riched20: Implement IsEqual() for ranges.
[wine.git] / dlls / wined3d / utils.c
blobbd9b710357d378cc311ce2b0c2ecb2977403b229
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 struct wined3d_format_channels
38 enum wined3d_format_id id;
39 DWORD red_size, green_size, blue_size, alpha_size;
40 DWORD red_offset, green_offset, blue_offset, alpha_offset;
41 UINT bpp;
42 BYTE depth_size, stencil_size;
45 static const struct wined3d_format_channels formats[] =
47 /* size offset
48 * format id r g b a r g b a bpp depth stencil */
49 {WINED3DFMT_UNKNOWN, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0},
50 /* FourCC formats */
51 {WINED3DFMT_UYVY, 0, 0, 0, 0, 0, 0, 0, 0, 2, 0, 0},
52 {WINED3DFMT_YUY2, 0, 0, 0, 0, 0, 0, 0, 0, 2, 0, 0},
53 {WINED3DFMT_YV12, 0, 0, 0, 0, 0, 0, 0, 0, 1, 0, 0},
54 {WINED3DFMT_NV12, 0, 0, 0, 0, 0, 0, 0, 0, 1, 0, 0},
55 {WINED3DFMT_DXT1, 0, 0, 0, 0, 0, 0, 0, 0, 1, 0, 0},
56 {WINED3DFMT_DXT2, 0, 0, 0, 0, 0, 0, 0, 0, 1, 0, 0},
57 {WINED3DFMT_DXT3, 0, 0, 0, 0, 0, 0, 0, 0, 1, 0, 0},
58 {WINED3DFMT_DXT4, 0, 0, 0, 0, 0, 0, 0, 0, 1, 0, 0},
59 {WINED3DFMT_DXT5, 0, 0, 0, 0, 0, 0, 0, 0, 1, 0, 0},
60 {WINED3DFMT_MULTI2_ARGB8, 0, 0, 0, 0, 0, 0, 0, 0, 1, 0, 0},
61 {WINED3DFMT_G8R8_G8B8, 0, 0, 0, 0, 0, 0, 0, 0, 1, 0, 0},
62 {WINED3DFMT_R8G8_B8G8, 0, 0, 0, 0, 0, 0, 0, 0, 1, 0, 0},
63 /* IEEE formats */
64 {WINED3DFMT_R32_FLOAT, 32, 0, 0, 0, 0, 0, 0, 0, 4, 0, 0},
65 {WINED3DFMT_R32G32_FLOAT, 32, 32, 0, 0, 0, 32, 0, 0, 8, 0, 0},
66 {WINED3DFMT_R32G32B32_FLOAT, 32, 32, 32, 0, 0, 32, 64, 0, 12, 0, 0},
67 {WINED3DFMT_R32G32B32A32_FLOAT, 32, 32, 32, 32, 0, 32, 64, 96, 16, 0, 0},
68 /* Hmm? */
69 {WINED3DFMT_R8G8_SNORM_Cx, 0, 0, 0, 0, 0, 0, 0, 0, 2, 0, 0},
70 /* Float */
71 {WINED3DFMT_R16_FLOAT, 16, 0, 0, 0, 0, 0, 0, 0, 2, 0, 0},
72 {WINED3DFMT_R16G16_FLOAT, 16, 16, 0, 0, 0, 16, 0, 0, 4, 0, 0},
73 {WINED3DFMT_R16G16_SINT, 16, 16, 0, 0, 0, 16, 0, 0, 4, 0, 0},
74 {WINED3DFMT_R16G16B16A16_FLOAT, 16, 16, 16, 16, 0, 16, 32, 48, 8, 0, 0},
75 {WINED3DFMT_R16G16B16A16_SINT, 16, 16, 16, 16, 0, 16, 32, 48, 8, 0, 0},
76 /* Palettized formats */
77 {WINED3DFMT_P8_UINT_A8_UNORM, 0, 0, 0, 8, 0, 0, 0, 8, 2, 0, 0},
78 {WINED3DFMT_P8_UINT, 0, 0, 0, 0, 0, 0, 0, 0, 1, 0, 0},
79 /* Standard ARGB formats. */
80 {WINED3DFMT_B8G8R8_UNORM, 8, 8, 8, 0, 16, 8, 0, 0, 3, 0, 0},
81 {WINED3DFMT_B8G8R8A8_UNORM, 8, 8, 8, 8, 16, 8, 0, 24, 4, 0, 0},
82 {WINED3DFMT_B8G8R8X8_UNORM, 8, 8, 8, 0, 16, 8, 0, 0, 4, 0, 0},
83 {WINED3DFMT_B5G6R5_UNORM, 5, 6, 5, 0, 11, 5, 0, 0, 2, 0, 0},
84 {WINED3DFMT_B5G5R5X1_UNORM, 5, 5, 5, 0, 10, 5, 0, 0, 2, 0, 0},
85 {WINED3DFMT_B5G5R5A1_UNORM, 5, 5, 5, 1, 10, 5, 0, 15, 2, 0, 0},
86 {WINED3DFMT_B4G4R4A4_UNORM, 4, 4, 4, 4, 8, 4, 0, 12, 2, 0, 0},
87 {WINED3DFMT_B2G3R3_UNORM, 3, 3, 2, 0, 5, 2, 0, 0, 1, 0, 0},
88 {WINED3DFMT_R8_UNORM, 8, 0, 0, 0, 0, 0, 0, 0, 1, 0, 0},
89 {WINED3DFMT_A8_UNORM, 0, 0, 0, 8, 0, 0, 0, 0, 1, 0, 0},
90 {WINED3DFMT_B2G3R3A8_UNORM, 3, 3, 2, 8, 5, 2, 0, 8, 2, 0, 0},
91 {WINED3DFMT_B4G4R4X4_UNORM, 4, 4, 4, 0, 8, 4, 0, 0, 2, 0, 0},
92 {WINED3DFMT_R10G10B10A2_UNORM, 10, 10, 10, 2, 0, 10, 20, 30, 4, 0, 0},
93 {WINED3DFMT_R10G10B10A2_UINT, 10, 10, 10, 2, 0, 10, 20, 30, 4, 0, 0},
94 {WINED3DFMT_R10G10B10A2_SNORM, 10, 10, 10, 2, 0, 10, 20, 30, 4, 0, 0},
95 {WINED3DFMT_R8G8B8A8_UNORM, 8, 8, 8, 8, 0, 8, 16, 24, 4, 0, 0},
96 {WINED3DFMT_R8G8B8A8_UINT, 8, 8, 8, 8, 0, 8, 16, 24, 4, 0, 0},
97 {WINED3DFMT_R8G8B8X8_UNORM, 8, 8, 8, 0, 0, 8, 16, 0, 4, 0, 0},
98 {WINED3DFMT_R16G16_UNORM, 16, 16, 0, 0, 0, 16, 0, 0, 4, 0, 0},
99 {WINED3DFMT_B10G10R10A2_UNORM, 10, 10, 10, 2, 20, 10, 0, 30, 4, 0, 0},
100 {WINED3DFMT_R16G16B16A16_UNORM, 16, 16, 16, 16, 0, 16, 32, 48, 8, 0, 0},
101 /* Luminance */
102 {WINED3DFMT_L8_UNORM, 0, 0, 0, 0, 0, 0, 0, 0, 1, 0, 0},
103 {WINED3DFMT_L8A8_UNORM, 0, 0, 0, 8, 0, 0, 0, 8, 2, 0, 0},
104 {WINED3DFMT_L4A4_UNORM, 0, 0, 0, 4, 0, 0, 0, 4, 1, 0, 0},
105 {WINED3DFMT_L16_UNORM, 0, 0, 0, 0, 0, 0, 0, 0, 2, 0, 0},
106 /* Bump mapping stuff */
107 {WINED3DFMT_R8G8_SNORM, 8, 8, 0, 0, 0, 8, 0, 0, 2, 0, 0},
108 {WINED3DFMT_R5G5_SNORM_L6_UNORM, 5, 5, 0, 0, 0, 5, 0, 0, 2, 0, 0},
109 {WINED3DFMT_R8G8_SNORM_L8X8_UNORM, 8, 8, 0, 0, 0, 8, 0, 0, 4, 0, 0},
110 {WINED3DFMT_R8G8B8A8_SNORM, 8, 8, 8, 8, 0, 8, 16, 24, 4, 0, 0},
111 {WINED3DFMT_R16G16_SNORM, 16, 16, 0, 0, 0, 16, 0, 0, 4, 0, 0},
112 {WINED3DFMT_R10G11B11_SNORM, 10, 11, 11, 0, 0, 10, 21, 0, 4, 0, 0},
113 {WINED3DFMT_R10G10B10_SNORM_A2_UNORM, 10, 10, 10, 2, 0, 10, 20, 30, 4, 0, 0},
114 /* Depth stencil formats */
115 {WINED3DFMT_D16_LOCKABLE, 0, 0, 0, 0, 0, 0, 0, 0, 2, 16, 0},
116 {WINED3DFMT_D32_UNORM, 0, 0, 0, 0, 0, 0, 0, 0, 4, 32, 0},
117 {WINED3DFMT_S1_UINT_D15_UNORM, 0, 0, 0, 0, 0, 0, 0, 0, 2, 15, 1},
118 {WINED3DFMT_D24_UNORM_S8_UINT, 0, 0, 0, 0, 0, 0, 0, 0, 4, 24, 8},
119 {WINED3DFMT_X8D24_UNORM, 0, 0, 0, 0, 0, 0, 0, 0, 4, 24, 0},
120 {WINED3DFMT_S4X4_UINT_D24_UNORM, 0, 0, 0, 0, 0, 0, 0, 0, 4, 24, 4},
121 {WINED3DFMT_D16_UNORM, 0, 0, 0, 0, 0, 0, 0, 0, 2, 16, 0},
122 {WINED3DFMT_D32_FLOAT, 0, 0, 0, 0, 0, 0, 0, 0, 4, 32, 0},
123 {WINED3DFMT_S8_UINT_D24_FLOAT, 0, 0, 0, 0, 0, 0, 0, 0, 4, 24, 8},
124 {WINED3DFMT_VERTEXDATA, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0},
125 {WINED3DFMT_R16_UINT, 16, 0, 0, 0, 0, 0, 0, 0, 2, 0, 0},
126 {WINED3DFMT_R32_UINT, 32, 0, 0, 0, 0, 0, 0, 0, 4, 0, 0},
127 {WINED3DFMT_R32G32_UINT, 32, 32, 0, 0, 0, 32, 0, 0, 8, 0, 0},
128 {WINED3DFMT_R32G32B32_UINT, 32, 32, 32, 0, 0, 32, 64, 0, 12, 0, 0},
129 {WINED3DFMT_R32G32B32A32_UINT, 32, 32, 32, 32, 0, 32, 64, 96, 16, 0, 0},
130 {WINED3DFMT_R16G16B16A16_SNORM, 16, 16, 16, 16, 0, 16, 32, 48, 8, 0, 0},
131 /* Vendor-specific formats */
132 {WINED3DFMT_ATI1N, 0, 0, 0, 0, 0, 0, 0, 0, 1, 0, 0},
133 {WINED3DFMT_ATI2N, 0, 0, 0, 0, 0, 0, 0, 0, 1, 0, 0},
134 {WINED3DFMT_NVDB, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0},
135 {WINED3DFMT_INST, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0},
136 {WINED3DFMT_INTZ, 0, 0, 0, 0, 0, 0, 0, 0, 4, 24, 8},
137 {WINED3DFMT_RESZ, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0},
138 {WINED3DFMT_NVHU, 0, 0, 0, 0, 0, 0, 0, 0, 2, 0, 0},
139 {WINED3DFMT_NVHS, 0, 0, 0, 0, 0, 0, 0, 0, 2, 0, 0},
140 {WINED3DFMT_NULL, 8, 8, 8, 8, 0, 8, 16, 24, 4, 0, 0},
141 /* Unsure about them, could not find a Windows driver that supports them */
142 {WINED3DFMT_R16, 16, 0, 0, 0, 0, 0, 0, 0, 2, 0, 0},
143 {WINED3DFMT_AL16, 0, 0, 0, 16, 0, 0, 0, 16, 4, 0, 0},
144 /* Typeless */
145 {WINED3DFMT_R8_TYPELESS, 8, 0, 0, 0, 0, 0, 0, 0, 1, 0, 0},
146 {WINED3DFMT_R8G8_TYPELESS, 8, 8, 0, 0, 0, 8, 0, 0, 2, 0, 0},
147 {WINED3DFMT_R8G8B8A8_TYPELESS, 8, 8, 8, 8, 0, 8, 16, 24, 4, 0, 0},
148 {WINED3DFMT_R16_TYPELESS, 16, 0, 0, 0, 0, 0, 0, 0, 2, 0, 0},
149 {WINED3DFMT_R16G16_TYPELESS, 16, 16, 0, 0, 0, 16, 0, 0, 4, 0, 0},
150 {WINED3DFMT_R16G16B16A16_TYPELESS, 16, 16, 16, 16, 0, 16, 32, 48, 8, 0, 0},
151 {WINED3DFMT_R32_TYPELESS, 32, 0, 0, 0, 0, 0, 0, 0, 4, 0, 0},
152 {WINED3DFMT_R32G32_TYPELESS, 32, 32, 0, 0, 0, 32, 0, 0, 8, 0, 0},
153 {WINED3DFMT_R32G32B32_TYPELESS, 32, 32, 32, 0, 0, 32, 64, 0, 12, 0, 0},
154 {WINED3DFMT_R32G32B32A32_TYPELESS, 32, 32, 32, 32, 0, 32, 64, 96, 16, 0, 0},
157 struct wined3d_format_base_flags
159 enum wined3d_format_id id;
160 DWORD flags;
163 /* The ATI2N format behaves like an uncompressed format in LockRect(), but
164 * still needs to use the correct block based calculation for e.g. the
165 * resource size. */
166 static const struct wined3d_format_base_flags format_base_flags[] =
168 {WINED3DFMT_P8_UINT, WINED3DFMT_FLAG_GETDC},
169 {WINED3DFMT_B8G8R8_UNORM, WINED3DFMT_FLAG_GETDC},
170 {WINED3DFMT_B8G8R8A8_UNORM, WINED3DFMT_FLAG_GETDC},
171 {WINED3DFMT_B8G8R8X8_UNORM, WINED3DFMT_FLAG_GETDC},
172 {WINED3DFMT_B5G6R5_UNORM, WINED3DFMT_FLAG_GETDC},
173 {WINED3DFMT_B5G5R5X1_UNORM, WINED3DFMT_FLAG_GETDC},
174 {WINED3DFMT_B5G5R5A1_UNORM, WINED3DFMT_FLAG_GETDC},
175 {WINED3DFMT_B4G4R4A4_UNORM, WINED3DFMT_FLAG_GETDC},
176 {WINED3DFMT_B4G4R4X4_UNORM, WINED3DFMT_FLAG_GETDC},
177 {WINED3DFMT_R8G8B8A8_UNORM, WINED3DFMT_FLAG_GETDC},
178 {WINED3DFMT_R8G8B8X8_UNORM, WINED3DFMT_FLAG_GETDC},
179 {WINED3DFMT_ATI1N, WINED3DFMT_FLAG_BROKEN_PITCH},
180 {WINED3DFMT_ATI2N, WINED3DFMT_FLAG_BROKEN_PITCH},
181 {WINED3DFMT_R32_FLOAT, WINED3DFMT_FLAG_FLOAT},
182 {WINED3DFMT_R32G32_FLOAT, WINED3DFMT_FLAG_FLOAT},
183 {WINED3DFMT_R32G32B32_FLOAT, WINED3DFMT_FLAG_FLOAT},
184 {WINED3DFMT_R32G32B32A32_FLOAT, WINED3DFMT_FLAG_FLOAT},
185 {WINED3DFMT_R16_FLOAT, WINED3DFMT_FLAG_FLOAT},
186 {WINED3DFMT_R16G16_FLOAT, WINED3DFMT_FLAG_FLOAT},
187 {WINED3DFMT_R16G16B16A16_FLOAT, WINED3DFMT_FLAG_FLOAT},
188 {WINED3DFMT_D32_FLOAT, WINED3DFMT_FLAG_FLOAT},
189 {WINED3DFMT_S8_UINT_D24_FLOAT, WINED3DFMT_FLAG_FLOAT},
192 struct wined3d_format_block_info
194 enum wined3d_format_id id;
195 UINT block_width;
196 UINT block_height;
197 UINT block_byte_count;
198 BOOL verify;
201 static const struct wined3d_format_block_info format_block_info[] =
203 {WINED3DFMT_DXT1, 4, 4, 8, TRUE},
204 {WINED3DFMT_DXT2, 4, 4, 16, TRUE},
205 {WINED3DFMT_DXT3, 4, 4, 16, TRUE},
206 {WINED3DFMT_DXT4, 4, 4, 16, TRUE},
207 {WINED3DFMT_DXT5, 4, 4, 16, TRUE},
208 {WINED3DFMT_ATI1N, 4, 4, 8, FALSE},
209 {WINED3DFMT_ATI2N, 4, 4, 16, FALSE},
210 {WINED3DFMT_YUY2, 2, 1, 4, FALSE},
211 {WINED3DFMT_UYVY, 2, 1, 4, FALSE},
214 struct wined3d_format_vertex_info
216 enum wined3d_format_id id;
217 enum wined3d_ffp_emit_idx emit_idx;
218 GLint component_count;
219 GLenum gl_vtx_type;
220 GLint gl_vtx_format;
221 GLboolean gl_normalized;
222 unsigned int component_size;
225 static const struct wined3d_format_vertex_info format_vertex_info[] =
227 {WINED3DFMT_R32_FLOAT, WINED3D_FFP_EMIT_FLOAT1, 1, GL_FLOAT, 1, GL_FALSE, sizeof(float)},
228 {WINED3DFMT_R32G32_FLOAT, WINED3D_FFP_EMIT_FLOAT2, 2, GL_FLOAT, 2, GL_FALSE, sizeof(float)},
229 {WINED3DFMT_R32G32B32_FLOAT, WINED3D_FFP_EMIT_FLOAT3, 3, GL_FLOAT, 3, GL_FALSE, sizeof(float)},
230 {WINED3DFMT_R32G32B32A32_FLOAT, WINED3D_FFP_EMIT_FLOAT4, 4, GL_FLOAT, 4, GL_FALSE, sizeof(float)},
231 {WINED3DFMT_B8G8R8A8_UNORM, WINED3D_FFP_EMIT_D3DCOLOR, 4, GL_UNSIGNED_BYTE, 4, GL_TRUE, sizeof(BYTE)},
232 {WINED3DFMT_R8G8B8A8_UINT, WINED3D_FFP_EMIT_UBYTE4, 4, GL_UNSIGNED_BYTE, 4, GL_FALSE, sizeof(BYTE)},
233 {WINED3DFMT_R16G16_SINT, WINED3D_FFP_EMIT_SHORT2, 2, GL_SHORT, 2, GL_FALSE, sizeof(short int)},
234 {WINED3DFMT_R16G16B16A16_SINT, WINED3D_FFP_EMIT_SHORT4, 4, GL_SHORT, 4, GL_FALSE, sizeof(short int)},
235 {WINED3DFMT_R8G8B8A8_UNORM, WINED3D_FFP_EMIT_UBYTE4N, 4, GL_UNSIGNED_BYTE, 4, GL_TRUE, sizeof(BYTE)},
236 {WINED3DFMT_R16G16_SNORM, WINED3D_FFP_EMIT_SHORT2N, 2, GL_SHORT, 2, GL_TRUE, sizeof(short int)},
237 {WINED3DFMT_R16G16B16A16_SNORM, WINED3D_FFP_EMIT_SHORT4N, 4, GL_SHORT, 4, GL_TRUE, sizeof(short int)},
238 {WINED3DFMT_R16G16_UNORM, WINED3D_FFP_EMIT_USHORT2N, 2, GL_UNSIGNED_SHORT, 2, GL_TRUE, sizeof(short int)},
239 {WINED3DFMT_R16G16B16A16_UNORM, WINED3D_FFP_EMIT_USHORT4N, 4, GL_UNSIGNED_SHORT, 4, GL_TRUE, sizeof(short int)},
240 {WINED3DFMT_R10G10B10A2_UINT, WINED3D_FFP_EMIT_UDEC3, 3, GL_UNSIGNED_SHORT, 3, GL_FALSE, sizeof(short int)},
241 {WINED3DFMT_R10G10B10A2_SNORM, WINED3D_FFP_EMIT_DEC3N, 3, GL_SHORT, 3, GL_TRUE, sizeof(short int)},
242 {WINED3DFMT_R16G16_FLOAT, WINED3D_FFP_EMIT_FLOAT16_2, 2, GL_FLOAT, 2, GL_FALSE, sizeof(GLhalfNV)},
243 {WINED3DFMT_R16G16B16A16_FLOAT, WINED3D_FFP_EMIT_FLOAT16_4, 4, GL_FLOAT, 4, GL_FALSE, sizeof(GLhalfNV)},
244 {WINED3DFMT_R32_UINT, WINED3D_FFP_EMIT_INVALID, 1, GL_UNSIGNED_INT, 1, GL_FALSE, sizeof(UINT)},
245 {WINED3DFMT_R32G32_UINT, WINED3D_FFP_EMIT_INVALID, 2, GL_UNSIGNED_INT, 2, GL_FALSE, sizeof(UINT)},
246 {WINED3DFMT_R32G32B32_UINT, WINED3D_FFP_EMIT_INVALID, 3, GL_UNSIGNED_INT, 3, GL_FALSE, sizeof(UINT)},
247 {WINED3DFMT_R32G32B32A32_UINT, WINED3D_FFP_EMIT_INVALID, 4, GL_UNSIGNED_INT, 4, GL_FALSE, sizeof(UINT)},
250 struct wined3d_format_texture_info
252 enum wined3d_format_id id;
253 GLint gl_internal;
254 GLint gl_srgb_internal;
255 GLint gl_rt_internal;
256 GLint gl_format;
257 GLint gl_type;
258 unsigned int conv_byte_count;
259 unsigned int flags;
260 enum wined3d_gl_extension extension;
261 void (*convert)(const BYTE *src, BYTE *dst, UINT src_row_pitch, UINT src_slice_pitch,
262 UINT dst_row_pitch, UINT dst_slice_pitch, UINT width, UINT height, UINT depth);
265 static void convert_l4a4_unorm(const BYTE *src, BYTE *dst, UINT src_row_pitch, UINT src_slice_pitch,
266 UINT dst_row_pitch, UINT dst_slice_pitch, UINT width, UINT height, UINT depth)
268 /* WINED3DFMT_L4A4_UNORM exists as an internal gl format, but for some reason there is not
269 * format+type combination to load it. Thus convert it to A8L8, then load it
270 * with A4L4 internal, but A8L8 format+type
272 unsigned int x, y, z;
273 const unsigned char *Source;
274 unsigned char *Dest;
276 for (z = 0; z < depth; z++)
278 for (y = 0; y < height; y++)
280 Source = src + z * src_slice_pitch + y * src_row_pitch;
281 Dest = dst + z * dst_slice_pitch + y * dst_row_pitch;
282 for (x = 0; x < width; x++ )
284 unsigned char color = (*Source++);
285 /* A */ Dest[1] = (color & 0xf0) << 0;
286 /* L */ Dest[0] = (color & 0x0f) << 4;
287 Dest += 2;
293 static void convert_r5g5_snorm_l6_unorm(const BYTE *src, BYTE *dst, UINT src_row_pitch, UINT src_slice_pitch,
294 UINT dst_row_pitch, UINT dst_slice_pitch, UINT width, UINT height, UINT depth)
296 unsigned int x, y, z;
297 unsigned char r_in, g_in, l_in;
298 const unsigned short *texel_in;
299 unsigned short *texel_out;
301 /* Emulating signed 5 bit values with unsigned 5 bit values has some precision problems by design:
302 * E.g. the signed input value 0 becomes 16. GL normalizes it to 16 / 31 = 0.516. We convert it
303 * back to a signed value by subtracting 0.5 and multiplying by 2.0. The resulting value is
304 * ((16 / 31) - 0.5) * 2.0 = 0.032, which is quite different from the intended result 0.000. */
305 for (z = 0; z < depth; z++)
307 for (y = 0; y < height; y++)
309 texel_out = (unsigned short *) (dst + z * dst_slice_pitch + y * dst_row_pitch);
310 texel_in = (const unsigned short *)(src + z * src_slice_pitch + y * src_row_pitch);
311 for (x = 0; x < width; x++ )
313 l_in = (*texel_in & 0xfc00) >> 10;
314 g_in = (*texel_in & 0x03e0) >> 5;
315 r_in = *texel_in & 0x001f;
317 *texel_out = ((r_in + 16) << 11) | (l_in << 5) | (g_in + 16);
318 texel_out++;
319 texel_in++;
325 static void convert_r5g5_snorm_l6_unorm_ext(const BYTE *src, BYTE *dst, UINT src_row_pitch, UINT src_slice_pitch,
326 UINT dst_row_pitch, UINT dst_slice_pitch, UINT width, UINT height, UINT depth)
328 unsigned int x, y, z;
329 unsigned char *texel_out, r_out, g_out, r_in, g_in, l_in;
330 const unsigned short *texel_in;
332 for (z = 0; z < depth; z++)
334 for (y = 0; y < height; y++)
336 texel_in = (const unsigned short *)(src + z * src_slice_pitch + y * src_row_pitch);
337 texel_out = dst + z * dst_slice_pitch + y * dst_row_pitch;
338 for (x = 0; x < width; x++ )
340 l_in = (*texel_in & 0xfc00) >> 10;
341 g_in = (*texel_in & 0x03e0) >> 5;
342 r_in = *texel_in & 0x001f;
344 r_out = r_in << 3;
345 if (!(r_in & 0x10)) /* r > 0 */
346 r_out |= r_in >> 1;
348 g_out = g_in << 3;
349 if (!(g_in & 0x10)) /* g > 0 */
350 g_out |= g_in >> 1;
352 texel_out[0] = r_out;
353 texel_out[1] = g_out;
354 texel_out[2] = l_in << 1 | l_in >> 5;
355 texel_out[3] = 0;
357 texel_out += 4;
358 texel_in++;
364 static void convert_r5g5_snorm_l6_unorm_nv(const BYTE *src, BYTE *dst, UINT src_row_pitch, UINT src_slice_pitch,
365 UINT dst_row_pitch, UINT dst_slice_pitch, UINT width, UINT height, UINT depth)
367 unsigned int x, y, z;
368 unsigned char *texel_out, ds_out, dt_out, r_in, g_in, l_in;
369 const unsigned short *texel_in;
371 /* This makes the gl surface bigger(24 bit instead of 16), but it works with
372 * fixed function and shaders without further conversion once the surface is
373 * loaded.
375 * The difference between this function and convert_r5g5_snorm_l6_unorm_ext
376 * is that convert_r5g5_snorm_l6_unorm_ext creates a 32 bit XRGB texture and
377 * this function creates a 24 bit DSDT_MAG texture. Trying to load a DSDT_MAG
378 * internal with a 32 bit DSDT_MAG_INTENSITY or DSDT_MAG_VIB format fails. */
379 for (z = 0; z < depth; z++)
381 for (y = 0; y < height; y++)
383 texel_in = (const unsigned short *)(src + z * src_slice_pitch + y * src_row_pitch);
384 texel_out = dst + z * dst_slice_pitch + y * dst_row_pitch;
385 for (x = 0; x < width; x++ )
387 l_in = (*texel_in & 0xfc00) >> 10;
388 g_in = (*texel_in & 0x03e0) >> 5;
389 r_in = *texel_in & 0x001f;
391 ds_out = r_in << 3;
392 if (!(r_in & 0x10)) /* r > 0 */
393 ds_out |= r_in >> 1;
395 dt_out = g_in << 3;
396 if (!(g_in & 0x10)) /* g > 0 */
397 dt_out |= g_in >> 1;
399 texel_out[0] = ds_out;
400 texel_out[1] = dt_out;
401 texel_out[2] = l_in << 1 | l_in >> 5;
403 texel_out += 3;
404 texel_in++;
410 static void convert_r8g8_snorm(const BYTE *src, BYTE *dst, UINT src_row_pitch, UINT src_slice_pitch,
411 UINT dst_row_pitch, UINT dst_slice_pitch, UINT width, UINT height, UINT depth)
413 unsigned int x, y, z;
414 const short *Source;
415 unsigned char *Dest;
417 for (z = 0; z < depth; z++)
419 for (y = 0; y < height; y++)
421 Source = (const short *)(src + z * src_slice_pitch + y * src_row_pitch);
422 Dest = dst + z * dst_slice_pitch + y * dst_row_pitch;
423 for (x = 0; x < width; x++ )
425 const short color = (*Source++);
426 /* B */ Dest[0] = 0xff;
427 /* G */ Dest[1] = (color >> 8) + 128; /* V */
428 /* R */ Dest[2] = (color & 0xff) + 128; /* U */
429 Dest += 3;
435 static void convert_r8g8_snorm_l8x8_unorm(const BYTE *src, BYTE *dst, UINT src_row_pitch, UINT src_slice_pitch,
436 UINT dst_row_pitch, UINT dst_slice_pitch, UINT width, UINT height, UINT depth)
438 unsigned int x, y, z;
439 const DWORD *Source;
440 unsigned char *Dest;
442 /* Doesn't work correctly with the fixed function pipeline, but can work in
443 * shaders if the shader is adjusted. (There's no use for this format in gl's
444 * standard fixed function pipeline anyway).
446 for (z = 0; z < depth; z++)
448 for (y = 0; y < height; y++)
450 Source = (const DWORD *)(src + z * src_slice_pitch + y * src_row_pitch);
451 Dest = dst + z * dst_slice_pitch + y * dst_row_pitch;
452 for (x = 0; x < width; x++ )
454 LONG color = (*Source++);
455 /* B */ Dest[0] = ((color >> 16) & 0xff); /* L */
456 /* G */ Dest[1] = ((color >> 8 ) & 0xff) + 128; /* V */
457 /* R */ Dest[2] = (color & 0xff) + 128; /* U */
458 Dest += 4;
464 static void convert_r8g8_snorm_l8x8_unorm_nv(const BYTE *src, BYTE *dst, UINT src_row_pitch, UINT src_slice_pitch,
465 UINT dst_row_pitch, UINT dst_slice_pitch, UINT width, UINT height, UINT depth)
467 unsigned int x, y, z;
468 const DWORD *Source;
469 unsigned char *Dest;
471 /* This implementation works with the fixed function pipeline and shaders
472 * without further modification after converting the surface.
