wined3d: Merge texture2d_prepare_texture() and texture3d_prepare_texture().
[wine.git] / dlls / wined3d / utils.c
bloba54e18efd9cfd0fdc3f440d38e96f5bbdf1b2d84
1 /*
2 * Utility functions for the WineD3D Library
4 * Copyright 2002-2004 Jason Edmeades
5 * Copyright 2003-2004 Raphael Junqueira
6 * Copyright 2004 Christian Costa
7 * Copyright 2005 Oliver Stieber
8 * Copyright 2006-2008 Henri Verbeet
9 * Copyright 2007-2008 Stefan Dösinger for CodeWeavers
10 * Copyright 2009-2010 Henri Verbeet for CodeWeavers
12 * This library is free software; you can redistribute it and/or
13 * modify it under the terms of the GNU Lesser General Public
14 * License as published by the Free Software Foundation; either
15 * version 2.1 of the License, or (at your option) any later version.
17 * This library is distributed in the hope that it will be useful,
18 * but WITHOUT ANY WARRANTY; without even the implied warranty of
19 * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the GNU
20 * Lesser General Public License for more details.
22 * You should have received a copy of the GNU Lesser General Public
23 * License along with this library; if not, write to the Free Software
24 * Foundation, Inc., 51 Franklin St, Fifth Floor, Boston, MA 02110-1301, USA
27 #include "config.h"
28 #include "wine/port.h"
30 #include <stdio.h>
32 #include "wined3d_private.h"
34 WINE_DEFAULT_DEBUG_CHANNEL(d3d);
36 #define WINED3D_FORMAT_FOURCC_BASE (WINED3DFMT_BC7_UNORM_SRGB + 1)
38 static const struct
40 enum wined3d_format_id id;
41 unsigned int idx;
43 format_index_remap[] =
45 {WINED3DFMT_UYVY, WINED3D_FORMAT_FOURCC_BASE},
46 {WINED3DFMT_YUY2, WINED3D_FORMAT_FOURCC_BASE + 1},
47 {WINED3DFMT_YV12, WINED3D_FORMAT_FOURCC_BASE + 2},
48 {WINED3DFMT_DXT1, WINED3D_FORMAT_FOURCC_BASE + 3},
49 {WINED3DFMT_DXT2, WINED3D_FORMAT_FOURCC_BASE + 4},
50 {WINED3DFMT_DXT3, WINED3D_FORMAT_FOURCC_BASE + 5},
51 {WINED3DFMT_DXT4, WINED3D_FORMAT_FOURCC_BASE + 6},
52 {WINED3DFMT_DXT5, WINED3D_FORMAT_FOURCC_BASE + 7},
53 {WINED3DFMT_MULTI2_ARGB8, WINED3D_FORMAT_FOURCC_BASE + 8},
54 {WINED3DFMT_G8R8_G8B8, WINED3D_FORMAT_FOURCC_BASE + 9},
55 {WINED3DFMT_R8G8_B8G8, WINED3D_FORMAT_FOURCC_BASE + 10},
56 {WINED3DFMT_ATI1N, WINED3D_FORMAT_FOURCC_BASE + 11},
57 {WINED3DFMT_ATI2N, WINED3D_FORMAT_FOURCC_BASE + 12},
58 {WINED3DFMT_INST, WINED3D_FORMAT_FOURCC_BASE + 13},
59 {WINED3DFMT_NVDB, WINED3D_FORMAT_FOURCC_BASE + 14},
60 {WINED3DFMT_NVHU, WINED3D_FORMAT_FOURCC_BASE + 15},
61 {WINED3DFMT_NVHS, WINED3D_FORMAT_FOURCC_BASE + 16},
62 {WINED3DFMT_INTZ, WINED3D_FORMAT_FOURCC_BASE + 17},
63 {WINED3DFMT_RESZ, WINED3D_FORMAT_FOURCC_BASE + 18},
64 {WINED3DFMT_NULL, WINED3D_FORMAT_FOURCC_BASE + 19},
65 {WINED3DFMT_R16, WINED3D_FORMAT_FOURCC_BASE + 20},
66 {WINED3DFMT_AL16, WINED3D_FORMAT_FOURCC_BASE + 21},
67 {WINED3DFMT_NV12, WINED3D_FORMAT_FOURCC_BASE + 22},
70 #define WINED3D_FORMAT_COUNT (WINED3D_FORMAT_FOURCC_BASE + ARRAY_SIZE(format_index_remap))
72 struct wined3d_format_channels
74 enum wined3d_format_id id;
75 DWORD red_size, green_size, blue_size, alpha_size;
76 DWORD red_offset, green_offset, blue_offset, alpha_offset;
77 UINT bpp;
78 BYTE depth_size, stencil_size;
81 static const struct wined3d_format_channels formats[] =
83 /* size offset
84 * format id r g b a r g b a bpp depth stencil */
85 {WINED3DFMT_UNKNOWN, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0},
86 /* FourCC formats */
87 {WINED3DFMT_UYVY, 0, 0, 0, 0, 0, 0, 0, 0, 2, 0, 0},
88 {WINED3DFMT_YUY2, 0, 0, 0, 0, 0, 0, 0, 0, 2, 0, 0},
89 {WINED3DFMT_YV12, 0, 0, 0, 0, 0, 0, 0, 0, 1, 0, 0},
90 {WINED3DFMT_NV12, 0, 0, 0, 0, 0, 0, 0, 0, 1, 0, 0},
91 {WINED3DFMT_DXT1, 0, 0, 0, 0, 0, 0, 0, 0, 1, 0, 0},
92 {WINED3DFMT_DXT2, 0, 0, 0, 0, 0, 0, 0, 0, 1, 0, 0},
93 {WINED3DFMT_DXT3, 0, 0, 0, 0, 0, 0, 0, 0, 1, 0, 0},
94 {WINED3DFMT_DXT4, 0, 0, 0, 0, 0, 0, 0, 0, 1, 0, 0},
95 {WINED3DFMT_DXT5, 0, 0, 0, 0, 0, 0, 0, 0, 1, 0, 0},
96 {WINED3DFMT_MULTI2_ARGB8, 0, 0, 0, 0, 0, 0, 0, 0, 1, 0, 0},
97 {WINED3DFMT_G8R8_G8B8, 0, 0, 0, 0, 0, 0, 0, 0, 1, 0, 0},
98 {WINED3DFMT_R8G8_B8G8, 0, 0, 0, 0, 0, 0, 0, 0, 1, 0, 0},
99 /* Hmm? */
100 {WINED3DFMT_R8G8_SNORM_Cx, 0, 0, 0, 0, 0, 0, 0, 0, 2, 0, 0},
101 {WINED3DFMT_R11G11B10_FLOAT, 11, 11, 10, 0, 0, 11, 22, 0, 4, 0, 0},
102 /* Palettized formats */
103 {WINED3DFMT_P8_UINT_A8_UNORM, 0, 0, 0, 8, 0, 0, 0, 8, 2, 0, 0},
104 {WINED3DFMT_P8_UINT, 0, 0, 0, 0, 0, 0, 0, 0, 1, 0, 0},
105 /* Standard ARGB formats. */
106 {WINED3DFMT_B8G8R8_UNORM, 8, 8, 8, 0, 16, 8, 0, 0, 3, 0, 0},
107 {WINED3DFMT_B5G6R5_UNORM, 5, 6, 5, 0, 11, 5, 0, 0, 2, 0, 0},
108 {WINED3DFMT_B5G5R5X1_UNORM, 5, 5, 5, 0, 10, 5, 0, 0, 2, 0, 0},
109 {WINED3DFMT_B5G5R5A1_UNORM, 5, 5, 5, 1, 10, 5, 0, 15, 2, 0, 0},
110 {WINED3DFMT_B4G4R4A4_UNORM, 4, 4, 4, 4, 8, 4, 0, 12, 2, 0, 0},
111 {WINED3DFMT_B2G3R3_UNORM, 3, 3, 2, 0, 5, 2, 0, 0, 1, 0, 0},
112 {WINED3DFMT_A8_UNORM, 0, 0, 0, 8, 0, 0, 0, 0, 1, 0, 0},
113 {WINED3DFMT_B2G3R3A8_UNORM, 3, 3, 2, 8, 5, 2, 0, 8, 2, 0, 0},
114 {WINED3DFMT_B4G4R4X4_UNORM, 4, 4, 4, 0, 8, 4, 0, 0, 2, 0, 0},
115 {WINED3DFMT_R8G8B8X8_UNORM, 8, 8, 8, 0, 0, 8, 16, 0, 4, 0, 0},
116 {WINED3DFMT_B10G10R10A2_UNORM, 10, 10, 10, 2, 20, 10, 0, 30, 4, 0, 0},
117 /* Luminance */
118 {WINED3DFMT_L8_UNORM, 0, 0, 0, 0, 0, 0, 0, 0, 1, 0, 0},
119 {WINED3DFMT_L8A8_UNORM, 0, 0, 0, 8, 0, 0, 0, 8, 2, 0, 0},
120 {WINED3DFMT_L4A4_UNORM, 0, 0, 0, 4, 0, 0, 0, 4, 1, 0, 0},
121 {WINED3DFMT_L16_UNORM, 0, 0, 0, 0, 0, 0, 0, 0, 2, 0, 0},
122 /* Bump mapping stuff */
123 {WINED3DFMT_R5G5_SNORM_L6_UNORM, 5, 5, 0, 0, 0, 5, 0, 0, 2, 0, 0},
124 {WINED3DFMT_R8G8_SNORM_L8X8_UNORM, 8, 8, 0, 0, 0, 8, 0, 0, 4, 0, 0},
125 {WINED3DFMT_R8G8B8A8_SNORM, 8, 8, 8, 8, 0, 8, 16, 24, 4, 0, 0},
126 {WINED3DFMT_R10G11B11_SNORM, 10, 11, 11, 0, 0, 10, 21, 0, 4, 0, 0},
127 {WINED3DFMT_R10G10B10X2_UINT, 10, 10, 10, 0, 0, 10, 20, 0, 4, 0, 0},
128 {WINED3DFMT_R10G10B10X2_SNORM, 10, 10, 10, 0, 0, 10, 20, 0, 4, 0, 0},
129 {WINED3DFMT_R10G10B10_SNORM_A2_UNORM, 10, 10, 10, 2, 0, 10, 20, 30, 4, 0, 0},
130 /* Depth stencil formats */
131 {WINED3DFMT_D16_LOCKABLE, 0, 0, 0, 0, 0, 0, 0, 0, 2, 16, 0},
132 {WINED3DFMT_D32_UNORM, 0, 0, 0, 0, 0, 0, 0, 0, 4, 32, 0},
133 {WINED3DFMT_S1_UINT_D15_UNORM, 0, 0, 0, 0, 0, 0, 0, 0, 2, 15, 1},
134 {WINED3DFMT_X8D24_UNORM, 0, 0, 0, 0, 0, 0, 0, 0, 4, 24, 0},
135 {WINED3DFMT_S4X4_UINT_D24_UNORM, 0, 0, 0, 0, 0, 0, 0, 0, 4, 24, 4},
136 {WINED3DFMT_D16_UNORM, 0, 0, 0, 0, 0, 0, 0, 0, 2, 16, 0},
137 {WINED3DFMT_D32_FLOAT, 0, 0, 0, 0, 0, 0, 0, 0, 4, 32, 0},
138 {WINED3DFMT_S8_UINT_D24_FLOAT, 0, 0, 0, 0, 0, 0, 0, 0, 4, 24, 8},
139 /* Vendor-specific formats */
140 {WINED3DFMT_ATI1N, 0, 0, 0, 0, 0, 0, 0, 0, 1, 0, 0},
141 {WINED3DFMT_ATI2N, 0, 0, 0, 0, 0, 0, 0, 0, 1, 0, 0},
142 {WINED3DFMT_NVDB, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0},
143 {WINED3DFMT_INST, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0},
144 {WINED3DFMT_INTZ, 0, 0, 0, 0, 0, 0, 0, 0, 4, 24, 8},
145 {WINED3DFMT_RESZ, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0},
146 {WINED3DFMT_NVHU, 0, 0, 0, 0, 0, 0, 0, 0, 2, 0, 0},
147 {WINED3DFMT_NVHS, 0, 0, 0, 0, 0, 0, 0, 0, 2, 0, 0},
148 {WINED3DFMT_NULL, 8, 8, 8, 8, 0, 8, 16, 24, 4, 0, 0},
149 /* Unsure about them, could not find a Windows driver that supports them */
150 {WINED3DFMT_R16, 16, 0, 0, 0, 0, 0, 0, 0, 2, 0, 0},
151 {WINED3DFMT_AL16, 0, 0, 0, 16, 0, 0, 0, 16, 4, 0, 0},
152 /* DirectX 10 HDR formats */
153 {WINED3DFMT_R9G9B9E5_SHAREDEXP, 0, 0, 0, 0, 0, 0, 0, 0, 4, 0, 0},
154 /* Typeless */
155 {WINED3DFMT_R32G32B32A32_TYPELESS, 32, 32, 32, 32, 0, 32, 64, 96, 16, 0, 0},
156 {WINED3DFMT_R32G32B32_TYPELESS, 32, 32, 32, 0, 0, 32, 64, 0, 12, 0, 0},
157 {WINED3DFMT_R16G16B16A16_TYPELESS, 16, 16, 16, 16, 0, 16, 32, 48, 8, 0, 0},
158 {WINED3DFMT_R32G32_TYPELESS, 32, 32, 0, 0, 0, 32, 0, 0, 8, 0, 0},
159 {WINED3DFMT_R32G8X24_TYPELESS, 0, 0, 0, 0, 0, 0, 0, 0, 8, 32, 8},
160 {WINED3DFMT_R10G10B10A2_TYPELESS, 10, 10, 10, 2, 0, 10, 20, 30, 4, 0, 0},
161 {WINED3DFMT_R8G8B8A8_TYPELESS, 8, 8, 8, 8, 0, 8, 16, 24, 4, 0, 0},
162 {WINED3DFMT_R16G16_TYPELESS, 16, 16, 0, 0, 0, 16, 0, 0, 4, 0, 0},
163 {WINED3DFMT_R32_TYPELESS, 32, 0, 0, 0, 0, 0, 0, 0, 4, 0, 0},
164 {WINED3DFMT_R24G8_TYPELESS, 0, 0, 0, 0, 0, 0, 0, 0, 4, 24, 8},
165 {WINED3DFMT_R8G8_TYPELESS, 8, 8, 0, 0, 0, 8, 0, 0, 2, 0, 0},
166 {WINED3DFMT_R16_TYPELESS, 16, 0, 0, 0, 0, 0, 0, 0, 2, 0, 0},
167 {WINED3DFMT_R8_TYPELESS, 8, 0, 0, 0, 0, 0, 0, 0, 1, 0, 0},
168 {WINED3DFMT_BC1_TYPELESS, 0, 0, 0, 0, 0, 0, 0, 0, 1, 0, 0},
169 {WINED3DFMT_BC2_TYPELESS, 0, 0, 0, 0, 0, 0, 0, 0, 1, 0, 0},
170 {WINED3DFMT_BC3_TYPELESS, 0, 0, 0, 0, 0, 0, 0, 0, 1, 0, 0},
171 {WINED3DFMT_BC4_TYPELESS, 0, 0, 0, 0, 0, 0, 0, 0, 1, 0, 0},
172 {WINED3DFMT_BC5_TYPELESS, 0, 0, 0, 0, 0, 0, 0, 0, 1, 0, 0},
173 {WINED3DFMT_BC6H_TYPELESS, 0, 0, 0, 0, 0, 0, 0, 0, 1, 0, 0},
174 {WINED3DFMT_BC7_TYPELESS, 0, 0, 0, 0, 0, 0, 0, 0, 1, 0, 0},
175 {WINED3DFMT_B8G8R8A8_TYPELESS, 8, 8, 8, 8, 16, 8, 0, 24, 4, 0, 0},
176 {WINED3DFMT_B8G8R8X8_TYPELESS, 8, 8, 8, 0, 16, 8, 0, 0, 4, 0, 0},
179 enum wined3d_channel_type
181 WINED3D_CHANNEL_TYPE_NONE,
182 WINED3D_CHANNEL_TYPE_UNORM,
183 WINED3D_CHANNEL_TYPE_SNORM,
184 WINED3D_CHANNEL_TYPE_UINT,
185 WINED3D_CHANNEL_TYPE_SINT,
186 WINED3D_CHANNEL_TYPE_FLOAT,
187 WINED3D_CHANNEL_TYPE_DEPTH,
188 WINED3D_CHANNEL_TYPE_STENCIL,
189 WINED3D_CHANNEL_TYPE_UNUSED,
192 struct wined3d_typed_format_info
194 enum wined3d_format_id id;
195 enum wined3d_format_id typeless_id;
196 const char *channels;
200 * The last entry for a given typeless format defines its internal format.
202 * u - WINED3D_CHANNEL_TYPE_UNORM
203 * i - WINED3D_CHANNEL_TYPE_SNORM
204 * U - WINED3D_CHANNEL_TYPE_UINT
205 * I - WINED3D_CHANNEL_TYPE_SINT
206 * F - WINED3D_CHANNEL_TYPE_FLOAT
207 * D - WINED3D_CHANNEL_TYPE_DEPTH
208 * S - WINED3D_CHANNEL_TYPE_STENCIL
209 * X - WINED3D_CHANNEL_TYPE_UNUSED
211 static const struct wined3d_typed_format_info typed_formats[] =
213 {WINED3DFMT_R32G32B32A32_UINT, WINED3DFMT_R32G32B32A32_TYPELESS, "UUUU"},
214 {WINED3DFMT_R32G32B32A32_SINT, WINED3DFMT_R32G32B32A32_TYPELESS, "IIII"},
215 {WINED3DFMT_R32G32B32A32_FLOAT, WINED3DFMT_R32G32B32A32_TYPELESS, "FFFF"},
216 {WINED3DFMT_R32G32B32_UINT, WINED3DFMT_R32G32B32_TYPELESS, "UUU"},
217 {WINED3DFMT_R32G32B32_SINT, WINED3DFMT_R32G32B32_TYPELESS, "III"},
218 {WINED3DFMT_R32G32B32_FLOAT, WINED3DFMT_R32G32B32_TYPELESS, "FFF"},
219 {WINED3DFMT_R16G16B16A16_UNORM, WINED3DFMT_R16G16B16A16_TYPELESS, "uuuu"},
220 {WINED3DFMT_R16G16B16A16_SNORM, WINED3DFMT_R16G16B16A16_TYPELESS, "iiii"},
221 {WINED3DFMT_R16G16B16A16_UINT, WINED3DFMT_R16G16B16A16_TYPELESS, "UUUU"},
222 {WINED3DFMT_R16G16B16A16_SINT, WINED3DFMT_R16G16B16A16_TYPELESS, "IIII"},
223 {WINED3DFMT_R16G16B16A16_FLOAT, WINED3DFMT_R16G16B16A16_TYPELESS, "FFFF"},
224 {WINED3DFMT_R32G32_UINT, WINED3DFMT_R32G32_TYPELESS, "UU"},
225 {WINED3DFMT_R32G32_SINT, WINED3DFMT_R32G32_TYPELESS, "II"},
226 {WINED3DFMT_R32G32_FLOAT, WINED3DFMT_R32G32_TYPELESS, "FF"},
227 {WINED3DFMT_R32_FLOAT_X8X24_TYPELESS, WINED3DFMT_R32G8X24_TYPELESS, "DX"},
228 {WINED3DFMT_X32_TYPELESS_G8X24_UINT, WINED3DFMT_R32G8X24_TYPELESS, "XS"},
229 {WINED3DFMT_D32_FLOAT_S8X24_UINT, WINED3DFMT_R32G8X24_TYPELESS, "DS"},
230 {WINED3DFMT_R10G10B10A2_SNORM, WINED3DFMT_R10G10B10A2_TYPELESS, "iiii"},
231 {WINED3DFMT_R10G10B10A2_UINT, WINED3DFMT_R10G10B10A2_TYPELESS, "UUUU"},
232 {WINED3DFMT_R10G10B10A2_UNORM, WINED3DFMT_R10G10B10A2_TYPELESS, "uuuu"},
233 {WINED3DFMT_R8G8B8A8_UINT, WINED3DFMT_R8G8B8A8_TYPELESS, "UUUU"},
234 {WINED3DFMT_R8G8B8A8_SINT, WINED3DFMT_R8G8B8A8_TYPELESS, "IIII"},
235 {WINED3DFMT_R8G8B8A8_SNORM, WINED3DFMT_R8G8B8A8_TYPELESS, "iiii"},
236 {WINED3DFMT_R8G8B8A8_UNORM_SRGB, WINED3DFMT_R8G8B8A8_TYPELESS, "uuuu"},
237 {WINED3DFMT_R8G8B8A8_UNORM, WINED3DFMT_R8G8B8A8_TYPELESS, "uuuu"},
238 {WINED3DFMT_R16G16_UNORM, WINED3DFMT_R16G16_TYPELESS, "uu"},
239 {WINED3DFMT_R16G16_SNORM, WINED3DFMT_R16G16_TYPELESS, "ii"},
240 {WINED3DFMT_R16G16_UINT, WINED3DFMT_R16G16_TYPELESS, "UU"},
241 {WINED3DFMT_R16G16_SINT, WINED3DFMT_R16G16_TYPELESS, "II"},
242 {WINED3DFMT_R16G16_FLOAT, WINED3DFMT_R16G16_TYPELESS, "FF"},
243 {WINED3DFMT_D32_FLOAT, WINED3DFMT_R32_TYPELESS, "D"},
244 {WINED3DFMT_R32_FLOAT, WINED3DFMT_R32_TYPELESS, "F"},
245 {WINED3DFMT_R32_UINT, WINED3DFMT_R32_TYPELESS, "U"},
246 {WINED3DFMT_R32_SINT, WINED3DFMT_R32_TYPELESS, "I"},
247 {WINED3DFMT_R24_UNORM_X8_TYPELESS, WINED3DFMT_R24G8_TYPELESS, "DX"},
248 {WINED3DFMT_X24_TYPELESS_G8_UINT, WINED3DFMT_R24G8_TYPELESS, "XS"},
249 {WINED3DFMT_D24_UNORM_S8_UINT, WINED3DFMT_R24G8_TYPELESS, "DS"},
250 {WINED3DFMT_R8G8_SNORM, WINED3DFMT_R8G8_TYPELESS, "ii"},
251 {WINED3DFMT_R8G8_UNORM, WINED3DFMT_R8G8_TYPELESS, "uu"},
252 {WINED3DFMT_R8G8_UINT, WINED3DFMT_R8G8_TYPELESS, "UU"},
253 {WINED3DFMT_R8G8_SINT, WINED3DFMT_R8G8_TYPELESS, "II"},
254 {WINED3DFMT_D16_UNORM, WINED3DFMT_R16_TYPELESS, "D"},
255 {WINED3DFMT_R16_UNORM, WINED3DFMT_R16_TYPELESS, "u"},
256 {WINED3DFMT_R16_SNORM, WINED3DFMT_R16_TYPELESS, "i"},
257 {WINED3DFMT_R16_UINT, WINED3DFMT_R16_TYPELESS, "U"},
258 {WINED3DFMT_R16_SINT, WINED3DFMT_R16_TYPELESS, "I"},
259 {WINED3DFMT_R16_FLOAT, WINED3DFMT_R16_TYPELESS, "F"},
260 {WINED3DFMT_R8_UNORM, WINED3DFMT_R8_TYPELESS, "u"},
261 {WINED3DFMT_R8_SNORM, WINED3DFMT_R8_TYPELESS, "i"},
262 {WINED3DFMT_R8_UINT, WINED3DFMT_R8_TYPELESS, "U"},
263 {WINED3DFMT_R8_SINT, WINED3DFMT_R8_TYPELESS, "I"},
264 {WINED3DFMT_BC1_UNORM_SRGB, WINED3DFMT_BC1_TYPELESS, ""},
265 {WINED3DFMT_BC1_UNORM, WINED3DFMT_BC1_TYPELESS, ""},
266 {WINED3DFMT_BC2_UNORM_SRGB, WINED3DFMT_BC2_TYPELESS, ""},
267 {WINED3DFMT_BC2_UNORM, WINED3DFMT_BC2_TYPELESS, ""},
268 {WINED3DFMT_BC3_UNORM_SRGB, WINED3DFMT_BC3_TYPELESS, ""},
269 {WINED3DFMT_BC3_UNORM, WINED3DFMT_BC3_TYPELESS, ""},
270 {WINED3DFMT_BC4_UNORM, WINED3DFMT_BC4_TYPELESS, ""},
271 {WINED3DFMT_BC4_SNORM, WINED3DFMT_BC4_TYPELESS, ""},
272 {WINED3DFMT_BC5_UNORM, WINED3DFMT_BC5_TYPELESS, ""},
273 {WINED3DFMT_BC5_SNORM, WINED3DFMT_BC5_TYPELESS, ""},
274 {WINED3DFMT_BC6H_UF16, WINED3DFMT_BC6H_TYPELESS, ""},
275 {WINED3DFMT_BC6H_SF16, WINED3DFMT_BC6H_TYPELESS, ""},
276 {WINED3DFMT_BC7_UNORM_SRGB, WINED3DFMT_BC7_TYPELESS, ""},
277 {WINED3DFMT_BC7_UNORM, WINED3DFMT_BC7_TYPELESS, ""},
278 {WINED3DFMT_B8G8R8A8_UNORM_SRGB, WINED3DFMT_B8G8R8A8_TYPELESS, "uuuu"},
279 {WINED3DFMT_B8G8R8A8_UNORM, WINED3DFMT_B8G8R8A8_TYPELESS, "uuuu"},
280 {WINED3DFMT_B8G8R8X8_UNORM_SRGB, WINED3DFMT_B8G8R8X8_TYPELESS, "uuuX"},
281 {WINED3DFMT_B8G8R8X8_UNORM, WINED3DFMT_B8G8R8X8_TYPELESS, "uuuX"},
284 struct wined3d_typeless_format_depth_stencil_info
286 enum wined3d_format_id typeless_id;
287 enum wined3d_format_id depth_stencil_id;
288 enum wined3d_format_id depth_view_id;
289 enum wined3d_format_id stencil_view_id;
290 BOOL separate_depth_view_format;
293 static const struct wined3d_typeless_format_depth_stencil_info typeless_depth_stencil_formats[] =
295 {WINED3DFMT_R32G8X24_TYPELESS, WINED3DFMT_D32_FLOAT_S8X24_UINT,
296 WINED3DFMT_R32_FLOAT_X8X24_TYPELESS, WINED3DFMT_X32_TYPELESS_G8X24_UINT, TRUE},
297 {WINED3DFMT_R24G8_TYPELESS, WINED3DFMT_D24_UNORM_S8_UINT,
298 WINED3DFMT_R24_UNORM_X8_TYPELESS, WINED3DFMT_X24_TYPELESS_G8_UINT, TRUE},
299 {WINED3DFMT_R32_TYPELESS, WINED3DFMT_D32_FLOAT, WINED3DFMT_R32_FLOAT},
300 {WINED3DFMT_R16_TYPELESS, WINED3DFMT_D16_UNORM, WINED3DFMT_R16_UNORM},
303 struct wined3d_format_ddi_info
305 enum wined3d_format_id id;
306 D3DDDIFORMAT ddi_format;
309 static const struct wined3d_format_ddi_info ddi_formats[] =
311 {WINED3DFMT_B8G8R8_UNORM, D3DDDIFMT_R8G8B8},
312 {WINED3DFMT_B8G8R8A8_UNORM, D3DDDIFMT_A8R8G8B8},
313 {WINED3DFMT_B8G8R8X8_UNORM, D3DDDIFMT_X8R8G8B8},
314 {WINED3DFMT_B5G6R5_UNORM, D3DDDIFMT_R5G6B5},
315 {WINED3DFMT_B5G5R5X1_UNORM, D3DDDIFMT_X1R5G5B5},
316 {WINED3DFMT_B5G5R5A1_UNORM, D3DDDIFMT_A1R5G5B5},
317 {WINED3DFMT_B4G4R4A4_UNORM, D3DDDIFMT_A4R4G4B4},
318 {WINED3DFMT_B4G4R4X4_UNORM, D3DDDIFMT_X4R4G4B4},
319 {WINED3DFMT_P8_UINT, D3DDDIFMT_P8},
322 struct wined3d_format_base_flags
324 enum wined3d_format_id id;
325 DWORD flags;
328 /* The ATI2N format behaves like an uncompressed format in LockRect(), but
329 * still needs to use the correct block based calculation for e.g. the
330 * resource size. */
331 static const struct wined3d_format_base_flags format_base_flags[] =
333 {WINED3DFMT_ATI1N, WINED3DFMT_FLAG_BROKEN_PITCH},
334 {WINED3DFMT_ATI2N, WINED3DFMT_FLAG_BROKEN_PITCH},
335 {WINED3DFMT_R11G11B10_FLOAT, WINED3DFMT_FLAG_FLOAT},
336 {WINED3DFMT_D32_FLOAT, WINED3DFMT_FLAG_FLOAT},
337 {WINED3DFMT_S8_UINT_D24_FLOAT, WINED3DFMT_FLAG_FLOAT},
338 {WINED3DFMT_D32_FLOAT_S8X24_UINT, WINED3DFMT_FLAG_FLOAT},
339 {WINED3DFMT_INST, WINED3DFMT_FLAG_EXTENSION},
340 {WINED3DFMT_NULL, WINED3DFMT_FLAG_EXTENSION},
341 {WINED3DFMT_NVDB, WINED3DFMT_FLAG_EXTENSION},
342 {WINED3DFMT_RESZ, WINED3DFMT_FLAG_EXTENSION},
345 struct wined3d_format_block_info
347 enum wined3d_format_id id;
348 UINT block_width;
349 UINT block_height;
350 UINT block_byte_count;
351 BOOL verify;
354 static const struct wined3d_format_block_info format_block_info[] =
356 {WINED3DFMT_DXT1, 4, 4, 8, TRUE},
357 {WINED3DFMT_DXT2, 4, 4, 16, TRUE},
358 {WINED3DFMT_DXT3, 4, 4, 16, TRUE},
359 {WINED3DFMT_DXT4, 4, 4, 16, TRUE},
360 {WINED3DFMT_DXT5, 4, 4, 16, TRUE},
361 {WINED3DFMT_BC1_UNORM, 4, 4, 8, TRUE},
362 {WINED3DFMT_BC2_UNORM, 4, 4, 16, TRUE},
363 {WINED3DFMT_BC3_UNORM, 4, 4, 16, TRUE},
364 {WINED3DFMT_BC4_UNORM, 4, 4, 8, TRUE},
365 {WINED3DFMT_BC4_SNORM, 4, 4, 8, TRUE},
366 {WINED3DFMT_BC5_UNORM, 4, 4, 16, TRUE},
367 {WINED3DFMT_BC5_SNORM, 4, 4, 16, TRUE},
368 {WINED3DFMT_BC6H_UF16, 4, 4, 16, TRUE},
369 {WINED3DFMT_BC6H_SF16, 4, 4, 16, TRUE},
370 {WINED3DFMT_BC7_UNORM, 4, 4, 16, TRUE},
371 {WINED3DFMT_ATI1N, 4, 4, 8, FALSE},
372 {WINED3DFMT_ATI2N, 4, 4, 16, FALSE},
373 {WINED3DFMT_YUY2, 2, 1, 4, FALSE},
374 {WINED3DFMT_UYVY, 2, 1, 4, FALSE},
377 struct wined3d_format_vertex_info
379 enum wined3d_format_id id;
380 enum wined3d_ffp_emit_idx emit_idx;
381 unsigned int component_count;
382 GLenum gl_vtx_type;
383 GLboolean gl_normalized;
384 enum wined3d_gl_extension extension;
387 static const struct wined3d_format_vertex_info format_vertex_info[] =
389 {WINED3DFMT_R32_FLOAT, WINED3D_FFP_EMIT_FLOAT1, 1, GL_FLOAT, GL_FALSE},
390 {WINED3DFMT_R32G32_FLOAT, WINED3D_FFP_EMIT_FLOAT2, 2, GL_FLOAT, GL_FALSE},
391 {WINED3DFMT_R32G32B32_FLOAT, WINED3D_FFP_EMIT_FLOAT3, 3, GL_FLOAT, GL_FALSE},
392 {WINED3DFMT_R32G32B32A32_FLOAT, WINED3D_FFP_EMIT_FLOAT4, 4, GL_FLOAT, GL_FALSE},
393 {WINED3DFMT_B8G8R8A8_UNORM, WINED3D_FFP_EMIT_D3DCOLOR, 4, GL_UNSIGNED_BYTE, GL_TRUE },
394 {WINED3DFMT_R8G8B8A8_UINT, WINED3D_FFP_EMIT_UBYTE4, 4, GL_UNSIGNED_BYTE, GL_FALSE},
395 {WINED3DFMT_R16G16_UINT, WINED3D_FFP_EMIT_INVALID, 2, GL_UNSIGNED_SHORT, GL_FALSE},
396 {WINED3DFMT_R16G16_SINT, WINED3D_FFP_EMIT_SHORT2, 2, GL_SHORT, GL_FALSE},
397 {WINED3DFMT_R16G16B16A16_SINT, WINED3D_FFP_EMIT_SHORT4, 4, GL_SHORT, GL_FALSE},
398 {WINED3DFMT_R8G8B8A8_UNORM, WINED3D_FFP_EMIT_UBYTE4N, 4, GL_UNSIGNED_BYTE, GL_TRUE },
399 {WINED3DFMT_R16G16_SNORM, WINED3D_FFP_EMIT_SHORT2N, 2, GL_SHORT, GL_TRUE },
400 {WINED3DFMT_R16G16B16A16_SNORM, WINED3D_FFP_EMIT_SHORT4N, 4, GL_SHORT, GL_TRUE },
401 {WINED3DFMT_R16G16_UNORM, WINED3D_FFP_EMIT_USHORT2N, 2, GL_UNSIGNED_SHORT, GL_TRUE },
402 {WINED3DFMT_R16G16B16A16_UNORM, WINED3D_FFP_EMIT_USHORT4N, 4, GL_UNSIGNED_SHORT, GL_TRUE },
403 {WINED3DFMT_R10G10B10X2_UINT, WINED3D_FFP_EMIT_UDEC3, 3, GL_UNSIGNED_SHORT, GL_FALSE},
404 {WINED3DFMT_R10G10B10X2_SNORM, WINED3D_FFP_EMIT_DEC3N, 3, GL_SHORT, GL_TRUE },
405 {WINED3DFMT_R10G10B10A2_UNORM, WINED3D_FFP_EMIT_INVALID, 4, GL_UNSIGNED_INT_2_10_10_10_REV, GL_TRUE,
406 ARB_VERTEX_TYPE_2_10_10_10_REV},
407 {WINED3DFMT_R16G16_FLOAT, WINED3D_FFP_EMIT_FLOAT16_2, 2, GL_HALF_FLOAT, GL_FALSE},
408 {WINED3DFMT_R16G16B16A16_FLOAT, WINED3D_FFP_EMIT_FLOAT16_4, 4, GL_HALF_FLOAT, GL_FALSE},
409 {WINED3DFMT_R8G8B8A8_SNORM, WINED3D_FFP_EMIT_INVALID, 4, GL_BYTE, GL_TRUE },
410 {WINED3DFMT_R8G8B8A8_SINT, WINED3D_FFP_EMIT_INVALID, 4, GL_BYTE, GL_FALSE},
411 {WINED3DFMT_R16G16B16A16_UINT, WINED3D_FFP_EMIT_INVALID, 4, GL_UNSIGNED_SHORT, GL_FALSE},
412 {WINED3DFMT_R8_UNORM, WINED3D_FFP_EMIT_INVALID, 1, GL_UNSIGNED_BYTE, GL_TRUE},
413 {WINED3DFMT_R8_UINT, WINED3D_FFP_EMIT_INVALID, 1, GL_UNSIGNED_BYTE, GL_FALSE},
414 {WINED3DFMT_R8_SINT, WINED3D_FFP_EMIT_INVALID, 1, GL_BYTE, GL_FALSE},
415 {WINED3DFMT_R16_UINT, WINED3D_FFP_EMIT_INVALID, 1, GL_UNSIGNED_SHORT, GL_FALSE},
416 {WINED3DFMT_R16_SINT, WINED3D_FFP_EMIT_INVALID, 1, GL_SHORT, GL_FALSE},
417 {WINED3DFMT_R32_UINT, WINED3D_FFP_EMIT_INVALID, 1, GL_UNSIGNED_INT, GL_FALSE},
418 {WINED3DFMT_R32_SINT, WINED3D_FFP_EMIT_INVALID, 1, GL_INT, GL_FALSE},
419 {WINED3DFMT_R32G32_UINT, WINED3D_FFP_EMIT_INVALID, 2, GL_UNSIGNED_INT, GL_FALSE},
420 {WINED3DFMT_R32G32_SINT, WINED3D_FFP_EMIT_INVALID, 2, GL_INT, GL_FALSE},
421 {WINED3DFMT_R32G32B32_UINT, WINED3D_FFP_EMIT_INVALID, 3, GL_UNSIGNED_INT, GL_FALSE},
422 {WINED3DFMT_R32G32B32A32_UINT, WINED3D_FFP_EMIT_INVALID, 4, GL_UNSIGNED_INT, GL_FALSE},
423 {WINED3DFMT_R32G32B32A32_SINT, WINED3D_FFP_EMIT_INVALID, 4, GL_INT, GL_FALSE},
426 struct wined3d_format_texture_info
428 enum wined3d_format_id id;
429 GLint gl_internal;
430 GLint gl_srgb_internal;
431 GLint gl_rt_internal;
432 GLint gl_format;
433 GLint gl_type;
434 unsigned int conv_byte_count;
435 unsigned int flags;
436 enum wined3d_gl_extension extension;
437 void (*upload)(const BYTE *src, BYTE *dst, unsigned int src_row_pitch, unsigned int src_slice_pitch,
438 unsigned int dst_row_pitch, unsigned int dst_slice_pitch,
439 unsigned int width, unsigned int height, unsigned int depth);
440 void (*download)(const BYTE *src, BYTE *dst, unsigned int src_row_pitch, unsigned int src_slice_pitch,
441 unsigned int dst_row_pitch, unsigned int dst_slice_pitch,
442 unsigned int width, unsigned int height, unsigned int depth);
445 static void convert_l4a4_unorm(const BYTE *src, BYTE *dst, UINT src_row_pitch, UINT src_slice_pitch,
446 UINT dst_row_pitch, UINT dst_slice_pitch, UINT width, UINT height, UINT depth)
448 /* WINED3DFMT_L4A4_UNORM exists as an internal gl format, but for some reason there is not
449 * format+type combination to load it. Thus convert it to A8L8, then load it
450 * with A4L4 internal, but A8L8 format+type
452 unsigned int x, y, z;
453 const unsigned char *Source;
454 unsigned char *Dest;
456 for (z = 0; z < depth; z++)
458 for (y = 0; y < height; y++)
460 Source = src + z * src_slice_pitch + y * src_row_pitch;
461 Dest = dst + z * dst_slice_pitch + y * dst_row_pitch;
462 for (x = 0; x < width; x++ )
464 unsigned char color = (*Source++);
465 /* A */ Dest[1] = (color & 0xf0u) << 0;
466 /* L */ Dest[0] = (color & 0x0fu) << 4;
467 Dest += 2;
473 static void convert_r5g5_snorm_l6_unorm(const BYTE *src, BYTE *dst, UINT src_row_pitch, UINT src_slice_pitch,
474 UINT dst_row_pitch, UINT dst_slice_pitch, UINT width, UINT height, UINT depth)
476 unsigned int x, y, z;
477 unsigned char r_in, g_in, l_in;
478 const unsigned short *texel_in;
479 unsigned short *texel_out;
481 /* Emulating signed 5 bit values with unsigned 5 bit values has some precision problems by design:
482 * E.g. the signed input value 0 becomes 16. GL normalizes it to 16 / 31 = 0.516. We convert it
483 * back to a signed value by subtracting 0.5 and multiplying by 2.0. The resulting value is
484 * ((16 / 31) - 0.5) * 2.0 = 0.032, which is quite different from the intended result 0.000. */
485 for (z = 0; z < depth; z++)
487 for (y = 0; y < height; y++)
489 texel_out = (unsigned short *) (dst + z * dst_slice_pitch + y * dst_row_pitch);
490 texel_in = (const unsigned short *)(src + z * src_slice_pitch + y * src_row_pitch);
491 for (x = 0; x < width; x++ )
493 l_in = (*texel_in & 0xfc00u) >> 10;
494 g_in = (*texel_in & 0x03e0u) >> 5;
495 r_in = *texel_in & 0x001fu;
497 *texel_out = ((r_in + 16) << 11) | (l_in << 5) | (g_in + 16);
498 texel_out++;
499 texel_in++;
505 static void convert_r5g5_snorm_l6_unorm_ext(const BYTE *src, BYTE *dst, UINT src_row_pitch, UINT src_slice_pitch,
506 UINT dst_row_pitch, UINT dst_slice_pitch, UINT width, UINT height, UINT depth)
508 unsigned int x, y, z;
509 unsigned char *texel_out, r_out, g_out, r_in, g_in, l_in;
510 const unsigned short *texel_in;
512 for (z = 0; z < depth; z++)
514 for (y = 0; y < height; y++)
516 texel_in = (const unsigned short *)(src + z * src_slice_pitch + y * src_row_pitch);
517 texel_out = dst + z * dst_slice_pitch + y * dst_row_pitch;
518 for (x = 0; x < width; x++ )
520 l_in = (*texel_in & 0xfc00u) >> 10;
521 g_in = (*texel_in & 0x03e0u) >> 5;
522 r_in = *texel_in & 0x001fu;
524 r_out = r_in << 3;
525 if (!(r_in & 0x10)) /* r > 0 */
526 r_out |= r_in >> 1;
528 g_out = g_in << 3;
529 if (!(g_in & 0x10)) /* g > 0 */
530 g_out |= g_in >> 1;
532 texel_out[0] = r_out;
533 texel_out[1] = g_out;
534 texel_out[2] = l_in << 1 | l_in >> 5;
535 texel_out[3] = 0;
537 texel_out += 4;
538 texel_in++;
544 static void convert_r5g5_snorm_l6_unorm_nv(const BYTE *src, BYTE *dst, UINT src_row_pitch, UINT src_slice_pitch,
545 UINT dst_row_pitch, UINT dst_slice_pitch, UINT width, UINT height, UINT depth)
547 unsigned int x, y, z;
548 unsigned char *texel_out, ds_out, dt_out, r_in, g_in, l_in;
549 const unsigned short *texel_in;
551 /* This makes the gl surface bigger(24 bit instead of 16), but it works with
552 * fixed function and shaders without further conversion once the surface is
553 * loaded.
555 * The difference between this function and convert_r5g5_snorm_l6_unorm_ext
556 * is that convert_r5g5_snorm_l6_unorm_ext creates a 32 bit XRGB texture and
557 * this function creates a 24 bit DSDT_MAG texture. Trying to load a DSDT_MAG
558 * internal with a 32 bit DSDT_MAG_INTENSITY or DSDT_MAG_VIB format fails. */
559 for (z = 0; z < depth; z++)
561 for (y = 0; y < height; y++)
563 texel_in = (const unsigned short *)(src + z * src_slice_pitch + y * src_row_pitch);
564 texel_out = dst + z * dst_slice_pitch + y * dst_row_pitch;
565 for (x = 0; x < width; x++ )
567 l_in = (*texel_in & 0xfc00u) >> 10;
568 g_in = (*texel_in & 0x03e0u) >> 5;
569 r_in = *texel_in & 0x001fu;
571 ds_out = r_in << 3;
572 if (!(r_in & 0x10)) /* r > 0 */
573 ds_out |= r_in >> 1;
575 dt_out = g_in << 3;
576 if (!(g_in & 0x10)) /* g > 0 */
577 dt_out |= g_in >> 1;
579 texel_out[0] = ds_out;
580 texel_out[1] = dt_out;
581 texel_out[2] = l_in << 1 | l_in >> 5;
583 texel_out += 3;
584 texel_in++;
590 static void convert_r8g8_snorm(const BYTE *src, BYTE *dst, UINT src_row_pitch, UINT src_slice_pitch,
591 UINT dst_row_pitch, UINT dst_slice_pitch, UINT width, UINT height, UINT depth)
593 unsigned int x, y, z;
594 const short *Source;
595 unsigned char *Dest;
597 for (z = 0; z < depth; z++)
599 for (y = 0; y < height; y++)
601 Source = (const short *)(src + z * src_slice_pitch + y * src_row_pitch);
602 Dest = dst + z * dst_slice_pitch + y * dst_row_pitch;
603 for (x = 0; x < width; x++ )
605 const short color = (*Source++);
606 /* B */ Dest[0] = 0xff;
607 /* G */ Dest[1] = (color >> 8) + 128; /* V */
608 /* R */ Dest[2] = (color & 0xff) + 128; /* U */
609 Dest += 3;
615 static void convert_r8g8_snorm_l8x8_unorm(const BYTE *src, BYTE *dst, UINT src_row_pitch, UINT src_slice_pitch,
616 UINT dst_row_pitch, UINT dst_slice_pitch, UINT width, UINT height, UINT depth)
618 unsigned int x, y, z;
619 const DWORD *Source;
620 unsigned char *Dest;
622 /* Doesn't work correctly with the fixed function pipeline, but can work in
623 * shaders if the shader is adjusted. (There's no use for this format in gl's
624 * standard fixed function pipeline anyway).
626 for (z = 0; z < depth; z++)
628 for (y = 0; y < height; y++)
630 Source = (const DWORD *)(src + z * src_slice_pitch + y * src_row_pitch);
631 Dest = dst + z * dst_slice_pitch + y * dst_row_pitch;
632 for (x = 0; x < width; x++ )
634 LONG color = (*Source++);
635 /* B */ Dest[0] = ((color >> 16) & 0xff); /* L */
636 /* G */ Dest[1] = ((color >> 8 ) & 0xff) + 128; /* V */
637 /* R */ Dest[2] = (color & 0xff) + 128; /* U */
638 Dest += 4;
644 static void convert_r8g8_snorm_l8x8_unorm_nv(const BYTE *src, BYTE *dst, UINT src_row_pitch, UINT src_slice_pitch,
645 UINT dst_row_pitch, UINT dst_slice_pitch, UINT width, UINT height, UINT depth)
647 unsigned int x, y, z;
648 const DWORD *Source;
649 unsigned char *Dest;
651 /* This implementation works with the fixed function pipeline and shaders
652 * without further modification after converting the surface.
