comctl32: Add NULL checks to SetWindowSubclass (Valgrind).
[wine.git] / dlls / wined3d / utils.c
blobd190c896690e8a4d8d7b7916d5757ad4b25fe286
1 /*
2 * Utility functions for the WineD3D Library
4 * Copyright 2002-2004 Jason Edmeades
5 * Copyright 2003-2004 Raphael Junqueira
6 * Copyright 2004 Christian Costa
7 * Copyright 2005 Oliver Stieber
8 * Copyright 2006-2008 Henri Verbeet
9 * Copyright 2007-2008 Stefan Dösinger for CodeWeavers
10 * Copyright 2009-2010 Henri Verbeet for CodeWeavers
12 * This library is free software; you can redistribute it and/or
13 * modify it under the terms of the GNU Lesser General Public
14 * License as published by the Free Software Foundation; either
15 * version 2.1 of the License, or (at your option) any later version.
17 * This library is distributed in the hope that it will be useful,
18 * but WITHOUT ANY WARRANTY; without even the implied warranty of
19 * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the GNU
20 * Lesser General Public License for more details.
22 * You should have received a copy of the GNU Lesser General Public
23 * License along with this library; if not, write to the Free Software
24 * Foundation, Inc., 51 Franklin St, Fifth Floor, Boston, MA 02110-1301, USA
27 #include "config.h"
28 #include "wine/port.h"
30 #include <stdio.h>
32 #include "wined3d_private.h"
34 WINE_DEFAULT_DEBUG_CHANNEL(d3d);
36 #define WINED3D_FORMAT_FOURCC_BASE (WINED3DFMT_BC7_UNORM_SRGB + 1)
38 static const struct
40 enum wined3d_format_id id;
41 unsigned int idx;
43 format_index_remap[] =
45 {WINED3DFMT_UYVY, WINED3D_FORMAT_FOURCC_BASE},
46 {WINED3DFMT_YUY2, WINED3D_FORMAT_FOURCC_BASE + 1},
47 {WINED3DFMT_YV12, WINED3D_FORMAT_FOURCC_BASE + 2},
48 {WINED3DFMT_DXT1, WINED3D_FORMAT_FOURCC_BASE + 3},
49 {WINED3DFMT_DXT2, WINED3D_FORMAT_FOURCC_BASE + 4},
50 {WINED3DFMT_DXT3, WINED3D_FORMAT_FOURCC_BASE + 5},
51 {WINED3DFMT_DXT4, WINED3D_FORMAT_FOURCC_BASE + 6},
52 {WINED3DFMT_DXT5, WINED3D_FORMAT_FOURCC_BASE + 7},
53 {WINED3DFMT_MULTI2_ARGB8, WINED3D_FORMAT_FOURCC_BASE + 8},
54 {WINED3DFMT_G8R8_G8B8, WINED3D_FORMAT_FOURCC_BASE + 9},
55 {WINED3DFMT_R8G8_B8G8, WINED3D_FORMAT_FOURCC_BASE + 10},
56 {WINED3DFMT_ATI1N, WINED3D_FORMAT_FOURCC_BASE + 11},
57 {WINED3DFMT_ATI2N, WINED3D_FORMAT_FOURCC_BASE + 12},
58 {WINED3DFMT_INST, WINED3D_FORMAT_FOURCC_BASE + 13},
59 {WINED3DFMT_NVDB, WINED3D_FORMAT_FOURCC_BASE + 14},
60 {WINED3DFMT_NVHU, WINED3D_FORMAT_FOURCC_BASE + 15},
61 {WINED3DFMT_NVHS, WINED3D_FORMAT_FOURCC_BASE + 16},
62 {WINED3DFMT_INTZ, WINED3D_FORMAT_FOURCC_BASE + 17},
63 {WINED3DFMT_RESZ, WINED3D_FORMAT_FOURCC_BASE + 18},
64 {WINED3DFMT_NULL, WINED3D_FORMAT_FOURCC_BASE + 19},
65 {WINED3DFMT_R16, WINED3D_FORMAT_FOURCC_BASE + 20},
66 {WINED3DFMT_AL16, WINED3D_FORMAT_FOURCC_BASE + 21},
67 {WINED3DFMT_NV12, WINED3D_FORMAT_FOURCC_BASE + 22},
70 #define WINED3D_FORMAT_COUNT (WINED3D_FORMAT_FOURCC_BASE + ARRAY_SIZE(format_index_remap))
72 struct wined3d_format_channels
74 enum wined3d_format_id id;
75 DWORD red_size, green_size, blue_size, alpha_size;
76 DWORD red_offset, green_offset, blue_offset, alpha_offset;
77 UINT bpp;
78 BYTE depth_size, stencil_size;
81 static const struct wined3d_format_channels formats[] =
83 /* size offset
84 * format id r g b a r g b a bpp depth stencil */
85 {WINED3DFMT_UNKNOWN, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0},
86 /* FourCC formats */
87 {WINED3DFMT_UYVY, 0, 0, 0, 0, 0, 0, 0, 0, 2, 0, 0},
88 {WINED3DFMT_YUY2, 0, 0, 0, 0, 0, 0, 0, 0, 2, 0, 0},
89 {WINED3DFMT_YV12, 0, 0, 0, 0, 0, 0, 0, 0, 1, 0, 0},
90 {WINED3DFMT_NV12, 0, 0, 0, 0, 0, 0, 0, 0, 1, 0, 0},
91 {WINED3DFMT_DXT1, 0, 0, 0, 0, 0, 0, 0, 0, 1, 0, 0},
92 {WINED3DFMT_DXT2, 0, 0, 0, 0, 0, 0, 0, 0, 1, 0, 0},
93 {WINED3DFMT_DXT3, 0, 0, 0, 0, 0, 0, 0, 0, 1, 0, 0},
94 {WINED3DFMT_DXT4, 0, 0, 0, 0, 0, 0, 0, 0, 1, 0, 0},
95 {WINED3DFMT_DXT5, 0, 0, 0, 0, 0, 0, 0, 0, 1, 0, 0},
96 {WINED3DFMT_MULTI2_ARGB8, 0, 0, 0, 0, 0, 0, 0, 0, 1, 0, 0},
97 {WINED3DFMT_G8R8_G8B8, 0, 0, 0, 0, 0, 0, 0, 0, 1, 0, 0},
98 {WINED3DFMT_R8G8_B8G8, 0, 0, 0, 0, 0, 0, 0, 0, 1, 0, 0},
99 /* Hmm? */
100 {WINED3DFMT_R8G8_SNORM_Cx, 0, 0, 0, 0, 0, 0, 0, 0, 2, 0, 0},
101 {WINED3DFMT_R11G11B10_FLOAT, 11, 11, 10, 0, 0, 11, 22, 0, 4, 0, 0},
102 /* Palettized formats */
103 {WINED3DFMT_P8_UINT_A8_UNORM, 0, 0, 0, 8, 0, 0, 0, 8, 2, 0, 0},
104 {WINED3DFMT_P8_UINT, 0, 0, 0, 0, 0, 0, 0, 0, 1, 0, 0},
105 /* Standard ARGB formats. */
106 {WINED3DFMT_B8G8R8_UNORM, 8, 8, 8, 0, 16, 8, 0, 0, 3, 0, 0},
107 {WINED3DFMT_B5G6R5_UNORM, 5, 6, 5, 0, 11, 5, 0, 0, 2, 0, 0},
108 {WINED3DFMT_B5G5R5X1_UNORM, 5, 5, 5, 0, 10, 5, 0, 0, 2, 0, 0},
109 {WINED3DFMT_B5G5R5A1_UNORM, 5, 5, 5, 1, 10, 5, 0, 15, 2, 0, 0},
110 {WINED3DFMT_B4G4R4A4_UNORM, 4, 4, 4, 4, 8, 4, 0, 12, 2, 0, 0},
111 {WINED3DFMT_B2G3R3_UNORM, 3, 3, 2, 0, 5, 2, 0, 0, 1, 0, 0},
112 {WINED3DFMT_A8_UNORM, 0, 0, 0, 8, 0, 0, 0, 0, 1, 0, 0},
113 {WINED3DFMT_B2G3R3A8_UNORM, 3, 3, 2, 8, 5, 2, 0, 8, 2, 0, 0},
114 {WINED3DFMT_B4G4R4X4_UNORM, 4, 4, 4, 0, 8, 4, 0, 0, 2, 0, 0},
115 {WINED3DFMT_R8G8B8X8_UNORM, 8, 8, 8, 0, 0, 8, 16, 0, 4, 0, 0},
116 {WINED3DFMT_B10G10R10A2_UNORM, 10, 10, 10, 2, 20, 10, 0, 30, 4, 0, 0},
117 /* Luminance */
118 {WINED3DFMT_L8_UNORM, 0, 0, 0, 0, 0, 0, 0, 0, 1, 0, 0},
119 {WINED3DFMT_L8A8_UNORM, 0, 0, 0, 8, 0, 0, 0, 8, 2, 0, 0},
120 {WINED3DFMT_L4A4_UNORM, 0, 0, 0, 4, 0, 0, 0, 4, 1, 0, 0},
121 {WINED3DFMT_L16_UNORM, 0, 0, 0, 0, 0, 0, 0, 0, 2, 0, 0},
122 /* Bump mapping stuff */
123 {WINED3DFMT_R5G5_SNORM_L6_UNORM, 5, 5, 0, 0, 0, 5, 0, 0, 2, 0, 0},
124 {WINED3DFMT_R8G8_SNORM_L8X8_UNORM, 8, 8, 0, 0, 0, 8, 0, 0, 4, 0, 0},
125 {WINED3DFMT_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_INST, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0},
139 {WINED3DFMT_INTZ, 0, 0, 0, 0, 0, 0, 0, 0, 4, 24, 8},
140 {WINED3DFMT_RESZ, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0},
141 {WINED3DFMT_NVHU, 0, 0, 0, 0, 0, 0, 0, 0, 2, 0, 0},
142 {WINED3DFMT_NVHS, 0, 0, 0, 0, 0, 0, 0, 0, 2, 0, 0},
143 {WINED3DFMT_NULL, 8, 8, 8, 8, 0, 8, 16, 24, 4, 0, 0},
144 /* Unsure about them, could not find a Windows driver that supports them */
145 {WINED3DFMT_R16, 16, 0, 0, 0, 0, 0, 0, 0, 2, 0, 0},
146 {WINED3DFMT_AL16, 0, 0, 0, 16, 0, 0, 0, 16, 4, 0, 0},
147 /* DirectX 10 HDR formats */
148 {WINED3DFMT_R9G9B9E5_SHAREDEXP, 0, 0, 0, 0, 0, 0, 0, 0, 4, 0, 0},
149 /* Typeless */
150 {WINED3DFMT_R32G32B32A32_TYPELESS, 32, 32, 32, 32, 0, 32, 64, 96, 16, 0, 0},
151 {WINED3DFMT_R32G32B32_TYPELESS, 32, 32, 32, 0, 0, 32, 64, 0, 12, 0, 0},
152 {WINED3DFMT_R16G16B16A16_TYPELESS, 16, 16, 16, 16, 0, 16, 32, 48, 8, 0, 0},
153 {WINED3DFMT_R32G32_TYPELESS, 32, 32, 0, 0, 0, 32, 0, 0, 8, 0, 0},
154 {WINED3DFMT_R32G8X24_TYPELESS, 0, 0, 0, 0, 0, 0, 0, 0, 8, 32, 8},
155 {WINED3DFMT_R10G10B10A2_TYPELESS, 10, 10, 10, 2, 0, 10, 20, 30, 4, 0, 0},
156 {WINED3DFMT_R10G10B10X2_TYPELESS, 10, 10, 10, 0, 0, 10, 20, 0, 4, 0, 0},
157 {WINED3DFMT_R8G8B8A8_TYPELESS, 8, 8, 8, 8, 0, 8, 16, 24, 4, 0, 0},
158 {WINED3DFMT_R16G16_TYPELESS, 16, 16, 0, 0, 0, 16, 0, 0, 4, 0, 0},
159 {WINED3DFMT_R32_TYPELESS, 32, 0, 0, 0, 0, 0, 0, 0, 4, 0, 0},
160 {WINED3DFMT_R24G8_TYPELESS, 0, 0, 0, 0, 0, 0, 0, 0, 4, 24, 8},
161 {WINED3DFMT_R8G8_TYPELESS, 8, 8, 0, 0, 0, 8, 0, 0, 2, 0, 0},
162 {WINED3DFMT_R16_TYPELESS, 16, 0, 0, 0, 0, 0, 0, 0, 2, 0, 0},
163 {WINED3DFMT_R8_TYPELESS, 8, 0, 0, 0, 0, 0, 0, 0, 1, 0, 0},
164 {WINED3DFMT_BC1_TYPELESS, 0, 0, 0, 0, 0, 0, 0, 0, 1, 0, 0},
165 {WINED3DFMT_BC2_TYPELESS, 0, 0, 0, 0, 0, 0, 0, 0, 1, 0, 0},
166 {WINED3DFMT_BC3_TYPELESS, 0, 0, 0, 0, 0, 0, 0, 0, 1, 0, 0},
167 {WINED3DFMT_BC4_TYPELESS, 0, 0, 0, 0, 0, 0, 0, 0, 1, 0, 0},
168 {WINED3DFMT_BC5_TYPELESS, 0, 0, 0, 0, 0, 0, 0, 0, 1, 0, 0},
169 {WINED3DFMT_BC6H_TYPELESS, 0, 0, 0, 0, 0, 0, 0, 0, 1, 0, 0},
170 {WINED3DFMT_BC7_TYPELESS, 0, 0, 0, 0, 0, 0, 0, 0, 1, 0, 0},
171 {WINED3DFMT_B8G8R8A8_TYPELESS, 8, 8, 8, 8, 16, 8, 0, 24, 4, 0, 0},
172 {WINED3DFMT_B8G8R8X8_TYPELESS, 8, 8, 8, 0, 16, 8, 0, 0, 4, 0, 0},
175 enum wined3d_channel_type
177 WINED3D_CHANNEL_TYPE_NONE,
178 WINED3D_CHANNEL_TYPE_UNORM,
179 WINED3D_CHANNEL_TYPE_SNORM,
180 WINED3D_CHANNEL_TYPE_UINT,
181 WINED3D_CHANNEL_TYPE_SINT,
182 WINED3D_CHANNEL_TYPE_FLOAT,
183 WINED3D_CHANNEL_TYPE_DEPTH,
184 WINED3D_CHANNEL_TYPE_STENCIL,
185 WINED3D_CHANNEL_TYPE_UNUSED,
188 struct wined3d_typed_format_info
190 enum wined3d_format_id id;
191 enum wined3d_format_id typeless_id;
192 const char *channels;
196 * The last entry for a given typeless format defines its internal format.
198 * u - WINED3D_CHANNEL_TYPE_UNORM
199 * i - WINED3D_CHANNEL_TYPE_SNORM
200 * U - WINED3D_CHANNEL_TYPE_UINT
201 * I - WINED3D_CHANNEL_TYPE_SINT
202 * F - WINED3D_CHANNEL_TYPE_FLOAT
203 * D - WINED3D_CHANNEL_TYPE_DEPTH
204 * S - WINED3D_CHANNEL_TYPE_STENCIL
205 * X - WINED3D_CHANNEL_TYPE_UNUSED
207 static const struct wined3d_typed_format_info typed_formats[] =
209 {WINED3DFMT_R32G32B32A32_UINT, WINED3DFMT_R32G32B32A32_TYPELESS, "UUUU"},
210 {WINED3DFMT_R32G32B32A32_SINT, WINED3DFMT_R32G32B32A32_TYPELESS, "IIII"},
211 {WINED3DFMT_R32G32B32A32_FLOAT, WINED3DFMT_R32G32B32A32_TYPELESS, "FFFF"},
212 {WINED3DFMT_R32G32B32_UINT, WINED3DFMT_R32G32B32_TYPELESS, "UUU"},
213 {WINED3DFMT_R32G32B32_SINT, WINED3DFMT_R32G32B32_TYPELESS, "III"},
214 {WINED3DFMT_R32G32B32_FLOAT, WINED3DFMT_R32G32B32_TYPELESS, "FFF"},
215 {WINED3DFMT_R16G16B16A16_UNORM, WINED3DFMT_R16G16B16A16_TYPELESS, "uuuu"},
216 {WINED3DFMT_R16G16B16A16_SNORM, WINED3DFMT_R16G16B16A16_TYPELESS, "iiii"},
217 {WINED3DFMT_R16G16B16A16_UINT, WINED3DFMT_R16G16B16A16_TYPELESS, "UUUU"},
218 {WINED3DFMT_R16G16B16A16_SINT, WINED3DFMT_R16G16B16A16_TYPELESS, "IIII"},
219 {WINED3DFMT_R16G16B16A16_FLOAT, WINED3DFMT_R16G16B16A16_TYPELESS, "FFFF"},
220 {WINED3DFMT_R32G32_UINT, WINED3DFMT_R32G32_TYPELESS, "UU"},
221 {WINED3DFMT_R32G32_SINT, WINED3DFMT_R32G32_TYPELESS, "II"},
222 {WINED3DFMT_R32G32_FLOAT, WINED3DFMT_R32G32_TYPELESS, "FF"},
223 {WINED3DFMT_R32_FLOAT_X8X24_TYPELESS, WINED3DFMT_R32G8X24_TYPELESS, "DX"},
224 {WINED3DFMT_X32_TYPELESS_G8X24_UINT, WINED3DFMT_R32G8X24_TYPELESS, "XS"},
225 {WINED3DFMT_D32_FLOAT_S8X24_UINT, WINED3DFMT_R32G8X24_TYPELESS, "DS"},
226 {WINED3DFMT_R10G10B10A2_SNORM, WINED3DFMT_R10G10B10A2_TYPELESS, "iiii"},
227 {WINED3DFMT_R10G10B10A2_UINT, WINED3DFMT_R10G10B10A2_TYPELESS, "UUUU"},
228 {WINED3DFMT_R10G10B10A2_UNORM, WINED3DFMT_R10G10B10A2_TYPELESS, "uuuu"},
229 {WINED3DFMT_R10G10B10X2_SNORM, WINED3DFMT_R10G10B10X2_TYPELESS, "iiiX"},
230 {WINED3DFMT_R10G10B10X2_UINT, WINED3DFMT_R10G10B10X2_TYPELESS, "UUUX"},
231 {WINED3DFMT_R8G8B8A8_UINT, WINED3DFMT_R8G8B8A8_TYPELESS, "UUUU"},
232 {WINED3DFMT_R8G8B8A8_SINT, WINED3DFMT_R8G8B8A8_TYPELESS, "IIII"},
233 {WINED3DFMT_R8G8B8A8_SNORM, WINED3DFMT_R8G8B8A8_TYPELESS, "iiii"},
234 {WINED3DFMT_R8G8B8A8_UNORM_SRGB, WINED3DFMT_R8G8B8A8_TYPELESS, "uuuu"},
235 {WINED3DFMT_R8G8B8A8_UNORM, WINED3DFMT_R8G8B8A8_TYPELESS, "uuuu"},
236 {WINED3DFMT_R16G16_UNORM, WINED3DFMT_R16G16_TYPELESS, "uu"},
237 {WINED3DFMT_R16G16_SNORM, WINED3DFMT_R16G16_TYPELESS, "ii"},
238 {WINED3DFMT_R16G16_UINT, WINED3DFMT_R16G16_TYPELESS, "UU"},
239 {WINED3DFMT_R16G16_SINT, WINED3DFMT_R16G16_TYPELESS, "II"},
240 {WINED3DFMT_R16G16_FLOAT, WINED3DFMT_R16G16_TYPELESS, "FF"},
241 {WINED3DFMT_D32_FLOAT, WINED3DFMT_R32_TYPELESS, "D"},
242 {WINED3DFMT_R32_FLOAT, WINED3DFMT_R32_TYPELESS, "F"},
243 {WINED3DFMT_R32_UINT, WINED3DFMT_R32_TYPELESS, "U"},
244 {WINED3DFMT_R32_SINT, WINED3DFMT_R32_TYPELESS, "I"},
245 {WINED3DFMT_R24_UNORM_X8_TYPELESS, WINED3DFMT_R24G8_TYPELESS, "DX"},
246 {WINED3DFMT_X24_TYPELESS_G8_UINT, WINED3DFMT_R24G8_TYPELESS, "XS"},
247 {WINED3DFMT_D24_UNORM_S8_UINT, WINED3DFMT_R24G8_TYPELESS, "DS"},
248 {WINED3DFMT_R8G8_SNORM, WINED3DFMT_R8G8_TYPELESS, "ii"},
249 {WINED3DFMT_R8G8_UNORM, WINED3DFMT_R8G8_TYPELESS, "uu"},
250 {WINED3DFMT_R8G8_UINT, WINED3DFMT_R8G8_TYPELESS, "UU"},
251 {WINED3DFMT_R8G8_SINT, WINED3DFMT_R8G8_TYPELESS, "II"},
252 {WINED3DFMT_D16_UNORM, WINED3DFMT_R16_TYPELESS, "D"},
253 {WINED3DFMT_R16_UNORM, WINED3DFMT_R16_TYPELESS, "u"},
254 {WINED3DFMT_R16_SNORM, WINED3DFMT_R16_TYPELESS, "i"},
255 {WINED3DFMT_R16_UINT, WINED3DFMT_R16_TYPELESS, "U"},
256 {WINED3DFMT_R16_SINT, WINED3DFMT_R16_TYPELESS, "I"},
257 {WINED3DFMT_R16_FLOAT, WINED3DFMT_R16_TYPELESS, "F"},
258 {WINED3DFMT_R8_UNORM, WINED3DFMT_R8_TYPELESS, "u"},
259 {WINED3DFMT_R8_SNORM, WINED3DFMT_R8_TYPELESS, "i"},
260 {WINED3DFMT_R8_UINT, WINED3DFMT_R8_TYPELESS, "U"},
261 {WINED3DFMT_R8_SINT, WINED3DFMT_R8_TYPELESS, "I"},
262 {WINED3DFMT_BC1_UNORM_SRGB, WINED3DFMT_BC1_TYPELESS, ""},
263 {WINED3DFMT_BC1_UNORM, WINED3DFMT_BC1_TYPELESS, ""},
264 {WINED3DFMT_BC2_UNORM_SRGB, WINED3DFMT_BC2_TYPELESS, ""},
265 {WINED3DFMT_BC2_UNORM, WINED3DFMT_BC2_TYPELESS, ""},
266 {WINED3DFMT_BC3_UNORM_SRGB, WINED3DFMT_BC3_TYPELESS, ""},
267 {WINED3DFMT_BC3_UNORM, WINED3DFMT_BC3_TYPELESS, ""},
268 {WINED3DFMT_BC4_UNORM, WINED3DFMT_BC4_TYPELESS, ""},
269 {WINED3DFMT_BC4_SNORM, WINED3DFMT_BC4_TYPELESS, ""},
270 {WINED3DFMT_BC5_UNORM, WINED3DFMT_BC5_TYPELESS, ""},
271 {WINED3DFMT_BC5_SNORM, WINED3DFMT_BC5_TYPELESS, ""},
272 {WINED3DFMT_BC6H_UF16, WINED3DFMT_BC6H_TYPELESS, ""},
273 {WINED3DFMT_BC6H_SF16, WINED3DFMT_BC6H_TYPELESS, ""},
274 {WINED3DFMT_BC7_UNORM_SRGB, WINED3DFMT_BC7_TYPELESS, ""},
275 {WINED3DFMT_BC7_UNORM, WINED3DFMT_BC7_TYPELESS, ""},
276 {WINED3DFMT_B8G8R8A8_UNORM_SRGB, WINED3DFMT_B8G8R8A8_TYPELESS, "uuuu"},
277 {WINED3DFMT_B8G8R8A8_UNORM, WINED3DFMT_B8G8R8A8_TYPELESS, "uuuu"},
278 {WINED3DFMT_B8G8R8X8_UNORM_SRGB, WINED3DFMT_B8G8R8X8_TYPELESS, "uuuX"},
279 {WINED3DFMT_B8G8R8X8_UNORM, WINED3DFMT_B8G8R8X8_TYPELESS, "uuuX"},
282 struct wined3d_typeless_format_depth_stencil_info
284 enum wined3d_format_id typeless_id;
285 enum wined3d_format_id depth_stencil_id;
286 enum wined3d_format_id depth_view_id;
287 enum wined3d_format_id stencil_view_id;
288 BOOL separate_depth_view_format;
291 static const struct wined3d_typeless_format_depth_stencil_info typeless_depth_stencil_formats[] =
293 {WINED3DFMT_R32G8X24_TYPELESS, WINED3DFMT_D32_FLOAT_S8X24_UINT,
294 WINED3DFMT_R32_FLOAT_X8X24_TYPELESS, WINED3DFMT_X32_TYPELESS_G8X24_UINT, TRUE},
295 {WINED3DFMT_R24G8_TYPELESS, WINED3DFMT_D24_UNORM_S8_UINT,
296 WINED3DFMT_R24_UNORM_X8_TYPELESS, WINED3DFMT_X24_TYPELESS_G8_UINT, TRUE},
297 {WINED3DFMT_R32_TYPELESS, WINED3DFMT_D32_FLOAT, WINED3DFMT_R32_FLOAT},
298 {WINED3DFMT_R16_TYPELESS, WINED3DFMT_D16_UNORM, WINED3DFMT_R16_UNORM},
301 struct wined3d_format_ddi_info
303 enum wined3d_format_id id;
304 D3DDDIFORMAT ddi_format;
307 static const struct wined3d_format_ddi_info ddi_formats[] =
309 {WINED3DFMT_B8G8R8_UNORM, D3DDDIFMT_R8G8B8},
310 {WINED3DFMT_B8G8R8A8_UNORM, D3DDDIFMT_A8R8G8B8},
311 {WINED3DFMT_B8G8R8X8_UNORM, D3DDDIFMT_X8R8G8B8},
312 {WINED3DFMT_B5G6R5_UNORM, D3DDDIFMT_R5G6B5},
313 {WINED3DFMT_B5G5R5X1_UNORM, D3DDDIFMT_X1R5G5B5},
314 {WINED3DFMT_B5G5R5A1_UNORM, D3DDDIFMT_A1R5G5B5},
315 {WINED3DFMT_B4G4R4A4_UNORM, D3DDDIFMT_A4R4G4B4},
316 {WINED3DFMT_B4G4R4X4_UNORM, D3DDDIFMT_X4R4G4B4},
317 {WINED3DFMT_P8_UINT, D3DDDIFMT_P8},
320 struct wined3d_format_base_flags
322 enum wined3d_format_id id;
323 DWORD flags;
326 /* The ATI2N format behaves like an uncompressed format in LockRect(), but
327 * still needs to use the correct block based calculation for e.g. the
328 * resource size. */
329 static const struct wined3d_format_base_flags format_base_flags[] =
331 {WINED3DFMT_ATI1N, WINED3DFMT_FLAG_BROKEN_PITCH},
332 {WINED3DFMT_ATI2N, WINED3DFMT_FLAG_BROKEN_PITCH},
333 {WINED3DFMT_R11G11B10_FLOAT, WINED3DFMT_FLAG_FLOAT},
334 {WINED3DFMT_D32_FLOAT, WINED3DFMT_FLAG_FLOAT},
335 {WINED3DFMT_S8_UINT_D24_FLOAT, WINED3DFMT_FLAG_FLOAT},
336 {WINED3DFMT_D32_FLOAT_S8X24_UINT, WINED3DFMT_FLAG_FLOAT},
337 {WINED3DFMT_INST, WINED3DFMT_FLAG_EXTENSION},
338 {WINED3DFMT_NULL, WINED3DFMT_FLAG_EXTENSION},
339 {WINED3DFMT_NVDB, WINED3DFMT_FLAG_EXTENSION},
340 {WINED3DFMT_RESZ, WINED3DFMT_FLAG_EXTENSION},
343 static void rgb888_from_rgb565(WORD rgb565, BYTE *r, BYTE *g, BYTE *b)
345 BYTE c;
347 /* (2⁸ - 1) / (2⁵ - 1) ≈ 2⁸ / 2⁵ + 2⁸ / 2¹⁰
348 * (2⁸ - 1) / (2⁶ - 1) ≈ 2⁸ / 2⁶ + 2⁸ / 2¹² */
349 c = rgb565 >> 11;
350 *r = (c << 3) + (c >> 2);
351 c = (rgb565 >> 5) & 0x3f;
352 *g = (c << 2) + (c >> 4);
353 c = rgb565 & 0x1f;
354 *b = (c << 3) + (c >> 2);
357 static void build_dxtn_colour_table(WORD colour0, WORD colour1,
358 DWORD colour_table[4], enum wined3d_format_id format_id)
360 unsigned int i;
361 struct
363 BYTE r, g, b;
364 } c[4];
366 rgb888_from_rgb565(colour0, &c[0].r, &c[0].g, &c[0].b);
367 rgb888_from_rgb565(colour1, &c[1].r, &c[1].g, &c[1].b);
369 if (format_id == WINED3DFMT_BC1_UNORM && colour0 <= colour1)
371 c[2].r = (c[0].r + c[1].r) / 2;
372 c[2].g = (c[0].g + c[1].g) / 2;
373 c[2].b = (c[0].b + c[1].b) / 2;
375 c[3].r = 0;
376 c[3].g = 0;
377 c[3].b = 0;
379 else
381 for (i = 0; i < 2; ++i)
383 c[i + 2].r = (2 * c[i].r + c[1 - i].r) / 3;
384 c[i + 2].g = (2 * c[i].g + c[1 - i].g) / 3;
385 c[i + 2].b = (2 * c[i].b + c[1 - i].b) / 3;
389 for (i = 0; i < 4; ++i)
391 colour_table[i] = (c[i].r << 16) | (c[i].g << 8) | c[i].b;
395 static void build_bc3_alpha_table(BYTE alpha0, BYTE alpha1, BYTE alpha_table[8])
397 unsigned int i;
399 alpha_table[0] = alpha0;
400 alpha_table[1] = alpha1;
402 if (alpha0 > alpha1)
404 for (i = 0; i < 6; ++i)
406 alpha_table[2 + i] = ((6 - i) * alpha0 + (i + 1) * alpha1) / 7;
408 return;
410 else
412 for (i = 0; i < 4; ++i)
414 alpha_table[2 + i] = ((4 - i) * alpha0 + (i + 1) * alpha1) / 5;
416 alpha_table[6] = 0x00;
417 alpha_table[7] = 0xff;
421 static void decompress_dxtn_block(const BYTE *src, BYTE *dst, unsigned int width,
422 unsigned int height, unsigned int dst_row_pitch, enum wined3d_format_id format_id)
424 const UINT64 *s = (const UINT64 *)src;
425 BOOL bc1_alpha = FALSE;
426 DWORD colour_table[4];
427 BYTE alpha_table[8];
428 UINT64 alpha_bits;
429 DWORD colour_bits;
430 unsigned int x, y;
431 BYTE colour_idx;
432 DWORD *dst_row;
433 BYTE alpha;
435 if (format_id == WINED3DFMT_BC1_UNORM)
437 WORD colour0, colour1;
439 alpha_bits = 0;
441 colour0 = s[0] & 0xffff;
442 colour1 = (s[0] >> 16) & 0xffff;
443 colour_bits = (s[0] >> 32) & 0xffffffff;
444 build_dxtn_colour_table(colour0, colour1, colour_table, format_id);
445 if (colour0 <= colour1)
446 bc1_alpha = TRUE;
448 else
450 alpha_bits = s[0];
451 if (format_id == WINED3DFMT_BC3_UNORM)
453 build_bc3_alpha_table(alpha_bits & 0xff, (alpha_bits >> 8) & 0xff, alpha_table);
454 alpha_bits >>= 16;
457 colour_bits = (s[1] >> 32) & 0xffffffff;
458 build_dxtn_colour_table(s[1] & 0xffff, (s[1] >> 16) & 0xffff, colour_table, format_id);
461 for (y = 0; y < height; ++y)
463 dst_row = (DWORD *)&dst[y * dst_row_pitch];
464 for (x = 0; x < width; ++x)
466 colour_idx = (colour_bits >> (y * 8 + x * 2)) & 0x3;
467 switch (format_id)
469 case WINED3DFMT_BC1_UNORM:
470 alpha = bc1_alpha && colour_idx == 3 ? 0x00 : 0xff;
471 break;
473 case WINED3DFMT_BC2_UNORM:
474 alpha = (alpha_bits >> (y * 16 + x * 4)) & 0xf;
475 /* (2⁸ - 1) / (2⁴ - 1) ≈ 2⁸ / 2⁴ + 2⁸ / 2⁸ */
476 alpha |= alpha << 4;
477 break;
479 case WINED3DFMT_BC3_UNORM:
480 alpha = alpha_table[(alpha_bits >> (y * 12 + x * 3)) & 0x7];
481 break;
483 default:
484 alpha = 0xff;
485 break;
487 dst_row[x] = (alpha << 24) | colour_table[colour_idx];
492 static void decompress_dxtn(const BYTE *src, BYTE *dst, unsigned int src_row_pitch,
493 unsigned int src_slice_pitch, unsigned int dst_row_pitch, unsigned int dst_slice_pitch,
494 unsigned int width, unsigned int height, unsigned int depth, enum wined3d_format_id format_id)
496 unsigned int block_byte_count, block_w, block_h;
497 const BYTE *src_row, *src_slice = src;
498 BYTE *dst_row, *dst_slice = dst;
499 unsigned int x, y, z;
501 block_byte_count = format_id == WINED3DFMT_BC1_UNORM ? 8 : 16;
503 for (z = 0; z < depth; ++z)
505 src_row = src_slice;
506 dst_row = dst_slice;
507 for (y = 0; y < height; y += 4)
509 for (x = 0; x < width; x += 4)
511 block_w = min(width - x, 4);
512 block_h = min(height - y, 4);
513 decompress_dxtn_block(&src_row[x * (block_byte_count / 4)],
514 &dst_row[x * 4], block_w, block_h, dst_row_pitch, format_id);
516 src_row += src_row_pitch;
517 dst_row += dst_row_pitch * 4;
519 src_slice += src_slice_pitch;
520 dst_slice += dst_slice_pitch;
524 static void decompress_bc3(const BYTE *src, BYTE *dst, unsigned int src_row_pitch,
525 unsigned int src_slice_pitch, unsigned int dst_row_pitch, unsigned int dst_slice_pitch,
526 unsigned int width, unsigned int height, unsigned int depth)
528 decompress_dxtn(src, dst, src_row_pitch, src_slice_pitch, dst_row_pitch,
529 dst_slice_pitch, width, height, depth, WINED3DFMT_BC3_UNORM);
532 static void decompress_bc2(const BYTE *src, BYTE *dst, unsigned int src_row_pitch,
533 unsigned int src_slice_pitch, unsigned int dst_row_pitch, unsigned int dst_slice_pitch,
534 unsigned int width, unsigned int height, unsigned int depth)
536 decompress_dxtn(src, dst, src_row_pitch, src_slice_pitch, dst_row_pitch,
537 dst_slice_pitch, width, height, depth, WINED3DFMT_BC2_UNORM);
540 static void decompress_bc1(const BYTE *src, BYTE *dst, unsigned int src_row_pitch,
541 unsigned int src_slice_pitch, unsigned int dst_row_pitch, unsigned int dst_slice_pitch,
542 unsigned int width, unsigned int height, unsigned int depth)
544 decompress_dxtn(src, dst, src_row_pitch, src_slice_pitch, dst_row_pitch,
545 dst_slice_pitch, width, height, depth, WINED3DFMT_BC1_UNORM);
548 static const struct wined3d_format_decompress_info
550 enum wined3d_format_id id;
551 void (*decompress)(const BYTE *src, BYTE *dst, unsigned int src_row_pitch, unsigned int src_slice_pitch,
552 unsigned int dst_row_pitch, unsigned int dst_slice_pitch,
553 unsigned int width, unsigned int height, unsigned int depth);
555 format_decompress_info[] =
557 {WINED3DFMT_DXT1, decompress_bc1},
558 {WINED3DFMT_DXT2, decompress_bc2},
559 {WINED3DFMT_DXT3, decompress_bc2},
560 {WINED3DFMT_DXT4, decompress_bc3},
561 {WINED3DFMT_DXT5, decompress_bc3},
562 {WINED3DFMT_BC1_UNORM, decompress_bc1},
563 {WINED3DFMT_BC2_UNORM, decompress_bc2},
564 {WINED3DFMT_BC3_UNORM, decompress_bc3},
567 struct wined3d_format_block_info
569 enum wined3d_format_id id;
570 UINT block_width;
571 UINT block_height;
572 UINT block_byte_count;
573 unsigned int flags;
576 static const struct wined3d_format_block_info format_block_info[] =
578 {WINED3DFMT_DXT1, 4, 4, 8, WINED3DFMT_FLAG_COMPRESSED},
579 {WINED3DFMT_DXT2, 4, 4, 16, WINED3DFMT_FLAG_COMPRESSED},
580 {WINED3DFMT_DXT3, 4, 4, 16, WINED3DFMT_FLAG_COMPRESSED},
581 {WINED3DFMT_DXT4, 4, 4, 16, WINED3DFMT_FLAG_COMPRESSED},
582 {WINED3DFMT_DXT5, 4, 4, 16, WINED3DFMT_FLAG_COMPRESSED},
583 {WINED3DFMT_BC1_UNORM, 4, 4, 8, WINED3DFMT_FLAG_COMPRESSED},
584 {WINED3DFMT_BC2_UNORM, 4, 4, 16, WINED3DFMT_FLAG_COMPRESSED},
585 {WINED3DFMT_BC3_UNORM, 4, 4, 16, WINED3DFMT_FLAG_COMPRESSED},
586 {WINED3DFMT_BC4_UNORM, 4, 4, 8, WINED3DFMT_FLAG_COMPRESSED},
587 {WINED3DFMT_BC4_SNORM, 4, 4, 8, WINED3DFMT_FLAG_COMPRESSED},
588 {WINED3DFMT_BC5_UNORM, 4, 4, 16, WINED3DFMT_FLAG_COMPRESSED},
589 {WINED3DFMT_BC5_SNORM, 4, 4, 16, WINED3DFMT_FLAG_COMPRESSED},
590 {WINED3DFMT_BC6H_UF16, 4, 4, 16, WINED3DFMT_FLAG_COMPRESSED},
591 {WINED3DFMT_BC6H_SF16, 4, 4, 16, WINED3DFMT_FLAG_COMPRESSED},
592 {WINED3DFMT_BC7_UNORM, 4, 4, 16, WINED3DFMT_FLAG_COMPRESSED},
593 {WINED3DFMT_ATI1N, 4, 4, 8, WINED3DFMT_FLAG_COMPRESSED | WINED3DFMT_FLAG_BLOCKS_NO_VERIFY},
594 {WINED3DFMT_ATI2N, 4, 4, 16, WINED3DFMT_FLAG_COMPRESSED | WINED3DFMT_FLAG_BLOCKS_NO_VERIFY},
595 {WINED3DFMT_YUY2, 2, 1, 4, WINED3DFMT_FLAG_BLOCKS_NO_VERIFY},
596 {WINED3DFMT_UYVY, 2, 1, 4, WINED3DFMT_FLAG_BLOCKS_NO_VERIFY},
599 struct wined3d_format_vertex_info
601 enum wined3d_format_id id;
602 enum wined3d_ffp_emit_idx emit_idx;
603 GLenum gl_vtx_type;
604 enum wined3d_gl_extension extension;
607 static const struct wined3d_format_vertex_info format_vertex_info[] =
609 {WINED3DFMT_R32_FLOAT, WINED3D_FFP_EMIT_FLOAT1, GL_FLOAT},
610 {WINED3DFMT_R32G32_FLOAT, WINED3D_FFP_EMIT_FLOAT2, GL_FLOAT},
611 {WINED3DFMT_R32G32B32_FLOAT, WINED3D_FFP_EMIT_FLOAT3, GL_FLOAT},
612 {WINED3DFMT_R32G32B32A32_FLOAT, WINED3D_FFP_EMIT_FLOAT4, GL_FLOAT},
613 {WINED3DFMT_B8G8R8A8_UNORM, WINED3D_FFP_EMIT_D3DCOLOR, GL_UNSIGNED_BYTE},
614 {WINED3DFMT_R8G8B8A8_UINT, WINED3D_FFP_EMIT_UBYTE4, GL_UNSIGNED_BYTE},
615 {WINED3DFMT_R16G16_UINT, WINED3D_FFP_EMIT_INVALID, GL_UNSIGNED_SHORT},
616 {WINED3DFMT_R16G16_SINT, WINED3D_FFP_EMIT_SHORT2, GL_SHORT},
617 {WINED3DFMT_R16G16B16A16_SINT, WINED3D_FFP_EMIT_SHORT4, GL_SHORT},
618 {WINED3DFMT_R8G8B8A8_UNORM, WINED3D_FFP_EMIT_UBYTE4N, GL_UNSIGNED_BYTE},
619 {WINED3DFMT_R16G16_SNORM, WINED3D_FFP_EMIT_SHORT2N, GL_SHORT},
620 {WINED3DFMT_R16G16B16A16_SNORM, WINED3D_FFP_EMIT_SHORT4N, GL_SHORT},
621 {WINED3DFMT_R16G16_UNORM, WINED3D_FFP_EMIT_USHORT2N, GL_UNSIGNED_SHORT},
622 {WINED3DFMT_R16G16B16A16_UNORM, WINED3D_FFP_EMIT_USHORT4N, GL_UNSIGNED_SHORT},
623 {WINED3DFMT_R10G10B10X2_UINT, WINED3D_FFP_EMIT_UDEC3, GL_UNSIGNED_SHORT},
624 {WINED3DFMT_R10G10B10X2_SNORM, WINED3D_FFP_EMIT_DEC3N, GL_SHORT},
625 {WINED3DFMT_R10G10B10A2_UNORM, WINED3D_FFP_EMIT_INVALID, GL_UNSIGNED_INT_2_10_10_10_REV,
626 ARB_VERTEX_TYPE_2_10_10_10_REV},
627 /* Without ARB_half_float_vertex we convert these on upload. */
628 {WINED3DFMT_R16G16_FLOAT, WINED3D_FFP_EMIT_FLOAT16_2, GL_FLOAT},
629 {WINED3DFMT_R16G16_FLOAT, WINED3D_FFP_EMIT_FLOAT16_2, GL_HALF_FLOAT, ARB_HALF_FLOAT_VERTEX},
630 {WINED3DFMT_R16G16B16A16_FLOAT, WINED3D_FFP_EMIT_FLOAT16_4, GL_FLOAT},
631 {WINED3DFMT_R16G16B16A16_FLOAT, WINED3D_FFP_EMIT_FLOAT16_4, GL_HALF_FLOAT, ARB_HALF_FLOAT_VERTEX},
632 {WINED3DFMT_R8G8B8A8_SNORM, WINED3D_FFP_EMIT_INVALID, GL_BYTE},
633 {WINED3DFMT_R8G8B8A8_SINT, WINED3D_FFP_EMIT_INVALID, GL_BYTE},
634 {WINED3DFMT_R16G16B16A16_UINT, WINED3D_FFP_EMIT_INVALID, GL_UNSIGNED_SHORT},
635 {WINED3DFMT_R8_UNORM, WINED3D_FFP_EMIT_INVALID, GL_UNSIGNED_BYTE},
636 {WINED3DFMT_R8_UINT, WINED3D_FFP_EMIT_INVALID, GL_UNSIGNED_BYTE},
637 {WINED3DFMT_R8_SINT, WINED3D_FFP_EMIT_INVALID, GL_BYTE},
638 {WINED3DFMT_R16_UINT, WINED3D_FFP_EMIT_INVALID, GL_UNSIGNED_SHORT},
639 {WINED3DFMT_R16_SINT, WINED3D_FFP_EMIT_INVALID, GL_SHORT},
640 {WINED3DFMT_R32_UINT, WINED3D_FFP_EMIT_INVALID, GL_UNSIGNED_INT},
641 {WINED3DFMT_R32_SINT, WINED3D_FFP_EMIT_INVALID, GL_INT},
642 {WINED3DFMT_R32G32_UINT, WINED3D_FFP_EMIT_INVALID, GL_UNSIGNED_INT},
643 {WINED3DFMT_R32G32_SINT, WINED3D_FFP_EMIT_INVALID, GL_INT},
644 {WINED3DFMT_R32G32B32_UINT, WINED3D_FFP_EMIT_INVALID, GL_UNSIGNED_INT},
645 {WINED3DFMT_R32G32B32A32_UINT, WINED3D_FFP_EMIT_INVALID, GL_UNSIGNED_INT},
646 {WINED3DFMT_R32G32B32A32_SINT, WINED3D_FFP_EMIT_INVALID, GL_INT},
649 struct wined3d_format_texture_info
651 enum wined3d_format_id id;
652 GLint gl_internal;
653 GLint gl_srgb_internal;
654 GLint gl_rt_internal;
655 GLint gl_format;
656 GLint gl_type;
657 unsigned int conv_byte_count;
658 unsigned int flags;
659 enum wined3d_gl_extension extension;
660 void (*upload)(const BYTE *src, BYTE *dst, unsigned int src_row_pitch, unsigned int src_slice_pitch,
661 unsigned int dst_row_pitch, unsigned int dst_slice_pitch,
662 unsigned int width, unsigned int height, unsigned int depth);
663 void (*download)(const BYTE *src, BYTE *dst, unsigned int src_row_pitch, unsigned int src_slice_pitch,
664 unsigned int dst_row_pitch, unsigned int dst_slice_pitch,
665 unsigned int width, unsigned int height, unsigned int depth);
666 void (*decompress)(const BYTE *src, BYTE *dst, unsigned int src_row_pitch, unsigned int src_slice_pitch,
667 unsigned int dst_row_pitch, unsigned int dst_slice_pitch,
668 unsigned int width, unsigned int height, unsigned int depth);
671 static void convert_l4a4_unorm(const BYTE *src, BYTE *dst, UINT src_row_pitch, UINT src_slice_pitch,
672 UINT dst_row_pitch, UINT dst_slice_pitch, UINT width, UINT height, UINT depth)
674 /* WINED3DFMT_L4A4_UNORM exists as an internal gl format, but for some reason there is not
675 * format+type combination to load it. Thus convert it to A8L8, then load it
676 * with A4L4 internal, but A8L8 format+type
678 unsigned int x, y, z;
679 const unsigned char *Source;
680 unsigned char *Dest;
682 for (z = 0; z < depth; z++)
684 for (y = 0; y < height; y++)
686 Source = src + z * src_slice_pitch + y * src_row_pitch;
687 Dest = dst + z * dst_slice_pitch + y * dst_row_pitch;
688 for (x = 0; x < width; x++ )
690 unsigned char color = (*Source++);
691 /* A */ Dest[1] = (color & 0xf0u) << 0;
692 /* L */ Dest[0] = (color & 0x0fu) << 4;
693 Dest += 2;
699 static void convert_r5g5_snorm_l6_unorm(const BYTE *src, BYTE *dst, UINT src_row_pitch, UINT src_slice_pitch,
700 UINT dst_row_pitch, UINT dst_slice_pitch, UINT width, UINT height, UINT depth)
702 unsigned int x, y, z;
703 unsigned char r_in, g_in, l_in;
704 const unsigned short *texel_in;
705 unsigned short *texel_out;
707 /* Emulating signed 5 bit values with unsigned 5 bit values has some precision problems by design:
708 * E.g. the signed input value 0 becomes 16. GL normalizes it to 16 / 31 = 0.516. We convert it
709 * back to a signed value by subtracting 0.5 and multiplying by 2.0. The resulting value is
710 * ((16 / 31) - 0.5) * 2.0 = 0.032, which is quite different from the intended result 0.000. */
711 for (z = 0; z < depth; z++)
713 for (y = 0; y < height; y++)
715 texel_out = (unsigned short *) (dst + z * dst_slice_pitch + y * dst_row_pitch);
716 texel_in = (const unsigned short *)(src + z * src_slice_pitch + y * src_row_pitch);
717 for (x = 0; x < width; x++ )
719 l_in = (*texel_in & 0xfc00u) >> 10;
720 g_in = (*texel_in & 0x03e0u) >> 5;
721 r_in = *texel_in & 0x001fu;
723 *texel_out = ((r_in + 16) << 11) | (l_in << 5) | (g_in + 16);
724 texel_out++;
725 texel_in++;
731 static void convert_r5g5_snorm_l6_unorm_ext(const BYTE *src, BYTE *dst, UINT src_row_pitch, UINT src_slice_pitch,
732 UINT dst_row_pitch, UINT dst_slice_pitch, UINT width, UINT height, UINT depth)
734 unsigned int x, y, z;
735 unsigned char *texel_out, r_out, g_out, r_in, g_in, l_in;
736 const unsigned short *texel_in;
738 for (z = 0; z < depth; z++)
740 for (y = 0; y < height; y++)
742 texel_in = (const unsigned short *)(src + z * src_slice_pitch + y * src_row_pitch);
743 texel_out = dst + z * dst_slice_pitch + y * dst_row_pitch;
744 for (x = 0; x < width; x++ )
746 l_in = (*texel_in & 0xfc00u) >> 10;
747 g_in = (*texel_in & 0x03e0u) >> 5;
748 r_in = *texel_in & 0x001fu;
750 r_out = r_in << 3;
751 if (!(r_in & 0x10)) /* r > 0 */
752 r_out |= r_in >> 1;
754 g_out = g_in << 3;
755 if (!(g_in & 0x10)) /* g > 0 */
756 g_out |= g_in >> 1;
758 texel_out[0] = r_out;
759 texel_out[1] = g_out;
760 texel_out[2] = l_in << 1 | l_in >> 5;
761 texel_out[3] = 0;
763 texel_out += 4;
764 texel_in++;
770 static void convert_r5g5_snorm_l6_unorm_nv(const BYTE *src, BYTE *dst, UINT src_row_pitch, UINT src_slice_pitch,
771 UINT dst_row_pitch, UINT dst_slice_pitch, UINT width, UINT height, UINT depth)
773 unsigned int x, y, z;
774 unsigned char *texel_out, ds_out, dt_out, r_in, g_in, l_in;
775 const unsigned short *texel_in;
777 /* This makes the gl surface bigger(24 bit instead of 16), but it works with
778 * fixed function and shaders without further conversion once the surface is
779 * loaded.
