wined3d: Move the OpenGL vertex format to a separate structure.
[wine.git] / dlls / wined3d / utils.c
blob45d1f07b39c84cdb50d6420a51d948fb6d63b9ce
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_R10G11B11_SNORM, 10, 11, 11, 0, 0, 10, 21, 0, 4, 0, 0},
126 {WINED3DFMT_R10G10B10_SNORM_A2_UNORM, 10, 10, 10, 2, 0, 10, 20, 30, 4, 0, 0},
127 /* Depth stencil formats */
128 {WINED3DFMT_D16_LOCKABLE, 0, 0, 0, 0, 0, 0, 0, 0, 2, 16, 0},
129 {WINED3DFMT_D32_UNORM, 0, 0, 0, 0, 0, 0, 0, 0, 4, 32, 0},
130 {WINED3DFMT_S1_UINT_D15_UNORM, 0, 0, 0, 0, 0, 0, 0, 0, 2, 15, 1},
131 {WINED3DFMT_X8D24_UNORM, 0, 0, 0, 0, 0, 0, 0, 0, 4, 24, 0},
132 {WINED3DFMT_S4X4_UINT_D24_UNORM, 0, 0, 0, 0, 0, 0, 0, 0, 4, 24, 4},
133 {WINED3DFMT_S8_UINT_D24_FLOAT, 0, 0, 0, 0, 0, 0, 0, 0, 4, 24, 8},
134 /* Vendor-specific formats */
135 {WINED3DFMT_ATI1N, 0, 0, 0, 0, 0, 0, 0, 0, 1, 0, 0},
136 {WINED3DFMT_ATI2N, 0, 0, 0, 0, 0, 0, 0, 0, 1, 0, 0},
137 {WINED3DFMT_NVDB, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0},
138 {WINED3DFMT_INST, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0},
139 {WINED3DFMT_INTZ, 0, 0, 0, 0, 0, 0, 0, 0, 4, 24, 8},
140 {WINED3DFMT_RESZ, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0},
141 {WINED3DFMT_NVHU, 0, 0, 0, 0, 0, 0, 0, 0, 2, 0, 0},
142 {WINED3DFMT_NVHS, 0, 0, 0, 0, 0, 0, 0, 0, 2, 0, 0},
143 {WINED3DFMT_NULL, 8, 8, 8, 8, 0, 8, 16, 24, 4, 0, 0},
144 /* Unsure about them, could not find a Windows driver that supports them */
145 {WINED3DFMT_R16, 16, 0, 0, 0, 0, 0, 0, 0, 2, 0, 0},
146 {WINED3DFMT_AL16, 0, 0, 0, 16, 0, 0, 0, 16, 4, 0, 0},
147 /* DirectX 10 HDR formats */
148 {WINED3DFMT_R9G9B9E5_SHAREDEXP, 0, 0, 0, 0, 0, 0, 0, 0, 4, 0, 0},
149 /* Typeless */
150 {WINED3DFMT_R32G32B32A32_TYPELESS, 32, 32, 32, 32, 0, 32, 64, 96, 16, 0, 0},
151 {WINED3DFMT_R32G32B32_TYPELESS, 32, 32, 32, 0, 0, 32, 64, 0, 12, 0, 0},
152 {WINED3DFMT_R16G16B16A16_TYPELESS, 16, 16, 16, 16, 0, 16, 32, 48, 8, 0, 0},
153 {WINED3DFMT_R32G32_TYPELESS, 32, 32, 0, 0, 0, 32, 0, 0, 8, 0, 0},
154 {WINED3DFMT_R32G8X24_TYPELESS, 0, 0, 0, 0, 0, 0, 0, 0, 8, 32, 8},
155 {WINED3DFMT_R10G10B10A2_TYPELESS, 10, 10, 10, 2, 0, 10, 20, 30, 4, 0, 0},
156 {WINED3DFMT_R10G10B10X2_TYPELESS, 10, 10, 10, 0, 0, 10, 20, 0, 4, 0, 0},
157 {WINED3DFMT_R8G8B8A8_TYPELESS, 8, 8, 8, 8, 0, 8, 16, 24, 4, 0, 0},
158 {WINED3DFMT_R16G16_TYPELESS, 16, 16, 0, 0, 0, 16, 0, 0, 4, 0, 0},
159 {WINED3DFMT_R32_TYPELESS, 32, 0, 0, 0, 0, 0, 0, 0, 4, 0, 0},
160 {WINED3DFMT_R24G8_TYPELESS, 0, 0, 0, 0, 0, 0, 0, 0, 4, 24, 8},
161 {WINED3DFMT_R8G8_TYPELESS, 8, 8, 0, 0, 0, 8, 0, 0, 2, 0, 0},
162 {WINED3DFMT_R16_TYPELESS, 16, 0, 0, 0, 0, 0, 0, 0, 2, 0, 0},
163 {WINED3DFMT_R8_TYPELESS, 8, 0, 0, 0, 0, 0, 0, 0, 1, 0, 0},
164 {WINED3DFMT_BC1_TYPELESS, 0, 0, 0, 0, 0, 0, 0, 0, 1, 0, 0},
165 {WINED3DFMT_BC2_TYPELESS, 0, 0, 0, 0, 0, 0, 0, 0, 1, 0, 0},
166 {WINED3DFMT_BC3_TYPELESS, 0, 0, 0, 0, 0, 0, 0, 0, 1, 0, 0},
167 {WINED3DFMT_BC4_TYPELESS, 0, 0, 0, 0, 0, 0, 0, 0, 1, 0, 0},
168 {WINED3DFMT_BC5_TYPELESS, 0, 0, 0, 0, 0, 0, 0, 0, 1, 0, 0},
169 {WINED3DFMT_BC6H_TYPELESS, 0, 0, 0, 0, 0, 0, 0, 0, 1, 0, 0},
170 {WINED3DFMT_BC7_TYPELESS, 0, 0, 0, 0, 0, 0, 0, 0, 1, 0, 0},
171 {WINED3DFMT_B8G8R8A8_TYPELESS, 8, 8, 8, 8, 16, 8, 0, 24, 4, 0, 0},
172 {WINED3DFMT_B8G8R8X8_TYPELESS, 8, 8, 8, 0, 16, 8, 0, 0, 4, 0, 0},
175 enum wined3d_channel_type
177 WINED3D_CHANNEL_TYPE_NONE,
178 WINED3D_CHANNEL_TYPE_UNORM,
179 WINED3D_CHANNEL_TYPE_SNORM,
180 WINED3D_CHANNEL_TYPE_UINT,
181 WINED3D_CHANNEL_TYPE_SINT,
182 WINED3D_CHANNEL_TYPE_FLOAT,
183 WINED3D_CHANNEL_TYPE_DEPTH,
184 WINED3D_CHANNEL_TYPE_STENCIL,
185 WINED3D_CHANNEL_TYPE_UNUSED,
188 struct wined3d_typed_format_info
190 enum wined3d_format_id id;
191 enum wined3d_format_id typeless_id;
192 const char *channels;
196 * The last entry for a given typeless format defines its internal format.
198 * u - WINED3D_CHANNEL_TYPE_UNORM
199 * i - WINED3D_CHANNEL_TYPE_SNORM
200 * U - WINED3D_CHANNEL_TYPE_UINT
201 * I - WINED3D_CHANNEL_TYPE_SINT
202 * F - WINED3D_CHANNEL_TYPE_FLOAT
203 * D - WINED3D_CHANNEL_TYPE_DEPTH
204 * S - WINED3D_CHANNEL_TYPE_STENCIL
205 * X - WINED3D_CHANNEL_TYPE_UNUSED
207 static const struct wined3d_typed_format_info typed_formats[] =
209 {WINED3DFMT_R32G32B32A32_UINT, WINED3DFMT_R32G32B32A32_TYPELESS, "UUUU"},
210 {WINED3DFMT_R32G32B32A32_SINT, WINED3DFMT_R32G32B32A32_TYPELESS, "IIII"},
211 {WINED3DFMT_R32G32B32A32_FLOAT, WINED3DFMT_R32G32B32A32_TYPELESS, "FFFF"},
212 {WINED3DFMT_R32G32B32_UINT, WINED3DFMT_R32G32B32_TYPELESS, "UUU"},
213 {WINED3DFMT_R32G32B32_SINT, WINED3DFMT_R32G32B32_TYPELESS, "III"},
214 {WINED3DFMT_R32G32B32_FLOAT, WINED3DFMT_R32G32B32_TYPELESS, "FFF"},
215 {WINED3DFMT_R16G16B16A16_UNORM, WINED3DFMT_R16G16B16A16_TYPELESS, "uuuu"},
216 {WINED3DFMT_R16G16B16A16_SNORM, WINED3DFMT_R16G16B16A16_TYPELESS, "iiii"},
217 {WINED3DFMT_R16G16B16A16_UINT, WINED3DFMT_R16G16B16A16_TYPELESS, "UUUU"},
218 {WINED3DFMT_R16G16B16A16_SINT, WINED3DFMT_R16G16B16A16_TYPELESS, "IIII"},
219 {WINED3DFMT_R16G16B16A16_FLOAT, WINED3DFMT_R16G16B16A16_TYPELESS, "FFFF"},
220 {WINED3DFMT_R32G32_UINT, WINED3DFMT_R32G32_TYPELESS, "UU"},
221 {WINED3DFMT_R32G32_SINT, WINED3DFMT_R32G32_TYPELESS, "II"},
222 {WINED3DFMT_R32G32_FLOAT, WINED3DFMT_R32G32_TYPELESS, "FF"},
223 {WINED3DFMT_R32_FLOAT_X8X24_TYPELESS, WINED3DFMT_R32G8X24_TYPELESS, "DX"},
224 {WINED3DFMT_X32_TYPELESS_G8X24_UINT, WINED3DFMT_R32G8X24_TYPELESS, "XS"},
225 {WINED3DFMT_D32_FLOAT_S8X24_UINT, WINED3DFMT_R32G8X24_TYPELESS, "DS"},
226 {WINED3DFMT_R10G10B10A2_SNORM, WINED3DFMT_R10G10B10A2_TYPELESS, "iiii"},
227 {WINED3DFMT_R10G10B10A2_UINT, WINED3DFMT_R10G10B10A2_TYPELESS, "UUUU"},
228 {WINED3DFMT_R10G10B10A2_UNORM, WINED3DFMT_R10G10B10A2_TYPELESS, "uuuu"},
229 {WINED3DFMT_R10G10B10X2_SNORM, WINED3DFMT_R10G10B10X2_TYPELESS, "iiiX"},
230 {WINED3DFMT_R10G10B10X2_UINT, WINED3DFMT_R10G10B10X2_TYPELESS, "UUUX"},
231 {WINED3DFMT_R8G8B8A8_UINT, WINED3DFMT_R8G8B8A8_TYPELESS, "UUUU"},
232 {WINED3DFMT_R8G8B8A8_SINT, WINED3DFMT_R8G8B8A8_TYPELESS, "IIII"},
233 {WINED3DFMT_R8G8B8A8_SNORM, WINED3DFMT_R8G8B8A8_TYPELESS, "iiii"},
234 {WINED3DFMT_R8G8B8A8_UNORM_SRGB, WINED3DFMT_R8G8B8A8_TYPELESS, "uuuu"},
235 {WINED3DFMT_R8G8B8A8_UNORM, WINED3DFMT_R8G8B8A8_TYPELESS, "uuuu"},
236 {WINED3DFMT_R16G16_UNORM, WINED3DFMT_R16G16_TYPELESS, "uu"},
237 {WINED3DFMT_R16G16_SNORM, WINED3DFMT_R16G16_TYPELESS, "ii"},
238 {WINED3DFMT_R16G16_UINT, WINED3DFMT_R16G16_TYPELESS, "UU"},
239 {WINED3DFMT_R16G16_SINT, WINED3DFMT_R16G16_TYPELESS, "II"},
240 {WINED3DFMT_R16G16_FLOAT, WINED3DFMT_R16G16_TYPELESS, "FF"},
241 {WINED3DFMT_D32_FLOAT, WINED3DFMT_R32_TYPELESS, "D"},
242 {WINED3DFMT_R32_FLOAT, WINED3DFMT_R32_TYPELESS, "F"},
243 {WINED3DFMT_R32_UINT, WINED3DFMT_R32_TYPELESS, "U"},
244 {WINED3DFMT_R32_SINT, WINED3DFMT_R32_TYPELESS, "I"},
245 {WINED3DFMT_R24_UNORM_X8_TYPELESS, WINED3DFMT_R24G8_TYPELESS, "DX"},
246 {WINED3DFMT_X24_TYPELESS_G8_UINT, WINED3DFMT_R24G8_TYPELESS, "XS"},
247 {WINED3DFMT_D24_UNORM_S8_UINT, WINED3DFMT_R24G8_TYPELESS, "DS"},
248 {WINED3DFMT_R8G8_SNORM, WINED3DFMT_R8G8_TYPELESS, "ii"},
249 {WINED3DFMT_R8G8_UNORM, WINED3DFMT_R8G8_TYPELESS, "uu"},
250 {WINED3DFMT_R8G8_UINT, WINED3DFMT_R8G8_TYPELESS, "UU"},
251 {WINED3DFMT_R8G8_SINT, WINED3DFMT_R8G8_TYPELESS, "II"},
252 {WINED3DFMT_D16_UNORM, WINED3DFMT_R16_TYPELESS, "D"},
253 {WINED3DFMT_R16_UNORM, WINED3DFMT_R16_TYPELESS, "u"},
254 {WINED3DFMT_R16_SNORM, WINED3DFMT_R16_TYPELESS, "i"},
255 {WINED3DFMT_R16_UINT, WINED3DFMT_R16_TYPELESS, "U"},
256 {WINED3DFMT_R16_SINT, WINED3DFMT_R16_TYPELESS, "I"},
257 {WINED3DFMT_R16_FLOAT, WINED3DFMT_R16_TYPELESS, "F"},
258 {WINED3DFMT_R8_UNORM, WINED3DFMT_R8_TYPELESS, "u"},
259 {WINED3DFMT_R8_SNORM, WINED3DFMT_R8_TYPELESS, "i"},
260 {WINED3DFMT_R8_UINT, WINED3DFMT_R8_TYPELESS, "U"},
261 {WINED3DFMT_R8_SINT, WINED3DFMT_R8_TYPELESS, "I"},
262 {WINED3DFMT_BC1_UNORM_SRGB, WINED3DFMT_BC1_TYPELESS, ""},
263 {WINED3DFMT_BC1_UNORM, WINED3DFMT_BC1_TYPELESS, ""},
264 {WINED3DFMT_BC2_UNORM_SRGB, WINED3DFMT_BC2_TYPELESS, ""},
265 {WINED3DFMT_BC2_UNORM, WINED3DFMT_BC2_TYPELESS, ""},
266 {WINED3DFMT_BC3_UNORM_SRGB, WINED3DFMT_BC3_TYPELESS, ""},
267 {WINED3DFMT_BC3_UNORM, WINED3DFMT_BC3_TYPELESS, ""},
268 {WINED3DFMT_BC4_UNORM, WINED3DFMT_BC4_TYPELESS, ""},
269 {WINED3DFMT_BC4_SNORM, WINED3DFMT_BC4_TYPELESS, ""},
270 {WINED3DFMT_BC5_UNORM, WINED3DFMT_BC5_TYPELESS, ""},
271 {WINED3DFMT_BC5_SNORM, WINED3DFMT_BC5_TYPELESS, ""},
272 {WINED3DFMT_BC6H_UF16, WINED3DFMT_BC6H_TYPELESS, ""},
273 {WINED3DFMT_BC6H_SF16, WINED3DFMT_BC6H_TYPELESS, ""},
274 {WINED3DFMT_BC7_UNORM_SRGB, WINED3DFMT_BC7_TYPELESS, ""},
275 {WINED3DFMT_BC7_UNORM, WINED3DFMT_BC7_TYPELESS, ""},
276 {WINED3DFMT_B8G8R8A8_UNORM_SRGB, WINED3DFMT_B8G8R8A8_TYPELESS, "uuuu"},
277 {WINED3DFMT_B8G8R8A8_UNORM, WINED3DFMT_B8G8R8A8_TYPELESS, "uuuu"},
278 {WINED3DFMT_B8G8R8X8_UNORM_SRGB, WINED3DFMT_B8G8R8X8_TYPELESS, "uuuX"},
279 {WINED3DFMT_B8G8R8X8_UNORM, WINED3DFMT_B8G8R8X8_TYPELESS, "uuuX"},
282 struct wined3d_typeless_format_depth_stencil_info
284 enum wined3d_format_id typeless_id;
285 enum wined3d_format_id depth_stencil_id;
286 enum wined3d_format_id depth_view_id;
287 enum wined3d_format_id stencil_view_id;
288 BOOL separate_depth_view_format;
291 static const struct wined3d_typeless_format_depth_stencil_info typeless_depth_stencil_formats[] =
293 {WINED3DFMT_R32G8X24_TYPELESS, WINED3DFMT_D32_FLOAT_S8X24_UINT,
294 WINED3DFMT_R32_FLOAT_X8X24_TYPELESS, WINED3DFMT_X32_TYPELESS_G8X24_UINT, TRUE},
295 {WINED3DFMT_R24G8_TYPELESS, WINED3DFMT_D24_UNORM_S8_UINT,
296 WINED3DFMT_R24_UNORM_X8_TYPELESS, WINED3DFMT_X24_TYPELESS_G8_UINT, TRUE},
297 {WINED3DFMT_R32_TYPELESS, WINED3DFMT_D32_FLOAT, WINED3DFMT_R32_FLOAT},
298 {WINED3DFMT_R16_TYPELESS, WINED3DFMT_D16_UNORM, WINED3DFMT_R16_UNORM},
301 struct wined3d_format_ddi_info
303 enum wined3d_format_id id;
304 D3DDDIFORMAT ddi_format;
307 static const struct wined3d_format_ddi_info ddi_formats[] =
309 {WINED3DFMT_B8G8R8_UNORM, D3DDDIFMT_R8G8B8},
310 {WINED3DFMT_B8G8R8A8_UNORM, D3DDDIFMT_A8R8G8B8},
311 {WINED3DFMT_B8G8R8X8_UNORM, D3DDDIFMT_X8R8G8B8},
312 {WINED3DFMT_B5G6R5_UNORM, D3DDDIFMT_R5G6B5},
313 {WINED3DFMT_B5G5R5X1_UNORM, D3DDDIFMT_X1R5G5B5},
314 {WINED3DFMT_B5G5R5A1_UNORM, D3DDDIFMT_A1R5G5B5},
315 {WINED3DFMT_B4G4R4A4_UNORM, D3DDDIFMT_A4R4G4B4},
316 {WINED3DFMT_B4G4R4X4_UNORM, D3DDDIFMT_X4R4G4B4},
317 {WINED3DFMT_P8_UINT, D3DDDIFMT_P8},
320 struct wined3d_format_base_flags
322 enum wined3d_format_id id;
323 DWORD flags;
326 /* The ATI2N format behaves like an uncompressed format in LockRect(), but
327 * still needs to use the correct block based calculation for e.g. the
328 * resource size. */
329 static const struct wined3d_format_base_flags format_base_flags[] =
331 {WINED3DFMT_ATI1N, WINED3DFMT_FLAG_BROKEN_PITCH},
332 {WINED3DFMT_ATI2N, WINED3DFMT_FLAG_BROKEN_PITCH},
333 {WINED3DFMT_R11G11B10_FLOAT, WINED3DFMT_FLAG_FLOAT},
334 {WINED3DFMT_D32_FLOAT, WINED3DFMT_FLAG_FLOAT},
335 {WINED3DFMT_S8_UINT_D24_FLOAT, WINED3DFMT_FLAG_FLOAT},
336 {WINED3DFMT_D32_FLOAT_S8X24_UINT, WINED3DFMT_FLAG_FLOAT},
337 {WINED3DFMT_INST, WINED3DFMT_FLAG_EXTENSION},
338 {WINED3DFMT_NULL, WINED3DFMT_FLAG_EXTENSION},
339 {WINED3DFMT_NVDB, WINED3DFMT_FLAG_EXTENSION},
340 {WINED3DFMT_RESZ, WINED3DFMT_FLAG_EXTENSION},
343 static void rgb888_from_rgb565(WORD rgb565, BYTE *r, BYTE *g, BYTE *b)
345 BYTE c;
347 /* (2⁸ - 1) / (2⁵ - 1) ≈ 2⁸ / 2⁵ + 2⁸ / 2¹⁰
348 * (2⁸ - 1) / (2⁶ - 1) ≈ 2⁸ / 2⁶ + 2⁸ / 2¹² */
349 c = rgb565 >> 11;
350 *r = (c << 3) + (c >> 2);
351 c = (rgb565 >> 5) & 0x3f;
352 *g = (c << 2) + (c >> 4);
353 c = rgb565 & 0x1f;
354 *b = (c << 3) + (c >> 2);
357 static void build_dxtn_colour_table(WORD colour0, WORD colour1,
358 DWORD colour_table[4], enum wined3d_format_id format_id)
360 unsigned int i;
361 struct
363 BYTE r, g, b;
364 } c[4];
366 rgb888_from_rgb565(colour0, &c[0].r, &c[0].g, &c[0].b);
367 rgb888_from_rgb565(colour1, &c[1].r, &c[1].g, &c[1].b);
369 if (format_id == WINED3DFMT_BC1_UNORM && colour0 <= colour1)
371 c[2].r = (c[0].r + c[1].r) / 2;
372 c[2].g = (c[0].g + c[1].g) / 2;
373 c[2].b = (c[0].b + c[1].b) / 2;
375 c[3].r = 0;
376 c[3].g = 0;
377 c[3].b = 0;
379 else
381 for (i = 0; i < 2; ++i)
383 c[i + 2].r = (2 * c[i].r + c[1 - i].r) / 3;
384 c[i + 2].g = (2 * c[i].g + c[1 - i].g) / 3;
385 c[i + 2].b = (2 * c[i].b + c[1 - i].b) / 3;
389 for (i = 0; i < 4; ++i)
391 colour_table[i] = (c[i].r << 16) | (c[i].g << 8) | c[i].b;
395 static void build_bc3_alpha_table(BYTE alpha0, BYTE alpha1, BYTE alpha_table[8])
397 unsigned int i;
399 alpha_table[0] = alpha0;
400 alpha_table[1] = alpha1;
402 if (alpha0 > alpha1)
404 for (i = 0; i < 6; ++i)
406 alpha_table[2 + i] = ((6 - i) * alpha0 + (i + 1) * alpha1) / 7;
408 return;
410 else
412 for (i = 0; i < 4; ++i)
414 alpha_table[2 + i] = ((4 - i) * alpha0 + (i + 1) * alpha1) / 5;
416 alpha_table[6] = 0x00;
417 alpha_table[7] = 0xff;
421 static void decompress_dxtn_block(const BYTE *src, BYTE *dst, unsigned int width,
422 unsigned int height, unsigned int dst_row_pitch, enum wined3d_format_id format_id)
424 const UINT64 *s = (const UINT64 *)src;
425 BOOL bc1_alpha = FALSE;
426 DWORD colour_table[4];
427 BYTE alpha_table[8];
428 UINT64 alpha_bits;
429 DWORD colour_bits;
430 unsigned int x, y;
431 BYTE colour_idx;
432 DWORD *dst_row;
433 BYTE alpha;
435 if (format_id == WINED3DFMT_BC1_UNORM)
437 WORD colour0, colour1;
439 alpha_bits = 0;
441 colour0 = s[0] & 0xffff;
442 colour1 = (s[0] >> 16) & 0xffff;
443 colour_bits = (s[0] >> 32) & 0xffffffff;
444 build_dxtn_colour_table(colour0, colour1, colour_table, format_id);
445 if (colour0 <= colour1)
446 bc1_alpha = TRUE;
448 else
450 alpha_bits = s[0];
451 if (format_id == WINED3DFMT_BC3_UNORM)
453 build_bc3_alpha_table(alpha_bits & 0xff, (alpha_bits >> 8) & 0xff, alpha_table);
454 alpha_bits >>= 16;
457 colour_bits = (s[1] >> 32) & 0xffffffff;
458 build_dxtn_colour_table(s[1] & 0xffff, (s[1] >> 16) & 0xffff, colour_table, format_id);
461 for (y = 0; y < height; ++y)
463 dst_row = (DWORD *)&dst[y * dst_row_pitch];
464 for (x = 0; x < width; ++x)
466 colour_idx = (colour_bits >> (y * 8 + x * 2)) & 0x3;
467 switch (format_id)
469 case WINED3DFMT_BC1_UNORM:
470 alpha = bc1_alpha && colour_idx == 3 ? 0x00 : 0xff;
471 break;
473 case WINED3DFMT_BC2_UNORM:
474 alpha = (alpha_bits >> (y * 16 + x * 4)) & 0xf;
475 /* (2⁸ - 1) / (2⁴ - 1) ≈ 2⁸ / 2⁴ + 2⁸ / 2⁸ */
476 alpha |= alpha << 4;
477 break;
479 case WINED3DFMT_BC3_UNORM:
480 alpha = alpha_table[(alpha_bits >> (y * 12 + x * 3)) & 0x7];
481 break;
483 default:
484 alpha = 0xff;
485 break;
487 dst_row[x] = (alpha << 24) | colour_table[colour_idx];
492 static void decompress_dxtn(const BYTE *src, BYTE *dst, unsigned int src_row_pitch,
493 unsigned int src_slice_pitch, unsigned int dst_row_pitch, unsigned int dst_slice_pitch,
494 unsigned int width, unsigned int height, unsigned int depth, enum wined3d_format_id format_id)
496 unsigned int block_byte_count, block_w, block_h;
497 const BYTE *src_row, *src_slice = src;
498 BYTE *dst_row, *dst_slice = dst;
499 unsigned int x, y, z;
501 block_byte_count = format_id == WINED3DFMT_BC1_UNORM ? 8 : 16;
503 for (z = 0; z < depth; ++z)
505 src_row = src_slice;
506 dst_row = dst_slice;
507 for (y = 0; y < height; y += 4)
509 for (x = 0; x < width; x += 4)
511 block_w = min(width - x, 4);
512 block_h = min(height - y, 4);
513 decompress_dxtn_block(&src_row[x * (block_byte_count / 4)],
514 &dst_row[x * 4], block_w, block_h, dst_row_pitch, format_id);
516 src_row += src_row_pitch;
517 dst_row += dst_row_pitch * 4;
519 src_slice += src_slice_pitch;
520 dst_slice += dst_slice_pitch;
524 static void decompress_bc3(const BYTE *src, BYTE *dst, unsigned int src_row_pitch,
525 unsigned int src_slice_pitch, unsigned int dst_row_pitch, unsigned int dst_slice_pitch,
526 unsigned int width, unsigned int height, unsigned int depth)
528 decompress_dxtn(src, dst, src_row_pitch, src_slice_pitch, dst_row_pitch,
529 dst_slice_pitch, width, height, depth, WINED3DFMT_BC3_UNORM);
532 static void decompress_bc2(const BYTE *src, BYTE *dst, unsigned int src_row_pitch,
533 unsigned int src_slice_pitch, unsigned int dst_row_pitch, unsigned int dst_slice_pitch,
534 unsigned int width, unsigned int height, unsigned int depth)
536 decompress_dxtn(src, dst, src_row_pitch, src_slice_pitch, dst_row_pitch,
537 dst_slice_pitch, width, height, depth, WINED3DFMT_BC2_UNORM);
540 static void decompress_bc1(const BYTE *src, BYTE *dst, unsigned int src_row_pitch,
541 unsigned int src_slice_pitch, unsigned int dst_row_pitch, unsigned int dst_slice_pitch,
542 unsigned int width, unsigned int height, unsigned int depth)
544 decompress_dxtn(src, dst, src_row_pitch, src_slice_pitch, dst_row_pitch,
545 dst_slice_pitch, width, height, depth, WINED3DFMT_BC1_UNORM);
548 static const struct wined3d_format_decompress_info
550 enum wined3d_format_id id;
551 void (*decompress)(const BYTE *src, BYTE *dst, unsigned int src_row_pitch, unsigned int src_slice_pitch,
552 unsigned int dst_row_pitch, unsigned int dst_slice_pitch,
553 unsigned int width, unsigned int height, unsigned int depth);
555 format_decompress_info[] =
557 {WINED3DFMT_DXT1, decompress_bc1},
558 {WINED3DFMT_DXT2, decompress_bc2},
559 {WINED3DFMT_DXT3, decompress_bc2},
560 {WINED3DFMT_DXT4, decompress_bc3},
561 {WINED3DFMT_DXT5, decompress_bc3},
562 {WINED3DFMT_BC1_UNORM, decompress_bc1},
563 {WINED3DFMT_BC2_UNORM, decompress_bc2},
564 {WINED3DFMT_BC3_UNORM, decompress_bc3},
567 struct wined3d_format_block_info
569 enum wined3d_format_id id;
570 UINT block_width;
571 UINT block_height;
572 UINT block_byte_count;
573 unsigned int flags;
576 static const struct wined3d_format_block_info format_block_info[] =
578 {WINED3DFMT_DXT1, 4, 4, 8, WINED3DFMT_FLAG_COMPRESSED},
579 {WINED3DFMT_DXT2, 4, 4, 16, WINED3DFMT_FLAG_COMPRESSED},
580 {WINED3DFMT_DXT3, 4, 4, 16, WINED3DFMT_FLAG_COMPRESSED},
581 {WINED3DFMT_DXT4, 4, 4, 16, WINED3DFMT_FLAG_COMPRESSED},
582 {WINED3DFMT_DXT5, 4, 4, 16, WINED3DFMT_FLAG_COMPRESSED},
583 {WINED3DFMT_BC1_UNORM, 4, 4, 8, WINED3DFMT_FLAG_COMPRESSED},
584 {WINED3DFMT_BC2_UNORM, 4, 4, 16, WINED3DFMT_FLAG_COMPRESSED},
585 {WINED3DFMT_BC3_UNORM, 4, 4, 16, WINED3DFMT_FLAG_COMPRESSED},
586 {WINED3DFMT_BC4_UNORM, 4, 4, 8, WINED3DFMT_FLAG_COMPRESSED},
587 {WINED3DFMT_BC4_SNORM, 4, 4, 8, WINED3DFMT_FLAG_COMPRESSED},
588 {WINED3DFMT_BC5_UNORM, 4, 4, 16, WINED3DFMT_FLAG_COMPRESSED},
589 {WINED3DFMT_BC5_SNORM, 4, 4, 16, WINED3DFMT_FLAG_COMPRESSED},
590 {WINED3DFMT_BC6H_UF16, 4, 4, 16, WINED3DFMT_FLAG_COMPRESSED},
591 {WINED3DFMT_BC6H_SF16, 4, 4, 16, WINED3DFMT_FLAG_COMPRESSED},
592 {WINED3DFMT_BC7_UNORM, 4, 4, 16, WINED3DFMT_FLAG_COMPRESSED},
593 {WINED3DFMT_ATI1N, 4, 4, 8, WINED3DFMT_FLAG_COMPRESSED | WINED3DFMT_FLAG_BLOCKS_NO_VERIFY},
594 {WINED3DFMT_ATI2N, 4, 4, 16, WINED3DFMT_FLAG_COMPRESSED | WINED3DFMT_FLAG_BLOCKS_NO_VERIFY},
595 {WINED3DFMT_YUY2, 2, 1, 4, WINED3DFMT_FLAG_BLOCKS_NO_VERIFY},
596 {WINED3DFMT_UYVY, 2, 1, 4, WINED3DFMT_FLAG_BLOCKS_NO_VERIFY},
599 struct wined3d_format_vertex_info
601 enum wined3d_format_id id;
602 enum wined3d_ffp_emit_idx emit_idx;
603 GLenum gl_vtx_type;
604 enum wined3d_gl_extension extension;
607 static const struct wined3d_format_vertex_info format_vertex_info[] =
609 {WINED3DFMT_R32_FLOAT, WINED3D_FFP_EMIT_FLOAT1, GL_FLOAT},
610 {WINED3DFMT_R32G32_FLOAT, WINED3D_FFP_EMIT_FLOAT2, GL_FLOAT},
611 {WINED3DFMT_R32G32B32_FLOAT, WINED3D_FFP_EMIT_FLOAT3, GL_FLOAT},
612 {WINED3DFMT_R32G32B32A32_FLOAT, WINED3D_FFP_EMIT_FLOAT4, GL_FLOAT},
613 {WINED3DFMT_B8G8R8A8_UNORM, WINED3D_FFP_EMIT_D3DCOLOR, GL_UNSIGNED_BYTE},
614 {WINED3DFMT_R8G8B8A8_UINT, WINED3D_FFP_EMIT_UBYTE4, GL_UNSIGNED_BYTE},
615 {WINED3DFMT_R16G16_UINT, WINED3D_FFP_EMIT_INVALID, GL_UNSIGNED_SHORT},
616 {WINED3DFMT_R16G16_SINT, WINED3D_FFP_EMIT_SHORT2, GL_SHORT},
617 {WINED3DFMT_R16G16B16A16_SINT, WINED3D_FFP_EMIT_SHORT4, GL_SHORT},
618 {WINED3DFMT_R8G8B8A8_UNORM, WINED3D_FFP_EMIT_UBYTE4N, GL_UNSIGNED_BYTE},
619 {WINED3DFMT_R16G16_SNORM, WINED3D_FFP_EMIT_SHORT2N, GL_SHORT},
620 {WINED3DFMT_R16G16B16A16_SNORM, WINED3D_FFP_EMIT_SHORT4N, GL_SHORT},
621 {WINED3DFMT_R16G16_UNORM, WINED3D_FFP_EMIT_USHORT2N, GL_UNSIGNED_SHORT},
622 {WINED3DFMT_R16G16B16A16_UNORM, WINED3D_FFP_EMIT_USHORT4N, GL_UNSIGNED_SHORT},
623 {WINED3DFMT_R10G10B10X2_UINT, WINED3D_FFP_EMIT_UDEC3, GL_UNSIGNED_SHORT},
624 {WINED3DFMT_R10G10B10X2_SNORM, WINED3D_FFP_EMIT_DEC3N, GL_SHORT},
625 {WINED3DFMT_R10G10B10A2_UNORM, WINED3D_FFP_EMIT_INVALID, GL_UNSIGNED_INT_2_10_10_10_REV,
626 ARB_VERTEX_TYPE_2_10_10_10_REV},
627 /* Without ARB_half_float_vertex we convert these on upload. */
628 {WINED3DFMT_R16G16_FLOAT, WINED3D_FFP_EMIT_FLOAT16_2, GL_FLOAT},
629 {WINED3DFMT_R16G16_FLOAT, WINED3D_FFP_EMIT_FLOAT16_2, GL_HALF_FLOAT, ARB_HALF_FLOAT_VERTEX},
630 {WINED3DFMT_R16G16B16A16_FLOAT, WINED3D_FFP_EMIT_FLOAT16_4, GL_FLOAT},
631 {WINED3DFMT_R16G16B16A16_FLOAT, WINED3D_FFP_EMIT_FLOAT16_4, GL_HALF_FLOAT, ARB_HALF_FLOAT_VERTEX},
632 {WINED3DFMT_R8G8B8A8_SNORM, WINED3D_FFP_EMIT_INVALID, GL_BYTE},
633 {WINED3DFMT_R8G8B8A8_SINT, WINED3D_FFP_EMIT_INVALID, GL_BYTE},
634 {WINED3DFMT_R16G16B16A16_UINT, WINED3D_FFP_EMIT_INVALID, GL_UNSIGNED_SHORT},
635 {WINED3DFMT_R8_UNORM, WINED3D_FFP_EMIT_INVALID, GL_UNSIGNED_BYTE},
636 {WINED3DFMT_R8_UINT, WINED3D_FFP_EMIT_INVALID, GL_UNSIGNED_BYTE},
637 {WINED3DFMT_R8_SINT, WINED3D_FFP_EMIT_INVALID, GL_BYTE},
638 {WINED3DFMT_R16_UINT, WINED3D_FFP_EMIT_INVALID, GL_UNSIGNED_SHORT},
639 {WINED3DFMT_R16_SINT, WINED3D_FFP_EMIT_INVALID, GL_SHORT},
640 {WINED3DFMT_R32_UINT, WINED3D_FFP_EMIT_INVALID, GL_UNSIGNED_INT},
641 {WINED3DFMT_R32_SINT, WINED3D_FFP_EMIT_INVALID, GL_INT},
642 {WINED3DFMT_R32G32_UINT, WINED3D_FFP_EMIT_INVALID, GL_UNSIGNED_INT},
643 {WINED3DFMT_R32G32_SINT, WINED3D_FFP_EMIT_INVALID, GL_INT},
644 {WINED3DFMT_R32G32B32_UINT, WINED3D_FFP_EMIT_INVALID, GL_UNSIGNED_INT},
645 {WINED3DFMT_R32G32B32A32_UINT, WINED3D_FFP_EMIT_INVALID, GL_UNSIGNED_INT},
646 {WINED3DFMT_R32G32B32A32_SINT, WINED3D_FFP_EMIT_INVALID, GL_INT},
649 struct wined3d_format_texture_info
651 enum wined3d_format_id id;
652 GLint gl_internal;
653 GLint gl_srgb_internal;
654 GLint gl_rt_internal;
655 GLint gl_format;
656 GLint gl_type;
657 unsigned int conv_byte_count;
658 unsigned int flags;
659 enum wined3d_gl_extension extension;
660 void (*upload)(const BYTE *src, BYTE *dst, unsigned int src_row_pitch, unsigned int src_slice_pitch,
661 unsigned int dst_row_pitch, unsigned int dst_slice_pitch,
662 unsigned int width, unsigned int height, unsigned int depth);
663 void (*download)(const BYTE *src, BYTE *dst, unsigned int src_row_pitch, unsigned int src_slice_pitch,
664 unsigned int dst_row_pitch, unsigned int dst_slice_pitch,
665 unsigned int width, unsigned int height, unsigned int depth);
666 void (*decompress)(const BYTE *src, BYTE *dst, unsigned int src_row_pitch, unsigned int src_slice_pitch,
667 unsigned int dst_row_pitch, unsigned int dst_slice_pitch,
668 unsigned int width, unsigned int height, unsigned int depth);
671 static void convert_l4a4_unorm(const BYTE *src, BYTE *dst, UINT src_row_pitch, UINT src_slice_pitch,
672 UINT dst_row_pitch, UINT dst_slice_pitch, UINT width, UINT height, UINT depth)
674 /* WINED3DFMT_L4A4_UNORM exists as an internal gl format, but for some reason there is not
675 * format+type combination to load it. Thus convert it to A8L8, then load it
676 * with A4L4 internal, but A8L8 format+type
678 unsigned int x, y, z;
679 const unsigned char *Source;
680 unsigned char *Dest;
682 for (z = 0; z < depth; z++)
684 for (y = 0; y < height; y++)
686 Source = src + z * src_slice_pitch + y * src_row_pitch;
687 Dest = dst + z * dst_slice_pitch + y * dst_row_pitch;
688 for (x = 0; x < width; x++ )
690 unsigned char color = (*Source++);
691 /* A */ Dest[1] = (color & 0xf0u) << 0;
692 /* L */ Dest[0] = (color & 0x0fu) << 4;
693 Dest += 2;
699 static void convert_r5g5_snorm_l6_unorm(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 unsigned char r_in, g_in, l_in;
704 const unsigned short *texel_in;
705 unsigned short *texel_out;
707 /* Emulating signed 5 bit values with unsigned 5 bit values has some precision problems by design:
708 * E.g. the signed input value 0 becomes 16. GL normalizes it to 16 / 31 = 0.516. We convert it
709 * back to a signed value by subtracting 0.5 and multiplying by 2.0. The resulting value is
710 * ((16 / 31) - 0.5) * 2.0 = 0.032, which is quite different from the intended result 0.000. */
711 for (z = 0; z < depth; z++)
713 for (y = 0; y < height; y++)
715 texel_out = (unsigned short *) (dst + z * dst_slice_pitch + y * dst_row_pitch);
716 texel_in = (const unsigned short *)(src + z * src_slice_pitch + y * src_row_pitch);
717 for (x = 0; x < width; x++ )
719 l_in = (*texel_in & 0xfc00u) >> 10;
720 g_in = (*texel_in & 0x03e0u) >> 5;
721 r_in = *texel_in & 0x001fu;
723 *texel_out = ((r_in + 16) << 11) | (l_in << 5) | (g_in + 16);
724 texel_out++;
725 texel_in++;
731 static void convert_r5g5_snorm_l6_unorm_ext(const BYTE *src, BYTE *dst, UINT src_row_pitch, UINT src_slice_pitch,
732 UINT dst_row_pitch, UINT dst_slice_pitch, UINT width, UINT height, UINT depth)
734 unsigned int x, y, z;
735 unsigned char *texel_out, r_out, g_out, r_in, g_in, l_in;
736 const unsigned short *texel_in;
738 for (z = 0; z < depth; z++)
740 for (y = 0; y < height; y++)
742 texel_in = (const unsigned short *)(src + z * src_slice_pitch + y * src_row_pitch);
743 texel_out = dst + z * dst_slice_pitch + y * dst_row_pitch;
744 for (x = 0; x < width; x++ )
746 l_in = (*texel_in & 0xfc00u) >> 10;
747 g_in = (*texel_in & 0x03e0u) >> 5;
748 r_in = *texel_in & 0x001fu;
750 r_out = r_in << 3;
751 if (!(r_in & 0x10)) /* r > 0 */
752 r_out |= r_in >> 1;
754 g_out = g_in << 3;
755 if (!(g_in & 0x10)) /* g > 0 */
756 g_out |= g_in >> 1;
758 texel_out[0] = r_out;
759 texel_out[1] = g_out;
760 texel_out[2] = l_in << 1 | l_in >> 5;
761 texel_out[3] = 0;
763 texel_out += 4;
764 texel_in++;
770 static void convert_r5g5_snorm_l6_unorm_nv(const BYTE *src, BYTE *dst, UINT src_row_pitch, UINT src_slice_pitch,
771 UINT dst_row_pitch, UINT dst_slice_pitch, UINT width, UINT height, UINT depth)
773 unsigned int x, y, z;
774 unsigned char *texel_out, ds_out, dt_out, r_in, g_in, l_in;
775 const unsigned short *texel_in;
777 /* This makes the gl surface bigger(24 bit instead of 16), but it works with
778 * fixed function and shaders without further conversion once the surface is
779 * loaded.
781 * The difference between this function and convert_r5g5_snorm_l6_unorm_ext
782 * is that convert_r5g5_snorm_l6_unorm_ext creates a 32 bit XRGB texture and
783 * this function creates a 24 bit DSDT_MAG texture. Trying to load a DSDT_MAG
784 * internal with a 32 bit DSDT_MAG_INTENSITY or DSDT_MAG_VIB format fails. */
785 for (z = 0; z < depth; z++)
787 for (y = 0; y < height; y++)
789 texel_in = (const unsigned short *)(src + z * src_slice_pitch + y * src_row_pitch);
790 texel_out = dst + z * dst_slice_pitch + y * dst_row_pitch;
791 for (x = 0; x < width; x++ )
793 l_in = (*texel_in & 0xfc00u) >> 10;
794 g_in = (*texel_in & 0x03e0u) >> 5;
795 r_in = *texel_in & 0x001fu;
797 ds_out = r_in << 3;
798 if (!(r_in & 0x10)) /* r > 0 */
799 ds_out |= r_in >> 1;
801 dt_out = g_in << 3;
802 if (!(g_in & 0x10)) /* g > 0 */
803 dt_out |= g_in >> 1;
805 texel_out[0] = ds_out;
806 texel_out[1] = dt_out;
807 texel_out[2] = l_in << 1 | l_in >> 5;
809 texel_out += 3;
810 texel_in++;
816 static void convert_r8g8_snorm(const BYTE *src, BYTE *dst, UINT src_row_pitch, UINT src_slice_pitch,
817 UINT dst_row_pitch, UINT dst_slice_pitch, UINT width, UINT height, UINT depth)
819 unsigned int x, y, z;
820 const short *Source;
821 unsigned char *Dest;
823 for (z = 0; z < depth; z++)
825 for (y = 0; y < height; y++)
827 Source = (const short *)(src + z * src_slice_pitch + y * src_row_pitch);
828 Dest = dst + z * dst_slice_pitch + y * dst_row_pitch;
829 for (x = 0; x < width; x++ )
831 const short color = (*Source++);
832 /* B */ Dest[0] = 0xff;
833 /* G */ Dest[1] = (color >> 8) + 128; /* V */
834 /* R */ Dest[2] = (color & 0xff) + 128; /* U */
835 Dest += 3;
841 static void convert_r8g8_snorm_l8x8_unorm(const BYTE *src, BYTE *dst, UINT src_row_pitch, UINT src_slice_pitch,
842 UINT dst_row_pitch, UINT dst_slice_pitch, UINT width, UINT height, UINT depth)
844 unsigned int x, y, z;
845 const DWORD *Source;
846 unsigned char *Dest;
848 /* Doesn't work correctly with the fixed function pipeline, but can work in
849 * shaders if the shader is adjusted. (There's no use for this format in gl's
850 * standard fixed function pipeline anyway).