654 for (z = 0; z < depth; z++)
656 for (y = 0; y < height; y++)
658 Source = (const DWORD *)(src + z * src_slice_pitch + y * src_row_pitch);
659 Dest = dst + z * dst_slice_pitch + y * dst_row_pitch;
660 for (x = 0; x < width; x++ )
662 LONG color = (*Source++);
663 /* L */ Dest[2] = ((color >> 16) & 0xff); /* L */
664 /* V */ Dest[1] = ((color >> 8 ) & 0xff); /* V */
665 /* U */ Dest[0] = (color & 0xff); /* U */
666 /* I */ Dest[3] = 255; /* X */
667 Dest += 4;
673 static void convert_r8g8b8a8_snorm(const BYTE *src, BYTE *dst, UINT src_row_pitch, UINT src_slice_pitch,
674 UINT dst_row_pitch, UINT dst_slice_pitch, UINT width, UINT height, UINT depth)
676 unsigned int x, y, z;
677 const DWORD *Source;
678 unsigned char *Dest;
680 for (z = 0; z < depth; z++)
682 for (y = 0; y < height; y++)
684 Source = (const DWORD *)(src + z * src_slice_pitch + y * src_row_pitch);
685 Dest = dst + z * dst_slice_pitch + y * dst_row_pitch;
686 for (x = 0; x < width; x++ )
688 LONG color = (*Source++);
689 /* B */ Dest[0] = ((color >> 16) & 0xff) + 128; /* W */
690 /* G */ Dest[1] = ((color >> 8 ) & 0xff) + 128; /* V */
691 /* R */ Dest[2] = (color & 0xff) + 128; /* U */
692 /* A */ Dest[3] = ((color >> 24) & 0xff) + 128; /* Q */
693 Dest += 4;
699 static void convert_r16g16_snorm(const BYTE *src, BYTE *dst, UINT src_row_pitch, UINT src_slice_pitch,
700 UINT dst_row_pitch, UINT dst_slice_pitch, UINT width, UINT height, UINT depth)
702 unsigned int x, y, z;
703 const DWORD *Source;
704 unsigned short *Dest;
706 for (z = 0; z < depth; z++)
708 for (y = 0; y < height; y++)
710 Source = (const DWORD *)(src + z * src_slice_pitch + y * src_row_pitch);
711 Dest = (unsigned short *) (dst + z * dst_slice_pitch + y * dst_row_pitch);
712 for (x = 0; x < width; x++ )
714 const DWORD color = (*Source++);
715 /* B */ Dest[0] = 0xffff;
716 /* G */ Dest[1] = (color >> 16) + 32768; /* V */
717 /* R */ Dest[2] = (color & 0xffff) + 32768; /* U */
718 Dest += 3;
724 static void convert_r16g16(const BYTE *src, BYTE *dst, UINT src_row_pitch, UINT src_slice_pitch,
725 UINT dst_row_pitch, UINT dst_slice_pitch, UINT width, UINT height, UINT depth)
727 unsigned int x, y, z;
728 const WORD *Source;
729 WORD *Dest;
731 for (z = 0; z < depth; z++)
733 for (y = 0; y < height; y++)
735 Source = (const WORD *)(src + z * src_slice_pitch + y * src_row_pitch);
736 Dest = (WORD *) (dst + z * dst_slice_pitch + y * dst_row_pitch);
737 for (x = 0; x < width; x++ )
739 WORD green = (*Source++);
740 WORD red = (*Source++);
741 Dest[0] = green;
742 Dest[1] = red;
743 /* Strictly speaking not correct for R16G16F, but it doesn't matter because the
744 * shader overwrites it anyway */
745 Dest[2] = 0xffff;
746 Dest += 3;
752 static void convert_r32g32_float(const BYTE *src, BYTE *dst, UINT src_row_pitch, UINT src_slice_pitch,
753 UINT dst_row_pitch, UINT dst_slice_pitch, UINT width, UINT height, UINT depth)
755 unsigned int x, y, z;
756 const float *Source;
757 float *Dest;
759 for (z = 0; z < depth; z++)
761 for (y = 0; y < height; y++)
763 Source = (const float *)(src + z * src_slice_pitch + y * src_row_pitch);
764 Dest = (float *) (dst + z * dst_slice_pitch + y * dst_row_pitch);
765 for (x = 0; x < width; x++ )
767 float green = (*Source++);
768 float red = (*Source++);
769 Dest[0] = green;
770 Dest[1] = red;
771 Dest[2] = 1.0f;
772 Dest += 3;
778 static void convert_s1_uint_d15_unorm(const BYTE *src, BYTE *dst, UINT src_row_pitch, UINT src_slice_pitch,
779 UINT dst_row_pitch, UINT dst_slice_pitch, UINT width, UINT height, UINT depth)
781 unsigned int x, y, z;
783 for (z = 0; z < depth; z++)
785 for (y = 0; y < height; ++y)
787 const WORD *source = (const WORD *)(src + z * src_slice_pitch + y * src_row_pitch);
788 DWORD *dest = (DWORD *)(dst + z * dst_slice_pitch + y * dst_row_pitch);
790 for (x = 0; x < width; ++x)
792 /* The depth data is normalized, so needs to be scaled,
793 * the stencil data isn't. Scale depth data by
794 * (2^24-1)/(2^15-1) ~~ (2^9 + 2^-6). */
795 WORD d15 = source[x] >> 1;
796 DWORD d24 = (d15 << 9) + (d15 >> 6);
797 dest[x] = (d24 << 8) | (source[x] & 0x1);
803 static void convert_s4x4_uint_d24_unorm(const BYTE *src, BYTE *dst, UINT src_row_pitch, UINT src_slice_pitch,
804 UINT dst_row_pitch, UINT dst_slice_pitch, UINT width, UINT height, UINT depth)
806 unsigned int x, y, z;
808 for (z = 0; z < depth; z++)
810 for (y = 0; y < height; ++y)
812 const DWORD *source = (const DWORD *)(src + z * src_slice_pitch + y * src_row_pitch);
813 DWORD *dest = (DWORD *)(dst + z * dst_slice_pitch + y * dst_row_pitch);
815 for (x = 0; x < width; ++x)
817 /* Just need to clear out the X4 part. */
818 dest[x] = source[x] & ~0xf0;
824 static void convert_s8_uint_d24_float(const BYTE *src, BYTE *dst, UINT src_row_pitch, UINT src_slice_pitch,
825 UINT dst_row_pitch, UINT dst_slice_pitch, UINT width, UINT height, UINT depth)
827 unsigned int x, y, z;
829 for (z = 0; z < depth; z++)
831 for (y = 0; y < height; ++y)
833 const DWORD *source = (const DWORD *)(src + z * src_slice_pitch + y * src_row_pitch);
834 float *dest_f = (float *)(dst + z * dst_slice_pitch + y * dst_row_pitch);
835 DWORD *dest_s = (DWORD *)dest_f;
837 for (x = 0; x < width; ++x)
839 dest_f[x * 2] = float_24_to_32((source[x] & 0xffffff00u) >> 8);
840 dest_s[x * 2 + 1] = source[x] & 0xff;
846 static void x8_d24_unorm_upload(const BYTE *src, BYTE *dst,
847 unsigned int src_row_pitch, unsigned int src_slice_pitch,
848 unsigned int dst_row_pitch, unsigned int dst_slice_pitch,
849 unsigned int width, unsigned int height, unsigned int depth)
851 unsigned int x, y, z;
853 for (z = 0; z < depth; ++z)
855 for (y = 0; y < height; ++y)
857 const DWORD *source = (const DWORD *)(src + z * src_slice_pitch + y * src_row_pitch);
858 DWORD *dest = (DWORD *)(dst + z * dst_slice_pitch + y * dst_row_pitch);
860 for (x = 0; x < width; ++x)
862 dest[x] = source[x] << 8 | ((source[x] >> 16) & 0xff);
868 static void x8_d24_unorm_download(const BYTE *src, BYTE *dst,
869 unsigned int src_row_pitch, unsigned int src_slice_pitch,
870 unsigned int dst_row_pitch, unsigned int dst_slice_pitch,
871 unsigned int width, unsigned int height, unsigned int depth)
873 unsigned int x, y, z;
875 for (z = 0; z < depth; ++z)
877 for (y = 0; y < height; ++y)
879 const DWORD *source = (const DWORD *)(src + z * src_slice_pitch + y * src_row_pitch);
880 DWORD *dest = (DWORD *)(dst + z * dst_slice_pitch + y * dst_row_pitch);
882 for (x = 0; x < width; ++x)
884 dest[x] = source[x] >> 8;
890 static BOOL color_in_range(const struct wined3d_color_key *color_key, DWORD color)
892 /* FIXME: Is this really how color keys are supposed to work? I think it
893 * makes more sense to compare the individual channels. */
894 return color >= color_key->color_space_low_value
895 && color <= color_key->color_space_high_value;
898 static void convert_p8_uint_b8g8r8a8_unorm(const BYTE *src, unsigned int src_pitch,
899 BYTE *dst, unsigned int dst_pitch, unsigned int width, unsigned int height,
900 const struct wined3d_palette *palette, const struct wined3d_color_key *color_key)
902 const BYTE *src_row;
903 unsigned int x, y;
904 DWORD *dst_row;
906 if (!palette)
908 /* FIXME: This should probably use the system palette. */
909 FIXME("P8 surface loaded without a palette.\n");
911 for (y = 0; y < height; ++y)
913 memset(&dst[dst_pitch * y], 0, width * 4);
916 return;
919 for (y = 0; y < height; ++y)
921 src_row = &src[src_pitch * y];
922 dst_row = (DWORD *)&dst[dst_pitch * y];
923 for (x = 0; x < width; ++x)
925 BYTE src_color = src_row[x];
926 dst_row[x] = 0xff000000
927 | (palette->colors[src_color].rgbRed << 16)
928 | (palette->colors[src_color].rgbGreen << 8)
929 | palette->colors[src_color].rgbBlue;
934 static void convert_b5g6r5_unorm_b5g5r5a1_unorm_color_key(const BYTE *src, unsigned int src_pitch,
935 BYTE *dst, unsigned int dst_pitch, unsigned int width, unsigned int height,
936 const struct wined3d_palette *palette, const struct wined3d_color_key *color_key)
938 const WORD *src_row;
939 unsigned int x, y;
940 WORD *dst_row;
942 for (y = 0; y < height; ++y)
944 src_row = (WORD *)&src[src_pitch * y];
945 dst_row = (WORD *)&dst[dst_pitch * y];
946 for (x = 0; x < width; ++x)
948 WORD src_color = src_row[x];
949 if (!color_in_range(color_key, src_color))
950 dst_row[x] = 0x8000u | ((src_color & 0xffc0u) >> 1) | (src_color & 0x1fu);
951 else
952 dst_row[x] = ((src_color & 0xffc0u) >> 1) | (src_color & 0x1fu);
957 static void convert_b5g5r5x1_unorm_b5g5r5a1_unorm_color_key(const BYTE *src, unsigned int src_pitch,
958 BYTE *dst, unsigned int dst_pitch, unsigned int width, unsigned int height,
959 const struct wined3d_palette *palette, const struct wined3d_color_key *color_key)
961 const WORD *src_row;
962 unsigned int x, y;
963 WORD *dst_row;
965 for (y = 0; y < height; ++y)
967 src_row = (WORD *)&src[src_pitch * y];
968 dst_row = (WORD *)&dst[dst_pitch * y];
969 for (x = 0; x < width; ++x)
971 WORD src_color = src_row[x];
972 if (color_in_range(color_key, src_color))
973 dst_row[x] = src_color & ~0x8000;
974 else
975 dst_row[x] = src_color | 0x8000;
980 static void convert_b8g8r8_unorm_b8g8r8a8_unorm_color_key(const BYTE *src, unsigned int src_pitch,
981 BYTE *dst, unsigned int dst_pitch, unsigned int width, unsigned int height,
982 const struct wined3d_palette *palette, const struct wined3d_color_key *color_key)
984 const BYTE *src_row;
985 unsigned int x, y;
986 DWORD *dst_row;
988 for (y = 0; y < height; ++y)
990 src_row = &src[src_pitch * y];
991 dst_row = (DWORD *)&dst[dst_pitch * y];
992 for (x = 0; x < width; ++x)
994 DWORD src_color = (src_row[x * 3 + 2] << 16) | (src_row[x * 3 + 1] << 8) | src_row[x * 3];
995 if (!color_in_range(color_key, src_color))
996 dst_row[x] = src_color | 0xff000000;
1001 static void convert_b8g8r8x8_unorm_b8g8r8a8_unorm_color_key(const BYTE *src, unsigned int src_pitch,
1002 BYTE *dst, unsigned int dst_pitch, unsigned int width, unsigned int height,
1003 const struct wined3d_palette *palette, const struct wined3d_color_key *color_key)
1005 const DWORD *src_row;
1006 unsigned int x, y;
1007 DWORD *dst_row;
1009 for (y = 0; y < height; ++y)
1011 src_row = (DWORD *)&src[src_pitch * y];
1012 dst_row = (DWORD *)&dst[dst_pitch * y];
1013 for (x = 0; x < width; ++x)
1015 DWORD src_color = src_row[x];
1016 if (color_in_range(color_key, src_color))
1017 dst_row[x] = src_color & ~0xff000000;
1018 else
1019 dst_row[x] = src_color | 0xff000000;
1024 static void convert_b8g8r8a8_unorm_b8g8r8a8_unorm_color_key(const BYTE *src, unsigned int src_pitch,
1025 BYTE *dst, unsigned int dst_pitch, unsigned int width, unsigned int height,
1026 const struct wined3d_palette *palette, const struct wined3d_color_key *color_key)
1028 const DWORD *src_row;
1029 unsigned int x, y;
1030 DWORD *dst_row;
1032 for (y = 0; y < height; ++y)
1034 src_row = (DWORD *)&src[src_pitch * y];
1035 dst_row = (DWORD *)&dst[dst_pitch * y];
1036 for (x = 0; x < width; ++x)
1038 DWORD src_color = src_row[x];
1039 if (color_in_range(color_key, src_color))
1040 src_color &= ~0xff000000;
1041 dst_row[x] = src_color;
1046 const struct wined3d_color_key_conversion * wined3d_format_get_color_key_conversion(
1047 const struct wined3d_texture *texture, BOOL need_alpha_ck)
1049 const struct wined3d_format *format = texture->resource.format;
1050 unsigned int i;
1052 static const struct
1054 enum wined3d_format_id src_format;
1055 struct wined3d_color_key_conversion conversion;
1057 color_key_info[] =
1059 {WINED3DFMT_B5G6R5_UNORM, {WINED3DFMT_B5G5R5A1_UNORM, convert_b5g6r5_unorm_b5g5r5a1_unorm_color_key }},
1060 {WINED3DFMT_B5G5R5X1_UNORM, {WINED3DFMT_B5G5R5A1_UNORM, convert_b5g5r5x1_unorm_b5g5r5a1_unorm_color_key }},
1061 {WINED3DFMT_B8G8R8_UNORM, {WINED3DFMT_B8G8R8A8_UNORM, convert_b8g8r8_unorm_b8g8r8a8_unorm_color_key }},
1062 {WINED3DFMT_B8G8R8X8_UNORM, {WINED3DFMT_B8G8R8A8_UNORM, convert_b8g8r8x8_unorm_b8g8r8a8_unorm_color_key }},
1063 {WINED3DFMT_B8G8R8A8_UNORM, {WINED3DFMT_B8G8R8A8_UNORM, convert_b8g8r8a8_unorm_b8g8r8a8_unorm_color_key }},
1065 static const struct wined3d_color_key_conversion convert_p8 =
1067 WINED3DFMT_B8G8R8A8_UNORM, convert_p8_uint_b8g8r8a8_unorm
1070 if (need_alpha_ck && (texture->async.flags & WINED3D_TEXTURE_ASYNC_COLOR_KEY))
1072 for (i = 0; i < ARRAY_SIZE(color_key_info); ++i)
1074 if (color_key_info[i].src_format == format->id)
1075 return &color_key_info[i].conversion;
1078 FIXME("Color-keying not supported with format %s.\n", debug_d3dformat(format->id));
1081 /* FIXME: This should check if the blitter backend can do P8 conversion,
1082 * instead of checking for ARB_fragment_program. */
1083 if (format->id == WINED3DFMT_P8_UINT
1084 && !(texture->resource.device->adapter->gl_info.supported[ARB_FRAGMENT_PROGRAM]
1085 && texture->swapchain && texture == texture->swapchain->front_buffer))
1086 return &convert_p8;
1088 return NULL;
1091 /* The following formats explicitly don't have WINED3DFMT_FLAG_TEXTURE set:
1093 * These are never supported on native.
1094 * WINED3DFMT_B8G8R8_UNORM
1095 * WINED3DFMT_B2G3R3_UNORM
1096 * WINED3DFMT_L4A4_UNORM
1097 * WINED3DFMT_S1_UINT_D15_UNORM
1098 * WINED3DFMT_S4X4_UINT_D24_UNORM
1100 * Only some Geforce/Voodoo3/G400 cards offer 8-bit textures in case of ddraw.
1101 * Since it is not widely available, don't offer it. Further no Windows driver
1102 * offers WINED3DFMT_P8_UINT_A8_NORM, so don't offer it either.
1103 * WINED3DFMT_P8_UINT
1104 * WINED3DFMT_P8_UINT_A8_UNORM
1106 * These formats seem to be similar to the HILO formats in
1107 * GL_NV_texture_shader. NVHU is said to be GL_UNSIGNED_HILO16,
1108 * NVHS GL_SIGNED_HILO16. Rumours say that D3D computes a 3rd channel
1109 * similarly to D3DFMT_CxV8U8 (So NVHS could be called D3DFMT_CxV16U16). ATI
1110 * refused to support formats which can easily be emulated with pixel shaders,
1111 * so applications have to deal with not having NVHS and NVHU.
1112 * WINED3DFMT_NVHU
1113 * WINED3DFMT_NVHS */
1114 static const struct wined3d_format_texture_info format_texture_info[] =
1116 /* format id gl_internal gl_srgb_internal gl_rt_internal
1117 gl_format gl_type conv_byte_count
1118 flags
1119 extension upload download */
1120 /* FourCC formats */
1121 /* GL_APPLE_ycbcr_422 claims that its '2YUV' format, which is supported via the UNSIGNED_SHORT_8_8_REV_APPLE type
1122 * is equivalent to 'UYVY' format on Windows, and the 'YUVS' via UNSIGNED_SHORT_8_8_APPLE equates to 'YUY2'. The
1123 * d3d9 test however shows that the opposite is true. Since the extension is from 2002, it predates the x86 based
1124 * Macs, so probably the endianness differs. This could be tested as soon as we have a Windows and MacOS on a big
1125 * endian machine
1127 {WINED3DFMT_UYVY, GL_RG8, GL_RG8, 0,
1128 GL_RG, GL_UNSIGNED_BYTE, 0,
1129 WINED3DFMT_FLAG_FILTERING,
1130 ARB_TEXTURE_RG, NULL},
1131 {WINED3DFMT_UYVY, GL_LUMINANCE8_ALPHA8, GL_LUMINANCE8_ALPHA8, 0,
1132 GL_LUMINANCE_ALPHA, GL_UNSIGNED_BYTE, 0,
1133 WINED3DFMT_FLAG_FILTERING,
1134 WINED3D_GL_LEGACY_CONTEXT, NULL},
1135 {WINED3DFMT_UYVY, GL_RGB, GL_RGB, 0,
1136 GL_YCBCR_422_APPLE, GL_UNSIGNED_SHORT_8_8_APPLE, 0,
1137 WINED3DFMT_FLAG_TEXTURE | WINED3DFMT_FLAG_FILTERING,
1138 APPLE_YCBCR_422, NULL},
1139 {WINED3DFMT_YUY2, GL_RG8, GL_RG8, 0,
1140 GL_RG, GL_UNSIGNED_BYTE, 0,
1141 WINED3DFMT_FLAG_FILTERING,
1142 ARB_TEXTURE_RG, NULL},
1143 {WINED3DFMT_YUY2, GL_LUMINANCE8_ALPHA8, GL_LUMINANCE8_ALPHA8, 0,
1144 GL_LUMINANCE_ALPHA, GL_UNSIGNED_BYTE, 0,
1145 WINED3DFMT_FLAG_FILTERING,
1146 WINED3D_GL_LEGACY_CONTEXT, NULL},
1147 {WINED3DFMT_YUY2, GL_RGB, GL_RGB, 0,
1148 GL_YCBCR_422_APPLE, GL_UNSIGNED_SHORT_8_8_REV_APPLE, 0,
1149 WINED3DFMT_FLAG_TEXTURE | WINED3DFMT_FLAG_FILTERING,
1150 APPLE_YCBCR_422, NULL},
1151 {WINED3DFMT_YV12, GL_R8, GL_R8, 0,
1152 GL_RED, GL_UNSIGNED_BYTE, 0,
1153 WINED3DFMT_FLAG_FILTERING,
1154 ARB_TEXTURE_RG, NULL},
1155 {WINED3DFMT_YV12, GL_ALPHA8, GL_ALPHA8, 0,
1156 GL_ALPHA, GL_UNSIGNED_BYTE, 0,
1157 WINED3DFMT_FLAG_FILTERING,
1158 WINED3D_GL_LEGACY_CONTEXT, NULL},
1159 {WINED3DFMT_NV12, GL_R8, GL_R8, 0,
1160 GL_RED, GL_UNSIGNED_BYTE, 0,
1161 WINED3DFMT_FLAG_FILTERING,
1162 ARB_TEXTURE_RG, NULL},
1163 {WINED3DFMT_NV12, GL_ALPHA8, GL_ALPHA8, 0,
1164 GL_ALPHA, GL_UNSIGNED_BYTE, 0,
1165 WINED3DFMT_FLAG_FILTERING,
1166 WINED3D_GL_LEGACY_CONTEXT, NULL},
1167 {WINED3DFMT_DXT1, GL_COMPRESSED_RGBA_S3TC_DXT1_EXT, GL_COMPRESSED_SRGB_ALPHA_S3TC_DXT1_EXT, 0,
1168 GL_RGBA, GL_UNSIGNED_BYTE, 0,
1169 WINED3DFMT_FLAG_TEXTURE | WINED3DFMT_FLAG_POSTPIXELSHADER_BLENDING | WINED3DFMT_FLAG_FILTERING
1170 | WINED3DFMT_FLAG_SRGB_READ | WINED3DFMT_FLAG_COMPRESSED,
1171 EXT_TEXTURE_COMPRESSION_S3TC, NULL},
1172 {WINED3DFMT_DXT2, GL_COMPRESSED_RGBA_S3TC_DXT3_EXT, GL_COMPRESSED_SRGB_ALPHA_S3TC_DXT3_EXT, 0,
1173 GL_RGBA, GL_UNSIGNED_BYTE, 0,
1174 WINED3DFMT_FLAG_TEXTURE | WINED3DFMT_FLAG_POSTPIXELSHADER_BLENDING | WINED3DFMT_FLAG_FILTERING
1175 | WINED3DFMT_FLAG_SRGB_READ | WINED3DFMT_FLAG_COMPRESSED,
1176 EXT_TEXTURE_COMPRESSION_S3TC, NULL},
1177 {WINED3DFMT_DXT3, GL_COMPRESSED_RGBA_S3TC_DXT3_EXT, GL_COMPRESSED_SRGB_ALPHA_S3TC_DXT3_EXT, 0,
1178 GL_RGBA, GL_UNSIGNED_BYTE, 0,
1179 WINED3DFMT_FLAG_TEXTURE | WINED3DFMT_FLAG_POSTPIXELSHADER_BLENDING | WINED3DFMT_FLAG_FILTERING
1180 | WINED3DFMT_FLAG_SRGB_READ | WINED3DFMT_FLAG_COMPRESSED,
1181 EXT_TEXTURE_COMPRESSION_S3TC, NULL},
1182 {WINED3DFMT_DXT4, GL_COMPRESSED_RGBA_S3TC_DXT5_EXT, GL_COMPRESSED_SRGB_ALPHA_S3TC_DXT5_EXT, 0,
1183 GL_RGBA, GL_UNSIGNED_BYTE, 0,
1184 WINED3DFMT_FLAG_TEXTURE | WINED3DFMT_FLAG_POSTPIXELSHADER_BLENDING | WINED3DFMT_FLAG_FILTERING
1185 | WINED3DFMT_FLAG_SRGB_READ | WINED3DFMT_FLAG_COMPRESSED,
1186 EXT_TEXTURE_COMPRESSION_S3TC, NULL},
1187 {WINED3DFMT_DXT5, GL_COMPRESSED_RGBA_S3TC_DXT5_EXT, GL_COMPRESSED_SRGB_ALPHA_S3TC_DXT5_EXT, 0,
1188 GL_RGBA, GL_UNSIGNED_BYTE, 0,
1189 WINED3DFMT_FLAG_TEXTURE | WINED3DFMT_FLAG_POSTPIXELSHADER_BLENDING | WINED3DFMT_FLAG_FILTERING
1190 | WINED3DFMT_FLAG_SRGB_READ | WINED3DFMT_FLAG_COMPRESSED,
1191 EXT_TEXTURE_COMPRESSION_S3TC, NULL},
1192 {WINED3DFMT_BC1_UNORM, GL_COMPRESSED_RGBA_S3TC_DXT1_EXT, GL_COMPRESSED_SRGB_ALPHA_S3TC_DXT1_EXT, 0,
1193 GL_RGBA, GL_UNSIGNED_BYTE, 0,
1194 WINED3DFMT_FLAG_TEXTURE | WINED3DFMT_FLAG_POSTPIXELSHADER_BLENDING | WINED3DFMT_FLAG_FILTERING
1195 | WINED3DFMT_FLAG_COMPRESSED,
1196 EXT_TEXTURE_COMPRESSION_S3TC, NULL},
1197 {WINED3DFMT_BC2_UNORM, GL_COMPRESSED_RGBA_S3TC_DXT3_EXT, GL_COMPRESSED_SRGB_ALPHA_S3TC_DXT3_EXT, 0,
1198 GL_RGBA, GL_UNSIGNED_BYTE, 0,
1199 WINED3DFMT_FLAG_TEXTURE | WINED3DFMT_FLAG_POSTPIXELSHADER_BLENDING | WINED3DFMT_FLAG_FILTERING
1200 | WINED3DFMT_FLAG_COMPRESSED,
1201 EXT_TEXTURE_COMPRESSION_S3TC, NULL},
1202 {WINED3DFMT_BC3_UNORM, GL_COMPRESSED_RGBA_S3TC_DXT5_EXT, GL_COMPRESSED_SRGB_ALPHA_S3TC_DXT5_EXT, 0,
1203 GL_RGBA, GL_UNSIGNED_BYTE, 0,
1204 WINED3DFMT_FLAG_TEXTURE | WINED3DFMT_FLAG_POSTPIXELSHADER_BLENDING | WINED3DFMT_FLAG_FILTERING
1205 | WINED3DFMT_FLAG_COMPRESSED,
1206 EXT_TEXTURE_COMPRESSION_S3TC, NULL},
1207 {WINED3DFMT_BC4_UNORM, GL_COMPRESSED_RED_RGTC1, GL_COMPRESSED_RED_RGTC1, 0,
1208 GL_RED, GL_UNSIGNED_BYTE, 0,
1209 WINED3DFMT_FLAG_TEXTURE | WINED3DFMT_FLAG_POSTPIXELSHADER_BLENDING | WINED3DFMT_FLAG_FILTERING
1210 | WINED3DFMT_FLAG_COMPRESSED,
1211 ARB_TEXTURE_COMPRESSION_RGTC, NULL},
1212 {WINED3DFMT_BC4_SNORM, GL_COMPRESSED_SIGNED_RED_RGTC1, GL_COMPRESSED_SIGNED_RED_RGTC1, 0,
1213 GL_RED, GL_UNSIGNED_BYTE, 0,
1214 WINED3DFMT_FLAG_TEXTURE | WINED3DFMT_FLAG_POSTPIXELSHADER_BLENDING | WINED3DFMT_FLAG_FILTERING
1215 | WINED3DFMT_FLAG_COMPRESSED,
1216 ARB_TEXTURE_COMPRESSION_RGTC, NULL},
1217 {WINED3DFMT_BC5_UNORM, GL_COMPRESSED_RG_RGTC2, GL_COMPRESSED_RG_RGTC2, 0,
1218 GL_RG, GL_UNSIGNED_BYTE, 0,
1219 WINED3DFMT_FLAG_TEXTURE | WINED3DFMT_FLAG_POSTPIXELSHADER_BLENDING | WINED3DFMT_FLAG_FILTERING
1220 | WINED3DFMT_FLAG_COMPRESSED,
1221 ARB_TEXTURE_COMPRESSION_RGTC, NULL},
1222 {WINED3DFMT_BC5_SNORM, GL_COMPRESSED_SIGNED_RG_RGTC2, GL_COMPRESSED_SIGNED_RG_RGTC2, 0,
1223 GL_RG, GL_UNSIGNED_BYTE, 0,
1224 WINED3DFMT_FLAG_TEXTURE | WINED3DFMT_FLAG_POSTPIXELSHADER_BLENDING | WINED3DFMT_FLAG_FILTERING
1225 | WINED3DFMT_FLAG_COMPRESSED,
1226 ARB_TEXTURE_COMPRESSION_RGTC, NULL},
1227 {WINED3DFMT_BC6H_UF16, GL_COMPRESSED_RGB_BPTC_UNSIGNED_FLOAT_ARB, GL_COMPRESSED_RGB_BPTC_UNSIGNED_FLOAT_ARB, 0,
1228 GL_RGB, GL_UNSIGNED_BYTE, 0,
1229 WINED3DFMT_FLAG_TEXTURE | WINED3DFMT_FLAG_POSTPIXELSHADER_BLENDING | WINED3DFMT_FLAG_FILTERING
1230 | WINED3DFMT_FLAG_COMPRESSED,
1231 ARB_TEXTURE_COMPRESSION_BPTC, NULL},
1232 {WINED3DFMT_BC6H_SF16, GL_COMPRESSED_RGB_BPTC_SIGNED_FLOAT_ARB, GL_COMPRESSED_RGB_BPTC_SIGNED_FLOAT_ARB, 0,
1233 GL_RGB, GL_UNSIGNED_BYTE, 0,
1234 WINED3DFMT_FLAG_TEXTURE | WINED3DFMT_FLAG_POSTPIXELSHADER_BLENDING | WINED3DFMT_FLAG_FILTERING
1235 | WINED3DFMT_FLAG_COMPRESSED,
1236 ARB_TEXTURE_COMPRESSION_BPTC, NULL},
1237 {WINED3DFMT_BC7_UNORM, GL_COMPRESSED_RGBA_BPTC_UNORM_ARB, GL_COMPRESSED_SRGB_ALPHA_BPTC_UNORM_ARB, 0,
1238 GL_RGBA, GL_UNSIGNED_BYTE, 0,
1239 WINED3DFMT_FLAG_TEXTURE | WINED3DFMT_FLAG_POSTPIXELSHADER_BLENDING | WINED3DFMT_FLAG_FILTERING
1240 | WINED3DFMT_FLAG_COMPRESSED,
1241 ARB_TEXTURE_COMPRESSION_BPTC, NULL},
1242 /* IEEE formats */
1243 {WINED3DFMT_R32_FLOAT, GL_RGB32F_ARB, GL_RGB32F_ARB, 0,
1244 GL_RED, GL_FLOAT, 0,
1245 WINED3DFMT_FLAG_TEXTURE | WINED3DFMT_FLAG_RENDERTARGET | WINED3DFMT_FLAG_VTF,
1246 ARB_TEXTURE_FLOAT, NULL},
1247 {WINED3DFMT_R32_FLOAT, GL_R32F, GL_R32F, 0,
1248 GL_RED, GL_FLOAT, 0,
1249 WINED3DFMT_FLAG_TEXTURE | WINED3DFMT_FLAG_RENDERTARGET | WINED3DFMT_FLAG_VTF,
1250 ARB_TEXTURE_RG, NULL},
1251 {WINED3DFMT_R32G32_FLOAT, GL_RGB32F_ARB, GL_RGB32F_ARB, 0,
1252 GL_RGB, GL_FLOAT, 12,
1253 WINED3DFMT_FLAG_TEXTURE | WINED3DFMT_FLAG_RENDERTARGET | WINED3DFMT_FLAG_VTF,
1254 ARB_TEXTURE_FLOAT, convert_r32g32_float},
1255 {WINED3DFMT_R32G32_FLOAT, GL_RG32F, GL_RG32F, 0,
1256 GL_RG, GL_FLOAT, 0,
1257 WINED3DFMT_FLAG_TEXTURE | WINED3DFMT_FLAG_RENDERTARGET | WINED3DFMT_FLAG_VTF,
1258 ARB_TEXTURE_RG, NULL},
1259 {WINED3DFMT_R32G32B32_FLOAT, GL_RGB32F, GL_RGB32F, 0,
1260 GL_RGB, GL_FLOAT, 0,
1261 WINED3DFMT_FLAG_TEXTURE | WINED3DFMT_FLAG_RENDERTARGET,
1262 ARB_TEXTURE_FLOAT, NULL},
1263 {WINED3DFMT_R32G32B32A32_FLOAT, GL_RGBA32F_ARB, GL_RGBA32F_ARB, 0,
1264 GL_RGBA, GL_FLOAT, 0,
1265 WINED3DFMT_FLAG_TEXTURE | WINED3DFMT_FLAG_RENDERTARGET | WINED3DFMT_FLAG_VTF,
1266 ARB_TEXTURE_FLOAT, NULL},
1267 /* Float */
1268 {WINED3DFMT_R16_FLOAT, GL_RGB16F_ARB, GL_RGB16F_ARB, 0,
1269 GL_RED, GL_HALF_FLOAT_ARB, 0,
1270 WINED3DFMT_FLAG_TEXTURE | WINED3DFMT_FLAG_RENDERTARGET | WINED3DFMT_FLAG_VTF,
1271 ARB_TEXTURE_FLOAT, NULL},
1272 {WINED3DFMT_R16_FLOAT, GL_R16F, GL_R16F, 0,
1273 GL_RED, GL_HALF_FLOAT_ARB, 0,
1274 WINED3DFMT_FLAG_TEXTURE | WINED3DFMT_FLAG_RENDERTARGET | WINED3DFMT_FLAG_VTF,
1275 ARB_TEXTURE_RG, NULL},
1276 {WINED3DFMT_R16G16_FLOAT, GL_RGB16F_ARB, GL_RGB16F_ARB, 0,
1277 GL_RGB, GL_HALF_FLOAT_ARB, 6,
1278 WINED3DFMT_FLAG_TEXTURE | WINED3DFMT_FLAG_RENDERTARGET | WINED3DFMT_FLAG_VTF,
1279 ARB_TEXTURE_FLOAT, convert_r16g16},
1280 {WINED3DFMT_R16G16_FLOAT, GL_RG16F, GL_RG16F, 0,
1281 GL_RG, GL_HALF_FLOAT_ARB, 0,
1282 WINED3DFMT_FLAG_TEXTURE | WINED3DFMT_FLAG_RENDERTARGET | WINED3DFMT_FLAG_VTF,
1283 ARB_TEXTURE_RG, NULL},
1284 {WINED3DFMT_R16G16B16A16_FLOAT, GL_RGBA16F_ARB, GL_RGBA16F_ARB, 0,
1285 GL_RGBA, GL_HALF_FLOAT_ARB, 0,
1286 WINED3DFMT_FLAG_TEXTURE | WINED3DFMT_FLAG_POSTPIXELSHADER_BLENDING | WINED3DFMT_FLAG_RENDERTARGET
1287 | WINED3DFMT_FLAG_VTF,
1288 ARB_TEXTURE_FLOAT, NULL},
1289 {WINED3DFMT_R11G11B10_FLOAT, GL_R11F_G11F_B10F, GL_R11F_G11F_B10F, 0,
1290 GL_RGB, GL_UNSIGNED_INT_10F_11F_11F_REV, 0,
1291 WINED3DFMT_FLAG_TEXTURE | WINED3DFMT_FLAG_POSTPIXELSHADER_BLENDING | WINED3DFMT_FLAG_RENDERTARGET,
1292 EXT_PACKED_FLOAT},
1293 /* Palettized formats */
1294 {WINED3DFMT_P8_UINT, GL_R8, GL_R8, 0,
1295 GL_RED, GL_UNSIGNED_BYTE, 0,
1297 ARB_TEXTURE_RG, NULL},
1298 {WINED3DFMT_P8_UINT, GL_ALPHA8, GL_ALPHA8, 0,
1299 GL_ALPHA, GL_UNSIGNED_BYTE, 0,
1301 WINED3D_GL_LEGACY_CONTEXT, NULL},
1302 /* Standard ARGB formats */
1303 {WINED3DFMT_B8G8R8_UNORM, GL_RGB8, GL_RGB8, 0,
1304 GL_BGR, GL_UNSIGNED_BYTE, 0,
1305 WINED3DFMT_FLAG_POSTPIXELSHADER_BLENDING | WINED3DFMT_FLAG_FILTERING | WINED3DFMT_FLAG_RENDERTARGET,
1306 WINED3D_GL_EXT_NONE, NULL},
1307 {WINED3DFMT_B8G8R8A8_UNORM, GL_RGBA8, GL_SRGB8_ALPHA8_EXT, 0,
1308 GL_BGRA, GL_UNSIGNED_INT_8_8_8_8_REV, 0,
1309 WINED3DFMT_FLAG_TEXTURE | WINED3DFMT_FLAG_POSTPIXELSHADER_BLENDING | WINED3DFMT_FLAG_FILTERING
1310 | WINED3DFMT_FLAG_RENDERTARGET | WINED3DFMT_FLAG_SRGB_READ | WINED3DFMT_FLAG_SRGB_WRITE
1311 | WINED3DFMT_FLAG_VTF,
1312 WINED3D_GL_EXT_NONE, NULL},
1313 {WINED3DFMT_B8G8R8X8_UNORM, GL_RGB8, GL_SRGB8_EXT, 0,
1314 GL_BGRA, GL_UNSIGNED_INT_8_8_8_8_REV, 0,
1315 WINED3DFMT_FLAG_TEXTURE | WINED3DFMT_FLAG_POSTPIXELSHADER_BLENDING | WINED3DFMT_FLAG_FILTERING
1316 | WINED3DFMT_FLAG_RENDERTARGET | WINED3DFMT_FLAG_SRGB_READ | WINED3DFMT_FLAG_SRGB_WRITE,
1317 WINED3D_GL_EXT_NONE, NULL},
1318 {WINED3DFMT_B5G6R5_UNORM, GL_RGB5, GL_RGB5, GL_RGB8,
1319 GL_RGB, GL_UNSIGNED_SHORT_5_6_5, 0,
1320 WINED3DFMT_FLAG_TEXTURE | WINED3DFMT_FLAG_POSTPIXELSHADER_BLENDING | WINED3DFMT_FLAG_FILTERING
1321 | WINED3DFMT_FLAG_RENDERTARGET,
1322 WINED3D_GL_EXT_NONE, NULL},
1323 {WINED3DFMT_B5G6R5_UNORM, GL_RGB565, GL_RGB565, GL_RGB8,
1324 GL_RGB, GL_UNSIGNED_SHORT_5_6_5, 0,
1325 WINED3DFMT_FLAG_TEXTURE | WINED3DFMT_FLAG_POSTPIXELSHADER_BLENDING | WINED3DFMT_FLAG_FILTERING
1326 | WINED3DFMT_FLAG_RENDERTARGET,
1327 ARB_ES2_COMPATIBILITY, NULL},
1328 {WINED3DFMT_B5G5R5X1_UNORM, GL_RGB5, GL_RGB5, 0,
1329 GL_BGRA, GL_UNSIGNED_SHORT_1_5_5_5_REV, 0,
1330 WINED3DFMT_FLAG_TEXTURE | WINED3DFMT_FLAG_POSTPIXELSHADER_BLENDING | WINED3DFMT_FLAG_FILTERING
1331 | WINED3DFMT_FLAG_RENDERTARGET,
1332 WINED3D_GL_EXT_NONE, NULL},
1333 {WINED3DFMT_B5G5R5A1_UNORM, GL_RGB5_A1, GL_RGB5_A1, 0,
1334 GL_BGRA, GL_UNSIGNED_SHORT_1_5_5_5_REV, 0,
1335 WINED3DFMT_FLAG_TEXTURE | WINED3DFMT_FLAG_POSTPIXELSHADER_BLENDING | WINED3DFMT_FLAG_FILTERING,
1336 WINED3D_GL_EXT_NONE, NULL},
1337 {WINED3DFMT_B4G4R4A4_UNORM, GL_RGBA4, GL_SRGB8_ALPHA8_EXT, 0,
1338 GL_BGRA, GL_UNSIGNED_SHORT_4_4_4_4_REV, 0,
1339 WINED3DFMT_FLAG_TEXTURE | WINED3DFMT_FLAG_POSTPIXELSHADER_BLENDING | WINED3DFMT_FLAG_FILTERING
1340 | WINED3DFMT_FLAG_SRGB_READ,
1341 WINED3D_GL_EXT_NONE, NULL},
1342 {WINED3DFMT_B2G3R3_UNORM, GL_R3_G3_B2, GL_R3_G3_B2, 0,
1343 GL_RGB, GL_UNSIGNED_BYTE_3_3_2, 0,
1344 WINED3DFMT_FLAG_POSTPIXELSHADER_BLENDING | WINED3DFMT_FLAG_FILTERING,
1345 WINED3D_GL_EXT_NONE, NULL},
1346 {WINED3DFMT_R8_UNORM, GL_R8, GL_R8, 0,
1347 GL_RED, GL_UNSIGNED_BYTE, 0,
1348 WINED3DFMT_FLAG_TEXTURE | WINED3DFMT_FLAG_POSTPIXELSHADER_BLENDING | WINED3DFMT_FLAG_FILTERING
1349 | WINED3DFMT_FLAG_RENDERTARGET | WINED3DFMT_FLAG_VTF,
1350 ARB_TEXTURE_RG, NULL},
1351 {WINED3DFMT_A8_UNORM, GL_R8, GL_R8, 0,
1352 GL_RED, GL_UNSIGNED_BYTE, 0,
1353 WINED3DFMT_FLAG_TEXTURE | WINED3DFMT_FLAG_POSTPIXELSHADER_BLENDING | WINED3DFMT_FLAG_FILTERING,
1354 ARB_TEXTURE_RG, NULL},
1355 {WINED3DFMT_A8_UNORM, GL_ALPHA8, GL_ALPHA8, 0,
1356 GL_ALPHA, GL_UNSIGNED_BYTE, 0,
1357 WINED3DFMT_FLAG_TEXTURE | WINED3DFMT_FLAG_POSTPIXELSHADER_BLENDING | WINED3DFMT_FLAG_FILTERING,
1358 WINED3D_GL_LEGACY_CONTEXT, NULL},
1359 {WINED3DFMT_B4G4R4X4_UNORM, GL_RGB4, GL_RGB4, 0,
1360 GL_BGRA, GL_UNSIGNED_SHORT_4_4_4_4_REV, 0,
1361 WINED3DFMT_FLAG_TEXTURE | WINED3DFMT_FLAG_POSTPIXELSHADER_BLENDING | WINED3DFMT_FLAG_FILTERING,
1362 WINED3D_GL_EXT_NONE, NULL},
1363 {WINED3DFMT_R10G10B10A2_UNORM, GL_RGB10_A2, GL_RGB10_A2, 0,
1364 GL_RGBA, GL_UNSIGNED_INT_2_10_10_10_REV, 0,
1365 WINED3DFMT_FLAG_TEXTURE | WINED3DFMT_FLAG_POSTPIXELSHADER_BLENDING | WINED3DFMT_FLAG_FILTERING
1366 | WINED3DFMT_FLAG_RENDERTARGET,
1367 WINED3D_GL_EXT_NONE, NULL},
1368 {WINED3DFMT_R8G8B8A8_UNORM, GL_RGBA8, GL_SRGB8_ALPHA8_EXT, 0,
1369 GL_RGBA, GL_UNSIGNED_INT_8_8_8_8_REV, 0,
1370 WINED3DFMT_FLAG_TEXTURE | WINED3DFMT_FLAG_POSTPIXELSHADER_BLENDING | WINED3DFMT_FLAG_FILTERING
