d3drm/tests: Spelling fixes for a couple of ok() messages.
[wine.git] / dlls / wined3d / utils.c
blobb686b0929423d321cf2eb8c521e1be20b63fed98
1 /*
2 * Utility functions for the WineD3D Library
4 * Copyright 2002-2004 Jason Edmeades
5 * Copyright 2003-2004 Raphael Junqueira
6 * Copyright 2004 Christian Costa
7 * Copyright 2005 Oliver Stieber
8 * Copyright 2006-2008 Henri Verbeet
9 * Copyright 2007-2008 Stefan Dösinger for CodeWeavers
10 * Copyright 2009-2010 Henri Verbeet for CodeWeavers
12 * This library is free software; you can redistribute it and/or
13 * modify it under the terms of the GNU Lesser General Public
14 * License as published by the Free Software Foundation; either
15 * version 2.1 of the License, or (at your option) any later version.
17 * This library is distributed in the hope that it will be useful,
18 * but WITHOUT ANY WARRANTY; without even the implied warranty of
19 * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the GNU
20 * Lesser General Public License for more details.
22 * You should have received a copy of the GNU Lesser General Public
23 * License along with this library; if not, write to the Free Software
24 * Foundation, Inc., 51 Franklin St, Fifth Floor, Boston, MA 02110-1301, USA
27 #include "config.h"
28 #include "wine/port.h"
30 #include <stdio.h>
32 #include "wined3d_private.h"
34 WINE_DEFAULT_DEBUG_CHANNEL(d3d);
36 #define WINED3D_FORMAT_FOURCC_BASE (WINED3DFMT_BC7_UNORM_SRGB + 1)
38 static const struct
40 enum wined3d_format_id id;
41 unsigned int idx;
43 format_index_remap[] =
45 {WINED3DFMT_UYVY, WINED3D_FORMAT_FOURCC_BASE},
46 {WINED3DFMT_YUY2, WINED3D_FORMAT_FOURCC_BASE + 1},
47 {WINED3DFMT_YV12, WINED3D_FORMAT_FOURCC_BASE + 2},
48 {WINED3DFMT_DXT1, WINED3D_FORMAT_FOURCC_BASE + 3},
49 {WINED3DFMT_DXT2, WINED3D_FORMAT_FOURCC_BASE + 4},
50 {WINED3DFMT_DXT3, WINED3D_FORMAT_FOURCC_BASE + 5},
51 {WINED3DFMT_DXT4, WINED3D_FORMAT_FOURCC_BASE + 6},
52 {WINED3DFMT_DXT5, WINED3D_FORMAT_FOURCC_BASE + 7},
53 {WINED3DFMT_MULTI2_ARGB8, WINED3D_FORMAT_FOURCC_BASE + 8},
54 {WINED3DFMT_G8R8_G8B8, WINED3D_FORMAT_FOURCC_BASE + 9},
55 {WINED3DFMT_R8G8_B8G8, WINED3D_FORMAT_FOURCC_BASE + 10},
56 {WINED3DFMT_ATI1N, WINED3D_FORMAT_FOURCC_BASE + 11},
57 {WINED3DFMT_ATI2N, WINED3D_FORMAT_FOURCC_BASE + 12},
58 {WINED3DFMT_INST, WINED3D_FORMAT_FOURCC_BASE + 13},
59 {WINED3DFMT_NVDB, WINED3D_FORMAT_FOURCC_BASE + 14},
60 {WINED3DFMT_NVHU, WINED3D_FORMAT_FOURCC_BASE + 15},
61 {WINED3DFMT_NVHS, WINED3D_FORMAT_FOURCC_BASE + 16},
62 {WINED3DFMT_INTZ, WINED3D_FORMAT_FOURCC_BASE + 17},
63 {WINED3DFMT_RESZ, WINED3D_FORMAT_FOURCC_BASE + 18},
64 {WINED3DFMT_NULL, WINED3D_FORMAT_FOURCC_BASE + 19},
65 {WINED3DFMT_R16, WINED3D_FORMAT_FOURCC_BASE + 20},
66 {WINED3DFMT_AL16, WINED3D_FORMAT_FOURCC_BASE + 21},
67 {WINED3DFMT_NV12, WINED3D_FORMAT_FOURCC_BASE + 22},
70 #define WINED3D_FORMAT_COUNT (WINED3D_FORMAT_FOURCC_BASE + ARRAY_SIZE(format_index_remap))
72 struct wined3d_format_channels
74 enum wined3d_format_id id;
75 DWORD red_size, green_size, blue_size, alpha_size;
76 DWORD red_offset, green_offset, blue_offset, alpha_offset;
77 UINT bpp;
78 BYTE depth_size, stencil_size;
81 static const struct wined3d_format_channels formats[] =
83 /* size offset
84 * format id r g b a r g b a bpp depth stencil */
85 {WINED3DFMT_UNKNOWN, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0},
86 /* FourCC formats */
87 {WINED3DFMT_UYVY, 0, 0, 0, 0, 0, 0, 0, 0, 2, 0, 0},
88 {WINED3DFMT_YUY2, 0, 0, 0, 0, 0, 0, 0, 0, 2, 0, 0},
89 {WINED3DFMT_YV12, 0, 0, 0, 0, 0, 0, 0, 0, 1, 0, 0},
90 {WINED3DFMT_NV12, 0, 0, 0, 0, 0, 0, 0, 0, 1, 0, 0},
91 {WINED3DFMT_DXT1, 0, 0, 0, 0, 0, 0, 0, 0, 1, 0, 0},
92 {WINED3DFMT_DXT2, 0, 0, 0, 0, 0, 0, 0, 0, 1, 0, 0},
93 {WINED3DFMT_DXT3, 0, 0, 0, 0, 0, 0, 0, 0, 1, 0, 0},
94 {WINED3DFMT_DXT4, 0, 0, 0, 0, 0, 0, 0, 0, 1, 0, 0},
95 {WINED3DFMT_DXT5, 0, 0, 0, 0, 0, 0, 0, 0, 1, 0, 0},
96 {WINED3DFMT_MULTI2_ARGB8, 0, 0, 0, 0, 0, 0, 0, 0, 1, 0, 0},
97 {WINED3DFMT_G8R8_G8B8, 0, 0, 0, 0, 0, 0, 0, 0, 1, 0, 0},
98 {WINED3DFMT_R8G8_B8G8, 0, 0, 0, 0, 0, 0, 0, 0, 1, 0, 0},
99 /* Hmm? */
100 {WINED3DFMT_R8G8_SNORM_Cx, 0, 0, 0, 0, 0, 0, 0, 0, 2, 0, 0},
101 {WINED3DFMT_R11G11B10_FLOAT, 11, 11, 10, 0, 0, 11, 22, 0, 4, 0, 0},
102 /* Palettized formats */
103 {WINED3DFMT_P8_UINT_A8_UNORM, 0, 0, 0, 8, 0, 0, 0, 8, 2, 0, 0},
104 {WINED3DFMT_P8_UINT, 0, 0, 0, 0, 0, 0, 0, 0, 1, 0, 0},
105 /* Standard ARGB formats. */
106 {WINED3DFMT_B8G8R8_UNORM, 8, 8, 8, 0, 16, 8, 0, 0, 3, 0, 0},
107 {WINED3DFMT_B5G6R5_UNORM, 5, 6, 5, 0, 11, 5, 0, 0, 2, 0, 0},
108 {WINED3DFMT_B5G5R5X1_UNORM, 5, 5, 5, 0, 10, 5, 0, 0, 2, 0, 0},
109 {WINED3DFMT_B5G5R5A1_UNORM, 5, 5, 5, 1, 10, 5, 0, 15, 2, 0, 0},
110 {WINED3DFMT_B4G4R4A4_UNORM, 4, 4, 4, 4, 8, 4, 0, 12, 2, 0, 0},
111 {WINED3DFMT_B2G3R3_UNORM, 3, 3, 2, 0, 5, 2, 0, 0, 1, 0, 0},
112 {WINED3DFMT_A8_UNORM, 0, 0, 0, 8, 0, 0, 0, 0, 1, 0, 0},
113 {WINED3DFMT_B2G3R3A8_UNORM, 3, 3, 2, 8, 5, 2, 0, 8, 2, 0, 0},
114 {WINED3DFMT_B4G4R4X4_UNORM, 4, 4, 4, 0, 8, 4, 0, 0, 2, 0, 0},
115 {WINED3DFMT_R8G8B8X8_UNORM, 8, 8, 8, 0, 0, 8, 16, 0, 4, 0, 0},
116 {WINED3DFMT_B10G10R10A2_UNORM, 10, 10, 10, 2, 20, 10, 0, 30, 4, 0, 0},
117 /* Luminance */
118 {WINED3DFMT_L8_UNORM, 0, 0, 0, 0, 0, 0, 0, 0, 1, 0, 0},
119 {WINED3DFMT_L8A8_UNORM, 0, 0, 0, 8, 0, 0, 0, 8, 2, 0, 0},
120 {WINED3DFMT_L4A4_UNORM, 0, 0, 0, 4, 0, 0, 0, 4, 1, 0, 0},
121 {WINED3DFMT_L16_UNORM, 0, 0, 0, 0, 0, 0, 0, 0, 2, 0, 0},
122 /* Bump mapping stuff */
123 {WINED3DFMT_R5G5_SNORM_L6_UNORM, 5, 5, 0, 0, 0, 5, 0, 0, 2, 0, 0},
124 {WINED3DFMT_R8G8_SNORM_L8X8_UNORM, 8, 8, 0, 0, 0, 8, 0, 0, 4, 0, 0},
125 {WINED3DFMT_R8G8B8A8_SNORM, 8, 8, 8, 8, 0, 8, 16, 24, 4, 0, 0},
126 {WINED3DFMT_R10G11B11_SNORM, 10, 11, 11, 0, 0, 10, 21, 0, 4, 0, 0},
127 {WINED3DFMT_R10G10B10X2_UINT, 10, 10, 10, 0, 0, 10, 20, 0, 4, 0, 0},
128 {WINED3DFMT_R10G10B10X2_SNORM, 10, 10, 10, 0, 0, 10, 20, 0, 4, 0, 0},
129 {WINED3DFMT_R10G10B10_SNORM_A2_UNORM, 10, 10, 10, 2, 0, 10, 20, 30, 4, 0, 0},
130 /* Depth stencil formats */
131 {WINED3DFMT_D16_LOCKABLE, 0, 0, 0, 0, 0, 0, 0, 0, 2, 16, 0},
132 {WINED3DFMT_D32_UNORM, 0, 0, 0, 0, 0, 0, 0, 0, 4, 32, 0},
133 {WINED3DFMT_S1_UINT_D15_UNORM, 0, 0, 0, 0, 0, 0, 0, 0, 2, 15, 1},
134 {WINED3DFMT_X8D24_UNORM, 0, 0, 0, 0, 0, 0, 0, 0, 4, 24, 0},
135 {WINED3DFMT_S4X4_UINT_D24_UNORM, 0, 0, 0, 0, 0, 0, 0, 0, 4, 24, 4},
136 {WINED3DFMT_D16_UNORM, 0, 0, 0, 0, 0, 0, 0, 0, 2, 16, 0},
137 {WINED3DFMT_D32_FLOAT, 0, 0, 0, 0, 0, 0, 0, 0, 4, 32, 0},
138 {WINED3DFMT_S8_UINT_D24_FLOAT, 0, 0, 0, 0, 0, 0, 0, 0, 4, 24, 8},
139 {WINED3DFMT_VERTEXDATA, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0},
140 /* Vendor-specific formats */
141 {WINED3DFMT_ATI1N, 0, 0, 0, 0, 0, 0, 0, 0, 1, 0, 0},
142 {WINED3DFMT_ATI2N, 0, 0, 0, 0, 0, 0, 0, 0, 1, 0, 0},
143 {WINED3DFMT_NVDB, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0},
144 {WINED3DFMT_INST, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0},
145 {WINED3DFMT_INTZ, 0, 0, 0, 0, 0, 0, 0, 0, 4, 24, 8},
146 {WINED3DFMT_RESZ, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0},
147 {WINED3DFMT_NVHU, 0, 0, 0, 0, 0, 0, 0, 0, 2, 0, 0},
148 {WINED3DFMT_NVHS, 0, 0, 0, 0, 0, 0, 0, 0, 2, 0, 0},
149 {WINED3DFMT_NULL, 8, 8, 8, 8, 0, 8, 16, 24, 4, 0, 0},
150 /* Unsure about them, could not find a Windows driver that supports them */
151 {WINED3DFMT_R16, 16, 0, 0, 0, 0, 0, 0, 0, 2, 0, 0},
152 {WINED3DFMT_AL16, 0, 0, 0, 16, 0, 0, 0, 16, 4, 0, 0},
153 /* Typeless */
154 {WINED3DFMT_R32G32B32A32_TYPELESS, 32, 32, 32, 32, 0, 32, 64, 96, 16, 0, 0},
155 {WINED3DFMT_R32G32B32_TYPELESS, 32, 32, 32, 0, 0, 32, 64, 0, 12, 0, 0},
156 {WINED3DFMT_R16G16B16A16_TYPELESS, 16, 16, 16, 16, 0, 16, 32, 48, 8, 0, 0},
157 {WINED3DFMT_R32G32_TYPELESS, 32, 32, 0, 0, 0, 32, 0, 0, 8, 0, 0},
158 {WINED3DFMT_R32G8X24_TYPELESS, 0, 0, 0, 0, 0, 0, 0, 0, 8, 32, 8},
159 {WINED3DFMT_R10G10B10A2_TYPELESS, 10, 10, 10, 2, 0, 10, 20, 30, 4, 0, 0},
160 {WINED3DFMT_R8G8B8A8_TYPELESS, 8, 8, 8, 8, 0, 8, 16, 24, 4, 0, 0},
161 {WINED3DFMT_R16G16_TYPELESS, 16, 16, 0, 0, 0, 16, 0, 0, 4, 0, 0},
162 {WINED3DFMT_R32_TYPELESS, 32, 0, 0, 0, 0, 0, 0, 0, 4, 0, 0},
163 {WINED3DFMT_R24G8_TYPELESS, 0, 0, 0, 0, 0, 0, 0, 0, 4, 24, 8},
164 {WINED3DFMT_R8G8_TYPELESS, 8, 8, 0, 0, 0, 8, 0, 0, 2, 0, 0},
165 {WINED3DFMT_R16_TYPELESS, 16, 0, 0, 0, 0, 0, 0, 0, 2, 0, 0},
166 {WINED3DFMT_R8_TYPELESS, 8, 0, 0, 0, 0, 0, 0, 0, 1, 0, 0},
167 {WINED3DFMT_BC1_TYPELESS, 0, 0, 0, 0, 0, 0, 0, 0, 1, 0, 0},
168 {WINED3DFMT_BC2_TYPELESS, 0, 0, 0, 0, 0, 0, 0, 0, 1, 0, 0},
169 {WINED3DFMT_BC3_TYPELESS, 0, 0, 0, 0, 0, 0, 0, 0, 1, 0, 0},
170 {WINED3DFMT_BC4_TYPELESS, 0, 0, 0, 0, 0, 0, 0, 0, 1, 0, 0},
171 {WINED3DFMT_BC5_TYPELESS, 0, 0, 0, 0, 0, 0, 0, 0, 1, 0, 0},
172 {WINED3DFMT_B8G8R8A8_TYPELESS, 8, 8, 8, 8, 16, 8, 0, 24, 4, 0, 0},
173 {WINED3DFMT_B8G8R8X8_TYPELESS, 8, 8, 8, 0, 16, 8, 0, 0, 4, 0, 0},
176 enum wined3d_channel_type
178 WINED3D_CHANNEL_TYPE_NONE,
179 WINED3D_CHANNEL_TYPE_UNORM,
180 WINED3D_CHANNEL_TYPE_SNORM,
181 WINED3D_CHANNEL_TYPE_UINT,
182 WINED3D_CHANNEL_TYPE_SINT,
183 WINED3D_CHANNEL_TYPE_FLOAT,
184 WINED3D_CHANNEL_TYPE_DEPTH,
185 WINED3D_CHANNEL_TYPE_STENCIL,
186 WINED3D_CHANNEL_TYPE_UNUSED,
189 struct wined3d_typed_format_info
191 enum wined3d_format_id id;
192 enum wined3d_format_id typeless_id;
193 const char *channels;
197 * The last entry for a given typeless format defines its internal format.
199 * u - WINED3D_CHANNEL_TYPE_UNORM
200 * i - WINED3D_CHANNEL_TYPE_SNORM
201 * U - WINED3D_CHANNEL_TYPE_UINT
202 * I - WINED3D_CHANNEL_TYPE_SINT
203 * F - WINED3D_CHANNEL_TYPE_FLOAT
204 * D - WINED3D_CHANNEL_TYPE_DEPTH
205 * S - WINED3D_CHANNEL_TYPE_STENCIL
206 * X - WINED3D_CHANNEL_TYPE_UNUSED
208 static const struct wined3d_typed_format_info typed_formats[] =
210 {WINED3DFMT_R32G32B32A32_UINT, WINED3DFMT_R32G32B32A32_TYPELESS, "UUUU"},
211 {WINED3DFMT_R32G32B32A32_SINT, WINED3DFMT_R32G32B32A32_TYPELESS, "IIII"},
212 {WINED3DFMT_R32G32B32A32_FLOAT, WINED3DFMT_R32G32B32A32_TYPELESS, "FFFF"},
213 {WINED3DFMT_R32G32B32_UINT, WINED3DFMT_R32G32B32_TYPELESS, "UUU"},
214 {WINED3DFMT_R32G32B32_SINT, WINED3DFMT_R32G32B32_TYPELESS, "III"},
215 {WINED3DFMT_R32G32B32_FLOAT, WINED3DFMT_R32G32B32_TYPELESS, "FFF"},
216 {WINED3DFMT_R16G16B16A16_UNORM, WINED3DFMT_R16G16B16A16_TYPELESS, "uuuu"},
217 {WINED3DFMT_R16G16B16A16_SNORM, WINED3DFMT_R16G16B16A16_TYPELESS, "iiii"},
218 {WINED3DFMT_R16G16B16A16_UINT, WINED3DFMT_R16G16B16A16_TYPELESS, "UUUU"},
219 {WINED3DFMT_R16G16B16A16_SINT, WINED3DFMT_R16G16B16A16_TYPELESS, "IIII"},
220 {WINED3DFMT_R16G16B16A16_FLOAT, WINED3DFMT_R16G16B16A16_TYPELESS, "FFFF"},
221 {WINED3DFMT_R32G32_UINT, WINED3DFMT_R32G32_TYPELESS, "UU"},
222 {WINED3DFMT_R32G32_SINT, WINED3DFMT_R32G32_TYPELESS, "II"},
223 {WINED3DFMT_R32G32_FLOAT, WINED3DFMT_R32G32_TYPELESS, "FF"},
224 {WINED3DFMT_R10G10B10A2_SNORM, WINED3DFMT_R10G10B10A2_TYPELESS, "iiii"},
225 {WINED3DFMT_R10G10B10A2_UINT, WINED3DFMT_R10G10B10A2_TYPELESS, "UUUU"},
226 {WINED3DFMT_R10G10B10A2_UNORM, WINED3DFMT_R10G10B10A2_TYPELESS, "uuuu"},
227 {WINED3DFMT_R8G8B8A8_UINT, WINED3DFMT_R8G8B8A8_TYPELESS, "UUUU"},
228 {WINED3DFMT_R8G8B8A8_SINT, WINED3DFMT_R8G8B8A8_TYPELESS, "IIII"},
229 {WINED3DFMT_R8G8B8A8_UNORM_SRGB, WINED3DFMT_R8G8B8A8_TYPELESS, "uuuu"},
230 {WINED3DFMT_R8G8B8A8_UNORM, WINED3DFMT_R8G8B8A8_TYPELESS, "uuuu"},
231 {WINED3DFMT_R16G16_UNORM, WINED3DFMT_R16G16_TYPELESS, "uu"},
232 {WINED3DFMT_R16G16_SNORM, WINED3DFMT_R16G16_TYPELESS, "ii"},
233 {WINED3DFMT_R16G16_UINT, WINED3DFMT_R16G16_TYPELESS, "UU"},
234 {WINED3DFMT_R16G16_SINT, WINED3DFMT_R16G16_TYPELESS, "II"},
235 {WINED3DFMT_R16G16_FLOAT, WINED3DFMT_R16G16_TYPELESS, "FF"},
236 {WINED3DFMT_R32_UINT, WINED3DFMT_R32_TYPELESS, "U"},
237 {WINED3DFMT_R32_SINT, WINED3DFMT_R32_TYPELESS, "I"},
238 {WINED3DFMT_R32_FLOAT, WINED3DFMT_R32_TYPELESS, "F"},
239 {WINED3DFMT_D32_FLOAT, WINED3DFMT_R32_TYPELESS, "D"},
240 {WINED3DFMT_R24_UNORM_X8_TYPELESS, WINED3DFMT_R24G8_TYPELESS, "DX"},
241 {WINED3DFMT_X24_TYPELESS_G8_UINT, WINED3DFMT_R24G8_TYPELESS, "XS"},
242 {WINED3DFMT_D24_UNORM_S8_UINT, WINED3DFMT_R24G8_TYPELESS, "DS"},
243 {WINED3DFMT_R8G8_SNORM, WINED3DFMT_R8G8_TYPELESS, "ii"},
244 {WINED3DFMT_R8G8_UNORM, WINED3DFMT_R8G8_TYPELESS, "uu"},
245 {WINED3DFMT_R16_UNORM, WINED3DFMT_R16_TYPELESS, "u"},
246 {WINED3DFMT_R16_UINT, WINED3DFMT_R16_TYPELESS, "U"},
247 {WINED3DFMT_R16_SINT, WINED3DFMT_R16_TYPELESS, "I"},
248 {WINED3DFMT_R16_FLOAT, WINED3DFMT_R16_TYPELESS, "F"},
249 {WINED3DFMT_D16_UNORM, WINED3DFMT_R16_TYPELESS, "D"},
250 {WINED3DFMT_R8_UNORM, WINED3DFMT_R8_TYPELESS, "u"},
251 {WINED3DFMT_BC1_UNORM_SRGB, WINED3DFMT_BC1_TYPELESS, ""},
252 {WINED3DFMT_BC1_UNORM, WINED3DFMT_BC1_TYPELESS, ""},
253 {WINED3DFMT_BC2_UNORM_SRGB, WINED3DFMT_BC2_TYPELESS, ""},
254 {WINED3DFMT_BC2_UNORM, WINED3DFMT_BC2_TYPELESS, ""},
255 {WINED3DFMT_BC3_UNORM_SRGB, WINED3DFMT_BC3_TYPELESS, ""},
256 {WINED3DFMT_BC3_UNORM, WINED3DFMT_BC3_TYPELESS, ""},
257 {WINED3DFMT_BC4_UNORM, WINED3DFMT_BC4_TYPELESS, ""},
258 {WINED3DFMT_BC5_UNORM, WINED3DFMT_BC5_TYPELESS, ""},
259 {WINED3DFMT_B8G8R8A8_UNORM_SRGB, WINED3DFMT_B8G8R8A8_TYPELESS, "uuuu"},
260 {WINED3DFMT_B8G8R8A8_UNORM, WINED3DFMT_B8G8R8A8_TYPELESS, "uuuu"},
261 {WINED3DFMT_B8G8R8X8_UNORM_SRGB, WINED3DFMT_B8G8R8X8_TYPELESS, "uuuX"},
262 {WINED3DFMT_B8G8R8X8_UNORM, WINED3DFMT_B8G8R8X8_TYPELESS, "uuuX"},
265 struct wined3d_format_ddi_info
267 enum wined3d_format_id id;
268 D3DDDIFORMAT ddi_format;
271 static const struct wined3d_format_ddi_info ddi_formats[] =
273 {WINED3DFMT_B8G8R8_UNORM, D3DDDIFMT_R8G8B8},
274 {WINED3DFMT_B8G8R8A8_UNORM, D3DDDIFMT_A8R8G8B8},
275 {WINED3DFMT_B8G8R8X8_UNORM, D3DDDIFMT_X8R8G8B8},
276 {WINED3DFMT_B5G6R5_UNORM, D3DDDIFMT_R5G6B5},
277 {WINED3DFMT_B5G5R5X1_UNORM, D3DDDIFMT_X1R5G5B5},
278 {WINED3DFMT_B5G5R5A1_UNORM, D3DDDIFMT_A1R5G5B5},
279 {WINED3DFMT_P8_UINT, D3DDDIFMT_P8},
282 struct wined3d_format_base_flags
284 enum wined3d_format_id id;
285 DWORD flags;
288 /* The ATI2N format behaves like an uncompressed format in LockRect(), but
289 * still needs to use the correct block based calculation for e.g. the
290 * resource size. */
291 static const struct wined3d_format_base_flags format_base_flags[] =
293 {WINED3DFMT_ATI1N, WINED3DFMT_FLAG_BROKEN_PITCH},
294 {WINED3DFMT_ATI2N, WINED3DFMT_FLAG_BROKEN_PITCH},
295 {WINED3DFMT_R11G11B10_FLOAT, WINED3DFMT_FLAG_FLOAT},
296 {WINED3DFMT_D32_FLOAT, WINED3DFMT_FLAG_FLOAT},
297 {WINED3DFMT_S8_UINT_D24_FLOAT, WINED3DFMT_FLAG_FLOAT},
300 struct wined3d_format_block_info
302 enum wined3d_format_id id;
303 UINT block_width;
304 UINT block_height;
305 UINT block_byte_count;
306 BOOL verify;
309 static const struct wined3d_format_block_info format_block_info[] =
311 {WINED3DFMT_DXT1, 4, 4, 8, TRUE},
312 {WINED3DFMT_DXT2, 4, 4, 16, TRUE},
313 {WINED3DFMT_DXT3, 4, 4, 16, TRUE},
314 {WINED3DFMT_DXT4, 4, 4, 16, TRUE},
315 {WINED3DFMT_DXT5, 4, 4, 16, TRUE},
316 {WINED3DFMT_BC1_UNORM, 4, 4, 8, TRUE},
317 {WINED3DFMT_BC2_UNORM, 4, 4, 16, TRUE},
318 {WINED3DFMT_BC3_UNORM, 4, 4, 16, TRUE},
319 {WINED3DFMT_BC4_UNORM, 4, 4, 8, TRUE},
320 {WINED3DFMT_BC5_UNORM, 4, 4, 16, TRUE},
321 {WINED3DFMT_ATI1N, 4, 4, 8, FALSE},
322 {WINED3DFMT_ATI2N, 4, 4, 16, FALSE},
323 {WINED3DFMT_YUY2, 2, 1, 4, FALSE},
324 {WINED3DFMT_UYVY, 2, 1, 4, FALSE},
327 struct wined3d_format_vertex_info
329 enum wined3d_format_id id;
330 enum wined3d_ffp_emit_idx emit_idx;
331 unsigned int component_count;
332 GLenum gl_vtx_type;
333 GLboolean gl_normalized;
334 enum wined3d_gl_extension extension;
337 static const struct wined3d_format_vertex_info format_vertex_info[] =
339 {WINED3DFMT_R32_FLOAT, WINED3D_FFP_EMIT_FLOAT1, 1, GL_FLOAT, GL_FALSE},
340 {WINED3DFMT_R32G32_FLOAT, WINED3D_FFP_EMIT_FLOAT2, 2, GL_FLOAT, GL_FALSE},
341 {WINED3DFMT_R32G32B32_FLOAT, WINED3D_FFP_EMIT_FLOAT3, 3, GL_FLOAT, GL_FALSE},
342 {WINED3DFMT_R32G32B32A32_FLOAT, WINED3D_FFP_EMIT_FLOAT4, 4, GL_FLOAT, GL_FALSE},
343 {WINED3DFMT_B8G8R8A8_UNORM, WINED3D_FFP_EMIT_D3DCOLOR, 4, GL_UNSIGNED_BYTE, GL_TRUE },
344 {WINED3DFMT_R8G8B8A8_UINT, WINED3D_FFP_EMIT_UBYTE4, 4, GL_UNSIGNED_BYTE, GL_FALSE},
345 {WINED3DFMT_R16G16_UINT, WINED3D_FFP_EMIT_INVALID, 2, GL_UNSIGNED_SHORT, GL_FALSE},
346 {WINED3DFMT_R16G16_SINT, WINED3D_FFP_EMIT_SHORT2, 2, GL_SHORT, GL_FALSE},
347 {WINED3DFMT_R16G16B16A16_SINT, WINED3D_FFP_EMIT_SHORT4, 4, GL_SHORT, GL_FALSE},
348 {WINED3DFMT_R8G8B8A8_UNORM, WINED3D_FFP_EMIT_UBYTE4N, 4, GL_UNSIGNED_BYTE, GL_TRUE },
349 {WINED3DFMT_R16G16_SNORM, WINED3D_FFP_EMIT_SHORT2N, 2, GL_SHORT, GL_TRUE },
350 {WINED3DFMT_R16G16B16A16_SNORM, WINED3D_FFP_EMIT_SHORT4N, 4, GL_SHORT, GL_TRUE },
351 {WINED3DFMT_R16G16_UNORM, WINED3D_FFP_EMIT_USHORT2N, 2, GL_UNSIGNED_SHORT, GL_TRUE },
352 {WINED3DFMT_R16G16B16A16_UNORM, WINED3D_FFP_EMIT_USHORT4N, 4, GL_UNSIGNED_SHORT, GL_TRUE },
353 {WINED3DFMT_R10G10B10X2_UINT, WINED3D_FFP_EMIT_UDEC3, 3, GL_UNSIGNED_SHORT, GL_FALSE},
354 {WINED3DFMT_R10G10B10X2_SNORM, WINED3D_FFP_EMIT_DEC3N, 3, GL_SHORT, GL_TRUE },
355 {WINED3DFMT_R10G10B10A2_UNORM, WINED3D_FFP_EMIT_INVALID, 4, GL_UNSIGNED_INT_2_10_10_10_REV, GL_TRUE,
356 ARB_VERTEX_TYPE_2_10_10_10_REV},
357 {WINED3DFMT_R16G16_FLOAT, WINED3D_FFP_EMIT_FLOAT16_2, 2, GL_HALF_FLOAT, GL_FALSE},
358 {WINED3DFMT_R16G16B16A16_FLOAT, WINED3D_FFP_EMIT_FLOAT16_4, 4, GL_HALF_FLOAT, GL_FALSE},
359 {WINED3DFMT_R8G8B8A8_SNORM, WINED3D_FFP_EMIT_INVALID, 4, GL_BYTE, GL_TRUE },
360 {WINED3DFMT_R8G8B8A8_SINT, WINED3D_FFP_EMIT_INVALID, 4, GL_BYTE, GL_FALSE},
361 {WINED3DFMT_R16G16B16A16_UINT, WINED3D_FFP_EMIT_INVALID, 4, GL_UNSIGNED_SHORT, GL_FALSE},
362 {WINED3DFMT_R8_UINT, WINED3D_FFP_EMIT_INVALID, 1, GL_UNSIGNED_BYTE, GL_FALSE},
363 {WINED3DFMT_R8_SINT, WINED3D_FFP_EMIT_INVALID, 1, GL_BYTE, GL_FALSE},
364 {WINED3DFMT_R16_UINT, WINED3D_FFP_EMIT_INVALID, 1, GL_UNSIGNED_SHORT, GL_FALSE},
365 {WINED3DFMT_R16_SINT, WINED3D_FFP_EMIT_INVALID, 1, GL_SHORT, GL_FALSE},
366 {WINED3DFMT_R32_UINT, WINED3D_FFP_EMIT_INVALID, 1, GL_UNSIGNED_INT, GL_FALSE},
367 {WINED3DFMT_R32_SINT, WINED3D_FFP_EMIT_INVALID, 1, GL_INT, GL_FALSE},
368 {WINED3DFMT_R32G32_UINT, WINED3D_FFP_EMIT_INVALID, 2, GL_UNSIGNED_INT, GL_FALSE},
369 {WINED3DFMT_R32G32_SINT, WINED3D_FFP_EMIT_INVALID, 2, GL_INT, GL_FALSE},
370 {WINED3DFMT_R32G32B32_UINT, WINED3D_FFP_EMIT_INVALID, 3, GL_UNSIGNED_INT, GL_FALSE},
371 {WINED3DFMT_R32G32B32A32_UINT, WINED3D_FFP_EMIT_INVALID, 4, GL_UNSIGNED_INT, GL_FALSE},
374 struct wined3d_format_texture_info
376 enum wined3d_format_id id;
377 GLint gl_internal;
378 GLint gl_srgb_internal;
379 GLint gl_rt_internal;
380 GLint gl_format;
381 GLint gl_type;
382 unsigned int conv_byte_count;
383 unsigned int flags;
384 enum wined3d_gl_extension extension;
385 void (*convert)(const BYTE *src, BYTE *dst, UINT src_row_pitch, UINT src_slice_pitch,
386 UINT dst_row_pitch, UINT dst_slice_pitch, UINT width, UINT height, UINT depth);
389 static void convert_l4a4_unorm(const BYTE *src, BYTE *dst, UINT src_row_pitch, UINT src_slice_pitch,
390 UINT dst_row_pitch, UINT dst_slice_pitch, UINT width, UINT height, UINT depth)
392 /* WINED3DFMT_L4A4_UNORM exists as an internal gl format, but for some reason there is not
393 * format+type combination to load it. Thus convert it to A8L8, then load it
394 * with A4L4 internal, but A8L8 format+type
396 unsigned int x, y, z;
397 const unsigned char *Source;
398 unsigned char *Dest;
400 for (z = 0; z < depth; z++)
402 for (y = 0; y < height; y++)
404 Source = src + z * src_slice_pitch + y * src_row_pitch;
405 Dest = dst + z * dst_slice_pitch + y * dst_row_pitch;
406 for (x = 0; x < width; x++ )
408 unsigned char color = (*Source++);
409 /* A */ Dest[1] = (color & 0xf0u) << 0;
410 /* L */ Dest[0] = (color & 0x0fu) << 4;
411 Dest += 2;
417 static void convert_r5g5_snorm_l6_unorm(const BYTE *src, BYTE *dst, UINT src_row_pitch, UINT src_slice_pitch,
418 UINT dst_row_pitch, UINT dst_slice_pitch, UINT width, UINT height, UINT depth)
420 unsigned int x, y, z;
421 unsigned char r_in, g_in, l_in;
422 const unsigned short *texel_in;
423 unsigned short *texel_out;
425 /* Emulating signed 5 bit values with unsigned 5 bit values has some precision problems by design:
426 * E.g. the signed input value 0 becomes 16. GL normalizes it to 16 / 31 = 0.516. We convert it
427 * back to a signed value by subtracting 0.5 and multiplying by 2.0. The resulting value is
428 * ((16 / 31) - 0.5) * 2.0 = 0.032, which is quite different from the intended result 0.000. */
429 for (z = 0; z < depth; z++)
431 for (y = 0; y < height; y++)
433 texel_out = (unsigned short *) (dst + z * dst_slice_pitch + y * dst_row_pitch);
434 texel_in = (const unsigned short *)(src + z * src_slice_pitch + y * src_row_pitch);
435 for (x = 0; x < width; x++ )
437 l_in = (*texel_in & 0xfc00u) >> 10;
438 g_in = (*texel_in & 0x03e0u) >> 5;
439 r_in = *texel_in & 0x001fu;
441 *texel_out = ((r_in + 16) << 11) | (l_in << 5) | (g_in + 16);
442 texel_out++;
443 texel_in++;
449 static void convert_r5g5_snorm_l6_unorm_ext(const BYTE *src, BYTE *dst, UINT src_row_pitch, UINT src_slice_pitch,
450 UINT dst_row_pitch, UINT dst_slice_pitch, UINT width, UINT height, UINT depth)
452 unsigned int x, y, z;
453 unsigned char *texel_out, r_out, g_out, r_in, g_in, l_in;
454 const unsigned short *texel_in;
456 for (z = 0; z < depth; z++)
458 for (y = 0; y < height; y++)
460 texel_in = (const unsigned short *)(src + z * src_slice_pitch + y * src_row_pitch);
461 texel_out = dst + z * dst_slice_pitch + y * dst_row_pitch;
462 for (x = 0; x < width; x++ )
464 l_in = (*texel_in & 0xfc00u) >> 10;
465 g_in = (*texel_in & 0x03e0u) >> 5;
466 r_in = *texel_in & 0x001fu;
468 r_out = r_in << 3;
469 if (!(r_in & 0x10)) /* r > 0 */
470 r_out |= r_in >> 1;
472 g_out = g_in << 3;
473 if (!(g_in & 0x10)) /* g > 0 */
474 g_out |= g_in >> 1;
476 texel_out[0] = r_out;
477 texel_out[1] = g_out;
478 texel_out[2] = l_in << 1 | l_in >> 5;
479 texel_out[3] = 0;
481 texel_out += 4;
482 texel_in++;
488 static void convert_r5g5_snorm_l6_unorm_nv(const BYTE *src, BYTE *dst, UINT src_row_pitch, UINT src_slice_pitch,
489 UINT dst_row_pitch, UINT dst_slice_pitch, UINT width, UINT height, UINT depth)
491 unsigned int x, y, z;
492 unsigned char *texel_out, ds_out, dt_out, r_in, g_in, l_in;
493 const unsigned short *texel_in;
495 /* This makes the gl surface bigger(24 bit instead of 16), but it works with
496 * fixed function and shaders without further conversion once the surface is
497 * loaded.
499 * The difference between this function and convert_r5g5_snorm_l6_unorm_ext
500 * is that convert_r5g5_snorm_l6_unorm_ext creates a 32 bit XRGB texture and
501 * this function creates a 24 bit DSDT_MAG texture. Trying to load a DSDT_MAG
502 * internal with a 32 bit DSDT_MAG_INTENSITY or DSDT_MAG_VIB format fails. */
503 for (z = 0; z < depth; z++)
505 for (y = 0; y < height; y++)
507 texel_in = (const unsigned short *)(src + z * src_slice_pitch + y * src_row_pitch);
508 texel_out = dst + z * dst_slice_pitch + y * dst_row_pitch;
509 for (x = 0; x < width; x++ )
511 l_in = (*texel_in & 0xfc00u) >> 10;
512 g_in = (*texel_in & 0x03e0u) >> 5;
513 r_in = *texel_in & 0x001fu;
515 ds_out = r_in << 3;
516 if (!(r_in & 0x10)) /* r > 0 */
517 ds_out |= r_in >> 1;
519 dt_out = g_in << 3;
520 if (!(g_in & 0x10)) /* g > 0 */
521 dt_out |= g_in >> 1;
523 texel_out[0] = ds_out;
524 texel_out[1] = dt_out;
525 texel_out[2] = l_in << 1 | l_in >> 5;
527 texel_out += 3;
528 texel_in++;
534 static void convert_r8g8_snorm(const BYTE *src, BYTE *dst, UINT src_row_pitch, UINT src_slice_pitch,
535 UINT dst_row_pitch, UINT dst_slice_pitch, UINT width, UINT height, UINT depth)
537 unsigned int x, y, z;
538 const short *Source;
539 unsigned char *Dest;
541 for (z = 0; z < depth; z++)
543 for (y = 0; y < height; y++)
545 Source = (const short *)(src + z * src_slice_pitch + y * src_row_pitch);
546 Dest = dst + z * dst_slice_pitch + y * dst_row_pitch;
547 for (x = 0; x < width; x++ )
549 const short color = (*Source++);
550 /* B */ Dest[0] = 0xff;
551 /* G */ Dest[1] = (color >> 8) + 128; /* V */
552 /* R */ Dest[2] = (color & 0xff) + 128; /* U */
553 Dest += 3;
559 static void convert_r8g8_snorm_l8x8_unorm(const BYTE *src, BYTE *dst, UINT src_row_pitch, UINT src_slice_pitch,
560 UINT dst_row_pitch, UINT dst_slice_pitch, UINT width, UINT height, UINT depth)
562 unsigned int x, y, z;
563 const DWORD *Source;
564 unsigned char *Dest;
566 /* Doesn't work correctly with the fixed function pipeline, but can work in
567 * shaders if the shader is adjusted. (There's no use for this format in gl's
568 * standard fixed function pipeline anyway).
570 for (z = 0; z < depth; z++)
572 for (y = 0; y < height; y++)
574 Source = (const DWORD *)(src + z * src_slice_pitch + y * src_row_pitch);
575 Dest = dst + z * dst_slice_pitch + y * dst_row_pitch;
576 for (x = 0; x < width; x++ )
578 LONG color = (*Source++);
579 /* B */ Dest[0] = ((color >> 16) & 0xff); /* L */
580 /* G */ Dest[1] = ((color >> 8 ) & 0xff) + 128; /* V */
581 /* R */ Dest[2] = (color & 0xff) + 128; /* U */
582 Dest += 4;
588 static void convert_r8g8_snorm_l8x8_unorm_nv(const BYTE *src, BYTE *dst, UINT src_row_pitch, UINT src_slice_pitch,
589 UINT dst_row_pitch, UINT dst_slice_pitch, UINT width, UINT height, UINT depth)
591 unsigned int x, y, z;
592 const DWORD *Source;
593 unsigned char *Dest;
595 /* This implementation works with the fixed function pipeline and shaders
596 * without further modification after converting the surface.