852 for (z = 0; z < depth; z++)
854 for (y = 0; y < height; y++)
856 Source = (const DWORD *)(src + z * src_slice_pitch + y * src_row_pitch);
857 Dest = dst + z * dst_slice_pitch + y * dst_row_pitch;
858 for (x = 0; x < width; x++ )
860 LONG color = (*Source++);
861 /* B */ Dest[0] = ((color >> 16) & 0xff); /* L */
862 /* G */ Dest[1] = ((color >> 8 ) & 0xff) + 128; /* V */
863 /* R */ Dest[2] = (color & 0xff) + 128; /* U */
864 Dest += 4;
870 static void convert_r8g8_snorm_l8x8_unorm_nv(const BYTE *src, BYTE *dst, UINT src_row_pitch, UINT src_slice_pitch,
871 UINT dst_row_pitch, UINT dst_slice_pitch, UINT width, UINT height, UINT depth)
873 unsigned int x, y, z;
874 const DWORD *Source;
875 unsigned char *Dest;
877 /* This implementation works with the fixed function pipeline and shaders
878 * without further modification after converting the surface.
880 for (z = 0; z < depth; z++)
882 for (y = 0; y < height; y++)
884 Source = (const DWORD *)(src + z * src_slice_pitch + y * src_row_pitch);
885 Dest = dst + z * dst_slice_pitch + y * dst_row_pitch;
886 for (x = 0; x < width; x++ )
888 LONG color = (*Source++);
889 /* L */ Dest[2] = ((color >> 16) & 0xff); /* L */
890 /* V */ Dest[1] = ((color >> 8 ) & 0xff); /* V */
891 /* U */ Dest[0] = (color & 0xff); /* U */
892 /* I */ Dest[3] = 255; /* X */
893 Dest += 4;
899 static void convert_r8g8b8a8_snorm(const BYTE *src, BYTE *dst, UINT src_row_pitch, UINT src_slice_pitch,
900 UINT dst_row_pitch, UINT dst_slice_pitch, UINT width, UINT height, UINT depth)
902 unsigned int x, y, z;
903 const DWORD *Source;
904 unsigned char *Dest;
906 for (z = 0; z < depth; z++)
908 for (y = 0; y < height; y++)
910 Source = (const DWORD *)(src + z * src_slice_pitch + y * src_row_pitch);
911 Dest = dst + z * dst_slice_pitch + y * dst_row_pitch;
912 for (x = 0; x < width; x++ )
914 LONG color = (*Source++);
915 /* B */ Dest[0] = ((color >> 16) & 0xff) + 128; /* W */
916 /* G */ Dest[1] = ((color >> 8 ) & 0xff) + 128; /* V */
917 /* R */ Dest[2] = (color & 0xff) + 128; /* U */
918 /* A */ Dest[3] = ((color >> 24) & 0xff) + 128; /* Q */
919 Dest += 4;
925 static void convert_r16g16_snorm(const BYTE *src, BYTE *dst, UINT src_row_pitch, UINT src_slice_pitch,
926 UINT dst_row_pitch, UINT dst_slice_pitch, UINT width, UINT height, UINT depth)
928 unsigned int x, y, z;
929 const DWORD *Source;
930 unsigned short *Dest;
932 for (z = 0; z < depth; z++)
934 for (y = 0; y < height; y++)
936 Source = (const DWORD *)(src + z * src_slice_pitch + y * src_row_pitch);
937 Dest = (unsigned short *) (dst + z * dst_slice_pitch + y * dst_row_pitch);
938 for (x = 0; x < width; x++ )
940 const DWORD color = (*Source++);
941 /* B */ Dest[0] = 0xffff;
942 /* G */ Dest[1] = (color >> 16) + 32768; /* V */
943 /* R */ Dest[2] = (color & 0xffff) + 32768; /* U */
944 Dest += 3;
950 static void convert_r16g16(const BYTE *src, BYTE *dst, UINT src_row_pitch, UINT src_slice_pitch,
951 UINT dst_row_pitch, UINT dst_slice_pitch, UINT width, UINT height, UINT depth)
953 unsigned int x, y, z;
954 const WORD *Source;
955 WORD *Dest;
957 for (z = 0; z < depth; z++)
959 for (y = 0; y < height; y++)
961 Source = (const WORD *)(src + z * src_slice_pitch + y * src_row_pitch);
962 Dest = (WORD *) (dst + z * dst_slice_pitch + y * dst_row_pitch);
963 for (x = 0; x < width; x++ )
965 WORD green = (*Source++);
966 WORD red = (*Source++);
967 Dest[0] = green;
968 Dest[1] = red;
969 /* Strictly speaking not correct for R16G16F, but it doesn't matter because the
970 * shader overwrites it anyway */
971 Dest[2] = 0xffff;
972 Dest += 3;
978 static void convert_r32g32_float(const BYTE *src, BYTE *dst, UINT src_row_pitch, UINT src_slice_pitch,
979 UINT dst_row_pitch, UINT dst_slice_pitch, UINT width, UINT height, UINT depth)
981 unsigned int x, y, z;
982 const float *Source;
983 float *Dest;
985 for (z = 0; z < depth; z++)
987 for (y = 0; y < height; y++)
989 Source = (const float *)(src + z * src_slice_pitch + y * src_row_pitch);
990 Dest = (float *) (dst + z * dst_slice_pitch + y * dst_row_pitch);
991 for (x = 0; x < width; x++ )
993 float green = (*Source++);
994 float red = (*Source++);
995 Dest[0] = green;
996 Dest[1] = red;
997 Dest[2] = 1.0f;
998 Dest += 3;
1004 static void convert_s1_uint_d15_unorm(const BYTE *src, BYTE *dst, UINT src_row_pitch, UINT src_slice_pitch,
1005 UINT dst_row_pitch, UINT dst_slice_pitch, UINT width, UINT height, UINT depth)
1007 unsigned int x, y, z;
1009 for (z = 0; z < depth; z++)
1011 for (y = 0; y < height; ++y)
1013 const WORD *source = (const WORD *)(src + z * src_slice_pitch + y * src_row_pitch);
1014 DWORD *dest = (DWORD *)(dst + z * dst_slice_pitch + y * dst_row_pitch);
1016 for (x = 0; x < width; ++x)
1018 /* The depth data is normalized, so needs to be scaled,
1019 * the stencil data isn't. Scale depth data by
1020 * (2^24-1)/(2^15-1) ~~ (2^9 + 2^-6). */
1021 WORD d15 = source[x] >> 1;
1022 DWORD d24 = (d15 << 9) + (d15 >> 6);
1023 dest[x] = (d24 << 8) | (source[x] & 0x1);
1029 static void convert_s4x4_uint_d24_unorm(const BYTE *src, BYTE *dst, UINT src_row_pitch, UINT src_slice_pitch,
1030 UINT dst_row_pitch, UINT dst_slice_pitch, UINT width, UINT height, UINT depth)
1032 unsigned int x, y, z;
1034 for (z = 0; z < depth; z++)
1036 for (y = 0; y < height; ++y)
1038 const DWORD *source = (const DWORD *)(src + z * src_slice_pitch + y * src_row_pitch);
1039 DWORD *dest = (DWORD *)(dst + z * dst_slice_pitch + y * dst_row_pitch);
1041 for (x = 0; x < width; ++x)
1043 /* Just need to clear out the X4 part. */
1044 dest[x] = source[x] & ~0xf0;
1050 static void convert_s8_uint_d24_float(const BYTE *src, BYTE *dst, UINT src_row_pitch, UINT src_slice_pitch,
1051 UINT dst_row_pitch, UINT dst_slice_pitch, UINT width, UINT height, UINT depth)
1053 unsigned int x, y, z;
1055 for (z = 0; z < depth; z++)
1057 for (y = 0; y < height; ++y)
1059 const DWORD *source = (const DWORD *)(src + z * src_slice_pitch + y * src_row_pitch);
1060 float *dest_f = (float *)(dst + z * dst_slice_pitch + y * dst_row_pitch);
1061 DWORD *dest_s = (DWORD *)dest_f;
1063 for (x = 0; x < width; ++x)
1065 dest_f[x * 2] = float_24_to_32((source[x] & 0xffffff00u) >> 8);
1066 dest_s[x * 2 + 1] = source[x] & 0xff;
1072 static void x8_d24_unorm_upload(const BYTE *src, BYTE *dst,
1073 unsigned int src_row_pitch, unsigned int src_slice_pitch,
1074 unsigned int dst_row_pitch, unsigned int dst_slice_pitch,
1075 unsigned int width, unsigned int height, unsigned int depth)
1077 unsigned int x, y, z;
1079 for (z = 0; z < depth; ++z)
1081 for (y = 0; y < height; ++y)
1083 const DWORD *source = (const DWORD *)(src + z * src_slice_pitch + y * src_row_pitch);
1084 DWORD *dest = (DWORD *)(dst + z * dst_slice_pitch + y * dst_row_pitch);
1086 for (x = 0; x < width; ++x)
1088 dest[x] = source[x] << 8 | ((source[x] >> 16) & 0xff);
1094 static void x8_d24_unorm_download(const BYTE *src, BYTE *dst,
1095 unsigned int src_row_pitch, unsigned int src_slice_pitch,
1096 unsigned int dst_row_pitch, unsigned int dst_slice_pitch,
1097 unsigned int width, unsigned int height, unsigned int depth)
1099 unsigned int x, y, z;
1101 for (z = 0; z < depth; ++z)
1103 for (y = 0; y < height; ++y)
1105 const DWORD *source = (const DWORD *)(src + z * src_slice_pitch + y * src_row_pitch);
1106 DWORD *dest = (DWORD *)(dst + z * dst_slice_pitch + y * dst_row_pitch);
1108 for (x = 0; x < width; ++x)
1110 dest[x] = source[x] >> 8;
1116 static BOOL color_in_range(const struct wined3d_color_key *color_key, DWORD color)
1118 /* FIXME: Is this really how color keys are supposed to work? I think it
1119 * makes more sense to compare the individual channels. */
1120 return color >= color_key->color_space_low_value
1121 && color <= color_key->color_space_high_value;
1124 static void convert_b5g6r5_unorm_b5g5r5a1_unorm_color_key(const BYTE *src, unsigned int src_pitch,
1125 BYTE *dst, unsigned int dst_pitch, unsigned int width, unsigned int height,
1126 const struct wined3d_color_key *color_key)
1128 const WORD *src_row;
1129 unsigned int x, y;
1130 WORD *dst_row;
1132 for (y = 0; y < height; ++y)
1134 src_row = (WORD *)&src[src_pitch * y];
1135 dst_row = (WORD *)&dst[dst_pitch * y];
1136 for (x = 0; x < width; ++x)
1138 WORD src_color = src_row[x];
1139 if (!color_in_range(color_key, src_color))
1140 dst_row[x] = 0x8000u | ((src_color & 0xffc0u) >> 1) | (src_color & 0x1fu);
1141 else
1142 dst_row[x] = ((src_color & 0xffc0u) >> 1) | (src_color & 0x1fu);
1147 static void convert_b5g5r5x1_unorm_b5g5r5a1_unorm_color_key(const BYTE *src, unsigned int src_pitch,
1148 BYTE *dst, unsigned int dst_pitch, unsigned int width, unsigned int height,
1149 const struct wined3d_color_key *color_key)
1151 const WORD *src_row;
1152 unsigned int x, y;
1153 WORD *dst_row;
1155 for (y = 0; y < height; ++y)
1157 src_row = (WORD *)&src[src_pitch * y];
1158 dst_row = (WORD *)&dst[dst_pitch * y];
1159 for (x = 0; x < width; ++x)
1161 WORD src_color = src_row[x];
1162 if (color_in_range(color_key, src_color))
1163 dst_row[x] = src_color & ~0x8000;
1164 else
1165 dst_row[x] = src_color | 0x8000;
1170 static void convert_b8g8r8_unorm_b8g8r8a8_unorm_color_key(const BYTE *src, unsigned int src_pitch,
1171 BYTE *dst, unsigned int dst_pitch, unsigned int width, unsigned int height,
1172 const struct wined3d_color_key *color_key)
1174 const BYTE *src_row;
1175 unsigned int x, y;
1176 DWORD *dst_row;
1178 for (y = 0; y < height; ++y)
1180 src_row = &src[src_pitch * y];
1181 dst_row = (DWORD *)&dst[dst_pitch * y];
1182 for (x = 0; x < width; ++x)
1184 DWORD src_color = (src_row[x * 3 + 2] << 16) | (src_row[x * 3 + 1] << 8) | src_row[x * 3];
1185 if (!color_in_range(color_key, src_color))
1186 dst_row[x] = src_color | 0xff000000;
1191 static void convert_b8g8r8x8_unorm_b8g8r8a8_unorm_color_key(const BYTE *src, unsigned int src_pitch,
1192 BYTE *dst, unsigned int dst_pitch, unsigned int width, unsigned int height,
1193 const struct wined3d_color_key *color_key)
1195 const DWORD *src_row;
1196 unsigned int x, y;
1197 DWORD *dst_row;
1199 for (y = 0; y < height; ++y)
1201 src_row = (DWORD *)&src[src_pitch * y];
1202 dst_row = (DWORD *)&dst[dst_pitch * y];
1203 for (x = 0; x < width; ++x)
1205 DWORD src_color = src_row[x];
1206 if (color_in_range(color_key, src_color))
1207 dst_row[x] = src_color & ~0xff000000;
1208 else
1209 dst_row[x] = src_color | 0xff000000;
1214 static void convert_b8g8r8a8_unorm_b8g8r8a8_unorm_color_key(const BYTE *src, unsigned int src_pitch,
1215 BYTE *dst, unsigned int dst_pitch, unsigned int width, unsigned int height,
1216 const struct wined3d_color_key *color_key)
1218 const DWORD *src_row;
1219 unsigned int x, y;
1220 DWORD *dst_row;
1222 for (y = 0; y < height; ++y)
1224 src_row = (DWORD *)&src[src_pitch * y];
1225 dst_row = (DWORD *)&dst[dst_pitch * y];
1226 for (x = 0; x < width; ++x)
1228 DWORD src_color = src_row[x];
1229 if (color_in_range(color_key, src_color))
1230 src_color &= ~0xff000000;
1231 dst_row[x] = src_color;
1236 const struct wined3d_color_key_conversion * wined3d_format_get_color_key_conversion(
1237 const struct wined3d_texture *texture, BOOL need_alpha_ck)
1239 const struct wined3d_format *format = texture->resource.format;
1240 unsigned int i;
1242 static const struct
1244 enum wined3d_format_id src_format;
1245 struct wined3d_color_key_conversion conversion;
1247 color_key_info[] =
1249 {WINED3DFMT_B5G6R5_UNORM, {WINED3DFMT_B5G5R5A1_UNORM, convert_b5g6r5_unorm_b5g5r5a1_unorm_color_key }},
1250 {WINED3DFMT_B5G5R5X1_UNORM, {WINED3DFMT_B5G5R5A1_UNORM, convert_b5g5r5x1_unorm_b5g5r5a1_unorm_color_key }},
1251 {WINED3DFMT_B8G8R8_UNORM, {WINED3DFMT_B8G8R8A8_UNORM, convert_b8g8r8_unorm_b8g8r8a8_unorm_color_key }},
1252 {WINED3DFMT_B8G8R8X8_UNORM, {WINED3DFMT_B8G8R8A8_UNORM, convert_b8g8r8x8_unorm_b8g8r8a8_unorm_color_key }},
1253 {WINED3DFMT_B8G8R8A8_UNORM, {WINED3DFMT_B8G8R8A8_UNORM, convert_b8g8r8a8_unorm_b8g8r8a8_unorm_color_key }},
1256 if (need_alpha_ck && (texture->async.flags & WINED3D_TEXTURE_ASYNC_COLOR_KEY))
1258 for (i = 0; i < ARRAY_SIZE(color_key_info); ++i)
1260 if (color_key_info[i].src_format == format->id)
1261 return &color_key_info[i].conversion;
1264 FIXME("Color-keying not supported with format %s.\n", debug_d3dformat(format->id));
1267 return NULL;
1270 /* The following formats explicitly don't have WINED3DFMT_FLAG_TEXTURE set:
1272 * These are never supported on native.
1273 * WINED3DFMT_B8G8R8_UNORM
1274 * WINED3DFMT_B2G3R3_UNORM
1275 * WINED3DFMT_L4A4_UNORM
1276 * WINED3DFMT_S1_UINT_D15_UNORM
1277 * WINED3DFMT_S4X4_UINT_D24_UNORM
1279 * Only some Geforce/Voodoo3/G400 cards offer 8-bit textures in case of ddraw.
1280 * Since it is not widely available, don't offer it. Further no Windows driver
1281 * offers WINED3DFMT_P8_UINT_A8_NORM, so don't offer it either.
1282 * WINED3DFMT_P8_UINT
1283 * WINED3DFMT_P8_UINT_A8_UNORM
1285 * These formats seem to be similar to the HILO formats in
1286 * GL_NV_texture_shader. NVHU is said to be GL_UNSIGNED_HILO16,
1287 * NVHS GL_SIGNED_HILO16. Rumours say that D3D computes a 3rd channel
1288 * similarly to D3DFMT_CxV8U8 (So NVHS could be called D3DFMT_CxV16U16). ATI
1289 * refused to support formats which can easily be emulated with pixel shaders,
1290 * so applications have to deal with not having NVHS and NVHU.
1291 * WINED3DFMT_NVHU
1292 * WINED3DFMT_NVHS */
1293 static const struct wined3d_format_texture_info format_texture_info[] =
1295 /* format id gl_internal gl_srgb_internal gl_rt_internal
1296 gl_format gl_type conv_byte_count
1297 flags
1298 extension upload download */
1299 /* FourCC formats */
1300 /* GL_APPLE_ycbcr_422 claims that its '2YUV' format, which is supported via the UNSIGNED_SHORT_8_8_REV_APPLE type
1301 * is equivalent to 'UYVY' format on Windows, and the 'YUVS' via UNSIGNED_SHORT_8_8_APPLE equates to 'YUY2'. The
1302 * d3d9 test however shows that the opposite is true. Since the extension is from 2002, it predates the x86 based
1303 * Macs, so probably the endianness differs. This could be tested as soon as we have a Windows and MacOS on a big
1304 * endian machine
1306 {WINED3DFMT_UYVY, GL_RG8, GL_RG8, 0,
1307 GL_RG, GL_UNSIGNED_BYTE, 0,
1308 WINED3DFMT_FLAG_FILTERING,
1309 ARB_TEXTURE_RG, NULL},
1310 {WINED3DFMT_UYVY, GL_LUMINANCE8_ALPHA8, GL_LUMINANCE8_ALPHA8, 0,
1311 GL_LUMINANCE_ALPHA, GL_UNSIGNED_BYTE, 0,
1312 WINED3DFMT_FLAG_FILTERING,
1313 WINED3D_GL_LEGACY_CONTEXT, NULL},
1314 {WINED3DFMT_UYVY, GL_RGB, GL_RGB, 0,
1315 GL_YCBCR_422_APPLE, GL_UNSIGNED_SHORT_8_8_APPLE, 0,
1316 WINED3DFMT_FLAG_TEXTURE | WINED3DFMT_FLAG_FILTERING,
1317 APPLE_YCBCR_422, NULL},
1318 {WINED3DFMT_YUY2, GL_RG8, GL_RG8, 0,
1319 GL_RG, GL_UNSIGNED_BYTE, 0,
1320 WINED3DFMT_FLAG_FILTERING,
1321 ARB_TEXTURE_RG, NULL},
1322 {WINED3DFMT_YUY2, GL_LUMINANCE8_ALPHA8, GL_LUMINANCE8_ALPHA8, 0,
1323 GL_LUMINANCE_ALPHA, GL_UNSIGNED_BYTE, 0,
1324 WINED3DFMT_FLAG_FILTERING,
1325 WINED3D_GL_LEGACY_CONTEXT, NULL},
1326 {WINED3DFMT_YUY2, GL_RGB, GL_RGB, 0,
1327 GL_YCBCR_422_APPLE, GL_UNSIGNED_SHORT_8_8_REV_APPLE, 0,
1328 WINED3DFMT_FLAG_TEXTURE | WINED3DFMT_FLAG_FILTERING,
1329 APPLE_YCBCR_422, NULL},
1330 {WINED3DFMT_YV12, GL_R8, GL_R8, 0,
1331 GL_RED, GL_UNSIGNED_BYTE, 0,
1332 WINED3DFMT_FLAG_FILTERING,
1333 ARB_TEXTURE_RG, NULL},
1334 {WINED3DFMT_YV12, GL_ALPHA8, GL_ALPHA8, 0,
1335 GL_ALPHA, GL_UNSIGNED_BYTE, 0,
1336 WINED3DFMT_FLAG_FILTERING,
1337 WINED3D_GL_LEGACY_CONTEXT, NULL},
1338 {WINED3DFMT_NV12, GL_R8, GL_R8, 0,
1339 GL_RED, GL_UNSIGNED_BYTE, 0,
1340 WINED3DFMT_FLAG_FILTERING,
1341 ARB_TEXTURE_RG, NULL},
1342 {WINED3DFMT_NV12, GL_ALPHA8, GL_ALPHA8, 0,
1343 GL_ALPHA, GL_UNSIGNED_BYTE, 0,
1344 WINED3DFMT_FLAG_FILTERING,
1345 WINED3D_GL_LEGACY_CONTEXT, NULL},
1346 {WINED3DFMT_DXT1, GL_COMPRESSED_RGBA_S3TC_DXT1_EXT, GL_COMPRESSED_SRGB_ALPHA_S3TC_DXT1_EXT, 0,
1347 GL_RGBA, GL_UNSIGNED_BYTE, 0,
1348 WINED3DFMT_FLAG_TEXTURE | WINED3DFMT_FLAG_POSTPIXELSHADER_BLENDING | WINED3DFMT_FLAG_FILTERING
1349 | WINED3DFMT_FLAG_SRGB_READ,
1350 EXT_TEXTURE_COMPRESSION_S3TC, NULL},
1351 {WINED3DFMT_DXT2, GL_COMPRESSED_RGBA_S3TC_DXT3_EXT, GL_COMPRESSED_SRGB_ALPHA_S3TC_DXT3_EXT, 0,
1352 GL_RGBA, GL_UNSIGNED_BYTE, 0,
1353 WINED3DFMT_FLAG_TEXTURE | WINED3DFMT_FLAG_POSTPIXELSHADER_BLENDING | WINED3DFMT_FLAG_FILTERING
1354 | WINED3DFMT_FLAG_SRGB_READ,
1355 EXT_TEXTURE_COMPRESSION_S3TC, NULL},
1356 {WINED3DFMT_DXT3, GL_COMPRESSED_RGBA_S3TC_DXT3_EXT, GL_COMPRESSED_SRGB_ALPHA_S3TC_DXT3_EXT, 0,
1357 GL_RGBA, GL_UNSIGNED_BYTE, 0,
1358 WINED3DFMT_FLAG_TEXTURE | WINED3DFMT_FLAG_POSTPIXELSHADER_BLENDING | WINED3DFMT_FLAG_FILTERING
1359 | WINED3DFMT_FLAG_SRGB_READ,
1360 EXT_TEXTURE_COMPRESSION_S3TC, NULL},
1361 {WINED3DFMT_DXT4, GL_COMPRESSED_RGBA_S3TC_DXT5_EXT, GL_COMPRESSED_SRGB_ALPHA_S3TC_DXT5_EXT, 0,
1362 GL_RGBA, GL_UNSIGNED_BYTE, 0,
1363 WINED3DFMT_FLAG_TEXTURE | WINED3DFMT_FLAG_POSTPIXELSHADER_BLENDING | WINED3DFMT_FLAG_FILTERING
1364 | WINED3DFMT_FLAG_SRGB_READ,
1365 EXT_TEXTURE_COMPRESSION_S3TC, NULL},
1366 {WINED3DFMT_DXT5, GL_COMPRESSED_RGBA_S3TC_DXT5_EXT, GL_COMPRESSED_SRGB_ALPHA_S3TC_DXT5_EXT, 0,
1367 GL_RGBA, GL_UNSIGNED_BYTE, 0,
1368 WINED3DFMT_FLAG_TEXTURE | WINED3DFMT_FLAG_POSTPIXELSHADER_BLENDING | WINED3DFMT_FLAG_FILTERING
1369 | WINED3DFMT_FLAG_SRGB_READ,
1370 EXT_TEXTURE_COMPRESSION_S3TC, NULL},
1371 {WINED3DFMT_BC1_UNORM, GL_COMPRESSED_RGBA_S3TC_DXT1_EXT, GL_COMPRESSED_SRGB_ALPHA_S3TC_DXT1_EXT, 0,
1372 GL_RGBA, GL_UNSIGNED_BYTE, 0,
1373 WINED3DFMT_FLAG_TEXTURE | WINED3DFMT_FLAG_POSTPIXELSHADER_BLENDING | WINED3DFMT_FLAG_FILTERING,
1374 EXT_TEXTURE_COMPRESSION_S3TC, NULL},
1375 {WINED3DFMT_BC2_UNORM, GL_COMPRESSED_RGBA_S3TC_DXT3_EXT, GL_COMPRESSED_SRGB_ALPHA_S3TC_DXT3_EXT, 0,
1376 GL_RGBA, GL_UNSIGNED_BYTE, 0,
1377 WINED3DFMT_FLAG_TEXTURE | WINED3DFMT_FLAG_POSTPIXELSHADER_BLENDING | WINED3DFMT_FLAG_FILTERING,
1378 EXT_TEXTURE_COMPRESSION_S3TC, NULL},
1379 {WINED3DFMT_BC3_UNORM, GL_COMPRESSED_RGBA_S3TC_DXT5_EXT, GL_COMPRESSED_SRGB_ALPHA_S3TC_DXT5_EXT, 0,
1380 GL_RGBA, GL_UNSIGNED_BYTE, 0,
1381 WINED3DFMT_FLAG_TEXTURE | WINED3DFMT_FLAG_POSTPIXELSHADER_BLENDING | WINED3DFMT_FLAG_FILTERING,
1382 EXT_TEXTURE_COMPRESSION_S3TC, NULL},
1383 {WINED3DFMT_BC4_UNORM, GL_COMPRESSED_RED_RGTC1, GL_COMPRESSED_RED_RGTC1, 0,
1384 GL_RED, GL_UNSIGNED_BYTE, 0,
1385 WINED3DFMT_FLAG_TEXTURE | WINED3DFMT_FLAG_POSTPIXELSHADER_BLENDING | WINED3DFMT_FLAG_FILTERING,
1386 ARB_TEXTURE_COMPRESSION_RGTC, NULL},
1387 {WINED3DFMT_BC4_SNORM, GL_COMPRESSED_SIGNED_RED_RGTC1, GL_COMPRESSED_SIGNED_RED_RGTC1, 0,
1388 GL_RED, GL_UNSIGNED_BYTE, 0,
1389 WINED3DFMT_FLAG_TEXTURE | WINED3DFMT_FLAG_POSTPIXELSHADER_BLENDING | WINED3DFMT_FLAG_FILTERING,
1390 ARB_TEXTURE_COMPRESSION_RGTC, NULL},
1391 {WINED3DFMT_BC5_UNORM, GL_COMPRESSED_RG_RGTC2, GL_COMPRESSED_RG_RGTC2, 0,
1392 GL_RG, GL_UNSIGNED_BYTE, 0,
1393 WINED3DFMT_FLAG_TEXTURE | WINED3DFMT_FLAG_POSTPIXELSHADER_BLENDING | WINED3DFMT_FLAG_FILTERING,
1394 ARB_TEXTURE_COMPRESSION_RGTC, NULL},
1395 {WINED3DFMT_BC5_SNORM, GL_COMPRESSED_SIGNED_RG_RGTC2, GL_COMPRESSED_SIGNED_RG_RGTC2, 0,
1396 GL_RG, GL_UNSIGNED_BYTE, 0,
1397 WINED3DFMT_FLAG_TEXTURE | WINED3DFMT_FLAG_POSTPIXELSHADER_BLENDING | WINED3DFMT_FLAG_FILTERING,
1398 ARB_TEXTURE_COMPRESSION_RGTC, NULL},
1399 {WINED3DFMT_BC6H_UF16, GL_COMPRESSED_RGB_BPTC_UNSIGNED_FLOAT_ARB, GL_COMPRESSED_RGB_BPTC_UNSIGNED_FLOAT_ARB, 0,
1400 GL_RGB, GL_UNSIGNED_BYTE, 0,
1401 WINED3DFMT_FLAG_TEXTURE | WINED3DFMT_FLAG_POSTPIXELSHADER_BLENDING | WINED3DFMT_FLAG_FILTERING,
1402 ARB_TEXTURE_COMPRESSION_BPTC, NULL},
1403 {WINED3DFMT_BC6H_SF16, GL_COMPRESSED_RGB_BPTC_SIGNED_FLOAT_ARB, GL_COMPRESSED_RGB_BPTC_SIGNED_FLOAT_ARB, 0,
1404 GL_RGB, GL_UNSIGNED_BYTE, 0,
1405 WINED3DFMT_FLAG_TEXTURE | WINED3DFMT_FLAG_POSTPIXELSHADER_BLENDING | WINED3DFMT_FLAG_FILTERING,
1406 ARB_TEXTURE_COMPRESSION_BPTC, NULL},
1407 {WINED3DFMT_BC7_UNORM, GL_COMPRESSED_RGBA_BPTC_UNORM_ARB, GL_COMPRESSED_SRGB_ALPHA_BPTC_UNORM_ARB, 0,
1408 GL_RGBA, GL_UNSIGNED_BYTE, 0,
1409 WINED3DFMT_FLAG_TEXTURE | WINED3DFMT_FLAG_POSTPIXELSHADER_BLENDING | WINED3DFMT_FLAG_FILTERING,
1410 ARB_TEXTURE_COMPRESSION_BPTC, NULL},
1411 /* IEEE formats */
1412 {WINED3DFMT_R32_FLOAT, GL_RGB32F_ARB, GL_RGB32F_ARB, 0,
1413 GL_RED, GL_FLOAT, 0,
1414 WINED3DFMT_FLAG_TEXTURE | WINED3DFMT_FLAG_RENDERTARGET | WINED3DFMT_FLAG_VTF,
1415 ARB_TEXTURE_FLOAT, NULL},
1416 {WINED3DFMT_R32_FLOAT, GL_R32F, GL_R32F, 0,
1417 GL_RED, GL_FLOAT, 0,
1418 WINED3DFMT_FLAG_TEXTURE | WINED3DFMT_FLAG_RENDERTARGET | WINED3DFMT_FLAG_VTF,
1419 ARB_TEXTURE_RG, NULL},
1420 {WINED3DFMT_R32G32_FLOAT, GL_RGB32F_ARB, GL_RGB32F_ARB, 0,
1421 GL_RGB, GL_FLOAT, 12,
1422 WINED3DFMT_FLAG_TEXTURE | WINED3DFMT_FLAG_RENDERTARGET | WINED3DFMT_FLAG_VTF,
1423 ARB_TEXTURE_FLOAT, convert_r32g32_float},
1424 {WINED3DFMT_R32G32_FLOAT, GL_RG32F, GL_RG32F, 0,
1425 GL_RG, GL_FLOAT, 0,
1426 WINED3DFMT_FLAG_TEXTURE | WINED3DFMT_FLAG_RENDERTARGET | WINED3DFMT_FLAG_VTF,
1427 ARB_TEXTURE_RG, NULL},
1428 {WINED3DFMT_R32G32B32_FLOAT, GL_RGB32F, GL_RGB32F, 0,
1429 GL_RGB, GL_FLOAT, 0,
1430 WINED3DFMT_FLAG_TEXTURE | WINED3DFMT_FLAG_RENDERTARGET,
1431 ARB_TEXTURE_FLOAT, NULL},
1432 {WINED3DFMT_R32G32B32A32_FLOAT, GL_RGBA32F_ARB, GL_RGBA32F_ARB, 0,
1433 GL_RGBA, GL_FLOAT, 0,
1434 WINED3DFMT_FLAG_TEXTURE | WINED3DFMT_FLAG_RENDERTARGET | WINED3DFMT_FLAG_VTF,
1435 ARB_TEXTURE_FLOAT, NULL},
1436 /* Float */
1437 {WINED3DFMT_R16_FLOAT, GL_RGB16F_ARB, GL_RGB16F_ARB, 0,
1438 GL_RED, GL_HALF_FLOAT_ARB, 0,
1439 WINED3DFMT_FLAG_TEXTURE | WINED3DFMT_FLAG_RENDERTARGET | WINED3DFMT_FLAG_VTF,
1440 ARB_TEXTURE_FLOAT, NULL},
1441 {WINED3DFMT_R16_FLOAT, GL_R16F, GL_R16F, 0,
1442 GL_RED, GL_HALF_FLOAT_ARB, 0,
1443 WINED3DFMT_FLAG_TEXTURE | WINED3DFMT_FLAG_RENDERTARGET | WINED3DFMT_FLAG_VTF,
1444 ARB_TEXTURE_RG, NULL},
1445 {WINED3DFMT_R16G16_FLOAT, GL_RGB16F_ARB, GL_RGB16F_ARB, 0,
1446 GL_RGB, GL_HALF_FLOAT_ARB, 6,
1447 WINED3DFMT_FLAG_TEXTURE | WINED3DFMT_FLAG_RENDERTARGET | WINED3DFMT_FLAG_VTF,
1448 ARB_TEXTURE_FLOAT, convert_r16g16},
1449 {WINED3DFMT_R16G16_FLOAT, GL_RG16F, GL_RG16F, 0,
1450 GL_RG, GL_HALF_FLOAT_ARB, 0,
1451 WINED3DFMT_FLAG_TEXTURE | WINED3DFMT_FLAG_RENDERTARGET | WINED3DFMT_FLAG_VTF,
1452 ARB_TEXTURE_RG, NULL},
1453 {WINED3DFMT_R16G16B16A16_FLOAT, GL_RGBA16F_ARB, GL_RGBA16F_ARB, 0,
1454 GL_RGBA, GL_HALF_FLOAT_ARB, 0,
1455 WINED3DFMT_FLAG_TEXTURE | WINED3DFMT_FLAG_POSTPIXELSHADER_BLENDING | WINED3DFMT_FLAG_RENDERTARGET
1456 | WINED3DFMT_FLAG_VTF,
1457 ARB_TEXTURE_FLOAT, NULL},
1458 {WINED3DFMT_R11G11B10_FLOAT, GL_R11F_G11F_B10F, GL_R11F_G11F_B10F, 0,
1459 GL_RGB, GL_UNSIGNED_INT_10F_11F_11F_REV, 0,
1460 WINED3DFMT_FLAG_TEXTURE | WINED3DFMT_FLAG_POSTPIXELSHADER_BLENDING | WINED3DFMT_FLAG_RENDERTARGET,
1461 EXT_PACKED_FLOAT},
1462 /* Palettized formats */
1463 {WINED3DFMT_P8_UINT, GL_R8, GL_R8, 0,
1464 GL_RED, GL_UNSIGNED_BYTE, 0,
1466 ARB_TEXTURE_RG, NULL},
1467 {WINED3DFMT_P8_UINT, GL_ALPHA8, GL_ALPHA8, 0,
1468 GL_ALPHA, GL_UNSIGNED_BYTE, 0,
1470 WINED3D_GL_LEGACY_CONTEXT, NULL},
1471 /* Standard ARGB formats */
1472 {WINED3DFMT_B8G8R8_UNORM, GL_RGB8, GL_RGB8, 0,
1473 GL_BGR, GL_UNSIGNED_BYTE, 0,
1474 WINED3DFMT_FLAG_POSTPIXELSHADER_BLENDING | WINED3DFMT_FLAG_FILTERING | WINED3DFMT_FLAG_RENDERTARGET,
1475 WINED3D_GL_EXT_NONE, NULL},
1476 {WINED3DFMT_B8G8R8A8_UNORM, GL_RGBA8, GL_SRGB8_ALPHA8_EXT, 0,
1477 GL_BGRA, GL_UNSIGNED_INT_8_8_8_8_REV, 0,
1478 WINED3DFMT_FLAG_TEXTURE | WINED3DFMT_FLAG_POSTPIXELSHADER_BLENDING | WINED3DFMT_FLAG_FILTERING
1479 | WINED3DFMT_FLAG_RENDERTARGET | WINED3DFMT_FLAG_SRGB_READ | WINED3DFMT_FLAG_SRGB_WRITE
1480 | WINED3DFMT_FLAG_VTF,
1481 WINED3D_GL_EXT_NONE, NULL},
1482 {WINED3DFMT_B8G8R8X8_UNORM, GL_RGB8, GL_SRGB8_EXT, 0,
1483 GL_BGRA, GL_UNSIGNED_INT_8_8_8_8_REV, 0,
1484 WINED3DFMT_FLAG_TEXTURE | WINED3DFMT_FLAG_POSTPIXELSHADER_BLENDING | WINED3DFMT_FLAG_FILTERING
1485 | WINED3DFMT_FLAG_RENDERTARGET | WINED3DFMT_FLAG_SRGB_READ | WINED3DFMT_FLAG_SRGB_WRITE,
1486 WINED3D_GL_EXT_NONE, NULL},
1487 {WINED3DFMT_B5G6R5_UNORM, GL_RGB5, GL_RGB5, GL_RGB8,
1488 GL_RGB, GL_UNSIGNED_SHORT_5_6_5, 0,
1489 WINED3DFMT_FLAG_TEXTURE | WINED3DFMT_FLAG_POSTPIXELSHADER_BLENDING | WINED3DFMT_FLAG_FILTERING
1490 | WINED3DFMT_FLAG_RENDERTARGET,
1491 WINED3D_GL_EXT_NONE, NULL},
1492 {WINED3DFMT_B5G6R5_UNORM, GL_RGB565, GL_RGB565, GL_RGB8,
1493 GL_RGB, GL_UNSIGNED_SHORT_5_6_5, 0,
1494 WINED3DFMT_FLAG_TEXTURE | WINED3DFMT_FLAG_POSTPIXELSHADER_BLENDING | WINED3DFMT_FLAG_FILTERING
1495 | WINED3DFMT_FLAG_RENDERTARGET,
1496 ARB_ES2_COMPATIBILITY, NULL},
1497 {WINED3DFMT_B5G5R5X1_UNORM, GL_RGB5, GL_RGB5, 0,
1498 GL_BGRA, GL_UNSIGNED_SHORT_1_5_5_5_REV, 0,
1499 WINED3DFMT_FLAG_TEXTURE | WINED3DFMT_FLAG_POSTPIXELSHADER_BLENDING | WINED3DFMT_FLAG_FILTERING
1500 | WINED3DFMT_FLAG_RENDERTARGET,
1501 WINED3D_GL_EXT_NONE, NULL},
1502 {WINED3DFMT_B5G5R5A1_UNORM, GL_RGB5_A1, GL_RGB5_A1, 0,
1503 GL_BGRA, GL_UNSIGNED_SHORT_1_5_5_5_REV, 0,
1504 WINED3DFMT_FLAG_TEXTURE | WINED3DFMT_FLAG_POSTPIXELSHADER_BLENDING | WINED3DFMT_FLAG_FILTERING,
1505 WINED3D_GL_EXT_NONE, NULL},
1506 {WINED3DFMT_B4G4R4A4_UNORM, GL_RGBA4, GL_SRGB8_ALPHA8_EXT, 0,
1507 GL_BGRA, GL_UNSIGNED_SHORT_4_4_4_4_REV, 0,
1508 WINED3DFMT_FLAG_TEXTURE | WINED3DFMT_FLAG_POSTPIXELSHADER_BLENDING | WINED3DFMT_FLAG_FILTERING
1509 | WINED3DFMT_FLAG_SRGB_READ,
1510 WINED3D_GL_EXT_NONE, NULL},
1511 {WINED3DFMT_B2G3R3_UNORM, GL_R3_G3_B2, GL_R3_G3_B2, 0,
1512 GL_RGB, GL_UNSIGNED_BYTE_3_3_2, 0,
1513 WINED3DFMT_FLAG_POSTPIXELSHADER_BLENDING | WINED3DFMT_FLAG_FILTERING,
1514 WINED3D_GL_EXT_NONE, NULL},
1515 {WINED3DFMT_R8_UNORM, GL_R8, GL_R8, 0,
1516 GL_RED, GL_UNSIGNED_BYTE, 0,
1517 WINED3DFMT_FLAG_TEXTURE | WINED3DFMT_FLAG_POSTPIXELSHADER_BLENDING | WINED3DFMT_FLAG_FILTERING
1518 | WINED3DFMT_FLAG_RENDERTARGET | WINED3DFMT_FLAG_VTF,
1519 ARB_TEXTURE_RG, NULL},
1520 {WINED3DFMT_A8_UNORM, GL_R8, GL_R8, 0,
1521 GL_RED, GL_UNSIGNED_BYTE, 0,
1522 WINED3DFMT_FLAG_TEXTURE | WINED3DFMT_FLAG_POSTPIXELSHADER_BLENDING | WINED3DFMT_FLAG_FILTERING,
1523 ARB_TEXTURE_RG, NULL},
1524 {WINED3DFMT_A8_UNORM, GL_ALPHA8, GL_ALPHA8, 0,
1525 GL_ALPHA, GL_UNSIGNED_BYTE, 0,
1526 WINED3DFMT_FLAG_TEXTURE | WINED3DFMT_FLAG_POSTPIXELSHADER_BLENDING | WINED3DFMT_FLAG_FILTERING
1527 | WINED3DFMT_FLAG_RENDERTARGET,
1528 WINED3D_GL_LEGACY_CONTEXT, NULL},
1529 {WINED3DFMT_B4G4R4X4_UNORM, GL_RGB4, GL_RGB4, 0,
1530 GL_BGRA, GL_UNSIGNED_SHORT_4_4_4_4_REV, 0,
1531 WINED3DFMT_FLAG_TEXTURE | WINED3DFMT_FLAG_POSTPIXELSHADER_BLENDING | WINED3DFMT_FLAG_FILTERING,
1532 WINED3D_GL_EXT_NONE, NULL},
1533 {WINED3DFMT_R10G10B10A2_UNORM, GL_RGB10_A2, GL_RGB10_A2, 0,
1534 GL_RGBA, GL_UNSIGNED_INT_2_10_10_10_REV, 0,
1535 WINED3DFMT_FLAG_TEXTURE | WINED3DFMT_FLAG_POSTPIXELSHADER_BLENDING | WINED3DFMT_FLAG_FILTERING
1536 | WINED3DFMT_FLAG_RENDERTARGET,
1537 WINED3D_GL_EXT_NONE, NULL},
1538 {WINED3DFMT_R8G8B8A8_UNORM, GL_RGBA8, GL_SRGB8_ALPHA8_EXT, 0,
1539 GL_RGBA, GL_UNSIGNED_INT_8_8_8_8_REV, 0,
1540 WINED3DFMT_FLAG_TEXTURE | WINED3DFMT_FLAG_POSTPIXELSHADER_BLENDING | WINED3DFMT_FLAG_FILTERING
1541 | WINED3DFMT_FLAG_RENDERTARGET | WINED3DFMT_FLAG_SRGB_READ | WINED3DFMT_FLAG_SRGB_WRITE
1542 | WINED3DFMT_FLAG_VTF,
1543 WINED3D_GL_EXT_NONE, NULL},
1544 {WINED3DFMT_R8G8B8A8_UINT, GL_RGBA8UI, GL_RGBA8UI, 0,
