dmusic: Sync up the dmobject.[ch] files.
[wine.git] / dlls / wined3d / utils.c
blob937c1bc0df6cfba71bb948bdd7bf59de81413b03
1 /*
2 * Utility functions for the WineD3D Library
4 * Copyright 2002-2004 Jason Edmeades
5 * Copyright 2003-2004 Raphael Junqueira
6 * Copyright 2004 Christian Costa
7 * Copyright 2005 Oliver Stieber
8 * Copyright 2006-2008 Henri Verbeet
9 * Copyright 2007-2008 Stefan Dösinger for CodeWeavers
10 * Copyright 2009-2010 Henri Verbeet for CodeWeavers
12 * This library is free software; you can redistribute it and/or
13 * modify it under the terms of the GNU Lesser General Public
14 * License as published by the Free Software Foundation; either
15 * version 2.1 of the License, or (at your option) any later version.
17 * This library is distributed in the hope that it will be useful,
18 * but WITHOUT ANY WARRANTY; without even the implied warranty of
19 * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the GNU
20 * Lesser General Public License for more details.
22 * You should have received a copy of the GNU Lesser General Public
23 * License along with this library; if not, write to the Free Software
24 * Foundation, Inc., 51 Franklin St, Fifth Floor, Boston, MA 02110-1301, USA
27 #include "config.h"
28 #include "wine/port.h"
30 #include <stdio.h>
32 #include "wined3d_private.h"
34 WINE_DEFAULT_DEBUG_CHANNEL(d3d);
36 #define WINED3D_FORMAT_FOURCC_BASE (WINED3DFMT_BC7_UNORM_SRGB + 1)
38 static const struct
40 enum wined3d_format_id id;
41 unsigned int idx;
43 format_index_remap[] =
45 {WINED3DFMT_UYVY, WINED3D_FORMAT_FOURCC_BASE},
46 {WINED3DFMT_YUY2, WINED3D_FORMAT_FOURCC_BASE + 1},
47 {WINED3DFMT_YV12, WINED3D_FORMAT_FOURCC_BASE + 2},
48 {WINED3DFMT_DXT1, WINED3D_FORMAT_FOURCC_BASE + 3},
49 {WINED3DFMT_DXT2, WINED3D_FORMAT_FOURCC_BASE + 4},
50 {WINED3DFMT_DXT3, WINED3D_FORMAT_FOURCC_BASE + 5},
51 {WINED3DFMT_DXT4, WINED3D_FORMAT_FOURCC_BASE + 6},
52 {WINED3DFMT_DXT5, WINED3D_FORMAT_FOURCC_BASE + 7},
53 {WINED3DFMT_MULTI2_ARGB8, WINED3D_FORMAT_FOURCC_BASE + 8},
54 {WINED3DFMT_G8R8_G8B8, WINED3D_FORMAT_FOURCC_BASE + 9},
55 {WINED3DFMT_R8G8_B8G8, WINED3D_FORMAT_FOURCC_BASE + 10},
56 {WINED3DFMT_ATI1N, WINED3D_FORMAT_FOURCC_BASE + 11},
57 {WINED3DFMT_ATI2N, WINED3D_FORMAT_FOURCC_BASE + 12},
58 {WINED3DFMT_INST, WINED3D_FORMAT_FOURCC_BASE + 13},
59 {WINED3DFMT_NVDB, WINED3D_FORMAT_FOURCC_BASE + 14},
60 {WINED3DFMT_NVHU, WINED3D_FORMAT_FOURCC_BASE + 15},
61 {WINED3DFMT_NVHS, WINED3D_FORMAT_FOURCC_BASE + 16},
62 {WINED3DFMT_INTZ, WINED3D_FORMAT_FOURCC_BASE + 17},
63 {WINED3DFMT_RESZ, WINED3D_FORMAT_FOURCC_BASE + 18},
64 {WINED3DFMT_NULL, WINED3D_FORMAT_FOURCC_BASE + 19},
65 {WINED3DFMT_R16, WINED3D_FORMAT_FOURCC_BASE + 20},
66 {WINED3DFMT_AL16, WINED3D_FORMAT_FOURCC_BASE + 21},
67 {WINED3DFMT_NV12, WINED3D_FORMAT_FOURCC_BASE + 22},
70 #define WINED3D_FORMAT_COUNT (WINED3D_FORMAT_FOURCC_BASE + ARRAY_SIZE(format_index_remap))
72 struct wined3d_format_channels
74 enum wined3d_format_id id;
75 DWORD red_size, green_size, blue_size, alpha_size;
76 DWORD red_offset, green_offset, blue_offset, alpha_offset;
77 UINT bpp;
78 BYTE depth_size, stencil_size;
81 static const struct wined3d_format_channels formats[] =
83 /* size offset
84 * format id r g b a r g b a bpp depth stencil */
85 {WINED3DFMT_UNKNOWN, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0},
86 /* FourCC formats */
87 {WINED3DFMT_UYVY, 0, 0, 0, 0, 0, 0, 0, 0, 2, 0, 0},
88 {WINED3DFMT_YUY2, 0, 0, 0, 0, 0, 0, 0, 0, 2, 0, 0},
89 {WINED3DFMT_YV12, 0, 0, 0, 0, 0, 0, 0, 0, 1, 0, 0},
90 {WINED3DFMT_NV12, 0, 0, 0, 0, 0, 0, 0, 0, 1, 0, 0},
91 {WINED3DFMT_DXT1, 0, 0, 0, 0, 0, 0, 0, 0, 1, 0, 0},
92 {WINED3DFMT_DXT2, 0, 0, 0, 0, 0, 0, 0, 0, 1, 0, 0},
93 {WINED3DFMT_DXT3, 0, 0, 0, 0, 0, 0, 0, 0, 1, 0, 0},
94 {WINED3DFMT_DXT4, 0, 0, 0, 0, 0, 0, 0, 0, 1, 0, 0},
95 {WINED3DFMT_DXT5, 0, 0, 0, 0, 0, 0, 0, 0, 1, 0, 0},
96 {WINED3DFMT_MULTI2_ARGB8, 0, 0, 0, 0, 0, 0, 0, 0, 1, 0, 0},
97 {WINED3DFMT_G8R8_G8B8, 0, 0, 0, 0, 0, 0, 0, 0, 1, 0, 0},
98 {WINED3DFMT_R8G8_B8G8, 0, 0, 0, 0, 0, 0, 0, 0, 1, 0, 0},
99 /* Hmm? */
100 {WINED3DFMT_R8G8_SNORM_Cx, 0, 0, 0, 0, 0, 0, 0, 0, 2, 0, 0},
101 {WINED3DFMT_R11G11B10_FLOAT, 11, 11, 10, 0, 0, 11, 22, 0, 4, 0, 0},
102 /* Palettized formats */
103 {WINED3DFMT_P8_UINT_A8_UNORM, 0, 0, 0, 8, 0, 0, 0, 8, 2, 0, 0},
104 {WINED3DFMT_P8_UINT, 0, 0, 0, 0, 0, 0, 0, 0, 1, 0, 0},
105 /* Standard ARGB formats. */
106 {WINED3DFMT_B8G8R8_UNORM, 8, 8, 8, 0, 16, 8, 0, 0, 3, 0, 0},
107 {WINED3DFMT_B5G6R5_UNORM, 5, 6, 5, 0, 11, 5, 0, 0, 2, 0, 0},
108 {WINED3DFMT_B5G5R5X1_UNORM, 5, 5, 5, 0, 10, 5, 0, 0, 2, 0, 0},
109 {WINED3DFMT_B5G5R5A1_UNORM, 5, 5, 5, 1, 10, 5, 0, 15, 2, 0, 0},
110 {WINED3DFMT_B4G4R4A4_UNORM, 4, 4, 4, 4, 8, 4, 0, 12, 2, 0, 0},
111 {WINED3DFMT_B2G3R3_UNORM, 3, 3, 2, 0, 5, 2, 0, 0, 1, 0, 0},
112 {WINED3DFMT_A8_UNORM, 0, 0, 0, 8, 0, 0, 0, 0, 1, 0, 0},
113 {WINED3DFMT_B2G3R3A8_UNORM, 3, 3, 2, 8, 5, 2, 0, 8, 2, 0, 0},
114 {WINED3DFMT_B4G4R4X4_UNORM, 4, 4, 4, 0, 8, 4, 0, 0, 2, 0, 0},
115 {WINED3DFMT_R8G8B8X8_UNORM, 8, 8, 8, 0, 0, 8, 16, 0, 4, 0, 0},
116 {WINED3DFMT_B10G10R10A2_UNORM, 10, 10, 10, 2, 20, 10, 0, 30, 4, 0, 0},
117 /* Luminance */
118 {WINED3DFMT_L8_UNORM, 0, 0, 0, 0, 0, 0, 0, 0, 1, 0, 0},
119 {WINED3DFMT_L8A8_UNORM, 0, 0, 0, 8, 0, 0, 0, 8, 2, 0, 0},
120 {WINED3DFMT_L4A4_UNORM, 0, 0, 0, 4, 0, 0, 0, 4, 1, 0, 0},
121 {WINED3DFMT_L16_UNORM, 0, 0, 0, 0, 0, 0, 0, 0, 2, 0, 0},
122 /* Bump mapping stuff */
123 {WINED3DFMT_R5G5_SNORM_L6_UNORM, 5, 5, 0, 0, 0, 5, 0, 0, 2, 0, 0},
124 {WINED3DFMT_R8G8_SNORM_L8X8_UNORM, 8, 8, 0, 0, 0, 8, 0, 0, 4, 0, 0},
125 {WINED3DFMT_R10G11B11_SNORM, 10, 11, 11, 0, 0, 10, 21, 0, 4, 0, 0},
126 {WINED3DFMT_R10G10B10X2_UINT, 10, 10, 10, 0, 0, 10, 20, 0, 4, 0, 0},
127 {WINED3DFMT_R10G10B10X2_SNORM, 10, 10, 10, 0, 0, 10, 20, 0, 4, 0, 0},
128 {WINED3DFMT_R10G10B10_SNORM_A2_UNORM, 10, 10, 10, 2, 0, 10, 20, 30, 4, 0, 0},
129 /* Depth stencil formats */
130 {WINED3DFMT_D16_LOCKABLE, 0, 0, 0, 0, 0, 0, 0, 0, 2, 16, 0},
131 {WINED3DFMT_D32_UNORM, 0, 0, 0, 0, 0, 0, 0, 0, 4, 32, 0},
132 {WINED3DFMT_S1_UINT_D15_UNORM, 0, 0, 0, 0, 0, 0, 0, 0, 2, 15, 1},
133 {WINED3DFMT_X8D24_UNORM, 0, 0, 0, 0, 0, 0, 0, 0, 4, 24, 0},
134 {WINED3DFMT_S4X4_UINT_D24_UNORM, 0, 0, 0, 0, 0, 0, 0, 0, 4, 24, 4},
135 {WINED3DFMT_S8_UINT_D24_FLOAT, 0, 0, 0, 0, 0, 0, 0, 0, 4, 24, 8},
136 /* Vendor-specific formats */
137 {WINED3DFMT_ATI1N, 0, 0, 0, 0, 0, 0, 0, 0, 1, 0, 0},
138 {WINED3DFMT_ATI2N, 0, 0, 0, 0, 0, 0, 0, 0, 1, 0, 0},
139 {WINED3DFMT_NVDB, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0},
140 {WINED3DFMT_INST, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0},
141 {WINED3DFMT_INTZ, 0, 0, 0, 0, 0, 0, 0, 0, 4, 24, 8},
142 {WINED3DFMT_RESZ, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0},
143 {WINED3DFMT_NVHU, 0, 0, 0, 0, 0, 0, 0, 0, 2, 0, 0},
144 {WINED3DFMT_NVHS, 0, 0, 0, 0, 0, 0, 0, 0, 2, 0, 0},
145 {WINED3DFMT_NULL, 8, 8, 8, 8, 0, 8, 16, 24, 4, 0, 0},
146 /* Unsure about them, could not find a Windows driver that supports them */
147 {WINED3DFMT_R16, 16, 0, 0, 0, 0, 0, 0, 0, 2, 0, 0},
148 {WINED3DFMT_AL16, 0, 0, 0, 16, 0, 0, 0, 16, 4, 0, 0},
149 /* DirectX 10 HDR formats */
150 {WINED3DFMT_R9G9B9E5_SHAREDEXP, 0, 0, 0, 0, 0, 0, 0, 0, 4, 0, 0},
151 /* Typeless */
152 {WINED3DFMT_R32G32B32A32_TYPELESS, 32, 32, 32, 32, 0, 32, 64, 96, 16, 0, 0},
153 {WINED3DFMT_R32G32B32_TYPELESS, 32, 32, 32, 0, 0, 32, 64, 0, 12, 0, 0},
154 {WINED3DFMT_R16G16B16A16_TYPELESS, 16, 16, 16, 16, 0, 16, 32, 48, 8, 0, 0},
155 {WINED3DFMT_R32G32_TYPELESS, 32, 32, 0, 0, 0, 32, 0, 0, 8, 0, 0},
156 {WINED3DFMT_R32G8X24_TYPELESS, 0, 0, 0, 0, 0, 0, 0, 0, 8, 32, 8},
157 {WINED3DFMT_R10G10B10A2_TYPELESS, 10, 10, 10, 2, 0, 10, 20, 30, 4, 0, 0},
158 {WINED3DFMT_R8G8B8A8_TYPELESS, 8, 8, 8, 8, 0, 8, 16, 24, 4, 0, 0},
159 {WINED3DFMT_R16G16_TYPELESS, 16, 16, 0, 0, 0, 16, 0, 0, 4, 0, 0},
160 {WINED3DFMT_R32_TYPELESS, 32, 0, 0, 0, 0, 0, 0, 0, 4, 0, 0},
161 {WINED3DFMT_R24G8_TYPELESS, 0, 0, 0, 0, 0, 0, 0, 0, 4, 24, 8},
162 {WINED3DFMT_R8G8_TYPELESS, 8, 8, 0, 0, 0, 8, 0, 0, 2, 0, 0},
163 {WINED3DFMT_R16_TYPELESS, 16, 0, 0, 0, 0, 0, 0, 0, 2, 0, 0},
164 {WINED3DFMT_R8_TYPELESS, 8, 0, 0, 0, 0, 0, 0, 0, 1, 0, 0},
165 {WINED3DFMT_BC1_TYPELESS, 0, 0, 0, 0, 0, 0, 0, 0, 1, 0, 0},
166 {WINED3DFMT_BC2_TYPELESS, 0, 0, 0, 0, 0, 0, 0, 0, 1, 0, 0},
167 {WINED3DFMT_BC3_TYPELESS, 0, 0, 0, 0, 0, 0, 0, 0, 1, 0, 0},
168 {WINED3DFMT_BC4_TYPELESS, 0, 0, 0, 0, 0, 0, 0, 0, 1, 0, 0},
169 {WINED3DFMT_BC5_TYPELESS, 0, 0, 0, 0, 0, 0, 0, 0, 1, 0, 0},
170 {WINED3DFMT_BC6H_TYPELESS, 0, 0, 0, 0, 0, 0, 0, 0, 1, 0, 0},
171 {WINED3DFMT_BC7_TYPELESS, 0, 0, 0, 0, 0, 0, 0, 0, 1, 0, 0},
172 {WINED3DFMT_B8G8R8A8_TYPELESS, 8, 8, 8, 8, 16, 8, 0, 24, 4, 0, 0},
173 {WINED3DFMT_B8G8R8X8_TYPELESS, 8, 8, 8, 0, 16, 8, 0, 0, 4, 0, 0},
176 enum wined3d_channel_type
178 WINED3D_CHANNEL_TYPE_NONE,
179 WINED3D_CHANNEL_TYPE_UNORM,
180 WINED3D_CHANNEL_TYPE_SNORM,
181 WINED3D_CHANNEL_TYPE_UINT,
182 WINED3D_CHANNEL_TYPE_SINT,
183 WINED3D_CHANNEL_TYPE_FLOAT,
184 WINED3D_CHANNEL_TYPE_DEPTH,
185 WINED3D_CHANNEL_TYPE_STENCIL,
186 WINED3D_CHANNEL_TYPE_UNUSED,
189 struct wined3d_typed_format_info
191 enum wined3d_format_id id;
192 enum wined3d_format_id typeless_id;
193 const char *channels;
197 * The last entry for a given typeless format defines its internal format.
199 * u - WINED3D_CHANNEL_TYPE_UNORM
200 * i - WINED3D_CHANNEL_TYPE_SNORM
201 * U - WINED3D_CHANNEL_TYPE_UINT
202 * I - WINED3D_CHANNEL_TYPE_SINT
203 * F - WINED3D_CHANNEL_TYPE_FLOAT
204 * D - WINED3D_CHANNEL_TYPE_DEPTH
205 * S - WINED3D_CHANNEL_TYPE_STENCIL
206 * X - WINED3D_CHANNEL_TYPE_UNUSED
208 static const struct wined3d_typed_format_info typed_formats[] =
210 {WINED3DFMT_R32G32B32A32_UINT, WINED3DFMT_R32G32B32A32_TYPELESS, "UUUU"},
211 {WINED3DFMT_R32G32B32A32_SINT, WINED3DFMT_R32G32B32A32_TYPELESS, "IIII"},
212 {WINED3DFMT_R32G32B32A32_FLOAT, WINED3DFMT_R32G32B32A32_TYPELESS, "FFFF"},
213 {WINED3DFMT_R32G32B32_UINT, WINED3DFMT_R32G32B32_TYPELESS, "UUU"},
214 {WINED3DFMT_R32G32B32_SINT, WINED3DFMT_R32G32B32_TYPELESS, "III"},
215 {WINED3DFMT_R32G32B32_FLOAT, WINED3DFMT_R32G32B32_TYPELESS, "FFF"},
216 {WINED3DFMT_R16G16B16A16_UNORM, WINED3DFMT_R16G16B16A16_TYPELESS, "uuuu"},
217 {WINED3DFMT_R16G16B16A16_SNORM, WINED3DFMT_R16G16B16A16_TYPELESS, "iiii"},
218 {WINED3DFMT_R16G16B16A16_UINT, WINED3DFMT_R16G16B16A16_TYPELESS, "UUUU"},
219 {WINED3DFMT_R16G16B16A16_SINT, WINED3DFMT_R16G16B16A16_TYPELESS, "IIII"},
220 {WINED3DFMT_R16G16B16A16_FLOAT, WINED3DFMT_R16G16B16A16_TYPELESS, "FFFF"},
221 {WINED3DFMT_R32G32_UINT, WINED3DFMT_R32G32_TYPELESS, "UU"},
222 {WINED3DFMT_R32G32_SINT, WINED3DFMT_R32G32_TYPELESS, "II"},
223 {WINED3DFMT_R32G32_FLOAT, WINED3DFMT_R32G32_TYPELESS, "FF"},
224 {WINED3DFMT_R32_FLOAT_X8X24_TYPELESS, WINED3DFMT_R32G8X24_TYPELESS, "DX"},
225 {WINED3DFMT_X32_TYPELESS_G8X24_UINT, WINED3DFMT_R32G8X24_TYPELESS, "XS"},
226 {WINED3DFMT_D32_FLOAT_S8X24_UINT, WINED3DFMT_R32G8X24_TYPELESS, "DS"},
227 {WINED3DFMT_R10G10B10A2_SNORM, WINED3DFMT_R10G10B10A2_TYPELESS, "iiii"},
228 {WINED3DFMT_R10G10B10A2_UINT, WINED3DFMT_R10G10B10A2_TYPELESS, "UUUU"},
229 {WINED3DFMT_R10G10B10A2_UNORM, WINED3DFMT_R10G10B10A2_TYPELESS, "uuuu"},
230 {WINED3DFMT_R8G8B8A8_UINT, WINED3DFMT_R8G8B8A8_TYPELESS, "UUUU"},
231 {WINED3DFMT_R8G8B8A8_SINT, WINED3DFMT_R8G8B8A8_TYPELESS, "IIII"},
232 {WINED3DFMT_R8G8B8A8_SNORM, WINED3DFMT_R8G8B8A8_TYPELESS, "iiii"},
233 {WINED3DFMT_R8G8B8A8_UNORM_SRGB, WINED3DFMT_R8G8B8A8_TYPELESS, "uuuu"},
234 {WINED3DFMT_R8G8B8A8_UNORM, WINED3DFMT_R8G8B8A8_TYPELESS, "uuuu"},
235 {WINED3DFMT_R16G16_UNORM, WINED3DFMT_R16G16_TYPELESS, "uu"},
236 {WINED3DFMT_R16G16_SNORM, WINED3DFMT_R16G16_TYPELESS, "ii"},
237 {WINED3DFMT_R16G16_UINT, WINED3DFMT_R16G16_TYPELESS, "UU"},
238 {WINED3DFMT_R16G16_SINT, WINED3DFMT_R16G16_TYPELESS, "II"},
239 {WINED3DFMT_R16G16_FLOAT, WINED3DFMT_R16G16_TYPELESS, "FF"},
240 {WINED3DFMT_D32_FLOAT, WINED3DFMT_R32_TYPELESS, "D"},
241 {WINED3DFMT_R32_FLOAT, WINED3DFMT_R32_TYPELESS, "F"},
242 {WINED3DFMT_R32_UINT, WINED3DFMT_R32_TYPELESS, "U"},
243 {WINED3DFMT_R32_SINT, WINED3DFMT_R32_TYPELESS, "I"},
244 {WINED3DFMT_R24_UNORM_X8_TYPELESS, WINED3DFMT_R24G8_TYPELESS, "DX"},
245 {WINED3DFMT_X24_TYPELESS_G8_UINT, WINED3DFMT_R24G8_TYPELESS, "XS"},
246 {WINED3DFMT_D24_UNORM_S8_UINT, WINED3DFMT_R24G8_TYPELESS, "DS"},
247 {WINED3DFMT_R8G8_SNORM, WINED3DFMT_R8G8_TYPELESS, "ii"},
248 {WINED3DFMT_R8G8_UNORM, WINED3DFMT_R8G8_TYPELESS, "uu"},
249 {WINED3DFMT_R8G8_UINT, WINED3DFMT_R8G8_TYPELESS, "UU"},
250 {WINED3DFMT_R8G8_SINT, WINED3DFMT_R8G8_TYPELESS, "II"},
251 {WINED3DFMT_D16_UNORM, WINED3DFMT_R16_TYPELESS, "D"},
252 {WINED3DFMT_R16_UNORM, WINED3DFMT_R16_TYPELESS, "u"},
253 {WINED3DFMT_R16_SNORM, WINED3DFMT_R16_TYPELESS, "i"},
254 {WINED3DFMT_R16_UINT, WINED3DFMT_R16_TYPELESS, "U"},
255 {WINED3DFMT_R16_SINT, WINED3DFMT_R16_TYPELESS, "I"},
256 {WINED3DFMT_R16_FLOAT, WINED3DFMT_R16_TYPELESS, "F"},
257 {WINED3DFMT_R8_UNORM, WINED3DFMT_R8_TYPELESS, "u"},
258 {WINED3DFMT_R8_SNORM, WINED3DFMT_R8_TYPELESS, "i"},
259 {WINED3DFMT_R8_UINT, WINED3DFMT_R8_TYPELESS, "U"},
260 {WINED3DFMT_R8_SINT, WINED3DFMT_R8_TYPELESS, "I"},
261 {WINED3DFMT_BC1_UNORM_SRGB, WINED3DFMT_BC1_TYPELESS, ""},
262 {WINED3DFMT_BC1_UNORM, WINED3DFMT_BC1_TYPELESS, ""},
263 {WINED3DFMT_BC2_UNORM_SRGB, WINED3DFMT_BC2_TYPELESS, ""},
264 {WINED3DFMT_BC2_UNORM, WINED3DFMT_BC2_TYPELESS, ""},
265 {WINED3DFMT_BC3_UNORM_SRGB, WINED3DFMT_BC3_TYPELESS, ""},
266 {WINED3DFMT_BC3_UNORM, WINED3DFMT_BC3_TYPELESS, ""},
267 {WINED3DFMT_BC4_UNORM, WINED3DFMT_BC4_TYPELESS, ""},
268 {WINED3DFMT_BC4_SNORM, WINED3DFMT_BC4_TYPELESS, ""},
269 {WINED3DFMT_BC5_UNORM, WINED3DFMT_BC5_TYPELESS, ""},
270 {WINED3DFMT_BC5_SNORM, WINED3DFMT_BC5_TYPELESS, ""},
271 {WINED3DFMT_BC6H_UF16, WINED3DFMT_BC6H_TYPELESS, ""},
272 {WINED3DFMT_BC6H_SF16, WINED3DFMT_BC6H_TYPELESS, ""},
273 {WINED3DFMT_BC7_UNORM_SRGB, WINED3DFMT_BC7_TYPELESS, ""},
274 {WINED3DFMT_BC7_UNORM, WINED3DFMT_BC7_TYPELESS, ""},
275 {WINED3DFMT_B8G8R8A8_UNORM_SRGB, WINED3DFMT_B8G8R8A8_TYPELESS, "uuuu"},
276 {WINED3DFMT_B8G8R8A8_UNORM, WINED3DFMT_B8G8R8A8_TYPELESS, "uuuu"},
277 {WINED3DFMT_B8G8R8X8_UNORM_SRGB, WINED3DFMT_B8G8R8X8_TYPELESS, "uuuX"},
278 {WINED3DFMT_B8G8R8X8_UNORM, WINED3DFMT_B8G8R8X8_TYPELESS, "uuuX"},
281 struct wined3d_typeless_format_depth_stencil_info
283 enum wined3d_format_id typeless_id;
284 enum wined3d_format_id depth_stencil_id;
285 enum wined3d_format_id depth_view_id;
286 enum wined3d_format_id stencil_view_id;
287 BOOL separate_depth_view_format;
290 static const struct wined3d_typeless_format_depth_stencil_info typeless_depth_stencil_formats[] =
292 {WINED3DFMT_R32G8X24_TYPELESS, WINED3DFMT_D32_FLOAT_S8X24_UINT,
293 WINED3DFMT_R32_FLOAT_X8X24_TYPELESS, WINED3DFMT_X32_TYPELESS_G8X24_UINT, TRUE},
294 {WINED3DFMT_R24G8_TYPELESS, WINED3DFMT_D24_UNORM_S8_UINT,
295 WINED3DFMT_R24_UNORM_X8_TYPELESS, WINED3DFMT_X24_TYPELESS_G8_UINT, TRUE},
296 {WINED3DFMT_R32_TYPELESS, WINED3DFMT_D32_FLOAT, WINED3DFMT_R32_FLOAT},
297 {WINED3DFMT_R16_TYPELESS, WINED3DFMT_D16_UNORM, WINED3DFMT_R16_UNORM},
300 struct wined3d_format_ddi_info
302 enum wined3d_format_id id;
303 D3DDDIFORMAT ddi_format;
306 static const struct wined3d_format_ddi_info ddi_formats[] =
308 {WINED3DFMT_B8G8R8_UNORM, D3DDDIFMT_R8G8B8},
309 {WINED3DFMT_B8G8R8A8_UNORM, D3DDDIFMT_A8R8G8B8},
310 {WINED3DFMT_B8G8R8X8_UNORM, D3DDDIFMT_X8R8G8B8},
311 {WINED3DFMT_B5G6R5_UNORM, D3DDDIFMT_R5G6B5},
312 {WINED3DFMT_B5G5R5X1_UNORM, D3DDDIFMT_X1R5G5B5},
313 {WINED3DFMT_B5G5R5A1_UNORM, D3DDDIFMT_A1R5G5B5},
314 {WINED3DFMT_B4G4R4A4_UNORM, D3DDDIFMT_A4R4G4B4},
315 {WINED3DFMT_B4G4R4X4_UNORM, D3DDDIFMT_X4R4G4B4},
316 {WINED3DFMT_P8_UINT, D3DDDIFMT_P8},
319 struct wined3d_format_base_flags
321 enum wined3d_format_id id;
322 DWORD flags;
325 /* The ATI2N format behaves like an uncompressed format in LockRect(), but
326 * still needs to use the correct block based calculation for e.g. the
327 * resource size. */
328 static const struct wined3d_format_base_flags format_base_flags[] =
330 {WINED3DFMT_ATI1N, WINED3DFMT_FLAG_BROKEN_PITCH},
331 {WINED3DFMT_ATI2N, WINED3DFMT_FLAG_BROKEN_PITCH},
332 {WINED3DFMT_R11G11B10_FLOAT, WINED3DFMT_FLAG_FLOAT},
333 {WINED3DFMT_D32_FLOAT, WINED3DFMT_FLAG_FLOAT},
334 {WINED3DFMT_S8_UINT_D24_FLOAT, WINED3DFMT_FLAG_FLOAT},
335 {WINED3DFMT_D32_FLOAT_S8X24_UINT, WINED3DFMT_FLAG_FLOAT},
336 {WINED3DFMT_INST, WINED3DFMT_FLAG_EXTENSION},
337 {WINED3DFMT_NULL, WINED3DFMT_FLAG_EXTENSION},
338 {WINED3DFMT_NVDB, WINED3DFMT_FLAG_EXTENSION},
339 {WINED3DFMT_RESZ, WINED3DFMT_FLAG_EXTENSION},
342 struct wined3d_format_block_info
344 enum wined3d_format_id id;
345 UINT block_width;
346 UINT block_height;
347 UINT block_byte_count;
348 BOOL verify;
351 static const struct wined3d_format_block_info format_block_info[] =
353 {WINED3DFMT_DXT1, 4, 4, 8, TRUE},
354 {WINED3DFMT_DXT2, 4, 4, 16, TRUE},
355 {WINED3DFMT_DXT3, 4, 4, 16, TRUE},
356 {WINED3DFMT_DXT4, 4, 4, 16, TRUE},
357 {WINED3DFMT_DXT5, 4, 4, 16, TRUE},
358 {WINED3DFMT_BC1_UNORM, 4, 4, 8, TRUE},
359 {WINED3DFMT_BC2_UNORM, 4, 4, 16, TRUE},
360 {WINED3DFMT_BC3_UNORM, 4, 4, 16, TRUE},
361 {WINED3DFMT_BC4_UNORM, 4, 4, 8, TRUE},
362 {WINED3DFMT_BC4_SNORM, 4, 4, 8, TRUE},
363 {WINED3DFMT_BC5_UNORM, 4, 4, 16, TRUE},
364 {WINED3DFMT_BC5_SNORM, 4, 4, 16, TRUE},
365 {WINED3DFMT_BC6H_UF16, 4, 4, 16, TRUE},
366 {WINED3DFMT_BC6H_SF16, 4, 4, 16, TRUE},
367 {WINED3DFMT_BC7_UNORM, 4, 4, 16, TRUE},
368 {WINED3DFMT_ATI1N, 4, 4, 8, FALSE},
369 {WINED3DFMT_ATI2N, 4, 4, 16, FALSE},
370 {WINED3DFMT_YUY2, 2, 1, 4, FALSE},
371 {WINED3DFMT_UYVY, 2, 1, 4, FALSE},
374 struct wined3d_format_vertex_info
376 enum wined3d_format_id id;
377 enum wined3d_ffp_emit_idx emit_idx;
378 unsigned int component_count;
379 GLenum gl_vtx_type;
380 GLboolean gl_normalized;
381 enum wined3d_gl_extension extension;
384 static const struct wined3d_format_vertex_info format_vertex_info[] =
386 {WINED3DFMT_R32_FLOAT, WINED3D_FFP_EMIT_FLOAT1, 1, GL_FLOAT, GL_FALSE},
387 {WINED3DFMT_R32G32_FLOAT, WINED3D_FFP_EMIT_FLOAT2, 2, GL_FLOAT, GL_FALSE},
388 {WINED3DFMT_R32G32B32_FLOAT, WINED3D_FFP_EMIT_FLOAT3, 3, GL_FLOAT, GL_FALSE},
389 {WINED3DFMT_R32G32B32A32_FLOAT, WINED3D_FFP_EMIT_FLOAT4, 4, GL_FLOAT, GL_FALSE},
390 {WINED3DFMT_B8G8R8A8_UNORM, WINED3D_FFP_EMIT_D3DCOLOR, 4, GL_UNSIGNED_BYTE, GL_TRUE },
391 {WINED3DFMT_R8G8B8A8_UINT, WINED3D_FFP_EMIT_UBYTE4, 4, GL_UNSIGNED_BYTE, GL_FALSE},
392 {WINED3DFMT_R16G16_UINT, WINED3D_FFP_EMIT_INVALID, 2, GL_UNSIGNED_SHORT, GL_FALSE},
393 {WINED3DFMT_R16G16_SINT, WINED3D_FFP_EMIT_SHORT2, 2, GL_SHORT, GL_FALSE},
394 {WINED3DFMT_R16G16B16A16_SINT, WINED3D_FFP_EMIT_SHORT4, 4, GL_SHORT, GL_FALSE},
395 {WINED3DFMT_R8G8B8A8_UNORM, WINED3D_FFP_EMIT_UBYTE4N, 4, GL_UNSIGNED_BYTE, GL_TRUE },
396 {WINED3DFMT_R16G16_SNORM, WINED3D_FFP_EMIT_SHORT2N, 2, GL_SHORT, GL_TRUE },
397 {WINED3DFMT_R16G16B16A16_SNORM, WINED3D_FFP_EMIT_SHORT4N, 4, GL_SHORT, GL_TRUE },
398 {WINED3DFMT_R16G16_UNORM, WINED3D_FFP_EMIT_USHORT2N, 2, GL_UNSIGNED_SHORT, GL_TRUE },
399 {WINED3DFMT_R16G16B16A16_UNORM, WINED3D_FFP_EMIT_USHORT4N, 4, GL_UNSIGNED_SHORT, GL_TRUE },
400 {WINED3DFMT_R10G10B10X2_UINT, WINED3D_FFP_EMIT_UDEC3, 3, GL_UNSIGNED_SHORT, GL_FALSE},
401 {WINED3DFMT_R10G10B10X2_SNORM, WINED3D_FFP_EMIT_DEC3N, 3, GL_SHORT, GL_TRUE },
402 {WINED3DFMT_R10G10B10A2_UNORM, WINED3D_FFP_EMIT_INVALID, 4, GL_UNSIGNED_INT_2_10_10_10_REV, GL_TRUE,
403 ARB_VERTEX_TYPE_2_10_10_10_REV},
404 {WINED3DFMT_R16G16_FLOAT, WINED3D_FFP_EMIT_FLOAT16_2, 2, GL_HALF_FLOAT, GL_FALSE},
405 {WINED3DFMT_R16G16B16A16_FLOAT, WINED3D_FFP_EMIT_FLOAT16_4, 4, GL_HALF_FLOAT, GL_FALSE},
406 {WINED3DFMT_R8G8B8A8_SNORM, WINED3D_FFP_EMIT_INVALID, 4, GL_BYTE, GL_TRUE },
407 {WINED3DFMT_R8G8B8A8_SINT, WINED3D_FFP_EMIT_INVALID, 4, GL_BYTE, GL_FALSE},
408 {WINED3DFMT_R16G16B16A16_UINT, WINED3D_FFP_EMIT_INVALID, 4, GL_UNSIGNED_SHORT, GL_FALSE},
409 {WINED3DFMT_R8_UNORM, WINED3D_FFP_EMIT_INVALID, 1, GL_UNSIGNED_BYTE, GL_TRUE},
410 {WINED3DFMT_R8_UINT, WINED3D_FFP_EMIT_INVALID, 1, GL_UNSIGNED_BYTE, GL_FALSE},
411 {WINED3DFMT_R8_SINT, WINED3D_FFP_EMIT_INVALID, 1, GL_BYTE, GL_FALSE},
412 {WINED3DFMT_R16_UINT, WINED3D_FFP_EMIT_INVALID, 1, GL_UNSIGNED_SHORT, GL_FALSE},
413 {WINED3DFMT_R16_SINT, WINED3D_FFP_EMIT_INVALID, 1, GL_SHORT, GL_FALSE},
414 {WINED3DFMT_R32_UINT, WINED3D_FFP_EMIT_INVALID, 1, GL_UNSIGNED_INT, GL_FALSE},
415 {WINED3DFMT_R32_SINT, WINED3D_FFP_EMIT_INVALID, 1, GL_INT, GL_FALSE},
416 {WINED3DFMT_R32G32_UINT, WINED3D_FFP_EMIT_INVALID, 2, GL_UNSIGNED_INT, GL_FALSE},
417 {WINED3DFMT_R32G32_SINT, WINED3D_FFP_EMIT_INVALID, 2, GL_INT, GL_FALSE},
418 {WINED3DFMT_R32G32B32_UINT, WINED3D_FFP_EMIT_INVALID, 3, GL_UNSIGNED_INT, GL_FALSE},
419 {WINED3DFMT_R32G32B32A32_UINT, WINED3D_FFP_EMIT_INVALID, 4, GL_UNSIGNED_INT, GL_FALSE},
420 {WINED3DFMT_R32G32B32A32_SINT, WINED3D_FFP_EMIT_INVALID, 4, GL_INT, GL_FALSE},
423 struct wined3d_format_texture_info
425 enum wined3d_format_id id;
426 GLint gl_internal;
427 GLint gl_srgb_internal;
428 GLint gl_rt_internal;
429 GLint gl_format;
430 GLint gl_type;
431 unsigned int conv_byte_count;
432 unsigned int flags;
433 enum wined3d_gl_extension extension;
434 void (*upload)(const BYTE *src, BYTE *dst, unsigned int src_row_pitch, unsigned int src_slice_pitch,
435 unsigned int dst_row_pitch, unsigned int dst_slice_pitch,
436 unsigned int width, unsigned int height, unsigned int depth);
437 void (*download)(const BYTE *src, BYTE *dst, unsigned int src_row_pitch, unsigned int src_slice_pitch,
438 unsigned int dst_row_pitch, unsigned int dst_slice_pitch,
439 unsigned int width, unsigned int height, unsigned int depth);
442 static void convert_l4a4_unorm(const BYTE *src, BYTE *dst, UINT src_row_pitch, UINT src_slice_pitch,
443 UINT dst_row_pitch, UINT dst_slice_pitch, UINT width, UINT height, UINT depth)
445 /* WINED3DFMT_L4A4_UNORM exists as an internal gl format, but for some reason there is not
446 * format+type combination to load it. Thus convert it to A8L8, then load it
447 * with A4L4 internal, but A8L8 format+type
449 unsigned int x, y, z;
450 const unsigned char *Source;
451 unsigned char *Dest;
453 for (z = 0; z < depth; z++)
455 for (y = 0; y < height; y++)
457 Source = src + z * src_slice_pitch + y * src_row_pitch;
458 Dest = dst + z * dst_slice_pitch + y * dst_row_pitch;
459 for (x = 0; x < width; x++ )
461 unsigned char color = (*Source++);
462 /* A */ Dest[1] = (color & 0xf0u) << 0;
463 /* L */ Dest[0] = (color & 0x0fu) << 4;
464 Dest += 2;
470 static void convert_r5g5_snorm_l6_unorm(const BYTE *src, BYTE *dst, UINT src_row_pitch, UINT src_slice_pitch,
471 UINT dst_row_pitch, UINT dst_slice_pitch, UINT width, UINT height, UINT depth)
473 unsigned int x, y, z;
474 unsigned char r_in, g_in, l_in;
475 const unsigned short *texel_in;
476 unsigned short *texel_out;
478 /* Emulating signed 5 bit values with unsigned 5 bit values has some precision problems by design:
479 * E.g. the signed input value 0 becomes 16. GL normalizes it to 16 / 31 = 0.516. We convert it
480 * back to a signed value by subtracting 0.5 and multiplying by 2.0. The resulting value is
481 * ((16 / 31) - 0.5) * 2.0 = 0.032, which is quite different from the intended result 0.000. */
482 for (z = 0; z < depth; z++)
484 for (y = 0; y < height; y++)
486 texel_out = (unsigned short *) (dst + z * dst_slice_pitch + y * dst_row_pitch);
487 texel_in = (const unsigned short *)(src + z * src_slice_pitch + y * src_row_pitch);
488 for (x = 0; x < width; x++ )
490 l_in = (*texel_in & 0xfc00u) >> 10;
491 g_in = (*texel_in & 0x03e0u) >> 5;
492 r_in = *texel_in & 0x001fu;
494 *texel_out = ((r_in + 16) << 11) | (l_in << 5) | (g_in + 16);
495 texel_out++;
496 texel_in++;
502 static void convert_r5g5_snorm_l6_unorm_ext(const BYTE *src, BYTE *dst, UINT src_row_pitch, UINT src_slice_pitch,
503 UINT dst_row_pitch, UINT dst_slice_pitch, UINT width, UINT height, UINT depth)
505 unsigned int x, y, z;
506 unsigned char *texel_out, r_out, g_out, r_in, g_in, l_in;
507 const unsigned short *texel_in;
509 for (z = 0; z < depth; z++)
511 for (y = 0; y < height; y++)
513 texel_in = (const unsigned short *)(src + z * src_slice_pitch + y * src_row_pitch);
514 texel_out = dst + z * dst_slice_pitch + y * dst_row_pitch;
515 for (x = 0; x < width; x++ )
517 l_in = (*texel_in & 0xfc00u) >> 10;
518 g_in = (*texel_in & 0x03e0u) >> 5;
519 r_in = *texel_in & 0x001fu;
521 r_out = r_in << 3;
522 if (!(r_in & 0x10)) /* r > 0 */
523 r_out |= r_in >> 1;
525 g_out = g_in << 3;
526 if (!(g_in & 0x10)) /* g > 0 */
527 g_out |= g_in >> 1;
529 texel_out[0] = r_out;
530 texel_out[1] = g_out;
531 texel_out[2] = l_in << 1 | l_in >> 5;
532 texel_out[3] = 0;
534 texel_out += 4;
535 texel_in++;
541 static void convert_r5g5_snorm_l6_unorm_nv(const BYTE *src, BYTE *dst, UINT src_row_pitch, UINT src_slice_pitch,
542 UINT dst_row_pitch, UINT dst_slice_pitch, UINT width, UINT height, UINT depth)
544 unsigned int x, y, z;
545 unsigned char *texel_out, ds_out, dt_out, r_in, g_in, l_in;
546 const unsigned short *texel_in;
548 /* This makes the gl surface bigger(24 bit instead of 16), but it works with
549 * fixed function and shaders without further conversion once the surface is
550 * loaded.
552 * The difference between this function and convert_r5g5_snorm_l6_unorm_ext
553 * is that convert_r5g5_snorm_l6_unorm_ext creates a 32 bit XRGB texture and
554 * this function creates a 24 bit DSDT_MAG texture. Trying to load a DSDT_MAG
555 * internal with a 32 bit DSDT_MAG_INTENSITY or DSDT_MAG_VIB format fails. */
556 for (z = 0; z < depth; z++)
558 for (y = 0; y < height; y++)
560 texel_in = (const unsigned short *)(src + z * src_slice_pitch + y * src_row_pitch);
561 texel_out = dst + z * dst_slice_pitch + y * dst_row_pitch;
562 for (x = 0; x < width; x++ )
564 l_in = (*texel_in & 0xfc00u) >> 10;
565 g_in = (*texel_in & 0x03e0u) >> 5;
566 r_in = *texel_in & 0x001fu;
568 ds_out = r_in << 3;
569 if (!(r_in & 0x10)) /* r > 0 */
570 ds_out |= r_in >> 1;
572 dt_out = g_in << 3;
573 if (!(g_in & 0x10)) /* g > 0 */
574 dt_out |= g_in >> 1;
576 texel_out[0] = ds_out;
577 texel_out[1] = dt_out;
578 texel_out[2] = l_in << 1 | l_in >> 5;
580 texel_out += 3;
581 texel_in++;
587 static void convert_r8g8_snorm(const BYTE *src, BYTE *dst, UINT src_row_pitch, UINT src_slice_pitch,
588 UINT dst_row_pitch, UINT dst_slice_pitch, UINT width, UINT height, UINT depth)
590 unsigned int x, y, z;
591 const short *Source;
592 unsigned char *Dest;
594 for (z = 0; z < depth; z++)
596 for (y = 0; y < height; y++)
598 Source = (const short *)(src + z * src_slice_pitch + y * src_row_pitch);
599 Dest = dst + z * dst_slice_pitch + y * dst_row_pitch;
600 for (x = 0; x < width; x++ )
602 const short color = (*Source++);
603 /* B */ Dest[0] = 0xff;
604 /* G */ Dest[1] = (color >> 8) + 128; /* V */
605 /* R */ Dest[2] = (color & 0xff) + 128; /* U */
606 Dest += 3;
612 static void convert_r8g8_snorm_l8x8_unorm(const BYTE *src, BYTE *dst, UINT src_row_pitch, UINT src_slice_pitch,
613 UINT dst_row_pitch, UINT dst_slice_pitch, UINT width, UINT height, UINT depth)
615 unsigned int x, y, z;
616 const DWORD *Source;
617 unsigned char *Dest;
619 /* Doesn't work correctly with the fixed function pipeline, but can work in
620 * shaders if the shader is adjusted. (There's no use for this format in gl's
621 * standard fixed function pipeline anyway).
623 for (z = 0; z < depth; z++)
625 for (y = 0; y < height; y++)
627 Source = (const DWORD *)(src + z * src_slice_pitch + y * src_row_pitch);
628 Dest = dst + z * dst_slice_pitch + y * dst_row_pitch;
629 for (x = 0; x < width; x++ )
631 LONG color = (*Source++);
632 /* B */ Dest[0] = ((color >> 16) & 0xff); /* L */
633 /* G */ Dest[1] = ((color >> 8 ) & 0xff) + 128; /* V */
634 /* R */ Dest[2] = (color & 0xff) + 128; /* U */
635 Dest += 4;
641 static void convert_r8g8_snorm_l8x8_unorm_nv(const BYTE *src, BYTE *dst, UINT src_row_pitch, UINT src_slice_pitch,
642 UINT dst_row_pitch, UINT dst_slice_pitch, UINT width, UINT height, UINT depth)
644 unsigned int x, y, z;
645 const DWORD *Source;
646 unsigned char *Dest;
648 /* This implementation works with the fixed function pipeline and shaders
649 * without further modification after converting the surface.
