wined3d: Fully initialise "settings" in wined3d_ffp_get_vs_settings().
[wine.git] / dlls / wined3d / utils.c
blobf3001e52cc6a1bdc8a898dcf55dd8b8f9f2a1588
1 /*
2 * Utility functions for the WineD3D Library
4 * Copyright 2002-2004 Jason Edmeades
5 * Copyright 2003-2004 Raphael Junqueira
6 * Copyright 2004 Christian Costa
7 * Copyright 2005 Oliver Stieber
8 * Copyright 2006-2008 Henri Verbeet
9 * Copyright 2007-2008 Stefan Dösinger for CodeWeavers
10 * Copyright 2009-2010 Henri Verbeet for CodeWeavers
12 * This library is free software; you can redistribute it and/or
13 * modify it under the terms of the GNU Lesser General Public
14 * License as published by the Free Software Foundation; either
15 * version 2.1 of the License, or (at your option) any later version.
17 * This library is distributed in the hope that it will be useful,
18 * but WITHOUT ANY WARRANTY; without even the implied warranty of
19 * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the GNU
20 * Lesser General Public License for more details.
22 * You should have received a copy of the GNU Lesser General Public
23 * License along with this library; if not, write to the Free Software
24 * Foundation, Inc., 51 Franklin St, Fifth Floor, Boston, MA 02110-1301, USA
27 #include "config.h"
28 #include "wine/port.h"
30 #include <stdio.h>
32 #include "wined3d_private.h"
34 WINE_DEFAULT_DEBUG_CHANNEL(d3d);
36 #define WINED3D_FORMAT_FOURCC_BASE (WINED3DFMT_BC7_UNORM_SRGB + 1)
38 static const struct
40 enum wined3d_format_id id;
41 unsigned int idx;
43 format_index_remap[] =
45 {WINED3DFMT_UYVY, WINED3D_FORMAT_FOURCC_BASE},
46 {WINED3DFMT_YUY2, WINED3D_FORMAT_FOURCC_BASE + 1},
47 {WINED3DFMT_YV12, WINED3D_FORMAT_FOURCC_BASE + 2},
48 {WINED3DFMT_DXT1, WINED3D_FORMAT_FOURCC_BASE + 3},
49 {WINED3DFMT_DXT2, WINED3D_FORMAT_FOURCC_BASE + 4},
50 {WINED3DFMT_DXT3, WINED3D_FORMAT_FOURCC_BASE + 5},
51 {WINED3DFMT_DXT4, WINED3D_FORMAT_FOURCC_BASE + 6},
52 {WINED3DFMT_DXT5, WINED3D_FORMAT_FOURCC_BASE + 7},
53 {WINED3DFMT_MULTI2_ARGB8, WINED3D_FORMAT_FOURCC_BASE + 8},
54 {WINED3DFMT_G8R8_G8B8, WINED3D_FORMAT_FOURCC_BASE + 9},
55 {WINED3DFMT_R8G8_B8G8, WINED3D_FORMAT_FOURCC_BASE + 10},
56 {WINED3DFMT_ATI1N, WINED3D_FORMAT_FOURCC_BASE + 11},
57 {WINED3DFMT_ATI2N, WINED3D_FORMAT_FOURCC_BASE + 12},
58 {WINED3DFMT_INST, WINED3D_FORMAT_FOURCC_BASE + 13},
59 {WINED3DFMT_NVDB, WINED3D_FORMAT_FOURCC_BASE + 14},
60 {WINED3DFMT_NVHU, WINED3D_FORMAT_FOURCC_BASE + 15},
61 {WINED3DFMT_NVHS, WINED3D_FORMAT_FOURCC_BASE + 16},
62 {WINED3DFMT_INTZ, WINED3D_FORMAT_FOURCC_BASE + 17},
63 {WINED3DFMT_RESZ, WINED3D_FORMAT_FOURCC_BASE + 18},
64 {WINED3DFMT_NULL, WINED3D_FORMAT_FOURCC_BASE + 19},
65 {WINED3DFMT_R16, WINED3D_FORMAT_FOURCC_BASE + 20},
66 {WINED3DFMT_AL16, WINED3D_FORMAT_FOURCC_BASE + 21},
67 {WINED3DFMT_NV12, WINED3D_FORMAT_FOURCC_BASE + 22},
70 #define WINED3D_FORMAT_COUNT (WINED3D_FORMAT_FOURCC_BASE + ARRAY_SIZE(format_index_remap))
72 struct wined3d_format_channels
74 enum wined3d_format_id id;
75 DWORD red_size, green_size, blue_size, alpha_size;
76 DWORD red_offset, green_offset, blue_offset, alpha_offset;
77 UINT bpp;
78 BYTE depth_size, stencil_size;
81 static const struct wined3d_format_channels formats[] =
83 /* size offset
84 * format id r g b a r g b a bpp depth stencil */
85 {WINED3DFMT_UNKNOWN, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0},
86 /* FourCC formats */
87 {WINED3DFMT_UYVY, 0, 0, 0, 0, 0, 0, 0, 0, 2, 0, 0},
88 {WINED3DFMT_YUY2, 0, 0, 0, 0, 0, 0, 0, 0, 2, 0, 0},
89 {WINED3DFMT_YV12, 0, 0, 0, 0, 0, 0, 0, 0, 1, 0, 0},
90 {WINED3DFMT_NV12, 0, 0, 0, 0, 0, 0, 0, 0, 1, 0, 0},
91 {WINED3DFMT_DXT1, 0, 0, 0, 0, 0, 0, 0, 0, 1, 0, 0},
92 {WINED3DFMT_DXT2, 0, 0, 0, 0, 0, 0, 0, 0, 1, 0, 0},
93 {WINED3DFMT_DXT3, 0, 0, 0, 0, 0, 0, 0, 0, 1, 0, 0},
94 {WINED3DFMT_DXT4, 0, 0, 0, 0, 0, 0, 0, 0, 1, 0, 0},
95 {WINED3DFMT_DXT5, 0, 0, 0, 0, 0, 0, 0, 0, 1, 0, 0},
96 {WINED3DFMT_MULTI2_ARGB8, 0, 0, 0, 0, 0, 0, 0, 0, 1, 0, 0},
97 {WINED3DFMT_G8R8_G8B8, 0, 0, 0, 0, 0, 0, 0, 0, 1, 0, 0},
98 {WINED3DFMT_R8G8_B8G8, 0, 0, 0, 0, 0, 0, 0, 0, 1, 0, 0},
99 /* Hmm? */
100 {WINED3DFMT_R8G8_SNORM_Cx, 0, 0, 0, 0, 0, 0, 0, 0, 2, 0, 0},
101 {WINED3DFMT_R11G11B10_FLOAT, 11, 11, 10, 0, 0, 11, 22, 0, 4, 0, 0},
102 /* Palettized formats */
103 {WINED3DFMT_P8_UINT_A8_UNORM, 0, 0, 0, 8, 0, 0, 0, 8, 2, 0, 0},
104 {WINED3DFMT_P8_UINT, 0, 0, 0, 0, 0, 0, 0, 0, 1, 0, 0},
105 /* Standard ARGB formats. */
106 {WINED3DFMT_B8G8R8_UNORM, 8, 8, 8, 0, 16, 8, 0, 0, 3, 0, 0},
107 {WINED3DFMT_B5G6R5_UNORM, 5, 6, 5, 0, 11, 5, 0, 0, 2, 0, 0},
108 {WINED3DFMT_B5G5R5X1_UNORM, 5, 5, 5, 0, 10, 5, 0, 0, 2, 0, 0},
109 {WINED3DFMT_B5G5R5A1_UNORM, 5, 5, 5, 1, 10, 5, 0, 15, 2, 0, 0},
110 {WINED3DFMT_B4G4R4A4_UNORM, 4, 4, 4, 4, 8, 4, 0, 12, 2, 0, 0},
111 {WINED3DFMT_B2G3R3_UNORM, 3, 3, 2, 0, 5, 2, 0, 0, 1, 0, 0},
112 {WINED3DFMT_A8_UNORM, 0, 0, 0, 8, 0, 0, 0, 0, 1, 0, 0},
113 {WINED3DFMT_B2G3R3A8_UNORM, 3, 3, 2, 8, 5, 2, 0, 8, 2, 0, 0},
114 {WINED3DFMT_B4G4R4X4_UNORM, 4, 4, 4, 0, 8, 4, 0, 0, 2, 0, 0},
115 {WINED3DFMT_R8G8B8X8_UNORM, 8, 8, 8, 0, 0, 8, 16, 0, 4, 0, 0},
116 {WINED3DFMT_B10G10R10A2_UNORM, 10, 10, 10, 2, 20, 10, 0, 30, 4, 0, 0},
117 /* Luminance */
118 {WINED3DFMT_L8_UNORM, 0, 0, 0, 0, 0, 0, 0, 0, 1, 0, 0},
119 {WINED3DFMT_L8A8_UNORM, 0, 0, 0, 8, 0, 0, 0, 8, 2, 0, 0},
120 {WINED3DFMT_L4A4_UNORM, 0, 0, 0, 4, 0, 0, 0, 4, 1, 0, 0},
121 {WINED3DFMT_L16_UNORM, 0, 0, 0, 0, 0, 0, 0, 0, 2, 0, 0},
122 /* Bump mapping stuff */
123 {WINED3DFMT_R5G5_SNORM_L6_UNORM, 5, 5, 0, 0, 0, 5, 0, 0, 2, 0, 0},
124 {WINED3DFMT_R8G8_SNORM_L8X8_UNORM, 8, 8, 0, 0, 0, 8, 0, 0, 4, 0, 0},
125 {WINED3DFMT_R8G8B8A8_SNORM, 8, 8, 8, 8, 0, 8, 16, 24, 4, 0, 0},
126 {WINED3DFMT_R10G11B11_SNORM, 10, 11, 11, 0, 0, 10, 21, 0, 4, 0, 0},
127 {WINED3DFMT_R10G10B10X2_UINT, 10, 10, 10, 0, 0, 10, 20, 0, 4, 0, 0},
128 {WINED3DFMT_R10G10B10X2_SNORM, 10, 10, 10, 0, 0, 10, 20, 0, 4, 0, 0},
129 {WINED3DFMT_R10G10B10_SNORM_A2_UNORM, 10, 10, 10, 2, 0, 10, 20, 30, 4, 0, 0},
130 /* Depth stencil formats */
131 {WINED3DFMT_D16_LOCKABLE, 0, 0, 0, 0, 0, 0, 0, 0, 2, 16, 0},
132 {WINED3DFMT_D32_UNORM, 0, 0, 0, 0, 0, 0, 0, 0, 4, 32, 0},
133 {WINED3DFMT_S1_UINT_D15_UNORM, 0, 0, 0, 0, 0, 0, 0, 0, 2, 15, 1},
134 {WINED3DFMT_X8D24_UNORM, 0, 0, 0, 0, 0, 0, 0, 0, 4, 24, 0},
135 {WINED3DFMT_S4X4_UINT_D24_UNORM, 0, 0, 0, 0, 0, 0, 0, 0, 4, 24, 4},
136 {WINED3DFMT_D16_UNORM, 0, 0, 0, 0, 0, 0, 0, 0, 2, 16, 0},
137 {WINED3DFMT_D32_FLOAT, 0, 0, 0, 0, 0, 0, 0, 0, 4, 32, 0},
138 {WINED3DFMT_S8_UINT_D24_FLOAT, 0, 0, 0, 0, 0, 0, 0, 0, 4, 24, 8},
139 /* Vendor-specific formats */
140 {WINED3DFMT_ATI1N, 0, 0, 0, 0, 0, 0, 0, 0, 1, 0, 0},
141 {WINED3DFMT_ATI2N, 0, 0, 0, 0, 0, 0, 0, 0, 1, 0, 0},
142 {WINED3DFMT_NVDB, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0},
143 {WINED3DFMT_INST, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0},
144 {WINED3DFMT_INTZ, 0, 0, 0, 0, 0, 0, 0, 0, 4, 24, 8},
145 {WINED3DFMT_RESZ, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0},
146 {WINED3DFMT_NVHU, 0, 0, 0, 0, 0, 0, 0, 0, 2, 0, 0},
147 {WINED3DFMT_NVHS, 0, 0, 0, 0, 0, 0, 0, 0, 2, 0, 0},
148 {WINED3DFMT_NULL, 8, 8, 8, 8, 0, 8, 16, 24, 4, 0, 0},
149 /* Unsure about them, could not find a Windows driver that supports them */
150 {WINED3DFMT_R16, 16, 0, 0, 0, 0, 0, 0, 0, 2, 0, 0},
151 {WINED3DFMT_AL16, 0, 0, 0, 16, 0, 0, 0, 16, 4, 0, 0},
152 /* Typeless */
153 {WINED3DFMT_R32G32B32A32_TYPELESS, 32, 32, 32, 32, 0, 32, 64, 96, 16, 0, 0},
154 {WINED3DFMT_R32G32B32_TYPELESS, 32, 32, 32, 0, 0, 32, 64, 0, 12, 0, 0},
155 {WINED3DFMT_R16G16B16A16_TYPELESS, 16, 16, 16, 16, 0, 16, 32, 48, 8, 0, 0},
156 {WINED3DFMT_R32G32_TYPELESS, 32, 32, 0, 0, 0, 32, 0, 0, 8, 0, 0},
157 {WINED3DFMT_R32G8X24_TYPELESS, 0, 0, 0, 0, 0, 0, 0, 0, 8, 32, 8},
158 {WINED3DFMT_R10G10B10A2_TYPELESS, 10, 10, 10, 2, 0, 10, 20, 30, 4, 0, 0},
159 {WINED3DFMT_R8G8B8A8_TYPELESS, 8, 8, 8, 8, 0, 8, 16, 24, 4, 0, 0},
160 {WINED3DFMT_R16G16_TYPELESS, 16, 16, 0, 0, 0, 16, 0, 0, 4, 0, 0},
161 {WINED3DFMT_R32_TYPELESS, 32, 0, 0, 0, 0, 0, 0, 0, 4, 0, 0},
162 {WINED3DFMT_R24G8_TYPELESS, 0, 0, 0, 0, 0, 0, 0, 0, 4, 24, 8},
163 {WINED3DFMT_R8G8_TYPELESS, 8, 8, 0, 0, 0, 8, 0, 0, 2, 0, 0},
164 {WINED3DFMT_R16_TYPELESS, 16, 0, 0, 0, 0, 0, 0, 0, 2, 0, 0},
165 {WINED3DFMT_R8_TYPELESS, 8, 0, 0, 0, 0, 0, 0, 0, 1, 0, 0},
166 {WINED3DFMT_BC1_TYPELESS, 0, 0, 0, 0, 0, 0, 0, 0, 1, 0, 0},
167 {WINED3DFMT_BC2_TYPELESS, 0, 0, 0, 0, 0, 0, 0, 0, 1, 0, 0},
168 {WINED3DFMT_BC3_TYPELESS, 0, 0, 0, 0, 0, 0, 0, 0, 1, 0, 0},
169 {WINED3DFMT_BC4_TYPELESS, 0, 0, 0, 0, 0, 0, 0, 0, 1, 0, 0},
170 {WINED3DFMT_BC5_TYPELESS, 0, 0, 0, 0, 0, 0, 0, 0, 1, 0, 0},
171 {WINED3DFMT_BC6H_TYPELESS, 0, 0, 0, 0, 0, 0, 0, 0, 1, 0, 0},
172 {WINED3DFMT_BC7_TYPELESS, 0, 0, 0, 0, 0, 0, 0, 0, 1, 0, 0},
173 {WINED3DFMT_B8G8R8A8_TYPELESS, 8, 8, 8, 8, 16, 8, 0, 24, 4, 0, 0},
174 {WINED3DFMT_B8G8R8X8_TYPELESS, 8, 8, 8, 0, 16, 8, 0, 0, 4, 0, 0},
177 enum wined3d_channel_type
179 WINED3D_CHANNEL_TYPE_NONE,
180 WINED3D_CHANNEL_TYPE_UNORM,
181 WINED3D_CHANNEL_TYPE_SNORM,
182 WINED3D_CHANNEL_TYPE_UINT,
183 WINED3D_CHANNEL_TYPE_SINT,
184 WINED3D_CHANNEL_TYPE_FLOAT,
185 WINED3D_CHANNEL_TYPE_DEPTH,
186 WINED3D_CHANNEL_TYPE_STENCIL,
187 WINED3D_CHANNEL_TYPE_UNUSED,
190 struct wined3d_typed_format_info
192 enum wined3d_format_id id;
193 enum wined3d_format_id typeless_id;
194 const char *channels;
198 * The last entry for a given typeless format defines its internal format.
200 * u - WINED3D_CHANNEL_TYPE_UNORM
201 * i - WINED3D_CHANNEL_TYPE_SNORM
202 * U - WINED3D_CHANNEL_TYPE_UINT
203 * I - WINED3D_CHANNEL_TYPE_SINT
204 * F - WINED3D_CHANNEL_TYPE_FLOAT
205 * D - WINED3D_CHANNEL_TYPE_DEPTH
206 * S - WINED3D_CHANNEL_TYPE_STENCIL
207 * X - WINED3D_CHANNEL_TYPE_UNUSED
209 static const struct wined3d_typed_format_info typed_formats[] =
211 {WINED3DFMT_R32G32B32A32_UINT, WINED3DFMT_R32G32B32A32_TYPELESS, "UUUU"},
212 {WINED3DFMT_R32G32B32A32_SINT, WINED3DFMT_R32G32B32A32_TYPELESS, "IIII"},
213 {WINED3DFMT_R32G32B32A32_FLOAT, WINED3DFMT_R32G32B32A32_TYPELESS, "FFFF"},
214 {WINED3DFMT_R32G32B32_UINT, WINED3DFMT_R32G32B32_TYPELESS, "UUU"},
215 {WINED3DFMT_R32G32B32_SINT, WINED3DFMT_R32G32B32_TYPELESS, "III"},
216 {WINED3DFMT_R32G32B32_FLOAT, WINED3DFMT_R32G32B32_TYPELESS, "FFF"},
217 {WINED3DFMT_R16G16B16A16_UNORM, WINED3DFMT_R16G16B16A16_TYPELESS, "uuuu"},
218 {WINED3DFMT_R16G16B16A16_SNORM, WINED3DFMT_R16G16B16A16_TYPELESS, "iiii"},
219 {WINED3DFMT_R16G16B16A16_UINT, WINED3DFMT_R16G16B16A16_TYPELESS, "UUUU"},
220 {WINED3DFMT_R16G16B16A16_SINT, WINED3DFMT_R16G16B16A16_TYPELESS, "IIII"},
221 {WINED3DFMT_R16G16B16A16_FLOAT, WINED3DFMT_R16G16B16A16_TYPELESS, "FFFF"},
222 {WINED3DFMT_R32G32_UINT, WINED3DFMT_R32G32_TYPELESS, "UU"},
223 {WINED3DFMT_R32G32_SINT, WINED3DFMT_R32G32_TYPELESS, "II"},
224 {WINED3DFMT_R32G32_FLOAT, WINED3DFMT_R32G32_TYPELESS, "FF"},
225 {WINED3DFMT_R32_FLOAT_X8X24_TYPELESS, WINED3DFMT_R32G8X24_TYPELESS, "DX"},
226 {WINED3DFMT_X32_TYPELESS_G8X24_UINT, WINED3DFMT_R32G8X24_TYPELESS, "XS"},
227 {WINED3DFMT_D32_FLOAT_S8X24_UINT, WINED3DFMT_R32G8X24_TYPELESS, "DS"},
228 {WINED3DFMT_R10G10B10A2_SNORM, WINED3DFMT_R10G10B10A2_TYPELESS, "iiii"},
229 {WINED3DFMT_R10G10B10A2_UINT, WINED3DFMT_R10G10B10A2_TYPELESS, "UUUU"},
230 {WINED3DFMT_R10G10B10A2_UNORM, WINED3DFMT_R10G10B10A2_TYPELESS, "uuuu"},
231 {WINED3DFMT_R8G8B8A8_UINT, WINED3DFMT_R8G8B8A8_TYPELESS, "UUUU"},
232 {WINED3DFMT_R8G8B8A8_SINT, WINED3DFMT_R8G8B8A8_TYPELESS, "IIII"},
233 {WINED3DFMT_R8G8B8A8_UNORM_SRGB, WINED3DFMT_R8G8B8A8_TYPELESS, "uuuu"},
234 {WINED3DFMT_R8G8B8A8_UNORM, WINED3DFMT_R8G8B8A8_TYPELESS, "uuuu"},
235 {WINED3DFMT_R16G16_UNORM, WINED3DFMT_R16G16_TYPELESS, "uu"},
236 {WINED3DFMT_R16G16_SNORM, WINED3DFMT_R16G16_TYPELESS, "ii"},
237 {WINED3DFMT_R16G16_UINT, WINED3DFMT_R16G16_TYPELESS, "UU"},
238 {WINED3DFMT_R16G16_SINT, WINED3DFMT_R16G16_TYPELESS, "II"},
239 {WINED3DFMT_R16G16_FLOAT, WINED3DFMT_R16G16_TYPELESS, "FF"},
240 {WINED3DFMT_D32_FLOAT, WINED3DFMT_R32_TYPELESS, "D"},
241 {WINED3DFMT_R32_UINT, WINED3DFMT_R32_TYPELESS, "U"},
242 {WINED3DFMT_R32_SINT, WINED3DFMT_R32_TYPELESS, "I"},
243 {WINED3DFMT_R32_FLOAT, WINED3DFMT_R32_TYPELESS, "F"},
244 {WINED3DFMT_R24_UNORM_X8_TYPELESS, WINED3DFMT_R24G8_TYPELESS, "DX"},
245 {WINED3DFMT_X24_TYPELESS_G8_UINT, WINED3DFMT_R24G8_TYPELESS, "XS"},
246 {WINED3DFMT_D24_UNORM_S8_UINT, WINED3DFMT_R24G8_TYPELESS, "DS"},
247 {WINED3DFMT_R8G8_SNORM, WINED3DFMT_R8G8_TYPELESS, "ii"},
248 {WINED3DFMT_R8G8_UNORM, WINED3DFMT_R8G8_TYPELESS, "uu"},
249 {WINED3DFMT_R8G8_UINT, WINED3DFMT_R8G8_TYPELESS, "UU"},
250 {WINED3DFMT_R8G8_SINT, WINED3DFMT_R8G8_TYPELESS, "II"},
251 {WINED3DFMT_D16_UNORM, WINED3DFMT_R16_TYPELESS, "D"},
252 {WINED3DFMT_R16_UNORM, WINED3DFMT_R16_TYPELESS, "u"},
253 {WINED3DFMT_R16_SNORM, WINED3DFMT_R16_TYPELESS, "i"},
254 {WINED3DFMT_R16_UINT, WINED3DFMT_R16_TYPELESS, "U"},
255 {WINED3DFMT_R16_SINT, WINED3DFMT_R16_TYPELESS, "I"},
256 {WINED3DFMT_R16_FLOAT, WINED3DFMT_R16_TYPELESS, "F"},
257 {WINED3DFMT_R8_UNORM, WINED3DFMT_R8_TYPELESS, "u"},
258 {WINED3DFMT_R8_SNORM, WINED3DFMT_R8_TYPELESS, "i"},
259 {WINED3DFMT_R8_UINT, WINED3DFMT_R8_TYPELESS, "U"},
260 {WINED3DFMT_R8_SINT, WINED3DFMT_R8_TYPELESS, "I"},
261 {WINED3DFMT_BC1_UNORM_SRGB, WINED3DFMT_BC1_TYPELESS, ""},
262 {WINED3DFMT_BC1_UNORM, WINED3DFMT_BC1_TYPELESS, ""},
263 {WINED3DFMT_BC2_UNORM_SRGB, WINED3DFMT_BC2_TYPELESS, ""},
264 {WINED3DFMT_BC2_UNORM, WINED3DFMT_BC2_TYPELESS, ""},
265 {WINED3DFMT_BC3_UNORM_SRGB, WINED3DFMT_BC3_TYPELESS, ""},
266 {WINED3DFMT_BC3_UNORM, WINED3DFMT_BC3_TYPELESS, ""},
267 {WINED3DFMT_BC4_UNORM, WINED3DFMT_BC4_TYPELESS, ""},
268 {WINED3DFMT_BC5_UNORM, WINED3DFMT_BC5_TYPELESS, ""},
269 {WINED3DFMT_BC6H_UF16, WINED3DFMT_BC6H_TYPELESS, ""},
270 {WINED3DFMT_BC6H_SF16, WINED3DFMT_BC6H_TYPELESS, ""},
271 {WINED3DFMT_BC7_UNORM_SRGB, WINED3DFMT_BC7_TYPELESS, ""},
272 {WINED3DFMT_BC7_UNORM, WINED3DFMT_BC7_TYPELESS, ""},
273 {WINED3DFMT_B8G8R8A8_UNORM_SRGB, WINED3DFMT_B8G8R8A8_TYPELESS, "uuuu"},
274 {WINED3DFMT_B8G8R8A8_UNORM, WINED3DFMT_B8G8R8A8_TYPELESS, "uuuu"},
275 {WINED3DFMT_B8G8R8X8_UNORM_SRGB, WINED3DFMT_B8G8R8X8_TYPELESS, "uuuX"},
276 {WINED3DFMT_B8G8R8X8_UNORM, WINED3DFMT_B8G8R8X8_TYPELESS, "uuuX"},
279 struct wined3d_typeless_format_depth_stencil_info
281 enum wined3d_format_id typeless_id;
282 enum wined3d_format_id depth_stencil_id;
283 enum wined3d_format_id depth_view_id;
284 enum wined3d_format_id stencil_view_id;
287 static const struct wined3d_typeless_format_depth_stencil_info typeless_depth_stencil_formats[] =
289 {WINED3DFMT_R32G8X24_TYPELESS, WINED3DFMT_D32_FLOAT_S8X24_UINT,
290 WINED3DFMT_R32_FLOAT_X8X24_TYPELESS, WINED3DFMT_X32_TYPELESS_G8X24_UINT},
291 {WINED3DFMT_R24G8_TYPELESS, WINED3DFMT_D24_UNORM_S8_UINT,
292 WINED3DFMT_R24_UNORM_X8_TYPELESS, WINED3DFMT_X24_TYPELESS_G8_UINT},
293 {WINED3DFMT_R32_TYPELESS, WINED3DFMT_D32_FLOAT},
294 {WINED3DFMT_R16_TYPELESS, WINED3DFMT_D16_UNORM},
297 struct wined3d_format_ddi_info
299 enum wined3d_format_id id;
300 D3DDDIFORMAT ddi_format;
303 static const struct wined3d_format_ddi_info ddi_formats[] =
305 {WINED3DFMT_B8G8R8_UNORM, D3DDDIFMT_R8G8B8},
306 {WINED3DFMT_B8G8R8A8_UNORM, D3DDDIFMT_A8R8G8B8},
307 {WINED3DFMT_B8G8R8X8_UNORM, D3DDDIFMT_X8R8G8B8},
308 {WINED3DFMT_B5G6R5_UNORM, D3DDDIFMT_R5G6B5},
309 {WINED3DFMT_B5G5R5X1_UNORM, D3DDDIFMT_X1R5G5B5},
310 {WINED3DFMT_B5G5R5A1_UNORM, D3DDDIFMT_A1R5G5B5},
311 {WINED3DFMT_B4G4R4A4_UNORM, D3DDDIFMT_A4R4G4B4},
312 {WINED3DFMT_B4G4R4X4_UNORM, D3DDDIFMT_X4R4G4B4},
313 {WINED3DFMT_P8_UINT, D3DDDIFMT_P8},
316 struct wined3d_format_base_flags
318 enum wined3d_format_id id;
319 DWORD flags;
322 /* The ATI2N format behaves like an uncompressed format in LockRect(), but
323 * still needs to use the correct block based calculation for e.g. the
324 * resource size. */
325 static const struct wined3d_format_base_flags format_base_flags[] =
327 {WINED3DFMT_ATI1N, WINED3DFMT_FLAG_BROKEN_PITCH},
328 {WINED3DFMT_ATI2N, WINED3DFMT_FLAG_BROKEN_PITCH},
329 {WINED3DFMT_R11G11B10_FLOAT, WINED3DFMT_FLAG_FLOAT},
330 {WINED3DFMT_D32_FLOAT, WINED3DFMT_FLAG_FLOAT},
331 {WINED3DFMT_S8_UINT_D24_FLOAT, WINED3DFMT_FLAG_FLOAT},
332 {WINED3DFMT_D32_FLOAT_S8X24_UINT, WINED3DFMT_FLAG_FLOAT},
335 struct wined3d_format_block_info
337 enum wined3d_format_id id;
338 UINT block_width;
339 UINT block_height;
340 UINT block_byte_count;
341 BOOL verify;
344 static const struct wined3d_format_block_info format_block_info[] =
346 {WINED3DFMT_DXT1, 4, 4, 8, TRUE},
347 {WINED3DFMT_DXT2, 4, 4, 16, TRUE},
348 {WINED3DFMT_DXT3, 4, 4, 16, TRUE},
349 {WINED3DFMT_DXT4, 4, 4, 16, TRUE},
350 {WINED3DFMT_DXT5, 4, 4, 16, TRUE},
351 {WINED3DFMT_BC1_UNORM, 4, 4, 8, TRUE},
352 {WINED3DFMT_BC2_UNORM, 4, 4, 16, TRUE},
353 {WINED3DFMT_BC3_UNORM, 4, 4, 16, TRUE},
354 {WINED3DFMT_BC4_UNORM, 4, 4, 8, TRUE},
355 {WINED3DFMT_BC5_UNORM, 4, 4, 16, TRUE},
356 {WINED3DFMT_BC6H_UF16, 4, 4, 16, TRUE},
357 {WINED3DFMT_BC6H_SF16, 4, 4, 16, TRUE},
358 {WINED3DFMT_BC7_UNORM, 4, 4, 16, TRUE},
359 {WINED3DFMT_ATI1N, 4, 4, 8, FALSE},
360 {WINED3DFMT_ATI2N, 4, 4, 16, FALSE},
361 {WINED3DFMT_YUY2, 2, 1, 4, FALSE},
362 {WINED3DFMT_UYVY, 2, 1, 4, FALSE},
365 struct wined3d_format_vertex_info
367 enum wined3d_format_id id;
368 enum wined3d_ffp_emit_idx emit_idx;
369 unsigned int component_count;
370 GLenum gl_vtx_type;
371 GLboolean gl_normalized;
372 enum wined3d_gl_extension extension;
375 static const struct wined3d_format_vertex_info format_vertex_info[] =
377 {WINED3DFMT_R32_FLOAT, WINED3D_FFP_EMIT_FLOAT1, 1, GL_FLOAT, GL_FALSE},
378 {WINED3DFMT_R32G32_FLOAT, WINED3D_FFP_EMIT_FLOAT2, 2, GL_FLOAT, GL_FALSE},
379 {WINED3DFMT_R32G32B32_FLOAT, WINED3D_FFP_EMIT_FLOAT3, 3, GL_FLOAT, GL_FALSE},
380 {WINED3DFMT_R32G32B32A32_FLOAT, WINED3D_FFP_EMIT_FLOAT4, 4, GL_FLOAT, GL_FALSE},
381 {WINED3DFMT_B8G8R8A8_UNORM, WINED3D_FFP_EMIT_D3DCOLOR, 4, GL_UNSIGNED_BYTE, GL_TRUE },
382 {WINED3DFMT_R8G8B8A8_UINT, WINED3D_FFP_EMIT_UBYTE4, 4, GL_UNSIGNED_BYTE, GL_FALSE},
383 {WINED3DFMT_R16G16_UINT, WINED3D_FFP_EMIT_INVALID, 2, GL_UNSIGNED_SHORT, GL_FALSE},
384 {WINED3DFMT_R16G16_SINT, WINED3D_FFP_EMIT_SHORT2, 2, GL_SHORT, GL_FALSE},
385 {WINED3DFMT_R16G16B16A16_SINT, WINED3D_FFP_EMIT_SHORT4, 4, GL_SHORT, GL_FALSE},
386 {WINED3DFMT_R8G8B8A8_UNORM, WINED3D_FFP_EMIT_UBYTE4N, 4, GL_UNSIGNED_BYTE, GL_TRUE },
387 {WINED3DFMT_R16G16_SNORM, WINED3D_FFP_EMIT_SHORT2N, 2, GL_SHORT, GL_TRUE },
388 {WINED3DFMT_R16G16B16A16_SNORM, WINED3D_FFP_EMIT_SHORT4N, 4, GL_SHORT, GL_TRUE },
389 {WINED3DFMT_R16G16_UNORM, WINED3D_FFP_EMIT_USHORT2N, 2, GL_UNSIGNED_SHORT, GL_TRUE },
390 {WINED3DFMT_R16G16B16A16_UNORM, WINED3D_FFP_EMIT_USHORT4N, 4, GL_UNSIGNED_SHORT, GL_TRUE },
391 {WINED3DFMT_R10G10B10X2_UINT, WINED3D_FFP_EMIT_UDEC3, 3, GL_UNSIGNED_SHORT, GL_FALSE},
392 {WINED3DFMT_R10G10B10X2_SNORM, WINED3D_FFP_EMIT_DEC3N, 3, GL_SHORT, GL_TRUE },
393 {WINED3DFMT_R10G10B10A2_UNORM, WINED3D_FFP_EMIT_INVALID, 4, GL_UNSIGNED_INT_2_10_10_10_REV, GL_TRUE,
394 ARB_VERTEX_TYPE_2_10_10_10_REV},
395 {WINED3DFMT_R16G16_FLOAT, WINED3D_FFP_EMIT_FLOAT16_2, 2, GL_HALF_FLOAT, GL_FALSE},
396 {WINED3DFMT_R16G16B16A16_FLOAT, WINED3D_FFP_EMIT_FLOAT16_4, 4, GL_HALF_FLOAT, GL_FALSE},
397 {WINED3DFMT_R8G8B8A8_SNORM, WINED3D_FFP_EMIT_INVALID, 4, GL_BYTE, GL_TRUE },
398 {WINED3DFMT_R8G8B8A8_SINT, WINED3D_FFP_EMIT_INVALID, 4, GL_BYTE, GL_FALSE},
399 {WINED3DFMT_R16G16B16A16_UINT, WINED3D_FFP_EMIT_INVALID, 4, GL_UNSIGNED_SHORT, GL_FALSE},
400 {WINED3DFMT_R8_UINT, WINED3D_FFP_EMIT_INVALID, 1, GL_UNSIGNED_BYTE, GL_FALSE},
401 {WINED3DFMT_R8_SINT, WINED3D_FFP_EMIT_INVALID, 1, GL_BYTE, GL_FALSE},
402 {WINED3DFMT_R16_UINT, WINED3D_FFP_EMIT_INVALID, 1, GL_UNSIGNED_SHORT, GL_FALSE},
403 {WINED3DFMT_R16_SINT, WINED3D_FFP_EMIT_INVALID, 1, GL_SHORT, GL_FALSE},
404 {WINED3DFMT_R32_UINT, WINED3D_FFP_EMIT_INVALID, 1, GL_UNSIGNED_INT, GL_FALSE},
405 {WINED3DFMT_R32_SINT, WINED3D_FFP_EMIT_INVALID, 1, GL_INT, GL_FALSE},
406 {WINED3DFMT_R32G32_UINT, WINED3D_FFP_EMIT_INVALID, 2, GL_UNSIGNED_INT, GL_FALSE},
407 {WINED3DFMT_R32G32_SINT, WINED3D_FFP_EMIT_INVALID, 2, GL_INT, GL_FALSE},
408 {WINED3DFMT_R32G32B32_UINT, WINED3D_FFP_EMIT_INVALID, 3, GL_UNSIGNED_INT, GL_FALSE},
409 {WINED3DFMT_R32G32B32A32_UINT, WINED3D_FFP_EMIT_INVALID, 4, GL_UNSIGNED_INT, GL_FALSE},
410 {WINED3DFMT_R32G32B32A32_SINT, WINED3D_FFP_EMIT_INVALID, 4, GL_INT, GL_FALSE},
413 struct wined3d_format_texture_info
415 enum wined3d_format_id id;
416 GLint gl_internal;
417 GLint gl_srgb_internal;
418 GLint gl_rt_internal;
419 GLint gl_format;
420 GLint gl_type;
421 unsigned int conv_byte_count;
422 unsigned int flags;
423 enum wined3d_gl_extension extension;
424 void (*convert)(const BYTE *src, BYTE *dst, UINT src_row_pitch, UINT src_slice_pitch,
425 UINT dst_row_pitch, UINT dst_slice_pitch, UINT width, UINT height, UINT depth);
428 static void convert_l4a4_unorm(const BYTE *src, BYTE *dst, UINT src_row_pitch, UINT src_slice_pitch,
429 UINT dst_row_pitch, UINT dst_slice_pitch, UINT width, UINT height, UINT depth)
431 /* WINED3DFMT_L4A4_UNORM exists as an internal gl format, but for some reason there is not
432 * format+type combination to load it. Thus convert it to A8L8, then load it
433 * with A4L4 internal, but A8L8 format+type
435 unsigned int x, y, z;
436 const unsigned char *Source;
437 unsigned char *Dest;
439 for (z = 0; z < depth; z++)
441 for (y = 0; y < height; y++)
443 Source = src + z * src_slice_pitch + y * src_row_pitch;
444 Dest = dst + z * dst_slice_pitch + y * dst_row_pitch;
445 for (x = 0; x < width; x++ )
447 unsigned char color = (*Source++);
448 /* A */ Dest[1] = (color & 0xf0u) << 0;
449 /* L */ Dest[0] = (color & 0x0fu) << 4;
450 Dest += 2;
456 static void convert_r5g5_snorm_l6_unorm(const BYTE *src, BYTE *dst, UINT src_row_pitch, UINT src_slice_pitch,
457 UINT dst_row_pitch, UINT dst_slice_pitch, UINT width, UINT height, UINT depth)
459 unsigned int x, y, z;
460 unsigned char r_in, g_in, l_in;
461 const unsigned short *texel_in;
462 unsigned short *texel_out;
464 /* Emulating signed 5 bit values with unsigned 5 bit values has some precision problems by design:
465 * E.g. the signed input value 0 becomes 16. GL normalizes it to 16 / 31 = 0.516. We convert it
466 * back to a signed value by subtracting 0.5 and multiplying by 2.0. The resulting value is
467 * ((16 / 31) - 0.5) * 2.0 = 0.032, which is quite different from the intended result 0.000. */
468 for (z = 0; z < depth; z++)
470 for (y = 0; y < height; y++)
472 texel_out = (unsigned short *) (dst + z * dst_slice_pitch + y * dst_row_pitch);
473 texel_in = (const unsigned short *)(src + z * src_slice_pitch + y * src_row_pitch);
474 for (x = 0; x < width; x++ )
476 l_in = (*texel_in & 0xfc00u) >> 10;
477 g_in = (*texel_in & 0x03e0u) >> 5;
478 r_in = *texel_in & 0x001fu;
480 *texel_out = ((r_in + 16) << 11) | (l_in << 5) | (g_in + 16);
481 texel_out++;
482 texel_in++;
488 static void convert_r5g5_snorm_l6_unorm_ext(const BYTE *src, BYTE *dst, UINT src_row_pitch, UINT src_slice_pitch,
489 UINT dst_row_pitch, UINT dst_slice_pitch, UINT width, UINT height, UINT depth)
491 unsigned int x, y, z;
492 unsigned char *texel_out, r_out, g_out, r_in, g_in, l_in;
493 const unsigned short *texel_in;
495 for (z = 0; z < depth; z++)
497 for (y = 0; y < height; y++)
499 texel_in = (const unsigned short *)(src + z * src_slice_pitch + y * src_row_pitch);
500 texel_out = dst + z * dst_slice_pitch + y * dst_row_pitch;
501 for (x = 0; x < width; x++ )
503 l_in = (*texel_in & 0xfc00u) >> 10;
504 g_in = (*texel_in & 0x03e0u) >> 5;
505 r_in = *texel_in & 0x001fu;
507 r_out = r_in << 3;
508 if (!(r_in & 0x10)) /* r > 0 */
509 r_out |= r_in >> 1;
511 g_out = g_in << 3;
512 if (!(g_in & 0x10)) /* g > 0 */
513 g_out |= g_in >> 1;
515 texel_out[0] = r_out;
516 texel_out[1] = g_out;
517 texel_out[2] = l_in << 1 | l_in >> 5;
518 texel_out[3] = 0;
520 texel_out += 4;
521 texel_in++;
527 static void convert_r5g5_snorm_l6_unorm_nv(const BYTE *src, BYTE *dst, UINT src_row_pitch, UINT src_slice_pitch,
528 UINT dst_row_pitch, UINT dst_slice_pitch, UINT width, UINT height, UINT depth)
530 unsigned int x, y, z;
531 unsigned char *texel_out, ds_out, dt_out, r_in, g_in, l_in;
532 const unsigned short *texel_in;
534 /* This makes the gl surface bigger(24 bit instead of 16), but it works with
535 * fixed function and shaders without further conversion once the surface is
536 * loaded.
538 * The difference between this function and convert_r5g5_snorm_l6_unorm_ext
539 * is that convert_r5g5_snorm_l6_unorm_ext creates a 32 bit XRGB texture and
540 * this function creates a 24 bit DSDT_MAG texture. Trying to load a DSDT_MAG
541 * internal with a 32 bit DSDT_MAG_INTENSITY or DSDT_MAG_VIB format fails. */
542 for (z = 0; z < depth; z++)
544 for (y = 0; y < height; y++)
546 texel_in = (const unsigned short *)(src + z * src_slice_pitch + y * src_row_pitch);
547 texel_out = dst + z * dst_slice_pitch + y * dst_row_pitch;
548 for (x = 0; x < width; x++ )
550 l_in = (*texel_in & 0xfc00u) >> 10;
551 g_in = (*texel_in & 0x03e0u) >> 5;
552 r_in = *texel_in & 0x001fu;
554 ds_out = r_in << 3;
555 if (!(r_in & 0x10)) /* r > 0 */
556 ds_out |= r_in >> 1;
558 dt_out = g_in << 3;
559 if (!(g_in & 0x10)) /* g > 0 */
560 dt_out |= g_in >> 1;
562 texel_out[0] = ds_out;
563 texel_out[1] = dt_out;
564 texel_out[2] = l_in << 1 | l_in >> 5;
566 texel_out += 3;
567 texel_in++;
573 static void convert_r8g8_snorm(const BYTE *src, BYTE *dst, UINT src_row_pitch, UINT src_slice_pitch,
574 UINT dst_row_pitch, UINT dst_slice_pitch, UINT width, UINT height, UINT depth)
576 unsigned int x, y, z;
577 const short *Source;
578 unsigned char *Dest;
580 for (z = 0; z < depth; z++)
582 for (y = 0; y < height; y++)
584 Source = (const short *)(src + z * src_slice_pitch + y * src_row_pitch);
585 Dest = dst + z * dst_slice_pitch + y * dst_row_pitch;
586 for (x = 0; x < width; x++ )
588 const short color = (*Source++);
589 /* B */ Dest[0] = 0xff;
590 /* G */ Dest[1] = (color >> 8) + 128; /* V */
591 /* R */ Dest[2] = (color & 0xff) + 128; /* U */
592 Dest += 3;
598 static void convert_r8g8_snorm_l8x8_unorm(const BYTE *src, BYTE *dst, UINT src_row_pitch, UINT src_slice_pitch,
599 UINT dst_row_pitch, UINT dst_slice_pitch, UINT width, UINT height, UINT depth)
601 unsigned int x, y, z;
602 const DWORD *Source;
603 unsigned char *Dest;
605 /* Doesn't work correctly with the fixed function pipeline, but can work in
606 * shaders if the shader is adjusted. (There's no use for this format in gl's
607 * standard fixed function pipeline anyway).
609 for (z = 0; z < depth; z++)
611 for (y = 0; y < height; y++)
613 Source = (const DWORD *)(src + z * src_slice_pitch + y * src_row_pitch);
614 Dest = dst + z * dst_slice_pitch + y * dst_row_pitch;
615 for (x = 0; x < width; x++ )
617 LONG color = (*Source++);
618 /* B */ Dest[0] = ((color >> 16) & 0xff); /* L */
619 /* G */ Dest[1] = ((color >> 8 ) & 0xff) + 128; /* V */
620 /* R */ Dest[2] = (color & 0xff) + 128; /* U */
621 Dest += 4;
627 static void convert_r8g8_snorm_l8x8_unorm_nv(const BYTE *src, BYTE *dst, UINT src_row_pitch, UINT src_slice_pitch,
628 UINT dst_row_pitch, UINT dst_slice_pitch, UINT width, UINT height, UINT depth)
630 unsigned int x, y, z;
631 const DWORD *Source;
632 unsigned char *Dest;
634 /* This implementation works with the fixed function pipeline and shaders
635 * without further modification after converting the surface.
