wined3d: Unify "gl_formats_template" naming with the other format info tables.
[wine.git] / dlls / wined3d / utils.c
blob5c8747b9af9e6e9c2b661bc18b873c704a424b00
1 /*
2 * Utility functions for the WineD3D Library
4 * Copyright 2002-2004 Jason Edmeades
5 * Copyright 2003-2004 Raphael Junqueira
6 * Copyright 2004 Christian Costa
7 * Copyright 2005 Oliver Stieber
8 * Copyright 2006-2008 Henri Verbeet
9 * Copyright 2007-2008 Stefan Dösinger for CodeWeavers
10 * Copyright 2009 Henri Verbeet for CodeWeavers
12 * This library is free software; you can redistribute it and/or
13 * modify it under the terms of the GNU Lesser General Public
14 * License as published by the Free Software Foundation; either
15 * version 2.1 of the License, or (at your option) any later version.
17 * This library is distributed in the hope that it will be useful,
18 * but WITHOUT ANY WARRANTY; without even the implied warranty of
19 * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the GNU
20 * Lesser General Public License for more details.
22 * You should have received a copy of the GNU Lesser General Public
23 * License along with this library; if not, write to the Free Software
24 * Foundation, Inc., 51 Franklin St, Fifth Floor, Boston, MA 02110-1301, USA
27 #include "config.h"
28 #include "wined3d_private.h"
30 WINE_DEFAULT_DEBUG_CHANNEL(d3d);
32 struct StaticPixelFormatDesc
34 WINED3DFORMAT format;
35 DWORD alphaMask, redMask, greenMask, blueMask;
36 UINT bpp;
37 short depthSize, stencilSize;
40 /*****************************************************************************
41 * Pixel format array
43 * For the formats WINED3DFMT_A32B32G32R32F, WINED3DFMT_A16B16G16R16F,
44 * and WINED3DFMT_A16B16G16R16 do not have correct alpha masks, because the
45 * high masks do not fit into the 32 bit values needed for ddraw. It is only
46 * used for ddraw mostly, and to figure out if the format has alpha at all, so
47 * setting a mask like 0x1 for those surfaces is correct. The 64 and 128 bit
48 * formats are not usable in 2D rendering because ddraw doesn't support them.
50 static const struct StaticPixelFormatDesc formats[] =
52 /* WINED3DFORMAT alphamask redmask greenmask bluemask bpp depth stencil */
53 {WINED3DFMT_UNKNOWN, 0x0, 0x0, 0x0, 0x0, 0, 0, 0},
54 /* FourCC formats */
55 {WINED3DFMT_UYVY, 0x0, 0x0, 0x0, 0x0, 2, 0, 0},
56 {WINED3DFMT_YUY2, 0x0, 0x0, 0x0, 0x0, 2, 0, 0},
57 {WINED3DFMT_YV12, 0x0, 0x0, 0x0, 0x0, 1, 0, 0},
58 {WINED3DFMT_DXT1, 0x0, 0x0, 0x0, 0x0, 1, 0, 0},
59 {WINED3DFMT_DXT2, 0x0, 0x0, 0x0, 0x0, 1, 0, 0},
60 {WINED3DFMT_DXT3, 0x0, 0x0, 0x0, 0x0, 1, 0, 0},
61 {WINED3DFMT_DXT4, 0x0, 0x0, 0x0, 0x0, 1, 0, 0},
62 {WINED3DFMT_DXT5, 0x0, 0x0, 0x0, 0x0, 1, 0, 0},
63 {WINED3DFMT_MULTI2_ARGB8, 0x0, 0x0, 0x0, 0x0, 1/*?*/, 0, 0},
64 {WINED3DFMT_G8R8_G8B8, 0x0, 0x0, 0x0, 0x0, 1/*?*/, 0, 0},
65 {WINED3DFMT_R8G8_B8G8, 0x0, 0x0, 0x0, 0x0, 1/*?*/, 0, 0},
66 /* IEEE formats */
67 {WINED3DFMT_R32_FLOAT, 0x0, 0x0, 0x0, 0x0, 4, 0, 0},
68 {WINED3DFMT_R32G32_FLOAT, 0x0, 0x0, 0x0, 0x0, 8, 0, 0},
69 {WINED3DFMT_R32G32B32_FLOAT, 0x0, 0x0, 0x0, 0x0, 12, 0, 0},
70 {WINED3DFMT_R32G32B32A32_FLOAT, 0x1, 0x0, 0x0, 0x0, 16, 0, 0},
71 /* Hmm? */
72 {WINED3DFMT_R8G8_SNORM_Cx, 0x0, 0x0, 0x0, 0x0, 2, 0, 0},
73 /* Float */
74 {WINED3DFMT_R16_FLOAT, 0x0, 0x0, 0x0, 0x0, 2, 0, 0},
75 {WINED3DFMT_R16G16_FLOAT, 0x0, 0x0, 0x0, 0x0, 4, 0, 0},
76 {WINED3DFMT_R16G16_SINT, 0x0, 0x0, 0x0, 0x0, 4, 0, 0},
77 {WINED3DFMT_R16G16B16A16_FLOAT, 0x1, 0x0, 0x0, 0x0, 8, 0, 0},
78 {WINED3DFMT_R16G16B16A16_SINT, 0x1, 0x0, 0x0, 0x0, 8, 0, 0},
79 /* Palettized formats */
80 {WINED3DFMT_P8_UINT_A8_UNORM, 0x0000ff00, 0x0, 0x0, 0x0, 2, 0, 0},
81 {WINED3DFMT_P8_UINT, 0x0, 0x0, 0x0, 0x0, 1, 0, 0},
82 /* Standard ARGB formats. */
83 {WINED3DFMT_B8G8R8_UNORM, 0x0, 0x00ff0000, 0x0000ff00, 0x000000ff, 3, 0, 0},
84 {WINED3DFMT_B8G8R8A8_UNORM, 0xff000000, 0x00ff0000, 0x0000ff00, 0x000000ff, 4, 0, 0},
85 {WINED3DFMT_B8G8R8X8_UNORM, 0x0, 0x00ff0000, 0x0000ff00, 0x000000ff, 4, 0, 0},
86 {WINED3DFMT_B5G6R5_UNORM, 0x0, 0x0000f800, 0x000007e0, 0x0000001f, 2, 0, 0},
87 {WINED3DFMT_B5G5R5X1_UNORM, 0x0, 0x00007c00, 0x000003e0, 0x0000001f, 2, 0, 0},
88 {WINED3DFMT_B5G5R5A1_UNORM, 0x00008000, 0x00007c00, 0x000003e0, 0x0000001f, 2, 0, 0},
89 {WINED3DFMT_B4G4R4A4_UNORM, 0x0000f000, 0x00000f00, 0x000000f0, 0x0000000f, 2, 0, 0},
90 {WINED3DFMT_B2G3R3_UNORM, 0x0, 0x000000e0, 0x0000001c, 0x00000003, 1, 0, 0},
91 {WINED3DFMT_A8_UNORM, 0x000000ff, 0x0, 0x0, 0x0, 1, 0, 0},
92 {WINED3DFMT_B2G3R3A8_UNORM, 0x0000ff00, 0x000000e0, 0x0000001c, 0x00000003, 2, 0, 0},
93 {WINED3DFMT_B4G4R4X4_UNORM, 0x0, 0x00000f00, 0x000000f0, 0x0000000f, 2, 0, 0},
94 {WINED3DFMT_R10G10B10A2_UNORM, 0xc0000000, 0x000003ff, 0x000ffc00, 0x3ff00000, 4, 0, 0},
95 {WINED3DFMT_R10G10B10A2_UINT, 0xc0000000, 0x000003ff, 0x000ffc00, 0x3ff00000, 4, 0, 0},
96 {WINED3DFMT_R10G10B10A2_SNORM, 0xc0000000, 0x000003ff, 0x000ffc00, 0x3ff00000, 4, 0, 0},
97 {WINED3DFMT_R8G8B8A8_UNORM, 0xff000000, 0x000000ff, 0x0000ff00, 0x00ff0000, 4, 0, 0},
98 {WINED3DFMT_R8G8B8A8_UINT, 0xff000000, 0x000000ff, 0x0000ff00, 0x00ff0000, 4, 0, 0},
99 {WINED3DFMT_R8G8B8X8_UNORM, 0x0, 0x000000ff, 0x0000ff00, 0x00ff0000, 4, 0, 0},
100 {WINED3DFMT_R16G16_UNORM, 0x0, 0x0000ffff, 0xffff0000, 0x0, 4, 0, 0},
101 {WINED3DFMT_B10G10R10A2_UNORM, 0xc0000000, 0x3ff00000, 0x000ffc00, 0x000003ff, 4, 0, 0},
102 {WINED3DFMT_R16G16B16A16_UNORM, 0x1, 0x0000ffff, 0xffff0000, 0x0, 8, 0, 0},
103 /* Luminance */
104 {WINED3DFMT_L8_UNORM, 0x0, 0x0, 0x0, 0x0, 1, 0, 0},
105 {WINED3DFMT_L8A8_UNORM, 0x0000ff00, 0x0, 0x0, 0x0, 2, 0, 0},
106 {WINED3DFMT_L4A4_UNORM, 0x000000f0, 0x0, 0x0, 0x0, 1, 0, 0},
107 {WINED3DFMT_L16_UNORM, 0x0, 0x0, 0x0, 0x0, 2, 16, 0},
108 /* Bump mapping stuff */
109 {WINED3DFMT_R8G8_SNORM, 0x0, 0x0, 0x0, 0x0, 2, 0, 0},
110 {WINED3DFMT_R5G5_SNORM_L6_UNORM, 0x0, 0x0, 0x0, 0x0, 2, 0, 0},
111 {WINED3DFMT_R8G8_SNORM_L8X8_UNORM, 0x0, 0x0, 0x0, 0x0, 4, 0, 0},
112 {WINED3DFMT_R8G8B8A8_SNORM, 0x0, 0x0, 0x0, 0x0, 4, 0, 0},
113 {WINED3DFMT_R16G16_SNORM, 0x0, 0x0, 0x0, 0x0, 4, 0, 0},
114 {WINED3DFMT_R10G11B11_SNORM, 0x0, 0x0, 0x0, 0x0, 4, 0, 0},
115 {WINED3DFMT_R10G10B10_SNORM_A2_UNORM, 0xb0000000, 0x0, 0x0, 0x0, 4, 0, 0},
116 /* Depth stencil formats */
117 {WINED3DFMT_D16_LOCKABLE, 0x0, 0x0, 0x0, 0x0, 2, 16, 0},
118 {WINED3DFMT_D32_UNORM, 0x0, 0x0, 0x0, 0x0, 4, 32, 0},
119 {WINED3DFMT_S1_UINT_D15_UNORM, 0x0, 0x0, 0x0, 0x0, 2, 15, 1},
120 {WINED3DFMT_D24_UNORM_S8_UINT, 0x0, 0x0, 0x0, 0x0, 4, 24, 8},
121 {WINED3DFMT_X8D24_UNORM, 0x0, 0x0, 0x0, 0x0, 4, 24, 0},
122 {WINED3DFMT_S4X4_UINT_D24_UNORM, 0x0, 0x0, 0x0, 0x0, 4, 24, 4},
123 {WINED3DFMT_D16_UNORM, 0x0, 0x0, 0x0, 0x0, 2, 16, 0},
124 {WINED3DFMT_D32_FLOAT, 0x0, 0x0, 0x0, 0x0, 4, 32, 0},
125 {WINED3DFMT_S8_UINT_D24_FLOAT, 0x0, 0x0, 0x0, 0x0, 4, 24, 8},
126 {WINED3DFMT_VERTEXDATA, 0x0, 0x0, 0x0, 0x0, 0, 0, 0},
127 {WINED3DFMT_R16_UINT, 0x0, 0x0, 0x0, 0x0, 2, 0, 0},
128 {WINED3DFMT_R32_UINT, 0x0, 0x0, 0x0, 0x0, 4, 0, 0},
129 {WINED3DFMT_R16G16B16A16_SNORM, 0x0, 0x0, 0x0, 0x0, 8, 0, 0},
130 /* Vendor-specific formats */
131 {WINED3DFMT_ATI2N, 0x0, 0x0, 0x0, 0x0, 1, 0, 0},
132 {WINED3DFMT_NVHU, 0x0, 0x0, 0x0, 0x0, 2, 0, 0},
133 {WINED3DFMT_NVHS, 0x0, 0x0, 0x0, 0x0, 2, 0, 0},
136 struct wined3d_format_base_flags
138 WINED3DFORMAT format;
139 DWORD flags;
142 static const struct wined3d_format_base_flags format_base_flags[] =
144 {WINED3DFMT_UYVY, WINED3DFMT_FLAG_FOURCC},
145 {WINED3DFMT_YUY2, WINED3DFMT_FLAG_FOURCC},
146 {WINED3DFMT_YV12, WINED3DFMT_FLAG_FOURCC},
147 {WINED3DFMT_DXT1, WINED3DFMT_FLAG_FOURCC},
148 {WINED3DFMT_DXT2, WINED3DFMT_FLAG_FOURCC},
149 {WINED3DFMT_DXT3, WINED3DFMT_FLAG_FOURCC},
150 {WINED3DFMT_DXT4, WINED3DFMT_FLAG_FOURCC},
151 {WINED3DFMT_DXT5, WINED3DFMT_FLAG_FOURCC},
152 {WINED3DFMT_MULTI2_ARGB8, WINED3DFMT_FLAG_FOURCC},
153 {WINED3DFMT_G8R8_G8B8, WINED3DFMT_FLAG_FOURCC},
154 {WINED3DFMT_R8G8_B8G8, WINED3DFMT_FLAG_FOURCC},
155 {WINED3DFMT_P8_UINT, WINED3DFMT_FLAG_GETDC},
156 {WINED3DFMT_B8G8R8_UNORM, WINED3DFMT_FLAG_GETDC},
157 {WINED3DFMT_B8G8R8A8_UNORM, WINED3DFMT_FLAG_GETDC},
158 {WINED3DFMT_B8G8R8X8_UNORM, WINED3DFMT_FLAG_GETDC},
159 {WINED3DFMT_B5G6R5_UNORM, WINED3DFMT_FLAG_GETDC},
160 {WINED3DFMT_B5G5R5X1_UNORM, WINED3DFMT_FLAG_GETDC},
161 {WINED3DFMT_B5G5R5A1_UNORM, WINED3DFMT_FLAG_GETDC},
162 {WINED3DFMT_B4G4R4A4_UNORM, WINED3DFMT_FLAG_GETDC},
163 {WINED3DFMT_B4G4R4X4_UNORM, WINED3DFMT_FLAG_GETDC},
164 {WINED3DFMT_R8G8B8A8_UNORM, WINED3DFMT_FLAG_GETDC},
165 {WINED3DFMT_R8G8B8X8_UNORM, WINED3DFMT_FLAG_GETDC},
166 {WINED3DFMT_ATI2N, WINED3DFMT_FLAG_FOURCC},
167 {WINED3DFMT_NVHU, WINED3DFMT_FLAG_FOURCC},
168 {WINED3DFMT_NVHS, WINED3DFMT_FLAG_FOURCC},
171 struct wined3d_format_compression_info
173 WINED3DFORMAT format;
174 UINT block_width;
175 UINT block_height;
176 UINT block_byte_count;
179 static const struct wined3d_format_compression_info format_compression_info[] =
181 {WINED3DFMT_DXT1, 4, 4, 8},
182 {WINED3DFMT_DXT2, 4, 4, 16},
183 {WINED3DFMT_DXT3, 4, 4, 16},
184 {WINED3DFMT_DXT4, 4, 4, 16},
185 {WINED3DFMT_DXT5, 4, 4, 16},
186 {WINED3DFMT_ATI2N, 1, 1, 1},
189 struct wined3d_format_vertex_info
191 WINED3DFORMAT format;
192 enum wined3d_ffp_emit_idx emit_idx;
193 GLint component_count;
194 GLenum gl_vtx_type;
195 GLint gl_vtx_format;
196 GLboolean gl_normalized;
197 unsigned int component_size;
200 static const struct wined3d_format_vertex_info format_vertex_info[] =
202 {WINED3DFMT_R32_FLOAT, WINED3D_FFP_EMIT_FLOAT1, 1, GL_FLOAT, 1, GL_FALSE, sizeof(float)},
203 {WINED3DFMT_R32G32_FLOAT, WINED3D_FFP_EMIT_FLOAT2, 2, GL_FLOAT, 2, GL_FALSE, sizeof(float)},
204 {WINED3DFMT_R32G32B32_FLOAT, WINED3D_FFP_EMIT_FLOAT3, 3, GL_FLOAT, 3, GL_FALSE, sizeof(float)},
205 {WINED3DFMT_R32G32B32A32_FLOAT, WINED3D_FFP_EMIT_FLOAT4, 4, GL_FLOAT, 4, GL_FALSE, sizeof(float)},
206 {WINED3DFMT_B8G8R8A8_UNORM, WINED3D_FFP_EMIT_D3DCOLOR, 4, GL_UNSIGNED_BYTE, 4, GL_TRUE, sizeof(BYTE)},
207 {WINED3DFMT_R8G8B8A8_UINT, WINED3D_FFP_EMIT_UBYTE4, 4, GL_UNSIGNED_BYTE, 4, GL_FALSE, sizeof(BYTE)},
208 {WINED3DFMT_R16G16_SINT, WINED3D_FFP_EMIT_SHORT2, 2, GL_SHORT, 2, GL_FALSE, sizeof(short int)},
209 {WINED3DFMT_R16G16B16A16_SINT, WINED3D_FFP_EMIT_SHORT4, 4, GL_SHORT, 4, GL_FALSE, sizeof(short int)},
210 {WINED3DFMT_R8G8B8A8_UNORM, WINED3D_FFP_EMIT_UBYTE4N, 4, GL_UNSIGNED_BYTE, 4, GL_TRUE, sizeof(BYTE)},
211 {WINED3DFMT_R16G16_SNORM, WINED3D_FFP_EMIT_SHORT2N, 2, GL_SHORT, 2, GL_TRUE, sizeof(short int)},
212 {WINED3DFMT_R16G16B16A16_SNORM, WINED3D_FFP_EMIT_SHORT4N, 4, GL_SHORT, 4, GL_TRUE, sizeof(short int)},
213 {WINED3DFMT_R16G16_UNORM, WINED3D_FFP_EMIT_USHORT2N, 2, GL_UNSIGNED_SHORT, 2, GL_TRUE, sizeof(short int)},
214 {WINED3DFMT_R16G16B16A16_UNORM, WINED3D_FFP_EMIT_USHORT4N, 4, GL_UNSIGNED_SHORT, 4, GL_TRUE, sizeof(short int)},
215 {WINED3DFMT_R10G10B10A2_UINT, WINED3D_FFP_EMIT_UDEC3, 3, GL_UNSIGNED_SHORT, 3, GL_FALSE, sizeof(short int)},
216 {WINED3DFMT_R10G10B10A2_SNORM, WINED3D_FFP_EMIT_DEC3N, 3, GL_SHORT, 3, GL_TRUE, sizeof(short int)},
217 {WINED3DFMT_R16G16_FLOAT, WINED3D_FFP_EMIT_FLOAT16_2, 2, GL_FLOAT, 2, GL_FALSE, sizeof(GLhalfNV)},
218 {WINED3DFMT_R16G16B16A16_FLOAT, WINED3D_FFP_EMIT_FLOAT16_4, 4, GL_FLOAT, 4, GL_FALSE, sizeof(GLhalfNV)}
221 struct wined3d_format_texture_info
223 WINED3DFORMAT format;
224 GLint gl_internal;
225 GLint gl_srgb_internal;
226 GLint gl_rt_internal;
227 GLint gl_format;
228 GLint gl_type;
229 unsigned int flags;
230 GL_SupportedExt extension;
233 static const struct wined3d_format_texture_info format_texture_info[] =
235 /* WINED3DFORMAT internal srgbInternal rtInternal
236 format type
237 flags
238 extension */
239 /* FourCC formats */
240 /* GL_APPLE_ycbcr_422 claims that its '2YUV' format, which is supported via the UNSIGNED_SHORT_8_8_REV_APPLE type
241 * is equivalent to 'UYVY' format on Windows, and the 'YUVS' via UNSIGNED_SHORT_8_8_APPLE equates to 'YUY2'. The
242 * d3d9 test however shows that the opposite is true. Since the extension is from 2002, it predates the x86 based
243 * Macs, so probably the endianess differs. This could be tested as soon as we have a Windows and MacOS on a big
244 * endian machine
246 {WINED3DFMT_UYVY, GL_LUMINANCE_ALPHA, GL_LUMINANCE_ALPHA, 0,
247 GL_LUMINANCE_ALPHA, GL_UNSIGNED_BYTE,
248 WINED3DFMT_FLAG_FILTERING,
249 WINED3D_GL_EXT_NONE},
250 {WINED3DFMT_UYVY, GL_RGB, GL_RGB, 0,
251 GL_YCBCR_422_APPLE, UNSIGNED_SHORT_8_8_APPLE,
252 WINED3DFMT_FLAG_FILTERING,
253 APPLE_YCBCR_422},
254 {WINED3DFMT_YUY2, GL_LUMINANCE_ALPHA, GL_LUMINANCE_ALPHA, 0,
255 GL_LUMINANCE_ALPHA, GL_UNSIGNED_BYTE,
256 WINED3DFMT_FLAG_FILTERING,
257 WINED3D_GL_EXT_NONE},
258 {WINED3DFMT_YUY2, GL_RGB, GL_RGB, 0,
259 GL_YCBCR_422_APPLE, UNSIGNED_SHORT_8_8_REV_APPLE,
260 WINED3DFMT_FLAG_FILTERING,
261 APPLE_YCBCR_422},
262 {WINED3DFMT_YV12, GL_ALPHA, GL_ALPHA, 0,
263 GL_ALPHA, GL_UNSIGNED_BYTE,
264 WINED3DFMT_FLAG_FILTERING,
265 WINED3D_GL_EXT_NONE},