598 for (z = 0; z < depth; z++)
600 for (y = 0; y < height; y++)
602 Source = (const DWORD *)(src + z * src_slice_pitch + y * src_row_pitch);
603 Dest = dst + z * dst_slice_pitch + y * dst_row_pitch;
604 for (x = 0; x < width; x++ )
606 LONG color = (*Source++);
607 /* L */ Dest[2] = ((color >> 16) & 0xff); /* L */
608 /* V */ Dest[1] = ((color >> 8 ) & 0xff); /* V */
609 /* U */ Dest[0] = (color & 0xff); /* U */
610 /* I */ Dest[3] = 255; /* X */
611 Dest += 4;
617 static void convert_r8g8b8a8_snorm(const BYTE *src, BYTE *dst, UINT src_row_pitch, UINT src_slice_pitch,
618 UINT dst_row_pitch, UINT dst_slice_pitch, UINT width, UINT height, UINT depth)
620 unsigned int x, y, z;
621 const DWORD *Source;
622 unsigned char *Dest;
624 for (z = 0; z < depth; z++)
626 for (y = 0; y < height; y++)
628 Source = (const DWORD *)(src + z * src_slice_pitch + y * src_row_pitch);
629 Dest = dst + z * dst_slice_pitch + y * dst_row_pitch;
630 for (x = 0; x < width; x++ )
632 LONG color = (*Source++);
633 /* B */ Dest[0] = ((color >> 16) & 0xff) + 128; /* W */
634 /* G */ Dest[1] = ((color >> 8 ) & 0xff) + 128; /* V */
635 /* R */ Dest[2] = (color & 0xff) + 128; /* U */
636 /* A */ Dest[3] = ((color >> 24) & 0xff) + 128; /* Q */
637 Dest += 4;
643 static void convert_r16g16_snorm(const BYTE *src, BYTE *dst, UINT src_row_pitch, UINT src_slice_pitch,
644 UINT dst_row_pitch, UINT dst_slice_pitch, UINT width, UINT height, UINT depth)
646 unsigned int x, y, z;
647 const DWORD *Source;
648 unsigned short *Dest;
650 for (z = 0; z < depth; z++)
652 for (y = 0; y < height; y++)
654 Source = (const DWORD *)(src + z * src_slice_pitch + y * src_row_pitch);
655 Dest = (unsigned short *) (dst + z * dst_slice_pitch + y * dst_row_pitch);
656 for (x = 0; x < width; x++ )
658 const DWORD color = (*Source++);
659 /* B */ Dest[0] = 0xffff;
660 /* G */ Dest[1] = (color >> 16) + 32768; /* V */
661 /* R */ Dest[2] = (color & 0xffff) + 32768; /* U */
662 Dest += 3;
668 static void convert_r16g16(const BYTE *src, BYTE *dst, UINT src_row_pitch, UINT src_slice_pitch,
669 UINT dst_row_pitch, UINT dst_slice_pitch, UINT width, UINT height, UINT depth)
671 unsigned int x, y, z;
672 const WORD *Source;
673 WORD *Dest;
675 for (z = 0; z < depth; z++)
677 for (y = 0; y < height; y++)
679 Source = (const WORD *)(src + z * src_slice_pitch + y * src_row_pitch);
680 Dest = (WORD *) (dst + z * dst_slice_pitch + y * dst_row_pitch);
681 for (x = 0; x < width; x++ )
683 WORD green = (*Source++);
684 WORD red = (*Source++);
685 Dest[0] = green;
686 Dest[1] = red;
687 /* Strictly speaking not correct for R16G16F, but it doesn't matter because the
688 * shader overwrites it anyway */
689 Dest[2] = 0xffff;
690 Dest += 3;
696 static void convert_r32g32_float(const BYTE *src, BYTE *dst, UINT src_row_pitch, UINT src_slice_pitch,
697 UINT dst_row_pitch, UINT dst_slice_pitch, UINT width, UINT height, UINT depth)
699 unsigned int x, y, z;
700 const float *Source;
701 float *Dest;
703 for (z = 0; z < depth; z++)
705 for (y = 0; y < height; y++)
707 Source = (const float *)(src + z * src_slice_pitch + y * src_row_pitch);
708 Dest = (float *) (dst + z * dst_slice_pitch + y * dst_row_pitch);
709 for (x = 0; x < width; x++ )
711 float green = (*Source++);
712 float red = (*Source++);
713 Dest[0] = green;
714 Dest[1] = red;
715 Dest[2] = 1.0f;
716 Dest += 3;
722 static void convert_s1_uint_d15_unorm(const BYTE *src, BYTE *dst, UINT src_row_pitch, UINT src_slice_pitch,
723 UINT dst_row_pitch, UINT dst_slice_pitch, UINT width, UINT height, UINT depth)
725 unsigned int x, y, z;
727 for (z = 0; z < depth; z++)
729 for (y = 0; y < height; ++y)
731 const WORD *source = (const WORD *)(src + z * src_slice_pitch + y * src_row_pitch);
732 DWORD *dest = (DWORD *)(dst + z * dst_slice_pitch + y * dst_row_pitch);
734 for (x = 0; x < width; ++x)
736 /* The depth data is normalized, so needs to be scaled,
737 * the stencil data isn't. Scale depth data by
738 * (2^24-1)/(2^15-1) ~~ (2^9 + 2^-6). */
739 WORD d15 = source[x] >> 1;
740 DWORD d24 = (d15 << 9) + (d15 >> 6);
741 dest[x] = (d24 << 8) | (source[x] & 0x1);
747 static void convert_s4x4_uint_d24_unorm(const BYTE *src, BYTE *dst, UINT src_row_pitch, UINT src_slice_pitch,
748 UINT dst_row_pitch, UINT dst_slice_pitch, UINT width, UINT height, UINT depth)
750 unsigned int x, y, z;
752 for (z = 0; z < depth; z++)
754 for (y = 0; y < height; ++y)
756 const DWORD *source = (const DWORD *)(src + z * src_slice_pitch + y * src_row_pitch);
757 DWORD *dest = (DWORD *)(dst + z * dst_slice_pitch + y * dst_row_pitch);
759 for (x = 0; x < width; ++x)
761 /* Just need to clear out the X4 part. */
762 dest[x] = source[x] & ~0xf0;
768 static void convert_s8_uint_d24_float(const BYTE *src, BYTE *dst, UINT src_row_pitch, UINT src_slice_pitch,
769 UINT dst_row_pitch, UINT dst_slice_pitch, UINT width, UINT height, UINT depth)
771 unsigned int x, y, z;
773 for (z = 0; z < depth; z++)
775 for (y = 0; y < height; ++y)
777 const DWORD *source = (const DWORD *)(src + z * src_slice_pitch + y * src_row_pitch);
778 float *dest_f = (float *)(dst + z * dst_slice_pitch + y * dst_row_pitch);
779 DWORD *dest_s = (DWORD *)dest_f;
781 for (x = 0; x < width; ++x)
783 dest_f[x * 2] = float_24_to_32((source[x] & 0xffffff00u) >> 8);
784 dest_s[x * 2 + 1] = source[x] & 0xff;
790 static BOOL color_in_range(const struct wined3d_color_key *color_key, DWORD color)
792 /* FIXME: Is this really how color keys are supposed to work? I think it
793 * makes more sense to compare the individual channels. */
794 return color >= color_key->color_space_low_value
795 && color <= color_key->color_space_high_value;
798 static void convert_p8_uint_b8g8r8a8_unorm(const BYTE *src, unsigned int src_pitch,
799 BYTE *dst, unsigned int dst_pitch, unsigned int width, unsigned int height,
800 const struct wined3d_palette *palette, const struct wined3d_color_key *color_key)
802 const BYTE *src_row;
803 unsigned int x, y;
804 DWORD *dst_row;
806 if (!palette)
808 /* FIXME: This should probably use the system palette. */
809 FIXME("P8 surface loaded without a palette.\n");
811 for (y = 0; y < height; ++y)
813 memset(&dst[dst_pitch * y], 0, width * 4);
816 return;
819 for (y = 0; y < height; ++y)
821 src_row = &src[src_pitch * y];
822 dst_row = (DWORD *)&dst[dst_pitch * y];
823 for (x = 0; x < width; ++x)
825 BYTE src_color = src_row[x];
826 dst_row[x] = 0xff000000
827 | (palette->colors[src_color].rgbRed << 16)
828 | (palette->colors[src_color].rgbGreen << 8)
829 | palette->colors[src_color].rgbBlue;
834 static void convert_b5g6r5_unorm_b5g5r5a1_unorm_color_key(const BYTE *src, unsigned int src_pitch,
835 BYTE *dst, unsigned int dst_pitch, unsigned int width, unsigned int height,
836 const struct wined3d_palette *palette, const struct wined3d_color_key *color_key)
838 const WORD *src_row;
839 unsigned int x, y;
840 WORD *dst_row;
842 for (y = 0; y < height; ++y)
844 src_row = (WORD *)&src[src_pitch * y];
845 dst_row = (WORD *)&dst[dst_pitch * y];
846 for (x = 0; x < width; ++x)
848 WORD src_color = src_row[x];
849 if (!color_in_range(color_key, src_color))
850 dst_row[x] = 0x8000u | ((src_color & 0xffc0u) >> 1) | (src_color & 0x1fu);
851 else
852 dst_row[x] = ((src_color & 0xffc0u) >> 1) | (src_color & 0x1fu);
857 static void convert_b5g5r5x1_unorm_b5g5r5a1_unorm_color_key(const BYTE *src, unsigned int src_pitch,
858 BYTE *dst, unsigned int dst_pitch, unsigned int width, unsigned int height,
859 const struct wined3d_palette *palette, const struct wined3d_color_key *color_key)
861 const WORD *src_row;
862 unsigned int x, y;
863 WORD *dst_row;
865 for (y = 0; y < height; ++y)
867 src_row = (WORD *)&src[src_pitch * y];
868 dst_row = (WORD *)&dst[dst_pitch * y];
869 for (x = 0; x < width; ++x)
871 WORD src_color = src_row[x];
872 if (color_in_range(color_key, src_color))
873 dst_row[x] = src_color & ~0x8000;
874 else
875 dst_row[x] = src_color | 0x8000;
880 static void convert_b8g8r8_unorm_b8g8r8a8_unorm_color_key(const BYTE *src, unsigned int src_pitch,
881 BYTE *dst, unsigned int dst_pitch, unsigned int width, unsigned int height,
882 const struct wined3d_palette *palette, const struct wined3d_color_key *color_key)
884 const BYTE *src_row;
885 unsigned int x, y;
886 DWORD *dst_row;
888 for (y = 0; y < height; ++y)
890 src_row = &src[src_pitch * y];
891 dst_row = (DWORD *)&dst[dst_pitch * y];
892 for (x = 0; x < width; ++x)
894 DWORD src_color = (src_row[x * 3 + 2] << 16) | (src_row[x * 3 + 1] << 8) | src_row[x * 3];
895 if (!color_in_range(color_key, src_color))
896 dst_row[x] = src_color | 0xff000000;
901 static void convert_b8g8r8x8_unorm_b8g8r8a8_unorm_color_key(const BYTE *src, unsigned int src_pitch,
902 BYTE *dst, unsigned int dst_pitch, unsigned int width, unsigned int height,
903 const struct wined3d_palette *palette, const struct wined3d_color_key *color_key)
905 const DWORD *src_row;
906 unsigned int x, y;
907 DWORD *dst_row;
909 for (y = 0; y < height; ++y)
911 src_row = (DWORD *)&src[src_pitch * y];
912 dst_row = (DWORD *)&dst[dst_pitch * y];
913 for (x = 0; x < width; ++x)
915 DWORD src_color = src_row[x];
916 if (color_in_range(color_key, src_color))
917 dst_row[x] = src_color & ~0xff000000;
918 else
919 dst_row[x] = src_color | 0xff000000;
924 static void convert_b8g8r8a8_unorm_b8g8r8a8_unorm_color_key(const BYTE *src, unsigned int src_pitch,
925 BYTE *dst, unsigned int dst_pitch, unsigned int width, unsigned int height,
926 const struct wined3d_palette *palette, const struct wined3d_color_key *color_key)
928 const DWORD *src_row;
929 unsigned int x, y;
930 DWORD *dst_row;
932 for (y = 0; y < height; ++y)
934 src_row = (DWORD *)&src[src_pitch * y];
935 dst_row = (DWORD *)&dst[dst_pitch * y];
936 for (x = 0; x < width; ++x)
938 DWORD src_color = src_row[x];
939 if (color_in_range(color_key, src_color))
940 src_color &= ~0xff000000;
941 dst_row[x] = src_color;
946 const struct wined3d_color_key_conversion * wined3d_format_get_color_key_conversion(
947 const struct wined3d_texture *texture, BOOL need_alpha_ck)
949 const struct wined3d_format *format = texture->resource.format;
950 unsigned int i;
952 static const struct
954 enum wined3d_format_id src_format;
955 struct wined3d_color_key_conversion conversion;
957 color_key_info[] =
959 {WINED3DFMT_B5G6R5_UNORM, {WINED3DFMT_B5G5R5A1_UNORM, convert_b5g6r5_unorm_b5g5r5a1_unorm_color_key }},
960 {WINED3DFMT_B5G5R5X1_UNORM, {WINED3DFMT_B5G5R5A1_UNORM, convert_b5g5r5x1_unorm_b5g5r5a1_unorm_color_key }},
961 {WINED3DFMT_B8G8R8_UNORM, {WINED3DFMT_B8G8R8A8_UNORM, convert_b8g8r8_unorm_b8g8r8a8_unorm_color_key }},
962 {WINED3DFMT_B8G8R8X8_UNORM, {WINED3DFMT_B8G8R8A8_UNORM, convert_b8g8r8x8_unorm_b8g8r8a8_unorm_color_key }},
963 {WINED3DFMT_B8G8R8A8_UNORM, {WINED3DFMT_B8G8R8A8_UNORM, convert_b8g8r8a8_unorm_b8g8r8a8_unorm_color_key }},
965 static const struct wined3d_color_key_conversion convert_p8 =
967 WINED3DFMT_B8G8R8A8_UNORM, convert_p8_uint_b8g8r8a8_unorm
970 if (need_alpha_ck && (texture->async.flags & WINED3D_TEXTURE_ASYNC_COLOR_KEY))
972 for (i = 0; i < sizeof(color_key_info) / sizeof(*color_key_info); ++i)
974 if (color_key_info[i].src_format == format->id)
975 return &color_key_info[i].conversion;
978 FIXME("Color-keying not supported with format %s.\n", debug_d3dformat(format->id));
981 /* FIXME: This should check if the blitter backend can do P8 conversion,
982 * instead of checking for ARB_fragment_program. */
983 if (format->id == WINED3DFMT_P8_UINT
984 && !(texture->resource.device->adapter->gl_info.supported[ARB_FRAGMENT_PROGRAM]
985 && texture->swapchain && texture == texture->swapchain->front_buffer))
986 return &convert_p8;
988 return NULL;
991 /* The following formats explicitly don't have WINED3DFMT_FLAG_TEXTURE set:
993 * These are never supported on native.
994 * WINED3DFMT_B8G8R8_UNORM
995 * WINED3DFMT_B2G3R3_UNORM
996 * WINED3DFMT_L4A4_UNORM
997 * WINED3DFMT_S1_UINT_D15_UNORM
998 * WINED3DFMT_S4X4_UINT_D24_UNORM
1000 * Only some Geforce/Voodoo3/G400 cards offer 8-bit textures in case of ddraw.
1001 * Since it is not widely available, don't offer it. Further no Windows driver
1002 * offers WINED3DFMT_P8_UINT_A8_NORM, so don't offer it either.
1003 * WINED3DFMT_P8_UINT
1004 * WINED3DFMT_P8_UINT_A8_UNORM
1006 * These formats seem to be similar to the HILO formats in
1007 * GL_NV_texture_shader. NVHU is said to be GL_UNSIGNED_HILO16,
1008 * NVHS GL_SIGNED_HILO16. Rumours say that D3D computes a 3rd channel
1009 * similarly to D3DFMT_CxV8U8 (So NVHS could be called D3DFMT_CxV16U16). ATI
1010 * refused to support formats which can easily be emulated with pixel shaders,
1011 * so applications have to deal with not having NVHS and NVHU.
1012 * WINED3DFMT_NVHU
1013 * WINED3DFMT_NVHS */
1014 static const struct wined3d_format_texture_info format_texture_info[] =
1016 /* format id gl_internal gl_srgb_internal gl_rt_internal
1017 gl_format gl_type conv_byte_count
1018 flags
1019 extension convert */
1020 /* FourCC formats */
1021 /* GL_APPLE_ycbcr_422 claims that its '2YUV' format, which is supported via the UNSIGNED_SHORT_8_8_REV_APPLE type
1022 * is equivalent to 'UYVY' format on Windows, and the 'YUVS' via UNSIGNED_SHORT_8_8_APPLE equates to 'YUY2'. The
1023 * d3d9 test however shows that the opposite is true. Since the extension is from 2002, it predates the x86 based
1024 * Macs, so probably the endianness differs. This could be tested as soon as we have a Windows and MacOS on a big
1025 * endian machine
1027 {WINED3DFMT_UYVY, GL_RG8, GL_RG8, 0,
1028 GL_RG, GL_UNSIGNED_BYTE, 0,
1029 WINED3DFMT_FLAG_FILTERING,
1030 ARB_TEXTURE_RG, NULL},
1031 {WINED3DFMT_UYVY, GL_LUMINANCE8_ALPHA8, GL_LUMINANCE8_ALPHA8, 0,
1032 GL_LUMINANCE_ALPHA, GL_UNSIGNED_BYTE, 0,
1033 WINED3DFMT_FLAG_FILTERING,
1034 WINED3D_GL_LEGACY_CONTEXT, NULL},
1035 {WINED3DFMT_UYVY, GL_RGB, GL_RGB, 0,
1036 GL_YCBCR_422_APPLE, GL_UNSIGNED_SHORT_8_8_APPLE, 0,
1037 WINED3DFMT_FLAG_TEXTURE | WINED3DFMT_FLAG_FILTERING,
1038 APPLE_YCBCR_422, NULL},
1039 {WINED3DFMT_YUY2, GL_RG8, GL_RG8, 0,
1040 GL_RG, GL_UNSIGNED_BYTE, 0,
1041 WINED3DFMT_FLAG_FILTERING,
1042 ARB_TEXTURE_RG, NULL},
1043 {WINED3DFMT_YUY2, GL_LUMINANCE8_ALPHA8, GL_LUMINANCE8_ALPHA8, 0,
1044 GL_LUMINANCE_ALPHA, GL_UNSIGNED_BYTE, 0,
1045 WINED3DFMT_FLAG_FILTERING,
1046 WINED3D_GL_LEGACY_CONTEXT, NULL},
1047 {WINED3DFMT_YUY2, GL_RGB, GL_RGB, 0,
1048 GL_YCBCR_422_APPLE, GL_UNSIGNED_SHORT_8_8_REV_APPLE, 0,
1049 WINED3DFMT_FLAG_TEXTURE | WINED3DFMT_FLAG_FILTERING,
1050 APPLE_YCBCR_422, NULL},
1051 {WINED3DFMT_YV12, GL_R8, GL_R8, 0,
1052 GL_RED, GL_UNSIGNED_BYTE, 0,
1053 WINED3DFMT_FLAG_FILTERING,
1054 ARB_TEXTURE_RG, NULL},
1055 {WINED3DFMT_YV12, GL_ALPHA8, GL_ALPHA8, 0,
1056 GL_ALPHA, GL_UNSIGNED_BYTE, 0,
1057 WINED3DFMT_FLAG_FILTERING,
1058 WINED3D_GL_LEGACY_CONTEXT, NULL},
1059 {WINED3DFMT_NV12, GL_R8, GL_R8, 0,
1060 GL_RED, GL_UNSIGNED_BYTE, 0,
1061 WINED3DFMT_FLAG_FILTERING,
1062 ARB_TEXTURE_RG, NULL},
1063 {WINED3DFMT_NV12, GL_ALPHA8, GL_ALPHA8, 0,
1064 GL_ALPHA, GL_UNSIGNED_BYTE, 0,
1065 WINED3DFMT_FLAG_FILTERING,
1066 WINED3D_GL_LEGACY_CONTEXT, NULL},
1067 {WINED3DFMT_DXT1, GL_COMPRESSED_RGBA_S3TC_DXT1_EXT, GL_COMPRESSED_SRGB_ALPHA_S3TC_DXT1_EXT, 0,
1068 GL_RGBA, GL_UNSIGNED_BYTE, 0,
1069 WINED3DFMT_FLAG_TEXTURE | WINED3DFMT_FLAG_POSTPIXELSHADER_BLENDING | WINED3DFMT_FLAG_FILTERING
1070 | WINED3DFMT_FLAG_SRGB_READ | WINED3DFMT_FLAG_COMPRESSED,
1071 EXT_TEXTURE_COMPRESSION_S3TC, NULL},
1072 {WINED3DFMT_DXT2, GL_COMPRESSED_RGBA_S3TC_DXT3_EXT, GL_COMPRESSED_SRGB_ALPHA_S3TC_DXT3_EXT, 0,
1073 GL_RGBA, GL_UNSIGNED_BYTE, 0,
1074 WINED3DFMT_FLAG_TEXTURE | WINED3DFMT_FLAG_POSTPIXELSHADER_BLENDING | WINED3DFMT_FLAG_FILTERING
1075 | WINED3DFMT_FLAG_SRGB_READ | WINED3DFMT_FLAG_COMPRESSED,
1076 EXT_TEXTURE_COMPRESSION_S3TC, NULL},
1077 {WINED3DFMT_DXT3, GL_COMPRESSED_RGBA_S3TC_DXT3_EXT, GL_COMPRESSED_SRGB_ALPHA_S3TC_DXT3_EXT, 0,
1078 GL_RGBA, GL_UNSIGNED_BYTE, 0,
1079 WINED3DFMT_FLAG_TEXTURE | WINED3DFMT_FLAG_POSTPIXELSHADER_BLENDING | WINED3DFMT_FLAG_FILTERING
1080 | WINED3DFMT_FLAG_SRGB_READ | WINED3DFMT_FLAG_COMPRESSED,
1081 EXT_TEXTURE_COMPRESSION_S3TC, NULL},
1082 {WINED3DFMT_DXT4, GL_COMPRESSED_RGBA_S3TC_DXT5_EXT, GL_COMPRESSED_SRGB_ALPHA_S3TC_DXT5_EXT, 0,
1083 GL_RGBA, GL_UNSIGNED_BYTE, 0,
1084 WINED3DFMT_FLAG_TEXTURE | WINED3DFMT_FLAG_POSTPIXELSHADER_BLENDING | WINED3DFMT_FLAG_FILTERING
1085 | WINED3DFMT_FLAG_SRGB_READ | WINED3DFMT_FLAG_COMPRESSED,
1086 EXT_TEXTURE_COMPRESSION_S3TC, NULL},
1087 {WINED3DFMT_DXT5, GL_COMPRESSED_RGBA_S3TC_DXT5_EXT, GL_COMPRESSED_SRGB_ALPHA_S3TC_DXT5_EXT, 0,
1088 GL_RGBA, GL_UNSIGNED_BYTE, 0,
1089 WINED3DFMT_FLAG_TEXTURE | WINED3DFMT_FLAG_POSTPIXELSHADER_BLENDING | WINED3DFMT_FLAG_FILTERING
1090 | WINED3DFMT_FLAG_SRGB_READ | WINED3DFMT_FLAG_COMPRESSED,
1091 EXT_TEXTURE_COMPRESSION_S3TC, NULL},
1092 {WINED3DFMT_BC1_UNORM, GL_COMPRESSED_RGBA_S3TC_DXT1_EXT, GL_COMPRESSED_SRGB_ALPHA_S3TC_DXT1_EXT, 0,
1093 GL_RGBA, GL_UNSIGNED_BYTE, 0,
1094 WINED3DFMT_FLAG_TEXTURE | WINED3DFMT_FLAG_POSTPIXELSHADER_BLENDING | WINED3DFMT_FLAG_FILTERING
1095 | WINED3DFMT_FLAG_COMPRESSED,
1096 EXT_TEXTURE_COMPRESSION_S3TC, NULL},
1097 {WINED3DFMT_BC2_UNORM, GL_COMPRESSED_RGBA_S3TC_DXT3_EXT, GL_COMPRESSED_SRGB_ALPHA_S3TC_DXT3_EXT, 0,
1098 GL_RGBA, GL_UNSIGNED_BYTE, 0,
1099 WINED3DFMT_FLAG_TEXTURE | WINED3DFMT_FLAG_POSTPIXELSHADER_BLENDING | WINED3DFMT_FLAG_FILTERING
1100 | WINED3DFMT_FLAG_COMPRESSED,
1101 EXT_TEXTURE_COMPRESSION_S3TC, NULL},
1102 {WINED3DFMT_BC3_UNORM, GL_COMPRESSED_RGBA_S3TC_DXT5_EXT, GL_COMPRESSED_SRGB_ALPHA_S3TC_DXT5_EXT, 0,
1103 GL_RGBA, GL_UNSIGNED_BYTE, 0,
1104 WINED3DFMT_FLAG_TEXTURE | WINED3DFMT_FLAG_POSTPIXELSHADER_BLENDING | WINED3DFMT_FLAG_FILTERING
1105 | WINED3DFMT_FLAG_COMPRESSED,
1106 EXT_TEXTURE_COMPRESSION_S3TC, NULL},
1107 {WINED3DFMT_BC4_UNORM, GL_COMPRESSED_RED_RGTC1, GL_COMPRESSED_RED_RGTC1, 0,
1108 GL_RED, GL_UNSIGNED_BYTE, 0,
1109 WINED3DFMT_FLAG_TEXTURE | WINED3DFMT_FLAG_POSTPIXELSHADER_BLENDING | WINED3DFMT_FLAG_FILTERING
1110 | WINED3DFMT_FLAG_COMPRESSED,
1111 ARB_TEXTURE_COMPRESSION_RGTC, NULL},
1112 {WINED3DFMT_BC5_UNORM, GL_COMPRESSED_RG_RGTC2, GL_COMPRESSED_RG_RGTC2, 0,
1113 GL_RG, GL_UNSIGNED_BYTE, 0,
1114 WINED3DFMT_FLAG_TEXTURE | WINED3DFMT_FLAG_POSTPIXELSHADER_BLENDING | WINED3DFMT_FLAG_FILTERING
1115 | WINED3DFMT_FLAG_COMPRESSED,
1116 ARB_TEXTURE_COMPRESSION_RGTC, NULL},
1117 /* IEEE formats */
1118 {WINED3DFMT_R32_FLOAT, GL_RGB32F_ARB, GL_RGB32F_ARB, 0,
1119 GL_RED, GL_FLOAT, 0,
1120 WINED3DFMT_FLAG_TEXTURE | WINED3DFMT_FLAG_RENDERTARGET | WINED3DFMT_FLAG_VTF,
1121 ARB_TEXTURE_FLOAT, NULL},
1122 {WINED3DFMT_R32_FLOAT, GL_R32F, GL_R32F, 0,
1123 GL_RED, GL_FLOAT, 0,
1124 WINED3DFMT_FLAG_TEXTURE | WINED3DFMT_FLAG_RENDERTARGET | WINED3DFMT_FLAG_VTF,
1125 ARB_TEXTURE_RG, NULL},
1126 {WINED3DFMT_R32G32_FLOAT, GL_RGB32F_ARB, GL_RGB32F_ARB, 0,
1127 GL_RGB, GL_FLOAT, 12,
1128 WINED3DFMT_FLAG_TEXTURE | WINED3DFMT_FLAG_RENDERTARGET | WINED3DFMT_FLAG_VTF,
1129 ARB_TEXTURE_FLOAT, convert_r32g32_float},
1130 {WINED3DFMT_R32G32_FLOAT, GL_RG32F, GL_RG32F, 0,
1131 GL_RG, GL_FLOAT, 0,
1132 WINED3DFMT_FLAG_TEXTURE | WINED3DFMT_FLAG_RENDERTARGET | WINED3DFMT_FLAG_VTF,
1133 ARB_TEXTURE_RG, NULL},
1134 {WINED3DFMT_R32G32B32_FLOAT, GL_RGB32F, GL_RGB32F, 0,
1135 GL_RGB, GL_FLOAT, 0,
1136 WINED3DFMT_FLAG_TEXTURE | WINED3DFMT_FLAG_RENDERTARGET,
1137 ARB_TEXTURE_FLOAT, NULL},
1138 {WINED3DFMT_R32G32B32A32_FLOAT, GL_RGBA32F_ARB, GL_RGBA32F_ARB, 0,
1139 GL_RGBA, GL_FLOAT, 0,
1140 WINED3DFMT_FLAG_TEXTURE | WINED3DFMT_FLAG_RENDERTARGET | WINED3DFMT_FLAG_VTF,
1141 ARB_TEXTURE_FLOAT, NULL},
1142 /* Float */
1143 {WINED3DFMT_R16_FLOAT, GL_RGB16F_ARB, GL_RGB16F_ARB, 0,
1144 GL_RED, GL_HALF_FLOAT_ARB, 0,
1145 WINED3DFMT_FLAG_TEXTURE | WINED3DFMT_FLAG_RENDERTARGET | WINED3DFMT_FLAG_VTF,
1146 ARB_TEXTURE_FLOAT, NULL},
1147 {WINED3DFMT_R16_FLOAT, GL_R16F, GL_R16F, 0,
1148 GL_RED, GL_HALF_FLOAT_ARB, 0,
1149 WINED3DFMT_FLAG_TEXTURE | WINED3DFMT_FLAG_RENDERTARGET | WINED3DFMT_FLAG_VTF,
1150 ARB_TEXTURE_RG, NULL},
1151 {WINED3DFMT_R16G16_FLOAT, GL_RGB16F_ARB, GL_RGB16F_ARB, 0,
1152 GL_RGB, GL_HALF_FLOAT_ARB, 6,
1153 WINED3DFMT_FLAG_TEXTURE | WINED3DFMT_FLAG_RENDERTARGET | WINED3DFMT_FLAG_VTF,
1154 ARB_TEXTURE_FLOAT, convert_r16g16},
1155 {WINED3DFMT_R16G16_FLOAT, GL_RG16F, GL_RG16F, 0,
1156 GL_RG, GL_HALF_FLOAT_ARB, 0,
1157 WINED3DFMT_FLAG_TEXTURE | WINED3DFMT_FLAG_RENDERTARGET | WINED3DFMT_FLAG_VTF,
1158 ARB_TEXTURE_RG, NULL},
1159 {WINED3DFMT_R16G16B16A16_FLOAT, GL_RGBA16F_ARB, GL_RGBA16F_ARB, 0,
1160 GL_RGBA, GL_HALF_FLOAT_ARB, 0,
1161 WINED3DFMT_FLAG_TEXTURE | WINED3DFMT_FLAG_POSTPIXELSHADER_BLENDING | WINED3DFMT_FLAG_RENDERTARGET
1162 | WINED3DFMT_FLAG_VTF,
1163 ARB_TEXTURE_FLOAT, NULL},
1164 {WINED3DFMT_R11G11B10_FLOAT, GL_R11F_G11F_B10F, GL_R11F_G11F_B10F, 0,
1165 GL_RGB, GL_UNSIGNED_INT_10F_11F_11F_REV, 0,
1166 WINED3DFMT_FLAG_TEXTURE | WINED3DFMT_FLAG_POSTPIXELSHADER_BLENDING | WINED3DFMT_FLAG_RENDERTARGET,
1167 EXT_PACKED_FLOAT},
1168 /* Palettized formats */
1169 {WINED3DFMT_P8_UINT, GL_R8, GL_R8, 0,
1170 GL_RED, GL_UNSIGNED_BYTE, 0,
1172 ARB_TEXTURE_RG, NULL},
1173 {WINED3DFMT_P8_UINT, GL_ALPHA8, GL_ALPHA8, 0,
1174 GL_ALPHA, GL_UNSIGNED_BYTE, 0,
1176 WINED3D_GL_LEGACY_CONTEXT, NULL},
1177 /* Standard ARGB formats */
1178 {WINED3DFMT_B8G8R8_UNORM, GL_RGB8, GL_RGB8, 0,
1179 GL_BGR, GL_UNSIGNED_BYTE, 0,
1180 WINED3DFMT_FLAG_POSTPIXELSHADER_BLENDING | WINED3DFMT_FLAG_FILTERING | WINED3DFMT_FLAG_RENDERTARGET,
1181 WINED3D_GL_EXT_NONE, NULL},
1182 {WINED3DFMT_B8G8R8A8_UNORM, GL_RGBA8, GL_SRGB8_ALPHA8_EXT, 0,
1183 GL_BGRA, GL_UNSIGNED_INT_8_8_8_8_REV, 0,
1184 WINED3DFMT_FLAG_TEXTURE | WINED3DFMT_FLAG_POSTPIXELSHADER_BLENDING | WINED3DFMT_FLAG_FILTERING
1185 | WINED3DFMT_FLAG_RENDERTARGET | WINED3DFMT_FLAG_SRGB_READ | WINED3DFMT_FLAG_SRGB_WRITE
1186 | WINED3DFMT_FLAG_VTF,
1187 WINED3D_GL_EXT_NONE, NULL},
1188 {WINED3DFMT_B8G8R8X8_UNORM, GL_RGB8, GL_SRGB8_EXT, 0,
1189 GL_BGRA, GL_UNSIGNED_INT_8_8_8_8_REV, 0,
1190 WINED3DFMT_FLAG_TEXTURE | WINED3DFMT_FLAG_POSTPIXELSHADER_BLENDING | WINED3DFMT_FLAG_FILTERING
1191 | WINED3DFMT_FLAG_RENDERTARGET | WINED3DFMT_FLAG_SRGB_READ | WINED3DFMT_FLAG_SRGB_WRITE,
1192 WINED3D_GL_EXT_NONE, NULL},
1193 {WINED3DFMT_B5G6R5_UNORM, GL_RGB5, GL_RGB5, GL_RGB8,
1194 GL_RGB, GL_UNSIGNED_SHORT_5_6_5, 0,
1195 WINED3DFMT_FLAG_TEXTURE | WINED3DFMT_FLAG_POSTPIXELSHADER_BLENDING | WINED3DFMT_FLAG_FILTERING
1196 | WINED3DFMT_FLAG_RENDERTARGET,
1197 WINED3D_GL_EXT_NONE, NULL},
1198 {WINED3DFMT_B5G6R5_UNORM, GL_RGB565, GL_RGB565, GL_RGB8,
1199 GL_RGB, GL_UNSIGNED_SHORT_5_6_5, 0,
1200 WINED3DFMT_FLAG_TEXTURE | WINED3DFMT_FLAG_POSTPIXELSHADER_BLENDING | WINED3DFMT_FLAG_FILTERING
1201 | WINED3DFMT_FLAG_RENDERTARGET,
1202 ARB_ES2_COMPATIBILITY, NULL},
1203 {WINED3DFMT_B5G5R5X1_UNORM, GL_RGB5, GL_RGB5, 0,
1204 GL_BGRA, GL_UNSIGNED_SHORT_1_5_5_5_REV, 0,
1205 WINED3DFMT_FLAG_TEXTURE | WINED3DFMT_FLAG_POSTPIXELSHADER_BLENDING | WINED3DFMT_FLAG_FILTERING
1206 | WINED3DFMT_FLAG_RENDERTARGET,
1207 WINED3D_GL_EXT_NONE, NULL},
1208 {WINED3DFMT_B5G5R5A1_UNORM, GL_RGB5_A1, GL_RGB5_A1, 0,
1209 GL_BGRA, GL_UNSIGNED_SHORT_1_5_5_5_REV, 0,
1210 WINED3DFMT_FLAG_TEXTURE | WINED3DFMT_FLAG_POSTPIXELSHADER_BLENDING | WINED3DFMT_FLAG_FILTERING,
1211 WINED3D_GL_EXT_NONE, NULL},
1212 {WINED3DFMT_B4G4R4A4_UNORM, GL_RGBA4, GL_SRGB8_ALPHA8_EXT, 0,
1213 GL_BGRA, GL_UNSIGNED_SHORT_4_4_4_4_REV, 0,
1214 WINED3DFMT_FLAG_TEXTURE | WINED3DFMT_FLAG_POSTPIXELSHADER_BLENDING | WINED3DFMT_FLAG_FILTERING
1215 | WINED3DFMT_FLAG_SRGB_READ,
1216 WINED3D_GL_EXT_NONE, NULL},
1217 {WINED3DFMT_B2G3R3_UNORM, GL_R3_G3_B2, GL_R3_G3_B2, 0,
1218 GL_RGB, GL_UNSIGNED_BYTE_3_3_2, 0,
1219 WINED3DFMT_FLAG_POSTPIXELSHADER_BLENDING | WINED3DFMT_FLAG_FILTERING,
1220 WINED3D_GL_EXT_NONE, NULL},
1221 {WINED3DFMT_R8_UNORM, GL_R8, GL_R8, 0,
1222 GL_RED, GL_UNSIGNED_BYTE, 0,
1223 WINED3DFMT_FLAG_TEXTURE | WINED3DFMT_FLAG_POSTPIXELSHADER_BLENDING | WINED3DFMT_FLAG_FILTERING
1224 | WINED3DFMT_FLAG_RENDERTARGET | WINED3DFMT_FLAG_VTF,
1225 ARB_TEXTURE_RG, NULL},
1226 {WINED3DFMT_A8_UNORM, GL_R8, GL_R8, 0,
1227 GL_RED, GL_UNSIGNED_BYTE, 0,
1228 WINED3DFMT_FLAG_TEXTURE | WINED3DFMT_FLAG_POSTPIXELSHADER_BLENDING | WINED3DFMT_FLAG_FILTERING,
1229 ARB_TEXTURE_RG, NULL},
1230 {WINED3DFMT_A8_UNORM, GL_ALPHA8, GL_ALPHA8, 0,
1231 GL_ALPHA, GL_UNSIGNED_BYTE, 0,
1232 WINED3DFMT_FLAG_TEXTURE | WINED3DFMT_FLAG_POSTPIXELSHADER_BLENDING | WINED3DFMT_FLAG_FILTERING,
1233 WINED3D_GL_LEGACY_CONTEXT, NULL},
1234 {WINED3DFMT_B4G4R4X4_UNORM, GL_RGB4, GL_RGB4, 0,
1235 GL_BGRA, GL_UNSIGNED_SHORT_4_4_4_4_REV, 0,
1236 WINED3DFMT_FLAG_TEXTURE | WINED3DFMT_FLAG_POSTPIXELSHADER_BLENDING | WINED3DFMT_FLAG_FILTERING,
1237 WINED3D_GL_EXT_NONE, NULL},
1238 {WINED3DFMT_R10G10B10A2_UNORM, GL_RGB10_A2, GL_RGB10_A2, 0,
1239 GL_RGBA, GL_UNSIGNED_INT_2_10_10_10_REV, 0,
1240 WINED3DFMT_FLAG_TEXTURE | WINED3DFMT_FLAG_POSTPIXELSHADER_BLENDING | WINED3DFMT_FLAG_FILTERING
1241 | WINED3DFMT_FLAG_RENDERTARGET,
1242 WINED3D_GL_EXT_NONE, NULL},
1243 {WINED3DFMT_R8G8B8A8_UNORM, GL_RGBA8, GL_SRGB8_ALPHA8_EXT, 0,