1371 | WINED3DFMT_FLAG_RENDERTARGET | WINED3DFMT_FLAG_SRGB_READ | WINED3DFMT_FLAG_SRGB_WRITE
1372 | WINED3DFMT_FLAG_VTF,
1373 WINED3D_GL_EXT_NONE, NULL},
1374 {WINED3DFMT_R8G8B8A8_UINT, GL_RGBA8UI, GL_RGBA8UI, 0,
1375 GL_RGBA_INTEGER, GL_UNSIGNED_INT_8_8_8_8_REV, 0,
1376 WINED3DFMT_FLAG_TEXTURE | WINED3DFMT_FLAG_RENDERTARGET,
1377 ARB_TEXTURE_RGB10_A2UI, NULL},
1378 {WINED3DFMT_R8G8B8A8_SINT, GL_RGBA8I, GL_RGBA8I, 0,
1379 GL_RGBA_INTEGER, GL_BYTE, 0,
1380 WINED3DFMT_FLAG_TEXTURE | WINED3DFMT_FLAG_RENDERTARGET,
1381 EXT_TEXTURE_INTEGER, NULL},
1382 {WINED3DFMT_R8G8B8X8_UNORM, GL_RGB8, GL_RGB8, 0,
1383 GL_RGBA, GL_UNSIGNED_INT_8_8_8_8_REV, 0,
1384 WINED3DFMT_FLAG_TEXTURE | WINED3DFMT_FLAG_POSTPIXELSHADER_BLENDING | WINED3DFMT_FLAG_FILTERING,
1385 WINED3D_GL_EXT_NONE, NULL},
1386 {WINED3DFMT_R16G16_UNORM, GL_RGB16, GL_RGB16, GL_RGBA16,
1387 GL_RGB, GL_UNSIGNED_SHORT, 6,
1388 WINED3DFMT_FLAG_TEXTURE | WINED3DFMT_FLAG_POSTPIXELSHADER_BLENDING | WINED3DFMT_FLAG_FILTERING,
1389 WINED3D_GL_EXT_NONE, convert_r16g16},
1390 {WINED3DFMT_R16G16_UNORM, GL_RG16, GL_RG16, 0,
1391 GL_RG, GL_UNSIGNED_SHORT, 0,
1392 WINED3DFMT_FLAG_TEXTURE | WINED3DFMT_FLAG_POSTPIXELSHADER_BLENDING | WINED3DFMT_FLAG_FILTERING
1393 | WINED3DFMT_FLAG_RENDERTARGET,
1394 ARB_TEXTURE_RG, NULL},
1395 {WINED3DFMT_B10G10R10A2_UNORM, GL_RGB10_A2, GL_RGB10_A2, 0,
1396 GL_BGRA, GL_UNSIGNED_INT_2_10_10_10_REV, 0,
1397 WINED3DFMT_FLAG_TEXTURE | WINED3DFMT_FLAG_POSTPIXELSHADER_BLENDING | WINED3DFMT_FLAG_FILTERING
1398 | WINED3DFMT_FLAG_RENDERTARGET,
1399 WINED3D_GL_EXT_NONE, NULL},
1400 {WINED3DFMT_R16G16B16A16_UNORM, GL_RGBA16, GL_RGBA16, 0,
1401 GL_RGBA, GL_UNSIGNED_SHORT, 0,
1402 WINED3DFMT_FLAG_TEXTURE | WINED3DFMT_FLAG_POSTPIXELSHADER_BLENDING | WINED3DFMT_FLAG_FILTERING
1403 | WINED3DFMT_FLAG_RENDERTARGET,
1404 WINED3D_GL_EXT_NONE, NULL},
1405 {WINED3DFMT_R8G8_UNORM, GL_RG8, GL_RG8, 0,
1406 GL_RG, GL_UNSIGNED_BYTE, 0,
1407 WINED3DFMT_FLAG_TEXTURE | WINED3DFMT_FLAG_POSTPIXELSHADER_BLENDING | WINED3DFMT_FLAG_FILTERING
1408 | WINED3DFMT_FLAG_RENDERTARGET,
1409 ARB_TEXTURE_RG, NULL},
1410 {WINED3DFMT_R8G8_UINT, GL_RG8UI, GL_RG8UI, 0,
1411 GL_RG_INTEGER, GL_UNSIGNED_BYTE, 0,
1412 WINED3DFMT_FLAG_TEXTURE | WINED3DFMT_FLAG_RENDERTARGET,
1413 ARB_TEXTURE_RG, NULL},
1414 {WINED3DFMT_R8G8_SINT, GL_RG8I, GL_RG8I, 0,
1415 GL_RG_INTEGER, GL_BYTE, 0,
1416 WINED3DFMT_FLAG_TEXTURE | WINED3DFMT_FLAG_RENDERTARGET,
1417 ARB_TEXTURE_RG, NULL},
1418 {WINED3DFMT_R16G16B16A16_UINT, GL_RGBA16UI, GL_RGBA16UI, 0,
1419 GL_RGBA_INTEGER, GL_UNSIGNED_SHORT, 0,
1420 WINED3DFMT_FLAG_TEXTURE | WINED3DFMT_FLAG_RENDERTARGET,
1421 EXT_TEXTURE_INTEGER, NULL},
1422 {WINED3DFMT_R16G16B16A16_SINT, GL_RGBA16I, GL_RGBA16I, 0,
1423 GL_RGBA_INTEGER, GL_SHORT, 0,
1424 WINED3DFMT_FLAG_TEXTURE | WINED3DFMT_FLAG_RENDERTARGET,
1425 EXT_TEXTURE_INTEGER, NULL},
1426 {WINED3DFMT_R32G32_UINT, GL_RG32UI, GL_RG32UI, 0,
1427 GL_RG_INTEGER, GL_UNSIGNED_INT, 0,
1428 WINED3DFMT_FLAG_TEXTURE | WINED3DFMT_FLAG_RENDERTARGET,
1429 ARB_TEXTURE_RG, NULL},
1430 {WINED3DFMT_R32G32_SINT, GL_RG32I, GL_RG32I, 0,
1431 GL_RG_INTEGER, GL_INT, 0,
1432 WINED3DFMT_FLAG_TEXTURE | WINED3DFMT_FLAG_RENDERTARGET,
1433 ARB_TEXTURE_RG, NULL},
1434 {WINED3DFMT_R16G16_UINT, GL_RG16UI, GL_RG16UI, 0,
1435 GL_RG_INTEGER, GL_UNSIGNED_SHORT, 0,
1436 WINED3DFMT_FLAG_TEXTURE | WINED3DFMT_FLAG_RENDERTARGET,
1437 ARB_TEXTURE_RG, NULL},
1438 {WINED3DFMT_R16G16_SINT, GL_RG16I, GL_RG16I, 0,
1439 GL_RG_INTEGER, GL_SHORT, 0,
1440 WINED3DFMT_FLAG_TEXTURE | WINED3DFMT_FLAG_RENDERTARGET,
1441 ARB_TEXTURE_RG, NULL},
1442 {WINED3DFMT_R32_UINT, GL_R32UI, GL_R32UI, 0,
1443 GL_RED_INTEGER, GL_UNSIGNED_INT, 0,
1444 WINED3DFMT_FLAG_TEXTURE | WINED3DFMT_FLAG_RENDERTARGET,
1445 ARB_TEXTURE_RG, NULL},
1446 {WINED3DFMT_R32_SINT, GL_R32I, GL_R32I, 0,
1447 GL_RED_INTEGER, GL_INT, 0,
1448 WINED3DFMT_FLAG_TEXTURE | WINED3DFMT_FLAG_RENDERTARGET,
1449 ARB_TEXTURE_RG, NULL},
1450 {WINED3DFMT_R16_UNORM, GL_R16, GL_R16, 0,
1451 GL_RED, GL_UNSIGNED_SHORT, 0,
1452 WINED3DFMT_FLAG_TEXTURE | WINED3DFMT_FLAG_POSTPIXELSHADER_BLENDING | WINED3DFMT_FLAG_FILTERING
1453 | WINED3DFMT_FLAG_RENDERTARGET,
1454 ARB_TEXTURE_RG, NULL},
1455 {WINED3DFMT_R16_UINT, GL_R16UI, GL_R16UI, 0,
1456 GL_RED_INTEGER, GL_UNSIGNED_SHORT, 0,
1457 WINED3DFMT_FLAG_TEXTURE | WINED3DFMT_FLAG_RENDERTARGET,
1458 ARB_TEXTURE_RG, NULL},
1459 {WINED3DFMT_R16_SINT, GL_R16I, GL_R16I, 0,
1460 GL_RED_INTEGER, GL_SHORT, 0,
1461 WINED3DFMT_FLAG_TEXTURE | WINED3DFMT_FLAG_RENDERTARGET,
1462 ARB_TEXTURE_RG, NULL},
1463 {WINED3DFMT_R8_UINT, GL_R8UI, GL_R8UI, 0,
1464 GL_RED_INTEGER, GL_UNSIGNED_BYTE, 0,
1465 WINED3DFMT_FLAG_TEXTURE | WINED3DFMT_FLAG_RENDERTARGET,
1466 ARB_TEXTURE_RG, NULL},
1467 {WINED3DFMT_R8_SINT, GL_R8I, GL_R8I, 0,
1468 GL_RED_INTEGER, GL_BYTE, 0,
1469 WINED3DFMT_FLAG_TEXTURE | WINED3DFMT_FLAG_RENDERTARGET,
1470 ARB_TEXTURE_RG, NULL},
1471 /* Luminance */
1472 {WINED3DFMT_L8_UNORM, GL_LUMINANCE8, GL_SLUMINANCE8_EXT, 0,
1473 GL_LUMINANCE, GL_UNSIGNED_BYTE, 0,
1474 WINED3DFMT_FLAG_TEXTURE | WINED3DFMT_FLAG_POSTPIXELSHADER_BLENDING | WINED3DFMT_FLAG_FILTERING
1475 | WINED3DFMT_FLAG_SRGB_READ,
1476 WINED3D_GL_LEGACY_CONTEXT, NULL},
1477 {WINED3DFMT_L8_UNORM, GL_R8, GL_R8, 0,
1478 GL_RED, GL_UNSIGNED_BYTE, 0,
1479 WINED3DFMT_FLAG_TEXTURE | WINED3DFMT_FLAG_POSTPIXELSHADER_BLENDING | WINED3DFMT_FLAG_FILTERING
1480 | WINED3DFMT_FLAG_RENDERTARGET,
1481 ARB_TEXTURE_RG, NULL},
1482 {WINED3DFMT_L8A8_UNORM, GL_RG8, GL_RG8, 0,
1483 GL_RG, GL_UNSIGNED_BYTE, 0,
1484 WINED3DFMT_FLAG_TEXTURE | WINED3DFMT_FLAG_POSTPIXELSHADER_BLENDING | WINED3DFMT_FLAG_FILTERING,
1485 ARB_TEXTURE_RG, NULL},
1486 {WINED3DFMT_L8A8_UNORM, GL_LUMINANCE8_ALPHA8, GL_SLUMINANCE8_ALPHA8_EXT, 0,
1487 GL_LUMINANCE_ALPHA, GL_UNSIGNED_BYTE, 0,
1488 WINED3DFMT_FLAG_TEXTURE | WINED3DFMT_FLAG_POSTPIXELSHADER_BLENDING | WINED3DFMT_FLAG_FILTERING
1489 | WINED3DFMT_FLAG_SRGB_READ,
1490 WINED3D_GL_LEGACY_CONTEXT, NULL},
1491 {WINED3DFMT_L4A4_UNORM, GL_RG8, GL_RG8, 0,
1492 GL_RG, GL_UNSIGNED_BYTE, 2,
1493 WINED3DFMT_FLAG_FILTERING,
1494 ARB_TEXTURE_RG, convert_l4a4_unorm},
1495 {WINED3DFMT_L4A4_UNORM, GL_LUMINANCE4_ALPHA4, GL_LUMINANCE4_ALPHA4, 0,
1496 GL_LUMINANCE_ALPHA, GL_UNSIGNED_BYTE, 2,
1497 WINED3DFMT_FLAG_FILTERING,
1498 WINED3D_GL_LEGACY_CONTEXT, convert_l4a4_unorm},
1499 {WINED3DFMT_L16_UNORM, GL_R16, GL_R16, 0,
1500 GL_RED, GL_UNSIGNED_SHORT, 0,
1501 WINED3DFMT_FLAG_TEXTURE | WINED3DFMT_FLAG_POSTPIXELSHADER_BLENDING | WINED3DFMT_FLAG_FILTERING,
1502 ARB_TEXTURE_RG, NULL},
1503 {WINED3DFMT_L16_UNORM, GL_LUMINANCE16, GL_LUMINANCE16, 0,
1504 GL_LUMINANCE, GL_UNSIGNED_SHORT, 0,
1505 WINED3DFMT_FLAG_TEXTURE | WINED3DFMT_FLAG_POSTPIXELSHADER_BLENDING | WINED3DFMT_FLAG_FILTERING,
1506 WINED3D_GL_LEGACY_CONTEXT, NULL},
1507 /* Bump mapping stuff */
1508 {WINED3DFMT_R8G8_SNORM, GL_RGB8, GL_RGB8, 0,
1509 GL_BGR, GL_UNSIGNED_BYTE, 3,
1510 WINED3DFMT_FLAG_TEXTURE | WINED3DFMT_FLAG_POSTPIXELSHADER_BLENDING | WINED3DFMT_FLAG_FILTERING
1511 | WINED3DFMT_FLAG_BUMPMAP,
1512 WINED3D_GL_EXT_NONE, convert_r8g8_snorm},
1513 {WINED3DFMT_R8G8_SNORM, GL_DSDT8_NV, GL_DSDT8_NV, 0,
1514 GL_DSDT_NV, GL_BYTE, 0,
1515 WINED3DFMT_FLAG_TEXTURE | WINED3DFMT_FLAG_POSTPIXELSHADER_BLENDING | WINED3DFMT_FLAG_FILTERING
1516 | WINED3DFMT_FLAG_BUMPMAP,
1517 NV_TEXTURE_SHADER, NULL},
1518 {WINED3DFMT_R8G8_SNORM, GL_RG8_SNORM, GL_RG8_SNORM, 0,
1519 GL_RG, GL_BYTE, 0,
1520 WINED3DFMT_FLAG_TEXTURE | WINED3DFMT_FLAG_POSTPIXELSHADER_BLENDING | WINED3DFMT_FLAG_FILTERING
1521 | WINED3DFMT_FLAG_RENDERTARGET | WINED3DFMT_FLAG_BUMPMAP,
1522 EXT_TEXTURE_SNORM, NULL},
1523 {WINED3DFMT_R5G5_SNORM_L6_UNORM, GL_RGB5, GL_RGB5, 0,
1524 GL_RGB, GL_UNSIGNED_SHORT_5_6_5, 2,
1525 WINED3DFMT_FLAG_TEXTURE | WINED3DFMT_FLAG_POSTPIXELSHADER_BLENDING | WINED3DFMT_FLAG_FILTERING
1526 | WINED3DFMT_FLAG_BUMPMAP,
1527 WINED3D_GL_EXT_NONE, convert_r5g5_snorm_l6_unorm},
1528 {WINED3DFMT_R5G5_SNORM_L6_UNORM, GL_DSDT8_MAG8_NV, GL_DSDT8_MAG8_NV, 0,
1529 GL_DSDT_MAG_NV, GL_BYTE, 3,
1530 WINED3DFMT_FLAG_TEXTURE | WINED3DFMT_FLAG_POSTPIXELSHADER_BLENDING | WINED3DFMT_FLAG_FILTERING
1531 | WINED3DFMT_FLAG_BUMPMAP,
1532 NV_TEXTURE_SHADER, convert_r5g5_snorm_l6_unorm_nv},
1533 {WINED3DFMT_R5G5_SNORM_L6_UNORM, GL_RGB8_SNORM, GL_RGB8_SNORM, 0,
1534 GL_RGBA, GL_BYTE, 4,
1535 WINED3DFMT_FLAG_TEXTURE | WINED3DFMT_FLAG_POSTPIXELSHADER_BLENDING | WINED3DFMT_FLAG_FILTERING
1536 | WINED3DFMT_FLAG_BUMPMAP,
1537 EXT_TEXTURE_SNORM, convert_r5g5_snorm_l6_unorm_ext},
1538 {WINED3DFMT_R8G8_SNORM_L8X8_UNORM, GL_RGB8, GL_RGB8, 0,
1539 GL_BGRA, GL_UNSIGNED_INT_8_8_8_8_REV, 4,
1540 WINED3DFMT_FLAG_TEXTURE | WINED3DFMT_FLAG_POSTPIXELSHADER_BLENDING | WINED3DFMT_FLAG_FILTERING
1541 | WINED3DFMT_FLAG_BUMPMAP,
1542 WINED3D_GL_EXT_NONE, convert_r8g8_snorm_l8x8_unorm},
1543 {WINED3DFMT_R8G8_SNORM_L8X8_UNORM, GL_DSDT8_MAG8_INTENSITY8_NV, GL_DSDT8_MAG8_INTENSITY8_NV, 0,
1544 GL_DSDT_MAG_VIB_NV, GL_UNSIGNED_INT_8_8_S8_S8_REV_NV, 4,
1545 WINED3DFMT_FLAG_TEXTURE | WINED3DFMT_FLAG_POSTPIXELSHADER_BLENDING | WINED3DFMT_FLAG_FILTERING
1546 | WINED3DFMT_FLAG_BUMPMAP,
1547 NV_TEXTURE_SHADER, convert_r8g8_snorm_l8x8_unorm_nv},
1548 {WINED3DFMT_R8G8B8A8_SNORM, GL_RGBA8, GL_RGBA8, 0,
1549 GL_BGRA, GL_UNSIGNED_BYTE, 4,
1550 WINED3DFMT_FLAG_TEXTURE | WINED3DFMT_FLAG_POSTPIXELSHADER_BLENDING | WINED3DFMT_FLAG_FILTERING
1551 | WINED3DFMT_FLAG_BUMPMAP,
1552 WINED3D_GL_EXT_NONE, convert_r8g8b8a8_snorm},
1553 {WINED3DFMT_R8G8B8A8_SNORM, GL_SIGNED_RGBA8_NV, GL_SIGNED_RGBA8_NV, 0,
1554 GL_RGBA, GL_BYTE, 0,
1555 WINED3DFMT_FLAG_TEXTURE | WINED3DFMT_FLAG_POSTPIXELSHADER_BLENDING | WINED3DFMT_FLAG_FILTERING
1556 | WINED3DFMT_FLAG_BUMPMAP,
1557 NV_TEXTURE_SHADER, NULL},
1558 {WINED3DFMT_R8G8B8A8_SNORM, GL_RGBA8_SNORM, GL_RGBA8_SNORM, 0,
1559 GL_RGBA, GL_BYTE, 0,
1560 WINED3DFMT_FLAG_TEXTURE | WINED3DFMT_FLAG_POSTPIXELSHADER_BLENDING | WINED3DFMT_FLAG_FILTERING
1561 | WINED3DFMT_FLAG_RENDERTARGET | WINED3DFMT_FLAG_BUMPMAP,
1562 EXT_TEXTURE_SNORM, NULL},
1563 {WINED3DFMT_R16G16_SNORM, GL_RGB16, GL_RGB16, 0,
1564 GL_BGR, GL_UNSIGNED_SHORT, 6,
1565 WINED3DFMT_FLAG_TEXTURE | WINED3DFMT_FLAG_POSTPIXELSHADER_BLENDING | WINED3DFMT_FLAG_FILTERING
1566 | WINED3DFMT_FLAG_BUMPMAP,
1567 WINED3D_GL_EXT_NONE, convert_r16g16_snorm},
1568 {WINED3DFMT_R16G16_SNORM, GL_SIGNED_HILO16_NV, GL_SIGNED_HILO16_NV, 0,
1569 GL_HILO_NV, GL_SHORT, 0,
1570 WINED3DFMT_FLAG_TEXTURE | WINED3DFMT_FLAG_POSTPIXELSHADER_BLENDING | WINED3DFMT_FLAG_FILTERING
1571 | WINED3DFMT_FLAG_BUMPMAP,
1572 NV_TEXTURE_SHADER, NULL},
1573 {WINED3DFMT_R16G16_SNORM, GL_RG16_SNORM, GL_RG16_SNORM, 0,
1574 GL_RG, GL_SHORT, 0,
1575 WINED3DFMT_FLAG_TEXTURE | WINED3DFMT_FLAG_POSTPIXELSHADER_BLENDING | WINED3DFMT_FLAG_FILTERING
1576 | WINED3DFMT_FLAG_RENDERTARGET | WINED3DFMT_FLAG_BUMPMAP,
1577 EXT_TEXTURE_SNORM, NULL},
1578 {WINED3DFMT_R16G16B16A16_SNORM, GL_RGBA16_SNORM, GL_RGBA16_SNORM, 0,
1579 GL_RGBA, GL_SHORT, 0,
1580 WINED3DFMT_FLAG_TEXTURE | WINED3DFMT_FLAG_POSTPIXELSHADER_BLENDING | WINED3DFMT_FLAG_FILTERING
1581 | WINED3DFMT_FLAG_RENDERTARGET,
1582 EXT_TEXTURE_SNORM, NULL},
1583 {WINED3DFMT_R16_SNORM, GL_R16_SNORM, GL_R16_SNORM, 0,
1584 GL_RED, GL_SHORT, 0,
1585 WINED3DFMT_FLAG_TEXTURE | WINED3DFMT_FLAG_POSTPIXELSHADER_BLENDING | WINED3DFMT_FLAG_FILTERING
1586 | WINED3DFMT_FLAG_RENDERTARGET,
1587 EXT_TEXTURE_SNORM, NULL},
1588 {WINED3DFMT_R8_SNORM, GL_R8_SNORM, GL_R8_SNORM, 0,
1589 GL_RED, GL_BYTE, 0,
1590 WINED3DFMT_FLAG_TEXTURE | WINED3DFMT_FLAG_POSTPIXELSHADER_BLENDING | WINED3DFMT_FLAG_FILTERING
1591 | WINED3DFMT_FLAG_RENDERTARGET,
1592 EXT_TEXTURE_SNORM, NULL},
1593 /* Depth stencil formats */
1594 {WINED3DFMT_D16_LOCKABLE, GL_DEPTH_COMPONENT, GL_DEPTH_COMPONENT, 0,
1595 GL_DEPTH_COMPONENT, GL_UNSIGNED_SHORT, 0,
1596 WINED3DFMT_FLAG_DEPTH,
1597 WINED3D_GL_EXT_NONE, NULL},
1598 {WINED3DFMT_D16_LOCKABLE, GL_DEPTH_COMPONENT16, GL_DEPTH_COMPONENT16, 0,
1599 GL_DEPTH_COMPONENT, GL_UNSIGNED_SHORT, 0,
1600 WINED3DFMT_FLAG_TEXTURE | WINED3DFMT_FLAG_DEPTH | WINED3DFMT_FLAG_SHADOW,
1601 ARB_DEPTH_TEXTURE, NULL},
1602 {WINED3DFMT_D32_UNORM, GL_DEPTH_COMPONENT, GL_DEPTH_COMPONENT, 0,
1603 GL_DEPTH_COMPONENT, GL_UNSIGNED_INT, 0,
1604 WINED3DFMT_FLAG_DEPTH,
1605 WINED3D_GL_EXT_NONE, NULL},
1606 {WINED3DFMT_D32_UNORM, GL_DEPTH_COMPONENT32_ARB, GL_DEPTH_COMPONENT32_ARB, 0,
1607 GL_DEPTH_COMPONENT, GL_UNSIGNED_INT, 0,
1608 WINED3DFMT_FLAG_TEXTURE | WINED3DFMT_FLAG_DEPTH | WINED3DFMT_FLAG_SHADOW,
1609 ARB_DEPTH_TEXTURE, NULL},
1610 {WINED3DFMT_S1_UINT_D15_UNORM, GL_DEPTH_COMPONENT16, GL_DEPTH_COMPONENT16, 0,
1611 GL_DEPTH_COMPONENT, GL_UNSIGNED_SHORT, 0,
1612 WINED3DFMT_FLAG_DEPTH | WINED3DFMT_FLAG_SHADOW,
1613 ARB_DEPTH_TEXTURE, NULL},
1614 {WINED3DFMT_S1_UINT_D15_UNORM, GL_DEPTH24_STENCIL8_EXT, GL_DEPTH24_STENCIL8_EXT, 0,
1615 GL_DEPTH_STENCIL_EXT, GL_UNSIGNED_INT_24_8_EXT, 4,
1616 WINED3DFMT_FLAG_DEPTH | WINED3DFMT_FLAG_STENCIL | WINED3DFMT_FLAG_SHADOW,
1617 EXT_PACKED_DEPTH_STENCIL, convert_s1_uint_d15_unorm},
1618 {WINED3DFMT_S1_UINT_D15_UNORM, GL_DEPTH24_STENCIL8, GL_DEPTH24_STENCIL8, 0,
1619 GL_DEPTH_STENCIL, GL_UNSIGNED_INT_24_8, 4,
1620 WINED3DFMT_FLAG_DEPTH | WINED3DFMT_FLAG_STENCIL | WINED3DFMT_FLAG_SHADOW,
1621 ARB_FRAMEBUFFER_OBJECT, convert_s1_uint_d15_unorm},
1622 {WINED3DFMT_D24_UNORM_S8_UINT, GL_DEPTH_COMPONENT24_ARB, GL_DEPTH_COMPONENT24_ARB, 0,
1623 GL_DEPTH_COMPONENT, GL_UNSIGNED_INT, 0,
1624 WINED3DFMT_FLAG_TEXTURE | WINED3DFMT_FLAG_POSTPIXELSHADER_BLENDING | WINED3DFMT_FLAG_FILTERING
1625 | WINED3DFMT_FLAG_DEPTH | WINED3DFMT_FLAG_SHADOW,
1626 ARB_DEPTH_TEXTURE, NULL},
1627 {WINED3DFMT_D24_UNORM_S8_UINT, GL_DEPTH24_STENCIL8_EXT, GL_DEPTH24_STENCIL8_EXT, 0,
1628 GL_DEPTH_STENCIL_EXT, GL_UNSIGNED_INT_24_8_EXT, 0,
1629 WINED3DFMT_FLAG_TEXTURE | WINED3DFMT_FLAG_POSTPIXELSHADER_BLENDING | WINED3DFMT_FLAG_FILTERING
1630 | WINED3DFMT_FLAG_DEPTH | WINED3DFMT_FLAG_STENCIL | WINED3DFMT_FLAG_SHADOW,
1631 EXT_PACKED_DEPTH_STENCIL, NULL},
1632 {WINED3DFMT_D24_UNORM_S8_UINT, GL_DEPTH24_STENCIL8, GL_DEPTH24_STENCIL8, 0,
1633 GL_DEPTH_STENCIL, GL_UNSIGNED_INT_24_8, 0,
1634 WINED3DFMT_FLAG_TEXTURE | WINED3DFMT_FLAG_POSTPIXELSHADER_BLENDING | WINED3DFMT_FLAG_FILTERING
1635 | WINED3DFMT_FLAG_DEPTH | WINED3DFMT_FLAG_STENCIL | WINED3DFMT_FLAG_SHADOW,
1636 ARB_FRAMEBUFFER_OBJECT, NULL},
1637 {WINED3DFMT_X8D24_UNORM, GL_DEPTH_COMPONENT, GL_DEPTH_COMPONENT, 0,
1638 GL_DEPTH_COMPONENT, GL_UNSIGNED_INT, 4,
1639 WINED3DFMT_FLAG_DEPTH,
1640 WINED3D_GL_EXT_NONE, x8_d24_unorm_upload, x8_d24_unorm_download},
1641 {WINED3DFMT_X8D24_UNORM, GL_DEPTH_COMPONENT24_ARB, GL_DEPTH_COMPONENT24_ARB, 0,
1642 GL_DEPTH_COMPONENT, GL_UNSIGNED_INT, 4,
1643 WINED3DFMT_FLAG_TEXTURE | WINED3DFMT_FLAG_POSTPIXELSHADER_BLENDING | WINED3DFMT_FLAG_FILTERING
1644 | WINED3DFMT_FLAG_DEPTH | WINED3DFMT_FLAG_SHADOW,
1645 ARB_DEPTH_TEXTURE, x8_d24_unorm_upload, x8_d24_unorm_download},
1646 {WINED3DFMT_S4X4_UINT_D24_UNORM, GL_DEPTH_COMPONENT24_ARB, GL_DEPTH_COMPONENT24_ARB, 0,
1647 GL_DEPTH_COMPONENT, GL_UNSIGNED_INT, 0,
1648 WINED3DFMT_FLAG_DEPTH | WINED3DFMT_FLAG_SHADOW,
1649 ARB_DEPTH_TEXTURE, NULL},
1650 {WINED3DFMT_S4X4_UINT_D24_UNORM, GL_DEPTH24_STENCIL8_EXT, GL_DEPTH24_STENCIL8_EXT, 0,
1651 GL_DEPTH_STENCIL_EXT, GL_UNSIGNED_INT_24_8_EXT, 4,
1652 WINED3DFMT_FLAG_DEPTH | WINED3DFMT_FLAG_STENCIL | WINED3DFMT_FLAG_SHADOW,
1653 EXT_PACKED_DEPTH_STENCIL, convert_s4x4_uint_d24_unorm},
1654 {WINED3DFMT_S4X4_UINT_D24_UNORM, GL_DEPTH24_STENCIL8, GL_DEPTH24_STENCIL8, 0,
1655 GL_DEPTH_STENCIL, GL_UNSIGNED_INT_24_8, 4,
1656 WINED3DFMT_FLAG_DEPTH | WINED3DFMT_FLAG_STENCIL | WINED3DFMT_FLAG_SHADOW,
1657 ARB_FRAMEBUFFER_OBJECT, convert_s4x4_uint_d24_unorm},
1658 {WINED3DFMT_D16_UNORM, GL_DEPTH_COMPONENT, GL_DEPTH_COMPONENT, 0,
1659 GL_DEPTH_COMPONENT, GL_UNSIGNED_SHORT, 0,
1660 WINED3DFMT_FLAG_DEPTH,
1661 WINED3D_GL_EXT_NONE, NULL},
1662 {WINED3DFMT_D16_UNORM, GL_DEPTH_COMPONENT16, GL_DEPTH_COMPONENT16, 0,
1663 GL_DEPTH_COMPONENT, GL_UNSIGNED_SHORT, 0,
1664 WINED3DFMT_FLAG_TEXTURE | WINED3DFMT_FLAG_POSTPIXELSHADER_BLENDING | WINED3DFMT_FLAG_FILTERING
1665 | WINED3DFMT_FLAG_DEPTH | WINED3DFMT_FLAG_SHADOW,
1666 ARB_DEPTH_TEXTURE, NULL},
1667 {WINED3DFMT_D32_FLOAT, GL_DEPTH_COMPONENT32F, GL_DEPTH_COMPONENT32F, 0,
1668 GL_DEPTH_COMPONENT, GL_FLOAT, 0,
1669 WINED3DFMT_FLAG_TEXTURE | WINED3DFMT_FLAG_DEPTH | WINED3DFMT_FLAG_SHADOW,
1670 ARB_DEPTH_BUFFER_FLOAT, NULL},
1671 {WINED3DFMT_D32_FLOAT_S8X24_UINT, GL_DEPTH32F_STENCIL8, GL_DEPTH32F_STENCIL8, 0,
1672 GL_DEPTH_STENCIL, GL_FLOAT_32_UNSIGNED_INT_24_8_REV, 0,
1673 WINED3DFMT_FLAG_TEXTURE | WINED3DFMT_FLAG_DEPTH | WINED3DFMT_FLAG_STENCIL | WINED3DFMT_FLAG_SHADOW,
1674 ARB_DEPTH_BUFFER_FLOAT, NULL},
1675 {WINED3DFMT_S8_UINT_D24_FLOAT, GL_DEPTH32F_STENCIL8, GL_DEPTH32F_STENCIL8, 0,
1676 GL_DEPTH_STENCIL, GL_FLOAT_32_UNSIGNED_INT_24_8_REV, 8,
1677 WINED3DFMT_FLAG_TEXTURE | WINED3DFMT_FLAG_DEPTH | WINED3DFMT_FLAG_STENCIL | WINED3DFMT_FLAG_SHADOW,
1678 ARB_DEPTH_BUFFER_FLOAT, convert_s8_uint_d24_float},
1679 {WINED3DFMT_R32G32B32A32_UINT, GL_RGBA32UI, GL_RGBA32UI, 0,
1680 GL_RGBA_INTEGER, GL_UNSIGNED_INT, 0,
1681 WINED3DFMT_FLAG_TEXTURE | WINED3DFMT_FLAG_RENDERTARGET,
1682 EXT_TEXTURE_INTEGER, NULL},
1683 {WINED3DFMT_R32G32B32A32_SINT, GL_RGBA32I, GL_RGBA32I, 0,
1684 GL_RGBA_INTEGER, GL_INT, 0,
1685 WINED3DFMT_FLAG_TEXTURE | WINED3DFMT_FLAG_RENDERTARGET,
1686 EXT_TEXTURE_INTEGER, NULL},
1687 /* Vendor-specific formats */
1688 {WINED3DFMT_ATI1N, GL_COMPRESSED_RED_RGTC1, GL_COMPRESSED_RED_RGTC1, 0,
1689 GL_RED, GL_UNSIGNED_BYTE, 0,
1690 WINED3DFMT_FLAG_TEXTURE | WINED3DFMT_FLAG_POSTPIXELSHADER_BLENDING | WINED3DFMT_FLAG_FILTERING
1691 | WINED3DFMT_FLAG_COMPRESSED,
1692 ARB_TEXTURE_COMPRESSION_RGTC, NULL},
1693 {WINED3DFMT_ATI2N, GL_COMPRESSED_LUMINANCE_ALPHA_3DC_ATI, GL_COMPRESSED_LUMINANCE_ALPHA_3DC_ATI, 0,
1694 GL_LUMINANCE_ALPHA, GL_UNSIGNED_BYTE, 0,
1695 WINED3DFMT_FLAG_TEXTURE | WINED3DFMT_FLAG_POSTPIXELSHADER_BLENDING | WINED3DFMT_FLAG_FILTERING
1696 | WINED3DFMT_FLAG_COMPRESSED,
1697 ATI_TEXTURE_COMPRESSION_3DC, NULL},
1698 {WINED3DFMT_ATI2N, GL_COMPRESSED_RG_RGTC2, GL_COMPRESSED_RG_RGTC2, 0,
1699 GL_LUMINANCE_ALPHA, GL_UNSIGNED_BYTE, 0,
1700 WINED3DFMT_FLAG_TEXTURE | WINED3DFMT_FLAG_POSTPIXELSHADER_BLENDING | WINED3DFMT_FLAG_FILTERING
1701 | WINED3DFMT_FLAG_COMPRESSED,
1702 EXT_TEXTURE_COMPRESSION_RGTC, NULL},
1703 {WINED3DFMT_ATI2N, GL_COMPRESSED_RG_RGTC2, GL_COMPRESSED_RG_RGTC2, 0,
1704 GL_RG, GL_UNSIGNED_BYTE, 0,
1705 WINED3DFMT_FLAG_TEXTURE | WINED3DFMT_FLAG_POSTPIXELSHADER_BLENDING | WINED3DFMT_FLAG_FILTERING
1706 | WINED3DFMT_FLAG_COMPRESSED,
1707 ARB_TEXTURE_COMPRESSION_RGTC, NULL},
1708 {WINED3DFMT_INTZ, GL_DEPTH24_STENCIL8_EXT, GL_DEPTH24_STENCIL8_EXT, 0,
1709 GL_DEPTH_STENCIL_EXT, GL_UNSIGNED_INT_24_8_EXT, 0,
1710 WINED3DFMT_FLAG_TEXTURE | WINED3DFMT_FLAG_POSTPIXELSHADER_BLENDING | WINED3DFMT_FLAG_FILTERING
1711 | WINED3DFMT_FLAG_DEPTH | WINED3DFMT_FLAG_STENCIL,
1712 EXT_PACKED_DEPTH_STENCIL, NULL},
1713 {WINED3DFMT_INTZ, GL_DEPTH24_STENCIL8, GL_DEPTH24_STENCIL8, 0,
1714 GL_DEPTH_STENCIL, GL_UNSIGNED_INT_24_8, 0,
1715 WINED3DFMT_FLAG_TEXTURE | WINED3DFMT_FLAG_POSTPIXELSHADER_BLENDING | WINED3DFMT_FLAG_FILTERING
1716 | WINED3DFMT_FLAG_DEPTH | WINED3DFMT_FLAG_STENCIL,
1717 ARB_FRAMEBUFFER_OBJECT, NULL},
1718 {WINED3DFMT_NULL, 0, 0, 0,
1719 GL_RGBA, GL_UNSIGNED_INT_8_8_8_8_REV, 0,
1720 WINED3DFMT_FLAG_TEXTURE | WINED3DFMT_FLAG_RENDERTARGET | WINED3DFMT_FLAG_FBO_ATTACHABLE,
1721 ARB_FRAMEBUFFER_OBJECT, NULL},
1722 /* DirectX 10 HDR formats */
1723 {WINED3DFMT_R9G9B9E5_SHAREDEXP, GL_RGB9_E5_EXT, GL_RGB9_E5_EXT, 0,
1724 GL_RGB, GL_UNSIGNED_INT_5_9_9_9_REV_EXT, 0,
1725 WINED3DFMT_FLAG_TEXTURE | WINED3DFMT_FLAG_POSTPIXELSHADER_BLENDING | WINED3DFMT_FLAG_FILTERING,
1726 EXT_TEXTURE_SHARED_EXPONENT, NULL},
1729 struct wined3d_format_srgb_info
1731 enum wined3d_format_id srgb_format_id;
1732 enum wined3d_format_id base_format_id;
1735 static const struct wined3d_format_srgb_info format_srgb_info[] =
1737 {WINED3DFMT_R8G8B8A8_UNORM_SRGB, WINED3DFMT_R8G8B8A8_UNORM},
1738 {WINED3DFMT_BC1_UNORM_SRGB, WINED3DFMT_BC1_UNORM},
1739 {WINED3DFMT_BC2_UNORM_SRGB, WINED3DFMT_BC2_UNORM},
1740 {WINED3DFMT_BC3_UNORM_SRGB, WINED3DFMT_BC3_UNORM},
1741 {WINED3DFMT_B8G8R8A8_UNORM_SRGB, WINED3DFMT_B8G8R8A8_UNORM},
1742 {WINED3DFMT_B8G8R8X8_UNORM_SRGB, WINED3DFMT_B8G8R8X8_UNORM},
1743 {WINED3DFMT_BC7_UNORM_SRGB, WINED3DFMT_BC7_UNORM},
1746 static inline int get_format_idx(enum wined3d_format_id format_id)
1748 unsigned int i;
1750 if (format_id < WINED3D_FORMAT_FOURCC_BASE)
1751 return format_id;
1753 for (i = 0; i < ARRAY_SIZE(format_index_remap); ++i)
1755 if (format_index_remap[i].id == format_id)
1756 return format_index_remap[i].idx;
1759 return -1;
1762 static struct wined3d_format *get_format_internal(struct wined3d_gl_info *gl_info,
1763 enum wined3d_format_id format_id)
1765 int fmt_idx;
1767 if ((fmt_idx = get_format_idx(format_id)) == -1)
1769 ERR("Format %s (%#x) not found.\n", debug_d3dformat(format_id), format_id);
1770 return NULL;
1773 return &gl_info->formats[fmt_idx];
1776 static void copy_format(struct wined3d_format *dst_format, const struct wined3d_format *src_format)
1778 enum wined3d_format_id id = dst_format->id;
1779 *dst_format = *src_format;
1780 dst_format->id = id;
1783 static void format_set_flag(struct wined3d_format *format, unsigned int flag)
1785 unsigned int i;
1787 for (i = 0; i < ARRAY_SIZE(format->flags); ++i)
1788 format->flags[i] |= flag;
1791 static void format_clear_flag(struct wined3d_format *format, unsigned int flag)
1793 unsigned int i;
1795 for (i = 0; i < ARRAY_SIZE(format->flags); ++i)
1796 format->flags[i] &= ~flag;
1799 static enum wined3d_channel_type map_channel_type(char t)
1801 switch (t)
1803 case 'u':
1804 return WINED3D_CHANNEL_TYPE_UNORM;
1805 case 'i':
1806 return WINED3D_CHANNEL_TYPE_SNORM;
1807 case 'U':
1808 return WINED3D_CHANNEL_TYPE_UINT;
1809 case 'I':
1810 return WINED3D_CHANNEL_TYPE_SINT;
1811 case 'F':
1812 return WINED3D_CHANNEL_TYPE_FLOAT;
1813 case 'D':
1814 return WINED3D_CHANNEL_TYPE_DEPTH;
1815 case 'S':
1816 return WINED3D_CHANNEL_TYPE_STENCIL;
1817 case 'X':
1818 return WINED3D_CHANNEL_TYPE_UNUSED;
1819 default:
1820 ERR("Invalid channel type '%c'.\n", t);
1821 return WINED3D_CHANNEL_TYPE_NONE;
1825 static BOOL init_format_base_info(struct wined3d_gl_info *gl_info)
1827 struct wined3d_format *format;
1828 unsigned int i, j;
1830 gl_info->format_count = WINED3D_FORMAT_COUNT;
1831 if (!(gl_info->formats = heap_calloc(gl_info->format_count
1832 + ARRAY_SIZE(typeless_depth_stencil_formats), sizeof(*gl_info->formats))))
1834 ERR("Failed to allocate memory.\n");
1835 return FALSE;
1838 for (i = 0; i < ARRAY_SIZE(formats); ++i)
1840 if (!(format = get_format_internal(gl_info, formats[i].id)))
1841 goto fail;
1843 format->id = formats[i].id;
1844 format->red_size = formats[i].red_size;
1845 format->green_size = formats[i].green_size;
1846 format->blue_size = formats[i].blue_size;
1847 format->alpha_size = formats[i].alpha_size;
1848 format->red_offset = formats[i].red_offset;
1849 format->green_offset = formats[i].green_offset;
1850 format->blue_offset = formats[i].blue_offset;
1851 format->alpha_offset = formats[i].alpha_offset;
1852 format->byte_count = formats[i].bpp;
1853 format->depth_size = formats[i].depth_size;
1854 format->stencil_size = formats[i].stencil_size;
1855 format->block_width = 1;
1856 format->block_height = 1;
1857 format->block_byte_count = formats[i].bpp;
1860 for (i = 0; i < ARRAY_SIZE(typed_formats); ++i)
1862 const struct wined3d_format *typeless_format;
1863 DWORD flags = 0;
1865 if (!(format = get_format_internal(gl_info, typed_formats[i].id)))
1866 goto fail;
1868 if (!(typeless_format = get_format_internal(gl_info, typed_formats[i].typeless_id)))
1869 goto fail;
1871 format->id = typed_formats[i].id;
1872 format->red_size = typeless_format->red_size;
1873 format->green_size = typeless_format->green_size;
1874 format->blue_size = typeless_format->blue_size;
1875 format->alpha_size = typeless_format->alpha_size;
1876 format->red_offset = typeless_format->red_offset;
1877 format->green_offset = typeless_format->green_offset;
1878 format->blue_offset = typeless_format->blue_offset;
1879 format->alpha_offset = typeless_format->alpha_offset;
1880 format->byte_count = typeless_format->byte_count;
1881 format->depth_size = typeless_format->depth_size;
1882 format->stencil_size = typeless_format->stencil_size;
1883 format->block_width = typeless_format->block_width;
1884 format->block_height = typeless_format->block_height;
1885 format->block_byte_count = typeless_format->block_byte_count;
1886 format->typeless_id = typeless_format->id;
1888 for (j = 0; j < strlen(typed_formats[i].channels); ++j)
1890 enum wined3d_channel_type channel_type = map_channel_type(typed_formats[i].channels[j]);
1891 if (channel_type == WINED3D_CHANNEL_TYPE_UINT || channel_type == WINED3D_CHANNEL_TYPE_SINT)
1892 flags |= WINED3DFMT_FLAG_INTEGER;
1893 if (channel_type == WINED3D_CHANNEL_TYPE_FLOAT)
1894 flags |= WINED3DFMT_FLAG_FLOAT;
1896 if (channel_type == WINED3D_CHANNEL_TYPE_DEPTH && !format->depth_size)
1898 format->depth_size = format->red_size;
1899 format->red_size = format->red_offset = 0;
1903 format_set_flag(format, flags);
1906 for (i = 0; i < ARRAY_SIZE(ddi_formats); ++i)
1908 if (!(format = get_format_internal(gl_info, ddi_formats[i].id)))
1909 goto fail;
1911 format->ddi_format = ddi_formats[i].ddi_format;
1914 for (i = 0; i < ARRAY_SIZE(format_base_flags); ++i)
1916 if (!(format = get_format_internal(gl_info, format_base_flags[i].id)))
1917 goto fail;
1919 format_set_flag(format, format_base_flags[i].flags);
1922 return TRUE;
1924 fail:
1925 heap_free(gl_info->formats);
1926 return FALSE;
1929 static BOOL init_format_block_info(struct wined3d_gl_info *gl_info)
1931 struct wined3d_format *format;
1932 unsigned int i;
1934 for (i = 0; i < ARRAY_SIZE(format_block_info); ++i)
1936 if (!(format = get_format_internal(gl_info, format_block_info[i].id)))
1937 return FALSE;
1939 format->block_width = format_block_info[i].block_width;
1940 format->block_height = format_block_info[i].block_height;
1941 format->block_byte_count = format_block_info[i].block_byte_count;
1942 format_set_flag(format, WINED3DFMT_FLAG_BLOCKS);
1943 if (!format_block_info[i].verify)
1944 format_set_flag(format, WINED3DFMT_FLAG_BLOCKS_NO_VERIFY);
1947 return TRUE;
1950 static GLenum wined3d_gl_type_to_enum(enum wined3d_gl_resource_type type)
1952 switch (type)
1954 case WINED3D_GL_RES_TYPE_TEX_1D:
1955 return GL_TEXTURE_1D;
1956 case WINED3D_GL_RES_TYPE_TEX_2D:
1957 return GL_TEXTURE_2D;
1958 case WINED3D_GL_RES_TYPE_TEX_3D:
1959 return GL_TEXTURE_3D;
1960 case WINED3D_GL_RES_TYPE_TEX_CUBE:
1961 return GL_TEXTURE_CUBE_MAP_ARB;
1962 case WINED3D_GL_RES_TYPE_TEX_RECT:
1963 return GL_TEXTURE_RECTANGLE_ARB;
1964 case WINED3D_GL_RES_TYPE_BUFFER:
1965 return GL_TEXTURE_2D; /* TODO: GL_TEXTURE_BUFFER. */
1966 case WINED3D_GL_RES_TYPE_RB:
1967 return GL_RENDERBUFFER;
1968 case WINED3D_GL_RES_TYPE_COUNT:
1969 break;
1971 ERR("Unexpected GL resource type %u.\n", type);
1972 return 0;
1975 static void delete_fbo_attachment(const struct wined3d_gl_info *gl_info,
1976 enum wined3d_gl_resource_type d3d_type, GLuint object)
1978 switch (d3d_type)
1980 case WINED3D_GL_RES_TYPE_TEX_1D:
1981 case WINED3D_GL_RES_TYPE_TEX_2D:
1982 case WINED3D_GL_RES_TYPE_TEX_RECT:
1983 case WINED3D_GL_RES_TYPE_TEX_3D:
1984 case WINED3D_GL_RES_TYPE_TEX_CUBE:
1985 gl_info->gl_ops.gl.p_glDeleteTextures(1, &object);
1986 break;
1988 case WINED3D_GL_RES_TYPE_RB:
1989 gl_info->fbo_ops.glDeleteRenderbuffers(1, &object);
1990 break;
1992 case WINED3D_GL_RES_TYPE_BUFFER:
1993 case WINED3D_GL_RES_TYPE_COUNT:
1994 break;
1998 /* Context activation is done by the caller. */
1999 static void create_and_bind_fbo_attachment(const struct wined3d_gl_info *gl_info, unsigned int flags,
2000 enum wined3d_gl_resource_type d3d_type, GLuint *object, GLenum internal, GLenum format, GLenum type)
