mshtml: Reimplement get_node_obj using vtbl comparison.
[wine.git] / dlls / wined3d / utils.c
blobf8f301aad58eab0fef273c4d90f524eeb3053e07
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 "wined3d_private.h"
32 WINE_DEFAULT_DEBUG_CHANNEL(d3d);
34 struct StaticPixelFormatDesc
36 enum wined3d_format_id id;
37 DWORD alphaMask, redMask, greenMask, blueMask;
38 UINT bpp;
39 BYTE depthSize, stencilSize;
42 /*****************************************************************************
43 * Pixel format array
45 * For the formats WINED3DFMT_A32B32G32R32F, WINED3DFMT_A16B16G16R16F,
46 * and WINED3DFMT_A16B16G16R16 do not have correct alpha masks, because the
47 * high masks do not fit into the 32 bit values needed for ddraw. It is only
48 * used for ddraw mostly, and to figure out if the format has alpha at all, so
49 * setting a mask like 0x1 for those surfaces is correct. The 64 and 128 bit
50 * formats are not usable in 2D rendering because ddraw doesn't support them.
52 static const struct StaticPixelFormatDesc formats[] =
54 /* format id alphamask redmask greenmask bluemask bpp depth stencil */
55 {WINED3DFMT_UNKNOWN, 0x0, 0x0, 0x0, 0x0, 0, 0, 0},
56 /* FourCC formats */
57 {WINED3DFMT_UYVY, 0x0, 0x0, 0x0, 0x0, 2, 0, 0},
58 {WINED3DFMT_YUY2, 0x0, 0x0, 0x0, 0x0, 2, 0, 0},
59 {WINED3DFMT_YV12, 0x0, 0x0, 0x0, 0x0, 1, 0, 0},
60 {WINED3DFMT_DXT1, 0x0, 0x0, 0x0, 0x0, 1, 0, 0},
61 {WINED3DFMT_DXT2, 0x0, 0x0, 0x0, 0x0, 1, 0, 0},
62 {WINED3DFMT_DXT3, 0x0, 0x0, 0x0, 0x0, 1, 0, 0},
63 {WINED3DFMT_DXT4, 0x0, 0x0, 0x0, 0x0, 1, 0, 0},
64 {WINED3DFMT_DXT5, 0x0, 0x0, 0x0, 0x0, 1, 0, 0},
65 {WINED3DFMT_MULTI2_ARGB8, 0x0, 0x0, 0x0, 0x0, 1/*?*/, 0, 0},
66 {WINED3DFMT_G8R8_G8B8, 0x0, 0x0, 0x0, 0x0, 1/*?*/, 0, 0},
67 {WINED3DFMT_R8G8_B8G8, 0x0, 0x0, 0x0, 0x0, 1/*?*/, 0, 0},
68 /* IEEE formats */
69 {WINED3DFMT_R32_FLOAT, 0x0, 0x0, 0x0, 0x0, 4, 0, 0},
70 {WINED3DFMT_R32G32_FLOAT, 0x0, 0x0, 0x0, 0x0, 8, 0, 0},
71 {WINED3DFMT_R32G32B32_FLOAT, 0x0, 0x0, 0x0, 0x0, 12, 0, 0},
72 {WINED3DFMT_R32G32B32A32_FLOAT, 0x1, 0x0, 0x0, 0x0, 16, 0, 0},
73 /* Hmm? */
74 {WINED3DFMT_R8G8_SNORM_Cx, 0x0, 0x0, 0x0, 0x0, 2, 0, 0},
75 /* Float */
76 {WINED3DFMT_R16_FLOAT, 0x0, 0x0, 0x0, 0x0, 2, 0, 0},
77 {WINED3DFMT_R16G16_FLOAT, 0x0, 0x0, 0x0, 0x0, 4, 0, 0},
78 {WINED3DFMT_R16G16_SINT, 0x0, 0x0, 0x0, 0x0, 4, 0, 0},
79 {WINED3DFMT_R16G16B16A16_FLOAT, 0x1, 0x0, 0x0, 0x0, 8, 0, 0},
80 {WINED3DFMT_R16G16B16A16_SINT, 0x1, 0x0, 0x0, 0x0, 8, 0, 0},
81 /* Palettized formats */
82 {WINED3DFMT_P8_UINT_A8_UNORM, 0x0000ff00, 0x0, 0x0, 0x0, 2, 0, 0},
83 {WINED3DFMT_P8_UINT, 0x0, 0x0, 0x0, 0x0, 1, 0, 0},
84 /* Standard ARGB formats. */
85 {WINED3DFMT_B8G8R8_UNORM, 0x0, 0x00ff0000, 0x0000ff00, 0x000000ff, 3, 0, 0},
86 {WINED3DFMT_B8G8R8A8_UNORM, 0xff000000, 0x00ff0000, 0x0000ff00, 0x000000ff, 4, 0, 0},
87 {WINED3DFMT_B8G8R8X8_UNORM, 0x0, 0x00ff0000, 0x0000ff00, 0x000000ff, 4, 0, 0},
88 {WINED3DFMT_B5G6R5_UNORM, 0x0, 0x0000f800, 0x000007e0, 0x0000001f, 2, 0, 0},
89 {WINED3DFMT_B5G5R5X1_UNORM, 0x0, 0x00007c00, 0x000003e0, 0x0000001f, 2, 0, 0},
90 {WINED3DFMT_B5G5R5A1_UNORM, 0x00008000, 0x00007c00, 0x000003e0, 0x0000001f, 2, 0, 0},
91 {WINED3DFMT_B4G4R4A4_UNORM, 0x0000f000, 0x00000f00, 0x000000f0, 0x0000000f, 2, 0, 0},
92 {WINED3DFMT_B2G3R3_UNORM, 0x0, 0x000000e0, 0x0000001c, 0x00000003, 1, 0, 0},
93 {WINED3DFMT_A8_UNORM, 0x000000ff, 0x0, 0x0, 0x0, 1, 0, 0},
94 {WINED3DFMT_B2G3R3A8_UNORM, 0x0000ff00, 0x000000e0, 0x0000001c, 0x00000003, 2, 0, 0},
95 {WINED3DFMT_B4G4R4X4_UNORM, 0x0, 0x00000f00, 0x000000f0, 0x0000000f, 2, 0, 0},
96 {WINED3DFMT_R10G10B10A2_UNORM, 0xc0000000, 0x000003ff, 0x000ffc00, 0x3ff00000, 4, 0, 0},
97 {WINED3DFMT_R10G10B10A2_UINT, 0xc0000000, 0x000003ff, 0x000ffc00, 0x3ff00000, 4, 0, 0},
98 {WINED3DFMT_R10G10B10A2_SNORM, 0xc0000000, 0x000003ff, 0x000ffc00, 0x3ff00000, 4, 0, 0},
99 {WINED3DFMT_R8G8B8A8_UNORM, 0xff000000, 0x000000ff, 0x0000ff00, 0x00ff0000, 4, 0, 0},
100 {WINED3DFMT_R8G8B8A8_UINT, 0xff000000, 0x000000ff, 0x0000ff00, 0x00ff0000, 4, 0, 0},
101 {WINED3DFMT_R8G8B8X8_UNORM, 0x0, 0x000000ff, 0x0000ff00, 0x00ff0000, 4, 0, 0},
102 {WINED3DFMT_R16G16_UNORM, 0x0, 0x0000ffff, 0xffff0000, 0x0, 4, 0, 0},
103 {WINED3DFMT_B10G10R10A2_UNORM, 0xc0000000, 0x3ff00000, 0x000ffc00, 0x000003ff, 4, 0, 0},
104 {WINED3DFMT_R16G16B16A16_UNORM, 0x1, 0x0000ffff, 0xffff0000, 0x0, 8, 0, 0},
105 /* Luminance */
106 {WINED3DFMT_L8_UNORM, 0x0, 0x0, 0x0, 0x0, 1, 0, 0},
107 {WINED3DFMT_L8A8_UNORM, 0x0000ff00, 0x0, 0x0, 0x0, 2, 0, 0},
108 {WINED3DFMT_L4A4_UNORM, 0x000000f0, 0x0, 0x0, 0x0, 1, 0, 0},
109 {WINED3DFMT_L16_UNORM, 0x0, 0x0, 0x0, 0x0, 2, 16, 0},
110 /* Bump mapping stuff */
111 {WINED3DFMT_R8G8_SNORM, 0x0, 0x0, 0x0, 0x0, 2, 0, 0},
112 {WINED3DFMT_R5G5_SNORM_L6_UNORM, 0x0, 0x0, 0x0, 0x0, 2, 0, 0},
113 {WINED3DFMT_R8G8_SNORM_L8X8_UNORM, 0x0, 0x0, 0x0, 0x0, 4, 0, 0},
114 {WINED3DFMT_R8G8B8A8_SNORM, 0x0, 0x0, 0x0, 0x0, 4, 0, 0},
115 {WINED3DFMT_R16G16_SNORM, 0x0, 0x0, 0x0, 0x0, 4, 0, 0},
116 {WINED3DFMT_R10G11B11_SNORM, 0x0, 0x0, 0x0, 0x0, 4, 0, 0},
117 {WINED3DFMT_R10G10B10_SNORM_A2_UNORM, 0xb0000000, 0x0, 0x0, 0x0, 4, 0, 0},
118 /* Depth stencil formats */
119 {WINED3DFMT_D16_LOCKABLE, 0x0, 0x0, 0x0, 0x0, 2, 16, 0},
120 {WINED3DFMT_D32_UNORM, 0x0, 0x0, 0x0, 0x0, 4, 32, 0},
121 {WINED3DFMT_S1_UINT_D15_UNORM, 0x0, 0x0, 0x0, 0x0, 2, 15, 1},
122 {WINED3DFMT_D24_UNORM_S8_UINT, 0x0, 0x0, 0x0, 0x0, 4, 24, 8},
123 {WINED3DFMT_X8D24_UNORM, 0x0, 0x0, 0x0, 0x0, 4, 24, 0},
124 {WINED3DFMT_S4X4_UINT_D24_UNORM, 0x0, 0x0, 0x0, 0x0, 4, 24, 4},
125 {WINED3DFMT_D16_UNORM, 0x0, 0x0, 0x0, 0x0, 2, 16, 0},
126 {WINED3DFMT_D32_FLOAT, 0x0, 0x0, 0x0, 0x0, 4, 32, 0},
127 {WINED3DFMT_S8_UINT_D24_FLOAT, 0x0, 0x0, 0x0, 0x0, 4, 24, 8},
128 {WINED3DFMT_VERTEXDATA, 0x0, 0x0, 0x0, 0x0, 0, 0, 0},
129 {WINED3DFMT_R16_UINT, 0x0, 0x0, 0x0, 0x0, 2, 0, 0},
130 {WINED3DFMT_R32_UINT, 0x0, 0x0, 0x0, 0x0, 4, 0, 0},
131 {WINED3DFMT_R16G16B16A16_SNORM, 0x0, 0x0, 0x0, 0x0, 8, 0, 0},
132 /* Vendor-specific formats */
133 {WINED3DFMT_ATI2N, 0x0, 0x0, 0x0, 0x0, 1, 0, 0},
134 {WINED3DFMT_NVDB, 0x0, 0x0, 0x0, 0x0, 0, 0, 0},
135 {WINED3DFMT_INTZ, 0x0, 0x0, 0x0, 0x0, 4, 24, 8},
136 {WINED3DFMT_NVHU, 0x0, 0x0, 0x0, 0x0, 2, 0, 0},
137 {WINED3DFMT_NVHS, 0x0, 0x0, 0x0, 0x0, 2, 0, 0},
138 {WINED3DFMT_NULL, 0xff000000, 0x000000ff, 0x0000ff00, 0x00ff0000, 4, 0, 0},
139 /* Unsure about them, could not find a Windows driver that supports them */
140 {WINED3DFMT_R16, 0x0, 0x0000ffff, 0x0, 0x0, 2, 0, 0},
141 {WINED3DFMT_AL16, 0xffff0000, 0x0, 0x0, 0x0, 4, 0, 0},
144 struct wined3d_format_base_flags
146 enum wined3d_format_id id;
147 DWORD flags;
150 /* The ATI2N format behaves like an uncompressed format in LockRect(), but
151 * still needs to use the correct block based calculation for e.g. the
152 * resource size. */
153 static const struct wined3d_format_base_flags format_base_flags[] =
155 {WINED3DFMT_UYVY, WINED3DFMT_FLAG_FOURCC},
156 {WINED3DFMT_YUY2, WINED3DFMT_FLAG_FOURCC},
157 {WINED3DFMT_YV12, WINED3DFMT_FLAG_FOURCC},
158 {WINED3DFMT_DXT1, WINED3DFMT_FLAG_FOURCC},
159 {WINED3DFMT_DXT2, WINED3DFMT_FLAG_FOURCC},
160 {WINED3DFMT_DXT3, WINED3DFMT_FLAG_FOURCC},
161 {WINED3DFMT_DXT4, WINED3DFMT_FLAG_FOURCC},
162 {WINED3DFMT_DXT5, WINED3DFMT_FLAG_FOURCC},
163 {WINED3DFMT_MULTI2_ARGB8, WINED3DFMT_FLAG_FOURCC},
164 {WINED3DFMT_G8R8_G8B8, WINED3DFMT_FLAG_FOURCC},
165 {WINED3DFMT_R8G8_B8G8, WINED3DFMT_FLAG_FOURCC},
166 {WINED3DFMT_INTZ, WINED3DFMT_FLAG_FOURCC},
167 {WINED3DFMT_NULL, WINED3DFMT_FLAG_FOURCC},
168 {WINED3DFMT_P8_UINT, WINED3DFMT_FLAG_GETDC},
169 {WINED3DFMT_B8G8R8_UNORM, WINED3DFMT_FLAG_GETDC},
170 {WINED3DFMT_B8G8R8A8_UNORM, WINED3DFMT_FLAG_GETDC},
171 {WINED3DFMT_B8G8R8X8_UNORM, WINED3DFMT_FLAG_GETDC},
172 {WINED3DFMT_B5G6R5_UNORM, WINED3DFMT_FLAG_GETDC},
173 {WINED3DFMT_B5G5R5X1_UNORM, WINED3DFMT_FLAG_GETDC},
174 {WINED3DFMT_B5G5R5A1_UNORM, WINED3DFMT_FLAG_GETDC},
175 {WINED3DFMT_B4G4R4A4_UNORM, WINED3DFMT_FLAG_GETDC},
176 {WINED3DFMT_B4G4R4X4_UNORM, WINED3DFMT_FLAG_GETDC},
177 {WINED3DFMT_R8G8B8A8_UNORM, WINED3DFMT_FLAG_GETDC},
178 {WINED3DFMT_R8G8B8X8_UNORM, WINED3DFMT_FLAG_GETDC},
179 {WINED3DFMT_ATI2N, WINED3DFMT_FLAG_FOURCC | WINED3DFMT_FLAG_BROKEN_PITCH},
180 {WINED3DFMT_NVDB, WINED3DFMT_FLAG_FOURCC},
181 {WINED3DFMT_NVHU, WINED3DFMT_FLAG_FOURCC},
182 {WINED3DFMT_NVHS, WINED3DFMT_FLAG_FOURCC},
183 {WINED3DFMT_R32_FLOAT, WINED3DFMT_FLAG_FLOAT},
184 {WINED3DFMT_R32G32_FLOAT, WINED3DFMT_FLAG_FLOAT},
185 {WINED3DFMT_R32G32B32_FLOAT, WINED3DFMT_FLAG_FLOAT},
186 {WINED3DFMT_R32G32B32A32_FLOAT, WINED3DFMT_FLAG_FLOAT},
187 {WINED3DFMT_R16_FLOAT, WINED3DFMT_FLAG_FLOAT},
188 {WINED3DFMT_R16G16_FLOAT, WINED3DFMT_FLAG_FLOAT},
189 {WINED3DFMT_R16G16B16A16_FLOAT, WINED3DFMT_FLAG_FLOAT},
190 {WINED3DFMT_D32_FLOAT, WINED3DFMT_FLAG_FLOAT},
191 {WINED3DFMT_S8_UINT_D24_FLOAT, WINED3DFMT_FLAG_FLOAT},
194 struct wined3d_format_block_info
196 enum wined3d_format_id id;
197 UINT block_width;
198 UINT block_height;
199 UINT block_byte_count;
202 static const struct wined3d_format_block_info format_block_info[] =
204 {WINED3DFMT_DXT1, 4, 4, 8},
205 {WINED3DFMT_DXT2, 4, 4, 16},
206 {WINED3DFMT_DXT3, 4, 4, 16},
207 {WINED3DFMT_DXT4, 4, 4, 16},
208 {WINED3DFMT_DXT5, 4, 4, 16},
209 {WINED3DFMT_ATI2N, 4, 4, 16},
210 {WINED3DFMT_YUY2, 2, 1, 4},
211 {WINED3DFMT_UYVY, 2, 1, 4},
214 struct wined3d_format_vertex_info
216 enum wined3d_format_id id;
217 enum wined3d_ffp_emit_idx emit_idx;
218 GLint component_count;
219 GLenum gl_vtx_type;
220 GLint gl_vtx_format;
221 GLboolean gl_normalized;
222 unsigned int component_size;
225 static const struct wined3d_format_vertex_info format_vertex_info[] =
227 {WINED3DFMT_R32_FLOAT, WINED3D_FFP_EMIT_FLOAT1, 1, GL_FLOAT, 1, GL_FALSE, sizeof(float)},
228 {WINED3DFMT_R32G32_FLOAT, WINED3D_FFP_EMIT_FLOAT2, 2, GL_FLOAT, 2, GL_FALSE, sizeof(float)},
229 {WINED3DFMT_R32G32B32_FLOAT, WINED3D_FFP_EMIT_FLOAT3, 3, GL_FLOAT, 3, GL_FALSE, sizeof(float)},
230 {WINED3DFMT_R32G32B32A32_FLOAT, WINED3D_FFP_EMIT_FLOAT4, 4, GL_FLOAT, 4, GL_FALSE, sizeof(float)},
231 {WINED3DFMT_B8G8R8A8_UNORM, WINED3D_FFP_EMIT_D3DCOLOR, 4, GL_UNSIGNED_BYTE, 4, GL_TRUE, sizeof(BYTE)},
232 {WINED3DFMT_R8G8B8A8_UINT, WINED3D_FFP_EMIT_UBYTE4, 4, GL_UNSIGNED_BYTE, 4, GL_FALSE, sizeof(BYTE)},
233 {WINED3DFMT_R16G16_SINT, WINED3D_FFP_EMIT_SHORT2, 2, GL_SHORT, 2, GL_FALSE, sizeof(short int)},
234 {WINED3DFMT_R16G16B16A16_SINT, WINED3D_FFP_EMIT_SHORT4, 4, GL_SHORT, 4, GL_FALSE, sizeof(short int)},
235 {WINED3DFMT_R8G8B8A8_UNORM, WINED3D_FFP_EMIT_UBYTE4N, 4, GL_UNSIGNED_BYTE, 4, GL_TRUE, sizeof(BYTE)},
236 {WINED3DFMT_R16G16_SNORM, WINED3D_FFP_EMIT_SHORT2N, 2, GL_SHORT, 2, GL_TRUE, sizeof(short int)},
237 {WINED3DFMT_R16G16B16A16_SNORM, WINED3D_FFP_EMIT_SHORT4N, 4, GL_SHORT, 4, GL_TRUE, sizeof(short int)},
238 {WINED3DFMT_R16G16_UNORM, WINED3D_FFP_EMIT_USHORT2N, 2, GL_UNSIGNED_SHORT, 2, GL_TRUE, sizeof(short int)},
239 {WINED3DFMT_R16G16B16A16_UNORM, WINED3D_FFP_EMIT_USHORT4N, 4, GL_UNSIGNED_SHORT, 4, GL_TRUE, sizeof(short int)},
240 {WINED3DFMT_R10G10B10A2_UINT, WINED3D_FFP_EMIT_UDEC3, 3, GL_UNSIGNED_SHORT, 3, GL_FALSE, sizeof(short int)},
241 {WINED3DFMT_R10G10B10A2_SNORM, WINED3D_FFP_EMIT_DEC3N, 3, GL_SHORT, 3, GL_TRUE, sizeof(short int)},
242 {WINED3DFMT_R16G16_FLOAT, WINED3D_FFP_EMIT_FLOAT16_2, 2, GL_FLOAT, 2, GL_FALSE, sizeof(GLhalfNV)},
243 {WINED3DFMT_R16G16B16A16_FLOAT, WINED3D_FFP_EMIT_FLOAT16_4, 4, GL_FLOAT, 4, GL_FALSE, sizeof(GLhalfNV)}
246 struct wined3d_format_texture_info
248 enum wined3d_format_id id;
249 GLint gl_internal;
250 GLint gl_srgb_internal;
251 GLint gl_rt_internal;
252 GLint gl_format;
253 GLint gl_type;
254 unsigned int conv_byte_count;
255 unsigned int flags;
256 enum wined3d_gl_extension extension;
257 void (*convert)(const BYTE *src, BYTE *dst, UINT pitch, UINT width, UINT height);
260 static void convert_l4a4_unorm(const BYTE *src, BYTE *dst, UINT pitch, UINT width, UINT height)
262 /* WINED3DFMT_L4A4_UNORM exists as an internal gl format, but for some reason there is not
263 * format+type combination to load it. Thus convert it to A8L8, then load it
264 * with A4L4 internal, but A8L8 format+type
266 unsigned int x, y;
267 const unsigned char *Source;
268 unsigned char *Dest;
269 UINT outpitch = pitch * 2;
271 for(y = 0; y < height; y++) {
272 Source = src + y * pitch;
273 Dest = dst + y * outpitch;
274 for (x = 0; x < width; x++ ) {
275 unsigned char color = (*Source++);
276 /* A */ Dest[1] = (color & 0xf0) << 0;
277 /* L */ Dest[0] = (color & 0x0f) << 4;
278 Dest += 2;
283 static void convert_r5g5_snorm_l6_unorm(const BYTE *src, BYTE *dst, UINT pitch, UINT width, UINT height)
285 unsigned int x, y;
286 const WORD *Source;
288 for(y = 0; y < height; y++)
290 unsigned short *Dest_s = (unsigned short *) (dst + y * pitch);
291 Source = (const WORD *)(src + y * pitch);
292 for (x = 0; x < width; x++ )
294 short color = (*Source++);
295 unsigned char l = ((color >> 10) & 0xfc);
296 short v = ((color >> 5) & 0x3e);
297 short u = ((color ) & 0x1f);
298 short v_conv = v + 16;
299 short u_conv = u + 16;
301 *Dest_s = ((v_conv << 11) & 0xf800) | ((l << 5) & 0x7e0) | (u_conv & 0x1f);
302 Dest_s += 1;
307 static void convert_r5g5_snorm_l6_unorm_nv(const BYTE *src, BYTE *dst, UINT pitch, UINT width, UINT height)
309 unsigned int x, y;
310 const WORD *Source;
311 unsigned char *Dest;
312 UINT outpitch = (pitch * 3)/2;
314 /* This makes the gl surface bigger(24 bit instead of 16), but it works with
315 * fixed function and shaders without further conversion once the surface is
316 * loaded
318 for(y = 0; y < height; y++) {
319 Source = (const WORD *)(src + y * pitch);
320 Dest = dst + y * outpitch;
321 for (x = 0; x < width; x++ ) {
322 short color = (*Source++);
323 unsigned char l = ((color >> 10) & 0xfc);
324 char v = ((color >> 5) & 0x3e);
325 char u = ((color ) & 0x1f);
327 /* 8 bits destination, 6 bits source, 8th bit is the sign. gl ignores the sign
328 * and doubles the positive range. Thus shift left only once, gl does the 2nd
329 * shift. GL reads a signed value and converts it into an unsigned value.
331 /* M */ Dest[2] = l << 1;
333 /* Those are read as signed, but kept signed. Just left-shift 3 times to scale
334 * from 5 bit values to 8 bit values.
336 /* V */ Dest[1] = v << 3;
337 /* U */ Dest[0] = u << 3;
338 Dest += 3;
343 static void convert_r8g8_snorm(const BYTE *src, BYTE *dst, UINT pitch, UINT width, UINT height)
345 unsigned int x, y;
346 const short *Source;
347 unsigned char *Dest;
348 UINT outpitch = (pitch * 3)/2;
350 for(y = 0; y < height; y++)
352 Source = (const short *)(src + y * pitch);
353 Dest = dst + y * outpitch;
354 for (x = 0; x < width; x++ )
356 const short color = (*Source++);
357 /* B */ Dest[0] = 0xff;
358 /* G */ Dest[1] = (color >> 8) + 128; /* V */
359 /* R */ Dest[2] = (color & 0xff) + 128; /* U */
360 Dest += 3;
365 static void convert_r8g8_snorm_l8x8_unorm(const BYTE *src, BYTE *dst, UINT pitch, UINT width, UINT height)
367 unsigned int x, y;
368 const DWORD *Source;
369 unsigned char *Dest;
371 /* Doesn't work correctly with the fixed function pipeline, but can work in
372 * shaders if the shader is adjusted. (There's no use for this format in gl's
373 * standard fixed function pipeline anyway).