266 {WINED3DFMT_DXT1, GL_COMPRESSED_RGBA_S3TC_DXT1_EXT, GL_COMPRESSED_SRGB_ALPHA_S3TC_DXT1_EXT, 0,
267 GL_RGBA, GL_UNSIGNED_BYTE,
268 WINED3DFMT_FLAG_POSTPIXELSHADER_BLENDING | WINED3DFMT_FLAG_FILTERING,
269 EXT_TEXTURE_COMPRESSION_S3TC},
270 {WINED3DFMT_DXT2, GL_COMPRESSED_RGBA_S3TC_DXT3_EXT, GL_COMPRESSED_SRGB_ALPHA_S3TC_DXT3_EXT, 0,
271 GL_RGBA, GL_UNSIGNED_BYTE,
272 WINED3DFMT_FLAG_POSTPIXELSHADER_BLENDING | WINED3DFMT_FLAG_FILTERING,
273 EXT_TEXTURE_COMPRESSION_S3TC},
274 {WINED3DFMT_DXT3, GL_COMPRESSED_RGBA_S3TC_DXT3_EXT, GL_COMPRESSED_SRGB_ALPHA_S3TC_DXT3_EXT, 0,
275 GL_RGBA, GL_UNSIGNED_BYTE,
276 WINED3DFMT_FLAG_POSTPIXELSHADER_BLENDING | WINED3DFMT_FLAG_FILTERING,
277 EXT_TEXTURE_COMPRESSION_S3TC},
278 {WINED3DFMT_DXT4, GL_COMPRESSED_RGBA_S3TC_DXT5_EXT, GL_COMPRESSED_SRGB_ALPHA_S3TC_DXT5_EXT, 0,
279 GL_RGBA, GL_UNSIGNED_BYTE,
280 WINED3DFMT_FLAG_POSTPIXELSHADER_BLENDING | WINED3DFMT_FLAG_FILTERING,
281 EXT_TEXTURE_COMPRESSION_S3TC},
282 {WINED3DFMT_DXT5, GL_COMPRESSED_RGBA_S3TC_DXT5_EXT, GL_COMPRESSED_SRGB_ALPHA_S3TC_DXT5_EXT, 0,
283 GL_RGBA, GL_UNSIGNED_BYTE,
284 WINED3DFMT_FLAG_POSTPIXELSHADER_BLENDING | WINED3DFMT_FLAG_FILTERING,
285 EXT_TEXTURE_COMPRESSION_S3TC},
286 /* IEEE formats */
287 {WINED3DFMT_R32_FLOAT, GL_RGB32F_ARB, GL_RGB32F_ARB, 0,
288 GL_RED, GL_FLOAT,
289 WINED3DFMT_FLAG_RENDERTARGET,
290 ARB_TEXTURE_FLOAT},
291 {WINED3DFMT_R32_FLOAT, GL_R32F, GL_R32F, 0,
292 GL_RED, GL_FLOAT,
293 WINED3DFMT_FLAG_RENDERTARGET,
294 ARB_TEXTURE_RG},
295 {WINED3DFMT_R32G32_FLOAT, GL_RGB32F_ARB, GL_RGB32F_ARB, 0,
296 GL_RGB, GL_FLOAT,
297 WINED3DFMT_FLAG_RENDERTARGET,
298 ARB_TEXTURE_FLOAT},
299 {WINED3DFMT_R32G32_FLOAT, GL_RG32F, GL_RG32F, 0,
300 GL_RG, GL_FLOAT,
301 WINED3DFMT_FLAG_RENDERTARGET,
302 ARB_TEXTURE_RG},
303 {WINED3DFMT_R32G32B32A32_FLOAT, GL_RGBA32F_ARB, GL_RGBA32F_ARB, 0,
304 GL_RGBA, GL_FLOAT,
305 WINED3DFMT_FLAG_RENDERTARGET,
306 ARB_TEXTURE_FLOAT},
307 /* Float */
308 {WINED3DFMT_R16_FLOAT, GL_RGB16F_ARB, GL_RGB16F_ARB, 0,
309 GL_RED, GL_HALF_FLOAT_ARB,
310 WINED3DFMT_FLAG_RENDERTARGET,
311 ARB_TEXTURE_FLOAT},
312 {WINED3DFMT_R16_FLOAT, GL_R16F, GL_R16F, 0,
313 GL_RED, GL_HALF_FLOAT_ARB,
314 WINED3DFMT_FLAG_RENDERTARGET,
315 ARB_TEXTURE_RG},
316 {WINED3DFMT_R16G16_FLOAT, GL_RGB16F_ARB, GL_RGB16F_ARB, 0,
317 GL_RGB, GL_HALF_FLOAT_ARB,
318 WINED3DFMT_FLAG_RENDERTARGET,
319 ARB_TEXTURE_FLOAT},
320 {WINED3DFMT_R16G16_FLOAT, GL_RG16F, GL_RG16F, 0,
321 GL_RG, GL_HALF_FLOAT_ARB,
322 WINED3DFMT_FLAG_RENDERTARGET,
323 ARB_TEXTURE_RG},
324 {WINED3DFMT_R16G16B16A16_FLOAT, GL_RGBA16F_ARB, GL_RGBA16F_ARB, 0,
325 GL_RGBA, GL_HALF_FLOAT_ARB,
326 WINED3DFMT_FLAG_POSTPIXELSHADER_BLENDING | WINED3DFMT_FLAG_RENDERTARGET,
327 ARB_TEXTURE_FLOAT},
328 /* Palettized formats */
329 {WINED3DFMT_P8_UINT, GL_RGBA, GL_RGBA, 0,
330 GL_RGBA, GL_UNSIGNED_BYTE,
332 ARB_FRAGMENT_PROGRAM},
333 {WINED3DFMT_P8_UINT, GL_COLOR_INDEX8_EXT, GL_COLOR_INDEX8_EXT, 0,
334 GL_COLOR_INDEX, GL_UNSIGNED_BYTE,
336 EXT_PALETTED_TEXTURE},
337 /* Standard ARGB formats */
338 {WINED3DFMT_B8G8R8_UNORM, GL_RGB8, GL_RGB8, 0,
339 GL_BGR, GL_UNSIGNED_BYTE,
340 WINED3DFMT_FLAG_POSTPIXELSHADER_BLENDING | WINED3DFMT_FLAG_FILTERING | WINED3DFMT_FLAG_RENDERTARGET,
341 WINED3D_GL_EXT_NONE},
342 {WINED3DFMT_B8G8R8A8_UNORM, GL_RGBA8, GL_SRGB8_ALPHA8_EXT, 0,
343 GL_BGRA, GL_UNSIGNED_INT_8_8_8_8_REV,
344 WINED3DFMT_FLAG_POSTPIXELSHADER_BLENDING | WINED3DFMT_FLAG_FILTERING | WINED3DFMT_FLAG_RENDERTARGET,
345 WINED3D_GL_EXT_NONE},
346 {WINED3DFMT_B8G8R8X8_UNORM, GL_RGB8, GL_SRGB8_EXT, 0,
347 GL_BGRA, GL_UNSIGNED_INT_8_8_8_8_REV,
348 WINED3DFMT_FLAG_POSTPIXELSHADER_BLENDING | WINED3DFMT_FLAG_FILTERING | WINED3DFMT_FLAG_RENDERTARGET,
349 WINED3D_GL_EXT_NONE},
350 {WINED3DFMT_B5G6R5_UNORM, GL_RGB5, GL_RGB5, GL_RGB8,
351 GL_RGB, GL_UNSIGNED_SHORT_5_6_5,
352 WINED3DFMT_FLAG_POSTPIXELSHADER_BLENDING | WINED3DFMT_FLAG_FILTERING | WINED3DFMT_FLAG_RENDERTARGET,
353 WINED3D_GL_EXT_NONE},
354 {WINED3DFMT_B5G5R5X1_UNORM, GL_RGB5, GL_RGB5_A1, 0,
355 GL_BGRA, GL_UNSIGNED_SHORT_1_5_5_5_REV,
356 WINED3DFMT_FLAG_POSTPIXELSHADER_BLENDING | WINED3DFMT_FLAG_FILTERING,
357 WINED3D_GL_EXT_NONE},
358 {WINED3DFMT_B5G5R5A1_UNORM, GL_RGB5_A1, GL_RGB5_A1, 0,
359 GL_BGRA, GL_UNSIGNED_SHORT_1_5_5_5_REV,
360 WINED3DFMT_FLAG_POSTPIXELSHADER_BLENDING | WINED3DFMT_FLAG_FILTERING,
361 WINED3D_GL_EXT_NONE},
362 {WINED3DFMT_B4G4R4A4_UNORM, GL_RGBA4, GL_SRGB8_ALPHA8_EXT, 0,
363 GL_BGRA, GL_UNSIGNED_SHORT_4_4_4_4_REV,
364 WINED3DFMT_FLAG_POSTPIXELSHADER_BLENDING | WINED3DFMT_FLAG_FILTERING,
365 WINED3D_GL_EXT_NONE},
366 {WINED3DFMT_B2G3R3_UNORM, GL_R3_G3_B2, GL_R3_G3_B2, 0,
367 GL_RGB, GL_UNSIGNED_BYTE_3_3_2,
368 WINED3DFMT_FLAG_POSTPIXELSHADER_BLENDING,
369 WINED3D_GL_EXT_NONE},
370 {WINED3DFMT_A8_UNORM, GL_ALPHA8, GL_ALPHA8, 0,
371 GL_ALPHA, GL_UNSIGNED_BYTE,
372 WINED3DFMT_FLAG_POSTPIXELSHADER_BLENDING,
373 WINED3D_GL_EXT_NONE},
374 {WINED3DFMT_B4G4R4X4_UNORM, GL_RGB4, GL_RGB4, 0,
375 GL_BGRA, GL_UNSIGNED_SHORT_4_4_4_4_REV,
376 WINED3DFMT_FLAG_POSTPIXELSHADER_BLENDING | WINED3DFMT_FLAG_FILTERING,
377 WINED3D_GL_EXT_NONE},
378 {WINED3DFMT_R10G10B10A2_UNORM, GL_RGB10_A2, GL_RGB10_A2, 0,
379 GL_RGBA, GL_UNSIGNED_INT_2_10_10_10_REV,
380 WINED3DFMT_FLAG_POSTPIXELSHADER_BLENDING | WINED3DFMT_FLAG_FILTERING,
381 WINED3D_GL_EXT_NONE},
382 {WINED3DFMT_R8G8B8A8_UNORM, GL_RGBA8, GL_RGBA8, 0,
383 GL_RGBA, GL_UNSIGNED_INT_8_8_8_8_REV,
384 WINED3DFMT_FLAG_POSTPIXELSHADER_BLENDING | WINED3DFMT_FLAG_FILTERING,
385 WINED3D_GL_EXT_NONE},
386 {WINED3DFMT_R8G8B8X8_UNORM, GL_RGB8, GL_RGB8, 0,
387 GL_RGBA, GL_UNSIGNED_INT_8_8_8_8_REV,
388 WINED3DFMT_FLAG_POSTPIXELSHADER_BLENDING | WINED3DFMT_FLAG_FILTERING,
389 WINED3D_GL_EXT_NONE},
390 {WINED3DFMT_R16G16_UNORM, GL_RGB16, GL_RGB16, GL_RGBA16,
391 GL_RGB, GL_UNSIGNED_SHORT,
392 WINED3DFMT_FLAG_POSTPIXELSHADER_BLENDING | WINED3DFMT_FLAG_FILTERING,
393 WINED3D_GL_EXT_NONE},
394 {WINED3DFMT_B10G10R10A2_UNORM, GL_RGB10_A2, GL_RGB10_A2, 0,
395 GL_BGRA, GL_UNSIGNED_INT_2_10_10_10_REV,
396 WINED3DFMT_FLAG_POSTPIXELSHADER_BLENDING | WINED3DFMT_FLAG_FILTERING,
397 WINED3D_GL_EXT_NONE},
398 {WINED3DFMT_R16G16B16A16_UNORM, GL_RGBA16, GL_RGBA16, 0,
399 GL_RGBA, GL_UNSIGNED_SHORT,
400 WINED3DFMT_FLAG_POSTPIXELSHADER_BLENDING | WINED3DFMT_FLAG_FILTERING | WINED3DFMT_FLAG_RENDERTARGET,
401 WINED3D_GL_EXT_NONE},
402 /* Luminance */
403 {WINED3DFMT_L8_UNORM, GL_LUMINANCE8, GL_SLUMINANCE8_EXT, 0,
404 GL_LUMINANCE, GL_UNSIGNED_BYTE,
405 WINED3DFMT_FLAG_POSTPIXELSHADER_BLENDING | WINED3DFMT_FLAG_FILTERING,
406 WINED3D_GL_EXT_NONE},
407 {WINED3DFMT_L8A8_UNORM, GL_LUMINANCE8_ALPHA8, GL_SLUMINANCE8_ALPHA8_EXT, 0,
408 GL_LUMINANCE_ALPHA, GL_UNSIGNED_BYTE,
409 WINED3DFMT_FLAG_POSTPIXELSHADER_BLENDING | WINED3DFMT_FLAG_FILTERING,
410 WINED3D_GL_EXT_NONE},
411 {WINED3DFMT_L4A4_UNORM, GL_LUMINANCE4_ALPHA4, GL_LUMINANCE4_ALPHA4, 0,
412 GL_LUMINANCE_ALPHA, GL_UNSIGNED_BYTE,
414 WINED3D_GL_EXT_NONE},
415 /* Bump mapping stuff */
416 {WINED3DFMT_R8G8_SNORM, GL_RGB8, GL_RGB8, 0,
417 GL_BGR, GL_UNSIGNED_BYTE,
418 WINED3DFMT_FLAG_POSTPIXELSHADER_BLENDING | WINED3DFMT_FLAG_FILTERING,
419 WINED3D_GL_EXT_NONE},
420 {WINED3DFMT_R8G8_SNORM, GL_DSDT8_NV, GL_DSDT8_NV, 0,
421 GL_DSDT_NV, GL_BYTE,
422 WINED3DFMT_FLAG_POSTPIXELSHADER_BLENDING | WINED3DFMT_FLAG_FILTERING,
423 NV_TEXTURE_SHADER},
424 {WINED3DFMT_R5G5_SNORM_L6_UNORM, GL_RGB5, GL_RGB5, 0,
425 GL_RGB, GL_UNSIGNED_SHORT_5_6_5,
426 WINED3DFMT_FLAG_POSTPIXELSHADER_BLENDING | WINED3DFMT_FLAG_FILTERING,
427 WINED3D_GL_EXT_NONE},
428 {WINED3DFMT_R5G5_SNORM_L6_UNORM, GL_DSDT8_MAG8_NV, GL_DSDT8_MAG8_NV, 0,
429 GL_DSDT_MAG_NV, GL_BYTE,
430 WINED3DFMT_FLAG_POSTPIXELSHADER_BLENDING | WINED3DFMT_FLAG_FILTERING,
431 NV_TEXTURE_SHADER},
432 {WINED3DFMT_R8G8_SNORM_L8X8_UNORM, GL_RGB8, GL_RGB8, 0,
433 GL_BGRA, GL_UNSIGNED_INT_8_8_8_8_REV,
434 WINED3DFMT_FLAG_POSTPIXELSHADER_BLENDING | WINED3DFMT_FLAG_FILTERING,
435 WINED3D_GL_EXT_NONE},
436 {WINED3DFMT_R8G8_SNORM_L8X8_UNORM, GL_DSDT8_MAG8_INTENSITY8_NV, GL_DSDT8_MAG8_INTENSITY8_NV, 0,
437 GL_DSDT_MAG_VIB_NV, GL_UNSIGNED_INT_8_8_S8_S8_REV_NV,
438 WINED3DFMT_FLAG_POSTPIXELSHADER_BLENDING | WINED3DFMT_FLAG_FILTERING,
439 NV_TEXTURE_SHADER},
440 {WINED3DFMT_R8G8B8A8_SNORM, GL_RGBA8, GL_RGBA8, 0,
441 GL_BGRA, GL_UNSIGNED_BYTE,
442 WINED3DFMT_FLAG_POSTPIXELSHADER_BLENDING | WINED3DFMT_FLAG_FILTERING,
443 WINED3D_GL_EXT_NONE},
444 {WINED3DFMT_R8G8B8A8_SNORM, GL_SIGNED_RGBA8_NV, GL_SIGNED_RGBA8_NV, 0,
445 GL_RGBA, GL_BYTE,
446 WINED3DFMT_FLAG_POSTPIXELSHADER_BLENDING | WINED3DFMT_FLAG_FILTERING,
447 NV_TEXTURE_SHADER},
448 {WINED3DFMT_R16G16_SNORM, GL_RGB16, GL_RGB16, 0,
449 GL_BGR, GL_UNSIGNED_SHORT,
450 WINED3DFMT_FLAG_POSTPIXELSHADER_BLENDING | WINED3DFMT_FLAG_FILTERING,
451 WINED3D_GL_EXT_NONE},
452 {WINED3DFMT_R16G16_SNORM, GL_SIGNED_HILO16_NV, GL_SIGNED_HILO16_NV, 0,
453 GL_HILO_NV, GL_SHORT,
454 WINED3DFMT_FLAG_POSTPIXELSHADER_BLENDING | WINED3DFMT_FLAG_FILTERING,
455 NV_TEXTURE_SHADER},
456 /* Depth stencil formats */
457 {WINED3DFMT_D16_LOCKABLE, GL_DEPTH_COMPONENT24_ARB, GL_DEPTH_COMPONENT24_ARB, 0,
458 GL_DEPTH_COMPONENT, GL_UNSIGNED_SHORT,
459 WINED3DFMT_FLAG_DEPTH,
460 ARB_DEPTH_TEXTURE},
461 {WINED3DFMT_D32_UNORM, GL_DEPTH_COMPONENT32_ARB, GL_DEPTH_COMPONENT32_ARB, 0,
462 GL_DEPTH_COMPONENT, GL_UNSIGNED_INT,
463 WINED3DFMT_FLAG_DEPTH,
464 ARB_DEPTH_TEXTURE},
465 {WINED3DFMT_S1_UINT_D15_UNORM, GL_DEPTH_COMPONENT24_ARB, GL_DEPTH_COMPONENT24_ARB, 0,
466 GL_DEPTH_COMPONENT, GL_UNSIGNED_SHORT,
467 WINED3DFMT_FLAG_DEPTH,
468 ARB_DEPTH_TEXTURE},
469 {WINED3DFMT_S1_UINT_D15_UNORM, GL_DEPTH24_STENCIL8_EXT, GL_DEPTH24_STENCIL8_EXT, 0,
470 GL_DEPTH_STENCIL_EXT, GL_UNSIGNED_INT_24_8_EXT,
471 WINED3DFMT_FLAG_DEPTH | WINED3DFMT_FLAG_STENCIL,
472 EXT_PACKED_DEPTH_STENCIL},
473 {WINED3DFMT_S1_UINT_D15_UNORM, GL_DEPTH24_STENCIL8, GL_DEPTH24_STENCIL8, 0,
474 GL_DEPTH_STENCIL, GL_UNSIGNED_INT_24_8,
475 WINED3DFMT_FLAG_DEPTH | WINED3DFMT_FLAG_STENCIL,
476 ARB_FRAMEBUFFER_OBJECT},
477 {WINED3DFMT_D24_UNORM_S8_UINT, GL_DEPTH_COMPONENT24_ARB, GL_DEPTH_COMPONENT24_ARB, 0,
478 GL_DEPTH_COMPONENT, GL_UNSIGNED_INT,
479 WINED3DFMT_FLAG_POSTPIXELSHADER_BLENDING | WINED3DFMT_FLAG_FILTERING | WINED3DFMT_FLAG_DEPTH,
480 ARB_DEPTH_TEXTURE},
481 {WINED3DFMT_D24_UNORM_S8_UINT, GL_DEPTH24_STENCIL8_EXT, GL_DEPTH24_STENCIL8_EXT, 0,
482 GL_DEPTH_STENCIL_EXT, GL_UNSIGNED_INT_24_8_EXT,
483 WINED3DFMT_FLAG_POSTPIXELSHADER_BLENDING | WINED3DFMT_FLAG_FILTERING | WINED3DFMT_FLAG_DEPTH | WINED3DFMT_FLAG_STENCIL,
484 EXT_PACKED_DEPTH_STENCIL},
485 {WINED3DFMT_D24_UNORM_S8_UINT, GL_DEPTH24_STENCIL8, GL_DEPTH24_STENCIL8, 0,
486 GL_DEPTH_STENCIL, GL_UNSIGNED_INT_24_8,
487 WINED3DFMT_FLAG_POSTPIXELSHADER_BLENDING | WINED3DFMT_FLAG_FILTERING | WINED3DFMT_FLAG_DEPTH | WINED3DFMT_FLAG_STENCIL,
488 ARB_FRAMEBUFFER_OBJECT},
489 {WINED3DFMT_X8D24_UNORM, GL_DEPTH_COMPONENT24_ARB, GL_DEPTH_COMPONENT24_ARB, 0,
490 GL_DEPTH_COMPONENT, GL_UNSIGNED_INT,
491 WINED3DFMT_FLAG_POSTPIXELSHADER_BLENDING | WINED3DFMT_FLAG_FILTERING | WINED3DFMT_FLAG_DEPTH,
492 ARB_DEPTH_TEXTURE},
493 {WINED3DFMT_S4X4_UINT_D24_UNORM, GL_DEPTH_COMPONENT24_ARB, GL_DEPTH_COMPONENT24_ARB, 0,
494 GL_DEPTH_COMPONENT, GL_UNSIGNED_INT,
495 WINED3DFMT_FLAG_DEPTH,
496 ARB_DEPTH_TEXTURE},
497 {WINED3DFMT_S4X4_UINT_D24_UNORM, GL_DEPTH24_STENCIL8_EXT, GL_DEPTH24_STENCIL8_EXT, 0,
498 GL_DEPTH_STENCIL_EXT, GL_UNSIGNED_INT_24_8_EXT,
499 WINED3DFMT_FLAG_DEPTH | WINED3DFMT_FLAG_STENCIL,
500 EXT_PACKED_DEPTH_STENCIL},
501 {WINED3DFMT_S4X4_UINT_D24_UNORM, GL_DEPTH24_STENCIL8, GL_DEPTH24_STENCIL8, 0,
502 GL_DEPTH_STENCIL, GL_UNSIGNED_INT_24_8,
503 WINED3DFMT_FLAG_DEPTH | WINED3DFMT_FLAG_STENCIL,
504 ARB_FRAMEBUFFER_OBJECT},
505 {WINED3DFMT_D16_UNORM, GL_DEPTH_COMPONENT24_ARB, GL_DEPTH_COMPONENT24_ARB, 0,
506 GL_DEPTH_COMPONENT, GL_UNSIGNED_SHORT,
507 WINED3DFMT_FLAG_POSTPIXELSHADER_BLENDING | WINED3DFMT_FLAG_FILTERING | WINED3DFMT_FLAG_DEPTH,
508 ARB_DEPTH_TEXTURE},
509 {WINED3DFMT_L16_UNORM, GL_LUMINANCE16, GL_LUMINANCE16, 0,
510 GL_LUMINANCE, GL_UNSIGNED_SHORT,
511 WINED3DFMT_FLAG_POSTPIXELSHADER_BLENDING | WINED3DFMT_FLAG_FILTERING,
512 WINED3D_GL_EXT_NONE},
513 {WINED3DFMT_D32_FLOAT, GL_DEPTH_COMPONENT32F, GL_DEPTH_COMPONENT32F, 0,
514 GL_DEPTH_COMPONENT, GL_FLOAT,
515 WINED3DFMT_FLAG_DEPTH,
516 ARB_DEPTH_BUFFER_FLOAT},
517 {WINED3DFMT_S8_UINT_D24_FLOAT, GL_DEPTH32F_STENCIL8, GL_DEPTH32F_STENCIL8, 0,
518 GL_DEPTH_STENCIL, GL_FLOAT_32_UNSIGNED_INT_24_8_REV,
519 WINED3DFMT_FLAG_DEPTH | WINED3DFMT_FLAG_STENCIL,
520 ARB_DEPTH_BUFFER_FLOAT},
521 /* Vendor-specific formats */
522 {WINED3DFMT_ATI2N, GL_COMPRESSED_LUMINANCE_ALPHA_3DC_ATI, GL_COMPRESSED_LUMINANCE_ALPHA_3DC_ATI, 0,
523 GL_LUMINANCE_ALPHA, GL_UNSIGNED_BYTE,
525 ATI_TEXTURE_COMPRESSION_3DC},
526 {WINED3DFMT_ATI2N, GL_COMPRESSED_RED_GREEN_RGTC2_EXT, GL_COMPRESSED_RED_GREEN_RGTC2_EXT, 0,
527 GL_LUMINANCE_ALPHA, GL_UNSIGNED_BYTE,
529 EXT_TEXTURE_COMPRESSION_RGTC},
532 static inline int getFmtIdx(WINED3DFORMAT fmt) {
533 /* First check if the format is at the position of its value.