2002 GLenum attach_type = flags & WINED3DFMT_FLAG_DEPTH ?
2003 GL_DEPTH_ATTACHMENT : GL_COLOR_ATTACHMENT0;
2005 switch (d3d_type)
2007 case WINED3D_GL_RES_TYPE_TEX_1D:
2008 gl_info->gl_ops.gl.p_glGenTextures(1, object);
2009 gl_info->gl_ops.gl.p_glBindTexture(GL_TEXTURE_1D, *object);
2010 gl_info->gl_ops.gl.p_glTexImage1D(GL_TEXTURE_1D, 0, internal, 16, 0, format, type, NULL);
2011 gl_info->gl_ops.gl.p_glTexParameteri(GL_TEXTURE_1D, GL_TEXTURE_MIN_FILTER, GL_NEAREST);
2012 gl_info->gl_ops.gl.p_glTexParameteri(GL_TEXTURE_1D, GL_TEXTURE_MAG_FILTER, GL_NEAREST);
2014 gl_info->fbo_ops.glFramebufferTexture1D(GL_FRAMEBUFFER, attach_type, GL_TEXTURE_1D,
2015 *object, 0);
2016 if (flags & WINED3DFMT_FLAG_STENCIL)
2017 gl_info->fbo_ops.glFramebufferTexture1D(GL_FRAMEBUFFER, GL_STENCIL_ATTACHMENT, GL_TEXTURE_1D,
2018 *object, 0);
2019 break;
2021 case WINED3D_GL_RES_TYPE_TEX_2D:
2022 case WINED3D_GL_RES_TYPE_TEX_RECT:
2023 gl_info->gl_ops.gl.p_glGenTextures(1, object);
2024 gl_info->gl_ops.gl.p_glBindTexture(wined3d_gl_type_to_enum(d3d_type), *object);
2025 gl_info->gl_ops.gl.p_glTexImage2D(wined3d_gl_type_to_enum(d3d_type), 0, internal, 16, 16, 0,
2026 format, type, NULL);
2027 gl_info->gl_ops.gl.p_glTexParameteri(wined3d_gl_type_to_enum(d3d_type), GL_TEXTURE_MIN_FILTER, GL_NEAREST);
2028 gl_info->gl_ops.gl.p_glTexParameteri(wined3d_gl_type_to_enum(d3d_type), GL_TEXTURE_MAG_FILTER, GL_NEAREST);
2030 gl_info->fbo_ops.glFramebufferTexture2D(GL_FRAMEBUFFER, attach_type,
2031 wined3d_gl_type_to_enum(d3d_type), *object, 0);
2032 if (flags & WINED3DFMT_FLAG_STENCIL)
2033 gl_info->fbo_ops.glFramebufferTexture2D(GL_FRAMEBUFFER, GL_STENCIL_ATTACHMENT,
2034 wined3d_gl_type_to_enum(d3d_type), *object, 0);
2035 break;
2037 case WINED3D_GL_RES_TYPE_TEX_3D:
2038 gl_info->gl_ops.gl.p_glGenTextures(1, object);
2039 gl_info->gl_ops.gl.p_glBindTexture(GL_TEXTURE_3D, *object);
2040 GL_EXTCALL(glTexImage3D(GL_TEXTURE_3D, 0, internal, 16, 16, 16, 0, format, type, NULL));
2041 gl_info->gl_ops.gl.p_glTexParameteri(GL_TEXTURE_3D, GL_TEXTURE_MIN_FILTER, GL_NEAREST);
2042 gl_info->gl_ops.gl.p_glTexParameteri(GL_TEXTURE_3D, GL_TEXTURE_MAG_FILTER, GL_NEAREST);
2044 gl_info->fbo_ops.glFramebufferTexture3D(GL_FRAMEBUFFER, attach_type,
2045 GL_TEXTURE_3D, *object, 0, 0);
2046 if (flags & WINED3DFMT_FLAG_STENCIL)
2047 gl_info->fbo_ops.glFramebufferTexture3D(GL_FRAMEBUFFER, GL_STENCIL_ATTACHMENT,
2048 GL_TEXTURE_3D, *object, 0, 0);
2049 break;
2051 case WINED3D_GL_RES_TYPE_TEX_CUBE:
2052 gl_info->gl_ops.gl.p_glGenTextures(1, object);
2053 gl_info->gl_ops.gl.p_glBindTexture(GL_TEXTURE_CUBE_MAP_ARB, *object);
2054 gl_info->gl_ops.gl.p_glTexImage2D(GL_TEXTURE_CUBE_MAP_POSITIVE_X_ARB, 0, internal, 16, 16, 0,
2055 format, type, NULL);
2056 gl_info->gl_ops.gl.p_glTexImage2D(GL_TEXTURE_CUBE_MAP_NEGATIVE_X_ARB, 0, internal, 16, 16, 0,
2057 format, type, NULL);
2058 gl_info->gl_ops.gl.p_glTexImage2D(GL_TEXTURE_CUBE_MAP_POSITIVE_Y_ARB, 0, internal, 16, 16, 0,
2059 format, type, NULL);
2060 gl_info->gl_ops.gl.p_glTexImage2D(GL_TEXTURE_CUBE_MAP_NEGATIVE_Y_ARB, 0, internal, 16, 16, 0,
2061 format, type, NULL);
2062 gl_info->gl_ops.gl.p_glTexImage2D(GL_TEXTURE_CUBE_MAP_POSITIVE_Z_ARB, 0, internal, 16, 16, 0,
2063 format, type, NULL);
2064 gl_info->gl_ops.gl.p_glTexImage2D(GL_TEXTURE_CUBE_MAP_NEGATIVE_Z_ARB, 0, internal, 16, 16, 0,
2065 format, type, NULL);
2066 gl_info->gl_ops.gl.p_glTexParameteri(GL_TEXTURE_CUBE_MAP_ARB, GL_TEXTURE_MIN_FILTER, GL_NEAREST);
2067 gl_info->gl_ops.gl.p_glTexParameteri(GL_TEXTURE_CUBE_MAP_ARB, GL_TEXTURE_MAG_FILTER, GL_NEAREST);
2069 gl_info->fbo_ops.glFramebufferTexture2D(GL_FRAMEBUFFER, attach_type,
2070 GL_TEXTURE_CUBE_MAP_POSITIVE_X_ARB, *object, 0);
2071 if (flags & WINED3DFMT_FLAG_STENCIL)
2072 gl_info->fbo_ops.glFramebufferTexture2D(GL_FRAMEBUFFER, GL_STENCIL_ATTACHMENT,
2073 GL_TEXTURE_CUBE_MAP_POSITIVE_X_ARB, *object, 0);
2074 break;
2076 case WINED3D_GL_RES_TYPE_RB:
2077 gl_info->fbo_ops.glGenRenderbuffers(1, object);
2078 gl_info->fbo_ops.glBindRenderbuffer(GL_RENDERBUFFER, *object);
2079 gl_info->fbo_ops.glRenderbufferStorage(GL_RENDERBUFFER, internal, 16, 16);
2080 gl_info->fbo_ops.glFramebufferRenderbuffer(GL_FRAMEBUFFER, attach_type, GL_RENDERBUFFER,
2081 *object);
2082 if (flags & WINED3DFMT_FLAG_STENCIL)
2083 gl_info->fbo_ops.glFramebufferRenderbuffer(GL_FRAMEBUFFER, GL_STENCIL_ATTACHMENT, GL_RENDERBUFFER,
2084 *object);
2085 break;
2087 case WINED3D_GL_RES_TYPE_BUFFER:
2088 case WINED3D_GL_RES_TYPE_COUNT:
2089 break;
2092 /* Ideally we'd skip all formats already known not to work on textures
2093 * by checking for WINED3DFMT_FLAG_TEXTURE here. However, we want to
2094 * know if we can attach WINED3DFMT_P8_UINT textures to FBOs, and this
2095 * format never has WINED3DFMT_FLAG_TEXTURE set. Instead, swallow GL
2096 * errors generated by invalid formats. */
2097 while (gl_info->gl_ops.gl.p_glGetError());
2100 static void draw_test_quad(struct wined3d_caps_gl_ctx *ctx, const struct wined3d_vec3 *geometry,
2101 const struct wined3d_color *color)
2103 const struct wined3d_gl_info *gl_info = ctx->gl_info;
2104 static const struct wined3d_vec3 default_geometry[] =
2106 {-1.0f, -1.0f, 0.0f},
2107 { 1.0f, -1.0f, 0.0f},
2108 {-1.0f, 1.0f, 0.0f},
2109 { 1.0f, 1.0f, 0.0f},
2111 static const char vs_core_header[] =
2112 "#version 150\n"
2113 "in vec4 pos;\n"
2114 "in vec4 color;\n"
2115 "out vec4 out_color;\n"
2116 "\n";
2117 static const char vs_legacy_header[] =
2118 "#version 120\n"
2119 "attribute vec4 pos;\n"
2120 "attribute vec4 color;\n"
2121 "varying vec4 out_color;\n"
2122 "\n";
2123 static const char vs_body[] =
2124 "void main()\n"
2125 "{\n"
2126 " gl_Position = pos;\n"
2127 " out_color = color;\n"
2128 "}\n";
2129 static const char fs_core[] =
2130 "#version 150\n"
2131 "in vec4 out_color;\n"
2132 "out vec4 fragment_color;\n"
2133 "\n"
2134 "void main()\n"
2135 "{\n"
2136 " fragment_color = out_color;\n"
2137 "}\n";
2138 static const char fs_legacy[] =
2139 "#version 120\n"
2140 "varying vec4 out_color;\n"
2141 "\n"
2142 "void main()\n"
2143 "{\n"
2144 " gl_FragData[0] = out_color;\n"
2145 "}\n";
2146 const char *source[2];
2147 GLuint vs_id, fs_id;
2148 unsigned int i;
2150 if (!geometry)
2151 geometry = default_geometry;
2153 if (!gl_info->supported[ARB_VERTEX_BUFFER_OBJECT] || !gl_info->supported[ARB_VERTEX_SHADER]
2154 || !gl_info->supported[ARB_FRAGMENT_SHADER])
2156 gl_info->gl_ops.gl.p_glDisable(GL_LIGHTING);
2157 gl_info->gl_ops.gl.p_glMatrixMode(GL_MODELVIEW);
2158 gl_info->gl_ops.gl.p_glLoadIdentity();
2159 gl_info->gl_ops.gl.p_glMatrixMode(GL_PROJECTION);
2160 gl_info->gl_ops.gl.p_glLoadIdentity();
2162 gl_info->gl_ops.gl.p_glBegin(GL_TRIANGLE_STRIP);
2163 gl_info->gl_ops.gl.p_glColor4f(color->r, color->g, color->b, color->a);
2164 for (i = 0; i < 4; ++i)
2165 gl_info->gl_ops.gl.p_glVertex3fv(&geometry[i].x);
2166 gl_info->gl_ops.gl.p_glEnd();
2167 checkGLcall("draw quad");
2168 return;
2171 if (!ctx->test_vbo)
2172 GL_EXTCALL(glGenBuffers(1, &ctx->test_vbo));
2173 GL_EXTCALL(glBindBuffer(GL_ARRAY_BUFFER, ctx->test_vbo));
2174 GL_EXTCALL(glBufferData(GL_ARRAY_BUFFER, sizeof(struct wined3d_vec3) * 4, geometry, GL_STREAM_DRAW));
2175 GL_EXTCALL(glVertexAttribPointer(0, 3, GL_FLOAT, FALSE, 0, NULL));
2176 GL_EXTCALL(glVertexAttrib4f(1, color->r, color->g, color->b, color->a));
2177 GL_EXTCALL(glEnableVertexAttribArray(0));
2178 GL_EXTCALL(glDisableVertexAttribArray(1));
2180 if (!ctx->test_program_id)
2182 BOOL use_glsl_150 = gl_info->glsl_version >= MAKEDWORD_VERSION(1, 50);
2184 ctx->test_program_id = GL_EXTCALL(glCreateProgram());
2186 vs_id = GL_EXTCALL(glCreateShader(GL_VERTEX_SHADER));
2187 source[0] = use_glsl_150 ? vs_core_header : vs_legacy_header;
2188 source[1] = vs_body;
2189 GL_EXTCALL(glShaderSource(vs_id, 2, source, NULL));
2190 GL_EXTCALL(glAttachShader(ctx->test_program_id, vs_id));
2191 GL_EXTCALL(glDeleteShader(vs_id));
2193 fs_id = GL_EXTCALL(glCreateShader(GL_FRAGMENT_SHADER));
2194 source[0] = use_glsl_150 ? fs_core : fs_legacy;
2195 GL_EXTCALL(glShaderSource(fs_id, 1, source, NULL));
2196 GL_EXTCALL(glAttachShader(ctx->test_program_id, fs_id));
2197 GL_EXTCALL(glDeleteShader(fs_id));
2199 GL_EXTCALL(glBindAttribLocation(ctx->test_program_id, 0, "pos"));
2200 GL_EXTCALL(glBindAttribLocation(ctx->test_program_id, 1, "color"));
2202 if (use_glsl_150)
2203 GL_EXTCALL(glBindFragDataLocation(ctx->test_program_id, 0, "fragment_color"));
2205 GL_EXTCALL(glCompileShader(vs_id));
2206 print_glsl_info_log(gl_info, vs_id, FALSE);
2207 GL_EXTCALL(glCompileShader(fs_id));
2208 print_glsl_info_log(gl_info, fs_id, FALSE);
2209 GL_EXTCALL(glLinkProgram(ctx->test_program_id));
2210 shader_glsl_validate_link(gl_info, ctx->test_program_id);
2212 GL_EXTCALL(glUseProgram(ctx->test_program_id));
2214 gl_info->gl_ops.gl.p_glDrawArrays(GL_TRIANGLE_STRIP, 0, 4);
2216 GL_EXTCALL(glUseProgram(0));
2217 GL_EXTCALL(glDisableVertexAttribArray(0));
2218 GL_EXTCALL(glBindBuffer(GL_ARRAY_BUFFER, 0));
2219 checkGLcall("draw quad");
2222 /* Context activation is done by the caller. */
2223 static void check_fbo_compat(struct wined3d_caps_gl_ctx *ctx, struct wined3d_format *format)
2225 /* Check if the default internal format is supported as a frame buffer
2226 * target, otherwise fall back to the render target internal.
2228 * Try to stick to the standard format if possible, this limits precision differences. */
2229 static const struct wined3d_color black = {0.0f, 0.0f, 0.0f, 1.0f};
2230 static const struct wined3d_color half_transparent_red = {1.0f, 0.0f, 0.0f, 0.5f};
2231 const struct wined3d_gl_info *gl_info = ctx->gl_info;
2232 GLenum status, rt_internal = format->rtInternal;
2233 GLuint object, color_rb;
2234 enum wined3d_gl_resource_type type;
2235 BOOL fallback_fmt_used = FALSE, regular_fmt_used = FALSE;
2237 gl_info->gl_ops.gl.p_glDisable(GL_BLEND);
2239 for (type = 0; type < ARRAY_SIZE(format->flags); ++type)
2241 const char *type_string = "color";
2243 if (type == WINED3D_GL_RES_TYPE_BUFFER)
2244 continue;
2246 create_and_bind_fbo_attachment(gl_info, format->flags[type], type, &object, format->glInternal,
2247 format->glFormat, format->glType);
2249 if (format->flags[type] & (WINED3DFMT_FLAG_DEPTH | WINED3DFMT_FLAG_STENCIL))
2251 gl_info->fbo_ops.glGenRenderbuffers(1, &color_rb);
2252 gl_info->fbo_ops.glBindRenderbuffer(GL_RENDERBUFFER, color_rb);
2253 if (type == WINED3D_GL_RES_TYPE_TEX_1D)
2254 gl_info->fbo_ops.glRenderbufferStorage(GL_RENDERBUFFER, GL_RGBA8, 16, 1);
2255 else
2256 gl_info->fbo_ops.glRenderbufferStorage(GL_RENDERBUFFER, GL_RGBA8, 16, 16);
2258 gl_info->fbo_ops.glFramebufferRenderbuffer(GL_FRAMEBUFFER,
2259 GL_COLOR_ATTACHMENT0, GL_RENDERBUFFER, color_rb);
2260 checkGLcall("Create and attach color rb attachment");
2261 type_string = "depth / stencil";
2264 status = gl_info->fbo_ops.glCheckFramebufferStatus(GL_FRAMEBUFFER);
2265 checkGLcall("Framebuffer format check");
2267 if (status == GL_FRAMEBUFFER_COMPLETE)
2269 TRACE("Format %s is supported as FBO %s attachment, type %u.\n",
2270 debug_d3dformat(format->id), type_string, type);
2271 format->flags[type] |= WINED3DFMT_FLAG_FBO_ATTACHABLE;
2272 format->rtInternal = format->glInternal;
2273 regular_fmt_used = TRUE;
2275 else
2277 if (!rt_internal)
2279 if (format->flags[type] & WINED3DFMT_FLAG_RENDERTARGET)
2281 WARN("Format %s with rendertarget flag is not supported as FBO color attachment (type %u),"
2282 " and no fallback specified.\n", debug_d3dformat(format->id), type);
2283 format->flags[type] &= ~WINED3DFMT_FLAG_RENDERTARGET;
2285 else
2287 TRACE("Format %s is not supported as FBO %s attachment, type %u.\n",
2288 debug_d3dformat(format->id), type_string, type);
2290 format->rtInternal = format->glInternal;
2292 else
2294 TRACE("Format %s is not supported as FBO %s attachment (type %u),"
2295 " trying rtInternal format as fallback.\n",
2296 debug_d3dformat(format->id), type_string, type);
2298 while (gl_info->gl_ops.gl.p_glGetError());
2300 delete_fbo_attachment(gl_info, type, object);
2301 create_and_bind_fbo_attachment(gl_info, format->flags[type], type, &object, format->rtInternal,
2302 format->glFormat, format->glType);
2304 status = gl_info->fbo_ops.glCheckFramebufferStatus(GL_FRAMEBUFFER);
2305 checkGLcall("Framebuffer format check");
2307 if (status == GL_FRAMEBUFFER_COMPLETE)
2309 TRACE("Format %s rtInternal format is supported as FBO %s attachment, type %u.\n",
2310 debug_d3dformat(format->id), type_string, type);
2311 fallback_fmt_used = TRUE;
2313 else
2315 WARN("Format %s rtInternal format is not supported as FBO %s attachment, type %u.\n",
2316 debug_d3dformat(format->id), type_string, type);
2317 format->flags[type] &= ~WINED3DFMT_FLAG_RENDERTARGET;
2322 if (status == GL_FRAMEBUFFER_COMPLETE
2323 && ((format->flags[type] & WINED3DFMT_FLAG_POSTPIXELSHADER_BLENDING)
2324 || !(gl_info->quirks & WINED3D_QUIRK_LIMITED_TEX_FILTERING))
2325 && !(format->flags[type] & WINED3DFMT_FLAG_INTEGER)
2326 && format->id != WINED3DFMT_NULL && format->id != WINED3DFMT_P8_UINT
2327 && format->glFormat != GL_LUMINANCE && format->glFormat != GL_LUMINANCE_ALPHA
2328 && (format->red_size || format->alpha_size))
2330 DWORD readback[16 * 16 * 16], color, r_range, a_range;
2331 BYTE r, a;
2332 BOOL match = TRUE;
2333 GLuint rb;
2335 if (gl_info->supported[ARB_FRAMEBUFFER_OBJECT]
2336 || gl_info->supported[EXT_PACKED_DEPTH_STENCIL])
2338 gl_info->fbo_ops.glGenRenderbuffers(1, &rb);
2339 gl_info->fbo_ops.glBindRenderbuffer(GL_RENDERBUFFER, rb);
2340 if (type == WINED3D_GL_RES_TYPE_TEX_1D)
2341 gl_info->fbo_ops.glRenderbufferStorage(GL_RENDERBUFFER, GL_DEPTH24_STENCIL8, 16, 1);
2342 else
2343 gl_info->fbo_ops.glRenderbufferStorage(GL_RENDERBUFFER, GL_DEPTH24_STENCIL8, 16, 16);
2344 gl_info->fbo_ops.glFramebufferRenderbuffer(GL_FRAMEBUFFER, GL_DEPTH_ATTACHMENT, GL_RENDERBUFFER, rb);
2345 gl_info->fbo_ops.glFramebufferRenderbuffer(GL_FRAMEBUFFER, GL_STENCIL_ATTACHMENT, GL_RENDERBUFFER, rb);
2346 checkGLcall("RB attachment");
2349 gl_info->gl_ops.gl.p_glEnable(GL_BLEND);
2350 gl_info->gl_ops.gl.p_glClearColor(0.0f, 0.0f, 0.0f, 1.0f);
2351 gl_info->gl_ops.gl.p_glClear(GL_COLOR_BUFFER_BIT);
2352 if (gl_info->gl_ops.gl.p_glGetError() == GL_INVALID_FRAMEBUFFER_OPERATION)
2354 while (gl_info->gl_ops.gl.p_glGetError());
2355 TRACE("Format %s doesn't support post-pixelshader blending, type %u.\n",
2356 debug_d3dformat(format->id), type);
2357 format->flags[type] &= ~WINED3DFMT_FLAG_POSTPIXELSHADER_BLENDING;
2359 else
2361 gl_info->gl_ops.gl.p_glDisable(GL_BLEND);
2362 if (type == WINED3D_GL_RES_TYPE_TEX_1D)
2363 gl_info->gl_ops.gl.p_glViewport(0, 0, 16, 1);
2364 else
2365 gl_info->gl_ops.gl.p_glViewport(0, 0, 16, 16);
2366 gl_info->gl_ops.gl.p_glBlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
2368 draw_test_quad(ctx, NULL, &black);
2370 gl_info->gl_ops.gl.p_glEnable(GL_BLEND);
2372 draw_test_quad(ctx, NULL, &half_transparent_red);
2374 gl_info->gl_ops.gl.p_glDisable(GL_BLEND);
2376 switch (type)
2378 case WINED3D_GL_RES_TYPE_TEX_1D:
2379 /* Rebinding texture to workaround a fglrx bug. */
2380 gl_info->gl_ops.gl.p_glBindTexture(GL_TEXTURE_1D, object);
2381 gl_info->gl_ops.gl.p_glGetTexImage(GL_TEXTURE_1D, 0, GL_BGRA,
2382 GL_UNSIGNED_INT_8_8_8_8_REV, readback);
2383 color = readback[7];
2384 break;
2386 case WINED3D_GL_RES_TYPE_TEX_2D:
2387 case WINED3D_GL_RES_TYPE_TEX_3D:
2388 case WINED3D_GL_RES_TYPE_TEX_RECT:
2389 /* Rebinding texture to workaround a fglrx bug. */
2390 gl_info->gl_ops.gl.p_glBindTexture(wined3d_gl_type_to_enum(type), object);
2391 gl_info->gl_ops.gl.p_glGetTexImage(wined3d_gl_type_to_enum(type), 0, GL_BGRA,
2392 GL_UNSIGNED_INT_8_8_8_8_REV, readback);
2393 color = readback[7 * 16 + 7];
2394 break;
2396 case WINED3D_GL_RES_TYPE_TEX_CUBE:
2397 /* Rebinding texture to workaround a fglrx bug. */
2398 gl_info->gl_ops.gl.p_glBindTexture(GL_TEXTURE_CUBE_MAP_ARB, object);
2399 gl_info->gl_ops.gl.p_glGetTexImage(GL_TEXTURE_CUBE_MAP_POSITIVE_X_ARB, 0, GL_BGRA,
2400 GL_UNSIGNED_INT_8_8_8_8_REV, readback);
2401 color = readback[7 * 16 + 7];
2402 break;
2404 case WINED3D_GL_RES_TYPE_RB:
2405 gl_info->gl_ops.gl.p_glReadPixels(0, 0, 16, 16,
2406 GL_BGRA, GL_UNSIGNED_INT_8_8_8_8_REV, readback);
2407 color = readback[7 * 16 + 7];
2408 break;
2410 case WINED3D_GL_RES_TYPE_BUFFER:
2411 case WINED3D_GL_RES_TYPE_COUNT:
2412 color = 0;
2413 break;
2415 checkGLcall("Post-pixelshader blending check");
2417 a = color >> 24;
2418 r = (color & 0x00ff0000u) >> 16;
2420 r_range = format->red_size < 8 ? 1u << (8 - format->red_size) : 1;
2421 a_range = format->alpha_size < 8 ? 1u << (8 - format->alpha_size) : 1;
2422 if (format->red_size && (r < 0x7f - r_range || r > 0x7f + r_range))
2423 match = FALSE;
2424 else if (format->alpha_size > 1 && (a < 0xbf - a_range || a > 0xbf + a_range))
2425 match = FALSE;
2426 if (!match)
2428 TRACE("Format %s doesn't support post-pixelshader blending, type %u.\n",
2429 debug_d3dformat(format->id), type);
2430 TRACE("Color output: %#x\n", color);
2431 format->flags[type] &= ~WINED3DFMT_FLAG_POSTPIXELSHADER_BLENDING;
2433 else
2435 TRACE("Format %s supports post-pixelshader blending, type %u.\n",
2436 debug_d3dformat(format->id), type);
2437 TRACE("Color output: %#x\n", color);
2438 format->flags[type] |= WINED3DFMT_FLAG_POSTPIXELSHADER_BLENDING;
2442 if (gl_info->supported[ARB_FRAMEBUFFER_OBJECT]
2443 || gl_info->supported[EXT_PACKED_DEPTH_STENCIL])
2445 gl_info->fbo_ops.glFramebufferRenderbuffer(GL_FRAMEBUFFER, GL_DEPTH_ATTACHMENT, GL_RENDERBUFFER, 0);
2446 gl_info->fbo_ops.glFramebufferRenderbuffer(GL_FRAMEBUFFER, GL_STENCIL_ATTACHMENT, GL_RENDERBUFFER, 0);
2447 gl_info->fbo_ops.glDeleteRenderbuffers(1, &rb);
2448 checkGLcall("RB cleanup");
2452 if (format->glInternal != format->glGammaInternal)
2454 delete_fbo_attachment(gl_info, type, object);
2455 create_and_bind_fbo_attachment(gl_info, format->flags[type], type, &object, format->glGammaInternal,
2456 format->glFormat, format->glType);
2458 status = gl_info->fbo_ops.glCheckFramebufferStatus(GL_FRAMEBUFFER);
2459 checkGLcall("Framebuffer format check");
2461 if (status == GL_FRAMEBUFFER_COMPLETE)
2463 TRACE("Format %s's sRGB format is FBO attachable, type %u.\n",
2464 debug_d3dformat(format->id), type);
2465 format->flags[type] |= WINED3DFMT_FLAG_FBO_ATTACHABLE_SRGB;
2466 if (gl_info->supported[EXT_TEXTURE_SRGB_DECODE])
2467 format->glInternal = format->glGammaInternal;
2469 else
2471 WARN("Format %s's sRGB format is not FBO attachable, type %u.\n",
2472 debug_d3dformat(format->id), type);
2473 format_clear_flag(format, WINED3DFMT_FLAG_SRGB_WRITE);
2476 else if (status == GL_FRAMEBUFFER_COMPLETE)
2477 format->flags[type] |= WINED3DFMT_FLAG_FBO_ATTACHABLE_SRGB;
2479 if (format->flags[type] & (WINED3DFMT_FLAG_DEPTH | WINED3DFMT_FLAG_STENCIL))
2481 gl_info->fbo_ops.glFramebufferRenderbuffer(GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT0, GL_RENDERBUFFER, 0);
2482 gl_info->fbo_ops.glDeleteRenderbuffers(1, &color_rb);
2485 delete_fbo_attachment(gl_info, type, object);
2486 checkGLcall("Framebuffer format check cleanup");
2489 if (fallback_fmt_used && regular_fmt_used)
2491 FIXME("Format %s needs different render target formats for different resource types.\n",
2492 debug_d3dformat(format->id));
2493 format_clear_flag(format, WINED3DFMT_FLAG_RENDERTARGET | WINED3DFMT_FLAG_FBO_ATTACHABLE
2494 | WINED3DFMT_FLAG_FBO_ATTACHABLE_SRGB | WINED3DFMT_FLAG_POSTPIXELSHADER_BLENDING);
2498 static void query_format_flag(struct wined3d_gl_info *gl_info, struct wined3d_format *format,
2499 GLint internal, GLenum pname, DWORD flag, const char *string)
2501 GLint value;
2502 enum wined3d_gl_resource_type type;
2504 for (type = 0; type < ARRAY_SIZE(format->flags); ++type)
2506 gl_info->gl_ops.ext.p_glGetInternalformativ(wined3d_gl_type_to_enum(type), internal, pname, 1, &value);
2507 if (value == GL_FULL_SUPPORT)
2509 TRACE("Format %s supports %s, resource type %u.\n", debug_d3dformat(format->id), string, type);
2510 format->flags[type] |= flag;
2512 else
2514 TRACE("Format %s doesn't support %s, resource type %u.\n", debug_d3dformat(format->id), string, type);
2515 format->flags[type] &= ~flag;
2520 /* Context activation is done by the caller. */
2521 static void init_format_fbo_compat_info(struct wined3d_caps_gl_ctx *ctx)
2523 const struct wined3d_gl_info *gl_info = ctx->gl_info;
2524 unsigned int i, type;
2525 GLuint fbo;
2527 if (gl_info->supported[ARB_INTERNALFORMAT_QUERY2])
2529 for (i = 0; i < gl_info->format_count; ++i)
2531 GLint value;
2532 struct wined3d_format *format = &gl_info->formats[i];
2533 BOOL fallback_fmt_used = FALSE, regular_fmt_used = FALSE;
2534 GLenum rt_internal = format->rtInternal;
2536 if (!format->glInternal)
2537 continue;
2539 for (type = 0; type < ARRAY_SIZE(format->flags); ++type)
2541 gl_info->gl_ops.ext.p_glGetInternalformativ(wined3d_gl_type_to_enum(type),
2542 format->glInternal, GL_FRAMEBUFFER_RENDERABLE, 1, &value);
2543 if (value == GL_FULL_SUPPORT)
2545 TRACE("Format %s is supported as FBO color attachment, resource type %u.\n",
2546 debug_d3dformat(format->id), type);
2547 format->flags[type] |= WINED3DFMT_FLAG_FBO_ATTACHABLE;
2548 format->rtInternal = format->glInternal;
2549 regular_fmt_used = TRUE;
2551 gl_info->gl_ops.ext.p_glGetInternalformativ(wined3d_gl_type_to_enum(type),
2552 format->glInternal, GL_FRAMEBUFFER_BLEND, 1, &value);
2553 if (value == GL_FULL_SUPPORT)
2555 TRACE("Format %s supports post-pixelshader blending, resource type %u.\n",
2556 debug_d3dformat(format->id), type);
2557 format->flags[type] |= WINED3DFMT_FLAG_POSTPIXELSHADER_BLENDING;
2559 else
2561 TRACE("Format %s doesn't support post-pixelshader blending, resource typed %u.\n",
2562 debug_d3dformat(format->id), type);
2563 format->flags[type] &= ~WINED3DFMT_FLAG_POSTPIXELSHADER_BLENDING;
2566 else
2568 if (!rt_internal)
2570 if (format->flags[type] & WINED3DFMT_FLAG_RENDERTARGET)
2572 WARN("Format %s with rendertarget flag is not supported as FBO color attachment"
2573 " and no fallback specified, resource type %u.\n",
2574 debug_d3dformat(format->id), type);
2575 format->flags[type] &= ~WINED3DFMT_FLAG_RENDERTARGET;
2577 else
2578 TRACE("Format %s is not supported as FBO color attachment,"
2579 " resource type %u.\n", debug_d3dformat(format->id), type);
2580 format->rtInternal = format->glInternal;
2582 else
2584 gl_info->gl_ops.ext.p_glGetInternalformativ(wined3d_gl_type_to_enum(type),
2585 rt_internal, GL_FRAMEBUFFER_RENDERABLE, 1, &value);
2586 if (value == GL_FULL_SUPPORT)
2588 TRACE("Format %s rtInternal format is supported as FBO color attachment,"
2589 " resource type %u.\n", debug_d3dformat(format->id), type);
2590 fallback_fmt_used = TRUE;
2592 else
2594 WARN("Format %s rtInternal format is not supported as FBO color attachment,"
2595 " resource type %u.\n", debug_d3dformat(format->id), type);
2596 format->flags[type] &= ~WINED3DFMT_FLAG_RENDERTARGET;
2601 if (format->glInternal != format->glGammaInternal)
2603 gl_info->gl_ops.ext.p_glGetInternalformativ(wined3d_gl_type_to_enum(type),
2604 format->glGammaInternal, GL_FRAMEBUFFER_RENDERABLE, 1, &value);
2605 if (value == GL_FULL_SUPPORT)
2607 TRACE("Format %s's sRGB format is FBO attachable, resource type %u.\n",
2608 debug_d3dformat(format->id), type);
2609 format->flags[type] |= WINED3DFMT_FLAG_FBO_ATTACHABLE_SRGB;
2610 if (gl_info->supported[EXT_TEXTURE_SRGB_DECODE])
2611 format->glInternal = format->glGammaInternal;
2613 else
2615 WARN("Format %s's sRGB format is not FBO attachable, resource type %u.\n",
2616 debug_d3dformat(format->id), type);
2617 format_clear_flag(format, WINED3DFMT_FLAG_SRGB_WRITE);
2620 else if (format->flags[type] & WINED3DFMT_FLAG_FBO_ATTACHABLE)
2621 format->flags[type] |= WINED3DFMT_FLAG_FBO_ATTACHABLE_SRGB;
2624 if (fallback_fmt_used && regular_fmt_used)
2626 FIXME("Format %s needs different render target formats for different resource types.\n",
2627 debug_d3dformat(format->id));
2628 format_clear_flag(format, WINED3DFMT_FLAG_RENDERTARGET | WINED3DFMT_FLAG_FBO_ATTACHABLE
2629 | WINED3DFMT_FLAG_FBO_ATTACHABLE_SRGB | WINED3DFMT_FLAG_POSTPIXELSHADER_BLENDING);
2632 return;
2635 if (wined3d_settings.offscreen_rendering_mode == ORM_FBO)
2637 gl_info->fbo_ops.glGenFramebuffers(1, &fbo);
2638 gl_info->fbo_ops.glBindFramebuffer(GL_FRAMEBUFFER, fbo);
2639 gl_info->gl_ops.gl.p_glDrawBuffer(GL_COLOR_ATTACHMENT0);
2640 gl_info->gl_ops.gl.p_glReadBuffer(GL_COLOR_ATTACHMENT0);
2643 for (i = 0; i < gl_info->format_count; ++i)
2645 struct wined3d_format *format = &gl_info->formats[i];
2647 if (!format->glInternal) continue;
2649 if (format->flags[WINED3D_GL_RES_TYPE_TEX_2D] & WINED3DFMT_FLAG_COMPRESSED)
2651 TRACE("Skipping format %s because it's a compressed format.\n",
2652 debug_d3dformat(format->id));
2653 continue;
2656 if (wined3d_settings.offscreen_rendering_mode == ORM_FBO)
2658 TRACE("Checking if format %s is supported as FBO color attachment...\n", debug_d3dformat(format->id));
2659 check_fbo_compat(ctx, format);
2661 else
2663 format->rtInternal = format->glInternal;
2667 if (wined3d_settings.offscreen_rendering_mode == ORM_FBO)
2668 gl_info->fbo_ops.glDeleteFramebuffers(1, &fbo);
2671 static GLenum lookup_gl_view_class(GLenum internal_format)
2673 static const struct
2675 GLenum internal_format;
2676 GLenum view_class;
2678 view_classes[] =
2680 /* 128-bit */
2681 {GL_RGBA32F, GL_VIEW_CLASS_128_BITS},
2682 {GL_RGBA32UI, GL_VIEW_CLASS_128_BITS},
2683 {GL_RGBA32I, GL_VIEW_CLASS_128_BITS},
2684 /* 96-bit */
2685 {GL_RGB32F, GL_VIEW_CLASS_96_BITS},
2686 {GL_RGB32UI, GL_VIEW_CLASS_96_BITS},
2687 {GL_RGB32I, GL_VIEW_CLASS_96_BITS},
2688 /* 64-bit */
2689 {GL_RGBA16F, GL_VIEW_CLASS_64_BITS},
2690 {GL_RG32F, GL_VIEW_CLASS_64_BITS},
2691 {GL_RGBA16UI, GL_VIEW_CLASS_64_BITS},
2692 {GL_RG32UI, GL_VIEW_CLASS_64_BITS},
2693 {GL_RGBA16I, GL_VIEW_CLASS_64_BITS},
2694 {GL_RG32I, GL_VIEW_CLASS_64_BITS},
2695 {GL_RGBA16, GL_VIEW_CLASS_64_BITS},
2696 {GL_RGBA16_SNORM, GL_VIEW_CLASS_64_BITS},
2697 /* 48-bit */
2698 {GL_RGB16, GL_VIEW_CLASS_48_BITS},
2699 {GL_RGB16_SNORM, GL_VIEW_CLASS_48_BITS},
2700 {GL_RGB16F, GL_VIEW_CLASS_48_BITS},
2701 {GL_RGB16UI, GL_VIEW_CLASS_48_BITS},
2702 {GL_RGB16I, GL_VIEW_CLASS_48_BITS},
2703 /* 32-bit */
2704 {GL_RG16F, GL_VIEW_CLASS_32_BITS},
2705 {GL_R11F_G11F_B10F, GL_VIEW_CLASS_32_BITS},
2706 {GL_R32F, GL_VIEW_CLASS_32_BITS},
2707 {GL_RGB10_A2UI, GL_VIEW_CLASS_32_BITS},
2708 {GL_RGBA8UI, GL_VIEW_CLASS_32_BITS},
2709 {GL_RG16UI, GL_VIEW_CLASS_32_BITS},
2710 {GL_R32UI, GL_VIEW_CLASS_32_BITS},
2711 {GL_RGBA8I, GL_VIEW_CLASS_32_BITS},
2712 {GL_RG16I, GL_VIEW_CLASS_32_BITS},
2713 {GL_R32I, GL_VIEW_CLASS_32_BITS},
2714 {GL_RGB10_A2, GL_VIEW_CLASS_32_BITS},
2715 {GL_RGBA8, GL_VIEW_CLASS_32_BITS},
2716 {GL_RG16, GL_VIEW_CLASS_32_BITS},
2717 {GL_RGBA8_SNORM, GL_VIEW_CLASS_32_BITS},
2718 {GL_RG16_SNORM, GL_VIEW_CLASS_32_BITS},
2719 {GL_SRGB8_ALPHA8, GL_VIEW_CLASS_32_BITS},
2720 {GL_RGB9_E5, GL_VIEW_CLASS_32_BITS},
2721 /* 24-bit */
2722 {GL_RGB8, GL_VIEW_CLASS_24_BITS},
2723 {GL_RGB8_SNORM, GL_VIEW_CLASS_24_BITS},
2724 {GL_SRGB8, GL_VIEW_CLASS_24_BITS},
2725 {GL_RGB8UI, GL_VIEW_CLASS_24_BITS},
2726 {GL_RGB8I, GL_VIEW_CLASS_24_BITS},
2727 /* 16-bit */
2728 {GL_R16F, GL_VIEW_CLASS_16_BITS},
2729 {GL_RG8UI, GL_VIEW_CLASS_16_BITS},
2730 {GL_R16UI, GL_VIEW_CLASS_16_BITS},
2731 {GL_RG8I, GL_VIEW_CLASS_16_BITS},
2732 {GL_R16I, GL_VIEW_CLASS_16_BITS},
2733 {GL_RG8, GL_VIEW_CLASS_16_BITS},
2734 {GL_R16, GL_VIEW_CLASS_16_BITS},
2735 {GL_RG8_SNORM, GL_VIEW_CLASS_16_BITS},
2736 {GL_R16_SNORM, GL_VIEW_CLASS_16_BITS},
2737 /* 8-bit */
2738 {GL_R8UI, GL_VIEW_CLASS_8_BITS},
2739 {GL_R8I, GL_VIEW_CLASS_8_BITS},
2740 {GL_R8, GL_VIEW_CLASS_8_BITS},
2741 {GL_R8_SNORM, GL_VIEW_CLASS_8_BITS},
2743 /* RGTC1 */
2744 {GL_COMPRESSED_RED_RGTC1, GL_VIEW_CLASS_RGTC1_RED},
2745 {GL_COMPRESSED_SIGNED_RED_RGTC1, GL_VIEW_CLASS_RGTC1_RED},
2746 /* RGTC2 */
2747 {GL_COMPRESSED_RG_RGTC2, GL_VIEW_CLASS_RGTC2_RG},
2748 {GL_COMPRESSED_SIGNED_RG_RGTC2, GL_VIEW_CLASS_RGTC2_RG},
2750 /* BPTC unorm */
2751 {GL_COMPRESSED_RGBA_BPTC_UNORM, GL_VIEW_CLASS_BPTC_UNORM},
2752 {GL_COMPRESSED_SRGB_ALPHA_BPTC_UNORM, GL_VIEW_CLASS_BPTC_UNORM},
2753 /* BPTC float */
2754 {GL_COMPRESSED_RGB_BPTC_SIGNED_FLOAT, GL_VIEW_CLASS_BPTC_FLOAT},
2755 {GL_COMPRESSED_RGB_BPTC_UNSIGNED_FLOAT, GL_VIEW_CLASS_BPTC_FLOAT},
2757 /* DXT1 RGB */
2758 {GL_COMPRESSED_RGB_S3TC_DXT1_EXT, GL_VIEW_CLASS_S3TC_DXT1_RGB},
2759 {GL_COMPRESSED_SRGB_S3TC_DXT1_EXT, GL_VIEW_CLASS_S3TC_DXT1_RGB},
2760 /* DXT1 RGBA */
2761 {GL_COMPRESSED_RGBA_S3TC_DXT1_EXT, GL_VIEW_CLASS_S3TC_DXT1_RGBA},
2762 {GL_COMPRESSED_SRGB_ALPHA_S3TC_DXT1_EXT, GL_VIEW_CLASS_S3TC_DXT1_RGBA},
2763 /* DXT3 */
2764 {GL_COMPRESSED_RGBA_S3TC_DXT3_EXT, GL_VIEW_CLASS_S3TC_DXT3_RGBA},
2765 {GL_COMPRESSED_SRGB_ALPHA_S3TC_DXT3_EXT, GL_VIEW_CLASS_S3TC_DXT3_RGBA},
2766 /* DXT5 */
2767 {GL_COMPRESSED_RGBA_S3TC_DXT5_EXT, GL_VIEW_CLASS_S3TC_DXT5_RGBA},
2768 {GL_COMPRESSED_SRGB_ALPHA_S3TC_DXT5_EXT, GL_VIEW_CLASS_S3TC_DXT5_RGBA},
2771 unsigned int i;
2773 for (i = 0; i < ARRAY_SIZE(view_classes); ++i)
2775 if (view_classes[i].internal_format == internal_format)
2776 return view_classes[i].view_class;
2779 return GL_NONE;
2782 static void query_view_class(struct wined3d_format *format)
2784 GLenum internal_view_class, gamma_view_class, rt_view_class;
2786 internal_view_class = lookup_gl_view_class(format->glInternal);
2787 gamma_view_class = lookup_gl_view_class(format->glGammaInternal);
2788 rt_view_class = lookup_gl_view_class(format->rtInternal);
2790 if (internal_view_class == gamma_view_class || gamma_view_class == rt_view_class)
2792 format->gl_view_class = internal_view_class;
2793 TRACE("Format %s is member of GL view class %#x.\n",
2794 debug_d3dformat(format->id), format->gl_view_class);
2796 else
2798 format->gl_view_class = GL_NONE;
2802 static void query_internal_format(struct wined3d_adapter *adapter,
2803 struct wined3d_format *format, const struct wined3d_format_texture_info *texture_info,
2804 struct wined3d_gl_info *gl_info, BOOL srgb_write_supported, BOOL srgb_format)
2806 GLint count, multisample_types[MAX_MULTISAMPLE_TYPES];
2807 unsigned int i, max_log2;
2808 GLenum target;
2810 if (gl_info->supported[ARB_INTERNALFORMAT_QUERY2])
2812 query_format_flag(gl_info, format, format->glInternal, GL_VERTEX_TEXTURE,
2813 WINED3DFMT_FLAG_VTF, "vertex texture usage");
2814 query_format_flag(gl_info, format, format->glInternal, GL_FILTER,
2815 WINED3DFMT_FLAG_FILTERING, "filtering");
2817 if (srgb_format || format->glGammaInternal != format->glInternal)
2819 query_format_flag(gl_info, format, format->glGammaInternal, GL_SRGB_READ,
2820 WINED3DFMT_FLAG_SRGB_READ, "sRGB read");
2822 if (srgb_write_supported)
2823 query_format_flag(gl_info, format, format->glGammaInternal, GL_SRGB_WRITE,
2824 WINED3DFMT_FLAG_SRGB_WRITE, "sRGB write");
2825 else
2826 format_clear_flag(format, WINED3DFMT_FLAG_SRGB_WRITE);
2828 if (!(format->flags[WINED3D_GL_RES_TYPE_TEX_2D] & (WINED3DFMT_FLAG_SRGB_READ | WINED3DFMT_FLAG_SRGB_WRITE)))
2829 format->glGammaInternal = format->glInternal;
2830 else if (wined3d_settings.offscreen_rendering_mode != ORM_FBO
2831 && gl_info->supported[EXT_TEXTURE_SRGB_DECODE])
2832 format->glInternal = format->glGammaInternal;
2835 else
2837 if (!gl_info->limits.samplers[WINED3D_SHADER_TYPE_VERTEX])
2838 format_clear_flag(format, WINED3DFMT_FLAG_VTF);
2840 if (!(gl_info->quirks & WINED3D_QUIRK_LIMITED_TEX_FILTERING))
2841 format_set_flag(format, WINED3DFMT_FLAG_FILTERING);
2842 else if (format->id != WINED3DFMT_R32G32B32A32_FLOAT && format->id != WINED3DFMT_R32_FLOAT)
2843 format_clear_flag(format, WINED3DFMT_FLAG_VTF);
2845 if (srgb_format || format->glGammaInternal != format->glInternal)
2847 /* Filter sRGB capabilities if EXT_texture_sRGB is not supported. */
2848 if (!gl_info->supported[EXT_TEXTURE_SRGB])
2850 format->glGammaInternal = format->glInternal;
2851 format_clear_flag(format, WINED3DFMT_FLAG_SRGB_READ | WINED3DFMT_FLAG_SRGB_WRITE);
2853 else if (wined3d_settings.offscreen_rendering_mode != ORM_FBO
2854 && gl_info->supported[EXT_TEXTURE_SRGB_DECODE])
2856 format->glInternal = format->glGammaInternal;
2860 if ((format->flags[WINED3D_GL_RES_TYPE_TEX_2D] & WINED3DFMT_FLAG_SRGB_WRITE) && !srgb_write_supported)
2861 format_clear_flag(format, WINED3DFMT_FLAG_SRGB_WRITE);
2863 if (!gl_info->supported[ARB_DEPTH_TEXTURE]
2864 && texture_info->flags & (WINED3DFMT_FLAG_DEPTH | WINED3DFMT_FLAG_STENCIL))
2866 format->flags[WINED3D_GL_RES_TYPE_TEX_1D] &= ~WINED3DFMT_FLAG_TEXTURE;
2867 format->flags[WINED3D_GL_RES_TYPE_TEX_2D] &= ~WINED3DFMT_FLAG_TEXTURE;
2868 format->flags[WINED3D_GL_RES_TYPE_TEX_3D] &= ~WINED3DFMT_FLAG_TEXTURE;
2869 format->flags[WINED3D_GL_RES_TYPE_TEX_CUBE] &= ~WINED3DFMT_FLAG_TEXTURE;
2870 format->flags[WINED3D_GL_RES_TYPE_TEX_RECT] &= ~WINED3DFMT_FLAG_TEXTURE;
2874 query_view_class(format);
2876 if (format->glInternal && format->flags[WINED3D_GL_RES_TYPE_RB]
2877 & (WINED3DFMT_FLAG_RENDERTARGET | WINED3DFMT_FLAG_DEPTH | WINED3DFMT_FLAG_STENCIL))
2879 if (gl_info->supported[ARB_INTERNALFORMAT_QUERY])
2881 target = gl_info->supported[ARB_TEXTURE_MULTISAMPLE] ? GL_TEXTURE_2D_MULTISAMPLE : GL_RENDERBUFFER;
2882 count = 0;
2883 GL_EXTCALL(glGetInternalformativ(target, format->glInternal,
2884 GL_NUM_SAMPLE_COUNTS, 1, &count));
2885 count = min(count, MAX_MULTISAMPLE_TYPES);
2886 GL_EXTCALL(glGetInternalformativ(target, format->glInternal,
2887 GL_SAMPLES, count, multisample_types));
2888 checkGLcall("query sample counts");
2889 for (i = 0; i < count; ++i)
2891 if (multisample_types[i] > sizeof(format->multisample_types) * CHAR_BIT)
2892 continue;
2893 format->multisample_types |= 1u << (multisample_types[i] - 1);
2896 else
2898 max_log2 = wined3d_log2i(min(gl_info->limits.samples,
2899 sizeof(format->multisample_types) * CHAR_BIT));
2900 for (i = 1; i <= max_log2; ++i)
2901 format->multisample_types |= 1u << ((1u << i) - 1);
2906 static BOOL init_format_texture_info(struct wined3d_adapter *adapter, struct wined3d_gl_info *gl_info)
2908 struct wined3d_format *format, *srgb_format;
2909 struct fragment_caps fragment_caps;
2910 struct shader_caps shader_caps;
2911 unsigned int i, j;
2912 BOOL srgb_write;
2914 adapter->fragment_pipe->get_caps(gl_info, &fragment_caps);
2915 adapter->shader_backend->shader_get_caps(gl_info, &shader_caps);
2916 srgb_write = (fragment_caps.wined3d_caps & WINED3D_FRAGMENT_CAP_SRGB_WRITE)
2917 && (shader_caps.wined3d_caps & WINED3D_SHADER_CAP_SRGB_WRITE);
2919 for (i = 0; i < ARRAY_SIZE(format_texture_info); ++i)
2921 if (!(format = get_format_internal(gl_info, format_texture_info[i].id)))
2922 return FALSE;
2924 if (!gl_info->supported[format_texture_info[i].extension])
2925 continue;
2927 /* ARB_texture_rg defines floating point formats, but only if
2928 * ARB_texture_float is also supported. */
2929 if (!gl_info->supported[ARB_TEXTURE_FLOAT]
2930 && (format->flags[WINED3D_GL_RES_TYPE_TEX_2D] & WINED3DFMT_FLAG_FLOAT))
2931 continue;
2933 /* ARB_texture_rg defines integer formats if EXT_texture_integer is also supported. */
2934 if (!gl_info->supported[EXT_TEXTURE_INTEGER]
2935 && (format->flags[WINED3D_GL_RES_TYPE_TEX_2D] & WINED3DFMT_FLAG_INTEGER))
2936 continue;
2938 format->glInternal = format_texture_info[i].gl_internal;
2939 format->glGammaInternal = format_texture_info[i].gl_srgb_internal;
2940 format->rtInternal = format_texture_info[i].gl_rt_internal;
2941 format->glFormat = format_texture_info[i].gl_format;
2942 format->glType = format_texture_info[i].gl_type;
2943 format->color_fixup = COLOR_FIXUP_IDENTITY;
2944 format->height_scale.numerator = 1;
2945 format->height_scale.denominator = 1;
2947 format->flags[WINED3D_GL_RES_TYPE_TEX_1D] |= format_texture_info[i].flags;
2948 format->flags[WINED3D_GL_RES_TYPE_TEX_2D] |= format_texture_info[i].flags;
2949 format->flags[WINED3D_GL_RES_TYPE_BUFFER] |= format_texture_info[i].flags;
2951 /* GL_ARB_depth_texture does not support 3D textures. It also says "cube textures are
2952 * problematic", but doesn't explicitly mandate that an error is generated. */
2953 if (gl_info->supported[EXT_TEXTURE3D]
2954 && !(format_texture_info[i].flags & (WINED3DFMT_FLAG_DEPTH | WINED3DFMT_FLAG_STENCIL)))
2955 format->flags[WINED3D_GL_RES_TYPE_TEX_3D] |= format_texture_info[i].flags;
2957 if (gl_info->supported[ARB_TEXTURE_CUBE_MAP])
2958 format->flags[WINED3D_GL_RES_TYPE_TEX_CUBE] |= format_texture_info[i].flags;
2960 if (gl_info->supported[ARB_TEXTURE_RECTANGLE])
2961 format->flags[WINED3D_GL_RES_TYPE_TEX_RECT] |= format_texture_info[i].flags;
2963 format->flags[WINED3D_GL_RES_TYPE_RB] |= format_texture_info[i].flags;
2964 format->flags[WINED3D_GL_RES_TYPE_RB] &= ~WINED3DFMT_FLAG_TEXTURE;
2966 if (format->glGammaInternal != format->glInternal
2967 && !(adapter->d3d_info.wined3d_creation_flags & WINED3D_SRGB_READ_WRITE_CONTROL))
2969 format->glGammaInternal = format->glInternal;
2970 format_clear_flag(format, WINED3DFMT_FLAG_SRGB_READ | WINED3DFMT_FLAG_SRGB_WRITE);
2973 query_internal_format(adapter, format, &format_texture_info[i], gl_info, srgb_write, FALSE);
2975 /* Texture conversion stuff */
2976 format->conv_byte_count = format_texture_info[i].conv_byte_count;
2977 format->upload = format_texture_info[i].upload;
2978 format->download = format_texture_info[i].download;
2980 srgb_format = NULL;
2981 for (j = 0; j < ARRAY_SIZE(format_srgb_info); ++j)
2983 if (format_srgb_info[j].base_format_id == format->id)
2985 if (!(srgb_format = get_format_internal(gl_info, format_srgb_info[j].srgb_format_id)))
2986 return FALSE;
2987 break;
2990 if (!srgb_format)
2991 continue;
2993 copy_format(srgb_format, format);
2995 if (gl_info->supported[EXT_TEXTURE_SRGB]
2996 && !(adapter->d3d_info.wined3d_creation_flags & WINED3D_SRGB_READ_WRITE_CONTROL))
2998 srgb_format->glInternal = format_texture_info[i].gl_srgb_internal;
2999 srgb_format->glGammaInternal = format_texture_info[i].gl_srgb_internal;
3000 format_set_flag(srgb_format, WINED3DFMT_FLAG_SRGB_READ | WINED3DFMT_FLAG_SRGB_WRITE);
3001 query_internal_format(adapter, srgb_format, &format_texture_info[i], gl_info, srgb_write, TRUE);
3005 return TRUE;
3008 static BOOL color_match(DWORD c1, DWORD c2, BYTE max_diff)
3010 if (abs((c1 & 0xff) - (c2 & 0xff)) > max_diff) return FALSE;
3011 c1 >>= 8; c2 >>= 8;
3012 if (abs((c1 & 0xff) - (c2 & 0xff)) > max_diff) return FALSE;
3013 c1 >>= 8; c2 >>= 8;
3014 if (abs((c1 & 0xff) - (c2 & 0xff)) > max_diff) return FALSE;
3015 c1 >>= 8; c2 >>= 8;
3016 if (abs((c1 & 0xff) - (c2 & 0xff)) > max_diff) return FALSE;
3017 return TRUE;
3020 /* A context is provided by the caller */
3021 static BOOL check_filter(const struct wined3d_gl_info *gl_info, GLenum internal)
3023 static const DWORD data[] = {0x00000000, 0xffffffff};
3024 GLuint tex, fbo, buffer;
3025 DWORD readback[16 * 1];
3026 BOOL ret = FALSE;
3028 /* Render a filtered texture and see what happens. This is intended to detect the lack of
3029 * float16 filtering on ATI X1000 class cards. The drivers disable filtering instead of
3030 * falling back to software. If this changes in the future this code will get fooled and
3031 * apps might hit the software path due to incorrectly advertised caps.
