msvcp90: Add num_get<wchar_t> stubs.
[wine.git] / dlls / wined3d / utils.c
blob2b00765976ccf53ce731c01b72959e0f8eaec0c8
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 "wined3d_private.h"
30 WINE_DEFAULT_DEBUG_CHANNEL(d3d);
32 struct StaticPixelFormatDesc
34 enum wined3d_format_id id;
35 DWORD alphaMask, redMask, greenMask, blueMask;
36 UINT bpp;
37 BYTE depthSize, stencilSize;
40 /*****************************************************************************
41 * Pixel format array
43 * For the formats WINED3DFMT_A32B32G32R32F, WINED3DFMT_A16B16G16R16F,
44 * and WINED3DFMT_A16B16G16R16 do not have correct alpha masks, because the
45 * high masks do not fit into the 32 bit values needed for ddraw. It is only
46 * used for ddraw mostly, and to figure out if the format has alpha at all, so
47 * setting a mask like 0x1 for those surfaces is correct. The 64 and 128 bit
48 * formats are not usable in 2D rendering because ddraw doesn't support them.
50 static const struct StaticPixelFormatDesc formats[] =
52 /* format id alphamask redmask greenmask bluemask bpp depth stencil */
53 {WINED3DFMT_UNKNOWN, 0x0, 0x0, 0x0, 0x0, 0, 0, 0},
54 /* FourCC formats */
55 {WINED3DFMT_UYVY, 0x0, 0x0, 0x0, 0x0, 2, 0, 0},
56 {WINED3DFMT_YUY2, 0x0, 0x0, 0x0, 0x0, 2, 0, 0},
57 {WINED3DFMT_YV12, 0x0, 0x0, 0x0, 0x0, 1, 0, 0},
58 {WINED3DFMT_DXT1, 0x0, 0x0, 0x0, 0x0, 1, 0, 0},
59 {WINED3DFMT_DXT2, 0x0, 0x0, 0x0, 0x0, 1, 0, 0},
60 {WINED3DFMT_DXT3, 0x0, 0x0, 0x0, 0x0, 1, 0, 0},
61 {WINED3DFMT_DXT4, 0x0, 0x0, 0x0, 0x0, 1, 0, 0},
62 {WINED3DFMT_DXT5, 0x0, 0x0, 0x0, 0x0, 1, 0, 0},
63 {WINED3DFMT_MULTI2_ARGB8, 0x0, 0x0, 0x0, 0x0, 1/*?*/, 0, 0},
64 {WINED3DFMT_G8R8_G8B8, 0x0, 0x0, 0x0, 0x0, 1/*?*/, 0, 0},
65 {WINED3DFMT_R8G8_B8G8, 0x0, 0x0, 0x0, 0x0, 1/*?*/, 0, 0},
66 /* IEEE formats */
67 {WINED3DFMT_R32_FLOAT, 0x0, 0x0, 0x0, 0x0, 4, 0, 0},
68 {WINED3DFMT_R32G32_FLOAT, 0x0, 0x0, 0x0, 0x0, 8, 0, 0},
69 {WINED3DFMT_R32G32B32_FLOAT, 0x0, 0x0, 0x0, 0x0, 12, 0, 0},
70 {WINED3DFMT_R32G32B32A32_FLOAT, 0x1, 0x0, 0x0, 0x0, 16, 0, 0},
71 /* Hmm? */
72 {WINED3DFMT_R8G8_SNORM_Cx, 0x0, 0x0, 0x0, 0x0, 2, 0, 0},
73 /* Float */
74 {WINED3DFMT_R16_FLOAT, 0x0, 0x0, 0x0, 0x0, 2, 0, 0},
75 {WINED3DFMT_R16G16_FLOAT, 0x0, 0x0, 0x0, 0x0, 4, 0, 0},
76 {WINED3DFMT_R16G16_SINT, 0x0, 0x0, 0x0, 0x0, 4, 0, 0},
77 {WINED3DFMT_R16G16B16A16_FLOAT, 0x1, 0x0, 0x0, 0x0, 8, 0, 0},
78 {WINED3DFMT_R16G16B16A16_SINT, 0x1, 0x0, 0x0, 0x0, 8, 0, 0},
79 /* Palettized formats */
80 {WINED3DFMT_P8_UINT_A8_UNORM, 0x0000ff00, 0x0, 0x0, 0x0, 2, 0, 0},
81 {WINED3DFMT_P8_UINT, 0x0, 0x0, 0x0, 0x0, 1, 0, 0},
82 /* Standard ARGB formats. */
83 {WINED3DFMT_B8G8R8_UNORM, 0x0, 0x00ff0000, 0x0000ff00, 0x000000ff, 3, 0, 0},
84 {WINED3DFMT_B8G8R8A8_UNORM, 0xff000000, 0x00ff0000, 0x0000ff00, 0x000000ff, 4, 0, 0},
85 {WINED3DFMT_B8G8R8X8_UNORM, 0x0, 0x00ff0000, 0x0000ff00, 0x000000ff, 4, 0, 0},
86 {WINED3DFMT_B5G6R5_UNORM, 0x0, 0x0000f800, 0x000007e0, 0x0000001f, 2, 0, 0},
87 {WINED3DFMT_B5G5R5X1_UNORM, 0x0, 0x00007c00, 0x000003e0, 0x0000001f, 2, 0, 0},
88 {WINED3DFMT_B5G5R5A1_UNORM, 0x00008000, 0x00007c00, 0x000003e0, 0x0000001f, 2, 0, 0},
89 {WINED3DFMT_B4G4R4A4_UNORM, 0x0000f000, 0x00000f00, 0x000000f0, 0x0000000f, 2, 0, 0},
90 {WINED3DFMT_B2G3R3_UNORM, 0x0, 0x000000e0, 0x0000001c, 0x00000003, 1, 0, 0},
91 {WINED3DFMT_A8_UNORM, 0x000000ff, 0x0, 0x0, 0x0, 1, 0, 0},
92 {WINED3DFMT_B2G3R3A8_UNORM, 0x0000ff00, 0x000000e0, 0x0000001c, 0x00000003, 2, 0, 0},
93 {WINED3DFMT_B4G4R4X4_UNORM, 0x0, 0x00000f00, 0x000000f0, 0x0000000f, 2, 0, 0},
94 {WINED3DFMT_R10G10B10A2_UNORM, 0xc0000000, 0x000003ff, 0x000ffc00, 0x3ff00000, 4, 0, 0},
95 {WINED3DFMT_R10G10B10A2_UINT, 0xc0000000, 0x000003ff, 0x000ffc00, 0x3ff00000, 4, 0, 0},
96 {WINED3DFMT_R10G10B10A2_SNORM, 0xc0000000, 0x000003ff, 0x000ffc00, 0x3ff00000, 4, 0, 0},
97 {WINED3DFMT_R8G8B8A8_UNORM, 0xff000000, 0x000000ff, 0x0000ff00, 0x00ff0000, 4, 0, 0},
98 {WINED3DFMT_R8G8B8A8_UINT, 0xff000000, 0x000000ff, 0x0000ff00, 0x00ff0000, 4, 0, 0},
99 {WINED3DFMT_R8G8B8X8_UNORM, 0x0, 0x000000ff, 0x0000ff00, 0x00ff0000, 4, 0, 0},
100 {WINED3DFMT_R16G16_UNORM, 0x0, 0x0000ffff, 0xffff0000, 0x0, 4, 0, 0},
101 {WINED3DFMT_B10G10R10A2_UNORM, 0xc0000000, 0x3ff00000, 0x000ffc00, 0x000003ff, 4, 0, 0},
102 {WINED3DFMT_R16G16B16A16_UNORM, 0x1, 0x0000ffff, 0xffff0000, 0x0, 8, 0, 0},
103 /* Luminance */
104 {WINED3DFMT_L8_UNORM, 0x0, 0x0, 0x0, 0x0, 1, 0, 0},
105 {WINED3DFMT_L8A8_UNORM, 0x0000ff00, 0x0, 0x0, 0x0, 2, 0, 0},
106 {WINED3DFMT_L4A4_UNORM, 0x000000f0, 0x0, 0x0, 0x0, 1, 0, 0},
107 {WINED3DFMT_L16_UNORM, 0x0, 0x0, 0x0, 0x0, 2, 16, 0},
108 /* Bump mapping stuff */
109 {WINED3DFMT_R8G8_SNORM, 0x0, 0x0, 0x0, 0x0, 2, 0, 0},
110 {WINED3DFMT_R5G5_SNORM_L6_UNORM, 0x0, 0x0, 0x0, 0x0, 2, 0, 0},
111 {WINED3DFMT_R8G8_SNORM_L8X8_UNORM, 0x0, 0x0, 0x0, 0x0, 4, 0, 0},
112 {WINED3DFMT_R8G8B8A8_SNORM, 0x0, 0x0, 0x0, 0x0, 4, 0, 0},
113 {WINED3DFMT_R16G16_SNORM, 0x0, 0x0, 0x0, 0x0, 4, 0, 0},
114 {WINED3DFMT_R10G11B11_SNORM, 0x0, 0x0, 0x0, 0x0, 4, 0, 0},
115 {WINED3DFMT_R10G10B10_SNORM_A2_UNORM, 0xb0000000, 0x0, 0x0, 0x0, 4, 0, 0},
116 /* Depth stencil formats */
117 {WINED3DFMT_D16_LOCKABLE, 0x0, 0x0, 0x0, 0x0, 2, 16, 0},
118 {WINED3DFMT_D32_UNORM, 0x0, 0x0, 0x0, 0x0, 4, 32, 0},
119 {WINED3DFMT_S1_UINT_D15_UNORM, 0x0, 0x0, 0x0, 0x0, 2, 15, 1},
120 {WINED3DFMT_D24_UNORM_S8_UINT, 0x0, 0x0, 0x0, 0x0, 4, 24, 8},
121 {WINED3DFMT_X8D24_UNORM, 0x0, 0x0, 0x0, 0x0, 4, 24, 0},
122 {WINED3DFMT_S4X4_UINT_D24_UNORM, 0x0, 0x0, 0x0, 0x0, 4, 24, 4},
123 {WINED3DFMT_D16_UNORM, 0x0, 0x0, 0x0, 0x0, 2, 16, 0},
124 {WINED3DFMT_D32_FLOAT, 0x0, 0x0, 0x0, 0x0, 4, 32, 0},
125 {WINED3DFMT_S8_UINT_D24_FLOAT, 0x0, 0x0, 0x0, 0x0, 4, 24, 8},
126 {WINED3DFMT_VERTEXDATA, 0x0, 0x0, 0x0, 0x0, 0, 0, 0},
127 {WINED3DFMT_R16_UINT, 0x0, 0x0, 0x0, 0x0, 2, 0, 0},
128 {WINED3DFMT_R32_UINT, 0x0, 0x0, 0x0, 0x0, 4, 0, 0},
129 {WINED3DFMT_R16G16B16A16_SNORM, 0x0, 0x0, 0x0, 0x0, 8, 0, 0},
130 /* Vendor-specific formats */
131 {WINED3DFMT_ATI2N, 0x0, 0x0, 0x0, 0x0, 1, 0, 0},
132 {WINED3DFMT_NVDB, 0x0, 0x0, 0x0, 0x0, 0, 0, 0},
133 {WINED3DFMT_INTZ, 0x0, 0x0, 0x0, 0x0, 4, 24, 8},
134 {WINED3DFMT_NVHU, 0x0, 0x0, 0x0, 0x0, 2, 0, 0},
135 {WINED3DFMT_NVHS, 0x0, 0x0, 0x0, 0x0, 2, 0, 0},
136 {WINED3DFMT_NULL, 0xff000000, 0x000000ff, 0x0000ff00, 0x00ff0000, 4, 0, 0},
137 /* Unsure about them, could not find a Windows driver that supports them */
138 {WINED3DFMT_R16, 0x0, 0x0000ffff, 0x0, 0x0, 2, 0, 0},
139 {WINED3DFMT_AL16, 0xffff0000, 0x0, 0x0, 0x0, 4, 0, 0},
142 struct wined3d_format_base_flags
144 enum wined3d_format_id id;
145 DWORD flags;
148 /* The ATI2N format behaves like an uncompressed format in LockRect(), but
149 * still needs to use the correct block based calculation for e.g. the
150 * resource size. */
151 static const struct wined3d_format_base_flags format_base_flags[] =
153 {WINED3DFMT_UYVY, WINED3DFMT_FLAG_FOURCC},
154 {WINED3DFMT_YUY2, WINED3DFMT_FLAG_FOURCC},
155 {WINED3DFMT_YV12, WINED3DFMT_FLAG_FOURCC},
156 {WINED3DFMT_DXT1, WINED3DFMT_FLAG_FOURCC},
157 {WINED3DFMT_DXT2, WINED3DFMT_FLAG_FOURCC},
158 {WINED3DFMT_DXT3, WINED3DFMT_FLAG_FOURCC},
159 {WINED3DFMT_DXT4, WINED3DFMT_FLAG_FOURCC},
160 {WINED3DFMT_DXT5, WINED3DFMT_FLAG_FOURCC},
161 {WINED3DFMT_MULTI2_ARGB8, WINED3DFMT_FLAG_FOURCC},
162 {WINED3DFMT_G8R8_G8B8, WINED3DFMT_FLAG_FOURCC},
163 {WINED3DFMT_R8G8_B8G8, WINED3DFMT_FLAG_FOURCC},
164 {WINED3DFMT_INTZ, WINED3DFMT_FLAG_FOURCC},
165 {WINED3DFMT_NULL, WINED3DFMT_FLAG_FOURCC},
166 {WINED3DFMT_P8_UINT, WINED3DFMT_FLAG_GETDC},
167 {WINED3DFMT_B8G8R8_UNORM, WINED3DFMT_FLAG_GETDC},
168 {WINED3DFMT_B8G8R8A8_UNORM, WINED3DFMT_FLAG_GETDC},
169 {WINED3DFMT_B8G8R8X8_UNORM, WINED3DFMT_FLAG_GETDC},
170 {WINED3DFMT_B5G6R5_UNORM, WINED3DFMT_FLAG_GETDC},
171 {WINED3DFMT_B5G5R5X1_UNORM, WINED3DFMT_FLAG_GETDC},
172 {WINED3DFMT_B5G5R5A1_UNORM, WINED3DFMT_FLAG_GETDC},
173 {WINED3DFMT_B4G4R4A4_UNORM, WINED3DFMT_FLAG_GETDC},
174 {WINED3DFMT_B4G4R4X4_UNORM, WINED3DFMT_FLAG_GETDC},
175 {WINED3DFMT_R8G8B8A8_UNORM, WINED3DFMT_FLAG_GETDC},
176 {WINED3DFMT_R8G8B8X8_UNORM, WINED3DFMT_FLAG_GETDC},
177 {WINED3DFMT_ATI2N, WINED3DFMT_FLAG_FOURCC | WINED3DFMT_FLAG_BROKEN_PITCH},
178 {WINED3DFMT_NVDB, WINED3DFMT_FLAG_FOURCC},
179 {WINED3DFMT_NVHU, WINED3DFMT_FLAG_FOURCC},
180 {WINED3DFMT_NVHS, WINED3DFMT_FLAG_FOURCC},
181 {WINED3DFMT_R32_FLOAT, WINED3DFMT_FLAG_FLOAT},
182 {WINED3DFMT_R32G32_FLOAT, WINED3DFMT_FLAG_FLOAT},
183 {WINED3DFMT_R32G32B32_FLOAT, WINED3DFMT_FLAG_FLOAT},
184 {WINED3DFMT_R32G32B32A32_FLOAT, WINED3DFMT_FLAG_FLOAT},
185 {WINED3DFMT_R16_FLOAT, WINED3DFMT_FLAG_FLOAT},
186 {WINED3DFMT_R16G16_FLOAT, WINED3DFMT_FLAG_FLOAT},
187 {WINED3DFMT_R16G16B16A16_FLOAT, WINED3DFMT_FLAG_FLOAT},
188 {WINED3DFMT_D32_FLOAT, WINED3DFMT_FLAG_FLOAT},
189 {WINED3DFMT_S8_UINT_D24_FLOAT, WINED3DFMT_FLAG_FLOAT},
192 struct wined3d_format_block_info
194 enum wined3d_format_id id;
195 UINT block_width;
196 UINT block_height;
197 UINT block_byte_count;
200 static const struct wined3d_format_block_info format_block_info[] =
202 {WINED3DFMT_DXT1, 4, 4, 8},
203 {WINED3DFMT_DXT2, 4, 4, 16},
204 {WINED3DFMT_DXT3, 4, 4, 16},
205 {WINED3DFMT_DXT4, 4, 4, 16},
206 {WINED3DFMT_DXT5, 4, 4, 16},
207 {WINED3DFMT_ATI2N, 4, 4, 16},
208 {WINED3DFMT_YUY2, 2, 1, 4},
209 {WINED3DFMT_UYVY, 2, 1, 4},
212 struct wined3d_format_vertex_info
214 enum wined3d_format_id id;
215 enum wined3d_ffp_emit_idx emit_idx;
216 GLint component_count;
217 GLenum gl_vtx_type;
218 GLint gl_vtx_format;
219 GLboolean gl_normalized;
220 unsigned int component_size;
223 static const struct wined3d_format_vertex_info format_vertex_info[] =
225 {WINED3DFMT_R32_FLOAT, WINED3D_FFP_EMIT_FLOAT1, 1, GL_FLOAT, 1, GL_FALSE, sizeof(float)},
226 {WINED3DFMT_R32G32_FLOAT, WINED3D_FFP_EMIT_FLOAT2, 2, GL_FLOAT, 2, GL_FALSE, sizeof(float)},
227 {WINED3DFMT_R32G32B32_FLOAT, WINED3D_FFP_EMIT_FLOAT3, 3, GL_FLOAT, 3, GL_FALSE, sizeof(float)},
228 {WINED3DFMT_R32G32B32A32_FLOAT, WINED3D_FFP_EMIT_FLOAT4, 4, GL_FLOAT, 4, GL_FALSE, sizeof(float)},
229 {WINED3DFMT_B8G8R8A8_UNORM, WINED3D_FFP_EMIT_D3DCOLOR, 4, GL_UNSIGNED_BYTE, 4, GL_TRUE, sizeof(BYTE)},
230 {WINED3DFMT_R8G8B8A8_UINT, WINED3D_FFP_EMIT_UBYTE4, 4, GL_UNSIGNED_BYTE, 4, GL_FALSE, sizeof(BYTE)},
231 {WINED3DFMT_R16G16_SINT, WINED3D_FFP_EMIT_SHORT2, 2, GL_SHORT, 2, GL_FALSE, sizeof(short int)},
232 {WINED3DFMT_R16G16B16A16_SINT, WINED3D_FFP_EMIT_SHORT4, 4, GL_SHORT, 4, GL_FALSE, sizeof(short int)},
233 {WINED3DFMT_R8G8B8A8_UNORM, WINED3D_FFP_EMIT_UBYTE4N, 4, GL_UNSIGNED_BYTE, 4, GL_TRUE, sizeof(BYTE)},
234 {WINED3DFMT_R16G16_SNORM, WINED3D_FFP_EMIT_SHORT2N, 2, GL_SHORT, 2, GL_TRUE, sizeof(short int)},
235 {WINED3DFMT_R16G16B16A16_SNORM, WINED3D_FFP_EMIT_SHORT4N, 4, GL_SHORT, 4, GL_TRUE, sizeof(short int)},
236 {WINED3DFMT_R16G16_UNORM, WINED3D_FFP_EMIT_USHORT2N, 2, GL_UNSIGNED_SHORT, 2, GL_TRUE, sizeof(short int)},
237 {WINED3DFMT_R16G16B16A16_UNORM, WINED3D_FFP_EMIT_USHORT4N, 4, GL_UNSIGNED_SHORT, 4, GL_TRUE, sizeof(short int)},
238 {WINED3DFMT_R10G10B10A2_UINT, WINED3D_FFP_EMIT_UDEC3, 3, GL_UNSIGNED_SHORT, 3, GL_FALSE, sizeof(short int)},
239 {WINED3DFMT_R10G10B10A2_SNORM, WINED3D_FFP_EMIT_DEC3N, 3, GL_SHORT, 3, GL_TRUE, sizeof(short int)},
240 {WINED3DFMT_R16G16_FLOAT, WINED3D_FFP_EMIT_FLOAT16_2, 2, GL_FLOAT, 2, GL_FALSE, sizeof(GLhalfNV)},
241 {WINED3DFMT_R16G16B16A16_FLOAT, WINED3D_FFP_EMIT_FLOAT16_4, 4, GL_FLOAT, 4, GL_FALSE, sizeof(GLhalfNV)}
244 struct wined3d_format_texture_info
246 enum wined3d_format_id id;
247 GLint gl_internal;
248 GLint gl_srgb_internal;
249 GLint gl_rt_internal;
250 GLint gl_format;
251 GLint gl_type;
252 unsigned int conv_byte_count;
253 unsigned int flags;
254 enum wined3d_gl_extension extension;
255 void (*convert)(const BYTE *src, BYTE *dst, UINT pitch, UINT width, UINT height);
258 static void convert_l4a4_unorm(const BYTE *src, BYTE *dst, UINT pitch, UINT width, UINT height)
260 /* WINED3DFMT_L4A4_UNORM exists as an internal gl format, but for some reason there is not
261 * format+type combination to load it. Thus convert it to A8L8, then load it
262 * with A4L4 internal, but A8L8 format+type
264 unsigned int x, y;
265 const unsigned char *Source;
266 unsigned char *Dest;
267 UINT outpitch = pitch * 2;
269 for(y = 0; y < height; y++) {
270 Source = src + y * pitch;
271 Dest = dst + y * outpitch;
272 for (x = 0; x < width; x++ ) {
273 unsigned char color = (*Source++);
274 /* A */ Dest[1] = (color & 0xf0) << 0;
275 /* L */ Dest[0] = (color & 0x0f) << 4;
276 Dest += 2;
281 static void convert_r5g5_snorm_l6_unorm(const BYTE *src, BYTE *dst, UINT pitch, UINT width, UINT height)
283 unsigned int x, y;
284 const WORD *Source;
286 for(y = 0; y < height; y++)
288 unsigned short *Dest_s = (unsigned short *) (dst + y * pitch);
289 Source = (const WORD *)(src + y * pitch);
290 for (x = 0; x < width; x++ )
292 short color = (*Source++);
293 unsigned char l = ((color >> 10) & 0xfc);
294 short v = ((color >> 5) & 0x3e);
295 short u = ((color ) & 0x1f);
296 short v_conv = v + 16;
297 short u_conv = u + 16;
299 *Dest_s = ((v_conv << 11) & 0xf800) | ((l << 5) & 0x7e0) | (u_conv & 0x1f);
300 Dest_s += 1;
305 static void convert_r5g5_snorm_l6_unorm_nv(const BYTE *src, BYTE *dst, UINT pitch, UINT width, UINT height)
307 unsigned int x, y;
308 const WORD *Source;
309 unsigned char *Dest;
310 UINT outpitch = (pitch * 3)/2;
312 /* This makes the gl surface bigger(24 bit instead of 16), but it works with
313 * fixed function and shaders without further conversion once the surface is
314 * loaded
316 for(y = 0; y < height; y++) {
317 Source = (const WORD *)(src + y * pitch);
318 Dest = dst + y * outpitch;
319 for (x = 0; x < width; x++ ) {
320 short color = (*Source++);
321 unsigned char l = ((color >> 10) & 0xfc);
322 char v = ((color >> 5) & 0x3e);
323 char u = ((color ) & 0x1f);
325 /* 8 bits destination, 6 bits source, 8th bit is the sign. gl ignores the sign
326 * and doubles the positive range. Thus shift left only once, gl does the 2nd
327 * shift. GL reads a signed value and converts it into an unsigned value.
329 /* M */ Dest[2] = l << 1;
331 /* Those are read as signed, but kept signed. Just left-shift 3 times to scale
332 * from 5 bit values to 8 bit values.
334 /* V */ Dest[1] = v << 3;
335 /* U */ Dest[0] = u << 3;
336 Dest += 3;
341 static void convert_r8g8_snorm(const BYTE *src, BYTE *dst, UINT pitch, UINT width, UINT height)
343 unsigned int x, y;
344 const short *Source;
345 unsigned char *Dest;
346 UINT outpitch = (pitch * 3)/2;
348 for(y = 0; y < height; y++)
350 Source = (const short *)(src + y * pitch);
351 Dest = dst + y * outpitch;
352 for (x = 0; x < width; x++ )
354 const short color = (*Source++);
355 /* B */ Dest[0] = 0xff;
356 /* G */ Dest[1] = (color >> 8) + 128; /* V */
357 /* R */ Dest[2] = (color & 0xff) + 128; /* U */
358 Dest += 3;
363 static void convert_r8g8_snorm_l8x8_unorm(const BYTE *src, BYTE *dst, UINT pitch, UINT width, UINT height)
365 unsigned int x, y;
366 const DWORD *Source;
367 unsigned char *Dest;
369 /* Doesn't work correctly with the fixed function pipeline, but can work in
370 * shaders if the shader is adjusted. (There's no use for this format in gl's
371 * standard fixed function pipeline anyway).