651 for (z = 0; z < depth; z++)
653 for (y = 0; y < height; y++)
655 Source = (const DWORD *)(src + z * src_slice_pitch + y * src_row_pitch);
656 Dest = dst + z * dst_slice_pitch + y * dst_row_pitch;
657 for (x = 0; x < width; x++ )
659 LONG color = (*Source++);
660 /* L */ Dest[2] = ((color >> 16) & 0xff); /* L */
661 /* V */ Dest[1] = ((color >> 8 ) & 0xff); /* V */
662 /* U */ Dest[0] = (color & 0xff); /* U */
663 /* I */ Dest[3] = 255; /* X */
664 Dest += 4;
670 static void convert_r8g8b8a8_snorm(const BYTE *src, BYTE *dst, UINT src_row_pitch, UINT src_slice_pitch,
671 UINT dst_row_pitch, UINT dst_slice_pitch, UINT width, UINT height, UINT depth)
673 unsigned int x, y, z;
674 const DWORD *Source;
675 unsigned char *Dest;
677 for (z = 0; z < depth; z++)
679 for (y = 0; y < height; y++)
681 Source = (const DWORD *)(src + z * src_slice_pitch + y * src_row_pitch);
682 Dest = dst + z * dst_slice_pitch + y * dst_row_pitch;
683 for (x = 0; x < width; x++ )
685 LONG color = (*Source++);
686 /* B */ Dest[0] = ((color >> 16) & 0xff) + 128; /* W */
687 /* G */ Dest[1] = ((color >> 8 ) & 0xff) + 128; /* V */
688 /* R */ Dest[2] = (color & 0xff) + 128; /* U */
689 /* A */ Dest[3] = ((color >> 24) & 0xff) + 128; /* Q */
690 Dest += 4;
696 static void convert_r16g16_snorm(const BYTE *src, BYTE *dst, UINT src_row_pitch, UINT src_slice_pitch,
697 UINT dst_row_pitch, UINT dst_slice_pitch, UINT width, UINT height, UINT depth)
699 unsigned int x, y, z;
700 const DWORD *Source;
701 unsigned short *Dest;
703 for (z = 0; z < depth; z++)
705 for (y = 0; y < height; y++)
707 Source = (const DWORD *)(src + z * src_slice_pitch + y * src_row_pitch);
708 Dest = (unsigned short *) (dst + z * dst_slice_pitch + y * dst_row_pitch);
709 for (x = 0; x < width; x++ )
711 const DWORD color = (*Source++);
712 /* B */ Dest[0] = 0xffff;
713 /* G */ Dest[1] = (color >> 16) + 32768; /* V */
714 /* R */ Dest[2] = (color & 0xffff) + 32768; /* U */
715 Dest += 3;
721 static void convert_r16g16(const BYTE *src, BYTE *dst, UINT src_row_pitch, UINT src_slice_pitch,
722 UINT dst_row_pitch, UINT dst_slice_pitch, UINT width, UINT height, UINT depth)
724 unsigned int x, y, z;
725 const WORD *Source;
726 WORD *Dest;
728 for (z = 0; z < depth; z++)
730 for (y = 0; y < height; y++)
732 Source = (const WORD *)(src + z * src_slice_pitch + y * src_row_pitch);
733 Dest = (WORD *) (dst + z * dst_slice_pitch + y * dst_row_pitch);
734 for (x = 0; x < width; x++ )
736 WORD green = (*Source++);
737 WORD red = (*Source++);
738 Dest[0] = green;
739 Dest[1] = red;
740 /* Strictly speaking not correct for R16G16F, but it doesn't matter because the
741 * shader overwrites it anyway */
742 Dest[2] = 0xffff;
743 Dest += 3;
749 static void convert_r32g32_float(const BYTE *src, BYTE *dst, UINT src_row_pitch, UINT src_slice_pitch,
750 UINT dst_row_pitch, UINT dst_slice_pitch, UINT width, UINT height, UINT depth)
752 unsigned int x, y, z;
753 const float *Source;
754 float *Dest;
756 for (z = 0; z < depth; z++)
758 for (y = 0; y < height; y++)
760 Source = (const float *)(src + z * src_slice_pitch + y * src_row_pitch);
761 Dest = (float *) (dst + z * dst_slice_pitch + y * dst_row_pitch);
762 for (x = 0; x < width; x++ )
764 float green = (*Source++);
765 float red = (*Source++);
766 Dest[0] = green;
767 Dest[1] = red;
768 Dest[2] = 1.0f;
769 Dest += 3;
775 static void convert_s1_uint_d15_unorm(const BYTE *src, BYTE *dst, UINT src_row_pitch, UINT src_slice_pitch,
776 UINT dst_row_pitch, UINT dst_slice_pitch, UINT width, UINT height, UINT depth)
778 unsigned int x, y, z;
780 for (z = 0; z < depth; z++)
782 for (y = 0; y < height; ++y)
784 const WORD *source = (const WORD *)(src + z * src_slice_pitch + y * src_row_pitch);
785 DWORD *dest = (DWORD *)(dst + z * dst_slice_pitch + y * dst_row_pitch);
787 for (x = 0; x < width; ++x)
789 /* The depth data is normalized, so needs to be scaled,
790 * the stencil data isn't. Scale depth data by
791 * (2^24-1)/(2^15-1) ~~ (2^9 + 2^-6). */
792 WORD d15 = source[x] >> 1;
793 DWORD d24 = (d15 << 9) + (d15 >> 6);
794 dest[x] = (d24 << 8) | (source[x] & 0x1);
800 static void convert_s4x4_uint_d24_unorm(const BYTE *src, BYTE *dst, UINT src_row_pitch, UINT src_slice_pitch,
801 UINT dst_row_pitch, UINT dst_slice_pitch, UINT width, UINT height, UINT depth)
803 unsigned int x, y, z;
805 for (z = 0; z < depth; z++)
807 for (y = 0; y < height; ++y)
809 const DWORD *source = (const DWORD *)(src + z * src_slice_pitch + y * src_row_pitch);
810 DWORD *dest = (DWORD *)(dst + z * dst_slice_pitch + y * dst_row_pitch);
812 for (x = 0; x < width; ++x)
814 /* Just need to clear out the X4 part. */
815 dest[x] = source[x] & ~0xf0;
821 static void convert_s8_uint_d24_float(const BYTE *src, BYTE *dst, UINT src_row_pitch, UINT src_slice_pitch,
822 UINT dst_row_pitch, UINT dst_slice_pitch, UINT width, UINT height, UINT depth)
824 unsigned int x, y, z;
826 for (z = 0; z < depth; z++)
828 for (y = 0; y < height; ++y)
830 const DWORD *source = (const DWORD *)(src + z * src_slice_pitch + y * src_row_pitch);
831 float *dest_f = (float *)(dst + z * dst_slice_pitch + y * dst_row_pitch);
832 DWORD *dest_s = (DWORD *)dest_f;
834 for (x = 0; x < width; ++x)
836 dest_f[x * 2] = float_24_to_32((source[x] & 0xffffff00u) >> 8);
837 dest_s[x * 2 + 1] = source[x] & 0xff;
843 static void x8_d24_unorm_upload(const BYTE *src, BYTE *dst,
844 unsigned int src_row_pitch, unsigned int src_slice_pitch,
845 unsigned int dst_row_pitch, unsigned int dst_slice_pitch,
846 unsigned int width, unsigned int height, unsigned int depth)
848 unsigned int x, y, z;
850 for (z = 0; z < depth; ++z)
852 for (y = 0; y < height; ++y)
854 const DWORD *source = (const DWORD *)(src + z * src_slice_pitch + y * src_row_pitch);
855 DWORD *dest = (DWORD *)(dst + z * dst_slice_pitch + y * dst_row_pitch);
857 for (x = 0; x < width; ++x)
859 dest[x] = source[x] << 8 | ((source[x] >> 16) & 0xff);
865 static void x8_d24_unorm_download(const BYTE *src, BYTE *dst,
866 unsigned int src_row_pitch, unsigned int src_slice_pitch,
867 unsigned int dst_row_pitch, unsigned int dst_slice_pitch,
868 unsigned int width, unsigned int height, unsigned int depth)
870 unsigned int x, y, z;
872 for (z = 0; z < depth; ++z)
874 for (y = 0; y < height; ++y)
876 const DWORD *source = (const DWORD *)(src + z * src_slice_pitch + y * src_row_pitch);
877 DWORD *dest = (DWORD *)(dst + z * dst_slice_pitch + y * dst_row_pitch);
879 for (x = 0; x < width; ++x)
881 dest[x] = source[x] >> 8;
887 static BOOL color_in_range(const struct wined3d_color_key *color_key, DWORD color)
889 /* FIXME: Is this really how color keys are supposed to work? I think it
890 * makes more sense to compare the individual channels. */
891 return color >= color_key->color_space_low_value
892 && color <= color_key->color_space_high_value;
895 static void convert_b5g6r5_unorm_b5g5r5a1_unorm_color_key(const BYTE *src, unsigned int src_pitch,
896 BYTE *dst, unsigned int dst_pitch, unsigned int width, unsigned int height,
897 const struct wined3d_color_key *color_key)
899 const WORD *src_row;
900 unsigned int x, y;
901 WORD *dst_row;
903 for (y = 0; y < height; ++y)
905 src_row = (WORD *)&src[src_pitch * y];
906 dst_row = (WORD *)&dst[dst_pitch * y];
907 for (x = 0; x < width; ++x)
909 WORD src_color = src_row[x];
910 if (!color_in_range(color_key, src_color))
911 dst_row[x] = 0x8000u | ((src_color & 0xffc0u) >> 1) | (src_color & 0x1fu);
912 else
913 dst_row[x] = ((src_color & 0xffc0u) >> 1) | (src_color & 0x1fu);
918 static void convert_b5g5r5x1_unorm_b5g5r5a1_unorm_color_key(const BYTE *src, unsigned int src_pitch,
919 BYTE *dst, unsigned int dst_pitch, unsigned int width, unsigned int height,
920 const struct wined3d_color_key *color_key)
922 const WORD *src_row;
923 unsigned int x, y;
924 WORD *dst_row;
926 for (y = 0; y < height; ++y)
928 src_row = (WORD *)&src[src_pitch * y];
929 dst_row = (WORD *)&dst[dst_pitch * y];
930 for (x = 0; x < width; ++x)
932 WORD src_color = src_row[x];
933 if (color_in_range(color_key, src_color))
934 dst_row[x] = src_color & ~0x8000;
935 else
936 dst_row[x] = src_color | 0x8000;
941 static void convert_b8g8r8_unorm_b8g8r8a8_unorm_color_key(const BYTE *src, unsigned int src_pitch,
942 BYTE *dst, unsigned int dst_pitch, unsigned int width, unsigned int height,
943 const struct wined3d_color_key *color_key)
945 const BYTE *src_row;
946 unsigned int x, y;
947 DWORD *dst_row;
949 for (y = 0; y < height; ++y)
951 src_row = &src[src_pitch * y];
952 dst_row = (DWORD *)&dst[dst_pitch * y];
953 for (x = 0; x < width; ++x)
955 DWORD src_color = (src_row[x * 3 + 2] << 16) | (src_row[x * 3 + 1] << 8) | src_row[x * 3];
956 if (!color_in_range(color_key, src_color))
957 dst_row[x] = src_color | 0xff000000;
962 static void convert_b8g8r8x8_unorm_b8g8r8a8_unorm_color_key(const BYTE *src, unsigned int src_pitch,
963 BYTE *dst, unsigned int dst_pitch, unsigned int width, unsigned int height,
964 const struct wined3d_color_key *color_key)
966 const DWORD *src_row;
967 unsigned int x, y;
968 DWORD *dst_row;
970 for (y = 0; y < height; ++y)
972 src_row = (DWORD *)&src[src_pitch * y];
973 dst_row = (DWORD *)&dst[dst_pitch * y];
974 for (x = 0; x < width; ++x)
976 DWORD src_color = src_row[x];
977 if (color_in_range(color_key, src_color))
978 dst_row[x] = src_color & ~0xff000000;
979 else
980 dst_row[x] = src_color | 0xff000000;
985 static void convert_b8g8r8a8_unorm_b8g8r8a8_unorm_color_key(const BYTE *src, unsigned int src_pitch,
986 BYTE *dst, unsigned int dst_pitch, unsigned int width, unsigned int height,
987 const struct wined3d_color_key *color_key)
989 const DWORD *src_row;
990 unsigned int x, y;
991 DWORD *dst_row;
993 for (y = 0; y < height; ++y)
995 src_row = (DWORD *)&src[src_pitch * y];
996 dst_row = (DWORD *)&dst[dst_pitch * y];
997 for (x = 0; x < width; ++x)
999 DWORD src_color = src_row[x];
1000 if (color_in_range(color_key, src_color))
1001 src_color &= ~0xff000000;
1002 dst_row[x] = src_color;
1007 const struct wined3d_color_key_conversion * wined3d_format_get_color_key_conversion(
1008 const struct wined3d_texture *texture, BOOL need_alpha_ck)
1010 const struct wined3d_format *format = texture->resource.format;
1011 unsigned int i;
1013 static const struct
1015 enum wined3d_format_id src_format;
1016 struct wined3d_color_key_conversion conversion;
1018 color_key_info[] =
1020 {WINED3DFMT_B5G6R5_UNORM, {WINED3DFMT_B5G5R5A1_UNORM, convert_b5g6r5_unorm_b5g5r5a1_unorm_color_key }},
1021 {WINED3DFMT_B5G5R5X1_UNORM, {WINED3DFMT_B5G5R5A1_UNORM, convert_b5g5r5x1_unorm_b5g5r5a1_unorm_color_key }},
1022 {WINED3DFMT_B8G8R8_UNORM, {WINED3DFMT_B8G8R8A8_UNORM, convert_b8g8r8_unorm_b8g8r8a8_unorm_color_key }},
1023 {WINED3DFMT_B8G8R8X8_UNORM, {WINED3DFMT_B8G8R8A8_UNORM, convert_b8g8r8x8_unorm_b8g8r8a8_unorm_color_key }},
1024 {WINED3DFMT_B8G8R8A8_UNORM, {WINED3DFMT_B8G8R8A8_UNORM, convert_b8g8r8a8_unorm_b8g8r8a8_unorm_color_key }},
1027 if (need_alpha_ck && (texture->async.flags & WINED3D_TEXTURE_ASYNC_COLOR_KEY))
1029 for (i = 0; i < ARRAY_SIZE(color_key_info); ++i)
1031 if (color_key_info[i].src_format == format->id)
1032 return &color_key_info[i].conversion;
1035 FIXME("Color-keying not supported with format %s.\n", debug_d3dformat(format->id));
1038 return NULL;
1041 /* The following formats explicitly don't have WINED3DFMT_FLAG_TEXTURE set:
1043 * These are never supported on native.
1044 * WINED3DFMT_B8G8R8_UNORM
1045 * WINED3DFMT_B2G3R3_UNORM
1046 * WINED3DFMT_L4A4_UNORM
1047 * WINED3DFMT_S1_UINT_D15_UNORM
1048 * WINED3DFMT_S4X4_UINT_D24_UNORM
1050 * Only some Geforce/Voodoo3/G400 cards offer 8-bit textures in case of ddraw.
1051 * Since it is not widely available, don't offer it. Further no Windows driver
1052 * offers WINED3DFMT_P8_UINT_A8_NORM, so don't offer it either.
1053 * WINED3DFMT_P8_UINT
1054 * WINED3DFMT_P8_UINT_A8_UNORM
1056 * These formats seem to be similar to the HILO formats in
1057 * GL_NV_texture_shader. NVHU is said to be GL_UNSIGNED_HILO16,
1058 * NVHS GL_SIGNED_HILO16. Rumours say that D3D computes a 3rd channel
1059 * similarly to D3DFMT_CxV8U8 (So NVHS could be called D3DFMT_CxV16U16). ATI
1060 * refused to support formats which can easily be emulated with pixel shaders,
1061 * so applications have to deal with not having NVHS and NVHU.
1062 * WINED3DFMT_NVHU
1063 * WINED3DFMT_NVHS */
1064 static const struct wined3d_format_texture_info format_texture_info[] =
1066 /* format id gl_internal gl_srgb_internal gl_rt_internal
1067 gl_format gl_type conv_byte_count
1068 flags
1069 extension upload download */
1070 /* FourCC formats */
1071 /* GL_APPLE_ycbcr_422 claims that its '2YUV' format, which is supported via the UNSIGNED_SHORT_8_8_REV_APPLE type
1072 * is equivalent to 'UYVY' format on Windows, and the 'YUVS' via UNSIGNED_SHORT_8_8_APPLE equates to 'YUY2'. The
1073 * d3d9 test however shows that the opposite is true. Since the extension is from 2002, it predates the x86 based
1074 * Macs, so probably the endianness differs. This could be tested as soon as we have a Windows and MacOS on a big
1075 * endian machine
1077 {WINED3DFMT_UYVY, GL_RG8, GL_RG8, 0,
1078 GL_RG, GL_UNSIGNED_BYTE, 0,
1079 WINED3DFMT_FLAG_FILTERING,
1080 ARB_TEXTURE_RG, NULL},
1081 {WINED3DFMT_UYVY, GL_LUMINANCE8_ALPHA8, GL_LUMINANCE8_ALPHA8, 0,
1082 GL_LUMINANCE_ALPHA, GL_UNSIGNED_BYTE, 0,
1083 WINED3DFMT_FLAG_FILTERING,
1084 WINED3D_GL_LEGACY_CONTEXT, NULL},
1085 {WINED3DFMT_UYVY, GL_RGB, GL_RGB, 0,
1086 GL_YCBCR_422_APPLE, GL_UNSIGNED_SHORT_8_8_APPLE, 0,
1087 WINED3DFMT_FLAG_TEXTURE | WINED3DFMT_FLAG_FILTERING,
1088 APPLE_YCBCR_422, NULL},
1089 {WINED3DFMT_YUY2, GL_RG8, GL_RG8, 0,
1090 GL_RG, GL_UNSIGNED_BYTE, 0,
1091 WINED3DFMT_FLAG_FILTERING,
1092 ARB_TEXTURE_RG, NULL},
1093 {WINED3DFMT_YUY2, GL_LUMINANCE8_ALPHA8, GL_LUMINANCE8_ALPHA8, 0,
1094 GL_LUMINANCE_ALPHA, GL_UNSIGNED_BYTE, 0,
1095 WINED3DFMT_FLAG_FILTERING,
1096 WINED3D_GL_LEGACY_CONTEXT, NULL},
1097 {WINED3DFMT_YUY2, GL_RGB, GL_RGB, 0,
1098 GL_YCBCR_422_APPLE, GL_UNSIGNED_SHORT_8_8_REV_APPLE, 0,
1099 WINED3DFMT_FLAG_TEXTURE | WINED3DFMT_FLAG_FILTERING,
1100 APPLE_YCBCR_422, NULL},
1101 {WINED3DFMT_YV12, GL_R8, GL_R8, 0,
1102 GL_RED, GL_UNSIGNED_BYTE, 0,
1103 WINED3DFMT_FLAG_FILTERING,
1104 ARB_TEXTURE_RG, NULL},
1105 {WINED3DFMT_YV12, GL_ALPHA8, GL_ALPHA8, 0,
1106 GL_ALPHA, GL_UNSIGNED_BYTE, 0,
1107 WINED3DFMT_FLAG_FILTERING,
1108 WINED3D_GL_LEGACY_CONTEXT, NULL},
1109 {WINED3DFMT_NV12, GL_R8, GL_R8, 0,
1110 GL_RED, GL_UNSIGNED_BYTE, 0,
1111 WINED3DFMT_FLAG_FILTERING,
1112 ARB_TEXTURE_RG, NULL},
1113 {WINED3DFMT_NV12, GL_ALPHA8, GL_ALPHA8, 0,
1114 GL_ALPHA, GL_UNSIGNED_BYTE, 0,
1115 WINED3DFMT_FLAG_FILTERING,
1116 WINED3D_GL_LEGACY_CONTEXT, NULL},
1117 {WINED3DFMT_DXT1, GL_COMPRESSED_RGBA_S3TC_DXT1_EXT, GL_COMPRESSED_SRGB_ALPHA_S3TC_DXT1_EXT, 0,
1118 GL_RGBA, GL_UNSIGNED_BYTE, 0,
1119 WINED3DFMT_FLAG_TEXTURE | WINED3DFMT_FLAG_POSTPIXELSHADER_BLENDING | WINED3DFMT_FLAG_FILTERING
1120 | WINED3DFMT_FLAG_SRGB_READ | WINED3DFMT_FLAG_COMPRESSED,
1121 EXT_TEXTURE_COMPRESSION_S3TC, NULL},
1122 {WINED3DFMT_DXT2, GL_COMPRESSED_RGBA_S3TC_DXT3_EXT, GL_COMPRESSED_SRGB_ALPHA_S3TC_DXT3_EXT, 0,
1123 GL_RGBA, GL_UNSIGNED_BYTE, 0,
1124 WINED3DFMT_FLAG_TEXTURE | WINED3DFMT_FLAG_POSTPIXELSHADER_BLENDING | WINED3DFMT_FLAG_FILTERING
1125 | WINED3DFMT_FLAG_SRGB_READ | WINED3DFMT_FLAG_COMPRESSED,
1126 EXT_TEXTURE_COMPRESSION_S3TC, NULL},
1127 {WINED3DFMT_DXT3, GL_COMPRESSED_RGBA_S3TC_DXT3_EXT, GL_COMPRESSED_SRGB_ALPHA_S3TC_DXT3_EXT, 0,
1128 GL_RGBA, GL_UNSIGNED_BYTE, 0,
1129 WINED3DFMT_FLAG_TEXTURE | WINED3DFMT_FLAG_POSTPIXELSHADER_BLENDING | WINED3DFMT_FLAG_FILTERING
1130 | WINED3DFMT_FLAG_SRGB_READ | WINED3DFMT_FLAG_COMPRESSED,
1131 EXT_TEXTURE_COMPRESSION_S3TC, NULL},
1132 {WINED3DFMT_DXT4, GL_COMPRESSED_RGBA_S3TC_DXT5_EXT, GL_COMPRESSED_SRGB_ALPHA_S3TC_DXT5_EXT, 0,
1133 GL_RGBA, GL_UNSIGNED_BYTE, 0,
1134 WINED3DFMT_FLAG_TEXTURE | WINED3DFMT_FLAG_POSTPIXELSHADER_BLENDING | WINED3DFMT_FLAG_FILTERING
1135 | WINED3DFMT_FLAG_SRGB_READ | WINED3DFMT_FLAG_COMPRESSED,
1136 EXT_TEXTURE_COMPRESSION_S3TC, NULL},
1137 {WINED3DFMT_DXT5, GL_COMPRESSED_RGBA_S3TC_DXT5_EXT, GL_COMPRESSED_SRGB_ALPHA_S3TC_DXT5_EXT, 0,
1138 GL_RGBA, GL_UNSIGNED_BYTE, 0,
1139 WINED3DFMT_FLAG_TEXTURE | WINED3DFMT_FLAG_POSTPIXELSHADER_BLENDING | WINED3DFMT_FLAG_FILTERING
1140 | WINED3DFMT_FLAG_SRGB_READ | WINED3DFMT_FLAG_COMPRESSED,
1141 EXT_TEXTURE_COMPRESSION_S3TC, NULL},
1142 {WINED3DFMT_BC1_UNORM, GL_COMPRESSED_RGBA_S3TC_DXT1_EXT, GL_COMPRESSED_SRGB_ALPHA_S3TC_DXT1_EXT, 0,
1143 GL_RGBA, GL_UNSIGNED_BYTE, 0,
1144 WINED3DFMT_FLAG_TEXTURE | WINED3DFMT_FLAG_POSTPIXELSHADER_BLENDING | WINED3DFMT_FLAG_FILTERING
1145 | WINED3DFMT_FLAG_COMPRESSED,
1146 EXT_TEXTURE_COMPRESSION_S3TC, NULL},
1147 {WINED3DFMT_BC2_UNORM, GL_COMPRESSED_RGBA_S3TC_DXT3_EXT, GL_COMPRESSED_SRGB_ALPHA_S3TC_DXT3_EXT, 0,
1148 GL_RGBA, GL_UNSIGNED_BYTE, 0,
1149 WINED3DFMT_FLAG_TEXTURE | WINED3DFMT_FLAG_POSTPIXELSHADER_BLENDING | WINED3DFMT_FLAG_FILTERING
1150 | WINED3DFMT_FLAG_COMPRESSED,
1151 EXT_TEXTURE_COMPRESSION_S3TC, NULL},
1152 {WINED3DFMT_BC3_UNORM, GL_COMPRESSED_RGBA_S3TC_DXT5_EXT, GL_COMPRESSED_SRGB_ALPHA_S3TC_DXT5_EXT, 0,
1153 GL_RGBA, GL_UNSIGNED_BYTE, 0,
1154 WINED3DFMT_FLAG_TEXTURE | WINED3DFMT_FLAG_POSTPIXELSHADER_BLENDING | WINED3DFMT_FLAG_FILTERING
1155 | WINED3DFMT_FLAG_COMPRESSED,
1156 EXT_TEXTURE_COMPRESSION_S3TC, NULL},
1157 {WINED3DFMT_BC4_UNORM, GL_COMPRESSED_RED_RGTC1, GL_COMPRESSED_RED_RGTC1, 0,
1158 GL_RED, GL_UNSIGNED_BYTE, 0,
1159 WINED3DFMT_FLAG_TEXTURE | WINED3DFMT_FLAG_POSTPIXELSHADER_BLENDING | WINED3DFMT_FLAG_FILTERING
1160 | WINED3DFMT_FLAG_COMPRESSED,
1161 ARB_TEXTURE_COMPRESSION_RGTC, NULL},
1162 {WINED3DFMT_BC4_SNORM, GL_COMPRESSED_SIGNED_RED_RGTC1, GL_COMPRESSED_SIGNED_RED_RGTC1, 0,
1163 GL_RED, GL_UNSIGNED_BYTE, 0,
1164 WINED3DFMT_FLAG_TEXTURE | WINED3DFMT_FLAG_POSTPIXELSHADER_BLENDING | WINED3DFMT_FLAG_FILTERING
1165 | WINED3DFMT_FLAG_COMPRESSED,
1166 ARB_TEXTURE_COMPRESSION_RGTC, NULL},
1167 {WINED3DFMT_BC5_UNORM, GL_COMPRESSED_RG_RGTC2, GL_COMPRESSED_RG_RGTC2, 0,
1168 GL_RG, GL_UNSIGNED_BYTE, 0,
1169 WINED3DFMT_FLAG_TEXTURE | WINED3DFMT_FLAG_POSTPIXELSHADER_BLENDING | WINED3DFMT_FLAG_FILTERING
1170 | WINED3DFMT_FLAG_COMPRESSED,
1171 ARB_TEXTURE_COMPRESSION_RGTC, NULL},
1172 {WINED3DFMT_BC5_SNORM, GL_COMPRESSED_SIGNED_RG_RGTC2, GL_COMPRESSED_SIGNED_RG_RGTC2, 0,
1173 GL_RG, GL_UNSIGNED_BYTE, 0,
1174 WINED3DFMT_FLAG_TEXTURE | WINED3DFMT_FLAG_POSTPIXELSHADER_BLENDING | WINED3DFMT_FLAG_FILTERING
1175 | WINED3DFMT_FLAG_COMPRESSED,
1176 ARB_TEXTURE_COMPRESSION_RGTC, NULL},
1177 {WINED3DFMT_BC6H_UF16, GL_COMPRESSED_RGB_BPTC_UNSIGNED_FLOAT_ARB, GL_COMPRESSED_RGB_BPTC_UNSIGNED_FLOAT_ARB, 0,
1178 GL_RGB, GL_UNSIGNED_BYTE, 0,
1179 WINED3DFMT_FLAG_TEXTURE | WINED3DFMT_FLAG_POSTPIXELSHADER_BLENDING | WINED3DFMT_FLAG_FILTERING
1180 | WINED3DFMT_FLAG_COMPRESSED,
1181 ARB_TEXTURE_COMPRESSION_BPTC, NULL},
1182 {WINED3DFMT_BC6H_SF16, GL_COMPRESSED_RGB_BPTC_SIGNED_FLOAT_ARB, GL_COMPRESSED_RGB_BPTC_SIGNED_FLOAT_ARB, 0,
1183 GL_RGB, GL_UNSIGNED_BYTE, 0,
1184 WINED3DFMT_FLAG_TEXTURE | WINED3DFMT_FLAG_POSTPIXELSHADER_BLENDING | WINED3DFMT_FLAG_FILTERING
1185 | WINED3DFMT_FLAG_COMPRESSED,
1186 ARB_TEXTURE_COMPRESSION_BPTC, NULL},
1187 {WINED3DFMT_BC7_UNORM, GL_COMPRESSED_RGBA_BPTC_UNORM_ARB, GL_COMPRESSED_SRGB_ALPHA_BPTC_UNORM_ARB, 0,
1188 GL_RGBA, GL_UNSIGNED_BYTE, 0,
1189 WINED3DFMT_FLAG_TEXTURE | WINED3DFMT_FLAG_POSTPIXELSHADER_BLENDING | WINED3DFMT_FLAG_FILTERING
1190 | WINED3DFMT_FLAG_COMPRESSED,
1191 ARB_TEXTURE_COMPRESSION_BPTC, NULL},
1192 /* IEEE formats */
1193 {WINED3DFMT_R32_FLOAT, GL_RGB32F_ARB, GL_RGB32F_ARB, 0,
1194 GL_RED, GL_FLOAT, 0,
1195 WINED3DFMT_FLAG_TEXTURE | WINED3DFMT_FLAG_RENDERTARGET | WINED3DFMT_FLAG_VTF,
1196 ARB_TEXTURE_FLOAT, NULL},
1197 {WINED3DFMT_R32_FLOAT, GL_R32F, GL_R32F, 0,
1198 GL_RED, GL_FLOAT, 0,
1199 WINED3DFMT_FLAG_TEXTURE | WINED3DFMT_FLAG_RENDERTARGET | WINED3DFMT_FLAG_VTF,
1200 ARB_TEXTURE_RG, NULL},
1201 {WINED3DFMT_R32G32_FLOAT, GL_RGB32F_ARB, GL_RGB32F_ARB, 0,
1202 GL_RGB, GL_FLOAT, 12,
1203 WINED3DFMT_FLAG_TEXTURE | WINED3DFMT_FLAG_RENDERTARGET | WINED3DFMT_FLAG_VTF,
1204 ARB_TEXTURE_FLOAT, convert_r32g32_float},
1205 {WINED3DFMT_R32G32_FLOAT, GL_RG32F, GL_RG32F, 0,
1206 GL_RG, GL_FLOAT, 0,
1207 WINED3DFMT_FLAG_TEXTURE | WINED3DFMT_FLAG_RENDERTARGET | WINED3DFMT_FLAG_VTF,
1208 ARB_TEXTURE_RG, NULL},
1209 {WINED3DFMT_R32G32B32_FLOAT, GL_RGB32F, GL_RGB32F, 0,
1210 GL_RGB, GL_FLOAT, 0,
1211 WINED3DFMT_FLAG_TEXTURE | WINED3DFMT_FLAG_RENDERTARGET,
1212 ARB_TEXTURE_FLOAT, NULL},
1213 {WINED3DFMT_R32G32B32A32_FLOAT, GL_RGBA32F_ARB, GL_RGBA32F_ARB, 0,
1214 GL_RGBA, GL_FLOAT, 0,
1215 WINED3DFMT_FLAG_TEXTURE | WINED3DFMT_FLAG_RENDERTARGET | WINED3DFMT_FLAG_VTF,
1216 ARB_TEXTURE_FLOAT, NULL},
1217 /* Float */
1218 {WINED3DFMT_R16_FLOAT, GL_RGB16F_ARB, GL_RGB16F_ARB, 0,
1219 GL_RED, GL_HALF_FLOAT_ARB, 0,
1220 WINED3DFMT_FLAG_TEXTURE | WINED3DFMT_FLAG_RENDERTARGET | WINED3DFMT_FLAG_VTF,
1221 ARB_TEXTURE_FLOAT, NULL},
1222 {WINED3DFMT_R16_FLOAT, GL_R16F, GL_R16F, 0,
1223 GL_RED, GL_HALF_FLOAT_ARB, 0,
1224 WINED3DFMT_FLAG_TEXTURE | WINED3DFMT_FLAG_RENDERTARGET | WINED3DFMT_FLAG_VTF,
1225 ARB_TEXTURE_RG, NULL},
1226 {WINED3DFMT_R16G16_FLOAT, GL_RGB16F_ARB, GL_RGB16F_ARB, 0,
1227 GL_RGB, GL_HALF_FLOAT_ARB, 6,
1228 WINED3DFMT_FLAG_TEXTURE | WINED3DFMT_FLAG_RENDERTARGET | WINED3DFMT_FLAG_VTF,
1229 ARB_TEXTURE_FLOAT, convert_r16g16},
1230 {WINED3DFMT_R16G16_FLOAT, GL_RG16F, GL_RG16F, 0,
1231 GL_RG, GL_HALF_FLOAT_ARB, 0,
1232 WINED3DFMT_FLAG_TEXTURE | WINED3DFMT_FLAG_RENDERTARGET | WINED3DFMT_FLAG_VTF,
1233 ARB_TEXTURE_RG, NULL},
1234 {WINED3DFMT_R16G16B16A16_FLOAT, GL_RGBA16F_ARB, GL_RGBA16F_ARB, 0,
1235 GL_RGBA, GL_HALF_FLOAT_ARB, 0,
1236 WINED3DFMT_FLAG_TEXTURE | WINED3DFMT_FLAG_POSTPIXELSHADER_BLENDING | WINED3DFMT_FLAG_RENDERTARGET
1237 | WINED3DFMT_FLAG_VTF,
1238 ARB_TEXTURE_FLOAT, NULL},
1239 {WINED3DFMT_R11G11B10_FLOAT, GL_R11F_G11F_B10F, GL_R11F_G11F_B10F, 0,
1240 GL_RGB, GL_UNSIGNED_INT_10F_11F_11F_REV, 0,
1241 WINED3DFMT_FLAG_TEXTURE | WINED3DFMT_FLAG_POSTPIXELSHADER_BLENDING | WINED3DFMT_FLAG_RENDERTARGET,
1242 EXT_PACKED_FLOAT},
1243 /* Palettized formats */
1244 {WINED3DFMT_P8_UINT, GL_R8, GL_R8, 0,
1245 GL_RED, GL_UNSIGNED_BYTE, 0,
1247 ARB_TEXTURE_RG, NULL},
1248 {WINED3DFMT_P8_UINT, GL_ALPHA8, GL_ALPHA8, 0,
1249 GL_ALPHA, GL_UNSIGNED_BYTE, 0,
1251 WINED3D_GL_LEGACY_CONTEXT, NULL},
1252 /* Standard ARGB formats */
1253 {WINED3DFMT_B8G8R8_UNORM, GL_RGB8, GL_RGB8, 0,
1254 GL_BGR, GL_UNSIGNED_BYTE, 0,
1255 WINED3DFMT_FLAG_POSTPIXELSHADER_BLENDING | WINED3DFMT_FLAG_FILTERING | WINED3DFMT_FLAG_RENDERTARGET,
1256 WINED3D_GL_EXT_NONE, NULL},
1257 {WINED3DFMT_B8G8R8A8_UNORM, GL_RGBA8, GL_SRGB8_ALPHA8_EXT, 0,
1258 GL_BGRA, GL_UNSIGNED_INT_8_8_8_8_REV, 0,
1259 WINED3DFMT_FLAG_TEXTURE | WINED3DFMT_FLAG_POSTPIXELSHADER_BLENDING | WINED3DFMT_FLAG_FILTERING
1260 | WINED3DFMT_FLAG_RENDERTARGET | WINED3DFMT_FLAG_SRGB_READ | WINED3DFMT_FLAG_SRGB_WRITE
1261 | WINED3DFMT_FLAG_VTF,
1262 WINED3D_GL_EXT_NONE, NULL},
1263 {WINED3DFMT_B8G8R8X8_UNORM, GL_RGB8, GL_SRGB8_EXT, 0,
1264 GL_BGRA, GL_UNSIGNED_INT_8_8_8_8_REV, 0,
1265 WINED3DFMT_FLAG_TEXTURE | WINED3DFMT_FLAG_POSTPIXELSHADER_BLENDING | WINED3DFMT_FLAG_FILTERING
1266 | WINED3DFMT_FLAG_RENDERTARGET | WINED3DFMT_FLAG_SRGB_READ | WINED3DFMT_FLAG_SRGB_WRITE,
1267 WINED3D_GL_EXT_NONE, NULL},
1268 {WINED3DFMT_B5G6R5_UNORM, GL_RGB5, GL_RGB5, GL_RGB8,
1269 GL_RGB, GL_UNSIGNED_SHORT_5_6_5, 0,
1270 WINED3DFMT_FLAG_TEXTURE | WINED3DFMT_FLAG_POSTPIXELSHADER_BLENDING | WINED3DFMT_FLAG_FILTERING
1271 | WINED3DFMT_FLAG_RENDERTARGET,
1272 WINED3D_GL_EXT_NONE, NULL},
1273 {WINED3DFMT_B5G6R5_UNORM, GL_RGB565, GL_RGB565, GL_RGB8,
1274 GL_RGB, GL_UNSIGNED_SHORT_5_6_5, 0,
1275 WINED3DFMT_FLAG_TEXTURE | WINED3DFMT_FLAG_POSTPIXELSHADER_BLENDING | WINED3DFMT_FLAG_FILTERING
1276 | WINED3DFMT_FLAG_RENDERTARGET,
1277 ARB_ES2_COMPATIBILITY, NULL},
1278 {WINED3DFMT_B5G5R5X1_UNORM, GL_RGB5, GL_RGB5, 0,
1279 GL_BGRA, GL_UNSIGNED_SHORT_1_5_5_5_REV, 0,
1280 WINED3DFMT_FLAG_TEXTURE | WINED3DFMT_FLAG_POSTPIXELSHADER_BLENDING | WINED3DFMT_FLAG_FILTERING
1281 | WINED3DFMT_FLAG_RENDERTARGET,
1282 WINED3D_GL_EXT_NONE, NULL},
1283 {WINED3DFMT_B5G5R5A1_UNORM, GL_RGB5_A1, GL_RGB5_A1, 0,
1284 GL_BGRA, GL_UNSIGNED_SHORT_1_5_5_5_REV, 0,
1285 WINED3DFMT_FLAG_TEXTURE | WINED3DFMT_FLAG_POSTPIXELSHADER_BLENDING | WINED3DFMT_FLAG_FILTERING,
1286 WINED3D_GL_EXT_NONE, NULL},
1287 {WINED3DFMT_B4G4R4A4_UNORM, GL_RGBA4, GL_SRGB8_ALPHA8_EXT, 0,
1288 GL_BGRA, GL_UNSIGNED_SHORT_4_4_4_4_REV, 0,
1289 WINED3DFMT_FLAG_TEXTURE | WINED3DFMT_FLAG_POSTPIXELSHADER_BLENDING | WINED3DFMT_FLAG_FILTERING
1290 | WINED3DFMT_FLAG_SRGB_READ,
1291 WINED3D_GL_EXT_NONE, NULL},
1292 {WINED3DFMT_B2G3R3_UNORM, GL_R3_G3_B2, GL_R3_G3_B2, 0,
1293 GL_RGB, GL_UNSIGNED_BYTE_3_3_2, 0,
1294 WINED3DFMT_FLAG_POSTPIXELSHADER_BLENDING | WINED3DFMT_FLAG_FILTERING,
1295 WINED3D_GL_EXT_NONE, NULL},
1296 {WINED3DFMT_R8_UNORM, GL_R8, GL_R8, 0,
1297 GL_RED, GL_UNSIGNED_BYTE, 0,
1298 WINED3DFMT_FLAG_TEXTURE | WINED3DFMT_FLAG_POSTPIXELSHADER_BLENDING | WINED3DFMT_FLAG_FILTERING
1299 | WINED3DFMT_FLAG_RENDERTARGET | WINED3DFMT_FLAG_VTF,
1300 ARB_TEXTURE_RG, NULL},
1301 {WINED3DFMT_A8_UNORM, GL_R8, GL_R8, 0,
1302 GL_RED, GL_UNSIGNED_BYTE, 0,
1303 WINED3DFMT_FLAG_TEXTURE | WINED3DFMT_FLAG_POSTPIXELSHADER_BLENDING | WINED3DFMT_FLAG_FILTERING,
1304 ARB_TEXTURE_RG, NULL},
1305 {WINED3DFMT_A8_UNORM, GL_ALPHA8, GL_ALPHA8, 0,
1306 GL_ALPHA, GL_UNSIGNED_BYTE, 0,
1307 WINED3DFMT_FLAG_TEXTURE | WINED3DFMT_FLAG_POSTPIXELSHADER_BLENDING | WINED3DFMT_FLAG_FILTERING,
1308 WINED3D_GL_LEGACY_CONTEXT, NULL},
1309 {WINED3DFMT_B4G4R4X4_UNORM, GL_RGB4, GL_RGB4, 0,
1310 GL_BGRA, GL_UNSIGNED_SHORT_4_4_4_4_REV, 0,
1311 WINED3DFMT_FLAG_TEXTURE | WINED3DFMT_FLAG_POSTPIXELSHADER_BLENDING | WINED3DFMT_FLAG_FILTERING,
1312 WINED3D_GL_EXT_NONE, NULL},
1313 {WINED3DFMT_R10G10B10A2_UNORM, GL_RGB10_A2, GL_RGB10_A2, 0,
1314 GL_RGBA, GL_UNSIGNED_INT_2_10_10_10_REV, 0,
1315 WINED3DFMT_FLAG_TEXTURE | WINED3DFMT_FLAG_POSTPIXELSHADER_BLENDING | WINED3DFMT_FLAG_FILTERING
1316 | WINED3DFMT_FLAG_RENDERTARGET,
1317 WINED3D_GL_EXT_NONE, NULL},
1318 {WINED3DFMT_R8G8B8A8_UNORM, GL_RGBA8, GL_SRGB8_ALPHA8_EXT, 0,
1319 GL_RGBA, GL_UNSIGNED_INT_8_8_8_8_REV, 0,
1320 WINED3DFMT_FLAG_TEXTURE | WINED3DFMT_FLAG_POSTPIXELSHADER_BLENDING | WINED3DFMT_FLAG_FILTERING
1321 | WINED3DFMT_FLAG_RENDERTARGET | WINED3DFMT_FLAG_SRGB_READ | WINED3DFMT_FLAG_SRGB_WRITE
1322 | WINED3DFMT_FLAG_VTF,
1323 WINED3D_GL_EXT_NONE, NULL},
1324 {WINED3DFMT_R8G8B8A8_UINT, GL_RGBA8UI, GL_RGBA8UI, 0,
1325 GL_RGBA_INTEGER, GL_UNSIGNED_INT_8_8_8_8_REV, 0,
1326 WINED3DFMT_FLAG_TEXTURE | WINED3DFMT_FLAG_RENDERTARGET,
1327 ARB_TEXTURE_RGB10_A2UI, NULL},
1328 {WINED3DFMT_R8G8B8A8_SINT, GL_RGBA8I, GL_RGBA8I, 0,
1329 GL_RGBA_INTEGER, GL_BYTE, 0,
1330 WINED3DFMT_FLAG_TEXTURE | WINED3DFMT_FLAG_RENDERTARGET,
1331 EXT_TEXTURE_INTEGER, NULL},
1332 {WINED3DFMT_R8G8B8X8_UNORM, GL_RGB8, GL_RGB8, 0,
1333 GL_RGBA, GL_UNSIGNED_INT_8_8_8_8_REV, 0,