1545 GL_RGBA_INTEGER, GL_UNSIGNED_INT_8_8_8_8_REV, 0,
1546 WINED3DFMT_FLAG_TEXTURE | WINED3DFMT_FLAG_RENDERTARGET,
1547 ARB_TEXTURE_RGB10_A2UI, NULL},
1548 {WINED3DFMT_R8G8B8A8_SINT, GL_RGBA8I, GL_RGBA8I, 0,
1549 GL_RGBA_INTEGER, GL_BYTE, 0,
1550 WINED3DFMT_FLAG_TEXTURE | WINED3DFMT_FLAG_RENDERTARGET,
1551 EXT_TEXTURE_INTEGER, NULL},
1552 {WINED3DFMT_R8G8B8X8_UNORM, GL_RGB8, GL_RGB8, 0,
1553 GL_RGBA, GL_UNSIGNED_INT_8_8_8_8_REV, 0,
1554 WINED3DFMT_FLAG_TEXTURE | WINED3DFMT_FLAG_POSTPIXELSHADER_BLENDING | WINED3DFMT_FLAG_FILTERING,
1555 WINED3D_GL_EXT_NONE, NULL},
1556 {WINED3DFMT_R16G16_UNORM, GL_RGB16, GL_RGB16, GL_RGBA16,
1557 GL_RGB, GL_UNSIGNED_SHORT, 6,
1558 WINED3DFMT_FLAG_TEXTURE | WINED3DFMT_FLAG_POSTPIXELSHADER_BLENDING | WINED3DFMT_FLAG_FILTERING,
1559 WINED3D_GL_EXT_NONE, convert_r16g16},
1560 {WINED3DFMT_R16G16_UNORM, GL_RG16, GL_RG16, 0,
1561 GL_RG, GL_UNSIGNED_SHORT, 0,
1562 WINED3DFMT_FLAG_TEXTURE | WINED3DFMT_FLAG_POSTPIXELSHADER_BLENDING | WINED3DFMT_FLAG_FILTERING
1563 | WINED3DFMT_FLAG_RENDERTARGET,
1564 ARB_TEXTURE_RG, NULL},
1565 {WINED3DFMT_B10G10R10A2_UNORM, GL_RGB10_A2, GL_RGB10_A2, 0,
1566 GL_BGRA, GL_UNSIGNED_INT_2_10_10_10_REV, 0,
1567 WINED3DFMT_FLAG_TEXTURE | WINED3DFMT_FLAG_POSTPIXELSHADER_BLENDING | WINED3DFMT_FLAG_FILTERING
1568 | WINED3DFMT_FLAG_RENDERTARGET,
1569 WINED3D_GL_EXT_NONE, NULL},
1570 {WINED3DFMT_R16G16B16A16_UNORM, GL_RGBA16, GL_RGBA16, 0,
1571 GL_RGBA, GL_UNSIGNED_SHORT, 0,
1572 WINED3DFMT_FLAG_TEXTURE | WINED3DFMT_FLAG_POSTPIXELSHADER_BLENDING | WINED3DFMT_FLAG_FILTERING
1573 | WINED3DFMT_FLAG_RENDERTARGET,
1574 WINED3D_GL_EXT_NONE, NULL},
1575 {WINED3DFMT_R8G8_UNORM, GL_RG8, GL_RG8, 0,
1576 GL_RG, GL_UNSIGNED_BYTE, 0,
1577 WINED3DFMT_FLAG_TEXTURE | WINED3DFMT_FLAG_POSTPIXELSHADER_BLENDING | WINED3DFMT_FLAG_FILTERING
1578 | WINED3DFMT_FLAG_RENDERTARGET,
1579 ARB_TEXTURE_RG, NULL},
1580 {WINED3DFMT_R8G8_UINT, GL_RG8UI, GL_RG8UI, 0,
1581 GL_RG_INTEGER, GL_UNSIGNED_BYTE, 0,
1582 WINED3DFMT_FLAG_TEXTURE | WINED3DFMT_FLAG_RENDERTARGET,
1583 ARB_TEXTURE_RG, NULL},
1584 {WINED3DFMT_R8G8_SINT, GL_RG8I, GL_RG8I, 0,
1585 GL_RG_INTEGER, GL_BYTE, 0,
1586 WINED3DFMT_FLAG_TEXTURE | WINED3DFMT_FLAG_RENDERTARGET,
1587 ARB_TEXTURE_RG, NULL},
1588 {WINED3DFMT_R16G16B16A16_UINT, GL_RGBA16UI, GL_RGBA16UI, 0,
1589 GL_RGBA_INTEGER, GL_UNSIGNED_SHORT, 0,
1590 WINED3DFMT_FLAG_TEXTURE | WINED3DFMT_FLAG_RENDERTARGET,
1591 EXT_TEXTURE_INTEGER, NULL},
1592 {WINED3DFMT_R16G16B16A16_SINT, GL_RGBA16I, GL_RGBA16I, 0,
1593 GL_RGBA_INTEGER, GL_SHORT, 0,
1594 WINED3DFMT_FLAG_TEXTURE | WINED3DFMT_FLAG_RENDERTARGET,
1595 EXT_TEXTURE_INTEGER, NULL},
1596 {WINED3DFMT_R32G32_UINT, GL_RG32UI, GL_RG32UI, 0,
1597 GL_RG_INTEGER, GL_UNSIGNED_INT, 0,
1598 WINED3DFMT_FLAG_TEXTURE | WINED3DFMT_FLAG_RENDERTARGET,
1599 ARB_TEXTURE_RG, NULL},
1600 {WINED3DFMT_R32G32_SINT, GL_RG32I, GL_RG32I, 0,
1601 GL_RG_INTEGER, GL_INT, 0,
1602 WINED3DFMT_FLAG_TEXTURE | WINED3DFMT_FLAG_RENDERTARGET,
1603 ARB_TEXTURE_RG, NULL},
1604 {WINED3DFMT_R16G16_UINT, GL_RG16UI, GL_RG16UI, 0,
1605 GL_RG_INTEGER, GL_UNSIGNED_SHORT, 0,
1606 WINED3DFMT_FLAG_TEXTURE | WINED3DFMT_FLAG_RENDERTARGET,
1607 ARB_TEXTURE_RG, NULL},
1608 {WINED3DFMT_R16G16_SINT, GL_RG16I, GL_RG16I, 0,
1609 GL_RG_INTEGER, GL_SHORT, 0,
1610 WINED3DFMT_FLAG_TEXTURE | WINED3DFMT_FLAG_RENDERTARGET,
1611 ARB_TEXTURE_RG, NULL},
1612 {WINED3DFMT_R32_UINT, GL_R32UI, GL_R32UI, 0,
1613 GL_RED_INTEGER, GL_UNSIGNED_INT, 0,
1614 WINED3DFMT_FLAG_TEXTURE | WINED3DFMT_FLAG_RENDERTARGET,
1615 ARB_TEXTURE_RG, NULL},
1616 {WINED3DFMT_R32_SINT, GL_R32I, GL_R32I, 0,
1617 GL_RED_INTEGER, GL_INT, 0,
1618 WINED3DFMT_FLAG_TEXTURE | WINED3DFMT_FLAG_RENDERTARGET,
1619 ARB_TEXTURE_RG, NULL},
1620 {WINED3DFMT_R16_UNORM, GL_R16, GL_R16, 0,
1621 GL_RED, GL_UNSIGNED_SHORT, 0,
1622 WINED3DFMT_FLAG_TEXTURE | WINED3DFMT_FLAG_POSTPIXELSHADER_BLENDING | WINED3DFMT_FLAG_FILTERING
1623 | WINED3DFMT_FLAG_RENDERTARGET,
1624 ARB_TEXTURE_RG, NULL},
1625 {WINED3DFMT_R16_UINT, GL_R16UI, GL_R16UI, 0,
1626 GL_RED_INTEGER, GL_UNSIGNED_SHORT, 0,
1627 WINED3DFMT_FLAG_TEXTURE | WINED3DFMT_FLAG_RENDERTARGET,
1628 ARB_TEXTURE_RG, NULL},
1629 {WINED3DFMT_R16_SINT, GL_R16I, GL_R16I, 0,
1630 GL_RED_INTEGER, GL_SHORT, 0,
1631 WINED3DFMT_FLAG_TEXTURE | WINED3DFMT_FLAG_RENDERTARGET,
1632 ARB_TEXTURE_RG, NULL},
1633 {WINED3DFMT_R8_UINT, GL_R8UI, GL_R8UI, 0,
1634 GL_RED_INTEGER, GL_UNSIGNED_BYTE, 0,
1635 WINED3DFMT_FLAG_TEXTURE | WINED3DFMT_FLAG_RENDERTARGET,
1636 ARB_TEXTURE_RG, NULL},
1637 {WINED3DFMT_R8_SINT, GL_R8I, GL_R8I, 0,
1638 GL_RED_INTEGER, GL_BYTE, 0,
1639 WINED3DFMT_FLAG_TEXTURE | WINED3DFMT_FLAG_RENDERTARGET,
1640 ARB_TEXTURE_RG, NULL},
1641 /* Luminance */
1642 {WINED3DFMT_L8_UNORM, GL_LUMINANCE8, GL_SLUMINANCE8_EXT, 0,
1643 GL_LUMINANCE, GL_UNSIGNED_BYTE, 0,
1644 WINED3DFMT_FLAG_TEXTURE | WINED3DFMT_FLAG_POSTPIXELSHADER_BLENDING | WINED3DFMT_FLAG_FILTERING
1645 | WINED3DFMT_FLAG_SRGB_READ,
1646 WINED3D_GL_LEGACY_CONTEXT, NULL},
1647 {WINED3DFMT_L8_UNORM, GL_R8, GL_R8, 0,
1648 GL_RED, GL_UNSIGNED_BYTE, 0,
1649 WINED3DFMT_FLAG_TEXTURE | WINED3DFMT_FLAG_POSTPIXELSHADER_BLENDING | WINED3DFMT_FLAG_FILTERING
1650 | WINED3DFMT_FLAG_RENDERTARGET,
1651 ARB_TEXTURE_RG, NULL},
1652 {WINED3DFMT_L8A8_UNORM, GL_RG8, GL_RG8, 0,
1653 GL_RG, GL_UNSIGNED_BYTE, 0,
1654 WINED3DFMT_FLAG_TEXTURE | WINED3DFMT_FLAG_POSTPIXELSHADER_BLENDING | WINED3DFMT_FLAG_FILTERING,
1655 ARB_TEXTURE_RG, NULL},
1656 {WINED3DFMT_L8A8_UNORM, GL_LUMINANCE8_ALPHA8, GL_SLUMINANCE8_ALPHA8_EXT, 0,
1657 GL_LUMINANCE_ALPHA, GL_UNSIGNED_BYTE, 0,
1658 WINED3DFMT_FLAG_TEXTURE | WINED3DFMT_FLAG_POSTPIXELSHADER_BLENDING | WINED3DFMT_FLAG_FILTERING
1659 | WINED3DFMT_FLAG_SRGB_READ,
1660 WINED3D_GL_LEGACY_CONTEXT, NULL},
1661 {WINED3DFMT_L4A4_UNORM, GL_RG8, GL_RG8, 0,
1662 GL_RG, GL_UNSIGNED_BYTE, 2,
1663 WINED3DFMT_FLAG_FILTERING,
1664 ARB_TEXTURE_RG, convert_l4a4_unorm},
1665 {WINED3DFMT_L4A4_UNORM, GL_LUMINANCE4_ALPHA4, GL_LUMINANCE4_ALPHA4, 0,
1666 GL_LUMINANCE_ALPHA, GL_UNSIGNED_BYTE, 2,
1667 WINED3DFMT_FLAG_FILTERING,
1668 WINED3D_GL_LEGACY_CONTEXT, convert_l4a4_unorm},
1669 {WINED3DFMT_L16_UNORM, GL_R16, GL_R16, 0,
1670 GL_RED, GL_UNSIGNED_SHORT, 0,
1671 WINED3DFMT_FLAG_TEXTURE | WINED3DFMT_FLAG_POSTPIXELSHADER_BLENDING | WINED3DFMT_FLAG_FILTERING,
1672 ARB_TEXTURE_RG, NULL},
1673 {WINED3DFMT_L16_UNORM, GL_LUMINANCE16, GL_LUMINANCE16, 0,
1674 GL_LUMINANCE, GL_UNSIGNED_SHORT, 0,
1675 WINED3DFMT_FLAG_TEXTURE | WINED3DFMT_FLAG_POSTPIXELSHADER_BLENDING | WINED3DFMT_FLAG_FILTERING,
1676 WINED3D_GL_LEGACY_CONTEXT, NULL},
1677 /* Bump mapping stuff */
1678 {WINED3DFMT_R8G8_SNORM, GL_RGB8, GL_RGB8, 0,
1679 GL_BGR, GL_UNSIGNED_BYTE, 3,
1680 WINED3DFMT_FLAG_TEXTURE | WINED3DFMT_FLAG_POSTPIXELSHADER_BLENDING | WINED3DFMT_FLAG_FILTERING
1681 | WINED3DFMT_FLAG_BUMPMAP,
1682 WINED3D_GL_EXT_NONE, convert_r8g8_snorm},
1683 {WINED3DFMT_R8G8_SNORM, GL_DSDT8_NV, GL_DSDT8_NV, 0,
1684 GL_DSDT_NV, GL_BYTE, 0,
1685 WINED3DFMT_FLAG_TEXTURE | WINED3DFMT_FLAG_POSTPIXELSHADER_BLENDING | WINED3DFMT_FLAG_FILTERING
1686 | WINED3DFMT_FLAG_BUMPMAP,
1687 NV_TEXTURE_SHADER, NULL},
1688 {WINED3DFMT_R8G8_SNORM, GL_RG8_SNORM, GL_RG8_SNORM, 0,
1689 GL_RG, GL_BYTE, 0,
1690 WINED3DFMT_FLAG_TEXTURE | WINED3DFMT_FLAG_POSTPIXELSHADER_BLENDING | WINED3DFMT_FLAG_FILTERING
1691 | WINED3DFMT_FLAG_RENDERTARGET | WINED3DFMT_FLAG_BUMPMAP,
1692 EXT_TEXTURE_SNORM, NULL},
1693 {WINED3DFMT_R5G5_SNORM_L6_UNORM, GL_RGB5, GL_RGB5, 0,
1694 GL_RGB, GL_UNSIGNED_SHORT_5_6_5, 2,
1695 WINED3DFMT_FLAG_TEXTURE | WINED3DFMT_FLAG_POSTPIXELSHADER_BLENDING | WINED3DFMT_FLAG_FILTERING
1696 | WINED3DFMT_FLAG_BUMPMAP,
1697 WINED3D_GL_EXT_NONE, convert_r5g5_snorm_l6_unorm},
1698 {WINED3DFMT_R5G5_SNORM_L6_UNORM, GL_DSDT8_MAG8_NV, GL_DSDT8_MAG8_NV, 0,
1699 GL_DSDT_MAG_NV, GL_BYTE, 3,
1700 WINED3DFMT_FLAG_TEXTURE | WINED3DFMT_FLAG_POSTPIXELSHADER_BLENDING | WINED3DFMT_FLAG_FILTERING
1701 | WINED3DFMT_FLAG_BUMPMAP,
1702 NV_TEXTURE_SHADER, convert_r5g5_snorm_l6_unorm_nv},
1703 {WINED3DFMT_R5G5_SNORM_L6_UNORM, GL_RGB8_SNORM, GL_RGB8_SNORM, 0,
1704 GL_RGBA, GL_BYTE, 4,
1705 WINED3DFMT_FLAG_TEXTURE | WINED3DFMT_FLAG_POSTPIXELSHADER_BLENDING | WINED3DFMT_FLAG_FILTERING
1706 | WINED3DFMT_FLAG_BUMPMAP,
1707 EXT_TEXTURE_SNORM, convert_r5g5_snorm_l6_unorm_ext},
1708 {WINED3DFMT_R8G8_SNORM_L8X8_UNORM, GL_RGB8, GL_RGB8, 0,
1709 GL_BGRA, GL_UNSIGNED_INT_8_8_8_8_REV, 4,
1710 WINED3DFMT_FLAG_TEXTURE | WINED3DFMT_FLAG_POSTPIXELSHADER_BLENDING | WINED3DFMT_FLAG_FILTERING
1711 | WINED3DFMT_FLAG_BUMPMAP,
1712 WINED3D_GL_EXT_NONE, convert_r8g8_snorm_l8x8_unorm},
1713 {WINED3DFMT_R8G8_SNORM_L8X8_UNORM, GL_DSDT8_MAG8_INTENSITY8_NV, GL_DSDT8_MAG8_INTENSITY8_NV, 0,
1714 GL_DSDT_MAG_VIB_NV, GL_UNSIGNED_INT_8_8_S8_S8_REV_NV, 4,
1715 WINED3DFMT_FLAG_TEXTURE | WINED3DFMT_FLAG_POSTPIXELSHADER_BLENDING | WINED3DFMT_FLAG_FILTERING
1716 | WINED3DFMT_FLAG_BUMPMAP,
1717 NV_TEXTURE_SHADER, convert_r8g8_snorm_l8x8_unorm_nv},
1718 {WINED3DFMT_R8G8B8A8_SNORM, GL_RGBA8, GL_RGBA8, 0,
1719 GL_BGRA, GL_UNSIGNED_BYTE, 4,
1720 WINED3DFMT_FLAG_TEXTURE | WINED3DFMT_FLAG_POSTPIXELSHADER_BLENDING | WINED3DFMT_FLAG_FILTERING
1721 | WINED3DFMT_FLAG_BUMPMAP,
1722 WINED3D_GL_EXT_NONE, convert_r8g8b8a8_snorm},
1723 {WINED3DFMT_R8G8B8A8_SNORM, GL_SIGNED_RGBA8_NV, GL_SIGNED_RGBA8_NV, 0,
1724 GL_RGBA, GL_BYTE, 0,
1725 WINED3DFMT_FLAG_TEXTURE | WINED3DFMT_FLAG_POSTPIXELSHADER_BLENDING | WINED3DFMT_FLAG_FILTERING
1726 | WINED3DFMT_FLAG_BUMPMAP,
1727 NV_TEXTURE_SHADER, NULL},
1728 {WINED3DFMT_R8G8B8A8_SNORM, GL_RGBA8_SNORM, GL_RGBA8_SNORM, 0,
1729 GL_RGBA, GL_BYTE, 0,
1730 WINED3DFMT_FLAG_TEXTURE | WINED3DFMT_FLAG_POSTPIXELSHADER_BLENDING | WINED3DFMT_FLAG_FILTERING
1731 | WINED3DFMT_FLAG_RENDERTARGET | WINED3DFMT_FLAG_BUMPMAP,
1732 EXT_TEXTURE_SNORM, NULL},
1733 {WINED3DFMT_R16G16_SNORM, GL_RGB16, GL_RGB16, 0,
1734 GL_BGR, GL_UNSIGNED_SHORT, 6,
1735 WINED3DFMT_FLAG_TEXTURE | WINED3DFMT_FLAG_POSTPIXELSHADER_BLENDING | WINED3DFMT_FLAG_FILTERING
1736 | WINED3DFMT_FLAG_BUMPMAP,
1737 WINED3D_GL_EXT_NONE, convert_r16g16_snorm},
1738 {WINED3DFMT_R16G16_SNORM, GL_SIGNED_HILO16_NV, GL_SIGNED_HILO16_NV, 0,
1739 GL_HILO_NV, GL_SHORT, 0,
1740 WINED3DFMT_FLAG_TEXTURE | WINED3DFMT_FLAG_POSTPIXELSHADER_BLENDING | WINED3DFMT_FLAG_FILTERING
1741 | WINED3DFMT_FLAG_BUMPMAP,
1742 NV_TEXTURE_SHADER, NULL},
1743 {WINED3DFMT_R16G16_SNORM, GL_RG16_SNORM, GL_RG16_SNORM, 0,
1744 GL_RG, GL_SHORT, 0,
1745 WINED3DFMT_FLAG_TEXTURE | WINED3DFMT_FLAG_POSTPIXELSHADER_BLENDING | WINED3DFMT_FLAG_FILTERING
1746 | WINED3DFMT_FLAG_RENDERTARGET | WINED3DFMT_FLAG_BUMPMAP,
1747 EXT_TEXTURE_SNORM, NULL},
1748 {WINED3DFMT_R16G16B16A16_SNORM, GL_RGBA16_SNORM, GL_RGBA16_SNORM, 0,
1749 GL_RGBA, GL_SHORT, 0,
1750 WINED3DFMT_FLAG_TEXTURE | WINED3DFMT_FLAG_POSTPIXELSHADER_BLENDING | WINED3DFMT_FLAG_FILTERING
1751 | WINED3DFMT_FLAG_RENDERTARGET,
1752 EXT_TEXTURE_SNORM, NULL},
1753 {WINED3DFMT_R16_SNORM, GL_R16_SNORM, GL_R16_SNORM, 0,
1754 GL_RED, GL_SHORT, 0,
1755 WINED3DFMT_FLAG_TEXTURE | WINED3DFMT_FLAG_POSTPIXELSHADER_BLENDING | WINED3DFMT_FLAG_FILTERING
1756 | WINED3DFMT_FLAG_RENDERTARGET,
1757 EXT_TEXTURE_SNORM, NULL},
1758 {WINED3DFMT_R8_SNORM, GL_R8_SNORM, GL_R8_SNORM, 0,
1759 GL_RED, GL_BYTE, 0,
1760 WINED3DFMT_FLAG_TEXTURE | WINED3DFMT_FLAG_POSTPIXELSHADER_BLENDING | WINED3DFMT_FLAG_FILTERING
1761 | WINED3DFMT_FLAG_RENDERTARGET,
1762 EXT_TEXTURE_SNORM, NULL},
1763 /* Depth stencil formats */
1764 {WINED3DFMT_D16_LOCKABLE, GL_DEPTH_COMPONENT, GL_DEPTH_COMPONENT, 0,
1765 GL_DEPTH_COMPONENT, GL_UNSIGNED_SHORT, 0,
1766 WINED3DFMT_FLAG_DEPTH,
1767 WINED3D_GL_EXT_NONE, NULL},
1768 {WINED3DFMT_D16_LOCKABLE, GL_DEPTH_COMPONENT16, GL_DEPTH_COMPONENT16, 0,
1769 GL_DEPTH_COMPONENT, GL_UNSIGNED_SHORT, 0,
1770 WINED3DFMT_FLAG_TEXTURE | WINED3DFMT_FLAG_DEPTH | WINED3DFMT_FLAG_SHADOW,
1771 ARB_DEPTH_TEXTURE, NULL},
1772 {WINED3DFMT_D32_UNORM, GL_DEPTH_COMPONENT, GL_DEPTH_COMPONENT, 0,
1773 GL_DEPTH_COMPONENT, GL_UNSIGNED_INT, 0,
1774 WINED3DFMT_FLAG_DEPTH,
1775 WINED3D_GL_EXT_NONE, NULL},
1776 {WINED3DFMT_D32_UNORM, GL_DEPTH_COMPONENT32_ARB, GL_DEPTH_COMPONENT32_ARB, 0,
1777 GL_DEPTH_COMPONENT, GL_UNSIGNED_INT, 0,
1778 WINED3DFMT_FLAG_TEXTURE | WINED3DFMT_FLAG_DEPTH | WINED3DFMT_FLAG_SHADOW,
1779 ARB_DEPTH_TEXTURE, NULL},
1780 {WINED3DFMT_S1_UINT_D15_UNORM, GL_DEPTH_COMPONENT16, GL_DEPTH_COMPONENT16, 0,
1781 GL_DEPTH_COMPONENT, GL_UNSIGNED_SHORT, 0,
1782 WINED3DFMT_FLAG_DEPTH | WINED3DFMT_FLAG_SHADOW,
1783 ARB_DEPTH_TEXTURE, NULL},
1784 {WINED3DFMT_S1_UINT_D15_UNORM, GL_DEPTH24_STENCIL8_EXT, GL_DEPTH24_STENCIL8_EXT, 0,
1785 GL_DEPTH_STENCIL_EXT, GL_UNSIGNED_INT_24_8_EXT, 4,
1786 WINED3DFMT_FLAG_DEPTH | WINED3DFMT_FLAG_STENCIL | WINED3DFMT_FLAG_SHADOW,
1787 EXT_PACKED_DEPTH_STENCIL, convert_s1_uint_d15_unorm},
1788 {WINED3DFMT_S1_UINT_D15_UNORM, GL_DEPTH24_STENCIL8, GL_DEPTH24_STENCIL8, 0,
1789 GL_DEPTH_STENCIL, GL_UNSIGNED_INT_24_8, 4,
1790 WINED3DFMT_FLAG_DEPTH | WINED3DFMT_FLAG_STENCIL | WINED3DFMT_FLAG_SHADOW,
1791 ARB_FRAMEBUFFER_OBJECT, convert_s1_uint_d15_unorm},
1792 {WINED3DFMT_D24_UNORM_S8_UINT, GL_DEPTH_COMPONENT24_ARB, GL_DEPTH_COMPONENT24_ARB, 0,
1793 GL_DEPTH_COMPONENT, GL_UNSIGNED_INT, 0,
1794 WINED3DFMT_FLAG_TEXTURE | WINED3DFMT_FLAG_POSTPIXELSHADER_BLENDING | WINED3DFMT_FLAG_FILTERING
1795 | WINED3DFMT_FLAG_DEPTH | WINED3DFMT_FLAG_SHADOW,
1796 ARB_DEPTH_TEXTURE, NULL},
1797 {WINED3DFMT_D24_UNORM_S8_UINT, GL_DEPTH24_STENCIL8_EXT, GL_DEPTH24_STENCIL8_EXT, 0,
1798 GL_DEPTH_STENCIL_EXT, GL_UNSIGNED_INT_24_8_EXT, 0,
1799 WINED3DFMT_FLAG_TEXTURE | WINED3DFMT_FLAG_POSTPIXELSHADER_BLENDING | WINED3DFMT_FLAG_FILTERING
1800 | WINED3DFMT_FLAG_DEPTH | WINED3DFMT_FLAG_STENCIL | WINED3DFMT_FLAG_SHADOW,
1801 EXT_PACKED_DEPTH_STENCIL, NULL},
1802 {WINED3DFMT_D24_UNORM_S8_UINT, GL_DEPTH24_STENCIL8, GL_DEPTH24_STENCIL8, 0,
1803 GL_DEPTH_STENCIL, GL_UNSIGNED_INT_24_8, 0,
1804 WINED3DFMT_FLAG_TEXTURE | WINED3DFMT_FLAG_POSTPIXELSHADER_BLENDING | WINED3DFMT_FLAG_FILTERING
1805 | WINED3DFMT_FLAG_DEPTH | WINED3DFMT_FLAG_STENCIL | WINED3DFMT_FLAG_SHADOW,
1806 ARB_FRAMEBUFFER_OBJECT, NULL},
1807 {WINED3DFMT_X8D24_UNORM, GL_DEPTH_COMPONENT, GL_DEPTH_COMPONENT, 0,
1808 GL_DEPTH_COMPONENT, GL_UNSIGNED_INT, 4,
1809 WINED3DFMT_FLAG_DEPTH,
1810 WINED3D_GL_EXT_NONE, x8_d24_unorm_upload, x8_d24_unorm_download},
1811 {WINED3DFMT_X8D24_UNORM, GL_DEPTH_COMPONENT24_ARB, GL_DEPTH_COMPONENT24_ARB, 0,
1812 GL_DEPTH_COMPONENT, GL_UNSIGNED_INT, 4,
1813 WINED3DFMT_FLAG_TEXTURE | WINED3DFMT_FLAG_POSTPIXELSHADER_BLENDING | WINED3DFMT_FLAG_FILTERING
1814 | WINED3DFMT_FLAG_DEPTH | WINED3DFMT_FLAG_SHADOW,
1815 ARB_DEPTH_TEXTURE, x8_d24_unorm_upload, x8_d24_unorm_download},
1816 {WINED3DFMT_S4X4_UINT_D24_UNORM, GL_DEPTH_COMPONENT24_ARB, GL_DEPTH_COMPONENT24_ARB, 0,
1817 GL_DEPTH_COMPONENT, GL_UNSIGNED_INT, 0,
1818 WINED3DFMT_FLAG_DEPTH | WINED3DFMT_FLAG_SHADOW,
1819 ARB_DEPTH_TEXTURE, NULL},
1820 {WINED3DFMT_S4X4_UINT_D24_UNORM, GL_DEPTH24_STENCIL8_EXT, GL_DEPTH24_STENCIL8_EXT, 0,
1821 GL_DEPTH_STENCIL_EXT, GL_UNSIGNED_INT_24_8_EXT, 4,
1822 WINED3DFMT_FLAG_DEPTH | WINED3DFMT_FLAG_STENCIL | WINED3DFMT_FLAG_SHADOW,
1823 EXT_PACKED_DEPTH_STENCIL, convert_s4x4_uint_d24_unorm},
1824 {WINED3DFMT_S4X4_UINT_D24_UNORM, GL_DEPTH24_STENCIL8, GL_DEPTH24_STENCIL8, 0,
1825 GL_DEPTH_STENCIL, GL_UNSIGNED_INT_24_8, 4,
1826 WINED3DFMT_FLAG_DEPTH | WINED3DFMT_FLAG_STENCIL | WINED3DFMT_FLAG_SHADOW,
1827 ARB_FRAMEBUFFER_OBJECT, convert_s4x4_uint_d24_unorm},
1828 {WINED3DFMT_D16_UNORM, GL_DEPTH_COMPONENT, GL_DEPTH_COMPONENT, 0,
1829 GL_DEPTH_COMPONENT, GL_UNSIGNED_SHORT, 0,
1830 WINED3DFMT_FLAG_DEPTH,
1831 WINED3D_GL_EXT_NONE, NULL},
1832 {WINED3DFMT_D16_UNORM, GL_DEPTH_COMPONENT16, GL_DEPTH_COMPONENT16, 0,
1833 GL_DEPTH_COMPONENT, GL_UNSIGNED_SHORT, 0,
1834 WINED3DFMT_FLAG_TEXTURE | WINED3DFMT_FLAG_POSTPIXELSHADER_BLENDING | WINED3DFMT_FLAG_FILTERING
1835 | WINED3DFMT_FLAG_DEPTH | WINED3DFMT_FLAG_SHADOW,
1836 ARB_DEPTH_TEXTURE, NULL},
1837 {WINED3DFMT_D32_FLOAT, GL_DEPTH_COMPONENT32F, GL_DEPTH_COMPONENT32F, 0,
1838 GL_DEPTH_COMPONENT, GL_FLOAT, 0,
1839 WINED3DFMT_FLAG_TEXTURE | WINED3DFMT_FLAG_DEPTH | WINED3DFMT_FLAG_SHADOW,
1840 ARB_DEPTH_BUFFER_FLOAT, NULL},
1841 {WINED3DFMT_D32_FLOAT_S8X24_UINT, GL_DEPTH32F_STENCIL8, GL_DEPTH32F_STENCIL8, 0,
1842 GL_DEPTH_STENCIL, GL_FLOAT_32_UNSIGNED_INT_24_8_REV, 0,
1843 WINED3DFMT_FLAG_TEXTURE | WINED3DFMT_FLAG_DEPTH | WINED3DFMT_FLAG_STENCIL | WINED3DFMT_FLAG_SHADOW,
1844 ARB_DEPTH_BUFFER_FLOAT, NULL},
1845 {WINED3DFMT_S8_UINT_D24_FLOAT, GL_DEPTH32F_STENCIL8, GL_DEPTH32F_STENCIL8, 0,
1846 GL_DEPTH_STENCIL, GL_FLOAT_32_UNSIGNED_INT_24_8_REV, 8,
1847 WINED3DFMT_FLAG_TEXTURE | WINED3DFMT_FLAG_DEPTH | WINED3DFMT_FLAG_STENCIL | WINED3DFMT_FLAG_SHADOW,
1848 ARB_DEPTH_BUFFER_FLOAT, convert_s8_uint_d24_float},
1849 {WINED3DFMT_R32G32B32A32_UINT, GL_RGBA32UI, GL_RGBA32UI, 0,
1850 GL_RGBA_INTEGER, GL_UNSIGNED_INT, 0,
1851 WINED3DFMT_FLAG_TEXTURE | WINED3DFMT_FLAG_RENDERTARGET,
1852 EXT_TEXTURE_INTEGER, NULL},
1853 {WINED3DFMT_R32G32B32A32_SINT, GL_RGBA32I, GL_RGBA32I, 0,
1854 GL_RGBA_INTEGER, GL_INT, 0,
1855 WINED3DFMT_FLAG_TEXTURE | WINED3DFMT_FLAG_RENDERTARGET,
1856 EXT_TEXTURE_INTEGER, NULL},
1857 /* Vendor-specific formats */
1858 {WINED3DFMT_ATI1N, GL_COMPRESSED_RED_RGTC1, GL_COMPRESSED_RED_RGTC1, 0,
1859 GL_RED, GL_UNSIGNED_BYTE, 0,
1860 WINED3DFMT_FLAG_TEXTURE | WINED3DFMT_FLAG_POSTPIXELSHADER_BLENDING | WINED3DFMT_FLAG_FILTERING,
1861 ARB_TEXTURE_COMPRESSION_RGTC, NULL},
1862 {WINED3DFMT_ATI2N, GL_COMPRESSED_LUMINANCE_ALPHA_3DC_ATI, GL_COMPRESSED_LUMINANCE_ALPHA_3DC_ATI, 0,
1863 GL_LUMINANCE_ALPHA, GL_UNSIGNED_BYTE, 0,
1864 WINED3DFMT_FLAG_TEXTURE | WINED3DFMT_FLAG_POSTPIXELSHADER_BLENDING | WINED3DFMT_FLAG_FILTERING,
1865 ATI_TEXTURE_COMPRESSION_3DC, NULL},
1866 {WINED3DFMT_ATI2N, GL_COMPRESSED_RG_RGTC2, GL_COMPRESSED_RG_RGTC2, 0,
1867 GL_LUMINANCE_ALPHA, GL_UNSIGNED_BYTE, 0,
1868 WINED3DFMT_FLAG_TEXTURE | WINED3DFMT_FLAG_POSTPIXELSHADER_BLENDING | WINED3DFMT_FLAG_FILTERING,
1869 EXT_TEXTURE_COMPRESSION_RGTC, NULL},
1870 {WINED3DFMT_ATI2N, GL_COMPRESSED_RG_RGTC2, GL_COMPRESSED_RG_RGTC2, 0,
1871 GL_RG, GL_UNSIGNED_BYTE, 0,
1872 WINED3DFMT_FLAG_TEXTURE | WINED3DFMT_FLAG_POSTPIXELSHADER_BLENDING | WINED3DFMT_FLAG_FILTERING,
1873 ARB_TEXTURE_COMPRESSION_RGTC, NULL},
1874 {WINED3DFMT_INTZ, GL_DEPTH24_STENCIL8_EXT, GL_DEPTH24_STENCIL8_EXT, 0,
1875 GL_DEPTH_STENCIL_EXT, GL_UNSIGNED_INT_24_8_EXT, 0,
1876 WINED3DFMT_FLAG_TEXTURE | WINED3DFMT_FLAG_POSTPIXELSHADER_BLENDING | WINED3DFMT_FLAG_FILTERING
1877 | WINED3DFMT_FLAG_DEPTH | WINED3DFMT_FLAG_STENCIL,
1878 EXT_PACKED_DEPTH_STENCIL, NULL},
1879 {WINED3DFMT_INTZ, GL_DEPTH24_STENCIL8, GL_DEPTH24_STENCIL8, 0,
1880 GL_DEPTH_STENCIL, GL_UNSIGNED_INT_24_8, 0,
1881 WINED3DFMT_FLAG_TEXTURE | WINED3DFMT_FLAG_POSTPIXELSHADER_BLENDING | WINED3DFMT_FLAG_FILTERING
1882 | WINED3DFMT_FLAG_DEPTH | WINED3DFMT_FLAG_STENCIL,
1883 ARB_FRAMEBUFFER_OBJECT, NULL},
1884 {WINED3DFMT_NULL, 0, 0, 0,
1885 GL_RGBA, GL_UNSIGNED_INT_8_8_8_8_REV, 0,
1886 WINED3DFMT_FLAG_TEXTURE | WINED3DFMT_FLAG_RENDERTARGET | WINED3DFMT_FLAG_FBO_ATTACHABLE,
1887 ARB_FRAMEBUFFER_OBJECT, NULL},
1888 /* DirectX 10 HDR formats */
1889 {WINED3DFMT_R9G9B9E5_SHAREDEXP, GL_RGB9_E5_EXT, GL_RGB9_E5_EXT, 0,
1890 GL_RGB, GL_UNSIGNED_INT_5_9_9_9_REV_EXT, 0,
1891 WINED3DFMT_FLAG_TEXTURE | WINED3DFMT_FLAG_POSTPIXELSHADER_BLENDING | WINED3DFMT_FLAG_FILTERING,
1892 EXT_TEXTURE_SHARED_EXPONENT, NULL},
1895 struct wined3d_format_srgb_info
1897 enum wined3d_format_id srgb_format_id;
1898 enum wined3d_format_id base_format_id;
1901 static const struct wined3d_format_srgb_info format_srgb_info[] =
1903 {WINED3DFMT_R8G8B8A8_UNORM_SRGB, WINED3DFMT_R8G8B8A8_UNORM},
1904 {WINED3DFMT_BC1_UNORM_SRGB, WINED3DFMT_BC1_UNORM},
1905 {WINED3DFMT_BC2_UNORM_SRGB, WINED3DFMT_BC2_UNORM},
1906 {WINED3DFMT_BC3_UNORM_SRGB, WINED3DFMT_BC3_UNORM},
1907 {WINED3DFMT_B8G8R8A8_UNORM_SRGB, WINED3DFMT_B8G8R8A8_UNORM},
1908 {WINED3DFMT_B8G8R8X8_UNORM_SRGB, WINED3DFMT_B8G8R8X8_UNORM},
1909 {WINED3DFMT_BC7_UNORM_SRGB, WINED3DFMT_BC7_UNORM},
1912 static inline int get_format_idx(enum wined3d_format_id format_id)
1914 unsigned int i;
1916 if (format_id < WINED3D_FORMAT_FOURCC_BASE)
1917 return format_id;
1919 for (i = 0; i < ARRAY_SIZE(format_index_remap); ++i)
1921 if (format_index_remap[i].id == format_id)
1922 return format_index_remap[i].idx;
1925 return -1;
1928 static struct wined3d_format_gl *wined3d_format_gl_mutable(struct wined3d_format *format)
1930 return CONTAINING_RECORD(format, struct wined3d_format_gl, f);
1933 static struct wined3d_format *get_format_by_idx(const struct wined3d_adapter *adapter, int fmt_idx)
1935 return (struct wined3d_format *)((BYTE *)adapter->formats + fmt_idx * adapter->format_size);
1938 static struct wined3d_format *get_format_internal(const struct wined3d_adapter *adapter,
1939 enum wined3d_format_id format_id)
1941 int fmt_idx;
1943 if ((fmt_idx = get_format_idx(format_id)) == -1)
1945 ERR("Format %s (%#x) not found.\n", debug_d3dformat(format_id), format_id);
1946 return NULL;
1949 return get_format_by_idx(adapter, fmt_idx);
1952 static struct wined3d_format_gl *get_format_gl_internal(const struct wined3d_adapter *adapter,
1953 enum wined3d_format_id format_id)
1955 struct wined3d_format *format;
1957 if ((format = get_format_internal(adapter, format_id)))
1958 return wined3d_format_gl_mutable(format);
1960 return NULL;
1963 static void copy_format(const struct wined3d_adapter *adapter,
1964 struct wined3d_format *dst_format, const struct wined3d_format *src_format)
1966 enum wined3d_format_id id = dst_format->id;
1967 memcpy(dst_format, src_format, adapter->format_size);
1968 dst_format->id = id;
1971 static void format_set_flag(struct wined3d_format *format, unsigned int flag)
1973 unsigned int i;
1975 for (i = 0; i < ARRAY_SIZE(format->flags); ++i)
1976 format->flags[i] |= flag;
1979 static void format_clear_flag(struct wined3d_format *format, unsigned int flag)
1981 unsigned int i;
1983 for (i = 0; i < ARRAY_SIZE(format->flags); ++i)
1984 format->flags[i] &= ~flag;
1987 static enum wined3d_channel_type map_channel_type(char t)
1989 switch (t)
1991 case 'u':
1992 return WINED3D_CHANNEL_TYPE_UNORM;
1993 case 'i':
1994 return WINED3D_CHANNEL_TYPE_SNORM;
1995 case 'U':
1996 return WINED3D_CHANNEL_TYPE_UINT;
1997 case 'I':
1998 return WINED3D_CHANNEL_TYPE_SINT;
1999 case 'F':
2000 return WINED3D_CHANNEL_TYPE_FLOAT;
2001 case 'D':
2002 return WINED3D_CHANNEL_TYPE_DEPTH;
2003 case 'S':
2004 return WINED3D_CHANNEL_TYPE_STENCIL;
2005 case 'X':
2006 return WINED3D_CHANNEL_TYPE_UNUSED;
2007 default:
2008 ERR("Invalid channel type '%c'.\n", t);
2009 return WINED3D_CHANNEL_TYPE_NONE;
2013 static BOOL init_format_base_info(struct wined3d_adapter *adapter)
2015 struct wined3d_format *format;
2016 unsigned int i, j;
2018 for (i = 0; i < ARRAY_SIZE(formats); ++i)
2020 if (!(format = get_format_internal(adapter, formats[i].id)))
2021 return FALSE;
2023 format->id = formats[i].id;
2024 format->red_size = formats[i].red_size;
2025 format->green_size = formats[i].green_size;
2026 format->blue_size = formats[i].blue_size;
2027 format->alpha_size = formats[i].alpha_size;
2028 format->red_offset = formats[i].red_offset;
2029 format->green_offset = formats[i].green_offset;
2030 format->blue_offset = formats[i].blue_offset;
2031 format->alpha_offset = formats[i].alpha_offset;
2032 format->byte_count = formats[i].bpp;
2033 format->depth_size = formats[i].depth_size;
2034 format->stencil_size = formats[i].stencil_size;
2035 format->block_width = 1;
2036 format->block_height = 1;
2037 format->block_byte_count = formats[i].bpp;
2040 for (i = 0; i < ARRAY_SIZE(typed_formats); ++i)
2042 struct wined3d_format *typeless_format;
2043 unsigned int component_count = 0;
2044 DWORD flags = 0;
2046 if (!(format = get_format_internal(adapter, typed_formats[i].id)))
2047 return FALSE;
2049 if (!(typeless_format = get_format_internal(adapter, typed_formats[i].typeless_id)))
2050 return FALSE;
2052 format->id = typed_formats[i].id;
2053 format->red_size = typeless_format->red_size;
2054 format->green_size = typeless_format->green_size;
2055 format->blue_size = typeless_format->blue_size;
2056 format->alpha_size = typeless_format->alpha_size;
2057 format->red_offset = typeless_format->red_offset;
2058 format->green_offset = typeless_format->green_offset;
2059 format->blue_offset = typeless_format->blue_offset;
2060 format->alpha_offset = typeless_format->alpha_offset;
2061 format->byte_count = typeless_format->byte_count;
2062 format->depth_size = typeless_format->depth_size;
2063 format->stencil_size = typeless_format->stencil_size;
2064 format->block_width = typeless_format->block_width;
2065 format->block_height = typeless_format->block_height;
2066 format->block_byte_count = typeless_format->block_byte_count;
2067 format->typeless_id = typeless_format->id;
2069 typeless_format->typeless_id = typeless_format->id;
2071 for (j = 0; j < strlen(typed_formats[i].channels); ++j)
2073 enum wined3d_channel_type channel_type = map_channel_type(typed_formats[i].channels[j]);
2075 if (channel_type == WINED3D_CHANNEL_TYPE_UNORM || channel_type == WINED3D_CHANNEL_TYPE_SNORM)
2076 flags |= WINED3DFMT_FLAG_NORMALISED;
2077 if (channel_type == WINED3D_CHANNEL_TYPE_UINT || channel_type == WINED3D_CHANNEL_TYPE_SINT)
2078 flags |= WINED3DFMT_FLAG_INTEGER;
2079 if (channel_type == WINED3D_CHANNEL_TYPE_FLOAT)
2080 flags |= WINED3DFMT_FLAG_FLOAT;
2081 if (channel_type != WINED3D_CHANNEL_TYPE_UNUSED)
2082 ++component_count;
2084 if (channel_type == WINED3D_CHANNEL_TYPE_DEPTH && !format->depth_size)
2086 format->depth_size = format->red_size;
2087 format->red_size = format->red_offset = 0;
2091 format->component_count = component_count;
2092 format_set_flag(format, flags);
2095 for (i = 0; i < ARRAY_SIZE(ddi_formats); ++i)
2097 if (!(format = get_format_internal(adapter, ddi_formats[i].id)))
2098 return FALSE;
2100 format->ddi_format = ddi_formats[i].ddi_format;
2103 for (i = 0; i < ARRAY_SIZE(format_base_flags); ++i)
2105 if (!(format = get_format_internal(adapter, format_base_flags[i].id)))
2106 return FALSE;
2108 format_set_flag(format, format_base_flags[i].flags);
2111 return TRUE;
2114 static BOOL init_format_block_info(struct wined3d_adapter *adapter)
2116 struct wined3d_format *format;
2117 unsigned int i;
2119 for (i = 0; i < ARRAY_SIZE(format_block_info); ++i)
2121 if (!(format = get_format_internal(adapter, format_block_info[i].id)))
2122 return FALSE;
2124 format->block_width = format_block_info[i].block_width;
2125 format->block_height = format_block_info[i].block_height;
2126 format->block_byte_count = format_block_info[i].block_byte_count;
2127 format_set_flag(format, WINED3DFMT_FLAG_BLOCKS | format_block_info[i].flags);
2130 return TRUE;
2133 /* Most compressed formats are not supported for 3D textures by OpenGL.
2135 * In the case of the S3TC/DXTn formats, NV_texture_compression_vtc provides
2136 * these formats for 3D textures, but unfortunately the block layout is
2137 * different from the one used by Direct3D.
2139 * Since applications either don't check format availability at all before
2140 * using these, or refuse to run without them, we decompress them on upload.