373 for(y = 0; y < height; y++)
375 Source = (const DWORD *)(src + y * pitch);
376 Dest = dst + y * pitch;
377 for (x = 0; x < width; x++ )
379 LONG color = (*Source++);
380 /* B */ Dest[0] = ((color >> 16) & 0xff); /* L */
381 /* G */ Dest[1] = ((color >> 8 ) & 0xff) + 128; /* V */
382 /* R */ Dest[2] = (color & 0xff) + 128; /* U */
383 Dest += 4;
388 static void convert_r8g8_snorm_l8x8_unorm_nv(const BYTE *src, BYTE *dst, UINT pitch, UINT width, UINT height)
390 unsigned int x, y;
391 const DWORD *Source;
392 unsigned char *Dest;
394 /* This implementation works with the fixed function pipeline and shaders
395 * without further modification after converting the surface.
397 for(y = 0; y < height; y++)
399 Source = (const DWORD *)(src + y * pitch);
400 Dest = dst + y * pitch;
401 for (x = 0; x < width; x++ )
403 LONG color = (*Source++);
404 /* L */ Dest[2] = ((color >> 16) & 0xff); /* L */
405 /* V */ Dest[1] = ((color >> 8 ) & 0xff); /* V */
406 /* U */ Dest[0] = (color & 0xff); /* U */
407 /* I */ Dest[3] = 255; /* X */
408 Dest += 4;
413 static void convert_r8g8b8a8_snorm(const BYTE *src, BYTE *dst, UINT pitch, UINT width, UINT height)
415 unsigned int x, y;
416 const DWORD *Source;
417 unsigned char *Dest;
419 for(y = 0; y < height; y++)
421 Source = (const DWORD *)(src + y * pitch);
422 Dest = dst + y * pitch;
423 for (x = 0; x < width; x++ )
425 LONG color = (*Source++);
426 /* B */ Dest[0] = ((color >> 16) & 0xff) + 128; /* W */
427 /* G */ Dest[1] = ((color >> 8 ) & 0xff) + 128; /* V */
428 /* R */ Dest[2] = (color & 0xff) + 128; /* U */
429 /* A */ Dest[3] = ((color >> 24) & 0xff) + 128; /* Q */
430 Dest += 4;
435 static void convert_r16g16_snorm(const BYTE *src, BYTE *dst, UINT pitch, UINT width, UINT height)
437 unsigned int x, y;
438 const DWORD *Source;
439 unsigned short *Dest;
440 UINT outpitch = (pitch * 3)/2;
442 for(y = 0; y < height; y++)
444 Source = (const DWORD *)(src + y * pitch);
445 Dest = (unsigned short *) (dst + y * outpitch);
446 for (x = 0; x < width; x++ )
448 const DWORD color = (*Source++);
449 /* B */ Dest[0] = 0xffff;
450 /* G */ Dest[1] = (color >> 16) + 32768; /* V */
451 /* R */ Dest[2] = (color & 0xffff) + 32768; /* U */
452 Dest += 3;
457 static void convert_r16g16(const BYTE *src, BYTE *dst, UINT pitch, UINT width, UINT height)
459 unsigned int x, y;
460 const WORD *Source;
461 WORD *Dest;
462 UINT outpitch = (pitch * 3)/2;
464 for(y = 0; y < height; y++)
466 Source = (const WORD *)(src + y * pitch);
467 Dest = (WORD *) (dst + y * outpitch);
468 for (x = 0; x < width; x++ )
470 WORD green = (*Source++);
471 WORD red = (*Source++);
472 Dest[0] = green;
473 Dest[1] = red;
474 /* Strictly speaking not correct for R16G16F, but it doesn't matter because the
475 * shader overwrites it anyway
477 Dest[2] = 0xffff;
478 Dest += 3;
483 static void convert_r32g32_float(const BYTE *src, BYTE *dst, UINT pitch, UINT width, UINT height)
485 unsigned int x, y;
486 const float *Source;
487 float *Dest;
488 UINT outpitch = (pitch * 3)/2;
490 for(y = 0; y < height; y++)
492 Source = (const float *)(src + y * pitch);
493 Dest = (float *) (dst + y * outpitch);
494 for (x = 0; x < width; x++ )
496 float green = (*Source++);
497 float red = (*Source++);
498 Dest[0] = green;
499 Dest[1] = red;
500 Dest[2] = 1.0f;
501 Dest += 3;
506 static void convert_s1_uint_d15_unorm(const BYTE *src, BYTE *dst, UINT pitch, UINT width, UINT height)
508 unsigned int x, y;
509 UINT outpitch = pitch * 2;
511 for (y = 0; y < height; ++y)
513 const WORD *source = (const WORD *)(src + y * pitch);
514 DWORD *dest = (DWORD *)(dst + y * outpitch);
516 for (x = 0; x < width; ++x)
518 /* The depth data is normalized, so needs to be scaled,
519 * the stencil data isn't. Scale depth data by
520 * (2^24-1)/(2^15-1) ~~ (2^9 + 2^-6). */
521 WORD d15 = source[x] >> 1;
522 DWORD d24 = (d15 << 9) + (d15 >> 6);
523 dest[x] = (d24 << 8) | (source[x] & 0x1);
528 static void convert_s4x4_uint_d24_unorm(const BYTE *src, BYTE *dst, UINT pitch, UINT width, UINT height)
530 unsigned int x, y;
532 for (y = 0; y < height; ++y)
534 const DWORD *source = (const DWORD *)(src + y * pitch);
535 DWORD *dest = (DWORD *)(dst + y * pitch);
537 for (x = 0; x < width; ++x)
539 /* Just need to clear out the X4 part. */
540 dest[x] = source[x] & ~0xf0;
545 static void convert_s8_uint_d24_float(const BYTE *src, BYTE *dst, UINT pitch, UINT width, UINT height)
547 unsigned int x, y;
548 UINT outpitch = pitch * 2;
550 for (y = 0; y < height; ++y)
552 const DWORD *source = (const DWORD *)(src + y * pitch);
553 float *dest_f = (float *)(dst + y * outpitch);
554 DWORD *dest_s = (DWORD *)(dst + y * outpitch);
556 for (x = 0; x < width; ++x)
558 dest_f[x * 2] = float_24_to_32((source[x] & 0xffffff00) >> 8);
559 dest_s[x * 2 + 1] = source[x] & 0xff;
564 static const struct wined3d_format_texture_info format_texture_info[] =
566 /* format id internal srgbInternal rtInternal
567 format type
568 flags
569 extension */
570 /* FourCC formats */
571 /* GL_APPLE_ycbcr_422 claims that its '2YUV' format, which is supported via the UNSIGNED_SHORT_8_8_REV_APPLE type
572 * is equivalent to 'UYVY' format on Windows, and the 'YUVS' via UNSIGNED_SHORT_8_8_APPLE equates to 'YUY2'. The
573 * d3d9 test however shows that the opposite is true. Since the extension is from 2002, it predates the x86 based
574 * Macs, so probably the endianness differs. This could be tested as soon as we have a Windows and MacOS on a big
575 * endian machine
577 {WINED3DFMT_UYVY, GL_LUMINANCE_ALPHA, GL_LUMINANCE_ALPHA, 0,
578 GL_LUMINANCE_ALPHA, GL_UNSIGNED_BYTE, 0,
579 WINED3DFMT_FLAG_FILTERING,
580 WINED3D_GL_EXT_NONE, NULL},
581 {WINED3DFMT_UYVY, GL_RGB, GL_RGB, 0,
582 GL_YCBCR_422_APPLE, UNSIGNED_SHORT_8_8_APPLE, 0,
583 WINED3DFMT_FLAG_FILTERING,
584 APPLE_YCBCR_422, NULL},
585 {WINED3DFMT_YUY2, GL_LUMINANCE_ALPHA, GL_LUMINANCE_ALPHA, 0,
586 GL_LUMINANCE_ALPHA, GL_UNSIGNED_BYTE, 0,
587 WINED3DFMT_FLAG_FILTERING,
588 WINED3D_GL_EXT_NONE, NULL},
589 {WINED3DFMT_YUY2, GL_RGB, GL_RGB, 0,
590 GL_YCBCR_422_APPLE, UNSIGNED_SHORT_8_8_REV_APPLE, 0,
591 WINED3DFMT_FLAG_FILTERING,
592 APPLE_YCBCR_422, NULL},
593 {WINED3DFMT_YV12, GL_ALPHA, GL_ALPHA, 0,
594 GL_ALPHA, GL_UNSIGNED_BYTE, 0,
595 WINED3DFMT_FLAG_FILTERING,
596 WINED3D_GL_EXT_NONE, NULL},
597 {WINED3DFMT_DXT1, GL_COMPRESSED_RGBA_S3TC_DXT1_EXT, GL_COMPRESSED_SRGB_ALPHA_S3TC_DXT1_EXT, 0,
598 GL_RGBA, GL_UNSIGNED_BYTE, 0,
599 WINED3DFMT_FLAG_POSTPIXELSHADER_BLENDING | WINED3DFMT_FLAG_FILTERING | WINED3DFMT_FLAG_SRGB_READ
600 | WINED3DFMT_FLAG_COMPRESSED,
601 EXT_TEXTURE_COMPRESSION_S3TC, NULL},
602 {WINED3DFMT_DXT2, GL_COMPRESSED_RGBA_S3TC_DXT3_EXT, GL_COMPRESSED_SRGB_ALPHA_S3TC_DXT3_EXT, 0,
603 GL_RGBA, GL_UNSIGNED_BYTE, 0,
604 WINED3DFMT_FLAG_POSTPIXELSHADER_BLENDING | WINED3DFMT_FLAG_FILTERING | WINED3DFMT_FLAG_SRGB_READ
605 | WINED3DFMT_FLAG_COMPRESSED,
606 EXT_TEXTURE_COMPRESSION_S3TC, NULL},
607 {WINED3DFMT_DXT3, GL_COMPRESSED_RGBA_S3TC_DXT3_EXT, GL_COMPRESSED_SRGB_ALPHA_S3TC_DXT3_EXT, 0,
608 GL_RGBA, GL_UNSIGNED_BYTE, 0,
609 WINED3DFMT_FLAG_POSTPIXELSHADER_BLENDING | WINED3DFMT_FLAG_FILTERING | WINED3DFMT_FLAG_SRGB_READ
610 | WINED3DFMT_FLAG_COMPRESSED,
611 EXT_TEXTURE_COMPRESSION_S3TC, NULL},
612 {WINED3DFMT_DXT4, GL_COMPRESSED_RGBA_S3TC_DXT5_EXT, GL_COMPRESSED_SRGB_ALPHA_S3TC_DXT5_EXT, 0,
613 GL_RGBA, GL_UNSIGNED_BYTE, 0,
614 WINED3DFMT_FLAG_POSTPIXELSHADER_BLENDING | WINED3DFMT_FLAG_FILTERING | WINED3DFMT_FLAG_SRGB_READ
615 | WINED3DFMT_FLAG_COMPRESSED,
616 EXT_TEXTURE_COMPRESSION_S3TC, NULL},
617 {WINED3DFMT_DXT5, GL_COMPRESSED_RGBA_S3TC_DXT5_EXT, GL_COMPRESSED_SRGB_ALPHA_S3TC_DXT5_EXT, 0,
618 GL_RGBA, GL_UNSIGNED_BYTE, 0,
619 WINED3DFMT_FLAG_POSTPIXELSHADER_BLENDING | WINED3DFMT_FLAG_FILTERING | WINED3DFMT_FLAG_SRGB_READ
620 | WINED3DFMT_FLAG_COMPRESSED,
621 EXT_TEXTURE_COMPRESSION_S3TC, NULL},
622 /* IEEE formats */
623 {WINED3DFMT_R32_FLOAT, GL_RGB32F_ARB, GL_RGB32F_ARB, 0,
624 GL_RED, GL_FLOAT, 0,
625 WINED3DFMT_FLAG_RENDERTARGET | WINED3DFMT_FLAG_VTF,
626 ARB_TEXTURE_FLOAT, NULL},
627 {WINED3DFMT_R32_FLOAT, GL_R32F, GL_R32F, 0,
628 GL_RED, GL_FLOAT, 0,
629 WINED3DFMT_FLAG_RENDERTARGET | WINED3DFMT_FLAG_VTF,
630 ARB_TEXTURE_RG, NULL},
631 {WINED3DFMT_R32G32_FLOAT, GL_RGB32F_ARB, GL_RGB32F_ARB, 0,
632 GL_RGB, GL_FLOAT, 12,
633 WINED3DFMT_FLAG_RENDERTARGET | WINED3DFMT_FLAG_VTF,
634 ARB_TEXTURE_FLOAT, convert_r32g32_float},
635 {WINED3DFMT_R32G32_FLOAT, GL_RG32F, GL_RG32F, 0,
636 GL_RG, GL_FLOAT, 0,
637 WINED3DFMT_FLAG_RENDERTARGET | WINED3DFMT_FLAG_VTF,
638 ARB_TEXTURE_RG, NULL},
639 {WINED3DFMT_R32G32B32A32_FLOAT, GL_RGBA32F_ARB, GL_RGBA32F_ARB, 0,
640 GL_RGBA, GL_FLOAT, 0,
641 WINED3DFMT_FLAG_RENDERTARGET | WINED3DFMT_FLAG_VTF,
642 ARB_TEXTURE_FLOAT, NULL},
643 /* Float */
644 {WINED3DFMT_R16_FLOAT, GL_RGB16F_ARB, GL_RGB16F_ARB, 0,
645 GL_RED, GL_HALF_FLOAT_ARB, 0,
646 WINED3DFMT_FLAG_RENDERTARGET | WINED3DFMT_FLAG_VTF,
647 ARB_TEXTURE_FLOAT, NULL},
648 {WINED3DFMT_R16_FLOAT, GL_R16F, GL_R16F, 0,
649 GL_RED, GL_HALF_FLOAT_ARB, 0,
650 WINED3DFMT_FLAG_RENDERTARGET | WINED3DFMT_FLAG_VTF,
651 ARB_TEXTURE_RG, NULL},
652 {WINED3DFMT_R16G16_FLOAT, GL_RGB16F_ARB, GL_RGB16F_ARB, 0,
653 GL_RGB, GL_HALF_FLOAT_ARB, 6,
654 WINED3DFMT_FLAG_RENDERTARGET | WINED3DFMT_FLAG_VTF,
655 ARB_TEXTURE_FLOAT, convert_r16g16},
656 {WINED3DFMT_R16G16_FLOAT, GL_RG16F, GL_RG16F, 0,
657 GL_RG, GL_HALF_FLOAT_ARB, 0,
658 WINED3DFMT_FLAG_RENDERTARGET | WINED3DFMT_FLAG_VTF,
659 ARB_TEXTURE_RG, NULL},
660 {WINED3DFMT_R16G16B16A16_FLOAT, GL_RGBA16F_ARB, GL_RGBA16F_ARB, 0,
661 GL_RGBA, GL_HALF_FLOAT_ARB, 0,
662 WINED3DFMT_FLAG_POSTPIXELSHADER_BLENDING | WINED3DFMT_FLAG_RENDERTARGET | WINED3DFMT_FLAG_VTF,
663 ARB_TEXTURE_FLOAT, NULL},
664 /* Palettized formats */
665 {WINED3DFMT_P8_UINT, GL_RGBA, GL_RGBA, 0,
666 GL_ALPHA, GL_UNSIGNED_BYTE, 0,
668 ARB_FRAGMENT_PROGRAM, NULL},
669 {WINED3DFMT_P8_UINT, GL_COLOR_INDEX8_EXT, GL_COLOR_INDEX8_EXT, 0,
670 GL_COLOR_INDEX, GL_UNSIGNED_BYTE, 0,
672 EXT_PALETTED_TEXTURE, NULL},
673 /* Standard ARGB formats */
674 {WINED3DFMT_B8G8R8_UNORM, GL_RGB8, GL_RGB8, 0,
675 GL_BGR, GL_UNSIGNED_BYTE, 0,
676 WINED3DFMT_FLAG_POSTPIXELSHADER_BLENDING | WINED3DFMT_FLAG_FILTERING | WINED3DFMT_FLAG_RENDERTARGET,
677 WINED3D_GL_EXT_NONE, NULL},
678 {WINED3DFMT_B8G8R8A8_UNORM, GL_RGBA8, GL_SRGB8_ALPHA8_EXT, 0,
679 GL_BGRA, GL_UNSIGNED_INT_8_8_8_8_REV, 0,
680 WINED3DFMT_FLAG_POSTPIXELSHADER_BLENDING | WINED3DFMT_FLAG_FILTERING | WINED3DFMT_FLAG_RENDERTARGET
681 | WINED3DFMT_FLAG_SRGB_READ | WINED3DFMT_FLAG_SRGB_WRITE | WINED3DFMT_FLAG_VTF,
682 WINED3D_GL_EXT_NONE, NULL},
683 {WINED3DFMT_B8G8R8X8_UNORM, GL_RGB8, GL_SRGB8_EXT, 0,
684 GL_BGRA, GL_UNSIGNED_INT_8_8_8_8_REV, 0,
685 WINED3DFMT_FLAG_POSTPIXELSHADER_BLENDING | WINED3DFMT_FLAG_FILTERING | WINED3DFMT_FLAG_RENDERTARGET
686 | WINED3DFMT_FLAG_SRGB_READ | WINED3DFMT_FLAG_SRGB_WRITE,
687 WINED3D_GL_EXT_NONE, NULL},
688 {WINED3DFMT_B5G6R5_UNORM, GL_RGB5, GL_RGB5, GL_RGB8,
689 GL_RGB, GL_UNSIGNED_SHORT_5_6_5, 0,
690 WINED3DFMT_FLAG_POSTPIXELSHADER_BLENDING | WINED3DFMT_FLAG_FILTERING | WINED3DFMT_FLAG_RENDERTARGET,
691 WINED3D_GL_EXT_NONE, NULL},
692 {WINED3DFMT_B5G5R5X1_UNORM, GL_RGB5, GL_RGB5_A1, 0,
693 GL_BGRA, GL_UNSIGNED_SHORT_1_5_5_5_REV, 0,
694 WINED3DFMT_FLAG_POSTPIXELSHADER_BLENDING | WINED3DFMT_FLAG_FILTERING,
695 WINED3D_GL_EXT_NONE, NULL},
696 {WINED3DFMT_B5G5R5A1_UNORM, GL_RGB5_A1, GL_RGB5_A1, 0,
697 GL_BGRA, GL_UNSIGNED_SHORT_1_5_5_5_REV, 0,
698 WINED3DFMT_FLAG_POSTPIXELSHADER_BLENDING | WINED3DFMT_FLAG_FILTERING,
699 WINED3D_GL_EXT_NONE, NULL},
700 {WINED3DFMT_B4G4R4A4_UNORM, GL_RGBA4, GL_SRGB8_ALPHA8_EXT, 0,
701 GL_BGRA, GL_UNSIGNED_SHORT_4_4_4_4_REV, 0,
702 WINED3DFMT_FLAG_POSTPIXELSHADER_BLENDING | WINED3DFMT_FLAG_FILTERING | WINED3DFMT_FLAG_SRGB_READ,
703 WINED3D_GL_EXT_NONE, NULL},
704 {WINED3DFMT_B2G3R3_UNORM, GL_R3_G3_B2, GL_R3_G3_B2, 0,
705 GL_RGB, GL_UNSIGNED_BYTE_3_3_2, 0,
706 WINED3DFMT_FLAG_POSTPIXELSHADER_BLENDING | WINED3DFMT_FLAG_FILTERING,
707 WINED3D_GL_EXT_NONE, NULL},
708 {WINED3DFMT_A8_UNORM, GL_ALPHA8, GL_ALPHA8, 0,
709 GL_ALPHA, GL_UNSIGNED_BYTE, 0,
710 WINED3DFMT_FLAG_POSTPIXELSHADER_BLENDING | WINED3DFMT_FLAG_FILTERING,
711 WINED3D_GL_EXT_NONE, NULL},
712 {WINED3DFMT_B4G4R4X4_UNORM, GL_RGB4, GL_RGB4, 0,
713 GL_BGRA, GL_UNSIGNED_SHORT_4_4_4_4_REV, 0,
714 WINED3DFMT_FLAG_POSTPIXELSHADER_BLENDING | WINED3DFMT_FLAG_FILTERING,
715 WINED3D_GL_EXT_NONE, NULL},
716 {WINED3DFMT_R10G10B10A2_UNORM, GL_RGB10_A2, GL_RGB10_A2, 0,
717 GL_RGBA, GL_UNSIGNED_INT_2_10_10_10_REV, 0,
718 WINED3DFMT_FLAG_POSTPIXELSHADER_BLENDING | WINED3DFMT_FLAG_FILTERING,
719 WINED3D_GL_EXT_NONE, NULL},
