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
28 #include "wine/port.h"
32 #include "wined3d_private.h"
34 WINE_DEFAULT_DEBUG_CHANNEL(d3d
);
36 #define WINED3D_FORMAT_FOURCC_BASE (WINED3DFMT_BC7_UNORM_SRGB + 1)
40 enum wined3d_format_id id
;
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
;
78 BYTE depth_size
, stencil_size
;
81 static const struct wined3d_format_channels formats
[] =
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},
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},
100 {WINED3DFMT_R8G8_SNORM_Cx
, 0, 0, 0, 0, 0, 0, 0, 0, 2, 0, 0},
101 {WINED3DFMT_R16G16_SINT
, 16, 16, 0, 0, 0, 16, 0, 0, 4, 0, 0},
102 {WINED3DFMT_R16G16B16A16_SINT
, 16, 16, 16, 16, 0, 16, 32, 48, 8, 0, 0},
103 {WINED3DFMT_R11G11B10_FLOAT
, 11, 11, 10, 0, 0, 11, 22, 0, 4, 0, 0},
104 /* Palettized formats */
105 {WINED3DFMT_P8_UINT_A8_UNORM
, 0, 0, 0, 8, 0, 0, 0, 8, 2, 0, 0},
106 {WINED3DFMT_P8_UINT
, 0, 0, 0, 0, 0, 0, 0, 0, 1, 0, 0},
107 /* Standard ARGB formats. */
108 {WINED3DFMT_B8G8R8_UNORM
, 8, 8, 8, 0, 16, 8, 0, 0, 3, 0, 0},
109 {WINED3DFMT_B5G6R5_UNORM
, 5, 6, 5, 0, 11, 5, 0, 0, 2, 0, 0},
110 {WINED3DFMT_B5G5R5X1_UNORM
, 5, 5, 5, 0, 10, 5, 0, 0, 2, 0, 0},
111 {WINED3DFMT_B5G5R5A1_UNORM
, 5, 5, 5, 1, 10, 5, 0, 15, 2, 0, 0},
112 {WINED3DFMT_B4G4R4A4_UNORM
, 4, 4, 4, 4, 8, 4, 0, 12, 2, 0, 0},
113 {WINED3DFMT_B2G3R3_UNORM
, 3, 3, 2, 0, 5, 2, 0, 0, 1, 0, 0},
114 {WINED3DFMT_A8_UNORM
, 0, 0, 0, 8, 0, 0, 0, 0, 1, 0, 0},
115 {WINED3DFMT_B2G3R3A8_UNORM
, 3, 3, 2, 8, 5, 2, 0, 8, 2, 0, 0},
116 {WINED3DFMT_B4G4R4X4_UNORM
, 4, 4, 4, 0, 8, 4, 0, 0, 2, 0, 0},
117 {WINED3DFMT_R8G8B8X8_UNORM
, 8, 8, 8, 0, 0, 8, 16, 0, 4, 0, 0},
118 {WINED3DFMT_B10G10R10A2_UNORM
, 10, 10, 10, 2, 20, 10, 0, 30, 4, 0, 0},
120 {WINED3DFMT_L8_UNORM
, 0, 0, 0, 0, 0, 0, 0, 0, 1, 0, 0},
121 {WINED3DFMT_L8A8_UNORM
, 0, 0, 0, 8, 0, 0, 0, 8, 2, 0, 0},
122 {WINED3DFMT_L4A4_UNORM
, 0, 0, 0, 4, 0, 0, 0, 4, 1, 0, 0},
123 {WINED3DFMT_L16_UNORM
, 0, 0, 0, 0, 0, 0, 0, 0, 2, 0, 0},
124 /* Bump mapping stuff */
125 {WINED3DFMT_R5G5_SNORM_L6_UNORM
, 5, 5, 0, 0, 0, 5, 0, 0, 2, 0, 0},
126 {WINED3DFMT_R8G8_SNORM_L8X8_UNORM
, 8, 8, 0, 0, 0, 8, 0, 0, 4, 0, 0},
127 {WINED3DFMT_R8G8B8A8_SNORM
, 8, 8, 8, 8, 0, 8, 16, 24, 4, 0, 0},
128 {WINED3DFMT_R10G11B11_SNORM
, 10, 11, 11, 0, 0, 10, 21, 0, 4, 0, 0},
129 {WINED3DFMT_R10G10B10_SNORM_A2_UNORM
, 10, 10, 10, 2, 0, 10, 20, 30, 4, 0, 0},
130 /* Depth stencil formats */
131 {WINED3DFMT_D16_LOCKABLE
, 0, 0, 0, 0, 0, 0, 0, 0, 2, 16, 0},
132 {WINED3DFMT_D32_UNORM
, 0, 0, 0, 0, 0, 0, 0, 0, 4, 32, 0},
133 {WINED3DFMT_S1_UINT_D15_UNORM
, 0, 0, 0, 0, 0, 0, 0, 0, 2, 15, 1},
134 {WINED3DFMT_X8D24_UNORM
, 0, 0, 0, 0, 0, 0, 0, 0, 4, 24, 0},
135 {WINED3DFMT_S4X4_UINT_D24_UNORM
, 0, 0, 0, 0, 0, 0, 0, 0, 4, 24, 4},
136 {WINED3DFMT_D16_UNORM
, 0, 0, 0, 0, 0, 0, 0, 0, 2, 16, 0},
137 {WINED3DFMT_D32_FLOAT
, 0, 0, 0, 0, 0, 0, 0, 0, 4, 32, 0},
138 {WINED3DFMT_S8_UINT_D24_FLOAT
, 0, 0, 0, 0, 0, 0, 0, 0, 4, 24, 8},
139 {WINED3DFMT_VERTEXDATA
, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0},
140 /* Vendor-specific formats */
141 {WINED3DFMT_ATI1N
, 0, 0, 0, 0, 0, 0, 0, 0, 1, 0, 0},
142 {WINED3DFMT_ATI2N
, 0, 0, 0, 0, 0, 0, 0, 0, 1, 0, 0},
143 {WINED3DFMT_NVDB
, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0},
144 {WINED3DFMT_INST
, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0},
145 {WINED3DFMT_INTZ
, 0, 0, 0, 0, 0, 0, 0, 0, 4, 24, 8},
146 {WINED3DFMT_RESZ
, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0},
147 {WINED3DFMT_NVHU
, 0, 0, 0, 0, 0, 0, 0, 0, 2, 0, 0},
148 {WINED3DFMT_NVHS
, 0, 0, 0, 0, 0, 0, 0, 0, 2, 0, 0},
149 {WINED3DFMT_NULL
, 8, 8, 8, 8, 0, 8, 16, 24, 4, 0, 0},
150 /* Unsure about them, could not find a Windows driver that supports them */
151 {WINED3DFMT_R16
, 16, 0, 0, 0, 0, 0, 0, 0, 2, 0, 0},
152 {WINED3DFMT_AL16
, 0, 0, 0, 16, 0, 0, 0, 16, 4, 0, 0},
154 {WINED3DFMT_R32G32B32A32_TYPELESS
, 32, 32, 32, 32, 0, 32, 64, 96, 16, 0, 0},
155 {WINED3DFMT_R32G32B32_TYPELESS
, 32, 32, 32, 0, 0, 32, 64, 0, 12, 0, 0},
156 {WINED3DFMT_R16G16B16A16_TYPELESS
, 16, 16, 16, 16, 0, 16, 32, 48, 8, 0, 0},
157 {WINED3DFMT_R32G32_TYPELESS
, 32, 32, 0, 0, 0, 32, 0, 0, 8, 0, 0},
158 {WINED3DFMT_R32G8X24_TYPELESS
, 0, 0, 0, 0, 0, 0, 0, 0, 8, 32, 8},
159 {WINED3DFMT_R10G10B10A2_TYPELESS
, 10, 10, 10, 2, 0, 10, 20, 30, 4, 0, 0},
160 {WINED3DFMT_R8G8B8A8_TYPELESS
, 8, 8, 8, 8, 0, 8, 16, 24, 4, 0, 0},
161 {WINED3DFMT_R16G16_TYPELESS
, 16, 16, 0, 0, 0, 16, 0, 0, 4, 0, 0},
162 {WINED3DFMT_R32_TYPELESS
, 32, 0, 0, 0, 0, 0, 0, 0, 4, 0, 0},
163 {WINED3DFMT_R24G8_TYPELESS
, 0, 0, 0, 0, 0, 0, 0, 0, 4, 24, 8},
164 {WINED3DFMT_R8G8_TYPELESS
, 8, 8, 0, 0, 0, 8, 0, 0, 2, 0, 0},
165 {WINED3DFMT_R16_TYPELESS
, 16, 0, 0, 0, 0, 0, 0, 0, 2, 0, 0},
166 {WINED3DFMT_R8_TYPELESS
, 8, 0, 0, 0, 0, 0, 0, 0, 1, 0, 0},
167 {WINED3DFMT_BC1_TYPELESS
, 0, 0, 0, 0, 0, 0, 0, 0, 1, 0, 0},
168 {WINED3DFMT_BC2_TYPELESS
, 0, 0, 0, 0, 0, 0, 0, 0, 1, 0, 0},
169 {WINED3DFMT_BC3_TYPELESS
, 0, 0, 0, 0, 0, 0, 0, 0, 1, 0, 0},
170 {WINED3DFMT_BC4_TYPELESS
, 0, 0, 0, 0, 0, 0, 0, 0, 1, 0, 0},
171 {WINED3DFMT_BC5_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
,
188 struct wined3d_typed_format_info
190 enum wined3d_format_id id
;
191 enum wined3d_format_id typeless_id
;
192 const char *channels
;
196 * The last entry for a given typeless format defines its internal format.
198 * u - WINED3D_CHANNEL_TYPE_UNORM
199 * i - WINED3D_CHANNEL_TYPE_SNORM
200 * U - WINED3D_CHANNEL_TYPE_UINT
201 * I - WINED3D_CHANNEL_TYPE_SINT
202 * F - WINED3D_CHANNEL_TYPE_FLOAT
203 * D - WINED3D_CHANNEL_TYPE_DEPTH
204 * S - WINED3D_CHANNEL_TYPE_STENCIL
206 static const struct wined3d_typed_format_info typed_formats
[] =
208 {WINED3DFMT_R32G32B32A32_UINT
, WINED3DFMT_R32G32B32A32_TYPELESS
, "UUUU"},
209 {WINED3DFMT_R32G32B32A32_SINT
, WINED3DFMT_R32G32B32A32_TYPELESS
, "IIII"},
210 {WINED3DFMT_R32G32B32A32_FLOAT
, WINED3DFMT_R32G32B32A32_TYPELESS
, "FFFF"},
211 {WINED3DFMT_R32G32B32_UINT
, WINED3DFMT_R32G32B32_TYPELESS
, "UUU"},
212 {WINED3DFMT_R32G32B32_FLOAT
, WINED3DFMT_R32G32B32_TYPELESS
, "FFF"},
213 {WINED3DFMT_R16G16B16A16_UNORM
, WINED3DFMT_R16G16B16A16_TYPELESS
, "uuuu"},
214 {WINED3DFMT_R16G16B16A16_SNORM
, WINED3DFMT_R16G16B16A16_TYPELESS
, "iiii"},
215 {WINED3DFMT_R16G16B16A16_SINT
, WINED3DFMT_R16G16B16A16_TYPELESS
, "IIII"},
216 {WINED3DFMT_R16G16B16A16_FLOAT
, WINED3DFMT_R16G16B16A16_TYPELESS
, "FFFF"},
217 {WINED3DFMT_R32G32_UINT
, WINED3DFMT_R32G32_TYPELESS
, "UU"},
218 {WINED3DFMT_R32G32_FLOAT
, WINED3DFMT_R32G32_TYPELESS
, "FF"},
219 {WINED3DFMT_R10G10B10A2_SNORM
, WINED3DFMT_R10G10B10A2_TYPELESS
, "iiii"},
220 {WINED3DFMT_R10G10B10A2_UINT
, WINED3DFMT_R10G10B10A2_TYPELESS
, "UUUU"},
221 {WINED3DFMT_R10G10B10A2_UNORM
, WINED3DFMT_R10G10B10A2_TYPELESS
, "uuuu"},
222 {WINED3DFMT_R8G8B8A8_UINT
, WINED3DFMT_R8G8B8A8_TYPELESS
, "UUUU"},
223 {WINED3DFMT_R8G8B8A8_SINT
, WINED3DFMT_R8G8B8A8_TYPELESS
, "IIII"},
224 {WINED3DFMT_R8G8B8A8_UNORM_SRGB
, WINED3DFMT_R8G8B8A8_TYPELESS
, "uuuu"},
225 {WINED3DFMT_R8G8B8A8_UNORM
, WINED3DFMT_R8G8B8A8_TYPELESS
, "uuuu"},
226 {WINED3DFMT_R16G16_UNORM
, WINED3DFMT_R16G16_TYPELESS
, "uu"},
227 {WINED3DFMT_R16G16_SNORM
, WINED3DFMT_R16G16_TYPELESS
, "ii"},
228 {WINED3DFMT_R16G16_SINT
, WINED3DFMT_R16G16_TYPELESS
, "II"},
229 {WINED3DFMT_R16G16_FLOAT
, WINED3DFMT_R16G16_TYPELESS
, "FF"},
230 {WINED3DFMT_R32_UINT
, WINED3DFMT_R32_TYPELESS
, "U"},
231 {WINED3DFMT_R32_FLOAT
, WINED3DFMT_R32_TYPELESS
, "F"},
232 {WINED3DFMT_D24_UNORM_S8_UINT
, WINED3DFMT_R24G8_TYPELESS
, "DS"},
233 {WINED3DFMT_R8G8_SNORM
, WINED3DFMT_R8G8_TYPELESS
, "ii"},
234 {WINED3DFMT_R8G8_UNORM
, WINED3DFMT_R8G8_TYPELESS
, "uu"},
235 {WINED3DFMT_R16_UNORM
, WINED3DFMT_R16_TYPELESS
, "u"},
236 {WINED3DFMT_R16_UINT
, WINED3DFMT_R16_TYPELESS
, "U"},
237 {WINED3DFMT_R16_FLOAT
, WINED3DFMT_R16_TYPELESS
, "F"},
238 {WINED3DFMT_R8_UNORM
, WINED3DFMT_R8_TYPELESS
, "u"},
239 {WINED3DFMT_BC1_UNORM_SRGB
, WINED3DFMT_BC1_TYPELESS
, ""},
240 {WINED3DFMT_BC1_UNORM
, WINED3DFMT_BC1_TYPELESS
, ""},
241 {WINED3DFMT_BC2_UNORM_SRGB
, WINED3DFMT_BC2_TYPELESS
, ""},
242 {WINED3DFMT_BC2_UNORM
, WINED3DFMT_BC2_TYPELESS
, ""},
243 {WINED3DFMT_BC3_UNORM_SRGB
, WINED3DFMT_BC3_TYPELESS
, ""},
244 {WINED3DFMT_BC3_UNORM
, WINED3DFMT_BC3_TYPELESS
, ""},
245 {WINED3DFMT_BC4_UNORM
, WINED3DFMT_BC4_TYPELESS
, ""},
246 {WINED3DFMT_BC5_UNORM
, WINED3DFMT_BC5_TYPELESS
, ""},
247 {WINED3DFMT_B8G8R8A8_UNORM_SRGB
, WINED3DFMT_B8G8R8A8_TYPELESS
, "uuuu"},
248 {WINED3DFMT_B8G8R8A8_UNORM
, WINED3DFMT_B8G8R8A8_TYPELESS
, "uuuu"},
249 {WINED3DFMT_B8G8R8X8_UNORM_SRGB
, WINED3DFMT_B8G8R8X8_TYPELESS
, "uuu"},
250 {WINED3DFMT_B8G8R8X8_UNORM
, WINED3DFMT_B8G8R8X8_TYPELESS
, "uuu"},
253 struct wined3d_format_base_flags
255 enum wined3d_format_id id
;
259 /* The ATI2N format behaves like an uncompressed format in LockRect(), but
260 * still needs to use the correct block based calculation for e.g. the
262 static const struct wined3d_format_base_flags format_base_flags
[] =
264 {WINED3DFMT_P8_UINT
, WINED3DFMT_FLAG_GETDC
},
265 {WINED3DFMT_B8G8R8_UNORM
, WINED3DFMT_FLAG_GETDC
},
266 {WINED3DFMT_B8G8R8A8_UNORM
, WINED3DFMT_FLAG_GETDC
},
267 {WINED3DFMT_B8G8R8X8_UNORM
, WINED3DFMT_FLAG_GETDC
},
268 {WINED3DFMT_B5G6R5_UNORM
, WINED3DFMT_FLAG_GETDC
},
269 {WINED3DFMT_B5G5R5X1_UNORM
, WINED3DFMT_FLAG_GETDC
},
270 {WINED3DFMT_B5G5R5A1_UNORM
, WINED3DFMT_FLAG_GETDC
},
271 {WINED3DFMT_B4G4R4A4_UNORM
, WINED3DFMT_FLAG_GETDC
},
272 {WINED3DFMT_B4G4R4X4_UNORM
, WINED3DFMT_FLAG_GETDC
},
273 {WINED3DFMT_R8G8B8A8_UNORM
, WINED3DFMT_FLAG_GETDC
},
274 {WINED3DFMT_R8G8B8X8_UNORM
, WINED3DFMT_FLAG_GETDC
},
275 {WINED3DFMT_ATI1N
, WINED3DFMT_FLAG_BROKEN_PITCH
},
276 {WINED3DFMT_ATI2N
, WINED3DFMT_FLAG_BROKEN_PITCH
},
277 {WINED3DFMT_R11G11B10_FLOAT
, WINED3DFMT_FLAG_FLOAT
},
278 {WINED3DFMT_D32_FLOAT
, WINED3DFMT_FLAG_FLOAT
},
279 {WINED3DFMT_S8_UINT_D24_FLOAT
, WINED3DFMT_FLAG_FLOAT
},
282 struct wined3d_format_block_info
284 enum wined3d_format_id id
;
287 UINT block_byte_count
;
291 static const struct wined3d_format_block_info format_block_info
[] =
293 {WINED3DFMT_DXT1
, 4, 4, 8, TRUE
},
294 {WINED3DFMT_DXT2
, 4, 4, 16, TRUE
},
295 {WINED3DFMT_DXT3
, 4, 4, 16, TRUE
},
296 {WINED3DFMT_DXT4
, 4, 4, 16, TRUE
},
297 {WINED3DFMT_DXT5
, 4, 4, 16, TRUE
},
298 {WINED3DFMT_BC1_UNORM
, 4, 4, 8, TRUE
},
299 {WINED3DFMT_BC2_UNORM
, 4, 4, 16, TRUE
},
300 {WINED3DFMT_BC3_UNORM
, 4, 4, 16, TRUE
},
301 {WINED3DFMT_BC4_UNORM
, 4, 4, 8, TRUE
},
302 {WINED3DFMT_BC5_UNORM
, 4, 4, 16, TRUE
},
303 {WINED3DFMT_ATI1N
, 4, 4, 8, FALSE
},
304 {WINED3DFMT_ATI2N
, 4, 4, 16, FALSE
},
305 {WINED3DFMT_YUY2
, 2, 1, 4, FALSE
},
306 {WINED3DFMT_UYVY
, 2, 1, 4, FALSE
},
309 struct wined3d_format_vertex_info
311 enum wined3d_format_id id
;
312 enum wined3d_ffp_emit_idx emit_idx
;
313 GLint component_count
;
316 GLboolean gl_normalized
;
317 unsigned int component_size
;
320 static const struct wined3d_format_vertex_info format_vertex_info
[] =
322 {WINED3DFMT_R32_FLOAT
, WINED3D_FFP_EMIT_FLOAT1
, 1, GL_FLOAT
, 1, GL_FALSE
, sizeof(float)},
323 {WINED3DFMT_R32G32_FLOAT
, WINED3D_FFP_EMIT_FLOAT2
, 2, GL_FLOAT
, 2, GL_FALSE
, sizeof(float)},
324 {WINED3DFMT_R32G32B32_FLOAT
, WINED3D_FFP_EMIT_FLOAT3
, 3, GL_FLOAT
, 3, GL_FALSE
, sizeof(float)},
325 {WINED3DFMT_R32G32B32A32_FLOAT
, WINED3D_FFP_EMIT_FLOAT4
, 4, GL_FLOAT
, 4, GL_FALSE
, sizeof(float)},
326 {WINED3DFMT_B8G8R8A8_UNORM
, WINED3D_FFP_EMIT_D3DCOLOR
, 4, GL_UNSIGNED_BYTE
, 4, GL_TRUE
, sizeof(BYTE
)},
327 {WINED3DFMT_R8G8B8A8_UINT
, WINED3D_FFP_EMIT_UBYTE4
, 4, GL_UNSIGNED_BYTE
, 4, GL_FALSE
, sizeof(BYTE
)},
328 {WINED3DFMT_R16G16_SINT
, WINED3D_FFP_EMIT_SHORT2
, 2, GL_SHORT
, 2, GL_FALSE
, sizeof(short int)},
329 {WINED3DFMT_R16G16B16A16_SINT
, WINED3D_FFP_EMIT_SHORT4
, 4, GL_SHORT
, 4, GL_FALSE
, sizeof(short int)},
330 {WINED3DFMT_R8G8B8A8_UNORM
, WINED3D_FFP_EMIT_UBYTE4N
, 4, GL_UNSIGNED_BYTE
, 4, GL_TRUE
, sizeof(BYTE
)},
331 {WINED3DFMT_R16G16_SNORM
, WINED3D_FFP_EMIT_SHORT2N
, 2, GL_SHORT
, 2, GL_TRUE
, sizeof(short int)},
332 {WINED3DFMT_R16G16B16A16_SNORM
, WINED3D_FFP_EMIT_SHORT4N
, 4, GL_SHORT
, 4, GL_TRUE
, sizeof(short int)},
333 {WINED3DFMT_R16G16_UNORM
, WINED3D_FFP_EMIT_USHORT2N
, 2, GL_UNSIGNED_SHORT
, 2, GL_TRUE
, sizeof(short int)},
334 {WINED3DFMT_R16G16B16A16_UNORM
, WINED3D_FFP_EMIT_USHORT4N
, 4, GL_UNSIGNED_SHORT
, 4, GL_TRUE
, sizeof(short int)},
335 {WINED3DFMT_R10G10B10A2_UINT
, WINED3D_FFP_EMIT_UDEC3
, 3, GL_UNSIGNED_SHORT
, 3, GL_FALSE
, sizeof(short int)},
336 {WINED3DFMT_R10G10B10A2_SNORM
, WINED3D_FFP_EMIT_DEC3N
, 3, GL_SHORT
, 3, GL_TRUE
, sizeof(short int)},
337 {WINED3DFMT_R16G16_FLOAT
, WINED3D_FFP_EMIT_FLOAT16_2
, 2, GL_FLOAT
, 2, GL_FALSE
, sizeof(GLhalfNV
)},
338 {WINED3DFMT_R16G16B16A16_FLOAT
, WINED3D_FFP_EMIT_FLOAT16_4
, 4, GL_FLOAT
, 4, GL_FALSE
, sizeof(GLhalfNV
)},
339 {WINED3DFMT_R32_UINT
, WINED3D_FFP_EMIT_INVALID
, 1, GL_UNSIGNED_INT
, 1, GL_FALSE
, sizeof(UINT
)},
340 {WINED3DFMT_R32G32_UINT
, WINED3D_FFP_EMIT_INVALID
, 2, GL_UNSIGNED_INT
, 2, GL_FALSE
, sizeof(UINT
)},
341 {WINED3DFMT_R32G32B32_UINT
, WINED3D_FFP_EMIT_INVALID
, 3, GL_UNSIGNED_INT
, 3, GL_FALSE
, sizeof(UINT
)},
342 {WINED3DFMT_R32G32B32A32_UINT
, WINED3D_FFP_EMIT_INVALID
, 4, GL_UNSIGNED_INT
, 4, GL_FALSE
, sizeof(UINT
)},
345 struct wined3d_format_texture_info
347 enum wined3d_format_id id
;
349 GLint gl_srgb_internal
;
350 GLint gl_rt_internal
;
353 unsigned int conv_byte_count
;
355 enum wined3d_gl_extension extension
;
356 void (*convert
)(const BYTE
*src
, BYTE
*dst
, UINT src_row_pitch
, UINT src_slice_pitch
,
357 UINT dst_row_pitch
, UINT dst_slice_pitch
, UINT width
, UINT height
, UINT depth
);
360 static void convert_l4a4_unorm(const BYTE
*src
, BYTE
*dst
, UINT src_row_pitch
, UINT src_slice_pitch
,
361 UINT dst_row_pitch
, UINT dst_slice_pitch
, UINT width
, UINT height
, UINT depth
)
363 /* WINED3DFMT_L4A4_UNORM exists as an internal gl format, but for some reason there is not
364 * format+type combination to load it. Thus convert it to A8L8, then load it
365 * with A4L4 internal, but A8L8 format+type
367 unsigned int x
, y
, z
;
368 const unsigned char *Source
;
371 for (z
= 0; z
< depth
; z
++)
373 for (y
= 0; y
< height
; y
++)
375 Source
= src
+ z
* src_slice_pitch
+ y
* src_row_pitch
;
376 Dest
= dst
+ z
* dst_slice_pitch
+ y
* dst_row_pitch
;
377 for (x
= 0; x
< width
; x
++ )
379 unsigned char color
= (*Source
++);
380 /* A */ Dest
[1] = (color
& 0xf0u
) << 0;
381 /* L */ Dest
[0] = (color
& 0x0fu
) << 4;
388 static void convert_r5g5_snorm_l6_unorm(const BYTE
*src
, BYTE
*dst
, UINT src_row_pitch
, UINT src_slice_pitch
,
389 UINT dst_row_pitch
, UINT dst_slice_pitch
, UINT width
, UINT height
, UINT depth
)
391 unsigned int x
, y
, z
;
392 unsigned char r_in
, g_in
, l_in
;
393 const unsigned short *texel_in
;
394 unsigned short *texel_out
;
396 /* Emulating signed 5 bit values with unsigned 5 bit values has some precision problems by design:
397 * E.g. the signed input value 0 becomes 16. GL normalizes it to 16 / 31 = 0.516. We convert it
398 * back to a signed value by subtracting 0.5 and multiplying by 2.0. The resulting value is
399 * ((16 / 31) - 0.5) * 2.0 = 0.032, which is quite different from the intended result 0.000. */
400 for (z
= 0; z
< depth
; z
++)
402 for (y
= 0; y
< height
; y
++)
404 texel_out
= (unsigned short *) (dst
+ z
* dst_slice_pitch
+ y
* dst_row_pitch
);
405 texel_in
= (const unsigned short *)(src
+ z
* src_slice_pitch
+ y
* src_row_pitch
);
406 for (x
= 0; x
< width
; x
++ )
408 l_in
= (*texel_in
& 0xfc00u
