wined3d: Use wined3d_mask_from_size() in shader_glsl_gather4().
[wine.git] / dlls / wined3d / utils.c
blobe50d42ead9292e5fe3fd69d8d4f98bef676072d8
1 /*
2 * Utility functions for the WineD3D Library
4 * Copyright 2002-2004 Jason Edmeades
5 * Copyright 2003-2004 Raphael Junqueira
6 * Copyright 2004 Christian Costa
7 * Copyright 2005 Oliver Stieber
8 * Copyright 2006-2008 Henri Verbeet
9 * Copyright 2007-2008 Stefan Dösinger for CodeWeavers
10 * Copyright 2009-2010 Henri Verbeet for CodeWeavers
12 * This library is free software; you can redistribute it and/or
13 * modify it under the terms of the GNU Lesser General Public
14 * License as published by the Free Software Foundation; either
15 * version 2.1 of the License, or (at your option) any later version.
17 * This library is distributed in the hope that it will be useful,
18 * but WITHOUT ANY WARRANTY; without even the implied warranty of
19 * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the GNU
20 * Lesser General Public License for more details.
22 * You should have received a copy of the GNU Lesser General Public
23 * License along with this library; if not, write to the Free Software
24 * Foundation, Inc., 51 Franklin St, Fifth Floor, Boston, MA 02110-1301, USA
27 #include "config.h"
29 #include <stdio.h>
31 #include "wined3d_private.h"
33 WINE_DEFAULT_DEBUG_CHANNEL(d3d);
35 #define WINED3D_FORMAT_FOURCC_BASE (WINED3DFMT_BC7_UNORM_SRGB + 1)
37 static const struct
39 enum wined3d_format_id id;
40 unsigned int idx;
42 format_index_remap[] =
44 {WINED3DFMT_UYVY, WINED3D_FORMAT_FOURCC_BASE},
45 {WINED3DFMT_YUY2, WINED3D_FORMAT_FOURCC_BASE + 1},
46 {WINED3DFMT_YV12, WINED3D_FORMAT_FOURCC_BASE + 2},
47 {WINED3DFMT_DXT1, WINED3D_FORMAT_FOURCC_BASE + 3},
48 {WINED3DFMT_DXT2, WINED3D_FORMAT_FOURCC_BASE + 4},
49 {WINED3DFMT_DXT3, WINED3D_FORMAT_FOURCC_BASE + 5},
50 {WINED3DFMT_DXT4, WINED3D_FORMAT_FOURCC_BASE + 6},
51 {WINED3DFMT_DXT5, WINED3D_FORMAT_FOURCC_BASE + 7},
52 {WINED3DFMT_MULTI2_ARGB8, WINED3D_FORMAT_FOURCC_BASE + 8},
53 {WINED3DFMT_G8R8_G8B8, WINED3D_FORMAT_FOURCC_BASE + 9},
54 {WINED3DFMT_R8G8_B8G8, WINED3D_FORMAT_FOURCC_BASE + 10},
55 {WINED3DFMT_ATI1N, WINED3D_FORMAT_FOURCC_BASE + 11},
56 {WINED3DFMT_ATI2N, WINED3D_FORMAT_FOURCC_BASE + 12},
57 {WINED3DFMT_INST, WINED3D_FORMAT_FOURCC_BASE + 13},
58 {WINED3DFMT_NVDB, WINED3D_FORMAT_FOURCC_BASE + 14},
59 {WINED3DFMT_NVHU, WINED3D_FORMAT_FOURCC_BASE + 15},
60 {WINED3DFMT_NVHS, WINED3D_FORMAT_FOURCC_BASE + 16},
61 {WINED3DFMT_INTZ, WINED3D_FORMAT_FOURCC_BASE + 17},
62 {WINED3DFMT_RESZ, WINED3D_FORMAT_FOURCC_BASE + 18},
63 {WINED3DFMT_NULL, WINED3D_FORMAT_FOURCC_BASE + 19},
64 {WINED3DFMT_R16, WINED3D_FORMAT_FOURCC_BASE + 20},
65 {WINED3DFMT_AL16, WINED3D_FORMAT_FOURCC_BASE + 21},
66 {WINED3DFMT_NV12, WINED3D_FORMAT_FOURCC_BASE + 22},
67 {WINED3DFMT_ATOC, WINED3D_FORMAT_FOURCC_BASE + 23},
70 #define WINED3D_FORMAT_COUNT (WINED3D_FORMAT_FOURCC_BASE + ARRAY_SIZE(format_index_remap))
72 struct wined3d_format_channels
74 enum wined3d_format_id id;
75 DWORD red_size, green_size, blue_size, alpha_size;
76 DWORD red_offset, green_offset, blue_offset, alpha_offset;
77 UINT bpp;
78 BYTE depth_size, stencil_size;
81 static const struct wined3d_format_channels formats[] =
83 /* size offset
84 * format id r g b a r g b a bpp depth stencil */
85 {WINED3DFMT_UNKNOWN, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0},
86 /* FourCC formats */
87 {WINED3DFMT_UYVY, 0, 0, 0, 0, 0, 0, 0, 0, 2, 0, 0},
88 {WINED3DFMT_YUY2, 0, 0, 0, 0, 0, 0, 0, 0, 2, 0, 0},
89 {WINED3DFMT_YV12, 0, 0, 0, 0, 0, 0, 0, 0, 1, 0, 0},
90 {WINED3DFMT_NV12, 0, 0, 0, 0, 0, 0, 0, 0, 1, 0, 0},
91 {WINED3DFMT_DXT1, 0, 0, 0, 0, 0, 0, 0, 0, 1, 0, 0},
92 {WINED3DFMT_DXT2, 0, 0, 0, 0, 0, 0, 0, 0, 1, 0, 0},
93 {WINED3DFMT_DXT3, 0, 0, 0, 0, 0, 0, 0, 0, 1, 0, 0},
94 {WINED3DFMT_DXT4, 0, 0, 0, 0, 0, 0, 0, 0, 1, 0, 0},
95 {WINED3DFMT_DXT5, 0, 0, 0, 0, 0, 0, 0, 0, 1, 0, 0},
96 {WINED3DFMT_MULTI2_ARGB8, 0, 0, 0, 0, 0, 0, 0, 0, 1, 0, 0},
97 {WINED3DFMT_G8R8_G8B8, 0, 0, 0, 0, 0, 0, 0, 0, 1, 0, 0},
98 {WINED3DFMT_R8G8_B8G8, 0, 0, 0, 0, 0, 0, 0, 0, 1, 0, 0},
99 /* Hmm? */
100 {WINED3DFMT_R8G8_SNORM_Cx, 0, 0, 0, 0, 0, 0, 0, 0, 2, 0, 0},
101 {WINED3DFMT_R11G11B10_FLOAT, 11, 11, 10, 0, 0, 11, 22, 0, 4, 0, 0},
102 /* Palettized formats */
103 {WINED3DFMT_P8_UINT_A8_UNORM, 0, 0, 0, 8, 0, 0, 0, 8, 2, 0, 0},
104 {WINED3DFMT_P8_UINT, 0, 0, 0, 0, 0, 0, 0, 0, 1, 0, 0},
105 /* Standard ARGB formats. */
106 {WINED3DFMT_B8G8R8_UNORM, 8, 8, 8, 0, 16, 8, 0, 0, 3, 0, 0},
107 {WINED3DFMT_B5G6R5_UNORM, 5, 6, 5, 0, 11, 5, 0, 0, 2, 0, 0},
108 {WINED3DFMT_B5G5R5X1_UNORM, 5, 5, 5, 0, 10, 5, 0, 0, 2, 0, 0},
109 {WINED3DFMT_B5G5R5A1_UNORM, 5, 5, 5, 1, 10, 5, 0, 15, 2, 0, 0},
110 {WINED3DFMT_B4G4R4A4_UNORM, 4, 4, 4, 4, 8, 4, 0, 12, 2, 0, 0},
111 {WINED3DFMT_B2G3R3_UNORM, 3, 3, 2, 0, 5, 2, 0, 0, 1, 0, 0},
112 {WINED3DFMT_A8_UNORM, 0, 0, 0, 8, 0, 0, 0, 0, 1, 0, 0},
113 {WINED3DFMT_B2G3R3A8_UNORM, 3, 3, 2, 8, 5, 2, 0, 8, 2, 0, 0},
114 {WINED3DFMT_B4G4R4X4_UNORM, 4, 4, 4, 0, 8, 4, 0, 0, 2, 0, 0},
115 {WINED3DFMT_R8G8B8X8_UNORM, 8, 8, 8, 0, 0, 8, 16, 0, 4, 0, 0},
116 {WINED3DFMT_B10G10R10A2_UNORM, 10, 10, 10, 2, 20, 10, 0, 30, 4, 0, 0},
117 /* Luminance */
118 {WINED3DFMT_L8_UNORM, 0, 0, 0, 0, 0, 0, 0, 0, 1, 0, 0},
119 {WINED3DFMT_L8A8_UNORM, 0, 0, 0, 8, 0, 0, 0, 8, 2, 0, 0},
120 {WINED3DFMT_L4A4_UNORM, 0, 0, 0, 4, 0, 0, 0, 4, 1, 0, 0},
121 {WINED3DFMT_L16_UNORM, 0, 0, 0, 0, 0, 0, 0, 0, 2, 0, 0},
122 /* Bump mapping stuff */
123 {WINED3DFMT_R5G5_SNORM_L6_UNORM, 5, 5, 0, 0, 0, 5, 0, 0, 2, 0, 0},
124 {WINED3DFMT_R8G8_SNORM_L8X8_UNORM, 8, 8, 0, 0, 0, 8, 0, 0, 4, 0, 0},
125 {WINED3DFMT_R10G11B11_SNORM, 10, 11, 11, 0, 0, 10, 21, 0, 4, 0, 0},
126 {WINED3DFMT_R10G10B10_SNORM_A2_UNORM, 10, 10, 10, 2, 0, 10, 20, 30, 4, 0, 0},
127 /* Depth stencil formats */
128 {WINED3DFMT_D16_LOCKABLE, 0, 0, 0, 0, 0, 0, 0, 0, 2, 16, 0},
129 {WINED3DFMT_D32_UNORM, 0, 0, 0, 0, 0, 0, 0, 0, 4, 32, 0},
130 {WINED3DFMT_S1_UINT_D15_UNORM, 0, 0, 0, 0, 0, 0, 0, 0, 2, 15, 1},
131 {WINED3DFMT_X8D24_UNORM, 0, 0, 0, 0, 0, 0, 0, 0, 4, 24, 0},
132 {WINED3DFMT_S4X4_UINT_D24_UNORM, 0, 0, 0, 0, 0, 0, 0, 0, 4, 24, 4},
133 {WINED3DFMT_S8_UINT_D24_FLOAT, 0, 0, 0, 0, 0, 0, 0, 0, 4, 24, 8},
134 /* Vendor-specific formats */
135 {WINED3DFMT_ATI1N, 0, 0, 0, 0, 0, 0, 0, 0, 1, 0, 0},
136 {WINED3DFMT_ATI2N, 0, 0, 0, 0, 0, 0, 0, 0, 1, 0, 0},
137 {WINED3DFMT_NVDB, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0},
138 {WINED3DFMT_ATOC, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0},
139 {WINED3DFMT_INST, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0},
140 {WINED3DFMT_INTZ, 0, 0, 0, 0, 0, 0, 0, 0, 4, 24, 8},
141 {WINED3DFMT_RESZ, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0},
142 {WINED3DFMT_NVHU, 0, 0, 0, 0, 0, 0, 0, 0, 2, 0, 0},
143 {WINED3DFMT_NVHS, 0, 0, 0, 0, 0, 0, 0, 0, 2, 0, 0},
144 {WINED3DFMT_NULL, 8, 8, 8, 8, 0, 8, 16, 24, 4, 0, 0},
145 /* Unsure about them, could not find a Windows driver that supports them */
146 {WINED3DFMT_R16, 16, 0, 0, 0, 0, 0, 0, 0, 2, 0, 0},
147 {WINED3DFMT_AL16, 0, 0, 0, 16, 0, 0, 0, 16, 4, 0, 0},
148 /* DirectX 10 HDR formats */
149 {WINED3DFMT_R9G9B9E5_SHAREDEXP, 0, 0, 0, 0, 0, 0, 0, 0, 4, 0, 0},
150 /* Typeless */
151 {WINED3DFMT_R32G32B32A32_TYPELESS, 32, 32, 32, 32, 0, 32, 64, 96, 16, 0, 0},
152 {WINED3DFMT_R32G32B32_TYPELESS, 32, 32, 32, 0, 0, 32, 64, 0, 12, 0, 0},
153 {WINED3DFMT_R16G16B16A16_TYPELESS, 16, 16, 16, 16, 0, 16, 32, 48, 8, 0, 0},
154 {WINED3DFMT_R32G32_TYPELESS, 32, 32, 0, 0, 0, 32, 0, 0, 8, 0, 0},
155 {WINED3DFMT_R32G8X24_TYPELESS, 32, 8, 0, 0, 0, 0, 0, 0, 8, 0, 0},
156 {WINED3DFMT_R10G10B10A2_TYPELESS, 10, 10, 10, 2, 0, 10, 20, 30, 4, 0, 0},
157 {WINED3DFMT_R10G10B10X2_TYPELESS, 10, 10, 10, 0, 0, 10, 20, 0, 4, 0, 0},
158 {WINED3DFMT_R8G8B8A8_TYPELESS, 8, 8, 8, 8, 0, 8, 16, 24, 4, 0, 0},
159 {WINED3DFMT_R16G16_TYPELESS, 16, 16, 0, 0, 0, 16, 0, 0, 4, 0, 0},
160 {WINED3DFMT_R32_TYPELESS, 32, 0, 0, 0, 0, 0, 0, 0, 4, 0, 0},
161 {WINED3DFMT_R24G8_TYPELESS, 24, 8, 0, 0, 0, 0, 0, 0, 4, 0, 0},
162 {WINED3DFMT_R8G8_TYPELESS, 8, 8, 0, 0, 0, 8, 0, 0, 2, 0, 0},
163 {WINED3DFMT_R16_TYPELESS, 16, 0, 0, 0, 0, 0, 0, 0, 2, 0, 0},
164 {WINED3DFMT_R8_TYPELESS, 8, 0, 0, 0, 0, 0, 0, 0, 1, 0, 0},
165 {WINED3DFMT_BC1_TYPELESS, 0, 0, 0, 0, 0, 0, 0, 0, 1, 0, 0},
166 {WINED3DFMT_BC2_TYPELESS, 0, 0, 0, 0, 0, 0, 0, 0, 1, 0, 0},
167 {WINED3DFMT_BC3_TYPELESS, 0, 0, 0, 0, 0, 0, 0, 0, 1, 0, 0},
168 {WINED3DFMT_BC4_TYPELESS, 0, 0, 0, 0, 0, 0, 0, 0, 1, 0, 0},
169 {WINED3DFMT_BC5_TYPELESS, 0, 0, 0, 0, 0, 0, 0, 0, 1, 0, 0},
170 {WINED3DFMT_BC6H_TYPELESS, 0, 0, 0, 0, 0, 0, 0, 0, 1, 0, 0},
171 {WINED3DFMT_BC7_TYPELESS, 0, 0, 0, 0, 0, 0, 0, 0, 1, 0, 0},
172 {WINED3DFMT_B8G8R8A8_TYPELESS, 8, 8, 8, 8, 16, 8, 0, 24, 4, 0, 0},
173 {WINED3DFMT_B8G8R8X8_TYPELESS, 8, 8, 8, 0, 16, 8, 0, 0, 4, 0, 0},
176 struct wined3d_typed_format_info
178 enum wined3d_format_id id;
179 enum wined3d_format_id typeless_id;
180 const char *channels;
184 * The last entry for a given typeless format defines its internal format.
186 * u - WINED3D_CHANNEL_TYPE_UNORM
187 * i - WINED3D_CHANNEL_TYPE_SNORM
188 * U - WINED3D_CHANNEL_TYPE_UINT
189 * I - WINED3D_CHANNEL_TYPE_SINT
190 * F - WINED3D_CHANNEL_TYPE_FLOAT
191 * D - WINED3D_CHANNEL_TYPE_DEPTH
192 * S - WINED3D_CHANNEL_TYPE_STENCIL
193 * X - WINED3D_CHANNEL_TYPE_UNUSED
195 static const struct wined3d_typed_format_info typed_formats[] =
197 {WINED3DFMT_R32G32B32A32_UINT, WINED3DFMT_R32G32B32A32_TYPELESS, "UUUU"},
198 {WINED3DFMT_R32G32B32A32_SINT, WINED3DFMT_R32G32B32A32_TYPELESS, "IIII"},
199 {WINED3DFMT_R32G32B32A32_FLOAT, WINED3DFMT_R32G32B32A32_TYPELESS, "FFFF"},
200 {WINED3DFMT_R32G32B32_UINT, WINED3DFMT_R32G32B32_TYPELESS, "UUU"},
201 {WINED3DFMT_R32G32B32_SINT, WINED3DFMT_R32G32B32_TYPELESS, "III"},
202 {WINED3DFMT_R32G32B32_FLOAT, WINED3DFMT_R32G32B32_TYPELESS, "FFF"},
203 {WINED3DFMT_R16G16B16A16_UNORM, WINED3DFMT_R16G16B16A16_TYPELESS, "uuuu"},
204 {WINED3DFMT_R16G16B16A16_SNORM, WINED3DFMT_R16G16B16A16_TYPELESS, "iiii"},
205 {WINED3DFMT_R16G16B16A16_UINT, WINED3DFMT_R16G16B16A16_TYPELESS, "UUUU"},
206 {WINED3DFMT_R16G16B16A16_SINT, WINED3DFMT_R16G16B16A16_TYPELESS, "IIII"},
207 {WINED3DFMT_R16G16B16A16_FLOAT, WINED3DFMT_R16G16B16A16_TYPELESS, "FFFF"},
208 {WINED3DFMT_R32G32_UINT, WINED3DFMT_R32G32_TYPELESS, "UU"},
209 {WINED3DFMT_R32G32_SINT, WINED3DFMT_R32G32_TYPELESS, "II"},
210 {WINED3DFMT_R32G32_FLOAT, WINED3DFMT_R32G32_TYPELESS, "FF"},
211 {WINED3DFMT_R32_FLOAT_X8X24_TYPELESS, WINED3DFMT_R32G8X24_TYPELESS, "FXX"},
212 {WINED3DFMT_X32_TYPELESS_G8X24_UINT, WINED3DFMT_R32G8X24_TYPELESS, "XUX"},
213 {WINED3DFMT_D32_FLOAT_S8X24_UINT, WINED3DFMT_R32G8X24_TYPELESS, "DSX"},
214 {WINED3DFMT_R10G10B10A2_SNORM, WINED3DFMT_R10G10B10A2_TYPELESS, "iiii"},
215 {WINED3DFMT_R10G10B10A2_UINT, WINED3DFMT_R10G10B10A2_TYPELESS, "UUUU"},
216 {WINED3DFMT_R10G10B10A2_UNORM, WINED3DFMT_R10G10B10A2_TYPELESS, "uuuu"},
217 {WINED3DFMT_R10G10B10X2_SNORM, WINED3DFMT_R10G10B10X2_TYPELESS, "iiiX"},
218 {WINED3DFMT_R10G10B10X2_UINT, WINED3DFMT_R10G10B10X2_TYPELESS, "UUUX"},
219 {WINED3DFMT_R8G8B8A8_UINT, WINED3DFMT_R8G8B8A8_TYPELESS, "UUUU"},
220 {WINED3DFMT_R8G8B8A8_SINT, WINED3DFMT_R8G8B8A8_TYPELESS, "IIII"},
221 {WINED3DFMT_R8G8B8A8_SNORM, WINED3DFMT_R8G8B8A8_TYPELESS, "iiii"},
222 {WINED3DFMT_R8G8B8A8_UNORM_SRGB, WINED3DFMT_R8G8B8A8_TYPELESS, "uuuu"},
223 {WINED3DFMT_R8G8B8A8_UNORM, WINED3DFMT_R8G8B8A8_TYPELESS, "uuuu"},
224 {WINED3DFMT_R16G16_UNORM, WINED3DFMT_R16G16_TYPELESS, "uu"},
225 {WINED3DFMT_R16G16_SNORM, WINED3DFMT_R16G16_TYPELESS, "ii"},
226 {WINED3DFMT_R16G16_UINT, WINED3DFMT_R16G16_TYPELESS, "UU"},
227 {WINED3DFMT_R16G16_SINT, WINED3DFMT_R16G16_TYPELESS, "II"},
228 {WINED3DFMT_R16G16_FLOAT, WINED3DFMT_R16G16_TYPELESS, "FF"},
229 {WINED3DFMT_D32_FLOAT, WINED3DFMT_R32_TYPELESS, "D"},
230 {WINED3DFMT_R32_FLOAT, WINED3DFMT_R32_TYPELESS, "F"},
231 {WINED3DFMT_R32_UINT, WINED3DFMT_R32_TYPELESS, "U"},
232 {WINED3DFMT_R32_SINT, WINED3DFMT_R32_TYPELESS, "I"},
233 {WINED3DFMT_R24_UNORM_X8_TYPELESS, WINED3DFMT_R24G8_TYPELESS, "uX"},
234 {WINED3DFMT_X24_TYPELESS_G8_UINT, WINED3DFMT_R24G8_TYPELESS, "XU"},
235 {WINED3DFMT_D24_UNORM_S8_UINT, WINED3DFMT_R24G8_TYPELESS, "DS"},
236 {WINED3DFMT_R8G8_SNORM, WINED3DFMT_R8G8_TYPELESS, "ii"},
237 {WINED3DFMT_R8G8_UNORM, WINED3DFMT_R8G8_TYPELESS, "uu"},
238 {WINED3DFMT_R8G8_UINT, WINED3DFMT_R8G8_TYPELESS, "UU"},
239 {WINED3DFMT_R8G8_SINT, WINED3DFMT_R8G8_TYPELESS, "II"},
240 {WINED3DFMT_D16_UNORM, WINED3DFMT_R16_TYPELESS, "D"},
241 {WINED3DFMT_R16_UNORM, WINED3DFMT_R16_TYPELESS, "u"},
242 {WINED3DFMT_R16_SNORM, WINED3DFMT_R16_TYPELESS, "i"},
243 {WINED3DFMT_R16_UINT, WINED3DFMT_R16_TYPELESS, "U"},
244 {WINED3DFMT_R16_SINT, WINED3DFMT_R16_TYPELESS, "I"},
245 {WINED3DFMT_R16_FLOAT, WINED3DFMT_R16_TYPELESS, "F"},
246 {WINED3DFMT_R8_UNORM, WINED3DFMT_R8_TYPELESS, "u"},
247 {WINED3DFMT_R8_SNORM, WINED3DFMT_R8_TYPELESS, "i"},
248 {WINED3DFMT_R8_UINT, WINED3DFMT_R8_TYPELESS, "U"},
249 {WINED3DFMT_R8_SINT, WINED3DFMT_R8_TYPELESS, "I"},
250 {WINED3DFMT_BC1_UNORM_SRGB, WINED3DFMT_BC1_TYPELESS, ""},
251 {WINED3DFMT_BC1_UNORM, WINED3DFMT_BC1_TYPELESS, ""},
252 {WINED3DFMT_BC2_UNORM_SRGB, WINED3DFMT_BC2_TYPELESS, ""},
253 {WINED3DFMT_BC2_UNORM, WINED3DFMT_BC2_TYPELESS, ""},
254 {WINED3DFMT_BC3_UNORM_SRGB, WINED3DFMT_BC3_TYPELESS, ""},
255 {WINED3DFMT_BC3_UNORM, WINED3DFMT_BC3_TYPELESS, ""},
256 {WINED3DFMT_BC4_UNORM, WINED3DFMT_BC4_TYPELESS, ""},
257 {WINED3DFMT_BC4_SNORM, WINED3DFMT_BC4_TYPELESS, ""},
258 {WINED3DFMT_BC5_UNORM, WINED3DFMT_BC5_TYPELESS, ""},
259 {WINED3DFMT_BC5_SNORM, WINED3DFMT_BC5_TYPELESS, ""},
260 {WINED3DFMT_BC6H_UF16, WINED3DFMT_BC6H_TYPELESS, ""},
261 {WINED3DFMT_BC6H_SF16, WINED3DFMT_BC6H_TYPELESS, ""},
262 {WINED3DFMT_BC7_UNORM_SRGB, WINED3DFMT_BC7_TYPELESS, ""},
263 {WINED3DFMT_BC7_UNORM, WINED3DFMT_BC7_TYPELESS, ""},
264 {WINED3DFMT_B8G8R8A8_UNORM_SRGB, WINED3DFMT_B8G8R8A8_TYPELESS, "uuuu"},
265 {WINED3DFMT_B8G8R8A8_UNORM, WINED3DFMT_B8G8R8A8_TYPELESS, "uuuu"},
266 {WINED3DFMT_B8G8R8X8_UNORM_SRGB, WINED3DFMT_B8G8R8X8_TYPELESS, "uuuX"},
267 {WINED3DFMT_B8G8R8X8_UNORM, WINED3DFMT_B8G8R8X8_TYPELESS, "uuuX"},
270 struct wined3d_typeless_format_depth_stencil_info
272 enum wined3d_format_id typeless_id;
273 enum wined3d_format_id depth_stencil_id;
274 enum wined3d_format_id depth_view_id;
275 enum wined3d_format_id stencil_view_id;
276 BOOL separate_depth_view_format;
279 static const struct wined3d_typeless_format_depth_stencil_info typeless_depth_stencil_formats[] =
281 {WINED3DFMT_R32G8X24_TYPELESS, WINED3DFMT_D32_FLOAT_S8X24_UINT,
282 WINED3DFMT_R32_FLOAT_X8X24_TYPELESS, WINED3DFMT_X32_TYPELESS_G8X24_UINT, TRUE},
283 {WINED3DFMT_R24G8_TYPELESS, WINED3DFMT_D24_UNORM_S8_UINT,
284 WINED3DFMT_R24_UNORM_X8_TYPELESS, WINED3DFMT_X24_TYPELESS_G8_UINT, TRUE},
285 {WINED3DFMT_R32_TYPELESS, WINED3DFMT_D32_FLOAT, WINED3DFMT_R32_FLOAT},
286 {WINED3DFMT_R16_TYPELESS, WINED3DFMT_D16_UNORM, WINED3DFMT_R16_UNORM},
289 struct wined3d_format_ddi_info
291 enum wined3d_format_id id;
292 D3DDDIFORMAT ddi_format;
295 static const struct wined3d_format_ddi_info ddi_formats[] =
297 {WINED3DFMT_B8G8R8_UNORM, D3DDDIFMT_R8G8B8},
298 {WINED3DFMT_B8G8R8A8_UNORM, D3DDDIFMT_A8R8G8B8},
299 {WINED3DFMT_B8G8R8X8_UNORM, D3DDDIFMT_X8R8G8B8},
300 {WINED3DFMT_B5G6R5_UNORM, D3DDDIFMT_R5G6B5},
301 {WINED3DFMT_B5G5R5X1_UNORM, D3DDDIFMT_X1R5G5B5},
302 {WINED3DFMT_B5G5R5A1_UNORM, D3DDDIFMT_A1R5G5B5},
303 {WINED3DFMT_B4G4R4A4_UNORM, D3DDDIFMT_A4R4G4B4},
304 {WINED3DFMT_B4G4R4X4_UNORM, D3DDDIFMT_X4R4G4B4},
305 {WINED3DFMT_P8_UINT, D3DDDIFMT_P8},
308 struct wined3d_format_base_flags
310 enum wined3d_format_id id;
311 DWORD flags;
314 /* The ATI2N format behaves like an uncompressed format in LockRect(), but
315 * still needs to use the correct block based calculation for e.g. the
316 * resource size. */
317 static const struct wined3d_format_base_flags format_base_flags[] =
319 {WINED3DFMT_ATI1N, WINED3DFMT_FLAG_MAPPABLE | WINED3DFMT_FLAG_BROKEN_PITCH},
320 {WINED3DFMT_ATI2N, WINED3DFMT_FLAG_MAPPABLE | WINED3DFMT_FLAG_BROKEN_PITCH},
321 {WINED3DFMT_D16_LOCKABLE, WINED3DFMT_FLAG_MAPPABLE},
322 {WINED3DFMT_INTZ, WINED3DFMT_FLAG_MAPPABLE},
323 {WINED3DFMT_R11G11B10_FLOAT, WINED3DFMT_FLAG_FLOAT},
324 {WINED3DFMT_D32_FLOAT, WINED3DFMT_FLAG_FLOAT},
325 {WINED3DFMT_S8_UINT_D24_FLOAT, WINED3DFMT_FLAG_FLOAT},
326 {WINED3DFMT_D32_FLOAT_S8X24_UINT, WINED3DFMT_FLAG_FLOAT},
327 {WINED3DFMT_INST, WINED3DFMT_FLAG_EXTENSION},
328 {WINED3DFMT_NULL, WINED3DFMT_FLAG_EXTENSION},
329 {WINED3DFMT_NVDB, WINED3DFMT_FLAG_EXTENSION},
330 {WINED3DFMT_ATOC, WINED3DFMT_FLAG_EXTENSION},
331 {WINED3DFMT_RESZ, WINED3DFMT_FLAG_EXTENSION},
332 {WINED3DFMT_R32G32B32A32_TYPELESS, WINED3DFMT_FLAG_CAST_TO_BLOCK},
333 {WINED3DFMT_R32G32B32A32_FLOAT, WINED3DFMT_FLAG_CAST_TO_BLOCK},
334 {WINED3DFMT_R32G32B32A32_UINT, WINED3DFMT_FLAG_CAST_TO_BLOCK},
335 {WINED3DFMT_R32G32B32A32_SINT, WINED3DFMT_FLAG_CAST_TO_BLOCK},
336 {WINED3DFMT_R16G16B16A16_TYPELESS, WINED3DFMT_FLAG_CAST_TO_BLOCK},
337 {WINED3DFMT_R16G16B16A16_FLOAT, WINED3DFMT_FLAG_CAST_TO_BLOCK},
338 {WINED3DFMT_R16G16B16A16_UNORM, WINED3DFMT_FLAG_CAST_TO_BLOCK},
339 {WINED3DFMT_R16G16B16A16_UINT, WINED3DFMT_FLAG_CAST_TO_BLOCK},
340 {WINED3DFMT_R16G16B16A16_SNORM, WINED3DFMT_FLAG_CAST_TO_BLOCK},
341 {WINED3DFMT_R16G16B16A16_SINT, WINED3DFMT_FLAG_CAST_TO_BLOCK},
342 {WINED3DFMT_R32G32_TYPELESS, WINED3DFMT_FLAG_CAST_TO_BLOCK},
343 {WINED3DFMT_R32G32_FLOAT, WINED3DFMT_FLAG_CAST_TO_BLOCK},
344 {WINED3DFMT_R32G32_UINT, WINED3DFMT_FLAG_CAST_TO_BLOCK},
345 {WINED3DFMT_R32G32_SINT, WINED3DFMT_FLAG_CAST_TO_BLOCK},
346 {WINED3DFMT_R32_TYPELESS, WINED3DFMT_FLAG_CAST_TO_BLOCK},
347 {WINED3DFMT_R32_FLOAT, WINED3DFMT_FLAG_CAST_TO_BLOCK},
348 {WINED3DFMT_R32_UINT, WINED3DFMT_FLAG_CAST_TO_BLOCK | WINED3DFMT_FLAG_INDEX_BUFFER},
349 {WINED3DFMT_R32_SINT, WINED3DFMT_FLAG_CAST_TO_BLOCK},
350 {WINED3DFMT_R16_UINT, WINED3DFMT_FLAG_INDEX_BUFFER},
353 static void rgb888_from_rgb565(WORD rgb565, BYTE *r, BYTE *g, BYTE *b)
355 BYTE c;
357 /* (2⁸ - 1) / (2⁵ - 1) ≈ 2⁸ / 2⁵ + 2⁸ / 2¹⁰
358 * (2⁸ - 1) / (2⁶ - 1) ≈ 2⁸ / 2⁶ + 2⁸ / 2¹² */
359 c = rgb565 >> 11;
360 *r = (c << 3) + (c >> 2);
361 c = (rgb565 >> 5) & 0x3f;
362 *g = (c << 2) + (c >> 4);
363 c = rgb565 & 0x1f;
364 *b = (c << 3) + (c >> 2);
367 static void build_dxtn_colour_table(WORD colour0, WORD colour1,
368 DWORD colour_table[4], enum wined3d_format_id format_id)
370 unsigned int i;
371 struct
373 BYTE r, g, b;
374 } c[4];
376 rgb888_from_rgb565(colour0, &c[0].r, &c[0].g, &c[0].b);
377 rgb888_from_rgb565(colour1, &c[1].r, &c[1].g, &c[1].b);
379 if (format_id == WINED3DFMT_BC1_UNORM && colour0 <= colour1)
381 c[2].r = (c[0].r + c[1].r) / 2;
382 c[2].g = (c[0].g + c[1].g) / 2;
383 c[2].b = (c[0].b + c[1].b) / 2;
385 c[3].r = 0;
386 c[3].g = 0;
387 c[3].b = 0;
389 else
391 for (i = 0; i < 2; ++i)
393 c[i + 2].r = (2 * c[i].r + c[1 - i].r) / 3;
394 c[i + 2].g = (2 * c[i].g + c[1 - i].g) / 3;
395 c[i + 2].b = (2 * c[i].b + c[1 - i].b) / 3;
399 for (i = 0; i < 4; ++i)
401 colour_table[i] = (c[i].r << 16) | (c[i].g << 8) | c[i].b;
405 static void build_bc3_alpha_table(BYTE alpha0, BYTE alpha1, BYTE alpha_table[8])
407 unsigned int i;
409 alpha_table[0] = alpha0;
410 alpha_table[1] = alpha1;
412 if (alpha0 > alpha1)
414 for (i = 0; i < 6; ++i)
416 alpha_table[2 + i] = ((6 - i) * alpha0 + (i + 1) * alpha1) / 7;
418 return;
420 else
422 for (i = 0; i < 4; ++i)
424 alpha_table[2 + i] = ((4 - i) * alpha0 + (i + 1) * alpha1) / 5;
426 alpha_table[6] = 0x00;
427 alpha_table[7] = 0xff;
431 static void decompress_dxtn_block(const BYTE *src, BYTE *dst, unsigned int width,
432 unsigned int height, unsigned int dst_row_pitch, enum wined3d_format_id format_id)
434 const UINT64 *s = (const UINT64 *)src;
435 BOOL bc1_alpha = FALSE;
436 DWORD colour_table[4];
437 BYTE alpha_table[8];
438 UINT64 alpha_bits;
439 DWORD colour_bits;
440 unsigned int x, y;
441 BYTE colour_idx;
442 DWORD *dst_row;
443 BYTE alpha;
445 if (format_id == WINED3DFMT_BC1_UNORM)
447 WORD colour0, colour1;
449 alpha_bits = 0;
451 colour0 = s[0] & 0xffff;
452 colour1 = (s[0] >> 16) & 0xffff;
453 colour_bits = (s[0] >> 32) & 0xffffffff;
454 build_dxtn_colour_table(colour0, colour1, colour_table, format_id);
455 if (colour0 <= colour1)
456 bc1_alpha = TRUE;
458 else
460 alpha_bits = s[0];
461 if (format_id == WINED3DFMT_BC3_UNORM)
463 build_bc3_alpha_table(alpha_bits & 0xff, (alpha_bits >> 8) & 0xff, alpha_table);
464 alpha_bits >>= 16;
467 colour_bits = (s[1] >> 32) & 0xffffffff;
468 build_dxtn_colour_table(s[1] & 0xffff, (s[1] >> 16) & 0xffff, colour_table, format_id);
471 for (y = 0; y < height; ++y)
473 dst_row = (DWORD *)&dst[y * dst_row_pitch];
474 for (x = 0; x < width; ++x)
476 colour_idx = (colour_bits >> (y * 8 + x * 2)) & 0x3;
477 switch (format_id)
479 case WINED3DFMT_BC1_UNORM:
480 alpha = bc1_alpha && colour_idx == 3 ? 0x00 : 0xff;
481 break;
483 case WINED3DFMT_BC2_UNORM:
484 alpha = (alpha_bits >> (y * 16 + x * 4)) & 0xf;
485 /* (2⁸ - 1) / (2⁴ - 1) ≈ 2⁸ / 2⁴ + 2⁸ / 2⁸ */
486 alpha |= alpha << 4;
487 break;
489 case WINED3DFMT_BC3_UNORM:
490 alpha = alpha_table[(alpha_bits >> (y * 12 + x * 3)) & 0x7];
491 break;
493 default:
494 alpha = 0xff;
495 break;
497 dst_row[x] = (alpha << 24) | colour_table[colour_idx];
502 static void decompress_dxtn(const BYTE *src, BYTE *dst, unsigned int src_row_pitch,
503 unsigned int src_slice_pitch, unsigned int dst_row_pitch, unsigned int dst_slice_pitch,
504 unsigned int width, unsigned int height, unsigned int depth, enum wined3d_format_id format_id)
506 unsigned int block_byte_count, block_w, block_h;
507 const BYTE *src_row, *src_slice = src;
508 BYTE *dst_row, *dst_slice = dst;
509 unsigned int x, y, z;
511 block_byte_count = format_id == WINED3DFMT_BC1_UNORM ? 8 : 16;
513 for (z = 0; z < depth; ++z)
515 src_row = src_slice;
516 dst_row = dst_slice;
517 for (y = 0; y < height; y += 4)
519 for (x = 0; x < width; x += 4)
521 block_w = min(width - x, 4);
522 block_h = min(height - y, 4);
523 decompress_dxtn_block(&src_row[x * (block_byte_count / 4)],
524 &dst_row[x * 4], block_w, block_h, dst_row_pitch, format_id);
526 src_row += src_row_pitch;
527 dst_row += dst_row_pitch * 4;
529 src_slice += src_slice_pitch;
530 dst_slice += dst_slice_pitch;
534 static void decompress_bc3(const BYTE *src, BYTE *dst, unsigned int src_row_pitch,
535 unsigned int src_slice_pitch, unsigned int dst_row_pitch, unsigned int dst_slice_pitch,
536 unsigned int width, unsigned int height, unsigned int depth)
538 decompress_dxtn(src, dst, src_row_pitch, src_slice_pitch, dst_row_pitch,
539 dst_slice_pitch, width, height, depth, WINED3DFMT_BC3_UNORM);
542 static void decompress_bc2(const BYTE *src, BYTE *dst, unsigned int src_row_pitch,
543 unsigned int src_slice_pitch, unsigned int dst_row_pitch, unsigned int dst_slice_pitch,
544 unsigned int width, unsigned int height, unsigned int depth)
546 decompress_dxtn(src, dst, src_row_pitch, src_slice_pitch, dst_row_pitch,
547 dst_slice_pitch, width, height, depth, WINED3DFMT_BC2_UNORM);
550 static void decompress_bc1(const BYTE *src, BYTE *dst, unsigned int src_row_pitch,
551 unsigned int src_slice_pitch, unsigned int dst_row_pitch, unsigned int dst_slice_pitch,
552 unsigned int width, unsigned int height, unsigned int depth)
554 decompress_dxtn(src, dst, src_row_pitch, src_slice_pitch, dst_row_pitch,
555 dst_slice_pitch, width, height, depth, WINED3DFMT_BC1_UNORM);
558 static void build_rgtc_colour_table(uint8_t red0, uint8_t red1, uint8_t colour_table[8])
560 unsigned int i;
562 colour_table[0] = red0;
563 colour_table[1] = red1;
564 if (red0 <= red1)
566 for (i = 0; i < 4; ++i)
568 colour_table[i + 2] = ((8 - 2 * i) * red0 + (2 + 2 * i) * red1 + 5) / 10;
570 colour_table[6] = 0x00;
571 colour_table[7] = 0xff;
573 else
575 for (i = 0; i < 6; ++i)
577 colour_table[i + 2] = ((12 - 2 * i) * red0 + (2 + 2 * i) * red1 + 7) / 14;
582 static void decompress_rgtc_block(const uint8_t *src, uint8_t *dst,
583 unsigned int width, unsigned int height, unsigned int dst_row_pitch)
585 const uint64_t *s = (const uint64_t *)src;
586 uint8_t red0, red1, red_idx;
587 uint8_t colour_table[8];
588 unsigned int x, y;
589 uint32_t *dst_row;
590 uint64_t bits;
592 red0 = s[0] & 0xff;
593 red1 = (s[0] >> 8) & 0xff;
594 bits = s[0] >> 16;
595 build_rgtc_colour_table(red0, red1, colour_table);
597 for (y = 0; y < height; ++y)
599 dst_row = (uint32_t *)&dst[y * dst_row_pitch];
600 for (x = 0; x < width; ++x)
602 red_idx = (bits >> (y * 12 + x * 3)) & 0x7;
603 /* Decompressing to bgra32 is perhaps not ideal for RGTC formats.
604 * It's convenient though. */
605 dst_row[x] = 0xff000000 | (colour_table[red_idx] << 16);
610 static void decompress_bc4(const uint8_t *src, uint8_t *dst, unsigned int src_row_pitch,
611 unsigned int src_slice_pitch, unsigned int dst_row_pitch, unsigned int dst_slice_pitch,
612 unsigned int width, unsigned int height, unsigned int depth)
614 unsigned int block_w, block_h, x, y, z;
615 const uint8_t *src_row, *src_slice;
616 uint8_t *dst_row, *dst_slice;
618 for (z = 0; z < depth; ++z)
620 src_slice = &src[z * src_slice_pitch];
621 dst_slice = &dst[z * dst_slice_pitch];
622 for (y = 0; y < height; y += 4)
624 src_row = &src_slice[(y / 4) * src_row_pitch];
625 dst_row = &dst_slice[y * dst_row_pitch];
626 for (x = 0; x < width; x += 4)
628 block_w = min(width - x, 4);
629 block_h = min(height - y, 4);
630 decompress_rgtc_block(&src_row[(x / 4) * 8], &dst_row[x * 4], block_w, block_h, dst_row_pitch);
636 static const struct wined3d_format_decompress_info
638 enum wined3d_format_id id;
639 void (*decompress)(const BYTE *src, BYTE *dst, unsigned int src_row_pitch, unsigned int src_slice_pitch,
640 unsigned int dst_row_pitch, unsigned int dst_slice_pitch,
641 unsigned int width, unsigned int height, unsigned int depth);
643 format_decompress_info[] =
645 {WINED3DFMT_DXT1, decompress_bc1},
646 {WINED3DFMT_DXT2, decompress_bc2},
647 {WINED3DFMT_DXT3, decompress_bc2},
648 {WINED3DFMT_DXT4, decompress_bc3},
649 {WINED3DFMT_DXT5, decompress_bc3},
650 {WINED3DFMT_BC1_UNORM, decompress_bc1},
651 {WINED3DFMT_BC2_UNORM, decompress_bc2},
652 {WINED3DFMT_BC3_UNORM, decompress_bc3},
653 {WINED3DFMT_BC4_UNORM, decompress_bc4},
656 struct wined3d_format_block_info
658 enum wined3d_format_id id;
659 UINT block_width;
660 UINT block_height;
661 UINT block_byte_count;
662 unsigned int flags;
665 static const struct wined3d_format_block_info format_block_info[] =
667 {WINED3DFMT_DXT1, 4, 4, 8, WINED3DFMT_FLAG_COMPRESSED},
668 {WINED3DFMT_DXT2, 4, 4, 16, WINED3DFMT_FLAG_COMPRESSED},
669 {WINED3DFMT_DXT3, 4, 4, 16, WINED3DFMT_FLAG_COMPRESSED},
670 {WINED3DFMT_DXT4, 4, 4, 16, WINED3DFMT_FLAG_COMPRESSED},
671 {WINED3DFMT_DXT5, 4, 4, 16, WINED3DFMT_FLAG_COMPRESSED},
672 {WINED3DFMT_BC1_UNORM, 4, 4, 8, WINED3DFMT_FLAG_COMPRESSED},
673 {WINED3DFMT_BC2_UNORM, 4, 4, 16, WINED3DFMT_FLAG_COMPRESSED},
674 {WINED3DFMT_BC3_UNORM, 4, 4, 16, WINED3DFMT_FLAG_COMPRESSED},
675 {WINED3DFMT_BC4_UNORM, 4, 4, 8, WINED3DFMT_FLAG_COMPRESSED},
676 {WINED3DFMT_BC4_SNORM, 4, 4, 8, WINED3DFMT_FLAG_COMPRESSED},
677 {WINED3DFMT_BC5_UNORM, 4, 4, 16, WINED3DFMT_FLAG_COMPRESSED},
678 {WINED3DFMT_BC5_SNORM, 4, 4, 16, WINED3DFMT_FLAG_COMPRESSED},
679 {WINED3DFMT_BC6H_UF16, 4, 4, 16, WINED3DFMT_FLAG_COMPRESSED},
680 {WINED3DFMT_BC6H_SF16, 4, 4, 16, WINED3DFMT_FLAG_COMPRESSED},
681 {WINED3DFMT_BC7_UNORM, 4, 4, 16, WINED3DFMT_FLAG_COMPRESSED},
682 {WINED3DFMT_ATI1N, 4, 4, 8, WINED3DFMT_FLAG_COMPRESSED | WINED3DFMT_FLAG_BLOCKS_NO_VERIFY},
683 {WINED3DFMT_ATI2N, 4, 4, 16, WINED3DFMT_FLAG_COMPRESSED | WINED3DFMT_FLAG_BLOCKS_NO_VERIFY},
684 {WINED3DFMT_YUY2, 2, 1, 4, WINED3DFMT_FLAG_BLOCKS_NO_VERIFY},
685 {WINED3DFMT_UYVY, 2, 1, 4, WINED3DFMT_FLAG_BLOCKS_NO_VERIFY},
686 {WINED3DFMT_R9G9B9E5_SHAREDEXP, 1, 1, 4},
689 struct wined3d_format_vertex_info
691 enum wined3d_format_id id;
692 enum wined3d_ffp_emit_idx emit_idx;
693 GLenum gl_vtx_type;
694 enum wined3d_gl_extension extension;
697 static const struct wined3d_format_vertex_info format_vertex_info[] =
699 {WINED3DFMT_R32_FLOAT, WINED3D_FFP_EMIT_FLOAT1, GL_FLOAT},
700 {WINED3DFMT_R32G32_FLOAT, WINED3D_FFP_EMIT_FLOAT2, GL_FLOAT},
701 {WINED3DFMT_R32G32B32_FLOAT, WINED3D_FFP_EMIT_FLOAT3, GL_FLOAT},
702 {WINED3DFMT_R32G32B32A32_FLOAT, WINED3D_FFP_EMIT_FLOAT4, GL_FLOAT},
703 {WINED3DFMT_B8G8R8A8_UNORM, WINED3D_FFP_EMIT_D3DCOLOR, GL_UNSIGNED_BYTE},
704 {WINED3DFMT_R8G8B8A8_UINT, WINED3D_FFP_EMIT_UBYTE4, GL_UNSIGNED_BYTE},
705 {WINED3DFMT_R16G16_UINT, WINED3D_FFP_EMIT_INVALID, GL_UNSIGNED_SHORT},
706 {WINED3DFMT_R16G16_SINT, WINED3D_FFP_EMIT_SHORT2, GL_SHORT},
707 {WINED3DFMT_R16G16B16A16_SINT, WINED3D_FFP_EMIT_SHORT4, GL_SHORT},
708 {WINED3DFMT_R8G8B8A8_UNORM, WINED3D_FFP_EMIT_UBYTE4N, GL_UNSIGNED_BYTE},
709 {WINED3DFMT_R16G16_SNORM, WINED3D_FFP_EMIT_SHORT2N, GL_SHORT},
710 {WINED3DFMT_R16G16B16A16_SNORM, WINED3D_FFP_EMIT_SHORT4N, GL_SHORT},
711 {WINED3DFMT_R16G16_UNORM, WINED3D_FFP_EMIT_USHORT2N, GL_UNSIGNED_SHORT},
712 {WINED3DFMT_R16G16B16A16_UNORM, WINED3D_FFP_EMIT_USHORT4N, GL_UNSIGNED_SHORT},
713 {WINED3DFMT_R11G11B10_FLOAT, WINED3D_FFP_EMIT_INVALID, GL_UNSIGNED_INT_10F_11F_11F_REV,
714 ARB_VERTEX_TYPE_10F_11F_11F_REV},
715 {WINED3DFMT_R10G10B10X2_UINT, WINED3D_FFP_EMIT_UDEC3, GL_UNSIGNED_SHORT},
716 {WINED3DFMT_R10G10B10X2_SNORM, WINED3D_FFP_EMIT_DEC3N, GL_SHORT},
717 {WINED3DFMT_R10G10B10A2_UNORM, WINED3D_FFP_EMIT_INVALID, GL_UNSIGNED_INT_2_10_10_10_REV,
718 ARB_VERTEX_TYPE_2_10_10_10_REV},
719 /* Without ARB_half_float_vertex we convert these on upload. */
720 {WINED3DFMT_R16G16_FLOAT, WINED3D_FFP_EMIT_FLOAT16_2, GL_FLOAT},
721 {WINED3DFMT_R16G16_FLOAT, WINED3D_FFP_EMIT_FLOAT16_2, GL_HALF_FLOAT, ARB_HALF_FLOAT_VERTEX},
722 {WINED3DFMT_R16G16B16A16_FLOAT, WINED3D_FFP_EMIT_FLOAT16_4, GL_FLOAT},
723 {WINED3DFMT_R16G16B16A16_FLOAT, WINED3D_FFP_EMIT_FLOAT16_4, GL_HALF_FLOAT, ARB_HALF_FLOAT_VERTEX},
724 {WINED3DFMT_R8G8B8A8_SNORM, WINED3D_FFP_EMIT_INVALID, GL_BYTE},
725 {WINED3DFMT_R8G8B8A8_SINT, WINED3D_FFP_EMIT_INVALID, GL_BYTE},
726 {WINED3DFMT_R8G8_UNORM, WINED3D_FFP_EMIT_INVALID, GL_UNSIGNED_BYTE},
727 {WINED3DFMT_R16G16B16A16_UINT, WINED3D_FFP_EMIT_INVALID, GL_UNSIGNED_SHORT},
728 {WINED3DFMT_R8_UNORM, WINED3D_FFP_EMIT_INVALID, GL_UNSIGNED_BYTE},
729 {WINED3DFMT_R8_UINT, WINED3D_FFP_EMIT_INVALID, GL_UNSIGNED_BYTE},
730 {WINED3DFMT_R8_SINT, WINED3D_FFP_EMIT_INVALID, GL_BYTE},
731 {WINED3DFMT_R8G8_UINT, WINED3D_FFP_EMIT_INVALID, GL_UNSIGNED_BYTE},
732 {WINED3DFMT_R16_FLOAT, WINED3D_FFP_EMIT_INVALID, GL_HALF_FLOAT, ARB_HALF_FLOAT_VERTEX},
733 {WINED3DFMT_R16_UINT, WINED3D_FFP_EMIT_INVALID, GL_UNSIGNED_SHORT},
734 {WINED3DFMT_R16_SINT, WINED3D_FFP_EMIT_INVALID, GL_SHORT},
735 {WINED3DFMT_R32_UINT, WINED3D_FFP_EMIT_INVALID, GL_UNSIGNED_INT},
736 {WINED3DFMT_R32_SINT, WINED3D_FFP_EMIT_INVALID, GL_INT},
737 {WINED3DFMT_R32G32_UINT, WINED3D_FFP_EMIT_INVALID, GL_UNSIGNED_INT},
738 {WINED3DFMT_R32G32_SINT, WINED3D_FFP_EMIT_INVALID, GL_INT},
739 {WINED3DFMT_R32G32B32_UINT, WINED3D_FFP_EMIT_INVALID, GL_UNSIGNED_INT},
740 {WINED3DFMT_R32G32B32A32_UINT, WINED3D_FFP_EMIT_INVALID, GL_UNSIGNED_INT},
741 {WINED3DFMT_R32G32B32A32_SINT, WINED3D_FFP_EMIT_INVALID, GL_INT},
744 struct wined3d_format_texture_info
746 enum wined3d_format_id id;
747 GLint gl_internal;
748 GLint gl_srgb_internal;
749 GLint gl_rt_internal;
750 GLint gl_format;
751 GLint gl_type;
752 unsigned int conv_byte_count;
753 unsigned int flags;
754 enum wined3d_gl_extension extension;
755 void (*upload)(const BYTE *src, BYTE *dst, unsigned int src_row_pitch, unsigned int src_slice_pitch,
756 unsigned int dst_row_pitch, unsigned int dst_slice_pitch,
757 unsigned int width, unsigned int height, unsigned int depth);
758 void (*download)(const BYTE *src, BYTE *dst, unsigned int src_row_pitch, unsigned int src_slice_pitch,
759 unsigned int dst_row_pitch, unsigned int dst_slice_pitch,
760 unsigned int width, unsigned int height, unsigned int depth);
761 void (*decompress)(const BYTE *src, BYTE *dst, unsigned int src_row_pitch, unsigned int src_slice_pitch,
762 unsigned int dst_row_pitch, unsigned int dst_slice_pitch,
763 unsigned int width, unsigned int height, unsigned int depth);
766 static void convert_l4a4_unorm(const BYTE *src, BYTE *dst, UINT src_row_pitch, UINT src_slice_pitch,
767 UINT dst_row_pitch, UINT dst_slice_pitch, UINT width, UINT height, UINT depth)
769 /* WINED3DFMT_L4A4_UNORM exists as an internal gl format, but for some reason there is not
770 * format+type combination to load it. Thus convert it to A8L8, then load it
771 * with A4L4 internal, but A8L8 format+type
773 unsigned int x, y, z;
774 const unsigned char *Source;
775 unsigned char *Dest;
777 for (z = 0; z < depth; z++)
779 for (y = 0; y < height; y++)
781 Source = src + z * src_slice_pitch + y * src_row_pitch;
782 Dest = dst + z * dst_slice_pitch + y * dst_row_pitch;
783 for (x = 0; x < width; x++ )
785 unsigned char color = (*Source++);
786 /* A */ Dest[1] = (color & 0xf0u) << 0;
787 /* L */ Dest[0] = (color & 0x0fu) << 4;
788 Dest += 2;
794 static void convert_r5g5_snorm_l6_unorm(const BYTE *src, BYTE *dst, UINT src_row_pitch, UINT src_slice_pitch,
795 UINT dst_row_pitch, UINT dst_slice_pitch, UINT width, UINT height, UINT depth)
797 unsigned int x, y, z;
798 unsigned char r_in, g_in, l_in;
799 const unsigned short *texel_in;
800 unsigned short *texel_out;
802 /* Emulating signed 5 bit values with unsigned 5 bit values has some precision problems by design:
803 * E.g. the signed input value 0 becomes 16. GL normalizes it to 16 / 31 = 0.516. We convert it
804 * back to a signed value by subtracting 0.5 and multiplying by 2.0. The resulting value is
805 * ((16 / 31) - 0.5) * 2.0 = 0.032, which is quite different from the intended result 0.000. */
806 for (z = 0; z < depth; z++)
808 for (y = 0; y < height; y++)
810 texel_out = (unsigned short *) (dst + z * dst_slice_pitch + y * dst_row_pitch);
811 texel_in = (const unsigned short *)(src + z * src_slice_pitch + y * src_row_pitch);
812 for (x = 0; x < width; x++ )
814 l_in = (*texel_in & 0xfc00u) >> 10;
815 g_in = (*texel_in & 0x03e0u) >> 5;
816 r_in = *texel_in & 0x001fu;
818 *texel_out = ((r_in + 16) << 11) | (l_in << 5) | (g_in + 16);
819 texel_out++;
820 texel_in++;
826 static void convert_r5g5_snorm_l6_unorm_ext(const BYTE *src, BYTE *dst, UINT src_row_pitch, UINT src_slice_pitch,
827 UINT dst_row_pitch, UINT dst_slice_pitch, UINT width, UINT height, UINT depth)
829 unsigned int x, y, z;
830 unsigned char *texel_out, r_out, g_out, r_in, g_in, l_in;
831 const unsigned short *texel_in;
833 for (z = 0; z < depth; z++)
835 for (y = 0; y < height; y++)
837 texel_in = (const unsigned short *)(src + z * src_slice_pitch + y * src_row_pitch);
838 texel_out = dst + z * dst_slice_pitch + y * dst_row_pitch;
839 for (x = 0; x < width; x++ )
841 l_in = (*texel_in & 0xfc00u) >> 10;
842 g_in = (*texel_in & 0x03e0u) >> 5;
843 r_in = *texel_in & 0x001fu;
845 r_out = r_in << 3;
846 if (!(r_in & 0x10)) /* r > 0 */
847 r_out |= r_in >> 1;
849 g_out = g_in << 3;
850 if (!(g_in & 0x10)) /* g > 0 */
851 g_out |= g_in >> 1;
853 texel_out[0] = r_out;
854 texel_out[1] = g_out;
855 texel_out[2] = l_in << 1 | l_in >> 5;
856 texel_out[3] = 0;
858 texel_out += 4;
859 texel_in++;
865 static void convert_r5g5_snorm_l6_unorm_nv(const BYTE *src, BYTE *dst, UINT src_row_pitch, UINT src_slice_pitch,
866 UINT dst_row_pitch, UINT dst_slice_pitch, UINT width, UINT height, UINT depth)
868 unsigned int x, y, z;
869 unsigned char *texel_out, ds_out, dt_out, r_in, g_in, l_in;
870 const unsigned short *texel_in;
872 /* This makes the gl surface bigger(24 bit instead of 16), but it works with
873 * fixed function and shaders without further conversion once the surface is
874 * loaded.