1334 WINED3DFMT_FLAG_TEXTURE | WINED3DFMT_FLAG_POSTPIXELSHADER_BLENDING | WINED3DFMT_FLAG_FILTERING,
1335 WINED3D_GL_EXT_NONE, NULL},
1336 {WINED3DFMT_R16G16_UNORM, GL_RGB16, GL_RGB16, GL_RGBA16,
1337 GL_RGB, GL_UNSIGNED_SHORT, 6,
1338 WINED3DFMT_FLAG_TEXTURE | WINED3DFMT_FLAG_POSTPIXELSHADER_BLENDING | WINED3DFMT_FLAG_FILTERING,
1339 WINED3D_GL_EXT_NONE, convert_r16g16},
1340 {WINED3DFMT_R16G16_UNORM, GL_RG16, GL_RG16, 0,
1341 GL_RG, GL_UNSIGNED_SHORT, 0,
1342 WINED3DFMT_FLAG_TEXTURE | WINED3DFMT_FLAG_POSTPIXELSHADER_BLENDING | WINED3DFMT_FLAG_FILTERING
1343 | WINED3DFMT_FLAG_RENDERTARGET,
1344 ARB_TEXTURE_RG, NULL},
1345 {WINED3DFMT_B10G10R10A2_UNORM, GL_RGB10_A2, GL_RGB10_A2, 0,
1346 GL_BGRA, GL_UNSIGNED_INT_2_10_10_10_REV, 0,
1347 WINED3DFMT_FLAG_TEXTURE | WINED3DFMT_FLAG_POSTPIXELSHADER_BLENDING | WINED3DFMT_FLAG_FILTERING
1348 | WINED3DFMT_FLAG_RENDERTARGET,
1349 WINED3D_GL_EXT_NONE, NULL},
1350 {WINED3DFMT_R16G16B16A16_UNORM, GL_RGBA16, GL_RGBA16, 0,
1351 GL_RGBA, GL_UNSIGNED_SHORT, 0,
1352 WINED3DFMT_FLAG_TEXTURE | WINED3DFMT_FLAG_POSTPIXELSHADER_BLENDING | WINED3DFMT_FLAG_FILTERING
1353 | WINED3DFMT_FLAG_RENDERTARGET,
1354 WINED3D_GL_EXT_NONE, NULL},
1355 {WINED3DFMT_R8G8_UNORM, GL_RG8, GL_RG8, 0,
1356 GL_RG, GL_UNSIGNED_BYTE, 0,
1357 WINED3DFMT_FLAG_TEXTURE | WINED3DFMT_FLAG_POSTPIXELSHADER_BLENDING | WINED3DFMT_FLAG_FILTERING
1358 | WINED3DFMT_FLAG_RENDERTARGET,
1359 ARB_TEXTURE_RG, NULL},
1360 {WINED3DFMT_R8G8_UINT, GL_RG8UI, GL_RG8UI, 0,
1361 GL_RG_INTEGER, GL_UNSIGNED_BYTE, 0,
1362 WINED3DFMT_FLAG_TEXTURE | WINED3DFMT_FLAG_RENDERTARGET,
1363 ARB_TEXTURE_RG, NULL},
1364 {WINED3DFMT_R8G8_SINT, GL_RG8I, GL_RG8I, 0,
1365 GL_RG_INTEGER, GL_BYTE, 0,
1366 WINED3DFMT_FLAG_TEXTURE | WINED3DFMT_FLAG_RENDERTARGET,
1367 ARB_TEXTURE_RG, NULL},
1368 {WINED3DFMT_R16G16B16A16_UINT, GL_RGBA16UI, GL_RGBA16UI, 0,
1369 GL_RGBA_INTEGER, GL_UNSIGNED_SHORT, 0,
1370 WINED3DFMT_FLAG_TEXTURE | WINED3DFMT_FLAG_RENDERTARGET,
1371 EXT_TEXTURE_INTEGER, NULL},
1372 {WINED3DFMT_R16G16B16A16_SINT, GL_RGBA16I, GL_RGBA16I, 0,
1373 GL_RGBA_INTEGER, GL_SHORT, 0,
1374 WINED3DFMT_FLAG_TEXTURE | WINED3DFMT_FLAG_RENDERTARGET,
1375 EXT_TEXTURE_INTEGER, NULL},
1376 {WINED3DFMT_R32G32_UINT, GL_RG32UI, GL_RG32UI, 0,
1377 GL_RG_INTEGER, GL_UNSIGNED_INT, 0,
1378 WINED3DFMT_FLAG_TEXTURE | WINED3DFMT_FLAG_RENDERTARGET,
1379 ARB_TEXTURE_RG, NULL},
1380 {WINED3DFMT_R32G32_SINT, GL_RG32I, GL_RG32I, 0,
1381 GL_RG_INTEGER, GL_INT, 0,
1382 WINED3DFMT_FLAG_TEXTURE | WINED3DFMT_FLAG_RENDERTARGET,
1383 ARB_TEXTURE_RG, NULL},
1384 {WINED3DFMT_R16G16_UINT, GL_RG16UI, GL_RG16UI, 0,
1385 GL_RG_INTEGER, GL_UNSIGNED_SHORT, 0,
1386 WINED3DFMT_FLAG_TEXTURE | WINED3DFMT_FLAG_RENDERTARGET,
1387 ARB_TEXTURE_RG, NULL},
1388 {WINED3DFMT_R16G16_SINT, GL_RG16I, GL_RG16I, 0,
1389 GL_RG_INTEGER, GL_SHORT, 0,
1390 WINED3DFMT_FLAG_TEXTURE | WINED3DFMT_FLAG_RENDERTARGET,
1391 ARB_TEXTURE_RG, NULL},
1392 {WINED3DFMT_R32_UINT, GL_R32UI, GL_R32UI, 0,
1393 GL_RED_INTEGER, GL_UNSIGNED_INT, 0,
1394 WINED3DFMT_FLAG_TEXTURE | WINED3DFMT_FLAG_RENDERTARGET,
1395 ARB_TEXTURE_RG, NULL},
1396 {WINED3DFMT_R32_SINT, GL_R32I, GL_R32I, 0,
1397 GL_RED_INTEGER, GL_INT, 0,
1398 WINED3DFMT_FLAG_TEXTURE | WINED3DFMT_FLAG_RENDERTARGET,
1399 ARB_TEXTURE_RG, NULL},
1400 {WINED3DFMT_R16_UNORM, GL_R16, GL_R16, 0,
1401 GL_RED, GL_UNSIGNED_SHORT, 0,
1402 WINED3DFMT_FLAG_TEXTURE | WINED3DFMT_FLAG_POSTPIXELSHADER_BLENDING | WINED3DFMT_FLAG_FILTERING
1403 | WINED3DFMT_FLAG_RENDERTARGET,
1404 ARB_TEXTURE_RG, NULL},
1405 {WINED3DFMT_R16_UINT, GL_R16UI, GL_R16UI, 0,
1406 GL_RED_INTEGER, GL_UNSIGNED_SHORT, 0,
1407 WINED3DFMT_FLAG_TEXTURE | WINED3DFMT_FLAG_RENDERTARGET,
1408 ARB_TEXTURE_RG, NULL},
1409 {WINED3DFMT_R16_SINT, GL_R16I, GL_R16I, 0,
1410 GL_RED_INTEGER, GL_SHORT, 0,
1411 WINED3DFMT_FLAG_TEXTURE | WINED3DFMT_FLAG_RENDERTARGET,
1412 ARB_TEXTURE_RG, NULL},
1413 {WINED3DFMT_R8_UINT, GL_R8UI, GL_R8UI, 0,
1414 GL_RED_INTEGER, GL_UNSIGNED_BYTE, 0,
1415 WINED3DFMT_FLAG_TEXTURE | WINED3DFMT_FLAG_RENDERTARGET,
1416 ARB_TEXTURE_RG, NULL},
1417 {WINED3DFMT_R8_SINT, GL_R8I, GL_R8I, 0,
1418 GL_RED_INTEGER, GL_BYTE, 0,
1419 WINED3DFMT_FLAG_TEXTURE | WINED3DFMT_FLAG_RENDERTARGET,
1420 ARB_TEXTURE_RG, NULL},
1421 /* Luminance */
1422 {WINED3DFMT_L8_UNORM, GL_LUMINANCE8, GL_SLUMINANCE8_EXT, 0,
1423 GL_LUMINANCE, GL_UNSIGNED_BYTE, 0,
1424 WINED3DFMT_FLAG_TEXTURE | WINED3DFMT_FLAG_POSTPIXELSHADER_BLENDING | WINED3DFMT_FLAG_FILTERING
1425 | WINED3DFMT_FLAG_SRGB_READ,
1426 WINED3D_GL_LEGACY_CONTEXT, NULL},
1427 {WINED3DFMT_L8_UNORM, GL_R8, GL_R8, 0,
1428 GL_RED, GL_UNSIGNED_BYTE, 0,
1429 WINED3DFMT_FLAG_TEXTURE | WINED3DFMT_FLAG_POSTPIXELSHADER_BLENDING | WINED3DFMT_FLAG_FILTERING
1430 | WINED3DFMT_FLAG_RENDERTARGET,
1431 ARB_TEXTURE_RG, NULL},
1432 {WINED3DFMT_L8A8_UNORM, GL_RG8, GL_RG8, 0,
1433 GL_RG, GL_UNSIGNED_BYTE, 0,
1434 WINED3DFMT_FLAG_TEXTURE | WINED3DFMT_FLAG_POSTPIXELSHADER_BLENDING | WINED3DFMT_FLAG_FILTERING,
1435 ARB_TEXTURE_RG, NULL},
1436 {WINED3DFMT_L8A8_UNORM, GL_LUMINANCE8_ALPHA8, GL_SLUMINANCE8_ALPHA8_EXT, 0,
1437 GL_LUMINANCE_ALPHA, GL_UNSIGNED_BYTE, 0,
1438 WINED3DFMT_FLAG_TEXTURE | WINED3DFMT_FLAG_POSTPIXELSHADER_BLENDING | WINED3DFMT_FLAG_FILTERING
1439 | WINED3DFMT_FLAG_SRGB_READ,
1440 WINED3D_GL_LEGACY_CONTEXT, NULL},
1441 {WINED3DFMT_L4A4_UNORM, GL_RG8, GL_RG8, 0,
1442 GL_RG, GL_UNSIGNED_BYTE, 2,
1443 WINED3DFMT_FLAG_FILTERING,
1444 ARB_TEXTURE_RG, convert_l4a4_unorm},
1445 {WINED3DFMT_L4A4_UNORM, GL_LUMINANCE4_ALPHA4, GL_LUMINANCE4_ALPHA4, 0,
1446 GL_LUMINANCE_ALPHA, GL_UNSIGNED_BYTE, 2,
1447 WINED3DFMT_FLAG_FILTERING,
1448 WINED3D_GL_LEGACY_CONTEXT, convert_l4a4_unorm},
1449 {WINED3DFMT_L16_UNORM, GL_R16, GL_R16, 0,
1450 GL_RED, GL_UNSIGNED_SHORT, 0,
1451 WINED3DFMT_FLAG_TEXTURE | WINED3DFMT_FLAG_POSTPIXELSHADER_BLENDING | WINED3DFMT_FLAG_FILTERING,
1452 ARB_TEXTURE_RG, NULL},
1453 {WINED3DFMT_L16_UNORM, GL_LUMINANCE16, GL_LUMINANCE16, 0,
1454 GL_LUMINANCE, GL_UNSIGNED_SHORT, 0,
1455 WINED3DFMT_FLAG_TEXTURE | WINED3DFMT_FLAG_POSTPIXELSHADER_BLENDING | WINED3DFMT_FLAG_FILTERING,
1456 WINED3D_GL_LEGACY_CONTEXT, NULL},
1457 /* Bump mapping stuff */
1458 {WINED3DFMT_R8G8_SNORM, GL_RGB8, GL_RGB8, 0,
1459 GL_BGR, GL_UNSIGNED_BYTE, 3,
1460 WINED3DFMT_FLAG_TEXTURE | WINED3DFMT_FLAG_POSTPIXELSHADER_BLENDING | WINED3DFMT_FLAG_FILTERING
1461 | WINED3DFMT_FLAG_BUMPMAP,
1462 WINED3D_GL_EXT_NONE, convert_r8g8_snorm},
1463 {WINED3DFMT_R8G8_SNORM, GL_DSDT8_NV, GL_DSDT8_NV, 0,
1464 GL_DSDT_NV, GL_BYTE, 0,
1465 WINED3DFMT_FLAG_TEXTURE | WINED3DFMT_FLAG_POSTPIXELSHADER_BLENDING | WINED3DFMT_FLAG_FILTERING
1466 | WINED3DFMT_FLAG_BUMPMAP,
1467 NV_TEXTURE_SHADER, NULL},
1468 {WINED3DFMT_R8G8_SNORM, GL_RG8_SNORM, GL_RG8_SNORM, 0,
1469 GL_RG, GL_BYTE, 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 {WINED3DFMT_R5G5_SNORM_L6_UNORM, GL_RGB5, GL_RGB5, 0,
1474 GL_RGB, GL_UNSIGNED_SHORT_5_6_5, 2,
1475 WINED3DFMT_FLAG_TEXTURE | WINED3DFMT_FLAG_POSTPIXELSHADER_BLENDING | WINED3DFMT_FLAG_FILTERING
1476 | WINED3DFMT_FLAG_BUMPMAP,
1477 WINED3D_GL_EXT_NONE, convert_r5g5_snorm_l6_unorm},
1478 {WINED3DFMT_R5G5_SNORM_L6_UNORM, GL_DSDT8_MAG8_NV, GL_DSDT8_MAG8_NV, 0,
1479 GL_DSDT_MAG_NV, GL_BYTE, 3,
1480 WINED3DFMT_FLAG_TEXTURE | WINED3DFMT_FLAG_POSTPIXELSHADER_BLENDING | WINED3DFMT_FLAG_FILTERING
1481 | WINED3DFMT_FLAG_BUMPMAP,
1482 NV_TEXTURE_SHADER, convert_r5g5_snorm_l6_unorm_nv},
1483 {WINED3DFMT_R5G5_SNORM_L6_UNORM, GL_RGB8_SNORM, GL_RGB8_SNORM, 0,
1484 GL_RGBA, GL_BYTE, 4,
1485 WINED3DFMT_FLAG_TEXTURE | WINED3DFMT_FLAG_POSTPIXELSHADER_BLENDING | WINED3DFMT_FLAG_FILTERING
1486 | WINED3DFMT_FLAG_BUMPMAP,
1487 EXT_TEXTURE_SNORM, convert_r5g5_snorm_l6_unorm_ext},
1488 {WINED3DFMT_R8G8_SNORM_L8X8_UNORM, GL_RGB8, GL_RGB8, 0,
1489 GL_BGRA, GL_UNSIGNED_INT_8_8_8_8_REV, 4,
1490 WINED3DFMT_FLAG_TEXTURE | WINED3DFMT_FLAG_POSTPIXELSHADER_BLENDING | WINED3DFMT_FLAG_FILTERING
1491 | WINED3DFMT_FLAG_BUMPMAP,
1492 WINED3D_GL_EXT_NONE, convert_r8g8_snorm_l8x8_unorm},
1493 {WINED3DFMT_R8G8_SNORM_L8X8_UNORM, GL_DSDT8_MAG8_INTENSITY8_NV, GL_DSDT8_MAG8_INTENSITY8_NV, 0,
1494 GL_DSDT_MAG_VIB_NV, GL_UNSIGNED_INT_8_8_S8_S8_REV_NV, 4,
1495 WINED3DFMT_FLAG_TEXTURE | WINED3DFMT_FLAG_POSTPIXELSHADER_BLENDING | WINED3DFMT_FLAG_FILTERING
1496 | WINED3DFMT_FLAG_BUMPMAP,
1497 NV_TEXTURE_SHADER, convert_r8g8_snorm_l8x8_unorm_nv},
1498 {WINED3DFMT_R8G8B8A8_SNORM, GL_RGBA8, GL_RGBA8, 0,
1499 GL_BGRA, GL_UNSIGNED_BYTE, 4,
1500 WINED3DFMT_FLAG_TEXTURE | WINED3DFMT_FLAG_POSTPIXELSHADER_BLENDING | WINED3DFMT_FLAG_FILTERING
1501 | WINED3DFMT_FLAG_BUMPMAP,
1502 WINED3D_GL_EXT_NONE, convert_r8g8b8a8_snorm},
1503 {WINED3DFMT_R8G8B8A8_SNORM, GL_SIGNED_RGBA8_NV, GL_SIGNED_RGBA8_NV, 0,
1504 GL_RGBA, GL_BYTE, 0,
1505 WINED3DFMT_FLAG_TEXTURE | WINED3DFMT_FLAG_POSTPIXELSHADER_BLENDING | WINED3DFMT_FLAG_FILTERING
1506 | WINED3DFMT_FLAG_BUMPMAP,
1507 NV_TEXTURE_SHADER, NULL},
1508 {WINED3DFMT_R8G8B8A8_SNORM, GL_RGBA8_SNORM, GL_RGBA8_SNORM, 0,
1509 GL_RGBA, GL_BYTE, 0,
1510 WINED3DFMT_FLAG_TEXTURE | WINED3DFMT_FLAG_POSTPIXELSHADER_BLENDING | WINED3DFMT_FLAG_FILTERING
1511 | WINED3DFMT_FLAG_RENDERTARGET | WINED3DFMT_FLAG_BUMPMAP,
1512 EXT_TEXTURE_SNORM, NULL},
1513 {WINED3DFMT_R16G16_SNORM, GL_RGB16, GL_RGB16, 0,
1514 GL_BGR, GL_UNSIGNED_SHORT, 6,
1515 WINED3DFMT_FLAG_TEXTURE | WINED3DFMT_FLAG_POSTPIXELSHADER_BLENDING | WINED3DFMT_FLAG_FILTERING
1516 | WINED3DFMT_FLAG_BUMPMAP,
1517 WINED3D_GL_EXT_NONE, convert_r16g16_snorm},
1518 {WINED3DFMT_R16G16_SNORM, GL_SIGNED_HILO16_NV, GL_SIGNED_HILO16_NV, 0,
1519 GL_HILO_NV, GL_SHORT, 0,
1520 WINED3DFMT_FLAG_TEXTURE | WINED3DFMT_FLAG_POSTPIXELSHADER_BLENDING | WINED3DFMT_FLAG_FILTERING
1521 | WINED3DFMT_FLAG_BUMPMAP,
1522 NV_TEXTURE_SHADER, NULL},
1523 {WINED3DFMT_R16G16_SNORM, GL_RG16_SNORM, GL_RG16_SNORM, 0,
1524 GL_RG, GL_SHORT, 0,
1525 WINED3DFMT_FLAG_TEXTURE | WINED3DFMT_FLAG_POSTPIXELSHADER_BLENDING | WINED3DFMT_FLAG_FILTERING
1526 | WINED3DFMT_FLAG_RENDERTARGET | WINED3DFMT_FLAG_BUMPMAP,
1527 EXT_TEXTURE_SNORM, NULL},
1528 {WINED3DFMT_R16G16B16A16_SNORM, GL_RGBA16_SNORM, GL_RGBA16_SNORM, 0,
1529 GL_RGBA, GL_SHORT, 0,
1530 WINED3DFMT_FLAG_TEXTURE | WINED3DFMT_FLAG_POSTPIXELSHADER_BLENDING | WINED3DFMT_FLAG_FILTERING
1531 | WINED3DFMT_FLAG_RENDERTARGET,
1532 EXT_TEXTURE_SNORM, NULL},
1533 {WINED3DFMT_R16_SNORM, GL_R16_SNORM, GL_R16_SNORM, 0,
1534 GL_RED, GL_SHORT, 0,
1535 WINED3DFMT_FLAG_TEXTURE | WINED3DFMT_FLAG_POSTPIXELSHADER_BLENDING | WINED3DFMT_FLAG_FILTERING
1536 | WINED3DFMT_FLAG_RENDERTARGET,
1537 EXT_TEXTURE_SNORM, NULL},
1538 {WINED3DFMT_R8_SNORM, GL_R8_SNORM, GL_R8_SNORM, 0,
1539 GL_RED, GL_BYTE, 0,
1540 WINED3DFMT_FLAG_TEXTURE | WINED3DFMT_FLAG_POSTPIXELSHADER_BLENDING | WINED3DFMT_FLAG_FILTERING
1541 | WINED3DFMT_FLAG_RENDERTARGET,
1542 EXT_TEXTURE_SNORM, NULL},
1543 /* Depth stencil formats */
1544 {WINED3DFMT_D16_LOCKABLE, GL_DEPTH_COMPONENT, GL_DEPTH_COMPONENT, 0,
1545 GL_DEPTH_COMPONENT, GL_UNSIGNED_SHORT, 0,
1546 WINED3DFMT_FLAG_DEPTH,
1547 WINED3D_GL_EXT_NONE, NULL},
1548 {WINED3DFMT_D16_LOCKABLE, GL_DEPTH_COMPONENT16, GL_DEPTH_COMPONENT16, 0,
1549 GL_DEPTH_COMPONENT, GL_UNSIGNED_SHORT, 0,
1550 WINED3DFMT_FLAG_TEXTURE | WINED3DFMT_FLAG_DEPTH | WINED3DFMT_FLAG_SHADOW,
1551 ARB_DEPTH_TEXTURE, NULL},
1552 {WINED3DFMT_D32_UNORM, GL_DEPTH_COMPONENT, GL_DEPTH_COMPONENT, 0,
1553 GL_DEPTH_COMPONENT, GL_UNSIGNED_INT, 0,
1554 WINED3DFMT_FLAG_DEPTH,
1555 WINED3D_GL_EXT_NONE, NULL},
1556 {WINED3DFMT_D32_UNORM, GL_DEPTH_COMPONENT32_ARB, GL_DEPTH_COMPONENT32_ARB, 0,
1557 GL_DEPTH_COMPONENT, GL_UNSIGNED_INT, 0,
1558 WINED3DFMT_FLAG_TEXTURE | WINED3DFMT_FLAG_DEPTH | WINED3DFMT_FLAG_SHADOW,
1559 ARB_DEPTH_TEXTURE, NULL},
1560 {WINED3DFMT_S1_UINT_D15_UNORM, GL_DEPTH_COMPONENT16, GL_DEPTH_COMPONENT16, 0,
1561 GL_DEPTH_COMPONENT, GL_UNSIGNED_SHORT, 0,
1562 WINED3DFMT_FLAG_DEPTH | WINED3DFMT_FLAG_SHADOW,
1563 ARB_DEPTH_TEXTURE, NULL},
1564 {WINED3DFMT_S1_UINT_D15_UNORM, GL_DEPTH24_STENCIL8_EXT, GL_DEPTH24_STENCIL8_EXT, 0,
1565 GL_DEPTH_STENCIL_EXT, GL_UNSIGNED_INT_24_8_EXT, 4,
1566 WINED3DFMT_FLAG_DEPTH | WINED3DFMT_FLAG_STENCIL | WINED3DFMT_FLAG_SHADOW,
1567 EXT_PACKED_DEPTH_STENCIL, convert_s1_uint_d15_unorm},
1568 {WINED3DFMT_S1_UINT_D15_UNORM, GL_DEPTH24_STENCIL8, GL_DEPTH24_STENCIL8, 0,
1569 GL_DEPTH_STENCIL, GL_UNSIGNED_INT_24_8, 4,
1570 WINED3DFMT_FLAG_DEPTH | WINED3DFMT_FLAG_STENCIL | WINED3DFMT_FLAG_SHADOW,
1571 ARB_FRAMEBUFFER_OBJECT, convert_s1_uint_d15_unorm},
1572 {WINED3DFMT_D24_UNORM_S8_UINT, GL_DEPTH_COMPONENT24_ARB, GL_DEPTH_COMPONENT24_ARB, 0,
1573 GL_DEPTH_COMPONENT, GL_UNSIGNED_INT, 0,
1574 WINED3DFMT_FLAG_TEXTURE | WINED3DFMT_FLAG_POSTPIXELSHADER_BLENDING | WINED3DFMT_FLAG_FILTERING
1575 | WINED3DFMT_FLAG_DEPTH | WINED3DFMT_FLAG_SHADOW,
1576 ARB_DEPTH_TEXTURE, NULL},
1577 {WINED3DFMT_D24_UNORM_S8_UINT, GL_DEPTH24_STENCIL8_EXT, GL_DEPTH24_STENCIL8_EXT, 0,
1578 GL_DEPTH_STENCIL_EXT, GL_UNSIGNED_INT_24_8_EXT, 0,
1579 WINED3DFMT_FLAG_TEXTURE | WINED3DFMT_FLAG_POSTPIXELSHADER_BLENDING | WINED3DFMT_FLAG_FILTERING
1580 | WINED3DFMT_FLAG_DEPTH | WINED3DFMT_FLAG_STENCIL | WINED3DFMT_FLAG_SHADOW,
1581 EXT_PACKED_DEPTH_STENCIL, NULL},
1582 {WINED3DFMT_D24_UNORM_S8_UINT, GL_DEPTH24_STENCIL8, GL_DEPTH24_STENCIL8, 0,
1583 GL_DEPTH_STENCIL, GL_UNSIGNED_INT_24_8, 0,
1584 WINED3DFMT_FLAG_TEXTURE | WINED3DFMT_FLAG_POSTPIXELSHADER_BLENDING | WINED3DFMT_FLAG_FILTERING
1585 | WINED3DFMT_FLAG_DEPTH | WINED3DFMT_FLAG_STENCIL | WINED3DFMT_FLAG_SHADOW,
1586 ARB_FRAMEBUFFER_OBJECT, NULL},
1587 {WINED3DFMT_X8D24_UNORM, GL_DEPTH_COMPONENT, GL_DEPTH_COMPONENT, 0,
1588 GL_DEPTH_COMPONENT, GL_UNSIGNED_INT, 4,
1589 WINED3DFMT_FLAG_DEPTH,
1590 WINED3D_GL_EXT_NONE, x8_d24_unorm_upload, x8_d24_unorm_download},
1591 {WINED3DFMT_X8D24_UNORM, GL_DEPTH_COMPONENT24_ARB, GL_DEPTH_COMPONENT24_ARB, 0,
1592 GL_DEPTH_COMPONENT, GL_UNSIGNED_INT, 4,
1593 WINED3DFMT_FLAG_TEXTURE | WINED3DFMT_FLAG_POSTPIXELSHADER_BLENDING | WINED3DFMT_FLAG_FILTERING
1594 | WINED3DFMT_FLAG_DEPTH | WINED3DFMT_FLAG_SHADOW,
1595 ARB_DEPTH_TEXTURE, x8_d24_unorm_upload, x8_d24_unorm_download},
1596 {WINED3DFMT_S4X4_UINT_D24_UNORM, GL_DEPTH_COMPONENT24_ARB, GL_DEPTH_COMPONENT24_ARB, 0,
1597 GL_DEPTH_COMPONENT, GL_UNSIGNED_INT, 0,
1598 WINED3DFMT_FLAG_DEPTH | WINED3DFMT_FLAG_SHADOW,
1599 ARB_DEPTH_TEXTURE, NULL},
1600 {WINED3DFMT_S4X4_UINT_D24_UNORM, GL_DEPTH24_STENCIL8_EXT, GL_DEPTH24_STENCIL8_EXT, 0,
1601 GL_DEPTH_STENCIL_EXT, GL_UNSIGNED_INT_24_8_EXT, 4,
1602 WINED3DFMT_FLAG_DEPTH | WINED3DFMT_FLAG_STENCIL | WINED3DFMT_FLAG_SHADOW,
1603 EXT_PACKED_DEPTH_STENCIL, convert_s4x4_uint_d24_unorm},
1604 {WINED3DFMT_S4X4_UINT_D24_UNORM, GL_DEPTH24_STENCIL8, GL_DEPTH24_STENCIL8, 0,
1605 GL_DEPTH_STENCIL, GL_UNSIGNED_INT_24_8, 4,
1606 WINED3DFMT_FLAG_DEPTH | WINED3DFMT_FLAG_STENCIL | WINED3DFMT_FLAG_SHADOW,
1607 ARB_FRAMEBUFFER_OBJECT, convert_s4x4_uint_d24_unorm},
1608 {WINED3DFMT_D16_UNORM, GL_DEPTH_COMPONENT, GL_DEPTH_COMPONENT, 0,
1609 GL_DEPTH_COMPONENT, GL_UNSIGNED_SHORT, 0,
1610 WINED3DFMT_FLAG_DEPTH,
1611 WINED3D_GL_EXT_NONE, NULL},
1612 {WINED3DFMT_D16_UNORM, GL_DEPTH_COMPONENT16, GL_DEPTH_COMPONENT16, 0,
1613 GL_DEPTH_COMPONENT, GL_UNSIGNED_SHORT, 0,
1614 WINED3DFMT_FLAG_TEXTURE | WINED3DFMT_FLAG_POSTPIXELSHADER_BLENDING | WINED3DFMT_FLAG_FILTERING
1615 | WINED3DFMT_FLAG_DEPTH | WINED3DFMT_FLAG_SHADOW,
1616 ARB_DEPTH_TEXTURE, NULL},
1617 {WINED3DFMT_D32_FLOAT, GL_DEPTH_COMPONENT32F, GL_DEPTH_COMPONENT32F, 0,
1618 GL_DEPTH_COMPONENT, GL_FLOAT, 0,
1619 WINED3DFMT_FLAG_TEXTURE | WINED3DFMT_FLAG_DEPTH | WINED3DFMT_FLAG_SHADOW,
1620 ARB_DEPTH_BUFFER_FLOAT, NULL},
1621 {WINED3DFMT_D32_FLOAT_S8X24_UINT, GL_DEPTH32F_STENCIL8, GL_DEPTH32F_STENCIL8, 0,
1622 GL_DEPTH_STENCIL, GL_FLOAT_32_UNSIGNED_INT_24_8_REV, 0,
1623 WINED3DFMT_FLAG_TEXTURE | WINED3DFMT_FLAG_DEPTH | WINED3DFMT_FLAG_STENCIL | WINED3DFMT_FLAG_SHADOW,
1624 ARB_DEPTH_BUFFER_FLOAT, NULL},
1625 {WINED3DFMT_S8_UINT_D24_FLOAT, GL_DEPTH32F_STENCIL8, GL_DEPTH32F_STENCIL8, 0,
1626 GL_DEPTH_STENCIL, GL_FLOAT_32_UNSIGNED_INT_24_8_REV, 8,
1627 WINED3DFMT_FLAG_TEXTURE | WINED3DFMT_FLAG_DEPTH | WINED3DFMT_FLAG_STENCIL | WINED3DFMT_FLAG_SHADOW,
1628 ARB_DEPTH_BUFFER_FLOAT, convert_s8_uint_d24_float},
1629 {WINED3DFMT_R32G32B32A32_UINT, GL_RGBA32UI, GL_RGBA32UI, 0,
1630 GL_RGBA_INTEGER, GL_UNSIGNED_INT, 0,
1631 WINED3DFMT_FLAG_TEXTURE | WINED3DFMT_FLAG_RENDERTARGET,
1632 EXT_TEXTURE_INTEGER, NULL},
1633 {WINED3DFMT_R32G32B32A32_SINT, GL_RGBA32I, GL_RGBA32I, 0,
1634 GL_RGBA_INTEGER, GL_INT, 0,
1635 WINED3DFMT_FLAG_TEXTURE | WINED3DFMT_FLAG_RENDERTARGET,
1636 EXT_TEXTURE_INTEGER, NULL},
1637 /* Vendor-specific formats */
1638 {WINED3DFMT_ATI1N, GL_COMPRESSED_RED_RGTC1, GL_COMPRESSED_RED_RGTC1, 0,
1639 GL_RED, GL_UNSIGNED_BYTE, 0,
1640 WINED3DFMT_FLAG_TEXTURE | WINED3DFMT_FLAG_POSTPIXELSHADER_BLENDING | WINED3DFMT_FLAG_FILTERING
1641 | WINED3DFMT_FLAG_COMPRESSED,
1642 ARB_TEXTURE_COMPRESSION_RGTC, NULL},
1643 {WINED3DFMT_ATI2N, GL_COMPRESSED_LUMINANCE_ALPHA_3DC_ATI, GL_COMPRESSED_LUMINANCE_ALPHA_3DC_ATI, 0,
1644 GL_LUMINANCE_ALPHA, GL_UNSIGNED_BYTE, 0,
1645 WINED3DFMT_FLAG_TEXTURE | WINED3DFMT_FLAG_POSTPIXELSHADER_BLENDING | WINED3DFMT_FLAG_FILTERING
1646 | WINED3DFMT_FLAG_COMPRESSED,
1647 ATI_TEXTURE_COMPRESSION_3DC, NULL},
1648 {WINED3DFMT_ATI2N, GL_COMPRESSED_RG_RGTC2, GL_COMPRESSED_RG_RGTC2, 0,
1649 GL_LUMINANCE_ALPHA, GL_UNSIGNED_BYTE, 0,
1650 WINED3DFMT_FLAG_TEXTURE | WINED3DFMT_FLAG_POSTPIXELSHADER_BLENDING | WINED3DFMT_FLAG_FILTERING
1651 | WINED3DFMT_FLAG_COMPRESSED,
1652 EXT_TEXTURE_COMPRESSION_RGTC, NULL},
1653 {WINED3DFMT_ATI2N, GL_COMPRESSED_RG_RGTC2, GL_COMPRESSED_RG_RGTC2, 0,
1654 GL_RG, GL_UNSIGNED_BYTE, 0,
1655 WINED3DFMT_FLAG_TEXTURE | WINED3DFMT_FLAG_POSTPIXELSHADER_BLENDING | WINED3DFMT_FLAG_FILTERING
1656 | WINED3DFMT_FLAG_COMPRESSED,
1657 ARB_TEXTURE_COMPRESSION_RGTC, NULL},
1658 {WINED3DFMT_INTZ, GL_DEPTH24_STENCIL8_EXT, GL_DEPTH24_STENCIL8_EXT, 0,
1659 GL_DEPTH_STENCIL_EXT, GL_UNSIGNED_INT_24_8_EXT, 0,
1660 WINED3DFMT_FLAG_TEXTURE | WINED3DFMT_FLAG_POSTPIXELSHADER_BLENDING | WINED3DFMT_FLAG_FILTERING
1661 | WINED3DFMT_FLAG_DEPTH | WINED3DFMT_FLAG_STENCIL,
1662 EXT_PACKED_DEPTH_STENCIL, NULL},
1663 {WINED3DFMT_INTZ, GL_DEPTH24_STENCIL8, GL_DEPTH24_STENCIL8, 0,
1664 GL_DEPTH_STENCIL, GL_UNSIGNED_INT_24_8, 0,
1665 WINED3DFMT_FLAG_TEXTURE | WINED3DFMT_FLAG_POSTPIXELSHADER_BLENDING | WINED3DFMT_FLAG_FILTERING
1666 | WINED3DFMT_FLAG_DEPTH | WINED3DFMT_FLAG_STENCIL,
1667 ARB_FRAMEBUFFER_OBJECT, NULL},
1668 {WINED3DFMT_NULL, 0, 0, 0,
1669 GL_RGBA, GL_UNSIGNED_INT_8_8_8_8_REV, 0,
1670 WINED3DFMT_FLAG_TEXTURE | WINED3DFMT_FLAG_RENDERTARGET | WINED3DFMT_FLAG_FBO_ATTACHABLE,
1671 ARB_FRAMEBUFFER_OBJECT, NULL},
1672 /* DirectX 10 HDR formats */
1673 {WINED3DFMT_R9G9B9E5_SHAREDEXP, GL_RGB9_E5_EXT, GL_RGB9_E5_EXT, 0,
1674 GL_RGB, GL_UNSIGNED_INT_5_9_9_9_REV_EXT, 0,
1675 WINED3DFMT_FLAG_TEXTURE | WINED3DFMT_FLAG_POSTPIXELSHADER_BLENDING | WINED3DFMT_FLAG_FILTERING,
1676 EXT_TEXTURE_SHARED_EXPONENT, NULL},
1679 struct wined3d_format_srgb_info
1681 enum wined3d_format_id srgb_format_id;
1682 enum wined3d_format_id base_format_id;
1685 static const struct wined3d_format_srgb_info format_srgb_info[] =
1687 {WINED3DFMT_R8G8B8A8_UNORM_SRGB, WINED3DFMT_R8G8B8A8_UNORM},
1688 {WINED3DFMT_BC1_UNORM_SRGB, WINED3DFMT_BC1_UNORM},
1689 {WINED3DFMT_BC2_UNORM_SRGB, WINED3DFMT_BC2_UNORM},
1690 {WINED3DFMT_BC3_UNORM_SRGB, WINED3DFMT_BC3_UNORM},
1691 {WINED3DFMT_B8G8R8A8_UNORM_SRGB, WINED3DFMT_B8G8R8A8_UNORM},
1692 {WINED3DFMT_B8G8R8X8_UNORM_SRGB, WINED3DFMT_B8G8R8X8_UNORM},
1693 {WINED3DFMT_BC7_UNORM_SRGB, WINED3DFMT_BC7_UNORM},
1696 static inline int get_format_idx(enum wined3d_format_id format_id)
1698 unsigned int i;
1700 if (format_id < WINED3D_FORMAT_FOURCC_BASE)
1701 return format_id;
1703 for (i = 0; i < ARRAY_SIZE(format_index_remap); ++i)
1705 if (format_index_remap[i].id == format_id)
1706 return format_index_remap[i].idx;
1709 return -1;
1712 static struct wined3d_format *get_format_internal(struct wined3d_gl_info *gl_info,
1713 enum wined3d_format_id format_id)
1715 int fmt_idx;
1717 if ((fmt_idx = get_format_idx(format_id)) == -1)
1719 ERR("Format %s (%#x) not found.\n", debug_d3dformat(format_id), format_id);
1720 return NULL;
1723 return &gl_info->formats[fmt_idx];
1726 static void copy_format(struct wined3d_format *dst_format, const struct wined3d_format *src_format)
1728 enum wined3d_format_id id = dst_format->id;
1729 *dst_format = *src_format;
1730 dst_format->id = id;
1733 static void format_set_flag(struct wined3d_format *format, unsigned int flag)
1735 unsigned int i;
1737 for (i = 0; i < ARRAY_SIZE(format->flags); ++i)
1738 format->flags[i] |= flag;
1741 static void format_clear_flag(struct wined3d_format *format, unsigned int flag)
1743 unsigned int i;
1745 for (i = 0; i < ARRAY_SIZE(format->flags); ++i)
1746 format->flags[i] &= ~flag;
1749 static enum wined3d_channel_type map_channel_type(char t)
1751 switch (t)
1753 case 'u':
1754 return WINED3D_CHANNEL_TYPE_UNORM;
1755 case 'i':
1756 return WINED3D_CHANNEL_TYPE_SNORM;
1757 case 'U':
1758 return WINED3D_CHANNEL_TYPE_UINT;
1759 case 'I':
1760 return WINED3D_CHANNEL_TYPE_SINT;
1761 case 'F':
1762 return WINED3D_CHANNEL_TYPE_FLOAT;
1763 case 'D':
1764 return WINED3D_CHANNEL_TYPE_DEPTH;
1765 case 'S':
1766 return WINED3D_CHANNEL_TYPE_STENCIL;
1767 case 'X':
1768 return WINED3D_CHANNEL_TYPE_UNUSED;
1769 default:
1770 ERR("Invalid channel type '%c'.\n", t);
1771 return WINED3D_CHANNEL_TYPE_NONE;
1775 static BOOL init_format_base_info(struct wined3d_gl_info *gl_info)
1777 struct wined3d_format *format;
1778 unsigned int i, j;
1780 gl_info->format_count = WINED3D_FORMAT_COUNT;
1781 if (!(gl_info->formats = heap_calloc(gl_info->format_count
1782 + ARRAY_SIZE(typeless_depth_stencil_formats), sizeof(*gl_info->formats))))
1784 ERR("Failed to allocate memory.\n");
1785 return FALSE;
1788 for (i = 0; i < ARRAY_SIZE(formats); ++i)
1790 if (!(format = get_format_internal(gl_info, formats[i].id)))
1791 goto fail;
1793 format->id = formats[i].id;
1794 format->red_size = formats[i].red_size;
1795 format->green_size = formats[i].green_size;
1796 format->blue_size = formats[i].blue_size;
1797 format->alpha_size = formats[i].alpha_size;
1798 format->red_offset = formats[i].red_offset;
1799 format->green_offset = formats[i].green_offset;
1800 format->blue_offset = formats[i].blue_offset;
1801 format->alpha_offset = formats[i].alpha_offset;
1802 format->byte_count = formats[i].bpp;
1803 format->depth_size = formats[i].depth_size;
1804 format->stencil_size = formats[i].stencil_size;
1805 format->block_width = 1;
1806 format->block_height = 1;
1807 format->block_byte_count = formats[i].bpp;
1810 for (i = 0; i < ARRAY_SIZE(typed_formats); ++i)
1812 const struct wined3d_format *typeless_format;
1813 DWORD flags = 0;
1815 if (!(format = get_format_internal(gl_info, typed_formats[i].id)))
1816 goto fail;
1818 if (!(typeless_format = get_format_internal(gl_info, typed_formats[i].typeless_id)))
1819 goto fail;
1821 format->id = typed_formats[i].id;
1822 format->red_size = typeless_format->red_size;
1823 format->green_size = typeless_format->green_size;
1824 format->blue_size = typeless_format->blue_size;
1825 format->alpha_size = typeless_format->alpha_size;
1826 format->red_offset = typeless_format->red_offset;
1827 format->green_offset = typeless_format->green_offset;
1828 format->blue_offset = typeless_format->blue_offset;
1829 format->alpha_offset = typeless_format->alpha_offset;
1830 format->byte_count = typeless_format->byte_count;
1831 format->depth_size = typeless_format->depth_size;
1832 format->stencil_size = typeless_format->stencil_size;
1833 format->block_width = typeless_format->block_width;
1834 format->block_height = typeless_format->block_height;
1835 format->block_byte_count = typeless_format->block_byte_count;
1836 format->typeless_id = typeless_format->id;
1838 for (j = 0; j < strlen(typed_formats[i].channels); ++j)
1840 enum wined3d_channel_type channel_type = map_channel_type(typed_formats[i].channels[j]);
1841 if (channel_type == WINED3D_CHANNEL_TYPE_UINT || channel_type == WINED3D_CHANNEL_TYPE_SINT)
1842 flags |= WINED3DFMT_FLAG_INTEGER;
1843 if (channel_type == WINED3D_CHANNEL_TYPE_FLOAT)
1844 flags |= WINED3DFMT_FLAG_FLOAT;
1846 if (channel_type == WINED3D_CHANNEL_TYPE_DEPTH && !format->depth_size)
1848 format->depth_size = format->red_size;
1849 format->red_size = format->red_offset = 0;
1853 format_set_flag(format, flags);
1856 for (i = 0; i < ARRAY_SIZE(ddi_formats); ++i)
1858 if (!(format = get_format_internal(gl_info, ddi_formats[i].id)))
1859 goto fail;
1861 format->ddi_format = ddi_formats[i].ddi_format;
1864 for (i = 0; i < ARRAY_SIZE(format_base_flags); ++i)
1866 if (!(format = get_format_internal(gl_info, format_base_flags[i].id)))
1867 goto fail;
1869 format_set_flag(format, format_base_flags[i].flags);
1872 return TRUE;
1874 fail:
1875 heap_free(gl_info->formats);
1876 return FALSE;
1879 static BOOL init_format_block_info(struct wined3d_gl_info *gl_info)
1881 struct wined3d_format *format;
1882 unsigned int i;
1884 for (i = 0; i < ARRAY_SIZE(format_block_info); ++i)
1886 if (!(format = get_format_internal(gl_info, format_block_info[i].id)))
1887 return FALSE;
1889 format->block_width = format_block_info[i].block_width;
1890 format->block_height = format_block_info[i].block_height;
1891 format->block_byte_count = format_block_info[i].block_byte_count;
1892 format_set_flag(format, WINED3DFMT_FLAG_BLOCKS);
1893 if (!format_block_info[i].verify)
1894 format_set_flag(format, WINED3DFMT_FLAG_BLOCKS_NO_VERIFY);
1897 return TRUE;
1900 static GLenum wined3d_gl_type_to_enum(enum wined3d_gl_resource_type type)
1902 switch (type)
1904 case WINED3D_GL_RES_TYPE_TEX_1D:
1905 return GL_TEXTURE_1D;
1906 case WINED3D_GL_RES_TYPE_TEX_2D:
1907 return GL_TEXTURE_2D;
1908 case WINED3D_GL_RES_TYPE_TEX_3D:
1909 return GL_TEXTURE_3D;
1910 case WINED3D_GL_RES_TYPE_TEX_CUBE:
1911 return GL_TEXTURE_CUBE_MAP_ARB;
1912 case WINED3D_GL_RES_TYPE_TEX_RECT:
1913 return GL_TEXTURE_RECTANGLE_ARB;
1914 case WINED3D_GL_RES_TYPE_BUFFER:
1915 return GL_TEXTURE_2D; /* TODO: GL_TEXTURE_BUFFER. */
1916 case WINED3D_GL_RES_TYPE_RB:
1917 return GL_RENDERBUFFER;
1918 case WINED3D_GL_RES_TYPE_COUNT:
1919 break;
1921 ERR("Unexpected GL resource type %u.\n", type);
1922 return 0;
1925 static void delete_fbo_attachment(const struct wined3d_gl_info *gl_info,
1926 enum wined3d_gl_resource_type d3d_type, GLuint object)
1928 switch (d3d_type)
1930 case WINED3D_GL_RES_TYPE_TEX_1D:
1931 case WINED3D_GL_RES_TYPE_TEX_2D:
1932 case WINED3D_GL_RES_TYPE_TEX_RECT:
1933 case WINED3D_GL_RES_TYPE_TEX_3D:
1934 case WINED3D_GL_RES_TYPE_TEX_CUBE:
1935 gl_info->gl_ops.gl.p_glDeleteTextures(1, &object);
1936 break;
1938 case WINED3D_GL_RES_TYPE_RB:
1939 gl_info->fbo_ops.glDeleteRenderbuffers(1, &object);
1940 break;
1942 case WINED3D_GL_RES_TYPE_BUFFER:
1943 case WINED3D_GL_RES_TYPE_COUNT:
1944 break;
1948 /* Context activation is done by the caller. */
1949 static void create_and_bind_fbo_attachment(const struct wined3d_gl_info *gl_info, unsigned int flags,
1950 enum wined3d_gl_resource_type d3d_type, GLuint *object, GLenum internal, GLenum format, GLenum type)