781 * The difference between this function and convert_r5g5_snorm_l6_unorm_ext
782 * is that convert_r5g5_snorm_l6_unorm_ext creates a 32 bit XRGB texture and
783 * this function creates a 24 bit DSDT_MAG texture. Trying to load a DSDT_MAG
784 * internal with a 32 bit DSDT_MAG_INTENSITY or DSDT_MAG_VIB format fails. */
785 for (z = 0; z < depth; z++)
787 for (y = 0; y < height; y++)
789 texel_in = (const unsigned short *)(src + z * src_slice_pitch + y * src_row_pitch);
790 texel_out = dst + z * dst_slice_pitch + y * dst_row_pitch;
791 for (x = 0; x < width; x++ )
793 l_in = (*texel_in & 0xfc00u) >> 10;
794 g_in = (*texel_in & 0x03e0u) >> 5;
795 r_in = *texel_in & 0x001fu;
797 ds_out = r_in << 3;
798 if (!(r_in & 0x10)) /* r > 0 */
799 ds_out |= r_in >> 1;
801 dt_out = g_in << 3;
802 if (!(g_in & 0x10)) /* g > 0 */
803 dt_out |= g_in >> 1;
805 texel_out[0] = ds_out;
806 texel_out[1] = dt_out;
807 texel_out[2] = l_in << 1 | l_in >> 5;
809 texel_out += 3;
810 texel_in++;
816 static void convert_r8g8_snorm(const BYTE *src, BYTE *dst, UINT src_row_pitch, UINT src_slice_pitch,
817 UINT dst_row_pitch, UINT dst_slice_pitch, UINT width, UINT height, UINT depth)
819 unsigned int x, y, z;
820 const short *Source;
821 unsigned char *Dest;
823 for (z = 0; z < depth; z++)
825 for (y = 0; y < height; y++)
827 Source = (const short *)(src + z * src_slice_pitch + y * src_row_pitch);
828 Dest = dst + z * dst_slice_pitch + y * dst_row_pitch;
829 for (x = 0; x < width; x++ )
831 const short color = (*Source++);
832 /* B */ Dest[0] = 0xff;
833 /* G */ Dest[1] = (color >> 8) + 128; /* V */
834 /* R */ Dest[2] = (color & 0xff) + 128; /* U */
835 Dest += 3;
841 static void convert_r8g8_snorm_l8x8_unorm(const BYTE *src, BYTE *dst, UINT src_row_pitch, UINT src_slice_pitch,
842 UINT dst_row_pitch, UINT dst_slice_pitch, UINT width, UINT height, UINT depth)
844 unsigned int x, y, z;
845 const DWORD *Source;
846 unsigned char *Dest;
848 /* Doesn't work correctly with the fixed function pipeline, but can work in
849 * shaders if the shader is adjusted. (There's no use for this format in gl's
850 * standard fixed function pipeline anyway).
852 for (z = 0; z < depth; z++)
854 for (y = 0; y < height; y++)
856 Source = (const DWORD *)(src + z * src_slice_pitch + y * src_row_pitch);
857 Dest = dst + z * dst_slice_pitch + y * dst_row_pitch;
858 for (x = 0; x < width; x++ )
860 LONG color = (*Source++);
861 /* B */ Dest[0] = ((color >> 16) & 0xff); /* L */
862 /* G */ Dest[1] = ((color >> 8 ) & 0xff) + 128; /* V */
863 /* R */ Dest[2] = (color & 0xff) + 128; /* U */
864 Dest += 4;
870 static void convert_r8g8_snorm_l8x8_unorm_nv(const BYTE *src, BYTE *dst, UINT src_row_pitch, UINT src_slice_pitch,
871 UINT dst_row_pitch, UINT dst_slice_pitch, UINT width, UINT height, UINT depth)
873 unsigned int x, y, z;
874 const DWORD *Source;
875 unsigned char *Dest;
877 /* This implementation works with the fixed function pipeline and shaders
878 * without further modification after converting the surface.
880 for (z = 0; z < depth; z++)
882 for (y = 0; y < height; y++)
884 Source = (const DWORD *)(src + z * src_slice_pitch + y * src_row_pitch);
885 Dest = dst + z * dst_slice_pitch + y * dst_row_pitch;
886 for (x = 0; x < width; x++ )
888 LONG color = (*Source++);
889 /* L */ Dest[2] = ((color >> 16) & 0xff); /* L */
890 /* V */ Dest[1] = ((color >> 8 ) & 0xff); /* V */
891 /* U */ Dest[0] = (color & 0xff); /* U */
892 /* I */ Dest[3] = 255; /* X */
893 Dest += 4;
899 static void convert_r8g8b8a8_snorm(const BYTE *src, BYTE *dst, UINT src_row_pitch, UINT src_slice_pitch,
900 UINT dst_row_pitch, UINT dst_slice_pitch, UINT width, UINT height, UINT depth)
902 unsigned int x, y, z;
903 const DWORD *Source;
904 unsigned char *Dest;
906 for (z = 0; z < depth; z++)
908 for (y = 0; y < height; y++)
910 Source = (const DWORD *)(src + z * src_slice_pitch + y * src_row_pitch);
911 Dest = dst + z * dst_slice_pitch + y * dst_row_pitch;
912 for (x = 0; x < width; x++ )
914 LONG color = (*Source++);
915 /* B */ Dest[0] = ((color >> 16) & 0xff) + 128; /* W */
916 /* G */ Dest[1] = ((color >> 8 ) & 0xff) + 128; /* V */
917 /* R */ Dest[2] = (color & 0xff) + 128; /* U */
918 /* A */ Dest[3] = ((color >> 24) & 0xff) + 128; /* Q */
919 Dest += 4;
925 static void convert_r16g16_snorm(const BYTE *src, BYTE *dst, UINT src_row_pitch, UINT src_slice_pitch,
926 UINT dst_row_pitch, UINT dst_slice_pitch, UINT width, UINT height, UINT depth)
928 unsigned int x, y, z;
929 const DWORD *Source;
930 unsigned short *Dest;
932 for (z = 0; z < depth; z++)
934 for (y = 0; y < height; y++)
936 Source = (const DWORD *)(src + z * src_slice_pitch + y * src_row_pitch);
937 Dest = (unsigned short *) (dst + z * dst_slice_pitch + y * dst_row_pitch);
938 for (x = 0; x < width; x++ )
940 const DWORD color = (*Source++);
941 /* B */ Dest[0] = 0xffff;
942 /* G */ Dest[1] = (color >> 16) + 32768; /* V */
943 /* R */ Dest[2] = (color & 0xffff) + 32768; /* U */
944 Dest += 3;
950 static void convert_r16g16(const BYTE *src, BYTE *dst, UINT src_row_pitch, UINT src_slice_pitch,
951 UINT dst_row_pitch, UINT dst_slice_pitch, UINT width, UINT height, UINT depth)
953 unsigned int x, y, z;
954 const WORD *Source;
955 WORD *Dest;
957 for (z = 0; z < depth; z++)
959 for (y = 0; y < height; y++)
961 Source = (const WORD *)(src + z * src_slice_pitch + y * src_row_pitch);
962 Dest = (WORD *) (dst + z * dst_slice_pitch + y * dst_row_pitch);
963 for (x = 0; x < width; x++ )
965 WORD green = (*Source++);
966 WORD red = (*Source++);
967 Dest[0] = green;
968 Dest[1] = red;
969 /* Strictly speaking not correct for R16G16F, but it doesn't matter because the
970 * shader overwrites it anyway */
971 Dest[2] = 0xffff;
972 Dest += 3;
978 static void convert_r32g32_float(const BYTE *src, BYTE *dst, UINT src_row_pitch, UINT src_slice_pitch,
979 UINT dst_row_pitch, UINT dst_slice_pitch, UINT width, UINT height, UINT depth)
981 unsigned int x, y, z;
982 const float *Source;
983 float *Dest;
985 for (z = 0; z < depth; z++)
987 for (y = 0; y < height; y++)
989 Source = (const float *)(src + z * src_slice_pitch + y * src_row_pitch);
990 Dest = (float *) (dst + z * dst_slice_pitch + y * dst_row_pitch);
991 for (x = 0; x < width; x++ )
993 float green = (*Source++);
994 float red = (*Source++);
995 Dest[0] = green;
996 Dest[1] = red;
997 Dest[2] = 1.0f;
998 Dest += 3;
1004 static void convert_s1_uint_d15_unorm(const BYTE *src, BYTE *dst, UINT src_row_pitch, UINT src_slice_pitch,
1005 UINT dst_row_pitch, UINT dst_slice_pitch, UINT width, UINT height, UINT depth)
1007 unsigned int x, y, z;
1009 for (z = 0; z < depth; z++)
1011 for (y = 0; y < height; ++y)
1013 const WORD *source = (const WORD *)(src + z * src_slice_pitch + y * src_row_pitch);
1014 DWORD *dest = (DWORD *)(dst + z * dst_slice_pitch + y * dst_row_pitch);
1016 for (x = 0; x < width; ++x)
1018 /* The depth data is normalized, so needs to be scaled,
1019 * the stencil data isn't. Scale depth data by
1020 * (2^24-1)/(2^15-1) ~~ (2^9 + 2^-6). */
1021 WORD d15 = source[x] >> 1;
1022 DWORD d24 = (d15 << 9) + (d15 >> 6);
1023 dest[x] = (d24 << 8) | (source[x] & 0x1);
1029 static void convert_s4x4_uint_d24_unorm(const BYTE *src, BYTE *dst, UINT src_row_pitch, UINT src_slice_pitch,
1030 UINT dst_row_pitch, UINT dst_slice_pitch, UINT width, UINT height, UINT depth)
1032 unsigned int x, y, z;
1034 for (z = 0; z < depth; z++)
1036 for (y = 0; y < height; ++y)
1038 const DWORD *source = (const DWORD *)(src + z * src_slice_pitch + y * src_row_pitch);
1039 DWORD *dest = (DWORD *)(dst + z * dst_slice_pitch + y * dst_row_pitch);
1041 for (x = 0; x < width; ++x)
1043 /* Just need to clear out the X4 part. */
1044 dest[x] = source[x] & ~0xf0;
1050 static void convert_s8_uint_d24_float(const BYTE *src, BYTE *dst, UINT src_row_pitch, UINT src_slice_pitch,
1051 UINT dst_row_pitch, UINT dst_slice_pitch, UINT width, UINT height, UINT depth)
1053 unsigned int x, y, z;
1055 for (z = 0; z < depth; z++)
1057 for (y = 0; y < height; ++y)
1059 const DWORD *source = (const DWORD *)(src + z * src_slice_pitch + y * src_row_pitch);
1060 float *dest_f = (float *)(dst + z * dst_slice_pitch + y * dst_row_pitch);
1061 DWORD *dest_s = (DWORD *)dest_f;
1063 for (x = 0; x < width; ++x)
1065 dest_f[x * 2] = float_24_to_32((source[x] & 0xffffff00u) >> 8);
1066 dest_s[x * 2 + 1] = source[x] & 0xff;
1072 static void x8_d24_unorm_upload(const BYTE *src, BYTE *dst,
1073 unsigned int src_row_pitch, unsigned int src_slice_pitch,
1074 unsigned int dst_row_pitch, unsigned int dst_slice_pitch,
1075 unsigned int width, unsigned int height, unsigned int depth)
1077 unsigned int x, y, z;
1079 for (z = 0; z < depth; ++z)
1081 for (y = 0; y < height; ++y)
1083 const DWORD *source = (const DWORD *)(src + z * src_slice_pitch + y * src_row_pitch);
1084 DWORD *dest = (DWORD *)(dst + z * dst_slice_pitch + y * dst_row_pitch);
1086 for (x = 0; x < width; ++x)
1088 dest[x] = source[x] << 8 | ((source[x] >> 16) & 0xff);
1094 static void x8_d24_unorm_download(const BYTE *src, BYTE *dst,
1095 unsigned int src_row_pitch, unsigned int src_slice_pitch,
1096 unsigned int dst_row_pitch, unsigned int dst_slice_pitch,
1097 unsigned int width, unsigned int height, unsigned int depth)
1099 unsigned int x, y, z;
1101 for (z = 0; z < depth; ++z)
1103 for (y = 0; y < height; ++y)
1105 const DWORD *source = (const DWORD *)(src + z * src_slice_pitch + y * src_row_pitch);
1106 DWORD *dest = (DWORD *)(dst + z * dst_slice_pitch + y * dst_row_pitch);
1108 for (x = 0; x < width; ++x)
1110 dest[x] = source[x] >> 8;
1116 static BOOL color_in_range(const struct wined3d_color_key *color_key, DWORD color)
1118 /* FIXME: Is this really how color keys are supposed to work? I think it
1119 * makes more sense to compare the individual channels. */
1120 return color >= color_key->color_space_low_value
1121 && color <= color_key->color_space_high_value;
1124 static void convert_b5g6r5_unorm_b5g5r5a1_unorm_color_key(const BYTE *src, unsigned int src_pitch,
1125 BYTE *dst, unsigned int dst_pitch, unsigned int width, unsigned int height,
1126 const struct wined3d_color_key *color_key)
1128 const WORD *src_row;
1129 unsigned int x, y;
1130 WORD *dst_row;
1132 for (y = 0; y < height; ++y)
1134 src_row = (WORD *)&src[src_pitch * y];
1135 dst_row = (WORD *)&dst[dst_pitch * y];
1136 for (x = 0; x < width; ++x)
1138 WORD src_color = src_row[x];
1139 if (!color_in_range(color_key, src_color))
1140 dst_row[x] = 0x8000u | ((src_color & 0xffc0u) >> 1) | (src_color & 0x1fu);
1141 else
1142 dst_row[x] = ((src_color & 0xffc0u) >> 1) | (src_color & 0x1fu);
1147 static void convert_b5g5r5x1_unorm_b5g5r5a1_unorm_color_key(const BYTE *src, unsigned int src_pitch,
1148 BYTE *dst, unsigned int dst_pitch, unsigned int width, unsigned int height,
1149 const struct wined3d_color_key *color_key)
1151 const WORD *src_row;
1152 unsigned int x, y;
1153 WORD *dst_row;
1155 for (y = 0; y < height; ++y)
1157 src_row = (WORD *)&src[src_pitch * y];
1158 dst_row = (WORD *)&dst[dst_pitch * y];
1159 for (x = 0; x < width; ++x)
1161 WORD src_color = src_row[x];
1162 if (color_in_range(color_key, src_color))
1163 dst_row[x] = src_color & ~0x8000;
1164 else
1165 dst_row[x] = src_color | 0x8000;
1170 static void convert_b8g8r8_unorm_b8g8r8a8_unorm_color_key(const BYTE *src, unsigned int src_pitch,
1171 BYTE *dst, unsigned int dst_pitch, unsigned int width, unsigned int height,
1172 const struct wined3d_color_key *color_key)
1174 const BYTE *src_row;
1175 unsigned int x, y;
1176 DWORD *dst_row;
1178 for (y = 0; y < height; ++y)
1180 src_row = &src[src_pitch * y];
1181 dst_row = (DWORD *)&dst[dst_pitch * y];
1182 for (x = 0; x < width; ++x)
1184 DWORD src_color = (src_row[x * 3 + 2] << 16) | (src_row[x * 3 + 1] << 8) | src_row[x * 3];
1185 if (!color_in_range(color_key, src_color))
1186 dst_row[x] = src_color | 0xff000000;
1191 static void convert_b8g8r8x8_unorm_b8g8r8a8_unorm_color_key(const BYTE *src, unsigned int src_pitch,
1192 BYTE *dst, unsigned int dst_pitch, unsigned int width, unsigned int height,
1193 const struct wined3d_color_key *color_key)
1195 const DWORD *src_row;
1196 unsigned int x, y;
1197 DWORD *dst_row;
1199 for (y = 0; y < height; ++y)
1201 src_row = (DWORD *)&src[src_pitch * y];
1202 dst_row = (DWORD *)&dst[dst_pitch * y];
1203 for (x = 0; x < width; ++x)
1205 DWORD src_color = src_row[x];
1206 if (color_in_range(color_key, src_color))
1207 dst_row[x] = src_color & ~0xff000000;
1208 else
1209 dst_row[x] = src_color | 0xff000000;
1214 static void convert_b8g8r8a8_unorm_b8g8r8a8_unorm_color_key(const BYTE *src, unsigned int src_pitch,
1215 BYTE *dst, unsigned int dst_pitch, unsigned int width, unsigned int height,
1216 const struct wined3d_color_key *color_key)
1218 const DWORD *src_row;
1219 unsigned int x, y;
1220 DWORD *dst_row;
1222 for (y = 0; y < height; ++y)
1224 src_row = (DWORD *)&src[src_pitch * y];
1225 dst_row = (DWORD *)&dst[dst_pitch * y];
1226 for (x = 0; x < width; ++x)
1228 DWORD src_color = src_row[x];
1229 if (color_in_range(color_key, src_color))
1230 src_color &= ~0xff000000;
1231 dst_row[x] = src_color;
1236 const struct wined3d_color_key_conversion * wined3d_format_get_color_key_conversion(
1237 const struct wined3d_texture *texture, BOOL need_alpha_ck)
1239 const struct wined3d_format *format = texture->resource.format;
1240 unsigned int i;
1242 static const struct
1244 enum wined3d_format_id src_format;
1245 struct wined3d_color_key_conversion conversion;
1247 color_key_info[] =
1249 {WINED3DFMT_B5G6R5_UNORM, {WINED3DFMT_B5G5R5A1_UNORM, convert_b5g6r5_unorm_b5g5r5a1_unorm_color_key }},
1250 {WINED3DFMT_B5G5R5X1_UNORM, {WINED3DFMT_B5G5R5A1_UNORM, convert_b5g5r5x1_unorm_b5g5r5a1_unorm_color_key }},
1251 {WINED3DFMT_B8G8R8_UNORM, {WINED3DFMT_B8G8R8A8_UNORM, convert_b8g8r8_unorm_b8g8r8a8_unorm_color_key }},
1252 {WINED3DFMT_B8G8R8X8_UNORM, {WINED3DFMT_B8G8R8A8_UNORM, convert_b8g8r8x8_unorm_b8g8r8a8_unorm_color_key }},
1253 {WINED3DFMT_B8G8R8A8_UNORM, {WINED3DFMT_B8G8R8A8_UNORM, convert_b8g8r8a8_unorm_b8g8r8a8_unorm_color_key }},
1256 if (need_alpha_ck && (texture->async.flags & WINED3D_TEXTURE_ASYNC_COLOR_KEY))
1258 for (i = 0; i < ARRAY_SIZE(color_key_info); ++i)
1260 if (color_key_info[i].src_format == format->id)
1261 return &color_key_info[i].conversion;
1264 FIXME("Color-keying not supported with format %s.\n", debug_d3dformat(format->id));
1267 return NULL;
1270 /* The following formats explicitly don't have WINED3DFMT_FLAG_TEXTURE set:
1272 * These are never supported on native.
1273 * WINED3DFMT_B8G8R8_UNORM
1274 * WINED3DFMT_B2G3R3_UNORM
1275 * WINED3DFMT_L4A4_UNORM
1276 * WINED3DFMT_S1_UINT_D15_UNORM
1277 * WINED3DFMT_S4X4_UINT_D24_UNORM
1279 * Only some Geforce/Voodoo3/G400 cards offer 8-bit textures in case of ddraw.
1280 * Since it is not widely available, don't offer it. Further no Windows driver
1281 * offers WINED3DFMT_P8_UINT_A8_NORM, so don't offer it either.
1282 * WINED3DFMT_P8_UINT
1283 * WINED3DFMT_P8_UINT_A8_UNORM
1285 * These formats seem to be similar to the HILO formats in
1286 * GL_NV_texture_shader. NVHU is said to be GL_UNSIGNED_HILO16,
1287 * NVHS GL_SIGNED_HILO16. Rumours say that D3D computes a 3rd channel
1288 * similarly to D3DFMT_CxV8U8 (So NVHS could be called D3DFMT_CxV16U16). ATI
1289 * refused to support formats which can easily be emulated with pixel shaders,
1290 * so applications have to deal with not having NVHS and NVHU.
1291 * WINED3DFMT_NVHU
1292 * WINED3DFMT_NVHS */
1293 static const struct wined3d_format_texture_info format_texture_info[] =
1295 /* format id gl_internal gl_srgb_internal gl_rt_internal
1296 gl_format gl_type conv_byte_count
1297 flags
1298 extension upload download */
1299 /* FourCC formats */
1300 /* GL_APPLE_ycbcr_422 claims that its '2YUV' format, which is supported via the UNSIGNED_SHORT_8_8_REV_APPLE type
1301 * is equivalent to 'UYVY' format on Windows, and the 'YUVS' via UNSIGNED_SHORT_8_8_APPLE equates to 'YUY2'. The
1302 * d3d9 test however shows that the opposite is true. Since the extension is from 2002, it predates the x86 based
1303 * Macs, so probably the endianness differs. This could be tested as soon as we have a Windows and MacOS on a big
1304 * endian machine
1306 {WINED3DFMT_UYVY, GL_RG8, GL_RG8, 0,
1307 GL_RG, GL_UNSIGNED_BYTE, 0,
1308 WINED3DFMT_FLAG_FILTERING,
1309 ARB_TEXTURE_RG, NULL},
1310 {WINED3DFMT_UYVY, GL_LUMINANCE8_ALPHA8, GL_LUMINANCE8_ALPHA8, 0,
1311 GL_LUMINANCE_ALPHA, GL_UNSIGNED_BYTE, 0,
1312 WINED3DFMT_FLAG_FILTERING,
1313 WINED3D_GL_LEGACY_CONTEXT, NULL},
1314 {WINED3DFMT_UYVY, GL_RGB, GL_RGB, 0,
1315 GL_YCBCR_422_APPLE, GL_UNSIGNED_SHORT_8_8_APPLE, 0,
1316 WINED3DFMT_FLAG_TEXTURE | WINED3DFMT_FLAG_FILTERING,
1317 APPLE_YCBCR_422, NULL},
1318 {WINED3DFMT_YUY2, GL_RG8, GL_RG8, 0,
1319 GL_RG, GL_UNSIGNED_BYTE, 0,
1320 WINED3DFMT_FLAG_FILTERING,
1321 ARB_TEXTURE_RG, NULL},
1322 {WINED3DFMT_YUY2, GL_LUMINANCE8_ALPHA8, GL_LUMINANCE8_ALPHA8, 0,
1323 GL_LUMINANCE_ALPHA, GL_UNSIGNED_BYTE, 0,
1324 WINED3DFMT_FLAG_FILTERING,
1325 WINED3D_GL_LEGACY_CONTEXT, NULL},
1326 {WINED3DFMT_YUY2, GL_RGB, GL_RGB, 0,
1327 GL_YCBCR_422_APPLE, GL_UNSIGNED_SHORT_8_8_REV_APPLE, 0,
1328 WINED3DFMT_FLAG_TEXTURE | WINED3DFMT_FLAG_FILTERING,
1329 APPLE_YCBCR_422, NULL},
1330 {WINED3DFMT_YV12, GL_R8, GL_R8, 0,
1331 GL_RED, GL_UNSIGNED_BYTE, 0,
1332 WINED3DFMT_FLAG_FILTERING,
1333 ARB_TEXTURE_RG, NULL},
1334 {WINED3DFMT_YV12, GL_ALPHA8, GL_ALPHA8, 0,
1335 GL_ALPHA, GL_UNSIGNED_BYTE, 0,
1336 WINED3DFMT_FLAG_FILTERING,
1337 WINED3D_GL_LEGACY_CONTEXT, NULL},
1338 {WINED3DFMT_NV12, GL_R8, GL_R8, 0,
1339 GL_RED, GL_UNSIGNED_BYTE, 0,
1340 WINED3DFMT_FLAG_FILTERING,
1341 ARB_TEXTURE_RG, NULL},
1342 {WINED3DFMT_NV12, GL_ALPHA8, GL_ALPHA8, 0,
1343 GL_ALPHA, GL_UNSIGNED_BYTE, 0,
1344 WINED3DFMT_FLAG_FILTERING,
1345 WINED3D_GL_LEGACY_CONTEXT, NULL},
1346 {WINED3DFMT_DXT1, GL_COMPRESSED_RGBA_S3TC_DXT1_EXT, GL_COMPRESSED_SRGB_ALPHA_S3TC_DXT1_EXT, 0,
1347 GL_RGBA, GL_UNSIGNED_BYTE, 0,
1348 WINED3DFMT_FLAG_TEXTURE | WINED3DFMT_FLAG_POSTPIXELSHADER_BLENDING | WINED3DFMT_FLAG_FILTERING
1349 | WINED3DFMT_FLAG_SRGB_READ,
1350 EXT_TEXTURE_COMPRESSION_S3TC, NULL},
1351 {WINED3DFMT_DXT2, GL_COMPRESSED_RGBA_S3TC_DXT3_EXT, GL_COMPRESSED_SRGB_ALPHA_S3TC_DXT3_EXT, 0,
1352 GL_RGBA, GL_UNSIGNED_BYTE, 0,
1353 WINED3DFMT_FLAG_TEXTURE | WINED3DFMT_FLAG_POSTPIXELSHADER_BLENDING | WINED3DFMT_FLAG_FILTERING
1354 | WINED3DFMT_FLAG_SRGB_READ,
1355 EXT_TEXTURE_COMPRESSION_S3TC, NULL},
1356 {WINED3DFMT_DXT3, GL_COMPRESSED_RGBA_S3TC_DXT3_EXT, GL_COMPRESSED_SRGB_ALPHA_S3TC_DXT3_EXT, 0,
1357 GL_RGBA, GL_UNSIGNED_BYTE, 0,
1358 WINED3DFMT_FLAG_TEXTURE | WINED3DFMT_FLAG_POSTPIXELSHADER_BLENDING | WINED3DFMT_FLAG_FILTERING
1359 | WINED3DFMT_FLAG_SRGB_READ,
1360 EXT_TEXTURE_COMPRESSION_S3TC, NULL},
1361 {WINED3DFMT_DXT4, GL_COMPRESSED_RGBA_S3TC_DXT5_EXT, GL_COMPRESSED_SRGB_ALPHA_S3TC_DXT5_EXT, 0,
1362 GL_RGBA, GL_UNSIGNED_BYTE, 0,
1363 WINED3DFMT_FLAG_TEXTURE | WINED3DFMT_FLAG_POSTPIXELSHADER_BLENDING | WINED3DFMT_FLAG_FILTERING
1364 | WINED3DFMT_FLAG_SRGB_READ,
1365 EXT_TEXTURE_COMPRESSION_S3TC, NULL},
1366 {WINED3DFMT_DXT5, GL_COMPRESSED_RGBA_S3TC_DXT5_EXT, GL_COMPRESSED_SRGB_ALPHA_S3TC_DXT5_EXT, 0,
1367 GL_RGBA, GL_UNSIGNED_BYTE, 0,
1368 WINED3DFMT_FLAG_TEXTURE | WINED3DFMT_FLAG_POSTPIXELSHADER_BLENDING | WINED3DFMT_FLAG_FILTERING
1369 | WINED3DFMT_FLAG_SRGB_READ,
1370 EXT_TEXTURE_COMPRESSION_S3TC, NULL},
1371 {WINED3DFMT_BC1_UNORM, GL_COMPRESSED_RGBA_S3TC_DXT1_EXT, GL_COMPRESSED_SRGB_ALPHA_S3TC_DXT1_EXT, 0,
1372 GL_RGBA, GL_UNSIGNED_BYTE, 0,
1373 WINED3DFMT_FLAG_TEXTURE | WINED3DFMT_FLAG_POSTPIXELSHADER_BLENDING | WINED3DFMT_FLAG_FILTERING,
1374 EXT_TEXTURE_COMPRESSION_S3TC, NULL},
1375 {WINED3DFMT_BC2_UNORM, GL_COMPRESSED_RGBA_S3TC_DXT3_EXT, GL_COMPRESSED_SRGB_ALPHA_S3TC_DXT3_EXT, 0,
1376 GL_RGBA, GL_UNSIGNED_BYTE, 0,
1377 WINED3DFMT_FLAG_TEXTURE | WINED3DFMT_FLAG_POSTPIXELSHADER_BLENDING | WINED3DFMT_FLAG_FILTERING,
1378 EXT_TEXTURE_COMPRESSION_S3TC, NULL},
1379 {WINED3DFMT_BC3_UNORM, GL_COMPRESSED_RGBA_S3TC_DXT5_EXT, GL_COMPRESSED_SRGB_ALPHA_S3TC_DXT5_EXT, 0,
1380 GL_RGBA, GL_UNSIGNED_BYTE, 0,
1381 WINED3DFMT_FLAG_TEXTURE | WINED3DFMT_FLAG_POSTPIXELSHADER_BLENDING | WINED3DFMT_FLAG_FILTERING,
1382 EXT_TEXTURE_COMPRESSION_S3TC, NULL},
1383 {WINED3DFMT_BC4_UNORM, GL_COMPRESSED_RED_RGTC1, GL_COMPRESSED_RED_RGTC1, 0,
1384 GL_RED, GL_UNSIGNED_BYTE, 0,
1385 WINED3DFMT_FLAG_TEXTURE | WINED3DFMT_FLAG_POSTPIXELSHADER_BLENDING | WINED3DFMT_FLAG_FILTERING,
1386 ARB_TEXTURE_COMPRESSION_RGTC, NULL},
1387 {WINED3DFMT_BC4_SNORM, GL_COMPRESSED_SIGNED_RED_RGTC1, GL_COMPRESSED_SIGNED_RED_RGTC1, 0,
1388 GL_RED, GL_UNSIGNED_BYTE, 0,
1389 WINED3DFMT_FLAG_TEXTURE | WINED3DFMT_FLAG_POSTPIXELSHADER_BLENDING | WINED3DFMT_FLAG_FILTERING,
1390 ARB_TEXTURE_COMPRESSION_RGTC, NULL},
1391 {WINED3DFMT_BC5_UNORM, GL_COMPRESSED_RG_RGTC2, GL_COMPRESSED_RG_RGTC2, 0,
1392 GL_RG, GL_UNSIGNED_BYTE, 0,
1393 WINED3DFMT_FLAG_TEXTURE | WINED3DFMT_FLAG_POSTPIXELSHADER_BLENDING | WINED3DFMT_FLAG_FILTERING,
1394 ARB_TEXTURE_COMPRESSION_RGTC, NULL},
1395 {WINED3DFMT_BC5_SNORM, GL_COMPRESSED_SIGNED_RG_RGTC2, GL_COMPRESSED_SIGNED_RG_RGTC2, 0,
1396 GL_RG, GL_UNSIGNED_BYTE, 0,
1397 WINED3DFMT_FLAG_TEXTURE | WINED3DFMT_FLAG_POSTPIXELSHADER_BLENDING | WINED3DFMT_FLAG_FILTERING,
1398 ARB_TEXTURE_COMPRESSION_RGTC, NULL},
1399 {WINED3DFMT_BC6H_UF16, GL_COMPRESSED_RGB_BPTC_UNSIGNED_FLOAT_ARB, GL_COMPRESSED_RGB_BPTC_UNSIGNED_FLOAT_ARB, 0,
1400 GL_RGB, GL_UNSIGNED_BYTE, 0,
1401 WINED3DFMT_FLAG_TEXTURE | WINED3DFMT_FLAG_POSTPIXELSHADER_BLENDING | WINED3DFMT_FLAG_FILTERING,
1402 ARB_TEXTURE_COMPRESSION_BPTC, NULL},
1403 {WINED3DFMT_BC6H_SF16, GL_COMPRESSED_RGB_BPTC_SIGNED_FLOAT_ARB, GL_COMPRESSED_RGB_BPTC_SIGNED_FLOAT_ARB, 0,
1404 GL_RGB, GL_UNSIGNED_BYTE, 0,
1405 WINED3DFMT_FLAG_TEXTURE | WINED3DFMT_FLAG_POSTPIXELSHADER_BLENDING | WINED3DFMT_FLAG_FILTERING,
1406 ARB_TEXTURE_COMPRESSION_BPTC, NULL},
1407 {WINED3DFMT_BC7_UNORM, GL_COMPRESSED_RGBA_BPTC_UNORM_ARB, GL_COMPRESSED_SRGB_ALPHA_BPTC_UNORM_ARB, 0,
1408 GL_RGBA, GL_UNSIGNED_BYTE, 0,
1409 WINED3DFMT_FLAG_TEXTURE | WINED3DFMT_FLAG_POSTPIXELSHADER_BLENDING | WINED3DFMT_FLAG_FILTERING,
1410 ARB_TEXTURE_COMPRESSION_BPTC, NULL},
1411 /* IEEE formats */
1412 {WINED3DFMT_R32_FLOAT, GL_RGB32F_ARB, GL_RGB32F_ARB, 0,
1413 GL_RED, GL_FLOAT, 0,
1414 WINED3DFMT_FLAG_TEXTURE | WINED3DFMT_FLAG_RENDERTARGET | WINED3DFMT_FLAG_VTF,
1415 ARB_TEXTURE_FLOAT, NULL},
1416 {WINED3DFMT_R32_FLOAT, GL_R32F, GL_R32F, 0,
1417 GL_RED, GL_FLOAT, 0,
1418 WINED3DFMT_FLAG_TEXTURE | WINED3DFMT_FLAG_RENDERTARGET | WINED3DFMT_FLAG_VTF,
1419 ARB_TEXTURE_RG, NULL},
1420 {WINED3DFMT_R32G32_FLOAT, GL_RGB32F_ARB, GL_RGB32F_ARB, 0,
1421 GL_RGB, GL_FLOAT, 12,
1422 WINED3DFMT_FLAG_TEXTURE | WINED3DFMT_FLAG_RENDERTARGET | WINED3DFMT_FLAG_VTF,
1423 ARB_TEXTURE_FLOAT, convert_r32g32_float},
1424 {WINED3DFMT_R32G32_FLOAT, GL_RG32F, GL_RG32F, 0,
1425 GL_RG, GL_FLOAT, 0,
1426 WINED3DFMT_FLAG_TEXTURE | WINED3DFMT_FLAG_RENDERTARGET | WINED3DFMT_FLAG_VTF,
1427 ARB_TEXTURE_RG, NULL},
1428 {WINED3DFMT_R32G32B32_FLOAT, GL_RGB32F, GL_RGB32F, 0,
1429 GL_RGB, GL_FLOAT, 0,
1430 WINED3DFMT_FLAG_TEXTURE | WINED3DFMT_FLAG_RENDERTARGET,
1431 ARB_TEXTURE_FLOAT, NULL},
1432 {WINED3DFMT_R32G32B32A32_FLOAT, GL_RGBA32F_ARB, GL_RGBA32F_ARB, 0,
1433 GL_RGBA, GL_FLOAT, 0,
1434 WINED3DFMT_FLAG_TEXTURE | WINED3DFMT_FLAG_RENDERTARGET | WINED3DFMT_FLAG_VTF,
1435 ARB_TEXTURE_FLOAT, NULL},
1436 /* Float */
1437 {WINED3DFMT_R16_FLOAT, GL_RGB16F_ARB, GL_RGB16F_ARB, 0,
1438 GL_RED, GL_HALF_FLOAT_ARB, 0,
1439 WINED3DFMT_FLAG_TEXTURE | WINED3DFMT_FLAG_RENDERTARGET | WINED3DFMT_FLAG_VTF,
1440 ARB_TEXTURE_FLOAT, NULL},
1441 {WINED3DFMT_R16_FLOAT, GL_R16F, GL_R16F, 0,
1442 GL_RED, GL_HALF_FLOAT_ARB, 0,
1443 WINED3DFMT_FLAG_TEXTURE | WINED3DFMT_FLAG_RENDERTARGET | WINED3DFMT_FLAG_VTF,
1444 ARB_TEXTURE_RG, NULL},
1445 {WINED3DFMT_R16G16_FLOAT, GL_RGB16F_ARB, GL_RGB16F_ARB, 0,
1446 GL_RGB, GL_HALF_FLOAT_ARB, 6,
1447 WINED3DFMT_FLAG_TEXTURE | WINED3DFMT_FLAG_RENDERTARGET | WINED3DFMT_FLAG_VTF,
1448 ARB_TEXTURE_FLOAT, convert_r16g16},
1449 {WINED3DFMT_R16G16_FLOAT, GL_RG16F, GL_RG16F, 0,
1450 GL_RG, GL_HALF_FLOAT_ARB, 0,
1451 WINED3DFMT_FLAG_TEXTURE | WINED3DFMT_FLAG_RENDERTARGET | WINED3DFMT_FLAG_VTF,
1452 ARB_TEXTURE_RG, NULL},
1453 {WINED3DFMT_R16G16B16A16_FLOAT, GL_RGBA16F_ARB, GL_RGBA16F_ARB, 0,
1454 GL_RGBA, GL_HALF_FLOAT_ARB, 0,
1455 WINED3DFMT_FLAG_TEXTURE | WINED3DFMT_FLAG_POSTPIXELSHADER_BLENDING | WINED3DFMT_FLAG_RENDERTARGET
1456 | WINED3DFMT_FLAG_VTF,
1457 ARB_TEXTURE_FLOAT, NULL},
1458 {WINED3DFMT_R11G11B10_FLOAT, GL_R11F_G11F_B10F, GL_R11F_G11F_B10F, 0,
1459 GL_RGB, GL_UNSIGNED_INT_10F_11F_11F_REV, 0,
1460 WINED3DFMT_FLAG_TEXTURE | WINED3DFMT_FLAG_POSTPIXELSHADER_BLENDING | WINED3DFMT_FLAG_RENDERTARGET,
1461 EXT_PACKED_FLOAT},
1462 /* Palettized formats */
1463 {WINED3DFMT_P8_UINT, GL_R8, GL_R8, 0,
1464 GL_RED, GL_UNSIGNED_BYTE, 0,
1466 ARB_TEXTURE_RG, NULL},
1467 {WINED3DFMT_P8_UINT, GL_ALPHA8, GL_ALPHA8, 0,
1468 GL_ALPHA, GL_UNSIGNED_BYTE, 0,
1470 WINED3D_GL_LEGACY_CONTEXT, NULL},
1471 /* Standard ARGB formats */
1472 {WINED3DFMT_B8G8R8_UNORM, GL_RGB8, GL_RGB8, 0,
1473 GL_BGR, GL_UNSIGNED_BYTE, 0,
1474 WINED3DFMT_FLAG_POSTPIXELSHADER_BLENDING | WINED3DFMT_FLAG_FILTERING | WINED3DFMT_FLAG_RENDERTARGET,
1475 WINED3D_GL_EXT_NONE, NULL},
1476 {WINED3DFMT_B8G8R8A8_UNORM, GL_RGBA8, GL_SRGB8_ALPHA8_EXT, 0,
1477 GL_BGRA, GL_UNSIGNED_INT_8_8_8_8_REV, 0,
1478 WINED3DFMT_FLAG_TEXTURE | WINED3DFMT_FLAG_POSTPIXELSHADER_BLENDING | WINED3DFMT_FLAG_FILTERING
1479 | WINED3DFMT_FLAG_RENDERTARGET | WINED3DFMT_FLAG_SRGB_READ | WINED3DFMT_FLAG_SRGB_WRITE
1480 | WINED3DFMT_FLAG_VTF,
1481 WINED3D_GL_EXT_NONE, NULL},
1482 {WINED3DFMT_B8G8R8X8_UNORM, GL_RGB8, GL_SRGB8_EXT, 0,
1483 GL_BGRA, GL_UNSIGNED_INT_8_8_8_8_REV, 0,
1484 WINED3DFMT_FLAG_TEXTURE | WINED3DFMT_FLAG_POSTPIXELSHADER_BLENDING | WINED3DFMT_FLAG_FILTERING
1485 | WINED3DFMT_FLAG_RENDERTARGET | WINED3DFMT_FLAG_SRGB_READ | WINED3DFMT_FLAG_SRGB_WRITE,
1486 WINED3D_GL_EXT_NONE, NULL},
1487 {WINED3DFMT_B5G6R5_UNORM, GL_RGB5, GL_RGB5, GL_RGB8,
1488 GL_RGB, GL_UNSIGNED_SHORT_5_6_5, 0,
1489 WINED3DFMT_FLAG_TEXTURE | WINED3DFMT_FLAG_POSTPIXELSHADER_BLENDING | WINED3DFMT_FLAG_FILTERING
1490 | WINED3DFMT_FLAG_RENDERTARGET,
1491 WINED3D_GL_EXT_NONE, NULL},
1492 {WINED3DFMT_B5G6R5_UNORM, GL_RGB565, GL_RGB565, GL_RGB8,
1493 GL_RGB, GL_UNSIGNED_SHORT_5_6_5, 0,
1494 WINED3DFMT_FLAG_TEXTURE | WINED3DFMT_FLAG_POSTPIXELSHADER_BLENDING | WINED3DFMT_FLAG_FILTERING
1495 | WINED3DFMT_FLAG_RENDERTARGET,
1496 ARB_ES2_COMPATIBILITY, NULL},
1497 {WINED3DFMT_B5G5R5X1_UNORM, GL_RGB5, GL_RGB5, 0,
1498 GL_BGRA, GL_UNSIGNED_SHORT_1_5_5_5_REV, 0,
1499 WINED3DFMT_FLAG_TEXTURE | WINED3DFMT_FLAG_POSTPIXELSHADER_BLENDING | WINED3DFMT_FLAG_FILTERING
1500 | WINED3DFMT_FLAG_RENDERTARGET,
1501 WINED3D_GL_EXT_NONE, NULL},
1502 {WINED3DFMT_B5G5R5A1_UNORM, GL_RGB5_A1, GL_RGB5_A1, 0,
1503 GL_BGRA, GL_UNSIGNED_SHORT_1_5_5_5_REV, 0,
1504 WINED3DFMT_FLAG_TEXTURE | WINED3DFMT_FLAG_POSTPIXELSHADER_BLENDING | WINED3DFMT_FLAG_FILTERING,
1505 WINED3D_GL_EXT_NONE, NULL},
1506 {WINED3DFMT_B4G4R4A4_UNORM, GL_RGBA4, GL_SRGB8_ALPHA8_EXT, 0,
1507 GL_BGRA, GL_UNSIGNED_SHORT_4_4_4_4_REV, 0,
1508 WINED3DFMT_FLAG_TEXTURE | WINED3DFMT_FLAG_POSTPIXELSHADER_BLENDING | WINED3DFMT_FLAG_FILTERING
1509 | WINED3DFMT_FLAG_SRGB_READ,
1510 WINED3D_GL_EXT_NONE, NULL},
1511 {WINED3DFMT_B2G3R3_UNORM, GL_R3_G3_B2, GL_R3_G3_B2, 0,
1512 GL_RGB, GL_UNSIGNED_BYTE_3_3_2, 0,
1513 WINED3DFMT_FLAG_POSTPIXELSHADER_BLENDING | WINED3DFMT_FLAG_FILTERING,
1514 WINED3D_GL_EXT_NONE, NULL},
1515 {WINED3DFMT_R8_UNORM, GL_R8, GL_R8, 0,
1516 GL_RED, GL_UNSIGNED_BYTE, 0,
1517 WINED3DFMT_FLAG_TEXTURE | WINED3DFMT_FLAG_POSTPIXELSHADER_BLENDING | WINED3DFMT_FLAG_FILTERING