1244 GL_RGBA, GL_UNSIGNED_INT_8_8_8_8_REV, 0,
1245 WINED3DFMT_FLAG_TEXTURE | WINED3DFMT_FLAG_POSTPIXELSHADER_BLENDING | WINED3DFMT_FLAG_FILTERING
1246 | WINED3DFMT_FLAG_RENDERTARGET | WINED3DFMT_FLAG_SRGB_READ | WINED3DFMT_FLAG_SRGB_WRITE
1247 | WINED3DFMT_FLAG_VTF,
1248 WINED3D_GL_EXT_NONE, NULL},
1249 {WINED3DFMT_R8G8B8A8_UINT, GL_RGBA8UI, GL_RGBA8UI, 0,
1250 GL_RGBA_INTEGER, GL_UNSIGNED_INT_8_8_8_8_REV, 0,
1251 WINED3DFMT_FLAG_TEXTURE | WINED3DFMT_FLAG_RENDERTARGET,
1252 ARB_TEXTURE_RGB10_A2UI, NULL},
1253 {WINED3DFMT_R8G8B8A8_SINT, GL_RGBA8I, GL_RGBA8I, 0,
1254 GL_RGBA_INTEGER, GL_BYTE, 0,
1255 WINED3DFMT_FLAG_TEXTURE | WINED3DFMT_FLAG_RENDERTARGET,
1256 EXT_TEXTURE_INTEGER, NULL},
1257 {WINED3DFMT_R8G8B8X8_UNORM, GL_RGB8, GL_RGB8, 0,
1258 GL_RGBA, GL_UNSIGNED_INT_8_8_8_8_REV, 0,
1259 WINED3DFMT_FLAG_TEXTURE | WINED3DFMT_FLAG_POSTPIXELSHADER_BLENDING | WINED3DFMT_FLAG_FILTERING,
1260 WINED3D_GL_EXT_NONE, NULL},
1261 {WINED3DFMT_R16G16_UNORM, GL_RGB16, GL_RGB16, GL_RGBA16,
1262 GL_RGB, GL_UNSIGNED_SHORT, 6,
1263 WINED3DFMT_FLAG_TEXTURE | WINED3DFMT_FLAG_POSTPIXELSHADER_BLENDING | WINED3DFMT_FLAG_FILTERING,
1264 WINED3D_GL_EXT_NONE, convert_r16g16},
1265 {WINED3DFMT_R16G16_UNORM, GL_RG16, GL_RG16, 0,
1266 GL_RG, GL_UNSIGNED_SHORT, 0,
1267 WINED3DFMT_FLAG_TEXTURE | WINED3DFMT_FLAG_POSTPIXELSHADER_BLENDING | WINED3DFMT_FLAG_FILTERING
1268 | WINED3DFMT_FLAG_RENDERTARGET,
1269 ARB_TEXTURE_RG, NULL},
1270 {WINED3DFMT_B10G10R10A2_UNORM, GL_RGB10_A2, GL_RGB10_A2, 0,
1271 GL_BGRA, GL_UNSIGNED_INT_2_10_10_10_REV, 0,
1272 WINED3DFMT_FLAG_TEXTURE | WINED3DFMT_FLAG_POSTPIXELSHADER_BLENDING | WINED3DFMT_FLAG_FILTERING
1273 | WINED3DFMT_FLAG_RENDERTARGET,
1274 WINED3D_GL_EXT_NONE, NULL},
1275 {WINED3DFMT_R16G16B16A16_UNORM, GL_RGBA16, GL_RGBA16, 0,
1276 GL_RGBA, GL_UNSIGNED_SHORT, 0,
1277 WINED3DFMT_FLAG_TEXTURE | WINED3DFMT_FLAG_POSTPIXELSHADER_BLENDING | WINED3DFMT_FLAG_FILTERING
1278 | WINED3DFMT_FLAG_RENDERTARGET,
1279 WINED3D_GL_EXT_NONE, NULL},
1280 {WINED3DFMT_R8G8_UNORM, GL_RG8, GL_RG8, 0,
1281 GL_RG, GL_UNSIGNED_BYTE, 0,
1282 WINED3DFMT_FLAG_TEXTURE | WINED3DFMT_FLAG_POSTPIXELSHADER_BLENDING | WINED3DFMT_FLAG_FILTERING
1283 | WINED3DFMT_FLAG_RENDERTARGET,
1284 ARB_TEXTURE_RG, NULL},
1285 {WINED3DFMT_R16_UNORM, GL_R16, GL_R16, 0,
1286 GL_RED, GL_UNSIGNED_SHORT, 0,
1287 WINED3DFMT_FLAG_TEXTURE | WINED3DFMT_FLAG_POSTPIXELSHADER_BLENDING | WINED3DFMT_FLAG_FILTERING
1288 | WINED3DFMT_FLAG_RENDERTARGET,
1289 ARB_TEXTURE_RG, NULL},
1290 {WINED3DFMT_R16_UINT, GL_R16UI, GL_R16UI, 0,
1291 GL_RED_INTEGER, GL_UNSIGNED_SHORT, 0,
1292 WINED3DFMT_FLAG_TEXTURE | WINED3DFMT_FLAG_RENDERTARGET,
1293 ARB_TEXTURE_RG, NULL},
1294 {WINED3DFMT_R16_SINT, GL_R16I, GL_R16I, 0,
1295 GL_RED_INTEGER, GL_SHORT, 0,
1296 WINED3DFMT_FLAG_TEXTURE | WINED3DFMT_FLAG_RENDERTARGET,
1297 ARB_TEXTURE_RG, NULL},
1298 /* Luminance */
1299 {WINED3DFMT_L8_UNORM, GL_LUMINANCE8, GL_SLUMINANCE8_EXT, 0,
1300 GL_LUMINANCE, GL_UNSIGNED_BYTE, 0,
1301 WINED3DFMT_FLAG_TEXTURE | WINED3DFMT_FLAG_POSTPIXELSHADER_BLENDING | WINED3DFMT_FLAG_FILTERING
1302 | WINED3DFMT_FLAG_SRGB_READ,
1303 WINED3D_GL_LEGACY_CONTEXT, NULL},
1304 {WINED3DFMT_L8_UNORM, GL_R8, GL_R8, 0,
1305 GL_RED, GL_UNSIGNED_BYTE, 0,
1306 WINED3DFMT_FLAG_TEXTURE | WINED3DFMT_FLAG_POSTPIXELSHADER_BLENDING | WINED3DFMT_FLAG_FILTERING
1307 | WINED3DFMT_FLAG_RENDERTARGET,
1308 ARB_TEXTURE_RG, NULL},
1309 {WINED3DFMT_L8A8_UNORM, GL_RG8, GL_RG8, 0,
1310 GL_RG, GL_UNSIGNED_BYTE, 0,
1311 WINED3DFMT_FLAG_TEXTURE | WINED3DFMT_FLAG_POSTPIXELSHADER_BLENDING | WINED3DFMT_FLAG_FILTERING,
1312 ARB_TEXTURE_RG, NULL},
1313 {WINED3DFMT_L8A8_UNORM, GL_LUMINANCE8_ALPHA8, GL_SLUMINANCE8_ALPHA8_EXT, 0,
1314 GL_LUMINANCE_ALPHA, GL_UNSIGNED_BYTE, 0,
1315 WINED3DFMT_FLAG_TEXTURE | WINED3DFMT_FLAG_POSTPIXELSHADER_BLENDING | WINED3DFMT_FLAG_FILTERING
1316 | WINED3DFMT_FLAG_SRGB_READ,
1317 WINED3D_GL_LEGACY_CONTEXT, NULL},
1318 {WINED3DFMT_L4A4_UNORM, GL_RG8, GL_RG8, 0,
1319 GL_RG, GL_UNSIGNED_BYTE, 2,
1320 WINED3DFMT_FLAG_FILTERING,
1321 ARB_TEXTURE_RG, convert_l4a4_unorm},
1322 {WINED3DFMT_L4A4_UNORM, GL_LUMINANCE4_ALPHA4, GL_LUMINANCE4_ALPHA4, 0,
1323 GL_LUMINANCE_ALPHA, GL_UNSIGNED_BYTE, 2,
1324 WINED3DFMT_FLAG_FILTERING,
1325 WINED3D_GL_LEGACY_CONTEXT, convert_l4a4_unorm},
1326 {WINED3DFMT_L16_UNORM, GL_R16, GL_R16, 0,
1327 GL_RED, GL_UNSIGNED_SHORT, 0,
1328 WINED3DFMT_FLAG_TEXTURE | WINED3DFMT_FLAG_POSTPIXELSHADER_BLENDING | WINED3DFMT_FLAG_FILTERING,
1329 ARB_TEXTURE_RG, NULL},
1330 {WINED3DFMT_L16_UNORM, GL_LUMINANCE16, GL_LUMINANCE16, 0,
1331 GL_LUMINANCE, GL_UNSIGNED_SHORT, 0,
1332 WINED3DFMT_FLAG_TEXTURE | WINED3DFMT_FLAG_POSTPIXELSHADER_BLENDING | WINED3DFMT_FLAG_FILTERING,
1333 WINED3D_GL_LEGACY_CONTEXT, NULL},
1334 /* Bump mapping stuff */
1335 {WINED3DFMT_R8G8_SNORM, GL_RGB8, GL_RGB8, 0,
1336 GL_BGR, GL_UNSIGNED_BYTE, 3,
1337 WINED3DFMT_FLAG_TEXTURE | WINED3DFMT_FLAG_POSTPIXELSHADER_BLENDING | WINED3DFMT_FLAG_FILTERING
1338 | WINED3DFMT_FLAG_BUMPMAP,
1339 WINED3D_GL_EXT_NONE, convert_r8g8_snorm},
1340 {WINED3DFMT_R8G8_SNORM, GL_DSDT8_NV, GL_DSDT8_NV, 0,
1341 GL_DSDT_NV, GL_BYTE, 0,
1342 WINED3DFMT_FLAG_TEXTURE | WINED3DFMT_FLAG_POSTPIXELSHADER_BLENDING | WINED3DFMT_FLAG_FILTERING
1343 | WINED3DFMT_FLAG_BUMPMAP,
1344 NV_TEXTURE_SHADER, NULL},
1345 {WINED3DFMT_R8G8_SNORM, GL_RG8_SNORM, GL_RG8_SNORM, 0,
1346 GL_RG, GL_BYTE, 0,
1347 WINED3DFMT_FLAG_TEXTURE | WINED3DFMT_FLAG_POSTPIXELSHADER_BLENDING | WINED3DFMT_FLAG_FILTERING
1348 | WINED3DFMT_FLAG_RENDERTARGET | WINED3DFMT_FLAG_BUMPMAP,
1349 EXT_TEXTURE_SNORM, NULL},
1350 {WINED3DFMT_R5G5_SNORM_L6_UNORM, GL_RGB5, GL_RGB5, 0,
1351 GL_RGB, GL_UNSIGNED_SHORT_5_6_5, 2,
1352 WINED3DFMT_FLAG_TEXTURE | WINED3DFMT_FLAG_POSTPIXELSHADER_BLENDING | WINED3DFMT_FLAG_FILTERING
1353 | WINED3DFMT_FLAG_BUMPMAP,
1354 WINED3D_GL_EXT_NONE, convert_r5g5_snorm_l6_unorm},
1355 {WINED3DFMT_R5G5_SNORM_L6_UNORM, GL_DSDT8_MAG8_NV, GL_DSDT8_MAG8_NV, 0,
1356 GL_DSDT_MAG_NV, GL_BYTE, 3,
1357 WINED3DFMT_FLAG_TEXTURE | WINED3DFMT_FLAG_POSTPIXELSHADER_BLENDING | WINED3DFMT_FLAG_FILTERING
1358 | WINED3DFMT_FLAG_BUMPMAP,
1359 NV_TEXTURE_SHADER, convert_r5g5_snorm_l6_unorm_nv},
1360 {WINED3DFMT_R5G5_SNORM_L6_UNORM, GL_RGB8_SNORM, GL_RGB8_SNORM, 0,
1361 GL_RGBA, GL_BYTE, 4,
1362 WINED3DFMT_FLAG_TEXTURE | WINED3DFMT_FLAG_POSTPIXELSHADER_BLENDING | WINED3DFMT_FLAG_FILTERING
1363 | WINED3DFMT_FLAG_BUMPMAP,
1364 EXT_TEXTURE_SNORM, convert_r5g5_snorm_l6_unorm_ext},
1365 {WINED3DFMT_R8G8_SNORM_L8X8_UNORM, GL_RGB8, GL_RGB8, 0,
1366 GL_BGRA, GL_UNSIGNED_INT_8_8_8_8_REV, 4,
1367 WINED3DFMT_FLAG_TEXTURE | WINED3DFMT_FLAG_POSTPIXELSHADER_BLENDING | WINED3DFMT_FLAG_FILTERING
1368 | WINED3DFMT_FLAG_BUMPMAP,
1369 WINED3D_GL_EXT_NONE, convert_r8g8_snorm_l8x8_unorm},
1370 {WINED3DFMT_R8G8_SNORM_L8X8_UNORM, GL_DSDT8_MAG8_INTENSITY8_NV, GL_DSDT8_MAG8_INTENSITY8_NV, 0,
1371 GL_DSDT_MAG_VIB_NV, GL_UNSIGNED_INT_8_8_S8_S8_REV_NV, 4,
1372 WINED3DFMT_FLAG_TEXTURE | WINED3DFMT_FLAG_POSTPIXELSHADER_BLENDING | WINED3DFMT_FLAG_FILTERING
1373 | WINED3DFMT_FLAG_BUMPMAP,
1374 NV_TEXTURE_SHADER, convert_r8g8_snorm_l8x8_unorm_nv},
1375 {WINED3DFMT_R8G8B8A8_SNORM, GL_RGBA8, GL_RGBA8, 0,
1376 GL_BGRA, GL_UNSIGNED_BYTE, 4,
1377 WINED3DFMT_FLAG_TEXTURE | WINED3DFMT_FLAG_POSTPIXELSHADER_BLENDING | WINED3DFMT_FLAG_FILTERING
1378 | WINED3DFMT_FLAG_BUMPMAP,
1379 WINED3D_GL_EXT_NONE, convert_r8g8b8a8_snorm},
1380 {WINED3DFMT_R8G8B8A8_SNORM, GL_SIGNED_RGBA8_NV, GL_SIGNED_RGBA8_NV, 0,
1381 GL_RGBA, GL_BYTE, 0,
1382 WINED3DFMT_FLAG_TEXTURE | WINED3DFMT_FLAG_POSTPIXELSHADER_BLENDING | WINED3DFMT_FLAG_FILTERING
1383 | WINED3DFMT_FLAG_BUMPMAP,
1384 NV_TEXTURE_SHADER, NULL},
1385 {WINED3DFMT_R8G8B8A8_SNORM, GL_RGBA8_SNORM, GL_RGBA8_SNORM, 0,
1386 GL_RGBA, GL_BYTE, 0,
1387 WINED3DFMT_FLAG_TEXTURE | WINED3DFMT_FLAG_POSTPIXELSHADER_BLENDING | WINED3DFMT_FLAG_FILTERING
1388 | WINED3DFMT_FLAG_RENDERTARGET | WINED3DFMT_FLAG_BUMPMAP,
1389 EXT_TEXTURE_SNORM, NULL},
1390 {WINED3DFMT_R16G16_SNORM, GL_RGB16, GL_RGB16, 0,
1391 GL_BGR, GL_UNSIGNED_SHORT, 6,
1392 WINED3DFMT_FLAG_TEXTURE | WINED3DFMT_FLAG_POSTPIXELSHADER_BLENDING | WINED3DFMT_FLAG_FILTERING
1393 | WINED3DFMT_FLAG_BUMPMAP,
1394 WINED3D_GL_EXT_NONE, convert_r16g16_snorm},
1395 {WINED3DFMT_R16G16_SNORM, GL_SIGNED_HILO16_NV, GL_SIGNED_HILO16_NV, 0,
1396 GL_HILO_NV, GL_SHORT, 0,
1397 WINED3DFMT_FLAG_TEXTURE | WINED3DFMT_FLAG_POSTPIXELSHADER_BLENDING | WINED3DFMT_FLAG_FILTERING
1398 | WINED3DFMT_FLAG_BUMPMAP,
1399 NV_TEXTURE_SHADER, NULL},
1400 {WINED3DFMT_R16G16_SNORM, GL_RG16_SNORM, GL_RG16_SNORM, 0,
1401 GL_RG, GL_SHORT, 0,
1402 WINED3DFMT_FLAG_TEXTURE | WINED3DFMT_FLAG_POSTPIXELSHADER_BLENDING | WINED3DFMT_FLAG_FILTERING
1403 | WINED3DFMT_FLAG_RENDERTARGET | WINED3DFMT_FLAG_BUMPMAP,
1404 EXT_TEXTURE_SNORM, NULL},
1405 /* Depth stencil formats */
1406 {WINED3DFMT_D16_LOCKABLE, GL_DEPTH_COMPONENT, GL_DEPTH_COMPONENT, 0,
1407 GL_DEPTH_COMPONENT, GL_UNSIGNED_SHORT, 0,
1408 WINED3DFMT_FLAG_DEPTH,
1409 WINED3D_GL_EXT_NONE, NULL},
1410 {WINED3DFMT_D16_LOCKABLE, GL_DEPTH_COMPONENT24_ARB, GL_DEPTH_COMPONENT24_ARB, 0,
1411 GL_DEPTH_COMPONENT, GL_UNSIGNED_SHORT, 0,
1412 WINED3DFMT_FLAG_TEXTURE | WINED3DFMT_FLAG_DEPTH | WINED3DFMT_FLAG_SHADOW,
1413 ARB_DEPTH_TEXTURE, NULL},
1414 {WINED3DFMT_D32_UNORM, GL_DEPTH_COMPONENT, GL_DEPTH_COMPONENT, 0,
1415 GL_DEPTH_COMPONENT, GL_UNSIGNED_INT, 0,
1416 WINED3DFMT_FLAG_DEPTH,
1417 WINED3D_GL_EXT_NONE, NULL},
1418 {WINED3DFMT_D32_UNORM, GL_DEPTH_COMPONENT32_ARB, GL_DEPTH_COMPONENT32_ARB, 0,
1419 GL_DEPTH_COMPONENT, GL_UNSIGNED_INT, 0,
1420 WINED3DFMT_FLAG_TEXTURE | WINED3DFMT_FLAG_DEPTH | WINED3DFMT_FLAG_SHADOW,
1421 ARB_DEPTH_TEXTURE, NULL},
1422 {WINED3DFMT_S1_UINT_D15_UNORM, GL_DEPTH_COMPONENT24_ARB, GL_DEPTH_COMPONENT24_ARB, 0,
1423 GL_DEPTH_COMPONENT, GL_UNSIGNED_SHORT, 0,
1424 WINED3DFMT_FLAG_DEPTH | WINED3DFMT_FLAG_SHADOW,
1425 ARB_DEPTH_TEXTURE, NULL},
1426 {WINED3DFMT_S1_UINT_D15_UNORM, GL_DEPTH24_STENCIL8_EXT, GL_DEPTH24_STENCIL8_EXT, 0,
1427 GL_DEPTH_STENCIL_EXT, GL_UNSIGNED_INT_24_8_EXT, 4,
1428 WINED3DFMT_FLAG_DEPTH | WINED3DFMT_FLAG_STENCIL | WINED3DFMT_FLAG_SHADOW,
1429 EXT_PACKED_DEPTH_STENCIL, convert_s1_uint_d15_unorm},
1430 {WINED3DFMT_S1_UINT_D15_UNORM, GL_DEPTH24_STENCIL8, GL_DEPTH24_STENCIL8, 0,
1431 GL_DEPTH_STENCIL, GL_UNSIGNED_INT_24_8, 4,
1432 WINED3DFMT_FLAG_DEPTH | WINED3DFMT_FLAG_STENCIL | WINED3DFMT_FLAG_SHADOW,
1433 ARB_FRAMEBUFFER_OBJECT, convert_s1_uint_d15_unorm},
1434 {WINED3DFMT_D24_UNORM_S8_UINT, GL_DEPTH_COMPONENT24_ARB, GL_DEPTH_COMPONENT24_ARB, 0,
1435 GL_DEPTH_COMPONENT, GL_UNSIGNED_INT, 0,
1436 WINED3DFMT_FLAG_TEXTURE | WINED3DFMT_FLAG_POSTPIXELSHADER_BLENDING | WINED3DFMT_FLAG_FILTERING
1437 | WINED3DFMT_FLAG_DEPTH | WINED3DFMT_FLAG_SHADOW,
1438 ARB_DEPTH_TEXTURE, NULL},
1439 {WINED3DFMT_D24_UNORM_S8_UINT, GL_DEPTH24_STENCIL8_EXT, GL_DEPTH24_STENCIL8_EXT, 0,
1440 GL_DEPTH_STENCIL_EXT, GL_UNSIGNED_INT_24_8_EXT, 0,
1441 WINED3DFMT_FLAG_TEXTURE | WINED3DFMT_FLAG_POSTPIXELSHADER_BLENDING | WINED3DFMT_FLAG_FILTERING
1442 | WINED3DFMT_FLAG_DEPTH | WINED3DFMT_FLAG_STENCIL | WINED3DFMT_FLAG_SHADOW,
1443 EXT_PACKED_DEPTH_STENCIL, NULL},
1444 {WINED3DFMT_D24_UNORM_S8_UINT, GL_DEPTH24_STENCIL8, GL_DEPTH24_STENCIL8, 0,
1445 GL_DEPTH_STENCIL, GL_UNSIGNED_INT_24_8, 0,
1446 WINED3DFMT_FLAG_TEXTURE | WINED3DFMT_FLAG_POSTPIXELSHADER_BLENDING | WINED3DFMT_FLAG_FILTERING
1447 | WINED3DFMT_FLAG_DEPTH | WINED3DFMT_FLAG_STENCIL | WINED3DFMT_FLAG_SHADOW,
1448 ARB_FRAMEBUFFER_OBJECT, NULL},
1449 {WINED3DFMT_X8D24_UNORM, GL_DEPTH_COMPONENT, GL_DEPTH_COMPONENT, 0,
1450 GL_DEPTH_COMPONENT, GL_UNSIGNED_INT, 0,
1451 WINED3DFMT_FLAG_DEPTH,
1452 WINED3D_GL_EXT_NONE, NULL},
1453 {WINED3DFMT_X8D24_UNORM, GL_DEPTH_COMPONENT24_ARB, GL_DEPTH_COMPONENT24_ARB, 0,
1454 GL_DEPTH_COMPONENT, GL_UNSIGNED_INT, 0,
1455 WINED3DFMT_FLAG_TEXTURE | WINED3DFMT_FLAG_POSTPIXELSHADER_BLENDING | WINED3DFMT_FLAG_FILTERING
1456 | WINED3DFMT_FLAG_DEPTH | WINED3DFMT_FLAG_SHADOW,
1457 ARB_DEPTH_TEXTURE, NULL},
1458 {WINED3DFMT_S4X4_UINT_D24_UNORM, GL_DEPTH_COMPONENT24_ARB, GL_DEPTH_COMPONENT24_ARB, 0,
1459 GL_DEPTH_COMPONENT, GL_UNSIGNED_INT, 0,
1460 WINED3DFMT_FLAG_DEPTH | WINED3DFMT_FLAG_SHADOW,
1461 ARB_DEPTH_TEXTURE, NULL},
1462 {WINED3DFMT_S4X4_UINT_D24_UNORM, GL_DEPTH24_STENCIL8_EXT, GL_DEPTH24_STENCIL8_EXT, 0,
1463 GL_DEPTH_STENCIL_EXT, GL_UNSIGNED_INT_24_8_EXT, 4,
1464 WINED3DFMT_FLAG_DEPTH | WINED3DFMT_FLAG_STENCIL | WINED3DFMT_FLAG_SHADOW,
1465 EXT_PACKED_DEPTH_STENCIL, convert_s4x4_uint_d24_unorm},
1466 {WINED3DFMT_S4X4_UINT_D24_UNORM, GL_DEPTH24_STENCIL8, GL_DEPTH24_STENCIL8, 0,
1467 GL_DEPTH_STENCIL, GL_UNSIGNED_INT_24_8, 4,
1468 WINED3DFMT_FLAG_DEPTH | WINED3DFMT_FLAG_STENCIL | WINED3DFMT_FLAG_SHADOW,
1469 ARB_FRAMEBUFFER_OBJECT, convert_s4x4_uint_d24_unorm},
1470 {WINED3DFMT_D16_UNORM, GL_DEPTH_COMPONENT, GL_DEPTH_COMPONENT, 0,
1471 GL_DEPTH_COMPONENT, GL_UNSIGNED_SHORT, 0,
1472 WINED3DFMT_FLAG_DEPTH,
1473 WINED3D_GL_EXT_NONE, NULL},
1474 {WINED3DFMT_D16_UNORM, GL_DEPTH_COMPONENT24_ARB, GL_DEPTH_COMPONENT24_ARB, 0,
1475 GL_DEPTH_COMPONENT, GL_UNSIGNED_SHORT, 0,
1476 WINED3DFMT_FLAG_TEXTURE | WINED3DFMT_FLAG_POSTPIXELSHADER_BLENDING | WINED3DFMT_FLAG_FILTERING
1477 | WINED3DFMT_FLAG_DEPTH | WINED3DFMT_FLAG_SHADOW,
1478 ARB_DEPTH_TEXTURE, NULL},
1479 {WINED3DFMT_D32_FLOAT, GL_DEPTH_COMPONENT32F, GL_DEPTH_COMPONENT32F, 0,
1480 GL_DEPTH_COMPONENT, GL_FLOAT, 0,
1481 WINED3DFMT_FLAG_TEXTURE | WINED3DFMT_FLAG_DEPTH | WINED3DFMT_FLAG_SHADOW,
1482 ARB_DEPTH_BUFFER_FLOAT, NULL},
1483 {WINED3DFMT_S8_UINT_D24_FLOAT, GL_DEPTH32F_STENCIL8, GL_DEPTH32F_STENCIL8, 0,
1484 GL_DEPTH_STENCIL, GL_FLOAT_32_UNSIGNED_INT_24_8_REV, 8,
1485 WINED3DFMT_FLAG_TEXTURE | WINED3DFMT_FLAG_DEPTH | WINED3DFMT_FLAG_STENCIL | WINED3DFMT_FLAG_SHADOW,
1486 ARB_DEPTH_BUFFER_FLOAT, convert_s8_uint_d24_float},
1487 {WINED3DFMT_R32G32B32A32_UINT, GL_RGBA32UI, GL_RGBA32UI, 0,
1488 GL_RGBA_INTEGER, GL_UNSIGNED_INT, 0,
1489 WINED3DFMT_FLAG_TEXTURE | WINED3DFMT_FLAG_RENDERTARGET,
1490 EXT_TEXTURE_INTEGER, NULL},
1491 {WINED3DFMT_R32G32B32A32_SINT, GL_RGBA32I, GL_RGBA32I, 0,
1492 GL_RGBA_INTEGER, GL_INT, 0,
1493 WINED3DFMT_FLAG_TEXTURE | WINED3DFMT_FLAG_RENDERTARGET,
1494 EXT_TEXTURE_INTEGER, NULL},
1495 /* Vendor-specific formats */
1496 {WINED3DFMT_ATI1N, GL_COMPRESSED_RED_RGTC1, GL_COMPRESSED_RED_RGTC1, 0,
1497 GL_RED, GL_UNSIGNED_BYTE, 0,
1498 WINED3DFMT_FLAG_TEXTURE | WINED3DFMT_FLAG_POSTPIXELSHADER_BLENDING | WINED3DFMT_FLAG_FILTERING
1499 | WINED3DFMT_FLAG_COMPRESSED,
1500 ARB_TEXTURE_COMPRESSION_RGTC, NULL},
1501 {WINED3DFMT_ATI2N, GL_COMPRESSED_LUMINANCE_ALPHA_3DC_ATI, GL_COMPRESSED_LUMINANCE_ALPHA_3DC_ATI, 0,
1502 GL_LUMINANCE_ALPHA, GL_UNSIGNED_BYTE, 0,
1503 WINED3DFMT_FLAG_TEXTURE | WINED3DFMT_FLAG_POSTPIXELSHADER_BLENDING | WINED3DFMT_FLAG_FILTERING
1504 | WINED3DFMT_FLAG_COMPRESSED,
1505 ATI_TEXTURE_COMPRESSION_3DC, NULL},
1506 {WINED3DFMT_ATI2N, GL_COMPRESSED_RG_RGTC2, GL_COMPRESSED_RG_RGTC2, 0,
1507 GL_LUMINANCE_ALPHA, GL_UNSIGNED_BYTE, 0,
1508 WINED3DFMT_FLAG_TEXTURE | WINED3DFMT_FLAG_POSTPIXELSHADER_BLENDING | WINED3DFMT_FLAG_FILTERING
1509 | WINED3DFMT_FLAG_COMPRESSED,
1510 EXT_TEXTURE_COMPRESSION_RGTC, NULL},
1511 {WINED3DFMT_ATI2N, GL_COMPRESSED_RG_RGTC2, GL_COMPRESSED_RG_RGTC2, 0,
1512 GL_RG, GL_UNSIGNED_BYTE, 0,
1513 WINED3DFMT_FLAG_TEXTURE | WINED3DFMT_FLAG_POSTPIXELSHADER_BLENDING | WINED3DFMT_FLAG_FILTERING
1514 | WINED3DFMT_FLAG_COMPRESSED,
1515 ARB_TEXTURE_COMPRESSION_RGTC, NULL},
1516 {WINED3DFMT_INTZ, GL_DEPTH24_STENCIL8_EXT, GL_DEPTH24_STENCIL8_EXT, 0,
1517 GL_DEPTH_STENCIL_EXT, GL_UNSIGNED_INT_24_8_EXT, 0,
1518 WINED3DFMT_FLAG_TEXTURE | WINED3DFMT_FLAG_POSTPIXELSHADER_BLENDING | WINED3DFMT_FLAG_FILTERING
1519 | WINED3DFMT_FLAG_DEPTH | WINED3DFMT_FLAG_STENCIL,
1520 EXT_PACKED_DEPTH_STENCIL, NULL},
1521 {WINED3DFMT_INTZ, GL_DEPTH24_STENCIL8, GL_DEPTH24_STENCIL8, 0,
1522 GL_DEPTH_STENCIL, GL_UNSIGNED_INT_24_8, 0,
1523 WINED3DFMT_FLAG_TEXTURE | WINED3DFMT_FLAG_POSTPIXELSHADER_BLENDING | WINED3DFMT_FLAG_FILTERING
1524 | WINED3DFMT_FLAG_DEPTH | WINED3DFMT_FLAG_STENCIL,
1525 ARB_FRAMEBUFFER_OBJECT, NULL},
1526 {WINED3DFMT_NULL, 0, 0, 0,
1527 GL_RGBA, GL_UNSIGNED_INT_8_8_8_8_REV, 0,
1528 WINED3DFMT_FLAG_TEXTURE | WINED3DFMT_FLAG_RENDERTARGET | WINED3DFMT_FLAG_FBO_ATTACHABLE,
1529 ARB_FRAMEBUFFER_OBJECT, NULL},
1532 struct wined3d_format_srgb_info
1534 enum wined3d_format_id srgb_format_id;
1535 enum wined3d_format_id base_format_id;
1538 static const struct wined3d_format_srgb_info format_srgb_info[] =
1540 {WINED3DFMT_R8G8B8A8_UNORM_SRGB, WINED3DFMT_R8G8B8A8_UNORM},
1541 {WINED3DFMT_BC1_UNORM_SRGB, WINED3DFMT_BC1_UNORM},
1542 {WINED3DFMT_BC2_UNORM_SRGB, WINED3DFMT_BC2_UNORM},
1543 {WINED3DFMT_BC3_UNORM_SRGB, WINED3DFMT_BC3_UNORM},
1544 {WINED3DFMT_B8G8R8A8_UNORM_SRGB, WINED3DFMT_B8G8R8A8_UNORM},
1545 {WINED3DFMT_B8G8R8X8_UNORM_SRGB, WINED3DFMT_B8G8R8X8_UNORM},
1546 {WINED3DFMT_BC7_UNORM_SRGB, WINED3DFMT_BC7_UNORM},
1549 static inline int get_format_idx(enum wined3d_format_id format_id)
1551 unsigned int i;
1553 if (format_id < WINED3D_FORMAT_FOURCC_BASE)
1554 return format_id;
1556 for (i = 0; i < ARRAY_SIZE(format_index_remap); ++i)
1558 if (format_index_remap[i].id == format_id)
1559 return format_index_remap[i].idx;
1562 return -1;
1565 static void format_set_flag(struct wined3d_format *format, unsigned int flag)
1567 unsigned int i;
1569 for (i = 0; i < ARRAY_SIZE(format->flags); ++i)
1570 format->flags[i] |= flag;
1573 static void format_clear_flag(struct wined3d_format *format, unsigned int flag)
1575 unsigned int i;
1577 for (i = 0; i < ARRAY_SIZE(format->flags); ++i)
1578 format->flags[i] &= ~flag;
1581 static enum wined3d_channel_type map_channel_type(char t)
1583 switch (t)
1585 case 'u':
1586 return WINED3D_CHANNEL_TYPE_UNORM;
1587 case 'i':
1588 return WINED3D_CHANNEL_TYPE_SNORM;
1589 case 'U':
1590 return WINED3D_CHANNEL_TYPE_UINT;
1591 case 'I':
1592 return WINED3D_CHANNEL_TYPE_SINT;
1593 case 'F':
1594 return WINED3D_CHANNEL_TYPE_FLOAT;
1595 case 'D':
1596 return WINED3D_CHANNEL_TYPE_DEPTH;
1597 case 'S':
1598 return WINED3D_CHANNEL_TYPE_STENCIL;
1599 case 'X':
1600 return WINED3D_CHANNEL_TYPE_UNUSED;
1601 default:
1602 ERR("Invalid channel type '%c'.\n", t);
1603 return WINED3D_CHANNEL_TYPE_NONE;
1607 static BOOL init_format_base_info(struct wined3d_gl_info *gl_info)
1609 unsigned int i, j;
1611 gl_info->format_count = WINED3D_FORMAT_COUNT;
1612 if (!(gl_info->formats = wined3d_calloc(gl_info->format_count, sizeof(*gl_info->formats))))
1614 ERR("Failed to allocate memory.\n");
1615 return FALSE;
1618 for (i = 0; i < ARRAY_SIZE(formats); ++i)
1620 struct wined3d_format *format;
1621 int fmt_idx;
1623 fmt_idx = get_format_idx(formats[i].id);
1624 if (fmt_idx == -1)
1626 ERR("Could not allocate index for format %s %#x.\n",
1627 debug_d3dformat(formats[i].id), formats[i].id);
1628 goto fail;
1630 format = &gl_info->formats[fmt_idx];
1632 format->id = formats[i].id;
1633 format->red_size = formats[i].red_size;
1634 format->green_size = formats[i].green_size;
1635 format->blue_size = formats[i].blue_size;
1636 format->alpha_size = formats[i].alpha_size;
1637 format->red_offset = formats[i].red_offset;
1638 format->green_offset = formats[i].green_offset;
1639 format->blue_offset = formats[i].blue_offset;
1640 format->alpha_offset = formats[i].alpha_offset;
1641 format->byte_count = formats[i].bpp;
1642 format->depth_size = formats[i].depth_size;
1643 format->stencil_size = formats[i].stencil_size;
1644 format->block_width = 1;
1645 format->block_height = 1;
1646 format->block_byte_count = formats[i].bpp;
1649 for (i = 0; i < ARRAY_SIZE(typed_formats); ++i)
1651 const struct wined3d_format *typeless_format;
1652 struct wined3d_format *format;
1653 DWORD flags = 0;
1654 int fmt_idx;
1656 fmt_idx = get_format_idx(typed_formats[i].id);
1657 if (fmt_idx == -1)
1659 ERR("Could not allocate index for format %s %#x.\n",
1660 debug_d3dformat(typed_formats[i].id), typed_formats[i].id);
1661 goto fail;
1663 format = &gl_info->formats[fmt_idx];
1665 typeless_format = wined3d_get_format(gl_info, typed_formats[i].typeless_id);
1666 if (typeless_format->id == WINED3DFMT_UNKNOWN)
1668 ERR("Typeless format %s (%#x) not found.\n",
1669 debug_d3dformat(typed_formats[i].typeless_id), typed_formats[i].typeless_id);
1670 goto fail;
1673 format->id = typed_formats[i].id;
1674 format->red_size = typeless_format->red_size;
1675 format->green_size = typeless_format->green_size;
1676 format->blue_size = typeless_format->blue_size;
1677 format->alpha_size = typeless_format->alpha_size;
1678 format->red_offset = typeless_format->red_offset;
1679 format->green_offset = typeless_format->green_offset;
1680 format->blue_offset = typeless_format->blue_offset;
1681 format->alpha_offset = typeless_format->alpha_offset;
1682 format->byte_count = typeless_format->byte_count;
1683 format->depth_size = typeless_format->depth_size;
1684 format->stencil_size = typeless_format->stencil_size;
1685 format->block_width = typeless_format->block_width;
1686 format->block_height = typeless_format->block_height;
1687 format->block_byte_count = typeless_format->block_byte_count;
1688 format->typeless_id = typeless_format->id;
1690 for (j = 0; j < strlen(typed_formats[i].channels); ++j)
1692 enum wined3d_channel_type channel_type = map_channel_type(typed_formats[i].channels[j]);
1693 if (channel_type == WINED3D_CHANNEL_TYPE_UINT || channel_type == WINED3D_CHANNEL_TYPE_SINT)
1694 flags |= WINED3DFMT_FLAG_INTEGER;
1695 if (channel_type == WINED3D_CHANNEL_TYPE_FLOAT)
1696 flags |= WINED3DFMT_FLAG_FLOAT;
1698 if (channel_type == WINED3D_CHANNEL_TYPE_DEPTH && !format->depth_size)
1700 format->depth_size = format->red_size;
1701 format->red_size = format->red_offset = 0;
1705 format_set_flag(format, flags);
1708 for (i = 0; i < ARRAY_SIZE(ddi_formats); ++i)
1710 int fmt_idx = get_format_idx(ddi_formats[i].id);
1712 if (fmt_idx == -1)
1714 ERR("Format %s (%#x) not found.\n", debug_d3dformat(ddi_formats[i].id), ddi_formats[i].id);
1715 goto fail;
1718 gl_info->formats[fmt_idx].ddi_format = ddi_formats[i].ddi_format;
1721 for (i = 0; i < ARRAY_SIZE(format_base_flags); ++i)
1723 int fmt_idx = get_format_idx(format_base_flags[i].id);
1725 if (fmt_idx == -1)
1727 ERR("Format %s (%#x) not found.\n",
1728 debug_d3dformat(format_base_flags[i].id), format_base_flags[i].id);
1729 goto fail;
1732 format_set_flag(&gl_info->formats[fmt_idx], format_base_flags[i].flags);
1735 return TRUE;
1737 fail:
1738 HeapFree(GetProcessHeap(), 0, gl_info->formats);
1739 return FALSE;
1742 static BOOL init_format_block_info(struct wined3d_gl_info *gl_info)
1744 unsigned int i;
1746 for (i = 0; i < (sizeof(format_block_info) / sizeof(*format_block_info)); ++i)
1748 struct wined3d_format *format;
1749 int fmt_idx = get_format_idx(format_block_info[i].id);
1751 if (fmt_idx == -1)
1753 ERR("Format %s (%#x) not found.\n",
1754 debug_d3dformat(format_block_info[i].id), format_block_info[i].id);
1755 return FALSE;
1758 format = &gl_info->formats[fmt_idx];
1759 format->block_width = format_block_info[i].block_width;
1760 format->block_height = format_block_info[i].block_height;
1761 format->block_byte_count = format_block_info[i].block_byte_count;
1762 format_set_flag(&gl_info->formats[fmt_idx], WINED3DFMT_FLAG_BLOCKS);
1763 if (!format_block_info[i].verify)
1764 format_set_flag(&gl_info->formats[fmt_idx], WINED3DFMT_FLAG_BLOCKS_NO_VERIFY);
1767 return TRUE;
1770 static GLenum wined3d_gl_type_to_enum(enum wined3d_gl_resource_type type)
1772 switch (type)
1774 case WINED3D_GL_RES_TYPE_TEX_1D:
1775 return GL_TEXTURE_1D;
1776 case WINED3D_GL_RES_TYPE_TEX_2D:
1777 return GL_TEXTURE_2D;
1778 case WINED3D_GL_RES_TYPE_TEX_3D:
1779 return GL_TEXTURE_3D;
1780 case WINED3D_GL_RES_TYPE_TEX_CUBE:
1781 return GL_TEXTURE_CUBE_MAP_ARB;
1782 case WINED3D_GL_RES_TYPE_TEX_RECT:
1783 return GL_TEXTURE_RECTANGLE_ARB;
1784 case WINED3D_GL_RES_TYPE_BUFFER:
1785 return GL_TEXTURE_2D; /* TODO: GL_TEXTURE_BUFFER. */
1786 case WINED3D_GL_RES_TYPE_RB:
1787 return GL_RENDERBUFFER;
1788 case WINED3D_GL_RES_TYPE_COUNT:
1789 break;
1791 ERR("Unexpected GL resource type %u.\n", type);
1792 return 0;
1795 static void delete_fbo_attachment(const struct wined3d_gl_info *gl_info,
1796 enum wined3d_gl_resource_type d3d_type, GLuint object)
1798 switch (d3d_type)
1800 case WINED3D_GL_RES_TYPE_TEX_1D:
1801 case WINED3D_GL_RES_TYPE_TEX_2D:
1802 case WINED3D_GL_RES_TYPE_TEX_RECT:
1803 case WINED3D_GL_RES_TYPE_TEX_3D:
1804 case WINED3D_GL_RES_TYPE_TEX_CUBE:
1805 gl_info->gl_ops.gl.p_glDeleteTextures(1, &object);
1806 break;
1808 case WINED3D_GL_RES_TYPE_RB:
1809 gl_info->fbo_ops.glDeleteRenderbuffers(1, &object);
1810 break;
1812 case WINED3D_GL_RES_TYPE_BUFFER:
1813 case WINED3D_GL_RES_TYPE_COUNT:
1814 break;
1818 /* Context activation is done by the caller. */
1819 static void create_and_bind_fbo_attachment(const struct wined3d_gl_info *gl_info, unsigned int flags,
1820 enum wined3d_gl_resource_type d3d_type, GLuint *object, GLenum internal, GLenum format, GLenum type)