) >> 10;
409 g_in
= (*texel_in
& 0x03e0u
) >> 5;
410 r_in
= *texel_in
& 0x001fu
;
412 *texel_out
= ((r_in
+ 16) << 11) | (l_in
<< 5) | (g_in
+ 16);
420 static void convert_r5g5_snorm_l6_unorm_ext(const BYTE
*src
, BYTE
*dst
, UINT src_row_pitch
, UINT src_slice_pitch
,
421 UINT dst_row_pitch
, UINT dst_slice_pitch
, UINT width
, UINT height
, UINT depth
)
423 unsigned int x
, y
, z
;
424 unsigned char *texel_out
, r_out
, g_out
, r_in
, g_in
, l_in
;
425 const unsigned short *texel_in
;
427 for (z
= 0; z
< depth
; z
++)
429 for (y
= 0; y
< height
; y
++)
431 texel_in
= (const unsigned short *)(src
+ z
* src_slice_pitch
+ y
* src_row_pitch
);
432 texel_out
= dst
+ z
* dst_slice_pitch
+ y
* dst_row_pitch
;
433 for (x
= 0; x
< width
; x
++ )
435 l_in
= (*texel_in
& 0xfc00u
) >> 10;
436 g_in
= (*texel_in
& 0x03e0u
) >> 5;
437 r_in
= *texel_in
& 0x001fu
;
440 if (!(r_in
& 0x10)) /* r > 0 */
444 if (!(g_in
& 0x10)) /* g > 0 */
447 texel_out
[0] = r_out
;
448 texel_out
[1] = g_out
;
449 texel_out
[2] = l_in
<< 1 | l_in
>> 5;
459 static void convert_r5g5_snorm_l6_unorm_nv(const BYTE
*src
, BYTE
*dst
, UINT src_row_pitch
, UINT src_slice_pitch
,
460 UINT dst_row_pitch
, UINT dst_slice_pitch
, UINT width
, UINT height
, UINT depth
)
462 unsigned int x
, y
, z
;
463 unsigned char *texel_out
, ds_out
, dt_out
, r_in
, g_in
, l_in
;
464 const unsigned short *texel_in
;
466 /* This makes the gl surface bigger(24 bit instead of 16), but it works with
467 * fixed function and shaders without further conversion once the surface is
470 * The difference between this function and convert_r5g5_snorm_l6_unorm_ext
471 * is that convert_r5g5_snorm_l6_unorm_ext creates a 32 bit XRGB texture and
472 * this function creates a 24 bit DSDT_MAG texture. Trying to load a DSDT_MAG
473 * internal with a 32 bit DSDT_MAG_INTENSITY or DSDT_MAG_VIB format fails. */
474 for (z
= 0; z
< depth
; z
++)
476 for (y
= 0; y
< height
; y
++)
478 texel_in
= (const unsigned short *)(src
+ z
* src_slice_pitch
+ y
* src_row_pitch
);
479 texel_out
= dst
+ z
* dst_slice_pitch
+ y
* dst_row_pitch
;
480 for (x
= 0; x
< width
; x
++ )
482 l_in
= (*texel_in
& 0xfc00u
) >> 10;
483 g_in
= (*texel_in
& 0x03e0u
) >> 5;
484 r_in
= *texel_in
& 0x001fu
;
487 if (!(r_in
& 0x10)) /* r > 0 */
491 if (!(g_in
& 0x10)) /* g > 0 */
494 texel_out
[0] = ds_out
;
495 texel_out
[1] = dt_out
;
496 texel_out
[2] = l_in
<< 1 | l_in
>> 5;
505 static void convert_r8g8_snorm(const BYTE
*src
, BYTE
*dst
, UINT src_row_pitch
, UINT src_slice_pitch
,
506 UINT dst_row_pitch
, UINT dst_slice_pitch
, UINT width
, UINT height
, UINT depth
)
508 unsigned int x
, y
, z
;
512 for (z
= 0; z
< depth
; z
++)
514 for (y
= 0; y
< height
; y
++)
516 Source
= (const short *)(src
+ z
* src_slice_pitch
+ y
* src_row_pitch
);
517 Dest
= dst
+ z
* dst_slice_pitch
+ y
* dst_row_pitch
;
518 for (x
= 0; x
< width
; x
++ )
520 const short color
= (*Source
++);
521 /* B */ Dest
[0] = 0xff;
522 /* G */ Dest
[1] = (color
>> 8) + 128; /* V */
523 /* R */ Dest
[2] = (color
& 0xff) + 128; /* U */
530 static void convert_r8g8_snorm_l8x8_unorm(const BYTE
*src
, BYTE
*dst
, UINT src_row_pitch
, UINT src_slice_pitch
,
531 UINT dst_row_pitch
, UINT dst_slice_pitch
, UINT width
, UINT height
, UINT depth
)
533 unsigned int x
, y
, z
;
537 /* Doesn't work correctly with the fixed function pipeline, but can work in
538 * shaders if the shader is adjusted. (There's no use for this format in gl's
539 * standard fixed function pipeline anyway).
541 for (z
= 0; z
< depth
; z
++)
543 for (y
= 0; y
< height
; y
++)
545 Source
= (const DWORD
*)(src
+ z
* src_slice_pitch
+ y
* src_row_pitch
);
546 Dest
= dst
+ z
* dst_slice_pitch
+ y
* dst_row_pitch
;
547 for (x
= 0; x
< width
; x
++ )
549 LONG color
= (*Source
++);
550 /* B */ Dest
[0] = ((color
>> 16) & 0xff); /* L */
551 /* G */ Dest
[1] = ((color
>> 8 ) & 0xff) + 128; /* V */
552 /* R */ Dest
[2] = (color
& 0xff) + 128; /* U */
559 static void convert_r8g8_snorm_l8x8_unorm_nv(const BYTE
*src
, BYTE
*dst
, UINT src_row_pitch
, UINT src_slice_pitch
,
560 UINT dst_row_pitch
, UINT dst_slice_pitch
, UINT width
, UINT height
, UINT depth
)
562 unsigned int x
, y
, z
;
566 /* This implementation works with the fixed function pipeline and shaders
567 * without further modification after converting the surface.
569 for (z
= 0; z
< depth
; z
++)
571 for (y
= 0; y
< height
; y
++)
573 Source
= (const DWORD
*)(src
+ z
* src_slice_pitch
+ y
* src_row_pitch
);
574 Dest
= dst
+ z
* dst_slice_pitch
+ y
* dst_row_pitch
;
575 for (x
= 0; x
< width
; x
++ )
577 LONG color
= (*Source
++);
578 /* L */ Dest
[2] = ((color
>> 16) & 0xff); /* L */
579 /* V */ Dest
[1] = ((color
>> 8 ) & 0xff); /* V */
580 /* U */ Dest
[0] = (color
& 0xff); /* U */
581 /* I */ Dest
[3] = 255; /* X */
588 static void convert_r8g8b8a8_snorm(const BYTE
*src
, BYTE
*dst
, UINT src_row_pitch
, UINT src_slice_pitch
,
589 UINT dst_row_pitch
, UINT dst_slice_pitch
, UINT width
, UINT height
, UINT depth
)
591 unsigned int x
, y
, z
;
595 for (z
= 0; z
< depth
; z
++)
597 for (y
= 0; y
< height
; y
++)
599 Source
= (const DWORD
*)(src
+ z
* src_slice_pitch
+ y
* src_row_pitch
);
600 Dest
= dst
+ z
* dst_slice_pitch
+ y
* dst_row_pitch
;
601 for (x
= 0; x
< width
; x
++ )
603 LONG color
= (*Source
++);
604 /* B */ Dest
[0] = ((color
>> 16) & 0xff) + 128; /* W */
605 /* G */ Dest
[1] = ((color
>> 8 ) & 0xff) + 128; /* V */
606 /* R */ Dest
[2] = (color
& 0xff) + 128; /* U */
607 /* A */ Dest
[3] = ((color
>> 24) & 0xff) + 128; /* Q */
614 static void convert_r16g16_snorm(const BYTE
*src
, BYTE
*dst
, UINT src_row_pitch
, UINT src_slice_pitch
,
615 UINT dst_row_pitch
, UINT dst_slice_pitch
, UINT width
, UINT height
, UINT depth
)
617 unsigned int x
, y
, z
;
619 unsigned short *Dest
;
621 for (z
= 0; z
< depth
; z
++)
623 for (y
= 0; y
< height
; y
++)
625 Source
= (const DWORD
*)(src
+ z
* src_slice_pitch
+ y
* src_row_pitch
);
626 Dest
= (unsigned short *) (dst
+ z
* dst_slice_pitch
+ y
* dst_row_pitch
);
627 for (x
= 0; x
< width
; x
++ )
629 const DWORD color
= (*Source
++);
630 /* B */ Dest
[0] = 0xffff;
631 /* G */ Dest
[1] = (color
>> 16) + 32768; /* V */
632 /* R */ Dest
[2] = (color
& 0xffff) + 32768; /* U */
639 static void convert_r16g16(const BYTE
*src
, BYTE
*dst
, UINT src_row_pitch
, UINT src_slice_pitch
,
640 UINT dst_row_pitch
, UINT dst_slice_pitch
, UINT width
, UINT height
, UINT depth
)
642 unsigned int x
, y
, z
;
646 for (z
= 0; z
< depth
; z
++)
648 for (y
= 0; y
< height
; y
++)
650 Source
= (const WORD
*)(src
+ z
* src_slice_pitch
+ y
* src_row_pitch
);
651 Dest
= (WORD
*) (dst
+ z
* dst_slice_pitch
+ y
* dst_row_pitch
);
652 for (x
= 0; x
< width
; x
++ )
654 WORD green
= (*Source
++);
655 WORD red
= (*Source
++);
658 /* Strictly speaking not correct for R16G16F, but it doesn't matter because the
659 * shader overwrites it anyway */
667 static void convert_r32g32_float(const BYTE
*src
, BYTE
*dst
, UINT src_row_pitch
, UINT src_slice_pitch
,
668 UINT dst_row_pitch
, UINT dst_slice_pitch
, UINT width
, UINT height
, UINT depth
)
670 unsigned int x
, y
, z
;
674 for (z
= 0; z
< depth
; z
++)
676 for (y
= 0; y
< height
; y
++)
678 Source
= (const float *)(src
+ z
* src_slice_pitch
+ y
* src_row_pitch
);
679 Dest
= (float *) (dst
+ z
* dst_slice_pitch
+ y
* dst_row_pitch
);
680 for (x
= 0; x
< width
; x
++ )
682 float green
= (*Source
++);
683 float red
= (*Source
++);
693 static void convert_s1_uint_d15_unorm(const BYTE
*src
, BYTE
*dst
, UINT src_row_pitch
, UINT src_slice_pitch
,
694 UINT dst_row_pitch
, UINT dst_slice_pitch
, UINT width
, UINT height
, UINT depth
)
696 unsigned int x
, y
, z
;
698 for (z
= 0; z
< depth
; z
++)
700 for (y
= 0; y
< height
; ++y
)
702 const WORD
*source
= (const WORD
*)(src
+ z
* src_slice_pitch
+ y
* src_row_pitch
);
703 DWORD
*dest
= (DWORD
*)(dst
+ z
* dst_slice_pitch
+ y
* dst_row_pitch
);
705 for (x
= 0; x
< width
; ++x
)
707 /* The depth data is normalized, so needs to be scaled,
708 * the stencil data isn't. Scale depth data by
709 * (2^24-1)/(2^15-1) ~~ (2^9 + 2^-6). */
710 WORD d15
= source
[x
] >> 1;
711 DWORD d24
= (d15
<< 9) + (d15
>> 6);
712 dest
[x
] = (d24
<< 8) | (source
[x
] & 0x1);
718 static void convert_s4x4_uint_d24_unorm(const BYTE
*src
, BYTE
*dst
, UINT src_row_pitch
, UINT src_slice_pitch
,
719 UINT dst_row_pitch
, UINT dst_slice_pitch
, UINT width
, UINT height
, UINT depth
)
721 unsigned int x
, y
, z
;
723 for (z
= 0; z
< depth
; z
++)
725 for (y
= 0; y
< height
; ++y
)
727 const DWORD
*source
= (const DWORD
*)(src
+ z
* src_slice_pitch
+ y
* src_row_pitch
);
728 DWORD
*dest
= (DWORD
*)(dst
+ z
* dst_slice_pitch
+ y
* dst_row_pitch
);
730 for (x
= 0; x
< width
; ++x
)
732 /* Just need to clear out the X4 part. */
733 dest
[x
] = source
[x
] & ~0xf0;
739 static void convert_s8_uint_d24_float(const BYTE
*src
, BYTE
*dst
, UINT src_row_pitch
, UINT src_slice_pitch
,
740 UINT dst_row_pitch
, UINT dst_slice_pitch
, UINT width
, UINT height
, UINT depth
)
742 unsigned int x
, y
, z
;
744 for (z
= 0; z
< depth
; z
++)
746 for (y
= 0; y
< height
; ++y
)
748 const DWORD
*source
= (const DWORD
*)(src
+ z
* src_slice_pitch
+ y
* src_row_pitch
);
749 float *dest_f
= (float *)(dst
+ z
* dst_slice_pitch
+ y
* dst_row_pitch
);
750 DWORD
*dest_s
= (DWORD
*)dest_f
;
752 for (x
= 0; x
< width
; ++x
)
754 dest_f
[x
* 2] = float_24_to_32((source
[x
] & 0xffffff00u
) >> 8);
755 dest_s
[x
* 2 + 1] = source
[x
] & 0xff;
761 static BOOL
color_in_range(const struct wined3d_color_key
*color_key
, DWORD color
)
763 /* FIXME: Is this really how color keys are supposed to work? I think it
764 * makes more sense to compare the individual channels. */
765 return color
>= color_key
->color_space_low_value
766 && color
<= color_key
->color_space_high_value
;
769 static void convert_p8_uint_b8g8r8a8_unorm(const BYTE
*src
, unsigned int src_pitch
,
770 BYTE
*dst
, unsigned int dst_pitch
, unsigned int width
, unsigned int height
,
771 const struct wined3d_palette
*palette
, const struct wined3d_color_key
*color_key
)
779 /* FIXME: This should probably use the system palette. */
780 FIXME("P8 surface loaded without a palette.\n");
782 for (y
= 0; y
< height
; ++y
)
784 memset(&dst
[dst_pitch
* y
], 0, width
* 4);
790 for (y
= 0; y
< height
; ++y
)
792 src_row
= &src
[src_pitch
* y
];
793 dst_row
= (DWORD
*)&dst
[dst_pitch
* y
];
794 for (x
= 0; x
< width
; ++x
)
796 BYTE src_color
= src_row
[x
];
797 dst_row
[x
] = 0xff000000
798 | (palette
->colors
[src_color
].rgbRed
<< 16)
799 | (palette
->colors
[src_color
].rgbGreen
<< 8)
800 | palette
->colors
[src_color
].rgbBlue
;
805 static void convert_b5g6r5_unorm_b5g5r5a1_unorm_color_key(const BYTE
*src
, unsigned int src_pitch
,
806 BYTE
*dst
, unsigned int dst_pitch
, unsigned int width
, unsigned int height
,
807 const struct wined3d_palette
*palette
, const struct wined3d_color_key
*color_key
)
813 for (y
= 0; y
< height
; ++y
)
815 src_row
= (WORD
*)&src
[src_pitch
* y
];
816 dst_row
= (WORD
*)&dst
[dst_pitch
* y
];
817 for (x
= 0; x
< width
; ++x
)
819 WORD src_color
= src_row
[x
];
820 if (!color_in_range(color_key
, src_color
))
821 dst_row
[x
] = 0x8000u
| ((src_color
& 0xffc0u
) >> 1) | (src_color
& 0x1fu
);
823 dst_row
[x
] = ((src_color
& 0xffc0u
) >> 1) | (src_color
& 0x1fu
);
828 static void convert_b5g5r5x1_unorm_b5g5r5a1_unorm_color_key(const BYTE
*src
, unsigned int src_pitch
,
829 BYTE
*dst
, unsigned int dst_pitch
, unsigned int width
, unsigned int height
,
830 const struct wined3d_palette
*palette
, const struct wined3d_color_key
*color_key
)
836 for (y
= 0; y
< height
; ++y
)
838 src_row
= (WORD
*)&src
[src_pitch
* y
];
839 dst_row
= (WORD
*)&dst
[dst_pitch
* y
];
840 for (x
= 0; x
< width
; ++x
)
842 WORD src_color
= src_row
[x
];
843 if (color_in_range(color_key
, src_color
))
844 dst_row
[x
] = src_color
& ~0x8000;
846 dst_row
[x
] = src_color
| 0x8000;
851 static void convert_b8g8r8_unorm_b8g8r8a8_unorm_color_key(const BYTE
*src
, unsigned int src_pitch
,
852 BYTE
*dst
, unsigned int dst_pitch
, unsigned int width
, unsigned int height
,
853 const struct wined3d_palette
*palette
, const struct wined3d_color_key
*color_key
)
859 for (y
= 0; y
< height
; ++y
)
861 src_row
= &src
[src_pitch
* y
];
862 dst_row
= (DWORD
*)&dst
[dst_pitch
* y
];
863 for (x
= 0; x
< width
; ++x
)
865 DWORD src_color
= (src_row
[x
* 3 + 2] << 16) | (src_row
[x
* 3 + 1] << 8) | src_row
[x
* 3];
866 if (!color_in_range(color_key
, src_color
))
867 dst_row
[x
] = src_color
| 0xff000000;
872 static void convert_b8g8r8x8_unorm_b8g8r8a8_unorm_color_key(const BYTE
*src
, unsigned int src_pitch
,
873 BYTE
*dst
, unsigned int dst_pitch
, unsigned int width
, unsigned int height
,
874 const struct wined3d_palette
*palette
, const struct wined3d_color_key
*color_key
)
876 const DWORD
*src_row
;
880 for (y
= 0; y
< height
; ++y
)
882 src_row
= (DWORD
*)&src
[src_pitch
* y
];
883 dst_row
= (DWORD
*)&dst
[dst_pitch
* y
];
884 for (x
= 0; x
< width
; ++x
)
886 DWORD src_color
= src_row
[x
];
887 if (color_in_range(color_key
, src_color
))
888 dst_row
[x
] = src_color
& ~0xff000000;
890 dst_row
[x
] = src_color
| 0xff000000;
895 static void convert_b8g8r8a8_unorm_b8g8r8a8_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_palette
*palette
, const struct wined3d_color_key
*color_key
)
899 const DWORD
*src_row
;
903 for (y
= 0; y
< height
; ++y
)
905 src_row
= (DWORD
*)&src
[src_pitch
* y
];
906 dst_row
= (DWORD
*)&dst
[dst_pitch
* y
];
907 for (x
= 0; x
< width
; ++x
)
909 DWORD src_color
= src_row
[x
];
910 if (color_in_range(color_key
, src_color
))
911 src_color
&= ~0xff000000;
912 dst_row
[x
] = src_color
;
917 const struct wined3d_color_key_conversion
* wined3d_format_get_color_key_conversion(
918 const struct wined3d_texture
*texture
, BOOL need_alpha_ck
)
920 const struct wined3d_format
*format
= texture
->resource
.format
;
925 enum wined3d_format_id src_format
;
926 struct wined3d_color_key_conversion conversion
;
930 {WINED3DFMT_B5G6R5_UNORM
, {WINED3DFMT_B5G5R5A1_UNORM
, convert_b5g6r5_unorm_b5g5r5a1_unorm_color_key
}},
931 {WINED3DFMT_B5G5R5X1_UNORM
, {WINED3DFMT_B5G5R5A1_UNORM
, convert_b5g5r5x1_unorm_b5g5r5a1_unorm_color_key
}},
932 {WINED3DFMT_B8G8R8_UNORM
, {WINED3DFMT_B8G8R8A8_UNORM
, convert_b8g8r8_unorm_b8g8r8a8_unorm_color_key
}},
933 {WINED3DFMT_B8G8R8X8_UNORM
, {WINED3DFMT_B8G8R8A8_UNORM
, convert_b8g8r8x8_unorm_b8g8r8a8_unorm_color_key
}},
934 {WINED3DFMT_B8G8R8A8_UNORM
, {WINED3DFMT_B8G8R8A8_UNORM
, convert_b8g8r8a8_unorm_b8g8r8a8_unorm_color_key
}},
936 static const struct wined3d_color_key_conversion convert_p8
=
938 WINED3DFMT_B8G8R8A8_UNORM
, convert_p8_uint_b8g8r8a8_unorm
941 if (need_alpha_ck
&& (texture
->async
.flags
& WINED3D_TEXTURE_ASYNC_COLOR_KEY
))
943 for (i
= 0; i
< sizeof(color_key_info
) / sizeof(*color_key_info
); ++i
)
945 if (color_key_info
[i
].src_format
== format
->id
)
946 return &color_key_info
[i
].conversion
;
949 FIXME("Color-keying not supported with format %s.\n", debug_d3dformat(format
->id
));
952 /* FIXME: This should check if the blitter backend can do P8 conversion,
953 * instead of checking for ARB_fragment_program. */
954 if (format
->id
== WINED3DFMT_P8_UINT
955 && !(texture
->resource
.device
->adapter
->gl_info
.supported
[ARB_FRAGMENT_PROGRAM
]
956 && texture
->swapchain
&& texture
== texture
->swapchain
->front_buffer
))
962 /* The following formats explicitly don't have WINED3DFMT_FLAG_TEXTURE set:
964 * These are never supported on native.