876 * The difference between this function and convert_r5g5_snorm_l6_unorm_ext
877 * is that convert_r5g5_snorm_l6_unorm_ext creates a 32 bit XRGB texture and
878 * this function creates a 24 bit DSDT_MAG texture. Trying to load a DSDT_MAG
879 * internal with a 32 bit DSDT_MAG_INTENSITY or DSDT_MAG_VIB format fails. */
880 for (z = 0; z < depth; z++)
882 for (y = 0; y < height; y++)
884 texel_in = (const unsigned short *)(src + z * src_slice_pitch + y * src_row_pitch);
885 texel_out = dst + z * dst_slice_pitch + y * dst_row_pitch;
886 for (x = 0; x < width; x++ )
888 l_in = (*texel_in & 0xfc00u) >> 10;
889 g_in = (*texel_in & 0x03e0u) >> 5;
890 r_in = *texel_in & 0x001fu;
892 ds_out = r_in << 3;
893 if (!(r_in & 0x10)) /* r > 0 */
894 ds_out |= r_in >> 1;
896 dt_out = g_in << 3;
897 if (!(g_in & 0x10)) /* g > 0 */
898 dt_out |= g_in >> 1;
900 texel_out[0] = ds_out;
901 texel_out[1] = dt_out;
902 texel_out[2] = l_in << 1 | l_in >> 5;
904 texel_out += 3;
905 texel_in++;
911 static void convert_r8g8_snorm(const BYTE *src, BYTE *dst, UINT src_row_pitch, UINT src_slice_pitch,
912 UINT dst_row_pitch, UINT dst_slice_pitch, UINT width, UINT height, UINT depth)
914 unsigned int x, y, z;
915 const short *Source;
916 unsigned char *Dest;
918 for (z = 0; z < depth; z++)
920 for (y = 0; y < height; y++)
922 Source = (const short *)(src + z * src_slice_pitch + y * src_row_pitch);
923 Dest = dst + z * dst_slice_pitch + y * dst_row_pitch;
924 for (x = 0; x < width; x++ )
926 const short color = (*Source++);
927 /* B */ Dest[0] = 0xff;
928 /* G */ Dest[1] = (color >> 8) + 128; /* V */
929 /* R */ Dest[2] = (color & 0xff) + 128; /* U */
930 Dest += 3;
936 static void convert_r8g8_snorm_l8x8_unorm(const BYTE *src, BYTE *dst, UINT src_row_pitch, UINT src_slice_pitch,
937 UINT dst_row_pitch, UINT dst_slice_pitch, UINT width, UINT height, UINT depth)
939 unsigned int x, y, z;
940 const DWORD *Source;
941 unsigned char *Dest;
943 /* Doesn't work correctly with the fixed function pipeline, but can work in
944 * shaders if the shader is adjusted. (There's no use for this format in gl's
945 * standard fixed function pipeline anyway).
947 for (z = 0; z < depth; z++)
949 for (y = 0; y < height; y++)
951 Source = (const DWORD *)(src + z * src_slice_pitch + y * src_row_pitch);
952 Dest = dst + z * dst_slice_pitch + y * dst_row_pitch;
953 for (x = 0; x < width; x++ )
955 LONG color = (*Source++);
956 /* B */ Dest[0] = ((color >> 16) & 0xff); /* L */
957 /* G */ Dest[1] = ((color >> 8 ) & 0xff) + 128; /* V */
958 /* R */ Dest[2] = (color & 0xff) + 128; /* U */
959 Dest += 4;
965 static void convert_r8g8_snorm_l8x8_unorm_nv(const BYTE *src, BYTE *dst, UINT src_row_pitch, UINT src_slice_pitch,
966 UINT dst_row_pitch, UINT dst_slice_pitch, UINT width, UINT height, UINT depth)
968 unsigned int x, y, z;
969 const DWORD *Source;
970 unsigned char *Dest;
972 /* This implementation works with the fixed function pipeline and shaders
973 * without further modification after converting the surface.
975 for (z = 0; z < depth; z++)
977 for (y = 0; y < height; y++)
979 Source = (const DWORD *)(src + z * src_slice_pitch + y * src_row_pitch);
980 Dest = dst + z * dst_slice_pitch + y * dst_row_pitch;
981 for (x = 0; x < width; x++ )
983 LONG color = (*Source++);
984 /* L */ Dest[2] = ((color >> 16) & 0xff); /* L */
985 /* V */ Dest[1] = ((color >> 8 ) & 0xff); /* V */
986 /* U */ Dest[0] = (color & 0xff); /* U */
987 /* I */ Dest[3] = 255; /* X */
988 Dest += 4;
994 static void convert_r8g8b8a8_snorm(const BYTE *src, BYTE *dst, UINT src_row_pitch, UINT src_slice_pitch,
995 UINT dst_row_pitch, UINT dst_slice_pitch, UINT width, UINT height, UINT depth)
997 unsigned int x, y, z;
998 const DWORD *Source;
999 unsigned char *Dest;
1001 for (z = 0; z < depth; z++)
1003 for (y = 0; y < height; y++)
1005 Source = (const DWORD *)(src + z * src_slice_pitch + y * src_row_pitch);
1006 Dest = dst + z * dst_slice_pitch + y * dst_row_pitch;
1007 for (x = 0; x < width; x++ )
1009 LONG color = (*Source++);
1010 /* B */ Dest[0] = ((color >> 16) & 0xff) + 128; /* W */
1011 /* G */ Dest[1] = ((color >> 8 ) & 0xff) + 128; /* V */
1012 /* R */ Dest[2] = (color & 0xff) + 128; /* U */
1013 /* A */ Dest[3] = ((color >> 24) & 0xff) + 128; /* Q */
1014 Dest += 4;
1020 static void convert_r16g16_snorm(const BYTE *src, BYTE *dst, UINT src_row_pitch, UINT src_slice_pitch,
1021 UINT dst_row_pitch, UINT dst_slice_pitch, UINT width, UINT height, UINT depth)
1023 unsigned int x, y, z;
1024 const DWORD *Source;
1025 unsigned short *Dest;
1027 for (z = 0; z < depth; z++)
1029 for (y = 0; y < height; y++)
1031 Source = (const DWORD *)(src + z * src_slice_pitch + y * src_row_pitch);
1032 Dest = (unsigned short *) (dst + z * dst_slice_pitch + y * dst_row_pitch);
1033 for (x = 0; x < width; x++ )
1035 const DWORD color = (*Source++);
1036 /* B */ Dest[0] = 0xffff;
1037 /* G */ Dest[1] = (color >> 16) + 32768; /* V */
1038 /* R */ Dest[2] = (color & 0xffff) + 32768; /* U */
1039 Dest += 3;
1045 static void convert_r16g16(const BYTE *src, BYTE *dst, UINT src_row_pitch, UINT src_slice_pitch,
1046 UINT dst_row_pitch, UINT dst_slice_pitch, UINT width, UINT height, UINT depth)
1048 unsigned int x, y, z;
1049 const WORD *Source;
1050 WORD *Dest;
1052 for (z = 0; z < depth; z++)
1054 for (y = 0; y < height; y++)
1056 Source = (const WORD *)(src + z * src_slice_pitch + y * src_row_pitch);
1057 Dest = (WORD *) (dst + z * dst_slice_pitch + y * dst_row_pitch);
1058 for (x = 0; x < width; x++ )
1060 WORD green = (*Source++);
1061 WORD red = (*Source++);
1062 Dest[0] = green;
1063 Dest[1] = red;
1064 /* Strictly speaking not correct for R16G16F, but it doesn't matter because the
1065 * shader overwrites it anyway */
1066 Dest[2] = 0xffff;
1067 Dest += 3;
1073 static void convert_r32g32_float(const BYTE *src, BYTE *dst, UINT src_row_pitch, UINT src_slice_pitch,
1074 UINT dst_row_pitch, UINT dst_slice_pitch, UINT width, UINT height, UINT depth)
1076 unsigned int x, y, z;
1077 const float *Source;
1078 float *Dest;
1080 for (z = 0; z < depth; z++)
1082 for (y = 0; y < height; y++)
1084 Source = (const float *)(src + z * src_slice_pitch + y * src_row_pitch);
1085 Dest = (float *) (dst + z * dst_slice_pitch + y * dst_row_pitch);
1086 for (x = 0; x < width; x++ )
1088 float green = (*Source++);
1089 float red = (*Source++);
1090 Dest[0] = green;
1091 Dest[1] = red;
1092 Dest[2] = 1.0f;
1093 Dest += 3;
1099 static void convert_s8_uint_d24_float(const BYTE *src, BYTE *dst, UINT src_row_pitch, UINT src_slice_pitch,
1100 UINT dst_row_pitch, UINT dst_slice_pitch, UINT width, UINT height, UINT depth)
1102 unsigned int x, y, z;
1104 for (z = 0; z < depth; z++)
1106 for (y = 0; y < height; ++y)
1108 const DWORD *source = (const DWORD *)(src + z * src_slice_pitch + y * src_row_pitch);
1109 float *dest_f = (float *)(dst + z * dst_slice_pitch + y * dst_row_pitch);
1110 DWORD *dest_s = (DWORD *)dest_f;
1112 for (x = 0; x < width; ++x)
1114 dest_f[x * 2] = float_24_to_32((source[x] & 0xffffff00u) >> 8);
1115 dest_s[x * 2 + 1] = source[x] & 0xff;
1121 static void x8_d24_unorm_upload(const BYTE *src, BYTE *dst,
1122 unsigned int src_row_pitch, unsigned int src_slice_pitch,
1123 unsigned int dst_row_pitch, unsigned int dst_slice_pitch,
1124 unsigned int width, unsigned int height, unsigned int depth)
1126 unsigned int x, y, z;
1128 for (z = 0; z < depth; ++z)
1130 for (y = 0; y < height; ++y)
1132 const DWORD *source = (const DWORD *)(src + z * src_slice_pitch + y * src_row_pitch);
1133 DWORD *dest = (DWORD *)(dst + z * dst_slice_pitch + y * dst_row_pitch);
1135 for (x = 0; x < width; ++x)
1137 dest[x] = source[x] << 8 | ((source[x] >> 16) & 0xff);
1143 static void x8_d24_unorm_download(const BYTE *src, BYTE *dst,
1144 unsigned int src_row_pitch, unsigned int src_slice_pitch,
1145 unsigned int dst_row_pitch, unsigned int dst_slice_pitch,
1146 unsigned int width, unsigned int height, unsigned int depth)
1148 unsigned int x, y, z;
1150 for (z = 0; z < depth; ++z)
1152 for (y = 0; y < height; ++y)
1154 const DWORD *source = (const DWORD *)(src + z * src_slice_pitch + y * src_row_pitch);
1155 DWORD *dest = (DWORD *)(dst + z * dst_slice_pitch + y * dst_row_pitch);
1157 for (x = 0; x < width; ++x)
1159 dest[x] = source[x] >> 8;
1165 static BOOL color_in_range(const struct wined3d_color_key *color_key, DWORD color)
1167 /* FIXME: Is this really how color keys are supposed to work? I think it
1168 * makes more sense to compare the individual channels. */
1169 return color >= color_key->color_space_low_value
1170 && color <= color_key->color_space_high_value;
1173 static void convert_b5g6r5_unorm_b5g5r5a1_unorm_color_key(const BYTE *src, unsigned int src_pitch,
1174 BYTE *dst, unsigned int dst_pitch, unsigned int width, unsigned int height,
1175 const struct wined3d_color_key *color_key)
1177 const WORD *src_row;
1178 unsigned int x, y;
1179 WORD *dst_row;
1181 for (y = 0; y < height; ++y)
1183 src_row = (WORD *)&src[src_pitch * y];
1184 dst_row = (WORD *)&dst[dst_pitch * y];
1185 for (x = 0; x < width; ++x)
1187 WORD src_color = src_row[x];
1188 if (!color_in_range(color_key, src_color))
1189 dst_row[x] = 0x8000u | ((src_color & 0xffc0u) >> 1) | (src_color & 0x1fu);
1190 else
1191 dst_row[x] = ((src_color & 0xffc0u) >> 1) | (src_color & 0x1fu);
1196 static void convert_b5g5r5x1_unorm_b5g5r5a1_unorm_color_key(const BYTE *src, unsigned int src_pitch,
1197 BYTE *dst, unsigned int dst_pitch, unsigned int width, unsigned int height,
1198 const struct wined3d_color_key *color_key)
1200 const WORD *src_row;
1201 unsigned int x, y;
1202 WORD *dst_row;
1204 for (y = 0; y < height; ++y)
1206 src_row = (WORD *)&src[src_pitch * y];
1207 dst_row = (WORD *)&dst[dst_pitch * y];
1208 for (x = 0; x < width; ++x)
1210 WORD src_color = src_row[x];
1211 if (color_in_range(color_key, src_color))
1212 dst_row[x] = src_color & ~0x8000;
1213 else
1214 dst_row[x] = src_color | 0x8000;
1219 static void convert_b8g8r8_unorm_b8g8r8a8_unorm_color_key(const BYTE *src, unsigned int src_pitch,
1220 BYTE *dst, unsigned int dst_pitch, unsigned int width, unsigned int height,
1221 const struct wined3d_color_key *color_key)
1223 const BYTE *src_row;
1224 unsigned int x, y;
1225 DWORD *dst_row;
1227 for (y = 0; y < height; ++y)
1229 src_row = &src[src_pitch * y];
1230 dst_row = (DWORD *)&dst[dst_pitch * y];
1231 for (x = 0; x < width; ++x)
1233 DWORD src_color = (src_row[x * 3 + 2] << 16) | (src_row[x * 3 + 1] << 8) | src_row[x * 3];
1234 if (!color_in_range(color_key, src_color))
1235 dst_row[x] = src_color | 0xff000000;
1240 static void convert_b8g8r8x8_unorm_b8g8r8a8_unorm_color_key(const BYTE *src, unsigned int src_pitch,
1241 BYTE *dst, unsigned int dst_pitch, unsigned int width, unsigned int height,
1242 const struct wined3d_color_key *color_key)
1244 const DWORD *src_row;
1245 unsigned int x, y;
1246 DWORD *dst_row;
1248 for (y = 0; y < height; ++y)
1250 src_row = (DWORD *)&src[src_pitch * y];
1251 dst_row = (DWORD *)&dst[dst_pitch * y];
1252 for (x = 0; x < width; ++x)
1254 DWORD src_color = src_row[x];
1255 if (color_in_range(color_key, src_color))
1256 dst_row[x] = src_color & ~0xff000000;
1257 else
1258 dst_row[x] = src_color | 0xff000000;
1263 static void convert_b8g8r8a8_unorm_b8g8r8a8_unorm_color_key(const BYTE *src, unsigned int src_pitch,
1264 BYTE *dst, unsigned int dst_pitch, unsigned int width, unsigned int height,
1265 const struct wined3d_color_key *color_key)
1267 const DWORD *src_row;
1268 unsigned int x, y;
1269 DWORD *dst_row;
1271 for (y = 0; y < height; ++y)
1273 src_row = (DWORD *)&src[src_pitch * y];
1274 dst_row = (DWORD *)&dst[dst_pitch * y];
1275 for (x = 0; x < width; ++x)
1277 DWORD src_color = src_row[x];
1278 if (color_in_range(color_key, src_color))
1279 src_color &= ~0xff000000;
1280 dst_row[x] = src_color;
1285 const struct wined3d_color_key_conversion * wined3d_format_get_color_key_conversion(
1286 const struct wined3d_texture *texture, BOOL need_alpha_ck)
1288 const struct wined3d_format *format = texture->resource.format;
1289 unsigned int i;
1291 static const struct
1293 enum wined3d_format_id src_format;
1294 struct wined3d_color_key_conversion conversion;
1296 color_key_info[] =
1298 {WINED3DFMT_B5G6R5_UNORM, {WINED3DFMT_B5G5R5A1_UNORM, convert_b5g6r5_unorm_b5g5r5a1_unorm_color_key }},
1299 {WINED3DFMT_B5G5R5X1_UNORM, {WINED3DFMT_B5G5R5A1_UNORM, convert_b5g5r5x1_unorm_b5g5r5a1_unorm_color_key }},
1300 {WINED3DFMT_B8G8R8_UNORM, {WINED3DFMT_B8G8R8A8_UNORM, convert_b8g8r8_unorm_b8g8r8a8_unorm_color_key }},
1301 {WINED3DFMT_B8G8R8X8_UNORM, {WINED3DFMT_B8G8R8A8_UNORM, convert_b8g8r8x8_unorm_b8g8r8a8_unorm_color_key }},
1302 {WINED3DFMT_B8G8R8A8_UNORM, {WINED3DFMT_B8G8R8A8_UNORM, convert_b8g8r8a8_unorm_b8g8r8a8_unorm_color_key }},
1305 if (need_alpha_ck && (texture->async.flags & WINED3D_TEXTURE_ASYNC_COLOR_KEY))
1307 for (i = 0; i < ARRAY_SIZE(color_key_info); ++i)
1309 if (color_key_info[i].src_format == format->id)
1310 return &color_key_info[i].conversion;
1313 FIXME("Color-keying not supported with format %s.\n", debug_d3dformat(format->id));
1316 return NULL;
1319 /* We intentionally don't support WINED3DFMT_D32_UNORM. No hardware driver
1320 * supports it, and applications get confused when we do.
1322 * The following formats explicitly don't have WINED3DFMT_FLAG_TEXTURE set:
1324 * These are never supported on native.
1325 * WINED3DFMT_B8G8R8_UNORM
1326 * WINED3DFMT_B2G3R3_UNORM
1327 * WINED3DFMT_L4A4_UNORM
1328 * WINED3DFMT_S1_UINT_D15_UNORM
1329 * WINED3DFMT_S4X4_UINT_D24_UNORM
1331 * Only some Geforce/Voodoo3/G400 cards offer 8-bit textures in case of ddraw.
1332 * Since it is not widely available, don't offer it. Further no Windows driver
1333 * offers WINED3DFMT_P8_UINT_A8_NORM, so don't offer it either.
1334 * WINED3DFMT_P8_UINT
1335 * WINED3DFMT_P8_UINT_A8_UNORM
1337 * These formats seem to be similar to the HILO formats in
1338 * GL_NV_texture_shader. NVHU is said to be GL_UNSIGNED_HILO16,
1339 * NVHS GL_SIGNED_HILO16. Rumours say that D3D computes a 3rd channel
1340 * similarly to D3DFMT_CxV8U8 (So NVHS could be called D3DFMT_CxV16U16). ATI
1341 * refused to support formats which can easily be emulated with pixel shaders,
1342 * so applications have to deal with not having NVHS and NVHU.
1343 * WINED3DFMT_NVHU
1344 * WINED3DFMT_NVHS */
1345 static const struct wined3d_format_texture_info format_texture_info[] =
1347 /* format id gl_internal gl_srgb_internal gl_rt_internal
1348 gl_format gl_type conv_byte_count
1349 flags
1350 extension upload download */
1351 /* FourCC formats */
1352 /* GL_APPLE_ycbcr_422 claims that its '2YUV' format, which is supported via the UNSIGNED_SHORT_8_8_REV_APPLE type
1353 * is equivalent to 'UYVY' format on Windows, and the 'YUVS' via UNSIGNED_SHORT_8_8_APPLE equates to 'YUY2'. The
1354 * d3d9 test however shows that the opposite is true. Since the extension is from 2002, it predates the x86 based
1355 * Macs, so probably the endianness differs. This could be tested as soon as we have a Windows and MacOS on a big
1356 * endian machine
1358 {WINED3DFMT_UYVY, GL_RG8, GL_RG8, 0,
1359 GL_RG, GL_UNSIGNED_BYTE, 0,
1360 WINED3DFMT_FLAG_FILTERING,
1361 ARB_TEXTURE_RG, NULL},
1362 {WINED3DFMT_UYVY, GL_LUMINANCE8_ALPHA8, GL_LUMINANCE8_ALPHA8, 0,
1363 GL_LUMINANCE_ALPHA, GL_UNSIGNED_BYTE, 0,
1364 WINED3DFMT_FLAG_FILTERING,
1365 WINED3D_GL_LEGACY_CONTEXT, NULL},
1366 {WINED3DFMT_UYVY, GL_RGB_RAW_422_APPLE, GL_RGB_RAW_422_APPLE, 0,
1367 GL_RGB_422_APPLE, GL_UNSIGNED_SHORT_8_8_APPLE, 0,
1368 WINED3DFMT_FLAG_FILTERING,
1369 APPLE_RGB_422, NULL},
1370 {WINED3DFMT_UYVY, GL_RGB, GL_RGB, 0,
1371 GL_YCBCR_422_APPLE, GL_UNSIGNED_SHORT_8_8_APPLE, 0,
1372 WINED3DFMT_FLAG_TEXTURE | WINED3DFMT_FLAG_FILTERING,
1373 APPLE_YCBCR_422, NULL},
1374 {WINED3DFMT_YUY2, GL_RG8, GL_RG8, 0,
1375 GL_RG, GL_UNSIGNED_BYTE, 0,
1376 WINED3DFMT_FLAG_FILTERING,
1377 ARB_TEXTURE_RG, NULL},
1378 {WINED3DFMT_YUY2, GL_LUMINANCE8_ALPHA8, GL_LUMINANCE8_ALPHA8, 0,
1379 GL_LUMINANCE_ALPHA, GL_UNSIGNED_BYTE, 0,
1380 WINED3DFMT_FLAG_FILTERING,
1381 WINED3D_GL_LEGACY_CONTEXT, NULL},
1382 {WINED3DFMT_YUY2, GL_RGB_RAW_422_APPLE, GL_RGB_RAW_422_APPLE, 0,
1383 GL_RGB_422_APPLE, GL_UNSIGNED_SHORT_8_8_REV_APPLE, 0,
1384 WINED3DFMT_FLAG_FILTERING,
1385 APPLE_RGB_422, NULL},
1386 {WINED3DFMT_YUY2, GL_RGB, GL_RGB, 0,
1387 GL_YCBCR_422_APPLE, GL_UNSIGNED_SHORT_8_8_REV_APPLE, 0,
1388 WINED3DFMT_FLAG_TEXTURE | WINED3DFMT_FLAG_FILTERING,
1389 APPLE_YCBCR_422, NULL},
1390 {WINED3DFMT_YV12, GL_R8, GL_R8, 0,
1391 GL_RED, GL_UNSIGNED_BYTE, 0,
1392 WINED3DFMT_FLAG_FILTERING,
1393 ARB_TEXTURE_RG, NULL},
1394 {WINED3DFMT_YV12, GL_ALPHA8, GL_ALPHA8, 0,
1395 GL_ALPHA, GL_UNSIGNED_BYTE, 0,
1396 WINED3DFMT_FLAG_FILTERING,
1397 WINED3D_GL_LEGACY_CONTEXT, NULL},
1398 {WINED3DFMT_NV12, GL_R8, GL_R8, 0,
1399 GL_RED, GL_UNSIGNED_BYTE, 0,
1400 WINED3DFMT_FLAG_FILTERING,
1401 ARB_TEXTURE_RG, NULL},
1402 {WINED3DFMT_NV12, GL_ALPHA8, GL_ALPHA8, 0,
1403 GL_ALPHA, GL_UNSIGNED_BYTE, 0,
1404 WINED3DFMT_FLAG_FILTERING,
1405 WINED3D_GL_LEGACY_CONTEXT, NULL},
1406 {WINED3DFMT_DXT1, GL_COMPRESSED_RGBA_S3TC_DXT1_EXT, GL_COMPRESSED_SRGB_ALPHA_S3TC_DXT1_EXT, 0,
1407 GL_RGBA, GL_UNSIGNED_BYTE, 0,
1408 WINED3DFMT_FLAG_TEXTURE | WINED3DFMT_FLAG_POSTPIXELSHADER_BLENDING | WINED3DFMT_FLAG_FILTERING
1409 | WINED3DFMT_FLAG_SRGB_READ,
1410 EXT_TEXTURE_COMPRESSION_S3TC, NULL},
1411 {WINED3DFMT_DXT2, GL_COMPRESSED_RGBA_S3TC_DXT3_EXT, GL_COMPRESSED_SRGB_ALPHA_S3TC_DXT3_EXT, 0,
1412 GL_RGBA, GL_UNSIGNED_BYTE, 0,
1413 WINED3DFMT_FLAG_TEXTURE | WINED3DFMT_FLAG_POSTPIXELSHADER_BLENDING | WINED3DFMT_FLAG_FILTERING
1414 | WINED3DFMT_FLAG_SRGB_READ,
1415 EXT_TEXTURE_COMPRESSION_S3TC, NULL},
1416 {WINED3DFMT_DXT3, GL_COMPRESSED_RGBA_S3TC_DXT3_EXT, GL_COMPRESSED_SRGB_ALPHA_S3TC_DXT3_EXT, 0,
1417 GL_RGBA, GL_UNSIGNED_BYTE, 0,
1418 WINED3DFMT_FLAG_TEXTURE | WINED3DFMT_FLAG_POSTPIXELSHADER_BLENDING | WINED3DFMT_FLAG_FILTERING
1419 | WINED3DFMT_FLAG_SRGB_READ,
1420 EXT_TEXTURE_COMPRESSION_S3TC, NULL},
1421 {WINED3DFMT_DXT4, GL_COMPRESSED_RGBA_S3TC_DXT5_EXT, GL_COMPRESSED_SRGB_ALPHA_S3TC_DXT5_EXT, 0,
1422 GL_RGBA, GL_UNSIGNED_BYTE, 0,
1423 WINED3DFMT_FLAG_TEXTURE | WINED3DFMT_FLAG_POSTPIXELSHADER_BLENDING | WINED3DFMT_FLAG_FILTERING
1424 | WINED3DFMT_FLAG_SRGB_READ,
1425 EXT_TEXTURE_COMPRESSION_S3TC, NULL},
1426 {WINED3DFMT_DXT5, GL_COMPRESSED_RGBA_S3TC_DXT5_EXT, GL_COMPRESSED_SRGB_ALPHA_S3TC_DXT5_EXT, 0,
1427 GL_RGBA, GL_UNSIGNED_BYTE, 0,
1428 WINED3DFMT_FLAG_TEXTURE | WINED3DFMT_FLAG_POSTPIXELSHADER_BLENDING | WINED3DFMT_FLAG_FILTERING
1429 | WINED3DFMT_FLAG_SRGB_READ,
1430 EXT_TEXTURE_COMPRESSION_S3TC, NULL},
1431 {WINED3DFMT_BC1_UNORM, GL_COMPRESSED_RGBA_S3TC_DXT1_EXT, GL_COMPRESSED_SRGB_ALPHA_S3TC_DXT1_EXT, 0,
1432 GL_RGBA, GL_UNSIGNED_BYTE, 0,
1433 WINED3DFMT_FLAG_TEXTURE | WINED3DFMT_FLAG_POSTPIXELSHADER_BLENDING | WINED3DFMT_FLAG_FILTERING,
1434 EXT_TEXTURE_COMPRESSION_S3TC, NULL},
1435 {WINED3DFMT_BC2_UNORM, GL_COMPRESSED_RGBA_S3TC_DXT3_EXT, GL_COMPRESSED_SRGB_ALPHA_S3TC_DXT3_EXT, 0,
1436 GL_RGBA, GL_UNSIGNED_BYTE, 0,
1437 WINED3DFMT_FLAG_TEXTURE | WINED3DFMT_FLAG_POSTPIXELSHADER_BLENDING | WINED3DFMT_FLAG_FILTERING,
1438 EXT_TEXTURE_COMPRESSION_S3TC, NULL},
1439 {WINED3DFMT_BC3_UNORM, GL_COMPRESSED_RGBA_S3TC_DXT5_EXT, GL_COMPRESSED_SRGB_ALPHA_S3TC_DXT5_EXT, 0,
1440 GL_RGBA, GL_UNSIGNED_BYTE, 0,
1441 WINED3DFMT_FLAG_TEXTURE | WINED3DFMT_FLAG_POSTPIXELSHADER_BLENDING | WINED3DFMT_FLAG_FILTERING,
1442 EXT_TEXTURE_COMPRESSION_S3TC, NULL},
1443 {WINED3DFMT_BC4_UNORM, GL_COMPRESSED_RED_RGTC1, GL_COMPRESSED_RED_RGTC1, 0,
1444 GL_RED, GL_UNSIGNED_BYTE, 0,
1445 WINED3DFMT_FLAG_TEXTURE | WINED3DFMT_FLAG_POSTPIXELSHADER_BLENDING | WINED3DFMT_FLAG_FILTERING,
1446 ARB_TEXTURE_COMPRESSION_RGTC, NULL},
1447 {WINED3DFMT_BC4_SNORM, GL_COMPRESSED_SIGNED_RED_RGTC1, GL_COMPRESSED_SIGNED_RED_RGTC1, 0,
1448 GL_RED, GL_UNSIGNED_BYTE, 0,
1449 WINED3DFMT_FLAG_TEXTURE | WINED3DFMT_FLAG_POSTPIXELSHADER_BLENDING | WINED3DFMT_FLAG_FILTERING,
1450 ARB_TEXTURE_COMPRESSION_RGTC, NULL},
1451 {WINED3DFMT_BC5_UNORM, GL_COMPRESSED_RG_RGTC2, GL_COMPRESSED_RG_RGTC2, 0,
1452 GL_RG, GL_UNSIGNED_BYTE, 0,
1453 WINED3DFMT_FLAG_TEXTURE | WINED3DFMT_FLAG_POSTPIXELSHADER_BLENDING | WINED3DFMT_FLAG_FILTERING,
1454 ARB_TEXTURE_COMPRESSION_RGTC, NULL},
1455 {WINED3DFMT_BC5_SNORM, GL_COMPRESSED_SIGNED_RG_RGTC2, GL_COMPRESSED_SIGNED_RG_RGTC2, 0,
1456 GL_RG, GL_UNSIGNED_BYTE, 0,
1457 WINED3DFMT_FLAG_TEXTURE | WINED3DFMT_FLAG_POSTPIXELSHADER_BLENDING | WINED3DFMT_FLAG_FILTERING,
1458 ARB_TEXTURE_COMPRESSION_RGTC, NULL},
1459 {WINED3DFMT_BC6H_UF16, GL_COMPRESSED_RGB_BPTC_UNSIGNED_FLOAT_ARB, GL_COMPRESSED_RGB_BPTC_UNSIGNED_FLOAT_ARB, 0,
1460 GL_RGB, GL_UNSIGNED_BYTE, 0,
1461 WINED3DFMT_FLAG_TEXTURE | WINED3DFMT_FLAG_POSTPIXELSHADER_BLENDING | WINED3DFMT_FLAG_FILTERING,
1462 ARB_TEXTURE_COMPRESSION_BPTC, NULL},
1463 {WINED3DFMT_BC6H_SF16, GL_COMPRESSED_RGB_BPTC_SIGNED_FLOAT_ARB, GL_COMPRESSED_RGB_BPTC_SIGNED_FLOAT_ARB, 0,
1464 GL_RGB, GL_UNSIGNED_BYTE, 0,
1465 WINED3DFMT_FLAG_TEXTURE | WINED3DFMT_FLAG_POSTPIXELSHADER_BLENDING | WINED3DFMT_FLAG_FILTERING,
1466 ARB_TEXTURE_COMPRESSION_BPTC, NULL},
1467 {WINED3DFMT_BC7_UNORM, GL_COMPRESSED_RGBA_BPTC_UNORM_ARB, GL_COMPRESSED_SRGB_ALPHA_BPTC_UNORM_ARB, 0,
1468 GL_RGBA, GL_UNSIGNED_BYTE, 0,
1469 WINED3DFMT_FLAG_TEXTURE | WINED3DFMT_FLAG_POSTPIXELSHADER_BLENDING | WINED3DFMT_FLAG_FILTERING,
1470 ARB_TEXTURE_COMPRESSION_BPTC, NULL},
1471 /* IEEE formats */
1472 {WINED3DFMT_R32_FLOAT, GL_RGB32F_ARB, GL_RGB32F_ARB, 0,
1473 GL_RED, GL_FLOAT, 0,
1474 WINED3DFMT_FLAG_TEXTURE | WINED3DFMT_FLAG_RENDERTARGET | WINED3DFMT_FLAG_VTF,
1475 ARB_TEXTURE_FLOAT, NULL},
1476 {WINED3DFMT_R32_FLOAT, GL_R32F, GL_R32F, 0,
1477 GL_RED, GL_FLOAT, 0,
1478 WINED3DFMT_FLAG_TEXTURE | WINED3DFMT_FLAG_RENDERTARGET | WINED3DFMT_FLAG_VTF,
1479 ARB_TEXTURE_RG, NULL},
1480 {WINED3DFMT_R32G32_FLOAT, GL_RGB32F_ARB, GL_RGB32F_ARB, 0,
1481 GL_RGB, GL_FLOAT, 12,
1482 WINED3DFMT_FLAG_TEXTURE | WINED3DFMT_FLAG_RENDERTARGET | WINED3DFMT_FLAG_VTF,
1483 ARB_TEXTURE_FLOAT, convert_r32g32_float},
1484 {WINED3DFMT_R32G32_FLOAT, GL_RG32F, GL_RG32F, 0,
1485 GL_RG, GL_FLOAT, 0,
1486 WINED3DFMT_FLAG_TEXTURE | WINED3DFMT_FLAG_RENDERTARGET | WINED3DFMT_FLAG_VTF,
1487 ARB_TEXTURE_RG, NULL},
1488 {WINED3DFMT_R32G32B32_FLOAT, GL_RGB32F, GL_RGB32F, 0,
1489 GL_RGB, GL_FLOAT, 0,
1490 WINED3DFMT_FLAG_TEXTURE | WINED3DFMT_FLAG_RENDERTARGET,
1491 ARB_TEXTURE_FLOAT, NULL},
1492 {WINED3DFMT_R32G32B32A32_FLOAT, GL_RGBA32F_ARB, GL_RGBA32F_ARB, 0,
1493 GL_RGBA, GL_FLOAT, 0,
1494 WINED3DFMT_FLAG_TEXTURE | WINED3DFMT_FLAG_RENDERTARGET | WINED3DFMT_FLAG_VTF,
1495 ARB_TEXTURE_FLOAT, NULL},
1496 /* Float */
1497 {WINED3DFMT_R16_FLOAT, GL_RGB16F_ARB, GL_RGB16F_ARB, 0,
1498 GL_RED, GL_HALF_FLOAT_ARB, 0,
1499 WINED3DFMT_FLAG_TEXTURE | WINED3DFMT_FLAG_RENDERTARGET | WINED3DFMT_FLAG_VTF,
1500 ARB_TEXTURE_FLOAT, NULL},
1501 {WINED3DFMT_R16_FLOAT, GL_R16F, GL_R16F, 0,
1502 GL_RED, GL_HALF_FLOAT_ARB, 0,
1503 WINED3DFMT_FLAG_TEXTURE | WINED3DFMT_FLAG_RENDERTARGET | WINED3DFMT_FLAG_VTF,
1504 ARB_TEXTURE_RG, NULL},
1505 {WINED3DFMT_R16G16_FLOAT, GL_RGB16F_ARB, GL_RGB16F_ARB, 0,
1506 GL_RGB, GL_HALF_FLOAT_ARB, 6,
1507 WINED3DFMT_FLAG_TEXTURE | WINED3DFMT_FLAG_RENDERTARGET | WINED3DFMT_FLAG_VTF,
1508 ARB_TEXTURE_FLOAT, convert_r16g16},
1509 {WINED3DFMT_R16G16_FLOAT, GL_RG16F, GL_RG16F, 0,
1510 GL_RG, GL_HALF_FLOAT_ARB, 0,
1511 WINED3DFMT_FLAG_TEXTURE | WINED3DFMT_FLAG_RENDERTARGET | WINED3DFMT_FLAG_VTF,
1512 ARB_TEXTURE_RG, NULL},
1513 {WINED3DFMT_R16G16B16A16_FLOAT, GL_RGBA16F_ARB, GL_RGBA16F_ARB, 0,
1514 GL_RGBA, GL_HALF_FLOAT_ARB, 0,
1515 WINED3DFMT_FLAG_TEXTURE | WINED3DFMT_FLAG_POSTPIXELSHADER_BLENDING | WINED3DFMT_FLAG_RENDERTARGET
1516 | WINED3DFMT_FLAG_VTF,
1517 ARB_TEXTURE_FLOAT, NULL},
1518 {WINED3DFMT_R11G11B10_FLOAT, GL_R11F_G11F_B10F, GL_R11F_G11F_B10F, 0,
1519 GL_RGB, GL_UNSIGNED_INT_10F_11F_11F_REV, 0,
1520 WINED3DFMT_FLAG_TEXTURE | WINED3DFMT_FLAG_POSTPIXELSHADER_BLENDING | WINED3DFMT_FLAG_RENDERTARGET,
1521 EXT_PACKED_FLOAT},
1522 /* Palettized formats */
1523 {WINED3DFMT_P8_UINT, GL_R8, GL_R8, 0,
1524 GL_RED, GL_UNSIGNED_BYTE, 0,
1526 ARB_TEXTURE_RG, NULL},
1527 {WINED3DFMT_P8_UINT, GL_ALPHA8, GL_ALPHA8, 0,
1528 GL_ALPHA, GL_UNSIGNED_BYTE, 0,
1530 WINED3D_GL_LEGACY_CONTEXT, NULL},
1531 /* Standard ARGB formats */
1532 {WINED3DFMT_B8G8R8_UNORM, GL_RGB8, GL_RGB8, 0,
1533 GL_BGR, GL_UNSIGNED_BYTE, 0,
1534 WINED3DFMT_FLAG_POSTPIXELSHADER_BLENDING | WINED3DFMT_FLAG_FILTERING | WINED3DFMT_FLAG_RENDERTARGET,
1535 WINED3D_GL_EXT_NONE, NULL},
1536 {WINED3DFMT_B8G8R8A8_UNORM, GL_RGBA8, GL_SRGB8_ALPHA8_EXT, 0,
1537 GL_BGRA, GL_UNSIGNED_INT_8_8_8_8_REV, 0,
1538 WINED3DFMT_FLAG_TEXTURE | WINED3DFMT_FLAG_POSTPIXELSHADER_BLENDING | WINED3DFMT_FLAG_FILTERING
1539 | WINED3DFMT_FLAG_RENDERTARGET | WINED3DFMT_FLAG_SRGB_READ | WINED3DFMT_FLAG_SRGB_WRITE
1540 | WINED3DFMT_FLAG_VTF,
1541 WINED3D_GL_EXT_NONE, NULL},
1542 {WINED3DFMT_B8G8R8X8_UNORM, GL_RGB8, GL_SRGB8_EXT, 0,
1543 GL_BGRA, GL_UNSIGNED_INT_8_8_8_8_REV, 0,
1544 WINED3DFMT_FLAG_TEXTURE | WINED3DFMT_FLAG_POSTPIXELSHADER_BLENDING | WINED3DFMT_FLAG_FILTERING
1545 | WINED3DFMT_FLAG_RENDERTARGET | WINED3DFMT_FLAG_SRGB_READ | WINED3DFMT_FLAG_SRGB_WRITE,
1546 WINED3D_GL_EXT_NONE, NULL},
1547 {WINED3DFMT_B5G6R5_UNORM, GL_RGB5, GL_SRGB8_EXT, GL_RGB8,
1548 GL_RGB, GL_UNSIGNED_SHORT_5_6_5, 0,
1549 WINED3DFMT_FLAG_TEXTURE | WINED3DFMT_FLAG_POSTPIXELSHADER_BLENDING | WINED3DFMT_FLAG_FILTERING
1550 | WINED3DFMT_FLAG_RENDERTARGET | WINED3DFMT_FLAG_SRGB_READ,
1551 WINED3D_GL_EXT_NONE, NULL},
1552 {WINED3DFMT_B5G6R5_UNORM, GL_RGB565, GL_SRGB8_EXT, GL_RGB8,
1553 GL_RGB, GL_UNSIGNED_SHORT_5_6_5, 0,
1554 WINED3DFMT_FLAG_TEXTURE | WINED3DFMT_FLAG_POSTPIXELSHADER_BLENDING | WINED3DFMT_FLAG_FILTERING
1555 | WINED3DFMT_FLAG_RENDERTARGET | WINED3DFMT_FLAG_SRGB_READ,
1556 ARB_ES2_COMPATIBILITY, NULL},
1557 {WINED3DFMT_B5G5R5X1_UNORM, GL_RGB5, GL_RGB5, 0,
1558 GL_BGRA, GL_UNSIGNED_SHORT_1_5_5_5_REV, 0,
1559 WINED3DFMT_FLAG_TEXTURE | WINED3DFMT_FLAG_POSTPIXELSHADER_BLENDING | WINED3DFMT_FLAG_FILTERING
1560 | WINED3DFMT_FLAG_RENDERTARGET,
1561 WINED3D_GL_EXT_NONE, NULL},
1562 {WINED3DFMT_B5G5R5A1_UNORM, GL_RGB5_A1, GL_RGB5_A1, 0,
1563 GL_BGRA, GL_UNSIGNED_SHORT_1_5_5_5_REV, 0,
1564 WINED3DFMT_FLAG_TEXTURE | WINED3DFMT_FLAG_POSTPIXELSHADER_BLENDING | WINED3DFMT_FLAG_FILTERING,
1565 WINED3D_GL_EXT_NONE, NULL},
1566 {WINED3DFMT_B4G4R4A4_UNORM, GL_RGBA4, GL_SRGB8_ALPHA8_EXT, 0,
1567 GL_BGRA, GL_UNSIGNED_SHORT_4_4_4_4_REV, 0,
1568 WINED3DFMT_FLAG_TEXTURE | WINED3DFMT_FLAG_POSTPIXELSHADER_BLENDING | WINED3DFMT_FLAG_FILTERING
1569 | WINED3DFMT_FLAG_SRGB_READ,
1570 WINED3D_GL_EXT_NONE, NULL},
1571 {WINED3DFMT_B2G3R3_UNORM, GL_R3_G3_B2, GL_R3_G3_B2, 0,
1572 GL_RGB, GL_UNSIGNED_BYTE_3_3_2, 0,
1573 WINED3DFMT_FLAG_POSTPIXELSHADER_BLENDING | WINED3DFMT_FLAG_FILTERING,
1574 WINED3D_GL_EXT_NONE, NULL},
1575 {WINED3DFMT_R8_UNORM, GL_R8, GL_R8, 0,
1576 GL_RED, GL_UNSIGNED_BYTE, 0,
1577 WINED3DFMT_FLAG_TEXTURE | WINED3DFMT_FLAG_POSTPIXELSHADER_BLENDING | WINED3DFMT_FLAG_FILTERING
1578 | WINED3DFMT_FLAG_RENDERTARGET | WINED3DFMT_FLAG_VTF,
1579 ARB_TEXTURE_RG, NULL},
1580 {WINED3DFMT_A8_UNORM, GL_R8, GL_R8, 0,
1581 GL_RED, GL_UNSIGNED_BYTE, 0,
1582 WINED3DFMT_FLAG_TEXTURE | WINED3DFMT_FLAG_POSTPIXELSHADER_BLENDING | WINED3DFMT_FLAG_FILTERING
1583 | WINED3DFMT_FLAG_RENDERTARGET,
1584 ARB_TEXTURE_RG, NULL},
1585 {WINED3DFMT_A8_UNORM, GL_ALPHA8, GL_ALPHA8, 0,
1586 GL_ALPHA, GL_UNSIGNED_BYTE, 0,
1587 WINED3DFMT_FLAG_TEXTURE | WINED3DFMT_FLAG_POSTPIXELSHADER_BLENDING | WINED3DFMT_FLAG_FILTERING
1588 | WINED3DFMT_FLAG_RENDERTARGET,
1589 WINED3D_GL_LEGACY_CONTEXT, NULL},
1590 {WINED3DFMT_B4G4R4X4_UNORM, GL_RGB4, GL_RGB4, 0,
1591 GL_BGRA, GL_UNSIGNED_SHORT_4_4_4_4_REV, 0,
1592 WINED3DFMT_FLAG_TEXTURE | WINED3DFMT_FLAG_POSTPIXELSHADER_BLENDING | WINED3DFMT_FLAG_FILTERING,
1593 WINED3D_GL_EXT_NONE, NULL},
1594 {WINED3DFMT_R10G10B10A2_UINT, GL_RGB10_A2UI, GL_RGB10_A2UI, 0,
1595 GL_RGBA_INTEGER, GL_UNSIGNED_INT_2_10_10_10_REV, 0,
1596 WINED3DFMT_FLAG_TEXTURE | WINED3DFMT_FLAG_RENDERTARGET,
1597 ARB_TEXTURE_RGB10_A2UI, NULL},
1598 {WINED3DFMT_R10G10B10A2_UNORM, GL_RGB10_A2, GL_RGB10_A2, 0,
1599 GL_RGBA, GL_UNSIGNED_INT_2_10_10_10_REV, 0,
1600 WINED3DFMT_FLAG_TEXTURE | WINED3DFMT_FLAG_POSTPIXELSHADER_BLENDING | WINED3DFMT_FLAG_FILTERING
1601 | WINED3DFMT_FLAG_RENDERTARGET,
1602 WINED3D_GL_EXT_NONE, NULL},
1603 {WINED3DFMT_R8G8B8A8_UNORM, GL_RGBA8, GL_SRGB8_ALPHA8_EXT, 0,
1604 GL_RGBA, GL_UNSIGNED_INT_8_8_8_8_REV, 0,
1605 WINED3DFMT_FLAG_TEXTURE | WINED3DFMT_FLAG_POSTPIXELSHADER_BLENDING | WINED3DFMT_FLAG_FILTERING
1606 | WINED3DFMT_FLAG_RENDERTARGET | WINED3DFMT_FLAG_SRGB_READ | WINED3DFMT_FLAG_SRGB_WRITE
1607 | WINED3DFMT_FLAG_VTF,
1608 WINED3D_GL_EXT_NONE, NULL},
1609 {WINED3DFMT_R8G8B8A8_UINT, GL_RGBA8UI, GL_RGBA8UI, 0,
1610 GL_RGBA_INTEGER, GL_UNSIGNED_INT_8_8_8_8_REV, 0,
1611 WINED3DFMT_FLAG_TEXTURE | WINED3DFMT_FLAG_RENDERTARGET,
1612 ARB_TEXTURE_RGB10_A2UI, NULL},
1613 {WINED3DFMT_R8G8B8A8_SINT, GL_RGBA8I, GL_RGBA8I, 0,
1614 GL_RGBA_INTEGER, GL_BYTE, 0,
1615 WINED3DFMT_FLAG_TEXTURE | WINED3DFMT_FLAG_RENDERTARGET,
1616 EXT_TEXTURE_INTEGER, NULL},
1617 {WINED3DFMT_R8G8B8X8_UNORM, GL_RGB8, GL_RGB8, 0,
1618 GL_RGBA, GL_UNSIGNED_INT_8_8_8_8_REV, 0,
1619 WINED3DFMT_FLAG_TEXTURE | WINED3DFMT_FLAG_POSTPIXELSHADER_BLENDING | WINED3DFMT_FLAG_FILTERING,
1620 WINED3D_GL_EXT_NONE, NULL},
1621 {WINED3DFMT_R16G16_UNORM, GL_RGB16, GL_RGB16, GL_RGBA16,
1622 GL_RGB, GL_UNSIGNED_SHORT, 6,
1623 WINED3DFMT_FLAG_TEXTURE | WINED3DFMT_FLAG_POSTPIXELSHADER_BLENDING | WINED3DFMT_FLAG_FILTERING,
1624 WINED3D_GL_EXT_NONE, convert_r16g16},
1625 {WINED3DFMT_R16G16_UNORM, GL_RG16, GL_RG16, 0,
1626 GL_RG, GL_UNSIGNED_SHORT, 0,
1627 WINED3DFMT_FLAG_TEXTURE | WINED3DFMT_FLAG_POSTPIXELSHADER_BLENDING | WINED3DFMT_FLAG_FILTERING
1628 | WINED3DFMT_FLAG_RENDERTARGET,
1629 ARB_TEXTURE_RG, NULL},
1630 {WINED3DFMT_B10G10R10A2_UNORM, GL_RGB10_A2, GL_RGB10_A2, 0,
1631 GL_BGRA, GL_UNSIGNED_INT_2_10_10_10_REV, 0,
1632 WINED3DFMT_FLAG_TEXTURE | WINED3DFMT_FLAG_POSTPIXELSHADER_BLENDING | WINED3DFMT_FLAG_FILTERING
1633 | WINED3DFMT_FLAG_RENDERTARGET,
1634 WINED3D_GL_EXT_NONE, NULL},
1635 {WINED3DFMT_R16G16B16A16_UNORM, GL_RGBA16, GL_RGBA16, 0,
1636 GL_RGBA, GL_UNSIGNED_SHORT, 0,
1637 WINED3DFMT_FLAG_TEXTURE | WINED3DFMT_FLAG_POSTPIXELSHADER_BLENDING | WINED3DFMT_FLAG_FILTERING
1638 | WINED3DFMT_FLAG_RENDERTARGET,
1639 WINED3D_GL_EXT_NONE, NULL},
1640 {WINED3DFMT_R8G8_UNORM, GL_RG8, GL_RG8, 0,
1641 GL_RG, GL_UNSIGNED_BYTE, 0,
1642 WINED3DFMT_FLAG_TEXTURE | WINED3DFMT_FLAG_POSTPIXELSHADER_BLENDING | WINED3DFMT_FLAG_FILTERING
1643 | WINED3DFMT_FLAG_RENDERTARGET,
1644 ARB_TEXTURE_RG, NULL},
1645 {WINED3DFMT_R8G8_UINT, GL_RG8UI, GL_RG8UI, 0,
1646 GL_RG_INTEGER, GL_UNSIGNED_BYTE, 0,
1647 WINED3DFMT_FLAG_TEXTURE | WINED3DFMT_FLAG_RENDERTARGET,
1648 ARB_TEXTURE_RG, NULL},
1649 {WINED3DFMT_R8G8_SINT, GL_RG8I, GL_RG8I, 0,
1650 GL_RG_INTEGER, GL_BYTE, 0,
1651 WINED3DFMT_FLAG_TEXTURE | WINED3DFMT_FLAG_RENDERTARGET,
1652 ARB_TEXTURE_RG, NULL},
1653 {WINED3DFMT_R16G16B16A16_UINT, GL_RGBA16UI, GL_RGBA16UI, 0,
1654 GL_RGBA_INTEGER, GL_UNSIGNED_SHORT, 0,
1655 WINED3DFMT_FLAG_TEXTURE | WINED3DFMT_FLAG_RENDERTARGET,
1656 EXT_TEXTURE_INTEGER, NULL},
1657 {WINED3DFMT_R16G16B16A16_SINT, GL_RGBA16I, GL_RGBA16I, 0,
1658 GL_RGBA_INTEGER, GL_SHORT, 0,
1659 WINED3DFMT_FLAG_TEXTURE | WINED3DFMT_FLAG_RENDERTARGET,
1660 EXT_TEXTURE_INTEGER, NULL},
1661 {WINED3DFMT_R32G32_UINT, GL_RG32UI, GL_RG32UI, 0,
1662 GL_RG_INTEGER, GL_UNSIGNED_INT, 0,
1663 WINED3DFMT_FLAG_TEXTURE | WINED3DFMT_FLAG_RENDERTARGET,
1664 ARB_TEXTURE_RG, NULL},
1665 {WINED3DFMT_R32G32_SINT, GL_RG32I, GL_RG32I, 0,
1666 GL_RG_INTEGER, GL_INT, 0,
1667 WINED3DFMT_FLAG_TEXTURE | WINED3DFMT_FLAG_RENDERTARGET,
1668 ARB_TEXTURE_RG, NULL},
1669 {WINED3DFMT_R16G16_UINT, GL_RG16UI, GL_RG16UI, 0,
1670 GL_RG_INTEGER, GL_UNSIGNED_SHORT, 0,
1671 WINED3DFMT_FLAG_TEXTURE | WINED3DFMT_FLAG_RENDERTARGET,
1672 ARB_TEXTURE_RG, NULL},
1673 {WINED3DFMT_R16G16_SINT, GL_RG16I, GL_RG16I, 0,
1674 GL_RG_INTEGER, GL_SHORT, 0,
1675 WINED3DFMT_FLAG_TEXTURE | WINED3DFMT_FLAG_RENDERTARGET,
1676 ARB_TEXTURE_RG, NULL},
1677 {WINED3DFMT_R32_UINT, GL_R32UI, GL_R32UI, 0,
1678 GL_RED_INTEGER, GL_UNSIGNED_INT, 0,
1679 WINED3DFMT_FLAG_TEXTURE | WINED3DFMT_FLAG_RENDERTARGET,
1680 ARB_TEXTURE_RG, NULL},
1681 {WINED3DFMT_R32_SINT, GL_R32I, GL_R32I, 0,
1682 GL_RED_INTEGER, GL_INT, 0,
1683 WINED3DFMT_FLAG_TEXTURE | WINED3DFMT_FLAG_RENDERTARGET,
1684 ARB_TEXTURE_RG, NULL},
1685 {WINED3DFMT_R16_UNORM, GL_R16, GL_R16, 0,
1686 GL_RED, GL_UNSIGNED_SHORT, 0,
1687 WINED3DFMT_FLAG_TEXTURE | WINED3DFMT_FLAG_POSTPIXELSHADER_BLENDING | WINED3DFMT_FLAG_FILTERING
1688 | WINED3DFMT_FLAG_RENDERTARGET,
1689 ARB_TEXTURE_RG, NULL},
1690 {WINED3DFMT_R16_UINT, GL_R16UI, GL_R16UI, 0,
1691 GL_RED_INTEGER, GL_UNSIGNED_SHORT, 0,
1692 WINED3DFMT_FLAG_TEXTURE | WINED3DFMT_FLAG_RENDERTARGET,