1518 | WINED3DFMT_FLAG_RENDERTARGET | WINED3DFMT_FLAG_VTF,
1519 ARB_TEXTURE_RG, NULL},
1520 {WINED3DFMT_A8_UNORM, GL_R8, GL_R8, 0,
1521 GL_RED, GL_UNSIGNED_BYTE, 0,
1522 WINED3DFMT_FLAG_TEXTURE | WINED3DFMT_FLAG_POSTPIXELSHADER_BLENDING | WINED3DFMT_FLAG_FILTERING,
1523 ARB_TEXTURE_RG, NULL},
1524 {WINED3DFMT_A8_UNORM, GL_ALPHA8, GL_ALPHA8, 0,
1525 GL_ALPHA, GL_UNSIGNED_BYTE, 0,
1526 WINED3DFMT_FLAG_TEXTURE | WINED3DFMT_FLAG_POSTPIXELSHADER_BLENDING | WINED3DFMT_FLAG_FILTERING
1527 | WINED3DFMT_FLAG_RENDERTARGET,
1528 WINED3D_GL_LEGACY_CONTEXT, NULL},
1529 {WINED3DFMT_B4G4R4X4_UNORM, GL_RGB4, GL_RGB4, 0,
1530 GL_BGRA, GL_UNSIGNED_SHORT_4_4_4_4_REV, 0,
1531 WINED3DFMT_FLAG_TEXTURE | WINED3DFMT_FLAG_POSTPIXELSHADER_BLENDING | WINED3DFMT_FLAG_FILTERING,
1532 WINED3D_GL_EXT_NONE, NULL},
1533 {WINED3DFMT_R10G10B10A2_UNORM, GL_RGB10_A2, GL_RGB10_A2, 0,
1534 GL_RGBA, GL_UNSIGNED_INT_2_10_10_10_REV, 0,
1535 WINED3DFMT_FLAG_TEXTURE | WINED3DFMT_FLAG_POSTPIXELSHADER_BLENDING | WINED3DFMT_FLAG_FILTERING
1536 | WINED3DFMT_FLAG_RENDERTARGET,
1537 WINED3D_GL_EXT_NONE, NULL},
1538 {WINED3DFMT_R8G8B8A8_UNORM, GL_RGBA8, GL_SRGB8_ALPHA8_EXT, 0,
1539 GL_RGBA, GL_UNSIGNED_INT_8_8_8_8_REV, 0,
1540 WINED3DFMT_FLAG_TEXTURE | WINED3DFMT_FLAG_POSTPIXELSHADER_BLENDING | WINED3DFMT_FLAG_FILTERING
1541 | WINED3DFMT_FLAG_RENDERTARGET | WINED3DFMT_FLAG_SRGB_READ | WINED3DFMT_FLAG_SRGB_WRITE
1542 | WINED3DFMT_FLAG_VTF,
1543 WINED3D_GL_EXT_NONE, NULL},
1544 {WINED3DFMT_R8G8B8A8_UINT, GL_RGBA8UI, GL_RGBA8UI, 0,
1545 GL_RGBA_INTEGER, GL_UNSIGNED_INT_8_8_8_8_REV, 0,
1546 WINED3DFMT_FLAG_TEXTURE | WINED3DFMT_FLAG_RENDERTARGET,
1547 ARB_TEXTURE_RGB10_A2UI, NULL},
1548 {WINED3DFMT_R8G8B8A8_SINT, GL_RGBA8I, GL_RGBA8I, 0,
1549 GL_RGBA_INTEGER, GL_BYTE, 0,
1550 WINED3DFMT_FLAG_TEXTURE | WINED3DFMT_FLAG_RENDERTARGET,
1551 EXT_TEXTURE_INTEGER, NULL},
1552 {WINED3DFMT_R8G8B8X8_UNORM, GL_RGB8, GL_RGB8, 0,
1553 GL_RGBA, GL_UNSIGNED_INT_8_8_8_8_REV, 0,
1554 WINED3DFMT_FLAG_TEXTURE | WINED3DFMT_FLAG_POSTPIXELSHADER_BLENDING | WINED3DFMT_FLAG_FILTERING,
1555 WINED3D_GL_EXT_NONE, NULL},
1556 {WINED3DFMT_R16G16_UNORM, GL_RGB16, GL_RGB16, GL_RGBA16,
1557 GL_RGB, GL_UNSIGNED_SHORT, 6,
1558 WINED3DFMT_FLAG_TEXTURE | WINED3DFMT_FLAG_POSTPIXELSHADER_BLENDING | WINED3DFMT_FLAG_FILTERING,
1559 WINED3D_GL_EXT_NONE, convert_r16g16},
1560 {WINED3DFMT_R16G16_UNORM, GL_RG16, GL_RG16, 0,
1561 GL_RG, GL_UNSIGNED_SHORT, 0,
1562 WINED3DFMT_FLAG_TEXTURE | WINED3DFMT_FLAG_POSTPIXELSHADER_BLENDING | WINED3DFMT_FLAG_FILTERING
1563 | WINED3DFMT_FLAG_RENDERTARGET,
1564 ARB_TEXTURE_RG, NULL},
1565 {WINED3DFMT_B10G10R10A2_UNORM, GL_RGB10_A2, GL_RGB10_A2, 0,
1566 GL_BGRA, GL_UNSIGNED_INT_2_10_10_10_REV, 0,
1567 WINED3DFMT_FLAG_TEXTURE | WINED3DFMT_FLAG_POSTPIXELSHADER_BLENDING | WINED3DFMT_FLAG_FILTERING
1568 | WINED3DFMT_FLAG_RENDERTARGET,
1569 WINED3D_GL_EXT_NONE, NULL},
1570 {WINED3DFMT_R16G16B16A16_UNORM, GL_RGBA16, GL_RGBA16, 0,
1571 GL_RGBA, GL_UNSIGNED_SHORT, 0,
1572 WINED3DFMT_FLAG_TEXTURE | WINED3DFMT_FLAG_POSTPIXELSHADER_BLENDING | WINED3DFMT_FLAG_FILTERING
1573 | WINED3DFMT_FLAG_RENDERTARGET,
1574 WINED3D_GL_EXT_NONE, NULL},
1575 {WINED3DFMT_R8G8_UNORM, GL_RG8, GL_RG8, 0,
1576 GL_RG, GL_UNSIGNED_BYTE, 0,
1577 WINED3DFMT_FLAG_TEXTURE | WINED3DFMT_FLAG_POSTPIXELSHADER_BLENDING | WINED3DFMT_FLAG_FILTERING
1578 | WINED3DFMT_FLAG_RENDERTARGET,
1579 ARB_TEXTURE_RG, NULL},
1580 {WINED3DFMT_R8G8_UINT, GL_RG8UI, GL_RG8UI, 0,
1581 GL_RG_INTEGER, GL_UNSIGNED_BYTE, 0,
1582 WINED3DFMT_FLAG_TEXTURE | WINED3DFMT_FLAG_RENDERTARGET,
1583 ARB_TEXTURE_RG, NULL},
1584 {WINED3DFMT_R8G8_SINT, GL_RG8I, GL_RG8I, 0,
1585 GL_RG_INTEGER, GL_BYTE, 0,
1586 WINED3DFMT_FLAG_TEXTURE | WINED3DFMT_FLAG_RENDERTARGET,
1587 ARB_TEXTURE_RG, NULL},
1588 {WINED3DFMT_R16G16B16A16_UINT, GL_RGBA16UI, GL_RGBA16UI, 0,
1589 GL_RGBA_INTEGER, GL_UNSIGNED_SHORT, 0,
1590 WINED3DFMT_FLAG_TEXTURE | WINED3DFMT_FLAG_RENDERTARGET,
1591 EXT_TEXTURE_INTEGER, NULL},
1592 {WINED3DFMT_R16G16B16A16_SINT, GL_RGBA16I, GL_RGBA16I, 0,
1593 GL_RGBA_INTEGER, GL_SHORT, 0,
1594 WINED3DFMT_FLAG_TEXTURE | WINED3DFMT_FLAG_RENDERTARGET,
1595 EXT_TEXTURE_INTEGER, NULL},
1596 {WINED3DFMT_R32G32_UINT, GL_RG32UI, GL_RG32UI, 0,
1597 GL_RG_INTEGER, GL_UNSIGNED_INT, 0,
1598 WINED3DFMT_FLAG_TEXTURE | WINED3DFMT_FLAG_RENDERTARGET,
1599 ARB_TEXTURE_RG, NULL},
1600 {WINED3DFMT_R32G32_SINT, GL_RG32I, GL_RG32I, 0,
1601 GL_RG_INTEGER, GL_INT, 0,
1602 WINED3DFMT_FLAG_TEXTURE | WINED3DFMT_FLAG_RENDERTARGET,
1603 ARB_TEXTURE_RG, NULL},
1604 {WINED3DFMT_R16G16_UINT, GL_RG16UI, GL_RG16UI, 0,
1605 GL_RG_INTEGER, GL_UNSIGNED_SHORT, 0,
1606 WINED3DFMT_FLAG_TEXTURE | WINED3DFMT_FLAG_RENDERTARGET,
1607 ARB_TEXTURE_RG, NULL},
1608 {WINED3DFMT_R16G16_SINT, GL_RG16I, GL_RG16I, 0,
1609 GL_RG_INTEGER, GL_SHORT, 0,
1610 WINED3DFMT_FLAG_TEXTURE | WINED3DFMT_FLAG_RENDERTARGET,
1611 ARB_TEXTURE_RG, NULL},
1612 {WINED3DFMT_R32_UINT, GL_R32UI, GL_R32UI, 0,
1613 GL_RED_INTEGER, GL_UNSIGNED_INT, 0,
1614 WINED3DFMT_FLAG_TEXTURE | WINED3DFMT_FLAG_RENDERTARGET,
1615 ARB_TEXTURE_RG, NULL},
1616 {WINED3DFMT_R32_SINT, GL_R32I, GL_R32I, 0,
1617 GL_RED_INTEGER, GL_INT, 0,
1618 WINED3DFMT_FLAG_TEXTURE | WINED3DFMT_FLAG_RENDERTARGET,
1619 ARB_TEXTURE_RG, NULL},
1620 {WINED3DFMT_R16_UNORM, GL_R16, GL_R16, 0,
1621 GL_RED, GL_UNSIGNED_SHORT, 0,
1622 WINED3DFMT_FLAG_TEXTURE | WINED3DFMT_FLAG_POSTPIXELSHADER_BLENDING | WINED3DFMT_FLAG_FILTERING
1623 | WINED3DFMT_FLAG_RENDERTARGET,
1624 ARB_TEXTURE_RG, NULL},
1625 {WINED3DFMT_R16_UINT, GL_R16UI, GL_R16UI, 0,
1626 GL_RED_INTEGER, GL_UNSIGNED_SHORT, 0,
1627 WINED3DFMT_FLAG_TEXTURE | WINED3DFMT_FLAG_RENDERTARGET,
1628 ARB_TEXTURE_RG, NULL},
1629 {WINED3DFMT_R16_SINT, GL_R16I, GL_R16I, 0,
1630 GL_RED_INTEGER, GL_SHORT, 0,
1631 WINED3DFMT_FLAG_TEXTURE | WINED3DFMT_FLAG_RENDERTARGET,
1632 ARB_TEXTURE_RG, NULL},
1633 {WINED3DFMT_R8_UINT, GL_R8UI, GL_R8UI, 0,
1634 GL_RED_INTEGER, GL_UNSIGNED_BYTE, 0,
1635 WINED3DFMT_FLAG_TEXTURE | WINED3DFMT_FLAG_RENDERTARGET,
1636 ARB_TEXTURE_RG, NULL},
1637 {WINED3DFMT_R8_SINT, GL_R8I, GL_R8I, 0,
1638 GL_RED_INTEGER, GL_BYTE, 0,
1639 WINED3DFMT_FLAG_TEXTURE | WINED3DFMT_FLAG_RENDERTARGET,
1640 ARB_TEXTURE_RG, NULL},
1641 /* Luminance */
1642 {WINED3DFMT_L8_UNORM, GL_LUMINANCE8, GL_SLUMINANCE8_EXT, 0,
1643 GL_LUMINANCE, GL_UNSIGNED_BYTE, 0,
1644 WINED3DFMT_FLAG_TEXTURE | WINED3DFMT_FLAG_POSTPIXELSHADER_BLENDING | WINED3DFMT_FLAG_FILTERING
1645 | WINED3DFMT_FLAG_SRGB_READ,
1646 WINED3D_GL_LEGACY_CONTEXT, NULL},
1647 {WINED3DFMT_L8_UNORM, GL_R8, GL_R8, 0,
1648 GL_RED, GL_UNSIGNED_BYTE, 0,
1649 WINED3DFMT_FLAG_TEXTURE | WINED3DFMT_FLAG_POSTPIXELSHADER_BLENDING | WINED3DFMT_FLAG_FILTERING
1650 | WINED3DFMT_FLAG_RENDERTARGET,
1651 ARB_TEXTURE_RG, NULL},
1652 {WINED3DFMT_L8A8_UNORM, GL_RG8, GL_RG8, 0,
1653 GL_RG, GL_UNSIGNED_BYTE, 0,
1654 WINED3DFMT_FLAG_TEXTURE | WINED3DFMT_FLAG_POSTPIXELSHADER_BLENDING | WINED3DFMT_FLAG_FILTERING,
1655 ARB_TEXTURE_RG, NULL},
1656 {WINED3DFMT_L8A8_UNORM, GL_LUMINANCE8_ALPHA8, GL_SLUMINANCE8_ALPHA8_EXT, 0,
1657 GL_LUMINANCE_ALPHA, GL_UNSIGNED_BYTE, 0,
1658 WINED3DFMT_FLAG_TEXTURE | WINED3DFMT_FLAG_POSTPIXELSHADER_BLENDING | WINED3DFMT_FLAG_FILTERING
1659 | WINED3DFMT_FLAG_SRGB_READ,
1660 WINED3D_GL_LEGACY_CONTEXT, NULL},
1661 {WINED3DFMT_L4A4_UNORM, GL_RG8, GL_RG8, 0,
1662 GL_RG, GL_UNSIGNED_BYTE, 2,
1663 WINED3DFMT_FLAG_FILTERING,
1664 ARB_TEXTURE_RG, convert_l4a4_unorm},
1665 {WINED3DFMT_L4A4_UNORM, GL_LUMINANCE4_ALPHA4, GL_LUMINANCE4_ALPHA4, 0,
1666 GL_LUMINANCE_ALPHA, GL_UNSIGNED_BYTE, 2,
1667 WINED3DFMT_FLAG_FILTERING,
1668 WINED3D_GL_LEGACY_CONTEXT, convert_l4a4_unorm},
1669 {WINED3DFMT_L16_UNORM, GL_R16, GL_R16, 0,
1670 GL_RED, GL_UNSIGNED_SHORT, 0,
1671 WINED3DFMT_FLAG_TEXTURE | WINED3DFMT_FLAG_POSTPIXELSHADER_BLENDING | WINED3DFMT_FLAG_FILTERING,
1672 ARB_TEXTURE_RG, NULL},
1673 {WINED3DFMT_L16_UNORM, GL_LUMINANCE16, GL_LUMINANCE16, 0,
1674 GL_LUMINANCE, GL_UNSIGNED_SHORT, 0,
1675 WINED3DFMT_FLAG_TEXTURE | WINED3DFMT_FLAG_POSTPIXELSHADER_BLENDING | WINED3DFMT_FLAG_FILTERING,
1676 WINED3D_GL_LEGACY_CONTEXT, NULL},
1677 /* Bump mapping stuff */
1678 {WINED3DFMT_R8G8_SNORM, GL_RGB8, GL_RGB8, 0,
1679 GL_BGR, GL_UNSIGNED_BYTE, 3,
1680 WINED3DFMT_FLAG_TEXTURE | WINED3DFMT_FLAG_POSTPIXELSHADER_BLENDING | WINED3DFMT_FLAG_FILTERING
1681 | WINED3DFMT_FLAG_BUMPMAP,
1682 WINED3D_GL_EXT_NONE, convert_r8g8_snorm},
1683 {WINED3DFMT_R8G8_SNORM, GL_DSDT8_NV, GL_DSDT8_NV, 0,
1684 GL_DSDT_NV, GL_BYTE, 0,
1685 WINED3DFMT_FLAG_TEXTURE | WINED3DFMT_FLAG_POSTPIXELSHADER_BLENDING | WINED3DFMT_FLAG_FILTERING
1686 | WINED3DFMT_FLAG_BUMPMAP,
1687 NV_TEXTURE_SHADER, NULL},
1688 {WINED3DFMT_R8G8_SNORM, GL_RG8_SNORM, GL_RG8_SNORM, 0,
1689 GL_RG, GL_BYTE, 0,
1690 WINED3DFMT_FLAG_TEXTURE | WINED3DFMT_FLAG_POSTPIXELSHADER_BLENDING | WINED3DFMT_FLAG_FILTERING
1691 | WINED3DFMT_FLAG_RENDERTARGET | WINED3DFMT_FLAG_BUMPMAP,
1692 EXT_TEXTURE_SNORM, NULL},
1693 {WINED3DFMT_R5G5_SNORM_L6_UNORM, GL_RGB5, GL_RGB5, 0,
1694 GL_RGB, GL_UNSIGNED_SHORT_5_6_5, 2,
1695 WINED3DFMT_FLAG_TEXTURE | WINED3DFMT_FLAG_POSTPIXELSHADER_BLENDING | WINED3DFMT_FLAG_FILTERING
1696 | WINED3DFMT_FLAG_BUMPMAP,
1697 WINED3D_GL_EXT_NONE, convert_r5g5_snorm_l6_unorm},
1698 {WINED3DFMT_R5G5_SNORM_L6_UNORM, GL_DSDT8_MAG8_NV, GL_DSDT8_MAG8_NV, 0,
1699 GL_DSDT_MAG_NV, GL_BYTE, 3,
1700 WINED3DFMT_FLAG_TEXTURE | WINED3DFMT_FLAG_POSTPIXELSHADER_BLENDING | WINED3DFMT_FLAG_FILTERING
1701 | WINED3DFMT_FLAG_BUMPMAP,
1702 NV_TEXTURE_SHADER, convert_r5g5_snorm_l6_unorm_nv},
1703 {WINED3DFMT_R5G5_SNORM_L6_UNORM, GL_RGB8_SNORM, GL_RGB8_SNORM, 0,
1704 GL_RGBA, GL_BYTE, 4,
1705 WINED3DFMT_FLAG_TEXTURE | WINED3DFMT_FLAG_POSTPIXELSHADER_BLENDING | WINED3DFMT_FLAG_FILTERING
1706 | WINED3DFMT_FLAG_BUMPMAP,
1707 EXT_TEXTURE_SNORM, convert_r5g5_snorm_l6_unorm_ext},
1708 {WINED3DFMT_R8G8_SNORM_L8X8_UNORM, GL_RGB8, GL_RGB8, 0,
1709 GL_BGRA, GL_UNSIGNED_INT_8_8_8_8_REV, 4,
1710 WINED3DFMT_FLAG_TEXTURE | WINED3DFMT_FLAG_POSTPIXELSHADER_BLENDING | WINED3DFMT_FLAG_FILTERING
1711 | WINED3DFMT_FLAG_BUMPMAP,
1712 WINED3D_GL_EXT_NONE, convert_r8g8_snorm_l8x8_unorm},
1713 {WINED3DFMT_R8G8_SNORM_L8X8_UNORM, GL_DSDT8_MAG8_INTENSITY8_NV, GL_DSDT8_MAG8_INTENSITY8_NV, 0,
1714 GL_DSDT_MAG_VIB_NV, GL_UNSIGNED_INT_8_8_S8_S8_REV_NV, 4,
1715 WINED3DFMT_FLAG_TEXTURE | WINED3DFMT_FLAG_POSTPIXELSHADER_BLENDING | WINED3DFMT_FLAG_FILTERING
1716 | WINED3DFMT_FLAG_BUMPMAP,
1717 NV_TEXTURE_SHADER, convert_r8g8_snorm_l8x8_unorm_nv},
1718 {WINED3DFMT_R8G8B8A8_SNORM, GL_RGBA8, GL_RGBA8, 0,
1719 GL_BGRA, GL_UNSIGNED_BYTE, 4,
1720 WINED3DFMT_FLAG_TEXTURE | WINED3DFMT_FLAG_POSTPIXELSHADER_BLENDING | WINED3DFMT_FLAG_FILTERING
1721 | WINED3DFMT_FLAG_BUMPMAP,
1722 WINED3D_GL_EXT_NONE, convert_r8g8b8a8_snorm},
1723 {WINED3DFMT_R8G8B8A8_SNORM, GL_SIGNED_RGBA8_NV, GL_SIGNED_RGBA8_NV, 0,
1724 GL_RGBA, GL_BYTE, 0,
1725 WINED3DFMT_FLAG_TEXTURE | WINED3DFMT_FLAG_POSTPIXELSHADER_BLENDING | WINED3DFMT_FLAG_FILTERING
1726 | WINED3DFMT_FLAG_BUMPMAP,
1727 NV_TEXTURE_SHADER, NULL},
1728 {WINED3DFMT_R8G8B8A8_SNORM, GL_RGBA8_SNORM, GL_RGBA8_SNORM, 0,
1729 GL_RGBA, GL_BYTE, 0,
1730 WINED3DFMT_FLAG_TEXTURE | WINED3DFMT_FLAG_POSTPIXELSHADER_BLENDING | WINED3DFMT_FLAG_FILTERING
1731 | WINED3DFMT_FLAG_RENDERTARGET | WINED3DFMT_FLAG_BUMPMAP,
1732 EXT_TEXTURE_SNORM, NULL},
1733 {WINED3DFMT_R16G16_SNORM, GL_RGB16, GL_RGB16, 0,
1734 GL_BGR, GL_UNSIGNED_SHORT, 6,
1735 WINED3DFMT_FLAG_TEXTURE | WINED3DFMT_FLAG_POSTPIXELSHADER_BLENDING | WINED3DFMT_FLAG_FILTERING
1736 | WINED3DFMT_FLAG_BUMPMAP,
1737 WINED3D_GL_EXT_NONE, convert_r16g16_snorm},
1738 {WINED3DFMT_R16G16_SNORM, GL_SIGNED_HILO16_NV, GL_SIGNED_HILO16_NV, 0,
1739 GL_HILO_NV, GL_SHORT, 0,
1740 WINED3DFMT_FLAG_TEXTURE | WINED3DFMT_FLAG_POSTPIXELSHADER_BLENDING | WINED3DFMT_FLAG_FILTERING
1741 | WINED3DFMT_FLAG_BUMPMAP,
1742 NV_TEXTURE_SHADER, NULL},
1743 {WINED3DFMT_R16G16_SNORM, GL_RG16_SNORM, GL_RG16_SNORM, 0,
1744 GL_RG, GL_SHORT, 0,
1745 WINED3DFMT_FLAG_TEXTURE | WINED3DFMT_FLAG_POSTPIXELSHADER_BLENDING | WINED3DFMT_FLAG_FILTERING
1746 | WINED3DFMT_FLAG_RENDERTARGET | WINED3DFMT_FLAG_BUMPMAP,
1747 EXT_TEXTURE_SNORM, NULL},
1748 {WINED3DFMT_R16G16B16A16_SNORM, GL_RGBA16_SNORM, GL_RGBA16_SNORM, 0,
1749 GL_RGBA, GL_SHORT, 0,
1750 WINED3DFMT_FLAG_TEXTURE | WINED3DFMT_FLAG_POSTPIXELSHADER_BLENDING | WINED3DFMT_FLAG_FILTERING
1751 | WINED3DFMT_FLAG_RENDERTARGET,
1752 EXT_TEXTURE_SNORM, NULL},
1753 {WINED3DFMT_R16_SNORM, GL_R16_SNORM, GL_R16_SNORM, 0,
1754 GL_RED, GL_SHORT, 0,
1755 WINED3DFMT_FLAG_TEXTURE | WINED3DFMT_FLAG_POSTPIXELSHADER_BLENDING | WINED3DFMT_FLAG_FILTERING
1756 | WINED3DFMT_FLAG_RENDERTARGET,
1757 EXT_TEXTURE_SNORM, NULL},
1758 {WINED3DFMT_R8_SNORM, GL_R8_SNORM, GL_R8_SNORM, 0,
1759 GL_RED, GL_BYTE, 0,
1760 WINED3DFMT_FLAG_TEXTURE | WINED3DFMT_FLAG_POSTPIXELSHADER_BLENDING | WINED3DFMT_FLAG_FILTERING
1761 | WINED3DFMT_FLAG_RENDERTARGET,
1762 EXT_TEXTURE_SNORM, NULL},
1763 /* Depth stencil formats */
1764 {WINED3DFMT_D16_LOCKABLE, GL_DEPTH_COMPONENT, GL_DEPTH_COMPONENT, 0,
1765 GL_DEPTH_COMPONENT, GL_UNSIGNED_SHORT, 0,
1766 WINED3DFMT_FLAG_DEPTH,
1767 WINED3D_GL_EXT_NONE, NULL},
1768 {WINED3DFMT_D16_LOCKABLE, GL_DEPTH_COMPONENT16, GL_DEPTH_COMPONENT16, 0,
1769 GL_DEPTH_COMPONENT, GL_UNSIGNED_SHORT, 0,
1770 WINED3DFMT_FLAG_TEXTURE | WINED3DFMT_FLAG_DEPTH | WINED3DFMT_FLAG_SHADOW,
1771 ARB_DEPTH_TEXTURE, NULL},
1772 {WINED3DFMT_D32_UNORM, GL_DEPTH_COMPONENT, GL_DEPTH_COMPONENT, 0,
1773 GL_DEPTH_COMPONENT, GL_UNSIGNED_INT, 0,
1774 WINED3DFMT_FLAG_DEPTH,
1775 WINED3D_GL_EXT_NONE, NULL},
1776 {WINED3DFMT_D32_UNORM, GL_DEPTH_COMPONENT32_ARB, GL_DEPTH_COMPONENT32_ARB, 0,
1777 GL_DEPTH_COMPONENT, GL_UNSIGNED_INT, 0,
1778 WINED3DFMT_FLAG_TEXTURE | WINED3DFMT_FLAG_DEPTH | WINED3DFMT_FLAG_SHADOW,
1779 ARB_DEPTH_TEXTURE, NULL},
1780 {WINED3DFMT_S1_UINT_D15_UNORM, GL_DEPTH_COMPONENT16, GL_DEPTH_COMPONENT16, 0,
1781 GL_DEPTH_COMPONENT, GL_UNSIGNED_SHORT, 0,
1782 WINED3DFMT_FLAG_DEPTH | WINED3DFMT_FLAG_SHADOW,
1783 ARB_DEPTH_TEXTURE, NULL},
1784 {WINED3DFMT_S1_UINT_D15_UNORM, GL_DEPTH24_STENCIL8_EXT, GL_DEPTH24_STENCIL8_EXT, 0,
1785 GL_DEPTH_STENCIL_EXT, GL_UNSIGNED_INT_24_8_EXT, 4,
1786 WINED3DFMT_FLAG_DEPTH | WINED3DFMT_FLAG_STENCIL | WINED3DFMT_FLAG_SHADOW,
1787 EXT_PACKED_DEPTH_STENCIL, convert_s1_uint_d15_unorm},
1788 {WINED3DFMT_S1_UINT_D15_UNORM, GL_DEPTH24_STENCIL8, GL_DEPTH24_STENCIL8, 0,
1789 GL_DEPTH_STENCIL, GL_UNSIGNED_INT_24_8, 4,
1790 WINED3DFMT_FLAG_DEPTH | WINED3DFMT_FLAG_STENCIL | WINED3DFMT_FLAG_SHADOW,
1791 ARB_FRAMEBUFFER_OBJECT, convert_s1_uint_d15_unorm},
1792 {WINED3DFMT_D24_UNORM_S8_UINT, GL_DEPTH_COMPONENT24_ARB, GL_DEPTH_COMPONENT24_ARB, 0,
1793 GL_DEPTH_COMPONENT, GL_UNSIGNED_INT, 0,
1794 WINED3DFMT_FLAG_TEXTURE | WINED3DFMT_FLAG_POSTPIXELSHADER_BLENDING | WINED3DFMT_FLAG_FILTERING
1795 | WINED3DFMT_FLAG_DEPTH | WINED3DFMT_FLAG_SHADOW,
1796 ARB_DEPTH_TEXTURE, NULL},
1797 {WINED3DFMT_D24_UNORM_S8_UINT, GL_DEPTH24_STENCIL8_EXT, GL_DEPTH24_STENCIL8_EXT, 0,
1798 GL_DEPTH_STENCIL_EXT, GL_UNSIGNED_INT_24_8_EXT, 0,
1799 WINED3DFMT_FLAG_TEXTURE | WINED3DFMT_FLAG_POSTPIXELSHADER_BLENDING | WINED3DFMT_FLAG_FILTERING
1800 | WINED3DFMT_FLAG_DEPTH | WINED3DFMT_FLAG_STENCIL | WINED3DFMT_FLAG_SHADOW,
1801 EXT_PACKED_DEPTH_STENCIL, NULL},
1802 {WINED3DFMT_D24_UNORM_S8_UINT, GL_DEPTH24_STENCIL8, GL_DEPTH24_STENCIL8, 0,
1803 GL_DEPTH_STENCIL, GL_UNSIGNED_INT_24_8, 0,
1804 WINED3DFMT_FLAG_TEXTURE | WINED3DFMT_FLAG_POSTPIXELSHADER_BLENDING | WINED3DFMT_FLAG_FILTERING
1805 | WINED3DFMT_FLAG_DEPTH | WINED3DFMT_FLAG_STENCIL | WINED3DFMT_FLAG_SHADOW,
1806 ARB_FRAMEBUFFER_OBJECT, NULL},
1807 {WINED3DFMT_X8D24_UNORM, GL_DEPTH_COMPONENT, GL_DEPTH_COMPONENT, 0,
1808 GL_DEPTH_COMPONENT, GL_UNSIGNED_INT, 4,
1809 WINED3DFMT_FLAG_DEPTH,
1810 WINED3D_GL_EXT_NONE, x8_d24_unorm_upload, x8_d24_unorm_download},
1811 {WINED3DFMT_X8D24_UNORM, GL_DEPTH_COMPONENT24_ARB, GL_DEPTH_COMPONENT24_ARB, 0,
1812 GL_DEPTH_COMPONENT, GL_UNSIGNED_INT, 4,
1813 WINED3DFMT_FLAG_TEXTURE | WINED3DFMT_FLAG_POSTPIXELSHADER_BLENDING | WINED3DFMT_FLAG_FILTERING
1814 | WINED3DFMT_FLAG_DEPTH | WINED3DFMT_FLAG_SHADOW,
1815 ARB_DEPTH_TEXTURE, x8_d24_unorm_upload, x8_d24_unorm_download},
1816 {WINED3DFMT_S4X4_UINT_D24_UNORM, GL_DEPTH_COMPONENT24_ARB, GL_DEPTH_COMPONENT24_ARB, 0,
1817 GL_DEPTH_COMPONENT, GL_UNSIGNED_INT, 0,
1818 WINED3DFMT_FLAG_DEPTH | WINED3DFMT_FLAG_SHADOW,
1819 ARB_DEPTH_TEXTURE, NULL},
1820 {WINED3DFMT_S4X4_UINT_D24_UNORM, GL_DEPTH24_STENCIL8_EXT, GL_DEPTH24_STENCIL8_EXT, 0,
1821 GL_DEPTH_STENCIL_EXT, GL_UNSIGNED_INT_24_8_EXT, 4,
1822 WINED3DFMT_FLAG_DEPTH | WINED3DFMT_FLAG_STENCIL | WINED3DFMT_FLAG_SHADOW,
1823 EXT_PACKED_DEPTH_STENCIL, convert_s4x4_uint_d24_unorm},
1824 {WINED3DFMT_S4X4_UINT_D24_UNORM, GL_DEPTH24_STENCIL8, GL_DEPTH24_STENCIL8, 0,
1825 GL_DEPTH_STENCIL, GL_UNSIGNED_INT_24_8, 4,
1826 WINED3DFMT_FLAG_DEPTH | WINED3DFMT_FLAG_STENCIL | WINED3DFMT_FLAG_SHADOW,
1827 ARB_FRAMEBUFFER_OBJECT, convert_s4x4_uint_d24_unorm},
1828 {WINED3DFMT_D16_UNORM, GL_DEPTH_COMPONENT, GL_DEPTH_COMPONENT, 0,
1829 GL_DEPTH_COMPONENT, GL_UNSIGNED_SHORT, 0,
1830 WINED3DFMT_FLAG_DEPTH,
1831 WINED3D_GL_EXT_NONE, NULL},
1832 {WINED3DFMT_D16_UNORM, GL_DEPTH_COMPONENT16, GL_DEPTH_COMPONENT16, 0,
1833 GL_DEPTH_COMPONENT, GL_UNSIGNED_SHORT, 0,
1834 WINED3DFMT_FLAG_TEXTURE | WINED3DFMT_FLAG_POSTPIXELSHADER_BLENDING | WINED3DFMT_FLAG_FILTERING
1835 | WINED3DFMT_FLAG_DEPTH | WINED3DFMT_FLAG_SHADOW,
1836 ARB_DEPTH_TEXTURE, NULL},
1837 {WINED3DFMT_D32_FLOAT, GL_DEPTH_COMPONENT32F, GL_DEPTH_COMPONENT32F, 0,
1838 GL_DEPTH_COMPONENT, GL_FLOAT, 0,
1839 WINED3DFMT_FLAG_TEXTURE | WINED3DFMT_FLAG_DEPTH | WINED3DFMT_FLAG_SHADOW,
1840 ARB_DEPTH_BUFFER_FLOAT, NULL},
1841 {WINED3DFMT_D32_FLOAT_S8X24_UINT, GL_DEPTH32F_STENCIL8, GL_DEPTH32F_STENCIL8, 0,
1842 GL_DEPTH_STENCIL, GL_FLOAT_32_UNSIGNED_INT_24_8_REV, 0,
1843 WINED3DFMT_FLAG_TEXTURE | WINED3DFMT_FLAG_DEPTH | WINED3DFMT_FLAG_STENCIL | WINED3DFMT_FLAG_SHADOW,
1844 ARB_DEPTH_BUFFER_FLOAT, NULL},
1845 {WINED3DFMT_S8_UINT_D24_FLOAT, GL_DEPTH32F_STENCIL8, GL_DEPTH32F_STENCIL8, 0,
1846 GL_DEPTH_STENCIL, GL_FLOAT_32_UNSIGNED_INT_24_8_REV, 8,
1847 WINED3DFMT_FLAG_TEXTURE | WINED3DFMT_FLAG_DEPTH | WINED3DFMT_FLAG_STENCIL | WINED3DFMT_FLAG_SHADOW,
1848 ARB_DEPTH_BUFFER_FLOAT, convert_s8_uint_d24_float},
1849 {WINED3DFMT_R32G32B32A32_UINT, GL_RGBA32UI, GL_RGBA32UI, 0,
1850 GL_RGBA_INTEGER, GL_UNSIGNED_INT, 0,
1851 WINED3DFMT_FLAG_TEXTURE | WINED3DFMT_FLAG_RENDERTARGET,
1852 EXT_TEXTURE_INTEGER, NULL},
1853 {WINED3DFMT_R32G32B32A32_SINT, GL_RGBA32I, GL_RGBA32I, 0,
1854 GL_RGBA_INTEGER, GL_INT, 0,
1855 WINED3DFMT_FLAG_TEXTURE | WINED3DFMT_FLAG_RENDERTARGET,
1856 EXT_TEXTURE_INTEGER, NULL},
1857 /* Vendor-specific formats */
1858 {WINED3DFMT_ATI1N, GL_COMPRESSED_RED_RGTC1, GL_COMPRESSED_RED_RGTC1, 0,
1859 GL_RED, GL_UNSIGNED_BYTE, 0,
1860 WINED3DFMT_FLAG_TEXTURE | WINED3DFMT_FLAG_POSTPIXELSHADER_BLENDING | WINED3DFMT_FLAG_FILTERING,
1861 ARB_TEXTURE_COMPRESSION_RGTC, NULL},
1862 {WINED3DFMT_ATI2N, GL_COMPRESSED_LUMINANCE_ALPHA_3DC_ATI, GL_COMPRESSED_LUMINANCE_ALPHA_3DC_ATI, 0,
1863 GL_LUMINANCE_ALPHA, GL_UNSIGNED_BYTE, 0,
1864 WINED3DFMT_FLAG_TEXTURE | WINED3DFMT_FLAG_POSTPIXELSHADER_BLENDING | WINED3DFMT_FLAG_FILTERING,
1865 ATI_TEXTURE_COMPRESSION_3DC, NULL},
1866 {WINED3DFMT_ATI2N, GL_COMPRESSED_RG_RGTC2, GL_COMPRESSED_RG_RGTC2, 0,
1867 GL_LUMINANCE_ALPHA, GL_UNSIGNED_BYTE, 0,
1868 WINED3DFMT_FLAG_TEXTURE | WINED3DFMT_FLAG_POSTPIXELSHADER_BLENDING | WINED3DFMT_FLAG_FILTERING,
1869 EXT_TEXTURE_COMPRESSION_RGTC, NULL},
1870 {WINED3DFMT_ATI2N, GL_COMPRESSED_RG_RGTC2, GL_COMPRESSED_RG_RGTC2, 0,
1871 GL_RG, GL_UNSIGNED_BYTE, 0,
1872 WINED3DFMT_FLAG_TEXTURE | WINED3DFMT_FLAG_POSTPIXELSHADER_BLENDING | WINED3DFMT_FLAG_FILTERING,
1873 ARB_TEXTURE_COMPRESSION_RGTC, NULL},
1874 {WINED3DFMT_INTZ, GL_DEPTH24_STENCIL8_EXT, GL_DEPTH24_STENCIL8_EXT, 0,
1875 GL_DEPTH_STENCIL_EXT, GL_UNSIGNED_INT_24_8_EXT, 0,
1876 WINED3DFMT_FLAG_TEXTURE | WINED3DFMT_FLAG_POSTPIXELSHADER_BLENDING | WINED3DFMT_FLAG_FILTERING
1877 | WINED3DFMT_FLAG_DEPTH | WINED3DFMT_FLAG_STENCIL,
1878 EXT_PACKED_DEPTH_STENCIL, NULL},
1879 {WINED3DFMT_INTZ, GL_DEPTH24_STENCIL8, GL_DEPTH24_STENCIL8, 0,
1880 GL_DEPTH_STENCIL, GL_UNSIGNED_INT_24_8, 0,
1881 WINED3DFMT_FLAG_TEXTURE | WINED3DFMT_FLAG_POSTPIXELSHADER_BLENDING | WINED3DFMT_FLAG_FILTERING
1882 | WINED3DFMT_FLAG_DEPTH | WINED3DFMT_FLAG_STENCIL,
1883 ARB_FRAMEBUFFER_OBJECT, NULL},
1884 {WINED3DFMT_NULL, 0, 0, 0,
1885 GL_RGBA, GL_UNSIGNED_INT_8_8_8_8_REV, 0,
1886 WINED3DFMT_FLAG_TEXTURE | WINED3DFMT_FLAG_RENDERTARGET | WINED3DFMT_FLAG_FBO_ATTACHABLE,
1887 ARB_FRAMEBUFFER_OBJECT, NULL},
1888 /* DirectX 10 HDR formats */
1889 {WINED3DFMT_R9G9B9E5_SHAREDEXP, GL_RGB9_E5_EXT, GL_RGB9_E5_EXT, 0,
1890 GL_RGB, GL_UNSIGNED_INT_5_9_9_9_REV_EXT, 0,
1891 WINED3DFMT_FLAG_TEXTURE | WINED3DFMT_FLAG_POSTPIXELSHADER_BLENDING | WINED3DFMT_FLAG_FILTERING,
1892 EXT_TEXTURE_SHARED_EXPONENT, NULL},
1895 struct wined3d_format_srgb_info
1897 enum wined3d_format_id srgb_format_id;
1898 enum wined3d_format_id base_format_id;
1901 static const struct wined3d_format_srgb_info format_srgb_info[] =
1903 {WINED3DFMT_R8G8B8A8_UNORM_SRGB, WINED3DFMT_R8G8B8A8_UNORM},
1904 {WINED3DFMT_BC1_UNORM_SRGB, WINED3DFMT_BC1_UNORM},
1905 {WINED3DFMT_BC2_UNORM_SRGB, WINED3DFMT_BC2_UNORM},
1906 {WINED3DFMT_BC3_UNORM_SRGB, WINED3DFMT_BC3_UNORM},
1907 {WINED3DFMT_B8G8R8A8_UNORM_SRGB, WINED3DFMT_B8G8R8A8_UNORM},
1908 {WINED3DFMT_B8G8R8X8_UNORM_SRGB, WINED3DFMT_B8G8R8X8_UNORM},
1909 {WINED3DFMT_BC7_UNORM_SRGB, WINED3DFMT_BC7_UNORM},
1912 static inline int get_format_idx(enum wined3d_format_id format_id)
1914 unsigned int i;
1916 if (format_id < WINED3D_FORMAT_FOURCC_BASE)
1917 return format_id;
1919 for (i = 0; i < ARRAY_SIZE(format_index_remap); ++i)
1921 if (format_index_remap[i].id == format_id)
1922 return format_index_remap[i].idx;
1925 return -1;
1928 static struct wined3d_format *get_format_internal(const struct wined3d_adapter *adapter,
1929 enum wined3d_format_id format_id)
1931 int fmt_idx;
1933 if ((fmt_idx = get_format_idx(format_id)) == -1)
1935 ERR("Format %s (%#x) not found.\n", debug_d3dformat(format_id), format_id);
1936 return NULL;
1939 return &adapter->formats[fmt_idx];
1942 static void copy_format(struct wined3d_format *dst_format, const struct wined3d_format *src_format)
1944 enum wined3d_format_id id = dst_format->id;
1945 *dst_format = *src_format;
1946 dst_format->id = id;
1949 static void format_set_flag(struct wined3d_format *format, unsigned int flag)
1951 unsigned int i;
1953 for (i = 0; i < ARRAY_SIZE(format->flags); ++i)
1954 format->flags[i] |= flag;
1957 static void format_clear_flag(struct wined3d_format *format, unsigned int flag)
1959 unsigned int i;
1961 for (i = 0; i < ARRAY_SIZE(format->flags); ++i)
1962 format->flags[i] &= ~flag;
1965 static enum wined3d_channel_type map_channel_type(char t)
1967 switch (t)
1969 case 'u':
1970 return WINED3D_CHANNEL_TYPE_UNORM;
1971 case 'i':
1972 return WINED3D_CHANNEL_TYPE_SNORM;
1973 case 'U':
1974 return WINED3D_CHANNEL_TYPE_UINT;
1975 case 'I':
1976 return WINED3D_CHANNEL_TYPE_SINT;
1977 case 'F':
1978 return WINED3D_CHANNEL_TYPE_FLOAT;
1979 case 'D':
1980 return WINED3D_CHANNEL_TYPE_DEPTH;
1981 case 'S':
1982 return WINED3D_CHANNEL_TYPE_STENCIL;
1983 case 'X':
1984 return WINED3D_CHANNEL_TYPE_UNUSED;
1985 default:
1986 ERR("Invalid channel type '%c'.\n", t);
1987 return WINED3D_CHANNEL_TYPE_NONE;
1991 static BOOL init_format_base_info(struct wined3d_adapter *adapter)
1993 struct wined3d_format *format;
1994 unsigned int i, j;
1996 if (!(adapter->formats = heap_calloc(WINED3D_FORMAT_COUNT
1997 + ARRAY_SIZE(typeless_depth_stencil_formats), sizeof(*adapter->formats))))
1999 ERR("Failed to allocate memory.\n");
2000 return FALSE;
2003 for (i = 0; i < ARRAY_SIZE(formats); ++i)
2005 if (!(format = get_format_internal(adapter, formats[i].id)))
2006 goto fail;
2008 format->id = formats[i].id;
2009 format->red_size = formats[i].red_size;
2010 format->green_size = formats[i].green_size;
2011 format->blue_size = formats[i].blue_size;
2012 format->alpha_size = formats[i].alpha_size;
2013 format->red_offset = formats[i].red_offset;
2014 format->green_offset = formats[i].green_offset;
2015 format->blue_offset = formats[i].blue_offset;
2016 format->alpha_offset = formats[i].alpha_offset;
2017 format->byte_count = formats[i].bpp;
2018 format->depth_size = formats[i].depth_size;
2019 format->stencil_size = formats[i].stencil_size;
2020 format->block_width = 1;
2021 format->block_height = 1;
2022 format->block_byte_count = formats[i].bpp;
2025 for (i = 0; i < ARRAY_SIZE(typed_formats); ++i)
2027 struct wined3d_format *typeless_format;
2028 unsigned int component_count = 0;
2029 DWORD flags = 0;
2031 if (!(format = get_format_internal(adapter, typed_formats[i].id)))
2032 goto fail;
2034 if (!(typeless_format = get_format_internal(adapter, typed_formats[i].typeless_id)))
2035 goto fail;
2037 format->id = typed_formats[i].id;
2038 format->red_size = typeless_format->red_size;
2039 format->green_size = typeless_format->green_size;
2040 format->blue_size = typeless_format->blue_size;
2041 format->alpha_size = typeless_format->alpha_size;
2042 format->red_offset = typeless_format->red_offset;
2043 format->green_offset = typeless_format->green_offset;
2044 format->blue_offset = typeless_format->blue_offset;
2045 format->alpha_offset = typeless_format->alpha_offset;
2046 format->byte_count = typeless_format->byte_count;
2047 format->depth_size = typeless_format->depth_size;
2048 format->stencil_size = typeless_format->stencil_size;
2049 format->block_width = typeless_format->block_width;
2050 format->block_height = typeless_format->block_height;
2051 format->block_byte_count = typeless_format->block_byte_count;
2052 format->typeless_id = typeless_format->id;
2054 typeless_format->typeless_id = typeless_format->id;
2056 for (j = 0; j < strlen(typed_formats[i].channels); ++j)
2058 enum wined3d_channel_type channel_type = map_channel_type(typed_formats[i].channels[j]);
2060 if (channel_type == WINED3D_CHANNEL_TYPE_UNORM || channel_type == WINED3D_CHANNEL_TYPE_SNORM)
2061 flags |= WINED3DFMT_FLAG_NORMALISED;
2062 if (channel_type == WINED3D_CHANNEL_TYPE_UINT || channel_type == WINED3D_CHANNEL_TYPE_SINT)
2063 flags |= WINED3DFMT_FLAG_INTEGER;
2064 if (channel_type == WINED3D_CHANNEL_TYPE_FLOAT)
2065 flags |= WINED3DFMT_FLAG_FLOAT;
2066 if (channel_type != WINED3D_CHANNEL_TYPE_UNUSED)
2067 ++component_count;
2069 if (channel_type == WINED3D_CHANNEL_TYPE_DEPTH && !format->depth_size)
2071 format->depth_size = format->red_size;
2072 format->red_size = format->red_offset = 0;
2076 format->component_count = component_count;
2077 format_set_flag(format, flags);
2080 for (i = 0; i < ARRAY_SIZE(ddi_formats); ++i)
2082 if (!(format = get_format_internal(adapter, ddi_formats[i].id)))
2083 goto fail;
2085 format->ddi_format = ddi_formats[i].ddi_format;
2088 for (i = 0; i < ARRAY_SIZE(format_base_flags); ++i)
2090 if (!(format = get_format_internal(adapter, format_base_flags[i].id)))
2091 goto fail;
2093 format_set_flag(format, format_base_flags[i].flags);
2096 return TRUE;
2098 fail:
2099 heap_free(adapter->formats);
2100 return FALSE;
2103 static BOOL init_format_block_info(struct wined3d_adapter *adapter)
2105 struct wined3d_format *format;
2106 unsigned int i;
2108 for (i = 0; i < ARRAY_SIZE(format_block_info); ++i)
2110 if (!(format = get_format_internal(adapter, format_block_info[i].id)))
2111 return FALSE;
2113 format->block_width = format_block_info[i].block_width;
2114 format->block_height = format_block_info[i].block_height;
2115 format->block_byte_count = format_block_info[i].block_byte_count;
2116 format_set_flag(format, WINED3DFMT_FLAG_BLOCKS | format_block_info[i].flags);
2119 return TRUE;
2122 /* Most compressed formats are not supported for 3D textures by OpenGL.