474 for (z = 0; z < depth; z++)
476 for (y = 0; y < height; y++)
478 Source = (const DWORD *)(src + z * src_slice_pitch + y * src_row_pitch);
479 Dest = dst + z * dst_slice_pitch + y * dst_row_pitch;
480 for (x = 0; x < width; x++ )
482 LONG color = (*Source++);
483 /* L */ Dest[2] = ((color >> 16) & 0xff); /* L */
484 /* V */ Dest[1] = ((color >> 8 ) & 0xff); /* V */
485 /* U */ Dest[0] = (color & 0xff); /* U */
486 /* I */ Dest[3] = 255; /* X */
487 Dest += 4;
493 static void convert_r8g8b8a8_snorm(const BYTE *src, BYTE *dst, UINT src_row_pitch, UINT src_slice_pitch,
494 UINT dst_row_pitch, UINT dst_slice_pitch, UINT width, UINT height, UINT depth)
496 unsigned int x, y, z;
497 const DWORD *Source;
498 unsigned char *Dest;
500 for (z = 0; z < depth; z++)
502 for (y = 0; y < height; y++)
504 Source = (const DWORD *)(src + z * src_slice_pitch + y * src_row_pitch);
505 Dest = dst + z * dst_slice_pitch + y * dst_row_pitch;
506 for (x = 0; x < width; x++ )
508 LONG color = (*Source++);
509 /* B */ Dest[0] = ((color >> 16) & 0xff) + 128; /* W */
510 /* G */ Dest[1] = ((color >> 8 ) & 0xff) + 128; /* V */
511 /* R */ Dest[2] = (color & 0xff) + 128; /* U */
512 /* A */ Dest[3] = ((color >> 24) & 0xff) + 128; /* Q */
513 Dest += 4;
519 static void convert_r16g16_snorm(const BYTE *src, BYTE *dst, UINT src_row_pitch, UINT src_slice_pitch,
520 UINT dst_row_pitch, UINT dst_slice_pitch, UINT width, UINT height, UINT depth)
522 unsigned int x, y, z;
523 const DWORD *Source;
524 unsigned short *Dest;
526 for (z = 0; z < depth; z++)
528 for (y = 0; y < height; y++)
530 Source = (const DWORD *)(src + z * src_slice_pitch + y * src_row_pitch);
531 Dest = (unsigned short *) (dst + z * dst_slice_pitch + y * dst_row_pitch);
532 for (x = 0; x < width; x++ )
534 const DWORD color = (*Source++);
535 /* B */ Dest[0] = 0xffff;
536 /* G */ Dest[1] = (color >> 16) + 32768; /* V */
537 /* R */ Dest[2] = (color & 0xffff) + 32768; /* U */
538 Dest += 3;
544 static void convert_r16g16(const BYTE *src, BYTE *dst, UINT src_row_pitch, UINT src_slice_pitch,
545 UINT dst_row_pitch, UINT dst_slice_pitch, UINT width, UINT height, UINT depth)
547 unsigned int x, y, z;
548 const WORD *Source;
549 WORD *Dest;
551 for (z = 0; z < depth; z++)
553 for (y = 0; y < height; y++)
555 Source = (const WORD *)(src + z * src_slice_pitch + y * src_row_pitch);
556 Dest = (WORD *) (dst + z * dst_slice_pitch + y * dst_row_pitch);
557 for (x = 0; x < width; x++ )
559 WORD green = (*Source++);
560 WORD red = (*Source++);
561 Dest[0] = green;
562 Dest[1] = red;
563 /* Strictly speaking not correct for R16G16F, but it doesn't matter because the
564 * shader overwrites it anyway */
565 Dest[2] = 0xffff;
566 Dest += 3;
572 static void convert_r32g32_float(const BYTE *src, BYTE *dst, UINT src_row_pitch, UINT src_slice_pitch,
573 UINT dst_row_pitch, UINT dst_slice_pitch, UINT width, UINT height, UINT depth)
575 unsigned int x, y, z;
576 const float *Source;
577 float *Dest;
579 for (z = 0; z < depth; z++)
581 for (y = 0; y < height; y++)
583 Source = (const float *)(src + z * src_slice_pitch + y * src_row_pitch);
584 Dest = (float *) (dst + z * dst_slice_pitch + y * dst_row_pitch);
585 for (x = 0; x < width; x++ )
587 float green = (*Source++);
588 float red = (*Source++);
589 Dest[0] = green;
590 Dest[1] = red;
591 Dest[2] = 1.0f;
592 Dest += 3;
598 static void convert_s1_uint_d15_unorm(const BYTE *src, BYTE *dst, UINT src_row_pitch, UINT src_slice_pitch,
599 UINT dst_row_pitch, UINT dst_slice_pitch, UINT width, UINT height, UINT depth)
601 unsigned int x, y, z;
603 for (z = 0; z < depth; z++)
605 for (y = 0; y < height; ++y)
607 const WORD *source = (const WORD *)(src + z * src_slice_pitch + y * src_row_pitch);
608 DWORD *dest = (DWORD *)(dst + z * dst_slice_pitch + y * dst_row_pitch);
610 for (x = 0; x < width; ++x)
612 /* The depth data is normalized, so needs to be scaled,
613 * the stencil data isn't. Scale depth data by
614 * (2^24-1)/(2^15-1) ~~ (2^9 + 2^-6). */
615 WORD d15 = source[x] >> 1;
616 DWORD d24 = (d15 << 9) + (d15 >> 6);
617 dest[x] = (d24 << 8) | (source[x] & 0x1);
623 static void convert_s4x4_uint_d24_unorm(const BYTE *src, BYTE *dst, UINT src_row_pitch, UINT src_slice_pitch,
624 UINT dst_row_pitch, UINT dst_slice_pitch, UINT width, UINT height, UINT depth)
626 unsigned int x, y, z;
628 for (z = 0; z < depth; z++)
630 for (y = 0; y < height; ++y)
632 const DWORD *source = (const DWORD *)(src + z * src_slice_pitch + y * src_row_pitch);
633 DWORD *dest = (DWORD *)(dst + z * dst_slice_pitch + y * dst_row_pitch);
635 for (x = 0; x < width; ++x)
637 /* Just need to clear out the X4 part. */
638 dest[x] = source[x] & ~0xf0;
644 static void convert_s8_uint_d24_float(const BYTE *src, BYTE *dst, UINT src_row_pitch, UINT src_slice_pitch,
645 UINT dst_row_pitch, UINT dst_slice_pitch, UINT width, UINT height, UINT depth)
647 unsigned int x, y, z;
649 for (z = 0; z < depth; z++)
651 for (y = 0; y < height; ++y)
653 const DWORD *source = (const DWORD *)(src + z * src_slice_pitch + y * src_row_pitch);
654 float *dest_f = (float *)(dst + z * dst_slice_pitch + y * dst_row_pitch);
655 DWORD *dest_s = (DWORD *)dest_f;
657 for (x = 0; x < width; ++x)
659 dest_f[x * 2] = float_24_to_32((source[x] & 0xffffff00) >> 8);
660 dest_s[x * 2 + 1] = source[x] & 0xff;
666 static BOOL color_in_range(const struct wined3d_color_key *color_key, DWORD color)
668 /* FIXME: Is this really how color keys are supposed to work? I think it
669 * makes more sense to compare the individual channels. */
670 return color >= color_key->color_space_low_value
671 && color <= color_key->color_space_high_value;
674 static void convert_p8_uint_b8g8r8a8_unorm(const BYTE *src, unsigned int src_pitch,
675 BYTE *dst, unsigned int dst_pitch, unsigned int width, unsigned int height,
676 const struct wined3d_palette *palette, const struct wined3d_color_key *color_key)
678 const BYTE *src_row;
679 unsigned int x, y;
680 DWORD *dst_row;
682 if (!palette)
684 /* FIXME: This should probably use the system palette. */
685 FIXME("P8 surface loaded without a palette.\n");
687 for (y = 0; y < height; ++y)
689 memset(&dst[dst_pitch * y], 0, width * 4);
692 return;
695 for (y = 0; y < height; ++y)
697 src_row = &src[src_pitch * y];
698 dst_row = (DWORD *)&dst[dst_pitch * y];
699 for (x = 0; x < width; ++x)
701 BYTE src_color = src_row[x];
702 dst_row[x] = 0xff000000
703 | (palette->colors[src_color].rgbRed << 16)
704 | (palette->colors[src_color].rgbGreen << 8)
705 | palette->colors[src_color].rgbBlue;
710 static void convert_b5g6r5_unorm_b5g5r5a1_unorm_color_key(const BYTE *src, unsigned int src_pitch,
711 BYTE *dst, unsigned int dst_pitch, unsigned int width, unsigned int height,
712 const struct wined3d_palette *palette, const struct wined3d_color_key *color_key)
714 const WORD *src_row;
715 unsigned int x, y;
716 WORD *dst_row;
718 for (y = 0; y < height; ++y)
720 src_row = (WORD *)&src[src_pitch * y];
721 dst_row = (WORD *)&dst[dst_pitch * y];
722 for (x = 0; x < width; ++x)
724 WORD src_color = src_row[x];
725 if (!color_in_range(color_key, src_color))
726 dst_row[x] = 0x8000 | ((src_color & 0xffc0) >> 1) | (src_color & 0x1f);
727 else
728 dst_row[x] = ((src_color & 0xffc0) >> 1) | (src_color & 0x1f);
733 static void convert_b5g5r5x1_unorm_b5g5r5a1_unorm_color_key(const BYTE *src, unsigned int src_pitch,
734 BYTE *dst, unsigned int dst_pitch, unsigned int width, unsigned int height,
735 const struct wined3d_palette *palette, const struct wined3d_color_key *color_key)
737 const WORD *src_row;
738 unsigned int x, y;
739 WORD *dst_row;
741 for (y = 0; y < height; ++y)
743 src_row = (WORD *)&src[src_pitch * y];
744 dst_row = (WORD *)&dst[dst_pitch * y];
745 for (x = 0; x < width; ++x)
747 WORD src_color = src_row[x];
748 if (color_in_range(color_key, src_color))
749 dst_row[x] = src_color & ~0x8000;
750 else
751 dst_row[x] = src_color | 0x8000;
756 static void convert_b8g8r8_unorm_b8g8r8a8_unorm_color_key(const BYTE *src, unsigned int src_pitch,
757 BYTE *dst, unsigned int dst_pitch, unsigned int width, unsigned int height,
758 const struct wined3d_palette *palette, const struct wined3d_color_key *color_key)
760 const BYTE *src_row;
761 unsigned int x, y;
762 DWORD *dst_row;
764 for (y = 0; y < height; ++y)
766 src_row = &src[src_pitch * y];
767 dst_row = (DWORD *)&dst[dst_pitch * y];
768 for (x = 0; x < width; ++x)
770 DWORD src_color = (src_row[x * 3 + 2] << 16) | (src_row[x * 3 + 1] << 8) | src_row[x * 3];
771 if (!color_in_range(color_key, src_color))
772 dst_row[x] = src_color | 0xff000000;
777 static void convert_b8g8r8x8_unorm_b8g8r8a8_unorm_color_key(const BYTE *src, unsigned int src_pitch,
778 BYTE *dst, unsigned int dst_pitch, unsigned int width, unsigned int height,
779 const struct wined3d_palette *palette, const struct wined3d_color_key *color_key)
781 const DWORD *src_row;
782 unsigned int x, y;
783 DWORD *dst_row;
785 for (y = 0; y < height; ++y)
787 src_row = (DWORD *)&src[src_pitch * y];
788 dst_row = (DWORD *)&dst[dst_pitch * y];
789 for (x = 0; x < width; ++x)
791 DWORD src_color = src_row[x];
792 if (color_in_range(color_key, src_color))
793 dst_row[x] = src_color & ~0xff000000;
794 else
795 dst_row[x] = src_color | 0xff000000;
800 static void convert_b8g8r8a8_unorm_b8g8r8a8_unorm_color_key(const BYTE *src, unsigned int src_pitch,
801 BYTE *dst, unsigned int dst_pitch, unsigned int width, unsigned int height,
802 const struct wined3d_palette *palette, const struct wined3d_color_key *color_key)
804 const DWORD *src_row;
805 unsigned int x, y;
806 DWORD *dst_row;
808 for (y = 0; y < height; ++y)
810 src_row = (DWORD *)&src[src_pitch * y];
811 dst_row = (DWORD *)&dst[dst_pitch * y];
812 for (x = 0; x < width; ++x)
814 DWORD src_color = src_row[x];
815 if (color_in_range(color_key, src_color))
816 src_color &= ~0xff000000;
817 dst_row[x] = src_color;
822 const struct wined3d_color_key_conversion * wined3d_format_get_color_key_conversion(
823 const struct wined3d_texture *texture, BOOL need_alpha_ck)
825 const struct wined3d_format *format = texture->resource.format;
826 unsigned int i;
828 static const struct
830 enum wined3d_format_id src_format;
831 struct wined3d_color_key_conversion conversion;
833 color_key_info[] =
835 {WINED3DFMT_B5G6R5_UNORM, {WINED3DFMT_B5G5R5A1_UNORM, convert_b5g6r5_unorm_b5g5r5a1_unorm_color_key }},
836 {WINED3DFMT_B5G5R5X1_UNORM, {WINED3DFMT_B5G5R5A1_UNORM, convert_b5g5r5x1_unorm_b5g5r5a1_unorm_color_key }},
837 {WINED3DFMT_B8G8R8_UNORM, {WINED3DFMT_B8G8R8A8_UNORM, convert_b8g8r8_unorm_b8g8r8a8_unorm_color_key }},
838 {WINED3DFMT_B8G8R8X8_UNORM, {WINED3DFMT_B8G8R8A8_UNORM, convert_b8g8r8x8_unorm_b8g8r8a8_unorm_color_key }},
839 {WINED3DFMT_B8G8R8A8_UNORM, {WINED3DFMT_B8G8R8A8_UNORM, convert_b8g8r8a8_unorm_b8g8r8a8_unorm_color_key }},
841 static const struct wined3d_color_key_conversion convert_p8 =
843 WINED3DFMT_B8G8R8A8_UNORM, convert_p8_uint_b8g8r8a8_unorm
846 if (need_alpha_ck && (texture->async.flags & WINED3D_TEXTURE_ASYNC_COLOR_KEY))
848 for (i = 0; i < sizeof(color_key_info) / sizeof(*color_key_info); ++i)
850 if (color_key_info[i].src_format == format->id)
851 return &color_key_info[i].conversion;
854 FIXME("Color-keying not supported with format %s.\n", debug_d3dformat(format->id));
857 /* FIXME: This should check if the blitter backend can do P8 conversion,
858 * instead of checking for ARB_fragment_program. */
859 if (format->id == WINED3DFMT_P8_UINT
860 && !(texture->resource.device->adapter->gl_info.supported[ARB_FRAGMENT_PROGRAM]
861 && texture->swapchain && texture == texture->swapchain->front_buffer))
862 return &convert_p8;
864 return NULL;
867 /* The following formats explicitly don't have WINED3DFMT_FLAG_TEXTURE set:
869 * These are never supported on native.
870 * WINED3DFMT_B8G8R8_UNORM
871 * WINED3DFMT_B2G3R3_UNORM
872 * WINED3DFMT_L4A4_UNORM
873 * WINED3DFMT_S1_UINT_D15_UNORM
874 * WINED3DFMT_S4X4_UINT_D24_UNORM
876 * Only some Geforce/Voodoo3/G400 cards offer 8-bit textures in case of ddraw.
877 * Since it is not widely available, don't offer it. Further no Windows driver
878 * offers WINED3DFMT_P8_UINT_A8_NORM, so don't offer it either.
879 * WINED3DFMT_P8_UINT
880 * WINED3DFMT_P8_UINT_A8_UNORM
882 * These formats seem to be similar to the HILO formats in
883 * GL_NV_texture_shader. NVHU is said to be GL_UNSIGNED_HILO16,
884 * NVHS GL_SIGNED_HILO16. Rumours say that D3D computes a 3rd channel
885 * similarly to D3DFMT_CxV8U8 (So NVHS could be called D3DFMT_CxV16U16). ATI
886 * refused to support formats which can easily be emulated with pixel shaders,
887 * so applications have to deal with not having NVHS and NVHU.
888 * WINED3DFMT_NVHU
889 * WINED3DFMT_NVHS */
890 static const struct wined3d_format_texture_info format_texture_info[] =
892 /* format id gl_internal gl_srgb_internal gl_rt_internal
893 gl_format gl_type conv_byte_count
894 flags
895 extension convert */
896 /* FourCC formats */
897 /* GL_APPLE_ycbcr_422 claims that its '2YUV' format, which is supported via the UNSIGNED_SHORT_8_8_REV_APPLE type
898 * is equivalent to 'UYVY' format on Windows, and the 'YUVS' via UNSIGNED_SHORT_8_8_APPLE equates to 'YUY2'. The
899 * d3d9 test however shows that the opposite is true. Since the extension is from 2002, it predates the x86 based
900 * Macs, so probably the endianness differs. This could be tested as soon as we have a Windows and MacOS on a big
901 * endian machine
903 {WINED3DFMT_UYVY, GL_LUMINANCE_ALPHA, GL_LUMINANCE_ALPHA, 0,
904 GL_LUMINANCE_ALPHA, GL_UNSIGNED_BYTE, 0,
905 WINED3DFMT_FLAG_FILTERING,
906 WINED3D_GL_EXT_NONE, NULL},
907 {WINED3DFMT_UYVY, GL_RGB, GL_RGB, 0,
908 GL_YCBCR_422_APPLE, GL_UNSIGNED_SHORT_8_8_APPLE, 0,
909 WINED3DFMT_FLAG_TEXTURE | WINED3DFMT_FLAG_FILTERING,
910 APPLE_YCBCR_422, NULL},
911 {WINED3DFMT_YUY2, GL_LUMINANCE_ALPHA, GL_LUMINANCE_ALPHA, 0,
912 GL_LUMINANCE_ALPHA, GL_UNSIGNED_BYTE, 0,
913 WINED3DFMT_FLAG_FILTERING,
914 WINED3D_GL_EXT_NONE, NULL},
915 {WINED3DFMT_YUY2, GL_RGB, GL_RGB, 0,
916 GL_YCBCR_422_APPLE, GL_UNSIGNED_SHORT_8_8_REV_APPLE, 0,
917 WINED3DFMT_FLAG_TEXTURE | WINED3DFMT_FLAG_FILTERING,
918 APPLE_YCBCR_422, NULL},
919 {WINED3DFMT_YV12, GL_ALPHA, GL_ALPHA, 0,
920 GL_ALPHA, GL_UNSIGNED_BYTE, 0,
921 WINED3DFMT_FLAG_FILTERING,
922 WINED3D_GL_EXT_NONE, NULL},
923 {WINED3DFMT_NV12, GL_ALPHA, GL_ALPHA, 0,
924 GL_ALPHA, GL_UNSIGNED_BYTE, 0,
925 WINED3DFMT_FLAG_FILTERING,
926 WINED3D_GL_EXT_NONE, NULL},
927 {WINED3DFMT_DXT1, GL_COMPRESSED_RGBA_S3TC_DXT1_EXT, GL_COMPRESSED_SRGB_ALPHA_S3TC_DXT1_EXT, 0,
928 GL_RGBA, GL_UNSIGNED_BYTE, 0,
929 WINED3DFMT_FLAG_TEXTURE | WINED3DFMT_FLAG_POSTPIXELSHADER_BLENDING | WINED3DFMT_FLAG_FILTERING
930 | WINED3DFMT_FLAG_SRGB_READ | WINED3DFMT_FLAG_COMPRESSED,
931 EXT_TEXTURE_COMPRESSION_S3TC, NULL},
932 {WINED3DFMT_DXT2, GL_COMPRESSED_RGBA_S3TC_DXT3_EXT, GL_COMPRESSED_SRGB_ALPHA_S3TC_DXT3_EXT, 0,
933 GL_RGBA, GL_UNSIGNED_BYTE, 0,
934 WINED3DFMT_FLAG_TEXTURE | WINED3DFMT_FLAG_POSTPIXELSHADER_BLENDING | WINED3DFMT_FLAG_FILTERING
935 | WINED3DFMT_FLAG_SRGB_READ | WINED3DFMT_FLAG_COMPRESSED,
936 EXT_TEXTURE_COMPRESSION_S3TC, NULL},
937 {WINED3DFMT_DXT3, GL_COMPRESSED_RGBA_S3TC_DXT3_EXT, GL_COMPRESSED_SRGB_ALPHA_S3TC_DXT3_EXT, 0,
938 GL_RGBA, GL_UNSIGNED_BYTE, 0,
939 WINED3DFMT_FLAG_TEXTURE | WINED3DFMT_FLAG_POSTPIXELSHADER_BLENDING | WINED3DFMT_FLAG_FILTERING
940 | WINED3DFMT_FLAG_SRGB_READ | WINED3DFMT_FLAG_COMPRESSED,
941 EXT_TEXTURE_COMPRESSION_S3TC, NULL},
942 {WINED3DFMT_DXT4, GL_COMPRESSED_RGBA_S3TC_DXT5_EXT, GL_COMPRESSED_SRGB_ALPHA_S3TC_DXT5_EXT, 0,
943 GL_RGBA, GL_UNSIGNED_BYTE, 0,
944 WINED3DFMT_FLAG_TEXTURE | WINED3DFMT_FLAG_POSTPIXELSHADER_BLENDING | WINED3DFMT_FLAG_FILTERING
945 | WINED3DFMT_FLAG_SRGB_READ | WINED3DFMT_FLAG_COMPRESSED,
946 EXT_TEXTURE_COMPRESSION_S3TC, NULL},
947 {WINED3DFMT_DXT5, GL_COMPRESSED_RGBA_S3TC_DXT5_EXT, GL_COMPRESSED_SRGB_ALPHA_S3TC_DXT5_EXT, 0,
948 GL_RGBA, GL_UNSIGNED_BYTE, 0,
949 WINED3DFMT_FLAG_TEXTURE | WINED3DFMT_FLAG_POSTPIXELSHADER_BLENDING | WINED3DFMT_FLAG_FILTERING
950 | WINED3DFMT_FLAG_SRGB_READ | WINED3DFMT_FLAG_COMPRESSED,
951 EXT_TEXTURE_COMPRESSION_S3TC, NULL},
952 /* IEEE formats */
953 {WINED3DFMT_R32_FLOAT, GL_RGB32F_ARB, GL_RGB32F_ARB, 0,
954 GL_RED, GL_FLOAT, 0,
955 WINED3DFMT_FLAG_TEXTURE | WINED3DFMT_FLAG_RENDERTARGET | WINED3DFMT_FLAG_VTF,
956 ARB_TEXTURE_FLOAT, NULL},
957 {WINED3DFMT_R32_FLOAT, GL_R32F, GL_R32F, 0,
958 GL_RED, GL_FLOAT, 0,
959 WINED3DFMT_FLAG_TEXTURE | WINED3DFMT_FLAG_RENDERTARGET | WINED3DFMT_FLAG_VTF,
960 ARB_TEXTURE_RG, NULL},
961 {WINED3DFMT_R32G32_FLOAT, GL_RGB32F_ARB, GL_RGB32F_ARB, 0,
962 GL_RGB, GL_FLOAT, 12,
963 WINED3DFMT_FLAG_TEXTURE | WINED3DFMT_FLAG_RENDERTARGET | WINED3DFMT_FLAG_VTF,
964 ARB_TEXTURE_FLOAT, convert_r32g32_float},
965 {WINED3DFMT_R32G32_FLOAT, GL_RG32F, GL_RG32F, 0,
966 GL_RG, GL_FLOAT, 0,
967 WINED3DFMT_FLAG_TEXTURE | WINED3DFMT_FLAG_RENDERTARGET | WINED3DFMT_FLAG_VTF,
968 ARB_TEXTURE_RG, NULL},
969 {WINED3DFMT_R32G32B32A32_FLOAT, GL_RGBA32F_ARB, GL_RGBA32F_ARB, 0,
970 GL_RGBA, GL_FLOAT, 0,
971 WINED3DFMT_FLAG_TEXTURE | WINED3DFMT_FLAG_RENDERTARGET | WINED3DFMT_FLAG_VTF,
972 ARB_TEXTURE_FLOAT, NULL},
973 /* Float */
974 {WINED3DFMT_R16_FLOAT, GL_RGB16F_ARB, GL_RGB16F_ARB, 0,
975 GL_RED, GL_HALF_FLOAT_ARB, 0,
976 WINED3DFMT_FLAG_TEXTURE | WINED3DFMT_FLAG_RENDERTARGET | WINED3DFMT_FLAG_VTF,
977 ARB_TEXTURE_FLOAT, NULL},
978 {WINED3DFMT_R16_FLOAT, GL_R16F, GL_R16F, 0,
979 GL_RED, GL_HALF_FLOAT_ARB, 0,
980 WINED3DFMT_FLAG_TEXTURE | WINED3DFMT_FLAG_RENDERTARGET | WINED3DFMT_FLAG_VTF,
981 ARB_TEXTURE_RG, NULL},
982 {WINED3DFMT_R16G16_FLOAT, GL_RGB16F_ARB, GL_RGB16F_ARB, 0,
983 GL_RGB, GL_HALF_FLOAT_ARB, 6,
984 WINED3DFMT_FLAG_TEXTURE | WINED3DFMT_FLAG_RENDERTARGET | WINED3DFMT_FLAG_VTF,
985 ARB_TEXTURE_FLOAT, convert_r16g16},
986 {WINED3DFMT_R16G16_FLOAT, GL_RG16F, GL_RG16F, 0,
987 GL_RG, GL_HALF_FLOAT_ARB, 0,
988 WINED3DFMT_FLAG_TEXTURE | WINED3DFMT_FLAG_RENDERTARGET | WINED3DFMT_FLAG_VTF,
989 ARB_TEXTURE_RG, NULL},
990 {WINED3DFMT_R16G16B16A16_FLOAT, GL_RGBA16F_ARB, GL_RGBA16F_ARB, 0,
991 GL_RGBA, GL_HALF_FLOAT_ARB, 0,
992 WINED3DFMT_FLAG_TEXTURE | WINED3DFMT_FLAG_POSTPIXELSHADER_BLENDING | WINED3DFMT_FLAG_RENDERTARGET
993 | WINED3DFMT_FLAG_VTF,
994 ARB_TEXTURE_FLOAT, NULL},
995 /* Palettized formats */
996 {WINED3DFMT_P8_UINT, GL_ALPHA8, GL_ALPHA8, 0,
997 GL_ALPHA, GL_UNSIGNED_BYTE, 0,
999 0, NULL},
1000 /* Standard ARGB formats */
1001 {WINED3DFMT_B8G8R8_UNORM, GL_RGB8, GL_RGB8, 0,
1002 GL_BGR, GL_UNSIGNED_BYTE, 0,
1003 WINED3DFMT_FLAG_POSTPIXELSHADER_BLENDING | WINED3DFMT_FLAG_FILTERING | WINED3DFMT_FLAG_RENDERTARGET,
1004 WINED3D_GL_EXT_NONE, NULL},
1005 {WINED3DFMT_B8G8R8A8_UNORM, GL_RGBA8, GL_SRGB8_ALPHA8_EXT, 0,
1006 GL_BGRA, GL_UNSIGNED_INT_8_8_8_8_REV, 0,
1007 WINED3DFMT_FLAG_TEXTURE | WINED3DFMT_FLAG_POSTPIXELSHADER_BLENDING | WINED3DFMT_FLAG_FILTERING
1008 | WINED3DFMT_FLAG_RENDERTARGET | WINED3DFMT_FLAG_SRGB_READ | WINED3DFMT_FLAG_SRGB_WRITE
1009 | WINED3DFMT_FLAG_VTF,
1010 WINED3D_GL_EXT_NONE, NULL},
1011 {WINED3DFMT_B8G8R8X8_UNORM, GL_RGB8, GL_SRGB8_EXT, 0,
1012 GL_BGRA, GL_UNSIGNED_INT_8_8_8_8_REV, 0,
1013 WINED3DFMT_FLAG_TEXTURE | WINED3DFMT_FLAG_POSTPIXELSHADER_BLENDING | WINED3DFMT_FLAG_FILTERING
1014 | WINED3DFMT_FLAG_RENDERTARGET | WINED3DFMT_FLAG_SRGB_READ | WINED3DFMT_FLAG_SRGB_WRITE,
1015 WINED3D_GL_EXT_NONE, NULL},
1016 {WINED3DFMT_B5G6R5_UNORM, GL_RGB5, GL_RGB5, GL_RGB8,
1017 GL_RGB, GL_UNSIGNED_SHORT_5_6_5, 0,
1018 WINED3DFMT_FLAG_TEXTURE | WINED3DFMT_FLAG_POSTPIXELSHADER_BLENDING | WINED3DFMT_FLAG_FILTERING
1019 | WINED3DFMT_FLAG_RENDERTARGET,
1020 WINED3D_GL_EXT_NONE, NULL},
1021 {WINED3DFMT_B5G5R5X1_UNORM, GL_RGB5, GL_RGB5_A1, 0,
1022 GL_BGRA, GL_UNSIGNED_SHORT_1_5_5_5_REV, 0,
1023 WINED3DFMT_FLAG_TEXTURE | WINED3DFMT_FLAG_POSTPIXELSHADER_BLENDING | WINED3DFMT_FLAG_FILTERING,
1024 WINED3D_GL_EXT_NONE, NULL},
1025 {WINED3DFMT_B5G5R5A1_UNORM, GL_RGB5_A1, GL_RGB5_A1, 0,
1026 GL_BGRA, GL_UNSIGNED_SHORT_1_5_5_5_REV, 0,
1027 WINED3DFMT_FLAG_TEXTURE | WINED3DFMT_FLAG_POSTPIXELSHADER_BLENDING | WINED3DFMT_FLAG_FILTERING,
1028 WINED3D_GL_EXT_NONE, NULL},
1029 {WINED3DFMT_B4G4R4A4_UNORM, GL_RGBA4, GL_SRGB8_ALPHA8_EXT, 0,
1030 GL_BGRA, GL_UNSIGNED_SHORT_4_4_4_4_REV, 0,
1031 WINED3DFMT_FLAG_TEXTURE | WINED3DFMT_FLAG_POSTPIXELSHADER_BLENDING | WINED3DFMT_FLAG_FILTERING
1032 | WINED3DFMT_FLAG_SRGB_READ,
1033 WINED3D_GL_EXT_NONE, NULL},
1034 {WINED3DFMT_B2G3R3_UNORM, GL_R3_G3_B2, GL_R3_G3_B2, 0,
1035 GL_RGB, GL_UNSIGNED_BYTE_3_3_2, 0,
1036 WINED3DFMT_FLAG_POSTPIXELSHADER_BLENDING | WINED3DFMT_FLAG_FILTERING,
1037 WINED3D_GL_EXT_NONE, NULL},
1038 {WINED3DFMT_R8_UNORM, GL_R8, GL_R8, 0,
1039 GL_RED, GL_UNSIGNED_BYTE, 0,
1040 WINED3DFMT_FLAG_TEXTURE | WINED3DFMT_FLAG_POSTPIXELSHADER_BLENDING | WINED3DFMT_FLAG_FILTERING
1041 | WINED3DFMT_FLAG_RENDERTARGET | WINED3DFMT_FLAG_VTF,
1042 ARB_TEXTURE_RG, NULL},
1043 {WINED3DFMT_A8_UNORM, GL_ALPHA8, GL_ALPHA8, 0,
1044 GL_ALPHA, GL_UNSIGNED_BYTE, 0,
1045 WINED3DFMT_FLAG_TEXTURE | WINED3DFMT_FLAG_POSTPIXELSHADER_BLENDING | WINED3DFMT_FLAG_FILTERING,
1046 WINED3D_GL_EXT_NONE, NULL},
1047 {WINED3DFMT_B4G4R4X4_UNORM, GL_RGB4, GL_RGB4, 0,
1048 GL_BGRA, GL_UNSIGNED_SHORT_4_4_4_4_REV, 0,
1049 WINED3DFMT_FLAG_TEXTURE | WINED3DFMT_FLAG_POSTPIXELSHADER_BLENDING | WINED3DFMT_FLAG_FILTERING,
1050 WINED3D_GL_EXT_NONE, NULL},
1051 {WINED3DFMT_R10G10B10A2_UNORM, GL_RGB10_A2, GL_RGB10_A2, 0,