1693 ARB_TEXTURE_RG, NULL},
1694 {WINED3DFMT_R16_SINT, GL_R16I, GL_R16I, 0,
1695 GL_RED_INTEGER, GL_SHORT, 0,
1696 WINED3DFMT_FLAG_TEXTURE | WINED3DFMT_FLAG_RENDERTARGET,
1697 ARB_TEXTURE_RG, NULL},
1698 {WINED3DFMT_R8_UINT, GL_R8UI, GL_R8UI, 0,
1699 GL_RED_INTEGER, GL_UNSIGNED_BYTE, 0,
1700 WINED3DFMT_FLAG_TEXTURE | WINED3DFMT_FLAG_RENDERTARGET,
1701 ARB_TEXTURE_RG, NULL},
1702 {WINED3DFMT_R8_SINT, GL_R8I, GL_R8I, 0,
1703 GL_RED_INTEGER, GL_BYTE, 0,
1704 WINED3DFMT_FLAG_TEXTURE | WINED3DFMT_FLAG_RENDERTARGET,
1705 ARB_TEXTURE_RG, NULL},
1706 /* Luminance */
1707 {WINED3DFMT_L8_UNORM, GL_LUMINANCE8, GL_SLUMINANCE8_EXT, 0,
1708 GL_LUMINANCE, GL_UNSIGNED_BYTE, 0,
1709 WINED3DFMT_FLAG_TEXTURE | WINED3DFMT_FLAG_POSTPIXELSHADER_BLENDING | WINED3DFMT_FLAG_FILTERING
1710 | WINED3DFMT_FLAG_SRGB_READ,
1711 WINED3D_GL_LEGACY_CONTEXT, NULL},
1712 {WINED3DFMT_L8_UNORM, GL_R8, GL_R8, 0,
1713 GL_RED, GL_UNSIGNED_BYTE, 0,
1714 WINED3DFMT_FLAG_TEXTURE | WINED3DFMT_FLAG_POSTPIXELSHADER_BLENDING | WINED3DFMT_FLAG_FILTERING
1715 | WINED3DFMT_FLAG_RENDERTARGET,
1716 ARB_TEXTURE_RG, NULL},
1717 {WINED3DFMT_L8A8_UNORM, GL_RG8, GL_RG8, 0,
1718 GL_RG, GL_UNSIGNED_BYTE, 0,
1719 WINED3DFMT_FLAG_TEXTURE | WINED3DFMT_FLAG_POSTPIXELSHADER_BLENDING | WINED3DFMT_FLAG_FILTERING,
1720 ARB_TEXTURE_RG, NULL},
1721 {WINED3DFMT_L8A8_UNORM, GL_LUMINANCE8_ALPHA8, GL_SLUMINANCE8_ALPHA8_EXT, 0,
1722 GL_LUMINANCE_ALPHA, GL_UNSIGNED_BYTE, 0,
1723 WINED3DFMT_FLAG_TEXTURE | WINED3DFMT_FLAG_POSTPIXELSHADER_BLENDING | WINED3DFMT_FLAG_FILTERING
1724 | WINED3DFMT_FLAG_SRGB_READ,
1725 WINED3D_GL_LEGACY_CONTEXT, NULL},
1726 {WINED3DFMT_L4A4_UNORM, GL_RG8, GL_RG8, 0,
1727 GL_RG, GL_UNSIGNED_BYTE, 2,
1728 WINED3DFMT_FLAG_FILTERING,
1729 ARB_TEXTURE_RG, convert_l4a4_unorm},
1730 {WINED3DFMT_L4A4_UNORM, GL_LUMINANCE4_ALPHA4, GL_LUMINANCE4_ALPHA4, 0,
1731 GL_LUMINANCE_ALPHA, GL_UNSIGNED_BYTE, 2,
1732 WINED3DFMT_FLAG_FILTERING,
1733 WINED3D_GL_LEGACY_CONTEXT, convert_l4a4_unorm},
1734 {WINED3DFMT_L16_UNORM, GL_R16, GL_R16, 0,
1735 GL_RED, GL_UNSIGNED_SHORT, 0,
1736 WINED3DFMT_FLAG_TEXTURE | WINED3DFMT_FLAG_POSTPIXELSHADER_BLENDING | WINED3DFMT_FLAG_FILTERING,
1737 ARB_TEXTURE_RG, NULL},
1738 {WINED3DFMT_L16_UNORM, GL_LUMINANCE16, GL_LUMINANCE16, 0,
1739 GL_LUMINANCE, GL_UNSIGNED_SHORT, 0,
1740 WINED3DFMT_FLAG_TEXTURE | WINED3DFMT_FLAG_POSTPIXELSHADER_BLENDING | WINED3DFMT_FLAG_FILTERING,
1741 WINED3D_GL_LEGACY_CONTEXT, NULL},
1742 /* Bump mapping stuff */
1743 {WINED3DFMT_R8G8_SNORM, GL_RGB8, GL_RGB8, 0,
1744 GL_BGR, GL_UNSIGNED_BYTE, 3,
1745 WINED3DFMT_FLAG_TEXTURE | WINED3DFMT_FLAG_POSTPIXELSHADER_BLENDING | WINED3DFMT_FLAG_FILTERING
1746 | WINED3DFMT_FLAG_BUMPMAP,
1747 WINED3D_GL_EXT_NONE, convert_r8g8_snorm},
1748 {WINED3DFMT_R8G8_SNORM, GL_DSDT8_NV, GL_DSDT8_NV, 0,
1749 GL_DSDT_NV, GL_BYTE, 0,
1750 WINED3DFMT_FLAG_TEXTURE | WINED3DFMT_FLAG_POSTPIXELSHADER_BLENDING | WINED3DFMT_FLAG_FILTERING
1751 | WINED3DFMT_FLAG_BUMPMAP,
1752 NV_TEXTURE_SHADER, NULL},
1753 {WINED3DFMT_R8G8_SNORM, GL_RG8_SNORM, GL_RG8_SNORM, 0,
1754 GL_RG, GL_BYTE, 0,
1755 WINED3DFMT_FLAG_TEXTURE | WINED3DFMT_FLAG_POSTPIXELSHADER_BLENDING | WINED3DFMT_FLAG_FILTERING
1756 | WINED3DFMT_FLAG_RENDERTARGET | WINED3DFMT_FLAG_BUMPMAP,
1757 EXT_TEXTURE_SNORM, NULL},
1758 {WINED3DFMT_R5G5_SNORM_L6_UNORM, GL_RGB5, GL_RGB5, 0,
1759 GL_RGB, GL_UNSIGNED_SHORT_5_6_5, 2,
1760 WINED3DFMT_FLAG_TEXTURE | WINED3DFMT_FLAG_POSTPIXELSHADER_BLENDING | WINED3DFMT_FLAG_FILTERING
1761 | WINED3DFMT_FLAG_BUMPMAP,
1762 WINED3D_GL_EXT_NONE, convert_r5g5_snorm_l6_unorm},
1763 {WINED3DFMT_R5G5_SNORM_L6_UNORM, GL_DSDT8_MAG8_NV, GL_DSDT8_MAG8_NV, 0,
1764 GL_DSDT_MAG_NV, GL_BYTE, 3,
1765 WINED3DFMT_FLAG_TEXTURE | WINED3DFMT_FLAG_POSTPIXELSHADER_BLENDING | WINED3DFMT_FLAG_FILTERING
1766 | WINED3DFMT_FLAG_BUMPMAP,
1767 NV_TEXTURE_SHADER, convert_r5g5_snorm_l6_unorm_nv},
1768 {WINED3DFMT_R5G5_SNORM_L6_UNORM, GL_RGB8_SNORM, GL_RGB8_SNORM, 0,
1769 GL_RGBA, GL_BYTE, 4,
1770 WINED3DFMT_FLAG_TEXTURE | WINED3DFMT_FLAG_POSTPIXELSHADER_BLENDING | WINED3DFMT_FLAG_FILTERING
1771 | WINED3DFMT_FLAG_BUMPMAP,
1772 EXT_TEXTURE_SNORM, convert_r5g5_snorm_l6_unorm_ext},
1773 {WINED3DFMT_R8G8_SNORM_L8X8_UNORM, GL_RGB8, GL_RGB8, 0,
1774 GL_BGRA, GL_UNSIGNED_INT_8_8_8_8_REV, 4,
1775 WINED3DFMT_FLAG_TEXTURE | WINED3DFMT_FLAG_POSTPIXELSHADER_BLENDING | WINED3DFMT_FLAG_FILTERING
1776 | WINED3DFMT_FLAG_BUMPMAP,
1777 WINED3D_GL_EXT_NONE, convert_r8g8_snorm_l8x8_unorm},
1778 {WINED3DFMT_R8G8_SNORM_L8X8_UNORM, GL_DSDT8_MAG8_INTENSITY8_NV, GL_DSDT8_MAG8_INTENSITY8_NV, 0,
1779 GL_DSDT_MAG_VIB_NV, GL_UNSIGNED_INT_8_8_S8_S8_REV_NV, 4,
1780 WINED3DFMT_FLAG_TEXTURE | WINED3DFMT_FLAG_POSTPIXELSHADER_BLENDING | WINED3DFMT_FLAG_FILTERING
1781 | WINED3DFMT_FLAG_BUMPMAP,
1782 NV_TEXTURE_SHADER, convert_r8g8_snorm_l8x8_unorm_nv},
1783 {WINED3DFMT_R8G8B8A8_SNORM, GL_RGBA8, GL_RGBA8, 0,
1784 GL_BGRA, GL_UNSIGNED_BYTE, 4,
1785 WINED3DFMT_FLAG_TEXTURE | WINED3DFMT_FLAG_POSTPIXELSHADER_BLENDING | WINED3DFMT_FLAG_FILTERING
1786 | WINED3DFMT_FLAG_BUMPMAP,
1787 WINED3D_GL_EXT_NONE, convert_r8g8b8a8_snorm},
1788 {WINED3DFMT_R8G8B8A8_SNORM, GL_SIGNED_RGBA8_NV, GL_SIGNED_RGBA8_NV, 0,
1789 GL_RGBA, GL_BYTE, 0,
1790 WINED3DFMT_FLAG_TEXTURE | WINED3DFMT_FLAG_POSTPIXELSHADER_BLENDING | WINED3DFMT_FLAG_FILTERING
1791 | WINED3DFMT_FLAG_BUMPMAP,
1792 NV_TEXTURE_SHADER, NULL},
1793 {WINED3DFMT_R8G8B8A8_SNORM, GL_RGBA8_SNORM, GL_RGBA8_SNORM, 0,
1794 GL_RGBA, GL_BYTE, 0,
1795 WINED3DFMT_FLAG_TEXTURE | WINED3DFMT_FLAG_POSTPIXELSHADER_BLENDING | WINED3DFMT_FLAG_FILTERING
1796 | WINED3DFMT_FLAG_RENDERTARGET | WINED3DFMT_FLAG_BUMPMAP,
1797 EXT_TEXTURE_SNORM, NULL},
1798 {WINED3DFMT_R16G16_SNORM, GL_RGB16, GL_RGB16, 0,
1799 GL_BGR, GL_UNSIGNED_SHORT, 6,
1800 WINED3DFMT_FLAG_TEXTURE | WINED3DFMT_FLAG_POSTPIXELSHADER_BLENDING | WINED3DFMT_FLAG_FILTERING
1801 | WINED3DFMT_FLAG_BUMPMAP,
1802 WINED3D_GL_EXT_NONE, convert_r16g16_snorm},
1803 {WINED3DFMT_R16G16_SNORM, GL_SIGNED_HILO16_NV, GL_SIGNED_HILO16_NV, 0,
1804 GL_HILO_NV, GL_SHORT, 0,
1805 WINED3DFMT_FLAG_TEXTURE | WINED3DFMT_FLAG_POSTPIXELSHADER_BLENDING | WINED3DFMT_FLAG_FILTERING
1806 | WINED3DFMT_FLAG_BUMPMAP,
1807 NV_TEXTURE_SHADER, NULL},
1808 {WINED3DFMT_R16G16_SNORM, GL_RG16_SNORM, GL_RG16_SNORM, 0,
1809 GL_RG, GL_SHORT, 0,
1810 WINED3DFMT_FLAG_TEXTURE | WINED3DFMT_FLAG_POSTPIXELSHADER_BLENDING | WINED3DFMT_FLAG_FILTERING
1811 | WINED3DFMT_FLAG_RENDERTARGET | WINED3DFMT_FLAG_BUMPMAP,
1812 EXT_TEXTURE_SNORM, NULL},
1813 {WINED3DFMT_R16G16B16A16_SNORM, GL_RGBA16_SNORM, GL_RGBA16_SNORM, 0,
1814 GL_RGBA, GL_SHORT, 0,
1815 WINED3DFMT_FLAG_TEXTURE | WINED3DFMT_FLAG_POSTPIXELSHADER_BLENDING | WINED3DFMT_FLAG_FILTERING
1816 | WINED3DFMT_FLAG_RENDERTARGET,
1817 EXT_TEXTURE_SNORM, NULL},
1818 {WINED3DFMT_R16_SNORM, GL_R16_SNORM, GL_R16_SNORM, 0,
1819 GL_RED, GL_SHORT, 0,
1820 WINED3DFMT_FLAG_TEXTURE | WINED3DFMT_FLAG_POSTPIXELSHADER_BLENDING | WINED3DFMT_FLAG_FILTERING
1821 | WINED3DFMT_FLAG_RENDERTARGET,
1822 EXT_TEXTURE_SNORM, NULL},
1823 {WINED3DFMT_R8_SNORM, GL_R8_SNORM, GL_R8_SNORM, 0,
1824 GL_RED, GL_BYTE, 0,
1825 WINED3DFMT_FLAG_TEXTURE | WINED3DFMT_FLAG_POSTPIXELSHADER_BLENDING | WINED3DFMT_FLAG_FILTERING
1826 | WINED3DFMT_FLAG_RENDERTARGET,
1827 EXT_TEXTURE_SNORM, NULL},
1828 /* Depth stencil formats */
1829 {WINED3DFMT_D16_LOCKABLE, GL_DEPTH_COMPONENT, GL_DEPTH_COMPONENT, 0,
1830 GL_DEPTH_COMPONENT, GL_UNSIGNED_SHORT, 0,
1831 WINED3DFMT_FLAG_DEPTH_STENCIL,
1832 WINED3D_GL_EXT_NONE, NULL},
1833 {WINED3DFMT_D16_LOCKABLE, GL_DEPTH_COMPONENT16, GL_DEPTH_COMPONENT16, 0,
1834 GL_DEPTH_COMPONENT, GL_UNSIGNED_SHORT, 0,
1835 WINED3DFMT_FLAG_TEXTURE | WINED3DFMT_FLAG_DEPTH_STENCIL | WINED3DFMT_FLAG_SHADOW,
1836 ARB_DEPTH_TEXTURE, NULL},
1837 {WINED3DFMT_D24_UNORM_S8_UINT, GL_DEPTH_COMPONENT24_ARB, GL_DEPTH_COMPONENT24_ARB, 0,
1838 GL_DEPTH_COMPONENT, GL_UNSIGNED_INT, 0,
1839 WINED3DFMT_FLAG_TEXTURE | WINED3DFMT_FLAG_POSTPIXELSHADER_BLENDING | WINED3DFMT_FLAG_FILTERING
1840 | WINED3DFMT_FLAG_DEPTH_STENCIL | WINED3DFMT_FLAG_SHADOW,
1841 ARB_DEPTH_TEXTURE, NULL},
1842 {WINED3DFMT_D24_UNORM_S8_UINT, GL_DEPTH24_STENCIL8, GL_DEPTH24_STENCIL8, 0,
1843 GL_DEPTH_STENCIL, GL_UNSIGNED_INT_24_8, 0,
1844 WINED3DFMT_FLAG_TEXTURE | WINED3DFMT_FLAG_POSTPIXELSHADER_BLENDING | WINED3DFMT_FLAG_FILTERING
1845 | WINED3DFMT_FLAG_DEPTH_STENCIL | WINED3DFMT_FLAG_SHADOW,
1846 EXT_PACKED_DEPTH_STENCIL, NULL},
1847 {WINED3DFMT_X8D24_UNORM, GL_DEPTH_COMPONENT, GL_DEPTH_COMPONENT, 0,
1848 GL_DEPTH_COMPONENT, GL_UNSIGNED_INT, 4,
1849 WINED3DFMT_FLAG_DEPTH_STENCIL,
1850 WINED3D_GL_EXT_NONE, x8_d24_unorm_upload, x8_d24_unorm_download},
1851 {WINED3DFMT_X8D24_UNORM, GL_DEPTH_COMPONENT24_ARB, GL_DEPTH_COMPONENT24_ARB, 0,
1852 GL_DEPTH_COMPONENT, GL_UNSIGNED_INT, 4,
1853 WINED3DFMT_FLAG_TEXTURE | WINED3DFMT_FLAG_POSTPIXELSHADER_BLENDING | WINED3DFMT_FLAG_FILTERING
1854 | WINED3DFMT_FLAG_DEPTH_STENCIL | WINED3DFMT_FLAG_SHADOW,
1855 ARB_DEPTH_TEXTURE, x8_d24_unorm_upload, x8_d24_unorm_download},
1856 {WINED3DFMT_D16_UNORM, GL_DEPTH_COMPONENT, GL_DEPTH_COMPONENT, 0,
1857 GL_DEPTH_COMPONENT, GL_UNSIGNED_SHORT, 0,
1858 WINED3DFMT_FLAG_DEPTH_STENCIL,
1859 WINED3D_GL_EXT_NONE, NULL},
1860 {WINED3DFMT_D16_UNORM, GL_DEPTH_COMPONENT16, GL_DEPTH_COMPONENT16, 0,
1861 GL_DEPTH_COMPONENT, GL_UNSIGNED_SHORT, 0,
1862 WINED3DFMT_FLAG_TEXTURE | WINED3DFMT_FLAG_POSTPIXELSHADER_BLENDING | WINED3DFMT_FLAG_FILTERING
1863 | WINED3DFMT_FLAG_DEPTH_STENCIL | WINED3DFMT_FLAG_SHADOW,
1864 ARB_DEPTH_TEXTURE, NULL},
1865 {WINED3DFMT_D32_FLOAT, GL_DEPTH_COMPONENT32F, GL_DEPTH_COMPONENT32F, 0,
1866 GL_DEPTH_COMPONENT, GL_FLOAT, 0,
1867 WINED3DFMT_FLAG_TEXTURE | WINED3DFMT_FLAG_DEPTH_STENCIL | WINED3DFMT_FLAG_SHADOW,
1868 ARB_DEPTH_BUFFER_FLOAT, NULL},
1869 {WINED3DFMT_D32_FLOAT_S8X24_UINT, GL_DEPTH32F_STENCIL8, GL_DEPTH32F_STENCIL8, 0,
1870 GL_DEPTH_STENCIL, GL_FLOAT_32_UNSIGNED_INT_24_8_REV, 0,
1871 WINED3DFMT_FLAG_TEXTURE | WINED3DFMT_FLAG_DEPTH_STENCIL | WINED3DFMT_FLAG_SHADOW,
1872 ARB_DEPTH_BUFFER_FLOAT, NULL},
1873 {WINED3DFMT_S8_UINT_D24_FLOAT, GL_DEPTH32F_STENCIL8, GL_DEPTH32F_STENCIL8, 0,
1874 GL_DEPTH_STENCIL, GL_FLOAT_32_UNSIGNED_INT_24_8_REV, 8,
1875 WINED3DFMT_FLAG_TEXTURE | WINED3DFMT_FLAG_DEPTH_STENCIL | WINED3DFMT_FLAG_SHADOW,
1876 ARB_DEPTH_BUFFER_FLOAT, convert_s8_uint_d24_float},
1877 {WINED3DFMT_R32G32B32A32_UINT, GL_RGBA32UI, GL_RGBA32UI, 0,
1878 GL_RGBA_INTEGER, GL_UNSIGNED_INT, 0,
1879 WINED3DFMT_FLAG_TEXTURE | WINED3DFMT_FLAG_RENDERTARGET,
1880 EXT_TEXTURE_INTEGER, NULL},
1881 {WINED3DFMT_R32G32B32A32_SINT, GL_RGBA32I, GL_RGBA32I, 0,
1882 GL_RGBA_INTEGER, GL_INT, 0,
1883 WINED3DFMT_FLAG_TEXTURE | WINED3DFMT_FLAG_RENDERTARGET,
1884 EXT_TEXTURE_INTEGER, NULL},
1885 /* Vendor-specific formats */
1886 {WINED3DFMT_ATI1N, GL_COMPRESSED_RED_RGTC1, GL_COMPRESSED_RED_RGTC1, 0,
1887 GL_RED, GL_UNSIGNED_BYTE, 0,
1888 WINED3DFMT_FLAG_TEXTURE | WINED3DFMT_FLAG_POSTPIXELSHADER_BLENDING | WINED3DFMT_FLAG_FILTERING,
1889 ARB_TEXTURE_COMPRESSION_RGTC, NULL},
1890 {WINED3DFMT_ATI2N, GL_COMPRESSED_LUMINANCE_ALPHA_3DC_ATI, GL_COMPRESSED_LUMINANCE_ALPHA_3DC_ATI, 0,
1891 GL_LUMINANCE_ALPHA, GL_UNSIGNED_BYTE, 0,
1892 WINED3DFMT_FLAG_TEXTURE | WINED3DFMT_FLAG_POSTPIXELSHADER_BLENDING | WINED3DFMT_FLAG_FILTERING,
1893 ATI_TEXTURE_COMPRESSION_3DC, NULL},
1894 {WINED3DFMT_ATI2N, GL_COMPRESSED_RG_RGTC2, GL_COMPRESSED_RG_RGTC2, 0,
1895 GL_LUMINANCE_ALPHA, GL_UNSIGNED_BYTE, 0,
1896 WINED3DFMT_FLAG_TEXTURE | WINED3DFMT_FLAG_POSTPIXELSHADER_BLENDING | WINED3DFMT_FLAG_FILTERING,
1897 EXT_TEXTURE_COMPRESSION_RGTC, NULL},
1898 {WINED3DFMT_ATI2N, GL_COMPRESSED_RG_RGTC2, GL_COMPRESSED_RG_RGTC2, 0,
1899 GL_RG, GL_UNSIGNED_BYTE, 0,
1900 WINED3DFMT_FLAG_TEXTURE | WINED3DFMT_FLAG_POSTPIXELSHADER_BLENDING | WINED3DFMT_FLAG_FILTERING,
1901 ARB_TEXTURE_COMPRESSION_RGTC, NULL},
1902 {WINED3DFMT_INTZ, GL_DEPTH24_STENCIL8, GL_DEPTH24_STENCIL8, 0,
1903 GL_DEPTH_STENCIL, GL_UNSIGNED_INT_24_8, 0,
1904 WINED3DFMT_FLAG_TEXTURE | WINED3DFMT_FLAG_POSTPIXELSHADER_BLENDING | WINED3DFMT_FLAG_FILTERING
1905 | WINED3DFMT_FLAG_DEPTH_STENCIL,
1906 EXT_PACKED_DEPTH_STENCIL, NULL},
1907 {WINED3DFMT_NULL, 0, 0, 0,
1908 GL_RGBA, GL_UNSIGNED_INT_8_8_8_8_REV, 0,
1909 WINED3DFMT_FLAG_TEXTURE | WINED3DFMT_FLAG_RENDERTARGET | WINED3DFMT_FLAG_FBO_ATTACHABLE,
1910 ARB_FRAMEBUFFER_OBJECT, NULL},
1911 /* DirectX 10 HDR formats */
1912 {WINED3DFMT_R9G9B9E5_SHAREDEXP, GL_RGB9_E5_EXT, GL_RGB9_E5_EXT, 0,
1913 GL_RGB, GL_UNSIGNED_INT_5_9_9_9_REV_EXT, 0,
1914 WINED3DFMT_FLAG_TEXTURE | WINED3DFMT_FLAG_POSTPIXELSHADER_BLENDING | WINED3DFMT_FLAG_FILTERING,
1915 EXT_TEXTURE_SHARED_EXPONENT, NULL},
1918 struct wined3d_format_srgb_info
1920 enum wined3d_format_id srgb_format_id;
1921 enum wined3d_format_id base_format_id;
1924 static const struct wined3d_format_srgb_info format_srgb_info[] =
1926 {WINED3DFMT_R8G8B8A8_UNORM_SRGB, WINED3DFMT_R8G8B8A8_UNORM},
1927 {WINED3DFMT_BC1_UNORM_SRGB, WINED3DFMT_BC1_UNORM},
1928 {WINED3DFMT_BC2_UNORM_SRGB, WINED3DFMT_BC2_UNORM},
1929 {WINED3DFMT_BC3_UNORM_SRGB, WINED3DFMT_BC3_UNORM},
1930 {WINED3DFMT_B8G8R8A8_UNORM_SRGB, WINED3DFMT_B8G8R8A8_UNORM},
1931 {WINED3DFMT_B8G8R8X8_UNORM_SRGB, WINED3DFMT_B8G8R8X8_UNORM},
1932 {WINED3DFMT_BC7_UNORM_SRGB, WINED3DFMT_BC7_UNORM},
1935 static inline int get_format_idx(enum wined3d_format_id format_id)
1937 unsigned int i;
1939 if (format_id < WINED3D_FORMAT_FOURCC_BASE)
1940 return format_id;
1942 for (i = 0; i < ARRAY_SIZE(format_index_remap); ++i)
1944 if (format_index_remap[i].id == format_id)
1945 return format_index_remap[i].idx;
1948 return -1;
1951 static struct wined3d_format_gl *wined3d_format_gl_mutable(struct wined3d_format *format)
1953 return CONTAINING_RECORD(format, struct wined3d_format_gl, f);
1956 static struct wined3d_format_vk *wined3d_format_vk_mutable(struct wined3d_format *format)
1958 return CONTAINING_RECORD(format, struct wined3d_format_vk, f);
1961 static struct wined3d_format *get_format_by_idx(const struct wined3d_adapter *adapter, int fmt_idx)
1963 return (struct wined3d_format *)((BYTE *)adapter->formats + fmt_idx * adapter->format_size);
1966 static struct wined3d_format_gl *get_format_gl_by_idx(const struct wined3d_adapter *adapter, int fmt_idx)
1968 return wined3d_format_gl_mutable(get_format_by_idx(adapter, fmt_idx));
1971 static struct wined3d_format *get_format_internal(const struct wined3d_adapter *adapter,
1972 enum wined3d_format_id format_id)
1974 int fmt_idx;
1976 if ((fmt_idx = get_format_idx(format_id)) == -1)
1978 ERR("Format %s (%#x) not found.\n", debug_d3dformat(format_id), format_id);
1979 return NULL;
1982 return get_format_by_idx(adapter, fmt_idx);
1985 static struct wined3d_format_gl *get_format_gl_internal(const struct wined3d_adapter *adapter,
1986 enum wined3d_format_id format_id)
1988 struct wined3d_format *format;
1990 if ((format = get_format_internal(adapter, format_id)))
1991 return wined3d_format_gl_mutable(format);
1993 return NULL;
1996 static void copy_format(const struct wined3d_adapter *adapter,
1997 struct wined3d_format *dst_format, const struct wined3d_format *src_format)
1999 enum wined3d_format_id id = dst_format->id;
2000 memcpy(dst_format, src_format, adapter->format_size);
2001 dst_format->id = id;
2004 static void format_set_flag(struct wined3d_format *format, unsigned int flag)
2006 unsigned int i;
2008 for (i = 0; i < ARRAY_SIZE(format->flags); ++i)
2009 format->flags[i] |= flag;
2012 static void format_clear_flag(struct wined3d_format *format, unsigned int flag)
2014 unsigned int i;
2016 for (i = 0; i < ARRAY_SIZE(format->flags); ++i)
2017 format->flags[i] &= ~flag;
2020 static enum wined3d_channel_type map_channel_type(char t)
2022 switch (t)
2024 case 'u':
2025 return WINED3D_CHANNEL_TYPE_UNORM;
2026 case 'i':
2027 return WINED3D_CHANNEL_TYPE_SNORM;
2028 case 'U':
2029 return WINED3D_CHANNEL_TYPE_UINT;
2030 case 'I':
2031 return WINED3D_CHANNEL_TYPE_SINT;
2032 case 'F':
2033 return WINED3D_CHANNEL_TYPE_FLOAT;
2034 case 'D':
2035 return WINED3D_CHANNEL_TYPE_DEPTH;
2036 case 'S':
2037 return WINED3D_CHANNEL_TYPE_STENCIL;
2038 case 'X':
2039 return WINED3D_CHANNEL_TYPE_UNUSED;
2040 default:
2041 ERR("Invalid channel type '%c'.\n", t);
2042 return WINED3D_CHANNEL_TYPE_NONE;
2046 static BOOL init_format_base_info(struct wined3d_adapter *adapter)
2048 struct wined3d_format *format;
2049 unsigned int i, j;
2051 for (i = 0; i < ARRAY_SIZE(formats); ++i)
2053 if (!(format = get_format_internal(adapter, formats[i].id)))
2054 return FALSE;
2056 format->id = formats[i].id;
2057 format->red_size = formats[i].red_size;
2058 format->green_size = formats[i].green_size;
2059 format->blue_size = formats[i].blue_size;
2060 format->alpha_size = formats[i].alpha_size;
2061 format->red_offset = formats[i].red_offset;
2062 format->green_offset = formats[i].green_offset;
2063 format->blue_offset = formats[i].blue_offset;
2064 format->alpha_offset = formats[i].alpha_offset;
2065 format->byte_count = formats[i].bpp;
2066 format->depth_size = formats[i].depth_size;
2067 format->stencil_size = formats[i].stencil_size;
2068 format->block_width = 1;
2069 format->block_height = 1;
2070 format->block_byte_count = formats[i].bpp;
2073 for (i = 0; i < ARRAY_SIZE(typed_formats); ++i)
2075 struct wined3d_format *typeless_format;
2076 unsigned int component_count = 0;
2077 DWORD flags = 0;
2079 if (!(format = get_format_internal(adapter, typed_formats[i].id)))
2080 return FALSE;
2082 if (!(typeless_format = get_format_internal(adapter, typed_formats[i].typeless_id)))
2083 return FALSE;
2085 format->id = typed_formats[i].id;
2086 format->red_size = typeless_format->red_size;
2087 format->green_size = typeless_format->green_size;
2088 format->blue_size = typeless_format->blue_size;
2089 format->alpha_size = typeless_format->alpha_size;
2090 format->red_offset = typeless_format->red_offset;
2091 format->green_offset = typeless_format->green_offset;
2092 format->blue_offset = typeless_format->blue_offset;
2093 format->alpha_offset = typeless_format->alpha_offset;
2094 format->byte_count = typeless_format->byte_count;
2095 format->depth_size = typeless_format->depth_size;
2096 format->stencil_size = typeless_format->stencil_size;
2097 format->block_width = typeless_format->block_width;
2098 format->block_height = typeless_format->block_height;
2099 format->block_byte_count = typeless_format->block_byte_count;
2100 format->typeless_id = typeless_format->id;
2102 typeless_format->typeless_id = typeless_format->id;
2104 for (j = 0; j < strlen(typed_formats[i].channels); ++j)
2106 enum wined3d_channel_type channel_type = map_channel_type(typed_formats[i].channels[j]);
2108 if (channel_type == WINED3D_CHANNEL_TYPE_UNORM || channel_type == WINED3D_CHANNEL_TYPE_SNORM)
2109 flags |= WINED3DFMT_FLAG_NORMALISED;
2110 if (channel_type == WINED3D_CHANNEL_TYPE_UINT || channel_type == WINED3D_CHANNEL_TYPE_SINT)
2111 flags |= WINED3DFMT_FLAG_INTEGER;
2112 if (channel_type == WINED3D_CHANNEL_TYPE_FLOAT)
2113 flags |= WINED3DFMT_FLAG_FLOAT;
2114 if (channel_type != WINED3D_CHANNEL_TYPE_UNUSED)
2115 ++component_count;
2117 if (channel_type == WINED3D_CHANNEL_TYPE_DEPTH && !format->depth_size)
2119 format->depth_size = format->red_size;
2120 format->red_size = format->red_offset = 0;
2123 if (channel_type == WINED3D_CHANNEL_TYPE_STENCIL && !format->stencil_size)
2125 format->stencil_size = format->green_size;
2126 format->green_size = format->green_offset = 0;
2130 format->component_count = component_count;
2131 format_set_flag(format, flags);
2134 for (i = 0; i < ARRAY_SIZE(ddi_formats); ++i)
2136 if (!(format = get_format_internal(adapter, ddi_formats[i].id)))
2137 return FALSE;
2139 format->ddi_format = ddi_formats[i].ddi_format;
2142 for (i = 0; i < ARRAY_SIZE(format_base_flags); ++i)
2144 if (!(format = get_format_internal(adapter, format_base_flags[i].id)))
2145 return FALSE;
2147 format_set_flag(format, format_base_flags[i].flags);
2150 return TRUE;
2153 static BOOL init_format_block_info(struct wined3d_adapter *adapter)
2155 struct wined3d_format *format;
2156 unsigned int i;
2158 for (i = 0; i < ARRAY_SIZE(format_block_info); ++i)
2160 if (!(format = get_format_internal(adapter, format_block_info[i].id)))
2161 return FALSE;
2163 format->block_width = format_block_info[i].block_width;
2164 format->block_height = format_block_info[i].block_height;
2165 format->block_byte_count = format_block_info[i].block_byte_count;
2166 format_set_flag(format, WINED3DFMT_FLAG_BLOCKS | format_block_info[i].flags);
2169 return TRUE;
2172 /* Most compressed formats are not supported for 3D textures by OpenGL.
2174 * In the case of the S3TC/DXTn formats, NV_texture_compression_vtc provides
2175 * these formats for 3D textures, but unfortunately the block layout is
2176 * different from the one used by Direct3D.
2178 * Since applications either don't check format availability at all before
2179 * using these, or refuse to run without them, we decompress them on upload.
2181 * Affected applications include "Heroes VI", "From Dust", "Halo Online" and
2182 * "Eldorado". */
2183 static BOOL init_format_decompress_info(struct wined3d_adapter *adapter)
2185 struct wined3d_format *format;
2186 unsigned int i;
2188 for (i = 0; i < ARRAY_SIZE(format_decompress_info); ++i)
2190 if (!(format = get_format_internal(adapter, format_decompress_info[i].id)))
2191 return FALSE;
2193 format->flags[WINED3D_GL_RES_TYPE_TEX_3D] |= WINED3DFMT_FLAG_DECOMPRESS;
2194 format->decompress = format_decompress_info[i].decompress;
2197 return TRUE;
2200 static BOOL init_srgb_formats(struct wined3d_adapter *adapter)
2202 struct wined3d_format *format, *srgb_format;
2203 unsigned int i;
2205 for (i = 0; i < ARRAY_SIZE(format_srgb_info); ++i)
2207 if (!(srgb_format = get_format_internal(adapter, format_srgb_info[i].srgb_format_id)))
2208 return FALSE;
2209 if (!(format = get_format_internal(adapter, format_srgb_info[i].base_format_id)))
2210 return FALSE;
2212 copy_format(adapter, srgb_format, format);
2215 return TRUE;
2218 static GLenum wined3d_gl_type_to_enum(enum wined3d_gl_resource_type type)
2220 switch (type)
2222 case WINED3D_GL_RES_TYPE_TEX_1D:
2223 return GL_TEXTURE_1D;
2224 case WINED3D_GL_RES_TYPE_TEX_2D:
2225 return GL_TEXTURE_2D;
2226 case WINED3D_GL_RES_TYPE_TEX_3D:
2227 return GL_TEXTURE_3D;
2228 case WINED3D_GL_RES_TYPE_TEX_CUBE:
2229 return GL_TEXTURE_CUBE_MAP_ARB;
2230 case WINED3D_GL_RES_TYPE_TEX_RECT:
2231 return GL_TEXTURE_RECTANGLE_ARB;
2232 case WINED3D_GL_RES_TYPE_BUFFER:
2233 return GL_TEXTURE_2D; /* TODO: GL_TEXTURE_BUFFER. */
2234 case WINED3D_GL_RES_TYPE_RB:
2235 return GL_RENDERBUFFER;
2236 case WINED3D_GL_RES_TYPE_COUNT:
2237 break;
2239 ERR("Unexpected GL resource type %u.\n", type);
2240 return 0;
2243 static void delete_fbo_attachment(const struct wined3d_gl_info *gl_info,
2244 enum wined3d_gl_resource_type d3d_type, GLuint object)
2246 switch (d3d_type)
2248 case WINED3D_GL_RES_TYPE_TEX_1D:
2249 case WINED3D_GL_RES_TYPE_TEX_2D:
2250 case WINED3D_GL_RES_TYPE_TEX_RECT:
2251 case WINED3D_GL_RES_TYPE_TEX_3D:
2252 case WINED3D_GL_RES_TYPE_TEX_CUBE:
2253 gl_info->gl_ops.gl.p_glDeleteTextures(1, &object);
2254 break;
2256 case WINED3D_GL_RES_TYPE_RB:
2257 gl_info->fbo_ops.glDeleteRenderbuffers(1, &object);
2258 break;
2260 case WINED3D_GL_RES_TYPE_BUFFER:
2261 case WINED3D_GL_RES_TYPE_COUNT:
2262 break;
2266 static void create_and_bind_fbo_attachment(const struct wined3d_gl_info *gl_info,
2267 const struct wined3d_format_gl *format_gl,
2268 enum wined3d_gl_resource_type d3d_type, GLuint *object, GLenum internal)
2270 GLenum format = format_gl->format;
2271 GLenum type = format_gl->type;
2272 GLenum attach_type;
2274 attach_type = format_gl->f.depth_size ? GL_DEPTH_ATTACHMENT : GL_COLOR_ATTACHMENT0;
2275 switch (d3d_type)
2277 case WINED3D_GL_RES_TYPE_TEX_1D:
2278 gl_info->gl_ops.gl.p_glGenTextures(1, object);
2279 gl_info->gl_ops.gl.p_glBindTexture(GL_TEXTURE_1D, *object);
2280 gl_info->gl_ops.gl.p_glTexImage1D(GL_TEXTURE_1D, 0, internal, 16, 0, format, type, NULL);
2281 gl_info->gl_ops.gl.p_glTexParameteri(GL_TEXTURE_1D, GL_TEXTURE_MIN_FILTER, GL_NEAREST);
2282 gl_info->gl_ops.gl.p_glTexParameteri(GL_TEXTURE_1D, GL_TEXTURE_MAG_FILTER, GL_NEAREST);
2284 gl_info->fbo_ops.glFramebufferTexture1D(GL_FRAMEBUFFER, attach_type, GL_TEXTURE_1D, *object, 0);
2285 if (format_gl->f.stencil_size)
2286 gl_info->fbo_ops.glFramebufferTexture1D(GL_FRAMEBUFFER,
2287 GL_STENCIL_ATTACHMENT, GL_TEXTURE_1D, *object, 0);
2288 break;
2290 case WINED3D_GL_RES_TYPE_TEX_2D:
2291 case WINED3D_GL_RES_TYPE_TEX_RECT:
2292 gl_info->gl_ops.gl.p_glGenTextures(1, object);
2293 gl_info->gl_ops.gl.p_glBindTexture(wined3d_gl_type_to_enum(d3d_type), *object);
2294 gl_info->gl_ops.gl.p_glTexImage2D(wined3d_gl_type_to_enum(d3d_type), 0, internal, 16, 16, 0,
2295 format, type, NULL);
2296 gl_info->gl_ops.gl.p_glTexParameteri(wined3d_gl_type_to_enum(d3d_type), GL_TEXTURE_MIN_FILTER, GL_NEAREST);
2297 gl_info->gl_ops.gl.p_glTexParameteri(wined3d_gl_type_to_enum(d3d_type), GL_TEXTURE_MAG_FILTER, GL_NEAREST);
2299 gl_info->fbo_ops.glFramebufferTexture2D(GL_FRAMEBUFFER, attach_type,
2300 wined3d_gl_type_to_enum(d3d_type), *object, 0);
2301 if (format_gl->f.stencil_size)
2302 gl_info->fbo_ops.glFramebufferTexture2D(GL_FRAMEBUFFER, GL_STENCIL_ATTACHMENT,
2303 wined3d_gl_type_to_enum(d3d_type), *object, 0);
2304 break;
2306 case WINED3D_GL_RES_TYPE_TEX_3D:
2307 gl_info->gl_ops.gl.p_glGenTextures(1, object);
2308 gl_info->gl_ops.gl.p_glBindTexture(GL_TEXTURE_3D, *object);
2309 GL_EXTCALL(glTexImage3D(GL_TEXTURE_3D, 0, internal, 16, 16, 16, 0, format, type, NULL));
2310 gl_info->gl_ops.gl.p_glTexParameteri(GL_TEXTURE_3D, GL_TEXTURE_MIN_FILTER, GL_NEAREST);
2311 gl_info->gl_ops.gl.p_glTexParameteri(GL_TEXTURE_3D, GL_TEXTURE_MAG_FILTER, GL_NEAREST);
2313 gl_info->fbo_ops.glFramebufferTexture3D(GL_FRAMEBUFFER, attach_type, GL_TEXTURE_3D, *object, 0, 0);
2314 if (format_gl->f.stencil_size)
2315 gl_info->fbo_ops.glFramebufferTexture3D(GL_FRAMEBUFFER,
2316 GL_STENCIL_ATTACHMENT, GL_TEXTURE_3D, *object, 0, 0);
2317 break;
2319 case WINED3D_GL_RES_TYPE_TEX_CUBE:
2320 gl_info->gl_ops.gl.p_glGenTextures(1, object);
2321 gl_info->gl_ops.gl.p_glBindTexture(GL_TEXTURE_CUBE_MAP_ARB, *object);
2322 gl_info->gl_ops.gl.p_glTexImage2D(GL_TEXTURE_CUBE_MAP_POSITIVE_X_ARB, 0, internal, 16, 16, 0,
2323 format, type, NULL);
2324 gl_info->gl_ops.gl.p_glTexImage2D(GL_TEXTURE_CUBE_MAP_NEGATIVE_X_ARB, 0, internal, 16, 16, 0,
2325 format, type, NULL);
2326 gl_info->gl_ops.gl.p_glTexImage2D(GL_TEXTURE_CUBE_MAP_POSITIVE_Y_ARB, 0, internal, 16, 16, 0,
2327 format, type, NULL);
2328 gl_info->gl_ops.gl.p_glTexImage2D(GL_TEXTURE_CUBE_MAP_NEGATIVE_Y_ARB, 0, internal, 16, 16, 0,
2329 format, type, NULL);
2330 gl_info->gl_ops.gl.p_glTexImage2D(GL_TEXTURE_CUBE_MAP_POSITIVE_Z_ARB, 0, internal, 16, 16, 0,
2331 format, type, NULL);
2332 gl_info->gl_ops.gl.p_glTexImage2D(GL_TEXTURE_CUBE_MAP_NEGATIVE_Z_ARB, 0, internal, 16, 16, 0,
2333 format, type, NULL);
2334 gl_info->gl_ops.gl.p_glTexParameteri(GL_TEXTURE_CUBE_MAP_ARB, GL_TEXTURE_MIN_FILTER, GL_NEAREST);
2335 gl_info->gl_ops.gl.p_glTexParameteri(GL_TEXTURE_CUBE_MAP_ARB, GL_TEXTURE_MAG_FILTER, GL_NEAREST);
2337 gl_info->fbo_ops.glFramebufferTexture2D(GL_FRAMEBUFFER, attach_type,
2338 GL_TEXTURE_CUBE_MAP_POSITIVE_X_ARB, *object, 0);
2339 if (format_gl->f.stencil_size)
2340 gl_info->fbo_ops.glFramebufferTexture2D(GL_FRAMEBUFFER, GL_STENCIL_ATTACHMENT,
2341 GL_TEXTURE_CUBE_MAP_POSITIVE_X_ARB, *object, 0);
2342 break;
2344 case WINED3D_GL_RES_TYPE_RB:
2345 gl_info->fbo_ops.glGenRenderbuffers(1, object);
2346 gl_info->fbo_ops.glBindRenderbuffer(GL_RENDERBUFFER, *object);
2347 gl_info->fbo_ops.glRenderbufferStorage(GL_RENDERBUFFER, internal, 16, 16);
2348 gl_info->fbo_ops.glFramebufferRenderbuffer(GL_FRAMEBUFFER, attach_type, GL_RENDERBUFFER, *object);
2349 if (format_gl->f.stencil_size)
2350 gl_info->fbo_ops.glFramebufferRenderbuffer(GL_FRAMEBUFFER,
2351 GL_STENCIL_ATTACHMENT, GL_RENDERBUFFER, *object);
2352 break;
2354 case WINED3D_GL_RES_TYPE_BUFFER:
2355 case WINED3D_GL_RES_TYPE_COUNT:
2356 break;
2359 /* Ideally we'd skip all formats already known not to work on textures
2360 * by checking for WINED3DFMT_FLAG_TEXTURE here. However, we want to
2361 * know if we can attach WINED3DFMT_P8_UINT textures to FBOs, and this
2362 * format never has WINED3DFMT_FLAG_TEXTURE set. Instead, swallow GL
2363 * errors generated by invalid formats. */
2364 while (gl_info->gl_ops.gl.p_glGetError());
2367 static void draw_test_quad(struct wined3d_caps_gl_ctx *ctx, const struct wined3d_vec3 *geometry,
2368 const struct wined3d_color *color)
2370 const struct wined3d_gl_info *gl_info = ctx->gl_info;
2371 static const struct wined3d_vec3 default_geometry[] =
2373 {-1.0f, -1.0f, 0.0f},
2374 { 1.0f, -1.0f, 0.0f},
2375 {-1.0f, 1.0f, 0.0f},
2376 { 1.0f, 1.0f, 0.0f},
2378 static const char vs_core_header[] =
2379 "#version 150\n"
2380 "in vec4 pos;\n"
2381 "in vec4 color;\n"
2382 "out vec4 out_color;\n"
2383 "\n";
2384 static const char vs_legacy_header[] =
2385 "#version 120\n"
2386 "attribute vec4 pos;\n"
2387 "attribute vec4 color;\n"
2388 "varying vec4 out_color;\n"
2389 "\n";
2390 static const char vs_body[] =
2391 "void main()\n"
2392 "{\n"
2393 " gl_Position = pos;\n"
2394 " out_color = color;\n"
2395 "}\n";
2396 static const char fs_core[] =
2397 "#version 150\n"
2398 "in vec4 out_color;\n"
2399 "out vec4 fragment_color;\n"
2400 "\n"
2401 "void main()\n"
2402 "{\n"
2403 " fragment_color = out_color;\n"
2404 "}\n";
2405 static const char fs_legacy[] =
2406 "#version 120\n"
2407 "varying vec4 out_color;\n"
2408 "\n"
2409 "void main()\n"
2410 "{\n"
2411 " gl_FragData[0] = out_color;\n"
2412 "}\n";
2413 const char *source[2];
2414 GLuint vs_id, fs_id;
2415 unsigned int i;
2417 if (!geometry)
2418 geometry = default_geometry;
2420 if (!gl_info->supported[ARB_VERTEX_BUFFER_OBJECT] || !gl_info->supported[ARB_VERTEX_SHADER]
2421 || !gl_info->supported[ARB_FRAGMENT_SHADER])
2423 gl_info->gl_ops.gl.p_glDisable(GL_LIGHTING);
2424 gl_info->gl_ops.gl.p_glMatrixMode(GL_MODELVIEW);
2425 gl_info->gl_ops.gl.p_glLoadIdentity();
2426 gl_info->gl_ops.gl.p_glMatrixMode(GL_PROJECTION);
2427 gl_info->gl_ops.gl.p_glLoadIdentity();
2429 gl_info->gl_ops.gl.p_glBegin(GL_TRIANGLE_STRIP);
2430 gl_info->gl_ops.gl.p_glColor4f(color->r, color->g, color->b, color->a);
2431 for (i = 0; i < 4; ++i)
2432 gl_info->gl_ops.gl.p_glVertex3fv(&geometry[i].x);
2433 gl_info->gl_ops.gl.p_glEnd();
2434 checkGLcall("draw quad");
2435 return;
2438 if (!ctx->test_vbo)
2439 GL_EXTCALL(glGenBuffers(1, &ctx->test_vbo));
2440 GL_EXTCALL(glBindBuffer(GL_ARRAY_BUFFER, ctx->test_vbo));
2441 GL_EXTCALL(glBufferData(GL_ARRAY_BUFFER, sizeof(struct wined3d_vec3) * 4, geometry, GL_STREAM_DRAW));
2442 GL_EXTCALL(glVertexAttribPointer(0, 3, GL_FLOAT, FALSE, 0, NULL));
2443 GL_EXTCALL(glVertexAttrib4f(1, color->r, color->g, color->b, color->a));
2444 GL_EXTCALL(glEnableVertexAttribArray(0));
2445 GL_EXTCALL(glDisableVertexAttribArray(1));
2447 if (!ctx->test_program_id)
2449 BOOL use_glsl_150 = gl_info->glsl_version >= MAKEDWORD_VERSION(1, 50);
2451 ctx->test_program_id = GL_EXTCALL(glCreateProgram());
2453 vs_id = GL_EXTCALL(glCreateShader(GL_VERTEX_SHADER));
2454 source[0] = use_glsl_150 ? vs_core_header : vs_legacy_header;
2455 source[1] = vs_body;
2456 GL_EXTCALL(glShaderSource(vs_id, 2, source, NULL));
2457 GL_EXTCALL(glAttachShader(ctx->test_program_id, vs_id));
2458 GL_EXTCALL(glDeleteShader(vs_id));
2460 fs_id = GL_EXTCALL(glCreateShader(GL_FRAGMENT_SHADER));
2461 source[0] = use_glsl_150 ? fs_core : fs_legacy;
2462 GL_EXTCALL(glShaderSource(fs_id, 1, source, NULL));
2463 GL_EXTCALL(glAttachShader(ctx->test_program_id, fs_id));
2464 GL_EXTCALL(glDeleteShader(fs_id));
2466 GL_EXTCALL(glBindAttribLocation(ctx->test_program_id, 0, "pos"));
2467 GL_EXTCALL(glBindAttribLocation(ctx->test_program_id, 1, "color"));
2469 if (use_glsl_150)
2470 GL_EXTCALL(glBindFragDataLocation(ctx->test_program_id, 0, "fragment_color"));
2472 GL_EXTCALL(glCompileShader(vs_id));
2473 print_glsl_info_log(gl_info, vs_id, FALSE);
2474 GL_EXTCALL(glCompileShader(fs_id));
2475 print_glsl_info_log(gl_info, fs_id, FALSE);
2476 GL_EXTCALL(glLinkProgram(ctx->test_program_id));
2477 shader_glsl_validate_link(gl_info, ctx->test_program_id);
2479 GL_EXTCALL(glUseProgram(ctx->test_program_id));
2481 gl_info->gl_ops.gl.p_glDrawArrays(GL_TRIANGLE_STRIP, 0, 4);
2483 GL_EXTCALL(glUseProgram(0));
2484 GL_EXTCALL(glDisableVertexAttribArray(0));
2485 GL_EXTCALL(glBindBuffer(GL_ARRAY_BUFFER, 0));
2486 checkGLcall("draw quad");
2489 /* Context activation is done by the caller. */
2490 static void check_fbo_compat(struct wined3d_caps_gl_ctx *ctx, struct wined3d_format_gl *format)
2492 /* Check if the default internal format is supported as a frame buffer
2493 * target, otherwise fall back to the render target internal.