1822 GLenum attach_type = flags & WINED3DFMT_FLAG_DEPTH ?
1823 GL_DEPTH_ATTACHMENT : GL_COLOR_ATTACHMENT0;
1825 switch (d3d_type)
1827 case WINED3D_GL_RES_TYPE_TEX_1D:
1828 gl_info->gl_ops.gl.p_glGenTextures(1, object);
1829 gl_info->gl_ops.gl.p_glBindTexture(GL_TEXTURE_1D, *object);
1830 gl_info->gl_ops.gl.p_glTexImage1D(GL_TEXTURE_1D, 0, internal, 16, 0, format, type, NULL);
1831 gl_info->gl_ops.gl.p_glTexParameteri(GL_TEXTURE_1D, GL_TEXTURE_MIN_FILTER, GL_NEAREST);
1832 gl_info->gl_ops.gl.p_glTexParameteri(GL_TEXTURE_1D, GL_TEXTURE_MAG_FILTER, GL_NEAREST);
1834 gl_info->fbo_ops.glFramebufferTexture1D(GL_FRAMEBUFFER, attach_type, GL_TEXTURE_1D,
1835 *object, 0);
1836 if (flags & WINED3DFMT_FLAG_STENCIL)
1837 gl_info->fbo_ops.glFramebufferTexture1D(GL_FRAMEBUFFER, GL_STENCIL_ATTACHMENT, GL_TEXTURE_1D,
1838 *object, 0);
1839 break;
1841 case WINED3D_GL_RES_TYPE_TEX_2D:
1842 case WINED3D_GL_RES_TYPE_TEX_RECT:
1843 gl_info->gl_ops.gl.p_glGenTextures(1, object);
1844 gl_info->gl_ops.gl.p_glBindTexture(wined3d_gl_type_to_enum(d3d_type), *object);
1845 gl_info->gl_ops.gl.p_glTexImage2D(wined3d_gl_type_to_enum(d3d_type), 0, internal, 16, 16, 0,
1846 format, type, NULL);
1847 gl_info->gl_ops.gl.p_glTexParameteri(wined3d_gl_type_to_enum(d3d_type), GL_TEXTURE_MIN_FILTER, GL_NEAREST);
1848 gl_info->gl_ops.gl.p_glTexParameteri(wined3d_gl_type_to_enum(d3d_type), GL_TEXTURE_MAG_FILTER, GL_NEAREST);
1850 gl_info->fbo_ops.glFramebufferTexture2D(GL_FRAMEBUFFER, attach_type,
1851 wined3d_gl_type_to_enum(d3d_type), *object, 0);
1852 if (flags & WINED3DFMT_FLAG_STENCIL)
1853 gl_info->fbo_ops.glFramebufferTexture2D(GL_FRAMEBUFFER, GL_STENCIL_ATTACHMENT,
1854 wined3d_gl_type_to_enum(d3d_type), *object, 0);
1855 break;
1857 case WINED3D_GL_RES_TYPE_TEX_3D:
1858 gl_info->gl_ops.gl.p_glGenTextures(1, object);
1859 gl_info->gl_ops.gl.p_glBindTexture(GL_TEXTURE_3D, *object);
1860 GL_EXTCALL(glTexImage3D)(GL_TEXTURE_3D, 0, internal, 16, 16, 16, 0,
1861 format, type, NULL);
1862 gl_info->gl_ops.gl.p_glTexParameteri(GL_TEXTURE_3D, GL_TEXTURE_MIN_FILTER, GL_NEAREST);
1863 gl_info->gl_ops.gl.p_glTexParameteri(GL_TEXTURE_3D, GL_TEXTURE_MAG_FILTER, GL_NEAREST);
1865 gl_info->fbo_ops.glFramebufferTexture3D(GL_FRAMEBUFFER, attach_type,
1866 GL_TEXTURE_3D, *object, 0, 0);
1867 if (flags & WINED3DFMT_FLAG_STENCIL)
1868 gl_info->fbo_ops.glFramebufferTexture3D(GL_FRAMEBUFFER, GL_STENCIL_ATTACHMENT,
1869 GL_TEXTURE_3D, *object, 0, 0);
1870 break;
1872 case WINED3D_GL_RES_TYPE_TEX_CUBE:
1873 gl_info->gl_ops.gl.p_glGenTextures(1, object);
1874 gl_info->gl_ops.gl.p_glBindTexture(GL_TEXTURE_CUBE_MAP_ARB, *object);
1875 gl_info->gl_ops.gl.p_glTexImage2D(GL_TEXTURE_CUBE_MAP_POSITIVE_X_ARB, 0, internal, 16, 16, 0,
1876 format, type, NULL);
1877 gl_info->gl_ops.gl.p_glTexImage2D(GL_TEXTURE_CUBE_MAP_NEGATIVE_X_ARB, 0, internal, 16, 16, 0,
1878 format, type, NULL);
1879 gl_info->gl_ops.gl.p_glTexImage2D(GL_TEXTURE_CUBE_MAP_POSITIVE_Y_ARB, 0, internal, 16, 16, 0,
1880 format, type, NULL);
1881 gl_info->gl_ops.gl.p_glTexImage2D(GL_TEXTURE_CUBE_MAP_NEGATIVE_Y_ARB, 0, internal, 16, 16, 0,
1882 format, type, NULL);
1883 gl_info->gl_ops.gl.p_glTexImage2D(GL_TEXTURE_CUBE_MAP_POSITIVE_Z_ARB, 0, internal, 16, 16, 0,
1884 format, type, NULL);
1885 gl_info->gl_ops.gl.p_glTexImage2D(GL_TEXTURE_CUBE_MAP_NEGATIVE_Z_ARB, 0, internal, 16, 16, 0,
1886 format, type, NULL);
1887 gl_info->gl_ops.gl.p_glTexParameteri(GL_TEXTURE_CUBE_MAP_ARB, GL_TEXTURE_MIN_FILTER, GL_NEAREST);
1888 gl_info->gl_ops.gl.p_glTexParameteri(GL_TEXTURE_CUBE_MAP_ARB, GL_TEXTURE_MAG_FILTER, GL_NEAREST);
1890 gl_info->fbo_ops.glFramebufferTexture2D(GL_FRAMEBUFFER, attach_type,
1891 GL_TEXTURE_CUBE_MAP_POSITIVE_X_ARB, *object, 0);
1892 if (flags & WINED3DFMT_FLAG_STENCIL)
1893 gl_info->fbo_ops.glFramebufferTexture2D(GL_FRAMEBUFFER, GL_STENCIL_ATTACHMENT,
1894 GL_TEXTURE_CUBE_MAP_POSITIVE_X_ARB, *object, 0);
1895 break;
1897 case WINED3D_GL_RES_TYPE_RB:
1898 gl_info->fbo_ops.glGenRenderbuffers(1, object);
1899 gl_info->fbo_ops.glBindRenderbuffer(GL_RENDERBUFFER, *object);
1900 gl_info->fbo_ops.glRenderbufferStorage(GL_RENDERBUFFER, internal, 16, 16);
1901 gl_info->fbo_ops.glFramebufferRenderbuffer(GL_FRAMEBUFFER, attach_type, GL_RENDERBUFFER,
1902 *object);
1903 if (flags & WINED3DFMT_FLAG_STENCIL)
1904 gl_info->fbo_ops.glFramebufferRenderbuffer(GL_FRAMEBUFFER, GL_STENCIL_ATTACHMENT, GL_RENDERBUFFER,
1905 *object);
1906 break;
1908 case WINED3D_GL_RES_TYPE_BUFFER:
1909 case WINED3D_GL_RES_TYPE_COUNT:
1910 break;
1913 /* Ideally we'd skip all formats already known not to work on textures
1914 * by checking for WINED3DFMT_FLAG_TEXTURE here. However, we want to
1915 * know if we can attach WINED3DFMT_P8_UINT textures to FBOs, and this
1916 * format never has WINED3DFMT_FLAG_TEXTURE set. Instead, swallow GL
1917 * errors generated by invalid formats. */
1918 while (gl_info->gl_ops.gl.p_glGetError());
1921 static void draw_test_quad(struct wined3d_caps_gl_ctx *ctx, const struct wined3d_vec3 *geometry,
1922 const struct wined3d_color *color)
1924 const struct wined3d_gl_info *gl_info = ctx->gl_info;
1925 static const struct wined3d_vec3 default_geometry[] =
1927 {-1.0f, -1.0f, 0.0f},
1928 { 1.0f, -1.0f, 0.0f},
1929 {-1.0f, 1.0f, 0.0f},
1930 { 1.0f, 1.0f, 0.0f},
1932 static const char vs_core_header[] =
1933 "#version 150\n"
1934 "in vec4 pos;\n"
1935 "in vec4 color;\n"
1936 "out vec4 out_color;\n"
1937 "\n";
1938 static const char vs_legacy_header[] =
1939 "#version 120\n"
1940 "attribute vec4 pos;\n"
1941 "attribute vec4 color;\n"
1942 "varying vec4 out_color;\n"
1943 "\n";
1944 static const char vs_body[] =
1945 "void main()\n"
1946 "{\n"
1947 " gl_Position = pos;\n"
1948 " out_color = color;\n"
1949 "}\n";
1950 static const char fs_core[] =
1951 "#version 150\n"
1952 "in vec4 out_color;\n"
1953 "out vec4 fragment_color;\n"
1954 "\n"
1955 "void main()\n"
1956 "{\n"
1957 " fragment_color = out_color;\n"
1958 "}\n";
1959 static const char fs_legacy[] =
1960 "#version 120\n"
1961 "varying vec4 out_color;\n"
1962 "\n"
1963 "void main()\n"
1964 "{\n"
1965 " gl_FragData[0] = out_color;\n"
1966 "}\n";
1967 const char *source[2];
1968 GLuint vs_id, fs_id;
1969 unsigned int i;
1971 if (!geometry)
1972 geometry = default_geometry;
1974 if (!gl_info->supported[ARB_VERTEX_BUFFER_OBJECT] || !gl_info->supported[ARB_VERTEX_SHADER]
1975 || !gl_info->supported[ARB_FRAGMENT_SHADER])
1977 gl_info->gl_ops.gl.p_glDisable(GL_LIGHTING);
1978 gl_info->gl_ops.gl.p_glMatrixMode(GL_MODELVIEW);
1979 gl_info->gl_ops.gl.p_glLoadIdentity();
1980 gl_info->gl_ops.gl.p_glMatrixMode(GL_PROJECTION);
1981 gl_info->gl_ops.gl.p_glLoadIdentity();
1983 gl_info->gl_ops.gl.p_glBegin(GL_TRIANGLE_STRIP);
1984 gl_info->gl_ops.gl.p_glColor4f(color->r, color->g, color->b, color->a);
1985 for (i = 0; i < 4; ++i)
1986 gl_info->gl_ops.gl.p_glVertex3fv(&geometry[i].x);
1987 gl_info->gl_ops.gl.p_glEnd();
1988 checkGLcall("Drawing a quad");
1989 return;
1992 if (!ctx->test_vbo)
1993 GL_EXTCALL(glGenBuffers(1, &ctx->test_vbo));
1994 GL_EXTCALL(glBindBuffer(GL_ARRAY_BUFFER, ctx->test_vbo));
1995 GL_EXTCALL(glBufferData(GL_ARRAY_BUFFER, sizeof(struct wined3d_vec3) * 4, geometry, GL_STREAM_DRAW));
1996 GL_EXTCALL(glVertexAttribPointer(0, 3, GL_FLOAT, FALSE, 0, NULL));
1997 GL_EXTCALL(glVertexAttrib4f(1, color->r, color->g, color->b, color->a));
1998 GL_EXTCALL(glEnableVertexAttribArray(0));
1999 GL_EXTCALL(glDisableVertexAttribArray(1));
2001 if (!ctx->test_program_id)
2003 ctx->test_program_id = GL_EXTCALL(glCreateProgram());
2005 vs_id = GL_EXTCALL(glCreateShader(GL_VERTEX_SHADER));
2006 source[0] = gl_info->supported[WINED3D_GL_LEGACY_CONTEXT] ? vs_legacy_header : vs_core_header;
2007 source[1] = vs_body;
2008 GL_EXTCALL(glShaderSource(vs_id, 2, source, NULL));
2009 GL_EXTCALL(glAttachShader(ctx->test_program_id, vs_id));
2010 GL_EXTCALL(glDeleteShader(vs_id));
2012 fs_id = GL_EXTCALL(glCreateShader(GL_FRAGMENT_SHADER));
2013 source[0] = gl_info->supported[WINED3D_GL_LEGACY_CONTEXT] ? fs_legacy : fs_core;
2014 GL_EXTCALL(glShaderSource(fs_id, 1, source, NULL));
2015 GL_EXTCALL(glAttachShader(ctx->test_program_id, fs_id));
2016 GL_EXTCALL(glDeleteShader(fs_id));
2018 GL_EXTCALL(glBindAttribLocation(ctx->test_program_id, 0, "pos"));
2019 GL_EXTCALL(glBindAttribLocation(ctx->test_program_id, 1, "color"));
2021 GL_EXTCALL(glCompileShader(vs_id));
2022 print_glsl_info_log(gl_info, vs_id, FALSE);
2023 GL_EXTCALL(glCompileShader(fs_id));
2024 print_glsl_info_log(gl_info, fs_id, FALSE);
2025 GL_EXTCALL(glLinkProgram(ctx->test_program_id));
2026 shader_glsl_validate_link(gl_info, ctx->test_program_id);
2028 GL_EXTCALL(glUseProgram(ctx->test_program_id));
2030 gl_info->gl_ops.gl.p_glDrawArrays(GL_TRIANGLE_STRIP, 0, 4);
2032 GL_EXTCALL(glUseProgram(0));
2033 GL_EXTCALL(glDisableVertexAttribArray(0));
2034 GL_EXTCALL(glBindBuffer(GL_ARRAY_BUFFER, 0));
2035 checkGLcall("Drawing a quad");
2038 /* Context activation is done by the caller. */
2039 static void check_fbo_compat(struct wined3d_caps_gl_ctx *ctx, struct wined3d_format *format)
2041 /* Check if the default internal format is supported as a frame buffer
2042 * target, otherwise fall back to the render target internal.
2044 * Try to stick to the standard format if possible, this limits precision differences. */
2045 static const struct wined3d_color black = {0.0f, 0.0f, 0.0f, 1.0f};
2046 static const struct wined3d_color half_transparent_red = {1.0f, 0.0f, 0.0f, 0.5f};
2047 const struct wined3d_gl_info *gl_info = ctx->gl_info;
2048 GLenum status, rt_internal = format->rtInternal;
2049 GLuint object, color_rb;
2050 enum wined3d_gl_resource_type type;
2051 BOOL fallback_fmt_used = FALSE, regular_fmt_used = FALSE;
2053 gl_info->gl_ops.gl.p_glDisable(GL_BLEND);
2055 for (type = 0; type < ARRAY_SIZE(format->flags); ++type)
2057 const char *type_string = "color";
2059 if (type == WINED3D_GL_RES_TYPE_BUFFER)
2060 continue;
2062 create_and_bind_fbo_attachment(gl_info, format->flags[type], type, &object, format->glInternal,
2063 format->glFormat, format->glType);
2065 if (format->flags[type] & (WINED3DFMT_FLAG_DEPTH | WINED3DFMT_FLAG_STENCIL))
2067 gl_info->fbo_ops.glGenRenderbuffers(1, &color_rb);
2068 gl_info->fbo_ops.glBindRenderbuffer(GL_RENDERBUFFER, color_rb);
2069 if (type == WINED3D_GL_RES_TYPE_TEX_1D)
2070 gl_info->fbo_ops.glRenderbufferStorage(GL_RENDERBUFFER, GL_RGBA8, 16, 1);
2071 else
2072 gl_info->fbo_ops.glRenderbufferStorage(GL_RENDERBUFFER, GL_RGBA8, 16, 16);
2074 gl_info->fbo_ops.glFramebufferRenderbuffer(GL_FRAMEBUFFER,
2075 GL_COLOR_ATTACHMENT0, GL_RENDERBUFFER, color_rb);
2076 checkGLcall("Create and attach color rb attachment");
2077 type_string = "depth / stencil";
2080 status = gl_info->fbo_ops.glCheckFramebufferStatus(GL_FRAMEBUFFER);
2081 checkGLcall("Framebuffer format check");
2083 if (status == GL_FRAMEBUFFER_COMPLETE)
2085 TRACE("Format %s is supported as FBO %s attachment, type %u.\n",
2086 debug_d3dformat(format->id), type_string, type);
2087 format->flags[type] |= WINED3DFMT_FLAG_FBO_ATTACHABLE;
2088 format->rtInternal = format->glInternal;
2089 regular_fmt_used = TRUE;
2091 else
2093 if (!rt_internal)
2095 if (format->flags[type] & WINED3DFMT_FLAG_RENDERTARGET)
2097 WARN("Format %s with rendertarget flag is not supported as FBO color attachment (type %u),"
2098 " and no fallback specified.\n", debug_d3dformat(format->id), type);
2099 format->flags[type] &= ~WINED3DFMT_FLAG_RENDERTARGET;
2101 else
2103 TRACE("Format %s is not supported as FBO %s attachment, type %u.\n",
2104 debug_d3dformat(format->id), type_string, type);
2106 format->rtInternal = format->glInternal;
2108 else
2110 TRACE("Format %s is not supported as FBO %s attachment (type %u),"
2111 " trying rtInternal format as fallback.\n",
2112 debug_d3dformat(format->id), type_string, type);
2114 while (gl_info->gl_ops.gl.p_glGetError());
2116 delete_fbo_attachment(gl_info, type, object);
2117 create_and_bind_fbo_attachment(gl_info, format->flags[type], type, &object, format->rtInternal,
2118 format->glFormat, format->glType);
2120 status = gl_info->fbo_ops.glCheckFramebufferStatus(GL_FRAMEBUFFER);
2121 checkGLcall("Framebuffer format check");
2123 if (status == GL_FRAMEBUFFER_COMPLETE)
2125 TRACE("Format %s rtInternal format is supported as FBO %s attachment, type %u.\n",
2126 debug_d3dformat(format->id), type_string, type);
2127 fallback_fmt_used = TRUE;
2129 else
2131 WARN("Format %s rtInternal format is not supported as FBO %s attachment, type %u.\n",
2132 debug_d3dformat(format->id), type_string, type);
2133 format->flags[type] &= ~WINED3DFMT_FLAG_RENDERTARGET;
2138 if (status == GL_FRAMEBUFFER_COMPLETE
2139 && ((format->flags[type] & WINED3DFMT_FLAG_POSTPIXELSHADER_BLENDING)
2140 || !(gl_info->quirks & WINED3D_QUIRK_LIMITED_TEX_FILTERING))
2141 && !(format->flags[type] & WINED3DFMT_FLAG_INTEGER)
2142 && format->id != WINED3DFMT_NULL && format->id != WINED3DFMT_P8_UINT
2143 && format->glFormat != GL_LUMINANCE && format->glFormat != GL_LUMINANCE_ALPHA
2144 && (format->red_size || format->alpha_size))
2146 DWORD readback[16 * 16 * 16], color, r_range, a_range;
2147 BYTE r, a;
2148 BOOL match = TRUE;
2149 GLuint rb;
2151 if (gl_info->supported[ARB_FRAMEBUFFER_OBJECT]
2152 || gl_info->supported[EXT_PACKED_DEPTH_STENCIL])
2154 gl_info->fbo_ops.glGenRenderbuffers(1, &rb);
2155 gl_info->fbo_ops.glBindRenderbuffer(GL_RENDERBUFFER, rb);
2156 if (type == WINED3D_GL_RES_TYPE_TEX_1D)
2157 gl_info->fbo_ops.glRenderbufferStorage(GL_RENDERBUFFER, GL_DEPTH24_STENCIL8, 16, 1);
2158 else
2159 gl_info->fbo_ops.glRenderbufferStorage(GL_RENDERBUFFER, GL_DEPTH24_STENCIL8, 16, 16);
2160 gl_info->fbo_ops.glFramebufferRenderbuffer(GL_FRAMEBUFFER, GL_DEPTH_ATTACHMENT, GL_RENDERBUFFER, rb);
2161 gl_info->fbo_ops.glFramebufferRenderbuffer(GL_FRAMEBUFFER, GL_STENCIL_ATTACHMENT, GL_RENDERBUFFER, rb);
2162 checkGLcall("RB attachment");
2165 gl_info->gl_ops.gl.p_glEnable(GL_BLEND);
2166 gl_info->gl_ops.gl.p_glClearColor(0.0f, 0.0f, 0.0f, 1.0f);
2167 gl_info->gl_ops.gl.p_glClear(GL_COLOR_BUFFER_BIT);
2168 if (gl_info->gl_ops.gl.p_glGetError() == GL_INVALID_FRAMEBUFFER_OPERATION)
2170 while (gl_info->gl_ops.gl.p_glGetError());
2171 TRACE("Format %s doesn't support post-pixelshader blending, type %u.\n",
2172 debug_d3dformat(format->id), type);
2173 format->flags[type] &= ~WINED3DFMT_FLAG_POSTPIXELSHADER_BLENDING;
2175 else
2177 gl_info->gl_ops.gl.p_glDisable(GL_BLEND);
2178 if (type == WINED3D_GL_RES_TYPE_TEX_1D)
2179 gl_info->gl_ops.gl.p_glViewport(0, 0, 16, 1);
2180 else
2181 gl_info->gl_ops.gl.p_glViewport(0, 0, 16, 16);
2182 gl_info->gl_ops.gl.p_glBlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
2184 draw_test_quad(ctx, NULL, &black);
2186 gl_info->gl_ops.gl.p_glEnable(GL_BLEND);
2188 draw_test_quad(ctx, NULL, &half_transparent_red);
2190 gl_info->gl_ops.gl.p_glDisable(GL_BLEND);
2192 switch (type)
2194 case WINED3D_GL_RES_TYPE_TEX_1D:
2195 /* Rebinding texture to workaround a fglrx bug. */
2196 gl_info->gl_ops.gl.p_glBindTexture(GL_TEXTURE_1D, object);
2197 gl_info->gl_ops.gl.p_glGetTexImage(GL_TEXTURE_1D, 0, GL_BGRA,
2198 GL_UNSIGNED_INT_8_8_8_8_REV, readback);
2199 color = readback[7];
2200 break;
2202 case WINED3D_GL_RES_TYPE_TEX_2D:
2203 case WINED3D_GL_RES_TYPE_TEX_3D:
2204 case WINED3D_GL_RES_TYPE_TEX_RECT:
2205 /* Rebinding texture to workaround a fglrx bug. */
2206 gl_info->gl_ops.gl.p_glBindTexture(wined3d_gl_type_to_enum(type), object);
2207 gl_info->gl_ops.gl.p_glGetTexImage(wined3d_gl_type_to_enum(type), 0, GL_BGRA,
2208 GL_UNSIGNED_INT_8_8_8_8_REV, readback);
2209 color = readback[7 * 16 + 7];
2210 break;
2212 case WINED3D_GL_RES_TYPE_TEX_CUBE:
2213 /* Rebinding texture to workaround a fglrx bug. */
2214 gl_info->gl_ops.gl.p_glBindTexture(GL_TEXTURE_CUBE_MAP_ARB, object);
2215 gl_info->gl_ops.gl.p_glGetTexImage(GL_TEXTURE_CUBE_MAP_POSITIVE_X_ARB, 0, GL_BGRA,
2216 GL_UNSIGNED_INT_8_8_8_8_REV, readback);
2217 color = readback[7 * 16 + 7];
2218 break;
2220 case WINED3D_GL_RES_TYPE_RB:
2221 gl_info->gl_ops.gl.p_glReadPixels(0, 0, 16, 16,
2222 GL_BGRA, GL_UNSIGNED_INT_8_8_8_8_REV, readback);
2223 color = readback[7 * 16 + 7];
2224 break;
2226 case WINED3D_GL_RES_TYPE_BUFFER:
2227 case WINED3D_GL_RES_TYPE_COUNT:
2228 color = 0;
2229 break;
2231 checkGLcall("Post-pixelshader blending check");
2233 a = color >> 24;
2234 r = (color & 0x00ff0000u) >> 16;
2236 r_range = format->red_size < 8 ? 1u << (8 - format->red_size) : 1;
2237 a_range = format->alpha_size < 8 ? 1u << (8 - format->alpha_size) : 1;
2238 if (format->red_size && (r < 0x7f - r_range || r > 0x7f + r_range))
2239 match = FALSE;
2240 else if (format->alpha_size > 1 && (a < 0xbf - a_range || a > 0xbf + a_range))
2241 match = FALSE;
2242 if (!match)
2244 TRACE("Format %s doesn't support post-pixelshader blending, type %u.\n",
2245 debug_d3dformat(format->id), type);
2246 TRACE("Color output: %#x\n", color);
2247 format->flags[type] &= ~WINED3DFMT_FLAG_POSTPIXELSHADER_BLENDING;
2249 else
2251 TRACE("Format %s supports post-pixelshader blending, type %u.\n",
2252 debug_d3dformat(format->id), type);
2253 TRACE("Color output: %#x\n", color);
2254 format->flags[type] |= WINED3DFMT_FLAG_POSTPIXELSHADER_BLENDING;
2258 if (gl_info->supported[ARB_FRAMEBUFFER_OBJECT]
2259 || gl_info->supported[EXT_PACKED_DEPTH_STENCIL])
2261 gl_info->fbo_ops.glFramebufferRenderbuffer(GL_FRAMEBUFFER, GL_DEPTH_ATTACHMENT, GL_RENDERBUFFER, 0);
2262 gl_info->fbo_ops.glFramebufferRenderbuffer(GL_FRAMEBUFFER, GL_STENCIL_ATTACHMENT, GL_RENDERBUFFER, 0);
2263 gl_info->fbo_ops.glDeleteRenderbuffers(1, &rb);
2264 checkGLcall("RB cleanup");
2268 if (format->glInternal != format->glGammaInternal)
2270 delete_fbo_attachment(gl_info, type, object);
2271 create_and_bind_fbo_attachment(gl_info, format->flags[type], type, &object, format->glGammaInternal,
2272 format->glFormat, format->glType);
2274 status = gl_info->fbo_ops.glCheckFramebufferStatus(GL_FRAMEBUFFER);
2275 checkGLcall("Framebuffer format check");
2277 if (status == GL_FRAMEBUFFER_COMPLETE)
2279 TRACE("Format %s's sRGB format is FBO attachable, type %u.\n",
2280 debug_d3dformat(format->id), type);
2281 format->flags[type] |= WINED3DFMT_FLAG_FBO_ATTACHABLE_SRGB;
2283 else
2285 WARN("Format %s's sRGB format is not FBO attachable, type %u.\n",
2286 debug_d3dformat(format->id), type);
2289 else if (status == GL_FRAMEBUFFER_COMPLETE)
2290 format->flags[type] |= WINED3DFMT_FLAG_FBO_ATTACHABLE_SRGB;
2292 if (format->flags[type] & (WINED3DFMT_FLAG_DEPTH | WINED3DFMT_FLAG_STENCIL))
2294 gl_info->fbo_ops.glFramebufferRenderbuffer(GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT0, GL_RENDERBUFFER, 0);
2295 gl_info->fbo_ops.glDeleteRenderbuffers(1, &color_rb);
2298 delete_fbo_attachment(gl_info, type, object);
2299 checkGLcall("Framebuffer format check cleaup");
2302 if (fallback_fmt_used && regular_fmt_used)
2304 FIXME("Format %s needs different render target formats for different resource types.\n",
2305 debug_d3dformat(format->id));
2306 format_clear_flag(format, WINED3DFMT_FLAG_RENDERTARGET | WINED3DFMT_FLAG_FBO_ATTACHABLE
2307 | WINED3DFMT_FLAG_FBO_ATTACHABLE_SRGB | WINED3DFMT_FLAG_POSTPIXELSHADER_BLENDING);
2311 static void query_format_flag(struct wined3d_gl_info *gl_info, struct wined3d_format *format,
2312 GLint internal, GLenum pname, DWORD flag, const char *string)
2314 GLint value;
2315 enum wined3d_gl_resource_type type;
2317 for (type = 0; type < ARRAY_SIZE(format->flags); ++type)
2319 gl_info->gl_ops.ext.p_glGetInternalformativ(wined3d_gl_type_to_enum(type), internal, pname, 1, &value);
2320 if (value == GL_FULL_SUPPORT)
2322 TRACE("Format %s supports %s, resource type %u.\n", debug_d3dformat(format->id), string, type);
2323 format->flags[type] |= flag;
2325 else
2327 TRACE("Format %s doesn't support %s, resource type %u.\n", debug_d3dformat(format->id), string, type);
2328 format->flags[type] &= ~flag;
2333 /* Context activation is done by the caller. */
2334 static void init_format_fbo_compat_info(struct wined3d_caps_gl_ctx *ctx)
2336 const struct wined3d_gl_info *gl_info = ctx->gl_info;
2337 unsigned int i, type;
2338 GLuint fbo;
2340 if (gl_info->supported[ARB_INTERNALFORMAT_QUERY2])
2342 for (i = 0; i < gl_info->format_count; ++i)
2344 GLint value;
2345 struct wined3d_format *format = &gl_info->formats[i];
2346 BOOL fallback_fmt_used = FALSE, regular_fmt_used = FALSE;
2347 GLenum rt_internal = format->rtInternal;
2349 if (!format->glInternal)
2350 continue;
2352 for (type = 0; type < ARRAY_SIZE(format->flags); ++type)
2354 gl_info->gl_ops.ext.p_glGetInternalformativ(wined3d_gl_type_to_enum(type),
2355 format->glInternal, GL_FRAMEBUFFER_RENDERABLE, 1, &value);
2356 if (value == GL_FULL_SUPPORT)
2358 TRACE("Format %s is supported as FBO color attachment, resource type %u.\n",
2359 debug_d3dformat(format->id), type);
2360 format->flags[type] |= WINED3DFMT_FLAG_FBO_ATTACHABLE;
2361 format->rtInternal = format->glInternal;
2362 regular_fmt_used = TRUE;
2364 gl_info->gl_ops.ext.p_glGetInternalformativ(wined3d_gl_type_to_enum(type),
2365 format->glInternal, GL_FRAMEBUFFER_BLEND, 1, &value);
2366 if (value == GL_FULL_SUPPORT)
2368 TRACE("Format %s supports post-pixelshader blending, resource type %u.\n",
2369 debug_d3dformat(format->id), type);
2370 format->flags[type] |= WINED3DFMT_FLAG_POSTPIXELSHADER_BLENDING;
2372 else
2374 TRACE("Format %s doesn't support post-pixelshader blending, resource typed %u.\n",
2375 debug_d3dformat(format->id), type);
2376 format->flags[type] &= ~WINED3DFMT_FLAG_POSTPIXELSHADER_BLENDING;
2379 else
2381 if (!rt_internal)
2383 if (format->flags[type] & WINED3DFMT_FLAG_RENDERTARGET)
2385 WARN("Format %s with rendertarget flag is not supported as FBO color attachment"
2386 " and no fallback specified, resource type %u.\n",
2387 debug_d3dformat(format->id), type);
2388 format->flags[type] &= ~WINED3DFMT_FLAG_RENDERTARGET;
2390 else
2391 TRACE("Format %s is not supported as FBO color attachment,"
2392 " resource type %u.\n", debug_d3dformat(format->id), type);
2393 format->rtInternal = format->glInternal;
2395 else
2397 gl_info->gl_ops.ext.p_glGetInternalformativ(wined3d_gl_type_to_enum(type),
2398 rt_internal, GL_FRAMEBUFFER_RENDERABLE, 1, &value);
2399 if (value == GL_FULL_SUPPORT)
2401 TRACE("Format %s rtInternal format is supported as FBO color attachment,"
2402 " resource type %u.\n", debug_d3dformat(format->id), type);
2403 fallback_fmt_used = TRUE;
2405 else
2407 WARN("Format %s rtInternal format is not supported as FBO color attachment,"
2408 " resource type %u.\n", debug_d3dformat(format->id), type);
2409 format->flags[type] &= ~WINED3DFMT_FLAG_RENDERTARGET;
2414 if (format->glInternal != format->glGammaInternal)
2416 gl_info->gl_ops.ext.p_glGetInternalformativ(wined3d_gl_type_to_enum(type),
2417 format->glGammaInternal, GL_FRAMEBUFFER_RENDERABLE, 1, &value);
2418 if (value == GL_FULL_SUPPORT)
2420 TRACE("Format %s's sRGB format is FBO attachable, resource type %u.\n",
2421 debug_d3dformat(format->id), type);
2422 format->flags[type] |= WINED3DFMT_FLAG_FBO_ATTACHABLE_SRGB;
2424 else
2426 WARN("Format %s's sRGB format is not FBO attachable, resource type %u.\n",
2427 debug_d3dformat(format->id), type);
2430 else if (format->flags[type] & WINED3DFMT_FLAG_FBO_ATTACHABLE)
2431 format->flags[type] |= WINED3DFMT_FLAG_FBO_ATTACHABLE_SRGB;
2434 if (fallback_fmt_used && regular_fmt_used)
2436 FIXME("Format %s needs different render target formats for different resource types.\n",
2437 debug_d3dformat(format->id));
2438 format_clear_flag(format, WINED3DFMT_FLAG_RENDERTARGET | WINED3DFMT_FLAG_FBO_ATTACHABLE
2439 | WINED3DFMT_FLAG_FBO_ATTACHABLE_SRGB | WINED3DFMT_FLAG_POSTPIXELSHADER_BLENDING);
2442 return;
2445 if (wined3d_settings.offscreen_rendering_mode == ORM_FBO)
2447 gl_info->fbo_ops.glGenFramebuffers(1, &fbo);
2448 gl_info->fbo_ops.glBindFramebuffer(GL_FRAMEBUFFER, fbo);
2449 gl_info->gl_ops.gl.p_glDrawBuffer(GL_COLOR_ATTACHMENT0);
2450 gl_info->gl_ops.gl.p_glReadBuffer(GL_COLOR_ATTACHMENT0);
2453 for (i = 0; i < gl_info->format_count; ++i)
2455 struct wined3d_format *format = &gl_info->formats[i];
2457 if (!format->glInternal) continue;
2459 if (format->flags[WINED3D_GL_RES_TYPE_TEX_2D] & WINED3DFMT_FLAG_COMPRESSED)
2461 TRACE("Skipping format %s because it's a compressed format.\n",
2462 debug_d3dformat(format->id));
2463 continue;
2466 if (wined3d_settings.offscreen_rendering_mode == ORM_FBO)
2468 TRACE("Checking if format %s is supported as FBO color attachment...\n", debug_d3dformat(format->id));
2469 check_fbo_compat(ctx, format);
2471 else
2473 format->rtInternal = format->glInternal;
2477 if (wined3d_settings.offscreen_rendering_mode == ORM_FBO)
2478 gl_info->fbo_ops.glDeleteFramebuffers(1, &fbo);
2481 static GLenum lookup_gl_view_class(GLenum internal_format)
2483 static const struct
2485 GLenum internal_format;
2486 GLenum view_class;
2488 view_classes[] =
2490 /* 128-bit */
2491 {GL_RGBA32F, GL_VIEW_CLASS_128_BITS},
2492 {GL_RGBA32UI, GL_VIEW_CLASS_128_BITS},
2493 {GL_RGBA32I, GL_VIEW_CLASS_128_BITS},
2494 /* 96-bit */
2495 {GL_RGB32F, GL_VIEW_CLASS_96_BITS},
2496 {GL_RGB32UI, GL_VIEW_CLASS_96_BITS},
2497 {GL_RGB32I, GL_VIEW_CLASS_96_BITS},
2498 /* 64-bit */
2499 {GL_RGBA16F, GL_VIEW_CLASS_64_BITS},
2500 {GL_RG32F, GL_VIEW_CLASS_64_BITS},
2501 {GL_RGBA16UI, GL_VIEW_CLASS_64_BITS},
2502 {GL_RG32UI, GL_VIEW_CLASS_64_BITS},
2503 {GL_RGBA16I, GL_VIEW_CLASS_64_BITS},
2504 {GL_RG32I, GL_VIEW_CLASS_64_BITS},
2505 {GL_RGBA16, GL_VIEW_CLASS_64_BITS},
2506 {GL_RGBA16_SNORM, GL_VIEW_CLASS_64_BITS},
2507 /* 48-bit */
2508 {GL_RGB16, GL_VIEW_CLASS_48_BITS},
2509 {GL_RGB16_SNORM, GL_VIEW_CLASS_48_BITS},
2510 {GL_RGB16F, GL_VIEW_CLASS_48_BITS},
2511 {GL_RGB16UI, GL_VIEW_CLASS_48_BITS},
2512 {GL_RGB16I, GL_VIEW_CLASS_48_BITS},
2513 /* 32-bit */
2514 {GL_RG16F, GL_VIEW_CLASS_32_BITS},
2515 {GL_R11F_G11F_B10F, GL_VIEW_CLASS_32_BITS},
2516 {GL_R32F, GL_VIEW_CLASS_32_BITS},
2517 {GL_RGB10_A2UI, GL_VIEW_CLASS_32_BITS},
2518 {GL_RGBA8UI, GL_VIEW_CLASS_32_BITS},
2519 {GL_RG16UI, GL_VIEW_CLASS_32_BITS},
2520 {GL_R32UI, GL_VIEW_CLASS_32_BITS},
2521 {GL_RGBA8I, GL_VIEW_CLASS_32_BITS},
2522 {GL_RG16I, GL_VIEW_CLASS_32_BITS},
2523 {GL_R32I, GL_VIEW_CLASS_32_BITS},
2524 {GL_RGB10_A2, GL_VIEW_CLASS_32_BITS},
2525 {GL_RGBA8, GL_VIEW_CLASS_32_BITS},
2526 {GL_RG16, GL_VIEW_CLASS_32_BITS},
2527 {GL_RGBA8_SNORM, GL_VIEW_CLASS_32_BITS},
2528 {GL_RG16_SNORM, GL_VIEW_CLASS_32_BITS},
2529 {GL_SRGB8_ALPHA8, GL_VIEW_CLASS_32_BITS},
2530 {GL_RGB9_E5, GL_VIEW_CLASS_32_BITS},
2531 /* 24-bit */
2532 {GL_RGB8, GL_VIEW_CLASS_24_BITS},
2533 {GL_RGB8_SNORM, GL_VIEW_CLASS_24_BITS},
2534 {GL_SRGB8, GL_VIEW_CLASS_24_BITS},
2535 {GL_RGB8UI, GL_VIEW_CLASS_24_BITS},
2536 {GL_RGB8I, GL_VIEW_CLASS_24_BITS},
2537 /* 16-bit */
2538 {GL_R16F, GL_VIEW_CLASS_16_BITS},
2539 {GL_RG8UI, GL_VIEW_CLASS_16_BITS},
2540 {GL_R16UI, GL_VIEW_CLASS_16_BITS},
2541 {GL_RG8I, GL_VIEW_CLASS_16_BITS},
2542 {GL_R16I, GL_VIEW_CLASS_16_BITS},
2543 {GL_RG8, GL_VIEW_CLASS_16_BITS},
2544 {GL_R16, GL_VIEW_CLASS_16_BITS},
2545 {GL_RG8_SNORM, GL_VIEW_CLASS_16_BITS},
2546 {GL_R16_SNORM, GL_VIEW_CLASS_16_BITS},
2547 /* 8-bit */
2548 {GL_R8UI, GL_VIEW_CLASS_8_BITS},
2549 {GL_R8I, GL_VIEW_CLASS_8_BITS},
2550 {GL_R8, GL_VIEW_CLASS_8_BITS},
2551 {GL_R8_SNORM, GL_VIEW_CLASS_8_BITS},
2553 /* RGTC1 */
2554 {GL_COMPRESSED_RED_RGTC1, GL_VIEW_CLASS_RGTC1_RED},
2555 {GL_COMPRESSED_SIGNED_RED_RGTC1, GL_VIEW_CLASS_RGTC1_RED},
2556 /* RGTC2 */
2557 {GL_COMPRESSED_RG_RGTC2, GL_VIEW_CLASS_RGTC2_RG},
2558 {GL_COMPRESSED_SIGNED_RG_RGTC2, GL_VIEW_CLASS_RGTC2_RG},
2560 /* BPTC unorm */
2561 {GL_COMPRESSED_RGBA_BPTC_UNORM, GL_VIEW_CLASS_BPTC_UNORM},
2562 {GL_COMPRESSED_SRGB_ALPHA_BPTC_UNORM, GL_VIEW_CLASS_BPTC_UNORM},
2563 /* BPTC float */
2564 {GL_COMPRESSED_RGB_BPTC_SIGNED_FLOAT, GL_VIEW_CLASS_BPTC_FLOAT},
2565 {GL_COMPRESSED_RGB_BPTC_UNSIGNED_FLOAT, GL_VIEW_CLASS_BPTC_FLOAT},
2567 /* DXT1 RGB */
2568 {GL_COMPRESSED_RGB_S3TC_DXT1_EXT, GL_VIEW_CLASS_S3TC_DXT1_RGB},
2569 {GL_COMPRESSED_SRGB_S3TC_DXT1_EXT, GL_VIEW_CLASS_S3TC_DXT1_RGB},
2570 /* DXT1 RGBA */
2571 {GL_COMPRESSED_RGBA_S3TC_DXT1_EXT, GL_VIEW_CLASS_S3TC_DXT1_RGBA},
2572 {GL_COMPRESSED_SRGB_ALPHA_S3TC_DXT1_EXT, GL_VIEW_CLASS_S3TC_DXT1_RGBA},
2573 /* DXT3 */
2574 {GL_COMPRESSED_RGBA_S3TC_DXT3_EXT, GL_VIEW_CLASS_S3TC_DXT3_RGBA},
2575 {GL_COMPRESSED_SRGB_ALPHA_S3TC_DXT3_EXT, GL_VIEW_CLASS_S3TC_DXT3_RGBA},
2576 /* DXT5 */
2577 {GL_COMPRESSED_RGBA_S3TC_DXT5_EXT, GL_VIEW_CLASS_S3TC_DXT5_RGBA},
2578 {GL_COMPRESSED_SRGB_ALPHA_S3TC_DXT5_EXT, GL_VIEW_CLASS_S3TC_DXT5_RGBA},
2581 unsigned int i;
2583 for (i = 0; i < ARRAY_SIZE(view_classes); ++i)
2585 if (view_classes[i].internal_format == internal_format)
2586 return view_classes[i].view_class;
2589 return GL_NONE;
2592 static void query_view_class(struct wined3d_format *format)
2594 GLenum internal_view_class, gamma_view_class, rt_view_class;
2596 internal_view_class = lookup_gl_view_class(format->glInternal);
2597 gamma_view_class = lookup_gl_view_class(format->glGammaInternal);
2598 rt_view_class = lookup_gl_view_class(format->rtInternal);
2600 if (internal_view_class == gamma_view_class || gamma_view_class == rt_view_class)
2602 format->gl_view_class = internal_view_class;
2603 TRACE("Format %s is member of GL view class %#x.\n",
2604 debug_d3dformat(format->id), format->gl_view_class);
2606 else
2608 format->gl_view_class = GL_NONE;
2612 static void query_internal_format(struct wined3d_adapter *adapter,
2613 struct wined3d_format *format, const struct wined3d_format_texture_info *texture_info,
2614 struct wined3d_gl_info *gl_info, BOOL srgb_write_supported, BOOL srgb_format)
2616 GLint count, multisample_types[MAX_MULTISAMPLE_TYPES];
2617 unsigned int i, max_log2;
2619 if (gl_info->supported[ARB_INTERNALFORMAT_QUERY2])
2621 query_format_flag(gl_info, format, format->glInternal, GL_VERTEX_TEXTURE,
2622 WINED3DFMT_FLAG_VTF, "vertex texture usage");
2623 query_format_flag(gl_info, format, format->glInternal, GL_FILTER,
2624 WINED3DFMT_FLAG_FILTERING, "filtering");
2626 if (srgb_format || format->glGammaInternal != format->glInternal)
2628 query_format_flag(gl_info, format, format->glGammaInternal, GL_SRGB_READ,
2629 WINED3DFMT_FLAG_SRGB_READ, "sRGB read");
2631 if (srgb_write_supported)
2632 query_format_flag(gl_info, format, format->glGammaInternal, GL_SRGB_WRITE,
2633 WINED3DFMT_FLAG_SRGB_WRITE, "sRGB write");
2634 else
2635 format_clear_flag(format, WINED3DFMT_FLAG_SRGB_WRITE);
2637 if (!(format->flags[WINED3D_GL_RES_TYPE_TEX_2D] & (WINED3DFMT_FLAG_SRGB_READ | WINED3DFMT_FLAG_SRGB_WRITE)))
2638 format->glGammaInternal = format->glInternal;
2639 else if (gl_info->supported[EXT_TEXTURE_SRGB_DECODE])
2640 format->glInternal = format->glGammaInternal;
2643 else
2645 if (!gl_info->limits.vertex_samplers)
2646 format_clear_flag(format, WINED3DFMT_FLAG_VTF);
2648 if (!(gl_info->quirks & WINED3D_QUIRK_LIMITED_TEX_FILTERING))
2649 format_set_flag(format, WINED3DFMT_FLAG_FILTERING);
2650 else if (format->id != WINED3DFMT_R32G32B32A32_FLOAT && format->id != WINED3DFMT_R32_FLOAT)
2651 format_clear_flag(format, WINED3DFMT_FLAG_VTF);
2653 if (srgb_format || format->glGammaInternal != format->glInternal)
2655 /* Filter sRGB capabilities if EXT_texture_sRGB is not supported. */
2656 if (!gl_info->supported[EXT_TEXTURE_SRGB])
2658 format->glGammaInternal = format->glInternal;
2659 format_clear_flag(format, WINED3DFMT_FLAG_SRGB_READ | WINED3DFMT_FLAG_SRGB_WRITE);
2661 else if (gl_info->supported[EXT_TEXTURE_SRGB_DECODE])
2663 format->glInternal = format->glGammaInternal;
2667 if ((format->flags[WINED3D_GL_RES_TYPE_TEX_2D] & WINED3DFMT_FLAG_SRGB_WRITE) && !srgb_write_supported)
2668 format_clear_flag(format, WINED3DFMT_FLAG_SRGB_WRITE);
2670 if (!gl_info->supported[ARB_DEPTH_TEXTURE]
2671 && texture_info->flags & (WINED3DFMT_FLAG_DEPTH | WINED3DFMT_FLAG_STENCIL))
2673 format->flags[WINED3D_GL_RES_TYPE_TEX_1D] &= ~WINED3DFMT_FLAG_TEXTURE;
2674 format->flags[WINED3D_GL_RES_TYPE_TEX_2D] &= ~WINED3DFMT_FLAG_TEXTURE;
2675 format->flags[WINED3D_GL_RES_TYPE_TEX_3D] &= ~WINED3DFMT_FLAG_TEXTURE;
2676 format->flags[WINED3D_GL_RES_TYPE_TEX_CUBE] &= ~WINED3DFMT_FLAG_TEXTURE;
2677 format->flags[WINED3D_GL_RES_TYPE_TEX_RECT] &= ~WINED3DFMT_FLAG_TEXTURE;
2681 query_view_class(format);
2683 if (format->glInternal && format->flags[WINED3D_GL_RES_TYPE_RB]
2684 & (WINED3DFMT_FLAG_RENDERTARGET | WINED3DFMT_FLAG_DEPTH | WINED3DFMT_FLAG_STENCIL))
2686 if (gl_info->supported[ARB_INTERNALFORMAT_QUERY])
2688 GL_EXTCALL(glGetInternalformativ(GL_RENDERBUFFER, format->glInternal,
2689 GL_NUM_SAMPLE_COUNTS, 1, &count));
2690 checkGLcall("glGetInternalformativ(GL_NUM_SAMPLE_COUNTS)");
2691 count = min(count, MAX_MULTISAMPLE_TYPES);
2692 GL_EXTCALL(glGetInternalformativ(GL_RENDERBUFFER, format->glInternal,
2693 GL_SAMPLES, count, multisample_types));
2694 checkGLcall("glGetInternalformativ(GL_SAMPLES)");
2695 for (i = 0; i < count; ++i)
2697 if (multisample_types[i] > sizeof(format->multisample_types) * 8)
2698 continue;
2699 format->multisample_types |= 1u << (multisample_types[i] - 1);
2702 else
2704 max_log2 = wined3d_log2i(min(gl_info->limits.samples,
2705 sizeof(format->multisample_types) * 8));
2706 for (i = 1; i <= max_log2; ++i)
2707 format->multisample_types |= 1u << ((1u << i) - 1);
2712 static BOOL init_format_texture_info(struct wined3d_adapter *adapter, struct wined3d_gl_info *gl_info)
2714 struct fragment_caps fragment_caps;
2715 struct shader_caps shader_caps;
2716 unsigned int i, j;
2717 BOOL srgb_write;
2719 adapter->fragment_pipe->get_caps(gl_info, &fragment_caps);
2720 adapter->shader_backend->shader_get_caps(gl_info, &shader_caps);
2721 srgb_write = (fragment_caps.wined3d_caps & WINED3D_FRAGMENT_CAP_SRGB_WRITE)
2722 && (shader_caps.wined3d_caps & WINED3D_SHADER_CAP_SRGB_WRITE);
2724 for (i = 0; i < sizeof(format_texture_info) / sizeof(*format_texture_info); ++i)
2726 int srgb_fmt_idx = -1, fmt_idx = get_format_idx(format_texture_info[i].id);
2727 struct wined3d_format *format, *srgb_format;
2729 if (fmt_idx == -1)
2731 ERR("Format %s (%#x) not found.\n",
2732 debug_d3dformat(format_texture_info[i].id), format_texture_info[i].id);
2733 return FALSE;
2736 if (!gl_info->supported[format_texture_info[i].extension]) continue;
2738 format = &gl_info->formats[fmt_idx];
2740 /* ARB_texture_rg defines floating point formats, but only if
2741 * ARB_texture_float is also supported. */
2742 if (!gl_info->supported[ARB_TEXTURE_FLOAT]
2743 && (format->flags[WINED3D_GL_RES_TYPE_TEX_2D] & WINED3DFMT_FLAG_FLOAT))
2744 continue;
2746 /* ARB_texture_rg defines integer formats if EXT_texture_integer is also supported. */
2747 if (!gl_info->supported[EXT_TEXTURE_INTEGER]
2748 && (format->flags[WINED3D_GL_RES_TYPE_TEX_2D] & WINED3DFMT_FLAG_INTEGER))
2749 continue;
2751 format->glInternal = format_texture_info[i].gl_internal;
2752 format->glGammaInternal = format_texture_info[i].gl_srgb_internal;
2753 format->rtInternal = format_texture_info[i].gl_rt_internal;
2754 format->glFormat = format_texture_info[i].gl_format;
2755 format->glType = format_texture_info[i].gl_type;
2756 format->color_fixup = COLOR_FIXUP_IDENTITY;
2757 format->height_scale.numerator = 1;
2758 format->height_scale.denominator = 1;
2760 format->flags[WINED3D_GL_RES_TYPE_TEX_1D] |= format_texture_info[i].flags;
2761 format->flags[WINED3D_GL_RES_TYPE_TEX_2D] |= format_texture_info[i].flags;
2762 format->flags[WINED3D_GL_RES_TYPE_BUFFER] |= format_texture_info[i].flags;
2764 /* GL_ARB_depth_texture does not support 3D textures. It also says "cube textures are
2765 * problematic", but doesn't explicitly mandate that an error is generated. */
2766 if (gl_info->supported[EXT_TEXTURE3D]
2767 && !(format_texture_info[i].flags & (WINED3DFMT_FLAG_DEPTH | WINED3DFMT_FLAG_STENCIL)))
2768 format->flags[WINED3D_GL_RES_TYPE_TEX_3D] |= format_texture_info[i].flags;
2770 if (gl_info->supported[ARB_TEXTURE_CUBE_MAP])
2771 format->flags[WINED3D_GL_RES_TYPE_TEX_CUBE] |= format_texture_info[i].flags;
2773 if (gl_info->supported[ARB_TEXTURE_RECTANGLE])
2774 format->flags[WINED3D_GL_RES_TYPE_TEX_RECT] |= format_texture_info[i].flags;
2776 format->flags[WINED3D_GL_RES_TYPE_RB] |= format_texture_info[i].flags;
2777 format->flags[WINED3D_GL_RES_TYPE_RB] &= ~WINED3DFMT_FLAG_TEXTURE;
2779 if (format->glGammaInternal != format->glInternal
2780 && !(adapter->d3d_info.wined3d_creation_flags & WINED3D_SRGB_READ_WRITE_CONTROL))
2782 format->glGammaInternal = format->glInternal;
2783 format_clear_flag(format, WINED3DFMT_FLAG_SRGB_READ | WINED3DFMT_FLAG_SRGB_WRITE);
2786 query_internal_format(adapter, format, &format_texture_info[i], gl_info, srgb_write, FALSE);
2788 /* Texture conversion stuff */
2789 format->convert = format_texture_info[i].convert;
2790 format->conv_byte_count = format_texture_info[i].conv_byte_count;
2792 for (j = 0; j < sizeof(format_srgb_info) / sizeof(*format_srgb_info); ++j)
2794 if (format_srgb_info[j].base_format_id == format->id)
2796 srgb_fmt_idx = get_format_idx(format_srgb_info[j].srgb_format_id);
2797 if (srgb_fmt_idx == -1)
2799 ERR("Format %s (%#x) not found.\n",
2800 debug_d3dformat(format_srgb_info[j].srgb_format_id),
2801 format_srgb_info[j].srgb_format_id);
2802 return FALSE;
2804 break;
2808 if (srgb_fmt_idx == -1)
2809 continue;
2811 srgb_format = &gl_info->formats[srgb_fmt_idx];
2813 *srgb_format = *format;
2814 srgb_format->id = format_srgb_info[j].srgb_format_id;
2816 if (gl_info->supported[EXT_TEXTURE_SRGB]
2817 && !(adapter->d3d_info.wined3d_creation_flags & WINED3D_SRGB_READ_WRITE_CONTROL))
2819 srgb_format->glInternal = format_texture_info[i].gl_srgb_internal;
2820 srgb_format->glGammaInternal = format_texture_info[i].gl_srgb_internal;
2821 format_set_flag(srgb_format, WINED3DFMT_FLAG_SRGB_READ | WINED3DFMT_FLAG_SRGB_WRITE);
2822 query_internal_format(adapter, srgb_format, &format_texture_info[i], gl_info, srgb_write, TRUE);
2826 return TRUE;
2829 static BOOL color_match(DWORD c1, DWORD c2, BYTE max_diff)
2831 if (abs((c1 & 0xff) - (c2 & 0xff)) > max_diff) return FALSE;
2832 c1 >>= 8; c2 >>= 8;
2833 if (abs((c1 & 0xff) - (c2 & 0xff)) > max_diff) return FALSE;
2834 c1 >>= 8; c2 >>= 8;
2835 if (abs((c1 & 0xff) - (c2 & 0xff)) > max_diff) return FALSE;
2836 c1 >>= 8; c2 >>= 8;
2837 if (abs((c1 & 0xff) - (c2 & 0xff)) > max_diff) return FALSE;
2838 return TRUE;
2841 /* A context is provided by the caller */
2842 static BOOL check_filter(const struct wined3d_gl_info *gl_info, GLenum internal)
2844 static const DWORD data[] = {0x00000000, 0xffffffff};
2845 GLuint tex, fbo, buffer;
2846 DWORD readback[16 * 1];
2847 BOOL ret = FALSE;
2849 /* Render a filtered texture and see what happens. This is intended to detect the lack of
2850 * float16 filtering on ATI X1000 class cards. The drivers disable filtering instead of
2851 * falling back to software. If this changes in the future this code will get fooled and
2852 * apps might hit the software path due to incorrectly advertised caps.