720 {WINED3DFMT_R8G8B8A8_UNORM, GL_RGBA8, GL_RGBA8, 0,
721 GL_RGBA, GL_UNSIGNED_INT_8_8_8_8_REV, 0,
722 WINED3DFMT_FLAG_POSTPIXELSHADER_BLENDING | WINED3DFMT_FLAG_FILTERING,
723 WINED3D_GL_EXT_NONE, NULL},
724 {WINED3DFMT_R8G8B8X8_UNORM, GL_RGB8, GL_RGB8, 0,
725 GL_RGBA, GL_UNSIGNED_INT_8_8_8_8_REV, 0,
726 WINED3DFMT_FLAG_POSTPIXELSHADER_BLENDING | WINED3DFMT_FLAG_FILTERING,
727 WINED3D_GL_EXT_NONE, NULL},
728 {WINED3DFMT_R16G16_UNORM, GL_RGB16, GL_RGB16, GL_RGBA16,
729 GL_RGB, GL_UNSIGNED_SHORT, 6,
730 WINED3DFMT_FLAG_POSTPIXELSHADER_BLENDING | WINED3DFMT_FLAG_FILTERING,
731 WINED3D_GL_EXT_NONE, convert_r16g16},
732 {WINED3DFMT_B10G10R10A2_UNORM, GL_RGB10_A2, GL_RGB10_A2, 0,
733 GL_BGRA, GL_UNSIGNED_INT_2_10_10_10_REV, 0,
734 WINED3DFMT_FLAG_POSTPIXELSHADER_BLENDING | WINED3DFMT_FLAG_FILTERING,
735 WINED3D_GL_EXT_NONE, NULL},
736 {WINED3DFMT_R16G16B16A16_UNORM, GL_RGBA16, GL_RGBA16, 0,
737 GL_RGBA, GL_UNSIGNED_SHORT, 0,
738 WINED3DFMT_FLAG_POSTPIXELSHADER_BLENDING | WINED3DFMT_FLAG_FILTERING | WINED3DFMT_FLAG_RENDERTARGET,
739 WINED3D_GL_EXT_NONE, NULL},
740 /* Luminance */
741 {WINED3DFMT_L8_UNORM, GL_LUMINANCE8, GL_SLUMINANCE8_EXT, 0,
742 GL_LUMINANCE, GL_UNSIGNED_BYTE, 0,
743 WINED3DFMT_FLAG_POSTPIXELSHADER_BLENDING | WINED3DFMT_FLAG_FILTERING | WINED3DFMT_FLAG_SRGB_READ,
744 WINED3D_GL_EXT_NONE, NULL},
745 {WINED3DFMT_L8A8_UNORM, GL_LUMINANCE8_ALPHA8, GL_SLUMINANCE8_ALPHA8_EXT, 0,
746 GL_LUMINANCE_ALPHA, GL_UNSIGNED_BYTE, 0,
747 WINED3DFMT_FLAG_POSTPIXELSHADER_BLENDING | WINED3DFMT_FLAG_FILTERING | WINED3DFMT_FLAG_SRGB_READ,
748 WINED3D_GL_EXT_NONE, NULL},
749 {WINED3DFMT_L4A4_UNORM, GL_LUMINANCE4_ALPHA4, GL_LUMINANCE4_ALPHA4, 0,
750 GL_LUMINANCE_ALPHA, GL_UNSIGNED_BYTE, 2,
751 WINED3DFMT_FLAG_FILTERING,
752 WINED3D_GL_EXT_NONE, convert_l4a4_unorm},
753 /* Bump mapping stuff */
754 {WINED3DFMT_R8G8_SNORM, GL_RGB8, GL_RGB8, 0,
755 GL_BGR, GL_UNSIGNED_BYTE, 3,
756 WINED3DFMT_FLAG_POSTPIXELSHADER_BLENDING | WINED3DFMT_FLAG_FILTERING | WINED3DFMT_FLAG_BUMPMAP,
757 WINED3D_GL_EXT_NONE, convert_r8g8_snorm},
758 {WINED3DFMT_R8G8_SNORM, GL_DSDT8_NV, GL_DSDT8_NV, 0,
759 GL_DSDT_NV, GL_BYTE, 0,
760 WINED3DFMT_FLAG_POSTPIXELSHADER_BLENDING | WINED3DFMT_FLAG_FILTERING | WINED3DFMT_FLAG_BUMPMAP,
761 NV_TEXTURE_SHADER, NULL},
762 {WINED3DFMT_R5G5_SNORM_L6_UNORM, GL_RGB5, GL_RGB5, 0,
763 GL_RGB, GL_UNSIGNED_SHORT_5_6_5, 2,
764 WINED3DFMT_FLAG_POSTPIXELSHADER_BLENDING | WINED3DFMT_FLAG_FILTERING | WINED3DFMT_FLAG_BUMPMAP,
765 WINED3D_GL_EXT_NONE, convert_r5g5_snorm_l6_unorm},
766 {WINED3DFMT_R5G5_SNORM_L6_UNORM, GL_DSDT8_MAG8_NV, GL_DSDT8_MAG8_NV, 0,
767 GL_DSDT_MAG_NV, GL_BYTE, 3,
768 WINED3DFMT_FLAG_POSTPIXELSHADER_BLENDING | WINED3DFMT_FLAG_FILTERING | WINED3DFMT_FLAG_BUMPMAP,
769 NV_TEXTURE_SHADER, convert_r5g5_snorm_l6_unorm_nv},
770 {WINED3DFMT_R8G8_SNORM_L8X8_UNORM, GL_RGB8, GL_RGB8, 0,
771 GL_BGRA, GL_UNSIGNED_INT_8_8_8_8_REV, 4,
772 WINED3DFMT_FLAG_POSTPIXELSHADER_BLENDING | WINED3DFMT_FLAG_FILTERING | WINED3DFMT_FLAG_BUMPMAP,
773 WINED3D_GL_EXT_NONE, convert_r8g8_snorm_l8x8_unorm},
774 {WINED3DFMT_R8G8_SNORM_L8X8_UNORM, GL_DSDT8_MAG8_INTENSITY8_NV, GL_DSDT8_MAG8_INTENSITY8_NV, 0,
775 GL_DSDT_MAG_VIB_NV, GL_UNSIGNED_INT_8_8_S8_S8_REV_NV, 4,
776 WINED3DFMT_FLAG_POSTPIXELSHADER_BLENDING | WINED3DFMT_FLAG_FILTERING | WINED3DFMT_FLAG_BUMPMAP,
777 NV_TEXTURE_SHADER, convert_r8g8_snorm_l8x8_unorm_nv},
778 {WINED3DFMT_R8G8B8A8_SNORM, GL_RGBA8, GL_RGBA8, 0,
779 GL_BGRA, GL_UNSIGNED_BYTE, 4,
780 WINED3DFMT_FLAG_POSTPIXELSHADER_BLENDING | WINED3DFMT_FLAG_FILTERING | WINED3DFMT_FLAG_BUMPMAP,
781 WINED3D_GL_EXT_NONE, convert_r8g8b8a8_snorm},
782 {WINED3DFMT_R8G8B8A8_SNORM, GL_SIGNED_RGBA8_NV, GL_SIGNED_RGBA8_NV, 0,
783 GL_RGBA, GL_BYTE, 0,
784 WINED3DFMT_FLAG_POSTPIXELSHADER_BLENDING | WINED3DFMT_FLAG_FILTERING | WINED3DFMT_FLAG_BUMPMAP,
785 NV_TEXTURE_SHADER, NULL},
786 {WINED3DFMT_R16G16_SNORM, GL_RGB16, GL_RGB16, 0,
787 GL_BGR, GL_UNSIGNED_SHORT, 6,
788 WINED3DFMT_FLAG_POSTPIXELSHADER_BLENDING | WINED3DFMT_FLAG_FILTERING | WINED3DFMT_FLAG_BUMPMAP,
789 WINED3D_GL_EXT_NONE, convert_r16g16_snorm},
790 {WINED3DFMT_R16G16_SNORM, GL_SIGNED_HILO16_NV, GL_SIGNED_HILO16_NV, 0,
791 GL_HILO_NV, GL_SHORT, 0,
792 WINED3DFMT_FLAG_POSTPIXELSHADER_BLENDING | WINED3DFMT_FLAG_FILTERING | WINED3DFMT_FLAG_BUMPMAP,
793 NV_TEXTURE_SHADER, NULL},
794 /* Depth stencil formats */
795 {WINED3DFMT_D16_LOCKABLE, GL_DEPTH_COMPONENT24_ARB, GL_DEPTH_COMPONENT24_ARB, 0,
796 GL_DEPTH_COMPONENT, GL_UNSIGNED_SHORT, 0,
797 WINED3DFMT_FLAG_DEPTH | WINED3DFMT_FLAG_SHADOW,
798 ARB_DEPTH_TEXTURE, NULL},
799 {WINED3DFMT_D32_UNORM, GL_DEPTH_COMPONENT32_ARB, GL_DEPTH_COMPONENT32_ARB, 0,
800 GL_DEPTH_COMPONENT, GL_UNSIGNED_INT, 0,
801 WINED3DFMT_FLAG_DEPTH | WINED3DFMT_FLAG_SHADOW,
802 ARB_DEPTH_TEXTURE, NULL},
803 {WINED3DFMT_S1_UINT_D15_UNORM, GL_DEPTH_COMPONENT24_ARB, GL_DEPTH_COMPONENT24_ARB, 0,
804 GL_DEPTH_COMPONENT, GL_UNSIGNED_SHORT, 0,
805 WINED3DFMT_FLAG_DEPTH | WINED3DFMT_FLAG_SHADOW,
806 ARB_DEPTH_TEXTURE, NULL},
807 {WINED3DFMT_S1_UINT_D15_UNORM, GL_DEPTH24_STENCIL8_EXT, GL_DEPTH24_STENCIL8_EXT, 0,
808 GL_DEPTH_STENCIL_EXT, GL_UNSIGNED_INT_24_8_EXT, 4,
809 WINED3DFMT_FLAG_DEPTH | WINED3DFMT_FLAG_STENCIL | WINED3DFMT_FLAG_SHADOW,
810 EXT_PACKED_DEPTH_STENCIL, convert_s1_uint_d15_unorm},
811 {WINED3DFMT_S1_UINT_D15_UNORM, GL_DEPTH24_STENCIL8, GL_DEPTH24_STENCIL8, 0,
812 GL_DEPTH_STENCIL, GL_UNSIGNED_INT_24_8, 4,
813 WINED3DFMT_FLAG_DEPTH | WINED3DFMT_FLAG_STENCIL | WINED3DFMT_FLAG_SHADOW,
814 ARB_FRAMEBUFFER_OBJECT, convert_s1_uint_d15_unorm},
815 {WINED3DFMT_D24_UNORM_S8_UINT, GL_DEPTH_COMPONENT24_ARB, GL_DEPTH_COMPONENT24_ARB, 0,
816 GL_DEPTH_COMPONENT, GL_UNSIGNED_INT, 0,
817 WINED3DFMT_FLAG_POSTPIXELSHADER_BLENDING | WINED3DFMT_FLAG_FILTERING | WINED3DFMT_FLAG_DEPTH
818 | WINED3DFMT_FLAG_SHADOW,
819 ARB_DEPTH_TEXTURE, NULL},
820 {WINED3DFMT_D24_UNORM_S8_UINT, GL_DEPTH24_STENCIL8_EXT, GL_DEPTH24_STENCIL8_EXT, 0,
821 GL_DEPTH_STENCIL_EXT, GL_UNSIGNED_INT_24_8_EXT, 0,
822 WINED3DFMT_FLAG_POSTPIXELSHADER_BLENDING | WINED3DFMT_FLAG_FILTERING | WINED3DFMT_FLAG_DEPTH
823 | WINED3DFMT_FLAG_STENCIL | WINED3DFMT_FLAG_SHADOW,
824 EXT_PACKED_DEPTH_STENCIL, NULL},
825 {WINED3DFMT_D24_UNORM_S8_UINT, GL_DEPTH24_STENCIL8, GL_DEPTH24_STENCIL8, 0,
826 GL_DEPTH_STENCIL, GL_UNSIGNED_INT_24_8, 0,
827 WINED3DFMT_FLAG_POSTPIXELSHADER_BLENDING | WINED3DFMT_FLAG_FILTERING | WINED3DFMT_FLAG_DEPTH
828 | WINED3DFMT_FLAG_STENCIL | WINED3DFMT_FLAG_SHADOW,
829 ARB_FRAMEBUFFER_OBJECT, NULL},
830 {WINED3DFMT_X8D24_UNORM, GL_DEPTH_COMPONENT24_ARB, GL_DEPTH_COMPONENT24_ARB, 0,
831 GL_DEPTH_COMPONENT, GL_UNSIGNED_INT, 0,
832 WINED3DFMT_FLAG_POSTPIXELSHADER_BLENDING | WINED3DFMT_FLAG_FILTERING | WINED3DFMT_FLAG_DEPTH
833 | WINED3DFMT_FLAG_SHADOW,
834 ARB_DEPTH_TEXTURE, NULL},
835 {WINED3DFMT_S4X4_UINT_D24_UNORM, GL_DEPTH_COMPONENT24_ARB, GL_DEPTH_COMPONENT24_ARB, 0,
836 GL_DEPTH_COMPONENT, GL_UNSIGNED_INT, 0,
837 WINED3DFMT_FLAG_DEPTH | WINED3DFMT_FLAG_SHADOW,
838 ARB_DEPTH_TEXTURE, NULL},
839 {WINED3DFMT_S4X4_UINT_D24_UNORM, GL_DEPTH24_STENCIL8_EXT, GL_DEPTH24_STENCIL8_EXT, 0,
840 GL_DEPTH_STENCIL_EXT, GL_UNSIGNED_INT_24_8_EXT, 4,
841 WINED3DFMT_FLAG_DEPTH | WINED3DFMT_FLAG_STENCIL | WINED3DFMT_FLAG_SHADOW,
842 EXT_PACKED_DEPTH_STENCIL, convert_s4x4_uint_d24_unorm},
843 {WINED3DFMT_S4X4_UINT_D24_UNORM, GL_DEPTH24_STENCIL8, GL_DEPTH24_STENCIL8, 0,
844 GL_DEPTH_STENCIL, GL_UNSIGNED_INT_24_8, 4,
845 WINED3DFMT_FLAG_DEPTH | WINED3DFMT_FLAG_STENCIL | WINED3DFMT_FLAG_SHADOW,
846 ARB_FRAMEBUFFER_OBJECT, convert_s4x4_uint_d24_unorm},
847 {WINED3DFMT_D16_UNORM, GL_DEPTH_COMPONENT24_ARB, GL_DEPTH_COMPONENT24_ARB, 0,
848 GL_DEPTH_COMPONENT, GL_UNSIGNED_SHORT, 0,
849 WINED3DFMT_FLAG_POSTPIXELSHADER_BLENDING | WINED3DFMT_FLAG_FILTERING | WINED3DFMT_FLAG_DEPTH
850 | WINED3DFMT_FLAG_SHADOW,
851 ARB_DEPTH_TEXTURE, NULL},
852 {WINED3DFMT_L16_UNORM, GL_LUMINANCE16, GL_LUMINANCE16, 0,
853 GL_LUMINANCE, GL_UNSIGNED_SHORT, 0,
854 WINED3DFMT_FLAG_POSTPIXELSHADER_BLENDING | WINED3DFMT_FLAG_FILTERING,
855 WINED3D_GL_EXT_NONE, NULL},
856 {WINED3DFMT_D32_FLOAT, GL_DEPTH_COMPONENT32F, GL_DEPTH_COMPONENT32F, 0,
857 GL_DEPTH_COMPONENT, GL_FLOAT, 0,
858 WINED3DFMT_FLAG_DEPTH | WINED3DFMT_FLAG_SHADOW,
859 ARB_DEPTH_BUFFER_FLOAT, NULL},
860 {WINED3DFMT_S8_UINT_D24_FLOAT, GL_DEPTH32F_STENCIL8, GL_DEPTH32F_STENCIL8, 0,
861 GL_DEPTH_STENCIL, GL_FLOAT_32_UNSIGNED_INT_24_8_REV, 8,
862 WINED3DFMT_FLAG_DEPTH | WINED3DFMT_FLAG_STENCIL | WINED3DFMT_FLAG_SHADOW,
863 ARB_DEPTH_BUFFER_FLOAT, convert_s8_uint_d24_float},
864 /* Vendor-specific formats */
865 {WINED3DFMT_ATI2N, GL_COMPRESSED_LUMINANCE_ALPHA_3DC_ATI, GL_COMPRESSED_LUMINANCE_ALPHA_3DC_ATI, 0,
866 GL_LUMINANCE_ALPHA, GL_UNSIGNED_BYTE, 0,
867 WINED3DFMT_FLAG_POSTPIXELSHADER_BLENDING | WINED3DFMT_FLAG_FILTERING | WINED3DFMT_FLAG_COMPRESSED,
868 ATI_TEXTURE_COMPRESSION_3DC, NULL},
869 {WINED3DFMT_ATI2N, GL_COMPRESSED_RED_GREEN_RGTC2, GL_COMPRESSED_RED_GREEN_RGTC2, 0,
870 GL_LUMINANCE_ALPHA, GL_UNSIGNED_BYTE, 0,
871 WINED3DFMT_FLAG_POSTPIXELSHADER_BLENDING | WINED3DFMT_FLAG_FILTERING | WINED3DFMT_FLAG_COMPRESSED,
872 ARB_TEXTURE_COMPRESSION_RGTC, NULL},
873 {WINED3DFMT_INTZ, GL_DEPTH24_STENCIL8_EXT, GL_DEPTH24_STENCIL8_EXT, 0,
874 GL_DEPTH_STENCIL_EXT, GL_UNSIGNED_INT_24_8_EXT, 0,
875 WINED3DFMT_FLAG_POSTPIXELSHADER_BLENDING | WINED3DFMT_FLAG_FILTERING | WINED3DFMT_FLAG_DEPTH
876 | WINED3DFMT_FLAG_STENCIL,
877 EXT_PACKED_DEPTH_STENCIL, NULL},
878 {WINED3DFMT_INTZ, GL_DEPTH24_STENCIL8, GL_DEPTH24_STENCIL8, 0,
879 GL_DEPTH_STENCIL, GL_UNSIGNED_INT_24_8, 0,
880 WINED3DFMT_FLAG_POSTPIXELSHADER_BLENDING | WINED3DFMT_FLAG_FILTERING | WINED3DFMT_FLAG_DEPTH
881 | WINED3DFMT_FLAG_STENCIL,
882 ARB_FRAMEBUFFER_OBJECT, NULL},
883 {WINED3DFMT_NULL, GL_RGBA8, GL_RGBA8, 0,
884 GL_RGBA, GL_UNSIGNED_INT_8_8_8_8_REV, 0,
885 WINED3DFMT_FLAG_RENDERTARGET,
886 ARB_FRAMEBUFFER_OBJECT, NULL},
889 static inline int getFmtIdx(enum wined3d_format_id format_id)
891 /* First check if the format is at the position of its value.
892 * This will catch the argb formats before the loop is entered. */
893 if (format_id < (sizeof(formats) / sizeof(*formats))
894 && formats[format_id].id == format_id)
896 return format_id;
898 else
900 unsigned int i;
902 for (i = 0; i < (sizeof(formats) / sizeof(*formats)); ++i)
904 if (formats[i].id == format_id) return i;
907 return -1;
910 static BOOL init_format_base_info(struct wined3d_gl_info *gl_info)
912 UINT format_count = sizeof(formats) / sizeof(*formats);
913 UINT i;
915 gl_info->formats = HeapAlloc(GetProcessHeap(), HEAP_ZERO_MEMORY, format_count * sizeof(*gl_info->formats));
916 if (!gl_info->formats)
918 ERR("Failed to allocate memory.\n");
919 return FALSE;
922 for (i = 0; i < format_count; ++i)
924 struct wined3d_format *format = &gl_info->formats[i];
925 format->id = formats[i].id;
926 format->red_mask = formats[i].redMask;
927 format->green_mask = formats[i].greenMask;
928 format->blue_mask = formats[i].blueMask;
929 format->alpha_mask = formats[i].alphaMask;
930 format->byte_count = formats[i].bpp;
931 format->depth_size = formats[i].depthSize;
932 format->stencil_size = formats[i].stencilSize;
933 format->block_width = 1;
934 format->block_height = 1;
935 format->block_byte_count = formats[i].bpp;
938 for (i = 0; i < (sizeof(format_base_flags) / sizeof(*format_base_flags)); ++i)
940 int fmt_idx = getFmtIdx(format_base_flags[i].id);
942 if (fmt_idx == -1)
944 ERR("Format %s (%#x) not found.\n",
945 debug_d3dformat(format_base_flags[i].id), format_base_flags[i].id);
946 HeapFree(GetProcessHeap(), 0, gl_info->formats);
947 return FALSE;
950 gl_info->formats[fmt_idx].flags |= format_base_flags[i].flags;
953 return TRUE;
956 static BOOL init_format_block_info(struct wined3d_gl_info *gl_info)
958 unsigned int i;
960 for (i = 0; i < (sizeof(format_block_info) / sizeof(*format_block_info)); ++i)
962 struct wined3d_format *format;
963 int fmt_idx = getFmtIdx(format_block_info[i].id);
965 if (fmt_idx == -1)
967 ERR("Format %s (%#x) not found.\n",
968 debug_d3dformat(format_block_info[i].id), format_block_info[i].id);
969 return FALSE;
972 format = &gl_info->formats[fmt_idx];
973 format->block_width = format_block_info[i].block_width;
974 format->block_height = format_block_info[i].block_height;
975 format->block_byte_count = format_block_info[i].block_byte_count;
976 format->flags |= WINED3DFMT_FLAG_BLOCKS;
979 return TRUE;
982 /* Context activation is done by the caller. */
983 static void check_fbo_compat(const struct wined3d_gl_info *gl_info, struct wined3d_format *format)
985 /* Check if the default internal format is supported as a frame buffer
986 * target, otherwise fall back to the render target internal.