637 for (z = 0; z < depth; z++)
639 for (y = 0; y < height; y++)
641 Source = (const DWORD *)(src + z * src_slice_pitch + y * src_row_pitch);
642 Dest = dst + z * dst_slice_pitch + y * dst_row_pitch;
643 for (x = 0; x < width; x++ )
645 LONG color = (*Source++);
646 /* L */ Dest[2] = ((color >> 16) & 0xff); /* L */
647 /* V */ Dest[1] = ((color >> 8 ) & 0xff); /* V */
648 /* U */ Dest[0] = (color & 0xff); /* U */
649 /* I */ Dest[3] = 255; /* X */
650 Dest += 4;
656 static void convert_r8g8b8a8_snorm(const BYTE *src, BYTE *dst, UINT src_row_pitch, UINT src_slice_pitch,
657 UINT dst_row_pitch, UINT dst_slice_pitch, UINT width, UINT height, UINT depth)
659 unsigned int x, y, z;
660 const DWORD *Source;
661 unsigned char *Dest;
663 for (z = 0; z < depth; z++)
665 for (y = 0; y < height; y++)
667 Source = (const DWORD *)(src + z * src_slice_pitch + y * src_row_pitch);
668 Dest = dst + z * dst_slice_pitch + y * dst_row_pitch;
669 for (x = 0; x < width; x++ )
671 LONG color = (*Source++);
672 /* B */ Dest[0] = ((color >> 16) & 0xff) + 128; /* W */
673 /* G */ Dest[1] = ((color >> 8 ) & 0xff) + 128; /* V */
674 /* R */ Dest[2] = (color & 0xff) + 128; /* U */
675 /* A */ Dest[3] = ((color >> 24) & 0xff) + 128; /* Q */
676 Dest += 4;
682 static void convert_r16g16_snorm(const BYTE *src, BYTE *dst, UINT src_row_pitch, UINT src_slice_pitch,
683 UINT dst_row_pitch, UINT dst_slice_pitch, UINT width, UINT height, UINT depth)
685 unsigned int x, y, z;
686 const DWORD *Source;
687 unsigned short *Dest;
689 for (z = 0; z < depth; z++)
691 for (y = 0; y < height; y++)
693 Source = (const DWORD *)(src + z * src_slice_pitch + y * src_row_pitch);
694 Dest = (unsigned short *) (dst + z * dst_slice_pitch + y * dst_row_pitch);
695 for (x = 0; x < width; x++ )
697 const DWORD color = (*Source++);
698 /* B */ Dest[0] = 0xffff;
699 /* G */ Dest[1] = (color >> 16) + 32768; /* V */
700 /* R */ Dest[2] = (color & 0xffff) + 32768; /* U */
701 Dest += 3;
707 static void convert_r16g16(const BYTE *src, BYTE *dst, UINT src_row_pitch, UINT src_slice_pitch,
708 UINT dst_row_pitch, UINT dst_slice_pitch, UINT width, UINT height, UINT depth)
710 unsigned int x, y, z;
711 const WORD *Source;
712 WORD *Dest;
714 for (z = 0; z < depth; z++)
716 for (y = 0; y < height; y++)
718 Source = (const WORD *)(src + z * src_slice_pitch + y * src_row_pitch);
719 Dest = (WORD *) (dst + z * dst_slice_pitch + y * dst_row_pitch);
720 for (x = 0; x < width; x++ )
722 WORD green = (*Source++);
723 WORD red = (*Source++);
724 Dest[0] = green;
725 Dest[1] = red;
726 /* Strictly speaking not correct for R16G16F, but it doesn't matter because the
727 * shader overwrites it anyway */
728 Dest[2] = 0xffff;
729 Dest += 3;
735 static void convert_r32g32_float(const BYTE *src, BYTE *dst, UINT src_row_pitch, UINT src_slice_pitch,
736 UINT dst_row_pitch, UINT dst_slice_pitch, UINT width, UINT height, UINT depth)
738 unsigned int x, y, z;
739 const float *Source;
740 float *Dest;
742 for (z = 0; z < depth; z++)
744 for (y = 0; y < height; y++)
746 Source = (const float *)(src + z * src_slice_pitch + y * src_row_pitch);
747 Dest = (float *) (dst + z * dst_slice_pitch + y * dst_row_pitch);
748 for (x = 0; x < width; x++ )
750 float green = (*Source++);
751 float red = (*Source++);
752 Dest[0] = green;
753 Dest[1] = red;
754 Dest[2] = 1.0f;
755 Dest += 3;
761 static void convert_s1_uint_d15_unorm(const BYTE *src, BYTE *dst, UINT src_row_pitch, UINT src_slice_pitch,
762 UINT dst_row_pitch, UINT dst_slice_pitch, UINT width, UINT height, UINT depth)
764 unsigned int x, y, z;
766 for (z = 0; z < depth; z++)
768 for (y = 0; y < height; ++y)
770 const WORD *source = (const WORD *)(src + z * src_slice_pitch + y * src_row_pitch);
771 DWORD *dest = (DWORD *)(dst + z * dst_slice_pitch + y * dst_row_pitch);
773 for (x = 0; x < width; ++x)
775 /* The depth data is normalized, so needs to be scaled,
776 * the stencil data isn't. Scale depth data by
777 * (2^24-1)/(2^15-1) ~~ (2^9 + 2^-6). */
778 WORD d15 = source[x] >> 1;
779 DWORD d24 = (d15 << 9) + (d15 >> 6);
780 dest[x] = (d24 << 8) | (source[x] & 0x1);
786 static void convert_s4x4_uint_d24_unorm(const BYTE *src, BYTE *dst, UINT src_row_pitch, UINT src_slice_pitch,
787 UINT dst_row_pitch, UINT dst_slice_pitch, UINT width, UINT height, UINT depth)
789 unsigned int x, y, z;
791 for (z = 0; z < depth; z++)
793 for (y = 0; y < height; ++y)
795 const DWORD *source = (const DWORD *)(src + z * src_slice_pitch + y * src_row_pitch);
796 DWORD *dest = (DWORD *)(dst + z * dst_slice_pitch + y * dst_row_pitch);
798 for (x = 0; x < width; ++x)
800 /* Just need to clear out the X4 part. */
801 dest[x] = source[x] & ~0xf0;
807 static void convert_s8_uint_d24_float(const BYTE *src, BYTE *dst, UINT src_row_pitch, UINT src_slice_pitch,
808 UINT dst_row_pitch, UINT dst_slice_pitch, UINT width, UINT height, UINT depth)
810 unsigned int x, y, z;
812 for (z = 0; z < depth; z++)
814 for (y = 0; y < height; ++y)
816 const DWORD *source = (const DWORD *)(src + z * src_slice_pitch + y * src_row_pitch);
817 float *dest_f = (float *)(dst + z * dst_slice_pitch + y * dst_row_pitch);
818 DWORD *dest_s = (DWORD *)dest_f;
820 for (x = 0; x < width; ++x)
822 dest_f[x * 2] = float_24_to_32((source[x] & 0xffffff00u) >> 8);
823 dest_s[x * 2 + 1] = source[x] & 0xff;
829 static BOOL color_in_range(const struct wined3d_color_key *color_key, DWORD color)
831 /* FIXME: Is this really how color keys are supposed to work? I think it
832 * makes more sense to compare the individual channels. */
833 return color >= color_key->color_space_low_value
834 && color <= color_key->color_space_high_value;
837 static void convert_p8_uint_b8g8r8a8_unorm(const BYTE *src, unsigned int src_pitch,
838 BYTE *dst, unsigned int dst_pitch, unsigned int width, unsigned int height,
839 const struct wined3d_palette *palette, const struct wined3d_color_key *color_key)
841 const BYTE *src_row;
842 unsigned int x, y;
843 DWORD *dst_row;
845 if (!palette)
847 /* FIXME: This should probably use the system palette. */
848 FIXME("P8 surface loaded without a palette.\n");
850 for (y = 0; y < height; ++y)
852 memset(&dst[dst_pitch * y], 0, width * 4);
855 return;
858 for (y = 0; y < height; ++y)
860 src_row = &src[src_pitch * y];
861 dst_row = (DWORD *)&dst[dst_pitch * y];
862 for (x = 0; x < width; ++x)
864 BYTE src_color = src_row[x];
865 dst_row[x] = 0xff000000
866 | (palette->colors[src_color].rgbRed << 16)
867 | (palette->colors[src_color].rgbGreen << 8)
868 | palette->colors[src_color].rgbBlue;
873 static void convert_b5g6r5_unorm_b5g5r5a1_unorm_color_key(const BYTE *src, unsigned int src_pitch,
874 BYTE *dst, unsigned int dst_pitch, unsigned int width, unsigned int height,
875 const struct wined3d_palette *palette, const struct wined3d_color_key *color_key)
877 const WORD *src_row;
878 unsigned int x, y;
879 WORD *dst_row;
881 for (y = 0; y < height; ++y)
883 src_row = (WORD *)&src[src_pitch * y];
884 dst_row = (WORD *)&dst[dst_pitch * y];
885 for (x = 0; x < width; ++x)
887 WORD src_color = src_row[x];
888 if (!color_in_range(color_key, src_color))
889 dst_row[x] = 0x8000u | ((src_color & 0xffc0u) >> 1) | (src_color & 0x1fu);
890 else
891 dst_row[x] = ((src_color & 0xffc0u) >> 1) | (src_color & 0x1fu);
896 static void convert_b5g5r5x1_unorm_b5g5r5a1_unorm_color_key(const BYTE *src, unsigned int src_pitch,
897 BYTE *dst, unsigned int dst_pitch, unsigned int width, unsigned int height,
898 const struct wined3d_palette *palette, const struct wined3d_color_key *color_key)
900 const WORD *src_row;
901 unsigned int x, y;
902 WORD *dst_row;
904 for (y = 0; y < height; ++y)
906 src_row = (WORD *)&src[src_pitch * y];
907 dst_row = (WORD *)&dst[dst_pitch * y];
908 for (x = 0; x < width; ++x)
910 WORD src_color = src_row[x];
911 if (color_in_range(color_key, src_color))
912 dst_row[x] = src_color & ~0x8000;
913 else
914 dst_row[x] = src_color | 0x8000;
919 static void convert_b8g8r8_unorm_b8g8r8a8_unorm_color_key(const BYTE *src, unsigned int src_pitch,
920 BYTE *dst, unsigned int dst_pitch, unsigned int width, unsigned int height,
921 const struct wined3d_palette *palette, const struct wined3d_color_key *color_key)
923 const BYTE *src_row;
924 unsigned int x, y;
925 DWORD *dst_row;
927 for (y = 0; y < height; ++y)
929 src_row = &src[src_pitch * y];
930 dst_row = (DWORD *)&dst[dst_pitch * y];
931 for (x = 0; x < width; ++x)
933 DWORD src_color = (src_row[x * 3 + 2] << 16) | (src_row[x * 3 + 1] << 8) | src_row[x * 3];
934 if (!color_in_range(color_key, src_color))
935 dst_row[x] = src_color | 0xff000000;
940 static void convert_b8g8r8x8_unorm_b8g8r8a8_unorm_color_key(const BYTE *src, unsigned int src_pitch,
941 BYTE *dst, unsigned int dst_pitch, unsigned int width, unsigned int height,
942 const struct wined3d_palette *palette, const struct wined3d_color_key *color_key)
944 const DWORD *src_row;
945 unsigned int x, y;
946 DWORD *dst_row;
948 for (y = 0; y < height; ++y)
950 src_row = (DWORD *)&src[src_pitch * y];
951 dst_row = (DWORD *)&dst[dst_pitch * y];
952 for (x = 0; x < width; ++x)
954 DWORD src_color = src_row[x];
955 if (color_in_range(color_key, src_color))
956 dst_row[x] = src_color & ~0xff000000;
957 else
958 dst_row[x] = src_color | 0xff000000;
963 static void convert_b8g8r8a8_unorm_b8g8r8a8_unorm_color_key(const BYTE *src, unsigned int src_pitch,
964 BYTE *dst, unsigned int dst_pitch, unsigned int width, unsigned int height,
965 const struct wined3d_palette *palette, const struct wined3d_color_key *color_key)
967 const DWORD *src_row;
968 unsigned int x, y;
969 DWORD *dst_row;
971 for (y = 0; y < height; ++y)
973 src_row = (DWORD *)&src[src_pitch * y];
974 dst_row = (DWORD *)&dst[dst_pitch * y];
975 for (x = 0; x < width; ++x)
977 DWORD src_color = src_row[x];
978 if (color_in_range(color_key, src_color))
979 src_color &= ~0xff000000;
980 dst_row[x] = src_color;
985 const struct wined3d_color_key_conversion * wined3d_format_get_color_key_conversion(
986 const struct wined3d_texture *texture, BOOL need_alpha_ck)
988 const struct wined3d_format *format = texture->resource.format;
989 unsigned int i;
991 static const struct
993 enum wined3d_format_id src_format;
994 struct wined3d_color_key_conversion conversion;
996 color_key_info[] =
998 {WINED3DFMT_B5G6R5_UNORM, {WINED3DFMT_B5G5R5A1_UNORM, convert_b5g6r5_unorm_b5g5r5a1_unorm_color_key }},
999 {WINED3DFMT_B5G5R5X1_UNORM, {WINED3DFMT_B5G5R5A1_UNORM, convert_b5g5r5x1_unorm_b5g5r5a1_unorm_color_key }},
1000 {WINED3DFMT_B8G8R8_UNORM, {WINED3DFMT_B8G8R8A8_UNORM, convert_b8g8r8_unorm_b8g8r8a8_unorm_color_key }},
1001 {WINED3DFMT_B8G8R8X8_UNORM, {WINED3DFMT_B8G8R8A8_UNORM, convert_b8g8r8x8_unorm_b8g8r8a8_unorm_color_key }},
1002 {WINED3DFMT_B8G8R8A8_UNORM, {WINED3DFMT_B8G8R8A8_UNORM, convert_b8g8r8a8_unorm_b8g8r8a8_unorm_color_key }},
1004 static const struct wined3d_color_key_conversion convert_p8 =
1006 WINED3DFMT_B8G8R8A8_UNORM, convert_p8_uint_b8g8r8a8_unorm
1009 if (need_alpha_ck && (texture->async.flags & WINED3D_TEXTURE_ASYNC_COLOR_KEY))
1011 for (i = 0; i < sizeof(color_key_info) / sizeof(*color_key_info); ++i)
1013 if (color_key_info[i].src_format == format->id)
1014 return &color_key_info[i].conversion;
1017 FIXME("Color-keying not supported with format %s.\n", debug_d3dformat(format->id));
1020 /* FIXME: This should check if the blitter backend can do P8 conversion,
1021 * instead of checking for ARB_fragment_program. */
1022 if (format->id == WINED3DFMT_P8_UINT
1023 && !(texture->resource.device->adapter->gl_info.supported[ARB_FRAGMENT_PROGRAM]
1024 && texture->swapchain && texture == texture->swapchain->front_buffer))
1025 return &convert_p8;
1027 return NULL;
1030 /* The following formats explicitly don't have WINED3DFMT_FLAG_TEXTURE set:
1032 * These are never supported on native.
1033 * WINED3DFMT_B8G8R8_UNORM
1034 * WINED3DFMT_B2G3R3_UNORM
1035 * WINED3DFMT_L4A4_UNORM
1036 * WINED3DFMT_S1_UINT_D15_UNORM
1037 * WINED3DFMT_S4X4_UINT_D24_UNORM
1039 * Only some Geforce/Voodoo3/G400 cards offer 8-bit textures in case of ddraw.
1040 * Since it is not widely available, don't offer it. Further no Windows driver
1041 * offers WINED3DFMT_P8_UINT_A8_NORM, so don't offer it either.
1042 * WINED3DFMT_P8_UINT
1043 * WINED3DFMT_P8_UINT_A8_UNORM
1045 * These formats seem to be similar to the HILO formats in
1046 * GL_NV_texture_shader. NVHU is said to be GL_UNSIGNED_HILO16,
1047 * NVHS GL_SIGNED_HILO16. Rumours say that D3D computes a 3rd channel
1048 * similarly to D3DFMT_CxV8U8 (So NVHS could be called D3DFMT_CxV16U16). ATI
1049 * refused to support formats which can easily be emulated with pixel shaders,
1050 * so applications have to deal with not having NVHS and NVHU.
1051 * WINED3DFMT_NVHU
1052 * WINED3DFMT_NVHS */
1053 static const struct wined3d_format_texture_info format_texture_info[] =
1055 /* format id gl_internal gl_srgb_internal gl_rt_internal
1056 gl_format gl_type conv_byte_count
1057 flags
1058 extension convert */
1059 /* FourCC formats */
1060 /* GL_APPLE_ycbcr_422 claims that its '2YUV' format, which is supported via the UNSIGNED_SHORT_8_8_REV_APPLE type
1061 * is equivalent to 'UYVY' format on Windows, and the 'YUVS' via UNSIGNED_SHORT_8_8_APPLE equates to 'YUY2'. The
1062 * d3d9 test however shows that the opposite is true. Since the extension is from 2002, it predates the x86 based
1063 * Macs, so probably the endianness differs. This could be tested as soon as we have a Windows and MacOS on a big
1064 * endian machine
1066 {WINED3DFMT_UYVY, GL_RG8, GL_RG8, 0,
1067 GL_RG, GL_UNSIGNED_BYTE, 0,
1068 WINED3DFMT_FLAG_FILTERING,
1069 ARB_TEXTURE_RG, NULL},
1070 {WINED3DFMT_UYVY, GL_LUMINANCE8_ALPHA8, GL_LUMINANCE8_ALPHA8, 0,
1071 GL_LUMINANCE_ALPHA, GL_UNSIGNED_BYTE, 0,
1072 WINED3DFMT_FLAG_FILTERING,
1073 WINED3D_GL_LEGACY_CONTEXT, NULL},
1074 {WINED3DFMT_UYVY, GL_RGB, GL_RGB, 0,
1075 GL_YCBCR_422_APPLE, GL_UNSIGNED_SHORT_8_8_APPLE, 0,
1076 WINED3DFMT_FLAG_TEXTURE | WINED3DFMT_FLAG_FILTERING,
1077 APPLE_YCBCR_422, NULL},
1078 {WINED3DFMT_YUY2, GL_RG8, GL_RG8, 0,
1079 GL_RG, GL_UNSIGNED_BYTE, 0,
1080 WINED3DFMT_FLAG_FILTERING,
1081 ARB_TEXTURE_RG, NULL},
1082 {WINED3DFMT_YUY2, GL_LUMINANCE8_ALPHA8, GL_LUMINANCE8_ALPHA8, 0,
1083 GL_LUMINANCE_ALPHA, GL_UNSIGNED_BYTE, 0,
1084 WINED3DFMT_FLAG_FILTERING,
1085 WINED3D_GL_LEGACY_CONTEXT, NULL},
1086 {WINED3DFMT_YUY2, GL_RGB, GL_RGB, 0,
1087 GL_YCBCR_422_APPLE, GL_UNSIGNED_SHORT_8_8_REV_APPLE, 0,
1088 WINED3DFMT_FLAG_TEXTURE | WINED3DFMT_FLAG_FILTERING,
1089 APPLE_YCBCR_422, NULL},
1090 {WINED3DFMT_YV12, GL_R8, GL_R8, 0,
1091 GL_RED, GL_UNSIGNED_BYTE, 0,
1092 WINED3DFMT_FLAG_FILTERING,
1093 ARB_TEXTURE_RG, NULL},
1094 {WINED3DFMT_YV12, GL_ALPHA8, GL_ALPHA8, 0,
1095 GL_ALPHA, GL_UNSIGNED_BYTE, 0,
1096 WINED3DFMT_FLAG_FILTERING,
1097 WINED3D_GL_LEGACY_CONTEXT, NULL},
1098 {WINED3DFMT_NV12, GL_R8, GL_R8, 0,
1099 GL_RED, GL_UNSIGNED_BYTE, 0,
1100 WINED3DFMT_FLAG_FILTERING,
1101 ARB_TEXTURE_RG, NULL},
1102 {WINED3DFMT_NV12, GL_ALPHA8, GL_ALPHA8, 0,
1103 GL_ALPHA, GL_UNSIGNED_BYTE, 0,
1104 WINED3DFMT_FLAG_FILTERING,
1105 WINED3D_GL_LEGACY_CONTEXT, NULL},
1106 {WINED3DFMT_DXT1, GL_COMPRESSED_RGBA_S3TC_DXT1_EXT, GL_COMPRESSED_SRGB_ALPHA_S3TC_DXT1_EXT, 0,
1107 GL_RGBA, GL_UNSIGNED_BYTE, 0,
1108 WINED3DFMT_FLAG_TEXTURE | WINED3DFMT_FLAG_POSTPIXELSHADER_BLENDING | WINED3DFMT_FLAG_FILTERING
1109 | WINED3DFMT_FLAG_SRGB_READ | WINED3DFMT_FLAG_COMPRESSED,
1110 EXT_TEXTURE_COMPRESSION_S3TC, NULL},
1111 {WINED3DFMT_DXT2, GL_COMPRESSED_RGBA_S3TC_DXT3_EXT, GL_COMPRESSED_SRGB_ALPHA_S3TC_DXT3_EXT, 0,
1112 GL_RGBA, GL_UNSIGNED_BYTE, 0,
1113 WINED3DFMT_FLAG_TEXTURE | WINED3DFMT_FLAG_POSTPIXELSHADER_BLENDING | WINED3DFMT_FLAG_FILTERING
1114 | WINED3DFMT_FLAG_SRGB_READ | WINED3DFMT_FLAG_COMPRESSED,
1115 EXT_TEXTURE_COMPRESSION_S3TC, NULL},
1116 {WINED3DFMT_DXT3, GL_COMPRESSED_RGBA_S3TC_DXT3_EXT, GL_COMPRESSED_SRGB_ALPHA_S3TC_DXT3_EXT, 0,
1117 GL_RGBA, GL_UNSIGNED_BYTE, 0,
1118 WINED3DFMT_FLAG_TEXTURE | WINED3DFMT_FLAG_POSTPIXELSHADER_BLENDING | WINED3DFMT_FLAG_FILTERING
1119 | WINED3DFMT_FLAG_SRGB_READ | WINED3DFMT_FLAG_COMPRESSED,
1120 EXT_TEXTURE_COMPRESSION_S3TC, NULL},
1121 {WINED3DFMT_DXT4, GL_COMPRESSED_RGBA_S3TC_DXT5_EXT, GL_COMPRESSED_SRGB_ALPHA_S3TC_DXT5_EXT, 0,
1122 GL_RGBA, GL_UNSIGNED_BYTE, 0,
1123 WINED3DFMT_FLAG_TEXTURE | WINED3DFMT_FLAG_POSTPIXELSHADER_BLENDING | WINED3DFMT_FLAG_FILTERING
1124 | WINED3DFMT_FLAG_SRGB_READ | WINED3DFMT_FLAG_COMPRESSED,
1125 EXT_TEXTURE_COMPRESSION_S3TC, NULL},
1126 {WINED3DFMT_DXT5, GL_COMPRESSED_RGBA_S3TC_DXT5_EXT, GL_COMPRESSED_SRGB_ALPHA_S3TC_DXT5_EXT, 0,
1127 GL_RGBA, GL_UNSIGNED_BYTE, 0,
1128 WINED3DFMT_FLAG_TEXTURE | WINED3DFMT_FLAG_POSTPIXELSHADER_BLENDING | WINED3DFMT_FLAG_FILTERING
1129 | WINED3DFMT_FLAG_SRGB_READ | WINED3DFMT_FLAG_COMPRESSED,
1130 EXT_TEXTURE_COMPRESSION_S3TC, NULL},
1131 {WINED3DFMT_BC1_UNORM, GL_COMPRESSED_RGBA_S3TC_DXT1_EXT, GL_COMPRESSED_SRGB_ALPHA_S3TC_DXT1_EXT, 0,
1132 GL_RGBA, GL_UNSIGNED_BYTE, 0,
1133 WINED3DFMT_FLAG_TEXTURE | WINED3DFMT_FLAG_POSTPIXELSHADER_BLENDING | WINED3DFMT_FLAG_FILTERING
1134 | WINED3DFMT_FLAG_COMPRESSED,
1135 EXT_TEXTURE_COMPRESSION_S3TC, NULL},
1136 {WINED3DFMT_BC2_UNORM, GL_COMPRESSED_RGBA_S3TC_DXT3_EXT, GL_COMPRESSED_SRGB_ALPHA_S3TC_DXT3_EXT, 0,
1137 GL_RGBA, GL_UNSIGNED_BYTE, 0,
1138 WINED3DFMT_FLAG_TEXTURE | WINED3DFMT_FLAG_POSTPIXELSHADER_BLENDING | WINED3DFMT_FLAG_FILTERING
1139 | WINED3DFMT_FLAG_COMPRESSED,
1140 EXT_TEXTURE_COMPRESSION_S3TC, NULL},
1141 {WINED3DFMT_BC3_UNORM, GL_COMPRESSED_RGBA_S3TC_DXT5_EXT, GL_COMPRESSED_SRGB_ALPHA_S3TC_DXT5_EXT, 0,
1142 GL_RGBA, GL_UNSIGNED_BYTE, 0,
1143 WINED3DFMT_FLAG_TEXTURE | WINED3DFMT_FLAG_POSTPIXELSHADER_BLENDING | WINED3DFMT_FLAG_FILTERING
1144 | WINED3DFMT_FLAG_COMPRESSED,
1145 EXT_TEXTURE_COMPRESSION_S3TC, NULL},
1146 {WINED3DFMT_BC4_UNORM, GL_COMPRESSED_RED_RGTC1, GL_COMPRESSED_RED_RGTC1, 0,
1147 GL_RED, GL_UNSIGNED_BYTE, 0,
1148 WINED3DFMT_FLAG_TEXTURE | WINED3DFMT_FLAG_POSTPIXELSHADER_BLENDING | WINED3DFMT_FLAG_FILTERING
1149 | WINED3DFMT_FLAG_COMPRESSED,
1150 ARB_TEXTURE_COMPRESSION_RGTC, NULL},
1151 {WINED3DFMT_BC5_UNORM, GL_COMPRESSED_RG_RGTC2, GL_COMPRESSED_RG_RGTC2, 0,
1152 GL_RG, GL_UNSIGNED_BYTE, 0,
1153 WINED3DFMT_FLAG_TEXTURE | WINED3DFMT_FLAG_POSTPIXELSHADER_BLENDING | WINED3DFMT_FLAG_FILTERING
1154 | WINED3DFMT_FLAG_COMPRESSED,
1155 ARB_TEXTURE_COMPRESSION_RGTC, NULL},
1156 {WINED3DFMT_BC6H_UF16, GL_COMPRESSED_RGB_BPTC_UNSIGNED_FLOAT_ARB, GL_COMPRESSED_RGB_BPTC_UNSIGNED_FLOAT_ARB, 0,
1157 GL_RGB, GL_UNSIGNED_BYTE, 0,
1158 WINED3DFMT_FLAG_TEXTURE | WINED3DFMT_FLAG_POSTPIXELSHADER_BLENDING | WINED3DFMT_FLAG_FILTERING
1159 | WINED3DFMT_FLAG_COMPRESSED,
1160 ARB_TEXTURE_COMPRESSION_BPTC, NULL},
1161 {WINED3DFMT_BC6H_SF16, GL_COMPRESSED_RGB_BPTC_SIGNED_FLOAT_ARB, GL_COMPRESSED_RGB_BPTC_SIGNED_FLOAT_ARB, 0,
1162 GL_RGB, GL_UNSIGNED_BYTE, 0,
1163 WINED3DFMT_FLAG_TEXTURE | WINED3DFMT_FLAG_POSTPIXELSHADER_BLENDING | WINED3DFMT_FLAG_FILTERING
1164 | WINED3DFMT_FLAG_COMPRESSED,
1165 ARB_TEXTURE_COMPRESSION_BPTC, NULL},
1166 {WINED3DFMT_BC7_UNORM, GL_COMPRESSED_RGBA_BPTC_UNORM_ARB, GL_COMPRESSED_SRGB_ALPHA_BPTC_UNORM_ARB, 0,
1167 GL_RGBA, GL_UNSIGNED_BYTE, 0,
1168 WINED3DFMT_FLAG_TEXTURE | WINED3DFMT_FLAG_POSTPIXELSHADER_BLENDING | WINED3DFMT_FLAG_FILTERING
1169 | WINED3DFMT_FLAG_COMPRESSED,
1170 ARB_TEXTURE_COMPRESSION_BPTC, NULL},
1171 /* IEEE formats */
1172 {WINED3DFMT_R32_FLOAT, GL_RGB32F_ARB, GL_RGB32F_ARB, 0,
1173 GL_RED, GL_FLOAT, 0,
1174 WINED3DFMT_FLAG_TEXTURE | WINED3DFMT_FLAG_RENDERTARGET | WINED3DFMT_FLAG_VTF,
1175 ARB_TEXTURE_FLOAT, NULL},
1176 {WINED3DFMT_R32_FLOAT, GL_R32F, GL_R32F, 0,
1177 GL_RED, GL_FLOAT, 0,
1178 WINED3DFMT_FLAG_TEXTURE | WINED3DFMT_FLAG_RENDERTARGET | WINED3DFMT_FLAG_VTF,
1179 ARB_TEXTURE_RG, NULL},
1180 {WINED3DFMT_R32G32_FLOAT, GL_RGB32F_ARB, GL_RGB32F_ARB, 0,
1181 GL_RGB, GL_FLOAT, 12,
1182 WINED3DFMT_FLAG_TEXTURE | WINED3DFMT_FLAG_RENDERTARGET | WINED3DFMT_FLAG_VTF,
1183 ARB_TEXTURE_FLOAT, convert_r32g32_float},
1184 {WINED3DFMT_R32G32_FLOAT, GL_RG32F, GL_RG32F, 0,
1185 GL_RG, GL_FLOAT, 0,
1186 WINED3DFMT_FLAG_TEXTURE | WINED3DFMT_FLAG_RENDERTARGET | WINED3DFMT_FLAG_VTF,
1187 ARB_TEXTURE_RG, NULL},
1188 {WINED3DFMT_R32G32B32_FLOAT, GL_RGB32F, GL_RGB32F, 0,
1189 GL_RGB, GL_FLOAT, 0,
1190 WINED3DFMT_FLAG_TEXTURE | WINED3DFMT_FLAG_RENDERTARGET,
1191 ARB_TEXTURE_FLOAT, NULL},
1192 {WINED3DFMT_R32G32B32A32_FLOAT, GL_RGBA32F_ARB, GL_RGBA32F_ARB, 0,
1193 GL_RGBA, GL_FLOAT, 0,
1194 WINED3DFMT_FLAG_TEXTURE | WINED3DFMT_FLAG_RENDERTARGET | WINED3DFMT_FLAG_VTF,
1195 ARB_TEXTURE_FLOAT, NULL},
1196 /* Float */
1197 {WINED3DFMT_R16_FLOAT, GL_RGB16F_ARB, GL_RGB16F_ARB, 0,
1198 GL_RED, GL_HALF_FLOAT_ARB, 0,
1199 WINED3DFMT_FLAG_TEXTURE | WINED3DFMT_FLAG_RENDERTARGET | WINED3DFMT_FLAG_VTF,
1200 ARB_TEXTURE_FLOAT, NULL},
1201 {WINED3DFMT_R16_FLOAT, GL_R16F, GL_R16F, 0,
1202 GL_RED, GL_HALF_FLOAT_ARB, 0,
1203 WINED3DFMT_FLAG_TEXTURE | WINED3DFMT_FLAG_RENDERTARGET | WINED3DFMT_FLAG_VTF,
1204 ARB_TEXTURE_RG, NULL},
1205 {WINED3DFMT_R16G16_FLOAT, GL_RGB16F_ARB, GL_RGB16F_ARB, 0,
1206 GL_RGB, GL_HALF_FLOAT_ARB, 6,
1207 WINED3DFMT_FLAG_TEXTURE | WINED3DFMT_FLAG_RENDERTARGET | WINED3DFMT_FLAG_VTF,
1208 ARB_TEXTURE_FLOAT, convert_r16g16},
1209 {WINED3DFMT_R16G16_FLOAT, GL_RG16F, GL_RG16F, 0,
1210 GL_RG, GL_HALF_FLOAT_ARB, 0,
1211 WINED3DFMT_FLAG_TEXTURE | WINED3DFMT_FLAG_RENDERTARGET | WINED3DFMT_FLAG_VTF,
1212 ARB_TEXTURE_RG, NULL},
1213 {WINED3DFMT_R16G16B16A16_FLOAT, GL_RGBA16F_ARB, GL_RGBA16F_ARB, 0,
1214 GL_RGBA, GL_HALF_FLOAT_ARB, 0,
1215 WINED3DFMT_FLAG_TEXTURE | WINED3DFMT_FLAG_POSTPIXELSHADER_BLENDING | WINED3DFMT_FLAG_RENDERTARGET
1216 | WINED3DFMT_FLAG_VTF,
1217 ARB_TEXTURE_FLOAT, NULL},
1218 {WINED3DFMT_R11G11B10_FLOAT, GL_R11F_G11F_B10F, GL_R11F_G11F_B10F, 0,
1219 GL_RGB, GL_UNSIGNED_INT_10F_11F_11F_REV, 0,
1220 WINED3DFMT_FLAG_TEXTURE | WINED3DFMT_FLAG_POSTPIXELSHADER_BLENDING | WINED3DFMT_FLAG_RENDERTARGET,
1221 EXT_PACKED_FLOAT},
1222 /* Palettized formats */
1223 {WINED3DFMT_P8_UINT, GL_R8, GL_R8, 0,
1224 GL_RED, GL_UNSIGNED_BYTE, 0,
1226 ARB_TEXTURE_RG, NULL},
1227 {WINED3DFMT_P8_UINT, GL_ALPHA8, GL_ALPHA8, 0,
1228 GL_ALPHA, GL_UNSIGNED_BYTE, 0,
1230 WINED3D_GL_LEGACY_CONTEXT, NULL},
1231 /* Standard ARGB formats */
1232 {WINED3DFMT_B8G8R8_UNORM, GL_RGB8, GL_RGB8, 0,
1233 GL_BGR, GL_UNSIGNED_BYTE, 0,
1234 WINED3DFMT_FLAG_POSTPIXELSHADER_BLENDING | WINED3DFMT_FLAG_FILTERING | WINED3DFMT_FLAG_RENDERTARGET,
1235 WINED3D_GL_EXT_NONE, NULL},
1236 {WINED3DFMT_B8G8R8A8_UNORM, GL_RGBA8, GL_SRGB8_ALPHA8_EXT, 0,
1237 GL_BGRA, GL_UNSIGNED_INT_8_8_8_8_REV, 0,
1238 WINED3DFMT_FLAG_TEXTURE | WINED3DFMT_FLAG_POSTPIXELSHADER_BLENDING | WINED3DFMT_FLAG_FILTERING
1239 | WINED3DFMT_FLAG_RENDERTARGET | WINED3DFMT_FLAG_SRGB_READ | WINED3DFMT_FLAG_SRGB_WRITE
1240 | WINED3DFMT_FLAG_VTF,
1241 WINED3D_GL_EXT_NONE, NULL},
1242 {WINED3DFMT_B8G8R8X8_UNORM, GL_RGB8, GL_SRGB8_EXT, 0,
1243 GL_BGRA, GL_UNSIGNED_INT_8_8_8_8_REV, 0,
1244 WINED3DFMT_FLAG_TEXTURE | WINED3DFMT_FLAG_POSTPIXELSHADER_BLENDING | WINED3DFMT_FLAG_FILTERING
1245 | WINED3DFMT_FLAG_RENDERTARGET | WINED3DFMT_FLAG_SRGB_READ | WINED3DFMT_FLAG_SRGB_WRITE,
1246 WINED3D_GL_EXT_NONE, NULL},
1247 {WINED3DFMT_B5G6R5_UNORM, GL_RGB5, GL_RGB5, GL_RGB8,
1248 GL_RGB, GL_UNSIGNED_SHORT_5_6_5, 0,
1249 WINED3DFMT_FLAG_TEXTURE | WINED3DFMT_FLAG_POSTPIXELSHADER_BLENDING | WINED3DFMT_FLAG_FILTERING
1250 | WINED3DFMT_FLAG_RENDERTARGET,
1251 WINED3D_GL_EXT_NONE, NULL},
1252 {WINED3DFMT_B5G6R5_UNORM, GL_RGB565, GL_RGB565, GL_RGB8,
1253 GL_RGB, GL_UNSIGNED_SHORT_5_6_5, 0,
1254 WINED3DFMT_FLAG_TEXTURE | WINED3DFMT_FLAG_POSTPIXELSHADER_BLENDING | WINED3DFMT_FLAG_FILTERING
1255 | WINED3DFMT_FLAG_RENDERTARGET,
1256 ARB_ES2_COMPATIBILITY, NULL},
1257 {WINED3DFMT_B5G5R5X1_UNORM, GL_RGB5, GL_RGB5, 0,
1258 GL_BGRA, GL_UNSIGNED_SHORT_1_5_5_5_REV, 0,
1259 WINED3DFMT_FLAG_TEXTURE | WINED3DFMT_FLAG_POSTPIXELSHADER_BLENDING | WINED3DFMT_FLAG_FILTERING
1260 | WINED3DFMT_FLAG_RENDERTARGET,
1261 WINED3D_GL_EXT_NONE, NULL},
1262 {WINED3DFMT_B5G5R5A1_UNORM, GL_RGB5_A1, GL_RGB5_A1, 0,
1263 GL_BGRA, GL_UNSIGNED_SHORT_1_5_5_5_REV, 0,
1264 WINED3DFMT_FLAG_TEXTURE | WINED3DFMT_FLAG_POSTPIXELSHADER_BLENDING | WINED3DFMT_FLAG_FILTERING,
1265 WINED3D_GL_EXT_NONE, NULL},
1266 {WINED3DFMT_B4G4R4A4_UNORM, GL_RGBA4, GL_SRGB8_ALPHA8_EXT, 0,
1267 GL_BGRA, GL_UNSIGNED_SHORT_4_4_4_4_REV, 0,
1268 WINED3DFMT_FLAG_TEXTURE | WINED3DFMT_FLAG_POSTPIXELSHADER_BLENDING | WINED3DFMT_FLAG_FILTERING
1269 | WINED3DFMT_FLAG_SRGB_READ,
1270 WINED3D_GL_EXT_NONE, NULL},
1271 {WINED3DFMT_B2G3R3_UNORM, GL_R3_G3_B2, GL_R3_G3_B2, 0,
1272 GL_RGB, GL_UNSIGNED_BYTE_3_3_2, 0,
1273 WINED3DFMT_FLAG_POSTPIXELSHADER_BLENDING | WINED3DFMT_FLAG_FILTERING,
1274 WINED3D_GL_EXT_NONE, NULL},
1275 {WINED3DFMT_R8_UNORM, GL_R8, GL_R8, 0,
1276 GL_RED, GL_UNSIGNED_BYTE, 0,
1277 WINED3DFMT_FLAG_TEXTURE | WINED3DFMT_FLAG_POSTPIXELSHADER_BLENDING | WINED3DFMT_FLAG_FILTERING
1278 | WINED3DFMT_FLAG_RENDERTARGET | WINED3DFMT_FLAG_VTF,
1279 ARB_TEXTURE_RG, NULL},
1280 {WINED3DFMT_A8_UNORM, GL_R8, GL_R8, 0,
1281 GL_RED, GL_UNSIGNED_BYTE, 0,
1282 WINED3DFMT_FLAG_TEXTURE | WINED3DFMT_FLAG_POSTPIXELSHADER_BLENDING | WINED3DFMT_FLAG_FILTERING,
1283 ARB_TEXTURE_RG, NULL},
1284 {WINED3DFMT_A8_UNORM, GL_ALPHA8, GL_ALPHA8, 0,
1285 GL_ALPHA, GL_UNSIGNED_BYTE, 0,
1286 WINED3DFMT_FLAG_TEXTURE | WINED3DFMT_FLAG_POSTPIXELSHADER_BLENDING | WINED3DFMT_FLAG_FILTERING,
1287 WINED3D_GL_LEGACY_CONTEXT, NULL},
1288 {WINED3DFMT_B4G4R4X4_UNORM, GL_RGB4, GL_RGB4, 0,
1289 GL_BGRA, GL_UNSIGNED_SHORT_4_4_4_4_REV, 0,
1290 WINED3DFMT_FLAG_TEXTURE | WINED3DFMT_FLAG_POSTPIXELSHADER_BLENDING | WINED3DFMT_FLAG_FILTERING,
1291 WINED3D_GL_EXT_NONE, NULL},
1292 {WINED3DFMT_R10G10B10A2_UNORM, GL_RGB10_A2, GL_RGB10_A2, 0,
1293 GL_RGBA, GL_UNSIGNED_INT_2_10_10_10_REV, 0,
1294 WINED3DFMT_FLAG_TEXTURE | WINED3DFMT_FLAG_POSTPIXELSHADER_BLENDING | WINED3DFMT_FLAG_FILTERING
1295 | WINED3DFMT_FLAG_RENDERTARGET,
1296 WINED3D_GL_EXT_NONE, NULL},
1297 {WINED3DFMT_R8G8B8A8_UNORM, GL_RGBA8, GL_SRGB8_ALPHA8_EXT, 0,
1298 GL_RGBA, GL_UNSIGNED_INT_8_8_8_8_REV, 0,
1299 WINED3DFMT_FLAG_TEXTURE | WINED3DFMT_FLAG_POSTPIXELSHADER_BLENDING | WINED3DFMT_FLAG_FILTERING
1300 | WINED3DFMT_FLAG_RENDERTARGET | WINED3DFMT_FLAG_SRGB_READ | WINED3DFMT_FLAG_SRGB_WRITE
1301 | WINED3DFMT_FLAG_VTF,
1302 WINED3D_GL_EXT_NONE, NULL},
1303 {WINED3DFMT_R8G8B8A8_UINT, GL_RGBA8UI, GL_RGBA8UI, 0,
1304 GL_RGBA_INTEGER, GL_UNSIGNED_INT_8_8_8_8_REV, 0,
1305 WINED3DFMT_FLAG_TEXTURE | WINED3DFMT_FLAG_RENDERTARGET,
1306 ARB_TEXTURE_RGB10_A2UI, NULL},
1307 {WINED3DFMT_R8G8B8A8_SINT, GL_RGBA8I, GL_RGBA8I, 0,
1308 GL_RGBA_INTEGER, GL_BYTE, 0,
1309 WINED3DFMT_FLAG_TEXTURE | WINED3DFMT_FLAG_RENDERTARGET,
1310 EXT_TEXTURE_INTEGER, NULL},
1311 {WINED3DFMT_R8G8B8X8_UNORM, GL_RGB8, GL_RGB8, 0,
1312 GL_RGBA, GL_UNSIGNED_INT_8_8_8_8_REV, 0,
1313 WINED3DFMT_FLAG_TEXTURE | WINED3DFMT_FLAG_POSTPIXELSHADER_BLENDING | WINED3DFMT_FLAG_FILTERING,