2854 * Its unlikely that this changes however. GL Games like Mass Effect depend on the filter
2855 * disable fallback, if Apple or ATI ever change the driver behavior they will break more
2856 * than Wine. The Linux binary <= r500 driver is not maintained any more anyway
2859 while (gl_info->gl_ops.gl.p_glGetError());
2861 gl_info->gl_ops.gl.p_glGenTextures(1, &buffer);
2862 gl_info->gl_ops.gl.p_glBindTexture(GL_TEXTURE_2D, buffer);
2863 memset(readback, 0x7e, sizeof(readback));
2864 gl_info->gl_ops.gl.p_glTexImage2D(GL_TEXTURE_2D, 0, GL_RGBA8, 16, 1, 0,
2865 GL_RGBA, GL_UNSIGNED_INT_8_8_8_8, readback);
2866 gl_info->gl_ops.gl.p_glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_NEAREST);
2867 gl_info->gl_ops.gl.p_glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_NEAREST);
2868 gl_info->gl_ops.gl.p_glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_CLAMP_TO_EDGE);
2869 gl_info->gl_ops.gl.p_glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_CLAMP_TO_EDGE);
2870 gl_info->gl_ops.gl.p_glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_R, GL_CLAMP_TO_EDGE);
2872 gl_info->gl_ops.gl.p_glGenTextures(1, &tex);
2873 gl_info->gl_ops.gl.p_glBindTexture(GL_TEXTURE_2D, tex);
2874 gl_info->gl_ops.gl.p_glTexImage2D(GL_TEXTURE_2D, 0, internal, 2, 1, 0,
2875 GL_BGRA, GL_UNSIGNED_INT_8_8_8_8_REV, data);
2876 gl_info->gl_ops.gl.p_glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR);
2877 gl_info->gl_ops.gl.p_glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_LINEAR);
2878 gl_info->gl_ops.gl.p_glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_CLAMP_TO_EDGE);
2879 gl_info->gl_ops.gl.p_glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_CLAMP_TO_EDGE);
2880 gl_info->gl_ops.gl.p_glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_R, GL_CLAMP_TO_EDGE);
2881 gl_info->gl_ops.gl.p_glEnable(GL_TEXTURE_2D);
2883 gl_info->fbo_ops.glGenFramebuffers(1, &fbo);
2884 gl_info->fbo_ops.glBindFramebuffer(GL_FRAMEBUFFER, fbo);
2885 gl_info->fbo_ops.glFramebufferTexture2D(GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT0, GL_TEXTURE_2D, buffer, 0);
2886 gl_info->gl_ops.gl.p_glDrawBuffer(GL_COLOR_ATTACHMENT0);
2888 gl_info->gl_ops.gl.p_glViewport(0, 0, 16, 1);
2889 gl_info->gl_ops.gl.p_glDisable(GL_LIGHTING);
2890 gl_info->gl_ops.gl.p_glMatrixMode(GL_MODELVIEW);
2891 gl_info->gl_ops.gl.p_glLoadIdentity();
2892 gl_info->gl_ops.gl.p_glMatrixMode(GL_PROJECTION);
2893 gl_info->gl_ops.gl.p_glLoadIdentity();
2895 gl_info->gl_ops.gl.p_glClearColor(0, 1, 0, 0);
2896 gl_info->gl_ops.gl.p_glClear(GL_COLOR_BUFFER_BIT);
2898 gl_info->gl_ops.gl.p_glBegin(GL_TRIANGLE_STRIP);
2899 gl_info->gl_ops.gl.p_glTexCoord2f(0.0, 0.0);
2900 gl_info->gl_ops.gl.p_glVertex2f(-1.0f, -1.0f);
2901 gl_info->gl_ops.gl.p_glTexCoord2f(1.0, 0.0);
2902 gl_info->gl_ops.gl.p_glVertex2f(1.0f, -1.0f);
2903 gl_info->gl_ops.gl.p_glTexCoord2f(0.0, 1.0);
2904 gl_info->gl_ops.gl.p_glVertex2f(-1.0f, 1.0f);
2905 gl_info->gl_ops.gl.p_glTexCoord2f(1.0, 1.0);
2906 gl_info->gl_ops.gl.p_glVertex2f(1.0f, 1.0f);
2907 gl_info->gl_ops.gl.p_glEnd();
2909 gl_info->gl_ops.gl.p_glBindTexture(GL_TEXTURE_2D, buffer);
2910 memset(readback, 0x7f, sizeof(readback));
2911 gl_info->gl_ops.gl.p_glGetTexImage(GL_TEXTURE_2D, 0, GL_BGRA, GL_UNSIGNED_INT_8_8_8_8_REV, readback);
2912 if (color_match(readback[6], 0xffffffff, 5) || color_match(readback[6], 0x00000000, 5)
2913 || color_match(readback[9], 0xffffffff, 5) || color_match(readback[9], 0x00000000, 5))
2915 TRACE("Read back colors 0x%08x and 0x%08x close to unfiltered color, assuming no filtering\n",
2916 readback[6], readback[9]);
2917 ret = FALSE;
2919 else
2921 TRACE("Read back colors are 0x%08x and 0x%08x, assuming texture is filtered\n",
2922 readback[6], readback[9]);
2923 ret = TRUE;
2926 gl_info->fbo_ops.glBindFramebuffer(GL_FRAMEBUFFER, 0);
2927 gl_info->fbo_ops.glDeleteFramebuffers(1, &fbo);
2928 gl_info->gl_ops.gl.p_glDeleteTextures(1, &tex);
2929 gl_info->gl_ops.gl.p_glDeleteTextures(1, &buffer);
2931 if (gl_info->gl_ops.gl.p_glGetError())
2933 FIXME("Error during filtering test for format %x, returning no filtering\n", internal);
2934 ret = FALSE;
2937 return ret;
2940 static void init_format_filter_info(struct wined3d_gl_info *gl_info, enum wined3d_pci_vendor vendor)
2942 struct wined3d_format *format;
2943 unsigned int fmt_idx, i;
2944 static const enum wined3d_format_id fmts16[] =
2946 WINED3DFMT_R16_FLOAT,
2947 WINED3DFMT_R16G16_FLOAT,
2948 WINED3DFMT_R16G16B16A16_FLOAT,
2950 BOOL filtered;
2952 if (gl_info->supported[ARB_INTERNALFORMAT_QUERY2])
2953 /* This was already handled by init_format_texture_info(). */
2954 return;
2956 if (wined3d_settings.offscreen_rendering_mode != ORM_FBO
2957 || !gl_info->supported[WINED3D_GL_LEGACY_CONTEXT])
2959 WARN("No FBO support, or no FBO ORM, guessing filter info from GL caps\n");
2960 if (vendor == HW_VENDOR_NVIDIA && gl_info->supported[ARB_TEXTURE_FLOAT])
2962 TRACE("Nvidia card with texture_float support: Assuming float16 blending\n");
2963 filtered = TRUE;
2965 else if (gl_info->limits.glsl_varyings > 44)
2967 TRACE("More than 44 GLSL varyings - assuming d3d10 card with float16 blending\n");
2968 filtered = TRUE;
2970 else
2972 TRACE("Assuming no float16 blending\n");
2973 filtered = FALSE;
2976 if(filtered)
2978 for(i = 0; i < (sizeof(fmts16) / sizeof(*fmts16)); i++)
2980 fmt_idx = get_format_idx(fmts16[i]);
2981 format_set_flag(&gl_info->formats[fmt_idx], WINED3DFMT_FLAG_FILTERING);
2984 return;
2987 for(i = 0; i < (sizeof(fmts16) / sizeof(*fmts16)); i++)
2989 fmt_idx = get_format_idx(fmts16[i]);
2990 format = &gl_info->formats[fmt_idx];
2991 if (!format->glInternal) continue; /* Not supported by GL */
2993 filtered = check_filter(gl_info, gl_info->formats[fmt_idx].glInternal);
2994 if(filtered)
2996 TRACE("Format %s supports filtering\n", debug_d3dformat(fmts16[i]));
2997 format_set_flag(format, WINED3DFMT_FLAG_FILTERING);
2999 else
3001 TRACE("Format %s does not support filtering\n", debug_d3dformat(fmts16[i]));
3006 static void apply_format_fixups(struct wined3d_adapter *adapter, struct wined3d_gl_info *gl_info)
3008 unsigned int i;
3009 int idx;
3011 idx = get_format_idx(WINED3DFMT_R16_FLOAT);
3012 gl_info->formats[idx].color_fixup = create_color_fixup_desc(
3013 0, CHANNEL_SOURCE_X, 0, CHANNEL_SOURCE_ONE, 0, CHANNEL_SOURCE_ONE, 0, CHANNEL_SOURCE_W);
3015 idx = get_format_idx(WINED3DFMT_R32_FLOAT);
3016 gl_info->formats[idx].color_fixup = create_color_fixup_desc(
3017 0, CHANNEL_SOURCE_X, 0, CHANNEL_SOURCE_ONE, 0, CHANNEL_SOURCE_ONE, 0, CHANNEL_SOURCE_W);
3019 idx = get_format_idx(WINED3DFMT_R16G16_UNORM);
3020 gl_info->formats[idx].color_fixup = create_color_fixup_desc(
3021 0, CHANNEL_SOURCE_X, 0, CHANNEL_SOURCE_Y, 0, CHANNEL_SOURCE_ONE, 0, CHANNEL_SOURCE_W);
3023 idx = get_format_idx(WINED3DFMT_R16G16_FLOAT);
3024 gl_info->formats[idx].color_fixup = create_color_fixup_desc(
3025 0, CHANNEL_SOURCE_X, 0, CHANNEL_SOURCE_Y, 0, CHANNEL_SOURCE_ONE, 0, CHANNEL_SOURCE_W);
3027 idx = get_format_idx(WINED3DFMT_R32G32_FLOAT);
3028 gl_info->formats[idx].color_fixup = create_color_fixup_desc(
3029 0, CHANNEL_SOURCE_X, 0, CHANNEL_SOURCE_Y, 0, CHANNEL_SOURCE_ONE, 0, CHANNEL_SOURCE_W);
3031 /* GL_ATI_envmap_bumpmap in theory supports R8G8_SNORM but is no longer supported by
3032 * any driver. */
3033 if (gl_info->supported[NV_TEXTURE_SHADER] || gl_info->supported[EXT_TEXTURE_SNORM])
3035 /* R8G8_SNORM and R16G16_SNORM need a fixup of the undefined blue channel. OpenGL
3036 * returns 0.0 when sampling from it, DirectX 1.0. So we always have in-shader
3037 * conversion for this format. */
3038 idx = get_format_idx(WINED3DFMT_R8G8_SNORM);
3039 gl_info->formats[idx].color_fixup = create_color_fixup_desc(
3040 0, CHANNEL_SOURCE_X, 0, CHANNEL_SOURCE_Y, 0, CHANNEL_SOURCE_ONE, 0, CHANNEL_SOURCE_ONE);
3041 idx = get_format_idx(WINED3DFMT_R16G16_SNORM);
3042 gl_info->formats[idx].color_fixup = create_color_fixup_desc(
3043 0, CHANNEL_SOURCE_X, 0, CHANNEL_SOURCE_Y, 0, CHANNEL_SOURCE_ONE, 0, CHANNEL_SOURCE_ONE);
3045 else
3047 /* Emulate using unsigned formats. This requires load-time conversion in addition to the
3048 * fixups here. */
3049 idx = get_format_idx(WINED3DFMT_R8G8_SNORM);
3050 gl_info->formats[idx].color_fixup = create_color_fixup_desc(
3051 1, CHANNEL_SOURCE_X, 1, CHANNEL_SOURCE_Y, 0, CHANNEL_SOURCE_ONE, 0, CHANNEL_SOURCE_ONE);
3052 idx = get_format_idx(WINED3DFMT_R16G16_SNORM);
3053 gl_info->formats[idx].color_fixup = create_color_fixup_desc(
3054 1, CHANNEL_SOURCE_X, 1, CHANNEL_SOURCE_Y, 0, CHANNEL_SOURCE_ONE, 0, CHANNEL_SOURCE_ONE);
3055 idx = get_format_idx(WINED3DFMT_R8G8B8A8_SNORM);
3056 gl_info->formats[idx].color_fixup = create_color_fixup_desc(
3057 1, CHANNEL_SOURCE_X, 1, CHANNEL_SOURCE_Y, 1, CHANNEL_SOURCE_Z, 1, CHANNEL_SOURCE_W);
3058 idx = get_format_idx(WINED3DFMT_R5G5_SNORM_L6_UNORM);
3059 gl_info->formats[idx].color_fixup = create_color_fixup_desc(
3060 1, CHANNEL_SOURCE_X, 1, CHANNEL_SOURCE_Z, 0, CHANNEL_SOURCE_Y, 0, CHANNEL_SOURCE_ONE);
3063 if (!gl_info->supported[NV_TEXTURE_SHADER])
3065 idx = get_format_idx(WINED3DFMT_R8G8_SNORM_L8X8_UNORM);
3066 gl_info->formats[idx].color_fixup = create_color_fixup_desc(
3067 1, CHANNEL_SOURCE_X, 1, CHANNEL_SOURCE_Y, 0, CHANNEL_SOURCE_Z, 0, CHANNEL_SOURCE_W);
3070 if (gl_info->supported[ARB_TEXTURE_COMPRESSION_RGTC] || gl_info->supported[EXT_TEXTURE_COMPRESSION_RGTC])
3072 idx = get_format_idx(WINED3DFMT_ATI1N);
3073 gl_info->formats[idx].color_fixup = create_color_fixup_desc(
3074 0, CHANNEL_SOURCE_X, 0, CHANNEL_SOURCE_X, 0, CHANNEL_SOURCE_X, 0, CHANNEL_SOURCE_X);
3076 idx = get_format_idx(WINED3DFMT_ATI2N);
3077 gl_info->formats[idx].color_fixup = create_color_fixup_desc(
3078 0, CHANNEL_SOURCE_Y, 0, CHANNEL_SOURCE_X, 0, CHANNEL_SOURCE_ONE, 0, CHANNEL_SOURCE_ONE);
3080 else if (gl_info->supported[ATI_TEXTURE_COMPRESSION_3DC])
3082 idx = get_format_idx(WINED3DFMT_ATI2N);
3083 gl_info->formats[idx].color_fixup= create_color_fixup_desc(
3084 0, CHANNEL_SOURCE_X, 0, CHANNEL_SOURCE_W, 0, CHANNEL_SOURCE_ONE, 0, CHANNEL_SOURCE_ONE);
3087 if (!gl_info->supported[APPLE_YCBCR_422])
3089 idx = get_format_idx(WINED3DFMT_YUY2);
3090 gl_info->formats[idx].color_fixup = create_complex_fixup_desc(COMPLEX_FIXUP_YUY2);
3092 idx = get_format_idx(WINED3DFMT_UYVY);
3093 gl_info->formats[idx].color_fixup = create_complex_fixup_desc(COMPLEX_FIXUP_UYVY);
3096 idx = get_format_idx(WINED3DFMT_YV12);
3097 format_set_flag(&gl_info->formats[idx], WINED3DFMT_FLAG_HEIGHT_SCALE);
3098 gl_info->formats[idx].height_scale.numerator = 3;
3099 gl_info->formats[idx].height_scale.denominator = 2;
3100 gl_info->formats[idx].color_fixup = create_complex_fixup_desc(COMPLEX_FIXUP_YV12);
3102 idx = get_format_idx(WINED3DFMT_NV12);
3103 format_set_flag(&gl_info->formats[idx], WINED3DFMT_FLAG_HEIGHT_SCALE);
3104 gl_info->formats[idx].height_scale.numerator = 3;
3105 gl_info->formats[idx].height_scale.denominator = 2;
3106 gl_info->formats[idx].color_fixup = create_complex_fixup_desc(COMPLEX_FIXUP_NV12);
3108 if (!gl_info->supported[WINED3D_GL_LEGACY_CONTEXT])
3110 idx = get_format_idx(WINED3DFMT_A8_UNORM);
3111 gl_info->formats[idx].color_fixup = create_color_fixup_desc(
3112 0, CHANNEL_SOURCE_ZERO, 0, CHANNEL_SOURCE_ZERO, 0, CHANNEL_SOURCE_ZERO, 0, CHANNEL_SOURCE_X);
3113 idx = get_format_idx(WINED3DFMT_L8A8_UNORM);
3114 gl_info->formats[idx].color_fixup = create_color_fixup_desc(
3115 0, CHANNEL_SOURCE_X, 0, CHANNEL_SOURCE_X, 0, CHANNEL_SOURCE_X, 0, CHANNEL_SOURCE_Y);
3116 idx = get_format_idx(WINED3DFMT_L4A4_UNORM);
3117 gl_info->formats[idx].color_fixup = create_color_fixup_desc(
3118 0, CHANNEL_SOURCE_X, 0, CHANNEL_SOURCE_X, 0, CHANNEL_SOURCE_X, 0, CHANNEL_SOURCE_Y);
3119 idx = get_format_idx(WINED3DFMT_L16_UNORM);
3120 gl_info->formats[idx].color_fixup = create_color_fixup_desc(
3121 0, CHANNEL_SOURCE_X, 0, CHANNEL_SOURCE_X, 0, CHANNEL_SOURCE_X, 0, CHANNEL_SOURCE_ONE);
3122 idx = get_format_idx(WINED3DFMT_INTZ);
3123 gl_info->formats[idx].color_fixup = create_color_fixup_desc(
3124 0, CHANNEL_SOURCE_X, 0, CHANNEL_SOURCE_X, 0, CHANNEL_SOURCE_X, 0, CHANNEL_SOURCE_X);
3127 if (gl_info->supported[ARB_TEXTURE_RG])
3129 idx = get_format_idx(WINED3DFMT_L8_UNORM);
3130 gl_info->formats[idx].color_fixup = create_color_fixup_desc(
3131 0, CHANNEL_SOURCE_X, 0, CHANNEL_SOURCE_X, 0, CHANNEL_SOURCE_X, 0, CHANNEL_SOURCE_ONE);
3134 if (gl_info->supported[ARB_FRAGMENT_PROGRAM])
3136 idx = get_format_idx(WINED3DFMT_P8_UINT);
3137 gl_info->formats[idx].color_fixup = create_complex_fixup_desc(COMPLEX_FIXUP_P8);
3140 if (gl_info->supported[ARB_VERTEX_ARRAY_BGRA])
3142 idx = get_format_idx(WINED3DFMT_B8G8R8A8_UNORM);
3143 gl_info->formats[idx].gl_vtx_format = GL_BGRA;
3146 if (!gl_info->supported[ARB_HALF_FLOAT_VERTEX])
3148 /* Do not change the size of the type, it is CPU side. We have to change the GPU-side information though.
3149 * It is the job of the vertex buffer code to make sure that the vbos have the right format */
3150 idx = get_format_idx(WINED3DFMT_R16G16_FLOAT);
3151 gl_info->formats[idx].gl_vtx_type = GL_FLOAT;
3153 idx = get_format_idx(WINED3DFMT_R16G16B16A16_FLOAT);
3154 gl_info->formats[idx].gl_vtx_type = GL_FLOAT;
3157 if (!gl_info->supported[ARB_HALF_FLOAT_PIXEL])
3159 idx = get_format_idx(WINED3DFMT_R16_FLOAT);
3160 format_clear_flag(&gl_info->formats[idx], WINED3DFMT_FLAG_TEXTURE);
3162 idx = get_format_idx(WINED3DFMT_R16G16_FLOAT);
3163 format_clear_flag(&gl_info->formats[idx], WINED3DFMT_FLAG_TEXTURE);
3165 idx = get_format_idx(WINED3DFMT_R16G16B16A16_FLOAT);
3166 format_clear_flag(&gl_info->formats[idx], WINED3DFMT_FLAG_TEXTURE);
3169 if (gl_info->quirks & WINED3D_QUIRK_BROKEN_RGBA16)
3171 idx = get_format_idx(WINED3DFMT_R16G16B16A16_UNORM);
3172 format_clear_flag(&gl_info->formats[idx], WINED3DFMT_FLAG_TEXTURE);
3175 /* ATI instancing hack: Although ATI cards do not support Shader Model
3176 * 3.0, they support instancing. To query if the card supports instancing
3177 * CheckDeviceFormat() with the special format MAKEFOURCC('I','N','S','T')
3178 * is used. Should an application check for this, provide a proper return
3179 * value. We can do instancing with all shader versions, but we need
3180 * vertex shaders.
3182 * Additionally applications have to set the D3DRS_POINTSIZE render state
3183 * to MAKEFOURCC('I','N','S','T') once to enable instancing. Wined3d
3184 * doesn't need that and just ignores it.
3186 * With Shader Model 3.0 capable cards Instancing 'just works' in Windows. */
3187 /* FIXME: This should just check the shader backend caps. */
3188 if (gl_info->supported[ARB_VERTEX_PROGRAM] || gl_info->supported[ARB_VERTEX_SHADER])
3190 idx = get_format_idx(WINED3DFMT_INST);
3191 format_set_flag(&gl_info->formats[idx], WINED3DFMT_FLAG_TEXTURE);
3194 /* Depth bound test. To query if the card supports it CheckDeviceFormat()
3195 * with the special format MAKEFOURCC('N','V','D','B') is used. It is
3196 * enabled by setting D3DRS_ADAPTIVETESS_X render state to
3197 * MAKEFOURCC('N','V','D','B') and then controlled by setting
3198 * D3DRS_ADAPTIVETESS_Z (zMin) and D3DRS_ADAPTIVETESS_W (zMax) to test
3199 * value. */
3200 if (gl_info->supported[EXT_DEPTH_BOUNDS_TEST])
3202 idx = get_format_idx(WINED3DFMT_NVDB);
3203 format_set_flag(&gl_info->formats[idx], WINED3DFMT_FLAG_TEXTURE);
3206 /* RESZ aka AMD DX9-level hack for multisampled depth buffer resolve. You query for RESZ
3207 * support by checking for availability of MAKEFOURCC('R','E','S','Z') surfaces with
3208 * RENDERTARGET usage. */
3209 if (gl_info->supported[ARB_FRAMEBUFFER_OBJECT])
3211 idx = get_format_idx(WINED3DFMT_RESZ);
3212 format_set_flag(&gl_info->formats[idx], WINED3DFMT_FLAG_TEXTURE | WINED3DFMT_FLAG_RENDERTARGET);
3215 for (i = 0; i < gl_info->format_count; ++i)
3217 struct wined3d_format *format = &gl_info->formats[i];
3219 if (!(format->flags[WINED3D_GL_RES_TYPE_TEX_2D] & WINED3DFMT_FLAG_TEXTURE))
3220 continue;
3222 if (!adapter->shader_backend->shader_color_fixup_supported(format->color_fixup)
3223 || !adapter->fragment_pipe->color_fixup_supported(format->color_fixup))
3224 format_clear_flag(&gl_info->formats[idx], WINED3DFMT_FLAG_TEXTURE);
3227 /* GL_EXT_texture_compression_s3tc does not support 3D textures. Some Windows drivers
3228 * for dx9 GPUs support it, some do not, so not supporting DXTn volumes is OK for d3d9.