534 * This will catch the argb formats before the loop is entered
536 if(fmt < (sizeof(formats) / sizeof(formats[0])) && formats[fmt].format == fmt) {
537 return fmt;
538 } else {
539 unsigned int i;
540 for(i = 0; i < (sizeof(formats) / sizeof(formats[0])); i++) {
541 if(formats[i].format == fmt) {
542 return i;
546 return -1;
549 static BOOL init_format_base_info(struct wined3d_gl_info *gl_info)
551 UINT format_count = sizeof(formats) / sizeof(*formats);
552 UINT i;
554 gl_info->gl_formats = HeapAlloc(GetProcessHeap(), HEAP_ZERO_MEMORY, format_count * sizeof(*gl_info->gl_formats));
555 if (!gl_info->gl_formats)
557 ERR("Failed to allocate memory.\n");
558 return FALSE;
561 for (i = 0; i < format_count; ++i)
563 struct wined3d_format_desc *desc = &gl_info->gl_formats[i];
564 desc->format = formats[i].format;
565 desc->red_mask = formats[i].redMask;
566 desc->green_mask = formats[i].greenMask;
567 desc->blue_mask = formats[i].blueMask;
568 desc->alpha_mask = formats[i].alphaMask;
569 desc->byte_count = formats[i].bpp;
570 desc->depth_size = formats[i].depthSize;
571 desc->stencil_size = formats[i].stencilSize;
574 for (i = 0; i < (sizeof(format_base_flags) / sizeof(*format_base_flags)); ++i)
576 int fmt_idx = getFmtIdx(format_base_flags[i].format);
578 if (fmt_idx == -1)
580 ERR("Format %s (%#x) not found.\n",
581 debug_d3dformat(format_base_flags[i].format), format_base_flags[i].format);
582 HeapFree(GetProcessHeap(), 0, gl_info->gl_formats);
583 return FALSE;
586 gl_info->gl_formats[fmt_idx].Flags |= format_base_flags[i].flags;
589 return TRUE;
592 static BOOL init_format_compression_info(struct wined3d_gl_info *gl_info)
594 unsigned int i;
596 for (i = 0; i < (sizeof(format_compression_info) / sizeof(*format_compression_info)); ++i)
598 struct wined3d_format_desc *format_desc;
599 int fmt_idx = getFmtIdx(format_compression_info[i].format);
601 if (fmt_idx == -1)
603 ERR("Format %s (%#x) not found.\n",
604 debug_d3dformat(format_compression_info[i].format), format_compression_info[i].format);
605 return FALSE;
608 format_desc = &gl_info->gl_formats[fmt_idx];
609 format_desc->block_width = format_compression_info[i].block_width;
610 format_desc->block_height = format_compression_info[i].block_height;
611 format_desc->block_byte_count = format_compression_info[i].block_byte_count;
612 format_desc->Flags |= WINED3DFMT_FLAG_COMPRESSED;
615 return TRUE;
618 /* Context activation is done by the caller. */
619 static void check_fbo_compat(const struct wined3d_gl_info *gl_info, struct wined3d_format_desc *format_desc)
621 /* Check if the default internal format is supported as a frame buffer
622 * target, otherwise fall back to the render target internal.
624 * Try to stick to the standard format if possible, this limits precision differences. */
625 GLenum status;
626 GLuint tex;
628 ENTER_GL();
630 while(glGetError());
631 glDisable(GL_BLEND);
633 glGenTextures(1, &tex);
634 glBindTexture(GL_TEXTURE_2D, tex);
636 glTexImage2D(GL_TEXTURE_2D, 0, format_desc->glInternal, 16, 16, 0,
637 format_desc->glFormat, format_desc->glType, NULL);
638 glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_NEAREST);
639 glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_NEAREST);
641 gl_info->fbo_ops.glFramebufferTexture2D(GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT0, GL_TEXTURE_2D, tex, 0);
643 status = gl_info->fbo_ops.glCheckFramebufferStatus(GL_FRAMEBUFFER);
644 checkGLcall("Framebuffer format check");
646 if (status == GL_FRAMEBUFFER_COMPLETE)
648 TRACE("Format %s is supported as FBO color attachment\n", debug_d3dformat(format_desc->format));
649 format_desc->Flags |= WINED3DFMT_FLAG_FBO_ATTACHABLE;
650 format_desc->rtInternal = format_desc->glInternal;
652 else
654 if (!format_desc->rtInternal)
656 if (format_desc->Flags & WINED3DFMT_FLAG_RENDERTARGET)
658 FIXME("Format %s with rendertarget flag is not supported as FBO color attachment,"
659 " and no fallback specified.\n", debug_d3dformat(format_desc->format));
660 format_desc->Flags &= ~WINED3DFMT_FLAG_RENDERTARGET;
662 else
664 TRACE("Format %s is not supported as FBO color attachment.\n", debug_d3dformat(format_desc->format));
666 format_desc->rtInternal = format_desc->glInternal;
668 else
670 TRACE("Format %s is not supported as FBO color attachment, trying rtInternal format as fallback.\n",
671 debug_d3dformat(format_desc->format));
673 while(glGetError());
675 gl_info->fbo_ops.glFramebufferTexture2D(GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT0, GL_TEXTURE_2D, 0, 0);
677 glTexImage2D(GL_TEXTURE_2D, 0, format_desc->rtInternal, 16, 16, 0,
678 format_desc->glFormat, format_desc->glType, NULL);
679 glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_NEAREST);
680 glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_NEAREST);
682 gl_info->fbo_ops.glFramebufferTexture2D(GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT0, GL_TEXTURE_2D, tex, 0);
684 status = gl_info->fbo_ops.glCheckFramebufferStatus(GL_FRAMEBUFFER);
685 checkGLcall("Framebuffer format check");
687 if (status == GL_FRAMEBUFFER_COMPLETE)
689 TRACE("Format %s rtInternal format is supported as FBO color attachment\n",
690 debug_d3dformat(format_desc->format));
692 else
694 FIXME("Format %s rtInternal format is not supported as FBO color attachment.\n",
695 debug_d3dformat(format_desc->format));
696 format_desc->Flags &= ~WINED3DFMT_FLAG_RENDERTARGET;
701 if (status == GL_FRAMEBUFFER_COMPLETE && format_desc->Flags & WINED3DFMT_FLAG_POSTPIXELSHADER_BLENDING)
703 GLuint rb;
705 if (gl_info->supported[ARB_FRAMEBUFFER_OBJECT]
706 || gl_info->supported[EXT_PACKED_DEPTH_STENCIL])
708 gl_info->fbo_ops.glGenRenderbuffers(1, &rb);
709 gl_info->fbo_ops.glBindRenderbuffer(GL_RENDERBUFFER, rb);
710 gl_info->fbo_ops.glRenderbufferStorage(GL_RENDERBUFFER, GL_DEPTH24_STENCIL8, 16, 16);
711 gl_info->fbo_ops.glFramebufferRenderbuffer(GL_FRAMEBUFFER, GL_DEPTH_ATTACHMENT, GL_RENDERBUFFER, rb);
712 gl_info->fbo_ops.glFramebufferRenderbuffer(GL_FRAMEBUFFER, GL_STENCIL_ATTACHMENT, GL_RENDERBUFFER, rb);
713 checkGLcall("RB attachment");
716 glEnable(GL_BLEND);
717 glClear(GL_COLOR_BUFFER_BIT);
718 if (glGetError() == GL_INVALID_FRAMEBUFFER_OPERATION)
720 while(glGetError());
721 TRACE("Format doesn't support post-pixelshader blending.\n");
722 format_desc->Flags &= ~WINED3DFMT_FLAG_POSTPIXELSHADER_BLENDING;
725 if (gl_info->supported[ARB_FRAMEBUFFER_OBJECT]
726 || gl_info->supported[EXT_PACKED_DEPTH_STENCIL])
728 gl_info->fbo_ops.glFramebufferRenderbuffer(GL_FRAMEBUFFER, GL_DEPTH_ATTACHMENT, GL_RENDERBUFFER, 0);
729 gl_info->fbo_ops.glFramebufferRenderbuffer(GL_FRAMEBUFFER, GL_STENCIL_ATTACHMENT, GL_RENDERBUFFER, 0);
730 gl_info->fbo_ops.glDeleteRenderbuffers(1, &rb);
731 checkGLcall("RB cleanup");
735 glDeleteTextures(1, &tex);
737 LEAVE_GL();
740 /* Context activation is done by the caller. */
741 static void init_format_fbo_compat_info(struct wined3d_gl_info *gl_info)
743 unsigned int i;
744 GLuint fbo;
746 if (wined3d_settings.offscreen_rendering_mode == ORM_FBO)
748 ENTER_GL();
750 gl_info->fbo_ops.glGenFramebuffers(1, &fbo);
751 gl_info->fbo_ops.glBindFramebuffer(GL_FRAMEBUFFER, fbo);
753 LEAVE_GL();
756 for (i = 0; i < sizeof(formats) / sizeof(*formats); ++i)
758 struct wined3d_format_desc *desc = &gl_info->gl_formats[i];
760 if (!desc->glInternal) continue;
762 if (desc->Flags & (WINED3DFMT_FLAG_DEPTH | WINED3DFMT_FLAG_STENCIL))
764 TRACE("Skipping format %s because it's a depth/stencil format.\n",
765 debug_d3dformat(desc->format));
766 continue;
769 if (desc->Flags & WINED3DFMT_FLAG_COMPRESSED)
771 TRACE("Skipping format %s because it's a compressed format.\n",
772 debug_d3dformat(desc->format));
773 continue;
776 if (wined3d_settings.offscreen_rendering_mode == ORM_FBO)
778 TRACE("Checking if format %s is supported as FBO color attachment...\n", debug_d3dformat(desc->format));
779 check_fbo_compat(gl_info, desc);
781 else
783 desc->rtInternal = desc->glInternal;
787 if (wined3d_settings.offscreen_rendering_mode == ORM_FBO)
789 ENTER_GL();
791 gl_info->fbo_ops.glDeleteFramebuffers(1, &fbo);
793 LEAVE_GL();
797 static BOOL init_format_texture_info(struct wined3d_gl_info *gl_info)
799 unsigned int i;
801 for (i = 0; i < sizeof(format_texture_info) / sizeof(*format_texture_info); ++i)
803 int fmt_idx = getFmtIdx(format_texture_info[i].format);
804 struct wined3d_format_desc *desc;
806 if (fmt_idx == -1)
808 ERR("Format %s (%#x) not found.\n",
809 debug_d3dformat(format_texture_info[i].format), format_texture_info[i].format);
810 return FALSE;
813 if (!gl_info->supported[format_texture_info[i].extension]) continue;
815 desc = &gl_info->gl_formats[fmt_idx];
816 desc->glInternal = format_texture_info[i].gl_internal;
817 desc->glGammaInternal = format_texture_info[i].gl_srgb_internal;
818 desc->rtInternal = format_texture_info[i].gl_rt_internal;
819 desc->glFormat = format_texture_info[i].gl_format;
820 desc->glType = format_texture_info[i].gl_type;
821 desc->color_fixup = COLOR_FIXUP_IDENTITY;
822 desc->Flags |= format_texture_info[i].flags;
823 desc->heightscale = 1.0f;
826 return TRUE;
829 static BOOL color_match(DWORD c1, DWORD c2, BYTE max_diff)
831 if (abs((c1 & 0xff) - (c2 & 0xff)) > max_diff) return FALSE;
832 c1 >>= 8; c2 >>= 8;
833 if (abs((c1 & 0xff) - (c2 & 0xff)) > max_diff) return FALSE;
834 c1 >>= 8; c2 >>= 8;
835 if (abs((c1 & 0xff) - (c2 & 0xff)) > max_diff) return FALSE;
836 c1 >>= 8; c2 >>= 8;
837 if (abs((c1 & 0xff) - (c2 & 0xff)) > max_diff) return FALSE;
838 return TRUE;
841 /* A context is provided by the caller */
842 static BOOL check_filter(const struct wined3d_gl_info *gl_info, GLenum internal)
844 GLuint tex, fbo, buffer;
845 const DWORD data[] = {0x00000000, 0xffffffff};
846 DWORD readback[16 * 1];
847 BOOL ret = FALSE;
849 /* Render a filtered texture and see what happens. This is intended to detect the lack of
850 * float16 filtering on ATI X1000 class cards. The drivers disable filtering instead of
851 * falling back to software. If this changes in the future this code will get fooled and
852 * apps might hit the software path due to incorrectly advertised caps.
854 * Its unlikely that this changes however. GL Games like Mass Effect depend on the filter
855 * disable fallback, if Apple or ATI ever change the driver behavior they will break more
856 * than Wine. The Linux binary <= r500 driver is not maintained any more anyway
859 ENTER_GL();
860 while(glGetError());
862 glGenTextures(1, &buffer);
863 glBindTexture(GL_TEXTURE_2D, buffer);
864 memset(readback, 0x7e, sizeof(readback));
865 glTexImage2D(GL_TEXTURE_2D, 0, GL_RGBA8, 16, 1, 0, GL_RGBA, GL_UNSIGNED_INT_8_8_8_8, readback);
866 glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_NEAREST);
867 glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_NEAREST);
868 glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_CLAMP_TO_EDGE);
869 glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_CLAMP_TO_EDGE);
870 glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_R, GL_CLAMP_TO_EDGE);
872 glGenTextures(1, &tex);
873 glBindTexture(GL_TEXTURE_2D, tex);
874 glTexImage2D(GL_TEXTURE_2D, 0, internal, 2, 1, 0, GL_BGRA, GL_UNSIGNED_INT_8_8_8_8_REV, data);
875 glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR);
876 glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_LINEAR);
877 glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_CLAMP_TO_EDGE);
878 glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_CLAMP_TO_EDGE);
879 glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_R, GL_CLAMP_TO_EDGE);
880 glEnable(GL_TEXTURE_2D);
882 gl_info->fbo_ops.glGenFramebuffers(1, &fbo);
883 gl_info->fbo_ops.glBindFramebuffer(GL_FRAMEBUFFER, fbo);
884 gl_info->fbo_ops.glFramebufferTexture2D(GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT0, GL_TEXTURE_2D, buffer, 0);
885 glDrawBuffer(GL_COLOR_ATTACHMENT0);
887 glViewport(0, 0, 16, 1);
888 glDisable(GL_LIGHTING);
889 glMatrixMode(GL_MODELVIEW);
890 glLoadIdentity();
891 glMatrixMode(GL_PROJECTION);
892 glLoadIdentity();
894 glClearColor(0, 1, 0, 0);
895 glClear(GL_COLOR_BUFFER_BIT);
897 glBegin(GL_TRIANGLE_STRIP);
898 glTexCoord2f(0.0, 0.0);
899 glVertex2f(-1.0f, -1.0f);
900 glTexCoord2f(1.0, 0.0);
901 glVertex2f(1.0f, -1.0f);
902 glTexCoord2f(0.0, 1.0);
903 glVertex2f(-1.0f, 1.0f);
904 glTexCoord2f(1.0, 1.0);
905 glVertex2f(1.0f, 1.0f);
906 glEnd();
908 glBindTexture(GL_TEXTURE_2D, buffer);
909 memset(readback, 0x7f, sizeof(readback));
910 glGetTexImage(GL_TEXTURE_2D, 0, GL_BGRA, GL_UNSIGNED_INT_8_8_8_8_REV, readback);
911 if(color_match(readback[6], 0xffffffff, 5) || color_match(readback[6], 0x00000000, 5) ||
912 color_match(readback[9], 0xffffffff, 5) || color_match(readback[9], 0x00000000, 5))
914 TRACE("Read back colors 0x%08x and 0x%08x close to unfiltered color, asuming no filtering\n",
915 readback[6], readback[9]);
916 ret = FALSE;
918 else
920 TRACE("Read back colors are 0x%08x and 0x%08x, assuming texture is filtered\n",
921 readback[6], readback[9]);
922 ret = TRUE;
925 gl_info->fbo_ops.glBindFramebuffer(GL_FRAMEBUFFER, 0);
926 gl_info->fbo_ops.glDeleteFramebuffers(1, &fbo);
927 glDeleteTextures(1, &tex);
928 glDeleteTextures(1, &buffer);
930 if(glGetError())
932 FIXME("Error during filtering test for format %x, returning no filtering\n", internal);
933 ret = FALSE;
935 LEAVE_GL();
936 return ret;
939 static void init_format_filter_info(struct wined3d_gl_info *gl_info, enum wined3d_pci_vendor vendor)
941 struct wined3d_format_desc *desc;
942 unsigned int fmt_idx, i;
943 WINED3DFORMAT fmts16[] = {
944 WINED3DFMT_R16_FLOAT,
945 WINED3DFMT_R16G16_FLOAT,
946 WINED3DFMT_R16G16B16A16_FLOAT,
948 BOOL filtered;
950 if(wined3d_settings.offscreen_rendering_mode != ORM_FBO)
952 WARN("No FBO support, or no FBO ORM, guessing filter info from GL caps\n");
953 if (vendor == HW_VENDOR_NVIDIA && gl_info->supported[ARB_TEXTURE_FLOAT])
955 TRACE("Nvidia card with texture_float support: Assuming float16 blending\n");
956 filtered = TRUE;
958 else if (gl_info->limits.glsl_varyings > 44)
960 TRACE("More than 44 GLSL varyings - assuming d3d10 card with float16 blending\n");
961 filtered = TRUE;
963 else
965 TRACE("Assuming no float16 blending\n");
966 filtered = FALSE;
969 if(filtered)
971 for(i = 0; i < (sizeof(fmts16) / sizeof(*fmts16)); i++)
973 fmt_idx = getFmtIdx(fmts16[i]);
974 gl_info->gl_formats[fmt_idx].Flags |= WINED3DFMT_FLAG_FILTERING;
977 return;
980 for(i = 0; i < (sizeof(fmts16) / sizeof(*fmts16)); i++)
982 fmt_idx = getFmtIdx(fmts16[i]);
983 desc = &gl_info->gl_formats[fmt_idx];
984 if(!desc->glInternal) continue; /* Not supported by GL */
986 filtered = check_filter(gl_info, gl_info->gl_formats[fmt_idx].glInternal);
987 if(filtered)
989 TRACE("Format %s supports filtering\n", debug_d3dformat(fmts16[i]));
990 desc->Flags |= WINED3DFMT_FLAG_FILTERING;
992 else
994 TRACE("Format %s does not support filtering\n", debug_d3dformat(fmts16[i]));
999 static void apply_format_fixups(struct wined3d_gl_info *gl_info)
1001 int idx;
1003 idx = getFmtIdx(WINED3DFMT_R16_FLOAT);
1004 gl_info->gl_formats[idx].color_fixup = create_color_fixup_desc(
1005 0, CHANNEL_SOURCE_X, 0, CHANNEL_SOURCE_ONE, 0, CHANNEL_SOURCE_ONE, 0, CHANNEL_SOURCE_W);
1007 idx = getFmtIdx(WINED3DFMT_R32_FLOAT);
1008 gl_info->gl_formats[idx].color_fixup = create_color_fixup_desc(
1009 0, CHANNEL_SOURCE_X, 0, CHANNEL_SOURCE_ONE, 0, CHANNEL_SOURCE_ONE, 0, CHANNEL_SOURCE_W);
1011 idx = getFmtIdx(WINED3DFMT_R16G16_UNORM);
1012 gl_info->gl_formats[idx].color_fixup = create_color_fixup_desc(
1013 0, CHANNEL_SOURCE_X, 0, CHANNEL_SOURCE_Y, 0, CHANNEL_SOURCE_ONE, 0, CHANNEL_SOURCE_W);
1015 idx = getFmtIdx(WINED3DFMT_R16G16_FLOAT);
1016 gl_info->gl_formats[idx].color_fixup = create_color_fixup_desc(
1017 0, CHANNEL_SOURCE_X, 0, CHANNEL_SOURCE_Y, 0, CHANNEL_SOURCE_ONE, 0, CHANNEL_SOURCE_W);
1019 idx = getFmtIdx(WINED3DFMT_R32G32_FLOAT);
1020 gl_info->gl_formats[idx].color_fixup = create_color_fixup_desc(
1021 0, CHANNEL_SOURCE_X, 0, CHANNEL_SOURCE_Y, 0, CHANNEL_SOURCE_ONE, 0, CHANNEL_SOURCE_W);
1023 /* V8U8 is supported natively by GL_ATI_envmap_bumpmap and GL_NV_texture_shader.