1952 GLenum attach_type = flags & WINED3DFMT_FLAG_DEPTH ?
1953 GL_DEPTH_ATTACHMENT : GL_COLOR_ATTACHMENT0;
1955 switch (d3d_type)
1957 case WINED3D_GL_RES_TYPE_TEX_1D:
1958 gl_info->gl_ops.gl.p_glGenTextures(1, object);
1959 gl_info->gl_ops.gl.p_glBindTexture(GL_TEXTURE_1D, *object);
1960 gl_info->gl_ops.gl.p_glTexImage1D(GL_TEXTURE_1D, 0, internal, 16, 0, format, type, NULL);
1961 gl_info->gl_ops.gl.p_glTexParameteri(GL_TEXTURE_1D, GL_TEXTURE_MIN_FILTER, GL_NEAREST);
1962 gl_info->gl_ops.gl.p_glTexParameteri(GL_TEXTURE_1D, GL_TEXTURE_MAG_FILTER, GL_NEAREST);
1964 gl_info->fbo_ops.glFramebufferTexture1D(GL_FRAMEBUFFER, attach_type, GL_TEXTURE_1D,
1965 *object, 0);
1966 if (flags & WINED3DFMT_FLAG_STENCIL)
1967 gl_info->fbo_ops.glFramebufferTexture1D(GL_FRAMEBUFFER, GL_STENCIL_ATTACHMENT, GL_TEXTURE_1D,
1968 *object, 0);
1969 break;
1971 case WINED3D_GL_RES_TYPE_TEX_2D:
1972 case WINED3D_GL_RES_TYPE_TEX_RECT:
1973 gl_info->gl_ops.gl.p_glGenTextures(1, object);
1974 gl_info->gl_ops.gl.p_glBindTexture(wined3d_gl_type_to_enum(d3d_type), *object);
1975 gl_info->gl_ops.gl.p_glTexImage2D(wined3d_gl_type_to_enum(d3d_type), 0, internal, 16, 16, 0,
1976 format, type, NULL);
1977 gl_info->gl_ops.gl.p_glTexParameteri(wined3d_gl_type_to_enum(d3d_type), GL_TEXTURE_MIN_FILTER, GL_NEAREST);
1978 gl_info->gl_ops.gl.p_glTexParameteri(wined3d_gl_type_to_enum(d3d_type), GL_TEXTURE_MAG_FILTER, GL_NEAREST);
1980 gl_info->fbo_ops.glFramebufferTexture2D(GL_FRAMEBUFFER, attach_type,
1981 wined3d_gl_type_to_enum(d3d_type), *object, 0);
1982 if (flags & WINED3DFMT_FLAG_STENCIL)
1983 gl_info->fbo_ops.glFramebufferTexture2D(GL_FRAMEBUFFER, GL_STENCIL_ATTACHMENT,
1984 wined3d_gl_type_to_enum(d3d_type), *object, 0);
1985 break;
1987 case WINED3D_GL_RES_TYPE_TEX_3D:
1988 gl_info->gl_ops.gl.p_glGenTextures(1, object);
1989 gl_info->gl_ops.gl.p_glBindTexture(GL_TEXTURE_3D, *object);
1990 GL_EXTCALL(glTexImage3D(GL_TEXTURE_3D, 0, internal, 16, 16, 16, 0, format, type, NULL));
1991 gl_info->gl_ops.gl.p_glTexParameteri(GL_TEXTURE_3D, GL_TEXTURE_MIN_FILTER, GL_NEAREST);
1992 gl_info->gl_ops.gl.p_glTexParameteri(GL_TEXTURE_3D, GL_TEXTURE_MAG_FILTER, GL_NEAREST);
1994 gl_info->fbo_ops.glFramebufferTexture3D(GL_FRAMEBUFFER, attach_type,
1995 GL_TEXTURE_3D, *object, 0, 0);
1996 if (flags & WINED3DFMT_FLAG_STENCIL)
1997 gl_info->fbo_ops.glFramebufferTexture3D(GL_FRAMEBUFFER, GL_STENCIL_ATTACHMENT,
1998 GL_TEXTURE_3D, *object, 0, 0);
1999 break;
2001 case WINED3D_GL_RES_TYPE_TEX_CUBE:
2002 gl_info->gl_ops.gl.p_glGenTextures(1, object);
2003 gl_info->gl_ops.gl.p_glBindTexture(GL_TEXTURE_CUBE_MAP_ARB, *object);
2004 gl_info->gl_ops.gl.p_glTexImage2D(GL_TEXTURE_CUBE_MAP_POSITIVE_X_ARB, 0, internal, 16, 16, 0,
2005 format, type, NULL);
2006 gl_info->gl_ops.gl.p_glTexImage2D(GL_TEXTURE_CUBE_MAP_NEGATIVE_X_ARB, 0, internal, 16, 16, 0,
2007 format, type, NULL);
2008 gl_info->gl_ops.gl.p_glTexImage2D(GL_TEXTURE_CUBE_MAP_POSITIVE_Y_ARB, 0, internal, 16, 16, 0,
2009 format, type, NULL);
2010 gl_info->gl_ops.gl.p_glTexImage2D(GL_TEXTURE_CUBE_MAP_NEGATIVE_Y_ARB, 0, internal, 16, 16, 0,
2011 format, type, NULL);
2012 gl_info->gl_ops.gl.p_glTexImage2D(GL_TEXTURE_CUBE_MAP_POSITIVE_Z_ARB, 0, internal, 16, 16, 0,
2013 format, type, NULL);
2014 gl_info->gl_ops.gl.p_glTexImage2D(GL_TEXTURE_CUBE_MAP_NEGATIVE_Z_ARB, 0, internal, 16, 16, 0,
2015 format, type, NULL);
2016 gl_info->gl_ops.gl.p_glTexParameteri(GL_TEXTURE_CUBE_MAP_ARB, GL_TEXTURE_MIN_FILTER, GL_NEAREST);
2017 gl_info->gl_ops.gl.p_glTexParameteri(GL_TEXTURE_CUBE_MAP_ARB, GL_TEXTURE_MAG_FILTER, GL_NEAREST);
2019 gl_info->fbo_ops.glFramebufferTexture2D(GL_FRAMEBUFFER, attach_type,
2020 GL_TEXTURE_CUBE_MAP_POSITIVE_X_ARB, *object, 0);
2021 if (flags & WINED3DFMT_FLAG_STENCIL)
2022 gl_info->fbo_ops.glFramebufferTexture2D(GL_FRAMEBUFFER, GL_STENCIL_ATTACHMENT,
2023 GL_TEXTURE_CUBE_MAP_POSITIVE_X_ARB, *object, 0);
2024 break;
2026 case WINED3D_GL_RES_TYPE_RB:
2027 gl_info->fbo_ops.glGenRenderbuffers(1, object);
2028 gl_info->fbo_ops.glBindRenderbuffer(GL_RENDERBUFFER, *object);
2029 gl_info->fbo_ops.glRenderbufferStorage(GL_RENDERBUFFER, internal, 16, 16);
2030 gl_info->fbo_ops.glFramebufferRenderbuffer(GL_FRAMEBUFFER, attach_type, GL_RENDERBUFFER,
2031 *object);
2032 if (flags & WINED3DFMT_FLAG_STENCIL)
2033 gl_info->fbo_ops.glFramebufferRenderbuffer(GL_FRAMEBUFFER, GL_STENCIL_ATTACHMENT, GL_RENDERBUFFER,
2034 *object);
2035 break;
2037 case WINED3D_GL_RES_TYPE_BUFFER:
2038 case WINED3D_GL_RES_TYPE_COUNT:
2039 break;
2042 /* Ideally we'd skip all formats already known not to work on textures
2043 * by checking for WINED3DFMT_FLAG_TEXTURE here. However, we want to
2044 * know if we can attach WINED3DFMT_P8_UINT textures to FBOs, and this
2045 * format never has WINED3DFMT_FLAG_TEXTURE set. Instead, swallow GL
2046 * errors generated by invalid formats. */
2047 while (gl_info->gl_ops.gl.p_glGetError());
2050 static void draw_test_quad(struct wined3d_caps_gl_ctx *ctx, const struct wined3d_vec3 *geometry,
2051 const struct wined3d_color *color)
2053 const struct wined3d_gl_info *gl_info = ctx->gl_info;
2054 static const struct wined3d_vec3 default_geometry[] =
2056 {-1.0f, -1.0f, 0.0f},
2057 { 1.0f, -1.0f, 0.0f},
2058 {-1.0f, 1.0f, 0.0f},
2059 { 1.0f, 1.0f, 0.0f},
2061 static const char vs_core_header[] =
2062 "#version 150\n"
2063 "in vec4 pos;\n"
2064 "in vec4 color;\n"
2065 "out vec4 out_color;\n"
2066 "\n";
2067 static const char vs_legacy_header[] =
2068 "#version 120\n"
2069 "attribute vec4 pos;\n"
2070 "attribute vec4 color;\n"
2071 "varying vec4 out_color;\n"
2072 "\n";
2073 static const char vs_body[] =
2074 "void main()\n"
2075 "{\n"
2076 " gl_Position = pos;\n"
2077 " out_color = color;\n"
2078 "}\n";
2079 static const char fs_core[] =
2080 "#version 150\n"
2081 "in vec4 out_color;\n"
2082 "out vec4 fragment_color;\n"
2083 "\n"
2084 "void main()\n"
2085 "{\n"
2086 " fragment_color = out_color;\n"
2087 "}\n";
2088 static const char fs_legacy[] =
2089 "#version 120\n"
2090 "varying vec4 out_color;\n"
2091 "\n"
2092 "void main()\n"
2093 "{\n"
2094 " gl_FragData[0] = out_color;\n"
2095 "}\n";
2096 const char *source[2];
2097 GLuint vs_id, fs_id;
2098 unsigned int i;
2100 if (!geometry)
2101 geometry = default_geometry;
2103 if (!gl_info->supported[ARB_VERTEX_BUFFER_OBJECT] || !gl_info->supported[ARB_VERTEX_SHADER]
2104 || !gl_info->supported[ARB_FRAGMENT_SHADER])
2106 gl_info->gl_ops.gl.p_glDisable(GL_LIGHTING);
2107 gl_info->gl_ops.gl.p_glMatrixMode(GL_MODELVIEW);
2108 gl_info->gl_ops.gl.p_glLoadIdentity();
2109 gl_info->gl_ops.gl.p_glMatrixMode(GL_PROJECTION);
2110 gl_info->gl_ops.gl.p_glLoadIdentity();
2112 gl_info->gl_ops.gl.p_glBegin(GL_TRIANGLE_STRIP);
2113 gl_info->gl_ops.gl.p_glColor4f(color->r, color->g, color->b, color->a);
2114 for (i = 0; i < 4; ++i)
2115 gl_info->gl_ops.gl.p_glVertex3fv(&geometry[i].x);
2116 gl_info->gl_ops.gl.p_glEnd();
2117 checkGLcall("draw quad");
2118 return;
2121 if (!ctx->test_vbo)
2122 GL_EXTCALL(glGenBuffers(1, &ctx->test_vbo));
2123 GL_EXTCALL(glBindBuffer(GL_ARRAY_BUFFER, ctx->test_vbo));
2124 GL_EXTCALL(glBufferData(GL_ARRAY_BUFFER, sizeof(struct wined3d_vec3) * 4, geometry, GL_STREAM_DRAW));
2125 GL_EXTCALL(glVertexAttribPointer(0, 3, GL_FLOAT, FALSE, 0, NULL));
2126 GL_EXTCALL(glVertexAttrib4f(1, color->r, color->g, color->b, color->a));
2127 GL_EXTCALL(glEnableVertexAttribArray(0));
2128 GL_EXTCALL(glDisableVertexAttribArray(1));
2130 if (!ctx->test_program_id)
2132 BOOL use_glsl_150 = gl_info->glsl_version >= MAKEDWORD_VERSION(1, 50);
2134 ctx->test_program_id = GL_EXTCALL(glCreateProgram());
2136 vs_id = GL_EXTCALL(glCreateShader(GL_VERTEX_SHADER));
2137 source[0] = use_glsl_150 ? vs_core_header : vs_legacy_header;
2138 source[1] = vs_body;
2139 GL_EXTCALL(glShaderSource(vs_id, 2, source, NULL));
2140 GL_EXTCALL(glAttachShader(ctx->test_program_id, vs_id));
2141 GL_EXTCALL(glDeleteShader(vs_id));
2143 fs_id = GL_EXTCALL(glCreateShader(GL_FRAGMENT_SHADER));
2144 source[0] = use_glsl_150 ? fs_core : fs_legacy;
2145 GL_EXTCALL(glShaderSource(fs_id, 1, source, NULL));
2146 GL_EXTCALL(glAttachShader(ctx->test_program_id, fs_id));
2147 GL_EXTCALL(glDeleteShader(fs_id));
2149 GL_EXTCALL(glBindAttribLocation(ctx->test_program_id, 0, "pos"));
2150 GL_EXTCALL(glBindAttribLocation(ctx->test_program_id, 1, "color"));
2152 if (use_glsl_150)
2153 GL_EXTCALL(glBindFragDataLocation(ctx->test_program_id, 0, "fragment_color"));
2155 GL_EXTCALL(glCompileShader(vs_id));
2156 print_glsl_info_log(gl_info, vs_id, FALSE);
2157 GL_EXTCALL(glCompileShader(fs_id));
2158 print_glsl_info_log(gl_info, fs_id, FALSE);
2159 GL_EXTCALL(glLinkProgram(ctx->test_program_id));
2160 shader_glsl_validate_link(gl_info, ctx->test_program_id);
2162 GL_EXTCALL(glUseProgram(ctx->test_program_id));
2164 gl_info->gl_ops.gl.p_glDrawArrays(GL_TRIANGLE_STRIP, 0, 4);
2166 GL_EXTCALL(glUseProgram(0));
2167 GL_EXTCALL(glDisableVertexAttribArray(0));
2168 GL_EXTCALL(glBindBuffer(GL_ARRAY_BUFFER, 0));
2169 checkGLcall("draw quad");
2172 /* Context activation is done by the caller. */
2173 static void check_fbo_compat(struct wined3d_caps_gl_ctx *ctx, struct wined3d_format *format)
2175 /* Check if the default internal format is supported as a frame buffer
2176 * target, otherwise fall back to the render target internal.
2178 * Try to stick to the standard format if possible, this limits precision differences. */
2179 static const struct wined3d_color black = {0.0f, 0.0f, 0.0f, 1.0f};
2180 static const struct wined3d_color half_transparent_red = {1.0f, 0.0f, 0.0f, 0.5f};
2181 const struct wined3d_gl_info *gl_info = ctx->gl_info;
2182 GLenum status, rt_internal = format->rtInternal;
2183 GLuint object, color_rb;
2184 enum wined3d_gl_resource_type type;
2185 BOOL fallback_fmt_used = FALSE, regular_fmt_used = FALSE;
2187 gl_info->gl_ops.gl.p_glDisable(GL_BLEND);
2189 for (type = 0; type < ARRAY_SIZE(format->flags); ++type)
2191 const char *type_string = "color";
2193 if (type == WINED3D_GL_RES_TYPE_BUFFER)
2194 continue;
2196 create_and_bind_fbo_attachment(gl_info, format->flags[type], type, &object, format->glInternal,
2197 format->glFormat, format->glType);
2199 if (format->flags[type] & (WINED3DFMT_FLAG_DEPTH | WINED3DFMT_FLAG_STENCIL))
2201 gl_info->fbo_ops.glGenRenderbuffers(1, &color_rb);
2202 gl_info->fbo_ops.glBindRenderbuffer(GL_RENDERBUFFER, color_rb);
2203 if (type == WINED3D_GL_RES_TYPE_TEX_1D)
2204 gl_info->fbo_ops.glRenderbufferStorage(GL_RENDERBUFFER, GL_RGBA8, 16, 1);
2205 else
2206 gl_info->fbo_ops.glRenderbufferStorage(GL_RENDERBUFFER, GL_RGBA8, 16, 16);
2208 gl_info->fbo_ops.glFramebufferRenderbuffer(GL_FRAMEBUFFER,
2209 GL_COLOR_ATTACHMENT0, GL_RENDERBUFFER, color_rb);
2210 checkGLcall("Create and attach color rb attachment");
2211 type_string = "depth / stencil";
2214 status = gl_info->fbo_ops.glCheckFramebufferStatus(GL_FRAMEBUFFER);
2215 checkGLcall("Framebuffer format check");
2217 if (status == GL_FRAMEBUFFER_COMPLETE)
2219 TRACE("Format %s is supported as FBO %s attachment, type %u.\n",
2220 debug_d3dformat(format->id), type_string, type);
2221 format->flags[type] |= WINED3DFMT_FLAG_FBO_ATTACHABLE;
2222 format->rtInternal = format->glInternal;
2223 regular_fmt_used = TRUE;
2225 else
2227 if (!rt_internal)
2229 if (format->flags[type] & WINED3DFMT_FLAG_RENDERTARGET)
2231 WARN("Format %s with rendertarget flag is not supported as FBO color attachment (type %u),"
2232 " and no fallback specified.\n", debug_d3dformat(format->id), type);
2233 format->flags[type] &= ~WINED3DFMT_FLAG_RENDERTARGET;
2235 else
2237 TRACE("Format %s is not supported as FBO %s attachment, type %u.\n",
2238 debug_d3dformat(format->id), type_string, type);
2240 format->rtInternal = format->glInternal;
2242 else
2244 TRACE("Format %s is not supported as FBO %s attachment (type %u),"
2245 " trying rtInternal format as fallback.\n",
2246 debug_d3dformat(format->id), type_string, type);
2248 while (gl_info->gl_ops.gl.p_glGetError());
2250 delete_fbo_attachment(gl_info, type, object);
2251 create_and_bind_fbo_attachment(gl_info, format->flags[type], type, &object, format->rtInternal,
2252 format->glFormat, format->glType);
2254 status = gl_info->fbo_ops.glCheckFramebufferStatus(GL_FRAMEBUFFER);
2255 checkGLcall("Framebuffer format check");
2257 if (status == GL_FRAMEBUFFER_COMPLETE)
2259 TRACE("Format %s rtInternal format is supported as FBO %s attachment, type %u.\n",
2260 debug_d3dformat(format->id), type_string, type);
2261 fallback_fmt_used = TRUE;
2263 else
2265 WARN("Format %s rtInternal format is not supported as FBO %s attachment, type %u.\n",
2266 debug_d3dformat(format->id), type_string, type);
2267 format->flags[type] &= ~WINED3DFMT_FLAG_RENDERTARGET;
2272 if (status == GL_FRAMEBUFFER_COMPLETE
2273 && ((format->flags[type] & WINED3DFMT_FLAG_POSTPIXELSHADER_BLENDING)
2274 || !(gl_info->quirks & WINED3D_QUIRK_LIMITED_TEX_FILTERING))
2275 && !(format->flags[type] & WINED3DFMT_FLAG_INTEGER)
2276 && format->id != WINED3DFMT_NULL && format->id != WINED3DFMT_P8_UINT
2277 && format->glFormat != GL_LUMINANCE && format->glFormat != GL_LUMINANCE_ALPHA
2278 && (format->red_size || format->alpha_size))
2280 DWORD readback[16 * 16 * 16], color, r_range, a_range;
2281 BYTE r, a;
2282 BOOL match = TRUE;
2283 GLuint rb;
2285 if (gl_info->supported[ARB_FRAMEBUFFER_OBJECT]
2286 || gl_info->supported[EXT_PACKED_DEPTH_STENCIL])
2288 gl_info->fbo_ops.glGenRenderbuffers(1, &rb);
2289 gl_info->fbo_ops.glBindRenderbuffer(GL_RENDERBUFFER, rb);
2290 if (type == WINED3D_GL_RES_TYPE_TEX_1D)
2291 gl_info->fbo_ops.glRenderbufferStorage(GL_RENDERBUFFER, GL_DEPTH24_STENCIL8, 16, 1);
2292 else
2293 gl_info->fbo_ops.glRenderbufferStorage(GL_RENDERBUFFER, GL_DEPTH24_STENCIL8, 16, 16);
2294 gl_info->fbo_ops.glFramebufferRenderbuffer(GL_FRAMEBUFFER, GL_DEPTH_ATTACHMENT, GL_RENDERBUFFER, rb);
2295 gl_info->fbo_ops.glFramebufferRenderbuffer(GL_FRAMEBUFFER, GL_STENCIL_ATTACHMENT, GL_RENDERBUFFER, rb);
2296 checkGLcall("RB attachment");
2299 gl_info->gl_ops.gl.p_glEnable(GL_BLEND);
2300 gl_info->gl_ops.gl.p_glClearColor(0.0f, 0.0f, 0.0f, 1.0f);
2301 gl_info->gl_ops.gl.p_glClear(GL_COLOR_BUFFER_BIT);
2302 if (gl_info->gl_ops.gl.p_glGetError() == GL_INVALID_FRAMEBUFFER_OPERATION)
2304 while (gl_info->gl_ops.gl.p_glGetError());
2305 TRACE("Format %s doesn't support post-pixelshader blending, type %u.\n",
2306 debug_d3dformat(format->id), type);
2307 format->flags[type] &= ~WINED3DFMT_FLAG_POSTPIXELSHADER_BLENDING;
2309 else
2311 gl_info->gl_ops.gl.p_glDisable(GL_BLEND);
2312 if (type == WINED3D_GL_RES_TYPE_TEX_1D)
2313 gl_info->gl_ops.gl.p_glViewport(0, 0, 16, 1);
2314 else
2315 gl_info->gl_ops.gl.p_glViewport(0, 0, 16, 16);
2316 gl_info->gl_ops.gl.p_glBlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
2318 draw_test_quad(ctx, NULL, &black);
2320 gl_info->gl_ops.gl.p_glEnable(GL_BLEND);
2322 draw_test_quad(ctx, NULL, &half_transparent_red);
2324 gl_info->gl_ops.gl.p_glDisable(GL_BLEND);
2326 switch (type)
2328 case WINED3D_GL_RES_TYPE_TEX_1D:
2329 /* Rebinding texture to workaround a fglrx bug. */
2330 gl_info->gl_ops.gl.p_glBindTexture(GL_TEXTURE_1D, object);
2331 gl_info->gl_ops.gl.p_glGetTexImage(GL_TEXTURE_1D, 0, GL_BGRA,
2332 GL_UNSIGNED_INT_8_8_8_8_REV, readback);
2333 color = readback[7];
2334 break;
2336 case WINED3D_GL_RES_TYPE_TEX_2D:
2337 case WINED3D_GL_RES_TYPE_TEX_3D:
2338 case WINED3D_GL_RES_TYPE_TEX_RECT:
2339 /* Rebinding texture to workaround a fglrx bug. */
2340 gl_info->gl_ops.gl.p_glBindTexture(wined3d_gl_type_to_enum(type), object);
2341 gl_info->gl_ops.gl.p_glGetTexImage(wined3d_gl_type_to_enum(type), 0, GL_BGRA,
2342 GL_UNSIGNED_INT_8_8_8_8_REV, readback);
2343 color = readback[7 * 16 + 7];
2344 break;
2346 case WINED3D_GL_RES_TYPE_TEX_CUBE:
2347 /* Rebinding texture to workaround a fglrx bug. */
2348 gl_info->gl_ops.gl.p_glBindTexture(GL_TEXTURE_CUBE_MAP_ARB, object);
2349 gl_info->gl_ops.gl.p_glGetTexImage(GL_TEXTURE_CUBE_MAP_POSITIVE_X_ARB, 0, GL_BGRA,
2350 GL_UNSIGNED_INT_8_8_8_8_REV, readback);
2351 color = readback[7 * 16 + 7];
2352 break;
2354 case WINED3D_GL_RES_TYPE_RB:
2355 gl_info->gl_ops.gl.p_glReadPixels(0, 0, 16, 16,
2356 GL_BGRA, GL_UNSIGNED_INT_8_8_8_8_REV, readback);
2357 color = readback[7 * 16 + 7];
2358 break;
2360 case WINED3D_GL_RES_TYPE_BUFFER:
2361 case WINED3D_GL_RES_TYPE_COUNT:
2362 color = 0;
2363 break;
2365 checkGLcall("Post-pixelshader blending check");
2367 a = color >> 24;
2368 r = (color & 0x00ff0000u) >> 16;
2370 r_range = format->red_size < 8 ? 1u << (8 - format->red_size) : 1;
2371 a_range = format->alpha_size < 8 ? 1u << (8 - format->alpha_size) : 1;
2372 if (format->red_size && (r < 0x7f - r_range || r > 0x7f + r_range))
2373 match = FALSE;
2374 else if (format->alpha_size > 1 && (a < 0xbf - a_range || a > 0xbf + a_range))
2375 match = FALSE;
2376 if (!match)
2378 TRACE("Format %s doesn't support post-pixelshader blending, type %u.\n",
2379 debug_d3dformat(format->id), type);
2380 TRACE("Color output: %#x\n", color);
2381 format->flags[type] &= ~WINED3DFMT_FLAG_POSTPIXELSHADER_BLENDING;
2383 else
2385 TRACE("Format %s supports post-pixelshader blending, type %u.\n",
2386 debug_d3dformat(format->id), type);
2387 TRACE("Color output: %#x\n", color);
2388 format->flags[type] |= WINED3DFMT_FLAG_POSTPIXELSHADER_BLENDING;
2392 if (gl_info->supported[ARB_FRAMEBUFFER_OBJECT]
2393 || gl_info->supported[EXT_PACKED_DEPTH_STENCIL])
2395 gl_info->fbo_ops.glFramebufferRenderbuffer(GL_FRAMEBUFFER, GL_DEPTH_ATTACHMENT, GL_RENDERBUFFER, 0);
2396 gl_info->fbo_ops.glFramebufferRenderbuffer(GL_FRAMEBUFFER, GL_STENCIL_ATTACHMENT, GL_RENDERBUFFER, 0);
2397 gl_info->fbo_ops.glDeleteRenderbuffers(1, &rb);
2398 checkGLcall("RB cleanup");
2402 if (format->glInternal != format->glGammaInternal)
2404 delete_fbo_attachment(gl_info, type, object);
2405 create_and_bind_fbo_attachment(gl_info, format->flags[type], type, &object, format->glGammaInternal,
2406 format->glFormat, format->glType);
2408 status = gl_info->fbo_ops.glCheckFramebufferStatus(GL_FRAMEBUFFER);
2409 checkGLcall("Framebuffer format check");
2411 if (status == GL_FRAMEBUFFER_COMPLETE)
2413 TRACE("Format %s's sRGB format is FBO attachable, type %u.\n",
2414 debug_d3dformat(format->id), type);
2415 format->flags[type] |= WINED3DFMT_FLAG_FBO_ATTACHABLE_SRGB;
2416 if (gl_info->supported[EXT_TEXTURE_SRGB_DECODE])
2417 format->glInternal = format->glGammaInternal;
2419 else
2421 WARN("Format %s's sRGB format is not FBO attachable, type %u.\n",
2422 debug_d3dformat(format->id), type);
2423 format_clear_flag(format, WINED3DFMT_FLAG_SRGB_WRITE);
2426 else if (status == GL_FRAMEBUFFER_COMPLETE)
2427 format->flags[type] |= WINED3DFMT_FLAG_FBO_ATTACHABLE_SRGB;
2429 if (format->flags[type] & (WINED3DFMT_FLAG_DEPTH | WINED3DFMT_FLAG_STENCIL))
2431 gl_info->fbo_ops.glFramebufferRenderbuffer(GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT0, GL_RENDERBUFFER, 0);
2432 gl_info->fbo_ops.glDeleteRenderbuffers(1, &color_rb);
2435 delete_fbo_attachment(gl_info, type, object);
2436 checkGLcall("Framebuffer format check cleanup");
2439 if (fallback_fmt_used && regular_fmt_used)
2441 FIXME("Format %s needs different render target formats for different resource types.\n",
2442 debug_d3dformat(format->id));
2443 format_clear_flag(format, WINED3DFMT_FLAG_RENDERTARGET | WINED3DFMT_FLAG_FBO_ATTACHABLE
2444 | WINED3DFMT_FLAG_FBO_ATTACHABLE_SRGB | WINED3DFMT_FLAG_POSTPIXELSHADER_BLENDING);
2448 static void query_format_flag(struct wined3d_gl_info *gl_info, struct wined3d_format *format,
2449 GLint internal, GLenum pname, DWORD flag, const char *string)
2451 GLint value;
2452 enum wined3d_gl_resource_type type;
2454 for (type = 0; type < ARRAY_SIZE(format->flags); ++type)
2456 gl_info->gl_ops.ext.p_glGetInternalformativ(wined3d_gl_type_to_enum(type), internal, pname, 1, &value);
2457 if (value == GL_FULL_SUPPORT)
2459 TRACE("Format %s supports %s, resource type %u.\n", debug_d3dformat(format->id), string, type);
2460 format->flags[type] |= flag;
2462 else
2464 TRACE("Format %s doesn't support %s, resource type %u.\n", debug_d3dformat(format->id), string, type);
2465 format->flags[type] &= ~flag;
2470 /* Context activation is done by the caller. */
2471 static void init_format_fbo_compat_info(struct wined3d_caps_gl_ctx *ctx)
2473 const struct wined3d_gl_info *gl_info = ctx->gl_info;
2474 unsigned int i, type;
2475 GLuint fbo;
2477 if (gl_info->supported[ARB_INTERNALFORMAT_QUERY2])
2479 for (i = 0; i < gl_info->format_count; ++i)
2481 GLint value;
2482 struct wined3d_format *format = &gl_info->formats[i];
2483 BOOL fallback_fmt_used = FALSE, regular_fmt_used = FALSE;
2484 GLenum rt_internal = format->rtInternal;
2486 if (!format->glInternal)
2487 continue;
2489 for (type = 0; type < ARRAY_SIZE(format->flags); ++type)
2491 gl_info->gl_ops.ext.p_glGetInternalformativ(wined3d_gl_type_to_enum(type),
2492 format->glInternal, GL_FRAMEBUFFER_RENDERABLE, 1, &value);
2493 if (value == GL_FULL_SUPPORT)
2495 TRACE("Format %s is supported as FBO color attachment, resource type %u.\n",
2496 debug_d3dformat(format->id), type);
2497 format->flags[type] |= WINED3DFMT_FLAG_FBO_ATTACHABLE;
2498 format->rtInternal = format->glInternal;
2499 regular_fmt_used = TRUE;
2501 gl_info->gl_ops.ext.p_glGetInternalformativ(wined3d_gl_type_to_enum(type),
2502 format->glInternal, GL_FRAMEBUFFER_BLEND, 1, &value);
2503 if (value == GL_FULL_SUPPORT)
2505 TRACE("Format %s supports post-pixelshader blending, resource type %u.\n",
2506 debug_d3dformat(format->id), type);
2507 format->flags[type] |= WINED3DFMT_FLAG_POSTPIXELSHADER_BLENDING;
2509 else
2511 TRACE("Format %s doesn't support post-pixelshader blending, resource typed %u.\n",
2512 debug_d3dformat(format->id), type);
2513 format->flags[type] &= ~WINED3DFMT_FLAG_POSTPIXELSHADER_BLENDING;
2516 else
2518 if (!rt_internal)
2520 if (format->flags[type] & WINED3DFMT_FLAG_RENDERTARGET)
2522 WARN("Format %s with rendertarget flag is not supported as FBO color attachment"
2523 " and no fallback specified, resource type %u.\n",
2524 debug_d3dformat(format->id), type);
2525 format->flags[type] &= ~WINED3DFMT_FLAG_RENDERTARGET;
2527 else
2528 TRACE("Format %s is not supported as FBO color attachment,"
2529 " resource type %u.\n", debug_d3dformat(format->id), type);
2530 format->rtInternal = format->glInternal;
2532 else
2534 gl_info->gl_ops.ext.p_glGetInternalformativ(wined3d_gl_type_to_enum(type),
2535 rt_internal, GL_FRAMEBUFFER_RENDERABLE, 1, &value);
2536 if (value == GL_FULL_SUPPORT)
2538 TRACE("Format %s rtInternal format is supported as FBO color attachment,"
2539 " resource type %u.\n", debug_d3dformat(format->id), type);
2540 fallback_fmt_used = TRUE;
2542 else
2544 WARN("Format %s rtInternal format is not supported as FBO color attachment,"
2545 " resource type %u.\n", debug_d3dformat(format->id), type);
2546 format->flags[type] &= ~WINED3DFMT_FLAG_RENDERTARGET;
2551 if (format->glInternal != format->glGammaInternal)
2553 gl_info->gl_ops.ext.p_glGetInternalformativ(wined3d_gl_type_to_enum(type),
2554 format->glGammaInternal, GL_FRAMEBUFFER_RENDERABLE, 1, &value);
2555 if (value == GL_FULL_SUPPORT)
2557 TRACE("Format %s's sRGB format is FBO attachable, resource type %u.\n",
2558 debug_d3dformat(format->id), type);
2559 format->flags[type] |= WINED3DFMT_FLAG_FBO_ATTACHABLE_SRGB;
2560 if (gl_info->supported[EXT_TEXTURE_SRGB_DECODE])
2561 format->glInternal = format->glGammaInternal;
2563 else
2565 WARN("Format %s's sRGB format is not FBO attachable, resource type %u.\n",
2566 debug_d3dformat(format->id), type);
2567 format_clear_flag(format, WINED3DFMT_FLAG_SRGB_WRITE);
2570 else if (format->flags[type] & WINED3DFMT_FLAG_FBO_ATTACHABLE)
2571 format->flags[type] |= WINED3DFMT_FLAG_FBO_ATTACHABLE_SRGB;
2574 if (fallback_fmt_used && regular_fmt_used)
2576 FIXME("Format %s needs different render target formats for different resource types.\n",
2577 debug_d3dformat(format->id));
2578 format_clear_flag(format, WINED3DFMT_FLAG_RENDERTARGET | WINED3DFMT_FLAG_FBO_ATTACHABLE
2579 | WINED3DFMT_FLAG_FBO_ATTACHABLE_SRGB | WINED3DFMT_FLAG_POSTPIXELSHADER_BLENDING);
2582 return;
2585 if (wined3d_settings.offscreen_rendering_mode == ORM_FBO)
2587 gl_info->fbo_ops.glGenFramebuffers(1, &fbo);
2588 gl_info->fbo_ops.glBindFramebuffer(GL_FRAMEBUFFER, fbo);
2589 gl_info->gl_ops.gl.p_glDrawBuffer(GL_COLOR_ATTACHMENT0);
2590 gl_info->gl_ops.gl.p_glReadBuffer(GL_COLOR_ATTACHMENT0);
2593 for (i = 0; i < gl_info->format_count; ++i)
2595 struct wined3d_format *format = &gl_info->formats[i];
2597 if (!format->glInternal) continue;
2599 if (format->flags[WINED3D_GL_RES_TYPE_TEX_2D] & WINED3DFMT_FLAG_COMPRESSED)
2601 TRACE("Skipping format %s because it's a compressed format.\n",
2602 debug_d3dformat(format->id));
2603 continue;
2606 if (wined3d_settings.offscreen_rendering_mode == ORM_FBO)
2608 TRACE("Checking if format %s is supported as FBO color attachment...\n", debug_d3dformat(format->id));
2609 check_fbo_compat(ctx, format);
2611 else
2613 format->rtInternal = format->glInternal;
2617 if (wined3d_settings.offscreen_rendering_mode == ORM_FBO)
2618 gl_info->fbo_ops.glDeleteFramebuffers(1, &fbo);
2621 static GLenum lookup_gl_view_class(GLenum internal_format)
2623 static const struct
2625 GLenum internal_format;
2626 GLenum view_class;
2628 view_classes[] =
2630 /* 128-bit */
2631 {GL_RGBA32F, GL_VIEW_CLASS_128_BITS},
2632 {GL_RGBA32UI, GL_VIEW_CLASS_128_BITS},
2633 {GL_RGBA32I, GL_VIEW_CLASS_128_BITS},
2634 /* 96-bit */
2635 {GL_RGB32F, GL_VIEW_CLASS_96_BITS},
2636 {GL_RGB32UI, GL_VIEW_CLASS_96_BITS},
2637 {GL_RGB32I, GL_VIEW_CLASS_96_BITS},
2638 /* 64-bit */
2639 {GL_RGBA16F, GL_VIEW_CLASS_64_BITS},
2640 {GL_RG32F, GL_VIEW_CLASS_64_BITS},
2641 {GL_RGBA16UI, GL_VIEW_CLASS_64_BITS},
2642 {GL_RG32UI, GL_VIEW_CLASS_64_BITS},
2643 {GL_RGBA16I, GL_VIEW_CLASS_64_BITS},
2644 {GL_RG32I, GL_VIEW_CLASS_64_BITS},
2645 {GL_RGBA16, GL_VIEW_CLASS_64_BITS},
2646 {GL_RGBA16_SNORM, GL_VIEW_CLASS_64_BITS},
2647 /* 48-bit */
2648 {GL_RGB16, GL_VIEW_CLASS_48_BITS},
2649 {GL_RGB16_SNORM, GL_VIEW_CLASS_48_BITS},
2650 {GL_RGB16F, GL_VIEW_CLASS_48_BITS},
2651 {GL_RGB16UI, GL_VIEW_CLASS_48_BITS},
2652 {GL_RGB16I, GL_VIEW_CLASS_48_BITS},
2653 /* 32-bit */
2654 {GL_RG16F, GL_VIEW_CLASS_32_BITS},
2655 {GL_R11F_G11F_B10F, GL_VIEW_CLASS_32_BITS},
2656 {GL_R32F, GL_VIEW_CLASS_32_BITS},
2657 {GL_RGB10_A2UI, GL_VIEW_CLASS_32_BITS},
2658 {GL_RGBA8UI, GL_VIEW_CLASS_32_BITS},
2659 {GL_RG16UI, GL_VIEW_CLASS_32_BITS},
2660 {GL_R32UI, GL_VIEW_CLASS_32_BITS},
2661 {GL_RGBA8I, GL_VIEW_CLASS_32_BITS},
2662 {GL_RG16I, GL_VIEW_CLASS_32_BITS},
2663 {GL_R32I, GL_VIEW_CLASS_32_BITS},
2664 {GL_RGB10_A2, GL_VIEW_CLASS_32_BITS},
2665 {GL_RGBA8, GL_VIEW_CLASS_32_BITS},
2666 {GL_RG16, GL_VIEW_CLASS_32_BITS},
2667 {GL_RGBA8_SNORM, GL_VIEW_CLASS_32_BITS},
2668 {GL_RG16_SNORM, GL_VIEW_CLASS_32_BITS},
2669 {GL_SRGB8_ALPHA8, GL_VIEW_CLASS_32_BITS},
2670 {GL_RGB9_E5, GL_VIEW_CLASS_32_BITS},
2671 /* 24-bit */
2672 {GL_RGB8, GL_VIEW_CLASS_24_BITS},
2673 {GL_RGB8_SNORM, GL_VIEW_CLASS_24_BITS},
2674 {GL_SRGB8, GL_VIEW_CLASS_24_BITS},
2675 {GL_RGB8UI, GL_VIEW_CLASS_24_BITS},
2676 {GL_RGB8I, GL_VIEW_CLASS_24_BITS},
2677 /* 16-bit */
2678 {GL_R16F, GL_VIEW_CLASS_16_BITS},
2679 {GL_RG8UI, GL_VIEW_CLASS_16_BITS},
2680 {GL_R16UI, GL_VIEW_CLASS_16_BITS},
2681 {GL_RG8I, GL_VIEW_CLASS_16_BITS},
2682 {GL_R16I, GL_VIEW_CLASS_16_BITS},
2683 {GL_RG8, GL_VIEW_CLASS_16_BITS},
2684 {GL_R16, GL_VIEW_CLASS_16_BITS},
2685 {GL_RG8_SNORM, GL_VIEW_CLASS_16_BITS},
2686 {GL_R16_SNORM, GL_VIEW_CLASS_16_BITS},
2687 /* 8-bit */
2688 {GL_R8UI, GL_VIEW_CLASS_8_BITS},
2689 {GL_R8I, GL_VIEW_CLASS_8_BITS},
2690 {GL_R8, GL_VIEW_CLASS_8_BITS},
2691 {GL_R8_SNORM, GL_VIEW_CLASS_8_BITS},
2693 /* RGTC1 */
2694 {GL_COMPRESSED_RED_RGTC1, GL_VIEW_CLASS_RGTC1_RED},
2695 {GL_COMPRESSED_SIGNED_RED_RGTC1, GL_VIEW_CLASS_RGTC1_RED},
2696 /* RGTC2 */
2697 {GL_COMPRESSED_RG_RGTC2, GL_VIEW_CLASS_RGTC2_RG},
2698 {GL_COMPRESSED_SIGNED_RG_RGTC2, GL_VIEW_CLASS_RGTC2_RG},
2700 /* BPTC unorm */
2701 {GL_COMPRESSED_RGBA_BPTC_UNORM, GL_VIEW_CLASS_BPTC_UNORM},
2702 {GL_COMPRESSED_SRGB_ALPHA_BPTC_UNORM, GL_VIEW_CLASS_BPTC_UNORM},
2703 /* BPTC float */
2704 {GL_COMPRESSED_RGB_BPTC_SIGNED_FLOAT, GL_VIEW_CLASS_BPTC_FLOAT},
2705 {GL_COMPRESSED_RGB_BPTC_UNSIGNED_FLOAT, GL_VIEW_CLASS_BPTC_FLOAT},
2707 /* DXT1 RGB */
2708 {GL_COMPRESSED_RGB_S3TC_DXT1_EXT, GL_VIEW_CLASS_S3TC_DXT1_RGB},
2709 {GL_COMPRESSED_SRGB_S3TC_DXT1_EXT, GL_VIEW_CLASS_S3TC_DXT1_RGB},
2710 /* DXT1 RGBA */
2711 {GL_COMPRESSED_RGBA_S3TC_DXT1_EXT, GL_VIEW_CLASS_S3TC_DXT1_RGBA},
2712 {GL_COMPRESSED_SRGB_ALPHA_S3TC_DXT1_EXT, GL_VIEW_CLASS_S3TC_DXT1_RGBA},
2713 /* DXT3 */
2714 {GL_COMPRESSED_RGBA_S3TC_DXT3_EXT, GL_VIEW_CLASS_S3TC_DXT3_RGBA},
2715 {GL_COMPRESSED_SRGB_ALPHA_S3TC_DXT3_EXT, GL_VIEW_CLASS_S3TC_DXT3_RGBA},
2716 /* DXT5 */
2717 {GL_COMPRESSED_RGBA_S3TC_DXT5_EXT, GL_VIEW_CLASS_S3TC_DXT5_RGBA},
2718 {GL_COMPRESSED_SRGB_ALPHA_S3TC_DXT5_EXT, GL_VIEW_CLASS_S3TC_DXT5_RGBA},
2721 unsigned int i;
2723 for (i = 0; i < ARRAY_SIZE(view_classes); ++i)
2725 if (view_classes[i].internal_format == internal_format)
2726 return view_classes[i].view_class;
2729 return GL_NONE;
2732 static void query_view_class(struct wined3d_format *format)
2734 GLenum internal_view_class, gamma_view_class, rt_view_class;
2736 internal_view_class = lookup_gl_view_class(format->glInternal);
2737 gamma_view_class = lookup_gl_view_class(format->glGammaInternal);
2738 rt_view_class = lookup_gl_view_class(format->rtInternal);
2740 if (internal_view_class == gamma_view_class || gamma_view_class == rt_view_class)
2742 format->gl_view_class = internal_view_class;
2743 TRACE("Format %s is member of GL view class %#x.\n",
2744 debug_d3dformat(format->id), format->gl_view_class);
2746 else
2748 format->gl_view_class = GL_NONE;
2752 static void query_internal_format(struct wined3d_adapter *adapter,
2753 struct wined3d_format *format, const struct wined3d_format_texture_info *texture_info,
2754 struct wined3d_gl_info *gl_info, BOOL srgb_write_supported, BOOL srgb_format)
2756 GLint count, multisample_types[8];
2757 unsigned int i, max_log2;
2758 GLenum target;
2760 if (gl_info->supported[ARB_INTERNALFORMAT_QUERY2])
2762 query_format_flag(gl_info, format, format->glInternal, GL_VERTEX_TEXTURE,
2763 WINED3DFMT_FLAG_VTF, "vertex texture usage");
2764 query_format_flag(gl_info, format, format->glInternal, GL_FILTER,
2765 WINED3DFMT_FLAG_FILTERING, "filtering");
2767 if (srgb_format || format->glGammaInternal != format->glInternal)
2769 query_format_flag(gl_info, format, format->glGammaInternal, GL_SRGB_READ,
2770 WINED3DFMT_FLAG_SRGB_READ, "sRGB read");
2772 if (srgb_write_supported)
2773 query_format_flag(gl_info, format, format->glGammaInternal, GL_SRGB_WRITE,
2774 WINED3DFMT_FLAG_SRGB_WRITE, "sRGB write");
2775 else
2776 format_clear_flag(format, WINED3DFMT_FLAG_SRGB_WRITE);
2778 if (!(format->flags[WINED3D_GL_RES_TYPE_TEX_2D] & (WINED3DFMT_FLAG_SRGB_READ | WINED3DFMT_FLAG_SRGB_WRITE)))
2779 format->glGammaInternal = format->glInternal;
2780 else if (wined3d_settings.offscreen_rendering_mode != ORM_FBO
2781 && gl_info->supported[EXT_TEXTURE_SRGB_DECODE])
2782 format->glInternal = format->glGammaInternal;
2785 else
2787 if (!gl_info->limits.samplers[WINED3D_SHADER_TYPE_VERTEX])
2788 format_clear_flag(format, WINED3DFMT_FLAG_VTF);
2790 if (!(gl_info->quirks & WINED3D_QUIRK_LIMITED_TEX_FILTERING))
2791 format_set_flag(format, WINED3DFMT_FLAG_FILTERING);
2792 else if (format->id != WINED3DFMT_R32G32B32A32_FLOAT && format->id != WINED3DFMT_R32_FLOAT)
2793 format_clear_flag(format, WINED3DFMT_FLAG_VTF);
2795 if (srgb_format || format->glGammaInternal != format->glInternal)
2797 /* Filter sRGB capabilities if EXT_texture_sRGB is not supported. */
2798 if (!gl_info->supported[EXT_TEXTURE_SRGB])
2800 format->glGammaInternal = format->glInternal;
2801 format_clear_flag(format, WINED3DFMT_FLAG_SRGB_READ | WINED3DFMT_FLAG_SRGB_WRITE);
2803 else if (wined3d_settings.offscreen_rendering_mode != ORM_FBO
2804 && gl_info->supported[EXT_TEXTURE_SRGB_DECODE])
2806 format->glInternal = format->glGammaInternal;
2810 if ((format->flags[WINED3D_GL_RES_TYPE_TEX_2D] & WINED3DFMT_FLAG_SRGB_WRITE) && !srgb_write_supported)
2811 format_clear_flag(format, WINED3DFMT_FLAG_SRGB_WRITE);
2813 if (!gl_info->supported[ARB_DEPTH_TEXTURE]
2814 && texture_info->flags & (WINED3DFMT_FLAG_DEPTH | WINED3DFMT_FLAG_STENCIL))
2816 format->flags[WINED3D_GL_RES_TYPE_TEX_1D] &= ~WINED3DFMT_FLAG_TEXTURE;
2817 format->flags[WINED3D_GL_RES_TYPE_TEX_2D] &= ~WINED3DFMT_FLAG_TEXTURE;
2818 format->flags[WINED3D_GL_RES_TYPE_TEX_3D] &= ~WINED3DFMT_FLAG_TEXTURE;
2819 format->flags[WINED3D_GL_RES_TYPE_TEX_CUBE] &= ~WINED3DFMT_FLAG_TEXTURE;
2820 format->flags[WINED3D_GL_RES_TYPE_TEX_RECT] &= ~WINED3DFMT_FLAG_TEXTURE;
2824 query_view_class(format);
2826 if (format->glInternal && format->flags[WINED3D_GL_RES_TYPE_RB]
2827 & (WINED3DFMT_FLAG_RENDERTARGET | WINED3DFMT_FLAG_DEPTH | WINED3DFMT_FLAG_STENCIL))
2829 if (gl_info->supported[ARB_INTERNALFORMAT_QUERY])
2831 target = gl_info->supported[ARB_TEXTURE_MULTISAMPLE] ? GL_TEXTURE_2D_MULTISAMPLE : GL_RENDERBUFFER;
2832 count = 0;
2833 GL_EXTCALL(glGetInternalformativ(target, format->glInternal,
2834 GL_NUM_SAMPLE_COUNTS, 1, &count));
2835 if (count > ARRAY_SIZE(multisample_types))
2836 FIXME("Unexpectedly high number of multisample types %d.\n", count);
2837 count = min(count, ARRAY_SIZE(multisample_types));
2838 GL_EXTCALL(glGetInternalformativ(target, format->glInternal,
2839 GL_SAMPLES, count, multisample_types));
2840 checkGLcall("query sample counts");
2841 for (i = 0; i < count; ++i)
2843 if (multisample_types[i] > sizeof(format->multisample_types) * CHAR_BIT)
2844 continue;
2845 format->multisample_types |= 1u << (multisample_types[i] - 1);
2848 else
2850 max_log2 = wined3d_log2i(min(gl_info->limits.samples,
2851 sizeof(format->multisample_types) * CHAR_BIT));
2852 for (i = 1; i <= max_log2; ++i)
2853 format->multisample_types |= 1u << ((1u << i) - 1);
2858 static BOOL init_format_texture_info(struct wined3d_adapter *adapter, struct wined3d_gl_info *gl_info)
2860 struct wined3d_format *format, *srgb_format;
2861 struct fragment_caps fragment_caps;
2862 struct shader_caps shader_caps;
2863 unsigned int i, j;
2864 BOOL srgb_write;
2866 adapter->fragment_pipe->get_caps(gl_info, &fragment_caps);
2867 adapter->shader_backend->shader_get_caps(gl_info, &shader_caps);
2868 srgb_write = (fragment_caps.wined3d_caps & WINED3D_FRAGMENT_CAP_SRGB_WRITE)
2869 && (shader_caps.wined3d_caps & WINED3D_SHADER_CAP_SRGB_WRITE);
2871 for (i = 0; i < ARRAY_SIZE(format_texture_info); ++i)
2873 if (!(format = get_format_internal(gl_info, format_texture_info[i].id)))
2874 return FALSE;
2876 if (!gl_info->supported[format_texture_info[i].extension])
2877 continue;
2879 /* ARB_texture_rg defines floating point formats, but only if
2880 * ARB_texture_float is also supported. */
2881 if (!gl_info->supported[ARB_TEXTURE_FLOAT]
2882 && (format->flags[WINED3D_GL_RES_TYPE_TEX_2D] & WINED3DFMT_FLAG_FLOAT))
2883 continue;
2885 /* ARB_texture_rg defines integer formats if EXT_texture_integer is also supported. */
2886 if (!gl_info->supported[EXT_TEXTURE_INTEGER]
2887 && (format->flags[WINED3D_GL_RES_TYPE_TEX_2D] & WINED3DFMT_FLAG_INTEGER))
2888 continue;
2890 format->glInternal = format_texture_info[i].gl_internal;
2891 format->glGammaInternal = format_texture_info[i].gl_srgb_internal;
2892 format->rtInternal = format_texture_info[i].gl_rt_internal;
2893 format->glFormat = format_texture_info[i].gl_format;
2894 format->glType = format_texture_info[i].gl_type;
2895 format->color_fixup = COLOR_FIXUP_IDENTITY;
2896 format->height_scale.numerator = 1;
2897 format->height_scale.denominator = 1;
2899 format->flags[WINED3D_GL_RES_TYPE_TEX_1D] |= format_texture_info[i].flags;
2900 format->flags[WINED3D_GL_RES_TYPE_TEX_2D] |= format_texture_info[i].flags;
2901 format->flags[WINED3D_GL_RES_TYPE_BUFFER] |= format_texture_info[i].flags;
2903 /* GL_ARB_depth_texture does not support 3D textures. It also says "cube textures are
2904 * problematic", but doesn't explicitly mandate that an error is generated. */
2905 if (gl_info->supported[EXT_TEXTURE3D]
2906 && !(format_texture_info[i].flags & (WINED3DFMT_FLAG_DEPTH | WINED3DFMT_FLAG_STENCIL)))
2907 format->flags[WINED3D_GL_RES_TYPE_TEX_3D] |= format_texture_info[i].flags;
2909 if (gl_info->supported[ARB_TEXTURE_CUBE_MAP])
2910 format->flags[WINED3D_GL_RES_TYPE_TEX_CUBE] |= format_texture_info[i].flags;
2912 if (gl_info->supported[ARB_TEXTURE_RECTANGLE])
2913 format->flags[WINED3D_GL_RES_TYPE_TEX_RECT] |= format_texture_info[i].flags;
2915 format->flags[WINED3D_GL_RES_TYPE_RB] |= format_texture_info[i].flags;
2916 format->flags[WINED3D_GL_RES_TYPE_RB] &= ~WINED3DFMT_FLAG_TEXTURE;
2918 if (format->glGammaInternal != format->glInternal
2919 && !(adapter->d3d_info.wined3d_creation_flags & WINED3D_SRGB_READ_WRITE_CONTROL))
2921 format->glGammaInternal = format->glInternal;
2922 format_clear_flag(format, WINED3DFMT_FLAG_SRGB_READ | WINED3DFMT_FLAG_SRGB_WRITE);
2925 query_internal_format(adapter, format, &format_texture_info[i], gl_info, srgb_write, FALSE);
2927 /* Texture conversion stuff */
2928 format->conv_byte_count = format_texture_info[i].conv_byte_count;
2929 format->upload = format_texture_info[i].upload;
2930 format->download = format_texture_info[i].download;
2932 srgb_format = NULL;
2933 for (j = 0; j < ARRAY_SIZE(format_srgb_info); ++j)
2935 if (format_srgb_info[j].base_format_id == format->id)
2937 if (!(srgb_format = get_format_internal(gl_info, format_srgb_info[j].srgb_format_id)))
2938 return FALSE;
2939 break;
2942 if (!srgb_format)
2943 continue;
2945 copy_format(srgb_format, format);
2947 if (gl_info->supported[EXT_TEXTURE_SRGB]
2948 && !(adapter->d3d_info.wined3d_creation_flags & WINED3D_SRGB_READ_WRITE_CONTROL))
2950 srgb_format->glInternal = format_texture_info[i].gl_srgb_internal;
2951 srgb_format->glGammaInternal = format_texture_info[i].gl_srgb_internal;
2952 format_set_flag(srgb_format, WINED3DFMT_FLAG_SRGB_READ | WINED3DFMT_FLAG_SRGB_WRITE);
2953 query_internal_format(adapter, srgb_format, &format_texture_info[i], gl_info, srgb_write, TRUE);
2957 return TRUE;
2960 static BOOL color_match(DWORD c1, DWORD c2, BYTE max_diff)
2962 if (abs((c1 & 0xff) - (c2 & 0xff)) > max_diff) return FALSE;
2963 c1 >>= 8; c2 >>= 8;
2964 if (abs((c1 & 0xff) - (c2 & 0xff)) > max_diff) return FALSE;
2965 c1 >>= 8; c2 >>= 8;
2966 if (abs((c1 & 0xff) - (c2 & 0xff)) > max_diff) return FALSE;
2967 c1 >>= 8; c2 >>= 8;
2968 if (abs((c1 & 0xff) - (c2 & 0xff)) > max_diff) return FALSE;
2969 return TRUE;
2972 /* A context is provided by the caller */
2973 static BOOL check_filter(const struct wined3d_gl_info *gl_info, GLenum internal)
2975 static const DWORD data[] = {0x00000000, 0xffffffff};
2976 GLuint tex, fbo, buffer;
2977 DWORD readback[16 * 1];
2978 BOOL ret = FALSE;
2980 /* Render a filtered texture and see what happens. This is intended to detect the lack of
2981 * float16 filtering on ATI X1000 class cards. The drivers disable filtering instead of
2982 * falling back to software. If this changes in the future this code will get fooled and
2983 * apps might hit the software path due to incorrectly advertised caps.