375 for(y = 0; y < height; y++)
377 Source = (const DWORD *)(src + y * pitch);
378 Dest = dst + y * pitch;
379 for (x = 0; x < width; x++ )
381 LONG color = (*Source++);
382 /* B */ Dest[0] = ((color >> 16) & 0xff); /* L */
383 /* G */ Dest[1] = ((color >> 8 ) & 0xff) + 128; /* V */
384 /* R */ Dest[2] = (color & 0xff) + 128; /* U */
385 Dest += 4;
390 static void convert_r8g8_snorm_l8x8_unorm_nv(const BYTE *src, BYTE *dst, UINT pitch, UINT width, UINT height)
392 unsigned int x, y;
393 const DWORD *Source;
394 unsigned char *Dest;
396 /* This implementation works with the fixed function pipeline and shaders
397 * without further modification after converting the surface.
399 for(y = 0; y < height; y++)
401 Source = (const DWORD *)(src + y * pitch);
402 Dest = dst + y * pitch;
403 for (x = 0; x < width; x++ )
405 LONG color = (*Source++);
406 /* L */ Dest[2] = ((color >> 16) & 0xff); /* L */
407 /* V */ Dest[1] = ((color >> 8 ) & 0xff); /* V */
408 /* U */ Dest[0] = (color & 0xff); /* U */
409 /* I */ Dest[3] = 255; /* X */
410 Dest += 4;
415 static void convert_r8g8b8a8_snorm(const BYTE *src, BYTE *dst, UINT pitch, UINT width, UINT height)
417 unsigned int x, y;
418 const DWORD *Source;
419 unsigned char *Dest;
421 for(y = 0; y < height; y++)
423 Source = (const DWORD *)(src + y * pitch);
424 Dest = dst + y * pitch;
425 for (x = 0; x < width; x++ )
427 LONG color = (*Source++);
428 /* B */ Dest[0] = ((color >> 16) & 0xff) + 128; /* W */
429 /* G */ Dest[1] = ((color >> 8 ) & 0xff) + 128; /* V */
430 /* R */ Dest[2] = (color & 0xff) + 128; /* U */
431 /* A */ Dest[3] = ((color >> 24) & 0xff) + 128; /* Q */
432 Dest += 4;
437 static void convert_r16g16_snorm(const BYTE *src, BYTE *dst, UINT pitch, UINT width, UINT height)
439 unsigned int x, y;
440 const DWORD *Source;
441 unsigned short *Dest;
442 UINT outpitch = (pitch * 3)/2;
444 for(y = 0; y < height; y++)
446 Source = (const DWORD *)(src + y * pitch);
447 Dest = (unsigned short *) (dst + y * outpitch);
448 for (x = 0; x < width; x++ )
450 const DWORD color = (*Source++);
451 /* B */ Dest[0] = 0xffff;
452 /* G */ Dest[1] = (color >> 16) + 32768; /* V */
453 /* R */ Dest[2] = (color & 0xffff) + 32768; /* U */
454 Dest += 3;
459 static void convert_r16g16(const BYTE *src, BYTE *dst, UINT pitch, UINT width, UINT height)
461 unsigned int x, y;
462 const WORD *Source;
463 WORD *Dest;
464 UINT outpitch = (pitch * 3)/2;
466 for(y = 0; y < height; y++)
468 Source = (const WORD *)(src + y * pitch);
469 Dest = (WORD *) (dst + y * outpitch);
470 for (x = 0; x < width; x++ )
472 WORD green = (*Source++);
473 WORD red = (*Source++);
474 Dest[0] = green;
475 Dest[1] = red;
476 /* Strictly speaking not correct for R16G16F, but it doesn't matter because the
477 * shader overwrites it anyway
479 Dest[2] = 0xffff;
480 Dest += 3;
485 static void convert_r32g32_float(const BYTE *src, BYTE *dst, UINT pitch, UINT width, UINT height)
487 unsigned int x, y;
488 const float *Source;
489 float *Dest;
490 UINT outpitch = (pitch * 3)/2;
492 for(y = 0; y < height; y++)
494 Source = (const float *)(src + y * pitch);
495 Dest = (float *) (dst + y * outpitch);
496 for (x = 0; x < width; x++ )
498 float green = (*Source++);
499 float red = (*Source++);
500 Dest[0] = green;
501 Dest[1] = red;
502 Dest[2] = 1.0f;
503 Dest += 3;
508 static void convert_s1_uint_d15_unorm(const BYTE *src, BYTE *dst, UINT pitch, UINT width, UINT height)
510 unsigned int x, y;
511 UINT outpitch = pitch * 2;
513 for (y = 0; y < height; ++y)
515 const WORD *source = (const WORD *)(src + y * pitch);
516 DWORD *dest = (DWORD *)(dst + y * outpitch);
518 for (x = 0; x < width; ++x)
520 /* The depth data is normalized, so needs to be scaled,
521 * the stencil data isn't. Scale depth data by
522 * (2^24-1)/(2^15-1) ~~ (2^9 + 2^-6). */
523 WORD d15 = source[x] >> 1;
524 DWORD d24 = (d15 << 9) + (d15 >> 6);
525 dest[x] = (d24 << 8) | (source[x] & 0x1);
530 static void convert_s4x4_uint_d24_unorm(const BYTE *src, BYTE *dst, UINT pitch, UINT width, UINT height)
532 unsigned int x, y;
534 for (y = 0; y < height; ++y)
536 const DWORD *source = (const DWORD *)(src + y * pitch);
537 DWORD *dest = (DWORD *)(dst + y * pitch);
539 for (x = 0; x < width; ++x)
541 /* Just need to clear out the X4 part. */
542 dest[x] = source[x] & ~0xf0;
547 static void convert_s8_uint_d24_float(const BYTE *src, BYTE *dst, UINT pitch, UINT width, UINT height)
549 unsigned int x, y;
550 UINT outpitch = pitch * 2;
552 for (y = 0; y < height; ++y)
554 const DWORD *source = (const DWORD *)(src + y * pitch);
555 float *dest_f = (float *)(dst + y * outpitch);
556 DWORD *dest_s = (DWORD *)(dst + y * outpitch);
558 for (x = 0; x < width; ++x)
560 dest_f[x * 2] = float_24_to_32((source[x] & 0xffffff00) >> 8);
561 dest_s[x * 2 + 1] = source[x] & 0xff;
566 static const struct wined3d_format_texture_info format_texture_info[] =
568 /* format id internal srgbInternal rtInternal
569 format type
570 flags
571 extension */
572 /* FourCC formats */
573 /* GL_APPLE_ycbcr_422 claims that its '2YUV' format, which is supported via the UNSIGNED_SHORT_8_8_REV_APPLE type
574 * is equivalent to 'UYVY' format on Windows, and the 'YUVS' via UNSIGNED_SHORT_8_8_APPLE equates to 'YUY2'. The
575 * d3d9 test however shows that the opposite is true. Since the extension is from 2002, it predates the x86 based
576 * Macs, so probably the endianness differs. This could be tested as soon as we have a Windows and MacOS on a big
577 * endian machine
579 {WINED3DFMT_UYVY, GL_LUMINANCE_ALPHA, GL_LUMINANCE_ALPHA, 0,
580 GL_LUMINANCE_ALPHA, GL_UNSIGNED_BYTE, 0,
581 WINED3DFMT_FLAG_FILTERING,
582 WINED3D_GL_EXT_NONE, NULL},
583 {WINED3DFMT_UYVY, GL_RGB, GL_RGB, 0,
584 GL_YCBCR_422_APPLE, UNSIGNED_SHORT_8_8_APPLE, 0,
585 WINED3DFMT_FLAG_FILTERING,
586 APPLE_YCBCR_422, NULL},
587 {WINED3DFMT_YUY2, GL_LUMINANCE_ALPHA, GL_LUMINANCE_ALPHA, 0,
588 GL_LUMINANCE_ALPHA, GL_UNSIGNED_BYTE, 0,
589 WINED3DFMT_FLAG_FILTERING,
590 WINED3D_GL_EXT_NONE, NULL},
591 {WINED3DFMT_YUY2, GL_RGB, GL_RGB, 0,
592 GL_YCBCR_422_APPLE, UNSIGNED_SHORT_8_8_REV_APPLE, 0,
593 WINED3DFMT_FLAG_FILTERING,
594 APPLE_YCBCR_422, NULL},
595 {WINED3DFMT_YV12, GL_ALPHA, GL_ALPHA, 0,
596 GL_ALPHA, GL_UNSIGNED_BYTE, 0,
597 WINED3DFMT_FLAG_FILTERING,
598 WINED3D_GL_EXT_NONE, NULL},
599 {WINED3DFMT_DXT1, GL_COMPRESSED_RGBA_S3TC_DXT1_EXT, GL_COMPRESSED_SRGB_ALPHA_S3TC_DXT1_EXT, 0,
600 GL_RGBA, GL_UNSIGNED_BYTE, 0,
601 WINED3DFMT_FLAG_POSTPIXELSHADER_BLENDING | WINED3DFMT_FLAG_FILTERING | WINED3DFMT_FLAG_SRGB_READ
602 | WINED3DFMT_FLAG_COMPRESSED,
603 EXT_TEXTURE_COMPRESSION_S3TC, NULL},
604 {WINED3DFMT_DXT2, GL_COMPRESSED_RGBA_S3TC_DXT3_EXT, GL_COMPRESSED_SRGB_ALPHA_S3TC_DXT3_EXT, 0,
605 GL_RGBA, GL_UNSIGNED_BYTE, 0,
606 WINED3DFMT_FLAG_POSTPIXELSHADER_BLENDING | WINED3DFMT_FLAG_FILTERING | WINED3DFMT_FLAG_SRGB_READ
607 | WINED3DFMT_FLAG_COMPRESSED,
608 EXT_TEXTURE_COMPRESSION_S3TC, NULL},
609 {WINED3DFMT_DXT3, GL_COMPRESSED_RGBA_S3TC_DXT3_EXT, GL_COMPRESSED_SRGB_ALPHA_S3TC_DXT3_EXT, 0,
610 GL_RGBA, GL_UNSIGNED_BYTE, 0,
611 WINED3DFMT_FLAG_POSTPIXELSHADER_BLENDING | WINED3DFMT_FLAG_FILTERING | WINED3DFMT_FLAG_SRGB_READ
612 | WINED3DFMT_FLAG_COMPRESSED,
613 EXT_TEXTURE_COMPRESSION_S3TC, NULL},
614 {WINED3DFMT_DXT4, GL_COMPRESSED_RGBA_S3TC_DXT5_EXT, GL_COMPRESSED_SRGB_ALPHA_S3TC_DXT5_EXT, 0,
615 GL_RGBA, GL_UNSIGNED_BYTE, 0,
616 WINED3DFMT_FLAG_POSTPIXELSHADER_BLENDING | WINED3DFMT_FLAG_FILTERING | WINED3DFMT_FLAG_SRGB_READ
617 | WINED3DFMT_FLAG_COMPRESSED,
618 EXT_TEXTURE_COMPRESSION_S3TC, NULL},
619 {WINED3DFMT_DXT5, GL_COMPRESSED_RGBA_S3TC_DXT5_EXT, GL_COMPRESSED_SRGB_ALPHA_S3TC_DXT5_EXT, 0,
620 GL_RGBA, GL_UNSIGNED_BYTE, 0,
621 WINED3DFMT_FLAG_POSTPIXELSHADER_BLENDING | WINED3DFMT_FLAG_FILTERING | WINED3DFMT_FLAG_SRGB_READ
622 | WINED3DFMT_FLAG_COMPRESSED,
623 EXT_TEXTURE_COMPRESSION_S3TC, NULL},
624 /* IEEE formats */
625 {WINED3DFMT_R32_FLOAT, GL_RGB32F_ARB, GL_RGB32F_ARB, 0,
626 GL_RED, GL_FLOAT, 0,
627 WINED3DFMT_FLAG_RENDERTARGET | WINED3DFMT_FLAG_VTF,
628 ARB_TEXTURE_FLOAT, NULL},
629 {WINED3DFMT_R32_FLOAT, GL_R32F, GL_R32F, 0,
630 GL_RED, GL_FLOAT, 0,
631 WINED3DFMT_FLAG_RENDERTARGET | WINED3DFMT_FLAG_VTF,
632 ARB_TEXTURE_RG, NULL},
633 {WINED3DFMT_R32G32_FLOAT, GL_RGB32F_ARB, GL_RGB32F_ARB, 0,
634 GL_RGB, GL_FLOAT, 12,
635 WINED3DFMT_FLAG_RENDERTARGET | WINED3DFMT_FLAG_VTF,
636 ARB_TEXTURE_FLOAT, convert_r32g32_float},
637 {WINED3DFMT_R32G32_FLOAT, GL_RG32F, GL_RG32F, 0,
638 GL_RG, GL_FLOAT, 0,
639 WINED3DFMT_FLAG_RENDERTARGET | WINED3DFMT_FLAG_VTF,
640 ARB_TEXTURE_RG, NULL},
641 {WINED3DFMT_R32G32B32A32_FLOAT, GL_RGBA32F_ARB, GL_RGBA32F_ARB, 0,
642 GL_RGBA, GL_FLOAT, 0,
643 WINED3DFMT_FLAG_RENDERTARGET | WINED3DFMT_FLAG_VTF,
644 ARB_TEXTURE_FLOAT, NULL},
645 /* Float */
646 {WINED3DFMT_R16_FLOAT, GL_RGB16F_ARB, GL_RGB16F_ARB, 0,
647 GL_RED, GL_HALF_FLOAT_ARB, 0,
648 WINED3DFMT_FLAG_RENDERTARGET | WINED3DFMT_FLAG_VTF,
649 ARB_TEXTURE_FLOAT, NULL},
650 {WINED3DFMT_R16_FLOAT, GL_R16F, GL_R16F, 0,
651 GL_RED, GL_HALF_FLOAT_ARB, 0,
652 WINED3DFMT_FLAG_RENDERTARGET | WINED3DFMT_FLAG_VTF,
653 ARB_TEXTURE_RG, NULL},
654 {WINED3DFMT_R16G16_FLOAT, GL_RGB16F_ARB, GL_RGB16F_ARB, 0,
655 GL_RGB, GL_HALF_FLOAT_ARB, 6,
656 WINED3DFMT_FLAG_RENDERTARGET | WINED3DFMT_FLAG_VTF,
657 ARB_TEXTURE_FLOAT, convert_r16g16},
658 {WINED3DFMT_R16G16_FLOAT, GL_RG16F, GL_RG16F, 0,
659 GL_RG, GL_HALF_FLOAT_ARB, 0,
660 WINED3DFMT_FLAG_RENDERTARGET | WINED3DFMT_FLAG_VTF,
661 ARB_TEXTURE_RG, NULL},
662 {WINED3DFMT_R16G16B16A16_FLOAT, GL_RGBA16F_ARB, GL_RGBA16F_ARB, 0,
663 GL_RGBA, GL_HALF_FLOAT_ARB, 0,
664 WINED3DFMT_FLAG_POSTPIXELSHADER_BLENDING | WINED3DFMT_FLAG_RENDERTARGET | WINED3DFMT_FLAG_VTF,
665 ARB_TEXTURE_FLOAT, NULL},
666 /* Palettized formats */
667 {WINED3DFMT_P8_UINT, GL_RGBA, GL_RGBA, 0,
668 GL_ALPHA, GL_UNSIGNED_BYTE, 0,
670 ARB_FRAGMENT_PROGRAM, NULL},
671 {WINED3DFMT_P8_UINT, GL_COLOR_INDEX8_EXT, GL_COLOR_INDEX8_EXT, 0,
672 GL_COLOR_INDEX, GL_UNSIGNED_BYTE, 0,
674 EXT_PALETTED_TEXTURE, NULL},
675 /* Standard ARGB formats */
676 {WINED3DFMT_B8G8R8_UNORM, GL_RGB8, GL_RGB8, 0,
677 GL_BGR, GL_UNSIGNED_BYTE, 0,
678 WINED3DFMT_FLAG_POSTPIXELSHADER_BLENDING | WINED3DFMT_FLAG_FILTERING | WINED3DFMT_FLAG_RENDERTARGET,
679 WINED3D_GL_EXT_NONE, NULL},
680 {WINED3DFMT_B8G8R8A8_UNORM, GL_RGBA8, GL_SRGB8_ALPHA8_EXT, 0,
681 GL_BGRA, GL_UNSIGNED_INT_8_8_8_8_REV, 0,
682 WINED3DFMT_FLAG_POSTPIXELSHADER_BLENDING | WINED3DFMT_FLAG_FILTERING | WINED3DFMT_FLAG_RENDERTARGET
683 | WINED3DFMT_FLAG_SRGB_READ | WINED3DFMT_FLAG_SRGB_WRITE | WINED3DFMT_FLAG_VTF,
684 WINED3D_GL_EXT_NONE, NULL},
685 {WINED3DFMT_B8G8R8X8_UNORM, GL_RGB8, GL_SRGB8_EXT, 0,
686 GL_BGRA, GL_UNSIGNED_INT_8_8_8_8_REV, 0,
687 WINED3DFMT_FLAG_POSTPIXELSHADER_BLENDING | WINED3DFMT_FLAG_FILTERING | WINED3DFMT_FLAG_RENDERTARGET
688 | WINED3DFMT_FLAG_SRGB_READ | WINED3DFMT_FLAG_SRGB_WRITE,
689 WINED3D_GL_EXT_NONE, NULL},
690 {WINED3DFMT_B5G6R5_UNORM, GL_RGB5, GL_RGB5, GL_RGB8,
691 GL_RGB, GL_UNSIGNED_SHORT_5_6_5, 0,
692 WINED3DFMT_FLAG_POSTPIXELSHADER_BLENDING | WINED3DFMT_FLAG_FILTERING | WINED3DFMT_FLAG_RENDERTARGET,
693 WINED3D_GL_EXT_NONE, NULL},
694 {WINED3DFMT_B5G5R5X1_UNORM, GL_RGB5, GL_RGB5_A1, 0,
695 GL_BGRA, GL_UNSIGNED_SHORT_1_5_5_5_REV, 0,
696 WINED3DFMT_FLAG_POSTPIXELSHADER_BLENDING | WINED3DFMT_FLAG_FILTERING,
697 WINED3D_GL_EXT_NONE, NULL},
698 {WINED3DFMT_B5G5R5A1_UNORM, GL_RGB5_A1, GL_RGB5_A1, 0,
699 GL_BGRA, GL_UNSIGNED_SHORT_1_5_5_5_REV, 0,
700 WINED3DFMT_FLAG_POSTPIXELSHADER_BLENDING | WINED3DFMT_FLAG_FILTERING,
701 WINED3D_GL_EXT_NONE, NULL},
702 {WINED3DFMT_B4G4R4A4_UNORM, GL_RGBA4, GL_SRGB8_ALPHA8_EXT, 0,
703 GL_BGRA, GL_UNSIGNED_SHORT_4_4_4_4_REV, 0,
704 WINED3DFMT_FLAG_POSTPIXELSHADER_BLENDING | WINED3DFMT_FLAG_FILTERING | WINED3DFMT_FLAG_SRGB_READ,
705 WINED3D_GL_EXT_NONE, NULL},
706 {WINED3DFMT_B2G3R3_UNORM, GL_R3_G3_B2, GL_R3_G3_B2, 0,
707 GL_RGB, GL_UNSIGNED_BYTE_3_3_2, 0,
708 WINED3DFMT_FLAG_POSTPIXELSHADER_BLENDING | WINED3DFMT_FLAG_FILTERING,
709 WINED3D_GL_EXT_NONE, NULL},
710 {WINED3DFMT_A8_UNORM, GL_ALPHA8, GL_ALPHA8, 0,
711 GL_ALPHA, GL_UNSIGNED_BYTE, 0,
712 WINED3DFMT_FLAG_POSTPIXELSHADER_BLENDING | WINED3DFMT_FLAG_FILTERING,
713 WINED3D_GL_EXT_NONE, NULL},
714 {WINED3DFMT_B4G4R4X4_UNORM, GL_RGB4, GL_RGB4, 0,
715 GL_BGRA, GL_UNSIGNED_SHORT_4_4_4_4_REV, 0,
716 WINED3DFMT_FLAG_POSTPIXELSHADER_BLENDING | WINED3DFMT_FLAG_FILTERING,
717 WINED3D_GL_EXT_NONE, NULL},
718 {WINED3DFMT_R10G10B10A2_UNORM, GL_RGB10_A2, GL_RGB10_A2, 0,
719 GL_RGBA, GL_UNSIGNED_INT_2_10_10_10_REV, 0,
720 WINED3DFMT_FLAG_POSTPIXELSHADER_BLENDING | WINED3DFMT_FLAG_FILTERING | WINED3DFMT_FLAG_RENDERTARGET,
721 WINED3D_GL_EXT_NONE, NULL},
722 {WINED3DFMT_R8G8B8A8_UNORM, GL_RGBA8, GL_RGBA8, 0,
723 GL_RGBA, GL_UNSIGNED_INT_8_8_8_8_REV, 0,
