devenum: Implement IMoniker::GetClassID().
[wine.git] / dlls / wined3d / utils.c
blob3f9c01295389015970c8a8726401775850d88a4c
1 /*
2 * Utility functions for the WineD3D Library
4 * Copyright 2002-2004 Jason Edmeades
5 * Copyright 2003-2004 Raphael Junqueira
6 * Copyright 2004 Christian Costa
7 * Copyright 2005 Oliver Stieber
8 * Copyright 2006-2008 Henri Verbeet
9 * Copyright 2007-2008 Stefan Dösinger for CodeWeavers
10 * Copyright 2009-2010 Henri Verbeet for CodeWeavers
12 * This library is free software; you can redistribute it and/or
13 * modify it under the terms of the GNU Lesser General Public
14 * License as published by the Free Software Foundation; either
15 * version 2.1 of the License, or (at your option) any later version.
17 * This library is distributed in the hope that it will be useful,
18 * but WITHOUT ANY WARRANTY; without even the implied warranty of
19 * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the GNU
20 * Lesser General Public License for more details.
22 * You should have received a copy of the GNU Lesser General Public
23 * License along with this library; if not, write to the Free Software
24 * Foundation, Inc., 51 Franklin St, Fifth Floor, Boston, MA 02110-1301, USA
27 #include "config.h"
28 #include "wine/port.h"
30 #include <stdio.h>
32 #include "wined3d_private.h"
34 WINE_DEFAULT_DEBUG_CHANNEL(d3d);
36 #define WINED3D_FORMAT_FOURCC_BASE (WINED3DFMT_BC7_UNORM_SRGB + 1)
38 static const struct
40 enum wined3d_format_id id;
41 unsigned int idx;
43 format_index_remap[] =
45 {WINED3DFMT_UYVY, WINED3D_FORMAT_FOURCC_BASE},
46 {WINED3DFMT_YUY2, WINED3D_FORMAT_FOURCC_BASE + 1},
47 {WINED3DFMT_YV12, WINED3D_FORMAT_FOURCC_BASE + 2},
48 {WINED3DFMT_DXT1, WINED3D_FORMAT_FOURCC_BASE + 3},
49 {WINED3DFMT_DXT2, WINED3D_FORMAT_FOURCC_BASE + 4},
50 {WINED3DFMT_DXT3, WINED3D_FORMAT_FOURCC_BASE + 5},
51 {WINED3DFMT_DXT4, WINED3D_FORMAT_FOURCC_BASE + 6},
52 {WINED3DFMT_DXT5, WINED3D_FORMAT_FOURCC_BASE + 7},
53 {WINED3DFMT_MULTI2_ARGB8, WINED3D_FORMAT_FOURCC_BASE + 8},
54 {WINED3DFMT_G8R8_G8B8, WINED3D_FORMAT_FOURCC_BASE + 9},
55 {WINED3DFMT_R8G8_B8G8, WINED3D_FORMAT_FOURCC_BASE + 10},
56 {WINED3DFMT_ATI1N, WINED3D_FORMAT_FOURCC_BASE + 11},
57 {WINED3DFMT_ATI2N, WINED3D_FORMAT_FOURCC_BASE + 12},
58 {WINED3DFMT_INST, WINED3D_FORMAT_FOURCC_BASE + 13},
59 {WINED3DFMT_NVDB, WINED3D_FORMAT_FOURCC_BASE + 14},
60 {WINED3DFMT_NVHU, WINED3D_FORMAT_FOURCC_BASE + 15},
61 {WINED3DFMT_NVHS, WINED3D_FORMAT_FOURCC_BASE + 16},
62 {WINED3DFMT_INTZ, WINED3D_FORMAT_FOURCC_BASE + 17},
63 {WINED3DFMT_RESZ, WINED3D_FORMAT_FOURCC_BASE + 18},
64 {WINED3DFMT_NULL, WINED3D_FORMAT_FOURCC_BASE + 19},
65 {WINED3DFMT_R16, WINED3D_FORMAT_FOURCC_BASE + 20},
66 {WINED3DFMT_AL16, WINED3D_FORMAT_FOURCC_BASE + 21},
67 {WINED3DFMT_NV12, WINED3D_FORMAT_FOURCC_BASE + 22},
70 #define WINED3D_FORMAT_COUNT (WINED3D_FORMAT_FOURCC_BASE + ARRAY_SIZE(format_index_remap))
72 struct wined3d_format_channels
74 enum wined3d_format_id id;
75 DWORD red_size, green_size, blue_size, alpha_size;
76 DWORD red_offset, green_offset, blue_offset, alpha_offset;
77 UINT bpp;
78 BYTE depth_size, stencil_size;
81 static const struct wined3d_format_channels formats[] =
83 /* size offset
84 * format id r g b a r g b a bpp depth stencil */
85 {WINED3DFMT_UNKNOWN, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0},
86 /* FourCC formats */
87 {WINED3DFMT_UYVY, 0, 0, 0, 0, 0, 0, 0, 0, 2, 0, 0},
88 {WINED3DFMT_YUY2, 0, 0, 0, 0, 0, 0, 0, 0, 2, 0, 0},
89 {WINED3DFMT_YV12, 0, 0, 0, 0, 0, 0, 0, 0, 1, 0, 0},
90 {WINED3DFMT_NV12, 0, 0, 0, 0, 0, 0, 0, 0, 1, 0, 0},
91 {WINED3DFMT_DXT1, 0, 0, 0, 0, 0, 0, 0, 0, 1, 0, 0},
92 {WINED3DFMT_DXT2, 0, 0, 0, 0, 0, 0, 0, 0, 1, 0, 0},
93 {WINED3DFMT_DXT3, 0, 0, 0, 0, 0, 0, 0, 0, 1, 0, 0},
94 {WINED3DFMT_DXT4, 0, 0, 0, 0, 0, 0, 0, 0, 1, 0, 0},
95 {WINED3DFMT_DXT5, 0, 0, 0, 0, 0, 0, 0, 0, 1, 0, 0},
96 {WINED3DFMT_MULTI2_ARGB8, 0, 0, 0, 0, 0, 0, 0, 0, 1, 0, 0},
97 {WINED3DFMT_G8R8_G8B8, 0, 0, 0, 0, 0, 0, 0, 0, 1, 0, 0},
98 {WINED3DFMT_R8G8_B8G8, 0, 0, 0, 0, 0, 0, 0, 0, 1, 0, 0},
99 /* Hmm? */
100 {WINED3DFMT_R8G8_SNORM_Cx, 0, 0, 0, 0, 0, 0, 0, 0, 2, 0, 0},
101 {WINED3DFMT_R11G11B10_FLOAT, 11, 11, 10, 0, 0, 11, 22, 0, 4, 0, 0},
102 /* Palettized formats */
103 {WINED3DFMT_P8_UINT_A8_UNORM, 0, 0, 0, 8, 0, 0, 0, 8, 2, 0, 0},
104 {WINED3DFMT_P8_UINT, 0, 0, 0, 0, 0, 0, 0, 0, 1, 0, 0},
105 /* Standard ARGB formats. */
106 {WINED3DFMT_B8G8R8_UNORM, 8, 8, 8, 0, 16, 8, 0, 0, 3, 0, 0},
107 {WINED3DFMT_B5G6R5_UNORM, 5, 6, 5, 0, 11, 5, 0, 0, 2, 0, 0},
108 {WINED3DFMT_B5G5R5X1_UNORM, 5, 5, 5, 0, 10, 5, 0, 0, 2, 0, 0},
109 {WINED3DFMT_B5G5R5A1_UNORM, 5, 5, 5, 1, 10, 5, 0, 15, 2, 0, 0},
110 {WINED3DFMT_B4G4R4A4_UNORM, 4, 4, 4, 4, 8, 4, 0, 12, 2, 0, 0},
111 {WINED3DFMT_B2G3R3_UNORM, 3, 3, 2, 0, 5, 2, 0, 0, 1, 0, 0},
112 {WINED3DFMT_A8_UNORM, 0, 0, 0, 8, 0, 0, 0, 0, 1, 0, 0},
113 {WINED3DFMT_B2G3R3A8_UNORM, 3, 3, 2, 8, 5, 2, 0, 8, 2, 0, 0},
114 {WINED3DFMT_B4G4R4X4_UNORM, 4, 4, 4, 0, 8, 4, 0, 0, 2, 0, 0},
115 {WINED3DFMT_R8G8B8X8_UNORM, 8, 8, 8, 0, 0, 8, 16, 0, 4, 0, 0},
116 {WINED3DFMT_B10G10R10A2_UNORM, 10, 10, 10, 2, 20, 10, 0, 30, 4, 0, 0},
117 /* Luminance */
118 {WINED3DFMT_L8_UNORM, 0, 0, 0, 0, 0, 0, 0, 0, 1, 0, 0},
119 {WINED3DFMT_L8A8_UNORM, 0, 0, 0, 8, 0, 0, 0, 8, 2, 0, 0},
120 {WINED3DFMT_L4A4_UNORM, 0, 0, 0, 4, 0, 0, 0, 4, 1, 0, 0},
121 {WINED3DFMT_L16_UNORM, 0, 0, 0, 0, 0, 0, 0, 0, 2, 0, 0},
122 /* Bump mapping stuff */
123 {WINED3DFMT_R5G5_SNORM_L6_UNORM, 5, 5, 0, 0, 0, 5, 0, 0, 2, 0, 0},
124 {WINED3DFMT_R8G8_SNORM_L8X8_UNORM, 8, 8, 0, 0, 0, 8, 0, 0, 4, 0, 0},
125 {WINED3DFMT_R8G8B8A8_SNORM, 8, 8, 8, 8, 0, 8, 16, 24, 4, 0, 0},
126 {WINED3DFMT_R10G11B11_SNORM, 10, 11, 11, 0, 0, 10, 21, 0, 4, 0, 0},
127 {WINED3DFMT_R10G10B10X2_UINT, 10, 10, 10, 0, 0, 10, 20, 0, 4, 0, 0},
128 {WINED3DFMT_R10G10B10X2_SNORM, 10, 10, 10, 0, 0, 10, 20, 0, 4, 0, 0},
129 {WINED3DFMT_R10G10B10_SNORM_A2_UNORM, 10, 10, 10, 2, 0, 10, 20, 30, 4, 0, 0},
130 /* Depth stencil formats */
131 {WINED3DFMT_D16_LOCKABLE, 0, 0, 0, 0, 0, 0, 0, 0, 2, 16, 0},
132 {WINED3DFMT_D32_UNORM, 0, 0, 0, 0, 0, 0, 0, 0, 4, 32, 0},
133 {WINED3DFMT_S1_UINT_D15_UNORM, 0, 0, 0, 0, 0, 0, 0, 0, 2, 15, 1},
134 {WINED3DFMT_X8D24_UNORM, 0, 0, 0, 0, 0, 0, 0, 0, 4, 24, 0},
135 {WINED3DFMT_S4X4_UINT_D24_UNORM, 0, 0, 0, 0, 0, 0, 0, 0, 4, 24, 4},
136 {WINED3DFMT_D16_UNORM, 0, 0, 0, 0, 0, 0, 0, 0, 2, 16, 0},
137 {WINED3DFMT_D32_FLOAT, 0, 0, 0, 0, 0, 0, 0, 0, 4, 32, 0},
138 {WINED3DFMT_S8_UINT_D24_FLOAT, 0, 0, 0, 0, 0, 0, 0, 0, 4, 24, 8},
139 /* Vendor-specific formats */
140 {WINED3DFMT_ATI1N, 0, 0, 0, 0, 0, 0, 0, 0, 1, 0, 0},
141 {WINED3DFMT_ATI2N, 0, 0, 0, 0, 0, 0, 0, 0, 1, 0, 0},
142 {WINED3DFMT_NVDB, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0},
143 {WINED3DFMT_INST, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0},
144 {WINED3DFMT_INTZ, 0, 0, 0, 0, 0, 0, 0, 0, 4, 24, 8},
145 {WINED3DFMT_RESZ, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0},
146 {WINED3DFMT_NVHU, 0, 0, 0, 0, 0, 0, 0, 0, 2, 0, 0},
147 {WINED3DFMT_NVHS, 0, 0, 0, 0, 0, 0, 0, 0, 2, 0, 0},
148 {WINED3DFMT_NULL, 8, 8, 8, 8, 0, 8, 16, 24, 4, 0, 0},
149 /* Unsure about them, could not find a Windows driver that supports them */
150 {WINED3DFMT_R16, 16, 0, 0, 0, 0, 0, 0, 0, 2, 0, 0},
151 {WINED3DFMT_AL16, 0, 0, 0, 16, 0, 0, 0, 16, 4, 0, 0},
152 /* Typeless */
153 {WINED3DFMT_R32G32B32A32_TYPELESS, 32, 32, 32, 32, 0, 32, 64, 96, 16, 0, 0},
154 {WINED3DFMT_R32G32B32_TYPELESS, 32, 32, 32, 0, 0, 32, 64, 0, 12, 0, 0},
155 {WINED3DFMT_R16G16B16A16_TYPELESS, 16, 16, 16, 16, 0, 16, 32, 48, 8, 0, 0},
156 {WINED3DFMT_R32G32_TYPELESS, 32, 32, 0, 0, 0, 32, 0, 0, 8, 0, 0},
157 {WINED3DFMT_R32G8X24_TYPELESS, 0, 0, 0, 0, 0, 0, 0, 0, 8, 32, 8},
158 {WINED3DFMT_R10G10B10A2_TYPELESS, 10, 10, 10, 2, 0, 10, 20, 30, 4, 0, 0},
159 {WINED3DFMT_R8G8B8A8_TYPELESS, 8, 8, 8, 8, 0, 8, 16, 24, 4, 0, 0},
160 {WINED3DFMT_R16G16_TYPELESS, 16, 16, 0, 0, 0, 16, 0, 0, 4, 0, 0},
161 {WINED3DFMT_R32_TYPELESS, 32, 0, 0, 0, 0, 0, 0, 0, 4, 0, 0},
162 {WINED3DFMT_R24G8_TYPELESS, 0, 0, 0, 0, 0, 0, 0, 0, 4, 24, 8},
163 {WINED3DFMT_R8G8_TYPELESS, 8, 8, 0, 0, 0, 8, 0, 0, 2, 0, 0},
164 {WINED3DFMT_R16_TYPELESS, 16, 0, 0, 0, 0, 0, 0, 0, 2, 0, 0},
165 {WINED3DFMT_R8_TYPELESS, 8, 0, 0, 0, 0, 0, 0, 0, 1, 0, 0},
166 {WINED3DFMT_BC1_TYPELESS, 0, 0, 0, 0, 0, 0, 0, 0, 1, 0, 0},
167 {WINED3DFMT_BC2_TYPELESS, 0, 0, 0, 0, 0, 0, 0, 0, 1, 0, 0},
168 {WINED3DFMT_BC3_TYPELESS, 0, 0, 0, 0, 0, 0, 0, 0, 1, 0, 0},
169 {WINED3DFMT_BC4_TYPELESS, 0, 0, 0, 0, 0, 0, 0, 0, 1, 0, 0},
170 {WINED3DFMT_BC5_TYPELESS, 0, 0, 0, 0, 0, 0, 0, 0, 1, 0, 0},
171 {WINED3DFMT_BC6H_TYPELESS, 0, 0, 0, 0, 0, 0, 0, 0, 1, 0, 0},
172 {WINED3DFMT_BC7_TYPELESS, 0, 0, 0, 0, 0, 0, 0, 0, 1, 0, 0},
173 {WINED3DFMT_B8G8R8A8_TYPELESS, 8, 8, 8, 8, 16, 8, 0, 24, 4, 0, 0},
174 {WINED3DFMT_B8G8R8X8_TYPELESS, 8, 8, 8, 0, 16, 8, 0, 0, 4, 0, 0},
177 enum wined3d_channel_type
179 WINED3D_CHANNEL_TYPE_NONE,
180 WINED3D_CHANNEL_TYPE_UNORM,
181 WINED3D_CHANNEL_TYPE_SNORM,
182 WINED3D_CHANNEL_TYPE_UINT,
183 WINED3D_CHANNEL_TYPE_SINT,
184 WINED3D_CHANNEL_TYPE_FLOAT,
185 WINED3D_CHANNEL_TYPE_DEPTH,
186 WINED3D_CHANNEL_TYPE_STENCIL,
187 WINED3D_CHANNEL_TYPE_UNUSED,
190 struct wined3d_typed_format_info
192 enum wined3d_format_id id;
193 enum wined3d_format_id typeless_id;
194 const char *channels;
198 * The last entry for a given typeless format defines its internal format.
200 * u - WINED3D_CHANNEL_TYPE_UNORM
201 * i - WINED3D_CHANNEL_TYPE_SNORM
202 * U - WINED3D_CHANNEL_TYPE_UINT
203 * I - WINED3D_CHANNEL_TYPE_SINT
204 * F - WINED3D_CHANNEL_TYPE_FLOAT
205 * D - WINED3D_CHANNEL_TYPE_DEPTH
206 * S - WINED3D_CHANNEL_TYPE_STENCIL
207 * X - WINED3D_CHANNEL_TYPE_UNUSED
209 static const struct wined3d_typed_format_info typed_formats[] =
211 {WINED3DFMT_R32G32B32A32_UINT, WINED3DFMT_R32G32B32A32_TYPELESS, "UUUU"},
212 {WINED3DFMT_R32G32B32A32_SINT, WINED3DFMT_R32G32B32A32_TYPELESS, "IIII"},
213 {WINED3DFMT_R32G32B32A32_FLOAT, WINED3DFMT_R32G32B32A32_TYPELESS, "FFFF"},
214 {WINED3DFMT_R32G32B32_UINT, WINED3DFMT_R32G32B32_TYPELESS, "UUU"},
215 {WINED3DFMT_R32G32B32_SINT, WINED3DFMT_R32G32B32_TYPELESS, "III"},
216 {WINED3DFMT_R32G32B32_FLOAT, WINED3DFMT_R32G32B32_TYPELESS, "FFF"},
217 {WINED3DFMT_R16G16B16A16_UNORM, WINED3DFMT_R16G16B16A16_TYPELESS, "uuuu"},
218 {WINED3DFMT_R16G16B16A16_SNORM, WINED3DFMT_R16G16B16A16_TYPELESS, "iiii"},
219 {WINED3DFMT_R16G16B16A16_UINT, WINED3DFMT_R16G16B16A16_TYPELESS, "UUUU"},
220 {WINED3DFMT_R16G16B16A16_SINT, WINED3DFMT_R16G16B16A16_TYPELESS, "IIII"},
221 {WINED3DFMT_R16G16B16A16_FLOAT, WINED3DFMT_R16G16B16A16_TYPELESS, "FFFF"},
222 {WINED3DFMT_R32G32_UINT, WINED3DFMT_R32G32_TYPELESS, "UU"},
223 {WINED3DFMT_R32G32_SINT, WINED3DFMT_R32G32_TYPELESS, "II"},
224 {WINED3DFMT_R32G32_FLOAT, WINED3DFMT_R32G32_TYPELESS, "FF"},
225 {WINED3DFMT_R32_FLOAT_X8X24_TYPELESS, WINED3DFMT_R32G8X24_TYPELESS, "DX"},
226 {WINED3DFMT_X32_TYPELESS_G8X24_UINT, WINED3DFMT_R32G8X24_TYPELESS, "XS"},
227 {WINED3DFMT_D32_FLOAT_S8X24_UINT, WINED3DFMT_R32G8X24_TYPELESS, "DS"},
228 {WINED3DFMT_R10G10B10A2_SNORM, WINED3DFMT_R10G10B10A2_TYPELESS, "iiii"},
229 {WINED3DFMT_R10G10B10A2_UINT, WINED3DFMT_R10G10B10A2_TYPELESS, "UUUU"},
230 {WINED3DFMT_R10G10B10A2_UNORM, WINED3DFMT_R10G10B10A2_TYPELESS, "uuuu"},
231 {WINED3DFMT_R8G8B8A8_UINT, WINED3DFMT_R8G8B8A8_TYPELESS, "UUUU"},
232 {WINED3DFMT_R8G8B8A8_SINT, WINED3DFMT_R8G8B8A8_TYPELESS, "IIII"},
233 {WINED3DFMT_R8G8B8A8_UNORM_SRGB, WINED3DFMT_R8G8B8A8_TYPELESS, "uuuu"},
234 {WINED3DFMT_R8G8B8A8_UNORM, WINED3DFMT_R8G8B8A8_TYPELESS, "uuuu"},
235 {WINED3DFMT_R16G16_UNORM, WINED3DFMT_R16G16_TYPELESS, "uu"},
236 {WINED3DFMT_R16G16_SNORM, WINED3DFMT_R16G16_TYPELESS, "ii"},
237 {WINED3DFMT_R16G16_UINT, WINED3DFMT_R16G16_TYPELESS, "UU"},
238 {WINED3DFMT_R16G16_SINT, WINED3DFMT_R16G16_TYPELESS, "II"},
239 {WINED3DFMT_R16G16_FLOAT, WINED3DFMT_R16G16_TYPELESS, "FF"},
240 {WINED3DFMT_D32_FLOAT, WINED3DFMT_R32_TYPELESS, "D"},
241 {WINED3DFMT_R32_UINT, WINED3DFMT_R32_TYPELESS, "U"},
242 {WINED3DFMT_R32_SINT, WINED3DFMT_R32_TYPELESS, "I"},
243 {WINED3DFMT_R32_FLOAT, WINED3DFMT_R32_TYPELESS, "F"},
244 {WINED3DFMT_R24_UNORM_X8_TYPELESS, WINED3DFMT_R24G8_TYPELESS, "DX"},
245 {WINED3DFMT_X24_TYPELESS_G8_UINT, WINED3DFMT_R24G8_TYPELESS, "XS"},
246 {WINED3DFMT_D24_UNORM_S8_UINT, WINED3DFMT_R24G8_TYPELESS, "DS"},
247 {WINED3DFMT_R8G8_SNORM, WINED3DFMT_R8G8_TYPELESS, "ii"},
248 {WINED3DFMT_R8G8_UNORM, WINED3DFMT_R8G8_TYPELESS, "uu"},
249 {WINED3DFMT_R8G8_UINT, WINED3DFMT_R8G8_TYPELESS, "UU"},
250 {WINED3DFMT_R8G8_SINT, WINED3DFMT_R8G8_TYPELESS, "II"},
251 {WINED3DFMT_D16_UNORM, WINED3DFMT_R16_TYPELESS, "D"},
252 {WINED3DFMT_R16_UNORM, WINED3DFMT_R16_TYPELESS, "u"},
253 {WINED3DFMT_R16_SNORM, WINED3DFMT_R16_TYPELESS, "i"},
254 {WINED3DFMT_R16_UINT, WINED3DFMT_R16_TYPELESS, "U"},
255 {WINED3DFMT_R16_SINT, WINED3DFMT_R16_TYPELESS, "I"},
256 {WINED3DFMT_R16_FLOAT, WINED3DFMT_R16_TYPELESS, "F"},
257 {WINED3DFMT_R8_UNORM, WINED3DFMT_R8_TYPELESS, "u"},
258 {WINED3DFMT_R8_SNORM, WINED3DFMT_R8_TYPELESS, "i"},
259 {WINED3DFMT_R8_UINT, WINED3DFMT_R8_TYPELESS, "U"},
260 {WINED3DFMT_R8_SINT, WINED3DFMT_R8_TYPELESS, "I"},
261 {WINED3DFMT_BC1_UNORM_SRGB, WINED3DFMT_BC1_TYPELESS, ""},
262 {WINED3DFMT_BC1_UNORM, WINED3DFMT_BC1_TYPELESS, ""},
263 {WINED3DFMT_BC2_UNORM_SRGB, WINED3DFMT_BC2_TYPELESS, ""},
264 {WINED3DFMT_BC2_UNORM, WINED3DFMT_BC2_TYPELESS, ""},
265 {WINED3DFMT_BC3_UNORM_SRGB, WINED3DFMT_BC3_TYPELESS, ""},
266 {WINED3DFMT_BC3_UNORM, WINED3DFMT_BC3_TYPELESS, ""},
267 {WINED3DFMT_BC4_UNORM, WINED3DFMT_BC4_TYPELESS, ""},
268 {WINED3DFMT_BC5_UNORM, WINED3DFMT_BC5_TYPELESS, ""},
269 {WINED3DFMT_BC5_SNORM, WINED3DFMT_BC5_TYPELESS, ""},
270 {WINED3DFMT_BC6H_UF16, WINED3DFMT_BC6H_TYPELESS, ""},
271 {WINED3DFMT_BC6H_SF16, WINED3DFMT_BC6H_TYPELESS, ""},
272 {WINED3DFMT_BC7_UNORM_SRGB, WINED3DFMT_BC7_TYPELESS, ""},
273 {WINED3DFMT_BC7_UNORM, WINED3DFMT_BC7_TYPELESS, ""},
274 {WINED3DFMT_B8G8R8A8_UNORM_SRGB, WINED3DFMT_B8G8R8A8_TYPELESS, "uuuu"},
275 {WINED3DFMT_B8G8R8A8_UNORM, WINED3DFMT_B8G8R8A8_TYPELESS, "uuuu"},
276 {WINED3DFMT_B8G8R8X8_UNORM_SRGB, WINED3DFMT_B8G8R8X8_TYPELESS, "uuuX"},
277 {WINED3DFMT_B8G8R8X8_UNORM, WINED3DFMT_B8G8R8X8_TYPELESS, "uuuX"},
280 struct wined3d_typeless_format_depth_stencil_info
282 enum wined3d_format_id typeless_id;
283 enum wined3d_format_id depth_stencil_id;
284 enum wined3d_format_id depth_view_id;
285 enum wined3d_format_id stencil_view_id;
288 static const struct wined3d_typeless_format_depth_stencil_info typeless_depth_stencil_formats[] =
290 {WINED3DFMT_R32G8X24_TYPELESS, WINED3DFMT_D32_FLOAT_S8X24_UINT,
291 WINED3DFMT_R32_FLOAT_X8X24_TYPELESS, WINED3DFMT_X32_TYPELESS_G8X24_UINT},
292 {WINED3DFMT_R24G8_TYPELESS, WINED3DFMT_D24_UNORM_S8_UINT,
293 WINED3DFMT_R24_UNORM_X8_TYPELESS, WINED3DFMT_X24_TYPELESS_G8_UINT},
294 {WINED3DFMT_R32_TYPELESS, WINED3DFMT_D32_FLOAT},
295 {WINED3DFMT_R16_TYPELESS, WINED3DFMT_D16_UNORM},
298 struct wined3d_format_ddi_info
300 enum wined3d_format_id id;
301 D3DDDIFORMAT ddi_format;
304 static const struct wined3d_format_ddi_info ddi_formats[] =
306 {WINED3DFMT_B8G8R8_UNORM, D3DDDIFMT_R8G8B8},
307 {WINED3DFMT_B8G8R8A8_UNORM, D3DDDIFMT_A8R8G8B8},
308 {WINED3DFMT_B8G8R8X8_UNORM, D3DDDIFMT_X8R8G8B8},
309 {WINED3DFMT_B5G6R5_UNORM, D3DDDIFMT_R5G6B5},
310 {WINED3DFMT_B5G5R5X1_UNORM, D3DDDIFMT_X1R5G5B5},
311 {WINED3DFMT_B5G5R5A1_UNORM, D3DDDIFMT_A1R5G5B5},
312 {WINED3DFMT_B4G4R4A4_UNORM, D3DDDIFMT_A4R4G4B4},
313 {WINED3DFMT_B4G4R4X4_UNORM, D3DDDIFMT_X4R4G4B4},
314 {WINED3DFMT_P8_UINT, D3DDDIFMT_P8},
317 struct wined3d_format_base_flags
319 enum wined3d_format_id id;
320 DWORD flags;
323 /* The ATI2N format behaves like an uncompressed format in LockRect(), but
324 * still needs to use the correct block based calculation for e.g. the
325 * resource size. */
326 static const struct wined3d_format_base_flags format_base_flags[] =
328 {WINED3DFMT_ATI1N, WINED3DFMT_FLAG_BROKEN_PITCH},
329 {WINED3DFMT_ATI2N, WINED3DFMT_FLAG_BROKEN_PITCH},
330 {WINED3DFMT_R11G11B10_FLOAT, WINED3DFMT_FLAG_FLOAT},
331 {WINED3DFMT_D32_FLOAT, WINED3DFMT_FLAG_FLOAT},
332 {WINED3DFMT_S8_UINT_D24_FLOAT, WINED3DFMT_FLAG_FLOAT},
333 {WINED3DFMT_D32_FLOAT_S8X24_UINT, WINED3DFMT_FLAG_FLOAT},
336 struct wined3d_format_block_info
338 enum wined3d_format_id id;
339 UINT block_width;
340 UINT block_height;
341 UINT block_byte_count;
342 BOOL verify;
345 static const struct wined3d_format_block_info format_block_info[] =
347 {WINED3DFMT_DXT1, 4, 4, 8, TRUE},
348 {WINED3DFMT_DXT2, 4, 4, 16, TRUE},
349 {WINED3DFMT_DXT3, 4, 4, 16, TRUE},
350 {WINED3DFMT_DXT4, 4, 4, 16, TRUE},
351 {WINED3DFMT_DXT5, 4, 4, 16, TRUE},
352 {WINED3DFMT_BC1_UNORM, 4, 4, 8, TRUE},
353 {WINED3DFMT_BC2_UNORM, 4, 4, 16, TRUE},
354 {WINED3DFMT_BC3_UNORM, 4, 4, 16, TRUE},
355 {WINED3DFMT_BC4_UNORM, 4, 4, 8, TRUE},
356 {WINED3DFMT_BC5_UNORM, 4, 4, 16, TRUE},
357 {WINED3DFMT_BC5_SNORM, 4, 4, 16, TRUE},
358 {WINED3DFMT_BC6H_UF16, 4, 4, 16, TRUE},
359 {WINED3DFMT_BC6H_SF16, 4, 4, 16, TRUE},
360 {WINED3DFMT_BC7_UNORM, 4, 4, 16, TRUE},
361 {WINED3DFMT_ATI1N, 4, 4, 8, FALSE},
362 {WINED3DFMT_ATI2N, 4, 4, 16, FALSE},
363 {WINED3DFMT_YUY2, 2, 1, 4, FALSE},
364 {WINED3DFMT_UYVY, 2, 1, 4, FALSE},
367 struct wined3d_format_vertex_info
369 enum wined3d_format_id id;
370 enum wined3d_ffp_emit_idx emit_idx;
371 unsigned int component_count;
372 GLenum gl_vtx_type;
373 GLboolean gl_normalized;
374 enum wined3d_gl_extension extension;
377 static const struct wined3d_format_vertex_info format_vertex_info[] =
379 {WINED3DFMT_R32_FLOAT, WINED3D_FFP_EMIT_FLOAT1, 1, GL_FLOAT, GL_FALSE},
380 {WINED3DFMT_R32G32_FLOAT, WINED3D_FFP_EMIT_FLOAT2, 2, GL_FLOAT, GL_FALSE},
381 {WINED3DFMT_R32G32B32_FLOAT, WINED3D_FFP_EMIT_FLOAT3, 3, GL_FLOAT, GL_FALSE},
382 {WINED3DFMT_R32G32B32A32_FLOAT, WINED3D_FFP_EMIT_FLOAT4, 4, GL_FLOAT, GL_FALSE},
383 {WINED3DFMT_B8G8R8A8_UNORM, WINED3D_FFP_EMIT_D3DCOLOR, 4, GL_UNSIGNED_BYTE, GL_TRUE },
384 {WINED3DFMT_R8G8B8A8_UINT, WINED3D_FFP_EMIT_UBYTE4, 4, GL_UNSIGNED_BYTE, GL_FALSE},
385 {WINED3DFMT_R16G16_UINT, WINED3D_FFP_EMIT_INVALID, 2, GL_UNSIGNED_SHORT, GL_FALSE},
386 {WINED3DFMT_R16G16_SINT, WINED3D_FFP_EMIT_SHORT2, 2, GL_SHORT, GL_FALSE},
387 {WINED3DFMT_R16G16B16A16_SINT, WINED3D_FFP_EMIT_SHORT4, 4, GL_SHORT, GL_FALSE},
388 {WINED3DFMT_R8G8B8A8_UNORM, WINED3D_FFP_EMIT_UBYTE4N, 4, GL_UNSIGNED_BYTE, GL_TRUE },
389 {WINED3DFMT_R16G16_SNORM, WINED3D_FFP_EMIT_SHORT2N, 2, GL_SHORT, GL_TRUE },
390 {WINED3DFMT_R16G16B16A16_SNORM, WINED3D_FFP_EMIT_SHORT4N, 4, GL_SHORT, GL_TRUE },
391 {WINED3DFMT_R16G16_UNORM, WINED3D_FFP_EMIT_USHORT2N, 2, GL_UNSIGNED_SHORT, GL_TRUE },
392 {WINED3DFMT_R16G16B16A16_UNORM, WINED3D_FFP_EMIT_USHORT4N, 4, GL_UNSIGNED_SHORT, GL_TRUE },
393 {WINED3DFMT_R10G10B10X2_UINT, WINED3D_FFP_EMIT_UDEC3, 3, GL_UNSIGNED_SHORT, GL_FALSE},
394 {WINED3DFMT_R10G10B10X2_SNORM, WINED3D_FFP_EMIT_DEC3N, 3, GL_SHORT, GL_TRUE },
395 {WINED3DFMT_R10G10B10A2_UNORM, WINED3D_FFP_EMIT_INVALID, 4, GL_UNSIGNED_INT_2_10_10_10_REV, GL_TRUE,
396 ARB_VERTEX_TYPE_2_10_10_10_REV},
397 {WINED3DFMT_R16G16_FLOAT, WINED3D_FFP_EMIT_FLOAT16_2, 2, GL_HALF_FLOAT, GL_FALSE},
398 {WINED3DFMT_R16G16B16A16_FLOAT, WINED3D_FFP_EMIT_FLOAT16_4, 4, GL_HALF_FLOAT, GL_FALSE},
399 {WINED3DFMT_R8G8B8A8_SNORM, WINED3D_FFP_EMIT_INVALID, 4, GL_BYTE, GL_TRUE },
400 {WINED3DFMT_R8G8B8A8_SINT, WINED3D_FFP_EMIT_INVALID, 4, GL_BYTE, GL_FALSE},
401 {WINED3DFMT_R16G16B16A16_UINT, WINED3D_FFP_EMIT_INVALID, 4, GL_UNSIGNED_SHORT, GL_FALSE},
402 {WINED3DFMT_R8_UINT, WINED3D_FFP_EMIT_INVALID, 1, GL_UNSIGNED_BYTE, GL_FALSE},
403 {WINED3DFMT_R8_SINT, WINED3D_FFP_EMIT_INVALID, 1, GL_BYTE, GL_FALSE},
404 {WINED3DFMT_R16_UINT, WINED3D_FFP_EMIT_INVALID, 1, GL_UNSIGNED_SHORT, GL_FALSE},
405 {WINED3DFMT_R16_SINT, WINED3D_FFP_EMIT_INVALID, 1, GL_SHORT, GL_FALSE},
406 {WINED3DFMT_R32_UINT, WINED3D_FFP_EMIT_INVALID, 1, GL_UNSIGNED_INT, GL_FALSE},
407 {WINED3DFMT_R32_SINT, WINED3D_FFP_EMIT_INVALID, 1, GL_INT, GL_FALSE},
408 {WINED3DFMT_R32G32_UINT, WINED3D_FFP_EMIT_INVALID, 2, GL_UNSIGNED_INT, GL_FALSE},
409 {WINED3DFMT_R32G32_SINT, WINED3D_FFP_EMIT_INVALID, 2, GL_INT, GL_FALSE},
410 {WINED3DFMT_R32G32B32_UINT, WINED3D_FFP_EMIT_INVALID, 3, GL_UNSIGNED_INT, GL_FALSE},
411 {WINED3DFMT_R32G32B32A32_UINT, WINED3D_FFP_EMIT_INVALID, 4, GL_UNSIGNED_INT, GL_FALSE},
412 {WINED3DFMT_R32G32B32A32_SINT, WINED3D_FFP_EMIT_INVALID, 4, GL_INT, GL_FALSE},
415 struct wined3d_format_texture_info
417 enum wined3d_format_id id;
418 GLint gl_internal;
419 GLint gl_srgb_internal;
420 GLint gl_rt_internal;
421 GLint gl_format;
422 GLint gl_type;
423 unsigned int conv_byte_count;
424 unsigned int flags;
425 enum wined3d_gl_extension extension;
426 void (*convert)(const BYTE *src, BYTE *dst, UINT src_row_pitch, UINT src_slice_pitch,
427 UINT dst_row_pitch, UINT dst_slice_pitch, UINT width, UINT height, UINT depth);
430 static void convert_l4a4_unorm(const BYTE *src, BYTE *dst, UINT src_row_pitch, UINT src_slice_pitch,
431 UINT dst_row_pitch, UINT dst_slice_pitch, UINT width, UINT height, UINT depth)
433 /* WINED3DFMT_L4A4_UNORM exists as an internal gl format, but for some reason there is not
434 * format+type combination to load it. Thus convert it to A8L8, then load it
435 * with A4L4 internal, but A8L8 format+type
437 unsigned int x, y, z;
438 const unsigned char *Source;
439 unsigned char *Dest;
441 for (z = 0; z < depth; z++)
443 for (y = 0; y < height; y++)
445 Source = src + z * src_slice_pitch + y * src_row_pitch;
446 Dest = dst + z * dst_slice_pitch + y * dst_row_pitch;
447 for (x = 0; x < width; x++ )
449 unsigned char color = (*Source++);
450 /* A */ Dest[1] = (color & 0xf0u) << 0;
451 /* L */ Dest[0] = (color & 0x0fu) << 4;
452 Dest += 2;
458 static void convert_r5g5_snorm_l6_unorm(const BYTE *src, BYTE *dst, UINT src_row_pitch, UINT src_slice_pitch,
459 UINT dst_row_pitch, UINT dst_slice_pitch, UINT width, UINT height, UINT depth)
461 unsigned int x, y, z;
462 unsigned char r_in, g_in, l_in;
463 const unsigned short *texel_in;
464 unsigned short *texel_out;
466 /* Emulating signed 5 bit values with unsigned 5 bit values has some precision problems by design:
467 * E.g. the signed input value 0 becomes 16. GL normalizes it to 16 / 31 = 0.516. We convert it
468 * back to a signed value by subtracting 0.5 and multiplying by 2.0. The resulting value is
469 * ((16 / 31) - 0.5) * 2.0 = 0.032, which is quite different from the intended result 0.000. */
470 for (z = 0; z < depth; z++)
472 for (y = 0; y < height; y++)
474 texel_out = (unsigned short *) (dst + z * dst_slice_pitch + y * dst_row_pitch);
475 texel_in = (const unsigned short *)(src + z * src_slice_pitch + y * src_row_pitch);
476 for (x = 0; x < width; x++ )
478 l_in = (*texel_in & 0xfc00u) >> 10;
479 g_in = (*texel_in & 0x03e0u) >> 5;
480 r_in = *texel_in & 0x001fu;
482 *texel_out = ((r_in + 16) << 11) | (l_in << 5) | (g_in + 16);
483 texel_out++;
484 texel_in++;
490 static void convert_r5g5_snorm_l6_unorm_ext(const BYTE *src, BYTE *dst, UINT src_row_pitch, UINT src_slice_pitch,
491 UINT dst_row_pitch, UINT dst_slice_pitch, UINT width, UINT height, UINT depth)
493 unsigned int x, y, z;
494 unsigned char *texel_out, r_out, g_out, r_in, g_in, l_in;
495 const unsigned short *texel_in;
497 for (z = 0; z < depth; z++)
499 for (y = 0; y < height; y++)
501 texel_in = (const unsigned short *)(src + z * src_slice_pitch + y * src_row_pitch);
502 texel_out = dst + z * dst_slice_pitch + y * dst_row_pitch;
503 for (x = 0; x < width; x++ )
505 l_in = (*texel_in & 0xfc00u) >> 10;
506 g_in = (*texel_in & 0x03e0u) >> 5;
507 r_in = *texel_in & 0x001fu;
509 r_out = r_in << 3;
510 if (!(r_in & 0x10)) /* r > 0 */
511 r_out |= r_in >> 1;
513 g_out = g_in << 3;
514 if (!(g_in & 0x10)) /* g > 0 */
515 g_out |= g_in >> 1;
517 texel_out[0] = r_out;
518 texel_out[1] = g_out;
519 texel_out[2] = l_in << 1 | l_in >> 5;
520 texel_out[3] = 0;
522 texel_out += 4;
523 texel_in++;
529 static void convert_r5g5_snorm_l6_unorm_nv(const BYTE *src, BYTE *dst, UINT src_row_pitch, UINT src_slice_pitch,
530 UINT dst_row_pitch, UINT dst_slice_pitch, UINT width, UINT height, UINT depth)
532 unsigned int x, y, z;
533 unsigned char *texel_out, ds_out, dt_out, r_in, g_in, l_in;
534 const unsigned short *texel_in;
536 /* This makes the gl surface bigger(24 bit instead of 16), but it works with
537 * fixed function and shaders without further conversion once the surface is
538 * loaded.
540 * The difference between this function and convert_r5g5_snorm_l6_unorm_ext
541 * is that convert_r5g5_snorm_l6_unorm_ext creates a 32 bit XRGB texture and
542 * this function creates a 24 bit DSDT_MAG texture. Trying to load a DSDT_MAG
543 * internal with a 32 bit DSDT_MAG_INTENSITY or DSDT_MAG_VIB format fails. */
544 for (z = 0; z < depth; z++)
546 for (y = 0; y < height; y++)
548 texel_in = (const unsigned short *)(src + z * src_slice_pitch + y * src_row_pitch);
549 texel_out = dst + z * dst_slice_pitch + y * dst_row_pitch;
550 for (x = 0; x < width; x++ )
552 l_in = (*texel_in & 0xfc00u) >> 10;
553 g_in = (*texel_in & 0x03e0u) >> 5;
554 r_in = *texel_in & 0x001fu;
556 ds_out = r_in << 3;
557 if (!(r_in & 0x10)) /* r > 0 */
558 ds_out |= r_in >> 1;
560 dt_out = g_in << 3;
561 if (!(g_in & 0x10)) /* g > 0 */
562 dt_out |= g_in >> 1;
564 texel_out[0] = ds_out;
565 texel_out[1] = dt_out;
566 texel_out[2] = l_in << 1 | l_in >> 5;
568 texel_out += 3;
569 texel_in++;
575 static void convert_r8g8_snorm(const BYTE *src, BYTE *dst, UINT src_row_pitch, UINT src_slice_pitch,
576 UINT dst_row_pitch, UINT dst_slice_pitch, UINT width, UINT height, UINT depth)
578 unsigned int x, y, z;
579 const short *Source;
580 unsigned char *Dest;
582 for (z = 0; z < depth; z++)
584 for (y = 0; y < height; y++)
586 Source = (const short *)(src + z * src_slice_pitch + y * src_row_pitch);
587 Dest = dst + z * dst_slice_pitch + y * dst_row_pitch;
588 for (x = 0; x < width; x++ )
590 const short color = (*Source++);
591 /* B */ Dest[0] = 0xff;
592 /* G */ Dest[1] = (color >> 8) + 128; /* V */
593 /* R */ Dest[2] = (color & 0xff) + 128; /* U */
594 Dest += 3;
600 static void convert_r8g8_snorm_l8x8_unorm(const BYTE *src, BYTE *dst, UINT src_row_pitch, UINT src_slice_pitch,
601 UINT dst_row_pitch, UINT dst_slice_pitch, UINT width, UINT height, UINT depth)
603 unsigned int x, y, z;
604 const DWORD *Source;
605 unsigned char *Dest;
607 /* Doesn't work correctly with the fixed function pipeline, but can work in
608 * shaders if the shader is adjusted. (There's no use for this format in gl's
609 * standard fixed function pipeline anyway).
611 for (z = 0; z < depth; z++)
613 for (y = 0; y < height; y++)
615 Source = (const DWORD *)(src + z * src_slice_pitch + y * src_row_pitch);
616 Dest = dst + z * dst_slice_pitch + y * dst_row_pitch;
617 for (x = 0; x < width; x++ )
619 LONG color = (*Source++);
620 /* B */ Dest[0] = ((color >> 16) & 0xff); /* L */
621 /* G */ Dest[1] = ((color >> 8 ) & 0xff) + 128; /* V */
622 /* R */ Dest[2] = (color & 0xff) + 128; /* U */
623 Dest += 4;
629 static void convert_r8g8_snorm_l8x8_unorm_nv(const BYTE *src, BYTE *dst, UINT src_row_pitch, UINT src_slice_pitch,
630 UINT dst_row_pitch, UINT dst_slice_pitch, UINT width, UINT height, UINT depth)
632 unsigned int x, y, z;
633 const DWORD *Source;
634 unsigned char *Dest;
636 /* This implementation works with the fixed function pipeline and shaders
637 * without further modification after converting the surface.