2495 * Try to stick to the standard format if possible, this limits precision differences. */
2496 static const struct wined3d_color black = {0.0f, 0.0f, 0.0f, 1.0f};
2497 static const struct wined3d_color half_transparent_red = {1.0f, 0.0f, 0.0f, 0.5f};
2498 const struct wined3d_gl_info *gl_info = ctx->gl_info;
2499 GLenum status, rt_internal = format->rt_internal;
2500 GLuint object, color_rb;
2501 enum wined3d_gl_resource_type type;
2502 BOOL fallback_fmt_used = FALSE, regular_fmt_used = FALSE;
2504 gl_info->gl_ops.gl.p_glDisable(GL_BLEND);
2506 for (type = 0; type < ARRAY_SIZE(format->f.flags); ++type)
2508 const char *type_string = "color";
2510 if (type == WINED3D_GL_RES_TYPE_BUFFER)
2511 continue;
2513 create_and_bind_fbo_attachment(gl_info, format, type, &object, format->internal);
2515 if (format->f.flags[type] & WINED3DFMT_FLAG_DEPTH_STENCIL)
2517 gl_info->fbo_ops.glGenRenderbuffers(1, &color_rb);
2518 gl_info->fbo_ops.glBindRenderbuffer(GL_RENDERBUFFER, color_rb);
2519 if (type == WINED3D_GL_RES_TYPE_TEX_1D)
2520 gl_info->fbo_ops.glRenderbufferStorage(GL_RENDERBUFFER, GL_RGBA8, 16, 1);
2521 else
2522 gl_info->fbo_ops.glRenderbufferStorage(GL_RENDERBUFFER, GL_RGBA8, 16, 16);
2524 gl_info->fbo_ops.glFramebufferRenderbuffer(GL_FRAMEBUFFER,
2525 GL_COLOR_ATTACHMENT0, GL_RENDERBUFFER, color_rb);
2526 checkGLcall("Create and attach color rb attachment");
2527 type_string = "depth / stencil";
2530 status = gl_info->fbo_ops.glCheckFramebufferStatus(GL_FRAMEBUFFER);
2531 checkGLcall("Framebuffer format check");
2533 if (status == GL_FRAMEBUFFER_COMPLETE)
2535 TRACE("Format %s is supported as FBO %s attachment, type %u.\n",
2536 debug_d3dformat(format->f.id), type_string, type);
2537 format->f.flags[type] |= WINED3DFMT_FLAG_FBO_ATTACHABLE;
2538 format->rt_internal = format->internal;
2539 regular_fmt_used = TRUE;
2541 else
2543 if (!rt_internal)
2545 if (format->f.flags[type] & (WINED3DFMT_FLAG_RENDERTARGET | WINED3DFMT_FLAG_DEPTH_STENCIL))
2547 WARN("Format %s with rendertarget flag is not supported as FBO color attachment (type %u),"
2548 " and no fallback specified.\n", debug_d3dformat(format->f.id), type);
2549 format->f.flags[type] &= ~(WINED3DFMT_FLAG_RENDERTARGET | WINED3DFMT_FLAG_DEPTH_STENCIL);
2551 else
2553 TRACE("Format %s is not supported as FBO %s attachment, type %u.\n",
2554 debug_d3dformat(format->f.id), type_string, type);
2556 format->rt_internal = format->internal;
2558 else
2560 TRACE("Format %s is not supported as FBO %s attachment (type %u),"
2561 " trying rtInternal format as fallback.\n",
2562 debug_d3dformat(format->f.id), type_string, type);
2564 while (gl_info->gl_ops.gl.p_glGetError());
2566 delete_fbo_attachment(gl_info, type, object);
2567 create_and_bind_fbo_attachment(gl_info, format, type, &object, format->rt_internal);
2569 status = gl_info->fbo_ops.glCheckFramebufferStatus(GL_FRAMEBUFFER);
2570 checkGLcall("Framebuffer format check");
2572 if (status == GL_FRAMEBUFFER_COMPLETE)
2574 TRACE("Format %s rtInternal format is supported as FBO %s attachment, type %u.\n",
2575 debug_d3dformat(format->f.id), type_string, type);
2576 fallback_fmt_used = TRUE;
2578 else
2580 WARN("Format %s rtInternal format is not supported as FBO %s attachment, type %u.\n",
2581 debug_d3dformat(format->f.id), type_string, type);
2582 format->f.flags[type] &= ~(WINED3DFMT_FLAG_RENDERTARGET | WINED3DFMT_FLAG_DEPTH_STENCIL);
2587 if (status == GL_FRAMEBUFFER_COMPLETE
2588 && ((format->f.flags[type] & WINED3DFMT_FLAG_POSTPIXELSHADER_BLENDING)
2589 || !(gl_info->quirks & WINED3D_QUIRK_LIMITED_TEX_FILTERING))
2590 && !(format->f.flags[type] & WINED3DFMT_FLAG_INTEGER)
2591 && format->f.id != WINED3DFMT_NULL && format->f.id != WINED3DFMT_P8_UINT
2592 && format->format != GL_LUMINANCE && format->format != GL_LUMINANCE_ALPHA
2593 && (format->f.red_size || format->f.alpha_size))
2595 DWORD readback[16 * 16 * 16], color = 0, r_range, a_range;
2596 BYTE r, a;
2597 BOOL match = TRUE;
2598 GLuint rb;
2600 if (gl_info->supported[EXT_PACKED_DEPTH_STENCIL])
2602 gl_info->fbo_ops.glGenRenderbuffers(1, &rb);
2603 gl_info->fbo_ops.glBindRenderbuffer(GL_RENDERBUFFER, rb);
2604 if (type == WINED3D_GL_RES_TYPE_TEX_1D)
2605 gl_info->fbo_ops.glRenderbufferStorage(GL_RENDERBUFFER, GL_DEPTH24_STENCIL8, 16, 1);
2606 else
2607 gl_info->fbo_ops.glRenderbufferStorage(GL_RENDERBUFFER, GL_DEPTH24_STENCIL8, 16, 16);
2608 gl_info->fbo_ops.glFramebufferRenderbuffer(GL_FRAMEBUFFER, GL_DEPTH_ATTACHMENT, GL_RENDERBUFFER, rb);
2609 gl_info->fbo_ops.glFramebufferRenderbuffer(GL_FRAMEBUFFER, GL_STENCIL_ATTACHMENT, GL_RENDERBUFFER, rb);
2610 checkGLcall("RB attachment");
2613 gl_info->gl_ops.gl.p_glEnable(GL_BLEND);
2614 gl_info->gl_ops.gl.p_glClearColor(0.0f, 0.0f, 0.0f, 1.0f);
2615 gl_info->gl_ops.gl.p_glClear(GL_COLOR_BUFFER_BIT);
2616 if (gl_info->gl_ops.gl.p_glGetError() == GL_INVALID_FRAMEBUFFER_OPERATION)
2618 while (gl_info->gl_ops.gl.p_glGetError());
2619 TRACE("Format %s doesn't support post-pixelshader blending, type %u.\n",
2620 debug_d3dformat(format->f.id), type);
2621 format->f.flags[type] &= ~WINED3DFMT_FLAG_POSTPIXELSHADER_BLENDING;
2623 else
2625 gl_info->gl_ops.gl.p_glDisable(GL_BLEND);
2626 if (type == WINED3D_GL_RES_TYPE_TEX_1D)
2627 gl_info->gl_ops.gl.p_glViewport(0, 0, 16, 1);
2628 else
2629 gl_info->gl_ops.gl.p_glViewport(0, 0, 16, 16);
2630 gl_info->gl_ops.gl.p_glBlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
2632 draw_test_quad(ctx, NULL, &black);
2634 gl_info->gl_ops.gl.p_glEnable(GL_BLEND);
2636 draw_test_quad(ctx, NULL, &half_transparent_red);
2638 gl_info->gl_ops.gl.p_glDisable(GL_BLEND);
2640 switch (type)
2642 case WINED3D_GL_RES_TYPE_TEX_1D:
2643 /* Rebinding texture to workaround a fglrx bug. */
2644 gl_info->gl_ops.gl.p_glBindTexture(GL_TEXTURE_1D, object);
2645 gl_info->gl_ops.gl.p_glGetTexImage(GL_TEXTURE_1D, 0, GL_BGRA,
2646 GL_UNSIGNED_INT_8_8_8_8_REV, readback);
2647 color = readback[7];
2648 break;
2650 case WINED3D_GL_RES_TYPE_TEX_2D:
2651 case WINED3D_GL_RES_TYPE_TEX_3D:
2652 case WINED3D_GL_RES_TYPE_TEX_RECT:
2653 /* Rebinding texture to workaround a fglrx bug. */
2654 gl_info->gl_ops.gl.p_glBindTexture(wined3d_gl_type_to_enum(type), object);
2655 gl_info->gl_ops.gl.p_glGetTexImage(wined3d_gl_type_to_enum(type), 0, GL_BGRA,
2656 GL_UNSIGNED_INT_8_8_8_8_REV, readback);
2657 color = readback[7 * 16 + 7];
2658 break;
2660 case WINED3D_GL_RES_TYPE_TEX_CUBE:
2661 /* Rebinding texture to workaround a fglrx bug. */
2662 gl_info->gl_ops.gl.p_glBindTexture(GL_TEXTURE_CUBE_MAP_ARB, object);
2663 gl_info->gl_ops.gl.p_glGetTexImage(GL_TEXTURE_CUBE_MAP_POSITIVE_X_ARB, 0, GL_BGRA,
2664 GL_UNSIGNED_INT_8_8_8_8_REV, readback);
2665 color = readback[7 * 16 + 7];
2666 break;
2668 case WINED3D_GL_RES_TYPE_RB:
2669 gl_info->gl_ops.gl.p_glReadPixels(0, 0, 16, 16,
2670 GL_BGRA, GL_UNSIGNED_INT_8_8_8_8_REV, readback);
2671 color = readback[7 * 16 + 7];
2672 break;
2674 case WINED3D_GL_RES_TYPE_BUFFER:
2675 case WINED3D_GL_RES_TYPE_COUNT:
2676 color = 0;
2677 break;
2679 checkGLcall("Post-pixelshader blending check");
2681 a = color >> 24;
2682 r = (color & 0x00ff0000u) >> 16;
2684 r_range = format->f.red_size < 8 ? 1u << (8 - format->f.red_size) : 1;
2685 a_range = format->f.alpha_size < 8 ? 1u << (8 - format->f.alpha_size) : 1;
2686 if (format->f.red_size && (r < 0x7f - r_range || r > 0x7f + r_range))
2687 match = FALSE;
2688 else if (format->f.alpha_size > 1 && (a < 0xbf - a_range || a > 0xbf + a_range))
2689 match = FALSE;
2690 if (!match)
2692 TRACE("Format %s doesn't support post-pixelshader blending, type %u.\n",
2693 debug_d3dformat(format->f.id), type);
2694 TRACE("Color output: %#x\n", color);
2695 format->f.flags[type] &= ~WINED3DFMT_FLAG_POSTPIXELSHADER_BLENDING;
2697 else
2699 TRACE("Format %s supports post-pixelshader blending, type %u.\n",
2700 debug_d3dformat(format->f.id), type);
2701 TRACE("Color output: %#x\n", color);
2702 format->f.flags[type] |= WINED3DFMT_FLAG_POSTPIXELSHADER_BLENDING;
2706 if (gl_info->supported[EXT_PACKED_DEPTH_STENCIL])
2708 gl_info->fbo_ops.glFramebufferRenderbuffer(GL_FRAMEBUFFER, GL_DEPTH_ATTACHMENT, GL_RENDERBUFFER, 0);
2709 gl_info->fbo_ops.glFramebufferRenderbuffer(GL_FRAMEBUFFER, GL_STENCIL_ATTACHMENT, GL_RENDERBUFFER, 0);
2710 gl_info->fbo_ops.glDeleteRenderbuffers(1, &rb);
2711 checkGLcall("RB cleanup");
2715 if (format->internal != format->srgb_internal)
2717 delete_fbo_attachment(gl_info, type, object);
2718 create_and_bind_fbo_attachment(gl_info, format, type, &object, format->srgb_internal);
2720 status = gl_info->fbo_ops.glCheckFramebufferStatus(GL_FRAMEBUFFER);
2721 checkGLcall("Framebuffer format check");
2723 if (status == GL_FRAMEBUFFER_COMPLETE)
2725 TRACE("Format %s's sRGB format is FBO attachable, type %u.\n",
2726 debug_d3dformat(format->f.id), type);
2727 format->f.flags[type] |= WINED3DFMT_FLAG_FBO_ATTACHABLE_SRGB;
2728 if (gl_info->supported[EXT_TEXTURE_SRGB_DECODE])
2729 format->internal = format->srgb_internal;
2731 else
2733 WARN("Format %s's sRGB format is not FBO attachable, type %u.\n",
2734 debug_d3dformat(format->f.id), type);
2735 format_clear_flag(&format->f, WINED3DFMT_FLAG_SRGB_WRITE);
2738 else if (status == GL_FRAMEBUFFER_COMPLETE)
2739 format->f.flags[type] |= WINED3DFMT_FLAG_FBO_ATTACHABLE_SRGB;
2741 if (format->f.flags[type] & WINED3DFMT_FLAG_DEPTH_STENCIL)
2743 gl_info->fbo_ops.glFramebufferRenderbuffer(GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT0, GL_RENDERBUFFER, 0);
2744 gl_info->fbo_ops.glDeleteRenderbuffers(1, &color_rb);
2747 delete_fbo_attachment(gl_info, type, object);
2748 checkGLcall("Framebuffer format check cleanup");
2751 if (fallback_fmt_used && regular_fmt_used)
2753 FIXME("Format %s needs different render target formats for different resource types.\n",
2754 debug_d3dformat(format->f.id));
2755 format_clear_flag(&format->f, WINED3DFMT_FLAG_RENDERTARGET | WINED3DFMT_FLAG_DEPTH_STENCIL
2756 | WINED3DFMT_FLAG_FBO_ATTACHABLE | WINED3DFMT_FLAG_FBO_ATTACHABLE_SRGB
2757 | WINED3DFMT_FLAG_POSTPIXELSHADER_BLENDING);
2761 static void query_format_flag(struct wined3d_gl_info *gl_info, struct wined3d_format_gl *format,
2762 GLint internal, GLenum pname, DWORD flag, const char *string)
2764 GLint value;
2765 enum wined3d_gl_resource_type type;
2767 for (type = 0; type < ARRAY_SIZE(format->f.flags); ++type)
2769 gl_info->gl_ops.ext.p_glGetInternalformativ(wined3d_gl_type_to_enum(type), internal, pname, 1, &value);
2770 if (value == GL_FULL_SUPPORT)
2772 TRACE("Format %s supports %s, resource type %u.\n", debug_d3dformat(format->f.id), string, type);
2773 format->f.flags[type] |= flag;
2775 else
2777 TRACE("Format %s doesn't support %s, resource type %u.\n", debug_d3dformat(format->f.id), string, type);
2778 format->f.flags[type] &= ~flag;
2783 /* Context activation is done by the caller. */
2784 static void init_format_fbo_compat_info(const struct wined3d_adapter *adapter,
2785 struct wined3d_caps_gl_ctx *ctx)
2787 const struct wined3d_gl_info *gl_info = ctx->gl_info;
2788 unsigned int i, type;
2789 GLuint fbo;
2791 if (gl_info->supported[ARB_INTERNALFORMAT_QUERY2])
2793 for (i = 0; i < WINED3D_FORMAT_COUNT; ++i)
2795 struct wined3d_format_gl *format = get_format_gl_by_idx(adapter, i);
2796 BOOL fallback_fmt_used = FALSE, regular_fmt_used = FALSE;
2797 GLenum rt_internal = format->rt_internal;
2798 GLint value;
2800 if (!format->internal)
2801 continue;
2803 for (type = 0; type < ARRAY_SIZE(format->f.flags); ++type)
2805 gl_info->gl_ops.ext.p_glGetInternalformativ(wined3d_gl_type_to_enum(type),
2806 format->internal, GL_FRAMEBUFFER_RENDERABLE, 1, &value);
2807 if (value == GL_FULL_SUPPORT)
2809 TRACE("Format %s is supported as FBO color attachment, resource type %u.\n",
2810 debug_d3dformat(format->f.id), type);
2811 format->f.flags[type] |= WINED3DFMT_FLAG_FBO_ATTACHABLE;
2812 format->rt_internal = format->internal;
2813 regular_fmt_used = TRUE;
2815 gl_info->gl_ops.ext.p_glGetInternalformativ(wined3d_gl_type_to_enum(type),
2816 format->internal, GL_FRAMEBUFFER_BLEND, 1, &value);
2817 if (value == GL_FULL_SUPPORT)
2819 TRACE("Format %s supports post-pixelshader blending, resource type %u.\n",
2820 debug_d3dformat(format->f.id), type);
2821 format->f.flags[type] |= WINED3DFMT_FLAG_POSTPIXELSHADER_BLENDING;
2823 else
2825 TRACE("Format %s doesn't support post-pixelshader blending, resource typed %u.\n",
2826 debug_d3dformat(format->f.id), type);
2827 format->f.flags[type] &= ~WINED3DFMT_FLAG_POSTPIXELSHADER_BLENDING;
2830 else
2832 if (!rt_internal)
2834 if (format->f.flags[type] & WINED3DFMT_FLAG_RENDERTARGET)
2836 WARN("Format %s with rendertarget flag is not supported as FBO color attachment"
2837 " and no fallback specified, resource type %u.\n",
2838 debug_d3dformat(format->f.id), type);
2839 format->f.flags[type] &= ~WINED3DFMT_FLAG_RENDERTARGET;
2841 else
2842 TRACE("Format %s is not supported as FBO color attachment,"
2843 " resource type %u.\n", debug_d3dformat(format->f.id), type);
2844 format->rt_internal = format->internal;
2846 else
2848 gl_info->gl_ops.ext.p_glGetInternalformativ(wined3d_gl_type_to_enum(type),
2849 rt_internal, GL_FRAMEBUFFER_RENDERABLE, 1, &value);
2850 if (value == GL_FULL_SUPPORT)
2852 TRACE("Format %s rtInternal format is supported as FBO color attachment,"
2853 " resource type %u.\n", debug_d3dformat(format->f.id), type);
2854 fallback_fmt_used = TRUE;
2856 else
2858 WARN("Format %s rtInternal format is not supported as FBO color attachment,"
2859 " resource type %u.\n", debug_d3dformat(format->f.id), type);
2860 format->f.flags[type] &= ~WINED3DFMT_FLAG_RENDERTARGET;
2865 if (format->internal != format->srgb_internal)
2867 gl_info->gl_ops.ext.p_glGetInternalformativ(wined3d_gl_type_to_enum(type),
2868 format->srgb_internal, GL_FRAMEBUFFER_RENDERABLE, 1, &value);
2869 if (value == GL_FULL_SUPPORT)
2871 TRACE("Format %s's sRGB format is FBO attachable, resource type %u.\n",
2872 debug_d3dformat(format->f.id), type);
2873 format->f.flags[type] |= WINED3DFMT_FLAG_FBO_ATTACHABLE_SRGB;
2874 if (gl_info->supported[EXT_TEXTURE_SRGB_DECODE])
2875 format->internal = format->srgb_internal;
2877 else
2879 WARN("Format %s's sRGB format is not FBO attachable, resource type %u.\n",
2880 debug_d3dformat(format->f.id), type);
2881 format_clear_flag(&format->f, WINED3DFMT_FLAG_SRGB_WRITE);
2884 else if (format->f.flags[type] & WINED3DFMT_FLAG_FBO_ATTACHABLE)
2885 format->f.flags[type] |= WINED3DFMT_FLAG_FBO_ATTACHABLE_SRGB;
2888 if (fallback_fmt_used && regular_fmt_used)
2890 FIXME("Format %s needs different render target formats for different resource types.\n",
2891 debug_d3dformat(format->f.id));
2892 format_clear_flag(&format->f, WINED3DFMT_FLAG_RENDERTARGET | WINED3DFMT_FLAG_FBO_ATTACHABLE
2893 | WINED3DFMT_FLAG_FBO_ATTACHABLE_SRGB | WINED3DFMT_FLAG_POSTPIXELSHADER_BLENDING);
2896 return;
2899 if (wined3d_settings.offscreen_rendering_mode == ORM_FBO)
2901 gl_info->fbo_ops.glGenFramebuffers(1, &fbo);
2902 gl_info->fbo_ops.glBindFramebuffer(GL_FRAMEBUFFER, fbo);
2903 gl_info->gl_ops.gl.p_glDrawBuffer(GL_COLOR_ATTACHMENT0);
2904 gl_info->gl_ops.gl.p_glReadBuffer(GL_COLOR_ATTACHMENT0);
2907 for (i = 0; i < WINED3D_FORMAT_COUNT; ++i)
2909 struct wined3d_format_gl *format = get_format_gl_by_idx(adapter, i);
2911 if (!format->internal)
2912 continue;
2914 if (format->f.flags[WINED3D_GL_RES_TYPE_TEX_2D] & WINED3DFMT_FLAG_COMPRESSED)
2916 TRACE("Skipping format %s because it's a compressed format.\n",
2917 debug_d3dformat(format->f.id));
2918 continue;
2921 if (wined3d_settings.offscreen_rendering_mode == ORM_FBO)
2923 TRACE("Checking if format %s is supported as FBO color attachment...\n", debug_d3dformat(format->f.id));
2924 check_fbo_compat(ctx, format);
2926 else
2928 format->rt_internal = format->internal;
2932 if (wined3d_settings.offscreen_rendering_mode == ORM_FBO)
2933 gl_info->fbo_ops.glDeleteFramebuffers(1, &fbo);
2936 static GLenum lookup_gl_view_class(GLenum internal_format)
2938 static const struct
2940 GLenum internal_format;
2941 GLenum view_class;
2943 view_classes[] =
2945 /* 128-bit */
2946 {GL_RGBA32F, GL_VIEW_CLASS_128_BITS},
2947 {GL_RGBA32UI, GL_VIEW_CLASS_128_BITS},
2948 {GL_RGBA32I, GL_VIEW_CLASS_128_BITS},
2949 /* 96-bit */
2950 {GL_RGB32F, GL_VIEW_CLASS_96_BITS},
2951 {GL_RGB32UI, GL_VIEW_CLASS_96_BITS},
2952 {GL_RGB32I, GL_VIEW_CLASS_96_BITS},
2953 /* 64-bit */
2954 {GL_RGBA16F, GL_VIEW_CLASS_64_BITS},
2955 {GL_RG32F, GL_VIEW_CLASS_64_BITS},
2956 {GL_RGBA16UI, GL_VIEW_CLASS_64_BITS},
2957 {GL_RG32UI, GL_VIEW_CLASS_64_BITS},
2958 {GL_RGBA16I, GL_VIEW_CLASS_64_BITS},
2959 {GL_RG32I, GL_VIEW_CLASS_64_BITS},
2960 {GL_RGBA16, GL_VIEW_CLASS_64_BITS},
2961 {GL_RGBA16_SNORM, GL_VIEW_CLASS_64_BITS},
2962 /* 48-bit */
2963 {GL_RGB16, GL_VIEW_CLASS_48_BITS},
2964 {GL_RGB16_SNORM, GL_VIEW_CLASS_48_BITS},
2965 {GL_RGB16F, GL_VIEW_CLASS_48_BITS},
2966 {GL_RGB16UI, GL_VIEW_CLASS_48_BITS},
2967 {GL_RGB16I, GL_VIEW_CLASS_48_BITS},
2968 /* 32-bit */
2969 {GL_RG16F, GL_VIEW_CLASS_32_BITS},
2970 {GL_R11F_G11F_B10F, GL_VIEW_CLASS_32_BITS},
2971 {GL_R32F, GL_VIEW_CLASS_32_BITS},
2972 {GL_RGB10_A2UI, GL_VIEW_CLASS_32_BITS},
2973 {GL_RGBA8UI, GL_VIEW_CLASS_32_BITS},
2974 {GL_RG16UI, GL_VIEW_CLASS_32_BITS},
2975 {GL_R32UI, GL_VIEW_CLASS_32_BITS},
2976 {GL_RGBA8I, GL_VIEW_CLASS_32_BITS},
2977 {GL_RG16I, GL_VIEW_CLASS_32_BITS},
2978 {GL_R32I, GL_VIEW_CLASS_32_BITS},
2979 {GL_RGB10_A2, GL_VIEW_CLASS_32_BITS},
2980 {GL_RGBA8, GL_VIEW_CLASS_32_BITS},
2981 {GL_RG16, GL_VIEW_CLASS_32_BITS},
2982 {GL_RGBA8_SNORM, GL_VIEW_CLASS_32_BITS},
2983 {GL_RG16_SNORM, GL_VIEW_CLASS_32_BITS},
2984 {GL_SRGB8_ALPHA8, GL_VIEW_CLASS_32_BITS},
2985 {GL_RGB9_E5, GL_VIEW_CLASS_32_BITS},
2986 /* 24-bit */
2987 {GL_RGB8, GL_VIEW_CLASS_24_BITS},
2988 {GL_RGB8_SNORM, GL_VIEW_CLASS_24_BITS},
2989 {GL_SRGB8, GL_VIEW_CLASS_24_BITS},
2990 {GL_RGB8UI, GL_VIEW_CLASS_24_BITS},
2991 {GL_RGB8I, GL_VIEW_CLASS_24_BITS},
2992 /* 16-bit */
2993 {GL_R16F, GL_VIEW_CLASS_16_BITS},
2994 {GL_RG8UI, GL_VIEW_CLASS_16_BITS},
2995 {GL_R16UI, GL_VIEW_CLASS_16_BITS},
2996 {GL_RG8I, GL_VIEW_CLASS_16_BITS},
2997 {GL_R16I, GL_VIEW_CLASS_16_BITS},
2998 {GL_RG8, GL_VIEW_CLASS_16_BITS},
2999 {GL_R16, GL_VIEW_CLASS_16_BITS},
3000 {GL_RG8_SNORM, GL_VIEW_CLASS_16_BITS},
3001 {GL_R16_SNORM, GL_VIEW_CLASS_16_BITS},
3002 /* 8-bit */
3003 {GL_R8UI, GL_VIEW_CLASS_8_BITS},
3004 {GL_R8I, GL_VIEW_CLASS_8_BITS},
3005 {GL_R8, GL_VIEW_CLASS_8_BITS},
3006 {GL_R8_SNORM, GL_VIEW_CLASS_8_BITS},
3008 /* RGTC1 */
3009 {GL_COMPRESSED_RED_RGTC1, GL_VIEW_CLASS_RGTC1_RED},
3010 {GL_COMPRESSED_SIGNED_RED_RGTC1, GL_VIEW_CLASS_RGTC1_RED},
3011 /* RGTC2 */
3012 {GL_COMPRESSED_RG_RGTC2, GL_VIEW_CLASS_RGTC2_RG},
3013 {GL_COMPRESSED_SIGNED_RG_RGTC2, GL_VIEW_CLASS_RGTC2_RG},
3015 /* BPTC unorm */
3016 {GL_COMPRESSED_RGBA_BPTC_UNORM, GL_VIEW_CLASS_BPTC_UNORM},
3017 {GL_COMPRESSED_SRGB_ALPHA_BPTC_UNORM, GL_VIEW_CLASS_BPTC_UNORM},
3018 /* BPTC float */
3019 {GL_COMPRESSED_RGB_BPTC_SIGNED_FLOAT, GL_VIEW_CLASS_BPTC_FLOAT},
3020 {GL_COMPRESSED_RGB_BPTC_UNSIGNED_FLOAT, GL_VIEW_CLASS_BPTC_FLOAT},
3022 /* DXT1 RGB */
3023 {GL_COMPRESSED_RGB_S3TC_DXT1_EXT, GL_VIEW_CLASS_S3TC_DXT1_RGB},
3024 {GL_COMPRESSED_SRGB_S3TC_DXT1_EXT, GL_VIEW_CLASS_S3TC_DXT1_RGB},
3025 /* DXT1 RGBA */
3026 {GL_COMPRESSED_RGBA_S3TC_DXT1_EXT, GL_VIEW_CLASS_S3TC_DXT1_RGBA},
3027 {GL_COMPRESSED_SRGB_ALPHA_S3TC_DXT1_EXT, GL_VIEW_CLASS_S3TC_DXT1_RGBA},
3028 /* DXT3 */
3029 {GL_COMPRESSED_RGBA_S3TC_DXT3_EXT, GL_VIEW_CLASS_S3TC_DXT3_RGBA},
3030 {GL_COMPRESSED_SRGB_ALPHA_S3TC_DXT3_EXT, GL_VIEW_CLASS_S3TC_DXT3_RGBA},
3031 /* DXT5 */
3032 {GL_COMPRESSED_RGBA_S3TC_DXT5_EXT, GL_VIEW_CLASS_S3TC_DXT5_RGBA},
3033 {GL_COMPRESSED_SRGB_ALPHA_S3TC_DXT5_EXT, GL_VIEW_CLASS_S3TC_DXT5_RGBA},
3036 unsigned int i;
3038 for (i = 0; i < ARRAY_SIZE(view_classes); ++i)
3040 if (view_classes[i].internal_format == internal_format)
3041 return view_classes[i].view_class;
3044 return GL_NONE;
3047 static void query_view_class(struct wined3d_format_gl *format)
3049 GLenum internal_view_class, gamma_view_class, rt_view_class;
3051 internal_view_class = lookup_gl_view_class(format->internal);
3052 gamma_view_class = lookup_gl_view_class(format->srgb_internal);
3053 rt_view_class = lookup_gl_view_class(format->rt_internal);
3055 if (internal_view_class == gamma_view_class || gamma_view_class == rt_view_class)
3057 format->view_class = internal_view_class;
3058 TRACE("Format %s is member of GL view class %#x.\n",
3059 debug_d3dformat(format->f.id), format->view_class);
3061 else
3063 format->view_class = GL_NONE;
3067 static void query_internal_format(struct wined3d_adapter *adapter,
3068 struct wined3d_format_gl *format, const struct wined3d_format_texture_info *texture_info,
3069 struct wined3d_gl_info *gl_info, BOOL srgb_write_supported, BOOL srgb_format)
3071 GLint count, multisample_types[8];
3072 unsigned int i, max_log2;
3073 GLenum target;
3075 if (gl_info->supported[ARB_INTERNALFORMAT_QUERY2])
3077 query_format_flag(gl_info, format, format->internal, GL_VERTEX_TEXTURE,
3078 WINED3DFMT_FLAG_VTF, "vertex texture usage");
3079 query_format_flag(gl_info, format, format->internal, GL_FILTER,
3080 WINED3DFMT_FLAG_FILTERING, "filtering");
3081 query_format_flag(gl_info, format, format->internal, GL_SHADER_IMAGE_STORE,
3082 WINED3DFMT_FLAG_UNORDERED_ACCESS, "unordered access");
3084 if (srgb_format || format->srgb_internal != format->internal)
3086 query_format_flag(gl_info, format, format->srgb_internal, GL_SRGB_READ,
3087 WINED3DFMT_FLAG_SRGB_READ, "sRGB read");
3089 if (srgb_write_supported)
3090 query_format_flag(gl_info, format, format->srgb_internal, GL_SRGB_WRITE,
3091 WINED3DFMT_FLAG_SRGB_WRITE, "sRGB write");
3092 else
3093 format_clear_flag(&format->f, WINED3DFMT_FLAG_SRGB_WRITE);
3095 if (!(format->f.flags[WINED3D_GL_RES_TYPE_TEX_2D]
3096 & (WINED3DFMT_FLAG_SRGB_READ | WINED3DFMT_FLAG_SRGB_WRITE)))
3097 format->srgb_internal = format->internal;
3098 else if (gl_info->supported[EXT_TEXTURE_SRGB_DECODE])
3099 format->internal = format->srgb_internal;
3102 else
3104 if (!gl_info->limits.samplers[WINED3D_SHADER_TYPE_VERTEX])
3105 format_clear_flag(&format->f, WINED3DFMT_FLAG_VTF);
3107 if (!(gl_info->quirks & WINED3D_QUIRK_LIMITED_TEX_FILTERING))
3108 format_set_flag(&format->f, WINED3DFMT_FLAG_FILTERING);
3109 else if (format->f.id != WINED3DFMT_R32G32B32A32_FLOAT && format->f.id != WINED3DFMT_R32_FLOAT)
3110 format_clear_flag(&format->f, WINED3DFMT_FLAG_VTF);
3112 if (srgb_format || format->srgb_internal != format->internal)
3114 /* Filter sRGB capabilities if EXT_texture_sRGB is not supported. */
3115 if (!gl_info->supported[EXT_TEXTURE_SRGB])
3117 format->srgb_internal = format->internal;
3118 format_clear_flag(&format->f, WINED3DFMT_FLAG_SRGB_READ | WINED3DFMT_FLAG_SRGB_WRITE);
3120 else if (gl_info->supported[EXT_TEXTURE_SRGB_DECODE])
3122 format->internal = format->srgb_internal;
3126 if ((format->f.flags[WINED3D_GL_RES_TYPE_TEX_2D] & WINED3DFMT_FLAG_SRGB_WRITE) && !srgb_write_supported)
3127 format_clear_flag(&format->f, WINED3DFMT_FLAG_SRGB_WRITE);
3130 if ((!gl_info->supported[ARB_DEPTH_TEXTURE] || wined3d_settings.offscreen_rendering_mode != ORM_FBO)
3131 && (format->f.depth_size || format->f.stencil_size))
3133 TRACE("Disabling texturing support for depth / stencil format %s.\n", debug_d3dformat(format->f.id));
3134 format->f.flags[WINED3D_GL_RES_TYPE_TEX_1D] &= ~WINED3DFMT_FLAG_TEXTURE;
3135 format->f.flags[WINED3D_GL_RES_TYPE_TEX_2D] &= ~WINED3DFMT_FLAG_TEXTURE;
3136 format->f.flags[WINED3D_GL_RES_TYPE_TEX_3D] &= ~WINED3DFMT_FLAG_TEXTURE;
3137 format->f.flags[WINED3D_GL_RES_TYPE_TEX_CUBE] &= ~WINED3DFMT_FLAG_TEXTURE;
3138 format->f.flags[WINED3D_GL_RES_TYPE_TEX_RECT] &= ~WINED3DFMT_FLAG_TEXTURE;
3141 query_view_class(format);
3143 if (format->internal && format->f.flags[WINED3D_GL_RES_TYPE_RB]
3144 & (WINED3DFMT_FLAG_RENDERTARGET | WINED3DFMT_FLAG_DEPTH_STENCIL)
3145 && (gl_info->supported[ARB_FRAMEBUFFER_OBJECT] || gl_info->supported[EXT_FRAMEBUFFER_MULTISAMPLE])
3146 && wined3d_settings.offscreen_rendering_mode == ORM_FBO)
3148 if (gl_info->supported[ARB_INTERNALFORMAT_QUERY])
3150 target = gl_info->supported[ARB_TEXTURE_MULTISAMPLE] ? GL_TEXTURE_2D_MULTISAMPLE : GL_RENDERBUFFER;
3151 count = 0;
3152 GL_EXTCALL(glGetInternalformativ(target, format->internal,
3153 GL_NUM_SAMPLE_COUNTS, 1, &count));
3154 if (count > ARRAY_SIZE(multisample_types))
3155 FIXME("Unexpectedly high number of multisample types %d.\n", count);
3156 count = min(count, ARRAY_SIZE(multisample_types));
3157 GL_EXTCALL(glGetInternalformativ(target, format->internal,
3158 GL_SAMPLES, count, multisample_types));
3159 checkGLcall("query sample counts");
3160 for (i = 0; i < count; ++i)
3162 if (multisample_types[i] > sizeof(format->f.multisample_types) * CHAR_BIT)
3163 continue;
3164 format->f.multisample_types |= 1u << (multisample_types[i] - 1);
3167 else
3169 max_log2 = wined3d_log2i(min(gl_info->limits.samples,
3170 sizeof(format->f.multisample_types) * CHAR_BIT));
3171 for (i = 1; i <= max_log2; ++i)
3172 format->f.multisample_types |= 1u << ((1u << i) - 1);
3177 static BOOL init_format_texture_info(struct wined3d_adapter *adapter, struct wined3d_gl_info *gl_info)
3179 struct wined3d_format_gl *format, *srgb_format;
3180 struct fragment_caps fragment_caps;
3181 struct shader_caps shader_caps;
3182 unsigned int i, j;
3183 BOOL srgb_write;
3185 adapter->fragment_pipe->get_caps(adapter, &fragment_caps);
3186 adapter->shader_backend->shader_get_caps(adapter, &shader_caps);
3187 srgb_write = (fragment_caps.wined3d_caps & WINED3D_FRAGMENT_CAP_SRGB_WRITE)
3188 && (shader_caps.wined3d_caps & WINED3D_SHADER_CAP_SRGB_WRITE);
3190 for (i = 0; i < ARRAY_SIZE(format_texture_info); ++i)
3192 if (!(format = get_format_gl_internal(adapter, format_texture_info[i].id)))
3193 return FALSE;
3195 if (!gl_info->supported[format_texture_info[i].extension])
3196 continue;
3198 /* ARB_texture_rg defines floating point formats, but only if
3199 * ARB_texture_float is also supported. */
3200 if (!gl_info->supported[ARB_TEXTURE_FLOAT]
3201 && (format->f.flags[WINED3D_GL_RES_TYPE_TEX_2D] & WINED3DFMT_FLAG_FLOAT))
3202 continue;
3204 /* ARB_texture_rg defines integer formats if EXT_texture_integer is also supported. */
3205 if (!gl_info->supported[EXT_TEXTURE_INTEGER]
3206 && (format->f.flags[WINED3D_GL_RES_TYPE_TEX_2D] & WINED3DFMT_FLAG_INTEGER))
3207 continue;
3209 if (wined3d_settings.offscreen_rendering_mode != ORM_FBO
3210 && (format->f.id == WINED3DFMT_D16_LOCKABLE || format->f.id == WINED3DFMT_NULL))
3211 continue;
3213 format->internal = format_texture_info[i].gl_internal;
3214 format->srgb_internal = format_texture_info[i].gl_srgb_internal;
3215 format->rt_internal = format_texture_info[i].gl_rt_internal;
3216 format->format = format_texture_info[i].gl_format;
3217 format->type = format_texture_info[i].gl_type;
3218 format->f.color_fixup = COLOR_FIXUP_IDENTITY;
3219 format->f.height_scale.numerator = 1;
3220 format->f.height_scale.denominator = 1;
3222 format->f.flags[WINED3D_GL_RES_TYPE_TEX_1D] |= format_texture_info[i].flags | WINED3DFMT_FLAG_BLIT;
3223 format->f.flags[WINED3D_GL_RES_TYPE_TEX_2D] |= format_texture_info[i].flags | WINED3DFMT_FLAG_BLIT;
3224 format->f.flags[WINED3D_GL_RES_TYPE_BUFFER] |= format_texture_info[i].flags | WINED3DFMT_FLAG_BLIT;
3226 /* GL_ARB_depth_texture does not support 3D textures. It also says "cube textures are
3227 * problematic", but doesn't explicitly mandate that an error is generated. */
3228 if (gl_info->supported[EXT_TEXTURE3D] && !(format_texture_info[i].flags & WINED3DFMT_FLAG_DEPTH_STENCIL))
3229 format->f.flags[WINED3D_GL_RES_TYPE_TEX_3D] |= format_texture_info[i].flags | WINED3DFMT_FLAG_BLIT;
3231 if (gl_info->supported[ARB_TEXTURE_CUBE_MAP])
3232 format->f.flags[WINED3D_GL_RES_TYPE_TEX_CUBE] |= format_texture_info[i].flags | WINED3DFMT_FLAG_BLIT;
3234 if (gl_info->supported[ARB_TEXTURE_RECTANGLE])
3235 format->f.flags[WINED3D_GL_RES_TYPE_TEX_RECT] |= format_texture_info[i].flags | WINED3DFMT_FLAG_BLIT;
3237 format->f.flags[WINED3D_GL_RES_TYPE_RB] |= format_texture_info[i].flags | WINED3DFMT_FLAG_BLIT;
3238 format->f.flags[WINED3D_GL_RES_TYPE_RB] &= ~WINED3DFMT_FLAG_TEXTURE;
3240 if (format->srgb_internal != format->internal
3241 && !(adapter->d3d_info.wined3d_creation_flags & WINED3D_SRGB_READ_WRITE_CONTROL))
3243 format->srgb_internal = format->internal;
3244 format_clear_flag(&format->f, WINED3DFMT_FLAG_SRGB_READ | WINED3DFMT_FLAG_SRGB_WRITE);
3247 if (!gl_info->supported[ARB_SHADOW] && (format->f.flags[WINED3D_GL_RES_TYPE_TEX_2D] & WINED3DFMT_FLAG_SHADOW))
3248 format_clear_flag(&format->f, WINED3DFMT_FLAG_TEXTURE);
3250 query_internal_format(adapter, format, &format_texture_info[i], gl_info, srgb_write, FALSE);
3252 /* Texture conversion stuff */
3253 format->f.conv_byte_count = format_texture_info[i].conv_byte_count;
3254 format->f.upload = format_texture_info[i].upload;
3255 format->f.download = format_texture_info[i].download;
3257 srgb_format = NULL;
3258 for (j = 0; j < ARRAY_SIZE(format_srgb_info); ++j)
3260 if (format_srgb_info[j].base_format_id == format->f.id)
3262 if (!(srgb_format = get_format_gl_internal(adapter, format_srgb_info[j].srgb_format_id)))
3263 return FALSE;
3264 break;
3267 if (!srgb_format)
3268 continue;
3270 copy_format(adapter, &srgb_format->f, &format->f);
3272 if (gl_info->supported[EXT_TEXTURE_SRGB]
3273 && !(adapter->d3d_info.wined3d_creation_flags & WINED3D_SRGB_READ_WRITE_CONTROL))
3275 srgb_format->internal = format_texture_info[i].gl_srgb_internal;
3276 srgb_format->srgb_internal = format_texture_info[i].gl_srgb_internal;
3277 format_set_flag(&srgb_format->f, WINED3DFMT_FLAG_SRGB_READ | WINED3DFMT_FLAG_SRGB_WRITE);
3278 query_internal_format(adapter, srgb_format, &format_texture_info[i], gl_info, srgb_write, TRUE);
3282 return TRUE;
3285 static BOOL compare_uint(unsigned int x, unsigned int y, unsigned int max_diff)
3287 unsigned int diff = x > y ? x - y : y - x;
3289 return diff <= max_diff;
3292 static BOOL compare_colour(DWORD c1, DWORD c2, BYTE max_diff)
3294 return compare_uint(c1 & 0xff, c2 & 0xff, max_diff)
3295 && compare_uint((c1 >> 8) & 0xff, (c2 >> 8) & 0xff, max_diff)
3296 && compare_uint((c1 >> 16) & 0xff, (c2 >> 16) & 0xff, max_diff)
3297 && compare_uint((c1 >> 24) & 0xff, (c2 >> 24) & 0xff, max_diff);
3300 /* A context is provided by the caller */
3301 static BOOL check_filter(const struct wined3d_gl_info *gl_info, GLenum internal)
3303 static const DWORD data[] = {0x00000000, 0xffffffff};
3304 GLuint tex, fbo, buffer;
3305 DWORD readback[16 * 1];
3306 BOOL ret = FALSE;
3308 /* Render a filtered texture and see what happens. This is intended to detect the lack of
3309 * float16 filtering on ATI X1000 class cards. The drivers disable filtering instead of
3310 * falling back to software. If this changes in the future this code will get fooled and
3311 * apps might hit the software path due to incorrectly advertised caps.