1052 GL_RGBA, GL_UNSIGNED_INT_2_10_10_10_REV, 0,
1053 WINED3DFMT_FLAG_TEXTURE | WINED3DFMT_FLAG_POSTPIXELSHADER_BLENDING | WINED3DFMT_FLAG_FILTERING
1054 | WINED3DFMT_FLAG_RENDERTARGET,
1055 WINED3D_GL_EXT_NONE, NULL},
1056 {WINED3DFMT_R8G8B8A8_UNORM, GL_RGBA8, GL_SRGB8_ALPHA8_EXT, 0,
1057 GL_RGBA, GL_UNSIGNED_INT_8_8_8_8_REV, 0,
1058 WINED3DFMT_FLAG_TEXTURE | WINED3DFMT_FLAG_POSTPIXELSHADER_BLENDING | WINED3DFMT_FLAG_FILTERING
1059 | WINED3DFMT_FLAG_RENDERTARGET | WINED3DFMT_FLAG_SRGB_READ | WINED3DFMT_FLAG_SRGB_WRITE
1060 | WINED3DFMT_FLAG_VTF,
1061 WINED3D_GL_EXT_NONE, NULL},
1062 {WINED3DFMT_R8G8B8X8_UNORM, GL_RGB8, GL_RGB8, 0,
1063 GL_RGBA, GL_UNSIGNED_INT_8_8_8_8_REV, 0,
1064 WINED3DFMT_FLAG_TEXTURE | WINED3DFMT_FLAG_POSTPIXELSHADER_BLENDING | WINED3DFMT_FLAG_FILTERING,
1065 WINED3D_GL_EXT_NONE, NULL},
1066 {WINED3DFMT_R16G16_UNORM, GL_RGB16, GL_RGB16, GL_RGBA16,
1067 GL_RGB, GL_UNSIGNED_SHORT, 6,
1068 WINED3DFMT_FLAG_TEXTURE | WINED3DFMT_FLAG_POSTPIXELSHADER_BLENDING | WINED3DFMT_FLAG_FILTERING,
1069 WINED3D_GL_EXT_NONE, convert_r16g16},
1070 {WINED3DFMT_R16G16_UNORM, GL_RG16, GL_RG16, 0,
1071 GL_RG, GL_UNSIGNED_SHORT, 0,
1072 WINED3DFMT_FLAG_TEXTURE | WINED3DFMT_FLAG_POSTPIXELSHADER_BLENDING | WINED3DFMT_FLAG_FILTERING
1073 | WINED3DFMT_FLAG_RENDERTARGET,
1074 ARB_TEXTURE_RG, NULL},
1075 {WINED3DFMT_B10G10R10A2_UNORM, GL_RGB10_A2, GL_RGB10_A2, 0,
1076 GL_BGRA, GL_UNSIGNED_INT_2_10_10_10_REV, 0,
1077 WINED3DFMT_FLAG_TEXTURE | WINED3DFMT_FLAG_POSTPIXELSHADER_BLENDING | WINED3DFMT_FLAG_FILTERING
1078 | WINED3DFMT_FLAG_RENDERTARGET,
1079 WINED3D_GL_EXT_NONE, NULL},
1080 {WINED3DFMT_R16G16B16A16_UNORM, GL_RGBA16, GL_RGBA16, 0,
1081 GL_RGBA, GL_UNSIGNED_SHORT, 0,
1082 WINED3DFMT_FLAG_TEXTURE | WINED3DFMT_FLAG_POSTPIXELSHADER_BLENDING | WINED3DFMT_FLAG_FILTERING
1083 | WINED3DFMT_FLAG_RENDERTARGET,
1084 WINED3D_GL_EXT_NONE, NULL},
1085 /* Luminance */
1086 {WINED3DFMT_L8_UNORM, GL_LUMINANCE8, GL_SLUMINANCE8_EXT, 0,
1087 GL_LUMINANCE, GL_UNSIGNED_BYTE, 0,
1088 WINED3DFMT_FLAG_TEXTURE | WINED3DFMT_FLAG_POSTPIXELSHADER_BLENDING | WINED3DFMT_FLAG_FILTERING
1089 | WINED3DFMT_FLAG_SRGB_READ,
1090 WINED3D_GL_EXT_NONE, NULL},
1091 {WINED3DFMT_L8A8_UNORM, GL_LUMINANCE8_ALPHA8, GL_SLUMINANCE8_ALPHA8_EXT, 0,
1092 GL_LUMINANCE_ALPHA, GL_UNSIGNED_BYTE, 0,
1093 WINED3DFMT_FLAG_TEXTURE | WINED3DFMT_FLAG_POSTPIXELSHADER_BLENDING | WINED3DFMT_FLAG_FILTERING
1094 | WINED3DFMT_FLAG_SRGB_READ,
1095 WINED3D_GL_EXT_NONE, NULL},
1096 {WINED3DFMT_L4A4_UNORM, GL_LUMINANCE4_ALPHA4, GL_LUMINANCE4_ALPHA4, 0,
1097 GL_LUMINANCE_ALPHA, GL_UNSIGNED_BYTE, 2,
1098 WINED3DFMT_FLAG_FILTERING,
1099 WINED3D_GL_EXT_NONE, convert_l4a4_unorm},
1100 /* Bump mapping stuff */
1101 {WINED3DFMT_R8G8_SNORM, GL_RGB8, GL_RGB8, 0,
1102 GL_BGR, GL_UNSIGNED_BYTE, 3,
1103 WINED3DFMT_FLAG_TEXTURE | WINED3DFMT_FLAG_POSTPIXELSHADER_BLENDING | WINED3DFMT_FLAG_FILTERING
1104 | WINED3DFMT_FLAG_BUMPMAP,
1105 WINED3D_GL_EXT_NONE, convert_r8g8_snorm},
1106 {WINED3DFMT_R8G8_SNORM, GL_DSDT8_NV, GL_DSDT8_NV, 0,
1107 GL_DSDT_NV, GL_BYTE, 0,
1108 WINED3DFMT_FLAG_TEXTURE | WINED3DFMT_FLAG_POSTPIXELSHADER_BLENDING | WINED3DFMT_FLAG_FILTERING
1109 | WINED3DFMT_FLAG_BUMPMAP,
1110 NV_TEXTURE_SHADER, NULL},
1111 {WINED3DFMT_R8G8_SNORM, GL_RG8_SNORM, GL_RG8_SNORM, 0,
1112 GL_RG, GL_BYTE, 0,
1113 WINED3DFMT_FLAG_TEXTURE | WINED3DFMT_FLAG_POSTPIXELSHADER_BLENDING | WINED3DFMT_FLAG_FILTERING
1114 | WINED3DFMT_FLAG_BUMPMAP,
1115 EXT_TEXTURE_SNORM, NULL},
1116 {WINED3DFMT_R5G5_SNORM_L6_UNORM, GL_RGB5, GL_RGB5, 0,
1117 GL_RGB, GL_UNSIGNED_SHORT_5_6_5, 2,
1118 WINED3DFMT_FLAG_TEXTURE | WINED3DFMT_FLAG_POSTPIXELSHADER_BLENDING | WINED3DFMT_FLAG_FILTERING
1119 | WINED3DFMT_FLAG_BUMPMAP,
1120 WINED3D_GL_EXT_NONE, convert_r5g5_snorm_l6_unorm},
1121 {WINED3DFMT_R5G5_SNORM_L6_UNORM, GL_DSDT8_MAG8_NV, GL_DSDT8_MAG8_NV, 0,
1122 GL_DSDT_MAG_NV, GL_BYTE, 3,
1123 WINED3DFMT_FLAG_TEXTURE | WINED3DFMT_FLAG_POSTPIXELSHADER_BLENDING | WINED3DFMT_FLAG_FILTERING
1124 | WINED3DFMT_FLAG_BUMPMAP,
1125 NV_TEXTURE_SHADER, convert_r5g5_snorm_l6_unorm_nv},
1126 {WINED3DFMT_R5G5_SNORM_L6_UNORM, GL_RGB8_SNORM, GL_RGB8_SNORM, 0,
1127 GL_RGBA, GL_BYTE, 4,
1128 WINED3DFMT_FLAG_TEXTURE | WINED3DFMT_FLAG_POSTPIXELSHADER_BLENDING | WINED3DFMT_FLAG_FILTERING
1129 | WINED3DFMT_FLAG_BUMPMAP,
1130 EXT_TEXTURE_SNORM, convert_r5g5_snorm_l6_unorm_ext},
1131 {WINED3DFMT_R8G8_SNORM_L8X8_UNORM, GL_RGB8, GL_RGB8, 0,
1132 GL_BGRA, GL_UNSIGNED_INT_8_8_8_8_REV, 4,
1133 WINED3DFMT_FLAG_TEXTURE | WINED3DFMT_FLAG_POSTPIXELSHADER_BLENDING | WINED3DFMT_FLAG_FILTERING
1134 | WINED3DFMT_FLAG_BUMPMAP,
1135 WINED3D_GL_EXT_NONE, convert_r8g8_snorm_l8x8_unorm},
1136 {WINED3DFMT_R8G8_SNORM_L8X8_UNORM, GL_DSDT8_MAG8_INTENSITY8_NV, GL_DSDT8_MAG8_INTENSITY8_NV, 0,
1137 GL_DSDT_MAG_VIB_NV, GL_UNSIGNED_INT_8_8_S8_S8_REV_NV, 4,
1138 WINED3DFMT_FLAG_TEXTURE | WINED3DFMT_FLAG_POSTPIXELSHADER_BLENDING | WINED3DFMT_FLAG_FILTERING
1139 | WINED3DFMT_FLAG_BUMPMAP,
1140 NV_TEXTURE_SHADER, convert_r8g8_snorm_l8x8_unorm_nv},
1141 {WINED3DFMT_R8G8B8A8_SNORM, GL_RGBA8, GL_RGBA8, 0,
1142 GL_BGRA, GL_UNSIGNED_BYTE, 4,
1143 WINED3DFMT_FLAG_TEXTURE | WINED3DFMT_FLAG_POSTPIXELSHADER_BLENDING | WINED3DFMT_FLAG_FILTERING
1144 | WINED3DFMT_FLAG_BUMPMAP,
1145 WINED3D_GL_EXT_NONE, convert_r8g8b8a8_snorm},
1146 {WINED3DFMT_R8G8B8A8_SNORM, GL_SIGNED_RGBA8_NV, GL_SIGNED_RGBA8_NV, 0,
1147 GL_RGBA, GL_BYTE, 0,
1148 WINED3DFMT_FLAG_TEXTURE | WINED3DFMT_FLAG_POSTPIXELSHADER_BLENDING | WINED3DFMT_FLAG_FILTERING
1149 | WINED3DFMT_FLAG_BUMPMAP,
1150 NV_TEXTURE_SHADER, NULL},
1151 {WINED3DFMT_R8G8B8A8_SNORM, GL_RGBA8_SNORM, GL_RGBA8_SNORM, 0,
1152 GL_RGBA, GL_BYTE, 0,
1153 WINED3DFMT_FLAG_TEXTURE | WINED3DFMT_FLAG_POSTPIXELSHADER_BLENDING | WINED3DFMT_FLAG_FILTERING
1154 | WINED3DFMT_FLAG_BUMPMAP,
1155 EXT_TEXTURE_SNORM, NULL},
1156 {WINED3DFMT_R16G16_SNORM, GL_RGB16, GL_RGB16, 0,
1157 GL_BGR, GL_UNSIGNED_SHORT, 6,
1158 WINED3DFMT_FLAG_TEXTURE | WINED3DFMT_FLAG_POSTPIXELSHADER_BLENDING | WINED3DFMT_FLAG_FILTERING
1159 | WINED3DFMT_FLAG_BUMPMAP,
1160 WINED3D_GL_EXT_NONE, convert_r16g16_snorm},
1161 {WINED3DFMT_R16G16_SNORM, GL_SIGNED_HILO16_NV, GL_SIGNED_HILO16_NV, 0,
1162 GL_HILO_NV, GL_SHORT, 0,
1163 WINED3DFMT_FLAG_TEXTURE | WINED3DFMT_FLAG_POSTPIXELSHADER_BLENDING | WINED3DFMT_FLAG_FILTERING
1164 | WINED3DFMT_FLAG_BUMPMAP,
1165 NV_TEXTURE_SHADER, NULL},
1166 {WINED3DFMT_R16G16_SNORM, GL_RG16_SNORM, GL_RG16_SNORM, 0,
1167 GL_RG, GL_SHORT, 0,
1168 WINED3DFMT_FLAG_TEXTURE | WINED3DFMT_FLAG_POSTPIXELSHADER_BLENDING | WINED3DFMT_FLAG_FILTERING
1169 | WINED3DFMT_FLAG_BUMPMAP,
1170 EXT_TEXTURE_SNORM, NULL},
1171 /* Depth stencil formats */
1172 {WINED3DFMT_D16_LOCKABLE, GL_DEPTH_COMPONENT, GL_DEPTH_COMPONENT, 0,
1173 GL_DEPTH_COMPONENT, GL_UNSIGNED_SHORT, 0,
1174 WINED3DFMT_FLAG_DEPTH,
1175 WINED3D_GL_EXT_NONE, NULL},
1176 {WINED3DFMT_D16_LOCKABLE, GL_DEPTH_COMPONENT24_ARB, GL_DEPTH_COMPONENT24_ARB, 0,
1177 GL_DEPTH_COMPONENT, GL_UNSIGNED_SHORT, 0,
1178 WINED3DFMT_FLAG_TEXTURE | WINED3DFMT_FLAG_DEPTH | WINED3DFMT_FLAG_SHADOW,
1179 ARB_DEPTH_TEXTURE, NULL},
1180 {WINED3DFMT_D32_UNORM, GL_DEPTH_COMPONENT, GL_DEPTH_COMPONENT, 0,
1181 GL_DEPTH_COMPONENT, GL_UNSIGNED_INT, 0,
1182 WINED3DFMT_FLAG_DEPTH,
1183 WINED3D_GL_EXT_NONE, NULL},
1184 {WINED3DFMT_D32_UNORM, GL_DEPTH_COMPONENT32_ARB, GL_DEPTH_COMPONENT32_ARB, 0,
1185 GL_DEPTH_COMPONENT, GL_UNSIGNED_INT, 0,
1186 WINED3DFMT_FLAG_TEXTURE | WINED3DFMT_FLAG_DEPTH | WINED3DFMT_FLAG_SHADOW,
1187 ARB_DEPTH_TEXTURE, NULL},
1188 {WINED3DFMT_S1_UINT_D15_UNORM, GL_DEPTH_COMPONENT24_ARB, GL_DEPTH_COMPONENT24_ARB, 0,
1189 GL_DEPTH_COMPONENT, GL_UNSIGNED_SHORT, 0,
1190 WINED3DFMT_FLAG_DEPTH | WINED3DFMT_FLAG_SHADOW,
1191 ARB_DEPTH_TEXTURE, NULL},
1192 {WINED3DFMT_S1_UINT_D15_UNORM, GL_DEPTH24_STENCIL8_EXT, GL_DEPTH24_STENCIL8_EXT, 0,
1193 GL_DEPTH_STENCIL_EXT, GL_UNSIGNED_INT_24_8_EXT, 4,
1194 WINED3DFMT_FLAG_DEPTH | WINED3DFMT_FLAG_STENCIL | WINED3DFMT_FLAG_SHADOW,
1195 EXT_PACKED_DEPTH_STENCIL, convert_s1_uint_d15_unorm},
1196 {WINED3DFMT_S1_UINT_D15_UNORM, GL_DEPTH24_STENCIL8, GL_DEPTH24_STENCIL8, 0,
1197 GL_DEPTH_STENCIL, GL_UNSIGNED_INT_24_8, 4,
1198 WINED3DFMT_FLAG_DEPTH | WINED3DFMT_FLAG_STENCIL | WINED3DFMT_FLAG_SHADOW,
1199 ARB_FRAMEBUFFER_OBJECT, convert_s1_uint_d15_unorm},
1200 {WINED3DFMT_D24_UNORM_S8_UINT, GL_DEPTH_COMPONENT24_ARB, GL_DEPTH_COMPONENT24_ARB, 0,
1201 GL_DEPTH_COMPONENT, GL_UNSIGNED_INT, 0,
1202 WINED3DFMT_FLAG_TEXTURE | WINED3DFMT_FLAG_POSTPIXELSHADER_BLENDING | WINED3DFMT_FLAG_FILTERING
1203 | WINED3DFMT_FLAG_DEPTH | WINED3DFMT_FLAG_SHADOW,
1204 ARB_DEPTH_TEXTURE, NULL},
1205 {WINED3DFMT_D24_UNORM_S8_UINT, GL_DEPTH24_STENCIL8_EXT, GL_DEPTH24_STENCIL8_EXT, 0,
1206 GL_DEPTH_STENCIL_EXT, GL_UNSIGNED_INT_24_8_EXT, 0,
1207 WINED3DFMT_FLAG_TEXTURE | WINED3DFMT_FLAG_POSTPIXELSHADER_BLENDING | WINED3DFMT_FLAG_FILTERING
1208 | WINED3DFMT_FLAG_DEPTH | WINED3DFMT_FLAG_STENCIL | WINED3DFMT_FLAG_SHADOW,
1209 EXT_PACKED_DEPTH_STENCIL, NULL},
1210 {WINED3DFMT_D24_UNORM_S8_UINT, GL_DEPTH24_STENCIL8, GL_DEPTH24_STENCIL8, 0,
1211 GL_DEPTH_STENCIL, GL_UNSIGNED_INT_24_8, 0,
1212 WINED3DFMT_FLAG_TEXTURE | WINED3DFMT_FLAG_POSTPIXELSHADER_BLENDING | WINED3DFMT_FLAG_FILTERING
1213 | WINED3DFMT_FLAG_DEPTH | WINED3DFMT_FLAG_STENCIL | WINED3DFMT_FLAG_SHADOW,
1214 ARB_FRAMEBUFFER_OBJECT, NULL},
1215 {WINED3DFMT_X8D24_UNORM, GL_DEPTH_COMPONENT, GL_DEPTH_COMPONENT, 0,
1216 GL_DEPTH_COMPONENT, GL_UNSIGNED_INT, 0,
1217 WINED3DFMT_FLAG_DEPTH,
1218 WINED3D_GL_EXT_NONE, NULL},
1219 {WINED3DFMT_X8D24_UNORM, GL_DEPTH_COMPONENT24_ARB, GL_DEPTH_COMPONENT24_ARB, 0,
1220 GL_DEPTH_COMPONENT, GL_UNSIGNED_INT, 0,
1221 WINED3DFMT_FLAG_TEXTURE | WINED3DFMT_FLAG_POSTPIXELSHADER_BLENDING | WINED3DFMT_FLAG_FILTERING
1222 | WINED3DFMT_FLAG_DEPTH | WINED3DFMT_FLAG_SHADOW,
1223 ARB_DEPTH_TEXTURE, NULL},
1224 {WINED3DFMT_S4X4_UINT_D24_UNORM, GL_DEPTH_COMPONENT24_ARB, GL_DEPTH_COMPONENT24_ARB, 0,
1225 GL_DEPTH_COMPONENT, GL_UNSIGNED_INT, 0,
1226 WINED3DFMT_FLAG_DEPTH | WINED3DFMT_FLAG_SHADOW,
1227 ARB_DEPTH_TEXTURE, NULL},
1228 {WINED3DFMT_S4X4_UINT_D24_UNORM, GL_DEPTH24_STENCIL8_EXT, GL_DEPTH24_STENCIL8_EXT, 0,
1229 GL_DEPTH_STENCIL_EXT, GL_UNSIGNED_INT_24_8_EXT, 4,
1230 WINED3DFMT_FLAG_DEPTH | WINED3DFMT_FLAG_STENCIL | WINED3DFMT_FLAG_SHADOW,
1231 EXT_PACKED_DEPTH_STENCIL, convert_s4x4_uint_d24_unorm},
1232 {WINED3DFMT_S4X4_UINT_D24_UNORM, GL_DEPTH24_STENCIL8, GL_DEPTH24_STENCIL8, 0,
1233 GL_DEPTH_STENCIL, GL_UNSIGNED_INT_24_8, 4,
1234 WINED3DFMT_FLAG_DEPTH | WINED3DFMT_FLAG_STENCIL | WINED3DFMT_FLAG_SHADOW,
1235 ARB_FRAMEBUFFER_OBJECT, convert_s4x4_uint_d24_unorm},
1236 {WINED3DFMT_D16_UNORM, GL_DEPTH_COMPONENT, GL_DEPTH_COMPONENT, 0,
1237 GL_DEPTH_COMPONENT, GL_UNSIGNED_SHORT, 0,
1238 WINED3DFMT_FLAG_DEPTH,
1239 WINED3D_GL_EXT_NONE, NULL},
1240 {WINED3DFMT_D16_UNORM, GL_DEPTH_COMPONENT24_ARB, GL_DEPTH_COMPONENT24_ARB, 0,
1241 GL_DEPTH_COMPONENT, GL_UNSIGNED_SHORT, 0,
1242 WINED3DFMT_FLAG_TEXTURE | WINED3DFMT_FLAG_POSTPIXELSHADER_BLENDING | WINED3DFMT_FLAG_FILTERING
1243 | WINED3DFMT_FLAG_DEPTH | WINED3DFMT_FLAG_SHADOW,
1244 ARB_DEPTH_TEXTURE, NULL},
1245 {WINED3DFMT_L16_UNORM, GL_LUMINANCE16, GL_LUMINANCE16, 0,
1246 GL_LUMINANCE, GL_UNSIGNED_SHORT, 0,
1247 WINED3DFMT_FLAG_TEXTURE | WINED3DFMT_FLAG_POSTPIXELSHADER_BLENDING | WINED3DFMT_FLAG_FILTERING,
1248 WINED3D_GL_EXT_NONE, NULL},
1249 {WINED3DFMT_D32_FLOAT, GL_DEPTH_COMPONENT32F, GL_DEPTH_COMPONENT32F, 0,
1250 GL_DEPTH_COMPONENT, GL_FLOAT, 0,
1251 WINED3DFMT_FLAG_TEXTURE | WINED3DFMT_FLAG_DEPTH | WINED3DFMT_FLAG_SHADOW,
1252 ARB_DEPTH_BUFFER_FLOAT, NULL},
1253 {WINED3DFMT_S8_UINT_D24_FLOAT, GL_DEPTH32F_STENCIL8, GL_DEPTH32F_STENCIL8, 0,
1254 GL_DEPTH_STENCIL, GL_FLOAT_32_UNSIGNED_INT_24_8_REV, 8,
1255 WINED3DFMT_FLAG_TEXTURE | WINED3DFMT_FLAG_DEPTH | WINED3DFMT_FLAG_STENCIL | WINED3DFMT_FLAG_SHADOW,
1256 ARB_DEPTH_BUFFER_FLOAT, convert_s8_uint_d24_float},
1257 /* Vendor-specific formats */
1258 {WINED3DFMT_ATI1N, GL_COMPRESSED_RED_RGTC1, GL_COMPRESSED_RED_RGTC1, 0,
1259 GL_RED, GL_UNSIGNED_BYTE, 0,
1260 WINED3DFMT_FLAG_TEXTURE | WINED3DFMT_FLAG_POSTPIXELSHADER_BLENDING | WINED3DFMT_FLAG_FILTERING
1261 | WINED3DFMT_FLAG_COMPRESSED,
1262 ARB_TEXTURE_COMPRESSION_RGTC, NULL},
1263 {WINED3DFMT_ATI2N, GL_COMPRESSED_LUMINANCE_ALPHA_3DC_ATI, GL_COMPRESSED_LUMINANCE_ALPHA_3DC_ATI, 0,
1264 GL_LUMINANCE_ALPHA, GL_UNSIGNED_BYTE, 0,
1265 WINED3DFMT_FLAG_TEXTURE | WINED3DFMT_FLAG_POSTPIXELSHADER_BLENDING | WINED3DFMT_FLAG_FILTERING
1266 | WINED3DFMT_FLAG_COMPRESSED,
1267 ATI_TEXTURE_COMPRESSION_3DC, NULL},
1268 {WINED3DFMT_ATI2N, GL_COMPRESSED_RG_RGTC2, GL_COMPRESSED_RG_RGTC2, 0,
1269 GL_LUMINANCE_ALPHA, GL_UNSIGNED_BYTE, 0,
1270 WINED3DFMT_FLAG_TEXTURE | WINED3DFMT_FLAG_POSTPIXELSHADER_BLENDING | WINED3DFMT_FLAG_FILTERING
1271 | WINED3DFMT_FLAG_COMPRESSED,
1272 ARB_TEXTURE_COMPRESSION_RGTC, NULL},
1273 {WINED3DFMT_INTZ, GL_DEPTH24_STENCIL8_EXT, GL_DEPTH24_STENCIL8_EXT, 0,
1274 GL_DEPTH_STENCIL_EXT, GL_UNSIGNED_INT_24_8_EXT, 0,
1275 WINED3DFMT_FLAG_TEXTURE | WINED3DFMT_FLAG_POSTPIXELSHADER_BLENDING | WINED3DFMT_FLAG_FILTERING
1276 | WINED3DFMT_FLAG_DEPTH | WINED3DFMT_FLAG_STENCIL,
1277 EXT_PACKED_DEPTH_STENCIL, NULL},
1278 {WINED3DFMT_INTZ, GL_DEPTH24_STENCIL8, GL_DEPTH24_STENCIL8, 0,
1279 GL_DEPTH_STENCIL, GL_UNSIGNED_INT_24_8, 0,
1280 WINED3DFMT_FLAG_TEXTURE | WINED3DFMT_FLAG_POSTPIXELSHADER_BLENDING | WINED3DFMT_FLAG_FILTERING
1281 | WINED3DFMT_FLAG_DEPTH | WINED3DFMT_FLAG_STENCIL,
1282 ARB_FRAMEBUFFER_OBJECT, NULL},
1283 {WINED3DFMT_NULL, 0, 0, 0,
1284 GL_RGBA, GL_UNSIGNED_INT_8_8_8_8_REV, 0,
1285 WINED3DFMT_FLAG_TEXTURE | WINED3DFMT_FLAG_RENDERTARGET,
1286 ARB_FRAMEBUFFER_OBJECT, NULL},
1289 static inline int getFmtIdx(enum wined3d_format_id format_id)
1291 /* First check if the format is at the position of its value.
1292 * This will catch the argb formats before the loop is entered. */
1293 if (format_id < (sizeof(formats) / sizeof(*formats))
1294 && formats[format_id].id == format_id)
1296 return format_id;
1298 else
1300 unsigned int i;
1302 for (i = 0; i < (sizeof(formats) / sizeof(*formats)); ++i)
1304 if (formats[i].id == format_id) return i;
1307 return -1;
1310 static void format_set_flag(struct wined3d_format *format, unsigned int flag)
1312 unsigned int i;
1314 for (i = 0; i < ARRAY_SIZE(format->flags); ++i)
1315 format->flags[i] |= flag;
1318 static void format_clear_flag(struct wined3d_format *format, unsigned int flag)
1320 unsigned int i;
1322 for (i = 0; i < ARRAY_SIZE(format->flags); ++i)
1323 format->flags[i] &= ~flag;
1326 static BOOL init_format_base_info(struct wined3d_gl_info *gl_info)
1328 UINT format_count = sizeof(formats) / sizeof(*formats);
1329 UINT i;
1331 gl_info->formats = HeapAlloc(GetProcessHeap(), HEAP_ZERO_MEMORY, format_count * sizeof(*gl_info->formats));
1332 if (!gl_info->formats)
1334 ERR("Failed to allocate memory.\n");
1335 return FALSE;
1338 for (i = 0; i < format_count; ++i)
1340 struct wined3d_format *format = &gl_info->formats[i];
1341 format->id = formats[i].id;
1342 format->red_size = formats[i].red_size;
1343 format->green_size = formats[i].green_size;
1344 format->blue_size = formats[i].blue_size;
1345 format->alpha_size = formats[i].alpha_size;
1346 format->red_offset = formats[i].red_offset;
1347 format->green_offset = formats[i].green_offset;
1348 format->blue_offset = formats[i].blue_offset;
1349 format->alpha_offset = formats[i].alpha_offset;
1350 format->byte_count = formats[i].bpp;
1351 format->depth_size = formats[i].depth_size;
1352 format->stencil_size = formats[i].stencil_size;
1353 format->block_width = 1;
1354 format->block_height = 1;
1355 format->block_byte_count = formats[i].bpp;
1358 for (i = 0; i < (sizeof(format_base_flags) / sizeof(*format_base_flags)); ++i)
1360 int fmt_idx = getFmtIdx(format_base_flags[i].id);
1362 if (fmt_idx == -1)
1364 ERR("Format %s (%#x) not found.\n",
1365 debug_d3dformat(format_base_flags[i].id), format_base_flags[i].id);
1366 HeapFree(GetProcessHeap(), 0, gl_info->formats);
1367 return FALSE;
1370 format_set_flag(&gl_info->formats[fmt_idx], format_base_flags[i].flags);
1373 return TRUE;
1376 static BOOL init_format_block_info(struct wined3d_gl_info *gl_info)
1378 unsigned int i;
1380 for (i = 0; i < (sizeof(format_block_info) / sizeof(*format_block_info)); ++i)
1382 struct wined3d_format *format;
1383 int fmt_idx = getFmtIdx(format_block_info[i].id);
1385 if (fmt_idx == -1)
1387 ERR("Format %s (%#x) not found.\n",
1388 debug_d3dformat(format_block_info[i].id), format_block_info[i].id);
1389 return FALSE;
1392 format = &gl_info->formats[fmt_idx];
1393 format->block_width = format_block_info[i].block_width;
1394 format->block_height = format_block_info[i].block_height;
1395 format->block_byte_count = format_block_info[i].block_byte_count;
1396 format_set_flag(&gl_info->formats[fmt_idx], WINED3DFMT_FLAG_BLOCKS);
1397 if (!format_block_info[i].verify)
1398 format_set_flag(&gl_info->formats[fmt_idx], WINED3DFMT_FLAG_BLOCKS_NO_VERIFY);
1401 return TRUE;
1404 static GLenum wined3d_gl_type_to_enum(enum wined3d_gl_resource_type type)
1406 switch (type)
1408 case WINED3D_GL_RES_TYPE_TEX_1D:
1409 return GL_TEXTURE_1D;
1410 case WINED3D_GL_RES_TYPE_TEX_2D:
1411 return GL_TEXTURE_2D;
1412 case WINED3D_GL_RES_TYPE_TEX_3D:
1413 return GL_TEXTURE_3D;
1414 case WINED3D_GL_RES_TYPE_TEX_CUBE:
1415 return GL_TEXTURE_CUBE_MAP_ARB;
1416 case WINED3D_GL_RES_TYPE_TEX_RECT:
1417 return GL_TEXTURE_RECTANGLE_ARB;
1418 case WINED3D_GL_RES_TYPE_BUFFER:
1419 return GL_TEXTURE_2D; /* TODO: GL_TEXTURE_BUFFER. */
1420 case WINED3D_GL_RES_TYPE_COUNT:
1421 break;
1423 ERR("Unexpected GL resource type %u.\n", type);
1424 return 0;
1427 static void delete_fbo_attachment(const struct wined3d_gl_info *gl_info)
1429 gl_info->fbo_ops.glFramebufferTexture2D(GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT0,
1430 GL_TEXTURE_2D, 0, 0);
1433 /* Context activation is done by the caller. */
1434 static void create_and_bind_fbo_attachment(const struct wined3d_gl_info *gl_info,
1435 enum wined3d_gl_resource_type d3d_type, GLuint tex, GLenum internal, GLenum format, GLenum type)
1437 switch (d3d_type)
1439 case WINED3D_GL_RES_TYPE_TEX_1D:
1440 gl_info->gl_ops.gl.p_glBindTexture(GL_TEXTURE_1D, tex);
1441 gl_info->gl_ops.gl.p_glTexImage1D(GL_TEXTURE_1D, 0, internal, 16, 0, format, type, NULL);
1442 gl_info->gl_ops.gl.p_glTexParameteri(GL_TEXTURE_1D, GL_TEXTURE_MIN_FILTER, GL_NEAREST);
1443 gl_info->gl_ops.gl.p_glTexParameteri(GL_TEXTURE_1D, GL_TEXTURE_MAG_FILTER, GL_NEAREST);
1445 gl_info->fbo_ops.glFramebufferTexture1D(GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT0, GL_TEXTURE_1D, tex, 0);
1446 break;
1448 case WINED3D_GL_RES_TYPE_TEX_2D:
1449 case WINED3D_GL_RES_TYPE_TEX_RECT:
1450 gl_info->gl_ops.gl.p_glBindTexture(wined3d_gl_type_to_enum(d3d_type), tex);
1451 gl_info->gl_ops.gl.p_glTexImage2D(wined3d_gl_type_to_enum(d3d_type), 0, internal, 16, 16, 0,
1452 format, type, NULL);
1453 gl_info->gl_ops.gl.p_glTexParameteri(wined3d_gl_type_to_enum(d3d_type), GL_TEXTURE_MIN_FILTER, GL_NEAREST);
1454 gl_info->gl_ops.gl.p_glTexParameteri(wined3d_gl_type_to_enum(d3d_type), GL_TEXTURE_MAG_FILTER, GL_NEAREST);
1456 gl_info->fbo_ops.glFramebufferTexture2D(GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT0,
1457 wined3d_gl_type_to_enum(d3d_type), tex, 0);
1458 break;
1460 case WINED3D_GL_RES_TYPE_TEX_3D:
1461 gl_info->gl_ops.gl.p_glBindTexture(GL_TEXTURE_3D, tex);
1462 GL_EXTCALL(glTexImage3D)(GL_TEXTURE_3D, 0, internal, 16, 16, 16, 0,
1463 format, type, NULL);
1464 gl_info->gl_ops.gl.p_glTexParameteri(GL_TEXTURE_3D, GL_TEXTURE_MIN_FILTER, GL_NEAREST);
1465 gl_info->gl_ops.gl.p_glTexParameteri(GL_TEXTURE_3D, GL_TEXTURE_MAG_FILTER, GL_NEAREST);
1467 gl_info->fbo_ops.glFramebufferTexture3D(GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT0,
1468 GL_TEXTURE_3D, tex, 0, 0);
1469 break;
1471 case WINED3D_GL_RES_TYPE_TEX_CUBE:
1472 gl_info->gl_ops.gl.p_glBindTexture(GL_TEXTURE_CUBE_MAP_ARB, tex);
1473 gl_info->gl_ops.gl.p_glTexImage2D(GL_TEXTURE_CUBE_MAP_POSITIVE_X_ARB, 0, internal, 16, 16, 0,
1474 format, type, NULL);
1475 gl_info->gl_ops.gl.p_glTexImage2D(GL_TEXTURE_CUBE_MAP_NEGATIVE_X_ARB, 0, internal, 16, 16, 0,
1476 format, type, NULL);
1477 gl_info->gl_ops.gl.p_glTexImage2D(GL_TEXTURE_CUBE_MAP_POSITIVE_Y_ARB, 0, internal, 16, 16, 0,
1478 format, type, NULL);
1479 gl_info->gl_ops.gl.p_glTexImage2D(GL_TEXTURE_CUBE_MAP_NEGATIVE_Y_ARB, 0, internal, 16, 16, 0,
1480 format, type, NULL);
1481 gl_info->gl_ops.gl.p_glTexImage2D(GL_TEXTURE_CUBE_MAP_POSITIVE_Z_ARB, 0, internal, 16, 16, 0,
1482 format, type, NULL);
1483 gl_info->gl_ops.gl.p_glTexImage2D(GL_TEXTURE_CUBE_MAP_NEGATIVE_Z_ARB, 0, internal, 16, 16, 0,
1484 format, type, NULL);
1485 gl_info->gl_ops.gl.p_glTexParameteri(GL_TEXTURE_CUBE_MAP_ARB, GL_TEXTURE_MIN_FILTER, GL_NEAREST);
1486 gl_info->gl_ops.gl.p_glTexParameteri(GL_TEXTURE_CUBE_MAP_ARB, GL_TEXTURE_MAG_FILTER, GL_NEAREST);
1488 gl_info->fbo_ops.glFramebufferTexture2D(GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT0,
1489 GL_TEXTURE_CUBE_MAP_POSITIVE_X_ARB, tex, 0);
1490 break;
1492 case WINED3D_GL_RES_TYPE_BUFFER:
1493 case WINED3D_GL_RES_TYPE_COUNT:
1494 break;
1498 /* Context activation is done by the caller. */
1499 static void check_fbo_compat(const struct wined3d_gl_info *gl_info, struct wined3d_format *format)
1501 /* Check if the default internal format is supported as a frame buffer
1502 * target, otherwise fall back to the render target internal.