2142 * Affected applications include "Heroes VI", "From Dust", "Halo Online" and
2143 * "Eldorado". */
2144 static BOOL init_format_decompress_info(struct wined3d_adapter *adapter)
2146 struct wined3d_format *format;
2147 unsigned int i;
2149 for (i = 0; i < ARRAY_SIZE(format_decompress_info); ++i)
2151 if (!(format = get_format_internal(adapter, format_decompress_info[i].id)))
2152 return FALSE;
2154 format->flags[WINED3D_GL_RES_TYPE_TEX_3D] |= WINED3DFMT_FLAG_DECOMPRESS;
2155 format->decompress = format_decompress_info[i].decompress;
2158 return TRUE;
2161 static GLenum wined3d_gl_type_to_enum(enum wined3d_gl_resource_type type)
2163 switch (type)
2165 case WINED3D_GL_RES_TYPE_TEX_1D:
2166 return GL_TEXTURE_1D;
2167 case WINED3D_GL_RES_TYPE_TEX_2D:
2168 return GL_TEXTURE_2D;
2169 case WINED3D_GL_RES_TYPE_TEX_3D:
2170 return GL_TEXTURE_3D;
2171 case WINED3D_GL_RES_TYPE_TEX_CUBE:
2172 return GL_TEXTURE_CUBE_MAP_ARB;
2173 case WINED3D_GL_RES_TYPE_TEX_RECT:
2174 return GL_TEXTURE_RECTANGLE_ARB;
2175 case WINED3D_GL_RES_TYPE_BUFFER:
2176 return GL_TEXTURE_2D; /* TODO: GL_TEXTURE_BUFFER. */
2177 case WINED3D_GL_RES_TYPE_RB:
2178 return GL_RENDERBUFFER;
2179 case WINED3D_GL_RES_TYPE_COUNT:
2180 break;
2182 ERR("Unexpected GL resource type %u.\n", type);
2183 return 0;
2186 static void delete_fbo_attachment(const struct wined3d_gl_info *gl_info,
2187 enum wined3d_gl_resource_type d3d_type, GLuint object)
2189 switch (d3d_type)
2191 case WINED3D_GL_RES_TYPE_TEX_1D:
2192 case WINED3D_GL_RES_TYPE_TEX_2D:
2193 case WINED3D_GL_RES_TYPE_TEX_RECT:
2194 case WINED3D_GL_RES_TYPE_TEX_3D:
2195 case WINED3D_GL_RES_TYPE_TEX_CUBE:
2196 gl_info->gl_ops.gl.p_glDeleteTextures(1, &object);
2197 break;
2199 case WINED3D_GL_RES_TYPE_RB:
2200 gl_info->fbo_ops.glDeleteRenderbuffers(1, &object);
2201 break;
2203 case WINED3D_GL_RES_TYPE_BUFFER:
2204 case WINED3D_GL_RES_TYPE_COUNT:
2205 break;
2209 /* Context activation is done by the caller. */
2210 static void create_and_bind_fbo_attachment(const struct wined3d_gl_info *gl_info, unsigned int flags,
2211 enum wined3d_gl_resource_type d3d_type, GLuint *object, GLenum internal, GLenum format, GLenum type)
2213 GLenum attach_type = flags & WINED3DFMT_FLAG_DEPTH ?
2214 GL_DEPTH_ATTACHMENT : GL_COLOR_ATTACHMENT0;
2216 switch (d3d_type)
2218 case WINED3D_GL_RES_TYPE_TEX_1D:
2219 gl_info->gl_ops.gl.p_glGenTextures(1, object);
2220 gl_info->gl_ops.gl.p_glBindTexture(GL_TEXTURE_1D, *object);
2221 gl_info->gl_ops.gl.p_glTexImage1D(GL_TEXTURE_1D, 0, internal, 16, 0, format, type, NULL);
2222 gl_info->gl_ops.gl.p_glTexParameteri(GL_TEXTURE_1D, GL_TEXTURE_MIN_FILTER, GL_NEAREST);
2223 gl_info->gl_ops.gl.p_glTexParameteri(GL_TEXTURE_1D, GL_TEXTURE_MAG_FILTER, GL_NEAREST);
2225 gl_info->fbo_ops.glFramebufferTexture1D(GL_FRAMEBUFFER, attach_type, GL_TEXTURE_1D,
2226 *object, 0);
2227 if (flags & WINED3DFMT_FLAG_STENCIL)
2228 gl_info->fbo_ops.glFramebufferTexture1D(GL_FRAMEBUFFER, GL_STENCIL_ATTACHMENT, GL_TEXTURE_1D,
2229 *object, 0);
2230 break;
2232 case WINED3D_GL_RES_TYPE_TEX_2D:
2233 case WINED3D_GL_RES_TYPE_TEX_RECT:
2234 gl_info->gl_ops.gl.p_glGenTextures(1, object);
2235 gl_info->gl_ops.gl.p_glBindTexture(wined3d_gl_type_to_enum(d3d_type), *object);
2236 gl_info->gl_ops.gl.p_glTexImage2D(wined3d_gl_type_to_enum(d3d_type), 0, internal, 16, 16, 0,
2237 format, type, NULL);
2238 gl_info->gl_ops.gl.p_glTexParameteri(wined3d_gl_type_to_enum(d3d_type), GL_TEXTURE_MIN_FILTER, GL_NEAREST);
2239 gl_info->gl_ops.gl.p_glTexParameteri(wined3d_gl_type_to_enum(d3d_type), GL_TEXTURE_MAG_FILTER, GL_NEAREST);
2241 gl_info->fbo_ops.glFramebufferTexture2D(GL_FRAMEBUFFER, attach_type,
2242 wined3d_gl_type_to_enum(d3d_type), *object, 0);
2243 if (flags & WINED3DFMT_FLAG_STENCIL)
2244 gl_info->fbo_ops.glFramebufferTexture2D(GL_FRAMEBUFFER, GL_STENCIL_ATTACHMENT,
2245 wined3d_gl_type_to_enum(d3d_type), *object, 0);
2246 break;
2248 case WINED3D_GL_RES_TYPE_TEX_3D:
2249 gl_info->gl_ops.gl.p_glGenTextures(1, object);
2250 gl_info->gl_ops.gl.p_glBindTexture(GL_TEXTURE_3D, *object);
2251 GL_EXTCALL(glTexImage3D(GL_TEXTURE_3D, 0, internal, 16, 16, 16, 0, format, type, NULL));
2252 gl_info->gl_ops.gl.p_glTexParameteri(GL_TEXTURE_3D, GL_TEXTURE_MIN_FILTER, GL_NEAREST);
2253 gl_info->gl_ops.gl.p_glTexParameteri(GL_TEXTURE_3D, GL_TEXTURE_MAG_FILTER, GL_NEAREST);
2255 gl_info->fbo_ops.glFramebufferTexture3D(GL_FRAMEBUFFER, attach_type,
2256 GL_TEXTURE_3D, *object, 0, 0);
2257 if (flags & WINED3DFMT_FLAG_STENCIL)
2258 gl_info->fbo_ops.glFramebufferTexture3D(GL_FRAMEBUFFER, GL_STENCIL_ATTACHMENT,
2259 GL_TEXTURE_3D, *object, 0, 0);
2260 break;
2262 case WINED3D_GL_RES_TYPE_TEX_CUBE:
2263 gl_info->gl_ops.gl.p_glGenTextures(1, object);
2264 gl_info->gl_ops.gl.p_glBindTexture(GL_TEXTURE_CUBE_MAP_ARB, *object);
2265 gl_info->gl_ops.gl.p_glTexImage2D(GL_TEXTURE_CUBE_MAP_POSITIVE_X_ARB, 0, internal, 16, 16, 0,
2266 format, type, NULL);
2267 gl_info->gl_ops.gl.p_glTexImage2D(GL_TEXTURE_CUBE_MAP_NEGATIVE_X_ARB, 0, internal, 16, 16, 0,
2268 format, type, NULL);
2269 gl_info->gl_ops.gl.p_glTexImage2D(GL_TEXTURE_CUBE_MAP_POSITIVE_Y_ARB, 0, internal, 16, 16, 0,
2270 format, type, NULL);
2271 gl_info->gl_ops.gl.p_glTexImage2D(GL_TEXTURE_CUBE_MAP_NEGATIVE_Y_ARB, 0, internal, 16, 16, 0,
2272 format, type, NULL);
2273 gl_info->gl_ops.gl.p_glTexImage2D(GL_TEXTURE_CUBE_MAP_POSITIVE_Z_ARB, 0, internal, 16, 16, 0,
2274 format, type, NULL);
2275 gl_info->gl_ops.gl.p_glTexImage2D(GL_TEXTURE_CUBE_MAP_NEGATIVE_Z_ARB, 0, internal, 16, 16, 0,
2276 format, type, NULL);
2277 gl_info->gl_ops.gl.p_glTexParameteri(GL_TEXTURE_CUBE_MAP_ARB, GL_TEXTURE_MIN_FILTER, GL_NEAREST);
2278 gl_info->gl_ops.gl.p_glTexParameteri(GL_TEXTURE_CUBE_MAP_ARB, GL_TEXTURE_MAG_FILTER, GL_NEAREST);
2280 gl_info->fbo_ops.glFramebufferTexture2D(GL_FRAMEBUFFER, attach_type,
2281 GL_TEXTURE_CUBE_MAP_POSITIVE_X_ARB, *object, 0);
2282 if (flags & WINED3DFMT_FLAG_STENCIL)
2283 gl_info->fbo_ops.glFramebufferTexture2D(GL_FRAMEBUFFER, GL_STENCIL_ATTACHMENT,
2284 GL_TEXTURE_CUBE_MAP_POSITIVE_X_ARB, *object, 0);
2285 break;
2287 case WINED3D_GL_RES_TYPE_RB:
2288 gl_info->fbo_ops.glGenRenderbuffers(1, object);
2289 gl_info->fbo_ops.glBindRenderbuffer(GL_RENDERBUFFER, *object);
2290 gl_info->fbo_ops.glRenderbufferStorage(GL_RENDERBUFFER, internal, 16, 16);
2291 gl_info->fbo_ops.glFramebufferRenderbuffer(GL_FRAMEBUFFER, attach_type, GL_RENDERBUFFER,
2292 *object);
2293 if (flags & WINED3DFMT_FLAG_STENCIL)
2294 gl_info->fbo_ops.glFramebufferRenderbuffer(GL_FRAMEBUFFER, GL_STENCIL_ATTACHMENT, GL_RENDERBUFFER,
2295 *object);
2296 break;
2298 case WINED3D_GL_RES_TYPE_BUFFER:
2299 case WINED3D_GL_RES_TYPE_COUNT:
2300 break;
2303 /* Ideally we'd skip all formats already known not to work on textures
2304 * by checking for WINED3DFMT_FLAG_TEXTURE here. However, we want to
2305 * know if we can attach WINED3DFMT_P8_UINT textures to FBOs, and this
2306 * format never has WINED3DFMT_FLAG_TEXTURE set. Instead, swallow GL
2307 * errors generated by invalid formats. */
2308 while (gl_info->gl_ops.gl.p_glGetError());
2311 static void draw_test_quad(struct wined3d_caps_gl_ctx *ctx, const struct wined3d_vec3 *geometry,
2312 const struct wined3d_color *color)
2314 const struct wined3d_gl_info *gl_info = ctx->gl_info;
2315 static const struct wined3d_vec3 default_geometry[] =
2317 {-1.0f, -1.0f, 0.0f},
2318 { 1.0f, -1.0f, 0.0f},
2319 {-1.0f, 1.0f, 0.0f},
2320 { 1.0f, 1.0f, 0.0f},
2322 static const char vs_core_header[] =
2323 "#version 150\n"
2324 "in vec4 pos;\n"
2325 "in vec4 color;\n"
2326 "out vec4 out_color;\n"
2327 "\n";
2328 static const char vs_legacy_header[] =
2329 "#version 120\n"
2330 "attribute vec4 pos;\n"
2331 "attribute vec4 color;\n"
2332 "varying vec4 out_color;\n"
2333 "\n";
2334 static const char vs_body[] =
2335 "void main()\n"
2336 "{\n"
2337 " gl_Position = pos;\n"
2338 " out_color = color;\n"
2339 "}\n";
2340 static const char fs_core[] =
2341 "#version 150\n"
2342 "in vec4 out_color;\n"
2343 "out vec4 fragment_color;\n"
2344 "\n"
2345 "void main()\n"
2346 "{\n"
2347 " fragment_color = out_color;\n"
2348 "}\n";
2349 static const char fs_legacy[] =
2350 "#version 120\n"
2351 "varying vec4 out_color;\n"
2352 "\n"
2353 "void main()\n"
2354 "{\n"
2355 " gl_FragData[0] = out_color;\n"
2356 "}\n";
2357 const char *source[2];
2358 GLuint vs_id, fs_id;
2359 unsigned int i;
2361 if (!geometry)
2362 geometry = default_geometry;
2364 if (!gl_info->supported[ARB_VERTEX_BUFFER_OBJECT] || !gl_info->supported[ARB_VERTEX_SHADER]
2365 || !gl_info->supported[ARB_FRAGMENT_SHADER])
2367 gl_info->gl_ops.gl.p_glDisable(GL_LIGHTING);
2368 gl_info->gl_ops.gl.p_glMatrixMode(GL_MODELVIEW);
2369 gl_info->gl_ops.gl.p_glLoadIdentity();
2370 gl_info->gl_ops.gl.p_glMatrixMode(GL_PROJECTION);
2371 gl_info->gl_ops.gl.p_glLoadIdentity();
2373 gl_info->gl_ops.gl.p_glBegin(GL_TRIANGLE_STRIP);
2374 gl_info->gl_ops.gl.p_glColor4f(color->r, color->g, color->b, color->a);
2375 for (i = 0; i < 4; ++i)
2376 gl_info->gl_ops.gl.p_glVertex3fv(&geometry[i].x);
2377 gl_info->gl_ops.gl.p_glEnd();
2378 checkGLcall("draw quad");
2379 return;
2382 if (!ctx->test_vbo)
2383 GL_EXTCALL(glGenBuffers(1, &ctx->test_vbo));
2384 GL_EXTCALL(glBindBuffer(GL_ARRAY_BUFFER, ctx->test_vbo));
2385 GL_EXTCALL(glBufferData(GL_ARRAY_BUFFER, sizeof(struct wined3d_vec3) * 4, geometry, GL_STREAM_DRAW));
2386 GL_EXTCALL(glVertexAttribPointer(0, 3, GL_FLOAT, FALSE, 0, NULL));
2387 GL_EXTCALL(glVertexAttrib4f(1, color->r, color->g, color->b, color->a));
2388 GL_EXTCALL(glEnableVertexAttribArray(0));
2389 GL_EXTCALL(glDisableVertexAttribArray(1));
2391 if (!ctx->test_program_id)
2393 BOOL use_glsl_150 = gl_info->glsl_version >= MAKEDWORD_VERSION(1, 50);
2395 ctx->test_program_id = GL_EXTCALL(glCreateProgram());
2397 vs_id = GL_EXTCALL(glCreateShader(GL_VERTEX_SHADER));
2398 source[0] = use_glsl_150 ? vs_core_header : vs_legacy_header;
2399 source[1] = vs_body;
2400 GL_EXTCALL(glShaderSource(vs_id, 2, source, NULL));
2401 GL_EXTCALL(glAttachShader(ctx->test_program_id, vs_id));
2402 GL_EXTCALL(glDeleteShader(vs_id));
2404 fs_id = GL_EXTCALL(glCreateShader(GL_FRAGMENT_SHADER));
2405 source[0] = use_glsl_150 ? fs_core : fs_legacy;
2406 GL_EXTCALL(glShaderSource(fs_id, 1, source, NULL));
2407 GL_EXTCALL(glAttachShader(ctx->test_program_id, fs_id));
2408 GL_EXTCALL(glDeleteShader(fs_id));
2410 GL_EXTCALL(glBindAttribLocation(ctx->test_program_id, 0, "pos"));
2411 GL_EXTCALL(glBindAttribLocation(ctx->test_program_id, 1, "color"));
2413 if (use_glsl_150)
2414 GL_EXTCALL(glBindFragDataLocation(ctx->test_program_id, 0, "fragment_color"));
2416 GL_EXTCALL(glCompileShader(vs_id));
2417 print_glsl_info_log(gl_info, vs_id, FALSE);
2418 GL_EXTCALL(glCompileShader(fs_id));
2419 print_glsl_info_log(gl_info, fs_id, FALSE);
2420 GL_EXTCALL(glLinkProgram(ctx->test_program_id));
2421 shader_glsl_validate_link(gl_info, ctx->test_program_id);
2423 GL_EXTCALL(glUseProgram(ctx->test_program_id));
2425 gl_info->gl_ops.gl.p_glDrawArrays(GL_TRIANGLE_STRIP, 0, 4);
2427 GL_EXTCALL(glUseProgram(0));
2428 GL_EXTCALL(glDisableVertexAttribArray(0));
2429 GL_EXTCALL(glBindBuffer(GL_ARRAY_BUFFER, 0));
2430 checkGLcall("draw quad");
2433 /* Context activation is done by the caller. */
2434 static void check_fbo_compat(struct wined3d_caps_gl_ctx *ctx, struct wined3d_format *format)
2436 /* Check if the default internal format is supported as a frame buffer
2437 * target, otherwise fall back to the render target internal.
2439 * Try to stick to the standard format if possible, this limits precision differences. */
2440 static const struct wined3d_color black = {0.0f, 0.0f, 0.0f, 1.0f};
2441 static const struct wined3d_color half_transparent_red = {1.0f, 0.0f, 0.0f, 0.5f};
2442 const struct wined3d_gl_info *gl_info = ctx->gl_info;
2443 GLenum status, rt_internal = format->rtInternal;
2444 GLuint object, color_rb;
2445 enum wined3d_gl_resource_type type;
2446 BOOL fallback_fmt_used = FALSE, regular_fmt_used = FALSE;
2448 gl_info->gl_ops.gl.p_glDisable(GL_BLEND);
2450 for (type = 0; type < ARRAY_SIZE(format->flags); ++type)
2452 const char *type_string = "color";
2454 if (type == WINED3D_GL_RES_TYPE_BUFFER)
2455 continue;
2457 create_and_bind_fbo_attachment(gl_info, format->flags[type], type, &object, format->glInternal,
2458 format->glFormat, format->glType);
2460 if (format->flags[type] & (WINED3DFMT_FLAG_DEPTH | WINED3DFMT_FLAG_STENCIL))
2462 gl_info->fbo_ops.glGenRenderbuffers(1, &color_rb);
2463 gl_info->fbo_ops.glBindRenderbuffer(GL_RENDERBUFFER, color_rb);
2464 if (type == WINED3D_GL_RES_TYPE_TEX_1D)
2465 gl_info->fbo_ops.glRenderbufferStorage(GL_RENDERBUFFER, GL_RGBA8, 16, 1);
2466 else
2467 gl_info->fbo_ops.glRenderbufferStorage(GL_RENDERBUFFER, GL_RGBA8, 16, 16);
2469 gl_info->fbo_ops.glFramebufferRenderbuffer(GL_FRAMEBUFFER,
2470 GL_COLOR_ATTACHMENT0, GL_RENDERBUFFER, color_rb);
2471 checkGLcall("Create and attach color rb attachment");
2472 type_string = "depth / stencil";
2475 status = gl_info->fbo_ops.glCheckFramebufferStatus(GL_FRAMEBUFFER);
2476 checkGLcall("Framebuffer format check");
2478 if (status == GL_FRAMEBUFFER_COMPLETE)
2480 TRACE("Format %s is supported as FBO %s attachment, type %u.\n",
2481 debug_d3dformat(format->id), type_string, type);
2482 format->flags[type] |= WINED3DFMT_FLAG_FBO_ATTACHABLE;
2483 format->rtInternal = format->glInternal;
2484 regular_fmt_used = TRUE;
2486 else
2488 if (!rt_internal)
2490 if (format->flags[type] & WINED3DFMT_FLAG_RENDERTARGET)
2492 WARN("Format %s with rendertarget flag is not supported as FBO color attachment (type %u),"
2493 " and no fallback specified.\n", debug_d3dformat(format->id), type);
2494 format->flags[type] &= ~WINED3DFMT_FLAG_RENDERTARGET;
2496 else
2498 TRACE("Format %s is not supported as FBO %s attachment, type %u.\n",
2499 debug_d3dformat(format->id), type_string, type);
2501 format->rtInternal = format->glInternal;
2503 else
2505 TRACE("Format %s is not supported as FBO %s attachment (type %u),"
2506 " trying rtInternal format as fallback.\n",
2507 debug_d3dformat(format->id), type_string, type);
2509 while (gl_info->gl_ops.gl.p_glGetError());
2511 delete_fbo_attachment(gl_info, type, object);
2512 create_and_bind_fbo_attachment(gl_info, format->flags[type], type, &object, format->rtInternal,
2513 format->glFormat, format->glType);
2515 status = gl_info->fbo_ops.glCheckFramebufferStatus(GL_FRAMEBUFFER);
2516 checkGLcall("Framebuffer format check");
2518 if (status == GL_FRAMEBUFFER_COMPLETE)
2520 TRACE("Format %s rtInternal format is supported as FBO %s attachment, type %u.\n",
2521 debug_d3dformat(format->id), type_string, type);
2522 fallback_fmt_used = TRUE;
2524 else
2526 WARN("Format %s rtInternal format is not supported as FBO %s attachment, type %u.\n",
2527 debug_d3dformat(format->id), type_string, type);
2528 format->flags[type] &= ~WINED3DFMT_FLAG_RENDERTARGET;
2533 if (status == GL_FRAMEBUFFER_COMPLETE
2534 && ((format->flags[type] & WINED3DFMT_FLAG_POSTPIXELSHADER_BLENDING)
2535 || !(gl_info->quirks & WINED3D_QUIRK_LIMITED_TEX_FILTERING))
2536 && !(format->flags[type] & WINED3DFMT_FLAG_INTEGER)
2537 && format->id != WINED3DFMT_NULL && format->id != WINED3DFMT_P8_UINT
2538 && format->glFormat != GL_LUMINANCE && format->glFormat != GL_LUMINANCE_ALPHA
2539 && (format->red_size || format->alpha_size))
2541 DWORD readback[16 * 16 * 16], color, r_range, a_range;
2542 BYTE r, a;
2543 BOOL match = TRUE;
2544 GLuint rb;
2546 if (gl_info->supported[ARB_FRAMEBUFFER_OBJECT]
2547 || gl_info->supported[EXT_PACKED_DEPTH_STENCIL])
2549 gl_info->fbo_ops.glGenRenderbuffers(1, &rb);
2550 gl_info->fbo_ops.glBindRenderbuffer(GL_RENDERBUFFER, rb);
2551 if (type == WINED3D_GL_RES_TYPE_TEX_1D)
2552 gl_info->fbo_ops.glRenderbufferStorage(GL_RENDERBUFFER, GL_DEPTH24_STENCIL8, 16, 1);
2553 else
2554 gl_info->fbo_ops.glRenderbufferStorage(GL_RENDERBUFFER, GL_DEPTH24_STENCIL8, 16, 16);
2555 gl_info->fbo_ops.glFramebufferRenderbuffer(GL_FRAMEBUFFER, GL_DEPTH_ATTACHMENT, GL_RENDERBUFFER, rb);
2556 gl_info->fbo_ops.glFramebufferRenderbuffer(GL_FRAMEBUFFER, GL_STENCIL_ATTACHMENT, GL_RENDERBUFFER, rb);
2557 checkGLcall("RB attachment");
2560 gl_info->gl_ops.gl.p_glEnable(GL_BLEND);
2561 gl_info->gl_ops.gl.p_glClearColor(0.0f, 0.0f, 0.0f, 1.0f);
2562 gl_info->gl_ops.gl.p_glClear(GL_COLOR_BUFFER_BIT);
2563 if (gl_info->gl_ops.gl.p_glGetError() == GL_INVALID_FRAMEBUFFER_OPERATION)
2565 while (gl_info->gl_ops.gl.p_glGetError());
2566 TRACE("Format %s doesn't support post-pixelshader blending, type %u.\n",
2567 debug_d3dformat(format->id), type);
2568 format->flags[type] &= ~WINED3DFMT_FLAG_POSTPIXELSHADER_BLENDING;
2570 else
2572 gl_info->gl_ops.gl.p_glDisable(GL_BLEND);
2573 if (type == WINED3D_GL_RES_TYPE_TEX_1D)
2574 gl_info->gl_ops.gl.p_glViewport(0, 0, 16, 1);
2575 else
2576 gl_info->gl_ops.gl.p_glViewport(0, 0, 16, 16);
2577 gl_info->gl_ops.gl.p_glBlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
2579 draw_test_quad(ctx, NULL, &black);
2581 gl_info->gl_ops.gl.p_glEnable(GL_BLEND);
2583 draw_test_quad(ctx, NULL, &half_transparent_red);
2585 gl_info->gl_ops.gl.p_glDisable(GL_BLEND);
2587 switch (type)
2589 case WINED3D_GL_RES_TYPE_TEX_1D:
2590 /* Rebinding texture to workaround a fglrx bug. */
2591 gl_info->gl_ops.gl.p_glBindTexture(GL_TEXTURE_1D, object);
2592 gl_info->gl_ops.gl.p_glGetTexImage(GL_TEXTURE_1D, 0, GL_BGRA,
2593 GL_UNSIGNED_INT_8_8_8_8_REV, readback);
2594 color = readback[7];
2595 break;
2597 case WINED3D_GL_RES_TYPE_TEX_2D:
2598 case WINED3D_GL_RES_TYPE_TEX_3D:
2599 case WINED3D_GL_RES_TYPE_TEX_RECT:
2600 /* Rebinding texture to workaround a fglrx bug. */
2601 gl_info->gl_ops.gl.p_glBindTexture(wined3d_gl_type_to_enum(type), object);
2602 gl_info->gl_ops.gl.p_glGetTexImage(wined3d_gl_type_to_enum(type), 0, GL_BGRA,
2603 GL_UNSIGNED_INT_8_8_8_8_REV, readback);
2604 color = readback[7 * 16 + 7];
2605 break;
2607 case WINED3D_GL_RES_TYPE_TEX_CUBE:
2608 /* Rebinding texture to workaround a fglrx bug. */
2609 gl_info->gl_ops.gl.p_glBindTexture(GL_TEXTURE_CUBE_MAP_ARB, object);
2610 gl_info->gl_ops.gl.p_glGetTexImage(GL_TEXTURE_CUBE_MAP_POSITIVE_X_ARB, 0, GL_BGRA,
2611 GL_UNSIGNED_INT_8_8_8_8_REV, readback);
2612 color = readback[7 * 16 + 7];
2613 break;
2615 case WINED3D_GL_RES_TYPE_RB:
2616 gl_info->gl_ops.gl.p_glReadPixels(0, 0, 16, 16,
2617 GL_BGRA, GL_UNSIGNED_INT_8_8_8_8_REV, readback);
2618 color = readback[7 * 16 + 7];
2619 break;
2621 case WINED3D_GL_RES_TYPE_BUFFER:
2622 case WINED3D_GL_RES_TYPE_COUNT:
2623 color = 0;
2624 break;
2626 checkGLcall("Post-pixelshader blending check");
2628 a = color >> 24;
2629 r = (color & 0x00ff0000u) >> 16;
2631 r_range = format->red_size < 8 ? 1u << (8 - format->red_size) : 1;
2632 a_range = format->alpha_size < 8 ? 1u << (8 - format->alpha_size) : 1;
2633 if (format->red_size && (r < 0x7f - r_range || r > 0x7f + r_range))
2634 match = FALSE;
2635 else if (format->alpha_size > 1 && (a < 0xbf - a_range || a > 0xbf + a_range))
2636 match = FALSE;
2637 if (!match)
2639 TRACE("Format %s doesn't support post-pixelshader blending, type %u.\n",
2640 debug_d3dformat(format->id), type);
2641 TRACE("Color output: %#x\n", color);
2642 format->flags[type] &= ~WINED3DFMT_FLAG_POSTPIXELSHADER_BLENDING;
2644 else
2646 TRACE("Format %s supports post-pixelshader blending, type %u.\n",
2647 debug_d3dformat(format->id), type);
2648 TRACE("Color output: %#x\n", color);
2649 format->flags[type] |= WINED3DFMT_FLAG_POSTPIXELSHADER_BLENDING;
2653 if (gl_info->supported[ARB_FRAMEBUFFER_OBJECT]
2654 || gl_info->supported[EXT_PACKED_DEPTH_STENCIL])
2656 gl_info->fbo_ops.glFramebufferRenderbuffer(GL_FRAMEBUFFER, GL_DEPTH_ATTACHMENT, GL_RENDERBUFFER, 0);
2657 gl_info->fbo_ops.glFramebufferRenderbuffer(GL_FRAMEBUFFER, GL_STENCIL_ATTACHMENT, GL_RENDERBUFFER, 0);
2658 gl_info->fbo_ops.glDeleteRenderbuffers(1, &rb);
2659 checkGLcall("RB cleanup");
2663 if (format->glInternal != format->glGammaInternal)
2665 delete_fbo_attachment(gl_info, type, object);
2666 create_and_bind_fbo_attachment(gl_info, format->flags[type], type, &object, format->glGammaInternal,
2667 format->glFormat, format->glType);
2669 status = gl_info->fbo_ops.glCheckFramebufferStatus(GL_FRAMEBUFFER);
2670 checkGLcall("Framebuffer format check");
2672 if (status == GL_FRAMEBUFFER_COMPLETE)
2674 TRACE("Format %s's sRGB format is FBO attachable, type %u.\n",
2675 debug_d3dformat(format->id), type);
2676 format->flags[type] |= WINED3DFMT_FLAG_FBO_ATTACHABLE_SRGB;
2677 if (gl_info->supported[EXT_TEXTURE_SRGB_DECODE])
2678 format->glInternal = format->glGammaInternal;
2680 else
2682 WARN("Format %s's sRGB format is not FBO attachable, type %u.\n",
2683 debug_d3dformat(format->id), type);
2684 format_clear_flag(format, WINED3DFMT_FLAG_SRGB_WRITE);
2687 else if (status == GL_FRAMEBUFFER_COMPLETE)
2688 format->flags[type] |= WINED3DFMT_FLAG_FBO_ATTACHABLE_SRGB;
2690 if (format->flags[type] & (WINED3DFMT_FLAG_DEPTH | WINED3DFMT_FLAG_STENCIL))
2692 gl_info->fbo_ops.glFramebufferRenderbuffer(GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT0, GL_RENDERBUFFER, 0);
2693 gl_info->fbo_ops.glDeleteRenderbuffers(1, &color_rb);
2696 delete_fbo_attachment(gl_info, type, object);
2697 checkGLcall("Framebuffer format check cleanup");
2700 if (fallback_fmt_used && regular_fmt_used)
2702 FIXME("Format %s needs different render target formats for different resource types.\n",
2703 debug_d3dformat(format->id));
2704 format_clear_flag(format, WINED3DFMT_FLAG_RENDERTARGET | WINED3DFMT_FLAG_FBO_ATTACHABLE
2705 | WINED3DFMT_FLAG_FBO_ATTACHABLE_SRGB | WINED3DFMT_FLAG_POSTPIXELSHADER_BLENDING);
2709 static void query_format_flag(struct wined3d_gl_info *gl_info, struct wined3d_format *format,
2710 GLint internal, GLenum pname, DWORD flag, const char *string)
2712 GLint value;
2713 enum wined3d_gl_resource_type type;
2715 for (type = 0; type < ARRAY_SIZE(format->flags); ++type)
2717 gl_info->gl_ops.ext.p_glGetInternalformativ(wined3d_gl_type_to_enum(type), internal, pname, 1, &value);
2718 if (value == GL_FULL_SUPPORT)
2720 TRACE("Format %s supports %s, resource type %u.\n", debug_d3dformat(format->id), string, type);
2721 format->flags[type] |= flag;
2723 else
2725 TRACE("Format %s doesn't support %s, resource type %u.\n", debug_d3dformat(format->id), string, type);
2726 format->flags[type] &= ~flag;
2731 /* Context activation is done by the caller. */
2732 static void init_format_fbo_compat_info(const struct wined3d_adapter *adapter,
2733 struct wined3d_caps_gl_ctx *ctx)
2735 const struct wined3d_gl_info *gl_info = ctx->gl_info;
2736 unsigned int i, type;
2737 GLuint fbo;
2739 if (gl_info->supported[ARB_INTERNALFORMAT_QUERY2])
2741 for (i = 0; i < WINED3D_FORMAT_COUNT; ++i)
2743 struct wined3d_format *format = get_format_by_idx(adapter, i);
2744 BOOL fallback_fmt_used = FALSE, regular_fmt_used = FALSE;
2745 GLenum rt_internal = format->rtInternal;
2746 GLint value;
2748 if (!format->glInternal)
2749 continue;
2751 for (type = 0; type < ARRAY_SIZE(format->flags); ++type)
2753 gl_info->gl_ops.ext.p_glGetInternalformativ(wined3d_gl_type_to_enum(type),
2754 format->glInternal, GL_FRAMEBUFFER_RENDERABLE, 1, &value);
2755 if (value == GL_FULL_SUPPORT)
2757 TRACE("Format %s is supported as FBO color attachment, resource type %u.\n",
2758 debug_d3dformat(format->id), type);
2759 format->flags[type] |= WINED3DFMT_FLAG_FBO_ATTACHABLE;
2760 format->rtInternal = format->glInternal;
2761 regular_fmt_used = TRUE;
2763 gl_info->gl_ops.ext.p_glGetInternalformativ(wined3d_gl_type_to_enum(type),
2764 format->glInternal, GL_FRAMEBUFFER_BLEND, 1, &value);
2765 if (value == GL_FULL_SUPPORT)
2767 TRACE("Format %s supports post-pixelshader blending, resource type %u.\n",
2768 debug_d3dformat(format->id), type);
2769 format->flags[type] |= WINED3DFMT_FLAG_POSTPIXELSHADER_BLENDING;
2771 else
2773 TRACE("Format %s doesn't support post-pixelshader blending, resource typed %u.\n",
2774 debug_d3dformat(format->id), type);
2775 format->flags[type] &= ~WINED3DFMT_FLAG_POSTPIXELSHADER_BLENDING;
2778 else
2780 if (!rt_internal)
2782 if (format->flags[type] & WINED3DFMT_FLAG_RENDERTARGET)
2784 WARN("Format %s with rendertarget flag is not supported as FBO color attachment"
2785 " and no fallback specified, resource type %u.\n",
2786 debug_d3dformat(format->id), type);
2787 format->flags[type] &= ~WINED3DFMT_FLAG_RENDERTARGET;
2789 else
2790 TRACE("Format %s is not supported as FBO color attachment,"
2791 " resource type %u.\n", debug_d3dformat(format->id), type);
2792 format->rtInternal = format->glInternal;
2794 else
2796 gl_info->gl_ops.ext.p_glGetInternalformativ(wined3d_gl_type_to_enum(type),
2797 rt_internal, GL_FRAMEBUFFER_RENDERABLE, 1, &value);
2798 if (value == GL_FULL_SUPPORT)
2800 TRACE("Format %s rtInternal format is supported as FBO color attachment,"
2801 " resource type %u.\n", debug_d3dformat(format->id), type);
2802 fallback_fmt_used = TRUE;
2804 else
2806 WARN("Format %s rtInternal format is not supported as FBO color attachment,"
2807 " resource type %u.\n", debug_d3dformat(format->id), type);
2808 format->flags[type] &= ~WINED3DFMT_FLAG_RENDERTARGET;
2813 if (format->glInternal != format->glGammaInternal)
2815 gl_info->gl_ops.ext.p_glGetInternalformativ(wined3d_gl_type_to_enum(type),
2816 format->glGammaInternal, GL_FRAMEBUFFER_RENDERABLE, 1, &value);
2817 if (value == GL_FULL_SUPPORT)
2819 TRACE("Format %s's sRGB format is FBO attachable, resource type %u.\n",
2820 debug_d3dformat(format->id), type);
2821 format->flags[type] |= WINED3DFMT_FLAG_FBO_ATTACHABLE_SRGB;
2822 if (gl_info->supported[EXT_TEXTURE_SRGB_DECODE])
2823 format->glInternal = format->glGammaInternal;
2825 else
2827 WARN("Format %s's sRGB format is not FBO attachable, resource type %u.\n",
2828 debug_d3dformat(format->id), type);
2829 format_clear_flag(format, WINED3DFMT_FLAG_SRGB_WRITE);
2832 else if (format->flags[type] & WINED3DFMT_FLAG_FBO_ATTACHABLE)
2833 format->flags[type] |= WINED3DFMT_FLAG_FBO_ATTACHABLE_SRGB;
2836 if (fallback_fmt_used && regular_fmt_used)
2838 FIXME("Format %s needs different render target formats for different resource types.\n",
2839 debug_d3dformat(format->id));
2840 format_clear_flag(format, WINED3DFMT_FLAG_RENDERTARGET | WINED3DFMT_FLAG_FBO_ATTACHABLE
2841 | WINED3DFMT_FLAG_FBO_ATTACHABLE_SRGB | WINED3DFMT_FLAG_POSTPIXELSHADER_BLENDING);
2844 return;
2847 if (wined3d_settings.offscreen_rendering_mode == ORM_FBO)
2849 gl_info->fbo_ops.glGenFramebuffers(1, &fbo);
2850 gl_info->fbo_ops.glBindFramebuffer(GL_FRAMEBUFFER, fbo);
2851 gl_info->gl_ops.gl.p_glDrawBuffer(GL_COLOR_ATTACHMENT0);
2852 gl_info->gl_ops.gl.p_glReadBuffer(GL_COLOR_ATTACHMENT0);
2855 for (i = 0; i < WINED3D_FORMAT_COUNT; ++i)
2857 struct wined3d_format *format = get_format_by_idx(adapter, i);
2859 if (!format->glInternal) continue;
2861 if (format->flags[WINED3D_GL_RES_TYPE_TEX_2D] & WINED3DFMT_FLAG_COMPRESSED)
2863 TRACE("Skipping format %s because it's a compressed format.\n",
2864 debug_d3dformat(format->id));
2865 continue;
2868 if (wined3d_settings.offscreen_rendering_mode == ORM_FBO)
2870 TRACE("Checking if format %s is supported as FBO color attachment...\n", debug_d3dformat(format->id));
2871 check_fbo_compat(ctx, format);
2873 else
2875 format->rtInternal = format->glInternal;
2879 if (wined3d_settings.offscreen_rendering_mode == ORM_FBO)
2880 gl_info->fbo_ops.glDeleteFramebuffers(1, &fbo);
2883 static GLenum lookup_gl_view_class(GLenum internal_format)
2885 static const struct
2887 GLenum internal_format;
2888 GLenum view_class;
2890 view_classes[] =
2892 /* 128-bit */
2893 {GL_RGBA32F, GL_VIEW_CLASS_128_BITS},
2894 {GL_RGBA32UI, GL_VIEW_CLASS_128_BITS},
2895 {GL_RGBA32I, GL_VIEW_CLASS_128_BITS},
2896 /* 96-bit */
2897 {GL_RGB32F, GL_VIEW_CLASS_96_BITS},
2898 {GL_RGB32UI, GL_VIEW_CLASS_96_BITS},
2899 {GL_RGB32I, GL_VIEW_CLASS_96_BITS},
2900 /* 64-bit */
2901 {GL_RGBA16F, GL_VIEW_CLASS_64_BITS},
2902 {GL_RG32F, GL_VIEW_CLASS_64_BITS},
2903 {GL_RGBA16UI, GL_VIEW_CLASS_64_BITS},
2904 {GL_RG32UI, GL_VIEW_CLASS_64_BITS},
2905 {GL_RGBA16I, GL_VIEW_CLASS_64_BITS},
2906 {GL_RG32I, GL_VIEW_CLASS_64_BITS},
2907 {GL_RGBA16, GL_VIEW_CLASS_64_BITS},
2908 {GL_RGBA16_SNORM, GL_VIEW_CLASS_64_BITS},
2909 /* 48-bit */
2910 {GL_RGB16, GL_VIEW_CLASS_48_BITS},
2911 {GL_RGB16_SNORM, GL_VIEW_CLASS_48_BITS},
2912 {GL_RGB16F, GL_VIEW_CLASS_48_BITS},
2913 {GL_RGB16UI, GL_VIEW_CLASS_48_BITS},
2914 {GL_RGB16I, GL_VIEW_CLASS_48_BITS},
2915 /* 32-bit */
2916 {GL_RG16F, GL_VIEW_CLASS_32_BITS},
2917 {GL_R11F_G11F_B10F, GL_VIEW_CLASS_32_BITS},
2918 {GL_R32F, GL_VIEW_CLASS_32_BITS},
2919 {GL_RGB10_A2UI, GL_VIEW_CLASS_32_BITS},
2920 {GL_RGBA8UI, GL_VIEW_CLASS_32_BITS},
2921 {GL_RG16UI, GL_VIEW_CLASS_32_BITS},
2922 {GL_R32UI, GL_VIEW_CLASS_32_BITS},
2923 {GL_RGBA8I, GL_VIEW_CLASS_32_BITS},
2924 {GL_RG16I, GL_VIEW_CLASS_32_BITS},
2925 {GL_R32I, GL_VIEW_CLASS_32_BITS},
2926 {GL_RGB10_A2, GL_VIEW_CLASS_32_BITS},
2927 {GL_RGBA8, GL_VIEW_CLASS_32_BITS},
2928 {GL_RG16, GL_VIEW_CLASS_32_BITS},
2929 {GL_RGBA8_SNORM, GL_VIEW_CLASS_32_BITS},
2930 {GL_RG16_SNORM, GL_VIEW_CLASS_32_BITS},
2931 {GL_SRGB8_ALPHA8, GL_VIEW_CLASS_32_BITS},
2932 {GL_RGB9_E5, GL_VIEW_CLASS_32_BITS},
2933 /* 24-bit */
2934 {GL_RGB8, GL_VIEW_CLASS_24_BITS},
2935 {GL_RGB8_SNORM, GL_VIEW_CLASS_24_BITS},
2936 {GL_SRGB8, GL_VIEW_CLASS_24_BITS},
2937 {GL_RGB8UI, GL_VIEW_CLASS_24_BITS},
2938 {GL_RGB8I, GL_VIEW_CLASS_24_BITS},
2939 /* 16-bit */
2940 {GL_R16F, GL_VIEW_CLASS_16_BITS},
2941 {GL_RG8UI, GL_VIEW_CLASS_16_BITS},
2942 {GL_R16UI, GL_VIEW_CLASS_16_BITS},
2943 {GL_RG8I, GL_VIEW_CLASS_16_BITS},
2944 {GL_R16I, GL_VIEW_CLASS_16_BITS},
2945 {GL_RG8, GL_VIEW_CLASS_16_BITS},
2946 {GL_R16, GL_VIEW_CLASS_16_BITS},
2947 {GL_RG8_SNORM, GL_VIEW_CLASS_16_BITS},
2948 {GL_R16_SNORM, GL_VIEW_CLASS_16_BITS},
2949 /* 8-bit */
2950 {GL_R8UI, GL_VIEW_CLASS_8_BITS},
2951 {GL_R8I, GL_VIEW_CLASS_8_BITS},
2952 {GL_R8, GL_VIEW_CLASS_8_BITS},
2953 {GL_R8_SNORM, GL_VIEW_CLASS_8_BITS},
2955 /* RGTC1 */
2956 {GL_COMPRESSED_RED_RGTC1, GL_VIEW_CLASS_RGTC1_RED},
2957 {GL_COMPRESSED_SIGNED_RED_RGTC1, GL_VIEW_CLASS_RGTC1_RED},
2958 /* RGTC2 */
2959 {GL_COMPRESSED_RG_RGTC2, GL_VIEW_CLASS_RGTC2_RG},
2960 {GL_COMPRESSED_SIGNED_RG_RGTC2, GL_VIEW_CLASS_RGTC2_RG},
2962 /* BPTC unorm */
2963 {GL_COMPRESSED_RGBA_BPTC_UNORM, GL_VIEW_CLASS_BPTC_UNORM},
2964 {GL_COMPRESSED_SRGB_ALPHA_BPTC_UNORM, GL_VIEW_CLASS_BPTC_UNORM},
2965 /* BPTC float */
2966 {GL_COMPRESSED_RGB_BPTC_SIGNED_FLOAT, GL_VIEW_CLASS_BPTC_FLOAT},
2967 {GL_COMPRESSED_RGB_BPTC_UNSIGNED_FLOAT, GL_VIEW_CLASS_BPTC_FLOAT},
2969 /* DXT1 RGB */
2970 {GL_COMPRESSED_RGB_S3TC_DXT1_EXT, GL_VIEW_CLASS_S3TC_DXT1_RGB},
2971 {GL_COMPRESSED_SRGB_S3TC_DXT1_EXT, GL_VIEW_CLASS_S3TC_DXT1_RGB},
2972 /* DXT1 RGBA */
2973 {GL_COMPRESSED_RGBA_S3TC_DXT1_EXT, GL_VIEW_CLASS_S3TC_DXT1_RGBA},
2974 {GL_COMPRESSED_SRGB_ALPHA_S3TC_DXT1_EXT, GL_VIEW_CLASS_S3TC_DXT1_RGBA},
2975 /* DXT3 */
2976 {GL_COMPRESSED_RGBA_S3TC_DXT3_EXT, GL_VIEW_CLASS_S3TC_DXT3_RGBA},
2977 {GL_COMPRESSED_SRGB_ALPHA_S3TC_DXT3_EXT, GL_VIEW_CLASS_S3TC_DXT3_RGBA},
2978 /* DXT5 */
2979 {GL_COMPRESSED_RGBA_S3TC_DXT5_EXT, GL_VIEW_CLASS_S3TC_DXT5_RGBA},
2980 {GL_COMPRESSED_SRGB_ALPHA_S3TC_DXT5_EXT, GL_VIEW_CLASS_S3TC_DXT5_RGBA},
2983 unsigned int i;
2985 for (i = 0; i < ARRAY_SIZE(view_classes); ++i)
2987 if (view_classes[i].internal_format == internal_format)
2988 return view_classes[i].view_class;
2991 return GL_NONE;
2994 static void query_view_class(struct wined3d_format *format)
2996 GLenum internal_view_class, gamma_view_class, rt_view_class;
2998 internal_view_class = lookup_gl_view_class(format->glInternal);
2999 gamma_view_class = lookup_gl_view_class(format->glGammaInternal);
3000 rt_view_class = lookup_gl_view_class(format->rtInternal);
3002 if (internal_view_class == gamma_view_class || gamma_view_class == rt_view_class)
3004 format->gl_view_class = internal_view_class;
3005 TRACE("Format %s is member of GL view class %#x.\n",
3006 debug_d3dformat(format->id), format->gl_view_class);
3008 else
3010 format->gl_view_class = GL_NONE;
3014 static void query_internal_format(struct wined3d_adapter *adapter,
3015 struct wined3d_format *format, const struct wined3d_format_texture_info *texture_info,
3016 struct wined3d_gl_info *gl_info, BOOL srgb_write_supported, BOOL srgb_format)
3018 GLint count, multisample_types[8];
3019 unsigned int i, max_log2;
3020 GLenum target;
3022 if (gl_info->supported[ARB_INTERNALFORMAT_QUERY2])
3024 query_format_flag(gl_info, format, format->glInternal, GL_VERTEX_TEXTURE,
3025 WINED3DFMT_FLAG_VTF, "vertex texture usage");
3026 query_format_flag(gl_info, format, format->glInternal, GL_FILTER,
3027 WINED3DFMT_FLAG_FILTERING, "filtering");
3029 if (srgb_format || format->glGammaInternal != format->glInternal)
3031 query_format_flag(gl_info, format, format->glGammaInternal, GL_SRGB_READ,
3032 WINED3DFMT_FLAG_SRGB_READ, "sRGB read");
3034 if (srgb_write_supported)
3035 query_format_flag(gl_info, format, format->glGammaInternal, GL_SRGB_WRITE,
3036 WINED3DFMT_FLAG_SRGB_WRITE, "sRGB write");
3037 else
3038 format_clear_flag(format, WINED3DFMT_FLAG_SRGB_WRITE);
3040 if (!(format->flags[WINED3D_GL_RES_TYPE_TEX_2D] & (WINED3DFMT_FLAG_SRGB_READ | WINED3DFMT_FLAG_SRGB_WRITE)))
3041 format->glGammaInternal = format->glInternal;
3042 else if (wined3d_settings.offscreen_rendering_mode != ORM_FBO
3043 && gl_info->supported[EXT_TEXTURE_SRGB_DECODE])
3044 format->glInternal = format->glGammaInternal;
3047 else
3049 if (!gl_info->limits.samplers[WINED3D_SHADER_TYPE_VERTEX])
3050 format_clear_flag(format, WINED3DFMT_FLAG_VTF);
3052 if (!(gl_info->quirks & WINED3D_QUIRK_LIMITED_TEX_FILTERING))
3053 format_set_flag(format, WINED3DFMT_FLAG_FILTERING);
3054 else if (format->id != WINED3DFMT_R32G32B32A32_FLOAT && format->id != WINED3DFMT_R32_FLOAT)
3055 format_clear_flag(format, WINED3DFMT_FLAG_VTF);
3057 if (srgb_format || format->glGammaInternal != format->glInternal)
3059 /* Filter sRGB capabilities if EXT_texture_sRGB is not supported. */
3060 if (!gl_info->supported[EXT_TEXTURE_SRGB])
3062 format->glGammaInternal = format->glInternal;
3063 format_clear_flag(format, WINED3DFMT_FLAG_SRGB_READ | WINED3DFMT_FLAG_SRGB_WRITE);
3065 else if (wined3d_settings.offscreen_rendering_mode != ORM_FBO
3066 && gl_info->supported[EXT_TEXTURE_SRGB_DECODE])
3068 format->glInternal = format->glGammaInternal;
3072 if ((format->flags[WINED3D_GL_RES_TYPE_TEX_2D] & WINED3DFMT_FLAG_SRGB_WRITE) && !srgb_write_supported)
3073 format_clear_flag(format, WINED3DFMT_FLAG_SRGB_WRITE);
3075 if (!gl_info->supported[ARB_DEPTH_TEXTURE]
3076 && texture_info->flags & (WINED3DFMT_FLAG_DEPTH | WINED3DFMT_FLAG_STENCIL))
3078 format->flags[WINED3D_GL_RES_TYPE_TEX_1D] &= ~WINED3DFMT_FLAG_TEXTURE;
3079 format->flags[WINED3D_GL_RES_TYPE_TEX_2D] &= ~WINED3DFMT_FLAG_TEXTURE;
3080 format->flags[WINED3D_GL_RES_TYPE_TEX_3D] &= ~WINED3DFMT_FLAG_TEXTURE;
3081 format->flags[WINED3D_GL_RES_TYPE_TEX_CUBE] &= ~WINED3DFMT_FLAG_TEXTURE;
3082 format->flags[WINED3D_GL_RES_TYPE_TEX_RECT] &= ~WINED3DFMT_FLAG_TEXTURE;
3086 query_view_class(format);
3088 if (format->glInternal && format->flags[WINED3D_GL_RES_TYPE_RB]
3089 & (WINED3DFMT_FLAG_RENDERTARGET | WINED3DFMT_FLAG_DEPTH | WINED3DFMT_FLAG_STENCIL))
3091 if (gl_info->supported[ARB_INTERNALFORMAT_QUERY])
3093 target = gl_info->supported[ARB_TEXTURE_MULTISAMPLE] ? GL_TEXTURE_2D_MULTISAMPLE : GL_RENDERBUFFER;
3094 count = 0;
3095 GL_EXTCALL(glGetInternalformativ(target, format->glInternal,
3096 GL_NUM_SAMPLE_COUNTS, 1, &count));
3097 if (count > ARRAY_SIZE(multisample_types))
3098 FIXME("Unexpectedly high number of multisample types %d.\n", count);
3099 count = min(count, ARRAY_SIZE(multisample_types));
3100 GL_EXTCALL(glGetInternalformativ(target, format->glInternal,
3101 GL_SAMPLES, count, multisample_types));
3102 checkGLcall("query sample counts");
3103 for (i = 0; i < count; ++i)
3105 if (multisample_types[i] > sizeof(format->multisample_types) * CHAR_BIT)
3106 continue;
3107 format->multisample_types |= 1u << (multisample_types[i] - 1);
3110 else
3112 max_log2 = wined3d_log2i(min(gl_info->limits.samples,
3113 sizeof(format->multisample_types) * CHAR_BIT));
3114 for (i = 1; i <= max_log2; ++i)
3115 format->multisample_types |= 1u << ((1u << i) - 1);
3120 static BOOL init_format_texture_info(struct wined3d_adapter *adapter, struct wined3d_gl_info *gl_info)
3122 struct wined3d_format *format, *srgb_format;
3123 struct fragment_caps fragment_caps;
3124 struct shader_caps shader_caps;
3125 unsigned int i, j;
3126 BOOL srgb_write;
3128 adapter->fragment_pipe->get_caps(gl_info, &fragment_caps);
3129 adapter->shader_backend->shader_get_caps(gl_info, &shader_caps);
3130 srgb_write = (fragment_caps.wined3d_caps & WINED3D_FRAGMENT_CAP_SRGB_WRITE)
3131 && (shader_caps.wined3d_caps & WINED3D_SHADER_CAP_SRGB_WRITE);
3133 for (i = 0; i < ARRAY_SIZE(format_texture_info); ++i)
3135 if (!(format = get_format_internal(adapter, format_texture_info[i].id)))
3136 return FALSE;
3138 if (!gl_info->supported[format_texture_info[i].extension])
3139 continue;
3141 /* ARB_texture_rg defines floating point formats, but only if
3142 * ARB_texture_float is also supported. */
3143 if (!gl_info->supported[ARB_TEXTURE_FLOAT]
3144 && (format->flags[WINED3D_GL_RES_TYPE_TEX_2D] & WINED3DFMT_FLAG_FLOAT))
3145 continue;
3147 /* ARB_texture_rg defines integer formats if EXT_texture_integer is also supported. */
3148 if (!gl_info->supported[EXT_TEXTURE_INTEGER]
3149 && (format->flags[WINED3D_GL_RES_TYPE_TEX_2D] & WINED3DFMT_FLAG_INTEGER))
3150 continue;
3152 format->glInternal = format_texture_info[i].gl_internal;
3153 format->glGammaInternal = format_texture_info[i].gl_srgb_internal;
3154 format->rtInternal = format_texture_info[i].gl_rt_internal;
3155 format->glFormat = format_texture_info[i].gl_format;
3156 format->glType = format_texture_info[i].gl_type;
3157 format->color_fixup = COLOR_FIXUP_IDENTITY;
3158 format->height_scale.numerator = 1;
3159 format->height_scale.denominator = 1;
3161 format->flags[WINED3D_GL_RES_TYPE_TEX_1D] |= format_texture_info[i].flags;
3162 format->flags[WINED3D_GL_RES_TYPE_TEX_2D] |= format_texture_info[i].flags;
3163 format->flags[WINED3D_GL_RES_TYPE_BUFFER] |= format_texture_info[i].flags;
3165 /* GL_ARB_depth_texture does not support 3D textures. It also says "cube textures are
3166 * problematic", but doesn't explicitly mandate that an error is generated. */
3167 if (gl_info->supported[EXT_TEXTURE3D]
3168 && !(format_texture_info[i].flags & (WINED3DFMT_FLAG_DEPTH | WINED3DFMT_FLAG_STENCIL)))
3169 format->flags[WINED3D_GL_RES_TYPE_TEX_3D] |= format_texture_info[i].flags;
3171 if (gl_info->supported[ARB_TEXTURE_CUBE_MAP])
3172 format->flags[WINED3D_GL_RES_TYPE_TEX_CUBE] |= format_texture_info[i].flags;
3174 if (gl_info->supported[ARB_TEXTURE_RECTANGLE])
3175 format->flags[WINED3D_GL_RES_TYPE_TEX_RECT] |= format_texture_info[i].flags;
3177 format->flags[WINED3D_GL_RES_TYPE_RB] |= format_texture_info[i].flags;
3178 format->flags[WINED3D_GL_RES_TYPE_RB] &= ~WINED3DFMT_FLAG_TEXTURE;
3180 if (format->glGammaInternal != format->glInternal
3181 && !(adapter->d3d_info.wined3d_creation_flags & WINED3D_SRGB_READ_WRITE_CONTROL))
3183 format->glGammaInternal = format->glInternal;
3184 format_clear_flag(format, WINED3DFMT_FLAG_SRGB_READ | WINED3DFMT_FLAG_SRGB_WRITE);
3187 query_internal_format(adapter, format, &format_texture_info[i], gl_info, srgb_write, FALSE);
3189 /* Texture conversion stuff */
3190 format->conv_byte_count = format_texture_info[i].conv_byte_count;
3191 format->upload = format_texture_info[i].upload;
3192 format->download = format_texture_info[i].download;
3194 srgb_format = NULL;
3195 for (j = 0; j < ARRAY_SIZE(format_srgb_info); ++j)
3197 if (format_srgb_info[j].base_format_id == format->id)
3199 if (!(srgb_format = get_format_internal(adapter, format_srgb_info[j].srgb_format_id)))
3200 return FALSE;
3201 break;
3204 if (!srgb_format)
3205 continue;
3207 copy_format(adapter, srgb_format, format);
3209 if (gl_info->supported[EXT_TEXTURE_SRGB]
3210 && !(adapter->d3d_info.wined3d_creation_flags & WINED3D_SRGB_READ_WRITE_CONTROL))
3212 srgb_format->glInternal = format_texture_info[i].gl_srgb_internal;
3213 srgb_format->glGammaInternal = format_texture_info[i].gl_srgb_internal;
3214 format_set_flag(srgb_format, WINED3DFMT_FLAG_SRGB_READ | WINED3DFMT_FLAG_SRGB_WRITE);
3215 query_internal_format(adapter, srgb_format, &format_texture_info[i], gl_info, srgb_write, TRUE);
3219 return TRUE;
3222 static BOOL color_match(DWORD c1, DWORD c2, BYTE max_diff)
3224 if (abs((c1 & 0xff) - (c2 & 0xff)) > max_diff) return FALSE;
3225 c1 >>= 8; c2 >>= 8;
3226 if (abs((c1 & 0xff) - (c2 & 0xff)) > max_diff) return FALSE;
3227 c1 >>= 8; c2 >>= 8;
3228 if (abs((c1 & 0xff) - (c2 & 0xff)) > max_diff) return FALSE;
3229 c1 >>= 8; c2 >>= 8;
3230 if (abs((c1 & 0xff) - (c2 & 0xff)) > max_diff) return FALSE;
3231 return TRUE;
3234 /* A context is provided by the caller */
3235 static BOOL check_filter(const struct wined3d_gl_info *gl_info, GLenum internal)
3237 static const DWORD data[] = {0x00000000, 0xffffffff};
3238 GLuint tex, fbo, buffer;
3239 DWORD readback[16 * 1];
3240 BOOL ret = FALSE;
3242 /* Render a filtered texture and see what happens. This is intended to detect the lack of
3243 * float16 filtering on ATI X1000 class cards. The drivers disable filtering instead of
3244 * falling back to software. If this changes in the future this code will get fooled and
3245 * apps might hit the software path due to incorrectly advertised caps.