3313 * Its unlikely that this changes however. GL Games like Mass Effect depend on the filter
3314 * disable fallback, if Apple or ATI ever change the driver behavior they will break more
3315 * than Wine. The Linux binary <= r500 driver is not maintained any more anyway
3318 while (gl_info->gl_ops.gl.p_glGetError());
3320 gl_info->gl_ops.gl.p_glGenTextures(1, &buffer);
3321 gl_info->gl_ops.gl.p_glBindTexture(GL_TEXTURE_2D, buffer);
3322 memset(readback, 0x7e, sizeof(readback));
3323 gl_info->gl_ops.gl.p_glTexImage2D(GL_TEXTURE_2D, 0, GL_RGBA8, 16, 1, 0,
3324 GL_RGBA, GL_UNSIGNED_INT_8_8_8_8, readback);
3325 gl_info->gl_ops.gl.p_glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_NEAREST);
3326 gl_info->gl_ops.gl.p_glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_NEAREST);
3327 gl_info->gl_ops.gl.p_glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_CLAMP_TO_EDGE);
3328 gl_info->gl_ops.gl.p_glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_CLAMP_TO_EDGE);
3329 gl_info->gl_ops.gl.p_glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_R, GL_CLAMP_TO_EDGE);
3331 gl_info->gl_ops.gl.p_glGenTextures(1, &tex);
3332 gl_info->gl_ops.gl.p_glBindTexture(GL_TEXTURE_2D, tex);
3333 gl_info->gl_ops.gl.p_glTexImage2D(GL_TEXTURE_2D, 0, internal, 2, 1, 0,
3334 GL_BGRA, GL_UNSIGNED_INT_8_8_8_8_REV, data);
3335 gl_info->gl_ops.gl.p_glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR);
3336 gl_info->gl_ops.gl.p_glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_LINEAR);
3337 gl_info->gl_ops.gl.p_glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_CLAMP_TO_EDGE);
3338 gl_info->gl_ops.gl.p_glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_CLAMP_TO_EDGE);
3339 gl_info->gl_ops.gl.p_glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_R, GL_CLAMP_TO_EDGE);
3340 gl_info->gl_ops.gl.p_glEnable(GL_TEXTURE_2D);
3342 gl_info->fbo_ops.glGenFramebuffers(1, &fbo);
3343 gl_info->fbo_ops.glBindFramebuffer(GL_FRAMEBUFFER, fbo);
3344 gl_info->fbo_ops.glFramebufferTexture2D(GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT0, GL_TEXTURE_2D, buffer, 0);
3345 gl_info->gl_ops.gl.p_glDrawBuffer(GL_COLOR_ATTACHMENT0);
3347 gl_info->gl_ops.gl.p_glViewport(0, 0, 16, 1);
3348 gl_info->gl_ops.gl.p_glDisable(GL_LIGHTING);
3349 gl_info->gl_ops.gl.p_glMatrixMode(GL_MODELVIEW);
3350 gl_info->gl_ops.gl.p_glLoadIdentity();
3351 gl_info->gl_ops.gl.p_glMatrixMode(GL_PROJECTION);
3352 gl_info->gl_ops.gl.p_glLoadIdentity();
3354 gl_info->gl_ops.gl.p_glClearColor(0, 1, 0, 0);
3355 gl_info->gl_ops.gl.p_glClear(GL_COLOR_BUFFER_BIT);
3357 gl_info->gl_ops.gl.p_glBegin(GL_TRIANGLE_STRIP);
3358 gl_info->gl_ops.gl.p_glTexCoord2f(0.0, 0.0);
3359 gl_info->gl_ops.gl.p_glVertex2f(-1.0f, -1.0f);
3360 gl_info->gl_ops.gl.p_glTexCoord2f(1.0, 0.0);
3361 gl_info->gl_ops.gl.p_glVertex2f(1.0f, -1.0f);
3362 gl_info->gl_ops.gl.p_glTexCoord2f(0.0, 1.0);
3363 gl_info->gl_ops.gl.p_glVertex2f(-1.0f, 1.0f);
3364 gl_info->gl_ops.gl.p_glTexCoord2f(1.0, 1.0);
3365 gl_info->gl_ops.gl.p_glVertex2f(1.0f, 1.0f);
3366 gl_info->gl_ops.gl.p_glEnd();
3368 gl_info->gl_ops.gl.p_glBindTexture(GL_TEXTURE_2D, buffer);
3369 memset(readback, 0x7f, sizeof(readback));
3370 gl_info->gl_ops.gl.p_glGetTexImage(GL_TEXTURE_2D, 0, GL_BGRA, GL_UNSIGNED_INT_8_8_8_8_REV, readback);
3371 if (compare_colour(readback[6], 0xffffffff, 5) || compare_colour(readback[6], 0x00000000, 5)
3372 || compare_colour(readback[9], 0xffffffff, 5) || compare_colour(readback[9], 0x00000000, 5))
3374 TRACE("Read back colors 0x%08x and 0x%08x close to unfiltered color, assuming no filtering\n",
3375 readback[6], readback[9]);
3376 ret = FALSE;
3378 else
3380 TRACE("Read back colors are 0x%08x and 0x%08x, assuming texture is filtered\n",
3381 readback[6], readback[9]);
3382 ret = TRUE;
3385 gl_info->fbo_ops.glBindFramebuffer(GL_FRAMEBUFFER, 0);
3386 gl_info->fbo_ops.glDeleteFramebuffers(1, &fbo);
3387 gl_info->gl_ops.gl.p_glDeleteTextures(1, &tex);
3388 gl_info->gl_ops.gl.p_glDeleteTextures(1, &buffer);
3389 gl_info->gl_ops.gl.p_glDisable(GL_TEXTURE_2D);
3391 if (gl_info->gl_ops.gl.p_glGetError())
3393 FIXME("Error during filtering test for format %x, returning no filtering\n", internal);
3394 ret = FALSE;
3397 return ret;
3400 static void init_format_filter_info(struct wined3d_adapter *adapter,
3401 struct wined3d_gl_info *gl_info)
3403 enum wined3d_pci_vendor vendor = adapter->driver_info.vendor;
3404 struct wined3d_format_gl *format;
3405 unsigned int i;
3406 static const enum wined3d_format_id fmts16[] =
3408 WINED3DFMT_R16_FLOAT,
3409 WINED3DFMT_R16G16_FLOAT,
3410 WINED3DFMT_R16G16B16A16_FLOAT,
3412 BOOL filtered;
3414 /* This was already handled by init_format_texture_info(). */
3415 if (gl_info->supported[ARB_INTERNALFORMAT_QUERY2])
3416 return;
3418 if (wined3d_settings.offscreen_rendering_mode != ORM_FBO
3419 || !gl_info->supported[WINED3D_GL_LEGACY_CONTEXT])
3421 if (vendor == HW_VENDOR_NVIDIA && gl_info->supported[ARB_TEXTURE_FLOAT])
3423 TRACE("Nvidia card with texture_float support: Assuming float16 blending\n");
3424 filtered = TRUE;
3426 else if (gl_info->limits.glsl_varyings > 44)
3428 TRACE("More than 44 GLSL varyings - assuming d3d10 card with float16 blending\n");
3429 filtered = TRUE;
3431 else
3433 TRACE("Assuming no float16 blending\n");
3434 filtered = FALSE;
3437 if (filtered)
3439 for (i = 0; i < ARRAY_SIZE(fmts16); ++i)
3441 format = get_format_gl_internal(adapter, fmts16[i]);
3442 format_set_flag(&format->f, WINED3DFMT_FLAG_FILTERING);
3445 return;
3448 for (i = 0; i < ARRAY_SIZE(fmts16); ++i)
3450 format = get_format_gl_internal(adapter, fmts16[i]);
3451 if (!format->internal)
3452 continue; /* Not supported by GL */
3454 filtered = check_filter(gl_info, format->internal);
3455 if (filtered)
3457 TRACE("Format %s supports filtering.\n", debug_d3dformat(format->f.id));
3458 format_set_flag(&format->f, WINED3DFMT_FLAG_FILTERING);
3460 else
3462 TRACE("Format %s does not support filtering.\n", debug_d3dformat(format->f.id));
3467 static enum fixup_channel_source fixup_source_from_char(char c)
3469 switch (c)
3471 default:
3472 case '0':
3473 return CHANNEL_SOURCE_ZERO;
3474 case '1':
3475 return CHANNEL_SOURCE_ONE;
3476 case 'x':
3477 case 'X':
3478 return CHANNEL_SOURCE_X;
3479 case 'y':
3480 case 'Y':
3481 return CHANNEL_SOURCE_Y;
3482 case 'z':
3483 case 'Z':
3484 return CHANNEL_SOURCE_Z;
3485 case 'w':
3486 case 'W':
3487 return CHANNEL_SOURCE_W;
3491 static unsigned int fixup_sign_from_char(char c)
3493 if (c == 'x' || c == 'y' || c == 'z' || c == 'w')
3494 return 1;
3495 return 0;
3498 static struct color_fixup_desc create_color_fixup_desc_from_string(const char *s)
3500 struct color_fixup_desc fixup;
3502 if (strlen(s) != 4)
3504 ERR("Invalid fixup string %s.\n", wine_dbgstr_a(s));
3505 return COLOR_FIXUP_IDENTITY;
3508 fixup.x_sign_fixup = fixup_sign_from_char(s[0]);
3509 fixup.x_source = fixup_source_from_char(s[0]);
3510 fixup.y_sign_fixup = fixup_sign_from_char(s[1]);
3511 fixup.y_source = fixup_source_from_char(s[1]);
3512 fixup.z_sign_fixup = fixup_sign_from_char(s[2]);
3513 fixup.z_source = fixup_source_from_char(s[2]);
3514 fixup.w_sign_fixup = fixup_sign_from_char(s[3]);
3515 fixup.w_source = fixup_source_from_char(s[3]);
3517 return fixup;
3520 static void apply_format_fixups(struct wined3d_adapter *adapter, struct wined3d_gl_info *gl_info)
3522 const struct wined3d_d3d_info *d3d_info = &adapter->d3d_info;
3523 struct wined3d_format_gl *format;
3524 BOOL use_legacy_fixups;
3525 unsigned int i;
3527 static const struct
3529 enum wined3d_format_id id;
3530 const char *fixup;
3531 BOOL legacy;
3532 enum wined3d_gl_extension extension;
3534 fixups[] =
3536 {WINED3DFMT_R16_FLOAT, "X11W", TRUE, WINED3D_GL_EXT_NONE},
3537 {WINED3DFMT_R32_FLOAT, "X11W", TRUE, WINED3D_GL_EXT_NONE},
3538 {WINED3DFMT_R16G16_UNORM, "XY1W", TRUE, WINED3D_GL_EXT_NONE},
3539 {WINED3DFMT_R16G16_FLOAT, "XY1W", TRUE, WINED3D_GL_EXT_NONE},
3540 {WINED3DFMT_R32G32_FLOAT, "XY1W", TRUE, WINED3D_GL_EXT_NONE},
3542 {WINED3DFMT_R8G8_SNORM, "xy11", FALSE, WINED3D_GL_EXT_NONE},
3543 {WINED3DFMT_R8G8_SNORM, "XY11", TRUE, NV_TEXTURE_SHADER},
3544 {WINED3DFMT_R8G8_SNORM, "XY11", TRUE, EXT_TEXTURE_SNORM},
3546 {WINED3DFMT_R16G16_SNORM, "xy11", FALSE, WINED3D_GL_EXT_NONE},
3547 {WINED3DFMT_R16G16_SNORM, "XY11", TRUE, NV_TEXTURE_SHADER},
3548 {WINED3DFMT_R16G16_SNORM, "XY11", TRUE, EXT_TEXTURE_SNORM},
3550 {WINED3DFMT_R8G8B8A8_SNORM, "xyzw", FALSE, WINED3D_GL_EXT_NONE},
3551 {WINED3DFMT_R8G8B8A8_SNORM, "XYZW", FALSE, NV_TEXTURE_SHADER},
3552 {WINED3DFMT_R8G8B8A8_SNORM, "XYZW", FALSE, EXT_TEXTURE_SNORM},
3554 {WINED3DFMT_R5G5_SNORM_L6_UNORM, "xzY1", FALSE, WINED3D_GL_EXT_NONE},
3555 {WINED3DFMT_R5G5_SNORM_L6_UNORM, "XYZW", FALSE, NV_TEXTURE_SHADER},
3556 {WINED3DFMT_R5G5_SNORM_L6_UNORM, "XYZW", FALSE, EXT_TEXTURE_SNORM},
3558 {WINED3DFMT_R8G8_SNORM_L8X8_UNORM, "xyZW", FALSE, WINED3D_GL_EXT_NONE},
3559 {WINED3DFMT_R8G8_SNORM_L8X8_UNORM, "XYZW", FALSE, NV_TEXTURE_SHADER},
3561 {WINED3DFMT_ATI1N, "XXXX", FALSE, EXT_TEXTURE_COMPRESSION_RGTC},
3562 {WINED3DFMT_ATI1N, "XXXX", FALSE, ARB_TEXTURE_COMPRESSION_RGTC},
3564 {WINED3DFMT_ATI2N, "XW11", FALSE, ATI_TEXTURE_COMPRESSION_3DC},
3565 {WINED3DFMT_ATI2N, "YX11", FALSE, EXT_TEXTURE_COMPRESSION_RGTC},
3566 {WINED3DFMT_ATI2N, "YX11", FALSE, ARB_TEXTURE_COMPRESSION_RGTC},
3568 {WINED3DFMT_A8_UNORM, "000X", FALSE, WINED3D_GL_EXT_NONE},
3569 {WINED3DFMT_A8_UNORM, "XYZW", FALSE, WINED3D_GL_LEGACY_CONTEXT},
3571 {WINED3DFMT_L8A8_UNORM, "XXXY", FALSE, WINED3D_GL_EXT_NONE},
3572 {WINED3DFMT_L8A8_UNORM, "XYZW", FALSE, WINED3D_GL_LEGACY_CONTEXT},
3574 {WINED3DFMT_L4A4_UNORM, "XXXY", FALSE, WINED3D_GL_EXT_NONE},
3575 {WINED3DFMT_L4A4_UNORM, "XYZW", FALSE, WINED3D_GL_LEGACY_CONTEXT},
3577 {WINED3DFMT_L16_UNORM, "XXX1", FALSE, WINED3D_GL_EXT_NONE},
3578 {WINED3DFMT_L16_UNORM, "XYZW", FALSE, WINED3D_GL_LEGACY_CONTEXT},
3580 {WINED3DFMT_INTZ, "XXXX", FALSE, WINED3D_GL_EXT_NONE},
3581 {WINED3DFMT_INTZ, "XYZW", FALSE, WINED3D_GL_LEGACY_CONTEXT},
3583 {WINED3DFMT_L8_UNORM, "XXX1", FALSE, ARB_TEXTURE_RG},
3586 use_legacy_fixups = d3d_info->wined3d_creation_flags & WINED3D_LEGACY_UNBOUND_RESOURCE_COLOR;
3587 for (i = 0; i < ARRAY_SIZE(fixups); ++i)
3589 if (fixups[i].legacy && !use_legacy_fixups)
3590 continue;
3592 if (!gl_info->supported[fixups[i].extension])
3593 continue;
3595 format = get_format_gl_internal(adapter, fixups[i].id);
3596 format->f.color_fixup = create_color_fixup_desc_from_string(fixups[i].fixup);
3599 if (!gl_info->supported[APPLE_YCBCR_422] && !gl_info->supported[APPLE_RGB_422]
3600 && (gl_info->supported[ARB_FRAGMENT_PROGRAM]
3601 || (gl_info->supported[ARB_FRAGMENT_SHADER] && gl_info->supported[ARB_VERTEX_SHADER])))
3603 format = get_format_gl_internal(adapter, WINED3DFMT_YUY2);
3604 format->f.color_fixup = create_complex_fixup_desc(COMPLEX_FIXUP_YUY2);
3606 format = get_format_gl_internal(adapter, WINED3DFMT_UYVY);
3607 format->f.color_fixup = create_complex_fixup_desc(COMPLEX_FIXUP_UYVY);
3609 else if (!gl_info->supported[APPLE_YCBCR_422] && gl_info->supported[APPLE_RGB_422])
3611 format = get_format_gl_internal(adapter, WINED3DFMT_YUY2);
3612 format->f.color_fixup = create_complex_fixup_desc(COMPLEX_FIXUP_YUV);
3614 format = get_format_gl_internal(adapter, WINED3DFMT_UYVY);
3615 format->f.color_fixup = create_complex_fixup_desc(COMPLEX_FIXUP_YUV);
3617 else if (!gl_info->supported[APPLE_YCBCR_422] && (!gl_info->supported[ARB_FRAGMENT_PROGRAM]
3618 && (!gl_info->supported[ARB_FRAGMENT_SHADER] || !gl_info->supported[ARB_VERTEX_SHADER])))
3620 format = get_format_gl_internal(adapter, WINED3DFMT_YUY2);
3621 format_clear_flag(&format->f, WINED3DFMT_FLAG_BLIT);
3622 format->internal = 0;
3624 format = get_format_gl_internal(adapter, WINED3DFMT_UYVY);
3625 format_clear_flag(&format->f, WINED3DFMT_FLAG_BLIT);
3626 format->internal = 0;
3629 if (gl_info->supported[ARB_FRAGMENT_PROGRAM]
3630 || (gl_info->supported[ARB_FRAGMENT_SHADER] && gl_info->supported[ARB_VERTEX_SHADER]))
3632 format = get_format_gl_internal(adapter, WINED3DFMT_YV12);
3633 format_set_flag(&format->f, WINED3DFMT_FLAG_HEIGHT_SCALE);
3634 format->f.height_scale.numerator = 3;
3635 format->f.height_scale.denominator = 2;
3636 format->f.color_fixup = create_complex_fixup_desc(COMPLEX_FIXUP_YV12);
3638 format = get_format_gl_internal(adapter, WINED3DFMT_NV12);
3639 format_set_flag(&format->f, WINED3DFMT_FLAG_HEIGHT_SCALE);
3640 format->f.height_scale.numerator = 3;
3641 format->f.height_scale.denominator = 2;
3642 format->f.color_fixup = create_complex_fixup_desc(COMPLEX_FIXUP_NV12);
3644 else
3646 format = get_format_gl_internal(adapter, WINED3DFMT_YV12);
3647 format_clear_flag(&format->f, WINED3DFMT_FLAG_BLIT);
3648 format->internal = 0;
3650 format = get_format_gl_internal(adapter, WINED3DFMT_NV12);
3651 format_clear_flag(&format->f, WINED3DFMT_FLAG_BLIT);
3652 format->internal = 0;
3655 if (gl_info->supported[ARB_FRAGMENT_PROGRAM] || gl_info->supported[ARB_FRAGMENT_SHADER])
3657 format = get_format_gl_internal(adapter, WINED3DFMT_P8_UINT);
3658 format->f.color_fixup = create_complex_fixup_desc(COMPLEX_FIXUP_P8);
3661 if (!gl_info->supported[ARB_HALF_FLOAT_PIXEL])
3663 format = get_format_gl_internal(adapter, WINED3DFMT_R16_FLOAT);
3664 format_clear_flag(&format->f, WINED3DFMT_FLAG_TEXTURE);
3666 format = get_format_gl_internal(adapter, WINED3DFMT_R16G16_FLOAT);
3667 format_clear_flag(&format->f, WINED3DFMT_FLAG_TEXTURE);
3669 format = get_format_gl_internal(adapter, WINED3DFMT_R16G16B16A16_FLOAT);
3670 format_clear_flag(&format->f, WINED3DFMT_FLAG_TEXTURE);
3673 if (gl_info->quirks & WINED3D_QUIRK_BROKEN_RGBA16)
3675 format = get_format_gl_internal(adapter, WINED3DFMT_R16G16B16A16_UNORM);
3676 format_clear_flag(&format->f, WINED3DFMT_FLAG_TEXTURE);
3679 /* ATI instancing hack: Although ATI cards do not support Shader Model
3680 * 3.0, they support instancing. To query if the card supports instancing
3681 * CheckDeviceFormat() with the special format MAKEFOURCC('I','N','S','T')
3682 * is used. Should an application check for this, provide a proper return
3683 * value. We can do instancing with all shader versions, but we need
3684 * vertex shaders.
3686 * Additionally applications have to set the D3DRS_POINTSIZE render state
3687 * to MAKEFOURCC('I','N','S','T') once to enable instancing. Wined3d
3688 * doesn't need that and just ignores it.
3690 * With Shader Model 3.0 capable cards Instancing 'just works' in Windows. */
3691 /* FIXME: This should just check the shader backend caps. */
3692 if (gl_info->supported[ARB_VERTEX_PROGRAM] || gl_info->supported[ARB_VERTEX_SHADER])
3694 format = get_format_gl_internal(adapter, WINED3DFMT_INST);
3695 format_set_flag(&format->f, WINED3DFMT_FLAG_TEXTURE);
3698 /* Depth bound test. To query if the card supports it CheckDeviceFormat()
3699 * with the special format MAKEFOURCC('N','V','D','B') is used. It is
3700 * enabled by setting D3DRS_ADAPTIVETESS_X render state to
3701 * MAKEFOURCC('N','V','D','B') and then controlled by setting
3702 * D3DRS_ADAPTIVETESS_Z (zMin) and D3DRS_ADAPTIVETESS_W (zMax) to test
3703 * value. */
3704 if (gl_info->supported[EXT_DEPTH_BOUNDS_TEST])
3706 format = get_format_gl_internal(adapter, WINED3DFMT_NVDB);
3707 format_set_flag(&format->f, WINED3DFMT_FLAG_TEXTURE);
3710 if (gl_info->supported[ARB_MULTISAMPLE])
3712 format = get_format_gl_internal(adapter, WINED3DFMT_ATOC);
3713 format_set_flag(&format->f, WINED3DFMT_FLAG_TEXTURE);
3716 /* RESZ aka AMD DX9-level hack for multisampled depth buffer resolve. You query for RESZ
3717 * support by checking for availability of MAKEFOURCC('R','E','S','Z') surfaces with
3718 * RENDERTARGET usage. */
3719 if (gl_info->supported[ARB_FRAMEBUFFER_OBJECT])
3721 format = get_format_gl_internal(adapter, WINED3DFMT_RESZ);
3722 format_set_flag(&format->f, WINED3DFMT_FLAG_TEXTURE | WINED3DFMT_FLAG_RENDERTARGET);
3725 for (i = 0; i < WINED3D_FORMAT_COUNT; ++i)
3727 format = get_format_gl_by_idx(adapter, i);
3729 if (!(format->f.flags[WINED3D_GL_RES_TYPE_TEX_2D] & WINED3DFMT_FLAG_TEXTURE))
3730 continue;
3732 if (is_identity_fixup(format->f.color_fixup))
3733 continue;
3735 TRACE("Checking support for fixup:\n");
3736 dump_color_fixup_desc(format->f.color_fixup);
3737 if (!adapter->shader_backend->shader_color_fixup_supported(format->f.color_fixup)
3738 || !adapter->fragment_pipe->color_fixup_supported(format->f.color_fixup))
3740 TRACE("[FAILED]\n");
3741 format_clear_flag(&format->f, WINED3DFMT_FLAG_TEXTURE);
3743 else
3745 TRACE("[OK]\n");
3749 /* These formats are not supported for 3D textures. See also
3750 * WINED3DFMT_FLAG_DECOMPRESS. */
3751 format = get_format_gl_internal(adapter, WINED3DFMT_ATI1N);
3752 format->f.flags[WINED3D_GL_RES_TYPE_TEX_3D] &= ~WINED3DFMT_FLAG_TEXTURE;
3753 format = get_format_gl_internal(adapter, WINED3DFMT_ATI2N);
3754 format->f.flags[WINED3D_GL_RES_TYPE_TEX_3D] &= ~WINED3DFMT_FLAG_TEXTURE;
3755 format = get_format_gl_internal(adapter, WINED3DFMT_BC4_SNORM);
3756 format->f.flags[WINED3D_GL_RES_TYPE_TEX_3D] &= ~WINED3DFMT_FLAG_TEXTURE;
3757 format = get_format_gl_internal(adapter, WINED3DFMT_BC5_UNORM);
3758 format->f.flags[WINED3D_GL_RES_TYPE_TEX_3D] &= ~WINED3DFMT_FLAG_TEXTURE;
3759 format = get_format_gl_internal(adapter, WINED3DFMT_BC5_SNORM);
3760 format->f.flags[WINED3D_GL_RES_TYPE_TEX_3D] &= ~WINED3DFMT_FLAG_TEXTURE;
3763 static BOOL init_format_vertex_info(const struct wined3d_adapter *adapter,
3764 struct wined3d_gl_info *gl_info)
3766 struct wined3d_format_gl *format;
3767 unsigned int i;
3769 for (i = 0; i < ARRAY_SIZE(format_vertex_info); ++i)
3771 if (!(format = get_format_gl_internal(adapter, format_vertex_info[i].id)))
3772 return FALSE;
3774 if (!gl_info->supported[format_vertex_info[i].extension])
3775 continue;
3777 format->f.emit_idx = format_vertex_info[i].emit_idx;
3778 format->vtx_type = format_vertex_info[i].gl_vtx_type;
3779 format->vtx_format = format->f.component_count;
3780 format->f.flags[WINED3D_GL_RES_TYPE_BUFFER] |= WINED3DFMT_FLAG_VERTEX_ATTRIBUTE;
3783 if (gl_info->supported[ARB_VERTEX_ARRAY_BGRA])
3785 format = get_format_gl_internal(adapter, WINED3DFMT_B8G8R8A8_UNORM);
3786 format->vtx_format = GL_BGRA;
3789 return TRUE;
3792 static BOOL init_typeless_formats(const struct wined3d_adapter *adapter)
3794 unsigned int flags[WINED3D_GL_RES_TYPE_COUNT];
3795 unsigned int i, j;
3797 for (i = 0; i < ARRAY_SIZE(typed_formats); ++i)
3799 struct wined3d_format *format, *typeless_format;
3801 if (!(format = get_format_internal(adapter, typed_formats[i].id)))
3802 return FALSE;
3803 if (!(typeless_format = get_format_internal(adapter, typed_formats[i].typeless_id)))
3804 return FALSE;
3806 memcpy(flags, typeless_format->flags, sizeof(flags));
3807 copy_format(adapter, typeless_format, format);
3808 for (j = 0; j < ARRAY_SIZE(typeless_format->flags); ++j)
3809 typeless_format->flags[j] |= flags[j];
3812 for (i = 0; i < ARRAY_SIZE(typeless_depth_stencil_formats); ++i)
3814 struct wined3d_format *typeless_format, *typeless_ds_format, *ds_format;
3815 struct wined3d_format *depth_view_format, *stencil_view_format;
3816 enum wined3d_format_id format_id;
3818 if (!(typeless_format = get_format_internal(adapter, typeless_depth_stencil_formats[i].typeless_id)))
3819 return FALSE;
3820 if (!(ds_format = get_format_internal(adapter, typeless_depth_stencil_formats[i].depth_stencil_id)))
3821 return FALSE;
3823 typeless_ds_format = get_format_by_idx(adapter, WINED3D_FORMAT_COUNT + i);
3824 typeless_ds_format->id = typeless_depth_stencil_formats[i].typeless_id;
3825 copy_format(adapter, typeless_ds_format, ds_format);
3826 for (j = 0; j < ARRAY_SIZE(typeless_ds_format->flags); ++j)
3828 typeless_ds_format->flags[j] = typeless_format->flags[j];
3829 typeless_format->flags[j] &= ~WINED3DFMT_FLAG_DEPTH_STENCIL;
3832 if ((format_id = typeless_depth_stencil_formats[i].depth_view_id)
3833 && typeless_depth_stencil_formats[i].separate_depth_view_format)
3835 if (!(depth_view_format = get_format_internal(adapter, format_id)))
3836 return FALSE;
3837 copy_format(adapter, depth_view_format, ds_format);
3838 depth_view_format->red_size = depth_view_format->depth_size;
3839 depth_view_format->depth_size = 0;
3840 depth_view_format->stencil_size = 0;
3842 if ((format_id = typeless_depth_stencil_formats[i].stencil_view_id))
3844 if (!(stencil_view_format = get_format_internal(adapter, format_id)))
3845 return FALSE;
3846 copy_format(adapter, stencil_view_format, ds_format);
3847 stencil_view_format->green_size = stencil_view_format->stencil_size;
3848 stencil_view_format->depth_size = 0;
3849 stencil_view_format->stencil_size = 0;
3853 return TRUE;
3856 static void init_format_gen_mipmap_info(const struct wined3d_adapter *adapter,
3857 struct wined3d_gl_info *gl_info)
3859 unsigned int i, j;
3861 if (!gl_info->fbo_ops.glGenerateMipmap)
3862 return;
3864 for (i = 0; i < WINED3D_FORMAT_COUNT; ++i)
3866 struct wined3d_format *format = get_format_by_idx(adapter, i);
3868 for (j = 0; j < ARRAY_SIZE(format->flags); ++j)
3869 if (!(~format->flags[j] & (WINED3DFMT_FLAG_RENDERTARGET | WINED3DFMT_FLAG_FILTERING)))
3870 format->flags[j] |= WINED3DFMT_FLAG_GEN_MIPMAP;
3874 BOOL wined3d_caps_gl_ctx_test_viewport_subpixel_bits(struct wined3d_caps_gl_ctx *ctx)
3876 static const struct wined3d_color red = {1.0f, 0.0f, 0.0f, 1.0f};
3877 const struct wined3d_gl_info *gl_info = ctx->gl_info;
3878 static const float offset = -63.0f / 128.0f;
3879 GLuint texture, fbo;
3880 DWORD readback[4];
3881 unsigned int i;
3883 gl_info->gl_ops.gl.p_glGenTextures(1, &texture);
3884 gl_info->gl_ops.gl.p_glBindTexture(GL_TEXTURE_2D, texture);
3885 gl_info->gl_ops.gl.p_glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAX_LEVEL, 0);
3886 gl_info->gl_ops.gl.p_glTexImage2D(GL_TEXTURE_2D, 0, GL_RGBA8, ARRAY_SIZE(readback), 1, 0,
3887 GL_BGRA, GL_UNSIGNED_INT_8_8_8_8_REV, NULL);
3888 gl_info->fbo_ops.glGenFramebuffers(1, &fbo);
3889 gl_info->fbo_ops.glBindFramebuffer(GL_FRAMEBUFFER, fbo);
3890 gl_info->fbo_ops.glFramebufferTexture2D(GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT0,
3891 GL_TEXTURE_2D, texture, 0);
3892 checkGLcall("create resources");
3894 gl_info->gl_ops.gl.p_glClearColor(1.0f, 1.0f, 1.0f, 1.0f);
3895 gl_info->gl_ops.gl.p_glClear(GL_COLOR_BUFFER_BIT);
3896 GL_EXTCALL(glViewportIndexedf(0, offset, offset, 4.0f, 1.0f));
3897 draw_test_quad(ctx, NULL, &red);
3898 checkGLcall("draw");
3900 gl_info->gl_ops.gl.p_glBindTexture(GL_TEXTURE_2D, texture);
3901 gl_info->gl_ops.gl.p_glGetTexImage(GL_TEXTURE_2D, 0,
3902 GL_BGRA, GL_UNSIGNED_INT_8_8_8_8_REV, readback);
3903 checkGLcall("readback");
3905 TRACE("Readback colors are 0x%08x, 0x%08x, 0x%08x, 0x%08x.\n",
3906 readback[0], readback[1], readback[2], readback[3]);
3908 gl_info->gl_ops.gl.p_glDeleteTextures(1, &texture);
3909 gl_info->fbo_ops.glDeleteFramebuffers(1, &fbo);
3910 gl_info->fbo_ops.glBindFramebuffer(GL_FRAMEBUFFER, 0);
3911 checkGLcall("delete resources");
3913 for (i = 0; i < ARRAY_SIZE(readback); ++i)
3915 if (readback[i] != 0xffff0000)
3916 return FALSE;
3918 return TRUE;
3921 bool wined3d_caps_gl_ctx_test_filling_convention(struct wined3d_caps_gl_ctx *ctx, float offset)
3923 static const struct wined3d_color red = {1.0f, 0.0f, 0.0f, 1.0f};
3924 const struct wined3d_gl_info *gl_info = ctx->gl_info;
3925 unsigned int x, y, clear = 0, draw = 0;
3926 GLuint texture, fbo;
3927 DWORD readback[8][8];
3929 /* This is a very simple test to find out how GL handles polygon edges:
3930 * Draw a 1x1 quad exactly through 4 adjacent pixel centers in an 8x8
3931 * viewport and see which pixel it ends up in. So far we've seen top left
3932 * and bottom left conventions. This test may produce unexpected results
3933 * if the driver forces multisampling on us.
3935 * If we find a bottom-left filling behavior we also move the x-axis
3936 * by the same amount. This is necessary to keep diagonals that go
3937 * through the pixel center intact.
3939 * Note that we are ignoring some settings that might influence the
3940 * driver: How we switch GL to an upper-left coordinate system,
3941 * shaders vs fixed function GL. Testing these isn't possible with
3942 * the current draw_test_quad() infrastructure. Also the test is
3943 * skipped if we are not using FBOs. Drawing into the onscreen
3944 * frame buffer may also yield different driver behavior.
3946 * The minimum offset also depends on the viewport size, although
3947 * the relation between those two is GPU dependent and not exactly
3948 * sensible. E.g. a 8192x8192 viewport on a GeForce 9 needs at
3949 * least an offset of 1/240.9, whereas a 8x8 one needs 1/255.982;
3950 * 32x32 needs 1/255.935. 4x4 and lower are happy with something
3951 * below 1/256. The 8x8 size below has been arbitrarily chosen to
3952 * get a useful result out of that card and avoid allocating a
3953 * gigantic texture during library init.
3955 * Newer cards usually do the right thing anyway. In cases where
3956 * they do not (e.g. Radeon GPUs in a macbookpro14,3 running MacOS)
3957 * an offset of 1/2^20 is enough. */
3958 const struct wined3d_vec3 edge_geometry[] =
3960 {(-1.0f + offset) / 8.0f, (-1.0f + offset) / 8.0f, 0.0f},
3961 {( 1.0f + offset) / 8.0f, (-1.0f + offset) / 8.0f, 0.0f},
3962 {(-1.0f + offset) / 8.0f, ( 1.0f + offset) / 8.0f, 0.0f},
3963 {( 1.0f + offset) / 8.0f, ( 1.0f + offset) / 8.0f, 0.0f},
3966 gl_info->gl_ops.gl.p_glGenTextures(1, &texture);
3967 gl_info->gl_ops.gl.p_glBindTexture(GL_TEXTURE_2D, texture);
3968 gl_info->gl_ops.gl.p_glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAX_LEVEL, 0);
3969 gl_info->gl_ops.gl.p_glTexImage2D(GL_TEXTURE_2D, 0, GL_RGBA8, 8, 8, 0,
3970 GL_BGRA, GL_UNSIGNED_INT_8_8_8_8_REV, NULL);
3971 gl_info->fbo_ops.glGenFramebuffers(1, &fbo);
3972 gl_info->fbo_ops.glBindFramebuffer(GL_FRAMEBUFFER, fbo);
3973 gl_info->fbo_ops.glFramebufferTexture2D(GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT0,
3974 GL_TEXTURE_2D, texture, 0);
3975 checkGLcall("create resources");
3977 gl_info->gl_ops.gl.p_glViewport(0, 0, 8, 8);
3978 gl_info->gl_ops.gl.p_glClearColor(0.0f, 0.0f, 1.0f, 1.0f);
3979 gl_info->gl_ops.gl.p_glClear(GL_COLOR_BUFFER_BIT);
3981 draw_test_quad(ctx, edge_geometry, &red);
3982 checkGLcall("draw");
3984 gl_info->gl_ops.gl.p_glBindTexture(GL_TEXTURE_2D, texture);
3985 gl_info->gl_ops.gl.p_glGetTexImage(GL_TEXTURE_2D, 0,
3986 GL_BGRA, GL_UNSIGNED_INT_8_8_8_8_REV, readback);
3987 checkGLcall("readback");
3989 gl_info->gl_ops.gl.p_glDeleteTextures(1, &texture);
3990 gl_info->fbo_ops.glDeleteFramebuffers(1, &fbo);
3991 gl_info->fbo_ops.glBindFramebuffer(GL_FRAMEBUFFER, 0);
3992 checkGLcall("delete resources");
3994 /* We expect that exactly one fragment is generated. */
3995 for (y = 0; y < ARRAY_SIZE(readback); ++y)
3997 for (x = 0; x < ARRAY_SIZE(readback[0]); ++x)
3999 if (readback[y][x] == 0xff0000ff)
4000 clear++;
4001 else if (readback[y][x] == 0xffff0000)
4002 draw++;
4006 if (clear != 63 || draw != 1)
4008 FIXME("Unexpected filling convention test result.\n");
4009 return FALSE;
4012 /* One pixel was drawn, check if it is the expected one */
4013 return readback[3][3] == 0xffff0000;
4015 static float wined3d_adapter_find_polyoffset_scale(struct wined3d_caps_gl_ctx *ctx, GLenum format)
4017 const struct wined3d_gl_info *gl_info = ctx->gl_info;
4018 static const struct wined3d_color blue = {0.0f, 0.0f, 1.0f, 1.0f};
4019 GLuint fbo, color, depth;
4020 unsigned int low = 0, high = 32, cur;
4021 DWORD readback[256];
4022 static const struct wined3d_vec3 geometry[] =
4024 {-1.0f, -1.0f, -1.0f},
4025 { 1.0f, -1.0f, 0.0f},
4026 {-1.0f, 1.0f, -1.0f},
4027 { 1.0f, 1.0f, 0.0f},
4030 /* Most drivers want 2^23 for fixed point depth buffers, including r300g, r600g,
4031 * Nvidia. Use this as a fallback if the detection fails. */
4032 unsigned int fallback = 23;
4034 if (wined3d_settings.offscreen_rendering_mode != ORM_FBO)
4036 FIXME("No FBOs, assuming polyoffset scale of 2^%u.\n", fallback);
4037 return (float)(1u << fallback);
4040 gl_info->gl_ops.gl.p_glGenTextures(1, &color);
4041 gl_info->gl_ops.gl.p_glBindTexture(GL_TEXTURE_2D, color);
4042 gl_info->gl_ops.gl.p_glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAX_LEVEL, 0);
4043 gl_info->gl_ops.gl.p_glTexImage2D(GL_TEXTURE_2D, 0, GL_RGBA8, 256, 1, 0, GL_BGRA, GL_UNSIGNED_INT_8_8_8_8_REV, 0);
4045 gl_info->fbo_ops.glGenRenderbuffers(1, &depth);
4046 gl_info->fbo_ops.glBindRenderbuffer(GL_RENDERBUFFER, depth);
4047 gl_info->fbo_ops.glRenderbufferStorage(GL_RENDERBUFFER, format, 256, 1);
4049 gl_info->fbo_ops.glGenFramebuffers(1, &fbo);
4050 gl_info->fbo_ops.glBindFramebuffer(GL_FRAMEBUFFER, fbo);
4051 gl_info->fbo_ops.glFramebufferTexture2D(GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT0, GL_TEXTURE_2D, color, 0);
4052 gl_info->fbo_ops.glFramebufferRenderbuffer(GL_FRAMEBUFFER, GL_DEPTH_ATTACHMENT, GL_RENDERBUFFER, depth);
4053 checkGLcall("Setup framebuffer");
4055 gl_info->gl_ops.gl.p_glClearColor(0.0f, 0.0f, 0.5f, 0.0f);
4056 gl_info->gl_ops.gl.p_glClearDepth(0.5f);
4057 gl_info->gl_ops.gl.p_glEnable(GL_DEPTH_TEST);
4058 gl_info->gl_ops.gl.p_glEnable(GL_POLYGON_OFFSET_FILL);
4059 gl_info->gl_ops.gl.p_glViewport(0, 0, 256, 1);
4060 checkGLcall("Misc parameters");
4062 for (;;)
4064 if (high - low <= 1)
4066 ERR("PolygonOffset scale factor detection failed, using fallback value 2^%u.\n", fallback);
4067 cur = fallback;
4068 break;
4070 cur = (low + high) / 2;
4072 gl_info->gl_ops.gl.p_glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT);
4073 /* The post viewport transform Z of the geometry runs from 0.0 to 0.5. We want to push it another
4074 * 0.25 so that the Z buffer content (0.5) cuts the quad off at half the screen. */
4075 gl_info->gl_ops.gl.p_glPolygonOffset(0.0f, (float)(1u << cur) * 0.25f);
4076 draw_test_quad(ctx, geometry, &blue);
4077 checkGLcall("Test draw");
4079 /* Rebinding texture to workaround a fglrx bug. */
4080 gl_info->gl_ops.gl.p_glBindTexture(GL_TEXTURE_2D, color);
4081 gl_info->gl_ops.gl.p_glGetTexImage(GL_TEXTURE_2D, 0, GL_BGRA, GL_UNSIGNED_INT_8_8_8_8_REV, readback);
4082 checkGLcall("readback");
4084 TRACE("low %02u, high %02u, cur %2u, 0=0x%08x, 125=0x%08x, 131=0x%08x, 255=0x%08x\n",
4085 low, high, cur, readback[0], readback[125], readback[131], readback[255]);
4087 if ((readback[125] & 0xff) < 0xa0)
4088 high = cur;
4089 else if ((readback[131] & 0xff) > 0xa0)
4090 low = cur;
4091 else
4093 TRACE("Found scale factor 2^%u for format %x.\n", cur, format);
4094 break;
4098 gl_info->gl_ops.gl.p_glDeleteTextures(1, &color);
4099 gl_info->fbo_ops.glDeleteRenderbuffers(1, &depth);
4100 gl_info->fbo_ops.glDeleteFramebuffers(1, &fbo);
4101 gl_info->fbo_ops.glBindFramebuffer(GL_FRAMEBUFFER, 0);
4102 checkGLcall("Delete framebuffer");
4104 gl_info->gl_ops.gl.p_glDisable(GL_DEPTH_TEST);
4105 gl_info->gl_ops.gl.p_glDisable(GL_POLYGON_OFFSET_FILL);
4106 return (float)(1u << cur);
4109 static void init_format_depth_bias_scale(struct wined3d_adapter *adapter,
4110 struct wined3d_caps_gl_ctx *ctx)
4112 const struct wined3d_d3d_info *d3d_info = &adapter->d3d_info;
4113 unsigned int i;
4115 for (i = 0; i < WINED3D_FORMAT_COUNT; ++i)
4117 struct wined3d_format_gl *format = get_format_gl_by_idx(adapter, i);
4119 if (format->f.depth_size && (format->f.flags[WINED3D_GL_RES_TYPE_RB] & WINED3DFMT_FLAG_DEPTH_STENCIL))
4121 TRACE("Testing depth bias scale for format %s.\n", debug_d3dformat(format->f.id));
4122 format->f.depth_bias_scale = wined3d_adapter_find_polyoffset_scale(ctx, format->internal);
4124 if (!(d3d_info->wined3d_creation_flags & WINED3D_NORMALIZED_DEPTH_BIAS))
4126 /* The single-precision binary floating-point format has
4127 * a significand precision of 24 bits.
4129 if (format->f.flags[WINED3D_GL_RES_TYPE_TEX_2D] & WINED3DFMT_FLAG_FLOAT)
4130 format->f.depth_bias_scale /= 1u << 24;
4131 else
4132 format->f.depth_bias_scale /= 1u << format->f.depth_size;
4138 static BOOL wined3d_adapter_init_format_info(struct wined3d_adapter *adapter, size_t format_size)
4140 unsigned int count = WINED3D_FORMAT_COUNT + ARRAY_SIZE(typeless_depth_stencil_formats);
4142 if (!(adapter->formats = heap_calloc(count, format_size)))
4144 ERR("Failed to allocate memory.\n");
4145 return FALSE;
4147 adapter->format_size = format_size;
4149 if (!init_format_base_info(adapter))
4150 goto fail;
4151 if (!init_format_block_info(adapter))
4152 goto fail;
4153 if (!init_format_decompress_info(adapter))
4154 goto fail;
4155 if (!init_srgb_formats(adapter))
4156 goto fail;
4158 return TRUE;
4160 fail:
4161 heap_free(adapter->formats);
4162 adapter->formats = NULL;
4163 return FALSE;
4166 BOOL wined3d_adapter_no3d_init_format_info(struct wined3d_adapter *adapter)
4168 struct wined3d_format *format;
4169 unsigned int i;
4171 static const enum wined3d_format_id blit_formats[] =
4173 WINED3DFMT_B8G8R8A8_UNORM,
4174 WINED3DFMT_B8G8R8X8_UNORM,
4175 WINED3DFMT_B5G6R5_UNORM,
4176 WINED3DFMT_B5G5R5X1_UNORM,
4177 WINED3DFMT_B5G5R5A1_UNORM,
4178 WINED3DFMT_B4G4R4A4_UNORM,
4179 WINED3DFMT_B2G3R3_UNORM,
4180 WINED3DFMT_A8_UNORM,
4181 WINED3DFMT_B2G3R3A8_UNORM,
4182 WINED3DFMT_B4G4R4X4_UNORM,
4183 WINED3DFMT_R10G10B10A2_UNORM,
4184 WINED3DFMT_R8G8B8A8_UNORM,
4185 WINED3DFMT_R8G8B8X8_UNORM,
4186 WINED3DFMT_R16G16_UNORM,
4187 WINED3DFMT_B10G10R10A2_UNORM,
4188 WINED3DFMT_R16G16B16A16_UNORM,
4189 WINED3DFMT_P8_UINT,
4192 if (!wined3d_adapter_init_format_info(adapter, sizeof(struct wined3d_format)))
4193 return FALSE;
4195 for (i = 0; i < ARRAY_SIZE(blit_formats); ++i)
4197 if (!(format = get_format_internal(adapter, blit_formats[i])))
4198 return FALSE;
4200 format->flags[WINED3D_GL_RES_TYPE_TEX_2D] |= WINED3DFMT_FLAG_BLIT;
4201 format->flags[WINED3D_GL_RES_TYPE_RB] |= WINED3DFMT_FLAG_BLIT;
4204 return TRUE;
4207 /* Context activation is done by the caller. */
4208 BOOL wined3d_adapter_gl_init_format_info(struct wined3d_adapter *adapter, struct wined3d_caps_gl_ctx *ctx)
4210 struct wined3d_gl_info *gl_info = &adapter->gl_info;
4212 if (!wined3d_adapter_init_format_info(adapter, sizeof(struct wined3d_format_gl)))
4213 return FALSE;
4215 if (!init_format_texture_info(adapter, gl_info)) goto fail;
4216 if (!init_format_vertex_info(adapter, gl_info)) goto fail;
4218 apply_format_fixups(adapter, gl_info);
4219 init_format_fbo_compat_info(adapter, ctx);
4220 init_format_filter_info(adapter, gl_info);
4221 init_format_gen_mipmap_info(adapter, gl_info);
4222 init_format_depth_bias_scale(adapter, ctx);
4224 if (!init_typeless_formats(adapter)) goto fail;
4226 return TRUE;
4228 fail:
4229 heap_free(adapter->formats);
4230 adapter->formats = NULL;
4231 return FALSE;
4234 static void init_vulkan_format_info(struct wined3d_format_vk *format,
4235 const struct wined3d_vk_info *vk_info, VkPhysicalDevice vk_physical_device)
4237 static const struct
4239 enum wined3d_format_id id;
4240 VkFormat vk_format;
4241 const char *fixup;
4243 vulkan_formats[] =
4245 {WINED3DFMT_R32G32B32A32_FLOAT, VK_FORMAT_R32G32B32A32_SFLOAT, },
4246 {WINED3DFMT_R32G32B32A32_UINT, VK_FORMAT_R32G32B32A32_UINT, },
4247 {WINED3DFMT_R32G32B32A32_SINT, VK_FORMAT_R32G32B32A32_SINT, },
4248 {WINED3DFMT_R32G32B32_FLOAT, VK_FORMAT_R32G32B32_SFLOAT, },
4249 {WINED3DFMT_R32G32B32_UINT, VK_FORMAT_R32G32B32_UINT, },
4250 {WINED3DFMT_R32G32B32_SINT, VK_FORMAT_R32G32B32_SINT, },
4251 {WINED3DFMT_R16G16B16A16_FLOAT, VK_FORMAT_R16G16B16A16_SFLOAT, },
4252 {WINED3DFMT_R16G16B16A16_UNORM, VK_FORMAT_R16G16B16A16_UNORM, },
4253 {WINED3DFMT_R16G16B16A16_UINT, VK_FORMAT_R16G16B16A16_UINT, },
4254 {WINED3DFMT_R16G16B16A16_SNORM, VK_FORMAT_R16G16B16A16_SNORM, },
4255 {WINED3DFMT_R16G16B16A16_SINT, VK_FORMAT_R16G16B16A16_SINT, },
4256 {WINED3DFMT_R32G32_FLOAT, VK_FORMAT_R32G32_SFLOAT, },
4257 {WINED3DFMT_R32G32_UINT, VK_FORMAT_R32G32_UINT, },
4258 {WINED3DFMT_R32G32_SINT, VK_FORMAT_R32G32_SINT, },
4259 {WINED3DFMT_R10G10B10A2_UNORM, VK_FORMAT_A2B10G10R10_UNORM_PACK32,},
4260 {WINED3DFMT_R11G11B10_FLOAT, VK_FORMAT_B10G11R11_UFLOAT_PACK32, },
4261 {WINED3DFMT_R8G8_UNORM, VK_FORMAT_R8G8_UNORM, },
4262 {WINED3DFMT_R8G8_UINT, VK_FORMAT_R8G8_UINT, },
4263 {WINED3DFMT_R8G8_SNORM, VK_FORMAT_R8G8_SNORM, },
4264 {WINED3DFMT_R8G8_SINT, VK_FORMAT_R8G8_SINT, },
4265 {WINED3DFMT_R8G8B8A8_UNORM, VK_FORMAT_R8G8B8A8_UNORM, },
4266 {WINED3DFMT_R8G8B8A8_UNORM_SRGB, VK_FORMAT_R8G8B8A8_SRGB, },
4267 {WINED3DFMT_R8G8B8A8_UINT, VK_FORMAT_R8G8B8A8_UINT, },
4268 {WINED3DFMT_R8G8B8A8_SNORM, VK_FORMAT_R8G8B8A8_SNORM, },
4269 {WINED3DFMT_R8G8B8A8_SINT, VK_FORMAT_R8G8B8A8_SINT, },