1504 * Try to stick to the standard format if possible, this limits precision differences. */
1505 GLenum status, rt_internal = format->rtInternal;
1506 GLuint tex;
1507 enum wined3d_gl_resource_type type;
1508 BOOL fallback_fmt_used = FALSE, regular_fmt_used = FALSE;
1510 gl_info->gl_ops.gl.p_glDisable(GL_BLEND);
1512 for (type = 0; type < ARRAY_SIZE(format->flags); ++type)
1514 if (type == WINED3D_GL_RES_TYPE_BUFFER)
1515 continue;
1517 /* Ideally we'd skip all formats already known not to work on textures
1518 * by checking for WINED3DFMT_FLAG_TEXTURE here. However, we want to
1519 * know if we can attach WINED3DFMT_P8_UINT textures to FBOs, and this
1520 * format never has WINED3DFMT_FLAG_TEXTURE set. Instead, swallow GL
1521 * errors generated by invalid formats. */
1523 gl_info->gl_ops.gl.p_glGenTextures(1, &tex);
1524 create_and_bind_fbo_attachment(gl_info, type, tex, format->glInternal,
1525 format->glFormat, format->glType);
1526 while (gl_info->gl_ops.gl.p_glGetError());
1528 status = gl_info->fbo_ops.glCheckFramebufferStatus(GL_FRAMEBUFFER);
1529 checkGLcall("Framebuffer format check");
1531 if (status == GL_FRAMEBUFFER_COMPLETE)
1533 TRACE("Format %s is supported as FBO color attachment, type %u.\n",
1534 debug_d3dformat(format->id), type);
1535 format->flags[type] |= WINED3DFMT_FLAG_FBO_ATTACHABLE;
1536 format->rtInternal = format->glInternal;
1537 regular_fmt_used = TRUE;
1539 else
1541 if (!rt_internal)
1543 if (format->flags[type] & WINED3DFMT_FLAG_RENDERTARGET)
1545 FIXME("Format %s with rendertarget flag is not supported as FBO color attachment (type %u),"
1546 " and no fallback specified.\n", debug_d3dformat(format->id), type);
1547 format->flags[type] &= ~WINED3DFMT_FLAG_RENDERTARGET;
1549 else
1551 TRACE("Format %s is not supported as FBO color attachment, type %u.\n",
1552 debug_d3dformat(format->id), type);
1554 format->rtInternal = format->glInternal;
1556 else
1558 TRACE("Format %s is not supported as FBO color attachment (type %u),"
1559 " trying rtInternal format as fallback.\n", debug_d3dformat(format->id), type);
1561 while (gl_info->gl_ops.gl.p_glGetError());
1563 delete_fbo_attachment(gl_info);
1564 create_and_bind_fbo_attachment(gl_info, type, tex, format->rtInternal,
1565 format->glFormat, format->glType);
1567 status = gl_info->fbo_ops.glCheckFramebufferStatus(GL_FRAMEBUFFER);
1568 checkGLcall("Framebuffer format check");
1570 if (status == GL_FRAMEBUFFER_COMPLETE)
1572 TRACE("Format %s rtInternal format is supported as FBO color attachment, type %u.\n",
1573 debug_d3dformat(format->id), type);
1574 fallback_fmt_used = TRUE;
1576 else
1578 FIXME("Format %s rtInternal format is not supported as FBO color attachment, type %u.\n",
1579 debug_d3dformat(format->id), type);
1580 format->flags[type] &= ~WINED3DFMT_FLAG_RENDERTARGET;
1585 if (status == GL_FRAMEBUFFER_COMPLETE
1586 && ((format->flags[type] & WINED3DFMT_FLAG_POSTPIXELSHADER_BLENDING)
1587 || !(gl_info->quirks & WINED3D_QUIRK_LIMITED_TEX_FILTERING))
1588 && format->id != WINED3DFMT_NULL && format->id != WINED3DFMT_P8_UINT
1589 && format->glFormat != GL_LUMINANCE && format->glFormat != GL_LUMINANCE_ALPHA
1590 && (format->red_size || format->alpha_size))
1592 DWORD readback[16 * 16 * 16], color, r_range, a_range;
1593 BYTE r, a;
1594 BOOL match = TRUE;
1595 GLuint rb;
1597 if (gl_info->supported[ARB_FRAMEBUFFER_OBJECT]
1598 || gl_info->supported[EXT_PACKED_DEPTH_STENCIL])
1600 gl_info->fbo_ops.glGenRenderbuffers(1, &rb);
1601 gl_info->fbo_ops.glBindRenderbuffer(GL_RENDERBUFFER, rb);
1602 if (type == WINED3D_GL_RES_TYPE_TEX_1D)
1603 gl_info->fbo_ops.glRenderbufferStorage(GL_RENDERBUFFER, GL_DEPTH24_STENCIL8, 16, 1);
1604 else
1605 gl_info->fbo_ops.glRenderbufferStorage(GL_RENDERBUFFER, GL_DEPTH24_STENCIL8, 16, 16);
1606 gl_info->fbo_ops.glFramebufferRenderbuffer(GL_FRAMEBUFFER, GL_DEPTH_ATTACHMENT, GL_RENDERBUFFER, rb);
1607 gl_info->fbo_ops.glFramebufferRenderbuffer(GL_FRAMEBUFFER, GL_STENCIL_ATTACHMENT, GL_RENDERBUFFER, rb);
1608 checkGLcall("RB attachment");
1611 gl_info->gl_ops.gl.p_glEnable(GL_BLEND);
1612 gl_info->gl_ops.gl.p_glClearColor(0.0f, 0.0f, 0.0f, 1.0f);
1613 gl_info->gl_ops.gl.p_glClear(GL_COLOR_BUFFER_BIT);
1614 if (gl_info->gl_ops.gl.p_glGetError() == GL_INVALID_FRAMEBUFFER_OPERATION)
1616 while (gl_info->gl_ops.gl.p_glGetError());
1617 TRACE("Format %s doesn't support post-pixelshader blending, type %u.\n",
1618 debug_d3dformat(format->id), type);
1619 format->flags[type] &= ~WINED3DFMT_FLAG_POSTPIXELSHADER_BLENDING;
1621 else
1623 gl_info->gl_ops.gl.p_glDisable(GL_BLEND);
1624 if (type == WINED3D_GL_RES_TYPE_TEX_1D)
1625 gl_info->gl_ops.gl.p_glViewport(0, 0, 16, 1);
1626 else
1627 gl_info->gl_ops.gl.p_glViewport(0, 0, 16, 16);
1628 gl_info->gl_ops.gl.p_glDisable(GL_LIGHTING);
1629 gl_info->gl_ops.gl.p_glMatrixMode(GL_MODELVIEW);
1630 gl_info->gl_ops.gl.p_glLoadIdentity();
1631 gl_info->gl_ops.gl.p_glMatrixMode(GL_PROJECTION);
1632 gl_info->gl_ops.gl.p_glLoadIdentity();
1634 gl_info->gl_ops.gl.p_glBlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
1636 /* Draw a full-black quad */
1637 gl_info->gl_ops.gl.p_glBegin(GL_TRIANGLE_STRIP);
1638 gl_info->gl_ops.gl.p_glColor4f(0.0f, 0.0f, 0.0f, 1.0f);
1639 gl_info->gl_ops.gl.p_glVertex3f(-1.0f, -1.0f, 0.0f);
1640 gl_info->gl_ops.gl.p_glVertex3f(1.0f, -1.0f, 0.0f);
1641 gl_info->gl_ops.gl.p_glVertex3f(-1.0f, 1.0f, 0.0f);
1642 gl_info->gl_ops.gl.p_glVertex3f(1.0f, 1.0f, 0.0f);
1643 gl_info->gl_ops.gl.p_glEnd();
1645 gl_info->gl_ops.gl.p_glEnable(GL_BLEND);
1646 /* Draw a half-transparent red quad */
1647 gl_info->gl_ops.gl.p_glBegin(GL_TRIANGLE_STRIP);
1648 gl_info->gl_ops.gl.p_glColor4f(1.0f, 0.0f, 0.0f, 0.5f);
1649 gl_info->gl_ops.gl.p_glVertex3f(-1.0f, -1.0f, 0.0f);
1650 gl_info->gl_ops.gl.p_glVertex3f(1.0f, -1.0f, 0.0f);
1651 gl_info->gl_ops.gl.p_glVertex3f(-1.0f, 1.0f, 0.0f);
1652 gl_info->gl_ops.gl.p_glVertex3f(1.0f, 1.0f, 0.0f);
1653 gl_info->gl_ops.gl.p_glEnd();
1655 gl_info->gl_ops.gl.p_glDisable(GL_BLEND);
1657 /* Rebinding texture to workaround a fglrx bug. */
1658 gl_info->gl_ops.gl.p_glBindTexture(wined3d_gl_type_to_enum(type), tex);
1659 switch (type)
1661 case WINED3D_GL_RES_TYPE_TEX_1D:
1662 gl_info->gl_ops.gl.p_glGetTexImage(wined3d_gl_type_to_enum(type), 0, GL_BGRA,
1663 GL_UNSIGNED_INT_8_8_8_8_REV, readback);
1664 color = readback[7];
1665 break;
1667 case WINED3D_GL_RES_TYPE_TEX_2D:
1668 case WINED3D_GL_RES_TYPE_TEX_3D:
1669 case WINED3D_GL_RES_TYPE_TEX_RECT:
1670 gl_info->gl_ops.gl.p_glGetTexImage(wined3d_gl_type_to_enum(type), 0, GL_BGRA,
1671 GL_UNSIGNED_INT_8_8_8_8_REV, readback);
1672 color = readback[7 * 16 + 7];
1673 break;
1675 case WINED3D_GL_RES_TYPE_TEX_CUBE:
1676 gl_info->gl_ops.gl.p_glGetTexImage(GL_TEXTURE_CUBE_MAP_POSITIVE_X_ARB, 0, GL_BGRA,
1677 GL_UNSIGNED_INT_8_8_8_8_REV, readback);
1678 color = readback[7 * 16 + 7];
1679 break;
1681 case WINED3D_GL_RES_TYPE_BUFFER:
1682 case WINED3D_GL_RES_TYPE_COUNT:
1683 color = 0;
1684 break;
1686 checkGLcall("Post-pixelshader blending check");
1688 a = color >> 24;
1689 r = (color & 0x00ff0000) >> 16;
1691 r_range = format->red_size < 8 ? 1 << (8 - format->red_size) : 1;
1692 a_range = format->alpha_size < 8 ? 1 << (8 - format->alpha_size) : 1;
1693 if (format->red_size && (r < 0x7f - r_range || r > 0x7f + r_range))
1694 match = FALSE;
1695 else if (format->alpha_size > 1 && (a < 0xbf - a_range || a > 0xbf + a_range))
1696 match = FALSE;
1697 if (!match)
1699 TRACE("Format %s doesn't support post-pixelshader blending, type %u.\n",
1700 debug_d3dformat(format->id), type);
1701 TRACE("Color output: %#x\n", color);
1702 format->flags[type] &= ~WINED3DFMT_FLAG_POSTPIXELSHADER_BLENDING;
1704 else
1706 TRACE("Format %s supports post-pixelshader blending, type %u.\n",
1707 debug_d3dformat(format->id), type);
1708 TRACE("Color output: %#x\n", color);
1709 format->flags[type] |= WINED3DFMT_FLAG_POSTPIXELSHADER_BLENDING;
1713 if (gl_info->supported[ARB_FRAMEBUFFER_OBJECT]
1714 || gl_info->supported[EXT_PACKED_DEPTH_STENCIL])
1716 gl_info->fbo_ops.glFramebufferRenderbuffer(GL_FRAMEBUFFER, GL_DEPTH_ATTACHMENT, GL_RENDERBUFFER, 0);
1717 gl_info->fbo_ops.glFramebufferRenderbuffer(GL_FRAMEBUFFER, GL_STENCIL_ATTACHMENT, GL_RENDERBUFFER, 0);
1718 gl_info->fbo_ops.glDeleteRenderbuffers(1, &rb);
1719 checkGLcall("RB cleanup");
1723 if (format->glInternal != format->glGammaInternal)
1725 delete_fbo_attachment(gl_info);
1726 create_and_bind_fbo_attachment(gl_info, type, tex, format->glGammaInternal,
1727 format->glFormat, format->glType);
1729 status = gl_info->fbo_ops.glCheckFramebufferStatus(GL_FRAMEBUFFER);
1730 checkGLcall("Framebuffer format check");
1732 if (status == GL_FRAMEBUFFER_COMPLETE)
1734 TRACE("Format %s's sRGB format is FBO attachable, type %u.\n",
1735 debug_d3dformat(format->id), type);
1736 format->flags[type] |= WINED3DFMT_FLAG_FBO_ATTACHABLE_SRGB;
1738 else
1740 WARN("Format %s's sRGB format is not FBO attachable, type %u.\n",
1741 debug_d3dformat(format->id), type);
1744 else if (status == GL_FRAMEBUFFER_COMPLETE)
1745 format->flags[type] |= WINED3DFMT_FLAG_FBO_ATTACHABLE_SRGB;
1747 delete_fbo_attachment(gl_info);
1748 gl_info->gl_ops.gl.p_glDeleteTextures(1, &tex);
1751 if (fallback_fmt_used && regular_fmt_used)
1753 FIXME("Format %s needs different render target formats for different resource types.\n",
1754 debug_d3dformat(format->id));
1755 format_clear_flag(format, WINED3DFMT_FLAG_RENDERTARGET | WINED3DFMT_FLAG_FBO_ATTACHABLE
1756 | WINED3DFMT_FLAG_FBO_ATTACHABLE_SRGB | WINED3DFMT_FLAG_POSTPIXELSHADER_BLENDING);
1760 static void query_format_flag(struct wined3d_gl_info *gl_info, struct wined3d_format *format,
1761 GLint internal, GLenum pname, DWORD flag, const char *string)
1763 GLint value;
1764 enum wined3d_gl_resource_type type;
1766 for (type = 0; type < ARRAY_SIZE(format->flags); ++type)
1768 gl_info->gl_ops.ext.p_glGetInternalformativ(wined3d_gl_type_to_enum(type), internal, pname, 1, &value);
1769 if (value == GL_FULL_SUPPORT)
1771 TRACE("Format %s supports %s, resource type %u.\n", debug_d3dformat(format->id), string, type);
1772 format->flags[type] |= flag;
1774 else
1776 TRACE("Format %s doesn't support %s, resource type %u.\n", debug_d3dformat(format->id), string, type);
1777 format->flags[type] &= ~flag;
1782 /* Context activation is done by the caller. */
1783 static void init_format_fbo_compat_info(struct wined3d_gl_info *gl_info)
1785 unsigned int i, type;
1786 GLuint fbo;
1788 if (gl_info->supported[ARB_INTERNALFORMAT_QUERY2])
1790 for (i = 0; i < sizeof(formats) / sizeof(*formats); ++i)
1792 GLint value;
1793 struct wined3d_format *format = &gl_info->formats[i];
1794 BOOL fallback_fmt_used = FALSE, regular_fmt_used = FALSE;
1795 GLenum rt_internal = format->rtInternal;
1797 if (!format->glInternal)
1798 continue;
1799 if (format->flags[WINED3D_GL_RES_TYPE_TEX_2D] & (WINED3DFMT_FLAG_DEPTH | WINED3DFMT_FLAG_STENCIL))
1800 continue;
1802 for (type = 0; type < ARRAY_SIZE(format->flags); ++type)
1804 gl_info->gl_ops.ext.p_glGetInternalformativ(wined3d_gl_type_to_enum(type),
1805 format->glInternal, GL_FRAMEBUFFER_RENDERABLE, 1, &value);
1806 if (value == GL_FULL_SUPPORT)
1808 TRACE("Format %s is supported as FBO color attachment, resource type %u.\n",
1809 debug_d3dformat(format->id), type);
1810 format->flags[type] |= WINED3DFMT_FLAG_FBO_ATTACHABLE;
1811 format->rtInternal = format->glInternal;
1812 regular_fmt_used = TRUE;
1814 gl_info->gl_ops.ext.p_glGetInternalformativ(wined3d_gl_type_to_enum(type),
1815 format->glInternal, GL_FRAMEBUFFER_BLEND, 1, &value);
1816 if (value == GL_FULL_SUPPORT)
1818 TRACE("Format %s supports post-pixelshader blending, resource type %u.\n",
1819 debug_d3dformat(format->id), type);
1820 format->flags[type] |= WINED3DFMT_FLAG_POSTPIXELSHADER_BLENDING;
1822 else
1824 TRACE("Format %s doesn't support post-pixelshader blending, resource typed %u.\n",
1825 debug_d3dformat(format->id), type);
1826 format->flags[type] &= ~WINED3DFMT_FLAG_POSTPIXELSHADER_BLENDING;
1829 else
1831 if (!rt_internal)
1833 if (format->flags[type] & WINED3DFMT_FLAG_RENDERTARGET)
1835 WARN("Format %s with rendertarget flag is not supported as FBO color attachment"
1836 " and no fallback specified, resource type %u.\n",
1837 debug_d3dformat(format->id), type);
1838 format->flags[type] &= ~WINED3DFMT_FLAG_RENDERTARGET;
1840 else
1841 TRACE("Format %s is not supported as FBO color attachment,"
1842 " resource type %u.\n", debug_d3dformat(format->id), type);
1843 format->rtInternal = format->glInternal;
1845 else
1847 gl_info->gl_ops.ext.p_glGetInternalformativ(wined3d_gl_type_to_enum(type),
1848 rt_internal, GL_FRAMEBUFFER_RENDERABLE, 1, &value);
1849 if (value == GL_FULL_SUPPORT)
1851 TRACE("Format %s rtInternal format is supported as FBO color attachment,"
1852 " resource type %u.\n", debug_d3dformat(format->id), type);
1853 fallback_fmt_used = TRUE;
1855 else
1857 WARN("Format %s rtInternal format is not supported as FBO color attachment,"
1858 " resource type %u.\n", debug_d3dformat(format->id), type);
1859 format->flags[type] &= ~WINED3DFMT_FLAG_RENDERTARGET;
1864 if (format->glInternal != format->glGammaInternal)
1866 gl_info->gl_ops.ext.p_glGetInternalformativ(wined3d_gl_type_to_enum(type),
1867 format->glGammaInternal, GL_FRAMEBUFFER_RENDERABLE, 1, &value);
1868 if (value == GL_FULL_SUPPORT)
1870 TRACE("Format %s's sRGB format is FBO attachable, resource type %u.\n",
1871 debug_d3dformat(format->id), type);
1872 format->flags[type] |= WINED3DFMT_FLAG_FBO_ATTACHABLE_SRGB;
1874 else
1876 WARN("Format %s's sRGB format is not FBO attachable, resource type %u.\n",
1877 debug_d3dformat(format->id), type);
1880 else if (format->flags[type] & WINED3DFMT_FLAG_FBO_ATTACHABLE)
1881 format->flags[type] |= WINED3DFMT_FLAG_FBO_ATTACHABLE_SRGB;
1884 if (fallback_fmt_used && regular_fmt_used)
1886 FIXME("Format %s needs different render target formats for different resource types.\n",
1887 debug_d3dformat(format->id));
1888 format_clear_flag(format, WINED3DFMT_FLAG_RENDERTARGET | WINED3DFMT_FLAG_FBO_ATTACHABLE
1889 | WINED3DFMT_FLAG_FBO_ATTACHABLE_SRGB | WINED3DFMT_FLAG_POSTPIXELSHADER_BLENDING);
1892 return;
1895 if (wined3d_settings.offscreen_rendering_mode == ORM_FBO)
1897 gl_info->fbo_ops.glGenFramebuffers(1, &fbo);
1898 gl_info->fbo_ops.glBindFramebuffer(GL_FRAMEBUFFER, fbo);
1899 gl_info->gl_ops.gl.p_glDrawBuffer(GL_COLOR_ATTACHMENT0);
1900 gl_info->gl_ops.gl.p_glReadBuffer(GL_COLOR_ATTACHMENT0);
1903 for (i = 0; i < sizeof(formats) / sizeof(*formats); ++i)
1905 struct wined3d_format *format = &gl_info->formats[i];
1907 if (!format->glInternal) continue;
1909 if (format->flags[WINED3D_GL_RES_TYPE_TEX_2D] & (WINED3DFMT_FLAG_DEPTH | WINED3DFMT_FLAG_STENCIL))
1911 TRACE("Skipping format %s because it's a depth/stencil format.\n",
1912 debug_d3dformat(format->id));
1913 continue;
1916 if (format->flags[WINED3D_GL_RES_TYPE_TEX_2D] & WINED3DFMT_FLAG_COMPRESSED)
1918 TRACE("Skipping format %s because it's a compressed format.\n",
1919 debug_d3dformat(format->id));
1920 continue;
1923 if (wined3d_settings.offscreen_rendering_mode == ORM_FBO)
1925 TRACE("Checking if format %s is supported as FBO color attachment...\n", debug_d3dformat(format->id));
1926 check_fbo_compat(gl_info, format);
1928 else
1930 format->rtInternal = format->glInternal;
1934 if (wined3d_settings.offscreen_rendering_mode == ORM_FBO)
1935 gl_info->fbo_ops.glDeleteFramebuffers(1, &fbo);
1938 static BOOL init_format_texture_info(struct wined3d_adapter *adapter, struct wined3d_gl_info *gl_info)
1940 struct fragment_caps fragment_caps;
1941 struct shader_caps shader_caps;
1942 BOOL srgb_write;
1943 unsigned int i;
1945 adapter->fragment_pipe->get_caps(gl_info, &fragment_caps);
1946 adapter->shader_backend->shader_get_caps(gl_info, &shader_caps);
1947 srgb_write = (fragment_caps.wined3d_caps & WINED3D_FRAGMENT_CAP_SRGB_WRITE)
1948 && (shader_caps.wined3d_caps & WINED3D_SHADER_CAP_SRGB_WRITE);
1950 for (i = 0; i < sizeof(format_texture_info) / sizeof(*format_texture_info); ++i)
1952 int fmt_idx = getFmtIdx(format_texture_info[i].id);
1953 struct wined3d_format *format;
1955 if (fmt_idx == -1)
1957 ERR("Format %s (%#x) not found.\n",
1958 debug_d3dformat(format_texture_info[i].id), format_texture_info[i].id);
1959 return FALSE;
1962 if (!gl_info->supported[format_texture_info[i].extension]) continue;
1964 format = &gl_info->formats[fmt_idx];
1966 /* ARB_texture_rg defines floating point formats, but only if
1967 * ARB_texture_float is also supported. */
1968 if (!gl_info->supported[ARB_TEXTURE_FLOAT]
1969 && (format->flags[WINED3D_GL_RES_TYPE_TEX_2D] & WINED3DFMT_FLAG_FLOAT))
1970 continue;
1972 format->glInternal = format_texture_info[i].gl_internal;
1973 format->glGammaInternal = format_texture_info[i].gl_srgb_internal;
1974 format->rtInternal = format_texture_info[i].gl_rt_internal;
1975 format->glFormat = format_texture_info[i].gl_format;
1976 format->glType = format_texture_info[i].gl_type;
1977 format->color_fixup = COLOR_FIXUP_IDENTITY;
1978 format->height_scale.numerator = 1;
1979 format->height_scale.denominator = 1;
1981 format->flags[WINED3D_GL_RES_TYPE_TEX_1D] |= format_texture_info[i].flags;
1982 format->flags[WINED3D_GL_RES_TYPE_TEX_2D] |= format_texture_info[i].flags;
1983 format->flags[WINED3D_GL_RES_TYPE_BUFFER] |= format_texture_info[i].flags;
1985 /* GL_ARB_depth_texture does not support 3D textures. It also says "cube textures are
1986 * problematic", but doesn't explicitly mandate that an error is generated. */
1987 if (gl_info->supported[EXT_TEXTURE3D]
1988 && !(format_texture_info[i].flags & (WINED3DFMT_FLAG_DEPTH | WINED3DFMT_FLAG_STENCIL)))
1989 format->flags[WINED3D_GL_RES_TYPE_TEX_3D] |= format_texture_info[i].flags;
1991 if (gl_info->supported[ARB_TEXTURE_CUBE_MAP])
1992 format->flags[WINED3D_GL_RES_TYPE_TEX_CUBE] |= format_texture_info[i].flags;
1994 if (gl_info->supported[ARB_TEXTURE_RECTANGLE])
1995 format->flags[WINED3D_GL_RES_TYPE_TEX_RECT] |= format_texture_info[i].flags;
1997 if (gl_info->supported[ARB_INTERNALFORMAT_QUERY2])
1999 query_format_flag(gl_info, format, format->glInternal, GL_VERTEX_TEXTURE,
2000 WINED3DFMT_FLAG_VTF, "vertex texture usage");
2001 query_format_flag(gl_info, format, format->glInternal, GL_FILTER,
2002 WINED3DFMT_FLAG_FILTERING, "filtering");
2004 if (format->glGammaInternal != format->glInternal)
2006 query_format_flag(gl_info, format, format->glGammaInternal, GL_SRGB_READ,
2007 WINED3DFMT_FLAG_SRGB_READ, "sRGB read");
2009 if (srgb_write)
2010 query_format_flag(gl_info, format, format->glGammaInternal, GL_SRGB_WRITE,
2011 WINED3DFMT_FLAG_SRGB_WRITE, "sRGB write");
2012 else
2013 format_clear_flag(format, WINED3DFMT_FLAG_SRGB_WRITE);
2015 if (!(format->flags[WINED3D_GL_RES_TYPE_TEX_2D] & (WINED3DFMT_FLAG_SRGB_READ | WINED3DFMT_FLAG_SRGB_WRITE)))
2016 format->glGammaInternal = format->glInternal;
2017 else if (gl_info->supported[EXT_TEXTURE_SRGB_DECODE])
2018 format->glInternal = format->glGammaInternal;
2021 else
2023 if (!gl_info->limits.vertex_samplers)
2024 format_clear_flag(format, WINED3DFMT_FLAG_VTF);
2026 if (!(gl_info->quirks & WINED3D_QUIRK_LIMITED_TEX_FILTERING))
2027 format_set_flag(format, WINED3DFMT_FLAG_FILTERING);
2028 else if (format->id != WINED3DFMT_R32G32B32A32_FLOAT && format->id != WINED3DFMT_R32_FLOAT)
2029 format_clear_flag(format, WINED3DFMT_FLAG_VTF);
2031 if (format->glGammaInternal != format->glInternal)
2033 /* Filter sRGB capabilities if EXT_texture_sRGB is not supported. */
2034 if (!gl_info->supported[EXT_TEXTURE_SRGB])
2036 format->glGammaInternal = format->glInternal;
2037 format_clear_flag(format, WINED3DFMT_FLAG_SRGB_READ | WINED3DFMT_FLAG_SRGB_WRITE);
2039 else if (gl_info->supported[EXT_TEXTURE_SRGB_DECODE])
2041 format->glInternal = format->glGammaInternal;
2045 if ((format->flags[WINED3D_GL_RES_TYPE_TEX_2D] & WINED3DFMT_FLAG_SRGB_WRITE) && !srgb_write)
2046 format_clear_flag(format, WINED3DFMT_FLAG_SRGB_WRITE);
2049 /* Texture conversion stuff */
2050 format->convert = format_texture_info[i].convert;
2051 format->conv_byte_count = format_texture_info[i].conv_byte_count;
2054 return TRUE;
2057 static BOOL color_match(DWORD c1, DWORD c2, BYTE max_diff)
2059 if (abs((c1 & 0xff) - (c2 & 0xff)) > max_diff) return FALSE;
2060 c1 >>= 8; c2 >>= 8;
2061 if (abs((c1 & 0xff) - (c2 & 0xff)) > max_diff) return FALSE;
2062 c1 >>= 8; c2 >>= 8;
2063 if (abs((c1 & 0xff) - (c2 & 0xff)) > max_diff) return FALSE;
2064 c1 >>= 8; c2 >>= 8;
2065 if (abs((c1 & 0xff) - (c2 & 0xff)) > max_diff) return FALSE;
2066 return TRUE;
2069 /* A context is provided by the caller */
2070 static BOOL check_filter(const struct wined3d_gl_info *gl_info, GLenum internal)
2072 static const DWORD data[] = {0x00000000, 0xffffffff};
2073 GLuint tex, fbo, buffer;
2074 DWORD readback[16 * 1];
2075 BOOL ret = FALSE;
2077 /* Render a filtered texture and see what happens. This is intended to detect the lack of
2078 * float16 filtering on ATI X1000 class cards. The drivers disable filtering instead of
2079 * falling back to software. If this changes in the future this code will get fooled and
2080 * apps might hit the software path due to incorrectly advertised caps.