3033 * Its unlikely that this changes however. GL Games like Mass Effect depend on the filter
3034 * disable fallback, if Apple or ATI ever change the driver behavior they will break more
3035 * than Wine. The Linux binary <= r500 driver is not maintained any more anyway
3038 while (gl_info->gl_ops.gl.p_glGetError());
3040 gl_info->gl_ops.gl.p_glGenTextures(1, &buffer);
3041 gl_info->gl_ops.gl.p_glBindTexture(GL_TEXTURE_2D, buffer);
3042 memset(readback, 0x7e, sizeof(readback));
3043 gl_info->gl_ops.gl.p_glTexImage2D(GL_TEXTURE_2D, 0, GL_RGBA8, 16, 1, 0,
3044 GL_RGBA, GL_UNSIGNED_INT_8_8_8_8, readback);
3045 gl_info->gl_ops.gl.p_glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_NEAREST);
3046 gl_info->gl_ops.gl.p_glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_NEAREST);
3047 gl_info->gl_ops.gl.p_glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_CLAMP_TO_EDGE);
3048 gl_info->gl_ops.gl.p_glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_CLAMP_TO_EDGE);
3049 gl_info->gl_ops.gl.p_glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_R, GL_CLAMP_TO_EDGE);
3051 gl_info->gl_ops.gl.p_glGenTextures(1, &tex);
3052 gl_info->gl_ops.gl.p_glBindTexture(GL_TEXTURE_2D, tex);
3053 gl_info->gl_ops.gl.p_glTexImage2D(GL_TEXTURE_2D, 0, internal, 2, 1, 0,
3054 GL_BGRA, GL_UNSIGNED_INT_8_8_8_8_REV, data);
3055 gl_info->gl_ops.gl.p_glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR);
3056 gl_info->gl_ops.gl.p_glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_LINEAR);
3057 gl_info->gl_ops.gl.p_glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_CLAMP_TO_EDGE);
3058 gl_info->gl_ops.gl.p_glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_CLAMP_TO_EDGE);
3059 gl_info->gl_ops.gl.p_glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_R, GL_CLAMP_TO_EDGE);
3060 gl_info->gl_ops.gl.p_glEnable(GL_TEXTURE_2D);
3062 gl_info->fbo_ops.glGenFramebuffers(1, &fbo);
3063 gl_info->fbo_ops.glBindFramebuffer(GL_FRAMEBUFFER, fbo);
3064 gl_info->fbo_ops.glFramebufferTexture2D(GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT0, GL_TEXTURE_2D, buffer, 0);
3065 gl_info->gl_ops.gl.p_glDrawBuffer(GL_COLOR_ATTACHMENT0);
3067 gl_info->gl_ops.gl.p_glViewport(0, 0, 16, 1);
3068 gl_info->gl_ops.gl.p_glDisable(GL_LIGHTING);
3069 gl_info->gl_ops.gl.p_glMatrixMode(GL_MODELVIEW);
3070 gl_info->gl_ops.gl.p_glLoadIdentity();
3071 gl_info->gl_ops.gl.p_glMatrixMode(GL_PROJECTION);
3072 gl_info->gl_ops.gl.p_glLoadIdentity();
3074 gl_info->gl_ops.gl.p_glClearColor(0, 1, 0, 0);
3075 gl_info->gl_ops.gl.p_glClear(GL_COLOR_BUFFER_BIT);
3077 gl_info->gl_ops.gl.p_glBegin(GL_TRIANGLE_STRIP);
3078 gl_info->gl_ops.gl.p_glTexCoord2f(0.0, 0.0);
3079 gl_info->gl_ops.gl.p_glVertex2f(-1.0f, -1.0f);
3080 gl_info->gl_ops.gl.p_glTexCoord2f(1.0, 0.0);
3081 gl_info->gl_ops.gl.p_glVertex2f(1.0f, -1.0f);
3082 gl_info->gl_ops.gl.p_glTexCoord2f(0.0, 1.0);
3083 gl_info->gl_ops.gl.p_glVertex2f(-1.0f, 1.0f);
3084 gl_info->gl_ops.gl.p_glTexCoord2f(1.0, 1.0);
3085 gl_info->gl_ops.gl.p_glVertex2f(1.0f, 1.0f);
3086 gl_info->gl_ops.gl.p_glEnd();
3088 gl_info->gl_ops.gl.p_glBindTexture(GL_TEXTURE_2D, buffer);
3089 memset(readback, 0x7f, sizeof(readback));
3090 gl_info->gl_ops.gl.p_glGetTexImage(GL_TEXTURE_2D, 0, GL_BGRA, GL_UNSIGNED_INT_8_8_8_8_REV, readback);
3091 if (color_match(readback[6], 0xffffffff, 5) || color_match(readback[6], 0x00000000, 5)
3092 || color_match(readback[9], 0xffffffff, 5) || color_match(readback[9], 0x00000000, 5))
3094 TRACE("Read back colors 0x%08x and 0x%08x close to unfiltered color, assuming no filtering\n",
3095 readback[6], readback[9]);
3096 ret = FALSE;
3098 else
3100 TRACE("Read back colors are 0x%08x and 0x%08x, assuming texture is filtered\n",
3101 readback[6], readback[9]);
3102 ret = TRUE;
3105 gl_info->fbo_ops.glBindFramebuffer(GL_FRAMEBUFFER, 0);
3106 gl_info->fbo_ops.glDeleteFramebuffers(1, &fbo);
3107 gl_info->gl_ops.gl.p_glDeleteTextures(1, &tex);
3108 gl_info->gl_ops.gl.p_glDeleteTextures(1, &buffer);
3109 gl_info->gl_ops.gl.p_glDisable(GL_TEXTURE_2D);
3111 if (gl_info->gl_ops.gl.p_glGetError())
3113 FIXME("Error during filtering test for format %x, returning no filtering\n", internal);
3114 ret = FALSE;
3117 return ret;
3120 static void init_format_filter_info(struct wined3d_gl_info *gl_info, enum wined3d_pci_vendor vendor)
3122 struct wined3d_format *format;
3123 unsigned int fmt_idx, i;
3124 static const enum wined3d_format_id fmts16[] =
3126 WINED3DFMT_R16_FLOAT,
3127 WINED3DFMT_R16G16_FLOAT,
3128 WINED3DFMT_R16G16B16A16_FLOAT,
3130 BOOL filtered;
3132 if (gl_info->supported[ARB_INTERNALFORMAT_QUERY2])
3133 /* This was already handled by init_format_texture_info(). */
3134 return;
3136 if (wined3d_settings.offscreen_rendering_mode != ORM_FBO
3137 || !gl_info->supported[WINED3D_GL_LEGACY_CONTEXT])
3139 WARN("No FBO support, or no FBO ORM, guessing filter info from GL caps\n");
3140 if (vendor == HW_VENDOR_NVIDIA && gl_info->supported[ARB_TEXTURE_FLOAT])
3142 TRACE("Nvidia card with texture_float support: Assuming float16 blending\n");
3143 filtered = TRUE;
3145 else if (gl_info->limits.glsl_varyings > 44)
3147 TRACE("More than 44 GLSL varyings - assuming d3d10 card with float16 blending\n");
3148 filtered = TRUE;
3150 else
3152 TRACE("Assuming no float16 blending\n");
3153 filtered = FALSE;
3156 if (filtered)
3158 for (i = 0; i < ARRAY_SIZE(fmts16); ++i)
3160 fmt_idx = get_format_idx(fmts16[i]);
3161 format_set_flag(&gl_info->formats[fmt_idx], WINED3DFMT_FLAG_FILTERING);
3164 return;
3167 for (i = 0; i < ARRAY_SIZE(fmts16); ++i)
3169 fmt_idx = get_format_idx(fmts16[i]);
3170 format = &gl_info->formats[fmt_idx];
3171 if (!format->glInternal) continue; /* Not supported by GL */
3173 filtered = check_filter(gl_info, gl_info->formats[fmt_idx].glInternal);
3174 if (filtered)
3176 TRACE("Format %s supports filtering\n", debug_d3dformat(fmts16[i]));
3177 format_set_flag(format, WINED3DFMT_FLAG_FILTERING);
3179 else
3181 TRACE("Format %s does not support filtering\n", debug_d3dformat(fmts16[i]));
3186 static void apply_format_fixups(struct wined3d_adapter *adapter, struct wined3d_gl_info *gl_info)
3188 unsigned int i;
3189 int idx;
3191 idx = get_format_idx(WINED3DFMT_R16_FLOAT);
3192 gl_info->formats[idx].color_fixup = create_color_fixup_desc(
3193 0, CHANNEL_SOURCE_X, 0, CHANNEL_SOURCE_ONE, 0, CHANNEL_SOURCE_ONE, 0, CHANNEL_SOURCE_W);
3195 idx = get_format_idx(WINED3DFMT_R32_FLOAT);
3196 gl_info->formats[idx].color_fixup = create_color_fixup_desc(
3197 0, CHANNEL_SOURCE_X, 0, CHANNEL_SOURCE_ONE, 0, CHANNEL_SOURCE_ONE, 0, CHANNEL_SOURCE_W);
3199 idx = get_format_idx(WINED3DFMT_R16G16_UNORM);
3200 gl_info->formats[idx].color_fixup = create_color_fixup_desc(
3201 0, CHANNEL_SOURCE_X, 0, CHANNEL_SOURCE_Y, 0, CHANNEL_SOURCE_ONE, 0, CHANNEL_SOURCE_W);
3203 idx = get_format_idx(WINED3DFMT_R16G16_FLOAT);
3204 gl_info->formats[idx].color_fixup = create_color_fixup_desc(
3205 0, CHANNEL_SOURCE_X, 0, CHANNEL_SOURCE_Y, 0, CHANNEL_SOURCE_ONE, 0, CHANNEL_SOURCE_W);
3207 idx = get_format_idx(WINED3DFMT_R32G32_FLOAT);
3208 gl_info->formats[idx].color_fixup = create_color_fixup_desc(
3209 0, CHANNEL_SOURCE_X, 0, CHANNEL_SOURCE_Y, 0, CHANNEL_SOURCE_ONE, 0, CHANNEL_SOURCE_W);
3211 /* GL_ATI_envmap_bumpmap in theory supports R8G8_SNORM but is no longer supported by
3212 * any driver. */
3213 if (gl_info->supported[NV_TEXTURE_SHADER] || gl_info->supported[EXT_TEXTURE_SNORM])
3215 /* R8G8_SNORM and R16G16_SNORM need a fixup of the undefined blue channel. OpenGL
3216 * returns 0.0 when sampling from it, DirectX 1.0. So we always have in-shader
3217 * conversion for this format. */
3218 idx = get_format_idx(WINED3DFMT_R8G8_SNORM);
3219 gl_info->formats[idx].color_fixup = create_color_fixup_desc(
3220 0, CHANNEL_SOURCE_X, 0, CHANNEL_SOURCE_Y, 0, CHANNEL_SOURCE_ONE, 0, CHANNEL_SOURCE_ONE);
3221 idx = get_format_idx(WINED3DFMT_R16G16_SNORM);
3222 gl_info->formats[idx].color_fixup = create_color_fixup_desc(
3223 0, CHANNEL_SOURCE_X, 0, CHANNEL_SOURCE_Y, 0, CHANNEL_SOURCE_ONE, 0, CHANNEL_SOURCE_ONE);
3225 else
3227 /* Emulate using unsigned formats. This requires load-time conversion in addition to the
3228 * fixups here. */
3229 idx = get_format_idx(WINED3DFMT_R8G8_SNORM);
3230 gl_info->formats[idx].color_fixup = create_color_fixup_desc(
3231 1, CHANNEL_SOURCE_X, 1, CHANNEL_SOURCE_Y, 0, CHANNEL_SOURCE_ONE, 0, CHANNEL_SOURCE_ONE);
3232 idx = get_format_idx(WINED3DFMT_R16G16_SNORM);
3233 gl_info->formats[idx].color_fixup = create_color_fixup_desc(
3234 1, CHANNEL_SOURCE_X, 1, CHANNEL_SOURCE_Y, 0, CHANNEL_SOURCE_ONE, 0, CHANNEL_SOURCE_ONE);
3235 idx = get_format_idx(WINED3DFMT_R8G8B8A8_SNORM);
3236 gl_info->formats[idx].color_fixup = create_color_fixup_desc(
3237 1, CHANNEL_SOURCE_X, 1, CHANNEL_SOURCE_Y, 1, CHANNEL_SOURCE_Z, 1, CHANNEL_SOURCE_W);
3238 idx = get_format_idx(WINED3DFMT_R5G5_SNORM_L6_UNORM);
3239 gl_info->formats[idx].color_fixup = create_color_fixup_desc(
3240 1, CHANNEL_SOURCE_X, 1, CHANNEL_SOURCE_Z, 0, CHANNEL_SOURCE_Y, 0, CHANNEL_SOURCE_ONE);
3243 if (!gl_info->supported[NV_TEXTURE_SHADER])
3245 idx = get_format_idx(WINED3DFMT_R8G8_SNORM_L8X8_UNORM);
3246 gl_info->formats[idx].color_fixup = create_color_fixup_desc(
3247 1, CHANNEL_SOURCE_X, 1, CHANNEL_SOURCE_Y, 0, CHANNEL_SOURCE_Z, 0, CHANNEL_SOURCE_W);
3250 if (gl_info->supported[ARB_TEXTURE_COMPRESSION_RGTC] || gl_info->supported[EXT_TEXTURE_COMPRESSION_RGTC])
3252 idx = get_format_idx(WINED3DFMT_ATI1N);
3253 gl_info->formats[idx].color_fixup = create_color_fixup_desc(
3254 0, CHANNEL_SOURCE_X, 0, CHANNEL_SOURCE_X, 0, CHANNEL_SOURCE_X, 0, CHANNEL_SOURCE_X);
3256 idx = get_format_idx(WINED3DFMT_ATI2N);
3257 gl_info->formats[idx].color_fixup = create_color_fixup_desc(
3258 0, CHANNEL_SOURCE_Y, 0, CHANNEL_SOURCE_X, 0, CHANNEL_SOURCE_ONE, 0, CHANNEL_SOURCE_ONE);
3260 else if (gl_info->supported[ATI_TEXTURE_COMPRESSION_3DC])
3262 idx = get_format_idx(WINED3DFMT_ATI2N);
3263 gl_info->formats[idx].color_fixup= create_color_fixup_desc(
3264 0, CHANNEL_SOURCE_X, 0, CHANNEL_SOURCE_W, 0, CHANNEL_SOURCE_ONE, 0, CHANNEL_SOURCE_ONE);
3267 if (!gl_info->supported[APPLE_YCBCR_422] && gl_info->supported[ARB_FRAGMENT_PROGRAM]
3268 && gl_info->supported[WINED3D_GL_LEGACY_CONTEXT])
3270 idx = get_format_idx(WINED3DFMT_YUY2);
3271 gl_info->formats[idx].color_fixup = create_complex_fixup_desc(COMPLEX_FIXUP_YUY2);
3273 idx = get_format_idx(WINED3DFMT_UYVY);
3274 gl_info->formats[idx].color_fixup = create_complex_fixup_desc(COMPLEX_FIXUP_UYVY);
3276 else if (!gl_info->supported[APPLE_YCBCR_422] && (!gl_info->supported[ARB_FRAGMENT_PROGRAM]
3277 || !gl_info->supported[WINED3D_GL_LEGACY_CONTEXT]))
3279 idx = get_format_idx(WINED3DFMT_YUY2);
3280 gl_info->formats[idx].glInternal = 0;
3282 idx = get_format_idx(WINED3DFMT_UYVY);
3283 gl_info->formats[idx].glInternal = 0;
3286 if (gl_info->supported[ARB_FRAGMENT_PROGRAM] && gl_info->supported[WINED3D_GL_LEGACY_CONTEXT])
3288 idx = get_format_idx(WINED3DFMT_YV12);
3289 format_set_flag(&gl_info->formats[idx], WINED3DFMT_FLAG_HEIGHT_SCALE);
3290 gl_info->formats[idx].height_scale.numerator = 3;
3291 gl_info->formats[idx].height_scale.denominator = 2;
3292 gl_info->formats[idx].color_fixup = create_complex_fixup_desc(COMPLEX_FIXUP_YV12);
3294 idx = get_format_idx(WINED3DFMT_NV12);
3295 format_set_flag(&gl_info->formats[idx], WINED3DFMT_FLAG_HEIGHT_SCALE);
3296 gl_info->formats[idx].height_scale.numerator = 3;
3297 gl_info->formats[idx].height_scale.denominator = 2;
3298 gl_info->formats[idx].color_fixup = create_complex_fixup_desc(COMPLEX_FIXUP_NV12);
3300 else
3302 idx = get_format_idx(WINED3DFMT_YV12);
3303 gl_info->formats[idx].glInternal = 0;
3305 idx = get_format_idx(WINED3DFMT_NV12);
3306 gl_info->formats[idx].glInternal = 0;
3309 if (!gl_info->supported[WINED3D_GL_LEGACY_CONTEXT])
3311 idx = get_format_idx(WINED3DFMT_A8_UNORM);
3312 gl_info->formats[idx].color_fixup = create_color_fixup_desc(
3313 0, CHANNEL_SOURCE_ZERO, 0, CHANNEL_SOURCE_ZERO, 0, CHANNEL_SOURCE_ZERO, 0, CHANNEL_SOURCE_X);
3314 idx = get_format_idx(WINED3DFMT_L8A8_UNORM);
3315 gl_info->formats[idx].color_fixup = create_color_fixup_desc(
3316 0, CHANNEL_SOURCE_X, 0, CHANNEL_SOURCE_X, 0, CHANNEL_SOURCE_X, 0, CHANNEL_SOURCE_Y);
3317 idx = get_format_idx(WINED3DFMT_L4A4_UNORM);
3318 gl_info->formats[idx].color_fixup = create_color_fixup_desc(
3319 0, CHANNEL_SOURCE_X, 0, CHANNEL_SOURCE_X, 0, CHANNEL_SOURCE_X, 0, CHANNEL_SOURCE_Y);
3320 idx = get_format_idx(WINED3DFMT_L16_UNORM);
3321 gl_info->formats[idx].color_fixup = create_color_fixup_desc(
3322 0, CHANNEL_SOURCE_X, 0, CHANNEL_SOURCE_X, 0, CHANNEL_SOURCE_X, 0, CHANNEL_SOURCE_ONE);
3323 idx = get_format_idx(WINED3DFMT_INTZ);
3324 gl_info->formats[idx].color_fixup = create_color_fixup_desc(
3325 0, CHANNEL_SOURCE_X, 0, CHANNEL_SOURCE_X, 0, CHANNEL_SOURCE_X, 0, CHANNEL_SOURCE_X);
3328 if (gl_info->supported[ARB_TEXTURE_RG])
3330 idx = get_format_idx(WINED3DFMT_L8_UNORM);
3331 gl_info->formats[idx].color_fixup = create_color_fixup_desc(
3332 0, CHANNEL_SOURCE_X, 0, CHANNEL_SOURCE_X, 0, CHANNEL_SOURCE_X, 0, CHANNEL_SOURCE_ONE);
3335 if (gl_info->supported[ARB_FRAGMENT_PROGRAM])
3337 idx = get_format_idx(WINED3DFMT_P8_UINT);
3338 gl_info->formats[idx].color_fixup = create_complex_fixup_desc(COMPLEX_FIXUP_P8);
3341 if (gl_info->supported[ARB_VERTEX_ARRAY_BGRA])
3343 idx = get_format_idx(WINED3DFMT_B8G8R8A8_UNORM);
3344 gl_info->formats[idx].gl_vtx_format = GL_BGRA;
3347 if (!gl_info->supported[ARB_HALF_FLOAT_VERTEX])
3349 /* Do not change the size of the type, it is CPU side. We have to change the GPU-side information though.
3350 * It is the job of the vertex buffer code to make sure that the vbos have the right format */
3351 idx = get_format_idx(WINED3DFMT_R16G16_FLOAT);
3352 gl_info->formats[idx].gl_vtx_type = GL_FLOAT;
3354 idx = get_format_idx(WINED3DFMT_R16G16B16A16_FLOAT);
3355 gl_info->formats[idx].gl_vtx_type = GL_FLOAT;
3358 if (!gl_info->supported[ARB_HALF_FLOAT_PIXEL])
3360 idx = get_format_idx(WINED3DFMT_R16_FLOAT);
3361 format_clear_flag(&gl_info->formats[idx], WINED3DFMT_FLAG_TEXTURE);
3363 idx = get_format_idx(WINED3DFMT_R16G16_FLOAT);
3364 format_clear_flag(&gl_info->formats[idx], WINED3DFMT_FLAG_TEXTURE);
3366 idx = get_format_idx(WINED3DFMT_R16G16B16A16_FLOAT);
3367 format_clear_flag(&gl_info->formats[idx], WINED3DFMT_FLAG_TEXTURE);
3370 if (gl_info->quirks & WINED3D_QUIRK_BROKEN_RGBA16)
3372 idx = get_format_idx(WINED3DFMT_R16G16B16A16_UNORM);
3373 format_clear_flag(&gl_info->formats[idx], WINED3DFMT_FLAG_TEXTURE);
3376 /* ATI instancing hack: Although ATI cards do not support Shader Model
3377 * 3.0, they support instancing. To query if the card supports instancing
3378 * CheckDeviceFormat() with the special format MAKEFOURCC('I','N','S','T')
3379 * is used. Should an application check for this, provide a proper return
3380 * value. We can do instancing with all shader versions, but we need
3381 * vertex shaders.
3383 * Additionally applications have to set the D3DRS_POINTSIZE render state
3384 * to MAKEFOURCC('I','N','S','T') once to enable instancing. Wined3d
3385 * doesn't need that and just ignores it.
3387 * With Shader Model 3.0 capable cards Instancing 'just works' in Windows. */
3388 /* FIXME: This should just check the shader backend caps. */
3389 if (gl_info->supported[ARB_VERTEX_PROGRAM] || gl_info->supported[ARB_VERTEX_SHADER])
3391 idx = get_format_idx(WINED3DFMT_INST);
3392 format_set_flag(&gl_info->formats[idx], WINED3DFMT_FLAG_TEXTURE);
3395 /* Depth bound test. To query if the card supports it CheckDeviceFormat()
3396 * with the special format MAKEFOURCC('N','V','D','B') is used. It is
3397 * enabled by setting D3DRS_ADAPTIVETESS_X render state to
3398 * MAKEFOURCC('N','V','D','B') and then controlled by setting
3399 * D3DRS_ADAPTIVETESS_Z (zMin) and D3DRS_ADAPTIVETESS_W (zMax) to test
3400 * value. */
3401 if (gl_info->supported[EXT_DEPTH_BOUNDS_TEST])
3403 idx = get_format_idx(WINED3DFMT_NVDB);
3404 format_set_flag(&gl_info->formats[idx], WINED3DFMT_FLAG_TEXTURE);
3407 /* RESZ aka AMD DX9-level hack for multisampled depth buffer resolve. You query for RESZ
3408 * support by checking for availability of MAKEFOURCC('R','E','S','Z') surfaces with
3409 * RENDERTARGET usage. */
3410 if (gl_info->supported[ARB_FRAMEBUFFER_OBJECT])
3412 idx = get_format_idx(WINED3DFMT_RESZ);
3413 format_set_flag(&gl_info->formats[idx], WINED3DFMT_FLAG_TEXTURE | WINED3DFMT_FLAG_RENDERTARGET);
3416 for (i = 0; i < gl_info->format_count; ++i)
3418 struct wined3d_format *format = &gl_info->formats[i];
3420 if (!(format->flags[WINED3D_GL_RES_TYPE_TEX_2D] & WINED3DFMT_FLAG_TEXTURE))
3421 continue;
3423 if (is_identity_fixup(format->color_fixup))
3424 continue;
3426 TRACE("Checking support for fixup:\n");
3427 dump_color_fixup_desc(format->color_fixup);
3428 if (!adapter->shader_backend->shader_color_fixup_supported(format->color_fixup)
3429 || !adapter->fragment_pipe->color_fixup_supported(format->color_fixup))
3431 TRACE("[FAILED]\n");
3432 format_clear_flag(format, WINED3DFMT_FLAG_TEXTURE);
3434 else
3436 TRACE("[OK]\n");
3440 /* GL_EXT_texture_compression_s3tc does not support 3D textures. Some Windows drivers
3441 * for dx9 GPUs support it, some do not, so not supporting DXTn volumes is OK for d3d9.
3443 * Note that GL_NV_texture_compression_vtc adds this functionality to OpenGL, but the
3444 * block layout is not compatible with the one used by d3d. See volume_dxt5_test. */
3445 idx = get_format_idx(WINED3DFMT_DXT1);
3446 gl_info->formats[idx].flags[WINED3D_GL_RES_TYPE_TEX_3D] &= ~WINED3DFMT_FLAG_TEXTURE;
3447 idx = get_format_idx(WINED3DFMT_DXT2);
3448 gl_info->formats[idx].flags[WINED3D_GL_RES_TYPE_TEX_3D] &= ~WINED3DFMT_FLAG_TEXTURE;
3449 idx = get_format_idx(WINED3DFMT_DXT3);
3450 gl_info->formats[idx].flags[WINED3D_GL_RES_TYPE_TEX_3D] &= ~WINED3DFMT_FLAG_TEXTURE;
3451 idx = get_format_idx(WINED3DFMT_DXT4);
3452 gl_info->formats[idx].flags[WINED3D_GL_RES_TYPE_TEX_3D] &= ~WINED3DFMT_FLAG_TEXTURE;
3453 idx = get_format_idx(WINED3DFMT_DXT5);
3454 gl_info->formats[idx].flags[WINED3D_GL_RES_TYPE_TEX_3D] &= ~WINED3DFMT_FLAG_TEXTURE;
3455 idx = get_format_idx(WINED3DFMT_BC1_UNORM);
3456 gl_info->formats[idx].flags[WINED3D_GL_RES_TYPE_TEX_3D] &= ~WINED3DFMT_FLAG_TEXTURE;
3457 idx = get_format_idx(WINED3DFMT_BC1_UNORM_SRGB);
3458 gl_info->formats[idx].flags[WINED3D_GL_RES_TYPE_TEX_3D] &= ~WINED3DFMT_FLAG_TEXTURE;
3459 idx = get_format_idx(WINED3DFMT_BC2_UNORM);
3460 gl_info->formats[idx].flags[WINED3D_GL_RES_TYPE_TEX_3D] &= ~WINED3DFMT_FLAG_TEXTURE;
3461 idx = get_format_idx(WINED3DFMT_BC2_UNORM_SRGB);
3462 gl_info->formats[idx].flags[WINED3D_GL_RES_TYPE_TEX_3D] &= ~WINED3DFMT_FLAG_TEXTURE;
3463 idx = get_format_idx(WINED3DFMT_BC3_UNORM);
3464 gl_info->formats[idx].flags[WINED3D_GL_RES_TYPE_TEX_3D] &= ~WINED3DFMT_FLAG_TEXTURE;
3465 idx = get_format_idx(WINED3DFMT_BC3_UNORM_SRGB);
3466 gl_info->formats[idx].flags[WINED3D_GL_RES_TYPE_TEX_3D] &= ~WINED3DFMT_FLAG_TEXTURE;
3467 /* Similarly with ATI1N / ATI2N and GL_ARB_texture_compression_rgtc. */
3468 idx = get_format_idx(WINED3DFMT_ATI1N);
3469 gl_info->formats[idx].flags[WINED3D_GL_RES_TYPE_TEX_3D] &= ~WINED3DFMT_FLAG_TEXTURE;
3470 idx = get_format_idx(WINED3DFMT_ATI2N);
3471 gl_info->formats[idx].flags[WINED3D_GL_RES_TYPE_TEX_3D] &= ~WINED3DFMT_FLAG_TEXTURE;
3472 idx = get_format_idx(WINED3DFMT_BC4_UNORM);
3473 gl_info->formats[idx].flags[WINED3D_GL_RES_TYPE_TEX_3D] &= ~WINED3DFMT_FLAG_TEXTURE;
3474 idx = get_format_idx(WINED3DFMT_BC4_SNORM);
3475 gl_info->formats[idx].flags[WINED3D_GL_RES_TYPE_TEX_3D] &= ~WINED3DFMT_FLAG_TEXTURE;
3476 idx = get_format_idx(WINED3DFMT_BC5_UNORM);
3477 gl_info->formats[idx].flags[WINED3D_GL_RES_TYPE_TEX_3D] &= ~WINED3DFMT_FLAG_TEXTURE;
3478 idx = get_format_idx(WINED3DFMT_BC5_SNORM);
3479 gl_info->formats[idx].flags[WINED3D_GL_RES_TYPE_TEX_3D] &= ~WINED3DFMT_FLAG_TEXTURE;
3482 static unsigned int calculate_vertex_attribute_size(GLenum type, unsigned int component_count)
3484 switch (type)
3486 case GL_HALF_FLOAT:
3487 return component_count * sizeof(GLhalfNV);
3488 case GL_FLOAT:
3489 return component_count * sizeof(GLfloat);
3490 case GL_BYTE:
3491 return component_count * sizeof(GLbyte);
3492 case GL_UNSIGNED_BYTE:
3493 return component_count * sizeof(GLubyte);
3494 case GL_SHORT:
3495 return component_count * sizeof(GLshort);
3496 case GL_UNSIGNED_SHORT:
3497 return component_count * sizeof(GLushort);
3498 case GL_INT:
3499 return component_count * sizeof(GLint);
3500 case GL_UNSIGNED_INT:
3501 return component_count * sizeof(GLuint);
3502 case GL_UNSIGNED_INT_2_10_10_10_REV:
3503 return sizeof(GLuint);
3504 default:
3505 FIXME("Unhandled GL type %#x.\n", type);
3506 return 0;
3510 static BOOL init_format_vertex_info(struct wined3d_gl_info *gl_info)
3512 struct wined3d_format *format;
3513 unsigned int i;
3515 for (i = 0; i < ARRAY_SIZE(format_vertex_info); ++i)
3517 if (!(format = get_format_internal(gl_info, format_vertex_info[i].id)))
3518 return FALSE;
3520 if (!gl_info->supported[format_vertex_info[i].extension])
3521 continue;
3523 format->emit_idx = format_vertex_info[i].emit_idx;
3524 format->component_count = format_vertex_info[i].component_count;
3525 format->gl_vtx_type = format_vertex_info[i].gl_vtx_type;
3526 format->gl_vtx_format = format_vertex_info[i].component_count;
3527 format->gl_normalized = format_vertex_info[i].gl_normalized;
3528 if (!(format->attribute_size = calculate_vertex_attribute_size(format->gl_vtx_type,
3529 format->component_count)))
3531 ERR("Invalid attribute size for vertex format %s (%#x).\n",
3532 debug_d3dformat(format_vertex_info[i].id), format_vertex_info[i].id);
3533 return FALSE;
3537 return TRUE;
3540 static BOOL init_typeless_formats(struct wined3d_gl_info *gl_info)
3542 unsigned int flags[WINED3D_GL_RES_TYPE_COUNT];
3543 unsigned int i, j;
3545 for (i = 0; i < ARRAY_SIZE(typed_formats); ++i)
3547 struct wined3d_format *format, *typeless_format;
3549 if (!(format = get_format_internal(gl_info, typed_formats[i].id)))
3550 return FALSE;
3551 if (!(typeless_format = get_format_internal(gl_info, typed_formats[i].typeless_id)))
3552 return FALSE;
3554 memcpy(flags, typeless_format->flags, sizeof(flags));
3555 copy_format(typeless_format, format);
3556 for (j = 0; j < ARRAY_SIZE(typeless_format->flags); ++j)
3557 typeless_format->flags[j] |= flags[j];
3560 for (i = 0; i < ARRAY_SIZE(typeless_depth_stencil_formats); ++i)
3562 struct wined3d_format *typeless_format, *typeless_ds_format, *ds_format;
3563 struct wined3d_format *depth_view_format, *stencil_view_format;
3564 enum wined3d_format_id format_id;
3566 if (!(typeless_format = get_format_internal(gl_info, typeless_depth_stencil_formats[i].typeless_id)))
3567 return FALSE;
3568 if (!(ds_format = get_format_internal(gl_info, typeless_depth_stencil_formats[i].depth_stencil_id)))
3569 return FALSE;
3571 typeless_ds_format = &gl_info->formats[WINED3D_FORMAT_COUNT + i];
3572 typeless_ds_format->id = typeless_depth_stencil_formats[i].typeless_id;
3573 copy_format(typeless_ds_format, ds_format);
3574 for (j = 0; j < ARRAY_SIZE(typeless_ds_format->flags); ++j)
3576 typeless_ds_format->flags[j] = typeless_format->flags[j];
3577 typeless_format->flags[j] &= ~(WINED3DFMT_FLAG_DEPTH | WINED3DFMT_FLAG_STENCIL);
3580 if ((format_id = typeless_depth_stencil_formats[i].depth_view_id)
3581 && typeless_depth_stencil_formats[i].separate_depth_view_format)
3583 if (!(depth_view_format = get_format_internal(gl_info, format_id)))
3584 return FALSE;
3585 copy_format(depth_view_format, ds_format);
3587 if ((format_id = typeless_depth_stencil_formats[i].stencil_view_id))
3589 if (!(stencil_view_format = get_format_internal(gl_info, format_id)))
3590 return FALSE;
3591 copy_format(stencil_view_format, ds_format);
3595 return TRUE;
3598 static void init_format_gen_mipmap_info(struct wined3d_gl_info *gl_info)
3600 unsigned int i, j;
3602 if (!gl_info->fbo_ops.glGenerateMipmap)
3603 return;
3605 for (i = 0; i < gl_info->format_count; ++i)
3607 struct wined3d_format *format = &gl_info->formats[i];
3609 for (j = 0; j < ARRAY_SIZE(format->flags); ++j)
3610 if (!(~format->flags[j] & (WINED3DFMT_FLAG_RENDERTARGET | WINED3DFMT_FLAG_FILTERING)))
3611 format->flags[j] |= WINED3DFMT_FLAG_GEN_MIPMAP;
3615 BOOL wined3d_caps_gl_ctx_test_viewport_subpixel_bits(struct wined3d_caps_gl_ctx *ctx)
3617 static const struct wined3d_color red = {1.0f, 0.0f, 0.0f, 1.0f};
3618 const struct wined3d_gl_info *gl_info = ctx->gl_info;
3619 static const float offset = -63.0f / 128.0f;
3620 GLuint texture, fbo;
3621 DWORD readback[4];
3622 unsigned int i;
3624 gl_info->gl_ops.gl.p_glGenTextures(1, &texture);
3625 gl_info->gl_ops.gl.p_glBindTexture(GL_TEXTURE_2D, texture);
3626 gl_info->gl_ops.gl.p_glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAX_LEVEL, 0);
3627 gl_info->gl_ops.gl.p_glTexImage2D(GL_TEXTURE_2D, 0, GL_RGBA8, ARRAY_SIZE(readback), 1, 0,
3628 GL_BGRA, GL_UNSIGNED_INT_8_8_8_8_REV, NULL);
3629 gl_info->fbo_ops.glGenFramebuffers(1, &fbo);
3630 gl_info->fbo_ops.glBindFramebuffer(GL_FRAMEBUFFER, fbo);
3631 gl_info->fbo_ops.glFramebufferTexture2D(GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT0,
3632 GL_TEXTURE_2D, texture, 0);
3633 checkGLcall("create resources");
3635 gl_info->gl_ops.gl.p_glClearColor(1.0f, 1.0f, 1.0f, 1.0f);
3636 gl_info->gl_ops.gl.p_glClear(GL_COLOR_BUFFER_BIT);
3637 GL_EXTCALL(glViewportIndexedf(0, offset, offset, 4.0f, 1.0f));
3638 draw_test_quad(ctx, NULL, &red);
3639 checkGLcall("draw");
3641 gl_info->gl_ops.gl.p_glBindTexture(GL_TEXTURE_2D, texture);
3642 gl_info->gl_ops.gl.p_glGetTexImage(GL_TEXTURE_2D, 0,
3643 GL_BGRA, GL_UNSIGNED_INT_8_8_8_8_REV, readback);
3644 checkGLcall("readback");
3646 TRACE("Readback colors are 0x%08x, 0x%08x, 0x%08x, 0x%08x.\n",
3647 readback[0], readback[1], readback[2], readback[3]);
3649 gl_info->gl_ops.gl.p_glDeleteTextures(1, &texture);
3650 gl_info->fbo_ops.glDeleteFramebuffers(1, &fbo);
3651 gl_info->fbo_ops.glBindFramebuffer(GL_FRAMEBUFFER, 0);
3652 checkGLcall("delete resources");
3654 for (i = 0; i < ARRAY_SIZE(readback); ++i)
3656 if (readback[i] != 0xffff0000)
3657 return FALSE;
3659 return TRUE;
3662 static float wined3d_adapter_find_polyoffset_scale(struct wined3d_caps_gl_ctx *ctx, GLenum format)
3664 const struct wined3d_gl_info *gl_info = ctx->gl_info;
3665 static const struct wined3d_color blue = {0.0f, 0.0f, 1.0f, 1.0f};
3666 GLuint fbo, color, depth;
3667 unsigned int low = 0, high = 32, cur;
3668 DWORD readback[256];
3669 static const struct wined3d_vec3 geometry[] =
3671 {-1.0f, -1.0f, -1.0f},
3672 { 1.0f, -1.0f, 0.0f},
3673 {-1.0f, 1.0f, -1.0f},
3674 { 1.0f, 1.0f, 0.0f},
3677 /* Most drivers want 2^23 for fixed point depth buffers, including r300g, r600g,
3678 * Nvidia. Use this as a fallback if the detection fails. */
3679 unsigned int fallback = 23;
3681 if (wined3d_settings.offscreen_rendering_mode != ORM_FBO)
3683 FIXME("No FBOs, assuming polyoffset scale of 2^%u.\n", fallback);
3684 return (float)(1u << fallback);
3687 gl_info->gl_ops.gl.p_glGenTextures(1, &color);
3688 gl_info->gl_ops.gl.p_glBindTexture(GL_TEXTURE_2D, color);
3689 gl_info->gl_ops.gl.p_glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAX_LEVEL, 0);
3690 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);
3692 gl_info->fbo_ops.glGenRenderbuffers(1, &depth);
3693 gl_info->fbo_ops.glBindRenderbuffer(GL_RENDERBUFFER, depth);
3694 gl_info->fbo_ops.glRenderbufferStorage(GL_RENDERBUFFER, format, 256, 1);
3696 gl_info->fbo_ops.glGenFramebuffers(1, &fbo);
3697 gl_info->fbo_ops.glBindFramebuffer(GL_FRAMEBUFFER, fbo);
3698 gl_info->fbo_ops.glFramebufferTexture2D(GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT0, GL_TEXTURE_2D, color, 0);
3699 gl_info->fbo_ops.glFramebufferRenderbuffer(GL_FRAMEBUFFER, GL_DEPTH_ATTACHMENT, GL_RENDERBUFFER, depth);
3700 checkGLcall("Setup framebuffer");
3702 gl_info->gl_ops.gl.p_glClearColor(0.0f, 0.0f, 0.5f, 0.0f);
3703 gl_info->gl_ops.gl.p_glClearDepth(0.5f);
3704 gl_info->gl_ops.gl.p_glEnable(GL_DEPTH_TEST);
3705 gl_info->gl_ops.gl.p_glEnable(GL_POLYGON_OFFSET_FILL);
3706 gl_info->gl_ops.gl.p_glViewport(0, 0, 256, 1);
3707 checkGLcall("Misc parameters");
3709 for (;;)
3711 if (high - low <= 1)
3713 ERR("PolygonOffset scale factor detection failed, using fallback value 2^%u.\n", fallback);
3714 cur = fallback;
3715 break;
3717 cur = (low + high) / 2;
3719 gl_info->gl_ops.gl.p_glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT);
3720 /* The post viewport transform Z of the geometry runs from 0.0 to 0.5. We want to push it another
3721 * 0.25 so that the Z buffer content (0.5) cuts the quad off at half the screen. */
3722 gl_info->gl_ops.gl.p_glPolygonOffset(0.0f, (float)(1u << cur) * 0.25f);
3723 draw_test_quad(ctx, geometry, &blue);
3724 checkGLcall("Test draw");
3726 /* Rebinding texture to workaround a fglrx bug. */
3727 gl_info->gl_ops.gl.p_glBindTexture(GL_TEXTURE_2D, color);
3728 gl_info->gl_ops.gl.p_glGetTexImage(GL_TEXTURE_2D, 0, GL_BGRA, GL_UNSIGNED_INT_8_8_8_8_REV, readback);
3729 checkGLcall("readback");
3731 TRACE("low %02u, high %02u, cur %2u, 0=0x%08x, 125=0x%08x, 131=0x%08x, 255=0x%08x\n",
3732 low, high, cur, readback[0], readback[125], readback[131], readback[255]);
3734 if ((readback[125] & 0xff) < 0xa0)
3735 high = cur;
3736 else if ((readback[131] & 0xff) > 0xa0)
3737 low = cur;
3738 else
3740 TRACE("Found scale factor 2^%u for format %x.\n", cur, format);
3741 break;
3745 gl_info->gl_ops.gl.p_glDeleteTextures(1, &color);
3746 gl_info->fbo_ops.glDeleteRenderbuffers(1, &depth);
3747 gl_info->fbo_ops.glDeleteFramebuffers(1, &fbo);
3748 gl_info->fbo_ops.glBindFramebuffer(GL_FRAMEBUFFER, 0);
3749 checkGLcall("Delete framebuffer");
3751 gl_info->gl_ops.gl.p_glDisable(GL_DEPTH_TEST);
3752 gl_info->gl_ops.gl.p_glDisable(GL_POLYGON_OFFSET_FILL);
3753 return (float)(1u << cur);
3756 static void init_format_depth_bias_scale(struct wined3d_caps_gl_ctx *ctx,
3757 const struct wined3d_d3d_info *d3d_info)
3759 const struct wined3d_gl_info *gl_info = ctx->gl_info;
3760 unsigned int i;
3762 for (i = 0; i < gl_info->format_count; ++i)
3764 struct wined3d_format *format = &gl_info->formats[i];
3766 if (format->flags[WINED3D_GL_RES_TYPE_RB] & WINED3DFMT_FLAG_DEPTH)
3768 TRACE("Testing depth bias scale for format %s.\n", debug_d3dformat(format->id));
3769 format->depth_bias_scale = wined3d_adapter_find_polyoffset_scale(ctx, format->glInternal);
3771 if (!(d3d_info->wined3d_creation_flags & WINED3D_NORMALIZED_DEPTH_BIAS))
3773 /* The single-precision binary floating-point format has
3774 * a significand precision of 24 bits.