4270 {WINED3DFMT_R16G16_FLOAT, VK_FORMAT_R16G16_SFLOAT, },
4271 {WINED3DFMT_R16G16_UNORM, VK_FORMAT_R16G16_UNORM, },
4272 {WINED3DFMT_R16G16_UINT, VK_FORMAT_R16G16_UINT, },
4273 {WINED3DFMT_R16G16_SNORM, VK_FORMAT_R16G16_SNORM, },
4274 {WINED3DFMT_R16G16_SINT, VK_FORMAT_R16G16_SINT, },
4275 {WINED3DFMT_D32_FLOAT, VK_FORMAT_D32_SFLOAT, },
4276 {WINED3DFMT_R32_FLOAT, VK_FORMAT_R32_SFLOAT, },
4277 {WINED3DFMT_R32_UINT, VK_FORMAT_R32_UINT, },
4278 {WINED3DFMT_R32_SINT, VK_FORMAT_R32_SINT, },
4279 {WINED3DFMT_R16_FLOAT, VK_FORMAT_R16_SFLOAT, },
4280 {WINED3DFMT_D16_UNORM, VK_FORMAT_D16_UNORM, },
4281 {WINED3DFMT_R16_UNORM, VK_FORMAT_R16_UNORM, },
4282 {WINED3DFMT_R16_UINT, VK_FORMAT_R16_UINT, },
4283 {WINED3DFMT_R16_SNORM, VK_FORMAT_R16_SNORM, },
4284 {WINED3DFMT_R16_SINT, VK_FORMAT_R16_SINT, },
4285 {WINED3DFMT_R8_UNORM, VK_FORMAT_R8_UNORM, },
4286 {WINED3DFMT_R8_UINT, VK_FORMAT_R8_UINT, },
4287 {WINED3DFMT_R8_SNORM, VK_FORMAT_R8_SNORM, },
4288 {WINED3DFMT_R8_SINT, VK_FORMAT_R8_SINT, },
4289 {WINED3DFMT_A8_UNORM, VK_FORMAT_R8_UNORM, "000X"},
4290 {WINED3DFMT_B8G8R8A8_UNORM, VK_FORMAT_B8G8R8A8_UNORM, },
4291 {WINED3DFMT_B8G8R8A8_UNORM_SRGB, VK_FORMAT_B8G8R8A8_SRGB, },
4292 {WINED3DFMT_B8G8R8X8_UNORM, VK_FORMAT_B8G8R8A8_UNORM, "XYZ1"},
4293 {WINED3DFMT_B8G8R8X8_UNORM_SRGB, VK_FORMAT_B8G8R8A8_SRGB, "XYZ1"},
4294 {WINED3DFMT_BC1_UNORM, VK_FORMAT_BC1_RGBA_UNORM_BLOCK, },
4295 {WINED3DFMT_BC1_UNORM_SRGB, VK_FORMAT_BC1_RGBA_SRGB_BLOCK, },
4296 {WINED3DFMT_BC2_UNORM, VK_FORMAT_BC2_UNORM_BLOCK, },
4297 {WINED3DFMT_BC2_UNORM_SRGB, VK_FORMAT_BC2_SRGB_BLOCK, },
4298 {WINED3DFMT_BC3_UNORM, VK_FORMAT_BC3_UNORM_BLOCK, },
4299 {WINED3DFMT_BC3_UNORM_SRGB, VK_FORMAT_BC3_SRGB_BLOCK, },
4300 {WINED3DFMT_BC4_UNORM, VK_FORMAT_BC4_UNORM_BLOCK, },
4301 {WINED3DFMT_BC4_SNORM, VK_FORMAT_BC4_SNORM_BLOCK, },
4302 {WINED3DFMT_BC5_UNORM, VK_FORMAT_BC5_UNORM_BLOCK, },
4303 {WINED3DFMT_BC5_SNORM, VK_FORMAT_BC5_SNORM_BLOCK, },
4304 {WINED3DFMT_BC6H_UF16, VK_FORMAT_BC6H_UFLOAT_BLOCK, },
4305 {WINED3DFMT_BC6H_SF16, VK_FORMAT_BC6H_SFLOAT_BLOCK, },
4306 {WINED3DFMT_BC7_UNORM, VK_FORMAT_BC7_UNORM_BLOCK, },
4307 {WINED3DFMT_BC7_UNORM_SRGB, VK_FORMAT_BC7_SRGB_BLOCK, },
4308 {WINED3DFMT_R9G9B9E5_SHAREDEXP, VK_FORMAT_E5B9G9R9_UFLOAT_PACK32, },
4309 {WINED3DFMT_D32_FLOAT_S8X24_UINT, VK_FORMAT_D32_SFLOAT_S8_UINT, },
4310 {WINED3DFMT_R32_FLOAT_X8X24_TYPELESS, VK_FORMAT_D32_SFLOAT_S8_UINT, },
4311 {WINED3DFMT_X32_TYPELESS_G8X24_UINT, VK_FORMAT_D32_SFLOAT_S8_UINT, },
4312 {WINED3DFMT_D24_UNORM_S8_UINT, VK_FORMAT_D24_UNORM_S8_UINT, },
4314 VkFormat vk_format = VK_FORMAT_UNDEFINED;
4315 VkImageFormatProperties image_properties;
4316 VkFormatFeatureFlags texture_flags;
4317 VkFormatProperties properties;
4318 VkImageUsageFlags vk_usage;
4319 unsigned int flags;
4320 const char *fixup;
4321 unsigned int i;
4322 uint32_t mask;
4323 VkResult vr;
4325 for (i = 0; i < ARRAY_SIZE(vulkan_formats); ++i)
4327 if (vulkan_formats[i].id == format->f.id)
4329 vk_format = vulkan_formats[i].vk_format;
4330 fixup = vulkan_formats[i].fixup;
4331 break;
4334 if (!vk_format)
4336 WARN("Unsupported format %s.\n", debug_d3dformat(format->f.id));
4337 return;
4340 format->vk_format = vk_format;
4341 if (fixup)
4342 format->f.color_fixup = create_color_fixup_desc_from_string(fixup);
4343 else
4344 format->f.color_fixup = COLOR_FIXUP_IDENTITY;
4346 VK_CALL(vkGetPhysicalDeviceFormatProperties(vk_physical_device, vk_format, &properties));
4347 if (vk_format == VK_FORMAT_D24_UNORM_S8_UINT)
4349 if (~properties.optimalTilingFeatures & VK_FORMAT_FEATURE_DEPTH_STENCIL_ATTACHMENT_BIT)
4351 /* AMD doesn't support VK_FORMAT_D24_UNORM_S8_UINT. */
4352 WARN("Mapping VK_FORMAT_D24_UNORM_S8_UINT to VK_FORMAT_D32_SFLOAT_S8_UINT.\n");
4354 format->vk_format = vk_format = VK_FORMAT_D32_SFLOAT_S8_UINT;
4355 VK_CALL(vkGetPhysicalDeviceFormatProperties(vk_physical_device, vk_format, &properties));
4359 if (properties.bufferFeatures & VK_FORMAT_FEATURE_VERTEX_BUFFER_BIT)
4360 format->f.flags[WINED3D_GL_RES_TYPE_BUFFER] |= WINED3DFMT_FLAG_VERTEX_ATTRIBUTE;
4361 if (properties.bufferFeatures & VK_FORMAT_FEATURE_UNIFORM_TEXEL_BUFFER_BIT)
4362 format->f.flags[WINED3D_GL_RES_TYPE_BUFFER] |= WINED3DFMT_FLAG_TEXTURE;
4364 flags = 0;
4365 texture_flags = properties.linearTilingFeatures | properties.optimalTilingFeatures;
4366 if (texture_flags & VK_FORMAT_FEATURE_SAMPLED_IMAGE_BIT)
4368 flags |= WINED3DFMT_FLAG_TEXTURE | WINED3DFMT_FLAG_VTF;
4370 if (texture_flags & VK_FORMAT_FEATURE_COLOR_ATTACHMENT_BIT)
4372 flags |= WINED3DFMT_FLAG_RENDERTARGET;
4374 if (texture_flags & VK_FORMAT_FEATURE_COLOR_ATTACHMENT_BLEND_BIT)
4376 flags |= WINED3DFMT_FLAG_POSTPIXELSHADER_BLENDING;
4378 if (texture_flags & VK_FORMAT_FEATURE_DEPTH_STENCIL_ATTACHMENT_BIT)
4380 flags |= WINED3DFMT_FLAG_DEPTH_STENCIL;
4382 if (texture_flags & VK_FORMAT_FEATURE_SAMPLED_IMAGE_FILTER_LINEAR_BIT)
4384 flags |= WINED3DFMT_FLAG_FILTERING;
4386 if (texture_flags & VK_FORMAT_FEATURE_STORAGE_IMAGE_BIT)
4388 flags |= WINED3DFMT_FLAG_UNORDERED_ACCESS;
4391 if (!(~flags & (WINED3DFMT_FLAG_RENDERTARGET | WINED3DFMT_FLAG_FILTERING)))
4392 flags |= WINED3DFMT_FLAG_GEN_MIPMAP;
4394 format->f.flags[WINED3D_GL_RES_TYPE_TEX_1D] |= flags;
4395 format->f.flags[WINED3D_GL_RES_TYPE_TEX_2D] |= flags;
4396 format->f.flags[WINED3D_GL_RES_TYPE_TEX_3D] |= flags;
4397 format->f.flags[WINED3D_GL_RES_TYPE_TEX_CUBE] |= flags;
4399 vk_usage = 0;
4400 if (texture_flags & VK_FORMAT_FEATURE_COLOR_ATTACHMENT_BIT)
4401 vk_usage = VK_IMAGE_USAGE_COLOR_ATTACHMENT_BIT;
4402 else if (texture_flags & VK_FORMAT_FEATURE_DEPTH_STENCIL_ATTACHMENT_BIT)
4403 vk_usage = VK_IMAGE_USAGE_DEPTH_STENCIL_ATTACHMENT_BIT;
4404 if (vk_usage)
4406 if ((vr = VK_CALL(vkGetPhysicalDeviceImageFormatProperties(vk_physical_device, vk_format,
4407 VK_IMAGE_TYPE_2D, VK_IMAGE_TILING_OPTIMAL, vk_usage, 0, &image_properties))) < 0)
4409 ERR("Failed to get image format properties, vr %s.\n", wined3d_debug_vkresult(vr));
4410 return;
4413 mask = image_properties.sampleCounts & 0x3f;
4414 while (mask)
4416 i = (1u << wined3d_bit_scan(&mask)) - 1;
4417 format->f.multisample_types |= 1u << i;
4422 BOOL wined3d_adapter_vk_init_format_info(struct wined3d_adapter_vk *adapter_vk,
4423 const struct wined3d_vk_info *vk_info)
4425 VkPhysicalDevice vk_physical_device = adapter_vk->physical_device;
4426 struct wined3d_adapter *adapter = &adapter_vk->a;
4427 struct wined3d_format_vk *format;
4428 unsigned int i;
4430 if (!wined3d_adapter_init_format_info(adapter, sizeof(*format)))
4431 return FALSE;
4433 for (i = 0; i < WINED3D_FORMAT_COUNT; ++i)
4435 format = wined3d_format_vk_mutable(get_format_by_idx(adapter, i));
4437 if (format->f.id)
4438 init_vulkan_format_info(format, vk_info, vk_physical_device);
4441 if (!init_typeless_formats(adapter)) goto fail;
4443 return TRUE;
4445 fail:
4446 heap_free(adapter->formats);
4447 adapter->formats = NULL;
4448 return FALSE;
4451 const struct wined3d_format *wined3d_get_format(const struct wined3d_adapter *adapter,
4452 enum wined3d_format_id format_id, unsigned int bind_flags)
4454 const struct wined3d_format *format;
4455 int idx = get_format_idx(format_id);
4456 unsigned int i;
4458 if (idx == -1)
4460 FIXME("Can't find format %s (%#x) in the format lookup table.\n",
4461 debug_d3dformat(format_id), format_id);
4462 return get_format_internal(adapter, WINED3DFMT_UNKNOWN);
4465 format = get_format_by_idx(adapter, idx);
4467 if (bind_flags & WINED3D_BIND_DEPTH_STENCIL && wined3d_format_is_typeless(format))
4469 for (i = 0; i < ARRAY_SIZE(typeless_depth_stencil_formats); ++i)
4471 if (typeless_depth_stencil_formats[i].typeless_id == format_id)
4472 return get_format_by_idx(adapter, WINED3D_FORMAT_COUNT + i);
4475 FIXME("Cannot find depth/stencil typeless format %s (%#x).\n",
4476 debug_d3dformat(format_id), format_id);
4477 return get_format_internal(adapter, WINED3DFMT_UNKNOWN);
4480 return format;
4483 enum wined3d_format_id wined3d_get_typed_format_id(const struct wined3d_adapter *adapter,
4484 const struct wined3d_format *format, enum wined3d_channel_type channel_type)
4486 const struct wined3d_typed_format_info *info;
4487 uint32_t i;
4489 for (i = 0; i < ARRAY_SIZE(typed_formats); ++i)
4491 info = &typed_formats[i];
4492 if (info->typeless_id == format->typeless_id && map_channel_type(info->channels[0]) == channel_type)
4493 return info->id;
4496 return WINED3DFMT_UNKNOWN;
4499 BOOL wined3d_format_is_depth_view(enum wined3d_format_id resource_format_id,
4500 enum wined3d_format_id view_format_id)
4502 unsigned int i;
4504 for (i = 0; i < ARRAY_SIZE(typeless_depth_stencil_formats); ++i)
4506 if (typeless_depth_stencil_formats[i].typeless_id == resource_format_id)
4507 return typeless_depth_stencil_formats[i].depth_view_id == view_format_id;
4509 return FALSE;
4512 void wined3d_format_calculate_pitch(const struct wined3d_format *format, unsigned int alignment,
4513 unsigned int width, unsigned int height, unsigned int *row_pitch, unsigned int *slice_pitch)
4515 /* For block based formats, pitch means the amount of bytes to the next
4516 * row of blocks rather than the next row of pixels. */
4517 if (format->flags[WINED3D_GL_RES_TYPE_TEX_2D] & WINED3DFMT_FLAG_BLOCKS)
4519 unsigned int row_block_count = (width + format->block_width - 1) / format->block_width;
4520 unsigned int slice_block_count = (height + format->block_height - 1) / format->block_height;
4521 *row_pitch = row_block_count * format->block_byte_count;
4522 *row_pitch = (*row_pitch + alignment - 1) & ~(alignment - 1);
4523 *slice_pitch = *row_pitch * slice_block_count;
4525 else
4527 *row_pitch = format->byte_count * width; /* Bytes / row */
4528 *row_pitch = (*row_pitch + alignment - 1) & ~(alignment - 1);
4529 *slice_pitch = *row_pitch * height;
4532 if (format->flags[WINED3D_GL_RES_TYPE_TEX_2D] & WINED3DFMT_FLAG_HEIGHT_SCALE)
4534 /* The D3D format requirements make sure that the resulting format is an integer again */
4535 *slice_pitch *= format->height_scale.numerator;
4536 *slice_pitch /= format->height_scale.denominator;
4539 TRACE("Returning row pitch %u, slice pitch %u.\n", *row_pitch, *slice_pitch);
4542 UINT wined3d_format_calculate_size(const struct wined3d_format *format, UINT alignment,
4543 UINT width, UINT height, UINT depth)
4545 unsigned int row_pitch, slice_pitch;
4547 if (format->id == WINED3DFMT_UNKNOWN)
4548 return 0;
4550 if (format->flags[WINED3D_GL_RES_TYPE_TEX_2D] & WINED3DFMT_FLAG_BROKEN_PITCH)
4551 return width * height * depth * format->byte_count;
4553 wined3d_format_calculate_pitch(format, alignment, width, height, &row_pitch, &slice_pitch);
4555 return slice_pitch * depth;
4558 BOOL wined3d_formats_are_srgb_variants(enum wined3d_format_id format1, enum wined3d_format_id format2)
4560 unsigned int i;
4562 for (i = 0; i < ARRAY_SIZE(format_srgb_info); ++i)
4564 if (format1 == format_srgb_info[i].srgb_format_id)
4565 return format2 == format_srgb_info[i].base_format_id;
4566 if (format1 == format_srgb_info[i].base_format_id)
4567 return format2 == format_srgb_info[i].srgb_format_id;
4569 return FALSE;
4572 /*****************************************************************************
4573 * Trace formatting of useful values
4575 const char *debug_box(const struct wined3d_box *box)
4577 if (!box)
4578 return "(null)";
4579 return wine_dbg_sprintf("(%u, %u, %u)-(%u, %u, %u)",
4580 box->left, box->top, box->front,
4581 box->right, box->bottom, box->back);
4584 const char *debug_color(const struct wined3d_color *color)
4586 if (!color)
4587 return "(null)";
4588 return wine_dbg_sprintf("{%.8e, %.8e, %.8e, %.8e}",
4589 color->r, color->g, color->b, color->a);
4592 const char *debug_ivec4(const struct wined3d_ivec4 *v)
4594 if (!v)
4595 return "(null)";
4596 return wine_dbg_sprintf("{%d, %d, %d, %d}",
4597 v->x, v->y, v->z, v->w);
4600 const char *debug_uvec4(const struct wined3d_uvec4 *v)
4602 if (!v)
4603 return "(null)";
4604 return wine_dbg_sprintf("{%u, %u, %u, %u}",
4605 v->x, v->y, v->z, v->w);
4608 const char *debug_vec4(const struct wined3d_vec4 *v)
4610 if (!v)
4611 return "(null)";
4612 return wine_dbg_sprintf("{%.8e, %.8e, %.8e, %.8e}",
4613 v->x, v->y, v->z, v->w);
4616 const char *debug_const_bo_address(const struct wined3d_const_bo_address *address)
4618 if (!address)
4619 return "(null)";
4620 return wine_dbg_sprintf("{%p:%p}", address->buffer_object, address->addr);
4623 const char *debug_bo_address(const struct wined3d_bo_address *address)
4625 return debug_const_bo_address((const struct wined3d_const_bo_address *)address);
4628 const char *debug_d3dformat(enum wined3d_format_id format_id)
4630 switch (format_id)
4632 #define FMT_TO_STR(format_id) case format_id: return #format_id
4633 FMT_TO_STR(WINED3DFMT_UNKNOWN);
4634 FMT_TO_STR(WINED3DFMT_B8G8R8_UNORM);
4635 FMT_TO_STR(WINED3DFMT_B5G5R5X1_UNORM);
4636 FMT_TO_STR(WINED3DFMT_B4G4R4A4_UNORM);
4637 FMT_TO_STR(WINED3DFMT_B2G3R3_UNORM);
4638 FMT_TO_STR(WINED3DFMT_B2G3R3A8_UNORM);
4639 FMT_TO_STR(WINED3DFMT_B4G4R4X4_UNORM);
4640 FMT_TO_STR(WINED3DFMT_R8G8B8X8_UNORM);
4641 FMT_TO_STR(WINED3DFMT_B10G10R10A2_UNORM);
4642 FMT_TO_STR(WINED3DFMT_P8_UINT_A8_UNORM);
4643 FMT_TO_STR(WINED3DFMT_P8_UINT);
4644 FMT_TO_STR(WINED3DFMT_L8_UNORM);
4645 FMT_TO_STR(WINED3DFMT_L8A8_UNORM);
4646 FMT_TO_STR(WINED3DFMT_L4A4_UNORM);
4647 FMT_TO_STR(WINED3DFMT_R5G5_SNORM_L6_UNORM);
4648 FMT_TO_STR(WINED3DFMT_R8G8_SNORM_L8X8_UNORM);
4649 FMT_TO_STR(WINED3DFMT_R10G11B11_SNORM);
4650 FMT_TO_STR(WINED3DFMT_R10G10B10X2_TYPELESS);
4651 FMT_TO_STR(WINED3DFMT_R10G10B10X2_UINT);
4652 FMT_TO_STR(WINED3DFMT_R10G10B10X2_SNORM);
4653 FMT_TO_STR(WINED3DFMT_R10G10B10_SNORM_A2_UNORM);
4654 FMT_TO_STR(WINED3DFMT_D16_LOCKABLE);
4655 FMT_TO_STR(WINED3DFMT_D32_UNORM);
4656 FMT_TO_STR(WINED3DFMT_S1_UINT_D15_UNORM);
4657 FMT_TO_STR(WINED3DFMT_X8D24_UNORM);
4658 FMT_TO_STR(WINED3DFMT_S4X4_UINT_D24_UNORM);
4659 FMT_TO_STR(WINED3DFMT_L16_UNORM);
4660 FMT_TO_STR(WINED3DFMT_S8_UINT_D24_FLOAT);
4661 FMT_TO_STR(WINED3DFMT_R8G8_SNORM_Cx);
4662 FMT_TO_STR(WINED3DFMT_R32G32B32A32_TYPELESS);
4663 FMT_TO_STR(WINED3DFMT_R32G32B32A32_FLOAT);
4664 FMT_TO_STR(WINED3DFMT_R32G32B32A32_UINT);
4665 FMT_TO_STR(WINED3DFMT_R32G32B32A32_SINT);
4666 FMT_TO_STR(WINED3DFMT_R32G32B32_TYPELESS);
4667 FMT_TO_STR(WINED3DFMT_R32G32B32_FLOAT);
4668 FMT_TO_STR(WINED3DFMT_R32G32B32_UINT);
4669 FMT_TO_STR(WINED3DFMT_R32G32B32_SINT);
4670 FMT_TO_STR(WINED3DFMT_R16G16B16A16_TYPELESS);
4671 FMT_TO_STR(WINED3DFMT_R16G16B16A16_FLOAT);
4672 FMT_TO_STR(WINED3DFMT_R16G16B16A16_UNORM);
4673 FMT_TO_STR(WINED3DFMT_R16G16B16A16_UINT);
4674 FMT_TO_STR(WINED3DFMT_R16G16B16A16_SNORM);
4675 FMT_TO_STR(WINED3DFMT_R16G16B16A16_SINT);
4676 FMT_TO_STR(WINED3DFMT_R32G32_TYPELESS);
4677 FMT_TO_STR(WINED3DFMT_R32G32_FLOAT);
4678 FMT_TO_STR(WINED3DFMT_R32G32_UINT);
4679 FMT_TO_STR(WINED3DFMT_R32G32_SINT);
4680 FMT_TO_STR(WINED3DFMT_R32G8X24_TYPELESS);
4681 FMT_TO_STR(WINED3DFMT_D32_FLOAT_S8X24_UINT);
4682 FMT_TO_STR(WINED3DFMT_R32_FLOAT_X8X24_TYPELESS);
4683 FMT_TO_STR(WINED3DFMT_X32_TYPELESS_G8X24_UINT);
4684 FMT_TO_STR(WINED3DFMT_R10G10B10A2_TYPELESS);
4685 FMT_TO_STR(WINED3DFMT_R10G10B10A2_UNORM);
4686 FMT_TO_STR(WINED3DFMT_R10G10B10A2_UINT);
4687 FMT_TO_STR(WINED3DFMT_R10G10B10A2_SNORM);
4688 FMT_TO_STR(WINED3DFMT_R10G10B10_XR_BIAS_A2_UNORM);
4689 FMT_TO_STR(WINED3DFMT_R11G11B10_FLOAT);
4690 FMT_TO_STR(WINED3DFMT_R8G8B8A8_TYPELESS);
4691 FMT_TO_STR(WINED3DFMT_R8G8B8A8_UNORM);
4692 FMT_TO_STR(WINED3DFMT_R8G8B8A8_UNORM_SRGB);
4693 FMT_TO_STR(WINED3DFMT_R8G8B8A8_UINT);
4694 FMT_TO_STR(WINED3DFMT_R8G8B8A8_SNORM);
4695 FMT_TO_STR(WINED3DFMT_R8G8B8A8_SINT);
4696 FMT_TO_STR(WINED3DFMT_R16G16_TYPELESS);
4697 FMT_TO_STR(WINED3DFMT_R16G16_FLOAT);
4698 FMT_TO_STR(WINED3DFMT_R16G16_UNORM);
4699 FMT_TO_STR(WINED3DFMT_R16G16_UINT);
4700 FMT_TO_STR(WINED3DFMT_R16G16_SNORM);
4701 FMT_TO_STR(WINED3DFMT_R16G16_SINT);
4702 FMT_TO_STR(WINED3DFMT_R32_TYPELESS);
4703 FMT_TO_STR(WINED3DFMT_D32_FLOAT);
4704 FMT_TO_STR(WINED3DFMT_R32_FLOAT);
4705 FMT_TO_STR(WINED3DFMT_R32_UINT);
4706 FMT_TO_STR(WINED3DFMT_R32_SINT);
4707 FMT_TO_STR(WINED3DFMT_R24G8_TYPELESS);
4708 FMT_TO_STR(WINED3DFMT_D24_UNORM_S8_UINT);
4709 FMT_TO_STR(WINED3DFMT_R24_UNORM_X8_TYPELESS);
4710 FMT_TO_STR(WINED3DFMT_X24_TYPELESS_G8_UINT);
4711 FMT_TO_STR(WINED3DFMT_R8G8_TYPELESS);
4712 FMT_TO_STR(WINED3DFMT_R8G8_UNORM);
4713 FMT_TO_STR(WINED3DFMT_R8G8_UINT);
4714 FMT_TO_STR(WINED3DFMT_R8G8_SNORM);
4715 FMT_TO_STR(WINED3DFMT_R8G8_SINT);
4716 FMT_TO_STR(WINED3DFMT_R16_TYPELESS);
4717 FMT_TO_STR(WINED3DFMT_R16_FLOAT);
4718 FMT_TO_STR(WINED3DFMT_D16_UNORM);
4719 FMT_TO_STR(WINED3DFMT_R16_UNORM);
4720 FMT_TO_STR(WINED3DFMT_R16_UINT);
4721 FMT_TO_STR(WINED3DFMT_R16_SNORM);
4722 FMT_TO_STR(WINED3DFMT_R16_SINT);
4723 FMT_TO_STR(WINED3DFMT_R8_TYPELESS);
4724 FMT_TO_STR(WINED3DFMT_R8_UNORM);
4725 FMT_TO_STR(WINED3DFMT_R8_UINT);
4726 FMT_TO_STR(WINED3DFMT_R8_SNORM);
4727 FMT_TO_STR(WINED3DFMT_R8_SINT);
4728 FMT_TO_STR(WINED3DFMT_A8_UNORM);
4729 FMT_TO_STR(WINED3DFMT_R1_UNORM);
4730 FMT_TO_STR(WINED3DFMT_R9G9B9E5_SHAREDEXP);
4731 FMT_TO_STR(WINED3DFMT_R8G8_B8G8_UNORM);
4732 FMT_TO_STR(WINED3DFMT_G8R8_G8B8_UNORM);
4733 FMT_TO_STR(WINED3DFMT_BC1_TYPELESS);
4734 FMT_TO_STR(WINED3DFMT_BC1_UNORM);
4735 FMT_TO_STR(WINED3DFMT_BC1_UNORM_SRGB);
4736 FMT_TO_STR(WINED3DFMT_BC2_TYPELESS);
4737 FMT_TO_STR(WINED3DFMT_BC2_UNORM);
4738 FMT_TO_STR(WINED3DFMT_BC2_UNORM_SRGB);
4739 FMT_TO_STR(WINED3DFMT_BC3_TYPELESS);
4740 FMT_TO_STR(WINED3DFMT_BC3_UNORM);
4741 FMT_TO_STR(WINED3DFMT_BC3_UNORM_SRGB);
4742 FMT_TO_STR(WINED3DFMT_BC4_TYPELESS);
4743 FMT_TO_STR(WINED3DFMT_BC4_UNORM);
4744 FMT_TO_STR(WINED3DFMT_BC4_SNORM);
4745 FMT_TO_STR(WINED3DFMT_BC5_TYPELESS);
4746 FMT_TO_STR(WINED3DFMT_BC5_UNORM);
4747 FMT_TO_STR(WINED3DFMT_BC5_SNORM);
4748 FMT_TO_STR(WINED3DFMT_B5G6R5_UNORM);
4749 FMT_TO_STR(WINED3DFMT_B5G5R5A1_UNORM);
4750 FMT_TO_STR(WINED3DFMT_B8G8R8A8_UNORM);
4751 FMT_TO_STR(WINED3DFMT_B8G8R8X8_UNORM);
4752 FMT_TO_STR(WINED3DFMT_B8G8R8A8_TYPELESS);
4753 FMT_TO_STR(WINED3DFMT_B8G8R8A8_UNORM_SRGB);
4754 FMT_TO_STR(WINED3DFMT_B8G8R8X8_TYPELESS);
4755 FMT_TO_STR(WINED3DFMT_B8G8R8X8_UNORM_SRGB);
4756 FMT_TO_STR(WINED3DFMT_BC6H_TYPELESS);
4757 FMT_TO_STR(WINED3DFMT_BC6H_UF16);
4758 FMT_TO_STR(WINED3DFMT_BC6H_SF16);
4759 FMT_TO_STR(WINED3DFMT_BC7_TYPELESS);
4760 FMT_TO_STR(WINED3DFMT_BC7_UNORM);
4761 FMT_TO_STR(WINED3DFMT_BC7_UNORM_SRGB);
4762 FMT_TO_STR(WINED3DFMT_UYVY);
4763 FMT_TO_STR(WINED3DFMT_YUY2);
4764 FMT_TO_STR(WINED3DFMT_YV12);
4765 FMT_TO_STR(WINED3DFMT_DXT1);
4766 FMT_TO_STR(WINED3DFMT_DXT2);
4767 FMT_TO_STR(WINED3DFMT_DXT3);
4768 FMT_TO_STR(WINED3DFMT_DXT4);
4769 FMT_TO_STR(WINED3DFMT_DXT5);
4770 FMT_TO_STR(WINED3DFMT_MULTI2_ARGB8);
4771 FMT_TO_STR(WINED3DFMT_G8R8_G8B8);
4772 FMT_TO_STR(WINED3DFMT_R8G8_B8G8);
4773 FMT_TO_STR(WINED3DFMT_ATI1N);
4774 FMT_TO_STR(WINED3DFMT_ATI2N);
4775 FMT_TO_STR(WINED3DFMT_INST);
4776 FMT_TO_STR(WINED3DFMT_NVDB);
4777 FMT_TO_STR(WINED3DFMT_NVHU);
4778 FMT_TO_STR(WINED3DFMT_NVHS);
4779 FMT_TO_STR(WINED3DFMT_INTZ);
4780 FMT_TO_STR(WINED3DFMT_RESZ);
4781 FMT_TO_STR(WINED3DFMT_NULL);
4782 FMT_TO_STR(WINED3DFMT_R16);
4783 FMT_TO_STR(WINED3DFMT_AL16);
4784 FMT_TO_STR(WINED3DFMT_NV12);
4785 FMT_TO_STR(WINED3DFMT_ATOC);
4786 #undef FMT_TO_STR
4787 default:
4789 char fourcc[5];
4790 fourcc[0] = (char)(format_id);
4791 fourcc[1] = (char)(format_id >> 8);
4792 fourcc[2] = (char)(format_id >> 16);
4793 fourcc[3] = (char)(format_id >> 24);
4794 fourcc[4] = 0;
4795 if (isprint(fourcc[0]) && isprint(fourcc[1]) && isprint(fourcc[2]) && isprint(fourcc[3]))
4796 FIXME("Unrecognized %#x (as fourcc: %s) WINED3DFORMAT!\n", format_id, fourcc);
4797 else
4798 FIXME("Unrecognized %#x WINED3DFORMAT!\n", format_id);
4800 return "unrecognized";
4804 const char *debug_d3ddevicetype(enum wined3d_device_type device_type)
4806 switch (device_type)
4808 #define DEVTYPE_TO_STR(dev) case dev: return #dev
4809 DEVTYPE_TO_STR(WINED3D_DEVICE_TYPE_HAL);
4810 DEVTYPE_TO_STR(WINED3D_DEVICE_TYPE_REF);
4811 DEVTYPE_TO_STR(WINED3D_DEVICE_TYPE_SW);
4812 #undef DEVTYPE_TO_STR
4813 default:
4814 FIXME("Unrecognized device type %#x.\n", device_type);
4815 return "unrecognized";
4819 struct debug_buffer
4821 char str[200]; /* wine_dbg_sprintf() limits string size to 200 */
4822 char *ptr;
4823 int size;
4826 static void init_debug_buffer(struct debug_buffer *buffer, const char *default_string)
4828 snprintf(buffer->str, sizeof(buffer->str), "%s", default_string);
4829 buffer->ptr = buffer->str;
4830 buffer->size = sizeof(buffer->str);
4833 static void debug_append(struct debug_buffer *buffer, const char *str, const char *separator)
4835 int size;
4837 if (!separator || buffer->ptr == buffer->str)
4838 separator = "";
4839 size = snprintf(buffer->ptr, buffer->size, "%s%s", separator, str);
4840 if (size == -1 || size >= buffer->size)
4842 buffer->size = 0;
4843 strcpy(&buffer->str[sizeof(buffer->str) - 4], "...");
4844 return;
4847 buffer->ptr += size;
4848 buffer->size -= size;
4851 const char *wined3d_debug_resource_access(DWORD access)
4853 struct debug_buffer buffer;
4855 init_debug_buffer(&buffer, "0");
4856 #define ACCESS_TO_STR(x) if (access & x) { debug_append(&buffer, #x, " | "); access &= ~x; }
4857 ACCESS_TO_STR(WINED3D_RESOURCE_ACCESS_GPU);
4858 ACCESS_TO_STR(WINED3D_RESOURCE_ACCESS_CPU);
4859 ACCESS_TO_STR(WINED3D_RESOURCE_ACCESS_MAP_R);
4860 ACCESS_TO_STR(WINED3D_RESOURCE_ACCESS_MAP_W);
4861 #undef ACCESS_TO_STR
4862 if (access)
4863 FIXME("Unrecognised access flag(s) %#x.\n", access);
4865 return wine_dbg_sprintf("%s", buffer.str);
4868 const char *wined3d_debug_bind_flags(DWORD bind_flags)
4870 struct debug_buffer buffer;
4872 init_debug_buffer(&buffer, "0");
4873 #define BIND_FLAG_TO_STR(x) if (bind_flags & x) { debug_append(&buffer, #x, " | "); bind_flags &= ~x; }
4874 BIND_FLAG_TO_STR(WINED3D_BIND_VERTEX_BUFFER);
4875 BIND_FLAG_TO_STR(WINED3D_BIND_INDEX_BUFFER);
4876 BIND_FLAG_TO_STR(WINED3D_BIND_CONSTANT_BUFFER);
4877 BIND_FLAG_TO_STR(WINED3D_BIND_SHADER_RESOURCE);
4878 BIND_FLAG_TO_STR(WINED3D_BIND_STREAM_OUTPUT);
4879 BIND_FLAG_TO_STR(WINED3D_BIND_RENDER_TARGET);
4880 BIND_FLAG_TO_STR(WINED3D_BIND_DEPTH_STENCIL);
4881 BIND_FLAG_TO_STR(WINED3D_BIND_UNORDERED_ACCESS);
4882 BIND_FLAG_TO_STR(WINED3D_BIND_INDIRECT_BUFFER);
4883 #undef BIND_FLAG_TO_STR
4884 if (bind_flags)
4885 FIXME("Unrecognised bind flag(s) %#x.\n", bind_flags);
4887 return wine_dbg_sprintf("%s", buffer.str);
4890 const char *wined3d_debug_view_desc(const struct wined3d_view_desc *d, const struct wined3d_resource *resource)
4892 struct debug_buffer buffer;
4893 unsigned int flags = d->flags;
4895 init_debug_buffer(&buffer, "0");
4896 #define VIEW_FLAG_TO_STR(x) if (flags & x) { debug_append(&buffer, #x, " | "); flags &= ~x; }
4897 VIEW_FLAG_TO_STR(WINED3D_VIEW_BUFFER_RAW);
4898 VIEW_FLAG_TO_STR(WINED3D_VIEW_BUFFER_APPEND);
4899 VIEW_FLAG_TO_STR(WINED3D_VIEW_BUFFER_COUNTER);
4900 VIEW_FLAG_TO_STR(WINED3D_VIEW_TEXTURE_CUBE);
4901 VIEW_FLAG_TO_STR(WINED3D_VIEW_TEXTURE_ARRAY);
4902 VIEW_FLAG_TO_STR(WINED3D_VIEW_READ_ONLY_DEPTH);
4903 VIEW_FLAG_TO_STR(WINED3D_VIEW_READ_ONLY_STENCIL);
4904 #undef VIEW_FLAG_TO_STR
4905 if (flags)
4906 FIXME("Unrecognised view flag(s) %#x.\n", flags);
4908 if (resource->type == WINED3D_RTYPE_BUFFER)
4909 return wine_dbg_sprintf("format %s, flags %s, start_idx %u, count %u",
4910 debug_d3dformat(d->format_id), buffer.str, d->u.buffer.start_idx, d->u.buffer.count);
4911 else
4912 return wine_dbg_sprintf("format %s, flags %s, level_idx %u, level_count %u, layer_idx %u, layer_count %u",
4913 debug_d3dformat(d->format_id), buffer.str, d->u.texture.level_idx, d->u.texture.level_count,
4914 d->u.texture.layer_idx, d->u.texture.layer_count);
4917 const char *debug_d3dusage(DWORD usage)
4919 struct debug_buffer buffer;
4921 init_debug_buffer(&buffer, "0");
4922 #define WINED3DUSAGE_TO_STR(x) if (usage & x) { debug_append(&buffer, #x, " | "); usage &= ~x; }
4923 WINED3DUSAGE_TO_STR(WINED3DUSAGE_SOFTWAREPROCESSING);
4924 WINED3DUSAGE_TO_STR(WINED3DUSAGE_DONOTCLIP);
4925 WINED3DUSAGE_TO_STR(WINED3DUSAGE_POINTS);
4926 WINED3DUSAGE_TO_STR(WINED3DUSAGE_RTPATCHES);
4927 WINED3DUSAGE_TO_STR(WINED3DUSAGE_NPATCHES);
4928 WINED3DUSAGE_TO_STR(WINED3DUSAGE_DYNAMIC);
4929 WINED3DUSAGE_TO_STR(WINED3DUSAGE_RESTRICTED_CONTENT);
4930 WINED3DUSAGE_TO_STR(WINED3DUSAGE_RESTRICT_SHARED_RESOURCE_DRIVER);
4931 WINED3DUSAGE_TO_STR(WINED3DUSAGE_RESTRICT_SHARED_RESOURCE);
4932 WINED3DUSAGE_TO_STR(WINED3DUSAGE_DMAP);
4933 WINED3DUSAGE_TO_STR(WINED3DUSAGE_TEXTAPI);
4934 WINED3DUSAGE_TO_STR(WINED3DUSAGE_LEGACY_CUBEMAP);
4935 WINED3DUSAGE_TO_STR(WINED3DUSAGE_OWNDC);
4936 WINED3DUSAGE_TO_STR(WINED3DUSAGE_STATICDECL);
4937 WINED3DUSAGE_TO_STR(WINED3DUSAGE_OVERLAY);
4938 WINED3DUSAGE_TO_STR(WINED3DUSAGE_QUERY_FILTER);
4939 WINED3DUSAGE_TO_STR(WINED3DUSAGE_QUERY_GENMIPMAP);
4940 WINED3DUSAGE_TO_STR(WINED3DUSAGE_QUERY_LEGACYBUMPMAP);
4941 WINED3DUSAGE_TO_STR(WINED3DUSAGE_QUERY_POSTPIXELSHADER_BLENDING);
4942 WINED3DUSAGE_TO_STR(WINED3DUSAGE_QUERY_SRGBREAD);
4943 WINED3DUSAGE_TO_STR(WINED3DUSAGE_QUERY_SRGBWRITE);
4944 WINED3DUSAGE_TO_STR(WINED3DUSAGE_QUERY_VERTEXTEXTURE);
4945 WINED3DUSAGE_TO_STR(WINED3DUSAGE_QUERY_WRAPANDMIP);
4946 #undef WINED3DUSAGE_TO_STR
4947 if (usage)
4948 FIXME("Unrecognized usage flag(s) %#x.\n", usage);
4950 return wine_dbg_sprintf("%s", buffer.str);
4953 const char *debug_d3ddeclmethod(enum wined3d_decl_method method)
4955 switch (method)
4957 #define WINED3DDECLMETHOD_TO_STR(u) case u: return #u
4958 WINED3DDECLMETHOD_TO_STR(WINED3D_DECL_METHOD_DEFAULT);
4959 WINED3DDECLMETHOD_TO_STR(WINED3D_DECL_METHOD_PARTIAL_U);
4960 WINED3DDECLMETHOD_TO_STR(WINED3D_DECL_METHOD_PARTIAL_V);
4961 WINED3DDECLMETHOD_TO_STR(WINED3D_DECL_METHOD_CROSS_UV);
4962 WINED3DDECLMETHOD_TO_STR(WINED3D_DECL_METHOD_UV);
4963 WINED3DDECLMETHOD_TO_STR(WINED3D_DECL_METHOD_LOOKUP);
4964 WINED3DDECLMETHOD_TO_STR(WINED3D_DECL_METHOD_LOOKUP_PRESAMPLED);
4965 #undef WINED3DDECLMETHOD_TO_STR
4966 default:
4967 FIXME("Unrecognized declaration method %#x.\n", method);
4968 return "unrecognized";
4972 const char *debug_d3ddeclusage(enum wined3d_decl_usage usage)
4974 switch (usage)
4976 #define WINED3DDECLUSAGE_TO_STR(u) case u: return #u
4977 WINED3DDECLUSAGE_TO_STR(WINED3D_DECL_USAGE_POSITION);
4978 WINED3DDECLUSAGE_TO_STR(WINED3D_DECL_USAGE_BLEND_WEIGHT);
4979 WINED3DDECLUSAGE_TO_STR(WINED3D_DECL_USAGE_BLEND_INDICES);
4980 WINED3DDECLUSAGE_TO_STR(WINED3D_DECL_USAGE_NORMAL);
4981 WINED3DDECLUSAGE_TO_STR(WINED3D_DECL_USAGE_PSIZE);
4982 WINED3DDECLUSAGE_TO_STR(WINED3D_DECL_USAGE_TEXCOORD);
4983 WINED3DDECLUSAGE_TO_STR(WINED3D_DECL_USAGE_TANGENT);
4984 WINED3DDECLUSAGE_TO_STR(WINED3D_DECL_USAGE_BINORMAL);
4985 WINED3DDECLUSAGE_TO_STR(WINED3D_DECL_USAGE_TESS_FACTOR);
4986 WINED3DDECLUSAGE_TO_STR(WINED3D_DECL_USAGE_POSITIONT);
4987 WINED3DDECLUSAGE_TO_STR(WINED3D_DECL_USAGE_COLOR);
4988 WINED3DDECLUSAGE_TO_STR(WINED3D_DECL_USAGE_FOG);
4989 WINED3DDECLUSAGE_TO_STR(WINED3D_DECL_USAGE_DEPTH);
4990 WINED3DDECLUSAGE_TO_STR(WINED3D_DECL_USAGE_SAMPLE);
4991 #undef WINED3DDECLUSAGE_TO_STR
4992 default:
4993 FIXME("Unrecognized %u declaration usage!\n", usage);
4994 return "unrecognized";
4998 const char *debug_d3dinput_classification(enum wined3d_input_classification classification)
5000 switch (classification)
5002 #define WINED3D_TO_STR(x) case x: return #x
5003 WINED3D_TO_STR(WINED3D_INPUT_PER_VERTEX_DATA);
5004 WINED3D_TO_STR(WINED3D_INPUT_PER_INSTANCE_DATA);
5005 #undef WINED3D_TO_STR
5006 default:
5007 FIXME("Unrecognized input classification %#x.\n", classification);
5008 return "unrecognized";
5012 const char *debug_d3dresourcetype(enum wined3d_resource_type resource_type)
5014 switch (resource_type)
5016 #define WINED3D_TO_STR(x) case x: return #x
5017 WINED3D_TO_STR(WINED3D_RTYPE_NONE);
5018 WINED3D_TO_STR(WINED3D_RTYPE_BUFFER);
5019 WINED3D_TO_STR(WINED3D_RTYPE_TEXTURE_1D);
5020 WINED3D_TO_STR(WINED3D_RTYPE_TEXTURE_2D);
5021 WINED3D_TO_STR(WINED3D_RTYPE_TEXTURE_3D);
5022 #undef WINED3D_TO_STR
5023 default:
5024 FIXME("Unrecognized resource type %#x.\n", resource_type);
5025 return "unrecognized";
5029 const char *debug_d3dprimitivetype(enum wined3d_primitive_type primitive_type)
5031 switch (primitive_type)
5033 #define PRIM_TO_STR(prim) case prim: return #prim
5034 PRIM_TO_STR(WINED3D_PT_UNDEFINED);
5035 PRIM_TO_STR(WINED3D_PT_POINTLIST);
5036 PRIM_TO_STR(WINED3D_PT_LINELIST);
5037 PRIM_TO_STR(WINED3D_PT_LINESTRIP);
5038 PRIM_TO_STR(WINED3D_PT_TRIANGLELIST);
5039 PRIM_TO_STR(WINED3D_PT_TRIANGLESTRIP);
5040 PRIM_TO_STR(WINED3D_PT_TRIANGLEFAN);
5041 PRIM_TO_STR(WINED3D_PT_LINELIST_ADJ);
5042 PRIM_TO_STR(WINED3D_PT_LINESTRIP_ADJ);
5043 PRIM_TO_STR(WINED3D_PT_TRIANGLELIST_ADJ);
5044 PRIM_TO_STR(WINED3D_PT_TRIANGLESTRIP_ADJ);
5045 PRIM_TO_STR(WINED3D_PT_PATCH);
5046 #undef PRIM_TO_STR
5047 default:
5048 FIXME("Unrecognized primitive type %#x.\n", primitive_type);
5049 return "unrecognized";
5053 const char *debug_d3drenderstate(enum wined3d_render_state state)
5055 switch (state)
5057 #define D3DSTATE_TO_STR(u) case u: return #u
5058 D3DSTATE_TO_STR(WINED3D_RS_ANTIALIAS);
5059 D3DSTATE_TO_STR(WINED3D_RS_TEXTUREPERSPECTIVE);
5060 D3DSTATE_TO_STR(WINED3D_RS_WRAPU);
5061 D3DSTATE_TO_STR(WINED3D_RS_WRAPV);
5062 D3DSTATE_TO_STR(WINED3D_RS_ZENABLE);
5063 D3DSTATE_TO_STR(WINED3D_RS_FILLMODE);
5064 D3DSTATE_TO_STR(WINED3D_RS_SHADEMODE);
5065 D3DSTATE_TO_STR(WINED3D_RS_LINEPATTERN);
5066 D3DSTATE_TO_STR(WINED3D_RS_MONOENABLE);
5067 D3DSTATE_TO_STR(WINED3D_RS_ROP2);
5068 D3DSTATE_TO_STR(WINED3D_RS_PLANEMASK);
5069 D3DSTATE_TO_STR(WINED3D_RS_ZWRITEENABLE);
5070 D3DSTATE_TO_STR(WINED3D_RS_ALPHATESTENABLE);
5071 D3DSTATE_TO_STR(WINED3D_RS_LASTPIXEL);
5072 D3DSTATE_TO_STR(WINED3D_RS_SRCBLEND);
5073 D3DSTATE_TO_STR(WINED3D_RS_DESTBLEND);
5074 D3DSTATE_TO_STR(WINED3D_RS_CULLMODE);
5075 D3DSTATE_TO_STR(WINED3D_RS_ZFUNC);
5076 D3DSTATE_TO_STR(WINED3D_RS_ALPHAREF);
5077 D3DSTATE_TO_STR(WINED3D_RS_ALPHAFUNC);
5078 D3DSTATE_TO_STR(WINED3D_RS_DITHERENABLE);
5079 D3DSTATE_TO_STR(WINED3D_RS_ALPHABLENDENABLE);
5080 D3DSTATE_TO_STR(WINED3D_RS_FOGENABLE);
5081 D3DSTATE_TO_STR(WINED3D_RS_SPECULARENABLE);
5082 D3DSTATE_TO_STR(WINED3D_RS_ZVISIBLE);
5083 D3DSTATE_TO_STR(WINED3D_RS_SUBPIXEL);
5084 D3DSTATE_TO_STR(WINED3D_RS_SUBPIXELX);
5085 D3DSTATE_TO_STR(WINED3D_RS_STIPPLEDALPHA);
5086 D3DSTATE_TO_STR(WINED3D_RS_FOGCOLOR);
5087 D3DSTATE_TO_STR(WINED3D_RS_FOGTABLEMODE);
5088 D3DSTATE_TO_STR(WINED3D_RS_FOGSTART);
5089 D3DSTATE_TO_STR(WINED3D_RS_FOGEND);
5090 D3DSTATE_TO_STR(WINED3D_RS_FOGDENSITY);
5091 D3DSTATE_TO_STR(WINED3D_RS_STIPPLEENABLE);
5092 D3DSTATE_TO_STR(WINED3D_RS_COLORKEYENABLE);
5093 D3DSTATE_TO_STR(WINED3D_RS_MIPMAPLODBIAS);
5094 D3DSTATE_TO_STR(WINED3D_RS_RANGEFOGENABLE);
5095 D3DSTATE_TO_STR(WINED3D_RS_ANISOTROPY);
5096 D3DSTATE_TO_STR(WINED3D_RS_FLUSHBATCH);
5097 D3DSTATE_TO_STR(WINED3D_RS_TRANSLUCENTSORTINDEPENDENT);
5098 D3DSTATE_TO_STR(WINED3D_RS_STENCILENABLE);
5099 D3DSTATE_TO_STR(WINED3D_RS_STENCILFAIL);
5100 D3DSTATE_TO_STR(WINED3D_RS_STENCILZFAIL);
5101 D3DSTATE_TO_STR(WINED3D_RS_STENCILPASS);
5102 D3DSTATE_TO_STR(WINED3D_RS_STENCILFUNC);
5103 D3DSTATE_TO_STR(WINED3D_RS_STENCILREF);
5104 D3DSTATE_TO_STR(WINED3D_RS_STENCILMASK);
5105 D3DSTATE_TO_STR(WINED3D_RS_STENCILWRITEMASK);
5106 D3DSTATE_TO_STR(WINED3D_RS_TEXTUREFACTOR);
5107 D3DSTATE_TO_STR(WINED3D_RS_WRAP0);
5108 D3DSTATE_TO_STR(WINED3D_RS_WRAP1);
5109 D3DSTATE_TO_STR(WINED3D_RS_WRAP2);
5110 D3DSTATE_TO_STR(WINED3D_RS_WRAP3);
5111 D3DSTATE_TO_STR(WINED3D_RS_WRAP4);
5112 D3DSTATE_TO_STR(WINED3D_RS_WRAP5);
5113 D3DSTATE_TO_STR(WINED3D_RS_WRAP6);
5114 D3DSTATE_TO_STR(WINED3D_RS_WRAP7);
5115 D3DSTATE_TO_STR(WINED3D_RS_CLIPPING);
5116 D3DSTATE_TO_STR(WINED3D_RS_LIGHTING);
5117 D3DSTATE_TO_STR(WINED3D_RS_EXTENTS);
5118 D3DSTATE_TO_STR(WINED3D_RS_AMBIENT);
5119 D3DSTATE_TO_STR(WINED3D_RS_FOGVERTEXMODE);
5120 D3DSTATE_TO_STR(WINED3D_RS_COLORVERTEX);
5121 D3DSTATE_TO_STR(WINED3D_RS_LOCALVIEWER);
5122 D3DSTATE_TO_STR(WINED3D_RS_NORMALIZENORMALS);
5123 D3DSTATE_TO_STR(WINED3D_RS_COLORKEYBLENDENABLE);
5124 D3DSTATE_TO_STR(WINED3D_RS_DIFFUSEMATERIALSOURCE);
5125 D3DSTATE_TO_STR(WINED3D_RS_SPECULARMATERIALSOURCE);
5126 D3DSTATE_TO_STR(WINED3D_RS_AMBIENTMATERIALSOURCE);
5127 D3DSTATE_TO_STR(WINED3D_RS_EMISSIVEMATERIALSOURCE);
5128 D3DSTATE_TO_STR(WINED3D_RS_VERTEXBLEND);
5129 D3DSTATE_TO_STR(WINED3D_RS_CLIPPLANEENABLE);
5130 D3DSTATE_TO_STR(WINED3D_RS_SOFTWAREVERTEXPROCESSING);
5131 D3DSTATE_TO_STR(WINED3D_RS_POINTSIZE);
5132 D3DSTATE_TO_STR(WINED3D_RS_POINTSIZE_MIN);
5133 D3DSTATE_TO_STR(WINED3D_RS_POINTSPRITEENABLE);
5134 D3DSTATE_TO_STR(WINED3D_RS_POINTSCALEENABLE);
5135 D3DSTATE_TO_STR(WINED3D_RS_POINTSCALE_A);
5136 D3DSTATE_TO_STR(WINED3D_RS_POINTSCALE_B);
5137 D3DSTATE_TO_STR(WINED3D_RS_POINTSCALE_C);
5138 D3DSTATE_TO_STR(WINED3D_RS_MULTISAMPLEANTIALIAS);
5139 D3DSTATE_TO_STR(WINED3D_RS_MULTISAMPLEMASK);
5140 D3DSTATE_TO_STR(WINED3D_RS_PATCHEDGESTYLE);
5141 D3DSTATE_TO_STR(WINED3D_RS_PATCHSEGMENTS);
5142 D3DSTATE_TO_STR(WINED3D_RS_DEBUGMONITORTOKEN);
5143 D3DSTATE_TO_STR(WINED3D_RS_POINTSIZE_MAX);
5144 D3DSTATE_TO_STR(WINED3D_RS_INDEXEDVERTEXBLENDENABLE);
5145 D3DSTATE_TO_STR(WINED3D_RS_COLORWRITEENABLE);
5146 D3DSTATE_TO_STR(WINED3D_RS_TWEENFACTOR);
5147 D3DSTATE_TO_STR(WINED3D_RS_BLENDOP);
5148 D3DSTATE_TO_STR(WINED3D_RS_POSITIONDEGREE);
5149 D3DSTATE_TO_STR(WINED3D_RS_NORMALDEGREE);
5150 D3DSTATE_TO_STR(WINED3D_RS_SCISSORTESTENABLE);
5151 D3DSTATE_TO_STR(WINED3D_RS_SLOPESCALEDEPTHBIAS);
5152 D3DSTATE_TO_STR(WINED3D_RS_ANTIALIASEDLINEENABLE);
5153 D3DSTATE_TO_STR(WINED3D_RS_MINTESSELLATIONLEVEL);
5154 D3DSTATE_TO_STR(WINED3D_RS_MAXTESSELLATIONLEVEL);
5155 D3DSTATE_TO_STR(WINED3D_RS_ADAPTIVETESS_X);
5156 D3DSTATE_TO_STR(WINED3D_RS_ADAPTIVETESS_Y);
5157 D3DSTATE_TO_STR(WINED3D_RS_ADAPTIVETESS_Z);
5158 D3DSTATE_TO_STR(WINED3D_RS_ADAPTIVETESS_W);
5159 D3DSTATE_TO_STR(WINED3D_RS_ENABLEADAPTIVETESSELLATION);
5160 D3DSTATE_TO_STR(WINED3D_RS_TWOSIDEDSTENCILMODE);
5161 D3DSTATE_TO_STR(WINED3D_RS_BACK_STENCILFAIL);
5162 D3DSTATE_TO_STR(WINED3D_RS_BACK_STENCILZFAIL);
5163 D3DSTATE_TO_STR(WINED3D_RS_BACK_STENCILPASS);
5164 D3DSTATE_TO_STR(WINED3D_RS_BACK_STENCILFUNC);
5165 D3DSTATE_TO_STR(WINED3D_RS_COLORWRITEENABLE1);
5166 D3DSTATE_TO_STR(WINED3D_RS_COLORWRITEENABLE2);
5167 D3DSTATE_TO_STR(WINED3D_RS_COLORWRITEENABLE3);
5168 D3DSTATE_TO_STR(WINED3D_RS_SRGBWRITEENABLE);
5169 D3DSTATE_TO_STR(WINED3D_RS_DEPTHBIAS);
5170 D3DSTATE_TO_STR(WINED3D_RS_WRAP8);
5171 D3DSTATE_TO_STR(WINED3D_RS_WRAP9);
5172 D3DSTATE_TO_STR(WINED3D_RS_WRAP10);
5173 D3DSTATE_TO_STR(WINED3D_RS_WRAP11);
5174 D3DSTATE_TO_STR(WINED3D_RS_WRAP12);
5175 D3DSTATE_TO_STR(WINED3D_RS_WRAP13);
5176 D3DSTATE_TO_STR(WINED3D_RS_WRAP14);
5177 D3DSTATE_TO_STR(WINED3D_RS_WRAP15);
5178 D3DSTATE_TO_STR(WINED3D_RS_SEPARATEALPHABLENDENABLE);
5179 D3DSTATE_TO_STR(WINED3D_RS_SRCBLENDALPHA);
5180 D3DSTATE_TO_STR(WINED3D_RS_DESTBLENDALPHA);
5181 D3DSTATE_TO_STR(WINED3D_RS_BLENDOPALPHA);
5182 #undef D3DSTATE_TO_STR
5183 default:
5184 FIXME("Unrecognized %u render state!\n", state);
5185 return "unrecognized";
5189 const char *debug_d3dsamplerstate(enum wined3d_sampler_state state)
5191 switch (state)
5193 #define D3DSTATE_TO_STR(u) case u: return #u
5194 D3DSTATE_TO_STR(WINED3D_SAMP_BORDER_COLOR);
5195 D3DSTATE_TO_STR(WINED3D_SAMP_ADDRESS_U);
5196 D3DSTATE_TO_STR(WINED3D_SAMP_ADDRESS_V);
5197 D3DSTATE_TO_STR(WINED3D_SAMP_ADDRESS_W);
5198 D3DSTATE_TO_STR(WINED3D_SAMP_MAG_FILTER);
5199 D3DSTATE_TO_STR(WINED3D_SAMP_MIN_FILTER);
5200 D3DSTATE_TO_STR(WINED3D_SAMP_MIP_FILTER);
5201 D3DSTATE_TO_STR(WINED3D_SAMP_MIPMAP_LOD_BIAS);
5202 D3DSTATE_TO_STR(WINED3D_SAMP_MAX_MIP_LEVEL);
5203 D3DSTATE_TO_STR(WINED3D_SAMP_MAX_ANISOTROPY);
5204 D3DSTATE_TO_STR(WINED3D_SAMP_SRGB_TEXTURE);
5205 D3DSTATE_TO_STR(WINED3D_SAMP_ELEMENT_INDEX);
5206 D3DSTATE_TO_STR(WINED3D_SAMP_DMAP_OFFSET);
5207 #undef D3DSTATE_TO_STR
5208 default:
5209 FIXME("Unrecognized %u sampler state!\n", state);
5210 return "unrecognized";
5214 const char *debug_d3dtexturefiltertype(enum wined3d_texture_filter_type filter_type)
5216 switch (filter_type)
5218 #define D3DTEXTUREFILTERTYPE_TO_STR(u) case u: return #u
5219 D3DTEXTUREFILTERTYPE_TO_STR(WINED3D_TEXF_NONE);
5220 D3DTEXTUREFILTERTYPE_TO_STR(WINED3D_TEXF_POINT);
5221 D3DTEXTUREFILTERTYPE_TO_STR(WINED3D_TEXF_LINEAR);
5222 D3DTEXTUREFILTERTYPE_TO_STR(WINED3D_TEXF_ANISOTROPIC);
5223 D3DTEXTUREFILTERTYPE_TO_STR(WINED3D_TEXF_FLAT_CUBIC);
5224 D3DTEXTUREFILTERTYPE_TO_STR(WINED3D_TEXF_GAUSSIAN_CUBIC);
5225 D3DTEXTUREFILTERTYPE_TO_STR(WINED3D_TEXF_PYRAMIDAL_QUAD);
