wined3d: Add support for WINED3DFMT_R16G16_SINT format.
[wine.git] / dlls / wined3d / utils.c
blobd59f86f4a06d6e04bcc9f47327b215640249a60b
1 /*
2 * Utility functions for the WineD3D Library
4 * Copyright 2002-2004 Jason Edmeades
5 * Copyright 2003-2004 Raphael Junqueira
6 * Copyright 2004 Christian Costa
7 * Copyright 2005 Oliver Stieber
8 * Copyright 2006-2008 Henri Verbeet
9 * Copyright 2007-2008 Stefan Dösinger for CodeWeavers
10 * Copyright 2009-2010 Henri Verbeet for CodeWeavers
12 * This library is free software; you can redistribute it and/or
13 * modify it under the terms of the GNU Lesser General Public
14 * License as published by the Free Software Foundation; either
15 * version 2.1 of the License, or (at your option) any later version.
17 * This library is distributed in the hope that it will be useful,
18 * but WITHOUT ANY WARRANTY; without even the implied warranty of
19 * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the GNU
20 * Lesser General Public License for more details.
22 * You should have received a copy of the GNU Lesser General Public
23 * License along with this library; if not, write to the Free Software
24 * Foundation, Inc., 51 Franklin St, Fifth Floor, Boston, MA 02110-1301, USA
27 #include "config.h"
28 #include "wine/port.h"
30 #include <stdio.h>
32 #include "wined3d_private.h"
34 WINE_DEFAULT_DEBUG_CHANNEL(d3d);
36 #define WINED3D_FORMAT_FOURCC_BASE (WINED3DFMT_BC7_UNORM_SRGB + 1)
38 static const struct
40 enum wined3d_format_id id;
41 unsigned int idx;
43 format_index_remap[] =
45 {WINED3DFMT_UYVY, WINED3D_FORMAT_FOURCC_BASE},
46 {WINED3DFMT_YUY2, WINED3D_FORMAT_FOURCC_BASE + 1},
47 {WINED3DFMT_YV12, WINED3D_FORMAT_FOURCC_BASE + 2},
48 {WINED3DFMT_DXT1, WINED3D_FORMAT_FOURCC_BASE + 3},
49 {WINED3DFMT_DXT2, WINED3D_FORMAT_FOURCC_BASE + 4},
50 {WINED3DFMT_DXT3, WINED3D_FORMAT_FOURCC_BASE + 5},
51 {WINED3DFMT_DXT4, WINED3D_FORMAT_FOURCC_BASE + 6},
52 {WINED3DFMT_DXT5, WINED3D_FORMAT_FOURCC_BASE + 7},
53 {WINED3DFMT_MULTI2_ARGB8, WINED3D_FORMAT_FOURCC_BASE + 8},
54 {WINED3DFMT_G8R8_G8B8, WINED3D_FORMAT_FOURCC_BASE + 9},
55 {WINED3DFMT_R8G8_B8G8, WINED3D_FORMAT_FOURCC_BASE + 10},
56 {WINED3DFMT_ATI1N, WINED3D_FORMAT_FOURCC_BASE + 11},
57 {WINED3DFMT_ATI2N, WINED3D_FORMAT_FOURCC_BASE + 12},
58 {WINED3DFMT_INST, WINED3D_FORMAT_FOURCC_BASE + 13},
59 {WINED3DFMT_NVDB, WINED3D_FORMAT_FOURCC_BASE + 14},
60 {WINED3DFMT_NVHU, WINED3D_FORMAT_FOURCC_BASE + 15},
61 {WINED3DFMT_NVHS, WINED3D_FORMAT_FOURCC_BASE + 16},
62 {WINED3DFMT_INTZ, WINED3D_FORMAT_FOURCC_BASE + 17},
63 {WINED3DFMT_RESZ, WINED3D_FORMAT_FOURCC_BASE + 18},
64 {WINED3DFMT_NULL, WINED3D_FORMAT_FOURCC_BASE + 19},
65 {WINED3DFMT_R16, WINED3D_FORMAT_FOURCC_BASE + 20},
66 {WINED3DFMT_AL16, WINED3D_FORMAT_FOURCC_BASE + 21},
67 {WINED3DFMT_NV12, WINED3D_FORMAT_FOURCC_BASE + 22},
70 #define WINED3D_FORMAT_COUNT (WINED3D_FORMAT_FOURCC_BASE + ARRAY_SIZE(format_index_remap))
72 struct wined3d_format_channels
74 enum wined3d_format_id id;
75 DWORD red_size, green_size, blue_size, alpha_size;
76 DWORD red_offset, green_offset, blue_offset, alpha_offset;
77 UINT bpp;
78 BYTE depth_size, stencil_size;
81 static const struct wined3d_format_channels formats[] =
83 /* size offset
84 * format id r g b a r g b a bpp depth stencil */
85 {WINED3DFMT_UNKNOWN, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0},
86 /* FourCC formats */
87 {WINED3DFMT_UYVY, 0, 0, 0, 0, 0, 0, 0, 0, 2, 0, 0},
88 {WINED3DFMT_YUY2, 0, 0, 0, 0, 0, 0, 0, 0, 2, 0, 0},
89 {WINED3DFMT_YV12, 0, 0, 0, 0, 0, 0, 0, 0, 1, 0, 0},
90 {WINED3DFMT_NV12, 0, 0, 0, 0, 0, 0, 0, 0, 1, 0, 0},
91 {WINED3DFMT_DXT1, 0, 0, 0, 0, 0, 0, 0, 0, 1, 0, 0},
92 {WINED3DFMT_DXT2, 0, 0, 0, 0, 0, 0, 0, 0, 1, 0, 0},
93 {WINED3DFMT_DXT3, 0, 0, 0, 0, 0, 0, 0, 0, 1, 0, 0},
94 {WINED3DFMT_DXT4, 0, 0, 0, 0, 0, 0, 0, 0, 1, 0, 0},
95 {WINED3DFMT_DXT5, 0, 0, 0, 0, 0, 0, 0, 0, 1, 0, 0},
96 {WINED3DFMT_MULTI2_ARGB8, 0, 0, 0, 0, 0, 0, 0, 0, 1, 0, 0},
97 {WINED3DFMT_G8R8_G8B8, 0, 0, 0, 0, 0, 0, 0, 0, 1, 0, 0},
98 {WINED3DFMT_R8G8_B8G8, 0, 0, 0, 0, 0, 0, 0, 0, 1, 0, 0},
99 /* Hmm? */
100 {WINED3DFMT_R8G8_SNORM_Cx, 0, 0, 0, 0, 0, 0, 0, 0, 2, 0, 0},
101 {WINED3DFMT_R11G11B10_FLOAT, 11, 11, 10, 0, 0, 11, 22, 0, 4, 0, 0},
102 /* Palettized formats */
103 {WINED3DFMT_P8_UINT_A8_UNORM, 0, 0, 0, 8, 0, 0, 0, 8, 2, 0, 0},
104 {WINED3DFMT_P8_UINT, 0, 0, 0, 0, 0, 0, 0, 0, 1, 0, 0},
105 /* Standard ARGB formats. */
106 {WINED3DFMT_B8G8R8_UNORM, 8, 8, 8, 0, 16, 8, 0, 0, 3, 0, 0},
107 {WINED3DFMT_B5G6R5_UNORM, 5, 6, 5, 0, 11, 5, 0, 0, 2, 0, 0},
108 {WINED3DFMT_B5G5R5X1_UNORM, 5, 5, 5, 0, 10, 5, 0, 0, 2, 0, 0},
109 {WINED3DFMT_B5G5R5A1_UNORM, 5, 5, 5, 1, 10, 5, 0, 15, 2, 0, 0},
110 {WINED3DFMT_B4G4R4A4_UNORM, 4, 4, 4, 4, 8, 4, 0, 12, 2, 0, 0},
111 {WINED3DFMT_B2G3R3_UNORM, 3, 3, 2, 0, 5, 2, 0, 0, 1, 0, 0},
112 {WINED3DFMT_A8_UNORM, 0, 0, 0, 8, 0, 0, 0, 0, 1, 0, 0},
113 {WINED3DFMT_B2G3R3A8_UNORM, 3, 3, 2, 8, 5, 2, 0, 8, 2, 0, 0},
114 {WINED3DFMT_B4G4R4X4_UNORM, 4, 4, 4, 0, 8, 4, 0, 0, 2, 0, 0},
115 {WINED3DFMT_R8G8B8X8_UNORM, 8, 8, 8, 0, 0, 8, 16, 0, 4, 0, 0},
116 {WINED3DFMT_B10G10R10A2_UNORM, 10, 10, 10, 2, 20, 10, 0, 30, 4, 0, 0},
117 /* Luminance */
118 {WINED3DFMT_L8_UNORM, 0, 0, 0, 0, 0, 0, 0, 0, 1, 0, 0},
119 {WINED3DFMT_L8A8_UNORM, 0, 0, 0, 8, 0, 0, 0, 8, 2, 0, 0},
120 {WINED3DFMT_L4A4_UNORM, 0, 0, 0, 4, 0, 0, 0, 4, 1, 0, 0},
121 {WINED3DFMT_L16_UNORM, 0, 0, 0, 0, 0, 0, 0, 0, 2, 0, 0},
122 /* Bump mapping stuff */
123 {WINED3DFMT_R5G5_SNORM_L6_UNORM, 5, 5, 0, 0, 0, 5, 0, 0, 2, 0, 0},
124 {WINED3DFMT_R8G8_SNORM_L8X8_UNORM, 8, 8, 0, 0, 0, 8, 0, 0, 4, 0, 0},
125 {WINED3DFMT_R8G8B8A8_SNORM, 8, 8, 8, 8, 0, 8, 16, 24, 4, 0, 0},
126 {WINED3DFMT_R10G11B11_SNORM, 10, 11, 11, 0, 0, 10, 21, 0, 4, 0, 0},
127 {WINED3DFMT_R10G10B10X2_UINT, 10, 10, 10, 0, 0, 10, 20, 0, 4, 0, 0},
128 {WINED3DFMT_R10G10B10X2_SNORM, 10, 10, 10, 0, 0, 10, 20, 0, 4, 0, 0},
129 {WINED3DFMT_R10G10B10_SNORM_A2_UNORM, 10, 10, 10, 2, 0, 10, 20, 30, 4, 0, 0},
130 /* Depth stencil formats */
131 {WINED3DFMT_D16_LOCKABLE, 0, 0, 0, 0, 0, 0, 0, 0, 2, 16, 0},
132 {WINED3DFMT_D32_UNORM, 0, 0, 0, 0, 0, 0, 0, 0, 4, 32, 0},
133 {WINED3DFMT_S1_UINT_D15_UNORM, 0, 0, 0, 0, 0, 0, 0, 0, 2, 15, 1},
134 {WINED3DFMT_X8D24_UNORM, 0, 0, 0, 0, 0, 0, 0, 0, 4, 24, 0},
135 {WINED3DFMT_S4X4_UINT_D24_UNORM, 0, 0, 0, 0, 0, 0, 0, 0, 4, 24, 4},
136 {WINED3DFMT_D16_UNORM, 0, 0, 0, 0, 0, 0, 0, 0, 2, 16, 0},
137 {WINED3DFMT_D32_FLOAT, 0, 0, 0, 0, 0, 0, 0, 0, 4, 32, 0},
138 {WINED3DFMT_S8_UINT_D24_FLOAT, 0, 0, 0, 0, 0, 0, 0, 0, 4, 24, 8},
139 /* Vendor-specific formats */
140 {WINED3DFMT_ATI1N, 0, 0, 0, 0, 0, 0, 0, 0, 1, 0, 0},
141 {WINED3DFMT_ATI2N, 0, 0, 0, 0, 0, 0, 0, 0, 1, 0, 0},
142 {WINED3DFMT_NVDB, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0},
143 {WINED3DFMT_INST, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0},
144 {WINED3DFMT_INTZ, 0, 0, 0, 0, 0, 0, 0, 0, 4, 24, 8},
145 {WINED3DFMT_RESZ, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0},
146 {WINED3DFMT_NVHU, 0, 0, 0, 0, 0, 0, 0, 0, 2, 0, 0},
147 {WINED3DFMT_NVHS, 0, 0, 0, 0, 0, 0, 0, 0, 2, 0, 0},
148 {WINED3DFMT_NULL, 8, 8, 8, 8, 0, 8, 16, 24, 4, 0, 0},
149 /* Unsure about them, could not find a Windows driver that supports them */
150 {WINED3DFMT_R16, 16, 0, 0, 0, 0, 0, 0, 0, 2, 0, 0},
151 {WINED3DFMT_AL16, 0, 0, 0, 16, 0, 0, 0, 16, 4, 0, 0},
152 /* Typeless */
153 {WINED3DFMT_R32G32B32A32_TYPELESS, 32, 32, 32, 32, 0, 32, 64, 96, 16, 0, 0},
154 {WINED3DFMT_R32G32B32_TYPELESS, 32, 32, 32, 0, 0, 32, 64, 0, 12, 0, 0},
155 {WINED3DFMT_R16G16B16A16_TYPELESS, 16, 16, 16, 16, 0, 16, 32, 48, 8, 0, 0},
156 {WINED3DFMT_R32G32_TYPELESS, 32, 32, 0, 0, 0, 32, 0, 0, 8, 0, 0},
157 {WINED3DFMT_R32G8X24_TYPELESS, 0, 0, 0, 0, 0, 0, 0, 0, 8, 32, 8},
158 {WINED3DFMT_R10G10B10A2_TYPELESS, 10, 10, 10, 2, 0, 10, 20, 30, 4, 0, 0},
159 {WINED3DFMT_R8G8B8A8_TYPELESS, 8, 8, 8, 8, 0, 8, 16, 24, 4, 0, 0},
160 {WINED3DFMT_R16G16_TYPELESS, 16, 16, 0, 0, 0, 16, 0, 0, 4, 0, 0},
161 {WINED3DFMT_R32_TYPELESS, 32, 0, 0, 0, 0, 0, 0, 0, 4, 0, 0},
162 {WINED3DFMT_R24G8_TYPELESS, 0, 0, 0, 0, 0, 0, 0, 0, 4, 24, 8},
163 {WINED3DFMT_R8G8_TYPELESS, 8, 8, 0, 0, 0, 8, 0, 0, 2, 0, 0},
164 {WINED3DFMT_R16_TYPELESS, 16, 0, 0, 0, 0, 0, 0, 0, 2, 0, 0},
165 {WINED3DFMT_R8_TYPELESS, 8, 0, 0, 0, 0, 0, 0, 0, 1, 0, 0},
166 {WINED3DFMT_BC1_TYPELESS, 0, 0, 0, 0, 0, 0, 0, 0, 1, 0, 0},
167 {WINED3DFMT_BC2_TYPELESS, 0, 0, 0, 0, 0, 0, 0, 0, 1, 0, 0},
168 {WINED3DFMT_BC3_TYPELESS, 0, 0, 0, 0, 0, 0, 0, 0, 1, 0, 0},
169 {WINED3DFMT_BC4_TYPELESS, 0, 0, 0, 0, 0, 0, 0, 0, 1, 0, 0},
170 {WINED3DFMT_BC5_TYPELESS, 0, 0, 0, 0, 0, 0, 0, 0, 1, 0, 0},
171 {WINED3DFMT_BC6H_TYPELESS, 0, 0, 0, 0, 0, 0, 0, 0, 1, 0, 0},
172 {WINED3DFMT_BC7_TYPELESS, 0, 0, 0, 0, 0, 0, 0, 0, 1, 0, 0},
173 {WINED3DFMT_B8G8R8A8_TYPELESS, 8, 8, 8, 8, 16, 8, 0, 24, 4, 0, 0},
174 {WINED3DFMT_B8G8R8X8_TYPELESS, 8, 8, 8, 0, 16, 8, 0, 0, 4, 0, 0},
177 enum wined3d_channel_type
179 WINED3D_CHANNEL_TYPE_NONE,
180 WINED3D_CHANNEL_TYPE_UNORM,
181 WINED3D_CHANNEL_TYPE_SNORM,
182 WINED3D_CHANNEL_TYPE_UINT,
183 WINED3D_CHANNEL_TYPE_SINT,
184 WINED3D_CHANNEL_TYPE_FLOAT,
185 WINED3D_CHANNEL_TYPE_DEPTH,
186 WINED3D_CHANNEL_TYPE_STENCIL,
187 WINED3D_CHANNEL_TYPE_UNUSED,
190 struct wined3d_typed_format_info
192 enum wined3d_format_id id;
193 enum wined3d_format_id typeless_id;
194 const char *channels;
198 * The last entry for a given typeless format defines its internal format.
200 * u - WINED3D_CHANNEL_TYPE_UNORM
201 * i - WINED3D_CHANNEL_TYPE_SNORM
202 * U - WINED3D_CHANNEL_TYPE_UINT
203 * I - WINED3D_CHANNEL_TYPE_SINT
204 * F - WINED3D_CHANNEL_TYPE_FLOAT
205 * D - WINED3D_CHANNEL_TYPE_DEPTH
206 * S - WINED3D_CHANNEL_TYPE_STENCIL
207 * X - WINED3D_CHANNEL_TYPE_UNUSED
209 static const struct wined3d_typed_format_info typed_formats[] =
211 {WINED3DFMT_R32G32B32A32_UINT, WINED3DFMT_R32G32B32A32_TYPELESS, "UUUU"},
212 {WINED3DFMT_R32G32B32A32_SINT, WINED3DFMT_R32G32B32A32_TYPELESS, "IIII"},
213 {WINED3DFMT_R32G32B32A32_FLOAT, WINED3DFMT_R32G32B32A32_TYPELESS, "FFFF"},
214 {WINED3DFMT_R32G32B32_UINT, WINED3DFMT_R32G32B32_TYPELESS, "UUU"},
215 {WINED3DFMT_R32G32B32_SINT, WINED3DFMT_R32G32B32_TYPELESS, "III"},
216 {WINED3DFMT_R32G32B32_FLOAT, WINED3DFMT_R32G32B32_TYPELESS, "FFF"},
217 {WINED3DFMT_R16G16B16A16_UNORM, WINED3DFMT_R16G16B16A16_TYPELESS, "uuuu"},
218 {WINED3DFMT_R16G16B16A16_SNORM, WINED3DFMT_R16G16B16A16_TYPELESS, "iiii"},
219 {WINED3DFMT_R16G16B16A16_UINT, WINED3DFMT_R16G16B16A16_TYPELESS, "UUUU"},
220 {WINED3DFMT_R16G16B16A16_SINT, WINED3DFMT_R16G16B16A16_TYPELESS, "IIII"},
221 {WINED3DFMT_R16G16B16A16_FLOAT, WINED3DFMT_R16G16B16A16_TYPELESS, "FFFF"},
222 {WINED3DFMT_R32G32_UINT, WINED3DFMT_R32G32_TYPELESS, "UU"},
223 {WINED3DFMT_R32G32_SINT, WINED3DFMT_R32G32_TYPELESS, "II"},
224 {WINED3DFMT_R32G32_FLOAT, WINED3DFMT_R32G32_TYPELESS, "FF"},
225 {WINED3DFMT_R10G10B10A2_SNORM, WINED3DFMT_R10G10B10A2_TYPELESS, "iiii"},
226 {WINED3DFMT_R10G10B10A2_UINT, WINED3DFMT_R10G10B10A2_TYPELESS, "UUUU"},
227 {WINED3DFMT_R10G10B10A2_UNORM, WINED3DFMT_R10G10B10A2_TYPELESS, "uuuu"},
228 {WINED3DFMT_R8G8B8A8_UINT, WINED3DFMT_R8G8B8A8_TYPELESS, "UUUU"},
229 {WINED3DFMT_R8G8B8A8_SINT, WINED3DFMT_R8G8B8A8_TYPELESS, "IIII"},
230 {WINED3DFMT_R8G8B8A8_UNORM_SRGB, WINED3DFMT_R8G8B8A8_TYPELESS, "uuuu"},
231 {WINED3DFMT_R8G8B8A8_UNORM, WINED3DFMT_R8G8B8A8_TYPELESS, "uuuu"},
232 {WINED3DFMT_R16G16_UNORM, WINED3DFMT_R16G16_TYPELESS, "uu"},
233 {WINED3DFMT_R16G16_SNORM, WINED3DFMT_R16G16_TYPELESS, "ii"},
234 {WINED3DFMT_R16G16_UINT, WINED3DFMT_R16G16_TYPELESS, "UU"},
235 {WINED3DFMT_R16G16_SINT, WINED3DFMT_R16G16_TYPELESS, "II"},
236 {WINED3DFMT_R16G16_FLOAT, WINED3DFMT_R16G16_TYPELESS, "FF"},
237 {WINED3DFMT_R32_UINT, WINED3DFMT_R32_TYPELESS, "U"},
238 {WINED3DFMT_R32_SINT, WINED3DFMT_R32_TYPELESS, "I"},
239 {WINED3DFMT_R32_FLOAT, WINED3DFMT_R32_TYPELESS, "F"},
240 {WINED3DFMT_D32_FLOAT, WINED3DFMT_R32_TYPELESS, "D"},
241 {WINED3DFMT_R24_UNORM_X8_TYPELESS, WINED3DFMT_R24G8_TYPELESS, "DX"},
242 {WINED3DFMT_X24_TYPELESS_G8_UINT, WINED3DFMT_R24G8_TYPELESS, "XS"},
243 {WINED3DFMT_D24_UNORM_S8_UINT, WINED3DFMT_R24G8_TYPELESS, "DS"},
244 {WINED3DFMT_R8G8_SNORM, WINED3DFMT_R8G8_TYPELESS, "ii"},
245 {WINED3DFMT_R8G8_UNORM, WINED3DFMT_R8G8_TYPELESS, "uu"},
246 {WINED3DFMT_R8G8_UINT, WINED3DFMT_R8G8_TYPELESS, "UU"},
247 {WINED3DFMT_R8G8_SINT, WINED3DFMT_R8G8_TYPELESS, "II"},
248 {WINED3DFMT_R16_UNORM, WINED3DFMT_R16_TYPELESS, "u"},
249 {WINED3DFMT_R16_UINT, WINED3DFMT_R16_TYPELESS, "U"},
250 {WINED3DFMT_R16_SINT, WINED3DFMT_R16_TYPELESS, "I"},
251 {WINED3DFMT_R16_FLOAT, WINED3DFMT_R16_TYPELESS, "F"},
252 {WINED3DFMT_D16_UNORM, WINED3DFMT_R16_TYPELESS, "D"},
253 {WINED3DFMT_R8_UNORM, WINED3DFMT_R8_TYPELESS, "u"},
254 {WINED3DFMT_R8_UINT, WINED3DFMT_R8_TYPELESS, "U"},
255 {WINED3DFMT_R8_SINT, WINED3DFMT_R8_TYPELESS, "I"},
256 {WINED3DFMT_BC1_UNORM_SRGB, WINED3DFMT_BC1_TYPELESS, ""},
257 {WINED3DFMT_BC1_UNORM, WINED3DFMT_BC1_TYPELESS, ""},
258 {WINED3DFMT_BC2_UNORM_SRGB, WINED3DFMT_BC2_TYPELESS, ""},
259 {WINED3DFMT_BC2_UNORM, WINED3DFMT_BC2_TYPELESS, ""},
260 {WINED3DFMT_BC3_UNORM_SRGB, WINED3DFMT_BC3_TYPELESS, ""},
261 {WINED3DFMT_BC3_UNORM, WINED3DFMT_BC3_TYPELESS, ""},
262 {WINED3DFMT_BC4_UNORM, WINED3DFMT_BC4_TYPELESS, ""},
263 {WINED3DFMT_BC5_UNORM, WINED3DFMT_BC5_TYPELESS, ""},
264 {WINED3DFMT_BC6H_UF16, WINED3DFMT_BC6H_TYPELESS, ""},
265 {WINED3DFMT_BC6H_SF16, WINED3DFMT_BC6H_TYPELESS, ""},
266 {WINED3DFMT_BC7_UNORM_SRGB, WINED3DFMT_BC7_TYPELESS, ""},
267 {WINED3DFMT_BC7_UNORM, WINED3DFMT_BC7_TYPELESS, ""},
268 {WINED3DFMT_B8G8R8A8_UNORM_SRGB, WINED3DFMT_B8G8R8A8_TYPELESS, "uuuu"},
269 {WINED3DFMT_B8G8R8A8_UNORM, WINED3DFMT_B8G8R8A8_TYPELESS, "uuuu"},
270 {WINED3DFMT_B8G8R8X8_UNORM_SRGB, WINED3DFMT_B8G8R8X8_TYPELESS, "uuuX"},
271 {WINED3DFMT_B8G8R8X8_UNORM, WINED3DFMT_B8G8R8X8_TYPELESS, "uuuX"},
274 struct wined3d_format_ddi_info
276 enum wined3d_format_id id;
277 D3DDDIFORMAT ddi_format;
280 static const struct wined3d_format_ddi_info ddi_formats[] =
282 {WINED3DFMT_B8G8R8_UNORM, D3DDDIFMT_R8G8B8},
283 {WINED3DFMT_B8G8R8A8_UNORM, D3DDDIFMT_A8R8G8B8},
284 {WINED3DFMT_B8G8R8X8_UNORM, D3DDDIFMT_X8R8G8B8},
285 {WINED3DFMT_B5G6R5_UNORM, D3DDDIFMT_R5G6B5},
286 {WINED3DFMT_B5G5R5X1_UNORM, D3DDDIFMT_X1R5G5B5},
287 {WINED3DFMT_B5G5R5A1_UNORM, D3DDDIFMT_A1R5G5B5},
288 {WINED3DFMT_P8_UINT, D3DDDIFMT_P8},
291 struct wined3d_format_base_flags
293 enum wined3d_format_id id;
294 DWORD flags;
297 /* The ATI2N format behaves like an uncompressed format in LockRect(), but
298 * still needs to use the correct block based calculation for e.g. the
299 * resource size. */
300 static const struct wined3d_format_base_flags format_base_flags[] =
302 {WINED3DFMT_ATI1N, WINED3DFMT_FLAG_BROKEN_PITCH},
303 {WINED3DFMT_ATI2N, WINED3DFMT_FLAG_BROKEN_PITCH},
304 {WINED3DFMT_R11G11B10_FLOAT, WINED3DFMT_FLAG_FLOAT},
305 {WINED3DFMT_D32_FLOAT, WINED3DFMT_FLAG_FLOAT},
306 {WINED3DFMT_S8_UINT_D24_FLOAT, WINED3DFMT_FLAG_FLOAT},
309 struct wined3d_format_block_info
311 enum wined3d_format_id id;
312 UINT block_width;
313 UINT block_height;
314 UINT block_byte_count;
315 BOOL verify;
318 static const struct wined3d_format_block_info format_block_info[] =
320 {WINED3DFMT_DXT1, 4, 4, 8, TRUE},
321 {WINED3DFMT_DXT2, 4, 4, 16, TRUE},
322 {WINED3DFMT_DXT3, 4, 4, 16, TRUE},
323 {WINED3DFMT_DXT4, 4, 4, 16, TRUE},
324 {WINED3DFMT_DXT5, 4, 4, 16, TRUE},
325 {WINED3DFMT_BC1_UNORM, 4, 4, 8, TRUE},
326 {WINED3DFMT_BC2_UNORM, 4, 4, 16, TRUE},
327 {WINED3DFMT_BC3_UNORM, 4, 4, 16, TRUE},
328 {WINED3DFMT_BC4_UNORM, 4, 4, 8, TRUE},
329 {WINED3DFMT_BC5_UNORM, 4, 4, 16, TRUE},
330 {WINED3DFMT_BC6H_UF16, 4, 4, 16, TRUE},
331 {WINED3DFMT_BC6H_SF16, 4, 4, 16, TRUE},
332 {WINED3DFMT_BC7_UNORM, 4, 4, 16, TRUE},
333 {WINED3DFMT_ATI1N, 4, 4, 8, FALSE},
334 {WINED3DFMT_ATI2N, 4, 4, 16, FALSE},
335 {WINED3DFMT_YUY2, 2, 1, 4, FALSE},
336 {WINED3DFMT_UYVY, 2, 1, 4, FALSE},
339 struct wined3d_format_vertex_info
341 enum wined3d_format_id id;
342 enum wined3d_ffp_emit_idx emit_idx;
343 unsigned int component_count;
344 GLenum gl_vtx_type;
345 GLboolean gl_normalized;
346 enum wined3d_gl_extension extension;
349 static const struct wined3d_format_vertex_info format_vertex_info[] =
351 {WINED3DFMT_R32_FLOAT, WINED3D_FFP_EMIT_FLOAT1, 1, GL_FLOAT, GL_FALSE},
352 {WINED3DFMT_R32G32_FLOAT, WINED3D_FFP_EMIT_FLOAT2, 2, GL_FLOAT, GL_FALSE},
353 {WINED3DFMT_R32G32B32_FLOAT, WINED3D_FFP_EMIT_FLOAT3, 3, GL_FLOAT, GL_FALSE},
354 {WINED3DFMT_R32G32B32A32_FLOAT, WINED3D_FFP_EMIT_FLOAT4, 4, GL_FLOAT, GL_FALSE},
355 {WINED3DFMT_B8G8R8A8_UNORM, WINED3D_FFP_EMIT_D3DCOLOR, 4, GL_UNSIGNED_BYTE, GL_TRUE },
356 {WINED3DFMT_R8G8B8A8_UINT, WINED3D_FFP_EMIT_UBYTE4, 4, GL_UNSIGNED_BYTE, GL_FALSE},
357 {WINED3DFMT_R16G16_UINT, WINED3D_FFP_EMIT_INVALID, 2, GL_UNSIGNED_SHORT, GL_FALSE},
358 {WINED3DFMT_R16G16_SINT, WINED3D_FFP_EMIT_SHORT2, 2, GL_SHORT, GL_FALSE},
359 {WINED3DFMT_R16G16B16A16_SINT, WINED3D_FFP_EMIT_SHORT4, 4, GL_SHORT, GL_FALSE},
360 {WINED3DFMT_R8G8B8A8_UNORM, WINED3D_FFP_EMIT_UBYTE4N, 4, GL_UNSIGNED_BYTE, GL_TRUE },
361 {WINED3DFMT_R16G16_SNORM, WINED3D_FFP_EMIT_SHORT2N, 2, GL_SHORT, GL_TRUE },
362 {WINED3DFMT_R16G16B16A16_SNORM, WINED3D_FFP_EMIT_SHORT4N, 4, GL_SHORT, GL_TRUE },
363 {WINED3DFMT_R16G16_UNORM, WINED3D_FFP_EMIT_USHORT2N, 2, GL_UNSIGNED_SHORT, GL_TRUE },
364 {WINED3DFMT_R16G16B16A16_UNORM, WINED3D_FFP_EMIT_USHORT4N, 4, GL_UNSIGNED_SHORT, GL_TRUE },
365 {WINED3DFMT_R10G10B10X2_UINT, WINED3D_FFP_EMIT_UDEC3, 3, GL_UNSIGNED_SHORT, GL_FALSE},
366 {WINED3DFMT_R10G10B10X2_SNORM, WINED3D_FFP_EMIT_DEC3N, 3, GL_SHORT, GL_TRUE },
367 {WINED3DFMT_R10G10B10A2_UNORM, WINED3D_FFP_EMIT_INVALID, 4, GL_UNSIGNED_INT_2_10_10_10_REV, GL_TRUE,
368 ARB_VERTEX_TYPE_2_10_10_10_REV},
369 {WINED3DFMT_R16G16_FLOAT, WINED3D_FFP_EMIT_FLOAT16_2, 2, GL_HALF_FLOAT, GL_FALSE},
370 {WINED3DFMT_R16G16B16A16_FLOAT, WINED3D_FFP_EMIT_FLOAT16_4, 4, GL_HALF_FLOAT, GL_FALSE},
371 {WINED3DFMT_R8G8B8A8_SNORM, WINED3D_FFP_EMIT_INVALID, 4, GL_BYTE, GL_TRUE },
372 {WINED3DFMT_R8G8B8A8_SINT, WINED3D_FFP_EMIT_INVALID, 4, GL_BYTE, GL_FALSE},
373 {WINED3DFMT_R16G16B16A16_UINT, WINED3D_FFP_EMIT_INVALID, 4, GL_UNSIGNED_SHORT, GL_FALSE},
374 {WINED3DFMT_R8_UINT, WINED3D_FFP_EMIT_INVALID, 1, GL_UNSIGNED_BYTE, GL_FALSE},
375 {WINED3DFMT_R8_SINT, WINED3D_FFP_EMIT_INVALID, 1, GL_BYTE, GL_FALSE},
376 {WINED3DFMT_R16_UINT, WINED3D_FFP_EMIT_INVALID, 1, GL_UNSIGNED_SHORT, GL_FALSE},
377 {WINED3DFMT_R16_SINT, WINED3D_FFP_EMIT_INVALID, 1, GL_SHORT, GL_FALSE},
378 {WINED3DFMT_R32_UINT, WINED3D_FFP_EMIT_INVALID, 1, GL_UNSIGNED_INT, GL_FALSE},
379 {WINED3DFMT_R32_SINT, WINED3D_FFP_EMIT_INVALID, 1, GL_INT, GL_FALSE},
380 {WINED3DFMT_R32G32_UINT, WINED3D_FFP_EMIT_INVALID, 2, GL_UNSIGNED_INT, GL_FALSE},
381 {WINED3DFMT_R32G32_SINT, WINED3D_FFP_EMIT_INVALID, 2, GL_INT, GL_FALSE},
382 {WINED3DFMT_R32G32B32_UINT, WINED3D_FFP_EMIT_INVALID, 3, GL_UNSIGNED_INT, GL_FALSE},
383 {WINED3DFMT_R32G32B32A32_UINT, WINED3D_FFP_EMIT_INVALID, 4, GL_UNSIGNED_INT, GL_FALSE},
384 {WINED3DFMT_R32G32B32A32_SINT, WINED3D_FFP_EMIT_INVALID, 4, GL_INT, GL_FALSE},
387 struct wined3d_format_texture_info
389 enum wined3d_format_id id;
390 GLint gl_internal;
391 GLint gl_srgb_internal;
392 GLint gl_rt_internal;
393 GLint gl_format;
394 GLint gl_type;
395 unsigned int conv_byte_count;
396 unsigned int flags;
397 enum wined3d_gl_extension extension;
398 void (*convert)(const BYTE *src, BYTE *dst, UINT src_row_pitch, UINT src_slice_pitch,
399 UINT dst_row_pitch, UINT dst_slice_pitch, UINT width, UINT height, UINT depth);
402 static void convert_l4a4_unorm(const BYTE *src, BYTE *dst, UINT src_row_pitch, UINT src_slice_pitch,
403 UINT dst_row_pitch, UINT dst_slice_pitch, UINT width, UINT height, UINT depth)
405 /* WINED3DFMT_L4A4_UNORM exists as an internal gl format, but for some reason there is not
406 * format+type combination to load it. Thus convert it to A8L8, then load it
407 * with A4L4 internal, but A8L8 format+type
409 unsigned int x, y, z;
410 const unsigned char *Source;
411 unsigned char *Dest;
413 for (z = 0; z < depth; z++)
415 for (y = 0; y < height; y++)
417 Source = src + z * src_slice_pitch + y * src_row_pitch;
418 Dest = dst + z * dst_slice_pitch + y * dst_row_pitch;
419 for (x = 0; x < width; x++ )
421 unsigned char color = (*Source++);
422 /* A */ Dest[1] = (color & 0xf0u) << 0;
423 /* L */ Dest[0] = (color & 0x0fu) << 4;
424 Dest += 2;
430 static void convert_r5g5_snorm_l6_unorm(const BYTE *src, BYTE *dst, UINT src_row_pitch, UINT src_slice_pitch,
431 UINT dst_row_pitch, UINT dst_slice_pitch, UINT width, UINT height, UINT depth)
433 unsigned int x, y, z;
434 unsigned char r_in, g_in, l_in;
435 const unsigned short *texel_in;
436 unsigned short *texel_out;
438 /* Emulating signed 5 bit values with unsigned 5 bit values has some precision problems by design:
439 * E.g. the signed input value 0 becomes 16. GL normalizes it to 16 / 31 = 0.516. We convert it
440 * back to a signed value by subtracting 0.5 and multiplying by 2.0. The resulting value is
441 * ((16 / 31) - 0.5) * 2.0 = 0.032, which is quite different from the intended result 0.000. */
442 for (z = 0; z < depth; z++)
444 for (y = 0; y < height; y++)
446 texel_out = (unsigned short *) (dst + z * dst_slice_pitch + y * dst_row_pitch);
447 texel_in = (const unsigned short *)(src + z * src_slice_pitch + y * src_row_pitch);
448 for (x = 0; x < width; x++ )
450 l_in = (*texel_in & 0xfc00u) >> 10;
451 g_in = (*texel_in & 0x03e0u) >> 5;
452 r_in = *texel_in & 0x001fu;
454 *texel_out = ((r_in + 16) << 11) | (l_in << 5) | (g_in + 16);
455 texel_out++;
456 texel_in++;
462 static void convert_r5g5_snorm_l6_unorm_ext(const BYTE *src, BYTE *dst, UINT src_row_pitch, UINT src_slice_pitch,
463 UINT dst_row_pitch, UINT dst_slice_pitch, UINT width, UINT height, UINT depth)
465 unsigned int x, y, z;
466 unsigned char *texel_out, r_out, g_out, r_in, g_in, l_in;
467 const unsigned short *texel_in;
469 for (z = 0; z < depth; z++)
471 for (y = 0; y < height; y++)
473 texel_in = (const unsigned short *)(src + z * src_slice_pitch + y * src_row_pitch);
474 texel_out = dst + z * dst_slice_pitch + y * dst_row_pitch;
475 for (x = 0; x < width; x++ )
477 l_in = (*texel_in & 0xfc00u) >> 10;
478 g_in = (*texel_in & 0x03e0u) >> 5;
479 r_in = *texel_in & 0x001fu;
481 r_out = r_in << 3;
482 if (!(r_in & 0x10)) /* r > 0 */
483 r_out |= r_in >> 1;
485 g_out = g_in << 3;
486 if (!(g_in & 0x10)) /* g > 0 */
487 g_out |= g_in >> 1;
489 texel_out[0] = r_out;
490 texel_out[1] = g_out;
491 texel_out[2] = l_in << 1 | l_in >> 5;
492 texel_out[3] = 0;
494 texel_out += 4;
495 texel_in++;
501 static void convert_r5g5_snorm_l6_unorm_nv(const BYTE *src, BYTE *dst, UINT src_row_pitch, UINT src_slice_pitch,
502 UINT dst_row_pitch, UINT dst_slice_pitch, UINT width, UINT height, UINT depth)
504 unsigned int x, y, z;
505 unsigned char *texel_out, ds_out, dt_out, r_in, g_in, l_in;
506 const unsigned short *texel_in;
508 /* This makes the gl surface bigger(24 bit instead of 16), but it works with
509 * fixed function and shaders without further conversion once the surface is
510 * loaded.
512 * The difference between this function and convert_r5g5_snorm_l6_unorm_ext
513 * is that convert_r5g5_snorm_l6_unorm_ext creates a 32 bit XRGB texture and
514 * this function creates a 24 bit DSDT_MAG texture. Trying to load a DSDT_MAG
515 * internal with a 32 bit DSDT_MAG_INTENSITY or DSDT_MAG_VIB format fails. */
516 for (z = 0; z < depth; z++)
518 for (y = 0; y < height; y++)
520 texel_in = (const unsigned short *)(src + z * src_slice_pitch + y * src_row_pitch);
521 texel_out = dst + z * dst_slice_pitch + y * dst_row_pitch;
522 for (x = 0; x < width; x++ )
524 l_in = (*texel_in & 0xfc00u) >> 10;
525 g_in = (*texel_in & 0x03e0u) >> 5;
526 r_in = *texel_in & 0x001fu;
528 ds_out = r_in << 3;
529 if (!(r_in & 0x10)) /* r > 0 */
530 ds_out |= r_in >> 1;
532 dt_out = g_in << 3;
533 if (!(g_in & 0x10)) /* g > 0 */
534 dt_out |= g_in >> 1;
536 texel_out[0] = ds_out;
537 texel_out[1] = dt_out;
538 texel_out[2] = l_in << 1 | l_in >> 5;
540 texel_out += 3;
541 texel_in++;
547 static void convert_r8g8_snorm(const BYTE *src, BYTE *dst, UINT src_row_pitch, UINT src_slice_pitch,
548 UINT dst_row_pitch, UINT dst_slice_pitch, UINT width, UINT height, UINT depth)
550 unsigned int x, y, z;
551 const short *Source;
552 unsigned char *Dest;
554 for (z = 0; z < depth; z++)
556 for (y = 0; y < height; y++)
558 Source = (const short *)(src + z * src_slice_pitch + y * src_row_pitch);
559 Dest = dst + z * dst_slice_pitch + y * dst_row_pitch;
560 for (x = 0; x < width; x++ )
562 const short color = (*Source++);
563 /* B */ Dest[0] = 0xff;
564 /* G */ Dest[1] = (color >> 8) + 128; /* V */
565 /* R */ Dest[2] = (color & 0xff) + 128; /* U */
566 Dest += 3;
572 static void convert_r8g8_snorm_l8x8_unorm(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 DWORD *Source;
577 unsigned char *Dest;
579 /* Doesn't work correctly with the fixed function pipeline, but can work in
580 * shaders if the shader is adjusted. (There's no use for this format in gl's
581 * standard fixed function pipeline anyway).
583 for (z = 0; z < depth; z++)
585 for (y = 0; y < height; y++)
587 Source = (const DWORD *)(src + z * src_slice_pitch + y * src_row_pitch);
588 Dest = dst + z * dst_slice_pitch + y * dst_row_pitch;
589 for (x = 0; x < width; x++ )
591 LONG color = (*Source++);
592 /* B */ Dest[0] = ((color >> 16) & 0xff); /* L */
593 /* G */ Dest[1] = ((color >> 8 ) & 0xff) + 128; /* V */
594 /* R */ Dest[2] = (color & 0xff) + 128; /* U */
595 Dest += 4;
601 static void convert_r8g8_snorm_l8x8_unorm_nv(const BYTE *src, BYTE *dst, UINT src_row_pitch, UINT src_slice_pitch,
602 UINT dst_row_pitch, UINT dst_slice_pitch, UINT width, UINT height, UINT depth)
604 unsigned int x, y, z;
605 const DWORD *Source;
606 unsigned char *Dest;
608 /* This implementation works with the fixed function pipeline and shaders
609 * without further modification after converting the surface.