724 WINED3DFMT_FLAG_POSTPIXELSHADER_BLENDING | WINED3DFMT_FLAG_FILTERING,
725 WINED3D_GL_EXT_NONE, NULL},
726 {WINED3DFMT_R8G8B8X8_UNORM, GL_RGB8, GL_RGB8, 0,
727 GL_RGBA, GL_UNSIGNED_INT_8_8_8_8_REV, 0,
728 WINED3DFMT_FLAG_POSTPIXELSHADER_BLENDING | WINED3DFMT_FLAG_FILTERING,
729 WINED3D_GL_EXT_NONE, NULL},
730 {WINED3DFMT_R16G16_UNORM, GL_RGB16, GL_RGB16, GL_RGBA16,
731 GL_RGB, GL_UNSIGNED_SHORT, 6,
732 WINED3DFMT_FLAG_POSTPIXELSHADER_BLENDING | WINED3DFMT_FLAG_FILTERING,
733 WINED3D_GL_EXT_NONE, convert_r16g16},
734 {WINED3DFMT_R16G16_UNORM, GL_RG16, GL_RG16, 0,
735 GL_RG, GL_UNSIGNED_SHORT, 0,
736 WINED3DFMT_FLAG_POSTPIXELSHADER_BLENDING | WINED3DFMT_FLAG_FILTERING | WINED3DFMT_FLAG_RENDERTARGET,
737 ARB_TEXTURE_RG, NULL},
738 {WINED3DFMT_B10G10R10A2_UNORM, GL_RGB10_A2, GL_RGB10_A2, 0,
739 GL_BGRA, GL_UNSIGNED_INT_2_10_10_10_REV, 0,
740 WINED3DFMT_FLAG_POSTPIXELSHADER_BLENDING | WINED3DFMT_FLAG_FILTERING | WINED3DFMT_FLAG_RENDERTARGET,
741 WINED3D_GL_EXT_NONE, NULL},
742 {WINED3DFMT_R16G16B16A16_UNORM, GL_RGBA16, GL_RGBA16, 0,
743 GL_RGBA, GL_UNSIGNED_SHORT, 0,
744 WINED3DFMT_FLAG_POSTPIXELSHADER_BLENDING | WINED3DFMT_FLAG_FILTERING | WINED3DFMT_FLAG_RENDERTARGET,
745 WINED3D_GL_EXT_NONE, NULL},
746 /* Luminance */
747 {WINED3DFMT_L8_UNORM, GL_LUMINANCE8, GL_SLUMINANCE8_EXT, 0,
748 GL_LUMINANCE, GL_UNSIGNED_BYTE, 0,
749 WINED3DFMT_FLAG_POSTPIXELSHADER_BLENDING | WINED3DFMT_FLAG_FILTERING | WINED3DFMT_FLAG_SRGB_READ,
750 WINED3D_GL_EXT_NONE, NULL},
751 {WINED3DFMT_L8A8_UNORM, GL_LUMINANCE8_ALPHA8, GL_SLUMINANCE8_ALPHA8_EXT, 0,
752 GL_LUMINANCE_ALPHA, GL_UNSIGNED_BYTE, 0,
753 WINED3DFMT_FLAG_POSTPIXELSHADER_BLENDING | WINED3DFMT_FLAG_FILTERING | WINED3DFMT_FLAG_SRGB_READ,
754 WINED3D_GL_EXT_NONE, NULL},
755 {WINED3DFMT_L4A4_UNORM, GL_LUMINANCE4_ALPHA4, GL_LUMINANCE4_ALPHA4, 0,
756 GL_LUMINANCE_ALPHA, GL_UNSIGNED_BYTE, 2,
757 WINED3DFMT_FLAG_FILTERING,
758 WINED3D_GL_EXT_NONE, convert_l4a4_unorm},
759 /* Bump mapping stuff */
760 {WINED3DFMT_R8G8_SNORM, GL_RGB8, GL_RGB8, 0,
761 GL_BGR, GL_UNSIGNED_BYTE, 3,
762 WINED3DFMT_FLAG_POSTPIXELSHADER_BLENDING | WINED3DFMT_FLAG_FILTERING | WINED3DFMT_FLAG_BUMPMAP,
763 WINED3D_GL_EXT_NONE, convert_r8g8_snorm},
764 {WINED3DFMT_R8G8_SNORM, GL_DSDT8_NV, GL_DSDT8_NV, 0,
765 GL_DSDT_NV, GL_BYTE, 0,
766 WINED3DFMT_FLAG_POSTPIXELSHADER_BLENDING | WINED3DFMT_FLAG_FILTERING | WINED3DFMT_FLAG_BUMPMAP,
767 NV_TEXTURE_SHADER, NULL},
768 {WINED3DFMT_R5G5_SNORM_L6_UNORM, GL_RGB5, GL_RGB5, 0,
769 GL_RGB, GL_UNSIGNED_SHORT_5_6_5, 2,
770 WINED3DFMT_FLAG_POSTPIXELSHADER_BLENDING | WINED3DFMT_FLAG_FILTERING | WINED3DFMT_FLAG_BUMPMAP,
771 WINED3D_GL_EXT_NONE, convert_r5g5_snorm_l6_unorm},
772 {WINED3DFMT_R5G5_SNORM_L6_UNORM, GL_DSDT8_MAG8_NV, GL_DSDT8_MAG8_NV, 0,
773 GL_DSDT_MAG_NV, GL_BYTE, 3,
774 WINED3DFMT_FLAG_POSTPIXELSHADER_BLENDING | WINED3DFMT_FLAG_FILTERING | WINED3DFMT_FLAG_BUMPMAP,
775 NV_TEXTURE_SHADER, convert_r5g5_snorm_l6_unorm_nv},
776 {WINED3DFMT_R8G8_SNORM_L8X8_UNORM, GL_RGB8, GL_RGB8, 0,
777 GL_BGRA, GL_UNSIGNED_INT_8_8_8_8_REV, 4,
778 WINED3DFMT_FLAG_POSTPIXELSHADER_BLENDING | WINED3DFMT_FLAG_FILTERING | WINED3DFMT_FLAG_BUMPMAP,
779 WINED3D_GL_EXT_NONE, convert_r8g8_snorm_l8x8_unorm},
780 {WINED3DFMT_R8G8_SNORM_L8X8_UNORM, GL_DSDT8_MAG8_INTENSITY8_NV, GL_DSDT8_MAG8_INTENSITY8_NV, 0,
781 GL_DSDT_MAG_VIB_NV, GL_UNSIGNED_INT_8_8_S8_S8_REV_NV, 4,
782 WINED3DFMT_FLAG_POSTPIXELSHADER_BLENDING | WINED3DFMT_FLAG_FILTERING | WINED3DFMT_FLAG_BUMPMAP,
783 NV_TEXTURE_SHADER, convert_r8g8_snorm_l8x8_unorm_nv},
784 {WINED3DFMT_R8G8B8A8_SNORM, GL_RGBA8, GL_RGBA8, 0,
785 GL_BGRA, GL_UNSIGNED_BYTE, 4,
786 WINED3DFMT_FLAG_POSTPIXELSHADER_BLENDING | WINED3DFMT_FLAG_FILTERING | WINED3DFMT_FLAG_BUMPMAP,
787 WINED3D_GL_EXT_NONE, convert_r8g8b8a8_snorm},
788 {WINED3DFMT_R8G8B8A8_SNORM, GL_SIGNED_RGBA8_NV, GL_SIGNED_RGBA8_NV, 0,
789 GL_RGBA, GL_BYTE, 0,
790 WINED3DFMT_FLAG_POSTPIXELSHADER_BLENDING | WINED3DFMT_FLAG_FILTERING | WINED3DFMT_FLAG_BUMPMAP,
791 NV_TEXTURE_SHADER, NULL},
792 {WINED3DFMT_R16G16_SNORM, GL_RGB16, GL_RGB16, 0,
793 GL_BGR, GL_UNSIGNED_SHORT, 6,
794 WINED3DFMT_FLAG_POSTPIXELSHADER_BLENDING | WINED3DFMT_FLAG_FILTERING | WINED3DFMT_FLAG_BUMPMAP,
795 WINED3D_GL_EXT_NONE, convert_r16g16_snorm},
796 {WINED3DFMT_R16G16_SNORM, GL_SIGNED_HILO16_NV, GL_SIGNED_HILO16_NV, 0,
797 GL_HILO_NV, GL_SHORT, 0,
798 WINED3DFMT_FLAG_POSTPIXELSHADER_BLENDING | WINED3DFMT_FLAG_FILTERING | WINED3DFMT_FLAG_BUMPMAP,
799 NV_TEXTURE_SHADER, NULL},
800 /* Depth stencil formats */
801 {WINED3DFMT_D16_LOCKABLE, GL_DEPTH_COMPONENT24_ARB, GL_DEPTH_COMPONENT24_ARB, 0,
802 GL_DEPTH_COMPONENT, GL_UNSIGNED_SHORT, 0,
803 WINED3DFMT_FLAG_DEPTH | WINED3DFMT_FLAG_SHADOW,
804 ARB_DEPTH_TEXTURE, NULL},
805 {WINED3DFMT_D32_UNORM, GL_DEPTH_COMPONENT32_ARB, GL_DEPTH_COMPONENT32_ARB, 0,
806 GL_DEPTH_COMPONENT, GL_UNSIGNED_INT, 0,
807 WINED3DFMT_FLAG_DEPTH | WINED3DFMT_FLAG_SHADOW,
808 ARB_DEPTH_TEXTURE, NULL},
809 {WINED3DFMT_S1_UINT_D15_UNORM, GL_DEPTH_COMPONENT24_ARB, GL_DEPTH_COMPONENT24_ARB, 0,
810 GL_DEPTH_COMPONENT, GL_UNSIGNED_SHORT, 0,
811 WINED3DFMT_FLAG_DEPTH | WINED3DFMT_FLAG_SHADOW,
812 ARB_DEPTH_TEXTURE, NULL},
813 {WINED3DFMT_S1_UINT_D15_UNORM, GL_DEPTH24_STENCIL8_EXT, GL_DEPTH24_STENCIL8_EXT, 0,
814 GL_DEPTH_STENCIL_EXT, GL_UNSIGNED_INT_24_8_EXT, 4,
815 WINED3DFMT_FLAG_DEPTH | WINED3DFMT_FLAG_STENCIL | WINED3DFMT_FLAG_SHADOW,
816 EXT_PACKED_DEPTH_STENCIL, convert_s1_uint_d15_unorm},
817 {WINED3DFMT_S1_UINT_D15_UNORM, GL_DEPTH24_STENCIL8, GL_DEPTH24_STENCIL8, 0,
818 GL_DEPTH_STENCIL, GL_UNSIGNED_INT_24_8, 4,
819 WINED3DFMT_FLAG_DEPTH | WINED3DFMT_FLAG_STENCIL | WINED3DFMT_FLAG_SHADOW,
820 ARB_FRAMEBUFFER_OBJECT, convert_s1_uint_d15_unorm},
821 {WINED3DFMT_D24_UNORM_S8_UINT, GL_DEPTH_COMPONENT24_ARB, GL_DEPTH_COMPONENT24_ARB, 0,
822 GL_DEPTH_COMPONENT, GL_UNSIGNED_INT, 0,
823 WINED3DFMT_FLAG_POSTPIXELSHADER_BLENDING | WINED3DFMT_FLAG_FILTERING | WINED3DFMT_FLAG_DEPTH
824 | WINED3DFMT_FLAG_SHADOW,
825 ARB_DEPTH_TEXTURE, NULL},
826 {WINED3DFMT_D24_UNORM_S8_UINT, GL_DEPTH24_STENCIL8_EXT, GL_DEPTH24_STENCIL8_EXT, 0,
827 GL_DEPTH_STENCIL_EXT, GL_UNSIGNED_INT_24_8_EXT, 0,
828 WINED3DFMT_FLAG_POSTPIXELSHADER_BLENDING | WINED3DFMT_FLAG_FILTERING | WINED3DFMT_FLAG_DEPTH
829 | WINED3DFMT_FLAG_STENCIL | WINED3DFMT_FLAG_SHADOW,
830 EXT_PACKED_DEPTH_STENCIL, NULL},
831 {WINED3DFMT_D24_UNORM_S8_UINT, GL_DEPTH24_STENCIL8, GL_DEPTH24_STENCIL8, 0,
832 GL_DEPTH_STENCIL, GL_UNSIGNED_INT_24_8, 0,
833 WINED3DFMT_FLAG_POSTPIXELSHADER_BLENDING | WINED3DFMT_FLAG_FILTERING | WINED3DFMT_FLAG_DEPTH
834 | WINED3DFMT_FLAG_STENCIL | WINED3DFMT_FLAG_SHADOW,
835 ARB_FRAMEBUFFER_OBJECT, NULL},
836 {WINED3DFMT_X8D24_UNORM, GL_DEPTH_COMPONENT24_ARB, GL_DEPTH_COMPONENT24_ARB, 0,
837 GL_DEPTH_COMPONENT, GL_UNSIGNED_INT, 0,
838 WINED3DFMT_FLAG_POSTPIXELSHADER_BLENDING | WINED3DFMT_FLAG_FILTERING | WINED3DFMT_FLAG_DEPTH
839 | WINED3DFMT_FLAG_SHADOW,
840 ARB_DEPTH_TEXTURE, NULL},
841 {WINED3DFMT_S4X4_UINT_D24_UNORM, GL_DEPTH_COMPONENT24_ARB, GL_DEPTH_COMPONENT24_ARB, 0,
842 GL_DEPTH_COMPONENT, GL_UNSIGNED_INT, 0,
843 WINED3DFMT_FLAG_DEPTH | WINED3DFMT_FLAG_SHADOW,
844 ARB_DEPTH_TEXTURE, NULL},
845 {WINED3DFMT_S4X4_UINT_D24_UNORM, GL_DEPTH24_STENCIL8_EXT, GL_DEPTH24_STENCIL8_EXT, 0,
846 GL_DEPTH_STENCIL_EXT, GL_UNSIGNED_INT_24_8_EXT, 4,
847 WINED3DFMT_FLAG_DEPTH | WINED3DFMT_FLAG_STENCIL | WINED3DFMT_FLAG_SHADOW,
848 EXT_PACKED_DEPTH_STENCIL, convert_s4x4_uint_d24_unorm},
849 {WINED3DFMT_S4X4_UINT_D24_UNORM, GL_DEPTH24_STENCIL8, GL_DEPTH24_STENCIL8, 0,
850 GL_DEPTH_STENCIL, GL_UNSIGNED_INT_24_8, 4,
851 WINED3DFMT_FLAG_DEPTH | WINED3DFMT_FLAG_STENCIL | WINED3DFMT_FLAG_SHADOW,
852 ARB_FRAMEBUFFER_OBJECT, convert_s4x4_uint_d24_unorm},
853 {WINED3DFMT_D16_UNORM, GL_DEPTH_COMPONENT24_ARB, GL_DEPTH_COMPONENT24_ARB, 0,
854 GL_DEPTH_COMPONENT, GL_UNSIGNED_SHORT, 0,
855 WINED3DFMT_FLAG_POSTPIXELSHADER_BLENDING | WINED3DFMT_FLAG_FILTERING | WINED3DFMT_FLAG_DEPTH
856 | WINED3DFMT_FLAG_SHADOW,
857 ARB_DEPTH_TEXTURE, NULL},
858 {WINED3DFMT_L16_UNORM, GL_LUMINANCE16, GL_LUMINANCE16, 0,
859 GL_LUMINANCE, GL_UNSIGNED_SHORT, 0,
860 WINED3DFMT_FLAG_POSTPIXELSHADER_BLENDING | WINED3DFMT_FLAG_FILTERING,
861 WINED3D_GL_EXT_NONE, NULL},
862 {WINED3DFMT_D32_FLOAT, GL_DEPTH_COMPONENT32F, GL_DEPTH_COMPONENT32F, 0,
863 GL_DEPTH_COMPONENT, GL_FLOAT, 0,
864 WINED3DFMT_FLAG_DEPTH | WINED3DFMT_FLAG_SHADOW,
865 ARB_DEPTH_BUFFER_FLOAT, NULL},
866 {WINED3DFMT_S8_UINT_D24_FLOAT, GL_DEPTH32F_STENCIL8, GL_DEPTH32F_STENCIL8, 0,
867 GL_DEPTH_STENCIL, GL_FLOAT_32_UNSIGNED_INT_24_8_REV, 8,
868 WINED3DFMT_FLAG_DEPTH | WINED3DFMT_FLAG_STENCIL | WINED3DFMT_FLAG_SHADOW,
869 ARB_DEPTH_BUFFER_FLOAT, convert_s8_uint_d24_float},
870 /* Vendor-specific formats */
871 {WINED3DFMT_ATI2N, GL_COMPRESSED_LUMINANCE_ALPHA_3DC_ATI, GL_COMPRESSED_LUMINANCE_ALPHA_3DC_ATI, 0,
872 GL_LUMINANCE_ALPHA, GL_UNSIGNED_BYTE, 0,
873 WINED3DFMT_FLAG_POSTPIXELSHADER_BLENDING | WINED3DFMT_FLAG_FILTERING | WINED3DFMT_FLAG_COMPRESSED,
874 ATI_TEXTURE_COMPRESSION_3DC, NULL},
875 {WINED3DFMT_ATI2N, GL_COMPRESSED_RED_GREEN_RGTC2, GL_COMPRESSED_RED_GREEN_RGTC2, 0,
876 GL_LUMINANCE_ALPHA, GL_UNSIGNED_BYTE, 0,
877 WINED3DFMT_FLAG_POSTPIXELSHADER_BLENDING | WINED3DFMT_FLAG_FILTERING | WINED3DFMT_FLAG_COMPRESSED,
878 ARB_TEXTURE_COMPRESSION_RGTC, NULL},
879 {WINED3DFMT_INTZ, GL_DEPTH24_STENCIL8_EXT, GL_DEPTH24_STENCIL8_EXT, 0,
880 GL_DEPTH_STENCIL_EXT, GL_UNSIGNED_INT_24_8_EXT, 0,
881 WINED3DFMT_FLAG_POSTPIXELSHADER_BLENDING | WINED3DFMT_FLAG_FILTERING | WINED3DFMT_FLAG_DEPTH
882 | WINED3DFMT_FLAG_STENCIL,
883 EXT_PACKED_DEPTH_STENCIL, NULL},
884 {WINED3DFMT_INTZ, GL_DEPTH24_STENCIL8, GL_DEPTH24_STENCIL8, 0,
885 GL_DEPTH_STENCIL, GL_UNSIGNED_INT_24_8, 0,
886 WINED3DFMT_FLAG_POSTPIXELSHADER_BLENDING | WINED3DFMT_FLAG_FILTERING | WINED3DFMT_FLAG_DEPTH
887 | WINED3DFMT_FLAG_STENCIL,
888 ARB_FRAMEBUFFER_OBJECT, NULL},
889 {WINED3DFMT_NULL, GL_RGBA8, GL_RGBA8, 0,
890 GL_RGBA, GL_UNSIGNED_INT_8_8_8_8_REV, 0,
891 WINED3DFMT_FLAG_RENDERTARGET,
892 ARB_FRAMEBUFFER_OBJECT, NULL},
895 static inline int getFmtIdx(enum wined3d_format_id format_id)
897 /* First check if the format is at the position of its value.
898 * This will catch the argb formats before the loop is entered. */
899 if (format_id < (sizeof(formats) / sizeof(*formats))
900 && formats[format_id].id == format_id)
902 return format_id;
904 else
906 unsigned int i;
908 for (i = 0; i < (sizeof(formats) / sizeof(*formats)); ++i)
910 if (formats[i].id == format_id) return i;
913 return -1;
916 static BOOL init_format_base_info(struct wined3d_gl_info *gl_info)
918 UINT format_count = sizeof(formats) / sizeof(*formats);
919 UINT i;
921 gl_info->formats = HeapAlloc(GetProcessHeap(), HEAP_ZERO_MEMORY, format_count * sizeof(*gl_info->formats));
922 if (!gl_info->formats)
924 ERR("Failed to allocate memory.\n");
925 return FALSE;
928 for (i = 0; i < format_count; ++i)
930 struct wined3d_format *format = &gl_info->formats[i];
931 format->id = formats[i].id;
932 format->red_mask = formats[i].redMask;
933 format->green_mask = formats[i].greenMask;
934 format->blue_mask = formats[i].blueMask;
935 format->alpha_mask = formats[i].alphaMask;
936 format->byte_count = formats[i].bpp;
937 format->depth_size = formats[i].depthSize;
938 format->stencil_size = formats[i].stencilSize;
939 format->block_width = 1;
940 format->block_height = 1;
941 format->block_byte_count = formats[i].bpp;
944 for (i = 0; i < (sizeof(format_base_flags) / sizeof(*format_base_flags)); ++i)
946 int fmt_idx = getFmtIdx(format_base_flags[i].id);
948 if (fmt_idx == -1)
950 ERR("Format %s (%#x) not found.\n",
951 debug_d3dformat(format_base_flags[i].id), format_base_flags[i].id);
952 HeapFree(GetProcessHeap(), 0, gl_info->formats);
953 return FALSE;
956 gl_info->formats[fmt_idx].flags |= format_base_flags[i].flags;
959 return TRUE;
962 static BOOL init_format_block_info(struct wined3d_gl_info *gl_info)
964 unsigned int i;
966 for (i = 0; i < (sizeof(format_block_info) / sizeof(*format_block_info)); ++i)
968 struct wined3d_format *format;
969 int fmt_idx = getFmtIdx(format_block_info[i].id);
971 if (fmt_idx == -1)
973 ERR("Format %s (%#x) not found.\n",
974 debug_d3dformat(format_block_info[i].id), format_block_info[i].id);
975 return FALSE;
978 format = &gl_info->formats[fmt_idx];
979 format->block_width = format_block_info[i].block_width;
980 format->block_height = format_block_info[i].block_height;
981 format->block_byte_count = format_block_info[i].block_byte_count;
982 format->flags |= WINED3DFMT_FLAG_BLOCKS;
985 return TRUE;
988 /* Context activation is done by the caller. */
989 static void check_fbo_compat(const struct wined3d_gl_info *gl_info, struct wined3d_format *format)
991 /* Check if the default internal format is supported as a frame buffer
992 * target, otherwise fall back to the render target internal.
