_WRAP6 );
1583 D3DSTATE_TO_STR(WINED3DRS_WRAP7 );
1584 D3DSTATE_TO_STR(WINED3DRS_CLIPPING );
1585 D3DSTATE_TO_STR(WINED3DRS_LIGHTING );
1586 D3DSTATE_TO_STR(WINED3DRS_EXTENTS );
1587 D3DSTATE_TO_STR(WINED3DRS_AMBIENT );
1588 D3DSTATE_TO_STR(WINED3DRS_FOGVERTEXMODE );
1589 D3DSTATE_TO_STR(WINED3DRS_COLORVERTEX );
1590 D3DSTATE_TO_STR(WINED3DRS_LOCALVIEWER );
1591 D3DSTATE_TO_STR(WINED3DRS_NORMALIZENORMALS );
1592 D3DSTATE_TO_STR(WINED3DRS_COLORKEYBLENDENABLE );
1593 D3DSTATE_TO_STR(WINED3DRS_DIFFUSEMATERIALSOURCE );
1594 D3DSTATE_TO_STR(WINED3DRS_SPECULARMATERIALSOURCE );
1595 D3DSTATE_TO_STR(WINED3DRS_AMBIENTMATERIALSOURCE );
1596 D3DSTATE_TO_STR(WINED3DRS_EMISSIVEMATERIALSOURCE );
1597 D3DSTATE_TO_STR(WINED3DRS_VERTEXBLEND );
1598 D3DSTATE_TO_STR(WINED3DRS_CLIPPLANEENABLE );
1599 D3DSTATE_TO_STR(WINED3DRS_SOFTWAREVERTEXPROCESSING );
1600 D3DSTATE_TO_STR(WINED3DRS_POINTSIZE );
1601 D3DSTATE_TO_STR(WINED3DRS_POINTSIZE_MIN );
1602 D3DSTATE_TO_STR(WINED3DRS_POINTSPRITEENABLE );
1603 D3DSTATE_TO_STR(WINED3DRS_POINTSCALEENABLE );
1604 D3DSTATE_TO_STR(WINED3DRS_POINTSCALE_A );
1605 D3DSTATE_TO_STR(WINED3DRS_POINTSCALE_B );
1606 D3DSTATE_TO_STR(WINED3DRS_POINTSCALE_C );
1607 D3DSTATE_TO_STR(WINED3DRS_MULTISAMPLEANTIALIAS );
1608 D3DSTATE_TO_STR(WINED3DRS_MULTISAMPLEMASK );
1609 D3DSTATE_TO_STR(WINED3DRS_PATCHEDGESTYLE );
1610 D3DSTATE_TO_STR(WINED3DRS_PATCHSEGMENTS );
1611 D3DSTATE_TO_STR(WINED3DRS_DEBUGMONITORTOKEN );
1612 D3DSTATE_TO_STR(WINED3DRS_POINTSIZE_MAX );
1613 D3DSTATE_TO_STR(WINED3DRS_INDEXEDVERTEXBLENDENABLE );
1614 D3DSTATE_TO_STR(WINED3DRS_COLORWRITEENABLE );
1615 D3DSTATE_TO_STR(WINED3DRS_TWEENFACTOR );
1616 D3DSTATE_TO_STR(WINED3DRS_BLENDOP );
1617 D3DSTATE_TO_STR(WINED3DRS_POSITIONDEGREE );
1618 D3DSTATE_TO_STR(WINED3DRS_NORMALDEGREE );
1619 D3DSTATE_TO_STR(WINED3DRS_SCISSORTESTENABLE );
1620 D3DSTATE_TO_STR(WINED3DRS_SLOPESCALEDEPTHBIAS );
1621 D3DSTATE_TO_STR(WINED3DRS_ANTIALIASEDLINEENABLE );
1622 D3DSTATE_TO_STR(WINED3DRS_MINTESSELLATIONLEVEL );
1623 D3DSTATE_TO_STR(WINED3DRS_MAXTESSELLATIONLEVEL );
1624 D3DSTATE_TO_STR(WINED3DRS_ADAPTIVETESS_X );
1625 D3DSTATE_TO_STR(WINED3DRS_ADAPTIVETESS_Y );
1626 D3DSTATE_TO_STR(WINED3DRS_ADAPTIVETESS_Z );
1627 D3DSTATE_TO_STR(WINED3DRS_ADAPTIVETESS_W );
1628 D3DSTATE_TO_STR(WINED3DRS_ENABLEADAPTIVETESSELLATION);
1629 D3DSTATE_TO_STR(WINED3DRS_TWOSIDEDSTENCILMODE );
1630 D3DSTATE_TO_STR(WINED3DRS_CCW_STENCILFAIL );
1631 D3DSTATE_TO_STR(WINED3DRS_CCW_STENCILZFAIL );
1632 D3DSTATE_TO_STR(WINED3DRS_CCW_STENCILPASS );
1633 D3DSTATE_TO_STR(WINED3DRS_CCW_STENCILFUNC );
1634 D3DSTATE_TO_STR(WINED3DRS_COLORWRITEENABLE1 );
1635 D3DSTATE_TO_STR(WINED3DRS_COLORWRITEENABLE2 );
1636 D3DSTATE_TO_STR(WINED3DRS_COLORWRITEENABLE3 );
1637 D3DSTATE_TO_STR(WINED3DRS_BLENDFACTOR );
1638 D3DSTATE_TO_STR(WINED3DRS_SRGBWRITEENABLE );
1639 D3DSTATE_TO_STR(WINED3DRS_DEPTHBIAS );
1640 D3DSTATE_TO_STR(WINED3DRS_WRAP8 );
1641 D3DSTATE_TO_STR(WINED3DRS_WRAP9 );
1642 D3DSTATE_TO_STR(WINED3DRS_WRAP10 );
1643 D3DSTATE_TO_STR(WINED3DRS_WRAP11 );
1644 D3DSTATE_TO_STR(WINED3DRS_WRAP12 );
1645 D3DSTATE_TO_STR(WINED3DRS_WRAP13 );
1646 D3DSTATE_TO_STR(WINED3DRS_WRAP14 );
1647 D3DSTATE_TO_STR(WINED3DRS_WRAP15 );
1648 D3DSTATE_TO_STR(WINED3DRS_SEPARATEALPHABLENDENABLE );
1649 D3DSTATE_TO_STR(WINED3DRS_SRCBLENDALPHA );
1650 D3DSTATE_TO_STR(WINED3DRS_DESTBLENDALPHA );
1651 D3DSTATE_TO_STR(WINED3DRS_BLENDOPALPHA );
1652 #undef D3DSTATE_TO_STR
1653 default:
1654 FIXME("Unrecognized %u render state!\n", state);
1655 return "unrecognized";
1659 const char* debug_d3dsamplerstate(DWORD state) {
1660 switch (state) {
1661 #define D3DSTATE_TO_STR(u) case u: return #u
1662 D3DSTATE_TO_STR(WINED3DSAMP_BORDERCOLOR );
1663 D3DSTATE_TO_STR(WINED3DSAMP_ADDRESSU );
1664 D3DSTATE_TO_STR(WINED3DSAMP_ADDRESSV );
1665 D3DSTATE_TO_STR(WINED3DSAMP_ADDRESSW );
1666 D3DSTATE_TO_STR(WINED3DSAMP_MAGFILTER );
1667 D3DSTATE_TO_STR(WINED3DSAMP_MINFILTER );
1668 D3DSTATE_TO_STR(WINED3DSAMP_MIPFILTER );
1669 D3DSTATE_TO_STR(WINED3DSAMP_MIPMAPLODBIAS);
1670 D3DSTATE_TO_STR(WINED3DSAMP_MAXMIPLEVEL );
1671 D3DSTATE_TO_STR(WINED3DSAMP_MAXANISOTROPY);
1672 D3DSTATE_TO_STR(WINED3DSAMP_SRGBTEXTURE );
1673 D3DSTATE_TO_STR(WINED3DSAMP_ELEMENTINDEX );
1674 D3DSTATE_TO_STR(WINED3DSAMP_DMAPOFFSET );
1675 #undef D3DSTATE_TO_STR
1676 default:
1677 FIXME("Unrecognized %u sampler state!\n", state);
1678 return "unrecognized";
1682 const char *debug_d3dtexturefiltertype(WINED3DTEXTUREFILTERTYPE filter_type) {
1683 switch (filter_type) {
1684 #define D3DTEXTUREFILTERTYPE_TO_STR(u) case u: return #u
1685 D3DTEXTUREFILTERTYPE_TO_STR(WINED3DTEXF_NONE);
1686 D3DTEXTUREFILTERTYPE_TO_STR(WINED3DTEXF_POINT);
1687 D3DTEXTUREFILTERTYPE_TO_STR(WINED3DTEXF_LINEAR);
1688 D3DTEXTUREFILTERTYPE_TO_STR(WINED3DTEXF_ANISOTROPIC);
1689 D3DTEXTUREFILTERTYPE_TO_STR(WINED3DTEXF_FLATCUBIC);
1690 D3DTEXTUREFILTERTYPE_TO_STR(WINED3DTEXF_GAUSSIANCUBIC);
1691 D3DTEXTUREFILTERTYPE_TO_STR(WINED3DTEXF_PYRAMIDALQUAD);
1692 D3DTEXTUREFILTERTYPE_TO_STR(WINED3DTEXF_GAUSSIANQUAD);
1693 #undef D3DTEXTUREFILTERTYPE_TO_STR
1694 default:
1695 FIXME("Unrecognied texture filter type 0x%08x\n", filter_type);
1696 return "unrecognized";
1700 const char* debug_d3dtexturestate(DWORD state) {
1701 switch (state) {
1702 #define D3DSTATE_TO_STR(u) case u: return #u
1703 D3DSTATE_TO_STR(WINED3DTSS_COLOROP );
1704 D3DSTATE_TO_STR(WINED3DTSS_COLORARG1 );
1705 D3DSTATE_TO_STR(WINED3DTSS_COLORARG2 );
1706 D3DSTATE_TO_STR(WINED3DTSS_ALPHAOP );
1707 D3DSTATE_TO_STR(WINED3DTSS_ALPHAARG1 );
1708 D3DSTATE_TO_STR(WINED3DTSS_ALPHAARG2 );
1709 D3DSTATE_TO_STR(WINED3DTSS_BUMPENVMAT00 );
1710 D3DSTATE_TO_STR(WINED3DTSS_BUMPENVMAT01 );
1711 D3DSTATE_TO_STR(WINED3DTSS_BUMPENVMAT10 );
1712 D3DSTATE_TO_STR(WINED3DTSS_BUMPENVMAT11 );
1713 D3DSTATE_TO_STR(WINED3DTSS_TEXCOORDINDEX );
1714 D3DSTATE_TO_STR(WINED3DTSS_BUMPENVLSCALE );
1715 D3DSTATE_TO_STR(WINED3DTSS_BUMPENVLOFFSET );
1716 D3DSTATE_TO_STR(WINED3DTSS_TEXTURETRANSFORMFLAGS );