5226 D3DTEXTUREFILTERTYPE_TO_STR(WINED3D_TEXF_GAUSSIAN_QUAD);
5227 #undef D3DTEXTUREFILTERTYPE_TO_STR
5228 default:
5229 FIXME("Unrecognized texture filter type 0x%08x.\n", filter_type);
5230 return "unrecognized";
5234 const char *debug_d3dtexturestate(enum wined3d_texture_stage_state state)
5236 switch (state)
5238 #define D3DSTATE_TO_STR(u) case u: return #u
5239 D3DSTATE_TO_STR(WINED3D_TSS_COLOR_OP);
5240 D3DSTATE_TO_STR(WINED3D_TSS_COLOR_ARG1);
5241 D3DSTATE_TO_STR(WINED3D_TSS_COLOR_ARG2);
5242 D3DSTATE_TO_STR(WINED3D_TSS_ALPHA_OP);
5243 D3DSTATE_TO_STR(WINED3D_TSS_ALPHA_ARG1);
5244 D3DSTATE_TO_STR(WINED3D_TSS_ALPHA_ARG2);
5245 D3DSTATE_TO_STR(WINED3D_TSS_BUMPENV_MAT00);
5246 D3DSTATE_TO_STR(WINED3D_TSS_BUMPENV_MAT01);
5247 D3DSTATE_TO_STR(WINED3D_TSS_BUMPENV_MAT10);
5248 D3DSTATE_TO_STR(WINED3D_TSS_BUMPENV_MAT11);
5249 D3DSTATE_TO_STR(WINED3D_TSS_TEXCOORD_INDEX);
5250 D3DSTATE_TO_STR(WINED3D_TSS_BUMPENV_LSCALE);
5251 D3DSTATE_TO_STR(WINED3D_TSS_BUMPENV_LOFFSET);
5252 D3DSTATE_TO_STR(WINED3D_TSS_TEXTURE_TRANSFORM_FLAGS);
5253 D3DSTATE_TO_STR(WINED3D_TSS_COLOR_ARG0);
5254 D3DSTATE_TO_STR(WINED3D_TSS_ALPHA_ARG0);
5255 D3DSTATE_TO_STR(WINED3D_TSS_RESULT_ARG);
5256 D3DSTATE_TO_STR(WINED3D_TSS_CONSTANT);
5257 #undef D3DSTATE_TO_STR
5258 default:
5259 FIXME("Unrecognized %u texture state!\n", state);
5260 return "unrecognized";
5264 const char *debug_d3dtop(enum wined3d_texture_op d3dtop)
5266 switch (d3dtop)
5268 #define D3DTOP_TO_STR(u) case u: return #u
5269 D3DTOP_TO_STR(WINED3D_TOP_DISABLE);
5270 D3DTOP_TO_STR(WINED3D_TOP_SELECT_ARG1);
5271 D3DTOP_TO_STR(WINED3D_TOP_SELECT_ARG2);
5272 D3DTOP_TO_STR(WINED3D_TOP_MODULATE);
5273 D3DTOP_TO_STR(WINED3D_TOP_MODULATE_2X);
5274 D3DTOP_TO_STR(WINED3D_TOP_MODULATE_4X);
5275 D3DTOP_TO_STR(WINED3D_TOP_ADD);
5276 D3DTOP_TO_STR(WINED3D_TOP_ADD_SIGNED);
5277 D3DTOP_TO_STR(WINED3D_TOP_ADD_SIGNED_2X);
5278 D3DTOP_TO_STR(WINED3D_TOP_SUBTRACT);
5279 D3DTOP_TO_STR(WINED3D_TOP_ADD_SMOOTH);
5280 D3DTOP_TO_STR(WINED3D_TOP_BLEND_DIFFUSE_ALPHA);
5281 D3DTOP_TO_STR(WINED3D_TOP_BLEND_TEXTURE_ALPHA);
5282 D3DTOP_TO_STR(WINED3D_TOP_BLEND_FACTOR_ALPHA);
5283 D3DTOP_TO_STR(WINED3D_TOP_BLEND_TEXTURE_ALPHA_PM);
5284 D3DTOP_TO_STR(WINED3D_TOP_BLEND_CURRENT_ALPHA);
5285 D3DTOP_TO_STR(WINED3D_TOP_PREMODULATE);
5286 D3DTOP_TO_STR(WINED3D_TOP_MODULATE_ALPHA_ADD_COLOR);
5287 D3DTOP_TO_STR(WINED3D_TOP_MODULATE_COLOR_ADD_ALPHA);
5288 D3DTOP_TO_STR(WINED3D_TOP_MODULATE_INVALPHA_ADD_COLOR);
5289 D3DTOP_TO_STR(WINED3D_TOP_MODULATE_INVCOLOR_ADD_ALPHA);
5290 D3DTOP_TO_STR(WINED3D_TOP_BUMPENVMAP);
5291 D3DTOP_TO_STR(WINED3D_TOP_BUMPENVMAP_LUMINANCE);
5292 D3DTOP_TO_STR(WINED3D_TOP_DOTPRODUCT3);
5293 D3DTOP_TO_STR(WINED3D_TOP_MULTIPLY_ADD);
5294 D3DTOP_TO_STR(WINED3D_TOP_LERP);
5295 #undef D3DTOP_TO_STR
5296 default:
5297 FIXME("Unrecognized texture op %#x.\n", d3dtop);
5298 return "unrecognized";
5302 const char *debug_d3dtstype(enum wined3d_transform_state tstype)
5304 switch (tstype)
5306 #define TSTYPE_TO_STR(tstype) case tstype: return #tstype
5307 TSTYPE_TO_STR(WINED3D_TS_VIEW);
5308 TSTYPE_TO_STR(WINED3D_TS_PROJECTION);
5309 TSTYPE_TO_STR(WINED3D_TS_TEXTURE0);
5310 TSTYPE_TO_STR(WINED3D_TS_TEXTURE1);
5311 TSTYPE_TO_STR(WINED3D_TS_TEXTURE2);
5312 TSTYPE_TO_STR(WINED3D_TS_TEXTURE3);
5313 TSTYPE_TO_STR(WINED3D_TS_TEXTURE4);
5314 TSTYPE_TO_STR(WINED3D_TS_TEXTURE5);
5315 TSTYPE_TO_STR(WINED3D_TS_TEXTURE6);
5316 TSTYPE_TO_STR(WINED3D_TS_TEXTURE7);
5317 TSTYPE_TO_STR(WINED3D_TS_WORLD_MATRIX(0));
5318 TSTYPE_TO_STR(WINED3D_TS_WORLD_MATRIX(1));
5319 TSTYPE_TO_STR(WINED3D_TS_WORLD_MATRIX(2));
5320 TSTYPE_TO_STR(WINED3D_TS_WORLD_MATRIX(3));
5321 #undef TSTYPE_TO_STR
5322 default:
5323 if (tstype > 256 && tstype < 512)
5325 FIXME("WINED3D_TS_WORLD_MATRIX(%u). 1..255 not currently supported.\n", tstype);
5326 return ("WINED3D_TS_WORLD_MATRIX > 0");
5328 FIXME("Unrecognized transform state %#x.\n", tstype);
5329 return "unrecognized";
5333 const char *debug_shader_type(enum wined3d_shader_type type)
5335 switch(type)
5337 #define WINED3D_TO_STR(type) case type: return #type
5338 WINED3D_TO_STR(WINED3D_SHADER_TYPE_PIXEL);
5339 WINED3D_TO_STR(WINED3D_SHADER_TYPE_VERTEX);
5340 WINED3D_TO_STR(WINED3D_SHADER_TYPE_GEOMETRY);
5341 WINED3D_TO_STR(WINED3D_SHADER_TYPE_HULL);
5342 WINED3D_TO_STR(WINED3D_SHADER_TYPE_DOMAIN);
5343 WINED3D_TO_STR(WINED3D_SHADER_TYPE_COMPUTE);
5344 #undef WINED3D_TO_STR
5345 default:
5346 FIXME("Unrecognized shader type %#x.\n", type);
5347 return "unrecognized";
5351 const char *debug_d3dstate(DWORD state)
5353 if (STATE_IS_RENDER(state))
5354 return wine_dbg_sprintf("STATE_RENDER(%s)", debug_d3drenderstate(state - STATE_RENDER(0)));
5355 if (STATE_IS_TEXTURESTAGE(state))
5357 DWORD texture_stage = (state - STATE_TEXTURESTAGE(0, 0)) / (WINED3D_HIGHEST_TEXTURE_STATE + 1);
5358 DWORD texture_state = state - STATE_TEXTURESTAGE(texture_stage, 0);
5359 return wine_dbg_sprintf("STATE_TEXTURESTAGE(%#x, %s)",
5360 texture_stage, debug_d3dtexturestate(texture_state));
5362 if (STATE_IS_SAMPLER(state))
5363 return wine_dbg_sprintf("STATE_SAMPLER(%#x)", state - STATE_SAMPLER(0));
5364 if (STATE_IS_COMPUTE_SHADER(state))
5365 return wine_dbg_sprintf("STATE_SHADER(%s)", debug_shader_type(WINED3D_SHADER_TYPE_COMPUTE));
5366 if (STATE_IS_GRAPHICS_SHADER(state))
5367 return wine_dbg_sprintf("STATE_SHADER(%s)", debug_shader_type(state - STATE_SHADER(0)));
5368 if (STATE_IS_COMPUTE_CONSTANT_BUFFER(state))
5369 return wine_dbg_sprintf("STATE_CONSTANT_BUFFER(%s)", debug_shader_type(WINED3D_SHADER_TYPE_COMPUTE));
5370 if (STATE_IS_GRAPHICS_CONSTANT_BUFFER(state))
5371 return wine_dbg_sprintf("STATE_CONSTANT_BUFFER(%s)", debug_shader_type(state - STATE_CONSTANT_BUFFER(0)));
5372 if (STATE_IS_COMPUTE_SHADER_RESOURCE_BINDING(state))
5373 return "STATE_COMPUTE_SHADER_RESOURCE_BINDING";
5374 if (STATE_IS_GRAPHICS_SHADER_RESOURCE_BINDING(state))
5375 return "STATE_GRAPHICS_SHADER_RESOURCE_BINDING";
5376 if (STATE_IS_COMPUTE_UNORDERED_ACCESS_VIEW_BINDING(state))
5377 return "STATE_COMPUTE_UNORDERED_ACCESS_VIEW_BINDING";
5378 if (STATE_IS_GRAPHICS_UNORDERED_ACCESS_VIEW_BINDING(state))
5379 return "STATE_GRAPHICS_UNORDERED_ACCESS_VIEW_BINDING";
5380 if (STATE_IS_TRANSFORM(state))
5381 return wine_dbg_sprintf("STATE_TRANSFORM(%s)", debug_d3dtstype(state - STATE_TRANSFORM(0)));
5382 if (STATE_IS_STREAMSRC(state))
5383 return "STATE_STREAMSRC";
5384 if (STATE_IS_INDEXBUFFER(state))
5385 return "STATE_INDEXBUFFER";
5386 if (STATE_IS_VDECL(state))
5387 return "STATE_VDECL";
5388 if (STATE_IS_VIEWPORT(state))
5389 return "STATE_VIEWPORT";
5390 if (STATE_IS_LIGHT_TYPE(state))
5391 return "STATE_LIGHT_TYPE";
5392 if (STATE_IS_ACTIVELIGHT(state))
5393 return wine_dbg_sprintf("STATE_ACTIVELIGHT(%#x)", state - STATE_ACTIVELIGHT(0));
5394 if (STATE_IS_SCISSORRECT(state))
5395 return "STATE_SCISSORRECT";
5396 if (STATE_IS_CLIPPLANE(state))
5397 return wine_dbg_sprintf("STATE_CLIPPLANE(%#x)", state - STATE_CLIPPLANE(0));
5398 if (STATE_IS_MATERIAL(state))
5399 return "STATE_MATERIAL";
5400 if (STATE_IS_RASTERIZER(state))
5401 return "STATE_RASTERIZER";
5402 if (STATE_IS_POINTSPRITECOORDORIGIN(state))
5403 return "STATE_POINTSPRITECOORDORIGIN";
5404 if (STATE_IS_BASEVERTEXINDEX(state))
5405 return "STATE_BASEVERTEXINDEX";
5406 if (STATE_IS_FRAMEBUFFER(state))
5407 return "STATE_FRAMEBUFFER";
5408 if (STATE_IS_POINT_ENABLE(state))
5409 return "STATE_POINT_ENABLE";
5410 if (STATE_IS_COLOR_KEY(state))
5411 return "STATE_COLOR_KEY";
5412 if (STATE_IS_STREAM_OUTPUT(state))
5413 return "STATE_STREAM_OUTPUT";
5414 if (STATE_IS_BLEND(state))
5415 return "STATE_BLEND";
5416 if (STATE_IS_BLEND_FACTOR(state))
5417 return "STATE_BLEND_FACTOR";
5418 if (STATE_IS_SAMPLE_MASK(state))
5419 return "STATE_SAMPLE_MASK";
5420 if (STATE_IS_DEPTH_STENCIL(state))
5421 return "STATE_DEPTH_STENCIL";
5422 if (STATE_IS_STENCIL_REF(state))
5423 return "STATE_STENCIL_REF";
5425 return wine_dbg_sprintf("UNKNOWN_STATE(%#x)", state);
5428 const char *debug_fboattachment(GLenum attachment)
5430 switch(attachment)
5432 #define WINED3D_TO_STR(x) case x: return #x
5433 WINED3D_TO_STR(GL_COLOR_ATTACHMENT0);
5434 WINED3D_TO_STR(GL_COLOR_ATTACHMENT1);
5435 WINED3D_TO_STR(GL_COLOR_ATTACHMENT2);
5436 WINED3D_TO_STR(GL_COLOR_ATTACHMENT3);
5437 WINED3D_TO_STR(GL_COLOR_ATTACHMENT4);
5438 WINED3D_TO_STR(GL_COLOR_ATTACHMENT5);
5439 WINED3D_TO_STR(GL_COLOR_ATTACHMENT6);
5440 WINED3D_TO_STR(GL_COLOR_ATTACHMENT7);
5441 WINED3D_TO_STR(GL_COLOR_ATTACHMENT8);
5442 WINED3D_TO_STR(GL_COLOR_ATTACHMENT9);
5443 WINED3D_TO_STR(GL_COLOR_ATTACHMENT10);
5444 WINED3D_TO_STR(GL_COLOR_ATTACHMENT11);
5445 WINED3D_TO_STR(GL_COLOR_ATTACHMENT12);
5446 WINED3D_TO_STR(GL_COLOR_ATTACHMENT13);
5447 WINED3D_TO_STR(GL_COLOR_ATTACHMENT14);
5448 WINED3D_TO_STR(GL_COLOR_ATTACHMENT15);
5449 WINED3D_TO_STR(GL_DEPTH_ATTACHMENT);
5450 WINED3D_TO_STR(GL_STENCIL_ATTACHMENT);
5451 #undef WINED3D_TO_STR
5452 default:
5453 return wine_dbg_sprintf("Unknown FBO attachment %#x", attachment);
5457 const char *debug_fbostatus(GLenum status) {
5458 switch(status) {
5459 #define FBOSTATUS_TO_STR(u) case u: return #u
5460 FBOSTATUS_TO_STR(GL_FRAMEBUFFER_COMPLETE);
5461 FBOSTATUS_TO_STR(GL_FRAMEBUFFER_INCOMPLETE_ATTACHMENT);
5462 FBOSTATUS_TO_STR(GL_FRAMEBUFFER_INCOMPLETE_MISSING_ATTACHMENT);
5463 FBOSTATUS_TO_STR(GL_FRAMEBUFFER_INCOMPLETE_DIMENSIONS_EXT);
5464 FBOSTATUS_TO_STR(GL_FRAMEBUFFER_INCOMPLETE_FORMATS_EXT);
5465 FBOSTATUS_TO_STR(GL_FRAMEBUFFER_INCOMPLETE_DRAW_BUFFER);
5466 FBOSTATUS_TO_STR(GL_FRAMEBUFFER_INCOMPLETE_READ_BUFFER);
5467 FBOSTATUS_TO_STR(GL_FRAMEBUFFER_INCOMPLETE_MULTISAMPLE);
5468 FBOSTATUS_TO_STR(GL_FRAMEBUFFER_INCOMPLETE_LAYER_TARGETS);
5469 FBOSTATUS_TO_STR(GL_FRAMEBUFFER_INCOMPLETE_LAYER_COUNT_ARB);
5470 FBOSTATUS_TO_STR(GL_FRAMEBUFFER_UNSUPPORTED);
5471 FBOSTATUS_TO_STR(GL_FRAMEBUFFER_UNDEFINED);
5472 #undef FBOSTATUS_TO_STR
5473 default:
5474 FIXME("Unrecognized FBO status 0x%08x.\n", status);
5475 return "unrecognized";
5479 const char *debug_glerror(GLenum error) {
5480 switch(error) {
5481 #define GLERROR_TO_STR(u) case u: return #u
5482 GLERROR_TO_STR(GL_NO_ERROR);
5483 GLERROR_TO_STR(GL_INVALID_ENUM);
5484 GLERROR_TO_STR(GL_INVALID_VALUE);
5485 GLERROR_TO_STR(GL_INVALID_OPERATION);
5486 GLERROR_TO_STR(GL_STACK_OVERFLOW);
5487 GLERROR_TO_STR(GL_STACK_UNDERFLOW);
5488 GLERROR_TO_STR(GL_OUT_OF_MEMORY);
5489 GLERROR_TO_STR(GL_INVALID_FRAMEBUFFER_OPERATION);
5490 #undef GLERROR_TO_STR
5491 default:
5492 FIXME("Unrecognized GL error 0x%08x.\n", error);
5493 return "unrecognized";
5497 const char *wined3d_debug_vkresult(VkResult vr)
5499 switch (vr)
5501 #define WINED3D_TO_STR(x) case x: return #x
5502 WINED3D_TO_STR(VK_ERROR_INVALID_OPAQUE_CAPTURE_ADDRESS_KHR);
5503 WINED3D_TO_STR(VK_ERROR_NOT_PERMITTED_EXT);
5504 WINED3D_TO_STR(VK_ERROR_FRAGMENTATION_EXT);
5505 WINED3D_TO_STR(VK_ERROR_INVALID_EXTERNAL_HANDLE);
5506 WINED3D_TO_STR(VK_ERROR_OUT_OF_POOL_MEMORY);
5507 WINED3D_TO_STR(VK_ERROR_INVALID_SHADER_NV);
5508 WINED3D_TO_STR(VK_ERROR_OUT_OF_DATE_KHR);
5509 WINED3D_TO_STR(VK_ERROR_NATIVE_WINDOW_IN_USE_KHR);
5510 WINED3D_TO_STR(VK_ERROR_SURFACE_LOST_KHR);
5511 WINED3D_TO_STR(VK_ERROR_FRAGMENTED_POOL);
5512 WINED3D_TO_STR(VK_ERROR_FORMAT_NOT_SUPPORTED);
5513 WINED3D_TO_STR(VK_ERROR_TOO_MANY_OBJECTS);
5514 WINED3D_TO_STR(VK_ERROR_INCOMPATIBLE_DRIVER);
5515 WINED3D_TO_STR(VK_ERROR_FEATURE_NOT_PRESENT);
5516 WINED3D_TO_STR(VK_ERROR_EXTENSION_NOT_PRESENT);
5517 WINED3D_TO_STR(VK_ERROR_LAYER_NOT_PRESENT);
5518 WINED3D_TO_STR(VK_ERROR_MEMORY_MAP_FAILED);
5519 WINED3D_TO_STR(VK_ERROR_DEVICE_LOST);
5520 WINED3D_TO_STR(VK_ERROR_INITIALIZATION_FAILED);
5521 WINED3D_TO_STR(VK_ERROR_OUT_OF_DEVICE_MEMORY);
5522 WINED3D_TO_STR(VK_ERROR_OUT_OF_HOST_MEMORY);
5523 WINED3D_TO_STR(VK_SUCCESS);
5524 WINED3D_TO_STR(VK_NOT_READY);
5525 WINED3D_TO_STR(VK_TIMEOUT);
5526 WINED3D_TO_STR(VK_EVENT_SET);
5527 WINED3D_TO_STR(VK_EVENT_RESET);
5528 WINED3D_TO_STR(VK_INCOMPLETE);
5529 WINED3D_TO_STR(VK_SUBOPTIMAL_KHR);
5530 #undef WINED3D_TO_STR
5531 default:
5532 return wine_dbg_sprintf("unrecognised(%d)", vr);
5536 static const char *debug_fixup_channel_source(enum fixup_channel_source source)
5538 switch(source)
5540 #define WINED3D_TO_STR(x) case x: return #x
5541 WINED3D_TO_STR(CHANNEL_SOURCE_ZERO);
5542 WINED3D_TO_STR(CHANNEL_SOURCE_ONE);
5543 WINED3D_TO_STR(CHANNEL_SOURCE_X);
5544 WINED3D_TO_STR(CHANNEL_SOURCE_Y);
5545 WINED3D_TO_STR(CHANNEL_SOURCE_Z);
5546 WINED3D_TO_STR(CHANNEL_SOURCE_W);
5547 WINED3D_TO_STR(CHANNEL_SOURCE_COMPLEX0);
5548 WINED3D_TO_STR(CHANNEL_SOURCE_COMPLEX1);
5549 #undef WINED3D_TO_STR
5550 default:
5551 FIXME("Unrecognized fixup_channel_source %#x\n", source);
5552 return "unrecognized";
5556 static const char *debug_complex_fixup(enum complex_fixup fixup)
5558 switch(fixup)
5560 #define WINED3D_TO_STR(x) case x: return #x
5561 WINED3D_TO_STR(COMPLEX_FIXUP_YUY2);
5562 WINED3D_TO_STR(COMPLEX_FIXUP_UYVY);
5563 WINED3D_TO_STR(COMPLEX_FIXUP_YV12);
5564 WINED3D_TO_STR(COMPLEX_FIXUP_NV12);
5565 WINED3D_TO_STR(COMPLEX_FIXUP_P8);
5566 WINED3D_TO_STR(COMPLEX_FIXUP_YUV);
5567 #undef WINED3D_TO_STR
5568 default:
5569 FIXME("Unrecognized complex fixup %#x\n", fixup);
5570 return "unrecognized";
5574 void dump_color_fixup_desc(struct color_fixup_desc fixup)
5576 if (is_complex_fixup(fixup))
5578 TRACE("\tComplex: %s\n", debug_complex_fixup(get_complex_fixup(fixup)));
5579 return;
5582 TRACE("\tX: %s%s\n", debug_fixup_channel_source(fixup.x_source), fixup.x_sign_fixup ? ", SIGN_FIXUP" : "");
5583 TRACE("\tY: %s%s\n", debug_fixup_channel_source(fixup.y_source), fixup.y_sign_fixup ? ", SIGN_FIXUP" : "");
5584 TRACE("\tZ: %s%s\n", debug_fixup_channel_source(fixup.z_source), fixup.z_sign_fixup ? ", SIGN_FIXUP" : "");
5585 TRACE("\tW: %s%s\n", debug_fixup_channel_source(fixup.w_source), fixup.w_sign_fixup ? ", SIGN_FIXUP" : "");
5588 BOOL is_invalid_op(const struct wined3d_state *state, int stage,
5589 enum wined3d_texture_op op, DWORD arg1, DWORD arg2, DWORD arg3)
5591 if (op == WINED3D_TOP_DISABLE)
5592 return FALSE;
5593 if (state->textures[stage])
5594 return FALSE;
5596 if ((arg1 & WINED3DTA_SELECTMASK) == WINED3DTA_TEXTURE
5597 && op != WINED3D_TOP_SELECT_ARG2)
5598 return TRUE;
5599 if ((arg2 & WINED3DTA_SELECTMASK) == WINED3DTA_TEXTURE
5600 && op != WINED3D_TOP_SELECT_ARG1)
5601 return TRUE;
5602 if ((arg3 & WINED3DTA_SELECTMASK) == WINED3DTA_TEXTURE
5603 && (op == WINED3D_TOP_MULTIPLY_ADD || op == WINED3D_TOP_LERP))
5604 return TRUE;
5606 return FALSE;
5609 void get_identity_matrix(struct wined3d_matrix *mat)
5611 static const struct wined3d_matrix identity =
5613 1.0f, 0.0f, 0.0f, 0.0f,
5614 0.0f, 1.0f, 0.0f, 0.0f,
5615 0.0f, 0.0f, 1.0f, 0.0f,
5616 0.0f, 0.0f, 0.0f, 1.0f,
5619 *mat = identity;
5622 void get_modelview_matrix(const struct wined3d_context *context, const struct wined3d_state *state,
5623 unsigned int index, struct wined3d_matrix *mat)
5625 if (context->last_was_rhw)
5626 get_identity_matrix(mat);
5627 else
5628 multiply_matrix(mat, &state->transforms[WINED3D_TS_VIEW], &state->transforms[WINED3D_TS_WORLD_MATRIX(index)]);
5631 void get_projection_matrix(const struct wined3d_context *context, const struct wined3d_state *state,
5632 struct wined3d_matrix *mat)
5634 const struct wined3d_d3d_info *d3d_info = context->d3d_info;
5635 BOOL clip_control, flip;
5636 float center_offset;
5638 /* There are a couple of additional things we have to take into account
5639 * here besides the projection transformation itself:
5640 * - We need to flip along the y-axis in case of offscreen rendering.
5641 * - OpenGL Z range is {-Wc,...,Wc} while D3D Z range is {0,...,Wc}.
5642 * - <= D3D9 coordinates refer to pixel centers while GL coordinates
5643 * refer to pixel corners. D3D10 fixed this particular oddity.
5644 * - D3D has a top-left filling convention while GL does not specify
5645 * a particular behavior, other than that that the GL implementation
5646 * needs to be consistent.
5648 * In order to handle the pixel center, we translate by 0.5 / VPw and
5649 * 0.5 / VPh. We test the filling convention during adapter init and
5650 * add a small offset to correct it if necessary. See
5651 * wined3d_caps_gl_ctx_test_filling_convention() for more details on how
5652 * we test GL and considerations regarding the added offset value.
5654 * If we have GL_ARB_clip_control we take care of all this through
5655 * viewport properties and don't have to translate geometry. */
5657 /* Projection matrices are <= d3d9, which all have integer pixel centers. */
5658 if (!(d3d_info->wined3d_creation_flags & WINED3D_PIXEL_CENTER_INTEGER))
5659 ERR("Did not expect to enter this codepath without WINED3D_PIXEL_CENTER_INTEGER.\n");
5661 clip_control = d3d_info->clip_control;
5662 flip = !clip_control && context->render_offscreen;
5663 if (!clip_control)
5664 center_offset = 1.0f + d3d_info->filling_convention_offset;
5665 else
5666 center_offset = 0.0f;
5668 if (context->last_was_rhw)
5670 /* Transform D3D RHW coordinates to OpenGL clip coordinates. */
5671 float x = state->viewports[0].x;
5672 float y = state->viewports[0].y;
5673 float w = state->viewports[0].width;
5674 float h = state->viewports[0].height;
5675 float x_scale = 2.0f / w;
5676 float x_offset = (center_offset - (2.0f * x) - w) / w;
5677 float y_scale = flip ? 2.0f / h : 2.0f / -h;
5678 float y_offset = flip
5679 ? (center_offset - (2.0f * y) - h) / h
5680 : (center_offset - (2.0f * y) - h) / -h;
5681 bool zenable = state->fb.depth_stencil ?
5682 (state->depth_stencil_state ? state->depth_stencil_state->desc.depth : true) : false;
5683 float z_scale = zenable ? clip_control ? 1.0f : 2.0f : 0.0f;
5684 float z_offset = zenable ? clip_control ? 0.0f : -1.0f : 0.0f;
5685 const struct wined3d_matrix projection =
5687 x_scale, 0.0f, 0.0f, 0.0f,
5688 0.0f, y_scale, 0.0f, 0.0f,
5689 0.0f, 0.0f, z_scale, 0.0f,
5690 x_offset, y_offset, z_offset, 1.0f,
5693 *mat = projection;
5695 else
5697 float y_scale = flip ? -1.0f : 1.0f;
5698 float x_offset = center_offset / state->viewports[0].width;
5699 float y_offset = flip
5700 ? center_offset / state->viewports[0].height
5701 : -center_offset / state->viewports[0].height;
5702 float z_scale = clip_control ? 1.0f : 2.0f;
5703 float z_offset = clip_control ? 0.0f : -1.0f;
5704 const struct wined3d_matrix projection =
5706 1.0f, 0.0f, 0.0f, 0.0f,
5707 0.0f, y_scale, 0.0f, 0.0f,
5708 0.0f, 0.0f, z_scale, 0.0f,
5709 x_offset, y_offset, z_offset, 1.0f,
5712 multiply_matrix(mat, &projection, &state->transforms[WINED3D_TS_PROJECTION]);
5716 /* Setup this textures matrix according to the texture flags. */
5717 static void compute_texture_matrix(const struct wined3d_matrix *matrix, uint32_t flags, BOOL calculated_coords,
5718 BOOL transformed, enum wined3d_format_id format_id, BOOL ffp_proj_control, struct wined3d_matrix *out_matrix)
5720 struct wined3d_matrix mat;
5722 if (flags == WINED3D_TTFF_DISABLE || flags == WINED3D_TTFF_COUNT1 || transformed)
5724 get_identity_matrix(out_matrix);
5725 return;
5728 if (flags == (WINED3D_TTFF_COUNT1 | WINED3D_TTFF_PROJECTED))
5730 ERR("Invalid texture transform flags: WINED3D_TTFF_COUNT1 | WINED3D_TTFF_PROJECTED.\n");
5731 return;
5734 mat = *matrix;
5736 if (flags & WINED3D_TTFF_PROJECTED)
5738 if (!ffp_proj_control)
5740 switch (flags & ~WINED3D_TTFF_PROJECTED)
5742 case WINED3D_TTFF_COUNT2:
5743 mat._14 = mat._12;
5744 mat._24 = mat._22;
5745 mat._34 = mat._32;
5746 mat._44 = mat._42;
5747 mat._12 = mat._22 = mat._32 = mat._42 = 0.0f;
5748 break;
5749 case WINED3D_TTFF_COUNT3:
5750 mat._14 = mat._13;
5751 mat._24 = mat._23;
5752 mat._34 = mat._33;
5753 mat._44 = mat._43;
5754 mat._13 = mat._23 = mat._33 = mat._43 = 0.0f;
5755 break;
5759 else
5761 /* Under Direct3D the R/Z coord can be used for translation, under
5762 * OpenGL we use the Q coord instead. */
5763 if (!calculated_coords)
5765 switch (format_id)
5767 /* Direct3D passes the default 1.0 in the 2nd coord, while GL
5768 * passes it in the 4th. Swap 2nd and 4th coord. No need to
5769 * store the value of mat._41 in mat._21 because the input
5770 * value to the transformation will be 0, so the matrix value
5771 * is irrelevant. */
5772 case WINED3DFMT_R32_FLOAT:
5773 mat._41 = mat._21;
5774 mat._42 = mat._22;
5775 mat._43 = mat._23;
5776 mat._44 = mat._24;
5777 break;
5778 /* See above, just 3rd and 4th coord. */
5779 case WINED3DFMT_R32G32_FLOAT:
5780 mat._41 = mat._31;
5781 mat._42 = mat._32;
5782 mat._43 = mat._33;
5783 mat._44 = mat._34;
5784 break;
5785 case WINED3DFMT_R32G32B32_FLOAT: /* Opengl defaults match dx defaults */
5786 case WINED3DFMT_R32G32B32A32_FLOAT: /* No defaults apply, all app defined */
5788 /* This is to prevent swapping the matrix lines and put the default 4th coord = 1.0
5789 * into a bad place. The division elimination below will apply to make sure the
5790 * 1.0 doesn't do anything bad. The caller will set this value if the stride is 0
5792 case WINED3DFMT_UNKNOWN: /* No texture coords, 0/0/0/1 defaults are passed */
5793 break;
5794 default:
5795 FIXME("Unexpected fixed function texture coord input\n");
5798 if (!ffp_proj_control)
5800 switch (flags & ~WINED3D_TTFF_PROJECTED)
5802 /* case WINED3D_TTFF_COUNT1: Won't ever get here. */
5803 case WINED3D_TTFF_COUNT2:
5804 mat._13 = mat._23 = mat._33 = mat._43 = 0.0f;
5805 /* OpenGL divides the first 3 vertex coordinates by the 4th by
5806 * default, which is essentially the same as D3DTTFF_PROJECTED.
5807 * Make sure that the 4th coordinate evaluates to 1.0 to
5808 * eliminate that.
5810 * If the fixed function pipeline is used, the 4th value
5811 * remains unused, so there is no danger in doing this. With
5812 * vertex shaders we have a problem. Should an application hit
5813 * that problem, the code here would have to check for pixel
5814 * shaders, and the shader has to undo the default GL divide.
5816 * A more serious problem occurs if the application passes 4
5817 * coordinates in, and the 4th is != 1.0 (OpenGL default).
5818 * This would have to be fixed with immediate mode draws. */
5819 default:
5820 mat._14 = mat._24 = mat._34 = 0.0f; mat._44 = 1.0f;
5825 *out_matrix = mat;
5828 void get_texture_matrix(const struct wined3d_context *context, const struct wined3d_state *state,
5829 unsigned int tex, struct wined3d_matrix *mat)
5831 const struct wined3d_device *device = context->device;
5832 BOOL generated = (state->texture_states[tex][WINED3D_TSS_TEXCOORD_INDEX] & 0xffff0000)
5833 != WINED3DTSS_TCI_PASSTHRU;
5834 unsigned int coord_idx = min(state->texture_states[tex][WINED3D_TSS_TEXCOORD_INDEX & 0x0000ffff],
5835 WINED3D_MAX_TEXTURES - 1);
5837 compute_texture_matrix(&state->transforms[WINED3D_TS_TEXTURE0 + tex],
5838 state->texture_states[tex][WINED3D_TSS_TEXTURE_TRANSFORM_FLAGS],
5839 generated, context->last_was_rhw,
5840 context->stream_info.use_map & (1u << (WINED3D_FFP_TEXCOORD0 + coord_idx))
5841 ? context->stream_info.elements[WINED3D_FFP_TEXCOORD0 + coord_idx].format->id
5842 : WINED3DFMT_UNKNOWN,
5843 device->shader_backend->shader_has_ffp_proj_control(device->shader_priv), mat);
5845 if ((context->lastWasPow2Texture & (1u << tex)) && state->textures[tex])
5847 if (generated)
5848 FIXME("Non-power-of-two texture being used with generated texture coords.\n");
5849 /* NP2 texcoord fixup is implemented for pixelshaders so only enable the
5850 * fixed-function-pipeline fixup via pow2Matrix when no PS is used. */
5851 if (!use_ps(state))
5853 TRACE("Non-power-of-two texture matrix multiply fixup.\n");
5854 multiply_matrix(mat, mat, (struct wined3d_matrix *)state->textures[tex]->pow2_matrix);
5859 void get_pointsize_minmax(const struct wined3d_context *context, const struct wined3d_state *state,
5860 float *out_min, float *out_max)
5862 union
5864 DWORD d;
5865 float f;
5866 } min, max;
5868 min.d = state->render_states[WINED3D_RS_POINTSIZE_MIN];
5869 max.d = state->render_states[WINED3D_RS_POINTSIZE_MAX];
5871 if (min.f > max.f)
5872 min.f = max.f;
5874 *out_min = min.f;
5875 *out_max = max.f;
5878 void get_pointsize(const struct wined3d_context *context, const struct wined3d_state *state,
5879 float *out_pointsize, float *out_att)
5881 /* POINTSCALEENABLE controls how point size value is treated. If set to
5882 * true, the point size is scaled with respect to height of viewport.
5883 * When set to false point size is in pixels. */
5884 union
5886 DWORD d;
5887 float f;
5888 } pointsize, a, b, c;
5890 out_att[0] = 1.0f;
5891 out_att[1] = 0.0f;
5892 out_att[2] = 0.0f;
5894 pointsize.d = state->render_states[WINED3D_RS_POINTSIZE];
5895 a.d = state->render_states[WINED3D_RS_POINTSCALE_A];
5896 b.d = state->render_states[WINED3D_RS_POINTSCALE_B];
5897 c.d = state->render_states[WINED3D_RS_POINTSCALE_C];
5899 /* Always use first viewport, this path does not apply to d3d10/11 multiple viewports case. */
5900 if (state->render_states[WINED3D_RS_POINTSCALEENABLE])
5902 float scale_factor = state->viewports[0].height * state->viewports[0].height;
5904 out_att[0] = a.f / scale_factor;
5905 out_att[1] = b.f / scale_factor;
5906 out_att[2] = c.f / scale_factor;
5908 *out_pointsize = pointsize.f;
5911 void get_fog_start_end(const struct wined3d_context *context, const struct wined3d_state *state,
5912 float *start, float *end)
5914 union
5916 DWORD d;
5917 float f;
5918 } tmpvalue;
5920 switch (context->fog_source)
5922 case FOGSOURCE_VS:
5923 *start = 1.0f;
5924 *end = 0.0f;
5925 break;
5927 case FOGSOURCE_COORD:
5928 *start = 255.0f;
5929 *end = 0.0f;
5930 break;
5932 case FOGSOURCE_FFP:
5933 tmpvalue.d = state->render_states[WINED3D_RS_FOGSTART];
5934 *start = tmpvalue.f;
5935 tmpvalue.d = state->render_states[WINED3D_RS_FOGEND];
5936 *end = tmpvalue.f;
5937 /* Special handling for fog_start == fog_end. In d3d with vertex
5938 * fog, everything is fogged. With table fog, everything with
5939 * fog_coord < fog_start is unfogged, and fog_coord > fog_start
5940 * is fogged. Windows drivers disagree when fog_coord == fog_start. */
5941 if (state->render_states[WINED3D_RS_FOGTABLEMODE] == WINED3D_FOG_NONE && *start == *end)
5943 *start = -INFINITY;
5944 *end = 0.0f;
5946 break;
5948 default:
5949 /* This should not happen, context->fog_source is set in wined3d, not the app. */
5950 ERR("Unexpected fog coordinate source.\n");
5951 *start = 0.0f;
5952 *end = 0.0f;
5956 static BOOL wined3d_get_primary_display(WCHAR *display)
5958 DISPLAY_DEVICEW display_device;
5959 DWORD device_idx = 0;
5961 display_device.cb = sizeof(display_device);
5962 while (EnumDisplayDevicesW(NULL, device_idx++, &display_device, 0))
5964 if (display_device.StateFlags & DISPLAY_DEVICE_PRIMARY_DEVICE)
5966 lstrcpyW(display, display_device.DeviceName);
5967 return TRUE;
5971 return FALSE;
5974 BOOL wined3d_get_primary_adapter_luid(LUID *luid)
5976 D3DKMT_OPENADAPTERFROMGDIDISPLAYNAME open_adapter_param;
5977 D3DKMT_CLOSEADAPTER close_adapter_param;
5979 if (!wined3d_get_primary_display(open_adapter_param.DeviceName))
5980 return FALSE;
5982 if (D3DKMTOpenAdapterFromGdiDisplayName(&open_adapter_param))
5983 return FALSE;
5985 *luid = open_adapter_param.AdapterLuid;
5986 close_adapter_param.hAdapter = open_adapter_param.hAdapter;
5987 D3DKMTCloseAdapter(&close_adapter_param);
5988 return TRUE;
5991 uint32_t wined3d_format_pack(const struct wined3d_format *format, const struct wined3d_uvec4 *value)
5993 uint32_t p = 0;
5995 p |= (value->x & wined3d_mask_from_size(format->red_size)) << format->red_offset;
5996 p |= (value->y & wined3d_mask_from_size(format->green_size)) << format->green_offset;
5997 p |= (value->z & wined3d_mask_from_size(format->blue_size)) << format->blue_offset;
5998 p |= (value->w & wined3d_mask_from_size(format->alpha_size)) << format->alpha_offset;
6000 return p;
6003 /* Note: It's the caller's responsibility to ensure values can be expressed
6004 * in the requested format. UNORM formats for example can only express values
6005 * in the range 0.0f -> 1.0f. */
6006 DWORD wined3d_format_convert_from_float(const struct wined3d_format *format, const struct wined3d_color *color)
6008 static const struct
6010 enum wined3d_format_id format_id;
6011 struct wined3d_vec4 mul;
6012 struct wined3d_uvec4 shift;
6014 float_conv[] =
6016 {WINED3DFMT_B8G8R8A8_UNORM, { 255.0f, 255.0f, 255.0f, 255.0f}, {16, 8, 0, 24}},
6017 {WINED3DFMT_B8G8R8X8_UNORM, { 255.0f, 255.0f, 255.0f, 255.0f}, {16, 8, 0, 24}},
6018 {WINED3DFMT_B8G8R8_UNORM, { 255.0f, 255.0f, 255.0f, 255.0f}, {16, 8, 0, 24}},
6019 {WINED3DFMT_B5G6R5_UNORM, { 31.0f, 63.0f, 31.0f, 0.0f}, {11, 5, 0, 0}},
6020 {WINED3DFMT_B5G5R5A1_UNORM, { 31.0f, 31.0f, 31.0f, 1.0f}, {10, 5, 0, 15}},
6021 {WINED3DFMT_B5G5R5X1_UNORM, { 31.0f, 31.0f, 31.0f, 1.0f}, {10, 5, 0, 15}},
6022 {WINED3DFMT_R8_UNORM, { 255.0f, 0.0f, 0.0f, 0.0f}, { 0, 0, 0, 0}},
6023 {WINED3DFMT_A8_UNORM, { 0.0f, 0.0f, 0.0f, 255.0f}, { 0, 0, 0, 0}},
6024 {WINED3DFMT_B4G4R4A4_UNORM, { 15.0f, 15.0f, 15.0f, 15.0f}, { 8, 4, 0, 12}},
6025 {WINED3DFMT_B4G4R4X4_UNORM, { 15.0f, 15.0f, 15.0f, 15.0f}, { 8, 4, 0, 12}},
6026 {WINED3DFMT_B2G3R3_UNORM, { 7.0f, 7.0f, 3.0f, 0.0f}, { 5, 2, 0, 0}},
6027 {WINED3DFMT_R8G8B8A8_UNORM, { 255.0f, 255.0f, 255.0f, 255.0f}, { 0, 8, 16, 24}},
6028 {WINED3DFMT_R8G8B8X8_UNORM, { 255.0f, 255.0f, 255.0f, 255.0f}, { 0, 8, 16, 24}},
6029 {WINED3DFMT_B10G10R10A2_UNORM, { 1023.0f, 1023.0f, 1023.0f, 3.0f}, {20, 10, 0, 30}},
6030 {WINED3DFMT_R10G10B10A2_UNORM, { 1023.0f, 1023.0f, 1023.0f, 3.0f}, { 0, 10, 20, 30}},
6031 {WINED3DFMT_P8_UINT, { 0.0f, 0.0f, 0.0f, 255.0f}, { 0, 0, 0, 0}},
6032 {WINED3DFMT_S1_UINT_D15_UNORM, { 32767.0f, 0.0f, 0.0f, 0.0f}, { 0, 0, 0, 0}},
6033 {WINED3DFMT_D16_UNORM, { 65535.0f, 0.0f, 0.0f, 0.0f}, { 0, 0, 0, 0}},
6035 static const struct
6037 enum wined3d_format_id format_id;
6038 struct wined3d_dvec4 mul;
6039 struct wined3d_uvec4 shift;
6041 double_conv[] =
6043 {WINED3DFMT_D24_UNORM_S8_UINT, { 16777215.0, 1.0, 0.0, 0.0}, {8, 0, 0, 0}},
6044 {WINED3DFMT_X8D24_UNORM, { 16777215.0, 0.0, 0.0, 0.0}, {0, 0, 0, 0}},
6045 {WINED3DFMT_D32_UNORM, {4294967295.0, 0.0, 0.0, 0.0}, {0, 0, 0, 0}},
6047 enum wined3d_format_id format_id = format->id;
6048 struct wined3d_color colour_srgb;
6049 unsigned int i;
6050 DWORD ret;
6052 TRACE("Converting colour %s to format %s.\n", debug_color(color), debug_d3dformat(format_id));
6054 for (i = 0; i < ARRAY_SIZE(format_srgb_info); ++i)
6056 if (format_id != format_srgb_info[i].srgb_format_id)
6057 continue;
6059 wined3d_colour_srgb_from_linear(&colour_srgb, color);
6060 format_id = format_srgb_info[i].base_format_id;
6061 color = &colour_srgb;
6062 break;
6065 for (i = 0; i < ARRAY_SIZE(float_conv); ++i)
6067 if (format_id != float_conv[i].format_id)
6068 continue;
6070 ret = ((DWORD)((color->r * float_conv[i].mul.x) + 0.5f)) << float_conv[i].shift.x;
6071 ret |= ((DWORD)((color->g * float_conv[i].mul.y) + 0.5f)) << float_conv[i].shift.y;
6072 ret |= ((DWORD)((color->b * float_conv[i].mul.z) + 0.5f)) << float_conv[i].shift.z;
6073 ret |= ((DWORD)((color->a * float_conv[i].mul.w) + 0.5f)) << float_conv[i].shift.w;
6075 TRACE("Returning 0x%08x.\n", ret);
6077 return ret;
6080 for (i = 0; i < ARRAY_SIZE(double_conv); ++i)
6082 if (format_id != double_conv[i].format_id)
6083 continue;
6085 ret = ((DWORD)((color->r * double_conv[i].mul.x) + 0.5)) << double_conv[i].shift.x;
6086 ret |= ((DWORD)((color->g * double_conv[i].mul.y) + 0.5)) << double_conv[i].shift.y;
6087 ret |= ((DWORD)((color->b * double_conv[i].mul.z) + 0.5)) << double_conv[i].shift.z;
6088 ret |= ((DWORD)((color->a * double_conv[i].mul.w) + 0.5)) << double_conv[i].shift.w;
6090 TRACE("Returning 0x%08x.\n", ret);
6092 return ret;
6095 FIXME("Conversion for format %s not implemented.\n", debug_d3dformat(format_id));
6097 return 0;
6100 static float color_to_float(DWORD color, DWORD size, DWORD offset)
6102 uint32_t mask = wined3d_mask_from_size(size);
6104 if (!size)
6105 return 1.0f;
6107 color >>= offset;
6108 color &= mask;
6110 return (float)color / (float)mask;
6113 void wined3d_format_get_float_color_key(const struct wined3d_format *format,
6114 const struct wined3d_color_key *key, struct wined3d_color *float_colors)
6116 struct wined3d_color slop;
6118 switch (format->id)
6120 case WINED3DFMT_B8G8R8_UNORM:
6121 case WINED3DFMT_B8G8R8A8_UNORM:
6122 case WINED3DFMT_B8G8R8X8_UNORM:
6123 case WINED3DFMT_B5G6R5_UNORM:
6124 case WINED3DFMT_B5G5R5X1_UNORM:
6125 case WINED3DFMT_B5G5R5A1_UNORM:
6126 case WINED3DFMT_B4G4R4A4_UNORM:
6127 case WINED3DFMT_B2G3R3_UNORM:
6128 case WINED3DFMT_R8_UNORM:
6129 case WINED3DFMT_A8_UNORM:
6130 case WINED3DFMT_B2G3R3A8_UNORM:
6131 case WINED3DFMT_B4G4R4X4_UNORM:
6132 case WINED3DFMT_R10G10B10A2_UNORM:
6133 case WINED3DFMT_R10G10B10A2_SNORM:
6134 case WINED3DFMT_R8G8B8A8_UNORM:
6135 case WINED3DFMT_R8G8B8X8_UNORM:
6136 case WINED3DFMT_R16G16_UNORM:
6137 case WINED3DFMT_B10G10R10A2_UNORM:
6138 slop.r = 0.5f / wined3d_mask_from_size(format->red_size);
6139 slop.g = 0.5f / wined3d_mask_from_size(format->green_size);
6140 slop.b = 0.5f / wined3d_mask_from_size(format->blue_size);
6141 slop.a = 0.5f / wined3d_mask_from_size(format->alpha_size);
6143 float_colors[0].r = color_to_float(key->color_space_low_value, format->red_size, format->red_offset)
6144 - slop.r;
6145 float_colors[0].g = color_to_float(key->color_space_low_value, format->green_size, format->green_offset)
6146 - slop.g;
6147 float_colors[0].b = color_to_float(key->color_space_low_value, format->blue_size, format->blue_offset)
6148 - slop.b;
6149 float_colors[0].a = color_to_float(key->color_space_low_value, format->alpha_size, format->alpha_offset)
6150 - slop.a;
6152 float_colors[1].r = color_to_float(key->color_space_high_value, format->red_size, format->red_offset)
6153 + slop.r;
6154 float_colors[1].g = color_to_float(key->color_space_high_value, format->green_size, format->green_offset)
6155 + slop.g;
6156 float_colors[1].b = color_to_float(key->color_space_high_value, format->blue_size, format->blue_offset)
6157 + slop.b;
6158 float_colors[1].a = color_to_float(key->color_space_high_value, format->alpha_size, format->alpha_offset)
6159 + slop.a;
6160 break;
6162 case WINED3DFMT_P8_UINT:
6163 float_colors[0].r = 0.0f;
6164 float_colors[0].g = 0.0f;
6165 float_colors[0].b = 0.0f;
6166 float_colors[0].a = (key->color_space_low_value - 0.5f) / 255.0f;
6168 float_colors[1].r = 0.0f;
6169 float_colors[1].g = 0.0f;
6170 float_colors[1].b = 0.0f;
6171 float_colors[1].a = (key->color_space_high_value + 0.5f) / 255.0f;
6172 break;
6174 default:
6175 ERR("Unhandled color key to float conversion for format %s.\n", debug_d3dformat(format->id));
6179 enum wined3d_format_id pixelformat_for_depth(DWORD depth)
6181 switch (depth)
6183 case 8: return WINED3DFMT_P8_UINT;
6184 case 15: return WINED3DFMT_B5G5R5X1_UNORM;
6185 case 16: return WINED3DFMT_B5G6R5_UNORM;
6186 case 24: return WINED3DFMT_B8G8R8X8_UNORM; /* Robots needs 24bit to be WINED3DFMT_B8G8R8X8_UNORM */
6187 case 32: return WINED3DFMT_B8G8R8X8_UNORM; /* EVE online and the Fur demo need 32bit AdapterDisplayMode to return WINED3DFMT_B8G8R8X8_UNORM */
6188 default: return WINED3DFMT_UNKNOWN;
6192 void wined3d_format_copy_data(const struct wined3d_format *format, const uint8_t *src,
6193 unsigned int src_row_pitch, unsigned int src_slice_pitch, uint8_t *dst, unsigned int dst_row_pitch,
6194 unsigned int dst_slice_pitch, unsigned int w, unsigned int h, unsigned int d)
6196 unsigned int row_block_count, row_count, row_size, slice, row;
6197 unsigned int slice_count = d, slice_size;
6198 const uint8_t *src_row;
6199 uint8_t *dst_row;
6201 row_block_count = (w + format->block_width - 1) / format->block_width;
6202 row_count = (h + format->block_height - 1) / format->block_height;
6203 row_size = row_block_count * format->block_byte_count;
6204 slice_size = row_size * row_count;
6206 if (src_row_pitch == row_size && dst_row_pitch == row_size
6207 && ((src_slice_pitch == slice_size && dst_slice_pitch == slice_size) || slice_count == 1))
6209 memcpy(dst, src, slice_count * slice_size);
6210 return;
6213 for (slice = 0; slice < slice_count; ++slice)
6215 for (row = 0; row < row_count; ++row)
6217 src_row = &src[slice * src_slice_pitch + row * src_row_pitch];
6218 dst_row = &dst[slice * dst_slice_pitch + row * dst_row_pitch];
6219 memcpy(dst_row, src_row, row_size);
6224 void multiply_matrix(struct wined3d_matrix *dst, const struct wined3d_matrix *src1, const struct wined3d_matrix *src2)
6226 struct wined3d_matrix tmp;
6228 /* Now do the multiplication 'by hand'.