639 for (z = 0; z < depth; z++)
641 for (y = 0; y < height; y++)
643 Source = (const DWORD *)(src + z * src_slice_pitch + y * src_row_pitch);
644 Dest = dst + z * dst_slice_pitch + y * dst_row_pitch;
645 for (x = 0; x < width; x++ )
647 LONG color = (*Source++);
648 /* L */ Dest[2] = ((color >> 16) & 0xff); /* L */
649 /* V */ Dest[1] = ((color >> 8 ) & 0xff); /* V */
650 /* U */ Dest[0] = (color & 0xff); /* U */
651 /* I */ Dest[3] = 255; /* X */
652 Dest += 4;
658 static void convert_r8g8b8a8_snorm(const BYTE *src, BYTE *dst, UINT src_row_pitch, UINT src_slice_pitch,
659 UINT dst_row_pitch, UINT dst_slice_pitch, UINT width, UINT height, UINT depth)
661 unsigned int x, y, z;
662 const DWORD *Source;
663 unsigned char *Dest;
665 for (z = 0; z < depth; z++)
667 for (y = 0; y < height; y++)
669 Source = (const DWORD *)(src + z * src_slice_pitch + y * src_row_pitch);
670 Dest = dst + z * dst_slice_pitch + y * dst_row_pitch;
671 for (x = 0; x < width; x++ )
673 LONG color = (*Source++);
674 /* B */ Dest[0] = ((color >> 16) & 0xff) + 128; /* W */
675 /* G */ Dest[1] = ((color >> 8 ) & 0xff) + 128; /* V */
676 /* R */ Dest[2] = (color & 0xff) + 128; /* U */
677 /* A */ Dest[3] = ((color >> 24) & 0xff) + 128; /* Q */
678 Dest += 4;
684 static void convert_r16g16_snorm(const BYTE *src, BYTE *dst, UINT src_row_pitch, UINT src_slice_pitch,
685 UINT dst_row_pitch, UINT dst_slice_pitch, UINT width, UINT height, UINT depth)
687 unsigned int x, y, z;
688 const DWORD *Source;
689 unsigned short *Dest;
691 for (z = 0; z < depth; z++)
693 for (y = 0; y < height; y++)
695 Source = (const DWORD *)(src + z * src_slice_pitch + y * src_row_pitch);
696 Dest = (unsigned short *) (dst + z * dst_slice_pitch + y * dst_row_pitch);
697 for (x = 0; x < width; x++ )
699 const DWORD color = (*Source++);
700 /* B */ Dest[0] = 0xffff;
701 /* G */ Dest[1] = (color >> 16) + 32768; /* V */
702 /* R */ Dest[2] = (color & 0xffff) + 32768; /* U */
703 Dest += 3;
709 static void convert_r16g16(const BYTE *src, BYTE *dst, UINT src_row_pitch, UINT src_slice_pitch,
710 UINT dst_row_pitch, UINT dst_slice_pitch, UINT width, UINT height, UINT depth)
712 unsigned int x, y, z;
713 const WORD *Source;
714 WORD *Dest;
716 for (z = 0; z < depth; z++)
718 for (y = 0; y < height; y++)
720 Source = (const WORD *)(src + z * src_slice_pitch + y * src_row_pitch);
721 Dest = (WORD *) (dst + z * dst_slice_pitch + y * dst_row_pitch);
722 for (x = 0; x < width; x++ )
724 WORD green = (*Source++);
725 WORD red = (*Source++);
726 Dest[0] = green;
727 Dest[1] = red;
728 /* Strictly speaking not correct for R16G16F, but it doesn't matter because the
729 * shader overwrites it anyway */
730 Dest[2] = 0xffff;
731 Dest += 3;
737 static void convert_r32g32_float(const BYTE *src, BYTE *dst, UINT src_row_pitch, UINT src_slice_pitch,
738 UINT dst_row_pitch, UINT dst_slice_pitch, UINT width, UINT height, UINT depth)
740 unsigned int x, y, z;
741 const float *Source;
742 float *Dest;
744 for (z = 0; z < depth; z++)
746 for (y = 0; y < height; y++)
748 Source = (const float *)(src + z * src_slice_pitch + y * src_row_pitch);
749 Dest = (float *) (dst + z * dst_slice_pitch + y * dst_row_pitch);
750 for (x = 0; x < width; x++ )
752 float green = (*Source++);
753 float red = (*Source++);
754 Dest[0] = green;
755 Dest[1] = red;
756 Dest[2] = 1.0f;
757 Dest += 3;
763 static void convert_s1_uint_d15_unorm(const BYTE *src, BYTE *dst, UINT src_row_pitch, UINT src_slice_pitch,
764 UINT dst_row_pitch, UINT dst_slice_pitch, UINT width, UINT height, UINT depth)
766 unsigned int x, y, z;
768 for (z = 0; z < depth; z++)
770 for (y = 0; y < height; ++y)
772 const WORD *source = (const WORD *)(src + z * src_slice_pitch + y * src_row_pitch);
773 DWORD *dest = (DWORD *)(dst + z * dst_slice_pitch + y * dst_row_pitch);
775 for (x = 0; x < width; ++x)
777 /* The depth data is normalized, so needs to be scaled,
778 * the stencil data isn't. Scale depth data by
779 * (2^24-1)/(2^15-1) ~~ (2^9 + 2^-6). */
780 WORD d15 = source[x] >> 1;
781 DWORD d24 = (d15 << 9) + (d15 >> 6);
782 dest[x] = (d24 << 8) | (source[x] & 0x1);
788 static void convert_s4x4_uint_d24_unorm(const BYTE *src, BYTE *dst, UINT src_row_pitch, UINT src_slice_pitch,
789 UINT dst_row_pitch, UINT dst_slice_pitch, UINT width, UINT height, UINT depth)
791 unsigned int x, y, z;
793 for (z = 0; z < depth; z++)
795 for (y = 0; y < height; ++y)
797 const DWORD *source = (const DWORD *)(src + z * src_slice_pitch + y * src_row_pitch);
798 DWORD *dest = (DWORD *)(dst + z * dst_slice_pitch + y * dst_row_pitch);
800 for (x = 0; x < width; ++x)
802 /* Just need to clear out the X4 part. */
803 dest[x] = source[x] & ~0xf0;
809 static void convert_s8_uint_d24_float(const BYTE *src, BYTE *dst, UINT src_row_pitch, UINT src_slice_pitch,
810 UINT dst_row_pitch, UINT dst_slice_pitch, UINT width, UINT height, UINT depth)
812 unsigned int x, y, z;
814 for (z = 0; z < depth; z++)
816 for (y = 0; y < height; ++y)
818 const DWORD *source = (const DWORD *)(src + z * src_slice_pitch + y * src_row_pitch);
819 float *dest_f = (float *)(dst + z * dst_slice_pitch + y * dst_row_pitch);
820 DWORD *dest_s = (DWORD *)dest_f;
822 for (x = 0; x < width; ++x)
824 dest_f[x * 2] = float_24_to_32((source[x] & 0xffffff00u) >> 8);
825 dest_s[x * 2 + 1] = source[x] & 0xff;
831 static BOOL color_in_range(const struct wined3d_color_key *color_key, DWORD color)
833 /* FIXME: Is this really how color keys are supposed to work? I think it
834 * makes more sense to compare the individual channels. */
835 return color >= color_key->color_space_low_value
836 && color <= color_key->color_space_high_value;
839 static void convert_p8_uint_b8g8r8a8_unorm(const BYTE *src, unsigned int src_pitch,
840 BYTE *dst, unsigned int dst_pitch, unsigned int width, unsigned int height,
841 const struct wined3d_palette *palette, const struct wined3d_color_key *color_key)
843 const BYTE *src_row;
844 unsigned int x, y;
845 DWORD *dst_row;
847 if (!palette)
849 /* FIXME: This should probably use the system palette. */
850 FIXME("P8 surface loaded without a palette.\n");
852 for (y = 0; y < height; ++y)
854 memset(&dst[dst_pitch * y], 0, width * 4);
857 return;
860 for (y = 0; y < height; ++y)
862 src_row = &src[src_pitch * y];
863 dst_row = (DWORD *)&dst[dst_pitch * y];
864 for (x = 0; x < width; ++x)
866 BYTE src_color = src_row[x];
867 dst_row[x] = 0xff000000
868 | (palette->colors[src_color].rgbRed << 16)
869 | (palette->colors[src_color].rgbGreen << 8)
870 | palette->colors[src_color].rgbBlue;
875 static void convert_b5g6r5_unorm_b5g5r5a1_unorm_color_key(const BYTE *src, unsigned int src_pitch,
876 BYTE *dst, unsigned int dst_pitch, unsigned int width, unsigned int height,
877 const struct wined3d_palette *palette, const struct wined3d_color_key *color_key)
879 const WORD *src_row;
880 unsigned int x, y;
881 WORD *dst_row;
883 for (y = 0; y < height; ++y)
885 src_row = (WORD *)&src[src_pitch * y];
886 dst_row = (WORD *)&dst[dst_pitch * y];
887 for (x = 0; x < width; ++x)
889 WORD src_color = src_row[x];
890 if (!color_in_range(color_key, src_color))
891 dst_row[x] = 0x8000u | ((src_color & 0xffc0u) >> 1) | (src_color & 0x1fu);
892 else
893 dst_row[x] = ((src_color & 0xffc0u) >> 1) | (src_color & 0x1fu);
898 static void convert_b5g5r5x1_unorm_b5g5r5a1_unorm_color_key(const BYTE *src, unsigned int src_pitch,
899 BYTE *dst, unsigned int dst_pitch, unsigned int width, unsigned int height,
900 const struct wined3d_palette *palette, const struct wined3d_color_key *color_key)
902 const WORD *src_row;
903 unsigned int x, y;
904 WORD *dst_row;
906 for (y = 0; y < height; ++y)
908 src_row = (WORD *)&src[src_pitch * y];
909 dst_row = (WORD *)&dst[dst_pitch * y];
910 for (x = 0; x < width; ++x)
912 WORD src_color = src_row[x];
913 if (color_in_range(color_key, src_color))
914 dst_row[x] = src_color & ~0x8000;
915 else
916 dst_row[x] = src_color | 0x8000;
921 static void convert_b8g8r8_unorm_b8g8r8a8_unorm_color_key(const BYTE *src, unsigned int src_pitch,
922 BYTE *dst, unsigned int dst_pitch, unsigned int width, unsigned int height,
923 const struct wined3d_palette *palette, const struct wined3d_color_key *color_key)
925 const BYTE *src_row;
926 unsigned int x, y;
927 DWORD *dst_row;
929 for (y = 0; y < height; ++y)
931 src_row = &src[src_pitch * y];
932 dst_row = (DWORD *)&dst[dst_pitch * y];
933 for (x = 0; x < width; ++x)
935 DWORD src_color = (src_row[x * 3 + 2] << 16) | (src_row[x * 3 + 1] << 8) | src_row[x * 3];
936 if (!color_in_range(color_key, src_color))
937 dst_row[x] = src_color | 0xff000000;
942 static void convert_b8g8r8x8_unorm_b8g8r8a8_unorm_color_key(const BYTE *src, unsigned int src_pitch,
943 BYTE *dst, unsigned int dst_pitch, unsigned int width, unsigned int height,
944 const struct wined3d_palette *palette, const struct wined3d_color_key *color_key)
946 const DWORD *src_row;
947 unsigned int x, y;
948 DWORD *dst_row;
950 for (y = 0; y < height; ++y)
952 src_row = (DWORD *)&src[src_pitch * y];
953 dst_row = (DWORD *)&dst[dst_pitch * y];
954 for (x = 0; x < width; ++x)
956 DWORD src_color = src_row[x];
957 if (color_in_range(color_key, src_color))
958 dst_row[x] = src_color & ~0xff000000;
959 else
960 dst_row[x] = src_color | 0xff000000;
965 static void convert_b8g8r8a8_unorm_b8g8r8a8_unorm_color_key(const BYTE *src, unsigned int src_pitch,
966 BYTE *dst, unsigned int dst_pitch, unsigned int width, unsigned int height,
967 const struct wined3d_palette *palette, const struct wined3d_color_key *color_key)
969 const DWORD *src_row;
970 unsigned int x, y;
971 DWORD *dst_row;
973 for (y = 0; y < height; ++y)
975 src_row = (DWORD *)&src[src_pitch * y];
976 dst_row = (DWORD *)&dst[dst_pitch * y];
977 for (x = 0; x < width; ++x)
979 DWORD src_color = src_row[x];
980 if (color_in_range(color_key, src_color))
981 src_color &= ~0xff000000;
982 dst_row[x] = src_color;
987 const struct wined3d_color_key_conversion * wined3d_format_get_color_key_conversion(
988 const struct wined3d_texture *texture, BOOL need_alpha_ck)
990 const struct wined3d_format *format = texture->resource.format;
991 unsigned int i;
993 static const struct
995 enum wined3d_format_id src_format;
996 struct wined3d_color_key_conversion conversion;
998 color_key_info[] =
1000 {WINED3DFMT_B5G6R5_UNORM, {WINED3DFMT_B5G5R5A1_UNORM, convert_b5g6r5_unorm_b5g5r5a1_unorm_color_key }},
1001 {WINED3DFMT_B5G5R5X1_UNORM, {WINED3DFMT_B5G5R5A1_UNORM, convert_b5g5r5x1_unorm_b5g5r5a1_unorm_color_key }},
1002 {WINED3DFMT_B8G8R8_UNORM, {WINED3DFMT_B8G8R8A8_UNORM, convert_b8g8r8_unorm_b8g8r8a8_unorm_color_key }},
1003 {WINED3DFMT_B8G8R8X8_UNORM, {WINED3DFMT_B8G8R8A8_UNORM, convert_b8g8r8x8_unorm_b8g8r8a8_unorm_color_key }},
1004 {WINED3DFMT_B8G8R8A8_UNORM, {WINED3DFMT_B8G8R8A8_UNORM, convert_b8g8r8a8_unorm_b8g8r8a8_unorm_color_key }},
1006 static const struct wined3d_color_key_conversion convert_p8 =
1008 WINED3DFMT_B8G8R8A8_UNORM, convert_p8_uint_b8g8r8a8_unorm
1011 if (need_alpha_ck && (texture->async.flags & WINED3D_TEXTURE_ASYNC_COLOR_KEY))
1013 for (i = 0; i < sizeof(color_key_info) / sizeof(*color_key_info); ++i)
1015 if (color_key_info[i].src_format == format->id)
1016 return &color_key_info[i].conversion;
1019 FIXME("Color-keying not supported with format %s.\n", debug_d3dformat(format->id));
1022 /* FIXME: This should check if the blitter backend can do P8 conversion,
1023 * instead of checking for ARB_fragment_program. */
1024 if (format->id == WINED3DFMT_P8_UINT
1025 && !(texture->resource.device->adapter->gl_info.supported[ARB_FRAGMENT_PROGRAM]
1026 && texture->swapchain && texture == texture->swapchain->front_buffer))
1027 return &convert_p8;
1029 return NULL;
1032 /* The following formats explicitly don't have WINED3DFMT_FLAG_TEXTURE set:
1034 * These are never supported on native.
1035 * WINED3DFMT_B8G8R8_UNORM
1036 * WINED3DFMT_B2G3R3_UNORM
1037 * WINED3DFMT_L4A4_UNORM
1038 * WINED3DFMT_S1_UINT_D15_UNORM
1039 * WINED3DFMT_S4X4_UINT_D24_UNORM
1041 * Only some Geforce/Voodoo3/G400 cards offer 8-bit textures in case of ddraw.
1042 * Since it is not widely available, don't offer it. Further no Windows driver
1043 * offers WINED3DFMT_P8_UINT_A8_NORM, so don't offer it either.
1044 * WINED3DFMT_P8_UINT
1045 * WINED3DFMT_P8_UINT_A8_UNORM
1047 * These formats seem to be similar to the HILO formats in
1048 * GL_NV_texture_shader. NVHU is said to be GL_UNSIGNED_HILO16,
1049 * NVHS GL_SIGNED_HILO16. Rumours say that D3D computes a 3rd channel
1050 * similarly to D3DFMT_CxV8U8 (So NVHS could be called D3DFMT_CxV16U16). ATI
1051 * refused to support formats which can easily be emulated with pixel shaders,
1052 * so applications have to deal with not having NVHS and NVHU.
1053 * WINED3DFMT_NVHU
1054 * WINED3DFMT_NVHS */
1055 static const struct wined3d_format_texture_info format_texture_info[] =
1057 /* format id gl_internal gl_srgb_internal gl_rt_internal
1058 gl_format gl_type conv_byte_count
1059 flags
1060 extension convert */
1061 /* FourCC formats */
1062 /* GL_APPLE_ycbcr_422 claims that its '2YUV' format, which is supported via the UNSIGNED_SHORT_8_8_REV_APPLE type
1063 * is equivalent to 'UYVY' format on Windows, and the 'YUVS' via UNSIGNED_SHORT_8_8_APPLE equates to 'YUY2'. The
1064 * d3d9 test however shows that the opposite is true. Since the extension is from 2002, it predates the x86 based
1065 * Macs, so probably the endianness differs. This could be tested as soon as we have a Windows and MacOS on a big
1066 * endian machine
1068 {WINED3DFMT_UYVY, GL_RG8, GL_RG8, 0,
1069 GL_RG, GL_UNSIGNED_BYTE, 0,
1070 WINED3DFMT_FLAG_FILTERING,
1071 ARB_TEXTURE_RG, NULL},
1072 {WINED3DFMT_UYVY, GL_LUMINANCE8_ALPHA8, GL_LUMINANCE8_ALPHA8, 0,
1073 GL_LUMINANCE_ALPHA, GL_UNSIGNED_BYTE, 0,
1074 WINED3DFMT_FLAG_FILTERING,
1075 WINED3D_GL_LEGACY_CONTEXT, NULL},
1076 {WINED3DFMT_UYVY, GL_RGB, GL_RGB, 0,
1077 GL_YCBCR_422_APPLE, GL_UNSIGNED_SHORT_8_8_APPLE, 0,
1078 WINED3DFMT_FLAG_TEXTURE | WINED3DFMT_FLAG_FILTERING,
1079 APPLE_YCBCR_422, NULL},
1080 {WINED3DFMT_YUY2, GL_RG8, GL_RG8, 0,
1081 GL_RG, GL_UNSIGNED_BYTE, 0,
1082 WINED3DFMT_FLAG_FILTERING,
1083 ARB_TEXTURE_RG, NULL},
1084 {WINED3DFMT_YUY2, GL_LUMINANCE8_ALPHA8, GL_LUMINANCE8_ALPHA8, 0,
1085 GL_LUMINANCE_ALPHA, GL_UNSIGNED_BYTE, 0,
1086 WINED3DFMT_FLAG_FILTERING,
1087 WINED3D_GL_LEGACY_CONTEXT, NULL},
1088 {WINED3DFMT_YUY2, GL_RGB, GL_RGB, 0,
1089 GL_YCBCR_422_APPLE, GL_UNSIGNED_SHORT_8_8_REV_APPLE, 0,
1090 WINED3DFMT_FLAG_TEXTURE | WINED3DFMT_FLAG_FILTERING,
1091 APPLE_YCBCR_422, NULL},
1092 {WINED3DFMT_YV12, GL_R8, GL_R8, 0,
1093 GL_RED, GL_UNSIGNED_BYTE, 0,
1094 WINED3DFMT_FLAG_FILTERING,
1095 ARB_TEXTURE_RG, NULL},
1096 {WINED3DFMT_YV12, GL_ALPHA8, GL_ALPHA8, 0,
1097 GL_ALPHA, GL_UNSIGNED_BYTE, 0,
1098 WINED3DFMT_FLAG_FILTERING,
1099 WINED3D_GL_LEGACY_CONTEXT, NULL},
1100 {WINED3DFMT_NV12, GL_R8, GL_R8, 0,
1101 GL_RED, GL_UNSIGNED_BYTE, 0,
1102 WINED3DFMT_FLAG_FILTERING,
1103 ARB_TEXTURE_RG, NULL},
1104 {WINED3DFMT_NV12, GL_ALPHA8, GL_ALPHA8, 0,
1105 GL_ALPHA, GL_UNSIGNED_BYTE, 0,
1106 WINED3DFMT_FLAG_FILTERING,
1107 WINED3D_GL_LEGACY_CONTEXT, NULL},
1108 {WINED3DFMT_DXT1, GL_COMPRESSED_RGBA_S3TC_DXT1_EXT, GL_COMPRESSED_SRGB_ALPHA_S3TC_DXT1_EXT, 0,
1109 GL_RGBA, GL_UNSIGNED_BYTE, 0,
1110 WINED3DFMT_FLAG_TEXTURE | WINED3DFMT_FLAG_POSTPIXELSHADER_BLENDING | WINED3DFMT_FLAG_FILTERING
1111 | WINED3DFMT_FLAG_SRGB_READ | WINED3DFMT_FLAG_COMPRESSED,
1112 EXT_TEXTURE_COMPRESSION_S3TC, NULL},
1113 {WINED3DFMT_DXT2, GL_COMPRESSED_RGBA_S3TC_DXT3_EXT, GL_COMPRESSED_SRGB_ALPHA_S3TC_DXT3_EXT, 0,
1114 GL_RGBA, GL_UNSIGNED_BYTE, 0,
1115 WINED3DFMT_FLAG_TEXTURE | WINED3DFMT_FLAG_POSTPIXELSHADER_BLENDING | WINED3DFMT_FLAG_FILTERING
1116 | WINED3DFMT_FLAG_SRGB_READ | WINED3DFMT_FLAG_COMPRESSED,
1117 EXT_TEXTURE_COMPRESSION_S3TC, NULL},
1118 {WINED3DFMT_DXT3, GL_COMPRESSED_RGBA_S3TC_DXT3_EXT, GL_COMPRESSED_SRGB_ALPHA_S3TC_DXT3_EXT, 0,
1119 GL_RGBA, GL_UNSIGNED_BYTE, 0,
1120 WINED3DFMT_FLAG_TEXTURE | WINED3DFMT_FLAG_POSTPIXELSHADER_BLENDING | WINED3DFMT_FLAG_FILTERING
1121 | WINED3DFMT_FLAG_SRGB_READ | WINED3DFMT_FLAG_COMPRESSED,
1122 EXT_TEXTURE_COMPRESSION_S3TC, NULL},
1123 {WINED3DFMT_DXT4, GL_COMPRESSED_RGBA_S3TC_DXT5_EXT, GL_COMPRESSED_SRGB_ALPHA_S3TC_DXT5_EXT, 0,
1124 GL_RGBA, GL_UNSIGNED_BYTE, 0,
1125 WINED3DFMT_FLAG_TEXTURE | WINED3DFMT_FLAG_POSTPIXELSHADER_BLENDING | WINED3DFMT_FLAG_FILTERING
1126 | WINED3DFMT_FLAG_SRGB_READ | WINED3DFMT_FLAG_COMPRESSED,
1127 EXT_TEXTURE_COMPRESSION_S3TC, NULL},
1128 {WINED3DFMT_DXT5, GL_COMPRESSED_RGBA_S3TC_DXT5_EXT, GL_COMPRESSED_SRGB_ALPHA_S3TC_DXT5_EXT, 0,
1129 GL_RGBA, GL_UNSIGNED_BYTE, 0,
1130 WINED3DFMT_FLAG_TEXTURE | WINED3DFMT_FLAG_POSTPIXELSHADER_BLENDING | WINED3DFMT_FLAG_FILTERING
1131 | WINED3DFMT_FLAG_SRGB_READ | WINED3DFMT_FLAG_COMPRESSED,
1132 EXT_TEXTURE_COMPRESSION_S3TC, NULL},
1133 {WINED3DFMT_BC1_UNORM, GL_COMPRESSED_RGBA_S3TC_DXT1_EXT, GL_COMPRESSED_SRGB_ALPHA_S3TC_DXT1_EXT, 0,
1134 GL_RGBA, GL_UNSIGNED_BYTE, 0,
1135 WINED3DFMT_FLAG_TEXTURE | WINED3DFMT_FLAG_POSTPIXELSHADER_BLENDING | WINED3DFMT_FLAG_FILTERING
1136 | WINED3DFMT_FLAG_COMPRESSED,
1137 EXT_TEXTURE_COMPRESSION_S3TC, NULL},
1138 {WINED3DFMT_BC2_UNORM, GL_COMPRESSED_RGBA_S3TC_DXT3_EXT, GL_COMPRESSED_SRGB_ALPHA_S3TC_DXT3_EXT, 0,
1139 GL_RGBA, GL_UNSIGNED_BYTE, 0,
1140 WINED3DFMT_FLAG_TEXTURE | WINED3DFMT_FLAG_POSTPIXELSHADER_BLENDING | WINED3DFMT_FLAG_FILTERING
1141 | WINED3DFMT_FLAG_COMPRESSED,
1142 EXT_TEXTURE_COMPRESSION_S3TC, NULL},
1143 {WINED3DFMT_BC3_UNORM, GL_COMPRESSED_RGBA_S3TC_DXT5_EXT, GL_COMPRESSED_SRGB_ALPHA_S3TC_DXT5_EXT, 0,
1144 GL_RGBA, GL_UNSIGNED_BYTE, 0,
1145 WINED3DFMT_FLAG_TEXTURE | WINED3DFMT_FLAG_POSTPIXELSHADER_BLENDING | WINED3DFMT_FLAG_FILTERING
1146 | WINED3DFMT_FLAG_COMPRESSED,
1147 EXT_TEXTURE_COMPRESSION_S3TC, NULL},
1148 {WINED3DFMT_BC4_UNORM, GL_COMPRESSED_RED_RGTC1, GL_COMPRESSED_RED_RGTC1, 0,
1149 GL_RED, GL_UNSIGNED_BYTE, 0,
1150 WINED3DFMT_FLAG_TEXTURE | WINED3DFMT_FLAG_POSTPIXELSHADER_BLENDING | WINED3DFMT_FLAG_FILTERING
1151 | WINED3DFMT_FLAG_COMPRESSED,
1152 ARB_TEXTURE_COMPRESSION_RGTC, NULL},
1153 {WINED3DFMT_BC5_UNORM, GL_COMPRESSED_RG_RGTC2, GL_COMPRESSED_RG_RGTC2, 0,
1154 GL_RG, GL_UNSIGNED_BYTE, 0,
1155 WINED3DFMT_FLAG_TEXTURE | WINED3DFMT_FLAG_POSTPIXELSHADER_BLENDING | WINED3DFMT_FLAG_FILTERING
1156 | WINED3DFMT_FLAG_COMPRESSED,
1157 ARB_TEXTURE_COMPRESSION_RGTC, NULL},
1158 {WINED3DFMT_BC5_SNORM, GL_COMPRESSED_SIGNED_RG_RGTC2, GL_COMPRESSED_SIGNED_RG_RGTC2, 0,
1159 GL_RG, GL_UNSIGNED_BYTE, 0,
1160 WINED3DFMT_FLAG_TEXTURE | WINED3DFMT_FLAG_POSTPIXELSHADER_BLENDING | WINED3DFMT_FLAG_FILTERING
1161 | WINED3DFMT_FLAG_COMPRESSED,
1162 ARB_TEXTURE_COMPRESSION_RGTC, NULL},
1163 {WINED3DFMT_BC6H_UF16, GL_COMPRESSED_RGB_BPTC_UNSIGNED_FLOAT_ARB, GL_COMPRESSED_RGB_BPTC_UNSIGNED_FLOAT_ARB, 0,
1164 GL_RGB, GL_UNSIGNED_BYTE, 0,
1165 WINED3DFMT_FLAG_TEXTURE | WINED3DFMT_FLAG_POSTPIXELSHADER_BLENDING | WINED3DFMT_FLAG_FILTERING
1166 | WINED3DFMT_FLAG_COMPRESSED,
1167 ARB_TEXTURE_COMPRESSION_BPTC, NULL},
1168 {WINED3DFMT_BC6H_SF16, GL_COMPRESSED_RGB_BPTC_SIGNED_FLOAT_ARB, GL_COMPRESSED_RGB_BPTC_SIGNED_FLOAT_ARB, 0,
1169 GL_RGB, GL_UNSIGNED_BYTE, 0,
1170 WINED3DFMT_FLAG_TEXTURE | WINED3DFMT_FLAG_POSTPIXELSHADER_BLENDING | WINED3DFMT_FLAG_FILTERING
1171 | WINED3DFMT_FLAG_COMPRESSED,
1172 ARB_TEXTURE_COMPRESSION_BPTC, NULL},
1173 {WINED3DFMT_BC7_UNORM, GL_COMPRESSED_RGBA_BPTC_UNORM_ARB, GL_COMPRESSED_SRGB_ALPHA_BPTC_UNORM_ARB, 0,
1174 GL_RGBA, GL_UNSIGNED_BYTE, 0,
1175 WINED3DFMT_FLAG_TEXTURE | WINED3DFMT_FLAG_POSTPIXELSHADER_BLENDING | WINED3DFMT_FLAG_FILTERING
1176 | WINED3DFMT_FLAG_COMPRESSED,
1177 ARB_TEXTURE_COMPRESSION_BPTC, NULL},
1178 /* IEEE formats */
1179 {WINED3DFMT_R32_FLOAT, GL_RGB32F_ARB, GL_RGB32F_ARB, 0,
1180 GL_RED, GL_FLOAT, 0,
1181 WINED3DFMT_FLAG_TEXTURE | WINED3DFMT_FLAG_RENDERTARGET | WINED3DFMT_FLAG_VTF,
1182 ARB_TEXTURE_FLOAT, NULL},
1183 {WINED3DFMT_R32_FLOAT, GL_R32F, GL_R32F, 0,
1184 GL_RED, GL_FLOAT, 0,
1185 WINED3DFMT_FLAG_TEXTURE | WINED3DFMT_FLAG_RENDERTARGET | WINED3DFMT_FLAG_VTF,
1186 ARB_TEXTURE_RG, NULL},
1187 {WINED3DFMT_R32G32_FLOAT, GL_RGB32F_ARB, GL_RGB32F_ARB, 0,
1188 GL_RGB, GL_FLOAT, 12,
1189 WINED3DFMT_FLAG_TEXTURE | WINED3DFMT_FLAG_RENDERTARGET | WINED3DFMT_FLAG_VTF,
1190 ARB_TEXTURE_FLOAT, convert_r32g32_float},
1191 {WINED3DFMT_R32G32_FLOAT, GL_RG32F, GL_RG32F, 0,
1192 GL_RG, GL_FLOAT, 0,
1193 WINED3DFMT_FLAG_TEXTURE | WINED3DFMT_FLAG_RENDERTARGET | WINED3DFMT_FLAG_VTF,
1194 ARB_TEXTURE_RG, NULL},
1195 {WINED3DFMT_R32G32B32_FLOAT, GL_RGB32F, GL_RGB32F, 0,
1196 GL_RGB, GL_FLOAT, 0,
1197 WINED3DFMT_FLAG_TEXTURE | WINED3DFMT_FLAG_RENDERTARGET,
1198 ARB_TEXTURE_FLOAT, NULL},
1199 {WINED3DFMT_R32G32B32A32_FLOAT, GL_RGBA32F_ARB, GL_RGBA32F_ARB, 0,
1200 GL_RGBA, GL_FLOAT, 0,
1201 WINED3DFMT_FLAG_TEXTURE | WINED3DFMT_FLAG_RENDERTARGET | WINED3DFMT_FLAG_VTF,
1202 ARB_TEXTURE_FLOAT, NULL},
1203 /* Float */
1204 {WINED3DFMT_R16_FLOAT, GL_RGB16F_ARB, GL_RGB16F_ARB, 0,
1205 GL_RED, GL_HALF_FLOAT_ARB, 0,
1206 WINED3DFMT_FLAG_TEXTURE | WINED3DFMT_FLAG_RENDERTARGET | WINED3DFMT_FLAG_VTF,
1207 ARB_TEXTURE_FLOAT, NULL},
1208 {WINED3DFMT_R16_FLOAT, GL_R16F, GL_R16F, 0,
1209 GL_RED, GL_HALF_FLOAT_ARB, 0,
1210 WINED3DFMT_FLAG_TEXTURE | WINED3DFMT_FLAG_RENDERTARGET | WINED3DFMT_FLAG_VTF,
1211 ARB_TEXTURE_RG, NULL},
1212 {WINED3DFMT_R16G16_FLOAT, GL_RGB16F_ARB, GL_RGB16F_ARB, 0,
1213 GL_RGB, GL_HALF_FLOAT_ARB, 6,
1214 WINED3DFMT_FLAG_TEXTURE | WINED3DFMT_FLAG_RENDERTARGET | WINED3DFMT_FLAG_VTF,
1215 ARB_TEXTURE_FLOAT, convert_r16g16},
1216 {WINED3DFMT_R16G16_FLOAT, GL_RG16F, GL_RG16F, 0,
1217 GL_RG, GL_HALF_FLOAT_ARB, 0,
1218 WINED3DFMT_FLAG_TEXTURE | WINED3DFMT_FLAG_RENDERTARGET | WINED3DFMT_FLAG_VTF,
1219 ARB_TEXTURE_RG, NULL},
1220 {WINED3DFMT_R16G16B16A16_FLOAT, GL_RGBA16F_ARB, GL_RGBA16F_ARB, 0,
1221 GL_RGBA, GL_HALF_FLOAT_ARB, 0,
1222 WINED3DFMT_FLAG_TEXTURE | WINED3DFMT_FLAG_POSTPIXELSHADER_BLENDING | WINED3DFMT_FLAG_RENDERTARGET
1223 | WINED3DFMT_FLAG_VTF,
1224 ARB_TEXTURE_FLOAT, NULL},
1225 {WINED3DFMT_R11G11B10_FLOAT, GL_R11F_G11F_B10F, GL_R11F_G11F_B10F, 0,
1226 GL_RGB, GL_UNSIGNED_INT_10F_11F_11F_REV, 0,
1227 WINED3DFMT_FLAG_TEXTURE | WINED3DFMT_FLAG_POSTPIXELSHADER_BLENDING | WINED3DFMT_FLAG_RENDERTARGET,
1228 EXT_PACKED_FLOAT},
1229 /* Palettized formats */
1230 {WINED3DFMT_P8_UINT, GL_R8, GL_R8, 0,
1231 GL_RED, GL_UNSIGNED_BYTE, 0,
1233 ARB_TEXTURE_RG, NULL},
1234 {WINED3DFMT_P8_UINT, GL_ALPHA8, GL_ALPHA8, 0,
1235 GL_ALPHA, GL_UNSIGNED_BYTE, 0,
1237 WINED3D_GL_LEGACY_CONTEXT, NULL},
1238 /* Standard ARGB formats */
1239 {WINED3DFMT_B8G8R8_UNORM, GL_RGB8, GL_RGB8, 0,
1240 GL_BGR, GL_UNSIGNED_BYTE, 0,
1241 WINED3DFMT_FLAG_POSTPIXELSHADER_BLENDING | WINED3DFMT_FLAG_FILTERING | WINED3DFMT_FLAG_RENDERTARGET,
1242 WINED3D_GL_EXT_NONE, NULL},
1243 {WINED3DFMT_B8G8R8A8_UNORM, GL_RGBA8, GL_SRGB8_ALPHA8_EXT, 0,
1244 GL_BGRA, GL_UNSIGNED_INT_8_8_8_8_REV, 0,
1245 WINED3DFMT_FLAG_TEXTURE | WINED3DFMT_FLAG_POSTPIXELSHADER_BLENDING | WINED3DFMT_FLAG_FILTERING
1246 | WINED3DFMT_FLAG_RENDERTARGET | WINED3DFMT_FLAG_SRGB_READ | WINED3DFMT_FLAG_SRGB_WRITE
1247 | WINED3DFMT_FLAG_VTF,
1248 WINED3D_GL_EXT_NONE, NULL},
1249 {WINED3DFMT_B8G8R8X8_UNORM, GL_RGB8, GL_SRGB8_EXT, 0,
1250 GL_BGRA, GL_UNSIGNED_INT_8_8_8_8_REV, 0,
1251 WINED3DFMT_FLAG_TEXTURE | WINED3DFMT_FLAG_POSTPIXELSHADER_BLENDING | WINED3DFMT_FLAG_FILTERING
1252 | WINED3DFMT_FLAG_RENDERTARGET | WINED3DFMT_FLAG_SRGB_READ | WINED3DFMT_FLAG_SRGB_WRITE,
1253 WINED3D_GL_EXT_NONE, NULL},
1254 {WINED3DFMT_B5G6R5_UNORM, GL_RGB5, GL_RGB5, GL_RGB8,
1255 GL_RGB, GL_UNSIGNED_SHORT_5_6_5, 0,
1256 WINED3DFMT_FLAG_TEXTURE | WINED3DFMT_FLAG_POSTPIXELSHADER_BLENDING | WINED3DFMT_FLAG_FILTERING
1257 | WINED3DFMT_FLAG_RENDERTARGET,
1258 WINED3D_GL_EXT_NONE, NULL},
1259 {WINED3DFMT_B5G6R5_UNORM, GL_RGB565, GL_RGB565, GL_RGB8,
1260 GL_RGB, GL_UNSIGNED_SHORT_5_6_5, 0,
1261 WINED3DFMT_FLAG_TEXTURE | WINED3DFMT_FLAG_POSTPIXELSHADER_BLENDING | WINED3DFMT_FLAG_FILTERING
1262 | WINED3DFMT_FLAG_RENDERTARGET,
1263 ARB_ES2_COMPATIBILITY, NULL},
1264 {WINED3DFMT_B5G5R5X1_UNORM, GL_RGB5, GL_RGB5, 0,
1265 GL_BGRA, GL_UNSIGNED_SHORT_1_5_5_5_REV, 0,
1266 WINED3DFMT_FLAG_TEXTURE | WINED3DFMT_FLAG_POSTPIXELSHADER_BLENDING | WINED3DFMT_FLAG_FILTERING
1267 | WINED3DFMT_FLAG_RENDERTARGET,
1268 WINED3D_GL_EXT_NONE, NULL},
1269 {WINED3DFMT_B5G5R5A1_UNORM, GL_RGB5_A1, GL_RGB5_A1, 0,
1270 GL_BGRA, GL_UNSIGNED_SHORT_1_5_5_5_REV, 0,
1271 WINED3DFMT_FLAG_TEXTURE | WINED3DFMT_FLAG_POSTPIXELSHADER_BLENDING | WINED3DFMT_FLAG_FILTERING,
1272 WINED3D_GL_EXT_NONE, NULL},
1273 {WINED3DFMT_B4G4R4A4_UNORM, GL_RGBA4, GL_SRGB8_ALPHA8_EXT, 0,
1274 GL_BGRA, GL_UNSIGNED_SHORT_4_4_4_4_REV, 0,
1275 WINED3DFMT_FLAG_TEXTURE | WINED3DFMT_FLAG_POSTPIXELSHADER_BLENDING | WINED3DFMT_FLAG_FILTERING
1276 | WINED3DFMT_FLAG_SRGB_READ,
1277 WINED3D_GL_EXT_NONE, NULL},
1278 {WINED3DFMT_B2G3R3_UNORM, GL_R3_G3_B2, GL_R3_G3_B2, 0,
1279 GL_RGB, GL_UNSIGNED_BYTE_3_3_2, 0,
1280 WINED3DFMT_FLAG_POSTPIXELSHADER_BLENDING | WINED3DFMT_FLAG_FILTERING,
1281 WINED3D_GL_EXT_NONE, NULL},
1282 {WINED3DFMT_R8_UNORM, GL_R8, GL_R8, 0,
1283 GL_RED, GL_UNSIGNED_BYTE, 0,
1284 WINED3DFMT_FLAG_TEXTURE | WINED3DFMT_FLAG_POSTPIXELSHADER_BLENDING | WINED3DFMT_FLAG_FILTERING
1285 | WINED3DFMT_FLAG_RENDERTARGET | WINED3DFMT_FLAG_VTF,
1286 ARB_TEXTURE_RG, NULL},
1287 {WINED3DFMT_A8_UNORM, GL_R8, GL_R8, 0,
1288 GL_RED, GL_UNSIGNED_BYTE, 0,
1289 WINED3DFMT_FLAG_TEXTURE | WINED3DFMT_FLAG_POSTPIXELSHADER_BLENDING | WINED3DFMT_FLAG_FILTERING,
1290 ARB_TEXTURE_RG, NULL},
1291 {WINED3DFMT_A8_UNORM, GL_ALPHA8, GL_ALPHA8, 0,
1292 GL_ALPHA, GL_UNSIGNED_BYTE, 0,
1293 WINED3DFMT_FLAG_TEXTURE | WINED3DFMT_FLAG_POSTPIXELSHADER_BLENDING | WINED3DFMT_FLAG_FILTERING,
1294 WINED3D_GL_LEGACY_CONTEXT, NULL},
1295 {WINED3DFMT_B4G4R4X4_UNORM, GL_RGB4, GL_RGB4, 0,
1296 GL_BGRA, GL_UNSIGNED_SHORT_4_4_4_4_REV, 0,
1297 WINED3DFMT_FLAG_TEXTURE | WINED3DFMT_FLAG_POSTPIXELSHADER_BLENDING | WINED3DFMT_FLAG_FILTERING,
1298 WINED3D_GL_EXT_NONE, NULL},
1299 {WINED3DFMT_R10G10B10A2_UNORM, GL_RGB10_A2, GL_RGB10_A2, 0,
1300 GL_RGBA, GL_UNSIGNED_INT_2_10_10_10_REV, 0,
1301 WINED3DFMT_FLAG_TEXTURE | WINED3DFMT_FLAG_POSTPIXELSHADER_BLENDING | WINED3DFMT_FLAG_FILTERING
1302 | WINED3DFMT_FLAG_RENDERTARGET,
1303 WINED3D_GL_EXT_NONE, NULL},
1304 {WINED3DFMT_R8G8B8A8_UNORM, GL_RGBA8, GL_SRGB8_ALPHA8_EXT, 0,
1305 GL_RGBA, GL_UNSIGNED_INT_8_8_8_8_REV, 0,
1306 WINED3DFMT_FLAG_TEXTURE | WINED3DFMT_FLAG_POSTPIXELSHADER_BLENDING | WINED3DFMT_FLAG_FILTERING
1307 | WINED3DFMT_FLAG_RENDERTARGET | WINED3DFMT_FLAG_SRGB_READ | WINED3DFMT_FLAG_SRGB_WRITE
1308 | WINED3DFMT_FLAG_VTF,
1309 WINED3D_GL_EXT_NONE, NULL},
1310 {WINED3DFMT_R8G8B8A8_UINT, GL_RGBA8UI, GL_RGBA8UI, 0,
1311 GL_RGBA_INTEGER, GL_UNSIGNED_INT_8_8_8_8_REV, 0,
1312 WINED3DFMT_FLAG_TEXTURE | WINED3DFMT_FLAG_RENDERTARGET,
1313 ARB_TEXTURE_RGB10_A2UI, NULL},
1314 {WINED3DFMT_R8G8B8A8_SINT, GL_RGBA8I, GL_RGBA8I, 0,
1315 GL_RGBA_INTEGER, GL_BYTE, 0,
1316 WINED3DFMT_FLAG_TEXTURE | WINED3DFMT_FLAG_RENDERTARGET,
1317 EXT_TEXTURE_INTEGER, NULL},