1717 D3DSTATE_TO_STR(WINED3DTSS_COLORARG0 );
1718 D3DSTATE_TO_STR(WINED3DTSS_ALPHAARG0 );
1719 D3DSTATE_TO_STR(WINED3DTSS_RESULTARG );
1720 D3DSTATE_TO_STR(WINED3DTSS_CONSTANT );
1721 #undef D3DSTATE_TO_STR
1722 default:
1723 FIXME("Unrecognized %u texture state!\n", state);
1724 return "unrecognized";
1728 const char* debug_d3dtop(WINED3DTEXTUREOP d3dtop) {
1729 switch (d3dtop) {
1730 #define D3DTOP_TO_STR(u) case u: return #u
1731 D3DTOP_TO_STR(WINED3DTOP_DISABLE);
1732 D3DTOP_TO_STR(WINED3DTOP_SELECTARG1);
1733 D3DTOP_TO_STR(WINED3DTOP_SELECTARG2);
1734 D3DTOP_TO_STR(WINED3DTOP_MODULATE);
1735 D3DTOP_TO_STR(WINED3DTOP_MODULATE2X);
1736 D3DTOP_TO_STR(WINED3DTOP_MODULATE4X);
1737 D3DTOP_TO_STR(WINED3DTOP_ADD);
1738 D3DTOP_TO_STR(WINED3DTOP_ADDSIGNED);
1739 D3DTOP_TO_STR(WINED3DTOP_ADDSIGNED2X);
1740 D3DTOP_TO_STR(WINED3DTOP_SUBTRACT);
1741 D3DTOP_TO_STR(WINED3DTOP_ADDSMOOTH);
1742 D3DTOP_TO_STR(WINED3DTOP_BLENDDIFFUSEALPHA);
1743 D3DTOP_TO_STR(WINED3DTOP_BLENDTEXTUREALPHA);
1744 D3DTOP_TO_STR(WINED3DTOP_BLENDFACTORALPHA);
1745 D3DTOP_TO_STR(WINED3DTOP_BLENDTEXTUREALPHAPM);
1746 D3DTOP_TO_STR(WINED3DTOP_BLENDCURRENTALPHA);
1747 D3DTOP_TO_STR(WINED3DTOP_PREMODULATE);
1748 D3DTOP_TO_STR(WINED3DTOP_MODULATEALPHA_ADDCOLOR);
1749 D3DTOP_TO_STR(WINED3DTOP_MODULATECOLOR_ADDALPHA);
1750 D3DTOP_TO_STR(WINED3DTOP_MODULATEINVALPHA_ADDCOLOR);
1751 D3DTOP_TO_STR(WINED3DTOP_MODULATEINVCOLOR_ADDALPHA);
1752 D3DTOP_TO_STR(WINED3DTOP_BUMPENVMAP);
1753 D3DTOP_TO_STR(WINED3DTOP_BUMPENVMAPLUMINANCE);
1754 D3DTOP_TO_STR(WINED3DTOP_DOTPRODUCT3);
1755 D3DTOP_TO_STR(WINED3DTOP_MULTIPLYADD);
1756 D3DTOP_TO_STR(WINED3DTOP_LERP);
1757 #undef D3DTOP_TO_STR
1758 default:
1759 FIXME("Unrecognized %u WINED3DTOP\n", d3dtop);
1760 return "unrecognized";
1764 const char* debug_d3dtstype(WINED3DTRANSFORMSTATETYPE tstype) {
1765 switch (tstype) {
1766 #define TSTYPE_TO_STR(tstype) case tstype: return #tstype
1767 TSTYPE_TO_STR(WINED3DTS_VIEW);
1768 TSTYPE_TO_STR(WINED3DTS_PROJECTION);
1769 TSTYPE_TO_STR(WINED3DTS_TEXTURE0);
1770 TSTYPE_TO_STR(WINED3DTS_TEXTURE1);
1771 TSTYPE_TO_STR(WINED3DTS_TEXTURE2);
1772 TSTYPE_TO_STR(WINED3DTS_TEXTURE3);
1773 TSTYPE_TO_STR(WINED3DTS_TEXTURE4);
1774 TSTYPE_TO_STR(WINED3DTS_TEXTURE5);
1775 TSTYPE_TO_STR(WINED3DTS_TEXTURE6);
1776 TSTYPE_TO_STR(WINED3DTS_TEXTURE7);
1777 TSTYPE_TO_STR(WINED3DTS_WORLDMATRIX(0));
1778 #undef TSTYPE_TO_STR
1779 default:
1780 if (tstype > 256 && tstype < 512) {
1781 FIXME("WINED3DTS_WORLDMATRIX(%u). 1..255 not currently supported\n", tstype);
1782 return ("WINED3DTS_WORLDMATRIX > 0");
1784 FIXME("Unrecognized %u WINED3DTS\n", tstype);
1785 return "unrecognized";
1789 const char *debug_d3dstate(DWORD state)
1791 if (STATE_IS_RENDER(state))
1792 return wine_dbg_sprintf("STATE_RENDER(%s)", debug_d3drenderstate(state - STATE_RENDER(0)));
1793 if (STATE_IS_TEXTURESTAGE(state))
1795 DWORD texture_stage = (state - STATE_TEXTURESTAGE(0, 0)) / (WINED3D_HIGHEST_TEXTURE_STATE + 1);
1796 DWORD texture_state = state - STATE_TEXTURESTAGE(texture_stage, 0);
1797 return wine_dbg_sprintf("STATE_TEXTURESTAGE(%#x, %s)",
1798 texture_stage, debug_d3dtexturestate(texture_state));
1800 if (STATE_IS_SAMPLER(state))
1801 return wine_dbg_sprintf("STATE_SAMPLER(%#x)", state - STATE_SAMPLER(0));
1802 if (STATE_IS_PIXELSHADER(state))
1803 return "STATE_PIXELSHADER";
1804 if (STATE_IS_TRANSFORM(state))
1805 return wine_dbg_sprintf("STATE_TRANSFORM(%s)", debug_d3dtstype(state - STATE_TRANSFORM(0)));
1806 if (STATE_IS_STREAMSRC(state))
1807 return "STATE_STREAMSRC";
1808 if (STATE_IS_INDEXBUFFER(state))
1809 return "STATE_INDEXBUFFER";
1810 if (STATE_IS_VDECL(state))
1811 return "STATE_VDECL";
1812 if (STATE_IS_VSHADER(state))
1813 return "STATE_VSHADER";
1814 if (STATE_IS_VIEWPORT(state))
1815 return "STATE_VIEWPORT";
1816 if (STATE_IS_VERTEXSHADERCONSTANT(state))
1817 return "STATE_VERTEXSHADERCONSTANT";
1818 if (STATE_IS_PIXELSHADERCONSTANT(state))
1819 return "STATE_PIXELSHADERCONSTANT";
1820 if (STATE_IS_ACTIVELIGHT(state))
1821 return wine_dbg_sprintf("STATE_ACTIVELIGHT(%#x)", state - STATE_ACTIVELIGHT(0));
1822 if (STATE_IS_SCISSORRECT(state))
1823 return "STATE_SCISSORRECT";
1824 if (STATE_IS_CLIPPLANE(state))
1825 return wine_dbg_sprintf("STATE_CLIPPLANE(%#x)", state - STATE_CLIPPLANE(0));
1826 if (STATE_IS_MATERIAL(state))
1827 return "STATE_MATERIAL";
1828 if (STATE_IS_FRONTFACE(state))
1829 return "STATE_FRONTFACE";
1831 return wine_dbg_sprintf("UNKNOWN_STATE(%#x)", state);
1834 const char* debug_d3dpool(WINED3DPOOL Pool) {
1835 switch (Pool) {
1836 #define POOL_TO_STR(p) case p: return #p
1837 POOL_TO_STR(WINED3DPOOL_DEFAULT);
1838 POOL_TO_STR(WINED3DPOOL_MANAGED);
1839 POOL_TO_STR(WINED3DPOOL_SYSTEMMEM);
1840 POOL_TO_STR(WINED3DPOOL_SCRATCH);
1841 #undef POOL_TO_STR
1842 default:
1843 FIXME("Unrecognized %u WINED3DPOOL!\n", Pool);
1844 return "unrecognized";
1848 const char *debug_fbostatus(GLenum status) {
1849 switch(status) {
1850 #define FBOSTATUS_TO_STR(u) case u: return #u
1851 FBOSTATUS_TO_STR(GL_FRAMEBUFFER_COMPLETE);
1852 FBOSTATUS_TO_STR(GL_FRAMEBUFFER_INCOMPLETE_ATTACHMENT);
1853 FBOSTATUS_TO_STR(GL_FRAMEBUFFER_INCOMPLETE_MISSING_ATTACHMENT);
1854 FBOSTATUS_TO_STR(GL_FRAMEBUFFER_INCOMPLETE_DIMENSIONS_EXT);
1855 FBOSTATUS_TO_STR(GL_FRAMEBUFFER_INCOMPLETE_FORMATS_EXT);
1856 FBOSTATUS_TO_STR(GL_FRAMEBUFFER_INCOMPLETE_DRAW_BUFFER);
1857 FBOSTATUS_TO_STR(GL_FRAMEBUFFER_INCOMPLETE_READ_BUFFER);
1858 FBOSTATUS_TO_STR(GL_FRAMEBUFFER_INCOMPLETE_MULTISAMPLE);
1859 FBOSTATUS_TO_STR(GL_FRAMEBUFFER_UNSUPPORTED);
1860 FBOSTATUS_TO_STR(GL_FRAMEBUFFER_UNDEFINED);
1861 #undef FBOSTATUS_TO_STR
1862 default:
1863 FIXME("Unrecognied FBO status 0x%08x\n", status);
1864 return "unrecognized";
1868 const char *debug_glerror(GLenum error) {
1869 switch(error) {
1870 #define GLERROR_TO_STR(u) case u: return #u
1871 GLERROR_TO_STR(GL_NO_ERROR);
1872 GLERROR_TO_STR(GL_INVALID_ENUM);
1873 GLERROR_TO_STR(GL_INVALID_VALUE);
1874 GLERROR_TO_STR(GL_INVALID_OPERATION);