2985 * Its unlikely that this changes however. GL Games like Mass Effect depend on the filter
2986 * disable fallback, if Apple or ATI ever change the driver behavior they will break more
2987 * than Wine. The Linux binary <= r500 driver is not maintained any more anyway
2990 while (gl_info->gl_ops.gl.p_glGetError());
2992 gl_info->gl_ops.gl.p_glGenTextures(1, &buffer);
2993 gl_info->gl_ops.gl.p_glBindTexture(GL_TEXTURE_2D, buffer);
2994 memset(readback, 0x7e, sizeof(readback));
2995 gl_info->gl_ops.gl.p_glTexImage2D(GL_TEXTURE_2D, 0, GL_RGBA8, 16, 1, 0,
2996 GL_RGBA, GL_UNSIGNED_INT_8_8_8_8, readback);
2997 gl_info->gl_ops.gl.p_glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_NEAREST);
2998 gl_info->gl_ops.gl.p_glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_NEAREST);
2999 gl_info->gl_ops.gl.p_glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_CLAMP_TO_EDGE);
3000 gl_info->gl_ops.gl.p_glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_CLAMP_TO_EDGE);
3001 gl_info->gl_ops.gl.p_glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_R, GL_CLAMP_TO_EDGE);
3003 gl_info->gl_ops.gl.p_glGenTextures(1, &tex);
3004 gl_info->gl_ops.gl.p_glBindTexture(GL_TEXTURE_2D, tex);
3005 gl_info->gl_ops.gl.p_glTexImage2D(GL_TEXTURE_2D, 0, internal, 2, 1, 0,
3006 GL_BGRA, GL_UNSIGNED_INT_8_8_8_8_REV, data);
3007 gl_info->gl_ops.gl.p_glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR);
3008 gl_info->gl_ops.gl.p_glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_LINEAR);
3009 gl_info->gl_ops.gl.p_glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_CLAMP_TO_EDGE);
3010 gl_info->gl_ops.gl.p_glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_CLAMP_TO_EDGE);
3011 gl_info->gl_ops.gl.p_glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_R, GL_CLAMP_TO_EDGE);
3012 gl_info->gl_ops.gl.p_glEnable(GL_TEXTURE_2D);
3014 gl_info->fbo_ops.glGenFramebuffers(1, &fbo);
3015 gl_info->fbo_ops.glBindFramebuffer(GL_FRAMEBUFFER, fbo);
3016 gl_info->fbo_ops.glFramebufferTexture2D(GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT0, GL_TEXTURE_2D, buffer, 0);
3017 gl_info->gl_ops.gl.p_glDrawBuffer(GL_COLOR_ATTACHMENT0);
3019 gl_info->gl_ops.gl.p_glViewport(0, 0, 16, 1);
3020 gl_info->gl_ops.gl.p_glDisable(GL_LIGHTING);
3021 gl_info->gl_ops.gl.p_glMatrixMode(GL_MODELVIEW);
3022 gl_info->gl_ops.gl.p_glLoadIdentity();
3023 gl_info->gl_ops.gl.p_glMatrixMode(GL_PROJECTION);
3024 gl_info->gl_ops.gl.p_glLoadIdentity();
3026 gl_info->gl_ops.gl.p_glClearColor(0, 1, 0, 0);
3027 gl_info->gl_ops.gl.p_glClear(GL_COLOR_BUFFER_BIT);
3029 gl_info->gl_ops.gl.p_glBegin(GL_TRIANGLE_STRIP);
3030 gl_info->gl_ops.gl.p_glTexCoord2f(0.0, 0.0);
3031 gl_info->gl_ops.gl.p_glVertex2f(-1.0f, -1.0f);
3032 gl_info->gl_ops.gl.p_glTexCoord2f(1.0, 0.0);
3033 gl_info->gl_ops.gl.p_glVertex2f(1.0f, -1.0f);
3034 gl_info->gl_ops.gl.p_glTexCoord2f(0.0, 1.0);
3035 gl_info->gl_ops.gl.p_glVertex2f(-1.0f, 1.0f);
3036 gl_info->gl_ops.gl.p_glTexCoord2f(1.0, 1.0);
3037 gl_info->gl_ops.gl.p_glVertex2f(1.0f, 1.0f);
3038 gl_info->gl_ops.gl.p_glEnd();
3040 gl_info->gl_ops.gl.p_glBindTexture(GL_TEXTURE_2D, buffer);
3041 memset(readback, 0x7f, sizeof(readback));
3042 gl_info->gl_ops.gl.p_glGetTexImage(GL_TEXTURE_2D, 0, GL_BGRA, GL_UNSIGNED_INT_8_8_8_8_REV, readback);
3043 if (color_match(readback[6], 0xffffffff, 5) || color_match(readback[6], 0x00000000, 5)
3044 || color_match(readback[9], 0xffffffff, 5) || color_match(readback[9], 0x00000000, 5))
3046 TRACE("Read back colors 0x%08x and 0x%08x close to unfiltered color, assuming no filtering\n",
3047 readback[6], readback[9]);
3048 ret = FALSE;
3050 else
3052 TRACE("Read back colors are 0x%08x and 0x%08x, assuming texture is filtered\n",
3053 readback[6], readback[9]);
3054 ret = TRUE;
3057 gl_info->fbo_ops.glBindFramebuffer(GL_FRAMEBUFFER, 0);
3058 gl_info->fbo_ops.glDeleteFramebuffers(1, &fbo);
3059 gl_info->gl_ops.gl.p_glDeleteTextures(1, &tex);
3060 gl_info->gl_ops.gl.p_glDeleteTextures(1, &buffer);
3061 gl_info->gl_ops.gl.p_glDisable(GL_TEXTURE_2D);
3063 if (gl_info->gl_ops.gl.p_glGetError())
3065 FIXME("Error during filtering test for format %x, returning no filtering\n", internal);
3066 ret = FALSE;
3069 return ret;
3072 static void init_format_filter_info(struct wined3d_gl_info *gl_info, enum wined3d_pci_vendor vendor)
3074 struct wined3d_format *format;
3075 unsigned int fmt_idx, i;
3076 static const enum wined3d_format_id fmts16[] =
3078 WINED3DFMT_R16_FLOAT,
3079 WINED3DFMT_R16G16_FLOAT,
3080 WINED3DFMT_R16G16B16A16_FLOAT,
3082 BOOL filtered;
3084 if (gl_info->supported[ARB_INTERNALFORMAT_QUERY2])
3085 /* This was already handled by init_format_texture_info(). */
3086 return;
3088 if (wined3d_settings.offscreen_rendering_mode != ORM_FBO
3089 || !gl_info->supported[WINED3D_GL_LEGACY_CONTEXT])
3091 WARN("No FBO support, or no FBO ORM, guessing filter info from GL caps\n");
3092 if (vendor == HW_VENDOR_NVIDIA && gl_info->supported[ARB_TEXTURE_FLOAT])
3094 TRACE("Nvidia card with texture_float support: Assuming float16 blending\n");
3095 filtered = TRUE;
3097 else if (gl_info->limits.glsl_varyings > 44)
3099 TRACE("More than 44 GLSL varyings - assuming d3d10 card with float16 blending\n");
3100 filtered = TRUE;
3102 else
3104 TRACE("Assuming no float16 blending\n");
3105 filtered = FALSE;
3108 if (filtered)
3110 for (i = 0; i < ARRAY_SIZE(fmts16); ++i)
3112 fmt_idx = get_format_idx(fmts16[i]);
3113 format_set_flag(&gl_info->formats[fmt_idx], WINED3DFMT_FLAG_FILTERING);
3116 return;
3119 for (i = 0; i < ARRAY_SIZE(fmts16); ++i)
3121 fmt_idx = get_format_idx(fmts16[i]);
3122 format = &gl_info->formats[fmt_idx];
3123 if (!format->glInternal) continue; /* Not supported by GL */
3125 filtered = check_filter(gl_info, gl_info->formats[fmt_idx].glInternal);
3126 if (filtered)
3128 TRACE("Format %s supports filtering\n", debug_d3dformat(fmts16[i]));
3129 format_set_flag(format, WINED3DFMT_FLAG_FILTERING);
3131 else
3133 TRACE("Format %s does not support filtering\n", debug_d3dformat(fmts16[i]));
3138 static void apply_format_fixups(struct wined3d_adapter *adapter, struct wined3d_gl_info *gl_info)
3140 unsigned int i;
3141 int idx;
3143 idx = get_format_idx(WINED3DFMT_R16_FLOAT);
3144 gl_info->formats[idx].color_fixup = create_color_fixup_desc(
3145 0, CHANNEL_SOURCE_X, 0, CHANNEL_SOURCE_ONE, 0, CHANNEL_SOURCE_ONE, 0, CHANNEL_SOURCE_W);
3147 idx = get_format_idx(WINED3DFMT_R32_FLOAT);
3148 gl_info->formats[idx].color_fixup = create_color_fixup_desc(
3149 0, CHANNEL_SOURCE_X, 0, CHANNEL_SOURCE_ONE, 0, CHANNEL_SOURCE_ONE, 0, CHANNEL_SOURCE_W);
3151 idx = get_format_idx(WINED3DFMT_R16G16_UNORM);
3152 gl_info->formats[idx].color_fixup = create_color_fixup_desc(
3153 0, CHANNEL_SOURCE_X, 0, CHANNEL_SOURCE_Y, 0, CHANNEL_SOURCE_ONE, 0, CHANNEL_SOURCE_W);
3155 idx = get_format_idx(WINED3DFMT_R16G16_FLOAT);
3156 gl_info->formats[idx].color_fixup = create_color_fixup_desc(
3157 0, CHANNEL_SOURCE_X, 0, CHANNEL_SOURCE_Y, 0, CHANNEL_SOURCE_ONE, 0, CHANNEL_SOURCE_W);
3159 idx = get_format_idx(WINED3DFMT_R32G32_FLOAT);
3160 gl_info->formats[idx].color_fixup = create_color_fixup_desc(
3161 0, CHANNEL_SOURCE_X, 0, CHANNEL_SOURCE_Y, 0, CHANNEL_SOURCE_ONE, 0, CHANNEL_SOURCE_W);
3163 /* GL_ATI_envmap_bumpmap in theory supports R8G8_SNORM but is no longer supported by
3164 * any driver. */
3165 if (gl_info->supported[NV_TEXTURE_SHADER] || gl_info->supported[EXT_TEXTURE_SNORM])
3167 /* R8G8_SNORM and R16G16_SNORM need a fixup of the undefined blue channel. OpenGL
3168 * returns 0.0 when sampling from it, DirectX 1.0. So we always have in-shader
3169 * conversion for this format. */
3170 idx = get_format_idx(WINED3DFMT_R8G8_SNORM);
3171 gl_info->formats[idx].color_fixup = create_color_fixup_desc(
3172 0, CHANNEL_SOURCE_X, 0, CHANNEL_SOURCE_Y, 0, CHANNEL_SOURCE_ONE, 0, CHANNEL_SOURCE_ONE);
3173 idx = get_format_idx(WINED3DFMT_R16G16_SNORM);
3174 gl_info->formats[idx].color_fixup = create_color_fixup_desc(
3175 0, CHANNEL_SOURCE_X, 0, CHANNEL_SOURCE_Y, 0, CHANNEL_SOURCE_ONE, 0, CHANNEL_SOURCE_ONE);
3177 else
3179 /* Emulate using unsigned formats. This requires load-time conversion in addition to the
3180 * fixups here. */
3181 idx = get_format_idx(WINED3DFMT_R8G8_SNORM);
3182 gl_info->formats[idx].color_fixup = create_color_fixup_desc(
3183 1, CHANNEL_SOURCE_X, 1, CHANNEL_SOURCE_Y, 0, CHANNEL_SOURCE_ONE, 0, CHANNEL_SOURCE_ONE);
3184 idx = get_format_idx(WINED3DFMT_R16G16_SNORM);
3185 gl_info->formats[idx].color_fixup = create_color_fixup_desc(
3186 1, CHANNEL_SOURCE_X, 1, CHANNEL_SOURCE_Y, 0, CHANNEL_SOURCE_ONE, 0, CHANNEL_SOURCE_ONE);
3187 idx = get_format_idx(WINED3DFMT_R8G8B8A8_SNORM);
3188 gl_info->formats[idx].color_fixup = create_color_fixup_desc(
3189 1, CHANNEL_SOURCE_X, 1, CHANNEL_SOURCE_Y, 1, CHANNEL_SOURCE_Z, 1, CHANNEL_SOURCE_W);
3190 idx = get_format_idx(WINED3DFMT_R5G5_SNORM_L6_UNORM);
3191 gl_info->formats[idx].color_fixup = create_color_fixup_desc(
3192 1, CHANNEL_SOURCE_X, 1, CHANNEL_SOURCE_Z, 0, CHANNEL_SOURCE_Y, 0, CHANNEL_SOURCE_ONE);
3195 if (!gl_info->supported[NV_TEXTURE_SHADER])
3197 idx = get_format_idx(WINED3DFMT_R8G8_SNORM_L8X8_UNORM);
3198 gl_info->formats[idx].color_fixup = create_color_fixup_desc(
3199 1, CHANNEL_SOURCE_X, 1, CHANNEL_SOURCE_Y, 0, CHANNEL_SOURCE_Z, 0, CHANNEL_SOURCE_W);
3202 if (gl_info->supported[ARB_TEXTURE_COMPRESSION_RGTC] || gl_info->supported[EXT_TEXTURE_COMPRESSION_RGTC])
3204 idx = get_format_idx(WINED3DFMT_ATI1N);
3205 gl_info->formats[idx].color_fixup = create_color_fixup_desc(
3206 0, CHANNEL_SOURCE_X, 0, CHANNEL_SOURCE_X, 0, CHANNEL_SOURCE_X, 0, CHANNEL_SOURCE_X);
3208 idx = get_format_idx(WINED3DFMT_ATI2N);
3209 gl_info->formats[idx].color_fixup = create_color_fixup_desc(
3210 0, CHANNEL_SOURCE_Y, 0, CHANNEL_SOURCE_X, 0, CHANNEL_SOURCE_ONE, 0, CHANNEL_SOURCE_ONE);
3212 else if (gl_info->supported[ATI_TEXTURE_COMPRESSION_3DC])
3214 idx = get_format_idx(WINED3DFMT_ATI2N);
3215 gl_info->formats[idx].color_fixup= create_color_fixup_desc(
3216 0, CHANNEL_SOURCE_X, 0, CHANNEL_SOURCE_W, 0, CHANNEL_SOURCE_ONE, 0, CHANNEL_SOURCE_ONE);
3219 if (!gl_info->supported[APPLE_YCBCR_422] && (gl_info->supported[ARB_FRAGMENT_PROGRAM]
3220 || (gl_info->supported[ARB_FRAGMENT_SHADER] && gl_info->supported[ARB_VERTEX_SHADER])))
3222 idx = get_format_idx(WINED3DFMT_YUY2);
3223 gl_info->formats[idx].color_fixup = create_complex_fixup_desc(COMPLEX_FIXUP_YUY2);
3225 idx = get_format_idx(WINED3DFMT_UYVY);
3226 gl_info->formats[idx].color_fixup = create_complex_fixup_desc(COMPLEX_FIXUP_UYVY);
3228 else if (!gl_info->supported[APPLE_YCBCR_422] && (!gl_info->supported[ARB_FRAGMENT_PROGRAM]
3229 && (!gl_info->supported[ARB_FRAGMENT_SHADER] || !gl_info->supported[ARB_VERTEX_SHADER])))
3231 idx = get_format_idx(WINED3DFMT_YUY2);
3232 gl_info->formats[idx].glInternal = 0;
3234 idx = get_format_idx(WINED3DFMT_UYVY);
3235 gl_info->formats[idx].glInternal = 0;
3238 if (gl_info->supported[ARB_FRAGMENT_PROGRAM]
3239 || (gl_info->supported[ARB_FRAGMENT_SHADER] && gl_info->supported[ARB_VERTEX_SHADER]))
3241 idx = get_format_idx(WINED3DFMT_YV12);
3242 format_set_flag(&gl_info->formats[idx], WINED3DFMT_FLAG_HEIGHT_SCALE);
3243 gl_info->formats[idx].height_scale.numerator = 3;
3244 gl_info->formats[idx].height_scale.denominator = 2;
3245 gl_info->formats[idx].color_fixup = create_complex_fixup_desc(COMPLEX_FIXUP_YV12);
3247 idx = get_format_idx(WINED3DFMT_NV12);
3248 format_set_flag(&gl_info->formats[idx], WINED3DFMT_FLAG_HEIGHT_SCALE);
3249 gl_info->formats[idx].height_scale.numerator = 3;
3250 gl_info->formats[idx].height_scale.denominator = 2;
3251 gl_info->formats[idx].color_fixup = create_complex_fixup_desc(COMPLEX_FIXUP_NV12);
3253 else
3255 idx = get_format_idx(WINED3DFMT_YV12);
3256 gl_info->formats[idx].glInternal = 0;
3258 idx = get_format_idx(WINED3DFMT_NV12);
3259 gl_info->formats[idx].glInternal = 0;
3262 if (!gl_info->supported[WINED3D_GL_LEGACY_CONTEXT])
3264 idx = get_format_idx(WINED3DFMT_A8_UNORM);
3265 gl_info->formats[idx].color_fixup = create_color_fixup_desc(
3266 0, CHANNEL_SOURCE_ZERO, 0, CHANNEL_SOURCE_ZERO, 0, CHANNEL_SOURCE_ZERO, 0, CHANNEL_SOURCE_X);
3267 idx = get_format_idx(WINED3DFMT_L8A8_UNORM);
3268 gl_info->formats[idx].color_fixup = create_color_fixup_desc(
3269 0, CHANNEL_SOURCE_X, 0, CHANNEL_SOURCE_X, 0, CHANNEL_SOURCE_X, 0, CHANNEL_SOURCE_Y);
3270 idx = get_format_idx(WINED3DFMT_L4A4_UNORM);
3271 gl_info->formats[idx].color_fixup = create_color_fixup_desc(
3272 0, CHANNEL_SOURCE_X, 0, CHANNEL_SOURCE_X, 0, CHANNEL_SOURCE_X, 0, CHANNEL_SOURCE_Y);
3273 idx = get_format_idx(WINED3DFMT_L16_UNORM);
3274 gl_info->formats[idx].color_fixup = create_color_fixup_desc(
3275 0, CHANNEL_SOURCE_X, 0, CHANNEL_SOURCE_X, 0, CHANNEL_SOURCE_X, 0, CHANNEL_SOURCE_ONE);
3276 idx = get_format_idx(WINED3DFMT_INTZ);
3277 gl_info->formats[idx].color_fixup = create_color_fixup_desc(
3278 0, CHANNEL_SOURCE_X, 0, CHANNEL_SOURCE_X, 0, CHANNEL_SOURCE_X, 0, CHANNEL_SOURCE_X);
3281 if (gl_info->supported[ARB_TEXTURE_RG])
3283 idx = get_format_idx(WINED3DFMT_L8_UNORM);
3284 gl_info->formats[idx].color_fixup = create_color_fixup_desc(
3285 0, CHANNEL_SOURCE_X, 0, CHANNEL_SOURCE_X, 0, CHANNEL_SOURCE_X, 0, CHANNEL_SOURCE_ONE);
3288 if (gl_info->supported[ARB_FRAGMENT_PROGRAM] || gl_info->supported[ARB_FRAGMENT_SHADER])
3290 idx = get_format_idx(WINED3DFMT_P8_UINT);
3291 gl_info->formats[idx].color_fixup = create_complex_fixup_desc(COMPLEX_FIXUP_P8);
3294 if (gl_info->supported[ARB_VERTEX_ARRAY_BGRA])
3296 idx = get_format_idx(WINED3DFMT_B8G8R8A8_UNORM);
3297 gl_info->formats[idx].gl_vtx_format = GL_BGRA;
3300 if (!gl_info->supported[ARB_HALF_FLOAT_VERTEX])
3302 /* Do not change the size of the type, it is CPU side. We have to change the GPU-side information though.
3303 * It is the job of the vertex buffer code to make sure that the vbos have the right format */
3304 idx = get_format_idx(WINED3DFMT_R16G16_FLOAT);
3305 gl_info->formats[idx].gl_vtx_type = GL_FLOAT;
3307 idx = get_format_idx(WINED3DFMT_R16G16B16A16_FLOAT);
3308 gl_info->formats[idx].gl_vtx_type = GL_FLOAT;
3311 if (!gl_info->supported[ARB_HALF_FLOAT_PIXEL])
3313 idx = get_format_idx(WINED3DFMT_R16_FLOAT);
3314 format_clear_flag(&gl_info->formats[idx], WINED3DFMT_FLAG_TEXTURE);
3316 idx = get_format_idx(WINED3DFMT_R16G16_FLOAT);
3317 format_clear_flag(&gl_info->formats[idx], WINED3DFMT_FLAG_TEXTURE);
3319 idx = get_format_idx(WINED3DFMT_R16G16B16A16_FLOAT);
3320 format_clear_flag(&gl_info->formats[idx], WINED3DFMT_FLAG_TEXTURE);
3323 if (gl_info->quirks & WINED3D_QUIRK_BROKEN_RGBA16)
3325 idx = get_format_idx(WINED3DFMT_R16G16B16A16_UNORM);
3326 format_clear_flag(&gl_info->formats[idx], WINED3DFMT_FLAG_TEXTURE);
3329 /* ATI instancing hack: Although ATI cards do not support Shader Model
3330 * 3.0, they support instancing. To query if the card supports instancing
3331 * CheckDeviceFormat() with the special format MAKEFOURCC('I','N','S','T')
3332 * is used. Should an application check for this, provide a proper return
3333 * value. We can do instancing with all shader versions, but we need
3334 * vertex shaders.
3336 * Additionally applications have to set the D3DRS_POINTSIZE render state
3337 * to MAKEFOURCC('I','N','S','T') once to enable instancing. Wined3d
3338 * doesn't need that and just ignores it.
3340 * With Shader Model 3.0 capable cards Instancing 'just works' in Windows. */
3341 /* FIXME: This should just check the shader backend caps. */
3342 if (gl_info->supported[ARB_VERTEX_PROGRAM] || gl_info->supported[ARB_VERTEX_SHADER])
3344 idx = get_format_idx(WINED3DFMT_INST);
3345 format_set_flag(&gl_info->formats[idx], WINED3DFMT_FLAG_TEXTURE);
3348 /* Depth bound test. To query if the card supports it CheckDeviceFormat()
3349 * with the special format MAKEFOURCC('N','V','D','B') is used. It is
3350 * enabled by setting D3DRS_ADAPTIVETESS_X render state to
3351 * MAKEFOURCC('N','V','D','B') and then controlled by setting
3352 * D3DRS_ADAPTIVETESS_Z (zMin) and D3DRS_ADAPTIVETESS_W (zMax) to test
3353 * value. */
3354 if (gl_info->supported[EXT_DEPTH_BOUNDS_TEST])
3356 idx = get_format_idx(WINED3DFMT_NVDB);
3357 format_set_flag(&gl_info->formats[idx], WINED3DFMT_FLAG_TEXTURE);
3360 /* RESZ aka AMD DX9-level hack for multisampled depth buffer resolve. You query for RESZ
3361 * support by checking for availability of MAKEFOURCC('R','E','S','Z') surfaces with
3362 * RENDERTARGET usage. */
3363 if (gl_info->supported[ARB_FRAMEBUFFER_OBJECT])
3365 idx = get_format_idx(WINED3DFMT_RESZ);
3366 format_set_flag(&gl_info->formats[idx], WINED3DFMT_FLAG_TEXTURE | WINED3DFMT_FLAG_RENDERTARGET);
3369 for (i = 0; i < gl_info->format_count; ++i)
3371 struct wined3d_format *format = &gl_info->formats[i];
3373 if (!(format->flags[WINED3D_GL_RES_TYPE_TEX_2D] & WINED3DFMT_FLAG_TEXTURE))
3374 continue;
3376 if (is_identity_fixup(format->color_fixup))
3377 continue;
3379 TRACE("Checking support for fixup:\n");
3380 dump_color_fixup_desc(format->color_fixup);
3381 if (!adapter->shader_backend->shader_color_fixup_supported(format->color_fixup)
3382 || !adapter->fragment_pipe->color_fixup_supported(format->color_fixup))
3384 TRACE("[FAILED]\n");
3385 format_clear_flag(format, WINED3DFMT_FLAG_TEXTURE);
3387 else
3389 TRACE("[OK]\n");
3393 /* GL_EXT_texture_compression_s3tc does not support 3D textures. Some Windows drivers
3394 * for dx9 GPUs support it, some do not, so not supporting DXTn volumes is OK for d3d9.
3396 * Note that GL_NV_texture_compression_vtc adds this functionality to OpenGL, but the
3397 * block layout is not compatible with the one used by d3d. See volume_dxt5_test. */
3398 idx = get_format_idx(WINED3DFMT_DXT1);
3399 gl_info->formats[idx].flags[WINED3D_GL_RES_TYPE_TEX_3D] &= ~WINED3DFMT_FLAG_TEXTURE;
3400 idx = get_format_idx(WINED3DFMT_DXT2);
3401 gl_info->formats[idx].flags[WINED3D_GL_RES_TYPE_TEX_3D] &= ~WINED3DFMT_FLAG_TEXTURE;
3402 idx = get_format_idx(WINED3DFMT_DXT3);
3403 gl_info->formats[idx].flags[WINED3D_GL_RES_TYPE_TEX_3D] &= ~WINED3DFMT_FLAG_TEXTURE;
3404 idx = get_format_idx(WINED3DFMT_DXT4);
3405 gl_info->formats[idx].flags[WINED3D_GL_RES_TYPE_TEX_3D] &= ~WINED3DFMT_FLAG_TEXTURE;
3406 idx = get_format_idx(WINED3DFMT_DXT5);
3407 gl_info->formats[idx].flags[WINED3D_GL_RES_TYPE_TEX_3D] &= ~WINED3DFMT_FLAG_TEXTURE;
3408 idx = get_format_idx(WINED3DFMT_BC1_UNORM);
3409 gl_info->formats[idx].flags[WINED3D_GL_RES_TYPE_TEX_3D] &= ~WINED3DFMT_FLAG_TEXTURE;
3410 idx = get_format_idx(WINED3DFMT_BC1_UNORM_SRGB);
3411 gl_info->formats[idx].flags[WINED3D_GL_RES_TYPE_TEX_3D] &= ~WINED3DFMT_FLAG_TEXTURE;
3412 idx = get_format_idx(WINED3DFMT_BC2_UNORM);
3413 gl_info->formats[idx].flags[WINED3D_GL_RES_TYPE_TEX_3D] &= ~WINED3DFMT_FLAG_TEXTURE;
3414 idx = get_format_idx(WINED3DFMT_BC2_UNORM_SRGB);
3415 gl_info->formats[idx].flags[WINED3D_GL_RES_TYPE_TEX_3D] &= ~WINED3DFMT_FLAG_TEXTURE;
3416 idx = get_format_idx(WINED3DFMT_BC3_UNORM);
3417 gl_info->formats[idx].flags[WINED3D_GL_RES_TYPE_TEX_3D] &= ~WINED3DFMT_FLAG_TEXTURE;
3418 idx = get_format_idx(WINED3DFMT_BC3_UNORM_SRGB);
3419 gl_info->formats[idx].flags[WINED3D_GL_RES_TYPE_TEX_3D] &= ~WINED3DFMT_FLAG_TEXTURE;
3420 /* Similarly with ATI1N / ATI2N and GL_ARB_texture_compression_rgtc. */
3421 idx = get_format_idx(WINED3DFMT_ATI1N);
3422 gl_info->formats[idx].flags[WINED3D_GL_RES_TYPE_TEX_3D] &= ~WINED3DFMT_FLAG_TEXTURE;
3423 idx = get_format_idx(WINED3DFMT_ATI2N);
3424 gl_info->formats[idx].flags[WINED3D_GL_RES_TYPE_TEX_3D] &= ~WINED3DFMT_FLAG_TEXTURE;
3425 idx = get_format_idx(WINED3DFMT_BC4_UNORM);
3426 gl_info->formats[idx].flags[WINED3D_GL_RES_TYPE_TEX_3D] &= ~WINED3DFMT_FLAG_TEXTURE;
3427 idx = get_format_idx(WINED3DFMT_BC4_SNORM);
3428 gl_info->formats[idx].flags[WINED3D_GL_RES_TYPE_TEX_3D] &= ~WINED3DFMT_FLAG_TEXTURE;
3429 idx = get_format_idx(WINED3DFMT_BC5_UNORM);
3430 gl_info->formats[idx].flags[WINED3D_GL_RES_TYPE_TEX_3D] &= ~WINED3DFMT_FLAG_TEXTURE;
3431 idx = get_format_idx(WINED3DFMT_BC5_SNORM);
3432 gl_info->formats[idx].flags[WINED3D_GL_RES_TYPE_TEX_3D] &= ~WINED3DFMT_FLAG_TEXTURE;
3435 static unsigned int calculate_vertex_attribute_size(GLenum type, unsigned int component_count)
3437 switch (type)
3439 case GL_HALF_FLOAT:
3440 return component_count * sizeof(GLhalfNV);
3441 case GL_FLOAT:
3442 return component_count * sizeof(GLfloat);
3443 case GL_BYTE:
3444 return component_count * sizeof(GLbyte);
3445 case GL_UNSIGNED_BYTE:
3446 return component_count * sizeof(GLubyte);
3447 case GL_SHORT:
3448 return component_count * sizeof(GLshort);
3449 case GL_UNSIGNED_SHORT:
3450 return component_count * sizeof(GLushort);
3451 case GL_INT:
3452 return component_count * sizeof(GLint);
3453 case GL_UNSIGNED_INT:
3454 return component_count * sizeof(GLuint);
3455 case GL_UNSIGNED_INT_2_10_10_10_REV:
3456 return sizeof(GLuint);
3457 default:
3458 FIXME("Unhandled GL type %#x.\n", type);
3459 return 0;
3463 static BOOL init_format_vertex_info(struct wined3d_gl_info *gl_info)
3465 struct wined3d_format *format;
3466 unsigned int i;
3468 for (i = 0; i < ARRAY_SIZE(format_vertex_info); ++i)
3470 if (!(format = get_format_internal(gl_info, format_vertex_info[i].id)))
3471 return FALSE;
3473 if (!gl_info->supported[format_vertex_info[i].extension])
3474 continue;
3476 format->emit_idx = format_vertex_info[i].emit_idx;
3477 format->component_count = format_vertex_info[i].component_count;
3478 format->gl_vtx_type = format_vertex_info[i].gl_vtx_type;
3479 format->gl_vtx_format = format_vertex_info[i].component_count;
3480 format->gl_normalized = format_vertex_info[i].gl_normalized;
3481 if (!(format->attribute_size = calculate_vertex_attribute_size(format->gl_vtx_type,
3482 format->component_count)))
3484 ERR("Invalid attribute size for vertex format %s (%#x).\n",
3485 debug_d3dformat(format_vertex_info[i].id), format_vertex_info[i].id);
3486 return FALSE;
3490 return TRUE;
3493 static BOOL init_typeless_formats(struct wined3d_gl_info *gl_info)
3495 unsigned int flags[WINED3D_GL_RES_TYPE_COUNT];
3496 unsigned int i, j;
3498 for (i = 0; i < ARRAY_SIZE(typed_formats); ++i)
3500 struct wined3d_format *format, *typeless_format;
3502 if (!(format = get_format_internal(gl_info, typed_formats[i].id)))
3503 return FALSE;
3504 if (!(typeless_format = get_format_internal(gl_info, typed_formats[i].typeless_id)))
3505 return FALSE;
3507 memcpy(flags, typeless_format->flags, sizeof(flags));
3508 copy_format(typeless_format, format);
3509 for (j = 0; j < ARRAY_SIZE(typeless_format->flags); ++j)
3510 typeless_format->flags[j] |= flags[j];
3513 for (i = 0; i < ARRAY_SIZE(typeless_depth_stencil_formats); ++i)
3515 struct wined3d_format *typeless_format, *typeless_ds_format, *ds_format;
3516 struct wined3d_format *depth_view_format, *stencil_view_format;
3517 enum wined3d_format_id format_id;
3519 if (!(typeless_format = get_format_internal(gl_info, typeless_depth_stencil_formats[i].typeless_id)))
3520 return FALSE;
3521 if (!(ds_format = get_format_internal(gl_info, typeless_depth_stencil_formats[i].depth_stencil_id)))
3522 return FALSE;
3524 typeless_ds_format = &gl_info->formats[WINED3D_FORMAT_COUNT + i];
3525 typeless_ds_format->id = typeless_depth_stencil_formats[i].typeless_id;
3526 copy_format(typeless_ds_format, ds_format);
3527 for (j = 0; j < ARRAY_SIZE(typeless_ds_format->flags); ++j)
3529 typeless_ds_format->flags[j] = typeless_format->flags[j];
3530 typeless_format->flags[j] &= ~(WINED3DFMT_FLAG_DEPTH | WINED3DFMT_FLAG_STENCIL);
3533 if ((format_id = typeless_depth_stencil_formats[i].depth_view_id)
3534 && typeless_depth_stencil_formats[i].separate_depth_view_format)
3536 if (!(depth_view_format = get_format_internal(gl_info, format_id)))
3537 return FALSE;
3538 copy_format(depth_view_format, ds_format);
3540 if ((format_id = typeless_depth_stencil_formats[i].stencil_view_id))
3542 if (!(stencil_view_format = get_format_internal(gl_info, format_id)))
3543 return FALSE;
3544 copy_format(stencil_view_format, ds_format);
3548 return TRUE;
3551 static void init_format_gen_mipmap_info(struct wined3d_gl_info *gl_info)
3553 unsigned int i, j;
3555 if (!gl_info->fbo_ops.glGenerateMipmap)
3556 return;
3558 for (i = 0; i < gl_info->format_count; ++i)
3560 struct wined3d_format *format = &gl_info->formats[i];
3562 for (j = 0; j < ARRAY_SIZE(format->flags); ++j)
3563 if (!(~format->flags[j] & (WINED3DFMT_FLAG_RENDERTARGET | WINED3DFMT_FLAG_FILTERING)))
3564 format->flags[j] |= WINED3DFMT_FLAG_GEN_MIPMAP;
3568 BOOL wined3d_caps_gl_ctx_test_viewport_subpixel_bits(struct wined3d_caps_gl_ctx *ctx)
3570 static const struct wined3d_color red = {1.0f, 0.0f, 0.0f, 1.0f};
3571 const struct wined3d_gl_info *gl_info = ctx->gl_info;
3572 static const float offset = -63.0f / 128.0f;
3573 GLuint texture, fbo;
3574 DWORD readback[4];
3575 unsigned int i;
3577 gl_info->gl_ops.gl.p_glGenTextures(1, &texture);
3578 gl_info->gl_ops.gl.p_glBindTexture(GL_TEXTURE_2D, texture);
3579 gl_info->gl_ops.gl.p_glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAX_LEVEL, 0);
3580 gl_info->gl_ops.gl.p_glTexImage2D(GL_TEXTURE_2D, 0, GL_RGBA8, ARRAY_SIZE(readback), 1, 0,
3581 GL_BGRA, GL_UNSIGNED_INT_8_8_8_8_REV, NULL);
3582 gl_info->fbo_ops.glGenFramebuffers(1, &fbo);
3583 gl_info->fbo_ops.glBindFramebuffer(GL_FRAMEBUFFER, fbo);
3584 gl_info->fbo_ops.glFramebufferTexture2D(GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT0,
3585 GL_TEXTURE_2D, texture, 0);
3586 checkGLcall("create resources");
3588 gl_info->gl_ops.gl.p_glClearColor(1.0f, 1.0f, 1.0f, 1.0f);
3589 gl_info->gl_ops.gl.p_glClear(GL_COLOR_BUFFER_BIT);
3590 GL_EXTCALL(glViewportIndexedf(0, offset, offset, 4.0f, 1.0f));
3591 draw_test_quad(ctx, NULL, &red);
3592 checkGLcall("draw");
3594 gl_info->gl_ops.gl.p_glBindTexture(GL_TEXTURE_2D, texture);
3595 gl_info->gl_ops.gl.p_glGetTexImage(GL_TEXTURE_2D, 0,
3596 GL_BGRA, GL_UNSIGNED_INT_8_8_8_8_REV, readback);
3597 checkGLcall("readback");
3599 TRACE("Readback colors are 0x%08x, 0x%08x, 0x%08x, 0x%08x.\n",
3600 readback[0], readback[1], readback[2], readback[3]);
3602 gl_info->gl_ops.gl.p_glDeleteTextures(1, &texture);
3603 gl_info->fbo_ops.glDeleteFramebuffers(1, &fbo);
3604 gl_info->fbo_ops.glBindFramebuffer(GL_FRAMEBUFFER, 0);
3605 checkGLcall("delete resources");
3607 for (i = 0; i < ARRAY_SIZE(readback); ++i)
3609 if (readback[i] != 0xffff0000)
3610 return FALSE;
3612 return TRUE;
3615 static float wined3d_adapter_find_polyoffset_scale(struct wined3d_caps_gl_ctx *ctx, GLenum format)
3617 const struct wined3d_gl_info *gl_info = ctx->gl_info;
3618 static const struct wined3d_color blue = {0.0f, 0.0f, 1.0f, 1.0f};
3619 GLuint fbo, color, depth;
3620 unsigned int low = 0, high = 32, cur;
3621 DWORD readback[256];
3622 static const struct wined3d_vec3 geometry[] =
3624 {-1.0f, -1.0f, -1.0f},
3625 { 1.0f, -1.0f, 0.0f},
3626 {-1.0f, 1.0f, -1.0f},
3627 { 1.0f, 1.0f, 0.0f},
3630 /* Most drivers want 2^23 for fixed point depth buffers, including r300g, r600g,
3631 * Nvidia. Use this as a fallback if the detection fails. */
3632 unsigned int fallback = 23;
3634 if (wined3d_settings.offscreen_rendering_mode != ORM_FBO)
3636 FIXME("No FBOs, assuming polyoffset scale of 2^%u.\n", fallback);
3637 return (float)(1u << fallback);
3640 gl_info->gl_ops.gl.p_glGenTextures(1, &color);
3641 gl_info->gl_ops.gl.p_glBindTexture(GL_TEXTURE_2D, color);
3642 gl_info->gl_ops.gl.p_glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAX_LEVEL, 0);
3643 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);
3645 gl_info->fbo_ops.glGenRenderbuffers(1, &depth);
3646 gl_info->fbo_ops.glBindRenderbuffer(GL_RENDERBUFFER, depth);
3647 gl_info->fbo_ops.glRenderbufferStorage(GL_RENDERBUFFER, format, 256, 1);
3649 gl_info->fbo_ops.glGenFramebuffers(1, &fbo);
3650 gl_info->fbo_ops.glBindFramebuffer(GL_FRAMEBUFFER, fbo);
3651 gl_info->fbo_ops.glFramebufferTexture2D(GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT0, GL_TEXTURE_2D, color, 0);
3652 gl_info->fbo_ops.glFramebufferRenderbuffer(GL_FRAMEBUFFER, GL_DEPTH_ATTACHMENT, GL_RENDERBUFFER, depth);
3653 checkGLcall("Setup framebuffer");
3655 gl_info->gl_ops.gl.p_glClearColor(0.0f, 0.0f, 0.5f, 0.0f);
3656 gl_info->gl_ops.gl.p_glClearDepth(0.5f);
3657 gl_info->gl_ops.gl.p_glEnable(GL_DEPTH_TEST);
3658 gl_info->gl_ops.gl.p_glEnable(GL_POLYGON_OFFSET_FILL);
3659 gl_info->gl_ops.gl.p_glViewport(0, 0, 256, 1);
3660 checkGLcall("Misc parameters");
3662 for (;;)
3664 if (high - low <= 1)
3666 ERR("PolygonOffset scale factor detection failed, using fallback value 2^%u.\n", fallback);
3667 cur = fallback;
3668 break;
3670 cur = (low + high) / 2;
3672 gl_info->gl_ops.gl.p_glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT);
3673 /* The post viewport transform Z of the geometry runs from 0.0 to 0.5. We want to push it another
3674 * 0.25 so that the Z buffer content (0.5) cuts the quad off at half the screen. */
3675 gl_info->gl_ops.gl.p_glPolygonOffset(0.0f, (float)(1u << cur) * 0.25f);
3676 draw_test_quad(ctx, geometry, &blue);
3677 checkGLcall("Test draw");
3679 /* Rebinding texture to workaround a fglrx bug. */
3680 gl_info->gl_ops.gl.p_glBindTexture(GL_TEXTURE_2D, color);
3681 gl_info->gl_ops.gl.p_glGetTexImage(GL_TEXTURE_2D, 0, GL_BGRA, GL_UNSIGNED_INT_8_8_8_8_REV, readback);
3682 checkGLcall("readback");
3684 TRACE("low %02u, high %02u, cur %2u, 0=0x%08x, 125=0x%08x, 131=0x%08x, 255=0x%08x\n",
3685 low, high, cur, readback[0], readback[125], readback[131], readback[255]);
3687 if ((readback[125] & 0xff) < 0xa0)
3688 high = cur;
3689 else if ((readback[131] & 0xff) > 0xa0)
3690 low = cur;
3691 else
3693 TRACE("Found scale factor 2^%u for format %x.\n", cur, format);
3694 break;
3698 gl_info->gl_ops.gl.p_glDeleteTextures(1, &color);
3699 gl_info->fbo_ops.glDeleteRenderbuffers(1, &depth);
3700 gl_info->fbo_ops.glDeleteFramebuffers(1, &fbo);
3701 gl_info->fbo_ops.glBindFramebuffer(GL_FRAMEBUFFER, 0);
3702 checkGLcall("Delete framebuffer");
3704 gl_info->gl_ops.gl.p_glDisable(GL_DEPTH_TEST);
3705 gl_info->gl_ops.gl.p_glDisable(GL_POLYGON_OFFSET_FILL);
3706 return (float)(1u << cur);
3709 static void init_format_depth_bias_scale(struct wined3d_caps_gl_ctx *ctx,
3710 const struct wined3d_d3d_info *d3d_info)
3712 const struct wined3d_gl_info *gl_info = ctx->gl_info;
3713 unsigned int i;
3715 for (i = 0; i < gl_info->format_count; ++i)
3717 struct wined3d_format *format = &gl_info->formats[i];
3719 if (format->flags[WINED3D_GL_RES_TYPE_RB] & WINED3DFMT_FLAG_DEPTH)
3721 TRACE("Testing depth bias scale for format %s.\n", debug_d3dformat(format->id));
3722 format->depth_bias_scale = wined3d_adapter_find_polyoffset_scale(ctx, format->glInternal);
3724 if (!(d3d_info->wined3d_creation_flags & WINED3D_NORMALIZED_DEPTH_BIAS))
3726 /* The single-precision binary floating-point format has
3727 * a significand precision of 24 bits.