1318 {WINED3DFMT_R8G8B8X8_UNORM, GL_RGB8, GL_RGB8, 0,
1319 GL_RGBA, GL_UNSIGNED_INT_8_8_8_8_REV, 0,
1320 WINED3DFMT_FLAG_TEXTURE | WINED3DFMT_FLAG_POSTPIXELSHADER_BLENDING | WINED3DFMT_FLAG_FILTERING,
1321 WINED3D_GL_EXT_NONE, NULL},
1322 {WINED3DFMT_R16G16_UNORM, GL_RGB16, GL_RGB16, GL_RGBA16,
1323 GL_RGB, GL_UNSIGNED_SHORT, 6,
1324 WINED3DFMT_FLAG_TEXTURE | WINED3DFMT_FLAG_POSTPIXELSHADER_BLENDING | WINED3DFMT_FLAG_FILTERING,
1325 WINED3D_GL_EXT_NONE, convert_r16g16},
1326 {WINED3DFMT_R16G16_UNORM, GL_RG16, GL_RG16, 0,
1327 GL_RG, GL_UNSIGNED_SHORT, 0,
1328 WINED3DFMT_FLAG_TEXTURE | WINED3DFMT_FLAG_POSTPIXELSHADER_BLENDING | WINED3DFMT_FLAG_FILTERING
1329 | WINED3DFMT_FLAG_RENDERTARGET,
1330 ARB_TEXTURE_RG, NULL},
1331 {WINED3DFMT_B10G10R10A2_UNORM, GL_RGB10_A2, GL_RGB10_A2, 0,
1332 GL_BGRA, GL_UNSIGNED_INT_2_10_10_10_REV, 0,
1333 WINED3DFMT_FLAG_TEXTURE | WINED3DFMT_FLAG_POSTPIXELSHADER_BLENDING | WINED3DFMT_FLAG_FILTERING
1334 | WINED3DFMT_FLAG_RENDERTARGET,
1335 WINED3D_GL_EXT_NONE, NULL},
1336 {WINED3DFMT_R16G16B16A16_UNORM, GL_RGBA16, GL_RGBA16, 0,
1337 GL_RGBA, GL_UNSIGNED_SHORT, 0,
1338 WINED3DFMT_FLAG_TEXTURE | WINED3DFMT_FLAG_POSTPIXELSHADER_BLENDING | WINED3DFMT_FLAG_FILTERING
1339 | WINED3DFMT_FLAG_RENDERTARGET,
1340 WINED3D_GL_EXT_NONE, NULL},
1341 {WINED3DFMT_R8G8_UNORM, GL_RG8, GL_RG8, 0,
1342 GL_RG, GL_UNSIGNED_BYTE, 0,
1343 WINED3DFMT_FLAG_TEXTURE | WINED3DFMT_FLAG_POSTPIXELSHADER_BLENDING | WINED3DFMT_FLAG_FILTERING
1344 | WINED3DFMT_FLAG_RENDERTARGET,
1345 ARB_TEXTURE_RG, NULL},
1346 {WINED3DFMT_R8G8_UINT, GL_RG8UI, GL_RG8UI, 0,
1347 GL_RG_INTEGER, GL_UNSIGNED_BYTE, 0,
1348 WINED3DFMT_FLAG_TEXTURE | WINED3DFMT_FLAG_RENDERTARGET,
1349 ARB_TEXTURE_RG, NULL},
1350 {WINED3DFMT_R8G8_SINT, GL_RG8I, GL_RG8I, 0,
1351 GL_RG_INTEGER, GL_BYTE, 0,
1352 WINED3DFMT_FLAG_TEXTURE | WINED3DFMT_FLAG_RENDERTARGET,
1353 ARB_TEXTURE_RG, NULL},
1354 {WINED3DFMT_R16G16B16A16_UINT, GL_RGBA16UI, GL_RGBA16UI, 0,
1355 GL_RGBA_INTEGER, GL_UNSIGNED_SHORT, 0,
1356 WINED3DFMT_FLAG_TEXTURE | WINED3DFMT_FLAG_RENDERTARGET,
1357 EXT_TEXTURE_INTEGER, NULL},
1358 {WINED3DFMT_R16G16B16A16_SINT, GL_RGBA16I, GL_RGBA16I, 0,
1359 GL_RGBA_INTEGER, GL_SHORT, 0,
1360 WINED3DFMT_FLAG_TEXTURE | WINED3DFMT_FLAG_RENDERTARGET,
1361 EXT_TEXTURE_INTEGER, NULL},
1362 {WINED3DFMT_R32G32_UINT, GL_RG32UI, GL_RG32UI, 0,
1363 GL_RG_INTEGER, GL_UNSIGNED_INT, 0,
1364 WINED3DFMT_FLAG_TEXTURE | WINED3DFMT_FLAG_RENDERTARGET,
1365 ARB_TEXTURE_RG, NULL},
1366 {WINED3DFMT_R32G32_SINT, GL_RG32I, GL_RG32I, 0,
1367 GL_RG_INTEGER, GL_INT, 0,
1368 WINED3DFMT_FLAG_TEXTURE | WINED3DFMT_FLAG_RENDERTARGET,
1369 ARB_TEXTURE_RG, NULL},
1370 {WINED3DFMT_R16G16_UINT, GL_RG16UI, GL_RG16UI, 0,
1371 GL_RG_INTEGER, GL_UNSIGNED_SHORT, 0,
1372 WINED3DFMT_FLAG_TEXTURE | WINED3DFMT_FLAG_RENDERTARGET,
1373 ARB_TEXTURE_RG, NULL},
1374 {WINED3DFMT_R16G16_SINT, GL_RG16I, GL_RG16I, 0,
1375 GL_RG_INTEGER, GL_SHORT, 0,
1376 WINED3DFMT_FLAG_TEXTURE | WINED3DFMT_FLAG_RENDERTARGET,
1377 ARB_TEXTURE_RG, NULL},
1378 {WINED3DFMT_R32_UINT, GL_R32UI, GL_R32UI, 0,
1379 GL_RED_INTEGER, GL_UNSIGNED_INT, 0,
1380 WINED3DFMT_FLAG_TEXTURE | WINED3DFMT_FLAG_RENDERTARGET,
1381 ARB_TEXTURE_RG, NULL},
1382 {WINED3DFMT_R32_SINT, GL_R32I, GL_R32I, 0,
1383 GL_RED_INTEGER, GL_INT, 0,
1384 WINED3DFMT_FLAG_TEXTURE | WINED3DFMT_FLAG_RENDERTARGET,
1385 ARB_TEXTURE_RG, NULL},
1386 {WINED3DFMT_R16_UNORM, GL_R16, GL_R16, 0,
1387 GL_RED, GL_UNSIGNED_SHORT, 0,
1388 WINED3DFMT_FLAG_TEXTURE | WINED3DFMT_FLAG_POSTPIXELSHADER_BLENDING | WINED3DFMT_FLAG_FILTERING
1389 | WINED3DFMT_FLAG_RENDERTARGET,
1390 ARB_TEXTURE_RG, NULL},
1391 {WINED3DFMT_R16_UINT, GL_R16UI, GL_R16UI, 0,
1392 GL_RED_INTEGER, GL_UNSIGNED_SHORT, 0,
1393 WINED3DFMT_FLAG_TEXTURE | WINED3DFMT_FLAG_RENDERTARGET,
1394 ARB_TEXTURE_RG, NULL},
1395 {WINED3DFMT_R16_SINT, GL_R16I, GL_R16I, 0,
1396 GL_RED_INTEGER, GL_SHORT, 0,
1397 WINED3DFMT_FLAG_TEXTURE | WINED3DFMT_FLAG_RENDERTARGET,
1398 ARB_TEXTURE_RG, NULL},
1399 {WINED3DFMT_R8_UINT, GL_R8UI, GL_R8UI, 0,
1400 GL_RED_INTEGER, GL_UNSIGNED_BYTE, 0,
1401 WINED3DFMT_FLAG_TEXTURE | WINED3DFMT_FLAG_RENDERTARGET,
1402 ARB_TEXTURE_RG, NULL},
1403 {WINED3DFMT_R8_SINT, GL_R8I, GL_R8I, 0,
1404 GL_RED_INTEGER, GL_BYTE, 0,
1405 WINED3DFMT_FLAG_TEXTURE | WINED3DFMT_FLAG_RENDERTARGET,
1406 ARB_TEXTURE_RG, NULL},
1407 /* Luminance */
1408 {WINED3DFMT_L8_UNORM, GL_LUMINANCE8, GL_SLUMINANCE8_EXT, 0,
1409 GL_LUMINANCE, GL_UNSIGNED_BYTE, 0,
1410 WINED3DFMT_FLAG_TEXTURE | WINED3DFMT_FLAG_POSTPIXELSHADER_BLENDING | WINED3DFMT_FLAG_FILTERING
1411 | WINED3DFMT_FLAG_SRGB_READ,
1412 WINED3D_GL_LEGACY_CONTEXT, NULL},
1413 {WINED3DFMT_L8_UNORM, GL_R8, GL_R8, 0,
1414 GL_RED, GL_UNSIGNED_BYTE, 0,
1415 WINED3DFMT_FLAG_TEXTURE | WINED3DFMT_FLAG_POSTPIXELSHADER_BLENDING | WINED3DFMT_FLAG_FILTERING
1416 | WINED3DFMT_FLAG_RENDERTARGET,
1417 ARB_TEXTURE_RG, NULL},
1418 {WINED3DFMT_L8A8_UNORM, GL_RG8, GL_RG8, 0,
1419 GL_RG, GL_UNSIGNED_BYTE, 0,
1420 WINED3DFMT_FLAG_TEXTURE | WINED3DFMT_FLAG_POSTPIXELSHADER_BLENDING | WINED3DFMT_FLAG_FILTERING,
1421 ARB_TEXTURE_RG, NULL},
1422 {WINED3DFMT_L8A8_UNORM, GL_LUMINANCE8_ALPHA8, GL_SLUMINANCE8_ALPHA8_EXT, 0,
1423 GL_LUMINANCE_ALPHA, GL_UNSIGNED_BYTE, 0,
1424 WINED3DFMT_FLAG_TEXTURE | WINED3DFMT_FLAG_POSTPIXELSHADER_BLENDING | WINED3DFMT_FLAG_FILTERING
1425 | WINED3DFMT_FLAG_SRGB_READ,
1426 WINED3D_GL_LEGACY_CONTEXT, NULL},
1427 {WINED3DFMT_L4A4_UNORM, GL_RG8, GL_RG8, 0,
1428 GL_RG, GL_UNSIGNED_BYTE, 2,
1429 WINED3DFMT_FLAG_FILTERING,
1430 ARB_TEXTURE_RG, convert_l4a4_unorm},
1431 {WINED3DFMT_L4A4_UNORM, GL_LUMINANCE4_ALPHA4, GL_LUMINANCE4_ALPHA4, 0,
1432 GL_LUMINANCE_ALPHA, GL_UNSIGNED_BYTE, 2,
1433 WINED3DFMT_FLAG_FILTERING,
1434 WINED3D_GL_LEGACY_CONTEXT, convert_l4a4_unorm},
1435 {WINED3DFMT_L16_UNORM, GL_R16, GL_R16, 0,
1436 GL_RED, GL_UNSIGNED_SHORT, 0,
1437 WINED3DFMT_FLAG_TEXTURE | WINED3DFMT_FLAG_POSTPIXELSHADER_BLENDING | WINED3DFMT_FLAG_FILTERING,
1438 ARB_TEXTURE_RG, NULL},
1439 {WINED3DFMT_L16_UNORM, GL_LUMINANCE16, GL_LUMINANCE16, 0,
1440 GL_LUMINANCE, GL_UNSIGNED_SHORT, 0,
1441 WINED3DFMT_FLAG_TEXTURE | WINED3DFMT_FLAG_POSTPIXELSHADER_BLENDING | WINED3DFMT_FLAG_FILTERING,
1442 WINED3D_GL_LEGACY_CONTEXT, NULL},
1443 /* Bump mapping stuff */
1444 {WINED3DFMT_R8G8_SNORM, GL_RGB8, GL_RGB8, 0,
1445 GL_BGR, GL_UNSIGNED_BYTE, 3,
1446 WINED3DFMT_FLAG_TEXTURE | WINED3DFMT_FLAG_POSTPIXELSHADER_BLENDING | WINED3DFMT_FLAG_FILTERING
1447 | WINED3DFMT_FLAG_BUMPMAP,
1448 WINED3D_GL_EXT_NONE, convert_r8g8_snorm},
1449 {WINED3DFMT_R8G8_SNORM, GL_DSDT8_NV, GL_DSDT8_NV, 0,
1450 GL_DSDT_NV, GL_BYTE, 0,
1451 WINED3DFMT_FLAG_TEXTURE | WINED3DFMT_FLAG_POSTPIXELSHADER_BLENDING | WINED3DFMT_FLAG_FILTERING
1452 | WINED3DFMT_FLAG_BUMPMAP,
1453 NV_TEXTURE_SHADER, NULL},
1454 {WINED3DFMT_R8G8_SNORM, GL_RG8_SNORM, GL_RG8_SNORM, 0,
1455 GL_RG, GL_BYTE, 0,
1456 WINED3DFMT_FLAG_TEXTURE | WINED3DFMT_FLAG_POSTPIXELSHADER_BLENDING | WINED3DFMT_FLAG_FILTERING
1457 | WINED3DFMT_FLAG_RENDERTARGET | WINED3DFMT_FLAG_BUMPMAP,
1458 EXT_TEXTURE_SNORM, NULL},
1459 {WINED3DFMT_R5G5_SNORM_L6_UNORM, GL_RGB5, GL_RGB5, 0,
1460 GL_RGB, GL_UNSIGNED_SHORT_5_6_5, 2,
1461 WINED3DFMT_FLAG_TEXTURE | WINED3DFMT_FLAG_POSTPIXELSHADER_BLENDING | WINED3DFMT_FLAG_FILTERING
1462 | WINED3DFMT_FLAG_BUMPMAP,
1463 WINED3D_GL_EXT_NONE, convert_r5g5_snorm_l6_unorm},
1464 {WINED3DFMT_R5G5_SNORM_L6_UNORM, GL_DSDT8_MAG8_NV, GL_DSDT8_MAG8_NV, 0,
1465 GL_DSDT_MAG_NV, GL_BYTE, 3,
1466 WINED3DFMT_FLAG_TEXTURE | WINED3DFMT_FLAG_POSTPIXELSHADER_BLENDING | WINED3DFMT_FLAG_FILTERING
1467 | WINED3DFMT_FLAG_BUMPMAP,
1468 NV_TEXTURE_SHADER, convert_r5g5_snorm_l6_unorm_nv},
1469 {WINED3DFMT_R5G5_SNORM_L6_UNORM, GL_RGB8_SNORM, GL_RGB8_SNORM, 0,
1470 GL_RGBA, GL_BYTE, 4,
1471 WINED3DFMT_FLAG_TEXTURE | WINED3DFMT_FLAG_POSTPIXELSHADER_BLENDING | WINED3DFMT_FLAG_FILTERING
1472 | WINED3DFMT_FLAG_BUMPMAP,
1473 EXT_TEXTURE_SNORM, convert_r5g5_snorm_l6_unorm_ext},
1474 {WINED3DFMT_R8G8_SNORM_L8X8_UNORM, GL_RGB8, GL_RGB8, 0,
1475 GL_BGRA, GL_UNSIGNED_INT_8_8_8_8_REV, 4,
1476 WINED3DFMT_FLAG_TEXTURE | WINED3DFMT_FLAG_POSTPIXELSHADER_BLENDING | WINED3DFMT_FLAG_FILTERING
1477 | WINED3DFMT_FLAG_BUMPMAP,
1478 WINED3D_GL_EXT_NONE, convert_r8g8_snorm_l8x8_unorm},
1479 {WINED3DFMT_R8G8_SNORM_L8X8_UNORM, GL_DSDT8_MAG8_INTENSITY8_NV, GL_DSDT8_MAG8_INTENSITY8_NV, 0,
1480 GL_DSDT_MAG_VIB_NV, GL_UNSIGNED_INT_8_8_S8_S8_REV_NV, 4,
1481 WINED3DFMT_FLAG_TEXTURE | WINED3DFMT_FLAG_POSTPIXELSHADER_BLENDING | WINED3DFMT_FLAG_FILTERING
1482 | WINED3DFMT_FLAG_BUMPMAP,
1483 NV_TEXTURE_SHADER, convert_r8g8_snorm_l8x8_unorm_nv},
1484 {WINED3DFMT_R8G8B8A8_SNORM, GL_RGBA8, GL_RGBA8, 0,
1485 GL_BGRA, GL_UNSIGNED_BYTE, 4,
1486 WINED3DFMT_FLAG_TEXTURE | WINED3DFMT_FLAG_POSTPIXELSHADER_BLENDING | WINED3DFMT_FLAG_FILTERING
1487 | WINED3DFMT_FLAG_BUMPMAP,
1488 WINED3D_GL_EXT_NONE, convert_r8g8b8a8_snorm},
1489 {WINED3DFMT_R8G8B8A8_SNORM, GL_SIGNED_RGBA8_NV, GL_SIGNED_RGBA8_NV, 0,
1490 GL_RGBA, GL_BYTE, 0,
1491 WINED3DFMT_FLAG_TEXTURE | WINED3DFMT_FLAG_POSTPIXELSHADER_BLENDING | WINED3DFMT_FLAG_FILTERING
1492 | WINED3DFMT_FLAG_BUMPMAP,
1493 NV_TEXTURE_SHADER, NULL},
1494 {WINED3DFMT_R8G8B8A8_SNORM, GL_RGBA8_SNORM, GL_RGBA8_SNORM, 0,
1495 GL_RGBA, GL_BYTE, 0,
1496 WINED3DFMT_FLAG_TEXTURE | WINED3DFMT_FLAG_POSTPIXELSHADER_BLENDING | WINED3DFMT_FLAG_FILTERING
1497 | WINED3DFMT_FLAG_RENDERTARGET | WINED3DFMT_FLAG_BUMPMAP,
1498 EXT_TEXTURE_SNORM, NULL},
1499 {WINED3DFMT_R16G16_SNORM, GL_RGB16, GL_RGB16, 0,
1500 GL_BGR, GL_UNSIGNED_SHORT, 6,
1501 WINED3DFMT_FLAG_TEXTURE | WINED3DFMT_FLAG_POSTPIXELSHADER_BLENDING | WINED3DFMT_FLAG_FILTERING
1502 | WINED3DFMT_FLAG_BUMPMAP,
1503 WINED3D_GL_EXT_NONE, convert_r16g16_snorm},
1504 {WINED3DFMT_R16G16_SNORM, GL_SIGNED_HILO16_NV, GL_SIGNED_HILO16_NV, 0,
1505 GL_HILO_NV, GL_SHORT, 0,
1506 WINED3DFMT_FLAG_TEXTURE | WINED3DFMT_FLAG_POSTPIXELSHADER_BLENDING | WINED3DFMT_FLAG_FILTERING
1507 | WINED3DFMT_FLAG_BUMPMAP,
1508 NV_TEXTURE_SHADER, NULL},
1509 {WINED3DFMT_R16G16_SNORM, GL_RG16_SNORM, GL_RG16_SNORM, 0,
1510 GL_RG, GL_SHORT, 0,
1511 WINED3DFMT_FLAG_TEXTURE | WINED3DFMT_FLAG_POSTPIXELSHADER_BLENDING | WINED3DFMT_FLAG_FILTERING
1512 | WINED3DFMT_FLAG_RENDERTARGET | WINED3DFMT_FLAG_BUMPMAP,
1513 EXT_TEXTURE_SNORM, NULL},
1514 {WINED3DFMT_R16G16B16A16_SNORM, GL_RGBA16_SNORM, GL_RGBA16_SNORM, 0,
1515 GL_RGBA, GL_SHORT, 0,
1516 WINED3DFMT_FLAG_TEXTURE | WINED3DFMT_FLAG_POSTPIXELSHADER_BLENDING | WINED3DFMT_FLAG_FILTERING
1517 | WINED3DFMT_FLAG_RENDERTARGET,
1518 EXT_TEXTURE_SNORM, NULL},
1519 {WINED3DFMT_R16_SNORM, GL_R16_SNORM, GL_R16_SNORM, 0,
1520 GL_RED, GL_SHORT, 0,
1521 WINED3DFMT_FLAG_TEXTURE | WINED3DFMT_FLAG_POSTPIXELSHADER_BLENDING | WINED3DFMT_FLAG_FILTERING
1522 | WINED3DFMT_FLAG_RENDERTARGET,
1523 EXT_TEXTURE_SNORM, NULL},
1524 {WINED3DFMT_R8_SNORM, GL_R8_SNORM, GL_R8_SNORM, 0,
1525 GL_RED, GL_BYTE, 0,
1526 WINED3DFMT_FLAG_TEXTURE | WINED3DFMT_FLAG_POSTPIXELSHADER_BLENDING | WINED3DFMT_FLAG_FILTERING
1527 | WINED3DFMT_FLAG_RENDERTARGET,
1528 EXT_TEXTURE_SNORM, NULL},
1529 /* Depth stencil formats */
1530 {WINED3DFMT_D16_LOCKABLE, GL_DEPTH_COMPONENT, GL_DEPTH_COMPONENT, 0,
1531 GL_DEPTH_COMPONENT, GL_UNSIGNED_SHORT, 0,
1532 WINED3DFMT_FLAG_DEPTH,
1533 WINED3D_GL_EXT_NONE, NULL},
1534 {WINED3DFMT_D16_LOCKABLE, GL_DEPTH_COMPONENT24_ARB, GL_DEPTH_COMPONENT24_ARB, 0,
1535 GL_DEPTH_COMPONENT, GL_UNSIGNED_SHORT, 0,
1536 WINED3DFMT_FLAG_TEXTURE | WINED3DFMT_FLAG_DEPTH | WINED3DFMT_FLAG_SHADOW,
1537 ARB_DEPTH_TEXTURE, NULL},
1538 {WINED3DFMT_D32_UNORM, GL_DEPTH_COMPONENT, GL_DEPTH_COMPONENT, 0,
1539 GL_DEPTH_COMPONENT, GL_UNSIGNED_INT, 0,
1540 WINED3DFMT_FLAG_DEPTH,
1541 WINED3D_GL_EXT_NONE, NULL},
1542 {WINED3DFMT_D32_UNORM, GL_DEPTH_COMPONENT32_ARB, GL_DEPTH_COMPONENT32_ARB, 0,
1543 GL_DEPTH_COMPONENT, GL_UNSIGNED_INT, 0,
1544 WINED3DFMT_FLAG_TEXTURE | WINED3DFMT_FLAG_DEPTH | WINED3DFMT_FLAG_SHADOW,
1545 ARB_DEPTH_TEXTURE, NULL},
1546 {WINED3DFMT_S1_UINT_D15_UNORM, GL_DEPTH_COMPONENT24_ARB, GL_DEPTH_COMPONENT24_ARB, 0,
1547 GL_DEPTH_COMPONENT, GL_UNSIGNED_SHORT, 0,
1548 WINED3DFMT_FLAG_DEPTH | WINED3DFMT_FLAG_SHADOW,
1549 ARB_DEPTH_TEXTURE, NULL},
1550 {WINED3DFMT_S1_UINT_D15_UNORM, GL_DEPTH24_STENCIL8_EXT, GL_DEPTH24_STENCIL8_EXT, 0,
1551 GL_DEPTH_STENCIL_EXT, GL_UNSIGNED_INT_24_8_EXT, 4,
1552 WINED3DFMT_FLAG_DEPTH | WINED3DFMT_FLAG_STENCIL | WINED3DFMT_FLAG_SHADOW,
1553 EXT_PACKED_DEPTH_STENCIL, convert_s1_uint_d15_unorm},
1554 {WINED3DFMT_S1_UINT_D15_UNORM, GL_DEPTH24_STENCIL8, GL_DEPTH24_STENCIL8, 0,
1555 GL_DEPTH_STENCIL, GL_UNSIGNED_INT_24_8, 4,
1556 WINED3DFMT_FLAG_DEPTH | WINED3DFMT_FLAG_STENCIL | WINED3DFMT_FLAG_SHADOW,
1557 ARB_FRAMEBUFFER_OBJECT, convert_s1_uint_d15_unorm},
1558 {WINED3DFMT_D24_UNORM_S8_UINT, GL_DEPTH_COMPONENT24_ARB, GL_DEPTH_COMPONENT24_ARB, 0,
1559 GL_DEPTH_COMPONENT, GL_UNSIGNED_INT, 0,
1560 WINED3DFMT_FLAG_TEXTURE | WINED3DFMT_FLAG_POSTPIXELSHADER_BLENDING | WINED3DFMT_FLAG_FILTERING
1561 | WINED3DFMT_FLAG_DEPTH | WINED3DFMT_FLAG_SHADOW,
1562 ARB_DEPTH_TEXTURE, NULL},
1563 {WINED3DFMT_D24_UNORM_S8_UINT, GL_DEPTH24_STENCIL8_EXT, GL_DEPTH24_STENCIL8_EXT, 0,
1564 GL_DEPTH_STENCIL_EXT, GL_UNSIGNED_INT_24_8_EXT, 0,
1565 WINED3DFMT_FLAG_TEXTURE | WINED3DFMT_FLAG_POSTPIXELSHADER_BLENDING | WINED3DFMT_FLAG_FILTERING
1566 | WINED3DFMT_FLAG_DEPTH | WINED3DFMT_FLAG_STENCIL | WINED3DFMT_FLAG_SHADOW,
1567 EXT_PACKED_DEPTH_STENCIL, NULL},
1568 {WINED3DFMT_D24_UNORM_S8_UINT, GL_DEPTH24_STENCIL8, GL_DEPTH24_STENCIL8, 0,
1569 GL_DEPTH_STENCIL, GL_UNSIGNED_INT_24_8, 0,
1570 WINED3DFMT_FLAG_TEXTURE | WINED3DFMT_FLAG_POSTPIXELSHADER_BLENDING | WINED3DFMT_FLAG_FILTERING
1571 | WINED3DFMT_FLAG_DEPTH | WINED3DFMT_FLAG_STENCIL | WINED3DFMT_FLAG_SHADOW,
1572 ARB_FRAMEBUFFER_OBJECT, NULL},
1573 {WINED3DFMT_X8D24_UNORM, GL_DEPTH_COMPONENT, GL_DEPTH_COMPONENT, 0,
1574 GL_DEPTH_COMPONENT, GL_UNSIGNED_INT, 0,
1575 WINED3DFMT_FLAG_DEPTH,
1576 WINED3D_GL_EXT_NONE, NULL},
1577 {WINED3DFMT_X8D24_UNORM, GL_DEPTH_COMPONENT24_ARB, GL_DEPTH_COMPONENT24_ARB, 0,
1578 GL_DEPTH_COMPONENT, GL_UNSIGNED_INT, 0,
1579 WINED3DFMT_FLAG_TEXTURE | WINED3DFMT_FLAG_POSTPIXELSHADER_BLENDING | WINED3DFMT_FLAG_FILTERING
1580 | WINED3DFMT_FLAG_DEPTH | WINED3DFMT_FLAG_SHADOW,
1581 ARB_DEPTH_TEXTURE, NULL},
1582 {WINED3DFMT_S4X4_UINT_D24_UNORM, GL_DEPTH_COMPONENT24_ARB, GL_DEPTH_COMPONENT24_ARB, 0,
1583 GL_DEPTH_COMPONENT, GL_UNSIGNED_INT, 0,
1584 WINED3DFMT_FLAG_DEPTH | WINED3DFMT_FLAG_SHADOW,
1585 ARB_DEPTH_TEXTURE, NULL},
1586 {WINED3DFMT_S4X4_UINT_D24_UNORM, GL_DEPTH24_STENCIL8_EXT, GL_DEPTH24_STENCIL8_EXT, 0,
1587 GL_DEPTH_STENCIL_EXT, GL_UNSIGNED_INT_24_8_EXT, 4,
1588 WINED3DFMT_FLAG_DEPTH | WINED3DFMT_FLAG_STENCIL | WINED3DFMT_FLAG_SHADOW,
1589 EXT_PACKED_DEPTH_STENCIL, convert_s4x4_uint_d24_unorm},
1590 {WINED3DFMT_S4X4_UINT_D24_UNORM, GL_DEPTH24_STENCIL8, GL_DEPTH24_STENCIL8, 0,
1591 GL_DEPTH_STENCIL, GL_UNSIGNED_INT_24_8, 4,
1592 WINED3DFMT_FLAG_DEPTH | WINED3DFMT_FLAG_STENCIL | WINED3DFMT_FLAG_SHADOW,
1593 ARB_FRAMEBUFFER_OBJECT, convert_s4x4_uint_d24_unorm},
1594 {WINED3DFMT_D16_UNORM, GL_DEPTH_COMPONENT, GL_DEPTH_COMPONENT, 0,
1595 GL_DEPTH_COMPONENT, GL_UNSIGNED_SHORT, 0,
1596 WINED3DFMT_FLAG_DEPTH,
1597 WINED3D_GL_EXT_NONE, NULL},
1598 {WINED3DFMT_D16_UNORM, GL_DEPTH_COMPONENT24_ARB, GL_DEPTH_COMPONENT24_ARB, 0,
1599 GL_DEPTH_COMPONENT, GL_UNSIGNED_SHORT, 0,
1600 WINED3DFMT_FLAG_TEXTURE | WINED3DFMT_FLAG_POSTPIXELSHADER_BLENDING | WINED3DFMT_FLAG_FILTERING
1601 | WINED3DFMT_FLAG_DEPTH | WINED3DFMT_FLAG_SHADOW,
1602 ARB_DEPTH_TEXTURE, NULL},
1603 {WINED3DFMT_D32_FLOAT, GL_DEPTH_COMPONENT32F, GL_DEPTH_COMPONENT32F, 0,
1604 GL_DEPTH_COMPONENT, GL_FLOAT, 0,
1605 WINED3DFMT_FLAG_TEXTURE | WINED3DFMT_FLAG_DEPTH | WINED3DFMT_FLAG_SHADOW,
1606 ARB_DEPTH_BUFFER_FLOAT, NULL},
1607 {WINED3DFMT_D32_FLOAT_S8X24_UINT, GL_DEPTH32F_STENCIL8, GL_DEPTH32F_STENCIL8, 0,
1608 GL_DEPTH_STENCIL, GL_FLOAT_32_UNSIGNED_INT_24_8_REV, 0,
1609 WINED3DFMT_FLAG_TEXTURE | WINED3DFMT_FLAG_DEPTH | WINED3DFMT_FLAG_STENCIL | WINED3DFMT_FLAG_SHADOW,
1610 ARB_DEPTH_BUFFER_FLOAT, NULL},
1611 {WINED3DFMT_S8_UINT_D24_FLOAT, GL_DEPTH32F_STENCIL8, GL_DEPTH32F_STENCIL8, 0,
1612 GL_DEPTH_STENCIL, GL_FLOAT_32_UNSIGNED_INT_24_8_REV, 8,
1613 WINED3DFMT_FLAG_TEXTURE | WINED3DFMT_FLAG_DEPTH | WINED3DFMT_FLAG_STENCIL | WINED3DFMT_FLAG_SHADOW,
1614 ARB_DEPTH_BUFFER_FLOAT, convert_s8_uint_d24_float},
1615 {WINED3DFMT_R32G32B32A32_UINT, GL_RGBA32UI, GL_RGBA32UI, 0,
1616 GL_RGBA_INTEGER, GL_UNSIGNED_INT, 0,
1617 WINED3DFMT_FLAG_TEXTURE | WINED3DFMT_FLAG_RENDERTARGET,
1618 EXT_TEXTURE_INTEGER, NULL},
1619 {WINED3DFMT_R32G32B32A32_SINT, GL_RGBA32I, GL_RGBA32I, 0,
1620 GL_RGBA_INTEGER, GL_INT, 0,
1621 WINED3DFMT_FLAG_TEXTURE | WINED3DFMT_FLAG_RENDERTARGET,
1622 EXT_TEXTURE_INTEGER, NULL},
1623 /* Vendor-specific formats */
1624 {WINED3DFMT_ATI1N, GL_COMPRESSED_RED_RGTC1, GL_COMPRESSED_RED_RGTC1, 0,
1625 GL_RED, GL_UNSIGNED_BYTE, 0,
1626 WINED3DFMT_FLAG_TEXTURE | WINED3DFMT_FLAG_POSTPIXELSHADER_BLENDING | WINED3DFMT_FLAG_FILTERING
1627 | WINED3DFMT_FLAG_COMPRESSED,
1628 ARB_TEXTURE_COMPRESSION_RGTC, NULL},
1629 {WINED3DFMT_ATI2N, GL_COMPRESSED_LUMINANCE_ALPHA_3DC_ATI, GL_COMPRESSED_LUMINANCE_ALPHA_3DC_ATI, 0,
1630 GL_LUMINANCE_ALPHA, GL_UNSIGNED_BYTE, 0,
1631 WINED3DFMT_FLAG_TEXTURE | WINED3DFMT_FLAG_POSTPIXELSHADER_BLENDING | WINED3DFMT_FLAG_FILTERING
1632 | WINED3DFMT_FLAG_COMPRESSED,
1633 ATI_TEXTURE_COMPRESSION_3DC, NULL},
1634 {WINED3DFMT_ATI2N, GL_COMPRESSED_RG_RGTC2, GL_COMPRESSED_RG_RGTC2, 0,
1635 GL_LUMINANCE_ALPHA, GL_UNSIGNED_BYTE, 0,
1636 WINED3DFMT_FLAG_TEXTURE | WINED3DFMT_FLAG_POSTPIXELSHADER_BLENDING | WINED3DFMT_FLAG_FILTERING
1637 | WINED3DFMT_FLAG_COMPRESSED,
1638 EXT_TEXTURE_COMPRESSION_RGTC, NULL},
1639 {WINED3DFMT_ATI2N, GL_COMPRESSED_RG_RGTC2, GL_COMPRESSED_RG_RGTC2, 0,
1640 GL_RG, GL_UNSIGNED_BYTE, 0,
1641 WINED3DFMT_FLAG_TEXTURE | WINED3DFMT_FLAG_POSTPIXELSHADER_BLENDING | WINED3DFMT_FLAG_FILTERING
1642 | WINED3DFMT_FLAG_COMPRESSED,
1643 ARB_TEXTURE_COMPRESSION_RGTC, NULL},
1644 {WINED3DFMT_INTZ, GL_DEPTH24_STENCIL8_EXT, GL_DEPTH24_STENCIL8_EXT, 0,
1645 GL_DEPTH_STENCIL_EXT, GL_UNSIGNED_INT_24_8_EXT, 0,
1646 WINED3DFMT_FLAG_TEXTURE | WINED3DFMT_FLAG_POSTPIXELSHADER_BLENDING | WINED3DFMT_FLAG_FILTERING
1647 | WINED3DFMT_FLAG_DEPTH | WINED3DFMT_FLAG_STENCIL,
1648 EXT_PACKED_DEPTH_STENCIL, NULL},
1649 {WINED3DFMT_INTZ, GL_DEPTH24_STENCIL8, GL_DEPTH24_STENCIL8, 0,
1650 GL_DEPTH_STENCIL, GL_UNSIGNED_INT_24_8, 0,
1651 WINED3DFMT_FLAG_TEXTURE | WINED3DFMT_FLAG_POSTPIXELSHADER_BLENDING | WINED3DFMT_FLAG_FILTERING
1652 | WINED3DFMT_FLAG_DEPTH | WINED3DFMT_FLAG_STENCIL,
1653 ARB_FRAMEBUFFER_OBJECT, NULL},
1654 {WINED3DFMT_NULL, 0, 0, 0,
1655 GL_RGBA, GL_UNSIGNED_INT_8_8_8_8_REV, 0,
1656 WINED3DFMT_FLAG_TEXTURE | WINED3DFMT_FLAG_RENDERTARGET | WINED3DFMT_FLAG_FBO_ATTACHABLE,
1657 ARB_FRAMEBUFFER_OBJECT, NULL},
1660 struct wined3d_format_srgb_info
1662 enum wined3d_format_id srgb_format_id;
1663 enum wined3d_format_id base_format_id;
1666 static const struct wined3d_format_srgb_info format_srgb_info[] =
1668 {WINED3DFMT_R8G8B8A8_UNORM_SRGB, WINED3DFMT_R8G8B8A8_UNORM},
1669 {WINED3DFMT_BC1_UNORM_SRGB, WINED3DFMT_BC1_UNORM},
1670 {WINED3DFMT_BC2_UNORM_SRGB, WINED3DFMT_BC2_UNORM},
1671 {WINED3DFMT_BC3_UNORM_SRGB, WINED3DFMT_BC3_UNORM},
1672 {WINED3DFMT_B8G8R8A8_UNORM_SRGB, WINED3DFMT_B8G8R8A8_UNORM},
1673 {WINED3DFMT_B8G8R8X8_UNORM_SRGB, WINED3DFMT_B8G8R8X8_UNORM},
1674 {WINED3DFMT_BC7_UNORM_SRGB, WINED3DFMT_BC7_UNORM},
1677 static inline int get_format_idx(enum wined3d_format_id format_id)
1679 unsigned int i;
1681 if (format_id < WINED3D_FORMAT_FOURCC_BASE)
1682 return format_id;
1684 for (i = 0; i < ARRAY_SIZE(format_index_remap); ++i)
1686 if (format_index_remap[i].id == format_id)
1687 return format_index_remap[i].idx;
1690 return -1;
1693 static struct wined3d_format *get_format_internal(struct wined3d_gl_info *gl_info,
1694 enum wined3d_format_id format_id)
1696 int fmt_idx;
1698 if ((fmt_idx = get_format_idx(format_id)) == -1)
1700 ERR("Format %s (%#x) not found.\n", debug_d3dformat(format_id), format_id);
1701 return NULL;
1704 return &gl_info->formats[fmt_idx];
1707 static void copy_format(struct wined3d_format *dst_format, const struct wined3d_format *src_format)
1709 enum wined3d_format_id id = dst_format->id;
1710 *dst_format = *src_format;
1711 dst_format->id = id;
1714 static void format_set_flag(struct wined3d_format *format, unsigned int flag)
1716 unsigned int i;
1718 for (i = 0; i < ARRAY_SIZE(format->flags); ++i)
1719 format->flags[i] |= flag;
1722 static void format_clear_flag(struct wined3d_format *format, unsigned int flag)
1724 unsigned int i;
1726 for (i = 0; i < ARRAY_SIZE(format->flags); ++i)
1727 format->flags[i] &= ~flag;
1730 static enum wined3d_channel_type map_channel_type(char t)
1732 switch (t)
1734 case 'u':
1735 return WINED3D_CHANNEL_TYPE_UNORM;
1736 case 'i':
1737 return WINED3D_CHANNEL_TYPE_SNORM;
1738 case 'U':
1739 return WINED3D_CHANNEL_TYPE_UINT;
1740 case 'I':
1741 return WINED3D_CHANNEL_TYPE_SINT;
1742 case 'F':
1743 return WINED3D_CHANNEL_TYPE_FLOAT;
1744 case 'D':
1745 return WINED3D_CHANNEL_TYPE_DEPTH;
1746 case 'S':
1747 return WINED3D_CHANNEL_TYPE_STENCIL;
1748 case 'X':
1749 return WINED3D_CHANNEL_TYPE_UNUSED;
1750 default:
1751 ERR("Invalid channel type '%c'.\n", t);
1752 return WINED3D_CHANNEL_TYPE_NONE;
1756 static BOOL init_format_base_info(struct wined3d_gl_info *gl_info)
1758 struct wined3d_format *format;
1759 unsigned int i, j;
1761 gl_info->format_count = WINED3D_FORMAT_COUNT;
1762 if (!(gl_info->formats = wined3d_calloc(gl_info->format_count
1763 + ARRAY_SIZE(typeless_depth_stencil_formats), sizeof(*gl_info->formats))))
1765 ERR("Failed to allocate memory.\n");
1766 return FALSE;
1769 for (i = 0; i < ARRAY_SIZE(formats); ++i)
1771 if (!(format = get_format_internal(gl_info, formats[i].id)))
1772 goto fail;
1774 format->id = formats[i].id;
1775 format->red_size = formats[i].red_size;
1776 format->green_size = formats[i].green_size;
1777 format->blue_size = formats[i].blue_size;
1778 format->alpha_size = formats[i].alpha_size;
1779 format->red_offset = formats[i].red_offset;
1780 format->green_offset = formats[i].green_offset;
1781 format->blue_offset = formats[i].blue_offset;
1782 format->alpha_offset = formats[i].alpha_offset;
1783 format->byte_count = formats[i].bpp;
1784 format->depth_size = formats[i].depth_size;
1785 format->stencil_size = formats[i].stencil_size;
1786 format->block_width = 1;
1787 format->block_height = 1;
1788 format->block_byte_count = formats[i].bpp;
1791 for (i = 0; i < ARRAY_SIZE(typed_formats); ++i)
1793 const struct wined3d_format *typeless_format;
1794 DWORD flags = 0;
1796 if (!(format = get_format_internal(gl_info, typed_formats[i].id)))
1797 goto fail;
1799 if (!(typeless_format = get_format_internal(gl_info, typed_formats[i].typeless_id)))
1800 goto fail;
1802 format->id = typed_formats[i].id;
1803 format->red_size = typeless_format->red_size;
1804 format->green_size = typeless_format->green_size;
1805 format->blue_size = typeless_format->blue_size;
1806 format->alpha_size = typeless_format->alpha_size;
1807 format->red_offset = typeless_format->red_offset;
1808 format->green_offset = typeless_format->green_offset;
1809 format->blue_offset = typeless_format->blue_offset;
1810 format->alpha_offset = typeless_format->alpha_offset;
1811 format->byte_count = typeless_format->byte_count;
1812 format->depth_size = typeless_format->depth_size;
1813 format->stencil_size = typeless_format->stencil_size;
1814 format->block_width = typeless_format->block_width;
1815 format->block_height = typeless_format->block_height;
1816 format->block_byte_count = typeless_format->block_byte_count;
1817 format->typeless_id = typeless_format->id;
1819 for (j = 0; j < strlen(typed_formats[i].channels); ++j)
1821 enum wined3d_channel_type channel_type = map_channel_type(typed_formats[i].channels[j]);
1822 if (channel_type == WINED3D_CHANNEL_TYPE_UINT || channel_type == WINED3D_CHANNEL_TYPE_SINT)
1823 flags |= WINED3DFMT_FLAG_INTEGER;
1824 if (channel_type == WINED3D_CHANNEL_TYPE_FLOAT)
1825 flags |= WINED3DFMT_FLAG_FLOAT;
1827 if (channel_type == WINED3D_CHANNEL_TYPE_DEPTH && !format->depth_size)
1829 format->depth_size = format->red_size;
1830 format->red_size = format->red_offset = 0;
1834 format_set_flag(format, flags);
1837 for (i = 0; i < ARRAY_SIZE(ddi_formats); ++i)
1839 if (!(format = get_format_internal(gl_info, ddi_formats[i].id)))
1840 goto fail;
1842 format->ddi_format = ddi_formats[i].ddi_format;
1845 for (i = 0; i < ARRAY_SIZE(format_base_flags); ++i)
1847 if (!(format = get_format_internal(gl_info, format_base_flags[i].id)))
1848 goto fail;
1850 format_set_flag(format, format_base_flags[i].flags);
1853 return TRUE;
1855 fail:
1856 HeapFree(GetProcessHeap(), 0, gl_info->formats);
1857 return FALSE;
1860 static BOOL init_format_block_info(struct wined3d_gl_info *gl_info)
1862 struct wined3d_format *format;
1863 unsigned int i;
1865 for (i = 0; i < ARRAY_SIZE(format_block_info); ++i)
1867 if (!(format = get_format_internal(gl_info, format_block_info[i].id)))
1868 return FALSE;
1870 format->block_width = format_block_info[i].block_width;
1871 format->block_height = format_block_info[i].block_height;
1872 format->block_byte_count = format_block_info[i].block_byte_count;
1873 format_set_flag(format, WINED3DFMT_FLAG_BLOCKS);
1874 if (!format_block_info[i].verify)
1875 format_set_flag(format, WINED3DFMT_FLAG_BLOCKS_NO_VERIFY);
1878 return TRUE;
1881 static GLenum wined3d_gl_type_to_enum(enum wined3d_gl_resource_type type)
1883 switch (type)
1885 case WINED3D_GL_RES_TYPE_TEX_1D:
1886 return GL_TEXTURE_1D;
1887 case WINED3D_GL_RES_TYPE_TEX_2D:
1888 return GL_TEXTURE_2D;
1889 case WINED3D_GL_RES_TYPE_TEX_3D:
1890 return GL_TEXTURE_3D;
1891 case WINED3D_GL_RES_TYPE_TEX_CUBE:
1892 return GL_TEXTURE_CUBE_MAP_ARB;
1893 case WINED3D_GL_RES_TYPE_TEX_RECT:
1894 return GL_TEXTURE_RECTANGLE_ARB;
1895 case WINED3D_GL_RES_TYPE_BUFFER:
1896 return GL_TEXTURE_2D; /* TODO: GL_TEXTURE_BUFFER. */
1897 case WINED3D_GL_RES_TYPE_RB:
1898 return GL_RENDERBUFFER;
1899 case WINED3D_GL_RES_TYPE_COUNT:
1900 break;
1902 ERR("Unexpected GL resource type %u.\n", type);
1903 return 0;
1906 static void delete_fbo_attachment(const struct wined3d_gl_info *gl_info,
1907 enum wined3d_gl_resource_type d3d_type, GLuint object)
1909 switch (d3d_type)
1911 case WINED3D_GL_RES_TYPE_TEX_1D:
1912 case WINED3D_GL_RES_TYPE_TEX_2D:
1913 case WINED3D_GL_RES_TYPE_TEX_RECT:
1914 case WINED3D_GL_RES_TYPE_TEX_3D:
1915 case WINED3D_GL_RES_TYPE_TEX_CUBE:
1916 gl_info->gl_ops.gl.p_glDeleteTextures(1, &object);
1917 break;
1919 case WINED3D_GL_RES_TYPE_RB:
1920 gl_info->fbo_ops.glDeleteRenderbuffers(1, &object);
1921 break;
1923 case WINED3D_GL_RES_TYPE_BUFFER:
1924 case WINED3D_GL_RES_TYPE_COUNT:
1925 break;
1929 /* Context activation is done by the caller. */
1930 static void create_and_bind_fbo_attachment(const struct wined3d_gl_info *gl_info, unsigned int flags,
1931 enum wined3d_gl_resource_type d3d_type, GLuint *object, GLenum internal, GLenum format, GLenum type)