611 for (z = 0; z < depth; z++)
613 for (y = 0; y < height; y++)
615 Source = (const DWORD *)(src + z * src_slice_pitch + y * src_row_pitch);
616 Dest = dst + z * dst_slice_pitch + y * dst_row_pitch;
617 for (x = 0; x < width; x++ )
619 LONG color = (*Source++);
620 /* L */ Dest[2] = ((color >> 16) & 0xff); /* L */
621 /* V */ Dest[1] = ((color >> 8 ) & 0xff); /* V */
622 /* U */ Dest[0] = (color & 0xff); /* U */
623 /* I */ Dest[3] = 255; /* X */
624 Dest += 4;
630 static void convert_r8g8b8a8_snorm(const BYTE *src, BYTE *dst, UINT src_row_pitch, UINT src_slice_pitch,
631 UINT dst_row_pitch, UINT dst_slice_pitch, UINT width, UINT height, UINT depth)
633 unsigned int x, y, z;
634 const DWORD *Source;
635 unsigned char *Dest;
637 for (z = 0; z < depth; z++)
639 for (y = 0; y < height; y++)
641 Source = (const DWORD *)(src + z * src_slice_pitch + y * src_row_pitch);
642 Dest = dst + z * dst_slice_pitch + y * dst_row_pitch;
643 for (x = 0; x < width; x++ )
645 LONG color = (*Source++);
646 /* B */ Dest[0] = ((color >> 16) & 0xff) + 128; /* W */
647 /* G */ Dest[1] = ((color >> 8 ) & 0xff) + 128; /* V */
648 /* R */ Dest[2] = (color & 0xff) + 128; /* U */
649 /* A */ Dest[3] = ((color >> 24) & 0xff) + 128; /* Q */
650 Dest += 4;
656 static void convert_r16g16_snorm(const BYTE *src, BYTE *dst, UINT src_row_pitch, UINT src_slice_pitch,
657 UINT dst_row_pitch, UINT dst_slice_pitch, UINT width, UINT height, UINT depth)
659 unsigned int x, y, z;
660 const DWORD *Source;
661 unsigned short *Dest;
663 for (z = 0; z < depth; z++)
665 for (y = 0; y < height; y++)
667 Source = (const DWORD *)(src + z * src_slice_pitch + y * src_row_pitch);
668 Dest = (unsigned short *) (dst + z * dst_slice_pitch + y * dst_row_pitch);
669 for (x = 0; x < width; x++ )
671 const DWORD color = (*Source++);
672 /* B */ Dest[0] = 0xffff;
673 /* G */ Dest[1] = (color >> 16) + 32768; /* V */
674 /* R */ Dest[2] = (color & 0xffff) + 32768; /* U */
675 Dest += 3;
681 static void convert_r16g16(const BYTE *src, BYTE *dst, UINT src_row_pitch, UINT src_slice_pitch,
682 UINT dst_row_pitch, UINT dst_slice_pitch, UINT width, UINT height, UINT depth)
684 unsigned int x, y, z;
685 const WORD *Source;
686 WORD *Dest;
688 for (z = 0; z < depth; z++)
690 for (y = 0; y < height; y++)
692 Source = (const WORD *)(src + z * src_slice_pitch + y * src_row_pitch);
693 Dest = (WORD *) (dst + z * dst_slice_pitch + y * dst_row_pitch);
694 for (x = 0; x < width; x++ )
696 WORD green = (*Source++);
697 WORD red = (*Source++);
698 Dest[0] = green;
699 Dest[1] = red;
700 /* Strictly speaking not correct for R16G16F, but it doesn't matter because the
701 * shader overwrites it anyway */
702 Dest[2] = 0xffff;
703 Dest += 3;
709 static void convert_r32g32_float(const BYTE *src, BYTE *dst, UINT src_row_pitch, UINT src_slice_pitch,
710 UINT dst_row_pitch, UINT dst_slice_pitch, UINT width, UINT height, UINT depth)
712 unsigned int x, y, z;
713 const float *Source;
714 float *Dest;
716 for (z = 0; z < depth; z++)
718 for (y = 0; y < height; y++)
720 Source = (const float *)(src + z * src_slice_pitch + y * src_row_pitch);
721 Dest = (float *) (dst + z * dst_slice_pitch + y * dst_row_pitch);
722 for (x = 0; x < width; x++ )
724 float green = (*Source++);
725 float red = (*Source++);
726 Dest[0] = green;
727 Dest[1] = red;
728 Dest[2] = 1.0f;
729 Dest += 3;
735 static void convert_s1_uint_d15_unorm(const BYTE *src, BYTE *dst, UINT src_row_pitch, UINT src_slice_pitch,
736 UINT dst_row_pitch, UINT dst_slice_pitch, UINT width, UINT height, UINT depth)
738 unsigned int x, y, z;
740 for (z = 0; z < depth; z++)
742 for (y = 0; y < height; ++y)
744 const WORD *source = (const WORD *)(src + z * src_slice_pitch + y * src_row_pitch);
745 DWORD *dest = (DWORD *)(dst + z * dst_slice_pitch + y * dst_row_pitch);
747 for (x = 0; x < width; ++x)
749 /* The depth data is normalized, so needs to be scaled,
750 * the stencil data isn't. Scale depth data by
751 * (2^24-1)/(2^15-1) ~~ (2^9 + 2^-6). */
752 WORD d15 = source[x] >> 1;
753 DWORD d24 = (d15 << 9) + (d15 >> 6);
754 dest[x] = (d24 << 8) | (source[x] & 0x1);
760 static void convert_s4x4_uint_d24_unorm(const BYTE *src, BYTE *dst, UINT src_row_pitch, UINT src_slice_pitch,
761 UINT dst_row_pitch, UINT dst_slice_pitch, UINT width, UINT height, UINT depth)
763 unsigned int x, y, z;
765 for (z = 0; z < depth; z++)
767 for (y = 0; y < height; ++y)
769 const DWORD *source = (const DWORD *)(src + z * src_slice_pitch + y * src_row_pitch);
770 DWORD *dest = (DWORD *)(dst + z * dst_slice_pitch + y * dst_row_pitch);
772 for (x = 0; x < width; ++x)
774 /* Just need to clear out the X4 part. */
775 dest[x] = source[x] & ~0xf0;
781 static void convert_s8_uint_d24_float(const BYTE *src, BYTE *dst, UINT src_row_pitch, UINT src_slice_pitch,
782 UINT dst_row_pitch, UINT dst_slice_pitch, UINT width, UINT height, UINT depth)
784 unsigned int x, y, z;
786 for (z = 0; z < depth; z++)
788 for (y = 0; y < height; ++y)
790 const DWORD *source = (const DWORD *)(src + z * src_slice_pitch + y * src_row_pitch);
791 float *dest_f = (float *)(dst + z * dst_slice_pitch + y * dst_row_pitch);
792 DWORD *dest_s = (DWORD *)dest_f;
794 for (x = 0; x < width; ++x)
796 dest_f[x * 2] = float_24_to_32((source[x] & 0xffffff00u) >> 8);
797 dest_s[x * 2 + 1] = source[x] & 0xff;
803 static BOOL color_in_range(const struct wined3d_color_key *color_key, DWORD color)
805 /* FIXME: Is this really how color keys are supposed to work? I think it
806 * makes more sense to compare the individual channels. */
807 return color >= color_key->color_space_low_value
808 && color <= color_key->color_space_high_value;
811 static void convert_p8_uint_b8g8r8a8_unorm(const BYTE *src, unsigned int src_pitch,
812 BYTE *dst, unsigned int dst_pitch, unsigned int width, unsigned int height,
813 const struct wined3d_palette *palette, const struct wined3d_color_key *color_key)
815 const BYTE *src_row;
816 unsigned int x, y;
817 DWORD *dst_row;
819 if (!palette)
821 /* FIXME: This should probably use the system palette. */
822 FIXME("P8 surface loaded without a palette.\n");
824 for (y = 0; y < height; ++y)
826 memset(&dst[dst_pitch * y], 0, width * 4);
829 return;
832 for (y = 0; y < height; ++y)
834 src_row = &src[src_pitch * y];
835 dst_row = (DWORD *)&dst[dst_pitch * y];
836 for (x = 0; x < width; ++x)
838 BYTE src_color = src_row[x];
839 dst_row[x] = 0xff000000
840 | (palette->colors[src_color].rgbRed << 16)
841 | (palette->colors[src_color].rgbGreen << 8)
842 | palette->colors[src_color].rgbBlue;
847 static void convert_b5g6r5_unorm_b5g5r5a1_unorm_color_key(const BYTE *src, unsigned int src_pitch,
848 BYTE *dst, unsigned int dst_pitch, unsigned int width, unsigned int height,
849 const struct wined3d_palette *palette, const struct wined3d_color_key *color_key)
851 const WORD *src_row;
852 unsigned int x, y;
853 WORD *dst_row;
855 for (y = 0; y < height; ++y)
857 src_row = (WORD *)&src[src_pitch * y];
858 dst_row = (WORD *)&dst[dst_pitch * y];
859 for (x = 0; x < width; ++x)
861 WORD src_color = src_row[x];
862 if (!color_in_range(color_key, src_color))
863 dst_row[x] = 0x8000u | ((src_color & 0xffc0u) >> 1) | (src_color & 0x1fu);
864 else
865 dst_row[x] = ((src_color & 0xffc0u) >> 1) | (src_color & 0x1fu);
870 static void convert_b5g5r5x1_unorm_b5g5r5a1_unorm_color_key(const BYTE *src, unsigned int src_pitch,
871 BYTE *dst, unsigned int dst_pitch, unsigned int width, unsigned int height,
872 const struct wined3d_palette *palette, const struct wined3d_color_key *color_key)
874 const WORD *src_row;
875 unsigned int x, y;
876 WORD *dst_row;
878 for (y = 0; y < height; ++y)
880 src_row = (WORD *)&src[src_pitch * y];
881 dst_row = (WORD *)&dst[dst_pitch * y];
882 for (x = 0; x < width; ++x)
884 WORD src_color = src_row[x];
885 if (color_in_range(color_key, src_color))
886 dst_row[x] = src_color & ~0x8000;
887 else
888 dst_row[x] = src_color | 0x8000;
893 static void convert_b8g8r8_unorm_b8g8r8a8_unorm_color_key(const BYTE *src, unsigned int src_pitch,
894 BYTE *dst, unsigned int dst_pitch, unsigned int width, unsigned int height,
895 const struct wined3d_palette *palette, const struct wined3d_color_key *color_key)
897 const BYTE *src_row;
898 unsigned int x, y;
899 DWORD *dst_row;
901 for (y = 0; y < height; ++y)
903 src_row = &src[src_pitch * y];
904 dst_row = (DWORD *)&dst[dst_pitch * y];
905 for (x = 0; x < width; ++x)
907 DWORD src_color = (src_row[x * 3 + 2] << 16) | (src_row[x * 3 + 1] << 8) | src_row[x * 3];
908 if (!color_in_range(color_key, src_color))
909 dst_row[x] = src_color | 0xff000000;
914 static void convert_b8g8r8x8_unorm_b8g8r8a8_unorm_color_key(const BYTE *src, unsigned int src_pitch,
915 BYTE *dst, unsigned int dst_pitch, unsigned int width, unsigned int height,
916 const struct wined3d_palette *palette, const struct wined3d_color_key *color_key)
918 const DWORD *src_row;
919 unsigned int x, y;
920 DWORD *dst_row;
922 for (y = 0; y < height; ++y)
924 src_row = (DWORD *)&src[src_pitch * y];
925 dst_row = (DWORD *)&dst[dst_pitch * y];
926 for (x = 0; x < width; ++x)
928 DWORD src_color = src_row[x];
929 if (color_in_range(color_key, src_color))
930 dst_row[x] = src_color & ~0xff000000;
931 else
932 dst_row[x] = src_color | 0xff000000;
937 static void convert_b8g8r8a8_unorm_b8g8r8a8_unorm_color_key(const BYTE *src, unsigned int src_pitch,
938 BYTE *dst, unsigned int dst_pitch, unsigned int width, unsigned int height,
939 const struct wined3d_palette *palette, const struct wined3d_color_key *color_key)
941 const DWORD *src_row;
942 unsigned int x, y;
943 DWORD *dst_row;
945 for (y = 0; y < height; ++y)
947 src_row = (DWORD *)&src[src_pitch * y];
948 dst_row = (DWORD *)&dst[dst_pitch * y];
949 for (x = 0; x < width; ++x)
951 DWORD src_color = src_row[x];
952 if (color_in_range(color_key, src_color))
953 src_color &= ~0xff000000;
954 dst_row[x] = src_color;
959 const struct wined3d_color_key_conversion * wined3d_format_get_color_key_conversion(
960 const struct wined3d_texture *texture, BOOL need_alpha_ck)
962 const struct wined3d_format *format = texture->resource.format;
963 unsigned int i;
965 static const struct
967 enum wined3d_format_id src_format;
968 struct wined3d_color_key_conversion conversion;
970 color_key_info[] =
972 {WINED3DFMT_B5G6R5_UNORM, {WINED3DFMT_B5G5R5A1_UNORM, convert_b5g6r5_unorm_b5g5r5a1_unorm_color_key }},
973 {WINED3DFMT_B5G5R5X1_UNORM, {WINED3DFMT_B5G5R5A1_UNORM, convert_b5g5r5x1_unorm_b5g5r5a1_unorm_color_key }},
974 {WINED3DFMT_B8G8R8_UNORM, {WINED3DFMT_B8G8R8A8_UNORM, convert_b8g8r8_unorm_b8g8r8a8_unorm_color_key }},
975 {WINED3DFMT_B8G8R8X8_UNORM, {WINED3DFMT_B8G8R8A8_UNORM, convert_b8g8r8x8_unorm_b8g8r8a8_unorm_color_key }},
976 {WINED3DFMT_B8G8R8A8_UNORM, {WINED3DFMT_B8G8R8A8_UNORM, convert_b8g8r8a8_unorm_b8g8r8a8_unorm_color_key }},
978 static const struct wined3d_color_key_conversion convert_p8 =
980 WINED3DFMT_B8G8R8A8_UNORM, convert_p8_uint_b8g8r8a8_unorm
983 if (need_alpha_ck && (texture->async.flags & WINED3D_TEXTURE_ASYNC_COLOR_KEY))
985 for (i = 0; i < sizeof(color_key_info) / sizeof(*color_key_info); ++i)
987 if (color_key_info[i].src_format == format->id)
988 return &color_key_info[i].conversion;
991 FIXME("Color-keying not supported with format %s.\n", debug_d3dformat(format->id));
994 /* FIXME: This should check if the blitter backend can do P8 conversion,
995 * instead of checking for ARB_fragment_program. */
996 if (format->id == WINED3DFMT_P8_UINT
997 && !(texture->resource.device->adapter->gl_info.supported[ARB_FRAGMENT_PROGRAM]
998 && texture->swapchain && texture == texture->swapchain->front_buffer))
999 return &convert_p8;
1001 return NULL;
1004 /* The following formats explicitly don't have WINED3DFMT_FLAG_TEXTURE set:
1006 * These are never supported on native.
1007 * WINED3DFMT_B8G8R8_UNORM
1008 * WINED3DFMT_B2G3R3_UNORM
1009 * WINED3DFMT_L4A4_UNORM
1010 * WINED3DFMT_S1_UINT_D15_UNORM
1011 * WINED3DFMT_S4X4_UINT_D24_UNORM
1013 * Only some Geforce/Voodoo3/G400 cards offer 8-bit textures in case of ddraw.
1014 * Since it is not widely available, don't offer it. Further no Windows driver
1015 * offers WINED3DFMT_P8_UINT_A8_NORM, so don't offer it either.
1016 * WINED3DFMT_P8_UINT
1017 * WINED3DFMT_P8_UINT_A8_UNORM
1019 * These formats seem to be similar to the HILO formats in
1020 * GL_NV_texture_shader. NVHU is said to be GL_UNSIGNED_HILO16,
1021 * NVHS GL_SIGNED_HILO16. Rumours say that D3D computes a 3rd channel
1022 * similarly to D3DFMT_CxV8U8 (So NVHS could be called D3DFMT_CxV16U16). ATI
1023 * refused to support formats which can easily be emulated with pixel shaders,
1024 * so applications have to deal with not having NVHS and NVHU.
1025 * WINED3DFMT_NVHU
1026 * WINED3DFMT_NVHS */
1027 static const struct wined3d_format_texture_info format_texture_info[] =
1029 /* format id gl_internal gl_srgb_internal gl_rt_internal
1030 gl_format gl_type conv_byte_count
1031 flags
1032 extension convert */
1033 /* FourCC formats */
1034 /* GL_APPLE_ycbcr_422 claims that its '2YUV' format, which is supported via the UNSIGNED_SHORT_8_8_REV_APPLE type
1035 * is equivalent to 'UYVY' format on Windows, and the 'YUVS' via UNSIGNED_SHORT_8_8_APPLE equates to 'YUY2'. The
1036 * d3d9 test however shows that the opposite is true. Since the extension is from 2002, it predates the x86 based
1037 * Macs, so probably the endianness differs. This could be tested as soon as we have a Windows and MacOS on a big
1038 * endian machine
1040 {WINED3DFMT_UYVY, GL_RG8, GL_RG8, 0,
1041 GL_RG, GL_UNSIGNED_BYTE, 0,
1042 WINED3DFMT_FLAG_FILTERING,
1043 ARB_TEXTURE_RG, NULL},
1044 {WINED3DFMT_UYVY, GL_LUMINANCE8_ALPHA8, GL_LUMINANCE8_ALPHA8, 0,
1045 GL_LUMINANCE_ALPHA, GL_UNSIGNED_BYTE, 0,
1046 WINED3DFMT_FLAG_FILTERING,
1047 WINED3D_GL_LEGACY_CONTEXT, NULL},
1048 {WINED3DFMT_UYVY, GL_RGB, GL_RGB, 0,
1049 GL_YCBCR_422_APPLE, GL_UNSIGNED_SHORT_8_8_APPLE, 0,
1050 WINED3DFMT_FLAG_TEXTURE | WINED3DFMT_FLAG_FILTERING,
1051 APPLE_YCBCR_422, NULL},
1052 {WINED3DFMT_YUY2, GL_RG8, GL_RG8, 0,
1053 GL_RG, GL_UNSIGNED_BYTE, 0,
1054 WINED3DFMT_FLAG_FILTERING,
1055 ARB_TEXTURE_RG, NULL},
1056 {WINED3DFMT_YUY2, GL_LUMINANCE8_ALPHA8, GL_LUMINANCE8_ALPHA8, 0,
1057 GL_LUMINANCE_ALPHA, GL_UNSIGNED_BYTE, 0,
1058 WINED3DFMT_FLAG_FILTERING,
1059 WINED3D_GL_LEGACY_CONTEXT, NULL},
1060 {WINED3DFMT_YUY2, GL_RGB, GL_RGB, 0,
1061 GL_YCBCR_422_APPLE, GL_UNSIGNED_SHORT_8_8_REV_APPLE, 0,
1062 WINED3DFMT_FLAG_TEXTURE | WINED3DFMT_FLAG_FILTERING,
1063 APPLE_YCBCR_422, NULL},
1064 {WINED3DFMT_YV12, GL_R8, GL_R8, 0,
1065 GL_RED, GL_UNSIGNED_BYTE, 0,
1066 WINED3DFMT_FLAG_FILTERING,
1067 ARB_TEXTURE_RG, NULL},
1068 {WINED3DFMT_YV12, GL_ALPHA8, GL_ALPHA8, 0,
1069 GL_ALPHA, GL_UNSIGNED_BYTE, 0,
1070 WINED3DFMT_FLAG_FILTERING,
1071 WINED3D_GL_LEGACY_CONTEXT, NULL},
1072 {WINED3DFMT_NV12, GL_R8, GL_R8, 0,
1073 GL_RED, GL_UNSIGNED_BYTE, 0,
1074 WINED3DFMT_FLAG_FILTERING,
1075 ARB_TEXTURE_RG, NULL},
1076 {WINED3DFMT_NV12, GL_ALPHA8, GL_ALPHA8, 0,
1077 GL_ALPHA, GL_UNSIGNED_BYTE, 0,
1078 WINED3DFMT_FLAG_FILTERING,
1079 WINED3D_GL_LEGACY_CONTEXT, NULL},
1080 {WINED3DFMT_DXT1, GL_COMPRESSED_RGBA_S3TC_DXT1_EXT, GL_COMPRESSED_SRGB_ALPHA_S3TC_DXT1_EXT, 0,
1081 GL_RGBA, GL_UNSIGNED_BYTE, 0,
1082 WINED3DFMT_FLAG_TEXTURE | WINED3DFMT_FLAG_POSTPIXELSHADER_BLENDING | WINED3DFMT_FLAG_FILTERING
1083 | WINED3DFMT_FLAG_SRGB_READ | WINED3DFMT_FLAG_COMPRESSED,
1084 EXT_TEXTURE_COMPRESSION_S3TC, NULL},
1085 {WINED3DFMT_DXT2, GL_COMPRESSED_RGBA_S3TC_DXT3_EXT, GL_COMPRESSED_SRGB_ALPHA_S3TC_DXT3_EXT, 0,
1086 GL_RGBA, GL_UNSIGNED_BYTE, 0,
1087 WINED3DFMT_FLAG_TEXTURE | WINED3DFMT_FLAG_POSTPIXELSHADER_BLENDING | WINED3DFMT_FLAG_FILTERING
1088 | WINED3DFMT_FLAG_SRGB_READ | WINED3DFMT_FLAG_COMPRESSED,
1089 EXT_TEXTURE_COMPRESSION_S3TC, NULL},
1090 {WINED3DFMT_DXT3, GL_COMPRESSED_RGBA_S3TC_DXT3_EXT, GL_COMPRESSED_SRGB_ALPHA_S3TC_DXT3_EXT, 0,
1091 GL_RGBA, GL_UNSIGNED_BYTE, 0,
1092 WINED3DFMT_FLAG_TEXTURE | WINED3DFMT_FLAG_POSTPIXELSHADER_BLENDING | WINED3DFMT_FLAG_FILTERING
1093 | WINED3DFMT_FLAG_SRGB_READ | WINED3DFMT_FLAG_COMPRESSED,
1094 EXT_TEXTURE_COMPRESSION_S3TC, NULL},
1095 {WINED3DFMT_DXT4, GL_COMPRESSED_RGBA_S3TC_DXT5_EXT, GL_COMPRESSED_SRGB_ALPHA_S3TC_DXT5_EXT, 0,
1096 GL_RGBA, GL_UNSIGNED_BYTE, 0,
1097 WINED3DFMT_FLAG_TEXTURE | WINED3DFMT_FLAG_POSTPIXELSHADER_BLENDING | WINED3DFMT_FLAG_FILTERING
1098 | WINED3DFMT_FLAG_SRGB_READ | WINED3DFMT_FLAG_COMPRESSED,
1099 EXT_TEXTURE_COMPRESSION_S3TC, NULL},
1100 {WINED3DFMT_DXT5, GL_COMPRESSED_RGBA_S3TC_DXT5_EXT, GL_COMPRESSED_SRGB_ALPHA_S3TC_DXT5_EXT, 0,
1101 GL_RGBA, GL_UNSIGNED_BYTE, 0,
1102 WINED3DFMT_FLAG_TEXTURE | WINED3DFMT_FLAG_POSTPIXELSHADER_BLENDING | WINED3DFMT_FLAG_FILTERING
1103 | WINED3DFMT_FLAG_SRGB_READ | WINED3DFMT_FLAG_COMPRESSED,
1104 EXT_TEXTURE_COMPRESSION_S3TC, NULL},
1105 {WINED3DFMT_BC1_UNORM, GL_COMPRESSED_RGBA_S3TC_DXT1_EXT, GL_COMPRESSED_SRGB_ALPHA_S3TC_DXT1_EXT, 0,
1106 GL_RGBA, GL_UNSIGNED_BYTE, 0,
1107 WINED3DFMT_FLAG_TEXTURE | WINED3DFMT_FLAG_POSTPIXELSHADER_BLENDING | WINED3DFMT_FLAG_FILTERING
1108 | WINED3DFMT_FLAG_COMPRESSED,
1109 EXT_TEXTURE_COMPRESSION_S3TC, NULL},
1110 {WINED3DFMT_BC2_UNORM, GL_COMPRESSED_RGBA_S3TC_DXT3_EXT, GL_COMPRESSED_SRGB_ALPHA_S3TC_DXT3_EXT, 0,
1111 GL_RGBA, GL_UNSIGNED_BYTE, 0,
1112 WINED3DFMT_FLAG_TEXTURE | WINED3DFMT_FLAG_POSTPIXELSHADER_BLENDING | WINED3DFMT_FLAG_FILTERING
1113 | WINED3DFMT_FLAG_COMPRESSED,
1114 EXT_TEXTURE_COMPRESSION_S3TC, NULL},
1115 {WINED3DFMT_BC3_UNORM, GL_COMPRESSED_RGBA_S3TC_DXT5_EXT, GL_COMPRESSED_SRGB_ALPHA_S3TC_DXT5_EXT, 0,
1116 GL_RGBA, GL_UNSIGNED_BYTE, 0,
1117 WINED3DFMT_FLAG_TEXTURE | WINED3DFMT_FLAG_POSTPIXELSHADER_BLENDING | WINED3DFMT_FLAG_FILTERING
1118 | WINED3DFMT_FLAG_COMPRESSED,
1119 EXT_TEXTURE_COMPRESSION_S3TC, NULL},
1120 {WINED3DFMT_BC4_UNORM, GL_COMPRESSED_RED_RGTC1, GL_COMPRESSED_RED_RGTC1, 0,
1121 GL_RED, GL_UNSIGNED_BYTE, 0,
1122 WINED3DFMT_FLAG_TEXTURE | WINED3DFMT_FLAG_POSTPIXELSHADER_BLENDING | WINED3DFMT_FLAG_FILTERING
1123 | WINED3DFMT_FLAG_COMPRESSED,
1124 ARB_TEXTURE_COMPRESSION_RGTC, NULL},
1125 {WINED3DFMT_BC5_UNORM, GL_COMPRESSED_RG_RGTC2, GL_COMPRESSED_RG_RGTC2, 0,
1126 GL_RG, GL_UNSIGNED_BYTE, 0,
1127 WINED3DFMT_FLAG_TEXTURE | WINED3DFMT_FLAG_POSTPIXELSHADER_BLENDING | WINED3DFMT_FLAG_FILTERING
1128 | WINED3DFMT_FLAG_COMPRESSED,
1129 ARB_TEXTURE_COMPRESSION_RGTC, NULL},
1130 {WINED3DFMT_BC6H_UF16, GL_COMPRESSED_RGB_BPTC_UNSIGNED_FLOAT_ARB, GL_COMPRESSED_RGB_BPTC_UNSIGNED_FLOAT_ARB, 0,
1131 GL_RGB, GL_UNSIGNED_BYTE, 0,
1132 WINED3DFMT_FLAG_TEXTURE | WINED3DFMT_FLAG_POSTPIXELSHADER_BLENDING | WINED3DFMT_FLAG_FILTERING
1133 | WINED3DFMT_FLAG_COMPRESSED,
1134 ARB_TEXTURE_COMPRESSION_BPTC, NULL},
1135 {WINED3DFMT_BC6H_SF16, GL_COMPRESSED_RGB_BPTC_SIGNED_FLOAT_ARB, GL_COMPRESSED_RGB_BPTC_SIGNED_FLOAT_ARB, 0,
1136 GL_RGB, GL_UNSIGNED_BYTE, 0,
1137 WINED3DFMT_FLAG_TEXTURE | WINED3DFMT_FLAG_POSTPIXELSHADER_BLENDING | WINED3DFMT_FLAG_FILTERING
1138 | WINED3DFMT_FLAG_COMPRESSED,
1139 ARB_TEXTURE_COMPRESSION_BPTC, NULL},
1140 {WINED3DFMT_BC7_UNORM, GL_COMPRESSED_RGBA_BPTC_UNORM_ARB, GL_COMPRESSED_SRGB_ALPHA_BPTC_UNORM_ARB, 0,
1141 GL_RGBA, GL_UNSIGNED_BYTE, 0,
1142 WINED3DFMT_FLAG_TEXTURE | WINED3DFMT_FLAG_POSTPIXELSHADER_BLENDING | WINED3DFMT_FLAG_FILTERING
1143 | WINED3DFMT_FLAG_COMPRESSED,
1144 ARB_TEXTURE_COMPRESSION_BPTC, NULL},
1145 /* IEEE formats */
1146 {WINED3DFMT_R32_FLOAT, GL_RGB32F_ARB, GL_RGB32F_ARB, 0,
1147 GL_RED, GL_FLOAT, 0,
1148 WINED3DFMT_FLAG_TEXTURE | WINED3DFMT_FLAG_RENDERTARGET | WINED3DFMT_FLAG_VTF,
1149 ARB_TEXTURE_FLOAT, NULL},
1150 {WINED3DFMT_R32_FLOAT, GL_R32F, GL_R32F, 0,
1151 GL_RED, GL_FLOAT, 0,
1152 WINED3DFMT_FLAG_TEXTURE | WINED3DFMT_FLAG_RENDERTARGET | WINED3DFMT_FLAG_VTF,
1153 ARB_TEXTURE_RG, NULL},
1154 {WINED3DFMT_R32G32_FLOAT, GL_RGB32F_ARB, GL_RGB32F_ARB, 0,
1155 GL_RGB, GL_FLOAT, 12,
1156 WINED3DFMT_FLAG_TEXTURE | WINED3DFMT_FLAG_RENDERTARGET | WINED3DFMT_FLAG_VTF,
1157 ARB_TEXTURE_FLOAT, convert_r32g32_float},
1158 {WINED3DFMT_R32G32_FLOAT, GL_RG32F, GL_RG32F, 0,
1159 GL_RG, GL_FLOAT, 0,
1160 WINED3DFMT_FLAG_TEXTURE | WINED3DFMT_FLAG_RENDERTARGET | WINED3DFMT_FLAG_VTF,
1161 ARB_TEXTURE_RG, NULL},
1162 {WINED3DFMT_R32G32B32_FLOAT, GL_RGB32F, GL_RGB32F, 0,
1163 GL_RGB, GL_FLOAT, 0,
1164 WINED3DFMT_FLAG_TEXTURE | WINED3DFMT_FLAG_RENDERTARGET,
1165 ARB_TEXTURE_FLOAT, NULL},
1166 {WINED3DFMT_R32G32B32A32_FLOAT, GL_RGBA32F_ARB, GL_RGBA32F_ARB, 0,
1167 GL_RGBA, GL_FLOAT, 0,
1168 WINED3DFMT_FLAG_TEXTURE | WINED3DFMT_FLAG_RENDERTARGET | WINED3DFMT_FLAG_VTF,
1169 ARB_TEXTURE_FLOAT, NULL},
1170 /* Float */
1171 {WINED3DFMT_R16_FLOAT, GL_RGB16F_ARB, GL_RGB16F_ARB, 0,
1172 GL_RED, GL_HALF_FLOAT_ARB, 0,
1173 WINED3DFMT_FLAG_TEXTURE | WINED3DFMT_FLAG_RENDERTARGET | WINED3DFMT_FLAG_VTF,
1174 ARB_TEXTURE_FLOAT, NULL},
1175 {WINED3DFMT_R16_FLOAT, GL_R16F, GL_R16F, 0,
1176 GL_RED, GL_HALF_FLOAT_ARB, 0,
1177 WINED3DFMT_FLAG_TEXTURE | WINED3DFMT_FLAG_RENDERTARGET | WINED3DFMT_FLAG_VTF,
1178 ARB_TEXTURE_RG, NULL},
1179 {WINED3DFMT_R16G16_FLOAT, GL_RGB16F_ARB, GL_RGB16F_ARB, 0,
1180 GL_RGB, GL_HALF_FLOAT_ARB, 6,
1181 WINED3DFMT_FLAG_TEXTURE | WINED3DFMT_FLAG_RENDERTARGET | WINED3DFMT_FLAG_VTF,
1182 ARB_TEXTURE_FLOAT, convert_r16g16},
1183 {WINED3DFMT_R16G16_FLOAT, GL_RG16F, GL_RG16F, 0,
1184 GL_RG, GL_HALF_FLOAT_ARB, 0,
1185 WINED3DFMT_FLAG_TEXTURE | WINED3DFMT_FLAG_RENDERTARGET | WINED3DFMT_FLAG_VTF,
1186 ARB_TEXTURE_RG, NULL},
1187 {WINED3DFMT_R16G16B16A16_FLOAT, GL_RGBA16F_ARB, GL_RGBA16F_ARB, 0,
1188 GL_RGBA, GL_HALF_FLOAT_ARB, 0,
1189 WINED3DFMT_FLAG_TEXTURE | WINED3DFMT_FLAG_POSTPIXELSHADER_BLENDING | WINED3DFMT_FLAG_RENDERTARGET
1190 | WINED3DFMT_FLAG_VTF,
1191 ARB_TEXTURE_FLOAT, NULL},
1192 {WINED3DFMT_R11G11B10_FLOAT, GL_R11F_G11F_B10F, GL_R11F_G11F_B10F, 0,
1193 GL_RGB, GL_UNSIGNED_INT_10F_11F_11F_REV, 0,
1194 WINED3DFMT_FLAG_TEXTURE | WINED3DFMT_FLAG_POSTPIXELSHADER_BLENDING | WINED3DFMT_FLAG_RENDERTARGET,
1195 EXT_PACKED_FLOAT},
1196 /* Palettized formats */
1197 {WINED3DFMT_P8_UINT, GL_R8, GL_R8, 0,
1198 GL_RED, GL_UNSIGNED_BYTE, 0,
1200 ARB_TEXTURE_RG, NULL},
1201 {WINED3DFMT_P8_UINT, GL_ALPHA8, GL_ALPHA8, 0,
1202 GL_ALPHA, GL_UNSIGNED_BYTE, 0,
1204 WINED3D_GL_LEGACY_CONTEXT, NULL},
1205 /* Standard ARGB formats */
1206 {WINED3DFMT_B8G8R8_UNORM, GL_RGB8, GL_RGB8, 0,
1207 GL_BGR, GL_UNSIGNED_BYTE, 0,
1208 WINED3DFMT_FLAG_POSTPIXELSHADER_BLENDING | WINED3DFMT_FLAG_FILTERING | WINED3DFMT_FLAG_RENDERTARGET,
1209 WINED3D_GL_EXT_NONE, NULL},
1210 {WINED3DFMT_B8G8R8A8_UNORM, GL_RGBA8, GL_SRGB8_ALPHA8_EXT, 0,
1211 GL_BGRA, GL_UNSIGNED_INT_8_8_8_8_REV, 0,
1212 WINED3DFMT_FLAG_TEXTURE | WINED3DFMT_FLAG_POSTPIXELSHADER_BLENDING | WINED3DFMT_FLAG_FILTERING
1213 | WINED3DFMT_FLAG_RENDERTARGET | WINED3DFMT_FLAG_SRGB_READ | WINED3DFMT_FLAG_SRGB_WRITE
1214 | WINED3DFMT_FLAG_VTF,
1215 WINED3D_GL_EXT_NONE, NULL},
1216 {WINED3DFMT_B8G8R8X8_UNORM, GL_RGB8, GL_SRGB8_EXT, 0,
1217 GL_BGRA, GL_UNSIGNED_INT_8_8_8_8_REV, 0,
1218 WINED3DFMT_FLAG_TEXTURE | WINED3DFMT_FLAG_POSTPIXELSHADER_BLENDING | WINED3DFMT_FLAG_FILTERING
1219 | WINED3DFMT_FLAG_RENDERTARGET | WINED3DFMT_FLAG_SRGB_READ | WINED3DFMT_FLAG_SRGB_WRITE,
1220 WINED3D_GL_EXT_NONE, NULL},
1221 {WINED3DFMT_B5G6R5_UNORM, GL_RGB5, GL_RGB5, GL_RGB8,
1222 GL_RGB, GL_UNSIGNED_SHORT_5_6_5, 0,
1223 WINED3DFMT_FLAG_TEXTURE | WINED3DFMT_FLAG_POSTPIXELSHADER_BLENDING | WINED3DFMT_FLAG_FILTERING
1224 | WINED3DFMT_FLAG_RENDERTARGET,
1225 WINED3D_GL_EXT_NONE, NULL},
1226 {WINED3DFMT_B5G6R5_UNORM, GL_RGB565, GL_RGB565, GL_RGB8,
1227 GL_RGB, GL_UNSIGNED_SHORT_5_6_5, 0,
1228 WINED3DFMT_FLAG_TEXTURE | WINED3DFMT_FLAG_POSTPIXELSHADER_BLENDING | WINED3DFMT_FLAG_FILTERING
1229 | WINED3DFMT_FLAG_RENDERTARGET,
1230 ARB_ES2_COMPATIBILITY, NULL},
1231 {WINED3DFMT_B5G5R5X1_UNORM, GL_RGB5, GL_RGB5, 0,
1232 GL_BGRA, GL_UNSIGNED_SHORT_1_5_5_5_REV, 0,
1233 WINED3DFMT_FLAG_TEXTURE | WINED3DFMT_FLAG_POSTPIXELSHADER_BLENDING | WINED3DFMT_FLAG_FILTERING
1234 | WINED3DFMT_FLAG_RENDERTARGET,
1235 WINED3D_GL_EXT_NONE, NULL},
1236 {WINED3DFMT_B5G5R5A1_UNORM, GL_RGB5_A1, GL_RGB5_A1, 0,
1237 GL_BGRA, GL_UNSIGNED_SHORT_1_5_5_5_REV, 0,
1238 WINED3DFMT_FLAG_TEXTURE | WINED3DFMT_FLAG_POSTPIXELSHADER_BLENDING | WINED3DFMT_FLAG_FILTERING,
1239 WINED3D_GL_EXT_NONE, NULL},
1240 {WINED3DFMT_B4G4R4A4_UNORM, GL_RGBA4, GL_SRGB8_ALPHA8_EXT, 0,
1241 GL_BGRA, GL_UNSIGNED_SHORT_4_4_4_4_REV, 0,
1242 WINED3DFMT_FLAG_TEXTURE | WINED3DFMT_FLAG_POSTPIXELSHADER_BLENDING | WINED3DFMT_FLAG_FILTERING
1243 | WINED3DFMT_FLAG_SRGB_READ,
1244 WINED3D_GL_EXT_NONE, NULL},
1245 {WINED3DFMT_B2G3R3_UNORM, GL_R3_G3_B2, GL_R3_G3_B2, 0,
1246 GL_RGB, GL_UNSIGNED_BYTE_3_3_2, 0,
1247 WINED3DFMT_FLAG_POSTPIXELSHADER_BLENDING | WINED3DFMT_FLAG_FILTERING,
1248 WINED3D_GL_EXT_NONE, NULL},
1249 {WINED3DFMT_R8_UNORM, GL_R8, GL_R8, 0,
1250 GL_RED, GL_UNSIGNED_BYTE, 0,
1251 WINED3DFMT_FLAG_TEXTURE | WINED3DFMT_FLAG_POSTPIXELSHADER_BLENDING | WINED3DFMT_FLAG_FILTERING
1252 | WINED3DFMT_FLAG_RENDERTARGET | WINED3DFMT_FLAG_VTF,
1253 ARB_TEXTURE_RG, NULL},
1254 {WINED3DFMT_A8_UNORM, GL_R8, GL_R8, 0,
1255 GL_RED, GL_UNSIGNED_BYTE, 0,
1256 WINED3DFMT_FLAG_TEXTURE | WINED3DFMT_FLAG_POSTPIXELSHADER_BLENDING | WINED3DFMT_FLAG_FILTERING,
1257 ARB_TEXTURE_RG, NULL},
1258 {WINED3DFMT_A8_UNORM, GL_ALPHA8, GL_ALPHA8, 0,
1259 GL_ALPHA, GL_UNSIGNED_BYTE, 0,
1260 WINED3DFMT_FLAG_TEXTURE | WINED3DFMT_FLAG_POSTPIXELSHADER_BLENDING | WINED3DFMT_FLAG_FILTERING,
1261 WINED3D_GL_LEGACY_CONTEXT, NULL},
1262 {WINED3DFMT_B4G4R4X4_UNORM, GL_RGB4, GL_RGB4, 0,
1263 GL_BGRA, GL_UNSIGNED_SHORT_4_4_4_4_REV, 0,
1264 WINED3DFMT_FLAG_TEXTURE | WINED3DFMT_FLAG_POSTPIXELSHADER_BLENDING | WINED3DFMT_FLAG_FILTERING,
1265 WINED3D_GL_EXT_NONE, NULL},
1266 {WINED3DFMT_R10G10B10A2_UNORM, GL_RGB10_A2, GL_RGB10_A2, 0,
1267 GL_RGBA, GL_UNSIGNED_INT_2_10_10_10_REV, 0,
1268 WINED3DFMT_FLAG_TEXTURE | WINED3DFMT_FLAG_POSTPIXELSHADER_BLENDING | WINED3DFMT_FLAG_FILTERING
1269 | WINED3DFMT_FLAG_RENDERTARGET,
1270 WINED3D_GL_EXT_NONE, NULL},
1271 {WINED3DFMT_R8G8B8A8_UNORM, GL_RGBA8, GL_SRGB8_ALPHA8_EXT, 0,
1272 GL_RGBA, GL_UNSIGNED_INT_8_8_8_8_REV, 0,
1273 WINED3DFMT_FLAG_TEXTURE | WINED3DFMT_FLAG_POSTPIXELSHADER_BLENDING | WINED3DFMT_FLAG_FILTERING
1274 | WINED3DFMT_FLAG_RENDERTARGET | WINED3DFMT_FLAG_SRGB_READ | WINED3DFMT_FLAG_SRGB_WRITE
1275 | WINED3DFMT_FLAG_VTF,
1276 WINED3D_GL_EXT_NONE, NULL},
1277 {WINED3DFMT_R8G8B8A8_UINT, GL_RGBA8UI, GL_RGBA8UI, 0,