1024 * V16U16 is only supported by GL_NV_texture_shader. The formats need fixup if
1025 * their extensions are not available. GL_ATI_envmap_bumpmap is not used because
1026 * the only driver that implements it(fglrx) has a buggy implementation.
1028 * V8U8 and V16U16 need a fixup of the undefined blue channel. OpenGL
1029 * returns 0.0 when sampling from it, DirectX 1.0. So we always have in-shader
1030 * conversion for this format.
1032 if (!gl_info->supported[NV_TEXTURE_SHADER])
1034 idx = getFmtIdx(WINED3DFMT_R8G8_SNORM);
1035 gl_info->gl_formats[idx].color_fixup = create_color_fixup_desc(
1036 1, CHANNEL_SOURCE_X, 1, CHANNEL_SOURCE_Y, 0, CHANNEL_SOURCE_ONE, 0, CHANNEL_SOURCE_ONE);
1037 idx = getFmtIdx(WINED3DFMT_R16G16_SNORM);
1038 gl_info->gl_formats[idx].color_fixup = create_color_fixup_desc(
1039 1, CHANNEL_SOURCE_X, 1, CHANNEL_SOURCE_Y, 0, CHANNEL_SOURCE_ONE, 0, CHANNEL_SOURCE_ONE);
1041 else
1043 idx = getFmtIdx(WINED3DFMT_R8G8_SNORM);
1044 gl_info->gl_formats[idx].color_fixup = create_color_fixup_desc(
1045 0, CHANNEL_SOURCE_X, 0, CHANNEL_SOURCE_Y, 0, CHANNEL_SOURCE_ONE, 0, CHANNEL_SOURCE_ONE);
1046 idx = getFmtIdx(WINED3DFMT_R16G16_SNORM);
1047 gl_info->gl_formats[idx].color_fixup = create_color_fixup_desc(
1048 0, CHANNEL_SOURCE_X, 0, CHANNEL_SOURCE_Y, 0, CHANNEL_SOURCE_ONE, 0, CHANNEL_SOURCE_ONE);
1051 if (!gl_info->supported[NV_TEXTURE_SHADER])
1053 /* If GL_NV_texture_shader is not supported, those formats are converted, incompatibly
1054 * with each other
1056 idx = getFmtIdx(WINED3DFMT_R5G5_SNORM_L6_UNORM);
1057 gl_info->gl_formats[idx].color_fixup = create_color_fixup_desc(
1058 1, CHANNEL_SOURCE_X, 1, CHANNEL_SOURCE_Z, 0, CHANNEL_SOURCE_Y, 0, CHANNEL_SOURCE_ONE);
1059 idx = getFmtIdx(WINED3DFMT_R8G8_SNORM_L8X8_UNORM);
1060 gl_info->gl_formats[idx].color_fixup = create_color_fixup_desc(
1061 1, CHANNEL_SOURCE_X, 1, CHANNEL_SOURCE_Y, 0, CHANNEL_SOURCE_Z, 0, CHANNEL_SOURCE_W);
1062 idx = getFmtIdx(WINED3DFMT_R8G8B8A8_SNORM);
1063 gl_info->gl_formats[idx].color_fixup = create_color_fixup_desc(
1064 1, CHANNEL_SOURCE_X, 1, CHANNEL_SOURCE_Y, 1, CHANNEL_SOURCE_Z, 1, CHANNEL_SOURCE_W);
1066 else
1068 /* If GL_NV_texture_shader is supported, WINED3DFMT_L6V5U5 and WINED3DFMT_X8L8V8U8
1069 * are converted at surface loading time, but they do not need any modification in
1070 * the shader, thus they are compatible with all WINED3DFMT_UNKNOWN group formats.
1071 * WINED3DFMT_Q8W8V8U8 doesn't even need load-time conversion
1075 if (gl_info->supported[EXT_TEXTURE_COMPRESSION_RGTC])
1077 idx = getFmtIdx(WINED3DFMT_ATI2N);
1078 gl_info->gl_formats[idx].color_fixup = create_color_fixup_desc(
1079 0, CHANNEL_SOURCE_Y, 0, CHANNEL_SOURCE_X, 0, CHANNEL_SOURCE_ONE, 0, CHANNEL_SOURCE_ONE);
1081 else if (gl_info->supported[ATI_TEXTURE_COMPRESSION_3DC])
1083 idx = getFmtIdx(WINED3DFMT_ATI2N);
1084 gl_info->gl_formats[idx].color_fixup= create_color_fixup_desc(
1085 0, CHANNEL_SOURCE_X, 0, CHANNEL_SOURCE_W, 0, CHANNEL_SOURCE_ONE, 0, CHANNEL_SOURCE_ONE);
1088 if (!gl_info->supported[APPLE_YCBCR_422])
1090 idx = getFmtIdx(WINED3DFMT_YUY2);
1091 gl_info->gl_formats[idx].color_fixup = create_complex_fixup_desc(COMPLEX_FIXUP_YUY2);
1093 idx = getFmtIdx(WINED3DFMT_UYVY);
1094 gl_info->gl_formats[idx].color_fixup = create_complex_fixup_desc(COMPLEX_FIXUP_UYVY);
1097 idx = getFmtIdx(WINED3DFMT_YV12);
1098 gl_info->gl_formats[idx].heightscale = 1.5f;
1099 gl_info->gl_formats[idx].color_fixup = create_complex_fixup_desc(COMPLEX_FIXUP_YV12);
1101 if (gl_info->supported[EXT_PALETTED_TEXTURE] || gl_info->supported[ARB_FRAGMENT_PROGRAM])
1103 idx = getFmtIdx(WINED3DFMT_P8_UINT);
1104 gl_info->gl_formats[idx].color_fixup = create_complex_fixup_desc(COMPLEX_FIXUP_P8);
1107 if (gl_info->supported[ARB_VERTEX_ARRAY_BGRA])
1109 idx = getFmtIdx(WINED3DFMT_B8G8R8A8_UNORM);
1110 gl_info->gl_formats[idx].gl_vtx_format = GL_BGRA;
1113 if (gl_info->supported[ARB_HALF_FLOAT_VERTEX])
1115 /* Do not change the size of the type, it is CPU side. We have to change the GPU-side information though.
1116 * It is the job of the vertex buffer code to make sure that the vbos have the right format */
1117 idx = getFmtIdx(WINED3DFMT_R16G16_FLOAT);
1118 gl_info->gl_formats[idx].gl_vtx_type = GL_HALF_FLOAT; /* == GL_HALF_FLOAT_NV */
1120 idx = getFmtIdx(WINED3DFMT_R16G16B16A16_FLOAT);
1121 gl_info->gl_formats[idx].gl_vtx_type = GL_HALF_FLOAT;
1125 static BOOL init_format_vertex_info(struct wined3d_gl_info *gl_info)
1127 unsigned int i;
1129 for (i = 0; i < (sizeof(format_vertex_info) / sizeof(*format_vertex_info)); ++i)
1131 struct wined3d_format_desc *format_desc;
1132 int fmt_idx = getFmtIdx(format_vertex_info[i].format);
1134 if (fmt_idx == -1)
1136 ERR("Format %s (%#x) not found.\n",
1137 debug_d3dformat(format_vertex_info[i].format), format_vertex_info[i].format);
1138 return FALSE;
1141 format_desc = &gl_info->gl_formats[fmt_idx];
1142 format_desc->emit_idx = format_vertex_info[i].emit_idx;
1143 format_desc->component_count = format_vertex_info[i].component_count;
1144 format_desc->gl_vtx_type = format_vertex_info[i].gl_vtx_type;
1145 format_desc->gl_vtx_format = format_vertex_info[i].gl_vtx_format;
1146 format_desc->gl_normalized = format_vertex_info[i].gl_normalized;
1147 format_desc->component_size = format_vertex_info[i].component_size;
1150 return TRUE;
1153 BOOL initPixelFormatsNoGL(struct wined3d_gl_info *gl_info)
1155 if (!init_format_base_info(gl_info)) return FALSE;
1157 if (!init_format_compression_info(gl_info))
1159 HeapFree(GetProcessHeap(), 0, gl_info->gl_formats);
1160 gl_info->gl_formats = NULL;
1161 return FALSE;
1164 return TRUE;
1167 /* Context activation is done by the caller. */
1168 BOOL initPixelFormats(struct wined3d_gl_info *gl_info, enum wined3d_pci_vendor vendor)
1170 if (!init_format_base_info(gl_info)) return FALSE;
1172 if (!init_format_compression_info(gl_info)) goto fail;
1173 if (!init_format_texture_info(gl_info)) goto fail;
1174 if (!init_format_vertex_info(gl_info)) goto fail;
1176 apply_format_fixups(gl_info);
1177 init_format_fbo_compat_info(gl_info);
1178 init_format_filter_info(gl_info, vendor);
1180 return TRUE;
1182 fail:
1183 HeapFree(GetProcessHeap(), 0, gl_info->gl_formats);
1184 gl_info->gl_formats = NULL;
1185 return FALSE;
1188 const struct wined3d_format_desc *getFormatDescEntry(WINED3DFORMAT fmt, const struct wined3d_gl_info *gl_info)
1190 int idx = getFmtIdx(fmt);
1192 if(idx == -1) {
1193 FIXME("Can't find format %s(%d) in the format lookup table\n", debug_d3dformat(fmt), fmt);
1194 /* Get the caller a valid pointer */
1195 idx = getFmtIdx(WINED3DFMT_UNKNOWN);
1198 return &gl_info->gl_formats[idx];
1201 /*****************************************************************************
1202 * Trace formatting of useful values
1204 const char* debug_d3dformat(WINED3DFORMAT fmt) {
1205 switch (fmt) {
1206 #define FMT_TO_STR(fmt) case fmt: return #fmt
1207 FMT_TO_STR(WINED3DFMT_UNKNOWN);
1208 FMT_TO_STR(WINED3DFMT_B8G8R8_UNORM);
1209 FMT_TO_STR(WINED3DFMT_B5G5R5X1_UNORM);
1210 FMT_TO_STR(WINED3DFMT_B4G4R4A4_UNORM);
1211 FMT_TO_STR(WINED3DFMT_B2G3R3_UNORM);
1212 FMT_TO_STR(WINED3DFMT_B2G3R3A8_UNORM);
1213 FMT_TO_STR(WINED3DFMT_B4G4R4X4_UNORM);
1214 FMT_TO_STR(WINED3DFMT_R8G8B8X8_UNORM);
1215 FMT_TO_STR(WINED3DFMT_B10G10R10A2_UNORM);
1216 FMT_TO_STR(WINED3DFMT_P8_UINT_A8_UNORM);
1217 FMT_TO_STR(WINED3DFMT_P8_UINT);
1218 FMT_TO_STR(WINED3DFMT_L8_UNORM);
1219 FMT_TO_STR(WINED3DFMT_L8A8_UNORM);
1220 FMT_TO_STR(WINED3DFMT_L4A4_UNORM);
1221 FMT_TO_STR(WINED3DFMT_R5G5_SNORM_L6_UNORM);
1222 FMT_TO_STR(WINED3DFMT_R8G8_SNORM_L8X8_UNORM);
1223 FMT_TO_STR(WINED3DFMT_R10G11B11_SNORM);
1224 FMT_TO_STR(WINED3DFMT_R10G10B10_SNORM_A2_UNORM);
1225 FMT_TO_STR(WINED3DFMT_UYVY);
1226 FMT_TO_STR(WINED3DFMT_YUY2);
1227 FMT_TO_STR(WINED3DFMT_YV12);
1228 FMT_TO_STR(WINED3DFMT_DXT1);
1229 FMT_TO_STR(WINED3DFMT_DXT2);
1230 FMT_TO_STR(WINED3DFMT_DXT3);
1231 FMT_TO_STR(WINED3DFMT_DXT4);
1232 FMT_TO_STR(WINED3DFMT_DXT5);
1233 FMT_TO_STR(WINED3DFMT_MULTI2_ARGB8);
1234 FMT_TO_STR(WINED3DFMT_G8R8_G8B8);
1235 FMT_TO_STR(WINED3DFMT_R8G8_B8G8);
1236 FMT_TO_STR(WINED3DFMT_D16_LOCKABLE);
1237 FMT_TO_STR(WINED3DFMT_D32_UNORM);
1238 FMT_TO_STR(WINED3DFMT_S1_UINT_D15_UNORM);
1239 FMT_TO_STR(WINED3DFMT_X8D24_UNORM);
1240 FMT_TO_STR(WINED3DFMT_S4X4_UINT_D24_UNORM);
1241 FMT_TO_STR(WINED3DFMT_L16_UNORM);
1242 FMT_TO_STR(WINED3DFMT_S8_UINT_D24_FLOAT);
1243 FMT_TO_STR(WINED3DFMT_VERTEXDATA);
1244 FMT_TO_STR(WINED3DFMT_R8G8_SNORM_Cx);
1245 FMT_TO_STR(WINED3DFMT_ATI2N);
1246 FMT_TO_STR(WINED3DFMT_NVHU);
1247 FMT_TO_STR(WINED3DFMT_NVHS);
1248 FMT_TO_STR(WINED3DFMT_R32G32B32A32_TYPELESS);
1249 FMT_TO_STR(WINED3DFMT_R32G32B32A32_FLOAT);
1250 FMT_TO_STR(WINED3DFMT_R32G32B32A32_UINT);
1251 FMT_TO_STR(WINED3DFMT_R32G32B32A32_SINT);
1252 FMT_TO_STR(WINED3DFMT_R32G32B32_TYPELESS);
1253 FMT_TO_STR(WINED3DFMT_R32G32B32_FLOAT);
1254 FMT_TO_STR(WINED3DFMT_R32G32B32_UINT);
1255 FMT_TO_STR(WINED3DFMT_R32G32B32_SINT);
1256 FMT_TO_STR(WINED3DFMT_R16G16B16A16_TYPELESS);
1257 FMT_TO_STR(WINED3DFMT_R16G16B16A16_FLOAT);
1258 FMT_TO_STR(WINED3DFMT_R16G16B16A16_UNORM);
1259 FMT_TO_STR(WINED3DFMT_R16G16B16A16_UINT);
1260 FMT_TO_STR(WINED3DFMT_R16G16B16A16_SNORM);
1261 FMT_TO_STR(WINED3DFMT_R16G16B16A16_SINT);
1262 FMT_TO_STR(WINED3DFMT_R32G32_TYPELESS);
1263 FMT_TO_STR(WINED3DFMT_R32G32_FLOAT);
1264 FMT_TO_STR(WINED3DFMT_R32G32_UINT);
1265 FMT_TO_STR(WINED3DFMT_R32G32_SINT);
1266 FMT_TO_STR(WINED3DFMT_R32G8X24_TYPELESS);
1267 FMT_TO_STR(WINED3DFMT_D32_FLOAT_S8X24_UINT);
1268 FMT_TO_STR(WINED3DFMT_R32_FLOAT_X8X24_TYPELESS);
1269 FMT_TO_STR(WINED3DFMT_X32_TYPELESS_G8X24_UINT);
1270 FMT_TO_STR(WINED3DFMT_R10G10B10A2_TYPELESS);
1271 FMT_TO_STR(WINED3DFMT_R10G10B10A2_UNORM);
1272 FMT_TO_STR(WINED3DFMT_R10G10B10A2_UINT);
1273 FMT_TO_STR(WINED3DFMT_R10G10B10A2_SNORM);
1274 FMT_TO_STR(WINED3DFMT_R11G11B10_FLOAT);
1275 FMT_TO_STR(WINED3DFMT_R8G8B8A8_TYPELESS);
1276 FMT_TO_STR(WINED3DFMT_R8G8B8A8_UNORM);
1277 FMT_TO_STR(WINED3DFMT_R8G8B8A8_UNORM_SRGB);
1278 FMT_TO_STR(WINED3DFMT_R8G8B8A8_UINT);
1279 FMT_TO_STR(WINED3DFMT_R8G8B8A8_SNORM);
1280 FMT_TO_STR(WINED3DFMT_R8G8B8A8_SINT);
1281 FMT_TO_STR(WINED3DFMT_R16G16_TYPELESS);
1282 FMT_TO_STR(WINED3DFMT_R16G16_FLOAT);
1283 FMT_TO_STR(WINED3DFMT_R16G16_UNORM);
1284 FMT_TO_STR(WINED3DFMT_R16G16_UINT);
1285 FMT_TO_STR(WINED3DFMT_R16G16_SNORM);
1286 FMT_TO_STR(WINED3DFMT_R16G16_SINT);
1287 FMT_TO_STR(WINED3DFMT_R32_TYPELESS);
1288 FMT_TO_STR(WINED3DFMT_D32_FLOAT);
1289 FMT_TO_STR(WINED3DFMT_R32_FLOAT);
1290 FMT_TO_STR(WINED3DFMT_R32_UINT);
1291 FMT_TO_STR(WINED3DFMT_R32_SINT);
1292 FMT_TO_STR(WINED3DFMT_R24G8_TYPELESS);
1293 FMT_TO_STR(WINED3DFMT_D24_UNORM_S8_UINT);
1294 FMT_TO_STR(WINED3DFMT_R24_UNORM_X8_TYPELESS);
1295 FMT_TO_STR(WINED3DFMT_X24_TYPELESS_G8_UINT);
1296 FMT_TO_STR(WINED3DFMT_R8G8_TYPELESS);
1297 FMT_TO_STR(WINED3DFMT_R8G8_UNORM);
1298 FMT_TO_STR(WINED3DFMT_R8G8_UINT);
1299 FMT_TO_STR(WINED3DFMT_R8G8_SNORM);
1300 FMT_TO_STR(WINED3DFMT_R8G8_SINT);
1301 FMT_TO_STR(WINED3DFMT_R16_TYPELESS);
1302 FMT_TO_STR(WINED3DFMT_R16_FLOAT);
1303 FMT_TO_STR(WINED3DFMT_D16_UNORM);
1304 FMT_TO_STR(WINED3DFMT_R16_UNORM);
1305 FMT_TO_STR(WINED3DFMT_R16_UINT);
1306 FMT_TO_STR(WINED3DFMT_R16_SNORM);
1307 FMT_TO_STR(WINED3DFMT_R16_SINT);
1308 FMT_TO_STR(WINED3DFMT_R8_TYPELESS);
1309 FMT_TO_STR(WINED3DFMT_R8_UNORM);
1310 FMT_TO_STR(WINED3DFMT_R8_UINT);
1311 FMT_TO_STR(WINED3DFMT_R8_SNORM);
1312 FMT_TO_STR(WINED3DFMT_R8_SINT);
1313 FMT_TO_STR(WINED3DFMT_A8_UNORM);
1314 FMT_TO_STR(WINED3DFMT_R1_UNORM);
1315 FMT_TO_STR(WINED3DFMT_R9G9B9E5_SHAREDEXP);
1316 FMT_TO_STR(WINED3DFMT_R8G8_B8G8_UNORM);
1317 FMT_TO_STR(WINED3DFMT_G8R8_G8B8_UNORM);
1318 FMT_TO_STR(WINED3DFMT_BC1_TYPELESS);