1314 WINED3D_GL_EXT_NONE, NULL},
1315 {WINED3DFMT_R16G16_UNORM, GL_RGB16, GL_RGB16, GL_RGBA16,
1316 GL_RGB, GL_UNSIGNED_SHORT, 6,
1317 WINED3DFMT_FLAG_TEXTURE | WINED3DFMT_FLAG_POSTPIXELSHADER_BLENDING | WINED3DFMT_FLAG_FILTERING,
1318 WINED3D_GL_EXT_NONE, convert_r16g16},
1319 {WINED3DFMT_R16G16_UNORM, GL_RG16, GL_RG16, 0,
1320 GL_RG, GL_UNSIGNED_SHORT, 0,
1321 WINED3DFMT_FLAG_TEXTURE | WINED3DFMT_FLAG_POSTPIXELSHADER_BLENDING | WINED3DFMT_FLAG_FILTERING
1322 | WINED3DFMT_FLAG_RENDERTARGET,
1323 ARB_TEXTURE_RG, NULL},
1324 {WINED3DFMT_B10G10R10A2_UNORM, GL_RGB10_A2, GL_RGB10_A2, 0,
1325 GL_BGRA, GL_UNSIGNED_INT_2_10_10_10_REV, 0,
1326 WINED3DFMT_FLAG_TEXTURE | WINED3DFMT_FLAG_POSTPIXELSHADER_BLENDING | WINED3DFMT_FLAG_FILTERING
1327 | WINED3DFMT_FLAG_RENDERTARGET,
1328 WINED3D_GL_EXT_NONE, NULL},
1329 {WINED3DFMT_R16G16B16A16_UNORM, GL_RGBA16, GL_RGBA16, 0,
1330 GL_RGBA, GL_UNSIGNED_SHORT, 0,
1331 WINED3DFMT_FLAG_TEXTURE | WINED3DFMT_FLAG_POSTPIXELSHADER_BLENDING | WINED3DFMT_FLAG_FILTERING
1332 | WINED3DFMT_FLAG_RENDERTARGET,
1333 WINED3D_GL_EXT_NONE, NULL},
1334 {WINED3DFMT_R8G8_UNORM, GL_RG8, GL_RG8, 0,
1335 GL_RG, GL_UNSIGNED_BYTE, 0,
1336 WINED3DFMT_FLAG_TEXTURE | WINED3DFMT_FLAG_POSTPIXELSHADER_BLENDING | WINED3DFMT_FLAG_FILTERING
1337 | WINED3DFMT_FLAG_RENDERTARGET,
1338 ARB_TEXTURE_RG, NULL},
1339 {WINED3DFMT_R8G8_UINT, GL_RG8UI, GL_RG8UI, 0,
1340 GL_RG_INTEGER, GL_UNSIGNED_BYTE, 0,
1341 WINED3DFMT_FLAG_TEXTURE | WINED3DFMT_FLAG_RENDERTARGET,
1342 ARB_TEXTURE_RG, NULL},
1343 {WINED3DFMT_R8G8_SINT, GL_RG8I, GL_RG8I, 0,
1344 GL_RG_INTEGER, GL_BYTE, 0,
1345 WINED3DFMT_FLAG_TEXTURE | WINED3DFMT_FLAG_RENDERTARGET,
1346 ARB_TEXTURE_RG, NULL},
1347 {WINED3DFMT_R16G16B16A16_UINT, GL_RGBA16UI, GL_RGBA16UI, 0,
1348 GL_RGBA_INTEGER, GL_UNSIGNED_SHORT, 0,
1349 WINED3DFMT_FLAG_TEXTURE | WINED3DFMT_FLAG_RENDERTARGET,
1350 EXT_TEXTURE_INTEGER, NULL},
1351 {WINED3DFMT_R16G16B16A16_SINT, GL_RGBA16I, GL_RGBA16I, 0,
1352 GL_RGBA_INTEGER, GL_SHORT, 0,
1353 WINED3DFMT_FLAG_TEXTURE | WINED3DFMT_FLAG_RENDERTARGET,
1354 EXT_TEXTURE_INTEGER, NULL},
1355 {WINED3DFMT_R32G32_UINT, GL_RG32UI, GL_RG32UI, 0,
1356 GL_RG_INTEGER, GL_UNSIGNED_INT, 0,
1357 WINED3DFMT_FLAG_TEXTURE | WINED3DFMT_FLAG_RENDERTARGET,
1358 ARB_TEXTURE_RG, NULL},
1359 {WINED3DFMT_R32G32_SINT, GL_RG32I, GL_RG32I, 0,
1360 GL_RG_INTEGER, GL_INT, 0,
1361 WINED3DFMT_FLAG_TEXTURE | WINED3DFMT_FLAG_RENDERTARGET,
1362 ARB_TEXTURE_RG, NULL},
1363 {WINED3DFMT_R16G16_UINT, GL_RG16UI, GL_RG16UI, 0,
1364 GL_RG_INTEGER, GL_UNSIGNED_SHORT, 0,
1365 WINED3DFMT_FLAG_TEXTURE | WINED3DFMT_FLAG_RENDERTARGET,
1366 ARB_TEXTURE_RG, NULL},
1367 {WINED3DFMT_R16G16_SINT, GL_RG16I, GL_RG16I, 0,
1368 GL_RG_INTEGER, GL_SHORT, 0,
1369 WINED3DFMT_FLAG_TEXTURE | WINED3DFMT_FLAG_RENDERTARGET,
1370 ARB_TEXTURE_RG, NULL},
1371 {WINED3DFMT_R32_UINT, GL_R32UI, GL_R32UI, 0,
1372 GL_RED_INTEGER, GL_UNSIGNED_INT, 0,
1373 WINED3DFMT_FLAG_TEXTURE | WINED3DFMT_FLAG_RENDERTARGET,
1374 ARB_TEXTURE_RG, NULL},
1375 {WINED3DFMT_R32_SINT, GL_R32I, GL_R32I, 0,
1376 GL_RED_INTEGER, GL_INT, 0,
1377 WINED3DFMT_FLAG_TEXTURE | WINED3DFMT_FLAG_RENDERTARGET,
1378 ARB_TEXTURE_RG, NULL},
1379 {WINED3DFMT_R16_UNORM, GL_R16, GL_R16, 0,
1380 GL_RED, GL_UNSIGNED_SHORT, 0,
1381 WINED3DFMT_FLAG_TEXTURE | WINED3DFMT_FLAG_POSTPIXELSHADER_BLENDING | WINED3DFMT_FLAG_FILTERING
1382 | WINED3DFMT_FLAG_RENDERTARGET,
1383 ARB_TEXTURE_RG, NULL},
1384 {WINED3DFMT_R16_UINT, GL_R16UI, GL_R16UI, 0,
1385 GL_RED_INTEGER, GL_UNSIGNED_SHORT, 0,
1386 WINED3DFMT_FLAG_TEXTURE | WINED3DFMT_FLAG_RENDERTARGET,
1387 ARB_TEXTURE_RG, NULL},
1388 {WINED3DFMT_R16_SINT, GL_R16I, GL_R16I, 0,
1389 GL_RED_INTEGER, GL_SHORT, 0,
1390 WINED3DFMT_FLAG_TEXTURE | WINED3DFMT_FLAG_RENDERTARGET,
1391 ARB_TEXTURE_RG, NULL},
1392 {WINED3DFMT_R8_UINT, GL_R8UI, GL_R8UI, 0,
1393 GL_RED_INTEGER, GL_UNSIGNED_BYTE, 0,
1394 WINED3DFMT_FLAG_TEXTURE | WINED3DFMT_FLAG_RENDERTARGET,
1395 ARB_TEXTURE_RG, NULL},
1396 {WINED3DFMT_R8_SINT, GL_R8I, GL_R8I, 0,
1397 GL_RED_INTEGER, GL_BYTE, 0,
1398 WINED3DFMT_FLAG_TEXTURE | WINED3DFMT_FLAG_RENDERTARGET,
1399 ARB_TEXTURE_RG, NULL},
1400 /* Luminance */
1401 {WINED3DFMT_L8_UNORM, GL_LUMINANCE8, GL_SLUMINANCE8_EXT, 0,
1402 GL_LUMINANCE, GL_UNSIGNED_BYTE, 0,
1403 WINED3DFMT_FLAG_TEXTURE | WINED3DFMT_FLAG_POSTPIXELSHADER_BLENDING | WINED3DFMT_FLAG_FILTERING
1404 | WINED3DFMT_FLAG_SRGB_READ,
1405 WINED3D_GL_LEGACY_CONTEXT, NULL},
1406 {WINED3DFMT_L8_UNORM, GL_R8, GL_R8, 0,
1407 GL_RED, GL_UNSIGNED_BYTE, 0,
1408 WINED3DFMT_FLAG_TEXTURE | WINED3DFMT_FLAG_POSTPIXELSHADER_BLENDING | WINED3DFMT_FLAG_FILTERING
1409 | WINED3DFMT_FLAG_RENDERTARGET,
1410 ARB_TEXTURE_RG, NULL},
1411 {WINED3DFMT_L8A8_UNORM, GL_RG8, GL_RG8, 0,
1412 GL_RG, GL_UNSIGNED_BYTE, 0,
1413 WINED3DFMT_FLAG_TEXTURE | WINED3DFMT_FLAG_POSTPIXELSHADER_BLENDING | WINED3DFMT_FLAG_FILTERING,
1414 ARB_TEXTURE_RG, NULL},
1415 {WINED3DFMT_L8A8_UNORM, GL_LUMINANCE8_ALPHA8, GL_SLUMINANCE8_ALPHA8_EXT, 0,
1416 GL_LUMINANCE_ALPHA, GL_UNSIGNED_BYTE, 0,
1417 WINED3DFMT_FLAG_TEXTURE | WINED3DFMT_FLAG_POSTPIXELSHADER_BLENDING | WINED3DFMT_FLAG_FILTERING
1418 | WINED3DFMT_FLAG_SRGB_READ,
1419 WINED3D_GL_LEGACY_CONTEXT, NULL},
1420 {WINED3DFMT_L4A4_UNORM, GL_RG8, GL_RG8, 0,
1421 GL_RG, GL_UNSIGNED_BYTE, 2,
1422 WINED3DFMT_FLAG_FILTERING,
1423 ARB_TEXTURE_RG, convert_l4a4_unorm},
1424 {WINED3DFMT_L4A4_UNORM, GL_LUMINANCE4_ALPHA4, GL_LUMINANCE4_ALPHA4, 0,
1425 GL_LUMINANCE_ALPHA, GL_UNSIGNED_BYTE, 2,
1426 WINED3DFMT_FLAG_FILTERING,
1427 WINED3D_GL_LEGACY_CONTEXT, convert_l4a4_unorm},
1428 {WINED3DFMT_L16_UNORM, GL_R16, GL_R16, 0,
1429 GL_RED, GL_UNSIGNED_SHORT, 0,
1430 WINED3DFMT_FLAG_TEXTURE | WINED3DFMT_FLAG_POSTPIXELSHADER_BLENDING | WINED3DFMT_FLAG_FILTERING,
1431 ARB_TEXTURE_RG, NULL},
1432 {WINED3DFMT_L16_UNORM, GL_LUMINANCE16, GL_LUMINANCE16, 0,
1433 GL_LUMINANCE, GL_UNSIGNED_SHORT, 0,
1434 WINED3DFMT_FLAG_TEXTURE | WINED3DFMT_FLAG_POSTPIXELSHADER_BLENDING | WINED3DFMT_FLAG_FILTERING,
1435 WINED3D_GL_LEGACY_CONTEXT, NULL},
1436 /* Bump mapping stuff */
1437 {WINED3DFMT_R8G8_SNORM, GL_RGB8, GL_RGB8, 0,
1438 GL_BGR, GL_UNSIGNED_BYTE, 3,
1439 WINED3DFMT_FLAG_TEXTURE | WINED3DFMT_FLAG_POSTPIXELSHADER_BLENDING | WINED3DFMT_FLAG_FILTERING
1440 | WINED3DFMT_FLAG_BUMPMAP,
1441 WINED3D_GL_EXT_NONE, convert_r8g8_snorm},
1442 {WINED3DFMT_R8G8_SNORM, GL_DSDT8_NV, GL_DSDT8_NV, 0,
1443 GL_DSDT_NV, GL_BYTE, 0,
1444 WINED3DFMT_FLAG_TEXTURE | WINED3DFMT_FLAG_POSTPIXELSHADER_BLENDING | WINED3DFMT_FLAG_FILTERING
1445 | WINED3DFMT_FLAG_BUMPMAP,
1446 NV_TEXTURE_SHADER, NULL},
1447 {WINED3DFMT_R8G8_SNORM, GL_RG8_SNORM, GL_RG8_SNORM, 0,
1448 GL_RG, GL_BYTE, 0,
1449 WINED3DFMT_FLAG_TEXTURE | WINED3DFMT_FLAG_POSTPIXELSHADER_BLENDING | WINED3DFMT_FLAG_FILTERING
1450 | WINED3DFMT_FLAG_RENDERTARGET | WINED3DFMT_FLAG_BUMPMAP,
1451 EXT_TEXTURE_SNORM, NULL},
1452 {WINED3DFMT_R5G5_SNORM_L6_UNORM, GL_RGB5, GL_RGB5, 0,
1453 GL_RGB, GL_UNSIGNED_SHORT_5_6_5, 2,
1454 WINED3DFMT_FLAG_TEXTURE | WINED3DFMT_FLAG_POSTPIXELSHADER_BLENDING | WINED3DFMT_FLAG_FILTERING
1455 | WINED3DFMT_FLAG_BUMPMAP,
1456 WINED3D_GL_EXT_NONE, convert_r5g5_snorm_l6_unorm},
1457 {WINED3DFMT_R5G5_SNORM_L6_UNORM, GL_DSDT8_MAG8_NV, GL_DSDT8_MAG8_NV, 0,
1458 GL_DSDT_MAG_NV, GL_BYTE, 3,
1459 WINED3DFMT_FLAG_TEXTURE | WINED3DFMT_FLAG_POSTPIXELSHADER_BLENDING | WINED3DFMT_FLAG_FILTERING
1460 | WINED3DFMT_FLAG_BUMPMAP,
1461 NV_TEXTURE_SHADER, convert_r5g5_snorm_l6_unorm_nv},
1462 {WINED3DFMT_R5G5_SNORM_L6_UNORM, GL_RGB8_SNORM, GL_RGB8_SNORM, 0,
1463 GL_RGBA, GL_BYTE, 4,
1464 WINED3DFMT_FLAG_TEXTURE | WINED3DFMT_FLAG_POSTPIXELSHADER_BLENDING | WINED3DFMT_FLAG_FILTERING
1465 | WINED3DFMT_FLAG_BUMPMAP,
1466 EXT_TEXTURE_SNORM, convert_r5g5_snorm_l6_unorm_ext},
1467 {WINED3DFMT_R8G8_SNORM_L8X8_UNORM, GL_RGB8, GL_RGB8, 0,
1468 GL_BGRA, GL_UNSIGNED_INT_8_8_8_8_REV, 4,
1469 WINED3DFMT_FLAG_TEXTURE | WINED3DFMT_FLAG_POSTPIXELSHADER_BLENDING | WINED3DFMT_FLAG_FILTERING
1470 | WINED3DFMT_FLAG_BUMPMAP,
1471 WINED3D_GL_EXT_NONE, convert_r8g8_snorm_l8x8_unorm},
1472 {WINED3DFMT_R8G8_SNORM_L8X8_UNORM, GL_DSDT8_MAG8_INTENSITY8_NV, GL_DSDT8_MAG8_INTENSITY8_NV, 0,
1473 GL_DSDT_MAG_VIB_NV, GL_UNSIGNED_INT_8_8_S8_S8_REV_NV, 4,
1474 WINED3DFMT_FLAG_TEXTURE | WINED3DFMT_FLAG_POSTPIXELSHADER_BLENDING | WINED3DFMT_FLAG_FILTERING
1475 | WINED3DFMT_FLAG_BUMPMAP,
1476 NV_TEXTURE_SHADER, convert_r8g8_snorm_l8x8_unorm_nv},
1477 {WINED3DFMT_R8G8B8A8_SNORM, GL_RGBA8, GL_RGBA8, 0,
1478 GL_BGRA, GL_UNSIGNED_BYTE, 4,
1479 WINED3DFMT_FLAG_TEXTURE | WINED3DFMT_FLAG_POSTPIXELSHADER_BLENDING | WINED3DFMT_FLAG_FILTERING
1480 | WINED3DFMT_FLAG_BUMPMAP,
1481 WINED3D_GL_EXT_NONE, convert_r8g8b8a8_snorm},
1482 {WINED3DFMT_R8G8B8A8_SNORM, GL_SIGNED_RGBA8_NV, GL_SIGNED_RGBA8_NV, 0,
1483 GL_RGBA, GL_BYTE, 0,
1484 WINED3DFMT_FLAG_TEXTURE | WINED3DFMT_FLAG_POSTPIXELSHADER_BLENDING | WINED3DFMT_FLAG_FILTERING
1485 | WINED3DFMT_FLAG_BUMPMAP,
1486 NV_TEXTURE_SHADER, NULL},
1487 {WINED3DFMT_R8G8B8A8_SNORM, GL_RGBA8_SNORM, GL_RGBA8_SNORM, 0,
1488 GL_RGBA, GL_BYTE, 0,
1489 WINED3DFMT_FLAG_TEXTURE | WINED3DFMT_FLAG_POSTPIXELSHADER_BLENDING | WINED3DFMT_FLAG_FILTERING
1490 | WINED3DFMT_FLAG_RENDERTARGET | WINED3DFMT_FLAG_BUMPMAP,
1491 EXT_TEXTURE_SNORM, NULL},
1492 {WINED3DFMT_R16G16_SNORM, GL_RGB16, GL_RGB16, 0,
1493 GL_BGR, GL_UNSIGNED_SHORT, 6,
1494 WINED3DFMT_FLAG_TEXTURE | WINED3DFMT_FLAG_POSTPIXELSHADER_BLENDING | WINED3DFMT_FLAG_FILTERING
1495 | WINED3DFMT_FLAG_BUMPMAP,
1496 WINED3D_GL_EXT_NONE, convert_r16g16_snorm},
1497 {WINED3DFMT_R16G16_SNORM, GL_SIGNED_HILO16_NV, GL_SIGNED_HILO16_NV, 0,
1498 GL_HILO_NV, GL_SHORT, 0,
1499 WINED3DFMT_FLAG_TEXTURE | WINED3DFMT_FLAG_POSTPIXELSHADER_BLENDING | WINED3DFMT_FLAG_FILTERING
1500 | WINED3DFMT_FLAG_BUMPMAP,
1501 NV_TEXTURE_SHADER, NULL},
1502 {WINED3DFMT_R16G16_SNORM, GL_RG16_SNORM, GL_RG16_SNORM, 0,
1503 GL_RG, GL_SHORT, 0,
1504 WINED3DFMT_FLAG_TEXTURE | WINED3DFMT_FLAG_POSTPIXELSHADER_BLENDING | WINED3DFMT_FLAG_FILTERING
1505 | WINED3DFMT_FLAG_RENDERTARGET | WINED3DFMT_FLAG_BUMPMAP,
1506 EXT_TEXTURE_SNORM, NULL},
1507 {WINED3DFMT_R16G16B16A16_SNORM, GL_RGBA16_SNORM, GL_RGBA16_SNORM, 0,
1508 GL_RGBA, GL_SHORT, 0,
1509 WINED3DFMT_FLAG_TEXTURE | WINED3DFMT_FLAG_POSTPIXELSHADER_BLENDING | WINED3DFMT_FLAG_FILTERING
1510 | WINED3DFMT_FLAG_RENDERTARGET,
1511 EXT_TEXTURE_SNORM, NULL},
1512 {WINED3DFMT_R16_SNORM, GL_R16_SNORM, GL_R16_SNORM, 0,
1513 GL_RED, GL_SHORT, 0,
1514 WINED3DFMT_FLAG_TEXTURE | WINED3DFMT_FLAG_POSTPIXELSHADER_BLENDING | WINED3DFMT_FLAG_FILTERING
1515 | WINED3DFMT_FLAG_RENDERTARGET,
1516 EXT_TEXTURE_SNORM, NULL},
1517 {WINED3DFMT_R8_SNORM, GL_R8_SNORM, GL_R8_SNORM, 0,
1518 GL_RED, GL_BYTE, 0,
1519 WINED3DFMT_FLAG_TEXTURE | WINED3DFMT_FLAG_POSTPIXELSHADER_BLENDING | WINED3DFMT_FLAG_FILTERING
1520 | WINED3DFMT_FLAG_RENDERTARGET,
1521 EXT_TEXTURE_SNORM, NULL},
1522 /* Depth stencil formats */
1523 {WINED3DFMT_D16_LOCKABLE, GL_DEPTH_COMPONENT, GL_DEPTH_COMPONENT, 0,
1524 GL_DEPTH_COMPONENT, GL_UNSIGNED_SHORT, 0,
1525 WINED3DFMT_FLAG_DEPTH,
1526 WINED3D_GL_EXT_NONE, NULL},
1527 {WINED3DFMT_D16_LOCKABLE, GL_DEPTH_COMPONENT24_ARB, GL_DEPTH_COMPONENT24_ARB, 0,
1528 GL_DEPTH_COMPONENT, GL_UNSIGNED_SHORT, 0,
1529 WINED3DFMT_FLAG_TEXTURE | WINED3DFMT_FLAG_DEPTH | WINED3DFMT_FLAG_SHADOW,
1530 ARB_DEPTH_TEXTURE, NULL},
1531 {WINED3DFMT_D32_UNORM, GL_DEPTH_COMPONENT, GL_DEPTH_COMPONENT, 0,
1532 GL_DEPTH_COMPONENT, GL_UNSIGNED_INT, 0,
1533 WINED3DFMT_FLAG_DEPTH,
1534 WINED3D_GL_EXT_NONE, NULL},
1535 {WINED3DFMT_D32_UNORM, GL_DEPTH_COMPONENT32_ARB, GL_DEPTH_COMPONENT32_ARB, 0,
1536 GL_DEPTH_COMPONENT, GL_UNSIGNED_INT, 0,
1537 WINED3DFMT_FLAG_TEXTURE | WINED3DFMT_FLAG_DEPTH | WINED3DFMT_FLAG_SHADOW,
1538 ARB_DEPTH_TEXTURE, NULL},
1539 {WINED3DFMT_S1_UINT_D15_UNORM, GL_DEPTH_COMPONENT24_ARB, GL_DEPTH_COMPONENT24_ARB, 0,
1540 GL_DEPTH_COMPONENT, GL_UNSIGNED_SHORT, 0,
1541 WINED3DFMT_FLAG_DEPTH | WINED3DFMT_FLAG_SHADOW,
1542 ARB_DEPTH_TEXTURE, NULL},
1543 {WINED3DFMT_S1_UINT_D15_UNORM, GL_DEPTH24_STENCIL8_EXT, GL_DEPTH24_STENCIL8_EXT, 0,
1544 GL_DEPTH_STENCIL_EXT, GL_UNSIGNED_INT_24_8_EXT, 4,
1545 WINED3DFMT_FLAG_DEPTH | WINED3DFMT_FLAG_STENCIL | WINED3DFMT_FLAG_SHADOW,
1546 EXT_PACKED_DEPTH_STENCIL, convert_s1_uint_d15_unorm},
1547 {WINED3DFMT_S1_UINT_D15_UNORM, GL_DEPTH24_STENCIL8, GL_DEPTH24_STENCIL8, 0,
1548 GL_DEPTH_STENCIL, GL_UNSIGNED_INT_24_8, 4,
1549 WINED3DFMT_FLAG_DEPTH | WINED3DFMT_FLAG_STENCIL | WINED3DFMT_FLAG_SHADOW,
1550 ARB_FRAMEBUFFER_OBJECT, convert_s1_uint_d15_unorm},
1551 {WINED3DFMT_D24_UNORM_S8_UINT, GL_DEPTH_COMPONENT24_ARB, GL_DEPTH_COMPONENT24_ARB, 0,
1552 GL_DEPTH_COMPONENT, GL_UNSIGNED_INT, 0,
1553 WINED3DFMT_FLAG_TEXTURE | WINED3DFMT_FLAG_POSTPIXELSHADER_BLENDING | WINED3DFMT_FLAG_FILTERING
1554 | WINED3DFMT_FLAG_DEPTH | WINED3DFMT_FLAG_SHADOW,
1555 ARB_DEPTH_TEXTURE, NULL},
1556 {WINED3DFMT_D24_UNORM_S8_UINT, GL_DEPTH24_STENCIL8_EXT, GL_DEPTH24_STENCIL8_EXT, 0,
1557 GL_DEPTH_STENCIL_EXT, GL_UNSIGNED_INT_24_8_EXT, 0,
1558 WINED3DFMT_FLAG_TEXTURE | WINED3DFMT_FLAG_POSTPIXELSHADER_BLENDING | WINED3DFMT_FLAG_FILTERING
1559 | WINED3DFMT_FLAG_DEPTH | WINED3DFMT_FLAG_STENCIL | WINED3DFMT_FLAG_SHADOW,
1560 EXT_PACKED_DEPTH_STENCIL, NULL},
1561 {WINED3DFMT_D24_UNORM_S8_UINT, GL_DEPTH24_STENCIL8, GL_DEPTH24_STENCIL8, 0,
1562 GL_DEPTH_STENCIL, GL_UNSIGNED_INT_24_8, 0,
1563 WINED3DFMT_FLAG_TEXTURE | WINED3DFMT_FLAG_POSTPIXELSHADER_BLENDING | WINED3DFMT_FLAG_FILTERING
1564 | WINED3DFMT_FLAG_DEPTH | WINED3DFMT_FLAG_STENCIL | WINED3DFMT_FLAG_SHADOW,
1565 ARB_FRAMEBUFFER_OBJECT, NULL},
1566 {WINED3DFMT_X8D24_UNORM, GL_DEPTH_COMPONENT, GL_DEPTH_COMPONENT, 0,
1567 GL_DEPTH_COMPONENT, GL_UNSIGNED_INT, 0,
1568 WINED3DFMT_FLAG_DEPTH,
1569 WINED3D_GL_EXT_NONE, NULL},
1570 {WINED3DFMT_X8D24_UNORM, GL_DEPTH_COMPONENT24_ARB, GL_DEPTH_COMPONENT24_ARB, 0,
1571 GL_DEPTH_COMPONENT, GL_UNSIGNED_INT, 0,
1572 WINED3DFMT_FLAG_TEXTURE | WINED3DFMT_FLAG_POSTPIXELSHADER_BLENDING | WINED3DFMT_FLAG_FILTERING
1573 | WINED3DFMT_FLAG_DEPTH | WINED3DFMT_FLAG_SHADOW,
1574 ARB_DEPTH_TEXTURE, NULL},
1575 {WINED3DFMT_S4X4_UINT_D24_UNORM, GL_DEPTH_COMPONENT24_ARB, GL_DEPTH_COMPONENT24_ARB, 0,
1576 GL_DEPTH_COMPONENT, GL_UNSIGNED_INT, 0,
1577 WINED3DFMT_FLAG_DEPTH | WINED3DFMT_FLAG_SHADOW,
1578 ARB_DEPTH_TEXTURE, NULL},
1579 {WINED3DFMT_S4X4_UINT_D24_UNORM, GL_DEPTH24_STENCIL8_EXT, GL_DEPTH24_STENCIL8_EXT, 0,
1580 GL_DEPTH_STENCIL_EXT, GL_UNSIGNED_INT_24_8_EXT, 4,
1581 WINED3DFMT_FLAG_DEPTH | WINED3DFMT_FLAG_STENCIL | WINED3DFMT_FLAG_SHADOW,
1582 EXT_PACKED_DEPTH_STENCIL, convert_s4x4_uint_d24_unorm},
1583 {WINED3DFMT_S4X4_UINT_D24_UNORM, GL_DEPTH24_STENCIL8, GL_DEPTH24_STENCIL8, 0,
1584 GL_DEPTH_STENCIL, GL_UNSIGNED_INT_24_8, 4,
1585 WINED3DFMT_FLAG_DEPTH | WINED3DFMT_FLAG_STENCIL | WINED3DFMT_FLAG_SHADOW,
1586 ARB_FRAMEBUFFER_OBJECT, convert_s4x4_uint_d24_unorm},
1587 {WINED3DFMT_D16_UNORM, GL_DEPTH_COMPONENT, GL_DEPTH_COMPONENT, 0,
1588 GL_DEPTH_COMPONENT, GL_UNSIGNED_SHORT, 0,
1589 WINED3DFMT_FLAG_DEPTH,
1590 WINED3D_GL_EXT_NONE, NULL},
1591 {WINED3DFMT_D16_UNORM, GL_DEPTH_COMPONENT24_ARB, GL_DEPTH_COMPONENT24_ARB, 0,
1592 GL_DEPTH_COMPONENT, GL_UNSIGNED_SHORT, 0,
1593 WINED3DFMT_FLAG_TEXTURE | WINED3DFMT_FLAG_POSTPIXELSHADER_BLENDING | WINED3DFMT_FLAG_FILTERING
1594 | WINED3DFMT_FLAG_DEPTH | WINED3DFMT_FLAG_SHADOW,
1595 ARB_DEPTH_TEXTURE, NULL},
1596 {WINED3DFMT_D32_FLOAT, GL_DEPTH_COMPONENT32F, GL_DEPTH_COMPONENT32F, 0,
1597 GL_DEPTH_COMPONENT, GL_FLOAT, 0,
1598 WINED3DFMT_FLAG_TEXTURE | WINED3DFMT_FLAG_DEPTH | WINED3DFMT_FLAG_SHADOW,
1599 ARB_DEPTH_BUFFER_FLOAT, NULL},
1600 {WINED3DFMT_D32_FLOAT_S8X24_UINT, GL_DEPTH32F_STENCIL8, GL_DEPTH32F_STENCIL8, 0,
1601 GL_DEPTH_STENCIL, GL_FLOAT_32_UNSIGNED_INT_24_8_REV, 0,
1602 WINED3DFMT_FLAG_TEXTURE | WINED3DFMT_FLAG_DEPTH | WINED3DFMT_FLAG_STENCIL | WINED3DFMT_FLAG_SHADOW,
1603 ARB_DEPTH_BUFFER_FLOAT, NULL},
1604 {WINED3DFMT_S8_UINT_D24_FLOAT, GL_DEPTH32F_STENCIL8, GL_DEPTH32F_STENCIL8, 0,
1605 GL_DEPTH_STENCIL, GL_FLOAT_32_UNSIGNED_INT_24_8_REV, 8,
1606 WINED3DFMT_FLAG_TEXTURE | WINED3DFMT_FLAG_DEPTH | WINED3DFMT_FLAG_STENCIL | WINED3DFMT_FLAG_SHADOW,
1607 ARB_DEPTH_BUFFER_FLOAT, convert_s8_uint_d24_float},
1608 {WINED3DFMT_R32G32B32A32_UINT, GL_RGBA32UI, GL_RGBA32UI, 0,
1609 GL_RGBA_INTEGER, GL_UNSIGNED_INT, 0,
1610 WINED3DFMT_FLAG_TEXTURE | WINED3DFMT_FLAG_RENDERTARGET,
1611 EXT_TEXTURE_INTEGER, NULL},
1612 {WINED3DFMT_R32G32B32A32_SINT, GL_RGBA32I, GL_RGBA32I, 0,
1613 GL_RGBA_INTEGER, GL_INT, 0,
1614 WINED3DFMT_FLAG_TEXTURE | WINED3DFMT_FLAG_RENDERTARGET,
1615 EXT_TEXTURE_INTEGER, NULL},
1616 /* Vendor-specific formats */
1617 {WINED3DFMT_ATI1N, GL_COMPRESSED_RED_RGTC1, GL_COMPRESSED_RED_RGTC1, 0,
1618 GL_RED, GL_UNSIGNED_BYTE, 0,
1619 WINED3DFMT_FLAG_TEXTURE | WINED3DFMT_FLAG_POSTPIXELSHADER_BLENDING | WINED3DFMT_FLAG_FILTERING
1620 | WINED3DFMT_FLAG_COMPRESSED,
1621 ARB_TEXTURE_COMPRESSION_RGTC, NULL},
1622 {WINED3DFMT_ATI2N, GL_COMPRESSED_LUMINANCE_ALPHA_3DC_ATI, GL_COMPRESSED_LUMINANCE_ALPHA_3DC_ATI, 0,
1623 GL_LUMINANCE_ALPHA, GL_UNSIGNED_BYTE, 0,
1624 WINED3DFMT_FLAG_TEXTURE | WINED3DFMT_FLAG_POSTPIXELSHADER_BLENDING | WINED3DFMT_FLAG_FILTERING
1625 | WINED3DFMT_FLAG_COMPRESSED,
1626 ATI_TEXTURE_COMPRESSION_3DC, NULL},
1627 {WINED3DFMT_ATI2N, GL_COMPRESSED_RG_RGTC2, GL_COMPRESSED_RG_RGTC2, 0,
1628 GL_LUMINANCE_ALPHA, GL_UNSIGNED_BYTE, 0,
1629 WINED3DFMT_FLAG_TEXTURE | WINED3DFMT_FLAG_POSTPIXELSHADER_BLENDING | WINED3DFMT_FLAG_FILTERING
1630 | WINED3DFMT_FLAG_COMPRESSED,
1631 EXT_TEXTURE_COMPRESSION_RGTC, NULL},
1632 {WINED3DFMT_ATI2N, GL_COMPRESSED_RG_RGTC2, GL_COMPRESSED_RG_RGTC2, 0,
1633 GL_RG, GL_UNSIGNED_BYTE, 0,
1634 WINED3DFMT_FLAG_TEXTURE | WINED3DFMT_FLAG_POSTPIXELSHADER_BLENDING | WINED3DFMT_FLAG_FILTERING
1635 | WINED3DFMT_FLAG_COMPRESSED,
1636 ARB_TEXTURE_COMPRESSION_RGTC, NULL},
1637 {WINED3DFMT_INTZ, GL_DEPTH24_STENCIL8_EXT, GL_DEPTH24_STENCIL8_EXT, 0,
1638 GL_DEPTH_STENCIL_EXT, GL_UNSIGNED_INT_24_8_EXT, 0,
1639 WINED3DFMT_FLAG_TEXTURE | WINED3DFMT_FLAG_POSTPIXELSHADER_BLENDING | WINED3DFMT_FLAG_FILTERING
1640 | WINED3DFMT_FLAG_DEPTH | WINED3DFMT_FLAG_STENCIL,
1641 EXT_PACKED_DEPTH_STENCIL, NULL},
1642 {WINED3DFMT_INTZ, GL_DEPTH24_STENCIL8, GL_DEPTH24_STENCIL8, 0,
1643 GL_DEPTH_STENCIL, GL_UNSIGNED_INT_24_8, 0,
1644 WINED3DFMT_FLAG_TEXTURE | WINED3DFMT_FLAG_POSTPIXELSHADER_BLENDING | WINED3DFMT_FLAG_FILTERING
1645 | WINED3DFMT_FLAG_DEPTH | WINED3DFMT_FLAG_STENCIL,
1646 ARB_FRAMEBUFFER_OBJECT, NULL},
1647 {WINED3DFMT_NULL, 0, 0, 0,
1648 GL_RGBA, GL_UNSIGNED_INT_8_8_8_8_REV, 0,
1649 WINED3DFMT_FLAG_TEXTURE | WINED3DFMT_FLAG_RENDERTARGET | WINED3DFMT_FLAG_FBO_ATTACHABLE,
1650 ARB_FRAMEBUFFER_OBJECT, NULL},
1653 struct wined3d_format_srgb_info
1655 enum wined3d_format_id srgb_format_id;
1656 enum wined3d_format_id base_format_id;
1659 static const struct wined3d_format_srgb_info format_srgb_info[] =
1661 {WINED3DFMT_R8G8B8A8_UNORM_SRGB, WINED3DFMT_R8G8B8A8_UNORM},
1662 {WINED3DFMT_BC1_UNORM_SRGB, WINED3DFMT_BC1_UNORM},
1663 {WINED3DFMT_BC2_UNORM_SRGB, WINED3DFMT_BC2_UNORM},
1664 {WINED3DFMT_BC3_UNORM_SRGB, WINED3DFMT_BC3_UNORM},
1665 {WINED3DFMT_B8G8R8A8_UNORM_SRGB, WINED3DFMT_B8G8R8A8_UNORM},
1666 {WINED3DFMT_B8G8R8X8_UNORM_SRGB, WINED3DFMT_B8G8R8X8_UNORM},
1667 {WINED3DFMT_BC7_UNORM_SRGB, WINED3DFMT_BC7_UNORM},
1670 static inline int get_format_idx(enum wined3d_format_id format_id)
1672 unsigned int i;
1674 if (format_id < WINED3D_FORMAT_FOURCC_BASE)
1675 return format_id;
1677 for (i = 0; i < ARRAY_SIZE(format_index_remap); ++i)
1679 if (format_index_remap[i].id == format_id)
1680 return format_index_remap[i].idx;
1683 return -1;
1686 static struct wined3d_format *get_format_internal(struct wined3d_gl_info *gl_info,
1687 enum wined3d_format_id format_id)
1689 int fmt_idx;
1691 if ((fmt_idx = get_format_idx(format_id)) == -1)
1693 ERR("Format %s (%#x) not found.\n", debug_d3dformat(format_id), format_id);
1694 return NULL;
1697 return &gl_info->formats[fmt_idx];
1700 static void copy_format(struct wined3d_format *dst_format, const struct wined3d_format *src_format)
1702 enum wined3d_format_id id = dst_format->id;
1703 *dst_format = *src_format;
1704 dst_format->id = id;
1707 static void format_set_flag(struct wined3d_format *format, unsigned int flag)
1709 unsigned int i;
1711 for (i = 0; i < ARRAY_SIZE(format->flags); ++i)
1712 format->flags[i] |= flag;
1715 static void format_clear_flag(struct wined3d_format *format, unsigned int flag)
1717 unsigned int i;
1719 for (i = 0; i < ARRAY_SIZE(format->flags); ++i)
1720 format->flags[i] &= ~flag;
1723 static enum wined3d_channel_type map_channel_type(char t)
1725 switch (t)
1727 case 'u':
1728 return WINED3D_CHANNEL_TYPE_UNORM;
1729 case 'i':
1730 return WINED3D_CHANNEL_TYPE_SNORM;
1731 case 'U':
1732 return WINED3D_CHANNEL_TYPE_UINT;
1733 case 'I':
1734 return WINED3D_CHANNEL_TYPE_SINT;
1735 case 'F':
1736 return WINED3D_CHANNEL_TYPE_FLOAT;
1737 case 'D':
1738 return WINED3D_CHANNEL_TYPE_DEPTH;
1739 case 'S':
1740 return WINED3D_CHANNEL_TYPE_STENCIL;
1741 case 'X':
1742 return WINED3D_CHANNEL_TYPE_UNUSED;
1743 default:
1744 ERR("Invalid channel type '%c'.\n", t);
1745 return WINED3D_CHANNEL_TYPE_NONE;
1749 static BOOL init_format_base_info(struct wined3d_gl_info *gl_info)
1751 struct wined3d_format *format;
1752 unsigned int i, j;
1754 gl_info->format_count = WINED3D_FORMAT_COUNT;
1755 if (!(gl_info->formats = wined3d_calloc(gl_info->format_count
1756 + ARRAY_SIZE(typeless_depth_stencil_formats), sizeof(*gl_info->formats))))
1758 ERR("Failed to allocate memory.\n");
1759 return FALSE;
1762 for (i = 0; i < ARRAY_SIZE(formats); ++i)
1764 if (!(format = get_format_internal(gl_info, formats[i].id)))
1765 goto fail;
1767 format->id = formats[i].id;
1768 format->red_size = formats[i].red_size;
1769 format->green_size = formats[i].green_size;
1770 format->blue_size = formats[i].blue_size;
1771 format->alpha_size = formats[i].alpha_size;
1772 format->red_offset = formats[i].red_offset;
1773 format->green_offset = formats[i].green_offset;
1774 format->blue_offset = formats[i].blue_offset;
1775 format->alpha_offset = formats[i].alpha_offset;
1776 format->byte_count = formats[i].bpp;
1777 format->depth_size = formats[i].depth_size;
1778 format->stencil_size = formats[i].stencil_size;
1779 format->block_width = 1;
1780 format->block_height = 1;
1781 format->block_byte_count = formats[i].bpp;
1784 for (i = 0; i < ARRAY_SIZE(typed_formats); ++i)
1786 const struct wined3d_format *typeless_format;
1787 DWORD flags = 0;
1789 if (!(format = get_format_internal(gl_info, typed_formats[i].id)))
1790 goto fail;
1792 if (!(typeless_format = get_format_internal(gl_info, typed_formats[i].typeless_id)))
1793 goto fail;
1795 format->id = typed_formats[i].id;
1796 format->red_size = typeless_format->red_size;
1797 format->green_size = typeless_format->green_size;
1798 format->blue_size = typeless_format->blue_size;
1799 format->alpha_size = typeless_format->alpha_size;
1800 format->red_offset = typeless_format->red_offset;
1801 format->green_offset = typeless_format->green_offset;
1802 format->blue_offset = typeless_format->blue_offset;
1803 format->alpha_offset = typeless_format->alpha_offset;
1804 format->byte_count = typeless_format->byte_count;
1805 format->depth_size = typeless_format->depth_size;
1806 format->stencil_size = typeless_format->stencil_size;
1807 format->block_width = typeless_format->block_width;
1808 format->block_height = typeless_format->block_height;
1809 format->block_byte_count = typeless_format->block_byte_count;
1810 format->typeless_id = typeless_format->id;
1812 for (j = 0; j < strlen(typed_formats[i].channels); ++j)
1814 enum wined3d_channel_type channel_type = map_channel_type(typed_formats[i].channels[j]);
1815 if (channel_type == WINED3D_CHANNEL_TYPE_UINT || channel_type == WINED3D_CHANNEL_TYPE_SINT)
1816 flags |= WINED3DFMT_FLAG_INTEGER;
1817 if (channel_type == WINED3D_CHANNEL_TYPE_FLOAT)
1818 flags |= WINED3DFMT_FLAG_FLOAT;
1820 if (channel_type == WINED3D_CHANNEL_TYPE_DEPTH && !format->depth_size)
1822 format->depth_size = format->red_size;
1823 format->red_size = format->red_offset = 0;
1827 format_set_flag(format, flags);
1830 for (i = 0; i < ARRAY_SIZE(ddi_formats); ++i)
1832 if (!(format = get_format_internal(gl_info, ddi_formats[i].id)))
1833 goto fail;
1835 format->ddi_format = ddi_formats[i].ddi_format;
1838 for (i = 0; i < ARRAY_SIZE(format_base_flags); ++i)
1840 if (!(format = get_format_internal(gl_info, format_base_flags[i].id)))
1841 goto fail;
1843 format_set_flag(format, format_base_flags[i].flags);
1846 return TRUE;
1848 fail:
1849 HeapFree(GetProcessHeap(), 0, gl_info->formats);
1850 return FALSE;
1853 static BOOL init_format_block_info(struct wined3d_gl_info *gl_info)
1855 struct wined3d_format *format;
1856 unsigned int i;
1858 for (i = 0; i < ARRAY_SIZE(format_block_info); ++i)
1860 if (!(format = get_format_internal(gl_info, format_block_info[i].id)))
1861 return FALSE;
1863 format->block_width = format_block_info[i].block_width;
1864 format->block_height = format_block_info[i].block_height;
1865 format->block_byte_count = format_block_info[i].block_byte_count;
1866 format_set_flag(format, WINED3DFMT_FLAG_BLOCKS);
1867 if (!format_block_info[i].verify)
1868 format_set_flag(format, WINED3DFMT_FLAG_BLOCKS_NO_VERIFY);
1871 return TRUE;
1874 static GLenum wined3d_gl_type_to_enum(enum wined3d_gl_resource_type type)
1876 switch (type)
1878 case WINED3D_GL_RES_TYPE_TEX_1D:
1879 return GL_TEXTURE_1D;
1880 case WINED3D_GL_RES_TYPE_TEX_2D:
1881 return GL_TEXTURE_2D;
1882 case WINED3D_GL_RES_TYPE_TEX_3D:
1883 return GL_TEXTURE_3D;
1884 case WINED3D_GL_RES_TYPE_TEX_CUBE:
1885 return GL_TEXTURE_CUBE_MAP_ARB;
1886 case WINED3D_GL_RES_TYPE_TEX_RECT:
1887 return GL_TEXTURE_RECTANGLE_ARB;
1888 case WINED3D_GL_RES_TYPE_BUFFER:
1889 return GL_TEXTURE_2D; /* TODO: GL_TEXTURE_BUFFER. */
1890 case WINED3D_GL_RES_TYPE_RB:
1891 return GL_RENDERBUFFER;
1892 case WINED3D_GL_RES_TYPE_COUNT:
1893 break;
1895 ERR("Unexpected GL resource type %u.\n", type);
1896 return 0;
1899 static void delete_fbo_attachment(const struct wined3d_gl_info *gl_info,
1900 enum wined3d_gl_resource_type d3d_type, GLuint object)
1902 switch (d3d_type)
1904 case WINED3D_GL_RES_TYPE_TEX_1D:
1905 case WINED3D_GL_RES_TYPE_TEX_2D:
1906 case WINED3D_GL_RES_TYPE_TEX_RECT:
1907 case WINED3D_GL_RES_TYPE_TEX_3D:
1908 case WINED3D_GL_RES_TYPE_TEX_CUBE:
1909 gl_info->gl_ops.gl.p_glDeleteTextures(1, &object);
1910 break;
1912 case WINED3D_GL_RES_TYPE_RB:
1913 gl_info->fbo_ops.glDeleteRenderbuffers(1, &object);
1914 break;
1916 case WINED3D_GL_RES_TYPE_BUFFER:
1917 case WINED3D_GL_RES_TYPE_COUNT:
1918 break;
1922 /* Context activation is done by the caller. */
1923 static void create_and_bind_fbo_attachment(const struct wined3d_gl_info *gl_info, unsigned int flags,
1924 enum wined3d_gl_resource_type d3d_type, GLuint *object, GLenum internal, GLenum format, GLenum type)