1875 GLERROR_TO_STR(GL_STACK_OVERFLOW);
1876 GLERROR_TO_STR(GL_STACK_UNDERFLOW);
1877 GLERROR_TO_STR(GL_OUT_OF_MEMORY);
1878 GLERROR_TO_STR(GL_INVALID_FRAMEBUFFER_OPERATION);
1879 #undef GLERROR_TO_STR
1880 default:
1881 FIXME("Unrecognied GL error 0x%08x\n", error);
1882 return "unrecognized";
1886 const char *debug_d3dbasis(WINED3DBASISTYPE basis) {
1887 switch(basis) {
1888 case WINED3DBASIS_BEZIER: return "WINED3DBASIS_BEZIER";
1889 case WINED3DBASIS_BSPLINE: return "WINED3DBASIS_BSPLINE";
1890 case WINED3DBASIS_INTERPOLATE: return "WINED3DBASIS_INTERPOLATE";
1891 default: return "unrecognized";
1895 const char *debug_d3ddegree(WINED3DDEGREETYPE degree) {
1896 switch(degree) {
1897 case WINED3DDEGREE_LINEAR: return "WINED3DDEGREE_LINEAR";
1898 case WINED3DDEGREE_QUADRATIC: return "WINED3DDEGREE_QUADRATIC";
1899 case WINED3DDEGREE_CUBIC: return "WINED3DDEGREE_CUBIC";
1900 case WINED3DDEGREE_QUINTIC: return "WINED3DDEGREE_QUINTIC";
1901 default: return "unrecognized";
1905 static const char *debug_fixup_channel_source(enum fixup_channel_source source)
1907 switch(source)
1909 #define WINED3D_TO_STR(x) case x: return #x
1910 WINED3D_TO_STR(CHANNEL_SOURCE_ZERO);
1911 WINED3D_TO_STR(CHANNEL_SOURCE_ONE);
1912 WINED3D_TO_STR(CHANNEL_SOURCE_X);
1913 WINED3D_TO_STR(CHANNEL_SOURCE_Y);
1914 WINED3D_TO_STR(CHANNEL_SOURCE_Z);
1915 WINED3D_TO_STR(CHANNEL_SOURCE_W);
1916 WINED3D_TO_STR(CHANNEL_SOURCE_YUV0);
1917 WINED3D_TO_STR(CHANNEL_SOURCE_YUV1);
1918 #undef WINED3D_TO_STR
1919 default:
1920 FIXME("Unrecognized fixup_channel_source %#x\n", source);
1921 return "unrecognized";
1925 static const char *debug_yuv_fixup(enum yuv_fixup yuv_fixup)
1927 switch(yuv_fixup)
1929 #define WINED3D_TO_STR(x) case x: return #x
1930 WINED3D_TO_STR(YUV_FIXUP_YUY2);
1931 WINED3D_TO_STR(YUV_FIXUP_UYVY);
1932 WINED3D_TO_STR(YUV_FIXUP_YV12);
1933 #undef WINED3D_TO_STR
1934 default:
1935 FIXME("Unrecognized YUV fixup %#x\n", yuv_fixup);
1936 return "unrecognized";
1940 void dump_color_fixup_desc(struct color_fixup_desc fixup)
1942 if (is_yuv_fixup(fixup))
1944 TRACE("\tYUV: %s\n", debug_yuv_fixup(get_yuv_fixup(fixup)));
1945 return;
1948 TRACE("\tX: %s%s\n", debug_fixup_channel_source(fixup.x_source), fixup.x_sign_fixup ? ", SIGN_FIXUP" : "");
1949 TRACE("\tY: %s%s\n", debug_fixup_channel_source(fixup.y_source), fixup.y_sign_fixup ? ", SIGN_FIXUP" : "");
1950 TRACE("\tZ: %s%s\n", debug_fixup_channel_source(fixup.z_source), fixup.z_sign_fixup ? ", SIGN_FIXUP" : "");
1951 TRACE("\tW: %s%s\n", debug_fixup_channel_source(fixup.w_source), fixup.w_sign_fixup ? ", SIGN_FIXUP" : "");
1954 const char *debug_surflocation(DWORD flag) {
1955 char buf[128];
1957 buf[0] = 0;
1958 if(flag & SFLAG_INSYSMEM) strcat(buf, " | SFLAG_INSYSMEM");
1959 if(flag & SFLAG_INDRAWABLE) strcat(buf, " | SFLAG_INDRAWABLE");
1960 if(flag & SFLAG_INTEXTURE) strcat(buf, " | SFLAG_INTEXTURE");
1961 if(flag & SFLAG_INSRGBTEX) strcat(buf, " | SFLAG_INSRGBTEX");
1962 return wine_dbg_sprintf("%s", buf[0] ? buf + 3 : "0");
1965 /*****************************************************************************
1966 * Useful functions mapping GL <-> D3D values
1968 GLenum StencilOp(DWORD op) {
1969 switch(op) {
1970 case WINED3DSTENCILOP_KEEP : return GL_KEEP;
1971 case WINED3DSTENCILOP_ZERO : return GL_ZERO;
1972 case WINED3DSTENCILOP_REPLACE : return GL_REPLACE;
1973 case WINED3DSTENCILOP_INCRSAT : return GL_INCR;
1974 case WINED3DSTENCILOP_DECRSAT : return GL_DECR;
1975 case WINED3DSTENCILOP_INVERT : return GL_INVERT;
1976 case WINED3DSTENCILOP_INCR : return GL_INCR_WRAP_EXT;
1977 case WINED3DSTENCILOP_DECR : return GL_DECR_WRAP_EXT;
1978 default:
1979 FIXME("Unrecognized stencil op %d\n", op);
1980 return GL_KEEP;
1984 GLenum CompareFunc(DWORD func) {
1985 switch ((WINED3DCMPFUNC)func) {
1986 case WINED3DCMP_NEVER : return GL_NEVER;
1987 case WINED3DCMP_LESS : return GL_LESS;
1988 case WINED3DCMP_EQUAL : return GL_EQUAL;
1989 case WINED3DCMP_LESSEQUAL : return GL_LEQUAL;
1990 case WINED3DCMP_GREATER : return GL_GREATER;
1991 case WINED3DCMP_NOTEQUAL : return GL_NOTEQUAL;
1992 case WINED3DCMP_GREATEREQUAL : return GL_GEQUAL;
1993 case WINED3DCMP_ALWAYS : return GL_ALWAYS;
1994 default:
1995 FIXME("Unrecognized WINED3DCMPFUNC value %d\n", func);
1996 return 0;
2000 BOOL is_invalid_op(IWineD3DDeviceImpl *This, int stage, WINED3DTEXTUREOP op, DWORD arg1, DWORD arg2, DWORD arg3) {
2001 if (op == WINED3DTOP_DISABLE) return FALSE;
2002 if (This->stateBlock->textures[stage]) return FALSE;
2004 if ((arg1 & WINED3DTA_SELECTMASK) == WINED3DTA_TEXTURE
2005 && op != WINED3DTOP_SELECTARG2) return TRUE;
2006 if ((arg2 & WINED3DTA_SELECTMASK) == WINED3DTA_TEXTURE
2007 && op != WINED3DTOP_SELECTARG1) return TRUE;
2008 if ((arg3 & WINED3DTA_SELECTMASK) == WINED3DTA_TEXTURE
2009 && (op == WINED3DTOP_MULTIPLYADD || op == WINED3DTOP_LERP)) return TRUE;
2011 return FALSE;
2014 /* Setup this textures matrix according to the texture flags*/
2015 /* GL locking is done by the caller (state handler) */
2016 void set_texture_matrix(const float *smat, DWORD flags, BOOL calculatedCoords, BOOL transformed,
2017 WINED3DFORMAT vtx_fmt, BOOL ffp_proj_control)
2019 float mat[16];
2021 glMatrixMode(GL_TEXTURE);
2022 checkGLcall("glMatrixMode(GL_TEXTURE)");
2024 if (flags == WINED3DTTFF_DISABLE || flags == WINED3DTTFF_COUNT1 || transformed) {
2025 glLoadIdentity();
2026 checkGLcall("glLoadIdentity()");
2027 return;
2030 if (flags == (WINED3DTTFF_COUNT1|WINED3DTTFF_PROJECTED)) {
2031 ERR("Invalid texture transform flags: WINED3DTTFF_COUNT1|WINED3DTTFF_PROJECTED\n");
2032 return;
2035 memcpy(mat, smat, 16 * sizeof(float));
2037 if (flags & WINED3DTTFF_PROJECTED) {
2038 if(!ffp_proj_control) {
2039 switch (flags & ~WINED3DTTFF_PROJECTED) {
2040 case WINED3DTTFF_COUNT2:
2041 mat[3] = mat[1], mat[7] = mat[5], mat[11] = mat[9], mat[15] = mat[13];
2042 mat[1] = mat[5] = mat[9] = mat[13] = 0;
2043 break;
2044 case WINED3DTTFF_COUNT3:
2045 mat[3] = mat[2], mat[7] = mat[6], mat[11] = mat[10], mat[15] = mat[14];