1319 FMT_TO_STR(WINED3DFMT_BC1_UNORM);
1320 FMT_TO_STR(WINED3DFMT_BC1_UNORM_SRGB);
1321 FMT_TO_STR(WINED3DFMT_BC2_TYPELESS);
1322 FMT_TO_STR(WINED3DFMT_BC2_UNORM);
1323 FMT_TO_STR(WINED3DFMT_BC2_UNORM_SRGB);
1324 FMT_TO_STR(WINED3DFMT_BC3_TYPELESS);
1325 FMT_TO_STR(WINED3DFMT_BC3_UNORM);
1326 FMT_TO_STR(WINED3DFMT_BC3_UNORM_SRGB);
1327 FMT_TO_STR(WINED3DFMT_BC4_TYPELESS);
1328 FMT_TO_STR(WINED3DFMT_BC4_UNORM);
1329 FMT_TO_STR(WINED3DFMT_BC4_SNORM);
1330 FMT_TO_STR(WINED3DFMT_BC5_TYPELESS);
1331 FMT_TO_STR(WINED3DFMT_BC5_UNORM);
1332 FMT_TO_STR(WINED3DFMT_BC5_SNORM);
1333 FMT_TO_STR(WINED3DFMT_B5G6R5_UNORM);
1334 FMT_TO_STR(WINED3DFMT_B5G5R5A1_UNORM);
1335 FMT_TO_STR(WINED3DFMT_B8G8R8A8_UNORM);
1336 FMT_TO_STR(WINED3DFMT_B8G8R8X8_UNORM);
1337 #undef FMT_TO_STR
1338 default:
1340 char fourcc[5];
1341 fourcc[0] = (char)(fmt);
1342 fourcc[1] = (char)(fmt >> 8);
1343 fourcc[2] = (char)(fmt >> 16);
1344 fourcc[3] = (char)(fmt >> 24);
1345 fourcc[4] = 0;
1346 if( isprint(fourcc[0]) && isprint(fourcc[1]) && isprint(fourcc[2]) && isprint(fourcc[3]) )
1347 FIXME("Unrecognized %u (as fourcc: %s) WINED3DFORMAT!\n", fmt, fourcc);
1348 else
1349 FIXME("Unrecognized %u WINED3DFORMAT!\n", fmt);
1351 return "unrecognized";
1355 const char* debug_d3ddevicetype(WINED3DDEVTYPE devtype) {
1356 switch (devtype) {
1357 #define DEVTYPE_TO_STR(dev) case dev: return #dev
1358 DEVTYPE_TO_STR(WINED3DDEVTYPE_HAL);
1359 DEVTYPE_TO_STR(WINED3DDEVTYPE_REF);
1360 DEVTYPE_TO_STR(WINED3DDEVTYPE_SW);
1361 #undef DEVTYPE_TO_STR
1362 default:
1363 FIXME("Unrecognized %u WINED3DDEVTYPE!\n", devtype);
1364 return "unrecognized";
1368 const char *debug_d3dusage(DWORD usage)
1370 char buf[284];
1372 buf[0] = '\0';
1373 #define WINED3DUSAGE_TO_STR(u) if (usage & u) { strcat(buf, " | "#u); usage &= ~u; }
1374 WINED3DUSAGE_TO_STR(WINED3DUSAGE_RENDERTARGET);
1375 WINED3DUSAGE_TO_STR(WINED3DUSAGE_DEPTHSTENCIL);
1376 WINED3DUSAGE_TO_STR(WINED3DUSAGE_WRITEONLY);
1377 WINED3DUSAGE_TO_STR(WINED3DUSAGE_SOFTWAREPROCESSING);
1378 WINED3DUSAGE_TO_STR(WINED3DUSAGE_DONOTCLIP);
1379 WINED3DUSAGE_TO_STR(WINED3DUSAGE_POINTS);
1380 WINED3DUSAGE_TO_STR(WINED3DUSAGE_RTPATCHES);
1381 WINED3DUSAGE_TO_STR(WINED3DUSAGE_NPATCHES);
1382 WINED3DUSAGE_TO_STR(WINED3DUSAGE_DYNAMIC);
1383 WINED3DUSAGE_TO_STR(WINED3DUSAGE_AUTOGENMIPMAP);
1384 WINED3DUSAGE_TO_STR(WINED3DUSAGE_DMAP);
1385 #undef WINED3DUSAGE_TO_STR
1386 if (usage) FIXME("Unrecognized usage flag(s) %#x\n", usage);
1388 return buf[0] ? wine_dbg_sprintf("%s", &buf[3]) : "0";
1391 const char *debug_d3dusagequery(DWORD usagequery)
1393 char buf[238];
1395 buf[0] = '\0';
1396 #define WINED3DUSAGEQUERY_TO_STR(u) if (usagequery & u) { strcat(buf, " | "#u); usagequery &= ~u; }
1397 WINED3DUSAGEQUERY_TO_STR(WINED3DUSAGE_QUERY_FILTER);
1398 WINED3DUSAGEQUERY_TO_STR(WINED3DUSAGE_QUERY_LEGACYBUMPMAP);
1399 WINED3DUSAGEQUERY_TO_STR(WINED3DUSAGE_QUERY_POSTPIXELSHADER_BLENDING);
1400 WINED3DUSAGEQUERY_TO_STR(WINED3DUSAGE_QUERY_SRGBREAD);
1401 WINED3DUSAGEQUERY_TO_STR(WINED3DUSAGE_QUERY_SRGBWRITE);
1402 WINED3DUSAGEQUERY_TO_STR(WINED3DUSAGE_QUERY_VERTEXTEXTURE);
1403 WINED3DUSAGEQUERY_TO_STR(WINED3DUSAGE_QUERY_WRAPANDMIP);
1404 #undef WINED3DUSAGEQUERY_TO_STR
1405 if (usagequery) FIXME("Unrecognized usage query flag(s) %#x\n", usagequery);
1407 return buf[0] ? wine_dbg_sprintf("%s", &buf[3]) : "0";
1410 const char* debug_d3ddeclmethod(WINED3DDECLMETHOD method) {
1411 switch (method) {
1412 #define WINED3DDECLMETHOD_TO_STR(u) case u: return #u
1413 WINED3DDECLMETHOD_TO_STR(WINED3DDECLMETHOD_DEFAULT);
1414 WINED3DDECLMETHOD_TO_STR(WINED3DDECLMETHOD_PARTIALU);
1415 WINED3DDECLMETHOD_TO_STR(WINED3DDECLMETHOD_PARTIALV);
1416 WINED3DDECLMETHOD_TO_STR(WINED3DDECLMETHOD_CROSSUV);
1417 WINED3DDECLMETHOD_TO_STR(WINED3DDECLMETHOD_UV);
1418 WINED3DDECLMETHOD_TO_STR(WINED3DDECLMETHOD_LOOKUP);
1419 WINED3DDECLMETHOD_TO_STR(WINED3DDECLMETHOD_LOOKUPPRESAMPLED);
1420 #undef WINED3DDECLMETHOD_TO_STR
1421 default:
1422 FIXME("Unrecognized %u declaration method!\n", method);
1423 return "unrecognized";
1427 const char* debug_d3ddeclusage(BYTE usage) {
1428 switch (usage) {
1429 #define WINED3DDECLUSAGE_TO_STR(u) case u: return #u
1430 WINED3DDECLUSAGE_TO_STR(WINED3DDECLUSAGE_POSITION);
1431 WINED3DDECLUSAGE_TO_STR(WINED3DDECLUSAGE_BLENDWEIGHT);
1432 WINED3DDECLUSAGE_TO_STR(WINED3DDECLUSAGE_BLENDINDICES);
1433 WINED3DDECLUSAGE_TO_STR(WINED3DDECLUSAGE_NORMAL);
1434 WINED3DDECLUSAGE_TO_STR(WINED3DDECLUSAGE_PSIZE);
1435 WINED3DDECLUSAGE_TO_STR(WINED3DDECLUSAGE_TEXCOORD);
1436 WINED3DDECLUSAGE_TO_STR(WINED3DDECLUSAGE_TANGENT);
1437 WINED3DDECLUSAGE_TO_STR(WINED3DDECLUSAGE_BINORMAL);
1438 WINED3DDECLUSAGE_TO_STR(WINED3DDECLUSAGE_TESSFACTOR);
1439 WINED3DDECLUSAGE_TO_STR(WINED3DDECLUSAGE_POSITIONT);
1440 WINED3DDECLUSAGE_TO_STR(WINED3DDECLUSAGE_COLOR);
1441 WINED3DDECLUSAGE_TO_STR(WINED3DDECLUSAGE_FOG);
1442 WINED3DDECLUSAGE_TO_STR(WINED3DDECLUSAGE_DEPTH);
1443 WINED3DDECLUSAGE_TO_STR(WINED3DDECLUSAGE_SAMPLE);
1444 #undef WINED3DDECLUSAGE_TO_STR
1445 default:
1446 FIXME("Unrecognized %u declaration usage!\n", usage);
1447 return "unrecognized";
1451 const char* debug_d3dresourcetype(WINED3DRESOURCETYPE res) {
1452 switch (res) {
1453 #define RES_TO_STR(res) case res: return #res
1454 RES_TO_STR(WINED3DRTYPE_SURFACE);
1455 RES_TO_STR(WINED3DRTYPE_VOLUME);
1456 RES_TO_STR(WINED3DRTYPE_TEXTURE);
1457 RES_TO_STR(WINED3DRTYPE_VOLUMETEXTURE);
1458 RES_TO_STR(WINED3DRTYPE_CUBETEXTURE);
1459 RES_TO_STR(WINED3DRTYPE_BUFFER);
1460 #undef RES_TO_STR
1461 default:
1462 FIXME("Unrecognized %u WINED3DRESOURCETYPE!\n", res);
1463 return "unrecognized";
1467 const char* debug_d3dprimitivetype(WINED3DPRIMITIVETYPE PrimitiveType) {
1468 switch (PrimitiveType) {
1469 #define PRIM_TO_STR(prim) case prim: return #prim
1470 PRIM_TO_STR(WINED3DPT_UNDEFINED);
1471 PRIM_TO_STR(WINED3DPT_POINTLIST);
1472 PRIM_TO_STR(WINED3DPT_LINELIST);
1473 PRIM_TO_STR(WINED3DPT_LINESTRIP);
1474 PRIM_TO_STR(WINED3DPT_TRIANGLELIST);
1475 PRIM_TO_STR(WINED3DPT_TRIANGLESTRIP);
1476 PRIM_TO_STR(WINED3DPT_TRIANGLEFAN);
1477 PRIM_TO_STR(WINED3DPT_LINELIST_ADJ);
1478 PRIM_TO_STR(WINED3DPT_LINESTRIP_ADJ);
1479 PRIM_TO_STR(WINED3DPT_TRIANGLELIST_ADJ);
1480 PRIM_TO_STR(WINED3DPT_TRIANGLESTRIP_ADJ);
1481 #undef PRIM_TO_STR
1482 default:
1483 FIXME("Unrecognized %u WINED3DPRIMITIVETYPE!\n", PrimitiveType);
1484 return "unrecognized";
1488 const char* debug_d3drenderstate(DWORD state) {
1489 switch (state) {
1490 #define D3DSTATE_TO_STR(u) case u: return #u
1491 D3DSTATE_TO_STR(WINED3DRS_TEXTUREHANDLE );
1492 D3DSTATE_TO_STR(WINED3DRS_ANTIALIAS );
1493 D3DSTATE_TO_STR(WINED3DRS_TEXTUREADDRESS );
1494 D3DSTATE_TO_STR(WINED3DRS_TEXTUREPERSPECTIVE );
1495 D3DSTATE_TO_STR(WINED3DRS_WRAPU );
1496 D3DSTATE_TO_STR(WINED3DRS_WRAPV );
1497 D3DSTATE_TO_STR(WINED3DRS_ZENABLE );
1498 D3DSTATE_TO_STR(WINED3DRS_FILLMODE );
1499 D3DSTATE_TO_STR(WINED3DRS_SHADEMODE );
1500 D3DSTATE_TO_STR(WINED3DRS_LINEPATTERN );
1501 D3DSTATE_TO_STR(WINED3DRS_MONOENABLE );
1502 D3DSTATE_TO_STR(WINED3DRS_ROP2 );
1503 D3DSTATE_TO_STR(WINED3DRS_PLANEMASK );
1504 D3DSTATE_TO_STR(WINED3DRS_ZWRITEENABLE );
1505 D3DSTATE_TO_STR(WINED3DRS_ALPHATESTENABLE );
1506 D3DSTATE_TO_STR(WINED3DRS_LASTPIXEL );
1507 D3DSTATE_TO_STR(WINED3DRS_TEXTUREMAG );
1508 D3DSTATE_TO_STR(WINED3DRS_TEXTUREMIN );
1509 D3DSTATE_TO_STR(WINED3DRS_SRCBLEND );
1510 D3DSTATE_TO_STR(WINED3DRS_DESTBLEND );
1511 D3DSTATE_TO_STR(WINED3DRS_TEXTUREMAPBLEND );
1512 D3DSTATE_TO_STR(WINED3DRS_CULLMODE );
1513 D3DSTATE_TO_STR(WINED3DRS_ZFUNC );
1514 D3DSTATE_TO_STR(WINED3DRS_ALPHAREF );
1515 D3DSTATE_TO_STR(WINED3DRS_ALPHAFUNC );
1516 D3DSTATE_TO_STR(WINED3DRS_DITHERENABLE );
1517 D3DSTATE_TO_STR(WINED3DRS_ALPHABLENDENABLE );
1518 D3DSTATE_TO_STR(WINED3DRS_FOGENABLE );
1519 D3DSTATE_TO_STR(WINED3DRS_SPECULARENABLE );
1520 D3DSTATE_TO_STR(WINED3DRS_ZVISIBLE );
1521 D3DSTATE_TO_STR(WINED3DRS_SUBPIXEL );
1522 D3DSTATE_TO_STR(WINED3DRS_SUBPIXELX );
1523 D3DSTATE_TO_STR(WINED3DRS_STIPPLEDALPHA );
1524 D3DSTATE_TO_STR(WINED3DRS_FOGCOLOR );
1525 D3DSTATE_TO_STR(WINED3DRS_FOGTABLEMODE );
1526 D3DSTATE_TO_STR(WINED3DRS_FOGSTART );
1527 D3DSTATE_TO_STR(WINED3DRS_FOGEND );
1528 D3DSTATE_TO_STR(WINED3DRS_FOGDENSITY );
1529 D3DSTATE_TO_STR(WINED3DRS_STIPPLEENABLE );
1530 D3DSTATE_TO_STR(WINED3DRS_EDGEANTIALIAS );
1531 D3DSTATE_TO_STR(WINED3DRS_COLORKEYENABLE );
1532 D3DSTATE_TO_STR(WINED3DRS_BORDERCOLOR );
1533 D3DSTATE_TO_STR(WINED3DRS_TEXTUREADDRESSU );
1534 D3DSTATE_TO_STR(WINED3DRS_TEXTUREADDRESSV );
1535 D3DSTATE_TO_STR(WINED3DRS_MIPMAPLODBIAS );
1536 D3DSTATE_TO_STR(WINED3DRS_ZBIAS );
1537 D3DSTATE_TO_STR(WINED3DRS_RANGEFOGENABLE );
1538 D3DSTATE_TO_STR(WINED3DRS_ANISOTROPY );
1539 D3DSTATE_TO_STR(WINED3DRS_FLUSHBATCH );
1540 D3DSTATE_TO_STR(WINED3DRS_TRANSLUCENTSORTINDEPENDENT);
1541 D3DSTATE_TO_STR(WINED3DRS_STENCILENABLE );
1542 D3DSTATE_TO_STR(WINED3DRS_STENCILFAIL );
1543 D3DSTATE_TO_STR(WINED3DRS_STENCILZFAIL );
1544 D3DSTATE_TO_STR(WINED3DRS_STENCILPASS );
1545 D3DSTATE_TO_STR(WINED3DRS_STENCILFUNC );
1546 D3DSTATE_TO_STR(WINED3DRS_STENCILREF );
1547 D3DSTATE_TO_STR(WINED3DRS_STENCILMASK );
1548 D3DSTATE_TO_STR(WINED3DRS_STENCILWRITEMASK );
1549 D3DSTATE_TO_STR(WINED3DRS_TEXTUREFACTOR );
1550 D3DSTATE_TO_STR(WINED3DRS_STIPPLEPATTERN00 );
1551 D3DSTATE_TO_STR(WINED3DRS_STIPPLEPATTERN01 );
1552 D3DSTATE_TO_STR(WINED3DRS_STIPPLEPATTERN02 );
1553 D3DSTATE_TO_STR(WINED3DRS_STIPPLEPATTERN03 );
1554 D3DSTATE_TO_STR(WINED3DRS_STIPPLEPATTERN04 );
1555 D3DSTATE_TO_STR(WINED3DRS_STIPPLEPATTERN05 );
1556 D3DSTATE_TO_STR(WINED3DRS_STIPPLEPATTERN06 );
1557 D3DSTATE_TO_STR(WINED3DRS_STIPPLEPATTERN07 );
1558 D3DSTATE_TO_STR(WINED3DRS_STIPPLEPATTERN08 );
1559 D3DSTATE_TO_STR(WINED3DRS_STIPPLEPATTERN09 );
1560 D3DSTATE_TO_STR(WINED3DRS_STIPPLEPATTERN10 );
1561 D3DSTATE_TO_STR(WINED3DRS_STIPPLEPATTERN11 );
1562 D3DSTATE_TO_STR(WINED3DRS_STIPPLEPATTERN12 );
1563 D3DSTATE_TO_STR(WINED3DRS_STIPPLEPATTERN13 );
1564 D3DSTATE_TO_STR(WINED3DRS_STIPPLEPATTERN14 );
1565 D3DSTATE_TO_STR(WINED3DRS_STIPPLEPATTERN15 );
1566 D3DSTATE_TO_STR(WINED3DRS_STIPPLEPATTERN16 );
1567 D3DSTATE_TO_STR(WINED3DRS_STIPPLEPATTERN17 );
1568 D3DSTATE_TO_STR(WINED3DRS_STIPPLEPATTERN18 );
1569 D3DSTATE_TO_STR(WINED3DRS_STIPPLEPATTERN19 );
1570 D3DSTATE_TO_STR(WINED3DRS_STIPPLEPATTERN20 );
1571 D3DSTATE_TO_STR(WINED3DRS_STIPPLEPATTERN21 );
1572 D3DSTATE_TO_STR(WINED3DRS_STIPPLEPATTERN22 );
1573 D3DSTATE_TO_STR(WINED3DRS_STIPPLEPATTERN23 );
1574 D3DSTATE_TO_STR(WINED3DRS_STIPPLEPATTERN24 );
1575 D3DSTATE_TO_STR(WINED3DRS_STIPPLEPATTERN25 );
1576 D3DSTATE_TO_STR(WINED3DRS_STIPPLEPATTERN26 );
1577 D3DSTATE_TO_STR(WINED3DRS_STIPPLEPATTERN27 );
1578 D3DSTATE_TO_STR(WINED3DRS_STIPPLEPATTERN28 );
1579 D3DSTATE_TO_STR(WINED3DRS_STIPPLEPATTERN29 );
1580 D3DSTATE_TO_STR(WINED3DRS_STIPPLEPATTERN30 );
1581 D3DSTATE_TO_STR(WINED3DRS_STIPPLEPATTERN31 );
1582 D3DSTATE_TO_STR(WINED3DRS_WRAP0 );
1583 D3DSTATE_TO_STR(WINED3DRS_WRAP1 );
1584 D3DSTATE_TO_STR(WINED3DRS_WRAP2 );
1585 D3DSTATE_TO_STR(WINED3DRS_WRAP3 );
1586 D3DSTATE_TO_STR(WINED3DRS_WRAP4 );
1587 D3DSTATE_TO_STR(WINED3DRS_WRAP5 );
1588 D3DSTATE_TO_STR(WINED3DRS_WRAP6 );
1589 D3DSTATE_TO_STR(WINED3DRS_WRAP7 );
1590 D3DSTATE_TO_STR(WINED3DRS_CLIPPING );
1591 D3DSTATE_TO_STR(WINED3DRS_LIGHTING );
1592 D3DSTATE_TO_STR(WINED3DRS_EXTENTS );
1593 D3DSTATE_TO_STR(WINED3DRS_AMBIENT );
1594 D3DSTATE_TO_STR(WINED3DRS_FOGVERTEXMODE );
1595 D3DSTATE_TO_STR(WINED3DRS_COLORVERTEX );
1596 D3DSTATE_TO_STR(WINED3DRS_LOCALVIEWER );
1597 D3DSTATE_TO_STR(WINED3DRS_NORMALIZENORMALS );
1598 D3DSTATE_TO_STR(WINED3DRS_COLORKEYBLENDENABLE );
1599 D3DSTATE_TO_STR(WINED3DRS_DIFFUSEMATERIALSOURCE );
1600 D3DSTATE_TO_STR(WINED3DRS_SPECULARMATERIALSOURCE );