2124 * In the case of the S3TC/DXTn formats, NV_texture_compression_vtc provides
2125 * these formats for 3D textures, but unfortunately the block layout is
2126 * different from the one used by Direct3D.
2128 * Since applications either don't check format availability at all before
2129 * using these, or refuse to run without them, we decompress them on upload.
2131 * Affected applications include "Heroes VI", "From Dust", "Halo Online" and
2132 * "Eldorado". */
2133 static BOOL init_format_decompress_info(struct wined3d_adapter *adapter)
2135 struct wined3d_format *format;
2136 unsigned int i;
2138 for (i = 0; i < ARRAY_SIZE(format_decompress_info); ++i)
2140 if (!(format = get_format_internal(adapter, format_decompress_info[i].id)))
2141 return FALSE;
2143 format->flags[WINED3D_GL_RES_TYPE_TEX_3D] |= WINED3DFMT_FLAG_DECOMPRESS;
2144 format->decompress = format_decompress_info[i].decompress;
2147 return TRUE;
2150 static GLenum wined3d_gl_type_to_enum(enum wined3d_gl_resource_type type)
2152 switch (type)
2154 case WINED3D_GL_RES_TYPE_TEX_1D:
2155 return GL_TEXTURE_1D;
2156 case WINED3D_GL_RES_TYPE_TEX_2D:
2157 return GL_TEXTURE_2D;
2158 case WINED3D_GL_RES_TYPE_TEX_3D:
2159 return GL_TEXTURE_3D;
2160 case WINED3D_GL_RES_TYPE_TEX_CUBE:
2161 return GL_TEXTURE_CUBE_MAP_ARB;
2162 case WINED3D_GL_RES_TYPE_TEX_RECT:
2163 return GL_TEXTURE_RECTANGLE_ARB;
2164 case WINED3D_GL_RES_TYPE_BUFFER:
2165 return GL_TEXTURE_2D; /* TODO: GL_TEXTURE_BUFFER. */
2166 case WINED3D_GL_RES_TYPE_RB:
2167 return GL_RENDERBUFFER;
2168 case WINED3D_GL_RES_TYPE_COUNT:
2169 break;
2171 ERR("Unexpected GL resource type %u.\n", type);
2172 return 0;
2175 static void delete_fbo_attachment(const struct wined3d_gl_info *gl_info,
2176 enum wined3d_gl_resource_type d3d_type, GLuint object)
2178 switch (d3d_type)
2180 case WINED3D_GL_RES_TYPE_TEX_1D:
2181 case WINED3D_GL_RES_TYPE_TEX_2D:
2182 case WINED3D_GL_RES_TYPE_TEX_RECT:
2183 case WINED3D_GL_RES_TYPE_TEX_3D:
2184 case WINED3D_GL_RES_TYPE_TEX_CUBE:
2185 gl_info->gl_ops.gl.p_glDeleteTextures(1, &object);
2186 break;
2188 case WINED3D_GL_RES_TYPE_RB:
2189 gl_info->fbo_ops.glDeleteRenderbuffers(1, &object);
2190 break;
2192 case WINED3D_GL_RES_TYPE_BUFFER:
2193 case WINED3D_GL_RES_TYPE_COUNT:
2194 break;
2198 /* Context activation is done by the caller. */
2199 static void create_and_bind_fbo_attachment(const struct wined3d_gl_info *gl_info, unsigned int flags,
2200 enum wined3d_gl_resource_type d3d_type, GLuint *object, GLenum internal, GLenum format, GLenum type)
2202 GLenum attach_type = flags & WINED3DFMT_FLAG_DEPTH ?
2203 GL_DEPTH_ATTACHMENT : GL_COLOR_ATTACHMENT0;
2205 switch (d3d_type)
2207 case WINED3D_GL_RES_TYPE_TEX_1D:
2208 gl_info->gl_ops.gl.p_glGenTextures(1, object);
2209 gl_info->gl_ops.gl.p_glBindTexture(GL_TEXTURE_1D, *object);
2210 gl_info->gl_ops.gl.p_glTexImage1D(GL_TEXTURE_1D, 0, internal, 16, 0, format, type, NULL);
2211 gl_info->gl_ops.gl.p_glTexParameteri(GL_TEXTURE_1D, GL_TEXTURE_MIN_FILTER, GL_NEAREST);
2212 gl_info->gl_ops.gl.p_glTexParameteri(GL_TEXTURE_1D, GL_TEXTURE_MAG_FILTER, GL_NEAREST);
2214 gl_info->fbo_ops.glFramebufferTexture1D(GL_FRAMEBUFFER, attach_type, GL_TEXTURE_1D,
2215 *object, 0);
2216 if (flags & WINED3DFMT_FLAG_STENCIL)
2217 gl_info->fbo_ops.glFramebufferTexture1D(GL_FRAMEBUFFER, GL_STENCIL_ATTACHMENT, GL_TEXTURE_1D,
2218 *object, 0);
2219 break;
2221 case WINED3D_GL_RES_TYPE_TEX_2D:
2222 case WINED3D_GL_RES_TYPE_TEX_RECT:
2223 gl_info->gl_ops.gl.p_glGenTextures(1, object);
2224 gl_info->gl_ops.gl.p_glBindTexture(wined3d_gl_type_to_enum(d3d_type), *object);
2225 gl_info->gl_ops.gl.p_glTexImage2D(wined3d_gl_type_to_enum(d3d_type), 0, internal, 16, 16, 0,
2226 format, type, NULL);
2227 gl_info->gl_ops.gl.p_glTexParameteri(wined3d_gl_type_to_enum(d3d_type), GL_TEXTURE_MIN_FILTER, GL_NEAREST);
2228 gl_info->gl_ops.gl.p_glTexParameteri(wined3d_gl_type_to_enum(d3d_type), GL_TEXTURE_MAG_FILTER, GL_NEAREST);
2230 gl_info->fbo_ops.glFramebufferTexture2D(GL_FRAMEBUFFER, attach_type,
2231 wined3d_gl_type_to_enum(d3d_type), *object, 0);
2232 if (flags & WINED3DFMT_FLAG_STENCIL)
2233 gl_info->fbo_ops.glFramebufferTexture2D(GL_FRAMEBUFFER, GL_STENCIL_ATTACHMENT,
2234 wined3d_gl_type_to_enum(d3d_type), *object, 0);
2235 break;
2237 case WINED3D_GL_RES_TYPE_TEX_3D:
2238 gl_info->gl_ops.gl.p_glGenTextures(1, object);
2239 gl_info->gl_ops.gl.p_glBindTexture(GL_TEXTURE_3D, *object);
2240 GL_EXTCALL(glTexImage3D(GL_TEXTURE_3D, 0, internal, 16, 16, 16, 0, format, type, NULL));
2241 gl_info->gl_ops.gl.p_glTexParameteri(GL_TEXTURE_3D, GL_TEXTURE_MIN_FILTER, GL_NEAREST);
2242 gl_info->gl_ops.gl.p_glTexParameteri(GL_TEXTURE_3D, GL_TEXTURE_MAG_FILTER, GL_NEAREST);
2244 gl_info->fbo_ops.glFramebufferTexture3D(GL_FRAMEBUFFER, attach_type,
2245 GL_TEXTURE_3D, *object, 0, 0);
2246 if (flags & WINED3DFMT_FLAG_STENCIL)
2247 gl_info->fbo_ops.glFramebufferTexture3D(GL_FRAMEBUFFER, GL_STENCIL_ATTACHMENT,
2248 GL_TEXTURE_3D, *object, 0, 0);
2249 break;
2251 case WINED3D_GL_RES_TYPE_TEX_CUBE:
2252 gl_info->gl_ops.gl.p_glGenTextures(1, object);
2253 gl_info->gl_ops.gl.p_glBindTexture(GL_TEXTURE_CUBE_MAP_ARB, *object);
2254 gl_info->gl_ops.gl.p_glTexImage2D(GL_TEXTURE_CUBE_MAP_POSITIVE_X_ARB, 0, internal, 16, 16, 0,
2255 format, type, NULL);
2256 gl_info->gl_ops.gl.p_glTexImage2D(GL_TEXTURE_CUBE_MAP_NEGATIVE_X_ARB, 0, internal, 16, 16, 0,
2257 format, type, NULL);
2258 gl_info->gl_ops.gl.p_glTexImage2D(GL_TEXTURE_CUBE_MAP_POSITIVE_Y_ARB, 0, internal, 16, 16, 0,
2259 format, type, NULL);
2260 gl_info->gl_ops.gl.p_glTexImage2D(GL_TEXTURE_CUBE_MAP_NEGATIVE_Y_ARB, 0, internal, 16, 16, 0,
2261 format, type, NULL);
2262 gl_info->gl_ops.gl.p_glTexImage2D(GL_TEXTURE_CUBE_MAP_POSITIVE_Z_ARB, 0, internal, 16, 16, 0,
2263 format, type, NULL);
2264 gl_info->gl_ops.gl.p_glTexImage2D(GL_TEXTURE_CUBE_MAP_NEGATIVE_Z_ARB, 0, internal, 16, 16, 0,
2265 format, type, NULL);
2266 gl_info->gl_ops.gl.p_glTexParameteri(GL_TEXTURE_CUBE_MAP_ARB, GL_TEXTURE_MIN_FILTER, GL_NEAREST);
2267 gl_info->gl_ops.gl.p_glTexParameteri(GL_TEXTURE_CUBE_MAP_ARB, GL_TEXTURE_MAG_FILTER, GL_NEAREST);
2269 gl_info->fbo_ops.glFramebufferTexture2D(GL_FRAMEBUFFER, attach_type,
2270 GL_TEXTURE_CUBE_MAP_POSITIVE_X_ARB, *object, 0);
2271 if (flags & WINED3DFMT_FLAG_STENCIL)
2272 gl_info->fbo_ops.glFramebufferTexture2D(GL_FRAMEBUFFER, GL_STENCIL_ATTACHMENT,
2273 GL_TEXTURE_CUBE_MAP_POSITIVE_X_ARB, *object, 0);
2274 break;
2276 case WINED3D_GL_RES_TYPE_RB:
2277 gl_info->fbo_ops.glGenRenderbuffers(1, object);
2278 gl_info->fbo_ops.glBindRenderbuffer(GL_RENDERBUFFER, *object);
2279 gl_info->fbo_ops.glRenderbufferStorage(GL_RENDERBUFFER, internal, 16, 16);
2280 gl_info->fbo_ops.glFramebufferRenderbuffer(GL_FRAMEBUFFER, attach_type, GL_RENDERBUFFER,
2281 *object);
2282 if (flags & WINED3DFMT_FLAG_STENCIL)
2283 gl_info->fbo_ops.glFramebufferRenderbuffer(GL_FRAMEBUFFER, GL_STENCIL_ATTACHMENT, GL_RENDERBUFFER,
2284 *object);
2285 break;
2287 case WINED3D_GL_RES_TYPE_BUFFER:
2288 case WINED3D_GL_RES_TYPE_COUNT:
2289 break;
2292 /* Ideally we'd skip all formats already known not to work on textures
2293 * by checking for WINED3DFMT_FLAG_TEXTURE here. However, we want to
2294 * know if we can attach WINED3DFMT_P8_UINT textures to FBOs, and this
2295 * format never has WINED3DFMT_FLAG_TEXTURE set. Instead, swallow GL
2296 * errors generated by invalid formats. */
2297 while (gl_info->gl_ops.gl.p_glGetError());
2300 static void draw_test_quad(struct wined3d_caps_gl_ctx *ctx, const struct wined3d_vec3 *geometry,
2301 const struct wined3d_color *color)
2303 const struct wined3d_gl_info *gl_info = ctx->gl_info;
2304 static const struct wined3d_vec3 default_geometry[] =
2306 {-1.0f, -1.0f, 0.0f},
2307 { 1.0f, -1.0f, 0.0f},
2308 {-1.0f, 1.0f, 0.0f},
2309 { 1.0f, 1.0f, 0.0f},
2311 static const char vs_core_header[] =
2312 "#version 150\n"
2313 "in vec4 pos;\n"
2314 "in vec4 color;\n"
2315 "out vec4 out_color;\n"
2316 "\n";
2317 static const char vs_legacy_header[] =
2318 "#version 120\n"
2319 "attribute vec4 pos;\n"
2320 "attribute vec4 color;\n"
2321 "varying vec4 out_color;\n"
2322 "\n";
2323 static const char vs_body[] =
2324 "void main()\n"
2325 "{\n"
2326 " gl_Position = pos;\n"
2327 " out_color = color;\n"
2328 "}\n";
2329 static const char fs_core[] =
2330 "#version 150\n"
2331 "in vec4 out_color;\n"
2332 "out vec4 fragment_color;\n"
2333 "\n"
2334 "void main()\n"
2335 "{\n"
2336 " fragment_color = out_color;\n"
2337 "}\n";
2338 static const char fs_legacy[] =
2339 "#version 120\n"
2340 "varying vec4 out_color;\n"
2341 "\n"
2342 "void main()\n"
2343 "{\n"
2344 " gl_FragData[0] = out_color;\n"
2345 "}\n";
2346 const char *source[2];
2347 GLuint vs_id, fs_id;
2348 unsigned int i;
2350 if (!geometry)
2351 geometry = default_geometry;
2353 if (!gl_info->supported[ARB_VERTEX_BUFFER_OBJECT] || !gl_info->supported[ARB_VERTEX_SHADER]
2354 || !gl_info->supported[ARB_FRAGMENT_SHADER])
2356 gl_info->gl_ops.gl.p_glDisable(GL_LIGHTING);
2357 gl_info->gl_ops.gl.p_glMatrixMode(GL_MODELVIEW);
2358 gl_info->gl_ops.gl.p_glLoadIdentity();
2359 gl_info->gl_ops.gl.p_glMatrixMode(GL_PROJECTION);
2360 gl_info->gl_ops.gl.p_glLoadIdentity();
2362 gl_info->gl_ops.gl.p_glBegin(GL_TRIANGLE_STRIP);
2363 gl_info->gl_ops.gl.p_glColor4f(color->r, color->g, color->b, color->a);
2364 for (i = 0; i < 4; ++i)
2365 gl_info->gl_ops.gl.p_glVertex3fv(&geometry[i].x);
2366 gl_info->gl_ops.gl.p_glEnd();
2367 checkGLcall("draw quad");
2368 return;
2371 if (!ctx->test_vbo)
2372 GL_EXTCALL(glGenBuffers(1, &ctx->test_vbo));
2373 GL_EXTCALL(glBindBuffer(GL_ARRAY_BUFFER, ctx->test_vbo));
2374 GL_EXTCALL(glBufferData(GL_ARRAY_BUFFER, sizeof(struct wined3d_vec3) * 4, geometry, GL_STREAM_DRAW));
2375 GL_EXTCALL(glVertexAttribPointer(0, 3, GL_FLOAT, FALSE, 0, NULL));
2376 GL_EXTCALL(glVertexAttrib4f(1, color->r, color->g, color->b, color->a));
2377 GL_EXTCALL(glEnableVertexAttribArray(0));
2378 GL_EXTCALL(glDisableVertexAttribArray(1));
2380 if (!ctx->test_program_id)
2382 BOOL use_glsl_150 = gl_info->glsl_version >= MAKEDWORD_VERSION(1, 50);
2384 ctx->test_program_id = GL_EXTCALL(glCreateProgram());
2386 vs_id = GL_EXTCALL(glCreateShader(GL_VERTEX_SHADER));
2387 source[0] = use_glsl_150 ? vs_core_header : vs_legacy_header;
2388 source[1] = vs_body;
2389 GL_EXTCALL(glShaderSource(vs_id, 2, source, NULL));
2390 GL_EXTCALL(glAttachShader(ctx->test_program_id, vs_id));
2391 GL_EXTCALL(glDeleteShader(vs_id));
2393 fs_id = GL_EXTCALL(glCreateShader(GL_FRAGMENT_SHADER));
2394 source[0] = use_glsl_150 ? fs_core : fs_legacy;
2395 GL_EXTCALL(glShaderSource(fs_id, 1, source, NULL));
2396 GL_EXTCALL(glAttachShader(ctx->test_program_id, fs_id));
2397 GL_EXTCALL(glDeleteShader(fs_id));
2399 GL_EXTCALL(glBindAttribLocation(ctx->test_program_id, 0, "pos"));
2400 GL_EXTCALL(glBindAttribLocation(ctx->test_program_id, 1, "color"));
2402 if (use_glsl_150)
2403 GL_EXTCALL(glBindFragDataLocation(ctx->test_program_id, 0, "fragment_color"));
2405 GL_EXTCALL(glCompileShader(vs_id));
2406 print_glsl_info_log(gl_info, vs_id, FALSE);
2407 GL_EXTCALL(glCompileShader(fs_id));
2408 print_glsl_info_log(gl_info, fs_id, FALSE);
2409 GL_EXTCALL(glLinkProgram(ctx->test_program_id));
2410 shader_glsl_validate_link(gl_info, ctx->test_program_id);
2412 GL_EXTCALL(glUseProgram(ctx->test_program_id));
2414 gl_info->gl_ops.gl.p_glDrawArrays(GL_TRIANGLE_STRIP, 0, 4);
2416 GL_EXTCALL(glUseProgram(0));
2417 GL_EXTCALL(glDisableVertexAttribArray(0));
2418 GL_EXTCALL(glBindBuffer(GL_ARRAY_BUFFER, 0));
2419 checkGLcall("draw quad");
2422 /* Context activation is done by the caller. */
2423 static void check_fbo_compat(struct wined3d_caps_gl_ctx *ctx, struct wined3d_format *format)
2425 /* Check if the default internal format is supported as a frame buffer
2426 * target, otherwise fall back to the render target internal.
2428 * Try to stick to the standard format if possible, this limits precision differences. */
2429 static const struct wined3d_color black = {0.0f, 0.0f, 0.0f, 1.0f};
2430 static const struct wined3d_color half_transparent_red = {1.0f, 0.0f, 0.0f, 0.5f};
2431 const struct wined3d_gl_info *gl_info = ctx->gl_info;
2432 GLenum status, rt_internal = format->rtInternal;
2433 GLuint object, color_rb;
2434 enum wined3d_gl_resource_type type;
2435 BOOL fallback_fmt_used = FALSE, regular_fmt_used = FALSE;
2437 gl_info->gl_ops.gl.p_glDisable(GL_BLEND);
2439 for (type = 0; type < ARRAY_SIZE(format->flags); ++type)
2441 const char *type_string = "color";
2443 if (type == WINED3D_GL_RES_TYPE_BUFFER)
2444 continue;
2446 create_and_bind_fbo_attachment(gl_info, format->flags[type], type, &object, format->glInternal,
2447 format->glFormat, format->glType);
2449 if (format->flags[type] & (WINED3DFMT_FLAG_DEPTH | WINED3DFMT_FLAG_STENCIL))
2451 gl_info->fbo_ops.glGenRenderbuffers(1, &color_rb);
2452 gl_info->fbo_ops.glBindRenderbuffer(GL_RENDERBUFFER, color_rb);
2453 if (type == WINED3D_GL_RES_TYPE_TEX_1D)
2454 gl_info->fbo_ops.glRenderbufferStorage(GL_RENDERBUFFER, GL_RGBA8, 16, 1);
2455 else
2456 gl_info->fbo_ops.glRenderbufferStorage(GL_RENDERBUFFER, GL_RGBA8, 16, 16);
2458 gl_info->fbo_ops.glFramebufferRenderbuffer(GL_FRAMEBUFFER,
2459 GL_COLOR_ATTACHMENT0, GL_RENDERBUFFER, color_rb);
2460 checkGLcall("Create and attach color rb attachment");
2461 type_string = "depth / stencil";
2464 status = gl_info->fbo_ops.glCheckFramebufferStatus(GL_FRAMEBUFFER);
2465 checkGLcall("Framebuffer format check");
2467 if (status == GL_FRAMEBUFFER_COMPLETE)
2469 TRACE("Format %s is supported as FBO %s attachment, type %u.\n",
2470 debug_d3dformat(format->id), type_string, type);
2471 format->flags[type] |= WINED3DFMT_FLAG_FBO_ATTACHABLE;
2472 format->rtInternal = format->glInternal;
2473 regular_fmt_used = TRUE;
2475 else
2477 if (!rt_internal)
2479 if (format->flags[type] & WINED3DFMT_FLAG_RENDERTARGET)
2481 WARN("Format %s with rendertarget flag is not supported as FBO color attachment (type %u),"
2482 " and no fallback specified.\n", debug_d3dformat(format->id), type);
2483 format->flags[type] &= ~WINED3DFMT_FLAG_RENDERTARGET;
2485 else
2487 TRACE("Format %s is not supported as FBO %s attachment, type %u.\n",
2488 debug_d3dformat(format->id), type_string, type);
2490 format->rtInternal = format->glInternal;
2492 else
2494 TRACE("Format %s is not supported as FBO %s attachment (type %u),"
2495 " trying rtInternal format as fallback.\n",
2496 debug_d3dformat(format->id), type_string, type);
2498 while (gl_info->gl_ops.gl.p_glGetError());
2500 delete_fbo_attachment(gl_info, type, object);
2501 create_and_bind_fbo_attachment(gl_info, format->flags[type], type, &object, format->rtInternal,
2502 format->glFormat, format->glType);
2504 status = gl_info->fbo_ops.glCheckFramebufferStatus(GL_FRAMEBUFFER);
2505 checkGLcall("Framebuffer format check");
2507 if (status == GL_FRAMEBUFFER_COMPLETE)
2509 TRACE("Format %s rtInternal format is supported as FBO %s attachment, type %u.\n",
2510 debug_d3dformat(format->id), type_string, type);
2511 fallback_fmt_used = TRUE;
2513 else
2515 WARN("Format %s rtInternal format is not supported as FBO %s attachment, type %u.\n",
2516 debug_d3dformat(format->id), type_string, type);
2517 format->flags[type] &= ~WINED3DFMT_FLAG_RENDERTARGET;
2522 if (status == GL_FRAMEBUFFER_COMPLETE
2523 && ((format->flags[type] & WINED3DFMT_FLAG_POSTPIXELSHADER_BLENDING)
2524 || !(gl_info->quirks & WINED3D_QUIRK_LIMITED_TEX_FILTERING))
2525 && !(format->flags[type] & WINED3DFMT_FLAG_INTEGER)
2526 && format->id != WINED3DFMT_NULL && format->id != WINED3DFMT_P8_UINT
2527 && format->glFormat != GL_LUMINANCE && format->glFormat != GL_LUMINANCE_ALPHA
2528 && (format->red_size || format->alpha_size))
2530 DWORD readback[16 * 16 * 16], color, r_range, a_range;
2531 BYTE r, a;
2532 BOOL match = TRUE;
2533 GLuint rb;
2535 if (gl_info->supported[ARB_FRAMEBUFFER_OBJECT]
2536 || gl_info->supported[EXT_PACKED_DEPTH_STENCIL])
2538 gl_info->fbo_ops.glGenRenderbuffers(1, &rb);
2539 gl_info->fbo_ops.glBindRenderbuffer(GL_RENDERBUFFER, rb);
2540 if (type == WINED3D_GL_RES_TYPE_TEX_1D)
2541 gl_info->fbo_ops.glRenderbufferStorage(GL_RENDERBUFFER, GL_DEPTH24_STENCIL8, 16, 1);
2542 else
2543 gl_info->fbo_ops.glRenderbufferStorage(GL_RENDERBUFFER, GL_DEPTH24_STENCIL8, 16, 16);
2544 gl_info->fbo_ops.glFramebufferRenderbuffer(GL_FRAMEBUFFER, GL_DEPTH_ATTACHMENT, GL_RENDERBUFFER, rb);
2545 gl_info->fbo_ops.glFramebufferRenderbuffer(GL_FRAMEBUFFER, GL_STENCIL_ATTACHMENT, GL_RENDERBUFFER, rb);
2546 checkGLcall("RB attachment");
2549 gl_info->gl_ops.gl.p_glEnable(GL_BLEND);
2550 gl_info->gl_ops.gl.p_glClearColor(0.0f, 0.0f, 0.0f, 1.0f);
2551 gl_info->gl_ops.gl.p_glClear(GL_COLOR_BUFFER_BIT);
2552 if (gl_info->gl_ops.gl.p_glGetError() == GL_INVALID_FRAMEBUFFER_OPERATION)
2554 while (gl_info->gl_ops.gl.p_glGetError());
2555 TRACE("Format %s doesn't support post-pixelshader blending, type %u.\n",
2556 debug_d3dformat(format->id), type);
2557 format->flags[type] &= ~WINED3DFMT_FLAG_POSTPIXELSHADER_BLENDING;
2559 else
2561 gl_info->gl_ops.gl.p_glDisable(GL_BLEND);
2562 if (type == WINED3D_GL_RES_TYPE_TEX_1D)
2563 gl_info->gl_ops.gl.p_glViewport(0, 0, 16, 1);
2564 else
2565 gl_info->gl_ops.gl.p_glViewport(0, 0, 16, 16);
2566 gl_info->gl_ops.gl.p_glBlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
2568 draw_test_quad(ctx, NULL, &black);
2570 gl_info->gl_ops.gl.p_glEnable(GL_BLEND);
2572 draw_test_quad(ctx, NULL, &half_transparent_red);
2574 gl_info->gl_ops.gl.p_glDisable(GL_BLEND);
2576 switch (type)
2578 case WINED3D_GL_RES_TYPE_TEX_1D:
2579 /* Rebinding texture to workaround a fglrx bug. */
2580 gl_info->gl_ops.gl.p_glBindTexture(GL_TEXTURE_1D, object);
2581 gl_info->gl_ops.gl.p_glGetTexImage(GL_TEXTURE_1D, 0, GL_BGRA,
2582 GL_UNSIGNED_INT_8_8_8_8_REV, readback);
2583 color = readback[7];
2584 break;
2586 case WINED3D_GL_RES_TYPE_TEX_2D:
2587 case WINED3D_GL_RES_TYPE_TEX_3D:
2588 case WINED3D_GL_RES_TYPE_TEX_RECT:
2589 /* Rebinding texture to workaround a fglrx bug. */
2590 gl_info->gl_ops.gl.p_glBindTexture(wined3d_gl_type_to_enum(type), object);
2591 gl_info->gl_ops.gl.p_glGetTexImage(wined3d_gl_type_to_enum(type), 0, GL_BGRA,
2592 GL_UNSIGNED_INT_8_8_8_8_REV, readback);
2593 color = readback[7 * 16 + 7];
2594 break;
2596 case WINED3D_GL_RES_TYPE_TEX_CUBE:
2597 /* Rebinding texture to workaround a fglrx bug. */
2598 gl_info->gl_ops.gl.p_glBindTexture(GL_TEXTURE_CUBE_MAP_ARB, object);
2599 gl_info->gl_ops.gl.p_glGetTexImage(GL_TEXTURE_CUBE_MAP_POSITIVE_X_ARB, 0, GL_BGRA,
2600 GL_UNSIGNED_INT_8_8_8_8_REV, readback);
2601 color = readback[7 * 16 + 7];
2602 break;
2604 case WINED3D_GL_RES_TYPE_RB:
2605 gl_info->gl_ops.gl.p_glReadPixels(0, 0, 16, 16,
2606 GL_BGRA, GL_UNSIGNED_INT_8_8_8_8_REV, readback);
2607 color = readback[7 * 16 + 7];
2608 break;
2610 case WINED3D_GL_RES_TYPE_BUFFER:
2611 case WINED3D_GL_RES_TYPE_COUNT:
2612 color = 0;
2613 break;
2615 checkGLcall("Post-pixelshader blending check");
2617 a = color >> 24;
2618 r = (color & 0x00ff0000u) >> 16;
2620 r_range = format->red_size < 8 ? 1u << (8 - format->red_size) : 1;
2621 a_range = format->alpha_size < 8 ? 1u << (8 - format->alpha_size) : 1;
2622 if (format->red_size && (r < 0x7f - r_range || r > 0x7f + r_range))
2623 match = FALSE;
2624 else if (format->alpha_size > 1 && (a < 0xbf - a_range || a > 0xbf + a_range))
2625 match = FALSE;
2626 if (!match)
2628 TRACE("Format %s doesn't support post-pixelshader blending, type %u.\n",
2629 debug_d3dformat(format->id), type);
2630 TRACE("Color output: %#x\n", color);
2631 format->flags[type] &= ~WINED3DFMT_FLAG_POSTPIXELSHADER_BLENDING;
2633 else
2635 TRACE("Format %s supports post-pixelshader blending, type %u.\n",
2636 debug_d3dformat(format->id), type);
2637 TRACE("Color output: %#x\n", color);
2638 format->flags[type] |= WINED3DFMT_FLAG_POSTPIXELSHADER_BLENDING;
2642 if (gl_info->supported[ARB_FRAMEBUFFER_OBJECT]
2643 || gl_info->supported[EXT_PACKED_DEPTH_STENCIL])
2645 gl_info->fbo_ops.glFramebufferRenderbuffer(GL_FRAMEBUFFER, GL_DEPTH_ATTACHMENT, GL_RENDERBUFFER, 0);
2646 gl_info->fbo_ops.glFramebufferRenderbuffer(GL_FRAMEBUFFER, GL_STENCIL_ATTACHMENT, GL_RENDERBUFFER, 0);
2647 gl_info->fbo_ops.glDeleteRenderbuffers(1, &rb);
2648 checkGLcall("RB cleanup");
2652 if (format->glInternal != format->glGammaInternal)
2654 delete_fbo_attachment(gl_info, type, object);
2655 create_and_bind_fbo_attachment(gl_info, format->flags[type], type, &object, format->glGammaInternal,
2656 format->glFormat, format->glType);
2658 status = gl_info->fbo_ops.glCheckFramebufferStatus(GL_FRAMEBUFFER);
2659 checkGLcall("Framebuffer format check");
2661 if (status == GL_FRAMEBUFFER_COMPLETE)
2663 TRACE("Format %s's sRGB format is FBO attachable, type %u.\n",
2664 debug_d3dformat(format->id), type);
2665 format->flags[type] |= WINED3DFMT_FLAG_FBO_ATTACHABLE_SRGB;
2666 if (gl_info->supported[EXT_TEXTURE_SRGB_DECODE])
2667 format->glInternal = format->glGammaInternal;
2669 else
2671 WARN("Format %s's sRGB format is not FBO attachable, type %u.\n",
2672 debug_d3dformat(format->id), type);
2673 format_clear_flag(format, WINED3DFMT_FLAG_SRGB_WRITE);
2676 else if (status == GL_FRAMEBUFFER_COMPLETE)
2677 format->flags[type] |= WINED3DFMT_FLAG_FBO_ATTACHABLE_SRGB;
2679 if (format->flags[type] & (WINED3DFMT_FLAG_DEPTH | WINED3DFMT_FLAG_STENCIL))
2681 gl_info->fbo_ops.glFramebufferRenderbuffer(GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT0, GL_RENDERBUFFER, 0);
2682 gl_info->fbo_ops.glDeleteRenderbuffers(1, &color_rb);
2685 delete_fbo_attachment(gl_info, type, object);
2686 checkGLcall("Framebuffer format check cleanup");
2689 if (fallback_fmt_used && regular_fmt_used)
2691 FIXME("Format %s needs different render target formats for different resource types.\n",
2692 debug_d3dformat(format->id));
2693 format_clear_flag(format, WINED3DFMT_FLAG_RENDERTARGET | WINED3DFMT_FLAG_FBO_ATTACHABLE
2694 | WINED3DFMT_FLAG_FBO_ATTACHABLE_SRGB | WINED3DFMT_FLAG_POSTPIXELSHADER_BLENDING);
2698 static void query_format_flag(struct wined3d_gl_info *gl_info, struct wined3d_format *format,
2699 GLint internal, GLenum pname, DWORD flag, const char *string)
2701 GLint value;
2702 enum wined3d_gl_resource_type type;
2704 for (type = 0; type < ARRAY_SIZE(format->flags); ++type)
2706 gl_info->gl_ops.ext.p_glGetInternalformativ(wined3d_gl_type_to_enum(type), internal, pname, 1, &value);
2707 if (value == GL_FULL_SUPPORT)
2709 TRACE("Format %s supports %s, resource type %u.\n", debug_d3dformat(format->id), string, type);
2710 format->flags[type] |= flag;
2712 else
2714 TRACE("Format %s doesn't support %s, resource type %u.\n", debug_d3dformat(format->id), string, type);
2715 format->flags[type] &= ~flag;
2720 /* Context activation is done by the caller. */
2721 static void init_format_fbo_compat_info(const struct wined3d_adapter *adapter,
2722 struct wined3d_caps_gl_ctx *ctx)
2724 const struct wined3d_gl_info *gl_info = ctx->gl_info;
2725 unsigned int i, type;
2726 GLuint fbo;
2728 if (gl_info->supported[ARB_INTERNALFORMAT_QUERY2])
2730 for (i = 0; i < WINED3D_FORMAT_COUNT; ++i)
2732 BOOL fallback_fmt_used = FALSE, regular_fmt_used = FALSE;
2733 struct wined3d_format *format = &adapter->formats[i];
2734 GLenum rt_internal = format->rtInternal;
2735 GLint value;
2737 if (!format->glInternal)
2738 continue;
2740 for (type = 0; type < ARRAY_SIZE(format->flags); ++type)
2742 gl_info->gl_ops.ext.p_glGetInternalformativ(wined3d_gl_type_to_enum(type),
2743 format->glInternal, GL_FRAMEBUFFER_RENDERABLE, 1, &value);
2744 if (value == GL_FULL_SUPPORT)
2746 TRACE("Format %s is supported as FBO color attachment, resource type %u.\n",
2747 debug_d3dformat(format->id), type);
2748 format->flags[type] |= WINED3DFMT_FLAG_FBO_ATTACHABLE;
2749 format->rtInternal = format->glInternal;
2750 regular_fmt_used = TRUE;
2752 gl_info->gl_ops.ext.p_glGetInternalformativ(wined3d_gl_type_to_enum(type),
2753 format->glInternal, GL_FRAMEBUFFER_BLEND, 1, &value);
2754 if (value == GL_FULL_SUPPORT)
2756 TRACE("Format %s supports post-pixelshader blending, resource type %u.\n",
2757 debug_d3dformat(format->id), type);
2758 format->flags[type] |= WINED3DFMT_FLAG_POSTPIXELSHADER_BLENDING;
2760 else
2762 TRACE("Format %s doesn't support post-pixelshader blending, resource typed %u.\n",
2763 debug_d3dformat(format->id), type);
2764 format->flags[type] &= ~WINED3DFMT_FLAG_POSTPIXELSHADER_BLENDING;
2767 else
2769 if (!rt_internal)
2771 if (format->flags[type] & WINED3DFMT_FLAG_RENDERTARGET)
2773 WARN("Format %s with rendertarget flag is not supported as FBO color attachment"
2774 " and no fallback specified, resource type %u.\n",
2775 debug_d3dformat(format->id), type);
2776 format->flags[type] &= ~WINED3DFMT_FLAG_RENDERTARGET;
2778 else
2779 TRACE("Format %s is not supported as FBO color attachment,"
2780 " resource type %u.\n", debug_d3dformat(format->id), type);
2781 format->rtInternal = format->glInternal;
2783 else
2785 gl_info->gl_ops.ext.p_glGetInternalformativ(wined3d_gl_type_to_enum(type),
2786 rt_internal, GL_FRAMEBUFFER_RENDERABLE, 1, &value);
2787 if (value == GL_FULL_SUPPORT)
2789 TRACE("Format %s rtInternal format is supported as FBO color attachment,"
2790 " resource type %u.\n", debug_d3dformat(format->id), type);
2791 fallback_fmt_used = TRUE;
2793 else
2795 WARN("Format %s rtInternal format is not supported as FBO color attachment,"
2796 " resource type %u.\n", debug_d3dformat(format->id), type);
2797 format->flags[type] &= ~WINED3DFMT_FLAG_RENDERTARGET;
2802 if (format->glInternal != format->glGammaInternal)
2804 gl_info->gl_ops.ext.p_glGetInternalformativ(wined3d_gl_type_to_enum(type),
2805 format->glGammaInternal, GL_FRAMEBUFFER_RENDERABLE, 1, &value);
2806 if (value == GL_FULL_SUPPORT)
2808 TRACE("Format %s's sRGB format is FBO attachable, resource type %u.\n",
2809 debug_d3dformat(format->id), type);
2810 format->flags[type] |= WINED3DFMT_FLAG_FBO_ATTACHABLE_SRGB;
2811 if (gl_info->supported[EXT_TEXTURE_SRGB_DECODE])
2812 format->glInternal = format->glGammaInternal;
2814 else
2816 WARN("Format %s's sRGB format is not FBO attachable, resource type %u.\n",
2817 debug_d3dformat(format->id), type);
2818 format_clear_flag(format, WINED3DFMT_FLAG_SRGB_WRITE);
2821 else if (format->flags[type] & WINED3DFMT_FLAG_FBO_ATTACHABLE)
2822 format->flags[type] |= WINED3DFMT_FLAG_FBO_ATTACHABLE_SRGB;
2825 if (fallback_fmt_used && regular_fmt_used)
2827 FIXME("Format %s needs different render target formats for different resource types.\n",
2828 debug_d3dformat(format->id));
2829 format_clear_flag(format, WINED3DFMT_FLAG_RENDERTARGET | WINED3DFMT_FLAG_FBO_ATTACHABLE
2830 | WINED3DFMT_FLAG_FBO_ATTACHABLE_SRGB | WINED3DFMT_FLAG_POSTPIXELSHADER_BLENDING);
2833 return;
2836 if (wined3d_settings.offscreen_rendering_mode == ORM_FBO)
2838 gl_info->fbo_ops.glGenFramebuffers(1, &fbo);
2839 gl_info->fbo_ops.glBindFramebuffer(GL_FRAMEBUFFER, fbo);
2840 gl_info->gl_ops.gl.p_glDrawBuffer(GL_COLOR_ATTACHMENT0);
2841 gl_info->gl_ops.gl.p_glReadBuffer(GL_COLOR_ATTACHMENT0);
2844 for (i = 0; i < WINED3D_FORMAT_COUNT; ++i)
2846 struct wined3d_format *format = &adapter->formats[i];
2848 if (!format->glInternal) continue;
2850 if (format->flags[WINED3D_GL_RES_TYPE_TEX_2D] & WINED3DFMT_FLAG_COMPRESSED)
2852 TRACE("Skipping format %s because it's a compressed format.\n",
2853 debug_d3dformat(format->id));
2854 continue;
2857 if (wined3d_settings.offscreen_rendering_mode == ORM_FBO)
2859 TRACE("Checking if format %s is supported as FBO color attachment...\n", debug_d3dformat(format->id));
2860 check_fbo_compat(ctx, format);
2862 else
2864 format->rtInternal = format->glInternal;
2868 if (wined3d_settings.offscreen_rendering_mode == ORM_FBO)
2869 gl_info->fbo_ops.glDeleteFramebuffers(1, &fbo);
2872 static GLenum lookup_gl_view_class(GLenum internal_format)
2874 static const struct
2876 GLenum internal_format;
2877 GLenum view_class;
2879 view_classes[] =
2881 /* 128-bit */
2882 {GL_RGBA32F, GL_VIEW_CLASS_128_BITS},
2883 {GL_RGBA32UI, GL_VIEW_CLASS_128_BITS},
2884 {GL_RGBA32I, GL_VIEW_CLASS_128_BITS},
2885 /* 96-bit */
2886 {GL_RGB32F, GL_VIEW_CLASS_96_BITS},
2887 {GL_RGB32UI, GL_VIEW_CLASS_96_BITS},
2888 {GL_RGB32I, GL_VIEW_CLASS_96_BITS},
2889 /* 64-bit */
2890 {GL_RGBA16F, GL_VIEW_CLASS_64_BITS},
2891 {GL_RG32F, GL_VIEW_CLASS_64_BITS},
2892 {GL_RGBA16UI, GL_VIEW_CLASS_64_BITS},
2893 {GL_RG32UI, GL_VIEW_CLASS_64_BITS},
2894 {GL_RGBA16I, GL_VIEW_CLASS_64_BITS},
2895 {GL_RG32I, GL_VIEW_CLASS_64_BITS},
2896 {GL_RGBA16, GL_VIEW_CLASS_64_BITS},
2897 {GL_RGBA16_SNORM, GL_VIEW_CLASS_64_BITS},
2898 /* 48-bit */
2899 {GL_RGB16, GL_VIEW_CLASS_48_BITS},
2900 {GL_RGB16_SNORM, GL_VIEW_CLASS_48_BITS},
2901 {GL_RGB16F, GL_VIEW_CLASS_48_BITS},
2902 {GL_RGB16UI, GL_VIEW_CLASS_48_BITS},
2903 {GL_RGB16I, GL_VIEW_CLASS_48_BITS},
2904 /* 32-bit */
2905 {GL_RG16F, GL_VIEW_CLASS_32_BITS},
2906 {GL_R11F_G11F_B10F, GL_VIEW_CLASS_32_BITS},
2907 {GL_R32F, GL_VIEW_CLASS_32_BITS},
2908 {GL_RGB10_A2UI, GL_VIEW_CLASS_32_BITS},
2909 {GL_RGBA8UI, GL_VIEW_CLASS_32_BITS},
2910 {GL_RG16UI, GL_VIEW_CLASS_32_BITS},
2911 {GL_R32UI, GL_VIEW_CLASS_32_BITS},
2912 {GL_RGBA8I, GL_VIEW_CLASS_32_BITS},
2913 {GL_RG16I, GL_VIEW_CLASS_32_BITS},
2914 {GL_R32I, GL_VIEW_CLASS_32_BITS},
2915 {GL_RGB10_A2, GL_VIEW_CLASS_32_BITS},
2916 {GL_RGBA8, GL_VIEW_CLASS_32_BITS},
2917 {GL_RG16, GL_VIEW_CLASS_32_BITS},
2918 {GL_RGBA8_SNORM, GL_VIEW_CLASS_32_BITS},
2919 {GL_RG16_SNORM, GL_VIEW_CLASS_32_BITS},
2920 {GL_SRGB8_ALPHA8, GL_VIEW_CLASS_32_BITS},
2921 {GL_RGB9_E5, GL_VIEW_CLASS_32_BITS},
2922 /* 24-bit */
2923 {GL_RGB8, GL_VIEW_CLASS_24_BITS},
2924 {GL_RGB8_SNORM, GL_VIEW_CLASS_24_BITS},
2925 {GL_SRGB8, GL_VIEW_CLASS_24_BITS},
2926 {GL_RGB8UI, GL_VIEW_CLASS_24_BITS},
2927 {GL_RGB8I, GL_VIEW_CLASS_24_BITS},
2928 /* 16-bit */
2929 {GL_R16F, GL_VIEW_CLASS_16_BITS},
2930 {GL_RG8UI, GL_VIEW_CLASS_16_BITS},
2931 {GL_R16UI, GL_VIEW_CLASS_16_BITS},
2932 {GL_RG8I, GL_VIEW_CLASS_16_BITS},
2933 {GL_R16I, GL_VIEW_CLASS_16_BITS},
2934 {GL_RG8, GL_VIEW_CLASS_16_BITS},
2935 {GL_R16, GL_VIEW_CLASS_16_BITS},
2936 {GL_RG8_SNORM, GL_VIEW_CLASS_16_BITS},
2937 {GL_R16_SNORM, GL_VIEW_CLASS_16_BITS},
2938 /* 8-bit */
2939 {GL_R8UI, GL_VIEW_CLASS_8_BITS},
2940 {GL_R8I, GL_VIEW_CLASS_8_BITS},
2941 {GL_R8, GL_VIEW_CLASS_8_BITS},
2942 {GL_R8_SNORM, GL_VIEW_CLASS_8_BITS},
2944 /* RGTC1 */
2945 {GL_COMPRESSED_RED_RGTC1, GL_VIEW_CLASS_RGTC1_RED},
2946 {GL_COMPRESSED_SIGNED_RED_RGTC1, GL_VIEW_CLASS_RGTC1_RED},
2947 /* RGTC2 */
2948 {GL_COMPRESSED_RG_RGTC2, GL_VIEW_CLASS_RGTC2_RG},
2949 {GL_COMPRESSED_SIGNED_RG_RGTC2, GL_VIEW_CLASS_RGTC2_RG},
2951 /* BPTC unorm */
2952 {GL_COMPRESSED_RGBA_BPTC_UNORM, GL_VIEW_CLASS_BPTC_UNORM},
2953 {GL_COMPRESSED_SRGB_ALPHA_BPTC_UNORM, GL_VIEW_CLASS_BPTC_UNORM},
2954 /* BPTC float */
2955 {GL_COMPRESSED_RGB_BPTC_SIGNED_FLOAT, GL_VIEW_CLASS_BPTC_FLOAT},
2956 {GL_COMPRESSED_RGB_BPTC_UNSIGNED_FLOAT, GL_VIEW_CLASS_BPTC_FLOAT},
2958 /* DXT1 RGB */
2959 {GL_COMPRESSED_RGB_S3TC_DXT1_EXT, GL_VIEW_CLASS_S3TC_DXT1_RGB},
2960 {GL_COMPRESSED_SRGB_S3TC_DXT1_EXT, GL_VIEW_CLASS_S3TC_DXT1_RGB},
2961 /* DXT1 RGBA */
2962 {GL_COMPRESSED_RGBA_S3TC_DXT1_EXT, GL_VIEW_CLASS_S3TC_DXT1_RGBA},
2963 {GL_COMPRESSED_SRGB_ALPHA_S3TC_DXT1_EXT, GL_VIEW_CLASS_S3TC_DXT1_RGBA},
2964 /* DXT3 */
2965 {GL_COMPRESSED_RGBA_S3TC_DXT3_EXT, GL_VIEW_CLASS_S3TC_DXT3_RGBA},
2966 {GL_COMPRESSED_SRGB_ALPHA_S3TC_DXT3_EXT, GL_VIEW_CLASS_S3TC_DXT3_RGBA},
2967 /* DXT5 */
2968 {GL_COMPRESSED_RGBA_S3TC_DXT5_EXT, GL_VIEW_CLASS_S3TC_DXT5_RGBA},
2969 {GL_COMPRESSED_SRGB_ALPHA_S3TC_DXT5_EXT, GL_VIEW_CLASS_S3TC_DXT5_RGBA},
2972 unsigned int i;
2974 for (i = 0; i < ARRAY_SIZE(view_classes); ++i)
2976 if (view_classes[i].internal_format == internal_format)
2977 return view_classes[i].view_class;
2980 return GL_NONE;
2983 static void query_view_class(struct wined3d_format *format)
2985 GLenum internal_view_class, gamma_view_class, rt_view_class;
2987 internal_view_class = lookup_gl_view_class(format->glInternal);
2988 gamma_view_class = lookup_gl_view_class(format->glGammaInternal);
2989 rt_view_class = lookup_gl_view_class(format->rtInternal);
2991 if (internal_view_class == gamma_view_class || gamma_view_class == rt_view_class)
2993 format->gl_view_class = internal_view_class;
2994 TRACE("Format %s is member of GL view class %#x.\n",
2995 debug_d3dformat(format->id), format->gl_view_class);
2997 else
2999 format->gl_view_class = GL_NONE;
3003 static void query_internal_format(struct wined3d_adapter *adapter,
3004 struct wined3d_format *format, const struct wined3d_format_texture_info *texture_info,
3005 struct wined3d_gl_info *gl_info, BOOL srgb_write_supported, BOOL srgb_format)
3007 GLint count, multisample_types[8];
3008 unsigned int i, max_log2;
3009 GLenum target;
3011 if (gl_info->supported[ARB_INTERNALFORMAT_QUERY2])
3013 query_format_flag(gl_info, format, format->glInternal, GL_VERTEX_TEXTURE,
3014 WINED3DFMT_FLAG_VTF, "vertex texture usage");
3015 query_format_flag(gl_info, format, format->glInternal, GL_FILTER,
3016 WINED3DFMT_FLAG_FILTERING, "filtering");
3018 if (srgb_format || format->glGammaInternal != format->glInternal)
3020 query_format_flag(gl_info, format, format->glGammaInternal, GL_SRGB_READ,
3021 WINED3DFMT_FLAG_SRGB_READ, "sRGB read");
3023 if (srgb_write_supported)
3024 query_format_flag(gl_info, format, format->glGammaInternal, GL_SRGB_WRITE,
3025 WINED3DFMT_FLAG_SRGB_WRITE, "sRGB write");
3026 else
3027 format_clear_flag(format, WINED3DFMT_FLAG_SRGB_WRITE);
3029 if (!(format->flags[WINED3D_GL_RES_TYPE_TEX_2D] & (WINED3DFMT_FLAG_SRGB_READ | WINED3DFMT_FLAG_SRGB_WRITE)))
3030 format->glGammaInternal = format->glInternal;
3031 else if (wined3d_settings.offscreen_rendering_mode != ORM_FBO
3032 && gl_info->supported[EXT_TEXTURE_SRGB_DECODE])
3033 format->glInternal = format->glGammaInternal;
3036 else
3038 if (!gl_info->limits.samplers[WINED3D_SHADER_TYPE_VERTEX])
3039 format_clear_flag(format, WINED3DFMT_FLAG_VTF);
3041 if (!(gl_info->quirks & WINED3D_QUIRK_LIMITED_TEX_FILTERING))
3042 format_set_flag(format, WINED3DFMT_FLAG_FILTERING);
3043 else if (format->id != WINED3DFMT_R32G32B32A32_FLOAT && format->id != WINED3DFMT_R32_FLOAT)