3247 * Its unlikely that this changes however. GL Games like Mass Effect depend on the filter
3248 * disable fallback, if Apple or ATI ever change the driver behavior they will break more
3249 * than Wine. The Linux binary <= r500 driver is not maintained any more anyway
3252 while (gl_info->gl_ops.gl.p_glGetError());
3254 gl_info->gl_ops.gl.p_glGenTextures(1, &buffer);
3255 gl_info->gl_ops.gl.p_glBindTexture(GL_TEXTURE_2D, buffer);
3256 memset(readback, 0x7e, sizeof(readback));
3257 gl_info->gl_ops.gl.p_glTexImage2D(GL_TEXTURE_2D, 0, GL_RGBA8, 16, 1, 0,
3258 GL_RGBA, GL_UNSIGNED_INT_8_8_8_8, readback);
3259 gl_info->gl_ops.gl.p_glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_NEAREST);
3260 gl_info->gl_ops.gl.p_glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_NEAREST);
3261 gl_info->gl_ops.gl.p_glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_CLAMP_TO_EDGE);
3262 gl_info->gl_ops.gl.p_glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_CLAMP_TO_EDGE);
3263 gl_info->gl_ops.gl.p_glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_R, GL_CLAMP_TO_EDGE);
3265 gl_info->gl_ops.gl.p_glGenTextures(1, &tex);
3266 gl_info->gl_ops.gl.p_glBindTexture(GL_TEXTURE_2D, tex);
3267 gl_info->gl_ops.gl.p_glTexImage2D(GL_TEXTURE_2D, 0, internal, 2, 1, 0,
3268 GL_BGRA, GL_UNSIGNED_INT_8_8_8_8_REV, data);
3269 gl_info->gl_ops.gl.p_glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR);
3270 gl_info->gl_ops.gl.p_glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_LINEAR);
3271 gl_info->gl_ops.gl.p_glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_CLAMP_TO_EDGE);
3272 gl_info->gl_ops.gl.p_glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_CLAMP_TO_EDGE);
3273 gl_info->gl_ops.gl.p_glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_R, GL_CLAMP_TO_EDGE);
3274 gl_info->gl_ops.gl.p_glEnable(GL_TEXTURE_2D);
3276 gl_info->fbo_ops.glGenFramebuffers(1, &fbo);
3277 gl_info->fbo_ops.glBindFramebuffer(GL_FRAMEBUFFER, fbo);
3278 gl_info->fbo_ops.glFramebufferTexture2D(GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT0, GL_TEXTURE_2D, buffer, 0);
3279 gl_info->gl_ops.gl.p_glDrawBuffer(GL_COLOR_ATTACHMENT0);
3281 gl_info->gl_ops.gl.p_glViewport(0, 0, 16, 1);
3282 gl_info->gl_ops.gl.p_glDisable(GL_LIGHTING);
3283 gl_info->gl_ops.gl.p_glMatrixMode(GL_MODELVIEW);
3284 gl_info->gl_ops.gl.p_glLoadIdentity();
3285 gl_info->gl_ops.gl.p_glMatrixMode(GL_PROJECTION);
3286 gl_info->gl_ops.gl.p_glLoadIdentity();
3288 gl_info->gl_ops.gl.p_glClearColor(0, 1, 0, 0);
3289 gl_info->gl_ops.gl.p_glClear(GL_COLOR_BUFFER_BIT);
3291 gl_info->gl_ops.gl.p_glBegin(GL_TRIANGLE_STRIP);
3292 gl_info->gl_ops.gl.p_glTexCoord2f(0.0, 0.0);
3293 gl_info->gl_ops.gl.p_glVertex2f(-1.0f, -1.0f);
3294 gl_info->gl_ops.gl.p_glTexCoord2f(1.0, 0.0);
3295 gl_info->gl_ops.gl.p_glVertex2f(1.0f, -1.0f);
3296 gl_info->gl_ops.gl.p_glTexCoord2f(0.0, 1.0);
3297 gl_info->gl_ops.gl.p_glVertex2f(-1.0f, 1.0f);
3298 gl_info->gl_ops.gl.p_glTexCoord2f(1.0, 1.0);
3299 gl_info->gl_ops.gl.p_glVertex2f(1.0f, 1.0f);
3300 gl_info->gl_ops.gl.p_glEnd();
3302 gl_info->gl_ops.gl.p_glBindTexture(GL_TEXTURE_2D, buffer);
3303 memset(readback, 0x7f, sizeof(readback));
3304 gl_info->gl_ops.gl.p_glGetTexImage(GL_TEXTURE_2D, 0, GL_BGRA, GL_UNSIGNED_INT_8_8_8_8_REV, readback);
3305 if (color_match(readback[6], 0xffffffff, 5) || color_match(readback[6], 0x00000000, 5)
3306 || color_match(readback[9], 0xffffffff, 5) || color_match(readback[9], 0x00000000, 5))
3308 TRACE("Read back colors 0x%08x and 0x%08x close to unfiltered color, assuming no filtering\n",
3309 readback[6], readback[9]);
3310 ret = FALSE;
3312 else
3314 TRACE("Read back colors are 0x%08x and 0x%08x, assuming texture is filtered\n",
3315 readback[6], readback[9]);
3316 ret = TRUE;
3319 gl_info->fbo_ops.glBindFramebuffer(GL_FRAMEBUFFER, 0);
3320 gl_info->fbo_ops.glDeleteFramebuffers(1, &fbo);
3321 gl_info->gl_ops.gl.p_glDeleteTextures(1, &tex);
3322 gl_info->gl_ops.gl.p_glDeleteTextures(1, &buffer);
3323 gl_info->gl_ops.gl.p_glDisable(GL_TEXTURE_2D);
3325 if (gl_info->gl_ops.gl.p_glGetError())
3327 FIXME("Error during filtering test for format %x, returning no filtering\n", internal);
3328 ret = FALSE;
3331 return ret;
3334 static void init_format_filter_info(struct wined3d_adapter *adapter,
3335 struct wined3d_gl_info *gl_info)
3337 enum wined3d_pci_vendor vendor = adapter->driver_info.vendor;
3338 struct wined3d_format *format;
3339 unsigned int i;
3340 static const enum wined3d_format_id fmts16[] =
3342 WINED3DFMT_R16_FLOAT,
3343 WINED3DFMT_R16G16_FLOAT,
3344 WINED3DFMT_R16G16B16A16_FLOAT,
3346 BOOL filtered;
3348 /* This was already handled by init_format_texture_info(). */
3349 if (gl_info->supported[ARB_INTERNALFORMAT_QUERY2])
3350 return;
3352 if (wined3d_settings.offscreen_rendering_mode != ORM_FBO
3353 || !gl_info->supported[WINED3D_GL_LEGACY_CONTEXT])
3355 WARN("No FBO support, or no FBO ORM, guessing filter info from GL caps\n");
3356 if (vendor == HW_VENDOR_NVIDIA && gl_info->supported[ARB_TEXTURE_FLOAT])
3358 TRACE("Nvidia card with texture_float support: Assuming float16 blending\n");
3359 filtered = TRUE;
3361 else if (gl_info->limits.glsl_varyings > 44)
3363 TRACE("More than 44 GLSL varyings - assuming d3d10 card with float16 blending\n");
3364 filtered = TRUE;
3366 else
3368 TRACE("Assuming no float16 blending\n");
3369 filtered = FALSE;
3372 if (filtered)
3374 for (i = 0; i < ARRAY_SIZE(fmts16); ++i)
3376 format = get_format_internal(adapter, fmts16[i]);
3377 format_set_flag(format, WINED3DFMT_FLAG_FILTERING);
3380 return;
3383 for (i = 0; i < ARRAY_SIZE(fmts16); ++i)
3385 format = get_format_internal(adapter, fmts16[i]);
3386 if (!format->glInternal)
3387 continue; /* Not supported by GL */
3389 filtered = check_filter(gl_info, format->glInternal);
3390 if (filtered)
3392 TRACE("Format %s supports filtering.\n", debug_d3dformat(format->id));
3393 format_set_flag(format, WINED3DFMT_FLAG_FILTERING);
3395 else
3397 TRACE("Format %s does not support filtering.\n", debug_d3dformat(format->id));
3402 static enum fixup_channel_source fixup_source_from_char(char c)
3404 switch (c)
3406 default:
3407 case '0':
3408 return CHANNEL_SOURCE_ZERO;
3409 case '1':
3410 return CHANNEL_SOURCE_ONE;
3411 case 'x':
3412 case 'X':
3413 return CHANNEL_SOURCE_X;
3414 case 'y':
3415 case 'Y':
3416 return CHANNEL_SOURCE_Y;
3417 case 'z':
3418 case 'Z':
3419 return CHANNEL_SOURCE_Z;
3420 case 'w':
3421 case 'W':
3422 return CHANNEL_SOURCE_W;
3426 static unsigned int fixup_sign_from_char(char c)
3428 if (c == 'x' || c == 'y' || c == 'z' || c == 'w')
3429 return 1;
3430 return 0;
3433 static struct color_fixup_desc create_color_fixup_desc_from_string(const char *s)
3435 struct color_fixup_desc fixup;
3437 if (strlen(s) != 4)
3439 ERR("Invalid fixup string %s.\n", wine_dbgstr_a(s));
3440 return COLOR_FIXUP_IDENTITY;
3443 fixup.x_sign_fixup = fixup_sign_from_char(s[0]);
3444 fixup.x_source = fixup_source_from_char(s[0]);
3445 fixup.y_sign_fixup = fixup_sign_from_char(s[1]);
3446 fixup.y_source = fixup_source_from_char(s[1]);
3447 fixup.z_sign_fixup = fixup_sign_from_char(s[2]);
3448 fixup.z_source = fixup_source_from_char(s[2]);
3449 fixup.w_sign_fixup = fixup_sign_from_char(s[3]);
3450 fixup.w_source = fixup_source_from_char(s[3]);
3452 return fixup;
3455 static void apply_format_fixups(struct wined3d_adapter *adapter, struct wined3d_gl_info *gl_info)
3457 const struct wined3d_d3d_info *d3d_info = &adapter->d3d_info;
3458 struct wined3d_format *format;
3459 BOOL use_legacy_fixups;
3460 unsigned int i;
3462 static const struct
3464 enum wined3d_format_id id;
3465 const char *fixup;
3466 BOOL legacy;
3467 enum wined3d_gl_extension extension;
3469 fixups[] =
3471 {WINED3DFMT_R16_FLOAT, "X11W", TRUE, WINED3D_GL_EXT_NONE},
3472 {WINED3DFMT_R32_FLOAT, "X11W", TRUE, WINED3D_GL_EXT_NONE},
3473 {WINED3DFMT_R16G16_UNORM, "XY1W", TRUE, WINED3D_GL_EXT_NONE},
3474 {WINED3DFMT_R16G16_FLOAT, "XY1W", TRUE, WINED3D_GL_EXT_NONE},
3475 {WINED3DFMT_R32G32_FLOAT, "XY1W", TRUE, WINED3D_GL_EXT_NONE},
3477 {WINED3DFMT_R8G8_SNORM, "xy11", FALSE, WINED3D_GL_EXT_NONE},
3478 {WINED3DFMT_R8G8_SNORM, "XY11", TRUE, NV_TEXTURE_SHADER},
3479 {WINED3DFMT_R8G8_SNORM, "XY11", TRUE, EXT_TEXTURE_SNORM},
3481 {WINED3DFMT_R16G16_SNORM, "xy11", FALSE, WINED3D_GL_EXT_NONE},
3482 {WINED3DFMT_R16G16_SNORM, "XY11", TRUE, NV_TEXTURE_SHADER},
3483 {WINED3DFMT_R16G16_SNORM, "XY11", TRUE, EXT_TEXTURE_SNORM},
3485 {WINED3DFMT_R8G8B8A8_SNORM, "xyzw", FALSE, WINED3D_GL_EXT_NONE},
3486 {WINED3DFMT_R8G8B8A8_SNORM, "XYZW", FALSE, NV_TEXTURE_SHADER},
3487 {WINED3DFMT_R8G8B8A8_SNORM, "XYZW", FALSE, EXT_TEXTURE_SNORM},
3489 {WINED3DFMT_R5G5_SNORM_L6_UNORM, "xzY1", FALSE, WINED3D_GL_EXT_NONE},
3490 {WINED3DFMT_R5G5_SNORM_L6_UNORM, "XYZW", FALSE, NV_TEXTURE_SHADER},
3491 {WINED3DFMT_R5G5_SNORM_L6_UNORM, "XYZW", FALSE, EXT_TEXTURE_SNORM},
3493 {WINED3DFMT_R8G8_SNORM_L8X8_UNORM, "xyZW", FALSE, WINED3D_GL_EXT_NONE},
3494 {WINED3DFMT_R8G8_SNORM_L8X8_UNORM, "XYZW", FALSE, NV_TEXTURE_SHADER},
3496 {WINED3DFMT_ATI1N, "XXXX", FALSE, EXT_TEXTURE_COMPRESSION_RGTC},
3497 {WINED3DFMT_ATI1N, "XXXX", FALSE, ARB_TEXTURE_COMPRESSION_RGTC},
3499 {WINED3DFMT_ATI2N, "XW11", FALSE, ATI_TEXTURE_COMPRESSION_3DC},
3500 {WINED3DFMT_ATI2N, "YX11", FALSE, EXT_TEXTURE_COMPRESSION_RGTC},
3501 {WINED3DFMT_ATI2N, "YX11", FALSE, ARB_TEXTURE_COMPRESSION_RGTC},
3503 {WINED3DFMT_A8_UNORM, "000X", FALSE, WINED3D_GL_EXT_NONE},
3504 {WINED3DFMT_A8_UNORM, "XYZW", FALSE, WINED3D_GL_LEGACY_CONTEXT},
3506 {WINED3DFMT_L8A8_UNORM, "XXXY", FALSE, WINED3D_GL_EXT_NONE},
3507 {WINED3DFMT_L8A8_UNORM, "XYZW", FALSE, WINED3D_GL_LEGACY_CONTEXT},
3509 {WINED3DFMT_L4A4_UNORM, "XXXY", FALSE, WINED3D_GL_EXT_NONE},
3510 {WINED3DFMT_L4A4_UNORM, "XYZW", FALSE, WINED3D_GL_LEGACY_CONTEXT},
3512 {WINED3DFMT_L16_UNORM, "XXX1", FALSE, WINED3D_GL_EXT_NONE},
3513 {WINED3DFMT_L16_UNORM, "XYZW", FALSE, WINED3D_GL_LEGACY_CONTEXT},
3515 {WINED3DFMT_INTZ, "XXXX", FALSE, WINED3D_GL_EXT_NONE},
3516 {WINED3DFMT_INTZ, "XYZW", FALSE, WINED3D_GL_LEGACY_CONTEXT},
3518 {WINED3DFMT_L8_UNORM, "XXX1", FALSE, ARB_TEXTURE_RG},
3521 use_legacy_fixups = d3d_info->wined3d_creation_flags & WINED3D_LEGACY_UNBOUND_RESOURCE_COLOR;
3522 for (i = 0; i < ARRAY_SIZE(fixups); ++i)
3524 if (fixups[i].legacy && !use_legacy_fixups)
3525 continue;
3527 if (!gl_info->supported[fixups[i].extension])
3528 continue;
3530 format = get_format_internal(adapter, fixups[i].id);
3531 format->color_fixup = create_color_fixup_desc_from_string(fixups[i].fixup);
3534 if (!gl_info->supported[APPLE_YCBCR_422] && (gl_info->supported[ARB_FRAGMENT_PROGRAM]
3535 || (gl_info->supported[ARB_FRAGMENT_SHADER] && gl_info->supported[ARB_VERTEX_SHADER])))
3537 format = get_format_internal(adapter, WINED3DFMT_YUY2);
3538 format->color_fixup = create_complex_fixup_desc(COMPLEX_FIXUP_YUY2);
3540 format = get_format_internal(adapter, WINED3DFMT_UYVY);
3541 format->color_fixup = create_complex_fixup_desc(COMPLEX_FIXUP_UYVY);
3543 else if (!gl_info->supported[APPLE_YCBCR_422] && (!gl_info->supported[ARB_FRAGMENT_PROGRAM]
3544 && (!gl_info->supported[ARB_FRAGMENT_SHADER] || !gl_info->supported[ARB_VERTEX_SHADER])))
3546 format = get_format_internal(adapter, WINED3DFMT_YUY2);
3547 format->glInternal = 0;
3549 format = get_format_internal(adapter, WINED3DFMT_UYVY);
3550 format->glInternal = 0;
3553 if (gl_info->supported[ARB_FRAGMENT_PROGRAM]
3554 || (gl_info->supported[ARB_FRAGMENT_SHADER] && gl_info->supported[ARB_VERTEX_SHADER]))
3556 format = get_format_internal(adapter, WINED3DFMT_YV12);
3557 format_set_flag(format, WINED3DFMT_FLAG_HEIGHT_SCALE);
3558 format->height_scale.numerator = 3;
3559 format->height_scale.denominator = 2;
3560 format->color_fixup = create_complex_fixup_desc(COMPLEX_FIXUP_YV12);
3562 format = get_format_internal(adapter, WINED3DFMT_NV12);
3563 format_set_flag(format, WINED3DFMT_FLAG_HEIGHT_SCALE);
3564 format->height_scale.numerator = 3;
3565 format->height_scale.denominator = 2;
3566 format->color_fixup = create_complex_fixup_desc(COMPLEX_FIXUP_NV12);
3568 else
3570 format = get_format_internal(adapter, WINED3DFMT_YV12);
3571 format->glInternal = 0;
3573 format = get_format_internal(adapter, WINED3DFMT_NV12);
3574 format->glInternal = 0;
3577 if (gl_info->supported[ARB_FRAGMENT_PROGRAM] || gl_info->supported[ARB_FRAGMENT_SHADER])
3579 format = get_format_internal(adapter, WINED3DFMT_P8_UINT);
3580 format->color_fixup = create_complex_fixup_desc(COMPLEX_FIXUP_P8);
3583 if (!gl_info->supported[ARB_HALF_FLOAT_PIXEL])
3585 format = get_format_internal(adapter, WINED3DFMT_R16_FLOAT);
3586 format_clear_flag(format, WINED3DFMT_FLAG_TEXTURE);
3588 format = get_format_internal(adapter, WINED3DFMT_R16G16_FLOAT);
3589 format_clear_flag(format, WINED3DFMT_FLAG_TEXTURE);
3591 format = get_format_internal(adapter, WINED3DFMT_R16G16B16A16_FLOAT);
3592 format_clear_flag(format, WINED3DFMT_FLAG_TEXTURE);
3595 if (gl_info->quirks & WINED3D_QUIRK_BROKEN_RGBA16)
3597 format = get_format_internal(adapter, WINED3DFMT_R16G16B16A16_UNORM);
3598 format_clear_flag(format, WINED3DFMT_FLAG_TEXTURE);
3601 /* ATI instancing hack: Although ATI cards do not support Shader Model
3602 * 3.0, they support instancing. To query if the card supports instancing
3603 * CheckDeviceFormat() with the special format MAKEFOURCC('I','N','S','T')
3604 * is used. Should an application check for this, provide a proper return
3605 * value. We can do instancing with all shader versions, but we need
3606 * vertex shaders.
3608 * Additionally applications have to set the D3DRS_POINTSIZE render state
3609 * to MAKEFOURCC('I','N','S','T') once to enable instancing. Wined3d
3610 * doesn't need that and just ignores it.
3612 * With Shader Model 3.0 capable cards Instancing 'just works' in Windows. */
3613 /* FIXME: This should just check the shader backend caps. */
3614 if (gl_info->supported[ARB_VERTEX_PROGRAM] || gl_info->supported[ARB_VERTEX_SHADER])
3616 format = get_format_internal(adapter, WINED3DFMT_INST);
3617 format_set_flag(format, WINED3DFMT_FLAG_TEXTURE);
3620 /* Depth bound test. To query if the card supports it CheckDeviceFormat()
3621 * with the special format MAKEFOURCC('N','V','D','B') is used. It is
3622 * enabled by setting D3DRS_ADAPTIVETESS_X render state to
3623 * MAKEFOURCC('N','V','D','B') and then controlled by setting
3624 * D3DRS_ADAPTIVETESS_Z (zMin) and D3DRS_ADAPTIVETESS_W (zMax) to test
3625 * value. */
3626 if (gl_info->supported[EXT_DEPTH_BOUNDS_TEST])
3628 format = get_format_internal(adapter, WINED3DFMT_NVDB);
3629 format_set_flag(format, WINED3DFMT_FLAG_TEXTURE);
3632 /* RESZ aka AMD DX9-level hack for multisampled depth buffer resolve. You query for RESZ
3633 * support by checking for availability of MAKEFOURCC('R','E','S','Z') surfaces with
3634 * RENDERTARGET usage. */
3635 if (gl_info->supported[ARB_FRAMEBUFFER_OBJECT])
3637 format = get_format_internal(adapter, WINED3DFMT_RESZ);
3638 format_set_flag(format, WINED3DFMT_FLAG_TEXTURE | WINED3DFMT_FLAG_RENDERTARGET);
3641 for (i = 0; i < WINED3D_FORMAT_COUNT; ++i)
3643 struct wined3d_format *format = get_format_by_idx(adapter, i);
3645 if (!(format->flags[WINED3D_GL_RES_TYPE_TEX_2D] & WINED3DFMT_FLAG_TEXTURE))
3646 continue;
3648 if (is_identity_fixup(format->color_fixup))
3649 continue;
3651 TRACE("Checking support for fixup:\n");
3652 dump_color_fixup_desc(format->color_fixup);
3653 if (!adapter->shader_backend->shader_color_fixup_supported(format->color_fixup)
3654 || !adapter->fragment_pipe->color_fixup_supported(format->color_fixup))
3656 TRACE("[FAILED]\n");
3657 format_clear_flag(format, WINED3DFMT_FLAG_TEXTURE);
3659 else
3661 TRACE("[OK]\n");
3665 /* These formats are not supported for 3D textures. See also
3666 * WINED3DFMT_FLAG_DECOMPRESS. */
3667 format = get_format_internal(adapter, WINED3DFMT_ATI1N);
3668 format->flags[WINED3D_GL_RES_TYPE_TEX_3D] &= ~WINED3DFMT_FLAG_TEXTURE;
3669 format = get_format_internal(adapter, WINED3DFMT_ATI2N);
3670 format->flags[WINED3D_GL_RES_TYPE_TEX_3D] &= ~WINED3DFMT_FLAG_TEXTURE;
3671 format = get_format_internal(adapter, WINED3DFMT_BC4_UNORM);
3672 format->flags[WINED3D_GL_RES_TYPE_TEX_3D] &= ~WINED3DFMT_FLAG_TEXTURE;
3673 format = get_format_internal(adapter, WINED3DFMT_BC4_SNORM);
3674 format->flags[WINED3D_GL_RES_TYPE_TEX_3D] &= ~WINED3DFMT_FLAG_TEXTURE;
3675 format = get_format_internal(adapter, WINED3DFMT_BC5_UNORM);
3676 format->flags[WINED3D_GL_RES_TYPE_TEX_3D] &= ~WINED3DFMT_FLAG_TEXTURE;
3677 format = get_format_internal(adapter, WINED3DFMT_BC5_SNORM);
3678 format->flags[WINED3D_GL_RES_TYPE_TEX_3D] &= ~WINED3DFMT_FLAG_TEXTURE;
3681 static BOOL init_format_vertex_info(const struct wined3d_adapter *adapter,
3682 struct wined3d_gl_info *gl_info)
3684 struct wined3d_format_gl *format;
3685 unsigned int i;
3687 for (i = 0; i < ARRAY_SIZE(format_vertex_info); ++i)
3689 if (!(format = get_format_gl_internal(adapter, format_vertex_info[i].id)))
3690 return FALSE;
3692 if (!gl_info->supported[format_vertex_info[i].extension])
3693 continue;
3695 format->f.emit_idx = format_vertex_info[i].emit_idx;
3696 format->vtx_type = format_vertex_info[i].gl_vtx_type;
3697 format->vtx_format = format->f.component_count;
3698 format->f.flags[WINED3D_GL_RES_TYPE_BUFFER] |= WINED3DFMT_FLAG_VERTEX_ATTRIBUTE;
3701 if (gl_info->supported[ARB_VERTEX_ARRAY_BGRA])
3703 format = get_format_gl_internal(adapter, WINED3DFMT_B8G8R8A8_UNORM);
3704 format->vtx_format = GL_BGRA;
3707 return TRUE;
3710 static BOOL init_typeless_formats(const struct wined3d_adapter *adapter)
3712 unsigned int flags[WINED3D_GL_RES_TYPE_COUNT];
3713 unsigned int i, j;
3715 for (i = 0; i < ARRAY_SIZE(typed_formats); ++i)
3717 struct wined3d_format *format, *typeless_format;
3719 if (!(format = get_format_internal(adapter, typed_formats[i].id)))
3720 return FALSE;
3721 if (!(typeless_format = get_format_internal(adapter, typed_formats[i].typeless_id)))
3722 return FALSE;
3724 memcpy(flags, typeless_format->flags, sizeof(flags));
3725 copy_format(adapter, typeless_format, format);
3726 for (j = 0; j < ARRAY_SIZE(typeless_format->flags); ++j)
3727 typeless_format->flags[j] |= flags[j];
3730 for (i = 0; i < ARRAY_SIZE(typeless_depth_stencil_formats); ++i)
3732 struct wined3d_format *typeless_format, *typeless_ds_format, *ds_format;
3733 struct wined3d_format *depth_view_format, *stencil_view_format;
3734 enum wined3d_format_id format_id;
3736 if (!(typeless_format = get_format_internal(adapter, typeless_depth_stencil_formats[i].typeless_id)))
3737 return FALSE;
3738 if (!(ds_format = get_format_internal(adapter, typeless_depth_stencil_formats[i].depth_stencil_id)))
3739 return FALSE;
3741 typeless_ds_format = get_format_by_idx(adapter, WINED3D_FORMAT_COUNT + i);
3742 typeless_ds_format->id = typeless_depth_stencil_formats[i].typeless_id;
3743 copy_format(adapter, typeless_ds_format, ds_format);
3744 for (j = 0; j < ARRAY_SIZE(typeless_ds_format->flags); ++j)
3746 typeless_ds_format->flags[j] = typeless_format->flags[j];
3747 typeless_format->flags[j] &= ~(WINED3DFMT_FLAG_DEPTH | WINED3DFMT_FLAG_STENCIL);
3750 if ((format_id = typeless_depth_stencil_formats[i].depth_view_id)
3751 && typeless_depth_stencil_formats[i].separate_depth_view_format)
3753 if (!(depth_view_format = get_format_internal(adapter, format_id)))
3754 return FALSE;
3755 copy_format(adapter, depth_view_format, ds_format);
3757 if ((format_id = typeless_depth_stencil_formats[i].stencil_view_id))
3759 if (!(stencil_view_format = get_format_internal(adapter, format_id)))
3760 return FALSE;
3761 copy_format(adapter, stencil_view_format, ds_format);
3765 return TRUE;
3768 static void init_format_gen_mipmap_info(const struct wined3d_adapter *adapter,
3769 struct wined3d_gl_info *gl_info)
3771 unsigned int i, j;
3773 if (!gl_info->fbo_ops.glGenerateMipmap)
3774 return;
3776 for (i = 0; i < WINED3D_FORMAT_COUNT; ++i)
3778 struct wined3d_format *format = get_format_by_idx(adapter, i);
3780 for (j = 0; j < ARRAY_SIZE(format->flags); ++j)
3781 if (!(~format->flags[j] & (WINED3DFMT_FLAG_RENDERTARGET | WINED3DFMT_FLAG_FILTERING)))
3782 format->flags[j] |= WINED3DFMT_FLAG_GEN_MIPMAP;
3786 BOOL wined3d_caps_gl_ctx_test_viewport_subpixel_bits(struct wined3d_caps_gl_ctx *ctx)
3788 static const struct wined3d_color red = {1.0f, 0.0f, 0.0f, 1.0f};
3789 const struct wined3d_gl_info *gl_info = ctx->gl_info;
3790 static const float offset = -63.0f / 128.0f;
3791 GLuint texture, fbo;
3792 DWORD readback[4];
3793 unsigned int i;
3795 gl_info->gl_ops.gl.p_glGenTextures(1, &texture);
3796 gl_info->gl_ops.gl.p_glBindTexture(GL_TEXTURE_2D, texture);
3797 gl_info->gl_ops.gl.p_glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAX_LEVEL, 0);
3798 gl_info->gl_ops.gl.p_glTexImage2D(GL_TEXTURE_2D, 0, GL_RGBA8, ARRAY_SIZE(readback), 1, 0,
3799 GL_BGRA, GL_UNSIGNED_INT_8_8_8_8_REV, NULL);
3800 gl_info->fbo_ops.glGenFramebuffers(1, &fbo);
3801 gl_info->fbo_ops.glBindFramebuffer(GL_FRAMEBUFFER, fbo);
3802 gl_info->fbo_ops.glFramebufferTexture2D(GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT0,
3803 GL_TEXTURE_2D, texture, 0);
3804 checkGLcall("create resources");
3806 gl_info->gl_ops.gl.p_glClearColor(1.0f, 1.0f, 1.0f, 1.0f);
3807 gl_info->gl_ops.gl.p_glClear(GL_COLOR_BUFFER_BIT);
3808 GL_EXTCALL(glViewportIndexedf(0, offset, offset, 4.0f, 1.0f));
3809 draw_test_quad(ctx, NULL, &red);
3810 checkGLcall("draw");
3812 gl_info->gl_ops.gl.p_glBindTexture(GL_TEXTURE_2D, texture);
3813 gl_info->gl_ops.gl.p_glGetTexImage(GL_TEXTURE_2D, 0,
3814 GL_BGRA, GL_UNSIGNED_INT_8_8_8_8_REV, readback);
3815 checkGLcall("readback");
3817 TRACE("Readback colors are 0x%08x, 0x%08x, 0x%08x, 0x%08x.\n",
3818 readback[0], readback[1], readback[2], readback[3]);
3820 gl_info->gl_ops.gl.p_glDeleteTextures(1, &texture);
3821 gl_info->fbo_ops.glDeleteFramebuffers(1, &fbo);
3822 gl_info->fbo_ops.glBindFramebuffer(GL_FRAMEBUFFER, 0);
3823 checkGLcall("delete resources");
3825 for (i = 0; i < ARRAY_SIZE(readback); ++i)
3827 if (readback[i] != 0xffff0000)
3828 return FALSE;
3830 return TRUE;
3833 static float wined3d_adapter_find_polyoffset_scale(struct wined3d_caps_gl_ctx *ctx, GLenum format)
3835 const struct wined3d_gl_info *gl_info = ctx->gl_info;
3836 static const struct wined3d_color blue = {0.0f, 0.0f, 1.0f, 1.0f};
3837 GLuint fbo, color, depth;
3838 unsigned int low = 0, high = 32, cur;
3839 DWORD readback[256];
3840 static const struct wined3d_vec3 geometry[] =
3842 {-1.0f, -1.0f, -1.0f},
3843 { 1.0f, -1.0f, 0.0f},
3844 {-1.0f, 1.0f, -1.0f},
3845 { 1.0f, 1.0f, 0.0f},
3848 /* Most drivers want 2^23 for fixed point depth buffers, including r300g, r600g,
3849 * Nvidia. Use this as a fallback if the detection fails. */
3850 unsigned int fallback = 23;
3852 if (wined3d_settings.offscreen_rendering_mode != ORM_FBO)
3854 FIXME("No FBOs, assuming polyoffset scale of 2^%u.\n", fallback);
3855 return (float)(1u << fallback);
3858 gl_info->gl_ops.gl.p_glGenTextures(1, &color);
3859 gl_info->gl_ops.gl.p_glBindTexture(GL_TEXTURE_2D, color);
3860 gl_info->gl_ops.gl.p_glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAX_LEVEL, 0);
3861 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);
3863 gl_info->fbo_ops.glGenRenderbuffers(1, &depth);
3864 gl_info->fbo_ops.glBindRenderbuffer(GL_RENDERBUFFER, depth);
3865 gl_info->fbo_ops.glRenderbufferStorage(GL_RENDERBUFFER, format, 256, 1);
3867 gl_info->fbo_ops.glGenFramebuffers(1, &fbo);
3868 gl_info->fbo_ops.glBindFramebuffer(GL_FRAMEBUFFER, fbo);
3869 gl_info->fbo_ops.glFramebufferTexture2D(GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT0, GL_TEXTURE_2D, color, 0);
3870 gl_info->fbo_ops.glFramebufferRenderbuffer(GL_FRAMEBUFFER, GL_DEPTH_ATTACHMENT, GL_RENDERBUFFER, depth);
3871 checkGLcall("Setup framebuffer");
3873 gl_info->gl_ops.gl.p_glClearColor(0.0f, 0.0f, 0.5f, 0.0f);
3874 gl_info->gl_ops.gl.p_glClearDepth(0.5f);
3875 gl_info->gl_ops.gl.p_glEnable(GL_DEPTH_TEST);
3876 gl_info->gl_ops.gl.p_glEnable(GL_POLYGON_OFFSET_FILL);
3877 gl_info->gl_ops.gl.p_glViewport(0, 0, 256, 1);
3878 checkGLcall("Misc parameters");
3880 for (;;)
3882 if (high - low <= 1)
3884 ERR("PolygonOffset scale factor detection failed, using fallback value 2^%u.\n", fallback);
3885 cur = fallback;
3886 break;
3888 cur = (low + high) / 2;
3890 gl_info->gl_ops.gl.p_glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT);
3891 /* The post viewport transform Z of the geometry runs from 0.0 to 0.5. We want to push it another
3892 * 0.25 so that the Z buffer content (0.5) cuts the quad off at half the screen. */
3893 gl_info->gl_ops.gl.p_glPolygonOffset(0.0f, (float)(1u << cur) * 0.25f);
3894 draw_test_quad(ctx, geometry, &blue);
3895 checkGLcall("Test draw");
3897 /* Rebinding texture to workaround a fglrx bug. */
3898 gl_info->gl_ops.gl.p_glBindTexture(GL_TEXTURE_2D, color);
3899 gl_info->gl_ops.gl.p_glGetTexImage(GL_TEXTURE_2D, 0, GL_BGRA, GL_UNSIGNED_INT_8_8_8_8_REV, readback);
3900 checkGLcall("readback");
3902 TRACE("low %02u, high %02u, cur %2u, 0=0x%08x, 125=0x%08x, 131=0x%08x, 255=0x%08x\n",
3903 low, high, cur, readback[0], readback[125], readback[131], readback[255]);
3905 if ((readback[125] & 0xff) < 0xa0)
3906 high = cur;
3907 else if ((readback[131] & 0xff) > 0xa0)
3908 low = cur;
3909 else
3911 TRACE("Found scale factor 2^%u for format %x.\n", cur, format);
3912 break;
3916 gl_info->gl_ops.gl.p_glDeleteTextures(1, &color);
3917 gl_info->fbo_ops.glDeleteRenderbuffers(1, &depth);
3918 gl_info->fbo_ops.glDeleteFramebuffers(1, &fbo);
3919 gl_info->fbo_ops.glBindFramebuffer(GL_FRAMEBUFFER, 0);
3920 checkGLcall("Delete framebuffer");
3922 gl_info->gl_ops.gl.p_glDisable(GL_DEPTH_TEST);
3923 gl_info->gl_ops.gl.p_glDisable(GL_POLYGON_OFFSET_FILL);
3924 return (float)(1u << cur);
3927 static void init_format_depth_bias_scale(struct wined3d_adapter *adapter,
3928 struct wined3d_caps_gl_ctx *ctx)
3930 const struct wined3d_d3d_info *d3d_info = &adapter->d3d_info;
3931 unsigned int i;
3933 for (i = 0; i < WINED3D_FORMAT_COUNT; ++i)
3935 struct wined3d_format *format = get_format_by_idx(adapter, i);
3937 if (format->flags[WINED3D_GL_RES_TYPE_RB] & WINED3DFMT_FLAG_DEPTH)
3939 TRACE("Testing depth bias scale for format %s.\n", debug_d3dformat(format->id));
3940 format->depth_bias_scale = wined3d_adapter_find_polyoffset_scale(ctx, format->glInternal);
3942 if (!(d3d_info->wined3d_creation_flags & WINED3D_NORMALIZED_DEPTH_BIAS))
3944 /* The single-precision binary floating-point format has
3945 * a significand precision of 24 bits.