1601 D3DSTATE_TO_STR(WINED3DRS_AMBIENTMATERIALSOURCE );
1602 D3DSTATE_TO_STR(WINED3DRS_EMISSIVEMATERIALSOURCE );
1603 D3DSTATE_TO_STR(WINED3DRS_VERTEXBLEND );
1604 D3DSTATE_TO_STR(WINED3DRS_CLIPPLANEENABLE );
1605 D3DSTATE_TO_STR(WINED3DRS_SOFTWAREVERTEXPROCESSING );
1606 D3DSTATE_TO_STR(WINED3DRS_POINTSIZE );
1607 D3DSTATE_TO_STR(WINED3DRS_POINTSIZE_MIN );
1608 D3DSTATE_TO_STR(WINED3DRS_POINTSPRITEENABLE );
1609 D3DSTATE_TO_STR(WINED3DRS_POINTSCALEENABLE );
1610 D3DSTATE_TO_STR(WINED3DRS_POINTSCALE_A );
1611 D3DSTATE_TO_STR(WINED3DRS_POINTSCALE_B );
1612 D3DSTATE_TO_STR(WINED3DRS_POINTSCALE_C );
1613 D3DSTATE_TO_STR(WINED3DRS_MULTISAMPLEANTIALIAS );
1614 D3DSTATE_TO_STR(WINED3DRS_MULTISAMPLEMASK );
1615 D3DSTATE_TO_STR(WINED3DRS_PATCHEDGESTYLE );
1616 D3DSTATE_TO_STR(WINED3DRS_PATCHSEGMENTS );
1617 D3DSTATE_TO_STR(WINED3DRS_DEBUGMONITORTOKEN );
1618 D3DSTATE_TO_STR(WINED3DRS_POINTSIZE_MAX );
1619 D3DSTATE_TO_STR(WINED3DRS_INDEXEDVERTEXBLENDENABLE );
1620 D3DSTATE_TO_STR(WINED3DRS_COLORWRITEENABLE );
1621 D3DSTATE_TO_STR(WINED3DRS_TWEENFACTOR );
1622 D3DSTATE_TO_STR(WINED3DRS_BLENDOP );
1623 D3DSTATE_TO_STR(WINED3DRS_POSITIONDEGREE );
1624 D3DSTATE_TO_STR(WINED3DRS_NORMALDEGREE );
1625 D3DSTATE_TO_STR(WINED3DRS_SCISSORTESTENABLE );
1626 D3DSTATE_TO_STR(WINED3DRS_SLOPESCALEDEPTHBIAS );
1627 D3DSTATE_TO_STR(WINED3DRS_ANTIALIASEDLINEENABLE );
1628 D3DSTATE_TO_STR(WINED3DRS_MINTESSELLATIONLEVEL );
1629 D3DSTATE_TO_STR(WINED3DRS_MAXTESSELLATIONLEVEL );
1630 D3DSTATE_TO_STR(WINED3DRS_ADAPTIVETESS_X );
1631 D3DSTATE_TO_STR(WINED3DRS_ADAPTIVETESS_Y );
1632 D3DSTATE_TO_STR(WINED3DRS_ADAPTIVETESS_Z );
1633 D3DSTATE_TO_STR(WINED3DRS_ADAPTIVETESS_W );
1634 D3DSTATE_TO_STR(WINED3DRS_ENABLEADAPTIVETESSELLATION);
1635 D3DSTATE_TO_STR(WINED3DRS_TWOSIDEDSTENCILMODE );
1636 D3DSTATE_TO_STR(WINED3DRS_CCW_STENCILFAIL );
1637 D3DSTATE_TO_STR(WINED3DRS_CCW_STENCILZFAIL );
1638 D3DSTATE_TO_STR(WINED3DRS_CCW_STENCILPASS );
1639 D3DSTATE_TO_STR(WINED3DRS_CCW_STENCILFUNC );
1640 D3DSTATE_TO_STR(WINED3DRS_COLORWRITEENABLE1 );
1641 D3DSTATE_TO_STR(WINED3DRS_COLORWRITEENABLE2 );
1642 D3DSTATE_TO_STR(WINED3DRS_COLORWRITEENABLE3 );
1643 D3DSTATE_TO_STR(WINED3DRS_BLENDFACTOR );
1644 D3DSTATE_TO_STR(WINED3DRS_SRGBWRITEENABLE );
1645 D3DSTATE_TO_STR(WINED3DRS_DEPTHBIAS );
1646 D3DSTATE_TO_STR(WINED3DRS_WRAP8 );
1647 D3DSTATE_TO_STR(WINED3DRS_WRAP9 );
1648 D3DSTATE_TO_STR(WINED3DRS_WRAP10 );
1649 D3DSTATE_TO_STR(WINED3DRS_WRAP11 );
1650 D3DSTATE_TO_STR(WINED3DRS_WRAP12 );
1651 D3DSTATE_TO_STR(WINED3DRS_WRAP13 );
1652 D3DSTATE_TO_STR(WINED3DRS_WRAP14 );
1653 D3DSTATE_TO_STR(WINED3DRS_WRAP15 );
1654 D3DSTATE_TO_STR(WINED3DRS_SEPARATEALPHABLENDENABLE );
1655 D3DSTATE_TO_STR(WINED3DRS_SRCBLENDALPHA );
1656 D3DSTATE_TO_STR(WINED3DRS_DESTBLENDALPHA );
1657 D3DSTATE_TO_STR(WINED3DRS_BLENDOPALPHA );
1658 #undef D3DSTATE_TO_STR
1659 default:
1660 FIXME("Unrecognized %u render state!\n", state);
1661 return "unrecognized";
1665 const char* debug_d3dsamplerstate(DWORD state) {
1666 switch (state) {
1667 #define D3DSTATE_TO_STR(u) case u: return #u
1668 D3DSTATE_TO_STR(WINED3DSAMP_BORDERCOLOR );
1669 D3DSTATE_TO_STR(WINED3DSAMP_ADDRESSU );
1670 D3DSTATE_TO_STR(WINED3DSAMP_ADDRESSV );
1671 D3DSTATE_TO_STR(WINED3DSAMP_ADDRESSW );
1672 D3DSTATE_TO_STR(WINED3DSAMP_MAGFILTER );
1673 D3DSTATE_TO_STR(WINED3DSAMP_MINFILTER );
1674 D3DSTATE_TO_STR(WINED3DSAMP_MIPFILTER );
1675 D3DSTATE_TO_STR(WINED3DSAMP_MIPMAPLODBIAS);
1676 D3DSTATE_TO_STR(WINED3DSAMP_MAXMIPLEVEL );
1677 D3DSTATE_TO_STR(WINED3DSAMP_MAXANISOTROPY);
1678 D3DSTATE_TO_STR(WINED3DSAMP_SRGBTEXTURE );
1679 D3DSTATE_TO_STR(WINED3DSAMP_ELEMENTINDEX );
1680 D3DSTATE_TO_STR(WINED3DSAMP_DMAPOFFSET );
1681 #undef D3DSTATE_TO_STR
1682 default:
1683 FIXME("Unrecognized %u sampler state!\n", state);
1684 return "unrecognized";
1688 const char *debug_d3dtexturefiltertype(WINED3DTEXTUREFILTERTYPE filter_type) {
1689 switch (filter_type) {
1690 #define D3DTEXTUREFILTERTYPE_TO_STR(u) case u: return #u
1691 D3DTEXTUREFILTERTYPE_TO_STR(WINED3DTEXF_NONE);
1692 D3DTEXTUREFILTERTYPE_TO_STR(WINED3DTEXF_POINT);
1693 D3DTEXTUREFILTERTYPE_TO_STR(WINED3DTEXF_LINEAR);
1694 D3DTEXTUREFILTERTYPE_TO_STR(WINED3DTEXF_ANISOTROPIC);
1695 D3DTEXTUREFILTERTYPE_TO_STR(WINED3DTEXF_FLATCUBIC);
1696 D3DTEXTUREFILTERTYPE_TO_STR(WINED3DTEXF_GAUSSIANCUBIC);
1697 D3DTEXTUREFILTERTYPE_TO_STR(WINED3DTEXF_PYRAMIDALQUAD);
1698 D3DTEXTUREFILTERTYPE_TO_STR(WINED3DTEXF_GAUSSIANQUAD);
1699 #undef D3DTEXTUREFILTERTYPE_TO_STR
1700 default:
1701 FIXME("Unrecognied texture filter type 0x%08x\n", filter_type);
1702 return "unrecognized";
1706 const char* debug_d3dtexturestate(DWORD state) {
1707 switch (state) {
1708 #define D3DSTATE_TO_STR(u) case u: return #u
1709 D3DSTATE_TO_STR(WINED3DTSS_COLOROP );
1710 D3DSTATE_TO_STR(WINED3DTSS_COLORARG1 );
1711 D3DSTATE_TO_STR(WINED3DTSS_COLORARG2 );
1712 D3DSTATE_TO_STR(WINED3DTSS_ALPHAOP );
1713 D3DSTATE_TO_STR(WINED3DTSS_ALPHAARG1 );
1714 D3DSTATE_TO_STR(WINED3DTSS_ALPHAARG2 );
1715 D3DSTATE_TO_STR(WINED3DTSS_BUMPENVMAT00 );
1716 D3DSTATE_TO_STR(WINED3DTSS_BUMPENVMAT01 );
1717 D3DSTATE_TO_STR(WINED3DTSS_BUMPENVMAT10 );
1718 D3DSTATE_TO_STR(WINED3DTSS_BUMPENVMAT11 );
1719 D3DSTATE_TO_STR(WINED3DTSS_TEXCOORDINDEX );
1720 D3DSTATE_TO_STR(WINED3DTSS_BUMPENVLSCALE );
1721 D3DSTATE_TO_STR(WINED3DTSS_BUMPENVLOFFSET );
1722 D3DSTATE_TO_STR(WINED3DTSS_TEXTURETRANSFORMFLAGS );
1723 D3DSTATE_TO_STR(WINED3DTSS_COLORARG0 );
1724 D3DSTATE_TO_STR(WINED3DTSS_ALPHAARG0 );
1725 D3DSTATE_TO_STR(WINED3DTSS_RESULTARG );
1726 D3DSTATE_TO_STR(WINED3DTSS_CONSTANT );
1727 #undef D3DSTATE_TO_STR
1728 default:
1729 FIXME("Unrecognized %u texture state!\n", state);
1730 return "unrecognized";
1734 const char* debug_d3dtop(WINED3DTEXTUREOP d3dtop) {
1735 switch (d3dtop) {
1736 #define D3DTOP_TO_STR(u) case u: return #u
1737 D3DTOP_TO_STR(WINED3DTOP_DISABLE);
1738 D3DTOP_TO_STR(WINED3DTOP_SELECTARG1);
1739 D3DTOP_TO_STR(WINED3DTOP_SELECTARG2);
1740 D3DTOP_TO_STR(WINED3DTOP_MODULATE);
1741 D3DTOP_TO_STR(WINED3DTOP_MODULATE2X);
1742 D3DTOP_TO_STR(WINED3DTOP_MODULATE4X);
1743 D3DTOP_TO_STR(WINED3DTOP_ADD);
1744 D3DTOP_TO_STR(WINED3DTOP_ADDSIGNED);
1745 D3DTOP_TO_STR(WINED3DTOP_ADDSIGNED2X);
1746 D3DTOP_TO_STR(WINED3DTOP_SUBTRACT);
1747 D3DTOP_TO_STR(WINED3DTOP_ADDSMOOTH);
1748 D3DTOP_TO_STR(WINED3DTOP_BLENDDIFFUSEALPHA);
1749 D3DTOP_TO_STR(WINED3DTOP_BLENDTEXTUREALPHA);
1750 D3DTOP_TO_STR(WINED3DTOP_BLENDFACTORALPHA);
1751 D3DTOP_TO_STR(WINED3DTOP_BLENDTEXTUREALPHAPM);
1752 D3DTOP_TO_STR(WINED3DTOP_BLENDCURRENTALPHA);
1753 D3DTOP_TO_STR(WINED3DTOP_PREMODULATE);
1754 D3DTOP_TO_STR(WINED3DTOP_MODULATEALPHA_ADDCOLOR);
1755 D3DTOP_TO_STR(WINED3DTOP_MODULATECOLOR_ADDALPHA);
1756 D3DTOP_TO_STR(WINED3DTOP_MODULATEINVALPHA_ADDCOLOR);
1757 D3DTOP_TO_STR(WINED3DTOP_MODULATEINVCOLOR_ADDALPHA);
1758 D3DTOP_TO_STR(WINED3DTOP_BUMPENVMAP);
1759 D3DTOP_TO_STR(WINED3DTOP_BUMPENVMAPLUMINANCE);
1760 D3DTOP_TO_STR(WINED3DTOP_DOTPRODUCT3);
1761 D3DTOP_TO_STR(WINED3DTOP_MULTIPLYADD);
1762 D3DTOP_TO_STR(WINED3DTOP_LERP);
1763 #undef D3DTOP_TO_STR
1764 default:
1765 FIXME("Unrecognized %u WINED3DTOP\n", d3dtop);
1766 return "unrecognized";
1770 const char* debug_d3dtstype(WINED3DTRANSFORMSTATETYPE tstype) {
1771 switch (tstype) {
1772 #define TSTYPE_TO_STR(tstype) case tstype: return #tstype
1773 TSTYPE_TO_STR(WINED3DTS_VIEW);
1774 TSTYPE_TO_STR(WINED3DTS_PROJECTION);
1775 TSTYPE_TO_STR(WINED3DTS_TEXTURE0);
1776 TSTYPE_TO_STR(WINED3DTS_TEXTURE1);
1777 TSTYPE_TO_STR(WINED3DTS_TEXTURE2);
1778 TSTYPE_TO_STR(WINED3DTS_TEXTURE3);
1779 TSTYPE_TO_STR(WINED3DTS_TEXTURE4);
1780 TSTYPE_TO_STR(WINED3DTS_TEXTURE5);
1781 TSTYPE_TO_STR(WINED3DTS_TEXTURE6);
1782 TSTYPE_TO_STR(WINED3DTS_TEXTURE7);
1783 TSTYPE_TO_STR(WINED3DTS_WORLDMATRIX(0));
1784 #undef TSTYPE_TO_STR
1785 default:
1786 if (tstype > 256 && tstype < 512) {
1787 FIXME("WINED3DTS_WORLDMATRIX(%u). 1..255 not currently supported\n", tstype);
1788 return ("WINED3DTS_WORLDMATRIX > 0");
1790 FIXME("Unrecognized %u WINED3DTS\n", tstype);
1791 return "unrecognized";
1795 const char *debug_d3dstate(DWORD state)
1797 if (STATE_IS_RENDER(state))
1798 return wine_dbg_sprintf("STATE_RENDER(%s)", debug_d3drenderstate(state - STATE_RENDER(0)));
1799 if (STATE_IS_TEXTURESTAGE(state))
1801 DWORD texture_stage = (state - STATE_TEXTURESTAGE(0, 0)) / (WINED3D_HIGHEST_TEXTURE_STATE + 1);
1802 DWORD texture_state = state - STATE_TEXTURESTAGE(texture_stage, 0);
1803 return wine_dbg_sprintf("STATE_TEXTURESTAGE(%#x, %s)",
1804 texture_stage, debug_d3dtexturestate(texture_state));
1806 if (STATE_IS_SAMPLER(state))
1807 return wine_dbg_sprintf("STATE_SAMPLER(%#x)", state - STATE_SAMPLER(0));
1808 if (STATE_IS_PIXELSHADER(state))
1809 return "STATE_PIXELSHADER";
1810 if (STATE_IS_TRANSFORM(state))
1811 return wine_dbg_sprintf("STATE_TRANSFORM(%s)", debug_d3dtstype(state - STATE_TRANSFORM(0)));
1812 if (STATE_IS_STREAMSRC(state))
1813 return "STATE_STREAMSRC";
1814 if (STATE_IS_INDEXBUFFER(state))
1815 return "STATE_INDEXBUFFER";
1816 if (STATE_IS_VDECL(state))
1817 return "STATE_VDECL";
1818 if (STATE_IS_VSHADER(state))
1819 return "STATE_VSHADER";
1820 if (STATE_IS_VIEWPORT(state))
1821 return "STATE_VIEWPORT";
1822 if (STATE_IS_VERTEXSHADERCONSTANT(state))
1823 return "STATE_VERTEXSHADERCONSTANT";
1824 if (STATE_IS_PIXELSHADERCONSTANT(state))
1825 return "STATE_PIXELSHADERCONSTANT";
1826 if (STATE_IS_ACTIVELIGHT(state))
1827 return wine_dbg_sprintf("STATE_ACTIVELIGHT(%#x)", state - STATE_ACTIVELIGHT(0));
1828 if (STATE_IS_SCISSORRECT(state))
1829 return "STATE_SCISSORRECT";
1830 if (STATE_IS_CLIPPLANE(state))
1831 return wine_dbg_sprintf("STATE_CLIPPLANE(%#x)", state - STATE_CLIPPLANE(0));
1832 if (STATE_IS_MATERIAL(state))
1833 return "STATE_MATERIAL";
1834 if (STATE_IS_FRONTFACE(state))
1835 return "STATE_FRONTFACE";
1837 return wine_dbg_sprintf("UNKNOWN_STATE(%#x)", state);
1840 const char* debug_d3dpool(WINED3DPOOL Pool) {
1841 switch (Pool) {
1842 #define POOL_TO_STR(p) case p: return #p
1843 POOL_TO_STR(WINED3DPOOL_DEFAULT);
1844 POOL_TO_STR(WINED3DPOOL_MANAGED);
1845 POOL_TO_STR(WINED3DPOOL_SYSTEMMEM);
1846 POOL_TO_STR(WINED3DPOOL_SCRATCH);
1847 #undef POOL_TO_STR
1848 default:
1849 FIXME("Unrecognized %u WINED3DPOOL!\n", Pool);
1850 return "unrecognized";
1854 const char *debug_fbostatus(GLenum status) {
1855 switch(status) {
1856 #define FBOSTATUS_TO_STR(u) case u: return #u
1857 FBOSTATUS_TO_STR(GL_FRAMEBUFFER_COMPLETE);
1858 FBOSTATUS_TO_STR(GL_FRAMEBUFFER_INCOMPLETE_ATTACHMENT);
1859 FBOSTATUS_TO_STR(GL_FRAMEBUFFER_INCOMPLETE_MISSING_ATTACHMENT);
1860 FBOSTATUS_TO_STR(GL_FRAMEBUFFER_INCOMPLETE_DIMENSIONS_EXT);
1861 FBOSTATUS_TO_STR(GL_FRAMEBUFFER_INCOMPLETE_FORMATS_EXT);
1862 FBOSTATUS_TO_STR(GL_FRAMEBUFFER_INCOMPLETE_DRAW_BUFFER);
1863 FBOSTATUS_TO_STR(GL_FRAMEBUFFER_INCOMPLETE_READ_BUFFER);
1864 FBOSTATUS_TO_STR(GL_FRAMEBUFFER_INCOMPLETE_MULTISAMPLE);
1865 FBOSTATUS_TO_STR(GL_FRAMEBUFFER_UNSUPPORTED);
1866 FBOSTATUS_TO_STR(GL_FRAMEBUFFER_UNDEFINED);
1867 #undef FBOSTATUS_TO_STR
1868 default:
1869 FIXME("Unrecognied FBO status 0x%08x\n", status);
1870 return "unrecognized";
1874 const char *debug_glerror(GLenum error) {
1875 switch(error) {
1876 #define GLERROR_TO_STR(u) case u: return #u
1877 GLERROR_TO_STR(GL_NO_ERROR);
1878 GLERROR_TO_STR(GL_INVALID_ENUM);
1879 GLERROR_TO_STR(GL_INVALID_VALUE);
1880 GLERROR_TO_STR(GL_INVALID_OPERATION);
1881 GLERROR_TO_STR(GL_STACK_OVERFLOW);
1882 GLERROR_TO_STR(GL_STACK_UNDERFLOW);
1883 GLERROR_TO_STR(GL_OUT_OF_MEMORY);
1884 GLERROR_TO_STR(GL_INVALID_FRAMEBUFFER_OPERATION);
1885 #undef GLERROR_TO_STR
1886 default:
1887 FIXME("Unrecognied GL error 0x%08x\n", error);
1888 return "unrecognized";
1892 const char *debug_d3dbasis(WINED3DBASISTYPE basis) {