6229 I know that all this could be optimised, but this will be done later :-) */
6230 tmp._11 = (src1->_11 * src2->_11) + (src1->_21 * src2->_12) + (src1->_31 * src2->_13) + (src1->_41 * src2->_14);
6231 tmp._21 = (src1->_11 * src2->_21) + (src1->_21 * src2->_22) + (src1->_31 * src2->_23) + (src1->_41 * src2->_24);
6232 tmp._31 = (src1->_11 * src2->_31) + (src1->_21 * src2->_32) + (src1->_31 * src2->_33) + (src1->_41 * src2->_34);
6233 tmp._41 = (src1->_11 * src2->_41) + (src1->_21 * src2->_42) + (src1->_31 * src2->_43) + (src1->_41 * src2->_44);
6235 tmp._12 = (src1->_12 * src2->_11) + (src1->_22 * src2->_12) + (src1->_32 * src2->_13) + (src1->_42 * src2->_14);
6236 tmp._22 = (src1->_12 * src2->_21) + (src1->_22 * src2->_22) + (src1->_32 * src2->_23) + (src1->_42 * src2->_24);
6237 tmp._32 = (src1->_12 * src2->_31) + (src1->_22 * src2->_32) + (src1->_32 * src2->_33) + (src1->_42 * src2->_34);
6238 tmp._42 = (src1->_12 * src2->_41) + (src1->_22 * src2->_42) + (src1->_32 * src2->_43) + (src1->_42 * src2->_44);
6240 tmp._13 = (src1->_13 * src2->_11) + (src1->_23 * src2->_12) + (src1->_33 * src2->_13) + (src1->_43 * src2->_14);
6241 tmp._23 = (src1->_13 * src2->_21) + (src1->_23 * src2->_22) + (src1->_33 * src2->_23) + (src1->_43 * src2->_24);
6242 tmp._33 = (src1->_13 * src2->_31) + (src1->_23 * src2->_32) + (src1->_33 * src2->_33) + (src1->_43 * src2->_34);
6243 tmp._43 = (src1->_13 * src2->_41) + (src1->_23 * src2->_42) + (src1->_33 * src2->_43) + (src1->_43 * src2->_44);
6245 tmp._14 = (src1->_14 * src2->_11) + (src1->_24 * src2->_12) + (src1->_34 * src2->_13) + (src1->_44 * src2->_14);
6246 tmp._24 = (src1->_14 * src2->_21) + (src1->_24 * src2->_22) + (src1->_34 * src2->_23) + (src1->_44 * src2->_24);
6247 tmp._34 = (src1->_14 * src2->_31) + (src1->_24 * src2->_32) + (src1->_34 * src2->_33) + (src1->_44 * src2->_34);
6248 tmp._44 = (src1->_14 * src2->_41) + (src1->_24 * src2->_42) + (src1->_34 * src2->_43) + (src1->_44 * src2->_44);
6250 *dst = tmp;
6253 void wined3d_ffp_get_fs_settings(const struct wined3d_context *context, const struct wined3d_state *state,
6254 struct ffp_frag_settings *settings, BOOL ignore_textype)
6256 #define ARG1 0x01
6257 #define ARG2 0x02
6258 #define ARG0 0x04
6259 static const unsigned char args[WINED3D_TOP_LERP + 1] =
6261 /* undefined */ 0,
6262 /* D3DTOP_DISABLE */ 0,
6263 /* D3DTOP_SELECTARG1 */ ARG1,
6264 /* D3DTOP_SELECTARG2 */ ARG2,
6265 /* D3DTOP_MODULATE */ ARG1 | ARG2,
6266 /* D3DTOP_MODULATE2X */ ARG1 | ARG2,
6267 /* D3DTOP_MODULATE4X */ ARG1 | ARG2,
6268 /* D3DTOP_ADD */ ARG1 | ARG2,
6269 /* D3DTOP_ADDSIGNED */ ARG1 | ARG2,
6270 /* D3DTOP_ADDSIGNED2X */ ARG1 | ARG2,
6271 /* D3DTOP_SUBTRACT */ ARG1 | ARG2,
6272 /* D3DTOP_ADDSMOOTH */ ARG1 | ARG2,
6273 /* D3DTOP_BLENDDIFFUSEALPHA */ ARG1 | ARG2,
6274 /* D3DTOP_BLENDTEXTUREALPHA */ ARG1 | ARG2,
6275 /* D3DTOP_BLENDFACTORALPHA */ ARG1 | ARG2,
6276 /* D3DTOP_BLENDTEXTUREALPHAPM */ ARG1 | ARG2,
6277 /* D3DTOP_BLENDCURRENTALPHA */ ARG1 | ARG2,
6278 /* D3DTOP_PREMODULATE */ ARG1 | ARG2,
6279 /* D3DTOP_MODULATEALPHA_ADDCOLOR */ ARG1 | ARG2,
6280 /* D3DTOP_MODULATECOLOR_ADDALPHA */ ARG1 | ARG2,
6281 /* D3DTOP_MODULATEINVALPHA_ADDCOLOR */ ARG1 | ARG2,
6282 /* D3DTOP_MODULATEINVCOLOR_ADDALPHA */ ARG1 | ARG2,
6283 /* D3DTOP_BUMPENVMAP */ ARG1 | ARG2,
6284 /* D3DTOP_BUMPENVMAPLUMINANCE */ ARG1 | ARG2,
6285 /* D3DTOP_DOTPRODUCT3 */ ARG1 | ARG2,
6286 /* D3DTOP_MULTIPLYADD */ ARG1 | ARG2 | ARG0,
6287 /* D3DTOP_LERP */ ARG1 | ARG2 | ARG0
6289 unsigned int i;
6290 DWORD ttff;
6291 DWORD cop, aop, carg0, carg1, carg2, aarg0, aarg1, aarg2;
6292 const struct wined3d_d3d_info *d3d_info = context->d3d_info;
6294 settings->padding = 0;
6296 for (i = 0; i < d3d_info->limits.ffp_blend_stages; ++i)
6298 struct wined3d_texture *texture;
6300 settings->op[i].padding = 0;
6301 if (state->texture_states[i][WINED3D_TSS_COLOR_OP] == WINED3D_TOP_DISABLE)
6303 settings->op[i].cop = WINED3D_TOP_DISABLE;
6304 settings->op[i].aop = WINED3D_TOP_DISABLE;
6305 settings->op[i].carg0 = settings->op[i].carg1 = settings->op[i].carg2 = ARG_UNUSED;
6306 settings->op[i].aarg0 = settings->op[i].aarg1 = settings->op[i].aarg2 = ARG_UNUSED;
6307 settings->op[i].color_fixup = COLOR_FIXUP_IDENTITY;
6308 settings->op[i].tmp_dst = 0;
6309 settings->op[i].tex_type = WINED3D_GL_RES_TYPE_TEX_1D;
6310 settings->op[i].projected = WINED3D_PROJECTION_NONE;
6311 i++;
6312 break;
6315 if ((texture = state->textures[i]))
6317 if (can_use_texture_swizzle(d3d_info, texture->resource.format))
6318 settings->op[i].color_fixup = COLOR_FIXUP_IDENTITY;
6319 else
6320 settings->op[i].color_fixup = texture->resource.format->color_fixup;
6321 if (ignore_textype)
6323 settings->op[i].tex_type = WINED3D_GL_RES_TYPE_TEX_1D;
6325 else
6327 switch (wined3d_texture_gl(texture)->target)
6329 case GL_TEXTURE_1D:
6330 settings->op[i].tex_type = WINED3D_GL_RES_TYPE_TEX_1D;
6331 break;
6332 case GL_TEXTURE_2D:
6333 settings->op[i].tex_type = WINED3D_GL_RES_TYPE_TEX_2D;
6334 break;
6335 case GL_TEXTURE_3D:
6336 settings->op[i].tex_type = WINED3D_GL_RES_TYPE_TEX_3D;
6337 break;
6338 case GL_TEXTURE_CUBE_MAP_ARB:
6339 settings->op[i].tex_type = WINED3D_GL_RES_TYPE_TEX_CUBE;
6340 break;
6341 case GL_TEXTURE_RECTANGLE_ARB:
6342 settings->op[i].tex_type = WINED3D_GL_RES_TYPE_TEX_RECT;
6343 break;
6346 } else {
6347 settings->op[i].color_fixup = COLOR_FIXUP_IDENTITY;
6348 settings->op[i].tex_type = WINED3D_GL_RES_TYPE_TEX_1D;
6351 cop = state->texture_states[i][WINED3D_TSS_COLOR_OP];
6352 aop = state->texture_states[i][WINED3D_TSS_ALPHA_OP];
6354 carg1 = (args[cop] & ARG1) ? state->texture_states[i][WINED3D_TSS_COLOR_ARG1] : ARG_UNUSED;
6355 carg2 = (args[cop] & ARG2) ? state->texture_states[i][WINED3D_TSS_COLOR_ARG2] : ARG_UNUSED;
6356 carg0 = (args[cop] & ARG0) ? state->texture_states[i][WINED3D_TSS_COLOR_ARG0] : ARG_UNUSED;
6358 if (is_invalid_op(state, i, cop, carg1, carg2, carg0))
6360 carg0 = ARG_UNUSED;
6361 carg2 = ARG_UNUSED;
6362 carg1 = WINED3DTA_CURRENT;
6363 cop = WINED3D_TOP_SELECT_ARG1;
6366 if (cop == WINED3D_TOP_DOTPRODUCT3)
6368 /* A dotproduct3 on the colorop overwrites the alphaop operation and replicates
6369 * the color result to the alpha component of the destination
6371 aop = cop;
6372 aarg1 = carg1;
6373 aarg2 = carg2;
6374 aarg0 = carg0;
6376 else
6378 aarg1 = (args[aop] & ARG1) ? state->texture_states[i][WINED3D_TSS_ALPHA_ARG1] : ARG_UNUSED;
6379 aarg2 = (args[aop] & ARG2) ? state->texture_states[i][WINED3D_TSS_ALPHA_ARG2] : ARG_UNUSED;
6380 aarg0 = (args[aop] & ARG0) ? state->texture_states[i][WINED3D_TSS_ALPHA_ARG0] : ARG_UNUSED;
6383 if (!i && state->textures[0] && state->render_states[WINED3D_RS_COLORKEYENABLE])
6385 GLenum texture_dimensions;
6387 texture = state->textures[0];
6388 texture_dimensions = wined3d_texture_gl(texture)->target;
6390 if (texture_dimensions == GL_TEXTURE_2D || texture_dimensions == GL_TEXTURE_RECTANGLE_ARB)
6392 if (texture->async.color_key_flags & WINED3D_CKEY_SRC_BLT && !texture->resource.format->alpha_size)
6394 if (aop == WINED3D_TOP_DISABLE)
6396 aarg1 = WINED3DTA_TEXTURE;
6397 aop = WINED3D_TOP_SELECT_ARG1;
6399 else if (aop == WINED3D_TOP_SELECT_ARG1 && aarg1 != WINED3DTA_TEXTURE)
6401 if (state->blend_state && state->blend_state->desc.rt[0].enable)
6403 aarg2 = WINED3DTA_TEXTURE;
6404 aop = WINED3D_TOP_MODULATE;
6406 else aarg1 = WINED3DTA_TEXTURE;
6408 else if (aop == WINED3D_TOP_SELECT_ARG2 && aarg2 != WINED3DTA_TEXTURE)
6410 if (state->blend_state && state->blend_state->desc.rt[0].enable)
6412 aarg1 = WINED3DTA_TEXTURE;
6413 aop = WINED3D_TOP_MODULATE;
6415 else aarg2 = WINED3DTA_TEXTURE;
6421 if (is_invalid_op(state, i, aop, aarg1, aarg2, aarg0))
6423 aarg0 = ARG_UNUSED;
6424 aarg2 = ARG_UNUSED;
6425 aarg1 = WINED3DTA_CURRENT;
6426 aop = WINED3D_TOP_SELECT_ARG1;
6429 if (carg1 == WINED3DTA_TEXTURE || carg2 == WINED3DTA_TEXTURE || carg0 == WINED3DTA_TEXTURE
6430 || aarg1 == WINED3DTA_TEXTURE || aarg2 == WINED3DTA_TEXTURE || aarg0 == WINED3DTA_TEXTURE)
6432 ttff = state->texture_states[i][WINED3D_TSS_TEXTURE_TRANSFORM_FLAGS];
6433 if (ttff == (WINED3D_TTFF_PROJECTED | WINED3D_TTFF_COUNT3))
6434 settings->op[i].projected = WINED3D_PROJECTION_COUNT3;
6435 else if (ttff & WINED3D_TTFF_PROJECTED)
6436 settings->op[i].projected = WINED3D_PROJECTION_COUNT4;
6437 else
6438 settings->op[i].projected = WINED3D_PROJECTION_NONE;
6440 else
6442 settings->op[i].projected = WINED3D_PROJECTION_NONE;
6445 settings->op[i].cop = cop;
6446 settings->op[i].aop = aop;
6447 settings->op[i].carg0 = carg0;
6448 settings->op[i].carg1 = carg1;
6449 settings->op[i].carg2 = carg2;
6450 settings->op[i].aarg0 = aarg0;
6451 settings->op[i].aarg1 = aarg1;
6452 settings->op[i].aarg2 = aarg2;
6453 settings->op[i].tmp_dst = state->texture_states[i][WINED3D_TSS_RESULT_ARG] == WINED3DTA_TEMP;
6456 /* Clear unsupported stages */
6457 for(; i < WINED3D_MAX_TEXTURES; i++) {
6458 memset(&settings->op[i], 0xff, sizeof(settings->op[i]));
6461 if (!state->render_states[WINED3D_RS_FOGENABLE])
6463 settings->fog = WINED3D_FFP_PS_FOG_OFF;
6465 else if (state->render_states[WINED3D_RS_FOGTABLEMODE] == WINED3D_FOG_NONE)
6467 if (use_vs(state) || state->vertex_declaration->position_transformed)
6469 settings->fog = WINED3D_FFP_PS_FOG_LINEAR;
6471 else
6473 switch (state->render_states[WINED3D_RS_FOGVERTEXMODE])
6475 case WINED3D_FOG_NONE:
6476 case WINED3D_FOG_LINEAR:
6477 settings->fog = WINED3D_FFP_PS_FOG_LINEAR;
6478 break;
6479 case WINED3D_FOG_EXP:
6480 settings->fog = WINED3D_FFP_PS_FOG_EXP;
6481 break;
6482 case WINED3D_FOG_EXP2:
6483 settings->fog = WINED3D_FFP_PS_FOG_EXP2;
6484 break;
6488 else
6490 switch (state->render_states[WINED3D_RS_FOGTABLEMODE])
6492 case WINED3D_FOG_LINEAR:
6493 settings->fog = WINED3D_FFP_PS_FOG_LINEAR;
6494 break;
6495 case WINED3D_FOG_EXP:
6496 settings->fog = WINED3D_FFP_PS_FOG_EXP;
6497 break;
6498 case WINED3D_FOG_EXP2:
6499 settings->fog = WINED3D_FFP_PS_FOG_EXP2;
6500 break;
6503 settings->sRGB_write = !d3d_info->srgb_write_control && needs_srgb_write(d3d_info, state, &state->fb);
6504 if (d3d_info->vs_clipping || !use_vs(state) || !state->render_states[WINED3D_RS_CLIPPING]
6505 || !state->render_states[WINED3D_RS_CLIPPLANEENABLE])
6507 /* No need to emulate clipplanes if GL supports native vertex shader clipping or if
6508 * the fixed function vertex pipeline is used(which always supports clipplanes), or
6509 * if no clipplane is enabled
6511 settings->emul_clipplanes = 0;
6512 } else {
6513 settings->emul_clipplanes = 1;
6516 if (state->render_states[WINED3D_RS_COLORKEYENABLE] && state->textures[0]
6517 && state->textures[0]->async.color_key_flags & WINED3D_CKEY_SRC_BLT
6518 && settings->op[0].cop != WINED3D_TOP_DISABLE)
6519 settings->color_key_enabled = 1;
6520 else
6521 settings->color_key_enabled = 0;
6523 /* texcoords_initialized is set to meaningful values only when GL doesn't
6524 * support enough varyings to always pass around all the possible texture
6525 * coordinates.
6526 * This is used to avoid reading a varying not written by the vertex shader.
6527 * Reading uninitialized varyings on core profile contexts results in an
6528 * error while with builtin varyings on legacy contexts you get undefined
6529 * behavior. */
6530 if (d3d_info->limits.varying_count && !d3d_info->full_ffp_varyings)
6532 settings->texcoords_initialized = 0;
6533 for (i = 0; i < WINED3D_MAX_TEXTURES; ++i)
6535 if (use_vs(state))
6537 if (state->shader[WINED3D_SHADER_TYPE_VERTEX]->reg_maps.output_registers & (1u << i))
6538 settings->texcoords_initialized |= 1u << i;
6540 else
6542 const struct wined3d_stream_info *si = &context->stream_info;
6543 unsigned int coord_idx = state->texture_states[i][WINED3D_TSS_TEXCOORD_INDEX];
6544 if ((state->texture_states[i][WINED3D_TSS_TEXCOORD_INDEX] >> WINED3D_FFP_TCI_SHIFT)
6545 & WINED3D_FFP_TCI_MASK
6546 || (coord_idx < WINED3D_MAX_TEXTURES && (si->use_map & (1u << (WINED3D_FFP_TEXCOORD0 + coord_idx)))))
6547 settings->texcoords_initialized |= 1u << i;
6551 else
6553 settings->texcoords_initialized = wined3d_mask_from_size(WINED3D_MAX_TEXTURES);
6556 settings->pointsprite = state->render_states[WINED3D_RS_POINTSPRITEENABLE]
6557 && state->primitive_type == WINED3D_PT_POINTLIST;
6559 if (d3d_info->ffp_alpha_test)
6560 settings->alpha_test_func = WINED3D_CMP_ALWAYS - 1;
6561 else
6562 settings->alpha_test_func = (state->render_states[WINED3D_RS_ALPHATESTENABLE]
6563 ? wined3d_sanitize_cmp_func(state->render_states[WINED3D_RS_ALPHAFUNC])
6564 : WINED3D_CMP_ALWAYS) - 1;
6566 if (d3d_info->emulated_flatshading)
6567 settings->flatshading = state->render_states[WINED3D_RS_SHADEMODE] == WINED3D_SHADE_FLAT;
6568 else
6569 settings->flatshading = FALSE;
6572 const struct ffp_frag_desc *find_ffp_frag_shader(const struct wine_rb_tree *fragment_shaders,
6573 const struct ffp_frag_settings *settings)
6575 struct wine_rb_entry *entry = wine_rb_get(fragment_shaders, settings);
6576 return entry ? WINE_RB_ENTRY_VALUE(entry, struct ffp_frag_desc, entry) : NULL;
6579 void add_ffp_frag_shader(struct wine_rb_tree *shaders, struct ffp_frag_desc *desc)
6581 /* Note that the key is the implementation independent part of the ffp_frag_desc structure,
6582 * whereas desc points to an extended structure with implementation specific parts. */
6583 if (wine_rb_put(shaders, &desc->settings, &desc->entry) == -1)
6585 ERR("Failed to insert ffp frag shader.\n");
6589 /* Activates the texture dimension according to the bound D3D texture. Does
6590 * not care for the colorop or correct gl texture unit (when using nvrc).
6591 * Requires the caller to activate the correct unit. */
6592 /* Context activation is done by the caller (state handler). */
6593 void texture_activate_dimensions(struct wined3d_texture *texture, const struct wined3d_gl_info *gl_info)
6595 if (texture)
6597 switch (wined3d_texture_gl(texture)->target)
6599 case GL_TEXTURE_2D:
6600 gl_info->gl_ops.gl.p_glDisable(GL_TEXTURE_3D);
6601 checkGLcall("glDisable(GL_TEXTURE_3D)");
6602 if (gl_info->supported[ARB_TEXTURE_CUBE_MAP])
6604 gl_info->gl_ops.gl.p_glDisable(GL_TEXTURE_CUBE_MAP_ARB);
6605 checkGLcall("glDisable(GL_TEXTURE_CUBE_MAP_ARB)");
6607 if (gl_info->supported[ARB_TEXTURE_RECTANGLE])
6609 gl_info->gl_ops.gl.p_glDisable(GL_TEXTURE_RECTANGLE_ARB);
6610 checkGLcall("glDisable(GL_TEXTURE_RECTANGLE_ARB)");
6612 gl_info->gl_ops.gl.p_glEnable(GL_TEXTURE_2D);
6613 checkGLcall("glEnable(GL_TEXTURE_2D)");
6614 break;
6615 case GL_TEXTURE_RECTANGLE_ARB:
6616 gl_info->gl_ops.gl.p_glDisable(GL_TEXTURE_2D);
6617 checkGLcall("glDisable(GL_TEXTURE_2D)");
6618 gl_info->gl_ops.gl.p_glDisable(GL_TEXTURE_3D);
6619 checkGLcall("glDisable(GL_TEXTURE_3D)");
6620 if (gl_info->supported[ARB_TEXTURE_CUBE_MAP])
6622 gl_info->gl_ops.gl.p_glDisable(GL_TEXTURE_CUBE_MAP_ARB);
6623 checkGLcall("glDisable(GL_TEXTURE_CUBE_MAP_ARB)");
6625 gl_info->gl_ops.gl.p_glEnable(GL_TEXTURE_RECTANGLE_ARB);
6626 checkGLcall("glEnable(GL_TEXTURE_RECTANGLE_ARB)");
6627 break;
6628 case GL_TEXTURE_3D:
6629 if (gl_info->supported[ARB_TEXTURE_CUBE_MAP])
6631 gl_info->gl_ops.gl.p_glDisable(GL_TEXTURE_CUBE_MAP_ARB);
6632 checkGLcall("glDisable(GL_TEXTURE_CUBE_MAP_ARB)");
6634 if (gl_info->supported[ARB_TEXTURE_RECTANGLE])
6636 gl_info->gl_ops.gl.p_glDisable(GL_TEXTURE_RECTANGLE_ARB);
6637 checkGLcall("glDisable(GL_TEXTURE_RECTANGLE_ARB)");
6639 gl_info->gl_ops.gl.p_glDisable(GL_TEXTURE_2D);
6640 checkGLcall("glDisable(GL_TEXTURE_2D)");
6641 gl_info->gl_ops.gl.p_glEnable(GL_TEXTURE_3D);
6642 checkGLcall("glEnable(GL_TEXTURE_3D)");
6643 break;
6644 case GL_TEXTURE_CUBE_MAP_ARB:
6645 gl_info->gl_ops.gl.p_glDisable(GL_TEXTURE_2D);
6646 checkGLcall("glDisable(GL_TEXTURE_2D)");
6647 gl_info->gl_ops.gl.p_glDisable(GL_TEXTURE_3D);
6648 checkGLcall("glDisable(GL_TEXTURE_3D)");
6649 if (gl_info->supported[ARB_TEXTURE_RECTANGLE])
6651 gl_info->gl_ops.gl.p_glDisable(GL_TEXTURE_RECTANGLE_ARB);
6652 checkGLcall("glDisable(GL_TEXTURE_RECTANGLE_ARB)");
6654 gl_info->gl_ops.gl.p_glEnable(GL_TEXTURE_CUBE_MAP_ARB);
6655 checkGLcall("glEnable(GL_TEXTURE_CUBE_MAP_ARB)");
6656 break;
6659 else
6661 gl_info->gl_ops.gl.p_glEnable(GL_TEXTURE_2D);
6662 checkGLcall("glEnable(GL_TEXTURE_2D)");
6663 gl_info->gl_ops.gl.p_glDisable(GL_TEXTURE_3D);
6664 checkGLcall("glDisable(GL_TEXTURE_3D)");
6665 if (gl_info->supported[ARB_TEXTURE_CUBE_MAP])
6667 gl_info->gl_ops.gl.p_glDisable(GL_TEXTURE_CUBE_MAP_ARB);
6668 checkGLcall("glDisable(GL_TEXTURE_CUBE_MAP_ARB)");
6670 if (gl_info->supported[ARB_TEXTURE_RECTANGLE])
6672 gl_info->gl_ops.gl.p_glDisable(GL_TEXTURE_RECTANGLE_ARB);
6673 checkGLcall("glDisable(GL_TEXTURE_RECTANGLE_ARB)");
6675 /* Binding textures is done by samplers. A dummy texture will be bound */
6679 /* Context activation is done by the caller (state handler). */
6680 void sampler_texdim(struct wined3d_context *context, const struct wined3d_state *state, DWORD state_id)
6682 struct wined3d_context_gl *context_gl = wined3d_context_gl(context);
6683 unsigned int sampler = state_id - STATE_SAMPLER(0);
6684 unsigned int mapped_stage;
6686 /* No need to enable / disable anything here for unused samplers. The
6687 * tex_colorop handler takes care. Also no action is needed with pixel
6688 * shaders, or if tex_colorop will take care of this business. */
6689 mapped_stage = context_gl->tex_unit_map[sampler];
6690 if (mapped_stage == WINED3D_UNMAPPED_STAGE || mapped_stage >= context_gl->gl_info->limits.textures)
6691 return;
6692 if (sampler >= context->lowest_disabled_stage)
6693 return;
6694 if (isStateDirty(context, STATE_TEXTURESTAGE(sampler, WINED3D_TSS_COLOR_OP)))
6695 return;
6697 texture_activate_dimensions(state->textures[sampler], context_gl->gl_info);
6700 int wined3d_ffp_frag_program_key_compare(const void *key, const struct wine_rb_entry *entry)
6702 const struct ffp_frag_settings *ka = key;
6703 const struct ffp_frag_settings *kb = &WINE_RB_ENTRY_VALUE(entry, const struct ffp_frag_desc, entry)->settings;
6705 return memcmp(ka, kb, sizeof(*ka));
6708 void wined3d_ffp_get_vs_settings(const struct wined3d_context *context,
6709 const struct wined3d_state *state, struct wined3d_ffp_vs_settings *settings)
6711 enum wined3d_material_color_source diffuse_source, emissive_source, ambient_source, specular_source;
6712 const struct wined3d_stream_info *si = &context->stream_info;
6713 const struct wined3d_d3d_info *d3d_info = context->d3d_info;
6714 unsigned int coord_idx, i;
6716 memset(settings, 0, sizeof(*settings));
6718 if (si->position_transformed)
6720 settings->transformed = 1;
6721 settings->point_size = state->primitive_type == WINED3D_PT_POINTLIST;
6722 settings->per_vertex_point_size = !!(si->use_map & 1u << WINED3D_FFP_PSIZE);
6723 if (!state->render_states[WINED3D_RS_FOGENABLE])
6724 settings->fog_mode = WINED3D_FFP_VS_FOG_OFF;
6725 else if (state->render_states[WINED3D_RS_FOGTABLEMODE] != WINED3D_FOG_NONE)
6726 settings->fog_mode = WINED3D_FFP_VS_FOG_DEPTH;
6727 else
6728 settings->fog_mode = WINED3D_FFP_VS_FOG_FOGCOORD;
6730 for (i = 0; i < WINED3D_MAX_TEXTURES; ++i)
6732 coord_idx = state->texture_states[i][WINED3D_TSS_TEXCOORD_INDEX];
6733 if (coord_idx < WINED3D_MAX_TEXTURES && (si->use_map & (1u << (WINED3D_FFP_TEXCOORD0 + coord_idx))))
6734 settings->texcoords |= 1u << i;
6735 settings->texgen[i] = state->texture_states[i][WINED3D_TSS_TEXCOORD_INDEX];
6737 if (d3d_info->full_ffp_varyings)
6738 settings->texcoords = wined3d_mask_from_size(WINED3D_MAX_TEXTURES);
6740 if (d3d_info->emulated_flatshading)
6741 settings->flatshading = state->render_states[WINED3D_RS_SHADEMODE] == WINED3D_SHADE_FLAT;
6742 else
6743 settings->flatshading = FALSE;
6745 settings->swizzle_map = si->swizzle_map;
6747 return;
6750 switch (state->render_states[WINED3D_RS_VERTEXBLEND])
6752 case WINED3D_VBF_DISABLE:
6753 case WINED3D_VBF_1WEIGHTS:
6754 case WINED3D_VBF_2WEIGHTS:
6755 case WINED3D_VBF_3WEIGHTS:
6756 settings->vertexblends = state->render_states[WINED3D_RS_VERTEXBLEND];
6757 break;
6758 default:
6759 FIXME("Unsupported vertex blending: %d\n", state->render_states[WINED3D_RS_VERTEXBLEND]);
6760 break;
6763 settings->clipping = state->render_states[WINED3D_RS_CLIPPING]
6764 && state->render_states[WINED3D_RS_CLIPPLANEENABLE];
6765 settings->normal = !!(si->use_map & (1u << WINED3D_FFP_NORMAL));
6766 settings->normalize = settings->normal && state->render_states[WINED3D_RS_NORMALIZENORMALS];
6767 settings->lighting = !!state->render_states[WINED3D_RS_LIGHTING];
6768 settings->localviewer = !!state->render_states[WINED3D_RS_LOCALVIEWER];
6769 settings->point_size = state->primitive_type == WINED3D_PT_POINTLIST;
6770 settings->per_vertex_point_size = !!(si->use_map & 1u << WINED3D_FFP_PSIZE);
6772 wined3d_get_material_colour_source(&diffuse_source, &emissive_source,
6773 &ambient_source, &specular_source, state, si);
6774 settings->diffuse_source = diffuse_source;
6775 settings->emissive_source = emissive_source;
6776 settings->ambient_source = ambient_source;
6777 settings->specular_source = specular_source;
6779 for (i = 0; i < WINED3D_MAX_TEXTURES; ++i)
6781 coord_idx = state->texture_states[i][WINED3D_TSS_TEXCOORD_INDEX];
6782 if (coord_idx < WINED3D_MAX_TEXTURES && (si->use_map & (1u << (WINED3D_FFP_TEXCOORD0 + coord_idx))))
6783 settings->texcoords |= 1u << i;
6784 settings->texgen[i] = state->texture_states[i][WINED3D_TSS_TEXCOORD_INDEX];
6786 if (d3d_info->full_ffp_varyings)
6787 settings->texcoords = wined3d_mask_from_size(WINED3D_MAX_TEXTURES);
6789 for (i = 0; i < WINED3D_MAX_ACTIVE_LIGHTS; ++i)
6791 if (!state->light_state.lights[i])
6792 continue;
6794 switch (state->light_state.lights[i]->OriginalParms.type)
6796 case WINED3D_LIGHT_POINT:
6797 ++settings->point_light_count;
6798 break;
6799 case WINED3D_LIGHT_SPOT:
6800 ++settings->spot_light_count;
6801 break;
6802 case WINED3D_LIGHT_DIRECTIONAL:
6803 ++settings->directional_light_count;
6804 break;
6805 case WINED3D_LIGHT_PARALLELPOINT:
6806 ++settings->parallel_point_light_count;
6807 break;
6808 default:
6809 FIXME("Unhandled light type %#x.\n", state->light_state.lights[i]->OriginalParms.type);
6810 break;
6814 if (!state->render_states[WINED3D_RS_FOGENABLE])
6815 settings->fog_mode = WINED3D_FFP_VS_FOG_OFF;
6816 else if (state->render_states[WINED3D_RS_FOGTABLEMODE] != WINED3D_FOG_NONE)
6818 settings->fog_mode = WINED3D_FFP_VS_FOG_DEPTH;
6820 if (state->transforms[WINED3D_TS_PROJECTION]._14 == 0.0f
6821 && state->transforms[WINED3D_TS_PROJECTION]._24 == 0.0f
6822 && state->transforms[WINED3D_TS_PROJECTION]._34 == 0.0f
6823 && state->transforms[WINED3D_TS_PROJECTION]._44 == 1.0f)
6824 settings->ortho_fog = 1;
6826 else if (state->render_states[WINED3D_RS_FOGVERTEXMODE] == WINED3D_FOG_NONE)
6827 settings->fog_mode = WINED3D_FFP_VS_FOG_FOGCOORD;
6828 else if (state->render_states[WINED3D_RS_RANGEFOGENABLE])
6829 settings->fog_mode = WINED3D_FFP_VS_FOG_RANGE;
6830 else
6831 settings->fog_mode = WINED3D_FFP_VS_FOG_DEPTH;
6833 if (d3d_info->emulated_flatshading)
6834 settings->flatshading = state->render_states[WINED3D_RS_SHADEMODE] == WINED3D_SHADE_FLAT;
6835 else
6836 settings->flatshading = FALSE;
6838 settings->swizzle_map = si->swizzle_map;
6841 int wined3d_ffp_vertex_program_key_compare(const void *key, const struct wine_rb_entry *entry)
6843 const struct wined3d_ffp_vs_settings *ka = key;
6844 const struct wined3d_ffp_vs_settings *kb = &WINE_RB_ENTRY_VALUE(entry,
6845 const struct wined3d_ffp_vs_desc, entry)->settings;
6847 return memcmp(ka, kb, sizeof(*ka));
6850 const char *wined3d_debug_location(DWORD location)
6852 struct debug_buffer buffer;
6853 const char *prefix = "";
6854 const char *suffix = "";
6856 if (wined3d_popcount(location) > 16)
6858 prefix = "~(";
6859 location = ~location;
6860 suffix = ")";
6863 init_debug_buffer(&buffer, "0");
6864 #define LOCATION_TO_STR(x) if (location & x) { debug_append(&buffer, #x, " | "); location &= ~x; }
6865 LOCATION_TO_STR(WINED3D_LOCATION_DISCARDED);
6866 LOCATION_TO_STR(WINED3D_LOCATION_SYSMEM);
6867 LOCATION_TO_STR(WINED3D_LOCATION_BUFFER);
6868 LOCATION_TO_STR(WINED3D_LOCATION_TEXTURE_RGB);
6869 LOCATION_TO_STR(WINED3D_LOCATION_TEXTURE_SRGB);
6870 LOCATION_TO_STR(WINED3D_LOCATION_DRAWABLE);
6871 LOCATION_TO_STR(WINED3D_LOCATION_RB_MULTISAMPLE);
6872 LOCATION_TO_STR(WINED3D_LOCATION_RB_RESOLVED);
6873 #undef LOCATION_TO_STR
6874 if (location)
6875 FIXME("Unrecognized location flag(s) %#x.\n", location);
6877 return wine_dbg_sprintf("%s%s%s", prefix, buffer.str, suffix);
6880 const char *wined3d_debug_feature_level(enum wined3d_feature_level level)
6882 switch (level)
6884 #define LEVEL_TO_STR(level) case level: return #level
6885 LEVEL_TO_STR(WINED3D_FEATURE_LEVEL_5);
6886 LEVEL_TO_STR(WINED3D_FEATURE_LEVEL_6);
6887 LEVEL_TO_STR(WINED3D_FEATURE_LEVEL_7);
6888 LEVEL_TO_STR(WINED3D_FEATURE_LEVEL_8);
6889 LEVEL_TO_STR(WINED3D_FEATURE_LEVEL_9_1);
6890 LEVEL_TO_STR(WINED3D_FEATURE_LEVEL_9_2);
6891 LEVEL_TO_STR(WINED3D_FEATURE_LEVEL_9_3);
6892 LEVEL_TO_STR(WINED3D_FEATURE_LEVEL_10);
6893 LEVEL_TO_STR(WINED3D_FEATURE_LEVEL_10_1);
6894 LEVEL_TO_STR(WINED3D_FEATURE_LEVEL_11);
6895 LEVEL_TO_STR(WINED3D_FEATURE_LEVEL_11_1);
6896 #undef LEVEL_TO_STR
6897 default:
6898 return wine_dbg_sprintf("%#x", level);
6902 /* Print a floating point value with the %.8e format specifier, always using
6903 * '.' as decimal separator. */
6904 void wined3d_ftoa(float value, char *s)
6906 int idx = 1;
6908 if (copysignf(1.0f, value) < 0.0f)
6909 ++idx;
6911 /* Be sure to allocate a buffer of at least 17 characters for the result
6912 as sprintf may return a 3 digit exponent when using the MSVC runtime
6913 instead of a 2 digit exponent. */
6914 sprintf(s, "%.8e", value);
6915 if (isfinite(value))
6916 s[idx] = '.';
6919 void wined3d_release_dc(HWND window, HDC dc)
6921 /* You'd figure ReleaseDC() would fail if the DC doesn't match the window.
6922 * However, that's not what actually happens, and there are user32 tests
6923 * that confirm ReleaseDC() with the wrong window is supposed to succeed.
6924 * So explicitly check that the DC belongs to the window, since we want to
6925 * avoid releasing a DC that belongs to some other window if the original
6926 * window was already destroyed. */
6927 if (WindowFromDC(dc) != window)
6928 WARN("DC %p does not belong to window %p.\n", dc, window);
6929 else if (!ReleaseDC(window, dc))
6930 ERR("Failed to release device context %p, last error %#x.\n", dc, GetLastError());
6933 BOOL wined3d_clip_blit(const RECT *clip_rect, RECT *clipped, RECT *other)
6935 RECT orig = *clipped;
6936 float scale_x = (float)(orig.right - orig.left) / (float)(other->right - other->left);
6937 float scale_y = (float)(orig.bottom - orig.top) / (float)(other->bottom - other->top);
6939 IntersectRect(clipped, clipped, clip_rect);
6941 if (IsRectEmpty(clipped))
6943 SetRectEmpty(other);
6944 return FALSE;
6947 other->left += (LONG)((clipped->left - orig.left) / scale_x);
6948 other->top += (LONG)((clipped->top - orig.top) / scale_y);
6949 other->right -= (LONG)((orig.right - clipped->right) / scale_x);
6950 other->bottom -= (LONG)((orig.bottom - clipped->bottom) / scale_y);
6952 return TRUE;
6955 void wined3d_gl_limits_get_uniform_block_range(const struct wined3d_gl_limits *gl_limits,
6956 enum wined3d_shader_type shader_type, unsigned int *base, unsigned int *count)
6958 unsigned int i;
6960 *base = 0;
6961 for (i = 0; i < WINED3D_SHADER_TYPE_COUNT; ++i)
6963 *count = gl_limits->uniform_blocks[i];
6964 if (i == shader_type)
6965 return;
6966 *base += *count;
6969 ERR("Unrecognized shader type %#x.\n", shader_type);
6970 *count = 0;
6973 void wined3d_gl_limits_get_texture_unit_range(const struct wined3d_gl_limits *gl_limits,
6974 enum wined3d_shader_type shader_type, unsigned int *base, unsigned int *count)
6976 unsigned int i;
6978 if (shader_type == WINED3D_SHADER_TYPE_COMPUTE)
6980 if (gl_limits->combined_samplers == gl_limits->graphics_samplers)
6981 *base = 0;
6982 else
6983 *base = gl_limits->graphics_samplers;
6984 *count = gl_limits->samplers[WINED3D_SHADER_TYPE_COMPUTE];
6985 return;
6988 *base = 0;
6989 for (i = 0; i < WINED3D_SHADER_TYPE_GRAPHICS_COUNT; ++i)
6991 *count = gl_limits->samplers[i];
6992 if (i == shader_type)
6993 return;
6994 *base += *count;
6997 ERR("Unrecognized shader type %#x.\n", shader_type);
6998 *count = 0;
7001 BOOL wined3d_array_reserve(void **elements, SIZE_T *capacity, SIZE_T count, SIZE_T size)
7003 SIZE_T max_capacity, new_capacity;
7004 void *new_elements;
7006 if (count <= *capacity)
7007 return TRUE;
7009 max_capacity = ~(SIZE_T)0 / size;
7010 if (count > max_capacity)
7011 return FALSE;
7013 new_capacity = max(1, *capacity);
7014 while (new_capacity < count && new_capacity <= max_capacity / 2)
7015 new_capacity *= 2;
7016 if (new_capacity < count)
7017 new_capacity = count;
7019 if (!*elements)
7020 new_elements = heap_alloc_zero(new_capacity * size);
7021 else
7022 new_elements = HeapReAlloc(GetProcessHeap(), HEAP_ZERO_MEMORY, *elements, new_capacity * size);
7023 if (!new_elements)
7024 return FALSE;
7026 *elements = new_elements;
7027 *capacity = new_capacity;
7028 return TRUE;
7031 static void swap_rows(float **a, float **b)
7033 float *tmp = *a;
7035 *a = *b;
7036 *b = tmp;
7039 BOOL invert_matrix(struct wined3d_matrix *out, const struct wined3d_matrix *m)
7041 float wtmp[4][8];
7042 float m0, m1, m2, m3, s;
7043 float *r0, *r1, *r2, *r3;
7045 r0 = wtmp[0];
7046 r1 = wtmp[1];
7047 r2 = wtmp[2];
7048 r3 = wtmp[3];
7050 r0[0] = m->_11;
7051 r0[1] = m->_12;
7052 r0[2] = m->_13;
7053 r0[3] = m->_14;
7054 r0[4] = 1.0f;
7055 r0[5] = r0[6] = r0[7] = 0.0f;
7057 r1[0] = m->_21;
7058 r1[1] = m->_22;
7059 r1[2] = m->_23;
7060 r1[3] = m->_24;
7061 r1[5] = 1.0f;
7062 r1[4] = r1[6] = r1[7] = 0.0f;
7064 r2[0] = m->_31;
7065 r2[1] = m->_32;
7066 r2[2] = m->_33;
7067 r2[3] = m->_34;
7068 r2[6] = 1.0f;
7069 r2[4] = r2[5] = r2[7] = 0.0f;
7071 r3[0] = m->_41;
7072 r3[1] = m->_42;
7073 r3[2] = m->_43;
7074 r3[3] = m->_44;
7075 r3[7] = 1.0f;
7076 r3[4] = r3[5] = r3[6] = 0.0f;
7078 /* Choose pivot - or die. */
7079 if (fabsf(r3[0]) > fabsf(r2[0]))
7080 swap_rows(&r3, &r2);
7081 if (fabsf(r2[0]) > fabsf(r1[0]))
7082 swap_rows(&r2, &r1);
7083 if (fabsf(r1[0]) > fabsf(r0[0]))
7084 swap_rows(&r1, &r0);
7085 if (r0[0] == 0.0f)
7086 return FALSE;
7088 /* Eliminate first variable. */
7089 m1 = r1[0] / r0[0]; m2 = r2[0] / r0[0]; m3 = r3[0] / r0[0];
7090 s = r0[1]; r1[1] -= m1 * s; r2[1] -= m2 * s; r3[1] -= m3 * s;
7091 s = r0[2]; r1[2] -= m1 * s; r2[2] -= m2 * s; r3[2] -= m3 * s;
7092 s = r0[3]; r1[3] -= m1 * s; r2[3] -= m2 * s; r3[3] -= m3 * s;
7093 s = r0[4];
7094 if (s != 0.0f)
7096 r1[4] -= m1 * s;
7097 r2[4] -= m2 * s;
7098 r3[4] -= m3 * s;
7100 s = r0[5];
7101 if (s != 0.0f)
7103 r1[5] -= m1 * s;
7104 r2[5] -= m2 * s;
7105 r3[5] -= m3 * s;
7107 s = r0[6];
7108 if (s != 0.0f)
7110 r1[6] -= m1 * s;
7111 r2[6] -= m2 * s;
7112 r3[6] -= m3 * s;
7114 s = r0[7];
7115 if (s != 0.0f)
7117 r1[7] -= m1 * s;
7118 r2[7] -= m2 * s;
7119 r3[7] -= m3 * s;
7122 /* Choose pivot - or die. */
7123 if (fabsf(r3[1]) > fabsf(r2[1]))
7124 swap_rows(&r3, &r2);
7125 if (fabsf(r2[1]) > fabsf(r1[1]))
7126 swap_rows(&r2, &r1);
7127 if (r1[1] == 0.0f)
7128 return FALSE;
7130 /* Eliminate second variable. */
7131 m2 = r2[1] / r1[1]; m3 = r3[1] / r1[1];
7132 r2[2] -= m2 * r1[2]; r3[2] -= m3 * r1[2];
7133 r2[3] -= m2 * r1[3]; r3[3] -= m3 * r1[3];
7134 s = r1[4];
7135 if (s != 0.0f)
7137 r2[4] -= m2 * s;
7138 r3[4] -= m3 * s;
7140 s = r1[5];
7141 if (s != 0.0f)
7143 r2[5] -= m2 * s;
7144 r3[5] -= m3 * s;
7146 s = r1[6];
7147 if (s != 0.0f)
7149 r2[6] -= m2 * s;
7150 r3[6] -= m3 * s;
7152 s = r1[7];
7153 if (s != 0.0f)
7155 r2[7] -= m2 * s;
7156 r3[7] -= m3 * s;
7159 /* Choose pivot - or die. */
7160 if (fabsf(r3[2]) > fabsf(r2[2]))
7161 swap_rows(&r3, &r2);
7162 if (r2[2] == 0.0f)
7163 return FALSE;
7165 /* Eliminate third variable. */
7166 m3 = r3[2] / r2[2];
7167 r3[3] -= m3 * r2[3];
7168 r3[4] -= m3 * r2[4];
7169 r3[5] -= m3 * r2[5];
7170 r3[6] -= m3 * r2[6];
7171 r3[7] -= m3 * r2[7];
7173 /* Last check. */
7174 if (r3[3] == 0.0f)
7175 return FALSE;
7177 /* Back substitute row 3. */
7178 s = 1.0f / r3[3];
7179 r3[4] *= s;
7180 r3[5] *= s;
7181 r3[6] *= s;
7182 r3[7] *= s;
7184 /* Back substitute row 2. */
7185 m2 = r2[3];
7186 s = 1.0f / r2[2];
7187 r2[4] = s * (r2[4] - r3[4] * m2);
7188 r2[5] = s * (r2[5] - r3[5] * m2);
7189 r2[6] = s * (r2[6] - r3[6] * m2);
7190 r2[7] = s * (r2[7] - r3[7] * m2);
7191 m1 = r1[3];
7192 r1[4] -= r3[4] * m1;
7193 r1[5] -= r3[5] * m1;
7194 r1[6] -= r3[6] * m1;
7195 r1[7] -= r3[7] * m1;
7196 m0 = r0[3];
7197 r0[4] -= r3[4] * m0;
7198 r0[5] -= r3[5] * m0;
7199 r0[6] -= r3[6] * m0;
7200 r0[7] -= r3[7] * m0;
7202 /* Back substitute row 1. */
7203 m1 = r1[2];
7204 s = 1.0f / r1[1];
7205 r1[4] = s * (r1[4] - r2[4] * m1);
7206 r1[5] = s * (r1[5] - r2[5] * m1);
7207 r1[6] = s * (r1[6] - r2[6] * m1);
7208 r1[7] = s * (r1[7] - r2[7] * m1);
7209 m0 = r0[2];
7210 r0[4] -= r2[4] * m0;
7211 r0[5] -= r2[5] * m0;
7212 r0[6] -= r2[6] * m0;
7213 r0[7] -= r2[7] * m0;
7215 /* Back substitute row 0. */
7216 m0 = r0[1];
7217 s = 1.0f / r0[0];
7218 r0[4] = s * (r0[4] - r1[4] * m0);
7219 r0[5] = s * (r0[5] - r1[5] * m0);
7220 r0[6] = s * (r0[6] - r1[6] * m0);
7221 r0[7] = s * (r0[7] - r1[7] * m0);
7223 out->_11 = r0[4];
7224 out->_12 = r0[5];
7225 out->_13 = r0[6];
7226 out->_14 = r0[7];
7227 out->_21 = r1[4];
7228 out->_22 = r1[5];
7229 out->_23 = r1[6];
7230 out->_24 = r1[7];
7231 out->_31 = r2[4];
7232 out->_32 = r2[5];
7233 out->_33 = r2[6];
7234 out->_34 = r2[7];
7235 out->_41 = r3[4];
7236 out->_42 = r3[5];
7237 out->_43 = r3[6];
7238 out->_44 = r3[7];
7240 return TRUE;
7243 /* Taken and adapted from Mesa. */
7244 static BOOL invert_matrix_3d(struct wined3d_matrix *out, const struct wined3d_matrix *in)
7246 float pos, neg, t, det;
7247 struct wined3d_matrix temp;
7249 /* Calculate the determinant of upper left 3x3 submatrix and
7250 * determine if the matrix is singular. */
7251 pos = neg = 0.0f;
7252 t = in->_11 * in->_22 * in->_33;
7253 if (t >= 0.0f)
7254 pos += t;
7255 else
7256 neg += t;
7258 t = in->_21 * in->_32 * in->_13;
7259 if (t >= 0.0f)
7260 pos += t;
7261 else
7262 neg += t;
7263 t = in->_31 * in->_12 * in->_23;
7264 if (t >= 0.0f)
7265 pos += t;
7266 else
7267 neg += t;
7269 t = -in->_31 * in->_22 * in->_13;
7270 if (t >= 0.0f)
7271 pos += t;
7272 else
7273 neg += t;
7274 t = -in->_21 * in->_12 * in->_33;
7275 if (t >= 0.0f)
7276 pos += t;
7277 else
7278 neg += t;
7280 t = -in->_11 * in->_32 * in->_23;
7281 if (t >= 0.0f)
7282 pos += t;
7283 else
7284 neg += t;
7286 det = pos + neg;
7288 if (fabsf(det) < 1e-25f)
7289 return FALSE;
7291 det = 1.0f / det;
7292 temp._11 = (in->_22 * in->_33 - in->_32 * in->_23) * det;
7293 temp._12 = -(in->_12 * in->_33 - in->_32 * in->_13) * det;
7294 temp._13 = (in->_12 * in->_23 - in->_22 * in->_13) * det;
7295 temp._21 = -(in->_21 * in->_33 - in->_31 * in->_23) * det;
7296 temp._22 = (in->_11 * in->_33 - in->_31 * in->_13) * det;
7297 temp._23 = -(in->_11 * in->_23 - in->_21 * in->_13) * det;
7298 temp._31 = (in->_21 * in->_32 - in->_31 * in->_22) * det;
7299 temp._32 = -(in->_11 * in->_32 - in->_31 * in->_12) * det;
7300 temp._33 = (in->_11 * in->_22 - in->_21 * in->_12) * det;
7302 *out = temp;
7303 return TRUE;
7306 void compute_normal_matrix(float *normal_matrix, BOOL legacy_lighting,
7307 const struct wined3d_matrix *modelview)
7309 struct wined3d_matrix mv;
7310 unsigned int i, j;
7312 mv = *modelview;
7313 if (legacy_lighting)
7314 invert_matrix_3d(&mv, &mv);
7315 else
7316 invert_matrix(&mv, &mv);
7317 /* Tests show that singular modelview matrices are used unchanged as normal
7318 * matrices on D3D3 and older. There seems to be no clearly consistent
7319 * behavior on newer D3D versions so always follow older ddraw behavior. */
7320 for (i = 0; i < 3; ++i)
7321 for (j = 0; j < 3; ++j)
7322 normal_matrix[i * 3 + j] = (&mv._11)[j * 4 + i];
7325 static void wined3d_allocator_release_block(struct wined3d_allocator *allocator,
7326 struct wined3d_allocator_block *block)
7328 block->parent = allocator->free;
7329 allocator->free = block;
7332 static struct wined3d_allocator_block *wined3d_allocator_acquire_block(struct wined3d_allocator *allocator)
7334 struct wined3d_allocator_block *block;
7336 if (!allocator->free)
7337 return heap_alloc(sizeof(*block));
7339 block = allocator->free;
7340 allocator->free = block->parent;
7342 return block;
7345 void wined3d_allocator_block_free(struct wined3d_allocator_block *block)
7347 struct wined3d_allocator *allocator = block->chunk->allocator;
7348 struct wined3d_allocator_block *parent;
7350 while ((parent = block->parent) && block->sibling->free)
7352 list_remove(&block->sibling->entry);
7353 wined3d_allocator_release_block(allocator, block->sibling);
7354 wined3d_allocator_release_block(allocator, block);
7355 block = parent;
7358 block->free = true;
7359 list_add_head(&block->chunk->available[block->order], &block->entry);
7362 static void wined3d_allocator_block_init(struct wined3d_allocator_block *block,
7363 struct wined3d_allocator_chunk *chunk, struct wined3d_allocator_block *parent,
7364 struct wined3d_allocator_block *sibling, unsigned int order, size_t offset, bool free)
7366 list_init(&block->entry);
7367 block->chunk = chunk;
7368 block->parent = parent;
7369 block->sibling = sibling;
7370 block->order = order;
7371 block->offset = offset;
7372 block->free = free;
7375 void wined3d_allocator_chunk_cleanup(struct wined3d_allocator_chunk *chunk)
7377 struct wined3d_allocator_block *block;
7378 size_t i;
7380 if (list_empty(&chunk->available[0]))
7382 ERR("Chunk %p is not empty.\n", chunk);
7383 return;
7386 for (i = 1; i < ARRAY_SIZE(chunk->available); ++i)
7388 if (!list_empty(&chunk->available[i]))
7390 ERR("Chunk %p is not empty.\n", chunk);
7391 return;
7395 block = LIST_ENTRY(list_head(&chunk->available[0]), struct wined3d_allocator_block, entry);
7396 wined3d_allocator_release_block(chunk->allocator, block);
7399 bool wined3d_allocator_chunk_init(struct wined3d_allocator_chunk *chunk, struct wined3d_allocator *allocator)
7401 struct wined3d_allocator_block *block;
7402 unsigned int i;
7404 if (!(block = wined3d_allocator_acquire_block(allocator)))
7405 return false;
7406 wined3d_allocator_block_init(block, chunk, NULL, NULL, 0, 0, true);
7408 list_init(&chunk->entry);
7409 for (i = 0; i < ARRAY_SIZE(chunk->available); ++i)
7411 list_init(&chunk->available[i]);
7413 list_add_head(&chunk->available[0], &block->entry);
7414 chunk->allocator = allocator;
7415 chunk->map_count = 0;
7416 chunk->map_ptr = NULL;
7418 return true;
7421 void wined3d_allocator_cleanup(struct wined3d_allocator *allocator)
7423 struct wined3d_allocator_chunk *chunk, *chunk2;
7424 struct wined3d_allocator_block *block, *next;
7425 size_t i;
7427 for (i = 0; i < allocator->pool_count; ++i)
7429 LIST_FOR_EACH_ENTRY_SAFE(chunk, chunk2, &allocator->pools[i].chunks, struct wined3d_allocator_chunk, entry)
7431 list_remove(&chunk->entry);
7432 allocator->ops->allocator_destroy_chunk(chunk);
7435 heap_free(allocator->pools);
7437 next = allocator->free;
7438 while ((block = next))
7440 next = block->parent;
7441 heap_free(block);
7445 static struct wined3d_allocator_block *wined3d_allocator_chunk_allocate(struct wined3d_allocator_chunk *chunk,
7446 unsigned int order)
7448 struct wined3d_allocator_block *block, *left, *right;
7449 unsigned int i = order;
7451 while (i)
7453 if (!list_empty(&chunk->available[i]))
7454 break;
7455 --i;
7458 if (list_empty(&chunk->available[i]))
7459 return NULL;
7461 block = LIST_ENTRY(list_head(&chunk->available[i]), struct wined3d_allocator_block, entry);
7462 list_remove(&block->entry);
7463 block->free = false;
7465 while (i < order)
7467 if (!(left = wined3d_allocator_acquire_block(chunk->allocator)))
7469 ERR("Failed to allocate left.\n");
7470 break;
7473 if (!(right = wined3d_allocator_acquire_block(chunk->allocator)))
7475 ERR("Failed to allocate right.\n");
7476 wined3d_allocator_release_block(chunk->allocator, left);
7477 break;
7480 wined3d_allocator_block_init(left, chunk, block, right, block->order + 1, block->offset, false);
7481 wined3d_allocator_block_init(right, chunk, block, left, block->order + 1,
7482 block->offset + (WINED3D_ALLOCATOR_CHUNK_SIZE >> left->order), true);
7483 list_add_head(&chunk->available[right->order], &right->entry);
7485 block = left;
7486 ++i;
7489 return block;
7492 struct wined3d_allocator_block *wined3d_allocator_allocate(struct wined3d_allocator *allocator,
7493 struct wined3d_context *context, unsigned int memory_type, size_t size)
7495 struct wined3d_allocator_chunk *chunk;
7496 struct wined3d_allocator_block *block;
7497 unsigned int order;
7499 if (size > WINED3D_ALLOCATOR_CHUNK_SIZE / 2)
7500 return NULL;
7502 if (size < WINED3D_ALLOCATOR_MIN_BLOCK_SIZE)
7503 order = WINED3D_ALLOCATOR_CHUNK_ORDER_COUNT - 1;
7504 else
7505 order = wined3d_log2i(WINED3D_ALLOCATOR_CHUNK_SIZE / size);
7507 LIST_FOR_EACH_ENTRY(chunk, &allocator->pools[memory_type].chunks, struct wined3d_allocator_chunk, entry)
7509 if ((block = wined3d_allocator_chunk_allocate(chunk, order)))
7510 return block;
7513 if (!(chunk = allocator->ops->allocator_create_chunk(allocator,
7514 context, memory_type, WINED3D_ALLOCATOR_CHUNK_SIZE)))
7515 return NULL;
7517 if (!(block = wined3d_allocator_chunk_allocate(chunk, order)))
7518 return NULL;
7520 return block;
7523 bool wined3d_allocator_init(struct wined3d_allocator *allocator,
7524 size_t pool_count, const struct wined3d_allocator_ops *allocator_ops)
7526 size_t i;
7528 allocator->ops = allocator_ops;
7529 allocator->pool_count = pool_count;
7530 if (!(allocator->pools = heap_calloc(pool_count, sizeof(*allocator->pools))))
7531 return false;
7532 for (i = 0; i < pool_count; ++i)
7534 list_init(&allocator->pools[i].chunks);
7537 allocator->free = NULL;
7539 return true;