3947 if (format->flags[WINED3D_GL_RES_TYPE_TEX_2D] & WINED3DFMT_FLAG_FLOAT)
3948 format->depth_bias_scale /= 1u << 24;
3949 else
3950 format->depth_bias_scale /= 1u << format->depth_size;
3956 BOOL wined3d_adapter_init_format_info(struct wined3d_adapter *adapter, size_t format_size)
3958 unsigned int count = WINED3D_FORMAT_COUNT + ARRAY_SIZE(typeless_depth_stencil_formats);
3960 if (!(adapter->formats = heap_calloc(count, format_size)))
3962 ERR("Failed to allocate memory.\n");
3963 return FALSE;
3965 adapter->format_size = format_size;
3967 if (!init_format_base_info(adapter))
3968 goto fail;
3969 if (!init_format_block_info(adapter))
3970 goto fail;
3971 if (!init_format_decompress_info(adapter))
3972 goto fail;
3974 return TRUE;
3976 fail:
3977 heap_free(adapter->formats);
3978 adapter->formats = NULL;
3979 return FALSE;
3982 /* Context activation is done by the caller. */
3983 BOOL wined3d_adapter_gl_init_format_info(struct wined3d_adapter *adapter, struct wined3d_caps_gl_ctx *ctx)
3985 struct wined3d_gl_info *gl_info = &adapter->gl_info;
3987 if (!wined3d_adapter_init_format_info(adapter, sizeof(struct wined3d_format_gl)))
3988 return FALSE;
3990 if (!init_format_texture_info(adapter, gl_info)) goto fail;
3991 if (!init_format_vertex_info(adapter, gl_info)) goto fail;
3993 apply_format_fixups(adapter, gl_info);
3994 init_format_fbo_compat_info(adapter, ctx);
3995 init_format_filter_info(adapter, gl_info);
3996 init_format_gen_mipmap_info(adapter, gl_info);
3997 init_format_depth_bias_scale(adapter, ctx);
3999 if (!init_typeless_formats(adapter)) goto fail;
4001 return TRUE;
4003 fail:
4004 heap_free(adapter->formats);
4005 adapter->formats = NULL;
4006 return FALSE;
4009 const struct wined3d_format *wined3d_get_format(const struct wined3d_adapter *adapter,
4010 enum wined3d_format_id format_id, unsigned int resource_usage)
4012 const struct wined3d_format *format;
4013 int idx = get_format_idx(format_id);
4014 unsigned int i;
4016 if (idx == -1)
4018 FIXME("Can't find format %s (%#x) in the format lookup table.\n",
4019 debug_d3dformat(format_id), format_id);
4020 return get_format_internal(adapter, WINED3DFMT_UNKNOWN);
4023 format = get_format_by_idx(adapter, idx);
4025 if (resource_usage & WINED3DUSAGE_DEPTHSTENCIL && wined3d_format_is_typeless(format))
4027 for (i = 0; i < ARRAY_SIZE(typeless_depth_stencil_formats); ++i)
4029 if (typeless_depth_stencil_formats[i].typeless_id == format_id)
4030 return get_format_by_idx(adapter, WINED3D_FORMAT_COUNT + i);
4033 FIXME("Cannot find depth/stencil typeless format %s (%#x).\n",
4034 debug_d3dformat(format_id), format_id);
4035 return get_format_internal(adapter, WINED3DFMT_UNKNOWN);
4038 return format;
4041 BOOL wined3d_format_is_depth_view(enum wined3d_format_id resource_format_id,
4042 enum wined3d_format_id view_format_id)
4044 unsigned int i;
4046 for (i = 0; i < ARRAY_SIZE(typeless_depth_stencil_formats); ++i)
4048 if (typeless_depth_stencil_formats[i].typeless_id == resource_format_id)
4049 return typeless_depth_stencil_formats[i].depth_view_id == view_format_id;
4051 return FALSE;
4054 void wined3d_format_calculate_pitch(const struct wined3d_format *format, unsigned int alignment,
4055 unsigned int width, unsigned int height, unsigned int *row_pitch, unsigned int *slice_pitch)
4057 /* For block based formats, pitch means the amount of bytes to the next
4058 * row of blocks rather than the next row of pixels. */
4059 if (format->flags[WINED3D_GL_RES_TYPE_TEX_2D] & WINED3DFMT_FLAG_BLOCKS)
4061 unsigned int row_block_count = (width + format->block_width - 1) / format->block_width;
4062 unsigned int slice_block_count = (height + format->block_height - 1) / format->block_height;
4063 *row_pitch = row_block_count * format->block_byte_count;
4064 *row_pitch = (*row_pitch + alignment - 1) & ~(alignment - 1);
4065 *slice_pitch = *row_pitch * slice_block_count;
4067 else
4069 *row_pitch = format->byte_count * width; /* Bytes / row */
4070 *row_pitch = (*row_pitch + alignment - 1) & ~(alignment - 1);
4071 *slice_pitch = *row_pitch * height;
4074 if (format->flags[WINED3D_GL_RES_TYPE_TEX_2D] & WINED3DFMT_FLAG_HEIGHT_SCALE)
4076 /* The D3D format requirements make sure that the resulting format is an integer again */
4077 *slice_pitch *= format->height_scale.numerator;
4078 *slice_pitch /= format->height_scale.denominator;
4081 TRACE("Returning row pitch %u, slice pitch %u.\n", *row_pitch, *slice_pitch);
4084 UINT wined3d_format_calculate_size(const struct wined3d_format *format, UINT alignment,
4085 UINT width, UINT height, UINT depth)
4087 unsigned int row_pitch, slice_pitch;
4089 if (format->id == WINED3DFMT_UNKNOWN)
4090 return 0;
4092 if (format->flags[WINED3D_GL_RES_TYPE_TEX_2D] & WINED3DFMT_FLAG_BROKEN_PITCH)
4093 return width * height * depth * format->byte_count;
4095 wined3d_format_calculate_pitch(format, alignment, width, height, &row_pitch, &slice_pitch);
4097 return slice_pitch * depth;
4100 BOOL wined3d_formats_are_srgb_variants(enum wined3d_format_id format1, enum wined3d_format_id format2)
4102 unsigned int i;
4104 for (i = 0; i < ARRAY_SIZE(format_srgb_info); ++i)
4106 if (format1 == format_srgb_info[i].srgb_format_id)
4107 return format2 == format_srgb_info[i].base_format_id;
4108 if (format1 == format_srgb_info[i].base_format_id)
4109 return format2 == format_srgb_info[i].srgb_format_id;
4111 return FALSE;
4114 /*****************************************************************************
4115 * Trace formatting of useful values
4117 const char *debug_box(const struct wined3d_box *box)
4119 if (!box)
4120 return "(null)";
4121 return wine_dbg_sprintf("(%u, %u, %u)-(%u, %u, %u)",
4122 box->left, box->top, box->front,
4123 box->right, box->bottom, box->back);
4126 const char *debug_color(const struct wined3d_color *color)
4128 if (!color)
4129 return "(null)";
4130 return wine_dbg_sprintf("{%.8e, %.8e, %.8e, %.8e}",
4131 color->r, color->g, color->b, color->a);
4134 const char *debug_ivec4(const struct wined3d_ivec4 *v)
4136 if (!v)
4137 return "(null)";
4138 return wine_dbg_sprintf("{%d, %d, %d, %d}",
4139 v->x, v->y, v->z, v->w);
4142 const char *debug_uvec4(const struct wined3d_uvec4 *v)
4144 if (!v)
4145 return "(null)";
4146 return wine_dbg_sprintf("{%u, %u, %u, %u}",
4147 v->x, v->y, v->z, v->w);
4150 const char *debug_vec4(const struct wined3d_vec4 *v)
4152 if (!v)
4153 return "(null)";
4154 return wine_dbg_sprintf("{%.8e, %.8e, %.8e, %.8e}",
4155 v->x, v->y, v->z, v->w);
4158 const char *debug_d3dformat(enum wined3d_format_id format_id)
4160 switch (format_id)
4162 #define FMT_TO_STR(format_id) case format_id: return #format_id
4163 FMT_TO_STR(WINED3DFMT_UNKNOWN);
4164 FMT_TO_STR(WINED3DFMT_B8G8R8_UNORM);
4165 FMT_TO_STR(WINED3DFMT_B5G5R5X1_UNORM);
4166 FMT_TO_STR(WINED3DFMT_B4G4R4A4_UNORM);
4167 FMT_TO_STR(WINED3DFMT_B2G3R3_UNORM);
4168 FMT_TO_STR(WINED3DFMT_B2G3R3A8_UNORM);
4169 FMT_TO_STR(WINED3DFMT_B4G4R4X4_UNORM);
4170 FMT_TO_STR(WINED3DFMT_R8G8B8X8_UNORM);
4171 FMT_TO_STR(WINED3DFMT_B10G10R10A2_UNORM);
4172 FMT_TO_STR(WINED3DFMT_P8_UINT_A8_UNORM);
4173 FMT_TO_STR(WINED3DFMT_P8_UINT);
4174 FMT_TO_STR(WINED3DFMT_L8_UNORM);
4175 FMT_TO_STR(WINED3DFMT_L8A8_UNORM);
4176 FMT_TO_STR(WINED3DFMT_L4A4_UNORM);
4177 FMT_TO_STR(WINED3DFMT_R5G5_SNORM_L6_UNORM);
4178 FMT_TO_STR(WINED3DFMT_R8G8_SNORM_L8X8_UNORM);
4179 FMT_TO_STR(WINED3DFMT_R10G11B11_SNORM);
4180 FMT_TO_STR(WINED3DFMT_R10G10B10X2_TYPELESS);
4181 FMT_TO_STR(WINED3DFMT_R10G10B10X2_UINT);
4182 FMT_TO_STR(WINED3DFMT_R10G10B10X2_SNORM);
4183 FMT_TO_STR(WINED3DFMT_R10G10B10_SNORM_A2_UNORM);
4184 FMT_TO_STR(WINED3DFMT_D16_LOCKABLE);
4185 FMT_TO_STR(WINED3DFMT_D32_UNORM);
4186 FMT_TO_STR(WINED3DFMT_S1_UINT_D15_UNORM);
4187 FMT_TO_STR(WINED3DFMT_X8D24_UNORM);
4188 FMT_TO_STR(WINED3DFMT_S4X4_UINT_D24_UNORM);
4189 FMT_TO_STR(WINED3DFMT_L16_UNORM);
4190 FMT_TO_STR(WINED3DFMT_S8_UINT_D24_FLOAT);
4191 FMT_TO_STR(WINED3DFMT_R8G8_SNORM_Cx);
4192 FMT_TO_STR(WINED3DFMT_R32G32B32A32_TYPELESS);
4193 FMT_TO_STR(WINED3DFMT_R32G32B32A32_FLOAT);
4194 FMT_TO_STR(WINED3DFMT_R32G32B32A32_UINT);
4195 FMT_TO_STR(WINED3DFMT_R32G32B32A32_SINT);
4196 FMT_TO_STR(WINED3DFMT_R32G32B32_TYPELESS);
4197 FMT_TO_STR(WINED3DFMT_R32G32B32_FLOAT);
4198 FMT_TO_STR(WINED3DFMT_R32G32B32_UINT);
4199 FMT_TO_STR(WINED3DFMT_R32G32B32_SINT);
4200 FMT_TO_STR(WINED3DFMT_R16G16B16A16_TYPELESS);
4201 FMT_TO_STR(WINED3DFMT_R16G16B16A16_FLOAT);
4202 FMT_TO_STR(WINED3DFMT_R16G16B16A16_UNORM);
4203 FMT_TO_STR(WINED3DFMT_R16G16B16A16_UINT);
4204 FMT_TO_STR(WINED3DFMT_R16G16B16A16_SNORM);
4205 FMT_TO_STR(WINED3DFMT_R16G16B16A16_SINT);
4206 FMT_TO_STR(WINED3DFMT_R32G32_TYPELESS);
4207 FMT_TO_STR(WINED3DFMT_R32G32_FLOAT);
4208 FMT_TO_STR(WINED3DFMT_R32G32_UINT);
4209 FMT_TO_STR(WINED3DFMT_R32G32_SINT);
4210 FMT_TO_STR(WINED3DFMT_R32G8X24_TYPELESS);
4211 FMT_TO_STR(WINED3DFMT_D32_FLOAT_S8X24_UINT);
4212 FMT_TO_STR(WINED3DFMT_R32_FLOAT_X8X24_TYPELESS);
4213 FMT_TO_STR(WINED3DFMT_X32_TYPELESS_G8X24_UINT);
4214 FMT_TO_STR(WINED3DFMT_R10G10B10A2_TYPELESS);
4215 FMT_TO_STR(WINED3DFMT_R10G10B10A2_UNORM);
4216 FMT_TO_STR(WINED3DFMT_R10G10B10A2_UINT);
4217 FMT_TO_STR(WINED3DFMT_R10G10B10A2_SNORM);
4218 FMT_TO_STR(WINED3DFMT_R10G10B10_XR_BIAS_A2_UNORM);
4219 FMT_TO_STR(WINED3DFMT_R11G11B10_FLOAT);
4220 FMT_TO_STR(WINED3DFMT_R8G8B8A8_TYPELESS);
4221 FMT_TO_STR(WINED3DFMT_R8G8B8A8_UNORM);
4222 FMT_TO_STR(WINED3DFMT_R8G8B8A8_UNORM_SRGB);
4223 FMT_TO_STR(WINED3DFMT_R8G8B8A8_UINT);
4224 FMT_TO_STR(WINED3DFMT_R8G8B8A8_SNORM);
4225 FMT_TO_STR(WINED3DFMT_R8G8B8A8_SINT);
4226 FMT_TO_STR(WINED3DFMT_R16G16_TYPELESS);
4227 FMT_TO_STR(WINED3DFMT_R16G16_FLOAT);
4228 FMT_TO_STR(WINED3DFMT_R16G16_UNORM);
4229 FMT_TO_STR(WINED3DFMT_R16G16_UINT);
4230 FMT_TO_STR(WINED3DFMT_R16G16_SNORM);
4231 FMT_TO_STR(WINED3DFMT_R16G16_SINT);
4232 FMT_TO_STR(WINED3DFMT_R32_TYPELESS);
4233 FMT_TO_STR(WINED3DFMT_D32_FLOAT);
4234 FMT_TO_STR(WINED3DFMT_R32_FLOAT);
4235 FMT_TO_STR(WINED3DFMT_R32_UINT);
4236 FMT_TO_STR(WINED3DFMT_R32_SINT);
4237 FMT_TO_STR(WINED3DFMT_R24G8_TYPELESS);
4238 FMT_TO_STR(WINED3DFMT_D24_UNORM_S8_UINT);
4239 FMT_TO_STR(WINED3DFMT_R24_UNORM_X8_TYPELESS);
4240 FMT_TO_STR(WINED3DFMT_X24_TYPELESS_G8_UINT);
4241 FMT_TO_STR(WINED3DFMT_R8G8_TYPELESS);
4242 FMT_TO_STR(WINED3DFMT_R8G8_UNORM);
4243 FMT_TO_STR(WINED3DFMT_R8G8_UINT);
4244 FMT_TO_STR(WINED3DFMT_R8G8_SNORM);
4245 FMT_TO_STR(WINED3DFMT_R8G8_SINT);
4246 FMT_TO_STR(WINED3DFMT_R16_TYPELESS);
4247 FMT_TO_STR(WINED3DFMT_R16_FLOAT);
4248 FMT_TO_STR(WINED3DFMT_D16_UNORM);
4249 FMT_TO_STR(WINED3DFMT_R16_UNORM);
4250 FMT_TO_STR(WINED3DFMT_R16_UINT);
4251 FMT_TO_STR(WINED3DFMT_R16_SNORM);
4252 FMT_TO_STR(WINED3DFMT_R16_SINT);
4253 FMT_TO_STR(WINED3DFMT_R8_TYPELESS);
4254 FMT_TO_STR(WINED3DFMT_R8_UNORM);
4255 FMT_TO_STR(WINED3DFMT_R8_UINT);
4256 FMT_TO_STR(WINED3DFMT_R8_SNORM);
4257 FMT_TO_STR(WINED3DFMT_R8_SINT);
4258 FMT_TO_STR(WINED3DFMT_A8_UNORM);
4259 FMT_TO_STR(WINED3DFMT_R1_UNORM);
4260 FMT_TO_STR(WINED3DFMT_R9G9B9E5_SHAREDEXP);
4261 FMT_TO_STR(WINED3DFMT_R8G8_B8G8_UNORM);
4262 FMT_TO_STR(WINED3DFMT_G8R8_G8B8_UNORM);
4263 FMT_TO_STR(WINED3DFMT_BC1_TYPELESS);
4264 FMT_TO_STR(WINED3DFMT_BC1_UNORM);
4265 FMT_TO_STR(WINED3DFMT_BC1_UNORM_SRGB);
4266 FMT_TO_STR(WINED3DFMT_BC2_TYPELESS);
4267 FMT_TO_STR(WINED3DFMT_BC2_UNORM);
4268 FMT_TO_STR(WINED3DFMT_BC2_UNORM_SRGB);
4269 FMT_TO_STR(WINED3DFMT_BC3_TYPELESS);
4270 FMT_TO_STR(WINED3DFMT_BC3_UNORM);
4271 FMT_TO_STR(WINED3DFMT_BC3_UNORM_SRGB);
4272 FMT_TO_STR(WINED3DFMT_BC4_TYPELESS);
4273 FMT_TO_STR(WINED3DFMT_BC4_UNORM);
4274 FMT_TO_STR(WINED3DFMT_BC4_SNORM);
4275 FMT_TO_STR(WINED3DFMT_BC5_TYPELESS);
4276 FMT_TO_STR(WINED3DFMT_BC5_UNORM);
4277 FMT_TO_STR(WINED3DFMT_BC5_SNORM);
4278 FMT_TO_STR(WINED3DFMT_B5G6R5_UNORM);
4279 FMT_TO_STR(WINED3DFMT_B5G5R5A1_UNORM);
4280 FMT_TO_STR(WINED3DFMT_B8G8R8A8_UNORM);
4281 FMT_TO_STR(WINED3DFMT_B8G8R8X8_UNORM);
4282 FMT_TO_STR(WINED3DFMT_B8G8R8A8_TYPELESS);
4283 FMT_TO_STR(WINED3DFMT_B8G8R8A8_UNORM_SRGB);
4284 FMT_TO_STR(WINED3DFMT_B8G8R8X8_TYPELESS);
4285 FMT_TO_STR(WINED3DFMT_B8G8R8X8_UNORM_SRGB);
4286 FMT_TO_STR(WINED3DFMT_BC6H_TYPELESS);
4287 FMT_TO_STR(WINED3DFMT_BC6H_UF16);
4288 FMT_TO_STR(WINED3DFMT_BC6H_SF16);
4289 FMT_TO_STR(WINED3DFMT_BC7_TYPELESS);
4290 FMT_TO_STR(WINED3DFMT_BC7_UNORM);
4291 FMT_TO_STR(WINED3DFMT_BC7_UNORM_SRGB);
4292 FMT_TO_STR(WINED3DFMT_UYVY);
4293 FMT_TO_STR(WINED3DFMT_YUY2);
4294 FMT_TO_STR(WINED3DFMT_YV12);
4295 FMT_TO_STR(WINED3DFMT_DXT1);
4296 FMT_TO_STR(WINED3DFMT_DXT2);
4297 FMT_TO_STR(WINED3DFMT_DXT3);
4298 FMT_TO_STR(WINED3DFMT_DXT4);
4299 FMT_TO_STR(WINED3DFMT_DXT5);
4300 FMT_TO_STR(WINED3DFMT_MULTI2_ARGB8);
4301 FMT_TO_STR(WINED3DFMT_G8R8_G8B8);
4302 FMT_TO_STR(WINED3DFMT_R8G8_B8G8);
4303 FMT_TO_STR(WINED3DFMT_ATI1N);
4304 FMT_TO_STR(WINED3DFMT_ATI2N);
4305 FMT_TO_STR(WINED3DFMT_INST);
4306 FMT_TO_STR(WINED3DFMT_NVDB);
4307 FMT_TO_STR(WINED3DFMT_NVHU);
4308 FMT_TO_STR(WINED3DFMT_NVHS);
4309 FMT_TO_STR(WINED3DFMT_INTZ);
4310 FMT_TO_STR(WINED3DFMT_RESZ);
4311 FMT_TO_STR(WINED3DFMT_NULL);
4312 FMT_TO_STR(WINED3DFMT_R16);
4313 FMT_TO_STR(WINED3DFMT_AL16);
4314 FMT_TO_STR(WINED3DFMT_NV12);
4315 #undef FMT_TO_STR
4316 default:
4318 char fourcc[5];
4319 fourcc[0] = (char)(format_id);
4320 fourcc[1] = (char)(format_id >> 8);
4321 fourcc[2] = (char)(format_id >> 16);
4322 fourcc[3] = (char)(format_id >> 24);
4323 fourcc[4] = 0;
4324 if (isprint(fourcc[0]) && isprint(fourcc[1]) && isprint(fourcc[2]) && isprint(fourcc[3]))
4325 FIXME("Unrecognized %#x (as fourcc: %s) WINED3DFORMAT!\n", format_id, fourcc);
4326 else
4327 FIXME("Unrecognized %#x WINED3DFORMAT!\n", format_id);
4329 return "unrecognized";
4333 const char *debug_d3ddevicetype(enum wined3d_device_type device_type)
4335 switch (device_type)
4337 #define DEVTYPE_TO_STR(dev) case dev: return #dev
4338 DEVTYPE_TO_STR(WINED3D_DEVICE_TYPE_HAL);
4339 DEVTYPE_TO_STR(WINED3D_DEVICE_TYPE_REF);
4340 DEVTYPE_TO_STR(WINED3D_DEVICE_TYPE_SW);
4341 #undef DEVTYPE_TO_STR
4342 default:
4343 FIXME("Unrecognized device type %#x.\n", device_type);
4344 return "unrecognized";
4348 struct debug_buffer
4350 char str[200]; /* wine_dbg_sprintf() limits string size to 200 */
4351 char *ptr;
4352 int size;
4355 static void init_debug_buffer(struct debug_buffer *buffer, const char *default_string)
4357 snprintf(buffer->str, sizeof(buffer->str), "%s", default_string);
4358 buffer->ptr = buffer->str;
4359 buffer->size = sizeof(buffer->str);
4362 static void debug_append(struct debug_buffer *buffer, const char *str, const char *separator)
4364 int size;
4366 if (!separator || buffer->ptr == buffer->str)
4367 separator = "";
4368 size = snprintf(buffer->ptr, buffer->size, "%s%s", separator, str);
4369 if (size == -1 || size >= buffer->size)
4371 buffer->size = 0;
4372 strcpy(&buffer->str[sizeof(buffer->str) - 4], "...");
4373 return;
4376 buffer->ptr += size;
4377 buffer->size -= size;
4380 const char *wined3d_debug_resource_access(DWORD access)
4382 struct debug_buffer buffer;
4384 init_debug_buffer(&buffer, "0");
4385 #define ACCESS_TO_STR(x) if (access & x) { debug_append(&buffer, #x, " | "); access &= ~x; }
4386 ACCESS_TO_STR(WINED3D_RESOURCE_ACCESS_GPU);
4387 ACCESS_TO_STR(WINED3D_RESOURCE_ACCESS_CPU);
4388 ACCESS_TO_STR(WINED3D_RESOURCE_ACCESS_MAP_R);
4389 ACCESS_TO_STR(WINED3D_RESOURCE_ACCESS_MAP_W);
4390 #undef ACCESS_TO_STR
4391 if (access)
4392 FIXME("Unrecognised access flag(s) %#x.\n", access);
4394 return wine_dbg_sprintf("%s", buffer.str);
4397 const char *debug_d3dusage(DWORD usage)
4399 struct debug_buffer buffer;
4401 init_debug_buffer(&buffer, "0");
4402 #define WINED3DUSAGE_TO_STR(x) if (usage & x) { debug_append(&buffer, #x, " | "); usage &= ~x; }
4403 WINED3DUSAGE_TO_STR(WINED3DUSAGE_RENDERTARGET);
4404 WINED3DUSAGE_TO_STR(WINED3DUSAGE_DEPTHSTENCIL);
4405 WINED3DUSAGE_TO_STR(WINED3DUSAGE_WRITEONLY);
4406 WINED3DUSAGE_TO_STR(WINED3DUSAGE_SOFTWAREPROCESSING);
4407 WINED3DUSAGE_TO_STR(WINED3DUSAGE_DONOTCLIP);
4408 WINED3DUSAGE_TO_STR(WINED3DUSAGE_POINTS);
4409 WINED3DUSAGE_TO_STR(WINED3DUSAGE_RTPATCHES);
4410 WINED3DUSAGE_TO_STR(WINED3DUSAGE_NPATCHES);
4411 WINED3DUSAGE_TO_STR(WINED3DUSAGE_DYNAMIC);
4412 WINED3DUSAGE_TO_STR(WINED3DUSAGE_RESTRICTED_CONTENT);
4413 WINED3DUSAGE_TO_STR(WINED3DUSAGE_RESTRICT_SHARED_RESOURCE_DRIVER);
4414 WINED3DUSAGE_TO_STR(WINED3DUSAGE_RESTRICT_SHARED_RESOURCE);
4415 WINED3DUSAGE_TO_STR(WINED3DUSAGE_DMAP);
4416 WINED3DUSAGE_TO_STR(WINED3DUSAGE_TEXTAPI);
4417 WINED3DUSAGE_TO_STR(WINED3DUSAGE_LEGACY_CUBEMAP);
4418 WINED3DUSAGE_TO_STR(WINED3DUSAGE_TEXTURE);
4419 WINED3DUSAGE_TO_STR(WINED3DUSAGE_OWNDC);
4420 WINED3DUSAGE_TO_STR(WINED3DUSAGE_STATICDECL);
4421 WINED3DUSAGE_TO_STR(WINED3DUSAGE_OVERLAY);
4422 #undef WINED3DUSAGE_TO_STR
4423 if (usage)
4424 FIXME("Unrecognized usage flag(s) %#x.\n", usage);
4426 return wine_dbg_sprintf("%s", buffer.str);
4429 const char *debug_d3dusagequery(DWORD usage)
4431 struct debug_buffer buffer;
4433 init_debug_buffer(&buffer, "0");
4434 #define WINED3DUSAGEQUERY_TO_STR(x) if (usage & x) { debug_append(&buffer, #x, " | "); usage &= ~x; }
4435 WINED3DUSAGEQUERY_TO_STR(WINED3DUSAGE_QUERY_FILTER);
4436 WINED3DUSAGEQUERY_TO_STR(WINED3DUSAGE_QUERY_GENMIPMAP);
4437 WINED3DUSAGEQUERY_TO_STR(WINED3DUSAGE_QUERY_LEGACYBUMPMAP);
4438 WINED3DUSAGEQUERY_TO_STR(WINED3DUSAGE_QUERY_POSTPIXELSHADER_BLENDING);
4439 WINED3DUSAGEQUERY_TO_STR(WINED3DUSAGE_QUERY_SRGBREAD);
4440 WINED3DUSAGEQUERY_TO_STR(WINED3DUSAGE_QUERY_SRGBWRITE);
4441 WINED3DUSAGEQUERY_TO_STR(WINED3DUSAGE_QUERY_VERTEXTEXTURE);
4442 WINED3DUSAGEQUERY_TO_STR(WINED3DUSAGE_QUERY_WRAPANDMIP);
4443 #undef WINED3DUSAGEQUERY_TO_STR
4444 if (usage)
4445 FIXME("Unrecognized usage query flag(s) %#x.\n", usage);
4447 return wine_dbg_sprintf("%s", buffer.str);
4450 const char *debug_d3ddeclmethod(enum wined3d_decl_method method)
4452 switch (method)
4454 #define WINED3DDECLMETHOD_TO_STR(u) case u: return #u
4455 WINED3DDECLMETHOD_TO_STR(WINED3D_DECL_METHOD_DEFAULT);
4456 WINED3DDECLMETHOD_TO_STR(WINED3D_DECL_METHOD_PARTIAL_U);
4457 WINED3DDECLMETHOD_TO_STR(WINED3D_DECL_METHOD_PARTIAL_V);
4458 WINED3DDECLMETHOD_TO_STR(WINED3D_DECL_METHOD_CROSS_UV);
4459 WINED3DDECLMETHOD_TO_STR(WINED3D_DECL_METHOD_UV);
4460 WINED3DDECLMETHOD_TO_STR(WINED3D_DECL_METHOD_LOOKUP);
4461 WINED3DDECLMETHOD_TO_STR(WINED3D_DECL_METHOD_LOOKUP_PRESAMPLED);
4462 #undef WINED3DDECLMETHOD_TO_STR
4463 default:
4464 FIXME("Unrecognized declaration method %#x.\n", method);
4465 return "unrecognized";
4469 const char *debug_d3ddeclusage(enum wined3d_decl_usage usage)
4471 switch (usage)
4473 #define WINED3DDECLUSAGE_TO_STR(u) case u: return #u
4474 WINED3DDECLUSAGE_TO_STR(WINED3D_DECL_USAGE_POSITION);
4475 WINED3DDECLUSAGE_TO_STR(WINED3D_DECL_USAGE_BLEND_WEIGHT);
4476 WINED3DDECLUSAGE_TO_STR(WINED3D_DECL_USAGE_BLEND_INDICES);
4477 WINED3DDECLUSAGE_TO_STR(WINED3D_DECL_USAGE_NORMAL);
4478 WINED3DDECLUSAGE_TO_STR(WINED3D_DECL_USAGE_PSIZE);
4479 WINED3DDECLUSAGE_TO_STR(WINED3D_DECL_USAGE_TEXCOORD);
4480 WINED3DDECLUSAGE_TO_STR(WINED3D_DECL_USAGE_TANGENT);
4481 WINED3DDECLUSAGE_TO_STR(WINED3D_DECL_USAGE_BINORMAL);
4482 WINED3DDECLUSAGE_TO_STR(WINED3D_DECL_USAGE_TESS_FACTOR);
4483 WINED3DDECLUSAGE_TO_STR(WINED3D_DECL_USAGE_POSITIONT);
4484 WINED3DDECLUSAGE_TO_STR(WINED3D_DECL_USAGE_COLOR);
4485 WINED3DDECLUSAGE_TO_STR(WINED3D_DECL_USAGE_FOG);
4486 WINED3DDECLUSAGE_TO_STR(WINED3D_DECL_USAGE_DEPTH);
4487 WINED3DDECLUSAGE_TO_STR(WINED3D_DECL_USAGE_SAMPLE);
4488 #undef WINED3DDECLUSAGE_TO_STR
4489 default:
4490 FIXME("Unrecognized %u declaration usage!\n", usage);
4491 return "unrecognized";
4495 const char *debug_d3dinput_classification(enum wined3d_input_classification classification)
4497 switch (classification)
4499 #define WINED3D_TO_STR(x) case x: return #x
4500 WINED3D_TO_STR(WINED3D_INPUT_PER_VERTEX_DATA);
4501 WINED3D_TO_STR(WINED3D_INPUT_PER_INSTANCE_DATA);
4502 #undef WINED3D_TO_STR
4503 default:
4504 FIXME("Unrecognized input classification %#x.\n", classification);
4505 return "unrecognized";
4509 const char *debug_d3dresourcetype(enum wined3d_resource_type resource_type)
4511 switch (resource_type)
4513 #define WINED3D_TO_STR(x) case x: return #x
4514 WINED3D_TO_STR(WINED3D_RTYPE_NONE);
4515 WINED3D_TO_STR(WINED3D_RTYPE_BUFFER);
4516 WINED3D_TO_STR(WINED3D_RTYPE_TEXTURE_1D);
4517 WINED3D_TO_STR(WINED3D_RTYPE_TEXTURE_2D);
4518 WINED3D_TO_STR(WINED3D_RTYPE_TEXTURE_3D);
4519 #undef WINED3D_TO_STR
4520 default:
4521 FIXME("Unrecognized resource type %#x.\n", resource_type);
4522 return "unrecognized";
4526 const char *debug_d3dprimitivetype(enum wined3d_primitive_type primitive_type)
4528 switch (primitive_type)
4530 #define PRIM_TO_STR(prim) case prim: return #prim
4531 PRIM_TO_STR(WINED3D_PT_UNDEFINED);
4532 PRIM_TO_STR(WINED3D_PT_POINTLIST);
4533 PRIM_TO_STR(WINED3D_PT_LINELIST);
4534 PRIM_TO_STR(WINED3D_PT_LINESTRIP);
4535 PRIM_TO_STR(WINED3D_PT_TRIANGLELIST);
4536 PRIM_TO_STR(WINED3D_PT_TRIANGLESTRIP);
4537 PRIM_TO_STR(WINED3D_PT_TRIANGLEFAN);
4538 PRIM_TO_STR(WINED3D_PT_LINELIST_ADJ);
4539 PRIM_TO_STR(WINED3D_PT_LINESTRIP_ADJ);
4540 PRIM_TO_STR(WINED3D_PT_TRIANGLELIST_ADJ);
4541 PRIM_TO_STR(WINED3D_PT_TRIANGLESTRIP_ADJ);
4542 PRIM_TO_STR(WINED3D_PT_PATCH);
4543 #undef PRIM_TO_STR
4544 default:
4545 FIXME("Unrecognized primitive type %#x.\n", primitive_type);
4546 return "unrecognized";
4550 const char *debug_d3drenderstate(enum wined3d_render_state state)
4552 switch (state)
4554 #define D3DSTATE_TO_STR(u) case u: return #u
4555 D3DSTATE_TO_STR(WINED3D_RS_ANTIALIAS);
4556 D3DSTATE_TO_STR(WINED3D_RS_TEXTUREPERSPECTIVE);
4557 D3DSTATE_TO_STR(WINED3D_RS_WRAPU);
4558 D3DSTATE_TO_STR(WINED3D_RS_WRAPV);
4559 D3DSTATE_TO_STR(WINED3D_RS_ZENABLE);
4560 D3DSTATE_TO_STR(WINED3D_RS_FILLMODE);
4561 D3DSTATE_TO_STR(WINED3D_RS_SHADEMODE);
4562 D3DSTATE_TO_STR(WINED3D_RS_LINEPATTERN);
4563 D3DSTATE_TO_STR(WINED3D_RS_MONOENABLE);
4564 D3DSTATE_TO_STR(WINED3D_RS_ROP2);
4565 D3DSTATE_TO_STR(WINED3D_RS_PLANEMASK);
4566 D3DSTATE_TO_STR(WINED3D_RS_ZWRITEENABLE);
4567 D3DSTATE_TO_STR(WINED3D_RS_ALPHATESTENABLE);
4568 D3DSTATE_TO_STR(WINED3D_RS_LASTPIXEL);
4569 D3DSTATE_TO_STR(WINED3D_RS_SRCBLEND);
4570 D3DSTATE_TO_STR(WINED3D_RS_DESTBLEND);
4571 D3DSTATE_TO_STR(WINED3D_RS_CULLMODE);
4572 D3DSTATE_TO_STR(WINED3D_RS_ZFUNC);
4573 D3DSTATE_TO_STR(WINED3D_RS_ALPHAREF);
4574 D3DSTATE_TO_STR(WINED3D_RS_ALPHAFUNC);
4575 D3DSTATE_TO_STR(WINED3D_RS_DITHERENABLE);
4576 D3DSTATE_TO_STR(WINED3D_RS_ALPHABLENDENABLE);
4577 D3DSTATE_TO_STR(WINED3D_RS_FOGENABLE);
4578 D3DSTATE_TO_STR(WINED3D_RS_SPECULARENABLE);
4579 D3DSTATE_TO_STR(WINED3D_RS_ZVISIBLE);
4580 D3DSTATE_TO_STR(WINED3D_RS_SUBPIXEL);
4581 D3DSTATE_TO_STR(WINED3D_RS_SUBPIXELX);
4582 D3DSTATE_TO_STR(WINED3D_RS_STIPPLEDALPHA);
4583 D3DSTATE_TO_STR(WINED3D_RS_FOGCOLOR);
4584 D3DSTATE_TO_STR(WINED3D_RS_FOGTABLEMODE);
4585 D3DSTATE_TO_STR(WINED3D_RS_FOGSTART);
4586 D3DSTATE_TO_STR(WINED3D_RS_FOGEND);
4587 D3DSTATE_TO_STR(WINED3D_RS_FOGDENSITY);
4588 D3DSTATE_TO_STR(WINED3D_RS_STIPPLEENABLE);
4589 D3DSTATE_TO_STR(WINED3D_RS_EDGEANTIALIAS);
4590 D3DSTATE_TO_STR(WINED3D_RS_COLORKEYENABLE);
4591 D3DSTATE_TO_STR(WINED3D_RS_MIPMAPLODBIAS);
4592 D3DSTATE_TO_STR(WINED3D_RS_RANGEFOGENABLE);
4593 D3DSTATE_TO_STR(WINED3D_RS_ANISOTROPY);
4594 D3DSTATE_TO_STR(WINED3D_RS_FLUSHBATCH);
4595 D3DSTATE_TO_STR(WINED3D_RS_TRANSLUCENTSORTINDEPENDENT);
4596 D3DSTATE_TO_STR(WINED3D_RS_STENCILENABLE);
4597 D3DSTATE_TO_STR(WINED3D_RS_STENCILFAIL);
4598 D3DSTATE_TO_STR(WINED3D_RS_STENCILZFAIL);
4599 D3DSTATE_TO_STR(WINED3D_RS_STENCILPASS);
4600 D3DSTATE_TO_STR(WINED3D_RS_STENCILFUNC);
4601 D3DSTATE_TO_STR(WINED3D_RS_STENCILREF);
4602 D3DSTATE_TO_STR(WINED3D_RS_STENCILMASK);
4603 D3DSTATE_TO_STR(WINED3D_RS_STENCILWRITEMASK);
4604 D3DSTATE_TO_STR(WINED3D_RS_TEXTUREFACTOR);
4605 D3DSTATE_TO_STR(WINED3D_RS_WRAP0);
4606 D3DSTATE_TO_STR(WINED3D_RS_WRAP1);
4607 D3DSTATE_TO_STR(WINED3D_RS_WRAP2);
4608 D3DSTATE_TO_STR(WINED3D_RS_WRAP3);
4609 D3DSTATE_TO_STR(WINED3D_RS_WRAP4);
4610 D3DSTATE_TO_STR(WINED3D_RS_WRAP5);
4611 D3DSTATE_TO_STR(WINED3D_RS_WRAP6);
4612 D3DSTATE_TO_STR(WINED3D_RS_WRAP7);
4613 D3DSTATE_TO_STR(WINED3D_RS_CLIPPING);
4614 D3DSTATE_TO_STR(WINED3D_RS_LIGHTING);
4615 D3DSTATE_TO_STR(WINED3D_RS_EXTENTS);
4616 D3DSTATE_TO_STR(WINED3D_RS_AMBIENT);
4617 D3DSTATE_TO_STR(WINED3D_RS_FOGVERTEXMODE);
4618 D3DSTATE_TO_STR(WINED3D_RS_COLORVERTEX);
4619 D3DSTATE_TO_STR(WINED3D_RS_LOCALVIEWER);
4620 D3DSTATE_TO_STR(WINED3D_RS_NORMALIZENORMALS);
4621 D3DSTATE_TO_STR(WINED3D_RS_COLORKEYBLENDENABLE);
4622 D3DSTATE_TO_STR(WINED3D_RS_DIFFUSEMATERIALSOURCE);
4623 D3DSTATE_TO_STR(WINED3D_RS_SPECULARMATERIALSOURCE);
4624 D3DSTATE_TO_STR(WINED3D_RS_AMBIENTMATERIALSOURCE);
4625 D3DSTATE_TO_STR(WINED3D_RS_EMISSIVEMATERIALSOURCE);
4626 D3DSTATE_TO_STR(WINED3D_RS_VERTEXBLEND);
4627 D3DSTATE_TO_STR(WINED3D_RS_CLIPPLANEENABLE);
4628 D3DSTATE_TO_STR(WINED3D_RS_SOFTWAREVERTEXPROCESSING);
4629 D3DSTATE_TO_STR(WINED3D_RS_POINTSIZE);
4630 D3DSTATE_TO_STR(WINED3D_RS_POINTSIZE_MIN);
4631 D3DSTATE_TO_STR(WINED3D_RS_POINTSPRITEENABLE);
4632 D3DSTATE_TO_STR(WINED3D_RS_POINTSCALEENABLE);
4633 D3DSTATE_TO_STR(WINED3D_RS_POINTSCALE_A);
4634 D3DSTATE_TO_STR(WINED3D_RS_POINTSCALE_B);
4635 D3DSTATE_TO_STR(WINED3D_RS_POINTSCALE_C);
4636 D3DSTATE_TO_STR(WINED3D_RS_MULTISAMPLEANTIALIAS);
4637 D3DSTATE_TO_STR(WINED3D_RS_MULTISAMPLEMASK);
4638 D3DSTATE_TO_STR(WINED3D_RS_PATCHEDGESTYLE);
4639 D3DSTATE_TO_STR(WINED3D_RS_PATCHSEGMENTS);
4640 D3DSTATE_TO_STR(WINED3D_RS_DEBUGMONITORTOKEN);
4641 D3DSTATE_TO_STR(WINED3D_RS_POINTSIZE_MAX);
4642 D3DSTATE_TO_STR(WINED3D_RS_INDEXEDVERTEXBLENDENABLE);
4643 D3DSTATE_TO_STR(WINED3D_RS_COLORWRITEENABLE);
4644 D3DSTATE_TO_STR(WINED3D_RS_TWEENFACTOR);
4645 D3DSTATE_TO_STR(WINED3D_RS_BLENDOP);
4646 D3DSTATE_TO_STR(WINED3D_RS_POSITIONDEGREE);
4647 D3DSTATE_TO_STR(WINED3D_RS_NORMALDEGREE);
4648 D3DSTATE_TO_STR(WINED3D_RS_SCISSORTESTENABLE);
4649 D3DSTATE_TO_STR(WINED3D_RS_SLOPESCALEDEPTHBIAS);
4650 D3DSTATE_TO_STR(WINED3D_RS_ANTIALIASEDLINEENABLE);
4651 D3DSTATE_TO_STR(WINED3D_RS_MINTESSELLATIONLEVEL);
4652 D3DSTATE_TO_STR(WINED3D_RS_MAXTESSELLATIONLEVEL);
4653 D3DSTATE_TO_STR(WINED3D_RS_ADAPTIVETESS_X);
4654 D3DSTATE_TO_STR(WINED3D_RS_ADAPTIVETESS_Y);
4655 D3DSTATE_TO_STR(WINED3D_RS_ADAPTIVETESS_Z);
4656 D3DSTATE_TO_STR(WINED3D_RS_ADAPTIVETESS_W);
4657 D3DSTATE_TO_STR(WINED3D_RS_ENABLEADAPTIVETESSELLATION);
4658 D3DSTATE_TO_STR(WINED3D_RS_TWOSIDEDSTENCILMODE);
4659 D3DSTATE_TO_STR(WINED3D_RS_BACK_STENCILFAIL);
4660 D3DSTATE_TO_STR(WINED3D_RS_BACK_STENCILZFAIL);
4661 D3DSTATE_TO_STR(WINED3D_RS_BACK_STENCILPASS);
4662 D3DSTATE_TO_STR(WINED3D_RS_BACK_STENCILFUNC);
4663 D3DSTATE_TO_STR(WINED3D_RS_COLORWRITEENABLE1);
4664 D3DSTATE_TO_STR(WINED3D_RS_COLORWRITEENABLE2);
4665 D3DSTATE_TO_STR(WINED3D_RS_COLORWRITEENABLE3);
4666 D3DSTATE_TO_STR(WINED3D_RS_BLENDFACTOR);
4667 D3DSTATE_TO_STR(WINED3D_RS_SRGBWRITEENABLE);
4668 D3DSTATE_TO_STR(WINED3D_RS_DEPTHBIAS);
4669 D3DSTATE_TO_STR(WINED3D_RS_WRAP8);
4670 D3DSTATE_TO_STR(WINED3D_RS_WRAP9);
4671 D3DSTATE_TO_STR(WINED3D_RS_WRAP10);
4672 D3DSTATE_TO_STR(WINED3D_RS_WRAP11);
4673 D3DSTATE_TO_STR(WINED3D_RS_WRAP12);
4674 D3DSTATE_TO_STR(WINED3D_RS_WRAP13);
4675 D3DSTATE_TO_STR(WINED3D_RS_WRAP14);
4676 D3DSTATE_TO_STR(WINED3D_RS_WRAP15);
4677 D3DSTATE_TO_STR(WINED3D_RS_SEPARATEALPHABLENDENABLE);
4678 D3DSTATE_TO_STR(WINED3D_RS_SRCBLENDALPHA);
4679 D3DSTATE_TO_STR(WINED3D_RS_DESTBLENDALPHA);
4680 D3DSTATE_TO_STR(WINED3D_RS_BLENDOPALPHA);
4681 #undef D3DSTATE_TO_STR
4682 default:
4683 FIXME("Unrecognized %u render state!\n", state);
4684 return "unrecognized";
4688 const char *debug_d3dsamplerstate(enum wined3d_sampler_state state)
4690 switch (state)
4692 #define D3DSTATE_TO_STR(u) case u: return #u
4693 D3DSTATE_TO_STR(WINED3D_SAMP_BORDER_COLOR);
4694 D3DSTATE_TO_STR(WINED3D_SAMP_ADDRESS_U);
4695 D3DSTATE_TO_STR(WINED3D_SAMP_ADDRESS_V);
4696 D3DSTATE_TO_STR(WINED3D_SAMP_ADDRESS_W);
4697 D3DSTATE_TO_STR(WINED3D_SAMP_MAG_FILTER);
4698 D3DSTATE_TO_STR(WINED3D_SAMP_MIN_FILTER);
4699 D3DSTATE_TO_STR(WINED3D_SAMP_MIP_FILTER);
4700 D3DSTATE_TO_STR(WINED3D_SAMP_MIPMAP_LOD_BIAS);
4701 D3DSTATE_TO_STR(WINED3D_SAMP_MAX_MIP_LEVEL);
4702 D3DSTATE_TO_STR(WINED3D_SAMP_MAX_ANISOTROPY);
4703 D3DSTATE_TO_STR(WINED3D_SAMP_SRGB_TEXTURE);
4704 D3DSTATE_TO_STR(WINED3D_SAMP_ELEMENT_INDEX);
4705 D3DSTATE_TO_STR(WINED3D_SAMP_DMAP_OFFSET);
4706 #undef D3DSTATE_TO_STR
4707 default:
4708 FIXME("Unrecognized %u sampler state!\n", state);
4709 return "unrecognized";
4713 const char *debug_d3dtexturefiltertype(enum wined3d_texture_filter_type filter_type)
4715 switch (filter_type)
4717 #define D3DTEXTUREFILTERTYPE_TO_STR(u) case u: return #u
4718 D3DTEXTUREFILTERTYPE_TO_STR(WINED3D_TEXF_NONE);
4719 D3DTEXTUREFILTERTYPE_TO_STR(WINED3D_TEXF_POINT);
4720 D3DTEXTUREFILTERTYPE_TO_STR(WINED3D_TEXF_LINEAR);
4721 D3DTEXTUREFILTERTYPE_TO_STR(WINED3D_TEXF_ANISOTROPIC);
4722 D3DTEXTUREFILTERTYPE_TO_STR(WINED3D_TEXF_FLAT_CUBIC);
4723 D3DTEXTUREFILTERTYPE_TO_STR(WINED3D_TEXF_GAUSSIAN_CUBIC);
4724 D3DTEXTUREFILTERTYPE_TO_STR(WINED3D_TEXF_PYRAMIDAL_QUAD);
4725 D3DTEXTUREFILTERTYPE_TO_STR(WINED3D_TEXF_GAUSSIAN_QUAD);
4726 #undef D3DTEXTUREFILTERTYPE_TO_STR
4727 default:
4728 FIXME("Unrecognized texture filter type 0x%08x.\n", filter_type);
4729 return "unrecognized";
4733 const char *debug_d3dtexturestate(enum wined3d_texture_stage_state state)
4735 switch (state)
4737 #define D3DSTATE_TO_STR(u) case u: return #u
4738 D3DSTATE_TO_STR(WINED3D_TSS_COLOR_OP);
4739 D3DSTATE_TO_STR(WINED3D_TSS_COLOR_ARG1);
4740 D3DSTATE_TO_STR(WINED3D_TSS_COLOR_ARG2);
4741 D3DSTATE_TO_STR(WINED3D_TSS_ALPHA_OP);
4742 D3DSTATE_TO_STR(WINED3D_TSS_ALPHA_ARG1);
4743 D3DSTATE_TO_STR(WINED3D_TSS_ALPHA_ARG2);
4744 D3DSTATE_TO_STR(WINED3D_TSS_BUMPENV_MAT00);
4745 D3DSTATE_TO_STR(WINED3D_TSS_BUMPENV_MAT01);
4746 D3DSTATE_TO_STR(WINED3D_TSS_BUMPENV_MAT10);
4747 D3DSTATE_TO_STR(WINED3D_TSS_BUMPENV_MAT11);
4748 D3DSTATE_TO_STR(WINED3D_TSS_TEXCOORD_INDEX);
4749 D3DSTATE_TO_STR(WINED3D_TSS_BUMPENV_LSCALE);
4750 D3DSTATE_TO_STR(WINED3D_TSS_BUMPENV_LOFFSET);
4751 D3DSTATE_TO_STR(WINED3D_TSS_TEXTURE_TRANSFORM_FLAGS);
4752 D3DSTATE_TO_STR(WINED3D_TSS_COLOR_ARG0);
4753 D3DSTATE_TO_STR(WINED3D_TSS_ALPHA_ARG0);