1893 switch(basis) {
1894 case WINED3DBASIS_BEZIER: return "WINED3DBASIS_BEZIER";
1895 case WINED3DBASIS_BSPLINE: return "WINED3DBASIS_BSPLINE";
1896 case WINED3DBASIS_INTERPOLATE: return "WINED3DBASIS_INTERPOLATE";
1897 default: return "unrecognized";
1901 const char *debug_d3ddegree(WINED3DDEGREETYPE degree) {
1902 switch(degree) {
1903 case WINED3DDEGREE_LINEAR: return "WINED3DDEGREE_LINEAR";
1904 case WINED3DDEGREE_QUADRATIC: return "WINED3DDEGREE_QUADRATIC";
1905 case WINED3DDEGREE_CUBIC: return "WINED3DDEGREE_CUBIC";
1906 case WINED3DDEGREE_QUINTIC: return "WINED3DDEGREE_QUINTIC";
1907 default: return "unrecognized";
1911 static const char *debug_fixup_channel_source(enum fixup_channel_source source)
1913 switch(source)
1915 #define WINED3D_TO_STR(x) case x: return #x
1916 WINED3D_TO_STR(CHANNEL_SOURCE_ZERO);
1917 WINED3D_TO_STR(CHANNEL_SOURCE_ONE);
1918 WINED3D_TO_STR(CHANNEL_SOURCE_X);
1919 WINED3D_TO_STR(CHANNEL_SOURCE_Y);
1920 WINED3D_TO_STR(CHANNEL_SOURCE_Z);
1921 WINED3D_TO_STR(CHANNEL_SOURCE_W);
1922 WINED3D_TO_STR(CHANNEL_SOURCE_COMPLEX0);
1923 WINED3D_TO_STR(CHANNEL_SOURCE_COMPLEX1);
1924 #undef WINED3D_TO_STR
1925 default:
1926 FIXME("Unrecognized fixup_channel_source %#x\n", source);
1927 return "unrecognized";
1931 static const char *debug_complex_fixup(enum complex_fixup fixup)
1933 switch(fixup)
1935 #define WINED3D_TO_STR(x) case x: return #x
1936 WINED3D_TO_STR(COMPLEX_FIXUP_YUY2);
1937 WINED3D_TO_STR(COMPLEX_FIXUP_UYVY);
1938 WINED3D_TO_STR(COMPLEX_FIXUP_YV12);
1939 WINED3D_TO_STR(COMPLEX_FIXUP_P8);
1940 #undef WINED3D_TO_STR
1941 default:
1942 FIXME("Unrecognized complex fixup %#x\n", fixup);
1943 return "unrecognized";
1947 void dump_color_fixup_desc(struct color_fixup_desc fixup)
1949 if (is_complex_fixup(fixup))
1951 TRACE("\tComplex: %s\n", debug_complex_fixup(get_complex_fixup(fixup)));
1952 return;
1955 TRACE("\tX: %s%s\n", debug_fixup_channel_source(fixup.x_source), fixup.x_sign_fixup ? ", SIGN_FIXUP" : "");
1956 TRACE("\tY: %s%s\n", debug_fixup_channel_source(fixup.y_source), fixup.y_sign_fixup ? ", SIGN_FIXUP" : "");
1957 TRACE("\tZ: %s%s\n", debug_fixup_channel_source(fixup.z_source), fixup.z_sign_fixup ? ", SIGN_FIXUP" : "");
1958 TRACE("\tW: %s%s\n", debug_fixup_channel_source(fixup.w_source), fixup.w_sign_fixup ? ", SIGN_FIXUP" : "");
1961 const char *debug_surflocation(DWORD flag) {
1962 char buf[128];
1964 buf[0] = 0;
1965 if(flag & SFLAG_INSYSMEM) strcat(buf, " | SFLAG_INSYSMEM");
1966 if(flag & SFLAG_INDRAWABLE) strcat(buf, " | SFLAG_INDRAWABLE");
1967 if(flag & SFLAG_INTEXTURE) strcat(buf, " | SFLAG_INTEXTURE");
1968 if(flag & SFLAG_INSRGBTEX) strcat(buf, " | SFLAG_INSRGBTEX");
1969 return wine_dbg_sprintf("%s", buf[0] ? buf + 3 : "0");
1972 /*****************************************************************************
1973 * Useful functions mapping GL <-> D3D values
1975 GLenum StencilOp(DWORD op) {
1976 switch(op) {
1977 case WINED3DSTENCILOP_KEEP : return GL_KEEP;
1978 case WINED3DSTENCILOP_ZERO : return GL_ZERO;
1979 case WINED3DSTENCILOP_REPLACE : return GL_REPLACE;
1980 case WINED3DSTENCILOP_INCRSAT : return GL_INCR;
1981 case WINED3DSTENCILOP_DECRSAT : return GL_DECR;
1982 case WINED3DSTENCILOP_INVERT : return GL_INVERT;
1983 case WINED3DSTENCILOP_INCR : return GL_INCR_WRAP_EXT;
1984 case WINED3DSTENCILOP_DECR : return GL_DECR_WRAP_EXT;
1985 default:
1986 FIXME("Unrecognized stencil op %d\n", op);
1987 return GL_KEEP;
1991 GLenum CompareFunc(DWORD func) {
1992 switch ((WINED3DCMPFUNC)func) {
1993 case WINED3DCMP_NEVER : return GL_NEVER;
1994 case WINED3DCMP_LESS : return GL_LESS;
1995 case WINED3DCMP_EQUAL : return GL_EQUAL;
1996 case WINED3DCMP_LESSEQUAL : return GL_LEQUAL;
1997 case WINED3DCMP_GREATER : return GL_GREATER;
1998 case WINED3DCMP_NOTEQUAL : return GL_NOTEQUAL;
1999 case WINED3DCMP_GREATEREQUAL : return GL_GEQUAL;
2000 case WINED3DCMP_ALWAYS : return GL_ALWAYS;
2001 default:
2002 FIXME("Unrecognized WINED3DCMPFUNC value %d\n", func);
2003 return 0;
2007 BOOL is_invalid_op(IWineD3DDeviceImpl *This, int stage, WINED3DTEXTUREOP op, DWORD arg1, DWORD arg2, DWORD arg3) {
2008 if (op == WINED3DTOP_DISABLE) return FALSE;
2009 if (This->stateBlock->textures[stage]) return FALSE;
2011 if ((arg1 & WINED3DTA_SELECTMASK) == WINED3DTA_TEXTURE
2012 && op != WINED3DTOP_SELECTARG2) return TRUE;
2013 if ((arg2 & WINED3DTA_SELECTMASK) == WINED3DTA_TEXTURE
2014 && op != WINED3DTOP_SELECTARG1) return TRUE;
2015 if ((arg3 & WINED3DTA_SELECTMASK) == WINED3DTA_TEXTURE
2016 && (op == WINED3DTOP_MULTIPLYADD || op == WINED3DTOP_LERP)) return TRUE;
2018 return FALSE;
2021 /* Setup this textures matrix according to the texture flags*/
2022 /* GL locking is done by the caller (state handler) */
2023 void set_texture_matrix(const float *smat, DWORD flags, BOOL calculatedCoords, BOOL transformed,
2024 WINED3DFORMAT vtx_fmt, BOOL ffp_proj_control)
2026 float mat[16];
2028 glMatrixMode(GL_TEXTURE);
2029 checkGLcall("glMatrixMode(GL_TEXTURE)");
2031 if (flags == WINED3DTTFF_DISABLE || flags == WINED3DTTFF_COUNT1 || transformed) {
2032 glLoadIdentity();
2033 checkGLcall("glLoadIdentity()");
2034 return;
2037 if (flags == (WINED3DTTFF_COUNT1|WINED3DTTFF_PROJECTED)) {
2038 ERR("Invalid texture transform flags: WINED3DTTFF_COUNT1|WINED3DTTFF_PROJECTED\n");
2039 return;
2042 memcpy(mat, smat, 16 * sizeof(float));
2044 if (flags & WINED3DTTFF_PROJECTED) {
2045 if(!ffp_proj_control) {
2046 switch (flags & ~WINED3DTTFF_PROJECTED) {
2047 case WINED3DTTFF_COUNT2:
2048 mat[3] = mat[1], mat[7] = mat[5], mat[11] = mat[9], mat[15] = mat[13];
2049 mat[1] = mat[5] = mat[9] = mat[13] = 0;
2050 break;
2051 case WINED3DTTFF_COUNT3:
2052 mat[3] = mat[2], mat[7] = mat[6], mat[11] = mat[10], mat[15] = mat[14];
2053 mat[2] = mat[6] = mat[10] = mat[14] = 0;
2054 break;
2057 } else { /* under directx the R/Z coord can be used for translation, under opengl we use the Q coord instead */
2058 if(!calculatedCoords) {
2059 switch(vtx_fmt)
2061 case WINED3DFMT_R32_FLOAT:
2062 /* Direct3D passes the default 1.0 in the 2nd coord, while gl passes it in the 4th.
2063 * swap 2nd and 4th coord. No need to store the value of mat[12] in mat[4] because
2064 * the input value to the transformation will be 0, so the matrix value is irrelevant
2066 mat[12] = mat[4];
2067 mat[13] = mat[5];
2068 mat[14] = mat[6];
2069 mat[15] = mat[7];
2070 break;
2071 case WINED3DFMT_R32G32_FLOAT:
2072 /* See above, just 3rd and 4th coord
2074 mat[12] = mat[8];
2075 mat[13] = mat[9];
2076 mat[14] = mat[10];
2077 mat[15] = mat[11];
2078 break;
2079 case WINED3DFMT_R32G32B32_FLOAT: /* Opengl defaults match dx defaults */
2080 case WINED3DFMT_R32G32B32A32_FLOAT: /* No defaults apply, all app defined */
2082 /* This is to prevent swapping the matrix lines and put the default 4th coord = 1.0
2083 * into a bad place. The division elimination below will apply to make sure the
2084 * 1.0 doesn't do anything bad. The caller will set this value if the stride is 0
2086 case WINED3DFMT_UNKNOWN: /* No texture coords, 0/0/0/1 defaults are passed */
2087 break;
2088 default:
2089 FIXME("Unexpected fixed function texture coord input\n");
2092 if(!ffp_proj_control) {
2093 switch (flags & ~WINED3DTTFF_PROJECTED) {
2094 /* case WINED3DTTFF_COUNT1: Won't ever get here */
2095 case WINED3DTTFF_COUNT2: mat[2] = mat[6] = mat[10] = mat[14] = 0;
2096 /* OpenGL divides the first 3 vertex coord by the 4th by default,
2097 * which is essentially the same as D3DTTFF_PROJECTED. Make sure that
2098 * the 4th coord evaluates to 1.0 to eliminate that.
2100 * If the fixed function pipeline is used, the 4th value remains unused,
2101 * so there is no danger in doing this. With vertex shaders we have a
2102 * problem. Should an app hit that problem, the code here would have to
2103 * check for pixel shaders, and the shader has to undo the default gl divide.
2105 * A more serious problem occurs if the app passes 4 coordinates in, and the
2106 * 4th is != 1.0(opengl default). This would have to be fixed in drawStridedSlow
2107 * or a replacement shader
2109 default: mat[3] = mat[7] = mat[11] = 0; mat[15] = 1;
2114 glLoadMatrixf(mat);
2115 checkGLcall("glLoadMatrixf(mat)");
2118 /* This small helper function is used to convert a bitmask into the number of masked bits */
2119 unsigned int count_bits(unsigned int mask)
2121 unsigned int count;
2122 for (count = 0; mask; ++count)
2124 mask &= mask - 1;
2126 return count;
2129 /* Helper function for retrieving color info for ChoosePixelFormat and wglChoosePixelFormatARB.
2130 * The later function requires individual color components. */
2131 BOOL getColorBits(const struct wined3d_format_desc *format_desc,
2132 short *redSize, short *greenSize, short *blueSize, short *alphaSize, short *totalSize)
2134 TRACE("fmt: %s\n", debug_d3dformat(format_desc->format));
2135 switch(format_desc->format)
2137 case WINED3DFMT_B8G8R8X8_UNORM:
2138 case WINED3DFMT_B8G8R8_UNORM:
2139 case WINED3DFMT_B8G8R8A8_UNORM:
2140 case WINED3DFMT_R8G8B8A8_UNORM:
2141 case WINED3DFMT_B10G10R10A2_UNORM:
2142 case WINED3DFMT_B5G5R5X1_UNORM:
2143 case WINED3DFMT_B5G5R5A1_UNORM:
2144 case WINED3DFMT_B5G6R5_UNORM:
2145 case WINED3DFMT_B4G4R4X4_UNORM:
2146 case WINED3DFMT_B4G4R4A4_UNORM:
2147 case WINED3DFMT_B2G3R3_UNORM:
2148 case WINED3DFMT_P8_UINT_A8_UNORM:
2149 case WINED3DFMT_P8_UINT:
2150 break;
2151 default:
2152 ERR("Unsupported format: %s\n", debug_d3dformat(format_desc->format));
2153 return FALSE;
2156 *redSize = count_bits(format_desc->red_mask);
2157 *greenSize = count_bits(format_desc->green_mask);
2158 *blueSize = count_bits(format_desc->blue_mask);
2159 *alphaSize = count_bits(format_desc->alpha_mask);
2160 *totalSize = *redSize + *greenSize + *blueSize + *alphaSize;
2162 TRACE("Returning red: %d, green: %d, blue: %d, alpha: %d, total: %d for fmt=%s\n",
2163 *redSize, *greenSize, *blueSize, *alphaSize, *totalSize, debug_d3dformat(format_desc->format));
2164 return TRUE;
2167 /* Helper function for retrieving depth/stencil info for ChoosePixelFormat and wglChoosePixelFormatARB */
2168 BOOL getDepthStencilBits(const struct wined3d_format_desc *format_desc, short *depthSize, short *stencilSize)
2170 TRACE("fmt: %s\n", debug_d3dformat(format_desc->format));
2171 switch(format_desc->format)
2173 case WINED3DFMT_D16_LOCKABLE:
2174 case WINED3DFMT_D16_UNORM:
2175 case WINED3DFMT_S1_UINT_D15_UNORM:
2176 case WINED3DFMT_X8D24_UNORM:
2177 case WINED3DFMT_S4X4_UINT_D24_UNORM:
2178 case WINED3DFMT_D24_UNORM_S8_UINT:
2179 case WINED3DFMT_S8_UINT_D24_FLOAT:
2180 case WINED3DFMT_D32_UNORM:
2181 case WINED3DFMT_D32_FLOAT:
2182 break;
2183 default:
2184 FIXME("Unsupported stencil format: %s\n", debug_d3dformat(format_desc->format));
2185 return FALSE;
2188 *depthSize = format_desc->depth_size;
2189 *stencilSize = format_desc->stencil_size;
2191 TRACE("Returning depthSize: %d and stencilSize: %d for fmt=%s\n",
2192 *depthSize, *stencilSize, debug_d3dformat(format_desc->format));
2193 return TRUE;
2196 /* DirectDraw stuff */
2197 WINED3DFORMAT pixelformat_for_depth(DWORD depth) {
2198 switch(depth) {
2199 case 8: return WINED3DFMT_P8_UINT;
2200 case 15: return WINED3DFMT_B5G5R5X1_UNORM;
2201 case 16: return WINED3DFMT_B5G6R5_UNORM;
2202 case 24: return WINED3DFMT_B8G8R8X8_UNORM; /* Robots needs 24bit to be WINED3DFMT_B8G8R8X8_UNORM */
2203 case 32: return WINED3DFMT_B8G8R8X8_UNORM; /* EVE online and the Fur demo need 32bit AdapterDisplayMode to return WINED3DFMT_B8G8R8X8_UNORM */
2204 default: return WINED3DFMT_UNKNOWN;
2208 void multiply_matrix(WINED3DMATRIX *dest, const WINED3DMATRIX *src1, const WINED3DMATRIX *src2) {
2209 WINED3DMATRIX temp;
2211 /* Now do the multiplication 'by hand'.