3044 format_clear_flag(format, WINED3DFMT_FLAG_VTF);
3046 if (srgb_format || format->glGammaInternal != format->glInternal)
3048 /* Filter sRGB capabilities if EXT_texture_sRGB is not supported. */
3049 if (!gl_info->supported[EXT_TEXTURE_SRGB])
3051 format->glGammaInternal = format->glInternal;
3052 format_clear_flag(format, WINED3DFMT_FLAG_SRGB_READ | WINED3DFMT_FLAG_SRGB_WRITE);
3054 else if (wined3d_settings.offscreen_rendering_mode != ORM_FBO
3055 && gl_info->supported[EXT_TEXTURE_SRGB_DECODE])
3057 format->glInternal = format->glGammaInternal;
3061 if ((format->flags[WINED3D_GL_RES_TYPE_TEX_2D] & WINED3DFMT_FLAG_SRGB_WRITE) && !srgb_write_supported)
3062 format_clear_flag(format, WINED3DFMT_FLAG_SRGB_WRITE);
3064 if (!gl_info->supported[ARB_DEPTH_TEXTURE]
3065 && texture_info->flags & (WINED3DFMT_FLAG_DEPTH | WINED3DFMT_FLAG_STENCIL))
3067 format->flags[WINED3D_GL_RES_TYPE_TEX_1D] &= ~WINED3DFMT_FLAG_TEXTURE;
3068 format->flags[WINED3D_GL_RES_TYPE_TEX_2D] &= ~WINED3DFMT_FLAG_TEXTURE;
3069 format->flags[WINED3D_GL_RES_TYPE_TEX_3D] &= ~WINED3DFMT_FLAG_TEXTURE;
3070 format->flags[WINED3D_GL_RES_TYPE_TEX_CUBE] &= ~WINED3DFMT_FLAG_TEXTURE;
3071 format->flags[WINED3D_GL_RES_TYPE_TEX_RECT] &= ~WINED3DFMT_FLAG_TEXTURE;
3075 query_view_class(format);
3077 if (format->glInternal && format->flags[WINED3D_GL_RES_TYPE_RB]
3078 & (WINED3DFMT_FLAG_RENDERTARGET | WINED3DFMT_FLAG_DEPTH | WINED3DFMT_FLAG_STENCIL))
3080 if (gl_info->supported[ARB_INTERNALFORMAT_QUERY])
3082 target = gl_info->supported[ARB_TEXTURE_MULTISAMPLE] ? GL_TEXTURE_2D_MULTISAMPLE : GL_RENDERBUFFER;
3083 count = 0;
3084 GL_EXTCALL(glGetInternalformativ(target, format->glInternal,
3085 GL_NUM_SAMPLE_COUNTS, 1, &count));
3086 if (count > ARRAY_SIZE(multisample_types))
3087 FIXME("Unexpectedly high number of multisample types %d.\n", count);
3088 count = min(count, ARRAY_SIZE(multisample_types));
3089 GL_EXTCALL(glGetInternalformativ(target, format->glInternal,
3090 GL_SAMPLES, count, multisample_types));
3091 checkGLcall("query sample counts");
3092 for (i = 0; i < count; ++i)
3094 if (multisample_types[i] > sizeof(format->multisample_types) * CHAR_BIT)
3095 continue;
3096 format->multisample_types |= 1u << (multisample_types[i] - 1);
3099 else
3101 max_log2 = wined3d_log2i(min(gl_info->limits.samples,
3102 sizeof(format->multisample_types) * CHAR_BIT));
3103 for (i = 1; i <= max_log2; ++i)
3104 format->multisample_types |= 1u << ((1u << i) - 1);
3109 static BOOL init_format_texture_info(struct wined3d_adapter *adapter, struct wined3d_gl_info *gl_info)
3111 struct wined3d_format *format, *srgb_format;
3112 struct fragment_caps fragment_caps;
3113 struct shader_caps shader_caps;
3114 unsigned int i, j;
3115 BOOL srgb_write;
3117 adapter->fragment_pipe->get_caps(gl_info, &fragment_caps);
3118 adapter->shader_backend->shader_get_caps(gl_info, &shader_caps);
3119 srgb_write = (fragment_caps.wined3d_caps & WINED3D_FRAGMENT_CAP_SRGB_WRITE)
3120 && (shader_caps.wined3d_caps & WINED3D_SHADER_CAP_SRGB_WRITE);
3122 for (i = 0; i < ARRAY_SIZE(format_texture_info); ++i)
3124 if (!(format = get_format_internal(adapter, format_texture_info[i].id)))
3125 return FALSE;
3127 if (!gl_info->supported[format_texture_info[i].extension])
3128 continue;
3130 /* ARB_texture_rg defines floating point formats, but only if
3131 * ARB_texture_float is also supported. */
3132 if (!gl_info->supported[ARB_TEXTURE_FLOAT]
3133 && (format->flags[WINED3D_GL_RES_TYPE_TEX_2D] & WINED3DFMT_FLAG_FLOAT))
3134 continue;
3136 /* ARB_texture_rg defines integer formats if EXT_texture_integer is also supported. */
3137 if (!gl_info->supported[EXT_TEXTURE_INTEGER]
3138 && (format->flags[WINED3D_GL_RES_TYPE_TEX_2D] & WINED3DFMT_FLAG_INTEGER))
3139 continue;
3141 format->glInternal = format_texture_info[i].gl_internal;
3142 format->glGammaInternal = format_texture_info[i].gl_srgb_internal;
3143 format->rtInternal = format_texture_info[i].gl_rt_internal;
3144 format->glFormat = format_texture_info[i].gl_format;
3145 format->glType = format_texture_info[i].gl_type;
3146 format->color_fixup = COLOR_FIXUP_IDENTITY;
3147 format->height_scale.numerator = 1;
3148 format->height_scale.denominator = 1;
3150 format->flags[WINED3D_GL_RES_TYPE_TEX_1D] |= format_texture_info[i].flags;
3151 format->flags[WINED3D_GL_RES_TYPE_TEX_2D] |= format_texture_info[i].flags;
3152 format->flags[WINED3D_GL_RES_TYPE_BUFFER] |= format_texture_info[i].flags;
3154 /* GL_ARB_depth_texture does not support 3D textures. It also says "cube textures are
3155 * problematic", but doesn't explicitly mandate that an error is generated. */
3156 if (gl_info->supported[EXT_TEXTURE3D]
3157 && !(format_texture_info[i].flags & (WINED3DFMT_FLAG_DEPTH | WINED3DFMT_FLAG_STENCIL)))
3158 format->flags[WINED3D_GL_RES_TYPE_TEX_3D] |= format_texture_info[i].flags;
3160 if (gl_info->supported[ARB_TEXTURE_CUBE_MAP])
3161 format->flags[WINED3D_GL_RES_TYPE_TEX_CUBE] |= format_texture_info[i].flags;
3163 if (gl_info->supported[ARB_TEXTURE_RECTANGLE])
3164 format->flags[WINED3D_GL_RES_TYPE_TEX_RECT] |= format_texture_info[i].flags;
3166 format->flags[WINED3D_GL_RES_TYPE_RB] |= format_texture_info[i].flags;
3167 format->flags[WINED3D_GL_RES_TYPE_RB] &= ~WINED3DFMT_FLAG_TEXTURE;
3169 if (format->glGammaInternal != format->glInternal
3170 && !(adapter->d3d_info.wined3d_creation_flags & WINED3D_SRGB_READ_WRITE_CONTROL))
3172 format->glGammaInternal = format->glInternal;
3173 format_clear_flag(format, WINED3DFMT_FLAG_SRGB_READ | WINED3DFMT_FLAG_SRGB_WRITE);
3176 query_internal_format(adapter, format, &format_texture_info[i], gl_info, srgb_write, FALSE);
3178 /* Texture conversion stuff */
3179 format->conv_byte_count = format_texture_info[i].conv_byte_count;
3180 format->upload = format_texture_info[i].upload;
3181 format->download = format_texture_info[i].download;
3183 srgb_format = NULL;
3184 for (j = 0; j < ARRAY_SIZE(format_srgb_info); ++j)
3186 if (format_srgb_info[j].base_format_id == format->id)
3188 if (!(srgb_format = get_format_internal(adapter, format_srgb_info[j].srgb_format_id)))
3189 return FALSE;
3190 break;
3193 if (!srgb_format)
3194 continue;
3196 copy_format(srgb_format, format);
3198 if (gl_info->supported[EXT_TEXTURE_SRGB]
3199 && !(adapter->d3d_info.wined3d_creation_flags & WINED3D_SRGB_READ_WRITE_CONTROL))
3201 srgb_format->glInternal = format_texture_info[i].gl_srgb_internal;
3202 srgb_format->glGammaInternal = format_texture_info[i].gl_srgb_internal;
3203 format_set_flag(srgb_format, WINED3DFMT_FLAG_SRGB_READ | WINED3DFMT_FLAG_SRGB_WRITE);
3204 query_internal_format(adapter, srgb_format, &format_texture_info[i], gl_info, srgb_write, TRUE);
3208 return TRUE;
3211 static BOOL color_match(DWORD c1, DWORD c2, BYTE max_diff)
3213 if (abs((c1 & 0xff) - (c2 & 0xff)) > max_diff) return FALSE;
3214 c1 >>= 8; c2 >>= 8;
3215 if (abs((c1 & 0xff) - (c2 & 0xff)) > max_diff) return FALSE;
3216 c1 >>= 8; c2 >>= 8;
3217 if (abs((c1 & 0xff) - (c2 & 0xff)) > max_diff) return FALSE;
3218 c1 >>= 8; c2 >>= 8;
3219 if (abs((c1 & 0xff) - (c2 & 0xff)) > max_diff) return FALSE;
3220 return TRUE;
3223 /* A context is provided by the caller */
3224 static BOOL check_filter(const struct wined3d_gl_info *gl_info, GLenum internal)
3226 static const DWORD data[] = {0x00000000, 0xffffffff};
3227 GLuint tex, fbo, buffer;
3228 DWORD readback[16 * 1];
3229 BOOL ret = FALSE;
3231 /* Render a filtered texture and see what happens. This is intended to detect the lack of
3232 * float16 filtering on ATI X1000 class cards. The drivers disable filtering instead of
3233 * falling back to software. If this changes in the future this code will get fooled and
3234 * apps might hit the software path due to incorrectly advertised caps.
3236 * Its unlikely that this changes however. GL Games like Mass Effect depend on the filter
3237 * disable fallback, if Apple or ATI ever change the driver behavior they will break more
3238 * than Wine. The Linux binary <= r500 driver is not maintained any more anyway
3241 while (gl_info->gl_ops.gl.p_glGetError());
3243 gl_info->gl_ops.gl.p_glGenTextures(1, &buffer);
3244 gl_info->gl_ops.gl.p_glBindTexture(GL_TEXTURE_2D, buffer);
3245 memset(readback, 0x7e, sizeof(readback));
3246 gl_info->gl_ops.gl.p_glTexImage2D(GL_TEXTURE_2D, 0, GL_RGBA8, 16, 1, 0,
3247 GL_RGBA, GL_UNSIGNED_INT_8_8_8_8, readback);
3248 gl_info->gl_ops.gl.p_glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_NEAREST);
3249 gl_info->gl_ops.gl.p_glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_NEAREST);
3250 gl_info->gl_ops.gl.p_glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_CLAMP_TO_EDGE);
3251 gl_info->gl_ops.gl.p_glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_CLAMP_TO_EDGE);
3252 gl_info->gl_ops.gl.p_glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_R, GL_CLAMP_TO_EDGE);
3254 gl_info->gl_ops.gl.p_glGenTextures(1, &tex);
3255 gl_info->gl_ops.gl.p_glBindTexture(GL_TEXTURE_2D, tex);
3256 gl_info->gl_ops.gl.p_glTexImage2D(GL_TEXTURE_2D, 0, internal, 2, 1, 0,
3257 GL_BGRA, GL_UNSIGNED_INT_8_8_8_8_REV, data);
3258 gl_info->gl_ops.gl.p_glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR);
3259 gl_info->gl_ops.gl.p_glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_LINEAR);
3260 gl_info->gl_ops.gl.p_glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_CLAMP_TO_EDGE);
3261 gl_info->gl_ops.gl.p_glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_CLAMP_TO_EDGE);
3262 gl_info->gl_ops.gl.p_glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_R, GL_CLAMP_TO_EDGE);
3263 gl_info->gl_ops.gl.p_glEnable(GL_TEXTURE_2D);
3265 gl_info->fbo_ops.glGenFramebuffers(1, &fbo);
3266 gl_info->fbo_ops.glBindFramebuffer(GL_FRAMEBUFFER, fbo);
3267 gl_info->fbo_ops.glFramebufferTexture2D(GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT0, GL_TEXTURE_2D, buffer, 0);
3268 gl_info->gl_ops.gl.p_glDrawBuffer(GL_COLOR_ATTACHMENT0);
3270 gl_info->gl_ops.gl.p_glViewport(0, 0, 16, 1);
3271 gl_info->gl_ops.gl.p_glDisable(GL_LIGHTING);
3272 gl_info->gl_ops.gl.p_glMatrixMode(GL_MODELVIEW);
3273 gl_info->gl_ops.gl.p_glLoadIdentity();
3274 gl_info->gl_ops.gl.p_glMatrixMode(GL_PROJECTION);
3275 gl_info->gl_ops.gl.p_glLoadIdentity();
3277 gl_info->gl_ops.gl.p_glClearColor(0, 1, 0, 0);
3278 gl_info->gl_ops.gl.p_glClear(GL_COLOR_BUFFER_BIT);
3280 gl_info->gl_ops.gl.p_glBegin(GL_TRIANGLE_STRIP);
3281 gl_info->gl_ops.gl.p_glTexCoord2f(0.0, 0.0);
3282 gl_info->gl_ops.gl.p_glVertex2f(-1.0f, -1.0f);
3283 gl_info->gl_ops.gl.p_glTexCoord2f(1.0, 0.0);
3284 gl_info->gl_ops.gl.p_glVertex2f(1.0f, -1.0f);
3285 gl_info->gl_ops.gl.p_glTexCoord2f(0.0, 1.0);
3286 gl_info->gl_ops.gl.p_glVertex2f(-1.0f, 1.0f);
3287 gl_info->gl_ops.gl.p_glTexCoord2f(1.0, 1.0);
3288 gl_info->gl_ops.gl.p_glVertex2f(1.0f, 1.0f);
3289 gl_info->gl_ops.gl.p_glEnd();
3291 gl_info->gl_ops.gl.p_glBindTexture(GL_TEXTURE_2D, buffer);
3292 memset(readback, 0x7f, sizeof(readback));
3293 gl_info->gl_ops.gl.p_glGetTexImage(GL_TEXTURE_2D, 0, GL_BGRA, GL_UNSIGNED_INT_8_8_8_8_REV, readback);
3294 if (color_match(readback[6], 0xffffffff, 5) || color_match(readback[6], 0x00000000, 5)
3295 || color_match(readback[9], 0xffffffff, 5) || color_match(readback[9], 0x00000000, 5))
3297 TRACE("Read back colors 0x%08x and 0x%08x close to unfiltered color, assuming no filtering\n",
3298 readback[6], readback[9]);
3299 ret = FALSE;
3301 else
3303 TRACE("Read back colors are 0x%08x and 0x%08x, assuming texture is filtered\n",
3304 readback[6], readback[9]);
3305 ret = TRUE;
3308 gl_info->fbo_ops.glBindFramebuffer(GL_FRAMEBUFFER, 0);
3309 gl_info->fbo_ops.glDeleteFramebuffers(1, &fbo);
3310 gl_info->gl_ops.gl.p_glDeleteTextures(1, &tex);
3311 gl_info->gl_ops.gl.p_glDeleteTextures(1, &buffer);
3312 gl_info->gl_ops.gl.p_glDisable(GL_TEXTURE_2D);
3314 if (gl_info->gl_ops.gl.p_glGetError())
3316 FIXME("Error during filtering test for format %x, returning no filtering\n", internal);
3317 ret = FALSE;
3320 return ret;
3323 static void init_format_filter_info(struct wined3d_adapter *adapter,
3324 struct wined3d_gl_info *gl_info)
3326 enum wined3d_pci_vendor vendor = adapter->driver_info.vendor;
3327 struct wined3d_format *format;
3328 unsigned int i;
3329 static const enum wined3d_format_id fmts16[] =
3331 WINED3DFMT_R16_FLOAT,
3332 WINED3DFMT_R16G16_FLOAT,
3333 WINED3DFMT_R16G16B16A16_FLOAT,
3335 BOOL filtered;
3337 /* This was already handled by init_format_texture_info(). */
3338 if (gl_info->supported[ARB_INTERNALFORMAT_QUERY2])
3339 return;
3341 if (wined3d_settings.offscreen_rendering_mode != ORM_FBO
3342 || !gl_info->supported[WINED3D_GL_LEGACY_CONTEXT])
3344 WARN("No FBO support, or no FBO ORM, guessing filter info from GL caps\n");
3345 if (vendor == HW_VENDOR_NVIDIA && gl_info->supported[ARB_TEXTURE_FLOAT])
3347 TRACE("Nvidia card with texture_float support: Assuming float16 blending\n");
3348 filtered = TRUE;
3350 else if (gl_info->limits.glsl_varyings > 44)
3352 TRACE("More than 44 GLSL varyings - assuming d3d10 card with float16 blending\n");
3353 filtered = TRUE;
3355 else
3357 TRACE("Assuming no float16 blending\n");
3358 filtered = FALSE;
3361 if (filtered)
3363 for (i = 0; i < ARRAY_SIZE(fmts16); ++i)
3365 format = get_format_internal(adapter, fmts16[i]);
3366 format_set_flag(format, WINED3DFMT_FLAG_FILTERING);
3369 return;
3372 for (i = 0; i < ARRAY_SIZE(fmts16); ++i)
3374 format = get_format_internal(adapter, fmts16[i]);
3375 if (!format->glInternal)
3376 continue; /* Not supported by GL */
3378 filtered = check_filter(gl_info, format->glInternal);
3379 if (filtered)
3381 TRACE("Format %s supports filtering.\n", debug_d3dformat(format->id));
3382 format_set_flag(format, WINED3DFMT_FLAG_FILTERING);
3384 else
3386 TRACE("Format %s does not support filtering.\n", debug_d3dformat(format->id));
3391 static enum fixup_channel_source fixup_source_from_char(char c)
3393 switch (c)
3395 default:
3396 case '0':
3397 return CHANNEL_SOURCE_ZERO;
3398 case '1':
3399 return CHANNEL_SOURCE_ONE;
3400 case 'x':
3401 case 'X':
3402 return CHANNEL_SOURCE_X;
3403 case 'y':
3404 case 'Y':
3405 return CHANNEL_SOURCE_Y;
3406 case 'z':
3407 case 'Z':
3408 return CHANNEL_SOURCE_Z;
3409 case 'w':
3410 case 'W':
3411 return CHANNEL_SOURCE_W;
3415 static unsigned int fixup_sign_from_char(char c)
3417 if (c == 'x' || c == 'y' || c == 'z' || c == 'w')
3418 return 1;
3419 return 0;
3422 static struct color_fixup_desc create_color_fixup_desc_from_string(const char *s)
3424 struct color_fixup_desc fixup;
3426 if (strlen(s) != 4)
3428 ERR("Invalid fixup string %s.\n", wine_dbgstr_a(s));
3429 return COLOR_FIXUP_IDENTITY;
3432 fixup.x_sign_fixup = fixup_sign_from_char(s[0]);
3433 fixup.x_source = fixup_source_from_char(s[0]);
3434 fixup.y_sign_fixup = fixup_sign_from_char(s[1]);
3435 fixup.y_source = fixup_source_from_char(s[1]);
3436 fixup.z_sign_fixup = fixup_sign_from_char(s[2]);
3437 fixup.z_source = fixup_source_from_char(s[2]);
3438 fixup.w_sign_fixup = fixup_sign_from_char(s[3]);
3439 fixup.w_source = fixup_source_from_char(s[3]);
3441 return fixup;
3444 static void apply_format_fixups(struct wined3d_adapter *adapter, struct wined3d_gl_info *gl_info)
3446 const struct wined3d_d3d_info *d3d_info = &adapter->d3d_info;
3447 struct wined3d_format *format;
3448 BOOL use_legacy_fixups;
3449 unsigned int i;
3451 static const struct
3453 enum wined3d_format_id id;
3454 const char *fixup;
3455 BOOL legacy;
3456 enum wined3d_gl_extension extension;
3458 fixups[] =
3460 {WINED3DFMT_R16_FLOAT, "X11W", TRUE, WINED3D_GL_EXT_NONE},
3461 {WINED3DFMT_R32_FLOAT, "X11W", TRUE, WINED3D_GL_EXT_NONE},
3462 {WINED3DFMT_R16G16_UNORM, "XY1W", TRUE, WINED3D_GL_EXT_NONE},
3463 {WINED3DFMT_R16G16_FLOAT, "XY1W", TRUE, WINED3D_GL_EXT_NONE},
3464 {WINED3DFMT_R32G32_FLOAT, "XY1W", TRUE, WINED3D_GL_EXT_NONE},
3466 {WINED3DFMT_R8G8_SNORM, "xy11", FALSE, WINED3D_GL_EXT_NONE},
3467 {WINED3DFMT_R8G8_SNORM, "XY11", TRUE, NV_TEXTURE_SHADER},
3468 {WINED3DFMT_R8G8_SNORM, "XY11", TRUE, EXT_TEXTURE_SNORM},
3470 {WINED3DFMT_R16G16_SNORM, "xy11", FALSE, WINED3D_GL_EXT_NONE},
3471 {WINED3DFMT_R16G16_SNORM, "XY11", TRUE, NV_TEXTURE_SHADER},
3472 {WINED3DFMT_R16G16_SNORM, "XY11", TRUE, EXT_TEXTURE_SNORM},
3474 {WINED3DFMT_R8G8B8A8_SNORM, "xyzw", FALSE, WINED3D_GL_EXT_NONE},
3475 {WINED3DFMT_R8G8B8A8_SNORM, "XYZW", FALSE, NV_TEXTURE_SHADER},
3476 {WINED3DFMT_R8G8B8A8_SNORM, "XYZW", FALSE, EXT_TEXTURE_SNORM},
3478 {WINED3DFMT_R5G5_SNORM_L6_UNORM, "xzY1", FALSE, WINED3D_GL_EXT_NONE},
3479 {WINED3DFMT_R5G5_SNORM_L6_UNORM, "XYZW", FALSE, NV_TEXTURE_SHADER},
3480 {WINED3DFMT_R5G5_SNORM_L6_UNORM, "XYZW", FALSE, EXT_TEXTURE_SNORM},
3482 {WINED3DFMT_R8G8_SNORM_L8X8_UNORM, "xyZW", FALSE, WINED3D_GL_EXT_NONE},
3483 {WINED3DFMT_R8G8_SNORM_L8X8_UNORM, "XYZW", FALSE, NV_TEXTURE_SHADER},
3485 {WINED3DFMT_ATI1N, "XXXX", FALSE, EXT_TEXTURE_COMPRESSION_RGTC},
3486 {WINED3DFMT_ATI1N, "XXXX", FALSE, ARB_TEXTURE_COMPRESSION_RGTC},
3488 {WINED3DFMT_ATI2N, "XW11", FALSE, ATI_TEXTURE_COMPRESSION_3DC},
3489 {WINED3DFMT_ATI2N, "YX11", FALSE, EXT_TEXTURE_COMPRESSION_RGTC},
3490 {WINED3DFMT_ATI2N, "YX11", FALSE, ARB_TEXTURE_COMPRESSION_RGTC},
3492 {WINED3DFMT_A8_UNORM, "000X", FALSE, WINED3D_GL_EXT_NONE},
3493 {WINED3DFMT_A8_UNORM, "XYZW", FALSE, WINED3D_GL_LEGACY_CONTEXT},
3495 {WINED3DFMT_L8A8_UNORM, "XXXY", FALSE, WINED3D_GL_EXT_NONE},
3496 {WINED3DFMT_L8A8_UNORM, "XYZW", FALSE, WINED3D_GL_LEGACY_CONTEXT},
3498 {WINED3DFMT_L4A4_UNORM, "XXXY", FALSE, WINED3D_GL_EXT_NONE},
3499 {WINED3DFMT_L4A4_UNORM, "XYZW", FALSE, WINED3D_GL_LEGACY_CONTEXT},
3501 {WINED3DFMT_L16_UNORM, "XXX1", FALSE, WINED3D_GL_EXT_NONE},
3502 {WINED3DFMT_L16_UNORM, "XYZW", FALSE, WINED3D_GL_LEGACY_CONTEXT},
3504 {WINED3DFMT_INTZ, "XXXX", FALSE, WINED3D_GL_EXT_NONE},
3505 {WINED3DFMT_INTZ, "XYZW", FALSE, WINED3D_GL_LEGACY_CONTEXT},
3507 {WINED3DFMT_L8_UNORM, "XXX1", FALSE, ARB_TEXTURE_RG},
3510 use_legacy_fixups = d3d_info->wined3d_creation_flags & WINED3D_LEGACY_UNBOUND_RESOURCE_COLOR;
3511 for (i = 0; i < ARRAY_SIZE(fixups); ++i)
3513 if (fixups[i].legacy && !use_legacy_fixups)
3514 continue;
3516 if (!gl_info->supported[fixups[i].extension])
3517 continue;
3519 format = get_format_internal(adapter, fixups[i].id);
3520 format->color_fixup = create_color_fixup_desc_from_string(fixups[i].fixup);
3523 if (!gl_info->supported[APPLE_YCBCR_422] && (gl_info->supported[ARB_FRAGMENT_PROGRAM]
3524 || (gl_info->supported[ARB_FRAGMENT_SHADER] && gl_info->supported[ARB_VERTEX_SHADER])))
3526 format = get_format_internal(adapter, WINED3DFMT_YUY2);
3527 format->color_fixup = create_complex_fixup_desc(COMPLEX_FIXUP_YUY2);
3529 format = get_format_internal(adapter, WINED3DFMT_UYVY);
3530 format->color_fixup = create_complex_fixup_desc(COMPLEX_FIXUP_UYVY);
3532 else if (!gl_info->supported[APPLE_YCBCR_422] && (!gl_info->supported[ARB_FRAGMENT_PROGRAM]
3533 && (!gl_info->supported[ARB_FRAGMENT_SHADER] || !gl_info->supported[ARB_VERTEX_SHADER])))
3535 format = get_format_internal(adapter, WINED3DFMT_YUY2);
3536 format->glInternal = 0;
3538 format = get_format_internal(adapter, WINED3DFMT_UYVY);
3539 format->glInternal = 0;
3542 if (gl_info->supported[ARB_FRAGMENT_PROGRAM]
3543 || (gl_info->supported[ARB_FRAGMENT_SHADER] && gl_info->supported[ARB_VERTEX_SHADER]))
3545 format = get_format_internal(adapter, WINED3DFMT_YV12);
3546 format_set_flag(format, WINED3DFMT_FLAG_HEIGHT_SCALE);
3547 format->height_scale.numerator = 3;
3548 format->height_scale.denominator = 2;
3549 format->color_fixup = create_complex_fixup_desc(COMPLEX_FIXUP_YV12);
3551 format = get_format_internal(adapter, WINED3DFMT_NV12);
3552 format_set_flag(format, WINED3DFMT_FLAG_HEIGHT_SCALE);
3553 format->height_scale.numerator = 3;
3554 format->height_scale.denominator = 2;
3555 format->color_fixup = create_complex_fixup_desc(COMPLEX_FIXUP_NV12);
3557 else
3559 format = get_format_internal(adapter, WINED3DFMT_YV12);
3560 format->glInternal = 0;
3562 format = get_format_internal(adapter, WINED3DFMT_NV12);
3563 format->glInternal = 0;
3566 if (gl_info->supported[ARB_FRAGMENT_PROGRAM] || gl_info->supported[ARB_FRAGMENT_SHADER])
3568 format = get_format_internal(adapter, WINED3DFMT_P8_UINT);
3569 format->color_fixup = create_complex_fixup_desc(COMPLEX_FIXUP_P8);
3572 if (!gl_info->supported[ARB_HALF_FLOAT_PIXEL])
3574 format = get_format_internal(adapter, WINED3DFMT_R16_FLOAT);
3575 format_clear_flag(format, WINED3DFMT_FLAG_TEXTURE);
3577 format = get_format_internal(adapter, WINED3DFMT_R16G16_FLOAT);
3578 format_clear_flag(format, WINED3DFMT_FLAG_TEXTURE);
3580 format = get_format_internal(adapter, WINED3DFMT_R16G16B16A16_FLOAT);
3581 format_clear_flag(format, WINED3DFMT_FLAG_TEXTURE);
3584 if (gl_info->quirks & WINED3D_QUIRK_BROKEN_RGBA16)
3586 format = get_format_internal(adapter, WINED3DFMT_R16G16B16A16_UNORM);
3587 format_clear_flag(format, WINED3DFMT_FLAG_TEXTURE);
3590 /* ATI instancing hack: Although ATI cards do not support Shader Model
3591 * 3.0, they support instancing. To query if the card supports instancing
3592 * CheckDeviceFormat() with the special format MAKEFOURCC('I','N','S','T')
3593 * is used. Should an application check for this, provide a proper return
3594 * value. We can do instancing with all shader versions, but we need
3595 * vertex shaders.
3597 * Additionally applications have to set the D3DRS_POINTSIZE render state
3598 * to MAKEFOURCC('I','N','S','T') once to enable instancing. Wined3d
3599 * doesn't need that and just ignores it.
3601 * With Shader Model 3.0 capable cards Instancing 'just works' in Windows. */
3602 /* FIXME: This should just check the shader backend caps. */
3603 if (gl_info->supported[ARB_VERTEX_PROGRAM] || gl_info->supported[ARB_VERTEX_SHADER])
3605 format = get_format_internal(adapter, WINED3DFMT_INST);
3606 format_set_flag(format, WINED3DFMT_FLAG_TEXTURE);
3609 /* Depth bound test. To query if the card supports it CheckDeviceFormat()
3610 * with the special format MAKEFOURCC('N','V','D','B') is used. It is
3611 * enabled by setting D3DRS_ADAPTIVETESS_X render state to
3612 * MAKEFOURCC('N','V','D','B') and then controlled by setting
3613 * D3DRS_ADAPTIVETESS_Z (zMin) and D3DRS_ADAPTIVETESS_W (zMax) to test
3614 * value. */
3615 if (gl_info->supported[EXT_DEPTH_BOUNDS_TEST])
3617 format = get_format_internal(adapter, WINED3DFMT_NVDB);
3618 format_set_flag(format, WINED3DFMT_FLAG_TEXTURE);
3621 /* RESZ aka AMD DX9-level hack for multisampled depth buffer resolve. You query for RESZ
3622 * support by checking for availability of MAKEFOURCC('R','E','S','Z') surfaces with
3623 * RENDERTARGET usage. */
3624 if (gl_info->supported[ARB_FRAMEBUFFER_OBJECT])
3626 format = get_format_internal(adapter, WINED3DFMT_RESZ);
3627 format_set_flag(format, WINED3DFMT_FLAG_TEXTURE | WINED3DFMT_FLAG_RENDERTARGET);
3630 for (i = 0; i < WINED3D_FORMAT_COUNT; ++i)
3632 struct wined3d_format *format = &adapter->formats[i];
3634 if (!(format->flags[WINED3D_GL_RES_TYPE_TEX_2D] & WINED3DFMT_FLAG_TEXTURE))
3635 continue;
3637 if (is_identity_fixup(format->color_fixup))
3638 continue;
3640 TRACE("Checking support for fixup:\n");
3641 dump_color_fixup_desc(format->color_fixup);
3642 if (!adapter->shader_backend->shader_color_fixup_supported(format->color_fixup)
3643 || !adapter->fragment_pipe->color_fixup_supported(format->color_fixup))
3645 TRACE("[FAILED]\n");
3646 format_clear_flag(format, WINED3DFMT_FLAG_TEXTURE);
3648 else
3650 TRACE("[OK]\n");
3654 /* These formats are not supported for 3D textures. See also
3655 * WINED3DFMT_FLAG_DECOMPRESS. */
3656 format = get_format_internal(adapter, WINED3DFMT_ATI1N);
3657 format->flags[WINED3D_GL_RES_TYPE_TEX_3D] &= ~WINED3DFMT_FLAG_TEXTURE;
3658 format = get_format_internal(adapter, WINED3DFMT_ATI2N);
3659 format->flags[WINED3D_GL_RES_TYPE_TEX_3D] &= ~WINED3DFMT_FLAG_TEXTURE;
3660 format = get_format_internal(adapter, WINED3DFMT_BC4_UNORM);
3661 format->flags[WINED3D_GL_RES_TYPE_TEX_3D] &= ~WINED3DFMT_FLAG_TEXTURE;
3662 format = get_format_internal(adapter, WINED3DFMT_BC4_SNORM);
3663 format->flags[WINED3D_GL_RES_TYPE_TEX_3D] &= ~WINED3DFMT_FLAG_TEXTURE;
3664 format = get_format_internal(adapter, WINED3DFMT_BC5_UNORM);
3665 format->flags[WINED3D_GL_RES_TYPE_TEX_3D] &= ~WINED3DFMT_FLAG_TEXTURE;
3666 format = get_format_internal(adapter, WINED3DFMT_BC5_SNORM);
3667 format->flags[WINED3D_GL_RES_TYPE_TEX_3D] &= ~WINED3DFMT_FLAG_TEXTURE;
3670 static BOOL init_format_vertex_info(const struct wined3d_adapter *adapter,
3671 struct wined3d_gl_info *gl_info)
3673 struct wined3d_format *format;
3674 unsigned int i;
3676 for (i = 0; i < ARRAY_SIZE(format_vertex_info); ++i)
3678 if (!(format = get_format_internal(adapter, format_vertex_info[i].id)))
3679 return FALSE;
3681 if (!gl_info->supported[format_vertex_info[i].extension])
3682 continue;
3684 format->emit_idx = format_vertex_info[i].emit_idx;
3685 format->gl_vtx_type = format_vertex_info[i].gl_vtx_type;
3686 format->gl_vtx_format = format->component_count;
3687 format->flags[WINED3D_GL_RES_TYPE_BUFFER] |= WINED3DFMT_FLAG_VERTEX_ATTRIBUTE;
3690 if (gl_info->supported[ARB_VERTEX_ARRAY_BGRA])
3692 format = get_format_internal(adapter, WINED3DFMT_B8G8R8A8_UNORM);
3693 format->gl_vtx_format = GL_BGRA;
3696 return TRUE;
3699 static BOOL init_typeless_formats(const struct wined3d_adapter *adapter)
3701 unsigned int flags[WINED3D_GL_RES_TYPE_COUNT];
3702 unsigned int i, j;
3704 for (i = 0; i < ARRAY_SIZE(typed_formats); ++i)
3706 struct wined3d_format *format, *typeless_format;
3708 if (!(format = get_format_internal(adapter, typed_formats[i].id)))
3709 return FALSE;
3710 if (!(typeless_format = get_format_internal(adapter, typed_formats[i].typeless_id)))
3711 return FALSE;
3713 memcpy(flags, typeless_format->flags, sizeof(flags));
3714 copy_format(typeless_format, format);
3715 for (j = 0; j < ARRAY_SIZE(typeless_format->flags); ++j)
3716 typeless_format->flags[j] |= flags[j];
3719 for (i = 0; i < ARRAY_SIZE(typeless_depth_stencil_formats); ++i)
3721 struct wined3d_format *typeless_format, *typeless_ds_format, *ds_format;
3722 struct wined3d_format *depth_view_format, *stencil_view_format;
3723 enum wined3d_format_id format_id;
3725 if (!(typeless_format = get_format_internal(adapter, typeless_depth_stencil_formats[i].typeless_id)))
3726 return FALSE;
3727 if (!(ds_format = get_format_internal(adapter, typeless_depth_stencil_formats[i].depth_stencil_id)))
3728 return FALSE;
3730 typeless_ds_format = &adapter->formats[WINED3D_FORMAT_COUNT + i];
3731 typeless_ds_format->id = typeless_depth_stencil_formats[i].typeless_id;
3732 copy_format(typeless_ds_format, ds_format);
3733 for (j = 0; j < ARRAY_SIZE(typeless_ds_format->flags); ++j)
3735 typeless_ds_format->flags[j] = typeless_format->flags[j];
3736 typeless_format->flags[j] &= ~(WINED3DFMT_FLAG_DEPTH | WINED3DFMT_FLAG_STENCIL);
3739 if ((format_id = typeless_depth_stencil_formats[i].depth_view_id)
3740 && typeless_depth_stencil_formats[i].separate_depth_view_format)
3742 if (!(depth_view_format = get_format_internal(adapter, format_id)))
3743 return FALSE;
3744 copy_format(depth_view_format, ds_format);
3746 if ((format_id = typeless_depth_stencil_formats[i].stencil_view_id))
3748 if (!(stencil_view_format = get_format_internal(adapter, format_id)))
3749 return FALSE;
3750 copy_format(stencil_view_format, ds_format);
3754 return TRUE;
3757 static void init_format_gen_mipmap_info(const struct wined3d_adapter *adapter,
3758 struct wined3d_gl_info *gl_info)
3760 unsigned int i, j;
3762 if (!gl_info->fbo_ops.glGenerateMipmap)
3763 return;
3765 for (i = 0; i < WINED3D_FORMAT_COUNT; ++i)
3767 struct wined3d_format *format = &adapter->formats[i];
3769 for (j = 0; j < ARRAY_SIZE(format->flags); ++j)
3770 if (!(~format->flags[j] & (WINED3DFMT_FLAG_RENDERTARGET | WINED3DFMT_FLAG_FILTERING)))
3771 format->flags[j] |= WINED3DFMT_FLAG_GEN_MIPMAP;
3775 BOOL wined3d_caps_gl_ctx_test_viewport_subpixel_bits(struct wined3d_caps_gl_ctx *ctx)
3777 static const struct wined3d_color red = {1.0f, 0.0f, 0.0f, 1.0f};
3778 const struct wined3d_gl_info *gl_info = ctx->gl_info;
3779 static const float offset = -63.0f / 128.0f;
3780 GLuint texture, fbo;
3781 DWORD readback[4];
3782 unsigned int i;
3784 gl_info->gl_ops.gl.p_glGenTextures(1, &texture);
3785 gl_info->gl_ops.gl.p_glBindTexture(GL_TEXTURE_2D, texture);
3786 gl_info->gl_ops.gl.p_glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAX_LEVEL, 0);
3787 gl_info->gl_ops.gl.p_glTexImage2D(GL_TEXTURE_2D, 0, GL_RGBA8, ARRAY_SIZE(readback), 1, 0,
3788 GL_BGRA, GL_UNSIGNED_INT_8_8_8_8_REV, NULL);
3789 gl_info->fbo_ops.glGenFramebuffers(1, &fbo);
3790 gl_info->fbo_ops.glBindFramebuffer(GL_FRAMEBUFFER, fbo);
3791 gl_info->fbo_ops.glFramebufferTexture2D(GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT0,
3792 GL_TEXTURE_2D, texture, 0);
3793 checkGLcall("create resources");
3795 gl_info->gl_ops.gl.p_glClearColor(1.0f, 1.0f, 1.0f, 1.0f);
3796 gl_info->gl_ops.gl.p_glClear(GL_COLOR_BUFFER_BIT);
3797 GL_EXTCALL(glViewportIndexedf(0, offset, offset, 4.0f, 1.0f));
3798 draw_test_quad(ctx, NULL, &red);
3799 checkGLcall("draw");
3801 gl_info->gl_ops.gl.p_glBindTexture(GL_TEXTURE_2D, texture);
3802 gl_info->gl_ops.gl.p_glGetTexImage(GL_TEXTURE_2D, 0,
3803 GL_BGRA, GL_UNSIGNED_INT_8_8_8_8_REV, readback);
3804 checkGLcall("readback");
3806 TRACE("Readback colors are 0x%08x, 0x%08x, 0x%08x, 0x%08x.\n",
3807 readback[0], readback[1], readback[2], readback[3]);
3809 gl_info->gl_ops.gl.p_glDeleteTextures(1, &texture);
3810 gl_info->fbo_ops.glDeleteFramebuffers(1, &fbo);
3811 gl_info->fbo_ops.glBindFramebuffer(GL_FRAMEBUFFER, 0);
3812 checkGLcall("delete resources");
3814 for (i = 0; i < ARRAY_SIZE(readback); ++i)
3816 if (readback[i] != 0xffff0000)
3817 return FALSE;
3819 return TRUE;
3822 static float wined3d_adapter_find_polyoffset_scale(struct wined3d_caps_gl_ctx *ctx, GLenum format)
3824 const struct wined3d_gl_info *gl_info = ctx->gl_info;
3825 static const struct wined3d_color blue = {0.0f, 0.0f, 1.0f, 1.0f};
3826 GLuint fbo, color, depth;
3827 unsigned int low = 0, high = 32, cur;
3828 DWORD readback[256];
3829 static const struct wined3d_vec3 geometry[] =
3831 {-1.0f, -1.0f, -1.0f},
3832 { 1.0f, -1.0f, 0.0f},
3833 {-1.0f, 1.0f, -1.0f},
3834 { 1.0f, 1.0f, 0.0f},
3837 /* Most drivers want 2^23 for fixed point depth buffers, including r300g, r600g,
3838 * Nvidia. Use this as a fallback if the detection fails. */
3839 unsigned int fallback = 23;
3841 if (wined3d_settings.offscreen_rendering_mode != ORM_FBO)
3843 FIXME("No FBOs, assuming polyoffset scale of 2^%u.\n", fallback);
3844 return (float)(1u << fallback);
3847 gl_info->gl_ops.gl.p_glGenTextures(1, &color);
3848 gl_info->gl_ops.gl.p_glBindTexture(GL_TEXTURE_2D, color);
3849 gl_info->gl_ops.gl.p_glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAX_LEVEL, 0);
3850 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);
3852 gl_info->fbo_ops.glGenRenderbuffers(1, &depth);
3853 gl_info->fbo_ops.glBindRenderbuffer(GL_RENDERBUFFER, depth);
3854 gl_info->fbo_ops.glRenderbufferStorage(GL_RENDERBUFFER, format, 256, 1);
3856 gl_info->fbo_ops.glGenFramebuffers(1, &fbo);
3857 gl_info->fbo_ops.glBindFramebuffer(GL_FRAMEBUFFER, fbo);
3858 gl_info->fbo_ops.glFramebufferTexture2D(GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT0, GL_TEXTURE_2D, color, 0);
3859 gl_info->fbo_ops.glFramebufferRenderbuffer(GL_FRAMEBUFFER, GL_DEPTH_ATTACHMENT, GL_RENDERBUFFER, depth);
3860 checkGLcall("Setup framebuffer");
3862 gl_info->gl_ops.gl.p_glClearColor(0.0f, 0.0f, 0.5f, 0.0f);
3863 gl_info->gl_ops.gl.p_glClearDepth(0.5f);
3864 gl_info->gl_ops.gl.p_glEnable(GL_DEPTH_TEST);
3865 gl_info->gl_ops.gl.p_glEnable(GL_POLYGON_OFFSET_FILL);
3866 gl_info->gl_ops.gl.p_glViewport(0, 0, 256, 1);
3867 checkGLcall("Misc parameters");
3869 for (;;)
3871 if (high - low <= 1)
3873 ERR("PolygonOffset scale factor detection failed, using fallback value 2^%u.\n", fallback);
3874 cur = fallback;
3875 break;
3877 cur = (low + high) / 2;
3879 gl_info->gl_ops.gl.p_glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT);
3880 /* The post viewport transform Z of the geometry runs from 0.0 to 0.5. We want to push it another
3881 * 0.25 so that the Z buffer content (0.5) cuts the quad off at half the screen. */
3882 gl_info->gl_ops.gl.p_glPolygonOffset(0.0f, (float)(1u << cur) * 0.25f);
3883 draw_test_quad(ctx, geometry, &blue);
3884 checkGLcall("Test draw");
3886 /* Rebinding texture to workaround a fglrx bug. */
3887 gl_info->gl_ops.gl.p_glBindTexture(GL_TEXTURE_2D, color);
3888 gl_info->gl_ops.gl.p_glGetTexImage(GL_TEXTURE_2D, 0, GL_BGRA, GL_UNSIGNED_INT_8_8_8_8_REV, readback);
3889 checkGLcall("readback");
3891 TRACE("low %02u, high %02u, cur %2u, 0=0x%08x, 125=0x%08x, 131=0x%08x, 255=0x%08x\n",
3892 low, high, cur, readback[0], readback[125], readback[131], readback[255]);
3894 if ((readback[125] & 0xff) < 0xa0)
3895 high = cur;
3896 else if ((readback[131] & 0xff) > 0xa0)
3897 low = cur;
3898 else
3900 TRACE("Found scale factor 2^%u for format %x.\n", cur, format);
3901 break;
3905 gl_info->gl_ops.gl.p_glDeleteTextures(1, &color);
3906 gl_info->fbo_ops.glDeleteRenderbuffers(1, &depth);
3907 gl_info->fbo_ops.glDeleteFramebuffers(1, &fbo);
3908 gl_info->fbo_ops.glBindFramebuffer(GL_FRAMEBUFFER, 0);
3909 checkGLcall("Delete framebuffer");
3911 gl_info->gl_ops.gl.p_glDisable(GL_DEPTH_TEST);
3912 gl_info->gl_ops.gl.p_glDisable(GL_POLYGON_OFFSET_FILL);
3913 return (float)(1u << cur);
3916 static void init_format_depth_bias_scale(struct wined3d_adapter *adapter,
3917 struct wined3d_caps_gl_ctx *ctx)
3919 const struct wined3d_d3d_info *d3d_info = &adapter->d3d_info;
3920 unsigned int i;
3922 for (i = 0; i < WINED3D_FORMAT_COUNT; ++i)
3924 struct wined3d_format *format = &adapter->formats[i];
3926 if (format->flags[WINED3D_GL_RES_TYPE_RB] & WINED3DFMT_FLAG_DEPTH)
3928 TRACE("Testing depth bias scale for format %s.\n", debug_d3dformat(format->id));
3929 format->depth_bias_scale = wined3d_adapter_find_polyoffset_scale(ctx, format->glInternal);
3931 if (!(d3d_info->wined3d_creation_flags & WINED3D_NORMALIZED_DEPTH_BIAS))
3933 /* The single-precision binary floating-point format has
3934 * a significand precision of 24 bits.