965 * WINED3DFMT_B8G8R8_UNORM
966 * WINED3DFMT_B2G3R3_UNORM
967 * WINED3DFMT_L4A4_UNORM
968 * WINED3DFMT_S1_UINT_D15_UNORM
969 * WINED3DFMT_S4X4_UINT_D24_UNORM
971 * Only some Geforce/Voodoo3/G400 cards offer 8-bit textures in case of ddraw.
972 * Since it is not widely available, don't offer it. Further no Windows driver
973 * offers WINED3DFMT_P8_UINT_A8_NORM, so don't offer it either.
975 * WINED3DFMT_P8_UINT_A8_UNORM
977 * These formats seem to be similar to the HILO formats in
978 * GL_NV_texture_shader. NVHU is said to be GL_UNSIGNED_HILO16,
979 * NVHS GL_SIGNED_HILO16. Rumours say that D3D computes a 3rd channel
980 * similarly to D3DFMT_CxV8U8 (So NVHS could be called D3DFMT_CxV16U16). ATI
981 * refused to support formats which can easily be emulated with pixel shaders,
982 * so applications have to deal with not having NVHS and NVHU.
985 static const struct wined3d_format_texture_info format_texture_info
[] =
987 /* format id gl_internal gl_srgb_internal gl_rt_internal
988 gl_format gl_type conv_byte_count
992 /* GL_APPLE_ycbcr_422 claims that its '2YUV' format, which is supported via the UNSIGNED_SHORT_8_8_REV_APPLE type
993 * is equivalent to 'UYVY' format on Windows, and the 'YUVS' via UNSIGNED_SHORT_8_8_APPLE equates to 'YUY2'. The
994 * d3d9 test however shows that the opposite is true. Since the extension is from 2002, it predates the x86 based
995 * Macs, so probably the endianness differs. This could be tested as soon as we have a Windows and MacOS on a big
998 {WINED3DFMT_UYVY
, GL_RG8
, GL_RG8
, 0,
999 GL_RG
, GL_UNSIGNED_BYTE
, 0,
1000 WINED3DFMT_FLAG_FILTERING
,
1001 ARB_TEXTURE_RG
, NULL
},
1002 {WINED3DFMT_UYVY
, GL_LUMINANCE_ALPHA
, GL_LUMINANCE_ALPHA
, 0,
1003 GL_LUMINANCE_ALPHA
, GL_UNSIGNED_BYTE
, 0,
1004 WINED3DFMT_FLAG_FILTERING
,
1005 WINED3D_GL_LEGACY_CONTEXT
, NULL
},
1006 {WINED3DFMT_UYVY
, GL_RGB
, GL_RGB
, 0,
1007 GL_YCBCR_422_APPLE
, GL_UNSIGNED_SHORT_8_8_APPLE
, 0,
1008 WINED3DFMT_FLAG_TEXTURE
| WINED3DFMT_FLAG_FILTERING
,
1009 APPLE_YCBCR_422
, NULL
},
1010 {WINED3DFMT_YUY2
, GL_RG8
, GL_RG8
, 0,
1011 GL_RG
, GL_UNSIGNED_BYTE
, 0,
1012 WINED3DFMT_FLAG_FILTERING
,
1013 ARB_TEXTURE_RG
, NULL
},
1014 {WINED3DFMT_YUY2
, GL_LUMINANCE_ALPHA
, GL_LUMINANCE_ALPHA
, 0,
1015 GL_LUMINANCE_ALPHA
, GL_UNSIGNED_BYTE
, 0,
1016 WINED3DFMT_FLAG_FILTERING
,
1017 WINED3D_GL_LEGACY_CONTEXT
, NULL
},
1018 {WINED3DFMT_YUY2
, GL_RGB
, GL_RGB
, 0,
1019 GL_YCBCR_422_APPLE
, GL_UNSIGNED_SHORT_8_8_REV_APPLE
, 0,
1020 WINED3DFMT_FLAG_TEXTURE
| WINED3DFMT_FLAG_FILTERING
,
1021 APPLE_YCBCR_422
, NULL
},
1022 {WINED3DFMT_YV12
, GL_R8
, GL_R8
, 0,
1023 GL_RED
, GL_UNSIGNED_BYTE
, 0,
1024 WINED3DFMT_FLAG_FILTERING
,
1025 ARB_TEXTURE_RG
, NULL
},
1026 {WINED3DFMT_YV12
, GL_ALPHA
, GL_ALPHA
, 0,
1027 GL_ALPHA
, GL_UNSIGNED_BYTE
, 0,
1028 WINED3DFMT_FLAG_FILTERING
,
1029 WINED3D_GL_LEGACY_CONTEXT
, NULL
},
1030 {WINED3DFMT_NV12
, GL_R8
, GL_R8
, 0,
1031 GL_RED
, GL_UNSIGNED_BYTE
, 0,
1032 WINED3DFMT_FLAG_FILTERING
,
1033 ARB_TEXTURE_RG
, NULL
},
1034 {WINED3DFMT_NV12
, GL_ALPHA
, GL_ALPHA
, 0,
1035 GL_ALPHA
, GL_UNSIGNED_BYTE
, 0,
1036 WINED3DFMT_FLAG_FILTERING
,
1037 WINED3D_GL_LEGACY_CONTEXT
, NULL
},
1038 {WINED3DFMT_DXT1
, GL_COMPRESSED_RGBA_S3TC_DXT1_EXT
, GL_COMPRESSED_SRGB_ALPHA_S3TC_DXT1_EXT
, 0,
1039 GL_RGBA
, GL_UNSIGNED_BYTE
, 0,
1040 WINED3DFMT_FLAG_TEXTURE
| WINED3DFMT_FLAG_POSTPIXELSHADER_BLENDING
| WINED3DFMT_FLAG_FILTERING
1041 | WINED3DFMT_FLAG_SRGB_READ
| WINED3DFMT_FLAG_COMPRESSED
,
1042 EXT_TEXTURE_COMPRESSION_S3TC
, NULL
},
1043 {WINED3DFMT_DXT2
, GL_COMPRESSED_RGBA_S3TC_DXT3_EXT
, GL_COMPRESSED_SRGB_ALPHA_S3TC_DXT3_EXT
, 0,
1044 GL_RGBA
, GL_UNSIGNED_BYTE
, 0,
1045 WINED3DFMT_FLAG_TEXTURE
| WINED3DFMT_FLAG_POSTPIXELSHADER_BLENDING
| WINED3DFMT_FLAG_FILTERING
1046 | WINED3DFMT_FLAG_SRGB_READ
| WINED3DFMT_FLAG_COMPRESSED
,
1047 EXT_TEXTURE_COMPRESSION_S3TC
, NULL
},
1048 {WINED3DFMT_DXT3
, GL_COMPRESSED_RGBA_S3TC_DXT3_EXT
, GL_COMPRESSED_SRGB_ALPHA_S3TC_DXT3_EXT
, 0,
1049 GL_RGBA
, GL_UNSIGNED_BYTE
, 0,
1050 WINED3DFMT_FLAG_TEXTURE
| WINED3DFMT_FLAG_POSTPIXELSHADER_BLENDING
| WINED3DFMT_FLAG_FILTERING
1051 | WINED3DFMT_FLAG_SRGB_READ
| WINED3DFMT_FLAG_COMPRESSED
,
1052 EXT_TEXTURE_COMPRESSION_S3TC
, NULL
},
1053 {WINED3DFMT_DXT4
, GL_COMPRESSED_RGBA_S3TC_DXT5_EXT
, GL_COMPRESSED_SRGB_ALPHA_S3TC_DXT5_EXT
, 0,
1054 GL_RGBA
, GL_UNSIGNED_BYTE
, 0,
1055 WINED3DFMT_FLAG_TEXTURE
| WINED3DFMT_FLAG_POSTPIXELSHADER_BLENDING
| WINED3DFMT_FLAG_FILTERING
1056 | WINED3DFMT_FLAG_SRGB_READ
| WINED3DFMT_FLAG_COMPRESSED
,
1057 EXT_TEXTURE_COMPRESSION_S3TC
, NULL
},
1058 {WINED3DFMT_DXT5
, GL_COMPRESSED_RGBA_S3TC_DXT5_EXT
, GL_COMPRESSED_SRGB_ALPHA_S3TC_DXT5_EXT
, 0,
1059 GL_RGBA
, GL_UNSIGNED_BYTE
, 0,
1060 WINED3DFMT_FLAG_TEXTURE
| WINED3DFMT_FLAG_POSTPIXELSHADER_BLENDING
| WINED3DFMT_FLAG_FILTERING
1061 | WINED3DFMT_FLAG_SRGB_READ
| WINED3DFMT_FLAG_COMPRESSED
,
1062 EXT_TEXTURE_COMPRESSION_S3TC
, NULL
},
1063 {WINED3DFMT_BC1_UNORM
, GL_COMPRESSED_RGBA_S3TC_DXT1_EXT
, GL_COMPRESSED_SRGB_ALPHA_S3TC_DXT1_EXT
, 0,
1064 GL_RGBA
, GL_UNSIGNED_BYTE
, 0,
1065 WINED3DFMT_FLAG_TEXTURE
| WINED3DFMT_FLAG_POSTPIXELSHADER_BLENDING
| WINED3DFMT_FLAG_FILTERING
1066 | WINED3DFMT_FLAG_COMPRESSED
,
1067 EXT_TEXTURE_COMPRESSION_S3TC
, NULL
},
1068 {WINED3DFMT_BC2_UNORM
, GL_COMPRESSED_RGBA_S3TC_DXT3_EXT
, GL_COMPRESSED_SRGB_ALPHA_S3TC_DXT3_EXT
, 0,
1069 GL_RGBA
, GL_UNSIGNED_BYTE
, 0,
1070 WINED3DFMT_FLAG_TEXTURE
| WINED3DFMT_FLAG_POSTPIXELSHADER_BLENDING
| WINED3DFMT_FLAG_FILTERING
1071 | WINED3DFMT_FLAG_COMPRESSED
,
1072 EXT_TEXTURE_COMPRESSION_S3TC
, NULL
},
1073 {WINED3DFMT_BC3_UNORM
, GL_COMPRESSED_RGBA_S3TC_DXT5_EXT
, GL_COMPRESSED_SRGB_ALPHA_S3TC_DXT5_EXT
, 0,
1074 GL_RGBA
, GL_UNSIGNED_BYTE
, 0,
1075 WINED3DFMT_FLAG_TEXTURE
| WINED3DFMT_FLAG_POSTPIXELSHADER_BLENDING
| WINED3DFMT_FLAG_FILTERING
1076 | WINED3DFMT_FLAG_COMPRESSED
,
1077 EXT_TEXTURE_COMPRESSION_S3TC
, NULL
},
1078 {WINED3DFMT_BC4_UNORM
, GL_COMPRESSED_RED_RGTC1
, GL_COMPRESSED_RED_RGTC1
, 0,
1079 GL_RED
, GL_UNSIGNED_BYTE
, 0,
1080 WINED3DFMT_FLAG_TEXTURE
| WINED3DFMT_FLAG_POSTPIXELSHADER_BLENDING
| WINED3DFMT_FLAG_FILTERING
1081 | WINED3DFMT_FLAG_COMPRESSED
,
1082 ARB_TEXTURE_COMPRESSION_RGTC
, NULL
},
1083 {WINED3DFMT_BC5_UNORM
, GL_COMPRESSED_RG_RGTC2
, GL_COMPRESSED_RG_RGTC2
, 0,
1084 GL_RG
, GL_UNSIGNED_BYTE
, 0,
1085 WINED3DFMT_FLAG_TEXTURE
| WINED3DFMT_FLAG_POSTPIXELSHADER_BLENDING
| WINED3DFMT_FLAG_FILTERING
1086 | WINED3DFMT_FLAG_COMPRESSED
,
1087 ARB_TEXTURE_COMPRESSION_RGTC
, NULL
},
1089 {WINED3DFMT_R32_FLOAT
, GL_RGB32F_ARB
, GL_RGB32F_ARB
, 0,
1090 GL_RED
, GL_FLOAT
, 0,
1091 WINED3DFMT_FLAG_TEXTURE
| WINED3DFMT_FLAG_RENDERTARGET
| WINED3DFMT_FLAG_VTF
,
1092 ARB_TEXTURE_FLOAT
, NULL
},
1093 {WINED3DFMT_R32_FLOAT
, GL_R32F
, GL_R32F
, 0,
1094 GL_RED
, GL_FLOAT
, 0,
1095 WINED3DFMT_FLAG_TEXTURE
| WINED3DFMT_FLAG_RENDERTARGET
| WINED3DFMT_FLAG_VTF
,
1096 ARB_TEXTURE_RG
, NULL
},
1097 {WINED3DFMT_R32G32_FLOAT
, GL_RGB32F_ARB
, GL_RGB32F_ARB
, 0,
1098 GL_RGB
, GL_FLOAT
, 12,
1099 WINED3DFMT_FLAG_TEXTURE
| WINED3DFMT_FLAG_RENDERTARGET
| WINED3DFMT_FLAG_VTF
,
1100 ARB_TEXTURE_FLOAT
, convert_r32g32_float
},
1101 {WINED3DFMT_R32G32_FLOAT
, GL_RG32F
, GL_RG32F
, 0,
1103 WINED3DFMT_FLAG_TEXTURE
| WINED3DFMT_FLAG_RENDERTARGET
| WINED3DFMT_FLAG_VTF
,
1104 ARB_TEXTURE_RG
, NULL
},
1105 {WINED3DFMT_R32G32B32_FLOAT
, GL_RGB32F
, GL_RGB32F
, 0,
1106 GL_RGB
, GL_FLOAT
, 0,
1107 WINED3DFMT_FLAG_TEXTURE
| WINED3DFMT_FLAG_RENDERTARGET
,
1108 ARB_TEXTURE_FLOAT
, NULL
},
1109 {WINED3DFMT_R32G32B32A32_FLOAT
, GL_RGBA32F_ARB
, GL_RGBA32F_ARB
, 0,
1110 GL_RGBA
, GL_FLOAT
, 0,
1111 WINED3DFMT_FLAG_TEXTURE
| WINED3DFMT_FLAG_RENDERTARGET
| WINED3DFMT_FLAG_VTF
,
1112 ARB_TEXTURE_FLOAT
, NULL
},
1114 {WINED3DFMT_R16_FLOAT
, GL_RGB16F_ARB
, GL_RGB16F_ARB
, 0,
1115 GL_RED
, GL_HALF_FLOAT_ARB
, 0,
1116 WINED3DFMT_FLAG_TEXTURE
| WINED3DFMT_FLAG_RENDERTARGET
| WINED3DFMT_FLAG_VTF
,
1117 ARB_TEXTURE_FLOAT
, NULL
},
1118 {WINED3DFMT_R16_FLOAT
, GL_R16F
, GL_R16F
, 0,
1119 GL_RED
, GL_HALF_FLOAT_ARB
, 0,
1120 WINED3DFMT_FLAG_TEXTURE
| WINED3DFMT_FLAG_RENDERTARGET
| WINED3DFMT_FLAG_VTF
,
1121 ARB_TEXTURE_RG
, NULL
},
1122 {WINED3DFMT_R16G16_FLOAT
, GL_RGB16F_ARB
, GL_RGB16F_ARB
, 0,
1123 GL_RGB
, GL_HALF_FLOAT_ARB
, 6,
1124 WINED3DFMT_FLAG_TEXTURE
| WINED3DFMT_FLAG_RENDERTARGET
| WINED3DFMT_FLAG_VTF
,
1125 ARB_TEXTURE_FLOAT
, convert_r16g16
},
1126 {WINED3DFMT_R16G16_FLOAT
, GL_RG16F
, GL_RG16F
, 0,
1127 GL_RG
, GL_HALF_FLOAT_ARB
, 0,
1128 WINED3DFMT_FLAG_TEXTURE
| WINED3DFMT_FLAG_RENDERTARGET
| WINED3DFMT_FLAG_VTF
,
1129 ARB_TEXTURE_RG
, NULL
},
1130 {WINED3DFMT_R16G16B16A16_FLOAT
, GL_RGBA16F_ARB
, GL_RGBA16F_ARB
, 0,
1131 GL_RGBA
, GL_HALF_FLOAT_ARB
, 0,
1132 WINED3DFMT_FLAG_TEXTURE
| WINED3DFMT_FLAG_POSTPIXELSHADER_BLENDING
| WINED3DFMT_FLAG_RENDERTARGET
1133 | WINED3DFMT_FLAG_VTF
,
1134 ARB_TEXTURE_FLOAT
, NULL
},
1135 {WINED3DFMT_R11G11B10_FLOAT
, GL_R11F_G11F_B10F
, GL_R11F_G11F_B10F
, 0,
1136 GL_RGB
, GL_UNSIGNED_INT_10F_11F_11F_REV
, 0,
1137 WINED3DFMT_FLAG_TEXTURE
| WINED3DFMT_FLAG_POSTPIXELSHADER_BLENDING
| WINED3DFMT_FLAG_RENDERTARGET
,
1139 /* Palettized formats */
1140 {WINED3DFMT_P8_UINT
, GL_R8
, GL_R8
, 0,
1141 GL_RED
, GL_UNSIGNED_BYTE
, 0,
1143 ARB_TEXTURE_RG
, NULL
},
1144 {WINED3DFMT_P8_UINT
, GL_ALPHA8
, GL_ALPHA8
, 0,
1145 GL_ALPHA
, GL_UNSIGNED_BYTE
, 0,
1147 WINED3D_GL_LEGACY_CONTEXT
, NULL
},
1148 /* Standard ARGB formats */
1149 {WINED3DFMT_B8G8R8_UNORM
, GL_RGB8
, GL_RGB8
, 0,
1150 GL_BGR
, GL_UNSIGNED_BYTE
, 0,
1151 WINED3DFMT_FLAG_POSTPIXELSHADER_BLENDING
| WINED3DFMT_FLAG_FILTERING
| WINED3DFMT_FLAG_RENDERTARGET
,
1152 WINED3D_GL_EXT_NONE
, NULL
},
1153 {WINED3DFMT_B8G8R8A8_UNORM
, GL_RGBA8
, GL_SRGB8_ALPHA8_EXT
, 0,
1154 GL_BGRA
, GL_UNSIGNED_INT_8_8_8_8_REV
, 0,
1155 WINED3DFMT_FLAG_TEXTURE
| WINED3DFMT_FLAG_POSTPIXELSHADER_BLENDING
| WINED3DFMT_FLAG_FILTERING
1156 | WINED3DFMT_FLAG_RENDERTARGET
| WINED3DFMT_FLAG_SRGB_READ
| WINED3DFMT_FLAG_SRGB_WRITE
1157 | WINED3DFMT_FLAG_VTF
,
1158 WINED3D_GL_EXT_NONE
, NULL
},
1159 {WINED3DFMT_B8G8R8X8_UNORM
, GL_RGB8
, GL_SRGB8_EXT
, 0,
1160 GL_BGRA
, GL_UNSIGNED_INT_8_8_8_8_REV
, 0,
1161 WINED3DFMT_FLAG_TEXTURE
| WINED3DFMT_FLAG_POSTPIXELSHADER_BLENDING
| WINED3DFMT_FLAG_FILTERING
1162 | WINED3DFMT_FLAG_RENDERTARGET
| WINED3DFMT_FLAG_SRGB_READ
| WINED3DFMT_FLAG_SRGB_WRITE
,
1163 WINED3D_GL_EXT_NONE
, NULL
},
1164 {WINED3DFMT_B5G6R5_UNORM
, GL_RGB5
, GL_RGB5
, GL_RGB8
,
1165 GL_RGB
, GL_UNSIGNED_SHORT_5_6_5
, 0,
1166 WINED3DFMT_FLAG_TEXTURE
| WINED3DFMT_FLAG_POSTPIXELSHADER_BLENDING
| WINED3DFMT_FLAG_FILTERING
1167 | WINED3DFMT_FLAG_RENDERTARGET
,
1168 WINED3D_GL_EXT_NONE
, NULL
},
1169 {WINED3DFMT_B5G6R5_UNORM
, GL_RGB565
, GL_RGB565
, GL_RGB8
,
1170 GL_RGB
, GL_UNSIGNED_SHORT_5_6_5
, 0,
1171 WINED3DFMT_FLAG_TEXTURE
| WINED3DFMT_FLAG_POSTPIXELSHADER_BLENDING
| WINED3DFMT_FLAG_FILTERING
1172 | WINED3DFMT_FLAG_RENDERTARGET
,
1173 ARB_ES2_COMPATIBILITY
, NULL
},
1174 {WINED3DFMT_B5G5R5X1_UNORM
, GL_RGB5
, GL_RGB5
, 0,
1175 GL_BGRA
, GL_UNSIGNED_SHORT_1_5_5_5_REV
, 0,
1176 WINED3DFMT_FLAG_TEXTURE
| WINED3DFMT_FLAG_POSTPIXELSHADER_BLENDING
| WINED3DFMT_FLAG_FILTERING
1177 | WINED3DFMT_FLAG_RENDERTARGET
,
1178 WINED3D_GL_EXT_NONE
, NULL
},
1179 {WINED3DFMT_B5G5R5A1_UNORM
, GL_RGB5_A1
, GL_RGB5_A1
, 0,
1180 GL_BGRA
, GL_UNSIGNED_SHORT_1_5_5_5_REV
, 0,
1181 WINED3DFMT_FLAG_TEXTURE
| WINED3DFMT_FLAG_POSTPIXELSHADER_BLENDING
| WINED3DFMT_FLAG_FILTERING
,
1182 WINED3D_GL_EXT_NONE
, NULL
},
1183 {WINED3DFMT_B4G4R4A4_UNORM
, GL_RGBA4
, GL_SRGB8_ALPHA8_EXT
, 0,
1184 GL_BGRA
, GL_UNSIGNED_SHORT_4_4_4_4_REV
, 0,