2082 * Its unlikely that this changes however. GL Games like Mass Effect depend on the filter
2083 * disable fallback, if Apple or ATI ever change the driver behavior they will break more
2084 * than Wine. The Linux binary <= r500 driver is not maintained any more anyway
2087 while (gl_info->gl_ops.gl.p_glGetError());
2089 gl_info->gl_ops.gl.p_glGenTextures(1, &buffer);
2090 gl_info->gl_ops.gl.p_glBindTexture(GL_TEXTURE_2D, buffer);
2091 memset(readback, 0x7e, sizeof(readback));
2092 gl_info->gl_ops.gl.p_glTexImage2D(GL_TEXTURE_2D, 0, GL_RGBA8, 16, 1, 0,
2093 GL_RGBA, GL_UNSIGNED_INT_8_8_8_8, readback);
2094 gl_info->gl_ops.gl.p_glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_NEAREST);
2095 gl_info->gl_ops.gl.p_glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_NEAREST);
2096 gl_info->gl_ops.gl.p_glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_CLAMP_TO_EDGE);
2097 gl_info->gl_ops.gl.p_glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_CLAMP_TO_EDGE);
2098 gl_info->gl_ops.gl.p_glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_R, GL_CLAMP_TO_EDGE);
2100 gl_info->gl_ops.gl.p_glGenTextures(1, &tex);
2101 gl_info->gl_ops.gl.p_glBindTexture(GL_TEXTURE_2D, tex);
2102 gl_info->gl_ops.gl.p_glTexImage2D(GL_TEXTURE_2D, 0, internal, 2, 1, 0,
2103 GL_BGRA, GL_UNSIGNED_INT_8_8_8_8_REV, data);
2104 gl_info->gl_ops.gl.p_glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR);
2105 gl_info->gl_ops.gl.p_glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_LINEAR);
2106 gl_info->gl_ops.gl.p_glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_CLAMP_TO_EDGE);
2107 gl_info->gl_ops.gl.p_glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_CLAMP_TO_EDGE);
2108 gl_info->gl_ops.gl.p_glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_R, GL_CLAMP_TO_EDGE);
2109 gl_info->gl_ops.gl.p_glEnable(GL_TEXTURE_2D);
2111 gl_info->fbo_ops.glGenFramebuffers(1, &fbo);
2112 gl_info->fbo_ops.glBindFramebuffer(GL_FRAMEBUFFER, fbo);
2113 gl_info->fbo_ops.glFramebufferTexture2D(GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT0, GL_TEXTURE_2D, buffer, 0);
2114 gl_info->gl_ops.gl.p_glDrawBuffer(GL_COLOR_ATTACHMENT0);
2116 gl_info->gl_ops.gl.p_glViewport(0, 0, 16, 1);
2117 gl_info->gl_ops.gl.p_glDisable(GL_LIGHTING);
2118 gl_info->gl_ops.gl.p_glMatrixMode(GL_MODELVIEW);
2119 gl_info->gl_ops.gl.p_glLoadIdentity();
2120 gl_info->gl_ops.gl.p_glMatrixMode(GL_PROJECTION);
2121 gl_info->gl_ops.gl.p_glLoadIdentity();
2123 gl_info->gl_ops.gl.p_glClearColor(0, 1, 0, 0);
2124 gl_info->gl_ops.gl.p_glClear(GL_COLOR_BUFFER_BIT);
2126 gl_info->gl_ops.gl.p_glBegin(GL_TRIANGLE_STRIP);
2127 gl_info->gl_ops.gl.p_glTexCoord2f(0.0, 0.0);
2128 gl_info->gl_ops.gl.p_glVertex2f(-1.0f, -1.0f);
2129 gl_info->gl_ops.gl.p_glTexCoord2f(1.0, 0.0);
2130 gl_info->gl_ops.gl.p_glVertex2f(1.0f, -1.0f);
2131 gl_info->gl_ops.gl.p_glTexCoord2f(0.0, 1.0);
2132 gl_info->gl_ops.gl.p_glVertex2f(-1.0f, 1.0f);
2133 gl_info->gl_ops.gl.p_glTexCoord2f(1.0, 1.0);
2134 gl_info->gl_ops.gl.p_glVertex2f(1.0f, 1.0f);
2135 gl_info->gl_ops.gl.p_glEnd();
2137 gl_info->gl_ops.gl.p_glBindTexture(GL_TEXTURE_2D, buffer);
2138 memset(readback, 0x7f, sizeof(readback));
2139 gl_info->gl_ops.gl.p_glGetTexImage(GL_TEXTURE_2D, 0, GL_BGRA, GL_UNSIGNED_INT_8_8_8_8_REV, readback);
2140 if (color_match(readback[6], 0xffffffff, 5) || color_match(readback[6], 0x00000000, 5)
2141 || color_match(readback[9], 0xffffffff, 5) || color_match(readback[9], 0x00000000, 5))
2143 TRACE("Read back colors 0x%08x and 0x%08x close to unfiltered color, assuming no filtering\n",
2144 readback[6], readback[9]);
2145 ret = FALSE;
2147 else
2149 TRACE("Read back colors are 0x%08x and 0x%08x, assuming texture is filtered\n",
2150 readback[6], readback[9]);
2151 ret = TRUE;
2154 gl_info->fbo_ops.glBindFramebuffer(GL_FRAMEBUFFER, 0);
2155 gl_info->fbo_ops.glDeleteFramebuffers(1, &fbo);
2156 gl_info->gl_ops.gl.p_glDeleteTextures(1, &tex);
2157 gl_info->gl_ops.gl.p_glDeleteTextures(1, &buffer);
2159 if (gl_info->gl_ops.gl.p_glGetError())
2161 FIXME("Error during filtering test for format %x, returning no filtering\n", internal);
2162 ret = FALSE;
2165 return ret;
2168 static void init_format_filter_info(struct wined3d_gl_info *gl_info, enum wined3d_pci_vendor vendor)
2170 struct wined3d_format *format;
2171 unsigned int fmt_idx, i;
2172 static const enum wined3d_format_id fmts16[] =
2174 WINED3DFMT_R16_FLOAT,
2175 WINED3DFMT_R16G16_FLOAT,
2176 WINED3DFMT_R16G16B16A16_FLOAT,
2178 BOOL filtered;
2180 if (gl_info->supported[ARB_INTERNALFORMAT_QUERY2])
2181 /* This was already handled by init_format_texture_info(). */
2182 return;
2184 if(wined3d_settings.offscreen_rendering_mode != ORM_FBO)
2186 WARN("No FBO support, or no FBO ORM, guessing filter info from GL caps\n");
2187 if (vendor == HW_VENDOR_NVIDIA && gl_info->supported[ARB_TEXTURE_FLOAT])
2189 TRACE("Nvidia card with texture_float support: Assuming float16 blending\n");
2190 filtered = TRUE;
2192 else if (gl_info->limits.glsl_varyings > 44)
2194 TRACE("More than 44 GLSL varyings - assuming d3d10 card with float16 blending\n");
2195 filtered = TRUE;
2197 else
2199 TRACE("Assuming no float16 blending\n");
2200 filtered = FALSE;
2203 if(filtered)
2205 for(i = 0; i < (sizeof(fmts16) / sizeof(*fmts16)); i++)
2207 fmt_idx = getFmtIdx(fmts16[i]);
2208 format_set_flag(&gl_info->formats[fmt_idx], WINED3DFMT_FLAG_FILTERING);
2211 return;
2214 for(i = 0; i < (sizeof(fmts16) / sizeof(*fmts16)); i++)
2216 fmt_idx = getFmtIdx(fmts16[i]);
2217 format = &gl_info->formats[fmt_idx];
2218 if (!format->glInternal) continue; /* Not supported by GL */
2220 filtered = check_filter(gl_info, gl_info->formats[fmt_idx].glInternal);
2221 if(filtered)
2223 TRACE("Format %s supports filtering\n", debug_d3dformat(fmts16[i]));
2224 format_set_flag(format, WINED3DFMT_FLAG_FILTERING);
2226 else
2228 TRACE("Format %s does not support filtering\n", debug_d3dformat(fmts16[i]));
2233 static void apply_format_fixups(struct wined3d_adapter *adapter, struct wined3d_gl_info *gl_info)
2235 unsigned int i;
2236 int idx;
2238 idx = getFmtIdx(WINED3DFMT_R16_FLOAT);
2239 gl_info->formats[idx].color_fixup = create_color_fixup_desc(
2240 0, CHANNEL_SOURCE_X, 0, CHANNEL_SOURCE_ONE, 0, CHANNEL_SOURCE_ONE, 0, CHANNEL_SOURCE_W);
2242 idx = getFmtIdx(WINED3DFMT_R32_FLOAT);
2243 gl_info->formats[idx].color_fixup = create_color_fixup_desc(
2244 0, CHANNEL_SOURCE_X, 0, CHANNEL_SOURCE_ONE, 0, CHANNEL_SOURCE_ONE, 0, CHANNEL_SOURCE_W);
2246 idx = getFmtIdx(WINED3DFMT_R16G16_UNORM);
2247 gl_info->formats[idx].color_fixup = create_color_fixup_desc(
2248 0, CHANNEL_SOURCE_X, 0, CHANNEL_SOURCE_Y, 0, CHANNEL_SOURCE_ONE, 0, CHANNEL_SOURCE_W);
2250 idx = getFmtIdx(WINED3DFMT_R16G16_FLOAT);
2251 gl_info->formats[idx].color_fixup = create_color_fixup_desc(
2252 0, CHANNEL_SOURCE_X, 0, CHANNEL_SOURCE_Y, 0, CHANNEL_SOURCE_ONE, 0, CHANNEL_SOURCE_W);
2254 idx = getFmtIdx(WINED3DFMT_R32G32_FLOAT);
2255 gl_info->formats[idx].color_fixup = create_color_fixup_desc(
2256 0, CHANNEL_SOURCE_X, 0, CHANNEL_SOURCE_Y, 0, CHANNEL_SOURCE_ONE, 0, CHANNEL_SOURCE_W);
2258 /* GL_ATI_envmap_bumpmap in theory supports R8G8_SNORM but is no longer supported by
2259 * any driver. */
2260 if (gl_info->supported[NV_TEXTURE_SHADER] || gl_info->supported[EXT_TEXTURE_SNORM])
2262 /* R8G8_SNORM and R16G16_SNORM need a fixup of the undefined blue channel. OpenGL
2263 * returns 0.0 when sampling from it, DirectX 1.0. So we always have in-shader
2264 * conversion for this format. */
2265 idx = getFmtIdx(WINED3DFMT_R8G8_SNORM);
2266 gl_info->formats[idx].color_fixup = create_color_fixup_desc(
2267 0, CHANNEL_SOURCE_X, 0, CHANNEL_SOURCE_Y, 0, CHANNEL_SOURCE_ONE, 0, CHANNEL_SOURCE_ONE);
2268 idx = getFmtIdx(WINED3DFMT_R16G16_SNORM);
2269 gl_info->formats[idx].color_fixup = create_color_fixup_desc(
2270 0, CHANNEL_SOURCE_X, 0, CHANNEL_SOURCE_Y, 0, CHANNEL_SOURCE_ONE, 0, CHANNEL_SOURCE_ONE);
2272 else
2274 /* Emulate using unsigned formats. This requires load-time conversion in addition to the
2275 * fixups here. */
2276 idx = getFmtIdx(WINED3DFMT_R8G8_SNORM);
2277 gl_info->formats[idx].color_fixup = create_color_fixup_desc(
2278 1, CHANNEL_SOURCE_X, 1, CHANNEL_SOURCE_Y, 0, CHANNEL_SOURCE_ONE, 0, CHANNEL_SOURCE_ONE);
2279 idx = getFmtIdx(WINED3DFMT_R16G16_SNORM);
2280 gl_info->formats[idx].color_fixup = create_color_fixup_desc(
2281 1, CHANNEL_SOURCE_X, 1, CHANNEL_SOURCE_Y, 0, CHANNEL_SOURCE_ONE, 0, CHANNEL_SOURCE_ONE);
2282 idx = getFmtIdx(WINED3DFMT_R8G8B8A8_SNORM);
2283 gl_info->formats[idx].color_fixup = create_color_fixup_desc(
2284 1, CHANNEL_SOURCE_X, 1, CHANNEL_SOURCE_Y, 1, CHANNEL_SOURCE_Z, 1, CHANNEL_SOURCE_W);
2285 idx = getFmtIdx(WINED3DFMT_R5G5_SNORM_L6_UNORM);
2286 gl_info->formats[idx].color_fixup = create_color_fixup_desc(
2287 1, CHANNEL_SOURCE_X, 1, CHANNEL_SOURCE_Z, 0, CHANNEL_SOURCE_Y, 0, CHANNEL_SOURCE_ONE);
2290 if (!gl_info->supported[NV_TEXTURE_SHADER])
2292 idx = getFmtIdx(WINED3DFMT_R8G8_SNORM_L8X8_UNORM);
2293 gl_info->formats[idx].color_fixup = create_color_fixup_desc(
2294 1, CHANNEL_SOURCE_X, 1, CHANNEL_SOURCE_Y, 0, CHANNEL_SOURCE_Z, 0, CHANNEL_SOURCE_W);
2297 if (gl_info->supported[ARB_TEXTURE_COMPRESSION_RGTC])
2299 idx = getFmtIdx(WINED3DFMT_ATI1N);
2300 gl_info->formats[idx].color_fixup = create_color_fixup_desc(
2301 0, CHANNEL_SOURCE_X, 0, CHANNEL_SOURCE_X, 0, CHANNEL_SOURCE_X, 0, CHANNEL_SOURCE_X);
2303 idx = getFmtIdx(WINED3DFMT_ATI2N);
2304 gl_info->formats[idx].color_fixup = create_color_fixup_desc(
2305 0, CHANNEL_SOURCE_Y, 0, CHANNEL_SOURCE_X, 0, CHANNEL_SOURCE_ONE, 0, CHANNEL_SOURCE_ONE);
2307 else if (gl_info->supported[ATI_TEXTURE_COMPRESSION_3DC])
2309 idx = getFmtIdx(WINED3DFMT_ATI2N);
2310 gl_info->formats[idx].color_fixup= create_color_fixup_desc(
2311 0, CHANNEL_SOURCE_X, 0, CHANNEL_SOURCE_W, 0, CHANNEL_SOURCE_ONE, 0, CHANNEL_SOURCE_ONE);
2314 if (!gl_info->supported[APPLE_YCBCR_422])
2316 idx = getFmtIdx(WINED3DFMT_YUY2);
2317 gl_info->formats[idx].color_fixup = create_complex_fixup_desc(COMPLEX_FIXUP_YUY2);
2319 idx = getFmtIdx(WINED3DFMT_UYVY);
2320 gl_info->formats[idx].color_fixup = create_complex_fixup_desc(COMPLEX_FIXUP_UYVY);
2323 idx = getFmtIdx(WINED3DFMT_YV12);
2324 format_set_flag(&gl_info->formats[idx], WINED3DFMT_FLAG_HEIGHT_SCALE);
2325 gl_info->formats[idx].height_scale.numerator = 3;
2326 gl_info->formats[idx].height_scale.denominator = 2;
2327 gl_info->formats[idx].color_fixup = create_complex_fixup_desc(COMPLEX_FIXUP_YV12);
2329 idx = getFmtIdx(WINED3DFMT_NV12);
2330 format_set_flag(&gl_info->formats[idx], WINED3DFMT_FLAG_HEIGHT_SCALE);
2331 gl_info->formats[idx].height_scale.numerator = 3;
2332 gl_info->formats[idx].height_scale.denominator = 2;
2333 gl_info->formats[idx].color_fixup = create_complex_fixup_desc(COMPLEX_FIXUP_NV12);
2335 if (gl_info->supported[ARB_FRAGMENT_PROGRAM])
2337 idx = getFmtIdx(WINED3DFMT_P8_UINT);
2338 gl_info->formats[idx].color_fixup = create_complex_fixup_desc(COMPLEX_FIXUP_P8);
2341 if (gl_info->supported[ARB_VERTEX_ARRAY_BGRA])
2343 idx = getFmtIdx(WINED3DFMT_B8G8R8A8_UNORM);
2344 gl_info->formats[idx].gl_vtx_format = GL_BGRA;
2347 if (gl_info->supported[ARB_HALF_FLOAT_VERTEX])
2349 /* Do not change the size of the type, it is CPU side. We have to change the GPU-side information though.
2350 * It is the job of the vertex buffer code to make sure that the vbos have the right format */
2351 idx = getFmtIdx(WINED3DFMT_R16G16_FLOAT);
2352 gl_info->formats[idx].gl_vtx_type = GL_HALF_FLOAT; /* == GL_HALF_FLOAT_NV */
2354 idx = getFmtIdx(WINED3DFMT_R16G16B16A16_FLOAT);
2355 gl_info->formats[idx].gl_vtx_type = GL_HALF_FLOAT;
2358 if (!gl_info->supported[ARB_HALF_FLOAT_PIXEL])
2360 idx = getFmtIdx(WINED3DFMT_R16_FLOAT);
2361 format_clear_flag(&gl_info->formats[idx], WINED3DFMT_FLAG_TEXTURE);
2363 idx = getFmtIdx(WINED3DFMT_R16G16_FLOAT);
2364 format_clear_flag(&gl_info->formats[idx], WINED3DFMT_FLAG_TEXTURE);
2366 idx = getFmtIdx(WINED3DFMT_R16G16B16A16_FLOAT);
2367 format_clear_flag(&gl_info->formats[idx], WINED3DFMT_FLAG_TEXTURE);
2370 if (gl_info->quirks & WINED3D_QUIRK_BROKEN_RGBA16)
2372 idx = getFmtIdx(WINED3DFMT_R16G16B16A16_UNORM);
2373 format_clear_flag(&gl_info->formats[idx], WINED3DFMT_FLAG_TEXTURE);
2376 /* ATI instancing hack: Although ATI cards do not support Shader Model
2377 * 3.0, they support instancing. To query if the card supports instancing
2378 * CheckDeviceFormat() with the special format MAKEFOURCC('I','N','S','T')
2379 * is used. Should an application check for this, provide a proper return
2380 * value. We can do instancing with all shader versions, but we need
2381 * vertex shaders.
2383 * Additionally applications have to set the D3DRS_POINTSIZE render state
2384 * to MAKEFOURCC('I','N','S','T') once to enable instancing. Wined3d
2385 * doesn't need that and just ignores it.
2387 * With Shader Model 3.0 capable cards Instancing 'just works' in Windows. */
2388 /* FIXME: This should just check the shader backend caps. */
2389 if (gl_info->supported[ARB_VERTEX_PROGRAM] || gl_info->supported[ARB_VERTEX_SHADER])
2391 idx = getFmtIdx(WINED3DFMT_INST);
2392 format_set_flag(&gl_info->formats[idx], WINED3DFMT_FLAG_TEXTURE);
2395 /* Depth bound test. To query if the card supports it CheckDeviceFormat()
2396 * with the special format MAKEFOURCC('N','V','D','B') is used. It is
2397 * enabled by setting D3DRS_ADAPTIVETESS_X render state to
2398 * MAKEFOURCC('N','V','D','B') and then controlled by setting
2399 * D3DRS_ADAPTIVETESS_Z (zMin) and D3DRS_ADAPTIVETESS_W (zMax) to test
2400 * value. */
2401 if (gl_info->supported[EXT_DEPTH_BOUNDS_TEST])
2403 idx = getFmtIdx(WINED3DFMT_NVDB);
2404 format_set_flag(&gl_info->formats[idx], WINED3DFMT_FLAG_TEXTURE);
2407 /* RESZ aka AMD DX9-level hack for multisampled depth buffer resolve. You query for RESZ
2408 * support by checking for availability of MAKEFOURCC('R','E','S','Z') surfaces with
2409 * RENDERTARGET usage. */
2410 if (gl_info->supported[ARB_FRAMEBUFFER_OBJECT])
2412 idx = getFmtIdx(WINED3DFMT_RESZ);
2413 format_set_flag(&gl_info->formats[idx], WINED3DFMT_FLAG_TEXTURE | WINED3DFMT_FLAG_RENDERTARGET);
2416 for (i = 0; i < sizeof(formats) / sizeof(*formats); ++i)
2418 struct wined3d_format *format = &gl_info->formats[i];
2420 if (!(format->flags[WINED3D_GL_RES_TYPE_TEX_2D] & WINED3DFMT_FLAG_TEXTURE))
2421 continue;
2423 if (!adapter->shader_backend->shader_color_fixup_supported(format->color_fixup)
2424 || !adapter->fragment_pipe->color_fixup_supported(format->color_fixup))
2425 format_clear_flag(&gl_info->formats[idx], WINED3DFMT_FLAG_TEXTURE);
2428 /* GL_EXT_texture_compression_s3tc does not support 3D textures. Some Windows drivers
2429 * for dx9 GPUs support it, some do not, so not supporting DXTn volumes is OK for d3d9.
2431 * Note that GL_NV_texture_compression_vtc adds this functionality to OpenGL, but the
2432 * block layout is not compatible with the one used by d3d. See volume_dxt5_test. */
2433 idx = getFmtIdx(WINED3DFMT_DXT1);
2434 gl_info->formats[idx].flags[WINED3D_GL_RES_TYPE_TEX_3D] &= ~WINED3DFMT_FLAG_TEXTURE;
2435 idx = getFmtIdx(WINED3DFMT_DXT2);
2436 gl_info->formats[idx].flags[WINED3D_GL_RES_TYPE_TEX_3D] &= ~WINED3DFMT_FLAG_TEXTURE;
2437 idx = getFmtIdx(WINED3DFMT_DXT3);
2438 gl_info->formats[idx].flags[WINED3D_GL_RES_TYPE_TEX_3D] &= ~WINED3DFMT_FLAG_TEXTURE;
2439 idx = getFmtIdx(WINED3DFMT_DXT4);
2440 gl_info->formats[idx].flags[WINED3D_GL_RES_TYPE_TEX_3D] &= ~WINED3DFMT_FLAG_TEXTURE;
2441 idx = getFmtIdx(WINED3DFMT_DXT5);
2442 gl_info->formats[idx].flags[WINED3D_GL_RES_TYPE_TEX_3D] &= ~WINED3DFMT_FLAG_TEXTURE;
2443 /* Similarly with ATI1N / ATI2N and GL_ARB_texture_compression_rgtc. */
2444 idx = getFmtIdx(WINED3DFMT_ATI1N);
2445 gl_info->formats[idx].flags[WINED3D_GL_RES_TYPE_TEX_3D] &= ~WINED3DFMT_FLAG_TEXTURE;
2446 idx = getFmtIdx(WINED3DFMT_ATI2N);
2447 gl_info->formats[idx].flags[WINED3D_GL_RES_TYPE_TEX_3D] &= ~WINED3DFMT_FLAG_TEXTURE;
2450 static BOOL init_format_vertex_info(struct wined3d_gl_info *gl_info)
2452 unsigned int i;
2454 for (i = 0; i < (sizeof(format_vertex_info) / sizeof(*format_vertex_info)); ++i)
2456 struct wined3d_format *format;
2457 int fmt_idx = getFmtIdx(format_vertex_info[i].id);
2459 if (fmt_idx == -1)
2461 ERR("Format %s (%#x) not found.\n",
2462 debug_d3dformat(format_vertex_info[i].id), format_vertex_info[i].id);
2463 return FALSE;
2466 format = &gl_info->formats[fmt_idx];
2467 format->emit_idx = format_vertex_info[i].emit_idx;
2468 format->component_count = format_vertex_info[i].component_count;
2469 format->gl_vtx_type = format_vertex_info[i].gl_vtx_type;
2470 format->gl_vtx_format = format_vertex_info[i].gl_vtx_format;
2471 format->gl_normalized = format_vertex_info[i].gl_normalized;
2472 format->component_size = format_vertex_info[i].component_size;
2475 return TRUE;
2478 BOOL initPixelFormatsNoGL(struct wined3d_gl_info *gl_info)
2480 if (!init_format_base_info(gl_info)) return FALSE;
2482 if (!init_format_block_info(gl_info))
2484 HeapFree(GetProcessHeap(), 0, gl_info->formats);
2485 gl_info->formats = NULL;
2486 return FALSE;
2489 return TRUE;
2492 /* Context activation is done by the caller. */
2493 BOOL wined3d_adapter_init_format_info(struct wined3d_adapter *adapter)
2495 struct wined3d_gl_info *gl_info = &adapter->gl_info;
2497 if (!init_format_base_info(gl_info)) return FALSE;
2499 if (!init_format_block_info(gl_info)) goto fail;
2500 if (!init_format_texture_info(adapter, gl_info)) goto fail;
2501 if (!init_format_vertex_info(gl_info)) goto fail;
2503 apply_format_fixups(adapter, gl_info);
2504 init_format_fbo_compat_info(gl_info);
2505 init_format_filter_info(gl_info, adapter->driver_info.vendor);
2507 return TRUE;
2509 fail:
2510 HeapFree(GetProcessHeap(), 0, gl_info->formats);
2511 gl_info->formats = NULL;
2512 return FALSE;
2515 const struct wined3d_format *wined3d_get_format(const struct wined3d_gl_info *gl_info,
2516 enum wined3d_format_id format_id)
2518 int idx = getFmtIdx(format_id);
2520 if (idx == -1)
2522 FIXME("Can't find format %s (%#x) in the format lookup table\n",
2523 debug_d3dformat(format_id), format_id);
2524 /* Get the caller a valid pointer */
2525 idx = getFmtIdx(WINED3DFMT_UNKNOWN);
2528 return &gl_info->formats[idx];
2531 UINT wined3d_format_calculate_pitch(const struct wined3d_format *format, UINT width)
2533 /* For block based formats, pitch means the amount of bytes to the next
2534 * row of blocks rather than the next row of pixels. */
2535 if (format->flags[WINED3D_GL_RES_TYPE_TEX_2D] & WINED3DFMT_FLAG_BLOCKS)
2536 return format->block_byte_count * ((width + format->block_width - 1) / format->block_width);
2538 return format->byte_count * width;
2541 UINT wined3d_format_calculate_size(const struct wined3d_format *format, UINT alignment,
2542 UINT width, UINT height, UINT depth)
2544 UINT pitch = wined3d_format_calculate_pitch(format, width);
2545 UINT size;
2547 if (format->id == WINED3DFMT_UNKNOWN)
2549 size = 0;
2551 else if (format->flags[WINED3D_GL_RES_TYPE_TEX_2D] & WINED3DFMT_FLAG_BLOCKS)
2553 UINT row_count = (height + format->block_height - 1) / format->block_height;
2554 size = row_count * ((pitch + alignment - 1) & ~(alignment - 1));
2556 else
2558 size = height * ((pitch + alignment - 1) & ~(alignment - 1));
2561 if (format->flags[WINED3D_GL_RES_TYPE_TEX_2D] & WINED3DFMT_FLAG_HEIGHT_SCALE)
2563 /* The D3D format requirements make sure that the resulting format is an integer again */
2564 size *= format->height_scale.numerator;
2565 size /= format->height_scale.denominator;
2568 size *= depth;
2570 return size;
2573 /*****************************************************************************
2574 * Trace formatting of useful values
2576 const char *debug_d3dformat(enum wined3d_format_id format_id)
2578 switch (format_id)
2580 #define FMT_TO_STR(format_id) case format_id: return #format_id
2581 FMT_TO_STR(WINED3DFMT_UNKNOWN);
2582 FMT_TO_STR(WINED3DFMT_B8G8R8_UNORM);
2583 FMT_TO_STR(WINED3DFMT_B5G5R5X1_UNORM);
2584 FMT_TO_STR(WINED3DFMT_B4G4R4A4_UNORM);
2585 FMT_TO_STR(WINED3DFMT_B2G3R3_UNORM);
2586 FMT_TO_STR(WINED3DFMT_B2G3R3A8_UNORM);
2587 FMT_TO_STR(WINED3DFMT_B4G4R4X4_UNORM);
2588 FMT_TO_STR(WINED3DFMT_R8G8B8X8_UNORM);
2589 FMT_TO_STR(WINED3DFMT_B10G10R10A2_UNORM);
2590 FMT_TO_STR(WINED3DFMT_P8_UINT_A8_UNORM);
2591 FMT_TO_STR(WINED3DFMT_P8_UINT);
2592 FMT_TO_STR(WINED3DFMT_L8_UNORM);
2593 FMT_TO_STR(WINED3DFMT_L8A8_UNORM);
2594 FMT_TO_STR(WINED3DFMT_L4A4_UNORM);
2595 FMT_TO_STR(WINED3DFMT_R5G5_SNORM_L6_UNORM);
2596 FMT_TO_STR(WINED3DFMT_R8G8_SNORM_L8X8_UNORM);
2597 FMT_TO_STR(WINED3DFMT_R10G11B11_SNORM);
2598 FMT_TO_STR(WINED3DFMT_R10G10B10_SNORM_A2_UNORM);
2599 FMT_TO_STR(WINED3DFMT_UYVY);
2600 FMT_TO_STR(WINED3DFMT_YUY2);
2601 FMT_TO_STR(WINED3DFMT_YV12);
2602 FMT_TO_STR(WINED3DFMT_NV12);
2603 FMT_TO_STR(WINED3DFMT_DXT1);
2604 FMT_TO_STR(WINED3DFMT_DXT2);
2605 FMT_TO_STR(WINED3DFMT_DXT3);
2606 FMT_TO_STR(WINED3DFMT_DXT4);
2607 FMT_TO_STR(WINED3DFMT_DXT5);
2608 FMT_TO_STR(WINED3DFMT_MULTI2_ARGB8);
2609 FMT_TO_STR(WINED3DFMT_G8R8_G8B8);
2610 FMT_TO_STR(WINED3DFMT_R8G8_B8G8);
2611 FMT_TO_STR(WINED3DFMT_D16_LOCKABLE);
2612 FMT_TO_STR(WINED3DFMT_D32_UNORM);
2613 FMT_TO_STR(WINED3DFMT_S1_UINT_D15_UNORM);
2614 FMT_TO_STR(WINED3DFMT_X8D24_UNORM);
2615 FMT_TO_STR(WINED3DFMT_S4X4_UINT_D24_UNORM);
2616 FMT_TO_STR(WINED3DFMT_L16_UNORM);
2617 FMT_TO_STR(WINED3DFMT_S8_UINT_D24_FLOAT);
2618 FMT_TO_STR(WINED3DFMT_VERTEXDATA);
2619 FMT_TO_STR(WINED3DFMT_R8G8_SNORM_Cx);
2620 FMT_TO_STR(WINED3DFMT_ATI1N);
2621 FMT_TO_STR(WINED3DFMT_ATI2N);
2622 FMT_TO_STR(WINED3DFMT_NVDB);
2623 FMT_TO_STR(WINED3DFMT_NVHU);
2624 FMT_TO_STR(WINED3DFMT_NVHS);
2625 FMT_TO_STR(WINED3DFMT_R32G32B32A32_TYPELESS);
2626 FMT_TO_STR(WINED3DFMT_R32G32B32A32_FLOAT);
2627 FMT_TO_STR(WINED3DFMT_R32G32B32A32_UINT);
2628 FMT_TO_STR(WINED3DFMT_R32G32B32A32_SINT);
2629 FMT_TO_STR(WINED3DFMT_R32G32B32_TYPELESS);
2630 FMT_TO_STR(WINED3DFMT_R32G32B32_FLOAT);
2631 FMT_TO_STR(WINED3DFMT_R32G32B32_UINT);
2632 FMT_TO_STR(WINED3DFMT_R32G32B32_SINT);
2633 FMT_TO_STR(WINED3DFMT_R16G16B16A16_TYPELESS);
2634 FMT_TO_STR(WINED3DFMT_R16G16B16A16_FLOAT);
2635 FMT_TO_STR(WINED3DFMT_R16G16B16A16_UNORM);
2636 FMT_TO_STR(WINED3DFMT_R16G16B16A16_UINT);
2637 FMT_TO_STR(WINED3DFMT_R16G16B16A16_SNORM);
2638 FMT_TO_STR(WINED3DFMT_R16G16B16A16_SINT);