1278 GL_RGBA_INTEGER, GL_UNSIGNED_INT_8_8_8_8_REV, 0,
1279 WINED3DFMT_FLAG_TEXTURE | WINED3DFMT_FLAG_RENDERTARGET,
1280 ARB_TEXTURE_RGB10_A2UI, NULL},
1281 {WINED3DFMT_R8G8B8A8_SINT, GL_RGBA8I, GL_RGBA8I, 0,
1282 GL_RGBA_INTEGER, GL_BYTE, 0,
1283 WINED3DFMT_FLAG_TEXTURE | WINED3DFMT_FLAG_RENDERTARGET,
1284 EXT_TEXTURE_INTEGER, NULL},
1285 {WINED3DFMT_R8G8B8X8_UNORM, GL_RGB8, GL_RGB8, 0,
1286 GL_RGBA, GL_UNSIGNED_INT_8_8_8_8_REV, 0,
1287 WINED3DFMT_FLAG_TEXTURE | WINED3DFMT_FLAG_POSTPIXELSHADER_BLENDING | WINED3DFMT_FLAG_FILTERING,
1288 WINED3D_GL_EXT_NONE, NULL},
1289 {WINED3DFMT_R16G16_UNORM, GL_RGB16, GL_RGB16, GL_RGBA16,
1290 GL_RGB, GL_UNSIGNED_SHORT, 6,
1291 WINED3DFMT_FLAG_TEXTURE | WINED3DFMT_FLAG_POSTPIXELSHADER_BLENDING | WINED3DFMT_FLAG_FILTERING,
1292 WINED3D_GL_EXT_NONE, convert_r16g16},
1293 {WINED3DFMT_R16G16_UNORM, GL_RG16, GL_RG16, 0,
1294 GL_RG, GL_UNSIGNED_SHORT, 0,
1295 WINED3DFMT_FLAG_TEXTURE | WINED3DFMT_FLAG_POSTPIXELSHADER_BLENDING | WINED3DFMT_FLAG_FILTERING
1296 | WINED3DFMT_FLAG_RENDERTARGET,
1297 ARB_TEXTURE_RG, NULL},
1298 {WINED3DFMT_B10G10R10A2_UNORM, GL_RGB10_A2, GL_RGB10_A2, 0,
1299 GL_BGRA, GL_UNSIGNED_INT_2_10_10_10_REV, 0,
1300 WINED3DFMT_FLAG_TEXTURE | WINED3DFMT_FLAG_POSTPIXELSHADER_BLENDING | WINED3DFMT_FLAG_FILTERING
1301 | WINED3DFMT_FLAG_RENDERTARGET,
1302 WINED3D_GL_EXT_NONE, NULL},
1303 {WINED3DFMT_R16G16B16A16_UNORM, GL_RGBA16, GL_RGBA16, 0,
1304 GL_RGBA, GL_UNSIGNED_SHORT, 0,
1305 WINED3DFMT_FLAG_TEXTURE | WINED3DFMT_FLAG_POSTPIXELSHADER_BLENDING | WINED3DFMT_FLAG_FILTERING
1306 | WINED3DFMT_FLAG_RENDERTARGET,
1307 WINED3D_GL_EXT_NONE, NULL},
1308 {WINED3DFMT_R8G8_UNORM, GL_RG8, GL_RG8, 0,
1309 GL_RG, GL_UNSIGNED_BYTE, 0,
1310 WINED3DFMT_FLAG_TEXTURE | WINED3DFMT_FLAG_POSTPIXELSHADER_BLENDING | WINED3DFMT_FLAG_FILTERING
1311 | WINED3DFMT_FLAG_RENDERTARGET,
1312 ARB_TEXTURE_RG, NULL},
1313 {WINED3DFMT_R8G8_UINT, GL_RG8UI, GL_RG8UI, 0,
1314 GL_RG_INTEGER, GL_UNSIGNED_BYTE, 0,
1315 WINED3DFMT_FLAG_TEXTURE | WINED3DFMT_FLAG_RENDERTARGET,
1316 ARB_TEXTURE_RG, NULL},
1317 {WINED3DFMT_R8G8_SINT, GL_RG8I, GL_RG8I, 0,
1318 GL_RG_INTEGER, GL_BYTE, 0,
1319 WINED3DFMT_FLAG_TEXTURE | WINED3DFMT_FLAG_RENDERTARGET,
1320 ARB_TEXTURE_RG, NULL},
1321 {WINED3DFMT_R32G32_UINT, GL_RG32UI, GL_RG32UI, 0,
1322 GL_RG_INTEGER, GL_UNSIGNED_INT, 0,
1323 WINED3DFMT_FLAG_TEXTURE | WINED3DFMT_FLAG_RENDERTARGET,
1324 ARB_TEXTURE_RG, NULL},
1325 {WINED3DFMT_R32G32_SINT, GL_RG32I, GL_RG32I, 0,
1326 GL_RG_INTEGER, GL_INT, 0,
1327 WINED3DFMT_FLAG_TEXTURE | WINED3DFMT_FLAG_RENDERTARGET,
1328 ARB_TEXTURE_RG, NULL},
1329 {WINED3DFMT_R16G16_UINT, GL_RG16UI, GL_RG16UI, 0,
1330 GL_RG_INTEGER, GL_UNSIGNED_SHORT, 0,
1331 WINED3DFMT_FLAG_TEXTURE | WINED3DFMT_FLAG_RENDERTARGET,
1332 ARB_TEXTURE_RG, NULL},
1333 {WINED3DFMT_R16G16_SINT, GL_RG16I, GL_RG16I, 0,
1334 GL_RG_INTEGER, GL_SHORT, 0,
1335 WINED3DFMT_FLAG_TEXTURE | WINED3DFMT_FLAG_RENDERTARGET,
1336 ARB_TEXTURE_RG, NULL},
1337 {WINED3DFMT_R32_UINT, GL_R32UI, GL_R32UI, 0,
1338 GL_RED_INTEGER, GL_UNSIGNED_INT, 0,
1339 WINED3DFMT_FLAG_TEXTURE | WINED3DFMT_FLAG_RENDERTARGET,
1340 ARB_TEXTURE_RG, NULL},
1341 {WINED3DFMT_R32_SINT, GL_R32I, GL_R32I, 0,
1342 GL_RED_INTEGER, GL_INT, 0,
1343 WINED3DFMT_FLAG_TEXTURE | WINED3DFMT_FLAG_RENDERTARGET,
1344 ARB_TEXTURE_RG, NULL},
1345 {WINED3DFMT_R16_UNORM, GL_R16, GL_R16, 0,
1346 GL_RED, GL_UNSIGNED_SHORT, 0,
1347 WINED3DFMT_FLAG_TEXTURE | WINED3DFMT_FLAG_POSTPIXELSHADER_BLENDING | WINED3DFMT_FLAG_FILTERING
1348 | WINED3DFMT_FLAG_RENDERTARGET,
1349 ARB_TEXTURE_RG, NULL},
1350 {WINED3DFMT_R16_UINT, GL_R16UI, GL_R16UI, 0,
1351 GL_RED_INTEGER, GL_UNSIGNED_SHORT, 0,
1352 WINED3DFMT_FLAG_TEXTURE | WINED3DFMT_FLAG_RENDERTARGET,
1353 ARB_TEXTURE_RG, NULL},
1354 {WINED3DFMT_R16_SINT, GL_R16I, GL_R16I, 0,
1355 GL_RED_INTEGER, GL_SHORT, 0,
1356 WINED3DFMT_FLAG_TEXTURE | WINED3DFMT_FLAG_RENDERTARGET,
1357 ARB_TEXTURE_RG, NULL},
1358 {WINED3DFMT_R8_UINT, GL_R8UI, GL_R8UI, 0,
1359 GL_RED_INTEGER, GL_UNSIGNED_BYTE, 0,
1360 WINED3DFMT_FLAG_TEXTURE | WINED3DFMT_FLAG_RENDERTARGET,
1361 ARB_TEXTURE_RG, NULL},
1362 {WINED3DFMT_R8_SINT, GL_R8I, GL_R8I, 0,
1363 GL_RED_INTEGER, GL_BYTE, 0,
1364 WINED3DFMT_FLAG_TEXTURE | WINED3DFMT_FLAG_RENDERTARGET,
1365 ARB_TEXTURE_RG, NULL},
1366 /* Luminance */
1367 {WINED3DFMT_L8_UNORM, GL_LUMINANCE8, GL_SLUMINANCE8_EXT, 0,
1368 GL_LUMINANCE, GL_UNSIGNED_BYTE, 0,
1369 WINED3DFMT_FLAG_TEXTURE | WINED3DFMT_FLAG_POSTPIXELSHADER_BLENDING | WINED3DFMT_FLAG_FILTERING
1370 | WINED3DFMT_FLAG_SRGB_READ,
1371 WINED3D_GL_LEGACY_CONTEXT, NULL},
1372 {WINED3DFMT_L8_UNORM, GL_R8, GL_R8, 0,
1373 GL_RED, GL_UNSIGNED_BYTE, 0,
1374 WINED3DFMT_FLAG_TEXTURE | WINED3DFMT_FLAG_POSTPIXELSHADER_BLENDING | WINED3DFMT_FLAG_FILTERING
1375 | WINED3DFMT_FLAG_RENDERTARGET,
1376 ARB_TEXTURE_RG, NULL},
1377 {WINED3DFMT_L8A8_UNORM, GL_RG8, GL_RG8, 0,
1378 GL_RG, GL_UNSIGNED_BYTE, 0,
1379 WINED3DFMT_FLAG_TEXTURE | WINED3DFMT_FLAG_POSTPIXELSHADER_BLENDING | WINED3DFMT_FLAG_FILTERING,
1380 ARB_TEXTURE_RG, NULL},
1381 {WINED3DFMT_L8A8_UNORM, GL_LUMINANCE8_ALPHA8, GL_SLUMINANCE8_ALPHA8_EXT, 0,
1382 GL_LUMINANCE_ALPHA, GL_UNSIGNED_BYTE, 0,
1383 WINED3DFMT_FLAG_TEXTURE | WINED3DFMT_FLAG_POSTPIXELSHADER_BLENDING | WINED3DFMT_FLAG_FILTERING
1384 | WINED3DFMT_FLAG_SRGB_READ,
1385 WINED3D_GL_LEGACY_CONTEXT, NULL},
1386 {WINED3DFMT_L4A4_UNORM, GL_RG8, GL_RG8, 0,
1387 GL_RG, GL_UNSIGNED_BYTE, 2,
1388 WINED3DFMT_FLAG_FILTERING,
1389 ARB_TEXTURE_RG, convert_l4a4_unorm},
1390 {WINED3DFMT_L4A4_UNORM, GL_LUMINANCE4_ALPHA4, GL_LUMINANCE4_ALPHA4, 0,
1391 GL_LUMINANCE_ALPHA, GL_UNSIGNED_BYTE, 2,
1392 WINED3DFMT_FLAG_FILTERING,
1393 WINED3D_GL_LEGACY_CONTEXT, convert_l4a4_unorm},
1394 {WINED3DFMT_L16_UNORM, GL_R16, GL_R16, 0,
1395 GL_RED, GL_UNSIGNED_SHORT, 0,
1396 WINED3DFMT_FLAG_TEXTURE | WINED3DFMT_FLAG_POSTPIXELSHADER_BLENDING | WINED3DFMT_FLAG_FILTERING,
1397 ARB_TEXTURE_RG, NULL},
1398 {WINED3DFMT_L16_UNORM, GL_LUMINANCE16, GL_LUMINANCE16, 0,
1399 GL_LUMINANCE, GL_UNSIGNED_SHORT, 0,
1400 WINED3DFMT_FLAG_TEXTURE | WINED3DFMT_FLAG_POSTPIXELSHADER_BLENDING | WINED3DFMT_FLAG_FILTERING,
1401 WINED3D_GL_LEGACY_CONTEXT, NULL},
1402 /* Bump mapping stuff */
1403 {WINED3DFMT_R8G8_SNORM, GL_RGB8, GL_RGB8, 0,
1404 GL_BGR, GL_UNSIGNED_BYTE, 3,
1405 WINED3DFMT_FLAG_TEXTURE | WINED3DFMT_FLAG_POSTPIXELSHADER_BLENDING | WINED3DFMT_FLAG_FILTERING
1406 | WINED3DFMT_FLAG_BUMPMAP,
1407 WINED3D_GL_EXT_NONE, convert_r8g8_snorm},
1408 {WINED3DFMT_R8G8_SNORM, GL_DSDT8_NV, GL_DSDT8_NV, 0,
1409 GL_DSDT_NV, GL_BYTE, 0,
1410 WINED3DFMT_FLAG_TEXTURE | WINED3DFMT_FLAG_POSTPIXELSHADER_BLENDING | WINED3DFMT_FLAG_FILTERING
1411 | WINED3DFMT_FLAG_BUMPMAP,
1412 NV_TEXTURE_SHADER, NULL},
1413 {WINED3DFMT_R8G8_SNORM, GL_RG8_SNORM, GL_RG8_SNORM, 0,
1414 GL_RG, GL_BYTE, 0,
1415 WINED3DFMT_FLAG_TEXTURE | WINED3DFMT_FLAG_POSTPIXELSHADER_BLENDING | WINED3DFMT_FLAG_FILTERING
1416 | WINED3DFMT_FLAG_RENDERTARGET | WINED3DFMT_FLAG_BUMPMAP,
1417 EXT_TEXTURE_SNORM, NULL},
1418 {WINED3DFMT_R5G5_SNORM_L6_UNORM, GL_RGB5, GL_RGB5, 0,
1419 GL_RGB, GL_UNSIGNED_SHORT_5_6_5, 2,
1420 WINED3DFMT_FLAG_TEXTURE | WINED3DFMT_FLAG_POSTPIXELSHADER_BLENDING | WINED3DFMT_FLAG_FILTERING
1421 | WINED3DFMT_FLAG_BUMPMAP,
1422 WINED3D_GL_EXT_NONE, convert_r5g5_snorm_l6_unorm},
1423 {WINED3DFMT_R5G5_SNORM_L6_UNORM, GL_DSDT8_MAG8_NV, GL_DSDT8_MAG8_NV, 0,
1424 GL_DSDT_MAG_NV, GL_BYTE, 3,
1425 WINED3DFMT_FLAG_TEXTURE | WINED3DFMT_FLAG_POSTPIXELSHADER_BLENDING | WINED3DFMT_FLAG_FILTERING
1426 | WINED3DFMT_FLAG_BUMPMAP,
1427 NV_TEXTURE_SHADER, convert_r5g5_snorm_l6_unorm_nv},
1428 {WINED3DFMT_R5G5_SNORM_L6_UNORM, GL_RGB8_SNORM, GL_RGB8_SNORM, 0,
1429 GL_RGBA, GL_BYTE, 4,
1430 WINED3DFMT_FLAG_TEXTURE | WINED3DFMT_FLAG_POSTPIXELSHADER_BLENDING | WINED3DFMT_FLAG_FILTERING
1431 | WINED3DFMT_FLAG_BUMPMAP,
1432 EXT_TEXTURE_SNORM, convert_r5g5_snorm_l6_unorm_ext},
1433 {WINED3DFMT_R8G8_SNORM_L8X8_UNORM, GL_RGB8, GL_RGB8, 0,
1434 GL_BGRA, GL_UNSIGNED_INT_8_8_8_8_REV, 4,
1435 WINED3DFMT_FLAG_TEXTURE | WINED3DFMT_FLAG_POSTPIXELSHADER_BLENDING | WINED3DFMT_FLAG_FILTERING
1436 | WINED3DFMT_FLAG_BUMPMAP,
1437 WINED3D_GL_EXT_NONE, convert_r8g8_snorm_l8x8_unorm},
1438 {WINED3DFMT_R8G8_SNORM_L8X8_UNORM, GL_DSDT8_MAG8_INTENSITY8_NV, GL_DSDT8_MAG8_INTENSITY8_NV, 0,
1439 GL_DSDT_MAG_VIB_NV, GL_UNSIGNED_INT_8_8_S8_S8_REV_NV, 4,
1440 WINED3DFMT_FLAG_TEXTURE | WINED3DFMT_FLAG_POSTPIXELSHADER_BLENDING | WINED3DFMT_FLAG_FILTERING
1441 | WINED3DFMT_FLAG_BUMPMAP,
1442 NV_TEXTURE_SHADER, convert_r8g8_snorm_l8x8_unorm_nv},
1443 {WINED3DFMT_R8G8B8A8_SNORM, GL_RGBA8, GL_RGBA8, 0,
1444 GL_BGRA, GL_UNSIGNED_BYTE, 4,
1445 WINED3DFMT_FLAG_TEXTURE | WINED3DFMT_FLAG_POSTPIXELSHADER_BLENDING | WINED3DFMT_FLAG_FILTERING
1446 | WINED3DFMT_FLAG_BUMPMAP,
1447 WINED3D_GL_EXT_NONE, convert_r8g8b8a8_snorm},
1448 {WINED3DFMT_R8G8B8A8_SNORM, GL_SIGNED_RGBA8_NV, GL_SIGNED_RGBA8_NV, 0,
1449 GL_RGBA, GL_BYTE, 0,
1450 WINED3DFMT_FLAG_TEXTURE | WINED3DFMT_FLAG_POSTPIXELSHADER_BLENDING | WINED3DFMT_FLAG_FILTERING
1451 | WINED3DFMT_FLAG_BUMPMAP,
1452 NV_TEXTURE_SHADER, NULL},
1453 {WINED3DFMT_R8G8B8A8_SNORM, GL_RGBA8_SNORM, GL_RGBA8_SNORM, 0,
1454 GL_RGBA, GL_BYTE, 0,
1455 WINED3DFMT_FLAG_TEXTURE | WINED3DFMT_FLAG_POSTPIXELSHADER_BLENDING | WINED3DFMT_FLAG_FILTERING
1456 | WINED3DFMT_FLAG_RENDERTARGET | WINED3DFMT_FLAG_BUMPMAP,
1457 EXT_TEXTURE_SNORM, NULL},
1458 {WINED3DFMT_R16G16_SNORM, GL_RGB16, GL_RGB16, 0,
1459 GL_BGR, GL_UNSIGNED_SHORT, 6,
1460 WINED3DFMT_FLAG_TEXTURE | WINED3DFMT_FLAG_POSTPIXELSHADER_BLENDING | WINED3DFMT_FLAG_FILTERING
1461 | WINED3DFMT_FLAG_BUMPMAP,
1462 WINED3D_GL_EXT_NONE, convert_r16g16_snorm},
1463 {WINED3DFMT_R16G16_SNORM, GL_SIGNED_HILO16_NV, GL_SIGNED_HILO16_NV, 0,
1464 GL_HILO_NV, GL_SHORT, 0,
1465 WINED3DFMT_FLAG_TEXTURE | WINED3DFMT_FLAG_POSTPIXELSHADER_BLENDING | WINED3DFMT_FLAG_FILTERING
1466 | WINED3DFMT_FLAG_BUMPMAP,
1467 NV_TEXTURE_SHADER, NULL},
1468 {WINED3DFMT_R16G16_SNORM, GL_RG16_SNORM, GL_RG16_SNORM, 0,
1469 GL_RG, GL_SHORT, 0,
1470 WINED3DFMT_FLAG_TEXTURE | WINED3DFMT_FLAG_POSTPIXELSHADER_BLENDING | WINED3DFMT_FLAG_FILTERING
1471 | WINED3DFMT_FLAG_RENDERTARGET | WINED3DFMT_FLAG_BUMPMAP,
1472 EXT_TEXTURE_SNORM, NULL},
1473 /* Depth stencil formats */
1474 {WINED3DFMT_D16_LOCKABLE, GL_DEPTH_COMPONENT, GL_DEPTH_COMPONENT, 0,
1475 GL_DEPTH_COMPONENT, GL_UNSIGNED_SHORT, 0,
1476 WINED3DFMT_FLAG_DEPTH,
1477 WINED3D_GL_EXT_NONE, NULL},
1478 {WINED3DFMT_D16_LOCKABLE, GL_DEPTH_COMPONENT24_ARB, GL_DEPTH_COMPONENT24_ARB, 0,
1479 GL_DEPTH_COMPONENT, GL_UNSIGNED_SHORT, 0,
1480 WINED3DFMT_FLAG_TEXTURE | WINED3DFMT_FLAG_DEPTH | WINED3DFMT_FLAG_SHADOW,
1481 ARB_DEPTH_TEXTURE, NULL},
1482 {WINED3DFMT_D32_UNORM, GL_DEPTH_COMPONENT, GL_DEPTH_COMPONENT, 0,
1483 GL_DEPTH_COMPONENT, GL_UNSIGNED_INT, 0,
1484 WINED3DFMT_FLAG_DEPTH,
1485 WINED3D_GL_EXT_NONE, NULL},
1486 {WINED3DFMT_D32_UNORM, GL_DEPTH_COMPONENT32_ARB, GL_DEPTH_COMPONENT32_ARB, 0,
1487 GL_DEPTH_COMPONENT, GL_UNSIGNED_INT, 0,
1488 WINED3DFMT_FLAG_TEXTURE | WINED3DFMT_FLAG_DEPTH | WINED3DFMT_FLAG_SHADOW,
1489 ARB_DEPTH_TEXTURE, NULL},
1490 {WINED3DFMT_S1_UINT_D15_UNORM, GL_DEPTH_COMPONENT24_ARB, GL_DEPTH_COMPONENT24_ARB, 0,
1491 GL_DEPTH_COMPONENT, GL_UNSIGNED_SHORT, 0,
1492 WINED3DFMT_FLAG_DEPTH | WINED3DFMT_FLAG_SHADOW,
1493 ARB_DEPTH_TEXTURE, NULL},
1494 {WINED3DFMT_S1_UINT_D15_UNORM, GL_DEPTH24_STENCIL8_EXT, GL_DEPTH24_STENCIL8_EXT, 0,
1495 GL_DEPTH_STENCIL_EXT, GL_UNSIGNED_INT_24_8_EXT, 4,
1496 WINED3DFMT_FLAG_DEPTH | WINED3DFMT_FLAG_STENCIL | WINED3DFMT_FLAG_SHADOW,
1497 EXT_PACKED_DEPTH_STENCIL, convert_s1_uint_d15_unorm},
1498 {WINED3DFMT_S1_UINT_D15_UNORM, GL_DEPTH24_STENCIL8, GL_DEPTH24_STENCIL8, 0,
1499 GL_DEPTH_STENCIL, GL_UNSIGNED_INT_24_8, 4,
1500 WINED3DFMT_FLAG_DEPTH | WINED3DFMT_FLAG_STENCIL | WINED3DFMT_FLAG_SHADOW,
1501 ARB_FRAMEBUFFER_OBJECT, convert_s1_uint_d15_unorm},
1502 {WINED3DFMT_D24_UNORM_S8_UINT, GL_DEPTH_COMPONENT24_ARB, GL_DEPTH_COMPONENT24_ARB, 0,
1503 GL_DEPTH_COMPONENT, GL_UNSIGNED_INT, 0,
1504 WINED3DFMT_FLAG_TEXTURE | WINED3DFMT_FLAG_POSTPIXELSHADER_BLENDING | WINED3DFMT_FLAG_FILTERING
1505 | WINED3DFMT_FLAG_DEPTH | WINED3DFMT_FLAG_SHADOW,
1506 ARB_DEPTH_TEXTURE, NULL},
1507 {WINED3DFMT_D24_UNORM_S8_UINT, GL_DEPTH24_STENCIL8_EXT, GL_DEPTH24_STENCIL8_EXT, 0,
1508 GL_DEPTH_STENCIL_EXT, GL_UNSIGNED_INT_24_8_EXT, 0,
1509 WINED3DFMT_FLAG_TEXTURE | WINED3DFMT_FLAG_POSTPIXELSHADER_BLENDING | WINED3DFMT_FLAG_FILTERING
1510 | WINED3DFMT_FLAG_DEPTH | WINED3DFMT_FLAG_STENCIL | WINED3DFMT_FLAG_SHADOW,
1511 EXT_PACKED_DEPTH_STENCIL, NULL},
1512 {WINED3DFMT_D24_UNORM_S8_UINT, GL_DEPTH24_STENCIL8, GL_DEPTH24_STENCIL8, 0,
1513 GL_DEPTH_STENCIL, GL_UNSIGNED_INT_24_8, 0,
1514 WINED3DFMT_FLAG_TEXTURE | WINED3DFMT_FLAG_POSTPIXELSHADER_BLENDING | WINED3DFMT_FLAG_FILTERING
1515 | WINED3DFMT_FLAG_DEPTH | WINED3DFMT_FLAG_STENCIL | WINED3DFMT_FLAG_SHADOW,
1516 ARB_FRAMEBUFFER_OBJECT, NULL},
1517 {WINED3DFMT_X8D24_UNORM, GL_DEPTH_COMPONENT, GL_DEPTH_COMPONENT, 0,
1518 GL_DEPTH_COMPONENT, GL_UNSIGNED_INT, 0,
1519 WINED3DFMT_FLAG_DEPTH,
1520 WINED3D_GL_EXT_NONE, NULL},
1521 {WINED3DFMT_X8D24_UNORM, GL_DEPTH_COMPONENT24_ARB, GL_DEPTH_COMPONENT24_ARB, 0,
1522 GL_DEPTH_COMPONENT, GL_UNSIGNED_INT, 0,
1523 WINED3DFMT_FLAG_TEXTURE | WINED3DFMT_FLAG_POSTPIXELSHADER_BLENDING | WINED3DFMT_FLAG_FILTERING
1524 | WINED3DFMT_FLAG_DEPTH | WINED3DFMT_FLAG_SHADOW,
1525 ARB_DEPTH_TEXTURE, NULL},
1526 {WINED3DFMT_S4X4_UINT_D24_UNORM, GL_DEPTH_COMPONENT24_ARB, GL_DEPTH_COMPONENT24_ARB, 0,
1527 GL_DEPTH_COMPONENT, GL_UNSIGNED_INT, 0,
1528 WINED3DFMT_FLAG_DEPTH | WINED3DFMT_FLAG_SHADOW,
1529 ARB_DEPTH_TEXTURE, NULL},
1530 {WINED3DFMT_S4X4_UINT_D24_UNORM, GL_DEPTH24_STENCIL8_EXT, GL_DEPTH24_STENCIL8_EXT, 0,
1531 GL_DEPTH_STENCIL_EXT, GL_UNSIGNED_INT_24_8_EXT, 4,
1532 WINED3DFMT_FLAG_DEPTH | WINED3DFMT_FLAG_STENCIL | WINED3DFMT_FLAG_SHADOW,
1533 EXT_PACKED_DEPTH_STENCIL, convert_s4x4_uint_d24_unorm},
1534 {WINED3DFMT_S4X4_UINT_D24_UNORM, GL_DEPTH24_STENCIL8, GL_DEPTH24_STENCIL8, 0,
1535 GL_DEPTH_STENCIL, GL_UNSIGNED_INT_24_8, 4,
1536 WINED3DFMT_FLAG_DEPTH | WINED3DFMT_FLAG_STENCIL | WINED3DFMT_FLAG_SHADOW,
1537 ARB_FRAMEBUFFER_OBJECT, convert_s4x4_uint_d24_unorm},
1538 {WINED3DFMT_D16_UNORM, GL_DEPTH_COMPONENT, GL_DEPTH_COMPONENT, 0,
1539 GL_DEPTH_COMPONENT, GL_UNSIGNED_SHORT, 0,
1540 WINED3DFMT_FLAG_DEPTH,
1541 WINED3D_GL_EXT_NONE, NULL},
1542 {WINED3DFMT_D16_UNORM, GL_DEPTH_COMPONENT24_ARB, GL_DEPTH_COMPONENT24_ARB, 0,
1543 GL_DEPTH_COMPONENT, GL_UNSIGNED_SHORT, 0,
1544 WINED3DFMT_FLAG_TEXTURE | WINED3DFMT_FLAG_POSTPIXELSHADER_BLENDING | WINED3DFMT_FLAG_FILTERING
1545 | WINED3DFMT_FLAG_DEPTH | WINED3DFMT_FLAG_SHADOW,
1546 ARB_DEPTH_TEXTURE, NULL},
1547 {WINED3DFMT_D32_FLOAT, GL_DEPTH_COMPONENT32F, GL_DEPTH_COMPONENT32F, 0,
1548 GL_DEPTH_COMPONENT, GL_FLOAT, 0,
1549 WINED3DFMT_FLAG_TEXTURE | WINED3DFMT_FLAG_DEPTH | WINED3DFMT_FLAG_SHADOW,
1550 ARB_DEPTH_BUFFER_FLOAT, NULL},
1551 {WINED3DFMT_S8_UINT_D24_FLOAT, GL_DEPTH32F_STENCIL8, GL_DEPTH32F_STENCIL8, 0,
1552 GL_DEPTH_STENCIL, GL_FLOAT_32_UNSIGNED_INT_24_8_REV, 8,
1553 WINED3DFMT_FLAG_TEXTURE | WINED3DFMT_FLAG_DEPTH | WINED3DFMT_FLAG_STENCIL | WINED3DFMT_FLAG_SHADOW,
1554 ARB_DEPTH_BUFFER_FLOAT, convert_s8_uint_d24_float},
1555 {WINED3DFMT_R32G32B32A32_UINT, GL_RGBA32UI, GL_RGBA32UI, 0,
1556 GL_RGBA_INTEGER, GL_UNSIGNED_INT, 0,
1557 WINED3DFMT_FLAG_TEXTURE | WINED3DFMT_FLAG_RENDERTARGET,
1558 EXT_TEXTURE_INTEGER, NULL},
1559 {WINED3DFMT_R32G32B32A32_SINT, GL_RGBA32I, GL_RGBA32I, 0,
1560 GL_RGBA_INTEGER, GL_INT, 0,
1561 WINED3DFMT_FLAG_TEXTURE | WINED3DFMT_FLAG_RENDERTARGET,
1562 EXT_TEXTURE_INTEGER, NULL},
1563 /* Vendor-specific formats */
1564 {WINED3DFMT_ATI1N, GL_COMPRESSED_RED_RGTC1, GL_COMPRESSED_RED_RGTC1, 0,
1565 GL_RED, GL_UNSIGNED_BYTE, 0,
1566 WINED3DFMT_FLAG_TEXTURE | WINED3DFMT_FLAG_POSTPIXELSHADER_BLENDING | WINED3DFMT_FLAG_FILTERING
1567 | WINED3DFMT_FLAG_COMPRESSED,
1568 ARB_TEXTURE_COMPRESSION_RGTC, NULL},
1569 {WINED3DFMT_ATI2N, GL_COMPRESSED_LUMINANCE_ALPHA_3DC_ATI, GL_COMPRESSED_LUMINANCE_ALPHA_3DC_ATI, 0,
1570 GL_LUMINANCE_ALPHA, GL_UNSIGNED_BYTE, 0,
1571 WINED3DFMT_FLAG_TEXTURE | WINED3DFMT_FLAG_POSTPIXELSHADER_BLENDING | WINED3DFMT_FLAG_FILTERING
1572 | WINED3DFMT_FLAG_COMPRESSED,
1573 ATI_TEXTURE_COMPRESSION_3DC, NULL},
1574 {WINED3DFMT_ATI2N, GL_COMPRESSED_RG_RGTC2, GL_COMPRESSED_RG_RGTC2, 0,
1575 GL_LUMINANCE_ALPHA, GL_UNSIGNED_BYTE, 0,
1576 WINED3DFMT_FLAG_TEXTURE | WINED3DFMT_FLAG_POSTPIXELSHADER_BLENDING | WINED3DFMT_FLAG_FILTERING
1577 | WINED3DFMT_FLAG_COMPRESSED,
1578 EXT_TEXTURE_COMPRESSION_RGTC, NULL},
1579 {WINED3DFMT_ATI2N, GL_COMPRESSED_RG_RGTC2, GL_COMPRESSED_RG_RGTC2, 0,
1580 GL_RG, GL_UNSIGNED_BYTE, 0,
1581 WINED3DFMT_FLAG_TEXTURE | WINED3DFMT_FLAG_POSTPIXELSHADER_BLENDING | WINED3DFMT_FLAG_FILTERING
1582 | WINED3DFMT_FLAG_COMPRESSED,
1583 ARB_TEXTURE_COMPRESSION_RGTC, NULL},
1584 {WINED3DFMT_INTZ, GL_DEPTH24_STENCIL8_EXT, GL_DEPTH24_STENCIL8_EXT, 0,
1585 GL_DEPTH_STENCIL_EXT, GL_UNSIGNED_INT_24_8_EXT, 0,
1586 WINED3DFMT_FLAG_TEXTURE | WINED3DFMT_FLAG_POSTPIXELSHADER_BLENDING | WINED3DFMT_FLAG_FILTERING
1587 | WINED3DFMT_FLAG_DEPTH | WINED3DFMT_FLAG_STENCIL,
1588 EXT_PACKED_DEPTH_STENCIL, NULL},
1589 {WINED3DFMT_INTZ, GL_DEPTH24_STENCIL8, GL_DEPTH24_STENCIL8, 0,
1590 GL_DEPTH_STENCIL, GL_UNSIGNED_INT_24_8, 0,
1591 WINED3DFMT_FLAG_TEXTURE | WINED3DFMT_FLAG_POSTPIXELSHADER_BLENDING | WINED3DFMT_FLAG_FILTERING
1592 | WINED3DFMT_FLAG_DEPTH | WINED3DFMT_FLAG_STENCIL,
1593 ARB_FRAMEBUFFER_OBJECT, NULL},
1594 {WINED3DFMT_NULL, 0, 0, 0,
1595 GL_RGBA, GL_UNSIGNED_INT_8_8_8_8_REV, 0,
1596 WINED3DFMT_FLAG_TEXTURE | WINED3DFMT_FLAG_RENDERTARGET | WINED3DFMT_FLAG_FBO_ATTACHABLE,
1597 ARB_FRAMEBUFFER_OBJECT, NULL},
1600 struct wined3d_format_srgb_info
1602 enum wined3d_format_id srgb_format_id;
1603 enum wined3d_format_id base_format_id;
1606 static const struct wined3d_format_srgb_info format_srgb_info[] =
1608 {WINED3DFMT_R8G8B8A8_UNORM_SRGB, WINED3DFMT_R8G8B8A8_UNORM},
1609 {WINED3DFMT_BC1_UNORM_SRGB, WINED3DFMT_BC1_UNORM},
1610 {WINED3DFMT_BC2_UNORM_SRGB, WINED3DFMT_BC2_UNORM},
1611 {WINED3DFMT_BC3_UNORM_SRGB, WINED3DFMT_BC3_UNORM},
1612 {WINED3DFMT_B8G8R8A8_UNORM_SRGB, WINED3DFMT_B8G8R8A8_UNORM},
1613 {WINED3DFMT_B8G8R8X8_UNORM_SRGB, WINED3DFMT_B8G8R8X8_UNORM},
1614 {WINED3DFMT_BC7_UNORM_SRGB, WINED3DFMT_BC7_UNORM},
1617 static inline int get_format_idx(enum wined3d_format_id format_id)
1619 unsigned int i;
1621 if (format_id < WINED3D_FORMAT_FOURCC_BASE)
1622 return format_id;
1624 for (i = 0; i < ARRAY_SIZE(format_index_remap); ++i)
1626 if (format_index_remap[i].id == format_id)
1627 return format_index_remap[i].idx;
1630 return -1;
1633 static void format_set_flag(struct wined3d_format *format, unsigned int flag)
1635 unsigned int i;
1637 for (i = 0; i < ARRAY_SIZE(format->flags); ++i)
1638 format->flags[i] |= flag;
1641 static void format_clear_flag(struct wined3d_format *format, unsigned int flag)
1643 unsigned int i;
1645 for (i = 0; i < ARRAY_SIZE(format->flags); ++i)
1646 format->flags[i] &= ~flag;
1649 static enum wined3d_channel_type map_channel_type(char t)
1651 switch (t)
1653 case 'u':
1654 return WINED3D_CHANNEL_TYPE_UNORM;
1655 case 'i':
1656 return WINED3D_CHANNEL_TYPE_SNORM;
1657 case 'U':
1658 return WINED3D_CHANNEL_TYPE_UINT;
1659 case 'I':
1660 return WINED3D_CHANNEL_TYPE_SINT;
1661 case 'F':
1662 return WINED3D_CHANNEL_TYPE_FLOAT;
1663 case 'D':
1664 return WINED3D_CHANNEL_TYPE_DEPTH;
1665 case 'S':
1666 return WINED3D_CHANNEL_TYPE_STENCIL;
1667 case 'X':
1668 return WINED3D_CHANNEL_TYPE_UNUSED;
1669 default:
1670 ERR("Invalid channel type '%c'.\n", t);
1671 return WINED3D_CHANNEL_TYPE_NONE;
1675 static BOOL init_format_base_info(struct wined3d_gl_info *gl_info)
1677 unsigned int i, j;
1679 gl_info->format_count = WINED3D_FORMAT_COUNT;
1680 if (!(gl_info->formats = wined3d_calloc(gl_info->format_count, sizeof(*gl_info->formats))))
1682 ERR("Failed to allocate memory.\n");
1683 return FALSE;
1686 for (i = 0; i < ARRAY_SIZE(formats); ++i)
1688 struct wined3d_format *format;
1689 int fmt_idx;
1691 fmt_idx = get_format_idx(formats[i].id);
1692 if (fmt_idx == -1)
1694 ERR("Could not allocate index for format %s %#x.\n",
1695 debug_d3dformat(formats[i].id), formats[i].id);
1696 goto fail;
1698 format = &gl_info->formats[fmt_idx];
1700 format->id = formats[i].id;
1701 format->red_size = formats[i].red_size;
1702 format->green_size = formats[i].green_size;
1703 format->blue_size = formats[i].blue_size;
1704 format->alpha_size = formats[i].alpha_size;
1705 format->red_offset = formats[i].red_offset;
1706 format->green_offset = formats[i].green_offset;
1707 format->blue_offset = formats[i].blue_offset;
1708 format->alpha_offset = formats[i].alpha_offset;
1709 format->byte_count = formats[i].bpp;
1710 format->depth_size = formats[i].depth_size;
1711 format->stencil_size = formats[i].stencil_size;
1712 format->block_width = 1;
1713 format->block_height = 1;
1714 format->block_byte_count = formats[i].bpp;
1717 for (i = 0; i < ARRAY_SIZE(typed_formats); ++i)
1719 const struct wined3d_format *typeless_format;
1720 struct wined3d_format *format;
1721 DWORD flags = 0;
1722 int fmt_idx;
1724 fmt_idx = get_format_idx(typed_formats[i].id);
1725 if (fmt_idx == -1)
1727 ERR("Could not allocate index for format %s %#x.\n",
1728 debug_d3dformat(typed_formats[i].id), typed_formats[i].id);
1729 goto fail;
1731 format = &gl_info->formats[fmt_idx];
1733 typeless_format = wined3d_get_format(gl_info, typed_formats[i].typeless_id);
1734 if (typeless_format->id == WINED3DFMT_UNKNOWN)
1736 ERR("Typeless format %s (%#x) not found.\n",
1737 debug_d3dformat(typed_formats[i].typeless_id), typed_formats[i].typeless_id);
1738 goto fail;
1741 format->id = typed_formats[i].id;
1742 format->red_size = typeless_format->red_size;
1743 format->green_size = typeless_format->green_size;
1744 format->blue_size = typeless_format->blue_size;
1745 format->alpha_size = typeless_format->alpha_size;
1746 format->red_offset = typeless_format->red_offset;
1747 format->green_offset = typeless_format->green_offset;
1748 format->blue_offset = typeless_format->blue_offset;
1749 format->alpha_offset = typeless_format->alpha_offset;
1750 format->byte_count = typeless_format->byte_count;
1751 format->depth_size = typeless_format->depth_size;
1752 format->stencil_size = typeless_format->stencil_size;
1753 format->block_width = typeless_format->block_width;
1754 format->block_height = typeless_format->block_height;
1755 format->block_byte_count = typeless_format->block_byte_count;
1756 format->typeless_id = typeless_format->id;
1758 for (j = 0; j < strlen(typed_formats[i].channels); ++j)
1760 enum wined3d_channel_type channel_type = map_channel_type(typed_formats[i].channels[j]);
1761 if (channel_type == WINED3D_CHANNEL_TYPE_UINT || channel_type == WINED3D_CHANNEL_TYPE_SINT)
1762 flags |= WINED3DFMT_FLAG_INTEGER;
1763 if (channel_type == WINED3D_CHANNEL_TYPE_FLOAT)
1764 flags |= WINED3DFMT_FLAG_FLOAT;
1766 if (channel_type == WINED3D_CHANNEL_TYPE_DEPTH && !format->depth_size)
1768 format->depth_size = format->red_size;
1769 format->red_size = format->red_offset = 0;
1773 format_set_flag(format, flags);
1776 for (i = 0; i < ARRAY_SIZE(ddi_formats); ++i)
1778 int fmt_idx = get_format_idx(ddi_formats[i].id);
1780 if (fmt_idx == -1)
1782 ERR("Format %s (%#x) not found.\n", debug_d3dformat(ddi_formats[i].id), ddi_formats[i].id);
1783 goto fail;
1786 gl_info->formats[fmt_idx].ddi_format = ddi_formats[i].ddi_format;
1789 for (i = 0; i < ARRAY_SIZE(format_base_flags); ++i)
1791 int fmt_idx = get_format_idx(format_base_flags[i].id);
1793 if (fmt_idx == -1)
1795 ERR("Format %s (%#x) not found.\n",
1796 debug_d3dformat(format_base_flags[i].id), format_base_flags[i].id);
1797 goto fail;
1800 format_set_flag(&gl_info->formats[fmt_idx], format_base_flags[i].flags);
1803 return TRUE;
1805 fail:
1806 HeapFree(GetProcessHeap(), 0, gl_info->formats);
1807 return FALSE;
1810 static BOOL init_format_block_info(struct wined3d_gl_info *gl_info)
1812 unsigned int i;
1814 for (i = 0; i < (sizeof(format_block_info) / sizeof(*format_block_info)); ++i)
1816 struct wined3d_format *format;
1817 int fmt_idx = get_format_idx(format_block_info[i].id);
1819 if (fmt_idx == -1)
1821 ERR("Format %s (%#x) not found.\n",
1822 debug_d3dformat(format_block_info[i].id), format_block_info[i].id);
1823 return FALSE;
1826 format = &gl_info->formats[fmt_idx];
1827 format->block_width = format_block_info[i].block_width;
1828 format->block_height = format_block_info[i].block_height;
1829 format->block_byte_count = format_block_info[i].block_byte_count;
1830 format_set_flag(&gl_info->formats[fmt_idx], WINED3DFMT_FLAG_BLOCKS);
1831 if (!format_block_info[i].verify)
1832 format_set_flag(&gl_info->formats[fmt_idx], WINED3DFMT_FLAG_BLOCKS_NO_VERIFY);
1835 return TRUE;
1838 static GLenum wined3d_gl_type_to_enum(enum wined3d_gl_resource_type type)
1840 switch (type)
1842 case WINED3D_GL_RES_TYPE_TEX_1D:
1843 return GL_TEXTURE_1D;
1844 case WINED3D_GL_RES_TYPE_TEX_2D:
1845 return GL_TEXTURE_2D;
1846 case WINED3D_GL_RES_TYPE_TEX_3D:
1847 return GL_TEXTURE_3D;
1848 case WINED3D_GL_RES_TYPE_TEX_CUBE:
1849 return GL_TEXTURE_CUBE_MAP_ARB;
1850 case WINED3D_GL_RES_TYPE_TEX_RECT:
1851 return GL_TEXTURE_RECTANGLE_ARB;
1852 case WINED3D_GL_RES_TYPE_BUFFER:
1853 return GL_TEXTURE_2D; /* TODO: GL_TEXTURE_BUFFER. */
1854 case WINED3D_GL_RES_TYPE_RB:
1855 return GL_RENDERBUFFER;
1856 case WINED3D_GL_RES_TYPE_COUNT:
1857 break;
1859 ERR("Unexpected GL resource type %u.\n", type);
1860 return 0;
1863 static void delete_fbo_attachment(const struct wined3d_gl_info *gl_info,
1864 enum wined3d_gl_resource_type d3d_type, GLuint object)
1866 switch (d3d_type)
1868 case WINED3D_GL_RES_TYPE_TEX_1D:
1869 case WINED3D_GL_RES_TYPE_TEX_2D:
1870 case WINED3D_GL_RES_TYPE_TEX_RECT:
1871 case WINED3D_GL_RES_TYPE_TEX_3D:
1872 case WINED3D_GL_RES_TYPE_TEX_CUBE:
1873 gl_info->gl_ops.gl.p_glDeleteTextures(1, &object);
1874 break;
1876 case WINED3D_GL_RES_TYPE_RB:
1877 gl_info->fbo_ops.glDeleteRenderbuffers(1, &object);
1878 break;
1880 case WINED3D_GL_RES_TYPE_BUFFER:
1881 case WINED3D_GL_RES_TYPE_COUNT:
1882 break;
1886 /* Context activation is done by the caller. */
1887 static void create_and_bind_fbo_attachment(const struct wined3d_gl_info *gl_info, unsigned int flags,
1888 enum wined3d_gl_resource_type d3d_type, GLuint *object, GLenum internal, GLenum format, GLenum type)