1926 GLenum attach_type = flags & WINED3DFMT_FLAG_DEPTH ?
1927 GL_DEPTH_ATTACHMENT : GL_COLOR_ATTACHMENT0;
1929 switch (d3d_type)
1931 case WINED3D_GL_RES_TYPE_TEX_1D:
1932 gl_info->gl_ops.gl.p_glGenTextures(1, object);
1933 gl_info->gl_ops.gl.p_glBindTexture(GL_TEXTURE_1D, *object);
1934 gl_info->gl_ops.gl.p_glTexImage1D(GL_TEXTURE_1D, 0, internal, 16, 0, format, type, NULL);
1935 gl_info->gl_ops.gl.p_glTexParameteri(GL_TEXTURE_1D, GL_TEXTURE_MIN_FILTER, GL_NEAREST);
1936 gl_info->gl_ops.gl.p_glTexParameteri(GL_TEXTURE_1D, GL_TEXTURE_MAG_FILTER, GL_NEAREST);
1938 gl_info->fbo_ops.glFramebufferTexture1D(GL_FRAMEBUFFER, attach_type, GL_TEXTURE_1D,
1939 *object, 0);
1940 if (flags & WINED3DFMT_FLAG_STENCIL)
1941 gl_info->fbo_ops.glFramebufferTexture1D(GL_FRAMEBUFFER, GL_STENCIL_ATTACHMENT, GL_TEXTURE_1D,
1942 *object, 0);
1943 break;
1945 case WINED3D_GL_RES_TYPE_TEX_2D:
1946 case WINED3D_GL_RES_TYPE_TEX_RECT:
1947 gl_info->gl_ops.gl.p_glGenTextures(1, object);
1948 gl_info->gl_ops.gl.p_glBindTexture(wined3d_gl_type_to_enum(d3d_type), *object);
1949 gl_info->gl_ops.gl.p_glTexImage2D(wined3d_gl_type_to_enum(d3d_type), 0, internal, 16, 16, 0,
1950 format, type, NULL);
1951 gl_info->gl_ops.gl.p_glTexParameteri(wined3d_gl_type_to_enum(d3d_type), GL_TEXTURE_MIN_FILTER, GL_NEAREST);
1952 gl_info->gl_ops.gl.p_glTexParameteri(wined3d_gl_type_to_enum(d3d_type), GL_TEXTURE_MAG_FILTER, GL_NEAREST);
1954 gl_info->fbo_ops.glFramebufferTexture2D(GL_FRAMEBUFFER, attach_type,
1955 wined3d_gl_type_to_enum(d3d_type), *object, 0);
1956 if (flags & WINED3DFMT_FLAG_STENCIL)
1957 gl_info->fbo_ops.glFramebufferTexture2D(GL_FRAMEBUFFER, GL_STENCIL_ATTACHMENT,
1958 wined3d_gl_type_to_enum(d3d_type), *object, 0);
1959 break;
1961 case WINED3D_GL_RES_TYPE_TEX_3D:
1962 gl_info->gl_ops.gl.p_glGenTextures(1, object);
1963 gl_info->gl_ops.gl.p_glBindTexture(GL_TEXTURE_3D, *object);
1964 GL_EXTCALL(glTexImage3D(GL_TEXTURE_3D, 0, internal, 16, 16, 16, 0, format, type, NULL));
1965 gl_info->gl_ops.gl.p_glTexParameteri(GL_TEXTURE_3D, GL_TEXTURE_MIN_FILTER, GL_NEAREST);
1966 gl_info->gl_ops.gl.p_glTexParameteri(GL_TEXTURE_3D, GL_TEXTURE_MAG_FILTER, GL_NEAREST);
1968 gl_info->fbo_ops.glFramebufferTexture3D(GL_FRAMEBUFFER, attach_type,
1969 GL_TEXTURE_3D, *object, 0, 0);
1970 if (flags & WINED3DFMT_FLAG_STENCIL)
1971 gl_info->fbo_ops.glFramebufferTexture3D(GL_FRAMEBUFFER, GL_STENCIL_ATTACHMENT,
1972 GL_TEXTURE_3D, *object, 0, 0);
1973 break;
1975 case WINED3D_GL_RES_TYPE_TEX_CUBE:
1976 gl_info->gl_ops.gl.p_glGenTextures(1, object);
1977 gl_info->gl_ops.gl.p_glBindTexture(GL_TEXTURE_CUBE_MAP_ARB, *object);
1978 gl_info->gl_ops.gl.p_glTexImage2D(GL_TEXTURE_CUBE_MAP_POSITIVE_X_ARB, 0, internal, 16, 16, 0,
1979 format, type, NULL);
1980 gl_info->gl_ops.gl.p_glTexImage2D(GL_TEXTURE_CUBE_MAP_NEGATIVE_X_ARB, 0, internal, 16, 16, 0,
1981 format, type, NULL);
1982 gl_info->gl_ops.gl.p_glTexImage2D(GL_TEXTURE_CUBE_MAP_POSITIVE_Y_ARB, 0, internal, 16, 16, 0,
1983 format, type, NULL);
1984 gl_info->gl_ops.gl.p_glTexImage2D(GL_TEXTURE_CUBE_MAP_NEGATIVE_Y_ARB, 0, internal, 16, 16, 0,
1985 format, type, NULL);
1986 gl_info->gl_ops.gl.p_glTexImage2D(GL_TEXTURE_CUBE_MAP_POSITIVE_Z_ARB, 0, internal, 16, 16, 0,
1987 format, type, NULL);
1988 gl_info->gl_ops.gl.p_glTexImage2D(GL_TEXTURE_CUBE_MAP_NEGATIVE_Z_ARB, 0, internal, 16, 16, 0,
1989 format, type, NULL);
1990 gl_info->gl_ops.gl.p_glTexParameteri(GL_TEXTURE_CUBE_MAP_ARB, GL_TEXTURE_MIN_FILTER, GL_NEAREST);
1991 gl_info->gl_ops.gl.p_glTexParameteri(GL_TEXTURE_CUBE_MAP_ARB, GL_TEXTURE_MAG_FILTER, GL_NEAREST);
1993 gl_info->fbo_ops.glFramebufferTexture2D(GL_FRAMEBUFFER, attach_type,
1994 GL_TEXTURE_CUBE_MAP_POSITIVE_X_ARB, *object, 0);
1995 if (flags & WINED3DFMT_FLAG_STENCIL)
1996 gl_info->fbo_ops.glFramebufferTexture2D(GL_FRAMEBUFFER, GL_STENCIL_ATTACHMENT,
1997 GL_TEXTURE_CUBE_MAP_POSITIVE_X_ARB, *object, 0);
1998 break;
2000 case WINED3D_GL_RES_TYPE_RB:
2001 gl_info->fbo_ops.glGenRenderbuffers(1, object);
2002 gl_info->fbo_ops.glBindRenderbuffer(GL_RENDERBUFFER, *object);
2003 gl_info->fbo_ops.glRenderbufferStorage(GL_RENDERBUFFER, internal, 16, 16);
2004 gl_info->fbo_ops.glFramebufferRenderbuffer(GL_FRAMEBUFFER, attach_type, GL_RENDERBUFFER,
2005 *object);
2006 if (flags & WINED3DFMT_FLAG_STENCIL)
2007 gl_info->fbo_ops.glFramebufferRenderbuffer(GL_FRAMEBUFFER, GL_STENCIL_ATTACHMENT, GL_RENDERBUFFER,
2008 *object);
2009 break;
2011 case WINED3D_GL_RES_TYPE_BUFFER:
2012 case WINED3D_GL_RES_TYPE_COUNT:
2013 break;
2016 /* Ideally we'd skip all formats already known not to work on textures
2017 * by checking for WINED3DFMT_FLAG_TEXTURE here. However, we want to
2018 * know if we can attach WINED3DFMT_P8_UINT textures to FBOs, and this
2019 * format never has WINED3DFMT_FLAG_TEXTURE set. Instead, swallow GL
2020 * errors generated by invalid formats. */
2021 while (gl_info->gl_ops.gl.p_glGetError());
2024 static void draw_test_quad(struct wined3d_caps_gl_ctx *ctx, const struct wined3d_vec3 *geometry,
2025 const struct wined3d_color *color)
2027 const struct wined3d_gl_info *gl_info = ctx->gl_info;
2028 static const struct wined3d_vec3 default_geometry[] =
2030 {-1.0f, -1.0f, 0.0f},
2031 { 1.0f, -1.0f, 0.0f},
2032 {-1.0f, 1.0f, 0.0f},
2033 { 1.0f, 1.0f, 0.0f},
2035 static const char vs_core_header[] =
2036 "#version 150\n"
2037 "in vec4 pos;\n"
2038 "in vec4 color;\n"
2039 "out vec4 out_color;\n"
2040 "\n";
2041 static const char vs_legacy_header[] =
2042 "#version 120\n"
2043 "attribute vec4 pos;\n"
2044 "attribute vec4 color;\n"
2045 "varying vec4 out_color;\n"
2046 "\n";
2047 static const char vs_body[] =
2048 "void main()\n"
2049 "{\n"
2050 " gl_Position = pos;\n"
2051 " out_color = color;\n"
2052 "}\n";
2053 static const char fs_core[] =
2054 "#version 150\n"
2055 "in vec4 out_color;\n"
2056 "out vec4 fragment_color;\n"
2057 "\n"
2058 "void main()\n"
2059 "{\n"
2060 " fragment_color = out_color;\n"
2061 "}\n";
2062 static const char fs_legacy[] =
2063 "#version 120\n"
2064 "varying vec4 out_color;\n"
2065 "\n"
2066 "void main()\n"
2067 "{\n"
2068 " gl_FragData[0] = out_color;\n"
2069 "}\n";
2070 const char *source[2];
2071 GLuint vs_id, fs_id;
2072 unsigned int i;
2074 if (!geometry)
2075 geometry = default_geometry;
2077 if (!gl_info->supported[ARB_VERTEX_BUFFER_OBJECT] || !gl_info->supported[ARB_VERTEX_SHADER]
2078 || !gl_info->supported[ARB_FRAGMENT_SHADER])
2080 gl_info->gl_ops.gl.p_glDisable(GL_LIGHTING);
2081 gl_info->gl_ops.gl.p_glMatrixMode(GL_MODELVIEW);
2082 gl_info->gl_ops.gl.p_glLoadIdentity();
2083 gl_info->gl_ops.gl.p_glMatrixMode(GL_PROJECTION);
2084 gl_info->gl_ops.gl.p_glLoadIdentity();
2086 gl_info->gl_ops.gl.p_glBegin(GL_TRIANGLE_STRIP);
2087 gl_info->gl_ops.gl.p_glColor4f(color->r, color->g, color->b, color->a);
2088 for (i = 0; i < 4; ++i)
2089 gl_info->gl_ops.gl.p_glVertex3fv(&geometry[i].x);
2090 gl_info->gl_ops.gl.p_glEnd();
2091 checkGLcall("Drawing a quad");
2092 return;
2095 if (!ctx->test_vbo)
2096 GL_EXTCALL(glGenBuffers(1, &ctx->test_vbo));
2097 GL_EXTCALL(glBindBuffer(GL_ARRAY_BUFFER, ctx->test_vbo));
2098 GL_EXTCALL(glBufferData(GL_ARRAY_BUFFER, sizeof(struct wined3d_vec3) * 4, geometry, GL_STREAM_DRAW));
2099 GL_EXTCALL(glVertexAttribPointer(0, 3, GL_FLOAT, FALSE, 0, NULL));
2100 GL_EXTCALL(glVertexAttrib4f(1, color->r, color->g, color->b, color->a));
2101 GL_EXTCALL(glEnableVertexAttribArray(0));
2102 GL_EXTCALL(glDisableVertexAttribArray(1));
2104 if (!ctx->test_program_id)
2106 ctx->test_program_id = GL_EXTCALL(glCreateProgram());
2108 vs_id = GL_EXTCALL(glCreateShader(GL_VERTEX_SHADER));
2109 source[0] = gl_info->supported[WINED3D_GL_LEGACY_CONTEXT] ? vs_legacy_header : vs_core_header;
2110 source[1] = vs_body;
2111 GL_EXTCALL(glShaderSource(vs_id, 2, source, NULL));
2112 GL_EXTCALL(glAttachShader(ctx->test_program_id, vs_id));
2113 GL_EXTCALL(glDeleteShader(vs_id));
2115 fs_id = GL_EXTCALL(glCreateShader(GL_FRAGMENT_SHADER));
2116 source[0] = gl_info->supported[WINED3D_GL_LEGACY_CONTEXT] ? fs_legacy : fs_core;
2117 GL_EXTCALL(glShaderSource(fs_id, 1, source, NULL));
2118 GL_EXTCALL(glAttachShader(ctx->test_program_id, fs_id));
2119 GL_EXTCALL(glDeleteShader(fs_id));
2121 GL_EXTCALL(glBindAttribLocation(ctx->test_program_id, 0, "pos"));
2122 GL_EXTCALL(glBindAttribLocation(ctx->test_program_id, 1, "color"));
2124 GL_EXTCALL(glCompileShader(vs_id));
2125 print_glsl_info_log(gl_info, vs_id, FALSE);
2126 GL_EXTCALL(glCompileShader(fs_id));
2127 print_glsl_info_log(gl_info, fs_id, FALSE);
2128 GL_EXTCALL(glLinkProgram(ctx->test_program_id));
2129 shader_glsl_validate_link(gl_info, ctx->test_program_id);
2131 GL_EXTCALL(glUseProgram(ctx->test_program_id));
2133 gl_info->gl_ops.gl.p_glDrawArrays(GL_TRIANGLE_STRIP, 0, 4);
2135 GL_EXTCALL(glUseProgram(0));
2136 GL_EXTCALL(glDisableVertexAttribArray(0));
2137 GL_EXTCALL(glBindBuffer(GL_ARRAY_BUFFER, 0));
2138 checkGLcall("Drawing a quad");
2141 /* Context activation is done by the caller. */
2142 static void check_fbo_compat(struct wined3d_caps_gl_ctx *ctx, struct wined3d_format *format)
2144 /* Check if the default internal format is supported as a frame buffer
2145 * target, otherwise fall back to the render target internal.
2147 * Try to stick to the standard format if possible, this limits precision differences. */
2148 static const struct wined3d_color black = {0.0f, 0.0f, 0.0f, 1.0f};
2149 static const struct wined3d_color half_transparent_red = {1.0f, 0.0f, 0.0f, 0.5f};
2150 const struct wined3d_gl_info *gl_info = ctx->gl_info;
2151 GLenum status, rt_internal = format->rtInternal;
2152 GLuint object, color_rb;
2153 enum wined3d_gl_resource_type type;
2154 BOOL fallback_fmt_used = FALSE, regular_fmt_used = FALSE;
2156 gl_info->gl_ops.gl.p_glDisable(GL_BLEND);
2158 for (type = 0; type < ARRAY_SIZE(format->flags); ++type)
2160 const char *type_string = "color";
2162 if (type == WINED3D_GL_RES_TYPE_BUFFER)
2163 continue;
2165 create_and_bind_fbo_attachment(gl_info, format->flags[type], type, &object, format->glInternal,
2166 format->glFormat, format->glType);
2168 if (format->flags[type] & (WINED3DFMT_FLAG_DEPTH | WINED3DFMT_FLAG_STENCIL))
2170 gl_info->fbo_ops.glGenRenderbuffers(1, &color_rb);
2171 gl_info->fbo_ops.glBindRenderbuffer(GL_RENDERBUFFER, color_rb);
2172 if (type == WINED3D_GL_RES_TYPE_TEX_1D)
2173 gl_info->fbo_ops.glRenderbufferStorage(GL_RENDERBUFFER, GL_RGBA8, 16, 1);
2174 else
2175 gl_info->fbo_ops.glRenderbufferStorage(GL_RENDERBUFFER, GL_RGBA8, 16, 16);
2177 gl_info->fbo_ops.glFramebufferRenderbuffer(GL_FRAMEBUFFER,
2178 GL_COLOR_ATTACHMENT0, GL_RENDERBUFFER, color_rb);
2179 checkGLcall("Create and attach color rb attachment");
2180 type_string = "depth / stencil";
2183 status = gl_info->fbo_ops.glCheckFramebufferStatus(GL_FRAMEBUFFER);
2184 checkGLcall("Framebuffer format check");
2186 if (status == GL_FRAMEBUFFER_COMPLETE)
2188 TRACE("Format %s is supported as FBO %s attachment, type %u.\n",
2189 debug_d3dformat(format->id), type_string, type);
2190 format->flags[type] |= WINED3DFMT_FLAG_FBO_ATTACHABLE;
2191 format->rtInternal = format->glInternal;
2192 regular_fmt_used = TRUE;
2194 else
2196 if (!rt_internal)
2198 if (format->flags[type] & WINED3DFMT_FLAG_RENDERTARGET)
2200 WARN("Format %s with rendertarget flag is not supported as FBO color attachment (type %u),"
2201 " and no fallback specified.\n", debug_d3dformat(format->id), type);
2202 format->flags[type] &= ~WINED3DFMT_FLAG_RENDERTARGET;
2204 else
2206 TRACE("Format %s is not supported as FBO %s attachment, type %u.\n",
2207 debug_d3dformat(format->id), type_string, type);
2209 format->rtInternal = format->glInternal;
2211 else
2213 TRACE("Format %s is not supported as FBO %s attachment (type %u),"
2214 " trying rtInternal format as fallback.\n",
2215 debug_d3dformat(format->id), type_string, type);
2217 while (gl_info->gl_ops.gl.p_glGetError());
2219 delete_fbo_attachment(gl_info, type, object);
2220 create_and_bind_fbo_attachment(gl_info, format->flags[type], type, &object, format->rtInternal,
2221 format->glFormat, format->glType);
2223 status = gl_info->fbo_ops.glCheckFramebufferStatus(GL_FRAMEBUFFER);
2224 checkGLcall("Framebuffer format check");
2226 if (status == GL_FRAMEBUFFER_COMPLETE)
2228 TRACE("Format %s rtInternal format is supported as FBO %s attachment, type %u.\n",
2229 debug_d3dformat(format->id), type_string, type);
2230 fallback_fmt_used = TRUE;
2232 else
2234 WARN("Format %s rtInternal format is not supported as FBO %s attachment, type %u.\n",
2235 debug_d3dformat(format->id), type_string, type);
2236 format->flags[type] &= ~WINED3DFMT_FLAG_RENDERTARGET;
2241 if (status == GL_FRAMEBUFFER_COMPLETE
2242 && ((format->flags[type] & WINED3DFMT_FLAG_POSTPIXELSHADER_BLENDING)
2243 || !(gl_info->quirks & WINED3D_QUIRK_LIMITED_TEX_FILTERING))
2244 && !(format->flags[type] & WINED3DFMT_FLAG_INTEGER)
2245 && format->id != WINED3DFMT_NULL && format->id != WINED3DFMT_P8_UINT
2246 && format->glFormat != GL_LUMINANCE && format->glFormat != GL_LUMINANCE_ALPHA
2247 && (format->red_size || format->alpha_size))
2249 DWORD readback[16 * 16 * 16], color, r_range, a_range;
2250 BYTE r, a;
2251 BOOL match = TRUE;
2252 GLuint rb;
2254 if (gl_info->supported[ARB_FRAMEBUFFER_OBJECT]
2255 || gl_info->supported[EXT_PACKED_DEPTH_STENCIL])
2257 gl_info->fbo_ops.glGenRenderbuffers(1, &rb);
2258 gl_info->fbo_ops.glBindRenderbuffer(GL_RENDERBUFFER, rb);
2259 if (type == WINED3D_GL_RES_TYPE_TEX_1D)
2260 gl_info->fbo_ops.glRenderbufferStorage(GL_RENDERBUFFER, GL_DEPTH24_STENCIL8, 16, 1);
2261 else
2262 gl_info->fbo_ops.glRenderbufferStorage(GL_RENDERBUFFER, GL_DEPTH24_STENCIL8, 16, 16);
2263 gl_info->fbo_ops.glFramebufferRenderbuffer(GL_FRAMEBUFFER, GL_DEPTH_ATTACHMENT, GL_RENDERBUFFER, rb);
2264 gl_info->fbo_ops.glFramebufferRenderbuffer(GL_FRAMEBUFFER, GL_STENCIL_ATTACHMENT, GL_RENDERBUFFER, rb);
2265 checkGLcall("RB attachment");
2268 gl_info->gl_ops.gl.p_glEnable(GL_BLEND);
2269 gl_info->gl_ops.gl.p_glClearColor(0.0f, 0.0f, 0.0f, 1.0f);
2270 gl_info->gl_ops.gl.p_glClear(GL_COLOR_BUFFER_BIT);
2271 if (gl_info->gl_ops.gl.p_glGetError() == GL_INVALID_FRAMEBUFFER_OPERATION)
2273 while (gl_info->gl_ops.gl.p_glGetError());
2274 TRACE("Format %s doesn't support post-pixelshader blending, type %u.\n",
2275 debug_d3dformat(format->id), type);
2276 format->flags[type] &= ~WINED3DFMT_FLAG_POSTPIXELSHADER_BLENDING;
2278 else
2280 gl_info->gl_ops.gl.p_glDisable(GL_BLEND);
2281 if (type == WINED3D_GL_RES_TYPE_TEX_1D)
2282 gl_info->gl_ops.gl.p_glViewport(0, 0, 16, 1);
2283 else
2284 gl_info->gl_ops.gl.p_glViewport(0, 0, 16, 16);
2285 gl_info->gl_ops.gl.p_glBlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
2287 draw_test_quad(ctx, NULL, &black);
2289 gl_info->gl_ops.gl.p_glEnable(GL_BLEND);
2291 draw_test_quad(ctx, NULL, &half_transparent_red);
2293 gl_info->gl_ops.gl.p_glDisable(GL_BLEND);
2295 switch (type)
2297 case WINED3D_GL_RES_TYPE_TEX_1D:
2298 /* Rebinding texture to workaround a fglrx bug. */
2299 gl_info->gl_ops.gl.p_glBindTexture(GL_TEXTURE_1D, object);
2300 gl_info->gl_ops.gl.p_glGetTexImage(GL_TEXTURE_1D, 0, GL_BGRA,
2301 GL_UNSIGNED_INT_8_8_8_8_REV, readback);
2302 color = readback[7];
2303 break;
2305 case WINED3D_GL_RES_TYPE_TEX_2D:
2306 case WINED3D_GL_RES_TYPE_TEX_3D:
2307 case WINED3D_GL_RES_TYPE_TEX_RECT:
2308 /* Rebinding texture to workaround a fglrx bug. */
2309 gl_info->gl_ops.gl.p_glBindTexture(wined3d_gl_type_to_enum(type), object);
2310 gl_info->gl_ops.gl.p_glGetTexImage(wined3d_gl_type_to_enum(type), 0, GL_BGRA,
2311 GL_UNSIGNED_INT_8_8_8_8_REV, readback);
2312 color = readback[7 * 16 + 7];
2313 break;
2315 case WINED3D_GL_RES_TYPE_TEX_CUBE:
2316 /* Rebinding texture to workaround a fglrx bug. */
2317 gl_info->gl_ops.gl.p_glBindTexture(GL_TEXTURE_CUBE_MAP_ARB, object);
2318 gl_info->gl_ops.gl.p_glGetTexImage(GL_TEXTURE_CUBE_MAP_POSITIVE_X_ARB, 0, GL_BGRA,
2319 GL_UNSIGNED_INT_8_8_8_8_REV, readback);
2320 color = readback[7 * 16 + 7];
2321 break;
2323 case WINED3D_GL_RES_TYPE_RB:
2324 gl_info->gl_ops.gl.p_glReadPixels(0, 0, 16, 16,
2325 GL_BGRA, GL_UNSIGNED_INT_8_8_8_8_REV, readback);
2326 color = readback[7 * 16 + 7];
2327 break;
2329 case WINED3D_GL_RES_TYPE_BUFFER:
2330 case WINED3D_GL_RES_TYPE_COUNT:
2331 color = 0;
2332 break;
2334 checkGLcall("Post-pixelshader blending check");
2336 a = color >> 24;
2337 r = (color & 0x00ff0000u) >> 16;
2339 r_range = format->red_size < 8 ? 1u << (8 - format->red_size) : 1;
2340 a_range = format->alpha_size < 8 ? 1u << (8 - format->alpha_size) : 1;
2341 if (format->red_size && (r < 0x7f - r_range || r > 0x7f + r_range))
2342 match = FALSE;
2343 else if (format->alpha_size > 1 && (a < 0xbf - a_range || a > 0xbf + a_range))
2344 match = FALSE;
2345 if (!match)
2347 TRACE("Format %s doesn't support post-pixelshader blending, type %u.\n",
2348 debug_d3dformat(format->id), type);
2349 TRACE("Color output: %#x\n", color);
2350 format->flags[type] &= ~WINED3DFMT_FLAG_POSTPIXELSHADER_BLENDING;
2352 else
2354 TRACE("Format %s supports post-pixelshader blending, type %u.\n",
2355 debug_d3dformat(format->id), type);
2356 TRACE("Color output: %#x\n", color);
2357 format->flags[type] |= WINED3DFMT_FLAG_POSTPIXELSHADER_BLENDING;
2361 if (gl_info->supported[ARB_FRAMEBUFFER_OBJECT]
2362 || gl_info->supported[EXT_PACKED_DEPTH_STENCIL])
2364 gl_info->fbo_ops.glFramebufferRenderbuffer(GL_FRAMEBUFFER, GL_DEPTH_ATTACHMENT, GL_RENDERBUFFER, 0);
2365 gl_info->fbo_ops.glFramebufferRenderbuffer(GL_FRAMEBUFFER, GL_STENCIL_ATTACHMENT, GL_RENDERBUFFER, 0);
2366 gl_info->fbo_ops.glDeleteRenderbuffers(1, &rb);
2367 checkGLcall("RB cleanup");
2371 if (format->glInternal != format->glGammaInternal)
2373 delete_fbo_attachment(gl_info, type, object);
2374 create_and_bind_fbo_attachment(gl_info, format->flags[type], type, &object, format->glGammaInternal,
2375 format->glFormat, format->glType);
2377 status = gl_info->fbo_ops.glCheckFramebufferStatus(GL_FRAMEBUFFER);
2378 checkGLcall("Framebuffer format check");
2380 if (status == GL_FRAMEBUFFER_COMPLETE)
2382 TRACE("Format %s's sRGB format is FBO attachable, type %u.\n",
2383 debug_d3dformat(format->id), type);
2384 format->flags[type] |= WINED3DFMT_FLAG_FBO_ATTACHABLE_SRGB;
2386 else
2388 WARN("Format %s's sRGB format is not FBO attachable, type %u.\n",
2389 debug_d3dformat(format->id), type);
2392 else if (status == GL_FRAMEBUFFER_COMPLETE)
2393 format->flags[type] |= WINED3DFMT_FLAG_FBO_ATTACHABLE_SRGB;
2395 if (format->flags[type] & (WINED3DFMT_FLAG_DEPTH | WINED3DFMT_FLAG_STENCIL))
2397 gl_info->fbo_ops.glFramebufferRenderbuffer(GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT0, GL_RENDERBUFFER, 0);
2398 gl_info->fbo_ops.glDeleteRenderbuffers(1, &color_rb);
2401 delete_fbo_attachment(gl_info, type, object);
2402 checkGLcall("Framebuffer format check cleanup");
2405 if (fallback_fmt_used && regular_fmt_used)
2407 FIXME("Format %s needs different render target formats for different resource types.\n",
2408 debug_d3dformat(format->id));
2409 format_clear_flag(format, WINED3DFMT_FLAG_RENDERTARGET | WINED3DFMT_FLAG_FBO_ATTACHABLE
2410 | WINED3DFMT_FLAG_FBO_ATTACHABLE_SRGB | WINED3DFMT_FLAG_POSTPIXELSHADER_BLENDING);
2414 static void query_format_flag(struct wined3d_gl_info *gl_info, struct wined3d_format *format,
2415 GLint internal, GLenum pname, DWORD flag, const char *string)
2417 GLint value;
2418 enum wined3d_gl_resource_type type;
2420 for (type = 0; type < ARRAY_SIZE(format->flags); ++type)
2422 gl_info->gl_ops.ext.p_glGetInternalformativ(wined3d_gl_type_to_enum(type), internal, pname, 1, &value);
2423 if (value == GL_FULL_SUPPORT)
2425 TRACE("Format %s supports %s, resource type %u.\n", debug_d3dformat(format->id), string, type);
2426 format->flags[type] |= flag;
2428 else
2430 TRACE("Format %s doesn't support %s, resource type %u.\n", debug_d3dformat(format->id), string, type);
2431 format->flags[type] &= ~flag;
2436 /* Context activation is done by the caller. */
2437 static void init_format_fbo_compat_info(struct wined3d_caps_gl_ctx *ctx)
2439 const struct wined3d_gl_info *gl_info = ctx->gl_info;
2440 unsigned int i, type;
2441 GLuint fbo;
2443 if (gl_info->supported[ARB_INTERNALFORMAT_QUERY2])
2445 for (i = 0; i < gl_info->format_count; ++i)
2447 GLint value;
2448 struct wined3d_format *format = &gl_info->formats[i];
2449 BOOL fallback_fmt_used = FALSE, regular_fmt_used = FALSE;
2450 GLenum rt_internal = format->rtInternal;
2452 if (!format->glInternal)
2453 continue;
2455 for (type = 0; type < ARRAY_SIZE(format->flags); ++type)
2457 gl_info->gl_ops.ext.p_glGetInternalformativ(wined3d_gl_type_to_enum(type),
2458 format->glInternal, GL_FRAMEBUFFER_RENDERABLE, 1, &value);
2459 if (value == GL_FULL_SUPPORT)
2461 TRACE("Format %s is supported as FBO color attachment, resource type %u.\n",
2462 debug_d3dformat(format->id), type);
2463 format->flags[type] |= WINED3DFMT_FLAG_FBO_ATTACHABLE;
2464 format->rtInternal = format->glInternal;
2465 regular_fmt_used = TRUE;
2467 gl_info->gl_ops.ext.p_glGetInternalformativ(wined3d_gl_type_to_enum(type),
2468 format->glInternal, GL_FRAMEBUFFER_BLEND, 1, &value);
2469 if (value == GL_FULL_SUPPORT)
2471 TRACE("Format %s supports post-pixelshader blending, resource type %u.\n",
2472 debug_d3dformat(format->id), type);
2473 format->flags[type] |= WINED3DFMT_FLAG_POSTPIXELSHADER_BLENDING;
2475 else
2477 TRACE("Format %s doesn't support post-pixelshader blending, resource typed %u.\n",
2478 debug_d3dformat(format->id), type);
2479 format->flags[type] &= ~WINED3DFMT_FLAG_POSTPIXELSHADER_BLENDING;
2482 else
2484 if (!rt_internal)
2486 if (format->flags[type] & WINED3DFMT_FLAG_RENDERTARGET)
2488 WARN("Format %s with rendertarget flag is not supported as FBO color attachment"
2489 " and no fallback specified, resource type %u.\n",
2490 debug_d3dformat(format->id), type);
2491 format->flags[type] &= ~WINED3DFMT_FLAG_RENDERTARGET;
2493 else
2494 TRACE("Format %s is not supported as FBO color attachment,"
2495 " resource type %u.\n", debug_d3dformat(format->id), type);
2496 format->rtInternal = format->glInternal;
2498 else
2500 gl_info->gl_ops.ext.p_glGetInternalformativ(wined3d_gl_type_to_enum(type),
2501 rt_internal, GL_FRAMEBUFFER_RENDERABLE, 1, &value);
2502 if (value == GL_FULL_SUPPORT)
2504 TRACE("Format %s rtInternal format is supported as FBO color attachment,"
2505 " resource type %u.\n", debug_d3dformat(format->id), type);
2506 fallback_fmt_used = TRUE;
2508 else
2510 WARN("Format %s rtInternal format is not supported as FBO color attachment,"
2511 " resource type %u.\n", debug_d3dformat(format->id), type);
2512 format->flags[type] &= ~WINED3DFMT_FLAG_RENDERTARGET;
2517 if (format->glInternal != format->glGammaInternal)
2519 gl_info->gl_ops.ext.p_glGetInternalformativ(wined3d_gl_type_to_enum(type),
2520 format->glGammaInternal, GL_FRAMEBUFFER_RENDERABLE, 1, &value);
2521 if (value == GL_FULL_SUPPORT)
2523 TRACE("Format %s's sRGB format is FBO attachable, resource type %u.\n",
2524 debug_d3dformat(format->id), type);
2525 format->flags[type] |= WINED3DFMT_FLAG_FBO_ATTACHABLE_SRGB;
2527 else
2529 WARN("Format %s's sRGB format is not FBO attachable, resource type %u.\n",
2530 debug_d3dformat(format->id), type);
2533 else if (format->flags[type] & WINED3DFMT_FLAG_FBO_ATTACHABLE)
2534 format->flags[type] |= WINED3DFMT_FLAG_FBO_ATTACHABLE_SRGB;
2537 if (fallback_fmt_used && regular_fmt_used)
2539 FIXME("Format %s needs different render target formats for different resource types.\n",
2540 debug_d3dformat(format->id));
2541 format_clear_flag(format, WINED3DFMT_FLAG_RENDERTARGET | WINED3DFMT_FLAG_FBO_ATTACHABLE
2542 | WINED3DFMT_FLAG_FBO_ATTACHABLE_SRGB | WINED3DFMT_FLAG_POSTPIXELSHADER_BLENDING);
2545 return;
2548 if (wined3d_settings.offscreen_rendering_mode == ORM_FBO)
2550 gl_info->fbo_ops.glGenFramebuffers(1, &fbo);
2551 gl_info->fbo_ops.glBindFramebuffer(GL_FRAMEBUFFER, fbo);
2552 gl_info->gl_ops.gl.p_glDrawBuffer(GL_COLOR_ATTACHMENT0);
2553 gl_info->gl_ops.gl.p_glReadBuffer(GL_COLOR_ATTACHMENT0);
2556 for (i = 0; i < gl_info->format_count; ++i)
2558 struct wined3d_format *format = &gl_info->formats[i];
2560 if (!format->glInternal) continue;
2562 if (format->flags[WINED3D_GL_RES_TYPE_TEX_2D] & WINED3DFMT_FLAG_COMPRESSED)
2564 TRACE("Skipping format %s because it's a compressed format.\n",
2565 debug_d3dformat(format->id));
2566 continue;
2569 if (wined3d_settings.offscreen_rendering_mode == ORM_FBO)
2571 TRACE("Checking if format %s is supported as FBO color attachment...\n", debug_d3dformat(format->id));
2572 check_fbo_compat(ctx, format);
2574 else
2576 format->rtInternal = format->glInternal;
2580 if (wined3d_settings.offscreen_rendering_mode == ORM_FBO)
2581 gl_info->fbo_ops.glDeleteFramebuffers(1, &fbo);
2584 static GLenum lookup_gl_view_class(GLenum internal_format)
2586 static const struct
2588 GLenum internal_format;
2589 GLenum view_class;
2591 view_classes[] =
2593 /* 128-bit */
2594 {GL_RGBA32F, GL_VIEW_CLASS_128_BITS},
2595 {GL_RGBA32UI, GL_VIEW_CLASS_128_BITS},
2596 {GL_RGBA32I, GL_VIEW_CLASS_128_BITS},
2597 /* 96-bit */
2598 {GL_RGB32F, GL_VIEW_CLASS_96_BITS},
2599 {GL_RGB32UI, GL_VIEW_CLASS_96_BITS},
2600 {GL_RGB32I, GL_VIEW_CLASS_96_BITS},
2601 /* 64-bit */
2602 {GL_RGBA16F, GL_VIEW_CLASS_64_BITS},
2603 {GL_RG32F, GL_VIEW_CLASS_64_BITS},
2604 {GL_RGBA16UI, GL_VIEW_CLASS_64_BITS},
2605 {GL_RG32UI, GL_VIEW_CLASS_64_BITS},
2606 {GL_RGBA16I, GL_VIEW_CLASS_64_BITS},
2607 {GL_RG32I, GL_VIEW_CLASS_64_BITS},
2608 {GL_RGBA16, GL_VIEW_CLASS_64_BITS},
2609 {GL_RGBA16_SNORM, GL_VIEW_CLASS_64_BITS},
2610 /* 48-bit */
2611 {GL_RGB16, GL_VIEW_CLASS_48_BITS},
2612 {GL_RGB16_SNORM, GL_VIEW_CLASS_48_BITS},
2613 {GL_RGB16F, GL_VIEW_CLASS_48_BITS},
2614 {GL_RGB16UI, GL_VIEW_CLASS_48_BITS},
2615 {GL_RGB16I, GL_VIEW_CLASS_48_BITS},
2616 /* 32-bit */
2617 {GL_RG16F, GL_VIEW_CLASS_32_BITS},
2618 {GL_R11F_G11F_B10F, GL_VIEW_CLASS_32_BITS},
2619 {GL_R32F, GL_VIEW_CLASS_32_BITS},
2620 {GL_RGB10_A2UI, GL_VIEW_CLASS_32_BITS},
2621 {GL_RGBA8UI, GL_VIEW_CLASS_32_BITS},
2622 {GL_RG16UI, GL_VIEW_CLASS_32_BITS},
2623 {GL_R32UI, GL_VIEW_CLASS_32_BITS},
2624 {GL_RGBA8I, GL_VIEW_CLASS_32_BITS},
2625 {GL_RG16I, GL_VIEW_CLASS_32_BITS},
2626 {GL_R32I, GL_VIEW_CLASS_32_BITS},
2627 {GL_RGB10_A2, GL_VIEW_CLASS_32_BITS},
2628 {GL_RGBA8, GL_VIEW_CLASS_32_BITS},
2629 {GL_RG16, GL_VIEW_CLASS_32_BITS},
2630 {GL_RGBA8_SNORM, GL_VIEW_CLASS_32_BITS},
2631 {GL_RG16_SNORM, GL_VIEW_CLASS_32_BITS},
2632 {GL_SRGB8_ALPHA8, GL_VIEW_CLASS_32_BITS},
2633 {GL_RGB9_E5, GL_VIEW_CLASS_32_BITS},
2634 /* 24-bit */
2635 {GL_RGB8, GL_VIEW_CLASS_24_BITS},
2636 {GL_RGB8_SNORM, GL_VIEW_CLASS_24_BITS},
2637 {GL_SRGB8, GL_VIEW_CLASS_24_BITS},
2638 {GL_RGB8UI, GL_VIEW_CLASS_24_BITS},
2639 {GL_RGB8I, GL_VIEW_CLASS_24_BITS},
2640 /* 16-bit */
2641 {GL_R16F, GL_VIEW_CLASS_16_BITS},
2642 {GL_RG8UI, GL_VIEW_CLASS_16_BITS},
2643 {GL_R16UI, GL_VIEW_CLASS_16_BITS},
2644 {GL_RG8I, GL_VIEW_CLASS_16_BITS},
2645 {GL_R16I, GL_VIEW_CLASS_16_BITS},
2646 {GL_RG8, GL_VIEW_CLASS_16_BITS},
2647 {GL_R16, GL_VIEW_CLASS_16_BITS},
2648 {GL_RG8_SNORM, GL_VIEW_CLASS_16_BITS},
2649 {GL_R16_SNORM, GL_VIEW_CLASS_16_BITS},
2650 /* 8-bit */
2651 {GL_R8UI, GL_VIEW_CLASS_8_BITS},
2652 {GL_R8I, GL_VIEW_CLASS_8_BITS},
2653 {GL_R8, GL_VIEW_CLASS_8_BITS},
2654 {GL_R8_SNORM, GL_VIEW_CLASS_8_BITS},
2656 /* RGTC1 */
2657 {GL_COMPRESSED_RED_RGTC1, GL_VIEW_CLASS_RGTC1_RED},
2658 {GL_COMPRESSED_SIGNED_RED_RGTC1, GL_VIEW_CLASS_RGTC1_RED},
2659 /* RGTC2 */
2660 {GL_COMPRESSED_RG_RGTC2, GL_VIEW_CLASS_RGTC2_RG},
2661 {GL_COMPRESSED_SIGNED_RG_RGTC2, GL_VIEW_CLASS_RGTC2_RG},
2663 /* BPTC unorm */
2664 {GL_COMPRESSED_RGBA_BPTC_UNORM, GL_VIEW_CLASS_BPTC_UNORM},
2665 {GL_COMPRESSED_SRGB_ALPHA_BPTC_UNORM, GL_VIEW_CLASS_BPTC_UNORM},
2666 /* BPTC float */
2667 {GL_COMPRESSED_RGB_BPTC_SIGNED_FLOAT, GL_VIEW_CLASS_BPTC_FLOAT},
2668 {GL_COMPRESSED_RGB_BPTC_UNSIGNED_FLOAT, GL_VIEW_CLASS_BPTC_FLOAT},
2670 /* DXT1 RGB */
2671 {GL_COMPRESSED_RGB_S3TC_DXT1_EXT, GL_VIEW_CLASS_S3TC_DXT1_RGB},
2672 {GL_COMPRESSED_SRGB_S3TC_DXT1_EXT, GL_VIEW_CLASS_S3TC_DXT1_RGB},
2673 /* DXT1 RGBA */
2674 {GL_COMPRESSED_RGBA_S3TC_DXT1_EXT, GL_VIEW_CLASS_S3TC_DXT1_RGBA},
2675 {GL_COMPRESSED_SRGB_ALPHA_S3TC_DXT1_EXT, GL_VIEW_CLASS_S3TC_DXT1_RGBA},
2676 /* DXT3 */
2677 {GL_COMPRESSED_RGBA_S3TC_DXT3_EXT, GL_VIEW_CLASS_S3TC_DXT3_RGBA},
2678 {GL_COMPRESSED_SRGB_ALPHA_S3TC_DXT3_EXT, GL_VIEW_CLASS_S3TC_DXT3_RGBA},
2679 /* DXT5 */
2680 {GL_COMPRESSED_RGBA_S3TC_DXT5_EXT, GL_VIEW_CLASS_S3TC_DXT5_RGBA},
2681 {GL_COMPRESSED_SRGB_ALPHA_S3TC_DXT5_EXT, GL_VIEW_CLASS_S3TC_DXT5_RGBA},
2684 unsigned int i;
2686 for (i = 0; i < ARRAY_SIZE(view_classes); ++i)
2688 if (view_classes[i].internal_format == internal_format)
2689 return view_classes[i].view_class;
2692 return GL_NONE;
2695 static void query_view_class(struct wined3d_format *format)
2697 GLenum internal_view_class, gamma_view_class, rt_view_class;
2699 internal_view_class = lookup_gl_view_class(format->glInternal);
2700 gamma_view_class = lookup_gl_view_class(format->glGammaInternal);
2701 rt_view_class = lookup_gl_view_class(format->rtInternal);
2703 if (internal_view_class == gamma_view_class || gamma_view_class == rt_view_class)
2705 format->gl_view_class = internal_view_class;
2706 TRACE("Format %s is member of GL view class %#x.\n",
2707 debug_d3dformat(format->id), format->gl_view_class);
2709 else
2711 format->gl_view_class = GL_NONE;
2715 static void query_internal_format(struct wined3d_adapter *adapter,
2716 struct wined3d_format *format, const struct wined3d_format_texture_info *texture_info,
2717 struct wined3d_gl_info *gl_info, BOOL srgb_write_supported, BOOL srgb_format)
2719 GLint count, multisample_types[MAX_MULTISAMPLE_TYPES];
2720 unsigned int i, max_log2;
2722 if (gl_info->supported[ARB_INTERNALFORMAT_QUERY2])
2724 query_format_flag(gl_info, format, format->glInternal, GL_VERTEX_TEXTURE,
2725 WINED3DFMT_FLAG_VTF, "vertex texture usage");
2726 query_format_flag(gl_info, format, format->glInternal, GL_FILTER,
2727 WINED3DFMT_FLAG_FILTERING, "filtering");
2729 if (srgb_format || format->glGammaInternal != format->glInternal)
2731 query_format_flag(gl_info, format, format->glGammaInternal, GL_SRGB_READ,
2732 WINED3DFMT_FLAG_SRGB_READ, "sRGB read");
2734 if (srgb_write_supported)
2735 query_format_flag(gl_info, format, format->glGammaInternal, GL_SRGB_WRITE,
2736 WINED3DFMT_FLAG_SRGB_WRITE, "sRGB write");
2737 else
2738 format_clear_flag(format, WINED3DFMT_FLAG_SRGB_WRITE);
2740 if (!(format->flags[WINED3D_GL_RES_TYPE_TEX_2D] & (WINED3DFMT_FLAG_SRGB_READ | WINED3DFMT_FLAG_SRGB_WRITE)))
2741 format->glGammaInternal = format->glInternal;
2742 else if (gl_info->supported[EXT_TEXTURE_SRGB_DECODE])
2743 format->glInternal = format->glGammaInternal;
2746 else
2748 if (!gl_info->limits.vertex_samplers)
2749 format_clear_flag(format, WINED3DFMT_FLAG_VTF);
2751 if (!(gl_info->quirks & WINED3D_QUIRK_LIMITED_TEX_FILTERING))
2752 format_set_flag(format, WINED3DFMT_FLAG_FILTERING);
2753 else if (format->id != WINED3DFMT_R32G32B32A32_FLOAT && format->id != WINED3DFMT_R32_FLOAT)
2754 format_clear_flag(format, WINED3DFMT_FLAG_VTF);
2756 if (srgb_format || format->glGammaInternal != format->glInternal)
2758 /* Filter sRGB capabilities if EXT_texture_sRGB is not supported. */
2759 if (!gl_info->supported[EXT_TEXTURE_SRGB])
2761 format->glGammaInternal = format->glInternal;
2762 format_clear_flag(format, WINED3DFMT_FLAG_SRGB_READ | WINED3DFMT_FLAG_SRGB_WRITE);
2764 else if (gl_info->supported[EXT_TEXTURE_SRGB_DECODE])
2766 format->glInternal = format->glGammaInternal;
2770 if ((format->flags[WINED3D_GL_RES_TYPE_TEX_2D] & WINED3DFMT_FLAG_SRGB_WRITE) && !srgb_write_supported)
2771 format_clear_flag(format, WINED3DFMT_FLAG_SRGB_WRITE);
2773 if (!gl_info->supported[ARB_DEPTH_TEXTURE]
2774 && texture_info->flags & (WINED3DFMT_FLAG_DEPTH | WINED3DFMT_FLAG_STENCIL))
2776 format->flags[WINED3D_GL_RES_TYPE_TEX_1D] &= ~WINED3DFMT_FLAG_TEXTURE;
2777 format->flags[WINED3D_GL_RES_TYPE_TEX_2D] &= ~WINED3DFMT_FLAG_TEXTURE;
2778 format->flags[WINED3D_GL_RES_TYPE_TEX_3D] &= ~WINED3DFMT_FLAG_TEXTURE;
2779 format->flags[WINED3D_GL_RES_TYPE_TEX_CUBE] &= ~WINED3DFMT_FLAG_TEXTURE;
2780 format->flags[WINED3D_GL_RES_TYPE_TEX_RECT] &= ~WINED3DFMT_FLAG_TEXTURE;
2784 query_view_class(format);
2786 if (format->glInternal && format->flags[WINED3D_GL_RES_TYPE_RB]
2787 & (WINED3DFMT_FLAG_RENDERTARGET | WINED3DFMT_FLAG_DEPTH | WINED3DFMT_FLAG_STENCIL))
2789 if (gl_info->supported[ARB_INTERNALFORMAT_QUERY])
2791 GL_EXTCALL(glGetInternalformativ(GL_RENDERBUFFER, format->glInternal,
2792 GL_NUM_SAMPLE_COUNTS, 1, &count));
2793 checkGLcall("glGetInternalformativ(GL_NUM_SAMPLE_COUNTS)");
2794 count = min(count, MAX_MULTISAMPLE_TYPES);
2795 GL_EXTCALL(glGetInternalformativ(GL_RENDERBUFFER, format->glInternal,
2796 GL_SAMPLES, count, multisample_types));
2797 checkGLcall("glGetInternalformativ(GL_SAMPLES)");
2798 for (i = 0; i < count; ++i)
2800 if (multisample_types[i] > sizeof(format->multisample_types) * 8)
2801 continue;
2802 format->multisample_types |= 1u << (multisample_types[i] - 1);
2805 else
2807 max_log2 = wined3d_log2i(min(gl_info->limits.samples,
2808 sizeof(format->multisample_types) * 8));
2809 for (i = 1; i <= max_log2; ++i)
2810 format->multisample_types |= 1u << ((1u << i) - 1);
2815 static BOOL init_format_texture_info(struct wined3d_adapter *adapter, struct wined3d_gl_info *gl_info)
2817 struct wined3d_format *format, *srgb_format;
2818 struct fragment_caps fragment_caps;
2819 struct shader_caps shader_caps;
2820 unsigned int i, j;
2821 BOOL srgb_write;
2823 adapter->fragment_pipe->get_caps(gl_info, &fragment_caps);
2824 adapter->shader_backend->shader_get_caps(gl_info, &shader_caps);
2825 srgb_write = (fragment_caps.wined3d_caps & WINED3D_FRAGMENT_CAP_SRGB_WRITE)
2826 && (shader_caps.wined3d_caps & WINED3D_SHADER_CAP_SRGB_WRITE);
2828 for (i = 0; i < ARRAY_SIZE(format_texture_info); ++i)
2830 if (!(format = get_format_internal(gl_info, format_texture_info[i].id)))
2831 return FALSE;
2833 if (!gl_info->supported[format_texture_info[i].extension])
2834 continue;
2836 /* ARB_texture_rg defines floating point formats, but only if
2837 * ARB_texture_float is also supported. */
2838 if (!gl_info->supported[ARB_TEXTURE_FLOAT]
2839 && (format->flags[WINED3D_GL_RES_TYPE_TEX_2D] & WINED3DFMT_FLAG_FLOAT))
2840 continue;
2842 /* ARB_texture_rg defines integer formats if EXT_texture_integer is also supported. */
2843 if (!gl_info->supported[EXT_TEXTURE_INTEGER]
2844 && (format->flags[WINED3D_GL_RES_TYPE_TEX_2D] & WINED3DFMT_FLAG_INTEGER))
2845 continue;
2847 format->glInternal = format_texture_info[i].gl_internal;
2848 format->glGammaInternal = format_texture_info[i].gl_srgb_internal;
2849 format->rtInternal = format_texture_info[i].gl_rt_internal;
2850 format->glFormat = format_texture_info[i].gl_format;
2851 format->glType = format_texture_info[i].gl_type;
2852 format->color_fixup = COLOR_FIXUP_IDENTITY;
2853 format->height_scale.numerator = 1;
2854 format->height_scale.denominator = 1;
2856 format->flags[WINED3D_GL_RES_TYPE_TEX_1D] |= format_texture_info[i].flags;
2857 format->flags[WINED3D_GL_RES_TYPE_TEX_2D] |= format_texture_info[i].flags;
2858 format->flags[WINED3D_GL_RES_TYPE_BUFFER] |= format_texture_info[i].flags;
2860 /* GL_ARB_depth_texture does not support 3D textures. It also says "cube textures are
2861 * problematic", but doesn't explicitly mandate that an error is generated. */
2862 if (gl_info->supported[EXT_TEXTURE3D]
2863 && !(format_texture_info[i].flags & (WINED3DFMT_FLAG_DEPTH | WINED3DFMT_FLAG_STENCIL)))
2864 format->flags[WINED3D_GL_RES_TYPE_TEX_3D] |= format_texture_info[i].flags;
2866 if (gl_info->supported[ARB_TEXTURE_CUBE_MAP])
2867 format->flags[WINED3D_GL_RES_TYPE_TEX_CUBE] |= format_texture_info[i].flags;
2869 if (gl_info->supported[ARB_TEXTURE_RECTANGLE])
2870 format->flags[WINED3D_GL_RES_TYPE_TEX_RECT] |= format_texture_info[i].flags;
2872 format->flags[WINED3D_GL_RES_TYPE_RB] |= format_texture_info[i].flags;
2873 format->flags[WINED3D_GL_RES_TYPE_RB] &= ~WINED3DFMT_FLAG_TEXTURE;
2875 if (format->glGammaInternal != format->glInternal
2876 && !(adapter->d3d_info.wined3d_creation_flags & WINED3D_SRGB_READ_WRITE_CONTROL))
2878 format->glGammaInternal = format->glInternal;
2879 format_clear_flag(format, WINED3DFMT_FLAG_SRGB_READ | WINED3DFMT_FLAG_SRGB_WRITE);
2882 query_internal_format(adapter, format, &format_texture_info[i], gl_info, srgb_write, FALSE);
2884 /* Texture conversion stuff */
2885 format->convert = format_texture_info[i].convert;
2886 format->conv_byte_count = format_texture_info[i].conv_byte_count;
2888 srgb_format = NULL;
2889 for (j = 0; j < ARRAY_SIZE(format_srgb_info); ++j)
2891 if (format_srgb_info[j].base_format_id == format->id)
2893 if (!(srgb_format = get_format_internal(gl_info, format_srgb_info[j].srgb_format_id)))
2894 return FALSE;
2895 break;
2898 if (!srgb_format)
2899 continue;
2901 copy_format(srgb_format, format);
2903 if (gl_info->supported[EXT_TEXTURE_SRGB]
2904 && !(adapter->d3d_info.wined3d_creation_flags & WINED3D_SRGB_READ_WRITE_CONTROL))
2906 srgb_format->glInternal = format_texture_info[i].gl_srgb_internal;
2907 srgb_format->glGammaInternal = format_texture_info[i].gl_srgb_internal;
2908 format_set_flag(srgb_format, WINED3DFMT_FLAG_SRGB_READ | WINED3DFMT_FLAG_SRGB_WRITE);
2909 query_internal_format(adapter, srgb_format, &format_texture_info[i], gl_info, srgb_write, TRUE);
2913 return TRUE;
2916 static BOOL color_match(DWORD c1, DWORD c2, BYTE max_diff)
2918 if (abs((c1 & 0xff) - (c2 & 0xff)) > max_diff) return FALSE;
2919 c1 >>= 8; c2 >>= 8;
2920 if (abs((c1 & 0xff) - (c2 & 0xff)) > max_diff) return FALSE;
2921 c1 >>= 8; c2 >>= 8;
2922 if (abs((c1 & 0xff) - (c2 & 0xff)) > max_diff) return FALSE;
2923 c1 >>= 8; c2 >>= 8;
2924 if (abs((c1 & 0xff) - (c2 & 0xff)) > max_diff) return FALSE;
2925 return TRUE;
2928 /* A context is provided by the caller */
2929 static BOOL check_filter(const struct wined3d_gl_info *gl_info, GLenum internal)
2931 static const DWORD data[] = {0x00000000, 0xffffffff};
2932 GLuint tex, fbo, buffer;
2933 DWORD readback[16 * 1];
2934 BOOL ret = FALSE;
2936 /* Render a filtered texture and see what happens. This is intended to detect the lack of
2937 * float16 filtering on ATI X1000 class cards. The drivers disable filtering instead of
2938 * falling back to software. If this changes in the future this code will get fooled and
2939 * apps might hit the software path due to incorrectly advertised caps.