3729 if (format->flags[WINED3D_GL_RES_TYPE_TEX_2D] & WINED3DFMT_FLAG_FLOAT)
3730 format->depth_bias_scale /= 1u << 24;
3731 else
3732 format->depth_bias_scale /= 1u << format->depth_size;
3738 /* Context activation is done by the caller. */
3739 BOOL wined3d_adapter_init_format_info(struct wined3d_adapter *adapter, struct wined3d_caps_gl_ctx *ctx)
3741 struct wined3d_gl_info *gl_info = &adapter->gl_info;
3743 if (!init_format_base_info(gl_info)) return FALSE;
3744 if (!init_format_block_info(gl_info)) goto fail;
3746 if (!ctx) /* WINED3D_NO3D */
3747 return TRUE;
3749 if (!init_format_texture_info(adapter, gl_info)) goto fail;
3750 if (!init_format_vertex_info(gl_info)) goto fail;
3752 apply_format_fixups(adapter, gl_info);
3753 init_format_fbo_compat_info(ctx);
3754 init_format_filter_info(gl_info, adapter->driver_info.vendor);
3755 if (!init_typeless_formats(gl_info)) goto fail;
3756 init_format_gen_mipmap_info(gl_info);
3757 init_format_depth_bias_scale(ctx, &adapter->d3d_info);
3759 return TRUE;
3761 fail:
3762 heap_free(gl_info->formats);
3763 gl_info->formats = NULL;
3764 return FALSE;
3767 const struct wined3d_format *wined3d_get_format(const struct wined3d_gl_info *gl_info,
3768 enum wined3d_format_id format_id, unsigned int resource_usage)
3770 const struct wined3d_format *format;
3771 int idx = get_format_idx(format_id);
3772 unsigned int i;
3774 if (idx == -1)
3776 FIXME("Can't find format %s (%#x) in the format lookup table.\n",
3777 debug_d3dformat(format_id), format_id);
3778 return &gl_info->formats[get_format_idx(WINED3DFMT_UNKNOWN)];
3781 format = &gl_info->formats[idx];
3783 if (resource_usage & WINED3DUSAGE_DEPTHSTENCIL && wined3d_format_is_typeless(format))
3785 for (i = 0; i < ARRAY_SIZE(typeless_depth_stencil_formats); ++i)
3787 if (typeless_depth_stencil_formats[i].typeless_id == format_id)
3788 return &gl_info->formats[WINED3D_FORMAT_COUNT + i];
3791 FIXME("Cannot find depth/stencil typeless format %s (%#x).\n",
3792 debug_d3dformat(format_id), format_id);
3793 return &gl_info->formats[get_format_idx(WINED3DFMT_UNKNOWN)];
3796 return format;
3799 BOOL wined3d_format_is_depth_view(enum wined3d_format_id resource_format_id,
3800 enum wined3d_format_id view_format_id)
3802 unsigned int i;
3804 for (i = 0; i < ARRAY_SIZE(typeless_depth_stencil_formats); ++i)
3806 if (typeless_depth_stencil_formats[i].typeless_id == resource_format_id)
3807 return typeless_depth_stencil_formats[i].depth_view_id == view_format_id;
3809 return FALSE;
3812 void wined3d_format_calculate_pitch(const struct wined3d_format *format, unsigned int alignment,
3813 unsigned int width, unsigned int height, unsigned int *row_pitch, unsigned int *slice_pitch)
3815 /* For block based formats, pitch means the amount of bytes to the next
3816 * row of blocks rather than the next row of pixels. */
3817 if (format->flags[WINED3D_GL_RES_TYPE_TEX_2D] & WINED3DFMT_FLAG_BLOCKS)
3819 unsigned int row_block_count = (width + format->block_width - 1) / format->block_width;
3820 unsigned int slice_block_count = (height + format->block_height - 1) / format->block_height;
3821 *row_pitch = row_block_count * format->block_byte_count;
3822 *row_pitch = (*row_pitch + alignment - 1) & ~(alignment - 1);
3823 *slice_pitch = *row_pitch * slice_block_count;
3825 else
3827 *row_pitch = format->byte_count * width; /* Bytes / row */
3828 *row_pitch = (*row_pitch + alignment - 1) & ~(alignment - 1);
3829 *slice_pitch = *row_pitch * height;
3832 if (format->flags[WINED3D_GL_RES_TYPE_TEX_2D] & WINED3DFMT_FLAG_HEIGHT_SCALE)
3834 /* The D3D format requirements make sure that the resulting format is an integer again */
3835 *slice_pitch *= format->height_scale.numerator;
3836 *slice_pitch /= format->height_scale.denominator;
3839 TRACE("Returning row pitch %u, slice pitch %u.\n", *row_pitch, *slice_pitch);
3842 UINT wined3d_format_calculate_size(const struct wined3d_format *format, UINT alignment,
3843 UINT width, UINT height, UINT depth)
3845 unsigned int row_pitch, slice_pitch;
3847 if (format->id == WINED3DFMT_UNKNOWN)
3848 return 0;
3850 if (format->flags[WINED3D_GL_RES_TYPE_TEX_2D] & WINED3DFMT_FLAG_BROKEN_PITCH)
3851 return width * height * depth * format->byte_count;
3853 wined3d_format_calculate_pitch(format, alignment, width, height, &row_pitch, &slice_pitch);
3855 return slice_pitch * depth;
3858 BOOL wined3d_formats_are_srgb_variants(enum wined3d_format_id format1, enum wined3d_format_id format2)
3860 unsigned int i;
3862 for (i = 0; i < ARRAY_SIZE(format_srgb_info); ++i)
3864 if (format1 == format_srgb_info[i].srgb_format_id)
3865 return format2 == format_srgb_info[i].base_format_id;
3866 if (format1 == format_srgb_info[i].base_format_id)
3867 return format2 == format_srgb_info[i].srgb_format_id;
3869 return FALSE;
3872 /*****************************************************************************
3873 * Trace formatting of useful values
3875 const char *debug_box(const struct wined3d_box *box)
3877 if (!box)
3878 return "(null)";
3879 return wine_dbg_sprintf("(%u, %u, %u)-(%u, %u, %u)",
3880 box->left, box->top, box->front,
3881 box->right, box->bottom, box->back);
3884 const char *debug_color(const struct wined3d_color *color)
3886 if (!color)
3887 return "(null)";
3888 return wine_dbg_sprintf("{%.8e, %.8e, %.8e, %.8e}",
3889 color->r, color->g, color->b, color->a);
3892 const char *debug_ivec4(const struct wined3d_ivec4 *v)
3894 if (!v)
3895 return "(null)";
3896 return wine_dbg_sprintf("{%d, %d, %d, %d}",
3897 v->x, v->y, v->z, v->w);
3900 const char *debug_uvec4(const struct wined3d_uvec4 *v)
3902 if (!v)
3903 return "(null)";
3904 return wine_dbg_sprintf("{%u, %u, %u, %u}",
3905 v->x, v->y, v->z, v->w);
3908 const char *debug_vec4(const struct wined3d_vec4 *v)
3910 if (!v)
3911 return "(null)";
3912 return wine_dbg_sprintf("{%.8e, %.8e, %.8e, %.8e}",
3913 v->x, v->y, v->z, v->w);
3916 const char *debug_d3dformat(enum wined3d_format_id format_id)
3918 switch (format_id)
3920 #define FMT_TO_STR(format_id) case format_id: return #format_id
3921 FMT_TO_STR(WINED3DFMT_UNKNOWN);
3922 FMT_TO_STR(WINED3DFMT_B8G8R8_UNORM);
3923 FMT_TO_STR(WINED3DFMT_B5G5R5X1_UNORM);
3924 FMT_TO_STR(WINED3DFMT_B4G4R4A4_UNORM);
3925 FMT_TO_STR(WINED3DFMT_B2G3R3_UNORM);
3926 FMT_TO_STR(WINED3DFMT_B2G3R3A8_UNORM);
3927 FMT_TO_STR(WINED3DFMT_B4G4R4X4_UNORM);
3928 FMT_TO_STR(WINED3DFMT_R8G8B8X8_UNORM);
3929 FMT_TO_STR(WINED3DFMT_B10G10R10A2_UNORM);
3930 FMT_TO_STR(WINED3DFMT_P8_UINT_A8_UNORM);
3931 FMT_TO_STR(WINED3DFMT_P8_UINT);
3932 FMT_TO_STR(WINED3DFMT_L8_UNORM);
3933 FMT_TO_STR(WINED3DFMT_L8A8_UNORM);
3934 FMT_TO_STR(WINED3DFMT_L4A4_UNORM);
3935 FMT_TO_STR(WINED3DFMT_R5G5_SNORM_L6_UNORM);
3936 FMT_TO_STR(WINED3DFMT_R8G8_SNORM_L8X8_UNORM);
3937 FMT_TO_STR(WINED3DFMT_R10G11B11_SNORM);
3938 FMT_TO_STR(WINED3DFMT_R10G10B10X2_UINT);
3939 FMT_TO_STR(WINED3DFMT_R10G10B10X2_SNORM);
3940 FMT_TO_STR(WINED3DFMT_R10G10B10_SNORM_A2_UNORM);
3941 FMT_TO_STR(WINED3DFMT_UYVY);
3942 FMT_TO_STR(WINED3DFMT_YUY2);
3943 FMT_TO_STR(WINED3DFMT_YV12);
3944 FMT_TO_STR(WINED3DFMT_NV12);
3945 FMT_TO_STR(WINED3DFMT_DXT1);
3946 FMT_TO_STR(WINED3DFMT_DXT2);
3947 FMT_TO_STR(WINED3DFMT_DXT3);
3948 FMT_TO_STR(WINED3DFMT_DXT4);
3949 FMT_TO_STR(WINED3DFMT_DXT5);
3950 FMT_TO_STR(WINED3DFMT_MULTI2_ARGB8);
3951 FMT_TO_STR(WINED3DFMT_G8R8_G8B8);
3952 FMT_TO_STR(WINED3DFMT_R8G8_B8G8);
3953 FMT_TO_STR(WINED3DFMT_D16_LOCKABLE);
3954 FMT_TO_STR(WINED3DFMT_D32_UNORM);
3955 FMT_TO_STR(WINED3DFMT_S1_UINT_D15_UNORM);
3956 FMT_TO_STR(WINED3DFMT_X8D24_UNORM);
3957 FMT_TO_STR(WINED3DFMT_S4X4_UINT_D24_UNORM);
3958 FMT_TO_STR(WINED3DFMT_L16_UNORM);
3959 FMT_TO_STR(WINED3DFMT_S8_UINT_D24_FLOAT);
3960 FMT_TO_STR(WINED3DFMT_R8G8_SNORM_Cx);
3961 FMT_TO_STR(WINED3DFMT_ATI1N);
3962 FMT_TO_STR(WINED3DFMT_ATI2N);
3963 FMT_TO_STR(WINED3DFMT_NVDB);
3964 FMT_TO_STR(WINED3DFMT_NVHU);
3965 FMT_TO_STR(WINED3DFMT_NVHS);
3966 FMT_TO_STR(WINED3DFMT_R32G32B32A32_TYPELESS);
3967 FMT_TO_STR(WINED3DFMT_R32G32B32A32_FLOAT);
3968 FMT_TO_STR(WINED3DFMT_R32G32B32A32_UINT);
3969 FMT_TO_STR(WINED3DFMT_R32G32B32A32_SINT);
3970 FMT_TO_STR(WINED3DFMT_R32G32B32_TYPELESS);
3971 FMT_TO_STR(WINED3DFMT_R32G32B32_FLOAT);
3972 FMT_TO_STR(WINED3DFMT_R32G32B32_UINT);
3973 FMT_TO_STR(WINED3DFMT_R32G32B32_SINT);
3974 FMT_TO_STR(WINED3DFMT_R16G16B16A16_TYPELESS);
3975 FMT_TO_STR(WINED3DFMT_R16G16B16A16_FLOAT);
3976 FMT_TO_STR(WINED3DFMT_R16G16B16A16_UNORM);
3977 FMT_TO_STR(WINED3DFMT_R16G16B16A16_UINT);
3978 FMT_TO_STR(WINED3DFMT_R16G16B16A16_SNORM);
3979 FMT_TO_STR(WINED3DFMT_R16G16B16A16_SINT);
3980 FMT_TO_STR(WINED3DFMT_R32G32_TYPELESS);
3981 FMT_TO_STR(WINED3DFMT_R32G32_FLOAT);
3982 FMT_TO_STR(WINED3DFMT_R32G32_UINT);
3983 FMT_TO_STR(WINED3DFMT_R32G32_SINT);
3984 FMT_TO_STR(WINED3DFMT_R32G8X24_TYPELESS);
3985 FMT_TO_STR(WINED3DFMT_D32_FLOAT_S8X24_UINT);
3986 FMT_TO_STR(WINED3DFMT_R32_FLOAT_X8X24_TYPELESS);
3987 FMT_TO_STR(WINED3DFMT_X32_TYPELESS_G8X24_UINT);
3988 FMT_TO_STR(WINED3DFMT_R10G10B10A2_TYPELESS);
3989 FMT_TO_STR(WINED3DFMT_R10G10B10A2_UNORM);
3990 FMT_TO_STR(WINED3DFMT_R10G10B10A2_UINT);
3991 FMT_TO_STR(WINED3DFMT_R10G10B10A2_SNORM);
3992 FMT_TO_STR(WINED3DFMT_R10G10B10_XR_BIAS_A2_UNORM);
3993 FMT_TO_STR(WINED3DFMT_R11G11B10_FLOAT);
3994 FMT_TO_STR(WINED3DFMT_R8G8B8A8_TYPELESS);
3995 FMT_TO_STR(WINED3DFMT_R8G8B8A8_UNORM);
3996 FMT_TO_STR(WINED3DFMT_R8G8B8A8_UNORM_SRGB);
3997 FMT_TO_STR(WINED3DFMT_R8G8B8A8_UINT);
3998 FMT_TO_STR(WINED3DFMT_R8G8B8A8_SNORM);
3999 FMT_TO_STR(WINED3DFMT_R8G8B8A8_SINT);
4000 FMT_TO_STR(WINED3DFMT_R16G16_TYPELESS);
4001 FMT_TO_STR(WINED3DFMT_R16G16_FLOAT);
4002 FMT_TO_STR(WINED3DFMT_R16G16_UNORM);
4003 FMT_TO_STR(WINED3DFMT_R16G16_UINT);
4004 FMT_TO_STR(WINED3DFMT_R16G16_SNORM);
4005 FMT_TO_STR(WINED3DFMT_R16G16_SINT);
4006 FMT_TO_STR(WINED3DFMT_R32_TYPELESS);
4007 FMT_TO_STR(WINED3DFMT_D32_FLOAT);
4008 FMT_TO_STR(WINED3DFMT_R32_FLOAT);
4009 FMT_TO_STR(WINED3DFMT_R32_UINT);
4010 FMT_TO_STR(WINED3DFMT_R32_SINT);
4011 FMT_TO_STR(WINED3DFMT_R24G8_TYPELESS);
4012 FMT_TO_STR(WINED3DFMT_D24_UNORM_S8_UINT);
4013 FMT_TO_STR(WINED3DFMT_R24_UNORM_X8_TYPELESS);
4014 FMT_TO_STR(WINED3DFMT_X24_TYPELESS_G8_UINT);
4015 FMT_TO_STR(WINED3DFMT_R8G8_TYPELESS);
4016 FMT_TO_STR(WINED3DFMT_R8G8_UNORM);
4017 FMT_TO_STR(WINED3DFMT_R8G8_UINT);
4018 FMT_TO_STR(WINED3DFMT_R8G8_SNORM);
4019 FMT_TO_STR(WINED3DFMT_R8G8_SINT);
4020 FMT_TO_STR(WINED3DFMT_R16_TYPELESS);
4021 FMT_TO_STR(WINED3DFMT_R16_FLOAT);
4022 FMT_TO_STR(WINED3DFMT_D16_UNORM);
4023 FMT_TO_STR(WINED3DFMT_R16_UNORM);
4024 FMT_TO_STR(WINED3DFMT_R16_UINT);
4025 FMT_TO_STR(WINED3DFMT_R16_SNORM);
4026 FMT_TO_STR(WINED3DFMT_R16_SINT);
4027 FMT_TO_STR(WINED3DFMT_R8_TYPELESS);
4028 FMT_TO_STR(WINED3DFMT_R8_UNORM);
4029 FMT_TO_STR(WINED3DFMT_R8_UINT);
4030 FMT_TO_STR(WINED3DFMT_R8_SNORM);
4031 FMT_TO_STR(WINED3DFMT_R8_SINT);
4032 FMT_TO_STR(WINED3DFMT_A8_UNORM);
4033 FMT_TO_STR(WINED3DFMT_R1_UNORM);
4034 FMT_TO_STR(WINED3DFMT_R9G9B9E5_SHAREDEXP);
4035 FMT_TO_STR(WINED3DFMT_R8G8_B8G8_UNORM);
4036 FMT_TO_STR(WINED3DFMT_G8R8_G8B8_UNORM);
4037 FMT_TO_STR(WINED3DFMT_BC1_TYPELESS);
4038 FMT_TO_STR(WINED3DFMT_BC1_UNORM);
4039 FMT_TO_STR(WINED3DFMT_BC1_UNORM_SRGB);
4040 FMT_TO_STR(WINED3DFMT_BC2_TYPELESS);
4041 FMT_TO_STR(WINED3DFMT_BC2_UNORM);
4042 FMT_TO_STR(WINED3DFMT_BC2_UNORM_SRGB);
4043 FMT_TO_STR(WINED3DFMT_BC3_TYPELESS);
4044 FMT_TO_STR(WINED3DFMT_BC3_UNORM);
4045 FMT_TO_STR(WINED3DFMT_BC3_UNORM_SRGB);
4046 FMT_TO_STR(WINED3DFMT_BC4_TYPELESS);
4047 FMT_TO_STR(WINED3DFMT_BC4_UNORM);
4048 FMT_TO_STR(WINED3DFMT_BC4_SNORM);
4049 FMT_TO_STR(WINED3DFMT_BC5_TYPELESS);
4050 FMT_TO_STR(WINED3DFMT_BC5_UNORM);
4051 FMT_TO_STR(WINED3DFMT_BC5_SNORM);
4052 FMT_TO_STR(WINED3DFMT_B5G6R5_UNORM);
4053 FMT_TO_STR(WINED3DFMT_B5G5R5A1_UNORM);
4054 FMT_TO_STR(WINED3DFMT_B8G8R8A8_UNORM);
4055 FMT_TO_STR(WINED3DFMT_B8G8R8X8_UNORM);
4056 FMT_TO_STR(WINED3DFMT_B8G8R8A8_TYPELESS);
4057 FMT_TO_STR(WINED3DFMT_B8G8R8A8_UNORM_SRGB);
4058 FMT_TO_STR(WINED3DFMT_B8G8R8X8_TYPELESS);
4059 FMT_TO_STR(WINED3DFMT_B8G8R8X8_UNORM_SRGB);
4060 FMT_TO_STR(WINED3DFMT_BC6H_TYPELESS);
4061 FMT_TO_STR(WINED3DFMT_BC6H_UF16);
4062 FMT_TO_STR(WINED3DFMT_BC6H_SF16);
4063 FMT_TO_STR(WINED3DFMT_BC7_TYPELESS);
4064 FMT_TO_STR(WINED3DFMT_BC7_UNORM);
4065 FMT_TO_STR(WINED3DFMT_BC7_UNORM_SRGB);
4066 FMT_TO_STR(WINED3DFMT_INTZ);
4067 FMT_TO_STR(WINED3DFMT_RESZ);
4068 FMT_TO_STR(WINED3DFMT_NULL);
4069 FMT_TO_STR(WINED3DFMT_R16);
4070 FMT_TO_STR(WINED3DFMT_AL16);
4071 #undef FMT_TO_STR
4072 default:
4074 char fourcc[5];
4075 fourcc[0] = (char)(format_id);
4076 fourcc[1] = (char)(format_id >> 8);
4077 fourcc[2] = (char)(format_id >> 16);
4078 fourcc[3] = (char)(format_id >> 24);
4079 fourcc[4] = 0;
4080 if (isprint(fourcc[0]) && isprint(fourcc[1]) && isprint(fourcc[2]) && isprint(fourcc[3]))
4081 FIXME("Unrecognized %#x (as fourcc: %s) WINED3DFORMAT!\n", format_id, fourcc);
4082 else
4083 FIXME("Unrecognized %#x WINED3DFORMAT!\n", format_id);
4085 return "unrecognized";
4089 const char *debug_d3ddevicetype(enum wined3d_device_type device_type)
4091 switch (device_type)
4093 #define DEVTYPE_TO_STR(dev) case dev: return #dev
4094 DEVTYPE_TO_STR(WINED3D_DEVICE_TYPE_HAL);
4095 DEVTYPE_TO_STR(WINED3D_DEVICE_TYPE_REF);
4096 DEVTYPE_TO_STR(WINED3D_DEVICE_TYPE_SW);
4097 #undef DEVTYPE_TO_STR
4098 default:
4099 FIXME("Unrecognized device type %#x.\n", device_type);
4100 return "unrecognized";
4104 struct debug_buffer
4106 char str[200]; /* wine_dbg_sprintf() limits string size to 200 */
4107 char *ptr;
4108 int size;
4111 static void init_debug_buffer(struct debug_buffer *buffer, const char *default_string)
4113 strcpy(buffer->str, default_string);
4114 buffer->ptr = buffer->str;
4115 buffer->size = ARRAY_SIZE(buffer->str);
4118 static void debug_append(struct debug_buffer *buffer, const char *str, const char *separator)
4120 int size;
4122 if (!separator || buffer->ptr == buffer->str)
4123 separator = "";
4124 size = snprintf(buffer->ptr, buffer->size, "%s%s", separator, str);
4125 if (size == -1 || size >= buffer->size)
4127 buffer->size = 0;
4128 strcpy(&buffer->str[ARRAY_SIZE(buffer->str) - 4], "...");
4129 return;
4132 buffer->ptr += size;
4133 buffer->size -= size;
4136 const char *wined3d_debug_resource_access(DWORD access)
4138 struct debug_buffer buffer;
4140 init_debug_buffer(&buffer, "0");
4141 #define ACCESS_TO_STR(x) if (access & x) { debug_append(&buffer, #x, " | "); access &= ~x; }
4142 ACCESS_TO_STR(WINED3D_RESOURCE_ACCESS_GPU);
4143 ACCESS_TO_STR(WINED3D_RESOURCE_ACCESS_CPU);
4144 ACCESS_TO_STR(WINED3D_RESOURCE_ACCESS_MAP_R);
4145 ACCESS_TO_STR(WINED3D_RESOURCE_ACCESS_MAP_W);
4146 #undef ACCESS_TO_STR
4147 if (access)
4148 FIXME("Unrecognised access flag(s) %#x.\n", access);
4150 return wine_dbg_sprintf("%s", buffer.str);
4153 const char *debug_d3dusage(DWORD usage)
4155 struct debug_buffer buffer;
4157 init_debug_buffer(&buffer, "0");
4158 #define WINED3DUSAGE_TO_STR(x) if (usage & x) { debug_append(&buffer, #x, " | "); usage &= ~x; }
4159 WINED3DUSAGE_TO_STR(WINED3DUSAGE_RENDERTARGET);
4160 WINED3DUSAGE_TO_STR(WINED3DUSAGE_DEPTHSTENCIL);
4161 WINED3DUSAGE_TO_STR(WINED3DUSAGE_WRITEONLY);
4162 WINED3DUSAGE_TO_STR(WINED3DUSAGE_SOFTWAREPROCESSING);
4163 WINED3DUSAGE_TO_STR(WINED3DUSAGE_DONOTCLIP);
4164 WINED3DUSAGE_TO_STR(WINED3DUSAGE_POINTS);
4165 WINED3DUSAGE_TO_STR(WINED3DUSAGE_RTPATCHES);
4166 WINED3DUSAGE_TO_STR(WINED3DUSAGE_NPATCHES);
4167 WINED3DUSAGE_TO_STR(WINED3DUSAGE_DYNAMIC);
4168 WINED3DUSAGE_TO_STR(WINED3DUSAGE_RESTRICTED_CONTENT);
4169 WINED3DUSAGE_TO_STR(WINED3DUSAGE_RESTRICT_SHARED_RESOURCE_DRIVER);
4170 WINED3DUSAGE_TO_STR(WINED3DUSAGE_RESTRICT_SHARED_RESOURCE);
4171 WINED3DUSAGE_TO_STR(WINED3DUSAGE_DMAP);
4172 WINED3DUSAGE_TO_STR(WINED3DUSAGE_TEXTAPI);
4173 WINED3DUSAGE_TO_STR(WINED3DUSAGE_LEGACY_CUBEMAP);
4174 WINED3DUSAGE_TO_STR(WINED3DUSAGE_TEXTURE);
4175 WINED3DUSAGE_TO_STR(WINED3DUSAGE_OWNDC);
4176 WINED3DUSAGE_TO_STR(WINED3DUSAGE_STATICDECL);
4177 WINED3DUSAGE_TO_STR(WINED3DUSAGE_OVERLAY);
4178 #undef WINED3DUSAGE_TO_STR
4179 if (usage)
4180 FIXME("Unrecognized usage flag(s) %#x.\n", usage);
4182 return wine_dbg_sprintf("%s", buffer.str);
4185 const char *debug_d3dusagequery(DWORD usage)
4187 struct debug_buffer buffer;
4189 init_debug_buffer(&buffer, "0");
4190 #define WINED3DUSAGEQUERY_TO_STR(x) if (usage & x) { debug_append(&buffer, #x, " | "); usage &= ~x; }
4191 WINED3DUSAGEQUERY_TO_STR(WINED3DUSAGE_QUERY_FILTER);
4192 WINED3DUSAGEQUERY_TO_STR(WINED3DUSAGE_QUERY_GENMIPMAP);
4193 WINED3DUSAGEQUERY_TO_STR(WINED3DUSAGE_QUERY_LEGACYBUMPMAP);
4194 WINED3DUSAGEQUERY_TO_STR(WINED3DUSAGE_QUERY_POSTPIXELSHADER_BLENDING);
4195 WINED3DUSAGEQUERY_TO_STR(WINED3DUSAGE_QUERY_SRGBREAD);
4196 WINED3DUSAGEQUERY_TO_STR(WINED3DUSAGE_QUERY_SRGBWRITE);
4197 WINED3DUSAGEQUERY_TO_STR(WINED3DUSAGE_QUERY_VERTEXTEXTURE);
4198 WINED3DUSAGEQUERY_TO_STR(WINED3DUSAGE_QUERY_WRAPANDMIP);
4199 #undef WINED3DUSAGEQUERY_TO_STR
4200 if (usage)
4201 FIXME("Unrecognized usage query flag(s) %#x.\n", usage);
4203 return wine_dbg_sprintf("%s", buffer.str);
4206 const char *debug_d3ddeclmethod(enum wined3d_decl_method method)
4208 switch (method)
4210 #define WINED3DDECLMETHOD_TO_STR(u) case u: return #u
4211 WINED3DDECLMETHOD_TO_STR(WINED3D_DECL_METHOD_DEFAULT);
4212 WINED3DDECLMETHOD_TO_STR(WINED3D_DECL_METHOD_PARTIAL_U);
4213 WINED3DDECLMETHOD_TO_STR(WINED3D_DECL_METHOD_PARTIAL_V);
4214 WINED3DDECLMETHOD_TO_STR(WINED3D_DECL_METHOD_CROSS_UV);
4215 WINED3DDECLMETHOD_TO_STR(WINED3D_DECL_METHOD_UV);
4216 WINED3DDECLMETHOD_TO_STR(WINED3D_DECL_METHOD_LOOKUP);
4217 WINED3DDECLMETHOD_TO_STR(WINED3D_DECL_METHOD_LOOKUP_PRESAMPLED);
4218 #undef WINED3DDECLMETHOD_TO_STR
4219 default:
4220 FIXME("Unrecognized declaration method %#x.\n", method);
4221 return "unrecognized";
4225 const char *debug_d3ddeclusage(enum wined3d_decl_usage usage)
4227 switch (usage)
4229 #define WINED3DDECLUSAGE_TO_STR(u) case u: return #u
4230 WINED3DDECLUSAGE_TO_STR(WINED3D_DECL_USAGE_POSITION);
4231 WINED3DDECLUSAGE_TO_STR(WINED3D_DECL_USAGE_BLEND_WEIGHT);
4232 WINED3DDECLUSAGE_TO_STR(WINED3D_DECL_USAGE_BLEND_INDICES);
4233 WINED3DDECLUSAGE_TO_STR(WINED3D_DECL_USAGE_NORMAL);
4234 WINED3DDECLUSAGE_TO_STR(WINED3D_DECL_USAGE_PSIZE);
4235 WINED3DDECLUSAGE_TO_STR(WINED3D_DECL_USAGE_TEXCOORD);
4236 WINED3DDECLUSAGE_TO_STR(WINED3D_DECL_USAGE_TANGENT);
4237 WINED3DDECLUSAGE_TO_STR(WINED3D_DECL_USAGE_BINORMAL);
4238 WINED3DDECLUSAGE_TO_STR(WINED3D_DECL_USAGE_TESS_FACTOR);
4239 WINED3DDECLUSAGE_TO_STR(WINED3D_DECL_USAGE_POSITIONT);
4240 WINED3DDECLUSAGE_TO_STR(WINED3D_DECL_USAGE_COLOR);
4241 WINED3DDECLUSAGE_TO_STR(WINED3D_DECL_USAGE_FOG);
4242 WINED3DDECLUSAGE_TO_STR(WINED3D_DECL_USAGE_DEPTH);
4243 WINED3DDECLUSAGE_TO_STR(WINED3D_DECL_USAGE_SAMPLE);
4244 #undef WINED3DDECLUSAGE_TO_STR
4245 default:
4246 FIXME("Unrecognized %u declaration usage!\n", usage);
4247 return "unrecognized";
4251 const char *debug_d3dinput_classification(enum wined3d_input_classification classification)
4253 switch (classification)
4255 #define WINED3D_TO_STR(x) case x: return #x
4256 WINED3D_TO_STR(WINED3D_INPUT_PER_VERTEX_DATA);
4257 WINED3D_TO_STR(WINED3D_INPUT_PER_INSTANCE_DATA);
4258 #undef WINED3D_TO_STR
4259 default:
4260 FIXME("Unrecognized input classification %#x.\n", classification);
4261 return "unrecognized";
4265 const char *debug_d3dresourcetype(enum wined3d_resource_type resource_type)
4267 switch (resource_type)
4269 #define WINED3D_TO_STR(x) case x: return #x
4270 WINED3D_TO_STR(WINED3D_RTYPE_NONE);
4271 WINED3D_TO_STR(WINED3D_RTYPE_BUFFER);
4272 WINED3D_TO_STR(WINED3D_RTYPE_TEXTURE_1D);
4273 WINED3D_TO_STR(WINED3D_RTYPE_TEXTURE_2D);
4274 WINED3D_TO_STR(WINED3D_RTYPE_TEXTURE_3D);
4275 #undef WINED3D_TO_STR
4276 default:
4277 FIXME("Unrecognized resource type %#x.\n", resource_type);
4278 return "unrecognized";
4282 const char *debug_d3dprimitivetype(enum wined3d_primitive_type primitive_type)
4284 switch (primitive_type)
4286 #define PRIM_TO_STR(prim) case prim: return #prim
4287 PRIM_TO_STR(WINED3D_PT_UNDEFINED);
4288 PRIM_TO_STR(WINED3D_PT_POINTLIST);
4289 PRIM_TO_STR(WINED3D_PT_LINELIST);
4290 PRIM_TO_STR(WINED3D_PT_LINESTRIP);
4291 PRIM_TO_STR(WINED3D_PT_TRIANGLELIST);
4292 PRIM_TO_STR(WINED3D_PT_TRIANGLESTRIP);
4293 PRIM_TO_STR(WINED3D_PT_TRIANGLEFAN);
4294 PRIM_TO_STR(WINED3D_PT_LINELIST_ADJ);
4295 PRIM_TO_STR(WINED3D_PT_LINESTRIP_ADJ);
4296 PRIM_TO_STR(WINED3D_PT_TRIANGLELIST_ADJ);
4297 PRIM_TO_STR(WINED3D_PT_TRIANGLESTRIP_ADJ);
4298 PRIM_TO_STR(WINED3D_PT_PATCH);
4299 #undef PRIM_TO_STR
4300 default:
4301 FIXME("Unrecognized primitive type %#x.\n", primitive_type);
4302 return "unrecognized";
4306 const char *debug_d3drenderstate(enum wined3d_render_state state)
4308 switch (state)
4310 #define D3DSTATE_TO_STR(u) case u: return #u
4311 D3DSTATE_TO_STR(WINED3D_RS_ANTIALIAS);
4312 D3DSTATE_TO_STR(WINED3D_RS_TEXTUREPERSPECTIVE);
4313 D3DSTATE_TO_STR(WINED3D_RS_WRAPU);
4314 D3DSTATE_TO_STR(WINED3D_RS_WRAPV);
4315 D3DSTATE_TO_STR(WINED3D_RS_ZENABLE);
4316 D3DSTATE_TO_STR(WINED3D_RS_FILLMODE);
4317 D3DSTATE_TO_STR(WINED3D_RS_SHADEMODE);
4318 D3DSTATE_TO_STR(WINED3D_RS_LINEPATTERN);
4319 D3DSTATE_TO_STR(WINED3D_RS_MONOENABLE);
4320 D3DSTATE_TO_STR(WINED3D_RS_ROP2);
4321 D3DSTATE_TO_STR(WINED3D_RS_PLANEMASK);
4322 D3DSTATE_TO_STR(WINED3D_RS_ZWRITEENABLE);
4323 D3DSTATE_TO_STR(WINED3D_RS_ALPHATESTENABLE);
4324 D3DSTATE_TO_STR(WINED3D_RS_LASTPIXEL);
4325 D3DSTATE_TO_STR(WINED3D_RS_SRCBLEND);
4326 D3DSTATE_TO_STR(WINED3D_RS_DESTBLEND);
4327 D3DSTATE_TO_STR(WINED3D_RS_CULLMODE);
4328 D3DSTATE_TO_STR(WINED3D_RS_ZFUNC);
4329 D3DSTATE_TO_STR(WINED3D_RS_ALPHAREF);
4330 D3DSTATE_TO_STR(WINED3D_RS_ALPHAFUNC);
4331 D3DSTATE_TO_STR(WINED3D_RS_DITHERENABLE);
4332 D3DSTATE_TO_STR(WINED3D_RS_ALPHABLENDENABLE);
4333 D3DSTATE_TO_STR(WINED3D_RS_FOGENABLE);
4334 D3DSTATE_TO_STR(WINED3D_RS_SPECULARENABLE);
4335 D3DSTATE_TO_STR(WINED3D_RS_ZVISIBLE);
4336 D3DSTATE_TO_STR(WINED3D_RS_SUBPIXEL);
4337 D3DSTATE_TO_STR(WINED3D_RS_SUBPIXELX);
4338 D3DSTATE_TO_STR(WINED3D_RS_STIPPLEDALPHA);
4339 D3DSTATE_TO_STR(WINED3D_RS_FOGCOLOR);
4340 D3DSTATE_TO_STR(WINED3D_RS_FOGTABLEMODE);
4341 D3DSTATE_TO_STR(WINED3D_RS_FOGSTART);
4342 D3DSTATE_TO_STR(WINED3D_RS_FOGEND);
4343 D3DSTATE_TO_STR(WINED3D_RS_FOGDENSITY);
4344 D3DSTATE_TO_STR(WINED3D_RS_STIPPLEENABLE);
4345 D3DSTATE_TO_STR(WINED3D_RS_EDGEANTIALIAS);
4346 D3DSTATE_TO_STR(WINED3D_RS_COLORKEYENABLE);
4347 D3DSTATE_TO_STR(WINED3D_RS_MIPMAPLODBIAS);
4348 D3DSTATE_TO_STR(WINED3D_RS_RANGEFOGENABLE);
4349 D3DSTATE_TO_STR(WINED3D_RS_ANISOTROPY);
4350 D3DSTATE_TO_STR(WINED3D_RS_FLUSHBATCH);
4351 D3DSTATE_TO_STR(WINED3D_RS_TRANSLUCENTSORTINDEPENDENT);
4352 D3DSTATE_TO_STR(WINED3D_RS_STENCILENABLE);
4353 D3DSTATE_TO_STR(WINED3D_RS_STENCILFAIL);
4354 D3DSTATE_TO_STR(WINED3D_RS_STENCILZFAIL);
4355 D3DSTATE_TO_STR(WINED3D_RS_STENCILPASS);
4356 D3DSTATE_TO_STR(WINED3D_RS_STENCILFUNC);
4357 D3DSTATE_TO_STR(WINED3D_RS_STENCILREF);
4358 D3DSTATE_TO_STR(WINED3D_RS_STENCILMASK);
4359 D3DSTATE_TO_STR(WINED3D_RS_STENCILWRITEMASK);
4360 D3DSTATE_TO_STR(WINED3D_RS_TEXTUREFACTOR);
4361 D3DSTATE_TO_STR(WINED3D_RS_WRAP0);
4362 D3DSTATE_TO_STR(WINED3D_RS_WRAP1);
4363 D3DSTATE_TO_STR(WINED3D_RS_WRAP2);
4364 D3DSTATE_TO_STR(WINED3D_RS_WRAP3);
4365 D3DSTATE_TO_STR(WINED3D_RS_WRAP4);
4366 D3DSTATE_TO_STR(WINED3D_RS_WRAP5);
4367 D3DSTATE_TO_STR(WINED3D_RS_WRAP6);
4368 D3DSTATE_TO_STR(WINED3D_RS_WRAP7);
4369 D3DSTATE_TO_STR(WINED3D_RS_CLIPPING);
4370 D3DSTATE_TO_STR(WINED3D_RS_LIGHTING);
4371 D3DSTATE_TO_STR(WINED3D_RS_EXTENTS);
4372 D3DSTATE_TO_STR(WINED3D_RS_AMBIENT);
4373 D3DSTATE_TO_STR(WINED3D_RS_FOGVERTEXMODE);
4374 D3DSTATE_TO_STR(WINED3D_RS_COLORVERTEX);
4375 D3DSTATE_TO_STR(WINED3D_RS_LOCALVIEWER);
4376 D3DSTATE_TO_STR(WINED3D_RS_NORMALIZENORMALS);
4377 D3DSTATE_TO_STR(WINED3D_RS_COLORKEYBLENDENABLE);
4378 D3DSTATE_TO_STR(WINED3D_RS_DIFFUSEMATERIALSOURCE);
4379 D3DSTATE_TO_STR(WINED3D_RS_SPECULARMATERIALSOURCE);
4380 D3DSTATE_TO_STR(WINED3D_RS_AMBIENTMATERIALSOURCE);
4381 D3DSTATE_TO_STR(WINED3D_RS_EMISSIVEMATERIALSOURCE);
4382 D3DSTATE_TO_STR(WINED3D_RS_VERTEXBLEND);
4383 D3DSTATE_TO_STR(WINED3D_RS_CLIPPLANEENABLE);
4384 D3DSTATE_TO_STR(WINED3D_RS_SOFTWAREVERTEXPROCESSING);
4385 D3DSTATE_TO_STR(WINED3D_RS_POINTSIZE);
4386 D3DSTATE_TO_STR(WINED3D_RS_POINTSIZE_MIN);
4387 D3DSTATE_TO_STR(WINED3D_RS_POINTSPRITEENABLE);
4388 D3DSTATE_TO_STR(WINED3D_RS_POINTSCALEENABLE);
4389 D3DSTATE_TO_STR(WINED3D_RS_POINTSCALE_A);
4390 D3DSTATE_TO_STR(WINED3D_RS_POINTSCALE_B);
4391 D3DSTATE_TO_STR(WINED3D_RS_POINTSCALE_C);
4392 D3DSTATE_TO_STR(WINED3D_RS_MULTISAMPLEANTIALIAS);
4393 D3DSTATE_TO_STR(WINED3D_RS_MULTISAMPLEMASK);
4394 D3DSTATE_TO_STR(WINED3D_RS_PATCHEDGESTYLE);
4395 D3DSTATE_TO_STR(WINED3D_RS_PATCHSEGMENTS);
4396 D3DSTATE_TO_STR(WINED3D_RS_DEBUGMONITORTOKEN);
4397 D3DSTATE_TO_STR(WINED3D_RS_POINTSIZE_MAX);
4398 D3DSTATE_TO_STR(WINED3D_RS_INDEXEDVERTEXBLENDENABLE);
4399 D3DSTATE_TO_STR(WINED3D_RS_COLORWRITEENABLE);
4400 D3DSTATE_TO_STR(WINED3D_RS_TWEENFACTOR);
4401 D3DSTATE_TO_STR(WINED3D_RS_BLENDOP);
4402 D3DSTATE_TO_STR(WINED3D_RS_POSITIONDEGREE);
4403 D3DSTATE_TO_STR(WINED3D_RS_NORMALDEGREE);
4404 D3DSTATE_TO_STR(WINED3D_RS_SCISSORTESTENABLE);
4405 D3DSTATE_TO_STR(WINED3D_RS_SLOPESCALEDEPTHBIAS);
4406 D3DSTATE_TO_STR(WINED3D_RS_ANTIALIASEDLINEENABLE);
4407 D3DSTATE_TO_STR(WINED3D_RS_MINTESSELLATIONLEVEL);
4408 D3DSTATE_TO_STR(WINED3D_RS_MAXTESSELLATIONLEVEL);
4409 D3DSTATE_TO_STR(WINED3D_RS_ADAPTIVETESS_X);
4410 D3DSTATE_TO_STR(WINED3D_RS_ADAPTIVETESS_Y);
4411 D3DSTATE_TO_STR(WINED3D_RS_ADAPTIVETESS_Z);
4412 D3DSTATE_TO_STR(WINED3D_RS_ADAPTIVETESS_W);
4413 D3DSTATE_TO_STR(WINED3D_RS_ENABLEADAPTIVETESSELLATION);
4414 D3DSTATE_TO_STR(WINED3D_RS_TWOSIDEDSTENCILMODE);
4415 D3DSTATE_TO_STR(WINED3D_RS_BACK_STENCILFAIL);
4416 D3DSTATE_TO_STR(WINED3D_RS_BACK_STENCILZFAIL);
4417 D3DSTATE_TO_STR(WINED3D_RS_BACK_STENCILPASS);
4418 D3DSTATE_TO_STR(WINED3D_RS_BACK_STENCILFUNC);
4419 D3DSTATE_TO_STR(WINED3D_RS_COLORWRITEENABLE1);
4420 D3DSTATE_TO_STR(WINED3D_RS_COLORWRITEENABLE2);
4421 D3DSTATE_TO_STR(WINED3D_RS_COLORWRITEENABLE3);
4422 D3DSTATE_TO_STR(WINED3D_RS_BLENDFACTOR);
4423 D3DSTATE_TO_STR(WINED3D_RS_SRGBWRITEENABLE);
4424 D3DSTATE_TO_STR(WINED3D_RS_DEPTHBIAS);
4425 D3DSTATE_TO_STR(WINED3D_RS_WRAP8);
4426 D3DSTATE_TO_STR(WINED3D_RS_WRAP9);
4427 D3DSTATE_TO_STR(WINED3D_RS_WRAP10);
4428 D3DSTATE_TO_STR(WINED3D_RS_WRAP11);
4429 D3DSTATE_TO_STR(WINED3D_RS_WRAP12);
4430 D3DSTATE_TO_STR(WINED3D_RS_WRAP13);
4431 D3DSTATE_TO_STR(WINED3D_RS_WRAP14);
4432 D3DSTATE_TO_STR(WINED3D_RS_WRAP15);
4433 D3DSTATE_TO_STR(WINED3D_RS_SEPARATEALPHABLENDENABLE);
4434 D3DSTATE_TO_STR(WINED3D_RS_SRCBLENDALPHA);
4435 D3DSTATE_TO_STR(WINED3D_RS_DESTBLENDALPHA);
4436 D3DSTATE_TO_STR(WINED3D_RS_BLENDOPALPHA);
4437 #undef D3DSTATE_TO_STR
4438 default:
4439 FIXME("Unrecognized %u render state!\n", state);
4440 return "unrecognized";
4444 const char *debug_d3dsamplerstate(enum wined3d_sampler_state state)
4446 switch (state)
4448 #define D3DSTATE_TO_STR(u) case u: return #u
4449 D3DSTATE_TO_STR(WINED3D_SAMP_BORDER_COLOR);
4450 D3DSTATE_TO_STR(WINED3D_SAMP_ADDRESS_U);
4451 D3DSTATE_TO_STR(WINED3D_SAMP_ADDRESS_V);
4452 D3DSTATE_TO_STR(WINED3D_SAMP_ADDRESS_W);
4453 D3DSTATE_TO_STR(WINED3D_SAMP_MAG_FILTER);
4454 D3DSTATE_TO_STR(WINED3D_SAMP_MIN_FILTER);
4455 D3DSTATE_TO_STR(WINED3D_SAMP_MIP_FILTER);
4456 D3DSTATE_TO_STR(WINED3D_SAMP_MIPMAP_LOD_BIAS);
4457 D3DSTATE_TO_STR(WINED3D_SAMP_MAX_MIP_LEVEL);
4458 D3DSTATE_TO_STR(WINED3D_SAMP_MAX_ANISOTROPY);
4459 D3DSTATE_TO_STR(WINED3D_SAMP_SRGB_TEXTURE);
4460 D3DSTATE_TO_STR(WINED3D_SAMP_ELEMENT_INDEX);
4461 D3DSTATE_TO_STR(WINED3D_SAMP_DMAP_OFFSET);
4462 #undef D3DSTATE_TO_STR
4463 default:
4464 FIXME("Unrecognized %u sampler state!\n", state);
4465 return "unrecognized";
4469 const char *debug_d3dtexturefiltertype(enum wined3d_texture_filter_type filter_type)
4471 switch (filter_type)
4473 #define D3DTEXTUREFILTERTYPE_TO_STR(u) case u: return #u
4474 D3DTEXTUREFILTERTYPE_TO_STR(WINED3D_TEXF_NONE);
4475 D3DTEXTUREFILTERTYPE_TO_STR(WINED3D_TEXF_POINT);
4476 D3DTEXTUREFILTERTYPE_TO_STR(WINED3D_TEXF_LINEAR);
4477 D3DTEXTUREFILTERTYPE_TO_STR(WINED3D_TEXF_ANISOTROPIC);
4478 D3DTEXTUREFILTERTYPE_TO_STR(WINED3D_TEXF_FLAT_CUBIC);
4479 D3DTEXTUREFILTERTYPE_TO_STR(WINED3D_TEXF_GAUSSIAN_CUBIC);
4480 D3DTEXTUREFILTERTYPE_TO_STR(WINED3D_TEXF_PYRAMIDAL_QUAD);
4481 D3DTEXTUREFILTERTYPE_TO_STR(WINED3D_TEXF_GAUSSIAN_QUAD);
4482 #undef D3DTEXTUREFILTERTYPE_TO_STR
4483 default:
4484 FIXME("Unrecognized texture filter type 0x%08x.\n", filter_type);
4485 return "unrecognized";
4489 const char *debug_d3dtexturestate(enum wined3d_texture_stage_state state)
4491 switch (state)
4493 #define D3DSTATE_TO_STR(u) case u: return #u
4494 D3DSTATE_TO_STR(WINED3D_TSS_COLOR_OP);
4495 D3DSTATE_TO_STR(WINED3D_TSS_COLOR_ARG1);
4496 D3DSTATE_TO_STR(WINED3D_TSS_COLOR_ARG2);
4497 D3DSTATE_TO_STR(WINED3D_TSS_ALPHA_OP);
4498 D3DSTATE_TO_STR(WINED3D_TSS_ALPHA_ARG1);
4499 D3DSTATE_TO_STR(WINED3D_TSS_ALPHA_ARG2);
4500 D3DSTATE_TO_STR(WINED3D_TSS_BUMPENV_MAT00);
4501 D3DSTATE_TO_STR(WINED3D_TSS_BUMPENV_MAT01);
4502 D3DSTATE_TO_STR(WINED3D_TSS_BUMPENV_MAT10);
4503 D3DSTATE_TO_STR(WINED3D_TSS_BUMPENV_MAT11);
4504 D3DSTATE_TO_STR(WINED3D_TSS_TEXCOORD_INDEX);
4505 D3DSTATE_TO_STR(WINED3D_TSS_BUMPENV_LSCALE);
4506 D3DSTATE_TO_STR(WINED3D_TSS_BUMPENV_LOFFSET);
4507 D3DSTATE_TO_STR(WINED3D_TSS_TEXTURE_TRANSFORM_FLAGS);
4508 D3DSTATE_TO_STR(WINED3D_TSS_COLOR_ARG0);
4509 D3DSTATE_TO_STR(WINED3D_TSS_ALPHA_ARG0);
4510 D3DSTATE_TO_STR(WINED3D_TSS_RESULT_ARG);
4511 D3DSTATE_TO_STR(WINED3D_TSS_CONSTANT);
4512 #undef D3DSTATE_TO_STR
4513 default:
4514 FIXME("Unrecognized %u texture state!\n", state);
4515 return "unrecognized";
4519 const char *debug_d3dtop(enum wined3d_texture_op d3dtop)
4521 switch (d3dtop)
4523 #define D3DTOP_TO_STR(u) case u: return #u