988 * Try to stick to the standard format if possible, this limits precision differences. */
989 GLenum status;
990 GLuint tex;
992 ENTER_GL();
994 while(glGetError());
995 glDisable(GL_BLEND);
997 glGenTextures(1, &tex);
998 glBindTexture(GL_TEXTURE_2D, tex);
1000 glTexImage2D(GL_TEXTURE_2D, 0, format->glInternal, 16, 16, 0, format->glFormat, format->glType, NULL);
1001 glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_NEAREST);
1002 glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_NEAREST);
1004 gl_info->fbo_ops.glFramebufferTexture2D(GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT0, GL_TEXTURE_2D, tex, 0);
1006 status = gl_info->fbo_ops.glCheckFramebufferStatus(GL_FRAMEBUFFER);
1007 checkGLcall("Framebuffer format check");
1009 if (status == GL_FRAMEBUFFER_COMPLETE)
1011 TRACE("Format %s is supported as FBO color attachment.\n", debug_d3dformat(format->id));
1012 format->flags |= WINED3DFMT_FLAG_FBO_ATTACHABLE;
1013 format->rtInternal = format->glInternal;
1015 else
1017 if (!format->rtInternal)
1019 if (format->flags & WINED3DFMT_FLAG_RENDERTARGET)
1021 FIXME("Format %s with rendertarget flag is not supported as FBO color attachment,"
1022 " and no fallback specified.\n", debug_d3dformat(format->id));
1023 format->flags &= ~WINED3DFMT_FLAG_RENDERTARGET;
1025 else
1027 TRACE("Format %s is not supported as FBO color attachment.\n", debug_d3dformat(format->id));
1029 format->rtInternal = format->glInternal;
1031 else
1033 TRACE("Format %s is not supported as FBO color attachment, trying rtInternal format as fallback.\n",
1034 debug_d3dformat(format->id));
1036 while(glGetError());
1038 gl_info->fbo_ops.glFramebufferTexture2D(GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT0, GL_TEXTURE_2D, 0, 0);
1040 glTexImage2D(GL_TEXTURE_2D, 0, format->rtInternal, 16, 16, 0, format->glFormat, format->glType, NULL);
1041 glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_NEAREST);
1042 glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_NEAREST);
1044 gl_info->fbo_ops.glFramebufferTexture2D(GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT0, GL_TEXTURE_2D, tex, 0);
1046 status = gl_info->fbo_ops.glCheckFramebufferStatus(GL_FRAMEBUFFER);
1047 checkGLcall("Framebuffer format check");
1049 if (status == GL_FRAMEBUFFER_COMPLETE)
1051 TRACE("Format %s rtInternal format is supported as FBO color attachment.\n",
1052 debug_d3dformat(format->id));
1054 else
1056 FIXME("Format %s rtInternal format is not supported as FBO color attachment.\n",
1057 debug_d3dformat(format->id));
1058 format->flags &= ~WINED3DFMT_FLAG_RENDERTARGET;
1063 if (status == GL_FRAMEBUFFER_COMPLETE && ((format->flags & WINED3DFMT_FLAG_POSTPIXELSHADER_BLENDING)
1064 || !(gl_info->quirks & WINED3D_QUIRK_LIMITED_TEX_FILTERING))
1065 && format->id != WINED3DFMT_NULL && format->id != WINED3DFMT_P8_UINT
1066 && format->glFormat != GL_LUMINANCE && format->glFormat != GL_LUMINANCE_ALPHA)
1068 GLuint rb, tex2;
1069 DWORD readback[16 * 16], color;
1070 BYTE r, a;
1071 BOOL match = TRUE;
1073 if (gl_info->supported[ARB_FRAMEBUFFER_OBJECT]
1074 || gl_info->supported[EXT_PACKED_DEPTH_STENCIL])
1076 gl_info->fbo_ops.glGenRenderbuffers(1, &rb);
1077 gl_info->fbo_ops.glBindRenderbuffer(GL_RENDERBUFFER, rb);
1078 gl_info->fbo_ops.glRenderbufferStorage(GL_RENDERBUFFER, GL_DEPTH24_STENCIL8, 16, 16);
1079 gl_info->fbo_ops.glFramebufferRenderbuffer(GL_FRAMEBUFFER, GL_DEPTH_ATTACHMENT, GL_RENDERBUFFER, rb);
1080 gl_info->fbo_ops.glFramebufferRenderbuffer(GL_FRAMEBUFFER, GL_STENCIL_ATTACHMENT, GL_RENDERBUFFER, rb);
1081 checkGLcall("RB attachment");
1084 glEnable(GL_BLEND);
1085 glClearColor(0.0f, 0.0f, 0.0f, 1.0f);
1086 glClear(GL_COLOR_BUFFER_BIT);
1087 if (glGetError() == GL_INVALID_FRAMEBUFFER_OPERATION)
1089 while(glGetError());
1090 TRACE("Format doesn't support post-pixelshader blending.\n");
1091 format->flags &= ~WINED3DFMT_FLAG_POSTPIXELSHADER_BLENDING;
1093 else
1095 glViewport(0, 0, 16, 16);
1096 glDisable(GL_LIGHTING);
1097 glMatrixMode(GL_MODELVIEW);
1098 glLoadIdentity();
1099 glMatrixMode(GL_PROJECTION);
1100 glLoadIdentity();
1102 glBlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
1104 /* Draw a full-black quad */
1105 glBegin(GL_TRIANGLE_STRIP);
1106 glColor4ub(0x00, 0x00, 0x00, 0xff);
1107 glVertex3f(-1.0f, -1.0f, 0.0f);
1108 glColor4ub(0x00, 0x00, 0x00, 0xff);
1109 glVertex3f(1.0f, -1.0f, 0.0f);
1110 glColor4ub(0x00, 0x00, 0x00, 0xff);
1111 glVertex3f(-1.0f, 1.0f, 0.0f);
1112 glColor4ub(0x00, 0x00, 0x00, 0xff);
1113 glVertex3f(1.0f, 1.0f, 0.0f);
1114 glEnd();
1116 /* Draw a half-transparent red quad */
1117 glBegin(GL_TRIANGLE_STRIP);
1118 glColor4ub(0xff, 0x00, 0x00, 0x80);
1119 glVertex3f(-1.0f, -1.0f, 0.0f);
1120 glColor4ub(0xff, 0x00, 0x00, 0x80);
1121 glVertex3f(1.0f, -1.0f, 0.0f);
1122 glColor4ub(0xff, 0x00, 0x00, 0x80);
1123 glVertex3f(-1.0f, 1.0f, 0.0f);
1124 glColor4ub(0xff, 0x00, 0x00, 0x80);
1125 glVertex3f(1.0f, 1.0f, 0.0f);
1126 glEnd();
1128 glGenTextures(1, &tex2);
1129 glBindTexture(GL_TEXTURE_2D, tex2);
1131 glCopyTexImage2D(GL_TEXTURE_2D, 0, GL_RGBA8, 0, 0, 16, 16, 0);
1132 glGetTexImage(GL_TEXTURE_2D, 0, GL_BGRA, GL_UNSIGNED_INT_8_8_8_8_REV, readback);
1133 checkGLcall("Post-pixelshader blending check");
1135 color = readback[7 * 16 + 7];
1136 a = color >> 24;
1137 r = (color & 0x00ff0000) >> 16;
1139 if (format->red_mask && (r < 0x7b || r > 0x84))
1140 match = FALSE;
1141 /* If the alpha component is more than 1 bit */
1142 else if ((format->alpha_mask & (format->alpha_mask - 1)) && (a < 0x9f || a > 0xdf))
1143 match = FALSE;
1144 if (!match)
1146 TRACE("Format doesn't support post-pixelshader blending.\n");
1147 TRACE("Color output: %#x\n", color);
1148 format->flags &= ~WINED3DFMT_FLAG_POSTPIXELSHADER_BLENDING;
1150 else
1152 TRACE("Format supports post-pixelshader blending.\n");
1153 format->flags |= WINED3DFMT_FLAG_POSTPIXELSHADER_BLENDING;
1156 glBindTexture(GL_TEXTURE_2D, tex);
1157 glDeleteTextures(1, &tex2);
1160 if (gl_info->supported[ARB_FRAMEBUFFER_OBJECT]
1161 || gl_info->supported[EXT_PACKED_DEPTH_STENCIL])
1163 gl_info->fbo_ops.glFramebufferRenderbuffer(GL_FRAMEBUFFER, GL_DEPTH_ATTACHMENT, GL_RENDERBUFFER, 0);
1164 gl_info->fbo_ops.glFramebufferRenderbuffer(GL_FRAMEBUFFER, GL_STENCIL_ATTACHMENT, GL_RENDERBUFFER, 0);
1165 gl_info->fbo_ops.glDeleteRenderbuffers(1, &rb);
1166 checkGLcall("RB cleanup");
1170 if (format->glInternal != format->glGammaInternal)
1172 glTexImage2D(GL_TEXTURE_2D, 0, format->glGammaInternal, 16, 16, 0, format->glFormat, format->glType, NULL);
1173 gl_info->fbo_ops.glFramebufferTexture2D(GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT0, GL_TEXTURE_2D, tex, 0);
1175 status = gl_info->fbo_ops.glCheckFramebufferStatus(GL_FRAMEBUFFER);
1176 checkGLcall("Framebuffer format check");
1178 if (status == GL_FRAMEBUFFER_COMPLETE)
1180 TRACE("Format %s's sRGB format is FBO attachable.\n", debug_d3dformat(format->id));
1181 format->flags |= WINED3DFMT_FLAG_FBO_ATTACHABLE_SRGB;
1183 else
1185 WARN("Format %s's sRGB format is not FBO attachable.\n", debug_d3dformat(format->id));
1188 else if (status == GL_FRAMEBUFFER_COMPLETE)
1189 format->flags |= WINED3DFMT_FLAG_FBO_ATTACHABLE_SRGB;
1191 glDeleteTextures(1, &tex);
1193 LEAVE_GL();
1196 /* Context activation is done by the caller. */
1197 static void init_format_fbo_compat_info(struct wined3d_gl_info *gl_info)
1199 unsigned int i;
1200 GLuint fbo;
1202 if (wined3d_settings.offscreen_rendering_mode == ORM_FBO)
1204 ENTER_GL();
1206 gl_info->fbo_ops.glGenFramebuffers(1, &fbo);
1207 gl_info->fbo_ops.glBindFramebuffer(GL_FRAMEBUFFER, fbo);
1208 glDrawBuffer(GL_COLOR_ATTACHMENT0);
1209 glReadBuffer(GL_COLOR_ATTACHMENT0);
1211 LEAVE_GL();
1214 for (i = 0; i < sizeof(formats) / sizeof(*formats); ++i)
1216 struct wined3d_format *format = &gl_info->formats[i];
1218 if (!format->glInternal) continue;
1220 if (format->flags & (WINED3DFMT_FLAG_DEPTH | WINED3DFMT_FLAG_STENCIL))
1222 TRACE("Skipping format %s because it's a depth/stencil format.\n",
1223 debug_d3dformat(format->id));
1224 continue;
1227 if (format->flags & WINED3DFMT_FLAG_COMPRESSED)
1229 TRACE("Skipping format %s because it's a compressed format.\n",
1230 debug_d3dformat(format->id));
1231 continue;
1234 if (wined3d_settings.offscreen_rendering_mode == ORM_FBO)
1236 TRACE("Checking if format %s is supported as FBO color attachment...\n", debug_d3dformat(format->id));
1237 check_fbo_compat(gl_info, format);
1239 else
1241 format->rtInternal = format->glInternal;
1245 if (wined3d_settings.offscreen_rendering_mode == ORM_FBO)
1247 ENTER_GL();
1249 gl_info->fbo_ops.glDeleteFramebuffers(1, &fbo);
1251 LEAVE_GL();
1255 static BOOL init_format_texture_info(struct wined3d_gl_info *gl_info)
1257 unsigned int i;
1259 for (i = 0; i < sizeof(format_texture_info) / sizeof(*format_texture_info); ++i)
1261 int fmt_idx = getFmtIdx(format_texture_info[i].id);
1262 struct wined3d_format *format;
1264 if (fmt_idx == -1)
1266 ERR("Format %s (%#x) not found.\n",
1267 debug_d3dformat(format_texture_info[i].id), format_texture_info[i].id);
1268 return FALSE;
1271 if (!gl_info->supported[format_texture_info[i].extension]) continue;
1273 format = &gl_info->formats[fmt_idx];
1275 /* ARB_texture_rg defines floating point formats, but only if
1276 * ARB_texture_float is also supported. */
1277 if (!gl_info->supported[ARB_TEXTURE_FLOAT]
1278 && (format->flags & WINED3DFMT_FLAG_FLOAT))
1279 continue;
1281 format->glInternal = format_texture_info[i].gl_internal;
1282 format->glGammaInternal = format_texture_info[i].gl_srgb_internal;
1283 format->rtInternal = format_texture_info[i].gl_rt_internal;
1284 format->glFormat = format_texture_info[i].gl_format;
1285 format->glType = format_texture_info[i].gl_type;
1286 format->color_fixup = COLOR_FIXUP_IDENTITY;
1287 format->flags |= format_texture_info[i].flags;
1288 format->heightscale = 1.0f;
1290 if (format->glGammaInternal != format->glInternal)
1292 /* Filter sRGB capabilities if EXT_texture_sRGB is not supported. */
1293 if (!gl_info->supported[EXT_TEXTURE_SRGB])
1295 format->glGammaInternal = format->glInternal;
1296 format->flags &= ~(WINED3DFMT_FLAG_SRGB_READ | WINED3DFMT_FLAG_SRGB_WRITE);
1298 else if (gl_info->supported[EXT_TEXTURE_SRGB_DECODE])
1300 format->glInternal = format->glGammaInternal;
1304 /* Texture conversion stuff */
1305 format->convert = format_texture_info[i].convert;
1306 format->conv_byte_count = format_texture_info[i].conv_byte_count;
1309 return TRUE;
1312 static BOOL color_match(DWORD c1, DWORD c2, BYTE max_diff)
1314 if (abs((c1 & 0xff) - (c2 & 0xff)) > max_diff) return FALSE;
1315 c1 >>= 8; c2 >>= 8;
1316 if (abs((c1 & 0xff) - (c2 & 0xff)) > max_diff) return FALSE;
1317 c1 >>= 8; c2 >>= 8;
1318 if (abs((c1 & 0xff) - (c2 & 0xff)) > max_diff) return FALSE;
1319 c1 >>= 8; c2 >>= 8;
1320 if (abs((c1 & 0xff) - (c2 & 0xff)) > max_diff) return FALSE;
1321 return TRUE;
1324 /* A context is provided by the caller */
1325 static BOOL check_filter(const struct wined3d_gl_info *gl_info, GLenum internal)
1327 static const DWORD data[] = {0x00000000, 0xffffffff};
1328 GLuint tex, fbo, buffer;
1329 DWORD readback[16 * 1];
1330 BOOL ret = FALSE;
1332 /* Render a filtered texture and see what happens. This is intended to detect the lack of
1333 * float16 filtering on ATI X1000 class cards. The drivers disable filtering instead of
1334 * falling back to software. If this changes in the future this code will get fooled and
1335 * apps might hit the software path due to incorrectly advertised caps.
1337 * Its unlikely that this changes however. GL Games like Mass Effect depend on the filter
1338 * disable fallback, if Apple or ATI ever change the driver behavior they will break more
1339 * than Wine. The Linux binary <= r500 driver is not maintained any more anyway
1342 ENTER_GL();
1343 while(glGetError());
1345 glGenTextures(1, &buffer);
1346 glBindTexture(GL_TEXTURE_2D, buffer);
1347 memset(readback, 0x7e, sizeof(readback));
1348 glTexImage2D(GL_TEXTURE_2D, 0, GL_RGBA8, 16, 1, 0, GL_RGBA, GL_UNSIGNED_INT_8_8_8_8, readback);
1349 glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_NEAREST);
1350 glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_NEAREST);
1351 glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_CLAMP_TO_EDGE);
1352 glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_CLAMP_TO_EDGE);
1353 glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_R, GL_CLAMP_TO_EDGE);
1355 glGenTextures(1, &tex);
1356 glBindTexture(GL_TEXTURE_2D, tex);
1357 glTexImage2D(GL_TEXTURE_2D, 0, internal, 2, 1, 0, GL_BGRA, GL_UNSIGNED_INT_8_8_8_8_REV, data);
1358 glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR);
1359 glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_LINEAR);
1360 glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_CLAMP_TO_EDGE);
1361 glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_CLAMP_TO_EDGE);
1362 glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_R, GL_CLAMP_TO_EDGE);
1363 glEnable(GL_TEXTURE_2D);
1365 gl_info->fbo_ops.glGenFramebuffers(1, &fbo);
1366 gl_info->fbo_ops.glBindFramebuffer(GL_FRAMEBUFFER, fbo);
1367 gl_info->fbo_ops.glFramebufferTexture2D(GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT0, GL_TEXTURE_2D, buffer, 0);
1368 glDrawBuffer(GL_COLOR_ATTACHMENT0);
1370 glViewport(0, 0, 16, 1);
1371 glDisable(GL_LIGHTING);
1372 glMatrixMode(GL_MODELVIEW);
1373 glLoadIdentity();
1374 glMatrixMode(GL_PROJECTION);
1375 glLoadIdentity();
1377 glClearColor(0, 1, 0, 0);
1378 glClear(GL_COLOR_BUFFER_BIT);
1380 glBegin(GL_TRIANGLE_STRIP);
1381 glTexCoord2f(0.0, 0.0);
1382 glVertex2f(-1.0f, -1.0f);
1383 glTexCoord2f(1.0, 0.0);
1384 glVertex2f(1.0f, -1.0f);
1385 glTexCoord2f(0.0, 1.0);
1386 glVertex2f(-1.0f, 1.0f);
1387 glTexCoord2f(1.0, 1.0);
1388 glVertex2f(1.0f, 1.0f);
1389 glEnd();
1391 glBindTexture(GL_TEXTURE_2D, buffer);
1392 memset(readback, 0x7f, sizeof(readback));
1393 glGetTexImage(GL_TEXTURE_2D, 0, GL_BGRA, GL_UNSIGNED_INT_8_8_8_8_REV, readback);
1394 if(color_match(readback[6], 0xffffffff, 5) || color_match(readback[6], 0x00000000, 5) ||
1395 color_match(readback[9], 0xffffffff, 5) || color_match(readback[9], 0x00000000, 5))
1397 TRACE("Read back colors 0x%08x and 0x%08x close to unfiltered color, asuming no filtering\n",
1398 readback[6], readback[9]);
1399 ret = FALSE;
1401 else
1403 TRACE("Read back colors are 0x%08x and 0x%08x, assuming texture is filtered\n",
1404 readback[6], readback[9]);
1405 ret = TRUE;
1408 gl_info->fbo_ops.glBindFramebuffer(GL_FRAMEBUFFER, 0);
1409 gl_info->fbo_ops.glDeleteFramebuffers(1, &fbo);
1410 glDeleteTextures(1, &tex);
1411 glDeleteTextures(1, &buffer);
1413 if(glGetError())
1415 FIXME("Error during filtering test for format %x, returning no filtering\n", internal);
1416 ret = FALSE;
1418 LEAVE_GL();
1419 return ret;
1422 static void init_format_filter_info(struct wined3d_gl_info *gl_info, enum wined3d_pci_vendor vendor)
1424 struct wined3d_format *format;
1425 unsigned int fmt_idx, i;
1426 static const enum wined3d_format_id fmts16[] =
1428 WINED3DFMT_R16_FLOAT,
1429 WINED3DFMT_R16G16_FLOAT,
1430 WINED3DFMT_R16G16B16A16_FLOAT,
1432 BOOL filtered;
1434 if(wined3d_settings.offscreen_rendering_mode != ORM_FBO)
1436 WARN("No FBO support, or no FBO ORM, guessing filter info from GL caps\n");
1437 if (vendor == HW_VENDOR_NVIDIA && gl_info->supported[ARB_TEXTURE_FLOAT])
1439 TRACE("Nvidia card with texture_float support: Assuming float16 blending\n");
1440 filtered = TRUE;
1442 else if (gl_info->limits.glsl_varyings > 44)
1444 TRACE("More than 44 GLSL varyings - assuming d3d10 card with float16 blending\n");
1445 filtered = TRUE;
1447 else
1449 TRACE("Assuming no float16 blending\n");
1450 filtered = FALSE;
1453 if(filtered)
1455 for(i = 0; i < (sizeof(fmts16) / sizeof(*fmts16)); i++)
1457 fmt_idx = getFmtIdx(fmts16[i]);
1458 gl_info->formats[fmt_idx].flags |= WINED3DFMT_FLAG_FILTERING;
1461 return;
1464 for(i = 0; i < (sizeof(fmts16) / sizeof(*fmts16)); i++)
1466 fmt_idx = getFmtIdx(fmts16[i]);
1467 format = &gl_info->formats[fmt_idx];
1468 if (!format->glInternal) continue; /* Not supported by GL */
1470 filtered = check_filter(gl_info, gl_info->formats[fmt_idx].glInternal);
1471 if(filtered)
1473 TRACE("Format %s supports filtering\n", debug_d3dformat(fmts16[i]));
1474 format->flags |= WINED3DFMT_FLAG_FILTERING;
1476 else
1478 TRACE("Format %s does not support filtering\n", debug_d3dformat(fmts16[i]));
1483 static void apply_format_fixups(struct wined3d_gl_info *gl_info)
1485 int idx;
1487 idx = getFmtIdx(WINED3DFMT_R16_FLOAT);
1488 gl_info->formats[idx].color_fixup = create_color_fixup_desc(
1489 0, CHANNEL_SOURCE_X, 0, CHANNEL_SOURCE_ONE, 0, CHANNEL_SOURCE_ONE, 0, CHANNEL_SOURCE_W);
1491 idx = getFmtIdx(WINED3DFMT_R32_FLOAT);
1492 gl_info->formats[idx].color_fixup = create_color_fixup_desc(
1493 0, CHANNEL_SOURCE_X, 0, CHANNEL_SOURCE_ONE, 0, CHANNEL_SOURCE_ONE, 0, CHANNEL_SOURCE_W);
1495 idx = getFmtIdx(WINED3DFMT_R16G16_UNORM);
1496 gl_info->formats[idx].color_fixup = create_color_fixup_desc(
1497 0, CHANNEL_SOURCE_X, 0, CHANNEL_SOURCE_Y, 0, CHANNEL_SOURCE_ONE, 0, CHANNEL_SOURCE_W);
1499 idx = getFmtIdx(WINED3DFMT_R16G16_FLOAT);
1500 gl_info->formats[idx].color_fixup = create_color_fixup_desc(
1501 0, CHANNEL_SOURCE_X, 0, CHANNEL_SOURCE_Y, 0, CHANNEL_SOURCE_ONE, 0, CHANNEL_SOURCE_W);
1503 idx = getFmtIdx(WINED3DFMT_R32G32_FLOAT);
1504 gl_info->formats[idx].color_fixup = create_color_fixup_desc(
1505 0, CHANNEL_SOURCE_X, 0, CHANNEL_SOURCE_Y, 0, CHANNEL_SOURCE_ONE, 0, CHANNEL_SOURCE_W);
1507 /* V8U8 is supported natively by GL_ATI_envmap_bumpmap and GL_NV_texture_shader.
1508 * V16U16 is only supported by GL_NV_texture_shader. The formats need fixup if
1509 * their extensions are not available. GL_ATI_envmap_bumpmap is not used because
1510 * the only driver that implements it(fglrx) has a buggy implementation.
1512 * V8U8 and V16U16 need a fixup of the undefined blue channel. OpenGL
1513 * returns 0.0 when sampling from it, DirectX 1.0. So we always have in-shader
1514 * conversion for this format.
1516 if (!gl_info->supported[NV_TEXTURE_SHADER])
1518 idx = getFmtIdx(WINED3DFMT_R8G8_SNORM);
1519 gl_info->formats[idx].color_fixup = create_color_fixup_desc(
1520 1, CHANNEL_SOURCE_X, 1, CHANNEL_SOURCE_Y, 0, CHANNEL_SOURCE_ONE, 0, CHANNEL_SOURCE_ONE);
1521 idx = getFmtIdx(WINED3DFMT_R16G16_SNORM);
1522 gl_info->formats[idx].color_fixup = create_color_fixup_desc(
1523 1, CHANNEL_SOURCE_X, 1, CHANNEL_SOURCE_Y, 0, CHANNEL_SOURCE_ONE, 0, CHANNEL_SOURCE_ONE);
1525 else
1527 idx = getFmtIdx(WINED3DFMT_R8G8_SNORM);
1528 gl_info->formats[idx].color_fixup = create_color_fixup_desc(
1529 0, CHANNEL_SOURCE_X, 0, CHANNEL_SOURCE_Y, 0, CHANNEL_SOURCE_ONE, 0, CHANNEL_SOURCE_ONE);
1531 idx = getFmtIdx(WINED3DFMT_R16G16_SNORM);
1532 gl_info->formats[idx].color_fixup = create_color_fixup_desc(
1533 0, CHANNEL_SOURCE_X, 0, CHANNEL_SOURCE_Y, 0, CHANNEL_SOURCE_ONE, 0, CHANNEL_SOURCE_ONE);
1536 if (!gl_info->supported[NV_TEXTURE_SHADER])
1538 /* If GL_NV_texture_shader is not supported, those formats are converted, incompatibly
1539 * with each other
1541 idx = getFmtIdx(WINED3DFMT_R5G5_SNORM_L6_UNORM);
1542 gl_info->formats[idx].color_fixup = create_color_fixup_desc(
1543 1, CHANNEL_SOURCE_X, 1, CHANNEL_SOURCE_Z, 0, CHANNEL_SOURCE_Y, 0, CHANNEL_SOURCE_ONE);
1544 idx = getFmtIdx(WINED3DFMT_R8G8_SNORM_L8X8_UNORM);
1545 gl_info->formats[idx].color_fixup = create_color_fixup_desc(
1546 1, CHANNEL_SOURCE_X, 1, CHANNEL_SOURCE_Y, 0, CHANNEL_SOURCE_Z, 0, CHANNEL_SOURCE_W);
1547 idx = getFmtIdx(WINED3DFMT_R8G8B8A8_SNORM);
1548 gl_info->formats[idx].color_fixup = create_color_fixup_desc(
1549 1, CHANNEL_SOURCE_X, 1, CHANNEL_SOURCE_Y, 1, CHANNEL_SOURCE_Z, 1, CHANNEL_SOURCE_W);
1551 else
1553 /* If GL_NV_texture_shader is supported, WINED3DFMT_L6V5U5 and WINED3DFMT_X8L8V8U8
1554 * are converted at surface loading time, but they do not need any modification in
1555 * the shader, thus they are compatible with all WINED3DFMT_UNKNOWN group formats.
1556 * WINED3DFMT_Q8W8V8U8 doesn't even need load-time conversion
1560 if (gl_info->supported[EXT_TEXTURE_COMPRESSION_RGTC])
1562 idx = getFmtIdx(WINED3DFMT_ATI2N);
1563 gl_info->formats[idx].color_fixup = create_color_fixup_desc(
1564 0, CHANNEL_SOURCE_Y, 0, CHANNEL_SOURCE_X, 0, CHANNEL_SOURCE_ONE, 0, CHANNEL_SOURCE_ONE);
1566 else if (gl_info->supported[ATI_TEXTURE_COMPRESSION_3DC])
1568 idx = getFmtIdx(WINED3DFMT_ATI2N);
1569 gl_info->formats[idx].color_fixup= create_color_fixup_desc(
1570 0, CHANNEL_SOURCE_X, 0, CHANNEL_SOURCE_W, 0, CHANNEL_SOURCE_ONE, 0, CHANNEL_SOURCE_ONE);
1573 if (!gl_info->supported[APPLE_YCBCR_422])
1575 idx = getFmtIdx(WINED3DFMT_YUY2);
1576 gl_info->formats[idx].color_fixup = create_complex_fixup_desc(COMPLEX_FIXUP_YUY2);
1578 idx = getFmtIdx(WINED3DFMT_UYVY);
1579 gl_info->formats[idx].color_fixup = create_complex_fixup_desc(COMPLEX_FIXUP_UYVY);
1582 idx = getFmtIdx(WINED3DFMT_YV12);
1583 gl_info->formats[idx].heightscale = 1.5f;
1584 gl_info->formats[idx].color_fixup = create_complex_fixup_desc(COMPLEX_FIXUP_YV12);
1586 if (gl_info->supported[EXT_PALETTED_TEXTURE] || gl_info->supported[ARB_FRAGMENT_PROGRAM])
1588 idx = getFmtIdx(WINED3DFMT_P8_UINT);
1589 gl_info->formats[idx].color_fixup = create_complex_fixup_desc(COMPLEX_FIXUP_P8);
1592 if (gl_info->supported[ARB_VERTEX_ARRAY_BGRA])
1594 idx = getFmtIdx(WINED3DFMT_B8G8R8A8_UNORM);
1595 gl_info->formats[idx].gl_vtx_format = GL_BGRA;
1598 if (gl_info->supported[ARB_HALF_FLOAT_VERTEX])
1600 /* Do not change the size of the type, it is CPU side. We have to change the GPU-side information though.