4754 D3DSTATE_TO_STR(WINED3D_TSS_RESULT_ARG);
4755 D3DSTATE_TO_STR(WINED3D_TSS_CONSTANT);
4756 #undef D3DSTATE_TO_STR
4757 default:
4758 FIXME("Unrecognized %u texture state!\n", state);
4759 return "unrecognized";
4763 const char *debug_d3dtop(enum wined3d_texture_op d3dtop)
4765 switch (d3dtop)
4767 #define D3DTOP_TO_STR(u) case u: return #u
4768 D3DTOP_TO_STR(WINED3D_TOP_DISABLE);
4769 D3DTOP_TO_STR(WINED3D_TOP_SELECT_ARG1);
4770 D3DTOP_TO_STR(WINED3D_TOP_SELECT_ARG2);
4771 D3DTOP_TO_STR(WINED3D_TOP_MODULATE);
4772 D3DTOP_TO_STR(WINED3D_TOP_MODULATE_2X);
4773 D3DTOP_TO_STR(WINED3D_TOP_MODULATE_4X);
4774 D3DTOP_TO_STR(WINED3D_TOP_ADD);
4775 D3DTOP_TO_STR(WINED3D_TOP_ADD_SIGNED);
4776 D3DTOP_TO_STR(WINED3D_TOP_ADD_SIGNED_2X);
4777 D3DTOP_TO_STR(WINED3D_TOP_SUBTRACT);
4778 D3DTOP_TO_STR(WINED3D_TOP_ADD_SMOOTH);
4779 D3DTOP_TO_STR(WINED3D_TOP_BLEND_DIFFUSE_ALPHA);
4780 D3DTOP_TO_STR(WINED3D_TOP_BLEND_TEXTURE_ALPHA);
4781 D3DTOP_TO_STR(WINED3D_TOP_BLEND_FACTOR_ALPHA);
4782 D3DTOP_TO_STR(WINED3D_TOP_BLEND_TEXTURE_ALPHA_PM);
4783 D3DTOP_TO_STR(WINED3D_TOP_BLEND_CURRENT_ALPHA);
4784 D3DTOP_TO_STR(WINED3D_TOP_PREMODULATE);
4785 D3DTOP_TO_STR(WINED3D_TOP_MODULATE_ALPHA_ADD_COLOR);
4786 D3DTOP_TO_STR(WINED3D_TOP_MODULATE_COLOR_ADD_ALPHA);
4787 D3DTOP_TO_STR(WINED3D_TOP_MODULATE_INVALPHA_ADD_COLOR);
4788 D3DTOP_TO_STR(WINED3D_TOP_MODULATE_INVCOLOR_ADD_ALPHA);
4789 D3DTOP_TO_STR(WINED3D_TOP_BUMPENVMAP);
4790 D3DTOP_TO_STR(WINED3D_TOP_BUMPENVMAP_LUMINANCE);
4791 D3DTOP_TO_STR(WINED3D_TOP_DOTPRODUCT3);
4792 D3DTOP_TO_STR(WINED3D_TOP_MULTIPLY_ADD);
4793 D3DTOP_TO_STR(WINED3D_TOP_LERP);
4794 #undef D3DTOP_TO_STR
4795 default:
4796 FIXME("Unrecognized texture op %#x.\n", d3dtop);
4797 return "unrecognized";
4801 const char *debug_d3dtstype(enum wined3d_transform_state tstype)
4803 switch (tstype)
4805 #define TSTYPE_TO_STR(tstype) case tstype: return #tstype
4806 TSTYPE_TO_STR(WINED3D_TS_VIEW);
4807 TSTYPE_TO_STR(WINED3D_TS_PROJECTION);
4808 TSTYPE_TO_STR(WINED3D_TS_TEXTURE0);
4809 TSTYPE_TO_STR(WINED3D_TS_TEXTURE1);
4810 TSTYPE_TO_STR(WINED3D_TS_TEXTURE2);
4811 TSTYPE_TO_STR(WINED3D_TS_TEXTURE3);
4812 TSTYPE_TO_STR(WINED3D_TS_TEXTURE4);
4813 TSTYPE_TO_STR(WINED3D_TS_TEXTURE5);
4814 TSTYPE_TO_STR(WINED3D_TS_TEXTURE6);
4815 TSTYPE_TO_STR(WINED3D_TS_TEXTURE7);
4816 TSTYPE_TO_STR(WINED3D_TS_WORLD_MATRIX(0));
4817 TSTYPE_TO_STR(WINED3D_TS_WORLD_MATRIX(1));
4818 TSTYPE_TO_STR(WINED3D_TS_WORLD_MATRIX(2));
4819 TSTYPE_TO_STR(WINED3D_TS_WORLD_MATRIX(3));
4820 #undef TSTYPE_TO_STR
4821 default:
4822 if (tstype > 256 && tstype < 512)
4824 FIXME("WINED3D_TS_WORLD_MATRIX(%u). 1..255 not currently supported.\n", tstype);
4825 return ("WINED3D_TS_WORLD_MATRIX > 0");
4827 FIXME("Unrecognized transform state %#x.\n", tstype);
4828 return "unrecognized";
4832 const char *debug_shader_type(enum wined3d_shader_type type)
4834 switch(type)
4836 #define WINED3D_TO_STR(type) case type: return #type
4837 WINED3D_TO_STR(WINED3D_SHADER_TYPE_PIXEL);
4838 WINED3D_TO_STR(WINED3D_SHADER_TYPE_VERTEX);
4839 WINED3D_TO_STR(WINED3D_SHADER_TYPE_GEOMETRY);
4840 WINED3D_TO_STR(WINED3D_SHADER_TYPE_HULL);
4841 WINED3D_TO_STR(WINED3D_SHADER_TYPE_DOMAIN);
4842 WINED3D_TO_STR(WINED3D_SHADER_TYPE_COMPUTE);
4843 #undef WINED3D_TO_STR
4844 default:
4845 FIXME("Unrecognized shader type %#x.\n", type);
4846 return "unrecognized";
4850 const char *debug_d3dstate(DWORD state)
4852 if (STATE_IS_RENDER(state))
4853 return wine_dbg_sprintf("STATE_RENDER(%s)", debug_d3drenderstate(state - STATE_RENDER(0)));
4854 if (STATE_IS_TEXTURESTAGE(state))
4856 DWORD texture_stage = (state - STATE_TEXTURESTAGE(0, 0)) / (WINED3D_HIGHEST_TEXTURE_STATE + 1);
4857 DWORD texture_state = state - STATE_TEXTURESTAGE(texture_stage, 0);
4858 return wine_dbg_sprintf("STATE_TEXTURESTAGE(%#x, %s)",
4859 texture_stage, debug_d3dtexturestate(texture_state));
4861 if (STATE_IS_SAMPLER(state))
4862 return wine_dbg_sprintf("STATE_SAMPLER(%#x)", state - STATE_SAMPLER(0));
4863 if (STATE_IS_COMPUTE_SHADER(state))
4864 return wine_dbg_sprintf("STATE_SHADER(%s)", debug_shader_type(WINED3D_SHADER_TYPE_COMPUTE));
4865 if (STATE_IS_GRAPHICS_SHADER(state))
4866 return wine_dbg_sprintf("STATE_SHADER(%s)", debug_shader_type(state - STATE_SHADER(0)));
4867 if (STATE_IS_COMPUTE_CONSTANT_BUFFER(state))
4868 return wine_dbg_sprintf("STATE_CONSTANT_BUFFER(%s)", debug_shader_type(WINED3D_SHADER_TYPE_COMPUTE));
4869 if (STATE_IS_GRAPHICS_CONSTANT_BUFFER(state))
4870 return wine_dbg_sprintf("STATE_CONSTANT_BUFFER(%s)", debug_shader_type(state - STATE_CONSTANT_BUFFER(0)));
4871 if (STATE_IS_COMPUTE_SHADER_RESOURCE_BINDING(state))
4872 return "STATE_COMPUTE_SHADER_RESOURCE_BINDING";
4873 if (STATE_IS_GRAPHICS_SHADER_RESOURCE_BINDING(state))
4874 return "STATE_GRAPHICS_SHADER_RESOURCE_BINDING";
4875 if (STATE_IS_COMPUTE_UNORDERED_ACCESS_VIEW_BINDING(state))
4876 return "STATE_COMPUTE_UNORDERED_ACCESS_VIEW_BINDING";
4877 if (STATE_IS_GRAPHICS_UNORDERED_ACCESS_VIEW_BINDING(state))
4878 return "STATE_GRAPHICS_UNORDERED_ACCESS_VIEW_BINDING";
4879 if (STATE_IS_TRANSFORM(state))
4880 return wine_dbg_sprintf("STATE_TRANSFORM(%s)", debug_d3dtstype(state - STATE_TRANSFORM(0)));
4881 if (STATE_IS_STREAMSRC(state))
4882 return "STATE_STREAMSRC";
4883 if (STATE_IS_INDEXBUFFER(state))
4884 return "STATE_INDEXBUFFER";
4885 if (STATE_IS_VDECL(state))
4886 return "STATE_VDECL";
4887 if (STATE_IS_VIEWPORT(state))
4888 return "STATE_VIEWPORT";
4889 if (STATE_IS_LIGHT_TYPE(state))
4890 return "STATE_LIGHT_TYPE";
4891 if (STATE_IS_ACTIVELIGHT(state))
4892 return wine_dbg_sprintf("STATE_ACTIVELIGHT(%#x)", state - STATE_ACTIVELIGHT(0));
4893 if (STATE_IS_SCISSORRECT(state))
4894 return "STATE_SCISSORRECT";
4895 if (STATE_IS_CLIPPLANE(state))
4896 return wine_dbg_sprintf("STATE_CLIPPLANE(%#x)", state - STATE_CLIPPLANE(0));
4897 if (STATE_IS_MATERIAL(state))
4898 return "STATE_MATERIAL";
4899 if (STATE_IS_RASTERIZER(state))
4900 return "STATE_RASTERIZER";
4901 if (STATE_IS_POINTSPRITECOORDORIGIN(state))
4902 return "STATE_POINTSPRITECOORDORIGIN";
4903 if (STATE_IS_BASEVERTEXINDEX(state))
4904 return "STATE_BASEVERTEXINDEX";
4905 if (STATE_IS_FRAMEBUFFER(state))
4906 return "STATE_FRAMEBUFFER";
4907 if (STATE_IS_POINT_ENABLE(state))
4908 return "STATE_POINT_ENABLE";
4909 if (STATE_IS_COLOR_KEY(state))
4910 return "STATE_COLOR_KEY";
4911 if (STATE_IS_STREAM_OUTPUT(state))
4912 return "STATE_STREAM_OUTPUT";
4913 if (STATE_IS_BLEND(state))
4914 return "STATE_BLEND";
4916 return wine_dbg_sprintf("UNKNOWN_STATE(%#x)", state);
4919 const char *debug_fboattachment(GLenum attachment)
4921 switch(attachment)
4923 #define WINED3D_TO_STR(x) case x: return #x
4924 WINED3D_TO_STR(GL_COLOR_ATTACHMENT0);
4925 WINED3D_TO_STR(GL_COLOR_ATTACHMENT1);
4926 WINED3D_TO_STR(GL_COLOR_ATTACHMENT2);
4927 WINED3D_TO_STR(GL_COLOR_ATTACHMENT3);
4928 WINED3D_TO_STR(GL_COLOR_ATTACHMENT4);
4929 WINED3D_TO_STR(GL_COLOR_ATTACHMENT5);
4930 WINED3D_TO_STR(GL_COLOR_ATTACHMENT6);
4931 WINED3D_TO_STR(GL_COLOR_ATTACHMENT7);
4932 WINED3D_TO_STR(GL_COLOR_ATTACHMENT8);
4933 WINED3D_TO_STR(GL_COLOR_ATTACHMENT9);
4934 WINED3D_TO_STR(GL_COLOR_ATTACHMENT10);
4935 WINED3D_TO_STR(GL_COLOR_ATTACHMENT11);
4936 WINED3D_TO_STR(GL_COLOR_ATTACHMENT12);
4937 WINED3D_TO_STR(GL_COLOR_ATTACHMENT13);
4938 WINED3D_TO_STR(GL_COLOR_ATTACHMENT14);
4939 WINED3D_TO_STR(GL_COLOR_ATTACHMENT15);
4940 WINED3D_TO_STR(GL_DEPTH_ATTACHMENT);
4941 WINED3D_TO_STR(GL_STENCIL_ATTACHMENT);
4942 #undef WINED3D_TO_STR
4943 default:
4944 return wine_dbg_sprintf("Unknown FBO attachment %#x", attachment);
4948 const char *debug_fbostatus(GLenum status) {
4949 switch(status) {
4950 #define FBOSTATUS_TO_STR(u) case u: return #u
4951 FBOSTATUS_TO_STR(GL_FRAMEBUFFER_COMPLETE);
4952 FBOSTATUS_TO_STR(GL_FRAMEBUFFER_INCOMPLETE_ATTACHMENT);
4953 FBOSTATUS_TO_STR(GL_FRAMEBUFFER_INCOMPLETE_MISSING_ATTACHMENT);
4954 FBOSTATUS_TO_STR(GL_FRAMEBUFFER_INCOMPLETE_DIMENSIONS_EXT);
4955 FBOSTATUS_TO_STR(GL_FRAMEBUFFER_INCOMPLETE_FORMATS_EXT);
4956 FBOSTATUS_TO_STR(GL_FRAMEBUFFER_INCOMPLETE_DRAW_BUFFER);
4957 FBOSTATUS_TO_STR(GL_FRAMEBUFFER_INCOMPLETE_READ_BUFFER);
4958 FBOSTATUS_TO_STR(GL_FRAMEBUFFER_INCOMPLETE_MULTISAMPLE);
4959 FBOSTATUS_TO_STR(GL_FRAMEBUFFER_INCOMPLETE_LAYER_TARGETS);
4960 FBOSTATUS_TO_STR(GL_FRAMEBUFFER_INCOMPLETE_LAYER_COUNT_ARB);
4961 FBOSTATUS_TO_STR(GL_FRAMEBUFFER_UNSUPPORTED);
4962 FBOSTATUS_TO_STR(GL_FRAMEBUFFER_UNDEFINED);
4963 #undef FBOSTATUS_TO_STR
4964 default:
4965 FIXME("Unrecognized FBO status 0x%08x.\n", status);
4966 return "unrecognized";
4970 const char *debug_glerror(GLenum error) {
4971 switch(error) {
4972 #define GLERROR_TO_STR(u) case u: return #u
4973 GLERROR_TO_STR(GL_NO_ERROR);
4974 GLERROR_TO_STR(GL_INVALID_ENUM);
4975 GLERROR_TO_STR(GL_INVALID_VALUE);
4976 GLERROR_TO_STR(GL_INVALID_OPERATION);
4977 GLERROR_TO_STR(GL_STACK_OVERFLOW);
4978 GLERROR_TO_STR(GL_STACK_UNDERFLOW);
4979 GLERROR_TO_STR(GL_OUT_OF_MEMORY);
4980 GLERROR_TO_STR(GL_INVALID_FRAMEBUFFER_OPERATION);
4981 #undef GLERROR_TO_STR
4982 default:
4983 FIXME("Unrecognized GL error 0x%08x.\n", error);
4984 return "unrecognized";
4988 static const char *debug_fixup_channel_source(enum fixup_channel_source source)
4990 switch(source)
4992 #define WINED3D_TO_STR(x) case x: return #x
4993 WINED3D_TO_STR(CHANNEL_SOURCE_ZERO);
4994 WINED3D_TO_STR(CHANNEL_SOURCE_ONE);
4995 WINED3D_TO_STR(CHANNEL_SOURCE_X);
4996 WINED3D_TO_STR(CHANNEL_SOURCE_Y);
4997 WINED3D_TO_STR(CHANNEL_SOURCE_Z);
4998 WINED3D_TO_STR(CHANNEL_SOURCE_W);
4999 WINED3D_TO_STR(CHANNEL_SOURCE_COMPLEX0);
5000 WINED3D_TO_STR(CHANNEL_SOURCE_COMPLEX1);
5001 #undef WINED3D_TO_STR
5002 default:
5003 FIXME("Unrecognized fixup_channel_source %#x\n", source);
5004 return "unrecognized";
5008 static const char *debug_complex_fixup(enum complex_fixup fixup)
5010 switch(fixup)
5012 #define WINED3D_TO_STR(x) case x: return #x
5013 WINED3D_TO_STR(COMPLEX_FIXUP_YUY2);
5014 WINED3D_TO_STR(COMPLEX_FIXUP_UYVY);
5015 WINED3D_TO_STR(COMPLEX_FIXUP_YV12);
5016 WINED3D_TO_STR(COMPLEX_FIXUP_NV12);
5017 WINED3D_TO_STR(COMPLEX_FIXUP_P8);
5018 #undef WINED3D_TO_STR
5019 default:
5020 FIXME("Unrecognized complex fixup %#x\n", fixup);
5021 return "unrecognized";
5025 void dump_color_fixup_desc(struct color_fixup_desc fixup)
5027 if (is_complex_fixup(fixup))
5029 TRACE("\tComplex: %s\n", debug_complex_fixup(get_complex_fixup(fixup)));
5030 return;
5033 TRACE("\tX: %s%s\n", debug_fixup_channel_source(fixup.x_source), fixup.x_sign_fixup ? ", SIGN_FIXUP" : "");
5034 TRACE("\tY: %s%s\n", debug_fixup_channel_source(fixup.y_source), fixup.y_sign_fixup ? ", SIGN_FIXUP" : "");
5035 TRACE("\tZ: %s%s\n", debug_fixup_channel_source(fixup.z_source), fixup.z_sign_fixup ? ", SIGN_FIXUP" : "");
5036 TRACE("\tW: %s%s\n", debug_fixup_channel_source(fixup.w_source), fixup.w_sign_fixup ? ", SIGN_FIXUP" : "");
5039 BOOL is_invalid_op(const struct wined3d_state *state, int stage,
5040 enum wined3d_texture_op op, DWORD arg1, DWORD arg2, DWORD arg3)
5042 if (op == WINED3D_TOP_DISABLE)
5043 return FALSE;
5044 if (state->textures[stage])
5045 return FALSE;
5047 if ((arg1 & WINED3DTA_SELECTMASK) == WINED3DTA_TEXTURE
5048 && op != WINED3D_TOP_SELECT_ARG2)
5049 return TRUE;
5050 if ((arg2 & WINED3DTA_SELECTMASK) == WINED3DTA_TEXTURE
5051 && op != WINED3D_TOP_SELECT_ARG1)
5052 return TRUE;
5053 if ((arg3 & WINED3DTA_SELECTMASK) == WINED3DTA_TEXTURE
5054 && (op == WINED3D_TOP_MULTIPLY_ADD || op == WINED3D_TOP_LERP))
5055 return TRUE;
5057 return FALSE;
5060 void get_identity_matrix(struct wined3d_matrix *mat)
5062 static const struct wined3d_matrix identity =
5064 1.0f, 0.0f, 0.0f, 0.0f,
5065 0.0f, 1.0f, 0.0f, 0.0f,
5066 0.0f, 0.0f, 1.0f, 0.0f,
5067 0.0f, 0.0f, 0.0f, 1.0f,
5070 *mat = identity;
5073 void get_modelview_matrix(const struct wined3d_context *context, const struct wined3d_state *state,
5074 unsigned int index, struct wined3d_matrix *mat)
5076 if (context->last_was_rhw)
5077 get_identity_matrix(mat);
5078 else
5079 multiply_matrix(mat, &state->transforms[WINED3D_TS_VIEW], &state->transforms[WINED3D_TS_WORLD_MATRIX(index)]);
5082 void get_projection_matrix(const struct wined3d_context *context, const struct wined3d_state *state,
5083 struct wined3d_matrix *mat)
5085 BOOL clip_control = context->gl_info->supported[ARB_CLIP_CONTROL];
5086 BOOL flip = !clip_control && context->render_offscreen;
5087 float center_offset;
5089 /* There are a couple of additional things we have to take into account
5090 * here besides the projection transformation itself:
5091 * - We need to flip along the y-axis in case of offscreen rendering.
5092 * - OpenGL Z range is {-Wc,...,Wc} while D3D Z range is {0,...,Wc}.
5093 * - <= D3D9 coordinates refer to pixel centers while GL coordinates
5094 * refer to pixel corners.
5095 * - D3D has a top-left filling convention. We need to maintain this
5096 * even after the y-flip mentioned above.
5097 * In order to handle the last two points, we translate by
5098 * (63.0 / 128.0) / VPw and (63.0 / 128.0) / VPh. This is equivalent to
5099 * translating slightly less than half a pixel. We want the difference to
5100 * be large enough that it doesn't get lost due to rounding inside the
5101 * driver, but small enough to prevent it from interfering with any
5102 * anti-aliasing. */
5104 if (!clip_control && context->d3d_info->wined3d_creation_flags & WINED3D_PIXEL_CENTER_INTEGER)
5105 center_offset = 63.0f / 64.0f;
5106 else
5107 center_offset = -1.0f / 64.0f;
5109 if (context->last_was_rhw)
5111 /* Transform D3D RHW coordinates to OpenGL clip coordinates. */
5112 float x = state->viewports[0].x;
5113 float y = state->viewports[0].y;
5114 float w = state->viewports[0].width;
5115 float h = state->viewports[0].height;
5116 float x_scale = 2.0f / w;
5117 float x_offset = (center_offset - (2.0f * x) - w) / w;
5118 float y_scale = flip ? 2.0f / h : 2.0f / -h;
5119 float y_offset = flip
5120 ? (center_offset - (2.0f * y) - h) / h
5121 : (center_offset - (2.0f * y) - h) / -h;
5122 enum wined3d_depth_buffer_type zenable = state->fb->depth_stencil ?
5123 state->render_states[WINED3D_RS_ZENABLE] : WINED3D_ZB_FALSE;
5124 float z_scale = zenable ? clip_control ? 1.0f : 2.0f : 0.0f;
5125 float z_offset = zenable ? clip_control ? 0.0f : -1.0f : 0.0f;
5126 const struct wined3d_matrix projection =
5128 x_scale, 0.0f, 0.0f, 0.0f,
5129 0.0f, y_scale, 0.0f, 0.0f,
5130 0.0f, 0.0f, z_scale, 0.0f,
5131 x_offset, y_offset, z_offset, 1.0f,
5134 *mat = projection;
5136 else
5138 float y_scale = flip ? -1.0f : 1.0f;
5139 float x_offset = center_offset / state->viewports[0].width;
5140 float y_offset = flip
5141 ? center_offset / state->viewports[0].height
5142 : -center_offset / state->viewports[0].height;
5143 float z_scale = clip_control ? 1.0f : 2.0f;
5144 float z_offset = clip_control ? 0.0f : -1.0f;
5145 const struct wined3d_matrix projection =
5147 1.0f, 0.0f, 0.0f, 0.0f,
5148 0.0f, y_scale, 0.0f, 0.0f,
5149 0.0f, 0.0f, z_scale, 0.0f,
5150 x_offset, y_offset, z_offset, 1.0f,
5153 multiply_matrix(mat, &projection, &state->transforms[WINED3D_TS_PROJECTION]);
5157 /* Setup this textures matrix according to the texture flags. */
5158 static void compute_texture_matrix(const struct wined3d_gl_info *gl_info, const struct wined3d_matrix *matrix,
5159 DWORD flags, BOOL calculated_coords, BOOL transformed, enum wined3d_format_id format_id,
5160 BOOL ffp_proj_control, struct wined3d_matrix *out_matrix)
5162 struct wined3d_matrix mat;
5164 if (flags == WINED3D_TTFF_DISABLE || flags == WINED3D_TTFF_COUNT1 || transformed)
5166 get_identity_matrix(out_matrix);
5167 return;
5170 if (flags == (WINED3D_TTFF_COUNT1 | WINED3D_TTFF_PROJECTED))
5172 ERR("Invalid texture transform flags: WINED3D_TTFF_COUNT1 | WINED3D_TTFF_PROJECTED.\n");
5173 return;
5176 mat = *matrix;
5178 if (flags & WINED3D_TTFF_PROJECTED)
5180 if (!ffp_proj_control)
5182 switch (flags & ~WINED3D_TTFF_PROJECTED)
5184 case WINED3D_TTFF_COUNT2:
5185 mat._14 = mat._12;
5186 mat._24 = mat._22;
5187 mat._34 = mat._32;
5188 mat._44 = mat._42;
5189 mat._12 = mat._22 = mat._32 = mat._42 = 0.0f;
5190 break;
5191 case WINED3D_TTFF_COUNT3:
5192 mat._14 = mat._13;
5193 mat._24 = mat._23;
5194 mat._34 = mat._33;
5195 mat._44 = mat._43;
5196 mat._13 = mat._23 = mat._33 = mat._43 = 0.0f;
5197 break;
5201 else
5203 /* Under Direct3D the R/Z coord can be used for translation, under
5204 * OpenGL we use the Q coord instead. */
5205 if (!calculated_coords)
5207 switch (format_id)
5209 /* Direct3D passes the default 1.0 in the 2nd coord, while GL
5210 * passes it in the 4th. Swap 2nd and 4th coord. No need to
5211 * store the value of mat._41 in mat._21 because the input
5212 * value to the transformation will be 0, so the matrix value
5213 * is irrelevant. */
5214 case WINED3DFMT_R32_FLOAT:
5215 mat._41 = mat._21;
5216 mat._42 = mat._22;
5217 mat._43 = mat._23;
5218 mat._44 = mat._24;
5219 break;
5220 /* See above, just 3rd and 4th coord. */
5221 case WINED3DFMT_R32G32_FLOAT:
5222 mat._41 = mat._31;
5223 mat._42 = mat._32;
5224 mat._43 = mat._33;
5225 mat._44 = mat._34;
5226 break;
5227 case WINED3DFMT_R32G32B32_FLOAT: /* Opengl defaults match dx defaults */
5228 case WINED3DFMT_R32G32B32A32_FLOAT: /* No defaults apply, all app defined */
5230 /* This is to prevent swapping the matrix lines and put the default 4th coord = 1.0
5231 * into a bad place. The division elimination below will apply to make sure the
5232 * 1.0 doesn't do anything bad. The caller will set this value if the stride is 0
5234 case WINED3DFMT_UNKNOWN: /* No texture coords, 0/0/0/1 defaults are passed */
5235 break;
5236 default:
5237 FIXME("Unexpected fixed function texture coord input\n");
5240 if (!ffp_proj_control)
5242 switch (flags & ~WINED3D_TTFF_PROJECTED)
5244 /* case WINED3D_TTFF_COUNT1: Won't ever get here. */
5245 case WINED3D_TTFF_COUNT2:
5246 mat._13 = mat._23 = mat._33 = mat._43 = 0.0f;
5247 /* OpenGL divides the first 3 vertex coordinates by the 4th by
5248 * default, which is essentially the same as D3DTTFF_PROJECTED.
5249 * Make sure that the 4th coordinate evaluates to 1.0 to
5250 * eliminate that.
5252 * If the fixed function pipeline is used, the 4th value
5253 * remains unused, so there is no danger in doing this. With
5254 * vertex shaders we have a problem. Should an application hit
5255 * that problem, the code here would have to check for pixel
5256 * shaders, and the shader has to undo the default GL divide.
5258 * A more serious problem occurs if the application passes 4
5259 * coordinates in, and the 4th is != 1.0 (OpenGL default).
5260 * This would have to be fixed with immediate mode draws. */
5261 default:
5262 mat._14 = mat._24 = mat._34 = 0.0f; mat._44 = 1.0f;
5267 *out_matrix = mat;
5270 void get_texture_matrix(const struct wined3d_context *context, const struct wined3d_state *state,
5271 unsigned int tex, struct wined3d_matrix *mat)
5273 const struct wined3d_device *device = context->device;
5274 const struct wined3d_gl_info *gl_info = context->gl_info;
5275 BOOL generated = (state->texture_states[tex][WINED3D_TSS_TEXCOORD_INDEX] & 0xffff0000)
5276 != WINED3DTSS_TCI_PASSTHRU;
5277 unsigned int coord_idx = min(state->texture_states[tex][WINED3D_TSS_TEXCOORD_INDEX & 0x0000ffff],
5278 MAX_TEXTURES - 1);
5280 compute_texture_matrix(gl_info, &state->transforms[WINED3D_TS_TEXTURE0 + tex],
5281 state->texture_states[tex][WINED3D_TSS_TEXTURE_TRANSFORM_FLAGS],
5282 generated, context->last_was_rhw,
5283 context->stream_info.use_map & (1u << (WINED3D_FFP_TEXCOORD0 + coord_idx))
5284 ? context->stream_info.elements[WINED3D_FFP_TEXCOORD0 + coord_idx].format->id
5285 : WINED3DFMT_UNKNOWN,
5286 device->shader_backend->shader_has_ffp_proj_control(device->shader_priv), mat);
5288 if ((context->lastWasPow2Texture & (1u << tex)) && state->textures[tex])
5290 if (generated)
5291 FIXME("Non-power-of-two texture being used with generated texture coords.\n");
5292 /* NP2 texcoord fixup is implemented for pixelshaders so only enable the
5293 * fixed-function-pipeline fixup via pow2Matrix when no PS is used. */
5294 if (!use_ps(state))
5296 TRACE("Non-power-of-two texture matrix multiply fixup.\n");
5297 multiply_matrix(mat, mat, (struct wined3d_matrix *)state->textures[tex]->pow2_matrix);
5302 void get_pointsize_minmax(const struct wined3d_context *context, const struct wined3d_state *state,
5303 float *out_min, float *out_max)
5305 union
5307 DWORD d;
5308 float f;
5309 } min, max;
5311 min.d = state->render_states[WINED3D_RS_POINTSIZE_MIN];
5312 max.d = state->render_states[WINED3D_RS_POINTSIZE_MAX];
5314 if (min.f > max.f)
5315 min.f = max.f;
5317 *out_min = min.f;
5318 *out_max = max.f;
5321 void get_pointsize(const struct wined3d_context *context, const struct wined3d_state *state,
5322 float *out_pointsize, float *out_att)
5324 /* POINTSCALEENABLE controls how point size value is treated. If set to
5325 * true, the point size is scaled with respect to height of viewport.
5326 * When set to false point size is in pixels. */
5327 union
5329 DWORD d;
5330 float f;
5331 } pointsize, a, b, c;
5333 out_att[0] = 1.0f;
5334 out_att[1] = 0.0f;
5335 out_att[2] = 0.0f;
5337 pointsize.d = state->render_states[WINED3D_RS_POINTSIZE];
5338 a.d = state->render_states[WINED3D_RS_POINTSCALE_A];
5339 b.d = state->render_states[WINED3D_RS_POINTSCALE_B];
5340 c.d = state->render_states[WINED3D_RS_POINTSCALE_C];
5342 /* Always use first viewport, this path does not apply to d3d10/11 multiple viewports case. */
5343 if (state->render_states[WINED3D_RS_POINTSCALEENABLE])
5345 float scale_factor = state->viewports[0].height * state->viewports[0].height;
5347 out_att[0] = a.f / scale_factor;
5348 out_att[1] = b.f / scale_factor;
5349 out_att[2] = c.f / scale_factor;
5351 *out_pointsize = pointsize.f;
5354 void get_fog_start_end(const struct wined3d_context *context, const struct wined3d_state *state,
5355 float *start, float *end)
5357 union
5359 DWORD d;
5360 float f;
5361 } tmpvalue;
5363 switch (context->fog_source)
5365 case FOGSOURCE_VS:
5366 *start = 1.0f;
5367 *end = 0.0f;
5368 break;
5370 case FOGSOURCE_COORD:
5371 *start = 255.0f;
5372 *end = 0.0f;
5373 break;
5375 case FOGSOURCE_FFP:
5376 tmpvalue.d = state->render_states[WINED3D_RS_FOGSTART];
5377 *start = tmpvalue.f;
5378 tmpvalue.d = state->render_states[WINED3D_RS_FOGEND];
5379 *end = tmpvalue.f;
5380 /* Special handling for fog_start == fog_end. In d3d with vertex
5381 * fog, everything is fogged. With table fog, everything with
5382 * fog_coord < fog_start is unfogged, and fog_coord > fog_start
5383 * is fogged. Windows drivers disagree when fog_coord == fog_start. */
5384 if (state->render_states[WINED3D_RS_FOGTABLEMODE] == WINED3D_FOG_NONE && *start == *end)
5386 *start = -INFINITY;
5387 *end = 0.0f;
5389 break;
5391 default:
5392 /* This should not happen, context->fog_source is set in wined3d, not the app. */
5393 ERR("Unexpected fog coordinate source.\n");
5394 *start = 0.0f;
5395 *end = 0.0f;
5399 /* Note: It's the caller's responsibility to ensure values can be expressed
5400 * in the requested format. UNORM formats for example can only express values
5401 * in the range 0.0f -> 1.0f. */
5402 DWORD wined3d_format_convert_from_float(const struct wined3d_format *format, const struct wined3d_color *color)
5404 static const struct
5406 enum wined3d_format_id format_id;
5407 struct wined3d_vec4 mul;
5408 struct wined3d_uvec4 shift;
5410 float_conv[] =
5412 {WINED3DFMT_B8G8R8A8_UNORM, { 255.0f, 255.0f, 255.0f, 255.0f}, {16, 8, 0, 24}},
5413 {WINED3DFMT_B8G8R8X8_UNORM, { 255.0f, 255.0f, 255.0f, 255.0f}, {16, 8, 0, 24}},
5414 {WINED3DFMT_B8G8R8_UNORM, { 255.0f, 255.0f, 255.0f, 255.0f}, {16, 8, 0, 24}},
5415 {WINED3DFMT_B5G6R5_UNORM, { 31.0f, 63.0f, 31.0f, 0.0f}, {11, 5, 0, 0}},
5416 {WINED3DFMT_B5G5R5A1_UNORM, { 31.0f, 31.0f, 31.0f, 1.0f}, {10, 5, 0, 15}},
5417 {WINED3DFMT_B5G5R5X1_UNORM, { 31.0f, 31.0f, 31.0f, 1.0f}, {10, 5, 0, 15}},
5418 {WINED3DFMT_R8_UNORM, { 255.0f, 0.0f, 0.0f, 0.0f}, { 0, 0, 0, 0}},
5419 {WINED3DFMT_A8_UNORM, { 0.0f, 0.0f, 0.0f, 255.0f}, { 0, 0, 0, 0}},
5420 {WINED3DFMT_B4G4R4A4_UNORM, { 15.0f, 15.0f, 15.0f, 15.0f}, { 8, 4, 0, 12}},
5421 {WINED3DFMT_B4G4R4X4_UNORM, { 15.0f, 15.0f, 15.0f, 15.0f}, { 8, 4, 0, 12}},
5422 {WINED3DFMT_B2G3R3_UNORM, { 7.0f, 7.0f, 3.0f, 0.0f}, { 5, 2, 0, 0}},
5423 {WINED3DFMT_R8G8B8A8_UNORM, { 255.0f, 255.0f, 255.0f, 255.0f}, { 0, 8, 16, 24}},
5424 {WINED3DFMT_R8G8B8X8_UNORM, { 255.0f, 255.0f, 255.0f, 255.0f}, { 0, 8, 16, 24}},
5425 {WINED3DFMT_B10G10R10A2_UNORM, { 1023.0f, 1023.0f, 1023.0f, 3.0f}, {20, 10, 0, 30}},
5426 {WINED3DFMT_R10G10B10A2_UNORM, { 1023.0f, 1023.0f, 1023.0f, 3.0f}, { 0, 10, 20, 30}},
5427 {WINED3DFMT_P8_UINT, { 0.0f, 0.0f, 0.0f, 255.0f}, { 0, 0, 0, 0}},
5428 {WINED3DFMT_S1_UINT_D15_UNORM, { 32767.0f, 0.0f, 0.0f, 0.0f}, { 0, 0, 0, 0}},
5429 {WINED3DFMT_D16_UNORM, { 65535.0f, 0.0f, 0.0f, 0.0f}, { 0, 0, 0, 0}},
5431 static const struct
5433 enum wined3d_format_id format_id;
5434 struct wined3d_dvec4 mul;
5435 struct wined3d_uvec4 shift;
5437 double_conv[] =
5439 {WINED3DFMT_D24_UNORM_S8_UINT, { 16777215.0, 1.0, 0.0, 0.0}, {8, 0, 0, 0}},
5440 {WINED3DFMT_X8D24_UNORM, { 16777215.0, 0.0, 0.0, 0.0}, {0, 0, 0, 0}},
5441 {WINED3DFMT_D32_UNORM, {4294967295.0, 0.0, 0.0, 0.0}, {0, 0, 0, 0}},
5443 unsigned int i;
5444 DWORD ret;
5446 TRACE("Converting color %s to format %s.\n", debug_color(color), debug_d3dformat(format->id));
5448 for (i = 0; i < ARRAY_SIZE(float_conv); ++i)
5450 if (format->id != float_conv[i].format_id)
5451 continue;
5453 ret = ((DWORD)((color->r * float_conv[i].mul.x) + 0.5f)) << float_conv[i].shift.x;
5454 ret |= ((DWORD)((color->g * float_conv[i].mul.y) + 0.5f)) << float_conv[i].shift.y;
5455 ret |= ((DWORD)((color->b * float_conv[i].mul.z) + 0.5f)) << float_conv[i].shift.z;
5456 ret |= ((DWORD)((color->a * float_conv[i].mul.w) + 0.5f)) << float_conv[i].shift.w;
5458 TRACE("Returning 0x%08x.\n", ret);
5460 return ret;
5463 for (i = 0; i < ARRAY_SIZE(double_conv); ++i)
5465 if (format->id != double_conv[i].format_id)
5466 continue;
5468 ret = ((DWORD)((color->r * double_conv[i].mul.x) + 0.5)) << double_conv[i].shift.x;
5469 ret |= ((DWORD)((color->g * double_conv[i].mul.y) + 0.5)) << double_conv[i].shift.y;
5470 ret |= ((DWORD)((color->b * double_conv[i].mul.z) + 0.5)) << double_conv[i].shift.z;
5471 ret |= ((DWORD)((color->a * double_conv[i].mul.w) + 0.5)) << double_conv[i].shift.w;
5473 TRACE("Returning 0x%08x.\n", ret);
5475 return ret;
5478 FIXME("Conversion for format %s not implemented.\n", debug_d3dformat(format->id));
5480 return 0;
5483 static float color_to_float(DWORD color, DWORD size, DWORD offset)
5485 DWORD mask = size < 32 ? (1u << size) - 1 : ~0u;
5487 if (!size)
5488 return 1.0f;
5490 color >>= offset;
5491 color &= mask;
5493 return (float)color / (float)mask;
5496 void wined3d_format_get_float_color_key(const struct wined3d_format *format,
5497 const struct wined3d_color_key *key, struct wined3d_color *float_colors)
5499 struct wined3d_color slop;
5501 switch (format->id)
5503 case WINED3DFMT_B8G8R8_UNORM:
5504 case WINED3DFMT_B8G8R8A8_UNORM:
5505 case WINED3DFMT_B8G8R8X8_UNORM:
5506 case WINED3DFMT_B5G6R5_UNORM:
5507 case WINED3DFMT_B5G5R5X1_UNORM:
5508 case WINED3DFMT_B5G5R5A1_UNORM:
5509 case WINED3DFMT_B4G4R4A4_UNORM:
5510 case WINED3DFMT_B2G3R3_UNORM:
5511 case WINED3DFMT_R8_UNORM:
5512 case WINED3DFMT_A8_UNORM:
5513 case WINED3DFMT_B2G3R3A8_UNORM:
5514 case WINED3DFMT_B4G4R4X4_UNORM:
5515 case WINED3DFMT_R10G10B10A2_UNORM:
5516 case WINED3DFMT_R10G10B10A2_SNORM:
5517 case WINED3DFMT_R8G8B8A8_UNORM:
5518 case WINED3DFMT_R8G8B8X8_UNORM:
5519 case WINED3DFMT_R16G16_UNORM:
5520 case WINED3DFMT_B10G10R10A2_UNORM:
5521 slop.r = 0.5f / ((1u << format->red_size) - 1);
5522 slop.g = 0.5f / ((1u << format->green_size) - 1);
5523 slop.b = 0.5f / ((1u << format->blue_size) - 1);
5524 slop.a = 0.5f / ((1u << format->alpha_size) - 1);
5526 float_colors[0].r = color_to_float(key->color_space_low_value, format->red_size, format->red_offset)
5527 - slop.r;
5528 float_colors[0].g = color_to_float(key->color_space_low_value, format->green_size, format->green_offset)
5529 - slop.g;
5530 float_colors[0].b = color_to_float(key->color_space_low_value, format->blue_size, format->blue_offset)
5531 - slop.b;
5532 float_colors[0].a = color_to_float(key->color_space_low_value, format->alpha_size, format->alpha_offset)
5533 - slop.a;
5535 float_colors[1].r = color_to_float(key->color_space_high_value, format->red_size, format->red_offset)
5536 + slop.r;
5537 float_colors[1].g = color_to_float(key->color_space_high_value, format->green_size, format->green_offset)
5538 + slop.g;
5539 float_colors[1].b = color_to_float(key->color_space_high_value, format->blue_size, format->blue_offset)
5540 + slop.b;
5541 float_colors[1].a = color_to_float(key->color_space_high_value, format->alpha_size, format->alpha_offset)
5542 + slop.a;
5543 break;
5545 case WINED3DFMT_P8_UINT:
5546 float_colors[0].r = 0.0f;
5547 float_colors[0].g = 0.0f;
5548 float_colors[0].b = 0.0f;
5549 float_colors[0].a = (key->color_space_low_value - 0.5f) / 255.0f;
5551 float_colors[1].r = 0.0f;
5552 float_colors[1].g = 0.0f;
5553 float_colors[1].b = 0.0f;
5554 float_colors[1].a = (key->color_space_high_value + 0.5f) / 255.0f;
5555 break;
5557 default:
5558 ERR("Unhandled color key to float conversion for format %s.\n", debug_d3dformat(format->id));
5562 /* DirectDraw stuff */
5563 enum wined3d_format_id pixelformat_for_depth(DWORD depth)
5565 switch (depth)
5567 case 8: return WINED3DFMT_P8_UINT;
5568 case 15: return WINED3DFMT_B5G5R5X1_UNORM;
5569 case 16: return WINED3DFMT_B5G6R5_UNORM;
5570 case 24: return WINED3DFMT_B8G8R8X8_UNORM; /* Robots needs 24bit to be WINED3DFMT_B8G8R8X8_UNORM */
5571 case 32: return WINED3DFMT_B8G8R8X8_UNORM; /* EVE online and the Fur demo need 32bit AdapterDisplayMode to return WINED3DFMT_B8G8R8X8_UNORM */
5572 default: return WINED3DFMT_UNKNOWN;
5576 void multiply_matrix(struct wined3d_matrix *dst, const struct wined3d_matrix *src1, const struct wined3d_matrix *src2)
5578 struct wined3d_matrix tmp;
5580 /* Now do the multiplication 'by hand'.