1933 GLenum attach_type = flags & WINED3DFMT_FLAG_DEPTH ?
1934 GL_DEPTH_ATTACHMENT : GL_COLOR_ATTACHMENT0;
1936 switch (d3d_type)
1938 case WINED3D_GL_RES_TYPE_TEX_1D:
1939 gl_info->gl_ops.gl.p_glGenTextures(1, object);
1940 gl_info->gl_ops.gl.p_glBindTexture(GL_TEXTURE_1D, *object);
1941 gl_info->gl_ops.gl.p_glTexImage1D(GL_TEXTURE_1D, 0, internal, 16, 0, format, type, NULL);
1942 gl_info->gl_ops.gl.p_glTexParameteri(GL_TEXTURE_1D, GL_TEXTURE_MIN_FILTER, GL_NEAREST);
1943 gl_info->gl_ops.gl.p_glTexParameteri(GL_TEXTURE_1D, GL_TEXTURE_MAG_FILTER, GL_NEAREST);
1945 gl_info->fbo_ops.glFramebufferTexture1D(GL_FRAMEBUFFER, attach_type, GL_TEXTURE_1D,
1946 *object, 0);
1947 if (flags & WINED3DFMT_FLAG_STENCIL)
1948 gl_info->fbo_ops.glFramebufferTexture1D(GL_FRAMEBUFFER, GL_STENCIL_ATTACHMENT, GL_TEXTURE_1D,
1949 *object, 0);
1950 break;
1952 case WINED3D_GL_RES_TYPE_TEX_2D:
1953 case WINED3D_GL_RES_TYPE_TEX_RECT:
1954 gl_info->gl_ops.gl.p_glGenTextures(1, object);
1955 gl_info->gl_ops.gl.p_glBindTexture(wined3d_gl_type_to_enum(d3d_type), *object);
1956 gl_info->gl_ops.gl.p_glTexImage2D(wined3d_gl_type_to_enum(d3d_type), 0, internal, 16, 16, 0,
1957 format, type, NULL);
1958 gl_info->gl_ops.gl.p_glTexParameteri(wined3d_gl_type_to_enum(d3d_type), GL_TEXTURE_MIN_FILTER, GL_NEAREST);
1959 gl_info->gl_ops.gl.p_glTexParameteri(wined3d_gl_type_to_enum(d3d_type), GL_TEXTURE_MAG_FILTER, GL_NEAREST);
1961 gl_info->fbo_ops.glFramebufferTexture2D(GL_FRAMEBUFFER, attach_type,
1962 wined3d_gl_type_to_enum(d3d_type), *object, 0);
1963 if (flags & WINED3DFMT_FLAG_STENCIL)
1964 gl_info->fbo_ops.glFramebufferTexture2D(GL_FRAMEBUFFER, GL_STENCIL_ATTACHMENT,
1965 wined3d_gl_type_to_enum(d3d_type), *object, 0);
1966 break;
1968 case WINED3D_GL_RES_TYPE_TEX_3D:
1969 gl_info->gl_ops.gl.p_glGenTextures(1, object);
1970 gl_info->gl_ops.gl.p_glBindTexture(GL_TEXTURE_3D, *object);
1971 GL_EXTCALL(glTexImage3D(GL_TEXTURE_3D, 0, internal, 16, 16, 16, 0, format, type, NULL));
1972 gl_info->gl_ops.gl.p_glTexParameteri(GL_TEXTURE_3D, GL_TEXTURE_MIN_FILTER, GL_NEAREST);
1973 gl_info->gl_ops.gl.p_glTexParameteri(GL_TEXTURE_3D, GL_TEXTURE_MAG_FILTER, GL_NEAREST);
1975 gl_info->fbo_ops.glFramebufferTexture3D(GL_FRAMEBUFFER, attach_type,
1976 GL_TEXTURE_3D, *object, 0, 0);
1977 if (flags & WINED3DFMT_FLAG_STENCIL)
1978 gl_info->fbo_ops.glFramebufferTexture3D(GL_FRAMEBUFFER, GL_STENCIL_ATTACHMENT,
1979 GL_TEXTURE_3D, *object, 0, 0);
1980 break;
1982 case WINED3D_GL_RES_TYPE_TEX_CUBE:
1983 gl_info->gl_ops.gl.p_glGenTextures(1, object);
1984 gl_info->gl_ops.gl.p_glBindTexture(GL_TEXTURE_CUBE_MAP_ARB, *object);
1985 gl_info->gl_ops.gl.p_glTexImage2D(GL_TEXTURE_CUBE_MAP_POSITIVE_X_ARB, 0, internal, 16, 16, 0,
1986 format, type, NULL);
1987 gl_info->gl_ops.gl.p_glTexImage2D(GL_TEXTURE_CUBE_MAP_NEGATIVE_X_ARB, 0, internal, 16, 16, 0,
1988 format, type, NULL);
1989 gl_info->gl_ops.gl.p_glTexImage2D(GL_TEXTURE_CUBE_MAP_POSITIVE_Y_ARB, 0, internal, 16, 16, 0,
1990 format, type, NULL);
1991 gl_info->gl_ops.gl.p_glTexImage2D(GL_TEXTURE_CUBE_MAP_NEGATIVE_Y_ARB, 0, internal, 16, 16, 0,
1992 format, type, NULL);
1993 gl_info->gl_ops.gl.p_glTexImage2D(GL_TEXTURE_CUBE_MAP_POSITIVE_Z_ARB, 0, internal, 16, 16, 0,
1994 format, type, NULL);
1995 gl_info->gl_ops.gl.p_glTexImage2D(GL_TEXTURE_CUBE_MAP_NEGATIVE_Z_ARB, 0, internal, 16, 16, 0,
1996 format, type, NULL);
1997 gl_info->gl_ops.gl.p_glTexParameteri(GL_TEXTURE_CUBE_MAP_ARB, GL_TEXTURE_MIN_FILTER, GL_NEAREST);
1998 gl_info->gl_ops.gl.p_glTexParameteri(GL_TEXTURE_CUBE_MAP_ARB, GL_TEXTURE_MAG_FILTER, GL_NEAREST);
2000 gl_info->fbo_ops.glFramebufferTexture2D(GL_FRAMEBUFFER, attach_type,
2001 GL_TEXTURE_CUBE_MAP_POSITIVE_X_ARB, *object, 0);
2002 if (flags & WINED3DFMT_FLAG_STENCIL)
2003 gl_info->fbo_ops.glFramebufferTexture2D(GL_FRAMEBUFFER, GL_STENCIL_ATTACHMENT,
2004 GL_TEXTURE_CUBE_MAP_POSITIVE_X_ARB, *object, 0);
2005 break;
2007 case WINED3D_GL_RES_TYPE_RB:
2008 gl_info->fbo_ops.glGenRenderbuffers(1, object);
2009 gl_info->fbo_ops.glBindRenderbuffer(GL_RENDERBUFFER, *object);
2010 gl_info->fbo_ops.glRenderbufferStorage(GL_RENDERBUFFER, internal, 16, 16);
2011 gl_info->fbo_ops.glFramebufferRenderbuffer(GL_FRAMEBUFFER, attach_type, GL_RENDERBUFFER,
2012 *object);
2013 if (flags & WINED3DFMT_FLAG_STENCIL)
2014 gl_info->fbo_ops.glFramebufferRenderbuffer(GL_FRAMEBUFFER, GL_STENCIL_ATTACHMENT, GL_RENDERBUFFER,
2015 *object);
2016 break;
2018 case WINED3D_GL_RES_TYPE_BUFFER:
2019 case WINED3D_GL_RES_TYPE_COUNT:
2020 break;
2023 /* Ideally we'd skip all formats already known not to work on textures
2024 * by checking for WINED3DFMT_FLAG_TEXTURE here. However, we want to
2025 * know if we can attach WINED3DFMT_P8_UINT textures to FBOs, and this
2026 * format never has WINED3DFMT_FLAG_TEXTURE set. Instead, swallow GL
2027 * errors generated by invalid formats. */
2028 while (gl_info->gl_ops.gl.p_glGetError());
2031 static void draw_test_quad(struct wined3d_caps_gl_ctx *ctx, const struct wined3d_vec3 *geometry,
2032 const struct wined3d_color *color)
2034 const struct wined3d_gl_info *gl_info = ctx->gl_info;
2035 static const struct wined3d_vec3 default_geometry[] =
2037 {-1.0f, -1.0f, 0.0f},
2038 { 1.0f, -1.0f, 0.0f},
2039 {-1.0f, 1.0f, 0.0f},
2040 { 1.0f, 1.0f, 0.0f},
2042 static const char vs_core_header[] =
2043 "#version 150\n"
2044 "in vec4 pos;\n"
2045 "in vec4 color;\n"
2046 "out vec4 out_color;\n"
2047 "\n";
2048 static const char vs_legacy_header[] =
2049 "#version 120\n"
2050 "attribute vec4 pos;\n"
2051 "attribute vec4 color;\n"
2052 "varying vec4 out_color;\n"
2053 "\n";
2054 static const char vs_body[] =
2055 "void main()\n"
2056 "{\n"
2057 " gl_Position = pos;\n"
2058 " out_color = color;\n"
2059 "}\n";
2060 static const char fs_core[] =
2061 "#version 150\n"
2062 "in vec4 out_color;\n"
2063 "out vec4 fragment_color;\n"
2064 "\n"
2065 "void main()\n"
2066 "{\n"
2067 " fragment_color = out_color;\n"
2068 "}\n";
2069 static const char fs_legacy[] =
2070 "#version 120\n"
2071 "varying vec4 out_color;\n"
2072 "\n"
2073 "void main()\n"
2074 "{\n"
2075 " gl_FragData[0] = out_color;\n"
2076 "}\n";
2077 const char *source[2];
2078 GLuint vs_id, fs_id;
2079 unsigned int i;
2081 if (!geometry)
2082 geometry = default_geometry;
2084 if (!gl_info->supported[ARB_VERTEX_BUFFER_OBJECT] || !gl_info->supported[ARB_VERTEX_SHADER]
2085 || !gl_info->supported[ARB_FRAGMENT_SHADER])
2087 gl_info->gl_ops.gl.p_glDisable(GL_LIGHTING);
2088 gl_info->gl_ops.gl.p_glMatrixMode(GL_MODELVIEW);
2089 gl_info->gl_ops.gl.p_glLoadIdentity();
2090 gl_info->gl_ops.gl.p_glMatrixMode(GL_PROJECTION);
2091 gl_info->gl_ops.gl.p_glLoadIdentity();
2093 gl_info->gl_ops.gl.p_glBegin(GL_TRIANGLE_STRIP);
2094 gl_info->gl_ops.gl.p_glColor4f(color->r, color->g, color->b, color->a);
2095 for (i = 0; i < 4; ++i)
2096 gl_info->gl_ops.gl.p_glVertex3fv(&geometry[i].x);
2097 gl_info->gl_ops.gl.p_glEnd();
2098 checkGLcall("Drawing a quad");
2099 return;
2102 if (!ctx->test_vbo)
2103 GL_EXTCALL(glGenBuffers(1, &ctx->test_vbo));
2104 GL_EXTCALL(glBindBuffer(GL_ARRAY_BUFFER, ctx->test_vbo));
2105 GL_EXTCALL(glBufferData(GL_ARRAY_BUFFER, sizeof(struct wined3d_vec3) * 4, geometry, GL_STREAM_DRAW));
2106 GL_EXTCALL(glVertexAttribPointer(0, 3, GL_FLOAT, FALSE, 0, NULL));
2107 GL_EXTCALL(glVertexAttrib4f(1, color->r, color->g, color->b, color->a));
2108 GL_EXTCALL(glEnableVertexAttribArray(0));
2109 GL_EXTCALL(glDisableVertexAttribArray(1));
2111 if (!ctx->test_program_id)
2113 ctx->test_program_id = GL_EXTCALL(glCreateProgram());
2115 vs_id = GL_EXTCALL(glCreateShader(GL_VERTEX_SHADER));
2116 source[0] = gl_info->supported[WINED3D_GL_LEGACY_CONTEXT] ? vs_legacy_header : vs_core_header;
2117 source[1] = vs_body;
2118 GL_EXTCALL(glShaderSource(vs_id, 2, source, NULL));
2119 GL_EXTCALL(glAttachShader(ctx->test_program_id, vs_id));
2120 GL_EXTCALL(glDeleteShader(vs_id));
2122 fs_id = GL_EXTCALL(glCreateShader(GL_FRAGMENT_SHADER));
2123 source[0] = gl_info->supported[WINED3D_GL_LEGACY_CONTEXT] ? fs_legacy : fs_core;
2124 GL_EXTCALL(glShaderSource(fs_id, 1, source, NULL));
2125 GL_EXTCALL(glAttachShader(ctx->test_program_id, fs_id));
2126 GL_EXTCALL(glDeleteShader(fs_id));
2128 GL_EXTCALL(glBindAttribLocation(ctx->test_program_id, 0, "pos"));
2129 GL_EXTCALL(glBindAttribLocation(ctx->test_program_id, 1, "color"));
2131 GL_EXTCALL(glCompileShader(vs_id));
2132 print_glsl_info_log(gl_info, vs_id, FALSE);
2133 GL_EXTCALL(glCompileShader(fs_id));
2134 print_glsl_info_log(gl_info, fs_id, FALSE);
2135 GL_EXTCALL(glLinkProgram(ctx->test_program_id));
2136 shader_glsl_validate_link(gl_info, ctx->test_program_id);
2138 GL_EXTCALL(glUseProgram(ctx->test_program_id));
2140 gl_info->gl_ops.gl.p_glDrawArrays(GL_TRIANGLE_STRIP, 0, 4);
2142 GL_EXTCALL(glUseProgram(0));
2143 GL_EXTCALL(glDisableVertexAttribArray(0));
2144 GL_EXTCALL(glBindBuffer(GL_ARRAY_BUFFER, 0));
2145 checkGLcall("Drawing a quad");
2148 /* Context activation is done by the caller. */
2149 static void check_fbo_compat(struct wined3d_caps_gl_ctx *ctx, struct wined3d_format *format)
2151 /* Check if the default internal format is supported as a frame buffer
2152 * target, otherwise fall back to the render target internal.
2154 * Try to stick to the standard format if possible, this limits precision differences. */
2155 static const struct wined3d_color black = {0.0f, 0.0f, 0.0f, 1.0f};
2156 static const struct wined3d_color half_transparent_red = {1.0f, 0.0f, 0.0f, 0.5f};
2157 const struct wined3d_gl_info *gl_info = ctx->gl_info;
2158 GLenum status, rt_internal = format->rtInternal;
2159 GLuint object, color_rb;
2160 enum wined3d_gl_resource_type type;
2161 BOOL fallback_fmt_used = FALSE, regular_fmt_used = FALSE;
2163 gl_info->gl_ops.gl.p_glDisable(GL_BLEND);
2165 for (type = 0; type < ARRAY_SIZE(format->flags); ++type)
2167 const char *type_string = "color";
2169 if (type == WINED3D_GL_RES_TYPE_BUFFER)
2170 continue;
2172 create_and_bind_fbo_attachment(gl_info, format->flags[type], type, &object, format->glInternal,
2173 format->glFormat, format->glType);
2175 if (format->flags[type] & (WINED3DFMT_FLAG_DEPTH | WINED3DFMT_FLAG_STENCIL))
2177 gl_info->fbo_ops.glGenRenderbuffers(1, &color_rb);
2178 gl_info->fbo_ops.glBindRenderbuffer(GL_RENDERBUFFER, color_rb);
2179 if (type == WINED3D_GL_RES_TYPE_TEX_1D)
2180 gl_info->fbo_ops.glRenderbufferStorage(GL_RENDERBUFFER, GL_RGBA8, 16, 1);
2181 else
2182 gl_info->fbo_ops.glRenderbufferStorage(GL_RENDERBUFFER, GL_RGBA8, 16, 16);
2184 gl_info->fbo_ops.glFramebufferRenderbuffer(GL_FRAMEBUFFER,
2185 GL_COLOR_ATTACHMENT0, GL_RENDERBUFFER, color_rb);
2186 checkGLcall("Create and attach color rb attachment");
2187 type_string = "depth / stencil";
2190 status = gl_info->fbo_ops.glCheckFramebufferStatus(GL_FRAMEBUFFER);
2191 checkGLcall("Framebuffer format check");
2193 if (status == GL_FRAMEBUFFER_COMPLETE)
2195 TRACE("Format %s is supported as FBO %s attachment, type %u.\n",
2196 debug_d3dformat(format->id), type_string, type);
2197 format->flags[type] |= WINED3DFMT_FLAG_FBO_ATTACHABLE;
2198 format->rtInternal = format->glInternal;
2199 regular_fmt_used = TRUE;
2201 else
2203 if (!rt_internal)
2205 if (format->flags[type] & WINED3DFMT_FLAG_RENDERTARGET)
2207 WARN("Format %s with rendertarget flag is not supported as FBO color attachment (type %u),"
2208 " and no fallback specified.\n", debug_d3dformat(format->id), type);
2209 format->flags[type] &= ~WINED3DFMT_FLAG_RENDERTARGET;
2211 else
2213 TRACE("Format %s is not supported as FBO %s attachment, type %u.\n",
2214 debug_d3dformat(format->id), type_string, type);
2216 format->rtInternal = format->glInternal;
2218 else
2220 TRACE("Format %s is not supported as FBO %s attachment (type %u),"
2221 " trying rtInternal format as fallback.\n",
2222 debug_d3dformat(format->id), type_string, type);
2224 while (gl_info->gl_ops.gl.p_glGetError());
2226 delete_fbo_attachment(gl_info, type, object);
2227 create_and_bind_fbo_attachment(gl_info, format->flags[type], type, &object, format->rtInternal,
2228 format->glFormat, format->glType);
2230 status = gl_info->fbo_ops.glCheckFramebufferStatus(GL_FRAMEBUFFER);
2231 checkGLcall("Framebuffer format check");
2233 if (status == GL_FRAMEBUFFER_COMPLETE)
2235 TRACE("Format %s rtInternal format is supported as FBO %s attachment, type %u.\n",
2236 debug_d3dformat(format->id), type_string, type);
2237 fallback_fmt_used = TRUE;
2239 else
2241 WARN("Format %s rtInternal format is not supported as FBO %s attachment, type %u.\n",
2242 debug_d3dformat(format->id), type_string, type);
2243 format->flags[type] &= ~WINED3DFMT_FLAG_RENDERTARGET;
2248 if (status == GL_FRAMEBUFFER_COMPLETE
2249 && ((format->flags[type] & WINED3DFMT_FLAG_POSTPIXELSHADER_BLENDING)
2250 || !(gl_info->quirks & WINED3D_QUIRK_LIMITED_TEX_FILTERING))
2251 && !(format->flags[type] & WINED3DFMT_FLAG_INTEGER)
2252 && format->id != WINED3DFMT_NULL && format->id != WINED3DFMT_P8_UINT
2253 && format->glFormat != GL_LUMINANCE && format->glFormat != GL_LUMINANCE_ALPHA
2254 && (format->red_size || format->alpha_size))
2256 DWORD readback[16 * 16 * 16], color, r_range, a_range;
2257 BYTE r, a;
2258 BOOL match = TRUE;
2259 GLuint rb;
2261 if (gl_info->supported[ARB_FRAMEBUFFER_OBJECT]
2262 || gl_info->supported[EXT_PACKED_DEPTH_STENCIL])
2264 gl_info->fbo_ops.glGenRenderbuffers(1, &rb);
2265 gl_info->fbo_ops.glBindRenderbuffer(GL_RENDERBUFFER, rb);
2266 if (type == WINED3D_GL_RES_TYPE_TEX_1D)
2267 gl_info->fbo_ops.glRenderbufferStorage(GL_RENDERBUFFER, GL_DEPTH24_STENCIL8, 16, 1);
2268 else
2269 gl_info->fbo_ops.glRenderbufferStorage(GL_RENDERBUFFER, GL_DEPTH24_STENCIL8, 16, 16);
2270 gl_info->fbo_ops.glFramebufferRenderbuffer(GL_FRAMEBUFFER, GL_DEPTH_ATTACHMENT, GL_RENDERBUFFER, rb);
2271 gl_info->fbo_ops.glFramebufferRenderbuffer(GL_FRAMEBUFFER, GL_STENCIL_ATTACHMENT, GL_RENDERBUFFER, rb);
2272 checkGLcall("RB attachment");
2275 gl_info->gl_ops.gl.p_glEnable(GL_BLEND);
2276 gl_info->gl_ops.gl.p_glClearColor(0.0f, 0.0f, 0.0f, 1.0f);
2277 gl_info->gl_ops.gl.p_glClear(GL_COLOR_BUFFER_BIT);
2278 if (gl_info->gl_ops.gl.p_glGetError() == GL_INVALID_FRAMEBUFFER_OPERATION)
2280 while (gl_info->gl_ops.gl.p_glGetError());
2281 TRACE("Format %s doesn't support post-pixelshader blending, type %u.\n",
2282 debug_d3dformat(format->id), type);
2283 format->flags[type] &= ~WINED3DFMT_FLAG_POSTPIXELSHADER_BLENDING;
2285 else
2287 gl_info->gl_ops.gl.p_glDisable(GL_BLEND);
2288 if (type == WINED3D_GL_RES_TYPE_TEX_1D)
2289 gl_info->gl_ops.gl.p_glViewport(0, 0, 16, 1);
2290 else
2291 gl_info->gl_ops.gl.p_glViewport(0, 0, 16, 16);
2292 gl_info->gl_ops.gl.p_glBlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
2294 draw_test_quad(ctx, NULL, &black);
2296 gl_info->gl_ops.gl.p_glEnable(GL_BLEND);
2298 draw_test_quad(ctx, NULL, &half_transparent_red);
2300 gl_info->gl_ops.gl.p_glDisable(GL_BLEND);
2302 switch (type)
2304 case WINED3D_GL_RES_TYPE_TEX_1D:
2305 /* Rebinding texture to workaround a fglrx bug. */
2306 gl_info->gl_ops.gl.p_glBindTexture(GL_TEXTURE_1D, object);
2307 gl_info->gl_ops.gl.p_glGetTexImage(GL_TEXTURE_1D, 0, GL_BGRA,
2308 GL_UNSIGNED_INT_8_8_8_8_REV, readback);
2309 color = readback[7];
2310 break;
2312 case WINED3D_GL_RES_TYPE_TEX_2D:
2313 case WINED3D_GL_RES_TYPE_TEX_3D:
2314 case WINED3D_GL_RES_TYPE_TEX_RECT:
2315 /* Rebinding texture to workaround a fglrx bug. */
2316 gl_info->gl_ops.gl.p_glBindTexture(wined3d_gl_type_to_enum(type), object);
2317 gl_info->gl_ops.gl.p_glGetTexImage(wined3d_gl_type_to_enum(type), 0, GL_BGRA,
2318 GL_UNSIGNED_INT_8_8_8_8_REV, readback);
2319 color = readback[7 * 16 + 7];
2320 break;
2322 case WINED3D_GL_RES_TYPE_TEX_CUBE:
2323 /* Rebinding texture to workaround a fglrx bug. */
2324 gl_info->gl_ops.gl.p_glBindTexture(GL_TEXTURE_CUBE_MAP_ARB, object);
2325 gl_info->gl_ops.gl.p_glGetTexImage(GL_TEXTURE_CUBE_MAP_POSITIVE_X_ARB, 0, GL_BGRA,
2326 GL_UNSIGNED_INT_8_8_8_8_REV, readback);
2327 color = readback[7 * 16 + 7];
2328 break;
2330 case WINED3D_GL_RES_TYPE_RB:
2331 gl_info->gl_ops.gl.p_glReadPixels(0, 0, 16, 16,
2332 GL_BGRA, GL_UNSIGNED_INT_8_8_8_8_REV, readback);
2333 color = readback[7 * 16 + 7];
2334 break;
2336 case WINED3D_GL_RES_TYPE_BUFFER:
2337 case WINED3D_GL_RES_TYPE_COUNT:
2338 color = 0;
2339 break;
2341 checkGLcall("Post-pixelshader blending check");
2343 a = color >> 24;
2344 r = (color & 0x00ff0000u) >> 16;
2346 r_range = format->red_size < 8 ? 1u << (8 - format->red_size) : 1;
2347 a_range = format->alpha_size < 8 ? 1u << (8 - format->alpha_size) : 1;
2348 if (format->red_size && (r < 0x7f - r_range || r > 0x7f + r_range))
2349 match = FALSE;
2350 else if (format->alpha_size > 1 && (a < 0xbf - a_range || a > 0xbf + a_range))
2351 match = FALSE;
2352 if (!match)
2354 TRACE("Format %s doesn't support post-pixelshader blending, type %u.\n",
2355 debug_d3dformat(format->id), type);
2356 TRACE("Color output: %#x\n", color);
2357 format->flags[type] &= ~WINED3DFMT_FLAG_POSTPIXELSHADER_BLENDING;
2359 else
2361 TRACE("Format %s supports post-pixelshader blending, type %u.\n",
2362 debug_d3dformat(format->id), type);
2363 TRACE("Color output: %#x\n", color);
2364 format->flags[type] |= WINED3DFMT_FLAG_POSTPIXELSHADER_BLENDING;
2368 if (gl_info->supported[ARB_FRAMEBUFFER_OBJECT]
2369 || gl_info->supported[EXT_PACKED_DEPTH_STENCIL])
2371 gl_info->fbo_ops.glFramebufferRenderbuffer(GL_FRAMEBUFFER, GL_DEPTH_ATTACHMENT, GL_RENDERBUFFER, 0);
2372 gl_info->fbo_ops.glFramebufferRenderbuffer(GL_FRAMEBUFFER, GL_STENCIL_ATTACHMENT, GL_RENDERBUFFER, 0);
2373 gl_info->fbo_ops.glDeleteRenderbuffers(1, &rb);
2374 checkGLcall("RB cleanup");
2378 if (format->glInternal != format->glGammaInternal)
2380 delete_fbo_attachment(gl_info, type, object);
2381 create_and_bind_fbo_attachment(gl_info, format->flags[type], type, &object, format->glGammaInternal,
2382 format->glFormat, format->glType);
2384 status = gl_info->fbo_ops.glCheckFramebufferStatus(GL_FRAMEBUFFER);
2385 checkGLcall("Framebuffer format check");
2387 if (status == GL_FRAMEBUFFER_COMPLETE)
2389 TRACE("Format %s's sRGB format is FBO attachable, type %u.\n",
2390 debug_d3dformat(format->id), type);
2391 format->flags[type] |= WINED3DFMT_FLAG_FBO_ATTACHABLE_SRGB;
2392 if (gl_info->supported[EXT_TEXTURE_SRGB_DECODE])
2393 format->glInternal = format->glGammaInternal;
2395 else
2397 WARN("Format %s's sRGB format is not FBO attachable, type %u.\n",
2398 debug_d3dformat(format->id), type);
2399 format_clear_flag(format, WINED3DFMT_FLAG_SRGB_WRITE);
2402 else if (status == GL_FRAMEBUFFER_COMPLETE)
2403 format->flags[type] |= WINED3DFMT_FLAG_FBO_ATTACHABLE_SRGB;
2405 if (format->flags[type] & (WINED3DFMT_FLAG_DEPTH | WINED3DFMT_FLAG_STENCIL))
2407 gl_info->fbo_ops.glFramebufferRenderbuffer(GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT0, GL_RENDERBUFFER, 0);
2408 gl_info->fbo_ops.glDeleteRenderbuffers(1, &color_rb);
2411 delete_fbo_attachment(gl_info, type, object);
2412 checkGLcall("Framebuffer format check cleanup");
2415 if (fallback_fmt_used && regular_fmt_used)
2417 FIXME("Format %s needs different render target formats for different resource types.\n",
2418 debug_d3dformat(format->id));
2419 format_clear_flag(format, WINED3DFMT_FLAG_RENDERTARGET | WINED3DFMT_FLAG_FBO_ATTACHABLE
2420 | WINED3DFMT_FLAG_FBO_ATTACHABLE_SRGB | WINED3DFMT_FLAG_POSTPIXELSHADER_BLENDING);
2424 static void query_format_flag(struct wined3d_gl_info *gl_info, struct wined3d_format *format,
2425 GLint internal, GLenum pname, DWORD flag, const char *string)
2427 GLint value;
2428 enum wined3d_gl_resource_type type;
2430 for (type = 0; type < ARRAY_SIZE(format->flags); ++type)
2432 gl_info->gl_ops.ext.p_glGetInternalformativ(wined3d_gl_type_to_enum(type), internal, pname, 1, &value);
2433 if (value == GL_FULL_SUPPORT)
2435 TRACE("Format %s supports %s, resource type %u.\n", debug_d3dformat(format->id), string, type);
2436 format->flags[type] |= flag;
2438 else
2440 TRACE("Format %s doesn't support %s, resource type %u.\n", debug_d3dformat(format->id), string, type);
2441 format->flags[type] &= ~flag;
2446 /* Context activation is done by the caller. */
2447 static void init_format_fbo_compat_info(struct wined3d_caps_gl_ctx *ctx)
2449 const struct wined3d_gl_info *gl_info = ctx->gl_info;
2450 unsigned int i, type;
2451 GLuint fbo;
2453 if (gl_info->supported[ARB_INTERNALFORMAT_QUERY2])
2455 for (i = 0; i < gl_info->format_count; ++i)
2457 GLint value;
2458 struct wined3d_format *format = &gl_info->formats[i];
2459 BOOL fallback_fmt_used = FALSE, regular_fmt_used = FALSE;
2460 GLenum rt_internal = format->rtInternal;
2462 if (!format->glInternal)
2463 continue;
2465 for (type = 0; type < ARRAY_SIZE(format->flags); ++type)
2467 gl_info->gl_ops.ext.p_glGetInternalformativ(wined3d_gl_type_to_enum(type),
2468 format->glInternal, GL_FRAMEBUFFER_RENDERABLE, 1, &value);
2469 if (value == GL_FULL_SUPPORT)
2471 TRACE("Format %s is supported as FBO color attachment, resource type %u.\n",
2472 debug_d3dformat(format->id), type);
2473 format->flags[type] |= WINED3DFMT_FLAG_FBO_ATTACHABLE;
2474 format->rtInternal = format->glInternal;
2475 regular_fmt_used = TRUE;
2477 gl_info->gl_ops.ext.p_glGetInternalformativ(wined3d_gl_type_to_enum(type),
2478 format->glInternal, GL_FRAMEBUFFER_BLEND, 1, &value);
2479 if (value == GL_FULL_SUPPORT)
2481 TRACE("Format %s supports post-pixelshader blending, resource type %u.\n",
2482 debug_d3dformat(format->id), type);
2483 format->flags[type] |= WINED3DFMT_FLAG_POSTPIXELSHADER_BLENDING;
2485 else
2487 TRACE("Format %s doesn't support post-pixelshader blending, resource typed %u.\n",
2488 debug_d3dformat(format->id), type);
2489 format->flags[type] &= ~WINED3DFMT_FLAG_POSTPIXELSHADER_BLENDING;
2492 else
2494 if (!rt_internal)
2496 if (format->flags[type] & WINED3DFMT_FLAG_RENDERTARGET)
2498 WARN("Format %s with rendertarget flag is not supported as FBO color attachment"
2499 " and no fallback specified, resource type %u.\n",
2500 debug_d3dformat(format->id), type);
2501 format->flags[type] &= ~WINED3DFMT_FLAG_RENDERTARGET;
2503 else
2504 TRACE("Format %s is not supported as FBO color attachment,"
2505 " resource type %u.\n", debug_d3dformat(format->id), type);
2506 format->rtInternal = format->glInternal;
2508 else
2510 gl_info->gl_ops.ext.p_glGetInternalformativ(wined3d_gl_type_to_enum(type),
2511 rt_internal, GL_FRAMEBUFFER_RENDERABLE, 1, &value);
2512 if (value == GL_FULL_SUPPORT)
2514 TRACE("Format %s rtInternal format is supported as FBO color attachment,"
2515 " resource type %u.\n", debug_d3dformat(format->id), type);
2516 fallback_fmt_used = TRUE;
2518 else
2520 WARN("Format %s rtInternal format is not supported as FBO color attachment,"
2521 " resource type %u.\n", debug_d3dformat(format->id), type);
2522 format->flags[type] &= ~WINED3DFMT_FLAG_RENDERTARGET;
2527 if (format->glInternal != format->glGammaInternal)
2529 gl_info->gl_ops.ext.p_glGetInternalformativ(wined3d_gl_type_to_enum(type),
2530 format->glGammaInternal, GL_FRAMEBUFFER_RENDERABLE, 1, &value);
2531 if (value == GL_FULL_SUPPORT)
2533 TRACE("Format %s's sRGB format is FBO attachable, resource type %u.\n",
2534 debug_d3dformat(format->id), type);
2535 format->flags[type] |= WINED3DFMT_FLAG_FBO_ATTACHABLE_SRGB;
2536 if (gl_info->supported[EXT_TEXTURE_SRGB_DECODE])
2537 format->glInternal = format->glGammaInternal;
2539 else
2541 WARN("Format %s's sRGB format is not FBO attachable, resource type %u.\n",
2542 debug_d3dformat(format->id), type);
2543 format_clear_flag(format, WINED3DFMT_FLAG_SRGB_WRITE);
2546 else if (format->flags[type] & WINED3DFMT_FLAG_FBO_ATTACHABLE)
2547 format->flags[type] |= WINED3DFMT_FLAG_FBO_ATTACHABLE_SRGB;
2550 if (fallback_fmt_used && regular_fmt_used)
2552 FIXME("Format %s needs different render target formats for different resource types.\n",
2553 debug_d3dformat(format->id));
2554 format_clear_flag(format, WINED3DFMT_FLAG_RENDERTARGET | WINED3DFMT_FLAG_FBO_ATTACHABLE
2555 | WINED3DFMT_FLAG_FBO_ATTACHABLE_SRGB | WINED3DFMT_FLAG_POSTPIXELSHADER_BLENDING);
2558 return;
2561 if (wined3d_settings.offscreen_rendering_mode == ORM_FBO)
2563 gl_info->fbo_ops.glGenFramebuffers(1, &fbo);
2564 gl_info->fbo_ops.glBindFramebuffer(GL_FRAMEBUFFER, fbo);
2565 gl_info->gl_ops.gl.p_glDrawBuffer(GL_COLOR_ATTACHMENT0);
2566 gl_info->gl_ops.gl.p_glReadBuffer(GL_COLOR_ATTACHMENT0);
2569 for (i = 0; i < gl_info->format_count; ++i)
2571 struct wined3d_format *format = &gl_info->formats[i];
2573 if (!format->glInternal) continue;
2575 if (format->flags[WINED3D_GL_RES_TYPE_TEX_2D] & WINED3DFMT_FLAG_COMPRESSED)
2577 TRACE("Skipping format %s because it's a compressed format.\n",
2578 debug_d3dformat(format->id));
2579 continue;
2582 if (wined3d_settings.offscreen_rendering_mode == ORM_FBO)
2584 TRACE("Checking if format %s is supported as FBO color attachment...\n", debug_d3dformat(format->id));
2585 check_fbo_compat(ctx, format);
2587 else
2589 format->rtInternal = format->glInternal;
2593 if (wined3d_settings.offscreen_rendering_mode == ORM_FBO)
2594 gl_info->fbo_ops.glDeleteFramebuffers(1, &fbo);
2597 static GLenum lookup_gl_view_class(GLenum internal_format)
2599 static const struct
2601 GLenum internal_format;
2602 GLenum view_class;
2604 view_classes[] =
2606 /* 128-bit */
2607 {GL_RGBA32F, GL_VIEW_CLASS_128_BITS},
2608 {GL_RGBA32UI, GL_VIEW_CLASS_128_BITS},
2609 {GL_RGBA32I, GL_VIEW_CLASS_128_BITS},
2610 /* 96-bit */
2611 {GL_RGB32F, GL_VIEW_CLASS_96_BITS},
2612 {GL_RGB32UI, GL_VIEW_CLASS_96_BITS},
2613 {GL_RGB32I, GL_VIEW_CLASS_96_BITS},
2614 /* 64-bit */
2615 {GL_RGBA16F, GL_VIEW_CLASS_64_BITS},
2616 {GL_RG32F, GL_VIEW_CLASS_64_BITS},
2617 {GL_RGBA16UI, GL_VIEW_CLASS_64_BITS},
2618 {GL_RG32UI, GL_VIEW_CLASS_64_BITS},
2619 {GL_RGBA16I, GL_VIEW_CLASS_64_BITS},
2620 {GL_RG32I, GL_VIEW_CLASS_64_BITS},
2621 {GL_RGBA16, GL_VIEW_CLASS_64_BITS},
2622 {GL_RGBA16_SNORM, GL_VIEW_CLASS_64_BITS},
2623 /* 48-bit */
2624 {GL_RGB16, GL_VIEW_CLASS_48_BITS},
2625 {GL_RGB16_SNORM, GL_VIEW_CLASS_48_BITS},
2626 {GL_RGB16F, GL_VIEW_CLASS_48_BITS},
2627 {GL_RGB16UI, GL_VIEW_CLASS_48_BITS},
2628 {GL_RGB16I, GL_VIEW_CLASS_48_BITS},
2629 /* 32-bit */
2630 {GL_RG16F, GL_VIEW_CLASS_32_BITS},
2631 {GL_R11F_G11F_B10F, GL_VIEW_CLASS_32_BITS},
2632 {GL_R32F, GL_VIEW_CLASS_32_BITS},
2633 {GL_RGB10_A2UI, GL_VIEW_CLASS_32_BITS},
2634 {GL_RGBA8UI, GL_VIEW_CLASS_32_BITS},
2635 {GL_RG16UI, GL_VIEW_CLASS_32_BITS},
2636 {GL_R32UI, GL_VIEW_CLASS_32_BITS},
2637 {GL_RGBA8I, GL_VIEW_CLASS_32_BITS},
2638 {GL_RG16I, GL_VIEW_CLASS_32_BITS},
2639 {GL_R32I, GL_VIEW_CLASS_32_BITS},
2640 {GL_RGB10_A2, GL_VIEW_CLASS_32_BITS},
2641 {GL_RGBA8, GL_VIEW_CLASS_32_BITS},
2642 {GL_RG16, GL_VIEW_CLASS_32_BITS},
2643 {GL_RGBA8_SNORM, GL_VIEW_CLASS_32_BITS},
2644 {GL_RG16_SNORM, GL_VIEW_CLASS_32_BITS},
2645 {GL_SRGB8_ALPHA8, GL_VIEW_CLASS_32_BITS},
2646 {GL_RGB9_E5, GL_VIEW_CLASS_32_BITS},
2647 /* 24-bit */
2648 {GL_RGB8, GL_VIEW_CLASS_24_BITS},
2649 {GL_RGB8_SNORM, GL_VIEW_CLASS_24_BITS},
2650 {GL_SRGB8, GL_VIEW_CLASS_24_BITS},
2651 {GL_RGB8UI, GL_VIEW_CLASS_24_BITS},
2652 {GL_RGB8I, GL_VIEW_CLASS_24_BITS},
2653 /* 16-bit */
2654 {GL_R16F, GL_VIEW_CLASS_16_BITS},
2655 {GL_RG8UI, GL_VIEW_CLASS_16_BITS},
2656 {GL_R16UI, GL_VIEW_CLASS_16_BITS},
2657 {GL_RG8I, GL_VIEW_CLASS_16_BITS},
2658 {GL_R16I, GL_VIEW_CLASS_16_BITS},
2659 {GL_RG8, GL_VIEW_CLASS_16_BITS},
2660 {GL_R16, GL_VIEW_CLASS_16_BITS},
2661 {GL_RG8_SNORM, GL_VIEW_CLASS_16_BITS},
2662 {GL_R16_SNORM, GL_VIEW_CLASS_16_BITS},
2663 /* 8-bit */
2664 {GL_R8UI, GL_VIEW_CLASS_8_BITS},
2665 {GL_R8I, GL_VIEW_CLASS_8_BITS},
2666 {GL_R8, GL_VIEW_CLASS_8_BITS},
2667 {GL_R8_SNORM, GL_VIEW_CLASS_8_BITS},
2669 /* RGTC1 */
2670 {GL_COMPRESSED_RED_RGTC1, GL_VIEW_CLASS_RGTC1_RED},
2671 {GL_COMPRESSED_SIGNED_RED_RGTC1, GL_VIEW_CLASS_RGTC1_RED},
2672 /* RGTC2 */
2673 {GL_COMPRESSED_RG_RGTC2, GL_VIEW_CLASS_RGTC2_RG},
2674 {GL_COMPRESSED_SIGNED_RG_RGTC2, GL_VIEW_CLASS_RGTC2_RG},
2676 /* BPTC unorm */
2677 {GL_COMPRESSED_RGBA_BPTC_UNORM, GL_VIEW_CLASS_BPTC_UNORM},
2678 {GL_COMPRESSED_SRGB_ALPHA_BPTC_UNORM, GL_VIEW_CLASS_BPTC_UNORM},
2679 /* BPTC float */
2680 {GL_COMPRESSED_RGB_BPTC_SIGNED_FLOAT, GL_VIEW_CLASS_BPTC_FLOAT},
2681 {GL_COMPRESSED_RGB_BPTC_UNSIGNED_FLOAT, GL_VIEW_CLASS_BPTC_FLOAT},
2683 /* DXT1 RGB */
2684 {GL_COMPRESSED_RGB_S3TC_DXT1_EXT, GL_VIEW_CLASS_S3TC_DXT1_RGB},
2685 {GL_COMPRESSED_SRGB_S3TC_DXT1_EXT, GL_VIEW_CLASS_S3TC_DXT1_RGB},
2686 /* DXT1 RGBA */
2687 {GL_COMPRESSED_RGBA_S3TC_DXT1_EXT, GL_VIEW_CLASS_S3TC_DXT1_RGBA},
2688 {GL_COMPRESSED_SRGB_ALPHA_S3TC_DXT1_EXT, GL_VIEW_CLASS_S3TC_DXT1_RGBA},
2689 /* DXT3 */
2690 {GL_COMPRESSED_RGBA_S3TC_DXT3_EXT, GL_VIEW_CLASS_S3TC_DXT3_RGBA},
2691 {GL_COMPRESSED_SRGB_ALPHA_S3TC_DXT3_EXT, GL_VIEW_CLASS_S3TC_DXT3_RGBA},
2692 /* DXT5 */
2693 {GL_COMPRESSED_RGBA_S3TC_DXT5_EXT, GL_VIEW_CLASS_S3TC_DXT5_RGBA},
2694 {GL_COMPRESSED_SRGB_ALPHA_S3TC_DXT5_EXT, GL_VIEW_CLASS_S3TC_DXT5_RGBA},
2697 unsigned int i;
2699 for (i = 0; i < ARRAY_SIZE(view_classes); ++i)
2701 if (view_classes[i].internal_format == internal_format)
2702 return view_classes[i].view_class;
2705 return GL_NONE;
2708 static void query_view_class(struct wined3d_format *format)
2710 GLenum internal_view_class, gamma_view_class, rt_view_class;
2712 internal_view_class = lookup_gl_view_class(format->glInternal);
2713 gamma_view_class = lookup_gl_view_class(format->glGammaInternal);
2714 rt_view_class = lookup_gl_view_class(format->rtInternal);
2716 if (internal_view_class == gamma_view_class || gamma_view_class == rt_view_class)
2718 format->gl_view_class = internal_view_class;
2719 TRACE("Format %s is member of GL view class %#x.\n",
2720 debug_d3dformat(format->id), format->gl_view_class);
2722 else
2724 format->gl_view_class = GL_NONE;
2728 static void query_internal_format(struct wined3d_adapter *adapter,
2729 struct wined3d_format *format, const struct wined3d_format_texture_info *texture_info,
2730 struct wined3d_gl_info *gl_info, BOOL srgb_write_supported, BOOL srgb_format)
2732 GLint count, multisample_types[MAX_MULTISAMPLE_TYPES];
2733 unsigned int i, max_log2;
2735 if (gl_info->supported[ARB_INTERNALFORMAT_QUERY2])
2737 query_format_flag(gl_info, format, format->glInternal, GL_VERTEX_TEXTURE,
2738 WINED3DFMT_FLAG_VTF, "vertex texture usage");
2739 query_format_flag(gl_info, format, format->glInternal, GL_FILTER,
2740 WINED3DFMT_FLAG_FILTERING, "filtering");
2742 if (srgb_format || format->glGammaInternal != format->glInternal)
2744 query_format_flag(gl_info, format, format->glGammaInternal, GL_SRGB_READ,
2745 WINED3DFMT_FLAG_SRGB_READ, "sRGB read");
2747 if (srgb_write_supported)
2748 query_format_flag(gl_info, format, format->glGammaInternal, GL_SRGB_WRITE,
2749 WINED3DFMT_FLAG_SRGB_WRITE, "sRGB write");
2750 else
2751 format_clear_flag(format, WINED3DFMT_FLAG_SRGB_WRITE);
2753 if (!(format->flags[WINED3D_GL_RES_TYPE_TEX_2D] & (WINED3DFMT_FLAG_SRGB_READ | WINED3DFMT_FLAG_SRGB_WRITE)))
2754 format->glGammaInternal = format->glInternal;
2755 else if (wined3d_settings.offscreen_rendering_mode != ORM_FBO
2756 && gl_info->supported[EXT_TEXTURE_SRGB_DECODE])
2757 format->glInternal = format->glGammaInternal;
2760 else
2762 if (!gl_info->limits.samplers[WINED3D_SHADER_TYPE_VERTEX])
2763 format_clear_flag(format, WINED3DFMT_FLAG_VTF);
2765 if (!(gl_info->quirks & WINED3D_QUIRK_LIMITED_TEX_FILTERING))
2766 format_set_flag(format, WINED3DFMT_FLAG_FILTERING);
2767 else if (format->id != WINED3DFMT_R32G32B32A32_FLOAT && format->id != WINED3DFMT_R32_FLOAT)
2768 format_clear_flag(format, WINED3DFMT_FLAG_VTF);
2770 if (srgb_format || format->glGammaInternal != format->glInternal)
2772 /* Filter sRGB capabilities if EXT_texture_sRGB is not supported. */
2773 if (!gl_info->supported[EXT_TEXTURE_SRGB])
2775 format->glGammaInternal = format->glInternal;
2776 format_clear_flag(format, WINED3DFMT_FLAG_SRGB_READ | WINED3DFMT_FLAG_SRGB_WRITE);
2778 else if (wined3d_settings.offscreen_rendering_mode != ORM_FBO
2779 && gl_info->supported[EXT_TEXTURE_SRGB_DECODE])
2781 format->glInternal = format->glGammaInternal;
2785 if ((format->flags[WINED3D_GL_RES_TYPE_TEX_2D] & WINED3DFMT_FLAG_SRGB_WRITE) && !srgb_write_supported)
2786 format_clear_flag(format, WINED3DFMT_FLAG_SRGB_WRITE);
2788 if (!gl_info->supported[ARB_DEPTH_TEXTURE]
2789 && texture_info->flags & (WINED3DFMT_FLAG_DEPTH | WINED3DFMT_FLAG_STENCIL))
2791 format->flags[WINED3D_GL_RES_TYPE_TEX_1D] &= ~WINED3DFMT_FLAG_TEXTURE;
2792 format->flags[WINED3D_GL_RES_TYPE_TEX_2D] &= ~WINED3DFMT_FLAG_TEXTURE;
2793 format->flags[WINED3D_GL_RES_TYPE_TEX_3D] &= ~WINED3DFMT_FLAG_TEXTURE;
2794 format->flags[WINED3D_GL_RES_TYPE_TEX_CUBE] &= ~WINED3DFMT_FLAG_TEXTURE;
2795 format->flags[WINED3D_GL_RES_TYPE_TEX_RECT] &= ~WINED3DFMT_FLAG_TEXTURE;
2799 query_view_class(format);
2801 if (format->glInternal && format->flags[WINED3D_GL_RES_TYPE_RB]
2802 & (WINED3DFMT_FLAG_RENDERTARGET | WINED3DFMT_FLAG_DEPTH | WINED3DFMT_FLAG_STENCIL))
2804 if (gl_info->supported[ARB_INTERNALFORMAT_QUERY])
2806 GL_EXTCALL(glGetInternalformativ(GL_RENDERBUFFER, format->glInternal,
2807 GL_NUM_SAMPLE_COUNTS, 1, &count));
2808 checkGLcall("glGetInternalformativ(GL_NUM_SAMPLE_COUNTS)");
2809 count = min(count, MAX_MULTISAMPLE_TYPES);
2810 GL_EXTCALL(glGetInternalformativ(GL_RENDERBUFFER, format->glInternal,
2811 GL_SAMPLES, count, multisample_types));
2812 checkGLcall("glGetInternalformativ(GL_SAMPLES)");
2813 for (i = 0; i < count; ++i)
2815 if (multisample_types[i] > sizeof(format->multisample_types) * 8)
2816 continue;
2817 format->multisample_types |= 1u << (multisample_types[i] - 1);
2820 else
2822 max_log2 = wined3d_log2i(min(gl_info->limits.samples,
2823 sizeof(format->multisample_types) * 8));
2824 for (i = 1; i <= max_log2; ++i)
2825 format->multisample_types |= 1u << ((1u << i) - 1);
2830 static BOOL init_format_texture_info(struct wined3d_adapter *adapter, struct wined3d_gl_info *gl_info)
2832 struct wined3d_format *format, *srgb_format;
2833 struct fragment_caps fragment_caps;
2834 struct shader_caps shader_caps;
2835 unsigned int i, j;
2836 BOOL srgb_write;
2838 adapter->fragment_pipe->get_caps(gl_info, &fragment_caps);
2839 adapter->shader_backend->shader_get_caps(gl_info, &shader_caps);
2840 srgb_write = (fragment_caps.wined3d_caps & WINED3D_FRAGMENT_CAP_SRGB_WRITE)
2841 && (shader_caps.wined3d_caps & WINED3D_SHADER_CAP_SRGB_WRITE);
2843 for (i = 0; i < ARRAY_SIZE(format_texture_info); ++i)
2845 if (!(format = get_format_internal(gl_info, format_texture_info[i].id)))
2846 return FALSE;
2848 if (!gl_info->supported[format_texture_info[i].extension])
2849 continue;
2851 /* ARB_texture_rg defines floating point formats, but only if
2852 * ARB_texture_float is also supported. */
2853 if (!gl_info->supported[ARB_TEXTURE_FLOAT]
2854 && (format->flags[WINED3D_GL_RES_TYPE_TEX_2D] & WINED3DFMT_FLAG_FLOAT))
2855 continue;
2857 /* ARB_texture_rg defines integer formats if EXT_texture_integer is also supported. */
2858 if (!gl_info->supported[EXT_TEXTURE_INTEGER]
2859 && (format->flags[WINED3D_GL_RES_TYPE_TEX_2D] & WINED3DFMT_FLAG_INTEGER))
2860 continue;
2862 format->glInternal = format_texture_info[i].gl_internal;
2863 format->glGammaInternal = format_texture_info[i].gl_srgb_internal;
2864 format->rtInternal = format_texture_info[i].gl_rt_internal;
2865 format->glFormat = format_texture_info[i].gl_format;
2866 format->glType = format_texture_info[i].gl_type;
2867 format->color_fixup = COLOR_FIXUP_IDENTITY;
2868 format->height_scale.numerator = 1;
2869 format->height_scale.denominator = 1;
2871 format->flags[WINED3D_GL_RES_TYPE_TEX_1D] |= format_texture_info[i].flags;
2872 format->flags[WINED3D_GL_RES_TYPE_TEX_2D] |= format_texture_info[i].flags;
2873 format->flags[WINED3D_GL_RES_TYPE_BUFFER] |= format_texture_info[i].flags;
2875 /* GL_ARB_depth_texture does not support 3D textures. It also says "cube textures are
2876 * problematic", but doesn't explicitly mandate that an error is generated. */
2877 if (gl_info->supported[EXT_TEXTURE3D]
2878 && !(format_texture_info[i].flags & (WINED3DFMT_FLAG_DEPTH | WINED3DFMT_FLAG_STENCIL)))
2879 format->flags[WINED3D_GL_RES_TYPE_TEX_3D] |= format_texture_info[i].flags;
2881 if (gl_info->supported[ARB_TEXTURE_CUBE_MAP])
2882 format->flags[WINED3D_GL_RES_TYPE_TEX_CUBE] |= format_texture_info[i].flags;
2884 if (gl_info->supported[ARB_TEXTURE_RECTANGLE])
2885 format->flags[WINED3D_GL_RES_TYPE_TEX_RECT] |= format_texture_info[i].flags;
2887 format->flags[WINED3D_GL_RES_TYPE_RB] |= format_texture_info[i].flags;
2888 format->flags[WINED3D_GL_RES_TYPE_RB] &= ~WINED3DFMT_FLAG_TEXTURE;
2890 if (format->glGammaInternal != format->glInternal
2891 && !(adapter->d3d_info.wined3d_creation_flags & WINED3D_SRGB_READ_WRITE_CONTROL))
2893 format->glGammaInternal = format->glInternal;
2894 format_clear_flag(format, WINED3DFMT_FLAG_SRGB_READ | WINED3DFMT_FLAG_SRGB_WRITE);
2897 query_internal_format(adapter, format, &format_texture_info[i], gl_info, srgb_write, FALSE);
2899 /* Texture conversion stuff */
2900 format->convert = format_texture_info[i].convert;
2901 format->conv_byte_count = format_texture_info[i].conv_byte_count;
2903 srgb_format = NULL;
2904 for (j = 0; j < ARRAY_SIZE(format_srgb_info); ++j)
2906 if (format_srgb_info[j].base_format_id == format->id)
2908 if (!(srgb_format = get_format_internal(gl_info, format_srgb_info[j].srgb_format_id)))
2909 return FALSE;
2910 break;
2913 if (!srgb_format)
2914 continue;
2916 copy_format(srgb_format, format);
2918 if (gl_info->supported[EXT_TEXTURE_SRGB]
2919 && !(adapter->d3d_info.wined3d_creation_flags & WINED3D_SRGB_READ_WRITE_CONTROL))
2921 srgb_format->glInternal = format_texture_info[i].gl_srgb_internal;
2922 srgb_format->glGammaInternal = format_texture_info[i].gl_srgb_internal;
2923 format_set_flag(srgb_format, WINED3DFMT_FLAG_SRGB_READ | WINED3DFMT_FLAG_SRGB_WRITE);
2924 query_internal_format(adapter, srgb_format, &format_texture_info[i], gl_info, srgb_write, TRUE);
2928 return TRUE;
2931 static BOOL color_match(DWORD c1, DWORD c2, BYTE max_diff)
2933 if (abs((c1 & 0xff) - (c2 & 0xff)) > max_diff) return FALSE;
2934 c1 >>= 8; c2 >>= 8;
2935 if (abs((c1 & 0xff) - (c2 & 0xff)) > max_diff) return FALSE;
2936 c1 >>= 8; c2 >>= 8;
2937 if (abs((c1 & 0xff) - (c2 & 0xff)) > max_diff) return FALSE;
2938 c1 >>= 8; c2 >>= 8;
2939 if (abs((c1 & 0xff) - (c2 & 0xff)) > max_diff) return FALSE;
2940 return TRUE;
2943 /* A context is provided by the caller */
2944 static BOOL check_filter(const struct wined3d_gl_info *gl_info, GLenum internal)
2946 static const DWORD data[] = {0x00000000, 0xffffffff};
2947 GLuint tex, fbo, buffer;
2948 DWORD readback[16 * 1];
2949 BOOL ret = FALSE;
2951 /* Render a filtered texture and see what happens. This is intended to detect the lack of
2952 * float16 filtering on ATI X1000 class cards. The drivers disable filtering instead of
2953 * falling back to software. If this changes in the future this code will get fooled and
2954 * apps might hit the software path due to incorrectly advertised caps.