1601 * It is the job of the vertex buffer code to make sure that the vbos have the right format */
1602 idx = getFmtIdx(WINED3DFMT_R16G16_FLOAT);
1603 gl_info->formats[idx].gl_vtx_type = GL_HALF_FLOAT; /* == GL_HALF_FLOAT_NV */
1605 idx = getFmtIdx(WINED3DFMT_R16G16B16A16_FLOAT);
1606 gl_info->formats[idx].gl_vtx_type = GL_HALF_FLOAT;
1610 static BOOL init_format_vertex_info(struct wined3d_gl_info *gl_info)
1612 unsigned int i;
1614 for (i = 0; i < (sizeof(format_vertex_info) / sizeof(*format_vertex_info)); ++i)
1616 struct wined3d_format *format;
1617 int fmt_idx = getFmtIdx(format_vertex_info[i].id);
1619 if (fmt_idx == -1)
1621 ERR("Format %s (%#x) not found.\n",
1622 debug_d3dformat(format_vertex_info[i].id), format_vertex_info[i].id);
1623 return FALSE;
1626 format = &gl_info->formats[fmt_idx];
1627 format->emit_idx = format_vertex_info[i].emit_idx;
1628 format->component_count = format_vertex_info[i].component_count;
1629 format->gl_vtx_type = format_vertex_info[i].gl_vtx_type;
1630 format->gl_vtx_format = format_vertex_info[i].gl_vtx_format;
1631 format->gl_normalized = format_vertex_info[i].gl_normalized;
1632 format->component_size = format_vertex_info[i].component_size;
1635 return TRUE;
1638 BOOL initPixelFormatsNoGL(struct wined3d_gl_info *gl_info)
1640 if (!init_format_base_info(gl_info)) return FALSE;
1642 if (!init_format_block_info(gl_info))
1644 HeapFree(GetProcessHeap(), 0, gl_info->formats);
1645 gl_info->formats = NULL;
1646 return FALSE;
1649 return TRUE;
1652 /* Context activation is done by the caller. */
1653 BOOL initPixelFormats(struct wined3d_gl_info *gl_info, enum wined3d_pci_vendor vendor)
1655 if (!init_format_base_info(gl_info)) return FALSE;
1657 if (!init_format_block_info(gl_info)) goto fail;
1658 if (!init_format_texture_info(gl_info)) goto fail;
1659 if (!init_format_vertex_info(gl_info)) goto fail;
1661 apply_format_fixups(gl_info);
1662 init_format_fbo_compat_info(gl_info);
1663 init_format_filter_info(gl_info, vendor);
1665 return TRUE;
1667 fail:
1668 HeapFree(GetProcessHeap(), 0, gl_info->formats);
1669 gl_info->formats = NULL;
1670 return FALSE;
1673 const struct wined3d_format *wined3d_get_format(const struct wined3d_gl_info *gl_info,
1674 enum wined3d_format_id format_id)
1676 int idx = getFmtIdx(format_id);
1678 if (idx == -1)
1680 FIXME("Can't find format %s (%#x) in the format lookup table\n",
1681 debug_d3dformat(format_id), format_id);
1682 /* Get the caller a valid pointer */
1683 idx = getFmtIdx(WINED3DFMT_UNKNOWN);
1686 return &gl_info->formats[idx];
1689 UINT wined3d_format_calculate_size(const struct wined3d_format *format, UINT alignment, UINT width, UINT height)
1691 UINT size;
1693 if (format->id == WINED3DFMT_UNKNOWN)
1695 size = 0;
1697 else if (format->flags & WINED3DFMT_FLAG_BLOCKS)
1699 UINT row_block_count = (width + format->block_width - 1) / format->block_width;
1700 UINT row_count = (height + format->block_height - 1) / format->block_height;
1701 size = row_count * (((row_block_count * format->block_byte_count) + alignment - 1) & ~(alignment - 1));
1703 else
1705 size = height * (((width * format->byte_count) + alignment - 1) & ~(alignment - 1));
1708 if (format->heightscale != 0.0f)
1710 /* The D3D format requirements make sure that the resulting format is an integer again */
1711 size = (UINT) (size * format->heightscale);
1714 return size;
1717 /*****************************************************************************
1718 * Trace formatting of useful values
1720 const char *debug_d3dformat(enum wined3d_format_id format_id)
1722 switch (format_id)
1724 #define FMT_TO_STR(format_id) case format_id: return #format_id
1725 FMT_TO_STR(WINED3DFMT_UNKNOWN);
1726 FMT_TO_STR(WINED3DFMT_B8G8R8_UNORM);
1727 FMT_TO_STR(WINED3DFMT_B5G5R5X1_UNORM);
1728 FMT_TO_STR(WINED3DFMT_B4G4R4A4_UNORM);
1729 FMT_TO_STR(WINED3DFMT_B2G3R3_UNORM);
1730 FMT_TO_STR(WINED3DFMT_B2G3R3A8_UNORM);
1731 FMT_TO_STR(WINED3DFMT_B4G4R4X4_UNORM);
1732 FMT_TO_STR(WINED3DFMT_R8G8B8X8_UNORM);
1733 FMT_TO_STR(WINED3DFMT_B10G10R10A2_UNORM);
1734 FMT_TO_STR(WINED3DFMT_P8_UINT_A8_UNORM);
1735 FMT_TO_STR(WINED3DFMT_P8_UINT);
1736 FMT_TO_STR(WINED3DFMT_L8_UNORM);
1737 FMT_TO_STR(WINED3DFMT_L8A8_UNORM);
1738 FMT_TO_STR(WINED3DFMT_L4A4_UNORM);
1739 FMT_TO_STR(WINED3DFMT_R5G5_SNORM_L6_UNORM);
1740 FMT_TO_STR(WINED3DFMT_R8G8_SNORM_L8X8_UNORM);
1741 FMT_TO_STR(WINED3DFMT_R10G11B11_SNORM);
1742 FMT_TO_STR(WINED3DFMT_R10G10B10_SNORM_A2_UNORM);
1743 FMT_TO_STR(WINED3DFMT_UYVY);
1744 FMT_TO_STR(WINED3DFMT_YUY2);
1745 FMT_TO_STR(WINED3DFMT_YV12);
1746 FMT_TO_STR(WINED3DFMT_DXT1);
1747 FMT_TO_STR(WINED3DFMT_DXT2);
1748 FMT_TO_STR(WINED3DFMT_DXT3);
1749 FMT_TO_STR(WINED3DFMT_DXT4);
1750 FMT_TO_STR(WINED3DFMT_DXT5);
1751 FMT_TO_STR(WINED3DFMT_MULTI2_ARGB8);
1752 FMT_TO_STR(WINED3DFMT_G8R8_G8B8);
1753 FMT_TO_STR(WINED3DFMT_R8G8_B8G8);
1754 FMT_TO_STR(WINED3DFMT_D16_LOCKABLE);
1755 FMT_TO_STR(WINED3DFMT_D32_UNORM);
1756 FMT_TO_STR(WINED3DFMT_S1_UINT_D15_UNORM);
1757 FMT_TO_STR(WINED3DFMT_X8D24_UNORM);
1758 FMT_TO_STR(WINED3DFMT_S4X4_UINT_D24_UNORM);
1759 FMT_TO_STR(WINED3DFMT_L16_UNORM);
1760 FMT_TO_STR(WINED3DFMT_S8_UINT_D24_FLOAT);
1761 FMT_TO_STR(WINED3DFMT_VERTEXDATA);
1762 FMT_TO_STR(WINED3DFMT_R8G8_SNORM_Cx);
1763 FMT_TO_STR(WINED3DFMT_ATI2N);
1764 FMT_TO_STR(WINED3DFMT_NVDB);
1765 FMT_TO_STR(WINED3DFMT_NVHU);
1766 FMT_TO_STR(WINED3DFMT_NVHS);
1767 FMT_TO_STR(WINED3DFMT_R32G32B32A32_TYPELESS);
1768 FMT_TO_STR(WINED3DFMT_R32G32B32A32_FLOAT);
1769 FMT_TO_STR(WINED3DFMT_R32G32B32A32_UINT);
1770 FMT_TO_STR(WINED3DFMT_R32G32B32A32_SINT);
1771 FMT_TO_STR(WINED3DFMT_R32G32B32_TYPELESS);
1772 FMT_TO_STR(WINED3DFMT_R32G32B32_FLOAT);
1773 FMT_TO_STR(WINED3DFMT_R32G32B32_UINT);
1774 FMT_TO_STR(WINED3DFMT_R32G32B32_SINT);
1775 FMT_TO_STR(WINED3DFMT_R16G16B16A16_TYPELESS);
1776 FMT_TO_STR(WINED3DFMT_R16G16B16A16_FLOAT);
1777 FMT_TO_STR(WINED3DFMT_R16G16B16A16_UNORM);
1778 FMT_TO_STR(WINED3DFMT_R16G16B16A16_UINT);
1779 FMT_TO_STR(WINED3DFMT_R16G16B16A16_SNORM);
1780 FMT_TO_STR(WINED3DFMT_R16G16B16A16_SINT);
1781 FMT_TO_STR(WINED3DFMT_R32G32_TYPELESS);
1782 FMT_TO_STR(WINED3DFMT_R32G32_FLOAT);
1783 FMT_TO_STR(WINED3DFMT_R32G32_UINT);
1784 FMT_TO_STR(WINED3DFMT_R32G32_SINT);
1785 FMT_TO_STR(WINED3DFMT_R32G8X24_TYPELESS);
1786 FMT_TO_STR(WINED3DFMT_D32_FLOAT_S8X24_UINT);
1787 FMT_TO_STR(WINED3DFMT_R32_FLOAT_X8X24_TYPELESS);
1788 FMT_TO_STR(WINED3DFMT_X32_TYPELESS_G8X24_UINT);
1789 FMT_TO_STR(WINED3DFMT_R10G10B10A2_TYPELESS);
1790 FMT_TO_STR(WINED3DFMT_R10G10B10A2_UNORM);
1791 FMT_TO_STR(WINED3DFMT_R10G10B10A2_UINT);
1792 FMT_TO_STR(WINED3DFMT_R10G10B10A2_SNORM);
1793 FMT_TO_STR(WINED3DFMT_R11G11B10_FLOAT);
1794 FMT_TO_STR(WINED3DFMT_R8G8B8A8_TYPELESS);
1795 FMT_TO_STR(WINED3DFMT_R8G8B8A8_UNORM);
1796 FMT_TO_STR(WINED3DFMT_R8G8B8A8_UNORM_SRGB);
1797 FMT_TO_STR(WINED3DFMT_R8G8B8A8_UINT);
1798 FMT_TO_STR(WINED3DFMT_R8G8B8A8_SNORM);
1799 FMT_TO_STR(WINED3DFMT_R8G8B8A8_SINT);
1800 FMT_TO_STR(WINED3DFMT_R16G16_TYPELESS);
1801 FMT_TO_STR(WINED3DFMT_R16G16_FLOAT);
1802 FMT_TO_STR(WINED3DFMT_R16G16_UNORM);
1803 FMT_TO_STR(WINED3DFMT_R16G16_UINT);
1804 FMT_TO_STR(WINED3DFMT_R16G16_SNORM);
1805 FMT_TO_STR(WINED3DFMT_R16G16_SINT);
1806 FMT_TO_STR(WINED3DFMT_R32_TYPELESS);
1807 FMT_TO_STR(WINED3DFMT_D32_FLOAT);
1808 FMT_TO_STR(WINED3DFMT_R32_FLOAT);
1809 FMT_TO_STR(WINED3DFMT_R32_UINT);
1810 FMT_TO_STR(WINED3DFMT_R32_SINT);
1811 FMT_TO_STR(WINED3DFMT_R24G8_TYPELESS);
1812 FMT_TO_STR(WINED3DFMT_D24_UNORM_S8_UINT);
1813 FMT_TO_STR(WINED3DFMT_R24_UNORM_X8_TYPELESS);
1814 FMT_TO_STR(WINED3DFMT_X24_TYPELESS_G8_UINT);
1815 FMT_TO_STR(WINED3DFMT_R8G8_TYPELESS);
1816 FMT_TO_STR(WINED3DFMT_R8G8_UNORM);
1817 FMT_TO_STR(WINED3DFMT_R8G8_UINT);
1818 FMT_TO_STR(WINED3DFMT_R8G8_SNORM);
1819 FMT_TO_STR(WINED3DFMT_R8G8_SINT);
1820 FMT_TO_STR(WINED3DFMT_R16_TYPELESS);
1821 FMT_TO_STR(WINED3DFMT_R16_FLOAT);
1822 FMT_TO_STR(WINED3DFMT_D16_UNORM);
1823 FMT_TO_STR(WINED3DFMT_R16_UNORM);
1824 FMT_TO_STR(WINED3DFMT_R16_UINT);
1825 FMT_TO_STR(WINED3DFMT_R16_SNORM);
1826 FMT_TO_STR(WINED3DFMT_R16_SINT);
1827 FMT_TO_STR(WINED3DFMT_R8_TYPELESS);
1828 FMT_TO_STR(WINED3DFMT_R8_UNORM);
1829 FMT_TO_STR(WINED3DFMT_R8_UINT);
1830 FMT_TO_STR(WINED3DFMT_R8_SNORM);
1831 FMT_TO_STR(WINED3DFMT_R8_SINT);
1832 FMT_TO_STR(WINED3DFMT_A8_UNORM);
1833 FMT_TO_STR(WINED3DFMT_R1_UNORM);
1834 FMT_TO_STR(WINED3DFMT_R9G9B9E5_SHAREDEXP);
1835 FMT_TO_STR(WINED3DFMT_R8G8_B8G8_UNORM);
1836 FMT_TO_STR(WINED3DFMT_G8R8_G8B8_UNORM);
1837 FMT_TO_STR(WINED3DFMT_BC1_TYPELESS);
1838 FMT_TO_STR(WINED3DFMT_BC1_UNORM);
1839 FMT_TO_STR(WINED3DFMT_BC1_UNORM_SRGB);
1840 FMT_TO_STR(WINED3DFMT_BC2_TYPELESS);
1841 FMT_TO_STR(WINED3DFMT_BC2_UNORM);
1842 FMT_TO_STR(WINED3DFMT_BC2_UNORM_SRGB);
1843 FMT_TO_STR(WINED3DFMT_BC3_TYPELESS);
1844 FMT_TO_STR(WINED3DFMT_BC3_UNORM);
1845 FMT_TO_STR(WINED3DFMT_BC3_UNORM_SRGB);
1846 FMT_TO_STR(WINED3DFMT_BC4_TYPELESS);
1847 FMT_TO_STR(WINED3DFMT_BC4_UNORM);
1848 FMT_TO_STR(WINED3DFMT_BC4_SNORM);
1849 FMT_TO_STR(WINED3DFMT_BC5_TYPELESS);
1850 FMT_TO_STR(WINED3DFMT_BC5_UNORM);
1851 FMT_TO_STR(WINED3DFMT_BC5_SNORM);
1852 FMT_TO_STR(WINED3DFMT_B5G6R5_UNORM);
1853 FMT_TO_STR(WINED3DFMT_B5G5R5A1_UNORM);
1854 FMT_TO_STR(WINED3DFMT_B8G8R8A8_UNORM);
1855 FMT_TO_STR(WINED3DFMT_B8G8R8X8_UNORM);
1856 FMT_TO_STR(WINED3DFMT_INTZ);
1857 FMT_TO_STR(WINED3DFMT_NULL);
1858 FMT_TO_STR(WINED3DFMT_R16);
1859 FMT_TO_STR(WINED3DFMT_AL16);
1860 #undef FMT_TO_STR
1861 default:
1863 char fourcc[5];
1864 fourcc[0] = (char)(format_id);
1865 fourcc[1] = (char)(format_id >> 8);
1866 fourcc[2] = (char)(format_id >> 16);
1867 fourcc[3] = (char)(format_id >> 24);
1868 fourcc[4] = 0;
1869 if (isprint(fourcc[0]) && isprint(fourcc[1]) && isprint(fourcc[2]) && isprint(fourcc[3]))
1870 FIXME("Unrecognized %#x (as fourcc: %s) WINED3DFORMAT!\n", format_id, fourcc);
1871 else
1872 FIXME("Unrecognized %#x WINED3DFORMAT!\n", format_id);
1874 return "unrecognized";
1878 const char *debug_d3ddevicetype(enum wined3d_device_type device_type)
1880 switch (device_type)
1882 #define DEVTYPE_TO_STR(dev) case dev: return #dev
1883 DEVTYPE_TO_STR(WINED3D_DEVICE_TYPE_HAL);
1884 DEVTYPE_TO_STR(WINED3D_DEVICE_TYPE_REF);
1885 DEVTYPE_TO_STR(WINED3D_DEVICE_TYPE_SW);
1886 #undef DEVTYPE_TO_STR
1887 default:
1888 FIXME("Unrecognized device type %#x.\n", device_type);
1889 return "unrecognized";
1893 const char *debug_d3dusage(DWORD usage)
1895 char buf[333];
1897 buf[0] = '\0';
1898 #define WINED3DUSAGE_TO_STR(u) if (usage & u) { strcat(buf, " | "#u); usage &= ~u; }
1899 WINED3DUSAGE_TO_STR(WINED3DUSAGE_RENDERTARGET);
1900 WINED3DUSAGE_TO_STR(WINED3DUSAGE_DEPTHSTENCIL);
1901 WINED3DUSAGE_TO_STR(WINED3DUSAGE_WRITEONLY);
1902 WINED3DUSAGE_TO_STR(WINED3DUSAGE_SOFTWAREPROCESSING);
1903 WINED3DUSAGE_TO_STR(WINED3DUSAGE_DONOTCLIP);
1904 WINED3DUSAGE_TO_STR(WINED3DUSAGE_POINTS);
1905 WINED3DUSAGE_TO_STR(WINED3DUSAGE_RTPATCHES);
1906 WINED3DUSAGE_TO_STR(WINED3DUSAGE_NPATCHES);
1907 WINED3DUSAGE_TO_STR(WINED3DUSAGE_DYNAMIC);
1908 WINED3DUSAGE_TO_STR(WINED3DUSAGE_AUTOGENMIPMAP);
1909 WINED3DUSAGE_TO_STR(WINED3DUSAGE_DMAP);
1910 WINED3DUSAGE_TO_STR(WINED3DUSAGE_STATICDECL);
1911 WINED3DUSAGE_TO_STR(WINED3DUSAGE_OVERLAY);
1912 #undef WINED3DUSAGE_TO_STR
1913 if (usage) FIXME("Unrecognized usage flag(s) %#x\n", usage);
1915 return buf[0] ? wine_dbg_sprintf("%s", &buf[3]) : "0";
1918 const char *debug_d3dusagequery(DWORD usagequery)
1920 char buf[238];
1922 buf[0] = '\0';
1923 #define WINED3DUSAGEQUERY_TO_STR(u) if (usagequery & u) { strcat(buf, " | "#u); usagequery &= ~u; }
1924 WINED3DUSAGEQUERY_TO_STR(WINED3DUSAGE_QUERY_FILTER);
1925 WINED3DUSAGEQUERY_TO_STR(WINED3DUSAGE_QUERY_LEGACYBUMPMAP);
1926 WINED3DUSAGEQUERY_TO_STR(WINED3DUSAGE_QUERY_POSTPIXELSHADER_BLENDING);
1927 WINED3DUSAGEQUERY_TO_STR(WINED3DUSAGE_QUERY_SRGBREAD);
1928 WINED3DUSAGEQUERY_TO_STR(WINED3DUSAGE_QUERY_SRGBWRITE);
1929 WINED3DUSAGEQUERY_TO_STR(WINED3DUSAGE_QUERY_VERTEXTEXTURE);
1930 WINED3DUSAGEQUERY_TO_STR(WINED3DUSAGE_QUERY_WRAPANDMIP);
1931 #undef WINED3DUSAGEQUERY_TO_STR
1932 if (usagequery) FIXME("Unrecognized usage query flag(s) %#x\n", usagequery);
1934 return buf[0] ? wine_dbg_sprintf("%s", &buf[3]) : "0";
1937 const char* debug_d3ddeclmethod(WINED3DDECLMETHOD method) {
1938 switch (method) {
1939 #define WINED3DDECLMETHOD_TO_STR(u) case u: return #u
1940 WINED3DDECLMETHOD_TO_STR(WINED3DDECLMETHOD_DEFAULT);
1941 WINED3DDECLMETHOD_TO_STR(WINED3DDECLMETHOD_PARTIALU);
1942 WINED3DDECLMETHOD_TO_STR(WINED3DDECLMETHOD_PARTIALV);
1943 WINED3DDECLMETHOD_TO_STR(WINED3DDECLMETHOD_CROSSUV);
1944 WINED3DDECLMETHOD_TO_STR(WINED3DDECLMETHOD_UV);
1945 WINED3DDECLMETHOD_TO_STR(WINED3DDECLMETHOD_LOOKUP);
1946 WINED3DDECLMETHOD_TO_STR(WINED3DDECLMETHOD_LOOKUPPRESAMPLED);
1947 #undef WINED3DDECLMETHOD_TO_STR
1948 default:
1949 FIXME("Unrecognized %u declaration method!\n", method);
1950 return "unrecognized";
1954 const char* debug_d3ddeclusage(BYTE usage) {
1955 switch (usage) {
1956 #define WINED3DDECLUSAGE_TO_STR(u) case u: return #u
1957 WINED3DDECLUSAGE_TO_STR(WINED3DDECLUSAGE_POSITION);
1958 WINED3DDECLUSAGE_TO_STR(WINED3DDECLUSAGE_BLENDWEIGHT);
1959 WINED3DDECLUSAGE_TO_STR(WINED3DDECLUSAGE_BLENDINDICES);
1960 WINED3DDECLUSAGE_TO_STR(WINED3DDECLUSAGE_NORMAL);
1961 WINED3DDECLUSAGE_TO_STR(WINED3DDECLUSAGE_PSIZE);
1962 WINED3DDECLUSAGE_TO_STR(WINED3DDECLUSAGE_TEXCOORD);
1963 WINED3DDECLUSAGE_TO_STR(WINED3DDECLUSAGE_TANGENT);
1964 WINED3DDECLUSAGE_TO_STR(WINED3DDECLUSAGE_BINORMAL);
1965 WINED3DDECLUSAGE_TO_STR(WINED3DDECLUSAGE_TESSFACTOR);
1966 WINED3DDECLUSAGE_TO_STR(WINED3DDECLUSAGE_POSITIONT);
1967 WINED3DDECLUSAGE_TO_STR(WINED3DDECLUSAGE_COLOR);
1968 WINED3DDECLUSAGE_TO_STR(WINED3DDECLUSAGE_FOG);
1969 WINED3DDECLUSAGE_TO_STR(WINED3DDECLUSAGE_DEPTH);
1970 WINED3DDECLUSAGE_TO_STR(WINED3DDECLUSAGE_SAMPLE);
1971 #undef WINED3DDECLUSAGE_TO_STR
1972 default:
1973 FIXME("Unrecognized %u declaration usage!\n", usage);
1974 return "unrecognized";
1978 const char *debug_d3dresourcetype(WINED3DRESOURCETYPE res)
1980 switch (res)
1982 #define RES_TO_STR(res) case res: return #res
1983 RES_TO_STR(WINED3DRTYPE_SURFACE);
1984 RES_TO_STR(WINED3DRTYPE_VOLUME);
1985 RES_TO_STR(WINED3DRTYPE_TEXTURE);
1986 RES_TO_STR(WINED3DRTYPE_VOLUMETEXTURE);
1987 RES_TO_STR(WINED3DRTYPE_CUBETEXTURE);
1988 RES_TO_STR(WINED3DRTYPE_BUFFER);
1989 #undef RES_TO_STR
1990 default:
1991 FIXME("Unrecognized %u WINED3DRESOURCETYPE!\n", res);
1992 return "unrecognized";
1996 const char *debug_d3dprimitivetype(enum wined3d_primitive_type primitive_type)
1998 switch (primitive_type)
2000 #define PRIM_TO_STR(prim) case prim: return #prim
2001 PRIM_TO_STR(WINED3D_PT_UNDEFINED);
2002 PRIM_TO_STR(WINED3D_PT_POINTLIST);
2003 PRIM_TO_STR(WINED3D_PT_LINELIST);
2004 PRIM_TO_STR(WINED3D_PT_LINESTRIP);
2005 PRIM_TO_STR(WINED3D_PT_TRIANGLELIST);