1890 GLenum attach_type = flags & WINED3DFMT_FLAG_DEPTH ?
1891 GL_DEPTH_ATTACHMENT : GL_COLOR_ATTACHMENT0;
1893 switch (d3d_type)
1895 case WINED3D_GL_RES_TYPE_TEX_1D:
1896 gl_info->gl_ops.gl.p_glGenTextures(1, object);
1897 gl_info->gl_ops.gl.p_glBindTexture(GL_TEXTURE_1D, *object);
1898 gl_info->gl_ops.gl.p_glTexImage1D(GL_TEXTURE_1D, 0, internal, 16, 0, format, type, NULL);
1899 gl_info->gl_ops.gl.p_glTexParameteri(GL_TEXTURE_1D, GL_TEXTURE_MIN_FILTER, GL_NEAREST);
1900 gl_info->gl_ops.gl.p_glTexParameteri(GL_TEXTURE_1D, GL_TEXTURE_MAG_FILTER, GL_NEAREST);
1902 gl_info->fbo_ops.glFramebufferTexture1D(GL_FRAMEBUFFER, attach_type, GL_TEXTURE_1D,
1903 *object, 0);
1904 if (flags & WINED3DFMT_FLAG_STENCIL)
1905 gl_info->fbo_ops.glFramebufferTexture1D(GL_FRAMEBUFFER, GL_STENCIL_ATTACHMENT, GL_TEXTURE_1D,
1906 *object, 0);
1907 break;
1909 case WINED3D_GL_RES_TYPE_TEX_2D:
1910 case WINED3D_GL_RES_TYPE_TEX_RECT:
1911 gl_info->gl_ops.gl.p_glGenTextures(1, object);
1912 gl_info->gl_ops.gl.p_glBindTexture(wined3d_gl_type_to_enum(d3d_type), *object);
1913 gl_info->gl_ops.gl.p_glTexImage2D(wined3d_gl_type_to_enum(d3d_type), 0, internal, 16, 16, 0,
1914 format, type, NULL);
1915 gl_info->gl_ops.gl.p_glTexParameteri(wined3d_gl_type_to_enum(d3d_type), GL_TEXTURE_MIN_FILTER, GL_NEAREST);
1916 gl_info->gl_ops.gl.p_glTexParameteri(wined3d_gl_type_to_enum(d3d_type), GL_TEXTURE_MAG_FILTER, GL_NEAREST);
1918 gl_info->fbo_ops.glFramebufferTexture2D(GL_FRAMEBUFFER, attach_type,
1919 wined3d_gl_type_to_enum(d3d_type), *object, 0);
1920 if (flags & WINED3DFMT_FLAG_STENCIL)
1921 gl_info->fbo_ops.glFramebufferTexture2D(GL_FRAMEBUFFER, GL_STENCIL_ATTACHMENT,
1922 wined3d_gl_type_to_enum(d3d_type), *object, 0);
1923 break;
1925 case WINED3D_GL_RES_TYPE_TEX_3D:
1926 gl_info->gl_ops.gl.p_glGenTextures(1, object);
1927 gl_info->gl_ops.gl.p_glBindTexture(GL_TEXTURE_3D, *object);
1928 GL_EXTCALL(glTexImage3D(GL_TEXTURE_3D, 0, internal, 16, 16, 16, 0, format, type, NULL));
1929 gl_info->gl_ops.gl.p_glTexParameteri(GL_TEXTURE_3D, GL_TEXTURE_MIN_FILTER, GL_NEAREST);
1930 gl_info->gl_ops.gl.p_glTexParameteri(GL_TEXTURE_3D, GL_TEXTURE_MAG_FILTER, GL_NEAREST);
1932 gl_info->fbo_ops.glFramebufferTexture3D(GL_FRAMEBUFFER, attach_type,
1933 GL_TEXTURE_3D, *object, 0, 0);
1934 if (flags & WINED3DFMT_FLAG_STENCIL)
1935 gl_info->fbo_ops.glFramebufferTexture3D(GL_FRAMEBUFFER, GL_STENCIL_ATTACHMENT,
1936 GL_TEXTURE_3D, *object, 0, 0);
1937 break;
1939 case WINED3D_GL_RES_TYPE_TEX_CUBE:
1940 gl_info->gl_ops.gl.p_glGenTextures(1, object);
1941 gl_info->gl_ops.gl.p_glBindTexture(GL_TEXTURE_CUBE_MAP_ARB, *object);
1942 gl_info->gl_ops.gl.p_glTexImage2D(GL_TEXTURE_CUBE_MAP_POSITIVE_X_ARB, 0, internal, 16, 16, 0,
1943 format, type, NULL);
1944 gl_info->gl_ops.gl.p_glTexImage2D(GL_TEXTURE_CUBE_MAP_NEGATIVE_X_ARB, 0, internal, 16, 16, 0,
1945 format, type, NULL);
1946 gl_info->gl_ops.gl.p_glTexImage2D(GL_TEXTURE_CUBE_MAP_POSITIVE_Y_ARB, 0, internal, 16, 16, 0,
1947 format, type, NULL);
1948 gl_info->gl_ops.gl.p_glTexImage2D(GL_TEXTURE_CUBE_MAP_NEGATIVE_Y_ARB, 0, internal, 16, 16, 0,
1949 format, type, NULL);
1950 gl_info->gl_ops.gl.p_glTexImage2D(GL_TEXTURE_CUBE_MAP_POSITIVE_Z_ARB, 0, internal, 16, 16, 0,
1951 format, type, NULL);
1952 gl_info->gl_ops.gl.p_glTexImage2D(GL_TEXTURE_CUBE_MAP_NEGATIVE_Z_ARB, 0, internal, 16, 16, 0,
1953 format, type, NULL);
1954 gl_info->gl_ops.gl.p_glTexParameteri(GL_TEXTURE_CUBE_MAP_ARB, GL_TEXTURE_MIN_FILTER, GL_NEAREST);
1955 gl_info->gl_ops.gl.p_glTexParameteri(GL_TEXTURE_CUBE_MAP_ARB, GL_TEXTURE_MAG_FILTER, GL_NEAREST);
1957 gl_info->fbo_ops.glFramebufferTexture2D(GL_FRAMEBUFFER, attach_type,
1958 GL_TEXTURE_CUBE_MAP_POSITIVE_X_ARB, *object, 0);
1959 if (flags & WINED3DFMT_FLAG_STENCIL)
1960 gl_info->fbo_ops.glFramebufferTexture2D(GL_FRAMEBUFFER, GL_STENCIL_ATTACHMENT,
1961 GL_TEXTURE_CUBE_MAP_POSITIVE_X_ARB, *object, 0);
1962 break;
1964 case WINED3D_GL_RES_TYPE_RB:
1965 gl_info->fbo_ops.glGenRenderbuffers(1, object);
1966 gl_info->fbo_ops.glBindRenderbuffer(GL_RENDERBUFFER, *object);
1967 gl_info->fbo_ops.glRenderbufferStorage(GL_RENDERBUFFER, internal, 16, 16);
1968 gl_info->fbo_ops.glFramebufferRenderbuffer(GL_FRAMEBUFFER, attach_type, GL_RENDERBUFFER,
1969 *object);
1970 if (flags & WINED3DFMT_FLAG_STENCIL)
1971 gl_info->fbo_ops.glFramebufferRenderbuffer(GL_FRAMEBUFFER, GL_STENCIL_ATTACHMENT, GL_RENDERBUFFER,
1972 *object);
1973 break;
1975 case WINED3D_GL_RES_TYPE_BUFFER:
1976 case WINED3D_GL_RES_TYPE_COUNT:
1977 break;
1980 /* Ideally we'd skip all formats already known not to work on textures
1981 * by checking for WINED3DFMT_FLAG_TEXTURE here. However, we want to
1982 * know if we can attach WINED3DFMT_P8_UINT textures to FBOs, and this
1983 * format never has WINED3DFMT_FLAG_TEXTURE set. Instead, swallow GL
1984 * errors generated by invalid formats. */
1985 while (gl_info->gl_ops.gl.p_glGetError());
1988 static void draw_test_quad(struct wined3d_caps_gl_ctx *ctx, const struct wined3d_vec3 *geometry,
1989 const struct wined3d_color *color)
1991 const struct wined3d_gl_info *gl_info = ctx->gl_info;
1992 static const struct wined3d_vec3 default_geometry[] =
1994 {-1.0f, -1.0f, 0.0f},
1995 { 1.0f, -1.0f, 0.0f},
1996 {-1.0f, 1.0f, 0.0f},
1997 { 1.0f, 1.0f, 0.0f},
1999 static const char vs_core_header[] =
2000 "#version 150\n"
2001 "in vec4 pos;\n"
2002 "in vec4 color;\n"
2003 "out vec4 out_color;\n"
2004 "\n";
2005 static const char vs_legacy_header[] =
2006 "#version 120\n"
2007 "attribute vec4 pos;\n"
2008 "attribute vec4 color;\n"
2009 "varying vec4 out_color;\n"
2010 "\n";
2011 static const char vs_body[] =
2012 "void main()\n"
2013 "{\n"
2014 " gl_Position = pos;\n"
2015 " out_color = color;\n"
2016 "}\n";
2017 static const char fs_core[] =
2018 "#version 150\n"
2019 "in vec4 out_color;\n"
2020 "out vec4 fragment_color;\n"
2021 "\n"
2022 "void main()\n"
2023 "{\n"
2024 " fragment_color = out_color;\n"
2025 "}\n";
2026 static const char fs_legacy[] =
2027 "#version 120\n"
2028 "varying vec4 out_color;\n"
2029 "\n"
2030 "void main()\n"
2031 "{\n"
2032 " gl_FragData[0] = out_color;\n"
2033 "}\n";
2034 const char *source[2];
2035 GLuint vs_id, fs_id;
2036 unsigned int i;
2038 if (!geometry)
2039 geometry = default_geometry;
2041 if (!gl_info->supported[ARB_VERTEX_BUFFER_OBJECT] || !gl_info->supported[ARB_VERTEX_SHADER]
2042 || !gl_info->supported[ARB_FRAGMENT_SHADER])
2044 gl_info->gl_ops.gl.p_glDisable(GL_LIGHTING);
2045 gl_info->gl_ops.gl.p_glMatrixMode(GL_MODELVIEW);
2046 gl_info->gl_ops.gl.p_glLoadIdentity();
2047 gl_info->gl_ops.gl.p_glMatrixMode(GL_PROJECTION);
2048 gl_info->gl_ops.gl.p_glLoadIdentity();
2050 gl_info->gl_ops.gl.p_glBegin(GL_TRIANGLE_STRIP);
2051 gl_info->gl_ops.gl.p_glColor4f(color->r, color->g, color->b, color->a);
2052 for (i = 0; i < 4; ++i)
2053 gl_info->gl_ops.gl.p_glVertex3fv(&geometry[i].x);
2054 gl_info->gl_ops.gl.p_glEnd();
2055 checkGLcall("Drawing a quad");
2056 return;
2059 if (!ctx->test_vbo)
2060 GL_EXTCALL(glGenBuffers(1, &ctx->test_vbo));
2061 GL_EXTCALL(glBindBuffer(GL_ARRAY_BUFFER, ctx->test_vbo));
2062 GL_EXTCALL(glBufferData(GL_ARRAY_BUFFER, sizeof(struct wined3d_vec3) * 4, geometry, GL_STREAM_DRAW));
2063 GL_EXTCALL(glVertexAttribPointer(0, 3, GL_FLOAT, FALSE, 0, NULL));
2064 GL_EXTCALL(glVertexAttrib4f(1, color->r, color->g, color->b, color->a));
2065 GL_EXTCALL(glEnableVertexAttribArray(0));
2066 GL_EXTCALL(glDisableVertexAttribArray(1));
2068 if (!ctx->test_program_id)
2070 ctx->test_program_id = GL_EXTCALL(glCreateProgram());
2072 vs_id = GL_EXTCALL(glCreateShader(GL_VERTEX_SHADER));
2073 source[0] = gl_info->supported[WINED3D_GL_LEGACY_CONTEXT] ? vs_legacy_header : vs_core_header;
2074 source[1] = vs_body;
2075 GL_EXTCALL(glShaderSource(vs_id, 2, source, NULL));
2076 GL_EXTCALL(glAttachShader(ctx->test_program_id, vs_id));
2077 GL_EXTCALL(glDeleteShader(vs_id));
2079 fs_id = GL_EXTCALL(glCreateShader(GL_FRAGMENT_SHADER));
2080 source[0] = gl_info->supported[WINED3D_GL_LEGACY_CONTEXT] ? fs_legacy : fs_core;
2081 GL_EXTCALL(glShaderSource(fs_id, 1, source, NULL));
2082 GL_EXTCALL(glAttachShader(ctx->test_program_id, fs_id));
2083 GL_EXTCALL(glDeleteShader(fs_id));
2085 GL_EXTCALL(glBindAttribLocation(ctx->test_program_id, 0, "pos"));
2086 GL_EXTCALL(glBindAttribLocation(ctx->test_program_id, 1, "color"));
2088 GL_EXTCALL(glCompileShader(vs_id));
2089 print_glsl_info_log(gl_info, vs_id, FALSE);
2090 GL_EXTCALL(glCompileShader(fs_id));
2091 print_glsl_info_log(gl_info, fs_id, FALSE);
2092 GL_EXTCALL(glLinkProgram(ctx->test_program_id));
2093 shader_glsl_validate_link(gl_info, ctx->test_program_id);
2095 GL_EXTCALL(glUseProgram(ctx->test_program_id));
2097 gl_info->gl_ops.gl.p_glDrawArrays(GL_TRIANGLE_STRIP, 0, 4);
2099 GL_EXTCALL(glUseProgram(0));
2100 GL_EXTCALL(glDisableVertexAttribArray(0));
2101 GL_EXTCALL(glBindBuffer(GL_ARRAY_BUFFER, 0));
2102 checkGLcall("Drawing a quad");
2105 /* Context activation is done by the caller. */
2106 static void check_fbo_compat(struct wined3d_caps_gl_ctx *ctx, struct wined3d_format *format)
2108 /* Check if the default internal format is supported as a frame buffer
2109 * target, otherwise fall back to the render target internal.
2111 * Try to stick to the standard format if possible, this limits precision differences. */
2112 static const struct wined3d_color black = {0.0f, 0.0f, 0.0f, 1.0f};
2113 static const struct wined3d_color half_transparent_red = {1.0f, 0.0f, 0.0f, 0.5f};
2114 const struct wined3d_gl_info *gl_info = ctx->gl_info;
2115 GLenum status, rt_internal = format->rtInternal;
2116 GLuint object, color_rb;
2117 enum wined3d_gl_resource_type type;
2118 BOOL fallback_fmt_used = FALSE, regular_fmt_used = FALSE;
2120 gl_info->gl_ops.gl.p_glDisable(GL_BLEND);
2122 for (type = 0; type < ARRAY_SIZE(format->flags); ++type)
2124 const char *type_string = "color";
2126 if (type == WINED3D_GL_RES_TYPE_BUFFER)
2127 continue;
2129 create_and_bind_fbo_attachment(gl_info, format->flags[type], type, &object, format->glInternal,
2130 format->glFormat, format->glType);
2132 if (format->flags[type] & (WINED3DFMT_FLAG_DEPTH | WINED3DFMT_FLAG_STENCIL))
2134 gl_info->fbo_ops.glGenRenderbuffers(1, &color_rb);
2135 gl_info->fbo_ops.glBindRenderbuffer(GL_RENDERBUFFER, color_rb);
2136 if (type == WINED3D_GL_RES_TYPE_TEX_1D)
2137 gl_info->fbo_ops.glRenderbufferStorage(GL_RENDERBUFFER, GL_RGBA8, 16, 1);
2138 else
2139 gl_info->fbo_ops.glRenderbufferStorage(GL_RENDERBUFFER, GL_RGBA8, 16, 16);
2141 gl_info->fbo_ops.glFramebufferRenderbuffer(GL_FRAMEBUFFER,
2142 GL_COLOR_ATTACHMENT0, GL_RENDERBUFFER, color_rb);
2143 checkGLcall("Create and attach color rb attachment");
2144 type_string = "depth / stencil";
2147 status = gl_info->fbo_ops.glCheckFramebufferStatus(GL_FRAMEBUFFER);
2148 checkGLcall("Framebuffer format check");
2150 if (status == GL_FRAMEBUFFER_COMPLETE)
2152 TRACE("Format %s is supported as FBO %s attachment, type %u.\n",
2153 debug_d3dformat(format->id), type_string, type);
2154 format->flags[type] |= WINED3DFMT_FLAG_FBO_ATTACHABLE;
2155 format->rtInternal = format->glInternal;
2156 regular_fmt_used = TRUE;
2158 else
2160 if (!rt_internal)
2162 if (format->flags[type] & WINED3DFMT_FLAG_RENDERTARGET)
2164 WARN("Format %s with rendertarget flag is not supported as FBO color attachment (type %u),"
2165 " and no fallback specified.\n", debug_d3dformat(format->id), type);
2166 format->flags[type] &= ~WINED3DFMT_FLAG_RENDERTARGET;
2168 else
2170 TRACE("Format %s is not supported as FBO %s attachment, type %u.\n",
2171 debug_d3dformat(format->id), type_string, type);
2173 format->rtInternal = format->glInternal;
2175 else
2177 TRACE("Format %s is not supported as FBO %s attachment (type %u),"
2178 " trying rtInternal format as fallback.\n",
2179 debug_d3dformat(format->id), type_string, type);
2181 while (gl_info->gl_ops.gl.p_glGetError());
2183 delete_fbo_attachment(gl_info, type, object);
2184 create_and_bind_fbo_attachment(gl_info, format->flags[type], type, &object, format->rtInternal,
2185 format->glFormat, format->glType);
2187 status = gl_info->fbo_ops.glCheckFramebufferStatus(GL_FRAMEBUFFER);
2188 checkGLcall("Framebuffer format check");
2190 if (status == GL_FRAMEBUFFER_COMPLETE)
2192 TRACE("Format %s rtInternal format is supported as FBO %s attachment, type %u.\n",
2193 debug_d3dformat(format->id), type_string, type);
2194 fallback_fmt_used = TRUE;
2196 else
2198 WARN("Format %s rtInternal format is not supported as FBO %s attachment, type %u.\n",
2199 debug_d3dformat(format->id), type_string, type);
2200 format->flags[type] &= ~WINED3DFMT_FLAG_RENDERTARGET;
2205 if (status == GL_FRAMEBUFFER_COMPLETE
2206 && ((format->flags[type] & WINED3DFMT_FLAG_POSTPIXELSHADER_BLENDING)
2207 || !(gl_info->quirks & WINED3D_QUIRK_LIMITED_TEX_FILTERING))
2208 && !(format->flags[type] & WINED3DFMT_FLAG_INTEGER)
2209 && format->id != WINED3DFMT_NULL && format->id != WINED3DFMT_P8_UINT
2210 && format->glFormat != GL_LUMINANCE && format->glFormat != GL_LUMINANCE_ALPHA
2211 && (format->red_size || format->alpha_size))
2213 DWORD readback[16 * 16 * 16], color, r_range, a_range;
2214 BYTE r, a;
2215 BOOL match = TRUE;
2216 GLuint rb;
2218 if (gl_info->supported[ARB_FRAMEBUFFER_OBJECT]
2219 || gl_info->supported[EXT_PACKED_DEPTH_STENCIL])
2221 gl_info->fbo_ops.glGenRenderbuffers(1, &rb);
2222 gl_info->fbo_ops.glBindRenderbuffer(GL_RENDERBUFFER, rb);
2223 if (type == WINED3D_GL_RES_TYPE_TEX_1D)
2224 gl_info->fbo_ops.glRenderbufferStorage(GL_RENDERBUFFER, GL_DEPTH24_STENCIL8, 16, 1);
2225 else
2226 gl_info->fbo_ops.glRenderbufferStorage(GL_RENDERBUFFER, GL_DEPTH24_STENCIL8, 16, 16);
2227 gl_info->fbo_ops.glFramebufferRenderbuffer(GL_FRAMEBUFFER, GL_DEPTH_ATTACHMENT, GL_RENDERBUFFER, rb);
2228 gl_info->fbo_ops.glFramebufferRenderbuffer(GL_FRAMEBUFFER, GL_STENCIL_ATTACHMENT, GL_RENDERBUFFER, rb);
2229 checkGLcall("RB attachment");
2232 gl_info->gl_ops.gl.p_glEnable(GL_BLEND);
2233 gl_info->gl_ops.gl.p_glClearColor(0.0f, 0.0f, 0.0f, 1.0f);
2234 gl_info->gl_ops.gl.p_glClear(GL_COLOR_BUFFER_BIT);
2235 if (gl_info->gl_ops.gl.p_glGetError() == GL_INVALID_FRAMEBUFFER_OPERATION)
2237 while (gl_info->gl_ops.gl.p_glGetError());
2238 TRACE("Format %s doesn't support post-pixelshader blending, type %u.\n",
2239 debug_d3dformat(format->id), type);
2240 format->flags[type] &= ~WINED3DFMT_FLAG_POSTPIXELSHADER_BLENDING;
2242 else
2244 gl_info->gl_ops.gl.p_glDisable(GL_BLEND);
2245 if (type == WINED3D_GL_RES_TYPE_TEX_1D)
2246 gl_info->gl_ops.gl.p_glViewport(0, 0, 16, 1);
2247 else
2248 gl_info->gl_ops.gl.p_glViewport(0, 0, 16, 16);
2249 gl_info->gl_ops.gl.p_glBlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
2251 draw_test_quad(ctx, NULL, &black);
2253 gl_info->gl_ops.gl.p_glEnable(GL_BLEND);
2255 draw_test_quad(ctx, NULL, &half_transparent_red);
2257 gl_info->gl_ops.gl.p_glDisable(GL_BLEND);
2259 switch (type)
2261 case WINED3D_GL_RES_TYPE_TEX_1D:
2262 /* Rebinding texture to workaround a fglrx bug. */
2263 gl_info->gl_ops.gl.p_glBindTexture(GL_TEXTURE_1D, object);
2264 gl_info->gl_ops.gl.p_glGetTexImage(GL_TEXTURE_1D, 0, GL_BGRA,
2265 GL_UNSIGNED_INT_8_8_8_8_REV, readback);
2266 color = readback[7];
2267 break;
2269 case WINED3D_GL_RES_TYPE_TEX_2D:
2270 case WINED3D_GL_RES_TYPE_TEX_3D:
2271 case WINED3D_GL_RES_TYPE_TEX_RECT:
2272 /* Rebinding texture to workaround a fglrx bug. */
2273 gl_info->gl_ops.gl.p_glBindTexture(wined3d_gl_type_to_enum(type), object);
2274 gl_info->gl_ops.gl.p_glGetTexImage(wined3d_gl_type_to_enum(type), 0, GL_BGRA,
2275 GL_UNSIGNED_INT_8_8_8_8_REV, readback);
2276 color = readback[7 * 16 + 7];
2277 break;
2279 case WINED3D_GL_RES_TYPE_TEX_CUBE:
2280 /* Rebinding texture to workaround a fglrx bug. */
2281 gl_info->gl_ops.gl.p_glBindTexture(GL_TEXTURE_CUBE_MAP_ARB, object);
2282 gl_info->gl_ops.gl.p_glGetTexImage(GL_TEXTURE_CUBE_MAP_POSITIVE_X_ARB, 0, GL_BGRA,
2283 GL_UNSIGNED_INT_8_8_8_8_REV, readback);
2284 color = readback[7 * 16 + 7];
2285 break;
2287 case WINED3D_GL_RES_TYPE_RB:
2288 gl_info->gl_ops.gl.p_glReadPixels(0, 0, 16, 16,
2289 GL_BGRA, GL_UNSIGNED_INT_8_8_8_8_REV, readback);
2290 color = readback[7 * 16 + 7];
2291 break;
2293 case WINED3D_GL_RES_TYPE_BUFFER:
2294 case WINED3D_GL_RES_TYPE_COUNT:
2295 color = 0;
2296 break;
2298 checkGLcall("Post-pixelshader blending check");
2300 a = color >> 24;
2301 r = (color & 0x00ff0000u) >> 16;
2303 r_range = format->red_size < 8 ? 1u << (8 - format->red_size) : 1;
2304 a_range = format->alpha_size < 8 ? 1u << (8 - format->alpha_size) : 1;
2305 if (format->red_size && (r < 0x7f - r_range || r > 0x7f + r_range))
2306 match = FALSE;
2307 else if (format->alpha_size > 1 && (a < 0xbf - a_range || a > 0xbf + a_range))
2308 match = FALSE;
2309 if (!match)
2311 TRACE("Format %s doesn't support post-pixelshader blending, type %u.\n",
2312 debug_d3dformat(format->id), type);
2313 TRACE("Color output: %#x\n", color);
2314 format->flags[type] &= ~WINED3DFMT_FLAG_POSTPIXELSHADER_BLENDING;
2316 else
2318 TRACE("Format %s supports post-pixelshader blending, type %u.\n",
2319 debug_d3dformat(format->id), type);
2320 TRACE("Color output: %#x\n", color);
2321 format->flags[type] |= WINED3DFMT_FLAG_POSTPIXELSHADER_BLENDING;
2325 if (gl_info->supported[ARB_FRAMEBUFFER_OBJECT]
2326 || gl_info->supported[EXT_PACKED_DEPTH_STENCIL])
2328 gl_info->fbo_ops.glFramebufferRenderbuffer(GL_FRAMEBUFFER, GL_DEPTH_ATTACHMENT, GL_RENDERBUFFER, 0);
2329 gl_info->fbo_ops.glFramebufferRenderbuffer(GL_FRAMEBUFFER, GL_STENCIL_ATTACHMENT, GL_RENDERBUFFER, 0);
2330 gl_info->fbo_ops.glDeleteRenderbuffers(1, &rb);
2331 checkGLcall("RB cleanup");
2335 if (format->glInternal != format->glGammaInternal)
2337 delete_fbo_attachment(gl_info, type, object);
2338 create_and_bind_fbo_attachment(gl_info, format->flags[type], type, &object, format->glGammaInternal,
2339 format->glFormat, format->glType);
2341 status = gl_info->fbo_ops.glCheckFramebufferStatus(GL_FRAMEBUFFER);
2342 checkGLcall("Framebuffer format check");
2344 if (status == GL_FRAMEBUFFER_COMPLETE)
2346 TRACE("Format %s's sRGB format is FBO attachable, type %u.\n",
2347 debug_d3dformat(format->id), type);
2348 format->flags[type] |= WINED3DFMT_FLAG_FBO_ATTACHABLE_SRGB;
2350 else
2352 WARN("Format %s's sRGB format is not FBO attachable, type %u.\n",
2353 debug_d3dformat(format->id), type);
2356 else if (status == GL_FRAMEBUFFER_COMPLETE)
2357 format->flags[type] |= WINED3DFMT_FLAG_FBO_ATTACHABLE_SRGB;
2359 if (format->flags[type] & (WINED3DFMT_FLAG_DEPTH | WINED3DFMT_FLAG_STENCIL))
2361 gl_info->fbo_ops.glFramebufferRenderbuffer(GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT0, GL_RENDERBUFFER, 0);
2362 gl_info->fbo_ops.glDeleteRenderbuffers(1, &color_rb);
2365 delete_fbo_attachment(gl_info, type, object);
2366 checkGLcall("Framebuffer format check cleanup");
2369 if (fallback_fmt_used && regular_fmt_used)
2371 FIXME("Format %s needs different render target formats for different resource types.\n",
2372 debug_d3dformat(format->id));
2373 format_clear_flag(format, WINED3DFMT_FLAG_RENDERTARGET | WINED3DFMT_FLAG_FBO_ATTACHABLE
2374 | WINED3DFMT_FLAG_FBO_ATTACHABLE_SRGB | WINED3DFMT_FLAG_POSTPIXELSHADER_BLENDING);
2378 static void query_format_flag(struct wined3d_gl_info *gl_info, struct wined3d_format *format,
2379 GLint internal, GLenum pname, DWORD flag, const char *string)
2381 GLint value;
2382 enum wined3d_gl_resource_type type;
2384 for (type = 0; type < ARRAY_SIZE(format->flags); ++type)
2386 gl_info->gl_ops.ext.p_glGetInternalformativ(wined3d_gl_type_to_enum(type), internal, pname, 1, &value);
2387 if (value == GL_FULL_SUPPORT)
2389 TRACE("Format %s supports %s, resource type %u.\n", debug_d3dformat(format->id), string, type);
2390 format->flags[type] |= flag;
2392 else
2394 TRACE("Format %s doesn't support %s, resource type %u.\n", debug_d3dformat(format->id), string, type);
2395 format->flags[type] &= ~flag;
2400 /* Context activation is done by the caller. */
2401 static void init_format_fbo_compat_info(struct wined3d_caps_gl_ctx *ctx)
2403 const struct wined3d_gl_info *gl_info = ctx->gl_info;
2404 unsigned int i, type;
2405 GLuint fbo;
2407 if (gl_info->supported[ARB_INTERNALFORMAT_QUERY2])
2409 for (i = 0; i < gl_info->format_count; ++i)
2411 GLint value;
2412 struct wined3d_format *format = &gl_info->formats[i];
2413 BOOL fallback_fmt_used = FALSE, regular_fmt_used = FALSE;
2414 GLenum rt_internal = format->rtInternal;
2416 if (!format->glInternal)
2417 continue;
2419 for (type = 0; type < ARRAY_SIZE(format->flags); ++type)
2421 gl_info->gl_ops.ext.p_glGetInternalformativ(wined3d_gl_type_to_enum(type),
2422 format->glInternal, GL_FRAMEBUFFER_RENDERABLE, 1, &value);
2423 if (value == GL_FULL_SUPPORT)
2425 TRACE("Format %s is supported as FBO color attachment, resource type %u.\n",
2426 debug_d3dformat(format->id), type);
2427 format->flags[type] |= WINED3DFMT_FLAG_FBO_ATTACHABLE;
2428 format->rtInternal = format->glInternal;
2429 regular_fmt_used = TRUE;
2431 gl_info->gl_ops.ext.p_glGetInternalformativ(wined3d_gl_type_to_enum(type),
2432 format->glInternal, GL_FRAMEBUFFER_BLEND, 1, &value);
2433 if (value == GL_FULL_SUPPORT)
2435 TRACE("Format %s supports post-pixelshader blending, resource type %u.\n",
2436 debug_d3dformat(format->id), type);
2437 format->flags[type] |= WINED3DFMT_FLAG_POSTPIXELSHADER_BLENDING;
2439 else
2441 TRACE("Format %s doesn't support post-pixelshader blending, resource typed %u.\n",
2442 debug_d3dformat(format->id), type);
2443 format->flags[type] &= ~WINED3DFMT_FLAG_POSTPIXELSHADER_BLENDING;
2446 else
2448 if (!rt_internal)
2450 if (format->flags[type] & WINED3DFMT_FLAG_RENDERTARGET)
2452 WARN("Format %s with rendertarget flag is not supported as FBO color attachment"
2453 " and no fallback specified, resource type %u.\n",
2454 debug_d3dformat(format->id), type);
2455 format->flags[type] &= ~WINED3DFMT_FLAG_RENDERTARGET;
2457 else
2458 TRACE("Format %s is not supported as FBO color attachment,"
2459 " resource type %u.\n", debug_d3dformat(format->id), type);
2460 format->rtInternal = format->glInternal;
2462 else
2464 gl_info->gl_ops.ext.p_glGetInternalformativ(wined3d_gl_type_to_enum(type),
2465 rt_internal, GL_FRAMEBUFFER_RENDERABLE, 1, &value);
2466 if (value == GL_FULL_SUPPORT)
2468 TRACE("Format %s rtInternal format is supported as FBO color attachment,"
2469 " resource type %u.\n", debug_d3dformat(format->id), type);
2470 fallback_fmt_used = TRUE;
2472 else
2474 WARN("Format %s rtInternal format is not supported as FBO color attachment,"
2475 " resource type %u.\n", debug_d3dformat(format->id), type);
2476 format->flags[type] &= ~WINED3DFMT_FLAG_RENDERTARGET;
2481 if (format->glInternal != format->glGammaInternal)
2483 gl_info->gl_ops.ext.p_glGetInternalformativ(wined3d_gl_type_to_enum(type),
2484 format->glGammaInternal, GL_FRAMEBUFFER_RENDERABLE, 1, &value);
2485 if (value == GL_FULL_SUPPORT)
2487 TRACE("Format %s's sRGB format is FBO attachable, resource type %u.\n",
2488 debug_d3dformat(format->id), type);
2489 format->flags[type] |= WINED3DFMT_FLAG_FBO_ATTACHABLE_SRGB;
2491 else
2493 WARN("Format %s's sRGB format is not FBO attachable, resource type %u.\n",
2494 debug_d3dformat(format->id), type);
2497 else if (format->flags[type] & WINED3DFMT_FLAG_FBO_ATTACHABLE)
2498 format->flags[type] |= WINED3DFMT_FLAG_FBO_ATTACHABLE_SRGB;
2501 if (fallback_fmt_used && regular_fmt_used)
2503 FIXME("Format %s needs different render target formats for different resource types.\n",
2504 debug_d3dformat(format->id));
2505 format_clear_flag(format, WINED3DFMT_FLAG_RENDERTARGET | WINED3DFMT_FLAG_FBO_ATTACHABLE
2506 | WINED3DFMT_FLAG_FBO_ATTACHABLE_SRGB | WINED3DFMT_FLAG_POSTPIXELSHADER_BLENDING);
2509 return;
2512 if (wined3d_settings.offscreen_rendering_mode == ORM_FBO)
2514 gl_info->fbo_ops.glGenFramebuffers(1, &fbo);
2515 gl_info->fbo_ops.glBindFramebuffer(GL_FRAMEBUFFER, fbo);
2516 gl_info->gl_ops.gl.p_glDrawBuffer(GL_COLOR_ATTACHMENT0);
2517 gl_info->gl_ops.gl.p_glReadBuffer(GL_COLOR_ATTACHMENT0);
2520 for (i = 0; i < gl_info->format_count; ++i)
2522 struct wined3d_format *format = &gl_info->formats[i];
2524 if (!format->glInternal) continue;
2526 if (format->flags[WINED3D_GL_RES_TYPE_TEX_2D] & WINED3DFMT_FLAG_COMPRESSED)
2528 TRACE("Skipping format %s because it's a compressed format.\n",
2529 debug_d3dformat(format->id));
2530 continue;
2533 if (wined3d_settings.offscreen_rendering_mode == ORM_FBO)
2535 TRACE("Checking if format %s is supported as FBO color attachment...\n", debug_d3dformat(format->id));
2536 check_fbo_compat(ctx, format);
2538 else
2540 format->rtInternal = format->glInternal;
2544 if (wined3d_settings.offscreen_rendering_mode == ORM_FBO)
2545 gl_info->fbo_ops.glDeleteFramebuffers(1, &fbo);
2548 static GLenum lookup_gl_view_class(GLenum internal_format)
2550 static const struct
2552 GLenum internal_format;
2553 GLenum view_class;
2555 view_classes[] =
2557 /* 128-bit */
2558 {GL_RGBA32F, GL_VIEW_CLASS_128_BITS},
2559 {GL_RGBA32UI, GL_VIEW_CLASS_128_BITS},
2560 {GL_RGBA32I, GL_VIEW_CLASS_128_BITS},
2561 /* 96-bit */
2562 {GL_RGB32F, GL_VIEW_CLASS_96_BITS},
2563 {GL_RGB32UI, GL_VIEW_CLASS_96_BITS},
2564 {GL_RGB32I, GL_VIEW_CLASS_96_BITS},
2565 /* 64-bit */
2566 {GL_RGBA16F, GL_VIEW_CLASS_64_BITS},
2567 {GL_RG32F, GL_VIEW_CLASS_64_BITS},
2568 {GL_RGBA16UI, GL_VIEW_CLASS_64_BITS},
2569 {GL_RG32UI, GL_VIEW_CLASS_64_BITS},
2570 {GL_RGBA16I, GL_VIEW_CLASS_64_BITS},
2571 {GL_RG32I, GL_VIEW_CLASS_64_BITS},
2572 {GL_RGBA16, GL_VIEW_CLASS_64_BITS},
2573 {GL_RGBA16_SNORM, GL_VIEW_CLASS_64_BITS},
2574 /* 48-bit */
2575 {GL_RGB16, GL_VIEW_CLASS_48_BITS},
2576 {GL_RGB16_SNORM, GL_VIEW_CLASS_48_BITS},
2577 {GL_RGB16F, GL_VIEW_CLASS_48_BITS},
2578 {GL_RGB16UI, GL_VIEW_CLASS_48_BITS},
2579 {GL_RGB16I, GL_VIEW_CLASS_48_BITS},
2580 /* 32-bit */
2581 {GL_RG16F, GL_VIEW_CLASS_32_BITS},
2582 {GL_R11F_G11F_B10F, GL_VIEW_CLASS_32_BITS},
2583 {GL_R32F, GL_VIEW_CLASS_32_BITS},
2584 {GL_RGB10_A2UI, GL_VIEW_CLASS_32_BITS},
2585 {GL_RGBA8UI, GL_VIEW_CLASS_32_BITS},
2586 {GL_RG16UI, GL_VIEW_CLASS_32_BITS},
2587 {GL_R32UI, GL_VIEW_CLASS_32_BITS},
2588 {GL_RGBA8I, GL_VIEW_CLASS_32_BITS},
2589 {GL_RG16I, GL_VIEW_CLASS_32_BITS},
2590 {GL_R32I, GL_VIEW_CLASS_32_BITS},
2591 {GL_RGB10_A2, GL_VIEW_CLASS_32_BITS},
2592 {GL_RGBA8, GL_VIEW_CLASS_32_BITS},
2593 {GL_RG16, GL_VIEW_CLASS_32_BITS},
2594 {GL_RGBA8_SNORM, GL_VIEW_CLASS_32_BITS},
2595 {GL_RG16_SNORM, GL_VIEW_CLASS_32_BITS},
2596 {GL_SRGB8_ALPHA8, GL_VIEW_CLASS_32_BITS},
2597 {GL_RGB9_E5, GL_VIEW_CLASS_32_BITS},
2598 /* 24-bit */
2599 {GL_RGB8, GL_VIEW_CLASS_24_BITS},
2600 {GL_RGB8_SNORM, GL_VIEW_CLASS_24_BITS},
2601 {GL_SRGB8, GL_VIEW_CLASS_24_BITS},
2602 {GL_RGB8UI, GL_VIEW_CLASS_24_BITS},
2603 {GL_RGB8I, GL_VIEW_CLASS_24_BITS},
2604 /* 16-bit */
2605 {GL_R16F, GL_VIEW_CLASS_16_BITS},
2606 {GL_RG8UI, GL_VIEW_CLASS_16_BITS},
2607 {GL_R16UI, GL_VIEW_CLASS_16_BITS},
2608 {GL_RG8I, GL_VIEW_CLASS_16_BITS},
2609 {GL_R16I, GL_VIEW_CLASS_16_BITS},
2610 {GL_RG8, GL_VIEW_CLASS_16_BITS},
2611 {GL_R16, GL_VIEW_CLASS_16_BITS},
2612 {GL_RG8_SNORM, GL_VIEW_CLASS_16_BITS},
2613 {GL_R16_SNORM, GL_VIEW_CLASS_16_BITS},
2614 /* 8-bit */
2615 {GL_R8UI, GL_VIEW_CLASS_8_BITS},
2616 {GL_R8I, GL_VIEW_CLASS_8_BITS},
2617 {GL_R8, GL_VIEW_CLASS_8_BITS},
2618 {GL_R8_SNORM, GL_VIEW_CLASS_8_BITS},
2620 /* RGTC1 */
2621 {GL_COMPRESSED_RED_RGTC1, GL_VIEW_CLASS_RGTC1_RED},
2622 {GL_COMPRESSED_SIGNED_RED_RGTC1, GL_VIEW_CLASS_RGTC1_RED},
2623 /* RGTC2 */
2624 {GL_COMPRESSED_RG_RGTC2, GL_VIEW_CLASS_RGTC2_RG},
2625 {GL_COMPRESSED_SIGNED_RG_RGTC2, GL_VIEW_CLASS_RGTC2_RG},
2627 /* BPTC unorm */
2628 {GL_COMPRESSED_RGBA_BPTC_UNORM, GL_VIEW_CLASS_BPTC_UNORM},
2629 {GL_COMPRESSED_SRGB_ALPHA_BPTC_UNORM, GL_VIEW_CLASS_BPTC_UNORM},
2630 /* BPTC float */
2631 {GL_COMPRESSED_RGB_BPTC_SIGNED_FLOAT, GL_VIEW_CLASS_BPTC_FLOAT},
2632 {GL_COMPRESSED_RGB_BPTC_UNSIGNED_FLOAT, GL_VIEW_CLASS_BPTC_FLOAT},
2634 /* DXT1 RGB */
2635 {GL_COMPRESSED_RGB_S3TC_DXT1_EXT, GL_VIEW_CLASS_S3TC_DXT1_RGB},
2636 {GL_COMPRESSED_SRGB_S3TC_DXT1_EXT, GL_VIEW_CLASS_S3TC_DXT1_RGB},
2637 /* DXT1 RGBA */
2638 {GL_COMPRESSED_RGBA_S3TC_DXT1_EXT, GL_VIEW_CLASS_S3TC_DXT1_RGBA},
2639 {GL_COMPRESSED_SRGB_ALPHA_S3TC_DXT1_EXT, GL_VIEW_CLASS_S3TC_DXT1_RGBA},
2640 /* DXT3 */
2641 {GL_COMPRESSED_RGBA_S3TC_DXT3_EXT, GL_VIEW_CLASS_S3TC_DXT3_RGBA},
2642 {GL_COMPRESSED_SRGB_ALPHA_S3TC_DXT3_EXT, GL_VIEW_CLASS_S3TC_DXT3_RGBA},
2643 /* DXT5 */
2644 {GL_COMPRESSED_RGBA_S3TC_DXT5_EXT, GL_VIEW_CLASS_S3TC_DXT5_RGBA},
2645 {GL_COMPRESSED_SRGB_ALPHA_S3TC_DXT5_EXT, GL_VIEW_CLASS_S3TC_DXT5_RGBA},
2648 unsigned int i;
2650 for (i = 0; i < ARRAY_SIZE(view_classes); ++i)
2652 if (view_classes[i].internal_format == internal_format)
2653 return view_classes[i].view_class;
2656 return GL_NONE;
2659 static void query_view_class(struct wined3d_format *format)
2661 GLenum internal_view_class, gamma_view_class, rt_view_class;
2663 internal_view_class = lookup_gl_view_class(format->glInternal);
2664 gamma_view_class = lookup_gl_view_class(format->glGammaInternal);
2665 rt_view_class = lookup_gl_view_class(format->rtInternal);
2667 if (internal_view_class == gamma_view_class || gamma_view_class == rt_view_class)
2669 format->gl_view_class = internal_view_class;
2670 TRACE("Format %s is member of GL view class %#x.\n",
2671 debug_d3dformat(format->id), format->gl_view_class);
2673 else
2675 format->gl_view_class = GL_NONE;
2679 static void query_internal_format(struct wined3d_adapter *adapter,
2680 struct wined3d_format *format, const struct wined3d_format_texture_info *texture_info,
2681 struct wined3d_gl_info *gl_info, BOOL srgb_write_supported, BOOL srgb_format)
2683 GLint count, multisample_types[MAX_MULTISAMPLE_TYPES];
2684 unsigned int i, max_log2;
2686 if (gl_info->supported[ARB_INTERNALFORMAT_QUERY2])
2688 query_format_flag(gl_info, format, format->glInternal, GL_VERTEX_TEXTURE,
2689 WINED3DFMT_FLAG_VTF, "vertex texture usage");
2690 query_format_flag(gl_info, format, format->glInternal, GL_FILTER,
2691 WINED3DFMT_FLAG_FILTERING, "filtering");
2693 if (srgb_format || format->glGammaInternal != format->glInternal)
2695 query_format_flag(gl_info, format, format->glGammaInternal, GL_SRGB_READ,
2696 WINED3DFMT_FLAG_SRGB_READ, "sRGB read");
2698 if (srgb_write_supported)
2699 query_format_flag(gl_info, format, format->glGammaInternal, GL_SRGB_WRITE,
2700 WINED3DFMT_FLAG_SRGB_WRITE, "sRGB write");
2701 else
2702 format_clear_flag(format, WINED3DFMT_FLAG_SRGB_WRITE);
2704 if (!(format->flags[WINED3D_GL_RES_TYPE_TEX_2D] & (WINED3DFMT_FLAG_SRGB_READ | WINED3DFMT_FLAG_SRGB_WRITE)))
2705 format->glGammaInternal = format->glInternal;
2706 else if (gl_info->supported[EXT_TEXTURE_SRGB_DECODE])
2707 format->glInternal = format->glGammaInternal;
2710 else
2712 if (!gl_info->limits.vertex_samplers)
2713 format_clear_flag(format, WINED3DFMT_FLAG_VTF);
2715 if (!(gl_info->quirks & WINED3D_QUIRK_LIMITED_TEX_FILTERING))
2716 format_set_flag(format, WINED3DFMT_FLAG_FILTERING);
2717 else if (format->id != WINED3DFMT_R32G32B32A32_FLOAT && format->id != WINED3DFMT_R32_FLOAT)
2718 format_clear_flag(format, WINED3DFMT_FLAG_VTF);
2720 if (srgb_format || format->glGammaInternal != format->glInternal)
2722 /* Filter sRGB capabilities if EXT_texture_sRGB is not supported. */
2723 if (!gl_info->supported[EXT_TEXTURE_SRGB])
2725 format->glGammaInternal = format->glInternal;
2726 format_clear_flag(format, WINED3DFMT_FLAG_SRGB_READ | WINED3DFMT_FLAG_SRGB_WRITE);
2728 else if (gl_info->supported[EXT_TEXTURE_SRGB_DECODE])
2730 format->glInternal = format->glGammaInternal;
2734 if ((format->flags[WINED3D_GL_RES_TYPE_TEX_2D] & WINED3DFMT_FLAG_SRGB_WRITE) && !srgb_write_supported)
2735 format_clear_flag(format, WINED3DFMT_FLAG_SRGB_WRITE);
2737 if (!gl_info->supported[ARB_DEPTH_TEXTURE]
2738 && texture_info->flags & (WINED3DFMT_FLAG_DEPTH | WINED3DFMT_FLAG_STENCIL))
2740 format->flags[WINED3D_GL_RES_TYPE_TEX_1D] &= ~WINED3DFMT_FLAG_TEXTURE;
2741 format->flags[WINED3D_GL_RES_TYPE_TEX_2D] &= ~WINED3DFMT_FLAG_TEXTURE;
2742 format->flags[WINED3D_GL_RES_TYPE_TEX_3D] &= ~WINED3DFMT_FLAG_TEXTURE;
2743 format->flags[WINED3D_GL_RES_TYPE_TEX_CUBE] &= ~WINED3DFMT_FLAG_TEXTURE;
2744 format->flags[WINED3D_GL_RES_TYPE_TEX_RECT] &= ~WINED3DFMT_FLAG_TEXTURE;
2748 query_view_class(format);
2750 if (format->glInternal && format->flags[WINED3D_GL_RES_TYPE_RB]
2751 & (WINED3DFMT_FLAG_RENDERTARGET | WINED3DFMT_FLAG_DEPTH | WINED3DFMT_FLAG_STENCIL))
2753 if (gl_info->supported[ARB_INTERNALFORMAT_QUERY])
2755 GL_EXTCALL(glGetInternalformativ(GL_RENDERBUFFER, format->glInternal,
2756 GL_NUM_SAMPLE_COUNTS, 1, &count));
2757 checkGLcall("glGetInternalformativ(GL_NUM_SAMPLE_COUNTS)");
2758 count = min(count, MAX_MULTISAMPLE_TYPES);
2759 GL_EXTCALL(glGetInternalformativ(GL_RENDERBUFFER, format->glInternal,
2760 GL_SAMPLES, count, multisample_types));
2761 checkGLcall("glGetInternalformativ(GL_SAMPLES)");
2762 for (i = 0; i < count; ++i)
2764 if (multisample_types[i] > sizeof(format->multisample_types) * 8)
2765 continue;
2766 format->multisample_types |= 1u << (multisample_types[i] - 1);
2769 else
2771 max_log2 = wined3d_log2i(min(gl_info->limits.samples,
2772 sizeof(format->multisample_types) * 8));
2773 for (i = 1; i <= max_log2; ++i)
2774 format->multisample_types |= 1u << ((1u << i) - 1);
2779 static BOOL init_format_texture_info(struct wined3d_adapter *adapter, struct wined3d_gl_info *gl_info)
2781 struct fragment_caps fragment_caps;
2782 struct shader_caps shader_caps;
2783 unsigned int i, j;
2784 BOOL srgb_write;
2786 adapter->fragment_pipe->get_caps(gl_info, &fragment_caps);
2787 adapter->shader_backend->shader_get_caps(gl_info, &shader_caps);
2788 srgb_write = (fragment_caps.wined3d_caps & WINED3D_FRAGMENT_CAP_SRGB_WRITE)
2789 && (shader_caps.wined3d_caps & WINED3D_SHADER_CAP_SRGB_WRITE);
2791 for (i = 0; i < sizeof(format_texture_info) / sizeof(*format_texture_info); ++i)
2793 int srgb_fmt_idx = -1, fmt_idx = get_format_idx(format_texture_info[i].id);
2794 struct wined3d_format *format, *srgb_format;
2796 if (fmt_idx == -1)
2798 ERR("Format %s (%#x) not found.\n",
2799 debug_d3dformat(format_texture_info[i].id), format_texture_info[i].id);
2800 return FALSE;
2803 if (!gl_info->supported[format_texture_info[i].extension]) continue;
2805 format = &gl_info->formats[fmt_idx];
2807 /* ARB_texture_rg defines floating point formats, but only if
2808 * ARB_texture_float is also supported. */
2809 if (!gl_info->supported[ARB_TEXTURE_FLOAT]
2810 && (format->flags[WINED3D_GL_RES_TYPE_TEX_2D] & WINED3DFMT_FLAG_FLOAT))
2811 continue;
2813 /* ARB_texture_rg defines integer formats if EXT_texture_integer is also supported. */
2814 if (!gl_info->supported[EXT_TEXTURE_INTEGER]
2815 && (format->flags[WINED3D_GL_RES_TYPE_TEX_2D] & WINED3DFMT_FLAG_INTEGER))
2816 continue;
2818 format->glInternal = format_texture_info[i].gl_internal;
2819 format->glGammaInternal = format_texture_info[i].gl_srgb_internal;
2820 format->rtInternal = format_texture_info[i].gl_rt_internal;
2821 format->glFormat = format_texture_info[i].gl_format;
2822 format->glType = format_texture_info[i].gl_type;
2823 format->color_fixup = COLOR_FIXUP_IDENTITY;
2824 format->height_scale.numerator = 1;
2825 format->height_scale.denominator = 1;
2827 format->flags[WINED3D_GL_RES_TYPE_TEX_1D] |= format_texture_info[i].flags;
2828 format->flags[WINED3D_GL_RES_TYPE_TEX_2D] |= format_texture_info[i].flags;
2829 format->flags[WINED3D_GL_RES_TYPE_BUFFER] |= format_texture_info[i].flags;
2831 /* GL_ARB_depth_texture does not support 3D textures. It also says "cube textures are
2832 * problematic", but doesn't explicitly mandate that an error is generated. */
2833 if (gl_info->supported[EXT_TEXTURE3D]
2834 && !(format_texture_info[i].flags & (WINED3DFMT_FLAG_DEPTH | WINED3DFMT_FLAG_STENCIL)))
2835 format->flags[WINED3D_GL_RES_TYPE_TEX_3D] |= format_texture_info[i].flags;
2837 if (gl_info->supported[ARB_TEXTURE_CUBE_MAP])
2838 format->flags[WINED3D_GL_RES_TYPE_TEX_CUBE] |= format_texture_info[i].flags;
2840 if (gl_info->supported[ARB_TEXTURE_RECTANGLE])
2841 format->flags[WINED3D_GL_RES_TYPE_TEX_RECT] |= format_texture_info[i].flags;
2843 format->flags[WINED3D_GL_RES_TYPE_RB] |= format_texture_info[i].flags;
2844 format->flags[WINED3D_GL_RES_TYPE_RB] &= ~WINED3DFMT_FLAG_TEXTURE;
2846 if (format->glGammaInternal != format->glInternal
2847 && !(adapter->d3d_info.wined3d_creation_flags & WINED3D_SRGB_READ_WRITE_CONTROL))
2849 format->glGammaInternal = format->glInternal;
2850 format_clear_flag(format, WINED3DFMT_FLAG_SRGB_READ | WINED3DFMT_FLAG_SRGB_WRITE);
2853 query_internal_format(adapter, format, &format_texture_info[i], gl_info, srgb_write, FALSE);
2855 /* Texture conversion stuff */
2856 format->convert = format_texture_info[i].convert;
2857 format->conv_byte_count = format_texture_info[i].conv_byte_count;
2859 for (j = 0; j < sizeof(format_srgb_info) / sizeof(*format_srgb_info); ++j)
2861 if (format_srgb_info[j].base_format_id == format->id)
2863 srgb_fmt_idx = get_format_idx(format_srgb_info[j].srgb_format_id);
2864 if (srgb_fmt_idx == -1)
2866 ERR("Format %s (%#x) not found.\n",
2867 debug_d3dformat(format_srgb_info[j].srgb_format_id),
2868 format_srgb_info[j].srgb_format_id);
2869 return FALSE;
2871 break;
2875 if (srgb_fmt_idx == -1)
2876 continue;
2878 srgb_format = &gl_info->formats[srgb_fmt_idx];
2880 *srgb_format = *format;
2881 srgb_format->id = format_srgb_info[j].srgb_format_id;
2883 if (gl_info->supported[EXT_TEXTURE_SRGB]
2884 && !(adapter->d3d_info.wined3d_creation_flags & WINED3D_SRGB_READ_WRITE_CONTROL))
2886 srgb_format->glInternal = format_texture_info[i].gl_srgb_internal;
2887 srgb_format->glGammaInternal = format_texture_info[i].gl_srgb_internal;
2888 format_set_flag(srgb_format, WINED3DFMT_FLAG_SRGB_READ | WINED3DFMT_FLAG_SRGB_WRITE);
2889 query_internal_format(adapter, srgb_format, &format_texture_info[i], gl_info, srgb_write, TRUE);
2893 return TRUE;
2896 static BOOL color_match(DWORD c1, DWORD c2, BYTE max_diff)
2898 if (abs((c1 & 0xff) - (c2 & 0xff)) > max_diff) return FALSE;
2899 c1 >>= 8; c2 >>= 8;
2900 if (abs((c1 & 0xff) - (c2 & 0xff)) > max_diff) return FALSE;
2901 c1 >>= 8; c2 >>= 8;
2902 if (abs((c1 & 0xff) - (c2 & 0xff)) > max_diff) return FALSE;
2903 c1 >>= 8; c2 >>= 8;
2904 if (abs((c1 & 0xff) - (c2 & 0xff)) > max_diff) return FALSE;
2905 return TRUE;
2908 /* A context is provided by the caller */
2909 static BOOL check_filter(const struct wined3d_gl_info *gl_info, GLenum internal)
2911 static const DWORD data[] = {0x00000000, 0xffffffff};
2912 GLuint tex, fbo, buffer;
2913 DWORD readback[16 * 1];
2914 BOOL ret = FALSE;
2916 /* Render a filtered texture and see what happens. This is intended to detect the lack of
2917 * float16 filtering on ATI X1000 class cards. The drivers disable filtering instead of
2918 * falling back to software. If this changes in the future this code will get fooled and
2919 * apps might hit the software path due to incorrectly advertised caps.