2956 * Its unlikely that this changes however. GL Games like Mass Effect depend on the filter
2957 * disable fallback, if Apple or ATI ever change the driver behavior they will break more
2958 * than Wine. The Linux binary <= r500 driver is not maintained any more anyway
2961 while (gl_info->gl_ops.gl.p_glGetError());
2963 gl_info->gl_ops.gl.p_glGenTextures(1, &buffer);
2964 gl_info->gl_ops.gl.p_glBindTexture(GL_TEXTURE_2D, buffer);
2965 memset(readback, 0x7e, sizeof(readback));
2966 gl_info->gl_ops.gl.p_glTexImage2D(GL_TEXTURE_2D, 0, GL_RGBA8, 16, 1, 0,
2967 GL_RGBA, GL_UNSIGNED_INT_8_8_8_8, readback);
2968 gl_info->gl_ops.gl.p_glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_NEAREST);
2969 gl_info->gl_ops.gl.p_glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_NEAREST);
2970 gl_info->gl_ops.gl.p_glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_CLAMP_TO_EDGE);
2971 gl_info->gl_ops.gl.p_glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_CLAMP_TO_EDGE);
2972 gl_info->gl_ops.gl.p_glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_R, GL_CLAMP_TO_EDGE);
2974 gl_info->gl_ops.gl.p_glGenTextures(1, &tex);
2975 gl_info->gl_ops.gl.p_glBindTexture(GL_TEXTURE_2D, tex);
2976 gl_info->gl_ops.gl.p_glTexImage2D(GL_TEXTURE_2D, 0, internal, 2, 1, 0,
2977 GL_BGRA, GL_UNSIGNED_INT_8_8_8_8_REV, data);
2978 gl_info->gl_ops.gl.p_glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR);
2979 gl_info->gl_ops.gl.p_glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_LINEAR);
2980 gl_info->gl_ops.gl.p_glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_CLAMP_TO_EDGE);
2981 gl_info->gl_ops.gl.p_glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_CLAMP_TO_EDGE);
2982 gl_info->gl_ops.gl.p_glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_R, GL_CLAMP_TO_EDGE);
2983 gl_info->gl_ops.gl.p_glEnable(GL_TEXTURE_2D);
2985 gl_info->fbo_ops.glGenFramebuffers(1, &fbo);
2986 gl_info->fbo_ops.glBindFramebuffer(GL_FRAMEBUFFER, fbo);
2987 gl_info->fbo_ops.glFramebufferTexture2D(GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT0, GL_TEXTURE_2D, buffer, 0);
2988 gl_info->gl_ops.gl.p_glDrawBuffer(GL_COLOR_ATTACHMENT0);
2990 gl_info->gl_ops.gl.p_glViewport(0, 0, 16, 1);
2991 gl_info->gl_ops.gl.p_glDisable(GL_LIGHTING);
2992 gl_info->gl_ops.gl.p_glMatrixMode(GL_MODELVIEW);
2993 gl_info->gl_ops.gl.p_glLoadIdentity();
2994 gl_info->gl_ops.gl.p_glMatrixMode(GL_PROJECTION);
2995 gl_info->gl_ops.gl.p_glLoadIdentity();
2997 gl_info->gl_ops.gl.p_glClearColor(0, 1, 0, 0);
2998 gl_info->gl_ops.gl.p_glClear(GL_COLOR_BUFFER_BIT);
3000 gl_info->gl_ops.gl.p_glBegin(GL_TRIANGLE_STRIP);
3001 gl_info->gl_ops.gl.p_glTexCoord2f(0.0, 0.0);
3002 gl_info->gl_ops.gl.p_glVertex2f(-1.0f, -1.0f);
3003 gl_info->gl_ops.gl.p_glTexCoord2f(1.0, 0.0);
3004 gl_info->gl_ops.gl.p_glVertex2f(1.0f, -1.0f);
3005 gl_info->gl_ops.gl.p_glTexCoord2f(0.0, 1.0);
3006 gl_info->gl_ops.gl.p_glVertex2f(-1.0f, 1.0f);
3007 gl_info->gl_ops.gl.p_glTexCoord2f(1.0, 1.0);
3008 gl_info->gl_ops.gl.p_glVertex2f(1.0f, 1.0f);
3009 gl_info->gl_ops.gl.p_glEnd();
3011 gl_info->gl_ops.gl.p_glBindTexture(GL_TEXTURE_2D, buffer);
3012 memset(readback, 0x7f, sizeof(readback));
3013 gl_info->gl_ops.gl.p_glGetTexImage(GL_TEXTURE_2D, 0, GL_BGRA, GL_UNSIGNED_INT_8_8_8_8_REV, readback);
3014 if (color_match(readback[6], 0xffffffff, 5) || color_match(readback[6], 0x00000000, 5)
3015 || color_match(readback[9], 0xffffffff, 5) || color_match(readback[9], 0x00000000, 5))
3017 TRACE("Read back colors 0x%08x and 0x%08x close to unfiltered color, assuming no filtering\n",
3018 readback[6], readback[9]);
3019 ret = FALSE;
3021 else
3023 TRACE("Read back colors are 0x%08x and 0x%08x, assuming texture is filtered\n",
3024 readback[6], readback[9]);
3025 ret = TRUE;
3028 gl_info->fbo_ops.glBindFramebuffer(GL_FRAMEBUFFER, 0);
3029 gl_info->fbo_ops.glDeleteFramebuffers(1, &fbo);
3030 gl_info->gl_ops.gl.p_glDeleteTextures(1, &tex);
3031 gl_info->gl_ops.gl.p_glDeleteTextures(1, &buffer);
3032 gl_info->gl_ops.gl.p_glDisable(GL_TEXTURE_2D);
3034 if (gl_info->gl_ops.gl.p_glGetError())
3036 FIXME("Error during filtering test for format %x, returning no filtering\n", internal);
3037 ret = FALSE;
3040 return ret;
3043 static void init_format_filter_info(struct wined3d_gl_info *gl_info, enum wined3d_pci_vendor vendor)
3045 struct wined3d_format *format;
3046 unsigned int fmt_idx, i;
3047 static const enum wined3d_format_id fmts16[] =
3049 WINED3DFMT_R16_FLOAT,
3050 WINED3DFMT_R16G16_FLOAT,
3051 WINED3DFMT_R16G16B16A16_FLOAT,
3053 BOOL filtered;
3055 if (gl_info->supported[ARB_INTERNALFORMAT_QUERY2])
3056 /* This was already handled by init_format_texture_info(). */
3057 return;
3059 if (wined3d_settings.offscreen_rendering_mode != ORM_FBO
3060 || !gl_info->supported[WINED3D_GL_LEGACY_CONTEXT])
3062 WARN("No FBO support, or no FBO ORM, guessing filter info from GL caps\n");
3063 if (vendor == HW_VENDOR_NVIDIA && gl_info->supported[ARB_TEXTURE_FLOAT])
3065 TRACE("Nvidia card with texture_float support: Assuming float16 blending\n");
3066 filtered = TRUE;
3068 else if (gl_info->limits.glsl_varyings > 44)
3070 TRACE("More than 44 GLSL varyings - assuming d3d10 card with float16 blending\n");
3071 filtered = TRUE;
3073 else
3075 TRACE("Assuming no float16 blending\n");
3076 filtered = FALSE;
3079 if(filtered)
3081 for(i = 0; i < (sizeof(fmts16) / sizeof(*fmts16)); i++)
3083 fmt_idx = get_format_idx(fmts16[i]);
3084 format_set_flag(&gl_info->formats[fmt_idx], WINED3DFMT_FLAG_FILTERING);
3087 return;
3090 for(i = 0; i < (sizeof(fmts16) / sizeof(*fmts16)); i++)
3092 fmt_idx = get_format_idx(fmts16[i]);
3093 format = &gl_info->formats[fmt_idx];
3094 if (!format->glInternal) continue; /* Not supported by GL */
3096 filtered = check_filter(gl_info, gl_info->formats[fmt_idx].glInternal);
3097 if(filtered)
3099 TRACE("Format %s supports filtering\n", debug_d3dformat(fmts16[i]));
3100 format_set_flag(format, WINED3DFMT_FLAG_FILTERING);
3102 else
3104 TRACE("Format %s does not support filtering\n", debug_d3dformat(fmts16[i]));
3109 static void apply_format_fixups(struct wined3d_adapter *adapter, struct wined3d_gl_info *gl_info)
3111 unsigned int i;
3112 int idx;
3114 idx = get_format_idx(WINED3DFMT_R16_FLOAT);
3115 gl_info->formats[idx].color_fixup = create_color_fixup_desc(
3116 0, CHANNEL_SOURCE_X, 0, CHANNEL_SOURCE_ONE, 0, CHANNEL_SOURCE_ONE, 0, CHANNEL_SOURCE_W);
3118 idx = get_format_idx(WINED3DFMT_R32_FLOAT);
3119 gl_info->formats[idx].color_fixup = create_color_fixup_desc(
3120 0, CHANNEL_SOURCE_X, 0, CHANNEL_SOURCE_ONE, 0, CHANNEL_SOURCE_ONE, 0, CHANNEL_SOURCE_W);
3122 idx = get_format_idx(WINED3DFMT_R16G16_UNORM);
3123 gl_info->formats[idx].color_fixup = create_color_fixup_desc(
3124 0, CHANNEL_SOURCE_X, 0, CHANNEL_SOURCE_Y, 0, CHANNEL_SOURCE_ONE, 0, CHANNEL_SOURCE_W);
3126 idx = get_format_idx(WINED3DFMT_R16G16_FLOAT);
3127 gl_info->formats[idx].color_fixup = create_color_fixup_desc(
3128 0, CHANNEL_SOURCE_X, 0, CHANNEL_SOURCE_Y, 0, CHANNEL_SOURCE_ONE, 0, CHANNEL_SOURCE_W);
3130 idx = get_format_idx(WINED3DFMT_R32G32_FLOAT);
3131 gl_info->formats[idx].color_fixup = create_color_fixup_desc(
3132 0, CHANNEL_SOURCE_X, 0, CHANNEL_SOURCE_Y, 0, CHANNEL_SOURCE_ONE, 0, CHANNEL_SOURCE_W);
3134 /* GL_ATI_envmap_bumpmap in theory supports R8G8_SNORM but is no longer supported by
3135 * any driver. */
3136 if (gl_info->supported[NV_TEXTURE_SHADER] || gl_info->supported[EXT_TEXTURE_SNORM])
3138 /* R8G8_SNORM and R16G16_SNORM need a fixup of the undefined blue channel. OpenGL
3139 * returns 0.0 when sampling from it, DirectX 1.0. So we always have in-shader
3140 * conversion for this format. */
3141 idx = get_format_idx(WINED3DFMT_R8G8_SNORM);
3142 gl_info->formats[idx].color_fixup = create_color_fixup_desc(
3143 0, CHANNEL_SOURCE_X, 0, CHANNEL_SOURCE_Y, 0, CHANNEL_SOURCE_ONE, 0, CHANNEL_SOURCE_ONE);
3144 idx = get_format_idx(WINED3DFMT_R16G16_SNORM);
3145 gl_info->formats[idx].color_fixup = create_color_fixup_desc(
3146 0, CHANNEL_SOURCE_X, 0, CHANNEL_SOURCE_Y, 0, CHANNEL_SOURCE_ONE, 0, CHANNEL_SOURCE_ONE);
3148 else
3150 /* Emulate using unsigned formats. This requires load-time conversion in addition to the
3151 * fixups here. */
3152 idx = get_format_idx(WINED3DFMT_R8G8_SNORM);
3153 gl_info->formats[idx].color_fixup = create_color_fixup_desc(
3154 1, CHANNEL_SOURCE_X, 1, CHANNEL_SOURCE_Y, 0, CHANNEL_SOURCE_ONE, 0, CHANNEL_SOURCE_ONE);
3155 idx = get_format_idx(WINED3DFMT_R16G16_SNORM);
3156 gl_info->formats[idx].color_fixup = create_color_fixup_desc(
3157 1, CHANNEL_SOURCE_X, 1, CHANNEL_SOURCE_Y, 0, CHANNEL_SOURCE_ONE, 0, CHANNEL_SOURCE_ONE);
3158 idx = get_format_idx(WINED3DFMT_R8G8B8A8_SNORM);
3159 gl_info->formats[idx].color_fixup = create_color_fixup_desc(
3160 1, CHANNEL_SOURCE_X, 1, CHANNEL_SOURCE_Y, 1, CHANNEL_SOURCE_Z, 1, CHANNEL_SOURCE_W);
3161 idx = get_format_idx(WINED3DFMT_R5G5_SNORM_L6_UNORM);
3162 gl_info->formats[idx].color_fixup = create_color_fixup_desc(
3163 1, CHANNEL_SOURCE_X, 1, CHANNEL_SOURCE_Z, 0, CHANNEL_SOURCE_Y, 0, CHANNEL_SOURCE_ONE);
3166 if (!gl_info->supported[NV_TEXTURE_SHADER])
3168 idx = get_format_idx(WINED3DFMT_R8G8_SNORM_L8X8_UNORM);
3169 gl_info->formats[idx].color_fixup = create_color_fixup_desc(
3170 1, CHANNEL_SOURCE_X, 1, CHANNEL_SOURCE_Y, 0, CHANNEL_SOURCE_Z, 0, CHANNEL_SOURCE_W);
3173 if (gl_info->supported[ARB_TEXTURE_COMPRESSION_RGTC] || gl_info->supported[EXT_TEXTURE_COMPRESSION_RGTC])
3175 idx = get_format_idx(WINED3DFMT_ATI1N);
3176 gl_info->formats[idx].color_fixup = create_color_fixup_desc(
3177 0, CHANNEL_SOURCE_X, 0, CHANNEL_SOURCE_X, 0, CHANNEL_SOURCE_X, 0, CHANNEL_SOURCE_X);
3179 idx = get_format_idx(WINED3DFMT_ATI2N);
3180 gl_info->formats[idx].color_fixup = create_color_fixup_desc(
3181 0, CHANNEL_SOURCE_Y, 0, CHANNEL_SOURCE_X, 0, CHANNEL_SOURCE_ONE, 0, CHANNEL_SOURCE_ONE);
3183 else if (gl_info->supported[ATI_TEXTURE_COMPRESSION_3DC])
3185 idx = get_format_idx(WINED3DFMT_ATI2N);
3186 gl_info->formats[idx].color_fixup= create_color_fixup_desc(
3187 0, CHANNEL_SOURCE_X, 0, CHANNEL_SOURCE_W, 0, CHANNEL_SOURCE_ONE, 0, CHANNEL_SOURCE_ONE);
3190 if (!gl_info->supported[APPLE_YCBCR_422])
3192 idx = get_format_idx(WINED3DFMT_YUY2);
3193 gl_info->formats[idx].color_fixup = create_complex_fixup_desc(COMPLEX_FIXUP_YUY2);
3195 idx = get_format_idx(WINED3DFMT_UYVY);
3196 gl_info->formats[idx].color_fixup = create_complex_fixup_desc(COMPLEX_FIXUP_UYVY);
3199 idx = get_format_idx(WINED3DFMT_YV12);
3200 format_set_flag(&gl_info->formats[idx], WINED3DFMT_FLAG_HEIGHT_SCALE);
3201 gl_info->formats[idx].height_scale.numerator = 3;
3202 gl_info->formats[idx].height_scale.denominator = 2;
3203 gl_info->formats[idx].color_fixup = create_complex_fixup_desc(COMPLEX_FIXUP_YV12);
3205 idx = get_format_idx(WINED3DFMT_NV12);
3206 format_set_flag(&gl_info->formats[idx], WINED3DFMT_FLAG_HEIGHT_SCALE);
3207 gl_info->formats[idx].height_scale.numerator = 3;
3208 gl_info->formats[idx].height_scale.denominator = 2;
3209 gl_info->formats[idx].color_fixup = create_complex_fixup_desc(COMPLEX_FIXUP_NV12);
3211 if (!gl_info->supported[WINED3D_GL_LEGACY_CONTEXT])
3213 idx = get_format_idx(WINED3DFMT_A8_UNORM);
3214 gl_info->formats[idx].color_fixup = create_color_fixup_desc(
3215 0, CHANNEL_SOURCE_ZERO, 0, CHANNEL_SOURCE_ZERO, 0, CHANNEL_SOURCE_ZERO, 0, CHANNEL_SOURCE_X);
3216 idx = get_format_idx(WINED3DFMT_L8A8_UNORM);
3217 gl_info->formats[idx].color_fixup = create_color_fixup_desc(
3218 0, CHANNEL_SOURCE_X, 0, CHANNEL_SOURCE_X, 0, CHANNEL_SOURCE_X, 0, CHANNEL_SOURCE_Y);
3219 idx = get_format_idx(WINED3DFMT_L4A4_UNORM);
3220 gl_info->formats[idx].color_fixup = create_color_fixup_desc(
3221 0, CHANNEL_SOURCE_X, 0, CHANNEL_SOURCE_X, 0, CHANNEL_SOURCE_X, 0, CHANNEL_SOURCE_Y);
3222 idx = get_format_idx(WINED3DFMT_L16_UNORM);
3223 gl_info->formats[idx].color_fixup = create_color_fixup_desc(
3224 0, CHANNEL_SOURCE_X, 0, CHANNEL_SOURCE_X, 0, CHANNEL_SOURCE_X, 0, CHANNEL_SOURCE_ONE);
3225 idx = get_format_idx(WINED3DFMT_INTZ);
3226 gl_info->formats[idx].color_fixup = create_color_fixup_desc(
3227 0, CHANNEL_SOURCE_X, 0, CHANNEL_SOURCE_X, 0, CHANNEL_SOURCE_X, 0, CHANNEL_SOURCE_X);
3230 if (gl_info->supported[ARB_TEXTURE_RG])
3232 idx = get_format_idx(WINED3DFMT_L8_UNORM);
3233 gl_info->formats[idx].color_fixup = create_color_fixup_desc(
3234 0, CHANNEL_SOURCE_X, 0, CHANNEL_SOURCE_X, 0, CHANNEL_SOURCE_X, 0, CHANNEL_SOURCE_ONE);
3237 if (gl_info->supported[ARB_FRAGMENT_PROGRAM])
3239 idx = get_format_idx(WINED3DFMT_P8_UINT);
3240 gl_info->formats[idx].color_fixup = create_complex_fixup_desc(COMPLEX_FIXUP_P8);
3243 if (gl_info->supported[ARB_VERTEX_ARRAY_BGRA])
3245 idx = get_format_idx(WINED3DFMT_B8G8R8A8_UNORM);
3246 gl_info->formats[idx].gl_vtx_format = GL_BGRA;
3249 if (!gl_info->supported[ARB_HALF_FLOAT_VERTEX])
3251 /* Do not change the size of the type, it is CPU side. We have to change the GPU-side information though.
3252 * It is the job of the vertex buffer code to make sure that the vbos have the right format */
3253 idx = get_format_idx(WINED3DFMT_R16G16_FLOAT);
3254 gl_info->formats[idx].gl_vtx_type = GL_FLOAT;
3256 idx = get_format_idx(WINED3DFMT_R16G16B16A16_FLOAT);
3257 gl_info->formats[idx].gl_vtx_type = GL_FLOAT;
3260 if (!gl_info->supported[ARB_HALF_FLOAT_PIXEL])
3262 idx = get_format_idx(WINED3DFMT_R16_FLOAT);
3263 format_clear_flag(&gl_info->formats[idx], WINED3DFMT_FLAG_TEXTURE);
3265 idx = get_format_idx(WINED3DFMT_R16G16_FLOAT);
3266 format_clear_flag(&gl_info->formats[idx], WINED3DFMT_FLAG_TEXTURE);
3268 idx = get_format_idx(WINED3DFMT_R16G16B16A16_FLOAT);
3269 format_clear_flag(&gl_info->formats[idx], WINED3DFMT_FLAG_TEXTURE);
3272 if (gl_info->quirks & WINED3D_QUIRK_BROKEN_RGBA16)
3274 idx = get_format_idx(WINED3DFMT_R16G16B16A16_UNORM);
3275 format_clear_flag(&gl_info->formats[idx], WINED3DFMT_FLAG_TEXTURE);
3278 /* ATI instancing hack: Although ATI cards do not support Shader Model
3279 * 3.0, they support instancing. To query if the card supports instancing
3280 * CheckDeviceFormat() with the special format MAKEFOURCC('I','N','S','T')
3281 * is used. Should an application check for this, provide a proper return
3282 * value. We can do instancing with all shader versions, but we need
3283 * vertex shaders.
3285 * Additionally applications have to set the D3DRS_POINTSIZE render state
3286 * to MAKEFOURCC('I','N','S','T') once to enable instancing. Wined3d
3287 * doesn't need that and just ignores it.
3289 * With Shader Model 3.0 capable cards Instancing 'just works' in Windows. */
3290 /* FIXME: This should just check the shader backend caps. */
3291 if (gl_info->supported[ARB_VERTEX_PROGRAM] || gl_info->supported[ARB_VERTEX_SHADER])
3293 idx = get_format_idx(WINED3DFMT_INST);
3294 format_set_flag(&gl_info->formats[idx], WINED3DFMT_FLAG_TEXTURE);
3297 /* Depth bound test. To query if the card supports it CheckDeviceFormat()
3298 * with the special format MAKEFOURCC('N','V','D','B') is used. It is
3299 * enabled by setting D3DRS_ADAPTIVETESS_X render state to
3300 * MAKEFOURCC('N','V','D','B') and then controlled by setting
3301 * D3DRS_ADAPTIVETESS_Z (zMin) and D3DRS_ADAPTIVETESS_W (zMax) to test
3302 * value. */
3303 if (gl_info->supported[EXT_DEPTH_BOUNDS_TEST])
3305 idx = get_format_idx(WINED3DFMT_NVDB);
3306 format_set_flag(&gl_info->formats[idx], WINED3DFMT_FLAG_TEXTURE);
3309 /* RESZ aka AMD DX9-level hack for multisampled depth buffer resolve. You query for RESZ
3310 * support by checking for availability of MAKEFOURCC('R','E','S','Z') surfaces with
3311 * RENDERTARGET usage. */
3312 if (gl_info->supported[ARB_FRAMEBUFFER_OBJECT])
3314 idx = get_format_idx(WINED3DFMT_RESZ);
3315 format_set_flag(&gl_info->formats[idx], WINED3DFMT_FLAG_TEXTURE | WINED3DFMT_FLAG_RENDERTARGET);
3318 for (i = 0; i < gl_info->format_count; ++i)
3320 struct wined3d_format *format = &gl_info->formats[i];
3322 if (!(format->flags[WINED3D_GL_RES_TYPE_TEX_2D] & WINED3DFMT_FLAG_TEXTURE))
3323 continue;
3325 if (!adapter->shader_backend->shader_color_fixup_supported(format->color_fixup)
3326 || !adapter->fragment_pipe->color_fixup_supported(format->color_fixup))
3327 format_clear_flag(format, WINED3DFMT_FLAG_TEXTURE);
3330 /* GL_EXT_texture_compression_s3tc does not support 3D textures. Some Windows drivers
3331 * for dx9 GPUs support it, some do not, so not supporting DXTn volumes is OK for d3d9.