2006 PRIM_TO_STR(WINED3D_PT_TRIANGLESTRIP);
2007 PRIM_TO_STR(WINED3D_PT_TRIANGLEFAN);
2008 PRIM_TO_STR(WINED3D_PT_LINELIST_ADJ);
2009 PRIM_TO_STR(WINED3D_PT_LINESTRIP_ADJ);
2010 PRIM_TO_STR(WINED3D_PT_TRIANGLELIST_ADJ);
2011 PRIM_TO_STR(WINED3D_PT_TRIANGLESTRIP_ADJ);
2012 #undef PRIM_TO_STR
2013 default:
2014 FIXME("Unrecognized %u primitive type!\n", primitive_type);
2015 return "unrecognized";
2019 const char *debug_d3drenderstate(enum wined3d_render_state state)
2021 switch (state)
2023 #define D3DSTATE_TO_STR(u) case u: return #u
2024 D3DSTATE_TO_STR(WINED3D_RS_ANTIALIAS);
2025 D3DSTATE_TO_STR(WINED3D_RS_TEXTUREPERSPECTIVE);
2026 D3DSTATE_TO_STR(WINED3D_RS_WRAPU);
2027 D3DSTATE_TO_STR(WINED3D_RS_WRAPV);
2028 D3DSTATE_TO_STR(WINED3D_RS_ZENABLE);
2029 D3DSTATE_TO_STR(WINED3D_RS_FILLMODE);
2030 D3DSTATE_TO_STR(WINED3D_RS_SHADEMODE);
2031 D3DSTATE_TO_STR(WINED3D_RS_LINEPATTERN);
2032 D3DSTATE_TO_STR(WINED3D_RS_MONOENABLE);
2033 D3DSTATE_TO_STR(WINED3D_RS_ROP2);
2034 D3DSTATE_TO_STR(WINED3D_RS_PLANEMASK);
2035 D3DSTATE_TO_STR(WINED3D_RS_ZWRITEENABLE);
2036 D3DSTATE_TO_STR(WINED3D_RS_ALPHATESTENABLE);
2037 D3DSTATE_TO_STR(WINED3D_RS_LASTPIXEL);
2038 D3DSTATE_TO_STR(WINED3D_RS_SRCBLEND);
2039 D3DSTATE_TO_STR(WINED3D_RS_DESTBLEND);
2040 D3DSTATE_TO_STR(WINED3D_RS_CULLMODE);
2041 D3DSTATE_TO_STR(WINED3D_RS_ZFUNC);
2042 D3DSTATE_TO_STR(WINED3D_RS_ALPHAREF);
2043 D3DSTATE_TO_STR(WINED3D_RS_ALPHAFUNC);
2044 D3DSTATE_TO_STR(WINED3D_RS_DITHERENABLE);
2045 D3DSTATE_TO_STR(WINED3D_RS_ALPHABLENDENABLE);
2046 D3DSTATE_TO_STR(WINED3D_RS_FOGENABLE);
2047 D3DSTATE_TO_STR(WINED3D_RS_SPECULARENABLE);
2048 D3DSTATE_TO_STR(WINED3D_RS_ZVISIBLE);
2049 D3DSTATE_TO_STR(WINED3D_RS_SUBPIXEL);
2050 D3DSTATE_TO_STR(WINED3D_RS_SUBPIXELX);
2051 D3DSTATE_TO_STR(WINED3D_RS_STIPPLEDALPHA);
2052 D3DSTATE_TO_STR(WINED3D_RS_FOGCOLOR);
2053 D3DSTATE_TO_STR(WINED3D_RS_FOGTABLEMODE);
2054 D3DSTATE_TO_STR(WINED3D_RS_FOGSTART);
2055 D3DSTATE_TO_STR(WINED3D_RS_FOGEND);
2056 D3DSTATE_TO_STR(WINED3D_RS_FOGDENSITY);
2057 D3DSTATE_TO_STR(WINED3D_RS_STIPPLEENABLE);
2058 D3DSTATE_TO_STR(WINED3D_RS_EDGEANTIALIAS);
2059 D3DSTATE_TO_STR(WINED3D_RS_COLORKEYENABLE);
2060 D3DSTATE_TO_STR(WINED3D_RS_MIPMAPLODBIAS);
2061 D3DSTATE_TO_STR(WINED3D_RS_RANGEFOGENABLE);
2062 D3DSTATE_TO_STR(WINED3D_RS_ANISOTROPY);
2063 D3DSTATE_TO_STR(WINED3D_RS_FLUSHBATCH);
2064 D3DSTATE_TO_STR(WINED3D_RS_TRANSLUCENTSORTINDEPENDENT);
2065 D3DSTATE_TO_STR(WINED3D_RS_STENCILENABLE);
2066 D3DSTATE_TO_STR(WINED3D_RS_STENCILFAIL);
2067 D3DSTATE_TO_STR(WINED3D_RS_STENCILZFAIL);
2068 D3DSTATE_TO_STR(WINED3D_RS_STENCILPASS);
2069 D3DSTATE_TO_STR(WINED3D_RS_STENCILFUNC);
2070 D3DSTATE_TO_STR(WINED3D_RS_STENCILREF);
2071 D3DSTATE_TO_STR(WINED3D_RS_STENCILMASK);
2072 D3DSTATE_TO_STR(WINED3D_RS_STENCILWRITEMASK);
2073 D3DSTATE_TO_STR(WINED3D_RS_TEXTUREFACTOR);
2074 D3DSTATE_TO_STR(WINED3D_RS_WRAP0);
2075 D3DSTATE_TO_STR(WINED3D_RS_WRAP1);
2076 D3DSTATE_TO_STR(WINED3D_RS_WRAP2);
2077 D3DSTATE_TO_STR(WINED3D_RS_WRAP3);
2078 D3DSTATE_TO_STR(WINED3D_RS_WRAP4);
2079 D3DSTATE_TO_STR(WINED3D_RS_WRAP5);
2080 D3DSTATE_TO_STR(WINED3D_RS_WRAP6);
2081 D3DSTATE_TO_STR(WINED3D_RS_WRAP7);
2082 D3DSTATE_TO_STR(WINED3D_RS_CLIPPING);
2083 D3DSTATE_TO_STR(WINED3D_RS_LIGHTING);
2084 D3DSTATE_TO_STR(WINED3D_RS_EXTENTS);
2085 D3DSTATE_TO_STR(WINED3D_RS_AMBIENT);
2086 D3DSTATE_TO_STR(WINED3D_RS_FOGVERTEXMODE);
2087 D3DSTATE_TO_STR(WINED3D_RS_COLORVERTEX);
2088 D3DSTATE_TO_STR(WINED3D_RS_LOCALVIEWER);
2089 D3DSTATE_TO_STR(WINED3D_RS_NORMALIZENORMALS);
2090 D3DSTATE_TO_STR(WINED3D_RS_COLORKEYBLENDENABLE);
2091 D3DSTATE_TO_STR(WINED3D_RS_DIFFUSEMATERIALSOURCE);
2092 D3DSTATE_TO_STR(WINED3D_RS_SPECULARMATERIALSOURCE);
2093 D3DSTATE_TO_STR(WINED3D_RS_AMBIENTMATERIALSOURCE);
2094 D3DSTATE_TO_STR(WINED3D_RS_EMISSIVEMATERIALSOURCE);
2095 D3DSTATE_TO_STR(WINED3D_RS_VERTEXBLEND);
2096 D3DSTATE_TO_STR(WINED3D_RS_CLIPPLANEENABLE);
2097 D3DSTATE_TO_STR(WINED3D_RS_SOFTWAREVERTEXPROCESSING);
2098 D3DSTATE_TO_STR(WINED3D_RS_POINTSIZE);
2099 D3DSTATE_TO_STR(WINED3D_RS_POINTSIZE_MIN);
2100 D3DSTATE_TO_STR(WINED3D_RS_POINTSPRITEENABLE);
2101 D3DSTATE_TO_STR(WINED3D_RS_POINTSCALEENABLE);
2102 D3DSTATE_TO_STR(WINED3D_RS_POINTSCALE_A);
2103 D3DSTATE_TO_STR(WINED3D_RS_POINTSCALE_B);
2104 D3DSTATE_TO_STR(WINED3D_RS_POINTSCALE_C);
2105 D3DSTATE_TO_STR(WINED3D_RS_MULTISAMPLEANTIALIAS);
2106 D3DSTATE_TO_STR(WINED3D_RS_MULTISAMPLEMASK);
2107 D3DSTATE_TO_STR(WINED3D_RS_PATCHEDGESTYLE);
2108 D3DSTATE_TO_STR(WINED3D_RS_PATCHSEGMENTS);
2109 D3DSTATE_TO_STR(WINED3D_RS_DEBUGMONITORTOKEN);
2110 D3DSTATE_TO_STR(WINED3D_RS_POINTSIZE_MAX);
2111 D3DSTATE_TO_STR(WINED3D_RS_INDEXEDVERTEXBLENDENABLE);
2112 D3DSTATE_TO_STR(WINED3D_RS_COLORWRITEENABLE);
2113 D3DSTATE_TO_STR(WINED3D_RS_TWEENFACTOR);
2114 D3DSTATE_TO_STR(WINED3D_RS_BLENDOP);
2115 D3DSTATE_TO_STR(WINED3D_RS_POSITIONDEGREE);
2116 D3DSTATE_TO_STR(WINED3D_RS_NORMALDEGREE);
2117 D3DSTATE_TO_STR(WINED3D_RS_SCISSORTESTENABLE);
2118 D3DSTATE_TO_STR(WINED3D_RS_SLOPESCALEDEPTHBIAS);
2119 D3DSTATE_TO_STR(WINED3D_RS_ANTIALIASEDLINEENABLE);
2120 D3DSTATE_TO_STR(WINED3D_RS_MINTESSELLATIONLEVEL);
2121 D3DSTATE_TO_STR(WINED3D_RS_MAXTESSELLATIONLEVEL);
2122 D3DSTATE_TO_STR(WINED3D_RS_ADAPTIVETESS_X);
2123 D3DSTATE_TO_STR(WINED3D_RS_ADAPTIVETESS_Y);
2124 D3DSTATE_TO_STR(WINED3D_RS_ADAPTIVETESS_Z);
2125 D3DSTATE_TO_STR(WINED3D_RS_ADAPTIVETESS_W);
2126 D3DSTATE_TO_STR(WINED3D_RS_ENABLEADAPTIVETESSELLATION);
2127 D3DSTATE_TO_STR(WINED3D_RS_TWOSIDEDSTENCILMODE);
2128 D3DSTATE_TO_STR(WINED3D_RS_CCW_STENCILFAIL);
2129 D3DSTATE_TO_STR(WINED3D_RS_CCW_STENCILZFAIL);
2130 D3DSTATE_TO_STR(WINED3D_RS_CCW_STENCILPASS);
2131 D3DSTATE_TO_STR(WINED3D_RS_CCW_STENCILFUNC);
2132 D3DSTATE_TO_STR(WINED3D_RS_COLORWRITEENABLE1);
2133 D3DSTATE_TO_STR(WINED3D_RS_COLORWRITEENABLE2);
2134 D3DSTATE_TO_STR(WINED3D_RS_COLORWRITEENABLE3);
2135 D3DSTATE_TO_STR(WINED3D_RS_BLENDFACTOR);
2136 D3DSTATE_TO_STR(WINED3D_RS_SRGBWRITEENABLE);
2137 D3DSTATE_TO_STR(WINED3D_RS_DEPTHBIAS);
2138 D3DSTATE_TO_STR(WINED3D_RS_WRAP8);
2139 D3DSTATE_TO_STR(WINED3D_RS_WRAP9);
2140 D3DSTATE_TO_STR(WINED3D_RS_WRAP10);
2141 D3DSTATE_TO_STR(WINED3D_RS_WRAP11);
2142 D3DSTATE_TO_STR(WINED3D_RS_WRAP12);
2143 D3DSTATE_TO_STR(WINED3D_RS_WRAP13);
2144 D3DSTATE_TO_STR(WINED3D_RS_WRAP14);
2145 D3DSTATE_TO_STR(WINED3D_RS_WRAP15);
2146 D3DSTATE_TO_STR(WINED3D_RS_SEPARATEALPHABLENDENABLE);
2147 D3DSTATE_TO_STR(WINED3D_RS_SRCBLENDALPHA);
2148 D3DSTATE_TO_STR(WINED3D_RS_DESTBLENDALPHA);
2149 D3DSTATE_TO_STR(WINED3D_RS_BLENDOPALPHA);
2150 #undef D3DSTATE_TO_STR
2151 default:
2152 FIXME("Unrecognized %u render state!\n", state);
2153 return "unrecognized";
2157 const char *debug_d3dsamplerstate(DWORD state)
2159 switch (state)
2161 #define D3DSTATE_TO_STR(u) case u: return #u
2162 D3DSTATE_TO_STR(WINED3DSAMP_BORDERCOLOR);
2163 D3DSTATE_TO_STR(WINED3DSAMP_ADDRESSU);
2164 D3DSTATE_TO_STR(WINED3DSAMP_ADDRESSV);
2165 D3DSTATE_TO_STR(WINED3DSAMP_ADDRESSW);
2166 D3DSTATE_TO_STR(WINED3DSAMP_MAGFILTER);
2167 D3DSTATE_TO_STR(WINED3DSAMP_MINFILTER);
2168 D3DSTATE_TO_STR(WINED3DSAMP_MIPFILTER);
2169 D3DSTATE_TO_STR(WINED3DSAMP_MIPMAPLODBIAS);
2170 D3DSTATE_TO_STR(WINED3DSAMP_MAXMIPLEVEL);
2171 D3DSTATE_TO_STR(WINED3DSAMP_MAXANISOTROPY);
2172 D3DSTATE_TO_STR(WINED3DSAMP_SRGBTEXTURE);
2173 D3DSTATE_TO_STR(WINED3DSAMP_ELEMENTINDEX);
2174 D3DSTATE_TO_STR(WINED3DSAMP_DMAPOFFSET);
2175 #undef D3DSTATE_TO_STR
2176 default:
2177 FIXME("Unrecognized %u sampler state!\n", state);
2178 return "unrecognized";
2182 const char *debug_d3dtexturefiltertype(WINED3DTEXTUREFILTERTYPE filter_type) {
2183 switch (filter_type) {
2184 #define D3DTEXTUREFILTERTYPE_TO_STR(u) case u: return #u
2185 D3DTEXTUREFILTERTYPE_TO_STR(WINED3DTEXF_NONE);
2186 D3DTEXTUREFILTERTYPE_TO_STR(WINED3DTEXF_POINT);
2187 D3DTEXTUREFILTERTYPE_TO_STR(WINED3DTEXF_LINEAR);
2188 D3DTEXTUREFILTERTYPE_TO_STR(WINED3DTEXF_ANISOTROPIC);
2189 D3DTEXTUREFILTERTYPE_TO_STR(WINED3DTEXF_FLATCUBIC);
2190 D3DTEXTUREFILTERTYPE_TO_STR(WINED3DTEXF_GAUSSIANCUBIC);
2191 D3DTEXTUREFILTERTYPE_TO_STR(WINED3DTEXF_PYRAMIDALQUAD);
2192 D3DTEXTUREFILTERTYPE_TO_STR(WINED3DTEXF_GAUSSIANQUAD);
2193 #undef D3DTEXTUREFILTERTYPE_TO_STR
2194 default:
2195 FIXME("Unrecognied texture filter type 0x%08x\n", filter_type);
2196 return "unrecognized";
2200 const char *debug_d3dtexturestate(DWORD state)
2202 switch (state)
2204 #define D3DSTATE_TO_STR(u) case u: return #u
2205 D3DSTATE_TO_STR(WINED3DTSS_COLOROP);
2206 D3DSTATE_TO_STR(WINED3DTSS_COLORARG1);
2207 D3DSTATE_TO_STR(WINED3DTSS_COLORARG2);
2208 D3DSTATE_TO_STR(WINED3DTSS_ALPHAOP);
2209 D3DSTATE_TO_STR(WINED3DTSS_ALPHAARG1);
2210 D3DSTATE_TO_STR(WINED3DTSS_ALPHAARG2);
2211 D3DSTATE_TO_STR(WINED3DTSS_BUMPENVMAT00);
2212 D3DSTATE_TO_STR(WINED3DTSS_BUMPENVMAT01);
2213 D3DSTATE_TO_STR(WINED3DTSS_BUMPENVMAT10);
2214 D3DSTATE_TO_STR(WINED3DTSS_BUMPENVMAT11);
2215 D3DSTATE_TO_STR(WINED3DTSS_TEXCOORDINDEX);
2216 D3DSTATE_TO_STR(WINED3DTSS_BUMPENVLSCALE);
2217 D3DSTATE_TO_STR(WINED3DTSS_BUMPENVLOFFSET);
2218 D3DSTATE_TO_STR(WINED3DTSS_TEXTURETRANSFORMFLAGS);
2219 D3DSTATE_TO_STR(WINED3DTSS_COLORARG0);
2220 D3DSTATE_TO_STR(WINED3DTSS_ALPHAARG0);
2221 D3DSTATE_TO_STR(WINED3DTSS_RESULTARG);
2222 D3DSTATE_TO_STR(WINED3DTSS_CONSTANT);
2223 #undef D3DSTATE_TO_STR
2224 default:
2225 FIXME("Unrecognized %u texture state!\n", state);
2226 return "unrecognized";
2230 const char* debug_d3dtop(WINED3DTEXTUREOP d3dtop) {
2231 switch (d3dtop) {
2232 #define D3DTOP_TO_STR(u) case u: return #u
2233 D3DTOP_TO_STR(WINED3DTOP_DISABLE);
2234 D3DTOP_TO_STR(WINED3DTOP_SELECTARG1);
2235 D3DTOP_TO_STR(WINED3DTOP_SELECTARG2);
2236 D3DTOP_TO_STR(WINED3DTOP_MODULATE);
2237 D3DTOP_TO_STR(WINED3DTOP_MODULATE2X);
2238 D3DTOP_TO_STR(WINED3DTOP_MODULATE4X);
2239 D3DTOP_TO_STR(WINED3DTOP_ADD);
2240 D3DTOP_TO_STR(WINED3DTOP_ADDSIGNED);
2241 D3DTOP_TO_STR(WINED3DTOP_ADDSIGNED2X);
2242 D3DTOP_TO_STR(WINED3DTOP_SUBTRACT);
2243 D3DTOP_TO_STR(WINED3DTOP_ADDSMOOTH);
2244 D3DTOP_TO_STR(WINED3DTOP_BLENDDIFFUSEALPHA);
2245 D3DTOP_TO_STR(WINED3DTOP_BLENDTEXTUREALPHA);
2246 D3DTOP_TO_STR(WINED3DTOP_BLENDFACTORALPHA);
2247 D3DTOP_TO_STR(WINED3DTOP_BLENDTEXTUREALPHAPM);
2248 D3DTOP_TO_STR(WINED3DTOP_BLENDCURRENTALPHA);
2249 D3DTOP_TO_STR(WINED3DTOP_PREMODULATE);
2250 D3DTOP_TO_STR(WINED3DTOP_MODULATEALPHA_ADDCOLOR);
2251 D3DTOP_TO_STR(WINED3DTOP_MODULATECOLOR_ADDALPHA);
2252 D3DTOP_TO_STR(WINED3DTOP_MODULATEINVALPHA_ADDCOLOR);
2253 D3DTOP_TO_STR(WINED3DTOP_MODULATEINVCOLOR_ADDALPHA);
2254 D3DTOP_TO_STR(WINED3DTOP_BUMPENVMAP);
2255 D3DTOP_TO_STR(WINED3DTOP_BUMPENVMAPLUMINANCE);
2256 D3DTOP_TO_STR(WINED3DTOP_DOTPRODUCT3);
2257 D3DTOP_TO_STR(WINED3DTOP_MULTIPLYADD);
2258 D3DTOP_TO_STR(WINED3DTOP_LERP);
2259 #undef D3DTOP_TO_STR
2260 default:
2261 FIXME("Unrecognized %u WINED3DTOP\n", d3dtop);
2262 return "unrecognized";
2266 const char* debug_d3dtstype(WINED3DTRANSFORMSTATETYPE tstype) {
2267 switch (tstype) {
2268 #define TSTYPE_TO_STR(tstype) case tstype: return #tstype
2269 TSTYPE_TO_STR(WINED3DTS_VIEW);
2270 TSTYPE_TO_STR(WINED3DTS_PROJECTION);
2271 TSTYPE_TO_STR(WINED3DTS_TEXTURE0);
2272 TSTYPE_TO_STR(WINED3DTS_TEXTURE1);
2273 TSTYPE_TO_STR(WINED3DTS_TEXTURE2);
2274 TSTYPE_TO_STR(WINED3DTS_TEXTURE3);
2275 TSTYPE_TO_STR(WINED3DTS_TEXTURE4);
2276 TSTYPE_TO_STR(WINED3DTS_TEXTURE5);
2277 TSTYPE_TO_STR(WINED3DTS_TEXTURE6);
2278 TSTYPE_TO_STR(WINED3DTS_TEXTURE7);
2279 TSTYPE_TO_STR(WINED3DTS_WORLDMATRIX(0));
2280 #undef TSTYPE_TO_STR
2281 default:
2282 if (tstype > 256 && tstype < 512) {
2283 FIXME("WINED3DTS_WORLDMATRIX(%u). 1..255 not currently supported\n", tstype);
2284 return ("WINED3DTS_WORLDMATRIX > 0");
2286 FIXME("Unrecognized %u WINED3DTS\n", tstype);
2287 return "unrecognized";
2291 const char *debug_d3dstate(DWORD state)
2293 if (STATE_IS_RENDER(state))
2294 return wine_dbg_sprintf("STATE_RENDER(%s)", debug_d3drenderstate(state - STATE_RENDER(0)));
2295 if (STATE_IS_TEXTURESTAGE(state))
2297 DWORD texture_stage = (state - STATE_TEXTURESTAGE(0, 0)) / (WINED3D_HIGHEST_TEXTURE_STATE + 1);
2298 DWORD texture_state = state - STATE_TEXTURESTAGE(texture_stage, 0);
2299 return wine_dbg_sprintf("STATE_TEXTURESTAGE(%#x, %s)",
2300 texture_stage, debug_d3dtexturestate(texture_state));
2302 if (STATE_IS_SAMPLER(state))
2303 return wine_dbg_sprintf("STATE_SAMPLER(%#x)", state - STATE_SAMPLER(0));
2304 if (STATE_IS_PIXELSHADER(state))
2305 return "STATE_PIXELSHADER";
2306 if (STATE_IS_TRANSFORM(state))
2307 return wine_dbg_sprintf("STATE_TRANSFORM(%s)", debug_d3dtstype(state - STATE_TRANSFORM(0)));
2308 if (STATE_IS_STREAMSRC(state))
2309 return "STATE_STREAMSRC";
2310 if (STATE_IS_INDEXBUFFER(state))
2311 return "STATE_INDEXBUFFER";
2312 if (STATE_IS_VDECL(state))
2313 return "STATE_VDECL";
2314 if (STATE_IS_VSHADER(state))
2315 return "STATE_VSHADER";
2316 if (STATE_IS_VIEWPORT(state))
2317 return "STATE_VIEWPORT";
2318 if (STATE_IS_VERTEXSHADERCONSTANT(state))
2319 return "STATE_VERTEXSHADERCONSTANT";
2320 if (STATE_IS_PIXELSHADERCONSTANT(state))
2321 return "STATE_PIXELSHADERCONSTANT";
2322 if (STATE_IS_ACTIVELIGHT(state))
2323 return wine_dbg_sprintf("STATE_ACTIVELIGHT(%#x)", state - STATE_ACTIVELIGHT(0));
2324 if (STATE_IS_SCISSORRECT(state))
2325 return "STATE_SCISSORRECT";
2326 if (STATE_IS_CLIPPLANE(state))
2327 return wine_dbg_sprintf("STATE_CLIPPLANE(%#x)", state - STATE_CLIPPLANE(0));
2328 if (STATE_IS_MATERIAL(state))
2329 return "STATE_MATERIAL";
2330 if (STATE_IS_FRONTFACE(state))
2331 return "STATE_FRONTFACE";
2332 if (STATE_IS_POINTSPRITECOORDORIGIN(state))
2333 return "STATE_POINTSPRITECOORDORIGIN";
2334 if (STATE_IS_BASEVERTEXINDEX(state))
2335 return "STATE_BASEVERTEXINDEX";
2336 if (STATE_IS_FRAMEBUFFER(state))
2337 return "STATE_FRAMEBUFFER";
2339 return wine_dbg_sprintf("UNKNOWN_STATE(%#x)", state);
2342 const char *debug_d3dpool(WINED3DPOOL pool)
2344 switch (pool)
2346 #define POOL_TO_STR(p) case p: return #p
2347 POOL_TO_STR(WINED3DPOOL_DEFAULT);
2348 POOL_TO_STR(WINED3DPOOL_MANAGED);
2349 POOL_TO_STR(WINED3DPOOL_SYSTEMMEM);
2350 POOL_TO_STR(WINED3DPOOL_SCRATCH);
2351 #undef POOL_TO_STR
2352 default:
2353 FIXME("Unrecognized %u WINED3DPOOL!\n", pool);
2354 return "unrecognized";
2358 const char *debug_fbostatus(GLenum status) {
2359 switch(status) {
2360 #define FBOSTATUS_TO_STR(u) case u: return #u
2361 FBOSTATUS_TO_STR(GL_FRAMEBUFFER_COMPLETE);
2362 FBOSTATUS_TO_STR(GL_FRAMEBUFFER_INCOMPLETE_ATTACHMENT);
2363 FBOSTATUS_TO_STR(GL_FRAMEBUFFER_INCOMPLETE_MISSING_ATTACHMENT);
2364 FBOSTATUS_TO_STR(GL_FRAMEBUFFER_INCOMPLETE_DIMENSIONS_EXT);
2365 FBOSTATUS_TO_STR(GL_FRAMEBUFFER_INCOMPLETE_FORMATS_EXT);
2366 FBOSTATUS_TO_STR(GL_FRAMEBUFFER_INCOMPLETE_DRAW_BUFFER);
2367 FBOSTATUS_TO_STR(GL_FRAMEBUFFER_INCOMPLETE_READ_BUFFER);
2368 FBOSTATUS_TO_STR(GL_FRAMEBUFFER_INCOMPLETE_MULTISAMPLE);