2921 * Its unlikely that this changes however. GL Games like Mass Effect depend on the filter
2922 * disable fallback, if Apple or ATI ever change the driver behavior they will break more
2923 * than Wine. The Linux binary <= r500 driver is not maintained any more anyway
2926 while (gl_info->gl_ops.gl.p_glGetError());
2928 gl_info->gl_ops.gl.p_glGenTextures(1, &buffer);
2929 gl_info->gl_ops.gl.p_glBindTexture(GL_TEXTURE_2D, buffer);
2930 memset(readback, 0x7e, sizeof(readback));
2931 gl_info->gl_ops.gl.p_glTexImage2D(GL_TEXTURE_2D, 0, GL_RGBA8, 16, 1, 0,
2932 GL_RGBA, GL_UNSIGNED_INT_8_8_8_8, readback);
2933 gl_info->gl_ops.gl.p_glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_NEAREST);
2934 gl_info->gl_ops.gl.p_glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_NEAREST);
2935 gl_info->gl_ops.gl.p_glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_CLAMP_TO_EDGE);
2936 gl_info->gl_ops.gl.p_glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_CLAMP_TO_EDGE);
2937 gl_info->gl_ops.gl.p_glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_R, GL_CLAMP_TO_EDGE);
2939 gl_info->gl_ops.gl.p_glGenTextures(1, &tex);
2940 gl_info->gl_ops.gl.p_glBindTexture(GL_TEXTURE_2D, tex);
2941 gl_info->gl_ops.gl.p_glTexImage2D(GL_TEXTURE_2D, 0, internal, 2, 1, 0,
2942 GL_BGRA, GL_UNSIGNED_INT_8_8_8_8_REV, data);
2943 gl_info->gl_ops.gl.p_glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR);
2944 gl_info->gl_ops.gl.p_glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_LINEAR);
2945 gl_info->gl_ops.gl.p_glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_CLAMP_TO_EDGE);
2946 gl_info->gl_ops.gl.p_glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_CLAMP_TO_EDGE);
2947 gl_info->gl_ops.gl.p_glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_R, GL_CLAMP_TO_EDGE);
2948 gl_info->gl_ops.gl.p_glEnable(GL_TEXTURE_2D);
2950 gl_info->fbo_ops.glGenFramebuffers(1, &fbo);
2951 gl_info->fbo_ops.glBindFramebuffer(GL_FRAMEBUFFER, fbo);
2952 gl_info->fbo_ops.glFramebufferTexture2D(GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT0, GL_TEXTURE_2D, buffer, 0);
2953 gl_info->gl_ops.gl.p_glDrawBuffer(GL_COLOR_ATTACHMENT0);
2955 gl_info->gl_ops.gl.p_glViewport(0, 0, 16, 1);
2956 gl_info->gl_ops.gl.p_glDisable(GL_LIGHTING);
2957 gl_info->gl_ops.gl.p_glMatrixMode(GL_MODELVIEW);
2958 gl_info->gl_ops.gl.p_glLoadIdentity();
2959 gl_info->gl_ops.gl.p_glMatrixMode(GL_PROJECTION);
2960 gl_info->gl_ops.gl.p_glLoadIdentity();
2962 gl_info->gl_ops.gl.p_glClearColor(0, 1, 0, 0);
2963 gl_info->gl_ops.gl.p_glClear(GL_COLOR_BUFFER_BIT);
2965 gl_info->gl_ops.gl.p_glBegin(GL_TRIANGLE_STRIP);
2966 gl_info->gl_ops.gl.p_glTexCoord2f(0.0, 0.0);
2967 gl_info->gl_ops.gl.p_glVertex2f(-1.0f, -1.0f);
2968 gl_info->gl_ops.gl.p_glTexCoord2f(1.0, 0.0);
2969 gl_info->gl_ops.gl.p_glVertex2f(1.0f, -1.0f);
2970 gl_info->gl_ops.gl.p_glTexCoord2f(0.0, 1.0);
2971 gl_info->gl_ops.gl.p_glVertex2f(-1.0f, 1.0f);
2972 gl_info->gl_ops.gl.p_glTexCoord2f(1.0, 1.0);
2973 gl_info->gl_ops.gl.p_glVertex2f(1.0f, 1.0f);
2974 gl_info->gl_ops.gl.p_glEnd();
2976 gl_info->gl_ops.gl.p_glBindTexture(GL_TEXTURE_2D, buffer);
2977 memset(readback, 0x7f, sizeof(readback));
2978 gl_info->gl_ops.gl.p_glGetTexImage(GL_TEXTURE_2D, 0, GL_BGRA, GL_UNSIGNED_INT_8_8_8_8_REV, readback);
2979 if (color_match(readback[6], 0xffffffff, 5) || color_match(readback[6], 0x00000000, 5)
2980 || color_match(readback[9], 0xffffffff, 5) || color_match(readback[9], 0x00000000, 5))
2982 TRACE("Read back colors 0x%08x and 0x%08x close to unfiltered color, assuming no filtering\n",
2983 readback[6], readback[9]);
2984 ret = FALSE;
2986 else
2988 TRACE("Read back colors are 0x%08x and 0x%08x, assuming texture is filtered\n",
2989 readback[6], readback[9]);
2990 ret = TRUE;
2993 gl_info->fbo_ops.glBindFramebuffer(GL_FRAMEBUFFER, 0);
2994 gl_info->fbo_ops.glDeleteFramebuffers(1, &fbo);
2995 gl_info->gl_ops.gl.p_glDeleteTextures(1, &tex);
2996 gl_info->gl_ops.gl.p_glDeleteTextures(1, &buffer);
2998 if (gl_info->gl_ops.gl.p_glGetError())
3000 FIXME("Error during filtering test for format %x, returning no filtering\n", internal);
3001 ret = FALSE;
3004 return ret;
3007 static void init_format_filter_info(struct wined3d_gl_info *gl_info, enum wined3d_pci_vendor vendor)
3009 struct wined3d_format *format;
3010 unsigned int fmt_idx, i;
3011 static const enum wined3d_format_id fmts16[] =
3013 WINED3DFMT_R16_FLOAT,
3014 WINED3DFMT_R16G16_FLOAT,
3015 WINED3DFMT_R16G16B16A16_FLOAT,
3017 BOOL filtered;
3019 if (gl_info->supported[ARB_INTERNALFORMAT_QUERY2])
3020 /* This was already handled by init_format_texture_info(). */
3021 return;
3023 if (wined3d_settings.offscreen_rendering_mode != ORM_FBO
3024 || !gl_info->supported[WINED3D_GL_LEGACY_CONTEXT])
3026 WARN("No FBO support, or no FBO ORM, guessing filter info from GL caps\n");
3027 if (vendor == HW_VENDOR_NVIDIA && gl_info->supported[ARB_TEXTURE_FLOAT])
3029 TRACE("Nvidia card with texture_float support: Assuming float16 blending\n");
3030 filtered = TRUE;
3032 else if (gl_info->limits.glsl_varyings > 44)
3034 TRACE("More than 44 GLSL varyings - assuming d3d10 card with float16 blending\n");
3035 filtered = TRUE;
3037 else
3039 TRACE("Assuming no float16 blending\n");
3040 filtered = FALSE;
3043 if(filtered)
3045 for(i = 0; i < (sizeof(fmts16) / sizeof(*fmts16)); i++)
3047 fmt_idx = get_format_idx(fmts16[i]);
3048 format_set_flag(&gl_info->formats[fmt_idx], WINED3DFMT_FLAG_FILTERING);
3051 return;
3054 for(i = 0; i < (sizeof(fmts16) / sizeof(*fmts16)); i++)
3056 fmt_idx = get_format_idx(fmts16[i]);
3057 format = &gl_info->formats[fmt_idx];
3058 if (!format->glInternal) continue; /* Not supported by GL */
3060 filtered = check_filter(gl_info, gl_info->formats[fmt_idx].glInternal);
3061 if(filtered)
3063 TRACE("Format %s supports filtering\n", debug_d3dformat(fmts16[i]));
3064 format_set_flag(format, WINED3DFMT_FLAG_FILTERING);
3066 else
3068 TRACE("Format %s does not support filtering\n", debug_d3dformat(fmts16[i]));
3073 static void apply_format_fixups(struct wined3d_adapter *adapter, struct wined3d_gl_info *gl_info)
3075 unsigned int i;
3076 int idx;
3078 idx = get_format_idx(WINED3DFMT_R16_FLOAT);
3079 gl_info->formats[idx].color_fixup = create_color_fixup_desc(
3080 0, CHANNEL_SOURCE_X, 0, CHANNEL_SOURCE_ONE, 0, CHANNEL_SOURCE_ONE, 0, CHANNEL_SOURCE_W);
3082 idx = get_format_idx(WINED3DFMT_R32_FLOAT);
3083 gl_info->formats[idx].color_fixup = create_color_fixup_desc(
3084 0, CHANNEL_SOURCE_X, 0, CHANNEL_SOURCE_ONE, 0, CHANNEL_SOURCE_ONE, 0, CHANNEL_SOURCE_W);
3086 idx = get_format_idx(WINED3DFMT_R16G16_UNORM);
3087 gl_info->formats[idx].color_fixup = create_color_fixup_desc(
3088 0, CHANNEL_SOURCE_X, 0, CHANNEL_SOURCE_Y, 0, CHANNEL_SOURCE_ONE, 0, CHANNEL_SOURCE_W);
3090 idx = get_format_idx(WINED3DFMT_R16G16_FLOAT);
3091 gl_info->formats[idx].color_fixup = create_color_fixup_desc(
3092 0, CHANNEL_SOURCE_X, 0, CHANNEL_SOURCE_Y, 0, CHANNEL_SOURCE_ONE, 0, CHANNEL_SOURCE_W);
3094 idx = get_format_idx(WINED3DFMT_R32G32_FLOAT);
3095 gl_info->formats[idx].color_fixup = create_color_fixup_desc(
3096 0, CHANNEL_SOURCE_X, 0, CHANNEL_SOURCE_Y, 0, CHANNEL_SOURCE_ONE, 0, CHANNEL_SOURCE_W);
3098 /* GL_ATI_envmap_bumpmap in theory supports R8G8_SNORM but is no longer supported by
3099 * any driver. */
3100 if (gl_info->supported[NV_TEXTURE_SHADER] || gl_info->supported[EXT_TEXTURE_SNORM])
3102 /* R8G8_SNORM and R16G16_SNORM need a fixup of the undefined blue channel. OpenGL
3103 * returns 0.0 when sampling from it, DirectX 1.0. So we always have in-shader
3104 * conversion for this format. */
3105 idx = get_format_idx(WINED3DFMT_R8G8_SNORM);
3106 gl_info->formats[idx].color_fixup = create_color_fixup_desc(
3107 0, CHANNEL_SOURCE_X, 0, CHANNEL_SOURCE_Y, 0, CHANNEL_SOURCE_ONE, 0, CHANNEL_SOURCE_ONE);
3108 idx = get_format_idx(WINED3DFMT_R16G16_SNORM);
3109 gl_info->formats[idx].color_fixup = create_color_fixup_desc(
3110 0, CHANNEL_SOURCE_X, 0, CHANNEL_SOURCE_Y, 0, CHANNEL_SOURCE_ONE, 0, CHANNEL_SOURCE_ONE);
3112 else
3114 /* Emulate using unsigned formats. This requires load-time conversion in addition to the
3115 * fixups here. */
3116 idx = get_format_idx(WINED3DFMT_R8G8_SNORM);
3117 gl_info->formats[idx].color_fixup = create_color_fixup_desc(
3118 1, CHANNEL_SOURCE_X, 1, CHANNEL_SOURCE_Y, 0, CHANNEL_SOURCE_ONE, 0, CHANNEL_SOURCE_ONE);
3119 idx = get_format_idx(WINED3DFMT_R16G16_SNORM);
3120 gl_info->formats[idx].color_fixup = create_color_fixup_desc(
3121 1, CHANNEL_SOURCE_X, 1, CHANNEL_SOURCE_Y, 0, CHANNEL_SOURCE_ONE, 0, CHANNEL_SOURCE_ONE);
3122 idx = get_format_idx(WINED3DFMT_R8G8B8A8_SNORM);
3123 gl_info->formats[idx].color_fixup = create_color_fixup_desc(
3124 1, CHANNEL_SOURCE_X, 1, CHANNEL_SOURCE_Y, 1, CHANNEL_SOURCE_Z, 1, CHANNEL_SOURCE_W);
3125 idx = get_format_idx(WINED3DFMT_R5G5_SNORM_L6_UNORM);
3126 gl_info->formats[idx].color_fixup = create_color_fixup_desc(
3127 1, CHANNEL_SOURCE_X, 1, CHANNEL_SOURCE_Z, 0, CHANNEL_SOURCE_Y, 0, CHANNEL_SOURCE_ONE);
3130 if (!gl_info->supported[NV_TEXTURE_SHADER])
3132 idx = get_format_idx(WINED3DFMT_R8G8_SNORM_L8X8_UNORM);
3133 gl_info->formats[idx].color_fixup = create_color_fixup_desc(
3134 1, CHANNEL_SOURCE_X, 1, CHANNEL_SOURCE_Y, 0, CHANNEL_SOURCE_Z, 0, CHANNEL_SOURCE_W);
3137 if (gl_info->supported[ARB_TEXTURE_COMPRESSION_RGTC] || gl_info->supported[EXT_TEXTURE_COMPRESSION_RGTC])
3139 idx = get_format_idx(WINED3DFMT_ATI1N);
3140 gl_info->formats[idx].color_fixup = create_color_fixup_desc(
3141 0, CHANNEL_SOURCE_X, 0, CHANNEL_SOURCE_X, 0, CHANNEL_SOURCE_X, 0, CHANNEL_SOURCE_X);
3143 idx = get_format_idx(WINED3DFMT_ATI2N);
3144 gl_info->formats[idx].color_fixup = create_color_fixup_desc(
3145 0, CHANNEL_SOURCE_Y, 0, CHANNEL_SOURCE_X, 0, CHANNEL_SOURCE_ONE, 0, CHANNEL_SOURCE_ONE);
3147 else if (gl_info->supported[ATI_TEXTURE_COMPRESSION_3DC])
3149 idx = get_format_idx(WINED3DFMT_ATI2N);
3150 gl_info->formats[idx].color_fixup= create_color_fixup_desc(
3151 0, CHANNEL_SOURCE_X, 0, CHANNEL_SOURCE_W, 0, CHANNEL_SOURCE_ONE, 0, CHANNEL_SOURCE_ONE);
3154 if (!gl_info->supported[APPLE_YCBCR_422])
3156 idx = get_format_idx(WINED3DFMT_YUY2);
3157 gl_info->formats[idx].color_fixup = create_complex_fixup_desc(COMPLEX_FIXUP_YUY2);
3159 idx = get_format_idx(WINED3DFMT_UYVY);
3160 gl_info->formats[idx].color_fixup = create_complex_fixup_desc(COMPLEX_FIXUP_UYVY);
3163 idx = get_format_idx(WINED3DFMT_YV12);
3164 format_set_flag(&gl_info->formats[idx], WINED3DFMT_FLAG_HEIGHT_SCALE);
3165 gl_info->formats[idx].height_scale.numerator = 3;
3166 gl_info->formats[idx].height_scale.denominator = 2;
3167 gl_info->formats[idx].color_fixup = create_complex_fixup_desc(COMPLEX_FIXUP_YV12);
3169 idx = get_format_idx(WINED3DFMT_NV12);
3170 format_set_flag(&gl_info->formats[idx], WINED3DFMT_FLAG_HEIGHT_SCALE);
3171 gl_info->formats[idx].height_scale.numerator = 3;
3172 gl_info->formats[idx].height_scale.denominator = 2;
3173 gl_info->formats[idx].color_fixup = create_complex_fixup_desc(COMPLEX_FIXUP_NV12);
3175 if (!gl_info->supported[WINED3D_GL_LEGACY_CONTEXT])
3177 idx = get_format_idx(WINED3DFMT_A8_UNORM);
3178 gl_info->formats[idx].color_fixup = create_color_fixup_desc(
3179 0, CHANNEL_SOURCE_ZERO, 0, CHANNEL_SOURCE_ZERO, 0, CHANNEL_SOURCE_ZERO, 0, CHANNEL_SOURCE_X);
3180 idx = get_format_idx(WINED3DFMT_L8A8_UNORM);
3181 gl_info->formats[idx].color_fixup = create_color_fixup_desc(
3182 0, CHANNEL_SOURCE_X, 0, CHANNEL_SOURCE_X, 0, CHANNEL_SOURCE_X, 0, CHANNEL_SOURCE_Y);
3183 idx = get_format_idx(WINED3DFMT_L4A4_UNORM);
3184 gl_info->formats[idx].color_fixup = create_color_fixup_desc(
3185 0, CHANNEL_SOURCE_X, 0, CHANNEL_SOURCE_X, 0, CHANNEL_SOURCE_X, 0, CHANNEL_SOURCE_Y);
3186 idx = get_format_idx(WINED3DFMT_L16_UNORM);
3187 gl_info->formats[idx].color_fixup = create_color_fixup_desc(
3188 0, CHANNEL_SOURCE_X, 0, CHANNEL_SOURCE_X, 0, CHANNEL_SOURCE_X, 0, CHANNEL_SOURCE_ONE);
3189 idx = get_format_idx(WINED3DFMT_INTZ);
3190 gl_info->formats[idx].color_fixup = create_color_fixup_desc(
3191 0, CHANNEL_SOURCE_X, 0, CHANNEL_SOURCE_X, 0, CHANNEL_SOURCE_X, 0, CHANNEL_SOURCE_X);
3194 if (gl_info->supported[ARB_TEXTURE_RG])
3196 idx = get_format_idx(WINED3DFMT_L8_UNORM);
3197 gl_info->formats[idx].color_fixup = create_color_fixup_desc(
3198 0, CHANNEL_SOURCE_X, 0, CHANNEL_SOURCE_X, 0, CHANNEL_SOURCE_X, 0, CHANNEL_SOURCE_ONE);
3201 if (gl_info->supported[ARB_FRAGMENT_PROGRAM])
3203 idx = get_format_idx(WINED3DFMT_P8_UINT);
3204 gl_info->formats[idx].color_fixup = create_complex_fixup_desc(COMPLEX_FIXUP_P8);
3207 if (gl_info->supported[ARB_VERTEX_ARRAY_BGRA])
3209 idx = get_format_idx(WINED3DFMT_B8G8R8A8_UNORM);
3210 gl_info->formats[idx].gl_vtx_format = GL_BGRA;
3213 if (!gl_info->supported[ARB_HALF_FLOAT_VERTEX])
3215 /* Do not change the size of the type, it is CPU side. We have to change the GPU-side information though.
3216 * It is the job of the vertex buffer code to make sure that the vbos have the right format */
3217 idx = get_format_idx(WINED3DFMT_R16G16_FLOAT);
3218 gl_info->formats[idx].gl_vtx_type = GL_FLOAT;
3220 idx = get_format_idx(WINED3DFMT_R16G16B16A16_FLOAT);
3221 gl_info->formats[idx].gl_vtx_type = GL_FLOAT;
3224 if (!gl_info->supported[ARB_HALF_FLOAT_PIXEL])
3226 idx = get_format_idx(WINED3DFMT_R16_FLOAT);
3227 format_clear_flag(&gl_info->formats[idx], WINED3DFMT_FLAG_TEXTURE);
3229 idx = get_format_idx(WINED3DFMT_R16G16_FLOAT);
3230 format_clear_flag(&gl_info->formats[idx], WINED3DFMT_FLAG_TEXTURE);
3232 idx = get_format_idx(WINED3DFMT_R16G16B16A16_FLOAT);
3233 format_clear_flag(&gl_info->formats[idx], WINED3DFMT_FLAG_TEXTURE);
3236 if (gl_info->quirks & WINED3D_QUIRK_BROKEN_RGBA16)
3238 idx = get_format_idx(WINED3DFMT_R16G16B16A16_UNORM);
3239 format_clear_flag(&gl_info->formats[idx], WINED3DFMT_FLAG_TEXTURE);
3242 /* ATI instancing hack: Although ATI cards do not support Shader Model
3243 * 3.0, they support instancing. To query if the card supports instancing
3244 * CheckDeviceFormat() with the special format MAKEFOURCC('I','N','S','T')
3245 * is used. Should an application check for this, provide a proper return
3246 * value. We can do instancing with all shader versions, but we need
3247 * vertex shaders.
3249 * Additionally applications have to set the D3DRS_POINTSIZE render state
3250 * to MAKEFOURCC('I','N','S','T') once to enable instancing. Wined3d
3251 * doesn't need that and just ignores it.
3253 * With Shader Model 3.0 capable cards Instancing 'just works' in Windows. */
3254 /* FIXME: This should just check the shader backend caps. */
3255 if (gl_info->supported[ARB_VERTEX_PROGRAM] || gl_info->supported[ARB_VERTEX_SHADER])
3257 idx = get_format_idx(WINED3DFMT_INST);
3258 format_set_flag(&gl_info->formats[idx], WINED3DFMT_FLAG_TEXTURE);
3261 /* Depth bound test. To query if the card supports it CheckDeviceFormat()
3262 * with the special format MAKEFOURCC('N','V','D','B') is used. It is
3263 * enabled by setting D3DRS_ADAPTIVETESS_X render state to
3264 * MAKEFOURCC('N','V','D','B') and then controlled by setting
3265 * D3DRS_ADAPTIVETESS_Z (zMin) and D3DRS_ADAPTIVETESS_W (zMax) to test
3266 * value. */
3267 if (gl_info->supported[EXT_DEPTH_BOUNDS_TEST])
3269 idx = get_format_idx(WINED3DFMT_NVDB);
3270 format_set_flag(&gl_info->formats[idx], WINED3DFMT_FLAG_TEXTURE);
3273 /* RESZ aka AMD DX9-level hack for multisampled depth buffer resolve. You query for RESZ
3274 * support by checking for availability of MAKEFOURCC('R','E','S','Z') surfaces with
3275 * RENDERTARGET usage. */
3276 if (gl_info->supported[ARB_FRAMEBUFFER_OBJECT])
3278 idx = get_format_idx(WINED3DFMT_RESZ);
3279 format_set_flag(&gl_info->formats[idx], WINED3DFMT_FLAG_TEXTURE | WINED3DFMT_FLAG_RENDERTARGET);
3282 for (i = 0; i < gl_info->format_count; ++i)
3284 struct wined3d_format *format = &gl_info->formats[i];
3286 if (!(format->flags[WINED3D_GL_RES_TYPE_TEX_2D] & WINED3DFMT_FLAG_TEXTURE))
3287 continue;
3289 if (!adapter->shader_backend->shader_color_fixup_supported(format->color_fixup)
3290 || !adapter->fragment_pipe->color_fixup_supported(format->color_fixup))
3291 format_clear_flag(format, WINED3DFMT_FLAG_TEXTURE);
3294 /* GL_EXT_texture_compression_s3tc does not support 3D textures. Some Windows drivers
3295 * for dx9 GPUs support it, some do not, so not supporting DXTn volumes is OK for d3d9.