4524 D3DTOP_TO_STR(WINED3D_TOP_DISABLE);
4525 D3DTOP_TO_STR(WINED3D_TOP_SELECT_ARG1);
4526 D3DTOP_TO_STR(WINED3D_TOP_SELECT_ARG2);
4527 D3DTOP_TO_STR(WINED3D_TOP_MODULATE);
4528 D3DTOP_TO_STR(WINED3D_TOP_MODULATE_2X);
4529 D3DTOP_TO_STR(WINED3D_TOP_MODULATE_4X);
4530 D3DTOP_TO_STR(WINED3D_TOP_ADD);
4531 D3DTOP_TO_STR(WINED3D_TOP_ADD_SIGNED);
4532 D3DTOP_TO_STR(WINED3D_TOP_ADD_SIGNED_2X);
4533 D3DTOP_TO_STR(WINED3D_TOP_SUBTRACT);
4534 D3DTOP_TO_STR(WINED3D_TOP_ADD_SMOOTH);
4535 D3DTOP_TO_STR(WINED3D_TOP_BLEND_DIFFUSE_ALPHA);
4536 D3DTOP_TO_STR(WINED3D_TOP_BLEND_TEXTURE_ALPHA);
4537 D3DTOP_TO_STR(WINED3D_TOP_BLEND_FACTOR_ALPHA);
4538 D3DTOP_TO_STR(WINED3D_TOP_BLEND_TEXTURE_ALPHA_PM);
4539 D3DTOP_TO_STR(WINED3D_TOP_BLEND_CURRENT_ALPHA);
4540 D3DTOP_TO_STR(WINED3D_TOP_PREMODULATE);
4541 D3DTOP_TO_STR(WINED3D_TOP_MODULATE_ALPHA_ADD_COLOR);
4542 D3DTOP_TO_STR(WINED3D_TOP_MODULATE_COLOR_ADD_ALPHA);
4543 D3DTOP_TO_STR(WINED3D_TOP_MODULATE_INVALPHA_ADD_COLOR);
4544 D3DTOP_TO_STR(WINED3D_TOP_MODULATE_INVCOLOR_ADD_ALPHA);
4545 D3DTOP_TO_STR(WINED3D_TOP_BUMPENVMAP);
4546 D3DTOP_TO_STR(WINED3D_TOP_BUMPENVMAP_LUMINANCE);
4547 D3DTOP_TO_STR(WINED3D_TOP_DOTPRODUCT3);
4548 D3DTOP_TO_STR(WINED3D_TOP_MULTIPLY_ADD);
4549 D3DTOP_TO_STR(WINED3D_TOP_LERP);
4550 #undef D3DTOP_TO_STR
4551 default:
4552 FIXME("Unrecognized texture op %#x.\n", d3dtop);
4553 return "unrecognized";
4557 const char *debug_d3dtstype(enum wined3d_transform_state tstype)
4559 switch (tstype)
4561 #define TSTYPE_TO_STR(tstype) case tstype: return #tstype
4562 TSTYPE_TO_STR(WINED3D_TS_VIEW);
4563 TSTYPE_TO_STR(WINED3D_TS_PROJECTION);
4564 TSTYPE_TO_STR(WINED3D_TS_TEXTURE0);
4565 TSTYPE_TO_STR(WINED3D_TS_TEXTURE1);
4566 TSTYPE_TO_STR(WINED3D_TS_TEXTURE2);
4567 TSTYPE_TO_STR(WINED3D_TS_TEXTURE3);
4568 TSTYPE_TO_STR(WINED3D_TS_TEXTURE4);
4569 TSTYPE_TO_STR(WINED3D_TS_TEXTURE5);
4570 TSTYPE_TO_STR(WINED3D_TS_TEXTURE6);
4571 TSTYPE_TO_STR(WINED3D_TS_TEXTURE7);
4572 TSTYPE_TO_STR(WINED3D_TS_WORLD_MATRIX(0));
4573 TSTYPE_TO_STR(WINED3D_TS_WORLD_MATRIX(1));
4574 TSTYPE_TO_STR(WINED3D_TS_WORLD_MATRIX(2));
4575 TSTYPE_TO_STR(WINED3D_TS_WORLD_MATRIX(3));
4576 #undef TSTYPE_TO_STR
4577 default:
4578 if (tstype > 256 && tstype < 512)
4580 FIXME("WINED3D_TS_WORLD_MATRIX(%u). 1..255 not currently supported.\n", tstype);
4581 return ("WINED3D_TS_WORLD_MATRIX > 0");
4583 FIXME("Unrecognized transform state %#x.\n", tstype);
4584 return "unrecognized";
4588 const char *debug_shader_type(enum wined3d_shader_type type)
4590 switch(type)
4592 #define WINED3D_TO_STR(type) case type: return #type
4593 WINED3D_TO_STR(WINED3D_SHADER_TYPE_PIXEL);
4594 WINED3D_TO_STR(WINED3D_SHADER_TYPE_VERTEX);
4595 WINED3D_TO_STR(WINED3D_SHADER_TYPE_GEOMETRY);
4596 WINED3D_TO_STR(WINED3D_SHADER_TYPE_HULL);
4597 WINED3D_TO_STR(WINED3D_SHADER_TYPE_DOMAIN);
4598 WINED3D_TO_STR(WINED3D_SHADER_TYPE_COMPUTE);
4599 #undef WINED3D_TO_STR
4600 default:
4601 FIXME("Unrecognized shader type %#x.\n", type);
4602 return "unrecognized";
4606 const char *debug_d3dstate(DWORD state)
4608 if (STATE_IS_RENDER(state))
4609 return wine_dbg_sprintf("STATE_RENDER(%s)", debug_d3drenderstate(state - STATE_RENDER(0)));
4610 if (STATE_IS_TEXTURESTAGE(state))
4612 DWORD texture_stage = (state - STATE_TEXTURESTAGE(0, 0)) / (WINED3D_HIGHEST_TEXTURE_STATE + 1);
4613 DWORD texture_state = state - STATE_TEXTURESTAGE(texture_stage, 0);
4614 return wine_dbg_sprintf("STATE_TEXTURESTAGE(%#x, %s)",
4615 texture_stage, debug_d3dtexturestate(texture_state));
4617 if (STATE_IS_SAMPLER(state))
4618 return wine_dbg_sprintf("STATE_SAMPLER(%#x)", state - STATE_SAMPLER(0));
4619 if (STATE_IS_COMPUTE_SHADER(state))
4620 return wine_dbg_sprintf("STATE_SHADER(%s)", debug_shader_type(WINED3D_SHADER_TYPE_COMPUTE));
4621 if (STATE_IS_GRAPHICS_SHADER(state))
4622 return wine_dbg_sprintf("STATE_SHADER(%s)", debug_shader_type(state - STATE_SHADER(0)));
4623 if (STATE_IS_COMPUTE_CONSTANT_BUFFER(state))
4624 return wine_dbg_sprintf("STATE_CONSTANT_BUFFER(%s)", debug_shader_type(WINED3D_SHADER_TYPE_COMPUTE));
4625 if (STATE_IS_GRAPHICS_CONSTANT_BUFFER(state))
4626 return wine_dbg_sprintf("STATE_CONSTANT_BUFFER(%s)", debug_shader_type(state - STATE_CONSTANT_BUFFER(0)));
4627 if (STATE_IS_COMPUTE_SHADER_RESOURCE_BINDING(state))
4628 return "STATE_COMPUTE_SHADER_RESOURCE_BINDING";
4629 if (STATE_IS_GRAPHICS_SHADER_RESOURCE_BINDING(state))
4630 return "STATE_GRAPHICS_SHADER_RESOURCE_BINDING";
4631 if (STATE_IS_COMPUTE_UNORDERED_ACCESS_VIEW_BINDING(state))
4632 return "STATE_COMPUTE_UNORDERED_ACCESS_VIEW_BINDING";
4633 if (STATE_IS_GRAPHICS_UNORDERED_ACCESS_VIEW_BINDING(state))
4634 return "STATE_GRAPHICS_UNORDERED_ACCESS_VIEW_BINDING";
4635 if (STATE_IS_TRANSFORM(state))
4636 return wine_dbg_sprintf("STATE_TRANSFORM(%s)", debug_d3dtstype(state - STATE_TRANSFORM(0)));
4637 if (STATE_IS_STREAMSRC(state))
4638 return "STATE_STREAMSRC";
4639 if (STATE_IS_INDEXBUFFER(state))
4640 return "STATE_INDEXBUFFER";
4641 if (STATE_IS_VDECL(state))
4642 return "STATE_VDECL";
4643 if (STATE_IS_VIEWPORT(state))
4644 return "STATE_VIEWPORT";
4645 if (STATE_IS_LIGHT_TYPE(state))
4646 return "STATE_LIGHT_TYPE";
4647 if (STATE_IS_ACTIVELIGHT(state))
4648 return wine_dbg_sprintf("STATE_ACTIVELIGHT(%#x)", state - STATE_ACTIVELIGHT(0));
4649 if (STATE_IS_SCISSORRECT(state))
4650 return "STATE_SCISSORRECT";
4651 if (STATE_IS_CLIPPLANE(state))
4652 return wine_dbg_sprintf("STATE_CLIPPLANE(%#x)", state - STATE_CLIPPLANE(0));
4653 if (STATE_IS_MATERIAL(state))
4654 return "STATE_MATERIAL";
4655 if (STATE_IS_RASTERIZER(state))
4656 return "STATE_RASTERIZER";
4657 if (STATE_IS_POINTSPRITECOORDORIGIN(state))
4658 return "STATE_POINTSPRITECOORDORIGIN";
4659 if (STATE_IS_BASEVERTEXINDEX(state))
4660 return "STATE_BASEVERTEXINDEX";
4661 if (STATE_IS_FRAMEBUFFER(state))
4662 return "STATE_FRAMEBUFFER";
4663 if (STATE_IS_POINT_ENABLE(state))
4664 return "STATE_POINT_ENABLE";
4665 if (STATE_IS_COLOR_KEY(state))
4666 return "STATE_COLOR_KEY";
4667 if (STATE_IS_STREAM_OUTPUT(state))
4668 return "STATE_STREAM_OUTPUT";
4669 if (STATE_IS_BLEND(state))
4670 return "STATE_BLEND";
4672 return wine_dbg_sprintf("UNKNOWN_STATE(%#x)", state);
4675 const char *debug_fboattachment(GLenum attachment)
4677 switch(attachment)
4679 #define WINED3D_TO_STR(x) case x: return #x
4680 WINED3D_TO_STR(GL_COLOR_ATTACHMENT0);
4681 WINED3D_TO_STR(GL_COLOR_ATTACHMENT1);
4682 WINED3D_TO_STR(GL_COLOR_ATTACHMENT2);
4683 WINED3D_TO_STR(GL_COLOR_ATTACHMENT3);
4684 WINED3D_TO_STR(GL_COLOR_ATTACHMENT4);
4685 WINED3D_TO_STR(GL_COLOR_ATTACHMENT5);
4686 WINED3D_TO_STR(GL_COLOR_ATTACHMENT6);
4687 WINED3D_TO_STR(GL_COLOR_ATTACHMENT7);
4688 WINED3D_TO_STR(GL_COLOR_ATTACHMENT8);
4689 WINED3D_TO_STR(GL_COLOR_ATTACHMENT9);
4690 WINED3D_TO_STR(GL_COLOR_ATTACHMENT10);
4691 WINED3D_TO_STR(GL_COLOR_ATTACHMENT11);
4692 WINED3D_TO_STR(GL_COLOR_ATTACHMENT12);
4693 WINED3D_TO_STR(GL_COLOR_ATTACHMENT13);
4694 WINED3D_TO_STR(GL_COLOR_ATTACHMENT14);
4695 WINED3D_TO_STR(GL_COLOR_ATTACHMENT15);
4696 WINED3D_TO_STR(GL_DEPTH_ATTACHMENT);
4697 WINED3D_TO_STR(GL_STENCIL_ATTACHMENT);
4698 #undef WINED3D_TO_STR
4699 default:
4700 return wine_dbg_sprintf("Unknown FBO attachment %#x", attachment);
4704 const char *debug_fbostatus(GLenum status) {
4705 switch(status) {
4706 #define FBOSTATUS_TO_STR(u) case u: return #u
4707 FBOSTATUS_TO_STR(GL_FRAMEBUFFER_COMPLETE);
4708 FBOSTATUS_TO_STR(GL_FRAMEBUFFER_INCOMPLETE_ATTACHMENT);
4709 FBOSTATUS_TO_STR(GL_FRAMEBUFFER_INCOMPLETE_MISSING_ATTACHMENT);
4710 FBOSTATUS_TO_STR(GL_FRAMEBUFFER_INCOMPLETE_DIMENSIONS_EXT);
4711 FBOSTATUS_TO_STR(GL_FRAMEBUFFER_INCOMPLETE_FORMATS_EXT);
4712 FBOSTATUS_TO_STR(GL_FRAMEBUFFER_INCOMPLETE_DRAW_BUFFER);
4713 FBOSTATUS_TO_STR(GL_FRAMEBUFFER_INCOMPLETE_READ_BUFFER);
4714 FBOSTATUS_TO_STR(GL_FRAMEBUFFER_INCOMPLETE_MULTISAMPLE);
4715 FBOSTATUS_TO_STR(GL_FRAMEBUFFER_INCOMPLETE_LAYER_TARGETS);
4716 FBOSTATUS_TO_STR(GL_FRAMEBUFFER_INCOMPLETE_LAYER_COUNT_ARB);
4717 FBOSTATUS_TO_STR(GL_FRAMEBUFFER_UNSUPPORTED);
4718 FBOSTATUS_TO_STR(GL_FRAMEBUFFER_UNDEFINED);
4719 #undef FBOSTATUS_TO_STR
4720 default:
4721 FIXME("Unrecognized FBO status 0x%08x.\n", status);
4722 return "unrecognized";
4726 const char *debug_glerror(GLenum error) {
4727 switch(error) {
4728 #define GLERROR_TO_STR(u) case u: return #u
4729 GLERROR_TO_STR(GL_NO_ERROR);
4730 GLERROR_TO_STR(GL_INVALID_ENUM);
4731 GLERROR_TO_STR(GL_INVALID_VALUE);
4732 GLERROR_TO_STR(GL_INVALID_OPERATION);
4733 GLERROR_TO_STR(GL_STACK_OVERFLOW);
4734 GLERROR_TO_STR(GL_STACK_UNDERFLOW);
4735 GLERROR_TO_STR(GL_OUT_OF_MEMORY);
4736 GLERROR_TO_STR(GL_INVALID_FRAMEBUFFER_OPERATION);
4737 #undef GLERROR_TO_STR
4738 default:
4739 FIXME("Unrecognized GL error 0x%08x.\n", error);
4740 return "unrecognized";
4744 static const char *debug_fixup_channel_source(enum fixup_channel_source source)
4746 switch(source)
4748 #define WINED3D_TO_STR(x) case x: return #x
4749 WINED3D_TO_STR(CHANNEL_SOURCE_ZERO);
4750 WINED3D_TO_STR(CHANNEL_SOURCE_ONE);
4751 WINED3D_TO_STR(CHANNEL_SOURCE_X);
4752 WINED3D_TO_STR(CHANNEL_SOURCE_Y);
4753 WINED3D_TO_STR(CHANNEL_SOURCE_Z);
4754 WINED3D_TO_STR(CHANNEL_SOURCE_W);
4755 WINED3D_TO_STR(CHANNEL_SOURCE_COMPLEX0);
4756 WINED3D_TO_STR(CHANNEL_SOURCE_COMPLEX1);
4757 #undef WINED3D_TO_STR
4758 default:
4759 FIXME("Unrecognized fixup_channel_source %#x\n", source);
4760 return "unrecognized";
4764 static const char *debug_complex_fixup(enum complex_fixup fixup)
4766 switch(fixup)
4768 #define WINED3D_TO_STR(x) case x: return #x
4769 WINED3D_TO_STR(COMPLEX_FIXUP_YUY2);
4770 WINED3D_TO_STR(COMPLEX_FIXUP_UYVY);
4771 WINED3D_TO_STR(COMPLEX_FIXUP_YV12);
4772 WINED3D_TO_STR(COMPLEX_FIXUP_NV12);
4773 WINED3D_TO_STR(COMPLEX_FIXUP_P8);
4774 #undef WINED3D_TO_STR
4775 default:
4776 FIXME("Unrecognized complex fixup %#x\n", fixup);
4777 return "unrecognized";
4781 void dump_color_fixup_desc(struct color_fixup_desc fixup)
4783 if (is_complex_fixup(fixup))
4785 TRACE("\tComplex: %s\n", debug_complex_fixup(get_complex_fixup(fixup)));
4786 return;
4789 TRACE("\tX: %s%s\n", debug_fixup_channel_source(fixup.x_source), fixup.x_sign_fixup ? ", SIGN_FIXUP" : "");
4790 TRACE("\tY: %s%s\n", debug_fixup_channel_source(fixup.y_source), fixup.y_sign_fixup ? ", SIGN_FIXUP" : "");
4791 TRACE("\tZ: %s%s\n", debug_fixup_channel_source(fixup.z_source), fixup.z_sign_fixup ? ", SIGN_FIXUP" : "");
4792 TRACE("\tW: %s%s\n", debug_fixup_channel_source(fixup.w_source), fixup.w_sign_fixup ? ", SIGN_FIXUP" : "");
4795 BOOL is_invalid_op(const struct wined3d_state *state, int stage,
4796 enum wined3d_texture_op op, DWORD arg1, DWORD arg2, DWORD arg3)
4798 if (op == WINED3D_TOP_DISABLE)
4799 return FALSE;
4800 if (state->textures[stage])
4801 return FALSE;
4803 if ((arg1 & WINED3DTA_SELECTMASK) == WINED3DTA_TEXTURE
4804 && op != WINED3D_TOP_SELECT_ARG2)
4805 return TRUE;
4806 if ((arg2 & WINED3DTA_SELECTMASK) == WINED3DTA_TEXTURE
4807 && op != WINED3D_TOP_SELECT_ARG1)
4808 return TRUE;
4809 if ((arg3 & WINED3DTA_SELECTMASK) == WINED3DTA_TEXTURE
4810 && (op == WINED3D_TOP_MULTIPLY_ADD || op == WINED3D_TOP_LERP))
4811 return TRUE;
4813 return FALSE;
4816 void get_identity_matrix(struct wined3d_matrix *mat)
4818 static const struct wined3d_matrix identity =
4820 1.0f, 0.0f, 0.0f, 0.0f,
4821 0.0f, 1.0f, 0.0f, 0.0f,
4822 0.0f, 0.0f, 1.0f, 0.0f,
4823 0.0f, 0.0f, 0.0f, 1.0f,
4826 *mat = identity;
4829 void get_modelview_matrix(const struct wined3d_context *context, const struct wined3d_state *state,
4830 unsigned int index, struct wined3d_matrix *mat)
4832 if (context->last_was_rhw)
4833 get_identity_matrix(mat);
4834 else
4835 multiply_matrix(mat, &state->transforms[WINED3D_TS_VIEW], &state->transforms[WINED3D_TS_WORLD_MATRIX(index)]);
4838 void get_projection_matrix(const struct wined3d_context *context, const struct wined3d_state *state,
4839 struct wined3d_matrix *mat)
4841 BOOL clip_control = context->gl_info->supported[ARB_CLIP_CONTROL];
4842 BOOL flip = !clip_control && context->render_offscreen;
4843 float center_offset;
4845 /* There are a couple of additional things we have to take into account
4846 * here besides the projection transformation itself:
4847 * - We need to flip along the y-axis in case of offscreen rendering.
4848 * - OpenGL Z range is {-Wc,...,Wc} while D3D Z range is {0,...,Wc}.
4849 * - <= D3D9 coordinates refer to pixel centers while GL coordinates
4850 * refer to pixel corners.
4851 * - D3D has a top-left filling convention. We need to maintain this
4852 * even after the y-flip mentioned above.
4853 * In order to handle the last two points, we translate by
4854 * (63.0 / 128.0) / VPw and (63.0 / 128.0) / VPh. This is equivalent to
4855 * translating slightly less than half a pixel. We want the difference to
4856 * be large enough that it doesn't get lost due to rounding inside the
4857 * driver, but small enough to prevent it from interfering with any
4858 * anti-aliasing. */
4860 if (!clip_control && context->d3d_info->wined3d_creation_flags & WINED3D_PIXEL_CENTER_INTEGER)
4861 center_offset = 63.0f / 64.0f;
4862 else
4863 center_offset = -1.0f / 64.0f;
4865 if (context->last_was_rhw)
4867 /* Transform D3D RHW coordinates to OpenGL clip coordinates. */
4868 float x = state->viewports[0].x;
4869 float y = state->viewports[0].y;
4870 float w = state->viewports[0].width;
4871 float h = state->viewports[0].height;
4872 float x_scale = 2.0f / w;
4873 float x_offset = (center_offset - (2.0f * x) - w) / w;
4874 float y_scale = flip ? 2.0f / h : 2.0f / -h;
4875 float y_offset = flip
4876 ? (center_offset - (2.0f * y) - h) / h
4877 : (center_offset - (2.0f * y) - h) / -h;
4878 enum wined3d_depth_buffer_type zenable = state->fb->depth_stencil ?
4879 state->render_states[WINED3D_RS_ZENABLE] : WINED3D_ZB_FALSE;
4880 float z_scale = zenable ? clip_control ? 1.0f : 2.0f : 0.0f;
4881 float z_offset = zenable ? clip_control ? 0.0f : -1.0f : 0.0f;
4882 const struct wined3d_matrix projection =
4884 x_scale, 0.0f, 0.0f, 0.0f,
4885 0.0f, y_scale, 0.0f, 0.0f,
4886 0.0f, 0.0f, z_scale, 0.0f,
4887 x_offset, y_offset, z_offset, 1.0f,
4890 *mat = projection;
4892 else
4894 float y_scale = flip ? -1.0f : 1.0f;
4895 float x_offset = center_offset / state->viewports[0].width;
4896 float y_offset = flip
4897 ? center_offset / state->viewports[0].height
4898 : -center_offset / state->viewports[0].height;
4899 float z_scale = clip_control ? 1.0f : 2.0f;
4900 float z_offset = clip_control ? 0.0f : -1.0f;
4901 const struct wined3d_matrix projection =
4903 1.0f, 0.0f, 0.0f, 0.0f,
4904 0.0f, y_scale, 0.0f, 0.0f,
4905 0.0f, 0.0f, z_scale, 0.0f,
4906 x_offset, y_offset, z_offset, 1.0f,
4909 multiply_matrix(mat, &projection, &state->transforms[WINED3D_TS_PROJECTION]);
4913 /* Setup this textures matrix according to the texture flags. */
4914 static void compute_texture_matrix(const struct wined3d_gl_info *gl_info, const struct wined3d_matrix *matrix,
4915 DWORD flags, BOOL calculated_coords, BOOL transformed, enum wined3d_format_id format_id,
4916 BOOL ffp_proj_control, struct wined3d_matrix *out_matrix)
4918 struct wined3d_matrix mat;
4920 if (flags == WINED3D_TTFF_DISABLE || flags == WINED3D_TTFF_COUNT1 || transformed)
4922 get_identity_matrix(out_matrix);
4923 return;
4926 if (flags == (WINED3D_TTFF_COUNT1 | WINED3D_TTFF_PROJECTED))
4928 ERR("Invalid texture transform flags: WINED3D_TTFF_COUNT1 | WINED3D_TTFF_PROJECTED.\n");
4929 return;
4932 mat = *matrix;
4934 if (flags & WINED3D_TTFF_PROJECTED)
4936 if (!ffp_proj_control)
4938 switch (flags & ~WINED3D_TTFF_PROJECTED)
4940 case WINED3D_TTFF_COUNT2:
4941 mat._14 = mat._12;
4942 mat._24 = mat._22;
4943 mat._34 = mat._32;
4944 mat._44 = mat._42;
4945 mat._12 = mat._22 = mat._32 = mat._42 = 0.0f;
4946 break;
4947 case WINED3D_TTFF_COUNT3:
4948 mat._14 = mat._13;
4949 mat._24 = mat._23;
4950 mat._34 = mat._33;
4951 mat._44 = mat._43;
4952 mat._13 = mat._23 = mat._33 = mat._43 = 0.0f;
4953 break;
4957 else
4959 /* Under Direct3D the R/Z coord can be used for translation, under
4960 * OpenGL we use the Q coord instead. */
4961 if (!calculated_coords)
4963 switch (format_id)
4965 /* Direct3D passes the default 1.0 in the 2nd coord, while GL
4966 * passes it in the 4th. Swap 2nd and 4th coord. No need to
4967 * store the value of mat._41 in mat._21 because the input
4968 * value to the transformation will be 0, so the matrix value
4969 * is irrelevant. */
4970 case WINED3DFMT_R32_FLOAT:
4971 mat._41 = mat._21;
4972 mat._42 = mat._22;
4973 mat._43 = mat._23;
4974 mat._44 = mat._24;
4975 break;
4976 /* See above, just 3rd and 4th coord. */
4977 case WINED3DFMT_R32G32_FLOAT:
4978 mat._41 = mat._31;
4979 mat._42 = mat._32;
4980 mat._43 = mat._33;
4981 mat._44 = mat._34;
4982 break;
4983 case WINED3DFMT_R32G32B32_FLOAT: /* Opengl defaults match dx defaults */
4984 case WINED3DFMT_R32G32B32A32_FLOAT: /* No defaults apply, all app defined */
4986 /* This is to prevent swapping the matrix lines and put the default 4th coord = 1.0
4987 * into a bad place. The division elimination below will apply to make sure the
4988 * 1.0 doesn't do anything bad. The caller will set this value if the stride is 0
4990 case WINED3DFMT_UNKNOWN: /* No texture coords, 0/0/0/1 defaults are passed */
4991 break;
4992 default:
4993 FIXME("Unexpected fixed function texture coord input\n");
4996 if (!ffp_proj_control)
4998 switch (flags & ~WINED3D_TTFF_PROJECTED)
5000 /* case WINED3D_TTFF_COUNT1: Won't ever get here. */
5001 case WINED3D_TTFF_COUNT2:
5002 mat._13 = mat._23 = mat._33 = mat._43 = 0.0f;
5003 /* OpenGL divides the first 3 vertex coordinates by the 4th by
5004 * default, which is essentially the same as D3DTTFF_PROJECTED.
5005 * Make sure that the 4th coordinate evaluates to 1.0 to
5006 * eliminate that.
5008 * If the fixed function pipeline is used, the 4th value
5009 * remains unused, so there is no danger in doing this. With
5010 * vertex shaders we have a problem. Should an application hit
5011 * that problem, the code here would have to check for pixel
5012 * shaders, and the shader has to undo the default GL divide.
5014 * A more serious problem occurs if the application passes 4
5015 * coordinates in, and the 4th is != 1.0 (OpenGL default).
5016 * This would have to be fixed with immediate mode draws. */
5017 default:
5018 mat._14 = mat._24 = mat._34 = 0.0f; mat._44 = 1.0f;
5023 *out_matrix = mat;
5026 void get_texture_matrix(const struct wined3d_context *context, const struct wined3d_state *state,
5027 unsigned int tex, struct wined3d_matrix *mat)
5029 const struct wined3d_device *device = context->device;
5030 const struct wined3d_gl_info *gl_info = context->gl_info;
5031 BOOL generated = (state->texture_states[tex][WINED3D_TSS_TEXCOORD_INDEX] & 0xffff0000)
5032 != WINED3DTSS_TCI_PASSTHRU;
5033 unsigned int coord_idx = min(state->texture_states[tex][WINED3D_TSS_TEXCOORD_INDEX & 0x0000ffff],
5034 MAX_TEXTURES - 1);
5036 compute_texture_matrix(gl_info, &state->transforms[WINED3D_TS_TEXTURE0 + tex],
5037 state->texture_states[tex][WINED3D_TSS_TEXTURE_TRANSFORM_FLAGS],
5038 generated, context->last_was_rhw,
5039 context->stream_info.use_map & (1u << (WINED3D_FFP_TEXCOORD0 + coord_idx))
5040 ? context->stream_info.elements[WINED3D_FFP_TEXCOORD0 + coord_idx].format->id
5041 : WINED3DFMT_UNKNOWN,
5042 device->shader_backend->shader_has_ffp_proj_control(device->shader_priv), mat);
5044 if ((context->lastWasPow2Texture & (1u << tex)) && state->textures[tex])
5046 if (generated)
5047 FIXME("Non-power-of-two texture being used with generated texture coords.\n");
5048 /* NP2 texcoord fixup is implemented for pixelshaders so only enable the
5049 * fixed-function-pipeline fixup via pow2Matrix when no PS is used. */
5050 if (!use_ps(state))
5052 TRACE("Non-power-of-two texture matrix multiply fixup.\n");
5053 multiply_matrix(mat, mat, (struct wined3d_matrix *)state->textures[tex]->pow2_matrix);
5058 void get_pointsize_minmax(const struct wined3d_context *context, const struct wined3d_state *state,
5059 float *out_min, float *out_max)
5061 union
5063 DWORD d;
5064 float f;
5065 } min, max;
5067 min.d = state->render_states[WINED3D_RS_POINTSIZE_MIN];
5068 max.d = state->render_states[WINED3D_RS_POINTSIZE_MAX];
5070 if (min.f > max.f)
5071 min.f = max.f;
5073 *out_min = min.f;
5074 *out_max = max.f;
5077 void get_pointsize(const struct wined3d_context *context, const struct wined3d_state *state,
5078 float *out_pointsize, float *out_att)
5080 /* POINTSCALEENABLE controls how point size value is treated. If set to
5081 * true, the point size is scaled with respect to height of viewport.
5082 * When set to false point size is in pixels. */
5083 union
5085 DWORD d;
5086 float f;
5087 } pointsize, a, b, c;
5089 out_att[0] = 1.0f;
5090 out_att[1] = 0.0f;
5091 out_att[2] = 0.0f;
5093 pointsize.d = state->render_states[WINED3D_RS_POINTSIZE];
5094 a.d = state->render_states[WINED3D_RS_POINTSCALE_A];
5095 b.d = state->render_states[WINED3D_RS_POINTSCALE_B];
5096 c.d = state->render_states[WINED3D_RS_POINTSCALE_C];
5098 /* Always use first viewport, this path does not apply to d3d10/11 multiple viewports case. */
5099 if (state->render_states[WINED3D_RS_POINTSCALEENABLE])
5101 float scale_factor = state->viewports[0].height * state->viewports[0].height;
5103 out_att[0] = a.f / scale_factor;
5104 out_att[1] = b.f / scale_factor;
5105 out_att[2] = c.f / scale_factor;
5107 *out_pointsize = pointsize.f;
5110 void get_fog_start_end(const struct wined3d_context *context, const struct wined3d_state *state,
5111 float *start, float *end)
5113 union
5115 DWORD d;
5116 float f;
5117 } tmpvalue;
5119 switch (context->fog_source)
5121 case FOGSOURCE_VS:
5122 *start = 1.0f;
5123 *end = 0.0f;
5124 break;
5126 case FOGSOURCE_COORD:
5127 *start = 255.0f;
5128 *end = 0.0f;
5129 break;
5131 case FOGSOURCE_FFP:
5132 tmpvalue.d = state->render_states[WINED3D_RS_FOGSTART];
5133 *start = tmpvalue.f;
5134 tmpvalue.d = state->render_states[WINED3D_RS_FOGEND];
5135 *end = tmpvalue.f;
5136 /* Special handling for fog_start == fog_end. In d3d with vertex
5137 * fog, everything is fogged. With table fog, everything with
5138 * fog_coord < fog_start is unfogged, and fog_coord > fog_start
5139 * is fogged. Windows drivers disagree when fog_coord == fog_start. */
5140 if (state->render_states[WINED3D_RS_FOGTABLEMODE] == WINED3D_FOG_NONE && *start == *end)
5142 *start = -INFINITY;
5143 *end = 0.0f;
5145 break;
5147 default:
5148 /* This should not happen, context->fog_source is set in wined3d, not the app. */
5149 ERR("Unexpected fog coordinate source.\n");
5150 *start = 0.0f;
5151 *end = 0.0f;
5155 /* Note: It's the caller's responsibility to ensure values can be expressed
5156 * in the requested format. UNORM formats for example can only express values
5157 * in the range 0.0f -> 1.0f. */
5158 DWORD wined3d_format_convert_from_float(const struct wined3d_format *format, const struct wined3d_color *color)
5160 static const struct
5162 enum wined3d_format_id format_id;
5163 struct wined3d_vec4 mul;
5164 struct wined3d_uvec4 shift;
5166 float_conv[] =
5168 {WINED3DFMT_B8G8R8A8_UNORM, { 255.0f, 255.0f, 255.0f, 255.0f}, {16, 8, 0, 24}},
5169 {WINED3DFMT_B8G8R8X8_UNORM, { 255.0f, 255.0f, 255.0f, 255.0f}, {16, 8, 0, 24}},
5170 {WINED3DFMT_B8G8R8_UNORM, { 255.0f, 255.0f, 255.0f, 255.0f}, {16, 8, 0, 24}},
5171 {WINED3DFMT_B5G6R5_UNORM, { 31.0f, 63.0f, 31.0f, 0.0f}, {11, 5, 0, 0}},
5172 {WINED3DFMT_B5G5R5A1_UNORM, { 31.0f, 31.0f, 31.0f, 1.0f}, {10, 5, 0, 15}},
5173 {WINED3DFMT_B5G5R5X1_UNORM, { 31.0f, 31.0f, 31.0f, 1.0f}, {10, 5, 0, 15}},
5174 {WINED3DFMT_R8_UNORM, { 255.0f, 0.0f, 0.0f, 0.0f}, { 0, 0, 0, 0}},
5175 {WINED3DFMT_A8_UNORM, { 0.0f, 0.0f, 0.0f, 255.0f}, { 0, 0, 0, 0}},
5176 {WINED3DFMT_B4G4R4A4_UNORM, { 15.0f, 15.0f, 15.0f, 15.0f}, { 8, 4, 0, 12}},
5177 {WINED3DFMT_B4G4R4X4_UNORM, { 15.0f, 15.0f, 15.0f, 15.0f}, { 8, 4, 0, 12}},
5178 {WINED3DFMT_B2G3R3_UNORM, { 7.0f, 7.0f, 3.0f, 0.0f}, { 5, 2, 0, 0}},
5179 {WINED3DFMT_R8G8B8A8_UNORM, { 255.0f, 255.0f, 255.0f, 255.0f}, { 0, 8, 16, 24}},
5180 {WINED3DFMT_R8G8B8X8_UNORM, { 255.0f, 255.0f, 255.0f, 255.0f}, { 0, 8, 16, 24}},
5181 {WINED3DFMT_B10G10R10A2_UNORM, { 1023.0f, 1023.0f, 1023.0f, 3.0f}, {20, 10, 0, 30}},
5182 {WINED3DFMT_R10G10B10A2_UNORM, { 1023.0f, 1023.0f, 1023.0f, 3.0f}, { 0, 10, 20, 30}},
5183 {WINED3DFMT_P8_UINT, { 0.0f, 0.0f, 0.0f, 255.0f}, { 0, 0, 0, 0}},
5184 {WINED3DFMT_S1_UINT_D15_UNORM, { 32767.0f, 0.0f, 0.0f, 0.0f}, { 0, 0, 0, 0}},
5185 {WINED3DFMT_D16_UNORM, { 65535.0f, 0.0f, 0.0f, 0.0f}, { 0, 0, 0, 0}},
5187 static const struct
5189 enum wined3d_format_id format_id;
5190 struct wined3d_dvec4 mul;
5191 struct wined3d_uvec4 shift;
5193 double_conv[] =
5195 {WINED3DFMT_D24_UNORM_S8_UINT, { 16777215.0, 1.0, 0.0, 0.0}, {8, 0, 0, 0}},
5196 {WINED3DFMT_X8D24_UNORM, { 16777215.0, 0.0, 0.0, 0.0}, {0, 0, 0, 0}},
5197 {WINED3DFMT_D32_UNORM, {4294967295.0, 0.0, 0.0, 0.0}, {0, 0, 0, 0}},
5199 unsigned int i;
5200 DWORD ret;
5202 TRACE("Converting color %s to format %s.\n", debug_color(color), debug_d3dformat(format->id));
5204 for (i = 0; i < ARRAY_SIZE(float_conv); ++i)
5206 if (format->id != float_conv[i].format_id)
5207 continue;
5209 ret = ((DWORD)((color->r * float_conv[i].mul.x) + 0.5f)) << float_conv[i].shift.x;
5210 ret |= ((DWORD)((color->g * float_conv[i].mul.y) + 0.5f)) << float_conv[i].shift.y;
5211 ret |= ((DWORD)((color->b * float_conv[i].mul.z) + 0.5f)) << float_conv[i].shift.z;
5212 ret |= ((DWORD)((color->a * float_conv[i].mul.w) + 0.5f)) << float_conv[i].shift.w;
5214 TRACE("Returning 0x%08x.\n", ret);
5216 return ret;
5219 for (i = 0; i < ARRAY_SIZE(double_conv); ++i)
5221 if (format->id != double_conv[i].format_id)
5222 continue;
5224 ret = ((DWORD)((color->r * double_conv[i].mul.x) + 0.5)) << double_conv[i].shift.x;
5225 ret |= ((DWORD)((color->g * double_conv[i].mul.y) + 0.5)) << double_conv[i].shift.y;
5226 ret |= ((DWORD)((color->b * double_conv[i].mul.z) + 0.5)) << double_conv[i].shift.z;
5227 ret |= ((DWORD)((color->a * double_conv[i].mul.w) + 0.5)) << double_conv[i].shift.w;
5229 TRACE("Returning 0x%08x.\n", ret);
5231 return ret;
5234 FIXME("Conversion for format %s not implemented.\n", debug_d3dformat(format->id));
5236 return 0;
5239 static float color_to_float(DWORD color, DWORD size, DWORD offset)
5241 DWORD mask = size < 32 ? (1u << size) - 1 : ~0u;
5243 if (!size)
5244 return 1.0f;
5246 color >>= offset;
5247 color &= mask;
5249 return (float)color / (float)mask;
5252 void wined3d_format_get_float_color_key(const struct wined3d_format *format,
5253 const struct wined3d_color_key *key, struct wined3d_color *float_colors)
5255 struct wined3d_color slop;
5257 switch (format->id)
5259 case WINED3DFMT_B8G8R8_UNORM:
5260 case WINED3DFMT_B8G8R8A8_UNORM:
5261 case WINED3DFMT_B8G8R8X8_UNORM:
5262 case WINED3DFMT_B5G6R5_UNORM:
5263 case WINED3DFMT_B5G5R5X1_UNORM:
5264 case WINED3DFMT_B5G5R5A1_UNORM:
5265 case WINED3DFMT_B4G4R4A4_UNORM:
5266 case WINED3DFMT_B2G3R3_UNORM:
5267 case WINED3DFMT_R8_UNORM:
5268 case WINED3DFMT_A8_UNORM:
5269 case WINED3DFMT_B2G3R3A8_UNORM:
5270 case WINED3DFMT_B4G4R4X4_UNORM:
5271 case WINED3DFMT_R10G10B10A2_UNORM:
5272 case WINED3DFMT_R10G10B10A2_SNORM:
5273 case WINED3DFMT_R8G8B8A8_UNORM:
5274 case WINED3DFMT_R8G8B8X8_UNORM:
5275 case WINED3DFMT_R16G16_UNORM:
5276 case WINED3DFMT_B10G10R10A2_UNORM:
5277 slop.r = 0.5f / ((1u << format->red_size) - 1);
5278 slop.g = 0.5f / ((1u << format->green_size) - 1);
5279 slop.b = 0.5f / ((1u << format->blue_size) - 1);
5280 slop.a = 0.5f / ((1u << format->alpha_size) - 1);
5282 float_colors[0].r = color_to_float(key->color_space_low_value, format->red_size, format->red_offset)
5283 - slop.r;
5284 float_colors[0].g = color_to_float(key->color_space_low_value, format->green_size, format->green_offset)
5285 - slop.g;
5286 float_colors[0].b = color_to_float(key->color_space_low_value, format->blue_size, format->blue_offset)
5287 - slop.b;
5288 float_colors[0].a = color_to_float(key->color_space_low_value, format->alpha_size, format->alpha_offset)
5289 - slop.a;
5291 float_colors[1].r = color_to_float(key->color_space_high_value, format->red_size, format->red_offset)
5292 + slop.r;
5293 float_colors[1].g = color_to_float(key->color_space_high_value, format->green_size, format->green_offset)
5294 + slop.g;
5295 float_colors[1].b = color_to_float(key->color_space_high_value, format->blue_size, format->blue_offset)
5296 + slop.b;
5297 float_colors[1].a = color_to_float(key->color_space_high_value, format->alpha_size, format->alpha_offset)
5298 + slop.a;
5299 break;
5301 case WINED3DFMT_P8_UINT:
5302 float_colors[0].r = 0.0f;
5303 float_colors[0].g = 0.0f;
5304 float_colors[0].b = 0.0f;
5305 float_colors[0].a = (key->color_space_low_value - 0.5f) / 255.0f;
5307 float_colors[1].r = 0.0f;
5308 float_colors[1].g = 0.0f;
5309 float_colors[1].b = 0.0f;
5310 float_colors[1].a = (key->color_space_high_value + 0.5f) / 255.0f;
5311 break;
5313 default:
5314 ERR("Unhandled color key to float conversion for format %s.\n", debug_d3dformat(format->id));
5318 /* DirectDraw stuff */
5319 enum wined3d_format_id pixelformat_for_depth(DWORD depth)
5321 switch (depth)
5323 case 8: return WINED3DFMT_P8_UINT;
5324 case 15: return WINED3DFMT_B5G5R5X1_UNORM;
5325 case 16: return WINED3DFMT_B5G6R5_UNORM;
5326 case 24: return WINED3DFMT_B8G8R8X8_UNORM; /* Robots needs 24bit to be WINED3DFMT_B8G8R8X8_UNORM */
5327 case 32: return WINED3DFMT_B8G8R8X8_UNORM; /* EVE online and the Fur demo need 32bit AdapterDisplayMode to return WINED3DFMT_B8G8R8X8_UNORM */
5328 default: return WINED3DFMT_UNKNOWN;
5332 void multiply_matrix(struct wined3d_matrix *dst, const struct wined3d_matrix *src1, const struct wined3d_matrix *src2)
5334 struct wined3d_matrix tmp;
5336 /* Now do the multiplication 'by hand'.