2212 I know that all this could be optimised, but this will be done later :-) */
2213 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);
2214 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);
2215 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);
2216 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);
2218 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);
2219 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);
2220 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);
2221 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);
2223 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);
2224 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);
2225 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);
2226 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);
2228 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);
2229 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);
2230 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);
2231 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);
2233 /* And copy the new matrix in the good storage.. */
2234 memcpy(dest, &temp, 16 * sizeof(float));
2237 DWORD get_flexible_vertex_size(DWORD d3dvtVertexType) {
2238 DWORD size = 0;
2239 int i;
2240 int numTextures = (d3dvtVertexType & WINED3DFVF_TEXCOUNT_MASK) >> WINED3DFVF_TEXCOUNT_SHIFT;
2242 if (d3dvtVertexType & WINED3DFVF_NORMAL) size += 3 * sizeof(float);
2243 if (d3dvtVertexType & WINED3DFVF_DIFFUSE) size += sizeof(DWORD);
2244 if (d3dvtVertexType & WINED3DFVF_SPECULAR) size += sizeof(DWORD);
2245 if (d3dvtVertexType & WINED3DFVF_PSIZE) size += sizeof(DWORD);
2246 switch (d3dvtVertexType & WINED3DFVF_POSITION_MASK) {
2247 case WINED3DFVF_XYZ: size += 3 * sizeof(float); break;
2248 case WINED3DFVF_XYZRHW: size += 4 * sizeof(float); break;
2249 case WINED3DFVF_XYZB1: size += 4 * sizeof(float); break;
2250 case WINED3DFVF_XYZB2: size += 5 * sizeof(float); break;
2251 case WINED3DFVF_XYZB3: size += 6 * sizeof(float); break;
2252 case WINED3DFVF_XYZB4: size += 7 * sizeof(float); break;
2253 case WINED3DFVF_XYZB5: size += 8 * sizeof(float); break;
2254 case WINED3DFVF_XYZW: size += 4 * sizeof(float); break;
2255 default: ERR("Unexpected position mask\n");
2257 for (i = 0; i < numTextures; i++) {
2258 size += GET_TEXCOORD_SIZE_FROM_FVF(d3dvtVertexType, i) * sizeof(float);
2261 return size;
2264 void gen_ffp_frag_op(IWineD3DStateBlockImpl *stateblock, struct ffp_frag_settings *settings, BOOL ignore_textype) {
2265 #define ARG1 0x01
2266 #define ARG2 0x02
2267 #define ARG0 0x04
2268 static const unsigned char args[WINED3DTOP_LERP + 1] = {
2269 /* undefined */ 0,
2270 /* D3DTOP_DISABLE */ 0,
2271 /* D3DTOP_SELECTARG1 */ ARG1,
2272 /* D3DTOP_SELECTARG2 */ ARG2,
2273 /* D3DTOP_MODULATE */ ARG1 | ARG2,
2274 /* D3DTOP_MODULATE2X */ ARG1 | ARG2,
2275 /* D3DTOP_MODULATE4X */ ARG1 | ARG2,
2276 /* D3DTOP_ADD */ ARG1 | ARG2,
2277 /* D3DTOP_ADDSIGNED */ ARG1 | ARG2,
2278 /* D3DTOP_ADDSIGNED2X */ ARG1 | ARG2,
2279 /* D3DTOP_SUBTRACT */ ARG1 | ARG2,
2280 /* D3DTOP_ADDSMOOTH */ ARG1 | ARG2,
2281 /* D3DTOP_BLENDDIFFUSEALPHA */ ARG1 | ARG2,
2282 /* D3DTOP_BLENDTEXTUREALPHA */ ARG1 | ARG2,
2283 /* D3DTOP_BLENDFACTORALPHA */ ARG1 | ARG2,
2284 /* D3DTOP_BLENDTEXTUREALPHAPM */ ARG1 | ARG2,
2285 /* D3DTOP_BLENDCURRENTALPHA */ ARG1 | ARG2,
2286 /* D3DTOP_PREMODULATE */ ARG1 | ARG2,
2287 /* D3DTOP_MODULATEALPHA_ADDCOLOR */ ARG1 | ARG2,
2288 /* D3DTOP_MODULATECOLOR_ADDALPHA */ ARG1 | ARG2,
2289 /* D3DTOP_MODULATEINVALPHA_ADDCOLOR */ ARG1 | ARG2,
2290 /* D3DTOP_MODULATEINVCOLOR_ADDALPHA */ ARG1 | ARG2,
2291 /* D3DTOP_BUMPENVMAP */ ARG1 | ARG2,
2292 /* D3DTOP_BUMPENVMAPLUMINANCE */ ARG1 | ARG2,
2293 /* D3DTOP_DOTPRODUCT3 */ ARG1 | ARG2,
2294 /* D3DTOP_MULTIPLYADD */ ARG1 | ARG2 | ARG0,
2295 /* D3DTOP_LERP */ ARG1 | ARG2 | ARG0
2297 unsigned int i;
2298 DWORD ttff;
2299 DWORD cop, aop, carg0, carg1, carg2, aarg0, aarg1, aarg2;
2300 IWineD3DDeviceImpl *device = stateblock->device;
2301 const struct wined3d_gl_info *gl_info = &device->adapter->gl_info;
2303 for (i = 0; i < gl_info->limits.texture_stages; ++i)
2305 IWineD3DBaseTextureImpl *texture;
2306 settings->op[i].padding = 0;
2307 if(stateblock->textureState[i][WINED3DTSS_COLOROP] == WINED3DTOP_DISABLE) {
2308 settings->op[i].cop = WINED3DTOP_DISABLE;
2309 settings->op[i].aop = WINED3DTOP_DISABLE;
2310 settings->op[i].carg0 = settings->op[i].carg1 = settings->op[i].carg2 = ARG_UNUSED;
2311 settings->op[i].aarg0 = settings->op[i].aarg1 = settings->op[i].aarg2 = ARG_UNUSED;
2312 settings->op[i].color_fixup = COLOR_FIXUP_IDENTITY;
2313 settings->op[i].dst = resultreg;
2314 settings->op[i].tex_type = tex_1d;
2315 settings->op[i].projected = proj_none;
2316 i++;
2317 break;
2320 texture = (IWineD3DBaseTextureImpl *) stateblock->textures[i];
2321 if(texture) {
2322 settings->op[i].color_fixup = texture->resource.format_desc->color_fixup;
2323 if(ignore_textype) {
2324 settings->op[i].tex_type = tex_1d;
2325 } else {
2326 switch (IWineD3DBaseTexture_GetTextureDimensions((IWineD3DBaseTexture *)texture)) {
2327 case GL_TEXTURE_1D:
2328 settings->op[i].tex_type = tex_1d;
2329 break;
2330 case GL_TEXTURE_2D:
2331 settings->op[i].tex_type = tex_2d;
2332 break;
2333 case GL_TEXTURE_3D:
2334 settings->op[i].tex_type = tex_3d;
2335 break;
2336 case GL_TEXTURE_CUBE_MAP_ARB:
2337 settings->op[i].tex_type = tex_cube;
2338 break;
2339 case GL_TEXTURE_RECTANGLE_ARB:
2340 settings->op[i].tex_type = tex_rect;
2341 break;
2344 } else {
2345 settings->op[i].color_fixup = COLOR_FIXUP_IDENTITY;
2346 settings->op[i].tex_type = tex_1d;
2349 cop = stateblock->textureState[i][WINED3DTSS_COLOROP];
2350 aop = stateblock->textureState[i][WINED3DTSS_ALPHAOP];
2352 carg1 = (args[cop] & ARG1) ? stateblock->textureState[i][WINED3DTSS_COLORARG1] : ARG_UNUSED;
2353 carg2 = (args[cop] & ARG2) ? stateblock->textureState[i][WINED3DTSS_COLORARG2] : ARG_UNUSED;
2354 carg0 = (args[cop] & ARG0) ? stateblock->textureState[i][WINED3DTSS_COLORARG0] : ARG_UNUSED;
2356 if(is_invalid_op(device, i, cop, carg1, carg2, carg0)) {
2357 carg0 = ARG_UNUSED;
2358 carg2 = ARG_UNUSED;
2359 carg1 = WINED3DTA_CURRENT;
2360 cop = WINED3DTOP_SELECTARG1;
2363 if(cop == WINED3DTOP_DOTPRODUCT3) {
2364 /* A dotproduct3 on the colorop overwrites the alphaop operation and replicates
2365 * the color result to the alpha component of the destination
2367 aop = cop;
2368 aarg1 = carg1;
2369 aarg2 = carg2;
2370 aarg0 = carg0;
2371 } else {
2372 aarg1 = (args[aop] & ARG1) ? stateblock->textureState[i][WINED3DTSS_ALPHAARG1] : ARG_UNUSED;
2373 aarg2 = (args[aop] & ARG2) ? stateblock->textureState[i][WINED3DTSS_ALPHAARG2] : ARG_UNUSED;
2374 aarg0 = (args[aop] & ARG0) ? stateblock->textureState[i][WINED3DTSS_ALPHAARG0] : ARG_UNUSED;
2377 if (i == 0 && stateblock->textures[0] && stateblock->renderState[WINED3DRS_COLORKEYENABLE])
2379 UINT texture_dimensions = IWineD3DBaseTexture_GetTextureDimensions(stateblock->textures[0]);
2381 if (texture_dimensions == GL_TEXTURE_2D || texture_dimensions == GL_TEXTURE_RECTANGLE_ARB)
2383 IWineD3DSurfaceImpl *surf;
2384 surf = (IWineD3DSurfaceImpl *) ((IWineD3DTextureImpl *) stateblock->textures[0])->surfaces[0];
2386 if (surf->CKeyFlags & WINEDDSD_CKSRCBLT && !surf->resource.format_desc->alpha_mask)
2388 if (aop == WINED3DTOP_DISABLE)
2390 aarg1 = WINED3DTA_TEXTURE;
2391 aop = WINED3DTOP_SELECTARG1;
2393 else if (aop == WINED3DTOP_SELECTARG1 && aarg1 != WINED3DTA_TEXTURE)
2395 if (stateblock->renderState[WINED3DRS_ALPHABLENDENABLE])
2397 aarg2 = WINED3DTA_TEXTURE;
2398 aop = WINED3DTOP_MODULATE;
2400 else aarg1 = WINED3DTA_TEXTURE;
2402 else if (aop == WINED3DTOP_SELECTARG2 && aarg2 != WINED3DTA_TEXTURE)
2404 if (stateblock->renderState[WINED3DRS_ALPHABLENDENABLE])
2406 aarg1 = WINED3DTA_TEXTURE;
2407 aop = WINED3DTOP_MODULATE;
2409 else aarg2 = WINED3DTA_TEXTURE;
2415 if(is_invalid_op(device, i, aop, aarg1, aarg2, aarg0)) {
2416 aarg0 = ARG_UNUSED;
2417 aarg2 = ARG_UNUSED;
2418 aarg1 = WINED3DTA_CURRENT;
2419 aop = WINED3DTOP_SELECTARG1;
2422 if(carg1 == WINED3DTA_TEXTURE || carg2 == WINED3DTA_TEXTURE || carg0 == WINED3DTA_TEXTURE ||
2423 aarg1 == WINED3DTA_TEXTURE || aarg2 == WINED3DTA_TEXTURE || aarg0 == WINED3DTA_TEXTURE) {
2424 ttff = stateblock->textureState[i][WINED3DTSS_TEXTURETRANSFORMFLAGS];
2425 if(ttff == (WINED3DTTFF_PROJECTED | WINED3DTTFF_COUNT3)) {
2426 settings->op[i].projected = proj_count3;
2427 } else if(ttff == (WINED3DTTFF_PROJECTED | WINED3DTTFF_COUNT4)) {
2428 settings->op[i].projected = proj_count4;
2429 } else {
2430 settings->op[i].projected = proj_none;
2432 } else {
2433 settings->op[i].projected = proj_none;
2436 settings->op[i].cop = cop;
2437 settings->op[i].aop = aop;
2438 settings->op[i].carg0 = carg0;
2439 settings->op[i].carg1 = carg1;
2440 settings->op[i].carg2 = carg2;
2441 settings->op[i].aarg0 = aarg0;
2442 settings->op[i].aarg1 = aarg1;
2443 settings->op[i].aarg2 = aarg2;
2445 if(stateblock->textureState[i][WINED3DTSS_RESULTARG] == WINED3DTA_TEMP) {
2446 settings->op[i].dst = tempreg;
2447 } else {
2448 settings->op[i].dst = resultreg;
2452 /* Clear unsupported stages */
2453 for(; i < MAX_TEXTURES; i++) {
2454 memset(&settings->op[i], 0xff, sizeof(settings->op[i]));
2457 if(stateblock->renderState[WINED3DRS_FOGENABLE] == FALSE) {
2458 settings->fog = FOG_OFF;
2459 } else if(stateblock->renderState[WINED3DRS_FOGTABLEMODE] == WINED3DFOG_NONE) {
2460 if(use_vs(stateblock) || ((IWineD3DVertexDeclarationImpl *) stateblock->vertexDecl)->position_transformed) {
2461 settings->fog = FOG_LINEAR;
2462 } else {
2463 switch(stateblock->renderState[WINED3DRS_FOGVERTEXMODE]) {
2464 case WINED3DFOG_NONE:
2465 case WINED3DFOG_LINEAR:
2466 settings->fog = FOG_LINEAR;
2467 break;
2468 case WINED3DFOG_EXP:
2469 settings->fog = FOG_EXP;
2470 break;
2471 case WINED3DFOG_EXP2:
2472 settings->fog = FOG_EXP2;
2473 break;
2476 } else {
2477 switch(stateblock->renderState[WINED3DRS_FOGTABLEMODE]) {
2478 case WINED3DFOG_LINEAR:
2479 settings->fog = FOG_LINEAR;
2480 break;
2481 case WINED3DFOG_EXP:
2482 settings->fog = FOG_EXP;
2483 break;
2484 case WINED3DFOG_EXP2:
2485 settings->fog = FOG_EXP2;
2486 break;
2489 if(stateblock->renderState[WINED3DRS_SRGBWRITEENABLE]) {
2490 settings->sRGB_write = 1;
2491 } else {
2492 settings->sRGB_write = 0;
2494 if(device->vs_clipping || !use_vs(stateblock) || !stateblock->renderState[WINED3DRS_CLIPPING] ||
2495 !stateblock->renderState[WINED3DRS_CLIPPLANEENABLE]) {
2496 /* No need to emulate clipplanes if GL supports native vertex shader clipping or if
2497 * the fixed function vertex pipeline is used(which always supports clipplanes), or
2498 * if no clipplane is enabled
2500 settings->emul_clipplanes = 0;
2501 } else {
2502 settings->emul_clipplanes = 1;
2506 const struct ffp_frag_desc *find_ffp_frag_shader(const struct wine_rb_tree *fragment_shaders,
2507 const struct ffp_frag_settings *settings)
2509 struct wine_rb_entry *entry = wine_rb_get(fragment_shaders, settings);
2510 return entry ? WINE_RB_ENTRY_VALUE(entry, struct ffp_frag_desc, entry) : NULL;
2513 void add_ffp_frag_shader(struct wine_rb_tree *shaders, struct ffp_frag_desc *desc)
2515 /* Note that the key is the implementation independent part of the ffp_frag_desc structure,
2516 * whereas desc points to an extended structure with implementation specific parts. */
2517 if (wine_rb_put(shaders, &desc->settings, &desc->entry) == -1)
2519 ERR("Failed to insert ffp frag shader.\n");
2523 /* Activates the texture dimension according to the bound D3D texture.
2524 * Does not care for the colorop or correct gl texture unit(when using nvrc)
2525 * Requires the caller to activate the correct unit before
2527 /* GL locking is done by the caller (state handler) */
2528 void texture_activate_dimensions(DWORD stage, IWineD3DStateBlockImpl *stateblock, struct wined3d_context *context)
2530 const struct wined3d_gl_info *gl_info = context->gl_info;
2532 if (stateblock->textures[stage])
2534 switch (IWineD3DBaseTexture_GetTextureDimensions(stateblock->textures[stage])) {
2535 case GL_TEXTURE_2D:
2536 glDisable(GL_TEXTURE_3D);
2537 checkGLcall("glDisable(GL_TEXTURE_3D)");
2538 if (gl_info->supported[ARB_TEXTURE_CUBE_MAP])
2540 glDisable(GL_TEXTURE_CUBE_MAP_ARB);
2541 checkGLcall("glDisable(GL_TEXTURE_CUBE_MAP_ARB)");
2543 if (gl_info->supported[ARB_TEXTURE_RECTANGLE])
2545 glDisable(GL_TEXTURE_RECTANGLE_ARB);
2546 checkGLcall("glDisable(GL_TEXTURE_RECTANGLE_ARB)");
2548 glEnable(GL_TEXTURE_2D);
2549 checkGLcall("glEnable(GL_TEXTURE_2D)");
2550 break;
2551 case GL_TEXTURE_RECTANGLE_ARB:
2552 glDisable(GL_TEXTURE_2D);
2553 checkGLcall("glDisable(GL_TEXTURE_2D)");
2554 glDisable(GL_TEXTURE_3D);
2555 checkGLcall("glDisable(GL_TEXTURE_3D)");
2556 if (gl_info->supported[ARB_TEXTURE_CUBE_MAP])
2558 glDisable(GL_TEXTURE_CUBE_MAP_ARB);
2559 checkGLcall("glDisable(GL_TEXTURE_CUBE_MAP_ARB)");
2561 glEnable(GL_TEXTURE_RECTANGLE_ARB);
2562 checkGLcall("glEnable(GL_TEXTURE_RECTANGLE_ARB)");
2563 break;
2564 case GL_TEXTURE_3D:
2565 if (gl_info->supported[ARB_TEXTURE_CUBE_MAP])
2567 glDisable(GL_TEXTURE_CUBE_MAP_ARB);
2568 checkGLcall("glDisable(GL_TEXTURE_CUBE_MAP_ARB)");
2570 if (gl_info->supported[ARB_TEXTURE_RECTANGLE])
2572 glDisable(GL_TEXTURE_RECTANGLE_ARB);
2573 checkGLcall("glDisable(GL_TEXTURE_RECTANGLE_ARB)");
2575 glDisable(GL_TEXTURE_2D);
2576 checkGLcall("glDisable(GL_TEXTURE_2D)");
2577 glEnable(GL_TEXTURE_3D);
2578 checkGLcall("glEnable(GL_TEXTURE_3D)");
2579 break;
2580 case GL_TEXTURE_CUBE_MAP_ARB:
2581 glDisable(GL_TEXTURE_2D);
2582 checkGLcall("glDisable(GL_TEXTURE_2D)");
2583 glDisable(GL_TEXTURE_3D);
2584 checkGLcall("glDisable(GL_TEXTURE_3D)");
2585 if (gl_info->supported[ARB_TEXTURE_RECTANGLE])
2587 glDisable(GL_TEXTURE_RECTANGLE_ARB);
2588 checkGLcall("glDisable(GL_TEXTURE_RECTANGLE_ARB)");
2590 glEnable(GL_TEXTURE_CUBE_MAP_ARB);
2591 checkGLcall("glEnable(GL_TEXTURE_CUBE_MAP_ARB)");
2592 break;
2594 } else {
2595 glEnable(GL_TEXTURE_2D);
2596 checkGLcall("glEnable(GL_TEXTURE_2D)");
2597 glDisable(GL_TEXTURE_3D);
2598 checkGLcall("glDisable(GL_TEXTURE_3D)");
2599 if (gl_info->supported[ARB_TEXTURE_CUBE_MAP])
2601 glDisable(GL_TEXTURE_CUBE_MAP_ARB);
2602 checkGLcall("glDisable(GL_TEXTURE_CUBE_MAP_ARB)");
2604 if (gl_info->supported[ARB_TEXTURE_RECTANGLE])
2606 glDisable(GL_TEXTURE_RECTANGLE_ARB);
2607 checkGLcall("glDisable(GL_TEXTURE_RECTANGLE_ARB)");
2609 /* Binding textures is done by samplers. A dummy texture will be bound */
2613 /* GL locking is done by the caller (state handler) */
2614 void sampler_texdim(DWORD state, IWineD3DStateBlockImpl *stateblock, struct wined3d_context *context)
2616 DWORD sampler = state - STATE_SAMPLER(0);
2617 DWORD mapped_stage = stateblock->device->texUnitMap[sampler];
2619 /* No need to enable / disable anything here for unused samplers. The tex_colorop
2620 * handler takes care. Also no action is needed with pixel shaders, or if tex_colorop
2621 * will take care of this business
2623 if (mapped_stage == WINED3D_UNMAPPED_STAGE || mapped_stage >= context->gl_info->limits.textures) return;
2624 if(sampler >= stateblock->lowest_disabled_stage) return;
2625 if(isStateDirty(context, STATE_TEXTURESTAGE(sampler, WINED3DTSS_COLOROP))) return;
2627 texture_activate_dimensions(sampler, stateblock, context);
2630 void *wined3d_rb_alloc(size_t size)
2632 return HeapAlloc(GetProcessHeap(), 0, size);
2635 void *wined3d_rb_realloc(void *ptr, size_t size)
2637 return HeapReAlloc(GetProcessHeap(), 0, ptr, size);
2640 void wined3d_rb_free(void *ptr)
2642 HeapFree(GetProcessHeap(), 0, ptr);
2645 static int ffp_frag_program_key_compare(const void *key, const struct wine_rb_entry *entry)
2647 const struct ffp_frag_settings *ka = key;
2648 const struct ffp_frag_settings *kb = &WINE_RB_ENTRY_VALUE(entry, const struct ffp_frag_desc, entry)->settings;
2650 return memcmp(ka, kb, sizeof(*ka));
2653 const struct wine_rb_functions wined3d_ffp_frag_program_rb_functions =
2655 wined3d_rb_alloc,
2656 wined3d_rb_realloc,
2657 wined3d_rb_free,
2658 ffp_frag_program_key_compare,
2661 UINT wined3d_log2i(UINT32 x)
2663 static const UINT l[] =
2665 ~0U, 0, 1, 1, 2, 2, 2, 2, 3, 3, 3, 3, 3, 3, 3, 3,
2666 4, 4, 4, 4, 4, 4, 4, 4, 4, 4, 4, 4, 4, 4, 4, 4,
2667 5, 5, 5, 5, 5, 5, 5, 5, 5, 5, 5, 5, 5, 5, 5, 5,
2668 5, 5, 5, 5, 5, 5, 5, 5, 5, 5, 5, 5, 5, 5, 5, 5,
2669 6, 6, 6, 6, 6, 6, 6, 6, 6, 6, 6, 6, 6, 6, 6, 6,
2670 6, 6, 6, 6, 6, 6, 6, 6, 6, 6, 6, 6, 6, 6, 6, 6,
2671 6, 6, 6, 6, 6, 6, 6, 6, 6, 6, 6, 6, 6, 6, 6, 6,
2672 6, 6, 6, 6, 6, 6, 6, 6, 6, 6, 6, 6, 6, 6, 6, 6,
2673 7, 7, 7, 7, 7, 7, 7, 7, 7, 7, 7, 7, 7, 7, 7, 7,
2674 7, 7, 7, 7, 7, 7, 7, 7, 7, 7, 7, 7, 7, 7, 7, 7,
2675 7, 7, 7, 7, 7, 7, 7, 7, 7, 7, 7, 7, 7, 7, 7, 7,
2676 7, 7, 7, 7, 7, 7, 7, 7, 7, 7, 7, 7, 7, 7, 7, 7,
2677 7, 7, 7, 7, 7, 7, 7, 7, 7, 7, 7, 7, 7, 7, 7, 7,
2678 7, 7, 7, 7, 7, 7, 7, 7, 7, 7, 7, 7, 7, 7, 7, 7,
2679 7, 7, 7, 7, 7, 7, 7, 7, 7, 7, 7, 7, 7, 7, 7, 7,
2680 7, 7, 7, 7, 7, 7, 7, 7, 7, 7, 7, 7, 7, 7, 7, 7,
2682 UINT32 i;
2684 return (i = x >> 16) ? (x = i >> 8) ? l[x] + 24 : l[i] + 16 : (i = x >> 8) ? l[i] + 8 : l[x];
2687 /* Set the shader type for this device, depending on the given capabilities
2688 * and the user preferences in wined3d_settings. */
2689 void select_shader_mode(const struct wined3d_gl_info *gl_info, int *ps_selected, int *vs_selected)
2691 if (wined3d_settings.vs_mode == VS_NONE) *vs_selected = SHADER_NONE;
2692 else if (gl_info->supported[ARB_VERTEX_SHADER] && wined3d_settings.glslRequested)
2694 /* Geforce4 cards support GLSL but for vertex shaders only. Further its reported GLSL caps are
2695 * wrong. This combined with the fact that glsl won't offer more features or performance, use ARB
2696 * shaders only on this card. */
2697 if (gl_info->supported[NV_VERTEX_PROGRAM] && !gl_info->supported[NV_VERTEX_PROGRAM2]) *vs_selected = SHADER_ARB;
2698 else *vs_selected = SHADER_GLSL;
2700 else if (gl_info->supported[ARB_VERTEX_PROGRAM]) *vs_selected = SHADER_ARB;
2701 else *vs_selected = SHADER_NONE;
2703 if (wined3d_settings.ps_mode == PS_NONE) *ps_selected = SHADER_NONE;
2704 else if (gl_info->supported[ARB_FRAGMENT_SHADER] && wined3d_settings.glslRequested) *ps_selected = SHADER_GLSL;
2705 else if (gl_info->supported[ARB_FRAGMENT_PROGRAM]) *ps_selected = SHADER_ARB;
2706 else if (gl_info->supported[ATI_FRAGMENT_SHADER]) *ps_selected = SHADER_ATI;
2707 else *ps_selected = SHADER_NONE;