2369 FBOSTATUS_TO_STR(GL_FRAMEBUFFER_UNSUPPORTED);
2370 FBOSTATUS_TO_STR(GL_FRAMEBUFFER_UNDEFINED);
2371 #undef FBOSTATUS_TO_STR
2372 default:
2373 FIXME("Unrecognied FBO status 0x%08x\n", status);
2374 return "unrecognized";
2378 const char *debug_glerror(GLenum error) {
2379 switch(error) {
2380 #define GLERROR_TO_STR(u) case u: return #u
2381 GLERROR_TO_STR(GL_NO_ERROR);
2382 GLERROR_TO_STR(GL_INVALID_ENUM);
2383 GLERROR_TO_STR(GL_INVALID_VALUE);
2384 GLERROR_TO_STR(GL_INVALID_OPERATION);
2385 GLERROR_TO_STR(GL_STACK_OVERFLOW);
2386 GLERROR_TO_STR(GL_STACK_UNDERFLOW);
2387 GLERROR_TO_STR(GL_OUT_OF_MEMORY);
2388 GLERROR_TO_STR(GL_INVALID_FRAMEBUFFER_OPERATION);
2389 #undef GLERROR_TO_STR
2390 default:
2391 FIXME("Unrecognied GL error 0x%08x\n", error);
2392 return "unrecognized";
2396 const char *debug_d3dbasis(WINED3DBASISTYPE basis) {
2397 switch(basis) {
2398 case WINED3DBASIS_BEZIER: return "WINED3DBASIS_BEZIER";
2399 case WINED3DBASIS_BSPLINE: return "WINED3DBASIS_BSPLINE";
2400 case WINED3DBASIS_INTERPOLATE: return "WINED3DBASIS_INTERPOLATE";
2401 default: return "unrecognized";
2405 const char *debug_d3ddegree(enum wined3d_degree_type degree)
2407 switch (degree)
2409 case WINED3D_DEGREE_LINEAR: return "WINED3D_DEGREE_LINEAR";
2410 case WINED3D_DEGREE_QUADRATIC: return "WINED3D_DEGREE_QUADRATIC";
2411 case WINED3D_DEGREE_CUBIC: return "WINED3D_DEGREE_CUBIC";
2412 case WINED3D_DEGREE_QUINTIC: return "WINED3D_DEGREE_QUINTIC";
2413 default: return "unrecognized";
2417 static const char *debug_fixup_channel_source(enum fixup_channel_source source)
2419 switch(source)
2421 #define WINED3D_TO_STR(x) case x: return #x
2422 WINED3D_TO_STR(CHANNEL_SOURCE_ZERO);
2423 WINED3D_TO_STR(CHANNEL_SOURCE_ONE);
2424 WINED3D_TO_STR(CHANNEL_SOURCE_X);
2425 WINED3D_TO_STR(CHANNEL_SOURCE_Y);
2426 WINED3D_TO_STR(CHANNEL_SOURCE_Z);
2427 WINED3D_TO_STR(CHANNEL_SOURCE_W);
2428 WINED3D_TO_STR(CHANNEL_SOURCE_COMPLEX0);
2429 WINED3D_TO_STR(CHANNEL_SOURCE_COMPLEX1);
2430 #undef WINED3D_TO_STR
2431 default:
2432 FIXME("Unrecognized fixup_channel_source %#x\n", source);
2433 return "unrecognized";
2437 static const char *debug_complex_fixup(enum complex_fixup fixup)
2439 switch(fixup)
2441 #define WINED3D_TO_STR(x) case x: return #x
2442 WINED3D_TO_STR(COMPLEX_FIXUP_YUY2);
2443 WINED3D_TO_STR(COMPLEX_FIXUP_UYVY);
2444 WINED3D_TO_STR(COMPLEX_FIXUP_YV12);
2445 WINED3D_TO_STR(COMPLEX_FIXUP_P8);
2446 #undef WINED3D_TO_STR
2447 default:
2448 FIXME("Unrecognized complex fixup %#x\n", fixup);
2449 return "unrecognized";
2453 void dump_color_fixup_desc(struct color_fixup_desc fixup)
2455 if (is_complex_fixup(fixup))
2457 TRACE("\tComplex: %s\n", debug_complex_fixup(get_complex_fixup(fixup)));
2458 return;
2461 TRACE("\tX: %s%s\n", debug_fixup_channel_source(fixup.x_source), fixup.x_sign_fixup ? ", SIGN_FIXUP" : "");
2462 TRACE("\tY: %s%s\n", debug_fixup_channel_source(fixup.y_source), fixup.y_sign_fixup ? ", SIGN_FIXUP" : "");
2463 TRACE("\tZ: %s%s\n", debug_fixup_channel_source(fixup.z_source), fixup.z_sign_fixup ? ", SIGN_FIXUP" : "");
2464 TRACE("\tW: %s%s\n", debug_fixup_channel_source(fixup.w_source), fixup.w_sign_fixup ? ", SIGN_FIXUP" : "");
2467 const char *debug_surflocation(DWORD flag) {
2468 char buf[128];
2470 buf[0] = 0;
2471 if (flag & SFLAG_INSYSMEM) strcat(buf, " | SFLAG_INSYSMEM"); /* 17 */
2472 if (flag & SFLAG_INDRAWABLE) strcat(buf, " | SFLAG_INDRAWABLE"); /* 19 */
2473 if (flag & SFLAG_INTEXTURE) strcat(buf, " | SFLAG_INTEXTURE"); /* 18 */
2474 if (flag & SFLAG_INSRGBTEX) strcat(buf, " | SFLAG_INSRGBTEX"); /* 18 */
2475 if (flag & SFLAG_INRB_MULTISAMPLE) strcat(buf, " | SFLAG_INRB_MULTISAMPLE"); /* 25 */
2476 if (flag & SFLAG_INRB_RESOLVED) strcat(buf, " | SFLAG_INRB_RESOLVED"); /* 22 */
2477 return wine_dbg_sprintf("%s", buf[0] ? buf + 3 : "0");
2480 BOOL is_invalid_op(const struct wined3d_state *state, int stage,
2481 WINED3DTEXTUREOP op, DWORD arg1, DWORD arg2, DWORD arg3)
2483 if (op == WINED3DTOP_DISABLE) return FALSE;
2484 if (state->textures[stage]) return FALSE;
2486 if ((arg1 & WINED3DTA_SELECTMASK) == WINED3DTA_TEXTURE
2487 && op != WINED3DTOP_SELECTARG2) return TRUE;
2488 if ((arg2 & WINED3DTA_SELECTMASK) == WINED3DTA_TEXTURE
2489 && op != WINED3DTOP_SELECTARG1) return TRUE;
2490 if ((arg3 & WINED3DTA_SELECTMASK) == WINED3DTA_TEXTURE
2491 && (op == WINED3DTOP_MULTIPLYADD || op == WINED3DTOP_LERP)) return TRUE;
2493 return FALSE;
2496 /* Setup this textures matrix according to the texture flags*/
2497 /* GL locking is done by the caller (state handler) */
2498 void set_texture_matrix(const float *smat, DWORD flags, BOOL calculatedCoords, BOOL transformed,
2499 enum wined3d_format_id vtx_fmt, BOOL ffp_proj_control)
2501 float mat[16];
2503 glMatrixMode(GL_TEXTURE);
2504 checkGLcall("glMatrixMode(GL_TEXTURE)");
2506 if (flags == WINED3DTTFF_DISABLE || flags == WINED3DTTFF_COUNT1 || transformed) {
2507 glLoadIdentity();
2508 checkGLcall("glLoadIdentity()");
2509 return;
2512 if (flags == (WINED3DTTFF_COUNT1|WINED3DTTFF_PROJECTED)) {
2513 ERR("Invalid texture transform flags: WINED3DTTFF_COUNT1|WINED3DTTFF_PROJECTED\n");
2514 return;
2517 memcpy(mat, smat, 16 * sizeof(float));
2519 if (flags & WINED3DTTFF_PROJECTED) {
2520 if(!ffp_proj_control) {
2521 switch (flags & ~WINED3DTTFF_PROJECTED) {
2522 case WINED3DTTFF_COUNT2:
2523 mat[3] = mat[1], mat[7] = mat[5], mat[11] = mat[9], mat[15] = mat[13];
2524 mat[1] = mat[5] = mat[9] = mat[13] = 0;
2525 break;
2526 case WINED3DTTFF_COUNT3:
2527 mat[3] = mat[2], mat[7] = mat[6], mat[11] = mat[10], mat[15] = mat[14];
2528 mat[2] = mat[6] = mat[10] = mat[14] = 0;
2529 break;
2532 } else { /* under directx the R/Z coord can be used for translation, under opengl we use the Q coord instead */
2533 if(!calculatedCoords) {
2534 switch(vtx_fmt)
2536 case WINED3DFMT_R32_FLOAT:
2537 /* Direct3D passes the default 1.0 in the 2nd coord, while gl passes it in the 4th.
2538 * swap 2nd and 4th coord. No need to store the value of mat[12] in mat[4] because
2539 * the input value to the transformation will be 0, so the matrix value is irrelevant
2541 mat[12] = mat[4];
2542 mat[13] = mat[5];
2543 mat[14] = mat[6];
2544 mat[15] = mat[7];
2545 break;
2546 case WINED3DFMT_R32G32_FLOAT:
2547 /* See above, just 3rd and 4th coord
2549 mat[12] = mat[8];
2550 mat[13] = mat[9];
2551 mat[14] = mat[10];
2552 mat[15] = mat[11];
2553 break;
2554 case WINED3DFMT_R32G32B32_FLOAT: /* Opengl defaults match dx defaults */
2555 case WINED3DFMT_R32G32B32A32_FLOAT: /* No defaults apply, all app defined */
2557 /* This is to prevent swapping the matrix lines and put the default 4th coord = 1.0
2558 * into a bad place. The division elimination below will apply to make sure the
2559 * 1.0 doesn't do anything bad. The caller will set this value if the stride is 0
2561 case WINED3DFMT_UNKNOWN: /* No texture coords, 0/0/0/1 defaults are passed */
2562 break;
2563 default:
2564 FIXME("Unexpected fixed function texture coord input\n");
2567 if(!ffp_proj_control) {
2568 switch (flags & ~WINED3DTTFF_PROJECTED) {
2569 /* case WINED3DTTFF_COUNT1: Won't ever get here */
2570 case WINED3DTTFF_COUNT2: mat[2] = mat[6] = mat[10] = mat[14] = 0;
2571 /* OpenGL divides the first 3 vertex coord by the 4th by default,
2572 * which is essentially the same as D3DTTFF_PROJECTED. Make sure that
2573 * the 4th coord evaluates to 1.0 to eliminate that.
2575 * If the fixed function pipeline is used, the 4th value remains unused,
2576 * so there is no danger in doing this. With vertex shaders we have a
2577 * problem. Should an app hit that problem, the code here would have to
2578 * check for pixel shaders, and the shader has to undo the default gl divide.
2580 * A more serious problem occurs if the app passes 4 coordinates in, and the
2581 * 4th is != 1.0(opengl default). This would have to be fixed in drawStridedSlow
2582 * or a replacement shader
2584 default: mat[3] = mat[7] = mat[11] = 0; mat[15] = 1;
2589 glLoadMatrixf(mat);
2590 checkGLcall("glLoadMatrixf(mat)");
2593 /* This small helper function is used to convert a bitmask into the number of masked bits */
2594 unsigned int count_bits(unsigned int mask)
2596 unsigned int count;
2597 for (count = 0; mask; ++count)
2599 mask &= mask - 1;
2601 return count;
2604 /* Helper function for retrieving color info for ChoosePixelFormat and wglChoosePixelFormatARB.
2605 * The later function requires individual color components. */
2606 BOOL getColorBits(const struct wined3d_format *format,
2607 BYTE *redSize, BYTE *greenSize, BYTE *blueSize, BYTE *alphaSize, BYTE *totalSize)
2609 TRACE("format %s.\n", debug_d3dformat(format->id));
2611 switch (format->id)
2613 case WINED3DFMT_B10G10R10A2_UNORM:
2614 case WINED3DFMT_R10G10B10A2_UNORM:
2615 case WINED3DFMT_B8G8R8X8_UNORM:
2616 case WINED3DFMT_B8G8R8_UNORM:
2617 case WINED3DFMT_B8G8R8A8_UNORM:
2618 case WINED3DFMT_R8G8B8A8_UNORM:
2619 case WINED3DFMT_B5G5R5X1_UNORM:
2620 case WINED3DFMT_B5G5R5A1_UNORM:
2621 case WINED3DFMT_B5G6R5_UNORM:
2622 case WINED3DFMT_B4G4R4X4_UNORM:
2623 case WINED3DFMT_B4G4R4A4_UNORM:
2624 case WINED3DFMT_B2G3R3_UNORM:
2625 case WINED3DFMT_P8_UINT_A8_UNORM:
2626 case WINED3DFMT_P8_UINT:
2627 break;
2628 default:
2629 FIXME("Unsupported format %s.\n", debug_d3dformat(format->id));
2630 return FALSE;
2633 *redSize = count_bits(format->red_mask);
2634 *greenSize = count_bits(format->green_mask);
2635 *blueSize = count_bits(format->blue_mask);
2636 *alphaSize = count_bits(format->alpha_mask);
2637 *totalSize = *redSize + *greenSize + *blueSize + *alphaSize;
2639 TRACE("Returning red: %d, green: %d, blue: %d, alpha: %d, total: %d for format %s.\n",
2640 *redSize, *greenSize, *blueSize, *alphaSize, *totalSize, debug_d3dformat(format->id));
2641 return TRUE;
2644 /* Helper function for retrieving depth/stencil info for ChoosePixelFormat and wglChoosePixelFormatARB */
2645 BOOL getDepthStencilBits(const struct wined3d_format *format, BYTE *depthSize, BYTE *stencilSize)
2647 TRACE("format %s.\n", debug_d3dformat(format->id));
2649 switch (format->id)
2651 case WINED3DFMT_D16_LOCKABLE:
2652 case WINED3DFMT_D16_UNORM:
2653 case WINED3DFMT_S1_UINT_D15_UNORM:
2654 case WINED3DFMT_X8D24_UNORM:
2655 case WINED3DFMT_S4X4_UINT_D24_UNORM:
2656 case WINED3DFMT_D24_UNORM_S8_UINT:
2657 case WINED3DFMT_S8_UINT_D24_FLOAT:
2658 case WINED3DFMT_D32_UNORM:
2659 case WINED3DFMT_D32_FLOAT:
2660 case WINED3DFMT_INTZ:
2661 break;
2662 default:
2663 FIXME("Unsupported depth/stencil format %s.\n", debug_d3dformat(format->id));
2664 return FALSE;
2667 *depthSize = format->depth_size;
2668 *stencilSize = format->stencil_size;
2670 TRACE("Returning depthSize: %d and stencilSize: %d for format %s.\n",
2671 *depthSize, *stencilSize, debug_d3dformat(format->id));
2672 return TRUE;
2675 /* Note: It's the caller's responsibility to ensure values can be expressed
2676 * in the requested format. UNORM formats for example can only express values
2677 * in the range 0.0f -> 1.0f. */
2678 DWORD wined3d_format_convert_from_float(const struct wined3d_surface *surface, const struct wined3d_color *color)
2680 static const struct
2682 enum wined3d_format_id format_id;
2683 float r_mul;
2684 float g_mul;
2685 float b_mul;
2686 float a_mul;
2687 BYTE r_shift;
2688 BYTE g_shift;
2689 BYTE b_shift;
2690 BYTE a_shift;
2692 conv[] =
2694 {WINED3DFMT_B8G8R8A8_UNORM, 255.0f, 255.0f, 255.0f, 255.0f, 16, 8, 0, 24},
2695 {WINED3DFMT_B8G8R8X8_UNORM, 255.0f, 255.0f, 255.0f, 255.0f, 16, 8, 0, 24},
2696 {WINED3DFMT_B8G8R8_UNORM, 255.0f, 255.0f, 255.0f, 255.0f, 16, 8, 0, 24},
2697 {WINED3DFMT_B5G6R5_UNORM, 31.0f, 63.0f, 31.0f, 0.0f, 11, 5, 0, 0},
2698 {WINED3DFMT_B5G5R5A1_UNORM, 31.0f, 31.0f, 31.0f, 1.0f, 10, 5, 0, 15},
2699 {WINED3DFMT_B5G5R5X1_UNORM, 31.0f, 31.0f, 31.0f, 1.0f, 10, 5, 0, 15},
2700 {WINED3DFMT_A8_UNORM, 0.0f, 0.0f, 0.0f, 255.0f, 0, 0, 0, 0},
2701 {WINED3DFMT_B4G4R4A4_UNORM, 15.0f, 15.0f, 15.0f, 15.0f, 8, 4, 0, 12},
2702 {WINED3DFMT_B4G4R4X4_UNORM, 15.0f, 15.0f, 15.0f, 15.0f, 8, 4, 0, 12},
2703 {WINED3DFMT_B2G3R3_UNORM, 7.0f, 7.0f, 3.0f, 0.0f, 5, 2, 0, 0},
2704 {WINED3DFMT_R8G8B8A8_UNORM, 255.0f, 255.0f, 255.0f, 255.0f, 0, 8, 16, 24},
2705 {WINED3DFMT_R8G8B8X8_UNORM, 255.0f, 255.0f, 255.0f, 255.0f, 0, 8, 16, 24},
2706 {WINED3DFMT_B10G10R10A2_UNORM, 1023.0f, 1023.0f, 1023.0f, 3.0f, 20, 10, 0, 30},
2707 {WINED3DFMT_R10G10B10A2_UNORM, 1023.0f, 1023.0f, 1023.0f, 3.0f, 0, 10, 20, 30},
2709 const struct wined3d_format *format = surface->resource.format;
2710 unsigned int i;
2712 TRACE("Converting color {%.8e %.8e %.8e %.8e} to format %s.\n",
2713 color->r, color->g, color->b, color->a, debug_d3dformat(format->id));
2715 for (i = 0; i < sizeof(conv) / sizeof(*conv); ++i)
2717 DWORD ret;
2719 if (format->id != conv[i].format_id) continue;
2721 ret = ((DWORD)((color->r * conv[i].r_mul) + 0.5f)) << conv[i].r_shift;
2722 ret |= ((DWORD)((color->g * conv[i].g_mul) + 0.5f)) << conv[i].g_shift;
2723 ret |= ((DWORD)((color->b * conv[i].b_mul) + 0.5f)) << conv[i].b_shift;
2724 ret |= ((DWORD)((color->a * conv[i].a_mul) + 0.5f)) << conv[i].a_shift;
2726 TRACE("Returning 0x%08x.\n", ret);
2728 return ret;
2731 if (format->id == WINED3DFMT_P8_UINT)
2733 PALETTEENTRY *e;
2734 BYTE r, g, b, a;
2736 if (!surface->palette)
2738 WARN("Surface doesn't have a palette, returning 0.\n");
2739 return 0;
2742 r = (BYTE)((color->r * 255.0f) + 0.5f);
2743 g = (BYTE)((color->g * 255.0f) + 0.5f);
2744 b = (BYTE)((color->b * 255.0f) + 0.5f);
2745 a = (BYTE)((color->a * 255.0f) + 0.5f);
2747 e = &surface->palette->palents[a];
2748 if (e->peRed == r && e->peGreen == g && e->peBlue == b)
2749 return a;
2751 WARN("Alpha didn't match index, searching full palette.\n");
2753 for (i = 0; i < 256; ++i)
2755 e = &surface->palette->palents[i];
2756 if (e->peRed == r && e->peGreen == g && e->peBlue == b)
2757 return i;
2760 FIXME("Unable to convert color to palette index.\n");
2762 return 0;
2765 FIXME("Conversion for format %s not implemented.\n", debug_d3dformat(format->id));
2767 return 0;
2770 /* DirectDraw stuff */
2771 enum wined3d_format_id pixelformat_for_depth(DWORD depth)
2773 switch (depth)
2775 case 8: return WINED3DFMT_P8_UINT;
2776 case 15: return WINED3DFMT_B5G5R5X1_UNORM;
2777 case 16: return WINED3DFMT_B5G6R5_UNORM;
2778 case 24: return WINED3DFMT_B8G8R8X8_UNORM; /* Robots needs 24bit to be WINED3DFMT_B8G8R8X8_UNORM */
2779 case 32: return WINED3DFMT_B8G8R8X8_UNORM; /* EVE online and the Fur demo need 32bit AdapterDisplayMode to return WINED3DFMT_B8G8R8X8_UNORM */
2780 default: return WINED3DFMT_UNKNOWN;
2784 void multiply_matrix(struct wined3d_matrix *dest, const struct wined3d_matrix *src1,
2785 const struct wined3d_matrix *src2)
2787 struct wined3d_matrix temp;
2789 /* Now do the multiplication 'by hand'.