3297 * Note that GL_NV_texture_compression_vtc adds this functionality to OpenGL, but the
3298 * block layout is not compatible with the one used by d3d. See volume_dxt5_test. */
3299 idx = get_format_idx(WINED3DFMT_DXT1);
3300 gl_info->formats[idx].flags[WINED3D_GL_RES_TYPE_TEX_3D] &= ~WINED3DFMT_FLAG_TEXTURE;
3301 idx = get_format_idx(WINED3DFMT_DXT2);
3302 gl_info->formats[idx].flags[WINED3D_GL_RES_TYPE_TEX_3D] &= ~WINED3DFMT_FLAG_TEXTURE;
3303 idx = get_format_idx(WINED3DFMT_DXT3);
3304 gl_info->formats[idx].flags[WINED3D_GL_RES_TYPE_TEX_3D] &= ~WINED3DFMT_FLAG_TEXTURE;
3305 idx = get_format_idx(WINED3DFMT_DXT4);
3306 gl_info->formats[idx].flags[WINED3D_GL_RES_TYPE_TEX_3D] &= ~WINED3DFMT_FLAG_TEXTURE;
3307 idx = get_format_idx(WINED3DFMT_DXT5);
3308 gl_info->formats[idx].flags[WINED3D_GL_RES_TYPE_TEX_3D] &= ~WINED3DFMT_FLAG_TEXTURE;
3309 idx = get_format_idx(WINED3DFMT_BC1_UNORM);
3310 gl_info->formats[idx].flags[WINED3D_GL_RES_TYPE_TEX_3D] &= ~WINED3DFMT_FLAG_TEXTURE;
3311 idx = get_format_idx(WINED3DFMT_BC1_UNORM_SRGB);
3312 gl_info->formats[idx].flags[WINED3D_GL_RES_TYPE_TEX_3D] &= ~WINED3DFMT_FLAG_TEXTURE;
3313 idx = get_format_idx(WINED3DFMT_BC2_UNORM);
3314 gl_info->formats[idx].flags[WINED3D_GL_RES_TYPE_TEX_3D] &= ~WINED3DFMT_FLAG_TEXTURE;
3315 idx = get_format_idx(WINED3DFMT_BC2_UNORM_SRGB);
3316 gl_info->formats[idx].flags[WINED3D_GL_RES_TYPE_TEX_3D] &= ~WINED3DFMT_FLAG_TEXTURE;
3317 idx = get_format_idx(WINED3DFMT_BC3_UNORM);
3318 gl_info->formats[idx].flags[WINED3D_GL_RES_TYPE_TEX_3D] &= ~WINED3DFMT_FLAG_TEXTURE;
3319 idx = get_format_idx(WINED3DFMT_BC3_UNORM_SRGB);
3320 gl_info->formats[idx].flags[WINED3D_GL_RES_TYPE_TEX_3D] &= ~WINED3DFMT_FLAG_TEXTURE;
3321 /* Similarly with ATI1N / ATI2N and GL_ARB_texture_compression_rgtc. */
3322 idx = get_format_idx(WINED3DFMT_ATI1N);
3323 gl_info->formats[idx].flags[WINED3D_GL_RES_TYPE_TEX_3D] &= ~WINED3DFMT_FLAG_TEXTURE;
3324 idx = get_format_idx(WINED3DFMT_ATI2N);
3325 gl_info->formats[idx].flags[WINED3D_GL_RES_TYPE_TEX_3D] &= ~WINED3DFMT_FLAG_TEXTURE;
3326 idx = get_format_idx(WINED3DFMT_BC4_UNORM);
3327 gl_info->formats[idx].flags[WINED3D_GL_RES_TYPE_TEX_3D] &= ~WINED3DFMT_FLAG_TEXTURE;
3328 idx = get_format_idx(WINED3DFMT_BC5_UNORM);
3329 gl_info->formats[idx].flags[WINED3D_GL_RES_TYPE_TEX_3D] &= ~WINED3DFMT_FLAG_TEXTURE;
3332 static unsigned int calculate_vertex_attribute_size(GLenum type, unsigned int component_count)
3334 switch (type)
3336 case GL_HALF_FLOAT:
3337 return component_count * sizeof(GLhalfNV);
3338 case GL_FLOAT:
3339 return component_count * sizeof(GLfloat);
3340 case GL_BYTE:
3341 return component_count * sizeof(GLbyte);
3342 case GL_UNSIGNED_BYTE:
3343 return component_count * sizeof(GLubyte);
3344 case GL_SHORT:
3345 return component_count * sizeof(GLshort);
3346 case GL_UNSIGNED_SHORT:
3347 return component_count * sizeof(GLushort);
3348 case GL_INT:
3349 return component_count * sizeof(GLint);
3350 case GL_UNSIGNED_INT:
3351 return component_count * sizeof(GLuint);
3352 case GL_UNSIGNED_INT_2_10_10_10_REV:
3353 return sizeof(GLuint);
3354 default:
3355 FIXME("Unhandled GL type %#x.\n", type);
3356 return 0;
3360 static BOOL init_format_vertex_info(struct wined3d_gl_info *gl_info)
3362 unsigned int i;
3364 for (i = 0; i < ARRAY_SIZE(format_vertex_info); ++i)
3366 struct wined3d_format *format;
3367 int fmt_idx = get_format_idx(format_vertex_info[i].id);
3369 if (fmt_idx == -1)
3371 ERR("Format %s (%#x) not found.\n",
3372 debug_d3dformat(format_vertex_info[i].id), format_vertex_info[i].id);
3373 return FALSE;
3376 if (!gl_info->supported[format_vertex_info[i].extension])
3377 continue;
3379 format = &gl_info->formats[fmt_idx];
3380 format->emit_idx = format_vertex_info[i].emit_idx;
3381 format->component_count = format_vertex_info[i].component_count;
3382 format->gl_vtx_type = format_vertex_info[i].gl_vtx_type;
3383 format->gl_vtx_format = format_vertex_info[i].component_count;
3384 format->gl_normalized = format_vertex_info[i].gl_normalized;
3385 if (!(format->attribute_size = calculate_vertex_attribute_size(format->gl_vtx_type,
3386 format->component_count)))
3388 ERR("Invalid attribute size for vertex format %s (%#x).\n",
3389 debug_d3dformat(format_vertex_info[i].id), format_vertex_info[i].id);
3390 return FALSE;
3394 return TRUE;
3397 static BOOL init_typeless_formats(struct wined3d_gl_info *gl_info)
3399 unsigned int flags[WINED3D_GL_RES_TYPE_COUNT];
3400 unsigned int i, j;
3402 for (i = 0; i < ARRAY_SIZE(typed_formats); ++i)
3404 struct wined3d_format *format, *typeless_format;
3405 int fmt_idx = get_format_idx(typed_formats[i].id);
3406 int typeless_fmt_idx = get_format_idx(typed_formats[i].typeless_id);
3408 if (fmt_idx == -1)
3410 ERR("Format %s (%#x) not found.\n",
3411 debug_d3dformat(typed_formats[i].id),
3412 typed_formats[i].id);
3413 return FALSE;
3415 if (typeless_fmt_idx == -1)
3417 ERR("Format %s (%#x) not found.\n",
3418 debug_d3dformat(typed_formats[i].typeless_id),
3419 typed_formats[i].typeless_id);
3420 return FALSE;
3423 format = &gl_info->formats[fmt_idx];
3424 typeless_format = &gl_info->formats[typeless_fmt_idx];
3426 memcpy(flags, typeless_format->flags, sizeof(flags));
3427 *typeless_format = *format;
3428 typeless_format->id = typed_formats[i].typeless_id;
3429 for (j = 0; j < ARRAY_SIZE(typeless_format->flags); ++j)
3430 typeless_format->flags[j] |= flags[j];
3433 return TRUE;
3436 BOOL initPixelFormatsNoGL(struct wined3d_gl_info *gl_info)
3438 if (!init_format_base_info(gl_info)) return FALSE;
3440 if (!init_format_block_info(gl_info))
3442 HeapFree(GetProcessHeap(), 0, gl_info->formats);
3443 gl_info->formats = NULL;
3444 return FALSE;
3447 return TRUE;
3450 /* Context activation is done by the caller. */
3451 BOOL wined3d_adapter_init_format_info(struct wined3d_adapter *adapter, struct wined3d_caps_gl_ctx *ctx)
3453 struct wined3d_gl_info *gl_info = &adapter->gl_info;
3455 if (!init_format_base_info(gl_info)) return FALSE;
3457 if (!init_format_block_info(gl_info)) goto fail;
3458 if (!init_format_texture_info(adapter, gl_info)) goto fail;
3459 if (!init_format_vertex_info(gl_info)) goto fail;
3461 apply_format_fixups(adapter, gl_info);
3462 init_format_fbo_compat_info(ctx);
3463 init_format_filter_info(gl_info, adapter->driver_info.vendor);
3464 if (!init_typeless_formats(gl_info)) goto fail;
3466 return TRUE;
3468 fail:
3469 HeapFree(GetProcessHeap(), 0, gl_info->formats);
3470 gl_info->formats = NULL;
3471 return FALSE;
3474 float wined3d_adapter_find_polyoffset_scale(struct wined3d_caps_gl_ctx *ctx, GLenum format)
3476 const struct wined3d_gl_info *gl_info = ctx->gl_info;
3477 static const struct wined3d_color blue = {0.0f, 0.0f, 1.0f, 1.0f};
3478 GLuint fbo, color, depth;
3479 unsigned int low = 0, high = 32, cur;
3480 DWORD readback[256];
3481 static const struct wined3d_vec3 geometry[] =
3483 {-1.0f, -1.0f, -1.0f},
3484 { 1.0f, -1.0f, 0.0f},
3485 {-1.0f, 1.0f, -1.0f},
3486 { 1.0f, 1.0f, 0.0f},
3489 /* Most drivers want 2^23 for fixed point depth buffers, including r300g, r600g,
3490 * Nvidia. Use this as a fallback if the detection fails. */
3491 unsigned int fallback = 23;
3493 if (wined3d_settings.offscreen_rendering_mode != ORM_FBO)
3495 FIXME("No FBOs, assuming polyoffset scale of 2^%u.\n", fallback);
3496 return (float)(1u << fallback);
3499 gl_info->gl_ops.gl.p_glGenTextures(1, &color);
3500 gl_info->gl_ops.gl.p_glBindTexture(GL_TEXTURE_2D, color);
3501 gl_info->gl_ops.gl.p_glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAX_LEVEL, 0);
3502 gl_info->gl_ops.gl.p_glTexImage2D(GL_TEXTURE_2D, 0, GL_RGBA8, 256, 1, 0, GL_BGRA, GL_UNSIGNED_INT_8_8_8_8_REV, 0);
3504 gl_info->fbo_ops.glGenRenderbuffers(1, &depth);
3505 gl_info->fbo_ops.glBindRenderbuffer(GL_RENDERBUFFER, depth);
3506 gl_info->fbo_ops.glRenderbufferStorage(GL_RENDERBUFFER, format, 256, 1);
3508 gl_info->fbo_ops.glGenFramebuffers(1, &fbo);
3509 gl_info->fbo_ops.glBindFramebuffer(GL_FRAMEBUFFER, fbo);
3510 gl_info->fbo_ops.glFramebufferTexture2D(GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT0, GL_TEXTURE_2D, color, 0);
3511 gl_info->fbo_ops.glFramebufferRenderbuffer(GL_FRAMEBUFFER, GL_DEPTH_ATTACHMENT, GL_RENDERBUFFER, depth);
3512 checkGLcall("Setup framebuffer");
3514 gl_info->gl_ops.gl.p_glClearColor(0.0f, 0.0f, 0.5f, 0.0f);
3515 gl_info->gl_ops.gl.p_glClearDepth(0.5f);
3516 gl_info->gl_ops.gl.p_glEnable(GL_DEPTH_TEST);
3517 gl_info->gl_ops.gl.p_glEnable(GL_POLYGON_OFFSET_FILL);
3518 gl_info->gl_ops.gl.p_glViewport(0, 0, 256, 1);
3519 checkGLcall("Misc parameters");
3521 for (;;)
3523 if (high - low <= 1)
3525 ERR("PolygonOffset scale factor detection failed, using fallback value 2^%u.\n", fallback);
3526 cur = fallback;
3527 break;
3529 cur = (low + high) / 2;
3531 gl_info->gl_ops.gl.p_glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT);
3532 /* The post viewport transform Z of the geometry runs from 0.0 to 0.5. We want to push it another
3533 * 0.25 so that the Z buffer content (0.5) cuts the quad off at half the screen. */
3534 gl_info->gl_ops.gl.p_glPolygonOffset(0.0f, (float)(1u << cur) * 0.25f);
3535 draw_test_quad(ctx, geometry, &blue);
3536 checkGLcall("Test draw");
3538 /* Rebinding texture to workaround a fglrx bug. */
3539 gl_info->gl_ops.gl.p_glBindTexture(GL_TEXTURE_2D, color);
3540 gl_info->gl_ops.gl.p_glGetTexImage(GL_TEXTURE_2D, 0, GL_BGRA, GL_UNSIGNED_INT_8_8_8_8_REV, readback);
3541 checkGLcall("readback");
3543 TRACE("low %02u, high %02u, cur %2u, 0=0x%08x, 125=0x%08x, 131=0x%08x, 255=0x%08x\n",
3544 low, high, cur, readback[0], readback[125], readback[131], readback[255]);
3546 if ((readback[125] & 0xff) < 0xa0)
3547 high = cur;
3548 else if ((readback[131] & 0xff) > 0xa0)
3549 low = cur;
3550 else
3552 TRACE("Found scale factor 2^%u for format %x\n", cur, format);
3553 break;
3557 gl_info->gl_ops.gl.p_glDeleteTextures(1, &color);
3558 gl_info->fbo_ops.glDeleteRenderbuffers(1, &depth);
3559 gl_info->fbo_ops.glDeleteFramebuffers(1, &fbo);
3560 gl_info->fbo_ops.glBindFramebuffer(GL_FRAMEBUFFER, 0);
3561 checkGLcall("Delete framebuffer");
3563 gl_info->gl_ops.gl.p_glDisable(GL_DEPTH_TEST);
3564 gl_info->gl_ops.gl.p_glDisable(GL_POLYGON_OFFSET_FILL);
3565 return (float)(1u << cur);
3568 const struct wined3d_format *wined3d_get_format(const struct wined3d_gl_info *gl_info,
3569 enum wined3d_format_id format_id)
3571 int idx = get_format_idx(format_id);
3573 if (idx == -1)
3575 FIXME("Can't find format %s (%#x) in the format lookup table\n",
3576 debug_d3dformat(format_id), format_id);
3577 /* Get the caller a valid pointer */
3578 idx = get_format_idx(WINED3DFMT_UNKNOWN);
3581 return &gl_info->formats[idx];
3584 void wined3d_format_calculate_pitch(const struct wined3d_format *format, unsigned int alignment,
3585 unsigned int width, unsigned int height, unsigned int *row_pitch, unsigned int *slice_pitch)
3587 /* For block based formats, pitch means the amount of bytes to the next
3588 * row of blocks rather than the next row of pixels. */
3589 if (format->flags[WINED3D_GL_RES_TYPE_TEX_2D] & WINED3DFMT_FLAG_BLOCKS)
3591 unsigned int row_block_count = (width + format->block_width - 1) / format->block_width;
3592 unsigned int slice_block_count = (height + format->block_height - 1) / format->block_height;
3593 *row_pitch = row_block_count * format->block_byte_count;
3594 *row_pitch = (*row_pitch + alignment - 1) & ~(alignment - 1);
3595 *slice_pitch = *row_pitch * slice_block_count;
3597 else
3599 *row_pitch = format->byte_count * width; /* Bytes / row */
3600 *row_pitch = (*row_pitch + alignment - 1) & ~(alignment - 1);
3601 *slice_pitch = *row_pitch * height;
3604 if (format->flags[WINED3D_GL_RES_TYPE_TEX_2D] & WINED3DFMT_FLAG_HEIGHT_SCALE)
3606 /* The D3D format requirements make sure that the resulting format is an integer again */
3607 *slice_pitch *= format->height_scale.numerator;
3608 *slice_pitch /= format->height_scale.denominator;
3611 TRACE("Returning row pitch %u, slice pitch %u.\n", *row_pitch, *slice_pitch);
3614 UINT wined3d_format_calculate_size(const struct wined3d_format *format, UINT alignment,
3615 UINT width, UINT height, UINT depth)
3617 unsigned int row_pitch, slice_pitch;
3619 if (format->id == WINED3DFMT_UNKNOWN)
3620 return 0;
3622 if (format->flags[WINED3D_GL_RES_TYPE_TEX_2D] & WINED3DFMT_FLAG_BROKEN_PITCH)
3623 return width * height * depth * format->byte_count;
3625 wined3d_format_calculate_pitch(format, alignment, width, height, &row_pitch, &slice_pitch);
3627 return slice_pitch * depth;
3630 /*****************************************************************************
3631 * Trace formatting of useful values
3633 const char *debug_box(const struct wined3d_box *box)
3635 if (!box)
3636 return "(null)";
3637 return wine_dbg_sprintf("(%u, %u, %u)-(%u, %u, %u)",
3638 box->left, box->top, box->front,
3639 box->right, box->bottom, box->back);
3642 const char *debug_color(const struct wined3d_color *color)
3644 if (!color)
3645 return "(null)";
3646 return wine_dbg_sprintf("{%.8e, %.8e, %.8e, %.8e}",
3647 color->r, color->g, color->b, color->a);
3650 const char *debug_ivec4(const struct wined3d_ivec4 *v)
3652 if (!v)
3653 return "(null)";
3654 return wine_dbg_sprintf("{%d, %d, %d, %d}",
3655 v->x, v->y, v->z, v->w);
3658 const char *debug_vec4(const struct wined3d_vec4 *v)
3660 if (!v)
3661 return "(null)";
3662 return wine_dbg_sprintf("{%.8e, %.8e, %.8e, %.8e}",
3663 v->x, v->y, v->z, v->w);
3666 const char *debug_d3dformat(enum wined3d_format_id format_id)
3668 switch (format_id)
3670 #define FMT_TO_STR(format_id) case format_id: return #format_id
3671 FMT_TO_STR(WINED3DFMT_UNKNOWN);
3672 FMT_TO_STR(WINED3DFMT_B8G8R8_UNORM);
3673 FMT_TO_STR(WINED3DFMT_B5G5R5X1_UNORM);
3674 FMT_TO_STR(WINED3DFMT_B4G4R4A4_UNORM);
3675 FMT_TO_STR(WINED3DFMT_B2G3R3_UNORM);
3676 FMT_TO_STR(WINED3DFMT_B2G3R3A8_UNORM);
3677 FMT_TO_STR(WINED3DFMT_B4G4R4X4_UNORM);
3678 FMT_TO_STR(WINED3DFMT_R8G8B8X8_UNORM);
3679 FMT_TO_STR(WINED3DFMT_B10G10R10A2_UNORM);
3680 FMT_TO_STR(WINED3DFMT_P8_UINT_A8_UNORM);
3681 FMT_TO_STR(WINED3DFMT_P8_UINT);
3682 FMT_TO_STR(WINED3DFMT_L8_UNORM);
3683 FMT_TO_STR(WINED3DFMT_L8A8_UNORM);
3684 FMT_TO_STR(WINED3DFMT_L4A4_UNORM);
3685 FMT_TO_STR(WINED3DFMT_R5G5_SNORM_L6_UNORM);
3686 FMT_TO_STR(WINED3DFMT_R8G8_SNORM_L8X8_UNORM);
3687 FMT_TO_STR(WINED3DFMT_R10G11B11_SNORM);
3688 FMT_TO_STR(WINED3DFMT_R10G10B10X2_UINT);
3689 FMT_TO_STR(WINED3DFMT_R10G10B10X2_SNORM);
3690 FMT_TO_STR(WINED3DFMT_R10G10B10_SNORM_A2_UNORM);
3691 FMT_TO_STR(WINED3DFMT_UYVY);
3692 FMT_TO_STR(WINED3DFMT_YUY2);
3693 FMT_TO_STR(WINED3DFMT_YV12);
3694 FMT_TO_STR(WINED3DFMT_NV12);
3695 FMT_TO_STR(WINED3DFMT_DXT1);
3696 FMT_TO_STR(WINED3DFMT_DXT2);
3697 FMT_TO_STR(WINED3DFMT_DXT3);
3698 FMT_TO_STR(WINED3DFMT_DXT4);
3699 FMT_TO_STR(WINED3DFMT_DXT5);
3700 FMT_TO_STR(WINED3DFMT_MULTI2_ARGB8);
3701 FMT_TO_STR(WINED3DFMT_G8R8_G8B8);
3702 FMT_TO_STR(WINED3DFMT_R8G8_B8G8);
3703 FMT_TO_STR(WINED3DFMT_D16_LOCKABLE);
3704 FMT_TO_STR(WINED3DFMT_D32_UNORM);
3705 FMT_TO_STR(WINED3DFMT_S1_UINT_D15_UNORM);
3706 FMT_TO_STR(WINED3DFMT_X8D24_UNORM);
3707 FMT_TO_STR(WINED3DFMT_S4X4_UINT_D24_UNORM);
3708 FMT_TO_STR(WINED3DFMT_L16_UNORM);
3709 FMT_TO_STR(WINED3DFMT_S8_UINT_D24_FLOAT);
3710 FMT_TO_STR(WINED3DFMT_R8G8_SNORM_Cx);
3711 FMT_TO_STR(WINED3DFMT_ATI1N);
3712 FMT_TO_STR(WINED3DFMT_ATI2N);
3713 FMT_TO_STR(WINED3DFMT_NVDB);
3714 FMT_TO_STR(WINED3DFMT_NVHU);
3715 FMT_TO_STR(WINED3DFMT_NVHS);
3716 FMT_TO_STR(WINED3DFMT_R32G32B32A32_TYPELESS);
3717 FMT_TO_STR(WINED3DFMT_R32G32B32A32_FLOAT);
3718 FMT_TO_STR(WINED3DFMT_R32G32B32A32_UINT);
3719 FMT_TO_STR(WINED3DFMT_R32G32B32A32_SINT);
3720 FMT_TO_STR(WINED3DFMT_R32G32B32_TYPELESS);
3721 FMT_TO_STR(WINED3DFMT_R32G32B32_FLOAT);
3722 FMT_TO_STR(WINED3DFMT_R32G32B32_UINT);
3723 FMT_TO_STR(WINED3DFMT_R32G32B32_SINT);
3724 FMT_TO_STR(WINED3DFMT_R16G16B16A16_TYPELESS);
3725 FMT_TO_STR(WINED3DFMT_R16G16B16A16_FLOAT);
3726 FMT_TO_STR(WINED3DFMT_R16G16B16A16_UNORM);
3727 FMT_TO_STR(WINED3DFMT_R16G16B16A16_UINT);
3728 FMT_TO_STR(WINED3DFMT_R16G16B16A16_SNORM);
3729 FMT_TO_STR(WINED3DFMT_R16G16B16A16_SINT);
3730 FMT_TO_STR(WINED3DFMT_R32G32_TYPELESS);
3731 FMT_TO_STR(WINED3DFMT_R32G32_FLOAT);
3732 FMT_TO_STR(WINED3DFMT_R32G32_UINT);
3733 FMT_TO_STR(WINED3DFMT_R32G32_SINT);
3734 FMT_TO_STR(WINED3DFMT_R32G8X24_TYPELESS);
3735 FMT_TO_STR(WINED3DFMT_D32_FLOAT_S8X24_UINT);
3736 FMT_TO_STR(WINED3DFMT_R32_FLOAT_X8X24_TYPELESS);
3737 FMT_TO_STR(WINED3DFMT_X32_TYPELESS_G8X24_UINT);
3738 FMT_TO_STR(WINED3DFMT_R10G10B10A2_TYPELESS);
3739 FMT_TO_STR(WINED3DFMT_R10G10B10A2_UNORM);
3740 FMT_TO_STR(WINED3DFMT_R10G10B10A2_UINT);
3741 FMT_TO_STR(WINED3DFMT_R10G10B10A2_SNORM);
3742 FMT_TO_STR(WINED3DFMT_R10G10B10_XR_BIAS_A2_UNORM);
3743 FMT_TO_STR(WINED3DFMT_R11G11B10_FLOAT);
3744 FMT_TO_STR(WINED3DFMT_R8G8B8A8_TYPELESS);
3745 FMT_TO_STR(WINED3DFMT_R8G8B8A8_UNORM);
3746 FMT_TO_STR(WINED3DFMT_R8G8B8A8_UNORM_SRGB);
3747 FMT_TO_STR(WINED3DFMT_R8G8B8A8_UINT);
3748 FMT_TO_STR(WINED3DFMT_R8G8B8A8_SNORM);
3749 FMT_TO_STR(WINED3DFMT_R8G8B8A8_SINT);
3750 FMT_TO_STR(WINED3DFMT_R16G16_TYPELESS);
3751 FMT_TO_STR(WINED3DFMT_R16G16_FLOAT);
3752 FMT_TO_STR(WINED3DFMT_R16G16_UNORM);
3753 FMT_TO_STR(WINED3DFMT_R16G16_UINT);
3754 FMT_TO_STR(WINED3DFMT_R16G16_SNORM);
3755 FMT_TO_STR(WINED3DFMT_R16G16_SINT);
3756 FMT_TO_STR(WINED3DFMT_R32_TYPELESS);
3757 FMT_TO_STR(WINED3DFMT_D32_FLOAT);
3758 FMT_TO_STR(WINED3DFMT_R32_FLOAT);
3759 FMT_TO_STR(WINED3DFMT_R32_UINT);
3760 FMT_TO_STR(WINED3DFMT_R32_SINT);
3761 FMT_TO_STR(WINED3DFMT_R24G8_TYPELESS);
3762 FMT_TO_STR(WINED3DFMT_D24_UNORM_S8_UINT);
3763 FMT_TO_STR(WINED3DFMT_R24_UNORM_X8_TYPELESS);
3764 FMT_TO_STR(WINED3DFMT_X24_TYPELESS_G8_UINT);
3765 FMT_TO_STR(WINED3DFMT_R8G8_TYPELESS);
3766 FMT_TO_STR(WINED3DFMT_R8G8_UNORM);
3767 FMT_TO_STR(WINED3DFMT_R8G8_UINT);
3768 FMT_TO_STR(WINED3DFMT_R8G8_SNORM);
3769 FMT_TO_STR(WINED3DFMT_R8G8_SINT);
3770 FMT_TO_STR(WINED3DFMT_R16_TYPELESS);
3771 FMT_TO_STR(WINED3DFMT_R16_FLOAT);
3772 FMT_TO_STR(WINED3DFMT_D16_UNORM);
3773 FMT_TO_STR(WINED3DFMT_R16_UNORM);
3774 FMT_TO_STR(WINED3DFMT_R16_UINT);
3775 FMT_TO_STR(WINED3DFMT_R16_SNORM);
3776 FMT_TO_STR(WINED3DFMT_R16_SINT);
3777 FMT_TO_STR(WINED3DFMT_R8_TYPELESS);
3778 FMT_TO_STR(WINED3DFMT_R8_UNORM);
3779 FMT_TO_STR(WINED3DFMT_R8_UINT);
3780 FMT_TO_STR(WINED3DFMT_R8_SNORM);
3781 FMT_TO_STR(WINED3DFMT_R8_SINT);
3782 FMT_TO_STR(WINED3DFMT_A8_UNORM);
3783 FMT_TO_STR(WINED3DFMT_R1_UNORM);
3784 FMT_TO_STR(WINED3DFMT_R9G9B9E5_SHAREDEXP);
3785 FMT_TO_STR(WINED3DFMT_R8G8_B8G8_UNORM);
3786 FMT_TO_STR(WINED3DFMT_G8R8_G8B8_UNORM);
3787 FMT_TO_STR(WINED3DFMT_BC1_TYPELESS);
3788 FMT_TO_STR(WINED3DFMT_BC1_UNORM);
3789 FMT_TO_STR(WINED3DFMT_BC1_UNORM_SRGB);
3790 FMT_TO_STR(WINED3DFMT_BC2_TYPELESS);
3791 FMT_TO_STR(WINED3DFMT_BC2_UNORM);
3792 FMT_TO_STR(WINED3DFMT_BC2_UNORM_SRGB);
3793 FMT_TO_STR(WINED3DFMT_BC3_TYPELESS);
3794 FMT_TO_STR(WINED3DFMT_BC3_UNORM);
3795 FMT_TO_STR(WINED3DFMT_BC3_UNORM_SRGB);
3796 FMT_TO_STR(WINED3DFMT_BC4_TYPELESS);
3797 FMT_TO_STR(WINED3DFMT_BC4_UNORM);
3798 FMT_TO_STR(WINED3DFMT_BC4_SNORM);
3799 FMT_TO_STR(WINED3DFMT_BC5_TYPELESS);
3800 FMT_TO_STR(WINED3DFMT_BC5_UNORM);
3801 FMT_TO_STR(WINED3DFMT_BC5_SNORM);
3802 FMT_TO_STR(WINED3DFMT_B5G6R5_UNORM);
3803 FMT_TO_STR(WINED3DFMT_B5G5R5A1_UNORM);
3804 FMT_TO_STR(WINED3DFMT_B8G8R8A8_UNORM);
3805 FMT_TO_STR(WINED3DFMT_B8G8R8X8_UNORM);
3806 FMT_TO_STR(WINED3DFMT_B8G8R8A8_TYPELESS);
3807 FMT_TO_STR(WINED3DFMT_B8G8R8A8_UNORM_SRGB);
3808 FMT_TO_STR(WINED3DFMT_B8G8R8X8_TYPELESS);
3809 FMT_TO_STR(WINED3DFMT_B8G8R8X8_UNORM_SRGB);
3810 FMT_TO_STR(WINED3DFMT_BC6H_TYPELESS);
3811 FMT_TO_STR(WINED3DFMT_BC6H_UF16);
3812 FMT_TO_STR(WINED3DFMT_BC6H_SF16);
3813 FMT_TO_STR(WINED3DFMT_BC7_TYPELESS);
3814 FMT_TO_STR(WINED3DFMT_BC7_UNORM);
3815 FMT_TO_STR(WINED3DFMT_BC7_UNORM_SRGB);
3816 FMT_TO_STR(WINED3DFMT_INTZ);
3817 FMT_TO_STR(WINED3DFMT_RESZ);
3818 FMT_TO_STR(WINED3DFMT_NULL);
3819 FMT_TO_STR(WINED3DFMT_R16);
3820 FMT_TO_STR(WINED3DFMT_AL16);
3821 #undef FMT_TO_STR
3822 default:
3824 char fourcc[5];
3825 fourcc[0] = (char)(format_id);
3826 fourcc[1] = (char)(format_id >> 8);
3827 fourcc[2] = (char)(format_id >> 16);
3828 fourcc[3] = (char)(format_id >> 24);
3829 fourcc[4] = 0;
3830 if (isprint(fourcc[0]) && isprint(fourcc[1]) && isprint(fourcc[2]) && isprint(fourcc[3]))
3831 FIXME("Unrecognized %#x (as fourcc: %s) WINED3DFORMAT!\n", format_id, fourcc);
3832 else
3833 FIXME("Unrecognized %#x WINED3DFORMAT!\n", format_id);
3835 return "unrecognized";
3839 const char *debug_d3ddevicetype(enum wined3d_device_type device_type)
3841 switch (device_type)
3843 #define DEVTYPE_TO_STR(dev) case dev: return #dev
3844 DEVTYPE_TO_STR(WINED3D_DEVICE_TYPE_HAL);
3845 DEVTYPE_TO_STR(WINED3D_DEVICE_TYPE_REF);
3846 DEVTYPE_TO_STR(WINED3D_DEVICE_TYPE_SW);
3847 #undef DEVTYPE_TO_STR
3848 default:
3849 FIXME("Unrecognized device type %#x.\n", device_type);
3850 return "unrecognized";
3854 const char *debug_d3dusage(DWORD usage)
3856 char buf[552];
3858 buf[0] = '\0';
3859 #define WINED3DUSAGE_TO_STR(u) if (usage & u) { strcat(buf, " | "#u); usage &= ~u; }
3860 WINED3DUSAGE_TO_STR(WINED3DUSAGE_RENDERTARGET);
3861 WINED3DUSAGE_TO_STR(WINED3DUSAGE_DEPTHSTENCIL);
3862 WINED3DUSAGE_TO_STR(WINED3DUSAGE_WRITEONLY);
3863 WINED3DUSAGE_TO_STR(WINED3DUSAGE_SOFTWAREPROCESSING);
3864 WINED3DUSAGE_TO_STR(WINED3DUSAGE_DONOTCLIP);
3865 WINED3DUSAGE_TO_STR(WINED3DUSAGE_POINTS);
3866 WINED3DUSAGE_TO_STR(WINED3DUSAGE_RTPATCHES);
3867 WINED3DUSAGE_TO_STR(WINED3DUSAGE_NPATCHES);
3868 WINED3DUSAGE_TO_STR(WINED3DUSAGE_DYNAMIC);
3869 WINED3DUSAGE_TO_STR(WINED3DUSAGE_AUTOGENMIPMAP);
3870 WINED3DUSAGE_TO_STR(WINED3DUSAGE_RESTRICTED_CONTENT);
3871 WINED3DUSAGE_TO_STR(WINED3DUSAGE_RESTRICT_SHARED_RESOURCE_DRIVER);
3872 WINED3DUSAGE_TO_STR(WINED3DUSAGE_RESTRICT_SHARED_RESOURCE);
3873 WINED3DUSAGE_TO_STR(WINED3DUSAGE_DMAP);
3874 WINED3DUSAGE_TO_STR(WINED3DUSAGE_TEXTAPI);
3875 WINED3DUSAGE_TO_STR(WINED3DUSAGE_LEGACY_CUBEMAP);
3876 WINED3DUSAGE_TO_STR(WINED3DUSAGE_TEXTURE);
3877 WINED3DUSAGE_TO_STR(WINED3DUSAGE_OWNDC);
3878 WINED3DUSAGE_TO_STR(WINED3DUSAGE_STATICDECL);
3879 WINED3DUSAGE_TO_STR(WINED3DUSAGE_OVERLAY);
3880 #undef WINED3DUSAGE_TO_STR
3881 if (usage) FIXME("Unrecognized usage flag(s) %#x\n", usage);
3883 return buf[0] ? wine_dbg_sprintf("%s", &buf[3]) : "0";
3886 const char *debug_d3dusagequery(DWORD usagequery)
3888 char buf[238];
3890 buf[0] = '\0';
3891 #define WINED3DUSAGEQUERY_TO_STR(u) if (usagequery & u) { strcat(buf, " | "#u); usagequery &= ~u; }
3892 WINED3DUSAGEQUERY_TO_STR(WINED3DUSAGE_QUERY_FILTER);
3893 WINED3DUSAGEQUERY_TO_STR(WINED3DUSAGE_QUERY_LEGACYBUMPMAP);
3894 WINED3DUSAGEQUERY_TO_STR(WINED3DUSAGE_QUERY_POSTPIXELSHADER_BLENDING);
3895 WINED3DUSAGEQUERY_TO_STR(WINED3DUSAGE_QUERY_SRGBREAD);
3896 WINED3DUSAGEQUERY_TO_STR(WINED3DUSAGE_QUERY_SRGBWRITE);
3897 WINED3DUSAGEQUERY_TO_STR(WINED3DUSAGE_QUERY_VERTEXTEXTURE);
3898 WINED3DUSAGEQUERY_TO_STR(WINED3DUSAGE_QUERY_WRAPANDMIP);
3899 #undef WINED3DUSAGEQUERY_TO_STR
3900 if (usagequery) FIXME("Unrecognized usage query flag(s) %#x\n", usagequery);
3902 return buf[0] ? wine_dbg_sprintf("%s", &buf[3]) : "0";
3905 const char *debug_d3ddeclmethod(enum wined3d_decl_method method)
3907 switch (method)
3909 #define WINED3DDECLMETHOD_TO_STR(u) case u: return #u
3910 WINED3DDECLMETHOD_TO_STR(WINED3D_DECL_METHOD_DEFAULT);
3911 WINED3DDECLMETHOD_TO_STR(WINED3D_DECL_METHOD_PARTIAL_U);
3912 WINED3DDECLMETHOD_TO_STR(WINED3D_DECL_METHOD_PARTIAL_V);
3913 WINED3DDECLMETHOD_TO_STR(WINED3D_DECL_METHOD_CROSS_UV);
3914 WINED3DDECLMETHOD_TO_STR(WINED3D_DECL_METHOD_UV);
3915 WINED3DDECLMETHOD_TO_STR(WINED3D_DECL_METHOD_LOOKUP);
3916 WINED3DDECLMETHOD_TO_STR(WINED3D_DECL_METHOD_LOOKUP_PRESAMPLED);
3917 #undef WINED3DDECLMETHOD_TO_STR
3918 default:
3919 FIXME("Unrecognized declaration method %#x.\n", method);
3920 return "unrecognized";
3924 const char *debug_d3ddeclusage(enum wined3d_decl_usage usage)
3926 switch (usage)
3928 #define WINED3DDECLUSAGE_TO_STR(u) case u: return #u
3929 WINED3DDECLUSAGE_TO_STR(WINED3D_DECL_USAGE_POSITION);
3930 WINED3DDECLUSAGE_TO_STR(WINED3D_DECL_USAGE_BLEND_WEIGHT);
3931 WINED3DDECLUSAGE_TO_STR(WINED3D_DECL_USAGE_BLEND_INDICES);
3932 WINED3DDECLUSAGE_TO_STR(WINED3D_DECL_USAGE_NORMAL);
3933 WINED3DDECLUSAGE_TO_STR(WINED3D_DECL_USAGE_PSIZE);
3934 WINED3DDECLUSAGE_TO_STR(WINED3D_DECL_USAGE_TEXCOORD);
3935 WINED3DDECLUSAGE_TO_STR(WINED3D_DECL_USAGE_TANGENT);
3936 WINED3DDECLUSAGE_TO_STR(WINED3D_DECL_USAGE_BINORMAL);
3937 WINED3DDECLUSAGE_TO_STR(WINED3D_DECL_USAGE_TESS_FACTOR);
3938 WINED3DDECLUSAGE_TO_STR(WINED3D_DECL_USAGE_POSITIONT);
3939 WINED3DDECLUSAGE_TO_STR(WINED3D_DECL_USAGE_COLOR);
3940 WINED3DDECLUSAGE_TO_STR(WINED3D_DECL_USAGE_FOG);
3941 WINED3DDECLUSAGE_TO_STR(WINED3D_DECL_USAGE_DEPTH);
3942 WINED3DDECLUSAGE_TO_STR(WINED3D_DECL_USAGE_SAMPLE);
3943 #undef WINED3DDECLUSAGE_TO_STR
3944 default:
3945 FIXME("Unrecognized %u declaration usage!\n", usage);
3946 return "unrecognized";
3950 const char *debug_d3dinput_classification(enum wined3d_input_classification classification)
3952 switch (classification)
3954 #define WINED3D_TO_STR(x) case x: return #x
3955 WINED3D_TO_STR(WINED3D_INPUT_PER_VERTEX_DATA);
3956 WINED3D_TO_STR(WINED3D_INPUT_PER_INSTANCE_DATA);
3957 #undef WINED3D_TO_STR
3958 default:
3959 FIXME("Unrecognized input classification %#x.\n", classification);
3960 return "unrecognized";
3964 const char *debug_d3dresourcetype(enum wined3d_resource_type resource_type)
3966 switch (resource_type)
3968 #define WINED3D_TO_STR(x) case x: return #x
3969 WINED3D_TO_STR(WINED3D_RTYPE_BUFFER);
3970 WINED3D_TO_STR(WINED3D_RTYPE_TEXTURE_2D);
3971 WINED3D_TO_STR(WINED3D_RTYPE_TEXTURE_3D);
3972 #undef WINED3D_TO_STR
3973 default:
3974 FIXME("Unrecognized resource type %#x.\n", resource_type);
3975 return "unrecognized";
3979 const char *debug_d3dprimitivetype(enum wined3d_primitive_type primitive_type)
3981 switch (primitive_type)
3983 #define PRIM_TO_STR(prim) case prim: return #prim
3984 PRIM_TO_STR(WINED3D_PT_UNDEFINED);
3985 PRIM_TO_STR(WINED3D_PT_POINTLIST);
3986 PRIM_TO_STR(WINED3D_PT_LINELIST);
3987 PRIM_TO_STR(WINED3D_PT_LINESTRIP);
3988 PRIM_TO_STR(WINED3D_PT_TRIANGLELIST);
3989 PRIM_TO_STR(WINED3D_PT_TRIANGLESTRIP);
3990 PRIM_TO_STR(WINED3D_PT_TRIANGLEFAN);
3991 PRIM_TO_STR(WINED3D_PT_LINELIST_ADJ);
3992 PRIM_TO_STR(WINED3D_PT_LINESTRIP_ADJ);
3993 PRIM_TO_STR(WINED3D_PT_TRIANGLELIST_ADJ);
3994 PRIM_TO_STR(WINED3D_PT_TRIANGLESTRIP_ADJ);
3995 #undef PRIM_TO_STR
3996 default:
3997 FIXME("Unrecognized %u primitive type!\n", primitive_type);
3998 return "unrecognized";
4002 const char *debug_d3drenderstate(enum wined3d_render_state state)
4004 switch (state)
4006 #define D3DSTATE_TO_STR(u) case u: return #u
4007 D3DSTATE_TO_STR(WINED3D_RS_ANTIALIAS);
4008 D3DSTATE_TO_STR(WINED3D_RS_TEXTUREPERSPECTIVE);
4009 D3DSTATE_TO_STR(WINED3D_RS_WRAPU);
4010 D3DSTATE_TO_STR(WINED3D_RS_WRAPV);
4011 D3DSTATE_TO_STR(WINED3D_RS_ZENABLE);
4012 D3DSTATE_TO_STR(WINED3D_RS_FILLMODE);
4013 D3DSTATE_TO_STR(WINED3D_RS_SHADEMODE);
4014 D3DSTATE_TO_STR(WINED3D_RS_LINEPATTERN);
4015 D3DSTATE_TO_STR(WINED3D_RS_MONOENABLE);
4016 D3DSTATE_TO_STR(WINED3D_RS_ROP2);
4017 D3DSTATE_TO_STR(WINED3D_RS_PLANEMASK);
4018 D3DSTATE_TO_STR(WINED3D_RS_ZWRITEENABLE);
4019 D3DSTATE_TO_STR(WINED3D_RS_ALPHATESTENABLE);
4020 D3DSTATE_TO_STR(WINED3D_RS_LASTPIXEL);
4021 D3DSTATE_TO_STR(WINED3D_RS_SRCBLEND);
4022 D3DSTATE_TO_STR(WINED3D_RS_DESTBLEND);
4023 D3DSTATE_TO_STR(WINED3D_RS_CULLMODE);
4024 D3DSTATE_TO_STR(WINED3D_RS_ZFUNC);
4025 D3DSTATE_TO_STR(WINED3D_RS_ALPHAREF);
4026 D3DSTATE_TO_STR(WINED3D_RS_ALPHAFUNC);
4027 D3DSTATE_TO_STR(WINED3D_RS_DITHERENABLE);
4028 D3DSTATE_TO_STR(WINED3D_RS_ALPHABLENDENABLE);
4029 D3DSTATE_TO_STR(WINED3D_RS_FOGENABLE);
4030 D3DSTATE_TO_STR(WINED3D_RS_SPECULARENABLE);
4031 D3DSTATE_TO_STR(WINED3D_RS_ZVISIBLE);
4032 D3DSTATE_TO_STR(WINED3D_RS_SUBPIXEL);
4033 D3DSTATE_TO_STR(WINED3D_RS_SUBPIXELX);
4034 D3DSTATE_TO_STR(WINED3D_RS_STIPPLEDALPHA);
4035 D3DSTATE_TO_STR(WINED3D_RS_FOGCOLOR);
4036 D3DSTATE_TO_STR(WINED3D_RS_FOGTABLEMODE);
4037 D3DSTATE_TO_STR(WINED3D_RS_FOGSTART);
4038 D3DSTATE_TO_STR(WINED3D_RS_FOGEND);
4039 D3DSTATE_TO_STR(WINED3D_RS_FOGDENSITY);
4040 D3DSTATE_TO_STR(WINED3D_RS_STIPPLEENABLE);
4041 D3DSTATE_TO_STR(WINED3D_RS_EDGEANTIALIAS);
4042 D3DSTATE_TO_STR(WINED3D_RS_COLORKEYENABLE);
4043 D3DSTATE_TO_STR(WINED3D_RS_MIPMAPLODBIAS);
4044 D3DSTATE_TO_STR(WINED3D_RS_RANGEFOGENABLE);
4045 D3DSTATE_TO_STR(WINED3D_RS_ANISOTROPY);
4046 D3DSTATE_TO_STR(WINED3D_RS_FLUSHBATCH);
4047 D3DSTATE_TO_STR(WINED3D_RS_TRANSLUCENTSORTINDEPENDENT);
4048 D3DSTATE_TO_STR(WINED3D_RS_STENCILENABLE);
4049 D3DSTATE_TO_STR(WINED3D_RS_STENCILFAIL);
4050 D3DSTATE_TO_STR(WINED3D_RS_STENCILZFAIL);
4051 D3DSTATE_TO_STR(WINED3D_RS_STENCILPASS);
4052 D3DSTATE_TO_STR(WINED3D_RS_STENCILFUNC);
4053 D3DSTATE_TO_STR(WINED3D_RS_STENCILREF);
4054 D3DSTATE_TO_STR(WINED3D_RS_STENCILMASK);
4055 D3DSTATE_TO_STR(WINED3D_RS_STENCILWRITEMASK);
4056 D3DSTATE_TO_STR(WINED3D_RS_TEXTUREFACTOR);
4057 D3DSTATE_TO_STR(WINED3D_RS_WRAP0);
4058 D3DSTATE_TO_STR(WINED3D_RS_WRAP1);
4059 D3DSTATE_TO_STR(WINED3D_RS_WRAP2);
4060 D3DSTATE_TO_STR(WINED3D_RS_WRAP3);
4061 D3DSTATE_TO_STR(WINED3D_RS_WRAP4);
4062 D3DSTATE_TO_STR(WINED3D_RS_WRAP5);
4063 D3DSTATE_TO_STR(WINED3D_RS_WRAP6);
4064 D3DSTATE_TO_STR(WINED3D_RS_WRAP7);
4065 D3DSTATE_TO_STR(WINED3D_RS_CLIPPING);
4066 D3DSTATE_TO_STR(WINED3D_RS_LIGHTING);
4067 D3DSTATE_TO_STR(WINED3D_RS_EXTENTS);
4068 D3DSTATE_TO_STR(WINED3D_RS_AMBIENT);
4069 D3DSTATE_TO_STR(WINED3D_RS_FOGVERTEXMODE);
4070 D3DSTATE_TO_STR(WINED3D_RS_COLORVERTEX);
4071 D3DSTATE_TO_STR(WINED3D_RS_LOCALVIEWER);
4072 D3DSTATE_TO_STR(WINED3D_RS_NORMALIZENORMALS);
4073 D3DSTATE_TO_STR(WINED3D_RS_COLORKEYBLENDENABLE);
4074 D3DSTATE_TO_STR(WINED3D_RS_DIFFUSEMATERIALSOURCE);
4075 D3DSTATE_TO_STR(WINED3D_RS_SPECULARMATERIALSOURCE);
4076 D3DSTATE_TO_STR(WINED3D_RS_AMBIENTMATERIALSOURCE);
4077 D3DSTATE_TO_STR(WINED3D_RS_EMISSIVEMATERIALSOURCE);
4078 D3DSTATE_TO_STR(WINED3D_RS_VERTEXBLEND);
4079 D3DSTATE_TO_STR(WINED3D_RS_CLIPPLANEENABLE);
4080 D3DSTATE_TO_STR(WINED3D_RS_SOFTWAREVERTEXPROCESSING);
4081 D3DSTATE_TO_STR(WINED3D_RS_POINTSIZE);
4082 D3DSTATE_TO_STR(WINED3D_RS_POINTSIZE_MIN);
4083 D3DSTATE_TO_STR(WINED3D_RS_POINTSPRITEENABLE);
4084 D3DSTATE_TO_STR(WINED3D_RS_POINTSCALEENABLE);
4085 D3DSTATE_TO_STR(WINED3D_RS_POINTSCALE_A);
4086 D3DSTATE_TO_STR(WINED3D_RS_POINTSCALE_B);
4087 D3DSTATE_TO_STR(WINED3D_RS_POINTSCALE_C);
4088 D3DSTATE_TO_STR(WINED3D_RS_MULTISAMPLEANTIALIAS);
4089 D3DSTATE_TO_STR(WINED3D_RS_MULTISAMPLEMASK);
4090 D3DSTATE_TO_STR(WINED3D_RS_PATCHEDGESTYLE);
4091 D3DSTATE_TO_STR(WINED3D_RS_PATCHSEGMENTS);
4092 D3DSTATE_TO_STR(WINED3D_RS_DEBUGMONITORTOKEN);
4093 D3DSTATE_TO_STR(WINED3D_RS_POINTSIZE_MAX);
4094 D3DSTATE_TO_STR(WINED3D_RS_INDEXEDVERTEXBLENDENABLE);
4095 D3DSTATE_TO_STR(WINED3D_RS_COLORWRITEENABLE);
4096 D3DSTATE_TO_STR(WINED3D_RS_TWEENFACTOR);
4097 D3DSTATE_TO_STR(WINED3D_RS_BLENDOP);
4098 D3DSTATE_TO_STR(WINED3D_RS_POSITIONDEGREE);
4099 D3DSTATE_TO_STR(WINED3D_RS_NORMALDEGREE);
4100 D3DSTATE_TO_STR(WINED3D_RS_SCISSORTESTENABLE);
4101 D3DSTATE_TO_STR(WINED3D_RS_SLOPESCALEDEPTHBIAS);
4102 D3DSTATE_TO_STR(WINED3D_RS_ANTIALIASEDLINEENABLE);
4103 D3DSTATE_TO_STR(WINED3D_RS_MINTESSELLATIONLEVEL);
4104 D3DSTATE_TO_STR(WINED3D_RS_MAXTESSELLATIONLEVEL);
4105 D3DSTATE_TO_STR(WINED3D_RS_ADAPTIVETESS_X);
4106 D3DSTATE_TO_STR(WINED3D_RS_ADAPTIVETESS_Y);
4107 D3DSTATE_TO_STR(WINED3D_RS_ADAPTIVETESS_Z);
4108 D3DSTATE_TO_STR(WINED3D_RS_ADAPTIVETESS_W);
4109 D3DSTATE_TO_STR(WINED3D_RS_ENABLEADAPTIVETESSELLATION);
4110 D3DSTATE_TO_STR(WINED3D_RS_TWOSIDEDSTENCILMODE);
4111 D3DSTATE_TO_STR(WINED3D_RS_CCW_STENCILFAIL);
4112 D3DSTATE_TO_STR(WINED3D_RS_CCW_STENCILZFAIL);
4113 D3DSTATE_TO_STR(WINED3D_RS_CCW_STENCILPASS);
4114 D3DSTATE_TO_STR(WINED3D_RS_CCW_STENCILFUNC);
4115 D3DSTATE_TO_STR(WINED3D_RS_COLORWRITEENABLE1);
4116 D3DSTATE_TO_STR(WINED3D_RS_COLORWRITEENABLE2);
4117 D3DSTATE_TO_STR(WINED3D_RS_COLORWRITEENABLE3);
4118 D3DSTATE_TO_STR(WINED3D_RS_BLENDFACTOR);
4119 D3DSTATE_TO_STR(WINED3D_RS_SRGBWRITEENABLE);
4120 D3DSTATE_TO_STR(WINED3D_RS_DEPTHBIAS);
4121 D3DSTATE_TO_STR(WINED3D_RS_WRAP8);
4122 D3DSTATE_TO_STR(WINED3D_RS_WRAP9);
4123 D3DSTATE_TO_STR(WINED3D_RS_WRAP10);
4124 D3DSTATE_TO_STR(WINED3D_RS_WRAP11);
4125 D3DSTATE_TO_STR(WINED3D_RS_WRAP12);
4126 D3DSTATE_TO_STR(WINED3D_RS_WRAP13);
4127 D3DSTATE_TO_STR(WINED3D_RS_WRAP14);
4128 D3DSTATE_TO_STR(WINED3D_RS_WRAP15);
4129 D3DSTATE_TO_STR(WINED3D_RS_SEPARATEALPHABLENDENABLE);
4130 D3DSTATE_TO_STR(WINED3D_RS_SRCBLENDALPHA);
4131 D3DSTATE_TO_STR(WINED3D_RS_DESTBLENDALPHA);
4132 D3DSTATE_TO_STR(WINED3D_RS_BLENDOPALPHA);
4133 #undef D3DSTATE_TO_STR
4134 default:
4135 FIXME("Unrecognized %u render state!\n", state);