1185 WINED3DFMT_FLAG_TEXTURE
| WINED3DFMT_FLAG_POSTPIXELSHADER_BLENDING
| WINED3DFMT_FLAG_FILTERING
1186 | WINED3DFMT_FLAG_SRGB_READ
,
1187 WINED3D_GL_EXT_NONE
, NULL
},
1188 {WINED3DFMT_B2G3R3_UNORM
, GL_R3_G3_B2
, GL_R3_G3_B2
, 0,
1189 GL_RGB
, GL_UNSIGNED_BYTE_3_3_2
, 0,
1190 WINED3DFMT_FLAG_POSTPIXELSHADER_BLENDING
| WINED3DFMT_FLAG_FILTERING
,
1191 WINED3D_GL_EXT_NONE
, NULL
},
1192 {WINED3DFMT_R8_UNORM
, GL_R8
, GL_R8
, 0,
1193 GL_RED
, GL_UNSIGNED_BYTE
, 0,
1194 WINED3DFMT_FLAG_TEXTURE
| WINED3DFMT_FLAG_POSTPIXELSHADER_BLENDING
| WINED3DFMT_FLAG_FILTERING
1195 | WINED3DFMT_FLAG_RENDERTARGET
| WINED3DFMT_FLAG_VTF
,
1196 ARB_TEXTURE_RG
, NULL
},
1197 {WINED3DFMT_A8_UNORM
, GL_R8
, GL_R8
, 0,
1198 GL_RED
, GL_UNSIGNED_BYTE
, 0,
1199 WINED3DFMT_FLAG_TEXTURE
| WINED3DFMT_FLAG_POSTPIXELSHADER_BLENDING
| WINED3DFMT_FLAG_FILTERING
,
1200 ARB_TEXTURE_RG
, NULL
},
1201 {WINED3DFMT_A8_UNORM
, GL_ALPHA8
, GL_ALPHA8
, 0,
1202 GL_ALPHA
, GL_UNSIGNED_BYTE
, 0,
1203 WINED3DFMT_FLAG_TEXTURE
| WINED3DFMT_FLAG_POSTPIXELSHADER_BLENDING
| WINED3DFMT_FLAG_FILTERING
,
1204 WINED3D_GL_LEGACY_CONTEXT
, NULL
},
1205 {WINED3DFMT_B4G4R4X4_UNORM
, GL_RGB4
, GL_RGB4
, 0,
1206 GL_BGRA
, GL_UNSIGNED_SHORT_4_4_4_4_REV
, 0,
1207 WINED3DFMT_FLAG_TEXTURE
| WINED3DFMT_FLAG_POSTPIXELSHADER_BLENDING
| WINED3DFMT_FLAG_FILTERING
,
1208 WINED3D_GL_EXT_NONE
, NULL
},
1209 {WINED3DFMT_R10G10B10A2_UNORM
, GL_RGB10_A2
, GL_RGB10_A2
, 0,
1210 GL_RGBA
, GL_UNSIGNED_INT_2_10_10_10_REV
, 0,
1211 WINED3DFMT_FLAG_TEXTURE
| WINED3DFMT_FLAG_POSTPIXELSHADER_BLENDING
| WINED3DFMT_FLAG_FILTERING
1212 | WINED3DFMT_FLAG_RENDERTARGET
,
1213 WINED3D_GL_EXT_NONE
, NULL
},
1214 {WINED3DFMT_R8G8B8A8_UNORM
, GL_RGBA8
, GL_SRGB8_ALPHA8_EXT
, 0,
1215 GL_RGBA
, GL_UNSIGNED_INT_8_8_8_8_REV
, 0,
1216 WINED3DFMT_FLAG_TEXTURE
| WINED3DFMT_FLAG_POSTPIXELSHADER_BLENDING
| WINED3DFMT_FLAG_FILTERING
1217 | WINED3DFMT_FLAG_RENDERTARGET
| WINED3DFMT_FLAG_SRGB_READ
| WINED3DFMT_FLAG_SRGB_WRITE
1218 | WINED3DFMT_FLAG_VTF
,
1219 WINED3D_GL_EXT_NONE
, NULL
},
1220 {WINED3DFMT_R8G8B8A8_UINT
, GL_RGBA8UI
, GL_RGBA8UI
, 0,
1221 GL_RGBA_INTEGER
, GL_UNSIGNED_INT_8_8_8_8_REV
, 0,
1222 WINED3DFMT_FLAG_TEXTURE
,
1223 ARB_TEXTURE_RGB10_A2UI
, NULL
},
1224 {WINED3DFMT_R8G8B8A8_SINT
, GL_RGBA8I
, GL_RGBA8I
, 0,
1225 GL_RGBA_INTEGER
, GL_BYTE
, 0,
1226 WINED3DFMT_FLAG_TEXTURE
,
1227 EXT_TEXTURE_INTEGER
, NULL
},
1228 {WINED3DFMT_R8G8B8X8_UNORM
, GL_RGB8
, GL_RGB8
, 0,
1229 GL_RGBA
, GL_UNSIGNED_INT_8_8_8_8_REV
, 0,
1230 WINED3DFMT_FLAG_TEXTURE
| WINED3DFMT_FLAG_POSTPIXELSHADER_BLENDING
| WINED3DFMT_FLAG_FILTERING
,
1231 WINED3D_GL_EXT_NONE
, NULL
},
1232 {WINED3DFMT_R16G16_UNORM
, GL_RGB16
, GL_RGB16
, GL_RGBA16
,
1233 GL_RGB
, GL_UNSIGNED_SHORT
, 6,
1234 WINED3DFMT_FLAG_TEXTURE
| WINED3DFMT_FLAG_POSTPIXELSHADER_BLENDING
| WINED3DFMT_FLAG_FILTERING
,
1235 WINED3D_GL_EXT_NONE
, convert_r16g16
},
1236 {WINED3DFMT_R16G16_UNORM
, GL_RG16
, GL_RG16
, 0,
1237 GL_RG
, GL_UNSIGNED_SHORT
, 0,
1238 WINED3DFMT_FLAG_TEXTURE
| WINED3DFMT_FLAG_POSTPIXELSHADER_BLENDING
| WINED3DFMT_FLAG_FILTERING
1239 | WINED3DFMT_FLAG_RENDERTARGET
,
1240 ARB_TEXTURE_RG
, NULL
},
1241 {WINED3DFMT_B10G10R10A2_UNORM
, GL_RGB10_A2
, GL_RGB10_A2
, 0,
1242 GL_BGRA
, GL_UNSIGNED_INT_2_10_10_10_REV
, 0,
1243 WINED3DFMT_FLAG_TEXTURE
| WINED3DFMT_FLAG_POSTPIXELSHADER_BLENDING
| WINED3DFMT_FLAG_FILTERING
1244 | WINED3DFMT_FLAG_RENDERTARGET
,
1245 WINED3D_GL_EXT_NONE
, NULL
},
1246 {WINED3DFMT_R16G16B16A16_UNORM
, GL_RGBA16
, GL_RGBA16
, 0,
1247 GL_RGBA
, GL_UNSIGNED_SHORT
, 0,
1248 WINED3DFMT_FLAG_TEXTURE
| WINED3DFMT_FLAG_POSTPIXELSHADER_BLENDING
| WINED3DFMT_FLAG_FILTERING
1249 | WINED3DFMT_FLAG_RENDERTARGET
,
1250 WINED3D_GL_EXT_NONE
, NULL
},
1251 {WINED3DFMT_R8G8_UNORM
, GL_RG8
, GL_RG8
, 0,
1252 GL_RG
, GL_UNSIGNED_BYTE
, 0,
1253 WINED3DFMT_FLAG_TEXTURE
| WINED3DFMT_FLAG_POSTPIXELSHADER_BLENDING
| WINED3DFMT_FLAG_FILTERING
,
1254 ARB_TEXTURE_RG
, NULL
},
1255 {WINED3DFMT_R16_UNORM
, GL_R16
, GL_R16
, 0,
1256 GL_RED
, GL_UNSIGNED_SHORT
, 0,
1257 WINED3DFMT_FLAG_TEXTURE
| WINED3DFMT_FLAG_POSTPIXELSHADER_BLENDING
| WINED3DFMT_FLAG_FILTERING
1258 | WINED3DFMT_FLAG_RENDERTARGET
,
1259 ARB_TEXTURE_RG
, NULL
},
1260 {WINED3DFMT_R16_UINT
, GL_R16UI
, GL_R16UI
, 0,
1261 GL_RED_INTEGER
, GL_UNSIGNED_SHORT
, 0,
1262 WINED3DFMT_FLAG_TEXTURE
,
1263 ARB_TEXTURE_RG
, NULL
},
1265 {WINED3DFMT_L8_UNORM
, GL_LUMINANCE8
, GL_SLUMINANCE8_EXT
, 0,
1266 GL_LUMINANCE
, GL_UNSIGNED_BYTE
, 0,
1267 WINED3DFMT_FLAG_TEXTURE
| WINED3DFMT_FLAG_POSTPIXELSHADER_BLENDING
| WINED3DFMT_FLAG_FILTERING
1268 | WINED3DFMT_FLAG_SRGB_READ
,
1269 WINED3D_GL_LEGACY_CONTEXT
, NULL
},
1270 {WINED3DFMT_L8_UNORM
, GL_R8
, GL_R8
, 0,
1271 GL_RED
, GL_UNSIGNED_BYTE
, 0,
1272 WINED3DFMT_FLAG_TEXTURE
| WINED3DFMT_FLAG_POSTPIXELSHADER_BLENDING
| WINED3DFMT_FLAG_FILTERING
1273 | WINED3DFMT_FLAG_RENDERTARGET
,
1274 ARB_TEXTURE_RG
, NULL
},
1275 {WINED3DFMT_L8A8_UNORM
, GL_RG8
, GL_RG8
, 0,
1276 GL_RG
, GL_UNSIGNED_BYTE
, 0,
1277 WINED3DFMT_FLAG_TEXTURE
| WINED3DFMT_FLAG_POSTPIXELSHADER_BLENDING
| WINED3DFMT_FLAG_FILTERING
,
1278 ARB_TEXTURE_RG
, NULL
},
1279 {WINED3DFMT_L8A8_UNORM
, GL_LUMINANCE8_ALPHA8
, GL_SLUMINANCE8_ALPHA8_EXT
, 0,
1280 GL_LUMINANCE_ALPHA
, GL_UNSIGNED_BYTE
, 0,
1281 WINED3DFMT_FLAG_TEXTURE
| WINED3DFMT_FLAG_POSTPIXELSHADER_BLENDING
| WINED3DFMT_FLAG_FILTERING
1282 | WINED3DFMT_FLAG_SRGB_READ
,
1283 WINED3D_GL_LEGACY_CONTEXT
, NULL
},
1284 {WINED3DFMT_L4A4_UNORM
, GL_RG8
, GL_RG8
, 0,
1285 GL_RG
, GL_UNSIGNED_BYTE
, 2,
1286 WINED3DFMT_FLAG_FILTERING
,
1287 ARB_TEXTURE_RG
, convert_l4a4_unorm
},
1288 {WINED3DFMT_L4A4_UNORM
, GL_LUMINANCE4_ALPHA4
, GL_LUMINANCE4_ALPHA4
, 0,
1289 GL_LUMINANCE_ALPHA
, GL_UNSIGNED_BYTE
, 2,
1290 WINED3DFMT_FLAG_FILTERING
,
1291 WINED3D_GL_LEGACY_CONTEXT
, convert_l4a4_unorm
},
1292 {WINED3DFMT_L16_UNORM
, GL_R16
, GL_R16
, 0,
1293 GL_RED
, GL_UNSIGNED_SHORT
, 0,
1294 WINED3DFMT_FLAG_TEXTURE
| WINED3DFMT_FLAG_POSTPIXELSHADER_BLENDING
| WINED3DFMT_FLAG_FILTERING
,
1295 ARB_TEXTURE_RG
, NULL
},
1296 {WINED3DFMT_L16_UNORM
, GL_LUMINANCE16
, GL_LUMINANCE16
, 0,
1297 GL_LUMINANCE
, GL_UNSIGNED_SHORT
, 0,
1298 WINED3DFMT_FLAG_TEXTURE
| WINED3DFMT_FLAG_POSTPIXELSHADER_BLENDING
| WINED3DFMT_FLAG_FILTERING
,
1299 WINED3D_GL_LEGACY_CONTEXT
, NULL
},
1300 /* Bump mapping stuff */
1301 {WINED3DFMT_R8G8_SNORM
, GL_RGB8
, GL_RGB8
, 0,
1302 GL_BGR
, GL_UNSIGNED_BYTE
, 3,
1303 WINED3DFMT_FLAG_TEXTURE
| WINED3DFMT_FLAG_POSTPIXELSHADER_BLENDING
| WINED3DFMT_FLAG_FILTERING
1304 | WINED3DFMT_FLAG_BUMPMAP
,
1305 WINED3D_GL_EXT_NONE
, convert_r8g8_snorm
},
1306 {WINED3DFMT_R8G8_SNORM
, GL_DSDT8_NV
, GL_DSDT8_NV
, 0,
1307 GL_DSDT_NV
, GL_BYTE
, 0,
1308 WINED3DFMT_FLAG_TEXTURE
| WINED3DFMT_FLAG_POSTPIXELSHADER_BLENDING
| WINED3DFMT_FLAG_FILTERING
1309 | WINED3DFMT_FLAG_BUMPMAP
,
1310 NV_TEXTURE_SHADER
, NULL
},
1311 {WINED3DFMT_R8G8_SNORM
, GL_RG8_SNORM
, GL_RG8_SNORM
, 0,
1313 WINED3DFMT_FLAG_TEXTURE
| WINED3DFMT_FLAG_POSTPIXELSHADER_BLENDING
| WINED3DFMT_FLAG_FILTERING
1314 | WINED3DFMT_FLAG_BUMPMAP
,
1315 EXT_TEXTURE_SNORM
, NULL
},
1316 {WINED3DFMT_R5G5_SNORM_L6_UNORM
, GL_RGB5
, GL_RGB5
, 0,
1317 GL_RGB
, GL_UNSIGNED_SHORT_5_6_5
, 2,
1318 WINED3DFMT_FLAG_TEXTURE
| WINED3DFMT_FLAG_POSTPIXELSHADER_BLENDING
| WINED3DFMT_FLAG_FILTERING
1319 | WINED3DFMT_FLAG_BUMPMAP
,
1320 WINED3D_GL_EXT_NONE
, convert_r5g5_snorm_l6_unorm
},
1321 {WINED3DFMT_R5G5_SNORM_L6_UNORM
, GL_DSDT8_MAG8_NV
, GL_DSDT8_MAG8_NV
, 0,
1322 GL_DSDT_MAG_NV
, GL_BYTE
, 3,
1323 WINED3DFMT_FLAG_TEXTURE
| WINED3DFMT_FLAG_POSTPIXELSHADER_BLENDING
| WINED3DFMT_FLAG_FILTERING
1324 | WINED3DFMT_FLAG_BUMPMAP
,
1325 NV_TEXTURE_SHADER
, convert_r5g5_snorm_l6_unorm_nv
},
1326 {WINED3DFMT_R5G5_SNORM_L6_UNORM
, GL_RGB8_SNORM
, GL_RGB8_SNORM
, 0,
1327 GL_RGBA
, GL_BYTE
, 4,
1328 WINED3DFMT_FLAG_TEXTURE
| WINED3DFMT_FLAG_POSTPIXELSHADER_BLENDING
| WINED3DFMT_FLAG_FILTERING
1329 | WINED3DFMT_FLAG_BUMPMAP
,
1330 EXT_TEXTURE_SNORM
, convert_r5g5_snorm_l6_unorm_ext
},
1331 {WINED3DFMT_R8G8_SNORM_L8X8_UNORM
, GL_RGB8
, GL_RGB8
, 0,
1332 GL_BGRA
, GL_UNSIGNED_INT_8_8_8_8_REV
, 4,
1333 WINED3DFMT_FLAG_TEXTURE
| WINED3DFMT_FLAG_POSTPIXELSHADER_BLENDING
| WINED3DFMT_FLAG_FILTERING
1334 | WINED3DFMT_FLAG_BUMPMAP
,
1335 WINED3D_GL_EXT_NONE
, convert_r8g8_snorm_l8x8_unorm
},
1336 {WINED3DFMT_R8G8_SNORM_L8X8_UNORM
, GL_DSDT8_MAG8_INTENSITY8_NV
, GL_DSDT8_MAG8_INTENSITY8_NV
, 0,
1337 GL_DSDT_MAG_VIB_NV
, GL_UNSIGNED_INT_8_8_S8_S8_REV_NV
, 4,
1338 WINED3DFMT_FLAG_TEXTURE
| WINED3DFMT_FLAG_POSTPIXELSHADER_BLENDING
| WINED3DFMT_FLAG_FILTERING
1339 | WINED3DFMT_FLAG_BUMPMAP
,
1340 NV_TEXTURE_SHADER
, convert_r8g8_snorm_l8x8_unorm_nv
},
1341 {WINED3DFMT_R8G8B8A8_SNORM
, GL_RGBA8
, GL_RGBA8
, 0,
1342 GL_BGRA
, GL_UNSIGNED_BYTE
, 4,
1343 WINED3DFMT_FLAG_TEXTURE
| WINED3DFMT_FLAG_POSTPIXELSHADER_BLENDING
| WINED3DFMT_FLAG_FILTERING
1344 | WINED3DFMT_FLAG_BUMPMAP
,
1345 WINED3D_GL_EXT_NONE
, convert_r8g8b8a8_snorm
},
1346 {WINED3DFMT_R8G8B8A8_SNORM
, GL_SIGNED_RGBA8_NV
, GL_SIGNED_RGBA8_NV
, 0,
1347 GL_RGBA
, GL_BYTE
, 0,
1348 WINED3DFMT_FLAG_TEXTURE
| WINED3DFMT_FLAG_POSTPIXELSHADER_BLENDING
| WINED3DFMT_FLAG_FILTERING
1349 | WINED3DFMT_FLAG_BUMPMAP
,
1350 NV_TEXTURE_SHADER
, NULL
},
1351 {WINED3DFMT_R8G8B8A8_SNORM
, GL_RGBA8_SNORM
, GL_RGBA8_SNORM
, 0,
1352 GL_RGBA
, GL_BYTE
, 0,
1353 WINED3DFMT_FLAG_TEXTURE
| WINED3DFMT_FLAG_POSTPIXELSHADER_BLENDING
| WINED3DFMT_FLAG_FILTERING
1354 | WINED3DFMT_FLAG_BUMPMAP
,
1355 EXT_TEXTURE_SNORM
, NULL
},
1356 {WINED3DFMT_R16G16_SNORM
, GL_RGB16
, GL_RGB16
, 0,
1357 GL_BGR
, GL_UNSIGNED_SHORT
, 6,
1358 WINED3DFMT_FLAG_TEXTURE
| WINED3DFMT_FLAG_POSTPIXELSHADER_BLENDING
| WINED3DFMT_FLAG_FILTERING
1359 | WINED3DFMT_FLAG_BUMPMAP
,
1360 WINED3D_GL_EXT_NONE
, convert_r16g16_snorm
},
1361 {WINED3DFMT_R16G16_SNORM
, GL_SIGNED_HILO16_NV
, GL_SIGNED_HILO16_NV
, 0,
1362 GL_HILO_NV
, GL_SHORT
, 0,
1363 WINED3DFMT_FLAG_TEXTURE
| WINED3DFMT_FLAG_POSTPIXELSHADER_BLENDING
| WINED3DFMT_FLAG_FILTERING
1364 | WINED3DFMT_FLAG_BUMPMAP
,
1365 NV_TEXTURE_SHADER
, NULL
},
1366 {WINED3DFMT_R16G16_SNORM
, GL_RG16_SNORM
, GL_RG16_SNORM
, 0,
1368 WINED3DFMT_FLAG_TEXTURE
| WINED3DFMT_FLAG_POSTPIXELSHADER_BLENDING
| WINED3DFMT_FLAG_FILTERING
1369 | WINED3DFMT_FLAG_BUMPMAP
,
1370 EXT_TEXTURE_SNORM
, NULL
},
1371 /* Depth stencil formats */
1372 {WINED3DFMT_D16_LOCKABLE
, GL_DEPTH_COMPONENT
, GL_DEPTH_COMPONENT
, 0,
1373 GL_DEPTH_COMPONENT
, GL_UNSIGNED_SHORT
, 0,
1374 WINED3DFMT_FLAG_DEPTH
,
1375 WINED3D_GL_EXT_NONE
, NULL
},
1376 {WINED3DFMT_D16_LOCKABLE
, GL_DEPTH_COMPONENT24_ARB
, GL_DEPTH_COMPONENT24_ARB
, 0,
1377 GL_DEPTH_COMPONENT
, GL_UNSIGNED_SHORT
, 0,
1378 WINED3DFMT_FLAG_TEXTURE
| WINED3DFMT_FLAG_DEPTH
| WINED3DFMT_FLAG_SHADOW
,
1379 ARB_DEPTH_TEXTURE
, NULL
},
1380 {WINED3DFMT_D32_UNORM
, GL_DEPTH_COMPONENT
, GL_DEPTH_COMPONENT
, 0,
1381 GL_DEPTH_COMPONENT
, GL_UNSIGNED_INT
, 0,
1382 WINED3DFMT_FLAG_DEPTH
,
1383 WINED3D_GL_EXT_NONE
, NULL
},
1384 {WINED3DFMT_D32_UNORM
, GL_DEPTH_COMPONENT32_ARB
, GL_DEPTH_COMPONENT32_ARB
, 0,
1385 GL_DEPTH_COMPONENT
, GL_UNSIGNED_INT
, 0,
1386 WINED3DFMT_FLAG_TEXTURE
| WINED3DFMT_FLAG_DEPTH
| WINED3DFMT_FLAG_SHADOW
,
1387 ARB_DEPTH_TEXTURE
, NULL
},
1388 {WINED3DFMT_S1_UINT_D15_UNORM
, GL_DEPTH_COMPONENT24_ARB
, GL_DEPTH_COMPONENT24_ARB
, 0,
1389 GL_DEPTH_COMPONENT
, GL_UNSIGNED_SHORT
, 0,
1390 WINED3DFMT_FLAG_DEPTH
| WINED3DFMT_FLAG_SHADOW
,
1391 ARB_DEPTH_TEXTURE
, NULL
},
1392 {WINED3DFMT_S1_UINT_D15_UNORM
, GL_DEPTH24_STENCIL8_EXT
, GL_DEPTH24_STENCIL8_EXT
, 0,
1393 GL_DEPTH_STENCIL_EXT
, GL_UNSIGNED_INT_24_8_EXT
, 4,
1394 WINED3DFMT_FLAG_DEPTH
| WINED3DFMT_FLAG_STENCIL