994 * Try to stick to the standard format if possible, this limits precision differences. */
995 GLenum status;
996 GLuint tex;
998 ENTER_GL();
1000 while(glGetError());
1001 glDisable(GL_BLEND);
1003 glGenTextures(1, &tex);
1004 glBindTexture(GL_TEXTURE_2D, tex);
1006 glTexImage2D(GL_TEXTURE_2D, 0, format->glInternal, 16, 16, 0, format->glFormat, format->glType, NULL);
1007 glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_NEAREST);
1008 glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_NEAREST);
1010 gl_info->fbo_ops.glFramebufferTexture2D(GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT0, GL_TEXTURE_2D, tex, 0);
1012 status = gl_info->fbo_ops.glCheckFramebufferStatus(GL_FRAMEBUFFER);
1013 checkGLcall("Framebuffer format check");
1015 if (status == GL_FRAMEBUFFER_COMPLETE)
1017 TRACE("Format %s is supported as FBO color attachment.\n", debug_d3dformat(format->id));
1018 format->flags |= WINED3DFMT_FLAG_FBO_ATTACHABLE;
1019 format->rtInternal = format->glInternal;
1021 else
1023 if (!format->rtInternal)
1025 if (format->flags & WINED3DFMT_FLAG_RENDERTARGET)
1027 FIXME("Format %s with rendertarget flag is not supported as FBO color attachment,"
1028 " and no fallback specified.\n", debug_d3dformat(format->id));
1029 format->flags &= ~WINED3DFMT_FLAG_RENDERTARGET;
1031 else
1033 TRACE("Format %s is not supported as FBO color attachment.\n", debug_d3dformat(format->id));
1035 format->rtInternal = format->glInternal;
1037 else
1039 TRACE("Format %s is not supported as FBO color attachment, trying rtInternal format as fallback.\n",
1040 debug_d3dformat(format->id));
1042 while(glGetError());
1044 gl_info->fbo_ops.glFramebufferTexture2D(GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT0, GL_TEXTURE_2D, 0, 0);
1046 glTexImage2D(GL_TEXTURE_2D, 0, format->rtInternal, 16, 16, 0, format->glFormat, format->glType, NULL);
1047 glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_NEAREST);
1048 glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_NEAREST);
1050 gl_info->fbo_ops.glFramebufferTexture2D(GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT0, GL_TEXTURE_2D, tex, 0);
1052 status = gl_info->fbo_ops.glCheckFramebufferStatus(GL_FRAMEBUFFER);
1053 checkGLcall("Framebuffer format check");
1055 if (status == GL_FRAMEBUFFER_COMPLETE)
1057 TRACE("Format %s rtInternal format is supported as FBO color attachment.\n",
1058 debug_d3dformat(format->id));
1060 else
1062 FIXME("Format %s rtInternal format is not supported as FBO color attachment.\n",
1063 debug_d3dformat(format->id));
1064 format->flags &= ~WINED3DFMT_FLAG_RENDERTARGET;
1069 if (status == GL_FRAMEBUFFER_COMPLETE && ((format->flags & WINED3DFMT_FLAG_POSTPIXELSHADER_BLENDING)
1070 || !(gl_info->quirks & WINED3D_QUIRK_LIMITED_TEX_FILTERING))
1071 && format->id != WINED3DFMT_NULL && format->id != WINED3DFMT_P8_UINT
1072 && format->glFormat != GL_LUMINANCE && format->glFormat != GL_LUMINANCE_ALPHA)
1074 GLuint rb, tex2;
1075 DWORD readback[16 * 16], color;
1076 BYTE r, a;
1077 BOOL match = TRUE;
1079 if (gl_info->supported[ARB_FRAMEBUFFER_OBJECT]
1080 || gl_info->supported[EXT_PACKED_DEPTH_STENCIL])
1082 gl_info->fbo_ops.glGenRenderbuffers(1, &rb);
1083 gl_info->fbo_ops.glBindRenderbuffer(GL_RENDERBUFFER, rb);
1084 gl_info->fbo_ops.glRenderbufferStorage(GL_RENDERBUFFER, GL_DEPTH24_STENCIL8, 16, 16);
1085 gl_info->fbo_ops.glFramebufferRenderbuffer(GL_FRAMEBUFFER, GL_DEPTH_ATTACHMENT, GL_RENDERBUFFER, rb);
1086 gl_info->fbo_ops.glFramebufferRenderbuffer(GL_FRAMEBUFFER, GL_STENCIL_ATTACHMENT, GL_RENDERBUFFER, rb);
1087 checkGLcall("RB attachment");
1090 glEnable(GL_BLEND);
1091 glClearColor(0.0f, 0.0f, 0.0f, 1.0f);
1092 glClear(GL_COLOR_BUFFER_BIT);
1093 if (glGetError() == GL_INVALID_FRAMEBUFFER_OPERATION)
1095 while(glGetError());
1096 TRACE("Format doesn't support post-pixelshader blending.\n");
1097 format->flags &= ~WINED3DFMT_FLAG_POSTPIXELSHADER_BLENDING;
1099 else
1101 glViewport(0, 0, 16, 16);
1102 glDisable(GL_LIGHTING);
1103 glMatrixMode(GL_MODELVIEW);
1104 glLoadIdentity();
1105 glMatrixMode(GL_PROJECTION);
1106 glLoadIdentity();
1108 glBlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
1110 /* Draw a full-black quad */
1111 glBegin(GL_TRIANGLE_STRIP);
1112 glColor4ub(0x00, 0x00, 0x00, 0xff);
1113 glVertex3f(-1.0f, -1.0f, 0.0f);
1114 glColor4ub(0x00, 0x00, 0x00, 0xff);
1115 glVertex3f(1.0f, -1.0f, 0.0f);
1116 glColor4ub(0x00, 0x00, 0x00, 0xff);
1117 glVertex3f(-1.0f, 1.0f, 0.0f);
1118 glColor4ub(0x00, 0x00, 0x00, 0xff);
1119 glVertex3f(1.0f, 1.0f, 0.0f);
1120 glEnd();
1122 /* Draw a half-transparent red quad */
1123 glBegin(GL_TRIANGLE_STRIP);
1124 glColor4ub(0xff, 0x00, 0x00, 0x80);
1125 glVertex3f(-1.0f, -1.0f, 0.0f);
1126 glColor4ub(0xff, 0x00, 0x00, 0x80);
1127 glVertex3f(1.0f, -1.0f, 0.0f);
1128 glColor4ub(0xff, 0x00, 0x00, 0x80);
1129 glVertex3f(-1.0f, 1.0f, 0.0f);
1130 glColor4ub(0xff, 0x00, 0x00, 0x80);
1131 glVertex3f(1.0f, 1.0f, 0.0f);
1132 glEnd();
1134 glGenTextures(1, &tex2);
1135 glBindTexture(GL_TEXTURE_2D, tex2);
1137 glCopyTexImage2D(GL_TEXTURE_2D, 0, GL_RGBA8, 0, 0, 16, 16, 0);
1138 glGetTexImage(GL_TEXTURE_2D, 0, GL_BGRA, GL_UNSIGNED_INT_8_8_8_8_REV, readback);
1139 checkGLcall("Post-pixelshader blending check");
1141 color = readback[7 * 16 + 7];
1142 a = color >> 24;
1143 r = (color & 0x00ff0000) >> 16;
1145 if (format->red_mask && (r < 0x7b || r > 0x84))
1146 match = FALSE;
1147 /* If the alpha component is more than 1 bit */
1148 else if ((format->alpha_mask & (format->alpha_mask - 1)) && (a < 0x9f || a > 0xdf))
1149 match = FALSE;
1150 if (!match)
1152 TRACE("Format doesn't support post-pixelshader blending.\n");
1153 TRACE("Color output: %#x\n", color);
1154 format->flags &= ~WINED3DFMT_FLAG_POSTPIXELSHADER_BLENDING;
1156 else
1158 TRACE("Format supports post-pixelshader blending.\n");
1159 format->flags |= WINED3DFMT_FLAG_POSTPIXELSHADER_BLENDING;
1162 glBindTexture(GL_TEXTURE_2D, tex);
1163 glDeleteTextures(1, &tex2);
1166 if (gl_info->supported[ARB_FRAMEBUFFER_OBJECT]
1167 || gl_info->supported[EXT_PACKED_DEPTH_STENCIL])
1169 gl_info->fbo_ops.glFramebufferRenderbuffer(GL_FRAMEBUFFER, GL_DEPTH_ATTACHMENT, GL_RENDERBUFFER, 0);
1170 gl_info->fbo_ops.glFramebufferRenderbuffer(GL_FRAMEBUFFER, GL_STENCIL_ATTACHMENT, GL_RENDERBUFFER, 0);
1171 gl_info->fbo_ops.glDeleteRenderbuffers(1, &rb);
1172 checkGLcall("RB cleanup");
1176 if (format->glInternal != format->glGammaInternal)
1178 glTexImage2D(GL_TEXTURE_2D, 0, format->glGammaInternal, 16, 16, 0, format->glFormat, format->glType, NULL);
1179 gl_info->fbo_ops.glFramebufferTexture2D(GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT0, GL_TEXTURE_2D, tex, 0);
1181 status = gl_info->fbo_ops.glCheckFramebufferStatus(GL_FRAMEBUFFER);
1182 checkGLcall("Framebuffer format check");
1184 if (status == GL_FRAMEBUFFER_COMPLETE)
1186 TRACE("Format %s's sRGB format is FBO attachable.\n", debug_d3dformat(format->id));
1187 format->flags |= WINED3DFMT_FLAG_FBO_ATTACHABLE_SRGB;
1189 else
1191 WARN("Format %s's sRGB format is not FBO attachable.\n", debug_d3dformat(format->id));
1194 else if (status == GL_FRAMEBUFFER_COMPLETE)
1195 format->flags |= WINED3DFMT_FLAG_FBO_ATTACHABLE_SRGB;
1197 glDeleteTextures(1, &tex);
1199 LEAVE_GL();
1202 /* Context activation is done by the caller. */
1203 static void init_format_fbo_compat_info(struct wined3d_gl_info *gl_info)
1205 unsigned int i;
1206 GLuint fbo;
1208 if (wined3d_settings.offscreen_rendering_mode == ORM_FBO)
1210 ENTER_GL();
1212 gl_info->fbo_ops.glGenFramebuffers(1, &fbo);
1213 gl_info->fbo_ops.glBindFramebuffer(GL_FRAMEBUFFER, fbo);
1214 glDrawBuffer(GL_COLOR_ATTACHMENT0);
1215 glReadBuffer(GL_COLOR_ATTACHMENT0);
1217 LEAVE_GL();
1220 for (i = 0; i < sizeof(formats) / sizeof(*formats); ++i)
1222 struct wined3d_format *format = &gl_info->formats[i];
1224 if (!format->glInternal) continue;
1226 if (format->flags & (WINED3DFMT_FLAG_DEPTH | WINED3DFMT_FLAG_STENCIL))
1228 TRACE("Skipping format %s because it's a depth/stencil format.\n",
1229 debug_d3dformat(format->id));
1230 continue;
1233 if (format->flags & WINED3DFMT_FLAG_COMPRESSED)
1235 TRACE("Skipping format %s because it's a compressed format.\n",
1236 debug_d3dformat(format->id));
1237 continue;
1240 if (wined3d_settings.offscreen_rendering_mode == ORM_FBO)
1242 TRACE("Checking if format %s is supported as FBO color attachment...\n", debug_d3dformat(format->id));
1243 check_fbo_compat(gl_info, format);
1245 else
1247 format->rtInternal = format->glInternal;
1251 if (wined3d_settings.offscreen_rendering_mode == ORM_FBO)
1253 ENTER_GL();
1255 gl_info->fbo_ops.glDeleteFramebuffers(1, &fbo);
1257 LEAVE_GL();
1261 static BOOL init_format_texture_info(struct wined3d_gl_info *gl_info)
1263 unsigned int i;
1265 for (i = 0; i < sizeof(format_texture_info) / sizeof(*format_texture_info); ++i)
1267 int fmt_idx = getFmtIdx(format_texture_info[i].id);
1268 struct wined3d_format *format;
1270 if (fmt_idx == -1)
1272 ERR("Format %s (%#x) not found.\n",
1273 debug_d3dformat(format_texture_info[i].id), format_texture_info[i].id);
1274 return FALSE;
1277 if (!gl_info->supported[format_texture_info[i].extension]) continue;
1279 format = &gl_info->formats[fmt_idx];
1281 /* ARB_texture_rg defines floating point formats, but only if
1282 * ARB_texture_float is also supported. */
1283 if (!gl_info->supported[ARB_TEXTURE_FLOAT]
1284 && (format->flags & WINED3DFMT_FLAG_FLOAT))
1285 continue;
1287 format->glInternal = format_texture_info[i].gl_internal;
1288 format->glGammaInternal = format_texture_info[i].gl_srgb_internal;
1289 format->rtInternal = format_texture_info[i].gl_rt_internal;
1290 format->glFormat = format_texture_info[i].gl_format;
1291 format->glType = format_texture_info[i].gl_type;
1292 format->color_fixup = COLOR_FIXUP_IDENTITY;
1293 format->flags |= format_texture_info[i].flags;
1294 format->height_scale.numerator = 1;
1295 format->height_scale.denominator = 1;
1297 if (format->glGammaInternal != format->glInternal)
1299 /* Filter sRGB capabilities if EXT_texture_sRGB is not supported. */
1300 if (!gl_info->supported[EXT_TEXTURE_SRGB])
1302 format->glGammaInternal = format->glInternal;
1303 format->flags &= ~(WINED3DFMT_FLAG_SRGB_READ | WINED3DFMT_FLAG_SRGB_WRITE);
1305 else if (gl_info->supported[EXT_TEXTURE_SRGB_DECODE])
1307 format->glInternal = format->glGammaInternal;
1311 /* Texture conversion stuff */
1312 format->convert = format_texture_info[i].convert;
1313 format->conv_byte_count = format_texture_info[i].conv_byte_count;
1316 return TRUE;
1319 static BOOL color_match(DWORD c1, DWORD c2, BYTE max_diff)
1321 if (abs((c1 & 0xff) - (c2 & 0xff)) > max_diff) return FALSE;
1322 c1 >>= 8; c2 >>= 8;
1323 if (abs((c1 & 0xff) - (c2 & 0xff)) > max_diff) return FALSE;
1324 c1 >>= 8; c2 >>= 8;
1325 if (abs((c1 & 0xff) - (c2 & 0xff)) > max_diff) return FALSE;
1326 c1 >>= 8; c2 >>= 8;
1327 if (abs((c1 & 0xff) - (c2 & 0xff)) > max_diff) return FALSE;
1328 return TRUE;
1331 /* A context is provided by the caller */
1332 static BOOL check_filter(const struct wined3d_gl_info *gl_info, GLenum internal)
1334 static const DWORD data[] = {0x00000000, 0xffffffff};
1335 GLuint tex, fbo, buffer;
1336 DWORD readback[16 * 1];
1337 BOOL ret = FALSE;
1339 /* Render a filtered texture and see what happens. This is intended to detect the lack of
1340 * float16 filtering on ATI X1000 class cards. The drivers disable filtering instead of
1341 * falling back to software. If this changes in the future this code will get fooled and
1342 * apps might hit the software path due to incorrectly advertised caps.
1344 * Its unlikely that this changes however. GL Games like Mass Effect depend on the filter
1345 * disable fallback, if Apple or ATI ever change the driver behavior they will break more
1346 * than Wine. The Linux binary <= r500 driver is not maintained any more anyway
1349 ENTER_GL();
1350 while(glGetError());
1352 glGenTextures(1, &buffer);
1353 glBindTexture(GL_TEXTURE_2D, buffer);
1354 memset(readback, 0x7e, sizeof(readback));
1355 glTexImage2D(GL_TEXTURE_2D, 0, GL_RGBA8, 16, 1, 0, GL_RGBA, GL_UNSIGNED_INT_8_8_8_8, readback);
1356 glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_NEAREST);
1357 glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_NEAREST);
1358 glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_CLAMP_TO_EDGE);
1359 glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_CLAMP_TO_EDGE);
1360 glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_R, GL_CLAMP_TO_EDGE);
1362 glGenTextures(1, &tex);
1363 glBindTexture(GL_TEXTURE_2D, tex);
1364 glTexImage2D(GL_TEXTURE_2D, 0, internal, 2, 1, 0, GL_BGRA, GL_UNSIGNED_INT_8_8_8_8_REV, data);
1365 glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR);
1366 glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_LINEAR);
1367 glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_CLAMP_TO_EDGE);
1368 glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_CLAMP_TO_EDGE);
1369 glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_R, GL_CLAMP_TO_EDGE);
1370 glEnable(GL_TEXTURE_2D);
1372 gl_info->fbo_ops.glGenFramebuffers(1, &fbo);
1373 gl_info->fbo_ops.glBindFramebuffer(GL_FRAMEBUFFER, fbo);
1374 gl_info->fbo_ops.glFramebufferTexture2D(GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT0, GL_TEXTURE_2D, buffer, 0);
1375 glDrawBuffer(GL_COLOR_ATTACHMENT0);
1377 glViewport(0, 0, 16, 1);
1378 glDisable(GL_LIGHTING);
1379 glMatrixMode(GL_MODELVIEW);
1380 glLoadIdentity();
1381 glMatrixMode(GL_PROJECTION);
1382 glLoadIdentity();
1384 glClearColor(0, 1, 0, 0);
1385 glClear(GL_COLOR_BUFFER_BIT);
1387 glBegin(GL_TRIANGLE_STRIP);
1388 glTexCoord2f(0.0, 0.0);
1389 glVertex2f(-1.0f, -1.0f);
1390 glTexCoord2f(1.0, 0.0);
1391 glVertex2f(1.0f, -1.0f);
1392 glTexCoord2f(0.0, 1.0);
1393 glVertex2f(-1.0f, 1.0f);
1394 glTexCoord2f(1.0, 1.0);
1395 glVertex2f(1.0f, 1.0f);
1396 glEnd();
1398 glBindTexture(GL_TEXTURE_2D, buffer);
1399 memset(readback, 0x7f, sizeof(readback));
1400 glGetTexImage(GL_TEXTURE_2D, 0, GL_BGRA, GL_UNSIGNED_INT_8_8_8_8_REV, readback);
1401 if(color_match(readback[6], 0xffffffff, 5) || color_match(readback[6], 0x00000000, 5) ||
1402 color_match(readback[9], 0xffffffff, 5) || color_match(readback[9], 0x00000000, 5))
1404 TRACE("Read back colors 0x%08x and 0x%08x close to unfiltered color, assuming no filtering\n",
1405 readback[6], readback[9]);
1406 ret = FALSE;
1408 else
1410 TRACE("Read back colors are 0x%08x and 0x%08x, assuming texture is filtered\n",
1411 readback[6], readback[9]);
1412 ret = TRUE;
1415 gl_info->fbo_ops.glBindFramebuffer(GL_FRAMEBUFFER, 0);
1416 gl_info->fbo_ops.glDeleteFramebuffers(1, &fbo);
1417 glDeleteTextures(1, &tex);
1418 glDeleteTextures(1, &buffer);
1420 if(glGetError())
1422 FIXME("Error during filtering test for format %x, returning no filtering\n", internal);
1423 ret = FALSE;
1425 LEAVE_GL();
1426 return ret;
1429 static void init_format_filter_info(struct wined3d_gl_info *gl_info, enum wined3d_pci_vendor vendor)
1431 struct wined3d_format *format;
1432 unsigned int fmt_idx, i;
1433 static const enum wined3d_format_id fmts16[] =
1435 WINED3DFMT_R16_FLOAT,
1436 WINED3DFMT_R16G16_FLOAT,
1437 WINED3DFMT_R16G16B16A16_FLOAT,
1439 BOOL filtered;
1441 if(wined3d_settings.offscreen_rendering_mode != ORM_FBO)
1443 WARN("No FBO support, or no FBO ORM, guessing filter info from GL caps\n");
1444 if (vendor == HW_VENDOR_NVIDIA && gl_info->supported[ARB_TEXTURE_FLOAT])
1446 TRACE("Nvidia card with texture_float support: Assuming float16 blending\n");
1447 filtered = TRUE;
1449 else if (gl_info->limits.glsl_varyings > 44)
1451 TRACE("More than 44 GLSL varyings - assuming d3d10 card with float16 blending\n");
1452 filtered = TRUE;
1454 else
1456 TRACE("Assuming no float16 blending\n");
1457 filtered = FALSE;
1460 if(filtered)
1462 for(i = 0; i < (sizeof(fmts16) / sizeof(*fmts16)); i++)
1464 fmt_idx = getFmtIdx(fmts16[i]);
1465 gl_info->formats[fmt_idx].flags |= WINED3DFMT_FLAG_FILTERING;
1468 return;
1471 for(i = 0; i < (sizeof(fmts16) / sizeof(*fmts16)); i++)
1473 fmt_idx = getFmtIdx(fmts16[i]);
1474 format = &gl_info->formats[fmt_idx];
1475 if (!format->glInternal) continue; /* Not supported by GL */
1477 filtered = check_filter(gl_info, gl_info->formats[fmt_idx].glInternal);
1478 if(filtered)
1480 TRACE("Format %s supports filtering\n", debug_d3dformat(fmts16[i]));
1481 format->flags |= WINED3DFMT_FLAG_FILTERING;
1483 else
1485 TRACE("Format %s does not support filtering\n", debug_d3dformat(fmts16[i]));
1490 static void apply_format_fixups(struct wined3d_gl_info *gl_info)
1492 int idx;
1494 idx = getFmtIdx(WINED3DFMT_R16_FLOAT);
1495 gl_info->formats[idx].color_fixup = create_color_fixup_desc(
1496 0, CHANNEL_SOURCE_X, 0, CHANNEL_SOURCE_ONE, 0, CHANNEL_SOURCE_ONE, 0, CHANNEL_SOURCE_W);
1498 idx = getFmtIdx(WINED3DFMT_R32_FLOAT);
1499 gl_info->formats[idx].color_fixup = create_color_fixup_desc(
1500 0, CHANNEL_SOURCE_X, 0, CHANNEL_SOURCE_ONE, 0, CHANNEL_SOURCE_ONE, 0, CHANNEL_SOURCE_W);
1502 idx = getFmtIdx(WINED3DFMT_R16G16_UNORM);
1503 gl_info->formats[idx].color_fixup = create_color_fixup_desc(
1504 0, CHANNEL_SOURCE_X, 0, CHANNEL_SOURCE_Y, 0, CHANNEL_SOURCE_ONE, 0, CHANNEL_SOURCE_W);
1506 idx = getFmtIdx(WINED3DFMT_R16G16_FLOAT);
1507 gl_info->formats[idx].color_fixup = create_color_fixup_desc(
1508 0, CHANNEL_SOURCE_X, 0, CHANNEL_SOURCE_Y, 0, CHANNEL_SOURCE_ONE, 0, CHANNEL_SOURCE_W);
1510 idx = getFmtIdx(WINED3DFMT_R32G32_FLOAT);
1511 gl_info->formats[idx].color_fixup = create_color_fixup_desc(
1512 0, CHANNEL_SOURCE_X, 0, CHANNEL_SOURCE_Y, 0, CHANNEL_SOURCE_ONE, 0, CHANNEL_SOURCE_W);
1514 /* V8U8 is supported natively by GL_ATI_envmap_bumpmap and GL_NV_texture_shader.
1515 * V16U16 is only supported by GL_NV_texture_shader. The formats need fixup if
1516 * their extensions are not available. GL_ATI_envmap_bumpmap is not used because
1517 * the only driver that implements it(fglrx) has a buggy implementation.
1519 * V8U8 and V16U16 need a fixup of the undefined blue channel. OpenGL
1520 * returns 0.0 when sampling from it, DirectX 1.0. So we always have in-shader
1521 * conversion for this format.
1523 if (!gl_info->supported[NV_TEXTURE_SHADER])
1525 idx = getFmtIdx(WINED3DFMT_R8G8_SNORM);
1526 gl_info->formats[idx].color_fixup = create_color_fixup_desc(
1527 1, CHANNEL_SOURCE_X, 1, CHANNEL_SOURCE_Y, 0, CHANNEL_SOURCE_ONE, 0, CHANNEL_SOURCE_ONE);
1528 idx = getFmtIdx(WINED3DFMT_R16G16_SNORM);
1529 gl_info->formats[idx].color_fixup = create_color_fixup_desc(
1530 1, CHANNEL_SOURCE_X, 1, CHANNEL_SOURCE_Y, 0, CHANNEL_SOURCE_ONE, 0, CHANNEL_SOURCE_ONE);
1532 else
1534 idx = getFmtIdx(WINED3DFMT_R8G8_SNORM);
1535 gl_info->formats[idx].color_fixup = create_color_fixup_desc(
1536 0, CHANNEL_SOURCE_X, 0, CHANNEL_SOURCE_Y, 0, CHANNEL_SOURCE_ONE, 0, CHANNEL_SOURCE_ONE);
1538 idx = getFmtIdx(WINED3DFMT_R16G16_SNORM);
1539 gl_info->formats[idx].color_fixup = create_color_fixup_desc(
1540 0, CHANNEL_SOURCE_X, 0, CHANNEL_SOURCE_Y, 0, CHANNEL_SOURCE_ONE, 0, CHANNEL_SOURCE_ONE);
1543 if (!gl_info->supported[NV_TEXTURE_SHADER])
1545 /* If GL_NV_texture_shader is not supported, those formats are converted, incompatibly
1546 * with each other
1548 idx = getFmtIdx(WINED3DFMT_R5G5_SNORM_L6_UNORM);
1549 gl_info->formats[idx].color_fixup = create_color_fixup_desc(
1550 1, CHANNEL_SOURCE_X, 1, CHANNEL_SOURCE_Z, 0, CHANNEL_SOURCE_Y, 0, CHANNEL_SOURCE_ONE);
1551 idx = getFmtIdx(WINED3DFMT_R8G8_SNORM_L8X8_UNORM);
1552 gl_info->formats[idx].color_fixup = create_color_fixup_desc(
1553 1, CHANNEL_SOURCE_X, 1, CHANNEL_SOURCE_Y, 0, CHANNEL_SOURCE_Z, 0, CHANNEL_SOURCE_W);
1554 idx = getFmtIdx(WINED3DFMT_R8G8B8A8_SNORM);
1555 gl_info->formats[idx].color_fixup = create_color_fixup_desc(
1556 1, CHANNEL_SOURCE_X, 1, CHANNEL_SOURCE_Y, 1, CHANNEL_SOURCE_Z, 1, CHANNEL_SOURCE_W);
1558 else
1560 /* If GL_NV_texture_shader is supported, WINED3DFMT_L6V5U5 and WINED3DFMT_X8L8V8U8
1561 * are converted at surface loading time, but they do not need any modification in
1562 * the shader, thus they are compatible with all WINED3DFMT_UNKNOWN group formats.
1563 * WINED3DFMT_Q8W8V8U8 doesn't even need load-time conversion
1567 if (gl_info->supported[EXT_TEXTURE_COMPRESSION_RGTC])
1569 idx = getFmtIdx(WINED3DFMT_ATI2N);
1570 gl_info->formats[idx].color_fixup = create_color_fixup_desc(
1571 0, CHANNEL_SOURCE_Y, 0, CHANNEL_SOURCE_X, 0, CHANNEL_SOURCE_ONE, 0, CHANNEL_SOURCE_ONE);
1573 else if (gl_info->supported[ATI_TEXTURE_COMPRESSION_3DC])
1575 idx = getFmtIdx(WINED3DFMT_ATI2N);
1576 gl_info->formats[idx].color_fixup= create_color_fixup_desc(
1577 0, CHANNEL_SOURCE_X, 0, CHANNEL_SOURCE_W, 0, CHANNEL_SOURCE_ONE, 0, CHANNEL_SOURCE_ONE);
1580 if (!gl_info->supported[APPLE_YCBCR_422])
1582 idx = getFmtIdx(WINED3DFMT_YUY2);
1583 gl_info->formats[idx].color_fixup = create_complex_fixup_desc(COMPLEX_FIXUP_YUY2);
1585 idx = getFmtIdx(WINED3DFMT_UYVY);
1586 gl_info->formats[idx].color_fixup = create_complex_fixup_desc(COMPLEX_FIXUP_UYVY);
1589 idx = getFmtIdx(WINED3DFMT_YV12);
1590 gl_info->formats[idx].flags |= WINED3DFMT_FLAG_HEIGHT_SCALE;
1591 gl_info->formats[idx].height_scale.numerator = 3;
1592 gl_info->formats[idx].height_scale.denominator = 2;
1593 gl_info->formats[idx].color_fixup = create_complex_fixup_desc(COMPLEX_FIXUP_YV12);
1595 if (gl_info->supported[EXT_PALETTED_TEXTURE] || gl_info->supported[ARB_FRAGMENT_PROGRAM])
1597 idx = getFmtIdx(WINED3DFMT_P8_UINT);
1598 gl_info->formats[idx].color_fixup = create_complex_fixup_desc(COMPLEX_FIXUP_P8);
1601 if (gl_info->supported[ARB_VERTEX_ARRAY_BGRA])
1603 idx = getFmtIdx(WINED3DFMT_B8G8R8A8_UNORM);
1604 gl_info->formats[idx].gl_vtx_format = GL_BGRA;
1607 if (gl_info->supported[ARB_HALF_FLOAT_VERTEX])
1609 /* Do not change the size of the type, it is CPU side. We have to change the GPU-side information though.