4136 return "unrecognized";
4140 const char *debug_d3dsamplerstate(enum wined3d_sampler_state state)
4142 switch (state)
4144 #define D3DSTATE_TO_STR(u) case u: return #u
4145 D3DSTATE_TO_STR(WINED3D_SAMP_BORDER_COLOR);
4146 D3DSTATE_TO_STR(WINED3D_SAMP_ADDRESS_U);
4147 D3DSTATE_TO_STR(WINED3D_SAMP_ADDRESS_V);
4148 D3DSTATE_TO_STR(WINED3D_SAMP_ADDRESS_W);
4149 D3DSTATE_TO_STR(WINED3D_SAMP_MAG_FILTER);
4150 D3DSTATE_TO_STR(WINED3D_SAMP_MIN_FILTER);
4151 D3DSTATE_TO_STR(WINED3D_SAMP_MIP_FILTER);
4152 D3DSTATE_TO_STR(WINED3D_SAMP_MIPMAP_LOD_BIAS);
4153 D3DSTATE_TO_STR(WINED3D_SAMP_MAX_MIP_LEVEL);
4154 D3DSTATE_TO_STR(WINED3D_SAMP_MAX_ANISOTROPY);
4155 D3DSTATE_TO_STR(WINED3D_SAMP_SRGB_TEXTURE);
4156 D3DSTATE_TO_STR(WINED3D_SAMP_ELEMENT_INDEX);
4157 D3DSTATE_TO_STR(WINED3D_SAMP_DMAP_OFFSET);
4158 #undef D3DSTATE_TO_STR
4159 default:
4160 FIXME("Unrecognized %u sampler state!\n", state);
4161 return "unrecognized";
4165 const char *debug_d3dtexturefiltertype(enum wined3d_texture_filter_type filter_type)
4167 switch (filter_type)
4169 #define D3DTEXTUREFILTERTYPE_TO_STR(u) case u: return #u
4170 D3DTEXTUREFILTERTYPE_TO_STR(WINED3D_TEXF_NONE);
4171 D3DTEXTUREFILTERTYPE_TO_STR(WINED3D_TEXF_POINT);
4172 D3DTEXTUREFILTERTYPE_TO_STR(WINED3D_TEXF_LINEAR);
4173 D3DTEXTUREFILTERTYPE_TO_STR(WINED3D_TEXF_ANISOTROPIC);
4174 D3DTEXTUREFILTERTYPE_TO_STR(WINED3D_TEXF_FLAT_CUBIC);
4175 D3DTEXTUREFILTERTYPE_TO_STR(WINED3D_TEXF_GAUSSIAN_CUBIC);
4176 D3DTEXTUREFILTERTYPE_TO_STR(WINED3D_TEXF_PYRAMIDAL_QUAD);
4177 D3DTEXTUREFILTERTYPE_TO_STR(WINED3D_TEXF_GAUSSIAN_QUAD);
4178 #undef D3DTEXTUREFILTERTYPE_TO_STR
4179 default:
4180 FIXME("Unrecognized texture filter type 0x%08x.\n", filter_type);
4181 return "unrecognized";
4185 const char *debug_d3dtexturestate(enum wined3d_texture_stage_state state)
4187 switch (state)
4189 #define D3DSTATE_TO_STR(u) case u: return #u
4190 D3DSTATE_TO_STR(WINED3D_TSS_COLOR_OP);
4191 D3DSTATE_TO_STR(WINED3D_TSS_COLOR_ARG1);
4192 D3DSTATE_TO_STR(WINED3D_TSS_COLOR_ARG2);
4193 D3DSTATE_TO_STR(WINED3D_TSS_ALPHA_OP);
4194 D3DSTATE_TO_STR(WINED3D_TSS_ALPHA_ARG1);
4195 D3DSTATE_TO_STR(WINED3D_TSS_ALPHA_ARG2);
4196 D3DSTATE_TO_STR(WINED3D_TSS_BUMPENV_MAT00);
4197 D3DSTATE_TO_STR(WINED3D_TSS_BUMPENV_MAT01);
4198 D3DSTATE_TO_STR(WINED3D_TSS_BUMPENV_MAT10);
4199 D3DSTATE_TO_STR(WINED3D_TSS_BUMPENV_MAT11);
4200 D3DSTATE_TO_STR(WINED3D_TSS_TEXCOORD_INDEX);
4201 D3DSTATE_TO_STR(WINED3D_TSS_BUMPENV_LSCALE);
4202 D3DSTATE_TO_STR(WINED3D_TSS_BUMPENV_LOFFSET);
4203 D3DSTATE_TO_STR(WINED3D_TSS_TEXTURE_TRANSFORM_FLAGS);
4204 D3DSTATE_TO_STR(WINED3D_TSS_COLOR_ARG0);
4205 D3DSTATE_TO_STR(WINED3D_TSS_ALPHA_ARG0);
4206 D3DSTATE_TO_STR(WINED3D_TSS_RESULT_ARG);
4207 D3DSTATE_TO_STR(WINED3D_TSS_CONSTANT);
4208 #undef D3DSTATE_TO_STR
4209 default:
4210 FIXME("Unrecognized %u texture state!\n", state);
4211 return "unrecognized";
4215 const char *debug_d3dtop(enum wined3d_texture_op d3dtop)
4217 switch (d3dtop)
4219 #define D3DTOP_TO_STR(u) case u: return #u
4220 D3DTOP_TO_STR(WINED3D_TOP_DISABLE);
4221 D3DTOP_TO_STR(WINED3D_TOP_SELECT_ARG1);
4222 D3DTOP_TO_STR(WINED3D_TOP_SELECT_ARG2);
4223 D3DTOP_TO_STR(WINED3D_TOP_MODULATE);
4224 D3DTOP_TO_STR(WINED3D_TOP_MODULATE_2X);
4225 D3DTOP_TO_STR(WINED3D_TOP_MODULATE_4X);
4226 D3DTOP_TO_STR(WINED3D_TOP_ADD);
4227 D3DTOP_TO_STR(WINED3D_TOP_ADD_SIGNED);
4228 D3DTOP_TO_STR(WINED3D_TOP_ADD_SIGNED_2X);
4229 D3DTOP_TO_STR(WINED3D_TOP_SUBTRACT);
4230 D3DTOP_TO_STR(WINED3D_TOP_ADD_SMOOTH);
4231 D3DTOP_TO_STR(WINED3D_TOP_BLEND_DIFFUSE_ALPHA);
4232 D3DTOP_TO_STR(WINED3D_TOP_BLEND_TEXTURE_ALPHA);
4233 D3DTOP_TO_STR(WINED3D_TOP_BLEND_FACTOR_ALPHA);
4234 D3DTOP_TO_STR(WINED3D_TOP_BLEND_TEXTURE_ALPHA_PM);
4235 D3DTOP_TO_STR(WINED3D_TOP_BLEND_CURRENT_ALPHA);
4236 D3DTOP_TO_STR(WINED3D_TOP_PREMODULATE);
4237 D3DTOP_TO_STR(WINED3D_TOP_MODULATE_ALPHA_ADD_COLOR);
4238 D3DTOP_TO_STR(WINED3D_TOP_MODULATE_COLOR_ADD_ALPHA);
4239 D3DTOP_TO_STR(WINED3D_TOP_MODULATE_INVALPHA_ADD_COLOR);
4240 D3DTOP_TO_STR(WINED3D_TOP_MODULATE_INVCOLOR_ADD_ALPHA);
4241 D3DTOP_TO_STR(WINED3D_TOP_BUMPENVMAP);
4242 D3DTOP_TO_STR(WINED3D_TOP_BUMPENVMAP_LUMINANCE);
4243 D3DTOP_TO_STR(WINED3D_TOP_DOTPRODUCT3);
4244 D3DTOP_TO_STR(WINED3D_TOP_MULTIPLY_ADD);
4245 D3DTOP_TO_STR(WINED3D_TOP_LERP);
4246 #undef D3DTOP_TO_STR
4247 default:
4248 FIXME("Unrecognized texture op %#x.\n", d3dtop);
4249 return "unrecognized";
4253 const char *debug_d3dtstype(enum wined3d_transform_state tstype)
4255 switch (tstype)
4257 #define TSTYPE_TO_STR(tstype) case tstype: return #tstype
4258 TSTYPE_TO_STR(WINED3D_TS_VIEW);
4259 TSTYPE_TO_STR(WINED3D_TS_PROJECTION);
4260 TSTYPE_TO_STR(WINED3D_TS_TEXTURE0);
4261 TSTYPE_TO_STR(WINED3D_TS_TEXTURE1);
4262 TSTYPE_TO_STR(WINED3D_TS_TEXTURE2);
4263 TSTYPE_TO_STR(WINED3D_TS_TEXTURE3);
4264 TSTYPE_TO_STR(WINED3D_TS_TEXTURE4);
4265 TSTYPE_TO_STR(WINED3D_TS_TEXTURE5);
4266 TSTYPE_TO_STR(WINED3D_TS_TEXTURE6);
4267 TSTYPE_TO_STR(WINED3D_TS_TEXTURE7);
4268 TSTYPE_TO_STR(WINED3D_TS_WORLD_MATRIX(0));
4269 TSTYPE_TO_STR(WINED3D_TS_WORLD_MATRIX(1));
4270 TSTYPE_TO_STR(WINED3D_TS_WORLD_MATRIX(2));
4271 TSTYPE_TO_STR(WINED3D_TS_WORLD_MATRIX(3));
4272 #undef TSTYPE_TO_STR
4273 default:
4274 if (tstype > 256 && tstype < 512)
4276 FIXME("WINED3D_TS_WORLD_MATRIX(%u). 1..255 not currently supported.\n", tstype);
4277 return ("WINED3D_TS_WORLD_MATRIX > 0");
4279 FIXME("Unrecognized transform state %#x.\n", tstype);
4280 return "unrecognized";
4284 const char *debug_shader_type(enum wined3d_shader_type type)
4286 switch(type)
4288 #define WINED3D_TO_STR(type) case type: return #type
4289 WINED3D_TO_STR(WINED3D_SHADER_TYPE_PIXEL);
4290 WINED3D_TO_STR(WINED3D_SHADER_TYPE_VERTEX);
4291 WINED3D_TO_STR(WINED3D_SHADER_TYPE_GEOMETRY);
4292 WINED3D_TO_STR(WINED3D_SHADER_TYPE_HULL);
4293 WINED3D_TO_STR(WINED3D_SHADER_TYPE_DOMAIN);
4294 WINED3D_TO_STR(WINED3D_SHADER_TYPE_COMPUTE);
4295 #undef WINED3D_TO_STR
4296 default:
4297 FIXME("Unrecognized shader type %#x.\n", type);
4298 return "unrecognized";
4302 const char *debug_d3dstate(DWORD state)
4304 if (STATE_IS_RENDER(state))
4305 return wine_dbg_sprintf("STATE_RENDER(%s)", debug_d3drenderstate(state - STATE_RENDER(0)));
4306 if (STATE_IS_TEXTURESTAGE(state))
4308 DWORD texture_stage = (state - STATE_TEXTURESTAGE(0, 0)) / (WINED3D_HIGHEST_TEXTURE_STATE + 1);
4309 DWORD texture_state = state - STATE_TEXTURESTAGE(texture_stage, 0);
4310 return wine_dbg_sprintf("STATE_TEXTURESTAGE(%#x, %s)",
4311 texture_stage, debug_d3dtexturestate(texture_state));
4313 if (STATE_IS_SAMPLER(state))
4314 return wine_dbg_sprintf("STATE_SAMPLER(%#x)", state - STATE_SAMPLER(0));
4315 if (STATE_IS_SHADER(state))
4316 return wine_dbg_sprintf("STATE_SHADER(%s)", debug_shader_type(state - STATE_SHADER(0)));
4317 if (STATE_IS_CONSTANT_BUFFER(state))
4318 return wine_dbg_sprintf("STATE_CONSTANT_BUFFER(%s)", debug_shader_type(state - STATE_CONSTANT_BUFFER(0)));
4319 if (STATE_IS_SHADER_RESOURCE_BINDING(state))
4320 return "STATE_SHADER_RESOURCE_BINDING";
4321 if (STATE_IS_TRANSFORM(state))
4322 return wine_dbg_sprintf("STATE_TRANSFORM(%s)", debug_d3dtstype(state - STATE_TRANSFORM(0)));
4323 if (STATE_IS_STREAMSRC(state))
4324 return "STATE_STREAMSRC";
4325 if (STATE_IS_INDEXBUFFER(state))
4326 return "STATE_INDEXBUFFER";
4327 if (STATE_IS_VDECL(state))
4328 return "STATE_VDECL";
4329 if (STATE_IS_VIEWPORT(state))
4330 return "STATE_VIEWPORT";
4331 if (STATE_IS_LIGHT_TYPE(state))
4332 return "STATE_LIGHT_TYPE";
4333 if (STATE_IS_ACTIVELIGHT(state))
4334 return wine_dbg_sprintf("STATE_ACTIVELIGHT(%#x)", state - STATE_ACTIVELIGHT(0));
4335 if (STATE_IS_SCISSORRECT(state))
4336 return "STATE_SCISSORRECT";
4337 if (STATE_IS_CLIPPLANE(state))
4338 return wine_dbg_sprintf("STATE_CLIPPLANE(%#x)", state - STATE_CLIPPLANE(0));
4339 if (STATE_IS_MATERIAL(state))
4340 return "STATE_MATERIAL";
4341 if (STATE_IS_FRONTFACE(state))
4342 return "STATE_FRONTFACE";
4343 if (STATE_IS_POINTSPRITECOORDORIGIN(state))
4344 return "STATE_POINTSPRITECOORDORIGIN";
4345 if (STATE_IS_BASEVERTEXINDEX(state))
4346 return "STATE_BASEVERTEXINDEX";
4347 if (STATE_IS_FRAMEBUFFER(state))
4348 return "STATE_FRAMEBUFFER";
4349 if (STATE_IS_POINT_ENABLE(state))
4350 return "STATE_POINT_ENABLE";
4351 if (STATE_IS_COLOR_KEY(state))
4352 return "STATE_COLOR_KEY";
4354 return wine_dbg_sprintf("UNKNOWN_STATE(%#x)", state);
4357 const char *debug_d3dpool(enum wined3d_pool pool)
4359 switch (pool)
4361 #define POOL_TO_STR(p) case p: return #p
4362 POOL_TO_STR(WINED3D_POOL_DEFAULT);
4363 POOL_TO_STR(WINED3D_POOL_MANAGED);
4364 POOL_TO_STR(WINED3D_POOL_SYSTEM_MEM);
4365 POOL_TO_STR(WINED3D_POOL_SCRATCH);
4366 #undef POOL_TO_STR
4367 default:
4368 FIXME("Unrecognized pool %#x.\n", pool);
4369 return "unrecognized";
4373 const char *debug_fboattachment(GLenum attachment)
4375 switch(attachment)
4377 #define WINED3D_TO_STR(x) case x: return #x
4378 WINED3D_TO_STR(GL_COLOR_ATTACHMENT0);
4379 WINED3D_TO_STR(GL_COLOR_ATTACHMENT1);
4380 WINED3D_TO_STR(GL_COLOR_ATTACHMENT2);
4381 WINED3D_TO_STR(GL_COLOR_ATTACHMENT3);
4382 WINED3D_TO_STR(GL_COLOR_ATTACHMENT4);
4383 WINED3D_TO_STR(GL_COLOR_ATTACHMENT5);
4384 WINED3D_TO_STR(GL_COLOR_ATTACHMENT6);
4385 WINED3D_TO_STR(GL_COLOR_ATTACHMENT7);
4386 WINED3D_TO_STR(GL_COLOR_ATTACHMENT8);
4387 WINED3D_TO_STR(GL_COLOR_ATTACHMENT9);
4388 WINED3D_TO_STR(GL_COLOR_ATTACHMENT10);
4389 WINED3D_TO_STR(GL_COLOR_ATTACHMENT11);
4390 WINED3D_TO_STR(GL_COLOR_ATTACHMENT12);
4391 WINED3D_TO_STR(GL_COLOR_ATTACHMENT13);
4392 WINED3D_TO_STR(GL_COLOR_ATTACHMENT14);
4393 WINED3D_TO_STR(GL_COLOR_ATTACHMENT15);
4394 WINED3D_TO_STR(GL_DEPTH_ATTACHMENT);
4395 WINED3D_TO_STR(GL_STENCIL_ATTACHMENT);
4396 #undef WINED3D_TO_STR
4397 default:
4398 return wine_dbg_sprintf("Unknown FBO attachment %#x", attachment);
4402 const char *debug_fbostatus(GLenum status) {
4403 switch(status) {
4404 #define FBOSTATUS_TO_STR(u) case u: return #u
4405 FBOSTATUS_TO_STR(GL_FRAMEBUFFER_COMPLETE);
4406 FBOSTATUS_TO_STR(GL_FRAMEBUFFER_INCOMPLETE_ATTACHMENT);
4407 FBOSTATUS_TO_STR(GL_FRAMEBUFFER_INCOMPLETE_MISSING_ATTACHMENT);
4408 FBOSTATUS_TO_STR(GL_FRAMEBUFFER_INCOMPLETE_DIMENSIONS_EXT);
4409 FBOSTATUS_TO_STR(GL_FRAMEBUFFER_INCOMPLETE_FORMATS_EXT);
4410 FBOSTATUS_TO_STR(GL_FRAMEBUFFER_INCOMPLETE_DRAW_BUFFER);
4411 FBOSTATUS_TO_STR(GL_FRAMEBUFFER_INCOMPLETE_READ_BUFFER);
4412 FBOSTATUS_TO_STR(GL_FRAMEBUFFER_INCOMPLETE_MULTISAMPLE);
4413 FBOSTATUS_TO_STR(GL_FRAMEBUFFER_INCOMPLETE_LAYER_TARGETS);
4414 FBOSTATUS_TO_STR(GL_FRAMEBUFFER_INCOMPLETE_LAYER_COUNT_ARB);
4415 FBOSTATUS_TO_STR(GL_FRAMEBUFFER_UNSUPPORTED);
4416 FBOSTATUS_TO_STR(GL_FRAMEBUFFER_UNDEFINED);
4417 #undef FBOSTATUS_TO_STR
4418 default:
4419 FIXME("Unrecognized FBO status 0x%08x.\n", status);
4420 return "unrecognized";
4424 const char *debug_glerror(GLenum error) {
4425 switch(error) {
4426 #define GLERROR_TO_STR(u) case u: return #u
4427 GLERROR_TO_STR(GL_NO_ERROR);
4428 GLERROR_TO_STR(GL_INVALID_ENUM);
4429 GLERROR_TO_STR(GL_INVALID_VALUE);
4430 GLERROR_TO_STR(GL_INVALID_OPERATION);
4431 GLERROR_TO_STR(GL_STACK_OVERFLOW);
4432 GLERROR_TO_STR(GL_STACK_UNDERFLOW);
4433 GLERROR_TO_STR(GL_OUT_OF_MEMORY);
4434 GLERROR_TO_STR(GL_INVALID_FRAMEBUFFER_OPERATION);
4435 #undef GLERROR_TO_STR
4436 default:
4437 FIXME("Unrecognized GL error 0x%08x.\n", error);
4438 return "unrecognized";
4442 static const char *debug_fixup_channel_source(enum fixup_channel_source source)
4444 switch(source)
4446 #define WINED3D_TO_STR(x) case x: return #x
4447 WINED3D_TO_STR(CHANNEL_SOURCE_ZERO);
4448 WINED3D_TO_STR(CHANNEL_SOURCE_ONE);
4449 WINED3D_TO_STR(CHANNEL_SOURCE_X);
4450 WINED3D_TO_STR(CHANNEL_SOURCE_Y);
4451 WINED3D_TO_STR(CHANNEL_SOURCE_Z);
4452 WINED3D_TO_STR(CHANNEL_SOURCE_W);
4453 WINED3D_TO_STR(CHANNEL_SOURCE_COMPLEX0);
4454 WINED3D_TO_STR(CHANNEL_SOURCE_COMPLEX1);
4455 #undef WINED3D_TO_STR
4456 default:
4457 FIXME("Unrecognized fixup_channel_source %#x\n", source);
4458 return "unrecognized";
4462 static const char *debug_complex_fixup(enum complex_fixup fixup)
4464 switch(fixup)
4466 #define WINED3D_TO_STR(x) case x: return #x
4467 WINED3D_TO_STR(COMPLEX_FIXUP_YUY2);
4468 WINED3D_TO_STR(COMPLEX_FIXUP_UYVY);
4469 WINED3D_TO_STR(COMPLEX_FIXUP_YV12);
4470 WINED3D_TO_STR(COMPLEX_FIXUP_NV12);
4471 WINED3D_TO_STR(COMPLEX_FIXUP_P8);
4472 #undef WINED3D_TO_STR
4473 default:
4474 FIXME("Unrecognized complex fixup %#x\n", fixup);
4475 return "unrecognized";
4479 void dump_color_fixup_desc(struct color_fixup_desc fixup)
4481 if (is_complex_fixup(fixup))
4483 TRACE("\tComplex: %s\n", debug_complex_fixup(get_complex_fixup(fixup)));
4484 return;
4487 TRACE("\tX: %s%s\n", debug_fixup_channel_source(fixup.x_source), fixup.x_sign_fixup ? ", SIGN_FIXUP" : "");
4488 TRACE("\tY: %s%s\n", debug_fixup_channel_source(fixup.y_source), fixup.y_sign_fixup ? ", SIGN_FIXUP" : "");
4489 TRACE("\tZ: %s%s\n", debug_fixup_channel_source(fixup.z_source), fixup.z_sign_fixup ? ", SIGN_FIXUP" : "");
4490 TRACE("\tW: %s%s\n", debug_fixup_channel_source(fixup.w_source), fixup.w_sign_fixup ? ", SIGN_FIXUP" : "");
4493 BOOL is_invalid_op(const struct wined3d_state *state, int stage,
4494 enum wined3d_texture_op op, DWORD arg1, DWORD arg2, DWORD arg3)
4496 if (op == WINED3D_TOP_DISABLE)
4497 return FALSE;
4498 if (state->textures[stage])
4499 return FALSE;
4501 if ((arg1 & WINED3DTA_SELECTMASK) == WINED3DTA_TEXTURE
4502 && op != WINED3D_TOP_SELECT_ARG2)
4503 return TRUE;
4504 if ((arg2 & WINED3DTA_SELECTMASK) == WINED3DTA_TEXTURE
4505 && op != WINED3D_TOP_SELECT_ARG1)
4506 return TRUE;
4507 if ((arg3 & WINED3DTA_SELECTMASK) == WINED3DTA_TEXTURE
4508 && (op == WINED3D_TOP_MULTIPLY_ADD || op == WINED3D_TOP_LERP))
4509 return TRUE;
4511 return FALSE;
4514 void get_identity_matrix(struct wined3d_matrix *mat)
4516 static const struct wined3d_matrix identity =
4518 1.0f, 0.0f, 0.0f, 0.0f,
4519 0.0f, 1.0f, 0.0f, 0.0f,
4520 0.0f, 0.0f, 1.0f, 0.0f,
4521 0.0f, 0.0f, 0.0f, 1.0f,
4524 *mat = identity;
4527 void get_modelview_matrix(const struct wined3d_context *context, const struct wined3d_state *state,
4528 unsigned int index, struct wined3d_matrix *mat)
4530 if (context->last_was_rhw)
4531 get_identity_matrix(mat);
4532 else
4533 multiply_matrix(mat, &state->transforms[WINED3D_TS_VIEW], &state->transforms[WINED3D_TS_WORLD_MATRIX(index)]);
4536 void get_projection_matrix(const struct wined3d_context *context, const struct wined3d_state *state,
4537 struct wined3d_matrix *mat)
4539 BOOL clip_control = context->gl_info->supported[ARB_CLIP_CONTROL];
4540 BOOL flip = !clip_control && context->render_offscreen;
4541 float center_offset;
4543 /* There are a couple of additional things we have to take into account
4544 * here besides the projection transformation itself:
4545 * - We need to flip along the y-axis in case of offscreen rendering.
4546 * - OpenGL Z range is {-Wc,...,Wc} while D3D Z range is {0,...,Wc}.
4547 * - <= D3D9 coordinates refer to pixel centers while GL coordinates
4548 * refer to pixel corners.
4549 * - D3D has a top-left filling convention. We need to maintain this
4550 * even after the y-flip mentioned above.
4551 * In order to handle the last two points, we translate by
4552 * (63.0 / 128.0) / VPw and (63.0 / 128.0) / VPh. This is equivalent to
4553 * translating slightly less than half a pixel. We want the difference to
4554 * be large enough that it doesn't get lost due to rounding inside the
4555 * driver, but small enough to prevent it from interfering with any
4556 * anti-aliasing. */
4558 if (!clip_control && context->d3d_info->wined3d_creation_flags & WINED3D_PIXEL_CENTER_INTEGER)
4559 center_offset = 63.0f / 64.0f;
4560 else
4561 center_offset = -1.0f / 64.0f;
4563 if (context->last_was_rhw)
4565 /* Transform D3D RHW coordinates to OpenGL clip coordinates. */
4566 float x = state->viewport.x;
4567 float y = state->viewport.y;
4568 float w = state->viewport.width;
4569 float h = state->viewport.height;
4570 float x_scale = 2.0f / w;
4571 float x_offset = (center_offset - (2.0f * x) - w) / w;
4572 float y_scale = flip ? 2.0f / h : 2.0f / -h;
4573 float y_offset = flip
4574 ? (center_offset - (2.0f * y) - h) / h
4575 : (center_offset - (2.0f * y) - h) / -h;
4576 enum wined3d_depth_buffer_type zenable = state->fb->depth_stencil ?
4577 state->render_states[WINED3D_RS_ZENABLE] : WINED3D_ZB_FALSE;
4578 float z_scale = zenable ? clip_control ? 1.0f : 2.0f : 0.0f;
4579 float z_offset = zenable ? clip_control ? 0.0f : -1.0f : 0.0f;
4580 const struct wined3d_matrix projection =
4582 x_scale, 0.0f, 0.0f, 0.0f,
4583 0.0f, y_scale, 0.0f, 0.0f,
4584 0.0f, 0.0f, z_scale, 0.0f,
4585 x_offset, y_offset, z_offset, 1.0f,
4588 *mat = projection;
4590 else
4592 float y_scale = flip ? -1.0f : 1.0f;
4593 float x_offset = center_offset / state->viewport.width;
4594 float y_offset = flip
4595 ? center_offset / state->viewport.height
4596 : -center_offset / state->viewport.height;
4597 float z_scale = clip_control ? 1.0f : 2.0f;
4598 float z_offset = clip_control ? 0.0f : -1.0f;
4599 const struct wined3d_matrix projection =
4601 1.0f, 0.0f, 0.0f, 0.0f,
4602 0.0f, y_scale, 0.0f, 0.0f,
4603 0.0f, 0.0f, z_scale, 0.0f,
4604 x_offset, y_offset, z_offset, 1.0f,
4607 multiply_matrix(mat, &projection, &state->transforms[WINED3D_TS_PROJECTION]);
4611 /* Setup this textures matrix according to the texture flags. */
4612 static void compute_texture_matrix(const struct wined3d_gl_info *gl_info, const struct wined3d_matrix *matrix,
4613 DWORD flags, BOOL calculated_coords, BOOL transformed, enum wined3d_format_id format_id,
4614 BOOL ffp_proj_control, struct wined3d_matrix *out_matrix)
4616 struct wined3d_matrix mat;
4618 if (flags == WINED3D_TTFF_DISABLE || flags == WINED3D_TTFF_COUNT1 || transformed)
4620 get_identity_matrix(out_matrix);
4621 return;
4624 if (flags == (WINED3D_TTFF_COUNT1 | WINED3D_TTFF_PROJECTED))
4626 ERR("Invalid texture transform flags: WINED3D_TTFF_COUNT1 | WINED3D_TTFF_PROJECTED.\n");
4627 return;
4630 mat = *matrix;
4632 if (flags & WINED3D_TTFF_PROJECTED)
4634 if (!ffp_proj_control)
4636 switch (flags & ~WINED3D_TTFF_PROJECTED)
4638 case WINED3D_TTFF_COUNT2:
4639 mat._14 = mat._12;
4640 mat._24 = mat._22;
4641 mat._34 = mat._32;
4642 mat._44 = mat._42;
4643 mat._12 = mat._22 = mat._32 = mat._42 = 0.0f;
4644 break;
4645 case WINED3D_TTFF_COUNT3:
4646 mat._14 = mat._13;
4647 mat._24 = mat._23;
4648 mat._34 = mat._33;
4649 mat._44 = mat._43;
4650 mat._13 = mat._23 = mat._33 = mat._43 = 0.0f;
4651 break;
4655 else
4657 /* Under Direct3D the R/Z coord can be used for translation, under
4658 * OpenGL we use the Q coord instead. */
4659 if (!calculated_coords)
4661 switch (format_id)
4663 /* Direct3D passes the default 1.0 in the 2nd coord, while GL
4664 * passes it in the 4th. Swap 2nd and 4th coord. No need to
4665 * store the value of mat._41 in mat._21 because the input
4666 * value to the transformation will be 0, so the matrix value
4667 * is irrelevant. */
4668 case WINED3DFMT_R32_FLOAT:
4669 mat._41 = mat._21;
4670 mat._42 = mat._22;
4671 mat._43 = mat._23;
4672 mat._44 = mat._24;
4673 break;
4674 /* See above, just 3rd and 4th coord. */
4675 case WINED3DFMT_R32G32_FLOAT:
4676 mat._41 = mat._31;
4677 mat._42 = mat._32;
4678 mat._43 = mat._33;
4679 mat._44 = mat._34;
4680 break;
4681 case WINED3DFMT_R32G32B32_FLOAT: /* Opengl defaults match dx defaults */
4682 case WINED3DFMT_R32G32B32A32_FLOAT: /* No defaults apply, all app defined */
4684 /* This is to prevent swapping the matrix lines and put the default 4th coord = 1.0
4685 * into a bad place. The division elimination below will apply to make sure the
4686 * 1.0 doesn't do anything bad. The caller will set this value if the stride is 0
4688 case WINED3DFMT_UNKNOWN: /* No texture coords, 0/0/0/1 defaults are passed */
4689 break;
4690 default:
4691 FIXME("Unexpected fixed function texture coord input\n");
4694 if (!ffp_proj_control)
4696 switch (flags & ~WINED3D_TTFF_PROJECTED)
4698 /* case WINED3D_TTFF_COUNT1: Won't ever get here. */
4699 case WINED3D_TTFF_COUNT2:
4700 mat._13 = mat._23 = mat._33 = mat._43 = 0.0f;
4701 /* OpenGL divides the first 3 vertex coordinates by the 4th by
4702 * default, which is essentially the same as D3DTTFF_PROJECTED.
4703 * Make sure that the 4th coordinate evaluates to 1.0 to
4704 * eliminate that.
4706 * If the fixed function pipeline is used, the 4th value
4707 * remains unused, so there is no danger in doing this. With
4708 * vertex shaders we have a problem. Should an application hit
4709 * that problem, the code here would have to check for pixel
4710 * shaders, and the shader has to undo the default GL divide.
4712 * A more serious problem occurs if the application passes 4
4713 * coordinates in, and the 4th is != 1.0 (OpenGL default).
4714 * This would have to be fixed with immediate mode draws. */
4715 default:
4716 mat._14 = mat._24 = mat._34 = 0.0f; mat._44 = 1.0f;
4721 *out_matrix = mat;
4724 void get_texture_matrix(const struct wined3d_context *context, const struct wined3d_state *state,
4725 unsigned int tex, struct wined3d_matrix *mat)
4727 const struct wined3d_device *device = context->device;
4728 const struct wined3d_gl_info *gl_info = context->gl_info;
4729 BOOL generated = (state->texture_states[tex][WINED3D_TSS_TEXCOORD_INDEX] & 0xffff0000)
4730 != WINED3DTSS_TCI_PASSTHRU;
4731 unsigned int coord_idx = min(state->texture_states[tex][WINED3D_TSS_TEXCOORD_INDEX & 0x0000ffff],
4732 MAX_TEXTURES - 1);
4734 compute_texture_matrix(gl_info, &state->transforms[WINED3D_TS_TEXTURE0 + tex],
4735 state->texture_states[tex][WINED3D_TSS_TEXTURE_TRANSFORM_FLAGS],
4736 generated, context->last_was_rhw,
4737 context->stream_info.use_map & (1u << (WINED3D_FFP_TEXCOORD0 + coord_idx))
4738 ? context->stream_info.elements[WINED3D_FFP_TEXCOORD0 + coord_idx].format->id
4739 : WINED3DFMT_UNKNOWN,
4740 device->shader_backend->shader_has_ffp_proj_control(device->shader_priv), mat);
4742 if ((context->lastWasPow2Texture & (1u << tex)) && state->textures[tex])
4744 if (generated)
4745 FIXME("Non-power-of-two texture being used with generated texture coords.\n");
4746 /* NP2 texcoord fixup is implemented for pixelshaders so only enable the
4747 * fixed-function-pipeline fixup via pow2Matrix when no PS is used. */
4748 if (!use_ps(state))
4750 TRACE("Non-power-of-two texture matrix multiply fixup.\n");
4751 multiply_matrix(mat, mat, (struct wined3d_matrix *)state->textures[tex]->pow2_matrix);
4756 void get_pointsize_minmax(const struct wined3d_context *context, const struct wined3d_state *state,
4757 float *out_min, float *out_max)
4759 union
4761 DWORD d;
4762 float f;
4763 } min, max;
4765 min.d = state->render_states[WINED3D_RS_POINTSIZE_MIN];
4766 max.d = state->render_states[WINED3D_RS_POINTSIZE_MAX];
4768 if (min.f > max.f)
4769 min.f = max.f;
4771 *out_min = min.f;
4772 *out_max = max.f;
4775 void get_pointsize(const struct wined3d_context *context, const struct wined3d_state *state,
4776 float *out_pointsize, float *out_att)
4778 /* POINTSCALEENABLE controls how point size value is treated. If set to
4779 * true, the point size is scaled with respect to height of viewport.
4780 * When set to false point size is in pixels. */
4781 union
4783 DWORD d;
4784 float f;
4785 } pointsize, a, b, c;
4787 out_att[0] = 1.0f;
4788 out_att[1] = 0.0f;
4789 out_att[2] = 0.0f;
4791 pointsize.d = state->render_states[WINED3D_RS_POINTSIZE];
4792 a.d = state->render_states[WINED3D_RS_POINTSCALE_A];
4793 b.d = state->render_states[WINED3D_RS_POINTSCALE_B];
4794 c.d = state->render_states[WINED3D_RS_POINTSCALE_C];
4796 if (state->render_states[WINED3D_RS_POINTSCALEENABLE])
4798 float scale_factor = state->viewport.height * state->viewport.height;
4800 out_att[0] = a.f / scale_factor;
4801 out_att[1] = b.f / scale_factor;
4802 out_att[2] = c.f / scale_factor;
4804 *out_pointsize = pointsize.f;
4807 void get_fog_start_end(const struct wined3d_context *context, const struct wined3d_state *state,
4808 float *start, float *end)
4810 union
4812 DWORD d;
4813 float f;
4814 } tmpvalue;
4816 switch (context->fog_source)
4818 case FOGSOURCE_VS:
4819 *start = 1.0f;
4820 *end = 0.0f;
4821 break;
4823 case FOGSOURCE_COORD:
4824 *start = 255.0f;
4825 *end = 0.0f;
4826 break;
4828 case FOGSOURCE_FFP:
4829 tmpvalue.d = state->render_states[WINED3D_RS_FOGSTART];
4830 *start = tmpvalue.f;
4831 tmpvalue.d = state->render_states[WINED3D_RS_FOGEND];
4832 *end = tmpvalue.f;
4833 /* Special handling for fog_start == fog_end. In d3d with vertex
4834 * fog, everything is fogged. With table fog, everything with
4835 * fog_coord < fog_start is unfogged, and fog_coord > fog_start
4836 * is fogged. Windows drivers disagree when fog_coord == fog_start. */
4837 if (state->render_states[WINED3D_RS_FOGTABLEMODE] == WINED3D_FOG_NONE && *start == *end)
4839 *start = -INFINITY;
4840 *end = 0.0f;
4842 break;
4844 default:
4845 /* This should not happen, context->fog_source is set in wined3d, not the app. */
4846 ERR("Unexpected fog coordinate source.\n");
4847 *start = 0.0f;
4848 *end = 0.0f;
4852 /* Note: It's the caller's responsibility to ensure values can be expressed
4853 * in the requested format. UNORM formats for example can only express values
4854 * in the range 0.0f -> 1.0f. */
4855 DWORD wined3d_format_convert_from_float(const struct wined3d_format *format, const struct wined3d_color *color)
4857 static const struct
4859 enum wined3d_format_id format_id;
4860 float r_mul;
4861 float g_mul;
4862 float b_mul;
4863 float a_mul;
4864 BYTE r_shift;
4865 BYTE g_shift;
4866 BYTE b_shift;
4867 BYTE a_shift;
4869 conv[] =
4871 {WINED3DFMT_B8G8R8A8_UNORM, 255.0f, 255.0f, 255.0f, 255.0f, 16, 8, 0, 24},
4872 {WINED3DFMT_B8G8R8X8_UNORM, 255.0f, 255.0f, 255.0f, 255.0f, 16, 8, 0, 24},
4873 {WINED3DFMT_B8G8R8_UNORM, 255.0f, 255.0f, 255.0f, 255.0f, 16, 8, 0, 24},
4874 {WINED3DFMT_B5G6R5_UNORM, 31.0f, 63.0f, 31.0f, 0.0f, 11, 5, 0, 0},
4875 {WINED3DFMT_B5G5R5A1_UNORM, 31.0f, 31.0f, 31.0f, 1.0f, 10, 5, 0, 15},
4876 {WINED3DFMT_B5G5R5X1_UNORM, 31.0f, 31.0f, 31.0f, 1.0f, 10, 5, 0, 15},
4877 {WINED3DFMT_R8_UNORM, 255.0f, 0.0f, 0.0f, 0.0f, 0, 0, 0, 0},
4878 {WINED3DFMT_A8_UNORM, 0.0f, 0.0f, 0.0f, 255.0f, 0, 0, 0, 0},
4879 {WINED3DFMT_B4G4R4A4_UNORM, 15.0f, 15.0f, 15.0f, 15.0f, 8, 4, 0, 12},
4880 {WINED3DFMT_B4G4R4X4_UNORM, 15.0f, 15.0f, 15.0f, 15.0f, 8, 4, 0, 12},
4881 {WINED3DFMT_B2G3R3_UNORM, 7.0f, 7.0f, 3.0f, 0.0f, 5, 2, 0, 0},
4882 {WINED3DFMT_R8G8B8A8_UNORM, 255.0f, 255.0f, 255.0f, 255.0f, 0, 8, 16, 24},
4883 {WINED3DFMT_R8G8B8X8_UNORM, 255.0f, 255.0f, 255.0f, 255.0f, 0, 8, 16, 24},
4884 {WINED3DFMT_B10G10R10A2_UNORM, 1023.0f, 1023.0f, 1023.0f, 3.0f, 20, 10, 0, 30},
4885 {WINED3DFMT_R10G10B10A2_UNORM, 1023.0f, 1023.0f, 1023.0f, 3.0f, 0, 10, 20, 30},
4886 {WINED3DFMT_P8_UINT, 0.0f, 0.0f, 0.0f, 255.0f, 0, 0, 0, 0},
4888 unsigned int i;
4890 TRACE("Converting color %s to format %s.\n", debug_color(color), debug_d3dformat(format->id));
4892 for (i = 0; i < sizeof(conv) / sizeof(*conv); ++i)
4894 DWORD ret;
4896 if (format->id != conv[i].format_id) continue;
4898 ret = ((DWORD)((color->r * conv[i].r_mul) + 0.5f)) << conv[i].r_shift;
4899 ret |= ((DWORD)((color->g * conv[i].g_mul) + 0.5f)) << conv[i].g_shift;
4900 ret |= ((DWORD)((color->b * conv[i].b_mul) + 0.5f)) << conv[i].b_shift;
4901 ret |= ((DWORD)((color->a * conv[i].a_mul) + 0.5f)) << conv[i].a_shift;
4903 TRACE("Returning 0x%08x.\n", ret);
4905 return ret;
4908 FIXME("Conversion for format %s not implemented.\n", debug_d3dformat(format->id));
4910 return 0;
4913 static float color_to_float(DWORD color, DWORD size, DWORD offset)
4915 DWORD mask = (1u << size) - 1;
4917 if (!size)
4918 return 1.0f;
4920 color >>= offset;
4921 color &= mask;
4923 return (float)color / (float)mask;
4926 BOOL wined3d_format_convert_color_to_float(const struct wined3d_format *format,
4927 const struct wined3d_palette *palette, DWORD color, struct wined3d_color *float_color)
4929 switch (format->id)
4931 case WINED3DFMT_B8G8R8_UNORM:
4932 case WINED3DFMT_B8G8R8A8_UNORM:
4933 case WINED3DFMT_B8G8R8X8_UNORM:
4934 case WINED3DFMT_B5G6R5_UNORM:
4935 case WINED3DFMT_B5G5R5X1_UNORM:
4936 case WINED3DFMT_B5G5R5A1_UNORM:
4937 case WINED3DFMT_B4G4R4A4_UNORM:
4938 case WINED3DFMT_B2G3R3_UNORM:
4939 case WINED3DFMT_R8_UNORM:
4940 case WINED3DFMT_A8_UNORM:
4941 case WINED3DFMT_B2G3R3A8_UNORM:
4942 case WINED3DFMT_B4G4R4X4_UNORM:
4943 case WINED3DFMT_R10G10B10A2_UNORM:
4944 case WINED3DFMT_R10G10B10A2_SNORM:
4945 case WINED3DFMT_R8G8B8A8_UNORM:
4946 case WINED3DFMT_R8G8B8X8_UNORM:
4947 case WINED3DFMT_R16G16_UNORM:
4948 case WINED3DFMT_B10G10R10A2_UNORM:
4949 float_color->r = color_to_float(color, format->red_size, format->red_offset);
4950 float_color->g = color_to_float(color, format->green_size, format->green_offset);
4951 float_color->b = color_to_float(color, format->blue_size, format->blue_offset);
4952 float_color->a = color_to_float(color, format->alpha_size, format->alpha_offset);
4953 return TRUE;
4955 case WINED3DFMT_P8_UINT:
4956 if (palette)
4958 float_color->r = palette->colors[color].rgbRed / 255.0f;
4959 float_color->g = palette->colors[color].rgbGreen / 255.0f;
4960 float_color->b = palette->colors[color].rgbBlue / 255.0f;
4962 else
4964 float_color->r = 0.0f;
4965 float_color->g = 0.0f;
4966 float_color->b = 0.0f;
4968 float_color->a = color / 255.0f;
4969 return TRUE;
4971 default:
4972 ERR("Unhandled conversion from %s to floating point.\n", debug_d3dformat(format->id));
4973 return FALSE;
4977 void wined3d_format_get_float_color_key(const struct wined3d_format *format,
4978 const struct wined3d_color_key *key, struct wined3d_color *float_colors)
4980 struct wined3d_color slop;
4982 switch (format->id)
4984 case WINED3DFMT_B8G8R8_UNORM:
4985 case WINED3DFMT_B8G8R8A8_UNORM:
4986 case WINED3DFMT_B8G8R8X8_UNORM:
4987 case WINED3DFMT_B5G6R5_UNORM:
4988 case WINED3DFMT_B5G5R5X1_UNORM:
4989 case WINED3DFMT_B5G5R5A1_UNORM:
4990 case WINED3DFMT_B4G4R4A4_UNORM:
4991 case WINED3DFMT_B2G3R3_UNORM:
4992 case WINED3DFMT_R8_UNORM:
4993 case WINED3DFMT_A8_UNORM:
4994 case WINED3DFMT_B2G3R3A8_UNORM:
4995 case WINED3DFMT_B4G4R4X4_UNORM:
4996 case WINED3DFMT_R10G10B10A2_UNORM:
4997 case WINED3DFMT_R10G10B10A2_SNORM:
4998 case WINED3DFMT_R8G8B8A8_UNORM:
4999 case WINED3DFMT_R8G8B8X8_UNORM:
5000 case WINED3DFMT_R16G16_UNORM:
5001 case WINED3DFMT_B10G10R10A2_UNORM:
5002 slop.r = 0.5f / ((1u << format->red_size) - 1);
5003 slop.g = 0.5f / ((1u << format->green_size) - 1);
5004 slop.b = 0.5f / ((1u << format->blue_size) - 1);
5005 slop.a = 0.5f / ((1u << format->alpha_size) - 1);
5007 float_colors[0].r = color_to_float(key->color_space_low_value, format->red_size, format->red_offset)
5008 - slop.r;
5009 float_colors[0].g = color_to_float(key->color_space_low_value, format->green_size, format->green_offset)
5010 - slop.g;
5011 float_colors[0].b = color_to_float(key->color_space_low_value, format->blue_size, format->blue_offset)
5012 - slop.b;
5013 float_colors[0].a = color_to_float(key->color_space_low_value, format->alpha_size, format->alpha_offset)
5014 - slop.a;
5016 float_colors[1].r = color_to_float(key->color_space_high_value, format->red_size, format->red_offset)
5017 + slop.r;
5018 float_colors[1].g = color_to_float(key->color_space_high_value, format->green_size, format->green_offset)
5019 + slop.g;
5020 float_colors[1].b = color_to_float(key->color_space_high_value, format->blue_size, format->blue_offset)
5021 + slop.b;
5022 float_colors[1].a = color_to_float(key->color_space_high_value, format->alpha_size, format->alpha_offset)
5023 + slop.a;
5024 break;
5026 case WINED3DFMT_P8_UINT:
5027 float_colors[0].r = 0.0f;
5028 float_colors[0].g = 0.0f;
5029 float_colors[0].b = 0.0f;
5030 float_colors[0].a = (key->color_space_low_value - 0.5f) / 255.0f;
5032 float_colors[1].r = 0.0f;
5033 float_colors[1].g = 0.0f;
5034 float_colors[1].b = 0.0f;
5035 float_colors[1].a = (key->color_space_high_value + 0.5f) / 255.0f;
5036 break;
5038 default:
5039 ERR("Unhandled color key to float conversion for format %s.\n", debug_d3dformat(format->id));
5043 /* DirectDraw stuff */
5044 enum wined3d_format_id pixelformat_for_depth(DWORD depth)
5046 switch (depth)
5048 case 8: return WINED3DFMT_P8_UINT;
5049 case 15: return WINED3DFMT_B5G5R5X1_UNORM;
5050 case 16: return WINED3DFMT_B5G6R5_UNORM;
5051 case 24: return WINED3DFMT_B8G8R8X8_UNORM; /* Robots needs 24bit to be WINED3DFMT_B8G8R8X8_UNORM */
5052 case 32: return WINED3DFMT_B8G8R8X8_UNORM; /* EVE online and the Fur demo need 32bit AdapterDisplayMode to return WINED3DFMT_B8G8R8X8_UNORM */
5053 default: return WINED3DFMT_UNKNOWN;
5057 void multiply_matrix(struct wined3d_matrix *dst, const struct wined3d_matrix *src1, const struct wined3d_matrix *src2)
5059 struct wined3d_matrix tmp;
5061 /* Now do the multiplication 'by hand'.