3230 * Note that GL_NV_texture_compression_vtc adds this functionality to OpenGL, but the
3231 * block layout is not compatible with the one used by d3d. See volume_dxt5_test. */
3232 idx = get_format_idx(WINED3DFMT_DXT1);
3233 gl_info->formats[idx].flags[WINED3D_GL_RES_TYPE_TEX_3D] &= ~WINED3DFMT_FLAG_TEXTURE;
3234 idx = get_format_idx(WINED3DFMT_DXT2);
3235 gl_info->formats[idx].flags[WINED3D_GL_RES_TYPE_TEX_3D] &= ~WINED3DFMT_FLAG_TEXTURE;
3236 idx = get_format_idx(WINED3DFMT_DXT3);
3237 gl_info->formats[idx].flags[WINED3D_GL_RES_TYPE_TEX_3D] &= ~WINED3DFMT_FLAG_TEXTURE;
3238 idx = get_format_idx(WINED3DFMT_DXT4);
3239 gl_info->formats[idx].flags[WINED3D_GL_RES_TYPE_TEX_3D] &= ~WINED3DFMT_FLAG_TEXTURE;
3240 idx = get_format_idx(WINED3DFMT_DXT5);
3241 gl_info->formats[idx].flags[WINED3D_GL_RES_TYPE_TEX_3D] &= ~WINED3DFMT_FLAG_TEXTURE;
3242 idx = get_format_idx(WINED3DFMT_BC1_UNORM);
3243 gl_info->formats[idx].flags[WINED3D_GL_RES_TYPE_TEX_3D] &= ~WINED3DFMT_FLAG_TEXTURE;
3244 idx = get_format_idx(WINED3DFMT_BC1_UNORM_SRGB);
3245 gl_info->formats[idx].flags[WINED3D_GL_RES_TYPE_TEX_3D] &= ~WINED3DFMT_FLAG_TEXTURE;
3246 idx = get_format_idx(WINED3DFMT_BC2_UNORM);
3247 gl_info->formats[idx].flags[WINED3D_GL_RES_TYPE_TEX_3D] &= ~WINED3DFMT_FLAG_TEXTURE;
3248 idx = get_format_idx(WINED3DFMT_BC2_UNORM_SRGB);
3249 gl_info->formats[idx].flags[WINED3D_GL_RES_TYPE_TEX_3D] &= ~WINED3DFMT_FLAG_TEXTURE;
3250 idx = get_format_idx(WINED3DFMT_BC3_UNORM);
3251 gl_info->formats[idx].flags[WINED3D_GL_RES_TYPE_TEX_3D] &= ~WINED3DFMT_FLAG_TEXTURE;
3252 idx = get_format_idx(WINED3DFMT_BC3_UNORM_SRGB);
3253 gl_info->formats[idx].flags[WINED3D_GL_RES_TYPE_TEX_3D] &= ~WINED3DFMT_FLAG_TEXTURE;
3254 /* Similarly with ATI1N / ATI2N and GL_ARB_texture_compression_rgtc. */
3255 idx = get_format_idx(WINED3DFMT_ATI1N);
3256 gl_info->formats[idx].flags[WINED3D_GL_RES_TYPE_TEX_3D] &= ~WINED3DFMT_FLAG_TEXTURE;
3257 idx = get_format_idx(WINED3DFMT_ATI2N);
3258 gl_info->formats[idx].flags[WINED3D_GL_RES_TYPE_TEX_3D] &= ~WINED3DFMT_FLAG_TEXTURE;
3259 idx = get_format_idx(WINED3DFMT_BC4_UNORM);
3260 gl_info->formats[idx].flags[WINED3D_GL_RES_TYPE_TEX_3D] &= ~WINED3DFMT_FLAG_TEXTURE;
3261 idx = get_format_idx(WINED3DFMT_BC5_UNORM);
3262 gl_info->formats[idx].flags[WINED3D_GL_RES_TYPE_TEX_3D] &= ~WINED3DFMT_FLAG_TEXTURE;
3265 static unsigned int calculate_vertex_attribute_size(GLenum type, unsigned int component_count)
3267 switch (type)
3269 case GL_HALF_FLOAT:
3270 return component_count * sizeof(GLhalfNV);
3271 case GL_FLOAT:
3272 return component_count * sizeof(GLfloat);
3273 case GL_BYTE:
3274 return component_count * sizeof(GLbyte);
3275 case GL_UNSIGNED_BYTE:
3276 return component_count * sizeof(GLubyte);
3277 case GL_SHORT:
3278 return component_count * sizeof(GLshort);
3279 case GL_UNSIGNED_SHORT:
3280 return component_count * sizeof(GLushort);
3281 case GL_INT:
3282 return component_count * sizeof(GLint);
3283 case GL_UNSIGNED_INT:
3284 return component_count * sizeof(GLuint);
3285 case GL_UNSIGNED_INT_2_10_10_10_REV:
3286 return sizeof(GLuint);
3287 default:
3288 FIXME("Unhandled GL type %#x.\n", type);
3289 return 0;
3293 static BOOL init_format_vertex_info(struct wined3d_gl_info *gl_info)
3295 unsigned int i;
3297 for (i = 0; i < ARRAY_SIZE(format_vertex_info); ++i)
3299 struct wined3d_format *format;
3300 int fmt_idx = get_format_idx(format_vertex_info[i].id);
3302 if (fmt_idx == -1)
3304 ERR("Format %s (%#x) not found.\n",
3305 debug_d3dformat(format_vertex_info[i].id), format_vertex_info[i].id);
3306 return FALSE;
3309 if (!gl_info->supported[format_vertex_info[i].extension])
3310 continue;
3312 format = &gl_info->formats[fmt_idx];
3313 format->emit_idx = format_vertex_info[i].emit_idx;
3314 format->component_count = format_vertex_info[i].component_count;
3315 format->gl_vtx_type = format_vertex_info[i].gl_vtx_type;
3316 format->gl_vtx_format = format_vertex_info[i].component_count;
3317 format->gl_normalized = format_vertex_info[i].gl_normalized;
3318 if (!(format->attribute_size = calculate_vertex_attribute_size(format->gl_vtx_type,
3319 format->component_count)))
3321 ERR("Invalid attribute size for vertex format %s (%#x).\n",
3322 debug_d3dformat(format_vertex_info[i].id), format_vertex_info[i].id);
3323 return FALSE;
3327 return TRUE;
3330 static BOOL init_typeless_formats(struct wined3d_gl_info *gl_info)
3332 unsigned int flags[WINED3D_GL_RES_TYPE_COUNT];
3333 unsigned int i, j;
3335 for (i = 0; i < ARRAY_SIZE(typed_formats); ++i)
3337 struct wined3d_format *format, *typeless_format;
3338 int fmt_idx = get_format_idx(typed_formats[i].id);
3339 int typeless_fmt_idx = get_format_idx(typed_formats[i].typeless_id);
3341 if (fmt_idx == -1)
3343 ERR("Format %s (%#x) not found.\n",
3344 debug_d3dformat(typed_formats[i].id),
3345 typed_formats[i].id);
3346 return FALSE;
3348 if (typeless_fmt_idx == -1)
3350 ERR("Format %s (%#x) not found.\n",
3351 debug_d3dformat(typed_formats[i].typeless_id),
3352 typed_formats[i].typeless_id);
3353 return FALSE;
3356 format = &gl_info->formats[fmt_idx];
3357 typeless_format = &gl_info->formats[typeless_fmt_idx];
3359 memcpy(flags, typeless_format->flags, sizeof(flags));
3360 *typeless_format = *format;
3361 typeless_format->id = typed_formats[i].typeless_id;
3362 for (j = 0; j < ARRAY_SIZE(typeless_format->flags); ++j)
3363 typeless_format->flags[j] |= flags[j];
3366 return TRUE;
3369 BOOL initPixelFormatsNoGL(struct wined3d_gl_info *gl_info)
3371 if (!init_format_base_info(gl_info)) return FALSE;
3373 if (!init_format_block_info(gl_info))
3375 HeapFree(GetProcessHeap(), 0, gl_info->formats);
3376 gl_info->formats = NULL;
3377 return FALSE;
3380 return TRUE;
3383 /* Context activation is done by the caller. */
3384 BOOL wined3d_adapter_init_format_info(struct wined3d_adapter *adapter, struct wined3d_caps_gl_ctx *ctx)
3386 struct wined3d_gl_info *gl_info = &adapter->gl_info;
3388 if (!init_format_base_info(gl_info)) return FALSE;
3390 if (!init_format_block_info(gl_info)) goto fail;
3391 if (!init_format_texture_info(adapter, gl_info)) goto fail;
3392 if (!init_format_vertex_info(gl_info)) goto fail;
3394 apply_format_fixups(adapter, gl_info);
3395 init_format_fbo_compat_info(ctx);
3396 init_format_filter_info(gl_info, adapter->driver_info.vendor);
3397 if (!init_typeless_formats(gl_info)) goto fail;
3399 return TRUE;
3401 fail:
3402 HeapFree(GetProcessHeap(), 0, gl_info->formats);
3403 gl_info->formats = NULL;
3404 return FALSE;
3407 float wined3d_adapter_find_polyoffset_scale(struct wined3d_caps_gl_ctx *ctx, GLenum format)
3409 const struct wined3d_gl_info *gl_info = ctx->gl_info;
3410 static const struct wined3d_color blue = {0.0f, 0.0f, 1.0f, 1.0f};
3411 GLuint fbo, color, depth;
3412 unsigned int low = 0, high = 32, cur;
3413 DWORD readback[256];
3414 static const struct wined3d_vec3 geometry[] =
3416 {-1.0f, -1.0f, -1.0f},
3417 { 1.0f, -1.0f, 0.0f},
3418 {-1.0f, 1.0f, -1.0f},
3419 { 1.0f, 1.0f, 0.0f},
3422 /* Most drivers want 2^23 for fixed point depth buffers, including r300g, r600g,
3423 * Nvidia. Use this as a fallback if the detection fails. */
3424 unsigned int fallback = 23;
3426 if (wined3d_settings.offscreen_rendering_mode != ORM_FBO)
3428 FIXME("No FBOs, assuming polyoffset scale of 2^%u.\n", fallback);
3429 return (float)(1u << fallback);
3432 gl_info->gl_ops.gl.p_glGenTextures(1, &color);
3433 gl_info->gl_ops.gl.p_glBindTexture(GL_TEXTURE_2D, color);
3434 gl_info->gl_ops.gl.p_glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAX_LEVEL, 0);
3435 gl_info->gl_ops.gl.p_glTexImage2D(GL_TEXTURE_2D, 0, GL_RGBA8, 256, 1, 0, GL_BGRA, GL_UNSIGNED_INT_8_8_8_8_REV, 0);
3437 gl_info->fbo_ops.glGenRenderbuffers(1, &depth);
3438 gl_info->fbo_ops.glBindRenderbuffer(GL_RENDERBUFFER, depth);
3439 gl_info->fbo_ops.glRenderbufferStorage(GL_RENDERBUFFER, format, 256, 1);
3441 gl_info->fbo_ops.glGenFramebuffers(1, &fbo);
3442 gl_info->fbo_ops.glBindFramebuffer(GL_FRAMEBUFFER, fbo);
3443 gl_info->fbo_ops.glFramebufferTexture2D(GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT0, GL_TEXTURE_2D, color, 0);
3444 gl_info->fbo_ops.glFramebufferRenderbuffer(GL_FRAMEBUFFER, GL_DEPTH_ATTACHMENT, GL_RENDERBUFFER, depth);
3445 checkGLcall("Setup framebuffer");
3447 gl_info->gl_ops.gl.p_glClearColor(0.0f, 0.0f, 0.5f, 0.0f);
3448 gl_info->gl_ops.gl.p_glClearDepth(0.5f);
3449 gl_info->gl_ops.gl.p_glEnable(GL_DEPTH_TEST);
3450 gl_info->gl_ops.gl.p_glEnable(GL_POLYGON_OFFSET_FILL);
3451 gl_info->gl_ops.gl.p_glViewport(0, 0, 256, 1);
3452 checkGLcall("Misc parameters");
3454 for (;;)
3456 if (high - low <= 1)
3458 ERR("PolygonOffset scale factor detection failed, using fallback value 2^%u.\n", fallback);
3459 cur = fallback;
3460 break;
3462 cur = (low + high) / 2;
3464 gl_info->gl_ops.gl.p_glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT);
3465 /* The post viewport transform Z of the geometry runs from 0.0 to 0.5. We want to push it another
3466 * 0.25 so that the Z buffer content (0.5) cuts the quad off at half the screen. */
3467 gl_info->gl_ops.gl.p_glPolygonOffset(0.0f, (float)(1u << cur) * 0.25f);
3468 draw_test_quad(ctx, geometry, &blue);
3469 checkGLcall("Test draw");
3471 /* Rebinding texture to workaround a fglrx bug. */
3472 gl_info->gl_ops.gl.p_glBindTexture(GL_TEXTURE_2D, color);
3473 gl_info->gl_ops.gl.p_glGetTexImage(GL_TEXTURE_2D, 0, GL_BGRA, GL_UNSIGNED_INT_8_8_8_8_REV, readback);
3474 checkGLcall("readback");
3476 TRACE("low %02u, high %02u, cur %2u, 0=0x%08x, 125=0x%08x, 131=0x%08x, 255=0x%08x\n",
3477 low, high, cur, readback[0], readback[125], readback[131], readback[255]);
3479 if ((readback[125] & 0xff) < 0xa0)
3480 high = cur;
3481 else if ((readback[131] & 0xff) > 0xa0)
3482 low = cur;
3483 else
3485 TRACE("Found scale factor 2^%u for format %x\n", cur, format);
3486 break;
3490 gl_info->gl_ops.gl.p_glDeleteTextures(1, &color);
3491 gl_info->fbo_ops.glDeleteRenderbuffers(1, &depth);
3492 gl_info->fbo_ops.glDeleteFramebuffers(1, &fbo);
3493 gl_info->fbo_ops.glBindFramebuffer(GL_FRAMEBUFFER, 0);
3494 checkGLcall("Delete framebuffer");
3496 gl_info->gl_ops.gl.p_glDisable(GL_DEPTH_TEST);
3497 gl_info->gl_ops.gl.p_glDisable(GL_POLYGON_OFFSET_FILL);
3498 return (float)(1u << cur);
3501 const struct wined3d_format *wined3d_get_format(const struct wined3d_gl_info *gl_info,
3502 enum wined3d_format_id format_id)
3504 int idx = get_format_idx(format_id);
3506 if (idx == -1)
3508 FIXME("Can't find format %s (%#x) in the format lookup table\n",
3509 debug_d3dformat(format_id), format_id);
3510 /* Get the caller a valid pointer */
3511 idx = get_format_idx(WINED3DFMT_UNKNOWN);
3514 return &gl_info->formats[idx];
3517 void wined3d_format_calculate_pitch(const struct wined3d_format *format, unsigned int alignment,
3518 unsigned int width, unsigned int height, unsigned int *row_pitch, unsigned int *slice_pitch)
3520 /* For block based formats, pitch means the amount of bytes to the next
3521 * row of blocks rather than the next row of pixels. */
3522 if (format->flags[WINED3D_GL_RES_TYPE_TEX_2D] & WINED3DFMT_FLAG_BLOCKS)
3524 unsigned int row_block_count = (width + format->block_width - 1) / format->block_width;
3525 unsigned int slice_block_count = (height + format->block_height - 1) / format->block_height;
3526 *row_pitch = row_block_count * format->block_byte_count;
3527 *row_pitch = (*row_pitch + alignment - 1) & ~(alignment - 1);
3528 *slice_pitch = *row_pitch * slice_block_count;
3530 else
3532 *row_pitch = format->byte_count * width; /* Bytes / row */
3533 *row_pitch = (*row_pitch + alignment - 1) & ~(alignment - 1);
3534 *slice_pitch = *row_pitch * height;
3537 if (format->flags[WINED3D_GL_RES_TYPE_TEX_2D] & WINED3DFMT_FLAG_HEIGHT_SCALE)
3539 /* The D3D format requirements make sure that the resulting format is an integer again */
3540 *slice_pitch *= format->height_scale.numerator;
3541 *slice_pitch /= format->height_scale.denominator;
3544 TRACE("Returning row pitch %u, slice pitch %u.\n", *row_pitch, *slice_pitch);
3547 UINT wined3d_format_calculate_size(const struct wined3d_format *format, UINT alignment,
3548 UINT width, UINT height, UINT depth)
3550 unsigned int row_pitch, slice_pitch;
3552 if (format->id == WINED3DFMT_UNKNOWN)
3553 return 0;
3555 wined3d_format_calculate_pitch(format, alignment, width, height, &row_pitch, &slice_pitch);
3557 return slice_pitch * depth;
3560 /*****************************************************************************
3561 * Trace formatting of useful values
3563 const char *debug_box(const struct wined3d_box *box)
3565 if (!box)
3566 return "(null)";
3567 return wine_dbg_sprintf("(%u, %u, %u)-(%u, %u, %u)",
3568 box->left, box->top, box->front,
3569 box->right, box->bottom, box->back);
3572 const char *debug_color(const struct wined3d_color *color)
3574 if (!color)
3575 return "(null)";
3576 return wine_dbg_sprintf("{%.8e, %.8e, %.8e, %.8e}",
3577 color->r, color->g, color->b, color->a);
3580 const char *debug_ivec4(const struct wined3d_ivec4 *v)
3582 if (!v)
3583 return "(null)";
3584 return wine_dbg_sprintf("{%d, %d, %d, %d}",
3585 v->x, v->y, v->z, v->w);
3588 const char *debug_vec4(const struct wined3d_vec4 *v)
3590 if (!v)
3591 return "(null)";
3592 return wine_dbg_sprintf("{%.8e, %.8e, %.8e, %.8e}",
3593 v->x, v->y, v->z, v->w);
3596 const char *debug_d3dformat(enum wined3d_format_id format_id)
3598 switch (format_id)
3600 #define FMT_TO_STR(format_id) case format_id: return #format_id
3601 FMT_TO_STR(WINED3DFMT_UNKNOWN);
3602 FMT_TO_STR(WINED3DFMT_B8G8R8_UNORM);
3603 FMT_TO_STR(WINED3DFMT_B5G5R5X1_UNORM);
3604 FMT_TO_STR(WINED3DFMT_B4G4R4A4_UNORM);
3605 FMT_TO_STR(WINED3DFMT_B2G3R3_UNORM);
3606 FMT_TO_STR(WINED3DFMT_B2G3R3A8_UNORM);
3607 FMT_TO_STR(WINED3DFMT_B4G4R4X4_UNORM);
3608 FMT_TO_STR(WINED3DFMT_R8G8B8X8_UNORM);
3609 FMT_TO_STR(WINED3DFMT_B10G10R10A2_UNORM);
3610 FMT_TO_STR(WINED3DFMT_P8_UINT_A8_UNORM);
3611 FMT_TO_STR(WINED3DFMT_P8_UINT);
3612 FMT_TO_STR(WINED3DFMT_L8_UNORM);
3613 FMT_TO_STR(WINED3DFMT_L8A8_UNORM);
3614 FMT_TO_STR(WINED3DFMT_L4A4_UNORM);
3615 FMT_TO_STR(WINED3DFMT_R5G5_SNORM_L6_UNORM);
3616 FMT_TO_STR(WINED3DFMT_R8G8_SNORM_L8X8_UNORM);
3617 FMT_TO_STR(WINED3DFMT_R10G11B11_SNORM);
3618 FMT_TO_STR(WINED3DFMT_R10G10B10X2_UINT);
3619 FMT_TO_STR(WINED3DFMT_R10G10B10X2_SNORM);
3620 FMT_TO_STR(WINED3DFMT_R10G10B10_SNORM_A2_UNORM);
3621 FMT_TO_STR(WINED3DFMT_UYVY);
3622 FMT_TO_STR(WINED3DFMT_YUY2);
3623 FMT_TO_STR(WINED3DFMT_YV12);
3624 FMT_TO_STR(WINED3DFMT_NV12);
3625 FMT_TO_STR(WINED3DFMT_DXT1);
3626 FMT_TO_STR(WINED3DFMT_DXT2);
3627 FMT_TO_STR(WINED3DFMT_DXT3);
3628 FMT_TO_STR(WINED3DFMT_DXT4);
3629 FMT_TO_STR(WINED3DFMT_DXT5);
3630 FMT_TO_STR(WINED3DFMT_MULTI2_ARGB8);
3631 FMT_TO_STR(WINED3DFMT_G8R8_G8B8);
3632 FMT_TO_STR(WINED3DFMT_R8G8_B8G8);
3633 FMT_TO_STR(WINED3DFMT_D16_LOCKABLE);
3634 FMT_TO_STR(WINED3DFMT_D32_UNORM);
3635 FMT_TO_STR(WINED3DFMT_S1_UINT_D15_UNORM);
3636 FMT_TO_STR(WINED3DFMT_X8D24_UNORM);
3637 FMT_TO_STR(WINED3DFMT_S4X4_UINT_D24_UNORM);
3638 FMT_TO_STR(WINED3DFMT_L16_UNORM);
3639 FMT_TO_STR(WINED3DFMT_S8_UINT_D24_FLOAT);
3640 FMT_TO_STR(WINED3DFMT_VERTEXDATA);
3641 FMT_TO_STR(WINED3DFMT_R8G8_SNORM_Cx);
3642 FMT_TO_STR(WINED3DFMT_ATI1N);
3643 FMT_TO_STR(WINED3DFMT_ATI2N);
3644 FMT_TO_STR(WINED3DFMT_NVDB);
3645 FMT_TO_STR(WINED3DFMT_NVHU);
3646 FMT_TO_STR(WINED3DFMT_NVHS);
3647 FMT_TO_STR(WINED3DFMT_R32G32B32A32_TYPELESS);
3648 FMT_TO_STR(WINED3DFMT_R32G32B32A32_FLOAT);
3649 FMT_TO_STR(WINED3DFMT_R32G32B32A32_UINT);
3650 FMT_TO_STR(WINED3DFMT_R32G32B32A32_SINT);
3651 FMT_TO_STR(WINED3DFMT_R32G32B32_TYPELESS);
3652 FMT_TO_STR(WINED3DFMT_R32G32B32_FLOAT);
3653 FMT_TO_STR(WINED3DFMT_R32G32B32_UINT);
3654 FMT_TO_STR(WINED3DFMT_R32G32B32_SINT);
3655 FMT_TO_STR(WINED3DFMT_R16G16B16A16_TYPELESS);
3656 FMT_TO_STR(WINED3DFMT_R16G16B16A16_FLOAT);
3657 FMT_TO_STR(WINED3DFMT_R16G16B16A16_UNORM);
3658 FMT_TO_STR(WINED3DFMT_R16G16B16A16_UINT);
3659 FMT_TO_STR(WINED3DFMT_R16G16B16A16_SNORM);
3660 FMT_TO_STR(WINED3DFMT_R16G16B16A16_SINT);
3661 FMT_TO_STR(WINED3DFMT_R32G32_TYPELESS);
3662 FMT_TO_STR(WINED3DFMT_R32G32_FLOAT);
3663 FMT_TO_STR(WINED3DFMT_R32G32_UINT);
3664 FMT_TO_STR(WINED3DFMT_R32G32_SINT);
3665 FMT_TO_STR(WINED3DFMT_R32G8X24_TYPELESS);
3666 FMT_TO_STR(WINED3DFMT_D32_FLOAT_S8X24_UINT);
3667 FMT_TO_STR(WINED3DFMT_R32_FLOAT_X8X24_TYPELESS);
3668 FMT_TO_STR(WINED3DFMT_X32_TYPELESS_G8X24_UINT);
3669 FMT_TO_STR(WINED3DFMT_R10G10B10A2_TYPELESS);
3670 FMT_TO_STR(WINED3DFMT_R10G10B10A2_UNORM);
3671 FMT_TO_STR(WINED3DFMT_R10G10B10A2_UINT);
3672 FMT_TO_STR(WINED3DFMT_R10G10B10A2_SNORM);
3673 FMT_TO_STR(WINED3DFMT_R11G11B10_FLOAT);
3674 FMT_TO_STR(WINED3DFMT_R8G8B8A8_TYPELESS);
3675 FMT_TO_STR(WINED3DFMT_R8G8B8A8_UNORM);
3676 FMT_TO_STR(WINED3DFMT_R8G8B8A8_UNORM_SRGB);
3677 FMT_TO_STR(WINED3DFMT_R8G8B8A8_UINT);
3678 FMT_TO_STR(WINED3DFMT_R8G8B8A8_SNORM);
3679 FMT_TO_STR(WINED3DFMT_R8G8B8A8_SINT);
3680 FMT_TO_STR(WINED3DFMT_R16G16_TYPELESS);
3681 FMT_TO_STR(WINED3DFMT_R16G16_FLOAT);
3682 FMT_TO_STR(WINED3DFMT_R16G16_UNORM);
3683 FMT_TO_STR(WINED3DFMT_R16G16_UINT);
3684 FMT_TO_STR(WINED3DFMT_R16G16_SNORM);
3685 FMT_TO_STR(WINED3DFMT_R16G16_SINT);
3686 FMT_TO_STR(WINED3DFMT_R32_TYPELESS);
3687 FMT_TO_STR(WINED3DFMT_D32_FLOAT);
3688 FMT_TO_STR(WINED3DFMT_R32_FLOAT);
3689 FMT_TO_STR(WINED3DFMT_R32_UINT);
3690 FMT_TO_STR(WINED3DFMT_R32_SINT);
3691 FMT_TO_STR(WINED3DFMT_R24G8_TYPELESS);
3692 FMT_TO_STR(WINED3DFMT_D24_UNORM_S8_UINT);
3693 FMT_TO_STR(WINED3DFMT_R24_UNORM_X8_TYPELESS);
3694 FMT_TO_STR(WINED3DFMT_X24_TYPELESS_G8_UINT);
3695 FMT_TO_STR(WINED3DFMT_R8G8_TYPELESS);
3696 FMT_TO_STR(WINED3DFMT_R8G8_UNORM);
3697 FMT_TO_STR(WINED3DFMT_R8G8_UINT);
3698 FMT_TO_STR(WINED3DFMT_R8G8_SNORM);
3699 FMT_TO_STR(WINED3DFMT_R8G8_SINT);
3700 FMT_TO_STR(WINED3DFMT_R16_TYPELESS);
3701 FMT_TO_STR(WINED3DFMT_R16_FLOAT);
3702 FMT_TO_STR(WINED3DFMT_D16_UNORM);
3703 FMT_TO_STR(WINED3DFMT_R16_UNORM);
3704 FMT_TO_STR(WINED3DFMT_R16_UINT);
3705 FMT_TO_STR(WINED3DFMT_R16_SNORM);
3706 FMT_TO_STR(WINED3DFMT_R16_SINT);
3707 FMT_TO_STR(WINED3DFMT_R8_TYPELESS);
3708 FMT_TO_STR(WINED3DFMT_R8_UNORM);
3709 FMT_TO_STR(WINED3DFMT_R8_UINT);
3710 FMT_TO_STR(WINED3DFMT_R8_SNORM);
3711 FMT_TO_STR(WINED3DFMT_R8_SINT);
3712 FMT_TO_STR(WINED3DFMT_A8_UNORM);
3713 FMT_TO_STR(WINED3DFMT_R1_UNORM);
3714 FMT_TO_STR(WINED3DFMT_R9G9B9E5_SHAREDEXP);
3715 FMT_TO_STR(WINED3DFMT_R8G8_B8G8_UNORM);
3716 FMT_TO_STR(WINED3DFMT_G8R8_G8B8_UNORM);
3717 FMT_TO_STR(WINED3DFMT_BC1_TYPELESS);
3718 FMT_TO_STR(WINED3DFMT_BC1_UNORM);
3719 FMT_TO_STR(WINED3DFMT_BC1_UNORM_SRGB);
3720 FMT_TO_STR(WINED3DFMT_BC2_TYPELESS);
3721 FMT_TO_STR(WINED3DFMT_BC2_UNORM);
3722 FMT_TO_STR(WINED3DFMT_BC2_UNORM_SRGB);
3723 FMT_TO_STR(WINED3DFMT_BC3_TYPELESS);
3724 FMT_TO_STR(WINED3DFMT_BC3_UNORM);
3725 FMT_TO_STR(WINED3DFMT_BC3_UNORM_SRGB);
3726 FMT_TO_STR(WINED3DFMT_BC4_TYPELESS);
3727 FMT_TO_STR(WINED3DFMT_BC4_UNORM);
3728 FMT_TO_STR(WINED3DFMT_BC4_SNORM);
3729 FMT_TO_STR(WINED3DFMT_BC5_TYPELESS);
3730 FMT_TO_STR(WINED3DFMT_BC5_UNORM);
3731 FMT_TO_STR(WINED3DFMT_BC5_SNORM);
3732 FMT_TO_STR(WINED3DFMT_B5G6R5_UNORM);
3733 FMT_TO_STR(WINED3DFMT_B5G5R5A1_UNORM);
3734 FMT_TO_STR(WINED3DFMT_B8G8R8A8_UNORM);
3735 FMT_TO_STR(WINED3DFMT_B8G8R8X8_UNORM);
3736 FMT_TO_STR(WINED3DFMT_B8G8R8A8_TYPELESS);
3737 FMT_TO_STR(WINED3DFMT_B8G8R8A8_UNORM_SRGB);
3738 FMT_TO_STR(WINED3DFMT_B8G8R8X8_TYPELESS);
3739 FMT_TO_STR(WINED3DFMT_B8G8R8X8_UNORM_SRGB);
3740 FMT_TO_STR(WINED3DFMT_BC7_TYPELESS);
3741 FMT_TO_STR(WINED3DFMT_BC7_UNORM);
3742 FMT_TO_STR(WINED3DFMT_BC7_UNORM_SRGB);
3743 FMT_TO_STR(WINED3DFMT_INTZ);
3744 FMT_TO_STR(WINED3DFMT_RESZ);
3745 FMT_TO_STR(WINED3DFMT_NULL);
3746 FMT_TO_STR(WINED3DFMT_R16);
3747 FMT_TO_STR(WINED3DFMT_AL16);
3748 #undef FMT_TO_STR
3749 default:
3751 char fourcc[5];
3752 fourcc[0] = (char)(format_id);
3753 fourcc[1] = (char)(format_id >> 8);
3754 fourcc[2] = (char)(format_id >> 16);
3755 fourcc[3] = (char)(format_id >> 24);
3756 fourcc[4] = 0;
3757 if (isprint(fourcc[0]) && isprint(fourcc[1]) && isprint(fourcc[2]) && isprint(fourcc[3]))
3758 FIXME("Unrecognized %#x (as fourcc: %s) WINED3DFORMAT!\n", format_id, fourcc);
3759 else
3760 FIXME("Unrecognized %#x WINED3DFORMAT!\n", format_id);
3762 return "unrecognized";
3766 const char *debug_d3ddevicetype(enum wined3d_device_type device_type)
3768 switch (device_type)
3770 #define DEVTYPE_TO_STR(dev) case dev: return #dev
3771 DEVTYPE_TO_STR(WINED3D_DEVICE_TYPE_HAL);
3772 DEVTYPE_TO_STR(WINED3D_DEVICE_TYPE_REF);
3773 DEVTYPE_TO_STR(WINED3D_DEVICE_TYPE_SW);
3774 #undef DEVTYPE_TO_STR
3775 default:
3776 FIXME("Unrecognized device type %#x.\n", device_type);
3777 return "unrecognized";
3781 const char *debug_d3dusage(DWORD usage)
3783 char buf[552];
3785 buf[0] = '\0';
3786 #define WINED3DUSAGE_TO_STR(u) if (usage & u) { strcat(buf, " | "#u); usage &= ~u; }
3787 WINED3DUSAGE_TO_STR(WINED3DUSAGE_RENDERTARGET);
3788 WINED3DUSAGE_TO_STR(WINED3DUSAGE_DEPTHSTENCIL);
3789 WINED3DUSAGE_TO_STR(WINED3DUSAGE_WRITEONLY);
3790 WINED3DUSAGE_TO_STR(WINED3DUSAGE_SOFTWAREPROCESSING);
3791 WINED3DUSAGE_TO_STR(WINED3DUSAGE_DONOTCLIP);
3792 WINED3DUSAGE_TO_STR(WINED3DUSAGE_POINTS);
3793 WINED3DUSAGE_TO_STR(WINED3DUSAGE_RTPATCHES);
3794 WINED3DUSAGE_TO_STR(WINED3DUSAGE_NPATCHES);
3795 WINED3DUSAGE_TO_STR(WINED3DUSAGE_DYNAMIC);
3796 WINED3DUSAGE_TO_STR(WINED3DUSAGE_AUTOGENMIPMAP);
3797 WINED3DUSAGE_TO_STR(WINED3DUSAGE_RESTRICTED_CONTENT);
3798 WINED3DUSAGE_TO_STR(WINED3DUSAGE_RESTRICT_SHARED_RESOURCE_DRIVER);
3799 WINED3DUSAGE_TO_STR(WINED3DUSAGE_RESTRICT_SHARED_RESOURCE);
3800 WINED3DUSAGE_TO_STR(WINED3DUSAGE_DMAP);
3801 WINED3DUSAGE_TO_STR(WINED3DUSAGE_TEXTAPI);
3802 WINED3DUSAGE_TO_STR(WINED3DUSAGE_LEGACY_CUBEMAP);
3803 WINED3DUSAGE_TO_STR(WINED3DUSAGE_TEXTURE);
3804 WINED3DUSAGE_TO_STR(WINED3DUSAGE_OWNDC);
3805 WINED3DUSAGE_TO_STR(WINED3DUSAGE_STATICDECL);
3806 WINED3DUSAGE_TO_STR(WINED3DUSAGE_OVERLAY);
3807 #undef WINED3DUSAGE_TO_STR
3808 if (usage) FIXME("Unrecognized usage flag(s) %#x\n", usage);
3810 return buf[0] ? wine_dbg_sprintf("%s", &buf[3]) : "0";
3813 const char *debug_d3dusagequery(DWORD usagequery)
3815 char buf[238];
3817 buf[0] = '\0';
3818 #define WINED3DUSAGEQUERY_TO_STR(u) if (usagequery & u) { strcat(buf, " | "#u); usagequery &= ~u; }
3819 WINED3DUSAGEQUERY_TO_STR(WINED3DUSAGE_QUERY_FILTER);
3820 WINED3DUSAGEQUERY_TO_STR(WINED3DUSAGE_QUERY_LEGACYBUMPMAP);
3821 WINED3DUSAGEQUERY_TO_STR(WINED3DUSAGE_QUERY_POSTPIXELSHADER_BLENDING);
3822 WINED3DUSAGEQUERY_TO_STR(WINED3DUSAGE_QUERY_SRGBREAD);
3823 WINED3DUSAGEQUERY_TO_STR(WINED3DUSAGE_QUERY_SRGBWRITE);
3824 WINED3DUSAGEQUERY_TO_STR(WINED3DUSAGE_QUERY_VERTEXTEXTURE);
3825 WINED3DUSAGEQUERY_TO_STR(WINED3DUSAGE_QUERY_WRAPANDMIP);
3826 #undef WINED3DUSAGEQUERY_TO_STR
3827 if (usagequery) FIXME("Unrecognized usage query flag(s) %#x\n", usagequery);
3829 return buf[0] ? wine_dbg_sprintf("%s", &buf[3]) : "0";
3832 const char *debug_d3ddeclmethod(enum wined3d_decl_method method)
3834 switch (method)
3836 #define WINED3DDECLMETHOD_TO_STR(u) case u: return #u
3837 WINED3DDECLMETHOD_TO_STR(WINED3D_DECL_METHOD_DEFAULT);
3838 WINED3DDECLMETHOD_TO_STR(WINED3D_DECL_METHOD_PARTIAL_U);
3839 WINED3DDECLMETHOD_TO_STR(WINED3D_DECL_METHOD_PARTIAL_V);
3840 WINED3DDECLMETHOD_TO_STR(WINED3D_DECL_METHOD_CROSS_UV);
3841 WINED3DDECLMETHOD_TO_STR(WINED3D_DECL_METHOD_UV);
3842 WINED3DDECLMETHOD_TO_STR(WINED3D_DECL_METHOD_LOOKUP);
3843 WINED3DDECLMETHOD_TO_STR(WINED3D_DECL_METHOD_LOOKUP_PRESAMPLED);
3844 #undef WINED3DDECLMETHOD_TO_STR
3845 default:
3846 FIXME("Unrecognized declaration method %#x.\n", method);
3847 return "unrecognized";
3851 const char *debug_d3ddeclusage(enum wined3d_decl_usage usage)
3853 switch (usage)
3855 #define WINED3DDECLUSAGE_TO_STR(u) case u: return #u
3856 WINED3DDECLUSAGE_TO_STR(WINED3D_DECL_USAGE_POSITION);
3857 WINED3DDECLUSAGE_TO_STR(WINED3D_DECL_USAGE_BLEND_WEIGHT);
3858 WINED3DDECLUSAGE_TO_STR(WINED3D_DECL_USAGE_BLEND_INDICES);
3859 WINED3DDECLUSAGE_TO_STR(WINED3D_DECL_USAGE_NORMAL);
3860 WINED3DDECLUSAGE_TO_STR(WINED3D_DECL_USAGE_PSIZE);
3861 WINED3DDECLUSAGE_TO_STR(WINED3D_DECL_USAGE_TEXCOORD);
3862 WINED3DDECLUSAGE_TO_STR(WINED3D_DECL_USAGE_TANGENT);
3863 WINED3DDECLUSAGE_TO_STR(WINED3D_DECL_USAGE_BINORMAL);
3864 WINED3DDECLUSAGE_TO_STR(WINED3D_DECL_USAGE_TESS_FACTOR);
3865 WINED3DDECLUSAGE_TO_STR(WINED3D_DECL_USAGE_POSITIONT);
3866 WINED3DDECLUSAGE_TO_STR(WINED3D_DECL_USAGE_COLOR);
3867 WINED3DDECLUSAGE_TO_STR(WINED3D_DECL_USAGE_FOG);
3868 WINED3DDECLUSAGE_TO_STR(WINED3D_DECL_USAGE_DEPTH);
3869 WINED3DDECLUSAGE_TO_STR(WINED3D_DECL_USAGE_SAMPLE);
3870 #undef WINED3DDECLUSAGE_TO_STR
3871 default:
3872 FIXME("Unrecognized %u declaration usage!\n", usage);
3873 return "unrecognized";
3877 const char *debug_d3dinput_classification(enum wined3d_input_classification classification)
3879 switch (classification)
3881 #define WINED3D_TO_STR(x) case x: return #x
3882 WINED3D_TO_STR(WINED3D_INPUT_PER_VERTEX_DATA);
3883 WINED3D_TO_STR(WINED3D_INPUT_PER_INSTANCE_DATA);
3884 #undef WINED3D_TO_STR
3885 default:
3886 FIXME("Unrecognized input classification %#x.\n", classification);
3887 return "unrecognized";
3891 const char *debug_d3dresourcetype(enum wined3d_resource_type resource_type)
3893 switch (resource_type)
3895 #define WINED3D_TO_STR(x) case x: return #x
3896 WINED3D_TO_STR(WINED3D_RTYPE_BUFFER);
3897 WINED3D_TO_STR(WINED3D_RTYPE_TEXTURE_2D);
3898 WINED3D_TO_STR(WINED3D_RTYPE_TEXTURE_3D);
3899 #undef WINED3D_TO_STR
3900 default:
3901 FIXME("Unrecognized resource type %#x.\n", resource_type);
3902 return "unrecognized";
3906 const char *debug_d3dprimitivetype(enum wined3d_primitive_type primitive_type)
3908 switch (primitive_type)
3910 #define PRIM_TO_STR(prim) case prim: return #prim
3911 PRIM_TO_STR(WINED3D_PT_UNDEFINED);
3912 PRIM_TO_STR(WINED3D_PT_POINTLIST);
3913 PRIM_TO_STR(WINED3D_PT_LINELIST);
3914 PRIM_TO_STR(WINED3D_PT_LINESTRIP);
3915 PRIM_TO_STR(WINED3D_PT_TRIANGLELIST);
3916 PRIM_TO_STR(WINED3D_PT_TRIANGLESTRIP);
3917 PRIM_TO_STR(WINED3D_PT_TRIANGLEFAN);
3918 PRIM_TO_STR(WINED3D_PT_LINELIST_ADJ);
3919 PRIM_TO_STR(WINED3D_PT_LINESTRIP_ADJ);
3920 PRIM_TO_STR(WINED3D_PT_TRIANGLELIST_ADJ);
3921 PRIM_TO_STR(WINED3D_PT_TRIANGLESTRIP_ADJ);
3922 #undef PRIM_TO_STR
3923 default:
3924 FIXME("Unrecognized %u primitive type!\n", primitive_type);
3925 return "unrecognized";
3929 const char *debug_d3drenderstate(enum wined3d_render_state state)
3931 switch (state)
3933 #define D3DSTATE_TO_STR(u) case u: return #u
3934 D3DSTATE_TO_STR(WINED3D_RS_ANTIALIAS);
3935 D3DSTATE_TO_STR(WINED3D_RS_TEXTUREPERSPECTIVE);
3936 D3DSTATE_TO_STR(WINED3D_RS_WRAPU);
3937 D3DSTATE_TO_STR(WINED3D_RS_WRAPV);
3938 D3DSTATE_TO_STR(WINED3D_RS_ZENABLE);
3939 D3DSTATE_TO_STR(WINED3D_RS_FILLMODE);
3940 D3DSTATE_TO_STR(WINED3D_RS_SHADEMODE);
3941 D3DSTATE_TO_STR(WINED3D_RS_LINEPATTERN);
3942 D3DSTATE_TO_STR(WINED3D_RS_MONOENABLE);
3943 D3DSTATE_TO_STR(WINED3D_RS_ROP2);
3944 D3DSTATE_TO_STR(WINED3D_RS_PLANEMASK);
3945 D3DSTATE_TO_STR(WINED3D_RS_ZWRITEENABLE);
3946 D3DSTATE_TO_STR(WINED3D_RS_ALPHATESTENABLE);
3947 D3DSTATE_TO_STR(WINED3D_RS_LASTPIXEL);
3948 D3DSTATE_TO_STR(WINED3D_RS_SRCBLEND);
3949 D3DSTATE_TO_STR(WINED3D_RS_DESTBLEND);
3950 D3DSTATE_TO_STR(WINED3D_RS_CULLMODE);
3951 D3DSTATE_TO_STR(WINED3D_RS_ZFUNC);
3952 D3DSTATE_TO_STR(WINED3D_RS_ALPHAREF);
3953 D3DSTATE_TO_STR(WINED3D_RS_ALPHAFUNC);
3954 D3DSTATE_TO_STR(WINED3D_RS_DITHERENABLE);
3955 D3DSTATE_TO_STR(WINED3D_RS_ALPHABLENDENABLE);
3956 D3DSTATE_TO_STR(WINED3D_RS_FOGENABLE);
3957 D3DSTATE_TO_STR(WINED3D_RS_SPECULARENABLE);
3958 D3DSTATE_TO_STR(WINED3D_RS_ZVISIBLE);
3959 D3DSTATE_TO_STR(WINED3D_RS_SUBPIXEL);
3960 D3DSTATE_TO_STR(WINED3D_RS_SUBPIXELX);
3961 D3DSTATE_TO_STR(WINED3D_RS_STIPPLEDALPHA);
3962 D3DSTATE_TO_STR(WINED3D_RS_FOGCOLOR);
3963 D3DSTATE_TO_STR(WINED3D_RS_FOGTABLEMODE);
3964 D3DSTATE_TO_STR(WINED3D_RS_FOGSTART);
3965 D3DSTATE_TO_STR(WINED3D_RS_FOGEND);
3966 D3DSTATE_TO_STR(WINED3D_RS_FOGDENSITY);
3967 D3DSTATE_TO_STR(WINED3D_RS_STIPPLEENABLE);
3968 D3DSTATE_TO_STR(WINED3D_RS_EDGEANTIALIAS);
3969 D3DSTATE_TO_STR(WINED3D_RS_COLORKEYENABLE);
3970 D3DSTATE_TO_STR(WINED3D_RS_MIPMAPLODBIAS);
3971 D3DSTATE_TO_STR(WINED3D_RS_RANGEFOGENABLE);
3972 D3DSTATE_TO_STR(WINED3D_RS_ANISOTROPY);
3973 D3DSTATE_TO_STR(WINED3D_RS_FLUSHBATCH);
3974 D3DSTATE_TO_STR(WINED3D_RS_TRANSLUCENTSORTINDEPENDENT);
3975 D3DSTATE_TO_STR(WINED3D_RS_STENCILENABLE);
3976 D3DSTATE_TO_STR(WINED3D_RS_STENCILFAIL);
3977 D3DSTATE_TO_STR(WINED3D_RS_STENCILZFAIL);
3978 D3DSTATE_TO_STR(WINED3D_RS_STENCILPASS);
3979 D3DSTATE_TO_STR(WINED3D_RS_STENCILFUNC);
3980 D3DSTATE_TO_STR(WINED3D_RS_STENCILREF);
3981 D3DSTATE_TO_STR(WINED3D_RS_STENCILMASK);
3982 D3DSTATE_TO_STR(WINED3D_RS_STENCILWRITEMASK);
3983 D3DSTATE_TO_STR(WINED3D_RS_TEXTUREFACTOR);
3984 D3DSTATE_TO_STR(WINED3D_RS_WRAP0);
3985 D3DSTATE_TO_STR(WINED3D_RS_WRAP1);
3986 D3DSTATE_TO_STR(WINED3D_RS_WRAP2);
3987 D3DSTATE_TO_STR(WINED3D_RS_WRAP3);
3988 D3DSTATE_TO_STR(WINED3D_RS_WRAP4);
3989 D3DSTATE_TO_STR(WINED3D_RS_WRAP5);
3990 D3DSTATE_TO_STR(WINED3D_RS_WRAP6);
3991 D3DSTATE_TO_STR(WINED3D_RS_WRAP7);
3992 D3DSTATE_TO_STR(WINED3D_RS_CLIPPING);
3993 D3DSTATE_TO_STR(WINED3D_RS_LIGHTING);
3994 D3DSTATE_TO_STR(WINED3D_RS_EXTENTS);
3995 D3DSTATE_TO_STR(WINED3D_RS_AMBIENT);
3996 D3DSTATE_TO_STR(WINED3D_RS_FOGVERTEXMODE);
3997 D3DSTATE_TO_STR(WINED3D_RS_COLORVERTEX);
3998 D3DSTATE_TO_STR(WINED3D_RS_LOCALVIEWER);
3999 D3DSTATE_TO_STR(WINED3D_RS_NORMALIZENORMALS);
4000 D3DSTATE_TO_STR(WINED3D_RS_COLORKEYBLENDENABLE);
4001 D3DSTATE_TO_STR(WINED3D_RS_DIFFUSEMATERIALSOURCE);
4002 D3DSTATE_TO_STR(WINED3D_RS_SPECULARMATERIALSOURCE);
4003 D3DSTATE_TO_STR(WINED3D_RS_AMBIENTMATERIALSOURCE);
4004 D3DSTATE_TO_STR(WINED3D_RS_EMISSIVEMATERIALSOURCE);
4005 D3DSTATE_TO_STR(WINED3D_RS_VERTEXBLEND);
4006 D3DSTATE_TO_STR(WINED3D_RS_CLIPPLANEENABLE);
4007 D3DSTATE_TO_STR(WINED3D_RS_SOFTWAREVERTEXPROCESSING);
4008 D3DSTATE_TO_STR(WINED3D_RS_POINTSIZE);
4009 D3DSTATE_TO_STR(WINED3D_RS_POINTSIZE_MIN);
4010 D3DSTATE_TO_STR(WINED3D_RS_POINTSPRITEENABLE);
4011 D3DSTATE_TO_STR(WINED3D_RS_POINTSCALEENABLE);
4012 D3DSTATE_TO_STR(WINED3D_RS_POINTSCALE_A);
4013 D3DSTATE_TO_STR(WINED3D_RS_POINTSCALE_B);
4014 D3DSTATE_TO_STR(WINED3D_RS_POINTSCALE_C);
4015 D3DSTATE_TO_STR(WINED3D_RS_MULTISAMPLEANTIALIAS);
4016 D3DSTATE_TO_STR(WINED3D_RS_MULTISAMPLEMASK);
4017 D3DSTATE_TO_STR(WINED3D_RS_PATCHEDGESTYLE);
4018 D3DSTATE_TO_STR(WINED3D_RS_PATCHSEGMENTS);
4019 D3DSTATE_TO_STR(WINED3D_RS_DEBUGMONITORTOKEN);
4020 D3DSTATE_TO_STR(WINED3D_RS_POINTSIZE_MAX);
4021 D3DSTATE_TO_STR(WINED3D_RS_INDEXEDVERTEXBLENDENABLE);
4022 D3DSTATE_TO_STR(WINED3D_RS_COLORWRITEENABLE);
4023 D3DSTATE_TO_STR(WINED3D_RS_TWEENFACTOR);
4024 D3DSTATE_TO_STR(WINED3D_RS_BLENDOP);
4025 D3DSTATE_TO_STR(WINED3D_RS_POSITIONDEGREE);
4026 D3DSTATE_TO_STR(WINED3D_RS_NORMALDEGREE);
4027 D3DSTATE_TO_STR(WINED3D_RS_SCISSORTESTENABLE);
4028 D3DSTATE_TO_STR(WINED3D_RS_SLOPESCALEDEPTHBIAS);
4029 D3DSTATE_TO_STR(WINED3D_RS_ANTIALIASEDLINEENABLE);
4030 D3DSTATE_TO_STR(WINED3D_RS_MINTESSELLATIONLEVEL);
4031 D3DSTATE_TO_STR(WINED3D_RS_MAXTESSELLATIONLEVEL);
4032 D3DSTATE_TO_STR(WINED3D_RS_ADAPTIVETESS_X);
4033 D3DSTATE_TO_STR(WINED3D_RS_ADAPTIVETESS_Y);
4034 D3DSTATE_TO_STR(WINED3D_RS_ADAPTIVETESS_Z);
4035 D3DSTATE_TO_STR(WINED3D_RS_ADAPTIVETESS_W);
4036 D3DSTATE_TO_STR(WINED3D_RS_ENABLEADAPTIVETESSELLATION);
4037 D3DSTATE_TO_STR(WINED3D_RS_TWOSIDEDSTENCILMODE);
4038 D3DSTATE_TO_STR(WINED3D_RS_CCW_STENCILFAIL);
4039 D3DSTATE_TO_STR(WINED3D_RS_CCW_STENCILZFAIL);
4040 D3DSTATE_TO_STR(WINED3D_RS_CCW_STENCILPASS);
4041 D3DSTATE_TO_STR(WINED3D_RS_CCW_STENCILFUNC);
4042 D3DSTATE_TO_STR(WINED3D_RS_COLORWRITEENABLE1);
4043 D3DSTATE_TO_STR(WINED3D_RS_COLORWRITEENABLE2);
4044 D3DSTATE_TO_STR(WINED3D_RS_COLORWRITEENABLE3);
4045 D3DSTATE_TO_STR(WINED3D_RS_BLENDFACTOR);
4046 D3DSTATE_TO_STR(WINED3D_RS_SRGBWRITEENABLE);
4047 D3DSTATE_TO_STR(WINED3D_RS_DEPTHBIAS);
4048 D3DSTATE_TO_STR(WINED3D_RS_WRAP8);
4049 D3DSTATE_TO_STR(WINED3D_RS_WRAP9);
4050 D3DSTATE_TO_STR(WINED3D_RS_WRAP10);
4051 D3DSTATE_TO_STR(WINED3D_RS_WRAP11);
4052 D3DSTATE_TO_STR(WINED3D_RS_WRAP12);
4053 D3DSTATE_TO_STR(WINED3D_RS_WRAP13);
4054 D3DSTATE_TO_STR(WINED3D_RS_WRAP14);
4055 D3DSTATE_TO_STR(WINED3D_RS_WRAP15);
4056 D3DSTATE_TO_STR(WINED3D_RS_SEPARATEALPHABLENDENABLE);
4057 D3DSTATE_TO_STR(WINED3D_RS_SRCBLENDALPHA);
4058 D3DSTATE_TO_STR(WINED3D_RS_DESTBLENDALPHA);
4059 D3DSTATE_TO_STR(WINED3D_RS_BLENDOPALPHA);
4060 #undef D3DSTATE_TO_STR
4061 default:
4062 FIXME("Unrecognized %u render state!\n", state);
4063 return "unrecognized";