5581 I know that all this could be optimised, but this will be done later :-) */
5582 tmp._11 = (src1->_11 * src2->_11) + (src1->_21 * src2->_12) + (src1->_31 * src2->_13) + (src1->_41 * src2->_14);
5583 tmp._21 = (src1->_11 * src2->_21) + (src1->_21 * src2->_22) + (src1->_31 * src2->_23) + (src1->_41 * src2->_24);
5584 tmp._31 = (src1->_11 * src2->_31) + (src1->_21 * src2->_32) + (src1->_31 * src2->_33) + (src1->_41 * src2->_34);
5585 tmp._41 = (src1->_11 * src2->_41) + (src1->_21 * src2->_42) + (src1->_31 * src2->_43) + (src1->_41 * src2->_44);
5587 tmp._12 = (src1->_12 * src2->_11) + (src1->_22 * src2->_12) + (src1->_32 * src2->_13) + (src1->_42 * src2->_14);
5588 tmp._22 = (src1->_12 * src2->_21) + (src1->_22 * src2->_22) + (src1->_32 * src2->_23) + (src1->_42 * src2->_24);
5589 tmp._32 = (src1->_12 * src2->_31) + (src1->_22 * src2->_32) + (src1->_32 * src2->_33) + (src1->_42 * src2->_34);
5590 tmp._42 = (src1->_12 * src2->_41) + (src1->_22 * src2->_42) + (src1->_32 * src2->_43) + (src1->_42 * src2->_44);
5592 tmp._13 = (src1->_13 * src2->_11) + (src1->_23 * src2->_12) + (src1->_33 * src2->_13) + (src1->_43 * src2->_14);
5593 tmp._23 = (src1->_13 * src2->_21) + (src1->_23 * src2->_22) + (src1->_33 * src2->_23) + (src1->_43 * src2->_24);
5594 tmp._33 = (src1->_13 * src2->_31) + (src1->_23 * src2->_32) + (src1->_33 * src2->_33) + (src1->_43 * src2->_34);
5595 tmp._43 = (src1->_13 * src2->_41) + (src1->_23 * src2->_42) + (src1->_33 * src2->_43) + (src1->_43 * src2->_44);
5597 tmp._14 = (src1->_14 * src2->_11) + (src1->_24 * src2->_12) + (src1->_34 * src2->_13) + (src1->_44 * src2->_14);
5598 tmp._24 = (src1->_14 * src2->_21) + (src1->_24 * src2->_22) + (src1->_34 * src2->_23) + (src1->_44 * src2->_24);
5599 tmp._34 = (src1->_14 * src2->_31) + (src1->_24 * src2->_32) + (src1->_34 * src2->_33) + (src1->_44 * src2->_34);
5600 tmp._44 = (src1->_14 * src2->_41) + (src1->_24 * src2->_42) + (src1->_34 * src2->_43) + (src1->_44 * src2->_44);
5602 *dst = tmp;
5605 unsigned int wined3d_max_compat_varyings(const struct wined3d_gl_info *gl_info)
5607 /* On core profile we have to also count diffuse and specular colors and the
5608 * fog coordinate. */
5609 return gl_info->supported[WINED3D_GL_LEGACY_CONTEXT] ? MAX_TEXTURES * 4 : (MAX_TEXTURES + 2) * 4 + 1;
5612 void gen_ffp_frag_op(const struct wined3d_context *context, const struct wined3d_state *state,
5613 struct ffp_frag_settings *settings, BOOL ignore_textype)
5615 #define ARG1 0x01
5616 #define ARG2 0x02
5617 #define ARG0 0x04
5618 static const unsigned char args[WINED3D_TOP_LERP + 1] =
5620 /* undefined */ 0,
5621 /* D3DTOP_DISABLE */ 0,
5622 /* D3DTOP_SELECTARG1 */ ARG1,
5623 /* D3DTOP_SELECTARG2 */ ARG2,
5624 /* D3DTOP_MODULATE */ ARG1 | ARG2,
5625 /* D3DTOP_MODULATE2X */ ARG1 | ARG2,
5626 /* D3DTOP_MODULATE4X */ ARG1 | ARG2,
5627 /* D3DTOP_ADD */ ARG1 | ARG2,
5628 /* D3DTOP_ADDSIGNED */ ARG1 | ARG2,
5629 /* D3DTOP_ADDSIGNED2X */ ARG1 | ARG2,
5630 /* D3DTOP_SUBTRACT */ ARG1 | ARG2,
5631 /* D3DTOP_ADDSMOOTH */ ARG1 | ARG2,
5632 /* D3DTOP_BLENDDIFFUSEALPHA */ ARG1 | ARG2,
5633 /* D3DTOP_BLENDTEXTUREALPHA */ ARG1 | ARG2,
5634 /* D3DTOP_BLENDFACTORALPHA */ ARG1 | ARG2,
5635 /* D3DTOP_BLENDTEXTUREALPHAPM */ ARG1 | ARG2,
5636 /* D3DTOP_BLENDCURRENTALPHA */ ARG1 | ARG2,
5637 /* D3DTOP_PREMODULATE */ ARG1 | ARG2,
5638 /* D3DTOP_MODULATEALPHA_ADDCOLOR */ ARG1 | ARG2,
5639 /* D3DTOP_MODULATECOLOR_ADDALPHA */ ARG1 | ARG2,
5640 /* D3DTOP_MODULATEINVALPHA_ADDCOLOR */ ARG1 | ARG2,
5641 /* D3DTOP_MODULATEINVCOLOR_ADDALPHA */ ARG1 | ARG2,
5642 /* D3DTOP_BUMPENVMAP */ ARG1 | ARG2,
5643 /* D3DTOP_BUMPENVMAPLUMINANCE */ ARG1 | ARG2,
5644 /* D3DTOP_DOTPRODUCT3 */ ARG1 | ARG2,
5645 /* D3DTOP_MULTIPLYADD */ ARG1 | ARG2 | ARG0,
5646 /* D3DTOP_LERP */ ARG1 | ARG2 | ARG0
5648 unsigned int i;
5649 DWORD ttff;
5650 DWORD cop, aop, carg0, carg1, carg2, aarg0, aarg1, aarg2;
5651 const struct wined3d_gl_info *gl_info = context->gl_info;
5652 const struct wined3d_d3d_info *d3d_info = context->d3d_info;
5654 settings->padding = 0;
5656 for (i = 0; i < d3d_info->limits.ffp_blend_stages; ++i)
5658 const struct wined3d_texture *texture;
5660 settings->op[i].padding = 0;
5661 if (state->texture_states[i][WINED3D_TSS_COLOR_OP] == WINED3D_TOP_DISABLE)
5663 settings->op[i].cop = WINED3D_TOP_DISABLE;
5664 settings->op[i].aop = WINED3D_TOP_DISABLE;
5665 settings->op[i].carg0 = settings->op[i].carg1 = settings->op[i].carg2 = ARG_UNUSED;
5666 settings->op[i].aarg0 = settings->op[i].aarg1 = settings->op[i].aarg2 = ARG_UNUSED;
5667 settings->op[i].color_fixup = COLOR_FIXUP_IDENTITY;
5668 settings->op[i].tmp_dst = 0;
5669 settings->op[i].tex_type = WINED3D_GL_RES_TYPE_TEX_1D;
5670 settings->op[i].projected = WINED3D_PROJECTION_NONE;
5671 i++;
5672 break;
5675 if ((texture = state->textures[i]))
5677 if (can_use_texture_swizzle(gl_info, texture->resource.format))
5678 settings->op[i].color_fixup = COLOR_FIXUP_IDENTITY;
5679 else
5680 settings->op[i].color_fixup = texture->resource.format->color_fixup;
5681 if (ignore_textype)
5683 settings->op[i].tex_type = WINED3D_GL_RES_TYPE_TEX_1D;
5685 else
5687 switch (texture->target)
5689 case GL_TEXTURE_1D:
5690 settings->op[i].tex_type = WINED3D_GL_RES_TYPE_TEX_1D;
5691 break;
5692 case GL_TEXTURE_2D:
5693 settings->op[i].tex_type = WINED3D_GL_RES_TYPE_TEX_2D;
5694 break;
5695 case GL_TEXTURE_3D:
5696 settings->op[i].tex_type = WINED3D_GL_RES_TYPE_TEX_3D;
5697 break;
5698 case GL_TEXTURE_CUBE_MAP_ARB:
5699 settings->op[i].tex_type = WINED3D_GL_RES_TYPE_TEX_CUBE;
5700 break;
5701 case GL_TEXTURE_RECTANGLE_ARB:
5702 settings->op[i].tex_type = WINED3D_GL_RES_TYPE_TEX_RECT;
5703 break;
5706 } else {
5707 settings->op[i].color_fixup = COLOR_FIXUP_IDENTITY;
5708 settings->op[i].tex_type = WINED3D_GL_RES_TYPE_TEX_1D;
5711 cop = state->texture_states[i][WINED3D_TSS_COLOR_OP];
5712 aop = state->texture_states[i][WINED3D_TSS_ALPHA_OP];
5714 carg1 = (args[cop] & ARG1) ? state->texture_states[i][WINED3D_TSS_COLOR_ARG1] : ARG_UNUSED;
5715 carg2 = (args[cop] & ARG2) ? state->texture_states[i][WINED3D_TSS_COLOR_ARG2] : ARG_UNUSED;
5716 carg0 = (args[cop] & ARG0) ? state->texture_states[i][WINED3D_TSS_COLOR_ARG0] : ARG_UNUSED;
5718 if (is_invalid_op(state, i, cop, carg1, carg2, carg0))
5720 carg0 = ARG_UNUSED;
5721 carg2 = ARG_UNUSED;
5722 carg1 = WINED3DTA_CURRENT;
5723 cop = WINED3D_TOP_SELECT_ARG1;
5726 if (cop == WINED3D_TOP_DOTPRODUCT3)
5728 /* A dotproduct3 on the colorop overwrites the alphaop operation and replicates
5729 * the color result to the alpha component of the destination
5731 aop = cop;
5732 aarg1 = carg1;
5733 aarg2 = carg2;
5734 aarg0 = carg0;
5736 else
5738 aarg1 = (args[aop] & ARG1) ? state->texture_states[i][WINED3D_TSS_ALPHA_ARG1] : ARG_UNUSED;
5739 aarg2 = (args[aop] & ARG2) ? state->texture_states[i][WINED3D_TSS_ALPHA_ARG2] : ARG_UNUSED;
5740 aarg0 = (args[aop] & ARG0) ? state->texture_states[i][WINED3D_TSS_ALPHA_ARG0] : ARG_UNUSED;
5743 if (!i && state->textures[0] && state->render_states[WINED3D_RS_COLORKEYENABLE])
5745 GLenum texture_dimensions;
5747 texture = state->textures[0];
5748 texture_dimensions = texture->target;
5750 if (texture_dimensions == GL_TEXTURE_2D || texture_dimensions == GL_TEXTURE_RECTANGLE_ARB)
5752 if (texture->async.color_key_flags & WINED3D_CKEY_SRC_BLT && !texture->resource.format->alpha_size)
5754 if (aop == WINED3D_TOP_DISABLE)
5756 aarg1 = WINED3DTA_TEXTURE;
5757 aop = WINED3D_TOP_SELECT_ARG1;
5759 else if (aop == WINED3D_TOP_SELECT_ARG1 && aarg1 != WINED3DTA_TEXTURE)
5761 if (state->render_states[WINED3D_RS_ALPHABLENDENABLE])
5763 aarg2 = WINED3DTA_TEXTURE;
5764 aop = WINED3D_TOP_MODULATE;
5766 else aarg1 = WINED3DTA_TEXTURE;
5768 else if (aop == WINED3D_TOP_SELECT_ARG2 && aarg2 != WINED3DTA_TEXTURE)
5770 if (state->render_states[WINED3D_RS_ALPHABLENDENABLE])
5772 aarg1 = WINED3DTA_TEXTURE;
5773 aop = WINED3D_TOP_MODULATE;
5775 else aarg2 = WINED3DTA_TEXTURE;
5781 if (is_invalid_op(state, i, aop, aarg1, aarg2, aarg0))
5783 aarg0 = ARG_UNUSED;
5784 aarg2 = ARG_UNUSED;
5785 aarg1 = WINED3DTA_CURRENT;
5786 aop = WINED3D_TOP_SELECT_ARG1;
5789 if (carg1 == WINED3DTA_TEXTURE || carg2 == WINED3DTA_TEXTURE || carg0 == WINED3DTA_TEXTURE
5790 || aarg1 == WINED3DTA_TEXTURE || aarg2 == WINED3DTA_TEXTURE || aarg0 == WINED3DTA_TEXTURE)
5792 ttff = state->texture_states[i][WINED3D_TSS_TEXTURE_TRANSFORM_FLAGS];
5793 if (ttff == (WINED3D_TTFF_PROJECTED | WINED3D_TTFF_COUNT3))
5794 settings->op[i].projected = WINED3D_PROJECTION_COUNT3;
5795 else if (ttff & WINED3D_TTFF_PROJECTED)
5796 settings->op[i].projected = WINED3D_PROJECTION_COUNT4;
5797 else
5798 settings->op[i].projected = WINED3D_PROJECTION_NONE;
5800 else
5802 settings->op[i].projected = WINED3D_PROJECTION_NONE;
5805 settings->op[i].cop = cop;
5806 settings->op[i].aop = aop;
5807 settings->op[i].carg0 = carg0;
5808 settings->op[i].carg1 = carg1;
5809 settings->op[i].carg2 = carg2;
5810 settings->op[i].aarg0 = aarg0;
5811 settings->op[i].aarg1 = aarg1;
5812 settings->op[i].aarg2 = aarg2;
5813 settings->op[i].tmp_dst = state->texture_states[i][WINED3D_TSS_RESULT_ARG] == WINED3DTA_TEMP;
5816 /* Clear unsupported stages */
5817 for(; i < MAX_TEXTURES; i++) {
5818 memset(&settings->op[i], 0xff, sizeof(settings->op[i]));
5821 if (!state->render_states[WINED3D_RS_FOGENABLE])
5823 settings->fog = WINED3D_FFP_PS_FOG_OFF;
5825 else if (state->render_states[WINED3D_RS_FOGTABLEMODE] == WINED3D_FOG_NONE)
5827 if (use_vs(state) || state->vertex_declaration->position_transformed)
5829 settings->fog = WINED3D_FFP_PS_FOG_LINEAR;
5831 else
5833 switch (state->render_states[WINED3D_RS_FOGVERTEXMODE])
5835 case WINED3D_FOG_NONE:
5836 case WINED3D_FOG_LINEAR:
5837 settings->fog = WINED3D_FFP_PS_FOG_LINEAR;
5838 break;
5839 case WINED3D_FOG_EXP:
5840 settings->fog = WINED3D_FFP_PS_FOG_EXP;
5841 break;
5842 case WINED3D_FOG_EXP2:
5843 settings->fog = WINED3D_FFP_PS_FOG_EXP2;
5844 break;
5848 else
5850 switch (state->render_states[WINED3D_RS_FOGTABLEMODE])
5852 case WINED3D_FOG_LINEAR:
5853 settings->fog = WINED3D_FFP_PS_FOG_LINEAR;
5854 break;
5855 case WINED3D_FOG_EXP:
5856 settings->fog = WINED3D_FFP_PS_FOG_EXP;
5857 break;
5858 case WINED3D_FOG_EXP2:
5859 settings->fog = WINED3D_FFP_PS_FOG_EXP2;
5860 break;
5863 settings->sRGB_write = !gl_info->supported[ARB_FRAMEBUFFER_SRGB] && needs_srgb_write(context, state, state->fb);
5864 if (d3d_info->vs_clipping || !use_vs(state) || !state->render_states[WINED3D_RS_CLIPPING]
5865 || !state->render_states[WINED3D_RS_CLIPPLANEENABLE])
5867 /* No need to emulate clipplanes if GL supports native vertex shader clipping or if
5868 * the fixed function vertex pipeline is used(which always supports clipplanes), or
5869 * if no clipplane is enabled
5871 settings->emul_clipplanes = 0;
5872 } else {
5873 settings->emul_clipplanes = 1;
5876 if (state->render_states[WINED3D_RS_COLORKEYENABLE] && state->textures[0]
5877 && state->textures[0]->async.color_key_flags & WINED3D_CKEY_SRC_BLT
5878 && settings->op[0].cop != WINED3D_TOP_DISABLE)
5879 settings->color_key_enabled = 1;
5880 else
5881 settings->color_key_enabled = 0;
5883 /* texcoords_initialized is set to meaningful values only when GL doesn't
5884 * support enough varyings to always pass around all the possible texture
5885 * coordinates.
5886 * This is used to avoid reading a varying not written by the vertex shader.
5887 * Reading uninitialized varyings on core profile contexts results in an
5888 * error while with builtin varyings on legacy contexts you get undefined
5889 * behavior. */
5890 if (d3d_info->limits.varying_count
5891 && d3d_info->limits.varying_count < wined3d_max_compat_varyings(gl_info))
5893 settings->texcoords_initialized = 0;
5894 for (i = 0; i < MAX_TEXTURES; ++i)
5896 if (use_vs(state))
5898 if (state->shader[WINED3D_SHADER_TYPE_VERTEX]->reg_maps.output_registers & (1u << i))
5899 settings->texcoords_initialized |= 1u << i;
5901 else
5903 const struct wined3d_stream_info *si = &context->stream_info;
5904 unsigned int coord_idx = state->texture_states[i][WINED3D_TSS_TEXCOORD_INDEX];
5905 if ((state->texture_states[i][WINED3D_TSS_TEXCOORD_INDEX] >> WINED3D_FFP_TCI_SHIFT)
5906 & WINED3D_FFP_TCI_MASK
5907 || (coord_idx < MAX_TEXTURES && (si->use_map & (1u << (WINED3D_FFP_TEXCOORD0 + coord_idx)))))
5908 settings->texcoords_initialized |= 1u << i;
5912 else
5914 settings->texcoords_initialized = (1u << MAX_TEXTURES) - 1;
5917 settings->pointsprite = state->render_states[WINED3D_RS_POINTSPRITEENABLE]
5918 && state->gl_primitive_type == GL_POINTS;
5920 if (gl_info->supported[WINED3D_GL_LEGACY_CONTEXT])
5921 settings->alpha_test_func = WINED3D_CMP_ALWAYS - 1;
5922 else
5923 settings->alpha_test_func = (state->render_states[WINED3D_RS_ALPHATESTENABLE]
5924 ? wined3d_sanitize_cmp_func(state->render_states[WINED3D_RS_ALPHAFUNC])
5925 : WINED3D_CMP_ALWAYS) - 1;
5927 if (d3d_info->emulated_flatshading)
5928 settings->flatshading = state->render_states[WINED3D_RS_SHADEMODE] == WINED3D_SHADE_FLAT;
5929 else
5930 settings->flatshading = FALSE;
5933 const struct ffp_frag_desc *find_ffp_frag_shader(const struct wine_rb_tree *fragment_shaders,
5934 const struct ffp_frag_settings *settings)
5936 struct wine_rb_entry *entry = wine_rb_get(fragment_shaders, settings);
5937 return entry ? WINE_RB_ENTRY_VALUE(entry, struct ffp_frag_desc, entry) : NULL;
5940 void add_ffp_frag_shader(struct wine_rb_tree *shaders, struct ffp_frag_desc *desc)
5942 /* Note that the key is the implementation independent part of the ffp_frag_desc structure,
5943 * whereas desc points to an extended structure with implementation specific parts. */
5944 if (wine_rb_put(shaders, &desc->settings, &desc->entry) == -1)
5946 ERR("Failed to insert ffp frag shader.\n");
5950 /* Activates the texture dimension according to the bound D3D texture. Does
5951 * not care for the colorop or correct gl texture unit (when using nvrc).
5952 * Requires the caller to activate the correct unit. */
5953 /* Context activation is done by the caller (state handler). */
5954 void texture_activate_dimensions(const struct wined3d_texture *texture, const struct wined3d_gl_info *gl_info)
5956 if (texture)
5958 switch (texture->target)
5960 case GL_TEXTURE_2D:
5961 gl_info->gl_ops.gl.p_glDisable(GL_TEXTURE_3D);
5962 checkGLcall("glDisable(GL_TEXTURE_3D)");
5963 if (gl_info->supported[ARB_TEXTURE_CUBE_MAP])
5965 gl_info->gl_ops.gl.p_glDisable(GL_TEXTURE_CUBE_MAP_ARB);
5966 checkGLcall("glDisable(GL_TEXTURE_CUBE_MAP_ARB)");
5968 if (gl_info->supported[ARB_TEXTURE_RECTANGLE])
5970 gl_info->gl_ops.gl.p_glDisable(GL_TEXTURE_RECTANGLE_ARB);
5971 checkGLcall("glDisable(GL_TEXTURE_RECTANGLE_ARB)");
5973 gl_info->gl_ops.gl.p_glEnable(GL_TEXTURE_2D);
5974 checkGLcall("glEnable(GL_TEXTURE_2D)");
5975 break;
5976 case GL_TEXTURE_RECTANGLE_ARB:
5977 gl_info->gl_ops.gl.p_glDisable(GL_TEXTURE_2D);
5978 checkGLcall("glDisable(GL_TEXTURE_2D)");
5979 gl_info->gl_ops.gl.p_glDisable(GL_TEXTURE_3D);
5980 checkGLcall("glDisable(GL_TEXTURE_3D)");
5981 if (gl_info->supported[ARB_TEXTURE_CUBE_MAP])
5983 gl_info->gl_ops.gl.p_glDisable(GL_TEXTURE_CUBE_MAP_ARB);
5984 checkGLcall("glDisable(GL_TEXTURE_CUBE_MAP_ARB)");
5986 gl_info->gl_ops.gl.p_glEnable(GL_TEXTURE_RECTANGLE_ARB);
5987 checkGLcall("glEnable(GL_TEXTURE_RECTANGLE_ARB)");
5988 break;
5989 case GL_TEXTURE_3D:
5990 if (gl_info->supported[ARB_TEXTURE_CUBE_MAP])
5992 gl_info->gl_ops.gl.p_glDisable(GL_TEXTURE_CUBE_MAP_ARB);
5993 checkGLcall("glDisable(GL_TEXTURE_CUBE_MAP_ARB)");
5995 if (gl_info->supported[ARB_TEXTURE_RECTANGLE])
5997 gl_info->gl_ops.gl.p_glDisable(GL_TEXTURE_RECTANGLE_ARB);
5998 checkGLcall("glDisable(GL_TEXTURE_RECTANGLE_ARB)");
6000 gl_info->gl_ops.gl.p_glDisable(GL_TEXTURE_2D);
6001 checkGLcall("glDisable(GL_TEXTURE_2D)");
6002 gl_info->gl_ops.gl.p_glEnable(GL_TEXTURE_3D);
6003 checkGLcall("glEnable(GL_TEXTURE_3D)");
6004 break;
6005 case GL_TEXTURE_CUBE_MAP_ARB:
6006 gl_info->gl_ops.gl.p_glDisable(GL_TEXTURE_2D);
6007 checkGLcall("glDisable(GL_TEXTURE_2D)");
6008 gl_info->gl_ops.gl.p_glDisable(GL_TEXTURE_3D);
6009 checkGLcall("glDisable(GL_TEXTURE_3D)");
6010 if (gl_info->supported[ARB_TEXTURE_RECTANGLE])
6012 gl_info->gl_ops.gl.p_glDisable(GL_TEXTURE_RECTANGLE_ARB);
6013 checkGLcall("glDisable(GL_TEXTURE_RECTANGLE_ARB)");
6015 gl_info->gl_ops.gl.p_glEnable(GL_TEXTURE_CUBE_MAP_ARB);
6016 checkGLcall("glEnable(GL_TEXTURE_CUBE_MAP_ARB)");
6017 break;
6020 else
6022 gl_info->gl_ops.gl.p_glEnable(GL_TEXTURE_2D);
6023 checkGLcall("glEnable(GL_TEXTURE_2D)");
6024 gl_info->gl_ops.gl.p_glDisable(GL_TEXTURE_3D);
6025 checkGLcall("glDisable(GL_TEXTURE_3D)");
6026 if (gl_info->supported[ARB_TEXTURE_CUBE_MAP])
6028 gl_info->gl_ops.gl.p_glDisable(GL_TEXTURE_CUBE_MAP_ARB);
6029 checkGLcall("glDisable(GL_TEXTURE_CUBE_MAP_ARB)");
6031 if (gl_info->supported[ARB_TEXTURE_RECTANGLE])
6033 gl_info->gl_ops.gl.p_glDisable(GL_TEXTURE_RECTANGLE_ARB);
6034 checkGLcall("glDisable(GL_TEXTURE_RECTANGLE_ARB)");
6036 /* Binding textures is done by samplers. A dummy texture will be bound */
6040 /* Context activation is done by the caller (state handler). */
6041 void sampler_texdim(struct wined3d_context *context, const struct wined3d_state *state, DWORD state_id)
6043 DWORD sampler = state_id - STATE_SAMPLER(0);
6044 DWORD mapped_stage = context->tex_unit_map[sampler];
6046 /* No need to enable / disable anything here for unused samplers. The
6047 * tex_colorop handler takes care. Also no action is needed with pixel
6048 * shaders, or if tex_colorop will take care of this business. */
6049 if (mapped_stage == WINED3D_UNMAPPED_STAGE || mapped_stage >= context->gl_info->limits.textures)
6050 return;
6051 if (sampler >= context->lowest_disabled_stage)
6052 return;
6053 if (isStateDirty(context, STATE_TEXTURESTAGE(sampler, WINED3D_TSS_COLOR_OP)))
6054 return;
6056 texture_activate_dimensions(state->textures[sampler], context->gl_info);
6059 int wined3d_ffp_frag_program_key_compare(const void *key, const struct wine_rb_entry *entry)
6061 const struct ffp_frag_settings *ka = key;
6062 const struct ffp_frag_settings *kb = &WINE_RB_ENTRY_VALUE(entry, const struct ffp_frag_desc, entry)->settings;
6064 return memcmp(ka, kb, sizeof(*ka));
6067 static enum wined3d_material_color_source validate_material_colour_source(WORD use_map,
6068 enum wined3d_material_color_source source)
6070 if (source == WINED3D_MCS_COLOR1 && use_map & (1u << WINED3D_FFP_DIFFUSE))
6071 return source;
6072 if (source == WINED3D_MCS_COLOR2 && use_map & (1u << WINED3D_FFP_SPECULAR))
6073 return source;
6074 return WINED3D_MCS_MATERIAL;
6077 void wined3d_ffp_get_vs_settings(const struct wined3d_context *context,
6078 const struct wined3d_state *state, struct wined3d_ffp_vs_settings *settings)
6080 const struct wined3d_stream_info *si = &context->stream_info;
6081 const struct wined3d_gl_info *gl_info = context->gl_info;
6082 const struct wined3d_d3d_info *d3d_info = context->d3d_info;
6083 unsigned int coord_idx, i;
6085 memset(settings, 0, sizeof(*settings));
6087 if (si->position_transformed)
6089 settings->transformed = 1;
6090 settings->point_size = state->gl_primitive_type == GL_POINTS;
6091 settings->per_vertex_point_size = !!(si->use_map & 1u << WINED3D_FFP_PSIZE);
6092 if (!state->render_states[WINED3D_RS_FOGENABLE])
6093 settings->fog_mode = WINED3D_FFP_VS_FOG_OFF;
6094 else if (state->render_states[WINED3D_RS_FOGTABLEMODE] != WINED3D_FOG_NONE)
6095 settings->fog_mode = WINED3D_FFP_VS_FOG_DEPTH;
6096 else
6097 settings->fog_mode = WINED3D_FFP_VS_FOG_FOGCOORD;
6099 for (i = 0; i < MAX_TEXTURES; ++i)
6101 coord_idx = state->texture_states[i][WINED3D_TSS_TEXCOORD_INDEX];
6102 if (coord_idx < MAX_TEXTURES && (si->use_map & (1u << (WINED3D_FFP_TEXCOORD0 + coord_idx))))
6103 settings->texcoords |= 1u << i;
6104 settings->texgen[i] = state->texture_states[i][WINED3D_TSS_TEXCOORD_INDEX];
6106 if (d3d_info->limits.varying_count >= wined3d_max_compat_varyings(gl_info))
6107 settings->texcoords = (1u << MAX_TEXTURES) - 1;
6109 if (d3d_info->emulated_flatshading)
6110 settings->flatshading = state->render_states[WINED3D_RS_SHADEMODE] == WINED3D_SHADE_FLAT;
6111 else
6112 settings->flatshading = FALSE;
6114 settings->swizzle_map = si->swizzle_map;
6116 return;
6119 switch (state->render_states[WINED3D_RS_VERTEXBLEND])
6121 case WINED3D_VBF_DISABLE:
6122 case WINED3D_VBF_1WEIGHTS:
6123 case WINED3D_VBF_2WEIGHTS:
6124 case WINED3D_VBF_3WEIGHTS:
6125 settings->vertexblends = state->render_states[WINED3D_RS_VERTEXBLEND];
6126 break;
6127 default:
6128 FIXME("Unsupported vertex blending: %d\n", state->render_states[WINED3D_RS_VERTEXBLEND]);
6129 break;
6132 settings->clipping = state->render_states[WINED3D_RS_CLIPPING]
6133 && state->render_states[WINED3D_RS_CLIPPLANEENABLE];
6134 settings->normal = !!(si->use_map & (1u << WINED3D_FFP_NORMAL));
6135 settings->normalize = settings->normal && state->render_states[WINED3D_RS_NORMALIZENORMALS];
6136 settings->lighting = !!state->render_states[WINED3D_RS_LIGHTING];
6137 settings->localviewer = !!state->render_states[WINED3D_RS_LOCALVIEWER];
6138 settings->point_size = state->gl_primitive_type == GL_POINTS;
6139 settings->per_vertex_point_size = !!(si->use_map & 1u << WINED3D_FFP_PSIZE);
6141 if (state->render_states[WINED3D_RS_COLORVERTEX])
6143 settings->diffuse_source = validate_material_colour_source(si->use_map,
6144 state->render_states[WINED3D_RS_DIFFUSEMATERIALSOURCE]);
6145 settings->emissive_source = validate_material_colour_source(si->use_map,
6146 state->render_states[WINED3D_RS_EMISSIVEMATERIALSOURCE]);
6147 settings->ambient_source = validate_material_colour_source(si->use_map,
6148 state->render_states[WINED3D_RS_AMBIENTMATERIALSOURCE]);
6149 settings->specular_source = validate_material_colour_source(si->use_map,
6150 state->render_states[WINED3D_RS_SPECULARMATERIALSOURCE]);
6152 else
6154 settings->diffuse_source = WINED3D_MCS_MATERIAL;
6155 settings->emissive_source = WINED3D_MCS_MATERIAL;
6156 settings->ambient_source = WINED3D_MCS_MATERIAL;
6157 settings->specular_source = WINED3D_MCS_MATERIAL;
6160 for (i = 0; i < MAX_TEXTURES; ++i)
6162 coord_idx = state->texture_states[i][WINED3D_TSS_TEXCOORD_INDEX];
6163 if (coord_idx < MAX_TEXTURES && (si->use_map & (1u << (WINED3D_FFP_TEXCOORD0 + coord_idx))))
6164 settings->texcoords |= 1u << i;
6165 settings->texgen[i] = state->texture_states[i][WINED3D_TSS_TEXCOORD_INDEX];
6167 if (d3d_info->limits.varying_count >= wined3d_max_compat_varyings(gl_info))
6168 settings->texcoords = (1u << MAX_TEXTURES) - 1;
6170 for (i = 0; i < MAX_ACTIVE_LIGHTS; ++i)
6172 if (!state->lights[i])
6173 continue;
6175 switch (state->lights[i]->OriginalParms.type)
6177 case WINED3D_LIGHT_POINT:
6178 ++settings->point_light_count;
6179 break;
6180 case WINED3D_LIGHT_SPOT:
6181 ++settings->spot_light_count;
6182 break;
6183 case WINED3D_LIGHT_DIRECTIONAL:
6184 ++settings->directional_light_count;
6185 break;
6186 case WINED3D_LIGHT_PARALLELPOINT:
6187 ++settings->parallel_point_light_count;
6188 break;
6189 default:
6190 FIXME("Unhandled light type %#x.\n", state->lights[i]->OriginalParms.type);
6191 break;
6195 if (!state->render_states[WINED3D_RS_FOGENABLE])
6196 settings->fog_mode = WINED3D_FFP_VS_FOG_OFF;
6197 else if (state->render_states[WINED3D_RS_FOGTABLEMODE] != WINED3D_FOG_NONE)
6199 settings->fog_mode = WINED3D_FFP_VS_FOG_DEPTH;
6201 if (state->transforms[WINED3D_TS_PROJECTION]._14 == 0.0f
6202 && state->transforms[WINED3D_TS_PROJECTION]._24 == 0.0f
6203 && state->transforms[WINED3D_TS_PROJECTION]._34 == 0.0f
6204 && state->transforms[WINED3D_TS_PROJECTION]._44 == 1.0f)
6205 settings->ortho_fog = 1;
6207 else if (state->render_states[WINED3D_RS_FOGVERTEXMODE] == WINED3D_FOG_NONE)
6208 settings->fog_mode = WINED3D_FFP_VS_FOG_FOGCOORD;
6209 else if (state->render_states[WINED3D_RS_RANGEFOGENABLE])
6210 settings->fog_mode = WINED3D_FFP_VS_FOG_RANGE;
6211 else
6212 settings->fog_mode = WINED3D_FFP_VS_FOG_DEPTH;
6214 if (d3d_info->emulated_flatshading)
6215 settings->flatshading = state->render_states[WINED3D_RS_SHADEMODE] == WINED3D_SHADE_FLAT;
6216 else
6217 settings->flatshading = FALSE;
6219 settings->swizzle_map = si->swizzle_map;
6222 int wined3d_ffp_vertex_program_key_compare(const void *key, const struct wine_rb_entry *entry)
6224 const struct wined3d_ffp_vs_settings *ka = key;
6225 const struct wined3d_ffp_vs_settings *kb = &WINE_RB_ENTRY_VALUE(entry,
6226 const struct wined3d_ffp_vs_desc, entry)->settings;
6228 return memcmp(ka, kb, sizeof(*ka));
6231 const char *wined3d_debug_location(DWORD location)
6233 struct debug_buffer buffer;
6234 const char *prefix = "";
6235 const char *suffix = "";
6237 if (wined3d_popcount(location) > 16)
6239 prefix = "~(";
6240 location = ~location;
6241 suffix = ")";
6244 init_debug_buffer(&buffer, "0");
6245 #define LOCATION_TO_STR(x) if (location & x) { debug_append(&buffer, #x, " | "); location &= ~x; }
6246 LOCATION_TO_STR(WINED3D_LOCATION_DISCARDED);
6247 LOCATION_TO_STR(WINED3D_LOCATION_SYSMEM);
6248 LOCATION_TO_STR(WINED3D_LOCATION_USER_MEMORY);
6249 LOCATION_TO_STR(WINED3D_LOCATION_BUFFER);
6250 LOCATION_TO_STR(WINED3D_LOCATION_TEXTURE_RGB);
6251 LOCATION_TO_STR(WINED3D_LOCATION_TEXTURE_SRGB);
6252 LOCATION_TO_STR(WINED3D_LOCATION_DRAWABLE);
6253 LOCATION_TO_STR(WINED3D_LOCATION_RB_MULTISAMPLE);
6254 LOCATION_TO_STR(WINED3D_LOCATION_RB_RESOLVED);
6255 #undef LOCATION_TO_STR
6256 if (location)
6257 FIXME("Unrecognized location flag(s) %#x.\n", location);
6259 return wine_dbg_sprintf("%s%s%s", prefix, buffer.str, suffix);
6262 /* Print a floating point value with the %.8e format specifier, always using
6263 * '.' as decimal separator. */
6264 void wined3d_ftoa(float value, char *s)
6266 int idx = 1;
6268 if (copysignf(1.0f, value) < 0.0f)
6269 ++idx;
6271 /* Be sure to allocate a buffer of at least 17 characters for the result
6272 as sprintf may return a 3 digit exponent when using the MSVC runtime
6273 instead of a 2 digit exponent. */
6274 sprintf(s, "%.8e", value);
6275 if (isfinite(value))
6276 s[idx] = '.';
6279 void wined3d_release_dc(HWND window, HDC dc)
6281 /* You'd figure ReleaseDC() would fail if the DC doesn't match the window.
6282 * However, that's not what actually happens, and there are user32 tests
6283 * that confirm ReleaseDC() with the wrong window is supposed to succeed.
6284 * So explicitly check that the DC belongs to the window, since we want to
6285 * avoid releasing a DC that belongs to some other window if the original
6286 * window was already destroyed. */
6287 if (WindowFromDC(dc) != window)
6288 WARN("DC %p does not belong to window %p.\n", dc, window);
6289 else if (!ReleaseDC(window, dc))
6290 ERR("Failed to release device context %p, last error %#x.\n", dc, GetLastError());
6293 BOOL wined3d_clip_blit(const RECT *clip_rect, RECT *clipped, RECT *other)
6295 RECT orig = *clipped;
6296 float scale_x = (float)(orig.right - orig.left) / (float)(other->right - other->left);
6297 float scale_y = (float)(orig.bottom - orig.top) / (float)(other->bottom - other->top);
6299 IntersectRect(clipped, clipped, clip_rect);
6301 if (IsRectEmpty(clipped))
6303 SetRectEmpty(other);
6304 return FALSE;
6307 other->left += (LONG)((clipped->left - orig.left) / scale_x);
6308 other->top += (LONG)((clipped->top - orig.top) / scale_y);
6309 other->right -= (LONG)((orig.right - clipped->right) / scale_x);
6310 other->bottom -= (LONG)((orig.bottom - clipped->bottom) / scale_y);
6312 return TRUE;
6315 void wined3d_gl_limits_get_uniform_block_range(const struct wined3d_gl_limits *gl_limits,
6316 enum wined3d_shader_type shader_type, unsigned int *base, unsigned int *count)
6318 unsigned int i;
6320 *base = 0;
6321 for (i = 0; i < WINED3D_SHADER_TYPE_COUNT; ++i)
6323 *count = gl_limits->uniform_blocks[i];
6324 if (i == shader_type)
6325 return;
6326 *base += *count;
6329 ERR("Unrecognized shader type %#x.\n", shader_type);
6330 *count = 0;
6333 void wined3d_gl_limits_get_texture_unit_range(const struct wined3d_gl_limits *gl_limits,
6334 enum wined3d_shader_type shader_type, unsigned int *base, unsigned int *count)
6336 unsigned int i;
6338 if (shader_type == WINED3D_SHADER_TYPE_COMPUTE)
6340 if (gl_limits->combined_samplers == gl_limits->graphics_samplers)
6341 *base = 0;
6342 else
6343 *base = gl_limits->graphics_samplers;
6344 *count = gl_limits->samplers[WINED3D_SHADER_TYPE_COMPUTE];
6345 return;
6348 *base = 0;
6349 for (i = 0; i < WINED3D_SHADER_TYPE_GRAPHICS_COUNT; ++i)
6351 *count = gl_limits->samplers[i];
6352 if (i == shader_type)
6353 return;
6354 *base += *count;
6357 ERR("Unrecognized shader type %#x.\n", shader_type);
6358 *count = 0;
6361 BOOL wined3d_array_reserve(void **elements, SIZE_T *capacity, SIZE_T count, SIZE_T size)
6363 SIZE_T max_capacity, new_capacity;
6364 void *new_elements;
6366 if (count <= *capacity)
6367 return TRUE;
6369 max_capacity = ~(SIZE_T)0 / size;
6370 if (count > max_capacity)
6371 return FALSE;
6373 new_capacity = max(1, *capacity);
6374 while (new_capacity < count && new_capacity <= max_capacity / 2)
6375 new_capacity *= 2;
6376 if (new_capacity < count)
6377 new_capacity = count;
6379 if (!*elements)
6380 new_elements = heap_alloc_zero(new_capacity * size);
6381 else
6382 new_elements = HeapReAlloc(GetProcessHeap(), HEAP_ZERO_MEMORY, *elements, new_capacity * size);
6383 if (!new_elements)
6384 return FALSE;
6386 *elements = new_elements;
6387 *capacity = new_capacity;
6388 return TRUE;