5062 I know that all this could be optimised, but this will be done later :-) */
5063 tmp._11 = (src1->_11 * src2->_11) + (src1->_21 * src2->_12) + (src1->_31 * src2->_13) + (src1->_41 * src2->_14);
5064 tmp._21 = (src1->_11 * src2->_21) + (src1->_21 * src2->_22) + (src1->_31 * src2->_23) + (src1->_41 * src2->_24);
5065 tmp._31 = (src1->_11 * src2->_31) + (src1->_21 * src2->_32) + (src1->_31 * src2->_33) + (src1->_41 * src2->_34);
5066 tmp._41 = (src1->_11 * src2->_41) + (src1->_21 * src2->_42) + (src1->_31 * src2->_43) + (src1->_41 * src2->_44);
5068 tmp._12 = (src1->_12 * src2->_11) + (src1->_22 * src2->_12) + (src1->_32 * src2->_13) + (src1->_42 * src2->_14);
5069 tmp._22 = (src1->_12 * src2->_21) + (src1->_22 * src2->_22) + (src1->_32 * src2->_23) + (src1->_42 * src2->_24);
5070 tmp._32 = (src1->_12 * src2->_31) + (src1->_22 * src2->_32) + (src1->_32 * src2->_33) + (src1->_42 * src2->_34);
5071 tmp._42 = (src1->_12 * src2->_41) + (src1->_22 * src2->_42) + (src1->_32 * src2->_43) + (src1->_42 * src2->_44);
5073 tmp._13 = (src1->_13 * src2->_11) + (src1->_23 * src2->_12) + (src1->_33 * src2->_13) + (src1->_43 * src2->_14);
5074 tmp._23 = (src1->_13 * src2->_21) + (src1->_23 * src2->_22) + (src1->_33 * src2->_23) + (src1->_43 * src2->_24);
5075 tmp._33 = (src1->_13 * src2->_31) + (src1->_23 * src2->_32) + (src1->_33 * src2->_33) + (src1->_43 * src2->_34);
5076 tmp._43 = (src1->_13 * src2->_41) + (src1->_23 * src2->_42) + (src1->_33 * src2->_43) + (src1->_43 * src2->_44);
5078 tmp._14 = (src1->_14 * src2->_11) + (src1->_24 * src2->_12) + (src1->_34 * src2->_13) + (src1->_44 * src2->_14);
5079 tmp._24 = (src1->_14 * src2->_21) + (src1->_24 * src2->_22) + (src1->_34 * src2->_23) + (src1->_44 * src2->_24);
5080 tmp._34 = (src1->_14 * src2->_31) + (src1->_24 * src2->_32) + (src1->_34 * src2->_33) + (src1->_44 * src2->_34);
5081 tmp._44 = (src1->_14 * src2->_41) + (src1->_24 * src2->_42) + (src1->_34 * src2->_43) + (src1->_44 * src2->_44);
5083 *dst = tmp;
5086 DWORD get_flexible_vertex_size(DWORD d3dvtVertexType) {
5087 DWORD size = 0;
5088 int i;
5089 int numTextures = (d3dvtVertexType & WINED3DFVF_TEXCOUNT_MASK) >> WINED3DFVF_TEXCOUNT_SHIFT;
5091 if (d3dvtVertexType & WINED3DFVF_NORMAL) size += 3 * sizeof(float);
5092 if (d3dvtVertexType & WINED3DFVF_DIFFUSE) size += sizeof(DWORD);
5093 if (d3dvtVertexType & WINED3DFVF_SPECULAR) size += sizeof(DWORD);
5094 if (d3dvtVertexType & WINED3DFVF_PSIZE) size += sizeof(DWORD);
5095 switch (d3dvtVertexType & WINED3DFVF_POSITION_MASK) {
5096 case WINED3DFVF_XYZ: size += 3 * sizeof(float); break;
5097 case WINED3DFVF_XYZRHW: size += 4 * sizeof(float); break;
5098 case WINED3DFVF_XYZB1: size += 4 * sizeof(float); break;
5099 case WINED3DFVF_XYZB2: size += 5 * sizeof(float); break;
5100 case WINED3DFVF_XYZB3: size += 6 * sizeof(float); break;
5101 case WINED3DFVF_XYZB4: size += 7 * sizeof(float); break;
5102 case WINED3DFVF_XYZB5: size += 8 * sizeof(float); break;
5103 case WINED3DFVF_XYZW: size += 4 * sizeof(float); break;
5104 default: ERR("Unexpected position mask\n");
5106 for (i = 0; i < numTextures; i++) {
5107 size += GET_TEXCOORD_SIZE_FROM_FVF(d3dvtVertexType, i) * sizeof(float);
5110 return size;
5113 unsigned int wined3d_max_compat_varyings(const struct wined3d_gl_info *gl_info)
5115 /* On core profile we have to also count diffuse and specular colors and the
5116 * fog coordinate. */
5117 return gl_info->supported[WINED3D_GL_LEGACY_CONTEXT] ? MAX_TEXTURES * 4 : (MAX_TEXTURES + 2) * 4 + 1;
5120 void gen_ffp_frag_op(const struct wined3d_context *context, const struct wined3d_state *state,
5121 struct ffp_frag_settings *settings, BOOL ignore_textype)
5123 #define ARG1 0x01
5124 #define ARG2 0x02
5125 #define ARG0 0x04
5126 static const unsigned char args[WINED3D_TOP_LERP + 1] =
5128 /* undefined */ 0,
5129 /* D3DTOP_DISABLE */ 0,
5130 /* D3DTOP_SELECTARG1 */ ARG1,
5131 /* D3DTOP_SELECTARG2 */ ARG2,
5132 /* D3DTOP_MODULATE */ ARG1 | ARG2,
5133 /* D3DTOP_MODULATE2X */ ARG1 | ARG2,
5134 /* D3DTOP_MODULATE4X */ ARG1 | ARG2,
5135 /* D3DTOP_ADD */ ARG1 | ARG2,
5136 /* D3DTOP_ADDSIGNED */ ARG1 | ARG2,
5137 /* D3DTOP_ADDSIGNED2X */ ARG1 | ARG2,
5138 /* D3DTOP_SUBTRACT */ ARG1 | ARG2,
5139 /* D3DTOP_ADDSMOOTH */ ARG1 | ARG2,
5140 /* D3DTOP_BLENDDIFFUSEALPHA */ ARG1 | ARG2,
5141 /* D3DTOP_BLENDTEXTUREALPHA */ ARG1 | ARG2,
5142 /* D3DTOP_BLENDFACTORALPHA */ ARG1 | ARG2,
5143 /* D3DTOP_BLENDTEXTUREALPHAPM */ ARG1 | ARG2,
5144 /* D3DTOP_BLENDCURRENTALPHA */ ARG1 | ARG2,
5145 /* D3DTOP_PREMODULATE */ ARG1 | ARG2,
5146 /* D3DTOP_MODULATEALPHA_ADDCOLOR */ ARG1 | ARG2,
5147 /* D3DTOP_MODULATECOLOR_ADDALPHA */ ARG1 | ARG2,
5148 /* D3DTOP_MODULATEINVALPHA_ADDCOLOR */ ARG1 | ARG2,
5149 /* D3DTOP_MODULATEINVCOLOR_ADDALPHA */ ARG1 | ARG2,
5150 /* D3DTOP_BUMPENVMAP */ ARG1 | ARG2,
5151 /* D3DTOP_BUMPENVMAPLUMINANCE */ ARG1 | ARG2,
5152 /* D3DTOP_DOTPRODUCT3 */ ARG1 | ARG2,
5153 /* D3DTOP_MULTIPLYADD */ ARG1 | ARG2 | ARG0,
5154 /* D3DTOP_LERP */ ARG1 | ARG2 | ARG0
5156 unsigned int i;
5157 DWORD ttff;
5158 DWORD cop, aop, carg0, carg1, carg2, aarg0, aarg1, aarg2;
5159 const struct wined3d_gl_info *gl_info = context->gl_info;
5160 const struct wined3d_d3d_info *d3d_info = context->d3d_info;
5162 settings->padding = 0;
5164 for (i = 0; i < d3d_info->limits.ffp_blend_stages; ++i)
5166 const struct wined3d_texture *texture;
5168 settings->op[i].padding = 0;
5169 if (state->texture_states[i][WINED3D_TSS_COLOR_OP] == WINED3D_TOP_DISABLE)
5171 settings->op[i].cop = WINED3D_TOP_DISABLE;
5172 settings->op[i].aop = WINED3D_TOP_DISABLE;
5173 settings->op[i].carg0 = settings->op[i].carg1 = settings->op[i].carg2 = ARG_UNUSED;
5174 settings->op[i].aarg0 = settings->op[i].aarg1 = settings->op[i].aarg2 = ARG_UNUSED;
5175 settings->op[i].color_fixup = COLOR_FIXUP_IDENTITY;
5176 settings->op[i].dst = resultreg;
5177 settings->op[i].tex_type = WINED3D_GL_RES_TYPE_TEX_1D;
5178 settings->op[i].projected = proj_none;
5179 i++;
5180 break;
5183 if ((texture = state->textures[i]))
5185 if (can_use_texture_swizzle(gl_info, texture->resource.format))
5186 settings->op[i].color_fixup = COLOR_FIXUP_IDENTITY;
5187 else
5188 settings->op[i].color_fixup = texture->resource.format->color_fixup;
5189 if (ignore_textype)
5191 settings->op[i].tex_type = WINED3D_GL_RES_TYPE_TEX_1D;
5193 else
5195 switch (texture->target)
5197 case GL_TEXTURE_1D:
5198 settings->op[i].tex_type = WINED3D_GL_RES_TYPE_TEX_1D;
5199 break;
5200 case GL_TEXTURE_2D:
5201 settings->op[i].tex_type = WINED3D_GL_RES_TYPE_TEX_2D;
5202 break;
5203 case GL_TEXTURE_3D:
5204 settings->op[i].tex_type = WINED3D_GL_RES_TYPE_TEX_3D;
5205 break;
5206 case GL_TEXTURE_CUBE_MAP_ARB:
5207 settings->op[i].tex_type = WINED3D_GL_RES_TYPE_TEX_CUBE;
5208 break;
5209 case GL_TEXTURE_RECTANGLE_ARB:
5210 settings->op[i].tex_type = WINED3D_GL_RES_TYPE_TEX_RECT;
5211 break;
5214 } else {
5215 settings->op[i].color_fixup = COLOR_FIXUP_IDENTITY;
5216 settings->op[i].tex_type = WINED3D_GL_RES_TYPE_TEX_1D;
5219 cop = state->texture_states[i][WINED3D_TSS_COLOR_OP];
5220 aop = state->texture_states[i][WINED3D_TSS_ALPHA_OP];
5222 carg1 = (args[cop] & ARG1) ? state->texture_states[i][WINED3D_TSS_COLOR_ARG1] : ARG_UNUSED;
5223 carg2 = (args[cop] & ARG2) ? state->texture_states[i][WINED3D_TSS_COLOR_ARG2] : ARG_UNUSED;
5224 carg0 = (args[cop] & ARG0) ? state->texture_states[i][WINED3D_TSS_COLOR_ARG0] : ARG_UNUSED;
5226 if (is_invalid_op(state, i, cop, carg1, carg2, carg0))
5228 carg0 = ARG_UNUSED;
5229 carg2 = ARG_UNUSED;
5230 carg1 = WINED3DTA_CURRENT;
5231 cop = WINED3D_TOP_SELECT_ARG1;
5234 if (cop == WINED3D_TOP_DOTPRODUCT3)
5236 /* A dotproduct3 on the colorop overwrites the alphaop operation and replicates
5237 * the color result to the alpha component of the destination
5239 aop = cop;
5240 aarg1 = carg1;
5241 aarg2 = carg2;
5242 aarg0 = carg0;
5244 else
5246 aarg1 = (args[aop] & ARG1) ? state->texture_states[i][WINED3D_TSS_ALPHA_ARG1] : ARG_UNUSED;
5247 aarg2 = (args[aop] & ARG2) ? state->texture_states[i][WINED3D_TSS_ALPHA_ARG2] : ARG_UNUSED;
5248 aarg0 = (args[aop] & ARG0) ? state->texture_states[i][WINED3D_TSS_ALPHA_ARG0] : ARG_UNUSED;
5251 if (!i && state->textures[0] && state->render_states[WINED3D_RS_COLORKEYENABLE])
5253 GLenum texture_dimensions;
5255 texture = state->textures[0];
5256 texture_dimensions = texture->target;
5258 if (texture_dimensions == GL_TEXTURE_2D || texture_dimensions == GL_TEXTURE_RECTANGLE_ARB)
5260 if (texture->async.color_key_flags & WINED3D_CKEY_SRC_BLT && !texture->resource.format->alpha_size)
5262 if (aop == WINED3D_TOP_DISABLE)
5264 aarg1 = WINED3DTA_TEXTURE;
5265 aop = WINED3D_TOP_SELECT_ARG1;
5267 else if (aop == WINED3D_TOP_SELECT_ARG1 && aarg1 != WINED3DTA_TEXTURE)
5269 if (state->render_states[WINED3D_RS_ALPHABLENDENABLE])
5271 aarg2 = WINED3DTA_TEXTURE;
5272 aop = WINED3D_TOP_MODULATE;
5274 else aarg1 = WINED3DTA_TEXTURE;
5276 else if (aop == WINED3D_TOP_SELECT_ARG2 && aarg2 != WINED3DTA_TEXTURE)
5278 if (state->render_states[WINED3D_RS_ALPHABLENDENABLE])
5280 aarg1 = WINED3DTA_TEXTURE;
5281 aop = WINED3D_TOP_MODULATE;
5283 else aarg2 = WINED3DTA_TEXTURE;
5289 if (is_invalid_op(state, i, aop, aarg1, aarg2, aarg0))
5291 aarg0 = ARG_UNUSED;
5292 aarg2 = ARG_UNUSED;
5293 aarg1 = WINED3DTA_CURRENT;
5294 aop = WINED3D_TOP_SELECT_ARG1;
5297 if (carg1 == WINED3DTA_TEXTURE || carg2 == WINED3DTA_TEXTURE || carg0 == WINED3DTA_TEXTURE
5298 || aarg1 == WINED3DTA_TEXTURE || aarg2 == WINED3DTA_TEXTURE || aarg0 == WINED3DTA_TEXTURE)
5300 ttff = state->texture_states[i][WINED3D_TSS_TEXTURE_TRANSFORM_FLAGS];
5301 if (ttff == (WINED3D_TTFF_PROJECTED | WINED3D_TTFF_COUNT3))
5302 settings->op[i].projected = proj_count3;
5303 else if (ttff & WINED3D_TTFF_PROJECTED)
5304 settings->op[i].projected = proj_count4;
5305 else
5306 settings->op[i].projected = proj_none;
5308 else
5310 settings->op[i].projected = proj_none;
5313 settings->op[i].cop = cop;
5314 settings->op[i].aop = aop;
5315 settings->op[i].carg0 = carg0;
5316 settings->op[i].carg1 = carg1;
5317 settings->op[i].carg2 = carg2;
5318 settings->op[i].aarg0 = aarg0;
5319 settings->op[i].aarg1 = aarg1;
5320 settings->op[i].aarg2 = aarg2;
5322 if (state->texture_states[i][WINED3D_TSS_RESULT_ARG] == WINED3DTA_TEMP)
5323 settings->op[i].dst = tempreg;
5324 else
5325 settings->op[i].dst = resultreg;
5328 /* Clear unsupported stages */
5329 for(; i < MAX_TEXTURES; i++) {
5330 memset(&settings->op[i], 0xff, sizeof(settings->op[i]));
5333 if (!state->render_states[WINED3D_RS_FOGENABLE])
5335 settings->fog = WINED3D_FFP_PS_FOG_OFF;
5337 else if (state->render_states[WINED3D_RS_FOGTABLEMODE] == WINED3D_FOG_NONE)
5339 if (use_vs(state) || state->vertex_declaration->position_transformed)
5341 settings->fog = WINED3D_FFP_PS_FOG_LINEAR;
5343 else
5345 switch (state->render_states[WINED3D_RS_FOGVERTEXMODE])
5347 case WINED3D_FOG_NONE:
5348 case WINED3D_FOG_LINEAR:
5349 settings->fog = WINED3D_FFP_PS_FOG_LINEAR;
5350 break;
5351 case WINED3D_FOG_EXP:
5352 settings->fog = WINED3D_FFP_PS_FOG_EXP;
5353 break;
5354 case WINED3D_FOG_EXP2:
5355 settings->fog = WINED3D_FFP_PS_FOG_EXP2;
5356 break;
5360 else
5362 switch (state->render_states[WINED3D_RS_FOGTABLEMODE])
5364 case WINED3D_FOG_LINEAR:
5365 settings->fog = WINED3D_FFP_PS_FOG_LINEAR;
5366 break;
5367 case WINED3D_FOG_EXP:
5368 settings->fog = WINED3D_FFP_PS_FOG_EXP;
5369 break;
5370 case WINED3D_FOG_EXP2:
5371 settings->fog = WINED3D_FFP_PS_FOG_EXP2;
5372 break;
5375 settings->sRGB_write = !gl_info->supported[ARB_FRAMEBUFFER_SRGB] && needs_srgb_write(context, state, state->fb);
5376 if (d3d_info->vs_clipping || !use_vs(state) || !state->render_states[WINED3D_RS_CLIPPING]
5377 || !state->render_states[WINED3D_RS_CLIPPLANEENABLE])
5379 /* No need to emulate clipplanes if GL supports native vertex shader clipping or if
5380 * the fixed function vertex pipeline is used(which always supports clipplanes), or
5381 * if no clipplane is enabled
5383 settings->emul_clipplanes = 0;
5384 } else {
5385 settings->emul_clipplanes = 1;
5388 if (state->render_states[WINED3D_RS_COLORKEYENABLE] && state->textures[0]
5389 && state->textures[0]->async.color_key_flags & WINED3D_CKEY_SRC_BLT
5390 && settings->op[0].cop != WINED3D_TOP_DISABLE)
5391 settings->color_key_enabled = 1;
5392 else
5393 settings->color_key_enabled = 0;
5395 /* texcoords_initialized is set to meaningful values only when GL doesn't
5396 * support enough varyings to always pass around all the possible texture
5397 * coordinates.
5398 * This is used to avoid reading a varying not written by the vertex shader.
5399 * Reading uninitialized varyings on core profile contexts results in an
5400 * error while with builtin varyings on legacy contexts you get undefined
5401 * behavior. */
5402 if (d3d_info->limits.varying_count
5403 && d3d_info->limits.varying_count < wined3d_max_compat_varyings(gl_info))
5405 settings->texcoords_initialized = 0;
5406 for (i = 0; i < MAX_TEXTURES; ++i)
5408 if (use_vs(state))
5410 if (state->shader[WINED3D_SHADER_TYPE_VERTEX]->reg_maps.output_registers & (1u << i))
5411 settings->texcoords_initialized |= 1u << i;
5413 else
5415 const struct wined3d_stream_info *si = &context->stream_info;
5416 unsigned int coord_idx = state->texture_states[i][WINED3D_TSS_TEXCOORD_INDEX];
5417 if ((state->texture_states[i][WINED3D_TSS_TEXCOORD_INDEX] >> WINED3D_FFP_TCI_SHIFT)
5418 & WINED3D_FFP_TCI_MASK
5419 || (coord_idx < MAX_TEXTURES && (si->use_map & (1u << (WINED3D_FFP_TEXCOORD0 + coord_idx)))))
5420 settings->texcoords_initialized |= 1u << i;
5424 else
5426 settings->texcoords_initialized = (1u << MAX_TEXTURES) - 1;
5429 settings->pointsprite = state->render_states[WINED3D_RS_POINTSPRITEENABLE]
5430 && state->gl_primitive_type == GL_POINTS;
5432 if (gl_info->supported[WINED3D_GL_LEGACY_CONTEXT])
5433 settings->alpha_test_func = WINED3D_CMP_ALWAYS - 1;
5434 else
5435 settings->alpha_test_func = (state->render_states[WINED3D_RS_ALPHATESTENABLE]
5436 ? wined3d_sanitize_cmp_func(state->render_states[WINED3D_RS_ALPHAFUNC])
5437 : WINED3D_CMP_ALWAYS) - 1;
5439 if (d3d_info->emulated_flatshading)
5440 settings->flatshading = state->render_states[WINED3D_RS_SHADEMODE] == WINED3D_SHADE_FLAT;
5441 else
5442 settings->flatshading = FALSE;
5445 const struct ffp_frag_desc *find_ffp_frag_shader(const struct wine_rb_tree *fragment_shaders,
5446 const struct ffp_frag_settings *settings)
5448 struct wine_rb_entry *entry = wine_rb_get(fragment_shaders, settings);
5449 return entry ? WINE_RB_ENTRY_VALUE(entry, struct ffp_frag_desc, entry) : NULL;
5452 void add_ffp_frag_shader(struct wine_rb_tree *shaders, struct ffp_frag_desc *desc)
5454 /* Note that the key is the implementation independent part of the ffp_frag_desc structure,
5455 * whereas desc points to an extended structure with implementation specific parts. */
5456 if (wine_rb_put(shaders, &desc->settings, &desc->entry) == -1)
5458 ERR("Failed to insert ffp frag shader.\n");
5462 /* Activates the texture dimension according to the bound D3D texture. Does
5463 * not care for the colorop or correct gl texture unit (when using nvrc).
5464 * Requires the caller to activate the correct unit. */
5465 /* Context activation is done by the caller (state handler). */
5466 void texture_activate_dimensions(const struct wined3d_texture *texture, const struct wined3d_gl_info *gl_info)
5468 if (texture)
5470 switch (texture->target)
5472 case GL_TEXTURE_2D:
5473 gl_info->gl_ops.gl.p_glDisable(GL_TEXTURE_3D);
5474 checkGLcall("glDisable(GL_TEXTURE_3D)");
5475 if (gl_info->supported[ARB_TEXTURE_CUBE_MAP])
5477 gl_info->gl_ops.gl.p_glDisable(GL_TEXTURE_CUBE_MAP_ARB);
5478 checkGLcall("glDisable(GL_TEXTURE_CUBE_MAP_ARB)");
5480 if (gl_info->supported[ARB_TEXTURE_RECTANGLE])
5482 gl_info->gl_ops.gl.p_glDisable(GL_TEXTURE_RECTANGLE_ARB);
5483 checkGLcall("glDisable(GL_TEXTURE_RECTANGLE_ARB)");
5485 gl_info->gl_ops.gl.p_glEnable(GL_TEXTURE_2D);
5486 checkGLcall("glEnable(GL_TEXTURE_2D)");
5487 break;
5488 case GL_TEXTURE_RECTANGLE_ARB:
5489 gl_info->gl_ops.gl.p_glDisable(GL_TEXTURE_2D);
5490 checkGLcall("glDisable(GL_TEXTURE_2D)");
5491 gl_info->gl_ops.gl.p_glDisable(GL_TEXTURE_3D);
5492 checkGLcall("glDisable(GL_TEXTURE_3D)");
5493 if (gl_info->supported[ARB_TEXTURE_CUBE_MAP])
5495 gl_info->gl_ops.gl.p_glDisable(GL_TEXTURE_CUBE_MAP_ARB);
5496 checkGLcall("glDisable(GL_TEXTURE_CUBE_MAP_ARB)");
5498 gl_info->gl_ops.gl.p_glEnable(GL_TEXTURE_RECTANGLE_ARB);
5499 checkGLcall("glEnable(GL_TEXTURE_RECTANGLE_ARB)");
5500 break;
5501 case GL_TEXTURE_3D:
5502 if (gl_info->supported[ARB_TEXTURE_CUBE_MAP])
5504 gl_info->gl_ops.gl.p_glDisable(GL_TEXTURE_CUBE_MAP_ARB);
5505 checkGLcall("glDisable(GL_TEXTURE_CUBE_MAP_ARB)");
5507 if (gl_info->supported[ARB_TEXTURE_RECTANGLE])
5509 gl_info->gl_ops.gl.p_glDisable(GL_TEXTURE_RECTANGLE_ARB);
5510 checkGLcall("glDisable(GL_TEXTURE_RECTANGLE_ARB)");
5512 gl_info->gl_ops.gl.p_glDisable(GL_TEXTURE_2D);
5513 checkGLcall("glDisable(GL_TEXTURE_2D)");
5514 gl_info->gl_ops.gl.p_glEnable(GL_TEXTURE_3D);
5515 checkGLcall("glEnable(GL_TEXTURE_3D)");
5516 break;
5517 case GL_TEXTURE_CUBE_MAP_ARB:
5518 gl_info->gl_ops.gl.p_glDisable(GL_TEXTURE_2D);
5519 checkGLcall("glDisable(GL_TEXTURE_2D)");
5520 gl_info->gl_ops.gl.p_glDisable(GL_TEXTURE_3D);
5521 checkGLcall("glDisable(GL_TEXTURE_3D)");
5522 if (gl_info->supported[ARB_TEXTURE_RECTANGLE])
5524 gl_info->gl_ops.gl.p_glDisable(GL_TEXTURE_RECTANGLE_ARB);
5525 checkGLcall("glDisable(GL_TEXTURE_RECTANGLE_ARB)");
5527 gl_info->gl_ops.gl.p_glEnable(GL_TEXTURE_CUBE_MAP_ARB);
5528 checkGLcall("glEnable(GL_TEXTURE_CUBE_MAP_ARB)");
5529 break;
5532 else
5534 gl_info->gl_ops.gl.p_glEnable(GL_TEXTURE_2D);
5535 checkGLcall("glEnable(GL_TEXTURE_2D)");
5536 gl_info->gl_ops.gl.p_glDisable(GL_TEXTURE_3D);
5537 checkGLcall("glDisable(GL_TEXTURE_3D)");
5538 if (gl_info->supported[ARB_TEXTURE_CUBE_MAP])
5540 gl_info->gl_ops.gl.p_glDisable(GL_TEXTURE_CUBE_MAP_ARB);
5541 checkGLcall("glDisable(GL_TEXTURE_CUBE_MAP_ARB)");
5543 if (gl_info->supported[ARB_TEXTURE_RECTANGLE])
5545 gl_info->gl_ops.gl.p_glDisable(GL_TEXTURE_RECTANGLE_ARB);
5546 checkGLcall("glDisable(GL_TEXTURE_RECTANGLE_ARB)");
5548 /* Binding textures is done by samplers. A dummy texture will be bound */
5552 /* Context activation is done by the caller (state handler). */
5553 void sampler_texdim(struct wined3d_context *context, const struct wined3d_state *state, DWORD state_id)
5555 DWORD sampler = state_id - STATE_SAMPLER(0);
5556 DWORD mapped_stage = context->tex_unit_map[sampler];
5558 /* No need to enable / disable anything here for unused samplers. The
5559 * tex_colorop handler takes care. Also no action is needed with pixel
5560 * shaders, or if tex_colorop will take care of this business. */
5561 if (mapped_stage == WINED3D_UNMAPPED_STAGE || mapped_stage >= context->gl_info->limits.textures)
5562 return;
5563 if (sampler >= context->lowest_disabled_stage)
5564 return;
5565 if (isStateDirty(context, STATE_TEXTURESTAGE(sampler, WINED3D_TSS_COLOR_OP)))
5566 return;
5568 texture_activate_dimensions(state->textures[sampler], context->gl_info);
5571 int wined3d_ffp_frag_program_key_compare(const void *key, const struct wine_rb_entry *entry)
5573 const struct ffp_frag_settings *ka = key;
5574 const struct ffp_frag_settings *kb = &WINE_RB_ENTRY_VALUE(entry, const struct ffp_frag_desc, entry)->settings;
5576 return memcmp(ka, kb, sizeof(*ka));
5579 void wined3d_ffp_get_vs_settings(const struct wined3d_context *context,
5580 const struct wined3d_state *state, struct wined3d_ffp_vs_settings *settings)
5582 const struct wined3d_stream_info *si = &context->stream_info;
5583 const struct wined3d_gl_info *gl_info = context->gl_info;
5584 const struct wined3d_d3d_info *d3d_info = context->d3d_info;
5585 unsigned int coord_idx, i;
5587 if (si->position_transformed)
5589 memset(settings, 0, sizeof(*settings));
5591 settings->transformed = 1;
5592 settings->point_size = state->gl_primitive_type == GL_POINTS;
5593 settings->per_vertex_point_size = !!(si->use_map & 1u << WINED3D_FFP_PSIZE);
5594 if (!state->render_states[WINED3D_RS_FOGENABLE])
5595 settings->fog_mode = WINED3D_FFP_VS_FOG_OFF;
5596 else if (state->render_states[WINED3D_RS_FOGTABLEMODE] != WINED3D_FOG_NONE)
5597 settings->fog_mode = WINED3D_FFP_VS_FOG_DEPTH;
5598 else
5599 settings->fog_mode = WINED3D_FFP_VS_FOG_FOGCOORD;
5601 for (i = 0; i < MAX_TEXTURES; ++i)
5603 coord_idx = state->texture_states[i][WINED3D_TSS_TEXCOORD_INDEX];
5604 if (coord_idx < MAX_TEXTURES && (si->use_map & (1u << (WINED3D_FFP_TEXCOORD0 + coord_idx))))
5605 settings->texcoords |= 1u << i;
5606 settings->texgen[i] = state->texture_states[i][WINED3D_TSS_TEXCOORD_INDEX];
5608 if (d3d_info->limits.varying_count >= wined3d_max_compat_varyings(gl_info))
5609 settings->texcoords = (1u << MAX_TEXTURES) - 1;
5611 if (d3d_info->emulated_flatshading)
5612 settings->flatshading = state->render_states[WINED3D_RS_SHADEMODE] == WINED3D_SHADE_FLAT;
5613 else
5614 settings->flatshading = FALSE;
5616 settings->swizzle_map = si->swizzle_map;
5618 return;
5621 switch (state->render_states[WINED3D_RS_VERTEXBLEND])
5623 case WINED3D_VBF_DISABLE:
5624 case WINED3D_VBF_1WEIGHTS:
5625 case WINED3D_VBF_2WEIGHTS:
5626 case WINED3D_VBF_3WEIGHTS:
5627 settings->vertexblends = state->render_states[WINED3D_RS_VERTEXBLEND];
5628 break;
5629 default:
5630 FIXME("Unsupported vertex blending: %d\n", state->render_states[WINED3D_RS_VERTEXBLEND]);
5631 break;
5634 settings->transformed = 0;
5635 settings->clipping = state->render_states[WINED3D_RS_CLIPPING]
5636 && state->render_states[WINED3D_RS_CLIPPLANEENABLE];
5637 settings->normal = !!(si->use_map & (1u << WINED3D_FFP_NORMAL));
5638 settings->normalize = settings->normal && state->render_states[WINED3D_RS_NORMALIZENORMALS];
5639 settings->lighting = !!state->render_states[WINED3D_RS_LIGHTING];
5640 settings->localviewer = !!state->render_states[WINED3D_RS_LOCALVIEWER];
5641 settings->point_size = state->gl_primitive_type == GL_POINTS;
5642 settings->per_vertex_point_size = !!(si->use_map & 1u << WINED3D_FFP_PSIZE);
5644 if (state->render_states[WINED3D_RS_COLORVERTEX] && (si->use_map & (1u << WINED3D_FFP_DIFFUSE)))
5646 settings->diffuse_source = state->render_states[WINED3D_RS_DIFFUSEMATERIALSOURCE];
5647 settings->emissive_source = state->render_states[WINED3D_RS_EMISSIVEMATERIALSOURCE];
5648 settings->ambient_source = state->render_states[WINED3D_RS_AMBIENTMATERIALSOURCE];
5649 settings->specular_source = state->render_states[WINED3D_RS_SPECULARMATERIALSOURCE];
5651 else
5653 settings->diffuse_source = WINED3D_MCS_MATERIAL;
5654 settings->emissive_source = WINED3D_MCS_MATERIAL;
5655 settings->ambient_source = WINED3D_MCS_MATERIAL;
5656 settings->specular_source = WINED3D_MCS_MATERIAL;
5659 settings->texcoords = 0;
5660 for (i = 0; i < MAX_TEXTURES; ++i)
5662 coord_idx = state->texture_states[i][WINED3D_TSS_TEXCOORD_INDEX];
5663 if (coord_idx < MAX_TEXTURES && (si->use_map & (1u << (WINED3D_FFP_TEXCOORD0 + coord_idx))))
5664 settings->texcoords |= 1u << i;
5665 settings->texgen[i] = state->texture_states[i][WINED3D_TSS_TEXCOORD_INDEX];
5667 if (d3d_info->limits.varying_count >= wined3d_max_compat_varyings(gl_info))
5668 settings->texcoords = (1u << MAX_TEXTURES) - 1;
5670 settings->light_type = 0;
5671 for (i = 0; i < MAX_ACTIVE_LIGHTS; ++i)
5673 if (state->lights[i])
5674 settings->light_type |= (state->lights[i]->OriginalParms.type
5675 & WINED3D_FFP_LIGHT_TYPE_MASK) << WINED3D_FFP_LIGHT_TYPE_SHIFT(i);
5678 settings->ortho_fog = 0;
5679 if (!state->render_states[WINED3D_RS_FOGENABLE])
5680 settings->fog_mode = WINED3D_FFP_VS_FOG_OFF;
5681 else if (state->render_states[WINED3D_RS_FOGTABLEMODE] != WINED3D_FOG_NONE)
5683 settings->fog_mode = WINED3D_FFP_VS_FOG_DEPTH;
5685 if (state->transforms[WINED3D_TS_PROJECTION]._14 == 0.0f
5686 && state->transforms[WINED3D_TS_PROJECTION]._24 == 0.0f
5687 && state->transforms[WINED3D_TS_PROJECTION]._34 == 0.0f
5688 && state->transforms[WINED3D_TS_PROJECTION]._44 == 1.0f)
5689 settings->ortho_fog = 1;
5691 else if (state->render_states[WINED3D_RS_FOGVERTEXMODE] == WINED3D_FOG_NONE)
5692 settings->fog_mode = WINED3D_FFP_VS_FOG_FOGCOORD;
5693 else if (state->render_states[WINED3D_RS_RANGEFOGENABLE])
5694 settings->fog_mode = WINED3D_FFP_VS_FOG_RANGE;
5695 else
5696 settings->fog_mode = WINED3D_FFP_VS_FOG_DEPTH;
5698 if (d3d_info->emulated_flatshading)
5699 settings->flatshading = state->render_states[WINED3D_RS_SHADEMODE] == WINED3D_SHADE_FLAT;
5700 else
5701 settings->flatshading = FALSE;
5703 settings->swizzle_map = si->swizzle_map;
5705 settings->padding = 0;
5708 int wined3d_ffp_vertex_program_key_compare(const void *key, const struct wine_rb_entry *entry)
5710 const struct wined3d_ffp_vs_settings *ka = key;
5711 const struct wined3d_ffp_vs_settings *kb = &WINE_RB_ENTRY_VALUE(entry,
5712 const struct wined3d_ffp_vs_desc, entry)->settings;
5714 return memcmp(ka, kb, sizeof(*ka));
5717 const struct blit_shader *wined3d_select_blitter(const struct wined3d_gl_info *gl_info,
5718 const struct wined3d_d3d_info *d3d_info, enum wined3d_blit_op blit_op,
5719 const RECT *src_rect, DWORD src_usage, enum wined3d_pool src_pool, const struct wined3d_format *src_format,
5720 const RECT *dst_rect, DWORD dst_usage, enum wined3d_pool dst_pool, const struct wined3d_format *dst_format)
5722 static const struct blit_shader * const blitters[] =
5724 &arbfp_blit,
5725 &ffp_blit,
5726 &cpu_blit,
5728 unsigned int i;
5730 for (i = 0; i < sizeof(blitters) / sizeof(*blitters); ++i)
5732 if (blitters[i]->blit_supported(gl_info, d3d_info, blit_op,
5733 src_rect, src_usage, src_pool, src_format,
5734 dst_rect, dst_usage, dst_pool, dst_format))
5735 return blitters[i];
5738 return NULL;
5741 void wined3d_get_draw_rect(const struct wined3d_state *state, RECT *rect)
5743 const struct wined3d_viewport *vp = &state->viewport;
5745 SetRect(rect, vp->x, vp->y, vp->x + vp->width, vp->y + vp->height);
5747 if (state->render_states[WINED3D_RS_SCISSORTESTENABLE])
5748 IntersectRect(rect, rect, &state->scissor_rect);
5751 const char *wined3d_debug_location(DWORD location)
5753 const char *prefix = "";
5754 const char *suffix = "";
5755 char buf[294];
5757 if (wined3d_popcount(location) > 16)
5759 prefix = "~(";
5760 location = ~location;
5761 suffix = ")";
5764 buf[0] = '\0';
5765 #define LOCATION_TO_STR(u) if (location & u) { strcat(buf, " | "#u); location &= ~u; }
5766 LOCATION_TO_STR(WINED3D_LOCATION_DISCARDED);
5767 LOCATION_TO_STR(WINED3D_LOCATION_SYSMEM);
5768 LOCATION_TO_STR(WINED3D_LOCATION_USER_MEMORY);
5769 LOCATION_TO_STR(WINED3D_LOCATION_BUFFER);
5770 LOCATION_TO_STR(WINED3D_LOCATION_TEXTURE_RGB);
5771 LOCATION_TO_STR(WINED3D_LOCATION_TEXTURE_SRGB);
5772 LOCATION_TO_STR(WINED3D_LOCATION_DRAWABLE);
5773 LOCATION_TO_STR(WINED3D_LOCATION_RB_MULTISAMPLE);
5774 LOCATION_TO_STR(WINED3D_LOCATION_RB_RESOLVED);
5775 #undef LOCATION_TO_STR
5776 if (location) FIXME("Unrecognized location flag(s) %#x.\n", location);
5778 return wine_dbg_sprintf("%s%s%s", prefix, buf[0] ? &buf[3] : "0", suffix);
5781 /* Print a floating point value with the %.8e format specifier, always using
5782 * '.' as decimal separator. */
5783 void wined3d_ftoa(float value, char *s)
5785 int idx = 1;
5787 if (copysignf(1.0f, value) < 0.0f)
5788 ++idx;
5790 /* Be sure to allocate a buffer of at least 17 characters for the result
5791 as sprintf may return a 3 digit exponent when using the MSVC runtime
5792 instead of a 2 digit exponent. */
5793 sprintf(s, "%.8e", value);
5794 if (isfinite(value))
5795 s[idx] = '.';
5798 void wined3d_release_dc(HWND window, HDC dc)
5800 /* You'd figure ReleaseDC() would fail if the DC doesn't match the window.
5801 * However, that's not what actually happens, and there are user32 tests
5802 * that confirm ReleaseDC() with the wrong window is supposed to succeed.
5803 * So explicitly check that the DC belongs to the window, since we want to
5804 * avoid releasing a DC that belongs to some other window if the original
5805 * window was already destroyed. */
5806 if (WindowFromDC(dc) != window)
5807 WARN("DC %p does not belong to window %p.\n", dc, window);
5808 else if (!ReleaseDC(window, dc))
5809 ERR("Failed to release device context %p, last error %#x.\n", dc, GetLastError());
5812 BOOL wined3d_clip_blit(const RECT *clip_rect, RECT *clipped, RECT *other)
5814 RECT orig = *clipped;
5815 float scale_x = (float)(orig.right - orig.left) / (float)(other->right - other->left);
5816 float scale_y = (float)(orig.bottom - orig.top) / (float)(other->bottom - other->top);
5818 IntersectRect(clipped, clipped, clip_rect);
5820 if (IsRectEmpty(clipped))
5822 SetRectEmpty(other);
5823 return FALSE;
5826 other->left += (LONG)((clipped->left - orig.left) / scale_x);
5827 other->top += (LONG)((clipped->top - orig.top) / scale_y);
5828 other->right -= (LONG)((orig.right - clipped->right) / scale_x);
5829 other->bottom -= (LONG)((orig.bottom - clipped->bottom) / scale_y);
5831 return TRUE;
5834 void wined3d_gl_limits_get_uniform_block_range(const struct wined3d_gl_limits *gl_limits,
5835 enum wined3d_shader_type shader_type, unsigned int *base, unsigned int *count)
5837 *base = 0;
5838 *count = gl_limits->vertex_uniform_blocks;
5840 if (shader_type == WINED3D_SHADER_TYPE_VERTEX)
5841 return;
5843 *base += *count;
5844 *count = gl_limits->geometry_uniform_blocks;
5846 if (shader_type == WINED3D_SHADER_TYPE_GEOMETRY)
5847 return;
5849 *base += *count;
5850 *count = gl_limits->fragment_uniform_blocks;
5852 if (shader_type == WINED3D_SHADER_TYPE_PIXEL)
5853 return;
5855 *base += *count;
5856 *count = 0;
5858 ERR("Unhandled shader type %#x.\n", shader_type);