3333 * Note that GL_NV_texture_compression_vtc adds this functionality to OpenGL, but the
3334 * block layout is not compatible with the one used by d3d. See volume_dxt5_test. */
3335 idx = get_format_idx(WINED3DFMT_DXT1);
3336 gl_info->formats[idx].flags[WINED3D_GL_RES_TYPE_TEX_3D] &= ~WINED3DFMT_FLAG_TEXTURE;
3337 idx = get_format_idx(WINED3DFMT_DXT2);
3338 gl_info->formats[idx].flags[WINED3D_GL_RES_TYPE_TEX_3D] &= ~WINED3DFMT_FLAG_TEXTURE;
3339 idx = get_format_idx(WINED3DFMT_DXT3);
3340 gl_info->formats[idx].flags[WINED3D_GL_RES_TYPE_TEX_3D] &= ~WINED3DFMT_FLAG_TEXTURE;
3341 idx = get_format_idx(WINED3DFMT_DXT4);
3342 gl_info->formats[idx].flags[WINED3D_GL_RES_TYPE_TEX_3D] &= ~WINED3DFMT_FLAG_TEXTURE;
3343 idx = get_format_idx(WINED3DFMT_DXT5);
3344 gl_info->formats[idx].flags[WINED3D_GL_RES_TYPE_TEX_3D] &= ~WINED3DFMT_FLAG_TEXTURE;
3345 idx = get_format_idx(WINED3DFMT_BC1_UNORM);
3346 gl_info->formats[idx].flags[WINED3D_GL_RES_TYPE_TEX_3D] &= ~WINED3DFMT_FLAG_TEXTURE;
3347 idx = get_format_idx(WINED3DFMT_BC1_UNORM_SRGB);
3348 gl_info->formats[idx].flags[WINED3D_GL_RES_TYPE_TEX_3D] &= ~WINED3DFMT_FLAG_TEXTURE;
3349 idx = get_format_idx(WINED3DFMT_BC2_UNORM);
3350 gl_info->formats[idx].flags[WINED3D_GL_RES_TYPE_TEX_3D] &= ~WINED3DFMT_FLAG_TEXTURE;
3351 idx = get_format_idx(WINED3DFMT_BC2_UNORM_SRGB);
3352 gl_info->formats[idx].flags[WINED3D_GL_RES_TYPE_TEX_3D] &= ~WINED3DFMT_FLAG_TEXTURE;
3353 idx = get_format_idx(WINED3DFMT_BC3_UNORM);
3354 gl_info->formats[idx].flags[WINED3D_GL_RES_TYPE_TEX_3D] &= ~WINED3DFMT_FLAG_TEXTURE;
3355 idx = get_format_idx(WINED3DFMT_BC3_UNORM_SRGB);
3356 gl_info->formats[idx].flags[WINED3D_GL_RES_TYPE_TEX_3D] &= ~WINED3DFMT_FLAG_TEXTURE;
3357 /* Similarly with ATI1N / ATI2N and GL_ARB_texture_compression_rgtc. */
3358 idx = get_format_idx(WINED3DFMT_ATI1N);
3359 gl_info->formats[idx].flags[WINED3D_GL_RES_TYPE_TEX_3D] &= ~WINED3DFMT_FLAG_TEXTURE;
3360 idx = get_format_idx(WINED3DFMT_ATI2N);
3361 gl_info->formats[idx].flags[WINED3D_GL_RES_TYPE_TEX_3D] &= ~WINED3DFMT_FLAG_TEXTURE;
3362 idx = get_format_idx(WINED3DFMT_BC4_UNORM);
3363 gl_info->formats[idx].flags[WINED3D_GL_RES_TYPE_TEX_3D] &= ~WINED3DFMT_FLAG_TEXTURE;
3364 idx = get_format_idx(WINED3DFMT_BC5_UNORM);
3365 gl_info->formats[idx].flags[WINED3D_GL_RES_TYPE_TEX_3D] &= ~WINED3DFMT_FLAG_TEXTURE;
3366 idx = get_format_idx(WINED3DFMT_BC5_SNORM);
3367 gl_info->formats[idx].flags[WINED3D_GL_RES_TYPE_TEX_3D] &= ~WINED3DFMT_FLAG_TEXTURE;
3370 static unsigned int calculate_vertex_attribute_size(GLenum type, unsigned int component_count)
3372 switch (type)
3374 case GL_HALF_FLOAT:
3375 return component_count * sizeof(GLhalfNV);
3376 case GL_FLOAT:
3377 return component_count * sizeof(GLfloat);
3378 case GL_BYTE:
3379 return component_count * sizeof(GLbyte);
3380 case GL_UNSIGNED_BYTE:
3381 return component_count * sizeof(GLubyte);
3382 case GL_SHORT:
3383 return component_count * sizeof(GLshort);
3384 case GL_UNSIGNED_SHORT:
3385 return component_count * sizeof(GLushort);
3386 case GL_INT:
3387 return component_count * sizeof(GLint);
3388 case GL_UNSIGNED_INT:
3389 return component_count * sizeof(GLuint);
3390 case GL_UNSIGNED_INT_2_10_10_10_REV:
3391 return sizeof(GLuint);
3392 default:
3393 FIXME("Unhandled GL type %#x.\n", type);
3394 return 0;
3398 static BOOL init_format_vertex_info(struct wined3d_gl_info *gl_info)
3400 struct wined3d_format *format;
3401 unsigned int i;
3403 for (i = 0; i < ARRAY_SIZE(format_vertex_info); ++i)
3405 if (!(format = get_format_internal(gl_info, format_vertex_info[i].id)))
3406 return FALSE;
3408 if (!gl_info->supported[format_vertex_info[i].extension])
3409 continue;
3411 format->emit_idx = format_vertex_info[i].emit_idx;
3412 format->component_count = format_vertex_info[i].component_count;
3413 format->gl_vtx_type = format_vertex_info[i].gl_vtx_type;
3414 format->gl_vtx_format = format_vertex_info[i].component_count;
3415 format->gl_normalized = format_vertex_info[i].gl_normalized;
3416 if (!(format->attribute_size = calculate_vertex_attribute_size(format->gl_vtx_type,
3417 format->component_count)))
3419 ERR("Invalid attribute size for vertex format %s (%#x).\n",
3420 debug_d3dformat(format_vertex_info[i].id), format_vertex_info[i].id);
3421 return FALSE;
3425 return TRUE;
3428 static BOOL init_typeless_formats(struct wined3d_gl_info *gl_info)
3430 unsigned int flags[WINED3D_GL_RES_TYPE_COUNT];
3431 unsigned int i, j;
3433 for (i = 0; i < ARRAY_SIZE(typed_formats); ++i)
3435 struct wined3d_format *format, *typeless_format;
3437 if (!(format = get_format_internal(gl_info, typed_formats[i].id)))
3438 return FALSE;
3439 if (!(typeless_format = get_format_internal(gl_info, typed_formats[i].typeless_id)))
3440 return FALSE;
3442 memcpy(flags, typeless_format->flags, sizeof(flags));
3443 copy_format(typeless_format, format);
3444 for (j = 0; j < ARRAY_SIZE(typeless_format->flags); ++j)
3445 typeless_format->flags[j] |= flags[j];
3448 for (i = 0; i < ARRAY_SIZE(typeless_depth_stencil_formats); ++i)
3450 struct wined3d_format *typeless_format, *typeless_ds_format, *ds_format;
3451 struct wined3d_format *depth_view_format, *stencil_view_format;
3452 enum wined3d_format_id format_id;
3454 if (!(typeless_format = get_format_internal(gl_info, typeless_depth_stencil_formats[i].typeless_id)))
3455 return FALSE;
3456 if (!(ds_format = get_format_internal(gl_info, typeless_depth_stencil_formats[i].depth_stencil_id)))
3457 return FALSE;
3459 typeless_ds_format = &gl_info->formats[WINED3D_FORMAT_COUNT + i];
3460 typeless_ds_format->id = typeless_depth_stencil_formats[i].typeless_id;
3461 copy_format(typeless_ds_format, ds_format);
3462 for (j = 0; j < ARRAY_SIZE(typeless_ds_format->flags); ++j)
3464 typeless_ds_format->flags[j] = typeless_format->flags[j];
3465 typeless_format->flags[j] &= ~(WINED3DFMT_FLAG_DEPTH | WINED3DFMT_FLAG_STENCIL);
3468 if ((format_id = typeless_depth_stencil_formats[i].depth_view_id))
3470 if (!(depth_view_format = get_format_internal(gl_info, format_id)))
3471 return FALSE;
3472 copy_format(depth_view_format, ds_format);
3474 if ((format_id = typeless_depth_stencil_formats[i].stencil_view_id))
3476 if (!(stencil_view_format = get_format_internal(gl_info, format_id)))
3477 return FALSE;
3478 copy_format(stencil_view_format, ds_format);
3482 return TRUE;
3485 /* Context activation is done by the caller. */
3486 BOOL wined3d_adapter_init_format_info(struct wined3d_adapter *adapter, struct wined3d_caps_gl_ctx *ctx)
3488 struct wined3d_gl_info *gl_info = &adapter->gl_info;
3490 if (!init_format_base_info(gl_info)) return FALSE;
3491 if (!init_format_block_info(gl_info)) goto fail;
3493 if (!ctx) /* WINED3D_NO3D */
3494 return TRUE;
3496 if (!init_format_texture_info(adapter, gl_info)) goto fail;
3497 if (!init_format_vertex_info(gl_info)) goto fail;
3499 apply_format_fixups(adapter, gl_info);
3500 init_format_fbo_compat_info(ctx);
3501 init_format_filter_info(gl_info, adapter->driver_info.vendor);
3502 if (!init_typeless_formats(gl_info)) goto fail;
3504 return TRUE;
3506 fail:
3507 HeapFree(GetProcessHeap(), 0, gl_info->formats);
3508 gl_info->formats = NULL;
3509 return FALSE;
3512 BOOL wined3d_caps_gl_ctx_test_viewport_subpixel_bits(struct wined3d_caps_gl_ctx *ctx)
3514 static const struct wined3d_color red = {1.0f, 0.0f, 0.0f, 1.0f};
3515 const struct wined3d_gl_info *gl_info = ctx->gl_info;
3516 static const float offset = -63.0f / 128.0f;
3517 GLuint texture, fbo;
3518 DWORD readback[4];
3519 unsigned int i;
3521 gl_info->gl_ops.gl.p_glGenTextures(1, &texture);
3522 gl_info->gl_ops.gl.p_glBindTexture(GL_TEXTURE_2D, texture);
3523 gl_info->gl_ops.gl.p_glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAX_LEVEL, 0);
3524 gl_info->gl_ops.gl.p_glTexImage2D(GL_TEXTURE_2D, 0, GL_RGBA8, ARRAY_SIZE(readback), 1, 0,
3525 GL_BGRA, GL_UNSIGNED_INT_8_8_8_8_REV, NULL);
3526 gl_info->fbo_ops.glGenFramebuffers(1, &fbo);
3527 gl_info->fbo_ops.glBindFramebuffer(GL_FRAMEBUFFER, fbo);
3528 gl_info->fbo_ops.glFramebufferTexture2D(GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT0,
3529 GL_TEXTURE_2D, texture, 0);
3530 checkGLcall("create resources");
3532 gl_info->gl_ops.gl.p_glClearColor(1.0f, 1.0f, 1.0f, 1.0f);
3533 gl_info->gl_ops.gl.p_glClear(GL_COLOR_BUFFER_BIT);
3534 GL_EXTCALL(glViewportIndexedf(0, offset, offset, 4.0f, 1.0f));
3535 draw_test_quad(ctx, NULL, &red);
3536 checkGLcall("draw");
3538 gl_info->gl_ops.gl.p_glBindTexture(GL_TEXTURE_2D, texture);
3539 gl_info->gl_ops.gl.p_glGetTexImage(GL_TEXTURE_2D, 0,
3540 GL_BGRA, GL_UNSIGNED_INT_8_8_8_8_REV, readback);
3541 checkGLcall("readback");
3543 TRACE("Readback colors are 0x%08x, 0x%08x, 0x%08x, 0x%08x.\n",
3544 readback[0], readback[1], readback[2], readback[3]);
3546 gl_info->gl_ops.gl.p_glDeleteTextures(1, &texture);
3547 gl_info->fbo_ops.glDeleteFramebuffers(1, &fbo);
3548 gl_info->fbo_ops.glBindFramebuffer(GL_FRAMEBUFFER, 0);
3549 checkGLcall("delete resources");
3551 for (i = 0; i < ARRAY_SIZE(readback); ++i)
3553 if (readback[i] != 0xffff0000)
3554 return FALSE;
3556 return TRUE;
3559 float wined3d_adapter_find_polyoffset_scale(struct wined3d_caps_gl_ctx *ctx, GLenum format)
3561 const struct wined3d_gl_info *gl_info = ctx->gl_info;
3562 static const struct wined3d_color blue = {0.0f, 0.0f, 1.0f, 1.0f};
3563 GLuint fbo, color, depth;
3564 unsigned int low = 0, high = 32, cur;
3565 DWORD readback[256];
3566 static const struct wined3d_vec3 geometry[] =
3568 {-1.0f, -1.0f, -1.0f},
3569 { 1.0f, -1.0f, 0.0f},
3570 {-1.0f, 1.0f, -1.0f},
3571 { 1.0f, 1.0f, 0.0f},
3574 /* Most drivers want 2^23 for fixed point depth buffers, including r300g, r600g,
3575 * Nvidia. Use this as a fallback if the detection fails. */
3576 unsigned int fallback = 23;
3578 if (wined3d_settings.offscreen_rendering_mode != ORM_FBO)
3580 FIXME("No FBOs, assuming polyoffset scale of 2^%u.\n", fallback);
3581 return (float)(1u << fallback);
3584 gl_info->gl_ops.gl.p_glGenTextures(1, &color);
3585 gl_info->gl_ops.gl.p_glBindTexture(GL_TEXTURE_2D, color);
3586 gl_info->gl_ops.gl.p_glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAX_LEVEL, 0);
3587 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);
3589 gl_info->fbo_ops.glGenRenderbuffers(1, &depth);
3590 gl_info->fbo_ops.glBindRenderbuffer(GL_RENDERBUFFER, depth);
3591 gl_info->fbo_ops.glRenderbufferStorage(GL_RENDERBUFFER, format, 256, 1);
3593 gl_info->fbo_ops.glGenFramebuffers(1, &fbo);
3594 gl_info->fbo_ops.glBindFramebuffer(GL_FRAMEBUFFER, fbo);
3595 gl_info->fbo_ops.glFramebufferTexture2D(GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT0, GL_TEXTURE_2D, color, 0);
3596 gl_info->fbo_ops.glFramebufferRenderbuffer(GL_FRAMEBUFFER, GL_DEPTH_ATTACHMENT, GL_RENDERBUFFER, depth);
3597 checkGLcall("Setup framebuffer");
3599 gl_info->gl_ops.gl.p_glClearColor(0.0f, 0.0f, 0.5f, 0.0f);
3600 gl_info->gl_ops.gl.p_glClearDepth(0.5f);
3601 gl_info->gl_ops.gl.p_glEnable(GL_DEPTH_TEST);
3602 gl_info->gl_ops.gl.p_glEnable(GL_POLYGON_OFFSET_FILL);
3603 gl_info->gl_ops.gl.p_glViewport(0, 0, 256, 1);
3604 checkGLcall("Misc parameters");
3606 for (;;)
3608 if (high - low <= 1)
3610 ERR("PolygonOffset scale factor detection failed, using fallback value 2^%u.\n", fallback);
3611 cur = fallback;
3612 break;
3614 cur = (low + high) / 2;
3616 gl_info->gl_ops.gl.p_glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT);
3617 /* The post viewport transform Z of the geometry runs from 0.0 to 0.5. We want to push it another
3618 * 0.25 so that the Z buffer content (0.5) cuts the quad off at half the screen. */
3619 gl_info->gl_ops.gl.p_glPolygonOffset(0.0f, (float)(1u << cur) * 0.25f);
3620 draw_test_quad(ctx, geometry, &blue);
3621 checkGLcall("Test draw");
3623 /* Rebinding texture to workaround a fglrx bug. */
3624 gl_info->gl_ops.gl.p_glBindTexture(GL_TEXTURE_2D, color);
3625 gl_info->gl_ops.gl.p_glGetTexImage(GL_TEXTURE_2D, 0, GL_BGRA, GL_UNSIGNED_INT_8_8_8_8_REV, readback);
3626 checkGLcall("readback");
3628 TRACE("low %02u, high %02u, cur %2u, 0=0x%08x, 125=0x%08x, 131=0x%08x, 255=0x%08x\n",
3629 low, high, cur, readback[0], readback[125], readback[131], readback[255]);
3631 if ((readback[125] & 0xff) < 0xa0)
3632 high = cur;
3633 else if ((readback[131] & 0xff) > 0xa0)
3634 low = cur;
3635 else
3637 TRACE("Found scale factor 2^%u for format %x\n", cur, format);
3638 break;
3642 gl_info->gl_ops.gl.p_glDeleteTextures(1, &color);
3643 gl_info->fbo_ops.glDeleteRenderbuffers(1, &depth);
3644 gl_info->fbo_ops.glDeleteFramebuffers(1, &fbo);
3645 gl_info->fbo_ops.glBindFramebuffer(GL_FRAMEBUFFER, 0);
3646 checkGLcall("Delete framebuffer");
3648 gl_info->gl_ops.gl.p_glDisable(GL_DEPTH_TEST);
3649 gl_info->gl_ops.gl.p_glDisable(GL_POLYGON_OFFSET_FILL);
3650 return (float)(1u << cur);
3653 const struct wined3d_format *wined3d_get_format(const struct wined3d_gl_info *gl_info,
3654 enum wined3d_format_id format_id, unsigned int resource_usage)
3656 const struct wined3d_format *format;
3657 int idx = get_format_idx(format_id);
3658 unsigned int i;
3660 if (idx == -1)
3662 FIXME("Can't find format %s (%#x) in the format lookup table.\n",
3663 debug_d3dformat(format_id), format_id);
3664 return &gl_info->formats[get_format_idx(WINED3DFMT_UNKNOWN)];
3667 format = &gl_info->formats[idx];
3669 if (resource_usage & WINED3DUSAGE_DEPTHSTENCIL && wined3d_format_is_typeless(format))
3671 for (i = 0; i < ARRAY_SIZE(typeless_depth_stencil_formats); ++i)
3673 if (typeless_depth_stencil_formats[i].typeless_id == format_id)
3674 return &gl_info->formats[WINED3D_FORMAT_COUNT + i];
3677 FIXME("Cannot find depth/stencil typeless format %s (%#x).\n",
3678 debug_d3dformat(format_id), format_id);
3679 return &gl_info->formats[get_format_idx(WINED3DFMT_UNKNOWN)];
3682 return format;
3685 void wined3d_format_calculate_pitch(const struct wined3d_format *format, unsigned int alignment,
3686 unsigned int width, unsigned int height, unsigned int *row_pitch, unsigned int *slice_pitch)
3688 /* For block based formats, pitch means the amount of bytes to the next
3689 * row of blocks rather than the next row of pixels. */
3690 if (format->flags[WINED3D_GL_RES_TYPE_TEX_2D] & WINED3DFMT_FLAG_BLOCKS)
3692 unsigned int row_block_count = (width + format->block_width - 1) / format->block_width;
3693 unsigned int slice_block_count = (height + format->block_height - 1) / format->block_height;
3694 *row_pitch = row_block_count * format->block_byte_count;
3695 *row_pitch = (*row_pitch + alignment - 1) & ~(alignment - 1);
3696 *slice_pitch = *row_pitch * slice_block_count;
3698 else
3700 *row_pitch = format->byte_count * width; /* Bytes / row */
3701 *row_pitch = (*row_pitch + alignment - 1) & ~(alignment - 1);
3702 *slice_pitch = *row_pitch * height;
3705 if (format->flags[WINED3D_GL_RES_TYPE_TEX_2D] & WINED3DFMT_FLAG_HEIGHT_SCALE)
3707 /* The D3D format requirements make sure that the resulting format is an integer again */
3708 *slice_pitch *= format->height_scale.numerator;
3709 *slice_pitch /= format->height_scale.denominator;
3712 TRACE("Returning row pitch %u, slice pitch %u.\n", *row_pitch, *slice_pitch);
3715 UINT wined3d_format_calculate_size(const struct wined3d_format *format, UINT alignment,
3716 UINT width, UINT height, UINT depth)
3718 unsigned int row_pitch, slice_pitch;
3720 if (format->id == WINED3DFMT_UNKNOWN)
3721 return 0;
3723 if (format->flags[WINED3D_GL_RES_TYPE_TEX_2D] & WINED3DFMT_FLAG_BROKEN_PITCH)
3724 return width * height * depth * format->byte_count;
3726 wined3d_format_calculate_pitch(format, alignment, width, height, &row_pitch, &slice_pitch);
3728 return slice_pitch * depth;
3731 /*****************************************************************************
3732 * Trace formatting of useful values
3734 const char *debug_box(const struct wined3d_box *box)
3736 if (!box)
3737 return "(null)";
3738 return wine_dbg_sprintf("(%u, %u, %u)-(%u, %u, %u)",
3739 box->left, box->top, box->front,
3740 box->right, box->bottom, box->back);
3743 const char *debug_color(const struct wined3d_color *color)
3745 if (!color)
3746 return "(null)";
3747 return wine_dbg_sprintf("{%.8e, %.8e, %.8e, %.8e}",
3748 color->r, color->g, color->b, color->a);
3751 const char *debug_ivec4(const struct wined3d_ivec4 *v)
3753 if (!v)
3754 return "(null)";
3755 return wine_dbg_sprintf("{%d, %d, %d, %d}",
3756 v->x, v->y, v->z, v->w);
3759 const char *debug_vec4(const struct wined3d_vec4 *v)
3761 if (!v)
3762 return "(null)";
3763 return wine_dbg_sprintf("{%.8e, %.8e, %.8e, %.8e}",
3764 v->x, v->y, v->z, v->w);
3767 const char *debug_d3dformat(enum wined3d_format_id format_id)
3769 switch (format_id)
3771 #define FMT_TO_STR(format_id) case format_id: return #format_id
3772 FMT_TO_STR(WINED3DFMT_UNKNOWN);
3773 FMT_TO_STR(WINED3DFMT_B8G8R8_UNORM);
3774 FMT_TO_STR(WINED3DFMT_B5G5R5X1_UNORM);
3775 FMT_TO_STR(WINED3DFMT_B4G4R4A4_UNORM);
3776 FMT_TO_STR(WINED3DFMT_B2G3R3_UNORM);
3777 FMT_TO_STR(WINED3DFMT_B2G3R3A8_UNORM);
3778 FMT_TO_STR(WINED3DFMT_B4G4R4X4_UNORM);
3779 FMT_TO_STR(WINED3DFMT_R8G8B8X8_UNORM);
3780 FMT_TO_STR(WINED3DFMT_B10G10R10A2_UNORM);
3781 FMT_TO_STR(WINED3DFMT_P8_UINT_A8_UNORM);
3782 FMT_TO_STR(WINED3DFMT_P8_UINT);
3783 FMT_TO_STR(WINED3DFMT_L8_UNORM);
3784 FMT_TO_STR(WINED3DFMT_L8A8_UNORM);
3785 FMT_TO_STR(WINED3DFMT_L4A4_UNORM);
3786 FMT_TO_STR(WINED3DFMT_R5G5_SNORM_L6_UNORM);
3787 FMT_TO_STR(WINED3DFMT_R8G8_SNORM_L8X8_UNORM);
3788 FMT_TO_STR(WINED3DFMT_R10G11B11_SNORM);
3789 FMT_TO_STR(WINED3DFMT_R10G10B10X2_UINT);
3790 FMT_TO_STR(WINED3DFMT_R10G10B10X2_SNORM);
3791 FMT_TO_STR(WINED3DFMT_R10G10B10_SNORM_A2_UNORM);
3792 FMT_TO_STR(WINED3DFMT_UYVY);
3793 FMT_TO_STR(WINED3DFMT_YUY2);
3794 FMT_TO_STR(WINED3DFMT_YV12);
3795 FMT_TO_STR(WINED3DFMT_NV12);
3796 FMT_TO_STR(WINED3DFMT_DXT1);
3797 FMT_TO_STR(WINED3DFMT_DXT2);
3798 FMT_TO_STR(WINED3DFMT_DXT3);
3799 FMT_TO_STR(WINED3DFMT_DXT4);
3800 FMT_TO_STR(WINED3DFMT_DXT5);
3801 FMT_TO_STR(WINED3DFMT_MULTI2_ARGB8);
3802 FMT_TO_STR(WINED3DFMT_G8R8_G8B8);
3803 FMT_TO_STR(WINED3DFMT_R8G8_B8G8);
3804 FMT_TO_STR(WINED3DFMT_D16_LOCKABLE);
3805 FMT_TO_STR(WINED3DFMT_D32_UNORM);
3806 FMT_TO_STR(WINED3DFMT_S1_UINT_D15_UNORM);
3807 FMT_TO_STR(WINED3DFMT_X8D24_UNORM);
3808 FMT_TO_STR(WINED3DFMT_S4X4_UINT_D24_UNORM);
3809 FMT_TO_STR(WINED3DFMT_L16_UNORM);
3810 FMT_TO_STR(WINED3DFMT_S8_UINT_D24_FLOAT);
3811 FMT_TO_STR(WINED3DFMT_R8G8_SNORM_Cx);
3812 FMT_TO_STR(WINED3DFMT_ATI1N);
3813 FMT_TO_STR(WINED3DFMT_ATI2N);
3814 FMT_TO_STR(WINED3DFMT_NVDB);
3815 FMT_TO_STR(WINED3DFMT_NVHU);
3816 FMT_TO_STR(WINED3DFMT_NVHS);
3817 FMT_TO_STR(WINED3DFMT_R32G32B32A32_TYPELESS);
3818 FMT_TO_STR(WINED3DFMT_R32G32B32A32_FLOAT);
3819 FMT_TO_STR(WINED3DFMT_R32G32B32A32_UINT);
3820 FMT_TO_STR(WINED3DFMT_R32G32B32A32_SINT);
3821 FMT_TO_STR(WINED3DFMT_R32G32B32_TYPELESS);
3822 FMT_TO_STR(WINED3DFMT_R32G32B32_FLOAT);
3823 FMT_TO_STR(WINED3DFMT_R32G32B32_UINT);
3824 FMT_TO_STR(WINED3DFMT_R32G32B32_SINT);
3825 FMT_TO_STR(WINED3DFMT_R16G16B16A16_TYPELESS);
3826 FMT_TO_STR(WINED3DFMT_R16G16B16A16_FLOAT);
3827 FMT_TO_STR(WINED3DFMT_R16G16B16A16_UNORM);
3828 FMT_TO_STR(WINED3DFMT_R16G16B16A16_UINT);
3829 FMT_TO_STR(WINED3DFMT_R16G16B16A16_SNORM);
3830 FMT_TO_STR(WINED3DFMT_R16G16B16A16_SINT);
3831 FMT_TO_STR(WINED3DFMT_R32G32_TYPELESS);
3832 FMT_TO_STR(WINED3DFMT_R32G32_FLOAT);
3833 FMT_TO_STR(WINED3DFMT_R32G32_UINT);
3834 FMT_TO_STR(WINED3DFMT_R32G32_SINT);
3835 FMT_TO_STR(WINED3DFMT_R32G8X24_TYPELESS);
3836 FMT_TO_STR(WINED3DFMT_D32_FLOAT_S8X24_UINT);
3837 FMT_TO_STR(WINED3DFMT_R32_FLOAT_X8X24_TYPELESS);
3838 FMT_TO_STR(WINED3DFMT_X32_TYPELESS_G8X24_UINT);
3839 FMT_TO_STR(WINED3DFMT_R10G10B10A2_TYPELESS);
3840 FMT_TO_STR(WINED3DFMT_R10G10B10A2_UNORM);
3841 FMT_TO_STR(WINED3DFMT_R10G10B10A2_UINT);
3842 FMT_TO_STR(WINED3DFMT_R10G10B10A2_SNORM);
3843 FMT_TO_STR(WINED3DFMT_R10G10B10_XR_BIAS_A2_UNORM);
3844 FMT_TO_STR(WINED3DFMT_R11G11B10_FLOAT);
3845 FMT_TO_STR(WINED3DFMT_R8G8B8A8_TYPELESS);
3846 FMT_TO_STR(WINED3DFMT_R8G8B8A8_UNORM);
3847 FMT_TO_STR(WINED3DFMT_R8G8B8A8_UNORM_SRGB);
3848 FMT_TO_STR(WINED3DFMT_R8G8B8A8_UINT);
3849 FMT_TO_STR(WINED3DFMT_R8G8B8A8_SNORM);
3850 FMT_TO_STR(WINED3DFMT_R8G8B8A8_SINT);
3851 FMT_TO_STR(WINED3DFMT_R16G16_TYPELESS);
3852 FMT_TO_STR(WINED3DFMT_R16G16_FLOAT);
3853 FMT_TO_STR(WINED3DFMT_R16G16_UNORM);
3854 FMT_TO_STR(WINED3DFMT_R16G16_UINT);
3855 FMT_TO_STR(WINED3DFMT_R16G16_SNORM);
3856 FMT_TO_STR(WINED3DFMT_R16G16_SINT);
3857 FMT_TO_STR(WINED3DFMT_R32_TYPELESS);
3858 FMT_TO_STR(WINED3DFMT_D32_FLOAT);
3859 FMT_TO_STR(WINED3DFMT_R32_FLOAT);
3860 FMT_TO_STR(WINED3DFMT_R32_UINT);
3861 FMT_TO_STR(WINED3DFMT_R32_SINT);
3862 FMT_TO_STR(WINED3DFMT_R24G8_TYPELESS);
3863 FMT_TO_STR(WINED3DFMT_D24_UNORM_S8_UINT);
3864 FMT_TO_STR(WINED3DFMT_R24_UNORM_X8_TYPELESS);
3865 FMT_TO_STR(WINED3DFMT_X24_TYPELESS_G8_UINT);
3866 FMT_TO_STR(WINED3DFMT_R8G8_TYPELESS);
3867 FMT_TO_STR(WINED3DFMT_R8G8_UNORM);
3868 FMT_TO_STR(WINED3DFMT_R8G8_UINT);
3869 FMT_TO_STR(WINED3DFMT_R8G8_SNORM);
3870 FMT_TO_STR(WINED3DFMT_R8G8_SINT);
3871 FMT_TO_STR(WINED3DFMT_R16_TYPELESS);
3872 FMT_TO_STR(WINED3DFMT_R16_FLOAT);
3873 FMT_TO_STR(WINED3DFMT_D16_UNORM);
3874 FMT_TO_STR(WINED3DFMT_R16_UNORM);
3875 FMT_TO_STR(WINED3DFMT_R16_UINT);
3876 FMT_TO_STR(WINED3DFMT_R16_SNORM);
3877 FMT_TO_STR(WINED3DFMT_R16_SINT);
3878 FMT_TO_STR(WINED3DFMT_R8_TYPELESS);
3879 FMT_TO_STR(WINED3DFMT_R8_UNORM);
3880 FMT_TO_STR(WINED3DFMT_R8_UINT);
3881 FMT_TO_STR(WINED3DFMT_R8_SNORM);
3882 FMT_TO_STR(WINED3DFMT_R8_SINT);
3883 FMT_TO_STR(WINED3DFMT_A8_UNORM);
3884 FMT_TO_STR(WINED3DFMT_R1_UNORM);
3885 FMT_TO_STR(WINED3DFMT_R9G9B9E5_SHAREDEXP);
3886 FMT_TO_STR(WINED3DFMT_R8G8_B8G8_UNORM);
3887 FMT_TO_STR(WINED3DFMT_G8R8_G8B8_UNORM);
3888 FMT_TO_STR(WINED3DFMT_BC1_TYPELESS);
3889 FMT_TO_STR(WINED3DFMT_BC1_UNORM);
3890 FMT_TO_STR(WINED3DFMT_BC1_UNORM_SRGB);
3891 FMT_TO_STR(WINED3DFMT_BC2_TYPELESS);
3892 FMT_TO_STR(WINED3DFMT_BC2_UNORM);
3893 FMT_TO_STR(WINED3DFMT_BC2_UNORM_SRGB);
3894 FMT_TO_STR(WINED3DFMT_BC3_TYPELESS);
3895 FMT_TO_STR(WINED3DFMT_BC3_UNORM);
3896 FMT_TO_STR(WINED3DFMT_BC3_UNORM_SRGB);
3897 FMT_TO_STR(WINED3DFMT_BC4_TYPELESS);
3898 FMT_TO_STR(WINED3DFMT_BC4_UNORM);
3899 FMT_TO_STR(WINED3DFMT_BC4_SNORM);
3900 FMT_TO_STR(WINED3DFMT_BC5_TYPELESS);
3901 FMT_TO_STR(WINED3DFMT_BC5_UNORM);
3902 FMT_TO_STR(WINED3DFMT_BC5_SNORM);
3903 FMT_TO_STR(WINED3DFMT_B5G6R5_UNORM);
3904 FMT_TO_STR(WINED3DFMT_B5G5R5A1_UNORM);
3905 FMT_TO_STR(WINED3DFMT_B8G8R8A8_UNORM);
3906 FMT_TO_STR(WINED3DFMT_B8G8R8X8_UNORM);
3907 FMT_TO_STR(WINED3DFMT_B8G8R8A8_TYPELESS);
3908 FMT_TO_STR(WINED3DFMT_B8G8R8A8_UNORM_SRGB);
3909 FMT_TO_STR(WINED3DFMT_B8G8R8X8_TYPELESS);
3910 FMT_TO_STR(WINED3DFMT_B8G8R8X8_UNORM_SRGB);
3911 FMT_TO_STR(WINED3DFMT_BC6H_TYPELESS);
3912 FMT_TO_STR(WINED3DFMT_BC6H_UF16);
3913 FMT_TO_STR(WINED3DFMT_BC6H_SF16);
3914 FMT_TO_STR(WINED3DFMT_BC7_TYPELESS);
3915 FMT_TO_STR(WINED3DFMT_BC7_UNORM);
3916 FMT_TO_STR(WINED3DFMT_BC7_UNORM_SRGB);
3917 FMT_TO_STR(WINED3DFMT_INTZ);
3918 FMT_TO_STR(WINED3DFMT_RESZ);
3919 FMT_TO_STR(WINED3DFMT_NULL);
3920 FMT_TO_STR(WINED3DFMT_R16);
3921 FMT_TO_STR(WINED3DFMT_AL16);
3922 #undef FMT_TO_STR
3923 default:
3925 char fourcc[5];
3926 fourcc[0] = (char)(format_id);
3927 fourcc[1] = (char)(format_id >> 8);
3928 fourcc[2] = (char)(format_id >> 16);
3929 fourcc[3] = (char)(format_id >> 24);
3930 fourcc[4] = 0;
3931 if (isprint(fourcc[0]) && isprint(fourcc[1]) && isprint(fourcc[2]) && isprint(fourcc[3]))
3932 FIXME("Unrecognized %#x (as fourcc: %s) WINED3DFORMAT!\n", format_id, fourcc);
3933 else
3934 FIXME("Unrecognized %#x WINED3DFORMAT!\n", format_id);
3936 return "unrecognized";
3940 const char *debug_d3ddevicetype(enum wined3d_device_type device_type)
3942 switch (device_type)
3944 #define DEVTYPE_TO_STR(dev) case dev: return #dev
3945 DEVTYPE_TO_STR(WINED3D_DEVICE_TYPE_HAL);
3946 DEVTYPE_TO_STR(WINED3D_DEVICE_TYPE_REF);
3947 DEVTYPE_TO_STR(WINED3D_DEVICE_TYPE_SW);
3948 #undef DEVTYPE_TO_STR
3949 default:
3950 FIXME("Unrecognized device type %#x.\n", device_type);
3951 return "unrecognized";
3955 const char *debug_d3dusage(DWORD usage)
3957 char buf[552];
3959 buf[0] = '\0';
3960 #define WINED3DUSAGE_TO_STR(u) if (usage & u) { strcat(buf, " | "#u); usage &= ~u; }
3961 WINED3DUSAGE_TO_STR(WINED3DUSAGE_RENDERTARGET);
3962 WINED3DUSAGE_TO_STR(WINED3DUSAGE_DEPTHSTENCIL);
3963 WINED3DUSAGE_TO_STR(WINED3DUSAGE_WRITEONLY);
3964 WINED3DUSAGE_TO_STR(WINED3DUSAGE_SOFTWAREPROCESSING);
3965 WINED3DUSAGE_TO_STR(WINED3DUSAGE_DONOTCLIP);
3966 WINED3DUSAGE_TO_STR(WINED3DUSAGE_POINTS);
3967 WINED3DUSAGE_TO_STR(WINED3DUSAGE_RTPATCHES);
3968 WINED3DUSAGE_TO_STR(WINED3DUSAGE_NPATCHES);
3969 WINED3DUSAGE_TO_STR(WINED3DUSAGE_DYNAMIC);
3970 WINED3DUSAGE_TO_STR(WINED3DUSAGE_AUTOGENMIPMAP);
3971 WINED3DUSAGE_TO_STR(WINED3DUSAGE_RESTRICTED_CONTENT);
3972 WINED3DUSAGE_TO_STR(WINED3DUSAGE_RESTRICT_SHARED_RESOURCE_DRIVER);
3973 WINED3DUSAGE_TO_STR(WINED3DUSAGE_RESTRICT_SHARED_RESOURCE);
3974 WINED3DUSAGE_TO_STR(WINED3DUSAGE_DMAP);
3975 WINED3DUSAGE_TO_STR(WINED3DUSAGE_TEXTAPI);
3976 WINED3DUSAGE_TO_STR(WINED3DUSAGE_LEGACY_CUBEMAP);
3977 WINED3DUSAGE_TO_STR(WINED3DUSAGE_TEXTURE);
3978 WINED3DUSAGE_TO_STR(WINED3DUSAGE_OWNDC);
3979 WINED3DUSAGE_TO_STR(WINED3DUSAGE_STATICDECL);
3980 WINED3DUSAGE_TO_STR(WINED3DUSAGE_OVERLAY);
3981 #undef WINED3DUSAGE_TO_STR
3982 if (usage) FIXME("Unrecognized usage flag(s) %#x\n", usage);
3984 return buf[0] ? wine_dbg_sprintf("%s", &buf[3]) : "0";
3987 const char *debug_d3dusagequery(DWORD usagequery)
3989 char buf[238];
3991 buf[0] = '\0';
3992 #define WINED3DUSAGEQUERY_TO_STR(u) if (usagequery & u) { strcat(buf, " | "#u); usagequery &= ~u; }
3993 WINED3DUSAGEQUERY_TO_STR(WINED3DUSAGE_QUERY_FILTER);
3994 WINED3DUSAGEQUERY_TO_STR(WINED3DUSAGE_QUERY_LEGACYBUMPMAP);
3995 WINED3DUSAGEQUERY_TO_STR(WINED3DUSAGE_QUERY_POSTPIXELSHADER_BLENDING);
3996 WINED3DUSAGEQUERY_TO_STR(WINED3DUSAGE_QUERY_SRGBREAD);
3997 WINED3DUSAGEQUERY_TO_STR(WINED3DUSAGE_QUERY_SRGBWRITE);
3998 WINED3DUSAGEQUERY_TO_STR(WINED3DUSAGE_QUERY_VERTEXTEXTURE);
3999 WINED3DUSAGEQUERY_TO_STR(WINED3DUSAGE_QUERY_WRAPANDMIP);
4000 #undef WINED3DUSAGEQUERY_TO_STR
4001 if (usagequery) FIXME("Unrecognized usage query flag(s) %#x\n", usagequery);
4003 return buf[0] ? wine_dbg_sprintf("%s", &buf[3]) : "0";
4006 const char *debug_d3ddeclmethod(enum wined3d_decl_method method)
4008 switch (method)
4010 #define WINED3DDECLMETHOD_TO_STR(u) case u: return #u
4011 WINED3DDECLMETHOD_TO_STR(WINED3D_DECL_METHOD_DEFAULT);
4012 WINED3DDECLMETHOD_TO_STR(WINED3D_DECL_METHOD_PARTIAL_U);
4013 WINED3DDECLMETHOD_TO_STR(WINED3D_DECL_METHOD_PARTIAL_V);
4014 WINED3DDECLMETHOD_TO_STR(WINED3D_DECL_METHOD_CROSS_UV);
4015 WINED3DDECLMETHOD_TO_STR(WINED3D_DECL_METHOD_UV);
4016 WINED3DDECLMETHOD_TO_STR(WINED3D_DECL_METHOD_LOOKUP);
4017 WINED3DDECLMETHOD_TO_STR(WINED3D_DECL_METHOD_LOOKUP_PRESAMPLED);
4018 #undef WINED3DDECLMETHOD_TO_STR
4019 default:
4020 FIXME("Unrecognized declaration method %#x.\n", method);
4021 return "unrecognized";
4025 const char *debug_d3ddeclusage(enum wined3d_decl_usage usage)
4027 switch (usage)
4029 #define WINED3DDECLUSAGE_TO_STR(u) case u: return #u
4030 WINED3DDECLUSAGE_TO_STR(WINED3D_DECL_USAGE_POSITION);
4031 WINED3DDECLUSAGE_TO_STR(WINED3D_DECL_USAGE_BLEND_WEIGHT);
4032 WINED3DDECLUSAGE_TO_STR(WINED3D_DECL_USAGE_BLEND_INDICES);
4033 WINED3DDECLUSAGE_TO_STR(WINED3D_DECL_USAGE_NORMAL);
4034 WINED3DDECLUSAGE_TO_STR(WINED3D_DECL_USAGE_PSIZE);
4035 WINED3DDECLUSAGE_TO_STR(WINED3D_DECL_USAGE_TEXCOORD);
4036 WINED3DDECLUSAGE_TO_STR(WINED3D_DECL_USAGE_TANGENT);
4037 WINED3DDECLUSAGE_TO_STR(WINED3D_DECL_USAGE_BINORMAL);
4038 WINED3DDECLUSAGE_TO_STR(WINED3D_DECL_USAGE_TESS_FACTOR);
4039 WINED3DDECLUSAGE_TO_STR(WINED3D_DECL_USAGE_POSITIONT);
4040 WINED3DDECLUSAGE_TO_STR(WINED3D_DECL_USAGE_COLOR);
4041 WINED3DDECLUSAGE_TO_STR(WINED3D_DECL_USAGE_FOG);
4042 WINED3DDECLUSAGE_TO_STR(WINED3D_DECL_USAGE_DEPTH);
4043 WINED3DDECLUSAGE_TO_STR(WINED3D_DECL_USAGE_SAMPLE);
4044 #undef WINED3DDECLUSAGE_TO_STR
4045 default:
4046 FIXME("Unrecognized %u declaration usage!\n", usage);
4047 return "unrecognized";
4051 const char *debug_d3dinput_classification(enum wined3d_input_classification classification)
4053 switch (classification)
4055 #define WINED3D_TO_STR(x) case x: return #x
4056 WINED3D_TO_STR(WINED3D_INPUT_PER_VERTEX_DATA);
4057 WINED3D_TO_STR(WINED3D_INPUT_PER_INSTANCE_DATA);
4058 #undef WINED3D_TO_STR
4059 default:
4060 FIXME("Unrecognized input classification %#x.\n", classification);
4061 return "unrecognized";
4065 const char *debug_d3dresourcetype(enum wined3d_resource_type resource_type)
4067 switch (resource_type)
4069 #define WINED3D_TO_STR(x) case x: return #x
4070 WINED3D_TO_STR(WINED3D_RTYPE_BUFFER);
4071 WINED3D_TO_STR(WINED3D_RTYPE_TEXTURE_2D);
4072 WINED3D_TO_STR(WINED3D_RTYPE_TEXTURE_3D);
4073 #undef WINED3D_TO_STR
4074 default:
4075 FIXME("Unrecognized resource type %#x.\n", resource_type);
4076 return "unrecognized";
4080 const char *debug_d3dprimitivetype(enum wined3d_primitive_type primitive_type)
4082 switch (primitive_type)
4084 #define PRIM_TO_STR(prim) case prim: return #prim
4085 PRIM_TO_STR(WINED3D_PT_UNDEFINED);
4086 PRIM_TO_STR(WINED3D_PT_POINTLIST);
4087 PRIM_TO_STR(WINED3D_PT_LINELIST);
4088 PRIM_TO_STR(WINED3D_PT_LINESTRIP);
4089 PRIM_TO_STR(WINED3D_PT_TRIANGLELIST);
4090 PRIM_TO_STR(WINED3D_PT_TRIANGLESTRIP);
4091 PRIM_TO_STR(WINED3D_PT_TRIANGLEFAN);
4092 PRIM_TO_STR(WINED3D_PT_LINELIST_ADJ);
4093 PRIM_TO_STR(WINED3D_PT_LINESTRIP_ADJ);
4094 PRIM_TO_STR(WINED3D_PT_TRIANGLELIST_ADJ);
4095 PRIM_TO_STR(WINED3D_PT_TRIANGLESTRIP_ADJ);
4096 #undef PRIM_TO_STR
4097 default:
4098 FIXME("Unrecognized %u primitive type!\n", primitive_type);
4099 return "unrecognized";
4103 const char *debug_d3drenderstate(enum wined3d_render_state state)
4105 switch (state)
4107 #define D3DSTATE_TO_STR(u) case u: return #u
4108 D3DSTATE_TO_STR(WINED3D_RS_ANTIALIAS);
4109 D3DSTATE_TO_STR(WINED3D_RS_TEXTUREPERSPECTIVE);
4110 D3DSTATE_TO_STR(WINED3D_RS_WRAPU);
4111 D3DSTATE_TO_STR(WINED3D_RS_WRAPV);
4112 D3DSTATE_TO_STR(WINED3D_RS_ZENABLE);
4113 D3DSTATE_TO_STR(WINED3D_RS_FILLMODE);
4114 D3DSTATE_TO_STR(WINED3D_RS_SHADEMODE);
4115 D3DSTATE_TO_STR(WINED3D_RS_LINEPATTERN);
4116 D3DSTATE_TO_STR(WINED3D_RS_MONOENABLE);
4117 D3DSTATE_TO_STR(WINED3D_RS_ROP2);
4118 D3DSTATE_TO_STR(WINED3D_RS_PLANEMASK);
4119 D3DSTATE_TO_STR(WINED3D_RS_ZWRITEENABLE);
4120 D3DSTATE_TO_STR(WINED3D_RS_ALPHATESTENABLE);
4121 D3DSTATE_TO_STR(WINED3D_RS_LASTPIXEL);
4122 D3DSTATE_TO_STR(WINED3D_RS_SRCBLEND);
4123 D3DSTATE_TO_STR(WINED3D_RS_DESTBLEND);
4124 D3DSTATE_TO_STR(WINED3D_RS_CULLMODE);
4125 D3DSTATE_TO_STR(WINED3D_RS_ZFUNC);
4126 D3DSTATE_TO_STR(WINED3D_RS_ALPHAREF);
4127 D3DSTATE_TO_STR(WINED3D_RS_ALPHAFUNC);
4128 D3DSTATE_TO_STR(WINED3D_RS_DITHERENABLE);
4129 D3DSTATE_TO_STR(WINED3D_RS_ALPHABLENDENABLE);
4130 D3DSTATE_TO_STR(WINED3D_RS_FOGENABLE);
4131 D3DSTATE_TO_STR(WINED3D_RS_SPECULARENABLE);
4132 D3DSTATE_TO_STR(WINED3D_RS_ZVISIBLE);
4133 D3DSTATE_TO_STR(WINED3D_RS_SUBPIXEL);
4134 D3DSTATE_TO_STR(WINED3D_RS_SUBPIXELX);
4135 D3DSTATE_TO_STR(WINED3D_RS_STIPPLEDALPHA);
4136 D3DSTATE_TO_STR(WINED3D_RS_FOGCOLOR);
4137 D3DSTATE_TO_STR(WINED3D_RS_FOGTABLEMODE);
4138 D3DSTATE_TO_STR(WINED3D_RS_FOGSTART);
4139 D3DSTATE_TO_STR(WINED3D_RS_FOGEND);
4140 D3DSTATE_TO_STR(WINED3D_RS_FOGDENSITY);
4141 D3DSTATE_TO_STR(WINED3D_RS_STIPPLEENABLE);
4142 D3DSTATE_TO_STR(WINED3D_RS_EDGEANTIALIAS);
4143 D3DSTATE_TO_STR(WINED3D_RS_COLORKEYENABLE);
4144 D3DSTATE_TO_STR(WINED3D_RS_MIPMAPLODBIAS);
4145 D3DSTATE_TO_STR(WINED3D_RS_RANGEFOGENABLE);
4146 D3DSTATE_TO_STR(WINED3D_RS_ANISOTROPY);
4147 D3DSTATE_TO_STR(WINED3D_RS_FLUSHBATCH);
4148 D3DSTATE_TO_STR(WINED3D_RS_TRANSLUCENTSORTINDEPENDENT);
4149 D3DSTATE_TO_STR(WINED3D_RS_STENCILENABLE);
4150 D3DSTATE_TO_STR(WINED3D_RS_STENCILFAIL);
4151 D3DSTATE_TO_STR(WINED3D_RS_STENCILZFAIL);
4152 D3DSTATE_TO_STR(WINED3D_RS_STENCILPASS);
4153 D3DSTATE_TO_STR(WINED3D_RS_STENCILFUNC);
4154 D3DSTATE_TO_STR(WINED3D_RS_STENCILREF);
4155 D3DSTATE_TO_STR(WINED3D_RS_STENCILMASK);
4156 D3DSTATE_TO_STR(WINED3D_RS_STENCILWRITEMASK);
4157 D3DSTATE_TO_STR(WINED3D_RS_TEXTUREFACTOR);
4158 D3DSTATE_TO_STR(WINED3D_RS_WRAP0);
4159 D3DSTATE_TO_STR(WINED3D_RS_WRAP1);
4160 D3DSTATE_TO_STR(WINED3D_RS_WRAP2);
4161 D3DSTATE_TO_STR(WINED3D_RS_WRAP3);
4162 D3DSTATE_TO_STR(WINED3D_RS_WRAP4);
4163 D3DSTATE_TO_STR(WINED3D_RS_WRAP5);
4164 D3DSTATE_TO_STR(WINED3D_RS_WRAP6);
4165 D3DSTATE_TO_STR(WINED3D_RS_WRAP7);
4166 D3DSTATE_TO_STR(WINED3D_RS_CLIPPING);
4167 D3DSTATE_TO_STR(WINED3D_RS_LIGHTING);
4168 D3DSTATE_TO_STR(WINED3D_RS_EXTENTS);
4169 D3DSTATE_TO_STR(WINED3D_RS_AMBIENT);
4170 D3DSTATE_TO_STR(WINED3D_RS_FOGVERTEXMODE);
4171 D3DSTATE_TO_STR(WINED3D_RS_COLORVERTEX);
4172 D3DSTATE_TO_STR(WINED3D_RS_LOCALVIEWER);
4173 D3DSTATE_TO_STR(WINED3D_RS_NORMALIZENORMALS);
4174 D3DSTATE_TO_STR(WINED3D_RS_COLORKEYBLENDENABLE);
4175 D3DSTATE_TO_STR(WINED3D_RS_DIFFUSEMATERIALSOURCE);
4176 D3DSTATE_TO_STR(WINED3D_RS_SPECULARMATERIALSOURCE);
4177 D3DSTATE_TO_STR(WINED3D_RS_AMBIENTMATERIALSOURCE);
4178 D3DSTATE_TO_STR(WINED3D_RS_EMISSIVEMATERIALSOURCE);
4179 D3DSTATE_TO_STR(WINED3D_RS_VERTEXBLEND);
4180 D3DSTATE_TO_STR(WINED3D_RS_CLIPPLANEENABLE);
4181 D3DSTATE_TO_STR(WINED3D_RS_SOFTWAREVERTEXPROCESSING);
4182 D3DSTATE_TO_STR(WINED3D_RS_POINTSIZE);
4183 D3DSTATE_TO_STR(WINED3D_RS_POINTSIZE_MIN);
4184 D3DSTATE_TO_STR(WINED3D_RS_POINTSPRITEENABLE);
4185 D3DSTATE_TO_STR(WINED3D_RS_POINTSCALEENABLE);
4186 D3DSTATE_TO_STR(WINED3D_RS_POINTSCALE_A);
4187 D3DSTATE_TO_STR(WINED3D_RS_POINTSCALE_B);
4188 D3DSTATE_TO_STR(WINED3D_RS_POINTSCALE_C);
4189 D3DSTATE_TO_STR(WINED3D_RS_MULTISAMPLEANTIALIAS);
4190 D3DSTATE_TO_STR(WINED3D_RS_MULTISAMPLEMASK);
4191 D3DSTATE_TO_STR(WINED3D_RS_PATCHEDGESTYLE);
4192 D3DSTATE_TO_STR(WINED3D_RS_PATCHSEGMENTS);
4193 D3DSTATE_TO_STR(WINED3D_RS_DEBUGMONITORTOKEN);
4194 D3DSTATE_TO_STR(WINED3D_RS_POINTSIZE_MAX);
4195 D3DSTATE_TO_STR(WINED3D_RS_INDEXEDVERTEXBLENDENABLE);
4196 D3DSTATE_TO_STR(WINED3D_RS_COLORWRITEENABLE);
4197 D3DSTATE_TO_STR(WINED3D_RS_TWEENFACTOR);
4198 D3DSTATE_TO_STR(WINED3D_RS_BLENDOP);
4199 D3DSTATE_TO_STR(WINED3D_RS_POSITIONDEGREE);
4200 D3DSTATE_TO_STR(WINED3D_RS_NORMALDEGREE);
4201 D3DSTATE_TO_STR(WINED3D_RS_SCISSORTESTENABLE);
4202 D3DSTATE_TO_STR(WINED3D_RS_SLOPESCALEDEPTHBIAS);
4203 D3DSTATE_TO_STR(WINED3D_RS_ANTIALIASEDLINEENABLE);
4204 D3DSTATE_TO_STR(WINED3D_RS_MINTESSELLATIONLEVEL);
4205 D3DSTATE_TO_STR(WINED3D_RS_MAXTESSELLATIONLEVEL);
4206 D3DSTATE_TO_STR(WINED3D_RS_ADAPTIVETESS_X);
4207 D3DSTATE_TO_STR(WINED3D_RS_ADAPTIVETESS_Y);
4208 D3DSTATE_TO_STR(WINED3D_RS_ADAPTIVETESS_Z);
4209 D3DSTATE_TO_STR(WINED3D_RS_ADAPTIVETESS_W);
4210 D3DSTATE_TO_STR(WINED3D_RS_ENABLEADAPTIVETESSELLATION);
4211 D3DSTATE_TO_STR(WINED3D_RS_TWOSIDEDSTENCILMODE);
4212 D3DSTATE_TO_STR(WINED3D_RS_BACK_STENCILFAIL);
4213 D3DSTATE_TO_STR(WINED3D_RS_BACK_STENCILZFAIL);
4214 D3DSTATE_TO_STR(WINED3D_RS_BACK_STENCILPASS);
4215 D3DSTATE_TO_STR(WINED3D_RS_BACK_STENCILFUNC);
4216 D3DSTATE_TO_STR(WINED3D_RS_COLORWRITEENABLE1);