| WINED3DFMT_FLAG_SHADOW
,
1395 EXT_PACKED_DEPTH_STENCIL
, convert_s1_uint_d15_unorm
},
1396 {WINED3DFMT_S1_UINT_D15_UNORM
, GL_DEPTH24_STENCIL8
, GL_DEPTH24_STENCIL8
, 0,
1397 GL_DEPTH_STENCIL
, GL_UNSIGNED_INT_24_8
, 4,
1398 WINED3DFMT_FLAG_DEPTH
| WINED3DFMT_FLAG_STENCIL
| WINED3DFMT_FLAG_SHADOW
,
1399 ARB_FRAMEBUFFER_OBJECT
, convert_s1_uint_d15_unorm
},
1400 {WINED3DFMT_D24_UNORM_S8_UINT
, GL_DEPTH_COMPONENT24_ARB
, GL_DEPTH_COMPONENT24_ARB
, 0,
1401 GL_DEPTH_COMPONENT
, GL_UNSIGNED_INT
, 0,
1402 WINED3DFMT_FLAG_TEXTURE
| WINED3DFMT_FLAG_POSTPIXELSHADER_BLENDING
| WINED3DFMT_FLAG_FILTERING
1403 | WINED3DFMT_FLAG_DEPTH
| WINED3DFMT_FLAG_SHADOW
,
1404 ARB_DEPTH_TEXTURE
, NULL
},
1405 {WINED3DFMT_D24_UNORM_S8_UINT
, GL_DEPTH24_STENCIL8_EXT
, GL_DEPTH24_STENCIL8_EXT
, 0,
1406 GL_DEPTH_STENCIL_EXT
, GL_UNSIGNED_INT_24_8_EXT
, 0,
1407 WINED3DFMT_FLAG_TEXTURE
| WINED3DFMT_FLAG_POSTPIXELSHADER_BLENDING
| WINED3DFMT_FLAG_FILTERING
1408 | WINED3DFMT_FLAG_DEPTH
| WINED3DFMT_FLAG_STENCIL
| WINED3DFMT_FLAG_SHADOW
,
1409 EXT_PACKED_DEPTH_STENCIL
, NULL
},
1410 {WINED3DFMT_D24_UNORM_S8_UINT
, GL_DEPTH24_STENCIL8
, GL_DEPTH24_STENCIL8
, 0,
1411 GL_DEPTH_STENCIL
, GL_UNSIGNED_INT_24_8
, 0,
1412 WINED3DFMT_FLAG_TEXTURE
| WINED3DFMT_FLAG_POSTPIXELSHADER_BLENDING
| WINED3DFMT_FLAG_FILTERING
1413 | WINED3DFMT_FLAG_DEPTH
| WINED3DFMT_FLAG_STENCIL
| WINED3DFMT_FLAG_SHADOW
,
1414 ARB_FRAMEBUFFER_OBJECT
, NULL
},
1415 {WINED3DFMT_X8D24_UNORM
, GL_DEPTH_COMPONENT
, GL_DEPTH_COMPONENT
, 0,
1416 GL_DEPTH_COMPONENT
, GL_UNSIGNED_INT
, 0,
1417 WINED3DFMT_FLAG_DEPTH
,
1418 WINED3D_GL_EXT_NONE
, NULL
},
1419 {WINED3DFMT_X8D24_UNORM
, GL_DEPTH_COMPONENT24_ARB
, GL_DEPTH_COMPONENT24_ARB
, 0,
1420 GL_DEPTH_COMPONENT
, GL_UNSIGNED_INT
, 0,
1421 WINED3DFMT_FLAG_TEXTURE
| WINED3DFMT_FLAG_POSTPIXELSHADER_BLENDING
| WINED3DFMT_FLAG_FILTERING
1422 | WINED3DFMT_FLAG_DEPTH
| WINED3DFMT_FLAG_SHADOW
,
1423 ARB_DEPTH_TEXTURE
, NULL
},
1424 {WINED3DFMT_S4X4_UINT_D24_UNORM
, GL_DEPTH_COMPONENT24_ARB
, GL_DEPTH_COMPONENT24_ARB
, 0,
1425 GL_DEPTH_COMPONENT
, GL_UNSIGNED_INT
, 0,
1426 WINED3DFMT_FLAG_DEPTH
| WINED3DFMT_FLAG_SHADOW
,
1427 ARB_DEPTH_TEXTURE
, NULL
},
1428 {WINED3DFMT_S4X4_UINT_D24_UNORM
, GL_DEPTH24_STENCIL8_EXT
, GL_DEPTH24_STENCIL8_EXT
, 0,
1429 GL_DEPTH_STENCIL_EXT
, GL_UNSIGNED_INT_24_8_EXT
, 4,
1430 WINED3DFMT_FLAG_DEPTH
| WINED3DFMT_FLAG_STENCIL
| WINED3DFMT_FLAG_SHADOW
,
1431 EXT_PACKED_DEPTH_STENCIL
, convert_s4x4_uint_d24_unorm
},
1432 {WINED3DFMT_S4X4_UINT_D24_UNORM
, GL_DEPTH24_STENCIL8
, GL_DEPTH24_STENCIL8
, 0,
1433 GL_DEPTH_STENCIL
, GL_UNSIGNED_INT_24_8
, 4,
1434 WINED3DFMT_FLAG_DEPTH
| WINED3DFMT_FLAG_STENCIL
| WINED3DFMT_FLAG_SHADOW
,
1435 ARB_FRAMEBUFFER_OBJECT
, convert_s4x4_uint_d24_unorm
},
1436 {WINED3DFMT_D16_UNORM
, GL_DEPTH_COMPONENT
, GL_DEPTH_COMPONENT
, 0,
1437 GL_DEPTH_COMPONENT
, GL_UNSIGNED_SHORT
, 0,
1438 WINED3DFMT_FLAG_DEPTH
,
1439 WINED3D_GL_EXT_NONE
, NULL
},
1440 {WINED3DFMT_D16_UNORM
, GL_DEPTH_COMPONENT24_ARB
, GL_DEPTH_COMPONENT24_ARB
, 0,
1441 GL_DEPTH_COMPONENT
, GL_UNSIGNED_SHORT
, 0,
1442 WINED3DFMT_FLAG_TEXTURE
| WINED3DFMT_FLAG_POSTPIXELSHADER_BLENDING
| WINED3DFMT_FLAG_FILTERING
1443 | WINED3DFMT_FLAG_DEPTH
| WINED3DFMT_FLAG_SHADOW
,
1444 ARB_DEPTH_TEXTURE
, NULL
},
1445 {WINED3DFMT_D32_FLOAT
, GL_DEPTH_COMPONENT32F
, GL_DEPTH_COMPONENT32F
, 0,
1446 GL_DEPTH_COMPONENT
, GL_FLOAT
, 0,
1447 WINED3DFMT_FLAG_TEXTURE
| WINED3DFMT_FLAG_DEPTH
| WINED3DFMT_FLAG_SHADOW
,
1448 ARB_DEPTH_BUFFER_FLOAT
, NULL
},
1449 {WINED3DFMT_S8_UINT_D24_FLOAT
, GL_DEPTH32F_STENCIL8
, GL_DEPTH32F_STENCIL8
, 0,
1450 GL_DEPTH_STENCIL
, GL_FLOAT_32_UNSIGNED_INT_24_8_REV
, 8,
1451 WINED3DFMT_FLAG_TEXTURE
| WINED3DFMT_FLAG_DEPTH
| WINED3DFMT_FLAG_STENCIL
| WINED3DFMT_FLAG_SHADOW
,
1452 ARB_DEPTH_BUFFER_FLOAT
, convert_s8_uint_d24_float
},
1453 {WINED3DFMT_R32G32B32A32_UINT
, GL_RGBA32UI
, GL_RGBA32UI
, 0,
1454 GL_RGBA_INTEGER
, GL_UNSIGNED_INT
, 0,
1455 WINED3DFMT_FLAG_TEXTURE
,
1456 EXT_TEXTURE_INTEGER
, NULL
},
1457 {WINED3DFMT_R32G32B32A32_SINT
, GL_RGBA32I
, GL_RGBA32I
, 0,
1458 GL_RGBA_INTEGER
, GL_INT
, 0,
1459 WINED3DFMT_FLAG_TEXTURE
,
1460 EXT_TEXTURE_INTEGER
, NULL
},
1461 /* Vendor-specific formats */
1462 {WINED3DFMT_ATI1N
, GL_COMPRESSED_RED_RGTC1
, GL_COMPRESSED_RED_RGTC1
, 0,
1463 GL_RED
, GL_UNSIGNED_BYTE
, 0,
1464 WINED3DFMT_FLAG_TEXTURE
| WINED3DFMT_FLAG_POSTPIXELSHADER_BLENDING
| WINED3DFMT_FLAG_FILTERING
1465 | WINED3DFMT_FLAG_COMPRESSED
,
1466 ARB_TEXTURE_COMPRESSION_RGTC
, NULL
},
1467 {WINED3DFMT_ATI2N
, GL_COMPRESSED_LUMINANCE_ALPHA_3DC_ATI
, GL_COMPRESSED_LUMINANCE_ALPHA_3DC_ATI
, 0,
1468 GL_LUMINANCE_ALPHA
, GL_UNSIGNED_BYTE
, 0,
1469 WINED3DFMT_FLAG_TEXTURE
| WINED3DFMT_FLAG_POSTPIXELSHADER_BLENDING
| WINED3DFMT_FLAG_FILTERING
1470 | WINED3DFMT_FLAG_COMPRESSED
,
1471 ATI_TEXTURE_COMPRESSION_3DC
, NULL
},
1472 {WINED3DFMT_ATI2N
, GL_COMPRESSED_RG_RGTC2
, GL_COMPRESSED_RG_RGTC2
, 0,
1473 GL_LUMINANCE_ALPHA
, GL_UNSIGNED_BYTE
, 0,
1474 WINED3DFMT_FLAG_TEXTURE
| WINED3DFMT_FLAG_POSTPIXELSHADER_BLENDING
| WINED3DFMT_FLAG_FILTERING
1475 | WINED3DFMT_FLAG_COMPRESSED
,
1476 EXT_TEXTURE_COMPRESSION_RGTC
, NULL
},
1477 {WINED3DFMT_ATI2N
, GL_COMPRESSED_RG_RGTC2
, GL_COMPRESSED_RG_RGTC2
, 0,
1478 GL_RG
, GL_UNSIGNED_BYTE
, 0,
1479 WINED3DFMT_FLAG_TEXTURE
| WINED3DFMT_FLAG_POSTPIXELSHADER_BLENDING
| WINED3DFMT_FLAG_FILTERING
1480 | WINED3DFMT_FLAG_COMPRESSED
,
1481 ARB_TEXTURE_COMPRESSION_RGTC
, NULL
},
1482 {WINED3DFMT_INTZ
, GL_DEPTH24_STENCIL8_EXT
, GL_DEPTH24_STENCIL8_EXT
, 0,
1483 GL_DEPTH_STENCIL_EXT
, GL_UNSIGNED_INT_24_8_EXT
, 0,
1484 WINED3DFMT_FLAG_TEXTURE
| WINED3DFMT_FLAG_POSTPIXELSHADER_BLENDING
| WINED3DFMT_FLAG_FILTERING
1485 | WINED3DFMT_FLAG_DEPTH
| WINED3DFMT_FLAG_STENCIL
,
1486 EXT_PACKED_DEPTH_STENCIL
, NULL
},
1487 {WINED3DFMT_INTZ
, GL_DEPTH24_STENCIL8
, GL_DEPTH24_STENCIL8
, 0,
1488 GL_DEPTH_STENCIL
, GL_UNSIGNED_INT_24_8
, 0,
1489 WINED3DFMT_FLAG_TEXTURE
| WINED3DFMT_FLAG_POSTPIXELSHADER_BLENDING
| WINED3DFMT_FLAG_FILTERING
1490 | WINED3DFMT_FLAG_DEPTH
| WINED3DFMT_FLAG_STENCIL
,
1491 ARB_FRAMEBUFFER_OBJECT
, NULL
},
1492 {WINED3DFMT_NULL
, 0, 0, 0,
1493 GL_RGBA
, GL_UNSIGNED_INT_8_8_8_8_REV
, 0,
1494 WINED3DFMT_FLAG_TEXTURE
| WINED3DFMT_FLAG_RENDERTARGET
| WINED3DFMT_FLAG_FBO_ATTACHABLE
,
1495 ARB_FRAMEBUFFER_OBJECT
, NULL
},
1498 struct wined3d_format_srgb_info
1500 enum wined3d_format_id srgb_format_id
;
1501 enum wined3d_format_id base_format_id
;
1504 static const struct wined3d_format_srgb_info format_srgb_info
[] =
1506 {WINED3DFMT_R8G8B8A8_UNORM_SRGB
, WINED3DFMT_R8G8B8A8_UNORM
},
1507 {WINED3DFMT_BC1_UNORM_SRGB
, WINED3DFMT_BC1_UNORM
},
1508 {WINED3DFMT_BC2_UNORM_SRGB
, WINED3DFMT_BC2_UNORM
},
1509 {WINED3DFMT_BC3_UNORM_SRGB
, WINED3DFMT_BC3_UNORM
},
1510 {WINED3DFMT_B8G8R8A8_UNORM_SRGB
, WINED3DFMT_B8G8R8A8_UNORM
},
1511 {WINED3DFMT_B8G8R8X8_UNORM_SRGB
, WINED3DFMT_B8G8R8X8_UNORM
},
1512 {WINED3DFMT_BC7_UNORM_SRGB
, WINED3DFMT_BC7_UNORM
},
1515 static inline int get_format_idx(enum wined3d_format_id format_id
)
1519 if (format_id
< WINED3D_FORMAT_FOURCC_BASE
)
1522 for (i
= 0; i
< ARRAY_SIZE(format_index_remap
); ++i
)
1524 if (format_index_remap
[i
].id
== format_id
)
1525 return format_index_remap
[i
].idx
;
1531 static void format_set_flag(struct wined3d_format
*format
, unsigned int flag
)
1535 for (i
= 0; i
< ARRAY_SIZE(format
->flags
); ++i
)
1536 format
->flags
[i
] |= flag
;
1539 static void format_clear_flag(struct wined3d_format
*format
, unsigned int flag
)
1543 for (i
= 0; i
< ARRAY_SIZE(format
->flags
); ++i
)
1544 format
->flags
[i
] &= ~flag
;
1547 static enum wined3d_channel_type
map_channel_type(char t
)
1552 return WINED3D_CHANNEL_TYPE_UNORM
;
1554 return WINED3D_CHANNEL_TYPE_SNORM
;
1556 return WINED3D_CHANNEL_TYPE_UINT
;
1558 return WINED3D_CHANNEL_TYPE_SINT
;
1560 return WINED3D_CHANNEL_TYPE_FLOAT
;
1562 return WINED3D_CHANNEL_TYPE_DEPTH
;
1564 return WINED3D_CHANNEL_TYPE_STENCIL
;
1566 ERR("Invalid channel type '%c'.\n", t
);
1567 return WINED3D_CHANNEL_TYPE_NONE
;
1571 static BOOL
init_format_base_info(struct wined3d_gl_info
*gl_info
)
1575 gl_info
->format_count
= WINED3D_FORMAT_COUNT
;
1576 if (!(gl_info
->formats
= HeapAlloc(GetProcessHeap(), HEAP_ZERO_MEMORY
,
1577 gl_info
->format_count
* sizeof(*gl_info
->formats
))))
1579 ERR("Failed to allocate memory.\n");
1583 for (i
= 0; i
< ARRAY_SIZE(formats
); ++i
)
1585 struct wined3d_format
*format
;
1588 fmt_idx
= get_format_idx(formats
[i
].id
);
1591 ERR("Could not allocate index for format %s %#x.\n",
1592 debug_d3dformat(formats
[i
].id
), formats
[i
].id
);
1595 format
= &gl_info
->formats
[fmt_idx
];
1597 format
->id
= formats
[i
].id
;
1598 format
->red_size
= formats
[i
].red_size
;
1599 format
->green_size
= formats
[i
].green_size
;
1600 format
->blue_size
= formats
[i
].blue_size
;
1601 format
->alpha_size
= formats
[i
].alpha_size
;
1602 format
->red_offset
= formats
[i
].red_offset
;
1603 format
->green_offset
= formats
[i
].green_offset
;
1604 format
->blue_offset
= formats
[i
].blue_offset
;
1605 format
->alpha_offset
= formats
[i
].alpha_offset
;
1606 format
->byte_count
= formats
[i
].bpp
;
1607 format
->depth_size
= formats
[i
].depth_size
;
1608 format
->stencil_size
= formats
[i
].stencil_size
;
1609 format
->block_width
= 1;
1610 format
->block_height
= 1;
1611 format
->block_byte_count
= formats
[i
].bpp
;
1614 for (i
= 0; i
< ARRAY_SIZE(typed_formats
); ++i
)
1616 const struct wined3d_format
*typeless_format
;
1617 struct wined3d_format
*format
;
1621 fmt_idx
= get_format_idx(typed_formats
[i
].id
);
1624 ERR("Could not allocate index for format %s %#x.\n",
1625 debug_d3dformat(typed_formats
[i
].id
), typed_formats
[i
].id
);
1628 format
= &gl_info
->formats
[fmt_idx
];
1630 typeless_format
= wined3d_get_format(gl_info
, typed_formats
[i
].typeless_id
);
1631 if (typeless_format
->id
== WINED3DFMT_UNKNOWN
)
1633 ERR("Typeless format %s (%#x) not found.\n",
1634 debug_d3dformat(typed_formats
[i
].typeless_id
), typed_formats
[i
].typeless_id
);
1638 format
->id
= typed_formats
[i
].id
;
1639 format
->red_size
= typeless_format
->red_size
;
1640 format
->green_size
= typeless_format
->green_size
;
1641 format
->blue_size
= typeless_format
->blue_size
;
1642 format
->alpha_size
= typeless_format
->alpha_size
;
1643 format
->red_offset
= typeless_format
->red_offset
;
1644 format
->green_offset
= typeless_format
->green_offset
;
1645 format
->blue_offset
= typeless_format
->blue_offset
;
1646 format
->alpha_offset
= typeless_format
->alpha_offset
;
1647 format
->byte_count
= typeless_format
->byte_count
;
1648 format
->depth_size
= typeless_format
->depth_size
;
1649 format
->stencil_size
= typeless_format
->stencil_size
;
1650 format
->block_width
= typeless_format
->block_width
;
1651 format
->block_height
= typeless_format
->block_height
;
1652 format
->block_byte_count
= typeless_format
->block_byte_count
;
1654 for (j
= 0; j
< strlen(typed_formats
[i
].channels
); ++j
)
1656 enum wined3d_channel_type channel_type
= map_channel_type(typed_formats
[i
].channels
[j
]);
1657 if (channel_type
== WINED3D_CHANNEL_TYPE_UINT
|| channel_type
== WINED3D_CHANNEL_TYPE_SINT
)
1658 flags
|= WINED3DFMT_FLAG_INTEGER
;
1659 if (channel_type
== WINED3D_CHANNEL_TYPE_FLOAT
)
1660 flags
|= WINED3DFMT_FLAG_FLOAT
;
1663 format_set_flag(format
, flags
);
1666 for (i
= 0; i
< ARRAY_SIZE(format_base_flags
); ++i
)
1668 int fmt_idx
= get_format_idx(format_base_flags
[i
].id
);
1672 ERR("Format %s (%#x) not found.\n",
1673 debug_d3dformat(format_base_flags
[i
].id
), format_base_flags
[i
].id
);
1677 format_set_flag(&gl_info