1610 * It is the job of the vertex buffer code to make sure that the vbos have the right format */
1611 idx = getFmtIdx(WINED3DFMT_R16G16_FLOAT);
1612 gl_info->formats[idx].gl_vtx_type = GL_HALF_FLOAT; /* == GL_HALF_FLOAT_NV */
1614 idx = getFmtIdx(WINED3DFMT_R16G16B16A16_FLOAT);
1615 gl_info->formats[idx].gl_vtx_type = GL_HALF_FLOAT;
1619 static BOOL init_format_vertex_info(struct wined3d_gl_info *gl_info)
1621 unsigned int i;
1623 for (i = 0; i < (sizeof(format_vertex_info) / sizeof(*format_vertex_info)); ++i)
1625 struct wined3d_format *format;
1626 int fmt_idx = getFmtIdx(format_vertex_info[i].id);
1628 if (fmt_idx == -1)
1630 ERR("Format %s (%#x) not found.\n",
1631 debug_d3dformat(format_vertex_info[i].id), format_vertex_info[i].id);
1632 return FALSE;
1635 format = &gl_info->formats[fmt_idx];
1636 format->emit_idx = format_vertex_info[i].emit_idx;
1637 format->component_count = format_vertex_info[i].component_count;
1638 format->gl_vtx_type = format_vertex_info[i].gl_vtx_type;
1639 format->gl_vtx_format = format_vertex_info[i].gl_vtx_format;
1640 format->gl_normalized = format_vertex_info[i].gl_normalized;
1641 format->component_size = format_vertex_info[i].component_size;
1644 return TRUE;
1647 BOOL initPixelFormatsNoGL(struct wined3d_gl_info *gl_info)
1649 if (!init_format_base_info(gl_info)) return FALSE;
1651 if (!init_format_block_info(gl_info))
1653 HeapFree(GetProcessHeap(), 0, gl_info->formats);
1654 gl_info->formats = NULL;
1655 return FALSE;
1658 return TRUE;
1661 /* Context activation is done by the caller. */
1662 BOOL initPixelFormats(struct wined3d_gl_info *gl_info, enum wined3d_pci_vendor vendor)
1664 if (!init_format_base_info(gl_info)) return FALSE;
1666 if (!init_format_block_info(gl_info)) goto fail;
1667 if (!init_format_texture_info(gl_info)) goto fail;
1668 if (!init_format_vertex_info(gl_info)) goto fail;
1670 apply_format_fixups(gl_info);
1671 init_format_fbo_compat_info(gl_info);
1672 init_format_filter_info(gl_info, vendor);
1674 return TRUE;
1676 fail:
1677 HeapFree(GetProcessHeap(), 0, gl_info->formats);
1678 gl_info->formats = NULL;
1679 return FALSE;
1682 const struct wined3d_format *wined3d_get_format(const struct wined3d_gl_info *gl_info,
1683 enum wined3d_format_id format_id)
1685 int idx = getFmtIdx(format_id);
1687 if (idx == -1)
1689 FIXME("Can't find format %s (%#x) in the format lookup table\n",
1690 debug_d3dformat(format_id), format_id);
1691 /* Get the caller a valid pointer */
1692 idx = getFmtIdx(WINED3DFMT_UNKNOWN);
1695 return &gl_info->formats[idx];
1698 UINT wined3d_format_calculate_size(const struct wined3d_format *format, UINT alignment, UINT width, UINT height)
1700 UINT size;
1702 if (format->id == WINED3DFMT_UNKNOWN)
1704 size = 0;
1706 else if (format->flags & WINED3DFMT_FLAG_BLOCKS)
1708 UINT row_block_count = (width + format->block_width - 1) / format->block_width;
1709 UINT row_count = (height + format->block_height - 1) / format->block_height;
1710 size = row_count * (((row_block_count * format->block_byte_count) + alignment - 1) & ~(alignment - 1));
1712 else
1714 size = height * (((width * format->byte_count) + alignment - 1) & ~(alignment - 1));
1717 if (format->flags & WINED3DFMT_FLAG_HEIGHT_SCALE)
1719 /* The D3D format requirements make sure that the resulting format is an integer again */
1720 size *= format->height_scale.numerator;
1721 size /= format->height_scale.denominator;
1724 return size;
1727 /*****************************************************************************
1728 * Trace formatting of useful values
1730 const char *debug_d3dformat(enum wined3d_format_id format_id)
1732 switch (format_id)
1734 #define FMT_TO_STR(format_id) case format_id: return #format_id
1735 FMT_TO_STR(WINED3DFMT_UNKNOWN);
1736 FMT_TO_STR(WINED3DFMT_B8G8R8_UNORM);
1737 FMT_TO_STR(WINED3DFMT_B5G5R5X1_UNORM);
1738 FMT_TO_STR(WINED3DFMT_B4G4R4A4_UNORM);
1739 FMT_TO_STR(WINED3DFMT_B2G3R3_UNORM);
1740 FMT_TO_STR(WINED3DFMT_B2G3R3A8_UNORM);
1741 FMT_TO_STR(WINED3DFMT_B4G4R4X4_UNORM);
1742 FMT_TO_STR(WINED3DFMT_R8G8B8X8_UNORM);
1743 FMT_TO_STR(WINED3DFMT_B10G10R10A2_UNORM);
1744 FMT_TO_STR(WINED3DFMT_P8_UINT_A8_UNORM);
1745 FMT_TO_STR(WINED3DFMT_P8_UINT);
1746 FMT_TO_STR(WINED3DFMT_L8_UNORM);
1747 FMT_TO_STR(WINED3DFMT_L8A8_UNORM);
1748 FMT_TO_STR(WINED3DFMT_L4A4_UNORM);
1749 FMT_TO_STR(WINED3DFMT_R5G5_SNORM_L6_UNORM);
1750 FMT_TO_STR(WINED3DFMT_R8G8_SNORM_L8X8_UNORM);
1751 FMT_TO_STR(WINED3DFMT_R10G11B11_SNORM);
1752 FMT_TO_STR(WINED3DFMT_R10G10B10_SNORM_A2_UNORM);
1753 FMT_TO_STR(WINED3DFMT_UYVY);
1754 FMT_TO_STR(WINED3DFMT_YUY2);
1755 FMT_TO_STR(WINED3DFMT_YV12);
1756 FMT_TO_STR(WINED3DFMT_DXT1);
1757 FMT_TO_STR(WINED3DFMT_DXT2);
1758 FMT_TO_STR(WINED3DFMT_DXT3);
1759 FMT_TO_STR(WINED3DFMT_DXT4);
1760 FMT_TO_STR(WINED3DFMT_DXT5);
1761 FMT_TO_STR(WINED3DFMT_MULTI2_ARGB8);
1762 FMT_TO_STR(WINED3DFMT_G8R8_G8B8);
1763 FMT_TO_STR(WINED3DFMT_R8G8_B8G8);
1764 FMT_TO_STR(WINED3DFMT_D16_LOCKABLE);
1765 FMT_TO_STR(WINED3DFMT_D32_UNORM);
1766 FMT_TO_STR(WINED3DFMT_S1_UINT_D15_UNORM);
1767 FMT_TO_STR(WINED3DFMT_X8D24_UNORM);
1768 FMT_TO_STR(WINED3DFMT_S4X4_UINT_D24_UNORM);
1769 FMT_TO_STR(WINED3DFMT_L16_UNORM);
1770 FMT_TO_STR(WINED3DFMT_S8_UINT_D24_FLOAT);
1771 FMT_TO_STR(WINED3DFMT_VERTEXDATA);
1772 FMT_TO_STR(WINED3DFMT_R8G8_SNORM_Cx);
1773 FMT_TO_STR(WINED3DFMT_ATI2N);
1774 FMT_TO_STR(WINED3DFMT_NVDB);
1775 FMT_TO_STR(WINED3DFMT_NVHU);
1776 FMT_TO_STR(WINED3DFMT_NVHS);
1777 FMT_TO_STR(WINED3DFMT_R32G32B32A32_TYPELESS);
1778 FMT_TO_STR(WINED3DFMT_R32G32B32A32_FLOAT);
1779 FMT_TO_STR(WINED3DFMT_R32G32B32A32_UINT);
1780 FMT_TO_STR(WINED3DFMT_R32G32B32A32_SINT);
1781 FMT_TO_STR(WINED3DFMT_R32G32B32_TYPELESS);
1782 FMT_TO_STR(WINED3DFMT_R32G32B32_FLOAT);
1783 FMT_TO_STR(WINED3DFMT_R32G32B32_UINT);
1784 FMT_TO_STR(WINED3DFMT_R32G32B32_SINT);
1785 FMT_TO_STR(WINED3DFMT_R16G16B16A16_TYPELESS);
1786 FMT_TO_STR(WINED3DFMT_R16G16B16A16_FLOAT);
1787 FMT_TO_STR(WINED3DFMT_R16G16B16A16_UNORM);
1788 FMT_TO_STR(WINED3DFMT_R16G16B16A16_UINT);
1789 FMT_TO_STR(WINED3DFMT_R16G16B16A16_SNORM);
1790 FMT_TO_STR(WINED3DFMT_R16G16B16A16_SINT);
1791 FMT_TO_STR(WINED3DFMT_R32G32_TYPELESS);
1792 FMT_TO_STR(WINED3DFMT_R32G32_FLOAT);
1793 FMT_TO_STR(WINED3DFMT_R32G32_UINT);
1794 FMT_TO_STR(WINED3DFMT_R32G32_SINT);
1795 FMT_TO_STR(WINED3DFMT_R32G8X24_TYPELESS);
1796 FMT_TO_STR(WINED3DFMT_D32_FLOAT_S8X24_UINT);
1797 FMT_TO_STR(WINED3DFMT_R32_FLOAT_X8X24_TYPELESS);
1798 FMT_TO_STR(WINED3DFMT_X32_TYPELESS_G8X24_UINT);
1799 FMT_TO_STR(WINED3DFMT_R10G10B10A2_TYPELESS);
1800 FMT_TO_STR(WINED3DFMT_R10G10B10A2_UNORM);
1801 FMT_TO_STR(WINED3DFMT_R10G10B10A2_UINT);
1802 FMT_TO_STR(WINED3DFMT_R10G10B10A2_SNORM);
1803 FMT_TO_STR(WINED3DFMT_R11G11B10_FLOAT);
1804 FMT_TO_STR(WINED3DFMT_R8G8B8A8_TYPELESS);
1805 FMT_TO_STR(WINED3DFMT_R8G8B8A8_UNORM);
1806 FMT_TO_STR(WINED3DFMT_R8G8B8A8_UNORM_SRGB);
1807 FMT_TO_STR(WINED3DFMT_R8G8B8A8_UINT);
1808 FMT_TO_STR(WINED3DFMT_R8G8B8A8_SNORM);
1809 FMT_TO_STR(WINED3DFMT_R8G8B8A8_SINT);
1810 FMT_TO_STR(WINED3DFMT_R16G16_TYPELESS);
1811 FMT_TO_STR(WINED3DFMT_R16G16_FLOAT);
1812 FMT_TO_STR(WINED3DFMT_R16G16_UNORM);
1813 FMT_TO_STR(WINED3DFMT_R16G16_UINT);
1814 FMT_TO_STR(WINED3DFMT_R16G16_SNORM);
1815 FMT_TO_STR(WINED3DFMT_R16G16_SINT);
1816 FMT_TO_STR(WINED3DFMT_R32_TYPELESS);
1817 FMT_TO_STR(WINED3DFMT_D32_FLOAT);
1818 FMT_TO_STR(WINED3DFMT_R32_FLOAT);
1819 FMT_TO_STR(WINED3DFMT_R32_UINT);
1820 FMT_TO_STR(WINED3DFMT_R32_SINT);
1821 FMT_TO_STR(WINED3DFMT_R24G8_TYPELESS);
1822 FMT_TO_STR(WINED3DFMT_D24_UNORM_S8_UINT);
1823 FMT_TO_STR(WINED3DFMT_R24_UNORM_X8_TYPELESS);
1824 FMT_TO_STR(WINED3DFMT_X24_TYPELESS_G8_UINT);
1825 FMT_TO_STR(WINED3DFMT_R8G8_TYPELESS);
1826 FMT_TO_STR(WINED3DFMT_R8G8_UNORM);
1827 FMT_TO_STR(WINED3DFMT_R8G8_UINT);
1828 FMT_TO_STR(WINED3DFMT_R8G8_SNORM);
1829 FMT_TO_STR(WINED3DFMT_R8G8_SINT);
1830 FMT_TO_STR(WINED3DFMT_R16_TYPELESS);
1831 FMT_TO_STR(WINED3DFMT_R16_FLOAT);
1832 FMT_TO_STR(WINED3DFMT_D16_UNORM);
1833 FMT_TO_STR(WINED3DFMT_R16_UNORM);
1834 FMT_TO_STR(WINED3DFMT_R16_UINT);
1835 FMT_TO_STR(WINED3DFMT_R16_SNORM);
1836 FMT_TO_STR(WINED3DFMT_R16_SINT);
1837 FMT_TO_STR(WINED3DFMT_R8_TYPELESS);
1838 FMT_TO_STR(WINED3DFMT_R8_UNORM);
1839 FMT_TO_STR(WINED3DFMT_R8_UINT);
1840 FMT_TO_STR(WINED3DFMT_R8_SNORM);
1841 FMT_TO_STR(WINED3DFMT_R8_SINT);
1842 FMT_TO_STR(WINED3DFMT_A8_UNORM);
1843 FMT_TO_STR(WINED3DFMT_R1_UNORM);
1844 FMT_TO_STR(WINED3DFMT_R9G9B9E5_SHAREDEXP);
1845 FMT_TO_STR(WINED3DFMT_R8G8_B8G8_UNORM);
1846 FMT_TO_STR(WINED3DFMT_G8R8_G8B8_UNORM);
1847 FMT_TO_STR(WINED3DFMT_BC1_TYPELESS);
1848 FMT_TO_STR(WINED3DFMT_BC1_UNORM);
1849 FMT_TO_STR(WINED3DFMT_BC1_UNORM_SRGB);
1850 FMT_TO_STR(WINED3DFMT_BC2_TYPELESS);
1851 FMT_TO_STR(WINED3DFMT_BC2_UNORM);
1852 FMT_TO_STR(WINED3DFMT_BC2_UNORM_SRGB);
1853 FMT_TO_STR(WINED3DFMT_BC3_TYPELESS);
1854 FMT_TO_STR(WINED3DFMT_BC3_UNORM);
1855 FMT_TO_STR(WINED3DFMT_BC3_UNORM_SRGB);
1856 FMT_TO_STR(WINED3DFMT_BC4_TYPELESS);
1857 FMT_TO_STR(WINED3DFMT_BC4_UNORM);
1858 FMT_TO_STR(WINED3DFMT_BC4_SNORM);
1859 FMT_TO_STR(WINED3DFMT_BC5_TYPELESS);
1860 FMT_TO_STR(WINED3DFMT_BC5_UNORM);
1861 FMT_TO_STR(WINED3DFMT_BC5_SNORM);
1862 FMT_TO_STR(WINED3DFMT_B5G6R5_UNORM);
1863 FMT_TO_STR(WINED3DFMT_B5G5R5A1_UNORM);
1864 FMT_TO_STR(WINED3DFMT_B8G8R8A8_UNORM);
1865 FMT_TO_STR(WINED3DFMT_B8G8R8X8_UNORM);
1866 FMT_TO_STR(WINED3DFMT_INTZ);
1867 FMT_TO_STR(WINED3DFMT_NULL);
1868 FMT_TO_STR(WINED3DFMT_R16);
1869 FMT_TO_STR(WINED3DFMT_AL16);
1870 #undef FMT_TO_STR
1871 default:
1873 char fourcc[5];
1874 fourcc[0] = (char)(format_id);
1875 fourcc[1] = (char)(format_id >> 8);
1876 fourcc[2] = (char)(format_id >> 16);
1877 fourcc[3] = (char)(format_id >> 24);
1878 fourcc[4] = 0;
1879 if (isprint(fourcc[0]) && isprint(fourcc[1]) && isprint(fourcc[2]) && isprint(fourcc[3]))
1880 FIXME("Unrecognized %#x (as fourcc: %s) WINED3DFORMAT!\n", format_id, fourcc);
1881 else
1882 FIXME("Unrecognized %#x WINED3DFORMAT!\n", format_id);
1884 return "unrecognized";
1888 const char *debug_d3ddevicetype(enum wined3d_device_type device_type)
1890 switch (device_type)
1892 #define DEVTYPE_TO_STR(dev) case dev: return #dev
1893 DEVTYPE_TO_STR(WINED3D_DEVICE_TYPE_HAL);
1894 DEVTYPE_TO_STR(WINED3D_DEVICE_TYPE_REF);
1895 DEVTYPE_TO_STR(WINED3D_DEVICE_TYPE_SW);
1896 #undef DEVTYPE_TO_STR
1897 default:
1898 FIXME("Unrecognized device type %#x.\n", device_type);
1899 return "unrecognized";
1903 const char *debug_d3dusage(DWORD usage)
1905 char buf[333];
1907 buf[0] = '\0';
1908 #define WINED3DUSAGE_TO_STR(u) if (usage & u) { strcat(buf, " | "#u); usage &= ~u; }
1909 WINED3DUSAGE_TO_STR(WINED3DUSAGE_RENDERTARGET);
1910 WINED3DUSAGE_TO_STR(WINED3DUSAGE_DEPTHSTENCIL);
1911 WINED3DUSAGE_TO_STR(WINED3DUSAGE_WRITEONLY);
1912 WINED3DUSAGE_TO_STR(WINED3DUSAGE_SOFTWAREPROCESSING);
1913 WINED3DUSAGE_TO_STR(WINED3DUSAGE_DONOTCLIP);
1914 WINED3DUSAGE_TO_STR(WINED3DUSAGE_POINTS);
1915 WINED3DUSAGE_TO_STR(WINED3DUSAGE_RTPATCHES);
1916 WINED3DUSAGE_TO_STR(WINED3DUSAGE_NPATCHES);
1917 WINED3DUSAGE_TO_STR(WINED3DUSAGE_DYNAMIC);
1918 WINED3DUSAGE_TO_STR(WINED3DUSAGE_AUTOGENMIPMAP);
1919 WINED3DUSAGE_TO_STR(WINED3DUSAGE_DMAP);
1920 WINED3DUSAGE_TO_STR(WINED3DUSAGE_STATICDECL);
1921 WINED3DUSAGE_TO_STR(WINED3DUSAGE_OVERLAY);
1922 #undef WINED3DUSAGE_TO_STR
1923 if (usage) FIXME("Unrecognized usage flag(s) %#x\n", usage);
1925 return buf[0] ? wine_dbg_sprintf("%s", &buf[3]) : "0";
1928 const char *debug_d3dusagequery(DWORD usagequery)
1930 char buf[238];
1932 buf[0] = '\0';
1933 #define WINED3DUSAGEQUERY_TO_STR(u) if (usagequery & u) { strcat(buf, " | "#u); usagequery &= ~u; }
1934 WINED3DUSAGEQUERY_TO_STR(WINED3DUSAGE_QUERY_FILTER);
1935 WINED3DUSAGEQUERY_TO_STR(WINED3DUSAGE_QUERY_LEGACYBUMPMAP);
1936 WINED3DUSAGEQUERY_TO_STR(WINED3DUSAGE_QUERY_POSTPIXELSHADER_BLENDING);
1937 WINED3DUSAGEQUERY_TO_STR(WINED3DUSAGE_QUERY_SRGBREAD);
1938 WINED3DUSAGEQUERY_TO_STR(WINED3DUSAGE_QUERY_SRGBWRITE);
1939 WINED3DUSAGEQUERY_TO_STR(WINED3DUSAGE_QUERY_VERTEXTEXTURE);
1940 WINED3DUSAGEQUERY_TO_STR(WINED3DUSAGE_QUERY_WRAPANDMIP);
1941 #undef WINED3DUSAGEQUERY_TO_STR
1942 if (usagequery) FIXME("Unrecognized usage query flag(s) %#x\n", usagequery);
1944 return buf[0] ? wine_dbg_sprintf("%s", &buf[3]) : "0";
1947 const char *debug_d3ddeclmethod(enum wined3d_decl_method method)
1949 switch (method)
1951 #define WINED3DDECLMETHOD_TO_STR(u) case u: return #u
1952 WINED3DDECLMETHOD_TO_STR(WINED3D_DECL_METHOD_DEFAULT);
1953 WINED3DDECLMETHOD_TO_STR(WINED3D_DECL_METHOD_PARTIAL_U);
1954 WINED3DDECLMETHOD_TO_STR(WINED3D_DECL_METHOD_PARTIAL_V);
1955 WINED3DDECLMETHOD_TO_STR(WINED3D_DECL_METHOD_CROSS_UV);
1956 WINED3DDECLMETHOD_TO_STR(WINED3D_DECL_METHOD_UV);
1957 WINED3DDECLMETHOD_TO_STR(WINED3D_DECL_METHOD_LOOKUP);
1958 WINED3DDECLMETHOD_TO_STR(WINED3D_DECL_METHOD_LOOKUP_PRESAMPLED);
1959 #undef WINED3DDECLMETHOD_TO_STR
1960 default:
1961 FIXME("Unrecognized declaration method %#x.\n", method);
1962 return "unrecognized";
1966 const char *debug_d3ddeclusage(enum wined3d_decl_usage usage)
1968 switch (usage)
1970 #define WINED3DDECLUSAGE_TO_STR(u) case u: return #u
1971 WINED3DDECLUSAGE_TO_STR(WINED3D_DECL_USAGE_POSITION);
1972 WINED3DDECLUSAGE_TO_STR(WINED3D_DECL_USAGE_BLEND_WEIGHT);
1973 WINED3DDECLUSAGE_TO_STR(WINED3D_DECL_USAGE_BLEND_INDICES);
1974 WINED3DDECLUSAGE_TO_STR(WINED3D_DECL_USAGE_NORMAL);
1975 WINED3DDECLUSAGE_TO_STR(WINED3D_DECL_USAGE_PSIZE);
1976 WINED3DDECLUSAGE_TO_STR(WINED3D_DECL_USAGE_TEXCOORD);
1977 WINED3DDECLUSAGE_TO_STR(WINED3D_DECL_USAGE_TANGENT);
1978 WINED3DDECLUSAGE_TO_STR(WINED3D_DECL_USAGE_BINORMAL);
1979 WINED3DDECLUSAGE_TO_STR(WINED3D_DECL_USAGE_TESS_FACTOR);
1980 WINED3DDECLUSAGE_TO_STR(WINED3D_DECL_USAGE_POSITIONT);
1981 WINED3DDECLUSAGE_TO_STR(WINED3D_DECL_USAGE_COLOR);
1982 WINED3DDECLUSAGE_TO_STR(WINED3D_DECL_USAGE_FOG);
1983 WINED3DDECLUSAGE_TO_STR(WINED3D_DECL_USAGE_DEPTH);
1984 WINED3DDECLUSAGE_TO_STR(WINED3D_DECL_USAGE_SAMPLE);
1985 #undef WINED3DDECLUSAGE_TO_STR
1986 default:
1987 FIXME("Unrecognized %u declaration usage!\n", usage);
1988 return "unrecognized";
1992 const char *debug_d3dresourcetype(enum wined3d_resource_type resource_type)
1994 switch (resource_type)
1996 #define RES_TO_STR(res) case res: return #res
1997 RES_TO_STR(WINED3D_RTYPE_SURFACE);
1998 RES_TO_STR(WINED3D_RTYPE_VOLUME);
1999 RES_TO_STR(WINED3D_RTYPE_TEXTURE);
2000 RES_TO_STR(WINED3D_RTYPE_VOLUME_TEXTURE);
2001 RES_TO_STR(WINED3D_RTYPE_CUBE_TEXTURE);
2002 RES_TO_STR(WINED3D_RTYPE_BUFFER);
2003 #undef RES_TO_STR
2004 default:
2005 FIXME("Unrecognized resource type %#x.\n", resource_type);
2006 return "unrecognized";
2010 const char *debug_d3dprimitivetype(enum wined3d_primitive_type primitive_type)
2012 switch (primitive_type)
2014 #define PRIM_TO_STR(prim) case prim: return #prim
2015 PRIM_TO_STR(WINED3D_PT_UNDEFINED);
2016 PRIM_TO_STR(WINED3D_PT_POINTLIST);
2017 PRIM_TO_STR(WINED3D_PT_LINELIST);
2018 PRIM_TO_STR(WINED3D_PT_LINESTRIP);
2019 PRIM_TO_STR(WINED3D_PT_TRIANGLELIST);