5337 I know that all this could be optimised, but this will be done later :-) */
5338 tmp._11 = (src1->_11 * src2->_11) + (src1->_21 * src2->_12) + (src1->_31 * src2->_13) + (src1->_41 * src2->_14);
5339 tmp._21 = (src1->_11 * src2->_21) + (src1->_21 * src2->_22) + (src1->_31 * src2->_23) + (src1->_41 * src2->_24);
5340 tmp._31 = (src1->_11 * src2->_31) + (src1->_21 * src2->_32) + (src1->_31 * src2->_33) + (src1->_41 * src2->_34);
5341 tmp._41 = (src1->_11 * src2->_41) + (src1->_21 * src2->_42) + (src1->_31 * src2->_43) + (src1->_41 * src2->_44);
5343 tmp._12 = (src1->_12 * src2->_11) + (src1->_22 * src2->_12) + (src1->_32 * src2->_13) + (src1->_42 * src2->_14);
5344 tmp._22 = (src1->_12 * src2->_21) + (src1->_22 * src2->_22) + (src1->_32 * src2->_23) + (src1->_42 * src2->_24);
5345 tmp._32 = (src1->_12 * src2->_31) + (src1->_22 * src2->_32) + (src1->_32 * src2->_33) + (src1->_42 * src2->_34);
5346 tmp._42 = (src1->_12 * src2->_41) + (src1->_22 * src2->_42) + (src1->_32 * src2->_43) + (src1->_42 * src2->_44);
5348 tmp._13 = (src1->_13 * src2->_11) + (src1->_23 * src2->_12) + (src1->_33 * src2->_13) + (src1->_43 * src2->_14);
5349 tmp._23 = (src1->_13 * src2->_21) + (src1->_23 * src2->_22) + (src1->_33 * src2->_23) + (src1->_43 * src2->_24);
5350 tmp._33 = (src1->_13 * src2->_31) + (src1->_23 * src2->_32) + (src1->_33 * src2->_33) + (src1->_43 * src2->_34);
5351 tmp._43 = (src1->_13 * src2->_41) + (src1->_23 * src2->_42) + (src1->_33 * src2->_43) + (src1->_43 * src2->_44);
5353 tmp._14 = (src1->_14 * src2->_11) + (src1->_24 * src2->_12) + (src1->_34 * src2->_13) + (src1->_44 * src2->_14);
5354 tmp._24 = (src1->_14 * src2->_21) + (src1->_24 * src2->_22) + (src1->_34 * src2->_23) + (src1->_44 * src2->_24);
5355 tmp._34 = (src1->_14 * src2->_31) + (src1->_24 * src2->_32) + (src1->_34 * src2->_33) + (src1->_44 * src2->_34);
5356 tmp._44 = (src1->_14 * src2->_41) + (src1->_24 * src2->_42) + (src1->_34 * src2->_43) + (src1->_44 * src2->_44);
5358 *dst = tmp;
5361 DWORD get_flexible_vertex_size(DWORD d3dvtVertexType) {
5362 DWORD size = 0;
5363 int i;
5364 int numTextures = (d3dvtVertexType & WINED3DFVF_TEXCOUNT_MASK) >> WINED3DFVF_TEXCOUNT_SHIFT;
5366 if (d3dvtVertexType & WINED3DFVF_NORMAL) size += 3 * sizeof(float);
5367 if (d3dvtVertexType & WINED3DFVF_DIFFUSE) size += sizeof(DWORD);
5368 if (d3dvtVertexType & WINED3DFVF_SPECULAR) size += sizeof(DWORD);
5369 if (d3dvtVertexType & WINED3DFVF_PSIZE) size += sizeof(DWORD);
5370 switch (d3dvtVertexType & WINED3DFVF_POSITION_MASK) {
5371 case WINED3DFVF_XYZ: size += 3 * sizeof(float); break;
5372 case WINED3DFVF_XYZRHW: size += 4 * sizeof(float); break;
5373 case WINED3DFVF_XYZB1: size += 4 * sizeof(float); break;
5374 case WINED3DFVF_XYZB2: size += 5 * sizeof(float); break;
5375 case WINED3DFVF_XYZB3: size += 6 * sizeof(float); break;
5376 case WINED3DFVF_XYZB4: size += 7 * sizeof(float); break;
5377 case WINED3DFVF_XYZB5: size += 8 * sizeof(float); break;
5378 case WINED3DFVF_XYZW: size += 4 * sizeof(float); break;
5379 default: ERR("Unexpected position mask\n");
5381 for (i = 0; i < numTextures; i++) {
5382 size += GET_TEXCOORD_SIZE_FROM_FVF(d3dvtVertexType, i) * sizeof(float);
5385 return size;
5388 unsigned int wined3d_max_compat_varyings(const struct wined3d_gl_info *gl_info)
5390 /* On core profile we have to also count diffuse and specular colors and the
5391 * fog coordinate. */
5392 return gl_info->supported[WINED3D_GL_LEGACY_CONTEXT] ? MAX_TEXTURES * 4 : (MAX_TEXTURES + 2) * 4 + 1;
5395 void gen_ffp_frag_op(const struct wined3d_context *context, const struct wined3d_state *state,
5396 struct ffp_frag_settings *settings, BOOL ignore_textype)
5398 #define ARG1 0x01
5399 #define ARG2 0x02
5400 #define ARG0 0x04
5401 static const unsigned char args[WINED3D_TOP_LERP + 1] =
5403 /* undefined */ 0,
5404 /* D3DTOP_DISABLE */ 0,
5405 /* D3DTOP_SELECTARG1 */ ARG1,
5406 /* D3DTOP_SELECTARG2 */ ARG2,
5407 /* D3DTOP_MODULATE */ ARG1 | ARG2,
5408 /* D3DTOP_MODULATE2X */ ARG1 | ARG2,
5409 /* D3DTOP_MODULATE4X */ ARG1 | ARG2,
5410 /* D3DTOP_ADD */ ARG1 | ARG2,
5411 /* D3DTOP_ADDSIGNED */ ARG1 | ARG2,
5412 /* D3DTOP_ADDSIGNED2X */ ARG1 | ARG2,
5413 /* D3DTOP_SUBTRACT */ ARG1 | ARG2,
5414 /* D3DTOP_ADDSMOOTH */ ARG1 | ARG2,
5415 /* D3DTOP_BLENDDIFFUSEALPHA */ ARG1 | ARG2,
5416 /* D3DTOP_BLENDTEXTUREALPHA */ ARG1 | ARG2,
5417 /* D3DTOP_BLENDFACTORALPHA */ ARG1 | ARG2,
5418 /* D3DTOP_BLENDTEXTUREALPHAPM */ ARG1 | ARG2,
5419 /* D3DTOP_BLENDCURRENTALPHA */ ARG1 | ARG2,
5420 /* D3DTOP_PREMODULATE */ ARG1 | ARG2,
5421 /* D3DTOP_MODULATEALPHA_ADDCOLOR */ ARG1 | ARG2,
5422 /* D3DTOP_MODULATECOLOR_ADDALPHA */ ARG1 | ARG2,
5423 /* D3DTOP_MODULATEINVALPHA_ADDCOLOR */ ARG1 | ARG2,
5424 /* D3DTOP_MODULATEINVCOLOR_ADDALPHA */ ARG1 | ARG2,
5425 /* D3DTOP_BUMPENVMAP */ ARG1 | ARG2,
5426 /* D3DTOP_BUMPENVMAPLUMINANCE */ ARG1 | ARG2,
5427 /* D3DTOP_DOTPRODUCT3 */ ARG1 | ARG2,
5428 /* D3DTOP_MULTIPLYADD */ ARG1 | ARG2 | ARG0,
5429 /* D3DTOP_LERP */ ARG1 | ARG2 | ARG0
5431 unsigned int i;
5432 DWORD ttff;
5433 DWORD cop, aop, carg0, carg1, carg2, aarg0, aarg1, aarg2;
5434 const struct wined3d_gl_info *gl_info = context->gl_info;
5435 const struct wined3d_d3d_info *d3d_info = context->d3d_info;
5437 settings->padding = 0;
5439 for (i = 0; i < d3d_info->limits.ffp_blend_stages; ++i)
5441 const struct wined3d_texture *texture;
5443 settings->op[i].padding = 0;
5444 if (state->texture_states[i][WINED3D_TSS_COLOR_OP] == WINED3D_TOP_DISABLE)
5446 settings->op[i].cop = WINED3D_TOP_DISABLE;
5447 settings->op[i].aop = WINED3D_TOP_DISABLE;
5448 settings->op[i].carg0 = settings->op[i].carg1 = settings->op[i].carg2 = ARG_UNUSED;
5449 settings->op[i].aarg0 = settings->op[i].aarg1 = settings->op[i].aarg2 = ARG_UNUSED;
5450 settings->op[i].color_fixup = COLOR_FIXUP_IDENTITY;
5451 settings->op[i].tmp_dst = 0;
5452 settings->op[i].tex_type = WINED3D_GL_RES_TYPE_TEX_1D;
5453 settings->op[i].projected = WINED3D_PROJECTION_NONE;
5454 i++;
5455 break;
5458 if ((texture = state->textures[i]))
5460 if (can_use_texture_swizzle(gl_info, texture->resource.format))
5461 settings->op[i].color_fixup = COLOR_FIXUP_IDENTITY;
5462 else
5463 settings->op[i].color_fixup = texture->resource.format->color_fixup;
5464 if (ignore_textype)
5466 settings->op[i].tex_type = WINED3D_GL_RES_TYPE_TEX_1D;
5468 else
5470 switch (texture->target)
5472 case GL_TEXTURE_1D:
5473 settings->op[i].tex_type = WINED3D_GL_RES_TYPE_TEX_1D;
5474 break;
5475 case GL_TEXTURE_2D:
5476 settings->op[i].tex_type = WINED3D_GL_RES_TYPE_TEX_2D;
5477 break;
5478 case GL_TEXTURE_3D:
5479 settings->op[i].tex_type = WINED3D_GL_RES_TYPE_TEX_3D;
5480 break;
5481 case GL_TEXTURE_CUBE_MAP_ARB:
5482 settings->op[i].tex_type = WINED3D_GL_RES_TYPE_TEX_CUBE;
5483 break;
5484 case GL_TEXTURE_RECTANGLE_ARB:
5485 settings->op[i].tex_type = WINED3D_GL_RES_TYPE_TEX_RECT;
5486 break;
5489 } else {
5490 settings->op[i].color_fixup = COLOR_FIXUP_IDENTITY;
5491 settings->op[i].tex_type = WINED3D_GL_RES_TYPE_TEX_1D;
5494 cop = state->texture_states[i][WINED3D_TSS_COLOR_OP];
5495 aop = state->texture_states[i][WINED3D_TSS_ALPHA_OP];
5497 carg1 = (args[cop] & ARG1) ? state->texture_states[i][WINED3D_TSS_COLOR_ARG1] : ARG_UNUSED;
5498 carg2 = (args[cop] & ARG2) ? state->texture_states[i][WINED3D_TSS_COLOR_ARG2] : ARG_UNUSED;
5499 carg0 = (args[cop] & ARG0) ? state->texture_states[i][WINED3D_TSS_COLOR_ARG0] : ARG_UNUSED;
5501 if (is_invalid_op(state, i, cop, carg1, carg2, carg0))
5503 carg0 = ARG_UNUSED;
5504 carg2 = ARG_UNUSED;
5505 carg1 = WINED3DTA_CURRENT;
5506 cop = WINED3D_TOP_SELECT_ARG1;
5509 if (cop == WINED3D_TOP_DOTPRODUCT3)
5511 /* A dotproduct3 on the colorop overwrites the alphaop operation and replicates
5512 * the color result to the alpha component of the destination
5514 aop = cop;
5515 aarg1 = carg1;
5516 aarg2 = carg2;
5517 aarg0 = carg0;
5519 else
5521 aarg1 = (args[aop] & ARG1) ? state->texture_states[i][WINED3D_TSS_ALPHA_ARG1] : ARG_UNUSED;
5522 aarg2 = (args[aop] & ARG2) ? state->texture_states[i][WINED3D_TSS_ALPHA_ARG2] : ARG_UNUSED;
5523 aarg0 = (args[aop] & ARG0) ? state->texture_states[i][WINED3D_TSS_ALPHA_ARG0] : ARG_UNUSED;
5526 if (!i && state->textures[0] && state->render_states[WINED3D_RS_COLORKEYENABLE])
5528 GLenum texture_dimensions;
5530 texture = state->textures[0];
5531 texture_dimensions = texture->target;
5533 if (texture_dimensions == GL_TEXTURE_2D || texture_dimensions == GL_TEXTURE_RECTANGLE_ARB)
5535 if (texture->async.color_key_flags & WINED3D_CKEY_SRC_BLT && !texture->resource.format->alpha_size)
5537 if (aop == WINED3D_TOP_DISABLE)
5539 aarg1 = WINED3DTA_TEXTURE;
5540 aop = WINED3D_TOP_SELECT_ARG1;
5542 else if (aop == WINED3D_TOP_SELECT_ARG1 && aarg1 != WINED3DTA_TEXTURE)
5544 if (state->render_states[WINED3D_RS_ALPHABLENDENABLE])
5546 aarg2 = WINED3DTA_TEXTURE;
5547 aop = WINED3D_TOP_MODULATE;
5549 else aarg1 = WINED3DTA_TEXTURE;
5551 else if (aop == WINED3D_TOP_SELECT_ARG2 && aarg2 != WINED3DTA_TEXTURE)
5553 if (state->render_states[WINED3D_RS_ALPHABLENDENABLE])
5555 aarg1 = WINED3DTA_TEXTURE;
5556 aop = WINED3D_TOP_MODULATE;
5558 else aarg2 = WINED3DTA_TEXTURE;
5564 if (is_invalid_op(state, i, aop, aarg1, aarg2, aarg0))
5566 aarg0 = ARG_UNUSED;
5567 aarg2 = ARG_UNUSED;
5568 aarg1 = WINED3DTA_CURRENT;
5569 aop = WINED3D_TOP_SELECT_ARG1;
5572 if (carg1 == WINED3DTA_TEXTURE || carg2 == WINED3DTA_TEXTURE || carg0 == WINED3DTA_TEXTURE
5573 || aarg1 == WINED3DTA_TEXTURE || aarg2 == WINED3DTA_TEXTURE || aarg0 == WINED3DTA_TEXTURE)
5575 ttff = state->texture_states[i][WINED3D_TSS_TEXTURE_TRANSFORM_FLAGS];
5576 if (ttff == (WINED3D_TTFF_PROJECTED | WINED3D_TTFF_COUNT3))
5577 settings->op[i].projected = WINED3D_PROJECTION_COUNT3;
5578 else if (ttff & WINED3D_TTFF_PROJECTED)
5579 settings->op[i].projected = WINED3D_PROJECTION_COUNT4;
5580 else
5581 settings->op[i].projected = WINED3D_PROJECTION_NONE;
5583 else
5585 settings->op[i].projected = WINED3D_PROJECTION_NONE;
5588 settings->op[i].cop = cop;
5589 settings->op[i].aop = aop;
5590 settings->op[i].carg0 = carg0;
5591 settings->op[i].carg1 = carg1;
5592 settings->op[i].carg2 = carg2;
5593 settings->op[i].aarg0 = aarg0;
5594 settings->op[i].aarg1 = aarg1;
5595 settings->op[i].aarg2 = aarg2;
5596 settings->op[i].tmp_dst = state->texture_states[i][WINED3D_TSS_RESULT_ARG] == WINED3DTA_TEMP;
5599 /* Clear unsupported stages */
5600 for(; i < MAX_TEXTURES; i++) {
5601 memset(&settings->op[i], 0xff, sizeof(settings->op[i]));
5604 if (!state->render_states[WINED3D_RS_FOGENABLE])
5606 settings->fog = WINED3D_FFP_PS_FOG_OFF;
5608 else if (state->render_states[WINED3D_RS_FOGTABLEMODE] == WINED3D_FOG_NONE)
5610 if (use_vs(state) || state->vertex_declaration->position_transformed)
5612 settings->fog = WINED3D_FFP_PS_FOG_LINEAR;
5614 else
5616 switch (state->render_states[WINED3D_RS_FOGVERTEXMODE])
5618 case WINED3D_FOG_NONE:
5619 case WINED3D_FOG_LINEAR:
5620 settings->fog = WINED3D_FFP_PS_FOG_LINEAR;
5621 break;
5622 case WINED3D_FOG_EXP:
5623 settings->fog = WINED3D_FFP_PS_FOG_EXP;
5624 break;
5625 case WINED3D_FOG_EXP2:
5626 settings->fog = WINED3D_FFP_PS_FOG_EXP2;
5627 break;
5631 else
5633 switch (state->render_states[WINED3D_RS_FOGTABLEMODE])
5635 case WINED3D_FOG_LINEAR:
5636 settings->fog = WINED3D_FFP_PS_FOG_LINEAR;
5637 break;
5638 case WINED3D_FOG_EXP:
5639 settings->fog = WINED3D_FFP_PS_FOG_EXP;
5640 break;
5641 case WINED3D_FOG_EXP2:
5642 settings->fog = WINED3D_FFP_PS_FOG_EXP2;
5643 break;
5646 settings->sRGB_write = !gl_info->supported[ARB_FRAMEBUFFER_SRGB] && needs_srgb_write(context, state, state->fb);
5647 if (d3d_info->vs_clipping || !use_vs(state) || !state->render_states[WINED3D_RS_CLIPPING]
5648 || !state->render_states[WINED3D_RS_CLIPPLANEENABLE])
5650 /* No need to emulate clipplanes if GL supports native vertex shader clipping or if
5651 * the fixed function vertex pipeline is used(which always supports clipplanes), or
5652 * if no clipplane is enabled
5654 settings->emul_clipplanes = 0;
5655 } else {
5656 settings->emul_clipplanes = 1;
5659 if (state->render_states[WINED3D_RS_COLORKEYENABLE] && state->textures[0]
5660 && state->textures[0]->async.color_key_flags & WINED3D_CKEY_SRC_BLT
5661 && settings->op[0].cop != WINED3D_TOP_DISABLE)
5662 settings->color_key_enabled = 1;
5663 else
5664 settings->color_key_enabled = 0;
5666 /* texcoords_initialized is set to meaningful values only when GL doesn't
5667 * support enough varyings to always pass around all the possible texture
5668 * coordinates.
5669 * This is used to avoid reading a varying not written by the vertex shader.
5670 * Reading uninitialized varyings on core profile contexts results in an
5671 * error while with builtin varyings on legacy contexts you get undefined
5672 * behavior. */
5673 if (d3d_info->limits.varying_count
5674 && d3d_info->limits.varying_count < wined3d_max_compat_varyings(gl_info))
5676 settings->texcoords_initialized = 0;
5677 for (i = 0; i < MAX_TEXTURES; ++i)
5679 if (use_vs(state))
5681 if (state->shader[WINED3D_SHADER_TYPE_VERTEX]->reg_maps.output_registers & (1u << i))
5682 settings->texcoords_initialized |= 1u << i;
5684 else
5686 const struct wined3d_stream_info *si = &context->stream_info;
5687 unsigned int coord_idx = state->texture_states[i][WINED3D_TSS_TEXCOORD_INDEX];
5688 if ((state->texture_states[i][WINED3D_TSS_TEXCOORD_INDEX] >> WINED3D_FFP_TCI_SHIFT)
5689 & WINED3D_FFP_TCI_MASK
5690 || (coord_idx < MAX_TEXTURES && (si->use_map & (1u << (WINED3D_FFP_TEXCOORD0 + coord_idx)))))
5691 settings->texcoords_initialized |= 1u << i;
5695 else
5697 settings->texcoords_initialized = (1u << MAX_TEXTURES) - 1;
5700 settings->pointsprite = state->render_states[WINED3D_RS_POINTSPRITEENABLE]
5701 && state->gl_primitive_type == GL_POINTS;
5703 if (gl_info->supported[WINED3D_GL_LEGACY_CONTEXT])
5704 settings->alpha_test_func = WINED3D_CMP_ALWAYS - 1;
5705 else
5706 settings->alpha_test_func = (state->render_states[WINED3D_RS_ALPHATESTENABLE]
5707 ? wined3d_sanitize_cmp_func(state->render_states[WINED3D_RS_ALPHAFUNC])
5708 : WINED3D_CMP_ALWAYS) - 1;
5710 if (d3d_info->emulated_flatshading)
5711 settings->flatshading = state->render_states[WINED3D_RS_SHADEMODE] == WINED3D_SHADE_FLAT;
5712 else
5713 settings->flatshading = FALSE;
5716 const struct ffp_frag_desc *find_ffp_frag_shader(const struct wine_rb_tree *fragment_shaders,
5717 const struct ffp_frag_settings *settings)
5719 struct wine_rb_entry *entry = wine_rb_get(fragment_shaders, settings);
5720 return entry ? WINE_RB_ENTRY_VALUE(entry, struct ffp_frag_desc, entry) : NULL;
5723 void add_ffp_frag_shader(struct wine_rb_tree *shaders, struct ffp_frag_desc *desc)
5725 /* Note that the key is the implementation independent part of the ffp_frag_desc structure,
5726 * whereas desc points to an extended structure with implementation specific parts. */
5727 if (wine_rb_put(shaders, &desc->settings, &desc->entry) == -1)
5729 ERR("Failed to insert ffp frag shader.\n");
5733 /* Activates the texture dimension according to the bound D3D texture. Does
5734 * not care for the colorop or correct gl texture unit (when using nvrc).
5735 * Requires the caller to activate the correct unit. */
5736 /* Context activation is done by the caller (state handler). */
5737 void texture_activate_dimensions(const struct wined3d_texture *texture, const struct wined3d_gl_info *gl_info)
5739 if (texture)
5741 switch (texture->target)
5743 case GL_TEXTURE_2D:
5744 gl_info->gl_ops.gl.p_glDisable(GL_TEXTURE_3D);
5745 checkGLcall("glDisable(GL_TEXTURE_3D)");
5746 if (gl_info->supported[ARB_TEXTURE_CUBE_MAP])
5748 gl_info->gl_ops.gl.p_glDisable(GL_TEXTURE_CUBE_MAP_ARB);
5749 checkGLcall("glDisable(GL_TEXTURE_CUBE_MAP_ARB)");
5751 if (gl_info->supported[ARB_TEXTURE_RECTANGLE])
5753 gl_info->gl_ops.gl.p_glDisable(GL_TEXTURE_RECTANGLE_ARB);
5754 checkGLcall("glDisable(GL_TEXTURE_RECTANGLE_ARB)");
5756 gl_info->gl_ops.gl.p_glEnable(GL_TEXTURE_2D);
5757 checkGLcall("glEnable(GL_TEXTURE_2D)");
5758 break;
5759 case GL_TEXTURE_RECTANGLE_ARB:
5760 gl_info->gl_ops.gl.p_glDisable(GL_TEXTURE_2D);
5761 checkGLcall("glDisable(GL_TEXTURE_2D)");
5762 gl_info->gl_ops.gl.p_glDisable(GL_TEXTURE_3D);
5763 checkGLcall("glDisable(GL_TEXTURE_3D)");
5764 if (gl_info->supported[ARB_TEXTURE_CUBE_MAP])
5766 gl_info->gl_ops.gl.p_glDisable(GL_TEXTURE_CUBE_MAP_ARB);
5767 checkGLcall("glDisable(GL_TEXTURE_CUBE_MAP_ARB)");
5769 gl_info->gl_ops.gl.p_glEnable(GL_TEXTURE_RECTANGLE_ARB);
5770 checkGLcall("glEnable(GL_TEXTURE_RECTANGLE_ARB)");
5771 break;
5772 case GL_TEXTURE_3D:
5773 if (gl_info->supported[ARB_TEXTURE_CUBE_MAP])
5775 gl_info->gl_ops.gl.p_glDisable(GL_TEXTURE_CUBE_MAP_ARB);
5776 checkGLcall("glDisable(GL_TEXTURE_CUBE_MAP_ARB)");
5778 if (gl_info->supported[ARB_TEXTURE_RECTANGLE])
5780 gl_info->gl_ops.gl.p_glDisable(GL_TEXTURE_RECTANGLE_ARB);
5781 checkGLcall("glDisable(GL_TEXTURE_RECTANGLE_ARB)");
5783 gl_info->gl_ops.gl.p_glDisable(GL_TEXTURE_2D);
5784 checkGLcall("glDisable(GL_TEXTURE_2D)");
5785 gl_info->gl_ops.gl.p_glEnable(GL_TEXTURE_3D);
5786 checkGLcall("glEnable(GL_TEXTURE_3D)");
5787 break;
5788 case GL_TEXTURE_CUBE_MAP_ARB:
5789 gl_info->gl_ops.gl.p_glDisable(GL_TEXTURE_2D);
5790 checkGLcall("glDisable(GL_TEXTURE_2D)");
5791 gl_info->gl_ops.gl.p_glDisable(GL_TEXTURE_3D);
5792 checkGLcall("glDisable(GL_TEXTURE_3D)");
5793 if (gl_info->supported[ARB_TEXTURE_RECTANGLE])
5795 gl_info->gl_ops.gl.p_glDisable(GL_TEXTURE_RECTANGLE_ARB);
5796 checkGLcall("glDisable(GL_TEXTURE_RECTANGLE_ARB)");
5798 gl_info->gl_ops.gl.p_glEnable(GL_TEXTURE_CUBE_MAP_ARB);
5799 checkGLcall("glEnable(GL_TEXTURE_CUBE_MAP_ARB)");
5800 break;
5803 else
5805 gl_info->gl_ops.gl.p_glEnable(GL_TEXTURE_2D);
5806 checkGLcall("glEnable(GL_TEXTURE_2D)");
5807 gl_info->gl_ops.gl.p_glDisable(GL_TEXTURE_3D);
5808 checkGLcall("glDisable(GL_TEXTURE_3D)");
5809 if (gl_info->supported[ARB_TEXTURE_CUBE_MAP])
5811 gl_info->gl_ops.gl.p_glDisable(GL_TEXTURE_CUBE_MAP_ARB);
5812 checkGLcall("glDisable(GL_TEXTURE_CUBE_MAP_ARB)");
5814 if (gl_info->supported[ARB_TEXTURE_RECTANGLE])
5816 gl_info->gl_ops.gl.p_glDisable(GL_TEXTURE_RECTANGLE_ARB);
5817 checkGLcall("glDisable(GL_TEXTURE_RECTANGLE_ARB)");
5819 /* Binding textures is done by samplers. A dummy texture will be bound */
5823 /* Context activation is done by the caller (state handler). */
5824 void sampler_texdim(struct wined3d_context *context, const struct wined3d_state *state, DWORD state_id)
5826 DWORD sampler = state_id - STATE_SAMPLER(0);
5827 DWORD mapped_stage = context->tex_unit_map[sampler];
5829 /* No need to enable / disable anything here for unused samplers. The
5830 * tex_colorop handler takes care. Also no action is needed with pixel
5831 * shaders, or if tex_colorop will take care of this business. */
5832 if (mapped_stage == WINED3D_UNMAPPED_STAGE || mapped_stage >= context->gl_info->limits.textures)
5833 return;
5834 if (sampler >= context->lowest_disabled_stage)
5835 return;
5836 if (isStateDirty(context, STATE_TEXTURESTAGE(sampler, WINED3D_TSS_COLOR_OP)))
5837 return;
5839 texture_activate_dimensions(state->textures[sampler], context->gl_info);
5842 int wined3d_ffp_frag_program_key_compare(const void *key, const struct wine_rb_entry *entry)
5844 const struct ffp_frag_settings *ka = key;
5845 const struct ffp_frag_settings *kb = &WINE_RB_ENTRY_VALUE(entry, const struct ffp_frag_desc, entry)->settings;
5847 return memcmp(ka, kb, sizeof(*ka));
5850 void wined3d_ffp_get_vs_settings(const struct wined3d_context *context,
5851 const struct wined3d_state *state, struct wined3d_ffp_vs_settings *settings)
5853 const struct wined3d_stream_info *si = &context->stream_info;
5854 const struct wined3d_gl_info *gl_info = context->gl_info;
5855 const struct wined3d_d3d_info *d3d_info = context->d3d_info;
5856 unsigned int coord_idx, i;
5858 memset(settings, 0, sizeof(*settings));
5860 if (si->position_transformed)
5862 settings->transformed = 1;
5863 settings->point_size = state->gl_primitive_type == GL_POINTS;
5864 settings->per_vertex_point_size = !!(si->use_map & 1u << WINED3D_FFP_PSIZE);
5865 if (!state->render_states[WINED3D_RS_FOGENABLE])
5866 settings->fog_mode = WINED3D_FFP_VS_FOG_OFF;
5867 else if (state->render_states[WINED3D_RS_FOGTABLEMODE] != WINED3D_FOG_NONE)
5868 settings->fog_mode = WINED3D_FFP_VS_FOG_DEPTH;
5869 else
5870 settings->fog_mode = WINED3D_FFP_VS_FOG_FOGCOORD;
5872 for (i = 0; i < MAX_TEXTURES; ++i)
5874 coord_idx = state->texture_states[i][WINED3D_TSS_TEXCOORD_INDEX];
5875 if (coord_idx < MAX_TEXTURES && (si->use_map & (1u << (WINED3D_FFP_TEXCOORD0 + coord_idx))))
5876 settings->texcoords |= 1u << i;
5877 settings->texgen[i] = state->texture_states[i][WINED3D_TSS_TEXCOORD_INDEX];
5879 if (d3d_info->limits.varying_count >= wined3d_max_compat_varyings(gl_info))
5880 settings->texcoords = (1u << MAX_TEXTURES) - 1;
5882 if (d3d_info->emulated_flatshading)
5883 settings->flatshading = state->render_states[WINED3D_RS_SHADEMODE] == WINED3D_SHADE_FLAT;
5884 else
5885 settings->flatshading = FALSE;
5887 settings->swizzle_map = si->swizzle_map;
5889 return;
5892 switch (state->render_states[WINED3D_RS_VERTEXBLEND])
5894 case WINED3D_VBF_DISABLE:
5895 case WINED3D_VBF_1WEIGHTS:
5896 case WINED3D_VBF_2WEIGHTS:
5897 case WINED3D_VBF_3WEIGHTS:
5898 settings->vertexblends = state->render_states[WINED3D_RS_VERTEXBLEND];
5899 break;
5900 default:
5901 FIXME("Unsupported vertex blending: %d\n", state->render_states[WINED3D_RS_VERTEXBLEND]);
5902 break;
5905 settings->clipping = state->render_states[WINED3D_RS_CLIPPING]
5906 && state->render_states[WINED3D_RS_CLIPPLANEENABLE];
5907 settings->normal = !!(si->use_map & (1u << WINED3D_FFP_NORMAL));
5908 settings->normalize = settings->normal && state->render_states[WINED3D_RS_NORMALIZENORMALS];
5909 settings->lighting = !!state->render_states[WINED3D_RS_LIGHTING];
5910 settings->localviewer = !!state->render_states[WINED3D_RS_LOCALVIEWER];
5911 settings->point_size = state->gl_primitive_type == GL_POINTS;
5912 settings->per_vertex_point_size = !!(si->use_map & 1u << WINED3D_FFP_PSIZE);
5914 if (state->render_states[WINED3D_RS_COLORVERTEX] && (si->use_map & (1u << WINED3D_FFP_DIFFUSE)))
5916 settings->diffuse_source = state->render_states[WINED3D_RS_DIFFUSEMATERIALSOURCE];
5917 settings->emissive_source = state->render_states[WINED3D_RS_EMISSIVEMATERIALSOURCE];
5918 settings->ambient_source = state->render_states[WINED3D_RS_AMBIENTMATERIALSOURCE];
5919 settings->specular_source = state->render_states[WINED3D_RS_SPECULARMATERIALSOURCE];
5921 else
5923 settings->diffuse_source = WINED3D_MCS_MATERIAL;
5924 settings->emissive_source = WINED3D_MCS_MATERIAL;
5925 settings->ambient_source = WINED3D_MCS_MATERIAL;
5926 settings->specular_source = WINED3D_MCS_MATERIAL;
5929 for (i = 0; i < MAX_TEXTURES; ++i)
5931 coord_idx = state->texture_states[i][WINED3D_TSS_TEXCOORD_INDEX];
5932 if (coord_idx < MAX_TEXTURES && (si->use_map & (1u << (WINED3D_FFP_TEXCOORD0 + coord_idx))))
5933 settings->texcoords |= 1u << i;
5934 settings->texgen[i] = state->texture_states[i][WINED3D_TSS_TEXCOORD_INDEX];
5936 if (d3d_info->limits.varying_count >= wined3d_max_compat_varyings(gl_info))
5937 settings->texcoords = (1u << MAX_TEXTURES) - 1;
5939 for (i = 0; i < MAX_ACTIVE_LIGHTS; ++i)
5941 if (!state->lights[i])
5942 continue;
5944 switch (state->lights[i]->OriginalParms.type)
5946 case WINED3D_LIGHT_POINT:
5947 ++settings->point_light_count;
5948 break;
5949 case WINED3D_LIGHT_SPOT:
5950 ++settings->spot_light_count;
5951 break;
5952 case WINED3D_LIGHT_DIRECTIONAL:
5953 ++settings->directional_light_count;
5954 break;
5955 case WINED3D_LIGHT_PARALLELPOINT:
5956 ++settings->parallel_point_light_count;
5957 break;
5958 default:
5959 FIXME("Unhandled light type %#x.\n", state->lights[i]->OriginalParms.type);
5960 break;
5964 if (!state->render_states[WINED3D_RS_FOGENABLE])
5965 settings->fog_mode = WINED3D_FFP_VS_FOG_OFF;
5966 else if (state->render_states[WINED3D_RS_FOGTABLEMODE] != WINED3D_FOG_NONE)
5968 settings->fog_mode = WINED3D_FFP_VS_FOG_DEPTH;
5970 if (state->transforms[WINED3D_TS_PROJECTION]._14 == 0.0f
5971 && state->transforms[WINED3D_TS_PROJECTION]._24 == 0.0f
5972 && state->transforms[WINED3D_TS_PROJECTION]._34 == 0.0f
5973 && state->transforms[WINED3D_TS_PROJECTION]._44 == 1.0f)
5974 settings->ortho_fog = 1;
5976 else if (state->render_states[WINED3D_RS_FOGVERTEXMODE] == WINED3D_FOG_NONE)
5977 settings->fog_mode = WINED3D_FFP_VS_FOG_FOGCOORD;
5978 else if (state->render_states[WINED3D_RS_RANGEFOGENABLE])
5979 settings->fog_mode = WINED3D_FFP_VS_FOG_RANGE;
5980 else
5981 settings->fog_mode = WINED3D_FFP_VS_FOG_DEPTH;
5983 if (d3d_info->emulated_flatshading)
5984 settings->flatshading = state->render_states[WINED3D_RS_SHADEMODE] == WINED3D_SHADE_FLAT;
5985 else
5986 settings->flatshading = FALSE;
5988 settings->swizzle_map = si->swizzle_map;
5991 int wined3d_ffp_vertex_program_key_compare(const void *key, const struct wine_rb_entry *entry)
5993 const struct wined3d_ffp_vs_settings *ka = key;
5994 const struct wined3d_ffp_vs_settings *kb = &WINE_RB_ENTRY_VALUE(entry,
5995 const struct wined3d_ffp_vs_desc, entry)->settings;
5997 return memcmp(ka, kb, sizeof(*ka));
6000 const char *wined3d_debug_location(DWORD location)
6002 struct debug_buffer buffer;
6003 const char *prefix = "";
6004 const char *suffix = "";
6006 if (wined3d_popcount(location) > 16)
6008 prefix = "~(";
6009 location = ~location;
6010 suffix = ")";
6013 init_debug_buffer(&buffer, "0");
6014 #define LOCATION_TO_STR(x) if (location & x) { debug_append(&buffer, #x, " | "); location &= ~x; }
6015 LOCATION_TO_STR(WINED3D_LOCATION_DISCARDED);
6016 LOCATION_TO_STR(WINED3D_LOCATION_SYSMEM);
6017 LOCATION_TO_STR(WINED3D_LOCATION_USER_MEMORY);
6018 LOCATION_TO_STR(WINED3D_LOCATION_BUFFER);
6019 LOCATION_TO_STR(WINED3D_LOCATION_TEXTURE_RGB);
6020 LOCATION_TO_STR(WINED3D_LOCATION_TEXTURE_SRGB);
6021 LOCATION_TO_STR(WINED3D_LOCATION_DRAWABLE);
6022 LOCATION_TO_STR(WINED3D_LOCATION_RB_MULTISAMPLE);
6023 LOCATION_TO_STR(WINED3D_LOCATION_RB_RESOLVED);
6024 #undef LOCATION_TO_STR
6025 if (location)
6026 FIXME("Unrecognized location flag(s) %#x.\n", location);
6028 return wine_dbg_sprintf("%s%s%s", prefix, buffer.str, suffix);
6031 /* Print a floating point value with the %.8e format specifier, always using
6032 * '.' as decimal separator. */
6033 void wined3d_ftoa(float value, char *s)
6035 int idx = 1;
6037 if (copysignf(1.0f, value) < 0.0f)
6038 ++idx;
6040 /* Be sure to allocate a buffer of at least 17 characters for the result
6041 as sprintf may return a 3 digit exponent when using the MSVC runtime
6042 instead of a 2 digit exponent. */
6043 sprintf(s, "%.8e", value);
6044 if (isfinite(value))
6045 s[idx] = '.';
6048 void wined3d_release_dc(HWND window, HDC dc)
6050 /* You'd figure ReleaseDC() would fail if the DC doesn't match the window.
6051 * However, that's not what actually happens, and there are user32 tests
6052 * that confirm ReleaseDC() with the wrong window is supposed to succeed.
6053 * So explicitly check that the DC belongs to the window, since we want to
6054 * avoid releasing a DC that belongs to some other window if the original
6055 * window was already destroyed. */
6056 if (WindowFromDC(dc) != window)
6057 WARN("DC %p does not belong to window %p.\n", dc, window);
6058 else if (!ReleaseDC(window, dc))
6059 ERR("Failed to release device context %p, last error %#x.\n", dc, GetLastError());
6062 BOOL wined3d_clip_blit(const RECT *clip_rect, RECT *clipped, RECT *other)
6064 RECT orig = *clipped;
6065 float scale_x = (float)(orig.right - orig.left) / (float)(other->right - other->left);
6066 float scale_y = (float)(orig.bottom - orig.top) / (float)(other->bottom - other->top);
6068 IntersectRect(clipped, clipped, clip_rect);
6070 if (IsRectEmpty(clipped))
6072 SetRectEmpty(other);
6073 return FALSE;
6076 other->left += (LONG)((clipped->left - orig.left) / scale_x);
6077 other->top += (LONG)((clipped->top - orig.top) / scale_y);
6078 other->right -= (LONG)((orig.right - clipped->right) / scale_x);
6079 other->bottom -= (LONG)((orig.bottom - clipped->bottom) / scale_y);
6081 return TRUE;
6084 void wined3d_gl_limits_get_uniform_block_range(const struct wined3d_gl_limits *gl_limits,
6085 enum wined3d_shader_type shader_type, unsigned int *base, unsigned int *count)
6087 unsigned int i;
6089 *base = 0;
6090 for (i = 0; i < WINED3D_SHADER_TYPE_COUNT; ++i)
6092 *count = gl_limits->uniform_blocks[i];
6093 if (i == shader_type)
6094 return;
6095 *base += *count;
6098 ERR("Unrecognized shader type %#x.\n", shader_type);
6099 *count = 0;
6102 void wined3d_gl_limits_get_texture_unit_range(const struct wined3d_gl_limits *gl_limits,
6103 enum wined3d_shader_type shader_type, unsigned int *base, unsigned int *count)
6105 unsigned int i;
6107 if (shader_type == WINED3D_SHADER_TYPE_COMPUTE)
6109 if (gl_limits->combined_samplers == gl_limits->graphics_samplers)
6110 *base = 0;
6111 else
6112 *base = gl_limits->graphics_samplers;
6113 *count = gl_limits->samplers[WINED3D_SHADER_TYPE_COMPUTE];
6114 return;
6117 *base = 0;
6118 for (i = 0; i < WINED3D_SHADER_TYPE_GRAPHICS_COUNT; ++i)
6120 *count = gl_limits->samplers[i];
6121 if (i == shader_type)
6122 return;
6123 *base += *count;
6126 ERR("Unrecognized shader type %#x.\n", shader_type);
6127 *count = 0;
6130 BOOL wined3d_array_reserve(void **elements, SIZE_T *capacity, SIZE_T count, SIZE_T size)
6132 SIZE_T max_capacity, new_capacity;
6133 void *new_elements;
6135 if (count <= *capacity)
6136 return TRUE;
6138 max_capacity = ~(SIZE_T)0 / size;
6139 if (count > max_capacity)
6140 return FALSE;
6142 new_capacity = max(1, *capacity);
6143 while (new_capacity < count && new_capacity <= max_capacity / 2)
6144 new_capacity *= 2;
6145 if (new_capacity < count)
6146 new_capacity = count;
6148 if (!*elements)
6149 new_elements = heap_alloc_zero(new_capacity * size);
6150 else
6151 new_elements = HeapReAlloc(GetProcessHeap(), HEAP_ZERO_MEMORY, *elements, new_capacity * size);
6152 if (!new_elements)
6153 return FALSE;
6155 *elements = new_elements;
6156 *capacity = new_capacity;
6157 return TRUE;