2046 mat[2] = mat[6] = mat[10] = mat[14] = 0;
2047 break;
2050 } else { /* under directx the R/Z coord can be used for translation, under opengl we use the Q coord instead */
2051 if(!calculatedCoords) {
2052 switch(vtx_fmt)
2054 case WINED3DFMT_R32_FLOAT:
2055 /* Direct3D passes the default 1.0 in the 2nd coord, while gl passes it in the 4th.
2056 * swap 2nd and 4th coord. No need to store the value of mat[12] in mat[4] because
2057 * the input value to the transformation will be 0, so the matrix value is irrelevant
2059 mat[12] = mat[4];
2060 mat[13] = mat[5];
2061 mat[14] = mat[6];
2062 mat[15] = mat[7];
2063 break;
2064 case WINED3DFMT_R32G32_FLOAT:
2065 /* See above, just 3rd and 4th coord
2067 mat[12] = mat[8];
2068 mat[13] = mat[9];
2069 mat[14] = mat[10];
2070 mat[15] = mat[11];
2071 break;
2072 case WINED3DFMT_R32G32B32_FLOAT: /* Opengl defaults match dx defaults */
2073 case WINED3DFMT_R32G32B32A32_FLOAT: /* No defaults apply, all app defined */
2075 /* This is to prevent swapping the matrix lines and put the default 4th coord = 1.0
2076 * into a bad place. The division elimination below will apply to make sure the
2077 * 1.0 doesn't do anything bad. The caller will set this value if the stride is 0
2079 case WINED3DFMT_UNKNOWN: /* No texture coords, 0/0/0/1 defaults are passed */
2080 break;
2081 default:
2082 FIXME("Unexpected fixed function texture coord input\n");
2085 if(!ffp_proj_control) {
2086 switch (flags & ~WINED3DTTFF_PROJECTED) {
2087 /* case WINED3DTTFF_COUNT1: Won't ever get here */
2088 case WINED3DTTFF_COUNT2: mat[2] = mat[6] = mat[10] = mat[14] = 0;
2089 /* OpenGL divides the first 3 vertex coord by the 4th by default,
2090 * which is essentially the same as D3DTTFF_PROJECTED. Make sure that
2091 * the 4th coord evaluates to 1.0 to eliminate that.
2093 * If the fixed function pipeline is used, the 4th value remains unused,
2094 * so there is no danger in doing this. With vertex shaders we have a
2095 * problem. Should an app hit that problem, the code here would have to
2096 * check for pixel shaders, and the shader has to undo the default gl divide.
2098 * A more serious problem occurs if the app passes 4 coordinates in, and the
2099 * 4th is != 1.0(opengl default). This would have to be fixed in drawStridedSlow
2100 * or a replacement shader
2102 default: mat[3] = mat[7] = mat[11] = 0; mat[15] = 1;
2107 glLoadMatrixf(mat);
2108 checkGLcall("glLoadMatrixf(mat)");
2111 /* This small helper function is used to convert a bitmask into the number of masked bits */
2112 unsigned int count_bits(unsigned int mask)
2114 unsigned int count;
2115 for (count = 0; mask; ++count)
2117 mask &= mask - 1;
2119 return count;
2122 /* Helper function for retrieving color info for ChoosePixelFormat and wglChoosePixelFormatARB.
2123 * The later function requires individual color components. */
2124 BOOL getColorBits(const struct GlPixelFormatDesc *format_desc,
2125 short *redSize, short *greenSize, short *blueSize, short *alphaSize, short *totalSize)
2127 TRACE("fmt: %s\n", debug_d3dformat(format_desc->format));
2128 switch(format_desc->format)
2130 case WINED3DFMT_B8G8R8X8_UNORM:
2131 case WINED3DFMT_B8G8R8_UNORM:
2132 case WINED3DFMT_B8G8R8A8_UNORM:
2133 case WINED3DFMT_R8G8B8A8_UNORM:
2134 case WINED3DFMT_B10G10R10A2_UNORM:
2135 case WINED3DFMT_B5G5R5X1_UNORM:
2136 case WINED3DFMT_B5G5R5A1_UNORM:
2137 case WINED3DFMT_B5G6R5_UNORM:
2138 case WINED3DFMT_B4G4R4X4_UNORM:
2139 case WINED3DFMT_B4G4R4A4_UNORM:
2140 case WINED3DFMT_B2G3R3_UNORM:
2141 case WINED3DFMT_P8_UINT_A8_UNORM:
2142 case WINED3DFMT_P8_UINT:
2143 break;
2144 default:
2145 ERR("Unsupported format: %s\n", debug_d3dformat(format_desc->format));
2146 return FALSE;
2149 *redSize = count_bits(format_desc->red_mask);
2150 *greenSize = count_bits(format_desc->green_mask);
2151 *blueSize = count_bits(format_desc->blue_mask);
2152 *alphaSize = count_bits(format_desc->alpha_mask);
2153 *totalSize = *redSize + *greenSize + *blueSize + *alphaSize;
2155 TRACE("Returning red: %d, green: %d, blue: %d, alpha: %d, total: %d for fmt=%s\n",
2156 *redSize, *greenSize, *blueSize, *alphaSize, *totalSize, debug_d3dformat(format_desc->format));
2157 return TRUE;
2160 /* Helper function for retrieving depth/stencil info for ChoosePixelFormat and wglChoosePixelFormatARB */
2161 BOOL getDepthStencilBits(const struct GlPixelFormatDesc *format_desc, short *depthSize, short *stencilSize)
2163 TRACE("fmt: %s\n", debug_d3dformat(format_desc->format));
2164 switch(format_desc->format)
2166 case WINED3DFMT_D16_LOCKABLE:
2167 case WINED3DFMT_D16_UNORM:
2168 case WINED3DFMT_S1_UINT_D15_UNORM:
2169 case WINED3DFMT_X8D24_UNORM:
2170 case WINED3DFMT_S4X4_UINT_D24_UNORM:
2171 case WINED3DFMT_D24_UNORM_S8_UINT:
2172 case WINED3DFMT_S8_UINT_D24_FLOAT:
2173 case WINED3DFMT_D32_UNORM:
2174 case WINED3DFMT_D32_FLOAT:
2175 break;
2176 default:
2177 FIXME("Unsupported stencil format: %s\n", debug_d3dformat(format_desc->format));
2178 return FALSE;
2181 *depthSize = format_desc->depth_size;
2182 *stencilSize = format_desc->stencil_size;
2184 TRACE("Returning depthSize: %d and stencilSize: %d for fmt=%s\n",
2185 *depthSize, *stencilSize, debug_d3dformat(format_desc->format));
2186 return TRUE;
2189 /* DirectDraw stuff */
2190 WINED3DFORMAT pixelformat_for_depth(DWORD depth) {
2191 switch(depth) {
2192 case 8: return WINED3DFMT_P8_UINT;
2193 case 15: return WINED3DFMT_B5G5R5X1_UNORM;
2194 case 16: return WINED3DFMT_B5G6R5_UNORM;
2195 case 24: return WINED3DFMT_B8G8R8X8_UNORM; /* Robots needs 24bit to be WINED3DFMT_B8G8R8X8_UNORM */
2196 case 32: return WINED3DFMT_B8G8R8X8_UNORM; /* EVE online and the Fur demo need 32bit AdapterDisplayMode to return WINED3DFMT_B8G8R8X8_UNORM */
2197 default: return WINED3DFMT_UNKNOWN;
2201 void multiply_matrix(WINED3DMATRIX *dest, const WINED3DMATRIX *src1, const WINED3DMATRIX *src2) {
2202 WINED3DMATRIX temp;
2204 /* Now do the multiplication 'by hand'.