3936 if (format->flags[WINED3D_GL_RES_TYPE_TEX_2D] & WINED3DFMT_FLAG_FLOAT)
3937 format->depth_bias_scale /= 1u << 24;
3938 else
3939 format->depth_bias_scale /= 1u << format->depth_size;
3945 /* Context activation is done by the caller. */
3946 BOOL wined3d_adapter_init_format_info(struct wined3d_adapter *adapter, struct wined3d_caps_gl_ctx *ctx)
3948 struct wined3d_gl_info *gl_info = &adapter->gl_info;
3950 if (!init_format_base_info(adapter)) return FALSE;
3951 if (!init_format_block_info(adapter)) goto fail;
3952 if (!init_format_decompress_info(adapter)) goto fail;
3954 if (!ctx) /* WINED3D_NO3D */
3955 return TRUE;
3957 if (!init_format_texture_info(adapter, gl_info)) goto fail;
3958 if (!init_format_vertex_info(adapter, gl_info)) goto fail;
3960 apply_format_fixups(adapter, gl_info);
3961 init_format_fbo_compat_info(adapter, ctx);
3962 init_format_filter_info(adapter, gl_info);
3963 init_format_gen_mipmap_info(adapter, gl_info);
3964 init_format_depth_bias_scale(adapter, ctx);
3966 if (!init_typeless_formats(adapter)) goto fail;
3968 return TRUE;
3970 fail:
3971 heap_free(adapter->formats);
3972 adapter->formats = NULL;
3973 return FALSE;
3976 const struct wined3d_format *wined3d_get_format(const struct wined3d_adapter *adapter,
3977 enum wined3d_format_id format_id, unsigned int resource_usage)
3979 const struct wined3d_format *format;
3980 int idx = get_format_idx(format_id);
3981 unsigned int i;
3983 if (idx == -1)
3985 FIXME("Can't find format %s (%#x) in the format lookup table.\n",
3986 debug_d3dformat(format_id), format_id);
3987 return get_format_internal(adapter, WINED3DFMT_UNKNOWN);
3990 format = &adapter->formats[idx];
3992 if (resource_usage & WINED3DUSAGE_DEPTHSTENCIL && wined3d_format_is_typeless(format))
3994 for (i = 0; i < ARRAY_SIZE(typeless_depth_stencil_formats); ++i)
3996 if (typeless_depth_stencil_formats[i].typeless_id == format_id)
3997 return &adapter->formats[WINED3D_FORMAT_COUNT + i];
4000 FIXME("Cannot find depth/stencil typeless format %s (%#x).\n",
4001 debug_d3dformat(format_id), format_id);
4002 return get_format_internal(adapter, WINED3DFMT_UNKNOWN);
4005 return format;
4008 BOOL wined3d_format_is_depth_view(enum wined3d_format_id resource_format_id,
4009 enum wined3d_format_id view_format_id)
4011 unsigned int i;
4013 for (i = 0; i < ARRAY_SIZE(typeless_depth_stencil_formats); ++i)
4015 if (typeless_depth_stencil_formats[i].typeless_id == resource_format_id)
4016 return typeless_depth_stencil_formats[i].depth_view_id == view_format_id;
4018 return FALSE;
4021 void wined3d_format_calculate_pitch(const struct wined3d_format *format, unsigned int alignment,
4022 unsigned int width, unsigned int height, unsigned int *row_pitch, unsigned int *slice_pitch)
4024 /* For block based formats, pitch means the amount of bytes to the next
4025 * row of blocks rather than the next row of pixels. */
4026 if (format->flags[WINED3D_GL_RES_TYPE_TEX_2D] & WINED3DFMT_FLAG_BLOCKS)
4028 unsigned int row_block_count = (width + format->block_width - 1) / format->block_width;
4029 unsigned int slice_block_count = (height + format->block_height - 1) / format->block_height;
4030 *row_pitch = row_block_count * format->block_byte_count;
4031 *row_pitch = (*row_pitch + alignment - 1) & ~(alignment - 1);
4032 *slice_pitch = *row_pitch * slice_block_count;
4034 else
4036 *row_pitch = format->byte_count * width; /* Bytes / row */
4037 *row_pitch = (*row_pitch + alignment - 1) & ~(alignment - 1);
4038 *slice_pitch = *row_pitch * height;
4041 if (format->flags[WINED3D_GL_RES_TYPE_TEX_2D] & WINED3DFMT_FLAG_HEIGHT_SCALE)
4043 /* The D3D format requirements make sure that the resulting format is an integer again */
4044 *slice_pitch *= format->height_scale.numerator;
4045 *slice_pitch /= format->height_scale.denominator;
4048 TRACE("Returning row pitch %u, slice pitch %u.\n", *row_pitch, *slice_pitch);
4051 UINT wined3d_format_calculate_size(const struct wined3d_format *format, UINT alignment,
4052 UINT width, UINT height, UINT depth)
4054 unsigned int row_pitch, slice_pitch;
4056 if (format->id == WINED3DFMT_UNKNOWN)
4057 return 0;
4059 if (format->flags[WINED3D_GL_RES_TYPE_TEX_2D] & WINED3DFMT_FLAG_BROKEN_PITCH)
4060 return width * height * depth * format->byte_count;
4062 wined3d_format_calculate_pitch(format, alignment, width, height, &row_pitch, &slice_pitch);
4064 return slice_pitch * depth;
4067 BOOL wined3d_formats_are_srgb_variants(enum wined3d_format_id format1, enum wined3d_format_id format2)
4069 unsigned int i;
4071 for (i = 0; i < ARRAY_SIZE(format_srgb_info); ++i)
4073 if (format1 == format_srgb_info[i].srgb_format_id)
4074 return format2 == format_srgb_info[i].base_format_id;
4075 if (format1 == format_srgb_info[i].base_format_id)
4076 return format2 == format_srgb_info[i].srgb_format_id;
4078 return FALSE;
4081 /*****************************************************************************
4082 * Trace formatting of useful values
4084 const char *debug_box(const struct wined3d_box *box)
4086 if (!box)
4087 return "(null)";
4088 return wine_dbg_sprintf("(%u, %u, %u)-(%u, %u, %u)",
4089 box->left, box->top, box->front,
4090 box->right, box->bottom, box->back);
4093 const char *debug_color(const struct wined3d_color *color)
4095 if (!color)
4096 return "(null)";
4097 return wine_dbg_sprintf("{%.8e, %.8e, %.8e, %.8e}",
4098 color->r, color->g, color->b, color->a);
4101 const char *debug_ivec4(const struct wined3d_ivec4 *v)
4103 if (!v)
4104 return "(null)";
4105 return wine_dbg_sprintf("{%d, %d, %d, %d}",
4106 v->x, v->y, v->z, v->w);
4109 const char *debug_uvec4(const struct wined3d_uvec4 *v)
4111 if (!v)
4112 return "(null)";
4113 return wine_dbg_sprintf("{%u, %u, %u, %u}",
4114 v->x, v->y, v->z, v->w);
4117 const char *debug_vec4(const struct wined3d_vec4 *v)
4119 if (!v)
4120 return "(null)";
4121 return wine_dbg_sprintf("{%.8e, %.8e, %.8e, %.8e}",
4122 v->x, v->y, v->z, v->w);
4125 const char *debug_d3dformat(enum wined3d_format_id format_id)
4127 switch (format_id)
4129 #define FMT_TO_STR(format_id) case format_id: return #format_id
4130 FMT_TO_STR(WINED3DFMT_UNKNOWN);
4131 FMT_TO_STR(WINED3DFMT_B8G8R8_UNORM);
4132 FMT_TO_STR(WINED3DFMT_B5G5R5X1_UNORM);
4133 FMT_TO_STR(WINED3DFMT_B4G4R4A4_UNORM);
4134 FMT_TO_STR(WINED3DFMT_B2G3R3_UNORM);
4135 FMT_TO_STR(WINED3DFMT_B2G3R3A8_UNORM);
4136 FMT_TO_STR(WINED3DFMT_B4G4R4X4_UNORM);
4137 FMT_TO_STR(WINED3DFMT_R8G8B8X8_UNORM);
4138 FMT_TO_STR(WINED3DFMT_B10G10R10A2_UNORM);
4139 FMT_TO_STR(WINED3DFMT_P8_UINT_A8_UNORM);
4140 FMT_TO_STR(WINED3DFMT_P8_UINT);
4141 FMT_TO_STR(WINED3DFMT_L8_UNORM);
4142 FMT_TO_STR(WINED3DFMT_L8A8_UNORM);
4143 FMT_TO_STR(WINED3DFMT_L4A4_UNORM);
4144 FMT_TO_STR(WINED3DFMT_R5G5_SNORM_L6_UNORM);
4145 FMT_TO_STR(WINED3DFMT_R8G8_SNORM_L8X8_UNORM);
4146 FMT_TO_STR(WINED3DFMT_R10G11B11_SNORM);
4147 FMT_TO_STR(WINED3DFMT_R10G10B10X2_TYPELESS);
4148 FMT_TO_STR(WINED3DFMT_R10G10B10X2_UINT);
4149 FMT_TO_STR(WINED3DFMT_R10G10B10X2_SNORM);
4150 FMT_TO_STR(WINED3DFMT_R10G10B10_SNORM_A2_UNORM);
4151 FMT_TO_STR(WINED3DFMT_D16_LOCKABLE);
4152 FMT_TO_STR(WINED3DFMT_D32_UNORM);
4153 FMT_TO_STR(WINED3DFMT_S1_UINT_D15_UNORM);
4154 FMT_TO_STR(WINED3DFMT_X8D24_UNORM);
4155 FMT_TO_STR(WINED3DFMT_S4X4_UINT_D24_UNORM);
4156 FMT_TO_STR(WINED3DFMT_L16_UNORM);
4157 FMT_TO_STR(WINED3DFMT_S8_UINT_D24_FLOAT);
4158 FMT_TO_STR(WINED3DFMT_R8G8_SNORM_Cx);
4159 FMT_TO_STR(WINED3DFMT_R32G32B32A32_TYPELESS);
4160 FMT_TO_STR(WINED3DFMT_R32G32B32A32_FLOAT);
4161 FMT_TO_STR(WINED3DFMT_R32G32B32A32_UINT);
4162 FMT_TO_STR(WINED3DFMT_R32G32B32A32_SINT);
4163 FMT_TO_STR(WINED3DFMT_R32G32B32_TYPELESS);
4164 FMT_TO_STR(WINED3DFMT_R32G32B32_FLOAT);
4165 FMT_TO_STR(WINED3DFMT_R32G32B32_UINT);
4166 FMT_TO_STR(WINED3DFMT_R32G32B32_SINT);
4167 FMT_TO_STR(WINED3DFMT_R16G16B16A16_TYPELESS);
4168 FMT_TO_STR(WINED3DFMT_R16G16B16A16_FLOAT);
4169 FMT_TO_STR(WINED3DFMT_R16G16B16A16_UNORM);
4170 FMT_TO_STR(WINED3DFMT_R16G16B16A16_UINT);
4171 FMT_TO_STR(WINED3DFMT_R16G16B16A16_SNORM);
4172 FMT_TO_STR(WINED3DFMT_R16G16B16A16_SINT);
4173 FMT_TO_STR(WINED3DFMT_R32G32_TYPELESS);
4174 FMT_TO_STR(WINED3DFMT_R32G32_FLOAT);
4175 FMT_TO_STR(WINED3DFMT_R32G32_UINT);
4176 FMT_TO_STR(WINED3DFMT_R32G32_SINT);
4177 FMT_TO_STR(WINED3DFMT_R32G8X24_TYPELESS);
4178 FMT_TO_STR(WINED3DFMT_D32_FLOAT_S8X24_UINT);
4179 FMT_TO_STR(WINED3DFMT_R32_FLOAT_X8X24_TYPELESS);
4180 FMT_TO_STR(WINED3DFMT_X32_TYPELESS_G8X24_UINT);
4181 FMT_TO_STR(WINED3DFMT_R10G10B10A2_TYPELESS);
4182 FMT_TO_STR(WINED3DFMT_R10G10B10A2_UNORM);
4183 FMT_TO_STR(WINED3DFMT_R10G10B10A2_UINT);
4184 FMT_TO_STR(WINED3DFMT_R10G10B10A2_SNORM);
4185 FMT_TO_STR(WINED3DFMT_R10G10B10_XR_BIAS_A2_UNORM);
4186 FMT_TO_STR(WINED3DFMT_R11G11B10_FLOAT);
4187 FMT_TO_STR(WINED3DFMT_R8G8B8A8_TYPELESS);
4188 FMT_TO_STR(WINED3DFMT_R8G8B8A8_UNORM);
4189 FMT_TO_STR(WINED3DFMT_R8G8B8A8_UNORM_SRGB);
4190 FMT_TO_STR(WINED3DFMT_R8G8B8A8_UINT);
4191 FMT_TO_STR(WINED3DFMT_R8G8B8A8_SNORM);
4192 FMT_TO_STR(WINED3DFMT_R8G8B8A8_SINT);
4193 FMT_TO_STR(WINED3DFMT_R16G16_TYPELESS);
4194 FMT_TO_STR(WINED3DFMT_R16G16_FLOAT);
4195 FMT_TO_STR(WINED3DFMT_R16G16_UNORM);
4196 FMT_TO_STR(WINED3DFMT_R16G16_UINT);
4197 FMT_TO_STR(WINED3DFMT_R16G16_SNORM);
4198 FMT_TO_STR(WINED3DFMT_R16G16_SINT);
4199 FMT_TO_STR(WINED3DFMT_R32_TYPELESS);
4200 FMT_TO_STR(WINED3DFMT_D32_FLOAT);
4201 FMT_TO_STR(WINED3DFMT_R32_FLOAT);
4202 FMT_TO_STR(WINED3DFMT_R32_UINT);
4203 FMT_TO_STR(WINED3DFMT_R32_SINT);
4204 FMT_TO_STR(WINED3DFMT_R24G8_TYPELESS);
4205 FMT_TO_STR(WINED3DFMT_D24_UNORM_S8_UINT);
4206 FMT_TO_STR(WINED3DFMT_R24_UNORM_X8_TYPELESS);
4207 FMT_TO_STR(WINED3DFMT_X24_TYPELESS_G8_UINT);
4208 FMT_TO_STR(WINED3DFMT_R8G8_TYPELESS);
4209 FMT_TO_STR(WINED3DFMT_R8G8_UNORM);
4210 FMT_TO_STR(WINED3DFMT_R8G8_UINT);
4211 FMT_TO_STR(WINED3DFMT_R8G8_SNORM);
4212 FMT_TO_STR(WINED3DFMT_R8G8_SINT);
4213 FMT_TO_STR(WINED3DFMT_R16_TYPELESS);
4214 FMT_TO_STR(WINED3DFMT_R16_FLOAT);
4215 FMT_TO_STR(WINED3DFMT_D16_UNORM);
4216 FMT_TO_STR(WINED3DFMT_R16_UNORM);
4217 FMT_TO_STR(WINED3DFMT_R16_UINT);
4218 FMT_TO_STR(WINED3DFMT_R16_SNORM);
4219 FMT_TO_STR(WINED3DFMT_R16_SINT);
4220 FMT_TO_STR(WINED3DFMT_R8_TYPELESS);
4221 FMT_TO_STR(WINED3DFMT_R8_UNORM);
4222 FMT_TO_STR(WINED3DFMT_R8_UINT);
4223 FMT_TO_STR(WINED3DFMT_R8_SNORM);
4224 FMT_TO_STR(WINED3DFMT_R8_SINT);
4225 FMT_TO_STR(WINED3DFMT_A8_UNORM);
4226 FMT_TO_STR(WINED3DFMT_R1_UNORM);
4227 FMT_TO_STR(WINED3DFMT_R9G9B9E5_SHAREDEXP);
4228 FMT_TO_STR(WINED3DFMT_R8G8_B8G8_UNORM);
4229 FMT_TO_STR(WINED3DFMT_G8R8_G8B8_UNORM);
4230 FMT_TO_STR(WINED3DFMT_BC1_TYPELESS);
4231 FMT_TO_STR(WINED3DFMT_BC1_UNORM);
4232 FMT_TO_STR(WINED3DFMT_BC1_UNORM_SRGB);
4233 FMT_TO_STR(WINED3DFMT_BC2_TYPELESS);
4234 FMT_TO_STR(WINED3DFMT_BC2_UNORM);
4235 FMT_TO_STR(WINED3DFMT_BC2_UNORM_SRGB);
4236 FMT_TO_STR(WINED3DFMT_BC3_TYPELESS);
4237 FMT_TO_STR(WINED3DFMT_BC3_UNORM);
4238 FMT_TO_STR(WINED3DFMT_BC3_UNORM_SRGB);
4239 FMT_TO_STR(WINED3DFMT_BC4_TYPELESS);
4240 FMT_TO_STR(WINED3DFMT_BC4_UNORM);
4241 FMT_TO_STR(WINED3DFMT_BC4_SNORM);
4242 FMT_TO_STR(WINED3DFMT_BC5_TYPELESS);
4243 FMT_TO_STR(WINED3DFMT_BC5_UNORM);
4244 FMT_TO_STR(WINED3DFMT_BC5_SNORM);
4245 FMT_TO_STR(WINED3DFMT_B5G6R5_UNORM);
4246 FMT_TO_STR(WINED3DFMT_B5G5R5A1_UNORM);
4247 FMT_TO_STR(WINED3DFMT_B8G8R8A8_UNORM);
4248 FMT_TO_STR(WINED3DFMT_B8G8R8X8_UNORM);
4249 FMT_TO_STR(WINED3DFMT_B8G8R8A8_TYPELESS);
4250 FMT_TO_STR(WINED3DFMT_B8G8R8A8_UNORM_SRGB);
4251 FMT_TO_STR(WINED3DFMT_B8G8R8X8_TYPELESS);
4252 FMT_TO_STR(WINED3DFMT_B8G8R8X8_UNORM_SRGB);
4253 FMT_TO_STR(WINED3DFMT_BC6H_TYPELESS);
4254 FMT_TO_STR(WINED3DFMT_BC6H_UF16);
4255 FMT_TO_STR(WINED3DFMT_BC6H_SF16);
4256 FMT_TO_STR(WINED3DFMT_BC7_TYPELESS);
4257 FMT_TO_STR(WINED3DFMT_BC7_UNORM);
4258 FMT_TO_STR(WINED3DFMT_BC7_UNORM_SRGB);
4259 FMT_TO_STR(WINED3DFMT_UYVY);
4260 FMT_TO_STR(WINED3DFMT_YUY2);
4261 FMT_TO_STR(WINED3DFMT_YV12);
4262 FMT_TO_STR(WINED3DFMT_DXT1);
4263 FMT_TO_STR(WINED3DFMT_DXT2);
4264 FMT_TO_STR(WINED3DFMT_DXT3);
4265 FMT_TO_STR(WINED3DFMT_DXT4);
4266 FMT_TO_STR(WINED3DFMT_DXT5);
4267 FMT_TO_STR(WINED3DFMT_MULTI2_ARGB8);
4268 FMT_TO_STR(WINED3DFMT_G8R8_G8B8);
4269 FMT_TO_STR(WINED3DFMT_R8G8_B8G8);
4270 FMT_TO_STR(WINED3DFMT_ATI1N);
4271 FMT_TO_STR(WINED3DFMT_ATI2N);
4272 FMT_TO_STR(WINED3DFMT_INST);
4273 FMT_TO_STR(WINED3DFMT_NVDB);
4274 FMT_TO_STR(WINED3DFMT_NVHU);
4275 FMT_TO_STR(WINED3DFMT_NVHS);
4276 FMT_TO_STR(WINED3DFMT_INTZ);
4277 FMT_TO_STR(WINED3DFMT_RESZ);
4278 FMT_TO_STR(WINED3DFMT_NULL);
4279 FMT_TO_STR(WINED3DFMT_R16);
4280 FMT_TO_STR(WINED3DFMT_AL16);
4281 FMT_TO_STR(WINED3DFMT_NV12);
4282 #undef FMT_TO_STR
4283 default:
4285 char fourcc[5];
4286 fourcc[0] = (char)(format_id);
4287 fourcc[1] = (char)(format_id >> 8);
4288 fourcc[2] = (char)(format_id >> 16);
4289 fourcc[3] = (char)(format_id >> 24);
4290 fourcc[4] = 0;
4291 if (isprint(fourcc[0]) && isprint(fourcc[1]) && isprint(fourcc[2]) && isprint(fourcc[3]))
4292 FIXME("Unrecognized %#x (as fourcc: %s) WINED3DFORMAT!\n", format_id, fourcc);
4293 else
4294 FIXME("Unrecognized %#x WINED3DFORMAT!\n", format_id);
4296 return "unrecognized";
4300 const char *debug_d3ddevicetype(enum wined3d_device_type device_type)
4302 switch (device_type)
4304 #define DEVTYPE_TO_STR(dev) case dev: return #dev
4305 DEVTYPE_TO_STR(WINED3D_DEVICE_TYPE_HAL);
4306 DEVTYPE_TO_STR(WINED3D_DEVICE_TYPE_REF);
4307 DEVTYPE_TO_STR(WINED3D_DEVICE_TYPE_SW);
4308 #undef DEVTYPE_TO_STR
4309 default:
4310 FIXME("Unrecognized device type %#x.\n", device_type);
4311 return "unrecognized";
4315 struct debug_buffer
4317 char str[200]; /* wine_dbg_sprintf() limits string size to 200 */
4318 char *ptr;
4319 int size;
4322 static void init_debug_buffer(struct debug_buffer *buffer, const char *default_string)
4324 snprintf(buffer->str, sizeof(buffer->str), "%s", default_string);
4325 buffer->ptr = buffer->str;
4326 buffer->size = sizeof(buffer->str);
4329 static void debug_append(struct debug_buffer *buffer, const char *str, const char *separator)
4331 int size;
4333 if (!separator || buffer->ptr == buffer->str)
4334 separator = "";
4335 size = snprintf(buffer->ptr, buffer->size, "%s%s", separator, str);
4336 if (size == -1 || size >= buffer->size)
4338 buffer->size = 0;
4339 strcpy(&buffer->str[sizeof(buffer->str) - 4], "...");
4340 return;
4343 buffer->ptr += size;
4344 buffer->size -= size;
4347 const char *wined3d_debug_resource_access(DWORD access)
4349 struct debug_buffer buffer;
4351 init_debug_buffer(&buffer, "0");
4352 #define ACCESS_TO_STR(x) if (access & x) { debug_append(&buffer, #x, " | "); access &= ~x; }
4353 ACCESS_TO_STR(WINED3D_RESOURCE_ACCESS_GPU);
4354 ACCESS_TO_STR(WINED3D_RESOURCE_ACCESS_CPU);
4355 ACCESS_TO_STR(WINED3D_RESOURCE_ACCESS_MAP_R);
4356 ACCESS_TO_STR(WINED3D_RESOURCE_ACCESS_MAP_W);
4357 #undef ACCESS_TO_STR
4358 if (access)
4359 FIXME("Unrecognised access flag(s) %#x.\n", access);
4361 return wine_dbg_sprintf("%s", buffer.str);
4364 const char *debug_d3dusage(DWORD usage)
4366 struct debug_buffer buffer;
4368 init_debug_buffer(&buffer, "0");
4369 #define WINED3DUSAGE_TO_STR(x) if (usage & x) { debug_append(&buffer, #x, " | "); usage &= ~x; }
4370 WINED3DUSAGE_TO_STR(WINED3DUSAGE_RENDERTARGET);
4371 WINED3DUSAGE_TO_STR(WINED3DUSAGE_DEPTHSTENCIL);
4372 WINED3DUSAGE_TO_STR(WINED3DUSAGE_WRITEONLY);
4373 WINED3DUSAGE_TO_STR(WINED3DUSAGE_SOFTWAREPROCESSING);
4374 WINED3DUSAGE_TO_STR(WINED3DUSAGE_DONOTCLIP);
4375 WINED3DUSAGE_TO_STR(WINED3DUSAGE_POINTS);
4376 WINED3DUSAGE_TO_STR(WINED3DUSAGE_RTPATCHES);
4377 WINED3DUSAGE_TO_STR(WINED3DUSAGE_NPATCHES);
4378 WINED3DUSAGE_TO_STR(WINED3DUSAGE_DYNAMIC);
4379 WINED3DUSAGE_TO_STR(WINED3DUSAGE_RESTRICTED_CONTENT);
4380 WINED3DUSAGE_TO_STR(WINED3DUSAGE_RESTRICT_SHARED_RESOURCE_DRIVER);
4381 WINED3DUSAGE_TO_STR(WINED3DUSAGE_RESTRICT_SHARED_RESOURCE);
4382 WINED3DUSAGE_TO_STR(WINED3DUSAGE_DMAP);
4383 WINED3DUSAGE_TO_STR(WINED3DUSAGE_TEXTAPI);
4384 WINED3DUSAGE_TO_STR(WINED3DUSAGE_LEGACY_CUBEMAP);
4385 WINED3DUSAGE_TO_STR(WINED3DUSAGE_TEXTURE);
4386 WINED3DUSAGE_TO_STR(WINED3DUSAGE_OWNDC);
4387 WINED3DUSAGE_TO_STR(WINED3DUSAGE_STATICDECL);
4388 WINED3DUSAGE_TO_STR(WINED3DUSAGE_OVERLAY);
4389 #undef WINED3DUSAGE_TO_STR
4390 if (usage)
4391 FIXME("Unrecognized usage flag(s) %#x.\n", usage);
4393 return wine_dbg_sprintf("%s", buffer.str);
4396 const char *debug_d3dusagequery(DWORD usage)
4398 struct debug_buffer buffer;
4400 init_debug_buffer(&buffer, "0");
4401 #define WINED3DUSAGEQUERY_TO_STR(x) if (usage & x) { debug_append(&buffer, #x, " | "); usage &= ~x; }
4402 WINED3DUSAGEQUERY_TO_STR(WINED3DUSAGE_QUERY_FILTER);
4403 WINED3DUSAGEQUERY_TO_STR(WINED3DUSAGE_QUERY_GENMIPMAP);
4404 WINED3DUSAGEQUERY_TO_STR(WINED3DUSAGE_QUERY_LEGACYBUMPMAP);
4405 WINED3DUSAGEQUERY_TO_STR(WINED3DUSAGE_QUERY_POSTPIXELSHADER_BLENDING);
4406 WINED3DUSAGEQUERY_TO_STR(WINED3DUSAGE_QUERY_SRGBREAD);
4407 WINED3DUSAGEQUERY_TO_STR(WINED3DUSAGE_QUERY_SRGBWRITE);
4408 WINED3DUSAGEQUERY_TO_STR(WINED3DUSAGE_QUERY_VERTEXTEXTURE);
4409 WINED3DUSAGEQUERY_TO_STR(WINED3DUSAGE_QUERY_WRAPANDMIP);
4410 #undef WINED3DUSAGEQUERY_TO_STR
4411 if (usage)
4412 FIXME("Unrecognized usage query flag(s) %#x.\n", usage);
4414 return wine_dbg_sprintf("%s", buffer.str);
4417 const char *debug_d3ddeclmethod(enum wined3d_decl_method method)
4419 switch (method)
4421 #define WINED3DDECLMETHOD_TO_STR(u) case u: return #u
4422 WINED3DDECLMETHOD_TO_STR(WINED3D_DECL_METHOD_DEFAULT);
4423 WINED3DDECLMETHOD_TO_STR(WINED3D_DECL_METHOD_PARTIAL_U);
4424 WINED3DDECLMETHOD_TO_STR(WINED3D_DECL_METHOD_PARTIAL_V);
4425 WINED3DDECLMETHOD_TO_STR(WINED3D_DECL_METHOD_CROSS_UV);
4426 WINED3DDECLMETHOD_TO_STR(WINED3D_DECL_METHOD_UV);
4427 WINED3DDECLMETHOD_TO_STR(WINED3D_DECL_METHOD_LOOKUP);
4428 WINED3DDECLMETHOD_TO_STR(WINED3D_DECL_METHOD_LOOKUP_PRESAMPLED);
4429 #undef WINED3DDECLMETHOD_TO_STR
4430 default:
4431 FIXME("Unrecognized declaration method %#x.\n", method);
4432 return "unrecognized";
4436 const char *debug_d3ddeclusage(enum wined3d_decl_usage usage)
4438 switch (usage)
4440 #define WINED3DDECLUSAGE_TO_STR(u) case u: return #u
4441 WINED3DDECLUSAGE_TO_STR(WINED3D_DECL_USAGE_POSITION);
4442 WINED3DDECLUSAGE_TO_STR(WINED3D_DECL_USAGE_BLEND_WEIGHT);
4443 WINED3DDECLUSAGE_TO_STR(WINED3D_DECL_USAGE_BLEND_INDICES);
4444 WINED3DDECLUSAGE_TO_STR(WINED3D_DECL_USAGE_NORMAL);
4445 WINED3DDECLUSAGE_TO_STR(WINED3D_DECL_USAGE_PSIZE);
4446 WINED3DDECLUSAGE_TO_STR(WINED3D_DECL_USAGE_TEXCOORD);
4447 WINED3DDECLUSAGE_TO_STR(WINED3D_DECL_USAGE_TANGENT);
4448 WINED3DDECLUSAGE_TO_STR(WINED3D_DECL_USAGE_BINORMAL);
4449 WINED3DDECLUSAGE_TO_STR(WINED3D_DECL_USAGE_TESS_FACTOR);
4450 WINED3DDECLUSAGE_TO_STR(WINED3D_DECL_USAGE_POSITIONT);
4451 WINED3DDECLUSAGE_TO_STR(WINED3D_DECL_USAGE_COLOR);
4452 WINED3DDECLUSAGE_TO_STR(WINED3D_DECL_USAGE_FOG);
4453 WINED3DDECLUSAGE_TO_STR(WINED3D_DECL_USAGE_DEPTH);
4454 WINED3DDECLUSAGE_TO_STR(WINED3D_DECL_USAGE_SAMPLE);
4455 #undef WINED3DDECLUSAGE_TO_STR
4456 default:
4457 FIXME("Unrecognized %u declaration usage!\n", usage);
4458 return "unrecognized";
4462 const char *debug_d3dinput_classification(enum wined3d_input_classification classification)
4464 switch (classification)
4466 #define WINED3D_TO_STR(x) case x: return #x
4467 WINED3D_TO_STR(WINED3D_INPUT_PER_VERTEX_DATA);
4468 WINED3D_TO_STR(WINED3D_INPUT_PER_INSTANCE_DATA);
4469 #undef WINED3D_TO_STR
4470 default:
4471 FIXME("Unrecognized input classification %#x.\n", classification);
4472 return "unrecognized";
4476 const char *debug_d3dresourcetype(enum wined3d_resource_type resource_type)
4478 switch (resource_type)
4480 #define WINED3D_TO_STR(x) case x: return #x
4481 WINED3D_TO_STR(WINED3D_RTYPE_NONE);
4482 WINED3D_TO_STR(WINED3D_RTYPE_BUFFER);
4483 WINED3D_TO_STR(WINED3D_RTYPE_TEXTURE_1D);
4484 WINED3D_TO_STR(WINED3D_RTYPE_TEXTURE_2D);
4485 WINED3D_TO_STR(WINED3D_RTYPE_TEXTURE_3D);
4486 #undef WINED3D_TO_STR
4487 default:
4488 FIXME("Unrecognized resource type %#x.\n", resource_type);
4489 return "unrecognized";
4493 const char *debug_d3dprimitivetype(enum wined3d_primitive_type primitive_type)
4495 switch (primitive_type)
4497 #define PRIM_TO_STR(prim) case prim: return #prim
4498 PRIM_TO_STR(WINED3D_PT_UNDEFINED);
4499 PRIM_TO_STR(WINED3D_PT_POINTLIST);
4500 PRIM_TO_STR(WINED3D_PT_LINELIST);
4501 PRIM_TO_STR(WINED3D_PT_LINESTRIP);
4502 PRIM_TO_STR(WINED3D_PT_TRIANGLELIST);
4503 PRIM_TO_STR(WINED3D_PT_TRIANGLESTRIP);
4504 PRIM_TO_STR(WINED3D_PT_TRIANGLEFAN);
4505 PRIM_TO_STR(WINED3D_PT_LINELIST_ADJ);
4506 PRIM_TO_STR(WINED3D_PT_LINESTRIP_ADJ);
4507 PRIM_TO_STR(WINED3D_PT_TRIANGLELIST_ADJ);
4508 PRIM_TO_STR(WINED3D_PT_TRIANGLESTRIP_ADJ);
4509 PRIM_TO_STR(WINED3D_PT_PATCH);
4510 #undef PRIM_TO_STR
4511 default:
4512 FIXME("Unrecognized primitive type %#x.\n", primitive_type);
4513 return "unrecognized";
4517 const char *debug_d3drenderstate(enum wined3d_render_state state)
4519 switch (state)
4521 #define D3DSTATE_TO_STR(u) case u: return #u
4522 D3DSTATE_TO_STR(WINED3D_RS_ANTIALIAS);
4523 D3DSTATE_TO_STR(WINED3D_RS_TEXTUREPERSPECTIVE);
4524 D3DSTATE_TO_STR(WINED3D_RS_WRAPU);
4525 D3DSTATE_TO_STR(WINED3D_RS_WRAPV);
4526 D3DSTATE_TO_STR(WINED3D_RS_ZENABLE);
4527 D3DSTATE_TO_STR(WINED3D_RS_FILLMODE);
4528 D3DSTATE_TO_STR(WINED3D_RS_SHADEMODE);
4529 D3DSTATE_TO_STR(WINED3D_RS_LINEPATTERN);
4530 D3DSTATE_TO_STR(WINED3D_RS_MONOENABLE);
4531 D3DSTATE_TO_STR(WINED3D_RS_ROP2);
4532 D3DSTATE_TO_STR(WINED3D_RS_PLANEMASK);
4533 D3DSTATE_TO_STR(WINED3D_RS_ZWRITEENABLE);
4534 D3DSTATE_TO_STR(WINED3D_RS_ALPHATESTENABLE);
4535 D3DSTATE_TO_STR(WINED3D_RS_LASTPIXEL);
4536 D3DSTATE_TO_STR(WINED3D_RS_SRCBLEND);
4537 D3DSTATE_TO_STR(WINED3D_RS_DESTBLEND);
4538 D3DSTATE_TO_STR(WINED3D_RS_CULLMODE);
4539 D3DSTATE_TO_STR(WINED3D_RS_ZFUNC);
4540 D3DSTATE_TO_STR(WINED3D_RS_ALPHAREF);
4541 D3DSTATE_TO_STR(WINED3D_RS_ALPHAFUNC);
4542 D3DSTATE_TO_STR(WINED3D_RS_DITHERENABLE);
4543 D3DSTATE_TO_STR(WINED3D_RS_ALPHABLENDENABLE);
4544 D3DSTATE_TO_STR(WINED3D_RS_FOGENABLE);
4545 D3DSTATE_TO_STR(WINED3D_RS_SPECULARENABLE);
4546 D3DSTATE_TO_STR(WINED3D_RS_ZVISIBLE);
4547 D3DSTATE_TO_STR(WINED3D_RS_SUBPIXEL);
4548 D3DSTATE_TO_STR(WINED3D_RS_SUBPIXELX);
4549 D3DSTATE_TO_STR(WINED3D_RS_STIPPLEDALPHA);
4550 D3DSTATE_TO_STR(WINED3D_RS_FOGCOLOR);
4551 D3DSTATE_TO_STR(WINED3D_RS_FOGTABLEMODE);
4552 D3DSTATE_TO_STR(WINED3D_RS_FOGSTART);
4553 D3DSTATE_TO_STR(WINED3D_RS_FOGEND);
4554 D3DSTATE_TO_STR(WINED3D_RS_FOGDENSITY);
4555 D3DSTATE_TO_STR(WINED3D_RS_STIPPLEENABLE);
4556 D3DSTATE_TO_STR(WINED3D_RS_EDGEANTIALIAS);
4557 D3DSTATE_TO_STR(WINED3D_RS_COLORKEYENABLE);
4558 D3DSTATE_TO_STR(WINED3D_RS_MIPMAPLODBIAS);
4559 D3DSTATE_TO_STR(WINED3D_RS_RANGEFOGENABLE);
4560 D3DSTATE_TO_STR(WINED3D_RS_ANISOTROPY);
4561 D3DSTATE_TO_STR(WINED3D_RS_FLUSHBATCH);
4562 D3DSTATE_TO_STR(WINED3D_RS_TRANSLUCENTSORTINDEPENDENT);
4563 D3DSTATE_TO_STR(WINED3D_RS_STENCILENABLE);
4564 D3DSTATE_TO_STR(WINED3D_RS_STENCILFAIL);
4565 D3DSTATE_TO_STR(WINED3D_RS_STENCILZFAIL);
4566 D3DSTATE_TO_STR(WINED3D_RS_STENCILPASS);
4567 D3DSTATE_TO_STR(WINED3D_RS_STENCILFUNC);
4568 D3DSTATE_TO_STR(WINED3D_RS_STENCILREF);
4569 D3DSTATE_TO_STR(WINED3D_RS_STENCILMASK);
4570 D3DSTATE_TO_STR(WINED3D_RS_STENCILWRITEMASK);
4571 D3DSTATE_TO_STR(WINED3D_RS_TEXTUREFACTOR);
4572 D3DSTATE_TO_STR(WINED3D_RS_WRAP0);
4573 D3DSTATE_TO_STR(WINED3D_RS_WRAP1);
4574 D3DSTATE_TO_STR(WINED3D_RS_WRAP2);
4575 D3DSTATE_TO_STR(WINED3D_RS_WRAP3);
4576 D3DSTATE_TO_STR(WINED3D_RS_WRAP4);
4577 D3DSTATE_TO_STR(WINED3D_RS_WRAP5);
4578 D3DSTATE_TO_STR(WINED3D_RS_WRAP6);
4579 D3DSTATE_TO_STR(WINED3D_RS_WRAP7);
4580 D3DSTATE_TO_STR(WINED3D_RS_CLIPPING);
4581 D3DSTATE_TO_STR(WINED3D_RS_LIGHTING);
4582 D3DSTATE_TO_STR(WINED3D_RS_EXTENTS);
4583 D3DSTATE_TO_STR(WINED3D_RS_AMBIENT);
4584 D3DSTATE_TO_STR(WINED3D_RS_FOGVERTEXMODE);
4585 D3DSTATE_TO_STR(WINED3D_RS_COLORVERTEX);
4586 D3DSTATE_TO_STR(WINED3D_RS_LOCALVIEWER);
4587 D3DSTATE_TO_STR(WINED3D_RS_NORMALIZENORMALS);
4588 D3DSTATE_TO_STR(WINED3D_RS_COLORKEYBLENDENABLE);
4589 D3DSTATE_TO_STR(WINED3D_RS_DIFFUSEMATERIALSOURCE);
4590 D3DSTATE_TO_STR(WINED3D_RS_SPECULARMATERIALSOURCE);
4591 D3DSTATE_TO_STR(WINED3D_RS_AMBIENTMATERIALSOURCE);
4592 D3DSTATE_TO_STR(WINED3D_RS_EMISSIVEMATERIALSOURCE);
4593 D3DSTATE_TO_STR(WINED3D_RS_VERTEXBLEND);
4594 D3DSTATE_TO_STR(WINED3D_RS_CLIPPLANEENABLE);
4595 D3DSTATE_TO_STR(WINED3D_RS_SOFTWAREVERTEXPROCESSING);
4596 D3DSTATE_TO_STR(WINED3D_RS_POINTSIZE);
4597 D3DSTATE_TO_STR(WINED3D_RS_POINTSIZE_MIN);
4598 D3DSTATE_TO_STR(WINED3D_RS_POINTSPRITEENABLE);
4599 D3DSTATE_TO_STR(WINED3D_RS_POINTSCALEENABLE);
4600 D3DSTATE_TO_STR(WINED3D_RS_POINTSCALE_A);
4601 D3DSTATE_TO_STR(WINED3D_RS_POINTSCALE_B);
4602 D3DSTATE_TO_STR(WINED3D_RS_POINTSCALE_C);
4603 D3DSTATE_TO_STR(WINED3D_RS_MULTISAMPLEANTIALIAS);
4604 D3DSTATE_TO_STR(WINED3D_RS_MULTISAMPLEMASK);
4605 D3DSTATE_TO_STR(WINED3D_RS_PATCHEDGESTYLE);
4606 D3DSTATE_TO_STR(WINED3D_RS_PATCHSEGMENTS);
4607 D3DSTATE_TO_STR(WINED3D_RS_DEBUGMONITORTOKEN);
4608 D3DSTATE_TO_STR(WINED3D_RS_POINTSIZE_MAX);
4609 D3DSTATE_TO_STR(WINED3D_RS_INDEXEDVERTEXBLENDENABLE);
4610 D3DSTATE_TO_STR(WINED3D_RS_COLORWRITEENABLE);
4611 D3DSTATE_TO_STR(WINED3D_RS_TWEENFACTOR);
4612 D3DSTATE_TO_STR(WINED3D_RS_BLENDOP);
4613 D3DSTATE_TO_STR(WINED3D_RS_POSITIONDEGREE);
4614 D3DSTATE_TO_STR(WINED3D_RS_NORMALDEGREE);
4615 D3DSTATE_TO_STR(WINED3D_RS_SCISSORTESTENABLE);
4616 D3DSTATE_TO_STR(WINED3D_RS_SLOPESCALEDEPTHBIAS);
4617 D3DSTATE_TO_STR(WINED3D_RS_ANTIALIASEDLINEENABLE);
4618 D3DSTATE_TO_STR(WINED3D_RS_MINTESSELLATIONLEVEL);
4619 D3DSTATE_TO_STR(WINED3D_RS_MAXTESSELLATIONLEVEL);
4620 D3DSTATE_TO_STR(WINED3D_RS_ADAPTIVETESS_X);
4621 D3DSTATE_TO_STR(WINED3D_RS_ADAPTIVETESS_Y);
4622 D3DSTATE_TO_STR(WINED3D_RS_ADAPTIVETESS_Z);
4623 D3DSTATE_TO_STR(WINED3D_RS_ADAPTIVETESS_W);
4624 D3DSTATE_TO_STR(WINED3D_RS_ENABLEADAPTIVETESSELLATION);
4625 D3DSTATE_TO_STR(WINED3D_RS_TWOSIDEDSTENCILMODE);
4626 D3DSTATE_TO_STR(WINED3D_RS_BACK_STENCILFAIL);
4627 D3DSTATE_TO_STR(WINED3D_RS_BACK_STENCILZFAIL);
4628 D3DSTATE_TO_STR(WINED3D_RS_BACK_STENCILPASS);
4629 D3DSTATE_TO_STR(WINED3D_RS_BACK_STENCILFUNC);
4630 D3DSTATE_TO_STR(WINED3D_RS_COLORWRITEENABLE1);
4631 D3DSTATE_TO_STR(WINED3D_RS_COLORWRITEENABLE2);
4632 D3DSTATE_TO_STR(WINED3D_RS_COLORWRITEENABLE3);
4633 D3DSTATE_TO_STR(WINED3D_RS_BLENDFACTOR);
4634 D3DSTATE_TO_STR(WINED3D_RS_SRGBWRITEENABLE);
4635 D3DSTATE_TO_STR(WINED3D_RS_DEPTHBIAS);
4636 D3DSTATE_TO_STR(WINED3D_RS_WRAP8);
4637 D3DSTATE_TO_STR(WINED3D_RS_WRAP9);
4638 D3DSTATE_TO_STR(WINED3D_RS_WRAP10);
4639 D3DSTATE_TO_STR(WINED3D_RS_WRAP11);
4640 D3DSTATE_TO_STR(WINED3D_RS_WRAP12);
4641 D3DSTATE_TO_STR(WINED3D_RS_WRAP13);
4642 D3DSTATE_TO_STR(WINED3D_RS_WRAP14);
4643 D3DSTATE_TO_STR(WINED3D_RS_WRAP15);
4644 D3DSTATE_TO_STR(WINED3D_RS_SEPARATEALPHABLENDENABLE);
4645 D3DSTATE_TO_STR(WINED3D_RS_SRCBLENDALPHA);
4646 D3DSTATE_TO_STR(WINED3D_RS_DESTBLENDALPHA);
4647 D3DSTATE_TO_STR(WINED3D_RS_BLENDOPALPHA);
4648 #undef D3DSTATE_TO_STR
4649 default:
4650 FIXME("Unrecognized %u render state!\n", state);
4651 return "unrecognized";
4655 const char *debug_d3dsamplerstate(enum wined3d_sampler_state state)
4657 switch (state)
4659 #define D3DSTATE_TO_STR(u) case u: return #u
4660 D3DSTATE_TO_STR(WINED3D_SAMP_BORDER_COLOR);
4661 D3DSTATE_TO_STR(WINED3D_SAMP_ADDRESS_U);
4662 D3DSTATE_TO_STR(WINED3D_SAMP_ADDRESS_V);
4663 D3DSTATE_TO_STR(WINED3D_SAMP_ADDRESS_W);
4664 D3DSTATE_TO_STR(WINED3D_SAMP_MAG_FILTER);
4665 D3DSTATE_TO_STR(WINED3D_SAMP_MIN_FILTER);
4666 D3DSTATE_TO_STR(WINED3D_SAMP_MIP_FILTER);
4667 D3DSTATE_TO_STR(WINED3D_SAMP_MIPMAP_LOD_BIAS);
4668 D3DSTATE_TO_STR(WINED3D_SAMP_MAX_MIP_LEVEL);
4669 D3DSTATE_TO_STR(WINED3D_SAMP_MAX_ANISOTROPY);
4670 D3DSTATE_TO_STR(WINED3D_SAMP_SRGB_TEXTURE);
4671 D3DSTATE_TO_STR(WINED3D_SAMP_ELEMENT_INDEX);
4672 D3DSTATE_TO_STR(WINED3D_SAMP_DMAP_OFFSET);
4673 #undef D3DSTATE_TO_STR
4674 default:
4675 FIXME("Unrecognized %u sampler state!\n", state);
4676 return "unrecognized";
4680 const char *debug_d3dtexturefiltertype(enum wined3d_texture_filter_type filter_type)
4682 switch (filter_type)
4684 #define D3DTEXTUREFILTERTYPE_TO_STR(u) case u: return #u
4685 D3DTEXTUREFILTERTYPE_TO_STR(WINED3D_TEXF_NONE);
4686 D3DTEXTUREFILTERTYPE_TO_STR(WINED3D_TEXF_POINT);
4687 D3DTEXTUREFILTERTYPE_TO_STR(WINED3D_TEXF_LINEAR);
4688 D3DTEXTUREFILTERTYPE_TO_STR(WINED3D_TEXF_ANISOTROPIC);
4689 D3DTEXTUREFILTERTYPE_TO_STR(WINED3D_TEXF_FLAT_CUBIC);
4690 D3DTEXTUREFILTERTYPE_TO_STR(WINED3D_TEXF_GAUSSIAN_CUBIC);
4691 D3DTEXTUREFILTERTYPE_TO_STR(WINED3D_TEXF_PYRAMIDAL_QUAD);
4692 D3DTEXTUREFILTERTYPE_TO_STR(WINED3D_TEXF_GAUSSIAN_QUAD);
4693 #undef D3DTEXTUREFILTERTYPE_TO_STR
4694 default:
4695 FIXME("Unrecognized texture filter type 0x%08x.\n", filter_type);
4696 return "unrecognized";
4700 const char *debug_d3dtexturestate(enum wined3d_texture_stage_state state)
4702 switch (state)
4704 #define D3DSTATE_TO_STR(u) case u: return #u
4705 D3DSTATE_TO_STR(WINED3D_TSS_COLOR_OP);
4706 D3DSTATE_TO_STR(WINED3D_TSS_COLOR_ARG1);
4707 D3DSTATE_TO_STR(WINED3D_TSS_COLOR_ARG2);
4708 D3DSTATE_TO_STR(WINED3D_TSS_ALPHA_OP);
4709 D3DSTATE_TO_STR(WINED3D_TSS_ALPHA_ARG1);
4710 D3DSTATE_TO_STR(WINED3D_TSS_ALPHA_ARG2);
4711 D3DSTATE_TO_STR(WINED3D_TSS_BUMPENV_MAT00);
4712 D3DSTATE_TO_STR(WINED3D_TSS_BUMPENV_MAT01);
4713 D3DSTATE_TO_STR(WINED3D_TSS_BUMPENV_MAT10);
4714 D3DSTATE_TO_STR(WINED3D_TSS_BUMPENV_MAT11);
4715 D3DSTATE_TO_STR(WINED3D_TSS_TEXCOORD_INDEX);
4716 D3DSTATE_TO_STR(WINED3D_TSS_BUMPENV_LSCALE);
4717 D3DSTATE_TO_STR(WINED3D_TSS_BUMPENV_LOFFSET);
4718 D3DSTATE_TO_STR(WINED3D_TSS_TEXTURE_TRANSFORM_FLAGS);
4719 D3DSTATE_TO_STR(WINED3D_TSS_COLOR_ARG0);
4720 D3DSTATE_TO_STR(WINED3D_TSS_ALPHA_ARG0);
4721 D3DSTATE_TO_STR(WINED3D_TSS_RESULT_ARG);
4722 D3DSTATE_TO_STR(WINED3D_TSS_CONSTANT);
4723 #undef D3DSTATE_TO_STR
4724 default:
4725 FIXME("Unrecognized %u texture state!\n", state);
4726 return "unrecognized";
4730 const char *debug_d3dtop(enum wined3d_texture_op d3dtop)