2639 FMT_TO_STR(WINED3DFMT_R32G32_TYPELESS);
2640 FMT_TO_STR(WINED3DFMT_R32G32_FLOAT);
2641 FMT_TO_STR(WINED3DFMT_R32G32_UINT);
2642 FMT_TO_STR(WINED3DFMT_R32G32_SINT);
2643 FMT_TO_STR(WINED3DFMT_R32G8X24_TYPELESS);
2644 FMT_TO_STR(WINED3DFMT_D32_FLOAT_S8X24_UINT);
2645 FMT_TO_STR(WINED3DFMT_R32_FLOAT_X8X24_TYPELESS);
2646 FMT_TO_STR(WINED3DFMT_X32_TYPELESS_G8X24_UINT);
2647 FMT_TO_STR(WINED3DFMT_R10G10B10A2_TYPELESS);
2648 FMT_TO_STR(WINED3DFMT_R10G10B10A2_UNORM);
2649 FMT_TO_STR(WINED3DFMT_R10G10B10A2_UINT);
2650 FMT_TO_STR(WINED3DFMT_R10G10B10A2_SNORM);
2651 FMT_TO_STR(WINED3DFMT_R11G11B10_FLOAT);
2652 FMT_TO_STR(WINED3DFMT_R8G8B8A8_TYPELESS);
2653 FMT_TO_STR(WINED3DFMT_R8G8B8A8_UNORM);
2654 FMT_TO_STR(WINED3DFMT_R8G8B8A8_UNORM_SRGB);
2655 FMT_TO_STR(WINED3DFMT_R8G8B8A8_UINT);
2656 FMT_TO_STR(WINED3DFMT_R8G8B8A8_SNORM);
2657 FMT_TO_STR(WINED3DFMT_R8G8B8A8_SINT);
2658 FMT_TO_STR(WINED3DFMT_R16G16_TYPELESS);
2659 FMT_TO_STR(WINED3DFMT_R16G16_FLOAT);
2660 FMT_TO_STR(WINED3DFMT_R16G16_UNORM);
2661 FMT_TO_STR(WINED3DFMT_R16G16_UINT);
2662 FMT_TO_STR(WINED3DFMT_R16G16_SNORM);
2663 FMT_TO_STR(WINED3DFMT_R16G16_SINT);
2664 FMT_TO_STR(WINED3DFMT_R32_TYPELESS);
2665 FMT_TO_STR(WINED3DFMT_D32_FLOAT);
2666 FMT_TO_STR(WINED3DFMT_R32_FLOAT);
2667 FMT_TO_STR(WINED3DFMT_R32_UINT);
2668 FMT_TO_STR(WINED3DFMT_R32_SINT);
2669 FMT_TO_STR(WINED3DFMT_R24G8_TYPELESS);
2670 FMT_TO_STR(WINED3DFMT_D24_UNORM_S8_UINT);
2671 FMT_TO_STR(WINED3DFMT_R24_UNORM_X8_TYPELESS);
2672 FMT_TO_STR(WINED3DFMT_X24_TYPELESS_G8_UINT);
2673 FMT_TO_STR(WINED3DFMT_R8G8_TYPELESS);
2674 FMT_TO_STR(WINED3DFMT_R8G8_UNORM);
2675 FMT_TO_STR(WINED3DFMT_R8G8_UINT);
2676 FMT_TO_STR(WINED3DFMT_R8G8_SNORM);
2677 FMT_TO_STR(WINED3DFMT_R8G8_SINT);
2678 FMT_TO_STR(WINED3DFMT_R16_TYPELESS);
2679 FMT_TO_STR(WINED3DFMT_R16_FLOAT);
2680 FMT_TO_STR(WINED3DFMT_D16_UNORM);
2681 FMT_TO_STR(WINED3DFMT_R16_UNORM);
2682 FMT_TO_STR(WINED3DFMT_R16_UINT);
2683 FMT_TO_STR(WINED3DFMT_R16_SNORM);
2684 FMT_TO_STR(WINED3DFMT_R16_SINT);
2685 FMT_TO_STR(WINED3DFMT_R8_TYPELESS);
2686 FMT_TO_STR(WINED3DFMT_R8_UNORM);
2687 FMT_TO_STR(WINED3DFMT_R8_UINT);
2688 FMT_TO_STR(WINED3DFMT_R8_SNORM);
2689 FMT_TO_STR(WINED3DFMT_R8_SINT);
2690 FMT_TO_STR(WINED3DFMT_A8_UNORM);
2691 FMT_TO_STR(WINED3DFMT_R1_UNORM);
2692 FMT_TO_STR(WINED3DFMT_R9G9B9E5_SHAREDEXP);
2693 FMT_TO_STR(WINED3DFMT_R8G8_B8G8_UNORM);
2694 FMT_TO_STR(WINED3DFMT_G8R8_G8B8_UNORM);
2695 FMT_TO_STR(WINED3DFMT_BC1_TYPELESS);
2696 FMT_TO_STR(WINED3DFMT_BC1_UNORM);
2697 FMT_TO_STR(WINED3DFMT_BC1_UNORM_SRGB);
2698 FMT_TO_STR(WINED3DFMT_BC2_TYPELESS);
2699 FMT_TO_STR(WINED3DFMT_BC2_UNORM);
2700 FMT_TO_STR(WINED3DFMT_BC2_UNORM_SRGB);
2701 FMT_TO_STR(WINED3DFMT_BC3_TYPELESS);
2702 FMT_TO_STR(WINED3DFMT_BC3_UNORM);
2703 FMT_TO_STR(WINED3DFMT_BC3_UNORM_SRGB);
2704 FMT_TO_STR(WINED3DFMT_BC4_TYPELESS);
2705 FMT_TO_STR(WINED3DFMT_BC4_UNORM);
2706 FMT_TO_STR(WINED3DFMT_BC4_SNORM);
2707 FMT_TO_STR(WINED3DFMT_BC5_TYPELESS);
2708 FMT_TO_STR(WINED3DFMT_BC5_UNORM);
2709 FMT_TO_STR(WINED3DFMT_BC5_SNORM);
2710 FMT_TO_STR(WINED3DFMT_B5G6R5_UNORM);
2711 FMT_TO_STR(WINED3DFMT_B5G5R5A1_UNORM);
2712 FMT_TO_STR(WINED3DFMT_B8G8R8A8_UNORM);
2713 FMT_TO_STR(WINED3DFMT_B8G8R8X8_UNORM);
2714 FMT_TO_STR(WINED3DFMT_INTZ);
2715 FMT_TO_STR(WINED3DFMT_RESZ);
2716 FMT_TO_STR(WINED3DFMT_NULL);
2717 FMT_TO_STR(WINED3DFMT_R16);
2718 FMT_TO_STR(WINED3DFMT_AL16);
2719 #undef FMT_TO_STR
2720 default:
2722 char fourcc[5];
2723 fourcc[0] = (char)(format_id);
2724 fourcc[1] = (char)(format_id >> 8);
2725 fourcc[2] = (char)(format_id >> 16);
2726 fourcc[3] = (char)(format_id >> 24);
2727 fourcc[4] = 0;
2728 if (isprint(fourcc[0]) && isprint(fourcc[1]) && isprint(fourcc[2]) && isprint(fourcc[3]))
2729 FIXME("Unrecognized %#x (as fourcc: %s) WINED3DFORMAT!\n", format_id, fourcc);
2730 else
2731 FIXME("Unrecognized %#x WINED3DFORMAT!\n", format_id);
2733 return "unrecognized";
2737 const char *debug_d3ddevicetype(enum wined3d_device_type device_type)
2739 switch (device_type)
2741 #define DEVTYPE_TO_STR(dev) case dev: return #dev
2742 DEVTYPE_TO_STR(WINED3D_DEVICE_TYPE_HAL);
2743 DEVTYPE_TO_STR(WINED3D_DEVICE_TYPE_REF);
2744 DEVTYPE_TO_STR(WINED3D_DEVICE_TYPE_SW);
2745 #undef DEVTYPE_TO_STR
2746 default:
2747 FIXME("Unrecognized device type %#x.\n", device_type);
2748 return "unrecognized";
2752 const char *debug_d3dusage(DWORD usage)
2754 char buf[333];
2756 buf[0] = '\0';
2757 #define WINED3DUSAGE_TO_STR(u) if (usage & u) { strcat(buf, " | "#u); usage &= ~u; }
2758 WINED3DUSAGE_TO_STR(WINED3DUSAGE_RENDERTARGET);
2759 WINED3DUSAGE_TO_STR(WINED3DUSAGE_DEPTHSTENCIL);
2760 WINED3DUSAGE_TO_STR(WINED3DUSAGE_WRITEONLY);
2761 WINED3DUSAGE_TO_STR(WINED3DUSAGE_SOFTWAREPROCESSING);
2762 WINED3DUSAGE_TO_STR(WINED3DUSAGE_DONOTCLIP);
2763 WINED3DUSAGE_TO_STR(WINED3DUSAGE_POINTS);
2764 WINED3DUSAGE_TO_STR(WINED3DUSAGE_RTPATCHES);
2765 WINED3DUSAGE_TO_STR(WINED3DUSAGE_NPATCHES);
2766 WINED3DUSAGE_TO_STR(WINED3DUSAGE_DYNAMIC);
2767 WINED3DUSAGE_TO_STR(WINED3DUSAGE_AUTOGENMIPMAP);
2768 WINED3DUSAGE_TO_STR(WINED3DUSAGE_DMAP);
2769 WINED3DUSAGE_TO_STR(WINED3DUSAGE_STATICDECL);
2770 WINED3DUSAGE_TO_STR(WINED3DUSAGE_OVERLAY);
2771 #undef WINED3DUSAGE_TO_STR
2772 if (usage) FIXME("Unrecognized usage flag(s) %#x\n", usage);
2774 return buf[0] ? wine_dbg_sprintf("%s", &buf[3]) : "0";
2777 const char *debug_d3dusagequery(DWORD usagequery)
2779 char buf[238];
2781 buf[0] = '\0';
2782 #define WINED3DUSAGEQUERY_TO_STR(u) if (usagequery & u) { strcat(buf, " | "#u); usagequery &= ~u; }
2783 WINED3DUSAGEQUERY_TO_STR(WINED3DUSAGE_QUERY_FILTER);
2784 WINED3DUSAGEQUERY_TO_STR(WINED3DUSAGE_QUERY_LEGACYBUMPMAP);
2785 WINED3DUSAGEQUERY_TO_STR(WINED3DUSAGE_QUERY_POSTPIXELSHADER_BLENDING);
2786 WINED3DUSAGEQUERY_TO_STR(WINED3DUSAGE_QUERY_SRGBREAD);
2787 WINED3DUSAGEQUERY_TO_STR(WINED3DUSAGE_QUERY_SRGBWRITE);
2788 WINED3DUSAGEQUERY_TO_STR(WINED3DUSAGE_QUERY_VERTEXTEXTURE);
2789 WINED3DUSAGEQUERY_TO_STR(WINED3DUSAGE_QUERY_WRAPANDMIP);
2790 #undef WINED3DUSAGEQUERY_TO_STR
2791 if (usagequery) FIXME("Unrecognized usage query flag(s) %#x\n", usagequery);
2793 return buf[0] ? wine_dbg_sprintf("%s", &buf[3]) : "0";
2796 const char *debug_d3ddeclmethod(enum wined3d_decl_method method)
2798 switch (method)
2800 #define WINED3DDECLMETHOD_TO_STR(u) case u: return #u
2801 WINED3DDECLMETHOD_TO_STR(WINED3D_DECL_METHOD_DEFAULT);
2802 WINED3DDECLMETHOD_TO_STR(WINED3D_DECL_METHOD_PARTIAL_U);
2803 WINED3DDECLMETHOD_TO_STR(WINED3D_DECL_METHOD_PARTIAL_V);
2804 WINED3DDECLMETHOD_TO_STR(WINED3D_DECL_METHOD_CROSS_UV);
2805 WINED3DDECLMETHOD_TO_STR(WINED3D_DECL_METHOD_UV);
2806 WINED3DDECLMETHOD_TO_STR(WINED3D_DECL_METHOD_LOOKUP);
2807 WINED3DDECLMETHOD_TO_STR(WINED3D_DECL_METHOD_LOOKUP_PRESAMPLED);
2808 #undef WINED3DDECLMETHOD_TO_STR
2809 default:
2810 FIXME("Unrecognized declaration method %#x.\n", method);
2811 return "unrecognized";
2815 const char *debug_d3ddeclusage(enum wined3d_decl_usage usage)
2817 switch (usage)
2819 #define WINED3DDECLUSAGE_TO_STR(u) case u: return #u
2820 WINED3DDECLUSAGE_TO_STR(WINED3D_DECL_USAGE_POSITION);
2821 WINED3DDECLUSAGE_TO_STR(WINED3D_DECL_USAGE_BLEND_WEIGHT);
2822 WINED3DDECLUSAGE_TO_STR(WINED3D_DECL_USAGE_BLEND_INDICES);
2823 WINED3DDECLUSAGE_TO_STR(WINED3D_DECL_USAGE_NORMAL);
2824 WINED3DDECLUSAGE_TO_STR(WINED3D_DECL_USAGE_PSIZE);
2825 WINED3DDECLUSAGE_TO_STR(WINED3D_DECL_USAGE_TEXCOORD);
2826 WINED3DDECLUSAGE_TO_STR(WINED3D_DECL_USAGE_TANGENT);
2827 WINED3DDECLUSAGE_TO_STR(WINED3D_DECL_USAGE_BINORMAL);
2828 WINED3DDECLUSAGE_TO_STR(WINED3D_DECL_USAGE_TESS_FACTOR);
2829 WINED3DDECLUSAGE_TO_STR(WINED3D_DECL_USAGE_POSITIONT);
2830 WINED3DDECLUSAGE_TO_STR(WINED3D_DECL_USAGE_COLOR);
2831 WINED3DDECLUSAGE_TO_STR(WINED3D_DECL_USAGE_FOG);
2832 WINED3DDECLUSAGE_TO_STR(WINED3D_DECL_USAGE_DEPTH);
2833 WINED3DDECLUSAGE_TO_STR(WINED3D_DECL_USAGE_SAMPLE);
2834 #undef WINED3DDECLUSAGE_TO_STR
2835 default:
2836 FIXME("Unrecognized %u declaration usage!\n", usage);
2837 return "unrecognized";
2841 const char *debug_d3dinput_classification(enum wined3d_input_classification classification)
2843 switch (classification)
2845 #define WINED3D_TO_STR(x) case x: return #x
2846 WINED3D_TO_STR(WINED3D_INPUT_PER_VERTEX_DATA);
2847 WINED3D_TO_STR(WINED3D_INPUT_PER_INSTANCE_DATA);
2848 #undef WINED3D_TO_STR
2849 default:
2850 FIXME("Unrecognized input classification %#x.\n", classification);
2851 return "unrecognized";
2855 const char *debug_d3dresourcetype(enum wined3d_resource_type resource_type)
2857 switch (resource_type)
2859 #define RES_TO_STR(res) case res: return #res
2860 RES_TO_STR(WINED3D_RTYPE_SURFACE);
2861 RES_TO_STR(WINED3D_RTYPE_VOLUME);
2862 RES_TO_STR(WINED3D_RTYPE_TEXTURE);
2863 RES_TO_STR(WINED3D_RTYPE_VOLUME_TEXTURE);
2864 RES_TO_STR(WINED3D_RTYPE_CUBE_TEXTURE);
2865 RES_TO_STR(WINED3D_RTYPE_BUFFER);
2866 #undef RES_TO_STR
2867 default:
2868 FIXME("Unrecognized resource type %#x.\n", resource_type);
2869 return "unrecognized";
2873 const char *debug_d3dprimitivetype(enum wined3d_primitive_type primitive_type)
2875 switch (primitive_type)
2877 #define PRIM_TO_STR(prim) case prim: return #prim
2878 PRIM_TO_STR(WINED3D_PT_UNDEFINED);
2879 PRIM_TO_STR(WINED3D_PT_POINTLIST);
2880 PRIM_TO_STR(WINED3D_PT_LINELIST);
2881 PRIM_TO_STR(WINED3D_PT_LINESTRIP);
2882 PRIM_TO_STR(WINED3D_PT_TRIANGLELIST);
2883 PRIM_TO_STR(WINED3D_PT_TRIANGLESTRIP);
2884 PRIM_TO_STR(WINED3D_PT_TRIANGLEFAN);
2885 PRIM_TO_STR(WINED3D_PT_LINELIST_ADJ);
2886 PRIM_TO_STR(WINED3D_PT_LINESTRIP_ADJ);
2887 PRIM_TO_STR(WINED3D_PT_TRIANGLELIST_ADJ);
2888 PRIM_TO_STR(WINED3D_PT_TRIANGLESTRIP_ADJ);
2889 #undef PRIM_TO_STR
2890 default:
2891 FIXME("Unrecognized %u primitive type!\n", primitive_type);
2892 return "unrecognized";
2896 const char *debug_d3drenderstate(enum wined3d_render_state state)
2898 switch (state)
2900 #define D3DSTATE_TO_STR(u) case u: return #u
2901 D3DSTATE_TO_STR(WINED3D_RS_ANTIALIAS);
2902 D3DSTATE_TO_STR(WINED3D_RS_TEXTUREPERSPECTIVE);
2903 D3DSTATE_TO_STR(WINED3D_RS_WRAPU);
2904 D3DSTATE_TO_STR(WINED3D_RS_WRAPV);
2905 D3DSTATE_TO_STR(WINED3D_RS_ZENABLE);
2906 D3DSTATE_TO_STR(WINED3D_RS_FILLMODE);
2907 D3DSTATE_TO_STR(WINED3D_RS_SHADEMODE);
2908 D3DSTATE_TO_STR(WINED3D_RS_LINEPATTERN);
2909 D3DSTATE_TO_STR(WINED3D_RS_MONOENABLE);
2910 D3DSTATE_TO_STR(WINED3D_RS_ROP2);
2911 D3DSTATE_TO_STR(WINED3D_RS_PLANEMASK);
2912 D3DSTATE_TO_STR(WINED3D_RS_ZWRITEENABLE);
2913 D3DSTATE_TO_STR(WINED3D_RS_ALPHATESTENABLE);
2914 D3DSTATE_TO_STR(WINED3D_RS_LASTPIXEL);
2915 D3DSTATE_TO_STR(WINED3D_RS_SRCBLEND);
2916 D3DSTATE_TO_STR(WINED3D_RS_DESTBLEND);
2917 D3DSTATE_TO_STR(WINED3D_RS_CULLMODE);
2918 D3DSTATE_TO_STR(WINED3D_RS_ZFUNC);
2919 D3DSTATE_TO_STR(WINED3D_RS_ALPHAREF);
2920 D3DSTATE_TO_STR(WINED3D_RS_ALPHAFUNC);
2921 D3DSTATE_TO_STR(WINED3D_RS_DITHERENABLE);
2922 D3DSTATE_TO_STR(WINED3D_RS_ALPHABLENDENABLE);
2923 D3DSTATE_TO_STR(WINED3D_RS_FOGENABLE);
2924 D3DSTATE_TO_STR(WINED3D_RS_SPECULARENABLE);
2925 D3DSTATE_TO_STR(WINED3D_RS_ZVISIBLE);
2926 D3DSTATE_TO_STR(WINED3D_RS_SUBPIXEL);
2927 D3DSTATE_TO_STR(WINED3D_RS_SUBPIXELX);
2928 D3DSTATE_TO_STR(WINED3D_RS_STIPPLEDALPHA);
2929 D3DSTATE_TO_STR(WINED3D_RS_FOGCOLOR);
2930 D3DSTATE_TO_STR(WINED3D_RS_FOGTABLEMODE);
2931 D3DSTATE_TO_STR(WINED3D_RS_FOGSTART);
2932 D3DSTATE_TO_STR(WINED3D_RS_FOGEND);
2933 D3DSTATE_TO_STR(WINED3D_RS_FOGDENSITY);
2934 D3DSTATE_TO_STR(WINED3D_RS_STIPPLEENABLE);
2935 D3DSTATE_TO_STR(WINED3D_RS_EDGEANTIALIAS);
2936 D3DSTATE_TO_STR(WINED3D_RS_COLORKEYENABLE);
2937 D3DSTATE_TO_STR(WINED3D_RS_MIPMAPLODBIAS);
2938 D3DSTATE_TO_STR(WINED3D_RS_RANGEFOGENABLE);
2939 D3DSTATE_TO_STR(WINED3D_RS_ANISOTROPY);
2940 D3DSTATE_TO_STR(WINED3D_RS_FLUSHBATCH);
2941 D3DSTATE_TO_STR(WINED3D_RS_TRANSLUCENTSORTINDEPENDENT);
2942 D3DSTATE_TO_STR(WINED3D_RS_STENCILENABLE);
2943 D3DSTATE_TO_STR(WINED3D_RS_STENCILFAIL);
2944 D3DSTATE_TO_STR(WINED3D_RS_STENCILZFAIL);
2945 D3DSTATE_TO_STR(WINED3D_RS_STENCILPASS);
2946 D3DSTATE_TO_STR(WINED3D_RS_STENCILFUNC);
2947 D3DSTATE_TO_STR(WINED3D_RS_STENCILREF);
2948 D3DSTATE_TO_STR(WINED3D_RS_STENCILMASK);
2949 D3DSTATE_TO_STR(WINED3D_RS_STENCILWRITEMASK);
2950 D3DSTATE_TO_STR(WINED3D_RS_TEXTUREFACTOR);
2951 D3DSTATE_TO_STR(WINED3D_RS_WRAP0);
2952 D3DSTATE_TO_STR(WINED3D_RS_WRAP1);
2953 D3DSTATE_TO_STR(WINED3D_RS_WRAP2);
2954 D3DSTATE_TO_STR(WINED3D_RS_WRAP3);
2955 D3DSTATE_TO_STR(WINED3D_RS_WRAP4);
2956 D3DSTATE_TO_STR(WINED3D_RS_WRAP5);
2957 D3DSTATE_TO_STR(WINED3D_RS_WRAP6);
2958 D3DSTATE_TO_STR(WINED3D_RS_WRAP7);
2959 D3DSTATE_TO_STR(WINED3D_RS_CLIPPING);
2960 D3DSTATE_TO_STR(WINED3D_RS_LIGHTING);
2961 D3DSTATE_TO_STR(WINED3D_RS_EXTENTS);
2962 D3DSTATE_TO_STR(WINED3D_RS_AMBIENT);
2963 D3DSTATE_TO_STR(WINED3D_RS_FOGVERTEXMODE);
2964 D3DSTATE_TO_STR(WINED3D_RS_COLORVERTEX);
2965 D3DSTATE_TO_STR(WINED3D_RS_LOCALVIEWER);
2966 D3DSTATE_TO_STR(WINED3D_RS_NORMALIZENORMALS);
2967 D3DSTATE_TO_STR(WINED3D_RS_COLORKEYBLENDENABLE);
2968 D3DSTATE_TO_STR(WINED3D_RS_DIFFUSEMATERIALSOURCE);
2969 D3DSTATE_TO_STR(WINED3D_RS_SPECULARMATERIALSOURCE);
2970 D3DSTATE_TO_STR(WINED3D_RS_AMBIENTMATERIALSOURCE);
2971 D3DSTATE_TO_STR(WINED3D_RS_EMISSIVEMATERIALSOURCE);
2972 D3DSTATE_TO_STR(WINED3D_RS_VERTEXBLEND);
2973 D3DSTATE_TO_STR(WINED3D_RS_CLIPPLANEENABLE);
2974 D3DSTATE_TO_STR(WINED3D_RS_SOFTWAREVERTEXPROCESSING);
2975 D3DSTATE_TO_STR(WINED3D_RS_POINTSIZE);
2976 D3DSTATE_TO_STR(WINED3D_RS_POINTSIZE_MIN);
2977 D3DSTATE_TO_STR(WINED3D_RS_POINTSPRITEENABLE);
2978 D3DSTATE_TO_STR(WINED3D_RS_POINTSCALEENABLE);
2979 D3DSTATE_TO_STR(WINED3D_RS_POINTSCALE_A);
2980 D3DSTATE_TO_STR(WINED3D_RS_POINTSCALE_B);
2981 D3DSTATE_TO_STR(WINED3D_RS_POINTSCALE_C);
2982 D3DSTATE_TO_STR(WINED3D_RS_MULTISAMPLEANTIALIAS);
2983 D3DSTATE_TO_STR(WINED3D_RS_MULTISAMPLEMASK);
2984 D3DSTATE_TO_STR(WINED3D_RS_PATCHEDGESTYLE);
2985 D3DSTATE_TO_STR(WINED3D_RS_PATCHSEGMENTS);
2986 D3DSTATE_TO_STR(WINED3D_RS_DEBUGMONITORTOKEN);
2987 D3DSTATE_TO_STR(WINED3D_RS_POINTSIZE_MAX);
2988 D3DSTATE_TO_STR(WINED3D_RS_INDEXEDVERTEXBLENDENABLE);
2989 D3DSTATE_TO_STR(WINED3D_RS_COLORWRITEENABLE);
2990 D3DSTATE_TO_STR(WINED3D_RS_TWEENFACTOR);
2991 D3DSTATE_TO_STR(WINED3D_RS_BLENDOP);
2992 D3DSTATE_TO_STR(WINED3D_RS_POSITIONDEGREE);
2993 D3DSTATE_TO_STR(WINED3D_RS_NORMALDEGREE);
2994 D3DSTATE_TO_STR(WINED3D_RS_SCISSORTESTENABLE);
2995 D3DSTATE_TO_STR(WINED3D_RS_SLOPESCALEDEPTHBIAS);
2996 D3DSTATE_TO_STR(WINED3D_RS_ANTIALIASEDLINEENABLE);
2997 D3DSTATE_TO_STR(WINED3D_RS_MINTESSELLATIONLEVEL);
2998 D3DSTATE_TO_STR(WINED3D_RS_MAXTESSELLATIONLEVEL);
2999 D3DSTATE_TO_STR(WINED3D_RS_ADAPTIVETESS_X);
3000 D3DSTATE_TO_STR(WINED3D_RS_ADAPTIVETESS_Y);
3001 D3DSTATE_TO_STR(WINED3D_RS_ADAPTIVETESS_Z);
3002 D3DSTATE_TO_STR(WINED3D_RS_ADAPTIVETESS_W);
3003 D3DSTATE_TO_STR(WINED3D_RS_ENABLEADAPTIVETESSELLATION);
3004 D3DSTATE_TO_STR(WINED3D_RS_TWOSIDEDSTENCILMODE);
3005 D3DSTATE_TO_STR(WINED3D_RS_CCW_STENCILFAIL);
3006 D3DSTATE_TO_STR(WINED3D_RS_CCW_STENCILZFAIL);
3007 D3DSTATE_TO_STR(WINED3D_RS_CCW_STENCILPASS);
3008 D3DSTATE_TO_STR(WINED3D_RS_CCW_STENCILFUNC);
3009 D3DSTATE_TO_STR(WINED3D_RS_COLORWRITEENABLE1);
3010 D3DSTATE_TO_STR(WINED3D_RS_COLORWRITEENABLE2);
3011 D3DSTATE_TO_STR(WINED3D_RS_COLORWRITEENABLE3);
3012 D3DSTATE_TO_STR(WINED3D_RS_BLENDFACTOR);
3013 D3DSTATE_TO_STR(WINED3D_RS_SRGBWRITEENABLE);
3014 D3DSTATE_TO_STR(WINED3D_RS_DEPTHBIAS);
3015 D3DSTATE_TO_STR(WINED3D_RS_WRAP8);
3016 D3DSTATE_TO_STR(WINED3D_RS_WRAP9);
3017 D3DSTATE_TO_STR(WINED3D_RS_WRAP10);
3018 D3DSTATE_TO_STR(WINED3D_RS_WRAP11);
3019 D3DSTATE_TO_STR(WINED3D_RS_WRAP12);
3020 D3DSTATE_TO_STR(WINED3D_RS_WRAP13);
3021 D3DSTATE_TO_STR(WINED3D_RS_WRAP14);
3022 D3DSTATE_TO_STR(WINED3D_RS_WRAP15);
3023 D3DSTATE_TO_STR(WINED3D_RS_SEPARATEALPHABLENDENABLE);
3024 D3DSTATE_TO_STR(WINED3D_RS_SRCBLENDALPHA);
3025 D3DSTATE_TO_STR(WINED3D_RS_DESTBLENDALPHA);
3026 D3DSTATE_TO_STR(WINED3D_RS_BLENDOPALPHA);
3027 #undef D3DSTATE_TO_STR
3028 default:
3029 FIXME("Unrecognized %u render state!\n", state);
3030 return "unrecognized";
3034 const char *debug_d3dsamplerstate(enum wined3d_sampler_state state)
3036 switch (state)
3038 #define D3DSTATE_TO_STR(u) case u: return #u
3039 D3DSTATE_TO_STR(WINED3D_SAMP_BORDER_COLOR);
3040 D3DSTATE_TO_STR(WINED3D_SAMP_ADDRESS_U);
3041 D3DSTATE_TO_STR(WINED3D_SAMP_ADDRESS_V);
3042 D3DSTATE_TO_STR(WINED3D_SAMP_ADDRESS_W);
3043 D3DSTATE_TO_STR(WINED3D_SAMP_MAG_FILTER);
3044 D3DSTATE_TO_STR(WINED3D_SAMP_MIN_FILTER);
3045 D3DSTATE_TO_STR(WINED3D_SAMP_MIP_FILTER);
3046 D3DSTATE_TO_STR(WINED3D_SAMP_MIPMAP_LOD_BIAS);
3047 D3DSTATE_TO_STR(WINED3D_SAMP_MAX_MIP_LEVEL);
3048 D3DSTATE_TO_STR(WINED3D_SAMP_MAX_ANISOTROPY);
3049 D3DSTATE_TO_STR(WINED3D_SAMP_SRGB_TEXTURE);
3050 D3DSTATE_TO_STR(WINED3D_SAMP_ELEMENT_INDEX);
3051 D3DSTATE_TO_STR(WINED3D_SAMP_DMAP_OFFSET);
3052 #undef D3DSTATE_TO_STR
3053 default:
3054 FIXME("Unrecognized %u sampler state!\n", state);
3055 return "unrecognized";
3059 const char *debug_d3dtexturefiltertype(enum wined3d_texture_filter_type filter_type)
3061 switch (filter_type)
3063 #define D3DTEXTUREFILTERTYPE_TO_STR(u) case u: return #u
3064 D3DTEXTUREFILTERTYPE_TO_STR(WINED3D_TEXF_NONE);
3065 D3DTEXTUREFILTERTYPE_TO_STR(WINED3D_TEXF_POINT);
3066 D3DTEXTUREFILTERTYPE_TO_STR(WINED3D_TEXF_LINEAR);
3067 D3DTEXTUREFILTERTYPE_TO_STR(WINED3D_TEXF_ANISOTROPIC);
3068 D3DTEXTUREFILTERTYPE_TO_STR(WINED3D_TEXF_FLAT_CUBIC);
3069 D3DTEXTUREFILTERTYPE_TO_STR(WINED3D_TEXF_GAUSSIAN_CUBIC);
3070 D3DTEXTUREFILTERTYPE_TO_STR(WINED3D_TEXF_PYRAMIDAL_QUAD);
3071 D3DTEXTUREFILTERTYPE_TO_STR(WINED3D_TEXF_GAUSSIAN_QUAD);
3072 #undef D3DTEXTUREFILTERTYPE_TO_STR
3073 default:
3074 FIXME("Unrecognied texture filter type 0x%08x.\n", filter_type);
3075 return "unrecognized";
3079 const char *debug_d3dtexturestate(enum wined3d_texture_stage_state state)
3081 switch (state)
3083 #define D3DSTATE_TO_STR(u) case u: return #u
3084 D3DSTATE_TO_STR(WINED3D_TSS_COLOR_OP);
3085 D3DSTATE_TO_STR(WINED3D_TSS_COLOR_ARG1);
3086 D3DSTATE_TO_STR(WINED3D_TSS_COLOR_ARG2);
3087 D3DSTATE_TO_STR(WINED3D_TSS_ALPHA_OP);
3088 D3DSTATE_TO_STR(WINED3D_TSS_ALPHA_ARG1);
3089 D3DSTATE_TO_STR(WINED3D_TSS_ALPHA_ARG2);
3090 D3DSTATE_TO_STR(WINED3D_TSS_BUMPENV_MAT00);
3091 D3DSTATE_TO_STR(WINED3D_TSS_BUMPENV_MAT01);
3092 D3DSTATE_TO_STR(WINED3D_TSS_BUMPENV_MAT10);
3093 D3DSTATE_TO_STR(WINED3D_TSS_BUMPENV_MAT11);
3094 D3DSTATE_TO_STR(WINED3D_TSS_TEXCOORD_INDEX);
3095 D3DSTATE_TO_STR(WINED3D_TSS_BUMPENV_LSCALE);
3096 D3DSTATE_TO_STR(WINED3D_TSS_BUMPENV_LOFFSET);
3097 D3DSTATE_TO_STR(WINED3D_TSS_TEXTURE_TRANSFORM_FLAGS);
3098 D3DSTATE_TO_STR(WINED3D_TSS_COLOR_ARG0);
3099 D3DSTATE_TO_STR(WINED3D_TSS_ALPHA_ARG0);
3100 D3DSTATE_TO_STR(WINED3D_TSS_RESULT_ARG);
3101 D3DSTATE_TO_STR(WINED3D_TSS_CONSTANT);
3102 #undef D3DSTATE_TO_STR
3103 default:
3104 FIXME("Unrecognized %u texture state!\n", state);
3105 return "unrecognized";
3109 const char *debug_d3dtop(enum wined3d_texture_op d3dtop)
3111 switch (d3dtop)
3113 #define D3DTOP_TO_STR(u) case u: return #u
3114 D3DTOP_TO_STR(WINED3D_TOP_DISABLE);
3115 D3DTOP_TO_STR(WINED3D_TOP_SELECT_ARG1);
3116 D3DTOP_TO_STR(WINED3D_TOP_SELECT_ARG2);
3117 D3DTOP_TO_STR(WINED3D_TOP_MODULATE);
3118 D3DTOP_TO_STR(WINED3D_TOP_MODULATE_2X);
3119 D3DTOP_TO_STR(WINED3D_TOP_MODULATE_4X);
3120 D3DTOP_TO_STR(WINED3D_TOP_ADD);
3121 D3DTOP_TO_STR(WINED3D_TOP_ADD_SIGNED);
3122 D3DTOP_TO_STR(WINED3D_TOP_ADD_SIGNED_2X);
3123 D3DTOP_TO_STR(WINED3D_TOP_SUBTRACT);
3124 D3DTOP_TO_STR(WINED3D_TOP_ADD_SMOOTH);
3125 D3DTOP_TO_STR(WINED3D_TOP_BLEND_DIFFUSE_ALPHA);
3126 D3DTOP_TO_STR(WINED3D_TOP_BLEND_TEXTURE_ALPHA);
3127 D3DTOP_TO_STR(WINED3D_TOP_BLEND_FACTOR_ALPHA);
3128 D3DTOP_TO_STR(WINED3D_TOP_BLEND_TEXTURE_ALPHA_PM);
3129 D3DTOP_TO_STR(WINED3D_TOP_BLEND_CURRENT_ALPHA);
3130 D3DTOP_TO_STR(WINED3D_TOP_PREMODULATE);
3131 D3DTOP_TO_STR(WINED3D_TOP_MODULATE_ALPHA_ADD_COLOR);
3132 D3DTOP_TO_STR(WINED3D_TOP_MODULATE_COLOR_ADD_ALPHA);
3133 D3DTOP_TO_STR(WINED3D_TOP_MODULATE_INVALPHA_ADD_COLOR);
3134 D3DTOP_TO_STR(WINED3D_TOP_MODULATE_INVCOLOR_ADD_ALPHA);
3135 D3DTOP_TO_STR(WINED3D_TOP_BUMPENVMAP);
3136 D3DTOP_TO_STR(WINED3D_TOP_BUMPENVMAP_LUMINANCE);
3137 D3DTOP_TO_STR(WINED3D_TOP_DOTPRODUCT3);
3138 D3DTOP_TO_STR(WINED3D_TOP_MULTIPLY_ADD);
3139 D3DTOP_TO_STR(WINED3D_TOP_LERP);
3140 #undef D3DTOP_TO_STR
3141 default:
3142 FIXME("Unrecognized texture op %#x.\n", d3dtop);
3143 return "unrecognized";
3147 const char *debug_d3dtstype(enum wined3d_transform_state tstype)
3149 switch (tstype)
3151 #define TSTYPE_TO_STR(tstype) case tstype: return #tstype
3152 TSTYPE_TO_STR(WINED3D_TS_VIEW);
3153 TSTYPE_TO_STR(WINED3D_TS_PROJECTION);
3154 TSTYPE_TO_STR(WINED3D_TS_TEXTURE0);
3155 TSTYPE_TO_STR(WINED3D_TS_TEXTURE1);
3156 TSTYPE_TO_STR(WINED3D_TS_TEXTURE2);
3157 TSTYPE_TO_STR(WINED3D_TS_TEXTURE3);
3158 TSTYPE_TO_STR(WINED3D_TS_TEXTURE4);
3159 TSTYPE_TO_STR(WINED3D_TS_TEXTURE5);
3160 TSTYPE_TO_STR(WINED3D_TS_TEXTURE6);
3161 TSTYPE_TO_STR(WINED3D_TS_TEXTURE7);
3162 TSTYPE_TO_STR(WINED3D_TS_WORLD_MATRIX(0));
3163 #undef TSTYPE_TO_STR
3164 default:
3165 if (tstype > 256 && tstype < 512)
3167 FIXME("WINED3D_TS_WORLD_MATRIX(%u). 1..255 not currently supported.\n", tstype);
3168 return ("WINED3D_TS_WORLD_MATRIX > 0");
3170 FIXME("Unrecognized transform state %#x.\n", tstype);
3171 return "unrecognized";
3175 static const char *debug_shader_type(enum wined3d_shader_type type)
3177 switch(type)
3179 #define WINED3D_TO_STR(type) case type: return #type
3180 WINED3D_TO_STR(WINED3D_SHADER_TYPE_PIXEL);
3181 WINED3D_TO_STR(WINED3D_SHADER_TYPE_VERTEX);
3182 WINED3D_TO_STR(WINED3D_SHADER_TYPE_GEOMETRY);
3183 #undef WINED3D_TO_STR
3184 default:
3185 FIXME("Unrecognized shader type %#x.\n", type);
3186 return "unrecognized";
3190 const char *debug_d3dstate(DWORD state)
3192 if (STATE_IS_RENDER(state))
3193 return wine_dbg_sprintf("STATE_RENDER(%s)", debug_d3drenderstate(state - STATE_RENDER(0)));
3194 if (STATE_IS_TEXTURESTAGE(state))
3196 DWORD texture_stage = (state - STATE_TEXTURESTAGE(0, 0)) / (WINED3D_HIGHEST_TEXTURE_STATE + 1);
3197 DWORD texture_state = state - STATE_TEXTURESTAGE(texture_stage, 0);
3198 return wine_dbg_sprintf("STATE_TEXTURESTAGE(%#x, %s)",
3199 texture_stage, debug_d3dtexturestate(texture_state));
3201 if (STATE_IS_SAMPLER(state))
3202 return wine_dbg_sprintf("STATE_SAMPLER(%#x)", state - STATE_SAMPLER(0));
3203 if (STATE_IS_SHADER(state))