2941 * Its unlikely that this changes however. GL Games like Mass Effect depend on the filter
2942 * disable fallback, if Apple or ATI ever change the driver behavior they will break more
2943 * than Wine. The Linux binary <= r500 driver is not maintained any more anyway
2946 while (gl_info->gl_ops.gl.p_glGetError());
2948 gl_info->gl_ops.gl.p_glGenTextures(1, &buffer);
2949 gl_info->gl_ops.gl.p_glBindTexture(GL_TEXTURE_2D, buffer);
2950 memset(readback, 0x7e, sizeof(readback));
2951 gl_info->gl_ops.gl.p_glTexImage2D(GL_TEXTURE_2D, 0, GL_RGBA8, 16, 1, 0,
2952 GL_RGBA, GL_UNSIGNED_INT_8_8_8_8, readback);
2953 gl_info->gl_ops.gl.p_glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_NEAREST);
2954 gl_info->gl_ops.gl.p_glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_NEAREST);
2955 gl_info->gl_ops.gl.p_glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_CLAMP_TO_EDGE);
2956 gl_info->gl_ops.gl.p_glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_CLAMP_TO_EDGE);
2957 gl_info->gl_ops.gl.p_glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_R, GL_CLAMP_TO_EDGE);
2959 gl_info->gl_ops.gl.p_glGenTextures(1, &tex);
2960 gl_info->gl_ops.gl.p_glBindTexture(GL_TEXTURE_2D, tex);
2961 gl_info->gl_ops.gl.p_glTexImage2D(GL_TEXTURE_2D, 0, internal, 2, 1, 0,
2962 GL_BGRA, GL_UNSIGNED_INT_8_8_8_8_REV, data);
2963 gl_info->gl_ops.gl.p_glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR);
2964 gl_info->gl_ops.gl.p_glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_LINEAR);
2965 gl_info->gl_ops.gl.p_glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_CLAMP_TO_EDGE);
2966 gl_info->gl_ops.gl.p_glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_CLAMP_TO_EDGE);
2967 gl_info->gl_ops.gl.p_glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_R, GL_CLAMP_TO_EDGE);
2968 gl_info->gl_ops.gl.p_glEnable(GL_TEXTURE_2D);
2970 gl_info->fbo_ops.glGenFramebuffers(1, &fbo);
2971 gl_info->fbo_ops.glBindFramebuffer(GL_FRAMEBUFFER, fbo);
2972 gl_info->fbo_ops.glFramebufferTexture2D(GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT0, GL_TEXTURE_2D, buffer, 0);
2973 gl_info->gl_ops.gl.p_glDrawBuffer(GL_COLOR_ATTACHMENT0);
2975 gl_info->gl_ops.gl.p_glViewport(0, 0, 16, 1);
2976 gl_info->gl_ops.gl.p_glDisable(GL_LIGHTING);
2977 gl_info->gl_ops.gl.p_glMatrixMode(GL_MODELVIEW);
2978 gl_info->gl_ops.gl.p_glLoadIdentity();
2979 gl_info->gl_ops.gl.p_glMatrixMode(GL_PROJECTION);
2980 gl_info->gl_ops.gl.p_glLoadIdentity();
2982 gl_info->gl_ops.gl.p_glClearColor(0, 1, 0, 0);
2983 gl_info->gl_ops.gl.p_glClear(GL_COLOR_BUFFER_BIT);
2985 gl_info->gl_ops.gl.p_glBegin(GL_TRIANGLE_STRIP);
2986 gl_info->gl_ops.gl.p_glTexCoord2f(0.0, 0.0);
2987 gl_info->gl_ops.gl.p_glVertex2f(-1.0f, -1.0f);
2988 gl_info->gl_ops.gl.p_glTexCoord2f(1.0, 0.0);
2989 gl_info->gl_ops.gl.p_glVertex2f(1.0f, -1.0f);
2990 gl_info->gl_ops.gl.p_glTexCoord2f(0.0, 1.0);
2991 gl_info->gl_ops.gl.p_glVertex2f(-1.0f, 1.0f);
2992 gl_info->gl_ops.gl.p_glTexCoord2f(1.0, 1.0);
2993 gl_info->gl_ops.gl.p_glVertex2f(1.0f, 1.0f);
2994 gl_info->gl_ops.gl.p_glEnd();
2996 gl_info->gl_ops.gl.p_glBindTexture(GL_TEXTURE_2D, buffer);
2997 memset(readback, 0x7f, sizeof(readback));
2998 gl_info->gl_ops.gl.p_glGetTexImage(GL_TEXTURE_2D, 0, GL_BGRA, GL_UNSIGNED_INT_8_8_8_8_REV, readback);
2999 if (color_match(readback[6], 0xffffffff, 5) || color_match(readback[6], 0x00000000, 5)
3000 || color_match(readback[9], 0xffffffff, 5) || color_match(readback[9], 0x00000000, 5))
3002 TRACE("Read back colors 0x%08x and 0x%08x close to unfiltered color, assuming no filtering\n",
3003 readback[6], readback[9]);
3004 ret = FALSE;
3006 else
3008 TRACE("Read back colors are 0x%08x and 0x%08x, assuming texture is filtered\n",
3009 readback[6], readback[9]);
3010 ret = TRUE;
3013 gl_info->fbo_ops.glBindFramebuffer(GL_FRAMEBUFFER, 0);
3014 gl_info->fbo_ops.glDeleteFramebuffers(1, &fbo);
3015 gl_info->gl_ops.gl.p_glDeleteTextures(1, &tex);
3016 gl_info->gl_ops.gl.p_glDeleteTextures(1, &buffer);
3017 gl_info->gl_ops.gl.p_glDisable(GL_TEXTURE_2D);
3019 if (gl_info->gl_ops.gl.p_glGetError())
3021 FIXME("Error during filtering test for format %x, returning no filtering\n", internal);
3022 ret = FALSE;
3025 return ret;
3028 static void init_format_filter_info(struct wined3d_gl_info *gl_info, enum wined3d_pci_vendor vendor)
3030 struct wined3d_format *format;
3031 unsigned int fmt_idx, i;
3032 static const enum wined3d_format_id fmts16[] =
3034 WINED3DFMT_R16_FLOAT,
3035 WINED3DFMT_R16G16_FLOAT,
3036 WINED3DFMT_R16G16B16A16_FLOAT,
3038 BOOL filtered;
3040 if (gl_info->supported[ARB_INTERNALFORMAT_QUERY2])
3041 /* This was already handled by init_format_texture_info(). */
3042 return;
3044 if (wined3d_settings.offscreen_rendering_mode != ORM_FBO
3045 || !gl_info->supported[WINED3D_GL_LEGACY_CONTEXT])
3047 WARN("No FBO support, or no FBO ORM, guessing filter info from GL caps\n");
3048 if (vendor == HW_VENDOR_NVIDIA && gl_info->supported[ARB_TEXTURE_FLOAT])
3050 TRACE("Nvidia card with texture_float support: Assuming float16 blending\n");
3051 filtered = TRUE;
3053 else if (gl_info->limits.glsl_varyings > 44)
3055 TRACE("More than 44 GLSL varyings - assuming d3d10 card with float16 blending\n");
3056 filtered = TRUE;
3058 else
3060 TRACE("Assuming no float16 blending\n");
3061 filtered = FALSE;
3064 if(filtered)
3066 for(i = 0; i < (sizeof(fmts16) / sizeof(*fmts16)); i++)
3068 fmt_idx = get_format_idx(fmts16[i]);
3069 format_set_flag(&gl_info->formats[fmt_idx], WINED3DFMT_FLAG_FILTERING);
3072 return;
3075 for(i = 0; i < (sizeof(fmts16) / sizeof(*fmts16)); i++)
3077 fmt_idx = get_format_idx(fmts16[i]);
3078 format = &gl_info->formats[fmt_idx];
3079 if (!format->glInternal) continue; /* Not supported by GL */
3081 filtered = check_filter(gl_info, gl_info->formats[fmt_idx].glInternal);
3082 if(filtered)
3084 TRACE("Format %s supports filtering\n", debug_d3dformat(fmts16[i]));
3085 format_set_flag(format, WINED3DFMT_FLAG_FILTERING);
3087 else
3089 TRACE("Format %s does not support filtering\n", debug_d3dformat(fmts16[i]));
3094 static void apply_format_fixups(struct wined3d_adapter *adapter, struct wined3d_gl_info *gl_info)
3096 unsigned int i;
3097 int idx;
3099 idx = get_format_idx(WINED3DFMT_R16_FLOAT);
3100 gl_info->formats[idx].color_fixup = create_color_fixup_desc(
3101 0, CHANNEL_SOURCE_X, 0, CHANNEL_SOURCE_ONE, 0, CHANNEL_SOURCE_ONE, 0, CHANNEL_SOURCE_W);
3103 idx = get_format_idx(WINED3DFMT_R32_FLOAT);
3104 gl_info->formats[idx].color_fixup = create_color_fixup_desc(
3105 0, CHANNEL_SOURCE_X, 0, CHANNEL_SOURCE_ONE, 0, CHANNEL_SOURCE_ONE, 0, CHANNEL_SOURCE_W);
3107 idx = get_format_idx(WINED3DFMT_R16G16_UNORM);
3108 gl_info->formats[idx].color_fixup = create_color_fixup_desc(
3109 0, CHANNEL_SOURCE_X, 0, CHANNEL_SOURCE_Y, 0, CHANNEL_SOURCE_ONE, 0, CHANNEL_SOURCE_W);
3111 idx = get_format_idx(WINED3DFMT_R16G16_FLOAT);
3112 gl_info->formats[idx].color_fixup = create_color_fixup_desc(
3113 0, CHANNEL_SOURCE_X, 0, CHANNEL_SOURCE_Y, 0, CHANNEL_SOURCE_ONE, 0, CHANNEL_SOURCE_W);
3115 idx = get_format_idx(WINED3DFMT_R32G32_FLOAT);
3116 gl_info->formats[idx].color_fixup = create_color_fixup_desc(
3117 0, CHANNEL_SOURCE_X, 0, CHANNEL_SOURCE_Y, 0, CHANNEL_SOURCE_ONE, 0, CHANNEL_SOURCE_W);
3119 /* GL_ATI_envmap_bumpmap in theory supports R8G8_SNORM but is no longer supported by
3120 * any driver. */
3121 if (gl_info->supported[NV_TEXTURE_SHADER] || gl_info->supported[EXT_TEXTURE_SNORM])
3123 /* R8G8_SNORM and R16G16_SNORM need a fixup of the undefined blue channel. OpenGL
3124 * returns 0.0 when sampling from it, DirectX 1.0. So we always have in-shader
3125 * conversion for this format. */
3126 idx = get_format_idx(WINED3DFMT_R8G8_SNORM);
3127 gl_info->formats[idx].color_fixup = create_color_fixup_desc(
3128 0, CHANNEL_SOURCE_X, 0, CHANNEL_SOURCE_Y, 0, CHANNEL_SOURCE_ONE, 0, CHANNEL_SOURCE_ONE);
3129 idx = get_format_idx(WINED3DFMT_R16G16_SNORM);
3130 gl_info->formats[idx].color_fixup = create_color_fixup_desc(
3131 0, CHANNEL_SOURCE_X, 0, CHANNEL_SOURCE_Y, 0, CHANNEL_SOURCE_ONE, 0, CHANNEL_SOURCE_ONE);
3133 else
3135 /* Emulate using unsigned formats. This requires load-time conversion in addition to the
3136 * fixups here. */
3137 idx = get_format_idx(WINED3DFMT_R8G8_SNORM);
3138 gl_info->formats[idx].color_fixup = create_color_fixup_desc(
3139 1, CHANNEL_SOURCE_X, 1, CHANNEL_SOURCE_Y, 0, CHANNEL_SOURCE_ONE, 0, CHANNEL_SOURCE_ONE);
3140 idx = get_format_idx(WINED3DFMT_R16G16_SNORM);
3141 gl_info->formats[idx].color_fixup = create_color_fixup_desc(
3142 1, CHANNEL_SOURCE_X, 1, CHANNEL_SOURCE_Y, 0, CHANNEL_SOURCE_ONE, 0, CHANNEL_SOURCE_ONE);
3143 idx = get_format_idx(WINED3DFMT_R8G8B8A8_SNORM);
3144 gl_info->formats[idx].color_fixup = create_color_fixup_desc(
3145 1, CHANNEL_SOURCE_X, 1, CHANNEL_SOURCE_Y, 1, CHANNEL_SOURCE_Z, 1, CHANNEL_SOURCE_W);
3146 idx = get_format_idx(WINED3DFMT_R5G5_SNORM_L6_UNORM);
3147 gl_info->formats[idx].color_fixup = create_color_fixup_desc(
3148 1, CHANNEL_SOURCE_X, 1, CHANNEL_SOURCE_Z, 0, CHANNEL_SOURCE_Y, 0, CHANNEL_SOURCE_ONE);
3151 if (!gl_info->supported[NV_TEXTURE_SHADER])
3153 idx = get_format_idx(WINED3DFMT_R8G8_SNORM_L8X8_UNORM);
3154 gl_info->formats[idx].color_fixup = create_color_fixup_desc(
3155 1, CHANNEL_SOURCE_X, 1, CHANNEL_SOURCE_Y, 0, CHANNEL_SOURCE_Z, 0, CHANNEL_SOURCE_W);
3158 if (gl_info->supported[ARB_TEXTURE_COMPRESSION_RGTC] || gl_info->supported[EXT_TEXTURE_COMPRESSION_RGTC])
3160 idx = get_format_idx(WINED3DFMT_ATI1N);
3161 gl_info->formats[idx].color_fixup = create_color_fixup_desc(
3162 0, CHANNEL_SOURCE_X, 0, CHANNEL_SOURCE_X, 0, CHANNEL_SOURCE_X, 0, CHANNEL_SOURCE_X);
3164 idx = get_format_idx(WINED3DFMT_ATI2N);
3165 gl_info->formats[idx].color_fixup = create_color_fixup_desc(
3166 0, CHANNEL_SOURCE_Y, 0, CHANNEL_SOURCE_X, 0, CHANNEL_SOURCE_ONE, 0, CHANNEL_SOURCE_ONE);
3168 else if (gl_info->supported[ATI_TEXTURE_COMPRESSION_3DC])
3170 idx = get_format_idx(WINED3DFMT_ATI2N);
3171 gl_info->formats[idx].color_fixup= create_color_fixup_desc(
3172 0, CHANNEL_SOURCE_X, 0, CHANNEL_SOURCE_W, 0, CHANNEL_SOURCE_ONE, 0, CHANNEL_SOURCE_ONE);
3175 if (!gl_info->supported[APPLE_YCBCR_422])
3177 idx = get_format_idx(WINED3DFMT_YUY2);
3178 gl_info->formats[idx].color_fixup = create_complex_fixup_desc(COMPLEX_FIXUP_YUY2);
3180 idx = get_format_idx(WINED3DFMT_UYVY);
3181 gl_info->formats[idx].color_fixup = create_complex_fixup_desc(COMPLEX_FIXUP_UYVY);
3184 idx = get_format_idx(WINED3DFMT_YV12);
3185 format_set_flag(&gl_info->formats[idx], WINED3DFMT_FLAG_HEIGHT_SCALE);
3186 gl_info->formats[idx].height_scale.numerator = 3;
3187 gl_info->formats[idx].height_scale.denominator = 2;
3188 gl_info->formats[idx].color_fixup = create_complex_fixup_desc(COMPLEX_FIXUP_YV12);
3190 idx = get_format_idx(WINED3DFMT_NV12);
3191 format_set_flag(&gl_info->formats[idx], WINED3DFMT_FLAG_HEIGHT_SCALE);
3192 gl_info->formats[idx].height_scale.numerator = 3;
3193 gl_info->formats[idx].height_scale.denominator = 2;
3194 gl_info->formats[idx].color_fixup = create_complex_fixup_desc(COMPLEX_FIXUP_NV12);
3196 if (!gl_info->supported[WINED3D_GL_LEGACY_CONTEXT])
3198 idx = get_format_idx(WINED3DFMT_A8_UNORM);
3199 gl_info->formats[idx].color_fixup = create_color_fixup_desc(
3200 0, CHANNEL_SOURCE_ZERO, 0, CHANNEL_SOURCE_ZERO, 0, CHANNEL_SOURCE_ZERO, 0, CHANNEL_SOURCE_X);
3201 idx = get_format_idx(WINED3DFMT_L8A8_UNORM);
3202 gl_info->formats[idx].color_fixup = create_color_fixup_desc(
3203 0, CHANNEL_SOURCE_X, 0, CHANNEL_SOURCE_X, 0, CHANNEL_SOURCE_X, 0, CHANNEL_SOURCE_Y);
3204 idx = get_format_idx(WINED3DFMT_L4A4_UNORM);
3205 gl_info->formats[idx].color_fixup = create_color_fixup_desc(
3206 0, CHANNEL_SOURCE_X, 0, CHANNEL_SOURCE_X, 0, CHANNEL_SOURCE_X, 0, CHANNEL_SOURCE_Y);
3207 idx = get_format_idx(WINED3DFMT_L16_UNORM);
3208 gl_info->formats[idx].color_fixup = create_color_fixup_desc(
3209 0, CHANNEL_SOURCE_X, 0, CHANNEL_SOURCE_X, 0, CHANNEL_SOURCE_X, 0, CHANNEL_SOURCE_ONE);
3210 idx = get_format_idx(WINED3DFMT_INTZ);
3211 gl_info->formats[idx].color_fixup = create_color_fixup_desc(
3212 0, CHANNEL_SOURCE_X, 0, CHANNEL_SOURCE_X, 0, CHANNEL_SOURCE_X, 0, CHANNEL_SOURCE_X);
3215 if (gl_info->supported[ARB_TEXTURE_RG])
3217 idx = get_format_idx(WINED3DFMT_L8_UNORM);
3218 gl_info->formats[idx].color_fixup = create_color_fixup_desc(
3219 0, CHANNEL_SOURCE_X, 0, CHANNEL_SOURCE_X, 0, CHANNEL_SOURCE_X, 0, CHANNEL_SOURCE_ONE);
3222 if (gl_info->supported[ARB_FRAGMENT_PROGRAM])
3224 idx = get_format_idx(WINED3DFMT_P8_UINT);
3225 gl_info->formats[idx].color_fixup = create_complex_fixup_desc(COMPLEX_FIXUP_P8);
3228 if (gl_info->supported[ARB_VERTEX_ARRAY_BGRA])
3230 idx = get_format_idx(WINED3DFMT_B8G8R8A8_UNORM);
3231 gl_info->formats[idx].gl_vtx_format = GL_BGRA;
3234 if (!gl_info->supported[ARB_HALF_FLOAT_VERTEX])
3236 /* Do not change the size of the type, it is CPU side. We have to change the GPU-side information though.
3237 * It is the job of the vertex buffer code to make sure that the vbos have the right format */
3238 idx = get_format_idx(WINED3DFMT_R16G16_FLOAT);
3239 gl_info->formats[idx].gl_vtx_type = GL_FLOAT;
3241 idx = get_format_idx(WINED3DFMT_R16G16B16A16_FLOAT);
3242 gl_info->formats[idx].gl_vtx_type = GL_FLOAT;
3245 if (!gl_info->supported[ARB_HALF_FLOAT_PIXEL])
3247 idx = get_format_idx(WINED3DFMT_R16_FLOAT);
3248 format_clear_flag(&gl_info->formats[idx], WINED3DFMT_FLAG_TEXTURE);
3250 idx = get_format_idx(WINED3DFMT_R16G16_FLOAT);
3251 format_clear_flag(&gl_info->formats[idx], WINED3DFMT_FLAG_TEXTURE);
3253 idx = get_format_idx(WINED3DFMT_R16G16B16A16_FLOAT);
3254 format_clear_flag(&gl_info->formats[idx], WINED3DFMT_FLAG_TEXTURE);
3257 if (gl_info->quirks & WINED3D_QUIRK_BROKEN_RGBA16)
3259 idx = get_format_idx(WINED3DFMT_R16G16B16A16_UNORM);
3260 format_clear_flag(&gl_info->formats[idx], WINED3DFMT_FLAG_TEXTURE);
3263 /* ATI instancing hack: Although ATI cards do not support Shader Model
3264 * 3.0, they support instancing. To query if the card supports instancing
3265 * CheckDeviceFormat() with the special format MAKEFOURCC('I','N','S','T')
3266 * is used. Should an application check for this, provide a proper return
3267 * value. We can do instancing with all shader versions, but we need
3268 * vertex shaders.
3270 * Additionally applications have to set the D3DRS_POINTSIZE render state
3271 * to MAKEFOURCC('I','N','S','T') once to enable instancing. Wined3d
3272 * doesn't need that and just ignores it.
3274 * With Shader Model 3.0 capable cards Instancing 'just works' in Windows. */
3275 /* FIXME: This should just check the shader backend caps. */
3276 if (gl_info->supported[ARB_VERTEX_PROGRAM] || gl_info->supported[ARB_VERTEX_SHADER])
3278 idx = get_format_idx(WINED3DFMT_INST);
3279 format_set_flag(&gl_info->formats[idx], WINED3DFMT_FLAG_TEXTURE);
3282 /* Depth bound test. To query if the card supports it CheckDeviceFormat()
3283 * with the special format MAKEFOURCC('N','V','D','B') is used. It is
3284 * enabled by setting D3DRS_ADAPTIVETESS_X render state to
3285 * MAKEFOURCC('N','V','D','B') and then controlled by setting
3286 * D3DRS_ADAPTIVETESS_Z (zMin) and D3DRS_ADAPTIVETESS_W (zMax) to test
3287 * value. */
3288 if (gl_info->supported[EXT_DEPTH_BOUNDS_TEST])
3290 idx = get_format_idx(WINED3DFMT_NVDB);
3291 format_set_flag(&gl_info->formats[idx], WINED3DFMT_FLAG_TEXTURE);
3294 /* RESZ aka AMD DX9-level hack for multisampled depth buffer resolve. You query for RESZ
3295 * support by checking for availability of MAKEFOURCC('R','E','S','Z') surfaces with
3296 * RENDERTARGET usage. */
3297 if (gl_info->supported[ARB_FRAMEBUFFER_OBJECT])
3299 idx = get_format_idx(WINED3DFMT_RESZ);
3300 format_set_flag(&gl_info->formats[idx], WINED3DFMT_FLAG_TEXTURE | WINED3DFMT_FLAG_RENDERTARGET);
3303 for (i = 0; i < gl_info->format_count; ++i)
3305 struct wined3d_format *format = &gl_info->formats[i];
3307 if (!(format->flags[WINED3D_GL_RES_TYPE_TEX_2D] & WINED3DFMT_FLAG_TEXTURE))
3308 continue;
3310 if (!adapter->shader_backend->shader_color_fixup_supported(format->color_fixup)
3311 || !adapter->fragment_pipe->color_fixup_supported(format->color_fixup))
3312 format_clear_flag(format, WINED3DFMT_FLAG_TEXTURE);
3315 /* GL_EXT_texture_compression_s3tc does not support 3D textures. Some Windows drivers
3316 * for dx9 GPUs support it, some do not, so not supporting DXTn volumes is OK for d3d9.