4732 switch (d3dtop)
4734 #define D3DTOP_TO_STR(u) case u: return #u
4735 D3DTOP_TO_STR(WINED3D_TOP_DISABLE);
4736 D3DTOP_TO_STR(WINED3D_TOP_SELECT_ARG1);
4737 D3DTOP_TO_STR(WINED3D_TOP_SELECT_ARG2);
4738 D3DTOP_TO_STR(WINED3D_TOP_MODULATE);
4739 D3DTOP_TO_STR(WINED3D_TOP_MODULATE_2X);
4740 D3DTOP_TO_STR(WINED3D_TOP_MODULATE_4X);
4741 D3DTOP_TO_STR(WINED3D_TOP_ADD);
4742 D3DTOP_TO_STR(WINED3D_TOP_ADD_SIGNED);
4743 D3DTOP_TO_STR(WINED3D_TOP_ADD_SIGNED_2X);
4744 D3DTOP_TO_STR(WINED3D_TOP_SUBTRACT);
4745 D3DTOP_TO_STR(WINED3D_TOP_ADD_SMOOTH);
4746 D3DTOP_TO_STR(WINED3D_TOP_BLEND_DIFFUSE_ALPHA);
4747 D3DTOP_TO_STR(WINED3D_TOP_BLEND_TEXTURE_ALPHA);
4748 D3DTOP_TO_STR(WINED3D_TOP_BLEND_FACTOR_ALPHA);
4749 D3DTOP_TO_STR(WINED3D_TOP_BLEND_TEXTURE_ALPHA_PM);
4750 D3DTOP_TO_STR(WINED3D_TOP_BLEND_CURRENT_ALPHA);
4751 D3DTOP_TO_STR(WINED3D_TOP_PREMODULATE);
4752 D3DTOP_TO_STR(WINED3D_TOP_MODULATE_ALPHA_ADD_COLOR);
4753 D3DTOP_TO_STR(WINED3D_TOP_MODULATE_COLOR_ADD_ALPHA);
4754 D3DTOP_TO_STR(WINED3D_TOP_MODULATE_INVALPHA_ADD_COLOR);
4755 D3DTOP_TO_STR(WINED3D_TOP_MODULATE_INVCOLOR_ADD_ALPHA);
4756 D3DTOP_TO_STR(WINED3D_TOP_BUMPENVMAP);
4757 D3DTOP_TO_STR(WINED3D_TOP_BUMPENVMAP_LUMINANCE);
4758 D3DTOP_TO_STR(WINED3D_TOP_DOTPRODUCT3);
4759 D3DTOP_TO_STR(WINED3D_TOP_MULTIPLY_ADD);
4760 D3DTOP_TO_STR(WINED3D_TOP_LERP);
4761 #undef D3DTOP_TO_STR
4762 default:
4763 FIXME("Unrecognized texture op %#x.\n", d3dtop);
4764 return "unrecognized";
4768 const char *debug_d3dtstype(enum wined3d_transform_state tstype)
4770 switch (tstype)
4772 #define TSTYPE_TO_STR(tstype) case tstype: return #tstype
4773 TSTYPE_TO_STR(WINED3D_TS_VIEW);
4774 TSTYPE_TO_STR(WINED3D_TS_PROJECTION);
4775 TSTYPE_TO_STR(WINED3D_TS_TEXTURE0);
4776 TSTYPE_TO_STR(WINED3D_TS_TEXTURE1);
4777 TSTYPE_TO_STR(WINED3D_TS_TEXTURE2);
4778 TSTYPE_TO_STR(WINED3D_TS_TEXTURE3);
4779 TSTYPE_TO_STR(WINED3D_TS_TEXTURE4);
4780 TSTYPE_TO_STR(WINED3D_TS_TEXTURE5);
4781 TSTYPE_TO_STR(WINED3D_TS_TEXTURE6);
4782 TSTYPE_TO_STR(WINED3D_TS_TEXTURE7);
4783 TSTYPE_TO_STR(WINED3D_TS_WORLD_MATRIX(0));
4784 TSTYPE_TO_STR(WINED3D_TS_WORLD_MATRIX(1));
4785 TSTYPE_TO_STR(WINED3D_TS_WORLD_MATRIX(2));
4786 TSTYPE_TO_STR(WINED3D_TS_WORLD_MATRIX(3));
4787 #undef TSTYPE_TO_STR
4788 default:
4789 if (tstype > 256 && tstype < 512)
4791 FIXME("WINED3D_TS_WORLD_MATRIX(%u). 1..255 not currently supported.\n", tstype);
4792 return ("WINED3D_TS_WORLD_MATRIX > 0");
4794 FIXME("Unrecognized transform state %#x.\n", tstype);
4795 return "unrecognized";
4799 const char *debug_shader_type(enum wined3d_shader_type type)
4801 switch(type)
4803 #define WINED3D_TO_STR(type) case type: return #type
4804 WINED3D_TO_STR(WINED3D_SHADER_TYPE_PIXEL);
4805 WINED3D_TO_STR(WINED3D_SHADER_TYPE_VERTEX);
4806 WINED3D_TO_STR(WINED3D_SHADER_TYPE_GEOMETRY);
4807 WINED3D_TO_STR(WINED3D_SHADER_TYPE_HULL);
4808 WINED3D_TO_STR(WINED3D_SHADER_TYPE_DOMAIN);
4809 WINED3D_TO_STR(WINED3D_SHADER_TYPE_COMPUTE);
4810 #undef WINED3D_TO_STR
4811 default:
4812 FIXME("Unrecognized shader type %#x.\n", type);
4813 return "unrecognized";
4817 const char *debug_d3dstate(DWORD state)
4819 if (STATE_IS_RENDER(state))
4820 return wine_dbg_sprintf("STATE_RENDER(%s)", debug_d3drenderstate(state - STATE_RENDER(0)));
4821 if (STATE_IS_TEXTURESTAGE(state))
4823 DWORD texture_stage = (state - STATE_TEXTURESTAGE(0, 0)) / (WINED3D_HIGHEST_TEXTURE_STATE + 1);
4824 DWORD texture_state = state - STATE_TEXTURESTAGE(texture_stage, 0);
4825 return wine_dbg_sprintf("STATE_TEXTURESTAGE(%#x, %s)",
4826 texture_stage, debug_d3dtexturestate(texture_state));
4828 if (STATE_IS_SAMPLER(state))
4829 return wine_dbg_sprintf("STATE_SAMPLER(%#x)", state - STATE_SAMPLER(0));
4830 if (STATE_IS_COMPUTE_SHADER(state))
4831 return wine_dbg_sprintf("STATE_SHADER(%s)", debug_shader_type(WINED3D_SHADER_TYPE_COMPUTE));
4832 if (STATE_IS_GRAPHICS_SHADER(state))
4833 return wine_dbg_sprintf("STATE_SHADER(%s)", debug_shader_type(state - STATE_SHADER(0)));
4834 if (STATE_IS_COMPUTE_CONSTANT_BUFFER(state))
4835 return wine_dbg_sprintf("STATE_CONSTANT_BUFFER(%s)", debug_shader_type(WINED3D_SHADER_TYPE_COMPUTE));
4836 if (STATE_IS_GRAPHICS_CONSTANT_BUFFER(state))
4837 return wine_dbg_sprintf("STATE_CONSTANT_BUFFER(%s)", debug_shader_type(state - STATE_CONSTANT_BUFFER(0)));
4838 if (STATE_IS_COMPUTE_SHADER_RESOURCE_BINDING(state))
4839 return "STATE_COMPUTE_SHADER_RESOURCE_BINDING";
4840 if (STATE_IS_GRAPHICS_SHADER_RESOURCE_BINDING(state))
4841 return "STATE_GRAPHICS_SHADER_RESOURCE_BINDING";
4842 if (STATE_IS_COMPUTE_UNORDERED_ACCESS_VIEW_BINDING(state))
4843 return "STATE_COMPUTE_UNORDERED_ACCESS_VIEW_BINDING";
4844 if (STATE_IS_GRAPHICS_UNORDERED_ACCESS_VIEW_BINDING(state))
4845 return "STATE_GRAPHICS_UNORDERED_ACCESS_VIEW_BINDING";
4846 if (STATE_IS_TRANSFORM(state))
4847 return wine_dbg_sprintf("STATE_TRANSFORM(%s)", debug_d3dtstype(state - STATE_TRANSFORM(0)));
4848 if (STATE_IS_STREAMSRC(state))
4849 return "STATE_STREAMSRC";
4850 if (STATE_IS_INDEXBUFFER(state))
4851 return "STATE_INDEXBUFFER";
4852 if (STATE_IS_VDECL(state))
4853 return "STATE_VDECL";
4854 if (STATE_IS_VIEWPORT(state))
4855 return "STATE_VIEWPORT";
4856 if (STATE_IS_LIGHT_TYPE(state))
4857 return "STATE_LIGHT_TYPE";
4858 if (STATE_IS_ACTIVELIGHT(state))
4859 return wine_dbg_sprintf("STATE_ACTIVELIGHT(%#x)", state - STATE_ACTIVELIGHT(0));
4860 if (STATE_IS_SCISSORRECT(state))
4861 return "STATE_SCISSORRECT";
4862 if (STATE_IS_CLIPPLANE(state))
4863 return wine_dbg_sprintf("STATE_CLIPPLANE(%#x)", state - STATE_CLIPPLANE(0));
4864 if (STATE_IS_MATERIAL(state))
4865 return "STATE_MATERIAL";
4866 if (STATE_IS_RASTERIZER(state))
4867 return "STATE_RASTERIZER";
4868 if (STATE_IS_POINTSPRITECOORDORIGIN(state))
4869 return "STATE_POINTSPRITECOORDORIGIN";
4870 if (STATE_IS_BASEVERTEXINDEX(state))
4871 return "STATE_BASEVERTEXINDEX";
4872 if (STATE_IS_FRAMEBUFFER(state))
4873 return "STATE_FRAMEBUFFER";
4874 if (STATE_IS_POINT_ENABLE(state))
4875 return "STATE_POINT_ENABLE";
4876 if (STATE_IS_COLOR_KEY(state))
4877 return "STATE_COLOR_KEY";
4878 if (STATE_IS_STREAM_OUTPUT(state))
4879 return "STATE_STREAM_OUTPUT";
4880 if (STATE_IS_BLEND(state))
4881 return "STATE_BLEND";
4883 return wine_dbg_sprintf("UNKNOWN_STATE(%#x)", state);
4886 const char *debug_fboattachment(GLenum attachment)
4888 switch(attachment)
4890 #define WINED3D_TO_STR(x) case x: return #x
4891 WINED3D_TO_STR(GL_COLOR_ATTACHMENT0);
4892 WINED3D_TO_STR(GL_COLOR_ATTACHMENT1);
4893 WINED3D_TO_STR(GL_COLOR_ATTACHMENT2);
4894 WINED3D_TO_STR(GL_COLOR_ATTACHMENT3);
4895 WINED3D_TO_STR(GL_COLOR_ATTACHMENT4);
4896 WINED3D_TO_STR(GL_COLOR_ATTACHMENT5);
4897 WINED3D_TO_STR(GL_COLOR_ATTACHMENT6);
4898 WINED3D_TO_STR(GL_COLOR_ATTACHMENT7);
4899 WINED3D_TO_STR(GL_COLOR_ATTACHMENT8);
4900 WINED3D_TO_STR(GL_COLOR_ATTACHMENT9);
4901 WINED3D_TO_STR(GL_COLOR_ATTACHMENT10);
4902 WINED3D_TO_STR(GL_COLOR_ATTACHMENT11);
4903 WINED3D_TO_STR(GL_COLOR_ATTACHMENT12);
4904 WINED3D_TO_STR(GL_COLOR_ATTACHMENT13);
4905 WINED3D_TO_STR(GL_COLOR_ATTACHMENT14);
4906 WINED3D_TO_STR(GL_COLOR_ATTACHMENT15);
4907 WINED3D_TO_STR(GL_DEPTH_ATTACHMENT);
4908 WINED3D_TO_STR(GL_STENCIL_ATTACHMENT);
4909 #undef WINED3D_TO_STR
4910 default:
4911 return wine_dbg_sprintf("Unknown FBO attachment %#x", attachment);
4915 const char *debug_fbostatus(GLenum status) {
4916 switch(status) {
4917 #define FBOSTATUS_TO_STR(u) case u: return #u
4918 FBOSTATUS_TO_STR(GL_FRAMEBUFFER_COMPLETE);
4919 FBOSTATUS_TO_STR(GL_FRAMEBUFFER_INCOMPLETE_ATTACHMENT);
4920 FBOSTATUS_TO_STR(GL_FRAMEBUFFER_INCOMPLETE_MISSING_ATTACHMENT);
4921 FBOSTATUS_TO_STR(GL_FRAMEBUFFER_INCOMPLETE_DIMENSIONS_EXT);
4922 FBOSTATUS_TO_STR(GL_FRAMEBUFFER_INCOMPLETE_FORMATS_EXT);
4923 FBOSTATUS_TO_STR(GL_FRAMEBUFFER_INCOMPLETE_DRAW_BUFFER);
4924 FBOSTATUS_TO_STR(GL_FRAMEBUFFER_INCOMPLETE_READ_BUFFER);
4925 FBOSTATUS_TO_STR(GL_FRAMEBUFFER_INCOMPLETE_MULTISAMPLE);
4926 FBOSTATUS_TO_STR(GL_FRAMEBUFFER_INCOMPLETE_LAYER_TARGETS);
4927 FBOSTATUS_TO_STR(GL_FRAMEBUFFER_INCOMPLETE_LAYER_COUNT_ARB);
4928 FBOSTATUS_TO_STR(GL_FRAMEBUFFER_UNSUPPORTED);
4929 FBOSTATUS_TO_STR(GL_FRAMEBUFFER_UNDEFINED);
4930 #undef FBOSTATUS_TO_STR
4931 default:
4932 FIXME("Unrecognized FBO status 0x%08x.\n", status);
4933 return "unrecognized";
4937 const char *debug_glerror(GLenum error) {
4938 switch(error) {
4939 #define GLERROR_TO_STR(u) case u: return #u
4940 GLERROR_TO_STR(GL_NO_ERROR);
4941 GLERROR_TO_STR(GL_INVALID_ENUM);
4942 GLERROR_TO_STR(GL_INVALID_VALUE);
4943 GLERROR_TO_STR(GL_INVALID_OPERATION);
4944 GLERROR_TO_STR(GL_STACK_OVERFLOW);
4945 GLERROR_TO_STR(GL_STACK_UNDERFLOW);
4946 GLERROR_TO_STR(GL_OUT_OF_MEMORY);
4947 GLERROR_TO_STR(GL_INVALID_FRAMEBUFFER_OPERATION);
4948 #undef GLERROR_TO_STR
4949 default:
4950 FIXME("Unrecognized GL error 0x%08x.\n", error);
4951 return "unrecognized";
4955 static const char *debug_fixup_channel_source(enum fixup_channel_source source)
4957 switch(source)
4959 #define WINED3D_TO_STR(x) case x: return #x
4960 WINED3D_TO_STR(CHANNEL_SOURCE_ZERO);
4961 WINED3D_TO_STR(CHANNEL_SOURCE_ONE);
4962 WINED3D_TO_STR(CHANNEL_SOURCE_X);
4963 WINED3D_TO_STR(CHANNEL_SOURCE_Y);
4964 WINED3D_TO_STR(CHANNEL_SOURCE_Z);
4965 WINED3D_TO_STR(CHANNEL_SOURCE_W);
4966 WINED3D_TO_STR(CHANNEL_SOURCE_COMPLEX0);
4967 WINED3D_TO_STR(CHANNEL_SOURCE_COMPLEX1);
4968 #undef WINED3D_TO_STR
4969 default:
4970 FIXME("Unrecognized fixup_channel_source %#x\n", source);
4971 return "unrecognized";
4975 static const char *debug_complex_fixup(enum complex_fixup fixup)
4977 switch(fixup)
4979 #define WINED3D_TO_STR(x) case x: return #x
4980 WINED3D_TO_STR(COMPLEX_FIXUP_YUY2);
4981 WINED3D_TO_STR(COMPLEX_FIXUP_UYVY);
4982 WINED3D_TO_STR(COMPLEX_FIXUP_YV12);
4983 WINED3D_TO_STR(COMPLEX_FIXUP_NV12);
4984 WINED3D_TO_STR(COMPLEX_FIXUP_P8);
4985 #undef WINED3D_TO_STR
4986 default:
4987 FIXME("Unrecognized complex fixup %#x\n", fixup);
4988 return "unrecognized";
4992 void dump_color_fixup_desc(struct color_fixup_desc fixup)
4994 if (is_complex_fixup(fixup))
4996 TRACE("\tComplex: %s\n", debug_complex_fixup(get_complex_fixup(fixup)));
4997 return;
5000 TRACE("\tX: %s%s\n", debug_fixup_channel_source(fixup.x_source), fixup.x_sign_fixup ? ", SIGN_FIXUP" : "");
5001 TRACE("\tY: %s%s\n", debug_fixup_channel_source(fixup.y_source), fixup.y_sign_fixup ? ", SIGN_FIXUP" : "");
5002 TRACE("\tZ: %s%s\n", debug_fixup_channel_source(fixup.z_source), fixup.z_sign_fixup ? ", SIGN_FIXUP" : "");
5003 TRACE("\tW: %s%s\n", debug_fixup_channel_source(fixup.w_source), fixup.w_sign_fixup ? ", SIGN_FIXUP" : "");
5006 BOOL is_invalid_op(const struct wined3d_state *state, int stage,
5007 enum wined3d_texture_op op, DWORD arg1, DWORD arg2, DWORD arg3)
5009 if (op == WINED3D_TOP_DISABLE)
5010 return FALSE;
5011 if (state->textures[stage])
5012 return FALSE;
5014 if ((arg1 & WINED3DTA_SELECTMASK) == WINED3DTA_TEXTURE
5015 && op != WINED3D_TOP_SELECT_ARG2)
5016 return TRUE;
5017 if ((arg2 & WINED3DTA_SELECTMASK) == WINED3DTA_TEXTURE
5018 && op != WINED3D_TOP_SELECT_ARG1)
5019 return TRUE;
5020 if ((arg3 & WINED3DTA_SELECTMASK) == WINED3DTA_TEXTURE
5021 && (op == WINED3D_TOP_MULTIPLY_ADD || op == WINED3D_TOP_LERP))
5022 return TRUE;
5024 return FALSE;
5027 void get_identity_matrix(struct wined3d_matrix *mat)
5029 static const struct wined3d_matrix identity =
5031 1.0f, 0.0f, 0.0f, 0.0f,
5032 0.0f, 1.0f, 0.0f, 0.0f,
5033 0.0f, 0.0f, 1.0f, 0.0f,
5034 0.0f, 0.0f, 0.0f, 1.0f,
5037 *mat = identity;
5040 void get_modelview_matrix(const struct wined3d_context *context, const struct wined3d_state *state,
5041 unsigned int index, struct wined3d_matrix *mat)
5043 if (context->last_was_rhw)
5044 get_identity_matrix(mat);
5045 else
5046 multiply_matrix(mat, &state->transforms[WINED3D_TS_VIEW], &state->transforms[WINED3D_TS_WORLD_MATRIX(index)]);
5049 void get_projection_matrix(const struct wined3d_context *context, const struct wined3d_state *state,
5050 struct wined3d_matrix *mat)
5052 BOOL clip_control = context->gl_info->supported[ARB_CLIP_CONTROL];
5053 BOOL flip = !clip_control && context->render_offscreen;
5054 float center_offset;
5056 /* There are a couple of additional things we have to take into account
5057 * here besides the projection transformation itself:
5058 * - We need to flip along the y-axis in case of offscreen rendering.
5059 * - OpenGL Z range is {-Wc,...,Wc} while D3D Z range is {0,...,Wc}.
5060 * - <= D3D9 coordinates refer to pixel centers while GL coordinates
5061 * refer to pixel corners.
5062 * - D3D has a top-left filling convention. We need to maintain this
5063 * even after the y-flip mentioned above.
5064 * In order to handle the last two points, we translate by
5065 * (63.0 / 128.0) / VPw and (63.0 / 128.0) / VPh. This is equivalent to
5066 * translating slightly less than half a pixel. We want the difference to
5067 * be large enough that it doesn't get lost due to rounding inside the
5068 * driver, but small enough to prevent it from interfering with any
5069 * anti-aliasing. */
5071 if (!clip_control && context->d3d_info->wined3d_creation_flags & WINED3D_PIXEL_CENTER_INTEGER)
5072 center_offset = 63.0f / 64.0f;
5073 else
5074 center_offset = -1.0f / 64.0f;
5076 if (context->last_was_rhw)
5078 /* Transform D3D RHW coordinates to OpenGL clip coordinates. */
5079 float x = state->viewports[0].x;
5080 float y = state->viewports[0].y;
5081 float w = state->viewports[0].width;
5082 float h = state->viewports[0].height;
5083 float x_scale = 2.0f / w;
5084 float x_offset = (center_offset - (2.0f * x) - w) / w;
5085 float y_scale = flip ? 2.0f / h : 2.0f / -h;
5086 float y_offset = flip
5087 ? (center_offset - (2.0f * y) - h) / h
5088 : (center_offset - (2.0f * y) - h) / -h;
5089 enum wined3d_depth_buffer_type zenable = state->fb->depth_stencil ?
5090 state->render_states[WINED3D_RS_ZENABLE] : WINED3D_ZB_FALSE;
5091 float z_scale = zenable ? clip_control ? 1.0f : 2.0f : 0.0f;
5092 float z_offset = zenable ? clip_control ? 0.0f : -1.0f : 0.0f;
5093 const struct wined3d_matrix projection =
5095 x_scale, 0.0f, 0.0f, 0.0f,
5096 0.0f, y_scale, 0.0f, 0.0f,
5097 0.0f, 0.0f, z_scale, 0.0f,
5098 x_offset, y_offset, z_offset, 1.0f,
5101 *mat = projection;
5103 else
5105 float y_scale = flip ? -1.0f : 1.0f;
5106 float x_offset = center_offset / state->viewports[0].width;
5107 float y_offset = flip
5108 ? center_offset / state->viewports[0].height
5109 : -center_offset / state->viewports[0].height;
5110 float z_scale = clip_control ? 1.0f : 2.0f;
5111 float z_offset = clip_control ? 0.0f : -1.0f;
5112 const struct wined3d_matrix projection =
5114 1.0f, 0.0f, 0.0f, 0.0f,
5115 0.0f, y_scale, 0.0f, 0.0f,
5116 0.0f, 0.0f, z_scale, 0.0f,
5117 x_offset, y_offset, z_offset, 1.0f,
5120 multiply_matrix(mat, &projection, &state->transforms[WINED3D_TS_PROJECTION]);
5124 /* Setup this textures matrix according to the texture flags. */
5125 static void compute_texture_matrix(const struct wined3d_gl_info *gl_info, const struct wined3d_matrix *matrix,
5126 DWORD flags, BOOL calculated_coords, BOOL transformed, enum wined3d_format_id format_id,
5127 BOOL ffp_proj_control, struct wined3d_matrix *out_matrix)
5129 struct wined3d_matrix mat;
5131 if (flags == WINED3D_TTFF_DISABLE || flags == WINED3D_TTFF_COUNT1 || transformed)
5133 get_identity_matrix(out_matrix);
5134 return;
5137 if (flags == (WINED3D_TTFF_COUNT1 | WINED3D_TTFF_PROJECTED))
5139 ERR("Invalid texture transform flags: WINED3D_TTFF_COUNT1 | WINED3D_TTFF_PROJECTED.\n");
5140 return;
5143 mat = *matrix;
5145 if (flags & WINED3D_TTFF_PROJECTED)
5147 if (!ffp_proj_control)
5149 switch (flags & ~WINED3D_TTFF_PROJECTED)
5151 case WINED3D_TTFF_COUNT2:
5152 mat._14 = mat._12;
5153 mat._24 = mat._22;
5154 mat._34 = mat._32;
5155 mat._44 = mat._42;
5156 mat._12 = mat._22 = mat._32 = mat._42 = 0.0f;
5157 break;
5158 case WINED3D_TTFF_COUNT3:
5159 mat._14 = mat._13;
5160 mat._24 = mat._23;
5161 mat._34 = mat._33;
5162 mat._44 = mat._43;
5163 mat._13 = mat._23 = mat._33 = mat._43 = 0.0f;
5164 break;
5168 else
5170 /* Under Direct3D the R/Z coord can be used for translation, under
5171 * OpenGL we use the Q coord instead. */
5172 if (!calculated_coords)
5174 switch (format_id)
5176 /* Direct3D passes the default 1.0 in the 2nd coord, while GL
5177 * passes it in the 4th. Swap 2nd and 4th coord. No need to
5178 * store the value of mat._41 in mat._21 because the input
5179 * value to the transformation will be 0, so the matrix value
5180 * is irrelevant. */
5181 case WINED3DFMT_R32_FLOAT:
5182 mat._41 = mat._21;
5183 mat._42 = mat._22;
5184 mat._43 = mat._23;
5185 mat._44 = mat._24;
5186 break;
5187 /* See above, just 3rd and 4th coord. */
5188 case WINED3DFMT_R32G32_FLOAT:
5189 mat._41 = mat._31;
5190 mat._42 = mat._32;
5191 mat._43 = mat._33;
5192 mat._44 = mat._34;
5193 break;
5194 case WINED3DFMT_R32G32B32_FLOAT: /* Opengl defaults match dx defaults */
5195 case WINED3DFMT_R32G32B32A32_FLOAT: /* No defaults apply, all app defined */
5197 /* This is to prevent swapping the matrix lines and put the default 4th coord = 1.0
5198 * into a bad place. The division elimination below will apply to make sure the
5199 * 1.0 doesn't do anything bad. The caller will set this value if the stride is 0
5201 case WINED3DFMT_UNKNOWN: /* No texture coords, 0/0/0/1 defaults are passed */
5202 break;
5203 default:
5204 FIXME("Unexpected fixed function texture coord input\n");
5207 if (!ffp_proj_control)
5209 switch (flags & ~WINED3D_TTFF_PROJECTED)
5211 /* case WINED3D_TTFF_COUNT1: Won't ever get here. */
5212 case WINED3D_TTFF_COUNT2:
5213 mat._13 = mat._23 = mat._33 = mat._43 = 0.0f;
5214 /* OpenGL divides the first 3 vertex coordinates by the 4th by
5215 * default, which is essentially the same as D3DTTFF_PROJECTED.
5216 * Make sure that the 4th coordinate evaluates to 1.0 to
5217 * eliminate that.
5219 * If the fixed function pipeline is used, the 4th value
5220 * remains unused, so there is no danger in doing this. With
5221 * vertex shaders we have a problem. Should an application hit
5222 * that problem, the code here would have to check for pixel
5223 * shaders, and the shader has to undo the default GL divide.
5225 * A more serious problem occurs if the application passes 4
5226 * coordinates in, and the 4th is != 1.0 (OpenGL default).
5227 * This would have to be fixed with immediate mode draws. */
5228 default:
5229 mat._14 = mat._24 = mat._34 = 0.0f; mat._44 = 1.0f;
5234 *out_matrix = mat;
5237 void get_texture_matrix(const struct wined3d_context *context, const struct wined3d_state *state,
5238 unsigned int tex, struct wined3d_matrix *mat)
5240 const struct wined3d_device *device = context->device;
5241 const struct wined3d_gl_info *gl_info = context->gl_info;
5242 BOOL generated = (state->texture_states[tex][WINED3D_TSS_TEXCOORD_INDEX] & 0xffff0000)
5243 != WINED3DTSS_TCI_PASSTHRU;
5244 unsigned int coord_idx = min(state->texture_states[tex][WINED3D_TSS_TEXCOORD_INDEX & 0x0000ffff],
5245 MAX_TEXTURES - 1);
5247 compute_texture_matrix(gl_info, &state->transforms[WINED3D_TS_TEXTURE0 + tex],
5248 state->texture_states[tex][WINED3D_TSS_TEXTURE_TRANSFORM_FLAGS],
5249 generated, context->last_was_rhw,
5250 context->stream_info.use_map & (1u << (WINED3D_FFP_TEXCOORD0 + coord_idx))
5251 ? context->stream_info.elements[WINED3D_FFP_TEXCOORD0 + coord_idx].format->id
5252 : WINED3DFMT_UNKNOWN,
5253 device->shader_backend->shader_has_ffp_proj_control(device->shader_priv), mat);
5255 if ((context->lastWasPow2Texture & (1u << tex)) && state->textures[tex])
5257 if (generated)
5258 FIXME("Non-power-of-two texture being used with generated texture coords.\n");
5259 /* NP2 texcoord fixup is implemented for pixelshaders so only enable the
5260 * fixed-function-pipeline fixup via pow2Matrix when no PS is used. */
5261 if (!use_ps(state))
5263 TRACE("Non-power-of-two texture matrix multiply fixup.\n");
5264 multiply_matrix(mat, mat, (struct wined3d_matrix *)state->textures[tex]->pow2_matrix);
5269 void get_pointsize_minmax(const struct wined3d_context *context, const struct wined3d_state *state,
5270 float *out_min, float *out_max)
5272 union
5274 DWORD d;
5275 float f;
5276 } min, max;
5278 min.d = state->render_states[WINED3D_RS_POINTSIZE_MIN];
5279 max.d = state->render_states[WINED3D_RS_POINTSIZE_MAX];
5281 if (min.f > max.f)
5282 min.f = max.f;
5284 *out_min = min.f;
5285 *out_max = max.f;
5288 void get_pointsize(const struct wined3d_context *context, const struct wined3d_state *state,
5289 float *out_pointsize, float *out_att)
5291 /* POINTSCALEENABLE controls how point size value is treated. If set to
5292 * true, the point size is scaled with respect to height of viewport.
5293 * When set to false point size is in pixels. */
5294 union
5296 DWORD d;
5297 float f;
5298 } pointsize, a, b, c;
5300 out_att[0] = 1.0f;
5301 out_att[1] = 0.0f;
5302 out_att[2] = 0.0f;
5304 pointsize.d = state->render_states[WINED3D_RS_POINTSIZE];
5305 a.d = state->render_states[WINED3D_RS_POINTSCALE_A];
5306 b.d = state->render_states[WINED3D_RS_POINTSCALE_B];
5307 c.d = state->render_states[WINED3D_RS_POINTSCALE_C];
5309 /* Always use first viewport, this path does not apply to d3d10/11 multiple viewports case. */
5310 if (state->render_states[WINED3D_RS_POINTSCALEENABLE])
5312 float scale_factor = state->viewports[0].height * state->viewports[0].height;
5314 out_att[0] = a.f / scale_factor;
5315 out_att[1] = b.f / scale_factor;
5316 out_att[2] = c.f / scale_factor;
5318 *out_pointsize = pointsize.f;
5321 void get_fog_start_end(const struct wined3d_context *context, const struct wined3d_state *state,
5322 float *start, float *end)
5324 union
5326 DWORD d;
5327 float f;
5328 } tmpvalue;
5330 switch (context->fog_source)
5332 case FOGSOURCE_VS:
5333 *start = 1.0f;
5334 *end = 0.0f;
5335 break;
5337 case FOGSOURCE_COORD:
5338 *start = 255.0f;
5339 *end = 0.0f;
5340 break;
5342 case FOGSOURCE_FFP:
5343 tmpvalue.d = state->render_states[WINED3D_RS_FOGSTART];
5344 *start = tmpvalue.f;
5345 tmpvalue.d = state->render_states[WINED3D_RS_FOGEND];
5346 *end = tmpvalue.f;
5347 /* Special handling for fog_start == fog_end. In d3d with vertex
5348 * fog, everything is fogged. With table fog, everything with
5349 * fog_coord < fog_start is unfogged, and fog_coord > fog_start
5350 * is fogged. Windows drivers disagree when fog_coord == fog_start. */
5351 if (state->render_states[WINED3D_RS_FOGTABLEMODE] == WINED3D_FOG_NONE && *start == *end)
5353 *start = -INFINITY;
5354 *end = 0.0f;
5356 break;
5358 default:
5359 /* This should not happen, context->fog_source is set in wined3d, not the app. */
5360 ERR("Unexpected fog coordinate source.\n");
5361 *start = 0.0f;
5362 *end = 0.0f;
5366 /* Note: It's the caller's responsibility to ensure values can be expressed
5367 * in the requested format. UNORM formats for example can only express values
5368 * in the range 0.0f -> 1.0f. */
5369 DWORD wined3d_format_convert_from_float(const struct wined3d_format *format, const struct wined3d_color *color)
5371 static const struct
5373 enum wined3d_format_id format_id;
5374 struct wined3d_vec4 mul;
5375 struct wined3d_uvec4 shift;
5377 float_conv[] =
5379 {WINED3DFMT_B8G8R8A8_UNORM, { 255.0f, 255.0f, 255.0f, 255.0f}, {16, 8, 0, 24}},
5380 {WINED3DFMT_B8G8R8X8_UNORM, { 255.0f, 255.0f, 255.0f, 255.0f}, {16, 8, 0, 24}},
5381 {WINED3DFMT_B8G8R8_UNORM, { 255.0f, 255.0f, 255.0f, 255.0f}, {16, 8, 0, 24}},
5382 {WINED3DFMT_B5G6R5_UNORM, { 31.0f, 63.0f, 31.0f, 0.0f}, {11, 5, 0, 0}},
5383 {WINED3DFMT_B5G5R5A1_UNORM, { 31.0f, 31.0f, 31.0f, 1.0f}, {10, 5, 0, 15}},
5384 {WINED3DFMT_B5G5R5X1_UNORM, { 31.0f, 31.0f, 31.0f, 1.0f}, {10, 5, 0, 15}},
5385 {WINED3DFMT_R8_UNORM, { 255.0f, 0.0f, 0.0f, 0.0f}, { 0, 0, 0, 0}},
5386 {WINED3DFMT_A8_UNORM, { 0.0f, 0.0f, 0.0f, 255.0f}, { 0, 0, 0, 0}},
5387 {WINED3DFMT_B4G4R4A4_UNORM, { 15.0f, 15.0f, 15.0f, 15.0f}, { 8, 4, 0, 12}},
5388 {WINED3DFMT_B4G4R4X4_UNORM, { 15.0f, 15.0f, 15.0f, 15.0f}, { 8, 4, 0, 12}},
5389 {WINED3DFMT_B2G3R3_UNORM, { 7.0f, 7.0f, 3.0f, 0.0f}, { 5, 2, 0, 0}},
5390 {WINED3DFMT_R8G8B8A8_UNORM, { 255.0f, 255.0f, 255.0f, 255.0f}, { 0, 8, 16, 24}},
5391 {WINED3DFMT_R8G8B8X8_UNORM, { 255.0f, 255.0f, 255.0f, 255.0f}, { 0, 8, 16, 24}},
5392 {WINED3DFMT_B10G10R10A2_UNORM, { 1023.0f, 1023.0f, 1023.0f, 3.0f}, {20, 10, 0, 30}},
5393 {WINED3DFMT_R10G10B10A2_UNORM, { 1023.0f, 1023.0f, 1023.0f, 3.0f}, { 0, 10, 20, 30}},
5394 {WINED3DFMT_P8_UINT, { 0.0f, 0.0f, 0.0f, 255.0f}, { 0, 0, 0, 0}},
5395 {WINED3DFMT_S1_UINT_D15_UNORM, { 32767.0f, 0.0f, 0.0f, 0.0f}, { 0, 0, 0, 0}},
5396 {WINED3DFMT_D16_UNORM, { 65535.0f, 0.0f, 0.0f, 0.0f}, { 0, 0, 0, 0}},
5398 static const struct
5400 enum wined3d_format_id format_id;
5401 struct wined3d_dvec4 mul;
5402 struct wined3d_uvec4 shift;
5404 double_conv[] =
5406 {WINED3DFMT_D24_UNORM_S8_UINT, { 16777215.0, 1.0, 0.0, 0.0}, {8, 0, 0, 0}},
5407 {WINED3DFMT_X8D24_UNORM, { 16777215.0, 0.0, 0.0, 0.0}, {0, 0, 0, 0}},
5408 {WINED3DFMT_D32_UNORM, {4294967295.0, 0.0, 0.0, 0.0}, {0, 0, 0, 0}},
5410 unsigned int i;
5411 DWORD ret;
5413 TRACE("Converting color %s to format %s.\n", debug_color(color), debug_d3dformat(format->id));
5415 for (i = 0; i < ARRAY_SIZE(float_conv); ++i)
5417 if (format->id != float_conv[i].format_id)
5418 continue;
5420 ret = ((DWORD)((color->r * float_conv[i].mul.x) + 0.5f)) << float_conv[i].shift.x;
5421 ret |= ((DWORD)((color->g * float_conv[i].mul.y) + 0.5f)) << float_conv[i].shift.y;
5422 ret |= ((DWORD)((color->b * float_conv[i].mul.z) + 0.5f)) << float_conv[i].shift.z;
5423 ret |= ((DWORD)((color->a * float_conv[i].mul.w) + 0.5f)) << float_conv[i].shift.w;
5425 TRACE("Returning 0x%08x.\n", ret);
5427 return ret;
5430 for (i = 0; i < ARRAY_SIZE(double_conv); ++i)
5432 if (format->id != double_conv[i].format_id)
5433 continue;
5435 ret = ((DWORD)((color->r * double_conv[i].mul.x) + 0.5)) << double_conv[i].shift.x;
5436 ret |= ((DWORD)((color->g * double_conv[i].mul.y) + 0.5)) << double_conv[i].shift.y;
5437 ret |= ((DWORD)((color->b * double_conv[i].mul.z) + 0.5)) << double_conv[i].shift.z;
5438 ret |= ((DWORD)((color->a * double_conv[i].mul.w) + 0.5)) << double_conv[i].shift.w;
5440 TRACE("Returning 0x%08x.\n", ret);
5442 return ret;
5445 FIXME("Conversion for format %s not implemented.\n", debug_d3dformat(format->id));
5447 return 0;
5450 static float color_to_float(DWORD color, DWORD size, DWORD offset)
5452 DWORD mask = size < 32 ? (1u << size) - 1 : ~0u;
5454 if (!size)
5455 return 1.0f;
5457 color >>= offset;
5458 color &= mask;
5460 return (float)color / (float)mask;
5463 void wined3d_format_get_float_color_key(const struct wined3d_format *format,
5464 const struct wined3d_color_key *key, struct wined3d_color *float_colors)
5466 struct wined3d_color slop;
5468 switch (format->id)
5470 case WINED3DFMT_B8G8R8_UNORM:
5471 case WINED3DFMT_B8G8R8A8_UNORM:
5472 case WINED3DFMT_B8G8R8X8_UNORM:
5473 case WINED3DFMT_B5G6R5_UNORM:
5474 case WINED3DFMT_B5G5R5X1_UNORM:
5475 case WINED3DFMT_B5G5R5A1_UNORM:
5476 case WINED3DFMT_B4G4R4A4_UNORM:
5477 case WINED3DFMT_B2G3R3_UNORM:
5478 case WINED3DFMT_R8_UNORM:
5479 case WINED3DFMT_A8_UNORM:
5480 case WINED3DFMT_B2G3R3A8_UNORM:
5481 case WINED3DFMT_B4G4R4X4_UNORM:
5482 case WINED3DFMT_R10G10B10A2_UNORM:
5483 case WINED3DFMT_R10G10B10A2_SNORM:
5484 case WINED3DFMT_R8G8B8A8_UNORM:
5485 case WINED3DFMT_R8G8B8X8_UNORM:
5486 case WINED3DFMT_R16G16_UNORM:
5487 case WINED3DFMT_B10G10R10A2_UNORM:
5488 slop.r = 0.5f / ((1u << format->red_size) - 1);
5489 slop.g = 0.5f / ((1u << format->green_size) - 1);
5490 slop.b = 0.5f / ((1u << format->blue_size) - 1);
5491 slop.a = 0.5f / ((1u << format->alpha_size) - 1);
5493 float_colors[0].r = color_to_float(key->color_space_low_value, format->red_size, format->red_offset)
5494 - slop.r;
5495 float_colors[0].g = color_to_float(key->color_space_low_value, format->green_size, format->green_offset)
5496 - slop.g;
5497 float_colors[0].b = color_to_float(key->color_space_low_value, format->blue_size, format->blue_offset)
5498 - slop.b;
5499 float_colors[0].a = color_to_float(key->color_space_low_value, format->alpha_size, format->alpha_offset)
5500 - slop.a;
5502 float_colors[1].r = color_to_float(key->color_space_high_value, format->red_size, format->red_offset)
5503 + slop.r;
5504 float_colors[1].g = color_to_float(key->color_space_high_value, format->green_size, format->green_offset)
5505 + slop.g;
5506 float_colors[1].b = color_to_float(key->color_space_high_value, format->blue_size, format->blue_offset)
5507 + slop.b;
5508 float_colors[1].a = color_to_float(key->color_space_high_value, format->alpha_size, format->alpha_offset)
5509 + slop.a;
5510 break;
5512 case WINED3DFMT_P8_UINT:
5513 float_colors[0].r = 0.0f;
5514 float_colors[0].g = 0.0f;
5515 float_colors[0].b = 0.0f;
5516 float_colors[0].a = (key->color_space_low_value - 0.5f) / 255.0f;
5518 float_colors[1].r = 0.0f;
5519 float_colors[1].g = 0.0f;
5520 float_colors[1].b = 0.0f;
5521 float_colors[1].a = (key->color_space_high_value + 0.5f) / 255.0f;
5522 break;
5524 default:
5525 ERR("Unhandled color key to float conversion for format %s.\n", debug_d3dformat(format->id));
5529 /* DirectDraw stuff */
5530 enum wined3d_format_id pixelformat_for_depth(DWORD depth)
5532 switch (depth)
5534 case 8: return WINED3DFMT_P8_UINT;
5535 case 15: return WINED3DFMT_B5G5R5X1_UNORM;
5536 case 16: return WINED3DFMT_B5G6R5_UNORM;
5537 case 24: return WINED3DFMT_B8G8R8X8_UNORM; /* Robots needs 24bit to be WINED3DFMT_B8G8R8X8_UNORM */
5538 case 32: return WINED3DFMT_B8G8R8X8_UNORM; /* EVE online and the Fur demo need 32bit AdapterDisplayMode to return WINED3DFMT_B8G8R8X8_UNORM */
5539 default: return WINED3DFMT_UNKNOWN;
5543 void multiply_matrix(struct wined3d_matrix *dst, const struct wined3d_matrix *src1, const struct wined3d_matrix *src2)
5545 struct wined3d_matrix tmp;
5547 /* Now do the multiplication 'by hand'.