4217 D3DSTATE_TO_STR(WINED3D_RS_COLORWRITEENABLE2);
4218 D3DSTATE_TO_STR(WINED3D_RS_COLORWRITEENABLE3);
4219 D3DSTATE_TO_STR(WINED3D_RS_BLENDFACTOR);
4220 D3DSTATE_TO_STR(WINED3D_RS_SRGBWRITEENABLE);
4221 D3DSTATE_TO_STR(WINED3D_RS_DEPTHBIAS);
4222 D3DSTATE_TO_STR(WINED3D_RS_WRAP8);
4223 D3DSTATE_TO_STR(WINED3D_RS_WRAP9);
4224 D3DSTATE_TO_STR(WINED3D_RS_WRAP10);
4225 D3DSTATE_TO_STR(WINED3D_RS_WRAP11);
4226 D3DSTATE_TO_STR(WINED3D_RS_WRAP12);
4227 D3DSTATE_TO_STR(WINED3D_RS_WRAP13);
4228 D3DSTATE_TO_STR(WINED3D_RS_WRAP14);
4229 D3DSTATE_TO_STR(WINED3D_RS_WRAP15);
4230 D3DSTATE_TO_STR(WINED3D_RS_SEPARATEALPHABLENDENABLE);
4231 D3DSTATE_TO_STR(WINED3D_RS_SRCBLENDALPHA);
4232 D3DSTATE_TO_STR(WINED3D_RS_DESTBLENDALPHA);
4233 D3DSTATE_TO_STR(WINED3D_RS_BLENDOPALPHA);
4234 #undef D3DSTATE_TO_STR
4235 default:
4236 FIXME("Unrecognized %u render state!\n", state);
4237 return "unrecognized";
4241 const char *debug_d3dsamplerstate(enum wined3d_sampler_state state)
4243 switch (state)
4245 #define D3DSTATE_TO_STR(u) case u: return #u
4246 D3DSTATE_TO_STR(WINED3D_SAMP_BORDER_COLOR);
4247 D3DSTATE_TO_STR(WINED3D_SAMP_ADDRESS_U);
4248 D3DSTATE_TO_STR(WINED3D_SAMP_ADDRESS_V);
4249 D3DSTATE_TO_STR(WINED3D_SAMP_ADDRESS_W);
4250 D3DSTATE_TO_STR(WINED3D_SAMP_MAG_FILTER);
4251 D3DSTATE_TO_STR(WINED3D_SAMP_MIN_FILTER);
4252 D3DSTATE_TO_STR(WINED3D_SAMP_MIP_FILTER);
4253 D3DSTATE_TO_STR(WINED3D_SAMP_MIPMAP_LOD_BIAS);
4254 D3DSTATE_TO_STR(WINED3D_SAMP_MAX_MIP_LEVEL);
4255 D3DSTATE_TO_STR(WINED3D_SAMP_MAX_ANISOTROPY);
4256 D3DSTATE_TO_STR(WINED3D_SAMP_SRGB_TEXTURE);
4257 D3DSTATE_TO_STR(WINED3D_SAMP_ELEMENT_INDEX);
4258 D3DSTATE_TO_STR(WINED3D_SAMP_DMAP_OFFSET);
4259 #undef D3DSTATE_TO_STR
4260 default:
4261 FIXME("Unrecognized %u sampler state!\n", state);
4262 return "unrecognized";
4266 const char *debug_d3dtexturefiltertype(enum wined3d_texture_filter_type filter_type)
4268 switch (filter_type)
4270 #define D3DTEXTUREFILTERTYPE_TO_STR(u) case u: return #u
4271 D3DTEXTUREFILTERTYPE_TO_STR(WINED3D_TEXF_NONE);
4272 D3DTEXTUREFILTERTYPE_TO_STR(WINED3D_TEXF_POINT);
4273 D3DTEXTUREFILTERTYPE_TO_STR(WINED3D_TEXF_LINEAR);
4274 D3DTEXTUREFILTERTYPE_TO_STR(WINED3D_TEXF_ANISOTROPIC);
4275 D3DTEXTUREFILTERTYPE_TO_STR(WINED3D_TEXF_FLAT_CUBIC);
4276 D3DTEXTUREFILTERTYPE_TO_STR(WINED3D_TEXF_GAUSSIAN_CUBIC);
4277 D3DTEXTUREFILTERTYPE_TO_STR(WINED3D_TEXF_PYRAMIDAL_QUAD);
4278 D3DTEXTUREFILTERTYPE_TO_STR(WINED3D_TEXF_GAUSSIAN_QUAD);
4279 #undef D3DTEXTUREFILTERTYPE_TO_STR
4280 default:
4281 FIXME("Unrecognized texture filter type 0x%08x.\n", filter_type);
4282 return "unrecognized";
4286 const char *debug_d3dtexturestate(enum wined3d_texture_stage_state state)
4288 switch (state)
4290 #define D3DSTATE_TO_STR(u) case u: return #u
4291 D3DSTATE_TO_STR(WINED3D_TSS_COLOR_OP);
4292 D3DSTATE_TO_STR(WINED3D_TSS_COLOR_ARG1);
4293 D3DSTATE_TO_STR(WINED3D_TSS_COLOR_ARG2);
4294 D3DSTATE_TO_STR(WINED3D_TSS_ALPHA_OP);
4295 D3DSTATE_TO_STR(WINED3D_TSS_ALPHA_ARG1);
4296 D3DSTATE_TO_STR(WINED3D_TSS_ALPHA_ARG2);
4297 D3DSTATE_TO_STR(WINED3D_TSS_BUMPENV_MAT00);
4298 D3DSTATE_TO_STR(WINED3D_TSS_BUMPENV_MAT01);
4299 D3DSTATE_TO_STR(WINED3D_TSS_BUMPENV_MAT10);
4300 D3DSTATE_TO_STR(WINED3D_TSS_BUMPENV_MAT11);
4301 D3DSTATE_TO_STR(WINED3D_TSS_TEXCOORD_INDEX);
4302 D3DSTATE_TO_STR(WINED3D_TSS_BUMPENV_LSCALE);
4303 D3DSTATE_TO_STR(WINED3D_TSS_BUMPENV_LOFFSET);
4304 D3DSTATE_TO_STR(WINED3D_TSS_TEXTURE_TRANSFORM_FLAGS);
4305 D3DSTATE_TO_STR(WINED3D_TSS_COLOR_ARG0);
4306 D3DSTATE_TO_STR(WINED3D_TSS_ALPHA_ARG0);
4307 D3DSTATE_TO_STR(WINED3D_TSS_RESULT_ARG);
4308 D3DSTATE_TO_STR(WINED3D_TSS_CONSTANT);
4309 #undef D3DSTATE_TO_STR
4310 default:
4311 FIXME("Unrecognized %u texture state!\n", state);
4312 return "unrecognized";
4316 const char *debug_d3dtop(enum wined3d_texture_op d3dtop)
4318 switch (d3dtop)
4320 #define D3DTOP_TO_STR(u) case u: return #u
4321 D3DTOP_TO_STR(WINED3D_TOP_DISABLE);
4322 D3DTOP_TO_STR(WINED3D_TOP_SELECT_ARG1);
4323 D3DTOP_TO_STR(WINED3D_TOP_SELECT_ARG2);
4324 D3DTOP_TO_STR(WINED3D_TOP_MODULATE);
4325 D3DTOP_TO_STR(WINED3D_TOP_MODULATE_2X);
4326 D3DTOP_TO_STR(WINED3D_TOP_MODULATE_4X);
4327 D3DTOP_TO_STR(WINED3D_TOP_ADD);
4328 D3DTOP_TO_STR(WINED3D_TOP_ADD_SIGNED);
4329 D3DTOP_TO_STR(WINED3D_TOP_ADD_SIGNED_2X);
4330 D3DTOP_TO_STR(WINED3D_TOP_SUBTRACT);
4331 D3DTOP_TO_STR(WINED3D_TOP_ADD_SMOOTH);
4332 D3DTOP_TO_STR(WINED3D_TOP_BLEND_DIFFUSE_ALPHA);
4333 D3DTOP_TO_STR(WINED3D_TOP_BLEND_TEXTURE_ALPHA);
4334 D3DTOP_TO_STR(WINED3D_TOP_BLEND_FACTOR_ALPHA);
4335 D3DTOP_TO_STR(WINED3D_TOP_BLEND_TEXTURE_ALPHA_PM);
4336 D3DTOP_TO_STR(WINED3D_TOP_BLEND_CURRENT_ALPHA);
4337 D3DTOP_TO_STR(WINED3D_TOP_PREMODULATE);
4338 D3DTOP_TO_STR(WINED3D_TOP_MODULATE_ALPHA_ADD_COLOR);
4339 D3DTOP_TO_STR(WINED3D_TOP_MODULATE_COLOR_ADD_ALPHA);
4340 D3DTOP_TO_STR(WINED3D_TOP_MODULATE_INVALPHA_ADD_COLOR);
4341 D3DTOP_TO_STR(WINED3D_TOP_MODULATE_INVCOLOR_ADD_ALPHA);
4342 D3DTOP_TO_STR(WINED3D_TOP_BUMPENVMAP);
4343 D3DTOP_TO_STR(WINED3D_TOP_BUMPENVMAP_LUMINANCE);
4344 D3DTOP_TO_STR(WINED3D_TOP_DOTPRODUCT3);
4345 D3DTOP_TO_STR(WINED3D_TOP_MULTIPLY_ADD);
4346 D3DTOP_TO_STR(WINED3D_TOP_LERP);
4347 #undef D3DTOP_TO_STR
4348 default:
4349 FIXME("Unrecognized texture op %#x.\n", d3dtop);
4350 return "unrecognized";
4354 const char *debug_d3dtstype(enum wined3d_transform_state tstype)
4356 switch (tstype)
4358 #define TSTYPE_TO_STR(tstype) case tstype: return #tstype
4359 TSTYPE_TO_STR(WINED3D_TS_VIEW);
4360 TSTYPE_TO_STR(WINED3D_TS_PROJECTION);
4361 TSTYPE_TO_STR(WINED3D_TS_TEXTURE0);
4362 TSTYPE_TO_STR(WINED3D_TS_TEXTURE1);
4363 TSTYPE_TO_STR(WINED3D_TS_TEXTURE2);
4364 TSTYPE_TO_STR(WINED3D_TS_TEXTURE3);
4365 TSTYPE_TO_STR(WINED3D_TS_TEXTURE4);
4366 TSTYPE_TO_STR(WINED3D_TS_TEXTURE5);
4367 TSTYPE_TO_STR(WINED3D_TS_TEXTURE6);
4368 TSTYPE_TO_STR(WINED3D_TS_TEXTURE7);
4369 TSTYPE_TO_STR(WINED3D_TS_WORLD_MATRIX(0));
4370 TSTYPE_TO_STR(WINED3D_TS_WORLD_MATRIX(1));
4371 TSTYPE_TO_STR(WINED3D_TS_WORLD_MATRIX(2));
4372 TSTYPE_TO_STR(WINED3D_TS_WORLD_MATRIX(3));
4373 #undef TSTYPE_TO_STR
4374 default:
4375 if (tstype > 256 && tstype < 512)
4377 FIXME("WINED3D_TS_WORLD_MATRIX(%u). 1..255 not currently supported.\n", tstype);
4378 return ("WINED3D_TS_WORLD_MATRIX > 0");
4380 FIXME("Unrecognized transform state %#x.\n", tstype);
4381 return "unrecognized";
4385 const char *debug_shader_type(enum wined3d_shader_type type)
4387 switch(type)
4389 #define WINED3D_TO_STR(type) case type: return #type
4390 WINED3D_TO_STR(WINED3D_SHADER_TYPE_PIXEL);
4391 WINED3D_TO_STR(WINED3D_SHADER_TYPE_VERTEX);
4392 WINED3D_TO_STR(WINED3D_SHADER_TYPE_GEOMETRY);
4393 WINED3D_TO_STR(WINED3D_SHADER_TYPE_HULL);
4394 WINED3D_TO_STR(WINED3D_SHADER_TYPE_DOMAIN);
4395 WINED3D_TO_STR(WINED3D_SHADER_TYPE_COMPUTE);
4396 #undef WINED3D_TO_STR
4397 default:
4398 FIXME("Unrecognized shader type %#x.\n", type);
4399 return "unrecognized";
4403 const char *debug_d3dstate(DWORD state)
4405 if (STATE_IS_RENDER(state))
4406 return wine_dbg_sprintf("STATE_RENDER(%s)", debug_d3drenderstate(state - STATE_RENDER(0)));
4407 if (STATE_IS_TEXTURESTAGE(state))
4409 DWORD texture_stage = (state - STATE_TEXTURESTAGE(0, 0)) / (WINED3D_HIGHEST_TEXTURE_STATE + 1);
4410 DWORD texture_state = state - STATE_TEXTURESTAGE(texture_stage, 0);
4411 return wine_dbg_sprintf("STATE_TEXTURESTAGE(%#x, %s)",
4412 texture_stage, debug_d3dtexturestate(texture_state));
4414 if (STATE_IS_SAMPLER(state))
4415 return wine_dbg_sprintf("STATE_SAMPLER(%#x)", state - STATE_SAMPLER(0));
4416 if (STATE_IS_COMPUTE_SHADER(state))
4417 return wine_dbg_sprintf("STATE_SHADER(%s)", debug_shader_type(WINED3D_SHADER_TYPE_COMPUTE));
4418 if (STATE_IS_GRAPHICS_SHADER(state))
4419 return wine_dbg_sprintf("STATE_SHADER(%s)", debug_shader_type(state - STATE_SHADER(0)));
4420 if (STATE_IS_COMPUTE_CONSTANT_BUFFER(state))
4421 return wine_dbg_sprintf("STATE_CONSTANT_BUFFER(%s)", debug_shader_type(WINED3D_SHADER_TYPE_COMPUTE));
4422 if (STATE_IS_GRAPHICS_CONSTANT_BUFFER(state))
4423 return wine_dbg_sprintf("STATE_CONSTANT_BUFFER(%s)", debug_shader_type(state - STATE_CONSTANT_BUFFER(0)));
4424 if (STATE_IS_COMPUTE_SHADER_RESOURCE_BINDING(state))
4425 return "STATE_COMPUTE_SHADER_RESOURCE_BINDING";
4426 if (STATE_IS_GRAPHICS_SHADER_RESOURCE_BINDING(state))
4427 return "STATE_GRAPHICS_SHADER_RESOURCE_BINDING";
4428 if (STATE_IS_COMPUTE_UNORDERED_ACCESS_VIEW_BINDING(state))
4429 return "STATE_COMPUTE_UNORDERED_ACCESS_VIEW_BINDING";
4430 if (STATE_IS_GRAPHICS_UNORDERED_ACCESS_VIEW_BINDING(state))
4431 return "STATE_GRAPHICS_UNORDERED_ACCESS_VIEW_BINDING";
4432 if (STATE_IS_TRANSFORM(state))
4433 return wine_dbg_sprintf("STATE_TRANSFORM(%s)", debug_d3dtstype(state - STATE_TRANSFORM(0)));
4434 if (STATE_IS_STREAMSRC(state))
4435 return "STATE_STREAMSRC";
4436 if (STATE_IS_INDEXBUFFER(state))
4437 return "STATE_INDEXBUFFER";
4438 if (STATE_IS_VDECL(state))
4439 return "STATE_VDECL";
4440 if (STATE_IS_VIEWPORT(state))
4441 return "STATE_VIEWPORT";
4442 if (STATE_IS_LIGHT_TYPE(state))
4443 return "STATE_LIGHT_TYPE";
4444 if (STATE_IS_ACTIVELIGHT(state))
4445 return wine_dbg_sprintf("STATE_ACTIVELIGHT(%#x)", state - STATE_ACTIVELIGHT(0));
4446 if (STATE_IS_SCISSORRECT(state))
4447 return "STATE_SCISSORRECT";
4448 if (STATE_IS_CLIPPLANE(state))
4449 return wine_dbg_sprintf("STATE_CLIPPLANE(%#x)", state - STATE_CLIPPLANE(0));
4450 if (STATE_IS_MATERIAL(state))
4451 return "STATE_MATERIAL";
4452 if (STATE_IS_FRONTFACE(state))
4453 return "STATE_FRONTFACE";
4454 if (STATE_IS_POINTSPRITECOORDORIGIN(state))
4455 return "STATE_POINTSPRITECOORDORIGIN";
4456 if (STATE_IS_BASEVERTEXINDEX(state))
4457 return "STATE_BASEVERTEXINDEX";
4458 if (STATE_IS_FRAMEBUFFER(state))
4459 return "STATE_FRAMEBUFFER";
4460 if (STATE_IS_POINT_ENABLE(state))
4461 return "STATE_POINT_ENABLE";
4462 if (STATE_IS_COLOR_KEY(state))
4463 return "STATE_COLOR_KEY";
4465 return wine_dbg_sprintf("UNKNOWN_STATE(%#x)", state);
4468 const char *debug_d3dpool(enum wined3d_pool pool)
4470 switch (pool)
4472 #define POOL_TO_STR(p) case p: return #p
4473 POOL_TO_STR(WINED3D_POOL_DEFAULT);
4474 POOL_TO_STR(WINED3D_POOL_MANAGED);
4475 POOL_TO_STR(WINED3D_POOL_SYSTEM_MEM);
4476 POOL_TO_STR(WINED3D_POOL_SCRATCH);
4477 #undef POOL_TO_STR
4478 default:
4479 FIXME("Unrecognized pool %#x.\n", pool);
4480 return "unrecognized";
4484 const char *debug_fboattachment(GLenum attachment)
4486 switch(attachment)
4488 #define WINED3D_TO_STR(x) case x: return #x
4489 WINED3D_TO_STR(GL_COLOR_ATTACHMENT0);
4490 WINED3D_TO_STR(GL_COLOR_ATTACHMENT1);
4491 WINED3D_TO_STR(GL_COLOR_ATTACHMENT2);
4492 WINED3D_TO_STR(GL_COLOR_ATTACHMENT3);
4493 WINED3D_TO_STR(GL_COLOR_ATTACHMENT4);
4494 WINED3D_TO_STR(GL_COLOR_ATTACHMENT5);
4495 WINED3D_TO_STR(GL_COLOR_ATTACHMENT6);
4496 WINED3D_TO_STR(GL_COLOR_ATTACHMENT7);
4497 WINED3D_TO_STR(GL_COLOR_ATTACHMENT8);
4498 WINED3D_TO_STR(GL_COLOR_ATTACHMENT9);
4499 WINED3D_TO_STR(GL_COLOR_ATTACHMENT10);
4500 WINED3D_TO_STR(GL_COLOR_ATTACHMENT11);
4501 WINED3D_TO_STR(GL_COLOR_ATTACHMENT12);
4502 WINED3D_TO_STR(GL_COLOR_ATTACHMENT13);
4503 WINED3D_TO_STR(GL_COLOR_ATTACHMENT14);
4504 WINED3D_TO_STR(GL_COLOR_ATTACHMENT15);
4505 WINED3D_TO_STR(GL_DEPTH_ATTACHMENT);
4506 WINED3D_TO_STR(GL_STENCIL_ATTACHMENT);
4507 #undef WINED3D_TO_STR
4508 default:
4509 return wine_dbg_sprintf("Unknown FBO attachment %#x", attachment);
4513 const char *debug_fbostatus(GLenum status) {
4514 switch(status) {
4515 #define FBOSTATUS_TO_STR(u) case u: return #u
4516 FBOSTATUS_TO_STR(GL_FRAMEBUFFER_COMPLETE);
4517 FBOSTATUS_TO_STR(GL_FRAMEBUFFER_INCOMPLETE_ATTACHMENT);
4518 FBOSTATUS_TO_STR(GL_FRAMEBUFFER_INCOMPLETE_MISSING_ATTACHMENT);
4519 FBOSTATUS_TO_STR(GL_FRAMEBUFFER_INCOMPLETE_DIMENSIONS_EXT);
4520 FBOSTATUS_TO_STR(GL_FRAMEBUFFER_INCOMPLETE_FORMATS_EXT);
4521 FBOSTATUS_TO_STR(GL_FRAMEBUFFER_INCOMPLETE_DRAW_BUFFER);
4522 FBOSTATUS_TO_STR(GL_FRAMEBUFFER_INCOMPLETE_READ_BUFFER);
4523 FBOSTATUS_TO_STR(GL_FRAMEBUFFER_INCOMPLETE_MULTISAMPLE);
4524 FBOSTATUS_TO_STR(GL_FRAMEBUFFER_INCOMPLETE_LAYER_TARGETS);
4525 FBOSTATUS_TO_STR(GL_FRAMEBUFFER_INCOMPLETE_LAYER_COUNT_ARB);
4526 FBOSTATUS_TO_STR(GL_FRAMEBUFFER_UNSUPPORTED);
4527 FBOSTATUS_TO_STR(GL_FRAMEBUFFER_UNDEFINED);
4528 #undef FBOSTATUS_TO_STR
4529 default:
4530 FIXME("Unrecognized FBO status 0x%08x.\n", status);
4531 return "unrecognized";
4535 const char *debug_glerror(GLenum error) {
4536 switch(error) {
4537 #define GLERROR_TO_STR(u) case u: return #u
4538 GLERROR_TO_STR(GL_NO_ERROR);
4539 GLERROR_TO_STR(GL_INVALID_ENUM);
4540 GLERROR_TO_STR(GL_INVALID_VALUE);
4541 GLERROR_TO_STR(GL_INVALID_OPERATION);
4542 GLERROR_TO_STR(GL_STACK_OVERFLOW);
4543 GLERROR_TO_STR(GL_STACK_UNDERFLOW);
4544 GLERROR_TO_STR(GL_OUT_OF_MEMORY);
4545 GLERROR_TO_STR(GL_INVALID_FRAMEBUFFER_OPERATION);
4546 #undef GLERROR_TO_STR
4547 default:
4548 FIXME("Unrecognized GL error 0x%08x.\n", error);
4549 return "unrecognized";
4553 static const char *debug_fixup_channel_source(enum fixup_channel_source source)
4555 switch(source)
4557 #define WINED3D_TO_STR(x) case x: return #x
4558 WINED3D_TO_STR(CHANNEL_SOURCE_ZERO);
4559 WINED3D_TO_STR(CHANNEL_SOURCE_ONE);
4560 WINED3D_TO_STR(CHANNEL_SOURCE_X);
4561 WINED3D_TO_STR(CHANNEL_SOURCE_Y);
4562 WINED3D_TO_STR(CHANNEL_SOURCE_Z);
4563 WINED3D_TO_STR(CHANNEL_SOURCE_W);
4564 WINED3D_TO_STR(CHANNEL_SOURCE_COMPLEX0);
4565 WINED3D_TO_STR(CHANNEL_SOURCE_COMPLEX1);
4566 #undef WINED3D_TO_STR
4567 default:
4568 FIXME("Unrecognized fixup_channel_source %#x\n", source);
4569 return "unrecognized";
4573 static const char *debug_complex_fixup(enum complex_fixup fixup)
4575 switch(fixup)
4577 #define WINED3D_TO_STR(x) case x: return #x
4578 WINED3D_TO_STR(COMPLEX_FIXUP_YUY2);
4579 WINED3D_TO_STR(COMPLEX_FIXUP_UYVY);
4580 WINED3D_TO_STR(COMPLEX_FIXUP_YV12);
4581 WINED3D_TO_STR(COMPLEX_FIXUP_NV12);
4582 WINED3D_TO_STR(COMPLEX_FIXUP_P8);
4583 #undef WINED3D_TO_STR
4584 default:
4585 FIXME("Unrecognized complex fixup %#x\n", fixup);
4586 return "unrecognized";
4590 void dump_color_fixup_desc(struct color_fixup_desc fixup)
4592 if (is_complex_fixup(fixup))
4594 TRACE("\tComplex: %s\n", debug_complex_fixup(get_complex_fixup(fixup)));
4595 return;
4598 TRACE("\tX: %s%s\n", debug_fixup_channel_source(fixup.x_source), fixup.x_sign_fixup ? ", SIGN_FIXUP" : "");
4599 TRACE("\tY: %s%s\n", debug_fixup_channel_source(fixup.y_source), fixup.y_sign_fixup ? ", SIGN_FIXUP" : "");
4600 TRACE("\tZ: %s%s\n", debug_fixup_channel_source(fixup.z_source), fixup.z_sign_fixup ? ", SIGN_FIXUP" : "");
4601 TRACE("\tW: %s%s\n", debug_fixup_channel_source(fixup.w_source), fixup.w_sign_fixup ? ", SIGN_FIXUP" : "");
4604 BOOL is_invalid_op(const struct wined3d_state *state, int stage,
4605 enum wined3d_texture_op op, DWORD arg1, DWORD arg2, DWORD arg3)
4607 if (op == WINED3D_TOP_DISABLE)
4608 return FALSE;
4609 if (state->textures[stage])
4610 return FALSE;
4612 if ((arg1 & WINED3DTA_SELECTMASK) == WINED3DTA_TEXTURE
4613 && op != WINED3D_TOP_SELECT_ARG2)
4614 return TRUE;
4615 if ((arg2 & WINED3DTA_SELECTMASK) == WINED3DTA_TEXTURE
4616 && op != WINED3D_TOP_SELECT_ARG1)
4617 return TRUE;
4618 if ((arg3 & WINED3DTA_SELECTMASK) == WINED3DTA_TEXTURE
4619 && (op == WINED3D_TOP_MULTIPLY_ADD || op == WINED3D_TOP_LERP))
4620 return TRUE;
4622 return FALSE;
4625 void get_identity_matrix(struct wined3d_matrix *mat)
4627 static const struct wined3d_matrix identity =
4629 1.0f, 0.0f, 0.0f, 0.0f,
4630 0.0f, 1.0f, 0.0f, 0.0f,
4631 0.0f, 0.0f, 1.0f, 0.0f,
4632 0.0f, 0.0f, 0.0f, 1.0f,
4635 *mat = identity;
4638 void get_modelview_matrix(const struct wined3d_context *context, const struct wined3d_state *state,
4639 unsigned int index, struct wined3d_matrix *mat)
4641 if (context->last_was_rhw)
4642 get_identity_matrix(mat);
4643 else
4644 multiply_matrix(mat, &state->transforms[WINED3D_TS_VIEW], &state->transforms[WINED3D_TS_WORLD_MATRIX(index)]);
4647 void get_projection_matrix(const struct wined3d_context *context, const struct wined3d_state *state,
4648 struct wined3d_matrix *mat)
4650 BOOL clip_control = context->gl_info->supported[ARB_CLIP_CONTROL];
4651 BOOL flip = !clip_control && context->render_offscreen;
4652 float center_offset;
4654 /* There are a couple of additional things we have to take into account
4655 * here besides the projection transformation itself:
4656 * - We need to flip along the y-axis in case of offscreen rendering.
4657 * - OpenGL Z range is {-Wc,...,Wc} while D3D Z range is {0,...,Wc}.
4658 * - <= D3D9 coordinates refer to pixel centers while GL coordinates
4659 * refer to pixel corners.
4660 * - D3D has a top-left filling convention. We need to maintain this
4661 * even after the y-flip mentioned above.
4662 * In order to handle the last two points, we translate by
4663 * (63.0 / 128.0) / VPw and (63.0 / 128.0) / VPh. This is equivalent to
4664 * translating slightly less than half a pixel. We want the difference to
4665 * be large enough that it doesn't get lost due to rounding inside the
4666 * driver, but small enough to prevent it from interfering with any
4667 * anti-aliasing. */
4669 if (!clip_control && context->d3d_info->wined3d_creation_flags & WINED3D_PIXEL_CENTER_INTEGER)
4670 center_offset = 63.0f / 64.0f;
4671 else
4672 center_offset = -1.0f / 64.0f;
4674 if (context->last_was_rhw)
4676 /* Transform D3D RHW coordinates to OpenGL clip coordinates. */
4677 float x = state->viewport.x;
4678 float y = state->viewport.y;
4679 float w = state->viewport.width;
4680 float h = state->viewport.height;
4681 float x_scale = 2.0f / w;
4682 float x_offset = (center_offset - (2.0f * x) - w) / w;
4683 float y_scale = flip ? 2.0f / h : 2.0f / -h;
4684 float y_offset = flip
4685 ? (center_offset - (2.0f * y) - h) / h
4686 : (center_offset - (2.0f * y) - h) / -h;
4687 enum wined3d_depth_buffer_type zenable = state->fb->depth_stencil ?
4688 state->render_states[WINED3D_RS_ZENABLE] : WINED3D_ZB_FALSE;
4689 float z_scale = zenable ? clip_control ? 1.0f : 2.0f : 0.0f;
4690 float z_offset = zenable ? clip_control ? 0.0f : -1.0f : 0.0f;
4691 const struct wined3d_matrix projection =
4693 x_scale, 0.0f, 0.0f, 0.0f,
4694 0.0f, y_scale, 0.0f, 0.0f,
4695 0.0f, 0.0f, z_scale, 0.0f,
4696 x_offset, y_offset, z_offset, 1.0f,
4699 *mat = projection;
4701 else
4703 float y_scale = flip ? -1.0f : 1.0f;
4704 float x_offset = center_offset / state->viewport.width;
4705 float y_offset = flip
4706 ? center_offset / state->viewport.height
4707 : -center_offset / state->viewport.height;
4708 float z_scale = clip_control ? 1.0f : 2.0f;
4709 float z_offset = clip_control ? 0.0f : -1.0f;
4710 const struct wined3d_matrix projection =
4712 1.0f, 0.0f, 0.0f, 0.0f,
4713 0.0f, y_scale, 0.0f, 0.0f,
4714 0.0f, 0.0f, z_scale, 0.0f,
4715 x_offset, y_offset, z_offset, 1.0f,
4718 multiply_matrix(mat, &projection, &state->transforms[WINED3D_TS_PROJECTION]);
4722 /* Setup this textures matrix according to the texture flags. */
4723 static void compute_texture_matrix(const struct wined3d_gl_info *gl_info, const struct wined3d_matrix *matrix,
4724 DWORD flags, BOOL calculated_coords, BOOL transformed, enum wined3d_format_id format_id,
4725 BOOL ffp_proj_control, struct wined3d_matrix *out_matrix)
4727 struct wined3d_matrix mat;
4729 if (flags == WINED3D_TTFF_DISABLE || flags == WINED3D_TTFF_COUNT1 || transformed)
4731 get_identity_matrix(out_matrix);
4732 return;
4735 if (flags == (WINED3D_TTFF_COUNT1 | WINED3D_TTFF_PROJECTED))
4737 ERR("Invalid texture transform flags: WINED3D_TTFF_COUNT1 | WINED3D_TTFF_PROJECTED.\n");
4738 return;
4741 mat = *matrix;
4743 if (flags & WINED3D_TTFF_PROJECTED)
4745 if (!ffp_proj_control)
4747 switch (flags & ~WINED3D_TTFF_PROJECTED)
4749 case WINED3D_TTFF_COUNT2:
4750 mat._14 = mat._12;
4751 mat._24 = mat._22;
4752 mat._34 = mat._32;
4753 mat._44 = mat._42;
4754 mat._12 = mat._22 = mat._32 = mat._42 = 0.0f;
4755 break;
4756 case WINED3D_TTFF_COUNT3:
4757 mat._14 = mat._13;
4758 mat._24 = mat._23;
4759 mat._34 = mat._33;
4760 mat._44 = mat._43;
4761 mat._13 = mat._23 = mat._33 = mat._43 = 0.0f;
4762 break;
4766 else
4768 /* Under Direct3D the R/Z coord can be used for translation, under
4769 * OpenGL we use the Q coord instead. */
4770 if (!calculated_coords)
4772 switch (format_id)
4774 /* Direct3D passes the default 1.0 in the 2nd coord, while GL
4775 * passes it in the 4th. Swap 2nd and 4th coord. No need to
4776 * store the value of mat._41 in mat._21 because the input
4777 * value to the transformation will be 0, so the matrix value
4778 * is irrelevant. */
4779 case WINED3DFMT_R32_FLOAT:
4780 mat._41 = mat._21;
4781 mat._42 = mat._22;
4782 mat._43 = mat._23;
4783 mat._44 = mat._24;
4784 break;
4785 /* See above, just 3rd and 4th coord. */
4786 case WINED3DFMT_R32G32_FLOAT:
4787 mat._41 = mat._31;
4788 mat._42 = mat._32;
4789 mat._43 = mat._33;
4790 mat._44 = mat._34;
4791 break;
4792 case WINED3DFMT_R32G32B32_FLOAT: /* Opengl defaults match dx defaults */
4793 case WINED3DFMT_R32G32B32A32_FLOAT: /* No defaults apply, all app defined */
4795 /* This is to prevent swapping the matrix lines and put the default 4th coord = 1.0
4796 * into a bad place. The division elimination below will apply to make sure the
4797 * 1.0 doesn't do anything bad. The caller will set this value if the stride is 0
4799 case WINED3DFMT_UNKNOWN: /* No texture coords, 0/0/0/1 defaults are passed */
4800 break;
4801 default:
4802 FIXME("Unexpected fixed function texture coord input\n");
4805 if (!ffp_proj_control)
4807 switch (flags & ~WINED3D_TTFF_PROJECTED)
4809 /* case WINED3D_TTFF_COUNT1: Won't ever get here. */
4810 case WINED3D_TTFF_COUNT2:
4811 mat._13 = mat._23 = mat._33 = mat._43 = 0.0f;
4812 /* OpenGL divides the first 3 vertex coordinates by the 4th by
4813 * default, which is essentially the same as D3DTTFF_PROJECTED.
4814 * Make sure that the 4th coordinate evaluates to 1.0 to
4815 * eliminate that.
4817 * If the fixed function pipeline is used, the 4th value
4818 * remains unused, so there is no danger in doing this. With
4819 * vertex shaders we have a problem. Should an application hit
4820 * that problem, the code here would have to check for pixel
4821 * shaders, and the shader has to undo the default GL divide.
4823 * A more serious problem occurs if the application passes 4
4824 * coordinates in, and the 4th is != 1.0 (OpenGL default).
4825 * This would have to be fixed with immediate mode draws. */
4826 default:
4827 mat._14 = mat._24 = mat._34 = 0.0f; mat._44 = 1.0f;
4832 *out_matrix = mat;
4835 void get_texture_matrix(const struct wined3d_context *context, const struct wined3d_state *state,
4836 unsigned int tex, struct wined3d_matrix *mat)
4838 const struct wined3d_device *device = context->device;
4839 const struct wined3d_gl_info *gl_info = context->gl_info;
4840 BOOL generated = (state->texture_states[tex][WINED3D_TSS_TEXCOORD_INDEX] & 0xffff0000)
4841 != WINED3DTSS_TCI_PASSTHRU;
4842 unsigned int coord_idx = min(state->texture_states[tex][WINED3D_TSS_TEXCOORD_INDEX & 0x0000ffff],
4843 MAX_TEXTURES - 1);
4845 compute_texture_matrix(gl_info, &state->transforms[WINED3D_TS_TEXTURE0 + tex],
4846 state->texture_states[tex][WINED3D_TSS_TEXTURE_TRANSFORM_FLAGS],
4847 generated, context->last_was_rhw,
4848 context->stream_info.use_map & (1u << (WINED3D_FFP_TEXCOORD0 + coord_idx))
4849 ? context->stream_info.elements[WINED3D_FFP_TEXCOORD0 + coord_idx].format->id
4850 : WINED3DFMT_UNKNOWN,
4851 device->shader_backend->shader_has_ffp_proj_control(device->shader_priv), mat);
4853 if ((context->lastWasPow2Texture & (1u << tex)) && state->textures[tex])
4855 if (generated)
4856 FIXME("Non-power-of-two texture being used with generated texture coords.\n");
4857 /* NP2 texcoord fixup is implemented for pixelshaders so only enable the
4858 * fixed-function-pipeline fixup via pow2Matrix when no PS is used. */
4859 if (!use_ps(state))
4861 TRACE("Non-power-of-two texture matrix multiply fixup.\n");
4862 multiply_matrix(mat, mat, (struct wined3d_matrix *)state->textures[tex]->pow2_matrix);
4867 void get_pointsize_minmax(const struct wined3d_context *context, const struct wined3d_state *state,
4868 float *out_min, float *out_max)
4870 union
4872 DWORD d;
4873 float f;
4874 } min, max;
4876 min.d = state->render_states[WINED3D_RS_POINTSIZE_MIN];
4877 max.d = state->render_states[WINED3D_RS_POINTSIZE_MAX];
4879 if (min.f > max.f)
4880 min.f = max.f;
4882 *out_min = min.f;
4883 *out_max = max.f;
4886 void get_pointsize(const struct wined3d_context *context, const struct wined3d_state *state,
4887 float *out_pointsize, float *out_att)
4889 /* POINTSCALEENABLE controls how point size value is treated. If set to
4890 * true, the point size is scaled with respect to height of viewport.
4891 * When set to false point size is in pixels. */
4892 union
4894 DWORD d;
4895 float f;
4896 } pointsize, a, b, c;
4898 out_att[0] = 1.0f;
4899 out_att[1] = 0.0f;
4900 out_att[2] = 0.0f;
4902 pointsize.d = state->render_states[WINED3D_RS_POINTSIZE];
4903 a.d = state->render_states[WINED3D_RS_POINTSCALE_A];
4904 b.d = state->render_states[WINED3D_RS_POINTSCALE_B];
4905 c.d = state->render_states[WINED3D_RS_POINTSCALE_C];
4907 if (state->render_states[WINED3D_RS_POINTSCALEENABLE])
4909 float scale_factor = state->viewport.height * state->viewport.height;
4911 out_att[0] = a.f / scale_factor;
4912 out_att[1] = b.f / scale_factor;
4913 out_att[2] = c.f / scale_factor;
4915 *out_pointsize = pointsize.f;
4918 void get_fog_start_end(const struct wined3d_context *context, const struct wined3d_state *state,
4919 float *start, float *end)
4921 union
4923 DWORD d;
4924 float f;
4925 } tmpvalue;
4927 switch (context->fog_source)
4929 case FOGSOURCE_VS:
4930 *start = 1.0f;
4931 *end = 0.0f;
4932 break;
4934 case FOGSOURCE_COORD:
4935 *start = 255.0f;
4936 *end = 0.0f;
4937 break;
4939 case FOGSOURCE_FFP:
4940 tmpvalue.d = state->render_states[WINED3D_RS_FOGSTART];
4941 *start = tmpvalue.f;
4942 tmpvalue.d = state->render_states[WINED3D_RS_FOGEND];
4943 *end = tmpvalue.f;
4944 /* Special handling for fog_start == fog_end. In d3d with vertex
4945 * fog, everything is fogged. With table fog, everything with
4946 * fog_coord < fog_start is unfogged, and fog_coord > fog_start
4947 * is fogged. Windows drivers disagree when fog_coord == fog_start. */
4948 if (state->render_states[WINED3D_RS_FOGTABLEMODE] == WINED3D_FOG_NONE && *start == *end)
4950 *start = -INFINITY;
4951 *end = 0.0f;
4953 break;
4955 default:
4956 /* This should not happen, context->fog_source is set in wined3d, not the app. */
4957 ERR("Unexpected fog coordinate source.\n");
4958 *start = 0.0f;
4959 *end = 0.0f;
4963 /* Note: It's the caller's responsibility to ensure values can be expressed
4964 * in the requested format. UNORM formats for example can only express values
4965 * in the range 0.0f -> 1.0f. */
4966 DWORD wined3d_format_convert_from_float(const struct wined3d_format *format, const struct wined3d_color *color)
4968 static const struct
4970 enum wined3d_format_id format_id;
4971 float r_mul;
4972 float g_mul;
4973 float b_mul;
4974 float a_mul;
4975 BYTE r_shift;
4976 BYTE g_shift;
4977 BYTE b_shift;
4978 BYTE a_shift;
4980 conv[] =
4982 {WINED3DFMT_B8G8R8A8_UNORM, 255.0f, 255.0f, 255.0f, 255.0f, 16, 8, 0, 24},
4983 {WINED3DFMT_B8G8R8X8_UNORM, 255.0f, 255.0f, 255.0f, 255.0f, 16, 8, 0, 24},
4984 {WINED3DFMT_B8G8R8_UNORM, 255.0f, 255.0f, 255.0f, 255.0f, 16, 8, 0, 24},
4985 {WINED3DFMT_B5G6R5_UNORM, 31.0f, 63.0f, 31.0f, 0.0f, 11, 5, 0, 0},
4986 {WINED3DFMT_B5G5R5A1_UNORM, 31.0f, 31.0f, 31.0f, 1.0f, 10, 5, 0, 15},
4987 {WINED3DFMT_B5G5R5X1_UNORM, 31.0f, 31.0f, 31.0f, 1.0f, 10, 5, 0, 15},
4988 {WINED3DFMT_R8_UNORM, 255.0f, 0.0f, 0.0f, 0.0f, 0, 0, 0, 0},
4989 {WINED3DFMT_A8_UNORM, 0.0f, 0.0f, 0.0f, 255.0f, 0, 0, 0, 0},
4990 {WINED3DFMT_B4G4R4A4_UNORM, 15.0f, 15.0f, 15.0f, 15.0f, 8, 4, 0, 12},
4991 {WINED3DFMT_B4G4R4X4_UNORM, 15.0f, 15.0f, 15.0f, 15.0f, 8, 4, 0, 12},
4992 {WINED3DFMT_B2G3R3_UNORM, 7.0f, 7.0f, 3.0f, 0.0f, 5, 2, 0, 0},
4993 {WINED3DFMT_R8G8B8A8_UNORM, 255.0f, 255.0f, 255.0f, 255.0f, 0, 8, 16, 24},
4994 {WINED3DFMT_R8G8B8X8_UNORM, 255.0f, 255.0f, 255.0f, 255.0f, 0, 8, 16, 24},
4995 {WINED3DFMT_B10G10R10A2_UNORM, 1023.0f, 1023.0f, 1023.0f, 3.0f, 20, 10, 0, 30},
4996 {WINED3DFMT_R10G10B10A2_UNORM, 1023.0f, 1023.0f, 1023.0f, 3.0f, 0, 10, 20, 30},
4997 {WINED3DFMT_P8_UINT, 0.0f, 0.0f, 0.0f, 255.0f, 0, 0, 0, 0},
4998 {WINED3DFMT_S1_UINT_D15_UNORM, 32767.0f, 0.0f, 0.0f, 0.0f, 0, 0, 0, 0},
4999 {WINED3DFMT_D16_UNORM, 65535.0f, 0.0f, 0.0f, 0.0f, 0, 0, 0, 0},
5000 {WINED3DFMT_D24_UNORM_S8_UINT, 16777215.0f, 0.0f, 0.0f, 0.0f, 0, 0, 0, 0},
5001 {WINED3DFMT_X8D24_UNORM, 16777215.0f, 0.0f, 0.0f, 0.0f, 0, 0, 0, 0},
5002 {WINED3DFMT_D32_UNORM, 4294967295.0f, 0.0f, 0.0f, 0.0f, 0, 0, 0, 0},
5004 unsigned int i;
5006 TRACE("Converting color %s to format %s.\n", debug_color(color), debug_d3dformat(format->id));
5008 for (i = 0; i < sizeof(conv) / sizeof(*conv); ++i)
5010 DWORD ret;
5012 if (format->id != conv[i].format_id) continue;
5014 ret = ((DWORD)((color->r * conv[i].r_mul) + 0.5f)) << conv[i].r_shift;
5015 ret |= ((DWORD)((color->g * conv[i].g_mul) + 0.5f)) << conv[i].g_shift;
5016 ret |= ((DWORD)((color->b * conv[i].b_mul) + 0.5f)) << conv[i].b_shift;
5017 ret |= ((DWORD)((color->a * conv[i].a_mul) + 0.5f)) << conv[i].a_shift;
5019 TRACE("Returning 0x%08x.\n", ret);
5021 return ret;
5024 FIXME("Conversion for format %s not implemented.\n", debug_d3dformat(format->id));
5026 return 0;
5029 static float color_to_float(DWORD color, DWORD size, DWORD offset)
5031 DWORD mask = size < 32 ? (1u << size) - 1 : ~0u;
5033 if (!size)
5034 return 1.0f;
5036 color >>= offset;
5037 color &= mask;
5039 return (float)color / (float)mask;
5042 BOOL wined3d_format_convert_color_to_float(const struct wined3d_format *format,
5043 const struct wined3d_palette *palette, DWORD color, struct wined3d_color *float_color)
5045 switch (format->id)
5047 case WINED3DFMT_B8G8R8_UNORM:
5048 case WINED3DFMT_B8G8R8A8_UNORM:
5049 case WINED3DFMT_B8G8R8X8_UNORM:
5050 case WINED3DFMT_B5G6R5_UNORM:
5051 case WINED3DFMT_B5G5R5X1_UNORM:
5052 case WINED3DFMT_B5G5R5A1_UNORM:
5053 case WINED3DFMT_B4G4R4A4_UNORM:
5054 case WINED3DFMT_B2G3R3_UNORM:
5055 case WINED3DFMT_R8_UNORM:
5056 case WINED3DFMT_A8_UNORM:
5057 case WINED3DFMT_B2G3R3A8_UNORM:
5058 case WINED3DFMT_B4G4R4X4_UNORM:
5059 case WINED3DFMT_R10G10B10A2_UNORM:
5060 case WINED3DFMT_R10G10B10A2_SNORM:
5061 case WINED3DFMT_R8G8B8A8_UNORM:
5062 case WINED3DFMT_R8G8B8X8_UNORM:
5063 case WINED3DFMT_R16G16_UNORM:
5064 case WINED3DFMT_B10G10R10A2_UNORM:
5065 float_color->r = color_to_float(color, format->red_size, format->red_offset);
5066 float_color->g = color_to_float(color, format->green_size, format->green_offset);
5067 float_color->b = color_to_float(color, format->blue_size, format->blue_offset);
5068 float_color->a = color_to_float(color, format->alpha_size, format->alpha_offset);
5069 return TRUE;
5071 case WINED3DFMT_P8_UINT:
5072 if (palette)
5074 float_color->r = palette->colors[color].rgbRed / 255.0f;
5075 float_color->g = palette->colors[color].rgbGreen / 255.0f;
5076 float_color->b = palette->colors[color].rgbBlue / 255.0f;
5078 else
5080 float_color->r = 0.0f;
5081 float_color->g = 0.0f;
5082 float_color->b = 0.0f;
5084 float_color->a = color / 255.0f;
5085 return TRUE;
5087 case WINED3DFMT_S1_UINT_D15_UNORM:
5088 case WINED3DFMT_D16_UNORM:
5089 case WINED3DFMT_D24_UNORM_S8_UINT:
5090 case WINED3DFMT_X8D24_UNORM:
5091 case WINED3DFMT_D32_UNORM:
5092 float_color->r = color_to_float(color, format->depth_size, 0);
5093 return TRUE;
5095 default:
5096 ERR("Unhandled conversion from %s to floating point.\n", debug_d3dformat(format->id));
5097 return FALSE;
5101 void wined3d_format_get_float_color_key(const struct wined3d_format *format,
5102 const struct wined3d_color_key *key, struct wined3d_color *float_colors)
5104 struct wined3d_color slop;
5106 switch (format->id)
5108 case WINED3DFMT_B8G8R8_UNORM:
5109 case WINED3DFMT_B8G8R8A8_UNORM:
5110 case WINED3DFMT_B8G8R8X8_UNORM:
5111 case WINED3DFMT_B5G6R5_UNORM:
5112 case WINED3DFMT_B5G5R5X1_UNORM:
5113 case WINED3DFMT_B5G5R5A1_UNORM:
5114 case WINED3DFMT_B4G4R4A4_UNORM:
5115 case WINED3DFMT_B2G3R3_UNORM:
5116 case WINED3DFMT_R8_UNORM:
5117 case WINED3DFMT_A8_UNORM:
5118 case WINED3DFMT_B2G3R3A8_UNORM:
5119 case WINED3DFMT_B4G4R4X4_UNORM:
5120 case WINED3DFMT_R10G10B10A2_UNORM:
5121 case WINED3DFMT_R10G10B10A2_SNORM:
5122 case WINED3DFMT_R8G8B8A8_UNORM:
5123 case WINED3DFMT_R8G8B8X8_UNORM:
5124 case WINED3DFMT_R16G16_UNORM:
5125 case WINED3DFMT_B10G10R10A2_UNORM:
5126 slop.r = 0.5f / ((1u << format->red_size) - 1);
5127 slop.g = 0.5f / ((1u << format->green_size) - 1);
5128 slop.b = 0.5f / ((1u << format->blue_size) - 1);
5129 slop.a = 0.5f / ((1u << format->alpha_size) - 1);
5131 float_colors[0].r = color_to_float(key->color_space_low_value, format->red_size, format->red_offset)
5132 - slop.r;
5133 float_colors[0].g = color_to_float(key->color_space_low_value, format->green_size, format->green_offset)
5134 - slop.g;
5135 float_colors[0].b = color_to_float(key->color_space_low_value, format->blue_size, format->blue_offset)
5136 - slop.b;
5137 float_colors[0].a = color_to_float(key->color_space_low_value, format->alpha_size, format->alpha_offset)
5138 - slop.a;
5140 float_colors[1].r = color_to_float(key->color_space_high_value, format->red_size, format->red_offset)
5141 + slop.r;
5142 float_colors[1].g = color_to_float(key->color_space_high_value, format->green_size, format->green_offset)
5143 + slop.g;
5144 float_colors[1].b = color_to_float(key->color_space_high_value, format->blue_size, format->blue_offset)
5145 + slop.b;
5146 float_colors[1].a = color_to_float(key->color_space_high_value, format->alpha_size, format->alpha_offset)
5147 + slop.a;
5148 break;
5150 case WINED3DFMT_P8_UINT:
5151 float_colors[0].r = 0.0f;
5152 float_colors[0].g = 0.0f;
5153 float_colors[0].b = 0.0f;
5154 float_colors[0].a = (key->color_space_low_value - 0.5f) / 255.0f;
5156 float_colors[1].r = 0.0f;
5157 float_colors[1].g = 0.0f;
5158 float_colors[1].b = 0.0f;
5159 float_colors[1].a = (key->color_space_high_value + 0.5f) / 255.0f;
5160 break;
5162 default:
5163 ERR("Unhandled color key to float conversion for format %s.\n", debug_d3dformat(format->id));
5167 /* DirectDraw stuff */
5168 enum wined3d_format_id pixelformat_for_depth(DWORD depth)
5170 switch (depth)
5172 case 8: return WINED3DFMT_P8_UINT;
5173 case 15: return WINED3DFMT_B5G5R5X1_UNORM;
5174 case 16: return WINED3DFMT_B5G6R5_UNORM;
5175 case 24: return WINED3DFMT_B8G8R8X8_UNORM; /* Robots needs 24bit to be WINED3DFMT_B8G8R8X8_UNORM */
5176 case 32: return WINED3DFMT_B8G8R8X8_UNORM; /* EVE online and the Fur demo need 32bit AdapterDisplayMode to return WINED3DFMT_B8G8R8X8_UNORM */
5177 default: return WINED3DFMT_UNKNOWN;
5181 void multiply_matrix(struct wined3d_matrix *dst, const struct wined3d_matrix *src1, const struct wined3d_matrix *src2)
5183 struct wined3d_matrix tmp;
5185 /* Now do the multiplication 'by hand'.