3204 return wine_dbg_sprintf("STATE_SHADER(%s)", debug_shader_type(state - STATE_SHADER(0)));
3205 if (STATE_IS_CONSTANT_BUFFER(state))
3206 return wine_dbg_sprintf("STATE_CONSTANT_BUFFER(%s)", debug_shader_type(state - STATE_CONSTANT_BUFFER(0)));
3207 if (STATE_IS_SHADER_RESOURCE_BINDING(state))
3208 return "STATE_SHADER_RESOURCE_BINDING";
3209 if (STATE_IS_TRANSFORM(state))
3210 return wine_dbg_sprintf("STATE_TRANSFORM(%s)", debug_d3dtstype(state - STATE_TRANSFORM(0)));
3211 if (STATE_IS_STREAMSRC(state))
3212 return "STATE_STREAMSRC";
3213 if (STATE_IS_INDEXBUFFER(state))
3214 return "STATE_INDEXBUFFER";
3215 if (STATE_IS_VDECL(state))
3216 return "STATE_VDECL";
3217 if (STATE_IS_VIEWPORT(state))
3218 return "STATE_VIEWPORT";
3219 if (STATE_IS_LIGHT_TYPE(state))
3220 return "STATE_LIGHT_TYPE";
3221 if (STATE_IS_ACTIVELIGHT(state))
3222 return wine_dbg_sprintf("STATE_ACTIVELIGHT(%#x)", state - STATE_ACTIVELIGHT(0));
3223 if (STATE_IS_SCISSORRECT(state))
3224 return "STATE_SCISSORRECT";
3225 if (STATE_IS_CLIPPLANE(state))
3226 return wine_dbg_sprintf("STATE_CLIPPLANE(%#x)", state - STATE_CLIPPLANE(0));
3227 if (STATE_IS_MATERIAL(state))
3228 return "STATE_MATERIAL";
3229 if (STATE_IS_FRONTFACE(state))
3230 return "STATE_FRONTFACE";
3231 if (STATE_IS_POINTSPRITECOORDORIGIN(state))
3232 return "STATE_POINTSPRITECOORDORIGIN";
3233 if (STATE_IS_BASEVERTEXINDEX(state))
3234 return "STATE_BASEVERTEXINDEX";
3235 if (STATE_IS_FRAMEBUFFER(state))
3236 return "STATE_FRAMEBUFFER";
3237 if (STATE_IS_POINT_SIZE_ENABLE(state))
3238 return "STATE_POINT_SIZE_ENABLE";
3239 if (STATE_IS_COLOR_KEY(state))
3240 return "STATE_COLOR_KEY";
3242 return wine_dbg_sprintf("UNKNOWN_STATE(%#x)", state);
3245 const char *debug_d3dpool(enum wined3d_pool pool)
3247 switch (pool)
3249 #define POOL_TO_STR(p) case p: return #p
3250 POOL_TO_STR(WINED3D_POOL_DEFAULT);
3251 POOL_TO_STR(WINED3D_POOL_MANAGED);
3252 POOL_TO_STR(WINED3D_POOL_SYSTEM_MEM);
3253 POOL_TO_STR(WINED3D_POOL_SCRATCH);
3254 #undef POOL_TO_STR
3255 default:
3256 FIXME("Unrecognized pool %#x.\n", pool);
3257 return "unrecognized";
3261 const char *debug_fbostatus(GLenum status) {
3262 switch(status) {
3263 #define FBOSTATUS_TO_STR(u) case u: return #u
3264 FBOSTATUS_TO_STR(GL_FRAMEBUFFER_COMPLETE);
3265 FBOSTATUS_TO_STR(GL_FRAMEBUFFER_INCOMPLETE_ATTACHMENT);
3266 FBOSTATUS_TO_STR(GL_FRAMEBUFFER_INCOMPLETE_MISSING_ATTACHMENT);
3267 FBOSTATUS_TO_STR(GL_FRAMEBUFFER_INCOMPLETE_DIMENSIONS_EXT);
3268 FBOSTATUS_TO_STR(GL_FRAMEBUFFER_INCOMPLETE_FORMATS_EXT);
3269 FBOSTATUS_TO_STR(GL_FRAMEBUFFER_INCOMPLETE_DRAW_BUFFER);
3270 FBOSTATUS_TO_STR(GL_FRAMEBUFFER_INCOMPLETE_READ_BUFFER);
3271 FBOSTATUS_TO_STR(GL_FRAMEBUFFER_INCOMPLETE_MULTISAMPLE);
3272 FBOSTATUS_TO_STR(GL_FRAMEBUFFER_UNSUPPORTED);
3273 FBOSTATUS_TO_STR(GL_FRAMEBUFFER_UNDEFINED);
3274 #undef FBOSTATUS_TO_STR
3275 default:
3276 FIXME("Unrecognied FBO status 0x%08x\n", status);
3277 return "unrecognized";
3281 const char *debug_glerror(GLenum error) {
3282 switch(error) {
3283 #define GLERROR_TO_STR(u) case u: return #u
3284 GLERROR_TO_STR(GL_NO_ERROR);
3285 GLERROR_TO_STR(GL_INVALID_ENUM);
3286 GLERROR_TO_STR(GL_INVALID_VALUE);
3287 GLERROR_TO_STR(GL_INVALID_OPERATION);
3288 GLERROR_TO_STR(GL_STACK_OVERFLOW);
3289 GLERROR_TO_STR(GL_STACK_UNDERFLOW);
3290 GLERROR_TO_STR(GL_OUT_OF_MEMORY);
3291 GLERROR_TO_STR(GL_INVALID_FRAMEBUFFER_OPERATION);
3292 #undef GLERROR_TO_STR
3293 default:
3294 FIXME("Unrecognied GL error 0x%08x\n", error);
3295 return "unrecognized";
3299 static const char *debug_fixup_channel_source(enum fixup_channel_source source)
3301 switch(source)
3303 #define WINED3D_TO_STR(x) case x: return #x
3304 WINED3D_TO_STR(CHANNEL_SOURCE_ZERO);
3305 WINED3D_TO_STR(CHANNEL_SOURCE_ONE);
3306 WINED3D_TO_STR(CHANNEL_SOURCE_X);
3307 WINED3D_TO_STR(CHANNEL_SOURCE_Y);
3308 WINED3D_TO_STR(CHANNEL_SOURCE_Z);
3309 WINED3D_TO_STR(CHANNEL_SOURCE_W);
3310 WINED3D_TO_STR(CHANNEL_SOURCE_COMPLEX0);
3311 WINED3D_TO_STR(CHANNEL_SOURCE_COMPLEX1);
3312 #undef WINED3D_TO_STR
3313 default:
3314 FIXME("Unrecognized fixup_channel_source %#x\n", source);
3315 return "unrecognized";
3319 static const char *debug_complex_fixup(enum complex_fixup fixup)
3321 switch(fixup)
3323 #define WINED3D_TO_STR(x) case x: return #x
3324 WINED3D_TO_STR(COMPLEX_FIXUP_YUY2);
3325 WINED3D_TO_STR(COMPLEX_FIXUP_UYVY);
3326 WINED3D_TO_STR(COMPLEX_FIXUP_YV12);
3327 WINED3D_TO_STR(COMPLEX_FIXUP_NV12);
3328 WINED3D_TO_STR(COMPLEX_FIXUP_P8);
3329 #undef WINED3D_TO_STR
3330 default:
3331 FIXME("Unrecognized complex fixup %#x\n", fixup);
3332 return "unrecognized";
3336 void dump_color_fixup_desc(struct color_fixup_desc fixup)
3338 if (is_complex_fixup(fixup))
3340 TRACE("\tComplex: %s\n", debug_complex_fixup(get_complex_fixup(fixup)));
3341 return;
3344 TRACE("\tX: %s%s\n", debug_fixup_channel_source(fixup.x_source), fixup.x_sign_fixup ? ", SIGN_FIXUP" : "");
3345 TRACE("\tY: %s%s\n", debug_fixup_channel_source(fixup.y_source), fixup.y_sign_fixup ? ", SIGN_FIXUP" : "");
3346 TRACE("\tZ: %s%s\n", debug_fixup_channel_source(fixup.z_source), fixup.z_sign_fixup ? ", SIGN_FIXUP" : "");
3347 TRACE("\tW: %s%s\n", debug_fixup_channel_source(fixup.w_source), fixup.w_sign_fixup ? ", SIGN_FIXUP" : "");
3350 BOOL is_invalid_op(const struct wined3d_state *state, int stage,
3351 enum wined3d_texture_op op, DWORD arg1, DWORD arg2, DWORD arg3)
3353 if (op == WINED3D_TOP_DISABLE)
3354 return FALSE;
3355 if (state->textures[stage])
3356 return FALSE;
3358 if ((arg1 & WINED3DTA_SELECTMASK) == WINED3DTA_TEXTURE
3359 && op != WINED3D_TOP_SELECT_ARG2)
3360 return TRUE;
3361 if ((arg2 & WINED3DTA_SELECTMASK) == WINED3DTA_TEXTURE
3362 && op != WINED3D_TOP_SELECT_ARG1)
3363 return TRUE;
3364 if ((arg3 & WINED3DTA_SELECTMASK) == WINED3DTA_TEXTURE
3365 && (op == WINED3D_TOP_MULTIPLY_ADD || op == WINED3D_TOP_LERP))
3366 return TRUE;
3368 return FALSE;
3371 void get_identity_matrix(struct wined3d_matrix *mat)
3373 static const struct wined3d_matrix identity =
3375 1.0f, 0.0f, 0.0f, 0.0f,
3376 0.0f, 1.0f, 0.0f, 0.0f,
3377 0.0f, 0.0f, 1.0f, 0.0f,
3378 0.0f, 0.0f, 0.0f, 1.0f,
3381 *mat = identity;
3384 void get_modelview_matrix(const struct wined3d_context *context, const struct wined3d_state *state, struct wined3d_matrix *mat)
3386 if (context->last_was_rhw)
3387 get_identity_matrix(mat);
3388 else
3389 multiply_matrix(mat, &state->transforms[WINED3D_TS_VIEW], &state->transforms[WINED3D_TS_WORLD_MATRIX(0)]);
3392 void get_projection_matrix(const struct wined3d_context *context, const struct wined3d_state *state,
3393 struct wined3d_matrix *mat)
3395 float center_offset;
3397 /* There are a couple of additional things we have to take into account
3398 * here besides the projection transformation itself:
3399 * - We need to flip along the y-axis in case of offscreen rendering.
3400 * - OpenGL Z range is {-Wc,...,Wc} while D3D Z range is {0,...,Wc}.
3401 * - D3D coordinates refer to pixel centers while GL coordinates refer
3402 * to pixel corners.
3403 * - D3D has a top-left filling convention. We need to maintain this
3404 * even after the y-flip mentioned above.
3405 * In order to handle the last two points, we translate by
3406 * (63.0 / 128.0) / VPw and (63.0 / 128.0) / VPh. This is equivalent to
3407 * translating slightly less than half a pixel. We want the difference to
3408 * be large enough that it doesn't get lost due to rounding inside the
3409 * driver, but small enough to prevent it from interfering with any
3410 * anti-aliasing. */
3412 if (context->swapchain->device->wined3d->flags & WINED3D_PIXEL_CENTER_INTEGER)
3413 center_offset = 63.0f / 64.0f;
3414 else
3415 center_offset = -1.0f / 64.0f;
3417 if (context->last_was_rhw)
3419 /* Transform D3D RHW coordinates to OpenGL clip coordinates. */
3420 float x = state->viewport.x;
3421 float y = state->viewport.y;
3422 float w = state->viewport.width;
3423 float h = state->viewport.height;
3424 float x_scale = 2.0f / w;
3425 float x_offset = (center_offset - (2.0f * x) - w) / w;
3426 float y_scale = context->render_offscreen ? 2.0f / h : 2.0f / -h;
3427 float y_offset = context->render_offscreen
3428 ? (center_offset - (2.0f * y) - h) / h
3429 : (center_offset - (2.0f * y) - h) / -h;
3430 enum wined3d_depth_buffer_type zenable = state->fb->depth_stencil ?
3431 state->render_states[WINED3D_RS_ZENABLE] : WINED3D_ZB_FALSE;
3432 float z_scale = zenable ? 2.0f : 0.0f;
3433 float z_offset = zenable ? -1.0f : 0.0f;
3434 const struct wined3d_matrix projection =
3436 x_scale, 0.0f, 0.0f, 0.0f,
3437 0.0f, y_scale, 0.0f, 0.0f,
3438 0.0f, 0.0f, z_scale, 0.0f,
3439 x_offset, y_offset, z_offset, 1.0f,
3442 *mat = projection;
3444 else
3446 float y_scale = context->render_offscreen ? -1.0f : 1.0f;
3447 float x_offset = center_offset / state->viewport.width;
3448 float y_offset = context->render_offscreen
3449 ? center_offset / state->viewport.height
3450 : -center_offset / state->viewport.height;
3451 const struct wined3d_matrix projection =
3453 1.0f, 0.0f, 0.0f, 0.0f,
3454 0.0f, y_scale, 0.0f, 0.0f,
3455 0.0f, 0.0f, 2.0f, 0.0f,
3456 x_offset, y_offset, -1.0f, 1.0f,
3459 multiply_matrix(mat, &projection, &state->transforms[WINED3D_TS_PROJECTION]);
3463 /* Setup this textures matrix according to the texture flags. */
3464 static void compute_texture_matrix(const struct wined3d_gl_info *gl_info, const struct wined3d_matrix *matrix,
3465 DWORD flags, BOOL calculated_coords, BOOL transformed, enum wined3d_format_id format_id,
3466 BOOL ffp_proj_control, struct wined3d_matrix *out_matrix)
3468 struct wined3d_matrix mat;
3470 if (flags == WINED3D_TTFF_DISABLE || flags == WINED3D_TTFF_COUNT1 || transformed)
3472 get_identity_matrix(out_matrix);
3473 return;
3476 if (flags == (WINED3D_TTFF_COUNT1 | WINED3D_TTFF_PROJECTED))
3478 ERR("Invalid texture transform flags: WINED3D_TTFF_COUNT1 | WINED3D_TTFF_PROJECTED.\n");
3479 return;
3482 mat = *matrix;
3484 if (flags & WINED3D_TTFF_PROJECTED)
3486 if (!ffp_proj_control)
3488 switch (flags & ~WINED3D_TTFF_PROJECTED)
3490 case WINED3D_TTFF_COUNT2:
3491 mat._14 = mat._12;
3492 mat._24 = mat._22;
3493 mat._34 = mat._32;
3494 mat._44 = mat._42;
3495 mat._12 = mat._22 = mat._32 = mat._42 = 0.0f;
3496 break;
3497 case WINED3D_TTFF_COUNT3:
3498 mat._14 = mat._13;
3499 mat._24 = mat._23;
3500 mat._34 = mat._33;
3501 mat._44 = mat._43;
3502 mat._13 = mat._23 = mat._33 = mat._43 = 0.0f;
3503 break;
3507 else
3509 /* Under Direct3D the R/Z coord can be used for translation, under
3510 * OpenGL we use the Q coord instead. */
3511 if (!calculated_coords)
3513 switch (format_id)
3515 /* Direct3D passes the default 1.0 in the 2nd coord, while GL
3516 * passes it in the 4th. Swap 2nd and 4th coord. No need to
3517 * store the value of mat._41 in mat._21 because the input
3518 * value to the transformation will be 0, so the matrix value
3519 * is irrelevant. */
3520 case WINED3DFMT_R32_FLOAT:
3521 mat._41 = mat._21;
3522 mat._42 = mat._22;
3523 mat._43 = mat._23;
3524 mat._44 = mat._24;
3525 break;
3526 /* See above, just 3rd and 4th coord. */
3527 case WINED3DFMT_R32G32_FLOAT:
3528 mat._41 = mat._31;
3529 mat._42 = mat._32;
3530 mat._43 = mat._33;
3531 mat._44 = mat._34;
3532 break;
3533 case WINED3DFMT_R32G32B32_FLOAT: /* Opengl defaults match dx defaults */
3534 case WINED3DFMT_R32G32B32A32_FLOAT: /* No defaults apply, all app defined */
3536 /* This is to prevent swapping the matrix lines and put the default 4th coord = 1.0
3537 * into a bad place. The division elimination below will apply to make sure the
3538 * 1.0 doesn't do anything bad. The caller will set this value if the stride is 0
3540 case WINED3DFMT_UNKNOWN: /* No texture coords, 0/0/0/1 defaults are passed */
3541 break;
3542 default:
3543 FIXME("Unexpected fixed function texture coord input\n");
3546 if (!ffp_proj_control)
3548 switch (flags & ~WINED3D_TTFF_PROJECTED)
3550 /* case WINED3D_TTFF_COUNT1: Won't ever get here. */
3551 case WINED3D_TTFF_COUNT2:
3552 mat._13 = mat._23 = mat._33 = mat._43 = 0.0f;
3553 /* OpenGL divides the first 3 vertex coord by the 4th by default,
3554 * which is essentially the same as D3DTTFF_PROJECTED. Make sure that
3555 * the 4th coord evaluates to 1.0 to eliminate that.
3557 * If the fixed function pipeline is used, the 4th value remains unused,
3558 * so there is no danger in doing this. With vertex shaders we have a
3559 * problem. Should an app hit that problem, the code here would have to
3560 * check for pixel shaders, and the shader has to undo the default gl divide.
3562 * A more serious problem occurs if the app passes 4 coordinates in, and the
3563 * 4th is != 1.0(opengl default). This would have to be fixed in drawStridedSlow
3564 * or a replacement shader. */
3565 default:
3566 mat._14 = mat._24 = mat._34 = 0.0f; mat._44 = 1.0f;
3571 *out_matrix = mat;
3574 void get_texture_matrix(const struct wined3d_context *context, const struct wined3d_state *state,
3575 unsigned int tex, struct wined3d_matrix *mat)
3577 const struct wined3d_device *device = context->swapchain->device;
3578 const struct wined3d_gl_info *gl_info = context->gl_info;
3579 BOOL generated = (state->texture_states[tex][WINED3D_TSS_TEXCOORD_INDEX] & 0xffff0000)
3580 != WINED3DTSS_TCI_PASSTHRU;
3581 unsigned int coord_idx = min(state->texture_states[tex][WINED3D_TSS_TEXCOORD_INDEX & 0x0000ffff],
3582 MAX_TEXTURES - 1);
3584 compute_texture_matrix(gl_info, &state->transforms[WINED3D_TS_TEXTURE0 + tex],
3585 state->texture_states[tex][WINED3D_TSS_TEXTURE_TRANSFORM_FLAGS],
3586 generated, context->last_was_rhw,
3587 context->stream_info.use_map & (1 << (WINED3D_FFP_TEXCOORD0 + coord_idx))
3588 ? context->stream_info.elements[WINED3D_FFP_TEXCOORD0 + coord_idx].format->id
3589 : WINED3DFMT_UNKNOWN,
3590 device->shader_backend->shader_has_ffp_proj_control(device->shader_priv), mat);
3592 if ((context->lastWasPow2Texture & (1 << tex)) && state->textures[tex])
3594 if (generated)
3595 FIXME("Non-power-of-two texture being used with generated texture coords.\n");
3596 /* NP2 texcoord fixup is implemented for pixelshaders so only enable the
3597 * fixed-function-pipeline fixup via pow2Matrix when no PS is used. */
3598 if (!use_ps(state))
3600 TRACE("Non-power-of-two texture matrix multiply fixup.\n");
3601 multiply_matrix(mat, mat, (struct wined3d_matrix *)state->textures[tex]->pow2_matrix);
3606 /* This small helper function is used to convert a bitmask into the number of masked bits */
3607 unsigned int count_bits(unsigned int mask)
3609 unsigned int count;
3610 for (count = 0; mask; ++count)
3612 mask &= mask - 1;
3614 return count;
3617 /* Helper function for retrieving color info for ChoosePixelFormat and wglChoosePixelFormatARB.
3618 * The later function requires individual color components. */
3619 BOOL getColorBits(const struct wined3d_format *format,
3620 BYTE *redSize, BYTE *greenSize, BYTE *blueSize, BYTE *alphaSize, BYTE *totalSize)
3622 TRACE("format %s.\n", debug_d3dformat(format->id));
3624 switch (format->id)
3626 case WINED3DFMT_B10G10R10A2_UNORM:
3627 case WINED3DFMT_R10G10B10A2_UNORM:
3628 case WINED3DFMT_B8G8R8X8_UNORM:
3629 case WINED3DFMT_B8G8R8_UNORM:
3630 case WINED3DFMT_B8G8R8A8_UNORM:
3631 case WINED3DFMT_R8G8B8A8_UNORM:
3632 case WINED3DFMT_B5G5R5X1_UNORM:
3633 case WINED3DFMT_B5G5R5A1_UNORM:
3634 case WINED3DFMT_B5G6R5_UNORM:
3635 case WINED3DFMT_B4G4R4X4_UNORM:
3636 case WINED3DFMT_B4G4R4A4_UNORM:
3637 case WINED3DFMT_B2G3R3_UNORM:
3638 case WINED3DFMT_P8_UINT_A8_UNORM:
3639 case WINED3DFMT_P8_UINT:
3640 break;
3641 default:
3642 FIXME("Unsupported format %s.\n", debug_d3dformat(format->id));
3643 return FALSE;
3646 *redSize = format->red_size;
3647 *greenSize = format->green_size;
3648 *blueSize = format->blue_size;
3649 *alphaSize = format->alpha_size;
3650 *totalSize = *redSize + *greenSize + *blueSize + *alphaSize;
3652 TRACE("Returning red: %d, green: %d, blue: %d, alpha: %d, total: %d for format %s.\n",
3653 *redSize, *greenSize, *blueSize, *alphaSize, *totalSize, debug_d3dformat(format->id));
3654 return TRUE;
3657 /* Helper function for retrieving depth/stencil info for ChoosePixelFormat and wglChoosePixelFormatARB */
3658 BOOL getDepthStencilBits(const struct wined3d_format *format, BYTE *depthSize, BYTE *stencilSize)
3660 TRACE("format %s.\n", debug_d3dformat(format->id));
3662 switch (format->id)
3664 case WINED3DFMT_D16_LOCKABLE:
3665 case WINED3DFMT_D16_UNORM:
3666 case WINED3DFMT_S1_UINT_D15_UNORM:
3667 case WINED3DFMT_X8D24_UNORM:
3668 case WINED3DFMT_S4X4_UINT_D24_UNORM:
3669 case WINED3DFMT_D24_UNORM_S8_UINT:
3670 case WINED3DFMT_S8_UINT_D24_FLOAT:
3671 case WINED3DFMT_D32_UNORM:
3672 case WINED3DFMT_D32_FLOAT:
3673 case WINED3DFMT_INTZ:
3674 break;
3675 default:
3676 FIXME("Unsupported depth/stencil format %s.\n", debug_d3dformat(format->id));
3677 return FALSE;
3680 *depthSize = format->depth_size;
3681 *stencilSize = format->stencil_size;
3683 TRACE("Returning depthSize: %d and stencilSize: %d for format %s.\n",
3684 *depthSize, *stencilSize, debug_d3dformat(format->id));
3685 return TRUE;
3688 /* Note: It's the caller's responsibility to ensure values can be expressed
3689 * in the requested format. UNORM formats for example can only express values
3690 * in the range 0.0f -> 1.0f. */
3691 DWORD wined3d_format_convert_from_float(const struct wined3d_surface *surface, const struct wined3d_color *color)
3693 static const struct
3695 enum wined3d_format_id format_id;
3696 float r_mul;
3697 float g_mul;
3698 float b_mul;
3699 float a_mul;
3700 BYTE r_shift;
3701 BYTE g_shift;
3702 BYTE b_shift;
3703 BYTE a_shift;
3705 conv[] =
3707 {WINED3DFMT_B8G8R8A8_UNORM, 255.0f, 255.0f, 255.0f, 255.0f, 16, 8, 0, 24},
3708 {WINED3DFMT_B8G8R8X8_UNORM, 255.0f, 255.0f, 255.0f, 255.0f, 16, 8, 0, 24},
3709 {WINED3DFMT_B8G8R8_UNORM, 255.0f, 255.0f, 255.0f, 255.0f, 16, 8, 0, 24},
3710 {WINED3DFMT_B5G6R5_UNORM, 31.0f, 63.0f, 31.0f, 0.0f, 11, 5, 0, 0},
3711 {WINED3DFMT_B5G5R5A1_UNORM, 31.0f, 31.0f, 31.0f, 1.0f, 10, 5, 0, 15},
3712 {WINED3DFMT_B5G5R5X1_UNORM, 31.0f, 31.0f, 31.0f, 1.0f, 10, 5, 0, 15},
3713 {WINED3DFMT_R8_UNORM, 255.0f, 0.0f, 0.0f, 0.0f, 0, 0, 0, 0},
3714 {WINED3DFMT_A8_UNORM, 0.0f, 0.0f, 0.0f, 255.0f, 0, 0, 0, 0},
3715 {WINED3DFMT_B4G4R4A4_UNORM, 15.0f, 15.0f, 15.0f, 15.0f, 8, 4, 0, 12},
3716 {WINED3DFMT_B4G4R4X4_UNORM, 15.0f, 15.0f, 15.0f, 15.0f, 8, 4, 0, 12},
3717 {WINED3DFMT_B2G3R3_UNORM, 7.0f, 7.0f, 3.0f, 0.0f, 5, 2, 0, 0},
3718 {WINED3DFMT_R8G8B8A8_UNORM, 255.0f, 255.0f, 255.0f, 255.0f, 0, 8, 16, 24},
3719 {WINED3DFMT_R8G8B8X8_UNORM, 255.0f, 255.0f, 255.0f, 255.0f, 0, 8, 16, 24},
3720 {WINED3DFMT_B10G10R10A2_UNORM, 1023.0f, 1023.0f, 1023.0f, 3.0f, 20, 10, 0, 30},
3721 {WINED3DFMT_R10G10B10A2_UNORM, 1023.0f, 1023.0f, 1023.0f, 3.0f, 0, 10, 20, 30},
3722 {WINED3DFMT_P8_UINT, 0.0f, 0.0f, 0.0f, 255.0f, 0, 0, 0, 0},
3724 const struct wined3d_format *format = surface->resource.format;
3725 unsigned int i;
3727 TRACE("Converting color {%.8e %.8e %.8e %.8e} to format %s.\n",
3728 color->r, color->g, color->b, color->a, debug_d3dformat(format->id));
3730 for (i = 0; i < sizeof(conv) / sizeof(*conv); ++i)
3732 DWORD ret;
3734 if (format->id != conv[i].format_id) continue;
3736 ret = ((DWORD)((color->r * conv[i].r_mul) + 0.5f)) << conv[i].r_shift;
3737 ret |= ((DWORD)((color->g * conv[i].g_mul) + 0.5f)) << conv[i].g_shift;
3738 ret |= ((DWORD)((color->b * conv[i].b_mul) + 0.5f)) << conv[i].b_shift;
3739 ret |= ((DWORD)((color->a * conv[i].a_mul) + 0.5f)) << conv[i].a_shift;
3741 TRACE("Returning 0x%08x.\n", ret);
3743 return ret;
3746 FIXME("Conversion for format %s not implemented.\n", debug_d3dformat(format->id));
3748 return 0;
3751 static float color_to_float(DWORD color, DWORD size, DWORD offset)
3753 DWORD mask = (1 << size) - 1;
3755 if (!size)
3756 return 1.0f;
3758 color >>= offset;
3759 color &= mask;
3761 return (float)color / (float)mask;
3764 BOOL wined3d_format_convert_color_to_float(const struct wined3d_format *format,
3765 const struct wined3d_palette *palette, DWORD color, struct wined3d_color *float_color)
3767 switch (format->id)
3769 case WINED3DFMT_B8G8R8_UNORM:
3770 case WINED3DFMT_B8G8R8A8_UNORM:
3771 case WINED3DFMT_B8G8R8X8_UNORM:
3772 case WINED3DFMT_B5G6R5_UNORM:
3773 case WINED3DFMT_B5G5R5X1_UNORM:
3774 case WINED3DFMT_B5G5R5A1_UNORM:
3775 case WINED3DFMT_B4G4R4A4_UNORM:
3776 case WINED3DFMT_B2G3R3_UNORM:
3777 case WINED3DFMT_R8_UNORM:
3778 case WINED3DFMT_A8_UNORM:
3779 case WINED3DFMT_B2G3R3A8_UNORM:
3780 case WINED3DFMT_B4G4R4X4_UNORM:
3781 case WINED3DFMT_R10G10B10A2_UNORM:
3782 case WINED3DFMT_R10G10B10A2_SNORM:
3783 case WINED3DFMT_R8G8B8A8_UNORM:
3784 case WINED3DFMT_R8G8B8X8_UNORM:
3785 case WINED3DFMT_R16G16_UNORM:
3786 case WINED3DFMT_B10G10R10A2_UNORM:
3787 float_color->r = color_to_float(color, format->red_size, format->red_offset);
3788 float_color->g = color_to_float(color, format->green_size, format->green_offset);
3789 float_color->b = color_to_float(color, format->blue_size, format->blue_offset);
3790 float_color->a = color_to_float(color, format->alpha_size, format->alpha_offset);
3791 return TRUE;
3793 case WINED3DFMT_P8_UINT:
3794 if (palette)
3796 float_color->r = palette->colors[color].rgbRed / 255.0f;
3797 float_color->g = palette->colors[color].rgbGreen / 255.0f;
3798 float_color->b = palette->colors[color].rgbBlue / 255.0f;
3800 else
3802 float_color->r = 0.0f;
3803 float_color->g = 0.0f;
3804 float_color->b = 0.0f;
3806 float_color->a = color / 255.0f;
3807 return TRUE;
3809 default:
3810 ERR("Unhandled conversion from %s to floating point.\n", debug_d3dformat(format->id));
3811 return FALSE;
3815 /* DirectDraw stuff */
3816 enum wined3d_format_id pixelformat_for_depth(DWORD depth)
3818 switch (depth)
3820 case 8: return WINED3DFMT_P8_UINT;
3821 case 15: return WINED3DFMT_B5G5R5X1_UNORM;
3822 case 16: return WINED3DFMT_B5G6R5_UNORM;
3823 case 24: return WINED3DFMT_B8G8R8X8_UNORM; /* Robots needs 24bit to be WINED3DFMT_B8G8R8X8_UNORM */
3824 case 32: return WINED3DFMT_B8G8R8X8_UNORM; /* EVE online and the Fur demo need 32bit AdapterDisplayMode to return WINED3DFMT_B8G8R8X8_UNORM */
3825 default: return WINED3DFMT_UNKNOWN;
3829 void multiply_matrix(struct wined3d_matrix *dst, const struct wined3d_matrix *src1, const struct wined3d_matrix *src2)
3831 struct wined3d_matrix tmp;
3833 /* Now do the multiplication 'by hand'.