3776 if (format->flags[WINED3D_GL_RES_TYPE_TEX_2D] & WINED3DFMT_FLAG_FLOAT)
3777 format->depth_bias_scale /= 1u << 24;
3778 else
3779 format->depth_bias_scale /= 1u << format->depth_size;
3785 /* Context activation is done by the caller. */
3786 BOOL wined3d_adapter_init_format_info(struct wined3d_adapter *adapter, struct wined3d_caps_gl_ctx *ctx)
3788 struct wined3d_gl_info *gl_info = &adapter->gl_info;
3790 if (!init_format_base_info(gl_info)) return FALSE;
3791 if (!init_format_block_info(gl_info)) goto fail;
3793 if (!ctx) /* WINED3D_NO3D */
3794 return TRUE;
3796 if (!init_format_texture_info(adapter, gl_info)) goto fail;
3797 if (!init_format_vertex_info(gl_info)) goto fail;
3799 apply_format_fixups(adapter, gl_info);
3800 init_format_fbo_compat_info(ctx);
3801 init_format_filter_info(gl_info, adapter->driver_info.vendor);
3802 if (!init_typeless_formats(gl_info)) goto fail;
3803 init_format_gen_mipmap_info(gl_info);
3804 init_format_depth_bias_scale(ctx, &adapter->d3d_info);
3806 return TRUE;
3808 fail:
3809 heap_free(gl_info->formats);
3810 gl_info->formats = NULL;
3811 return FALSE;
3814 const struct wined3d_format *wined3d_get_format(const struct wined3d_gl_info *gl_info,
3815 enum wined3d_format_id format_id, unsigned int resource_usage)
3817 const struct wined3d_format *format;
3818 int idx = get_format_idx(format_id);
3819 unsigned int i;
3821 if (idx == -1)
3823 FIXME("Can't find format %s (%#x) in the format lookup table.\n",
3824 debug_d3dformat(format_id), format_id);
3825 return &gl_info->formats[get_format_idx(WINED3DFMT_UNKNOWN)];
3828 format = &gl_info->formats[idx];
3830 if (resource_usage & WINED3DUSAGE_DEPTHSTENCIL && wined3d_format_is_typeless(format))
3832 for (i = 0; i < ARRAY_SIZE(typeless_depth_stencil_formats); ++i)
3834 if (typeless_depth_stencil_formats[i].typeless_id == format_id)
3835 return &gl_info->formats[WINED3D_FORMAT_COUNT + i];
3838 FIXME("Cannot find depth/stencil typeless format %s (%#x).\n",
3839 debug_d3dformat(format_id), format_id);
3840 return &gl_info->formats[get_format_idx(WINED3DFMT_UNKNOWN)];
3843 return format;
3846 BOOL wined3d_format_is_depth_view(enum wined3d_format_id resource_format_id,
3847 enum wined3d_format_id view_format_id)
3849 unsigned int i;
3851 for (i = 0; i < ARRAY_SIZE(typeless_depth_stencil_formats); ++i)
3853 if (typeless_depth_stencil_formats[i].typeless_id == resource_format_id)
3854 return typeless_depth_stencil_formats[i].depth_view_id == view_format_id;
3856 return FALSE;
3859 void wined3d_format_calculate_pitch(const struct wined3d_format *format, unsigned int alignment,
3860 unsigned int width, unsigned int height, unsigned int *row_pitch, unsigned int *slice_pitch)
3862 /* For block based formats, pitch means the amount of bytes to the next
3863 * row of blocks rather than the next row of pixels. */
3864 if (format->flags[WINED3D_GL_RES_TYPE_TEX_2D] & WINED3DFMT_FLAG_BLOCKS)
3866 unsigned int row_block_count = (width + format->block_width - 1) / format->block_width;
3867 unsigned int slice_block_count = (height + format->block_height - 1) / format->block_height;
3868 *row_pitch = row_block_count * format->block_byte_count;
3869 *row_pitch = (*row_pitch + alignment - 1) & ~(alignment - 1);
3870 *slice_pitch = *row_pitch * slice_block_count;
3872 else
3874 *row_pitch = format->byte_count * width; /* Bytes / row */
3875 *row_pitch = (*row_pitch + alignment - 1) & ~(alignment - 1);
3876 *slice_pitch = *row_pitch * height;
3879 if (format->flags[WINED3D_GL_RES_TYPE_TEX_2D] & WINED3DFMT_FLAG_HEIGHT_SCALE)
3881 /* The D3D format requirements make sure that the resulting format is an integer again */
3882 *slice_pitch *= format->height_scale.numerator;
3883 *slice_pitch /= format->height_scale.denominator;
3886 TRACE("Returning row pitch %u, slice pitch %u.\n", *row_pitch, *slice_pitch);
3889 UINT wined3d_format_calculate_size(const struct wined3d_format *format, UINT alignment,
3890 UINT width, UINT height, UINT depth)
3892 unsigned int row_pitch, slice_pitch;
3894 if (format->id == WINED3DFMT_UNKNOWN)
3895 return 0;
3897 if (format->flags[WINED3D_GL_RES_TYPE_TEX_2D] & WINED3DFMT_FLAG_BROKEN_PITCH)
3898 return width * height * depth * format->byte_count;
3900 wined3d_format_calculate_pitch(format, alignment, width, height, &row_pitch, &slice_pitch);
3902 return slice_pitch * depth;
3905 BOOL wined3d_formats_are_srgb_variants(enum wined3d_format_id format1, enum wined3d_format_id format2)
3907 unsigned int i;
3909 for (i = 0; i < ARRAY_SIZE(format_srgb_info); ++i)
3911 if (format1 == format_srgb_info[i].srgb_format_id)
3912 return format2 == format_srgb_info[i].base_format_id;
3913 if (format1 == format_srgb_info[i].base_format_id)
3914 return format2 == format_srgb_info[i].srgb_format_id;
3916 return FALSE;
3919 /*****************************************************************************
3920 * Trace formatting of useful values
3922 const char *debug_box(const struct wined3d_box *box)
3924 if (!box)
3925 return "(null)";
3926 return wine_dbg_sprintf("(%u, %u, %u)-(%u, %u, %u)",
3927 box->left, box->top, box->front,
3928 box->right, box->bottom, box->back);
3931 const char *debug_color(const struct wined3d_color *color)
3933 if (!color)
3934 return "(null)";
3935 return wine_dbg_sprintf("{%.8e, %.8e, %.8e, %.8e}",
3936 color->r, color->g, color->b, color->a);
3939 const char *debug_ivec4(const struct wined3d_ivec4 *v)
3941 if (!v)
3942 return "(null)";
3943 return wine_dbg_sprintf("{%d, %d, %d, %d}",
3944 v->x, v->y, v->z, v->w);
3947 const char *debug_uvec4(const struct wined3d_uvec4 *v)
3949 if (!v)
3950 return "(null)";
3951 return wine_dbg_sprintf("{%u, %u, %u, %u}",
3952 v->x, v->y, v->z, v->w);
3955 const char *debug_vec4(const struct wined3d_vec4 *v)
3957 if (!v)
3958 return "(null)";
3959 return wine_dbg_sprintf("{%.8e, %.8e, %.8e, %.8e}",
3960 v->x, v->y, v->z, v->w);
3963 const char *debug_d3dformat(enum wined3d_format_id format_id)
3965 switch (format_id)
3967 #define FMT_TO_STR(format_id) case format_id: return #format_id
3968 FMT_TO_STR(WINED3DFMT_UNKNOWN);
3969 FMT_TO_STR(WINED3DFMT_B8G8R8_UNORM);
3970 FMT_TO_STR(WINED3DFMT_B5G5R5X1_UNORM);
3971 FMT_TO_STR(WINED3DFMT_B4G4R4A4_UNORM);
3972 FMT_TO_STR(WINED3DFMT_B2G3R3_UNORM);
3973 FMT_TO_STR(WINED3DFMT_B2G3R3A8_UNORM);
3974 FMT_TO_STR(WINED3DFMT_B4G4R4X4_UNORM);
3975 FMT_TO_STR(WINED3DFMT_R8G8B8X8_UNORM);
3976 FMT_TO_STR(WINED3DFMT_B10G10R10A2_UNORM);
3977 FMT_TO_STR(WINED3DFMT_P8_UINT_A8_UNORM);
3978 FMT_TO_STR(WINED3DFMT_P8_UINT);
3979 FMT_TO_STR(WINED3DFMT_L8_UNORM);
3980 FMT_TO_STR(WINED3DFMT_L8A8_UNORM);
3981 FMT_TO_STR(WINED3DFMT_L4A4_UNORM);
3982 FMT_TO_STR(WINED3DFMT_R5G5_SNORM_L6_UNORM);
3983 FMT_TO_STR(WINED3DFMT_R8G8_SNORM_L8X8_UNORM);
3984 FMT_TO_STR(WINED3DFMT_R10G11B11_SNORM);
3985 FMT_TO_STR(WINED3DFMT_R10G10B10X2_UINT);
3986 FMT_TO_STR(WINED3DFMT_R10G10B10X2_SNORM);
3987 FMT_TO_STR(WINED3DFMT_R10G10B10_SNORM_A2_UNORM);
3988 FMT_TO_STR(WINED3DFMT_UYVY);
3989 FMT_TO_STR(WINED3DFMT_YUY2);
3990 FMT_TO_STR(WINED3DFMT_YV12);
3991 FMT_TO_STR(WINED3DFMT_NV12);
3992 FMT_TO_STR(WINED3DFMT_DXT1);
3993 FMT_TO_STR(WINED3DFMT_DXT2);
3994 FMT_TO_STR(WINED3DFMT_DXT3);
3995 FMT_TO_STR(WINED3DFMT_DXT4);
3996 FMT_TO_STR(WINED3DFMT_DXT5);
3997 FMT_TO_STR(WINED3DFMT_MULTI2_ARGB8);
3998 FMT_TO_STR(WINED3DFMT_G8R8_G8B8);
3999 FMT_TO_STR(WINED3DFMT_R8G8_B8G8);
4000 FMT_TO_STR(WINED3DFMT_D16_LOCKABLE);
4001 FMT_TO_STR(WINED3DFMT_D32_UNORM);
4002 FMT_TO_STR(WINED3DFMT_S1_UINT_D15_UNORM);
4003 FMT_TO_STR(WINED3DFMT_X8D24_UNORM);
4004 FMT_TO_STR(WINED3DFMT_S4X4_UINT_D24_UNORM);
4005 FMT_TO_STR(WINED3DFMT_L16_UNORM);
4006 FMT_TO_STR(WINED3DFMT_S8_UINT_D24_FLOAT);
4007 FMT_TO_STR(WINED3DFMT_R8G8_SNORM_Cx);
4008 FMT_TO_STR(WINED3DFMT_ATI1N);
4009 FMT_TO_STR(WINED3DFMT_ATI2N);
4010 FMT_TO_STR(WINED3DFMT_NVDB);
4011 FMT_TO_STR(WINED3DFMT_NVHU);
4012 FMT_TO_STR(WINED3DFMT_NVHS);
4013 FMT_TO_STR(WINED3DFMT_R32G32B32A32_TYPELESS);
4014 FMT_TO_STR(WINED3DFMT_R32G32B32A32_FLOAT);
4015 FMT_TO_STR(WINED3DFMT_R32G32B32A32_UINT);
4016 FMT_TO_STR(WINED3DFMT_R32G32B32A32_SINT);
4017 FMT_TO_STR(WINED3DFMT_R32G32B32_TYPELESS);
4018 FMT_TO_STR(WINED3DFMT_R32G32B32_FLOAT);
4019 FMT_TO_STR(WINED3DFMT_R32G32B32_UINT);
4020 FMT_TO_STR(WINED3DFMT_R32G32B32_SINT);
4021 FMT_TO_STR(WINED3DFMT_R16G16B16A16_TYPELESS);
4022 FMT_TO_STR(WINED3DFMT_R16G16B16A16_FLOAT);
4023 FMT_TO_STR(WINED3DFMT_R16G16B16A16_UNORM);
4024 FMT_TO_STR(WINED3DFMT_R16G16B16A16_UINT);
4025 FMT_TO_STR(WINED3DFMT_R16G16B16A16_SNORM);
4026 FMT_TO_STR(WINED3DFMT_R16G16B16A16_SINT);
4027 FMT_TO_STR(WINED3DFMT_R32G32_TYPELESS);
4028 FMT_TO_STR(WINED3DFMT_R32G32_FLOAT);
4029 FMT_TO_STR(WINED3DFMT_R32G32_UINT);
4030 FMT_TO_STR(WINED3DFMT_R32G32_SINT);
4031 FMT_TO_STR(WINED3DFMT_R32G8X24_TYPELESS);
4032 FMT_TO_STR(WINED3DFMT_D32_FLOAT_S8X24_UINT);
4033 FMT_TO_STR(WINED3DFMT_R32_FLOAT_X8X24_TYPELESS);
4034 FMT_TO_STR(WINED3DFMT_X32_TYPELESS_G8X24_UINT);
4035 FMT_TO_STR(WINED3DFMT_R10G10B10A2_TYPELESS);
4036 FMT_TO_STR(WINED3DFMT_R10G10B10A2_UNORM);
4037 FMT_TO_STR(WINED3DFMT_R10G10B10A2_UINT);
4038 FMT_TO_STR(WINED3DFMT_R10G10B10A2_SNORM);
4039 FMT_TO_STR(WINED3DFMT_R10G10B10_XR_BIAS_A2_UNORM);
4040 FMT_TO_STR(WINED3DFMT_R11G11B10_FLOAT);
4041 FMT_TO_STR(WINED3DFMT_R8G8B8A8_TYPELESS);
4042 FMT_TO_STR(WINED3DFMT_R8G8B8A8_UNORM);
4043 FMT_TO_STR(WINED3DFMT_R8G8B8A8_UNORM_SRGB);
4044 FMT_TO_STR(WINED3DFMT_R8G8B8A8_UINT);
4045 FMT_TO_STR(WINED3DFMT_R8G8B8A8_SNORM);
4046 FMT_TO_STR(WINED3DFMT_R8G8B8A8_SINT);
4047 FMT_TO_STR(WINED3DFMT_R16G16_TYPELESS);
4048 FMT_TO_STR(WINED3DFMT_R16G16_FLOAT);
4049 FMT_TO_STR(WINED3DFMT_R16G16_UNORM);
4050 FMT_TO_STR(WINED3DFMT_R16G16_UINT);
4051 FMT_TO_STR(WINED3DFMT_R16G16_SNORM);
4052 FMT_TO_STR(WINED3DFMT_R16G16_SINT);
4053 FMT_TO_STR(WINED3DFMT_R32_TYPELESS);
4054 FMT_TO_STR(WINED3DFMT_D32_FLOAT);
4055 FMT_TO_STR(WINED3DFMT_R32_FLOAT);
4056 FMT_TO_STR(WINED3DFMT_R32_UINT);
4057 FMT_TO_STR(WINED3DFMT_R32_SINT);
4058 FMT_TO_STR(WINED3DFMT_R24G8_TYPELESS);
4059 FMT_TO_STR(WINED3DFMT_D24_UNORM_S8_UINT);
4060 FMT_TO_STR(WINED3DFMT_R24_UNORM_X8_TYPELESS);
4061 FMT_TO_STR(WINED3DFMT_X24_TYPELESS_G8_UINT);
4062 FMT_TO_STR(WINED3DFMT_R8G8_TYPELESS);
4063 FMT_TO_STR(WINED3DFMT_R8G8_UNORM);
4064 FMT_TO_STR(WINED3DFMT_R8G8_UINT);
4065 FMT_TO_STR(WINED3DFMT_R8G8_SNORM);
4066 FMT_TO_STR(WINED3DFMT_R8G8_SINT);
4067 FMT_TO_STR(WINED3DFMT_R16_TYPELESS);
4068 FMT_TO_STR(WINED3DFMT_R16_FLOAT);
4069 FMT_TO_STR(WINED3DFMT_D16_UNORM);
4070 FMT_TO_STR(WINED3DFMT_R16_UNORM);
4071 FMT_TO_STR(WINED3DFMT_R16_UINT);
4072 FMT_TO_STR(WINED3DFMT_R16_SNORM);
4073 FMT_TO_STR(WINED3DFMT_R16_SINT);
4074 FMT_TO_STR(WINED3DFMT_R8_TYPELESS);
4075 FMT_TO_STR(WINED3DFMT_R8_UNORM);
4076 FMT_TO_STR(WINED3DFMT_R8_UINT);
4077 FMT_TO_STR(WINED3DFMT_R8_SNORM);
4078 FMT_TO_STR(WINED3DFMT_R8_SINT);
4079 FMT_TO_STR(WINED3DFMT_A8_UNORM);
4080 FMT_TO_STR(WINED3DFMT_R1_UNORM);
4081 FMT_TO_STR(WINED3DFMT_R9G9B9E5_SHAREDEXP);
4082 FMT_TO_STR(WINED3DFMT_R8G8_B8G8_UNORM);
4083 FMT_TO_STR(WINED3DFMT_G8R8_G8B8_UNORM);
4084 FMT_TO_STR(WINED3DFMT_BC1_TYPELESS);
4085 FMT_TO_STR(WINED3DFMT_BC1_UNORM);
4086 FMT_TO_STR(WINED3DFMT_BC1_UNORM_SRGB);
4087 FMT_TO_STR(WINED3DFMT_BC2_TYPELESS);
4088 FMT_TO_STR(WINED3DFMT_BC2_UNORM);
4089 FMT_TO_STR(WINED3DFMT_BC2_UNORM_SRGB);
4090 FMT_TO_STR(WINED3DFMT_BC3_TYPELESS);
4091 FMT_TO_STR(WINED3DFMT_BC3_UNORM);
4092 FMT_TO_STR(WINED3DFMT_BC3_UNORM_SRGB);
4093 FMT_TO_STR(WINED3DFMT_BC4_TYPELESS);
4094 FMT_TO_STR(WINED3DFMT_BC4_UNORM);
4095 FMT_TO_STR(WINED3DFMT_BC4_SNORM);
4096 FMT_TO_STR(WINED3DFMT_BC5_TYPELESS);
4097 FMT_TO_STR(WINED3DFMT_BC5_UNORM);
4098 FMT_TO_STR(WINED3DFMT_BC5_SNORM);
4099 FMT_TO_STR(WINED3DFMT_B5G6R5_UNORM);
4100 FMT_TO_STR(WINED3DFMT_B5G5R5A1_UNORM);
4101 FMT_TO_STR(WINED3DFMT_B8G8R8A8_UNORM);
4102 FMT_TO_STR(WINED3DFMT_B8G8R8X8_UNORM);
4103 FMT_TO_STR(WINED3DFMT_B8G8R8A8_TYPELESS);
4104 FMT_TO_STR(WINED3DFMT_B8G8R8A8_UNORM_SRGB);
4105 FMT_TO_STR(WINED3DFMT_B8G8R8X8_TYPELESS);
4106 FMT_TO_STR(WINED3DFMT_B8G8R8X8_UNORM_SRGB);
4107 FMT_TO_STR(WINED3DFMT_BC6H_TYPELESS);
4108 FMT_TO_STR(WINED3DFMT_BC6H_UF16);
4109 FMT_TO_STR(WINED3DFMT_BC6H_SF16);
4110 FMT_TO_STR(WINED3DFMT_BC7_TYPELESS);
4111 FMT_TO_STR(WINED3DFMT_BC7_UNORM);
4112 FMT_TO_STR(WINED3DFMT_BC7_UNORM_SRGB);
4113 FMT_TO_STR(WINED3DFMT_INTZ);
4114 FMT_TO_STR(WINED3DFMT_RESZ);
4115 FMT_TO_STR(WINED3DFMT_NULL);
4116 FMT_TO_STR(WINED3DFMT_R16);
4117 FMT_TO_STR(WINED3DFMT_AL16);
4118 #undef FMT_TO_STR
4119 default:
4121 char fourcc[5];
4122 fourcc[0] = (char)(format_id);
4123 fourcc[1] = (char)(format_id >> 8);
4124 fourcc[2] = (char)(format_id >> 16);
4125 fourcc[3] = (char)(format_id >> 24);
4126 fourcc[4] = 0;
4127 if (isprint(fourcc[0]) && isprint(fourcc[1]) && isprint(fourcc[2]) && isprint(fourcc[3]))
4128 FIXME("Unrecognized %#x (as fourcc: %s) WINED3DFORMAT!\n", format_id, fourcc);
4129 else
4130 FIXME("Unrecognized %#x WINED3DFORMAT!\n", format_id);
4132 return "unrecognized";
4136 const char *debug_d3ddevicetype(enum wined3d_device_type device_type)
4138 switch (device_type)
4140 #define DEVTYPE_TO_STR(dev) case dev: return #dev
4141 DEVTYPE_TO_STR(WINED3D_DEVICE_TYPE_HAL);
4142 DEVTYPE_TO_STR(WINED3D_DEVICE_TYPE_REF);
4143 DEVTYPE_TO_STR(WINED3D_DEVICE_TYPE_SW);
4144 #undef DEVTYPE_TO_STR
4145 default:
4146 FIXME("Unrecognized device type %#x.\n", device_type);
4147 return "unrecognized";
4151 struct debug_buffer
4153 char str[200]; /* wine_dbg_sprintf() limits string size to 200 */
4154 char *ptr;
4155 int size;
4158 static void init_debug_buffer(struct debug_buffer *buffer, const char *default_string)
4160 strcpy(buffer->str, default_string);
4161 buffer->ptr = buffer->str;
4162 buffer->size = ARRAY_SIZE(buffer->str);
4165 static void debug_append(struct debug_buffer *buffer, const char *str, const char *separator)
4167 int size;
4169 if (!separator || buffer->ptr == buffer->str)
4170 separator = "";
4171 size = snprintf(buffer->ptr, buffer->size, "%s%s", separator, str);
4172 if (size == -1 || size >= buffer->size)
4174 buffer->size = 0;
4175 strcpy(&buffer->str[ARRAY_SIZE(buffer->str) - 4], "...");
4176 return;
4179 buffer->ptr += size;
4180 buffer->size -= size;
4183 const char *wined3d_debug_resource_access(DWORD access)
4185 struct debug_buffer buffer;
4187 init_debug_buffer(&buffer, "0");
4188 #define ACCESS_TO_STR(x) if (access & x) { debug_append(&buffer, #x, " | "); access &= ~x; }
4189 ACCESS_TO_STR(WINED3D_RESOURCE_ACCESS_GPU);
4190 ACCESS_TO_STR(WINED3D_RESOURCE_ACCESS_CPU);
4191 ACCESS_TO_STR(WINED3D_RESOURCE_ACCESS_MAP_R);
4192 ACCESS_TO_STR(WINED3D_RESOURCE_ACCESS_MAP_W);
4193 #undef ACCESS_TO_STR
4194 if (access)
4195 FIXME("Unrecognised access flag(s) %#x.\n", access);
4197 return wine_dbg_sprintf("%s", buffer.str);
4200 const char *debug_d3dusage(DWORD usage)
4202 struct debug_buffer buffer;
4204 init_debug_buffer(&buffer, "0");
4205 #define WINED3DUSAGE_TO_STR(x) if (usage & x) { debug_append(&buffer, #x, " | "); usage &= ~x; }
4206 WINED3DUSAGE_TO_STR(WINED3DUSAGE_RENDERTARGET);
4207 WINED3DUSAGE_TO_STR(WINED3DUSAGE_DEPTHSTENCIL);
4208 WINED3DUSAGE_TO_STR(WINED3DUSAGE_WRITEONLY);
4209 WINED3DUSAGE_TO_STR(WINED3DUSAGE_SOFTWAREPROCESSING);
4210 WINED3DUSAGE_TO_STR(WINED3DUSAGE_DONOTCLIP);
4211 WINED3DUSAGE_TO_STR(WINED3DUSAGE_POINTS);
4212 WINED3DUSAGE_TO_STR(WINED3DUSAGE_RTPATCHES);
4213 WINED3DUSAGE_TO_STR(WINED3DUSAGE_NPATCHES);
4214 WINED3DUSAGE_TO_STR(WINED3DUSAGE_DYNAMIC);
4215 WINED3DUSAGE_TO_STR(WINED3DUSAGE_RESTRICTED_CONTENT);
4216 WINED3DUSAGE_TO_STR(WINED3DUSAGE_RESTRICT_SHARED_RESOURCE_DRIVER);
4217 WINED3DUSAGE_TO_STR(WINED3DUSAGE_RESTRICT_SHARED_RESOURCE);
4218 WINED3DUSAGE_TO_STR(WINED3DUSAGE_DMAP);
4219 WINED3DUSAGE_TO_STR(WINED3DUSAGE_TEXTAPI);
4220 WINED3DUSAGE_TO_STR(WINED3DUSAGE_LEGACY_CUBEMAP);
4221 WINED3DUSAGE_TO_STR(WINED3DUSAGE_TEXTURE);
4222 WINED3DUSAGE_TO_STR(WINED3DUSAGE_OWNDC);
4223 WINED3DUSAGE_TO_STR(WINED3DUSAGE_STATICDECL);
4224 WINED3DUSAGE_TO_STR(WINED3DUSAGE_OVERLAY);
4225 #undef WINED3DUSAGE_TO_STR
4226 if (usage)
4227 FIXME("Unrecognized usage flag(s) %#x.\n", usage);
4229 return wine_dbg_sprintf("%s", buffer.str);
4232 const char *debug_d3dusagequery(DWORD usage)
4234 struct debug_buffer buffer;
4236 init_debug_buffer(&buffer, "0");
4237 #define WINED3DUSAGEQUERY_TO_STR(x) if (usage & x) { debug_append(&buffer, #x, " | "); usage &= ~x; }
4238 WINED3DUSAGEQUERY_TO_STR(WINED3DUSAGE_QUERY_FILTER);
4239 WINED3DUSAGEQUERY_TO_STR(WINED3DUSAGE_QUERY_GENMIPMAP);
4240 WINED3DUSAGEQUERY_TO_STR(WINED3DUSAGE_QUERY_LEGACYBUMPMAP);
4241 WINED3DUSAGEQUERY_TO_STR(WINED3DUSAGE_QUERY_POSTPIXELSHADER_BLENDING);
4242 WINED3DUSAGEQUERY_TO_STR(WINED3DUSAGE_QUERY_SRGBREAD);
4243 WINED3DUSAGEQUERY_TO_STR(WINED3DUSAGE_QUERY_SRGBWRITE);
4244 WINED3DUSAGEQUERY_TO_STR(WINED3DUSAGE_QUERY_VERTEXTEXTURE);
4245 WINED3DUSAGEQUERY_TO_STR(WINED3DUSAGE_QUERY_WRAPANDMIP);
4246 #undef WINED3DUSAGEQUERY_TO_STR
4247 if (usage)
4248 FIXME("Unrecognized usage query flag(s) %#x.\n", usage);
4250 return wine_dbg_sprintf("%s", buffer.str);
4253 const char *debug_d3ddeclmethod(enum wined3d_decl_method method)
4255 switch (method)
4257 #define WINED3DDECLMETHOD_TO_STR(u) case u: return #u
4258 WINED3DDECLMETHOD_TO_STR(WINED3D_DECL_METHOD_DEFAULT);
4259 WINED3DDECLMETHOD_TO_STR(WINED3D_DECL_METHOD_PARTIAL_U);
4260 WINED3DDECLMETHOD_TO_STR(WINED3D_DECL_METHOD_PARTIAL_V);
4261 WINED3DDECLMETHOD_TO_STR(WINED3D_DECL_METHOD_CROSS_UV);
4262 WINED3DDECLMETHOD_TO_STR(WINED3D_DECL_METHOD_UV);
4263 WINED3DDECLMETHOD_TO_STR(WINED3D_DECL_METHOD_LOOKUP);
4264 WINED3DDECLMETHOD_TO_STR(WINED3D_DECL_METHOD_LOOKUP_PRESAMPLED);
4265 #undef WINED3DDECLMETHOD_TO_STR
4266 default:
4267 FIXME("Unrecognized declaration method %#x.\n", method);
4268 return "unrecognized";
4272 const char *debug_d3ddeclusage(enum wined3d_decl_usage usage)
4274 switch (usage)
4276 #define WINED3DDECLUSAGE_TO_STR(u) case u: return #u
4277 WINED3DDECLUSAGE_TO_STR(WINED3D_DECL_USAGE_POSITION);
4278 WINED3DDECLUSAGE_TO_STR(WINED3D_DECL_USAGE_BLEND_WEIGHT);
4279 WINED3DDECLUSAGE_TO_STR(WINED3D_DECL_USAGE_BLEND_INDICES);
4280 WINED3DDECLUSAGE_TO_STR(WINED3D_DECL_USAGE_NORMAL);
4281 WINED3DDECLUSAGE_TO_STR(WINED3D_DECL_USAGE_PSIZE);
4282 WINED3DDECLUSAGE_TO_STR(WINED3D_DECL_USAGE_TEXCOORD);
4283 WINED3DDECLUSAGE_TO_STR(WINED3D_DECL_USAGE_TANGENT);
4284 WINED3DDECLUSAGE_TO_STR(WINED3D_DECL_USAGE_BINORMAL);
4285 WINED3DDECLUSAGE_TO_STR(WINED3D_DECL_USAGE_TESS_FACTOR);
4286 WINED3DDECLUSAGE_TO_STR(WINED3D_DECL_USAGE_POSITIONT);
4287 WINED3DDECLUSAGE_TO_STR(WINED3D_DECL_USAGE_COLOR);
4288 WINED3DDECLUSAGE_TO_STR(WINED3D_DECL_USAGE_FOG);
4289 WINED3DDECLUSAGE_TO_STR(WINED3D_DECL_USAGE_DEPTH);
4290 WINED3DDECLUSAGE_TO_STR(WINED3D_DECL_USAGE_SAMPLE);
4291 #undef WINED3DDECLUSAGE_TO_STR
4292 default:
4293 FIXME("Unrecognized %u declaration usage!\n", usage);
4294 return "unrecognized";
4298 const char *debug_d3dinput_classification(enum wined3d_input_classification classification)
4300 switch (classification)
4302 #define WINED3D_TO_STR(x) case x: return #x
4303 WINED3D_TO_STR(WINED3D_INPUT_PER_VERTEX_DATA);
4304 WINED3D_TO_STR(WINED3D_INPUT_PER_INSTANCE_DATA);
4305 #undef WINED3D_TO_STR
4306 default:
4307 FIXME("Unrecognized input classification %#x.\n", classification);
4308 return "unrecognized";
4312 const char *debug_d3dresourcetype(enum wined3d_resource_type resource_type)
4314 switch (resource_type)
4316 #define WINED3D_TO_STR(x) case x: return #x
4317 WINED3D_TO_STR(WINED3D_RTYPE_NONE);
4318 WINED3D_TO_STR(WINED3D_RTYPE_BUFFER);
4319 WINED3D_TO_STR(WINED3D_RTYPE_TEXTURE_2D);
4320 WINED3D_TO_STR(WINED3D_RTYPE_TEXTURE_3D);
4321 #undef WINED3D_TO_STR
4322 default:
4323 FIXME("Unrecognized resource type %#x.\n", resource_type);
4324 return "unrecognized";
4328 const char *debug_d3dprimitivetype(enum wined3d_primitive_type primitive_type)
4330 switch (primitive_type)
4332 #define PRIM_TO_STR(prim) case prim: return #prim
4333 PRIM_TO_STR(WINED3D_PT_UNDEFINED);
4334 PRIM_TO_STR(WINED3D_PT_POINTLIST);
4335 PRIM_TO_STR(WINED3D_PT_LINELIST);
4336 PRIM_TO_STR(WINED3D_PT_LINESTRIP);
4337 PRIM_TO_STR(WINED3D_PT_TRIANGLELIST);
4338 PRIM_TO_STR(WINED3D_PT_TRIANGLESTRIP);
4339 PRIM_TO_STR(WINED3D_PT_TRIANGLEFAN);
4340 PRIM_TO_STR(WINED3D_PT_LINELIST_ADJ);
4341 PRIM_TO_STR(WINED3D_PT_LINESTRIP_ADJ);
4342 PRIM_TO_STR(WINED3D_PT_TRIANGLELIST_ADJ);
4343 PRIM_TO_STR(WINED3D_PT_TRIANGLESTRIP_ADJ);
4344 PRIM_TO_STR(WINED3D_PT_PATCH);
4345 #undef PRIM_TO_STR
4346 default:
4347 FIXME("Unrecognized primitive type %#x.\n", primitive_type);
4348 return "unrecognized";
4352 const char *debug_d3drenderstate(enum wined3d_render_state state)
4354 switch (state)
4356 #define D3DSTATE_TO_STR(u) case u: return #u
4357 D3DSTATE_TO_STR(WINED3D_RS_ANTIALIAS);
4358 D3DSTATE_TO_STR(WINED3D_RS_TEXTUREPERSPECTIVE);
4359 D3DSTATE_TO_STR(WINED3D_RS_WRAPU);
4360 D3DSTATE_TO_STR(WINED3D_RS_WRAPV);
4361 D3DSTATE_TO_STR(WINED3D_RS_ZENABLE);
4362 D3DSTATE_TO_STR(WINED3D_RS_FILLMODE);
4363 D3DSTATE_TO_STR(WINED3D_RS_SHADEMODE);
4364 D3DSTATE_TO_STR(WINED3D_RS_LINEPATTERN);
4365 D3DSTATE_TO_STR(WINED3D_RS_MONOENABLE);
4366 D3DSTATE_TO_STR(WINED3D_RS_ROP2);
4367 D3DSTATE_TO_STR(WINED3D_RS_PLANEMASK);
4368 D3DSTATE_TO_STR(WINED3D_RS_ZWRITEENABLE);
4369 D3DSTATE_TO_STR(WINED3D_RS_ALPHATESTENABLE);
4370 D3DSTATE_TO_STR(WINED3D_RS_LASTPIXEL);
4371 D3DSTATE_TO_STR(WINED3D_RS_SRCBLEND);
4372 D3DSTATE_TO_STR(WINED3D_RS_DESTBLEND);
4373 D3DSTATE_TO_STR(WINED3D_RS_CULLMODE);
4374 D3DSTATE_TO_STR(WINED3D_RS_ZFUNC);
4375 D3DSTATE_TO_STR(WINED3D_RS_ALPHAREF);
4376 D3DSTATE_TO_STR(WINED3D_RS_ALPHAFUNC);
4377 D3DSTATE_TO_STR(WINED3D_RS_DITHERENABLE);
4378 D3DSTATE_TO_STR(WINED3D_RS_ALPHABLENDENABLE);
4379 D3DSTATE_TO_STR(WINED3D_RS_FOGENABLE);
4380 D3DSTATE_TO_STR(WINED3D_RS_SPECULARENABLE);
4381 D3DSTATE_TO_STR(WINED3D_RS_ZVISIBLE);
4382 D3DSTATE_TO_STR(WINED3D_RS_SUBPIXEL);
4383 D3DSTATE_TO_STR(WINED3D_RS_SUBPIXELX);
4384 D3DSTATE_TO_STR(WINED3D_RS_STIPPLEDALPHA);
4385 D3DSTATE_TO_STR(WINED3D_RS_FOGCOLOR);
4386 D3DSTATE_TO_STR(WINED3D_RS_FOGTABLEMODE);
4387 D3DSTATE_TO_STR(WINED3D_RS_FOGSTART);
4388 D3DSTATE_TO_STR(WINED3D_RS_FOGEND);
4389 D3DSTATE_TO_STR(WINED3D_RS_FOGDENSITY);
4390 D3DSTATE_TO_STR(WINED3D_RS_STIPPLEENABLE);
4391 D3DSTATE_TO_STR(WINED3D_RS_EDGEANTIALIAS);
4392 D3DSTATE_TO_STR(WINED3D_RS_COLORKEYENABLE);
4393 D3DSTATE_TO_STR(WINED3D_RS_MIPMAPLODBIAS);
4394 D3DSTATE_TO_STR(WINED3D_RS_RANGEFOGENABLE);
4395 D3DSTATE_TO_STR(WINED3D_RS_ANISOTROPY);
4396 D3DSTATE_TO_STR(WINED3D_RS_FLUSHBATCH);
4397 D3DSTATE_TO_STR(WINED3D_RS_TRANSLUCENTSORTINDEPENDENT);
4398 D3DSTATE_TO_STR(WINED3D_RS_STENCILENABLE);
4399 D3DSTATE_TO_STR(WINED3D_RS_STENCILFAIL);
4400 D3DSTATE_TO_STR(WINED3D_RS_STENCILZFAIL);
4401 D3DSTATE_TO_STR(WINED3D_RS_STENCILPASS);
4402 D3DSTATE_TO_STR(WINED3D_RS_STENCILFUNC);
4403 D3DSTATE_TO_STR(WINED3D_RS_STENCILREF);
4404 D3DSTATE_TO_STR(WINED3D_RS_STENCILMASK);
4405 D3DSTATE_TO_STR(WINED3D_RS_STENCILWRITEMASK);
4406 D3DSTATE_TO_STR(WINED3D_RS_TEXTUREFACTOR);
4407 D3DSTATE_TO_STR(WINED3D_RS_WRAP0);
4408 D3DSTATE_TO_STR(WINED3D_RS_WRAP1);
4409 D3DSTATE_TO_STR(WINED3D_RS_WRAP2);
4410 D3DSTATE_TO_STR(WINED3D_RS_WRAP3);
4411 D3DSTATE_TO_STR(WINED3D_RS_WRAP4);
4412 D3DSTATE_TO_STR(WINED3D_RS_WRAP5);
4413 D3DSTATE_TO_STR(WINED3D_RS_WRAP6);
4414 D3DSTATE_TO_STR(WINED3D_RS_WRAP7);
4415 D3DSTATE_TO_STR(WINED3D_RS_CLIPPING);
4416 D3DSTATE_TO_STR(WINED3D_RS_LIGHTING);
4417 D3DSTATE_TO_STR(WINED3D_RS_EXTENTS);
4418 D3DSTATE_TO_STR(WINED3D_RS_AMBIENT);
4419 D3DSTATE_TO_STR(WINED3D_RS_FOGVERTEXMODE);
4420 D3DSTATE_TO_STR(WINED3D_RS_COLORVERTEX);
4421 D3DSTATE_TO_STR(WINED3D_RS_LOCALVIEWER);
4422 D3DSTATE_TO_STR(WINED3D_RS_NORMALIZENORMALS);
4423 D3DSTATE_TO_STR(WINED3D_RS_COLORKEYBLENDENABLE);
4424 D3DSTATE_TO_STR(WINED3D_RS_DIFFUSEMATERIALSOURCE);
4425 D3DSTATE_TO_STR(WINED3D_RS_SPECULARMATERIALSOURCE);
4426 D3DSTATE_TO_STR(WINED3D_RS_AMBIENTMATERIALSOURCE);
4427 D3DSTATE_TO_STR(WINED3D_RS_EMISSIVEMATERIALSOURCE);
4428 D3DSTATE_TO_STR(WINED3D_RS_VERTEXBLEND);
4429 D3DSTATE_TO_STR(WINED3D_RS_CLIPPLANEENABLE);
4430 D3DSTATE_TO_STR(WINED3D_RS_SOFTWAREVERTEXPROCESSING);
4431 D3DSTATE_TO_STR(WINED3D_RS_POINTSIZE);
4432 D3DSTATE_TO_STR(WINED3D_RS_POINTSIZE_MIN);
4433 D3DSTATE_TO_STR(WINED3D_RS_POINTSPRITEENABLE);
4434 D3DSTATE_TO_STR(WINED3D_RS_POINTSCALEENABLE);
4435 D3DSTATE_TO_STR(WINED3D_RS_POINTSCALE_A);
4436 D3DSTATE_TO_STR(WINED3D_RS_POINTSCALE_B);
4437 D3DSTATE_TO_STR(WINED3D_RS_POINTSCALE_C);
4438 D3DSTATE_TO_STR(WINED3D_RS_MULTISAMPLEANTIALIAS);
4439 D3DSTATE_TO_STR(WINED3D_RS_MULTISAMPLEMASK);
4440 D3DSTATE_TO_STR(WINED3D_RS_PATCHEDGESTYLE);
4441 D3DSTATE_TO_STR(WINED3D_RS_PATCHSEGMENTS);
4442 D3DSTATE_TO_STR(WINED3D_RS_DEBUGMONITORTOKEN);
4443 D3DSTATE_TO_STR(WINED3D_RS_POINTSIZE_MAX);
4444 D3DSTATE_TO_STR(WINED3D_RS_INDEXEDVERTEXBLENDENABLE);
4445 D3DSTATE_TO_STR(WINED3D_RS_COLORWRITEENABLE);
4446 D3DSTATE_TO_STR(WINED3D_RS_TWEENFACTOR);
4447 D3DSTATE_TO_STR(WINED3D_RS_BLENDOP);
4448 D3DSTATE_TO_STR(WINED3D_RS_POSITIONDEGREE);
4449 D3DSTATE_TO_STR(WINED3D_RS_NORMALDEGREE);
4450 D3DSTATE_TO_STR(WINED3D_RS_SCISSORTESTENABLE);
4451 D3DSTATE_TO_STR(WINED3D_RS_SLOPESCALEDEPTHBIAS);
4452 D3DSTATE_TO_STR(WINED3D_RS_ANTIALIASEDLINEENABLE);
4453 D3DSTATE_TO_STR(WINED3D_RS_MINTESSELLATIONLEVEL);
4454 D3DSTATE_TO_STR(WINED3D_RS_MAXTESSELLATIONLEVEL);
4455 D3DSTATE_TO_STR(WINED3D_RS_ADAPTIVETESS_X);
4456 D3DSTATE_TO_STR(WINED3D_RS_ADAPTIVETESS_Y);
4457 D3DSTATE_TO_STR(WINED3D_RS_ADAPTIVETESS_Z);
4458 D3DSTATE_TO_STR(WINED3D_RS_ADAPTIVETESS_W);
4459 D3DSTATE_TO_STR(WINED3D_RS_ENABLEADAPTIVETESSELLATION);
4460 D3DSTATE_TO_STR(WINED3D_RS_TWOSIDEDSTENCILMODE);
4461 D3DSTATE_TO_STR(WINED3D_RS_BACK_STENCILFAIL);
4462 D3DSTATE_TO_STR(WINED3D_RS_BACK_STENCILZFAIL);
4463 D3DSTATE_TO_STR(WINED3D_RS_BACK_STENCILPASS);
4464 D3DSTATE_TO_STR(WINED3D_RS_BACK_STENCILFUNC);
4465 D3DSTATE_TO_STR(WINED3D_RS_COLORWRITEENABLE1);
4466 D3DSTATE_TO_STR(WINED3D_RS_COLORWRITEENABLE2);
4467 D3DSTATE_TO_STR(WINED3D_RS_COLORWRITEENABLE3);
4468 D3DSTATE_TO_STR(WINED3D_RS_BLENDFACTOR);
4469 D3DSTATE_TO_STR(WINED3D_RS_SRGBWRITEENABLE);
4470 D3DSTATE_TO_STR(WINED3D_RS_DEPTHBIAS);
4471 D3DSTATE_TO_STR(WINED3D_RS_WRAP8);
4472 D3DSTATE_TO_STR(WINED3D_RS_WRAP9);
4473 D3DSTATE_TO_STR(WINED3D_RS_WRAP10);
4474 D3DSTATE_TO_STR(WINED3D_RS_WRAP11);
4475 D3DSTATE_TO_STR(WINED3D_RS_WRAP12);
4476 D3DSTATE_TO_STR(WINED3D_RS_WRAP13);
4477 D3DSTATE_TO_STR(WINED3D_RS_WRAP14);
4478 D3DSTATE_TO_STR(WINED3D_RS_WRAP15);
4479 D3DSTATE_TO_STR(WINED3D_RS_SEPARATEALPHABLENDENABLE);
4480 D3DSTATE_TO_STR(WINED3D_RS_SRCBLENDALPHA);
4481 D3DSTATE_TO_STR(WINED3D_RS_DESTBLENDALPHA);
4482 D3DSTATE_TO_STR(WINED3D_RS_BLENDOPALPHA);
4483 #undef D3DSTATE_TO_STR
4484 default:
4485 FIXME("Unrecognized %u render state!\n", state);
4486 return "unrecognized";
4490 const char *debug_d3dsamplerstate(enum wined3d_sampler_state state)
4492 switch (state)
4494 #define D3DSTATE_TO_STR(u) case u: return #u
4495 D3DSTATE_TO_STR(WINED3D_SAMP_BORDER_COLOR);
4496 D3DSTATE_TO_STR(WINED3D_SAMP_ADDRESS_U);
4497 D3DSTATE_TO_STR(WINED3D_SAMP_ADDRESS_V);
4498 D3DSTATE_TO_STR(WINED3D_SAMP_ADDRESS_W);
4499 D3DSTATE_TO_STR(WINED3D_SAMP_MAG_FILTER);
4500 D3DSTATE_TO_STR(WINED3D_SAMP_MIN_FILTER);
4501 D3DSTATE_TO_STR(WINED3D_SAMP_MIP_FILTER);
4502 D3DSTATE_TO_STR(WINED3D_SAMP_MIPMAP_LOD_BIAS);
4503 D3DSTATE_TO_STR(WINED3D_SAMP_MAX_MIP_LEVEL);
4504 D3DSTATE_TO_STR(WINED3D_SAMP_MAX_ANISOTROPY);
4505 D3DSTATE_TO_STR(WINED3D_SAMP_SRGB_TEXTURE);
4506 D3DSTATE_TO_STR(WINED3D_SAMP_ELEMENT_INDEX);
4507 D3DSTATE_TO_STR(WINED3D_SAMP_DMAP_OFFSET);
4508 #undef D3DSTATE_TO_STR
4509 default:
4510 FIXME("Unrecognized %u sampler state!\n", state);
4511 return "unrecognized";
4515 const char *debug_d3dtexturefiltertype(enum wined3d_texture_filter_type filter_type)
4517 switch (filter_type)
4519 #define D3DTEXTUREFILTERTYPE_TO_STR(u) case u: return #u
4520 D3DTEXTUREFILTERTYPE_TO_STR(WINED3D_TEXF_NONE);
4521 D3DTEXTUREFILTERTYPE_TO_STR(WINED3D_TEXF_POINT);
4522 D3DTEXTUREFILTERTYPE_TO_STR(WINED3D_TEXF_LINEAR);
4523 D3DTEXTUREFILTERTYPE_TO_STR(WINED3D_TEXF_ANISOTROPIC);
4524 D3DTEXTUREFILTERTYPE_TO_STR(WINED3D_TEXF_FLAT_CUBIC);
4525 D3DTEXTUREFILTERTYPE_TO_STR(WINED3D_TEXF_GAUSSIAN_CUBIC);
4526 D3DTEXTUREFILTERTYPE_TO_STR(WINED3D_TEXF_PYRAMIDAL_QUAD);
4527 D3DTEXTUREFILTERTYPE_TO_STR(WINED3D_TEXF_GAUSSIAN_QUAD);
4528 #undef D3DTEXTUREFILTERTYPE_TO_STR
4529 default:
4530 FIXME("Unrecognized texture filter type 0x%08x.\n", filter_type);
4531 return "unrecognized";
4535 const char *debug_d3dtexturestate(enum wined3d_texture_stage_state state)
4537 switch (state)
4539 #define D3DSTATE_TO_STR(u) case u: return #u
4540 D3DSTATE_TO_STR(WINED3D_TSS_COLOR_OP);
4541 D3DSTATE_TO_STR(WINED3D_TSS_COLOR_ARG1);
4542 D3DSTATE_TO_STR(WINED3D_TSS_COLOR_ARG2);
4543 D3DSTATE_TO_STR(WINED3D_TSS_ALPHA_OP);
4544 D3DSTATE_TO_STR(WINED3D_TSS_ALPHA_ARG1);
4545 D3DSTATE_TO_STR(WINED3D_TSS_ALPHA_ARG2);
4546 D3DSTATE_TO_STR(WINED3D_TSS_BUMPENV_MAT00);
4547 D3DSTATE_TO_STR(WINED3D_TSS_BUMPENV_MAT01);
4548 D3DSTATE_TO_STR(WINED3D_TSS_BUMPENV_MAT10);
4549 D3DSTATE_TO_STR(WINED3D_TSS_BUMPENV_MAT11);
4550 D3DSTATE_TO_STR(WINED3D_TSS_TEXCOORD_INDEX);
4551 D3DSTATE_TO_STR(WINED3D_TSS_BUMPENV_LSCALE);
4552 D3DSTATE_TO_STR(WINED3D_TSS_BUMPENV_LOFFSET);
4553 D3DSTATE_TO_STR(WINED3D_TSS_TEXTURE_TRANSFORM_FLAGS);
4554 D3DSTATE_TO_STR(WINED3D_TSS_COLOR_ARG0);
4555 D3DSTATE_TO_STR(WINED3D_TSS_ALPHA_ARG0);
4556 D3DSTATE_TO_STR(WINED3D_TSS_RESULT_ARG);
4557 D3DSTATE_TO_STR(WINED3D_TSS_CONSTANT);
4558 #undef D3DSTATE_TO_STR
4559 default:
4560 FIXME("Unrecognized %u texture state!\n", state);
4561 return "unrecognized";
4565 const char *debug_d3dtop(enum wined3d_texture_op d3dtop)
4567 switch (d3dtop)