2020 PRIM_TO_STR(WINED3D_PT_TRIANGLESTRIP);
2021 PRIM_TO_STR(WINED3D_PT_TRIANGLEFAN);
2022 PRIM_TO_STR(WINED3D_PT_LINELIST_ADJ);
2023 PRIM_TO_STR(WINED3D_PT_LINESTRIP_ADJ);
2024 PRIM_TO_STR(WINED3D_PT_TRIANGLELIST_ADJ);
2025 PRIM_TO_STR(WINED3D_PT_TRIANGLESTRIP_ADJ);
2026 #undef PRIM_TO_STR
2027 default:
2028 FIXME("Unrecognized %u primitive type!\n", primitive_type);
2029 return "unrecognized";
2033 const char *debug_d3drenderstate(enum wined3d_render_state state)
2035 switch (state)
2037 #define D3DSTATE_TO_STR(u) case u: return #u
2038 D3DSTATE_TO_STR(WINED3D_RS_ANTIALIAS);
2039 D3DSTATE_TO_STR(WINED3D_RS_TEXTUREPERSPECTIVE);
2040 D3DSTATE_TO_STR(WINED3D_RS_WRAPU);
2041 D3DSTATE_TO_STR(WINED3D_RS_WRAPV);
2042 D3DSTATE_TO_STR(WINED3D_RS_ZENABLE);
2043 D3DSTATE_TO_STR(WINED3D_RS_FILLMODE);
2044 D3DSTATE_TO_STR(WINED3D_RS_SHADEMODE);
2045 D3DSTATE_TO_STR(WINED3D_RS_LINEPATTERN);
2046 D3DSTATE_TO_STR(WINED3D_RS_MONOENABLE);
2047 D3DSTATE_TO_STR(WINED3D_RS_ROP2);
2048 D3DSTATE_TO_STR(WINED3D_RS_PLANEMASK);
2049 D3DSTATE_TO_STR(WINED3D_RS_ZWRITEENABLE);
2050 D3DSTATE_TO_STR(WINED3D_RS_ALPHATESTENABLE);
2051 D3DSTATE_TO_STR(WINED3D_RS_LASTPIXEL);
2052 D3DSTATE_TO_STR(WINED3D_RS_SRCBLEND);
2053 D3DSTATE_TO_STR(WINED3D_RS_DESTBLEND);
2054 D3DSTATE_TO_STR(WINED3D_RS_CULLMODE);
2055 D3DSTATE_TO_STR(WINED3D_RS_ZFUNC);
2056 D3DSTATE_TO_STR(WINED3D_RS_ALPHAREF);
2057 D3DSTATE_TO_STR(WINED3D_RS_ALPHAFUNC);
2058 D3DSTATE_TO_STR(WINED3D_RS_DITHERENABLE);
2059 D3DSTATE_TO_STR(WINED3D_RS_ALPHABLENDENABLE);
2060 D3DSTATE_TO_STR(WINED3D_RS_FOGENABLE);
2061 D3DSTATE_TO_STR(WINED3D_RS_SPECULARENABLE);
2062 D3DSTATE_TO_STR(WINED3D_RS_ZVISIBLE);
2063 D3DSTATE_TO_STR(WINED3D_RS_SUBPIXEL);
2064 D3DSTATE_TO_STR(WINED3D_RS_SUBPIXELX);
2065 D3DSTATE_TO_STR(WINED3D_RS_STIPPLEDALPHA);
2066 D3DSTATE_TO_STR(WINED3D_RS_FOGCOLOR);
2067 D3DSTATE_TO_STR(WINED3D_RS_FOGTABLEMODE);
2068 D3DSTATE_TO_STR(WINED3D_RS_FOGSTART);
2069 D3DSTATE_TO_STR(WINED3D_RS_FOGEND);
2070 D3DSTATE_TO_STR(WINED3D_RS_FOGDENSITY);
2071 D3DSTATE_TO_STR(WINED3D_RS_STIPPLEENABLE);
2072 D3DSTATE_TO_STR(WINED3D_RS_EDGEANTIALIAS);
2073 D3DSTATE_TO_STR(WINED3D_RS_COLORKEYENABLE);
2074 D3DSTATE_TO_STR(WINED3D_RS_MIPMAPLODBIAS);
2075 D3DSTATE_TO_STR(WINED3D_RS_RANGEFOGENABLE);
2076 D3DSTATE_TO_STR(WINED3D_RS_ANISOTROPY);
2077 D3DSTATE_TO_STR(WINED3D_RS_FLUSHBATCH);
2078 D3DSTATE_TO_STR(WINED3D_RS_TRANSLUCENTSORTINDEPENDENT);
2079 D3DSTATE_TO_STR(WINED3D_RS_STENCILENABLE);
2080 D3DSTATE_TO_STR(WINED3D_RS_STENCILFAIL);
2081 D3DSTATE_TO_STR(WINED3D_RS_STENCILZFAIL);
2082 D3DSTATE_TO_STR(WINED3D_RS_STENCILPASS);
2083 D3DSTATE_TO_STR(WINED3D_RS_STENCILFUNC);
2084 D3DSTATE_TO_STR(WINED3D_RS_STENCILREF);
2085 D3DSTATE_TO_STR(WINED3D_RS_STENCILMASK);
2086 D3DSTATE_TO_STR(WINED3D_RS_STENCILWRITEMASK);
2087 D3DSTATE_TO_STR(WINED3D_RS_TEXTUREFACTOR);
2088 D3DSTATE_TO_STR(WINED3D_RS_WRAP0);
2089 D3DSTATE_TO_STR(WINED3D_RS_WRAP1);
2090 D3DSTATE_TO_STR(WINED3D_RS_WRAP2);
2091 D3DSTATE_TO_STR(WINED3D_RS_WRAP3);
2092 D3DSTATE_TO_STR(WINED3D_RS_WRAP4);
2093 D3DSTATE_TO_STR(WINED3D_RS_WRAP5);
2094 D3DSTATE_TO_STR(WINED3D_RS_WRAP6);
2095 D3DSTATE_TO_STR(WINED3D_RS_WRAP7);
2096 D3DSTATE_TO_STR(WINED3D_RS_CLIPPING);
2097 D3DSTATE_TO_STR(WINED3D_RS_LIGHTING);
2098 D3DSTATE_TO_STR(WINED3D_RS_EXTENTS);
2099 D3DSTATE_TO_STR(WINED3D_RS_AMBIENT);
2100 D3DSTATE_TO_STR(WINED3D_RS_FOGVERTEXMODE);
2101 D3DSTATE_TO_STR(WINED3D_RS_COLORVERTEX);
2102 D3DSTATE_TO_STR(WINED3D_RS_LOCALVIEWER);
2103 D3DSTATE_TO_STR(WINED3D_RS_NORMALIZENORMALS);
2104 D3DSTATE_TO_STR(WINED3D_RS_COLORKEYBLENDENABLE);
2105 D3DSTATE_TO_STR(WINED3D_RS_DIFFUSEMATERIALSOURCE);
2106 D3DSTATE_TO_STR(WINED3D_RS_SPECULARMATERIALSOURCE);
2107 D3DSTATE_TO_STR(WINED3D_RS_AMBIENTMATERIALSOURCE);
2108 D3DSTATE_TO_STR(WINED3D_RS_EMISSIVEMATERIALSOURCE);
2109 D3DSTATE_TO_STR(WINED3D_RS_VERTEXBLEND);
2110 D3DSTATE_TO_STR(WINED3D_RS_CLIPPLANEENABLE);
2111 D3DSTATE_TO_STR(WINED3D_RS_SOFTWAREVERTEXPROCESSING);
2112 D3DSTATE_TO_STR(WINED3D_RS_POINTSIZE);
2113 D3DSTATE_TO_STR(WINED3D_RS_POINTSIZE_MIN);
2114 D3DSTATE_TO_STR(WINED3D_RS_POINTSPRITEENABLE);
2115 D3DSTATE_TO_STR(WINED3D_RS_POINTSCALEENABLE);
2116 D3DSTATE_TO_STR(WINED3D_RS_POINTSCALE_A);
2117 D3DSTATE_TO_STR(WINED3D_RS_POINTSCALE_B);
2118 D3DSTATE_TO_STR(WINED3D_RS_POINTSCALE_C);
2119 D3DSTATE_TO_STR(WINED3D_RS_MULTISAMPLEANTIALIAS);
2120 D3DSTATE_TO_STR(WINED3D_RS_MULTISAMPLEMASK);
2121 D3DSTATE_TO_STR(WINED3D_RS_PATCHEDGESTYLE);
2122 D3DSTATE_TO_STR(WINED3D_RS_PATCHSEGMENTS);
2123 D3DSTATE_TO_STR(WINED3D_RS_DEBUGMONITORTOKEN);
2124 D3DSTATE_TO_STR(WINED3D_RS_POINTSIZE_MAX);
2125 D3DSTATE_TO_STR(WINED3D_RS_INDEXEDVERTEXBLENDENABLE);
2126 D3DSTATE_TO_STR(WINED3D_RS_COLORWRITEENABLE);
2127 D3DSTATE_TO_STR(WINED3D_RS_TWEENFACTOR);
2128 D3DSTATE_TO_STR(WINED3D_RS_BLENDOP);
2129 D3DSTATE_TO_STR(WINED3D_RS_POSITIONDEGREE);
2130 D3DSTATE_TO_STR(WINED3D_RS_NORMALDEGREE);
2131 D3DSTATE_TO_STR(WINED3D_RS_SCISSORTESTENABLE);
2132 D3DSTATE_TO_STR(WINED3D_RS_SLOPESCALEDEPTHBIAS);
2133 D3DSTATE_TO_STR(WINED3D_RS_ANTIALIASEDLINEENABLE);
2134 D3DSTATE_TO_STR(WINED3D_RS_MINTESSELLATIONLEVEL);
2135 D3DSTATE_TO_STR(WINED3D_RS_MAXTESSELLATIONLEVEL);
2136 D3DSTATE_TO_STR(WINED3D_RS_ADAPTIVETESS_X);
2137 D3DSTATE_TO_STR(WINED3D_RS_ADAPTIVETESS_Y);
2138 D3DSTATE_TO_STR(WINED3D_RS_ADAPTIVETESS_Z);
2139 D3DSTATE_TO_STR(WINED3D_RS_ADAPTIVETESS_W);
2140 D3DSTATE_TO_STR(WINED3D_RS_ENABLEADAPTIVETESSELLATION);
2141 D3DSTATE_TO_STR(WINED3D_RS_TWOSIDEDSTENCILMODE);
2142 D3DSTATE_TO_STR(WINED3D_RS_CCW_STENCILFAIL);
2143 D3DSTATE_TO_STR(WINED3D_RS_CCW_STENCILZFAIL);
2144 D3DSTATE_TO_STR(WINED3D_RS_CCW_STENCILPASS);
2145 D3DSTATE_TO_STR(WINED3D_RS_CCW_STENCILFUNC);
2146 D3DSTATE_TO_STR(WINED3D_RS_COLORWRITEENABLE1);
2147 D3DSTATE_TO_STR(WINED3D_RS_COLORWRITEENABLE2);
2148 D3DSTATE_TO_STR(WINED3D_RS_COLORWRITEENABLE3);
2149 D3DSTATE_TO_STR(WINED3D_RS_BLENDFACTOR);
2150 D3DSTATE_TO_STR(WINED3D_RS_SRGBWRITEENABLE);
2151 D3DSTATE_TO_STR(WINED3D_RS_DEPTHBIAS);
2152 D3DSTATE_TO_STR(WINED3D_RS_WRAP8);
2153 D3DSTATE_TO_STR(WINED3D_RS_WRAP9);
2154 D3DSTATE_TO_STR(WINED3D_RS_WRAP10);
2155 D3DSTATE_TO_STR(WINED3D_RS_WRAP11);
2156 D3DSTATE_TO_STR(WINED3D_RS_WRAP12);
2157 D3DSTATE_TO_STR(WINED3D_RS_WRAP13);
2158 D3DSTATE_TO_STR(WINED3D_RS_WRAP14);
2159 D3DSTATE_TO_STR(WINED3D_RS_WRAP15);
2160 D3DSTATE_TO_STR(WINED3D_RS_SEPARATEALPHABLENDENABLE);
2161 D3DSTATE_TO_STR(WINED3D_RS_SRCBLENDALPHA);
2162 D3DSTATE_TO_STR(WINED3D_RS_DESTBLENDALPHA);
2163 D3DSTATE_TO_STR(WINED3D_RS_BLENDOPALPHA);
2164 #undef D3DSTATE_TO_STR
2165 default:
2166 FIXME("Unrecognized %u render state!\n", state);
2167 return "unrecognized";
2171 const char *debug_d3dsamplerstate(enum wined3d_sampler_state state)
2173 switch (state)
2175 #define D3DSTATE_TO_STR(u) case u: return #u
2176 D3DSTATE_TO_STR(WINED3D_SAMP_BORDER_COLOR);
2177 D3DSTATE_TO_STR(WINED3D_SAMP_ADDRESS_U);
2178 D3DSTATE_TO_STR(WINED3D_SAMP_ADDRESS_V);
2179 D3DSTATE_TO_STR(WINED3D_SAMP_ADDRESS_W);
2180 D3DSTATE_TO_STR(WINED3D_SAMP_MAG_FILTER);
2181 D3DSTATE_TO_STR(WINED3D_SAMP_MIN_FILTER);
2182 D3DSTATE_TO_STR(WINED3D_SAMP_MIP_FILTER);
2183 D3DSTATE_TO_STR(WINED3D_SAMP_MIPMAP_LOD_BIAS);
2184 D3DSTATE_TO_STR(WINED3D_SAMP_MAX_MIP_LEVEL);
2185 D3DSTATE_TO_STR(WINED3D_SAMP_MAX_ANISOTROPY);
2186 D3DSTATE_TO_STR(WINED3D_SAMP_SRGB_TEXTURE);
2187 D3DSTATE_TO_STR(WINED3D_SAMP_ELEMENT_INDEX);
2188 D3DSTATE_TO_STR(WINED3D_SAMP_DMAP_OFFSET);
2189 #undef D3DSTATE_TO_STR
2190 default:
2191 FIXME("Unrecognized %u sampler state!\n", state);
2192 return "unrecognized";
2196 const char *debug_d3dtexturefiltertype(enum wined3d_texture_filter_type filter_type)
2198 switch (filter_type)
2200 #define D3DTEXTUREFILTERTYPE_TO_STR(u) case u: return #u
2201 D3DTEXTUREFILTERTYPE_TO_STR(WINED3D_TEXF_NONE);
2202 D3DTEXTUREFILTERTYPE_TO_STR(WINED3D_TEXF_POINT);
2203 D3DTEXTUREFILTERTYPE_TO_STR(WINED3D_TEXF_LINEAR);
2204 D3DTEXTUREFILTERTYPE_TO_STR(WINED3D_TEXF_ANISOTROPIC);
2205 D3DTEXTUREFILTERTYPE_TO_STR(WINED3D_TEXF_FLAT_CUBIC);
2206 D3DTEXTUREFILTERTYPE_TO_STR(WINED3D_TEXF_GAUSSIAN_CUBIC);
2207 D3DTEXTUREFILTERTYPE_TO_STR(WINED3D_TEXF_PYRAMIDAL_QUAD);
2208 D3DTEXTUREFILTERTYPE_TO_STR(WINED3D_TEXF_GAUSSIAN_QUAD);
2209 #undef D3DTEXTUREFILTERTYPE_TO_STR
2210 default:
2211 FIXME("Unrecognied texture filter type 0x%08x.\n", filter_type);
2212 return "unrecognized";
2216 const char *debug_d3dtexturestate(enum wined3d_texture_stage_state state)
2218 switch (state)
2220 #define D3DSTATE_TO_STR(u) case u: return #u
2221 D3DSTATE_TO_STR(WINED3D_TSS_COLOR_OP);
2222 D3DSTATE_TO_STR(WINED3D_TSS_COLOR_ARG1);
2223 D3DSTATE_TO_STR(WINED3D_TSS_COLOR_ARG2);
2224 D3DSTATE_TO_STR(WINED3D_TSS_ALPHA_OP);
2225 D3DSTATE_TO_STR(WINED3D_TSS_ALPHA_ARG1);
2226 D3DSTATE_TO_STR(WINED3D_TSS_ALPHA_ARG2);
2227 D3DSTATE_TO_STR(WINED3D_TSS_BUMPENV_MAT00);
2228 D3DSTATE_TO_STR(WINED3D_TSS_BUMPENV_MAT01);
2229 D3DSTATE_TO_STR(WINED3D_TSS_BUMPENV_MAT10);
2230 D3DSTATE_TO_STR(WINED3D_TSS_BUMPENV_MAT11);
2231 D3DSTATE_TO_STR(WINED3D_TSS_TEXCOORD_INDEX);
2232 D3DSTATE_TO_STR(WINED3D_TSS_BUMPENV_LSCALE);
2233 D3DSTATE_TO_STR(WINED3D_TSS_BUMPENV_LOFFSET);
2234 D3DSTATE_TO_STR(WINED3D_TSS_TEXTURE_TRANSFORM_FLAGS);
2235 D3DSTATE_TO_STR(WINED3D_TSS_COLOR_ARG0);
2236 D3DSTATE_TO_STR(WINED3D_TSS_ALPHA_ARG0);
2237 D3DSTATE_TO_STR(WINED3D_TSS_RESULT_ARG);
2238 D3DSTATE_TO_STR(WINED3D_TSS_CONSTANT);
2239 #undef D3DSTATE_TO_STR
2240 default:
2241 FIXME("Unrecognized %u texture state!\n", state);
2242 return "unrecognized";
2246 const char *debug_d3dtop(enum wined3d_texture_op d3dtop)
2248 switch (d3dtop)
2250 #define D3DTOP_TO_STR(u) case u: return #u
2251 D3DTOP_TO_STR(WINED3D_TOP_DISABLE);
2252 D3DTOP_TO_STR(WINED3D_TOP_SELECT_ARG1);
2253 D3DTOP_TO_STR(WINED3D_TOP_SELECT_ARG2);
2254 D3DTOP_TO_STR(WINED3D_TOP_MODULATE);
2255 D3DTOP_TO_STR(WINED3D_TOP_MODULATE_2X);
2256 D3DTOP_TO_STR(WINED3D_TOP_MODULATE_4X);
2257 D3DTOP_TO_STR(WINED3D_TOP_ADD);
2258 D3DTOP_TO_STR(WINED3D_TOP_ADD_SIGNED);
2259 D3DTOP_TO_STR(WINED3D_TOP_ADD_SIGNED_2X);
2260 D3DTOP_TO_STR(WINED3D_TOP_SUBTRACT);
2261 D3DTOP_TO_STR(WINED3D_TOP_ADD_SMOOTH);
2262 D3DTOP_TO_STR(WINED3D_TOP_BLEND_DIFFUSE_ALPHA);
2263 D3DTOP_TO_STR(WINED3D_TOP_BLEND_TEXTURE_ALPHA);
2264 D3DTOP_TO_STR(WINED3D_TOP_BLEND_FACTOR_ALPHA);
2265 D3DTOP_TO_STR(WINED3D_TOP_BLEND_TEXTURE_ALPHA_PM);
2266 D3DTOP_TO_STR(WINED3D_TOP_BLEND_CURRENT_ALPHA);
2267 D3DTOP_TO_STR(WINED3D_TOP_PREMODULATE);
2268 D3DTOP_TO_STR(WINED3D_TOP_MODULATE_ALPHA_ADD_COLOR);
2269 D3DTOP_TO_STR(WINED3D_TOP_MODULATE_COLOR_ADD_ALPHA);
2270 D3DTOP_TO_STR(WINED3D_TOP_MODULATE_INVALPHA_ADD_COLOR);
2271 D3DTOP_TO_STR(WINED3D_TOP_MODULATE_INVCOLOR_ADD_ALPHA);
2272 D3DTOP_TO_STR(WINED3D_TOP_BUMPENVMAP);
2273 D3DTOP_TO_STR(WINED3D_TOP_BUMPENVMAP_LUMINANCE);
2274 D3DTOP_TO_STR(WINED3D_TOP_DOTPRODUCT3);
2275 D3DTOP_TO_STR(WINED3D_TOP_MULTIPLY_ADD);
2276 D3DTOP_TO_STR(WINED3D_TOP_LERP);
2277 #undef D3DTOP_TO_STR
2278 default:
2279 FIXME("Unrecognized texture op %#x.\n", d3dtop);
2280 return "unrecognized";
2284 const char *debug_d3dtstype(enum wined3d_transform_state tstype)
2286 switch (tstype)
2288 #define TSTYPE_TO_STR(tstype) case tstype: return #tstype
2289 TSTYPE_TO_STR(WINED3D_TS_VIEW);
2290 TSTYPE_TO_STR(WINED3D_TS_PROJECTION);
2291 TSTYPE_TO_STR(WINED3D_TS_TEXTURE0);
2292 TSTYPE_TO_STR(WINED3D_TS_TEXTURE1);
2293 TSTYPE_TO_STR(WINED3D_TS_TEXTURE2);
2294 TSTYPE_TO_STR(WINED3D_TS_TEXTURE3);
2295 TSTYPE_TO_STR(WINED3D_TS_TEXTURE4);
2296 TSTYPE_TO_STR(WINED3D_TS_TEXTURE5);
2297 TSTYPE_TO_STR(WINED3D_TS_TEXTURE6);
2298 TSTYPE_TO_STR(WINED3D_TS_TEXTURE7);
2299 TSTYPE_TO_STR(WINED3D_TS_WORLD_MATRIX(0));
2300 #undef TSTYPE_TO_STR
2301 default:
2302 if (tstype > 256 && tstype < 512)
2304 FIXME("WINED3D_TS_WORLD_MATRIX(%u). 1..255 not currently supported.\n", tstype);
2305 return ("WINED3D_TS_WORLD_MATRIX > 0");
2307 FIXME("Unrecognized transform state %#x.\n", tstype);
2308 return "unrecognized";
2312 const char *debug_d3dstate(DWORD state)
2314 if (STATE_IS_RENDER(state))
2315 return wine_dbg_sprintf("STATE_RENDER(%s)", debug_d3drenderstate(state - STATE_RENDER(0)));
2316 if (STATE_IS_TEXTURESTAGE(state))
2318 DWORD texture_stage = (state - STATE_TEXTURESTAGE(0, 0)) / (WINED3D_HIGHEST_TEXTURE_STATE + 1);
2319 DWORD texture_state = state - STATE_TEXTURESTAGE(texture_stage, 0);
2320 return wine_dbg_sprintf("STATE_TEXTURESTAGE(%#x, %s)",
2321 texture_stage, debug_d3dtexturestate(texture_state));
2323 if (STATE_IS_SAMPLER(state))
2324 return wine_dbg_sprintf("STATE_SAMPLER(%#x)", state - STATE_SAMPLER(0));
2325 if (STATE_IS_PIXELSHADER(state))
2326 return "STATE_PIXELSHADER";
2327 if (STATE_IS_TRANSFORM(state))
2328 return wine_dbg_sprintf("STATE_TRANSFORM(%s)", debug_d3dtstype(state - STATE_TRANSFORM(0)));
2329 if (STATE_IS_STREAMSRC(state))
2330 return "STATE_STREAMSRC";
2331 if (STATE_IS_INDEXBUFFER(state))
2332 return "STATE_INDEXBUFFER";
2333 if (STATE_IS_VDECL(state))
2334 return "STATE_VDECL";
2335 if (STATE_IS_VSHADER(state))
2336 return "STATE_VSHADER";
2337 if (STATE_IS_VIEWPORT(state))
2338 return "STATE_VIEWPORT";
2339 if (STATE_IS_VERTEXSHADERCONSTANT(state))
2340 return "STATE_VERTEXSHADERCONSTANT";
2341 if (STATE_IS_PIXELSHADERCONSTANT(state))
2342 return "STATE_PIXELSHADERCONSTANT";
2343 if (STATE_IS_ACTIVELIGHT(state))
2344 return wine_dbg_sprintf("STATE_ACTIVELIGHT(%#x)", state - STATE_ACTIVELIGHT(0));
2345 if (STATE_IS_SCISSORRECT(state))
2346 return "STATE_SCISSORRECT";
2347 if (STATE_IS_CLIPPLANE(state))
2348 return wine_dbg_sprintf("STATE_CLIPPLANE(%#x)", state - STATE_CLIPPLANE(0));
2349 if (STATE_IS_MATERIAL(state))
2350 return "STATE_MATERIAL";
2351 if (STATE_IS_FRONTFACE(state))
2352 return "STATE_FRONTFACE";
2353 if (STATE_IS_POINTSPRITECOORDORIGIN(state))
2354 return "STATE_POINTSPRITECOORDORIGIN";
2355 if (STATE_IS_BASEVERTEXINDEX(state))
2356 return "STATE_BASEVERTEXINDEX";
2357 if (STATE_IS_FRAMEBUFFER(state))
2358 return "STATE_FRAMEBUFFER";
2360 return wine_dbg_sprintf("UNKNOWN_STATE(%#x)", state);
2363 const char *debug_d3dpool(enum wined3d_pool pool)
2365 switch (pool)
2367 #define POOL_TO_STR(p) case p: return #p
2368 POOL_TO_STR(WINED3D_POOL_DEFAULT);
2369 POOL_TO_STR(WINED3D_POOL_MANAGED);
2370 POOL_TO_STR(WINED3D_POOL_SYSTEM_MEM);
2371 POOL_TO_STR(WINED3D_POOL_SCRATCH);
2372 #undef POOL_TO_STR
2373 default:
2374 FIXME("Unrecognized pool %#x.\n", pool);
2375 return "unrecognized";
2379 const char *debug_fbostatus(GLenum status) {
2380 switch(status) {
2381 #define FBOSTATUS_TO_STR(u) case u: return #u
2382 FBOSTATUS_TO_STR(GL_FRAMEBUFFER_COMPLETE);
2383 FBOSTATUS_TO_STR(GL_FRAMEBUFFER_INCOMPLETE_ATTACHMENT);
2384 FBOSTATUS_TO_STR(GL_FRAMEBUFFER_INCOMPLETE_MISSING_ATTACHMENT);
2385 FBOSTATUS_TO_STR(GL_FRAMEBUFFER_INCOMPLETE_DIMENSIONS_EXT);
2386 FBOSTATUS_TO_STR(GL_FRAMEBUFFER_INCOMPLETE_FORMATS_EXT);
2387 FBOSTATUS_TO_STR(GL_FRAMEBUFFER_INCOMPLETE_DRAW_BUFFER);
2388 FBOSTATUS_TO_STR(GL_FRAMEBUFFER_INCOMPLETE_READ_BUFFER);