3834 I know that all this could be optimised, but this will be done later :-) */
3835 tmp._11 = (src1->_11 * src2->_11) + (src1->_21 * src2->_12) + (src1->_31 * src2->_13) + (src1->_41 * src2->_14);
3836 tmp._21 = (src1->_11 * src2->_21) + (src1->_21 * src2->_22) + (src1->_31 * src2->_23) + (src1->_41 * src2->_24);
3837 tmp._31 = (src1->_11 * src2->_31) + (src1->_21 * src2->_32) + (src1->_31 * src2->_33) + (src1->_41 * src2->_34);
3838 tmp._41 = (src1->_11 * src2->_41) + (src1->_21 * src2->_42) + (src1->_31 * src2->_43) + (src1->_41 * src2->_44);
3840 tmp._12 = (src1->_12 * src2->_11) + (src1->_22 * src2->_12) + (src1->_32 * src2->_13) + (src1->_42 * src2->_14);
3841 tmp._22 = (src1->_12 * src2->_21) + (src1->_22 * src2->_22) + (src1->_32 * src2->_23) + (src1->_42 * src2->_24);
3842 tmp._32 = (src1->_12 * src2->_31) + (src1->_22 * src2->_32) + (src1->_32 * src2->_33) + (src1->_42 * src2->_34);
3843 tmp._42 = (src1->_12 * src2->_41) + (src1->_22 * src2->_42) + (src1->_32 * src2->_43) + (src1->_42 * src2->_44);
3845 tmp._13 = (src1->_13 * src2->_11) + (src1->_23 * src2->_12) + (src1->_33 * src2->_13) + (src1->_43 * src2->_14);
3846 tmp._23 = (src1->_13 * src2->_21) + (src1->_23 * src2->_22) + (src1->_33 * src2->_23) + (src1->_43 * src2->_24);
3847 tmp._33 = (src1->_13 * src2->_31) + (src1->_23 * src2->_32) + (src1->_33 * src2->_33) + (src1->_43 * src2->_34);
3848 tmp._43 = (src1->_13 * src2->_41) + (src1->_23 * src2->_42) + (src1->_33 * src2->_43) + (src1->_43 * src2->_44);
3850 tmp._14 = (src1->_14 * src2->_11) + (src1->_24 * src2->_12) + (src1->_34 * src2->_13) + (src1->_44 * src2->_14);
3851 tmp._24 = (src1->_14 * src2->_21) + (src1->_24 * src2->_22) + (src1->_34 * src2->_23) + (src1->_44 * src2->_24);
3852 tmp._34 = (src1->_14 * src2->_31) + (src1->_24 * src2->_32) + (src1->_34 * src2->_33) + (src1->_44 * src2->_34);
3853 tmp._44 = (src1->_14 * src2->_41) + (src1->_24 * src2->_42) + (src1->_34 * src2->_43) + (src1->_44 * src2->_44);
3855 *dst = tmp;
3858 DWORD get_flexible_vertex_size(DWORD d3dvtVertexType) {
3859 DWORD size = 0;
3860 int i;
3861 int numTextures = (d3dvtVertexType & WINED3DFVF_TEXCOUNT_MASK) >> WINED3DFVF_TEXCOUNT_SHIFT;
3863 if (d3dvtVertexType & WINED3DFVF_NORMAL) size += 3 * sizeof(float);
3864 if (d3dvtVertexType & WINED3DFVF_DIFFUSE) size += sizeof(DWORD);
3865 if (d3dvtVertexType & WINED3DFVF_SPECULAR) size += sizeof(DWORD);
3866 if (d3dvtVertexType & WINED3DFVF_PSIZE) size += sizeof(DWORD);
3867 switch (d3dvtVertexType & WINED3DFVF_POSITION_MASK) {
3868 case WINED3DFVF_XYZ: size += 3 * sizeof(float); break;
3869 case WINED3DFVF_XYZRHW: size += 4 * sizeof(float); break;
3870 case WINED3DFVF_XYZB1: size += 4 * sizeof(float); break;
3871 case WINED3DFVF_XYZB2: size += 5 * sizeof(float); break;
3872 case WINED3DFVF_XYZB3: size += 6 * sizeof(float); break;
3873 case WINED3DFVF_XYZB4: size += 7 * sizeof(float); break;
3874 case WINED3DFVF_XYZB5: size += 8 * sizeof(float); break;
3875 case WINED3DFVF_XYZW: size += 4 * sizeof(float); break;
3876 default: ERR("Unexpected position mask\n");
3878 for (i = 0; i < numTextures; i++) {
3879 size += GET_TEXCOORD_SIZE_FROM_FVF(d3dvtVertexType, i) * sizeof(float);
3882 return size;
3885 void gen_ffp_frag_op(const struct wined3d_context *context, const struct wined3d_state *state,
3886 struct ffp_frag_settings *settings, BOOL ignore_textype)
3888 #define ARG1 0x01
3889 #define ARG2 0x02
3890 #define ARG0 0x04
3891 static const unsigned char args[WINED3D_TOP_LERP + 1] =
3893 /* undefined */ 0,
3894 /* D3DTOP_DISABLE */ 0,
3895 /* D3DTOP_SELECTARG1 */ ARG1,
3896 /* D3DTOP_SELECTARG2 */ ARG2,
3897 /* D3DTOP_MODULATE */ ARG1 | ARG2,
3898 /* D3DTOP_MODULATE2X */ ARG1 | ARG2,
3899 /* D3DTOP_MODULATE4X */ ARG1 | ARG2,
3900 /* D3DTOP_ADD */ ARG1 | ARG2,
3901 /* D3DTOP_ADDSIGNED */ ARG1 | ARG2,
3902 /* D3DTOP_ADDSIGNED2X */ ARG1 | ARG2,
3903 /* D3DTOP_SUBTRACT */ ARG1 | ARG2,
3904 /* D3DTOP_ADDSMOOTH */ ARG1 | ARG2,
3905 /* D3DTOP_BLENDDIFFUSEALPHA */ ARG1 | ARG2,
3906 /* D3DTOP_BLENDTEXTUREALPHA */ ARG1 | ARG2,
3907 /* D3DTOP_BLENDFACTORALPHA */ ARG1 | ARG2,
3908 /* D3DTOP_BLENDTEXTUREALPHAPM */ ARG1 | ARG2,
3909 /* D3DTOP_BLENDCURRENTALPHA */ ARG1 | ARG2,
3910 /* D3DTOP_PREMODULATE */ ARG1 | ARG2,
3911 /* D3DTOP_MODULATEALPHA_ADDCOLOR */ ARG1 | ARG2,
3912 /* D3DTOP_MODULATECOLOR_ADDALPHA */ ARG1 | ARG2,
3913 /* D3DTOP_MODULATEINVALPHA_ADDCOLOR */ ARG1 | ARG2,
3914 /* D3DTOP_MODULATEINVCOLOR_ADDALPHA */ ARG1 | ARG2,
3915 /* D3DTOP_BUMPENVMAP */ ARG1 | ARG2,
3916 /* D3DTOP_BUMPENVMAPLUMINANCE */ ARG1 | ARG2,
3917 /* D3DTOP_DOTPRODUCT3 */ ARG1 | ARG2,
3918 /* D3DTOP_MULTIPLYADD */ ARG1 | ARG2 | ARG0,
3919 /* D3DTOP_LERP */ ARG1 | ARG2 | ARG0
3921 unsigned int i;
3922 DWORD ttff;
3923 DWORD cop, aop, carg0, carg1, carg2, aarg0, aarg1, aarg2;
3924 unsigned int rt_fmt_flags = state->fb->render_targets[0]->format_flags;
3925 const struct wined3d_gl_info *gl_info = context->gl_info;
3926 const struct wined3d_d3d_info *d3d_info = context->d3d_info;
3928 settings->padding = 0;
3930 for (i = 0; i < d3d_info->limits.ffp_blend_stages; ++i)
3932 const struct wined3d_texture *texture;
3934 settings->op[i].padding = 0;
3935 if (state->texture_states[i][WINED3D_TSS_COLOR_OP] == WINED3D_TOP_DISABLE)
3937 settings->op[i].cop = WINED3D_TOP_DISABLE;
3938 settings->op[i].aop = WINED3D_TOP_DISABLE;
3939 settings->op[i].carg0 = settings->op[i].carg1 = settings->op[i].carg2 = ARG_UNUSED;
3940 settings->op[i].aarg0 = settings->op[i].aarg1 = settings->op[i].aarg2 = ARG_UNUSED;
3941 settings->op[i].color_fixup = COLOR_FIXUP_IDENTITY;
3942 settings->op[i].dst = resultreg;
3943 settings->op[i].tex_type = WINED3D_GL_RES_TYPE_TEX_1D;
3944 settings->op[i].projected = proj_none;
3945 i++;
3946 break;
3949 if ((texture = state->textures[i]))
3951 settings->op[i].color_fixup = texture->resource.format->color_fixup;
3952 if (ignore_textype)
3954 settings->op[i].tex_type = WINED3D_GL_RES_TYPE_TEX_1D;
3956 else
3958 switch (texture->target)
3960 case GL_TEXTURE_1D:
3961 settings->op[i].tex_type = WINED3D_GL_RES_TYPE_TEX_1D;
3962 break;
3963 case GL_TEXTURE_2D:
3964 settings->op[i].tex_type = WINED3D_GL_RES_TYPE_TEX_2D;
3965 break;
3966 case GL_TEXTURE_3D:
3967 settings->op[i].tex_type = WINED3D_GL_RES_TYPE_TEX_3D;
3968 break;
3969 case GL_TEXTURE_CUBE_MAP_ARB:
3970 settings->op[i].tex_type = WINED3D_GL_RES_TYPE_TEX_CUBE;
3971 break;
3972 case GL_TEXTURE_RECTANGLE_ARB:
3973 settings->op[i].tex_type = WINED3D_GL_RES_TYPE_TEX_RECT;
3974 break;
3977 } else {
3978 settings->op[i].color_fixup = COLOR_FIXUP_IDENTITY;
3979 settings->op[i].tex_type = WINED3D_GL_RES_TYPE_TEX_1D;
3982 cop = state->texture_states[i][WINED3D_TSS_COLOR_OP];
3983 aop = state->texture_states[i][WINED3D_TSS_ALPHA_OP];
3985 carg1 = (args[cop] & ARG1) ? state->texture_states[i][WINED3D_TSS_COLOR_ARG1] : ARG_UNUSED;
3986 carg2 = (args[cop] & ARG2) ? state->texture_states[i][WINED3D_TSS_COLOR_ARG2] : ARG_UNUSED;
3987 carg0 = (args[cop] & ARG0) ? state->texture_states[i][WINED3D_TSS_COLOR_ARG0] : ARG_UNUSED;
3989 if (is_invalid_op(state, i, cop, carg1, carg2, carg0))
3991 carg0 = ARG_UNUSED;
3992 carg2 = ARG_UNUSED;
3993 carg1 = WINED3DTA_CURRENT;
3994 cop = WINED3D_TOP_SELECT_ARG1;
3997 if (cop == WINED3D_TOP_DOTPRODUCT3)
3999 /* A dotproduct3 on the colorop overwrites the alphaop operation and replicates
4000 * the color result to the alpha component of the destination
4002 aop = cop;
4003 aarg1 = carg1;
4004 aarg2 = carg2;
4005 aarg0 = carg0;
4007 else
4009 aarg1 = (args[aop] & ARG1) ? state->texture_states[i][WINED3D_TSS_ALPHA_ARG1] : ARG_UNUSED;
4010 aarg2 = (args[aop] & ARG2) ? state->texture_states[i][WINED3D_TSS_ALPHA_ARG2] : ARG_UNUSED;
4011 aarg0 = (args[aop] & ARG0) ? state->texture_states[i][WINED3D_TSS_ALPHA_ARG0] : ARG_UNUSED;
4014 if (!i && state->textures[0] && state->render_states[WINED3D_RS_COLORKEYENABLE])
4016 GLenum texture_dimensions;
4018 texture = state->textures[0];
4019 texture_dimensions = texture->target;
4021 if (texture_dimensions == GL_TEXTURE_2D || texture_dimensions == GL_TEXTURE_RECTANGLE_ARB)
4023 if (texture->async.color_key_flags & WINED3D_CKEY_SRC_BLT && !texture->resource.format->alpha_size)
4025 if (aop == WINED3D_TOP_DISABLE)
4027 aarg1 = WINED3DTA_TEXTURE;
4028 aop = WINED3D_TOP_SELECT_ARG1;
4030 else if (aop == WINED3D_TOP_SELECT_ARG1 && aarg1 != WINED3DTA_TEXTURE)
4032 if (state->render_states[WINED3D_RS_ALPHABLENDENABLE])
4034 aarg2 = WINED3DTA_TEXTURE;
4035 aop = WINED3D_TOP_MODULATE;
4037 else aarg1 = WINED3DTA_TEXTURE;
4039 else if (aop == WINED3D_TOP_SELECT_ARG2 && aarg2 != WINED3DTA_TEXTURE)
4041 if (state->render_states[WINED3D_RS_ALPHABLENDENABLE])
4043 aarg1 = WINED3DTA_TEXTURE;
4044 aop = WINED3D_TOP_MODULATE;
4046 else aarg2 = WINED3DTA_TEXTURE;
4052 if (is_invalid_op(state, i, aop, aarg1, aarg2, aarg0))
4054 aarg0 = ARG_UNUSED;
4055 aarg2 = ARG_UNUSED;
4056 aarg1 = WINED3DTA_CURRENT;
4057 aop = WINED3D_TOP_SELECT_ARG1;
4060 if (carg1 == WINED3DTA_TEXTURE || carg2 == WINED3DTA_TEXTURE || carg0 == WINED3DTA_TEXTURE
4061 || aarg1 == WINED3DTA_TEXTURE || aarg2 == WINED3DTA_TEXTURE || aarg0 == WINED3DTA_TEXTURE)
4063 ttff = state->texture_states[i][WINED3D_TSS_TEXTURE_TRANSFORM_FLAGS];
4064 if (ttff == (WINED3D_TTFF_PROJECTED | WINED3D_TTFF_COUNT3))
4065 settings->op[i].projected = proj_count3;
4066 else if (ttff & WINED3D_TTFF_PROJECTED)
4067 settings->op[i].projected = proj_count4;
4068 else
4069 settings->op[i].projected = proj_none;
4071 else
4073 settings->op[i].projected = proj_none;
4076 settings->op[i].cop = cop;
4077 settings->op[i].aop = aop;
4078 settings->op[i].carg0 = carg0;
4079 settings->op[i].carg1 = carg1;
4080 settings->op[i].carg2 = carg2;
4081 settings->op[i].aarg0 = aarg0;
4082 settings->op[i].aarg1 = aarg1;
4083 settings->op[i].aarg2 = aarg2;
4085 if (state->texture_states[i][WINED3D_TSS_RESULT_ARG] == WINED3DTA_TEMP)
4086 settings->op[i].dst = tempreg;
4087 else
4088 settings->op[i].dst = resultreg;
4091 /* Clear unsupported stages */
4092 for(; i < MAX_TEXTURES; i++) {
4093 memset(&settings->op[i], 0xff, sizeof(settings->op[i]));
4096 if (!state->render_states[WINED3D_RS_FOGENABLE])
4098 settings->fog = WINED3D_FFP_PS_FOG_OFF;
4100 else if (state->render_states[WINED3D_RS_FOGTABLEMODE] == WINED3D_FOG_NONE)
4102 if (use_vs(state) || state->vertex_declaration->position_transformed)
4104 settings->fog = WINED3D_FFP_PS_FOG_LINEAR;
4106 else
4108 switch (state->render_states[WINED3D_RS_FOGVERTEXMODE])
4110 case WINED3D_FOG_NONE:
4111 case WINED3D_FOG_LINEAR:
4112 settings->fog = WINED3D_FFP_PS_FOG_LINEAR;
4113 break;
4114 case WINED3D_FOG_EXP:
4115 settings->fog = WINED3D_FFP_PS_FOG_EXP;
4116 break;
4117 case WINED3D_FOG_EXP2:
4118 settings->fog = WINED3D_FFP_PS_FOG_EXP2;
4119 break;
4123 else
4125 switch (state->render_states[WINED3D_RS_FOGTABLEMODE])
4127 case WINED3D_FOG_LINEAR:
4128 settings->fog = WINED3D_FFP_PS_FOG_LINEAR;
4129 break;
4130 case WINED3D_FOG_EXP:
4131 settings->fog = WINED3D_FFP_PS_FOG_EXP;
4132 break;
4133 case WINED3D_FOG_EXP2:
4134 settings->fog = WINED3D_FFP_PS_FOG_EXP2;
4135 break;
4138 if (!gl_info->supported[ARB_FRAMEBUFFER_SRGB]
4139 && state->render_states[WINED3D_RS_SRGBWRITEENABLE]
4140 && rt_fmt_flags & WINED3DFMT_FLAG_SRGB_WRITE)
4142 settings->sRGB_write = 1;
4143 } else {
4144 settings->sRGB_write = 0;
4146 if (d3d_info->vs_clipping || !use_vs(state) || !state->render_states[WINED3D_RS_CLIPPING]
4147 || !state->render_states[WINED3D_RS_CLIPPLANEENABLE])
4149 /* No need to emulate clipplanes if GL supports native vertex shader clipping or if
4150 * the fixed function vertex pipeline is used(which always supports clipplanes), or
4151 * if no clipplane is enabled
4153 settings->emul_clipplanes = 0;
4154 } else {
4155 settings->emul_clipplanes = 1;
4158 if (state->render_states[WINED3D_RS_COLORKEYENABLE] && state->textures[0]
4159 && state->textures[0]->async.color_key_flags & WINED3D_CKEY_SRC_BLT
4160 && settings->op[0].cop != WINED3D_TOP_DISABLE)
4161 settings->color_key_enabled = 1;
4162 else
4163 settings->color_key_enabled = 0;
4166 const struct ffp_frag_desc *find_ffp_frag_shader(const struct wine_rb_tree *fragment_shaders,
4167 const struct ffp_frag_settings *settings)
4169 struct wine_rb_entry *entry = wine_rb_get(fragment_shaders, settings);
4170 return entry ? WINE_RB_ENTRY_VALUE(entry, struct ffp_frag_desc, entry) : NULL;
4173 void add_ffp_frag_shader(struct wine_rb_tree *shaders, struct ffp_frag_desc *desc)
4175 /* Note that the key is the implementation independent part of the ffp_frag_desc structure,
4176 * whereas desc points to an extended structure with implementation specific parts. */
4177 if (wine_rb_put(shaders, &desc->settings, &desc->entry) == -1)
4179 ERR("Failed to insert ffp frag shader.\n");
4183 /* Activates the texture dimension according to the bound D3D texture. Does
4184 * not care for the colorop or correct gl texture unit (when using nvrc).
4185 * Requires the caller to activate the correct unit. */
4186 /* Context activation is done by the caller (state handler). */
4187 void texture_activate_dimensions(const struct wined3d_texture *texture, const struct wined3d_gl_info *gl_info)
4189 if (texture)
4191 switch (texture->target)
4193 case GL_TEXTURE_2D:
4194 gl_info->gl_ops.gl.p_glDisable(GL_TEXTURE_3D);
4195 checkGLcall("glDisable(GL_TEXTURE_3D)");
4196 if (gl_info->supported[ARB_TEXTURE_CUBE_MAP])
4198 gl_info->gl_ops.gl.p_glDisable(GL_TEXTURE_CUBE_MAP_ARB);
4199 checkGLcall("glDisable(GL_TEXTURE_CUBE_MAP_ARB)");
4201 if (gl_info->supported[ARB_TEXTURE_RECTANGLE])
4203 gl_info->gl_ops.gl.p_glDisable(GL_TEXTURE_RECTANGLE_ARB);
4204 checkGLcall("glDisable(GL_TEXTURE_RECTANGLE_ARB)");
4206 gl_info->gl_ops.gl.p_glEnable(GL_TEXTURE_2D);
4207 checkGLcall("glEnable(GL_TEXTURE_2D)");
4208 break;
4209 case GL_TEXTURE_RECTANGLE_ARB:
4210 gl_info->gl_ops.gl.p_glDisable(GL_TEXTURE_2D);
4211 checkGLcall("glDisable(GL_TEXTURE_2D)");
4212 gl_info->gl_ops.gl.p_glDisable(GL_TEXTURE_3D);
4213 checkGLcall("glDisable(GL_TEXTURE_3D)");
4214 if (gl_info->supported[ARB_TEXTURE_CUBE_MAP])
4216 gl_info->gl_ops.gl.p_glDisable(GL_TEXTURE_CUBE_MAP_ARB);
4217 checkGLcall("glDisable(GL_TEXTURE_CUBE_MAP_ARB)");
4219 gl_info->gl_ops.gl.p_glEnable(GL_TEXTURE_RECTANGLE_ARB);
4220 checkGLcall("glEnable(GL_TEXTURE_RECTANGLE_ARB)");
4221 break;
4222 case GL_TEXTURE_3D:
4223 if (gl_info->supported[ARB_TEXTURE_CUBE_MAP])
4225 gl_info->gl_ops.gl.p_glDisable(GL_TEXTURE_CUBE_MAP_ARB);
4226 checkGLcall("glDisable(GL_TEXTURE_CUBE_MAP_ARB)");
4228 if (gl_info->supported[ARB_TEXTURE_RECTANGLE])
4230 gl_info->gl_ops.gl.p_glDisable(GL_TEXTURE_RECTANGLE_ARB);
4231 checkGLcall("glDisable(GL_TEXTURE_RECTANGLE_ARB)");
4233 gl_info->gl_ops.gl.p_glDisable(GL_TEXTURE_2D);
4234 checkGLcall("glDisable(GL_TEXTURE_2D)");
4235 gl_info->gl_ops.gl.p_glEnable(GL_TEXTURE_3D);
4236 checkGLcall("glEnable(GL_TEXTURE_3D)");
4237 break;
4238 case GL_TEXTURE_CUBE_MAP_ARB:
4239 gl_info->gl_ops.gl.p_glDisable(GL_TEXTURE_2D);
4240 checkGLcall("glDisable(GL_TEXTURE_2D)");
4241 gl_info->gl_ops.gl.p_glDisable(GL_TEXTURE_3D);
4242 checkGLcall("glDisable(GL_TEXTURE_3D)");
4243 if (gl_info->supported[ARB_TEXTURE_RECTANGLE])
4245 gl_info->gl_ops.gl.p_glDisable(GL_TEXTURE_RECTANGLE_ARB);
4246 checkGLcall("glDisable(GL_TEXTURE_RECTANGLE_ARB)");
4248 gl_info->gl_ops.gl.p_glEnable(GL_TEXTURE_CUBE_MAP_ARB);
4249 checkGLcall("glEnable(GL_TEXTURE_CUBE_MAP_ARB)");
4250 break;
4253 else
4255 gl_info->gl_ops.gl.p_glEnable(GL_TEXTURE_2D);
4256 checkGLcall("glEnable(GL_TEXTURE_2D)");
4257 gl_info->gl_ops.gl.p_glDisable(GL_TEXTURE_3D);
4258 checkGLcall("glDisable(GL_TEXTURE_3D)");
4259 if (gl_info->supported[ARB_TEXTURE_CUBE_MAP])
4261 gl_info->gl_ops.gl.p_glDisable(GL_TEXTURE_CUBE_MAP_ARB);
4262 checkGLcall("glDisable(GL_TEXTURE_CUBE_MAP_ARB)");
4264 if (gl_info->supported[ARB_TEXTURE_RECTANGLE])
4266 gl_info->gl_ops.gl.p_glDisable(GL_TEXTURE_RECTANGLE_ARB);
4267 checkGLcall("glDisable(GL_TEXTURE_RECTANGLE_ARB)");
4269 /* Binding textures is done by samplers. A dummy texture will be bound */
4273 /* Context activation is done by the caller (state handler). */
4274 void sampler_texdim(struct wined3d_context *context, const struct wined3d_state *state, DWORD state_id)
4276 DWORD sampler = state_id - STATE_SAMPLER(0);
4277 DWORD mapped_stage = context->tex_unit_map[sampler];
4279 /* No need to enable / disable anything here for unused samplers. The
4280 * tex_colorop handler takes care. Also no action is needed with pixel
4281 * shaders, or if tex_colorop will take care of this business. */
4282 if (mapped_stage == WINED3D_UNMAPPED_STAGE || mapped_stage >= context->gl_info->limits.textures)
4283 return;
4284 if (sampler >= context->lowest_disabled_stage)
4285 return;
4286 if (isStateDirty(context, STATE_TEXTURESTAGE(sampler, WINED3D_TSS_COLOR_OP)))
4287 return;
4289 texture_activate_dimensions(state->textures[sampler], context->gl_info);
4292 void *wined3d_rb_alloc(size_t size)
4294 return HeapAlloc(GetProcessHeap(), 0, size);
4297 void *wined3d_rb_realloc(void *ptr, size_t size)
4299 return HeapReAlloc(GetProcessHeap(), 0, ptr, size);
4302 void wined3d_rb_free(void *ptr)
4304 HeapFree(GetProcessHeap(), 0, ptr);
4307 static int ffp_frag_program_key_compare(const void *key, const struct wine_rb_entry *entry)
4309 const struct ffp_frag_settings *ka = key;
4310 const struct ffp_frag_settings *kb = &WINE_RB_ENTRY_VALUE(entry, const struct ffp_frag_desc, entry)->settings;
4312 return memcmp(ka, kb, sizeof(*ka));
4315 const struct wine_rb_functions wined3d_ffp_frag_program_rb_functions =
4317 wined3d_rb_alloc,
4318 wined3d_rb_realloc,
4319 wined3d_rb_free,
4320 ffp_frag_program_key_compare,
4323 void wined3d_ffp_get_vs_settings(const struct wined3d_state *state, const struct wined3d_stream_info *si,
4324 struct wined3d_ffp_vs_settings *settings)
4326 unsigned int coord_idx, i;
4328 if (si->position_transformed)
4330 memset(settings, 0, sizeof(*settings));
4332 settings->transformed = 1;
4333 settings->point_size = state->gl_primitive_type == GL_POINTS;
4334 if (!state->render_states[WINED3D_RS_FOGENABLE])
4335 settings->fog_mode = WINED3D_FFP_VS_FOG_OFF;
4336 else if (state->render_states[WINED3D_RS_FOGTABLEMODE] != WINED3D_FOG_NONE)
4337 settings->fog_mode = WINED3D_FFP_VS_FOG_DEPTH;
4338 else
4339 settings->fog_mode = WINED3D_FFP_VS_FOG_FOGCOORD;
4341 for (i = 0; i < MAX_TEXTURES; ++i)
4343 coord_idx = state->texture_states[i][WINED3D_TSS_TEXCOORD_INDEX];
4344 if (coord_idx < MAX_TEXTURES && (si->use_map & (1 << (WINED3D_FFP_TEXCOORD0 + coord_idx))))
4345 settings->texcoords |= 1 << i;
4346 settings->texgen[i] = (state->texture_states[i][WINED3D_TSS_TEXCOORD_INDEX] >> WINED3D_FFP_TCI_SHIFT)
4347 & WINED3D_FFP_TCI_MASK;
4349 return;
4352 settings->transformed = 0;
4353 settings->clipping = state->render_states[WINED3D_RS_CLIPPING]
4354 && state->render_states[WINED3D_RS_CLIPPLANEENABLE];
4355 settings->normal = !!(si->use_map & (1 << WINED3D_FFP_NORMAL));
4356 settings->normalize = settings->normal && state->render_states[WINED3D_RS_NORMALIZENORMALS];
4357 settings->lighting = !!state->render_states[WINED3D_RS_LIGHTING];
4358 settings->localviewer = !!state->render_states[WINED3D_RS_LOCALVIEWER];
4359 settings->point_size = state->gl_primitive_type == GL_POINTS;
4361 if (state->render_states[WINED3D_RS_COLORVERTEX] && (si->use_map & (1 << WINED3D_FFP_DIFFUSE)))
4363 settings->diffuse_source = state->render_states[WINED3D_RS_DIFFUSEMATERIALSOURCE];
4364 settings->emissive_source = state->render_states[WINED3D_RS_EMISSIVEMATERIALSOURCE];
4365 settings->ambient_source = state->render_states[WINED3D_RS_AMBIENTMATERIALSOURCE];
4366 settings->specular_source = state->render_states[WINED3D_RS_SPECULARMATERIALSOURCE];
4368 else
4370 settings->diffuse_source = WINED3D_MCS_MATERIAL;
4371 settings->emissive_source = WINED3D_MCS_MATERIAL;
4372 settings->ambient_source = WINED3D_MCS_MATERIAL;
4373 settings->specular_source = WINED3D_MCS_MATERIAL;
4376 settings->texcoords = 0;
4377 for (i = 0; i < MAX_TEXTURES; ++i)
4379 coord_idx = state->texture_states[i][WINED3D_TSS_TEXCOORD_INDEX];
4380 if (coord_idx < MAX_TEXTURES && (si->use_map & (1 << (WINED3D_FFP_TEXCOORD0 + coord_idx))))
4381 settings->texcoords |= 1 << i;
4382 settings->texgen[i] = (state->texture_states[i][WINED3D_TSS_TEXCOORD_INDEX] >> WINED3D_FFP_TCI_SHIFT)
4383 & WINED3D_FFP_TCI_MASK;
4386 settings->light_type = 0;
4387 for (i = 0; i < MAX_ACTIVE_LIGHTS; ++i)
4389 if (state->lights[i])
4390 settings->light_type |= (state->lights[i]->OriginalParms.type
4391 & WINED3D_FFP_LIGHT_TYPE_MASK) << WINED3D_FFP_LIGHT_TYPE_SHIFT(i);
4394 settings->ortho_fog = 0;
4395 if (!state->render_states[WINED3D_RS_FOGENABLE])
4396 settings->fog_mode = WINED3D_FFP_VS_FOG_OFF;
4397 else if (state->render_states[WINED3D_RS_FOGTABLEMODE] != WINED3D_FOG_NONE)
4399 settings->fog_mode = WINED3D_FFP_VS_FOG_DEPTH;
4401 if (state->transforms[WINED3D_TS_PROJECTION]._14 == 0.0f
4402 && state->transforms[WINED3D_TS_PROJECTION]._24 == 0.0f
4403 && state->transforms[WINED3D_TS_PROJECTION]._34 == 0.0f
4404 && state->transforms[WINED3D_TS_PROJECTION]._44 == 1.0f)
4405 settings->ortho_fog = 1;
4407 else if (state->render_states[WINED3D_RS_FOGVERTEXMODE] == WINED3D_FOG_NONE)
4408 settings->fog_mode = WINED3D_FFP_VS_FOG_FOGCOORD;
4409 else if (state->render_states[WINED3D_RS_RANGEFOGENABLE])
4410 settings->fog_mode = WINED3D_FFP_VS_FOG_RANGE;
4411 else
4412 settings->fog_mode = WINED3D_FFP_VS_FOG_DEPTH;
4414 settings->padding = 0;
4417 static int wined3d_ffp_vertex_program_key_compare(const void *key, const struct wine_rb_entry *entry)
4419 const struct wined3d_ffp_vs_settings *ka = key;
4420 const struct wined3d_ffp_vs_settings *kb = &WINE_RB_ENTRY_VALUE(entry,
4421 const struct wined3d_ffp_vs_desc, entry)->settings;
4423 return memcmp(ka, kb, sizeof(*ka));
4426 const struct wine_rb_functions wined3d_ffp_vertex_program_rb_functions =
4428 wined3d_rb_alloc,
4429 wined3d_rb_realloc,
4430 wined3d_rb_free,
4431 wined3d_ffp_vertex_program_key_compare,
4434 const struct blit_shader *wined3d_select_blitter(const struct wined3d_gl_info *gl_info,
4435 const struct wined3d_d3d_info *d3d_info, enum wined3d_blit_op blit_op,
4436 const RECT *src_rect, DWORD src_usage, enum wined3d_pool src_pool, const struct wined3d_format *src_format,
4437 const RECT *dst_rect, DWORD dst_usage, enum wined3d_pool dst_pool, const struct wined3d_format *dst_format)
4439 static const struct blit_shader * const blitters[] =
4441 &arbfp_blit,
4442 &ffp_blit,
4443 &cpu_blit,
4445 unsigned int i;
4447 for (i = 0; i < sizeof(blitters) / sizeof(*blitters); ++i)
4449 if (blitters[i]->blit_supported(gl_info, d3d_info, blit_op,
4450 src_rect, src_usage, src_pool, src_format,
4451 dst_rect, dst_usage, dst_pool, dst_format))
4452 return blitters[i];
4455 return NULL;
4458 void wined3d_get_draw_rect(const struct wined3d_state *state, RECT *rect)
4460 const struct wined3d_viewport *vp = &state->viewport;
4462 SetRect(rect, vp->x, vp->y, vp->x + vp->width, vp->y + vp->height);
4464 if (state->render_states[WINED3D_RS_SCISSORTESTENABLE])
4465 IntersectRect(rect, rect, &state->scissor_rect);
4468 const char *wined3d_debug_location(DWORD location)
4470 char buf[294];
4472 buf[0] = '\0';
4473 #define LOCATION_TO_STR(u) if (location & u) { strcat(buf, " | "#u); location &= ~u; }
4474 LOCATION_TO_STR(WINED3D_LOCATION_DISCARDED);
4475 LOCATION_TO_STR(WINED3D_LOCATION_SYSMEM);
4476 LOCATION_TO_STR(WINED3D_LOCATION_USER_MEMORY);
4477 LOCATION_TO_STR(WINED3D_LOCATION_DIB);
4478 LOCATION_TO_STR(WINED3D_LOCATION_BUFFER);
4479 LOCATION_TO_STR(WINED3D_LOCATION_TEXTURE_RGB);
4480 LOCATION_TO_STR(WINED3D_LOCATION_TEXTURE_SRGB);
4481 LOCATION_TO_STR(WINED3D_LOCATION_DRAWABLE);
4482 LOCATION_TO_STR(WINED3D_LOCATION_RB_MULTISAMPLE);
4483 LOCATION_TO_STR(WINED3D_LOCATION_RB_RESOLVED);
4484 #undef LOCATION_TO_STR
4485 if (location) FIXME("Unrecognized location flag(s) %#x.\n", location);
4487 return buf[0] ? wine_dbg_sprintf("%s", &buf[3]) : "0";
4490 /* Print a floating point value with the %.8e format specifier, always using
4491 * '.' as decimal separator. */
4492 void wined3d_ftoa(float value, char *s)
4494 int idx = 1;
4496 if (copysignf(1.0f, value) < 0.0f)
4497 ++idx;
4499 /* Be sure to allocate a buffer of at least 17 characters for the result
4500 as sprintf may return a 3 digit exponent when using the MSVC runtime
4501 instead of a 2 digit exponent. */
4502 sprintf(s, "%.8e", value);
4503 if (isfinite(value))
4504 s[idx] = '.';
4507 void wined3d_release_dc(HWND window, HDC dc)
4509 /* You'd figure ReleaseDC() would fail if the DC doesn't match the window.
4510 * However, that's not what actually happens, and there are user32 tests
4511 * that confirm ReleaseDC() with the wrong window is supposed to succeed.
4512 * So explicitly check that the DC belongs to the window, since we want to
4513 * avoid releasing a DC that belongs to some other window if the original
4514 * window was already destroyed. */
4515 if (WindowFromDC(dc) != window)
4516 WARN("DC %p does not belong to window %p.\n", dc, window);
4517 else if (!ReleaseDC(window, dc))
4518 ERR("Failed to release device context %p, last error %#x.\n", dc, GetLastError());