3318 * Note that GL_NV_texture_compression_vtc adds this functionality to OpenGL, but the
3319 * block layout is not compatible with the one used by d3d. See volume_dxt5_test. */
3320 idx = get_format_idx(WINED3DFMT_DXT1);
3321 gl_info->formats[idx].flags[WINED3D_GL_RES_TYPE_TEX_3D] &= ~WINED3DFMT_FLAG_TEXTURE;
3322 idx = get_format_idx(WINED3DFMT_DXT2);
3323 gl_info->formats[idx].flags[WINED3D_GL_RES_TYPE_TEX_3D] &= ~WINED3DFMT_FLAG_TEXTURE;
3324 idx = get_format_idx(WINED3DFMT_DXT3);
3325 gl_info->formats[idx].flags[WINED3D_GL_RES_TYPE_TEX_3D] &= ~WINED3DFMT_FLAG_TEXTURE;
3326 idx = get_format_idx(WINED3DFMT_DXT4);
3327 gl_info->formats[idx].flags[WINED3D_GL_RES_TYPE_TEX_3D] &= ~WINED3DFMT_FLAG_TEXTURE;
3328 idx = get_format_idx(WINED3DFMT_DXT5);
3329 gl_info->formats[idx].flags[WINED3D_GL_RES_TYPE_TEX_3D] &= ~WINED3DFMT_FLAG_TEXTURE;
3330 idx = get_format_idx(WINED3DFMT_BC1_UNORM);
3331 gl_info->formats[idx].flags[WINED3D_GL_RES_TYPE_TEX_3D] &= ~WINED3DFMT_FLAG_TEXTURE;
3332 idx = get_format_idx(WINED3DFMT_BC1_UNORM_SRGB);
3333 gl_info->formats[idx].flags[WINED3D_GL_RES_TYPE_TEX_3D] &= ~WINED3DFMT_FLAG_TEXTURE;
3334 idx = get_format_idx(WINED3DFMT_BC2_UNORM);
3335 gl_info->formats[idx].flags[WINED3D_GL_RES_TYPE_TEX_3D] &= ~WINED3DFMT_FLAG_TEXTURE;
3336 idx = get_format_idx(WINED3DFMT_BC2_UNORM_SRGB);
3337 gl_info->formats[idx].flags[WINED3D_GL_RES_TYPE_TEX_3D] &= ~WINED3DFMT_FLAG_TEXTURE;
3338 idx = get_format_idx(WINED3DFMT_BC3_UNORM);
3339 gl_info->formats[idx].flags[WINED3D_GL_RES_TYPE_TEX_3D] &= ~WINED3DFMT_FLAG_TEXTURE;
3340 idx = get_format_idx(WINED3DFMT_BC3_UNORM_SRGB);
3341 gl_info->formats[idx].flags[WINED3D_GL_RES_TYPE_TEX_3D] &= ~WINED3DFMT_FLAG_TEXTURE;
3342 /* Similarly with ATI1N / ATI2N and GL_ARB_texture_compression_rgtc. */
3343 idx = get_format_idx(WINED3DFMT_ATI1N);
3344 gl_info->formats[idx].flags[WINED3D_GL_RES_TYPE_TEX_3D] &= ~WINED3DFMT_FLAG_TEXTURE;
3345 idx = get_format_idx(WINED3DFMT_ATI2N);
3346 gl_info->formats[idx].flags[WINED3D_GL_RES_TYPE_TEX_3D] &= ~WINED3DFMT_FLAG_TEXTURE;
3347 idx = get_format_idx(WINED3DFMT_BC4_UNORM);
3348 gl_info->formats[idx].flags[WINED3D_GL_RES_TYPE_TEX_3D] &= ~WINED3DFMT_FLAG_TEXTURE;
3349 idx = get_format_idx(WINED3DFMT_BC5_UNORM);
3350 gl_info->formats[idx].flags[WINED3D_GL_RES_TYPE_TEX_3D] &= ~WINED3DFMT_FLAG_TEXTURE;
3353 static unsigned int calculate_vertex_attribute_size(GLenum type, unsigned int component_count)
3355 switch (type)
3357 case GL_HALF_FLOAT:
3358 return component_count * sizeof(GLhalfNV);
3359 case GL_FLOAT:
3360 return component_count * sizeof(GLfloat);
3361 case GL_BYTE:
3362 return component_count * sizeof(GLbyte);
3363 case GL_UNSIGNED_BYTE:
3364 return component_count * sizeof(GLubyte);
3365 case GL_SHORT:
3366 return component_count * sizeof(GLshort);
3367 case GL_UNSIGNED_SHORT:
3368 return component_count * sizeof(GLushort);
3369 case GL_INT:
3370 return component_count * sizeof(GLint);
3371 case GL_UNSIGNED_INT:
3372 return component_count * sizeof(GLuint);
3373 case GL_UNSIGNED_INT_2_10_10_10_REV:
3374 return sizeof(GLuint);
3375 default:
3376 FIXME("Unhandled GL type %#x.\n", type);
3377 return 0;
3381 static BOOL init_format_vertex_info(struct wined3d_gl_info *gl_info)
3383 struct wined3d_format *format;
3384 unsigned int i;
3386 for (i = 0; i < ARRAY_SIZE(format_vertex_info); ++i)
3388 if (!(format = get_format_internal(gl_info, format_vertex_info[i].id)))
3389 return FALSE;
3391 if (!gl_info->supported[format_vertex_info[i].extension])
3392 continue;
3394 format->emit_idx = format_vertex_info[i].emit_idx;
3395 format->component_count = format_vertex_info[i].component_count;
3396 format->gl_vtx_type = format_vertex_info[i].gl_vtx_type;
3397 format->gl_vtx_format = format_vertex_info[i].component_count;
3398 format->gl_normalized = format_vertex_info[i].gl_normalized;
3399 if (!(format->attribute_size = calculate_vertex_attribute_size(format->gl_vtx_type,
3400 format->component_count)))
3402 ERR("Invalid attribute size for vertex format %s (%#x).\n",
3403 debug_d3dformat(format_vertex_info[i].id), format_vertex_info[i].id);
3404 return FALSE;
3408 return TRUE;
3411 static BOOL init_typeless_formats(struct wined3d_gl_info *gl_info)
3413 unsigned int flags[WINED3D_GL_RES_TYPE_COUNT];
3414 unsigned int i, j;
3416 for (i = 0; i < ARRAY_SIZE(typed_formats); ++i)
3418 struct wined3d_format *format, *typeless_format;
3420 if (!(format = get_format_internal(gl_info, typed_formats[i].id)))
3421 return FALSE;
3422 if (!(typeless_format = get_format_internal(gl_info, typed_formats[i].typeless_id)))
3423 return FALSE;
3425 memcpy(flags, typeless_format->flags, sizeof(flags));
3426 copy_format(typeless_format, format);
3427 for (j = 0; j < ARRAY_SIZE(typeless_format->flags); ++j)
3428 typeless_format->flags[j] |= flags[j];
3431 for (i = 0; i < ARRAY_SIZE(typeless_depth_stencil_formats); ++i)
3433 struct wined3d_format *typeless_format, *typeless_ds_format, *ds_format;
3434 struct wined3d_format *depth_view_format, *stencil_view_format;
3435 enum wined3d_format_id format_id;
3437 if (!(typeless_format = get_format_internal(gl_info, typeless_depth_stencil_formats[i].typeless_id)))
3438 return FALSE;
3439 if (!(ds_format = get_format_internal(gl_info, typeless_depth_stencil_formats[i].depth_stencil_id)))
3440 return FALSE;
3442 typeless_ds_format = &gl_info->formats[WINED3D_FORMAT_COUNT + i];
3443 typeless_ds_format->id = typeless_depth_stencil_formats[i].typeless_id;
3444 copy_format(typeless_ds_format, ds_format);
3445 for (j = 0; j < ARRAY_SIZE(typeless_ds_format->flags); ++j)
3447 typeless_ds_format->flags[j] = typeless_format->flags[j];
3448 typeless_format->flags[j] &= ~(WINED3DFMT_FLAG_DEPTH | WINED3DFMT_FLAG_STENCIL);
3451 if ((format_id = typeless_depth_stencil_formats[i].depth_view_id))
3453 if (!(depth_view_format = get_format_internal(gl_info, format_id)))
3454 return FALSE;
3455 copy_format(depth_view_format, ds_format);
3457 if ((format_id = typeless_depth_stencil_formats[i].stencil_view_id))
3459 if (!(stencil_view_format = get_format_internal(gl_info, format_id)))
3460 return FALSE;
3461 copy_format(stencil_view_format, ds_format);
3465 return TRUE;
3468 BOOL initPixelFormatsNoGL(struct wined3d_gl_info *gl_info)
3470 if (!init_format_base_info(gl_info)) return FALSE;
3472 if (!init_format_block_info(gl_info))
3474 HeapFree(GetProcessHeap(), 0, gl_info->formats);
3475 gl_info->formats = NULL;
3476 return FALSE;
3479 return TRUE;
3482 /* Context activation is done by the caller. */
3483 BOOL wined3d_adapter_init_format_info(struct wined3d_adapter *adapter, struct wined3d_caps_gl_ctx *ctx)
3485 struct wined3d_gl_info *gl_info = &adapter->gl_info;
3487 if (!init_format_base_info(gl_info)) return FALSE;
3489 if (!init_format_block_info(gl_info)) goto fail;
3490 if (!init_format_texture_info(adapter, gl_info)) goto fail;
3491 if (!init_format_vertex_info(gl_info)) goto fail;
3493 apply_format_fixups(adapter, gl_info);
3494 init_format_fbo_compat_info(ctx);
3495 init_format_filter_info(gl_info, adapter->driver_info.vendor);
3496 if (!init_typeless_formats(gl_info)) goto fail;
3498 return TRUE;
3500 fail:
3501 HeapFree(GetProcessHeap(), 0, gl_info->formats);
3502 gl_info->formats = NULL;
3503 return FALSE;
3506 float wined3d_adapter_find_polyoffset_scale(struct wined3d_caps_gl_ctx *ctx, GLenum format)
3508 const struct wined3d_gl_info *gl_info = ctx->gl_info;
3509 static const struct wined3d_color blue = {0.0f, 0.0f, 1.0f, 1.0f};
3510 GLuint fbo, color, depth;
3511 unsigned int low = 0, high = 32, cur;
3512 DWORD readback[256];
3513 static const struct wined3d_vec3 geometry[] =
3515 {-1.0f, -1.0f, -1.0f},
3516 { 1.0f, -1.0f, 0.0f},
3517 {-1.0f, 1.0f, -1.0f},
3518 { 1.0f, 1.0f, 0.0f},
3521 /* Most drivers want 2^23 for fixed point depth buffers, including r300g, r600g,
3522 * Nvidia. Use this as a fallback if the detection fails. */
3523 unsigned int fallback = 23;
3525 if (wined3d_settings.offscreen_rendering_mode != ORM_FBO)
3527 FIXME("No FBOs, assuming polyoffset scale of 2^%u.\n", fallback);
3528 return (float)(1u << fallback);
3531 gl_info->gl_ops.gl.p_glGenTextures(1, &color);
3532 gl_info->gl_ops.gl.p_glBindTexture(GL_TEXTURE_2D, color);
3533 gl_info->gl_ops.gl.p_glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAX_LEVEL, 0);
3534 gl_info->gl_ops.gl.p_glTexImage2D(GL_TEXTURE_2D, 0, GL_RGBA8, 256, 1, 0, GL_BGRA, GL_UNSIGNED_INT_8_8_8_8_REV, 0);
3536 gl_info->fbo_ops.glGenRenderbuffers(1, &depth);
3537 gl_info->fbo_ops.glBindRenderbuffer(GL_RENDERBUFFER, depth);
3538 gl_info->fbo_ops.glRenderbufferStorage(GL_RENDERBUFFER, format, 256, 1);
3540 gl_info->fbo_ops.glGenFramebuffers(1, &fbo);
3541 gl_info->fbo_ops.glBindFramebuffer(GL_FRAMEBUFFER, fbo);
3542 gl_info->fbo_ops.glFramebufferTexture2D(GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT0, GL_TEXTURE_2D, color, 0);
3543 gl_info->fbo_ops.glFramebufferRenderbuffer(GL_FRAMEBUFFER, GL_DEPTH_ATTACHMENT, GL_RENDERBUFFER, depth);
3544 checkGLcall("Setup framebuffer");
3546 gl_info->gl_ops.gl.p_glClearColor(0.0f, 0.0f, 0.5f, 0.0f);
3547 gl_info->gl_ops.gl.p_glClearDepth(0.5f);
3548 gl_info->gl_ops.gl.p_glEnable(GL_DEPTH_TEST);
3549 gl_info->gl_ops.gl.p_glEnable(GL_POLYGON_OFFSET_FILL);
3550 gl_info->gl_ops.gl.p_glViewport(0, 0, 256, 1);
3551 checkGLcall("Misc parameters");
3553 for (;;)
3555 if (high - low <= 1)
3557 ERR("PolygonOffset scale factor detection failed, using fallback value 2^%u.\n", fallback);
3558 cur = fallback;
3559 break;
3561 cur = (low + high) / 2;
3563 gl_info->gl_ops.gl.p_glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT);
3564 /* The post viewport transform Z of the geometry runs from 0.0 to 0.5. We want to push it another
3565 * 0.25 so that the Z buffer content (0.5) cuts the quad off at half the screen. */
3566 gl_info->gl_ops.gl.p_glPolygonOffset(0.0f, (float)(1u << cur) * 0.25f);
3567 draw_test_quad(ctx, geometry, &blue);
3568 checkGLcall("Test draw");
3570 /* Rebinding texture to workaround a fglrx bug. */
3571 gl_info->gl_ops.gl.p_glBindTexture(GL_TEXTURE_2D, color);
3572 gl_info->gl_ops.gl.p_glGetTexImage(GL_TEXTURE_2D, 0, GL_BGRA, GL_UNSIGNED_INT_8_8_8_8_REV, readback);
3573 checkGLcall("readback");
3575 TRACE("low %02u, high %02u, cur %2u, 0=0x%08x, 125=0x%08x, 131=0x%08x, 255=0x%08x\n",
3576 low, high, cur, readback[0], readback[125], readback[131], readback[255]);
3578 if ((readback[125] & 0xff) < 0xa0)
3579 high = cur;
3580 else if ((readback[131] & 0xff) > 0xa0)
3581 low = cur;
3582 else
3584 TRACE("Found scale factor 2^%u for format %x\n", cur, format);
3585 break;
3589 gl_info->gl_ops.gl.p_glDeleteTextures(1, &color);
3590 gl_info->fbo_ops.glDeleteRenderbuffers(1, &depth);
3591 gl_info->fbo_ops.glDeleteFramebuffers(1, &fbo);
3592 gl_info->fbo_ops.glBindFramebuffer(GL_FRAMEBUFFER, 0);
3593 checkGLcall("Delete framebuffer");
3595 gl_info->gl_ops.gl.p_glDisable(GL_DEPTH_TEST);
3596 gl_info->gl_ops.gl.p_glDisable(GL_POLYGON_OFFSET_FILL);
3597 return (float)(1u << cur);
3600 const struct wined3d_format *wined3d_get_format(const struct wined3d_gl_info *gl_info,
3601 enum wined3d_format_id format_id, unsigned int resource_usage)
3603 const struct wined3d_format *format;
3604 int idx = get_format_idx(format_id);
3605 unsigned int i;
3607 if (idx == -1)
3609 FIXME("Can't find format %s (%#x) in the format lookup table.\n",
3610 debug_d3dformat(format_id), format_id);
3611 return &gl_info->formats[get_format_idx(WINED3DFMT_UNKNOWN)];
3614 format = &gl_info->formats[idx];
3616 if (resource_usage & WINED3DUSAGE_DEPTHSTENCIL && wined3d_format_is_typeless(format))
3618 for (i = 0; i < ARRAY_SIZE(typeless_depth_stencil_formats); ++i)
3620 if (typeless_depth_stencil_formats[i].typeless_id == format_id)
3621 return &gl_info->formats[WINED3D_FORMAT_COUNT + i];
3624 FIXME("Cannot find depth/stencil typeless format %s (%#x).\n",
3625 debug_d3dformat(format_id), format_id);
3626 return &gl_info->formats[get_format_idx(WINED3DFMT_UNKNOWN)];
3629 return format;
3632 void wined3d_format_calculate_pitch(const struct wined3d_format *format, unsigned int alignment,
3633 unsigned int width, unsigned int height, unsigned int *row_pitch, unsigned int *slice_pitch)
3635 /* For block based formats, pitch means the amount of bytes to the next
3636 * row of blocks rather than the next row of pixels. */
3637 if (format->flags[WINED3D_GL_RES_TYPE_TEX_2D] & WINED3DFMT_FLAG_BLOCKS)
3639 unsigned int row_block_count = (width + format->block_width - 1) / format->block_width;
3640 unsigned int slice_block_count = (height + format->block_height - 1) / format->block_height;
3641 *row_pitch = row_block_count * format->block_byte_count;
3642 *row_pitch = (*row_pitch + alignment - 1) & ~(alignment - 1);
3643 *slice_pitch = *row_pitch * slice_block_count;
3645 else
3647 *row_pitch = format->byte_count * width; /* Bytes / row */
3648 *row_pitch = (*row_pitch + alignment - 1) & ~(alignment - 1);
3649 *slice_pitch = *row_pitch * height;
3652 if (format->flags[WINED3D_GL_RES_TYPE_TEX_2D] & WINED3DFMT_FLAG_HEIGHT_SCALE)
3654 /* The D3D format requirements make sure that the resulting format is an integer again */
3655 *slice_pitch *= format->height_scale.numerator;
3656 *slice_pitch /= format->height_scale.denominator;
3659 TRACE("Returning row pitch %u, slice pitch %u.\n", *row_pitch, *slice_pitch);
3662 UINT wined3d_format_calculate_size(const struct wined3d_format *format, UINT alignment,
3663 UINT width, UINT height, UINT depth)
3665 unsigned int row_pitch, slice_pitch;
3667 if (format->id == WINED3DFMT_UNKNOWN)
3668 return 0;
3670 if (format->flags[WINED3D_GL_RES_TYPE_TEX_2D] & WINED3DFMT_FLAG_BROKEN_PITCH)
3671 return width * height * depth * format->byte_count;
3673 wined3d_format_calculate_pitch(format, alignment, width, height, &row_pitch, &slice_pitch);
3675 return slice_pitch * depth;
3678 /*****************************************************************************
3679 * Trace formatting of useful values
3681 const char *debug_box(const struct wined3d_box *box)
3683 if (!box)
3684 return "(null)";
3685 return wine_dbg_sprintf("(%u, %u, %u)-(%u, %u, %u)",
3686 box->left, box->top, box->front,
3687 box->right, box->bottom, box->back);
3690 const char *debug_color(const struct wined3d_color *color)
3692 if (!color)
3693 return "(null)";
3694 return wine_dbg_sprintf("{%.8e, %.8e, %.8e, %.8e}",
3695 color->r, color->g, color->b, color->a);
3698 const char *debug_ivec4(const struct wined3d_ivec4 *v)
3700 if (!v)
3701 return "(null)";
3702 return wine_dbg_sprintf("{%d, %d, %d, %d}",
3703 v->x, v->y, v->z, v->w);
3706 const char *debug_vec4(const struct wined3d_vec4 *v)
3708 if (!v)
3709 return "(null)";
3710 return wine_dbg_sprintf("{%.8e, %.8e, %.8e, %.8e}",
3711 v->x, v->y, v->z, v->w);
3714 const char *debug_d3dformat(enum wined3d_format_id format_id)
3716 switch (format_id)
3718 #define FMT_TO_STR(format_id) case format_id: return #format_id
3719 FMT_TO_STR(WINED3DFMT_UNKNOWN);
3720 FMT_TO_STR(WINED3DFMT_B8G8R8_UNORM);
3721 FMT_TO_STR(WINED3DFMT_B5G5R5X1_UNORM);
3722 FMT_TO_STR(WINED3DFMT_B4G4R4A4_UNORM);
3723 FMT_TO_STR(WINED3DFMT_B2G3R3_UNORM);
3724 FMT_TO_STR(WINED3DFMT_B2G3R3A8_UNORM);
3725 FMT_TO_STR(WINED3DFMT_B4G4R4X4_UNORM);
3726 FMT_TO_STR(WINED3DFMT_R8G8B8X8_UNORM);
3727 FMT_TO_STR(WINED3DFMT_B10G10R10A2_UNORM);
3728 FMT_TO_STR(WINED3DFMT_P8_UINT_A8_UNORM);
3729 FMT_TO_STR(WINED3DFMT_P8_UINT);
3730 FMT_TO_STR(WINED3DFMT_L8_UNORM);
3731 FMT_TO_STR(WINED3DFMT_L8A8_UNORM);
3732 FMT_TO_STR(WINED3DFMT_L4A4_UNORM);
3733 FMT_TO_STR(WINED3DFMT_R5G5_SNORM_L6_UNORM);
3734 FMT_TO_STR(WINED3DFMT_R8G8_SNORM_L8X8_UNORM);
3735 FMT_TO_STR(WINED3DFMT_R10G11B11_SNORM);
3736 FMT_TO_STR(WINED3DFMT_R10G10B10X2_UINT);
3737 FMT_TO_STR(WINED3DFMT_R10G10B10X2_SNORM);
3738 FMT_TO_STR(WINED3DFMT_R10G10B10_SNORM_A2_UNORM);
3739 FMT_TO_STR(WINED3DFMT_UYVY);
3740 FMT_TO_STR(WINED3DFMT_YUY2);
3741 FMT_TO_STR(WINED3DFMT_YV12);
3742 FMT_TO_STR(WINED3DFMT_NV12);
3743 FMT_TO_STR(WINED3DFMT_DXT1);
3744 FMT_TO_STR(WINED3DFMT_DXT2);
3745 FMT_TO_STR(WINED3DFMT_DXT3);
3746 FMT_TO_STR(WINED3DFMT_DXT4);
3747 FMT_TO_STR(WINED3DFMT_DXT5);
3748 FMT_TO_STR(WINED3DFMT_MULTI2_ARGB8);
3749 FMT_TO_STR(WINED3DFMT_G8R8_G8B8);
3750 FMT_TO_STR(WINED3DFMT_R8G8_B8G8);
3751 FMT_TO_STR(WINED3DFMT_D16_LOCKABLE);
3752 FMT_TO_STR(WINED3DFMT_D32_UNORM);
3753 FMT_TO_STR(WINED3DFMT_S1_UINT_D15_UNORM);
3754 FMT_TO_STR(WINED3DFMT_X8D24_UNORM);
3755 FMT_TO_STR(WINED3DFMT_S4X4_UINT_D24_UNORM);
3756 FMT_TO_STR(WINED3DFMT_L16_UNORM);
3757 FMT_TO_STR(WINED3DFMT_S8_UINT_D24_FLOAT);
3758 FMT_TO_STR(WINED3DFMT_R8G8_SNORM_Cx);
3759 FMT_TO_STR(WINED3DFMT_ATI1N);
3760 FMT_TO_STR(WINED3DFMT_ATI2N);
3761 FMT_TO_STR(WINED3DFMT_NVDB);
3762 FMT_TO_STR(WINED3DFMT_NVHU);
3763 FMT_TO_STR(WINED3DFMT_NVHS);
3764 FMT_TO_STR(WINED3DFMT_R32G32B32A32_TYPELESS);
3765 FMT_TO_STR(WINED3DFMT_R32G32B32A32_FLOAT);
3766 FMT_TO_STR(WINED3DFMT_R32G32B32A32_UINT);
3767 FMT_TO_STR(WINED3DFMT_R32G32B32A32_SINT);
3768 FMT_TO_STR(WINED3DFMT_R32G32B32_TYPELESS);
3769 FMT_TO_STR(WINED3DFMT_R32G32B32_FLOAT);
3770 FMT_TO_STR(WINED3DFMT_R32G32B32_UINT);
3771 FMT_TO_STR(WINED3DFMT_R32G32B32_SINT);
3772 FMT_TO_STR(WINED3DFMT_R16G16B16A16_TYPELESS);
3773 FMT_TO_STR(WINED3DFMT_R16G16B16A16_FLOAT);
3774 FMT_TO_STR(WINED3DFMT_R16G16B16A16_UNORM);
3775 FMT_TO_STR(WINED3DFMT_R16G16B16A16_UINT);
3776 FMT_TO_STR(WINED3DFMT_R16G16B16A16_SNORM);
3777 FMT_TO_STR(WINED3DFMT_R16G16B16A16_SINT);
3778 FMT_TO_STR(WINED3DFMT_R32G32_TYPELESS);
3779 FMT_TO_STR(WINED3DFMT_R32G32_FLOAT);
3780 FMT_TO_STR(WINED3DFMT_R32G32_UINT);
3781 FMT_TO_STR(WINED3DFMT_R32G32_SINT);
3782 FMT_TO_STR(WINED3DFMT_R32G8X24_TYPELESS);
3783 FMT_TO_STR(WINED3DFMT_D32_FLOAT_S8X24_UINT);
3784 FMT_TO_STR(WINED3DFMT_R32_FLOAT_X8X24_TYPELESS);
3785 FMT_TO_STR(WINED3DFMT_X32_TYPELESS_G8X24_UINT);
3786 FMT_TO_STR(WINED3DFMT_R10G10B10A2_TYPELESS);
3787 FMT_TO_STR(WINED3DFMT_R10G10B10A2_UNORM);
3788 FMT_TO_STR(WINED3DFMT_R10G10B10A2_UINT);
3789 FMT_TO_STR(WINED3DFMT_R10G10B10A2_SNORM);
3790 FMT_TO_STR(WINED3DFMT_R10G10B10_XR_BIAS_A2_UNORM);
3791 FMT_TO_STR(WINED3DFMT_R11G11B10_FLOAT);
3792 FMT_TO_STR(WINED3DFMT_R8G8B8A8_TYPELESS);
3793 FMT_TO_STR(WINED3DFMT_R8G8B8A8_UNORM);
3794 FMT_TO_STR(WINED3DFMT_R8G8B8A8_UNORM_SRGB);
3795 FMT_TO_STR(WINED3DFMT_R8G8B8A8_UINT);
3796 FMT_TO_STR(WINED3DFMT_R8G8B8A8_SNORM);
3797 FMT_TO_STR(WINED3DFMT_R8G8B8A8_SINT);
3798 FMT_TO_STR(WINED3DFMT_R16G16_TYPELESS);
3799 FMT_TO_STR(WINED3DFMT_R16G16_FLOAT);
3800 FMT_TO_STR(WINED3DFMT_R16G16_UNORM);
3801 FMT_TO_STR(WINED3DFMT_R16G16_UINT);
3802 FMT_TO_STR(WINED3DFMT_R16G16_SNORM);
3803 FMT_TO_STR(WINED3DFMT_R16G16_SINT);
3804 FMT_TO_STR(WINED3DFMT_R32_TYPELESS);
3805 FMT_TO_STR(WINED3DFMT_D32_FLOAT);
3806 FMT_TO_STR(WINED3DFMT_R32_FLOAT);
3807 FMT_TO_STR(WINED3DFMT_R32_UINT);
3808 FMT_TO_STR(WINED3DFMT_R32_SINT);
3809 FMT_TO_STR(WINED3DFMT_R24G8_TYPELESS);
3810 FMT_TO_STR(WINED3DFMT_D24_UNORM_S8_UINT);
3811 FMT_TO_STR(WINED3DFMT_R24_UNORM_X8_TYPELESS);
3812 FMT_TO_STR(WINED3DFMT_X24_TYPELESS_G8_UINT);
3813 FMT_TO_STR(WINED3DFMT_R8G8_TYPELESS);
3814 FMT_TO_STR(WINED3DFMT_R8G8_UNORM);
3815 FMT_TO_STR(WINED3DFMT_R8G8_UINT);
3816 FMT_TO_STR(WINED3DFMT_R8G8_SNORM);
3817 FMT_TO_STR(WINED3DFMT_R8G8_SINT);
3818 FMT_TO_STR(WINED3DFMT_R16_TYPELESS);
3819 FMT_TO_STR(WINED3DFMT_R16_FLOAT);
3820 FMT_TO_STR(WINED3DFMT_D16_UNORM);
3821 FMT_TO_STR(WINED3DFMT_R16_UNORM);
3822 FMT_TO_STR(WINED3DFMT_R16_UINT);
3823 FMT_TO_STR(WINED3DFMT_R16_SNORM);
3824 FMT_TO_STR(WINED3DFMT_R16_SINT);
3825 FMT_TO_STR(WINED3DFMT_R8_TYPELESS);
3826 FMT_TO_STR(WINED3DFMT_R8_UNORM);
3827 FMT_TO_STR(WINED3DFMT_R8_UINT);
3828 FMT_TO_STR(WINED3DFMT_R8_SNORM);
3829 FMT_TO_STR(WINED3DFMT_R8_SINT);
3830 FMT_TO_STR(WINED3DFMT_A8_UNORM);
3831 FMT_TO_STR(WINED3DFMT_R1_UNORM);
3832 FMT_TO_STR(WINED3DFMT_R9G9B9E5_SHAREDEXP);
3833 FMT_TO_STR(WINED3DFMT_R8G8_B8G8_UNORM);
3834 FMT_TO_STR(WINED3DFMT_G8R8_G8B8_UNORM);
3835 FMT_TO_STR(WINED3DFMT_BC1_TYPELESS);
3836 FMT_TO_STR(WINED3DFMT_BC1_UNORM);
3837 FMT_TO_STR(WINED3DFMT_BC1_UNORM_SRGB);
3838 FMT_TO_STR(WINED3DFMT_BC2_TYPELESS);
3839 FMT_TO_STR(WINED3DFMT_BC2_UNORM);
3840 FMT_TO_STR(WINED3DFMT_BC2_UNORM_SRGB);
3841 FMT_TO_STR(WINED3DFMT_BC3_TYPELESS);
3842 FMT_TO_STR(WINED3DFMT_BC3_UNORM);
3843 FMT_TO_STR(WINED3DFMT_BC3_UNORM_SRGB);
3844 FMT_TO_STR(WINED3DFMT_BC4_TYPELESS);
3845 FMT_TO_STR(WINED3DFMT_BC4_UNORM);
3846 FMT_TO_STR(WINED3DFMT_BC4_SNORM);
3847 FMT_TO_STR(WINED3DFMT_BC5_TYPELESS);
3848 FMT_TO_STR(WINED3DFMT_BC5_UNORM);
3849 FMT_TO_STR(WINED3DFMT_BC5_SNORM);
3850 FMT_TO_STR(WINED3DFMT_B5G6R5_UNORM);
3851 FMT_TO_STR(WINED3DFMT_B5G5R5A1_UNORM);
3852 FMT_TO_STR(WINED3DFMT_B8G8R8A8_UNORM);
3853 FMT_TO_STR(WINED3DFMT_B8G8R8X8_UNORM);
3854 FMT_TO_STR(WINED3DFMT_B8G8R8A8_TYPELESS);
3855 FMT_TO_STR(WINED3DFMT_B8G8R8A8_UNORM_SRGB);
3856 FMT_TO_STR(WINED3DFMT_B8G8R8X8_TYPELESS);
3857 FMT_TO_STR(WINED3DFMT_B8G8R8X8_UNORM_SRGB);
3858 FMT_TO_STR(WINED3DFMT_BC6H_TYPELESS);
3859 FMT_TO_STR(WINED3DFMT_BC6H_UF16);
3860 FMT_TO_STR(WINED3DFMT_BC6H_SF16);
3861 FMT_TO_STR(WINED3DFMT_BC7_TYPELESS);
3862 FMT_TO_STR(WINED3DFMT_BC7_UNORM);
3863 FMT_TO_STR(WINED3DFMT_BC7_UNORM_SRGB);
3864 FMT_TO_STR(WINED3DFMT_INTZ);
3865 FMT_TO_STR(WINED3DFMT_RESZ);
3866 FMT_TO_STR(WINED3DFMT_NULL);
3867 FMT_TO_STR(WINED3DFMT_R16);
3868 FMT_TO_STR(WINED3DFMT_AL16);
3869 #undef FMT_TO_STR
3870 default:
3872 char fourcc[5];
3873 fourcc[0] = (char)(format_id);
3874 fourcc[1] = (char)(format_id >> 8);
3875 fourcc[2] = (char)(format_id >> 16);
3876 fourcc[3] = (char)(format_id >> 24);
3877 fourcc[4] = 0;
3878 if (isprint(fourcc[0]) && isprint(fourcc[1]) && isprint(fourcc[2]) && isprint(fourcc[3]))
3879 FIXME("Unrecognized %#x (as fourcc: %s) WINED3DFORMAT!\n", format_id, fourcc);
3880 else
3881 FIXME("Unrecognized %#x WINED3DFORMAT!\n", format_id);
3883 return "unrecognized";
3887 const char *debug_d3ddevicetype(enum wined3d_device_type device_type)
3889 switch (device_type)
3891 #define DEVTYPE_TO_STR(dev) case dev: return #dev
3892 DEVTYPE_TO_STR(WINED3D_DEVICE_TYPE_HAL);
3893 DEVTYPE_TO_STR(WINED3D_DEVICE_TYPE_REF);
3894 DEVTYPE_TO_STR(WINED3D_DEVICE_TYPE_SW);
3895 #undef DEVTYPE_TO_STR
3896 default:
3897 FIXME("Unrecognized device type %#x.\n", device_type);
3898 return "unrecognized";
3902 const char *debug_d3dusage(DWORD usage)
3904 char buf[552];
3906 buf[0] = '\0';
3907 #define WINED3DUSAGE_TO_STR(u) if (usage & u) { strcat(buf, " | "#u); usage &= ~u; }
3908 WINED3DUSAGE_TO_STR(WINED3DUSAGE_RENDERTARGET);
3909 WINED3DUSAGE_TO_STR(WINED3DUSAGE_DEPTHSTENCIL);
3910 WINED3DUSAGE_TO_STR(WINED3DUSAGE_WRITEONLY);
3911 WINED3DUSAGE_TO_STR(WINED3DUSAGE_SOFTWAREPROCESSING);
3912 WINED3DUSAGE_TO_STR(WINED3DUSAGE_DONOTCLIP);
3913 WINED3DUSAGE_TO_STR(WINED3DUSAGE_POINTS);
3914 WINED3DUSAGE_TO_STR(WINED3DUSAGE_RTPATCHES);
3915 WINED3DUSAGE_TO_STR(WINED3DUSAGE_NPATCHES);
3916 WINED3DUSAGE_TO_STR(WINED3DUSAGE_DYNAMIC);
3917 WINED3DUSAGE_TO_STR(WINED3DUSAGE_AUTOGENMIPMAP);
3918 WINED3DUSAGE_TO_STR(WINED3DUSAGE_RESTRICTED_CONTENT);
3919 WINED3DUSAGE_TO_STR(WINED3DUSAGE_RESTRICT_SHARED_RESOURCE_DRIVER);
3920 WINED3DUSAGE_TO_STR(WINED3DUSAGE_RESTRICT_SHARED_RESOURCE);
3921 WINED3DUSAGE_TO_STR(WINED3DUSAGE_DMAP);
3922 WINED3DUSAGE_TO_STR(WINED3DUSAGE_TEXTAPI);
3923 WINED3DUSAGE_TO_STR(WINED3DUSAGE_LEGACY_CUBEMAP);
3924 WINED3DUSAGE_TO_STR(WINED3DUSAGE_TEXTURE);
3925 WINED3DUSAGE_TO_STR(WINED3DUSAGE_OWNDC);
3926 WINED3DUSAGE_TO_STR(WINED3DUSAGE_STATICDECL);
3927 WINED3DUSAGE_TO_STR(WINED3DUSAGE_OVERLAY);
3928 #undef WINED3DUSAGE_TO_STR
3929 if (usage) FIXME("Unrecognized usage flag(s) %#x\n", usage);
3931 return buf[0] ? wine_dbg_sprintf("%s", &buf[3]) : "0";
3934 const char *debug_d3dusagequery(DWORD usagequery)
3936 char buf[238];
3938 buf[0] = '\0';
3939 #define WINED3DUSAGEQUERY_TO_STR(u) if (usagequery & u) { strcat(buf, " | "#u); usagequery &= ~u; }
3940 WINED3DUSAGEQUERY_TO_STR(WINED3DUSAGE_QUERY_FILTER);
3941 WINED3DUSAGEQUERY_TO_STR(WINED3DUSAGE_QUERY_LEGACYBUMPMAP);
3942 WINED3DUSAGEQUERY_TO_STR(WINED3DUSAGE_QUERY_POSTPIXELSHADER_BLENDING);
3943 WINED3DUSAGEQUERY_TO_STR(WINED3DUSAGE_QUERY_SRGBREAD);
3944 WINED3DUSAGEQUERY_TO_STR(WINED3DUSAGE_QUERY_SRGBWRITE);
3945 WINED3DUSAGEQUERY_TO_STR(WINED3DUSAGE_QUERY_VERTEXTEXTURE);
3946 WINED3DUSAGEQUERY_TO_STR(WINED3DUSAGE_QUERY_WRAPANDMIP);
3947 #undef WINED3DUSAGEQUERY_TO_STR
3948 if (usagequery) FIXME("Unrecognized usage query flag(s) %#x\n", usagequery);
3950 return buf[0] ? wine_dbg_sprintf("%s", &buf[3]) : "0";
3953 const char *debug_d3ddeclmethod(enum wined3d_decl_method method)
3955 switch (method)
3957 #define WINED3DDECLMETHOD_TO_STR(u) case u: return #u
3958 WINED3DDECLMETHOD_TO_STR(WINED3D_DECL_METHOD_DEFAULT);
3959 WINED3DDECLMETHOD_TO_STR(WINED3D_DECL_METHOD_PARTIAL_U);
3960 WINED3DDECLMETHOD_TO_STR(WINED3D_DECL_METHOD_PARTIAL_V);
3961 WINED3DDECLMETHOD_TO_STR(WINED3D_DECL_METHOD_CROSS_UV);
3962 WINED3DDECLMETHOD_TO_STR(WINED3D_DECL_METHOD_UV);
3963 WINED3DDECLMETHOD_TO_STR(WINED3D_DECL_METHOD_LOOKUP);
3964 WINED3DDECLMETHOD_TO_STR(WINED3D_DECL_METHOD_LOOKUP_PRESAMPLED);
3965 #undef WINED3DDECLMETHOD_TO_STR
3966 default:
3967 FIXME("Unrecognized declaration method %#x.\n", method);
3968 return "unrecognized";
3972 const char *debug_d3ddeclusage(enum wined3d_decl_usage usage)
3974 switch (usage)
3976 #define WINED3DDECLUSAGE_TO_STR(u) case u: return #u
3977 WINED3DDECLUSAGE_TO_STR(WINED3D_DECL_USAGE_POSITION);
3978 WINED3DDECLUSAGE_TO_STR(WINED3D_DECL_USAGE_BLEND_WEIGHT);
3979 WINED3DDECLUSAGE_TO_STR(WINED3D_DECL_USAGE_BLEND_INDICES);
3980 WINED3DDECLUSAGE_TO_STR(WINED3D_DECL_USAGE_NORMAL);
3981 WINED3DDECLUSAGE_TO_STR(WINED3D_DECL_USAGE_PSIZE);
3982 WINED3DDECLUSAGE_TO_STR(WINED3D_DECL_USAGE_TEXCOORD);
3983 WINED3DDECLUSAGE_TO_STR(WINED3D_DECL_USAGE_TANGENT);
3984 WINED3DDECLUSAGE_TO_STR(WINED3D_DECL_USAGE_BINORMAL);
3985 WINED3DDECLUSAGE_TO_STR(WINED3D_DECL_USAGE_TESS_FACTOR);
3986 WINED3DDECLUSAGE_TO_STR(WINED3D_DECL_USAGE_POSITIONT);
3987 WINED3DDECLUSAGE_TO_STR(WINED3D_DECL_USAGE_COLOR);
3988 WINED3DDECLUSAGE_TO_STR(WINED3D_DECL_USAGE_FOG);
3989 WINED3DDECLUSAGE_TO_STR(WINED3D_DECL_USAGE_DEPTH);
3990 WINED3DDECLUSAGE_TO_STR(WINED3D_DECL_USAGE_SAMPLE);
3991 #undef WINED3DDECLUSAGE_TO_STR
3992 default:
3993 FIXME("Unrecognized %u declaration usage!\n", usage);
3994 return "unrecognized";
3998 const char *debug_d3dinput_classification(enum wined3d_input_classification classification)
4000 switch (classification)
4002 #define WINED3D_TO_STR(x) case x: return #x
4003 WINED3D_TO_STR(WINED3D_INPUT_PER_VERTEX_DATA);
4004 WINED3D_TO_STR(WINED3D_INPUT_PER_INSTANCE_DATA);
4005 #undef WINED3D_TO_STR
4006 default:
4007 FIXME("Unrecognized input classification %#x.\n", classification);
4008 return "unrecognized";
4012 const char *debug_d3dresourcetype(enum wined3d_resource_type resource_type)
4014 switch (resource_type)
4016 #define WINED3D_TO_STR(x) case x: return #x
4017 WINED3D_TO_STR(WINED3D_RTYPE_BUFFER);
4018 WINED3D_TO_STR(WINED3D_RTYPE_TEXTURE_2D);
4019 WINED3D_TO_STR(WINED3D_RTYPE_TEXTURE_3D);
4020 #undef WINED3D_TO_STR
4021 default:
4022 FIXME("Unrecognized resource type %#x.\n", resource_type);
4023 return "unrecognized";
4027 const char *debug_d3dprimitivetype(enum wined3d_primitive_type primitive_type)
4029 switch (primitive_type)
4031 #define PRIM_TO_STR(prim) case prim: return #prim
4032 PRIM_TO_STR(WINED3D_PT_UNDEFINED);
4033 PRIM_TO_STR(WINED3D_PT_POINTLIST);
4034 PRIM_TO_STR(WINED3D_PT_LINELIST);
4035 PRIM_TO_STR(WINED3D_PT_LINESTRIP);
4036 PRIM_TO_STR(WINED3D_PT_TRIANGLELIST);
4037 PRIM_TO_STR(WINED3D_PT_TRIANGLESTRIP);
4038 PRIM_TO_STR(WINED3D_PT_TRIANGLEFAN);
4039 PRIM_TO_STR(WINED3D_PT_LINELIST_ADJ);
4040 PRIM_TO_STR(WINED3D_PT_LINESTRIP_ADJ);
4041 PRIM_TO_STR(WINED3D_PT_TRIANGLELIST_ADJ);
4042 PRIM_TO_STR(WINED3D_PT_TRIANGLESTRIP_ADJ);
4043 #undef PRIM_TO_STR
4044 default:
4045 FIXME("Unrecognized %u primitive type!\n", primitive_type);
4046 return "unrecognized";
4050 const char *debug_d3drenderstate(enum wined3d_render_state state)
4052 switch (state)
4054 #define D3DSTATE_TO_STR(u) case u: return #u
4055 D3DSTATE_TO_STR(WINED3D_RS_ANTIALIAS);
4056 D3DSTATE_TO_STR(WINED3D_RS_TEXTUREPERSPECTIVE);
4057 D3DSTATE_TO_STR(WINED3D_RS_WRAPU);
4058 D3DSTATE_TO_STR(WINED3D_RS_WRAPV);
4059 D3DSTATE_TO_STR(WINED3D_RS_ZENABLE);
4060 D3DSTATE_TO_STR(WINED3D_RS_FILLMODE);
4061 D3DSTATE_TO_STR(WINED3D_RS_SHADEMODE);
4062 D3DSTATE_TO_STR(WINED3D_RS_LINEPATTERN);
4063 D3DSTATE_TO_STR(WINED3D_RS_MONOENABLE);
4064 D3DSTATE_TO_STR(WINED3D_RS_ROP2);
4065 D3DSTATE_TO_STR(WINED3D_RS_PLANEMASK);
4066 D3DSTATE_TO_STR(WINED3D_RS_ZWRITEENABLE);
4067 D3DSTATE_TO_STR(WINED3D_RS_ALPHATESTENABLE);
4068 D3DSTATE_TO_STR(WINED3D_RS_LASTPIXEL);
4069 D3DSTATE_TO_STR(WINED3D_RS_SRCBLEND);
4070 D3DSTATE_TO_STR(WINED3D_RS_DESTBLEND);
4071 D3DSTATE_TO_STR(WINED3D_RS_CULLMODE);
4072 D3DSTATE_TO_STR(WINED3D_RS_ZFUNC);
4073 D3DSTATE_TO_STR(WINED3D_RS_ALPHAREF);
4074 D3DSTATE_TO_STR(WINED3D_RS_ALPHAFUNC);
4075 D3DSTATE_TO_STR(WINED3D_RS_DITHERENABLE);
4076 D3DSTATE_TO_STR(WINED3D_RS_ALPHABLENDENABLE);
4077 D3DSTATE_TO_STR(WINED3D_RS_FOGENABLE);
4078 D3DSTATE_TO_STR(WINED3D_RS_SPECULARENABLE);
4079 D3DSTATE_TO_STR(WINED3D_RS_ZVISIBLE);
4080 D3DSTATE_TO_STR(WINED3D_RS_SUBPIXEL);
4081 D3DSTATE_TO_STR(WINED3D_RS_SUBPIXELX);
4082 D3DSTATE_TO_STR(WINED3D_RS_STIPPLEDALPHA);
4083 D3DSTATE_TO_STR(WINED3D_RS_FOGCOLOR);
4084 D3DSTATE_TO_STR(WINED3D_RS_FOGTABLEMODE);
4085 D3DSTATE_TO_STR(WINED3D_RS_FOGSTART);
4086 D3DSTATE_TO_STR(WINED3D_RS_FOGEND);
4087 D3DSTATE_TO_STR(WINED3D_RS_FOGDENSITY);
4088 D3DSTATE_TO_STR(WINED3D_RS_STIPPLEENABLE);
4089 D3DSTATE_TO_STR(WINED3D_RS_EDGEANTIALIAS);
4090 D3DSTATE_TO_STR(WINED3D_RS_COLORKEYENABLE);
4091 D3DSTATE_TO_STR(WINED3D_RS_MIPMAPLODBIAS);
4092 D3DSTATE_TO_STR(WINED3D_RS_RANGEFOGENABLE);
4093 D3DSTATE_TO_STR(WINED3D_RS_ANISOTROPY);
4094 D3DSTATE_TO_STR(WINED3D_RS_FLUSHBATCH);
4095 D3DSTATE_TO_STR(WINED3D_RS_TRANSLUCENTSORTINDEPENDENT);
4096 D3DSTATE_TO_STR(WINED3D_RS_STENCILENABLE);
4097 D3DSTATE_TO_STR(WINED3D_RS_STENCILFAIL);
4098 D3DSTATE_TO_STR(WINED3D_RS_STENCILZFAIL);
4099 D3DSTATE_TO_STR(WINED3D_RS_STENCILPASS);
4100 D3DSTATE_TO_STR(WINED3D_RS_STENCILFUNC);
4101 D3DSTATE_TO_STR(WINED3D_RS_STENCILREF);
4102 D3DSTATE_TO_STR(WINED3D_RS_STENCILMASK);
4103 D3DSTATE_TO_STR(WINED3D_RS_STENCILWRITEMASK);
4104 D3DSTATE_TO_STR(WINED3D_RS_TEXTUREFACTOR);
4105 D3DSTATE_TO_STR(WINED3D_RS_WRAP0);
4106 D3DSTATE_TO_STR(WINED3D_RS_WRAP1);
4107 D3DSTATE_TO_STR(WINED3D_RS_WRAP2);
4108 D3DSTATE_TO_STR(WINED3D_RS_WRAP3);
4109 D3DSTATE_TO_STR(WINED3D_RS_WRAP4);
4110 D3DSTATE_TO_STR(WINED3D_RS_WRAP5);
4111 D3DSTATE_TO_STR(WINED3D_RS_WRAP6);
4112 D3DSTATE_TO_STR(WINED3D_RS_WRAP7);
4113 D3DSTATE_TO_STR(WINED3D_RS_CLIPPING);
4114 D3DSTATE_TO_STR(WINED3D_RS_LIGHTING);
4115 D3DSTATE_TO_STR(WINED3D_RS_EXTENTS);
4116 D3DSTATE_TO_STR(WINED3D_RS_AMBIENT);
4117 D3DSTATE_TO_STR(WINED3D_RS_FOGVERTEXMODE);
4118 D3DSTATE_TO_STR(WINED3D_RS_COLORVERTEX);
4119 D3DSTATE_TO_STR(WINED3D_RS_LOCALVIEWER);
4120 D3DSTATE_TO_STR(WINED3D_RS_NORMALIZENORMALS);
4121 D3DSTATE_TO_STR(WINED3D_RS_COLORKEYBLENDENABLE);
4122 D3DSTATE_TO_STR(WINED3D_RS_DIFFUSEMATERIALSOURCE);
4123 D3DSTATE_TO_STR(WINED3D_RS_SPECULARMATERIALSOURCE);
4124 D3DSTATE_TO_STR(WINED3D_RS_AMBIENTMATERIALSOURCE);
4125 D3DSTATE_TO_STR(WINED3D_RS_EMISSIVEMATERIALSOURCE);
4126 D3DSTATE_TO_STR(WINED3D_RS_VERTEXBLEND);
4127 D3DSTATE_TO_STR(WINED3D_RS_CLIPPLANEENABLE);
4128 D3DSTATE_TO_STR(WINED3D_RS_SOFTWAREVERTEXPROCESSING);
4129 D3DSTATE_TO_STR(WINED3D_RS_POINTSIZE);
4130 D3DSTATE_TO_STR(WINED3D_RS_POINTSIZE_MIN);
4131 D3DSTATE_TO_STR(WINED3D_RS_POINTSPRITEENABLE);
4132 D3DSTATE_TO_STR(WINED3D_RS_POINTSCALEENABLE);
4133 D3DSTATE_TO_STR(WINED3D_RS_POINTSCALE_A);
4134 D3DSTATE_TO_STR(WINED3D_RS_POINTSCALE_B);
4135 D3DSTATE_TO_STR(WINED3D_RS_POINTSCALE_C);
4136 D3DSTATE_TO_STR(WINED3D_RS_MULTISAMPLEANTIALIAS);
4137 D3DSTATE_TO_STR(WINED3D_RS_MULTISAMPLEMASK);
4138 D3DSTATE_TO_STR(WINED3D_RS_PATCHEDGESTYLE);
4139 D3DSTATE_TO_STR(WINED3D_RS_PATCHSEGMENTS);
4140 D3DSTATE_TO_STR(WINED3D_RS_DEBUGMONITORTOKEN);
4141 D3DSTATE_TO_STR(WINED3D_RS_POINTSIZE_MAX);
4142 D3DSTATE_TO_STR(WINED3D_RS_INDEXEDVERTEXBLENDENABLE);
4143 D3DSTATE_TO_STR(WINED3D_RS_COLORWRITEENABLE);
4144 D3DSTATE_TO_STR(WINED3D_RS_TWEENFACTOR);
4145 D3DSTATE_TO_STR(WINED3D_RS_BLENDOP);
4146 D3DSTATE_TO_STR(WINED3D_RS_POSITIONDEGREE);
4147 D3DSTATE_TO_STR(WINED3D_RS_NORMALDEGREE);
4148 D3DSTATE_TO_STR(WINED3D_RS_SCISSORTESTENABLE);
4149 D3DSTATE_TO_STR(WINED3D_RS_SLOPESCALEDEPTHBIAS);
4150 D3DSTATE_TO_STR(WINED3D_RS_ANTIALIASEDLINEENABLE);
4151 D3DSTATE_TO_STR(WINED3D_RS_MINTESSELLATIONLEVEL);
4152 D3DSTATE_TO_STR(WINED3D_RS_MAXTESSELLATIONLEVEL);
4153 D3DSTATE_TO_STR(WINED3D_RS_ADAPTIVETESS_X);
4154 D3DSTATE_TO_STR(WINED3D_RS_ADAPTIVETESS_Y);
4155 D3DSTATE_TO_STR(WINED3D_RS_ADAPTIVETESS_Z);
4156 D3DSTATE_TO_STR(WINED3D_RS_ADAPTIVETESS_W);
4157 D3DSTATE_TO_STR(WINED3D_RS_ENABLEADAPTIVETESSELLATION);
4158 D3DSTATE_TO_STR(WINED3D_RS_TWOSIDEDSTENCILMODE);
4159 D3DSTATE_TO_STR(WINED3D_RS_BACK_STENCILFAIL);
4160 D3DSTATE_TO_STR(WINED3D_RS_BACK_STENCILZFAIL);
4161 D3DSTATE_TO_STR(WINED3D_RS_BACK_STENCILPASS);
4162 D3DSTATE_TO_STR(WINED3D_RS_BACK_STENCILFUNC);
4163 D3DSTATE_TO_STR(WINED3D_RS_COLORWRITEENABLE1);
4164 D3DSTATE_TO_STR(WINED3D_RS_COLORWRITEENABLE2);
4165 D3DSTATE_TO_STR(WINED3D_RS_COLORWRITEENABLE3);
4166 D3DSTATE_TO_STR(WINED3D_RS_BLENDFACTOR);
4167 D3DSTATE_TO_STR(WINED3D_RS_SRGBWRITEENABLE);
4168 D3DSTATE_TO_STR(WINED3D_RS_DEPTHBIAS);
4169 D3DSTATE_TO_STR(WINED3D_RS_WRAP8);