->formats
[fmt_idx
], format_base_flags
[i
].flags
);
1683 HeapFree(GetProcessHeap(), 0, gl_info
->formats
);
1687 static BOOL
init_format_block_info(struct wined3d_gl_info
*gl_info
)
1691 for (i
= 0; i
< (sizeof(format_block_info
) / sizeof(*format_block_info
)); ++i
)
1693 struct wined3d_format
*format
;
1694 int fmt_idx
= get_format_idx(format_block_info
[i
].id
);
1698 ERR("Format %s (%#x) not found.\n",
1699 debug_d3dformat(format_block_info
[i
].id
), format_block_info
[i
].id
);
1703 format
= &gl_info
->formats
[fmt_idx
];
1704 format
->block_width
= format_block_info
[i
].block_width
;
1705 format
->block_height
= format_block_info
[i
].block_height
;
1706 format
->block_byte_count
= format_block_info
[i
].block_byte_count
;
1707 format_set_flag(&gl_info
->formats
[fmt_idx
], WINED3DFMT_FLAG_BLOCKS
);
1708 if (!format_block_info
[i
].verify
)
1709 format_set_flag(&gl_info
->formats
[fmt_idx
], WINED3DFMT_FLAG_BLOCKS_NO_VERIFY
);
1715 static GLenum
wined3d_gl_type_to_enum(enum wined3d_gl_resource_type type
)
1719 case WINED3D_GL_RES_TYPE_TEX_1D
:
1720 return GL_TEXTURE_1D
;
1721 case WINED3D_GL_RES_TYPE_TEX_2D
:
1722 return GL_TEXTURE_2D
;
1723 case WINED3D_GL_RES_TYPE_TEX_3D
:
1724 return GL_TEXTURE_3D
;
1725 case WINED3D_GL_RES_TYPE_TEX_CUBE
:
1726 return GL_TEXTURE_CUBE_MAP_ARB
;
1727 case WINED3D_GL_RES_TYPE_TEX_RECT
:
1728 return GL_TEXTURE_RECTANGLE_ARB
;
1729 case WINED3D_GL_RES_TYPE_BUFFER
:
1730 return GL_TEXTURE_2D
; /* TODO: GL_TEXTURE_BUFFER. */
1731 case WINED3D_GL_RES_TYPE_RB
:
1732 return GL_RENDERBUFFER
;
1733 case WINED3D_GL_RES_TYPE_COUNT
:
1736 ERR("Unexpected GL resource type %u.\n", type
);
1740 static void delete_fbo_attachment(const struct wined3d_gl_info
*gl_info
,
1741 enum wined3d_gl_resource_type d3d_type
, GLuint object
)
1745 case WINED3D_GL_RES_TYPE_TEX_1D
:
1746 case WINED3D_GL_RES_TYPE_TEX_2D
:
1747 case WINED3D_GL_RES_TYPE_TEX_RECT
:
1748 case WINED3D_GL_RES_TYPE_TEX_3D
:
1749 case WINED3D_GL_RES_TYPE_TEX_CUBE
:
1750 gl_info
->gl_ops
.gl
.p_glDeleteTextures(1, &object
);
1753 case WINED3D_GL_RES_TYPE_RB
:
1754 gl_info
->fbo_ops
.glDeleteRenderbuffers(1, &object
);
1757 case WINED3D_GL_RES_TYPE_BUFFER
:
1758 case WINED3D_GL_RES_TYPE_COUNT
:
1763 /* Context activation is done by the caller. */
1764 static void create_and_bind_fbo_attachment(const struct wined3d_gl_info
*gl_info
, unsigned int flags
,
1765 enum wined3d_gl_resource_type d3d_type
, GLuint
*object
, GLenum internal
, GLenum format
, GLenum type
)
1767 GLenum attach_type
= flags
& WINED3DFMT_FLAG_DEPTH
?
1768 GL_DEPTH_ATTACHMENT
: GL_COLOR_ATTACHMENT0
;
1772 case WINED3D_GL_RES_TYPE_TEX_1D
:
1773 gl_info
->gl_ops
.gl
.p_glGenTextures(1, object
);
1774 gl_info
->gl_ops
.gl
.p_glBindTexture(GL_TEXTURE_1D
, *object
);
1775 gl_info
->gl_ops
.gl
.p_glTexImage1D(GL_TEXTURE_1D
, 0, internal
, 16, 0, format
, type
, NULL
);
1776 gl_info
->gl_ops
.gl
.p_glTexParameteri(GL_TEXTURE_1D
, GL_TEXTURE_MIN_FILTER
, GL_NEAREST
);
1777 gl_info
->gl_ops
.gl
.p_glTexParameteri(GL_TEXTURE_1D
, GL_TEXTURE_MAG_FILTER
, GL_NEAREST
);
1779 gl_info
->fbo_ops
.glFramebufferTexture1D(GL_FRAMEBUFFER
, attach_type
, GL_TEXTURE_1D
,
1781 if (flags
& WINED3DFMT_FLAG_STENCIL
)
1782 gl_info
->fbo_ops
.glFramebufferTexture1D(GL_FRAMEBUFFER
, GL_STENCIL_ATTACHMENT
, GL_TEXTURE_1D
,
1786 case WINED3D_GL_RES_TYPE_TEX_2D
:
1787 case WINED3D_GL_RES_TYPE_TEX_RECT
:
1788 gl_info
->gl_ops
.gl
.p_glGenTextures(1, object
);
1789 gl_info
->gl_ops
.gl
.p_glBindTexture(wined3d_gl_type_to_enum(d3d_type
), *object
);
1790 gl_info
->gl_ops
.gl
.p_glTexImage2D(wined3d_gl_type_to_enum(d3d_type
), 0, internal
, 16, 16, 0,
1791 format
, type
, NULL
);
1792 gl_info
->gl_ops
.gl
.p_glTexParameteri(wined3d_gl_type_to_enum(d3d_type
), GL_TEXTURE_MIN_FILTER
, GL_NEAREST
);
1793 gl_info
->gl_ops
.gl
.p_glTexParameteri(wined3d_gl_type_to_enum(d3d_type
), GL_TEXTURE_MAG_FILTER
, GL_NEAREST
);
1795 gl_info
->fbo_ops
.glFramebufferTexture2D(GL_FRAMEBUFFER
, attach_type
,
1796 wined3d_gl_type_to_enum(d3d_type
), *object
, 0);
1797 if (flags
& WINED3DFMT_FLAG_STENCIL
)
1798 gl_info
->fbo_ops
.glFramebufferTexture2D(GL_FRAMEBUFFER
, GL_STENCIL_ATTACHMENT
,
1799 wined3d_gl_type_to_enum(d3d_type
), *object
, 0);
1802 case WINED3D_GL_RES_TYPE_TEX_3D
:
1803 gl_info
->gl_ops
.gl
.p_glGenTextures(1, object
);
1804 gl_info
->gl_ops
.gl
.p_glBindTexture(GL_TEXTURE_3D
, *object
);
1805 GL_EXTCALL(glTexImage3D
)(GL_TEXTURE_3D
, 0, internal
, 16, 16, 16, 0,
1806 format
, type
, NULL
);
1807 gl_info
->gl_ops
.gl
.p_glTexParameteri(GL_TEXTURE_3D
, GL_TEXTURE_MIN_FILTER
, GL_NEAREST
);
1808 gl_info
->gl_ops
.gl
.p_glTexParameteri(GL_TEXTURE_3D
, GL_TEXTURE_MAG_FILTER
, GL_NEAREST
);
1810 gl_info
->fbo_ops
.glFramebufferTexture3D(GL_FRAMEBUFFER
, attach_type
,
1811 GL_TEXTURE_3D
, *object
, 0, 0);
1812 if (flags
& WINED3DFMT_FLAG_STENCIL
)
1813 gl_info
->fbo_ops
.glFramebufferTexture3D(GL_FRAMEBUFFER
, GL_STENCIL_ATTACHMENT
,
1814 GL_TEXTURE_3D
, *object
, 0, 0);
1817 case WINED3D_GL_RES_TYPE_TEX_CUBE
:
1818 gl_info
->gl_ops
.gl
.p_glGenTextures(1, object
);
1819 gl_info
->gl_ops
.gl
.p_glBindTexture(GL_TEXTURE_CUBE_MAP_ARB
, *object
);
1820 gl_info
->gl_ops
.gl
.p_glTexImage2D(GL_TEXTURE_CUBE_MAP_POSITIVE_X_ARB
, 0, internal
, 16, 16, 0,
1821 format
, type
, NULL
);
1822 gl_info
->gl_ops
.gl
.p_glTexImage2D(GL_TEXTURE_CUBE_MAP_NEGATIVE_X_ARB
, 0, internal
, 16, 16, 0,
1823 format
, type
, NULL
);
1824 gl_info
->gl_ops
.gl
.p_glTexImage2D(GL_TEXTURE_CUBE_MAP_POSITIVE_Y_ARB
, 0, internal
, 16, 16, 0,
1825 format
, type
, NULL
);
1826 gl_info
->gl_ops
.gl
.p_glTexImage2D(GL_TEXTURE_CUBE_MAP_NEGATIVE_Y_ARB
, 0, internal
, 16, 16, 0,
1827 format
, type
, NULL
);
1828 gl_info
->gl_ops
.gl
.p_glTexImage2D(GL_TEXTURE_CUBE_MAP_POSITIVE_Z_ARB
, 0, internal
, 16, 16, 0,
1829 format
, type
, NULL
);
1830 gl_info
->gl_ops
.gl
.p_glTexImage2D(GL_TEXTURE_CUBE_MAP_NEGATIVE_Z_ARB
, 0, internal
, 16, 16, 0,
1831 format
, type
, NULL
);
1832 gl_info
->gl_ops
.gl
.p_glTexParameteri(GL_TEXTURE_CUBE_MAP_ARB
, GL_TEXTURE_MIN_FILTER
, GL_NEAREST
);
1833 gl_info
->gl_ops
.gl
.p_glTexParameteri(GL_TEXTURE_CUBE_MAP_ARB
, GL_TEXTURE_MAG_FILTER
, GL_NEAREST
);
1835 gl_info
->fbo_ops
.glFramebufferTexture2D(GL_FRAMEBUFFER
, attach_type
,
1836 GL_TEXTURE_CUBE_MAP_POSITIVE_X_ARB
, *object
, 0);
1837 if (flags
& WINED3DFMT_FLAG_STENCIL
)
1838 gl_info
->fbo_ops
.glFramebufferTexture2D(GL_FRAMEBUFFER
, GL_STENCIL_ATTACHMENT
,
1839 GL_TEXTURE_CUBE_MAP_POSITIVE_X_ARB
, *object
, 0);
1842 case WINED3D_GL_RES_TYPE_RB
:
1843 gl_info
->fbo_ops
.glGenRenderbuffers(1, object
);
1844 gl_info
->fbo_ops
.glBindRenderbuffer(GL_RENDERBUFFER
, *object
);
1845 gl_info
->fbo_ops
.glRenderbufferStorage(GL_RENDERBUFFER
, internal
, 16, 16);
1846 gl_info
->fbo_ops
.glFramebufferRenderbuffer(GL_FRAMEBUFFER
, attach_type
, GL_RENDERBUFFER
,
1848 if (flags
& WINED3DFMT_FLAG_STENCIL
)
1849 gl_info
->fbo_ops
.glFramebufferRenderbuffer(GL_FRAMEBUFFER
, GL_STENCIL_ATTACHMENT
, GL_RENDERBUFFER
,
1853 case WINED3D_GL_RES_TYPE_BUFFER
:
1854 case WINED3D_GL_RES_TYPE_COUNT
:
1858 /* Ideally we'd skip all formats already known not to work on textures
1859 * by checking for WINED3DFMT_FLAG_TEXTURE here. However, we want to
1860 * know if we can attach WINED3DFMT_P8_UINT textures to FBOs, and this
1861 * format never has WINED3DFMT_FLAG_TEXTURE set. Instead, swallow GL
1862 * errors generated by invalid formats. */
1863 while (gl_info
->gl_ops
.gl
.p_glGetError());
1866 static void draw_test_quad(struct wined3d_caps_gl_ctx
*ctx
, const struct wined3d_vec3
*geometry
,
1867 const struct wined3d_color
*color
)
1869 const struct wined3d_gl_info
*gl_info
= ctx
->gl_info
;
1870 static const struct wined3d_vec3 default_geometry
[] =
1872 {-1.0f
, -1.0f
, 0.0f
},
1873 { 1.0f
, -1.0f
, 0.0f
},
1874 {-1.0f
, 1.0f
, 0.0f
},
1875 { 1.0f
, 1.0f
, 0.0f
},
1877 static const char vs_core_header
[] =
1881 "out vec4 out_color;\n"
1883 static const char vs_legacy_header
[] =
1885 "attribute vec4 pos;\n"
1886 "attribute vec4 color;\n"
1887 "varying vec4 out_color;\n"
1889 static const char vs_body
[] =
1892 " gl_Position = pos;\n"
1893 " out_color = color;\n"
1895 static const char fs_core
[] =
1897 "in vec4 out_color;\n"
1898 "out vec4 fragment_color;\n"
1902 " fragment_color = out_color;\n"
1904 static const char fs_legacy
[] =
1906 "varying vec4 out_color;\n"
1910 " gl_FragData[0] = out_color;\n"
1912 const char *source
[2];
1913 GLuint vs_id
, fs_id
;
1917 geometry
= default_geometry
;
1919 if (!gl_info
->supported
[ARB_VERTEX_BUFFER_OBJECT
] || !gl_info
->supported
[ARB_VERTEX_SHADER
]
1920 || !gl_info
->supported
[ARB_FRAGMENT_SHADER
])
1922 gl_info
->gl_ops
.gl
.p_glDisable(GL_LIGHTING
);
1923 gl_info
->gl_ops
.gl
.p_glMatrixMode(GL_MODELVIEW
);
1924 gl_info
->gl_ops
.gl
.p_glLoadIdentity();
1925 gl_info
->gl_ops
.gl
.p_glMatrixMode(GL_PROJECTION
);
1926 gl_info
->gl_ops
.gl
.p_glLoadIdentity();
1928 gl_info
->gl_ops
.gl
.p_glBegin(GL_TRIANGLE_STRIP
);
1929 gl_info
->gl_ops
.gl
.p_glColor4f(color
->r
, color
->g
, color
->b
, color
->a
);
1930 for (i
= 0; i
< 4; ++i
)
1931 gl_info
->gl_ops
.gl
.p_glVertex3fv(&geometry
[i
].x
);
1932 gl_info
->gl_ops
.gl
.p_glEnd();
1933 checkGLcall("Drawing a quad");
1938 GL_EXTCALL(glGenBuffers(1, &ctx
->test_vbo
));
1939 GL_EXTCALL(glBindBuffer(GL_ARRAY_BUFFER
, ctx
->test_vbo
));
1940 GL_EXTCALL(glBufferData(GL_ARRAY_BUFFER
, sizeof(struct wined3d_vec3
) * 4, geometry
, GL_STREAM_DRAW
));
1941 GL_EXTCALL(glVertexAttribPointer(0, 3, GL_FLOAT
, FALSE
, 0, NULL
));
1942 GL_EXTCALL(glVertexAttrib4f(1, color
->r
, color
->g
, color
->b
, color
->a
));
1943 GL_EXTCALL(glEnableVertexAttribArray(0));
1944 GL_EXTCALL(glDisableVertexAttribArray(1));
1946 if (!ctx
->test_program_id
)
1948 ctx
->test_program_id
= GL_EXTCALL(glCreateProgram());
1950 vs_id
= GL_EXTCALL(glCreateShader(GL_VERTEX_SHADER
));
1951 source
[0] = gl_info
->supported
[WINED3D_GL_LEGACY_CONTEXT
] ? vs_legacy_header
: vs_core_header
;
1952 source
[1] = vs_body
;
1953 GL_EXTCALL(glShaderSource(vs_id
, 2, source
, NULL
));
1954 GL_EXTCALL(glAttachShader(ctx
->test_program_id
, vs_id
));
1955 GL_EXTCALL(glDeleteShader(vs_id
));
1957 fs_id
= GL_EXTCALL(glCreateShader(GL_FRAGMENT_SHADER
));
1958 source
[0] = gl_info
->supported
[WINED3D_GL_LEGACY_CONTEXT
] ? fs_legacy
: fs_core
;
1959 GL_EXTCALL(glShaderSource(fs_id
, 1, source
, NULL
));
1960 GL_EXTCALL(glAttachShader(ctx
->test_program_id
, fs_id
));
1961 GL_EXTCALL(glDeleteShader(fs_id
));
1963 GL_EXTCALL(glBindAttribLocation(ctx
->test_program_id
, 0, "pos"));
1964 GL_EXTCALL(glBindAttribLocation(ctx
->test_program_id
, 1, "color"));
1966 GL_EXTCALL(glCompileShader(vs_id
));
1967 print_glsl_info_log(gl_info
, vs_id
, FALSE
);
1968 GL_EXTCALL(glCompileShader(fs_id
));
1969 print_glsl_info_log(gl_info
, fs_id
, FALSE
);
1970 GL_EXTCALL(glLinkProgram(ctx
->test_program_id
));
1971 shader_glsl_validate_link(gl_info
, ctx
->test_program_id
);
1973 GL_EXTCALL(glUseProgram(ctx
->test_program_id
));
1975 gl_info
->gl_ops
.gl
.p_glDrawArrays(GL_TRIANGLE_STRIP
, 0, 4);
1977 GL_EXTCALL(glUseProgram(0));
1978 GL_EXTCALL(glDisableVertexAttribArray(0));
1979 GL_EXTCALL(glBindBuffer(GL_ARRAY_BUFFER
, 0));
1980 checkGLcall("Drawing a quad");
1983 /* Context activation is done by the caller. */
1984 static void check_fbo_compat(struct wined3d_caps_gl_ctx
*ctx
, struct wined3d_format
*format
)
1986 /* Check if the default internal format is supported as a frame buffer
1987 * target, otherwise fall back to the render target internal.