2205 I know that all this could be optimised, but this will be done later :-) */
2206 temp.u.s._11 = (src1->u.s._11 * src2->u.s._11) + (src1->u.s._21 * src2->u.s._12) + (src1->u.s._31 * src2->u.s._13) + (src1->u.s._41 * src2->u.s._14);
2207 temp.u.s._21 = (src1->u.s._11 * src2->u.s._21) + (src1->u.s._21 * src2->u.s._22) + (src1->u.s._31 * src2->u.s._23) + (src1->u.s._41 * src2->u.s._24);
2208 temp.u.s._31 = (src1->u.s._11 * src2->u.s._31) + (src1->u.s._21 * src2->u.s._32) + (src1->u.s._31 * src2->u.s._33) + (src1->u.s._41 * src2->u.s._34);
2209 temp.u.s._41 = (src1->u.s._11 * src2->u.s._41) + (src1->u.s._21 * src2->u.s._42) + (src1->u.s._31 * src2->u.s._43) + (src1->u.s._41 * src2->u.s._44);
2211 temp.u.s._12 = (src1->u.s._12 * src2->u.s._11) + (src1->u.s._22 * src2->u.s._12) + (src1->u.s._32 * src2->u.s._13) + (src1->u.s._42 * src2->u.s._14);
2212 temp.u.s._22 = (src1->u.s._12 * src2->u.s._21) + (src1->u.s._22 * src2->u.s._22) + (src1->u.s._32 * src2->u.s._23) + (src1->u.s._42 * src2->u.s._24);
2213 temp.u.s._32 = (src1->u.s._12 * src2->u.s._31) + (src1->u.s._22 * src2->u.s._32) + (src1->u.s._32 * src2->u.s._33) + (src1->u.s._42 * src2->u.s._34);
2214 temp.u.s._42 = (src1->u.s._12 * src2->u.s._41) + (src1->u.s._22 * src2->u.s._42) + (src1->u.s._32 * src2->u.s._43) + (src1->u.s._42 * src2->u.s._44);
2216 temp.u.s._13 = (src1->u.s._13 * src2->u.s._11) + (src1->u.s._23 * src2->u.s._12) + (src1->u.s._33 * src2->u.s._13) + (src1->u.s._43 * src2->u.s._14);
2217 temp.u.s._23 = (src1->u.s._13 * src2->u.s._21) + (src1->u.s._23 * src2->u.s._22) + (src1->u.s._33 * src2->u.s._23) + (src1->u.s._43 * src2->u.s._24);
2218 temp.u.s._33 = (src1->u.s._13 * src2->u.s._31) + (src1->u.s._23 * src2->u.s._32) + (src1->u.s._33 * src2->u.s._33) + (src1->u.s._43 * src2->u.s._34);
2219 temp.u.s._43 = (src1->u.s._13 * src2->u.s._41) + (src1->u.s._23 * src2->u.s._42) + (src1->u.s._33 * src2->u.s._43) + (src1->u.s._43 * src2->u.s._44);
2221 temp.u.s._14 = (src1->u.s._14 * src2->u.s._11) + (src1->u.s._24 * src2->u.s._12) + (src1->u.s._34 * src2->u.s._13) + (src1->u.s._44 * src2->u.s._14);
2222 temp.u.s._24 = (src1->u.s._14 * src2->u.s._21) + (src1->u.s._24 * src2->u.s._22) + (src1->u.s._34 * src2->u.s._23) + (src1->u.s._44 * src2->u.s._24);
2223 temp.u.s._34 = (src1->u.s._14 * src2->u.s._31) + (src1->u.s._24 * src2->u.s._32) + (src1->u.s._34 * src2->u.s._33) + (src1->u.s._44 * src2->u.s._34);
2224 temp.u.s._44 = (src1->u.s._14 * src2->u.s._41) + (src1->u.s._24 * src2->u.s._42) + (src1->u.s._34 * src2->u.s._43) + (src1->u.s._44 * src2->u.s._44);
2226 /* And copy the new matrix in the good storage.. */
2227 memcpy(dest, &temp, 16 * sizeof(float));
2230 DWORD get_flexible_vertex_size(DWORD d3dvtVertexType) {
2231 DWORD size = 0;
2232 int i;
2233 int numTextures = (d3dvtVertexType & WINED3DFVF_TEXCOUNT_MASK) >> WINED3DFVF_TEXCOUNT_SHIFT;
2235 if (d3dvtVertexType & WINED3DFVF_NORMAL) size += 3 * sizeof(float);
2236 if (d3dvtVertexType & WINED3DFVF_DIFFUSE) size += sizeof(DWORD);
2237 if (d3dvtVertexType & WINED3DFVF_SPECULAR) size += sizeof(DWORD);
2238 if (d3dvtVertexType & WINED3DFVF_PSIZE) size += sizeof(DWORD);
2239 switch (d3dvtVertexType & WINED3DFVF_POSITION_MASK) {
2240 case WINED3DFVF_XYZ: size += 3 * sizeof(float); break;
2241 case WINED3DFVF_XYZRHW: size += 4 * sizeof(float); break;
2242 case WINED3DFVF_XYZB1: size += 4 * sizeof(float); break;
2243 case WINED3DFVF_XYZB2: size += 5 * sizeof(float); break;
2244 case WINED3DFVF_XYZB3: size += 6 * sizeof(float); break;
2245 case WINED3DFVF_XYZB4: size += 7 * sizeof(float); break;
2246 case WINED3DFVF_XYZB5: size += 8 * sizeof(float); break;
2247 case WINED3DFVF_XYZW: size += 4 * sizeof(float); break;
2248 default: ERR("Unexpected position mask\n");
2250 for (i = 0; i < numTextures; i++) {
2251 size += GET_TEXCOORD_SIZE_FROM_FVF(d3dvtVertexType, i) * sizeof(float);
2254 return size;
2257 /***********************************************************************
2258 * CalculateTexRect
2260 * Calculates the dimensions of the opengl texture used for blits.
2261 * Handled oversized opengl textures and updates the source rectangle
2262 * accordingly
2264 * Params:
2265 * This: Surface to operate on
2266 * Rect: Requested rectangle
2268 * Returns:
2269 * TRUE if the texture part can be loaded,
2270 * FALSE otherwise
2272 *********************************************************************/
2273 BOOL CalculateTexRect(IWineD3DSurfaceImpl *This, RECT *Rect, float glTexCoord[4])
2275 const struct wined3d_gl_info *gl_info = &This->resource.device->adapter->gl_info;
2276 int x1 = Rect->left, x2 = Rect->right;
2277 int y1 = Rect->top, y2 = Rect->bottom;
2278 GLint maxSize = gl_info->limits.texture_size;
2280 TRACE("(%p)->(%d,%d)-(%d,%d)\n", This,
2281 Rect->left, Rect->top, Rect->right, Rect->bottom);
2283 /* The sizes might be reversed */
2284 if(Rect->left > Rect->right) {
2285 x1 = Rect->right;
2286 x2 = Rect->left;
2288 if(Rect->top > Rect->bottom) {
2289 y1 = Rect->bottom;
2290 y2 = Rect->top;
2293 /* No oversized texture? This is easy */
2294 if(!(This->Flags & SFLAG_OVERSIZE)) {
2295 /* Which rect from the texture do I need? */
2296 if (This->texture_target == GL_TEXTURE_RECTANGLE_ARB)
2298 glTexCoord[0] = (float) Rect->left;
2299 glTexCoord[2] = (float) Rect->top;
2300 glTexCoord[1] = (float) Rect->right;
2301 glTexCoord[3] = (float) Rect->bottom;
2302 } else {
2303 glTexCoord[0] = (float) Rect->left / (float) This->pow2Width;
2304 glTexCoord[2] = (float) Rect->top / (float) This->pow2Height;
2305 glTexCoord[1] = (float) Rect->right / (float) This->pow2Width;
2306 glTexCoord[3] = (float) Rect->bottom / (float) This->pow2Height;
2309 return TRUE;
2310 } else {
2311 /* Check if we can succeed at all */
2312 if( (x2 - x1) > maxSize ||
2313 (y2 - y1) > maxSize ) {
2314 TRACE("Requested rectangle is too large for gl\n");
2315 return FALSE;
2318 /* A part of the texture has to be picked. First, check if
2319 * some texture part is loaded already, if yes try to re-use it.