4170 D3DSTATE_TO_STR(WINED3D_RS_WRAP9);
4171 D3DSTATE_TO_STR(WINED3D_RS_WRAP10);
4172 D3DSTATE_TO_STR(WINED3D_RS_WRAP11);
4173 D3DSTATE_TO_STR(WINED3D_RS_WRAP12);
4174 D3DSTATE_TO_STR(WINED3D_RS_WRAP13);
4175 D3DSTATE_TO_STR(WINED3D_RS_WRAP14);
4176 D3DSTATE_TO_STR(WINED3D_RS_WRAP15);
4177 D3DSTATE_TO_STR(WINED3D_RS_SEPARATEALPHABLENDENABLE);
4178 D3DSTATE_TO_STR(WINED3D_RS_SRCBLENDALPHA);
4179 D3DSTATE_TO_STR(WINED3D_RS_DESTBLENDALPHA);
4180 D3DSTATE_TO_STR(WINED3D_RS_BLENDOPALPHA);
4181 #undef D3DSTATE_TO_STR
4182 default:
4183 FIXME("Unrecognized %u render state!\n", state);
4184 return "unrecognized";
4188 const char *debug_d3dsamplerstate(enum wined3d_sampler_state state)
4190 switch (state)
4192 #define D3DSTATE_TO_STR(u) case u: return #u
4193 D3DSTATE_TO_STR(WINED3D_SAMP_BORDER_COLOR);
4194 D3DSTATE_TO_STR(WINED3D_SAMP_ADDRESS_U);
4195 D3DSTATE_TO_STR(WINED3D_SAMP_ADDRESS_V);
4196 D3DSTATE_TO_STR(WINED3D_SAMP_ADDRESS_W);
4197 D3DSTATE_TO_STR(WINED3D_SAMP_MAG_FILTER);
4198 D3DSTATE_TO_STR(WINED3D_SAMP_MIN_FILTER);
4199 D3DSTATE_TO_STR(WINED3D_SAMP_MIP_FILTER);
4200 D3DSTATE_TO_STR(WINED3D_SAMP_MIPMAP_LOD_BIAS);
4201 D3DSTATE_TO_STR(WINED3D_SAMP_MAX_MIP_LEVEL);
4202 D3DSTATE_TO_STR(WINED3D_SAMP_MAX_ANISOTROPY);
4203 D3DSTATE_TO_STR(WINED3D_SAMP_SRGB_TEXTURE);
4204 D3DSTATE_TO_STR(WINED3D_SAMP_ELEMENT_INDEX);
4205 D3DSTATE_TO_STR(WINED3D_SAMP_DMAP_OFFSET);
4206 #undef D3DSTATE_TO_STR
4207 default:
4208 FIXME("Unrecognized %u sampler state!\n", state);
4209 return "unrecognized";
4213 const char *debug_d3dtexturefiltertype(enum wined3d_texture_filter_type filter_type)
4215 switch (filter_type)
4217 #define D3DTEXTUREFILTERTYPE_TO_STR(u) case u: return #u
4218 D3DTEXTUREFILTERTYPE_TO_STR(WINED3D_TEXF_NONE);
4219 D3DTEXTUREFILTERTYPE_TO_STR(WINED3D_TEXF_POINT);
4220 D3DTEXTUREFILTERTYPE_TO_STR(WINED3D_TEXF_LINEAR);
4221 D3DTEXTUREFILTERTYPE_TO_STR(WINED3D_TEXF_ANISOTROPIC);
4222 D3DTEXTUREFILTERTYPE_TO_STR(WINED3D_TEXF_FLAT_CUBIC);
4223 D3DTEXTUREFILTERTYPE_TO_STR(WINED3D_TEXF_GAUSSIAN_CUBIC);
4224 D3DTEXTUREFILTERTYPE_TO_STR(WINED3D_TEXF_PYRAMIDAL_QUAD);
4225 D3DTEXTUREFILTERTYPE_TO_STR(WINED3D_TEXF_GAUSSIAN_QUAD);
4226 #undef D3DTEXTUREFILTERTYPE_TO_STR
4227 default:
4228 FIXME("Unrecognized texture filter type 0x%08x.\n", filter_type);
4229 return "unrecognized";
4233 const char *debug_d3dtexturestate(enum wined3d_texture_stage_state state)
4235 switch (state)
4237 #define D3DSTATE_TO_STR(u) case u: return #u
4238 D3DSTATE_TO_STR(WINED3D_TSS_COLOR_OP);
4239 D3DSTATE_TO_STR(WINED3D_TSS_COLOR_ARG1);
4240 D3DSTATE_TO_STR(WINED3D_TSS_COLOR_ARG2);
4241 D3DSTATE_TO_STR(WINED3D_TSS_ALPHA_OP);
4242 D3DSTATE_TO_STR(WINED3D_TSS_ALPHA_ARG1);
4243 D3DSTATE_TO_STR(WINED3D_TSS_ALPHA_ARG2);
4244 D3DSTATE_TO_STR(WINED3D_TSS_BUMPENV_MAT00);
4245 D3DSTATE_TO_STR(WINED3D_TSS_BUMPENV_MAT01);
4246 D3DSTATE_TO_STR(WINED3D_TSS_BUMPENV_MAT10);
4247 D3DSTATE_TO_STR(WINED3D_TSS_BUMPENV_MAT11);
4248 D3DSTATE_TO_STR(WINED3D_TSS_TEXCOORD_INDEX);
4249 D3DSTATE_TO_STR(WINED3D_TSS_BUMPENV_LSCALE);
4250 D3DSTATE_TO_STR(WINED3D_TSS_BUMPENV_LOFFSET);
4251 D3DSTATE_TO_STR(WINED3D_TSS_TEXTURE_TRANSFORM_FLAGS);
4252 D3DSTATE_TO_STR(WINED3D_TSS_COLOR_ARG0);
4253 D3DSTATE_TO_STR(WINED3D_TSS_ALPHA_ARG0);
4254 D3DSTATE_TO_STR(WINED3D_TSS_RESULT_ARG);
4255 D3DSTATE_TO_STR(WINED3D_TSS_CONSTANT);
4256 #undef D3DSTATE_TO_STR
4257 default:
4258 FIXME("Unrecognized %u texture state!\n", state);
4259 return "unrecognized";
4263 const char *debug_d3dtop(enum wined3d_texture_op d3dtop)
4265 switch (d3dtop)
4267 #define D3DTOP_TO_STR(u) case u: return #u
4268 D3DTOP_TO_STR(WINED3D_TOP_DISABLE);
4269 D3DTOP_TO_STR(WINED3D_TOP_SELECT_ARG1);
4270 D3DTOP_TO_STR(WINED3D_TOP_SELECT_ARG2);
4271 D3DTOP_TO_STR(WINED3D_TOP_MODULATE);
4272 D3DTOP_TO_STR(WINED3D_TOP_MODULATE_2X);
4273 D3DTOP_TO_STR(WINED3D_TOP_MODULATE_4X);
4274 D3DTOP_TO_STR(WINED3D_TOP_ADD);
4275 D3DTOP_TO_STR(WINED3D_TOP_ADD_SIGNED);
4276 D3DTOP_TO_STR(WINED3D_TOP_ADD_SIGNED_2X);
4277 D3DTOP_TO_STR(WINED3D_TOP_SUBTRACT);
4278 D3DTOP_TO_STR(WINED3D_TOP_ADD_SMOOTH);
4279 D3DTOP_TO_STR(WINED3D_TOP_BLEND_DIFFUSE_ALPHA);
4280 D3DTOP_TO_STR(WINED3D_TOP_BLEND_TEXTURE_ALPHA);
4281 D3DTOP_TO_STR(WINED3D_TOP_BLEND_FACTOR_ALPHA);
4282 D3DTOP_TO_STR(WINED3D_TOP_BLEND_TEXTURE_ALPHA_PM);
4283 D3DTOP_TO_STR(WINED3D_TOP_BLEND_CURRENT_ALPHA);
4284 D3DTOP_TO_STR(WINED3D_TOP_PREMODULATE);
4285 D3DTOP_TO_STR(WINED3D_TOP_MODULATE_ALPHA_ADD_COLOR);
4286 D3DTOP_TO_STR(WINED3D_TOP_MODULATE_COLOR_ADD_ALPHA);
4287 D3DTOP_TO_STR(WINED3D_TOP_MODULATE_INVALPHA_ADD_COLOR);
4288 D3DTOP_TO_STR(WINED3D_TOP_MODULATE_INVCOLOR_ADD_ALPHA);
4289 D3DTOP_TO_STR(WINED3D_TOP_BUMPENVMAP);
4290 D3DTOP_TO_STR(WINED3D_TOP_BUMPENVMAP_LUMINANCE);
4291 D3DTOP_TO_STR(WINED3D_TOP_DOTPRODUCT3);
4292 D3DTOP_TO_STR(WINED3D_TOP_MULTIPLY_ADD);
4293 D3DTOP_TO_STR(WINED3D_TOP_LERP);
4294 #undef D3DTOP_TO_STR
4295 default:
4296 FIXME("Unrecognized texture op %#x.\n", d3dtop);
4297 return "unrecognized";
4301 const char *debug_d3dtstype(enum wined3d_transform_state tstype)
4303 switch (tstype)
4305 #define TSTYPE_TO_STR(tstype) case tstype: return #tstype
4306 TSTYPE_TO_STR(WINED3D_TS_VIEW);
4307 TSTYPE_TO_STR(WINED3D_TS_PROJECTION);
4308 TSTYPE_TO_STR(WINED3D_TS_TEXTURE0);
4309 TSTYPE_TO_STR(WINED3D_TS_TEXTURE1);
4310 TSTYPE_TO_STR(WINED3D_TS_TEXTURE2);
4311 TSTYPE_TO_STR(WINED3D_TS_TEXTURE3);
4312 TSTYPE_TO_STR(WINED3D_TS_TEXTURE4);
4313 TSTYPE_TO_STR(WINED3D_TS_TEXTURE5);
4314 TSTYPE_TO_STR(WINED3D_TS_TEXTURE6);
4315 TSTYPE_TO_STR(WINED3D_TS_TEXTURE7);
4316 TSTYPE_TO_STR(WINED3D_TS_WORLD_MATRIX(0));
4317 TSTYPE_TO_STR(WINED3D_TS_WORLD_MATRIX(1));
4318 TSTYPE_TO_STR(WINED3D_TS_WORLD_MATRIX(2));
4319 TSTYPE_TO_STR(WINED3D_TS_WORLD_MATRIX(3));
4320 #undef TSTYPE_TO_STR
4321 default:
4322 if (tstype > 256 && tstype < 512)
4324 FIXME("WINED3D_TS_WORLD_MATRIX(%u). 1..255 not currently supported.\n", tstype);
4325 return ("WINED3D_TS_WORLD_MATRIX > 0");
4327 FIXME("Unrecognized transform state %#x.\n", tstype);
4328 return "unrecognized";
4332 const char *debug_shader_type(enum wined3d_shader_type type)
4334 switch(type)
4336 #define WINED3D_TO_STR(type) case type: return #type
4337 WINED3D_TO_STR(WINED3D_SHADER_TYPE_PIXEL);
4338 WINED3D_TO_STR(WINED3D_SHADER_TYPE_VERTEX);
4339 WINED3D_TO_STR(WINED3D_SHADER_TYPE_GEOMETRY);
4340 WINED3D_TO_STR(WINED3D_SHADER_TYPE_HULL);
4341 WINED3D_TO_STR(WINED3D_SHADER_TYPE_DOMAIN);
4342 WINED3D_TO_STR(WINED3D_SHADER_TYPE_COMPUTE);
4343 #undef WINED3D_TO_STR
4344 default:
4345 FIXME("Unrecognized shader type %#x.\n", type);
4346 return "unrecognized";
4350 const char *debug_d3dstate(DWORD state)
4352 if (STATE_IS_RENDER(state))
4353 return wine_dbg_sprintf("STATE_RENDER(%s)", debug_d3drenderstate(state - STATE_RENDER(0)));
4354 if (STATE_IS_TEXTURESTAGE(state))
4356 DWORD texture_stage = (state - STATE_TEXTURESTAGE(0, 0)) / (WINED3D_HIGHEST_TEXTURE_STATE + 1);
4357 DWORD texture_state = state - STATE_TEXTURESTAGE(texture_stage, 0);
4358 return wine_dbg_sprintf("STATE_TEXTURESTAGE(%#x, %s)",
4359 texture_stage, debug_d3dtexturestate(texture_state));
4361 if (STATE_IS_SAMPLER(state))
4362 return wine_dbg_sprintf("STATE_SAMPLER(%#x)", state - STATE_SAMPLER(0));
4363 if (STATE_IS_SHADER(state))
4364 return wine_dbg_sprintf("STATE_SHADER(%s)", debug_shader_type(state - STATE_SHADER(0)));
4365 if (STATE_IS_CONSTANT_BUFFER(state))
4366 return wine_dbg_sprintf("STATE_CONSTANT_BUFFER(%s)", debug_shader_type(state - STATE_CONSTANT_BUFFER(0)));
4367 if (STATE_IS_SHADER_RESOURCE_BINDING(state))
4368 return "STATE_SHADER_RESOURCE_BINDING";
4369 if (STATE_IS_UNORDERED_ACCESS_VIEW_BINDING(state))
4370 return "STATE_UNORDERED_ACCESS_VIEW_BINDING";
4371 if (STATE_IS_TRANSFORM(state))
4372 return wine_dbg_sprintf("STATE_TRANSFORM(%s)", debug_d3dtstype(state - STATE_TRANSFORM(0)));
4373 if (STATE_IS_STREAMSRC(state))
4374 return "STATE_STREAMSRC";
4375 if (STATE_IS_INDEXBUFFER(state))
4376 return "STATE_INDEXBUFFER";
4377 if (STATE_IS_VDECL(state))
4378 return "STATE_VDECL";
4379 if (STATE_IS_VIEWPORT(state))
4380 return "STATE_VIEWPORT";
4381 if (STATE_IS_LIGHT_TYPE(state))
4382 return "STATE_LIGHT_TYPE";
4383 if (STATE_IS_ACTIVELIGHT(state))
4384 return wine_dbg_sprintf("STATE_ACTIVELIGHT(%#x)", state - STATE_ACTIVELIGHT(0));
4385 if (STATE_IS_SCISSORRECT(state))
4386 return "STATE_SCISSORRECT";
4387 if (STATE_IS_CLIPPLANE(state))
4388 return wine_dbg_sprintf("STATE_CLIPPLANE(%#x)", state - STATE_CLIPPLANE(0));
4389 if (STATE_IS_MATERIAL(state))
4390 return "STATE_MATERIAL";
4391 if (STATE_IS_FRONTFACE(state))
4392 return "STATE_FRONTFACE";
4393 if (STATE_IS_POINTSPRITECOORDORIGIN(state))
4394 return "STATE_POINTSPRITECOORDORIGIN";
4395 if (STATE_IS_BASEVERTEXINDEX(state))
4396 return "STATE_BASEVERTEXINDEX";
4397 if (STATE_IS_FRAMEBUFFER(state))
4398 return "STATE_FRAMEBUFFER";
4399 if (STATE_IS_POINT_ENABLE(state))
4400 return "STATE_POINT_ENABLE";
4401 if (STATE_IS_COLOR_KEY(state))
4402 return "STATE_COLOR_KEY";
4404 return wine_dbg_sprintf("UNKNOWN_STATE(%#x)", state);
4407 const char *debug_d3dpool(enum wined3d_pool pool)
4409 switch (pool)
4411 #define POOL_TO_STR(p) case p: return #p
4412 POOL_TO_STR(WINED3D_POOL_DEFAULT);
4413 POOL_TO_STR(WINED3D_POOL_MANAGED);
4414 POOL_TO_STR(WINED3D_POOL_SYSTEM_MEM);
4415 POOL_TO_STR(WINED3D_POOL_SCRATCH);
4416 #undef POOL_TO_STR
4417 default:
4418 FIXME("Unrecognized pool %#x.\n", pool);
4419 return "unrecognized";
4423 const char *debug_fboattachment(GLenum attachment)
4425 switch(attachment)
4427 #define WINED3D_TO_STR(x) case x: return #x
4428 WINED3D_TO_STR(GL_COLOR_ATTACHMENT0);
4429 WINED3D_TO_STR(GL_COLOR_ATTACHMENT1);
4430 WINED3D_TO_STR(GL_COLOR_ATTACHMENT2);
4431 WINED3D_TO_STR(GL_COLOR_ATTACHMENT3);
4432 WINED3D_TO_STR(GL_COLOR_ATTACHMENT4);
4433 WINED3D_TO_STR(GL_COLOR_ATTACHMENT5);
4434 WINED3D_TO_STR(GL_COLOR_ATTACHMENT6);
4435 WINED3D_TO_STR(GL_COLOR_ATTACHMENT7);
4436 WINED3D_TO_STR(GL_COLOR_ATTACHMENT8);
4437 WINED3D_TO_STR(GL_COLOR_ATTACHMENT9);
4438 WINED3D_TO_STR(GL_COLOR_ATTACHMENT10);
4439 WINED3D_TO_STR(GL_COLOR_ATTACHMENT11);
4440 WINED3D_TO_STR(GL_COLOR_ATTACHMENT12);
4441 WINED3D_TO_STR(GL_COLOR_ATTACHMENT13);
4442 WINED3D_TO_STR(GL_COLOR_ATTACHMENT14);
4443 WINED3D_TO_STR(GL_COLOR_ATTACHMENT15);
4444 WINED3D_TO_STR(GL_DEPTH_ATTACHMENT);
4445 WINED3D_TO_STR(GL_STENCIL_ATTACHMENT);
4446 #undef WINED3D_TO_STR
4447 default:
4448 return wine_dbg_sprintf("Unknown FBO attachment %#x", attachment);
4452 const char *debug_fbostatus(GLenum status) {
4453 switch(status) {
4454 #define FBOSTATUS_TO_STR(u) case u: return #u
4455 FBOSTATUS_TO_STR(GL_FRAMEBUFFER_COMPLETE);
4456 FBOSTATUS_TO_STR(GL_FRAMEBUFFER_INCOMPLETE_ATTACHMENT);
4457 FBOSTATUS_TO_STR(GL_FRAMEBUFFER_INCOMPLETE_MISSING_ATTACHMENT);
4458 FBOSTATUS_TO_STR(GL_FRAMEBUFFER_INCOMPLETE_DIMENSIONS_EXT);
4459 FBOSTATUS_TO_STR(GL_FRAMEBUFFER_INCOMPLETE_FORMATS_EXT);
4460 FBOSTATUS_TO_STR(GL_FRAMEBUFFER_INCOMPLETE_DRAW_BUFFER);
4461 FBOSTATUS_TO_STR(GL_FRAMEBUFFER_INCOMPLETE_READ_BUFFER);
4462 FBOSTATUS_TO_STR(GL_FRAMEBUFFER_INCOMPLETE_MULTISAMPLE);
4463 FBOSTATUS_TO_STR(GL_FRAMEBUFFER_INCOMPLETE_LAYER_TARGETS);
4464 FBOSTATUS_TO_STR(GL_FRAMEBUFFER_INCOMPLETE_LAYER_COUNT_ARB);
4465 FBOSTATUS_TO_STR(GL_FRAMEBUFFER_UNSUPPORTED);
4466 FBOSTATUS_TO_STR(GL_FRAMEBUFFER_UNDEFINED);
4467 #undef FBOSTATUS_TO_STR
4468 default:
4469 FIXME("Unrecognized FBO status 0x%08x.\n", status);
4470 return "unrecognized";
4474 const char *debug_glerror(GLenum error) {
4475 switch(error) {
4476 #define GLERROR_TO_STR(u) case u: return #u
4477 GLERROR_TO_STR(GL_NO_ERROR);
4478 GLERROR_TO_STR(GL_INVALID_ENUM);
4479 GLERROR_TO_STR(GL_INVALID_VALUE);
4480 GLERROR_TO_STR(GL_INVALID_OPERATION);
4481 GLERROR_TO_STR(GL_STACK_OVERFLOW);
4482 GLERROR_TO_STR(GL_STACK_UNDERFLOW);
4483 GLERROR_TO_STR(GL_OUT_OF_MEMORY);
4484 GLERROR_TO_STR(GL_INVALID_FRAMEBUFFER_OPERATION);
4485 #undef GLERROR_TO_STR
4486 default:
4487 FIXME("Unrecognized GL error 0x%08x.\n", error);
4488 return "unrecognized";
4492 static const char *debug_fixup_channel_source(enum fixup_channel_source source)
4494 switch(source)
4496 #define WINED3D_TO_STR(x) case x: return #x
4497 WINED3D_TO_STR(CHANNEL_SOURCE_ZERO);
4498 WINED3D_TO_STR(CHANNEL_SOURCE_ONE);
4499 WINED3D_TO_STR(CHANNEL_SOURCE_X);
4500 WINED3D_TO_STR(CHANNEL_SOURCE_Y);
4501 WINED3D_TO_STR(CHANNEL_SOURCE_Z);
4502 WINED3D_TO_STR(CHANNEL_SOURCE_W);
4503 WINED3D_TO_STR(CHANNEL_SOURCE_COMPLEX0);
4504 WINED3D_TO_STR(CHANNEL_SOURCE_COMPLEX1);
4505 #undef WINED3D_TO_STR
4506 default:
4507 FIXME("Unrecognized fixup_channel_source %#x\n", source);
4508 return "unrecognized";
4512 static const char *debug_complex_fixup(enum complex_fixup fixup)
4514 switch(fixup)
4516 #define WINED3D_TO_STR(x) case x: return #x
4517 WINED3D_TO_STR(COMPLEX_FIXUP_YUY2);
4518 WINED3D_TO_STR(COMPLEX_FIXUP_UYVY);
4519 WINED3D_TO_STR(COMPLEX_FIXUP_YV12);
4520 WINED3D_TO_STR(COMPLEX_FIXUP_NV12);
4521 WINED3D_TO_STR(COMPLEX_FIXUP_P8);
4522 #undef WINED3D_TO_STR
4523 default:
4524 FIXME("Unrecognized complex fixup %#x\n", fixup);
4525 return "unrecognized";
4529 void dump_color_fixup_desc(struct color_fixup_desc fixup)
4531 if (is_complex_fixup(fixup))
4533 TRACE("\tComplex: %s\n", debug_complex_fixup(get_complex_fixup(fixup)));
4534 return;
4537 TRACE("\tX: %s%s\n", debug_fixup_channel_source(fixup.x_source), fixup.x_sign_fixup ? ", SIGN_FIXUP" : "");
4538 TRACE("\tY: %s%s\n", debug_fixup_channel_source(fixup.y_source), fixup.y_sign_fixup ? ", SIGN_FIXUP" : "");
4539 TRACE("\tZ: %s%s\n", debug_fixup_channel_source(fixup.z_source), fixup.z_sign_fixup ? ", SIGN_FIXUP" : "");
4540 TRACE("\tW: %s%s\n", debug_fixup_channel_source(fixup.w_source), fixup.w_sign_fixup ? ", SIGN_FIXUP" : "");
4543 BOOL is_invalid_op(const struct wined3d_state *state, int stage,
4544 enum wined3d_texture_op op, DWORD arg1, DWORD arg2, DWORD arg3)
4546 if (op == WINED3D_TOP_DISABLE)
4547 return FALSE;
4548 if (state->textures[stage])
4549 return FALSE;
4551 if ((arg1 & WINED3DTA_SELECTMASK) == WINED3DTA_TEXTURE
4552 && op != WINED3D_TOP_SELECT_ARG2)
4553 return TRUE;
4554 if ((arg2 & WINED3DTA_SELECTMASK) == WINED3DTA_TEXTURE
4555 && op != WINED3D_TOP_SELECT_ARG1)
4556 return TRUE;
4557 if ((arg3 & WINED3DTA_SELECTMASK) == WINED3DTA_TEXTURE
4558 && (op == WINED3D_TOP_MULTIPLY_ADD || op == WINED3D_TOP_LERP))
4559 return TRUE;
4561 return FALSE;
4564 void get_identity_matrix(struct wined3d_matrix *mat)
4566 static const struct wined3d_matrix identity =
4568 1.0f, 0.0f, 0.0f, 0.0f,
4569 0.0f, 1.0f, 0.0f, 0.0f,
4570 0.0f, 0.0f, 1.0f, 0.0f,
4571 0.0f, 0.0f, 0.0f, 1.0f,
4574 *mat = identity;
4577 void get_modelview_matrix(const struct wined3d_context *context, const struct wined3d_state *state,
4578 unsigned int index, struct wined3d_matrix *mat)
4580 if (context->last_was_rhw)
4581 get_identity_matrix(mat);
4582 else
4583 multiply_matrix(mat, &state->transforms[WINED3D_TS_VIEW], &state->transforms[WINED3D_TS_WORLD_MATRIX(index)]);
4586 void get_projection_matrix(const struct wined3d_context *context, const struct wined3d_state *state,
4587 struct wined3d_matrix *mat)
4589 BOOL clip_control = context->gl_info->supported[ARB_CLIP_CONTROL];
4590 BOOL flip = !clip_control && context->render_offscreen;
4591 float center_offset;
4593 /* There are a couple of additional things we have to take into account
4594 * here besides the projection transformation itself:
4595 * - We need to flip along the y-axis in case of offscreen rendering.
4596 * - OpenGL Z range is {-Wc,...,Wc} while D3D Z range is {0,...,Wc}.
4597 * - <= D3D9 coordinates refer to pixel centers while GL coordinates
4598 * refer to pixel corners.
4599 * - D3D has a top-left filling convention. We need to maintain this
4600 * even after the y-flip mentioned above.
4601 * In order to handle the last two points, we translate by
4602 * (63.0 / 128.0) / VPw and (63.0 / 128.0) / VPh. This is equivalent to
4603 * translating slightly less than half a pixel. We want the difference to
4604 * be large enough that it doesn't get lost due to rounding inside the
4605 * driver, but small enough to prevent it from interfering with any
4606 * anti-aliasing. */
4608 if (!clip_control && context->d3d_info->wined3d_creation_flags & WINED3D_PIXEL_CENTER_INTEGER)
4609 center_offset = 63.0f / 64.0f;
4610 else
4611 center_offset = -1.0f / 64.0f;
4613 if (context->last_was_rhw)
4615 /* Transform D3D RHW coordinates to OpenGL clip coordinates. */
4616 float x = state->viewport.x;
4617 float y = state->viewport.y;
4618 float w = state->viewport.width;
4619 float h = state->viewport.height;
4620 float x_scale = 2.0f / w;
4621 float x_offset = (center_offset - (2.0f * x) - w) / w;
4622 float y_scale = flip ? 2.0f / h : 2.0f / -h;
4623 float y_offset = flip
4624 ? (center_offset - (2.0f * y) - h) / h
4625 : (center_offset - (2.0f * y) - h) / -h;
4626 enum wined3d_depth_buffer_type zenable = state->fb->depth_stencil ?
4627 state->render_states[WINED3D_RS_ZENABLE] : WINED3D_ZB_FALSE;
4628 float z_scale = zenable ? clip_control ? 1.0f : 2.0f : 0.0f;
4629 float z_offset = zenable ? clip_control ? 0.0f : -1.0f : 0.0f;
4630 const struct wined3d_matrix projection =
4632 x_scale, 0.0f, 0.0f, 0.0f,
4633 0.0f, y_scale, 0.0f, 0.0f,
4634 0.0f, 0.0f, z_scale, 0.0f,
4635 x_offset, y_offset, z_offset, 1.0f,
4638 *mat = projection;
4640 else
4642 float y_scale = flip ? -1.0f : 1.0f;
4643 float x_offset = center_offset / state->viewport.width;
4644 float y_offset = flip
4645 ? center_offset / state->viewport.height
4646 : -center_offset / state->viewport.height;
4647 float z_scale = clip_control ? 1.0f : 2.0f;
4648 float z_offset = clip_control ? 0.0f : -1.0f;
4649 const struct wined3d_matrix projection =
4651 1.0f, 0.0f, 0.0f, 0.0f,
4652 0.0f, y_scale, 0.0f, 0.0f,
4653 0.0f, 0.0f, z_scale, 0.0f,
4654 x_offset, y_offset, z_offset, 1.0f,
4657 multiply_matrix(mat, &projection, &state->transforms[WINED3D_TS_PROJECTION]);
4661 /* Setup this textures matrix according to the texture flags. */
4662 static void compute_texture_matrix(const struct wined3d_gl_info *gl_info, const struct wined3d_matrix *matrix,
4663 DWORD flags, BOOL calculated_coords, BOOL transformed, enum wined3d_format_id format_id,
4664 BOOL ffp_proj_control, struct wined3d_matrix *out_matrix)
4666 struct wined3d_matrix mat;
4668 if (flags == WINED3D_TTFF_DISABLE || flags == WINED3D_TTFF_COUNT1 || transformed)
4670 get_identity_matrix(out_matrix);
4671 return;
4674 if (flags == (WINED3D_TTFF_COUNT1 | WINED3D_TTFF_PROJECTED))
4676 ERR("Invalid texture transform flags: WINED3D_TTFF_COUNT1 | WINED3D_TTFF_PROJECTED.\n");
4677 return;
4680 mat = *matrix;
4682 if (flags & WINED3D_TTFF_PROJECTED)
4684 if (!ffp_proj_control)
4686 switch (flags & ~WINED3D_TTFF_PROJECTED)
4688 case WINED3D_TTFF_COUNT2:
4689 mat._14 = mat._12;
4690 mat._24 = mat._22;
4691 mat._34 = mat._32;
4692 mat._44 = mat._42;
4693 mat._12 = mat._22 = mat._32 = mat._42 = 0.0f;
4694 break;
4695 case WINED3D_TTFF_COUNT3:
4696 mat._14 = mat._13;
4697 mat._24 = mat._23;
4698 mat._34 = mat._33;
4699 mat._44 = mat._43;
4700 mat._13 = mat._23 = mat._33 = mat._43 = 0.0f;
4701 break;
4705 else
4707 /* Under Direct3D the R/Z coord can be used for translation, under
4708 * OpenGL we use the Q coord instead. */
4709 if (!calculated_coords)
4711 switch (format_id)
4713 /* Direct3D passes the default 1.0 in the 2nd coord, while GL
4714 * passes it in the 4th. Swap 2nd and 4th coord. No need to
4715 * store the value of mat._41 in mat._21 because the input
4716 * value to the transformation will be 0, so the matrix value
4717 * is irrelevant. */
4718 case WINED3DFMT_R32_FLOAT:
4719 mat._41 = mat._21;
4720 mat._42 = mat._22;
4721 mat._43 = mat._23;
4722 mat._44 = mat._24;
4723 break;
4724 /* See above, just 3rd and 4th coord. */
4725 case WINED3DFMT_R32G32_FLOAT:
4726 mat._41 = mat._31;
4727 mat._42 = mat._32;
4728 mat._43 = mat._33;
4729 mat._44 = mat._34;
4730 break;
4731 case WINED3DFMT_R32G32B32_FLOAT: /* Opengl defaults match dx defaults */
4732 case WINED3DFMT_R32G32B32A32_FLOAT: /* No defaults apply, all app defined */
4734 /* This is to prevent swapping the matrix lines and put the default 4th coord = 1.0
4735 * into a bad place. The division elimination below will apply to make sure the
4736 * 1.0 doesn't do anything bad. The caller will set this value if the stride is 0
4738 case WINED3DFMT_UNKNOWN: /* No texture coords, 0/0/0/1 defaults are passed */
4739 break;
4740 default:
4741 FIXME("Unexpected fixed function texture coord input\n");
4744 if (!ffp_proj_control)
4746 switch (flags & ~WINED3D_TTFF_PROJECTED)
4748 /* case WINED3D_TTFF_COUNT1: Won't ever get here. */
4749 case WINED3D_TTFF_COUNT2:
4750 mat._13 = mat._23 = mat._33 = mat._43 = 0.0f;
4751 /* OpenGL divides the first 3 vertex coordinates by the 4th by
4752 * default, which is essentially the same as D3DTTFF_PROJECTED.
4753 * Make sure that the 4th coordinate evaluates to 1.0 to
4754 * eliminate that.
4756 * If the fixed function pipeline is used, the 4th value
4757 * remains unused, so there is no danger in doing this. With
4758 * vertex shaders we have a problem. Should an application hit
4759 * that problem, the code here would have to check for pixel
4760 * shaders, and the shader has to undo the default GL divide.
4762 * A more serious problem occurs if the application passes 4
4763 * coordinates in, and the 4th is != 1.0 (OpenGL default).
4764 * This would have to be fixed with immediate mode draws. */
4765 default:
4766 mat._14 = mat._24 = mat._34 = 0.0f; mat._44 = 1.0f;
4771 *out_matrix = mat;
4774 void get_texture_matrix(const struct wined3d_context *context, const struct wined3d_state *state,
4775 unsigned int tex, struct wined3d_matrix *mat)
4777 const struct wined3d_device *device = context->device;
4778 const struct wined3d_gl_info *gl_info = context->gl_info;
4779 BOOL generated = (state->texture_states[tex][WINED3D_TSS_TEXCOORD_INDEX] & 0xffff0000)
4780 != WINED3DTSS_TCI_PASSTHRU;
4781 unsigned int coord_idx = min(state->texture_states[tex][WINED3D_TSS_TEXCOORD_INDEX & 0x0000ffff],
4782 MAX_TEXTURES - 1);
4784 compute_texture_matrix(gl_info, &state->transforms[WINED3D_TS_TEXTURE0 + tex],
4785 state->texture_states[tex][WINED3D_TSS_TEXTURE_TRANSFORM_FLAGS],
4786 generated, context->last_was_rhw,
4787 context->stream_info.use_map & (1u << (WINED3D_FFP_TEXCOORD0 + coord_idx))
4788 ? context->stream_info.elements[WINED3D_FFP_TEXCOORD0 + coord_idx].format->id
4789 : WINED3DFMT_UNKNOWN,
4790 device->shader_backend->shader_has_ffp_proj_control(device->shader_priv), mat);
4792 if ((context->lastWasPow2Texture & (1u << tex)) && state->textures[tex])
4794 if (generated)
4795 FIXME("Non-power-of-two texture being used with generated texture coords.\n");
4796 /* NP2 texcoord fixup is implemented for pixelshaders so only enable the
4797 * fixed-function-pipeline fixup via pow2Matrix when no PS is used. */
4798 if (!use_ps(state))
4800 TRACE("Non-power-of-two texture matrix multiply fixup.\n");
4801 multiply_matrix(mat, mat, (struct wined3d_matrix *)state->textures[tex]->pow2_matrix);
4806 void get_pointsize_minmax(const struct wined3d_context *context, const struct wined3d_state *state,
4807 float *out_min, float *out_max)
4809 union
4811 DWORD d;
4812 float f;
4813 } min, max;
4815 min.d = state->render_states[WINED3D_RS_POINTSIZE_MIN];
4816 max.d = state->render_states[WINED3D_RS_POINTSIZE_MAX];
4818 if (min.f > max.f)
4819 min.f = max.f;
4821 *out_min = min.f;
4822 *out_max = max.f;
4825 void get_pointsize(const struct wined3d_context *context, const struct wined3d_state *state,
4826 float *out_pointsize, float *out_att)
4828 /* POINTSCALEENABLE controls how point size value is treated. If set to
4829 * true, the point size is scaled with respect to height of viewport.
4830 * When set to false point size is in pixels. */
4831 union
4833 DWORD d;
4834 float f;
4835 } pointsize, a, b, c;
4837 out_att[0] = 1.0f;
4838 out_att[1] = 0.0f;
4839 out_att[2] = 0.0f;
4841 pointsize.d = state->render_states[WINED3D_RS_POINTSIZE];
4842 a.d = state->render_states[WINED3D_RS_POINTSCALE_A];
4843 b.d = state->render_states[WINED3D_RS_POINTSCALE_B];
4844 c.d = state->render_states[WINED3D_RS_POINTSCALE_C];
4846 if (state->render_states[WINED3D_RS_POINTSCALEENABLE])
4848 float scale_factor = state->viewport.height * state->viewport.height;
4850 out_att[0] = a.f / scale_factor;
4851 out_att[1] = b.f / scale_factor;
4852 out_att[2] = c.f / scale_factor;
4854 *out_pointsize = pointsize.f;
4857 void get_fog_start_end(const struct wined3d_context *context, const struct wined3d_state *state,
4858 float *start, float *end)
4860 union
4862 DWORD d;
4863 float f;
4864 } tmpvalue;
4866 switch (context->fog_source)
4868 case FOGSOURCE_VS:
4869 *start = 1.0f;
4870 *end = 0.0f;
4871 break;
4873 case FOGSOURCE_COORD:
4874 *start = 255.0f;
4875 *end = 0.0f;
4876 break;
4878 case FOGSOURCE_FFP:
4879 tmpvalue.d = state->render_states[WINED3D_RS_FOGSTART];
4880 *start = tmpvalue.f;
4881 tmpvalue.d = state->render_states[WINED3D_RS_FOGEND];
4882 *end = tmpvalue.f;
4883 /* Special handling for fog_start == fog_end. In d3d with vertex
4884 * fog, everything is fogged. With table fog, everything with
4885 * fog_coord < fog_start is unfogged, and fog_coord > fog_start
4886 * is fogged. Windows drivers disagree when fog_coord == fog_start. */
4887 if (state->render_states[WINED3D_RS_FOGTABLEMODE] == WINED3D_FOG_NONE && *start == *end)
4889 *start = -INFINITY;
4890 *end = 0.0f;
4892 break;
4894 default:
4895 /* This should not happen, context->fog_source is set in wined3d, not the app. */
4896 ERR("Unexpected fog coordinate source.\n");
4897 *start = 0.0f;
4898 *end = 0.0f;
4902 /* Note: It's the caller's responsibility to ensure values can be expressed
4903 * in the requested format. UNORM formats for example can only express values
4904 * in the range 0.0f -> 1.0f. */
4905 DWORD wined3d_format_convert_from_float(const struct wined3d_format *format, const struct wined3d_color *color)
4907 static const struct
4909 enum wined3d_format_id format_id;
4910 float r_mul;
4911 float g_mul;
4912 float b_mul;
4913 float a_mul;
4914 BYTE r_shift;
4915 BYTE g_shift;
4916 BYTE b_shift;
4917 BYTE a_shift;
4919 conv[] =
4921 {WINED3DFMT_B8G8R8A8_UNORM, 255.0f, 255.0f, 255.0f, 255.0f, 16, 8, 0, 24},
4922 {WINED3DFMT_B8G8R8X8_UNORM, 255.0f, 255.0f, 255.0f, 255.0f, 16, 8, 0, 24},
4923 {WINED3DFMT_B8G8R8_UNORM, 255.0f, 255.0f, 255.0f, 255.0f, 16, 8, 0, 24},
4924 {WINED3DFMT_B5G6R5_UNORM, 31.0f, 63.0f, 31.0f, 0.0f, 11, 5, 0, 0},
4925 {WINED3DFMT_B5G5R5A1_UNORM, 31.0f, 31.0f, 31.0f, 1.0f, 10, 5, 0, 15},
4926 {WINED3DFMT_B5G5R5X1_UNORM, 31.0f, 31.0f, 31.0f, 1.0f, 10, 5, 0, 15},
4927 {WINED3DFMT_R8_UNORM, 255.0f, 0.0f, 0.0f, 0.0f, 0, 0, 0, 0},
4928 {WINED3DFMT_A8_UNORM, 0.0f, 0.0f, 0.0f, 255.0f, 0, 0, 0, 0},
4929 {WINED3DFMT_B4G4R4A4_UNORM, 15.0f, 15.0f, 15.0f, 15.0f, 8, 4, 0, 12},
4930 {WINED3DFMT_B4G4R4X4_UNORM, 15.0f, 15.0f, 15.0f, 15.0f, 8, 4, 0, 12},
4931 {WINED3DFMT_B2G3R3_UNORM, 7.0f, 7.0f, 3.0f, 0.0f, 5, 2, 0, 0},
4932 {WINED3DFMT_R8G8B8A8_UNORM, 255.0f, 255.0f, 255.0f, 255.0f, 0, 8, 16, 24},
4933 {WINED3DFMT_R8G8B8X8_UNORM, 255.0f, 255.0f, 255.0f, 255.0f, 0, 8, 16, 24},
4934 {WINED3DFMT_B10G10R10A2_UNORM, 1023.0f, 1023.0f, 1023.0f, 3.0f, 20, 10, 0, 30},
4935 {WINED3DFMT_R10G10B10A2_UNORM, 1023.0f, 1023.0f, 1023.0f, 3.0f, 0, 10, 20, 30},
4936 {WINED3DFMT_P8_UINT, 0.0f, 0.0f, 0.0f, 255.0f, 0, 0, 0, 0},
4938 unsigned int i;
4940 TRACE("Converting color %s to format %s.\n", debug_color(color), debug_d3dformat(format->id));
4942 for (i = 0; i < sizeof(conv) / sizeof(*conv); ++i)
4944 DWORD ret;
4946 if (format->id != conv[i].format_id) continue;
4948 ret = ((DWORD)((color->r * conv[i].r_mul) + 0.5f)) << conv[i].r_shift;
4949 ret |= ((DWORD)((color->g * conv[i].g_mul) + 0.5f)) << conv[i].g_shift;
4950 ret |= ((DWORD)((color->b * conv[i].b_mul) + 0.5f)) << conv[i].b_shift;
4951 ret |= ((DWORD)((color->a * conv[i].a_mul) + 0.5f)) << conv[i].a_shift;
4953 TRACE("Returning 0x%08x.\n", ret);
4955 return ret;
4958 FIXME("Conversion for format %s not implemented.\n", debug_d3dformat(format->id));
4960 return 0;
4963 static float color_to_float(DWORD color, DWORD size, DWORD offset)
4965 DWORD mask = (1u << size) - 1;
4967 if (!size)
4968 return 1.0f;
4970 color >>= offset;
4971 color &= mask;
4973 return (float)color / (float)mask;
4976 BOOL wined3d_format_convert_color_to_float(const struct wined3d_format *format,
4977 const struct wined3d_palette *palette, DWORD color, struct wined3d_color *float_color)
4979 switch (format->id)
4981 case WINED3DFMT_B8G8R8_UNORM:
4982 case WINED3DFMT_B8G8R8A8_UNORM:
4983 case WINED3DFMT_B8G8R8X8_UNORM:
4984 case WINED3DFMT_B5G6R5_UNORM:
4985 case WINED3DFMT_B5G5R5X1_UNORM:
4986 case WINED3DFMT_B5G5R5A1_UNORM:
4987 case WINED3DFMT_B4G4R4A4_UNORM:
4988 case WINED3DFMT_B2G3R3_UNORM:
4989 case WINED3DFMT_R8_UNORM:
4990 case WINED3DFMT_A8_UNORM:
4991 case WINED3DFMT_B2G3R3A8_UNORM:
4992 case WINED3DFMT_B4G4R4X4_UNORM:
4993 case WINED3DFMT_R10G10B10A2_UNORM:
4994 case WINED3DFMT_R10G10B10A2_SNORM:
4995 case WINED3DFMT_R8G8B8A8_UNORM:
4996 case WINED3DFMT_R8G8B8X8_UNORM:
4997 case WINED3DFMT_R16G16_UNORM:
4998 case WINED3DFMT_B10G10R10A2_UNORM:
4999 float_color->r = color_to_float(color, format->red_size, format->red_offset);
5000 float_color->g = color_to_float(color, format->green_size, format->green_offset);
5001 float_color->b = color_to_float(color, format->blue_size, format->blue_offset);
5002 float_color->a = color_to_float(color, format->alpha_size, format->alpha_offset);
5003 return TRUE;
5005 case WINED3DFMT_P8_UINT:
5006 if (palette)
5008 float_color->r = palette->colors[color].rgbRed / 255.0f;
5009 float_color->g = palette->colors[color].rgbGreen / 255.0f;
5010 float_color->b = palette->colors[color].rgbBlue / 255.0f;
5012 else
5014 float_color->r = 0.0f;
5015 float_color->g = 0.0f;
5016 float_color->b = 0.0f;
5018 float_color->a = color / 255.0f;
5019 return TRUE;
5021 default:
5022 ERR("Unhandled conversion from %s to floating point.\n", debug_d3dformat(format->id));
5023 return FALSE;
5027 void wined3d_format_get_float_color_key(const struct wined3d_format *format,
5028 const struct wined3d_color_key *key, struct wined3d_color *float_colors)
5030 struct wined3d_color slop;
5032 switch (format->id)
5034 case WINED3DFMT_B8G8R8_UNORM:
5035 case WINED3DFMT_B8G8R8A8_UNORM:
5036 case WINED3DFMT_B8G8R8X8_UNORM:
5037 case WINED3DFMT_B5G6R5_UNORM:
5038 case WINED3DFMT_B5G5R5X1_UNORM:
5039 case WINED3DFMT_B5G5R5A1_UNORM:
5040 case WINED3DFMT_B4G4R4A4_UNORM:
5041 case WINED3DFMT_B2G3R3_UNORM:
5042 case WINED3DFMT_R8_UNORM:
5043 case WINED3DFMT_A8_UNORM:
5044 case WINED3DFMT_B2G3R3A8_UNORM:
5045 case WINED3DFMT_B4G4R4X4_UNORM:
5046 case WINED3DFMT_R10G10B10A2_UNORM:
5047 case WINED3DFMT_R10G10B10A2_SNORM:
5048 case WINED3DFMT_R8G8B8A8_UNORM:
5049 case WINED3DFMT_R8G8B8X8_UNORM:
5050 case WINED3DFMT_R16G16_UNORM:
5051 case WINED3DFMT_B10G10R10A2_UNORM:
5052 slop.r = 0.5f / ((1u << format->red_size) - 1);
5053 slop.g = 0.5f / ((1u << format->green_size) - 1);
5054 slop.b = 0.5f / ((1u << format->blue_size) - 1);
5055 slop.a = 0.5f / ((1u << format->alpha_size) - 1);
5057 float_colors[0].r = color_to_float(key->color_space_low_value, format->red_size, format->red_offset)
5058 - slop.r;
5059 float_colors[0].g = color_to_float(key->color_space_low_value, format->green_size, format->green_offset)
5060 - slop.g;
5061 float_colors[0].b = color_to_float(key->color_space_low_value, format->blue_size, format->blue_offset)
5062 - slop.b;
5063 float_colors[0].a = color_to_float(key->color_space_low_value, format->alpha_size, format->alpha_offset)
5064 - slop.a;
5066 float_colors[1].r = color_to_float(key->color_space_high_value, format->red_size, format->red_offset)
5067 + slop.r;
5068 float_colors[1].g = color_to_float(key->color_space_high_value, format->green_size, format->green_offset)
5069 + slop.g;
5070 float_colors[1].b = color_to_float(key->color_space_high_value, format->blue_size, format->blue_offset)
5071 + slop.b;
5072 float_colors[1].a = color_to_float(key->color_space_high_value, format->alpha_size, format->alpha_offset)
5073 + slop.a;
5074 break;
5076 case WINED3DFMT_P8_UINT:
5077 float_colors[0].r = 0.0f;
5078 float_colors[0].g = 0.0f;
5079 float_colors[0].b = 0.0f;
5080 float_colors[0].a = (key->color_space_low_value - 0.5f) / 255.0f;
5082 float_colors[1].r = 0.0f;
5083 float_colors[1].g = 0.0f;
5084 float_colors[1].b = 0.0f;
5085 float_colors[1].a = (key->color_space_high_value + 0.5f) / 255.0f;
5086 break;
5088 default:
5089 ERR("Unhandled color key to float conversion for format %s.\n", debug_d3dformat(format->id));
5093 /* DirectDraw stuff */
5094 enum wined3d_format_id pixelformat_for_depth(DWORD depth)
5096 switch (depth)
5098 case 8: return WINED3DFMT_P8_UINT;
5099 case 15: return WINED3DFMT_B5G5R5X1_UNORM;
5100 case 16: return WINED3DFMT_B5G6R5_UNORM;
5101 case 24: return WINED3DFMT_B8G8R8X8_UNORM; /* Robots needs 24bit to be WINED3DFMT_B8G8R8X8_UNORM */
5102 case 32: return WINED3DFMT_B8G8R8X8_UNORM; /* EVE online and the Fur demo need 32bit AdapterDisplayMode to return WINED3DFMT_B8G8R8X8_UNORM */
5103 default: return WINED3DFMT_UNKNOWN;
5107 void multiply_matrix(struct wined3d_matrix *dst, const struct wined3d_matrix *src1, const struct wined3d_matrix *src2)
5109 struct wined3d_matrix tmp;
5111 /* Now do the multiplication 'by hand'.