4067 const char *debug_d3dsamplerstate(enum wined3d_sampler_state state)
4069 switch (state)
4071 #define D3DSTATE_TO_STR(u) case u: return #u
4072 D3DSTATE_TO_STR(WINED3D_SAMP_BORDER_COLOR);
4073 D3DSTATE_TO_STR(WINED3D_SAMP_ADDRESS_U);
4074 D3DSTATE_TO_STR(WINED3D_SAMP_ADDRESS_V);
4075 D3DSTATE_TO_STR(WINED3D_SAMP_ADDRESS_W);
4076 D3DSTATE_TO_STR(WINED3D_SAMP_MAG_FILTER);
4077 D3DSTATE_TO_STR(WINED3D_SAMP_MIN_FILTER);
4078 D3DSTATE_TO_STR(WINED3D_SAMP_MIP_FILTER);
4079 D3DSTATE_TO_STR(WINED3D_SAMP_MIPMAP_LOD_BIAS);
4080 D3DSTATE_TO_STR(WINED3D_SAMP_MAX_MIP_LEVEL);
4081 D3DSTATE_TO_STR(WINED3D_SAMP_MAX_ANISOTROPY);
4082 D3DSTATE_TO_STR(WINED3D_SAMP_SRGB_TEXTURE);
4083 D3DSTATE_TO_STR(WINED3D_SAMP_ELEMENT_INDEX);
4084 D3DSTATE_TO_STR(WINED3D_SAMP_DMAP_OFFSET);
4085 #undef D3DSTATE_TO_STR
4086 default:
4087 FIXME("Unrecognized %u sampler state!\n", state);
4088 return "unrecognized";
4092 const char *debug_d3dtexturefiltertype(enum wined3d_texture_filter_type filter_type)
4094 switch (filter_type)
4096 #define D3DTEXTUREFILTERTYPE_TO_STR(u) case u: return #u
4097 D3DTEXTUREFILTERTYPE_TO_STR(WINED3D_TEXF_NONE);
4098 D3DTEXTUREFILTERTYPE_TO_STR(WINED3D_TEXF_POINT);
4099 D3DTEXTUREFILTERTYPE_TO_STR(WINED3D_TEXF_LINEAR);
4100 D3DTEXTUREFILTERTYPE_TO_STR(WINED3D_TEXF_ANISOTROPIC);
4101 D3DTEXTUREFILTERTYPE_TO_STR(WINED3D_TEXF_FLAT_CUBIC);
4102 D3DTEXTUREFILTERTYPE_TO_STR(WINED3D_TEXF_GAUSSIAN_CUBIC);
4103 D3DTEXTUREFILTERTYPE_TO_STR(WINED3D_TEXF_PYRAMIDAL_QUAD);
4104 D3DTEXTUREFILTERTYPE_TO_STR(WINED3D_TEXF_GAUSSIAN_QUAD);
4105 #undef D3DTEXTUREFILTERTYPE_TO_STR
4106 default:
4107 FIXME("Unrecognized texture filter type 0x%08x.\n", filter_type);
4108 return "unrecognized";
4112 const char *debug_d3dtexturestate(enum wined3d_texture_stage_state state)
4114 switch (state)
4116 #define D3DSTATE_TO_STR(u) case u: return #u
4117 D3DSTATE_TO_STR(WINED3D_TSS_COLOR_OP);
4118 D3DSTATE_TO_STR(WINED3D_TSS_COLOR_ARG1);
4119 D3DSTATE_TO_STR(WINED3D_TSS_COLOR_ARG2);
4120 D3DSTATE_TO_STR(WINED3D_TSS_ALPHA_OP);
4121 D3DSTATE_TO_STR(WINED3D_TSS_ALPHA_ARG1);
4122 D3DSTATE_TO_STR(WINED3D_TSS_ALPHA_ARG2);
4123 D3DSTATE_TO_STR(WINED3D_TSS_BUMPENV_MAT00);
4124 D3DSTATE_TO_STR(WINED3D_TSS_BUMPENV_MAT01);
4125 D3DSTATE_TO_STR(WINED3D_TSS_BUMPENV_MAT10);
4126 D3DSTATE_TO_STR(WINED3D_TSS_BUMPENV_MAT11);
4127 D3DSTATE_TO_STR(WINED3D_TSS_TEXCOORD_INDEX);
4128 D3DSTATE_TO_STR(WINED3D_TSS_BUMPENV_LSCALE);
4129 D3DSTATE_TO_STR(WINED3D_TSS_BUMPENV_LOFFSET);
4130 D3DSTATE_TO_STR(WINED3D_TSS_TEXTURE_TRANSFORM_FLAGS);
4131 D3DSTATE_TO_STR(WINED3D_TSS_COLOR_ARG0);
4132 D3DSTATE_TO_STR(WINED3D_TSS_ALPHA_ARG0);
4133 D3DSTATE_TO_STR(WINED3D_TSS_RESULT_ARG);
4134 D3DSTATE_TO_STR(WINED3D_TSS_CONSTANT);
4135 #undef D3DSTATE_TO_STR
4136 default:
4137 FIXME("Unrecognized %u texture state!\n", state);
4138 return "unrecognized";
4142 const char *debug_d3dtop(enum wined3d_texture_op d3dtop)
4144 switch (d3dtop)
4146 #define D3DTOP_TO_STR(u) case u: return #u
4147 D3DTOP_TO_STR(WINED3D_TOP_DISABLE);
4148 D3DTOP_TO_STR(WINED3D_TOP_SELECT_ARG1);
4149 D3DTOP_TO_STR(WINED3D_TOP_SELECT_ARG2);
4150 D3DTOP_TO_STR(WINED3D_TOP_MODULATE);
4151 D3DTOP_TO_STR(WINED3D_TOP_MODULATE_2X);
4152 D3DTOP_TO_STR(WINED3D_TOP_MODULATE_4X);
4153 D3DTOP_TO_STR(WINED3D_TOP_ADD);
4154 D3DTOP_TO_STR(WINED3D_TOP_ADD_SIGNED);
4155 D3DTOP_TO_STR(WINED3D_TOP_ADD_SIGNED_2X);
4156 D3DTOP_TO_STR(WINED3D_TOP_SUBTRACT);
4157 D3DTOP_TO_STR(WINED3D_TOP_ADD_SMOOTH);
4158 D3DTOP_TO_STR(WINED3D_TOP_BLEND_DIFFUSE_ALPHA);
4159 D3DTOP_TO_STR(WINED3D_TOP_BLEND_TEXTURE_ALPHA);
4160 D3DTOP_TO_STR(WINED3D_TOP_BLEND_FACTOR_ALPHA);
4161 D3DTOP_TO_STR(WINED3D_TOP_BLEND_TEXTURE_ALPHA_PM);
4162 D3DTOP_TO_STR(WINED3D_TOP_BLEND_CURRENT_ALPHA);
4163 D3DTOP_TO_STR(WINED3D_TOP_PREMODULATE);
4164 D3DTOP_TO_STR(WINED3D_TOP_MODULATE_ALPHA_ADD_COLOR);
4165 D3DTOP_TO_STR(WINED3D_TOP_MODULATE_COLOR_ADD_ALPHA);
4166 D3DTOP_TO_STR(WINED3D_TOP_MODULATE_INVALPHA_ADD_COLOR);
4167 D3DTOP_TO_STR(WINED3D_TOP_MODULATE_INVCOLOR_ADD_ALPHA);
4168 D3DTOP_TO_STR(WINED3D_TOP_BUMPENVMAP);
4169 D3DTOP_TO_STR(WINED3D_TOP_BUMPENVMAP_LUMINANCE);
4170 D3DTOP_TO_STR(WINED3D_TOP_DOTPRODUCT3);
4171 D3DTOP_TO_STR(WINED3D_TOP_MULTIPLY_ADD);
4172 D3DTOP_TO_STR(WINED3D_TOP_LERP);
4173 #undef D3DTOP_TO_STR
4174 default:
4175 FIXME("Unrecognized texture op %#x.\n", d3dtop);
4176 return "unrecognized";
4180 const char *debug_d3dtstype(enum wined3d_transform_state tstype)
4182 switch (tstype)
4184 #define TSTYPE_TO_STR(tstype) case tstype: return #tstype
4185 TSTYPE_TO_STR(WINED3D_TS_VIEW);
4186 TSTYPE_TO_STR(WINED3D_TS_PROJECTION);
4187 TSTYPE_TO_STR(WINED3D_TS_TEXTURE0);
4188 TSTYPE_TO_STR(WINED3D_TS_TEXTURE1);
4189 TSTYPE_TO_STR(WINED3D_TS_TEXTURE2);
4190 TSTYPE_TO_STR(WINED3D_TS_TEXTURE3);
4191 TSTYPE_TO_STR(WINED3D_TS_TEXTURE4);
4192 TSTYPE_TO_STR(WINED3D_TS_TEXTURE5);
4193 TSTYPE_TO_STR(WINED3D_TS_TEXTURE6);
4194 TSTYPE_TO_STR(WINED3D_TS_TEXTURE7);
4195 TSTYPE_TO_STR(WINED3D_TS_WORLD_MATRIX(0));
4196 TSTYPE_TO_STR(WINED3D_TS_WORLD_MATRIX(1));
4197 TSTYPE_TO_STR(WINED3D_TS_WORLD_MATRIX(2));
4198 TSTYPE_TO_STR(WINED3D_TS_WORLD_MATRIX(3));
4199 #undef TSTYPE_TO_STR
4200 default:
4201 if (tstype > 256 && tstype < 512)
4203 FIXME("WINED3D_TS_WORLD_MATRIX(%u). 1..255 not currently supported.\n", tstype);
4204 return ("WINED3D_TS_WORLD_MATRIX > 0");
4206 FIXME("Unrecognized transform state %#x.\n", tstype);
4207 return "unrecognized";
4211 const char *debug_shader_type(enum wined3d_shader_type type)
4213 switch(type)
4215 #define WINED3D_TO_STR(type) case type: return #type
4216 WINED3D_TO_STR(WINED3D_SHADER_TYPE_PIXEL);
4217 WINED3D_TO_STR(WINED3D_SHADER_TYPE_VERTEX);
4218 WINED3D_TO_STR(WINED3D_SHADER_TYPE_GEOMETRY);
4219 WINED3D_TO_STR(WINED3D_SHADER_TYPE_HULL);
4220 WINED3D_TO_STR(WINED3D_SHADER_TYPE_DOMAIN);
4221 WINED3D_TO_STR(WINED3D_SHADER_TYPE_COMPUTE);
4222 #undef WINED3D_TO_STR
4223 default:
4224 FIXME("Unrecognized shader type %#x.\n", type);
4225 return "unrecognized";
4229 const char *debug_d3dstate(DWORD state)
4231 if (STATE_IS_RENDER(state))
4232 return wine_dbg_sprintf("STATE_RENDER(%s)", debug_d3drenderstate(state - STATE_RENDER(0)));
4233 if (STATE_IS_TEXTURESTAGE(state))
4235 DWORD texture_stage = (state - STATE_TEXTURESTAGE(0, 0)) / (WINED3D_HIGHEST_TEXTURE_STATE + 1);
4236 DWORD texture_state = state - STATE_TEXTURESTAGE(texture_stage, 0);
4237 return wine_dbg_sprintf("STATE_TEXTURESTAGE(%#x, %s)",
4238 texture_stage, debug_d3dtexturestate(texture_state));
4240 if (STATE_IS_SAMPLER(state))
4241 return wine_dbg_sprintf("STATE_SAMPLER(%#x)", state - STATE_SAMPLER(0));
4242 if (STATE_IS_SHADER(state))
4243 return wine_dbg_sprintf("STATE_SHADER(%s)", debug_shader_type(state - STATE_SHADER(0)));
4244 if (STATE_IS_CONSTANT_BUFFER(state))
4245 return wine_dbg_sprintf("STATE_CONSTANT_BUFFER(%s)", debug_shader_type(state - STATE_CONSTANT_BUFFER(0)));
4246 if (STATE_IS_SHADER_RESOURCE_BINDING(state))
4247 return "STATE_SHADER_RESOURCE_BINDING";
4248 if (STATE_IS_TRANSFORM(state))
4249 return wine_dbg_sprintf("STATE_TRANSFORM(%s)", debug_d3dtstype(state - STATE_TRANSFORM(0)));
4250 if (STATE_IS_STREAMSRC(state))
4251 return "STATE_STREAMSRC";
4252 if (STATE_IS_INDEXBUFFER(state))
4253 return "STATE_INDEXBUFFER";
4254 if (STATE_IS_VDECL(state))
4255 return "STATE_VDECL";
4256 if (STATE_IS_VIEWPORT(state))
4257 return "STATE_VIEWPORT";
4258 if (STATE_IS_LIGHT_TYPE(state))
4259 return "STATE_LIGHT_TYPE";
4260 if (STATE_IS_ACTIVELIGHT(state))
4261 return wine_dbg_sprintf("STATE_ACTIVELIGHT(%#x)", state - STATE_ACTIVELIGHT(0));
4262 if (STATE_IS_SCISSORRECT(state))
4263 return "STATE_SCISSORRECT";
4264 if (STATE_IS_CLIPPLANE(state))
4265 return wine_dbg_sprintf("STATE_CLIPPLANE(%#x)", state - STATE_CLIPPLANE(0));
4266 if (STATE_IS_MATERIAL(state))
4267 return "STATE_MATERIAL";
4268 if (STATE_IS_FRONTFACE(state))
4269 return "STATE_FRONTFACE";
4270 if (STATE_IS_POINTSPRITECOORDORIGIN(state))
4271 return "STATE_POINTSPRITECOORDORIGIN";
4272 if (STATE_IS_BASEVERTEXINDEX(state))
4273 return "STATE_BASEVERTEXINDEX";
4274 if (STATE_IS_FRAMEBUFFER(state))
4275 return "STATE_FRAMEBUFFER";
4276 if (STATE_IS_POINT_ENABLE(state))
4277 return "STATE_POINT_ENABLE";
4278 if (STATE_IS_COLOR_KEY(state))
4279 return "STATE_COLOR_KEY";
4281 return wine_dbg_sprintf("UNKNOWN_STATE(%#x)", state);
4284 const char *debug_d3dpool(enum wined3d_pool pool)
4286 switch (pool)
4288 #define POOL_TO_STR(p) case p: return #p
4289 POOL_TO_STR(WINED3D_POOL_DEFAULT);
4290 POOL_TO_STR(WINED3D_POOL_MANAGED);
4291 POOL_TO_STR(WINED3D_POOL_SYSTEM_MEM);
4292 POOL_TO_STR(WINED3D_POOL_SCRATCH);
4293 #undef POOL_TO_STR
4294 default:
4295 FIXME("Unrecognized pool %#x.\n", pool);
4296 return "unrecognized";
4300 const char *debug_fboattachment(GLenum attachment)
4302 switch(attachment)
4304 #define WINED3D_TO_STR(x) case x: return #x
4305 WINED3D_TO_STR(GL_COLOR_ATTACHMENT0);
4306 WINED3D_TO_STR(GL_COLOR_ATTACHMENT1);
4307 WINED3D_TO_STR(GL_COLOR_ATTACHMENT2);
4308 WINED3D_TO_STR(GL_COLOR_ATTACHMENT3);
4309 WINED3D_TO_STR(GL_COLOR_ATTACHMENT4);
4310 WINED3D_TO_STR(GL_COLOR_ATTACHMENT5);
4311 WINED3D_TO_STR(GL_COLOR_ATTACHMENT6);
4312 WINED3D_TO_STR(GL_COLOR_ATTACHMENT7);
4313 WINED3D_TO_STR(GL_COLOR_ATTACHMENT8);
4314 WINED3D_TO_STR(GL_COLOR_ATTACHMENT9);
4315 WINED3D_TO_STR(GL_COLOR_ATTACHMENT10);
4316 WINED3D_TO_STR(GL_COLOR_ATTACHMENT11);
4317 WINED3D_TO_STR(GL_COLOR_ATTACHMENT12);
4318 WINED3D_TO_STR(GL_COLOR_ATTACHMENT13);
4319 WINED3D_TO_STR(GL_COLOR_ATTACHMENT14);
4320 WINED3D_TO_STR(GL_COLOR_ATTACHMENT15);
4321 WINED3D_TO_STR(GL_DEPTH_ATTACHMENT);
4322 WINED3D_TO_STR(GL_STENCIL_ATTACHMENT);
4323 #undef WINED3D_TO_STR
4324 default:
4325 return wine_dbg_sprintf("Unknown FBO attachment %#x", attachment);
4329 const char *debug_fbostatus(GLenum status) {
4330 switch(status) {
4331 #define FBOSTATUS_TO_STR(u) case u: return #u
4332 FBOSTATUS_TO_STR(GL_FRAMEBUFFER_COMPLETE);
4333 FBOSTATUS_TO_STR(GL_FRAMEBUFFER_INCOMPLETE_ATTACHMENT);
4334 FBOSTATUS_TO_STR(GL_FRAMEBUFFER_INCOMPLETE_MISSING_ATTACHMENT);
4335 FBOSTATUS_TO_STR(GL_FRAMEBUFFER_INCOMPLETE_DIMENSIONS_EXT);
4336 FBOSTATUS_TO_STR(GL_FRAMEBUFFER_INCOMPLETE_FORMATS_EXT);
4337 FBOSTATUS_TO_STR(GL_FRAMEBUFFER_INCOMPLETE_DRAW_BUFFER);
4338 FBOSTATUS_TO_STR(GL_FRAMEBUFFER_INCOMPLETE_READ_BUFFER);
4339 FBOSTATUS_TO_STR(GL_FRAMEBUFFER_INCOMPLETE_MULTISAMPLE);
4340 FBOSTATUS_TO_STR(GL_FRAMEBUFFER_INCOMPLETE_LAYER_TARGETS);
4341 FBOSTATUS_TO_STR(GL_FRAMEBUFFER_INCOMPLETE_LAYER_COUNT_ARB);
4342 FBOSTATUS_TO_STR(GL_FRAMEBUFFER_UNSUPPORTED);
4343 FBOSTATUS_TO_STR(GL_FRAMEBUFFER_UNDEFINED);
4344 #undef FBOSTATUS_TO_STR
4345 default:
4346 FIXME("Unrecognized FBO status 0x%08x.\n", status);
4347 return "unrecognized";
4351 const char *debug_glerror(GLenum error) {
4352 switch(error) {
4353 #define GLERROR_TO_STR(u) case u: return #u
4354 GLERROR_TO_STR(GL_NO_ERROR);
4355 GLERROR_TO_STR(GL_INVALID_ENUM);
4356 GLERROR_TO_STR(GL_INVALID_VALUE);
4357 GLERROR_TO_STR(GL_INVALID_OPERATION);
4358 GLERROR_TO_STR(GL_STACK_OVERFLOW);
4359 GLERROR_TO_STR(GL_STACK_UNDERFLOW);
4360 GLERROR_TO_STR(GL_OUT_OF_MEMORY);
4361 GLERROR_TO_STR(GL_INVALID_FRAMEBUFFER_OPERATION);
4362 #undef GLERROR_TO_STR
4363 default:
4364 FIXME("Unrecognized GL error 0x%08x.\n", error);
4365 return "unrecognized";
4369 static const char *debug_fixup_channel_source(enum fixup_channel_source source)
4371 switch(source)
4373 #define WINED3D_TO_STR(x) case x: return #x
4374 WINED3D_TO_STR(CHANNEL_SOURCE_ZERO);
4375 WINED3D_TO_STR(CHANNEL_SOURCE_ONE);
4376 WINED3D_TO_STR(CHANNEL_SOURCE_X);
4377 WINED3D_TO_STR(CHANNEL_SOURCE_Y);
4378 WINED3D_TO_STR(CHANNEL_SOURCE_Z);
4379 WINED3D_TO_STR(CHANNEL_SOURCE_W);
4380 WINED3D_TO_STR(CHANNEL_SOURCE_COMPLEX0);
4381 WINED3D_TO_STR(CHANNEL_SOURCE_COMPLEX1);
4382 #undef WINED3D_TO_STR
4383 default:
4384 FIXME("Unrecognized fixup_channel_source %#x\n", source);
4385 return "unrecognized";
4389 static const char *debug_complex_fixup(enum complex_fixup fixup)
4391 switch(fixup)
4393 #define WINED3D_TO_STR(x) case x: return #x
4394 WINED3D_TO_STR(COMPLEX_FIXUP_YUY2);
4395 WINED3D_TO_STR(COMPLEX_FIXUP_UYVY);
4396 WINED3D_TO_STR(COMPLEX_FIXUP_YV12);
4397 WINED3D_TO_STR(COMPLEX_FIXUP_NV12);
4398 WINED3D_TO_STR(COMPLEX_FIXUP_P8);
4399 #undef WINED3D_TO_STR
4400 default:
4401 FIXME("Unrecognized complex fixup %#x\n", fixup);
4402 return "unrecognized";
4406 void dump_color_fixup_desc(struct color_fixup_desc fixup)
4408 if (is_complex_fixup(fixup))
4410 TRACE("\tComplex: %s\n", debug_complex_fixup(get_complex_fixup(fixup)));
4411 return;
4414 TRACE("\tX: %s%s\n", debug_fixup_channel_source(fixup.x_source), fixup.x_sign_fixup ? ", SIGN_FIXUP" : "");
4415 TRACE("\tY: %s%s\n", debug_fixup_channel_source(fixup.y_source), fixup.y_sign_fixup ? ", SIGN_FIXUP" : "");
4416 TRACE("\tZ: %s%s\n", debug_fixup_channel_source(fixup.z_source), fixup.z_sign_fixup ? ", SIGN_FIXUP" : "");
4417 TRACE("\tW: %s%s\n", debug_fixup_channel_source(fixup.w_source), fixup.w_sign_fixup ? ", SIGN_FIXUP" : "");
4420 BOOL is_invalid_op(const struct wined3d_state *state, int stage,
4421 enum wined3d_texture_op op, DWORD arg1, DWORD arg2, DWORD arg3)
4423 if (op == WINED3D_TOP_DISABLE)
4424 return FALSE;
4425 if (state->textures[stage])
4426 return FALSE;
4428 if ((arg1 & WINED3DTA_SELECTMASK) == WINED3DTA_TEXTURE
4429 && op != WINED3D_TOP_SELECT_ARG2)
4430 return TRUE;
4431 if ((arg2 & WINED3DTA_SELECTMASK) == WINED3DTA_TEXTURE
4432 && op != WINED3D_TOP_SELECT_ARG1)
4433 return TRUE;
4434 if ((arg3 & WINED3DTA_SELECTMASK) == WINED3DTA_TEXTURE
4435 && (op == WINED3D_TOP_MULTIPLY_ADD || op == WINED3D_TOP_LERP))
4436 return TRUE;
4438 return FALSE;
4441 void get_identity_matrix(struct wined3d_matrix *mat)
4443 static const struct wined3d_matrix identity =
4445 1.0f, 0.0f, 0.0f, 0.0f,
4446 0.0f, 1.0f, 0.0f, 0.0f,
4447 0.0f, 0.0f, 1.0f, 0.0f,
4448 0.0f, 0.0f, 0.0f, 1.0f,
4451 *mat = identity;
4454 void get_modelview_matrix(const struct wined3d_context *context, const struct wined3d_state *state,
4455 unsigned int index, struct wined3d_matrix *mat)
4457 if (context->last_was_rhw)
4458 get_identity_matrix(mat);
4459 else
4460 multiply_matrix(mat, &state->transforms[WINED3D_TS_VIEW], &state->transforms[WINED3D_TS_WORLD_MATRIX(index)]);
4463 void get_projection_matrix(const struct wined3d_context *context, const struct wined3d_state *state,
4464 struct wined3d_matrix *mat)
4466 float center_offset;
4468 /* There are a couple of additional things we have to take into account
4469 * here besides the projection transformation itself:
4470 * - We need to flip along the y-axis in case of offscreen rendering.
4471 * - OpenGL Z range is {-Wc,...,Wc} while D3D Z range is {0,...,Wc}.
4472 * - D3D coordinates refer to pixel centers while GL coordinates refer
4473 * to pixel corners.
4474 * - D3D has a top-left filling convention. We need to maintain this
4475 * even after the y-flip mentioned above.
4476 * In order to handle the last two points, we translate by
4477 * (63.0 / 128.0) / VPw and (63.0 / 128.0) / VPh. This is equivalent to
4478 * translating slightly less than half a pixel. We want the difference to
4479 * be large enough that it doesn't get lost due to rounding inside the
4480 * driver, but small enough to prevent it from interfering with any
4481 * anti-aliasing. */
4483 if (context->swapchain->device->wined3d->flags & WINED3D_PIXEL_CENTER_INTEGER)
4484 center_offset = 63.0f / 64.0f;
4485 else
4486 center_offset = -1.0f / 64.0f;
4488 if (context->last_was_rhw)
4490 /* Transform D3D RHW coordinates to OpenGL clip coordinates. */
4491 float x = state->viewport.x;
4492 float y = state->viewport.y;
4493 float w = state->viewport.width;
4494 float h = state->viewport.height;
4495 float x_scale = 2.0f / w;
4496 float x_offset = (center_offset - (2.0f * x) - w) / w;
4497 float y_scale = context->render_offscreen ? 2.0f / h : 2.0f / -h;
4498 float y_offset = context->render_offscreen
4499 ? (center_offset - (2.0f * y) - h) / h
4500 : (center_offset - (2.0f * y) - h) / -h;
4501 enum wined3d_depth_buffer_type zenable = state->fb->depth_stencil ?
4502 state->render_states[WINED3D_RS_ZENABLE] : WINED3D_ZB_FALSE;
4503 float z_scale = zenable ? 2.0f : 0.0f;
4504 float z_offset = zenable ? -1.0f : 0.0f;
4505 const struct wined3d_matrix projection =
4507 x_scale, 0.0f, 0.0f, 0.0f,
4508 0.0f, y_scale, 0.0f, 0.0f,
4509 0.0f, 0.0f, z_scale, 0.0f,
4510 x_offset, y_offset, z_offset, 1.0f,
4513 *mat = projection;
4515 else
4517 float y_scale = context->render_offscreen ? -1.0f : 1.0f;
4518 float x_offset = center_offset / state->viewport.width;
4519 float y_offset = context->render_offscreen
4520 ? center_offset / state->viewport.height
4521 : -center_offset / state->viewport.height;
4522 const struct wined3d_matrix projection =
4524 1.0f, 0.0f, 0.0f, 0.0f,
4525 0.0f, y_scale, 0.0f, 0.0f,
4526 0.0f, 0.0f, 2.0f, 0.0f,
4527 x_offset, y_offset, -1.0f, 1.0f,
4530 multiply_matrix(mat, &projection, &state->transforms[WINED3D_TS_PROJECTION]);
4534 /* Setup this textures matrix according to the texture flags. */
4535 static void compute_texture_matrix(const struct wined3d_gl_info *gl_info, const struct wined3d_matrix *matrix,
4536 DWORD flags, BOOL calculated_coords, BOOL transformed, enum wined3d_format_id format_id,
4537 BOOL ffp_proj_control, struct wined3d_matrix *out_matrix)
4539 struct wined3d_matrix mat;
4541 if (flags == WINED3D_TTFF_DISABLE || flags == WINED3D_TTFF_COUNT1 || transformed)
4543 get_identity_matrix(out_matrix);
4544 return;
4547 if (flags == (WINED3D_TTFF_COUNT1 | WINED3D_TTFF_PROJECTED))
4549 ERR("Invalid texture transform flags: WINED3D_TTFF_COUNT1 | WINED3D_TTFF_PROJECTED.\n");
4550 return;
4553 mat = *matrix;
4555 if (flags & WINED3D_TTFF_PROJECTED)
4557 if (!ffp_proj_control)
4559 switch (flags & ~WINED3D_TTFF_PROJECTED)
4561 case WINED3D_TTFF_COUNT2:
4562 mat._14 = mat._12;
4563 mat._24 = mat._22;
4564 mat._34 = mat._32;
4565 mat._44 = mat._42;
4566 mat._12 = mat._22 = mat._32 = mat._42 = 0.0f;
4567 break;
4568 case WINED3D_TTFF_COUNT3:
4569 mat._14 = mat._13;
4570 mat._24 = mat._23;
4571 mat._34 = mat._33;
4572 mat._44 = mat._43;
4573 mat._13 = mat._23 = mat._33 = mat._43 = 0.0f;
4574 break;
4578 else
4580 /* Under Direct3D the R/Z coord can be used for translation, under
4581 * OpenGL we use the Q coord instead. */
4582 if (!calculated_coords)
4584 switch (format_id)
4586 /* Direct3D passes the default 1.0 in the 2nd coord, while GL
4587 * passes it in the 4th. Swap 2nd and 4th coord. No need to
4588 * store the value of mat._41 in mat._21 because the input
4589 * value to the transformation will be 0, so the matrix value
4590 * is irrelevant. */
4591 case WINED3DFMT_R32_FLOAT:
4592 mat._41 = mat._21;
4593 mat._42 = mat._22;
4594 mat._43 = mat._23;
4595 mat._44 = mat._24;
4596 break;
4597 /* See above, just 3rd and 4th coord. */
4598 case WINED3DFMT_R32G32_FLOAT:
4599 mat._41 = mat._31;
4600 mat._42 = mat._32;
4601 mat._43 = mat._33;
4602 mat._44 = mat._34;
4603 break;
4604 case WINED3DFMT_R32G32B32_FLOAT: /* Opengl defaults match dx defaults */
4605 case WINED3DFMT_R32G32B32A32_FLOAT: /* No defaults apply, all app defined */
4607 /* This is to prevent swapping the matrix lines and put the default 4th coord = 1.0
4608 * into a bad place. The division elimination below will apply to make sure the
4609 * 1.0 doesn't do anything bad. The caller will set this value if the stride is 0
4611 case WINED3DFMT_UNKNOWN: /* No texture coords, 0/0/0/1 defaults are passed */
4612 break;
4613 default:
4614 FIXME("Unexpected fixed function texture coord input\n");
4617 if (!ffp_proj_control)
4619 switch (flags & ~WINED3D_TTFF_PROJECTED)
4621 /* case WINED3D_TTFF_COUNT1: Won't ever get here. */
4622 case WINED3D_TTFF_COUNT2:
4623 mat._13 = mat._23 = mat._33 = mat._43 = 0.0f;
4624 /* OpenGL divides the first 3 vertex coordinates by the 4th by
4625 * default, which is essentially the same as D3DTTFF_PROJECTED.
4626 * Make sure that the 4th coordinate evaluates to 1.0 to
4627 * eliminate that.
4629 * If the fixed function pipeline is used, the 4th value
4630 * remains unused, so there is no danger in doing this. With
4631 * vertex shaders we have a problem. Should an application hit
4632 * that problem, the code here would have to check for pixel
4633 * shaders, and the shader has to undo the default GL divide.
4635 * A more serious problem occurs if the application passes 4
4636 * coordinates in, and the 4th is != 1.0 (OpenGL default).
4637 * This would have to be fixed with immediate mode draws. */
4638 default:
4639 mat._14 = mat._24 = mat._34 = 0.0f; mat._44 = 1.0f;
4644 *out_matrix = mat;
4647 void get_texture_matrix(const struct wined3d_context *context, const struct wined3d_state *state,
4648 unsigned int tex, struct wined3d_matrix *mat)
4650 const struct wined3d_device *device = context->swapchain->device;
4651 const struct wined3d_gl_info *gl_info = context->gl_info;
4652 BOOL generated = (state->texture_states[tex][WINED3D_TSS_TEXCOORD_INDEX] & 0xffff0000)
4653 != WINED3DTSS_TCI_PASSTHRU;
4654 unsigned int coord_idx = min(state->texture_states[tex][WINED3D_TSS_TEXCOORD_INDEX & 0x0000ffff],
4655 MAX_TEXTURES - 1);
4657 compute_texture_matrix(gl_info, &state->transforms[WINED3D_TS_TEXTURE0 + tex],
4658 state->texture_states[tex][WINED3D_TSS_TEXTURE_TRANSFORM_FLAGS],
4659 generated, context->last_was_rhw,
4660 context->stream_info.use_map & (1u << (WINED3D_FFP_TEXCOORD0 + coord_idx))
4661 ? context->stream_info.elements[WINED3D_FFP_TEXCOORD0 + coord_idx].format->id
4662 : WINED3DFMT_UNKNOWN,
4663 device->shader_backend->shader_has_ffp_proj_control(device->shader_priv), mat);
4665 if ((context->lastWasPow2Texture & (1u << tex)) && state->textures[tex])
4667 if (generated)
4668 FIXME("Non-power-of-two texture being used with generated texture coords.\n");
4669 /* NP2 texcoord fixup is implemented for pixelshaders so only enable the
4670 * fixed-function-pipeline fixup via pow2Matrix when no PS is used. */
4671 if (!use_ps(state))
4673 TRACE("Non-power-of-two texture matrix multiply fixup.\n");
4674 multiply_matrix(mat, mat, (struct wined3d_matrix *)state->textures[tex]->pow2_matrix);
4679 void get_pointsize_minmax(const struct wined3d_context *context, const struct wined3d_state *state,
4680 float *out_min, float *out_max)
4682 union
4684 DWORD d;
4685 float f;
4686 } min, max;
4688 min.d = state->render_states[WINED3D_RS_POINTSIZE_MIN];
4689 max.d = state->render_states[WINED3D_RS_POINTSIZE_MAX];
4691 if (min.f > max.f)
4692 min.f = max.f;
4694 *out_min = min.f;
4695 *out_max = max.f;
4698 void get_pointsize(const struct wined3d_context *context, const struct wined3d_state *state,
4699 float *out_pointsize, float *out_att)
4701 /* POINTSCALEENABLE controls how point size value is treated. If set to
4702 * true, the point size is scaled with respect to height of viewport.
4703 * When set to false point size is in pixels. */
4704 union
4706 DWORD d;
4707 float f;
4708 } pointsize, a, b, c;
4710 out_att[0] = 1.0f;
4711 out_att[1] = 0.0f;
4712 out_att[2] = 0.0f;
4714 pointsize.d = state->render_states[WINED3D_RS_POINTSIZE];
4715 a.d = state->render_states[WINED3D_RS_POINTSCALE_A];
4716 b.d = state->render_states[WINED3D_RS_POINTSCALE_B];
4717 c.d = state->render_states[WINED3D_RS_POINTSCALE_C];
4719 if (state->render_states[WINED3D_RS_POINTSCALEENABLE])
4721 float scale_factor = state->viewport.height * state->viewport.height;
4723 out_att[0] = a.f / scale_factor;
4724 out_att[1] = b.f / scale_factor;
4725 out_att[2] = c.f / scale_factor;
4727 *out_pointsize = pointsize.f;
4730 void get_fog_start_end(const struct wined3d_context *context, const struct wined3d_state *state,
4731 float *start, float *end)
4733 union
4735 DWORD d;
4736 float f;
4737 } tmpvalue;
4739 switch (context->fog_source)
4741 case FOGSOURCE_VS:
4742 *start = 1.0f;
4743 *end = 0.0f;
4744 break;
4746 case FOGSOURCE_COORD:
4747 *start = 255.0f;
4748 *end = 0.0f;
4749 break;
4751 case FOGSOURCE_FFP:
4752 tmpvalue.d = state->render_states[WINED3D_RS_FOGSTART];
4753 *start = tmpvalue.f;
4754 tmpvalue.d = state->render_states[WINED3D_RS_FOGEND];
4755 *end = tmpvalue.f;
4756 /* Special handling for fog_start == fog_end. In d3d with vertex
4757 * fog, everything is fogged. With table fog, everything with
4758 * fog_coord < fog_start is unfogged, and fog_coord > fog_start
4759 * is fogged. Windows drivers disagree when fog_coord == fog_start. */
4760 if (state->render_states[WINED3D_RS_FOGTABLEMODE] == WINED3D_FOG_NONE && *start == *end)
4762 *start = -INFINITY;
4763 *end = 0.0f;
4765 break;
4767 default:
4768 /* This should not happen, context->fog_source is set in wined3d, not the app. */
4769 ERR("Unexpected fog coordinate source.\n");
4770 *start = 0.0f;
4771 *end = 0.0f;
4775 /* Note: It's the caller's responsibility to ensure values can be expressed
4776 * in the requested format. UNORM formats for example can only express values
4777 * in the range 0.0f -> 1.0f. */
4778 DWORD wined3d_format_convert_from_float(const struct wined3d_format *format, const struct wined3d_color *color)
4780 static const struct
4782 enum wined3d_format_id format_id;
4783 float r_mul;
4784 float g_mul;
4785 float b_mul;
4786 float a_mul;
4787 BYTE r_shift;
4788 BYTE g_shift;
4789 BYTE b_shift;
4790 BYTE a_shift;
4792 conv[] =
4794 {WINED3DFMT_B8G8R8A8_UNORM, 255.0f, 255.0f, 255.0f, 255.0f, 16, 8, 0, 24},
4795 {WINED3DFMT_B8G8R8X8_UNORM, 255.0f, 255.0f, 255.0f, 255.0f, 16, 8, 0, 24},
4796 {WINED3DFMT_B8G8R8_UNORM, 255.0f, 255.0f, 255.0f, 255.0f, 16, 8, 0, 24},
4797 {WINED3DFMT_B5G6R5_UNORM, 31.0f, 63.0f, 31.0f, 0.0f, 11, 5, 0, 0},
4798 {WINED3DFMT_B5G5R5A1_UNORM, 31.0f, 31.0f, 31.0f, 1.0f, 10, 5, 0, 15},
4799 {WINED3DFMT_B5G5R5X1_UNORM, 31.0f, 31.0f, 31.0f, 1.0f, 10, 5, 0, 15},
4800 {WINED3DFMT_R8_UNORM, 255.0f, 0.0f, 0.0f, 0.0f, 0, 0, 0, 0},
4801 {WINED3DFMT_A8_UNORM, 0.0f, 0.0f, 0.0f, 255.0f, 0, 0, 0, 0},
4802 {WINED3DFMT_B4G4R4A4_UNORM, 15.0f, 15.0f, 15.0f, 15.0f, 8, 4, 0, 12},
4803 {WINED3DFMT_B4G4R4X4_UNORM, 15.0f, 15.0f, 15.0f, 15.0f, 8, 4, 0, 12},
4804 {WINED3DFMT_B2G3R3_UNORM, 7.0f, 7.0f, 3.0f, 0.0f, 5, 2, 0, 0},
4805 {WINED3DFMT_R8G8B8A8_UNORM, 255.0f, 255.0f, 255.0f, 255.0f, 0, 8, 16, 24},
4806 {WINED3DFMT_R8G8B8X8_UNORM, 255.0f, 255.0f, 255.0f, 255.0f, 0, 8, 16, 24},
4807 {WINED3DFMT_B10G10R10A2_UNORM, 1023.0f, 1023.0f, 1023.0f, 3.0f, 20, 10, 0, 30},
4808 {WINED3DFMT_R10G10B10A2_UNORM, 1023.0f, 1023.0f, 1023.0f, 3.0f, 0, 10, 20, 30},
4809 {WINED3DFMT_P8_UINT, 0.0f, 0.0f, 0.0f, 255.0f, 0, 0, 0, 0},
4811 unsigned int i;
4813 TRACE("Converting color %s to format %s.\n", debug_color(color), debug_d3dformat(format->id));
4815 for (i = 0; i < sizeof(conv) / sizeof(*conv); ++i)
4817 DWORD ret;
4819 if (format->id != conv[i].format_id) continue;
4821 ret = ((DWORD)((color->r * conv[i].r_mul) + 0.5f)) << conv[i].r_shift;
4822 ret |= ((DWORD)((color->g * conv[i].g_mul) + 0.5f)) << conv[i].g_shift;
4823 ret |= ((DWORD)((color->b * conv[i].b_mul) + 0.5f)) << conv[i].b_shift;
4824 ret |= ((DWORD)((color->a * conv[i].a_mul) + 0.5f)) << conv[i].a_shift;
4826 TRACE("Returning 0x%08x.\n", ret);
4828 return ret;
4831 FIXME("Conversion for format %s not implemented.\n", debug_d3dformat(format->id));
4833 return 0;
4836 static float color_to_float(DWORD color, DWORD size, DWORD offset)
4838 DWORD mask = (1u << size) - 1;
4840 if (!size)
4841 return 1.0f;
4843 color >>= offset;
4844 color &= mask;
4846 return (float)color / (float)mask;
4849 BOOL wined3d_format_convert_color_to_float(const struct wined3d_format *format,
4850 const struct wined3d_palette *palette, DWORD color, struct wined3d_color *float_color)
4852 switch (format->id)
4854 case WINED3DFMT_B8G8R8_UNORM:
4855 case WINED3DFMT_B8G8R8A8_UNORM:
4856 case WINED3DFMT_B8G8R8X8_UNORM:
4857 case WINED3DFMT_B5G6R5_UNORM:
4858 case WINED3DFMT_B5G5R5X1_UNORM:
4859 case WINED3DFMT_B5G5R5A1_UNORM:
4860 case WINED3DFMT_B4G4R4A4_UNORM:
4861 case WINED3DFMT_B2G3R3_UNORM:
4862 case WINED3DFMT_R8_UNORM:
4863 case WINED3DFMT_A8_UNORM:
4864 case WINED3DFMT_B2G3R3A8_UNORM:
4865 case WINED3DFMT_B4G4R4X4_UNORM:
4866 case WINED3DFMT_R10G10B10A2_UNORM:
4867 case WINED3DFMT_R10G10B10A2_SNORM:
4868 case WINED3DFMT_R8G8B8A8_UNORM:
4869 case WINED3DFMT_R8G8B8X8_UNORM:
4870 case WINED3DFMT_R16G16_UNORM:
4871 case WINED3DFMT_B10G10R10A2_UNORM:
4872 float_color->r = color_to_float(color, format->red_size, format->red_offset);
4873 float_color->g = color_to_float(color, format->green_size, format->green_offset);
4874 float_color->b = color_to_float(color, format->blue_size, format->blue_offset);
4875 float_color->a = color_to_float(color, format->alpha_size, format->alpha_offset);
4876 return TRUE;
4878 case WINED3DFMT_P8_UINT:
4879 if (palette)
4881 float_color->r = palette->colors[color].rgbRed / 255.0f;
4882 float_color->g = palette->colors[color].rgbGreen / 255.0f;
4883 float_color->b = palette->colors[color].rgbBlue / 255.0f;
4885 else
4887 float_color->r = 0.0f;
4888 float_color->g = 0.0f;
4889 float_color->b = 0.0f;
4891 float_color->a = color / 255.0f;
4892 return TRUE;
4894 default:
4895 ERR("Unhandled conversion from %s to floating point.\n", debug_d3dformat(format->id));
4896 return FALSE;
4900 void wined3d_format_get_float_color_key(const struct wined3d_format *format,
4901 const struct wined3d_color_key *key, struct wined3d_color *float_colors)
4903 struct wined3d_color slop;
4905 switch (format->id)
4907 case WINED3DFMT_B8G8R8_UNORM:
4908 case WINED3DFMT_B8G8R8A8_UNORM:
4909 case WINED3DFMT_B8G8R8X8_UNORM:
4910 case WINED3DFMT_B5G6R5_UNORM:
4911 case WINED3DFMT_B5G5R5X1_UNORM:
4912 case WINED3DFMT_B5G5R5A1_UNORM:
4913 case WINED3DFMT_B4G4R4A4_UNORM:
4914 case WINED3DFMT_B2G3R3_UNORM:
4915 case WINED3DFMT_R8_UNORM:
4916 case WINED3DFMT_A8_UNORM:
4917 case WINED3DFMT_B2G3R3A8_UNORM:
4918 case WINED3DFMT_B4G4R4X4_UNORM:
4919 case WINED3DFMT_R10G10B10A2_UNORM:
4920 case WINED3DFMT_R10G10B10A2_SNORM:
4921 case WINED3DFMT_R8G8B8A8_UNORM:
4922 case WINED3DFMT_R8G8B8X8_UNORM:
4923 case WINED3DFMT_R16G16_UNORM:
4924 case WINED3DFMT_B10G10R10A2_UNORM:
4925 slop.r = 0.5f / ((1 << format->red_size) - 1);
4926 slop.g = 0.5f / ((1 << format->green_size) - 1);
4927 slop.b = 0.5f / ((1 << format->blue_size) - 1);
4928 slop.a = 0.5f / ((1 << format->alpha_size) - 1);
4930 float_colors[0].r = color_to_float(key->color_space_low_value, format->red_size, format->red_offset)
4931 - slop.r;
4932 float_colors[0].g = color_to_float(key->color_space_low_value, format->green_size, format->green_offset)
4933 - slop.g;
4934 float_colors[0].b = color_to_float(key->color_space_low_value, format->blue_size, format->blue_offset)
4935 - slop.b;
4936 float_colors[0].a = color_to_float(key->color_space_low_value, format->alpha_size, format->alpha_offset)
4937 - slop.a;
4939 float_colors[1].r = color_to_float(key->color_space_high_value, format->red_size, format->red_offset)
4940 + slop.r;
4941 float_colors[1].g = color_to_float(key->color_space_high_value, format->green_size, format->green_offset)
4942 + slop.g;
4943 float_colors[1].b = color_to_float(key->color_space_high_value, format->blue_size, format->blue_offset)
4944 + slop.b;
4945 float_colors[1].a = color_to_float(key->color_space_high_value, format->alpha_size, format->alpha_offset)
4946 + slop.a;
4947 break;
4949 case WINED3DFMT_P8_UINT:
4950 float_colors[0].r = 0.0f;
4951 float_colors[0].g = 0.0f;
4952 float_colors[0].b = 0.0f;
4953 float_colors[0].a = (key->color_space_low_value - 0.5f) / 255.0f;
4955 float_colors[1].r = 0.0f;
4956 float_colors[1].g = 0.0f;
4957 float_colors[1].b = 0.0f;
4958 float_colors[1].a = (key->color_space_high_value + 0.5f) / 255.0f;
4959 break;
4961 default:
4962 ERR("Unhandled color key to float conversion for format %s.\n", debug_d3dformat(format->id));
4966 /* DirectDraw stuff */
4967 enum wined3d_format_id pixelformat_for_depth(DWORD depth)
4969 switch (depth)
4971 case 8: return WINED3DFMT_P8_UINT;
4972 case 15: return WINED3DFMT_B5G5R5X1_UNORM;
4973 case 16: return WINED3DFMT_B5G6R5_UNORM;
4974 case 24: return WINED3DFMT_B8G8R8X8_UNORM; /* Robots needs 24bit to be WINED3DFMT_B8G8R8X8_UNORM */
4975 case 32: return WINED3DFMT_B8G8R8X8_UNORM; /* EVE online and the Fur demo need 32bit AdapterDisplayMode to return WINED3DFMT_B8G8R8X8_UNORM */
4976 default: return WINED3DFMT_UNKNOWN;
4980 void multiply_matrix(struct wined3d_matrix *dst, const struct wined3d_matrix *src1, const struct wined3d_matrix *src2)
4982 struct wined3d_matrix tmp;
4984 /* Now do the multiplication 'by hand'.