2320 * If the texture is dirty, or the part can't be used,
2321 * re-position the part to load
2323 if(This->Flags & SFLAG_INTEXTURE) {
2324 if(This->glRect.left <= x1 && This->glRect.right >= x2 &&
2325 This->glRect.top <= y1 && This->glRect.bottom >= x2 ) {
2326 /* Ok, the rectangle is ok, re-use it */
2327 TRACE("Using existing gl Texture\n");
2328 } else {
2329 /* Rectangle is not ok, dirtify the texture to reload it */
2330 TRACE("Dirtifying texture to force reload\n");
2331 This->Flags &= ~SFLAG_INTEXTURE;
2335 /* Now if we are dirty(no else if!) */
2336 if(!(This->Flags & SFLAG_INTEXTURE)) {
2337 /* Set the new rectangle. Use the following strategy:
2338 * 1) Use as big textures as possible.
2339 * 2) Place the texture part in the way that the requested
2340 * part is in the middle of the texture(well, almost)
2341 * 3) If the texture is moved over the edges of the
2342 * surface, replace it nicely
2343 * 4) If the coord is not limiting the texture size,
2344 * use the whole size
2346 if((This->pow2Width) > maxSize) {
2347 This->glRect.left = x1 - maxSize / 2;
2348 if(This->glRect.left < 0) {
2349 This->glRect.left = 0;
2351 This->glRect.right = This->glRect.left + maxSize;
2352 if(This->glRect.right > This->currentDesc.Width) {
2353 This->glRect.right = This->currentDesc.Width;
2354 This->glRect.left = This->glRect.right - maxSize;
2356 } else {
2357 This->glRect.left = 0;
2358 This->glRect.right = This->pow2Width;
2361 if (This->pow2Height > maxSize)
2363 This->glRect.top = x1 - gl_info->limits.texture_size / 2;
2364 if(This->glRect.top < 0) This->glRect.top = 0;
2365 This->glRect.bottom = This->glRect.left + maxSize;
2366 if(This->glRect.bottom > This->currentDesc.Height) {
2367 This->glRect.bottom = This->currentDesc.Height;
2368 This->glRect.top = This->glRect.bottom - maxSize;
2370 } else {
2371 This->glRect.top = 0;
2372 This->glRect.bottom = This->pow2Height;
2374 TRACE("(%p): Using rect (%d,%d)-(%d,%d)\n", This,
2375 This->glRect.left, This->glRect.top, This->glRect.right, This->glRect.bottom);
2378 /* Re-calculate the rect to draw */
2379 Rect->left -= This->glRect.left;
2380 Rect->right -= This->glRect.left;
2381 Rect->top -= This->glRect.top;
2382 Rect->bottom -= This->glRect.top;
2384 /* Get the gl coordinates. The gl rectangle is a power of 2, eigher the max size,
2385 * or the pow2Width / pow2Height of the surface.
2387 * Can never be GL_TEXTURE_RECTANGLE_ARB because oversized surfaces are always set up
2388 * as regular GL_TEXTURE_2D.
2390 glTexCoord[0] = (float) Rect->left / (float) (This->glRect.right - This->glRect.left);
2391 glTexCoord[2] = (float) Rect->top / (float) (This->glRect.bottom - This->glRect.top);
2392 glTexCoord[1] = (float) Rect->right / (float) (This->glRect.right - This->glRect.left);
2393 glTexCoord[3] = (float) Rect->bottom / (float) (This->glRect.bottom - This->glRect.top);
2395 return TRUE;
2398 void gen_ffp_frag_op(IWineD3DStateBlockImpl *stateblock, struct ffp_frag_settings *settings, BOOL ignore_textype) {
2399 #define ARG1 0x01
2400 #define ARG2 0x02
2401 #define ARG0 0x04
2402 static const unsigned char args[WINED3DTOP_LERP + 1] = {
2403 /* undefined */ 0,
2404 /* D3DTOP_DISABLE */ 0,
2405 /* D3DTOP_SELECTARG1 */ ARG1,
2406 /* D3DTOP_SELECTARG2 */ ARG2,
2407 /* D3DTOP_MODULATE */ ARG1 | ARG2,
2408 /* D3DTOP_MODULATE2X */ ARG1 | ARG2,
2409 /* D3DTOP_MODULATE4X */ ARG1 | ARG2,
2410 /* D3DTOP_ADD */ ARG1 | ARG2,
2411 /* D3DTOP_ADDSIGNED */ ARG1 | ARG2,
2412 /* D3DTOP_ADDSIGNED2X */ ARG1 | ARG2,
2413 /* D3DTOP_SUBTRACT */ ARG1 | ARG2,
2414 /* D3DTOP_ADDSMOOTH */ ARG1 | ARG2,
2415 /* D3DTOP_BLENDDIFFUSEALPHA */ ARG1 | ARG2,
2416 /* D3DTOP_BLENDTEXTUREALPHA */ ARG1 | ARG2,
2417 /* D3DTOP_BLENDFACTORALPHA */ ARG1 | ARG2,
2418 /* D3DTOP_BLENDTEXTUREALPHAPM */ ARG1 | ARG2,
2419 /* D3DTOP_BLENDCURRENTALPHA */ ARG1 | ARG2,
2420 /* D3DTOP_PREMODULATE */ ARG1 | ARG2,
2421 /* D3DTOP_MODULATEALPHA_ADDCOLOR */ ARG1 | ARG2,
2422 /* D3DTOP_MODULATECOLOR_ADDALPHA */ ARG1 | ARG2,
2423 /* D3DTOP_MODULATEINVALPHA_ADDCOLOR */ ARG1 | ARG2,
2424 /* D3DTOP_MODULATEINVCOLOR_ADDALPHA */ ARG1 | ARG2,
2425 /* D3DTOP_BUMPENVMAP */ ARG1 | ARG2,
2426 /* D3DTOP_BUMPENVMAPLUMINANCE */ ARG1 | ARG2,
2427 /* D3DTOP_DOTPRODUCT3 */ ARG1 | ARG2,
2428 /* D3DTOP_MULTIPLYADD */ ARG1 | ARG2 | ARG0,
2429 /* D3DTOP_LERP */ ARG1 | ARG2 | ARG0
2431 unsigned int i;
2432 DWORD ttff;
2433 DWORD cop, aop, carg0, carg1, carg2, aarg0, aarg1, aarg2;
2434 IWineD3DDeviceImpl *device = stateblock->device;
2435 const struct wined3d_gl_info *gl_info = &device->adapter->gl_info;
2437 for (i = 0; i < gl_info->limits.texture_stages; ++i)
2439 IWineD3DBaseTextureImpl *texture;
2440 settings->op[i].padding = 0;
2441 if(stateblock->textureState[i][WINED3DTSS_COLOROP] == WINED3DTOP_DISABLE) {
2442 settings->op[i].cop = WINED3DTOP_DISABLE;
2443 settings->op[i].aop = WINED3DTOP_DISABLE;
2444 settings->op[i].carg0 = settings->op[i].carg1 = settings->op[i].carg2 = ARG_UNUSED;
2445 settings->op[i].aarg0 = settings->op[i].aarg1 = settings->op[i].aarg2 = ARG_UNUSED;
2446 settings->op[i].color_fixup = COLOR_FIXUP_IDENTITY;
2447 settings->op[i].dst = resultreg;
2448 settings->op[i].tex_type = tex_1d;
2449 settings->op[i].projected = proj_none;
2450 i++;
2451 break;
2454 texture = (IWineD3DBaseTextureImpl *) stateblock->textures[i];
2455 if(texture) {
2456 settings->op[i].color_fixup = texture->resource.format_desc->color_fixup;
2457 if(ignore_textype) {
2458 settings->op[i].tex_type = tex_1d;
2459 } else {
2460 switch (IWineD3DBaseTexture_GetTextureDimensions((IWineD3DBaseTexture *)texture)) {
2461 case GL_TEXTURE_1D:
2462 settings->op[i].tex_type = tex_1d;
2463 break;
2464 case GL_TEXTURE_2D:
2465 settings->op[i].tex_type = tex_2d;
2466 break;
2467 case GL_TEXTURE_3D:
2468 settings->op[i].tex_type = tex_3d;
2469 break;
2470 case GL_TEXTURE_CUBE_MAP_ARB:
2471 settings->op[i].tex_type = tex_cube;
2472 break;
2473 case GL_TEXTURE_RECTANGLE_ARB:
2474 settings->op[i].tex_type = tex_rect;
2475 break;
2478 } else {