5548 I know that all this could be optimised, but this will be done later :-) */
5549 tmp._11 = (src1->_11 * src2->_11) + (src1->_21 * src2->_12) + (src1->_31 * src2->_13) + (src1->_41 * src2->_14);
5550 tmp._21 = (src1->_11 * src2->_21) + (src1->_21 * src2->_22) + (src1->_31 * src2->_23) + (src1->_41 * src2->_24);
5551 tmp._31 = (src1->_11 * src2->_31) + (src1->_21 * src2->_32) + (src1->_31 * src2->_33) + (src1->_41 * src2->_34);
5552 tmp._41 = (src1->_11 * src2->_41) + (src1->_21 * src2->_42) + (src1->_31 * src2->_43) + (src1->_41 * src2->_44);
5554 tmp._12 = (src1->_12 * src2->_11) + (src1->_22 * src2->_12) + (src1->_32 * src2->_13) + (src1->_42 * src2->_14);
5555 tmp._22 = (src1->_12 * src2->_21) + (src1->_22 * src2->_22) + (src1->_32 * src2->_23) + (src1->_42 * src2->_24);
5556 tmp._32 = (src1->_12 * src2->_31) + (src1->_22 * src2->_32) + (src1->_32 * src2->_33) + (src1->_42 * src2->_34);
5557 tmp._42 = (src1->_12 * src2->_41) + (src1->_22 * src2->_42) + (src1->_32 * src2->_43) + (src1->_42 * src2->_44);
5559 tmp._13 = (src1->_13 * src2->_11) + (src1->_23 * src2->_12) + (src1->_33 * src2->_13) + (src1->_43 * src2->_14);
5560 tmp._23 = (src1->_13 * src2->_21) + (src1->_23 * src2->_22) + (src1->_33 * src2->_23) + (src1->_43 * src2->_24);
5561 tmp._33 = (src1->_13 * src2->_31) + (src1->_23 * src2->_32) + (src1->_33 * src2->_33) + (src1->_43 * src2->_34);
5562 tmp._43 = (src1->_13 * src2->_41) + (src1->_23 * src2->_42) + (src1->_33 * src2->_43) + (src1->_43 * src2->_44);
5564 tmp._14 = (src1->_14 * src2->_11) + (src1->_24 * src2->_12) + (src1->_34 * src2->_13) + (src1->_44 * src2->_14);
5565 tmp._24 = (src1->_14 * src2->_21) + (src1->_24 * src2->_22) + (src1->_34 * src2->_23) + (src1->_44 * src2->_24);
5566 tmp._34 = (src1->_14 * src2->_31) + (src1->_24 * src2->_32) + (src1->_34 * src2->_33) + (src1->_44 * src2->_34);
5567 tmp._44 = (src1->_14 * src2->_41) + (src1->_24 * src2->_42) + (src1->_34 * src2->_43) + (src1->_44 * src2->_44);
5569 *dst = tmp;
5572 unsigned int wined3d_max_compat_varyings(const struct wined3d_gl_info *gl_info)
5574 /* On core profile we have to also count diffuse and specular colors and the
5575 * fog coordinate. */
5576 return gl_info->supported[WINED3D_GL_LEGACY_CONTEXT] ? MAX_TEXTURES * 4 : (MAX_TEXTURES + 2) * 4 + 1;
5579 void gen_ffp_frag_op(const struct wined3d_context *context, const struct wined3d_state *state,
5580 struct ffp_frag_settings *settings, BOOL ignore_textype)
5582 #define ARG1 0x01
5583 #define ARG2 0x02
5584 #define ARG0 0x04
5585 static const unsigned char args[WINED3D_TOP_LERP + 1] =
5587 /* undefined */ 0,
5588 /* D3DTOP_DISABLE */ 0,
5589 /* D3DTOP_SELECTARG1 */ ARG1,
5590 /* D3DTOP_SELECTARG2 */ ARG2,
5591 /* D3DTOP_MODULATE */ ARG1 | ARG2,
5592 /* D3DTOP_MODULATE2X */ ARG1 | ARG2,
5593 /* D3DTOP_MODULATE4X */ ARG1 | ARG2,
5594 /* D3DTOP_ADD */ ARG1 | ARG2,
5595 /* D3DTOP_ADDSIGNED */ ARG1 | ARG2,
5596 /* D3DTOP_ADDSIGNED2X */ ARG1 | ARG2,
5597 /* D3DTOP_SUBTRACT */ ARG1 | ARG2,
5598 /* D3DTOP_ADDSMOOTH */ ARG1 | ARG2,
5599 /* D3DTOP_BLENDDIFFUSEALPHA */ ARG1 | ARG2,
5600 /* D3DTOP_BLENDTEXTUREALPHA */ ARG1 | ARG2,
5601 /* D3DTOP_BLENDFACTORALPHA */ ARG1 | ARG2,
5602 /* D3DTOP_BLENDTEXTUREALPHAPM */ ARG1 | ARG2,
5603 /* D3DTOP_BLENDCURRENTALPHA */ ARG1 | ARG2,
5604 /* D3DTOP_PREMODULATE */ ARG1 | ARG2,
5605 /* D3DTOP_MODULATEALPHA_ADDCOLOR */ ARG1 | ARG2,
5606 /* D3DTOP_MODULATECOLOR_ADDALPHA */ ARG1 | ARG2,
5607 /* D3DTOP_MODULATEINVALPHA_ADDCOLOR */ ARG1 | ARG2,
5608 /* D3DTOP_MODULATEINVCOLOR_ADDALPHA */ ARG1 | ARG2,
5609 /* D3DTOP_BUMPENVMAP */ ARG1 | ARG2,
5610 /* D3DTOP_BUMPENVMAPLUMINANCE */ ARG1 | ARG2,
5611 /* D3DTOP_DOTPRODUCT3 */ ARG1 | ARG2,
5612 /* D3DTOP_MULTIPLYADD */ ARG1 | ARG2 | ARG0,
5613 /* D3DTOP_LERP */ ARG1 | ARG2 | ARG0
5615 unsigned int i;
5616 DWORD ttff;
5617 DWORD cop, aop, carg0, carg1, carg2, aarg0, aarg1, aarg2;
5618 const struct wined3d_gl_info *gl_info = context->gl_info;
5619 const struct wined3d_d3d_info *d3d_info = context->d3d_info;
5621 settings->padding = 0;
5623 for (i = 0; i < d3d_info->limits.ffp_blend_stages; ++i)
5625 const struct wined3d_texture *texture;
5627 settings->op[i].padding = 0;
5628 if (state->texture_states[i][WINED3D_TSS_COLOR_OP] == WINED3D_TOP_DISABLE)
5630 settings->op[i].cop = WINED3D_TOP_DISABLE;
5631 settings->op[i].aop = WINED3D_TOP_DISABLE;
5632 settings->op[i].carg0 = settings->op[i].carg1 = settings->op[i].carg2 = ARG_UNUSED;
5633 settings->op[i].aarg0 = settings->op[i].aarg1 = settings->op[i].aarg2 = ARG_UNUSED;
5634 settings->op[i].color_fixup = COLOR_FIXUP_IDENTITY;
5635 settings->op[i].tmp_dst = 0;
5636 settings->op[i].tex_type = WINED3D_GL_RES_TYPE_TEX_1D;
5637 settings->op[i].projected = WINED3D_PROJECTION_NONE;
5638 i++;
5639 break;
5642 if ((texture = state->textures[i]))
5644 if (can_use_texture_swizzle(gl_info, texture->resource.format))
5645 settings->op[i].color_fixup = COLOR_FIXUP_IDENTITY;
5646 else
5647 settings->op[i].color_fixup = texture->resource.format->color_fixup;
5648 if (ignore_textype)
5650 settings->op[i].tex_type = WINED3D_GL_RES_TYPE_TEX_1D;
5652 else
5654 switch (texture->target)
5656 case GL_TEXTURE_1D:
5657 settings->op[i].tex_type = WINED3D_GL_RES_TYPE_TEX_1D;
5658 break;
5659 case GL_TEXTURE_2D:
5660 settings->op[i].tex_type = WINED3D_GL_RES_TYPE_TEX_2D;
5661 break;
5662 case GL_TEXTURE_3D:
5663 settings->op[i].tex_type = WINED3D_GL_RES_TYPE_TEX_3D;
5664 break;
5665 case GL_TEXTURE_CUBE_MAP_ARB:
5666 settings->op[i].tex_type = WINED3D_GL_RES_TYPE_TEX_CUBE;
5667 break;
5668 case GL_TEXTURE_RECTANGLE_ARB:
5669 settings->op[i].tex_type = WINED3D_GL_RES_TYPE_TEX_RECT;
5670 break;
5673 } else {
5674 settings->op[i].color_fixup = COLOR_FIXUP_IDENTITY;
5675 settings->op[i].tex_type = WINED3D_GL_RES_TYPE_TEX_1D;
5678 cop = state->texture_states[i][WINED3D_TSS_COLOR_OP];
5679 aop = state->texture_states[i][WINED3D_TSS_ALPHA_OP];
5681 carg1 = (args[cop] & ARG1) ? state->texture_states[i][WINED3D_TSS_COLOR_ARG1] : ARG_UNUSED;
5682 carg2 = (args[cop] & ARG2) ? state->texture_states[i][WINED3D_TSS_COLOR_ARG2] : ARG_UNUSED;
5683 carg0 = (args[cop] & ARG0) ? state->texture_states[i][WINED3D_TSS_COLOR_ARG0] : ARG_UNUSED;
5685 if (is_invalid_op(state, i, cop, carg1, carg2, carg0))
5687 carg0 = ARG_UNUSED;
5688 carg2 = ARG_UNUSED;
5689 carg1 = WINED3DTA_CURRENT;
5690 cop = WINED3D_TOP_SELECT_ARG1;
5693 if (cop == WINED3D_TOP_DOTPRODUCT3)
5695 /* A dotproduct3 on the colorop overwrites the alphaop operation and replicates
5696 * the color result to the alpha component of the destination
5698 aop = cop;
5699 aarg1 = carg1;
5700 aarg2 = carg2;
5701 aarg0 = carg0;
5703 else
5705 aarg1 = (args[aop] & ARG1) ? state->texture_states[i][WINED3D_TSS_ALPHA_ARG1] : ARG_UNUSED;
5706 aarg2 = (args[aop] & ARG2) ? state->texture_states[i][WINED3D_TSS_ALPHA_ARG2] : ARG_UNUSED;
5707 aarg0 = (args[aop] & ARG0) ? state->texture_states[i][WINED3D_TSS_ALPHA_ARG0] : ARG_UNUSED;
5710 if (!i && state->textures[0] && state->render_states[WINED3D_RS_COLORKEYENABLE])
5712 GLenum texture_dimensions;
5714 texture = state->textures[0];
5715 texture_dimensions = texture->target;
5717 if (texture_dimensions == GL_TEXTURE_2D || texture_dimensions == GL_TEXTURE_RECTANGLE_ARB)
5719 if (texture->async.color_key_flags & WINED3D_CKEY_SRC_BLT && !texture->resource.format->alpha_size)
5721 if (aop == WINED3D_TOP_DISABLE)
5723 aarg1 = WINED3DTA_TEXTURE;
5724 aop = WINED3D_TOP_SELECT_ARG1;
5726 else if (aop == WINED3D_TOP_SELECT_ARG1 && aarg1 != WINED3DTA_TEXTURE)
5728 if (state->render_states[WINED3D_RS_ALPHABLENDENABLE])
5730 aarg2 = WINED3DTA_TEXTURE;
5731 aop = WINED3D_TOP_MODULATE;
5733 else aarg1 = WINED3DTA_TEXTURE;
5735 else if (aop == WINED3D_TOP_SELECT_ARG2 && aarg2 != WINED3DTA_TEXTURE)
5737 if (state->render_states[WINED3D_RS_ALPHABLENDENABLE])
5739 aarg1 = WINED3DTA_TEXTURE;
5740 aop = WINED3D_TOP_MODULATE;
5742 else aarg2 = WINED3DTA_TEXTURE;
5748 if (is_invalid_op(state, i, aop, aarg1, aarg2, aarg0))
5750 aarg0 = ARG_UNUSED;
5751 aarg2 = ARG_UNUSED;
5752 aarg1 = WINED3DTA_CURRENT;
5753 aop = WINED3D_TOP_SELECT_ARG1;
5756 if (carg1 == WINED3DTA_TEXTURE || carg2 == WINED3DTA_TEXTURE || carg0 == WINED3DTA_TEXTURE
5757 || aarg1 == WINED3DTA_TEXTURE || aarg2 == WINED3DTA_TEXTURE || aarg0 == WINED3DTA_TEXTURE)
5759 ttff = state->texture_states[i][WINED3D_TSS_TEXTURE_TRANSFORM_FLAGS];
5760 if (ttff == (WINED3D_TTFF_PROJECTED | WINED3D_TTFF_COUNT3))
5761 settings->op[i].projected = WINED3D_PROJECTION_COUNT3;
5762 else if (ttff & WINED3D_TTFF_PROJECTED)
5763 settings->op[i].projected = WINED3D_PROJECTION_COUNT4;
5764 else
5765 settings->op[i].projected = WINED3D_PROJECTION_NONE;
5767 else
5769 settings->op[i].projected = WINED3D_PROJECTION_NONE;
5772 settings->op[i].cop = cop;
5773 settings->op[i].aop = aop;
5774 settings->op[i].carg0 = carg0;
5775 settings->op[i].carg1 = carg1;
5776 settings->op[i].carg2 = carg2;
5777 settings->op[i].aarg0 = aarg0;
5778 settings->op[i].aarg1 = aarg1;
5779 settings->op[i].aarg2 = aarg2;
5780 settings->op[i].tmp_dst = state->texture_states[i][WINED3D_TSS_RESULT_ARG] == WINED3DTA_TEMP;
5783 /* Clear unsupported stages */
5784 for(; i < MAX_TEXTURES; i++) {
5785 memset(&settings->op[i], 0xff, sizeof(settings->op[i]));
5788 if (!state->render_states[WINED3D_RS_FOGENABLE])
5790 settings->fog = WINED3D_FFP_PS_FOG_OFF;
5792 else if (state->render_states[WINED3D_RS_FOGTABLEMODE] == WINED3D_FOG_NONE)
5794 if (use_vs(state) || state->vertex_declaration->position_transformed)
5796 settings->fog = WINED3D_FFP_PS_FOG_LINEAR;
5798 else
5800 switch (state->render_states[WINED3D_RS_FOGVERTEXMODE])
5802 case WINED3D_FOG_NONE:
5803 case WINED3D_FOG_LINEAR:
5804 settings->fog = WINED3D_FFP_PS_FOG_LINEAR;
5805 break;
5806 case WINED3D_FOG_EXP:
5807 settings->fog = WINED3D_FFP_PS_FOG_EXP;
5808 break;
5809 case WINED3D_FOG_EXP2:
5810 settings->fog = WINED3D_FFP_PS_FOG_EXP2;
5811 break;
5815 else
5817 switch (state->render_states[WINED3D_RS_FOGTABLEMODE])
5819 case WINED3D_FOG_LINEAR:
5820 settings->fog = WINED3D_FFP_PS_FOG_LINEAR;
5821 break;
5822 case WINED3D_FOG_EXP:
5823 settings->fog = WINED3D_FFP_PS_FOG_EXP;
5824 break;
5825 case WINED3D_FOG_EXP2:
5826 settings->fog = WINED3D_FFP_PS_FOG_EXP2;
5827 break;
5830 settings->sRGB_write = !gl_info->supported[ARB_FRAMEBUFFER_SRGB] && needs_srgb_write(context, state, state->fb);
5831 if (d3d_info->vs_clipping || !use_vs(state) || !state->render_states[WINED3D_RS_CLIPPING]
5832 || !state->render_states[WINED3D_RS_CLIPPLANEENABLE])
5834 /* No need to emulate clipplanes if GL supports native vertex shader clipping or if
5835 * the fixed function vertex pipeline is used(which always supports clipplanes), or
5836 * if no clipplane is enabled
5838 settings->emul_clipplanes = 0;
5839 } else {
5840 settings->emul_clipplanes = 1;
5843 if (state->render_states[WINED3D_RS_COLORKEYENABLE] && state->textures[0]
5844 && state->textures[0]->async.color_key_flags & WINED3D_CKEY_SRC_BLT
5845 && settings->op[0].cop != WINED3D_TOP_DISABLE)
5846 settings->color_key_enabled = 1;
5847 else
5848 settings->color_key_enabled = 0;
5850 /* texcoords_initialized is set to meaningful values only when GL doesn't
5851 * support enough varyings to always pass around all the possible texture
5852 * coordinates.
5853 * This is used to avoid reading a varying not written by the vertex shader.
5854 * Reading uninitialized varyings on core profile contexts results in an
5855 * error while with builtin varyings on legacy contexts you get undefined
5856 * behavior. */
5857 if (d3d_info->limits.varying_count
5858 && d3d_info->limits.varying_count < wined3d_max_compat_varyings(gl_info))
5860 settings->texcoords_initialized = 0;
5861 for (i = 0; i < MAX_TEXTURES; ++i)
5863 if (use_vs(state))
5865 if (state->shader[WINED3D_SHADER_TYPE_VERTEX]->reg_maps.output_registers & (1u << i))
5866 settings->texcoords_initialized |= 1u << i;
5868 else
5870 const struct wined3d_stream_info *si = &context->stream_info;
5871 unsigned int coord_idx = state->texture_states[i][WINED3D_TSS_TEXCOORD_INDEX];
5872 if ((state->texture_states[i][WINED3D_TSS_TEXCOORD_INDEX] >> WINED3D_FFP_TCI_SHIFT)
5873 & WINED3D_FFP_TCI_MASK
5874 || (coord_idx < MAX_TEXTURES && (si->use_map & (1u << (WINED3D_FFP_TEXCOORD0 + coord_idx)))))
5875 settings->texcoords_initialized |= 1u << i;
5879 else
5881 settings->texcoords_initialized = (1u << MAX_TEXTURES) - 1;
5884 settings->pointsprite = state->render_states[WINED3D_RS_POINTSPRITEENABLE]
5885 && state->gl_primitive_type == GL_POINTS;
5887 if (gl_info->supported[WINED3D_GL_LEGACY_CONTEXT])
5888 settings->alpha_test_func = WINED3D_CMP_ALWAYS - 1;
5889 else
5890 settings->alpha_test_func = (state->render_states[WINED3D_RS_ALPHATESTENABLE]
5891 ? wined3d_sanitize_cmp_func(state->render_states[WINED3D_RS_ALPHAFUNC])
5892 : WINED3D_CMP_ALWAYS) - 1;
5894 if (d3d_info->emulated_flatshading)
5895 settings->flatshading = state->render_states[WINED3D_RS_SHADEMODE] == WINED3D_SHADE_FLAT;
5896 else
5897 settings->flatshading = FALSE;
5900 const struct ffp_frag_desc *find_ffp_frag_shader(const struct wine_rb_tree *fragment_shaders,
5901 const struct ffp_frag_settings *settings)
5903 struct wine_rb_entry *entry = wine_rb_get(fragment_shaders, settings);
5904 return entry ? WINE_RB_ENTRY_VALUE(entry, struct ffp_frag_desc, entry) : NULL;
5907 void add_ffp_frag_shader(struct wine_rb_tree *shaders, struct ffp_frag_desc *desc)
5909 /* Note that the key is the implementation independent part of the ffp_frag_desc structure,
5910 * whereas desc points to an extended structure with implementation specific parts. */
5911 if (wine_rb_put(shaders, &desc->settings, &desc->entry) == -1)
5913 ERR("Failed to insert ffp frag shader.\n");
5917 /* Activates the texture dimension according to the bound D3D texture. Does
5918 * not care for the colorop or correct gl texture unit (when using nvrc).
5919 * Requires the caller to activate the correct unit. */
5920 /* Context activation is done by the caller (state handler). */
5921 void texture_activate_dimensions(const struct wined3d_texture *texture, const struct wined3d_gl_info *gl_info)
5923 if (texture)
5925 switch (texture->target)
5927 case GL_TEXTURE_2D:
5928 gl_info->gl_ops.gl.p_glDisable(GL_TEXTURE_3D);
5929 checkGLcall("glDisable(GL_TEXTURE_3D)");
5930 if (gl_info->supported[ARB_TEXTURE_CUBE_MAP])
5932 gl_info->gl_ops.gl.p_glDisable(GL_TEXTURE_CUBE_MAP_ARB);
5933 checkGLcall("glDisable(GL_TEXTURE_CUBE_MAP_ARB)");
5935 if (gl_info->supported[ARB_TEXTURE_RECTANGLE])
5937 gl_info->gl_ops.gl.p_glDisable(GL_TEXTURE_RECTANGLE_ARB);
5938 checkGLcall("glDisable(GL_TEXTURE_RECTANGLE_ARB)");
5940 gl_info->gl_ops.gl.p_glEnable(GL_TEXTURE_2D);
5941 checkGLcall("glEnable(GL_TEXTURE_2D)");
5942 break;
5943 case GL_TEXTURE_RECTANGLE_ARB:
5944 gl_info->gl_ops.gl.p_glDisable(GL_TEXTURE_2D);
5945 checkGLcall("glDisable(GL_TEXTURE_2D)");
5946 gl_info->gl_ops.gl.p_glDisable(GL_TEXTURE_3D);
5947 checkGLcall("glDisable(GL_TEXTURE_3D)");
5948 if (gl_info->supported[ARB_TEXTURE_CUBE_MAP])
5950 gl_info->gl_ops.gl.p_glDisable(GL_TEXTURE_CUBE_MAP_ARB);
5951 checkGLcall("glDisable(GL_TEXTURE_CUBE_MAP_ARB)");
5953 gl_info->gl_ops.gl.p_glEnable(GL_TEXTURE_RECTANGLE_ARB);
5954 checkGLcall("glEnable(GL_TEXTURE_RECTANGLE_ARB)");
5955 break;
5956 case GL_TEXTURE_3D:
5957 if (gl_info->supported[ARB_TEXTURE_CUBE_MAP])
5959 gl_info->gl_ops.gl.p_glDisable(GL_TEXTURE_CUBE_MAP_ARB);
5960 checkGLcall("glDisable(GL_TEXTURE_CUBE_MAP_ARB)");
5962 if (gl_info->supported[ARB_TEXTURE_RECTANGLE])
5964 gl_info->gl_ops.gl.p_glDisable(GL_TEXTURE_RECTANGLE_ARB);
5965 checkGLcall("glDisable(GL_TEXTURE_RECTANGLE_ARB)");
5967 gl_info->gl_ops.gl.p_glDisable(GL_TEXTURE_2D);
5968 checkGLcall("glDisable(GL_TEXTURE_2D)");
5969 gl_info->gl_ops.gl.p_glEnable(GL_TEXTURE_3D);
5970 checkGLcall("glEnable(GL_TEXTURE_3D)");
5971 break;
5972 case GL_TEXTURE_CUBE_MAP_ARB:
5973 gl_info->gl_ops.gl.p_glDisable(GL_TEXTURE_2D);
5974 checkGLcall("glDisable(GL_TEXTURE_2D)");
5975 gl_info->gl_ops.gl.p_glDisable(GL_TEXTURE_3D);
5976 checkGLcall("glDisable(GL_TEXTURE_3D)");
5977 if (gl_info->supported[ARB_TEXTURE_RECTANGLE])
5979 gl_info->gl_ops.gl.p_glDisable(GL_TEXTURE_RECTANGLE_ARB);
5980 checkGLcall("glDisable(GL_TEXTURE_RECTANGLE_ARB)");
5982 gl_info->gl_ops.gl.p_glEnable(GL_TEXTURE_CUBE_MAP_ARB);
5983 checkGLcall("glEnable(GL_TEXTURE_CUBE_MAP_ARB)");
5984 break;
5987 else
5989 gl_info->gl_ops.gl.p_glEnable(GL_TEXTURE_2D);
5990 checkGLcall("glEnable(GL_TEXTURE_2D)");
5991 gl_info->gl_ops.gl.p_glDisable(GL_TEXTURE_3D);
5992 checkGLcall("glDisable(GL_TEXTURE_3D)");
5993 if (gl_info->supported[ARB_TEXTURE_CUBE_MAP])
5995 gl_info->gl_ops.gl.p_glDisable(GL_TEXTURE_CUBE_MAP_ARB);
5996 checkGLcall("glDisable(GL_TEXTURE_CUBE_MAP_ARB)");
5998 if (gl_info->supported[ARB_TEXTURE_RECTANGLE])
6000 gl_info->gl_ops.gl.p_glDisable(GL_TEXTURE_RECTANGLE_ARB);
6001 checkGLcall("glDisable(GL_TEXTURE_RECTANGLE_ARB)");
6003 /* Binding textures is done by samplers. A dummy texture will be bound */
6007 /* Context activation is done by the caller (state handler). */
6008 void sampler_texdim(struct wined3d_context *context, const struct wined3d_state *state, DWORD state_id)
6010 DWORD sampler = state_id - STATE_SAMPLER(0);
6011 DWORD mapped_stage = context->tex_unit_map[sampler];
6013 /* No need to enable / disable anything here for unused samplers. The
6014 * tex_colorop handler takes care. Also no action is needed with pixel
6015 * shaders, or if tex_colorop will take care of this business. */
6016 if (mapped_stage == WINED3D_UNMAPPED_STAGE || mapped_stage >= context->gl_info->limits.textures)
6017 return;
6018 if (sampler >= context->lowest_disabled_stage)
6019 return;
6020 if (isStateDirty(context, STATE_TEXTURESTAGE(sampler, WINED3D_TSS_COLOR_OP)))
6021 return;
6023 texture_activate_dimensions(state->textures[sampler], context->gl_info);
6026 int wined3d_ffp_frag_program_key_compare(const void *key, const struct wine_rb_entry *entry)
6028 const struct ffp_frag_settings *ka = key;
6029 const struct ffp_frag_settings *kb = &WINE_RB_ENTRY_VALUE(entry, const struct ffp_frag_desc, entry)->settings;
6031 return memcmp(ka, kb, sizeof(*ka));
6034 static enum wined3d_material_color_source validate_material_colour_source(WORD use_map,
6035 enum wined3d_material_color_source source)
6037 if (source == WINED3D_MCS_COLOR1 && use_map & (1u << WINED3D_FFP_DIFFUSE))
6038 return source;
6039 if (source == WINED3D_MCS_COLOR2 && use_map & (1u << WINED3D_FFP_SPECULAR))
6040 return source;
6041 return WINED3D_MCS_MATERIAL;
6044 void wined3d_ffp_get_vs_settings(const struct wined3d_context *context,
6045 const struct wined3d_state *state, struct wined3d_ffp_vs_settings *settings)
6047 const struct wined3d_stream_info *si = &context->stream_info;
6048 const struct wined3d_gl_info *gl_info = context->gl_info;
6049 const struct wined3d_d3d_info *d3d_info = context->d3d_info;
6050 unsigned int coord_idx, i;
6052 memset(settings, 0, sizeof(*settings));
6054 if (si->position_transformed)
6056 settings->transformed = 1;
6057 settings->point_size = state->gl_primitive_type == GL_POINTS;
6058 settings->per_vertex_point_size = !!(si->use_map & 1u << WINED3D_FFP_PSIZE);
6059 if (!state->render_states[WINED3D_RS_FOGENABLE])
6060 settings->fog_mode = WINED3D_FFP_VS_FOG_OFF;
6061 else if (state->render_states[WINED3D_RS_FOGTABLEMODE] != WINED3D_FOG_NONE)
6062 settings->fog_mode = WINED3D_FFP_VS_FOG_DEPTH;
6063 else
6064 settings->fog_mode = WINED3D_FFP_VS_FOG_FOGCOORD;
6066 for (i = 0; i < MAX_TEXTURES; ++i)
6068 coord_idx = state->texture_states[i][WINED3D_TSS_TEXCOORD_INDEX];
6069 if (coord_idx < MAX_TEXTURES && (si->use_map & (1u << (WINED3D_FFP_TEXCOORD0 + coord_idx))))
6070 settings->texcoords |= 1u << i;
6071 settings->texgen[i] = state->texture_states[i][WINED3D_TSS_TEXCOORD_INDEX];
6073 if (d3d_info->limits.varying_count >= wined3d_max_compat_varyings(gl_info))
6074 settings->texcoords = (1u << MAX_TEXTURES) - 1;
6076 if (d3d_info->emulated_flatshading)
6077 settings->flatshading = state->render_states[WINED3D_RS_SHADEMODE] == WINED3D_SHADE_FLAT;
6078 else
6079 settings->flatshading = FALSE;
6081 settings->swizzle_map = si->swizzle_map;
6083 return;
6086 switch (state->render_states[WINED3D_RS_VERTEXBLEND])
6088 case WINED3D_VBF_DISABLE:
6089 case WINED3D_VBF_1WEIGHTS:
6090 case WINED3D_VBF_2WEIGHTS:
6091 case WINED3D_VBF_3WEIGHTS:
6092 settings->vertexblends = state->render_states[WINED3D_RS_VERTEXBLEND];
6093 break;
6094 default:
6095 FIXME("Unsupported vertex blending: %d\n", state->render_states[WINED3D_RS_VERTEXBLEND]);
6096 break;
6099 settings->clipping = state->render_states[WINED3D_RS_CLIPPING]
6100 && state->render_states[WINED3D_RS_CLIPPLANEENABLE];
6101 settings->normal = !!(si->use_map & (1u << WINED3D_FFP_NORMAL));
6102 settings->normalize = settings->normal && state->render_states[WINED3D_RS_NORMALIZENORMALS];
6103 settings->lighting = !!state->render_states[WINED3D_RS_LIGHTING];
6104 settings->localviewer = !!state->render_states[WINED3D_RS_LOCALVIEWER];
6105 settings->point_size = state->gl_primitive_type == GL_POINTS;
6106 settings->per_vertex_point_size = !!(si->use_map & 1u << WINED3D_FFP_PSIZE);
6108 if (state->render_states[WINED3D_RS_COLORVERTEX])
6110 settings->diffuse_source = validate_material_colour_source(si->use_map,
6111 state->render_states[WINED3D_RS_DIFFUSEMATERIALSOURCE]);
6112 settings->emissive_source = validate_material_colour_source(si->use_map,
6113 state->render_states[WINED3D_RS_EMISSIVEMATERIALSOURCE]);
6114 settings->ambient_source = validate_material_colour_source(si->use_map,
6115 state->render_states[WINED3D_RS_AMBIENTMATERIALSOURCE]);
6116 settings->specular_source = validate_material_colour_source(si->use_map,
6117 state->render_states[WINED3D_RS_SPECULARMATERIALSOURCE]);
6119 else
6121 settings->diffuse_source = WINED3D_MCS_MATERIAL;
6122 settings->emissive_source = WINED3D_MCS_MATERIAL;
6123 settings->ambient_source = WINED3D_MCS_MATERIAL;
6124 settings->specular_source = WINED3D_MCS_MATERIAL;
6127 for (i = 0; i < MAX_TEXTURES; ++i)
6129 coord_idx = state->texture_states[i][WINED3D_TSS_TEXCOORD_INDEX];
6130 if (coord_idx < MAX_TEXTURES && (si->use_map & (1u << (WINED3D_FFP_TEXCOORD0 + coord_idx))))
6131 settings->texcoords |= 1u << i;
6132 settings->texgen[i] = state->texture_states[i][WINED3D_TSS_TEXCOORD_INDEX];
6134 if (d3d_info->limits.varying_count >= wined3d_max_compat_varyings(gl_info))
6135 settings->texcoords = (1u << MAX_TEXTURES) - 1;
6137 for (i = 0; i < MAX_ACTIVE_LIGHTS; ++i)
6139 if (!state->lights[i])
6140 continue;
6142 switch (state->lights[i]->OriginalParms.type)
6144 case WINED3D_LIGHT_POINT:
6145 ++settings->point_light_count;
6146 break;
6147 case WINED3D_LIGHT_SPOT:
6148 ++settings->spot_light_count;
6149 break;
6150 case WINED3D_LIGHT_DIRECTIONAL:
6151 ++settings->directional_light_count;
6152 break;
6153 case WINED3D_LIGHT_PARALLELPOINT:
6154 ++settings->parallel_point_light_count;
6155 break;
6156 default:
6157 FIXME("Unhandled light type %#x.\n", state->lights[i]->OriginalParms.type);
6158 break;
6162 if (!state->render_states[WINED3D_RS_FOGENABLE])
6163 settings->fog_mode = WINED3D_FFP_VS_FOG_OFF;
6164 else if (state->render_states[WINED3D_RS_FOGTABLEMODE] != WINED3D_FOG_NONE)
6166 settings->fog_mode = WINED3D_FFP_VS_FOG_DEPTH;
6168 if (state->transforms[WINED3D_TS_PROJECTION]._14 == 0.0f
6169 && state->transforms[WINED3D_TS_PROJECTION]._24 == 0.0f
6170 && state->transforms[WINED3D_TS_PROJECTION]._34 == 0.0f
6171 && state->transforms[WINED3D_TS_PROJECTION]._44 == 1.0f)
6172 settings->ortho_fog = 1;
6174 else if (state->render_states[WINED3D_RS_FOGVERTEXMODE] == WINED3D_FOG_NONE)
6175 settings->fog_mode = WINED3D_FFP_VS_FOG_FOGCOORD;
6176 else if (state->render_states[WINED3D_RS_RANGEFOGENABLE])
6177 settings->fog_mode = WINED3D_FFP_VS_FOG_RANGE;
6178 else
6179 settings->fog_mode = WINED3D_FFP_VS_FOG_DEPTH;
6181 if (d3d_info->emulated_flatshading)
6182 settings->flatshading = state->render_states[WINED3D_RS_SHADEMODE] == WINED3D_SHADE_FLAT;
6183 else
6184 settings->flatshading = FALSE;
6186 settings->swizzle_map = si->swizzle_map;
6189 int wined3d_ffp_vertex_program_key_compare(const void *key, const struct wine_rb_entry *entry)
6191 const struct wined3d_ffp_vs_settings *ka = key;
6192 const struct wined3d_ffp_vs_settings *kb = &WINE_RB_ENTRY_VALUE(entry,
6193 const struct wined3d_ffp_vs_desc, entry)->settings;
6195 return memcmp(ka, kb, sizeof(*ka));
6198 const char *wined3d_debug_location(DWORD location)
6200 struct debug_buffer buffer;
6201 const char *prefix = "";
6202 const char *suffix = "";
6204 if (wined3d_popcount(location) > 16)
6206 prefix = "~(";
6207 location = ~location;
6208 suffix = ")";
6211 init_debug_buffer(&buffer, "0");
6212 #define LOCATION_TO_STR(x) if (location & x) { debug_append(&buffer, #x, " | "); location &= ~x; }
6213 LOCATION_TO_STR(WINED3D_LOCATION_DISCARDED);
6214 LOCATION_TO_STR(WINED3D_LOCATION_SYSMEM);
6215 LOCATION_TO_STR(WINED3D_LOCATION_USER_MEMORY);
6216 LOCATION_TO_STR(WINED3D_LOCATION_BUFFER);
6217 LOCATION_TO_STR(WINED3D_LOCATION_TEXTURE_RGB);
6218 LOCATION_TO_STR(WINED3D_LOCATION_TEXTURE_SRGB);
6219 LOCATION_TO_STR(WINED3D_LOCATION_DRAWABLE);
6220 LOCATION_TO_STR(WINED3D_LOCATION_RB_MULTISAMPLE);
6221 LOCATION_TO_STR(WINED3D_LOCATION_RB_RESOLVED);
6222 #undef LOCATION_TO_STR
6223 if (location)
6224 FIXME("Unrecognized location flag(s) %#x.\n", location);
6226 return wine_dbg_sprintf("%s%s%s", prefix, buffer.str, suffix);
6229 /* Print a floating point value with the %.8e format specifier, always using
6230 * '.' as decimal separator. */
6231 void wined3d_ftoa(float value, char *s)
6233 int idx = 1;
6235 if (copysignf(1.0f, value) < 0.0f)
6236 ++idx;
6238 /* Be sure to allocate a buffer of at least 17 characters for the result
6239 as sprintf may return a 3 digit exponent when using the MSVC runtime
6240 instead of a 2 digit exponent. */
6241 sprintf(s, "%.8e", value);
6242 if (isfinite(value))
6243 s[idx] = '.';
6246 void wined3d_release_dc(HWND window, HDC dc)
6248 /* You'd figure ReleaseDC() would fail if the DC doesn't match the window.
6249 * However, that's not what actually happens, and there are user32 tests
6250 * that confirm ReleaseDC() with the wrong window is supposed to succeed.
6251 * So explicitly check that the DC belongs to the window, since we want to
6252 * avoid releasing a DC that belongs to some other window if the original
6253 * window was already destroyed. */
6254 if (WindowFromDC(dc) != window)
6255 WARN("DC %p does not belong to window %p.\n", dc, window);
6256 else if (!ReleaseDC(window, dc))
6257 ERR("Failed to release device context %p, last error %#x.\n", dc, GetLastError());
6260 BOOL wined3d_clip_blit(const RECT *clip_rect, RECT *clipped, RECT *other)
6262 RECT orig = *clipped;
6263 float scale_x = (float)(orig.right - orig.left) / (float)(other->right - other->left);
6264 float scale_y = (float)(orig.bottom - orig.top) / (float)(other->bottom - other->top);
6266 IntersectRect(clipped, clipped, clip_rect);
6268 if (IsRectEmpty(clipped))
6270 SetRectEmpty(other);
6271 return FALSE;
6274 other->left += (LONG)((clipped->left - orig.left) / scale_x);
6275 other->top += (LONG)((clipped->top - orig.top) / scale_y);
6276 other->right -= (LONG)((orig.right - clipped->right) / scale_x);
6277 other->bottom -= (LONG)((orig.bottom - clipped->bottom) / scale_y);
6279 return TRUE;
6282 void wined3d_gl_limits_get_uniform_block_range(const struct wined3d_gl_limits *gl_limits,
6283 enum wined3d_shader_type shader_type, unsigned int *base, unsigned int *count)
6285 unsigned int i;
6287 *base = 0;
6288 for (i = 0; i < WINED3D_SHADER_TYPE_COUNT; ++i)
6290 *count = gl_limits->uniform_blocks[i];
6291 if (i == shader_type)
6292 return;
6293 *base += *count;
6296 ERR("Unrecognized shader type %#x.\n", shader_type);
6297 *count = 0;
6300 void wined3d_gl_limits_get_texture_unit_range(const struct wined3d_gl_limits *gl_limits,
6301 enum wined3d_shader_type shader_type, unsigned int *base, unsigned int *count)
6303 unsigned int i;
6305 if (shader_type == WINED3D_SHADER_TYPE_COMPUTE)
6307 if (gl_limits->combined_samplers == gl_limits->graphics_samplers)
6308 *base = 0;
6309 else
6310 *base = gl_limits->graphics_samplers;
6311 *count = gl_limits->samplers[WINED3D_SHADER_TYPE_COMPUTE];
6312 return;
6315 *base = 0;
6316 for (i = 0; i < WINED3D_SHADER_TYPE_GRAPHICS_COUNT; ++i)
6318 *count = gl_limits->samplers[i];
6319 if (i == shader_type)
6320 return;
6321 *base += *count;
6324 ERR("Unrecognized shader type %#x.\n", shader_type);
6325 *count = 0;
6328 BOOL wined3d_array_reserve(void **elements, SIZE_T *capacity, SIZE_T count, SIZE_T size)
6330 SIZE_T max_capacity, new_capacity;
6331 void *new_elements;
6333 if (count <= *capacity)
6334 return TRUE;
6336 max_capacity = ~(SIZE_T)0 / size;
6337 if (count > max_capacity)
6338 return FALSE;
6340 new_capacity = max(1, *capacity);
6341 while (new_capacity < count && new_capacity <= max_capacity / 2)
6342 new_capacity *= 2;
6343 if (new_capacity < count)
6344 new_capacity = count;
6346 if (!*elements)
6347 new_elements = heap_alloc_zero(new_capacity * size);
6348 else
6349 new_elements = HeapReAlloc(GetProcessHeap(), HEAP_ZERO_MEMORY, *elements, new_capacity * size);
6350 if (!new_elements)
6351 return FALSE;
6353 *elements = new_elements;
6354 *capacity = new_capacity;
6355 return TRUE;