4985 I know that all this could be optimised, but this will be done later :-) */
4986 tmp._11 = (src1->_11 * src2->_11) + (src1->_21 * src2->_12) + (src1->_31 * src2->_13) + (src1->_41 * src2->_14);
4987 tmp._21 = (src1->_11 * src2->_21) + (src1->_21 * src2->_22) + (src1->_31 * src2->_23) + (src1->_41 * src2->_24);
4988 tmp._31 = (src1->_11 * src2->_31) + (src1->_21 * src2->_32) + (src1->_31 * src2->_33) + (src1->_41 * src2->_34);
4989 tmp._41 = (src1->_11 * src2->_41) + (src1->_21 * src2->_42) + (src1->_31 * src2->_43) + (src1->_41 * src2->_44);
4991 tmp._12 = (src1->_12 * src2->_11) + (src1->_22 * src2->_12) + (src1->_32 * src2->_13) + (src1->_42 * src2->_14);
4992 tmp._22 = (src1->_12 * src2->_21) + (src1->_22 * src2->_22) + (src1->_32 * src2->_23) + (src1->_42 * src2->_24);
4993 tmp._32 = (src1->_12 * src2->_31) + (src1->_22 * src2->_32) + (src1->_32 * src2->_33) + (src1->_42 * src2->_34);
4994 tmp._42 = (src1->_12 * src2->_41) + (src1->_22 * src2->_42) + (src1->_32 * src2->_43) + (src1->_42 * src2->_44);
4996 tmp._13 = (src1->_13 * src2->_11) + (src1->_23 * src2->_12) + (src1->_33 * src2->_13) + (src1->_43 * src2->_14);
4997 tmp._23 = (src1->_13 * src2->_21) + (src1->_23 * src2->_22) + (src1->_33 * src2->_23) + (src1->_43 * src2->_24);
4998 tmp._33 = (src1->_13 * src2->_31) + (src1->_23 * src2->_32) + (src1->_33 * src2->_33) + (src1->_43 * src2->_34);
4999 tmp._43 = (src1->_13 * src2->_41) + (src1->_23 * src2->_42) + (src1->_33 * src2->_43) + (src1->_43 * src2->_44);
5001 tmp._14 = (src1->_14 * src2->_11) + (src1->_24 * src2->_12) + (src1->_34 * src2->_13) + (src1->_44 * src2->_14);
5002 tmp._24 = (src1->_14 * src2->_21) + (src1->_24 * src2->_22) + (src1->_34 * src2->_23) + (src1->_44 * src2->_24);
5003 tmp._34 = (src1->_14 * src2->_31) + (src1->_24 * src2->_32) + (src1->_34 * src2->_33) + (src1->_44 * src2->_34);
5004 tmp._44 = (src1->_14 * src2->_41) + (src1->_24 * src2->_42) + (src1->_34 * src2->_43) + (src1->_44 * src2->_44);
5006 *dst = tmp;
5009 DWORD get_flexible_vertex_size(DWORD d3dvtVertexType) {
5010 DWORD size = 0;
5011 int i;
5012 int numTextures = (d3dvtVertexType & WINED3DFVF_TEXCOUNT_MASK) >> WINED3DFVF_TEXCOUNT_SHIFT;
5014 if (d3dvtVertexType & WINED3DFVF_NORMAL) size += 3 * sizeof(float);
5015 if (d3dvtVertexType & WINED3DFVF_DIFFUSE) size += sizeof(DWORD);
5016 if (d3dvtVertexType & WINED3DFVF_SPECULAR) size += sizeof(DWORD);
5017 if (d3dvtVertexType & WINED3DFVF_PSIZE) size += sizeof(DWORD);
5018 switch (d3dvtVertexType & WINED3DFVF_POSITION_MASK) {
5019 case WINED3DFVF_XYZ: size += 3 * sizeof(float); break;
5020 case WINED3DFVF_XYZRHW: size += 4 * sizeof(float); break;
5021 case WINED3DFVF_XYZB1: size += 4 * sizeof(float); break;
5022 case WINED3DFVF_XYZB2: size += 5 * sizeof(float); break;
5023 case WINED3DFVF_XYZB3: size += 6 * sizeof(float); break;
5024 case WINED3DFVF_XYZB4: size += 7 * sizeof(float); break;
5025 case WINED3DFVF_XYZB5: size += 8 * sizeof(float); break;
5026 case WINED3DFVF_XYZW: size += 4 * sizeof(float); break;
5027 default: ERR("Unexpected position mask\n");
5029 for (i = 0; i < numTextures; i++) {
5030 size += GET_TEXCOORD_SIZE_FROM_FVF(d3dvtVertexType, i) * sizeof(float);
5033 return size;
5036 unsigned int wined3d_max_compat_varyings(const struct wined3d_gl_info *gl_info)
5038 /* On core profile we have to also count diffuse and specular colors and the
5039 * fog coordinate. */
5040 return gl_info->supported[WINED3D_GL_LEGACY_CONTEXT] ? MAX_TEXTURES * 4 : (MAX_TEXTURES + 2) * 4 + 1;
5043 void gen_ffp_frag_op(const struct wined3d_context *context, const struct wined3d_state *state,
5044 struct ffp_frag_settings *settings, BOOL ignore_textype)
5046 #define ARG1 0x01
5047 #define ARG2 0x02
5048 #define ARG0 0x04
5049 static const unsigned char args[WINED3D_TOP_LERP + 1] =
5051 /* undefined */ 0,
5052 /* D3DTOP_DISABLE */ 0,
5053 /* D3DTOP_SELECTARG1 */ ARG1,
5054 /* D3DTOP_SELECTARG2 */ ARG2,
5055 /* D3DTOP_MODULATE */ ARG1 | ARG2,
5056 /* D3DTOP_MODULATE2X */ ARG1 | ARG2,
5057 /* D3DTOP_MODULATE4X */ ARG1 | ARG2,
5058 /* D3DTOP_ADD */ ARG1 | ARG2,
5059 /* D3DTOP_ADDSIGNED */ ARG1 | ARG2,
5060 /* D3DTOP_ADDSIGNED2X */ ARG1 | ARG2,
5061 /* D3DTOP_SUBTRACT */ ARG1 | ARG2,
5062 /* D3DTOP_ADDSMOOTH */ ARG1 | ARG2,
5063 /* D3DTOP_BLENDDIFFUSEALPHA */ ARG1 | ARG2,
5064 /* D3DTOP_BLENDTEXTUREALPHA */ ARG1 | ARG2,
5065 /* D3DTOP_BLENDFACTORALPHA */ ARG1 | ARG2,
5066 /* D3DTOP_BLENDTEXTUREALPHAPM */ ARG1 | ARG2,
5067 /* D3DTOP_BLENDCURRENTALPHA */ ARG1 | ARG2,
5068 /* D3DTOP_PREMODULATE */ ARG1 | ARG2,
5069 /* D3DTOP_MODULATEALPHA_ADDCOLOR */ ARG1 | ARG2,
5070 /* D3DTOP_MODULATECOLOR_ADDALPHA */ ARG1 | ARG2,
5071 /* D3DTOP_MODULATEINVALPHA_ADDCOLOR */ ARG1 | ARG2,
5072 /* D3DTOP_MODULATEINVCOLOR_ADDALPHA */ ARG1 | ARG2,
5073 /* D3DTOP_BUMPENVMAP */ ARG1 | ARG2,
5074 /* D3DTOP_BUMPENVMAPLUMINANCE */ ARG1 | ARG2,
5075 /* D3DTOP_DOTPRODUCT3 */ ARG1 | ARG2,
5076 /* D3DTOP_MULTIPLYADD */ ARG1 | ARG2 | ARG0,
5077 /* D3DTOP_LERP */ ARG1 | ARG2 | ARG0
5079 unsigned int i;
5080 DWORD ttff;
5081 DWORD cop, aop, carg0, carg1, carg2, aarg0, aarg1, aarg2;
5082 const struct wined3d_gl_info *gl_info = context->gl_info;
5083 const struct wined3d_d3d_info *d3d_info = context->d3d_info;
5085 settings->padding = 0;
5087 for (i = 0; i < d3d_info->limits.ffp_blend_stages; ++i)
5089 const struct wined3d_texture *texture;
5091 settings->op[i].padding = 0;
5092 if (state->texture_states[i][WINED3D_TSS_COLOR_OP] == WINED3D_TOP_DISABLE)
5094 settings->op[i].cop = WINED3D_TOP_DISABLE;
5095 settings->op[i].aop = WINED3D_TOP_DISABLE;
5096 settings->op[i].carg0 = settings->op[i].carg1 = settings->op[i].carg2 = ARG_UNUSED;
5097 settings->op[i].aarg0 = settings->op[i].aarg1 = settings->op[i].aarg2 = ARG_UNUSED;
5098 settings->op[i].color_fixup = COLOR_FIXUP_IDENTITY;
5099 settings->op[i].dst = resultreg;
5100 settings->op[i].tex_type = WINED3D_GL_RES_TYPE_TEX_1D;
5101 settings->op[i].projected = proj_none;
5102 i++;
5103 break;
5106 if ((texture = state->textures[i]))
5108 if (can_use_texture_swizzle(gl_info, texture->resource.format))
5109 settings->op[i].color_fixup = COLOR_FIXUP_IDENTITY;
5110 else
5111 settings->op[i].color_fixup = texture->resource.format->color_fixup;
5112 if (ignore_textype)
5114 settings->op[i].tex_type = WINED3D_GL_RES_TYPE_TEX_1D;
5116 else
5118 switch (texture->target)
5120 case GL_TEXTURE_1D:
5121 settings->op[i].tex_type = WINED3D_GL_RES_TYPE_TEX_1D;
5122 break;
5123 case GL_TEXTURE_2D:
5124 settings->op[i].tex_type = WINED3D_GL_RES_TYPE_TEX_2D;
5125 break;
5126 case GL_TEXTURE_3D:
5127 settings->op[i].tex_type = WINED3D_GL_RES_TYPE_TEX_3D;
5128 break;
5129 case GL_TEXTURE_CUBE_MAP_ARB:
5130 settings->op[i].tex_type = WINED3D_GL_RES_TYPE_TEX_CUBE;
5131 break;
5132 case GL_TEXTURE_RECTANGLE_ARB:
5133 settings->op[i].tex_type = WINED3D_GL_RES_TYPE_TEX_RECT;
5134 break;
5137 } else {
5138 settings->op[i].color_fixup = COLOR_FIXUP_IDENTITY;
5139 settings->op[i].tex_type = WINED3D_GL_RES_TYPE_TEX_1D;
5142 cop = state->texture_states[i][WINED3D_TSS_COLOR_OP];
5143 aop = state->texture_states[i][WINED3D_TSS_ALPHA_OP];
5145 carg1 = (args[cop] & ARG1) ? state->texture_states[i][WINED3D_TSS_COLOR_ARG1] : ARG_UNUSED;
5146 carg2 = (args[cop] & ARG2) ? state->texture_states[i][WINED3D_TSS_COLOR_ARG2] : ARG_UNUSED;
5147 carg0 = (args[cop] & ARG0) ? state->texture_states[i][WINED3D_TSS_COLOR_ARG0] : ARG_UNUSED;
5149 if (is_invalid_op(state, i, cop, carg1, carg2, carg0))
5151 carg0 = ARG_UNUSED;
5152 carg2 = ARG_UNUSED;
5153 carg1 = WINED3DTA_CURRENT;
5154 cop = WINED3D_TOP_SELECT_ARG1;
5157 if (cop == WINED3D_TOP_DOTPRODUCT3)
5159 /* A dotproduct3 on the colorop overwrites the alphaop operation and replicates
5160 * the color result to the alpha component of the destination
5162 aop = cop;
5163 aarg1 = carg1;
5164 aarg2 = carg2;
5165 aarg0 = carg0;
5167 else
5169 aarg1 = (args[aop] & ARG1) ? state->texture_states[i][WINED3D_TSS_ALPHA_ARG1] : ARG_UNUSED;
5170 aarg2 = (args[aop] & ARG2) ? state->texture_states[i][WINED3D_TSS_ALPHA_ARG2] : ARG_UNUSED;
5171 aarg0 = (args[aop] & ARG0) ? state->texture_states[i][WINED3D_TSS_ALPHA_ARG0] : ARG_UNUSED;
5174 if (!i && state->textures[0] && state->render_states[WINED3D_RS_COLORKEYENABLE])
5176 GLenum texture_dimensions;
5178 texture = state->textures[0];
5179 texture_dimensions = texture->target;
5181 if (texture_dimensions == GL_TEXTURE_2D || texture_dimensions == GL_TEXTURE_RECTANGLE_ARB)
5183 if (texture->async.color_key_flags & WINED3D_CKEY_SRC_BLT && !texture->resource.format->alpha_size)
5185 if (aop == WINED3D_TOP_DISABLE)
5187 aarg1 = WINED3DTA_TEXTURE;
5188 aop = WINED3D_TOP_SELECT_ARG1;
5190 else if (aop == WINED3D_TOP_SELECT_ARG1 && aarg1 != WINED3DTA_TEXTURE)
5192 if (state->render_states[WINED3D_RS_ALPHABLENDENABLE])
5194 aarg2 = WINED3DTA_TEXTURE;
5195 aop = WINED3D_TOP_MODULATE;
5197 else aarg1 = WINED3DTA_TEXTURE;
5199 else if (aop == WINED3D_TOP_SELECT_ARG2 && aarg2 != WINED3DTA_TEXTURE)
5201 if (state->render_states[WINED3D_RS_ALPHABLENDENABLE])
5203 aarg1 = WINED3DTA_TEXTURE;
5204 aop = WINED3D_TOP_MODULATE;
5206 else aarg2 = WINED3DTA_TEXTURE;
5212 if (is_invalid_op(state, i, aop, aarg1, aarg2, aarg0))
5214 aarg0 = ARG_UNUSED;
5215 aarg2 = ARG_UNUSED;
5216 aarg1 = WINED3DTA_CURRENT;
5217 aop = WINED3D_TOP_SELECT_ARG1;
5220 if (carg1 == WINED3DTA_TEXTURE || carg2 == WINED3DTA_TEXTURE || carg0 == WINED3DTA_TEXTURE
5221 || aarg1 == WINED3DTA_TEXTURE || aarg2 == WINED3DTA_TEXTURE || aarg0 == WINED3DTA_TEXTURE)
5223 ttff = state->texture_states[i][WINED3D_TSS_TEXTURE_TRANSFORM_FLAGS];
5224 if (ttff == (WINED3D_TTFF_PROJECTED | WINED3D_TTFF_COUNT3))
5225 settings->op[i].projected = proj_count3;
5226 else if (ttff & WINED3D_TTFF_PROJECTED)
5227 settings->op[i].projected = proj_count4;
5228 else
5229 settings->op[i].projected = proj_none;
5231 else
5233 settings->op[i].projected = proj_none;
5236 settings->op[i].cop = cop;
5237 settings->op[i].aop = aop;
5238 settings->op[i].carg0 = carg0;
5239 settings->op[i].carg1 = carg1;
5240 settings->op[i].carg2 = carg2;
5241 settings->op[i].aarg0 = aarg0;
5242 settings->op[i].aarg1 = aarg1;
5243 settings->op[i].aarg2 = aarg2;
5245 if (state->texture_states[i][WINED3D_TSS_RESULT_ARG] == WINED3DTA_TEMP)
5246 settings->op[i].dst = tempreg;
5247 else
5248 settings->op[i].dst = resultreg;
5251 /* Clear unsupported stages */
5252 for(; i < MAX_TEXTURES; i++) {
5253 memset(&settings->op[i], 0xff, sizeof(settings->op[i]));
5256 if (!state->render_states[WINED3D_RS_FOGENABLE])
5258 settings->fog = WINED3D_FFP_PS_FOG_OFF;
5260 else if (state->render_states[WINED3D_RS_FOGTABLEMODE] == WINED3D_FOG_NONE)
5262 if (use_vs(state) || state->vertex_declaration->position_transformed)
5264 settings->fog = WINED3D_FFP_PS_FOG_LINEAR;
5266 else
5268 switch (state->render_states[WINED3D_RS_FOGVERTEXMODE])
5270 case WINED3D_FOG_NONE:
5271 case WINED3D_FOG_LINEAR:
5272 settings->fog = WINED3D_FFP_PS_FOG_LINEAR;
5273 break;
5274 case WINED3D_FOG_EXP:
5275 settings->fog = WINED3D_FFP_PS_FOG_EXP;
5276 break;
5277 case WINED3D_FOG_EXP2:
5278 settings->fog = WINED3D_FFP_PS_FOG_EXP2;
5279 break;
5283 else
5285 switch (state->render_states[WINED3D_RS_FOGTABLEMODE])
5287 case WINED3D_FOG_LINEAR:
5288 settings->fog = WINED3D_FFP_PS_FOG_LINEAR;
5289 break;
5290 case WINED3D_FOG_EXP:
5291 settings->fog = WINED3D_FFP_PS_FOG_EXP;
5292 break;
5293 case WINED3D_FOG_EXP2:
5294 settings->fog = WINED3D_FFP_PS_FOG_EXP2;
5295 break;
5298 settings->sRGB_write = !gl_info->supported[ARB_FRAMEBUFFER_SRGB] && needs_srgb_write(context, state, state->fb);
5299 if (d3d_info->vs_clipping || !use_vs(state) || !state->render_states[WINED3D_RS_CLIPPING]
5300 || !state->render_states[WINED3D_RS_CLIPPLANEENABLE])
5302 /* No need to emulate clipplanes if GL supports native vertex shader clipping or if
5303 * the fixed function vertex pipeline is used(which always supports clipplanes), or
5304 * if no clipplane is enabled
5306 settings->emul_clipplanes = 0;
5307 } else {
5308 settings->emul_clipplanes = 1;
5311 if (state->render_states[WINED3D_RS_COLORKEYENABLE] && state->textures[0]
5312 && state->textures[0]->async.color_key_flags & WINED3D_CKEY_SRC_BLT
5313 && settings->op[0].cop != WINED3D_TOP_DISABLE)
5314 settings->color_key_enabled = 1;
5315 else
5316 settings->color_key_enabled = 0;
5318 /* texcoords_initialized is set to meaningful values only when GL doesn't
5319 * support enough varyings to always pass around all the possible texture
5320 * coordinates.
5321 * This is used to avoid reading a varying not written by the vertex shader.
5322 * Reading uninitialized varyings on core profile contexts results in an
5323 * error while with builtin varyings on legacy contexts you get undefined
5324 * behavior. */
5325 if (d3d_info->limits.varying_count
5326 && d3d_info->limits.varying_count < wined3d_max_compat_varyings(gl_info))
5328 settings->texcoords_initialized = 0;
5329 for (i = 0; i < MAX_TEXTURES; ++i)
5331 if (use_vs(state))
5333 if (state->shader[WINED3D_SHADER_TYPE_VERTEX]->reg_maps.output_registers & (1u << i))
5334 settings->texcoords_initialized |= 1u << i;
5336 else
5338 const struct wined3d_stream_info *si = &context->stream_info;
5339 unsigned int coord_idx = state->texture_states[i][WINED3D_TSS_TEXCOORD_INDEX];
5340 if ((state->texture_states[i][WINED3D_TSS_TEXCOORD_INDEX] >> WINED3D_FFP_TCI_SHIFT)
5341 & WINED3D_FFP_TCI_MASK
5342 || (coord_idx < MAX_TEXTURES && (si->use_map & (1u << (WINED3D_FFP_TEXCOORD0 + coord_idx)))))
5343 settings->texcoords_initialized |= 1u << i;
5347 else
5349 settings->texcoords_initialized = (1u << MAX_TEXTURES) - 1;
5352 settings->pointsprite = state->render_states[WINED3D_RS_POINTSPRITEENABLE]
5353 && state->gl_primitive_type == GL_POINTS;
5355 if (gl_info->supported[WINED3D_GL_LEGACY_CONTEXT])
5356 settings->alpha_test_func = WINED3D_CMP_ALWAYS - 1;
5357 else
5358 settings->alpha_test_func = (state->render_states[WINED3D_RS_ALPHATESTENABLE]
5359 ? wined3d_sanitize_cmp_func(state->render_states[WINED3D_RS_ALPHAFUNC])
5360 : WINED3D_CMP_ALWAYS) - 1;
5362 if (d3d_info->emulated_flatshading)
5363 settings->flatshading = state->render_states[WINED3D_RS_SHADEMODE] == WINED3D_SHADE_FLAT;
5364 else
5365 settings->flatshading = FALSE;
5368 const struct ffp_frag_desc *find_ffp_frag_shader(const struct wine_rb_tree *fragment_shaders,
5369 const struct ffp_frag_settings *settings)
5371 struct wine_rb_entry *entry = wine_rb_get(fragment_shaders, settings);
5372 return entry ? WINE_RB_ENTRY_VALUE(entry, struct ffp_frag_desc, entry) : NULL;
5375 void add_ffp_frag_shader(struct wine_rb_tree *shaders, struct ffp_frag_desc *desc)
5377 /* Note that the key is the implementation independent part of the ffp_frag_desc structure,
5378 * whereas desc points to an extended structure with implementation specific parts. */
5379 if (wine_rb_put(shaders, &desc->settings, &desc->entry) == -1)
5381 ERR("Failed to insert ffp frag shader.\n");
5385 /* Activates the texture dimension according to the bound D3D texture. Does
5386 * not care for the colorop or correct gl texture unit (when using nvrc).
5387 * Requires the caller to activate the correct unit. */
5388 /* Context activation is done by the caller (state handler). */
5389 void texture_activate_dimensions(const struct wined3d_texture *texture, const struct wined3d_gl_info *gl_info)
5391 if (texture)
5393 switch (texture->target)
5395 case GL_TEXTURE_2D:
5396 gl_info->gl_ops.gl.p_glDisable(GL_TEXTURE_3D);
5397 checkGLcall("glDisable(GL_TEXTURE_3D)");
5398 if (gl_info->supported[ARB_TEXTURE_CUBE_MAP])
5400 gl_info->gl_ops.gl.p_glDisable(GL_TEXTURE_CUBE_MAP_ARB);
5401 checkGLcall("glDisable(GL_TEXTURE_CUBE_MAP_ARB)");
5403 if (gl_info->supported[ARB_TEXTURE_RECTANGLE])
5405 gl_info->gl_ops.gl.p_glDisable(GL_TEXTURE_RECTANGLE_ARB);
5406 checkGLcall("glDisable(GL_TEXTURE_RECTANGLE_ARB)");
5408 gl_info->gl_ops.gl.p_glEnable(GL_TEXTURE_2D);
5409 checkGLcall("glEnable(GL_TEXTURE_2D)");
5410 break;
5411 case GL_TEXTURE_RECTANGLE_ARB:
5412 gl_info->gl_ops.gl.p_glDisable(GL_TEXTURE_2D);
5413 checkGLcall("glDisable(GL_TEXTURE_2D)");
5414 gl_info->gl_ops.gl.p_glDisable(GL_TEXTURE_3D);
5415 checkGLcall("glDisable(GL_TEXTURE_3D)");
5416 if (gl_info->supported[ARB_TEXTURE_CUBE_MAP])
5418 gl_info->gl_ops.gl.p_glDisable(GL_TEXTURE_CUBE_MAP_ARB);
5419 checkGLcall("glDisable(GL_TEXTURE_CUBE_MAP_ARB)");
5421 gl_info->gl_ops.gl.p_glEnable(GL_TEXTURE_RECTANGLE_ARB);
5422 checkGLcall("glEnable(GL_TEXTURE_RECTANGLE_ARB)");
5423 break;
5424 case GL_TEXTURE_3D:
5425 if (gl_info->supported[ARB_TEXTURE_CUBE_MAP])
5427 gl_info->gl_ops.gl.p_glDisable(GL_TEXTURE_CUBE_MAP_ARB);
5428 checkGLcall("glDisable(GL_TEXTURE_CUBE_MAP_ARB)");
5430 if (gl_info->supported[ARB_TEXTURE_RECTANGLE])
5432 gl_info->gl_ops.gl.p_glDisable(GL_TEXTURE_RECTANGLE_ARB);
5433 checkGLcall("glDisable(GL_TEXTURE_RECTANGLE_ARB)");
5435 gl_info->gl_ops.gl.p_glDisable(GL_TEXTURE_2D);
5436 checkGLcall("glDisable(GL_TEXTURE_2D)");
5437 gl_info->gl_ops.gl.p_glEnable(GL_TEXTURE_3D);
5438 checkGLcall("glEnable(GL_TEXTURE_3D)");
5439 break;
5440 case GL_TEXTURE_CUBE_MAP_ARB:
5441 gl_info->gl_ops.gl.p_glDisable(GL_TEXTURE_2D);
5442 checkGLcall("glDisable(GL_TEXTURE_2D)");
5443 gl_info->gl_ops.gl.p_glDisable(GL_TEXTURE_3D);
5444 checkGLcall("glDisable(GL_TEXTURE_3D)");
5445 if (gl_info->supported[ARB_TEXTURE_RECTANGLE])
5447 gl_info->gl_ops.gl.p_glDisable(GL_TEXTURE_RECTANGLE_ARB);
5448 checkGLcall("glDisable(GL_TEXTURE_RECTANGLE_ARB)");
5450 gl_info->gl_ops.gl.p_glEnable(GL_TEXTURE_CUBE_MAP_ARB);
5451 checkGLcall("glEnable(GL_TEXTURE_CUBE_MAP_ARB)");
5452 break;
5455 else
5457 gl_info->gl_ops.gl.p_glEnable(GL_TEXTURE_2D);
5458 checkGLcall("glEnable(GL_TEXTURE_2D)");
5459 gl_info->gl_ops.gl.p_glDisable(GL_TEXTURE_3D);
5460 checkGLcall("glDisable(GL_TEXTURE_3D)");
5461 if (gl_info->supported[ARB_TEXTURE_CUBE_MAP])
5463 gl_info->gl_ops.gl.p_glDisable(GL_TEXTURE_CUBE_MAP_ARB);
5464 checkGLcall("glDisable(GL_TEXTURE_CUBE_MAP_ARB)");
5466 if (gl_info->supported[ARB_TEXTURE_RECTANGLE])
5468 gl_info->gl_ops.gl.p_glDisable(GL_TEXTURE_RECTANGLE_ARB);
5469 checkGLcall("glDisable(GL_TEXTURE_RECTANGLE_ARB)");
5471 /* Binding textures is done by samplers. A dummy texture will be bound */
5475 /* Context activation is done by the caller (state handler). */
5476 void sampler_texdim(struct wined3d_context *context, const struct wined3d_state *state, DWORD state_id)
5478 DWORD sampler = state_id - STATE_SAMPLER(0);
5479 DWORD mapped_stage = context->tex_unit_map[sampler];
5481 /* No need to enable / disable anything here for unused samplers. The
5482 * tex_colorop handler takes care. Also no action is needed with pixel
5483 * shaders, or if tex_colorop will take care of this business. */
5484 if (mapped_stage == WINED3D_UNMAPPED_STAGE || mapped_stage >= context->gl_info->limits.textures)
5485 return;
5486 if (sampler >= context->lowest_disabled_stage)
5487 return;
5488 if (isStateDirty(context, STATE_TEXTURESTAGE(sampler, WINED3D_TSS_COLOR_OP)))
5489 return;
5491 texture_activate_dimensions(state->textures[sampler], context->gl_info);
5494 void *wined3d_rb_alloc(size_t size)
5496 return HeapAlloc(GetProcessHeap(), 0, size);
5499 void *wined3d_rb_realloc(void *ptr, size_t size)
5501 return HeapReAlloc(GetProcessHeap(), 0, ptr, size);
5504 void wined3d_rb_free(void *ptr)
5506 HeapFree(GetProcessHeap(), 0, ptr);
5509 static int ffp_frag_program_key_compare(const void *key, const struct wine_rb_entry *entry)
5511 const struct ffp_frag_settings *ka = key;
5512 const struct ffp_frag_settings *kb = &WINE_RB_ENTRY_VALUE(entry, const struct ffp_frag_desc, entry)->settings;
5514 return memcmp(ka, kb, sizeof(*ka));
5517 const struct wine_rb_functions wined3d_ffp_frag_program_rb_functions =
5519 wined3d_rb_alloc,
5520 wined3d_rb_realloc,
5521 wined3d_rb_free,
5522 ffp_frag_program_key_compare,
5525 void wined3d_ffp_get_vs_settings(const struct wined3d_context *context,
5526 const struct wined3d_state *state, struct wined3d_ffp_vs_settings *settings)
5528 const struct wined3d_stream_info *si = &context->stream_info;
5529 const struct wined3d_gl_info *gl_info = context->gl_info;
5530 const struct wined3d_d3d_info *d3d_info = context->d3d_info;
5531 unsigned int coord_idx, i;
5533 if (si->position_transformed)
5535 memset(settings, 0, sizeof(*settings));
5537 settings->transformed = 1;
5538 settings->point_size = state->gl_primitive_type == GL_POINTS;
5539 settings->per_vertex_point_size = !!(si->use_map & 1u << WINED3D_FFP_PSIZE);
5540 if (!state->render_states[WINED3D_RS_FOGENABLE])
5541 settings->fog_mode = WINED3D_FFP_VS_FOG_OFF;
5542 else if (state->render_states[WINED3D_RS_FOGTABLEMODE] != WINED3D_FOG_NONE)
5543 settings->fog_mode = WINED3D_FFP_VS_FOG_DEPTH;
5544 else
5545 settings->fog_mode = WINED3D_FFP_VS_FOG_FOGCOORD;
5547 for (i = 0; i < MAX_TEXTURES; ++i)
5549 coord_idx = state->texture_states[i][WINED3D_TSS_TEXCOORD_INDEX];
5550 if (coord_idx < MAX_TEXTURES && (si->use_map & (1u << (WINED3D_FFP_TEXCOORD0 + coord_idx))))
5551 settings->texcoords |= 1u << i;
5552 settings->texgen[i] = state->texture_states[i][WINED3D_TSS_TEXCOORD_INDEX];
5554 if (d3d_info->limits.varying_count >= wined3d_max_compat_varyings(gl_info))
5555 settings->texcoords = (1u << MAX_TEXTURES) - 1;
5557 if (d3d_info->emulated_flatshading)
5558 settings->flatshading = state->render_states[WINED3D_RS_SHADEMODE] == WINED3D_SHADE_FLAT;
5559 else
5560 settings->flatshading = FALSE;
5562 return;
5565 switch (state->render_states[WINED3D_RS_VERTEXBLEND])
5567 case WINED3D_VBF_DISABLE:
5568 case WINED3D_VBF_1WEIGHTS:
5569 case WINED3D_VBF_2WEIGHTS:
5570 case WINED3D_VBF_3WEIGHTS:
5571 settings->vertexblends = state->render_states[WINED3D_RS_VERTEXBLEND];
5572 break;
5573 default:
5574 FIXME("Unsupported vertex blending: %d\n", state->render_states[WINED3D_RS_VERTEXBLEND]);
5575 break;
5578 settings->transformed = 0;
5579 settings->clipping = state->render_states[WINED3D_RS_CLIPPING]
5580 && state->render_states[WINED3D_RS_CLIPPLANEENABLE];
5581 settings->normal = !!(si->use_map & (1u << WINED3D_FFP_NORMAL));
5582 settings->normalize = settings->normal && state->render_states[WINED3D_RS_NORMALIZENORMALS];
5583 settings->lighting = !!state->render_states[WINED3D_RS_LIGHTING];
5584 settings->localviewer = !!state->render_states[WINED3D_RS_LOCALVIEWER];
5585 settings->point_size = state->gl_primitive_type == GL_POINTS;
5586 settings->per_vertex_point_size = !!(si->use_map & 1u << WINED3D_FFP_PSIZE);
5588 if (state->render_states[WINED3D_RS_COLORVERTEX] && (si->use_map & (1u << WINED3D_FFP_DIFFUSE)))
5590 settings->diffuse_source = state->render_states[WINED3D_RS_DIFFUSEMATERIALSOURCE];
5591 settings->emissive_source = state->render_states[WINED3D_RS_EMISSIVEMATERIALSOURCE];
5592 settings->ambient_source = state->render_states[WINED3D_RS_AMBIENTMATERIALSOURCE];
5593 settings->specular_source = state->render_states[WINED3D_RS_SPECULARMATERIALSOURCE];
5595 else
5597 settings->diffuse_source = WINED3D_MCS_MATERIAL;
5598 settings->emissive_source = WINED3D_MCS_MATERIAL;
5599 settings->ambient_source = WINED3D_MCS_MATERIAL;
5600 settings->specular_source = WINED3D_MCS_MATERIAL;
5603 settings->texcoords = 0;
5604 for (i = 0; i < MAX_TEXTURES; ++i)
5606 coord_idx = state->texture_states[i][WINED3D_TSS_TEXCOORD_INDEX];
5607 if (coord_idx < MAX_TEXTURES && (si->use_map & (1u << (WINED3D_FFP_TEXCOORD0 + coord_idx))))
5608 settings->texcoords |= 1u << i;
5609 settings->texgen[i] = state->texture_states[i][WINED3D_TSS_TEXCOORD_INDEX];
5611 if (d3d_info->limits.varying_count >= wined3d_max_compat_varyings(gl_info))
5612 settings->texcoords = (1u << MAX_TEXTURES) - 1;
5614 settings->light_type = 0;
5615 for (i = 0; i < MAX_ACTIVE_LIGHTS; ++i)
5617 if (state->lights[i])
5618 settings->light_type |= (state->lights[i]->OriginalParms.type
5619 & WINED3D_FFP_LIGHT_TYPE_MASK) << WINED3D_FFP_LIGHT_TYPE_SHIFT(i);
5622 settings->ortho_fog = 0;
5623 if (!state->render_states[WINED3D_RS_FOGENABLE])
5624 settings->fog_mode = WINED3D_FFP_VS_FOG_OFF;
5625 else if (state->render_states[WINED3D_RS_FOGTABLEMODE] != WINED3D_FOG_NONE)
5627 settings->fog_mode = WINED3D_FFP_VS_FOG_DEPTH;
5629 if (state->transforms[WINED3D_TS_PROJECTION]._14 == 0.0f
5630 && state->transforms[WINED3D_TS_PROJECTION]._24 == 0.0f
5631 && state->transforms[WINED3D_TS_PROJECTION]._34 == 0.0f
5632 && state->transforms[WINED3D_TS_PROJECTION]._44 == 1.0f)
5633 settings->ortho_fog = 1;
5635 else if (state->render_states[WINED3D_RS_FOGVERTEXMODE] == WINED3D_FOG_NONE)
5636 settings->fog_mode = WINED3D_FFP_VS_FOG_FOGCOORD;
5637 else if (state->render_states[WINED3D_RS_RANGEFOGENABLE])
5638 settings->fog_mode = WINED3D_FFP_VS_FOG_RANGE;
5639 else
5640 settings->fog_mode = WINED3D_FFP_VS_FOG_DEPTH;
5642 if (d3d_info->emulated_flatshading)
5643 settings->flatshading = state->render_states[WINED3D_RS_SHADEMODE] == WINED3D_SHADE_FLAT;
5644 else
5645 settings->flatshading = FALSE;
5647 settings->padding = 0;
5650 static int wined3d_ffp_vertex_program_key_compare(const void *key, const struct wine_rb_entry *entry)
5652 const struct wined3d_ffp_vs_settings *ka = key;
5653 const struct wined3d_ffp_vs_settings *kb = &WINE_RB_ENTRY_VALUE(entry,
5654 const struct wined3d_ffp_vs_desc, entry)->settings;
5656 return memcmp(ka, kb, sizeof(*ka));
5659 const struct wine_rb_functions wined3d_ffp_vertex_program_rb_functions =
5661 wined3d_rb_alloc,
5662 wined3d_rb_realloc,
5663 wined3d_rb_free,
5664 wined3d_ffp_vertex_program_key_compare,
5667 const struct blit_shader *wined3d_select_blitter(const struct wined3d_gl_info *gl_info,
5668 const struct wined3d_d3d_info *d3d_info, enum wined3d_blit_op blit_op,
5669 const RECT *src_rect, DWORD src_usage, enum wined3d_pool src_pool, const struct wined3d_format *src_format,
5670 const RECT *dst_rect, DWORD dst_usage, enum wined3d_pool dst_pool, const struct wined3d_format *dst_format)
5672 static const struct blit_shader * const blitters[] =
5674 &arbfp_blit,
5675 &ffp_blit,
5676 &cpu_blit,
5678 unsigned int i;
5680 for (i = 0; i < sizeof(blitters) / sizeof(*blitters); ++i)
5682 if (blitters[i]->blit_supported(gl_info, d3d_info, blit_op,
5683 src_rect, src_usage, src_pool, src_format,
5684 dst_rect, dst_usage, dst_pool, dst_format))
5685 return blitters[i];
5688 return NULL;
5691 void wined3d_get_draw_rect(const struct wined3d_state *state, RECT *rect)
5693 const struct wined3d_viewport *vp = &state->viewport;
5695 SetRect(rect, vp->x, vp->y, vp->x + vp->width, vp->y + vp->height);
5697 if (state->render_states[WINED3D_RS_SCISSORTESTENABLE])
5698 IntersectRect(rect, rect, &state->scissor_rect);
5701 const char *wined3d_debug_location(DWORD location)
5703 const char *prefix = "";
5704 const char *suffix = "";
5705 char buf[294];
5707 if (wined3d_popcount(location) > 16)
5709 prefix = "~(";
5710 location = ~location;
5711 suffix = ")";
5714 buf[0] = '\0';
5715 #define LOCATION_TO_STR(u) if (location & u) { strcat(buf, " | "#u); location &= ~u; }
5716 LOCATION_TO_STR(WINED3D_LOCATION_DISCARDED);
5717 LOCATION_TO_STR(WINED3D_LOCATION_SYSMEM);
5718 LOCATION_TO_STR(WINED3D_LOCATION_USER_MEMORY);
5719 LOCATION_TO_STR(WINED3D_LOCATION_BUFFER);
5720 LOCATION_TO_STR(WINED3D_LOCATION_TEXTURE_RGB);
5721 LOCATION_TO_STR(WINED3D_LOCATION_TEXTURE_SRGB);
5722 LOCATION_TO_STR(WINED3D_LOCATION_DRAWABLE);
5723 LOCATION_TO_STR(WINED3D_LOCATION_RB_MULTISAMPLE);
5724 LOCATION_TO_STR(WINED3D_LOCATION_RB_RESOLVED);
5725 #undef LOCATION_TO_STR
5726 if (location) FIXME("Unrecognized location flag(s) %#x.\n", location);
5728 return wine_dbg_sprintf("%s%s%s", prefix, buf[0] ? &buf[3] : "0", suffix);
5731 /* Print a floating point value with the %.8e format specifier, always using
5732 * '.' as decimal separator. */
5733 void wined3d_ftoa(float value, char *s)
5735 int idx = 1;
5737 if (copysignf(1.0f, value) < 0.0f)
5738 ++idx;
5740 /* Be sure to allocate a buffer of at least 17 characters for the result
5741 as sprintf may return a 3 digit exponent when using the MSVC runtime
5742 instead of a 2 digit exponent. */
5743 sprintf(s, "%.8e", value);
5744 if (isfinite(value))
5745 s[idx] = '.';
5748 void wined3d_release_dc(HWND window, HDC dc)
5750 /* You'd figure ReleaseDC() would fail if the DC doesn't match the window.
5751 * However, that's not what actually happens, and there are user32 tests
5752 * that confirm ReleaseDC() with the wrong window is supposed to succeed.
5753 * So explicitly check that the DC belongs to the window, since we want to
5754 * avoid releasing a DC that belongs to some other window if the original
5755 * window was already destroyed. */
5756 if (WindowFromDC(dc) != window)
5757 WARN("DC %p does not belong to window %p.\n", dc, window);
5758 else if (!ReleaseDC(window, dc))
5759 ERR("Failed to release device context %p, last error %#x.\n", dc, GetLastError());
5762 BOOL wined3d_clip_blit(const RECT *clip_rect, RECT *clipped, RECT *other)
5764 RECT orig = *clipped;
5765 float scale_x = (float)(orig.right - orig.left) / (float)(other->right - other->left);
5766 float scale_y = (float)(orig.bottom - orig.top) / (float)(other->bottom - other->top);
5768 IntersectRect(clipped, clipped, clip_rect);
5770 if (IsRectEmpty(clipped))
5772 SetRectEmpty(other);
5773 return FALSE;
5776 other->left += (LONG)((clipped->left - orig.left) / scale_x);
5777 other->top += (LONG)((clipped->top - orig.top) / scale_y);
5778 other->right -= (LONG)((orig.right - clipped->right) / scale_x);
5779 other->bottom -= (LONG)((orig.bottom - clipped->bottom) / scale_y);
5781 return TRUE;
5784 void wined3d_gl_limits_get_uniform_block_range(const struct wined3d_gl_limits *gl_limits,
5785 enum wined3d_shader_type shader_type, unsigned int *base, unsigned int *count)
5787 *base = 0;
5788 *count = gl_limits->vertex_uniform_blocks;
5790 if (shader_type == WINED3D_SHADER_TYPE_VERTEX)
5791 return;
5793 *base += *count;
5794 *count = gl_limits->geometry_uniform_blocks;
5796 if (shader_type == WINED3D_SHADER_TYPE_GEOMETRY)
5797 return;
5799 *base += *count;
5800 *count = gl_limits->fragment_uniform_blocks;
5802 if (shader_type == WINED3D_SHADER_TYPE_PIXEL)
5803 return;
5805 *base += *count;
5806 *count = 0;
5808 ERR("Unhandled shader type %#x.\n", shader_type);