5112 I know that all this could be optimised, but this will be done later :-) */
5113 tmp._11 = (src1->_11 * src2->_11) + (src1->_21 * src2->_12) + (src1->_31 * src2->_13) + (src1->_41 * src2->_14);
5114 tmp._21 = (src1->_11 * src2->_21) + (src1->_21 * src2->_22) + (src1->_31 * src2->_23) + (src1->_41 * src2->_24);
5115 tmp._31 = (src1->_11 * src2->_31) + (src1->_21 * src2->_32) + (src1->_31 * src2->_33) + (src1->_41 * src2->_34);
5116 tmp._41 = (src1->_11 * src2->_41) + (src1->_21 * src2->_42) + (src1->_31 * src2->_43) + (src1->_41 * src2->_44);
5118 tmp._12 = (src1->_12 * src2->_11) + (src1->_22 * src2->_12) + (src1->_32 * src2->_13) + (src1->_42 * src2->_14);
5119 tmp._22 = (src1->_12 * src2->_21) + (src1->_22 * src2->_22) + (src1->_32 * src2->_23) + (src1->_42 * src2->_24);
5120 tmp._32 = (src1->_12 * src2->_31) + (src1->_22 * src2->_32) + (src1->_32 * src2->_33) + (src1->_42 * src2->_34);
5121 tmp._42 = (src1->_12 * src2->_41) + (src1->_22 * src2->_42) + (src1->_32 * src2->_43) + (src1->_42 * src2->_44);
5123 tmp._13 = (src1->_13 * src2->_11) + (src1->_23 * src2->_12) + (src1->_33 * src2->_13) + (src1->_43 * src2->_14);
5124 tmp._23 = (src1->_13 * src2->_21) + (src1->_23 * src2->_22) + (src1->_33 * src2->_23) + (src1->_43 * src2->_24);
5125 tmp._33 = (src1->_13 * src2->_31) + (src1->_23 * src2->_32) + (src1->_33 * src2->_33) + (src1->_43 * src2->_34);
5126 tmp._43 = (src1->_13 * src2->_41) + (src1->_23 * src2->_42) + (src1->_33 * src2->_43) + (src1->_43 * src2->_44);
5128 tmp._14 = (src1->_14 * src2->_11) + (src1->_24 * src2->_12) + (src1->_34 * src2->_13) + (src1->_44 * src2->_14);
5129 tmp._24 = (src1->_14 * src2->_21) + (src1->_24 * src2->_22) + (src1->_34 * src2->_23) + (src1->_44 * src2->_24);
5130 tmp._34 = (src1->_14 * src2->_31) + (src1->_24 * src2->_32) + (src1->_34 * src2->_33) + (src1->_44 * src2->_34);
5131 tmp._44 = (src1->_14 * src2->_41) + (src1->_24 * src2->_42) + (src1->_34 * src2->_43) + (src1->_44 * src2->_44);
5133 *dst = tmp;
5136 DWORD get_flexible_vertex_size(DWORD d3dvtVertexType) {
5137 DWORD size = 0;
5138 int i;
5139 int numTextures = (d3dvtVertexType & WINED3DFVF_TEXCOUNT_MASK) >> WINED3DFVF_TEXCOUNT_SHIFT;
5141 if (d3dvtVertexType & WINED3DFVF_NORMAL) size += 3 * sizeof(float);
5142 if (d3dvtVertexType & WINED3DFVF_DIFFUSE) size += sizeof(DWORD);
5143 if (d3dvtVertexType & WINED3DFVF_SPECULAR) size += sizeof(DWORD);
5144 if (d3dvtVertexType & WINED3DFVF_PSIZE) size += sizeof(DWORD);
5145 switch (d3dvtVertexType & WINED3DFVF_POSITION_MASK) {
5146 case WINED3DFVF_XYZ: size += 3 * sizeof(float); break;
5147 case WINED3DFVF_XYZRHW: size += 4 * sizeof(float); break;
5148 case WINED3DFVF_XYZB1: size += 4 * sizeof(float); break;
5149 case WINED3DFVF_XYZB2: size += 5 * sizeof(float); break;
5150 case WINED3DFVF_XYZB3: size += 6 * sizeof(float); break;
5151 case WINED3DFVF_XYZB4: size += 7 * sizeof(float); break;
5152 case WINED3DFVF_XYZB5: size += 8 * sizeof(float); break;
5153 case WINED3DFVF_XYZW: size += 4 * sizeof(float); break;
5154 default: ERR("Unexpected position mask\n");
5156 for (i = 0; i < numTextures; i++) {
5157 size += GET_TEXCOORD_SIZE_FROM_FVF(d3dvtVertexType, i) * sizeof(float);
5160 return size;
5163 unsigned int wined3d_max_compat_varyings(const struct wined3d_gl_info *gl_info)
5165 /* On core profile we have to also count diffuse and specular colors and the
5166 * fog coordinate. */
5167 return gl_info->supported[WINED3D_GL_LEGACY_CONTEXT] ? MAX_TEXTURES * 4 : (MAX_TEXTURES + 2) * 4 + 1;
5170 void gen_ffp_frag_op(const struct wined3d_context *context, const struct wined3d_state *state,
5171 struct ffp_frag_settings *settings, BOOL ignore_textype)
5173 #define ARG1 0x01
5174 #define ARG2 0x02
5175 #define ARG0 0x04
5176 static const unsigned char args[WINED3D_TOP_LERP + 1] =
5178 /* undefined */ 0,
5179 /* D3DTOP_DISABLE */ 0,
5180 /* D3DTOP_SELECTARG1 */ ARG1,
5181 /* D3DTOP_SELECTARG2 */ ARG2,
5182 /* D3DTOP_MODULATE */ ARG1 | ARG2,
5183 /* D3DTOP_MODULATE2X */ ARG1 | ARG2,
5184 /* D3DTOP_MODULATE4X */ ARG1 | ARG2,
5185 /* D3DTOP_ADD */ ARG1 | ARG2,
5186 /* D3DTOP_ADDSIGNED */ ARG1 | ARG2,
5187 /* D3DTOP_ADDSIGNED2X */ ARG1 | ARG2,
5188 /* D3DTOP_SUBTRACT */ ARG1 | ARG2,
5189 /* D3DTOP_ADDSMOOTH */ ARG1 | ARG2,
5190 /* D3DTOP_BLENDDIFFUSEALPHA */ ARG1 | ARG2,
5191 /* D3DTOP_BLENDTEXTUREALPHA */ ARG1 | ARG2,
5192 /* D3DTOP_BLENDFACTORALPHA */ ARG1 | ARG2,
5193 /* D3DTOP_BLENDTEXTUREALPHAPM */ ARG1 | ARG2,
5194 /* D3DTOP_BLENDCURRENTALPHA */ ARG1 | ARG2,
5195 /* D3DTOP_PREMODULATE */ ARG1 | ARG2,
5196 /* D3DTOP_MODULATEALPHA_ADDCOLOR */ ARG1 | ARG2,
5197 /* D3DTOP_MODULATECOLOR_ADDALPHA */ ARG1 | ARG2,
5198 /* D3DTOP_MODULATEINVALPHA_ADDCOLOR */ ARG1 | ARG2,
5199 /* D3DTOP_MODULATEINVCOLOR_ADDALPHA */ ARG1 | ARG2,
5200 /* D3DTOP_BUMPENVMAP */ ARG1 | ARG2,
5201 /* D3DTOP_BUMPENVMAPLUMINANCE */ ARG1 | ARG2,
5202 /* D3DTOP_DOTPRODUCT3 */ ARG1 | ARG2,
5203 /* D3DTOP_MULTIPLYADD */ ARG1 | ARG2 | ARG0,
5204 /* D3DTOP_LERP */ ARG1 | ARG2 | ARG0
5206 unsigned int i;
5207 DWORD ttff;
5208 DWORD cop, aop, carg0, carg1, carg2, aarg0, aarg1, aarg2;
5209 const struct wined3d_gl_info *gl_info = context->gl_info;
5210 const struct wined3d_d3d_info *d3d_info = context->d3d_info;
5212 settings->padding = 0;
5214 for (i = 0; i < d3d_info->limits.ffp_blend_stages; ++i)
5216 const struct wined3d_texture *texture;
5218 settings->op[i].padding = 0;
5219 if (state->texture_states[i][WINED3D_TSS_COLOR_OP] == WINED3D_TOP_DISABLE)
5221 settings->op[i].cop = WINED3D_TOP_DISABLE;
5222 settings->op[i].aop = WINED3D_TOP_DISABLE;
5223 settings->op[i].carg0 = settings->op[i].carg1 = settings->op[i].carg2 = ARG_UNUSED;
5224 settings->op[i].aarg0 = settings->op[i].aarg1 = settings->op[i].aarg2 = ARG_UNUSED;
5225 settings->op[i].color_fixup = COLOR_FIXUP_IDENTITY;
5226 settings->op[i].dst = resultreg;
5227 settings->op[i].tex_type = WINED3D_GL_RES_TYPE_TEX_1D;
5228 settings->op[i].projected = proj_none;
5229 i++;
5230 break;
5233 if ((texture = state->textures[i]))
5235 if (can_use_texture_swizzle(gl_info, texture->resource.format))
5236 settings->op[i].color_fixup = COLOR_FIXUP_IDENTITY;
5237 else
5238 settings->op[i].color_fixup = texture->resource.format->color_fixup;
5239 if (ignore_textype)
5241 settings->op[i].tex_type = WINED3D_GL_RES_TYPE_TEX_1D;
5243 else
5245 switch (texture->target)
5247 case GL_TEXTURE_1D:
5248 settings->op[i].tex_type = WINED3D_GL_RES_TYPE_TEX_1D;
5249 break;
5250 case GL_TEXTURE_2D:
5251 settings->op[i].tex_type = WINED3D_GL_RES_TYPE_TEX_2D;
5252 break;
5253 case GL_TEXTURE_3D:
5254 settings->op[i].tex_type = WINED3D_GL_RES_TYPE_TEX_3D;
5255 break;
5256 case GL_TEXTURE_CUBE_MAP_ARB:
5257 settings->op[i].tex_type = WINED3D_GL_RES_TYPE_TEX_CUBE;
5258 break;
5259 case GL_TEXTURE_RECTANGLE_ARB:
5260 settings->op[i].tex_type = WINED3D_GL_RES_TYPE_TEX_RECT;
5261 break;
5264 } else {
5265 settings->op[i].color_fixup = COLOR_FIXUP_IDENTITY;
5266 settings->op[i].tex_type = WINED3D_GL_RES_TYPE_TEX_1D;
5269 cop = state->texture_states[i][WINED3D_TSS_COLOR_OP];
5270 aop = state->texture_states[i][WINED3D_TSS_ALPHA_OP];
5272 carg1 = (args[cop] & ARG1) ? state->texture_states[i][WINED3D_TSS_COLOR_ARG1] : ARG_UNUSED;
5273 carg2 = (args[cop] & ARG2) ? state->texture_states[i][WINED3D_TSS_COLOR_ARG2] : ARG_UNUSED;
5274 carg0 = (args[cop] & ARG0) ? state->texture_states[i][WINED3D_TSS_COLOR_ARG0] : ARG_UNUSED;
5276 if (is_invalid_op(state, i, cop, carg1, carg2, carg0))
5278 carg0 = ARG_UNUSED;
5279 carg2 = ARG_UNUSED;
5280 carg1 = WINED3DTA_CURRENT;
5281 cop = WINED3D_TOP_SELECT_ARG1;
5284 if (cop == WINED3D_TOP_DOTPRODUCT3)
5286 /* A dotproduct3 on the colorop overwrites the alphaop operation and replicates
5287 * the color result to the alpha component of the destination
5289 aop = cop;
5290 aarg1 = carg1;
5291 aarg2 = carg2;
5292 aarg0 = carg0;
5294 else
5296 aarg1 = (args[aop] & ARG1) ? state->texture_states[i][WINED3D_TSS_ALPHA_ARG1] : ARG_UNUSED;
5297 aarg2 = (args[aop] & ARG2) ? state->texture_states[i][WINED3D_TSS_ALPHA_ARG2] : ARG_UNUSED;
5298 aarg0 = (args[aop] & ARG0) ? state->texture_states[i][WINED3D_TSS_ALPHA_ARG0] : ARG_UNUSED;
5301 if (!i && state->textures[0] && state->render_states[WINED3D_RS_COLORKEYENABLE])
5303 GLenum texture_dimensions;
5305 texture = state->textures[0];
5306 texture_dimensions = texture->target;
5308 if (texture_dimensions == GL_TEXTURE_2D || texture_dimensions == GL_TEXTURE_RECTANGLE_ARB)
5310 if (texture->async.color_key_flags & WINED3D_CKEY_SRC_BLT && !texture->resource.format->alpha_size)
5312 if (aop == WINED3D_TOP_DISABLE)
5314 aarg1 = WINED3DTA_TEXTURE;
5315 aop = WINED3D_TOP_SELECT_ARG1;
5317 else if (aop == WINED3D_TOP_SELECT_ARG1 && aarg1 != WINED3DTA_TEXTURE)
5319 if (state->render_states[WINED3D_RS_ALPHABLENDENABLE])
5321 aarg2 = WINED3DTA_TEXTURE;
5322 aop = WINED3D_TOP_MODULATE;
5324 else aarg1 = WINED3DTA_TEXTURE;
5326 else if (aop == WINED3D_TOP_SELECT_ARG2 && aarg2 != WINED3DTA_TEXTURE)
5328 if (state->render_states[WINED3D_RS_ALPHABLENDENABLE])
5330 aarg1 = WINED3DTA_TEXTURE;
5331 aop = WINED3D_TOP_MODULATE;
5333 else aarg2 = WINED3DTA_TEXTURE;
5339 if (is_invalid_op(state, i, aop, aarg1, aarg2, aarg0))
5341 aarg0 = ARG_UNUSED;
5342 aarg2 = ARG_UNUSED;
5343 aarg1 = WINED3DTA_CURRENT;
5344 aop = WINED3D_TOP_SELECT_ARG1;
5347 if (carg1 == WINED3DTA_TEXTURE || carg2 == WINED3DTA_TEXTURE || carg0 == WINED3DTA_TEXTURE
5348 || aarg1 == WINED3DTA_TEXTURE || aarg2 == WINED3DTA_TEXTURE || aarg0 == WINED3DTA_TEXTURE)
5350 ttff = state->texture_states[i][WINED3D_TSS_TEXTURE_TRANSFORM_FLAGS];
5351 if (ttff == (WINED3D_TTFF_PROJECTED | WINED3D_TTFF_COUNT3))
5352 settings->op[i].projected = proj_count3;
5353 else if (ttff & WINED3D_TTFF_PROJECTED)
5354 settings->op[i].projected = proj_count4;
5355 else
5356 settings->op[i].projected = proj_none;
5358 else
5360 settings->op[i].projected = proj_none;
5363 settings->op[i].cop = cop;
5364 settings->op[i].aop = aop;
5365 settings->op[i].carg0 = carg0;
5366 settings->op[i].carg1 = carg1;
5367 settings->op[i].carg2 = carg2;
5368 settings->op[i].aarg0 = aarg0;
5369 settings->op[i].aarg1 = aarg1;
5370 settings->op[i].aarg2 = aarg2;
5372 if (state->texture_states[i][WINED3D_TSS_RESULT_ARG] == WINED3DTA_TEMP)
5373 settings->op[i].dst = tempreg;
5374 else
5375 settings->op[i].dst = resultreg;
5378 /* Clear unsupported stages */
5379 for(; i < MAX_TEXTURES; i++) {
5380 memset(&settings->op[i], 0xff, sizeof(settings->op[i]));
5383 if (!state->render_states[WINED3D_RS_FOGENABLE])
5385 settings->fog = WINED3D_FFP_PS_FOG_OFF;
5387 else if (state->render_states[WINED3D_RS_FOGTABLEMODE] == WINED3D_FOG_NONE)
5389 if (use_vs(state) || state->vertex_declaration->position_transformed)
5391 settings->fog = WINED3D_FFP_PS_FOG_LINEAR;
5393 else
5395 switch (state->render_states[WINED3D_RS_FOGVERTEXMODE])
5397 case WINED3D_FOG_NONE:
5398 case WINED3D_FOG_LINEAR:
5399 settings->fog = WINED3D_FFP_PS_FOG_LINEAR;
5400 break;
5401 case WINED3D_FOG_EXP:
5402 settings->fog = WINED3D_FFP_PS_FOG_EXP;
5403 break;
5404 case WINED3D_FOG_EXP2:
5405 settings->fog = WINED3D_FFP_PS_FOG_EXP2;
5406 break;
5410 else
5412 switch (state->render_states[WINED3D_RS_FOGTABLEMODE])
5414 case WINED3D_FOG_LINEAR:
5415 settings->fog = WINED3D_FFP_PS_FOG_LINEAR;
5416 break;
5417 case WINED3D_FOG_EXP:
5418 settings->fog = WINED3D_FFP_PS_FOG_EXP;
5419 break;
5420 case WINED3D_FOG_EXP2:
5421 settings->fog = WINED3D_FFP_PS_FOG_EXP2;
5422 break;
5425 settings->sRGB_write = !gl_info->supported[ARB_FRAMEBUFFER_SRGB] && needs_srgb_write(context, state, state->fb);
5426 if (d3d_info->vs_clipping || !use_vs(state) || !state->render_states[WINED3D_RS_CLIPPING]
5427 || !state->render_states[WINED3D_RS_CLIPPLANEENABLE])
5429 /* No need to emulate clipplanes if GL supports native vertex shader clipping or if
5430 * the fixed function vertex pipeline is used(which always supports clipplanes), or
5431 * if no clipplane is enabled
5433 settings->emul_clipplanes = 0;
5434 } else {
5435 settings->emul_clipplanes = 1;
5438 if (state->render_states[WINED3D_RS_COLORKEYENABLE] && state->textures[0]
5439 && state->textures[0]->async.color_key_flags & WINED3D_CKEY_SRC_BLT
5440 && settings->op[0].cop != WINED3D_TOP_DISABLE)
5441 settings->color_key_enabled = 1;
5442 else
5443 settings->color_key_enabled = 0;
5445 /* texcoords_initialized is set to meaningful values only when GL doesn't
5446 * support enough varyings to always pass around all the possible texture
5447 * coordinates.
5448 * This is used to avoid reading a varying not written by the vertex shader.
5449 * Reading uninitialized varyings on core profile contexts results in an
5450 * error while with builtin varyings on legacy contexts you get undefined
5451 * behavior. */
5452 if (d3d_info->limits.varying_count
5453 && d3d_info->limits.varying_count < wined3d_max_compat_varyings(gl_info))
5455 settings->texcoords_initialized = 0;
5456 for (i = 0; i < MAX_TEXTURES; ++i)
5458 if (use_vs(state))
5460 if (state->shader[WINED3D_SHADER_TYPE_VERTEX]->reg_maps.output_registers & (1u << i))
5461 settings->texcoords_initialized |= 1u << i;
5463 else
5465 const struct wined3d_stream_info *si = &context->stream_info;
5466 unsigned int coord_idx = state->texture_states[i][WINED3D_TSS_TEXCOORD_INDEX];
5467 if ((state->texture_states[i][WINED3D_TSS_TEXCOORD_INDEX] >> WINED3D_FFP_TCI_SHIFT)
5468 & WINED3D_FFP_TCI_MASK
5469 || (coord_idx < MAX_TEXTURES && (si->use_map & (1u << (WINED3D_FFP_TEXCOORD0 + coord_idx)))))
5470 settings->texcoords_initialized |= 1u << i;
5474 else
5476 settings->texcoords_initialized = (1u << MAX_TEXTURES) - 1;
5479 settings->pointsprite = state->render_states[WINED3D_RS_POINTSPRITEENABLE]
5480 && state->gl_primitive_type == GL_POINTS;
5482 if (gl_info->supported[WINED3D_GL_LEGACY_CONTEXT])
5483 settings->alpha_test_func = WINED3D_CMP_ALWAYS - 1;
5484 else
5485 settings->alpha_test_func = (state->render_states[WINED3D_RS_ALPHATESTENABLE]
5486 ? wined3d_sanitize_cmp_func(state->render_states[WINED3D_RS_ALPHAFUNC])
5487 : WINED3D_CMP_ALWAYS) - 1;
5489 if (d3d_info->emulated_flatshading)
5490 settings->flatshading = state->render_states[WINED3D_RS_SHADEMODE] == WINED3D_SHADE_FLAT;
5491 else
5492 settings->flatshading = FALSE;
5495 const struct ffp_frag_desc *find_ffp_frag_shader(const struct wine_rb_tree *fragment_shaders,
5496 const struct ffp_frag_settings *settings)
5498 struct wine_rb_entry *entry = wine_rb_get(fragment_shaders, settings);
5499 return entry ? WINE_RB_ENTRY_VALUE(entry, struct ffp_frag_desc, entry) : NULL;
5502 void add_ffp_frag_shader(struct wine_rb_tree *shaders, struct ffp_frag_desc *desc)
5504 /* Note that the key is the implementation independent part of the ffp_frag_desc structure,
5505 * whereas desc points to an extended structure with implementation specific parts. */
5506 if (wine_rb_put(shaders, &desc->settings, &desc->entry) == -1)
5508 ERR("Failed to insert ffp frag shader.\n");
5512 /* Activates the texture dimension according to the bound D3D texture. Does
5513 * not care for the colorop or correct gl texture unit (when using nvrc).
5514 * Requires the caller to activate the correct unit. */
5515 /* Context activation is done by the caller (state handler). */
5516 void texture_activate_dimensions(const struct wined3d_texture *texture, const struct wined3d_gl_info *gl_info)
5518 if (texture)
5520 switch (texture->target)
5522 case GL_TEXTURE_2D:
5523 gl_info->gl_ops.gl.p_glDisable(GL_TEXTURE_3D);
5524 checkGLcall("glDisable(GL_TEXTURE_3D)");
5525 if (gl_info->supported[ARB_TEXTURE_CUBE_MAP])
5527 gl_info->gl_ops.gl.p_glDisable(GL_TEXTURE_CUBE_MAP_ARB);
5528 checkGLcall("glDisable(GL_TEXTURE_CUBE_MAP_ARB)");
5530 if (gl_info->supported[ARB_TEXTURE_RECTANGLE])
5532 gl_info->gl_ops.gl.p_glDisable(GL_TEXTURE_RECTANGLE_ARB);
5533 checkGLcall("glDisable(GL_TEXTURE_RECTANGLE_ARB)");
5535 gl_info->gl_ops.gl.p_glEnable(GL_TEXTURE_2D);
5536 checkGLcall("glEnable(GL_TEXTURE_2D)");
5537 break;
5538 case GL_TEXTURE_RECTANGLE_ARB:
5539 gl_info->gl_ops.gl.p_glDisable(GL_TEXTURE_2D);
5540 checkGLcall("glDisable(GL_TEXTURE_2D)");
5541 gl_info->gl_ops.gl.p_glDisable(GL_TEXTURE_3D);
5542 checkGLcall("glDisable(GL_TEXTURE_3D)");
5543 if (gl_info->supported[ARB_TEXTURE_CUBE_MAP])
5545 gl_info->gl_ops.gl.p_glDisable(GL_TEXTURE_CUBE_MAP_ARB);
5546 checkGLcall("glDisable(GL_TEXTURE_CUBE_MAP_ARB)");
5548 gl_info->gl_ops.gl.p_glEnable(GL_TEXTURE_RECTANGLE_ARB);
5549 checkGLcall("glEnable(GL_TEXTURE_RECTANGLE_ARB)");
5550 break;
5551 case GL_TEXTURE_3D:
5552 if (gl_info->supported[ARB_TEXTURE_CUBE_MAP])
5554 gl_info->gl_ops.gl.p_glDisable(GL_TEXTURE_CUBE_MAP_ARB);
5555 checkGLcall("glDisable(GL_TEXTURE_CUBE_MAP_ARB)");
5557 if (gl_info->supported[ARB_TEXTURE_RECTANGLE])
5559 gl_info->gl_ops.gl.p_glDisable(GL_TEXTURE_RECTANGLE_ARB);
5560 checkGLcall("glDisable(GL_TEXTURE_RECTANGLE_ARB)");
5562 gl_info->gl_ops.gl.p_glDisable(GL_TEXTURE_2D);
5563 checkGLcall("glDisable(GL_TEXTURE_2D)");
5564 gl_info->gl_ops.gl.p_glEnable(GL_TEXTURE_3D);
5565 checkGLcall("glEnable(GL_TEXTURE_3D)");
5566 break;
5567 case GL_TEXTURE_CUBE_MAP_ARB:
5568 gl_info->gl_ops.gl.p_glDisable(GL_TEXTURE_2D);
5569 checkGLcall("glDisable(GL_TEXTURE_2D)");
5570 gl_info->gl_ops.gl.p_glDisable(GL_TEXTURE_3D);
5571 checkGLcall("glDisable(GL_TEXTURE_3D)");
5572 if (gl_info->supported[ARB_TEXTURE_RECTANGLE])
5574 gl_info->gl_ops.gl.p_glDisable(GL_TEXTURE_RECTANGLE_ARB);
5575 checkGLcall("glDisable(GL_TEXTURE_RECTANGLE_ARB)");
5577 gl_info->gl_ops.gl.p_glEnable(GL_TEXTURE_CUBE_MAP_ARB);
5578 checkGLcall("glEnable(GL_TEXTURE_CUBE_MAP_ARB)");
5579 break;
5582 else
5584 gl_info->gl_ops.gl.p_glEnable(GL_TEXTURE_2D);
5585 checkGLcall("glEnable(GL_TEXTURE_2D)");
5586 gl_info->gl_ops.gl.p_glDisable(GL_TEXTURE_3D);
5587 checkGLcall("glDisable(GL_TEXTURE_3D)");
5588 if (gl_info->supported[ARB_TEXTURE_CUBE_MAP])
5590 gl_info->gl_ops.gl.p_glDisable(GL_TEXTURE_CUBE_MAP_ARB);
5591 checkGLcall("glDisable(GL_TEXTURE_CUBE_MAP_ARB)");
5593 if (gl_info->supported[ARB_TEXTURE_RECTANGLE])
5595 gl_info->gl_ops.gl.p_glDisable(GL_TEXTURE_RECTANGLE_ARB);
5596 checkGLcall("glDisable(GL_TEXTURE_RECTANGLE_ARB)");
5598 /* Binding textures is done by samplers. A dummy texture will be bound */
5602 /* Context activation is done by the caller (state handler). */
5603 void sampler_texdim(struct wined3d_context *context, const struct wined3d_state *state, DWORD state_id)
5605 DWORD sampler = state_id - STATE_SAMPLER(0);
5606 DWORD mapped_stage = context->tex_unit_map[sampler];
5608 /* No need to enable / disable anything here for unused samplers. The
5609 * tex_colorop handler takes care. Also no action is needed with pixel
5610 * shaders, or if tex_colorop will take care of this business. */
5611 if (mapped_stage == WINED3D_UNMAPPED_STAGE || mapped_stage >= context->gl_info->limits.textures)
5612 return;
5613 if (sampler >= context->lowest_disabled_stage)
5614 return;
5615 if (isStateDirty(context, STATE_TEXTURESTAGE(sampler, WINED3D_TSS_COLOR_OP)))
5616 return;
5618 texture_activate_dimensions(state->textures[sampler], context->gl_info);
5621 int wined3d_ffp_frag_program_key_compare(const void *key, const struct wine_rb_entry *entry)
5623 const struct ffp_frag_settings *ka = key;
5624 const struct ffp_frag_settings *kb = &WINE_RB_ENTRY_VALUE(entry, const struct ffp_frag_desc, entry)->settings;
5626 return memcmp(ka, kb, sizeof(*ka));
5629 void wined3d_ffp_get_vs_settings(const struct wined3d_context *context,
5630 const struct wined3d_state *state, struct wined3d_ffp_vs_settings *settings)
5632 const struct wined3d_stream_info *si = &context->stream_info;
5633 const struct wined3d_gl_info *gl_info = context->gl_info;
5634 const struct wined3d_d3d_info *d3d_info = context->d3d_info;
5635 unsigned int coord_idx, i;
5637 memset(settings, 0, sizeof(*settings));
5639 if (si->position_transformed)
5641 settings->transformed = 1;
5642 settings->point_size = state->gl_primitive_type == GL_POINTS;
5643 settings->per_vertex_point_size = !!(si->use_map & 1u << WINED3D_FFP_PSIZE);
5644 if (!state->render_states[WINED3D_RS_FOGENABLE])
5645 settings->fog_mode = WINED3D_FFP_VS_FOG_OFF;
5646 else if (state->render_states[WINED3D_RS_FOGTABLEMODE] != WINED3D_FOG_NONE)
5647 settings->fog_mode = WINED3D_FFP_VS_FOG_DEPTH;
5648 else
5649 settings->fog_mode = WINED3D_FFP_VS_FOG_FOGCOORD;
5651 for (i = 0; i < MAX_TEXTURES; ++i)
5653 coord_idx = state->texture_states[i][WINED3D_TSS_TEXCOORD_INDEX];
5654 if (coord_idx < MAX_TEXTURES && (si->use_map & (1u << (WINED3D_FFP_TEXCOORD0 + coord_idx))))
5655 settings->texcoords |= 1u << i;
5656 settings->texgen[i] = state->texture_states[i][WINED3D_TSS_TEXCOORD_INDEX];
5658 if (d3d_info->limits.varying_count >= wined3d_max_compat_varyings(gl_info))
5659 settings->texcoords = (1u << MAX_TEXTURES) - 1;
5661 if (d3d_info->emulated_flatshading)
5662 settings->flatshading = state->render_states[WINED3D_RS_SHADEMODE] == WINED3D_SHADE_FLAT;
5663 else
5664 settings->flatshading = FALSE;
5666 settings->swizzle_map = si->swizzle_map;
5668 return;
5671 switch (state->render_states[WINED3D_RS_VERTEXBLEND])
5673 case WINED3D_VBF_DISABLE:
5674 case WINED3D_VBF_1WEIGHTS:
5675 case WINED3D_VBF_2WEIGHTS:
5676 case WINED3D_VBF_3WEIGHTS:
5677 settings->vertexblends = state->render_states[WINED3D_RS_VERTEXBLEND];
5678 break;
5679 default:
5680 FIXME("Unsupported vertex blending: %d\n", state->render_states[WINED3D_RS_VERTEXBLEND]);
5681 break;
5684 settings->clipping = state->render_states[WINED3D_RS_CLIPPING]
5685 && state->render_states[WINED3D_RS_CLIPPLANEENABLE];
5686 settings->normal = !!(si->use_map & (1u << WINED3D_FFP_NORMAL));
5687 settings->normalize = settings->normal && state->render_states[WINED3D_RS_NORMALIZENORMALS];
5688 settings->lighting = !!state->render_states[WINED3D_RS_LIGHTING];
5689 settings->localviewer = !!state->render_states[WINED3D_RS_LOCALVIEWER];
5690 settings->point_size = state->gl_primitive_type == GL_POINTS;
5691 settings->per_vertex_point_size = !!(si->use_map & 1u << WINED3D_FFP_PSIZE);
5693 if (state->render_states[WINED3D_RS_COLORVERTEX] && (si->use_map & (1u << WINED3D_FFP_DIFFUSE)))
5695 settings->diffuse_source = state->render_states[WINED3D_RS_DIFFUSEMATERIALSOURCE];
5696 settings->emissive_source = state->render_states[WINED3D_RS_EMISSIVEMATERIALSOURCE];
5697 settings->ambient_source = state->render_states[WINED3D_RS_AMBIENTMATERIALSOURCE];
5698 settings->specular_source = state->render_states[WINED3D_RS_SPECULARMATERIALSOURCE];
5700 else
5702 settings->diffuse_source = WINED3D_MCS_MATERIAL;
5703 settings->emissive_source = WINED3D_MCS_MATERIAL;
5704 settings->ambient_source = WINED3D_MCS_MATERIAL;
5705 settings->specular_source = WINED3D_MCS_MATERIAL;
5708 for (i = 0; i < MAX_TEXTURES; ++i)
5710 coord_idx = state->texture_states[i][WINED3D_TSS_TEXCOORD_INDEX];
5711 if (coord_idx < MAX_TEXTURES && (si->use_map & (1u << (WINED3D_FFP_TEXCOORD0 + coord_idx))))
5712 settings->texcoords |= 1u << i;
5713 settings->texgen[i] = state->texture_states[i][WINED3D_TSS_TEXCOORD_INDEX];
5715 if (d3d_info->limits.varying_count >= wined3d_max_compat_varyings(gl_info))
5716 settings->texcoords = (1u << MAX_TEXTURES) - 1;
5718 for (i = 0; i < MAX_ACTIVE_LIGHTS; ++i)
5720 if (state->lights[i])
5721 settings->light_type |= (state->lights[i]->OriginalParms.type
5722 & WINED3D_FFP_LIGHT_TYPE_MASK) << WINED3D_FFP_LIGHT_TYPE_SHIFT(i);
5725 if (!state->render_states[WINED3D_RS_FOGENABLE])
5726 settings->fog_mode = WINED3D_FFP_VS_FOG_OFF;
5727 else if (state->render_states[WINED3D_RS_FOGTABLEMODE] != WINED3D_FOG_NONE)
5729 settings->fog_mode = WINED3D_FFP_VS_FOG_DEPTH;
5731 if (state->transforms[WINED3D_TS_PROJECTION]._14 == 0.0f
5732 && state->transforms[WINED3D_TS_PROJECTION]._24 == 0.0f
5733 && state->transforms[WINED3D_TS_PROJECTION]._34 == 0.0f
5734 && state->transforms[WINED3D_TS_PROJECTION]._44 == 1.0f)
5735 settings->ortho_fog = 1;
5737 else if (state->render_states[WINED3D_RS_FOGVERTEXMODE] == WINED3D_FOG_NONE)
5738 settings->fog_mode = WINED3D_FFP_VS_FOG_FOGCOORD;
5739 else if (state->render_states[WINED3D_RS_RANGEFOGENABLE])
5740 settings->fog_mode = WINED3D_FFP_VS_FOG_RANGE;
5741 else
5742 settings->fog_mode = WINED3D_FFP_VS_FOG_DEPTH;
5744 if (d3d_info->emulated_flatshading)
5745 settings->flatshading = state->render_states[WINED3D_RS_SHADEMODE] == WINED3D_SHADE_FLAT;
5746 else
5747 settings->flatshading = FALSE;
5749 settings->swizzle_map = si->swizzle_map;
5752 int wined3d_ffp_vertex_program_key_compare(const void *key, const struct wine_rb_entry *entry)
5754 const struct wined3d_ffp_vs_settings *ka = key;
5755 const struct wined3d_ffp_vs_settings *kb = &WINE_RB_ENTRY_VALUE(entry,
5756 const struct wined3d_ffp_vs_desc, entry)->settings;
5758 return memcmp(ka, kb, sizeof(*ka));
5761 const struct blit_shader *wined3d_select_blitter(const struct wined3d_gl_info *gl_info,
5762 const struct wined3d_d3d_info *d3d_info, enum wined3d_blit_op blit_op,
5763 const RECT *src_rect, DWORD src_usage, enum wined3d_pool src_pool, const struct wined3d_format *src_format,
5764 const RECT *dst_rect, DWORD dst_usage, enum wined3d_pool dst_pool, const struct wined3d_format *dst_format)
5766 static const struct blit_shader * const blitters[] =
5768 &arbfp_blit,
5769 &ffp_blit,
5770 &cpu_blit,
5772 unsigned int i;
5774 for (i = 0; i < sizeof(blitters) / sizeof(*blitters); ++i)
5776 if (blitters[i]->blit_supported(gl_info, d3d_info, blit_op,
5777 src_rect, src_usage, src_pool, src_format,
5778 dst_rect, dst_usage, dst_pool, dst_format))
5779 return blitters[i];
5782 return NULL;
5785 void wined3d_get_draw_rect(const struct wined3d_state *state, RECT *rect)
5787 const struct wined3d_viewport *vp = &state->viewport;
5789 SetRect(rect, vp->x, vp->y, vp->x + vp->width, vp->y + vp->height);
5791 if (state->render_states[WINED3D_RS_SCISSORTESTENABLE])
5792 IntersectRect(rect, rect, &state->scissor_rect);
5795 const char *wined3d_debug_location(DWORD location)
5797 const char *prefix = "";
5798 const char *suffix = "";
5799 char buf[294];
5801 if (wined3d_popcount(location) > 16)
5803 prefix = "~(";
5804 location = ~location;
5805 suffix = ")";
5808 buf[0] = '\0';
5809 #define LOCATION_TO_STR(u) if (location & u) { strcat(buf, " | "#u); location &= ~u; }
5810 LOCATION_TO_STR(WINED3D_LOCATION_DISCARDED);
5811 LOCATION_TO_STR(WINED3D_LOCATION_SYSMEM);
5812 LOCATION_TO_STR(WINED3D_LOCATION_USER_MEMORY);
5813 LOCATION_TO_STR(WINED3D_LOCATION_BUFFER);
5814 LOCATION_TO_STR(WINED3D_LOCATION_TEXTURE_RGB);
5815 LOCATION_TO_STR(WINED3D_LOCATION_TEXTURE_SRGB);
5816 LOCATION_TO_STR(WINED3D_LOCATION_DRAWABLE);
5817 LOCATION_TO_STR(WINED3D_LOCATION_RB_MULTISAMPLE);
5818 LOCATION_TO_STR(WINED3D_LOCATION_RB_RESOLVED);
5819 #undef LOCATION_TO_STR
5820 if (location) FIXME("Unrecognized location flag(s) %#x.\n", location);
5822 return wine_dbg_sprintf("%s%s%s", prefix, buf[0] ? &buf[3] : "0", suffix);
5825 /* Print a floating point value with the %.8e format specifier, always using
5826 * '.' as decimal separator. */
5827 void wined3d_ftoa(float value, char *s)
5829 int idx = 1;
5831 if (copysignf(1.0f, value) < 0.0f)
5832 ++idx;
5834 /* Be sure to allocate a buffer of at least 17 characters for the result
5835 as sprintf may return a 3 digit exponent when using the MSVC runtime
5836 instead of a 2 digit exponent. */
5837 sprintf(s, "%.8e", value);
5838 if (isfinite(value))
5839 s[idx] = '.';
5842 void wined3d_release_dc(HWND window, HDC dc)
5844 /* You'd figure ReleaseDC() would fail if the DC doesn't match the window.
5845 * However, that's not what actually happens, and there are user32 tests
5846 * that confirm ReleaseDC() with the wrong window is supposed to succeed.
5847 * So explicitly check that the DC belongs to the window, since we want to
5848 * avoid releasing a DC that belongs to some other window if the original
5849 * window was already destroyed. */
5850 if (WindowFromDC(dc) != window)
5851 WARN("DC %p does not belong to window %p.\n", dc, window);
5852 else if (!ReleaseDC(window, dc))
5853 ERR("Failed to release device context %p, last error %#x.\n", dc, GetLastError());
5856 BOOL wined3d_clip_blit(const RECT *clip_rect, RECT *clipped, RECT *other)
5858 RECT orig = *clipped;
5859 float scale_x = (float)(orig.right - orig.left) / (float)(other->right - other->left);
5860 float scale_y = (float)(orig.bottom - orig.top) / (float)(other->bottom - other->top);
5862 IntersectRect(clipped, clipped, clip_rect);
5864 if (IsRectEmpty(clipped))
5866 SetRectEmpty(other);
5867 return FALSE;
5870 other->left += (LONG)((clipped->left - orig.left) / scale_x);
5871 other->top += (LONG)((clipped->top - orig.top) / scale_y);
5872 other->right -= (LONG)((orig.right - clipped->right) / scale_x);
5873 other->bottom -= (LONG)((orig.bottom - clipped->bottom) / scale_y);
5875 return TRUE;
5878 void wined3d_gl_limits_get_uniform_block_range(const struct wined3d_gl_limits *gl_limits,
5879 enum wined3d_shader_type shader_type, unsigned int *base, unsigned int *count)
5881 *base = 0;
5882 *count = gl_limits->vertex_uniform_blocks;
5884 if (shader_type == WINED3D_SHADER_TYPE_VERTEX)
5885 return;
5887 *base += *count;
5888 *count = gl_limits->geometry_uniform_blocks;
5890 if (shader_type == WINED3D_SHADER_TYPE_GEOMETRY)
5891 return;
5893 *base += *count;
5894 *count = gl_limits->fragment_uniform_blocks;
5896 if (shader_type == WINED3D_SHADER_TYPE_PIXEL)
5897 return;
5899 *base += *count;
5900 *count = 0;
5902 ERR("Unhandled shader type %#x.\n", shader_type);