1989 * Try to stick to the standard format if possible, this limits precision differences. */
1990 static const struct wined3d_color black
= {0.0f
, 0.0f
, 0.0f
, 1.0f
};
1991 static const struct wined3d_color half_transparent_red
= {1.0f
, 0.0f
, 0.0f
, 0.5f
};
1992 const struct wined3d_gl_info
*gl_info
= ctx
->gl_info
;
1993 GLenum status
, rt_internal
= format
->rtInternal
;
1994 GLuint object
, color_rb
;
1995 enum wined3d_gl_resource_type type
;
1996 BOOL fallback_fmt_used
= FALSE
, regular_fmt_used
= FALSE
;
1998 gl_info
->gl_ops
.gl
.p_glDisable(GL_BLEND
);
2000 for (type
= 0; type
< ARRAY_SIZE(format
->flags
); ++type
)
2002 const char *type_string
= "color";
2004 if (type
== WINED3D_GL_RES_TYPE_BUFFER
)
2007 create_and_bind_fbo_attachment(gl_info
, format
->flags
[type
], type
, &object
, format
->glInternal
,
2008 format
->glFormat
, format
->glType
);
2010 if (format
->flags
[type
] & (WINED3DFMT_FLAG_DEPTH
| WINED3DFMT_FLAG_STENCIL
))
2012 gl_info
->fbo_ops
.glGenRenderbuffers(1, &color_rb
);
2013 gl_info
->fbo_ops
.glBindRenderbuffer(GL_RENDERBUFFER
, color_rb
);
2014 if (type
== WINED3D_GL_RES_TYPE_TEX_1D
)
2015 gl_info
->fbo_ops
.glRenderbufferStorage(GL_RENDERBUFFER
, GL_RGBA8
, 16, 1);
2017 gl_info
->fbo_ops
.glRenderbufferStorage(GL_RENDERBUFFER
, GL_RGBA8
, 16, 16);
2019 gl_info
->fbo_ops
.glFramebufferRenderbuffer(GL_FRAMEBUFFER
,
2020 GL_COLOR_ATTACHMENT0
, GL_RENDERBUFFER
, color_rb
);
2021 checkGLcall("Create and attach color rb attachment");
2022 type_string
= "depth / stencil";
2025 status
= gl_info
->fbo_ops
.glCheckFramebufferStatus(GL_FRAMEBUFFER
);
2026 checkGLcall("Framebuffer format check");
2028 if (status
== GL_FRAMEBUFFER_COMPLETE
)
2030 TRACE("Format %s is supported as FBO %s attachment, type %u.\n",
2031 debug_d3dformat(format
->id
), type_string
, type
);
2032 format
->flags
[type
] |= WINED3DFMT_FLAG_FBO_ATTACHABLE
;
2033 format
->rtInternal
= format
->glInternal
;
2034 regular_fmt_used
= TRUE
;
2040 if (format
->flags
[type
] & WINED3DFMT_FLAG_RENDERTARGET
)
2042 WARN("Format %s with rendertarget flag is not supported as FBO color attachment (type %u),"
2043 " and no fallback specified.\n", debug_d3dformat(format
->id
), type
);
2044 format
->flags
[type
] &= ~WINED3DFMT_FLAG_RENDERTARGET
;
2048 TRACE("Format %s is not supported as FBO %s attachment, type %u.\n",
2049 debug_d3dformat(format
->id
), type_string
, type
);
2051 format
->rtInternal
= format
->glInternal
;
2055 TRACE("Format %s is not supported as FBO %s attachment (type %u),"
2056 " trying rtInternal format as fallback.\n",
2057 debug_d3dformat(format
->id
), type_string
, type
);
2059 while (gl_info
->gl_ops
.gl
.p_glGetError());
2061 delete_fbo_attachment(gl_info
, type
, object
);
2062 create_and_bind_fbo_attachment(gl_info
, format
->flags
[type
], type
, &object
, format
->rtInternal
,
2063 format
->glFormat
, format
->glType
);
2065 status
= gl_info
->fbo_ops
.glCheckFramebufferStatus(GL_FRAMEBUFFER
);
2066 checkGLcall("Framebuffer format check");
2068 if (status
== GL_FRAMEBUFFER_COMPLETE
)
2070 TRACE("Format %s rtInternal format is supported as FBO %s attachment, type %u.\n",
2071 debug_d3dformat(format
->id
), type_string
, type
);
2072 fallback_fmt_used
= TRUE
;
2076 WARN("Format %s rtInternal format is not supported as FBO %s attachment, type %u.\n",
2077 debug_d3dformat(format
->id
), type_string
, type
);
2078 format
->flags
[type
] &= ~WINED3DFMT_FLAG_RENDERTARGET
;
2083 if (status
== GL_FRAMEBUFFER_COMPLETE
2084 && ((format
->flags
[type
] & WINED3DFMT_FLAG_POSTPIXELSHADER_BLENDING
)
2085 || !(gl_info
->quirks
& WINED3D_QUIRK_LIMITED_TEX_FILTERING
))
2086 && !(format
->flags
[type
] & WINED3DFMT_FLAG_INTEGER
)
2087 && format
->id
!= WINED3DFMT_NULL
&& format
->id
!= WINED3DFMT_P8_UINT
2088 && format
->glFormat
!= GL_LUMINANCE
&& format
->glFormat
!= GL_LUMINANCE_ALPHA
2089 && (format
->red_size
|| format
->alpha_size
))
2091 DWORD readback
[16 * 16 * 16], color
, r_range
, a_range
;
2096 if (gl_info
->supported
[ARB_FRAMEBUFFER_OBJECT
]
2097 || gl_info
->supported
[EXT_PACKED_DEPTH_STENCIL
])
2099 gl_info
->fbo_ops
.glGenRenderbuffers(1, &rb
);
2100 gl_info
->fbo_ops
.glBindRenderbuffer(GL_RENDERBUFFER
, rb
);
2101 if (type
== WINED3D_GL_RES_TYPE_TEX_1D
)
2102 gl_info
->fbo_ops
.glRenderbufferStorage(GL_RENDERBUFFER
, GL_DEPTH24_STENCIL8
, 16, 1);
2104 gl_info
->fbo_ops
.glRenderbufferStorage(GL_RENDERBUFFER
, GL_DEPTH24_STENCIL8
, 16, 16);
2105 gl_info
->fbo_ops
.glFramebufferRenderbuffer(GL_FRAMEBUFFER
, GL_DEPTH_ATTACHMENT
, GL_RENDERBUFFER
, rb
);
2106 gl_info
->fbo_ops
.glFramebufferRenderbuffer(GL_FRAMEBUFFER
, GL_STENCIL_ATTACHMENT
, GL_RENDERBUFFER
, rb
);
2107 checkGLcall("RB attachment");
2110 gl_info
->gl_ops
.gl
.p_glEnable(GL_BLEND
);
2111 gl_info
->gl_ops
.gl
.p_glClearColor(0.0f
, 0.0f
, 0.0f
, 1.0f
);
2112 gl_info
->gl_ops
.gl
.p_glClear(GL_COLOR_BUFFER_BIT
);
2113 if (gl_info
->gl_ops
.gl
.p_glGetError() == GL_INVALID_FRAMEBUFFER_OPERATION
)
2115 while (gl_info
->gl_ops
.gl
.p_glGetError());
2116 TRACE("Format %s doesn't support post-pixelshader blending, type %u.\n",
2117 debug_d3dformat(format
->id
), type
);
2118 format
->flags
[type
] &= ~WINED3DFMT_FLAG_POSTPIXELSHADER_BLENDING
;
2122 gl_info
->gl_ops
.gl
.p_glDisable(GL_BLEND
);
2123 if (type
== WINED3D_GL_RES_TYPE_TEX_1D
)
2124 gl_info
->gl_ops
.gl
.p_glViewport(0, 0, 16, 1);
2126 gl_info
->gl_ops
.gl
.p_glViewport(0, 0, 16, 16);
2127 gl_info
->gl_ops
.gl
.p_glBlendFunc(GL_SRC_ALPHA
, GL_ONE_MINUS_SRC_ALPHA
);
2129 draw_test_quad(ctx
, NULL
, &black
);
2131 gl_info
->gl_ops
.gl
.p_glEnable(GL_BLEND
);
2133 draw_test_quad(ctx
, NULL
, &half_transparent_red
);
2135 gl_info
->gl_ops
.gl
.p_glDisable(GL_BLEND
);
2139 case WINED3D_GL_RES_TYPE_TEX_1D
:
2140 /* Rebinding texture to workaround a fglrx bug. */
2141 gl_info
->gl_ops
.gl
.p_glBindTexture(GL_TEXTURE_1D
, object
);
2142 gl_info
->gl_ops
.gl
.p_glGetTexImage(GL_TEXTURE_1D
, 0, GL_BGRA
,
2143 GL_UNSIGNED_INT_8_8_8_8_REV
, readback
);
2144 color
= readback
[7];
2147 case WINED3D_GL_RES_TYPE_TEX_2D
:
2148 case WINED3D_GL_RES_TYPE_TEX_3D
:
2149 case WINED3D_GL_RES_TYPE_TEX_RECT
:
2150 /* Rebinding texture to workaround a fglrx bug. */
2151 gl_info
->gl_ops
.gl
.p_glBindTexture(wined3d_gl_type_to_enum(type
), object
);
2152 gl_info
->gl_ops
.gl
.p_glGetTexImage(wined3d_gl_type_to_enum(type
), 0, GL_BGRA
,
2153 GL_UNSIGNED_INT_8_8_8_8_REV
, readback
);
2154 color
= readback
[7 * 16 + 7];
2157 case WINED3D_GL_RES_TYPE_TEX_CUBE
:
2158 /* Rebinding texture to workaround a fglrx bug. */
2159 gl_info
->gl_ops
.gl
.p_glBindTexture(GL_TEXTURE_CUBE_MAP_ARB
, object
);
2160 gl_info
->gl_ops
.gl
.p_glGetTexImage(GL_TEXTURE_CUBE_MAP_POSITIVE_X_ARB
, 0, GL_BGRA
,
2161 GL_UNSIGNED_INT_8_8_8_8_REV
, readback
);
2162 color
= readback
[7 * 16 + 7];
2165 case WINED3D_GL_RES_TYPE_RB
:
2166 gl_info
->gl_ops
.gl
.p_glReadPixels(0, 0, 16, 16,
2167 GL_BGRA
, GL_UNSIGNED_INT_8_8_8_8_REV
, readback
);
2168 color
= readback
[7 * 16 + 7];
2171 case WINED3D_GL_RES_TYPE_BUFFER
:
2172 case WINED3D_GL_RES_TYPE_COUNT
:
2176 checkGLcall("Post-pixelshader blending check");
2179 r
= (color
& 0x00ff0000u
) >> 16;
2181 r_range
= format
->red_size
< 8 ? 1u << (8 - format
->red_size
) : 1;
2182 a_range
= format
->alpha_size
< 8 ? 1u << (8 - format
->alpha_size
) : 1;
2183 if (format
->red_size
&& (r
< 0x7f - r_range
|| r
> 0x7f + r_range
))
2185 else if (format
->alpha_size
> 1 && (a
< 0xbf - a_range
|| a
> 0xbf + a_range
))
2189 TRACE("Format %s doesn't support post-pixelshader blending, type %u.\n",
2190 debug_d3dformat(format
->id
), type
);
2191 TRACE("Color output: %#x\n", color
);
2192 format
->flags
[type
] &= ~WINED3DFMT_FLAG_POSTPIXELSHADER_BLENDING
;
2196 TRACE("Format %s supports post-pixelshader blending, type %u.\n",
2197 debug_d3dformat(format
->id
), type
);
2198 TRACE("Color output: %#x\n", color
);
2199 format
->flags
[type
] |= WINED3DFMT_FLAG_POSTPIXELSHADER_BLENDING
;
2203 if (gl_info
->supported
[ARB_FRAMEBUFFER_OBJECT
]
2204 || gl_info
->supported
[EXT_PACKED_DEPTH_STENCIL
])
2206 gl_info
->fbo_ops
.glFramebufferRenderbuffer(GL_FRAMEBUFFER
, GL_DEPTH_ATTACHMENT
, GL_RENDERBUFFER
, 0);
2207 gl_info
->fbo_ops
.glFramebufferRenderbuffer(GL_FRAMEBUFFER
, GL_STENCIL_ATTACHMENT
, GL_RENDERBUFFER
, 0);
2208 gl_info
->fbo_ops
.glDeleteRenderbuffers(1, &rb
);
2209 checkGLcall("RB cleanup");
2213 if (format
->glInternal
!= format
->glGammaInternal
)
2215 delete_fbo_attachment(gl_info
, type
, object
);
2216 create_and_bind_fbo_attachment(gl_info
, format
->flags
[type
], type
, &object
, format
->glGammaInternal
,
2217 format
->glFormat
, format
->glType
);
2219 status
= gl_info
->fbo_ops
.glCheckFramebufferStatus(GL_FRAMEBUFFER
);
2220 checkGLcall("Framebuffer format check");
2222 if (status
== GL_FRAMEBUFFER_COMPLETE
)
2224 TRACE("Format %s's sRGB format is FBO attachable, type %u.\n",
2225 debug_d3dformat(format
->id
), type
);
2226 format
->flags
[type
] |= WINED3DFMT_FLAG_FBO_ATTACHABLE_SRGB
;
2230 WARN("Format %s's sRGB format is not FBO attachable, type %u.\n",
2231 debug_d3dformat(format
->id
), type
);
2234 else if (status
== GL_FRAMEBUFFER_COMPLETE
)
2235 format
->flags
[type
] |= WINED3DFMT_FLAG_FBO_ATTACHABLE_SRGB
;
2237 if (format
->flags
[type
] & (WINED3DFMT_FLAG_DEPTH
| WINED3DFMT_FLAG_STENCIL
))
2239 gl_info
->fbo_ops
.glFramebufferRenderbuffer(GL_FRAMEBUFFER
, GL_COLOR_ATTACHMENT0
, GL_RENDERBUFFER
, 0);
2240 gl_info
->fbo_ops
.glDeleteRenderbuffers(1, &color_rb
);
2243 delete_fbo_attachment(gl_info
, type
, object
);
2244 checkGLcall("Framebuffer format check cleaup");
2247 if (fallback_fmt_used
&& regular_fmt_used
)
2249 FIXME("Format %s needs different render target formats for different resource types.\n",
2250 debug_d3dformat(format
->id
));
2251 format_clear_flag(format
, WINED3DFMT_FLAG_RENDERTARGET
| WINED3DFMT_FLAG_FBO_ATTACHABLE
2252 | WINED3DFMT_FLAG_FBO_ATTACHABLE_SRGB
| WINED3DFMT_FLAG_POSTPIXELSHADER_BLENDING
);
2256 static void query_format_flag(struct wined3d_gl_info
*gl_info
, struct wined3d_format
*format
,
2257 GLint internal
, GLenum pname
, DWORD flag
, const char *string
)
2260 enum wined3d_gl_resource_type type
;
2262 for (type
= 0; type
< ARRAY_SIZE(format
->flags
); ++type
)
2264 gl_info
->gl_ops
.ext
.p_glGetInternalformativ(wined3d_gl_type_to_enum(type
), internal
, pname
, 1, &value
);
2265 if (value
== GL_FULL_SUPPORT
)
2267 TRACE("Format %s supports %s, resource type %u.\n", debug_d3dformat(format
->id
), string
, type
);
2268 format
->flags
[type
] |= flag
;
2272 TRACE("Format %s doesn't support %s, resource type %u.\n", debug_d3dformat(format
->id
), string
, type
);
2273 format
->flags
[type
] &= ~flag
;
2278 /* Context activation is done by the caller. */
2279 static void init_format_fbo_compat_info(struct wined3d_caps_gl_ctx
*ctx
)
2281 const struct wined3d_gl_info
*gl_info
= ctx
->gl_info
;
2282 unsigned int i
, type
;
2285 if (gl_info
->supported
[ARB_INTERNALFORMAT_QUERY2
])
2287 for (i
= 0; i
< gl_info
->format_count
; ++i
)
2290 struct wined3d_format
*format
= &gl_info
->formats
[i
];
2291 BOOL fallback_fmt_used
= FALSE
, regular_fmt_used
= FALSE
;
2292 GLenum rt_internal
= format
->rtInternal
;
2294 if (!format
->glInternal
)
2297 for (type
= 0; type
< ARRAY_SIZE(format
->flags
); ++type
)
2299 gl_info
->gl_ops
.ext
.p_glGetInternalformativ(wined3d_gl_type_to_enum(type
),
2300 format
->glInternal
, GL_FRAMEBUFFER_RENDERABLE
, 1, &value
);
2301 if (value
== GL_FULL_SUPPORT
)
2303 TRACE("Format %s is supported as FBO color attachment, resource type %u.\n",
2304 debug_d3dformat(format
->id
), type
);
2305 format
->flags
[type
] |= WINED3DFMT_FLAG_FBO_ATTACHABLE
;
2306 format
->rtInternal
= format
->glInternal
;
2307 regular_fmt_used
= TRUE
;
2309 gl_info
->gl_ops
.ext
.p_glGetInternalformativ(wined3d_gl_type_to_enum(type
),
2310 format
->glInternal
, GL_FRAMEBUFFER_BLEND
, 1, &value
);
2311 if (value
== GL_FULL_SUPPORT
)
2313 TRACE("Format %s supports post-pixelshader blending, resource type %u.\n",
2314 debug_d3dformat(format
->id
), type
);
2315 format
->flags
[type
] |= WINED3DFMT_FLAG_POSTPIXELSHADER_BLENDING
;
2319 TRACE("Format %s doesn't support post-pixelshader blending, resource typed %u.\n",
2320 debug_d3dformat(format
->id
), type
);
2321 format
->flags
[type
] &= ~WINED3DFMT_FLAG_POSTPIXELSHADER_BLENDING
;
2328 if (format
->flags
[type
] & WINED3DFMT_FLAG_RENDERTARGET
)
2330 WARN("Format %s with rendertarget flag is not supported as FBO color attachment"
2331 " and no fallback specified, resource type %u.\n",
2332 debug_d3dformat(format
->id
), type
);
2333 format
->flags
[type
] &= ~WINED3DFMT_FLAG_RENDERTARGET
;
2336 TRACE("Format %s is not supported as FBO color attachment,"
2337 " resource type %u.\n", debug_d3dformat(format
->id
), type
);
2338 format
->rtInternal
= format
->glInternal
;
2342 gl_info
->gl_ops
.ext
.p_glGetInternalformativ(wined3d_gl_type_to_enum(type
),
2343 rt_internal
, GL_FRAMEBUFFER_RENDERABLE
, 1, &value
);
2344 if (value
== GL_FULL_SUPPORT
)
2346 TRACE("Format %s rtInternal format is supported as FBO color attachment,"
2347 " resource type %u.\n", debug_d3dformat(format
->id
), type
);
2348 fallback_fmt_used
= TRUE
;
2352 WARN("Format %s rtInternal format is not supported as FBO color attachment,"
2353 " resource type %u.\n", debug_d3dformat(format
->id
), type
);
2354 format
->flags
[type
] &= ~WINED3DFMT_FLAG_RENDERTARGET
;
2359 if (format
->glInternal
!= format
->glGammaInternal
)
2361 gl_info
->gl_ops
.ext
.p_glGetInternalformativ(wined3d_gl_type_to_enum(type
),
2362 format
->glGammaInternal
, GL_FRAMEBUFFER_RENDERABLE
, 1, &value
);
2363 if (value
== GL_FULL_SUPPORT
)
2365 TRACE("Format %s's sRGB format is FBO attachable, resource type %u.\n",
2366 debug_d3dformat(format
->id
), type
);
2367 format
->flags
[type
] |= WINED3DFMT_FLAG_FBO_ATTACHABLE_SRGB
;
2371 WARN("Format %s's sRGB format is not FBO attachable, resource type %u.\n",
2372 debug_d3dformat(format
->id
), type
);
2375 else if (format
->flags
[type
] & WINED3DFMT_FLAG_FBO_ATTACHABLE
)
2376 format
->flags
[type
] |= WINED3DFMT_FLAG_FBO_ATTACHABLE_SRGB
;
2379 if (fallback_fmt_used
&& regular_fmt_used
)
2381 FIXME("Format %s needs different render target formats for different resource types.\n",