4569 #define D3DTOP_TO_STR(u) case u: return #u
4570 D3DTOP_TO_STR(WINED3D_TOP_DISABLE);
4571 D3DTOP_TO_STR(WINED3D_TOP_SELECT_ARG1);
4572 D3DTOP_TO_STR(WINED3D_TOP_SELECT_ARG2);
4573 D3DTOP_TO_STR(WINED3D_TOP_MODULATE);
4574 D3DTOP_TO_STR(WINED3D_TOP_MODULATE_2X);
4575 D3DTOP_TO_STR(WINED3D_TOP_MODULATE_4X);
4576 D3DTOP_TO_STR(WINED3D_TOP_ADD);
4577 D3DTOP_TO_STR(WINED3D_TOP_ADD_SIGNED);
4578 D3DTOP_TO_STR(WINED3D_TOP_ADD_SIGNED_2X);
4579 D3DTOP_TO_STR(WINED3D_TOP_SUBTRACT);
4580 D3DTOP_TO_STR(WINED3D_TOP_ADD_SMOOTH);
4581 D3DTOP_TO_STR(WINED3D_TOP_BLEND_DIFFUSE_ALPHA);
4582 D3DTOP_TO_STR(WINED3D_TOP_BLEND_TEXTURE_ALPHA);
4583 D3DTOP_TO_STR(WINED3D_TOP_BLEND_FACTOR_ALPHA);
4584 D3DTOP_TO_STR(WINED3D_TOP_BLEND_TEXTURE_ALPHA_PM);
4585 D3DTOP_TO_STR(WINED3D_TOP_BLEND_CURRENT_ALPHA);
4586 D3DTOP_TO_STR(WINED3D_TOP_PREMODULATE);
4587 D3DTOP_TO_STR(WINED3D_TOP_MODULATE_ALPHA_ADD_COLOR);
4588 D3DTOP_TO_STR(WINED3D_TOP_MODULATE_COLOR_ADD_ALPHA);
4589 D3DTOP_TO_STR(WINED3D_TOP_MODULATE_INVALPHA_ADD_COLOR);
4590 D3DTOP_TO_STR(WINED3D_TOP_MODULATE_INVCOLOR_ADD_ALPHA);
4591 D3DTOP_TO_STR(WINED3D_TOP_BUMPENVMAP);
4592 D3DTOP_TO_STR(WINED3D_TOP_BUMPENVMAP_LUMINANCE);
4593 D3DTOP_TO_STR(WINED3D_TOP_DOTPRODUCT3);
4594 D3DTOP_TO_STR(WINED3D_TOP_MULTIPLY_ADD);
4595 D3DTOP_TO_STR(WINED3D_TOP_LERP);
4596 #undef D3DTOP_TO_STR
4597 default:
4598 FIXME("Unrecognized texture op %#x.\n", d3dtop);
4599 return "unrecognized";
4603 const char *debug_d3dtstype(enum wined3d_transform_state tstype)
4605 switch (tstype)
4607 #define TSTYPE_TO_STR(tstype) case tstype: return #tstype
4608 TSTYPE_TO_STR(WINED3D_TS_VIEW);
4609 TSTYPE_TO_STR(WINED3D_TS_PROJECTION);
4610 TSTYPE_TO_STR(WINED3D_TS_TEXTURE0);
4611 TSTYPE_TO_STR(WINED3D_TS_TEXTURE1);
4612 TSTYPE_TO_STR(WINED3D_TS_TEXTURE2);
4613 TSTYPE_TO_STR(WINED3D_TS_TEXTURE3);
4614 TSTYPE_TO_STR(WINED3D_TS_TEXTURE4);
4615 TSTYPE_TO_STR(WINED3D_TS_TEXTURE5);
4616 TSTYPE_TO_STR(WINED3D_TS_TEXTURE6);
4617 TSTYPE_TO_STR(WINED3D_TS_TEXTURE7);
4618 TSTYPE_TO_STR(WINED3D_TS_WORLD_MATRIX(0));
4619 TSTYPE_TO_STR(WINED3D_TS_WORLD_MATRIX(1));
4620 TSTYPE_TO_STR(WINED3D_TS_WORLD_MATRIX(2));
4621 TSTYPE_TO_STR(WINED3D_TS_WORLD_MATRIX(3));
4622 #undef TSTYPE_TO_STR
4623 default:
4624 if (tstype > 256 && tstype < 512)
4626 FIXME("WINED3D_TS_WORLD_MATRIX(%u). 1..255 not currently supported.\n", tstype);
4627 return ("WINED3D_TS_WORLD_MATRIX > 0");
4629 FIXME("Unrecognized transform state %#x.\n", tstype);
4630 return "unrecognized";
4634 const char *debug_shader_type(enum wined3d_shader_type type)
4636 switch(type)
4638 #define WINED3D_TO_STR(type) case type: return #type
4639 WINED3D_TO_STR(WINED3D_SHADER_TYPE_PIXEL);
4640 WINED3D_TO_STR(WINED3D_SHADER_TYPE_VERTEX);
4641 WINED3D_TO_STR(WINED3D_SHADER_TYPE_GEOMETRY);
4642 WINED3D_TO_STR(WINED3D_SHADER_TYPE_HULL);
4643 WINED3D_TO_STR(WINED3D_SHADER_TYPE_DOMAIN);
4644 WINED3D_TO_STR(WINED3D_SHADER_TYPE_COMPUTE);
4645 #undef WINED3D_TO_STR
4646 default:
4647 FIXME("Unrecognized shader type %#x.\n", type);
4648 return "unrecognized";
4652 const char *debug_d3dstate(DWORD state)
4654 if (STATE_IS_RENDER(state))
4655 return wine_dbg_sprintf("STATE_RENDER(%s)", debug_d3drenderstate(state - STATE_RENDER(0)));
4656 if (STATE_IS_TEXTURESTAGE(state))
4658 DWORD texture_stage = (state - STATE_TEXTURESTAGE(0, 0)) / (WINED3D_HIGHEST_TEXTURE_STATE + 1);
4659 DWORD texture_state = state - STATE_TEXTURESTAGE(texture_stage, 0);
4660 return wine_dbg_sprintf("STATE_TEXTURESTAGE(%#x, %s)",
4661 texture_stage, debug_d3dtexturestate(texture_state));
4663 if (STATE_IS_SAMPLER(state))
4664 return wine_dbg_sprintf("STATE_SAMPLER(%#x)", state - STATE_SAMPLER(0));
4665 if (STATE_IS_COMPUTE_SHADER(state))
4666 return wine_dbg_sprintf("STATE_SHADER(%s)", debug_shader_type(WINED3D_SHADER_TYPE_COMPUTE));
4667 if (STATE_IS_GRAPHICS_SHADER(state))
4668 return wine_dbg_sprintf("STATE_SHADER(%s)", debug_shader_type(state - STATE_SHADER(0)));
4669 if (STATE_IS_COMPUTE_CONSTANT_BUFFER(state))
4670 return wine_dbg_sprintf("STATE_CONSTANT_BUFFER(%s)", debug_shader_type(WINED3D_SHADER_TYPE_COMPUTE));
4671 if (STATE_IS_GRAPHICS_CONSTANT_BUFFER(state))
4672 return wine_dbg_sprintf("STATE_CONSTANT_BUFFER(%s)", debug_shader_type(state - STATE_CONSTANT_BUFFER(0)));
4673 if (STATE_IS_COMPUTE_SHADER_RESOURCE_BINDING(state))
4674 return "STATE_COMPUTE_SHADER_RESOURCE_BINDING";
4675 if (STATE_IS_GRAPHICS_SHADER_RESOURCE_BINDING(state))
4676 return "STATE_GRAPHICS_SHADER_RESOURCE_BINDING";
4677 if (STATE_IS_COMPUTE_UNORDERED_ACCESS_VIEW_BINDING(state))
4678 return "STATE_COMPUTE_UNORDERED_ACCESS_VIEW_BINDING";
4679 if (STATE_IS_GRAPHICS_UNORDERED_ACCESS_VIEW_BINDING(state))
4680 return "STATE_GRAPHICS_UNORDERED_ACCESS_VIEW_BINDING";
4681 if (STATE_IS_TRANSFORM(state))
4682 return wine_dbg_sprintf("STATE_TRANSFORM(%s)", debug_d3dtstype(state - STATE_TRANSFORM(0)));
4683 if (STATE_IS_STREAMSRC(state))
4684 return "STATE_STREAMSRC";
4685 if (STATE_IS_INDEXBUFFER(state))
4686 return "STATE_INDEXBUFFER";
4687 if (STATE_IS_VDECL(state))
4688 return "STATE_VDECL";
4689 if (STATE_IS_VIEWPORT(state))
4690 return "STATE_VIEWPORT";
4691 if (STATE_IS_LIGHT_TYPE(state))
4692 return "STATE_LIGHT_TYPE";
4693 if (STATE_IS_ACTIVELIGHT(state))
4694 return wine_dbg_sprintf("STATE_ACTIVELIGHT(%#x)", state - STATE_ACTIVELIGHT(0));
4695 if (STATE_IS_SCISSORRECT(state))
4696 return "STATE_SCISSORRECT";
4697 if (STATE_IS_CLIPPLANE(state))
4698 return wine_dbg_sprintf("STATE_CLIPPLANE(%#x)", state - STATE_CLIPPLANE(0));
4699 if (STATE_IS_MATERIAL(state))
4700 return "STATE_MATERIAL";
4701 if (STATE_IS_FRONTFACE(state))
4702 return "STATE_FRONTFACE";
4703 if (STATE_IS_POINTSPRITECOORDORIGIN(state))
4704 return "STATE_POINTSPRITECOORDORIGIN";
4705 if (STATE_IS_BASEVERTEXINDEX(state))
4706 return "STATE_BASEVERTEXINDEX";
4707 if (STATE_IS_FRAMEBUFFER(state))
4708 return "STATE_FRAMEBUFFER";
4709 if (STATE_IS_POINT_ENABLE(state))
4710 return "STATE_POINT_ENABLE";
4711 if (STATE_IS_COLOR_KEY(state))
4712 return "STATE_COLOR_KEY";
4713 if (STATE_IS_STREAM_OUTPUT(state))
4714 return "STATE_STREAM_OUTPUT";
4715 if (STATE_IS_BLEND(state))
4716 return "STATE_BLEND";
4718 return wine_dbg_sprintf("UNKNOWN_STATE(%#x)", state);
4721 const char *debug_fboattachment(GLenum attachment)
4723 switch(attachment)
4725 #define WINED3D_TO_STR(x) case x: return #x
4726 WINED3D_TO_STR(GL_COLOR_ATTACHMENT0);
4727 WINED3D_TO_STR(GL_COLOR_ATTACHMENT1);
4728 WINED3D_TO_STR(GL_COLOR_ATTACHMENT2);
4729 WINED3D_TO_STR(GL_COLOR_ATTACHMENT3);
4730 WINED3D_TO_STR(GL_COLOR_ATTACHMENT4);
4731 WINED3D_TO_STR(GL_COLOR_ATTACHMENT5);
4732 WINED3D_TO_STR(GL_COLOR_ATTACHMENT6);
4733 WINED3D_TO_STR(GL_COLOR_ATTACHMENT7);
4734 WINED3D_TO_STR(GL_COLOR_ATTACHMENT8);
4735 WINED3D_TO_STR(GL_COLOR_ATTACHMENT9);
4736 WINED3D_TO_STR(GL_COLOR_ATTACHMENT10);
4737 WINED3D_TO_STR(GL_COLOR_ATTACHMENT11);
4738 WINED3D_TO_STR(GL_COLOR_ATTACHMENT12);
4739 WINED3D_TO_STR(GL_COLOR_ATTACHMENT13);
4740 WINED3D_TO_STR(GL_COLOR_ATTACHMENT14);
4741 WINED3D_TO_STR(GL_COLOR_ATTACHMENT15);
4742 WINED3D_TO_STR(GL_DEPTH_ATTACHMENT);
4743 WINED3D_TO_STR(GL_STENCIL_ATTACHMENT);
4744 #undef WINED3D_TO_STR
4745 default:
4746 return wine_dbg_sprintf("Unknown FBO attachment %#x", attachment);
4750 const char *debug_fbostatus(GLenum status) {
4751 switch(status) {
4752 #define FBOSTATUS_TO_STR(u) case u: return #u
4753 FBOSTATUS_TO_STR(GL_FRAMEBUFFER_COMPLETE);
4754 FBOSTATUS_TO_STR(GL_FRAMEBUFFER_INCOMPLETE_ATTACHMENT);
4755 FBOSTATUS_TO_STR(GL_FRAMEBUFFER_INCOMPLETE_MISSING_ATTACHMENT);
4756 FBOSTATUS_TO_STR(GL_FRAMEBUFFER_INCOMPLETE_DIMENSIONS_EXT);
4757 FBOSTATUS_TO_STR(GL_FRAMEBUFFER_INCOMPLETE_FORMATS_EXT);
4758 FBOSTATUS_TO_STR(GL_FRAMEBUFFER_INCOMPLETE_DRAW_BUFFER);
4759 FBOSTATUS_TO_STR(GL_FRAMEBUFFER_INCOMPLETE_READ_BUFFER);
4760 FBOSTATUS_TO_STR(GL_FRAMEBUFFER_INCOMPLETE_MULTISAMPLE);
4761 FBOSTATUS_TO_STR(GL_FRAMEBUFFER_INCOMPLETE_LAYER_TARGETS);
4762 FBOSTATUS_TO_STR(GL_FRAMEBUFFER_INCOMPLETE_LAYER_COUNT_ARB);
4763 FBOSTATUS_TO_STR(GL_FRAMEBUFFER_UNSUPPORTED);
4764 FBOSTATUS_TO_STR(GL_FRAMEBUFFER_UNDEFINED);
4765 #undef FBOSTATUS_TO_STR
4766 default:
4767 FIXME("Unrecognized FBO status 0x%08x.\n", status);
4768 return "unrecognized";
4772 const char *debug_glerror(GLenum error) {
4773 switch(error) {
4774 #define GLERROR_TO_STR(u) case u: return #u
4775 GLERROR_TO_STR(GL_NO_ERROR);
4776 GLERROR_TO_STR(GL_INVALID_ENUM);
4777 GLERROR_TO_STR(GL_INVALID_VALUE);
4778 GLERROR_TO_STR(GL_INVALID_OPERATION);
4779 GLERROR_TO_STR(GL_STACK_OVERFLOW);
4780 GLERROR_TO_STR(GL_STACK_UNDERFLOW);
4781 GLERROR_TO_STR(GL_OUT_OF_MEMORY);
4782 GLERROR_TO_STR(GL_INVALID_FRAMEBUFFER_OPERATION);
4783 #undef GLERROR_TO_STR
4784 default:
4785 FIXME("Unrecognized GL error 0x%08x.\n", error);
4786 return "unrecognized";
4790 static const char *debug_fixup_channel_source(enum fixup_channel_source source)
4792 switch(source)
4794 #define WINED3D_TO_STR(x) case x: return #x
4795 WINED3D_TO_STR(CHANNEL_SOURCE_ZERO);
4796 WINED3D_TO_STR(CHANNEL_SOURCE_ONE);
4797 WINED3D_TO_STR(CHANNEL_SOURCE_X);
4798 WINED3D_TO_STR(CHANNEL_SOURCE_Y);
4799 WINED3D_TO_STR(CHANNEL_SOURCE_Z);
4800 WINED3D_TO_STR(CHANNEL_SOURCE_W);
4801 WINED3D_TO_STR(CHANNEL_SOURCE_COMPLEX0);
4802 WINED3D_TO_STR(CHANNEL_SOURCE_COMPLEX1);
4803 #undef WINED3D_TO_STR
4804 default:
4805 FIXME("Unrecognized fixup_channel_source %#x\n", source);
4806 return "unrecognized";
4810 static const char *debug_complex_fixup(enum complex_fixup fixup)
4812 switch(fixup)
4814 #define WINED3D_TO_STR(x) case x: return #x
4815 WINED3D_TO_STR(COMPLEX_FIXUP_YUY2);
4816 WINED3D_TO_STR(COMPLEX_FIXUP_UYVY);
4817 WINED3D_TO_STR(COMPLEX_FIXUP_YV12);
4818 WINED3D_TO_STR(COMPLEX_FIXUP_NV12);
4819 WINED3D_TO_STR(COMPLEX_FIXUP_P8);
4820 #undef WINED3D_TO_STR
4821 default:
4822 FIXME("Unrecognized complex fixup %#x\n", fixup);
4823 return "unrecognized";
4827 void dump_color_fixup_desc(struct color_fixup_desc fixup)
4829 if (is_complex_fixup(fixup))
4831 TRACE("\tComplex: %s\n", debug_complex_fixup(get_complex_fixup(fixup)));
4832 return;
4835 TRACE("\tX: %s%s\n", debug_fixup_channel_source(fixup.x_source), fixup.x_sign_fixup ? ", SIGN_FIXUP" : "");
4836 TRACE("\tY: %s%s\n", debug_fixup_channel_source(fixup.y_source), fixup.y_sign_fixup ? ", SIGN_FIXUP" : "");
4837 TRACE("\tZ: %s%s\n", debug_fixup_channel_source(fixup.z_source), fixup.z_sign_fixup ? ", SIGN_FIXUP" : "");
4838 TRACE("\tW: %s%s\n", debug_fixup_channel_source(fixup.w_source), fixup.w_sign_fixup ? ", SIGN_FIXUP" : "");
4841 BOOL is_invalid_op(const struct wined3d_state *state, int stage,
4842 enum wined3d_texture_op op, DWORD arg1, DWORD arg2, DWORD arg3)
4844 if (op == WINED3D_TOP_DISABLE)
4845 return FALSE;
4846 if (state->textures[stage])
4847 return FALSE;
4849 if ((arg1 & WINED3DTA_SELECTMASK) == WINED3DTA_TEXTURE
4850 && op != WINED3D_TOP_SELECT_ARG2)
4851 return TRUE;
4852 if ((arg2 & WINED3DTA_SELECTMASK) == WINED3DTA_TEXTURE
4853 && op != WINED3D_TOP_SELECT_ARG1)
4854 return TRUE;
4855 if ((arg3 & WINED3DTA_SELECTMASK) == WINED3DTA_TEXTURE
4856 && (op == WINED3D_TOP_MULTIPLY_ADD || op == WINED3D_TOP_LERP))
4857 return TRUE;
4859 return FALSE;
4862 void get_identity_matrix(struct wined3d_matrix *mat)
4864 static const struct wined3d_matrix identity =
4866 1.0f, 0.0f, 0.0f, 0.0f,
4867 0.0f, 1.0f, 0.0f, 0.0f,
4868 0.0f, 0.0f, 1.0f, 0.0f,
4869 0.0f, 0.0f, 0.0f, 1.0f,
4872 *mat = identity;
4875 void get_modelview_matrix(const struct wined3d_context *context, const struct wined3d_state *state,
4876 unsigned int index, struct wined3d_matrix *mat)
4878 if (context->last_was_rhw)
4879 get_identity_matrix(mat);
4880 else
4881 multiply_matrix(mat, &state->transforms[WINED3D_TS_VIEW], &state->transforms[WINED3D_TS_WORLD_MATRIX(index)]);
4884 void get_projection_matrix(const struct wined3d_context *context, const struct wined3d_state *state,
4885 struct wined3d_matrix *mat)
4887 BOOL clip_control = context->gl_info->supported[ARB_CLIP_CONTROL];
4888 BOOL flip = !clip_control && context->render_offscreen;
4889 float center_offset;
4891 /* There are a couple of additional things we have to take into account
4892 * here besides the projection transformation itself:
4893 * - We need to flip along the y-axis in case of offscreen rendering.
4894 * - OpenGL Z range is {-Wc,...,Wc} while D3D Z range is {0,...,Wc}.
4895 * - <= D3D9 coordinates refer to pixel centers while GL coordinates
4896 * refer to pixel corners.
4897 * - D3D has a top-left filling convention. We need to maintain this
4898 * even after the y-flip mentioned above.
4899 * In order to handle the last two points, we translate by
4900 * (63.0 / 128.0) / VPw and (63.0 / 128.0) / VPh. This is equivalent to
4901 * translating slightly less than half a pixel. We want the difference to
4902 * be large enough that it doesn't get lost due to rounding inside the
4903 * driver, but small enough to prevent it from interfering with any
4904 * anti-aliasing. */
4906 if (!clip_control && context->d3d_info->wined3d_creation_flags & WINED3D_PIXEL_CENTER_INTEGER)
4907 center_offset = 63.0f / 64.0f;
4908 else
4909 center_offset = -1.0f / 64.0f;
4911 if (context->last_was_rhw)
4913 /* Transform D3D RHW coordinates to OpenGL clip coordinates. */
4914 float x = state->viewport.x;
4915 float y = state->viewport.y;
4916 float w = state->viewport.width;
4917 float h = state->viewport.height;
4918 float x_scale = 2.0f / w;
4919 float x_offset = (center_offset - (2.0f * x) - w) / w;
4920 float y_scale = flip ? 2.0f / h : 2.0f / -h;
4921 float y_offset = flip
4922 ? (center_offset - (2.0f * y) - h) / h
4923 : (center_offset - (2.0f * y) - h) / -h;
4924 enum wined3d_depth_buffer_type zenable = state->fb->depth_stencil ?
4925 state->render_states[WINED3D_RS_ZENABLE] : WINED3D_ZB_FALSE;
4926 float z_scale = zenable ? clip_control ? 1.0f : 2.0f : 0.0f;
4927 float z_offset = zenable ? clip_control ? 0.0f : -1.0f : 0.0f;
4928 const struct wined3d_matrix projection =
4930 x_scale, 0.0f, 0.0f, 0.0f,
4931 0.0f, y_scale, 0.0f, 0.0f,
4932 0.0f, 0.0f, z_scale, 0.0f,
4933 x_offset, y_offset, z_offset, 1.0f,
4936 *mat = projection;
4938 else
4940 float y_scale = flip ? -1.0f : 1.0f;
4941 float x_offset = center_offset / state->viewport.width;
4942 float y_offset = flip
4943 ? center_offset / state->viewport.height
4944 : -center_offset / state->viewport.height;
4945 float z_scale = clip_control ? 1.0f : 2.0f;
4946 float z_offset = clip_control ? 0.0f : -1.0f;
4947 const struct wined3d_matrix projection =
4949 1.0f, 0.0f, 0.0f, 0.0f,
4950 0.0f, y_scale, 0.0f, 0.0f,
4951 0.0f, 0.0f, z_scale, 0.0f,
4952 x_offset, y_offset, z_offset, 1.0f,
4955 multiply_matrix(mat, &projection, &state->transforms[WINED3D_TS_PROJECTION]);
4959 /* Setup this textures matrix according to the texture flags. */
4960 static void compute_texture_matrix(const struct wined3d_gl_info *gl_info, const struct wined3d_matrix *matrix,
4961 DWORD flags, BOOL calculated_coords, BOOL transformed, enum wined3d_format_id format_id,
4962 BOOL ffp_proj_control, struct wined3d_matrix *out_matrix)
4964 struct wined3d_matrix mat;
4966 if (flags == WINED3D_TTFF_DISABLE || flags == WINED3D_TTFF_COUNT1 || transformed)
4968 get_identity_matrix(out_matrix);
4969 return;
4972 if (flags == (WINED3D_TTFF_COUNT1 | WINED3D_TTFF_PROJECTED))
4974 ERR("Invalid texture transform flags: WINED3D_TTFF_COUNT1 | WINED3D_TTFF_PROJECTED.\n");
4975 return;
4978 mat = *matrix;
4980 if (flags & WINED3D_TTFF_PROJECTED)
4982 if (!ffp_proj_control)
4984 switch (flags & ~WINED3D_TTFF_PROJECTED)
4986 case WINED3D_TTFF_COUNT2:
4987 mat._14 = mat._12;
4988 mat._24 = mat._22;
4989 mat._34 = mat._32;
4990 mat._44 = mat._42;
4991 mat._12 = mat._22 = mat._32 = mat._42 = 0.0f;
4992 break;
4993 case WINED3D_TTFF_COUNT3:
4994 mat._14 = mat._13;
4995 mat._24 = mat._23;
4996 mat._34 = mat._33;
4997 mat._44 = mat._43;
4998 mat._13 = mat._23 = mat._33 = mat._43 = 0.0f;
4999 break;
5003 else
5005 /* Under Direct3D the R/Z coord can be used for translation, under
5006 * OpenGL we use the Q coord instead. */
5007 if (!calculated_coords)
5009 switch (format_id)
5011 /* Direct3D passes the default 1.0 in the 2nd coord, while GL
5012 * passes it in the 4th. Swap 2nd and 4th coord. No need to
5013 * store the value of mat._41 in mat._21 because the input
5014 * value to the transformation will be 0, so the matrix value
5015 * is irrelevant. */
5016 case WINED3DFMT_R32_FLOAT:
5017 mat._41 = mat._21;
5018 mat._42 = mat._22;
5019 mat._43 = mat._23;
5020 mat._44 = mat._24;
5021 break;
5022 /* See above, just 3rd and 4th coord. */
5023 case WINED3DFMT_R32G32_FLOAT:
5024 mat._41 = mat._31;
5025 mat._42 = mat._32;
5026 mat._43 = mat._33;
5027 mat._44 = mat._34;
5028 break;
5029 case WINED3DFMT_R32G32B32_FLOAT: /* Opengl defaults match dx defaults */
5030 case WINED3DFMT_R32G32B32A32_FLOAT: /* No defaults apply, all app defined */
5032 /* This is to prevent swapping the matrix lines and put the default 4th coord = 1.0
5033 * into a bad place. The division elimination below will apply to make sure the
5034 * 1.0 doesn't do anything bad. The caller will set this value if the stride is 0
5036 case WINED3DFMT_UNKNOWN: /* No texture coords, 0/0/0/1 defaults are passed */
5037 break;
5038 default:
5039 FIXME("Unexpected fixed function texture coord input\n");
5042 if (!ffp_proj_control)
5044 switch (flags & ~WINED3D_TTFF_PROJECTED)
5046 /* case WINED3D_TTFF_COUNT1: Won't ever get here. */
5047 case WINED3D_TTFF_COUNT2:
5048 mat._13 = mat._23 = mat._33 = mat._43 = 0.0f;
5049 /* OpenGL divides the first 3 vertex coordinates by the 4th by
5050 * default, which is essentially the same as D3DTTFF_PROJECTED.
5051 * Make sure that the 4th coordinate evaluates to 1.0 to
5052 * eliminate that.
5054 * If the fixed function pipeline is used, the 4th value
5055 * remains unused, so there is no danger in doing this. With
5056 * vertex shaders we have a problem. Should an application hit
5057 * that problem, the code here would have to check for pixel
5058 * shaders, and the shader has to undo the default GL divide.
5060 * A more serious problem occurs if the application passes 4
5061 * coordinates in, and the 4th is != 1.0 (OpenGL default).
5062 * This would have to be fixed with immediate mode draws. */
5063 default:
5064 mat._14 = mat._24 = mat._34 = 0.0f; mat._44 = 1.0f;
5069 *out_matrix = mat;
5072 void get_texture_matrix(const struct wined3d_context *context, const struct wined3d_state *state,
5073 unsigned int tex, struct wined3d_matrix *mat)
5075 const struct wined3d_device *device = context->device;
5076 const struct wined3d_gl_info *gl_info = context->gl_info;
5077 BOOL generated = (state->texture_states[tex][WINED3D_TSS_TEXCOORD_INDEX] & 0xffff0000)
5078 != WINED3DTSS_TCI_PASSTHRU;
5079 unsigned int coord_idx = min(state->texture_states[tex][WINED3D_TSS_TEXCOORD_INDEX & 0x0000ffff],
5080 MAX_TEXTURES - 1);
5082 compute_texture_matrix(gl_info, &state->transforms[WINED3D_TS_TEXTURE0 + tex],
5083 state->texture_states[tex][WINED3D_TSS_TEXTURE_TRANSFORM_FLAGS],
5084 generated, context->last_was_rhw,
5085 context->stream_info.use_map & (1u << (WINED3D_FFP_TEXCOORD0 + coord_idx))
5086 ? context->stream_info.elements[WINED3D_FFP_TEXCOORD0 + coord_idx].format->id
5087 : WINED3DFMT_UNKNOWN,
5088 device->shader_backend->shader_has_ffp_proj_control(device->shader_priv), mat);
5090 if ((context->lastWasPow2Texture & (1u << tex)) && state->textures[tex])
5092 if (generated)
5093 FIXME("Non-power-of-two texture being used with generated texture coords.\n");
5094 /* NP2 texcoord fixup is implemented for pixelshaders so only enable the
5095 * fixed-function-pipeline fixup via pow2Matrix when no PS is used. */
5096 if (!use_ps(state))
5098 TRACE("Non-power-of-two texture matrix multiply fixup.\n");
5099 multiply_matrix(mat, mat, (struct wined3d_matrix *)state->textures[tex]->pow2_matrix);
5104 void get_pointsize_minmax(const struct wined3d_context *context, const struct wined3d_state *state,
5105 float *out_min, float *out_max)
5107 union
5109 DWORD d;
5110 float f;
5111 } min, max;
5113 min.d = state->render_states[WINED3D_RS_POINTSIZE_MIN];
5114 max.d = state->render_states[WINED3D_RS_POINTSIZE_MAX];
5116 if (min.f > max.f)
5117 min.f = max.f;
5119 *out_min = min.f;
5120 *out_max = max.f;
5123 void get_pointsize(const struct wined3d_context *context, const struct wined3d_state *state,
5124 float *out_pointsize, float *out_att)
5126 /* POINTSCALEENABLE controls how point size value is treated. If set to
5127 * true, the point size is scaled with respect to height of viewport.
5128 * When set to false point size is in pixels. */
5129 union
5131 DWORD d;
5132 float f;
5133 } pointsize, a, b, c;
5135 out_att[0] = 1.0f;
5136 out_att[1] = 0.0f;
5137 out_att[2] = 0.0f;
5139 pointsize.d = state->render_states[WINED3D_RS_POINTSIZE];
5140 a.d = state->render_states[WINED3D_RS_POINTSCALE_A];
5141 b.d = state->render_states[WINED3D_RS_POINTSCALE_B];
5142 c.d = state->render_states[WINED3D_RS_POINTSCALE_C];
5144 if (state->render_states[WINED3D_RS_POINTSCALEENABLE])
5146 float scale_factor = state->viewport.height * state->viewport.height;
5148 out_att[0] = a.f / scale_factor;
5149 out_att[1] = b.f / scale_factor;
5150 out_att[2] = c.f / scale_factor;
5152 *out_pointsize = pointsize.f;
5155 void get_fog_start_end(const struct wined3d_context *context, const struct wined3d_state *state,
5156 float *start, float *end)
5158 union
5160 DWORD d;
5161 float f;
5162 } tmpvalue;
5164 switch (context->fog_source)
5166 case FOGSOURCE_VS:
5167 *start = 1.0f;
5168 *end = 0.0f;
5169 break;
5171 case FOGSOURCE_COORD:
5172 *start = 255.0f;
5173 *end = 0.0f;
5174 break;
5176 case FOGSOURCE_FFP:
5177 tmpvalue.d = state->render_states[WINED3D_RS_FOGSTART];
5178 *start = tmpvalue.f;
5179 tmpvalue.d = state->render_states[WINED3D_RS_FOGEND];
5180 *end = tmpvalue.f;
5181 /* Special handling for fog_start == fog_end. In d3d with vertex
5182 * fog, everything is fogged. With table fog, everything with
5183 * fog_coord < fog_start is unfogged, and fog_coord > fog_start
5184 * is fogged. Windows drivers disagree when fog_coord == fog_start. */
5185 if (state->render_states[WINED3D_RS_FOGTABLEMODE] == WINED3D_FOG_NONE && *start == *end)
5187 *start = -INFINITY;
5188 *end = 0.0f;
5190 break;
5192 default:
5193 /* This should not happen, context->fog_source is set in wined3d, not the app. */
5194 ERR("Unexpected fog coordinate source.\n");
5195 *start = 0.0f;
5196 *end = 0.0f;
5200 /* Note: It's the caller's responsibility to ensure values can be expressed
5201 * in the requested format. UNORM formats for example can only express values
5202 * in the range 0.0f -> 1.0f. */
5203 DWORD wined3d_format_convert_from_float(const struct wined3d_format *format, const struct wined3d_color *color)
5205 static const struct
5207 enum wined3d_format_id format_id;
5208 struct wined3d_vec4 mul;
5209 struct wined3d_uvec4 shift;
5211 float_conv[] =
5213 {WINED3DFMT_B8G8R8A8_UNORM, { 255.0f, 255.0f, 255.0f, 255.0f}, {16, 8, 0, 24}},
5214 {WINED3DFMT_B8G8R8X8_UNORM, { 255.0f, 255.0f, 255.0f, 255.0f}, {16, 8, 0, 24}},
5215 {WINED3DFMT_B8G8R8_UNORM, { 255.0f, 255.0f, 255.0f, 255.0f}, {16, 8, 0, 24}},
5216 {WINED3DFMT_B5G6R5_UNORM, { 31.0f, 63.0f, 31.0f, 0.0f}, {11, 5, 0, 0}},
5217 {WINED3DFMT_B5G5R5A1_UNORM, { 31.0f, 31.0f, 31.0f, 1.0f}, {10, 5, 0, 15}},
5218 {WINED3DFMT_B5G5R5X1_UNORM, { 31.0f, 31.0f, 31.0f, 1.0f}, {10, 5, 0, 15}},
5219 {WINED3DFMT_R8_UNORM, { 255.0f, 0.0f, 0.0f, 0.0f}, { 0, 0, 0, 0}},
5220 {WINED3DFMT_A8_UNORM, { 0.0f, 0.0f, 0.0f, 255.0f}, { 0, 0, 0, 0}},
5221 {WINED3DFMT_B4G4R4A4_UNORM, { 15.0f, 15.0f, 15.0f, 15.0f}, { 8, 4, 0, 12}},
5222 {WINED3DFMT_B4G4R4X4_UNORM, { 15.0f, 15.0f, 15.0f, 15.0f}, { 8, 4, 0, 12}},
5223 {WINED3DFMT_B2G3R3_UNORM, { 7.0f, 7.0f, 3.0f, 0.0f}, { 5, 2, 0, 0}},
5224 {WINED3DFMT_R8G8B8A8_UNORM, { 255.0f, 255.0f, 255.0f, 255.0f}, { 0, 8, 16, 24}},
5225 {WINED3DFMT_R8G8B8X8_UNORM, { 255.0f, 255.0f, 255.0f, 255.0f}, { 0, 8, 16, 24}},
5226 {WINED3DFMT_B10G10R10A2_UNORM, { 1023.0f, 1023.0f, 1023.0f, 3.0f}, {20, 10, 0, 30}},
5227 {WINED3DFMT_R10G10B10A2_UNORM, { 1023.0f, 1023.0f, 1023.0f, 3.0f}, { 0, 10, 20, 30}},
5228 {WINED3DFMT_P8_UINT, { 0.0f, 0.0f, 0.0f, 255.0f}, { 0, 0, 0, 0}},
5229 {WINED3DFMT_S1_UINT_D15_UNORM, { 32767.0f, 0.0f, 0.0f, 0.0f}, { 0, 0, 0, 0}},
5230 {WINED3DFMT_D16_UNORM, { 65535.0f, 0.0f, 0.0f, 0.0f}, { 0, 0, 0, 0}},
5232 static const struct
5234 enum wined3d_format_id format_id;
5235 struct wined3d_dvec4 mul;
5236 struct wined3d_uvec4 shift;
5238 double_conv[] =
5240 {WINED3DFMT_D24_UNORM_S8_UINT, { 16777215.0, 1.0, 0.0, 0.0}, {8, 0, 0, 0}},
5241 {WINED3DFMT_X8D24_UNORM, { 16777215.0, 0.0, 0.0, 0.0}, {0, 0, 0, 0}},
5242 {WINED3DFMT_D32_UNORM, {4294967295.0, 0.0, 0.0, 0.0}, {0, 0, 0, 0}},
5244 unsigned int i;
5245 DWORD ret;
5247 TRACE("Converting color %s to format %s.\n", debug_color(color), debug_d3dformat(format->id));
5249 for (i = 0; i < ARRAY_SIZE(float_conv); ++i)
5251 if (format->id != float_conv[i].format_id)
5252 continue;
5254 ret = ((DWORD)((color->r * float_conv[i].mul.x) + 0.5f)) << float_conv[i].shift.x;
5255 ret |= ((DWORD)((color->g * float_conv[i].mul.y) + 0.5f)) << float_conv[i].shift.y;
5256 ret |= ((DWORD)((color->b * float_conv[i].mul.z) + 0.5f)) << float_conv[i].shift.z;
5257 ret |= ((DWORD)((color->a * float_conv[i].mul.w) + 0.5f)) << float_conv[i].shift.w;
5259 TRACE("Returning 0x%08x.\n", ret);
5261 return ret;
5264 for (i = 0; i < ARRAY_SIZE(double_conv); ++i)
5266 if (format->id != double_conv[i].format_id)
5267 continue;
5269 ret = ((DWORD)((color->r * double_conv[i].mul.x) + 0.5)) << double_conv[i].shift.x;
5270 ret |= ((DWORD)((color->g * double_conv[i].mul.y) + 0.5)) << double_conv[i].shift.y;
5271 ret |= ((DWORD)((color->b * double_conv[i].mul.z) + 0.5)) << double_conv[i].shift.z;
5272 ret |= ((DWORD)((color->a * double_conv[i].mul.w) + 0.5)) << double_conv[i].shift.w;
5274 TRACE("Returning 0x%08x.\n", ret);
5276 return ret;
5279 FIXME("Conversion for format %s not implemented.\n", debug_d3dformat(format->id));
5281 return 0;
5284 static float color_to_float(DWORD color, DWORD size, DWORD offset)
5286 DWORD mask = size < 32 ? (1u << size) - 1 : ~0u;
5288 if (!size)
5289 return 1.0f;
5291 color >>= offset;
5292 color &= mask;
5294 return (float)color / (float)mask;
5297 void wined3d_format_get_float_color_key(const struct wined3d_format *format,
5298 const struct wined3d_color_key *key, struct wined3d_color *float_colors)
5300 struct wined3d_color slop;
5302 switch (format->id)
5304 case WINED3DFMT_B8G8R8_UNORM:
5305 case WINED3DFMT_B8G8R8A8_UNORM:
5306 case WINED3DFMT_B8G8R8X8_UNORM:
5307 case WINED3DFMT_B5G6R5_UNORM:
5308 case WINED3DFMT_B5G5R5X1_UNORM:
5309 case WINED3DFMT_B5G5R5A1_UNORM:
5310 case WINED3DFMT_B4G4R4A4_UNORM:
5311 case WINED3DFMT_B2G3R3_UNORM:
5312 case WINED3DFMT_R8_UNORM:
5313 case WINED3DFMT_A8_UNORM:
5314 case WINED3DFMT_B2G3R3A8_UNORM:
5315 case WINED3DFMT_B4G4R4X4_UNORM:
5316 case WINED3DFMT_R10G10B10A2_UNORM:
5317 case WINED3DFMT_R10G10B10A2_SNORM:
5318 case WINED3DFMT_R8G8B8A8_UNORM:
5319 case WINED3DFMT_R8G8B8X8_UNORM:
5320 case WINED3DFMT_R16G16_UNORM:
5321 case WINED3DFMT_B10G10R10A2_UNORM:
5322 slop.r = 0.5f / ((1u << format->red_size) - 1);
5323 slop.g = 0.5f / ((1u << format->green_size) - 1);
5324 slop.b = 0.5f / ((1u << format->blue_size) - 1);
5325 slop.a = 0.5f / ((1u << format->alpha_size) - 1);
5327 float_colors[0].r = color_to_float(key->color_space_low_value, format->red_size, format->red_offset)
5328 - slop.r;
5329 float_colors[0].g = color_to_float(key->color_space_low_value, format->green_size, format->green_offset)
5330 - slop.g;
5331 float_colors[0].b = color_to_float(key->color_space_low_value, format->blue_size, format->blue_offset)
5332 - slop.b;
5333 float_colors[0].a = color_to_float(key->color_space_low_value, format->alpha_size, format->alpha_offset)
5334 - slop.a;
5336 float_colors[1].r = color_to_float(key->color_space_high_value, format->red_size, format->red_offset)
5337 + slop.r;
5338 float_colors[1].g = color_to_float(key->color_space_high_value, format->green_size, format->green_offset)
5339 + slop.g;
5340 float_colors[1].b = color_to_float(key->color_space_high_value, format->blue_size, format->blue_offset)
5341 + slop.b;
5342 float_colors[1].a = color_to_float(key->color_space_high_value, format->alpha_size, format->alpha_offset)
5343 + slop.a;
5344 break;
5346 case WINED3DFMT_P8_UINT:
5347 float_colors[0].r = 0.0f;
5348 float_colors[0].g = 0.0f;
5349 float_colors[0].b = 0.0f;
5350 float_colors[0].a = (key->color_space_low_value - 0.5f) / 255.0f;
5352 float_colors[1].r = 0.0f;
5353 float_colors[1].g = 0.0f;
5354 float_colors[1].b = 0.0f;
5355 float_colors[1].a = (key->color_space_high_value + 0.5f) / 255.0f;
5356 break;
5358 default:
5359 ERR("Unhandled color key to float conversion for format %s.\n", debug_d3dformat(format->id));
5363 /* DirectDraw stuff */
5364 enum wined3d_format_id pixelformat_for_depth(DWORD depth)
5366 switch (depth)
5368 case 8: return WINED3DFMT_P8_UINT;
5369 case 15: return WINED3DFMT_B5G5R5X1_UNORM;
5370 case 16: return WINED3DFMT_B5G6R5_UNORM;
5371 case 24: return WINED3DFMT_B8G8R8X8_UNORM; /* Robots needs 24bit to be WINED3DFMT_B8G8R8X8_UNORM */
5372 case 32: return WINED3DFMT_B8G8R8X8_UNORM; /* EVE online and the Fur demo need 32bit AdapterDisplayMode to return WINED3DFMT_B8G8R8X8_UNORM */
5373 default: return WINED3DFMT_UNKNOWN;
5377 void multiply_matrix(struct wined3d_matrix *dst, const struct wined3d_matrix *src1, const struct wined3d_matrix *src2)
5379 struct wined3d_matrix tmp;
5381 /* Now do the multiplication 'by hand'.