2389 FBOSTATUS_TO_STR(GL_FRAMEBUFFER_INCOMPLETE_MULTISAMPLE);
2390 FBOSTATUS_TO_STR(GL_FRAMEBUFFER_UNSUPPORTED);
2391 FBOSTATUS_TO_STR(GL_FRAMEBUFFER_UNDEFINED);
2392 #undef FBOSTATUS_TO_STR
2393 default:
2394 FIXME("Unrecognied FBO status 0x%08x\n", status);
2395 return "unrecognized";
2399 const char *debug_glerror(GLenum error) {
2400 switch(error) {
2401 #define GLERROR_TO_STR(u) case u: return #u
2402 GLERROR_TO_STR(GL_NO_ERROR);
2403 GLERROR_TO_STR(GL_INVALID_ENUM);
2404 GLERROR_TO_STR(GL_INVALID_VALUE);
2405 GLERROR_TO_STR(GL_INVALID_OPERATION);
2406 GLERROR_TO_STR(GL_STACK_OVERFLOW);
2407 GLERROR_TO_STR(GL_STACK_UNDERFLOW);
2408 GLERROR_TO_STR(GL_OUT_OF_MEMORY);
2409 GLERROR_TO_STR(GL_INVALID_FRAMEBUFFER_OPERATION);
2410 #undef GLERROR_TO_STR
2411 default:
2412 FIXME("Unrecognied GL error 0x%08x\n", error);
2413 return "unrecognized";
2417 const char *debug_d3dbasis(enum wined3d_basis_type basis)
2419 switch (basis)
2421 case WINED3D_BASIS_BEZIER: return "WINED3D_BASIS_BEZIER";
2422 case WINED3D_BASIS_BSPLINE: return "WINED3D_BASIS_BSPLINE";
2423 case WINED3D_BASIS_INTERPOLATE: return "WINED3D_BASIS_INTERPOLATE";
2424 default: return "unrecognized";
2428 const char *debug_d3ddegree(enum wined3d_degree_type degree)
2430 switch (degree)
2432 case WINED3D_DEGREE_LINEAR: return "WINED3D_DEGREE_LINEAR";
2433 case WINED3D_DEGREE_QUADRATIC: return "WINED3D_DEGREE_QUADRATIC";
2434 case WINED3D_DEGREE_CUBIC: return "WINED3D_DEGREE_CUBIC";
2435 case WINED3D_DEGREE_QUINTIC: return "WINED3D_DEGREE_QUINTIC";
2436 default: return "unrecognized";
2440 static const char *debug_fixup_channel_source(enum fixup_channel_source source)
2442 switch(source)
2444 #define WINED3D_TO_STR(x) case x: return #x
2445 WINED3D_TO_STR(CHANNEL_SOURCE_ZERO);
2446 WINED3D_TO_STR(CHANNEL_SOURCE_ONE);
2447 WINED3D_TO_STR(CHANNEL_SOURCE_X);
2448 WINED3D_TO_STR(CHANNEL_SOURCE_Y);
2449 WINED3D_TO_STR(CHANNEL_SOURCE_Z);
2450 WINED3D_TO_STR(CHANNEL_SOURCE_W);
2451 WINED3D_TO_STR(CHANNEL_SOURCE_COMPLEX0);
2452 WINED3D_TO_STR(CHANNEL_SOURCE_COMPLEX1);
2453 #undef WINED3D_TO_STR
2454 default:
2455 FIXME("Unrecognized fixup_channel_source %#x\n", source);
2456 return "unrecognized";
2460 static const char *debug_complex_fixup(enum complex_fixup fixup)
2462 switch(fixup)
2464 #define WINED3D_TO_STR(x) case x: return #x
2465 WINED3D_TO_STR(COMPLEX_FIXUP_YUY2);
2466 WINED3D_TO_STR(COMPLEX_FIXUP_UYVY);
2467 WINED3D_TO_STR(COMPLEX_FIXUP_YV12);
2468 WINED3D_TO_STR(COMPLEX_FIXUP_P8);
2469 #undef WINED3D_TO_STR
2470 default:
2471 FIXME("Unrecognized complex fixup %#x\n", fixup);
2472 return "unrecognized";
2476 void dump_color_fixup_desc(struct color_fixup_desc fixup)
2478 if (is_complex_fixup(fixup))
2480 TRACE("\tComplex: %s\n", debug_complex_fixup(get_complex_fixup(fixup)));
2481 return;
2484 TRACE("\tX: %s%s\n", debug_fixup_channel_source(fixup.x_source), fixup.x_sign_fixup ? ", SIGN_FIXUP" : "");
2485 TRACE("\tY: %s%s\n", debug_fixup_channel_source(fixup.y_source), fixup.y_sign_fixup ? ", SIGN_FIXUP" : "");
2486 TRACE("\tZ: %s%s\n", debug_fixup_channel_source(fixup.z_source), fixup.z_sign_fixup ? ", SIGN_FIXUP" : "");
2487 TRACE("\tW: %s%s\n", debug_fixup_channel_source(fixup.w_source), fixup.w_sign_fixup ? ", SIGN_FIXUP" : "");
2490 const char *debug_surflocation(DWORD flag) {
2491 char buf[128];
2493 buf[0] = 0;
2494 if (flag & SFLAG_INSYSMEM) strcat(buf, " | SFLAG_INSYSMEM"); /* 17 */
2495 if (flag & SFLAG_INDRAWABLE) strcat(buf, " | SFLAG_INDRAWABLE"); /* 19 */
2496 if (flag & SFLAG_INTEXTURE) strcat(buf, " | SFLAG_INTEXTURE"); /* 18 */
2497 if (flag & SFLAG_INSRGBTEX) strcat(buf, " | SFLAG_INSRGBTEX"); /* 18 */
2498 if (flag & SFLAG_INRB_MULTISAMPLE) strcat(buf, " | SFLAG_INRB_MULTISAMPLE"); /* 25 */
2499 if (flag & SFLAG_INRB_RESOLVED) strcat(buf, " | SFLAG_INRB_RESOLVED"); /* 22 */
2500 return wine_dbg_sprintf("%s", buf[0] ? buf + 3 : "0");
2503 BOOL is_invalid_op(const struct wined3d_state *state, int stage,
2504 enum wined3d_texture_op op, DWORD arg1, DWORD arg2, DWORD arg3)
2506 if (op == WINED3D_TOP_DISABLE)
2507 return FALSE;
2508 if (state->textures[stage])
2509 return FALSE;
2511 if ((arg1 & WINED3DTA_SELECTMASK) == WINED3DTA_TEXTURE
2512 && op != WINED3D_TOP_SELECT_ARG2)
2513 return TRUE;
2514 if ((arg2 & WINED3DTA_SELECTMASK) == WINED3DTA_TEXTURE
2515 && op != WINED3D_TOP_SELECT_ARG1)
2516 return TRUE;
2517 if ((arg3 & WINED3DTA_SELECTMASK) == WINED3DTA_TEXTURE
2518 && (op == WINED3D_TOP_MULTIPLY_ADD || op == WINED3D_TOP_LERP))
2519 return TRUE;
2521 return FALSE;
2524 /* Setup this textures matrix according to the texture flags*/
2525 /* GL locking is done by the caller (state handler) */
2526 void set_texture_matrix(const float *smat, DWORD flags, BOOL calculatedCoords, BOOL transformed,
2527 enum wined3d_format_id vtx_fmt, BOOL ffp_proj_control)
2529 float mat[16];
2531 glMatrixMode(GL_TEXTURE);
2532 checkGLcall("glMatrixMode(GL_TEXTURE)");
2534 if (flags == WINED3D_TTFF_DISABLE || flags == WINED3D_TTFF_COUNT1 || transformed)
2536 glLoadIdentity();
2537 checkGLcall("glLoadIdentity()");
2538 return;
2541 if (flags == (WINED3D_TTFF_COUNT1 | WINED3D_TTFF_PROJECTED))
2543 ERR("Invalid texture transform flags: WINED3D_TTFF_COUNT1 | WINED3D_TTFF_PROJECTED.\n");
2544 return;
2547 memcpy(mat, smat, 16 * sizeof(float));
2549 if (flags & WINED3D_TTFF_PROJECTED)
2551 if (!ffp_proj_control)
2553 switch (flags & ~WINED3D_TTFF_PROJECTED)
2555 case WINED3D_TTFF_COUNT2:
2556 mat[ 3] = mat[ 1];
2557 mat[ 7] = mat[ 5];
2558 mat[11] = mat[ 9];
2559 mat[15] = mat[13];
2560 mat[ 1] = mat[ 5] = mat[ 9] = mat[13] = 0.0f;
2561 break;
2562 case WINED3D_TTFF_COUNT3:
2563 mat[ 3] = mat[ 2];
2564 mat[ 7] = mat[ 6];
2565 mat[11] = mat[10];
2566 mat[15] = mat[14];
2567 mat[ 2] = mat[ 6] = mat[10] = mat[14] = 0.0f;
2568 break;
2571 } else { /* under directx the R/Z coord can be used for translation, under opengl we use the Q coord instead */
2572 if(!calculatedCoords) {
2573 switch(vtx_fmt)
2575 case WINED3DFMT_R32_FLOAT:
2576 /* Direct3D passes the default 1.0 in the 2nd coord, while gl passes it in the 4th.
2577 * swap 2nd and 4th coord. No need to store the value of mat[12] in mat[4] because
2578 * the input value to the transformation will be 0, so the matrix value is irrelevant
2580 mat[12] = mat[4];
2581 mat[13] = mat[5];
2582 mat[14] = mat[6];
2583 mat[15] = mat[7];
2584 break;
2585 case WINED3DFMT_R32G32_FLOAT:
2586 /* See above, just 3rd and 4th coord
2588 mat[12] = mat[8];
2589 mat[13] = mat[9];
2590 mat[14] = mat[10];
2591 mat[15] = mat[11];
2592 break;
2593 case WINED3DFMT_R32G32B32_FLOAT: /* Opengl defaults match dx defaults */
2594 case WINED3DFMT_R32G32B32A32_FLOAT: /* No defaults apply, all app defined */
2596 /* This is to prevent swapping the matrix lines and put the default 4th coord = 1.0
2597 * into a bad place. The division elimination below will apply to make sure the
2598 * 1.0 doesn't do anything bad. The caller will set this value if the stride is 0
2600 case WINED3DFMT_UNKNOWN: /* No texture coords, 0/0/0/1 defaults are passed */
2601 break;
2602 default:
2603 FIXME("Unexpected fixed function texture coord input\n");
2606 if (!ffp_proj_control)
2608 switch (flags & ~WINED3D_TTFF_PROJECTED)
2610 /* case WINED3D_TTFF_COUNT1: Won't ever get here. */
2611 case WINED3D_TTFF_COUNT2:
2612 mat[2] = mat[6] = mat[10] = mat[14] = 0;
2613 /* OpenGL divides the first 3 vertex coord by the 4th by default,
2614 * which is essentially the same as D3DTTFF_PROJECTED. Make sure that
2615 * the 4th coord evaluates to 1.0 to eliminate that.
2617 * If the fixed function pipeline is used, the 4th value remains unused,
2618 * so there is no danger in doing this. With vertex shaders we have a
2619 * problem. Should an app hit that problem, the code here would have to
2620 * check for pixel shaders, and the shader has to undo the default gl divide.
2622 * A more serious problem occurs if the app passes 4 coordinates in, and the
2623 * 4th is != 1.0(opengl default). This would have to be fixed in drawStridedSlow
2624 * or a replacement shader. */
2625 default:
2626 mat[3] = mat[7] = mat[11] = 0; mat[15] = 1;
2631 glLoadMatrixf(mat);
2632 checkGLcall("glLoadMatrixf(mat)");
2635 /* This small helper function is used to convert a bitmask into the number of masked bits */
2636 unsigned int count_bits(unsigned int mask)
2638 unsigned int count;
2639 for (count = 0; mask; ++count)
2641 mask &= mask - 1;
2643 return count;
2646 /* Helper function for retrieving color info for ChoosePixelFormat and wglChoosePixelFormatARB.
2647 * The later function requires individual color components. */
2648 BOOL getColorBits(const struct wined3d_format *format,
2649 BYTE *redSize, BYTE *greenSize, BYTE *blueSize, BYTE *alphaSize, BYTE *totalSize)
2651 TRACE("format %s.\n", debug_d3dformat(format->id));
2653 switch (format->id)
2655 case WINED3DFMT_B10G10R10A2_UNORM:
2656 case WINED3DFMT_R10G10B10A2_UNORM:
2657 case WINED3DFMT_B8G8R8X8_UNORM:
2658 case WINED3DFMT_B8G8R8_UNORM:
2659 case WINED3DFMT_B8G8R8A8_UNORM:
2660 case WINED3DFMT_R8G8B8A8_UNORM:
2661 case WINED3DFMT_B5G5R5X1_UNORM:
2662 case WINED3DFMT_B5G5R5A1_UNORM:
2663 case WINED3DFMT_B5G6R5_UNORM:
2664 case WINED3DFMT_B4G4R4X4_UNORM:
2665 case WINED3DFMT_B4G4R4A4_UNORM:
2666 case WINED3DFMT_B2G3R3_UNORM:
2667 case WINED3DFMT_P8_UINT_A8_UNORM:
2668 case WINED3DFMT_P8_UINT:
2669 break;
2670 default:
2671 FIXME("Unsupported format %s.\n", debug_d3dformat(format->id));
2672 return FALSE;
2675 *redSize = count_bits(format->red_mask);
2676 *greenSize = count_bits(format->green_mask);
2677 *blueSize = count_bits(format->blue_mask);
2678 *alphaSize = count_bits(format->alpha_mask);
2679 *totalSize = *redSize + *greenSize + *blueSize + *alphaSize;
2681 TRACE("Returning red: %d, green: %d, blue: %d, alpha: %d, total: %d for format %s.\n",
2682 *redSize, *greenSize, *blueSize, *alphaSize, *totalSize, debug_d3dformat(format->id));
2683 return TRUE;
2686 /* Helper function for retrieving depth/stencil info for ChoosePixelFormat and wglChoosePixelFormatARB */
2687 BOOL getDepthStencilBits(const struct wined3d_format *format, BYTE *depthSize, BYTE *stencilSize)
2689 TRACE("format %s.\n", debug_d3dformat(format->id));
2691 switch (format->id)
2693 case WINED3DFMT_D16_LOCKABLE:
2694 case WINED3DFMT_D16_UNORM:
2695 case WINED3DFMT_S1_UINT_D15_UNORM:
2696 case WINED3DFMT_X8D24_UNORM:
2697 case WINED3DFMT_S4X4_UINT_D24_UNORM:
2698 case WINED3DFMT_D24_UNORM_S8_UINT:
2699 case WINED3DFMT_S8_UINT_D24_FLOAT:
2700 case WINED3DFMT_D32_UNORM:
2701 case WINED3DFMT_D32_FLOAT:
2702 case WINED3DFMT_INTZ:
2703 break;
2704 default:
2705 FIXME("Unsupported depth/stencil format %s.\n", debug_d3dformat(format->id));
2706 return FALSE;
2709 *depthSize = format->depth_size;
2710 *stencilSize = format->stencil_size;
2712 TRACE("Returning depthSize: %d and stencilSize: %d for format %s.\n",
2713 *depthSize, *stencilSize, debug_d3dformat(format->id));
2714 return TRUE;
2717 /* Note: It's the caller's responsibility to ensure values can be expressed
2718 * in the requested format. UNORM formats for example can only express values
2719 * in the range 0.0f -> 1.0f. */
2720 DWORD wined3d_format_convert_from_float(const struct wined3d_surface *surface, const struct wined3d_color *color)
2722 static const struct
2724 enum wined3d_format_id format_id;
2725 float r_mul;
2726 float g_mul;
2727 float b_mul;
2728 float a_mul;
2729 BYTE r_shift;
2730 BYTE g_shift;
2731 BYTE b_shift;
2732 BYTE a_shift;
2734 conv[] =
2736 {WINED3DFMT_B8G8R8A8_UNORM, 255.0f, 255.0f, 255.0f, 255.0f, 16, 8, 0, 24},
2737 {WINED3DFMT_B8G8R8X8_UNORM, 255.0f, 255.0f, 255.0f, 255.0f, 16, 8, 0, 24},
2738 {WINED3DFMT_B8G8R8_UNORM, 255.0f, 255.0f, 255.0f, 255.0f, 16, 8, 0, 24},
2739 {WINED3DFMT_B5G6R5_UNORM, 31.0f, 63.0f, 31.0f, 0.0f, 11, 5, 0, 0},
2740 {WINED3DFMT_B5G5R5A1_UNORM, 31.0f, 31.0f, 31.0f, 1.0f, 10, 5, 0, 15},
2741 {WINED3DFMT_B5G5R5X1_UNORM, 31.0f, 31.0f, 31.0f, 1.0f, 10, 5, 0, 15},
2742 {WINED3DFMT_A8_UNORM, 0.0f, 0.0f, 0.0f, 255.0f, 0, 0, 0, 0},
2743 {WINED3DFMT_B4G4R4A4_UNORM, 15.0f, 15.0f, 15.0f, 15.0f, 8, 4, 0, 12},
2744 {WINED3DFMT_B4G4R4X4_UNORM, 15.0f, 15.0f, 15.0f, 15.0f, 8, 4, 0, 12},
2745 {WINED3DFMT_B2G3R3_UNORM, 7.0f, 7.0f, 3.0f, 0.0f, 5, 2, 0, 0},
2746 {WINED3DFMT_R8G8B8A8_UNORM, 255.0f, 255.0f, 255.0f, 255.0f, 0, 8, 16, 24},
2747 {WINED3DFMT_R8G8B8X8_UNORM, 255.0f, 255.0f, 255.0f, 255.0f, 0, 8, 16, 24},
2748 {WINED3DFMT_B10G10R10A2_UNORM, 1023.0f, 1023.0f, 1023.0f, 3.0f, 20, 10, 0, 30},
2749 {WINED3DFMT_R10G10B10A2_UNORM, 1023.0f, 1023.0f, 1023.0f, 3.0f, 0, 10, 20, 30},
2751 const struct wined3d_format *format = surface->resource.format;
2752 unsigned int i;
2754 TRACE("Converting color {%.8e %.8e %.8e %.8e} to format %s.\n",
2755 color->r, color->g, color->b, color->a, debug_d3dformat(format->id));
2757 for (i = 0; i < sizeof(conv) / sizeof(*conv); ++i)
2759 DWORD ret;
2761 if (format->id != conv[i].format_id) continue;
2763 ret = ((DWORD)((color->r * conv[i].r_mul) + 0.5f)) << conv[i].r_shift;
2764 ret |= ((DWORD)((color->g * conv[i].g_mul) + 0.5f)) << conv[i].g_shift;
2765 ret |= ((DWORD)((color->b * conv[i].b_mul) + 0.5f)) << conv[i].b_shift;
2766 ret |= ((DWORD)((color->a * conv[i].a_mul) + 0.5f)) << conv[i].a_shift;
2768 TRACE("Returning 0x%08x.\n", ret);
2770 return ret;
2773 if (format->id == WINED3DFMT_P8_UINT)
2775 PALETTEENTRY *e;
2776 BYTE r, g, b, a;
2778 if (!surface->palette)
2780 WARN("Surface doesn't have a palette, returning 0.\n");
2781 return 0;
2784 r = (BYTE)((color->r * 255.0f) + 0.5f);
2785 g = (BYTE)((color->g * 255.0f) + 0.5f);
2786 b = (BYTE)((color->b * 255.0f) + 0.5f);
2787 a = (BYTE)((color->a * 255.0f) + 0.5f);
2789 e = &surface->palette->palents[a];
2790 if (e->peRed == r && e->peGreen == g && e->peBlue == b)
2791 return a;
2793 WARN("Alpha didn't match index, searching full palette.\n");
2795 for (i = 0; i < 256; ++i)
2797 e = &surface->palette->palents[i];
2798 if (e->peRed == r && e->peGreen == g && e->peBlue == b)
2799 return i;
2802 FIXME("Unable to convert color to palette index.\n");
2804 return 0;
2807 FIXME("Conversion for format %s not implemented.\n", debug_d3dformat(format->id));
2809 return 0;
2812 /* DirectDraw stuff */
2813 enum wined3d_format_id pixelformat_for_depth(DWORD depth)
2815 switch (depth)
2817 case 8: return WINED3DFMT_P8_UINT;
2818 case 15: return WINED3DFMT_B5G5R5X1_UNORM;
2819 case 16: return WINED3DFMT_B5G6R5_UNORM;
2820 case 24: return WINED3DFMT_B8G8R8X8_UNORM; /* Robots needs 24bit to be WINED3DFMT_B8G8R8X8_UNORM */
2821 case 32: return WINED3DFMT_B8G8R8X8_UNORM; /* EVE online and the Fur demo need 32bit AdapterDisplayMode to return WINED3DFMT_B8G8R8X8_UNORM */
2822 default: return WINED3DFMT_UNKNOWN;
2826 void multiply_matrix(struct wined3d_matrix *dest, const struct wined3d_matrix *src1,
2827 const struct wined3d_matrix *src2)
2829 struct wined3d_matrix temp;
2831 /* Now do the multiplication 'by hand'.