2790 I know that all this could be optimised, but this will be done later :-) */
2791 temp.u.s._11 = (src1->u.s._11 * src2->u.s._11) + (src1->u.s._21 * src2->u.s._12) + (src1->u.s._31 * src2->u.s._13) + (src1->u.s._41 * src2->u.s._14);
2792 temp.u.s._21 = (src1->u.s._11 * src2->u.s._21) + (src1->u.s._21 * src2->u.s._22) + (src1->u.s._31 * src2->u.s._23) + (src1->u.s._41 * src2->u.s._24);
2793 temp.u.s._31 = (src1->u.s._11 * src2->u.s._31) + (src1->u.s._21 * src2->u.s._32) + (src1->u.s._31 * src2->u.s._33) + (src1->u.s._41 * src2->u.s._34);
2794 temp.u.s._41 = (src1->u.s._11 * src2->u.s._41) + (src1->u.s._21 * src2->u.s._42) + (src1->u.s._31 * src2->u.s._43) + (src1->u.s._41 * src2->u.s._44);
2796 temp.u.s._12 = (src1->u.s._12 * src2->u.s._11) + (src1->u.s._22 * src2->u.s._12) + (src1->u.s._32 * src2->u.s._13) + (src1->u.s._42 * src2->u.s._14);
2797 temp.u.s._22 = (src1->u.s._12 * src2->u.s._21) + (src1->u.s._22 * src2->u.s._22) + (src1->u.s._32 * src2->u.s._23) + (src1->u.s._42 * src2->u.s._24);
2798 temp.u.s._32 = (src1->u.s._12 * src2->u.s._31) + (src1->u.s._22 * src2->u.s._32) + (src1->u.s._32 * src2->u.s._33) + (src1->u.s._42 * src2->u.s._34);
2799 temp.u.s._42 = (src1->u.s._12 * src2->u.s._41) + (src1->u.s._22 * src2->u.s._42) + (src1->u.s._32 * src2->u.s._43) + (src1->u.s._42 * src2->u.s._44);
2801 temp.u.s._13 = (src1->u.s._13 * src2->u.s._11) + (src1->u.s._23 * src2->u.s._12) + (src1->u.s._33 * src2->u.s._13) + (src1->u.s._43 * src2->u.s._14);
2802 temp.u.s._23 = (src1->u.s._13 * src2->u.s._21) + (src1->u.s._23 * src2->u.s._22) + (src1->u.s._33 * src2->u.s._23) + (src1->u.s._43 * src2->u.s._24);
2803 temp.u.s._33 = (src1->u.s._13 * src2->u.s._31) + (src1->u.s._23 * src2->u.s._32) + (src1->u.s._33 * src2->u.s._33) + (src1->u.s._43 * src2->u.s._34);
2804 temp.u.s._43 = (src1->u.s._13 * src2->u.s._41) + (src1->u.s._23 * src2->u.s._42) + (src1->u.s._33 * src2->u.s._43) + (src1->u.s._43 * src2->u.s._44);
2806 temp.u.s._14 = (src1->u.s._14 * src2->u.s._11) + (src1->u.s._24 * src2->u.s._12) + (src1->u.s._34 * src2->u.s._13) + (src1->u.s._44 * src2->u.s._14);
2807 temp.u.s._24 = (src1->u.s._14 * src2->u.s._21) + (src1->u.s._24 * src2->u.s._22) + (src1->u.s._34 * src2->u.s._23) + (src1->u.s._44 * src2->u.s._24);
2808 temp.u.s._34 = (src1->u.s._14 * src2->u.s._31) + (src1->u.s._24 * src2->u.s._32) + (src1->u.s._34 * src2->u.s._33) + (src1->u.s._44 * src2->u.s._34);
2809 temp.u.s._44 = (src1->u.s._14 * src2->u.s._41) + (src1->u.s._24 * src2->u.s._42) + (src1->u.s._34 * src2->u.s._43) + (src1->u.s._44 * src2->u.s._44);
2811 /* And copy the new matrix in the good storage.. */
2812 memcpy(dest, &temp, 16 * sizeof(float));
2815 DWORD get_flexible_vertex_size(DWORD d3dvtVertexType) {
2816 DWORD size = 0;
2817 int i;
2818 int numTextures = (d3dvtVertexType & WINED3DFVF_TEXCOUNT_MASK) >> WINED3DFVF_TEXCOUNT_SHIFT;
2820 if (d3dvtVertexType & WINED3DFVF_NORMAL) size += 3 * sizeof(float);
2821 if (d3dvtVertexType & WINED3DFVF_DIFFUSE) size += sizeof(DWORD);
2822 if (d3dvtVertexType & WINED3DFVF_SPECULAR) size += sizeof(DWORD);
2823 if (d3dvtVertexType & WINED3DFVF_PSIZE) size += sizeof(DWORD);
2824 switch (d3dvtVertexType & WINED3DFVF_POSITION_MASK) {
2825 case WINED3DFVF_XYZ: size += 3 * sizeof(float); break;
2826 case WINED3DFVF_XYZRHW: size += 4 * sizeof(float); break;
2827 case WINED3DFVF_XYZB1: size += 4 * sizeof(float); break;
2828 case WINED3DFVF_XYZB2: size += 5 * sizeof(float); break;
2829 case WINED3DFVF_XYZB3: size += 6 * sizeof(float); break;
2830 case WINED3DFVF_XYZB4: size += 7 * sizeof(float); break;
2831 case WINED3DFVF_XYZB5: size += 8 * sizeof(float); break;
2832 case WINED3DFVF_XYZW: size += 4 * sizeof(float); break;
2833 default: ERR("Unexpected position mask\n");
2835 for (i = 0; i < numTextures; i++) {
2836 size += GET_TEXCOORD_SIZE_FROM_FVF(d3dvtVertexType, i) * sizeof(float);
2839 return size;
2842 void gen_ffp_frag_op(const struct wined3d_device *device, const struct wined3d_state *state,
2843 struct ffp_frag_settings *settings, BOOL ignore_textype)
2845 #define ARG1 0x01
2846 #define ARG2 0x02
2847 #define ARG0 0x04
2848 static const unsigned char args[WINED3DTOP_LERP + 1] = {
2849 /* undefined */ 0,
2850 /* D3DTOP_DISABLE */ 0,
2851 /* D3DTOP_SELECTARG1 */ ARG1,
2852 /* D3DTOP_SELECTARG2 */ ARG2,
2853 /* D3DTOP_MODULATE */ ARG1 | ARG2,
2854 /* D3DTOP_MODULATE2X */ ARG1 | ARG2,
2855 /* D3DTOP_MODULATE4X */ ARG1 | ARG2,
2856 /* D3DTOP_ADD */ ARG1 | ARG2,
2857 /* D3DTOP_ADDSIGNED */ ARG1 | ARG2,
2858 /* D3DTOP_ADDSIGNED2X */ ARG1 | ARG2,
2859 /* D3DTOP_SUBTRACT */ ARG1 | ARG2,
2860 /* D3DTOP_ADDSMOOTH */ ARG1 | ARG2,
2861 /* D3DTOP_BLENDDIFFUSEALPHA */ ARG1 | ARG2,
2862 /* D3DTOP_BLENDTEXTUREALPHA */ ARG1 | ARG2,
2863 /* D3DTOP_BLENDFACTORALPHA */ ARG1 | ARG2,
2864 /* D3DTOP_BLENDTEXTUREALPHAPM */ ARG1 | ARG2,
2865 /* D3DTOP_BLENDCURRENTALPHA */ ARG1 | ARG2,
2866 /* D3DTOP_PREMODULATE */ ARG1 | ARG2,
2867 /* D3DTOP_MODULATEALPHA_ADDCOLOR */ ARG1 | ARG2,
2868 /* D3DTOP_MODULATECOLOR_ADDALPHA */ ARG1 | ARG2,
2869 /* D3DTOP_MODULATEINVALPHA_ADDCOLOR */ ARG1 | ARG2,
2870 /* D3DTOP_MODULATEINVCOLOR_ADDALPHA */ ARG1 | ARG2,
2871 /* D3DTOP_BUMPENVMAP */ ARG1 | ARG2,
2872 /* D3DTOP_BUMPENVMAPLUMINANCE */ ARG1 | ARG2,
2873 /* D3DTOP_DOTPRODUCT3 */ ARG1 | ARG2,
2874 /* D3DTOP_MULTIPLYADD */ ARG1 | ARG2 | ARG0,
2875 /* D3DTOP_LERP */ ARG1 | ARG2 | ARG0
2877 unsigned int i;
2878 DWORD ttff;
2879 DWORD cop, aop, carg0, carg1, carg2, aarg0, aarg1, aarg2;
2880 const struct wined3d_surface *rt = state->fb->render_targets[0];
2881 const struct wined3d_gl_info *gl_info = &device->adapter->gl_info;
2883 for (i = 0; i < gl_info->limits.texture_stages; ++i)
2885 const struct wined3d_texture *texture;
2887 settings->op[i].padding = 0;
2888 if (state->texture_states[i][WINED3DTSS_COLOROP] == WINED3DTOP_DISABLE)
2890 settings->op[i].cop = WINED3DTOP_DISABLE;
2891 settings->op[i].aop = WINED3DTOP_DISABLE;
2892 settings->op[i].carg0 = settings->op[i].carg1 = settings->op[i].carg2 = ARG_UNUSED;
2893 settings->op[i].aarg0 = settings->op[i].aarg1 = settings->op[i].aarg2 = ARG_UNUSED;
2894 settings->op[i].color_fixup = COLOR_FIXUP_IDENTITY;
2895 settings->op[i].dst = resultreg;
2896 settings->op[i].tex_type = tex_1d;
2897 settings->op[i].projected = proj_none;
2898 i++;
2899 break;
2902 if ((texture = state->textures[i]))
2904 settings->op[i].color_fixup = texture->resource.format->color_fixup;
2905 if (ignore_textype)
2907 settings->op[i].tex_type = tex_1d;
2909 else
2911 switch (texture->target)
2913 case GL_TEXTURE_1D:
2914 settings->op[i].tex_type = tex_1d;
2915 break;
2916 case GL_TEXTURE_2D:
2917 settings->op[i].tex_type = tex_2d;
2918 break;
2919 case GL_TEXTURE_3D:
2920 settings->op[i].tex_type = tex_3d;
2921 break;
2922 case GL_TEXTURE_CUBE_MAP_ARB:
2923 settings->op[i].tex_type = tex_cube;
2924 break;
2925 case GL_TEXTURE_RECTANGLE_ARB:
2926 settings->op[i].tex_type = tex_rect;
2927 break;
2930 } else {
2931 settings->op[i].color_fixup = COLOR_FIXUP_IDENTITY;
2932 settings->op[i].tex_type = tex_1d;
2935 cop = state->texture_states[i][WINED3DTSS_COLOROP];
2936 aop = state->texture_states[i][WINED3DTSS_ALPHAOP];
2938 carg1 = (args[cop] & ARG1) ? state->texture_states[i][WINED3DTSS_COLORARG1] : ARG_UNUSED;
2939 carg2 = (args[cop] & ARG2) ? state->texture_states[i][WINED3DTSS_COLORARG2] : ARG_UNUSED;
2940 carg0 = (args[cop] & ARG0) ? state->texture_states[i][WINED3DTSS_COLORARG0] : ARG_UNUSED;
2942 if (is_invalid_op(state, i, cop, carg1, carg2, carg0))
2944 carg0 = ARG_UNUSED;
2945 carg2 = ARG_UNUSED;
2946 carg1 = WINED3DTA_CURRENT;
2947 cop = WINED3DTOP_SELECTARG1;
2950 if(cop == WINED3DTOP_DOTPRODUCT3) {
2951 /* A dotproduct3 on the colorop overwrites the alphaop operation and replicates
2952 * the color result to the alpha component of the destination
2954 aop = cop;
2955 aarg1 = carg1;
2956 aarg2 = carg2;
2957 aarg0 = carg0;
2959 else
2961 aarg1 = (args[aop] & ARG1) ? state->texture_states[i][WINED3DTSS_ALPHAARG1] : ARG_UNUSED;
2962 aarg2 = (args[aop] & ARG2) ? state->texture_states[i][WINED3DTSS_ALPHAARG2] : ARG_UNUSED;
2963 aarg0 = (args[aop] & ARG0) ? state->texture_states[i][WINED3DTSS_ALPHAARG0] : ARG_UNUSED;
2966 if (!i && state->textures[0] && state->render_states[WINED3D_RS_COLORKEYENABLE])
2968 GLenum texture_dimensions;
2970 texture = state->textures[0];
2971 texture_dimensions = texture->target;
2973 if (texture_dimensions == GL_TEXTURE_2D || texture_dimensions == GL_TEXTURE_RECTANGLE_ARB)
2975 struct wined3d_surface *surf = surface_from_resource(texture->sub_resources[0]);
2977 if (surf->CKeyFlags & WINEDDSD_CKSRCBLT && !surf->resource.format->alpha_mask)
2979 if (aop == WINED3DTOP_DISABLE)
2981 aarg1 = WINED3DTA_TEXTURE;
2982 aop = WINED3DTOP_SELECTARG1;
2984 else if (aop == WINED3DTOP_SELECTARG1 && aarg1 != WINED3DTA_TEXTURE)
2986 if (state->render_states[WINED3D_RS_ALPHABLENDENABLE])
2988 aarg2 = WINED3DTA_TEXTURE;
2989 aop = WINED3DTOP_MODULATE;
2991 else aarg1 = WINED3DTA_TEXTURE;
2993 else if (aop == WINED3DTOP_SELECTARG2 && aarg2 != WINED3DTA_TEXTURE)
2995 if (state->render_states[WINED3D_RS_ALPHABLENDENABLE])
2997 aarg1 = WINED3DTA_TEXTURE;
2998 aop = WINED3DTOP_MODULATE;
3000 else aarg2 = WINED3DTA_TEXTURE;
3006 if (is_invalid_op(state, i, aop, aarg1, aarg2, aarg0))
3008 aarg0 = ARG_UNUSED;
3009 aarg2 = ARG_UNUSED;
3010 aarg1 = WINED3DTA_CURRENT;
3011 aop = WINED3DTOP_SELECTARG1;
3014 if (carg1 == WINED3DTA_TEXTURE || carg2 == WINED3DTA_TEXTURE || carg0 == WINED3DTA_TEXTURE
3015 || aarg1 == WINED3DTA_TEXTURE || aarg2 == WINED3DTA_TEXTURE || aarg0 == WINED3DTA_TEXTURE)
3017 ttff = state->texture_states[i][WINED3DTSS_TEXTURETRANSFORMFLAGS];
3018 if (ttff == (WINED3DTTFF_PROJECTED | WINED3DTTFF_COUNT3))
3019 settings->op[i].projected = proj_count3;
3020 else if (ttff & WINED3DTTFF_PROJECTED)
3021 settings->op[i].projected = proj_count4;
3022 else
3023 settings->op[i].projected = proj_none;
3025 else
3027 settings->op[i].projected = proj_none;
3030 settings->op[i].cop = cop;
3031 settings->op[i].aop = aop;
3032 settings->op[i].carg0 = carg0;
3033 settings->op[i].carg1 = carg1;
3034 settings->op[i].carg2 = carg2;
3035 settings->op[i].aarg0 = aarg0;
3036 settings->op[i].aarg1 = aarg1;
3037 settings->op[i].aarg2 = aarg2;
3039 if (state->texture_states[i][WINED3DTSS_RESULTARG] == WINED3DTA_TEMP)
3040 settings->op[i].dst = tempreg;
3041 else
3042 settings->op[i].dst = resultreg;
3045 /* Clear unsupported stages */
3046 for(; i < MAX_TEXTURES; i++) {
3047 memset(&settings->op[i], 0xff, sizeof(settings->op[i]));
3050 if (!state->render_states[WINED3D_RS_FOGENABLE])
3052 settings->fog = FOG_OFF;
3054 else if (state->render_states[WINED3D_RS_FOGTABLEMODE] == WINED3D_FOG_NONE)
3056 if (use_vs(state) || state->vertex_declaration->position_transformed)
3058 settings->fog = FOG_LINEAR;
3060 else
3062 switch (state->render_states[WINED3D_RS_FOGVERTEXMODE])
3064 case WINED3D_FOG_NONE:
3065 case WINED3D_FOG_LINEAR:
3066 settings->fog = FOG_LINEAR;
3067 break;
3068 case WINED3D_FOG_EXP:
3069 settings->fog = FOG_EXP;
3070 break;
3071 case WINED3D_FOG_EXP2:
3072 settings->fog = FOG_EXP2;
3073 break;
3077 else
3079 switch (state->render_states[WINED3D_RS_FOGTABLEMODE])
3081 case WINED3D_FOG_LINEAR:
3082 settings->fog = FOG_LINEAR;
3083 break;
3084 case WINED3D_FOG_EXP:
3085 settings->fog = FOG_EXP;
3086 break;
3087 case WINED3D_FOG_EXP2:
3088 settings->fog = FOG_EXP2;
3089 break;
3092 if (state->render_states[WINED3D_RS_SRGBWRITEENABLE]
3093 && rt->resource.format->flags & WINED3DFMT_FLAG_SRGB_WRITE)
3095 settings->sRGB_write = 1;
3096 } else {
3097 settings->sRGB_write = 0;
3099 if (device->vs_clipping || !use_vs(state) || !state->render_states[WINED3D_RS_CLIPPING]
3100 || !state->render_states[WINED3D_RS_CLIPPLANEENABLE])
3102 /* No need to emulate clipplanes if GL supports native vertex shader clipping or if
3103 * the fixed function vertex pipeline is used(which always supports clipplanes), or
3104 * if no clipplane is enabled
3106 settings->emul_clipplanes = 0;
3107 } else {
3108 settings->emul_clipplanes = 1;
3112 const struct ffp_frag_desc *find_ffp_frag_shader(const struct wine_rb_tree *fragment_shaders,
3113 const struct ffp_frag_settings *settings)
3115 struct wine_rb_entry *entry = wine_rb_get(fragment_shaders, settings);
3116 return entry ? WINE_RB_ENTRY_VALUE(entry, struct ffp_frag_desc, entry) : NULL;
3119 void add_ffp_frag_shader(struct wine_rb_tree *shaders, struct ffp_frag_desc *desc)
3121 /* Note that the key is the implementation independent part of the ffp_frag_desc structure,
3122 * whereas desc points to an extended structure with implementation specific parts. */
3123 if (wine_rb_put(shaders, &desc->settings, &desc->entry) == -1)
3125 ERR("Failed to insert ffp frag shader.\n");
3129 /* Activates the texture dimension according to the bound D3D texture.
3130 * Does not care for the colorop or correct gl texture unit(when using nvrc)
3131 * Requires the caller to activate the correct unit before
3133 /* GL locking is done by the caller (state handler) */
3134 void texture_activate_dimensions(const struct wined3d_texture *texture, const struct wined3d_gl_info *gl_info)
3136 if (texture)
3138 switch (texture->target)
3140 case GL_TEXTURE_2D:
3141 glDisable(GL_TEXTURE_3D);
3142 checkGLcall("glDisable(GL_TEXTURE_3D)");
3143 if (gl_info->supported[ARB_TEXTURE_CUBE_MAP])
3145 glDisable(GL_TEXTURE_CUBE_MAP_ARB);
3146 checkGLcall("glDisable(GL_TEXTURE_CUBE_MAP_ARB)");
3148 if (gl_info->supported[ARB_TEXTURE_RECTANGLE])
3150 glDisable(GL_TEXTURE_RECTANGLE_ARB);
3151 checkGLcall("glDisable(GL_TEXTURE_RECTANGLE_ARB)");
3153 glEnable(GL_TEXTURE_2D);
3154 checkGLcall("glEnable(GL_TEXTURE_2D)");
3155 break;
3156 case GL_TEXTURE_RECTANGLE_ARB:
3157 glDisable(GL_TEXTURE_2D);
3158 checkGLcall("glDisable(GL_TEXTURE_2D)");
3159 glDisable(GL_TEXTURE_3D);
3160 checkGLcall("glDisable(GL_TEXTURE_3D)");
3161 if (gl_info->supported[ARB_TEXTURE_CUBE_MAP])
3163 glDisable(GL_TEXTURE_CUBE_MAP_ARB);
3164 checkGLcall("glDisable(GL_TEXTURE_CUBE_MAP_ARB)");
3166 glEnable(GL_TEXTURE_RECTANGLE_ARB);
3167 checkGLcall("glEnable(GL_TEXTURE_RECTANGLE_ARB)");
3168 break;
3169 case GL_TEXTURE_3D:
3170 if (gl_info->supported[ARB_TEXTURE_CUBE_MAP])
3172 glDisable(GL_TEXTURE_CUBE_MAP_ARB);
3173 checkGLcall("glDisable(GL_TEXTURE_CUBE_MAP_ARB)");
3175 if (gl_info->supported[ARB_TEXTURE_RECTANGLE])
3177 glDisable(GL_TEXTURE_RECTANGLE_ARB);
3178 checkGLcall("glDisable(GL_TEXTURE_RECTANGLE_ARB)");
3180 glDisable(GL_TEXTURE_2D);
3181 checkGLcall("glDisable(GL_TEXTURE_2D)");
3182 glEnable(GL_TEXTURE_3D);
3183 checkGLcall("glEnable(GL_TEXTURE_3D)");
3184 break;
3185 case GL_TEXTURE_CUBE_MAP_ARB:
3186 glDisable(GL_TEXTURE_2D);
3187 checkGLcall("glDisable(GL_TEXTURE_2D)");
3188 glDisable(GL_TEXTURE_3D);
3189 checkGLcall("glDisable(GL_TEXTURE_3D)");
3190 if (gl_info->supported[ARB_TEXTURE_RECTANGLE])
3192 glDisable(GL_TEXTURE_RECTANGLE_ARB);
3193 checkGLcall("glDisable(GL_TEXTURE_RECTANGLE_ARB)");
3195 glEnable(GL_TEXTURE_CUBE_MAP_ARB);
3196 checkGLcall("glEnable(GL_TEXTURE_CUBE_MAP_ARB)");
3197 break;
3199 } else {
3200 glEnable(GL_TEXTURE_2D);
3201 checkGLcall("glEnable(GL_TEXTURE_2D)");
3202 glDisable(GL_TEXTURE_3D);
3203 checkGLcall("glDisable(GL_TEXTURE_3D)");
3204 if (gl_info->supported[ARB_TEXTURE_CUBE_MAP])
3206 glDisable(GL_TEXTURE_CUBE_MAP_ARB);
3207 checkGLcall("glDisable(GL_TEXTURE_CUBE_MAP_ARB)");
3209 if (gl_info->supported[ARB_TEXTURE_RECTANGLE])
3211 glDisable(GL_TEXTURE_RECTANGLE_ARB);
3212 checkGLcall("glDisable(GL_TEXTURE_RECTANGLE_ARB)");
3214 /* Binding textures is done by samplers. A dummy texture will be bound */
3218 /* GL locking is done by the caller (state handler) */
3219 void sampler_texdim(struct wined3d_context *context, const struct wined3d_state *state, DWORD state_id)
3221 DWORD sampler = state_id - STATE_SAMPLER(0);
3222 DWORD mapped_stage = context->swapchain->device->texUnitMap[sampler];
3224 /* No need to enable / disable anything here for unused samplers. The
3225 * tex_colorop handler takes care. Also no action is needed with pixel
3226 * shaders, or if tex_colorop will take care of this business. */
3227 if (mapped_stage == WINED3D_UNMAPPED_STAGE || mapped_stage >= context->gl_info->limits.textures)
3228 return;
3229 if (sampler >= state->lowest_disabled_stage)
3230 return;
3231 if (isStateDirty(context, STATE_TEXTURESTAGE(sampler, WINED3DTSS_COLOROP)))
3232 return;
3234 texture_activate_dimensions(state->textures[sampler], context->gl_info);
3237 void *wined3d_rb_alloc(size_t size)
3239 return HeapAlloc(GetProcessHeap(), 0, size);
3242 void *wined3d_rb_realloc(void *ptr, size_t size)
3244 return HeapReAlloc(GetProcessHeap(), 0, ptr, size);
3247 void wined3d_rb_free(void *ptr)
3249 HeapFree(GetProcessHeap(), 0, ptr);
3252 static int ffp_frag_program_key_compare(const void *key, const struct wine_rb_entry *entry)
3254 const struct ffp_frag_settings *ka = key;
3255 const struct ffp_frag_settings *kb = &WINE_RB_ENTRY_VALUE(entry, const struct ffp_frag_desc, entry)->settings;
3257 return memcmp(ka, kb, sizeof(*ka));
3260 const struct wine_rb_functions wined3d_ffp_frag_program_rb_functions =
3262 wined3d_rb_alloc,
3263 wined3d_rb_realloc,
3264 wined3d_rb_free,
3265 ffp_frag_program_key_compare,
3268 UINT wined3d_log2i(UINT32 x)
3270 static const UINT l[] =
3272 ~0U, 0, 1, 1, 2, 2, 2, 2, 3, 3, 3, 3, 3, 3, 3, 3,
3273 4, 4, 4, 4, 4, 4, 4, 4, 4, 4, 4, 4, 4, 4, 4, 4,
3274 5, 5, 5, 5, 5, 5, 5, 5, 5, 5, 5, 5, 5, 5, 5, 5,
3275 5, 5, 5, 5, 5, 5, 5, 5, 5, 5, 5, 5, 5, 5, 5, 5,
3276 6, 6, 6, 6, 6, 6, 6, 6, 6, 6, 6, 6, 6, 6, 6, 6,
3277 6, 6, 6, 6, 6, 6, 6, 6, 6, 6, 6, 6, 6, 6, 6, 6,
3278 6, 6, 6, 6, 6, 6, 6, 6, 6, 6, 6, 6, 6, 6, 6, 6,
3279 6, 6, 6, 6, 6, 6, 6, 6, 6, 6, 6, 6, 6, 6, 6, 6,
3280 7, 7, 7, 7, 7, 7, 7, 7, 7, 7, 7, 7, 7, 7, 7, 7,
3281 7, 7, 7, 7, 7, 7, 7, 7, 7, 7, 7, 7, 7, 7, 7, 7,
3282 7, 7, 7, 7, 7, 7, 7, 7, 7, 7, 7, 7, 7, 7, 7, 7,
3283 7, 7, 7, 7, 7, 7, 7, 7, 7, 7, 7, 7, 7, 7, 7, 7,
3284 7, 7, 7, 7, 7, 7, 7, 7, 7, 7, 7, 7, 7, 7, 7, 7,
3285 7, 7, 7, 7, 7, 7, 7, 7, 7, 7, 7, 7, 7, 7, 7, 7,
3286 7, 7, 7, 7, 7, 7, 7, 7, 7, 7, 7, 7, 7, 7, 7, 7,
3287 7, 7, 7, 7, 7, 7, 7, 7, 7, 7, 7, 7, 7, 7, 7, 7,
3289 UINT32 i;
3291 return (i = x >> 16) ? (x = i >> 8) ? l[x] + 24 : l[i] + 16 : (i = x >> 8) ? l[i] + 8 : l[x];
3294 /* Set the shader type for this device, depending on the given capabilities
3295 * and the user preferences in wined3d_settings. */
3296 void select_shader_mode(const struct wined3d_gl_info *gl_info, int *ps_selected, int *vs_selected)
3298 BOOL glsl = wined3d_settings.glslRequested && gl_info->glsl_version >= MAKEDWORD_VERSION(1, 20);
3300 if (wined3d_settings.vs_mode == VS_NONE) *vs_selected = SHADER_NONE;
3301 else if (gl_info->supported[ARB_VERTEX_SHADER] && glsl)
3303 /* Geforce4 cards support GLSL but for vertex shaders only. Further its reported GLSL caps are
3304 * wrong. This combined with the fact that glsl won't offer more features or performance, use ARB
3305 * shaders only on this card. */
3306 if (gl_info->supported[NV_VERTEX_PROGRAM] && !gl_info->supported[NV_VERTEX_PROGRAM2]) *vs_selected = SHADER_ARB;
3307 else *vs_selected = SHADER_GLSL;
3309 else if (gl_info->supported[ARB_VERTEX_PROGRAM]) *vs_selected = SHADER_ARB;
3310 else *vs_selected = SHADER_NONE;
3312 if (wined3d_settings.ps_mode == PS_NONE) *ps_selected = SHADER_NONE;
3313 else if (gl_info->supported[ARB_FRAGMENT_SHADER] && glsl) *ps_selected = SHADER_GLSL;
3314 else if (gl_info->supported[ARB_FRAGMENT_PROGRAM]) *ps_selected = SHADER_ARB;
3315 else if (gl_info->supported[ATI_FRAGMENT_SHADER]) *ps_selected = SHADER_ATI;
3316 else *ps_selected = SHADER_NONE;
3319 const struct blit_shader *wined3d_select_blitter(const struct wined3d_gl_info *gl_info, enum wined3d_blit_op blit_op,
3320 const RECT *src_rect, DWORD src_usage, WINED3DPOOL src_pool, const struct wined3d_format *src_format,
3321 const RECT *dst_rect, DWORD dst_usage, WINED3DPOOL dst_pool, const struct wined3d_format *dst_format)
3323 static const struct blit_shader * const blitters[] =
3325 &arbfp_blit,
3326 &ffp_blit,
3327 &cpu_blit,
3329 unsigned int i;
3331 for (i = 0; i < sizeof(blitters) / sizeof(*blitters); ++i)
3333 if (blitters[i]->blit_supported(gl_info, blit_op,
3334 src_rect, src_usage, src_pool, src_format,
3335 dst_rect, dst_usage, dst_pool, dst_format))
3336 return blitters[i];
3339 return NULL;
3342 void wined3d_get_draw_rect(const struct wined3d_state *state, RECT *rect)
3344 const struct wined3d_viewport *vp = &state->viewport;
3346 SetRect(rect, vp->x, vp->y, vp->x + vp->width, vp->y + vp->height);
3348 if (state->render_states[WINED3D_RS_SCISSORTESTENABLE])
3349 IntersectRect(rect, rect, &state->scissor_rect);