5382 I know that all this could be optimised, but this will be done later :-) */
5383 tmp._11 = (src1->_11 * src2->_11) + (src1->_21 * src2->_12) + (src1->_31 * src2->_13) + (src1->_41 * src2->_14);
5384 tmp._21 = (src1->_11 * src2->_21) + (src1->_21 * src2->_22) + (src1->_31 * src2->_23) + (src1->_41 * src2->_24);
5385 tmp._31 = (src1->_11 * src2->_31) + (src1->_21 * src2->_32) + (src1->_31 * src2->_33) + (src1->_41 * src2->_34);
5386 tmp._41 = (src1->_11 * src2->_41) + (src1->_21 * src2->_42) + (src1->_31 * src2->_43) + (src1->_41 * src2->_44);
5388 tmp._12 = (src1->_12 * src2->_11) + (src1->_22 * src2->_12) + (src1->_32 * src2->_13) + (src1->_42 * src2->_14);
5389 tmp._22 = (src1->_12 * src2->_21) + (src1->_22 * src2->_22) + (src1->_32 * src2->_23) + (src1->_42 * src2->_24);
5390 tmp._32 = (src1->_12 * src2->_31) + (src1->_22 * src2->_32) + (src1->_32 * src2->_33) + (src1->_42 * src2->_34);
5391 tmp._42 = (src1->_12 * src2->_41) + (src1->_22 * src2->_42) + (src1->_32 * src2->_43) + (src1->_42 * src2->_44);
5393 tmp._13 = (src1->_13 * src2->_11) + (src1->_23 * src2->_12) + (src1->_33 * src2->_13) + (src1->_43 * src2->_14);
5394 tmp._23 = (src1->_13 * src2->_21) + (src1->_23 * src2->_22) + (src1->_33 * src2->_23) + (src1->_43 * src2->_24);
5395 tmp._33 = (src1->_13 * src2->_31) + (src1->_23 * src2->_32) + (src1->_33 * src2->_33) + (src1->_43 * src2->_34);
5396 tmp._43 = (src1->_13 * src2->_41) + (src1->_23 * src2->_42) + (src1->_33 * src2->_43) + (src1->_43 * src2->_44);
5398 tmp._14 = (src1->_14 * src2->_11) + (src1->_24 * src2->_12) + (src1->_34 * src2->_13) + (src1->_44 * src2->_14);
5399 tmp._24 = (src1->_14 * src2->_21) + (src1->_24 * src2->_22) + (src1->_34 * src2->_23) + (src1->_44 * src2->_24);
5400 tmp._34 = (src1->_14 * src2->_31) + (src1->_24 * src2->_32) + (src1->_34 * src2->_33) + (src1->_44 * src2->_34);
5401 tmp._44 = (src1->_14 * src2->_41) + (src1->_24 * src2->_42) + (src1->_34 * src2->_43) + (src1->_44 * src2->_44);
5403 *dst = tmp;
5406 DWORD get_flexible_vertex_size(DWORD d3dvtVertexType) {
5407 DWORD size = 0;
5408 int i;
5409 int numTextures = (d3dvtVertexType & WINED3DFVF_TEXCOUNT_MASK) >> WINED3DFVF_TEXCOUNT_SHIFT;
5411 if (d3dvtVertexType & WINED3DFVF_NORMAL) size += 3 * sizeof(float);
5412 if (d3dvtVertexType & WINED3DFVF_DIFFUSE) size += sizeof(DWORD);
5413 if (d3dvtVertexType & WINED3DFVF_SPECULAR) size += sizeof(DWORD);
5414 if (d3dvtVertexType & WINED3DFVF_PSIZE) size += sizeof(DWORD);
5415 switch (d3dvtVertexType & WINED3DFVF_POSITION_MASK) {
5416 case WINED3DFVF_XYZ: size += 3 * sizeof(float); break;
5417 case WINED3DFVF_XYZRHW: size += 4 * sizeof(float); break;
5418 case WINED3DFVF_XYZB1: size += 4 * sizeof(float); break;
5419 case WINED3DFVF_XYZB2: size += 5 * sizeof(float); break;
5420 case WINED3DFVF_XYZB3: size += 6 * sizeof(float); break;
5421 case WINED3DFVF_XYZB4: size += 7 * sizeof(float); break;
5422 case WINED3DFVF_XYZB5: size += 8 * sizeof(float); break;
5423 case WINED3DFVF_XYZW: size += 4 * sizeof(float); break;
5424 default: ERR("Unexpected position mask\n");
5426 for (i = 0; i < numTextures; i++) {
5427 size += GET_TEXCOORD_SIZE_FROM_FVF(d3dvtVertexType, i) * sizeof(float);
5430 return size;
5433 unsigned int wined3d_max_compat_varyings(const struct wined3d_gl_info *gl_info)
5435 /* On core profile we have to also count diffuse and specular colors and the
5436 * fog coordinate. */
5437 return gl_info->supported[WINED3D_GL_LEGACY_CONTEXT] ? MAX_TEXTURES * 4 : (MAX_TEXTURES + 2) * 4 + 1;
5440 void gen_ffp_frag_op(const struct wined3d_context *context, const struct wined3d_state *state,
5441 struct ffp_frag_settings *settings, BOOL ignore_textype)
5443 #define ARG1 0x01
5444 #define ARG2 0x02
5445 #define ARG0 0x04
5446 static const unsigned char args[WINED3D_TOP_LERP + 1] =
5448 /* undefined */ 0,
5449 /* D3DTOP_DISABLE */ 0,
5450 /* D3DTOP_SELECTARG1 */ ARG1,
5451 /* D3DTOP_SELECTARG2 */ ARG2,
5452 /* D3DTOP_MODULATE */ ARG1 | ARG2,
5453 /* D3DTOP_MODULATE2X */ ARG1 | ARG2,
5454 /* D3DTOP_MODULATE4X */ ARG1 | ARG2,
5455 /* D3DTOP_ADD */ ARG1 | ARG2,
5456 /* D3DTOP_ADDSIGNED */ ARG1 | ARG2,
5457 /* D3DTOP_ADDSIGNED2X */ ARG1 | ARG2,
5458 /* D3DTOP_SUBTRACT */ ARG1 | ARG2,
5459 /* D3DTOP_ADDSMOOTH */ ARG1 | ARG2,
5460 /* D3DTOP_BLENDDIFFUSEALPHA */ ARG1 | ARG2,
5461 /* D3DTOP_BLENDTEXTUREALPHA */ ARG1 | ARG2,
5462 /* D3DTOP_BLENDFACTORALPHA */ ARG1 | ARG2,
5463 /* D3DTOP_BLENDTEXTUREALPHAPM */ ARG1 | ARG2,
5464 /* D3DTOP_BLENDCURRENTALPHA */ ARG1 | ARG2,
5465 /* D3DTOP_PREMODULATE */ ARG1 | ARG2,
5466 /* D3DTOP_MODULATEALPHA_ADDCOLOR */ ARG1 | ARG2,
5467 /* D3DTOP_MODULATECOLOR_ADDALPHA */ ARG1 | ARG2,
5468 /* D3DTOP_MODULATEINVALPHA_ADDCOLOR */ ARG1 | ARG2,
5469 /* D3DTOP_MODULATEINVCOLOR_ADDALPHA */ ARG1 | ARG2,
5470 /* D3DTOP_BUMPENVMAP */ ARG1 | ARG2,
5471 /* D3DTOP_BUMPENVMAPLUMINANCE */ ARG1 | ARG2,
5472 /* D3DTOP_DOTPRODUCT3 */ ARG1 | ARG2,
5473 /* D3DTOP_MULTIPLYADD */ ARG1 | ARG2 | ARG0,
5474 /* D3DTOP_LERP */ ARG1 | ARG2 | ARG0
5476 unsigned int i;
5477 DWORD ttff;
5478 DWORD cop, aop, carg0, carg1, carg2, aarg0, aarg1, aarg2;
5479 const struct wined3d_gl_info *gl_info = context->gl_info;
5480 const struct wined3d_d3d_info *d3d_info = context->d3d_info;
5482 settings->padding = 0;
5484 for (i = 0; i < d3d_info->limits.ffp_blend_stages; ++i)
5486 const struct wined3d_texture *texture;
5488 settings->op[i].padding = 0;
5489 if (state->texture_states[i][WINED3D_TSS_COLOR_OP] == WINED3D_TOP_DISABLE)
5491 settings->op[i].cop = WINED3D_TOP_DISABLE;
5492 settings->op[i].aop = WINED3D_TOP_DISABLE;
5493 settings->op[i].carg0 = settings->op[i].carg1 = settings->op[i].carg2 = ARG_UNUSED;
5494 settings->op[i].aarg0 = settings->op[i].aarg1 = settings->op[i].aarg2 = ARG_UNUSED;
5495 settings->op[i].color_fixup = COLOR_FIXUP_IDENTITY;
5496 settings->op[i].dst = resultreg;
5497 settings->op[i].tex_type = WINED3D_GL_RES_TYPE_TEX_1D;
5498 settings->op[i].projected = proj_none;
5499 i++;
5500 break;
5503 if ((texture = state->textures[i]))
5505 if (can_use_texture_swizzle(gl_info, texture->resource.format))
5506 settings->op[i].color_fixup = COLOR_FIXUP_IDENTITY;
5507 else
5508 settings->op[i].color_fixup = texture->resource.format->color_fixup;
5509 if (ignore_textype)
5511 settings->op[i].tex_type = WINED3D_GL_RES_TYPE_TEX_1D;
5513 else
5515 switch (texture->target)
5517 case GL_TEXTURE_1D:
5518 settings->op[i].tex_type = WINED3D_GL_RES_TYPE_TEX_1D;
5519 break;
5520 case GL_TEXTURE_2D:
5521 settings->op[i].tex_type = WINED3D_GL_RES_TYPE_TEX_2D;
5522 break;
5523 case GL_TEXTURE_3D:
5524 settings->op[i].tex_type = WINED3D_GL_RES_TYPE_TEX_3D;
5525 break;
5526 case GL_TEXTURE_CUBE_MAP_ARB:
5527 settings->op[i].tex_type = WINED3D_GL_RES_TYPE_TEX_CUBE;
5528 break;
5529 case GL_TEXTURE_RECTANGLE_ARB:
5530 settings->op[i].tex_type = WINED3D_GL_RES_TYPE_TEX_RECT;
5531 break;
5534 } else {
5535 settings->op[i].color_fixup = COLOR_FIXUP_IDENTITY;
5536 settings->op[i].tex_type = WINED3D_GL_RES_TYPE_TEX_1D;
5539 cop = state->texture_states[i][WINED3D_TSS_COLOR_OP];
5540 aop = state->texture_states[i][WINED3D_TSS_ALPHA_OP];
5542 carg1 = (args[cop] & ARG1) ? state->texture_states[i][WINED3D_TSS_COLOR_ARG1] : ARG_UNUSED;
5543 carg2 = (args[cop] & ARG2) ? state->texture_states[i][WINED3D_TSS_COLOR_ARG2] : ARG_UNUSED;
5544 carg0 = (args[cop] & ARG0) ? state->texture_states[i][WINED3D_TSS_COLOR_ARG0] : ARG_UNUSED;
5546 if (is_invalid_op(state, i, cop, carg1, carg2, carg0))
5548 carg0 = ARG_UNUSED;
5549 carg2 = ARG_UNUSED;
5550 carg1 = WINED3DTA_CURRENT;
5551 cop = WINED3D_TOP_SELECT_ARG1;
5554 if (cop == WINED3D_TOP_DOTPRODUCT3)
5556 /* A dotproduct3 on the colorop overwrites the alphaop operation and replicates
5557 * the color result to the alpha component of the destination
5559 aop = cop;
5560 aarg1 = carg1;
5561 aarg2 = carg2;
5562 aarg0 = carg0;
5564 else
5566 aarg1 = (args[aop] & ARG1) ? state->texture_states[i][WINED3D_TSS_ALPHA_ARG1] : ARG_UNUSED;
5567 aarg2 = (args[aop] & ARG2) ? state->texture_states[i][WINED3D_TSS_ALPHA_ARG2] : ARG_UNUSED;
5568 aarg0 = (args[aop] & ARG0) ? state->texture_states[i][WINED3D_TSS_ALPHA_ARG0] : ARG_UNUSED;
5571 if (!i && state->textures[0] && state->render_states[WINED3D_RS_COLORKEYENABLE])
5573 GLenum texture_dimensions;
5575 texture = state->textures[0];
5576 texture_dimensions = texture->target;
5578 if (texture_dimensions == GL_TEXTURE_2D || texture_dimensions == GL_TEXTURE_RECTANGLE_ARB)
5580 if (texture->async.color_key_flags & WINED3D_CKEY_SRC_BLT && !texture->resource.format->alpha_size)
5582 if (aop == WINED3D_TOP_DISABLE)
5584 aarg1 = WINED3DTA_TEXTURE;
5585 aop = WINED3D_TOP_SELECT_ARG1;
5587 else if (aop == WINED3D_TOP_SELECT_ARG1 && aarg1 != WINED3DTA_TEXTURE)
5589 if (state->render_states[WINED3D_RS_ALPHABLENDENABLE])
5591 aarg2 = WINED3DTA_TEXTURE;
5592 aop = WINED3D_TOP_MODULATE;
5594 else aarg1 = WINED3DTA_TEXTURE;
5596 else if (aop == WINED3D_TOP_SELECT_ARG2 && aarg2 != WINED3DTA_TEXTURE)
5598 if (state->render_states[WINED3D_RS_ALPHABLENDENABLE])
5600 aarg1 = WINED3DTA_TEXTURE;
5601 aop = WINED3D_TOP_MODULATE;
5603 else aarg2 = WINED3DTA_TEXTURE;
5609 if (is_invalid_op(state, i, aop, aarg1, aarg2, aarg0))
5611 aarg0 = ARG_UNUSED;
5612 aarg2 = ARG_UNUSED;
5613 aarg1 = WINED3DTA_CURRENT;
5614 aop = WINED3D_TOP_SELECT_ARG1;
5617 if (carg1 == WINED3DTA_TEXTURE || carg2 == WINED3DTA_TEXTURE || carg0 == WINED3DTA_TEXTURE
5618 || aarg1 == WINED3DTA_TEXTURE || aarg2 == WINED3DTA_TEXTURE || aarg0 == WINED3DTA_TEXTURE)
5620 ttff = state->texture_states[i][WINED3D_TSS_TEXTURE_TRANSFORM_FLAGS];
5621 if (ttff == (WINED3D_TTFF_PROJECTED | WINED3D_TTFF_COUNT3))
5622 settings->op[i].projected = proj_count3;
5623 else if (ttff & WINED3D_TTFF_PROJECTED)
5624 settings->op[i].projected = proj_count4;
5625 else
5626 settings->op[i].projected = proj_none;
5628 else
5630 settings->op[i].projected = proj_none;
5633 settings->op[i].cop = cop;
5634 settings->op[i].aop = aop;
5635 settings->op[i].carg0 = carg0;
5636 settings->op[i].carg1 = carg1;
5637 settings->op[i].carg2 = carg2;
5638 settings->op[i].aarg0 = aarg0;
5639 settings->op[i].aarg1 = aarg1;
5640 settings->op[i].aarg2 = aarg2;
5642 if (state->texture_states[i][WINED3D_TSS_RESULT_ARG] == WINED3DTA_TEMP)
5643 settings->op[i].dst = tempreg;
5644 else
5645 settings->op[i].dst = resultreg;
5648 /* Clear unsupported stages */
5649 for(; i < MAX_TEXTURES; i++) {
5650 memset(&settings->op[i], 0xff, sizeof(settings->op[i]));
5653 if (!state->render_states[WINED3D_RS_FOGENABLE])
5655 settings->fog = WINED3D_FFP_PS_FOG_OFF;
5657 else if (state->render_states[WINED3D_RS_FOGTABLEMODE] == WINED3D_FOG_NONE)
5659 if (use_vs(state) || state->vertex_declaration->position_transformed)
5661 settings->fog = WINED3D_FFP_PS_FOG_LINEAR;
5663 else
5665 switch (state->render_states[WINED3D_RS_FOGVERTEXMODE])
5667 case WINED3D_FOG_NONE:
5668 case WINED3D_FOG_LINEAR:
5669 settings->fog = WINED3D_FFP_PS_FOG_LINEAR;
5670 break;
5671 case WINED3D_FOG_EXP:
5672 settings->fog = WINED3D_FFP_PS_FOG_EXP;
5673 break;
5674 case WINED3D_FOG_EXP2:
5675 settings->fog = WINED3D_FFP_PS_FOG_EXP2;
5676 break;
5680 else
5682 switch (state->render_states[WINED3D_RS_FOGTABLEMODE])
5684 case WINED3D_FOG_LINEAR:
5685 settings->fog = WINED3D_FFP_PS_FOG_LINEAR;
5686 break;
5687 case WINED3D_FOG_EXP:
5688 settings->fog = WINED3D_FFP_PS_FOG_EXP;
5689 break;
5690 case WINED3D_FOG_EXP2:
5691 settings->fog = WINED3D_FFP_PS_FOG_EXP2;
5692 break;
5695 settings->sRGB_write = !gl_info->supported[ARB_FRAMEBUFFER_SRGB] && needs_srgb_write(context, state, state->fb);
5696 if (d3d_info->vs_clipping || !use_vs(state) || !state->render_states[WINED3D_RS_CLIPPING]
5697 || !state->render_states[WINED3D_RS_CLIPPLANEENABLE])
5699 /* No need to emulate clipplanes if GL supports native vertex shader clipping or if
5700 * the fixed function vertex pipeline is used(which always supports clipplanes), or
5701 * if no clipplane is enabled
5703 settings->emul_clipplanes = 0;
5704 } else {
5705 settings->emul_clipplanes = 1;
5708 if (state->render_states[WINED3D_RS_COLORKEYENABLE] && state->textures[0]
5709 && state->textures[0]->async.color_key_flags & WINED3D_CKEY_SRC_BLT
5710 && settings->op[0].cop != WINED3D_TOP_DISABLE)
5711 settings->color_key_enabled = 1;
5712 else
5713 settings->color_key_enabled = 0;
5715 /* texcoords_initialized is set to meaningful values only when GL doesn't
5716 * support enough varyings to always pass around all the possible texture
5717 * coordinates.
5718 * This is used to avoid reading a varying not written by the vertex shader.
5719 * Reading uninitialized varyings on core profile contexts results in an
5720 * error while with builtin varyings on legacy contexts you get undefined
5721 * behavior. */
5722 if (d3d_info->limits.varying_count
5723 && d3d_info->limits.varying_count < wined3d_max_compat_varyings(gl_info))
5725 settings->texcoords_initialized = 0;
5726 for (i = 0; i < MAX_TEXTURES; ++i)
5728 if (use_vs(state))
5730 if (state->shader[WINED3D_SHADER_TYPE_VERTEX]->reg_maps.output_registers & (1u << i))
5731 settings->texcoords_initialized |= 1u << i;
5733 else
5735 const struct wined3d_stream_info *si = &context->stream_info;
5736 unsigned int coord_idx = state->texture_states[i][WINED3D_TSS_TEXCOORD_INDEX];
5737 if ((state->texture_states[i][WINED3D_TSS_TEXCOORD_INDEX] >> WINED3D_FFP_TCI_SHIFT)
5738 & WINED3D_FFP_TCI_MASK
5739 || (coord_idx < MAX_TEXTURES && (si->use_map & (1u << (WINED3D_FFP_TEXCOORD0 + coord_idx)))))
5740 settings->texcoords_initialized |= 1u << i;
5744 else
5746 settings->texcoords_initialized = (1u << MAX_TEXTURES) - 1;
5749 settings->pointsprite = state->render_states[WINED3D_RS_POINTSPRITEENABLE]
5750 && state->gl_primitive_type == GL_POINTS;
5752 if (gl_info->supported[WINED3D_GL_LEGACY_CONTEXT])
5753 settings->alpha_test_func = WINED3D_CMP_ALWAYS - 1;
5754 else
5755 settings->alpha_test_func = (state->render_states[WINED3D_RS_ALPHATESTENABLE]
5756 ? wined3d_sanitize_cmp_func(state->render_states[WINED3D_RS_ALPHAFUNC])
5757 : WINED3D_CMP_ALWAYS) - 1;
5759 if (d3d_info->emulated_flatshading)
5760 settings->flatshading = state->render_states[WINED3D_RS_SHADEMODE] == WINED3D_SHADE_FLAT;
5761 else
5762 settings->flatshading = FALSE;
5765 const struct ffp_frag_desc *find_ffp_frag_shader(const struct wine_rb_tree *fragment_shaders,
5766 const struct ffp_frag_settings *settings)
5768 struct wine_rb_entry *entry = wine_rb_get(fragment_shaders, settings);
5769 return entry ? WINE_RB_ENTRY_VALUE(entry, struct ffp_frag_desc, entry) : NULL;
5772 void add_ffp_frag_shader(struct wine_rb_tree *shaders, struct ffp_frag_desc *desc)
5774 /* Note that the key is the implementation independent part of the ffp_frag_desc structure,
5775 * whereas desc points to an extended structure with implementation specific parts. */
5776 if (wine_rb_put(shaders, &desc->settings, &desc->entry) == -1)
5778 ERR("Failed to insert ffp frag shader.\n");
5782 /* Activates the texture dimension according to the bound D3D texture. Does
5783 * not care for the colorop or correct gl texture unit (when using nvrc).
5784 * Requires the caller to activate the correct unit. */
5785 /* Context activation is done by the caller (state handler). */
5786 void texture_activate_dimensions(const struct wined3d_texture *texture, const struct wined3d_gl_info *gl_info)
5788 if (texture)
5790 switch (texture->target)
5792 case GL_TEXTURE_2D:
5793 gl_info->gl_ops.gl.p_glDisable(GL_TEXTURE_3D);
5794 checkGLcall("glDisable(GL_TEXTURE_3D)");
5795 if (gl_info->supported[ARB_TEXTURE_CUBE_MAP])
5797 gl_info->gl_ops.gl.p_glDisable(GL_TEXTURE_CUBE_MAP_ARB);
5798 checkGLcall("glDisable(GL_TEXTURE_CUBE_MAP_ARB)");
5800 if (gl_info->supported[ARB_TEXTURE_RECTANGLE])
5802 gl_info->gl_ops.gl.p_glDisable(GL_TEXTURE_RECTANGLE_ARB);
5803 checkGLcall("glDisable(GL_TEXTURE_RECTANGLE_ARB)");
5805 gl_info->gl_ops.gl.p_glEnable(GL_TEXTURE_2D);
5806 checkGLcall("glEnable(GL_TEXTURE_2D)");
5807 break;
5808 case GL_TEXTURE_RECTANGLE_ARB:
5809 gl_info->gl_ops.gl.p_glDisable(GL_TEXTURE_2D);
5810 checkGLcall("glDisable(GL_TEXTURE_2D)");
5811 gl_info->gl_ops.gl.p_glDisable(GL_TEXTURE_3D);
5812 checkGLcall("glDisable(GL_TEXTURE_3D)");
5813 if (gl_info->supported[ARB_TEXTURE_CUBE_MAP])
5815 gl_info->gl_ops.gl.p_glDisable(GL_TEXTURE_CUBE_MAP_ARB);
5816 checkGLcall("glDisable(GL_TEXTURE_CUBE_MAP_ARB)");
5818 gl_info->gl_ops.gl.p_glEnable(GL_TEXTURE_RECTANGLE_ARB);
5819 checkGLcall("glEnable(GL_TEXTURE_RECTANGLE_ARB)");
5820 break;
5821 case GL_TEXTURE_3D:
5822 if (gl_info->supported[ARB_TEXTURE_CUBE_MAP])
5824 gl_info->gl_ops.gl.p_glDisable(GL_TEXTURE_CUBE_MAP_ARB);
5825 checkGLcall("glDisable(GL_TEXTURE_CUBE_MAP_ARB)");
5827 if (gl_info->supported[ARB_TEXTURE_RECTANGLE])
5829 gl_info->gl_ops.gl.p_glDisable(GL_TEXTURE_RECTANGLE_ARB);
5830 checkGLcall("glDisable(GL_TEXTURE_RECTANGLE_ARB)");
5832 gl_info->gl_ops.gl.p_glDisable(GL_TEXTURE_2D);
5833 checkGLcall("glDisable(GL_TEXTURE_2D)");
5834 gl_info->gl_ops.gl.p_glEnable(GL_TEXTURE_3D);
5835 checkGLcall("glEnable(GL_TEXTURE_3D)");
5836 break;
5837 case GL_TEXTURE_CUBE_MAP_ARB:
5838 gl_info->gl_ops.gl.p_glDisable(GL_TEXTURE_2D);
5839 checkGLcall("glDisable(GL_TEXTURE_2D)");
5840 gl_info->gl_ops.gl.p_glDisable(GL_TEXTURE_3D);
5841 checkGLcall("glDisable(GL_TEXTURE_3D)");
5842 if (gl_info->supported[ARB_TEXTURE_RECTANGLE])
5844 gl_info->gl_ops.gl.p_glDisable(GL_TEXTURE_RECTANGLE_ARB);
5845 checkGLcall("glDisable(GL_TEXTURE_RECTANGLE_ARB)");
5847 gl_info->gl_ops.gl.p_glEnable(GL_TEXTURE_CUBE_MAP_ARB);
5848 checkGLcall("glEnable(GL_TEXTURE_CUBE_MAP_ARB)");
5849 break;
5852 else
5854 gl_info->gl_ops.gl.p_glEnable(GL_TEXTURE_2D);
5855 checkGLcall("glEnable(GL_TEXTURE_2D)");
5856 gl_info->gl_ops.gl.p_glDisable(GL_TEXTURE_3D);
5857 checkGLcall("glDisable(GL_TEXTURE_3D)");
5858 if (gl_info->supported[ARB_TEXTURE_CUBE_MAP])
5860 gl_info->gl_ops.gl.p_glDisable(GL_TEXTURE_CUBE_MAP_ARB);
5861 checkGLcall("glDisable(GL_TEXTURE_CUBE_MAP_ARB)");
5863 if (gl_info->supported[ARB_TEXTURE_RECTANGLE])
5865 gl_info->gl_ops.gl.p_glDisable(GL_TEXTURE_RECTANGLE_ARB);
5866 checkGLcall("glDisable(GL_TEXTURE_RECTANGLE_ARB)");
5868 /* Binding textures is done by samplers. A dummy texture will be bound */
5872 /* Context activation is done by the caller (state handler). */
5873 void sampler_texdim(struct wined3d_context *context, const struct wined3d_state *state, DWORD state_id)
5875 DWORD sampler = state_id - STATE_SAMPLER(0);
5876 DWORD mapped_stage = context->tex_unit_map[sampler];
5878 /* No need to enable / disable anything here for unused samplers. The
5879 * tex_colorop handler takes care. Also no action is needed with pixel
5880 * shaders, or if tex_colorop will take care of this business. */
5881 if (mapped_stage == WINED3D_UNMAPPED_STAGE || mapped_stage >= context->gl_info->limits.textures)
5882 return;
5883 if (sampler >= context->lowest_disabled_stage)
5884 return;
5885 if (isStateDirty(context, STATE_TEXTURESTAGE(sampler, WINED3D_TSS_COLOR_OP)))
5886 return;
5888 texture_activate_dimensions(state->textures[sampler], context->gl_info);
5891 int wined3d_ffp_frag_program_key_compare(const void *key, const struct wine_rb_entry *entry)
5893 const struct ffp_frag_settings *ka = key;
5894 const struct ffp_frag_settings *kb = &WINE_RB_ENTRY_VALUE(entry, const struct ffp_frag_desc, entry)->settings;
5896 return memcmp(ka, kb, sizeof(*ka));
5899 void wined3d_ffp_get_vs_settings(const struct wined3d_context *context,
5900 const struct wined3d_state *state, struct wined3d_ffp_vs_settings *settings)
5902 const struct wined3d_stream_info *si = &context->stream_info;
5903 const struct wined3d_gl_info *gl_info = context->gl_info;
5904 const struct wined3d_d3d_info *d3d_info = context->d3d_info;
5905 unsigned int coord_idx, i;
5907 memset(settings, 0, sizeof(*settings));
5909 if (si->position_transformed)
5911 settings->transformed = 1;
5912 settings->point_size = state->gl_primitive_type == GL_POINTS;
5913 settings->per_vertex_point_size = !!(si->use_map & 1u << WINED3D_FFP_PSIZE);
5914 if (!state->render_states[WINED3D_RS_FOGENABLE])
5915 settings->fog_mode = WINED3D_FFP_VS_FOG_OFF;
5916 else if (state->render_states[WINED3D_RS_FOGTABLEMODE] != WINED3D_FOG_NONE)
5917 settings->fog_mode = WINED3D_FFP_VS_FOG_DEPTH;
5918 else
5919 settings->fog_mode = WINED3D_FFP_VS_FOG_FOGCOORD;
5921 for (i = 0; i < MAX_TEXTURES; ++i)
5923 coord_idx = state->texture_states[i][WINED3D_TSS_TEXCOORD_INDEX];
5924 if (coord_idx < MAX_TEXTURES && (si->use_map & (1u << (WINED3D_FFP_TEXCOORD0 + coord_idx))))
5925 settings->texcoords |= 1u << i;
5926 settings->texgen[i] = state->texture_states[i][WINED3D_TSS_TEXCOORD_INDEX];
5928 if (d3d_info->limits.varying_count >= wined3d_max_compat_varyings(gl_info))
5929 settings->texcoords = (1u << MAX_TEXTURES) - 1;
5931 if (d3d_info->emulated_flatshading)
5932 settings->flatshading = state->render_states[WINED3D_RS_SHADEMODE] == WINED3D_SHADE_FLAT;
5933 else
5934 settings->flatshading = FALSE;
5936 settings->swizzle_map = si->swizzle_map;
5938 return;
5941 switch (state->render_states[WINED3D_RS_VERTEXBLEND])
5943 case WINED3D_VBF_DISABLE:
5944 case WINED3D_VBF_1WEIGHTS:
5945 case WINED3D_VBF_2WEIGHTS:
5946 case WINED3D_VBF_3WEIGHTS:
5947 settings->vertexblends = state->render_states[WINED3D_RS_VERTEXBLEND];
5948 break;
5949 default:
5950 FIXME("Unsupported vertex blending: %d\n", state->render_states[WINED3D_RS_VERTEXBLEND]);
5951 break;
5954 settings->clipping = state->render_states[WINED3D_RS_CLIPPING]
5955 && state->render_states[WINED3D_RS_CLIPPLANEENABLE];
5956 settings->normal = !!(si->use_map & (1u << WINED3D_FFP_NORMAL));
5957 settings->normalize = settings->normal && state->render_states[WINED3D_RS_NORMALIZENORMALS];
5958 settings->lighting = !!state->render_states[WINED3D_RS_LIGHTING];
5959 settings->localviewer = !!state->render_states[WINED3D_RS_LOCALVIEWER];
5960 settings->point_size = state->gl_primitive_type == GL_POINTS;
5961 settings->per_vertex_point_size = !!(si->use_map & 1u << WINED3D_FFP_PSIZE);
5963 if (state->render_states[WINED3D_RS_COLORVERTEX] && (si->use_map & (1u << WINED3D_FFP_DIFFUSE)))
5965 settings->diffuse_source = state->render_states[WINED3D_RS_DIFFUSEMATERIALSOURCE];
5966 settings->emissive_source = state->render_states[WINED3D_RS_EMISSIVEMATERIALSOURCE];
5967 settings->ambient_source = state->render_states[WINED3D_RS_AMBIENTMATERIALSOURCE];
5968 settings->specular_source = state->render_states[WINED3D_RS_SPECULARMATERIALSOURCE];
5970 else
5972 settings->diffuse_source = WINED3D_MCS_MATERIAL;
5973 settings->emissive_source = WINED3D_MCS_MATERIAL;
5974 settings->ambient_source = WINED3D_MCS_MATERIAL;
5975 settings->specular_source = WINED3D_MCS_MATERIAL;
5978 for (i = 0; i < MAX_TEXTURES; ++i)
5980 coord_idx = state->texture_states[i][WINED3D_TSS_TEXCOORD_INDEX];
5981 if (coord_idx < MAX_TEXTURES && (si->use_map & (1u << (WINED3D_FFP_TEXCOORD0 + coord_idx))))
5982 settings->texcoords |= 1u << i;
5983 settings->texgen[i] = state->texture_states[i][WINED3D_TSS_TEXCOORD_INDEX];
5985 if (d3d_info->limits.varying_count >= wined3d_max_compat_varyings(gl_info))
5986 settings->texcoords = (1u << MAX_TEXTURES) - 1;
5988 for (i = 0; i < MAX_ACTIVE_LIGHTS; ++i)
5990 if (!state->lights[i])
5991 continue;
5993 switch (state->lights[i]->OriginalParms.type)
5995 case WINED3D_LIGHT_POINT:
5996 ++settings->point_light_count;
5997 break;
5998 case WINED3D_LIGHT_SPOT:
5999 ++settings->spot_light_count;
6000 break;
6001 case WINED3D_LIGHT_DIRECTIONAL:
6002 ++settings->directional_light_count;
6003 break;
6004 case WINED3D_LIGHT_PARALLELPOINT:
6005 ++settings->parallel_point_light_count;
6006 break;
6007 default:
6008 FIXME("Unhandled light type %#x.\n", state->lights[i]->OriginalParms.type);
6009 break;
6013 if (!state->render_states[WINED3D_RS_FOGENABLE])
6014 settings->fog_mode = WINED3D_FFP_VS_FOG_OFF;
6015 else if (state->render_states[WINED3D_RS_FOGTABLEMODE] != WINED3D_FOG_NONE)
6017 settings->fog_mode = WINED3D_FFP_VS_FOG_DEPTH;
6019 if (state->transforms[WINED3D_TS_PROJECTION]._14 == 0.0f
6020 && state->transforms[WINED3D_TS_PROJECTION]._24 == 0.0f
6021 && state->transforms[WINED3D_TS_PROJECTION]._34 == 0.0f
6022 && state->transforms[WINED3D_TS_PROJECTION]._44 == 1.0f)
6023 settings->ortho_fog = 1;
6025 else if (state->render_states[WINED3D_RS_FOGVERTEXMODE] == WINED3D_FOG_NONE)
6026 settings->fog_mode = WINED3D_FFP_VS_FOG_FOGCOORD;
6027 else if (state->render_states[WINED3D_RS_RANGEFOGENABLE])
6028 settings->fog_mode = WINED3D_FFP_VS_FOG_RANGE;
6029 else
6030 settings->fog_mode = WINED3D_FFP_VS_FOG_DEPTH;
6032 if (d3d_info->emulated_flatshading)
6033 settings->flatshading = state->render_states[WINED3D_RS_SHADEMODE] == WINED3D_SHADE_FLAT;
6034 else
6035 settings->flatshading = FALSE;
6037 settings->swizzle_map = si->swizzle_map;
6040 int wined3d_ffp_vertex_program_key_compare(const void *key, const struct wine_rb_entry *entry)
6042 const struct wined3d_ffp_vs_settings *ka = key;
6043 const struct wined3d_ffp_vs_settings *kb = &WINE_RB_ENTRY_VALUE(entry,
6044 const struct wined3d_ffp_vs_desc, entry)->settings;
6046 return memcmp(ka, kb, sizeof(*ka));
6049 const char *wined3d_debug_location(DWORD location)
6051 struct debug_buffer buffer;
6052 const char *prefix = "";
6053 const char *suffix = "";
6055 if (wined3d_popcount(location) > 16)
6057 prefix = "~(";
6058 location = ~location;
6059 suffix = ")";
6062 init_debug_buffer(&buffer, "0");
6063 #define LOCATION_TO_STR(x) if (location & x) { debug_append(&buffer, #x, " | "); location &= ~x; }
6064 LOCATION_TO_STR(WINED3D_LOCATION_DISCARDED);
6065 LOCATION_TO_STR(WINED3D_LOCATION_SYSMEM);
6066 LOCATION_TO_STR(WINED3D_LOCATION_USER_MEMORY);
6067 LOCATION_TO_STR(WINED3D_LOCATION_BUFFER);
6068 LOCATION_TO_STR(WINED3D_LOCATION_TEXTURE_RGB);
6069 LOCATION_TO_STR(WINED3D_LOCATION_TEXTURE_SRGB);
6070 LOCATION_TO_STR(WINED3D_LOCATION_DRAWABLE);
6071 LOCATION_TO_STR(WINED3D_LOCATION_RB_MULTISAMPLE);
6072 LOCATION_TO_STR(WINED3D_LOCATION_RB_RESOLVED);
6073 #undef LOCATION_TO_STR
6074 if (location)
6075 FIXME("Unrecognized location flag(s) %#x.\n", location);
6077 return wine_dbg_sprintf("%s%s%s", prefix, buffer.str, suffix);
6080 /* Print a floating point value with the %.8e format specifier, always using
6081 * '.' as decimal separator. */
6082 void wined3d_ftoa(float value, char *s)
6084 int idx = 1;
6086 if (copysignf(1.0f, value) < 0.0f)
6087 ++idx;
6089 /* Be sure to allocate a buffer of at least 17 characters for the result
6090 as sprintf may return a 3 digit exponent when using the MSVC runtime
6091 instead of a 2 digit exponent. */
6092 sprintf(s, "%.8e", value);
6093 if (isfinite(value))
6094 s[idx] = '.';
6097 void wined3d_release_dc(HWND window, HDC dc)
6099 /* You'd figure ReleaseDC() would fail if the DC doesn't match the window.
6100 * However, that's not what actually happens, and there are user32 tests
6101 * that confirm ReleaseDC() with the wrong window is supposed to succeed.
6102 * So explicitly check that the DC belongs to the window, since we want to
6103 * avoid releasing a DC that belongs to some other window if the original
6104 * window was already destroyed. */
6105 if (WindowFromDC(dc) != window)
6106 WARN("DC %p does not belong to window %p.\n", dc, window);
6107 else if (!ReleaseDC(window, dc))
6108 ERR("Failed to release device context %p, last error %#x.\n", dc, GetLastError());
6111 BOOL wined3d_clip_blit(const RECT *clip_rect, RECT *clipped, RECT *other)
6113 RECT orig = *clipped;
6114 float scale_x = (float)(orig.right - orig.left) / (float)(other->right - other->left);
6115 float scale_y = (float)(orig.bottom - orig.top) / (float)(other->bottom - other->top);
6117 IntersectRect(clipped, clipped, clip_rect);
6119 if (IsRectEmpty(clipped))
6121 SetRectEmpty(other);
6122 return FALSE;
6125 other->left += (LONG)((clipped->left - orig.left) / scale_x);
6126 other->top += (LONG)((clipped->top - orig.top) / scale_y);
6127 other->right -= (LONG)((orig.right - clipped->right) / scale_x);
6128 other->bottom -= (LONG)((orig.bottom - clipped->bottom) / scale_y);
6130 return TRUE;
6133 void wined3d_gl_limits_get_uniform_block_range(const struct wined3d_gl_limits *gl_limits,
6134 enum wined3d_shader_type shader_type, unsigned int *base, unsigned int *count)
6136 unsigned int i;
6138 *base = 0;
6139 for (i = 0; i < WINED3D_SHADER_TYPE_COUNT; ++i)
6141 *count = gl_limits->uniform_blocks[i];
6142 if (i == shader_type)
6143 return;
6144 *base += *count;
6147 ERR("Unrecognized shader type %#x.\n", shader_type);
6148 *count = 0;
6151 void wined3d_gl_limits_get_texture_unit_range(const struct wined3d_gl_limits *gl_limits,
6152 enum wined3d_shader_type shader_type, unsigned int *base, unsigned int *count)
6154 unsigned int i;
6156 if (shader_type == WINED3D_SHADER_TYPE_COMPUTE)
6158 if (gl_limits->combined_samplers == gl_limits->graphics_samplers)
6159 *base = 0;
6160 else
6161 *base = gl_limits->graphics_samplers;
6162 *count = gl_limits->samplers[WINED3D_SHADER_TYPE_COMPUTE];
6163 return;
6166 *base = 0;
6167 for (i = 0; i < WINED3D_SHADER_TYPE_GRAPHICS_COUNT; ++i)
6169 *count = gl_limits->samplers[i];
6170 if (i == shader_type)
6171 return;
6172 *base += *count;
6175 ERR("Unrecognized shader type %#x.\n", shader_type);
6176 *count = 0;
6179 BOOL wined3d_array_reserve(void **elements, SIZE_T *capacity, SIZE_T count, SIZE_T size)
6181 SIZE_T max_capacity, new_capacity;
6182 void *new_elements;
6184 if (count <= *capacity)
6185 return TRUE;
6187 max_capacity = ~(SIZE_T)0 / size;
6188 if (count > max_capacity)
6189 return FALSE;
6191 new_capacity = max(1, *capacity);
6192 while (new_capacity < count && new_capacity <= max_capacity / 2)
6193 new_capacity *= 2;
6194 if (new_capacity < count)
6195 new_capacity = count;
6197 if (!*elements)
6198 new_elements = heap_alloc_zero(new_capacity * size);
6199 else
6200 new_elements = HeapReAlloc(GetProcessHeap(), HEAP_ZERO_MEMORY, *elements, new_capacity * size);
6201 if (!new_elements)
6202 return FALSE;
6204 *elements = new_elements;
6205 *capacity = new_capacity;
6206 return TRUE;