2832 I know that all this could be optimised, but this will be done later :-) */
2833 temp.u.s._11 = (src1->u.s._11 * src2->u.s._11) + (src1->u.s._21 * src2->u.s._12) + (src1->u.s._31 * src2->u.s._13) + (src1->u.s._41 * src2->u.s._14);
2834 temp.u.s._21 = (src1->u.s._11 * src2->u.s._21) + (src1->u.s._21 * src2->u.s._22) + (src1->u.s._31 * src2->u.s._23) + (src1->u.s._41 * src2->u.s._24);
2835 temp.u.s._31 = (src1->u.s._11 * src2->u.s._31) + (src1->u.s._21 * src2->u.s._32) + (src1->u.s._31 * src2->u.s._33) + (src1->u.s._41 * src2->u.s._34);
2836 temp.u.s._41 = (src1->u.s._11 * src2->u.s._41) + (src1->u.s._21 * src2->u.s._42) + (src1->u.s._31 * src2->u.s._43) + (src1->u.s._41 * src2->u.s._44);
2838 temp.u.s._12 = (src1->u.s._12 * src2->u.s._11) + (src1->u.s._22 * src2->u.s._12) + (src1->u.s._32 * src2->u.s._13) + (src1->u.s._42 * src2->u.s._14);
2839 temp.u.s._22 = (src1->u.s._12 * src2->u.s._21) + (src1->u.s._22 * src2->u.s._22) + (src1->u.s._32 * src2->u.s._23) + (src1->u.s._42 * src2->u.s._24);
2840 temp.u.s._32 = (src1->u.s._12 * src2->u.s._31) + (src1->u.s._22 * src2->u.s._32) + (src1->u.s._32 * src2->u.s._33) + (src1->u.s._42 * src2->u.s._34);
2841 temp.u.s._42 = (src1->u.s._12 * src2->u.s._41) + (src1->u.s._22 * src2->u.s._42) + (src1->u.s._32 * src2->u.s._43) + (src1->u.s._42 * src2->u.s._44);
2843 temp.u.s._13 = (src1->u.s._13 * src2->u.s._11) + (src1->u.s._23 * src2->u.s._12) + (src1->u.s._33 * src2->u.s._13) + (src1->u.s._43 * src2->u.s._14);
2844 temp.u.s._23 = (src1->u.s._13 * src2->u.s._21) + (src1->u.s._23 * src2->u.s._22) + (src1->u.s._33 * src2->u.s._23) + (src1->u.s._43 * src2->u.s._24);
2845 temp.u.s._33 = (src1->u.s._13 * src2->u.s._31) + (src1->u.s._23 * src2->u.s._32) + (src1->u.s._33 * src2->u.s._33) + (src1->u.s._43 * src2->u.s._34);
2846 temp.u.s._43 = (src1->u.s._13 * src2->u.s._41) + (src1->u.s._23 * src2->u.s._42) + (src1->u.s._33 * src2->u.s._43) + (src1->u.s._43 * src2->u.s._44);
2848 temp.u.s._14 = (src1->u.s._14 * src2->u.s._11) + (src1->u.s._24 * src2->u.s._12) + (src1->u.s._34 * src2->u.s._13) + (src1->u.s._44 * src2->u.s._14);
2849 temp.u.s._24 = (src1->u.s._14 * src2->u.s._21) + (src1->u.s._24 * src2->u.s._22) + (src1->u.s._34 * src2->u.s._23) + (src1->u.s._44 * src2->u.s._24);
2850 temp.u.s._34 = (src1->u.s._14 * src2->u.s._31) + (src1->u.s._24 * src2->u.s._32) + (src1->u.s._34 * src2->u.s._33) + (src1->u.s._44 * src2->u.s._34);
2851 temp.u.s._44 = (src1->u.s._14 * src2->u.s._41) + (src1->u.s._24 * src2->u.s._42) + (src1->u.s._34 * src2->u.s._43) + (src1->u.s._44 * src2->u.s._44);
2853 /* And copy the new matrix in the good storage.. */
2854 memcpy(dest, &temp, 16 * sizeof(float));
2857 DWORD get_flexible_vertex_size(DWORD d3dvtVertexType) {
2858 DWORD size = 0;
2859 int i;
2860 int numTextures = (d3dvtVertexType & WINED3DFVF_TEXCOUNT_MASK) >> WINED3DFVF_TEXCOUNT_SHIFT;
2862 if (d3dvtVertexType & WINED3DFVF_NORMAL) size += 3 * sizeof(float);
2863 if (d3dvtVertexType & WINED3DFVF_DIFFUSE) size += sizeof(DWORD);
2864 if (d3dvtVertexType & WINED3DFVF_SPECULAR) size += sizeof(DWORD);
2865 if (d3dvtVertexType & WINED3DFVF_PSIZE) size += sizeof(DWORD);
2866 switch (d3dvtVertexType & WINED3DFVF_POSITION_MASK) {
2867 case WINED3DFVF_XYZ: size += 3 * sizeof(float); break;
2868 case WINED3DFVF_XYZRHW: size += 4 * sizeof(float); break;
2869 case WINED3DFVF_XYZB1: size += 4 * sizeof(float); break;
2870 case WINED3DFVF_XYZB2: size += 5 * sizeof(float); break;
2871 case WINED3DFVF_XYZB3: size += 6 * sizeof(float); break;
2872 case WINED3DFVF_XYZB4: size += 7 * sizeof(float); break;
2873 case WINED3DFVF_XYZB5: size += 8 * sizeof(float); break;
2874 case WINED3DFVF_XYZW: size += 4 * sizeof(float); break;
2875 default: ERR("Unexpected position mask\n");
2877 for (i = 0; i < numTextures; i++) {
2878 size += GET_TEXCOORD_SIZE_FROM_FVF(d3dvtVertexType, i) * sizeof(float);
2881 return size;
2884 void gen_ffp_frag_op(const struct wined3d_device *device, const struct wined3d_state *state,
2885 struct ffp_frag_settings *settings, BOOL ignore_textype)
2887 #define ARG1 0x01
2888 #define ARG2 0x02
2889 #define ARG0 0x04
2890 static const unsigned char args[WINED3D_TOP_LERP + 1] =
2892 /* undefined */ 0,
2893 /* D3DTOP_DISABLE */ 0,
2894 /* D3DTOP_SELECTARG1 */ ARG1,
2895 /* D3DTOP_SELECTARG2 */ ARG2,
2896 /* D3DTOP_MODULATE */ ARG1 | ARG2,
2897 /* D3DTOP_MODULATE2X */ ARG1 | ARG2,
2898 /* D3DTOP_MODULATE4X */ ARG1 | ARG2,
2899 /* D3DTOP_ADD */ ARG1 | ARG2,
2900 /* D3DTOP_ADDSIGNED */ ARG1 | ARG2,
2901 /* D3DTOP_ADDSIGNED2X */ ARG1 | ARG2,
2902 /* D3DTOP_SUBTRACT */ ARG1 | ARG2,
2903 /* D3DTOP_ADDSMOOTH */ ARG1 | ARG2,
2904 /* D3DTOP_BLENDDIFFUSEALPHA */ ARG1 | ARG2,
2905 /* D3DTOP_BLENDTEXTUREALPHA */ ARG1 | ARG2,
2906 /* D3DTOP_BLENDFACTORALPHA */ ARG1 | ARG2,
2907 /* D3DTOP_BLENDTEXTUREALPHAPM */ ARG1 | ARG2,
2908 /* D3DTOP_BLENDCURRENTALPHA */ ARG1 | ARG2,
2909 /* D3DTOP_PREMODULATE */ ARG1 | ARG2,
2910 /* D3DTOP_MODULATEALPHA_ADDCOLOR */ ARG1 | ARG2,
2911 /* D3DTOP_MODULATECOLOR_ADDALPHA */ ARG1 | ARG2,
2912 /* D3DTOP_MODULATEINVALPHA_ADDCOLOR */ ARG1 | ARG2,
2913 /* D3DTOP_MODULATEINVCOLOR_ADDALPHA */ ARG1 | ARG2,
2914 /* D3DTOP_BUMPENVMAP */ ARG1 | ARG2,
2915 /* D3DTOP_BUMPENVMAPLUMINANCE */ ARG1 | ARG2,
2916 /* D3DTOP_DOTPRODUCT3 */ ARG1 | ARG2,
2917 /* D3DTOP_MULTIPLYADD */ ARG1 | ARG2 | ARG0,
2918 /* D3DTOP_LERP */ ARG1 | ARG2 | ARG0
2920 unsigned int i;
2921 DWORD ttff;
2922 DWORD cop, aop, carg0, carg1, carg2, aarg0, aarg1, aarg2;
2923 const struct wined3d_surface *rt = state->fb->render_targets[0];
2924 const struct wined3d_gl_info *gl_info = &device->adapter->gl_info;
2926 for (i = 0; i < gl_info->limits.texture_stages; ++i)
2928 const struct wined3d_texture *texture;
2930 settings->op[i].padding = 0;
2931 if (state->texture_states[i][WINED3D_TSS_COLOR_OP] == WINED3D_TOP_DISABLE)
2933 settings->op[i].cop = WINED3D_TOP_DISABLE;
2934 settings->op[i].aop = WINED3D_TOP_DISABLE;
2935 settings->op[i].carg0 = settings->op[i].carg1 = settings->op[i].carg2 = ARG_UNUSED;
2936 settings->op[i].aarg0 = settings->op[i].aarg1 = settings->op[i].aarg2 = ARG_UNUSED;
2937 settings->op[i].color_fixup = COLOR_FIXUP_IDENTITY;
2938 settings->op[i].dst = resultreg;
2939 settings->op[i].tex_type = tex_1d;
2940 settings->op[i].projected = proj_none;
2941 i++;
2942 break;
2945 if ((texture = state->textures[i]))
2947 settings->op[i].color_fixup = texture->resource.format->color_fixup;
2948 if (ignore_textype)
2950 settings->op[i].tex_type = tex_1d;
2952 else
2954 switch (texture->target)
2956 case GL_TEXTURE_1D:
2957 settings->op[i].tex_type = tex_1d;
2958 break;
2959 case GL_TEXTURE_2D:
2960 settings->op[i].tex_type = tex_2d;
2961 break;
2962 case GL_TEXTURE_3D:
2963 settings->op[i].tex_type = tex_3d;
2964 break;
2965 case GL_TEXTURE_CUBE_MAP_ARB:
2966 settings->op[i].tex_type = tex_cube;
2967 break;
2968 case GL_TEXTURE_RECTANGLE_ARB:
2969 settings->op[i].tex_type = tex_rect;
2970 break;
2973 } else {
2974 settings->op[i].color_fixup = COLOR_FIXUP_IDENTITY;
2975 settings->op[i].tex_type = tex_1d;
2978 cop = state->texture_states[i][WINED3D_TSS_COLOR_OP];
2979 aop = state->texture_states[i][WINED3D_TSS_ALPHA_OP];
2981 carg1 = (args[cop] & ARG1) ? state->texture_states[i][WINED3D_TSS_COLOR_ARG1] : ARG_UNUSED;
2982 carg2 = (args[cop] & ARG2) ? state->texture_states[i][WINED3D_TSS_COLOR_ARG2] : ARG_UNUSED;
2983 carg0 = (args[cop] & ARG0) ? state->texture_states[i][WINED3D_TSS_COLOR_ARG0] : ARG_UNUSED;
2985 if (is_invalid_op(state, i, cop, carg1, carg2, carg0))
2987 carg0 = ARG_UNUSED;
2988 carg2 = ARG_UNUSED;
2989 carg1 = WINED3DTA_CURRENT;
2990 cop = WINED3D_TOP_SELECT_ARG1;
2993 if (cop == WINED3D_TOP_DOTPRODUCT3)
2995 /* A dotproduct3 on the colorop overwrites the alphaop operation and replicates
2996 * the color result to the alpha component of the destination
2998 aop = cop;
2999 aarg1 = carg1;
3000 aarg2 = carg2;
3001 aarg0 = carg0;
3003 else
3005 aarg1 = (args[aop] & ARG1) ? state->texture_states[i][WINED3D_TSS_ALPHA_ARG1] : ARG_UNUSED;
3006 aarg2 = (args[aop] & ARG2) ? state->texture_states[i][WINED3D_TSS_ALPHA_ARG2] : ARG_UNUSED;
3007 aarg0 = (args[aop] & ARG0) ? state->texture_states[i][WINED3D_TSS_ALPHA_ARG0] : ARG_UNUSED;
3010 if (!i && state->textures[0] && state->render_states[WINED3D_RS_COLORKEYENABLE])
3012 GLenum texture_dimensions;
3014 texture = state->textures[0];
3015 texture_dimensions = texture->target;
3017 if (texture_dimensions == GL_TEXTURE_2D || texture_dimensions == GL_TEXTURE_RECTANGLE_ARB)
3019 struct wined3d_surface *surf = surface_from_resource(texture->sub_resources[0]);
3021 if (surf->CKeyFlags & WINEDDSD_CKSRCBLT && !surf->resource.format->alpha_mask)
3023 if (aop == WINED3D_TOP_DISABLE)
3025 aarg1 = WINED3DTA_TEXTURE;
3026 aop = WINED3D_TOP_SELECT_ARG1;
3028 else if (aop == WINED3D_TOP_SELECT_ARG1 && aarg1 != WINED3DTA_TEXTURE)
3030 if (state->render_states[WINED3D_RS_ALPHABLENDENABLE])
3032 aarg2 = WINED3DTA_TEXTURE;
3033 aop = WINED3D_TOP_MODULATE;
3035 else aarg1 = WINED3DTA_TEXTURE;
3037 else if (aop == WINED3D_TOP_SELECT_ARG2 && aarg2 != WINED3DTA_TEXTURE)
3039 if (state->render_states[WINED3D_RS_ALPHABLENDENABLE])
3041 aarg1 = WINED3DTA_TEXTURE;
3042 aop = WINED3D_TOP_MODULATE;
3044 else aarg2 = WINED3DTA_TEXTURE;
3050 if (is_invalid_op(state, i, aop, aarg1, aarg2, aarg0))
3052 aarg0 = ARG_UNUSED;
3053 aarg2 = ARG_UNUSED;
3054 aarg1 = WINED3DTA_CURRENT;
3055 aop = WINED3D_TOP_SELECT_ARG1;
3058 if (carg1 == WINED3DTA_TEXTURE || carg2 == WINED3DTA_TEXTURE || carg0 == WINED3DTA_TEXTURE
3059 || aarg1 == WINED3DTA_TEXTURE || aarg2 == WINED3DTA_TEXTURE || aarg0 == WINED3DTA_TEXTURE)
3061 ttff = state->texture_states[i][WINED3D_TSS_TEXTURE_TRANSFORM_FLAGS];
3062 if (ttff == (WINED3D_TTFF_PROJECTED | WINED3D_TTFF_COUNT3))
3063 settings->op[i].projected = proj_count3;
3064 else if (ttff & WINED3D_TTFF_PROJECTED)
3065 settings->op[i].projected = proj_count4;
3066 else
3067 settings->op[i].projected = proj_none;
3069 else
3071 settings->op[i].projected = proj_none;
3074 settings->op[i].cop = cop;
3075 settings->op[i].aop = aop;
3076 settings->op[i].carg0 = carg0;
3077 settings->op[i].carg1 = carg1;
3078 settings->op[i].carg2 = carg2;
3079 settings->op[i].aarg0 = aarg0;
3080 settings->op[i].aarg1 = aarg1;
3081 settings->op[i].aarg2 = aarg2;
3083 if (state->texture_states[i][WINED3D_TSS_RESULT_ARG] == WINED3DTA_TEMP)
3084 settings->op[i].dst = tempreg;
3085 else
3086 settings->op[i].dst = resultreg;
3089 /* Clear unsupported stages */
3090 for(; i < MAX_TEXTURES; i++) {
3091 memset(&settings->op[i], 0xff, sizeof(settings->op[i]));
3094 if (!state->render_states[WINED3D_RS_FOGENABLE])
3096 settings->fog = FOG_OFF;
3098 else if (state->render_states[WINED3D_RS_FOGTABLEMODE] == WINED3D_FOG_NONE)
3100 if (use_vs(state) || state->vertex_declaration->position_transformed)
3102 settings->fog = FOG_LINEAR;
3104 else
3106 switch (state->render_states[WINED3D_RS_FOGVERTEXMODE])
3108 case WINED3D_FOG_NONE:
3109 case WINED3D_FOG_LINEAR:
3110 settings->fog = FOG_LINEAR;
3111 break;
3112 case WINED3D_FOG_EXP:
3113 settings->fog = FOG_EXP;
3114 break;
3115 case WINED3D_FOG_EXP2:
3116 settings->fog = FOG_EXP2;
3117 break;
3121 else
3123 switch (state->render_states[WINED3D_RS_FOGTABLEMODE])
3125 case WINED3D_FOG_LINEAR:
3126 settings->fog = FOG_LINEAR;
3127 break;
3128 case WINED3D_FOG_EXP:
3129 settings->fog = FOG_EXP;
3130 break;
3131 case WINED3D_FOG_EXP2:
3132 settings->fog = FOG_EXP2;
3133 break;
3136 if (state->render_states[WINED3D_RS_SRGBWRITEENABLE]
3137 && rt->resource.format->flags & WINED3DFMT_FLAG_SRGB_WRITE)
3139 settings->sRGB_write = 1;
3140 } else {
3141 settings->sRGB_write = 0;
3143 if (device->vs_clipping || !use_vs(state) || !state->render_states[WINED3D_RS_CLIPPING]
3144 || !state->render_states[WINED3D_RS_CLIPPLANEENABLE])
3146 /* No need to emulate clipplanes if GL supports native vertex shader clipping or if
3147 * the fixed function vertex pipeline is used(which always supports clipplanes), or
3148 * if no clipplane is enabled
3150 settings->emul_clipplanes = 0;
3151 } else {
3152 settings->emul_clipplanes = 1;
3156 const struct ffp_frag_desc *find_ffp_frag_shader(const struct wine_rb_tree *fragment_shaders,
3157 const struct ffp_frag_settings *settings)
3159 struct wine_rb_entry *entry = wine_rb_get(fragment_shaders, settings);
3160 return entry ? WINE_RB_ENTRY_VALUE(entry, struct ffp_frag_desc, entry) : NULL;
3163 void add_ffp_frag_shader(struct wine_rb_tree *shaders, struct ffp_frag_desc *desc)
3165 /* Note that the key is the implementation independent part of the ffp_frag_desc structure,
3166 * whereas desc points to an extended structure with implementation specific parts. */
3167 if (wine_rb_put(shaders, &desc->settings, &desc->entry) == -1)
3169 ERR("Failed to insert ffp frag shader.\n");
3173 /* Activates the texture dimension according to the bound D3D texture.
3174 * Does not care for the colorop or correct gl texture unit(when using nvrc)
3175 * Requires the caller to activate the correct unit before
3177 /* GL locking is done by the caller (state handler) */
3178 void texture_activate_dimensions(const struct wined3d_texture *texture, const struct wined3d_gl_info *gl_info)
3180 if (texture)
3182 switch (texture->target)
3184 case GL_TEXTURE_2D:
3185 glDisable(GL_TEXTURE_3D);
3186 checkGLcall("glDisable(GL_TEXTURE_3D)");
3187 if (gl_info->supported[ARB_TEXTURE_CUBE_MAP])
3189 glDisable(GL_TEXTURE_CUBE_MAP_ARB);
3190 checkGLcall("glDisable(GL_TEXTURE_CUBE_MAP_ARB)");
3192 if (gl_info->supported[ARB_TEXTURE_RECTANGLE])
3194 glDisable(GL_TEXTURE_RECTANGLE_ARB);
3195 checkGLcall("glDisable(GL_TEXTURE_RECTANGLE_ARB)");
3197 glEnable(GL_TEXTURE_2D);
3198 checkGLcall("glEnable(GL_TEXTURE_2D)");
3199 break;
3200 case GL_TEXTURE_RECTANGLE_ARB:
3201 glDisable(GL_TEXTURE_2D);
3202 checkGLcall("glDisable(GL_TEXTURE_2D)");
3203 glDisable(GL_TEXTURE_3D);
3204 checkGLcall("glDisable(GL_TEXTURE_3D)");
3205 if (gl_info->supported[ARB_TEXTURE_CUBE_MAP])
3207 glDisable(GL_TEXTURE_CUBE_MAP_ARB);
3208 checkGLcall("glDisable(GL_TEXTURE_CUBE_MAP_ARB)");
3210 glEnable(GL_TEXTURE_RECTANGLE_ARB);
3211 checkGLcall("glEnable(GL_TEXTURE_RECTANGLE_ARB)");
3212 break;
3213 case GL_TEXTURE_3D:
3214 if (gl_info->supported[ARB_TEXTURE_CUBE_MAP])
3216 glDisable(GL_TEXTURE_CUBE_MAP_ARB);
3217 checkGLcall("glDisable(GL_TEXTURE_CUBE_MAP_ARB)");
3219 if (gl_info->supported[ARB_TEXTURE_RECTANGLE])
3221 glDisable(GL_TEXTURE_RECTANGLE_ARB);
3222 checkGLcall("glDisable(GL_TEXTURE_RECTANGLE_ARB)");
3224 glDisable(GL_TEXTURE_2D);
3225 checkGLcall("glDisable(GL_TEXTURE_2D)");
3226 glEnable(GL_TEXTURE_3D);
3227 checkGLcall("glEnable(GL_TEXTURE_3D)");
3228 break;
3229 case GL_TEXTURE_CUBE_MAP_ARB:
3230 glDisable(GL_TEXTURE_2D);
3231 checkGLcall("glDisable(GL_TEXTURE_2D)");
3232 glDisable(GL_TEXTURE_3D);
3233 checkGLcall("glDisable(GL_TEXTURE_3D)");
3234 if (gl_info->supported[ARB_TEXTURE_RECTANGLE])
3236 glDisable(GL_TEXTURE_RECTANGLE_ARB);
3237 checkGLcall("glDisable(GL_TEXTURE_RECTANGLE_ARB)");
3239 glEnable(GL_TEXTURE_CUBE_MAP_ARB);
3240 checkGLcall("glEnable(GL_TEXTURE_CUBE_MAP_ARB)");
3241 break;
3243 } else {
3244 glEnable(GL_TEXTURE_2D);
3245 checkGLcall("glEnable(GL_TEXTURE_2D)");
3246 glDisable(GL_TEXTURE_3D);
3247 checkGLcall("glDisable(GL_TEXTURE_3D)");
3248 if (gl_info->supported[ARB_TEXTURE_CUBE_MAP])
3250 glDisable(GL_TEXTURE_CUBE_MAP_ARB);
3251 checkGLcall("glDisable(GL_TEXTURE_CUBE_MAP_ARB)");
3253 if (gl_info->supported[ARB_TEXTURE_RECTANGLE])
3255 glDisable(GL_TEXTURE_RECTANGLE_ARB);
3256 checkGLcall("glDisable(GL_TEXTURE_RECTANGLE_ARB)");
3258 /* Binding textures is done by samplers. A dummy texture will be bound */
3262 /* GL locking is done by the caller (state handler) */
3263 void sampler_texdim(struct wined3d_context *context, const struct wined3d_state *state, DWORD state_id)
3265 DWORD sampler = state_id - STATE_SAMPLER(0);
3266 DWORD mapped_stage = context->swapchain->device->texUnitMap[sampler];
3268 /* No need to enable / disable anything here for unused samplers. The
3269 * tex_colorop handler takes care. Also no action is needed with pixel
3270 * shaders, or if tex_colorop will take care of this business. */
3271 if (mapped_stage == WINED3D_UNMAPPED_STAGE || mapped_stage >= context->gl_info->limits.textures)
3272 return;
3273 if (sampler >= state->lowest_disabled_stage)
3274 return;
3275 if (isStateDirty(context, STATE_TEXTURESTAGE(sampler, WINED3D_TSS_COLOR_OP)))
3276 return;
3278 texture_activate_dimensions(state->textures[sampler], context->gl_info);
3281 void *wined3d_rb_alloc(size_t size)
3283 return HeapAlloc(GetProcessHeap(), 0, size);
3286 void *wined3d_rb_realloc(void *ptr, size_t size)
3288 return HeapReAlloc(GetProcessHeap(), 0, ptr, size);
3291 void wined3d_rb_free(void *ptr)
3293 HeapFree(GetProcessHeap(), 0, ptr);
3296 static int ffp_frag_program_key_compare(const void *key, const struct wine_rb_entry *entry)
3298 const struct ffp_frag_settings *ka = key;
3299 const struct ffp_frag_settings *kb = &WINE_RB_ENTRY_VALUE(entry, const struct ffp_frag_desc, entry)->settings;
3301 return memcmp(ka, kb, sizeof(*ka));
3304 const struct wine_rb_functions wined3d_ffp_frag_program_rb_functions =
3306 wined3d_rb_alloc,
3307 wined3d_rb_realloc,
3308 wined3d_rb_free,
3309 ffp_frag_program_key_compare,
3312 UINT wined3d_log2i(UINT32 x)
3314 static const UINT l[] =
3316 ~0U, 0, 1, 1, 2, 2, 2, 2, 3, 3, 3, 3, 3, 3, 3, 3,
3317 4, 4, 4, 4, 4, 4, 4, 4, 4, 4, 4, 4, 4, 4, 4, 4,
3318 5, 5, 5, 5, 5, 5, 5, 5, 5, 5, 5, 5, 5, 5, 5, 5,
3319 5, 5, 5, 5, 5, 5, 5, 5, 5, 5, 5, 5, 5, 5, 5, 5,
3320 6, 6, 6, 6, 6, 6, 6, 6, 6, 6, 6, 6, 6, 6, 6, 6,
3321 6, 6, 6, 6, 6, 6, 6, 6, 6, 6, 6, 6, 6, 6, 6, 6,
3322 6, 6, 6, 6, 6, 6, 6, 6, 6, 6, 6, 6, 6, 6, 6, 6,
3323 6, 6, 6, 6, 6, 6, 6, 6, 6, 6, 6, 6, 6, 6, 6, 6,
3324 7, 7, 7, 7, 7, 7, 7, 7, 7, 7, 7, 7, 7, 7, 7, 7,
3325 7, 7, 7, 7, 7, 7, 7, 7, 7, 7, 7, 7, 7, 7, 7, 7,
3326 7, 7, 7, 7, 7, 7, 7, 7, 7, 7, 7, 7, 7, 7, 7, 7,
3327 7, 7, 7, 7, 7, 7, 7, 7, 7, 7, 7, 7, 7, 7, 7, 7,
3328 7, 7, 7, 7, 7, 7, 7, 7, 7, 7, 7, 7, 7, 7, 7, 7,
3329 7, 7, 7, 7, 7, 7, 7, 7, 7, 7, 7, 7, 7, 7, 7, 7,
3330 7, 7, 7, 7, 7, 7, 7, 7, 7, 7, 7, 7, 7, 7, 7, 7,
3331 7, 7, 7, 7, 7, 7, 7, 7, 7, 7, 7, 7, 7, 7, 7, 7,
3333 UINT32 i;
3335 return (i = x >> 16) ? (x = i >> 8) ? l[x] + 24 : l[i] + 16 : (i = x >> 8) ? l[i] + 8 : l[x];
3338 /* Set the shader type for this device, depending on the given capabilities
3339 * and the user preferences in wined3d_settings. */
3340 void select_shader_mode(const struct wined3d_gl_info *gl_info, int *ps_selected, int *vs_selected)
3342 BOOL glsl = wined3d_settings.glslRequested && gl_info->glsl_version >= MAKEDWORD_VERSION(1, 20);
3344 if (wined3d_settings.vs_mode == VS_NONE) *vs_selected = SHADER_NONE;
3345 else if (gl_info->supported[ARB_VERTEX_SHADER] && glsl)
3347 /* Geforce4 cards support GLSL but for vertex shaders only. Further its reported GLSL caps are
3348 * wrong. This combined with the fact that glsl won't offer more features or performance, use ARB
3349 * shaders only on this card. */
3350 if (gl_info->supported[NV_VERTEX_PROGRAM] && !gl_info->supported[NV_VERTEX_PROGRAM2]) *vs_selected = SHADER_ARB;
3351 else *vs_selected = SHADER_GLSL;
3353 else if (gl_info->supported[ARB_VERTEX_PROGRAM]) *vs_selected = SHADER_ARB;
3354 else *vs_selected = SHADER_NONE;
3356 if (wined3d_settings.ps_mode == PS_NONE) *ps_selected = SHADER_NONE;
3357 else if (gl_info->supported[ARB_FRAGMENT_SHADER] && glsl) *ps_selected = SHADER_GLSL;
3358 else if (gl_info->supported[ARB_FRAGMENT_PROGRAM]) *ps_selected = SHADER_ARB;
3359 else if (gl_info->supported[ATI_FRAGMENT_SHADER]) *ps_selected = SHADER_ATI;
3360 else *ps_selected = SHADER_NONE;
3363 const struct blit_shader *wined3d_select_blitter(const struct wined3d_gl_info *gl_info, enum wined3d_blit_op blit_op,
3364 const RECT *src_rect, DWORD src_usage, enum wined3d_pool src_pool, const struct wined3d_format *src_format,
3365 const RECT *dst_rect, DWORD dst_usage, enum wined3d_pool dst_pool, const struct wined3d_format *dst_format)
3367 static const struct blit_shader * const blitters[] =
3369 &arbfp_blit,
3370 &ffp_blit,
3371 &cpu_blit,
3373 unsigned int i;
3375 for (i = 0; i < sizeof(blitters) / sizeof(*blitters); ++i)
3377 if (blitters[i]->blit_supported(gl_info, blit_op,
3378 src_rect, src_usage, src_pool, src_format,
3379 dst_rect, dst_usage, dst_pool, dst_format))
3380 return blitters[i];
3383 return NULL;
3386 void wined3d_get_draw_rect(const struct wined3d_state *state, RECT *rect)
3388 const struct wined3d_viewport *vp = &state->viewport;
3390 SetRect(rect, vp->x, vp->y, vp->x + vp->width, vp->y + vp->height);
3392 if (state->render_states[WINED3D_RS_SCISSORTESTENABLE])
3393 IntersectRect(rect, rect, &state->scissor_rect);