2479 settings->op[i].color_fixup = COLOR_FIXUP_IDENTITY;
2480 settings->op[i].tex_type = tex_1d;
2483 cop = stateblock->textureState[i][WINED3DTSS_COLOROP];
2484 aop = stateblock->textureState[i][WINED3DTSS_ALPHAOP];
2486 carg1 = (args[cop] & ARG1) ? stateblock->textureState[i][WINED3DTSS_COLORARG1] : ARG_UNUSED;
2487 carg2 = (args[cop] & ARG2) ? stateblock->textureState[i][WINED3DTSS_COLORARG2] : ARG_UNUSED;
2488 carg0 = (args[cop] & ARG0) ? stateblock->textureState[i][WINED3DTSS_COLORARG0] : ARG_UNUSED;
2490 if(is_invalid_op(device, i, cop, carg1, carg2, carg0)) {
2491 carg0 = ARG_UNUSED;
2492 carg2 = ARG_UNUSED;
2493 carg1 = WINED3DTA_CURRENT;
2494 cop = WINED3DTOP_SELECTARG1;
2497 if(cop == WINED3DTOP_DOTPRODUCT3) {
2498 /* A dotproduct3 on the colorop overwrites the alphaop operation and replicates
2499 * the color result to the alpha component of the destination
2501 aop = cop;
2502 aarg1 = carg1;
2503 aarg2 = carg2;
2504 aarg0 = carg0;
2505 } else {
2506 aarg1 = (args[aop] & ARG1) ? stateblock->textureState[i][WINED3DTSS_ALPHAARG1] : ARG_UNUSED;
2507 aarg2 = (args[aop] & ARG2) ? stateblock->textureState[i][WINED3DTSS_ALPHAARG2] : ARG_UNUSED;
2508 aarg0 = (args[aop] & ARG0) ? stateblock->textureState[i][WINED3DTSS_ALPHAARG0] : ARG_UNUSED;
2511 if (i == 0 && stateblock->textures[0] && stateblock->renderState[WINED3DRS_COLORKEYENABLE])
2513 UINT texture_dimensions = IWineD3DBaseTexture_GetTextureDimensions(stateblock->textures[0]);
2515 if (texture_dimensions == GL_TEXTURE_2D || texture_dimensions == GL_TEXTURE_RECTANGLE_ARB)
2517 IWineD3DSurfaceImpl *surf;
2518 surf = (IWineD3DSurfaceImpl *) ((IWineD3DTextureImpl *) stateblock->textures[0])->surfaces[0];
2520 if (surf->CKeyFlags & WINEDDSD_CKSRCBLT && !surf->resource.format_desc->alpha_mask)
2522 if (aop == WINED3DTOP_DISABLE)
2524 aarg1 = WINED3DTA_TEXTURE;
2525 aop = WINED3DTOP_SELECTARG1;
2527 else if (aop == WINED3DTOP_SELECTARG1 && aarg1 != WINED3DTA_TEXTURE)
2529 if (stateblock->renderState[WINED3DRS_ALPHABLENDENABLE])
2531 aarg2 = WINED3DTA_TEXTURE;
2532 aop = WINED3DTOP_MODULATE;
2534 else aarg1 = WINED3DTA_TEXTURE;
2536 else if (aop == WINED3DTOP_SELECTARG2 && aarg2 != WINED3DTA_TEXTURE)
2538 if (stateblock->renderState[WINED3DRS_ALPHABLENDENABLE])
2540 aarg1 = WINED3DTA_TEXTURE;
2541 aop = WINED3DTOP_MODULATE;
2543 else aarg2 = WINED3DTA_TEXTURE;
2549 if(is_invalid_op(device, i, aop, aarg1, aarg2, aarg0)) {
2550 aarg0 = ARG_UNUSED;
2551 aarg2 = ARG_UNUSED;
2552 aarg1 = WINED3DTA_CURRENT;
2553 aop = WINED3DTOP_SELECTARG1;
2556 if(carg1 == WINED3DTA_TEXTURE || carg2 == WINED3DTA_TEXTURE || carg0 == WINED3DTA_TEXTURE ||
2557 aarg1 == WINED3DTA_TEXTURE || aarg2 == WINED3DTA_TEXTURE || aarg0 == WINED3DTA_TEXTURE) {
2558 ttff = stateblock->textureState[i][WINED3DTSS_TEXTURETRANSFORMFLAGS];
2559 if(ttff == (WINED3DTTFF_PROJECTED | WINED3DTTFF_COUNT3)) {
2560 settings->op[i].projected = proj_count3;
2561 } else if(ttff == (WINED3DTTFF_PROJECTED | WINED3DTTFF_COUNT4)) {
2562 settings->op[i].projected = proj_count4;
2563 } else {
2564 settings->op[i].projected = proj_none;
2566 } else {
2567 settings->op[i].projected = proj_none;
2570 settings->op[i].cop = cop;
2571 settings->op[i].aop = aop;
2572 settings->op[i].carg0 = carg0;
2573 settings->op[i].carg1 = carg1;
2574 settings->op[i].carg2 = carg2;
2575 settings->op[i].aarg0 = aarg0;
2576 settings->op[i].aarg1 = aarg1;
2577 settings->op[i].aarg2 = aarg2;
2579 if(stateblock->textureState[i][WINED3DTSS_RESULTARG] == WINED3DTA_TEMP) {
2580 settings->op[i].dst = tempreg;
2581 } else {
2582 settings->op[i].dst = resultreg;
2586 /* Clear unsupported stages */
2587 for(; i < MAX_TEXTURES; i++) {
2588 memset(&settings->op[i], 0xff, sizeof(settings->op[i]));
2591 if(stateblock->renderState[WINED3DRS_FOGENABLE] == FALSE) {
2592 settings->fog = FOG_OFF;
2593 } else if(stateblock->renderState[WINED3DRS_FOGTABLEMODE] == WINED3DFOG_NONE) {
2594 if(use_vs(stateblock) || ((IWineD3DVertexDeclarationImpl *) stateblock->vertexDecl)->position_transformed) {
2595 settings->fog = FOG_LINEAR;
2596 } else {
2597 switch(stateblock->renderState[WINED3DRS_FOGVERTEXMODE]) {
2598 case WINED3DFOG_NONE:
2599 case WINED3DFOG_LINEAR:
2600 settings->fog = FOG_LINEAR;
2601 break;
2602 case WINED3DFOG_EXP:
2603 settings->fog = FOG_EXP;
2604 break;
2605 case WINED3DFOG_EXP2:
2606 settings->fog = FOG_EXP2;
2607 break;
2610 } else {
2611 switch(stateblock->renderState[WINED3DRS_FOGTABLEMODE]) {
2612 case WINED3DFOG_LINEAR:
2613 settings->fog = FOG_LINEAR;
2614 break;
2615 case WINED3DFOG_EXP:
2616 settings->fog = FOG_EXP;
2617 break;
2618 case WINED3DFOG_EXP2:
2619 settings->fog = FOG_EXP2;
2620 break;
2623 if(stateblock->renderState[WINED3DRS_SRGBWRITEENABLE]) {
2624 settings->sRGB_write = 1;
2625 } else {
2626 settings->sRGB_write = 0;
2628 if(device->vs_clipping || !use_vs(stateblock) || !stateblock->renderState[WINED3DRS_CLIPPING] ||
2629 !stateblock->renderState[WINED3DRS_CLIPPLANEENABLE]) {
2630 /* No need to emulate clipplanes if GL supports native vertex shader clipping or if
2631 * the fixed function vertex pipeline is used(which always supports clipplanes), or
2632 * if no clipplane is enabled
2634 settings->emul_clipplanes = 0;
2635 } else {
2636 settings->emul_clipplanes = 1;
2640 const struct ffp_frag_desc *find_ffp_frag_shader(const struct wine_rb_tree *fragment_shaders,
2641 const struct ffp_frag_settings *settings)
2643 struct wine_rb_entry *entry = wine_rb_get(fragment_shaders, settings);
2644 return entry ? WINE_RB_ENTRY_VALUE(entry, struct ffp_frag_desc, entry) : NULL;
2647 void add_ffp_frag_shader(struct wine_rb_tree *shaders, struct ffp_frag_desc *desc)
2649 /* Note that the key is the implementation independent part of the ffp_frag_desc structure,
2650 * whereas desc points to an extended structure with implementation specific parts. */
2651 if (wine_rb_put(shaders, &desc->settings, &desc->entry) == -1)
2653 ERR("Failed to insert ffp frag shader.\n");
2657 /* Activates the texture dimension according to the bound D3D texture.