5186 I know that all this could be optimised, but this will be done later :-) */
5187 tmp._11 = (src1->_11 * src2->_11) + (src1->_21 * src2->_12) + (src1->_31 * src2->_13) + (src1->_41 * src2->_14);
5188 tmp._21 = (src1->_11 * src2->_21) + (src1->_21 * src2->_22) + (src1->_31 * src2->_23) + (src1->_41 * src2->_24);
5189 tmp._31 = (src1->_11 * src2->_31) + (src1->_21 * src2->_32) + (src1->_31 * src2->_33) + (src1->_41 * src2->_34);
5190 tmp._41 = (src1->_11 * src2->_41) + (src1->_21 * src2->_42) + (src1->_31 * src2->_43) + (src1->_41 * src2->_44);
5192 tmp._12 = (src1->_12 * src2->_11) + (src1->_22 * src2->_12) + (src1->_32 * src2->_13) + (src1->_42 * src2->_14);
5193 tmp._22 = (src1->_12 * src2->_21) + (src1->_22 * src2->_22) + (src1->_32 * src2->_23) + (src1->_42 * src2->_24);
5194 tmp._32 = (src1->_12 * src2->_31) + (src1->_22 * src2->_32) + (src1->_32 * src2->_33) + (src1->_42 * src2->_34);
5195 tmp._42 = (src1->_12 * src2->_41) + (src1->_22 * src2->_42) + (src1->_32 * src2->_43) + (src1->_42 * src2->_44);
5197 tmp._13 = (src1->_13 * src2->_11) + (src1->_23 * src2->_12) + (src1->_33 * src2->_13) + (src1->_43 * src2->_14);
5198 tmp._23 = (src1->_13 * src2->_21) + (src1->_23 * src2->_22) + (src1->_33 * src2->_23) + (src1->_43 * src2->_24);
5199 tmp._33 = (src1->_13 * src2->_31) + (src1->_23 * src2->_32) + (src1->_33 * src2->_33) + (src1->_43 * src2->_34);
5200 tmp._43 = (src1->_13 * src2->_41) + (src1->_23 * src2->_42) + (src1->_33 * src2->_43) + (src1->_43 * src2->_44);
5202 tmp._14 = (src1->_14 * src2->_11) + (src1->_24 * src2->_12) + (src1->_34 * src2->_13) + (src1->_44 * src2->_14);
5203 tmp._24 = (src1->_14 * src2->_21) + (src1->_24 * src2->_22) + (src1->_34 * src2->_23) + (src1->_44 * src2->_24);
5204 tmp._34 = (src1->_14 * src2->_31) + (src1->_24 * src2->_32) + (src1->_34 * src2->_33) + (src1->_44 * src2->_34);
5205 tmp._44 = (src1->_14 * src2->_41) + (src1->_24 * src2->_42) + (src1->_34 * src2->_43) + (src1->_44 * src2->_44);
5207 *dst = tmp;
5210 DWORD get_flexible_vertex_size(DWORD d3dvtVertexType) {
5211 DWORD size = 0;
5212 int i;
5213 int numTextures = (d3dvtVertexType & WINED3DFVF_TEXCOUNT_MASK) >> WINED3DFVF_TEXCOUNT_SHIFT;
5215 if (d3dvtVertexType & WINED3DFVF_NORMAL) size += 3 * sizeof(float);
5216 if (d3dvtVertexType & WINED3DFVF_DIFFUSE) size += sizeof(DWORD);
5217 if (d3dvtVertexType & WINED3DFVF_SPECULAR) size += sizeof(DWORD);
5218 if (d3dvtVertexType & WINED3DFVF_PSIZE) size += sizeof(DWORD);
5219 switch (d3dvtVertexType & WINED3DFVF_POSITION_MASK) {
5220 case WINED3DFVF_XYZ: size += 3 * sizeof(float); break;
5221 case WINED3DFVF_XYZRHW: size += 4 * sizeof(float); break;
5222 case WINED3DFVF_XYZB1: size += 4 * sizeof(float); break;
5223 case WINED3DFVF_XYZB2: size += 5 * sizeof(float); break;
5224 case WINED3DFVF_XYZB3: size += 6 * sizeof(float); break;
5225 case WINED3DFVF_XYZB4: size += 7 * sizeof(float); break;
5226 case WINED3DFVF_XYZB5: size += 8 * sizeof(float); break;
5227 case WINED3DFVF_XYZW: size += 4 * sizeof(float); break;
5228 default: ERR("Unexpected position mask\n");
5230 for (i = 0; i < numTextures; i++) {
5231 size += GET_TEXCOORD_SIZE_FROM_FVF(d3dvtVertexType, i) * sizeof(float);
5234 return size;
5237 unsigned int wined3d_max_compat_varyings(const struct wined3d_gl_info *gl_info)
5239 /* On core profile we have to also count diffuse and specular colors and the
5240 * fog coordinate. */
5241 return gl_info->supported[WINED3D_GL_LEGACY_CONTEXT] ? MAX_TEXTURES * 4 : (MAX_TEXTURES + 2) * 4 + 1;
5244 void gen_ffp_frag_op(const struct wined3d_context *context, const struct wined3d_state *state,
5245 struct ffp_frag_settings *settings, BOOL ignore_textype)
5247 #define ARG1 0x01
5248 #define ARG2 0x02
5249 #define ARG0 0x04
5250 static const unsigned char args[WINED3D_TOP_LERP + 1] =
5252 /* undefined */ 0,
5253 /* D3DTOP_DISABLE */ 0,
5254 /* D3DTOP_SELECTARG1 */ ARG1,
5255 /* D3DTOP_SELECTARG2 */ ARG2,
5256 /* D3DTOP_MODULATE */ ARG1 | ARG2,
5257 /* D3DTOP_MODULATE2X */ ARG1 | ARG2,
5258 /* D3DTOP_MODULATE4X */ ARG1 | ARG2,
5259 /* D3DTOP_ADD */ ARG1 | ARG2,
5260 /* D3DTOP_ADDSIGNED */ ARG1 | ARG2,
5261 /* D3DTOP_ADDSIGNED2X */ ARG1 | ARG2,
5262 /* D3DTOP_SUBTRACT */ ARG1 | ARG2,
5263 /* D3DTOP_ADDSMOOTH */ ARG1 | ARG2,
5264 /* D3DTOP_BLENDDIFFUSEALPHA */ ARG1 | ARG2,
5265 /* D3DTOP_BLENDTEXTUREALPHA */ ARG1 | ARG2,
5266 /* D3DTOP_BLENDFACTORALPHA */ ARG1 | ARG2,
5267 /* D3DTOP_BLENDTEXTUREALPHAPM */ ARG1 | ARG2,
5268 /* D3DTOP_BLENDCURRENTALPHA */ ARG1 | ARG2,
5269 /* D3DTOP_PREMODULATE */ ARG1 | ARG2,
5270 /* D3DTOP_MODULATEALPHA_ADDCOLOR */ ARG1 | ARG2,
5271 /* D3DTOP_MODULATECOLOR_ADDALPHA */ ARG1 | ARG2,
5272 /* D3DTOP_MODULATEINVALPHA_ADDCOLOR */ ARG1 | ARG2,
5273 /* D3DTOP_MODULATEINVCOLOR_ADDALPHA */ ARG1 | ARG2,
5274 /* D3DTOP_BUMPENVMAP */ ARG1 | ARG2,
5275 /* D3DTOP_BUMPENVMAPLUMINANCE */ ARG1 | ARG2,
5276 /* D3DTOP_DOTPRODUCT3 */ ARG1 | ARG2,
5277 /* D3DTOP_MULTIPLYADD */ ARG1 | ARG2 | ARG0,
5278 /* D3DTOP_LERP */ ARG1 | ARG2 | ARG0
5280 unsigned int i;
5281 DWORD ttff;
5282 DWORD cop, aop, carg0, carg1, carg2, aarg0, aarg1, aarg2;
5283 const struct wined3d_gl_info *gl_info = context->gl_info;
5284 const struct wined3d_d3d_info *d3d_info = context->d3d_info;
5286 settings->padding = 0;
5288 for (i = 0; i < d3d_info->limits.ffp_blend_stages; ++i)
5290 const struct wined3d_texture *texture;
5292 settings->op[i].padding = 0;
5293 if (state->texture_states[i][WINED3D_TSS_COLOR_OP] == WINED3D_TOP_DISABLE)
5295 settings->op[i].cop = WINED3D_TOP_DISABLE;
5296 settings->op[i].aop = WINED3D_TOP_DISABLE;
5297 settings->op[i].carg0 = settings->op[i].carg1 = settings->op[i].carg2 = ARG_UNUSED;
5298 settings->op[i].aarg0 = settings->op[i].aarg1 = settings->op[i].aarg2 = ARG_UNUSED;
5299 settings->op[i].color_fixup = COLOR_FIXUP_IDENTITY;
5300 settings->op[i].dst = resultreg;
5301 settings->op[i].tex_type = WINED3D_GL_RES_TYPE_TEX_1D;
5302 settings->op[i].projected = proj_none;
5303 i++;
5304 break;
5307 if ((texture = state->textures[i]))
5309 if (can_use_texture_swizzle(gl_info, texture->resource.format))
5310 settings->op[i].color_fixup = COLOR_FIXUP_IDENTITY;
5311 else
5312 settings->op[i].color_fixup = texture->resource.format->color_fixup;
5313 if (ignore_textype)
5315 settings->op[i].tex_type = WINED3D_GL_RES_TYPE_TEX_1D;
5317 else
5319 switch (texture->target)
5321 case GL_TEXTURE_1D:
5322 settings->op[i].tex_type = WINED3D_GL_RES_TYPE_TEX_1D;
5323 break;
5324 case GL_TEXTURE_2D:
5325 settings->op[i].tex_type = WINED3D_GL_RES_TYPE_TEX_2D;
5326 break;
5327 case GL_TEXTURE_3D:
5328 settings->op[i].tex_type = WINED3D_GL_RES_TYPE_TEX_3D;
5329 break;
5330 case GL_TEXTURE_CUBE_MAP_ARB:
5331 settings->op[i].tex_type = WINED3D_GL_RES_TYPE_TEX_CUBE;
5332 break;
5333 case GL_TEXTURE_RECTANGLE_ARB:
5334 settings->op[i].tex_type = WINED3D_GL_RES_TYPE_TEX_RECT;
5335 break;
5338 } else {
5339 settings->op[i].color_fixup = COLOR_FIXUP_IDENTITY;
5340 settings->op[i].tex_type = WINED3D_GL_RES_TYPE_TEX_1D;
5343 cop = state->texture_states[i][WINED3D_TSS_COLOR_OP];
5344 aop = state->texture_states[i][WINED3D_TSS_ALPHA_OP];
5346 carg1 = (args[cop] & ARG1) ? state->texture_states[i][WINED3D_TSS_COLOR_ARG1] : ARG_UNUSED;
5347 carg2 = (args[cop] & ARG2) ? state->texture_states[i][WINED3D_TSS_COLOR_ARG2] : ARG_UNUSED;
5348 carg0 = (args[cop] & ARG0) ? state->texture_states[i][WINED3D_TSS_COLOR_ARG0] : ARG_UNUSED;
5350 if (is_invalid_op(state, i, cop, carg1, carg2, carg0))
5352 carg0 = ARG_UNUSED;
5353 carg2 = ARG_UNUSED;
5354 carg1 = WINED3DTA_CURRENT;
5355 cop = WINED3D_TOP_SELECT_ARG1;
5358 if (cop == WINED3D_TOP_DOTPRODUCT3)
5360 /* A dotproduct3 on the colorop overwrites the alphaop operation and replicates
5361 * the color result to the alpha component of the destination
5363 aop = cop;
5364 aarg1 = carg1;
5365 aarg2 = carg2;
5366 aarg0 = carg0;
5368 else
5370 aarg1 = (args[aop] & ARG1) ? state->texture_states[i][WINED3D_TSS_ALPHA_ARG1] : ARG_UNUSED;
5371 aarg2 = (args[aop] & ARG2) ? state->texture_states[i][WINED3D_TSS_ALPHA_ARG2] : ARG_UNUSED;
5372 aarg0 = (args[aop] & ARG0) ? state->texture_states[i][WINED3D_TSS_ALPHA_ARG0] : ARG_UNUSED;
5375 if (!i && state->textures[0] && state->render_states[WINED3D_RS_COLORKEYENABLE])
5377 GLenum texture_dimensions;
5379 texture = state->textures[0];
5380 texture_dimensions = texture->target;
5382 if (texture_dimensions == GL_TEXTURE_2D || texture_dimensions == GL_TEXTURE_RECTANGLE_ARB)
5384 if (texture->async.color_key_flags & WINED3D_CKEY_SRC_BLT && !texture->resource.format->alpha_size)
5386 if (aop == WINED3D_TOP_DISABLE)
5388 aarg1 = WINED3DTA_TEXTURE;
5389 aop = WINED3D_TOP_SELECT_ARG1;
5391 else if (aop == WINED3D_TOP_SELECT_ARG1 && aarg1 != WINED3DTA_TEXTURE)
5393 if (state->render_states[WINED3D_RS_ALPHABLENDENABLE])
5395 aarg2 = WINED3DTA_TEXTURE;
5396 aop = WINED3D_TOP_MODULATE;
5398 else aarg1 = WINED3DTA_TEXTURE;
5400 else if (aop == WINED3D_TOP_SELECT_ARG2 && aarg2 != WINED3DTA_TEXTURE)
5402 if (state->render_states[WINED3D_RS_ALPHABLENDENABLE])
5404 aarg1 = WINED3DTA_TEXTURE;
5405 aop = WINED3D_TOP_MODULATE;
5407 else aarg2 = WINED3DTA_TEXTURE;
5413 if (is_invalid_op(state, i, aop, aarg1, aarg2, aarg0))
5415 aarg0 = ARG_UNUSED;
5416 aarg2 = ARG_UNUSED;
5417 aarg1 = WINED3DTA_CURRENT;
5418 aop = WINED3D_TOP_SELECT_ARG1;
5421 if (carg1 == WINED3DTA_TEXTURE || carg2 == WINED3DTA_TEXTURE || carg0 == WINED3DTA_TEXTURE
5422 || aarg1 == WINED3DTA_TEXTURE || aarg2 == WINED3DTA_TEXTURE || aarg0 == WINED3DTA_TEXTURE)
5424 ttff = state->texture_states[i][WINED3D_TSS_TEXTURE_TRANSFORM_FLAGS];
5425 if (ttff == (WINED3D_TTFF_PROJECTED | WINED3D_TTFF_COUNT3))
5426 settings->op[i].projected = proj_count3;
5427 else if (ttff & WINED3D_TTFF_PROJECTED)
5428 settings->op[i].projected = proj_count4;
5429 else
5430 settings->op[i].projected = proj_none;
5432 else
5434 settings->op[i].projected = proj_none;
5437 settings->op[i].cop = cop;
5438 settings->op[i].aop = aop;
5439 settings->op[i].carg0 = carg0;
5440 settings->op[i].carg1 = carg1;
5441 settings->op[i].carg2 = carg2;
5442 settings->op[i].aarg0 = aarg0;
5443 settings->op[i].aarg1 = aarg1;
5444 settings->op[i].aarg2 = aarg2;
5446 if (state->texture_states[i][WINED3D_TSS_RESULT_ARG] == WINED3DTA_TEMP)
5447 settings->op[i].dst = tempreg;
5448 else
5449 settings->op[i].dst = resultreg;
5452 /* Clear unsupported stages */
5453 for(; i < MAX_TEXTURES; i++) {
5454 memset(&settings->op[i], 0xff, sizeof(settings->op[i]));
5457 if (!state->render_states[WINED3D_RS_FOGENABLE])
5459 settings->fog = WINED3D_FFP_PS_FOG_OFF;
5461 else if (state->render_states[WINED3D_RS_FOGTABLEMODE] == WINED3D_FOG_NONE)
5463 if (use_vs(state) || state->vertex_declaration->position_transformed)
5465 settings->fog = WINED3D_FFP_PS_FOG_LINEAR;
5467 else
5469 switch (state->render_states[WINED3D_RS_FOGVERTEXMODE])
5471 case WINED3D_FOG_NONE:
5472 case WINED3D_FOG_LINEAR:
5473 settings->fog = WINED3D_FFP_PS_FOG_LINEAR;
5474 break;
5475 case WINED3D_FOG_EXP:
5476 settings->fog = WINED3D_FFP_PS_FOG_EXP;
5477 break;
5478 case WINED3D_FOG_EXP2:
5479 settings->fog = WINED3D_FFP_PS_FOG_EXP2;
5480 break;
5484 else
5486 switch (state->render_states[WINED3D_RS_FOGTABLEMODE])
5488 case WINED3D_FOG_LINEAR:
5489 settings->fog = WINED3D_FFP_PS_FOG_LINEAR;
5490 break;
5491 case WINED3D_FOG_EXP:
5492 settings->fog = WINED3D_FFP_PS_FOG_EXP;
5493 break;
5494 case WINED3D_FOG_EXP2:
5495 settings->fog = WINED3D_FFP_PS_FOG_EXP2;
5496 break;
5499 settings->sRGB_write = !gl_info->supported[ARB_FRAMEBUFFER_SRGB] && needs_srgb_write(context, state, state->fb);
5500 if (d3d_info->vs_clipping || !use_vs(state) || !state->render_states[WINED3D_RS_CLIPPING]
5501 || !state->render_states[WINED3D_RS_CLIPPLANEENABLE])
5503 /* No need to emulate clipplanes if GL supports native vertex shader clipping or if
5504 * the fixed function vertex pipeline is used(which always supports clipplanes), or
5505 * if no clipplane is enabled
5507 settings->emul_clipplanes = 0;
5508 } else {
5509 settings->emul_clipplanes = 1;
5512 if (state->render_states[WINED3D_RS_COLORKEYENABLE] && state->textures[0]
5513 && state->textures[0]->async.color_key_flags & WINED3D_CKEY_SRC_BLT
5514 && settings->op[0].cop != WINED3D_TOP_DISABLE)
5515 settings->color_key_enabled = 1;
5516 else
5517 settings->color_key_enabled = 0;
5519 /* texcoords_initialized is set to meaningful values only when GL doesn't
5520 * support enough varyings to always pass around all the possible texture
5521 * coordinates.
5522 * This is used to avoid reading a varying not written by the vertex shader.
5523 * Reading uninitialized varyings on core profile contexts results in an
5524 * error while with builtin varyings on legacy contexts you get undefined
5525 * behavior. */
5526 if (d3d_info->limits.varying_count
5527 && d3d_info->limits.varying_count < wined3d_max_compat_varyings(gl_info))
5529 settings->texcoords_initialized = 0;
5530 for (i = 0; i < MAX_TEXTURES; ++i)
5532 if (use_vs(state))
5534 if (state->shader[WINED3D_SHADER_TYPE_VERTEX]->reg_maps.output_registers & (1u << i))
5535 settings->texcoords_initialized |= 1u << i;
5537 else
5539 const struct wined3d_stream_info *si = &context->stream_info;
5540 unsigned int coord_idx = state->texture_states[i][WINED3D_TSS_TEXCOORD_INDEX];
5541 if ((state->texture_states[i][WINED3D_TSS_TEXCOORD_INDEX] >> WINED3D_FFP_TCI_SHIFT)
5542 & WINED3D_FFP_TCI_MASK
5543 || (coord_idx < MAX_TEXTURES && (si->use_map & (1u << (WINED3D_FFP_TEXCOORD0 + coord_idx)))))
5544 settings->texcoords_initialized |= 1u << i;
5548 else
5550 settings->texcoords_initialized = (1u << MAX_TEXTURES) - 1;
5553 settings->pointsprite = state->render_states[WINED3D_RS_POINTSPRITEENABLE]
5554 && state->gl_primitive_type == GL_POINTS;
5556 if (gl_info->supported[WINED3D_GL_LEGACY_CONTEXT])
5557 settings->alpha_test_func = WINED3D_CMP_ALWAYS - 1;
5558 else
5559 settings->alpha_test_func = (state->render_states[WINED3D_RS_ALPHATESTENABLE]
5560 ? wined3d_sanitize_cmp_func(state->render_states[WINED3D_RS_ALPHAFUNC])
5561 : WINED3D_CMP_ALWAYS) - 1;
5563 if (d3d_info->emulated_flatshading)
5564 settings->flatshading = state->render_states[WINED3D_RS_SHADEMODE] == WINED3D_SHADE_FLAT;
5565 else
5566 settings->flatshading = FALSE;
5569 const struct ffp_frag_desc *find_ffp_frag_shader(const struct wine_rb_tree *fragment_shaders,
5570 const struct ffp_frag_settings *settings)
5572 struct wine_rb_entry *entry = wine_rb_get(fragment_shaders, settings);
5573 return entry ? WINE_RB_ENTRY_VALUE(entry, struct ffp_frag_desc, entry) : NULL;
5576 void add_ffp_frag_shader(struct wine_rb_tree *shaders, struct ffp_frag_desc *desc)
5578 /* Note that the key is the implementation independent part of the ffp_frag_desc structure,
5579 * whereas desc points to an extended structure with implementation specific parts. */
5580 if (wine_rb_put(shaders, &desc->settings, &desc->entry) == -1)
5582 ERR("Failed to insert ffp frag shader.\n");
5586 /* Activates the texture dimension according to the bound D3D texture. Does
5587 * not care for the colorop or correct gl texture unit (when using nvrc).
5588 * Requires the caller to activate the correct unit. */
5589 /* Context activation is done by the caller (state handler). */
5590 void texture_activate_dimensions(const struct wined3d_texture *texture, const struct wined3d_gl_info *gl_info)
5592 if (texture)
5594 switch (texture->target)
5596 case GL_TEXTURE_2D:
5597 gl_info->gl_ops.gl.p_glDisable(GL_TEXTURE_3D);
5598 checkGLcall("glDisable(GL_TEXTURE_3D)");
5599 if (gl_info->supported[ARB_TEXTURE_CUBE_MAP])
5601 gl_info->gl_ops.gl.p_glDisable(GL_TEXTURE_CUBE_MAP_ARB);
5602 checkGLcall("glDisable(GL_TEXTURE_CUBE_MAP_ARB)");
5604 if (gl_info->supported[ARB_TEXTURE_RECTANGLE])
5606 gl_info->gl_ops.gl.p_glDisable(GL_TEXTURE_RECTANGLE_ARB);
5607 checkGLcall("glDisable(GL_TEXTURE_RECTANGLE_ARB)");
5609 gl_info->gl_ops.gl.p_glEnable(GL_TEXTURE_2D);
5610 checkGLcall("glEnable(GL_TEXTURE_2D)");
5611 break;
5612 case GL_TEXTURE_RECTANGLE_ARB:
5613 gl_info->gl_ops.gl.p_glDisable(GL_TEXTURE_2D);
5614 checkGLcall("glDisable(GL_TEXTURE_2D)");
5615 gl_info->gl_ops.gl.p_glDisable(GL_TEXTURE_3D);
5616 checkGLcall("glDisable(GL_TEXTURE_3D)");
5617 if (gl_info->supported[ARB_TEXTURE_CUBE_MAP])
5619 gl_info->gl_ops.gl.p_glDisable(GL_TEXTURE_CUBE_MAP_ARB);
5620 checkGLcall("glDisable(GL_TEXTURE_CUBE_MAP_ARB)");
5622 gl_info->gl_ops.gl.p_glEnable(GL_TEXTURE_RECTANGLE_ARB);
5623 checkGLcall("glEnable(GL_TEXTURE_RECTANGLE_ARB)");
5624 break;
5625 case GL_TEXTURE_3D:
5626 if (gl_info->supported[ARB_TEXTURE_CUBE_MAP])
5628 gl_info->gl_ops.gl.p_glDisable(GL_TEXTURE_CUBE_MAP_ARB);
5629 checkGLcall("glDisable(GL_TEXTURE_CUBE_MAP_ARB)");
5631 if (gl_info->supported[ARB_TEXTURE_RECTANGLE])
5633 gl_info->gl_ops.gl.p_glDisable(GL_TEXTURE_RECTANGLE_ARB);
5634 checkGLcall("glDisable(GL_TEXTURE_RECTANGLE_ARB)");
5636 gl_info->gl_ops.gl.p_glDisable(GL_TEXTURE_2D);
5637 checkGLcall("glDisable(GL_TEXTURE_2D)");
5638 gl_info->gl_ops.gl.p_glEnable(GL_TEXTURE_3D);
5639 checkGLcall("glEnable(GL_TEXTURE_3D)");
5640 break;
5641 case GL_TEXTURE_CUBE_MAP_ARB:
5642 gl_info->gl_ops.gl.p_glDisable(GL_TEXTURE_2D);
5643 checkGLcall("glDisable(GL_TEXTURE_2D)");
5644 gl_info->gl_ops.gl.p_glDisable(GL_TEXTURE_3D);
5645 checkGLcall("glDisable(GL_TEXTURE_3D)");
5646 if (gl_info->supported[ARB_TEXTURE_RECTANGLE])
5648 gl_info->gl_ops.gl.p_glDisable(GL_TEXTURE_RECTANGLE_ARB);
5649 checkGLcall("glDisable(GL_TEXTURE_RECTANGLE_ARB)");
5651 gl_info->gl_ops.gl.p_glEnable(GL_TEXTURE_CUBE_MAP_ARB);
5652 checkGLcall("glEnable(GL_TEXTURE_CUBE_MAP_ARB)");
5653 break;
5656 else
5658 gl_info->gl_ops.gl.p_glEnable(GL_TEXTURE_2D);
5659 checkGLcall("glEnable(GL_TEXTURE_2D)");
5660 gl_info->gl_ops.gl.p_glDisable(GL_TEXTURE_3D);
5661 checkGLcall("glDisable(GL_TEXTURE_3D)");
5662 if (gl_info->supported[ARB_TEXTURE_CUBE_MAP])
5664 gl_info->gl_ops.gl.p_glDisable(GL_TEXTURE_CUBE_MAP_ARB);
5665 checkGLcall("glDisable(GL_TEXTURE_CUBE_MAP_ARB)");
5667 if (gl_info->supported[ARB_TEXTURE_RECTANGLE])
5669 gl_info->gl_ops.gl.p_glDisable(GL_TEXTURE_RECTANGLE_ARB);
5670 checkGLcall("glDisable(GL_TEXTURE_RECTANGLE_ARB)");
5672 /* Binding textures is done by samplers. A dummy texture will be bound */
5676 /* Context activation is done by the caller (state handler). */
5677 void sampler_texdim(struct wined3d_context *context, const struct wined3d_state *state, DWORD state_id)
5679 DWORD sampler = state_id - STATE_SAMPLER(0);
5680 DWORD mapped_stage = context->tex_unit_map[sampler];
5682 /* No need to enable / disable anything here for unused samplers. The
5683 * tex_colorop handler takes care. Also no action is needed with pixel
5684 * shaders, or if tex_colorop will take care of this business. */
5685 if (mapped_stage == WINED3D_UNMAPPED_STAGE || mapped_stage >= context->gl_info->limits.textures)
5686 return;
5687 if (sampler >= context->lowest_disabled_stage)
5688 return;
5689 if (isStateDirty(context, STATE_TEXTURESTAGE(sampler, WINED3D_TSS_COLOR_OP)))
5690 return;
5692 texture_activate_dimensions(state->textures[sampler], context->gl_info);
5695 int wined3d_ffp_frag_program_key_compare(const void *key, const struct wine_rb_entry *entry)
5697 const struct ffp_frag_settings *ka = key;
5698 const struct ffp_frag_settings *kb = &WINE_RB_ENTRY_VALUE(entry, const struct ffp_frag_desc, entry)->settings;
5700 return memcmp(ka, kb, sizeof(*ka));
5703 void wined3d_ffp_get_vs_settings(const struct wined3d_context *context,
5704 const struct wined3d_state *state, struct wined3d_ffp_vs_settings *settings)
5706 const struct wined3d_stream_info *si = &context->stream_info;
5707 const struct wined3d_gl_info *gl_info = context->gl_info;
5708 const struct wined3d_d3d_info *d3d_info = context->d3d_info;
5709 unsigned int coord_idx, i;
5711 memset(settings, 0, sizeof(*settings));
5713 if (si->position_transformed)
5715 settings->transformed = 1;
5716 settings->point_size = state->gl_primitive_type == GL_POINTS;
5717 settings->per_vertex_point_size = !!(si->use_map & 1u << WINED3D_FFP_PSIZE);
5718 if (!state->render_states[WINED3D_RS_FOGENABLE])
5719 settings->fog_mode = WINED3D_FFP_VS_FOG_OFF;
5720 else if (state->render_states[WINED3D_RS_FOGTABLEMODE] != WINED3D_FOG_NONE)
5721 settings->fog_mode = WINED3D_FFP_VS_FOG_DEPTH;
5722 else
5723 settings->fog_mode = WINED3D_FFP_VS_FOG_FOGCOORD;
5725 for (i = 0; i < MAX_TEXTURES; ++i)
5727 coord_idx = state->texture_states[i][WINED3D_TSS_TEXCOORD_INDEX];
5728 if (coord_idx < MAX_TEXTURES && (si->use_map & (1u << (WINED3D_FFP_TEXCOORD0 + coord_idx))))
5729 settings->texcoords |= 1u << i;
5730 settings->texgen[i] = state->texture_states[i][WINED3D_TSS_TEXCOORD_INDEX];
5732 if (d3d_info->limits.varying_count >= wined3d_max_compat_varyings(gl_info))
5733 settings->texcoords = (1u << MAX_TEXTURES) - 1;
5735 if (d3d_info->emulated_flatshading)
5736 settings->flatshading = state->render_states[WINED3D_RS_SHADEMODE] == WINED3D_SHADE_FLAT;
5737 else
5738 settings->flatshading = FALSE;
5740 settings->swizzle_map = si->swizzle_map;
5742 return;
5745 switch (state->render_states[WINED3D_RS_VERTEXBLEND])
5747 case WINED3D_VBF_DISABLE:
5748 case WINED3D_VBF_1WEIGHTS:
5749 case WINED3D_VBF_2WEIGHTS:
5750 case WINED3D_VBF_3WEIGHTS:
5751 settings->vertexblends = state->render_states[WINED3D_RS_VERTEXBLEND];
5752 break;
5753 default:
5754 FIXME("Unsupported vertex blending: %d\n", state->render_states[WINED3D_RS_VERTEXBLEND]);
5755 break;
5758 settings->clipping = state->render_states[WINED3D_RS_CLIPPING]
5759 && state->render_states[WINED3D_RS_CLIPPLANEENABLE];
5760 settings->normal = !!(si->use_map & (1u << WINED3D_FFP_NORMAL));
5761 settings->normalize = settings->normal && state->render_states[WINED3D_RS_NORMALIZENORMALS];
5762 settings->lighting = !!state->render_states[WINED3D_RS_LIGHTING];
5763 settings->localviewer = !!state->render_states[WINED3D_RS_LOCALVIEWER];
5764 settings->point_size = state->gl_primitive_type == GL_POINTS;
5765 settings->per_vertex_point_size = !!(si->use_map & 1u << WINED3D_FFP_PSIZE);
5767 if (state->render_states[WINED3D_RS_COLORVERTEX] && (si->use_map & (1u << WINED3D_FFP_DIFFUSE)))
5769 settings->diffuse_source = state->render_states[WINED3D_RS_DIFFUSEMATERIALSOURCE];
5770 settings->emissive_source = state->render_states[WINED3D_RS_EMISSIVEMATERIALSOURCE];
5771 settings->ambient_source = state->render_states[WINED3D_RS_AMBIENTMATERIALSOURCE];
5772 settings->specular_source = state->render_states[WINED3D_RS_SPECULARMATERIALSOURCE];
5774 else
5776 settings->diffuse_source = WINED3D_MCS_MATERIAL;
5777 settings->emissive_source = WINED3D_MCS_MATERIAL;
5778 settings->ambient_source = WINED3D_MCS_MATERIAL;
5779 settings->specular_source = WINED3D_MCS_MATERIAL;
5782 for (i = 0; i < MAX_TEXTURES; ++i)
5784 coord_idx = state->texture_states[i][WINED3D_TSS_TEXCOORD_INDEX];
5785 if (coord_idx < MAX_TEXTURES && (si->use_map & (1u << (WINED3D_FFP_TEXCOORD0 + coord_idx))))
5786 settings->texcoords |= 1u << i;
5787 settings->texgen[i] = state->texture_states[i][WINED3D_TSS_TEXCOORD_INDEX];
5789 if (d3d_info->limits.varying_count >= wined3d_max_compat_varyings(gl_info))
5790 settings->texcoords = (1u << MAX_TEXTURES) - 1;
5792 for (i = 0; i < MAX_ACTIVE_LIGHTS; ++i)
5794 if (!state->lights[i])
5795 continue;
5797 switch (state->lights[i]->OriginalParms.type)
5799 case WINED3D_LIGHT_POINT:
5800 ++settings->point_light_count;
5801 break;
5802 case WINED3D_LIGHT_SPOT:
5803 ++settings->spot_light_count;
5804 break;
5805 case WINED3D_LIGHT_DIRECTIONAL:
5806 ++settings->directional_light_count;
5807 break;
5808 case WINED3D_LIGHT_PARALLELPOINT:
5809 ++settings->parallel_point_light_count;
5810 break;
5811 default:
5812 FIXME("Unhandled light type %#x.\n", state->lights[i]->OriginalParms.type);
5813 break;
5817 if (!state->render_states[WINED3D_RS_FOGENABLE])
5818 settings->fog_mode = WINED3D_FFP_VS_FOG_OFF;
5819 else if (state->render_states[WINED3D_RS_FOGTABLEMODE] != WINED3D_FOG_NONE)
5821 settings->fog_mode = WINED3D_FFP_VS_FOG_DEPTH;
5823 if (state->transforms[WINED3D_TS_PROJECTION]._14 == 0.0f
5824 && state->transforms[WINED3D_TS_PROJECTION]._24 == 0.0f
5825 && state->transforms[WINED3D_TS_PROJECTION]._34 == 0.0f
5826 && state->transforms[WINED3D_TS_PROJECTION]._44 == 1.0f)
5827 settings->ortho_fog = 1;
5829 else if (state->render_states[WINED3D_RS_FOGVERTEXMODE] == WINED3D_FOG_NONE)
5830 settings->fog_mode = WINED3D_FFP_VS_FOG_FOGCOORD;
5831 else if (state->render_states[WINED3D_RS_RANGEFOGENABLE])
5832 settings->fog_mode = WINED3D_FFP_VS_FOG_RANGE;
5833 else
5834 settings->fog_mode = WINED3D_FFP_VS_FOG_DEPTH;
5836 if (d3d_info->emulated_flatshading)
5837 settings->flatshading = state->render_states[WINED3D_RS_SHADEMODE] == WINED3D_SHADE_FLAT;
5838 else
5839 settings->flatshading = FALSE;
5841 settings->swizzle_map = si->swizzle_map;
5844 int wined3d_ffp_vertex_program_key_compare(const void *key, const struct wine_rb_entry *entry)
5846 const struct wined3d_ffp_vs_settings *ka = key;
5847 const struct wined3d_ffp_vs_settings *kb = &WINE_RB_ENTRY_VALUE(entry,
5848 const struct wined3d_ffp_vs_desc, entry)->settings;
5850 return memcmp(ka, kb, sizeof(*ka));
5853 const struct blit_shader *wined3d_select_blitter(const struct wined3d_gl_info *gl_info,
5854 const struct wined3d_d3d_info *d3d_info, enum wined3d_blit_op blit_op,
5855 const RECT *src_rect, DWORD src_usage, enum wined3d_pool src_pool, const struct wined3d_format *src_format,
5856 const RECT *dst_rect, DWORD dst_usage, enum wined3d_pool dst_pool, const struct wined3d_format *dst_format)
5858 static const struct blit_shader * const blitters[] =
5860 &arbfp_blit,
5861 &ffp_blit,
5862 &cpu_blit,
5864 unsigned int i;
5866 TRACE("gl_info %p, d3d_info %p, blit_op %#x, src_rect %s, src_usage %s, src_pool %s, src_format %s, "
5867 "dst_rect %s, dst_usage %s, dst_pool %s, dst_format %s.\n", gl_info, d3d_info, blit_op,
5868 wine_dbgstr_rect(src_rect), debug_d3dusage(src_usage), debug_d3dpool(src_pool),
5869 src_format ? debug_d3dformat(src_format->id) : "(null)", wine_dbgstr_rect(dst_rect),
5870 debug_d3dusage(dst_usage), debug_d3dpool(dst_pool), debug_d3dformat(dst_format->id));
5872 for (i = 0; i < sizeof(blitters) / sizeof(*blitters); ++i)
5874 if (blitters[i]->blit_supported(gl_info, d3d_info, blit_op,
5875 src_rect, src_usage, src_pool, src_format,
5876 dst_rect, dst_usage, dst_pool, dst_format))
5877 return blitters[i];
5880 return NULL;
5883 void wined3d_get_draw_rect(const struct wined3d_state *state, RECT *rect)
5885 const struct wined3d_viewport *vp = &state->viewport;
5887 SetRect(rect, vp->x, vp->y, vp->x + vp->width, vp->y + vp->height);
5889 if (state->render_states[WINED3D_RS_SCISSORTESTENABLE])
5890 IntersectRect(rect, rect, &state->scissor_rect);
5893 const char *wined3d_debug_location(DWORD location)
5895 const char *prefix = "";
5896 const char *suffix = "";
5897 char buf[294];
5899 if (wined3d_popcount(location) > 16)
5901 prefix = "~(";
5902 location = ~location;
5903 suffix = ")";
5906 buf[0] = '\0';
5907 #define LOCATION_TO_STR(u) if (location & u) { strcat(buf, " | "#u); location &= ~u; }
5908 LOCATION_TO_STR(WINED3D_LOCATION_DISCARDED);
5909 LOCATION_TO_STR(WINED3D_LOCATION_SYSMEM);
5910 LOCATION_TO_STR(WINED3D_LOCATION_USER_MEMORY);
5911 LOCATION_TO_STR(WINED3D_LOCATION_BUFFER);
5912 LOCATION_TO_STR(WINED3D_LOCATION_TEXTURE_RGB);
5913 LOCATION_TO_STR(WINED3D_LOCATION_TEXTURE_SRGB);
5914 LOCATION_TO_STR(WINED3D_LOCATION_DRAWABLE);
5915 LOCATION_TO_STR(WINED3D_LOCATION_RB_MULTISAMPLE);
5916 LOCATION_TO_STR(WINED3D_LOCATION_RB_RESOLVED);
5917 #undef LOCATION_TO_STR
5918 if (location) FIXME("Unrecognized location flag(s) %#x.\n", location);
5920 return wine_dbg_sprintf("%s%s%s", prefix, buf[0] ? &buf[3] : "0", suffix);
5923 /* Print a floating point value with the %.8e format specifier, always using
5924 * '.' as decimal separator. */
5925 void wined3d_ftoa(float value, char *s)
5927 int idx = 1;
5929 if (copysignf(1.0f, value) < 0.0f)
5930 ++idx;
5932 /* Be sure to allocate a buffer of at least 17 characters for the result
5933 as sprintf may return a 3 digit exponent when using the MSVC runtime
5934 instead of a 2 digit exponent. */
5935 sprintf(s, "%.8e", value);
5936 if (isfinite(value))
5937 s[idx] = '.';
5940 void wined3d_release_dc(HWND window, HDC dc)
5942 /* You'd figure ReleaseDC() would fail if the DC doesn't match the window.
5943 * However, that's not what actually happens, and there are user32 tests
5944 * that confirm ReleaseDC() with the wrong window is supposed to succeed.
5945 * So explicitly check that the DC belongs to the window, since we want to
5946 * avoid releasing a DC that belongs to some other window if the original
5947 * window was already destroyed. */
5948 if (WindowFromDC(dc) != window)
5949 WARN("DC %p does not belong to window %p.\n", dc, window);
5950 else if (!ReleaseDC(window, dc))
5951 ERR("Failed to release device context %p, last error %#x.\n", dc, GetLastError());
5954 BOOL wined3d_clip_blit(const RECT *clip_rect, RECT *clipped, RECT *other)
5956 RECT orig = *clipped;
5957 float scale_x = (float)(orig.right - orig.left) / (float)(other->right - other->left);
5958 float scale_y = (float)(orig.bottom - orig.top) / (float)(other->bottom - other->top);
5960 IntersectRect(clipped, clipped, clip_rect);
5962 if (IsRectEmpty(clipped))
5964 SetRectEmpty(other);
5965 return FALSE;
5968 other->left += (LONG)((clipped->left - orig.left) / scale_x);
5969 other->top += (LONG)((clipped->top - orig.top) / scale_y);
5970 other->right -= (LONG)((orig.right - clipped->right) / scale_x);
5971 other->bottom -= (LONG)((orig.bottom - clipped->bottom) / scale_y);
5973 return TRUE;
5976 void wined3d_gl_limits_get_uniform_block_range(const struct wined3d_gl_limits *gl_limits,
5977 enum wined3d_shader_type shader_type, unsigned int *base, unsigned int *count)
5979 unsigned int i;
5981 *base = 0;
5982 for (i = 0; i < WINED3D_SHADER_TYPE_COUNT; ++i)
5984 *count = gl_limits->uniform_blocks[i];
5985 if (i == shader_type)
5986 return;
5987 *base += *count;
5990 ERR("Unrecognized shader type %#x.\n", shader_type);
5991 *count = 0;
5994 void wined3d_gl_limits_get_texture_unit_range(const struct wined3d_gl_limits *gl_limits,
5995 enum wined3d_shader_type shader_type, unsigned int *base, unsigned int *count)
5997 unsigned int i;
5999 if (shader_type == WINED3D_SHADER_TYPE_COMPUTE)
6001 if (gl_limits->combined_samplers == gl_limits->graphics_samplers)
6002 *base = 0;
6003 else
6004 *base = gl_limits->graphics_samplers - 1;
6005 *count = gl_limits->samplers[WINED3D_SHADER_TYPE_COMPUTE];
6006 return;
6009 *base = 0;
6010 for (i = 0; i < WINED3D_SHADER_TYPE_GRAPHICS_COUNT; ++i)
6012 *count = gl_limits->samplers[i];
6013 if (i == shader_type)
6014 return;
6015 *base += *count;
6018 ERR("Unrecognized shader type %#x.\n", shader_type);
6019 *count = 0;
6022 BOOL wined3d_array_reserve(void **elements, SIZE_T *capacity, SIZE_T count, SIZE_T size)
6024 SIZE_T max_capacity, new_capacity;
6025 void *new_elements;
6027 if (count <= *capacity)
6028 return TRUE;
6030 max_capacity = ~(SIZE_T)0 / size;
6031 if (count > max_capacity)
6032 return FALSE;
6034 new_capacity = max(1, *capacity);
6035 while (new_capacity < count && new_capacity <= max_capacity / 2)
6036 new_capacity *= 2;
6037 if (new_capacity < count)
6038 new_capacity = count;
6040 if (!*elements)
6041 new_elements = HeapAlloc(GetProcessHeap(), HEAP_ZERO_MEMORY, new_capacity * size);
6042 else
6043 new_elements = HeapReAlloc(GetProcessHeap(), HEAP_ZERO_MEMORY, *elements, new_capacity * size);
6044 if (!new_elements)
6045 return FALSE;
6047 *elements = new_elements;
6048 *capacity = new_capacity;
6049 return TRUE;