2658 * Does not care for the colorop or correct gl texture unit(when using nvrc)
2659 * Requires the caller to activate the correct unit before
2661 /* GL locking is done by the caller (state handler) */
2662 void texture_activate_dimensions(DWORD stage, IWineD3DStateBlockImpl *stateblock, struct wined3d_context *context)
2664 const struct wined3d_gl_info *gl_info = context->gl_info;
2666 if (stateblock->textures[stage])
2668 switch (IWineD3DBaseTexture_GetTextureDimensions(stateblock->textures[stage])) {
2669 case GL_TEXTURE_2D:
2670 glDisable(GL_TEXTURE_3D);
2671 checkGLcall("glDisable(GL_TEXTURE_3D)");
2672 if (gl_info->supported[ARB_TEXTURE_CUBE_MAP])
2674 glDisable(GL_TEXTURE_CUBE_MAP_ARB);
2675 checkGLcall("glDisable(GL_TEXTURE_CUBE_MAP_ARB)");
2677 if (gl_info->supported[ARB_TEXTURE_RECTANGLE])
2679 glDisable(GL_TEXTURE_RECTANGLE_ARB);
2680 checkGLcall("glDisable(GL_TEXTURE_RECTANGLE_ARB)");
2682 glEnable(GL_TEXTURE_2D);
2683 checkGLcall("glEnable(GL_TEXTURE_2D)");
2684 break;
2685 case GL_TEXTURE_RECTANGLE_ARB:
2686 glDisable(GL_TEXTURE_2D);
2687 checkGLcall("glDisable(GL_TEXTURE_2D)");
2688 glDisable(GL_TEXTURE_3D);
2689 checkGLcall("glDisable(GL_TEXTURE_3D)");
2690 if (gl_info->supported[ARB_TEXTURE_CUBE_MAP])
2692 glDisable(GL_TEXTURE_CUBE_MAP_ARB);
2693 checkGLcall("glDisable(GL_TEXTURE_CUBE_MAP_ARB)");
2695 glEnable(GL_TEXTURE_RECTANGLE_ARB);
2696 checkGLcall("glEnable(GL_TEXTURE_RECTANGLE_ARB)");
2697 break;
2698 case GL_TEXTURE_3D:
2699 if (gl_info->supported[ARB_TEXTURE_CUBE_MAP])
2701 glDisable(GL_TEXTURE_CUBE_MAP_ARB);
2702 checkGLcall("glDisable(GL_TEXTURE_CUBE_MAP_ARB)");
2704 if (gl_info->supported[ARB_TEXTURE_RECTANGLE])
2706 glDisable(GL_TEXTURE_RECTANGLE_ARB);
2707 checkGLcall("glDisable(GL_TEXTURE_RECTANGLE_ARB)");
2709 glDisable(GL_TEXTURE_2D);
2710 checkGLcall("glDisable(GL_TEXTURE_2D)");
2711 glEnable(GL_TEXTURE_3D);
2712 checkGLcall("glEnable(GL_TEXTURE_3D)");
2713 break;
2714 case GL_TEXTURE_CUBE_MAP_ARB:
2715 glDisable(GL_TEXTURE_2D);
2716 checkGLcall("glDisable(GL_TEXTURE_2D)");
2717 glDisable(GL_TEXTURE_3D);
2718 checkGLcall("glDisable(GL_TEXTURE_3D)");
2719 if (gl_info->supported[ARB_TEXTURE_RECTANGLE])
2721 glDisable(GL_TEXTURE_RECTANGLE_ARB);
2722 checkGLcall("glDisable(GL_TEXTURE_RECTANGLE_ARB)");
2724 glEnable(GL_TEXTURE_CUBE_MAP_ARB);
2725 checkGLcall("glEnable(GL_TEXTURE_CUBE_MAP_ARB)");
2726 break;
2728 } else {
2729 glEnable(GL_TEXTURE_2D);
2730 checkGLcall("glEnable(GL_TEXTURE_2D)");
2731 glDisable(GL_TEXTURE_3D);
2732 checkGLcall("glDisable(GL_TEXTURE_3D)");
2733 if (gl_info->supported[ARB_TEXTURE_CUBE_MAP])
2735 glDisable(GL_TEXTURE_CUBE_MAP_ARB);
2736 checkGLcall("glDisable(GL_TEXTURE_CUBE_MAP_ARB)");
2738 if (gl_info->supported[ARB_TEXTURE_RECTANGLE])
2740 glDisable(GL_TEXTURE_RECTANGLE_ARB);
2741 checkGLcall("glDisable(GL_TEXTURE_RECTANGLE_ARB)");
2743 /* Binding textures is done by samplers. A dummy texture will be bound */
2747 /* GL locking is done by the caller (state handler) */
2748 void sampler_texdim(DWORD state, IWineD3DStateBlockImpl *stateblock, struct wined3d_context *context)
2750 DWORD sampler = state - STATE_SAMPLER(0);
2751 DWORD mapped_stage = stateblock->device->texUnitMap[sampler];
2753 /* No need to enable / disable anything here for unused samplers. The tex_colorop
2754 * handler takes care. Also no action is needed with pixel shaders, or if tex_colorop
2755 * will take care of this business
2757 if (mapped_stage == WINED3D_UNMAPPED_STAGE || mapped_stage >= context->gl_info->limits.textures) return;
2758 if(sampler >= stateblock->lowest_disabled_stage) return;
2759 if(isStateDirty(context, STATE_TEXTURESTAGE(sampler, WINED3DTSS_COLOROP))) return;
2761 texture_activate_dimensions(sampler, stateblock, context);
2764 void *wined3d_rb_alloc(size_t size)
2766 return HeapAlloc(GetProcessHeap(), 0, size);
2769 void *wined3d_rb_realloc(void *ptr, size_t size)
2771 return HeapReAlloc(GetProcessHeap(), 0, ptr, size);
2774 void wined3d_rb_free(void *ptr)
2776 HeapFree(GetProcessHeap(), 0, ptr);
2779 static int ffp_frag_program_key_compare(const void *key, const struct wine_rb_entry *entry)
2781 const struct ffp_frag_settings *ka = key;
2782 const struct ffp_frag_settings *kb = &WINE_RB_ENTRY_VALUE(entry, const struct ffp_frag_desc, entry)->settings;
2784 return memcmp(ka, kb, sizeof(*ka));
2787 const struct wine_rb_functions wined3d_ffp_frag_program_rb_functions =
2789 wined3d_rb_alloc,
2790 wined3d_rb_realloc,
2791 wined3d_rb_free,
2792 ffp_frag_program_key_compare,
2795 UINT wined3d_log2i(UINT32 x)
2797 static const UINT l[] =
2799 ~0U, 0, 1, 1, 2, 2, 2, 2, 3, 3, 3, 3, 3, 3, 3, 3,
2800 4, 4, 4, 4, 4, 4, 4, 4, 4, 4, 4, 4, 4, 4, 4, 4,
2801 5, 5, 5, 5, 5, 5, 5, 5, 5, 5, 5, 5, 5, 5, 5, 5,
2802 5, 5, 5, 5, 5, 5, 5, 5, 5, 5, 5, 5, 5, 5, 5, 5,
2803 6, 6, 6, 6, 6, 6, 6, 6, 6, 6, 6, 6, 6, 6, 6, 6,
2804 6, 6, 6, 6, 6, 6, 6, 6, 6, 6, 6, 6, 6, 6, 6, 6,
2805 6, 6, 6, 6, 6, 6, 6, 6, 6, 6, 6, 6, 6, 6, 6, 6,
2806 6, 6, 6, 6, 6, 6, 6, 6, 6, 6, 6, 6, 6, 6, 6, 6,
2807 7, 7, 7, 7, 7, 7, 7, 7, 7, 7, 7, 7, 7, 7, 7, 7,
2808 7, 7, 7, 7, 7, 7, 7, 7, 7, 7, 7, 7, 7, 7, 7, 7,
2809 7, 7, 7, 7, 7, 7, 7, 7, 7, 7, 7, 7, 7, 7, 7, 7,
2810 7, 7, 7, 7, 7, 7, 7, 7, 7, 7, 7, 7, 7, 7, 7, 7,
2811 7, 7, 7, 7, 7, 7, 7, 7, 7, 7, 7, 7, 7, 7, 7, 7,
2812 7, 7, 7, 7, 7, 7, 7, 7, 7, 7, 7, 7, 7, 7, 7, 7,
2813 7, 7, 7, 7, 7, 7, 7, 7, 7, 7, 7, 7, 7, 7, 7, 7,
2814 7, 7, 7, 7, 7, 7, 7, 7, 7, 7, 7, 7, 7, 7, 7, 7,
2816 UINT32 i;
2818 return (i = x >> 16) ? (x = i >> 8) ? l[x] + 24 : l[i] + 16 : (i = x >> 8) ? l[i] + 8 : l[x];
2821 /* Set the shader type for this device, depending on the given capabilities
2822 * and the user preferences in wined3d_settings. */
2823 void select_shader_mode(const struct wined3d_gl_info *gl_info, int *ps_selected, int *vs_selected)
2825 if (wined3d_settings.vs_mode == VS_NONE) *vs_selected = SHADER_NONE;
2826 else if (gl_info->supported[ARB_VERTEX_SHADER] && wined3d_settings.glslRequested)
2828 /* Geforce4 cards support GLSL but for vertex shaders only. Further its reported GLSL caps are
2829 * wrong. This combined with the fact that glsl won't offer more features or performance, use ARB
2830 * shaders only on this card. */
2831 if (gl_info->supported[NV_VERTEX_PROGRAM] && !gl_info->supported[NV_VERTEX_PROGRAM2]) *vs_selected = SHADER_ARB;
2832 else *vs_selected = SHADER_GLSL;
2834 else if (gl_info->supported[ARB_VERTEX_PROGRAM]) *vs_selected = SHADER_ARB;
2835 else *vs_selected = SHADER_NONE;
2837 if (wined3d_settings.ps_mode == PS_NONE) *ps_selected = SHADER_NONE;
2838 else if (gl_info->supported[ARB_FRAGMENT_SHADER] && wined3d_settings.glslRequested) *ps_selected = SHADER_GLSL;
2839 else if (gl_info->supported[ARB_FRAGMENT_PROGRAM]) *ps_selected = SHADER_ARB;
2840 else if (gl_info->supported[ATI_FRAGMENT_SHADER]) *ps_selected = SHADER_ATI;
2841 else *ps_selected = SHADER_NONE;