2382 debug_d3dformat(format
->id
));
2383 format_clear_flag(format
, WINED3DFMT_FLAG_RENDERTARGET
| WINED3DFMT_FLAG_FBO_ATTACHABLE
2384 | WINED3DFMT_FLAG_FBO_ATTACHABLE_SRGB
| WINED3DFMT_FLAG_POSTPIXELSHADER_BLENDING
);
2390 if (wined3d_settings
.offscreen_rendering_mode
== ORM_FBO
)
2392 gl_info
->fbo_ops
.glGenFramebuffers(1, &fbo
);
2393 gl_info
->fbo_ops
.glBindFramebuffer(GL_FRAMEBUFFER
, fbo
);
2394 gl_info
->gl_ops
.gl
.p_glDrawBuffer(GL_COLOR_ATTACHMENT0
);
2395 gl_info
->gl_ops
.gl
.p_glReadBuffer(GL_COLOR_ATTACHMENT0
);
2398 for (i
= 0; i
< gl_info
->format_count
; ++i
)
2400 struct wined3d_format
*format
= &gl_info
->formats
[i
];
2402 if (!format
->glInternal
) continue;
2404 if (format
->flags
[WINED3D_GL_RES_TYPE_TEX_2D
] & WINED3DFMT_FLAG_COMPRESSED
)
2406 TRACE("Skipping format %s because it's a compressed format.\n",
2407 debug_d3dformat(format
->id
));
2411 if (wined3d_settings
.offscreen_rendering_mode
== ORM_FBO
)
2413 TRACE("Checking if format %s is supported as FBO color attachment...\n", debug_d3dformat(format
->id
));
2414 check_fbo_compat(ctx
, format
);
2418 format
->rtInternal
= format
->glInternal
;
2422 if (wined3d_settings
.offscreen_rendering_mode
== ORM_FBO
)
2423 gl_info
->fbo_ops
.glDeleteFramebuffers(1, &fbo
);
2426 static void query_internal_format(struct wined3d_adapter
*adapter
,
2427 struct wined3d_format
*format
, const struct wined3d_format_texture_info
*texture_info
,
2428 struct wined3d_gl_info
*gl_info
, BOOL srgb_write_supported
, BOOL srgb_format
)
2430 GLint count
, multisample_types
[MAX_MULTISAMPLE_TYPES
];
2431 unsigned int i
, max_log2
;
2433 if (gl_info
->supported
[ARB_INTERNALFORMAT_QUERY2
])
2435 query_format_flag(gl_info
, format
, format
->glInternal
, GL_VERTEX_TEXTURE
,
2436 WINED3DFMT_FLAG_VTF
, "vertex texture usage");
2437 query_format_flag(gl_info
, format
, format
->glInternal
, GL_FILTER
,
2438 WINED3DFMT_FLAG_FILTERING
, "filtering");
2440 if (srgb_format
|| format
->glGammaInternal
!= format
->glInternal
)
2442 query_format_flag(gl_info
, format
, format
->glGammaInternal
, GL_SRGB_READ
,
2443 WINED3DFMT_FLAG_SRGB_READ
, "sRGB read");
2445 if (srgb_write_supported
)
2446 query_format_flag(gl_info
, format
, format
->glGammaInternal
, GL_SRGB_WRITE
,
2447 WINED3DFMT_FLAG_SRGB_WRITE
, "sRGB write");
2449 format_clear_flag(format
, WINED3DFMT_FLAG_SRGB_WRITE
);
2451 if (!(format
->flags
[WINED3D_GL_RES_TYPE_TEX_2D
] & (WINED3DFMT_FLAG_SRGB_READ
| WINED3DFMT_FLAG_SRGB_WRITE
)))
2452 format
->glGammaInternal
= format
->glInternal
;
2453 else if (gl_info
->supported
[EXT_TEXTURE_SRGB_DECODE
])
2454 format
->glInternal
= format
->glGammaInternal
;
2459 if (!gl_info
->limits
.vertex_samplers
)
2460 format_clear_flag(format
, WINED3DFMT_FLAG_VTF
);
2462 if (!(gl_info
->quirks
& WINED3D_QUIRK_LIMITED_TEX_FILTERING
))
2463 format_set_flag(format
, WINED3DFMT_FLAG_FILTERING
);
2464 else if (format
->id
!= WINED3DFMT_R32G32B32A32_FLOAT
&& format
->id
!= WINED3DFMT_R32_FLOAT
)
2465 format_clear_flag(format
, WINED3DFMT_FLAG_VTF
);
2467 if (srgb_format
|| format
->glGammaInternal
!= format
->glInternal
)
2469 /* Filter sRGB capabilities if EXT_texture_sRGB is not supported. */
2470 if (!gl_info
->supported
[EXT_TEXTURE_SRGB
])
2472 format
->glGammaInternal
= format
->glInternal
;
2473 format_clear_flag(format
, WINED3DFMT_FLAG_SRGB_READ
| WINED3DFMT_FLAG_SRGB_WRITE
);
2475 else if (gl_info
->supported
[EXT_TEXTURE_SRGB_DECODE
])
2477 format
->glInternal
= format
->glGammaInternal
;
2481 if ((format
->flags
[WINED3D_GL_RES_TYPE_TEX_2D
] & WINED3DFMT_FLAG_SRGB_WRITE
) && !srgb_write_supported
)
2482 format_clear_flag(format
, WINED3DFMT_FLAG_SRGB_WRITE
);
2484 if (!gl_info
->supported
[ARB_DEPTH_TEXTURE
]
2485 && texture_info
->flags
& (WINED3DFMT_FLAG_DEPTH
| WINED3DFMT_FLAG_STENCIL
))
2487 format
->flags
[WINED3D_GL_RES_TYPE_TEX_1D
] &= ~WINED3DFMT_FLAG_TEXTURE
;
2488 format
->flags
[WINED3D_GL_RES_TYPE_TEX_2D
] &= ~WINED3DFMT_FLAG_TEXTURE
;
2489 format
->flags
[WINED3D_GL_RES_TYPE_TEX_3D
] &= ~WINED3DFMT_FLAG_TEXTURE
;
2490 format
->flags
[WINED3D_GL_RES_TYPE_TEX_CUBE
] &= ~WINED3DFMT_FLAG_TEXTURE
;
2491 format
->flags
[WINED3D_GL_RES_TYPE_TEX_RECT
] &= ~WINED3DFMT_FLAG_TEXTURE
;
2495 if (format
->glInternal
&& format
->flags
[WINED3D_GL_RES_TYPE_RB
]
2496 & (WINED3DFMT_FLAG_RENDERTARGET
| WINED3DFMT_FLAG_DEPTH
| WINED3DFMT_FLAG_STENCIL
))
2498 if (gl_info
->supported
[ARB_INTERNALFORMAT_QUERY
])
2500 GL_EXTCALL(glGetInternalformativ(GL_RENDERBUFFER
, format
->glInternal
,
2501 GL_NUM_SAMPLE_COUNTS
, 1, &count
));
2502 checkGLcall("glGetInternalformativ(GL_NUM_SAMPLE_COUNTS)");
2503 count
= min(count
, MAX_MULTISAMPLE_TYPES
);
2504 GL_EXTCALL(glGetInternalformativ(GL_RENDERBUFFER
, format
->glInternal
,
2505 GL_SAMPLES
, count
, multisample_types
));
2506 checkGLcall("glGetInternalformativ(GL_SAMPLES)");
2507 for (i
= 0; i
< count
; ++i
)
2509 if (multisample_types
[i
] > sizeof(format
->multisample_types
) * 8)
2511 format
->multisample_types
|= 1u << (multisample_types
[i
] - 1);
2516 max_log2
= wined3d_log2i(min(gl_info
->limits
.samples
,
2517 sizeof(format
->multisample_types
) * 8));
2518 for (i
= 1; i
<= max_log2
; ++i
)
2519 format
->multisample_types
|= 1u << ((1u << i
) - 1);
2524 static BOOL
init_format_texture_info(struct wined3d_adapter
*adapter
, struct wined3d_gl_info
*gl_info
)
2526 struct fragment_caps fragment_caps
;
2527 struct shader_caps shader_caps
;
2531 adapter
->fragment_pipe
->get_caps(gl_info
, &fragment_caps
);
2532 adapter
->shader_backend
->shader_get_caps(gl_info
, &shader_caps
);
2533 srgb_write
= (fragment_caps
.wined3d_caps
& WINED3D_FRAGMENT_CAP_SRGB_WRITE
)
2534 && (shader_caps
.wined3d_caps
& WINED3D_SHADER_CAP_SRGB_WRITE
);
2536 for (i
= 0; i
< sizeof(format_texture_info
) / sizeof(*format_texture_info
); ++i
)
2538 int srgb_fmt_idx
= -1, fmt_idx
= get_format_idx(format_texture_info
[i
].id
);
2539 struct wined3d_format
*format
, *srgb_format
;
2543 ERR("Format %s (%#x) not found.\n",
2544 debug_d3dformat(format_texture_info
[i
].id
), format_texture_info
[i
].id
);
2548 if (!gl_info
->supported
[format_texture_info
[i
].extension
]) continue;
2550 format
= &gl_info
->formats
[fmt_idx
];
2552 /* ARB_texture_rg defines floating point formats, but only if
2553 * ARB_texture_float is also supported. */
2554 if (!gl_info
->supported
[ARB_TEXTURE_FLOAT
]
2555 && (format
->flags
[WINED3D_GL_RES_TYPE_TEX_2D
] & WINED3DFMT_FLAG_FLOAT
))
2558 /* ARB_texture_rg defines integer formats if EXT_texture_integer is also supported. */
2559 if (!gl_info
->supported
[EXT_TEXTURE_INTEGER
]
2560 && (format
->flags
[WINED3D_GL_RES_TYPE_TEX_2D
] & WINED3DFMT_FLAG_INTEGER
))
2563 format
->glInternal
= format_texture_info
[i
].gl_internal
;
2564 format
->glGammaInternal
= format_texture_info
[i
].gl_srgb_internal
;
2565 format
->rtInternal
= format_texture_info
[i
].gl_rt_internal
;
2566 format
->glFormat
= format_texture_info
[i
].gl_format
;
2567 format
->glType
= format_texture_info
[i
].gl_type
;
2568 format
->color_fixup
= COLOR_FIXUP_IDENTITY
;
2569 format
->height_scale
.numerator
= 1;
2570 format
->height_scale
.denominator
= 1;
2572 format
->flags
[WINED3D_GL_RES_TYPE_TEX_1D
] |= format_texture_info
[i
].flags
;
2573 format
->flags
[WINED3D_GL_RES_TYPE_TEX_2D
] |= format_texture_info
[i
].flags
;
2574 format
->flags
[WINED3D_GL_RES_TYPE_BUFFER
] |= format_texture_info
[i
].flags
;
2576 /* GL_ARB_depth_texture does not support 3D textures. It also says "cube textures are
2577 * problematic", but doesn't explicitly mandate that an error is generated. */
2578 if (gl_info
->supported
[EXT_TEXTURE3D
]
2579 && !(format_texture_info
[i
].flags
& (WINED3DFMT_FLAG_DEPTH
| WINED3DFMT_FLAG_STENCIL
)))
2580 format
->flags
[WINED3D_GL_RES_TYPE_TEX_3D
] |= format_texture_info
[i
].flags
;
2582 if (gl_info
->supported
[ARB_TEXTURE_CUBE_MAP
])
2583 format
->flags
[WINED3D_GL_RES_TYPE_TEX_CUBE
] |= format_texture_info
[i
].flags
;
2585 if (gl_info
->supported
[ARB_TEXTURE_RECTANGLE
])
2586 format
->flags
[WINED3D_GL_RES_TYPE_TEX_RECT
] |= format_texture_info
[i
].flags
;
2588 format
->flags
[WINED3D_GL_RES_TYPE_RB
] |= format_texture_info
[i
].flags
;
2589 format
->flags
[WINED3D_GL_RES_TYPE_RB
] &= ~WINED3DFMT_FLAG_TEXTURE
;
2591 if (format
->glGammaInternal
!= format
->glInternal
2592 && !(adapter
->d3d_info
.wined3d_creation_flags
& WINED3D_SRGB_READ_WRITE_CONTROL
))
2594 format
->glGammaInternal
= format
->glInternal
;
2595 format_clear_flag(format
, WINED3DFMT_FLAG_SRGB_READ
| WINED3DFMT_FLAG_SRGB_WRITE
);
2598 query_internal_format(adapter
, format
, &format_texture_info
[i
], gl_info
, srgb_write
, FALSE
);
2600 /* Texture conversion stuff */
2601 format
->convert
= format_texture_info
[i
].convert
;
2602 format
->conv_byte_count
= format_texture_info
[i
].conv_byte_count
;
2604 for (j
= 0; j
< sizeof(format_srgb_info
) / sizeof(*format_srgb_info
); ++j
)
2606 if (format_srgb_info
[j
].base_format_id
== format
->id
)
2608 srgb_fmt_idx
= get_format_idx(format_srgb_info
[j
].srgb_format_id
);
2609 if (srgb_fmt_idx
== -1)
2611 ERR("Format %s (%#x) not found.\n",
2612 debug_d3dformat(format_srgb_info
[j
].srgb_format_id
),
2613 format_srgb_info
[j
].srgb_format_id
);
2620 if (srgb_fmt_idx
== -1)
2623 srgb_format
= &gl_info
->formats
[srgb_fmt_idx
];
2625 *srgb_format
= *format
;
2626 srgb_format
->id
= format_srgb_info
[j
].srgb_format_id
;
2628 if (gl_info
->supported
[EXT_TEXTURE_SRGB
]
2629 && !(adapter
->d3d_info
.wined3d_creation_flags
& WINED3D_SRGB_READ_WRITE_CONTROL
))
2631 srgb_format
->glInternal
= format_texture_info
[i
].gl_srgb_internal
;
2632 srgb_format
->glGammaInternal
= format_texture_info
[i
].gl_srgb_internal
;
2633 format_set_flag(srgb_format
, WINED3DFMT_FLAG_SRGB_READ
| WINED3DFMT_FLAG_SRGB_WRITE
);
2634 query_internal_format(adapter
, srgb_format
, &format_texture_info
[i
], gl_info
, srgb_write
, TRUE
);
2641 static BOOL
color_match(DWORD c1
, DWORD c2
, BYTE max_diff
)
2643 if (abs((c1
& 0xff) - (c2
& 0xff)) > max_diff
) return FALSE
;
2645 if (abs((c1
& 0xff) - (c2
& 0xff)) > max_diff
) return FALSE
;
2647 if (abs((c1
& 0xff) - (c2
& 0xff)) > max_diff
) return FALSE
;
2649 if (abs((c1
& 0xff) - (c2
& 0xff)) > max_diff
) return FALSE
;
2653 /* A context is provided by the caller */
2654 static BOOL
check_filter(const struct wined3d_gl_info
*gl_info
, GLenum internal
)
2656 static const DWORD data
[] = {0x00000000, 0xffffffff};
2657 GLuint tex
, fbo
, buffer
;
2658 DWORD readback
[16 * 1];
2661 /* Render a filtered texture and see what happens. This is intended to detect the lack of
2662 * float16 filtering on ATI X1000 class cards. The drivers disable filtering instead of
2663 * falling back to software. If this changes in the future this code will get fooled and
2664 * apps might hit the software path due to incorrectly advertised caps.
2666 * Its unlikely that this changes however. GL Games like Mass Effect depend on the filter
2667 * disable fallback, if Apple or ATI ever change the driver behavior they will break more
2668 * than Wine. The Linux binary <= r500 driver is not maintained any more anyway
2671 while (gl_info
->gl_ops
.gl
.p_glGetError());
2673 gl_info
->gl_ops
.gl
.p_glGenTextures(1, &buffer
);
2674 gl_info
->gl_ops
.gl
.p_glBindTexture(GL_TEXTURE_2D
, buffer
);
2675 memset(readback
, 0x7e, sizeof(readback
));
2676 gl_info
->gl_ops
.gl
.p_glTexImage2D(GL_TEXTURE_2D
, 0, GL_RGBA8
, 16, 1, 0,
2677 GL_RGBA
, GL_UNSIGNED_INT_8_8_8_8
, readback
);
2678 gl_info
->gl_ops
.gl
.p_glTexParameteri(GL_TEXTURE_2D
, GL_TEXTURE_MIN_FILTER
, GL_NEAREST
);
2679 gl_info
->gl_ops
.gl
.p_glTexParameteri(GL_TEXTURE_2D
, GL_TEXTURE_MAG_FILTER
, GL_NEAREST
);
2680 gl_info
->gl_ops
.gl
.p_glTexParameteri(GL_TEXTURE_2D
, GL_TEXTURE_WRAP_S
, GL_CLAMP_TO_EDGE
);
2681 gl_info
->gl_ops
.gl
.p_glTexParameteri(GL_TEXTURE_2D
, GL_TEXTURE_WRAP_T
, GL_CLAMP_TO_EDGE
);
2682 gl_info
->gl_ops
.gl
.p_glTexParameteri(GL_TEXTURE_2D
, GL_TEXTURE_WRAP_R
, GL_CLAMP_TO_EDGE
);
2684 gl_info
->gl_ops
.gl
.p_glGenTextures(1, &tex
);
2685 gl_info
->gl_ops
.gl
.p_glBindTexture(GL_TEXTURE_2D
, tex
);
2686 gl_info
->gl_ops
.gl
.p_glTexImage2D(GL_TEXTURE_2D
, 0, internal
, 2, 1, 0,
2687 GL_BGRA
, GL_UNSIGNED_INT_8_8_8_8_REV
, data
);
2688 gl_info
->gl_ops
.gl
.p_glTexParameteri(GL_TEXTURE_2D
, GL_TEXTURE_MIN_FILTER
, GL_LINEAR
);
2689 gl_info
->gl_ops
.gl
.p_glTexParameteri(GL_TEXTURE_2D
, GL_TEXTURE_MAG_FILTER
, GL_LINEAR
);
2690 gl_info
->gl_ops
.gl
.p_glTexParameteri(GL_TEXTURE_2D
, GL_TEXTURE_WRAP_S
, GL_CLAMP_TO_EDGE
);
2691 gl_info
->gl_ops
.gl
.p_glTexParameteri(GL_TEXTURE_2D
, GL_TEXTURE_WRAP_T
, GL_CLAMP_TO_EDGE
);
2692 gl_info
->gl_ops
.gl
.p_glTexParameteri(GL_TEXTURE_2D
, GL_TEXTURE_WRAP_R
, GL_CLAMP_TO_EDGE
);
2693 gl_info
->gl_ops
.gl
.p_glEnable(GL_TEXTURE_2D
);
2695 gl_info
->fbo_ops
.glGenFramebuffers(1, &fbo
);
2696 gl_info
->fbo_ops
.glBindFramebuffer(GL_FRAMEBUFFER
, fbo
);
2697 gl_info
->fbo_ops
.glFramebufferTexture2D(GL_FRAMEBUFFER
, GL_COLOR_ATTACHMENT0
, GL_TEXTURE_2D
, buffer
, 0);
2698 gl_info
->gl_ops
.gl
.p_glDrawBuffer(GL_COLOR_ATTACHMENT0
);
2700 gl_info
->gl_ops
.gl
.p_glViewport(0, 0, 16, 1);
2701 gl_info
->gl_ops
.gl
.p_glDisable(GL_LIGHTING
);
2702 gl_info
->gl_ops
.gl
.p_glMatrixMode(GL_MODELVIEW
);
2703 gl_info
->gl_ops
.gl
.p_glLoadIdentity();
2704 gl_info
->gl_ops
.gl
.p_glMatrixMode(GL_PROJECTION
);
2705 gl_info
->gl_ops
.gl
.p_glLoadIdentity();
2707 gl_info
->gl_ops
.gl
.p_glClearColor(0, 1, 0, 0);
2708 gl_info
->gl_ops
.gl
.p_glClear(GL_COLOR_BUFFER_BIT
);
2710 gl_info
->gl_ops
.gl
.p_glBegin(GL_TRIANGLE_STRIP
);
2711 gl_info
->gl_ops
.gl
.p_glTexCoord2f(0.0, 0.0);
2712 gl_info
->gl_ops
.gl
.p_glVertex2f(-1.0f
, -1.0f
);
2713 gl_info
->gl_ops
.gl
.p_glTexCoord2f(1.0, 0.0);
2714 gl_info
->gl_ops
.gl
.p_glVertex2f(1.0f
, -1.0f
);
2715 gl_info
->gl_ops
.gl
.p_glTexCoord2f(0.0, 1.0);
2716 gl_info
->gl_ops
.gl
.p_glVertex2f(-1.0f
, 1.0f
);
2717 gl_info
->gl_ops
.gl
.p_glTexCoord2f(1.0, 1.0);
2718 gl_info
->gl_ops
.gl
.p_glVertex2f(1.0f
, 1.0f
);
2719 gl_info
->gl_ops
.gl
.p_glEnd();
2721 gl_info
->gl_ops
.gl
.p_glBindTexture(GL_TEXTURE_2D
, buffer
);
2722 memset(readback
, 0x7f, sizeof(readback
));
2723 gl_info
->gl_ops
.gl
.p_glGetTexImage(GL_TEXTURE_2D
, 0, GL_BGRA
, GL_UNSIGNED_INT_8_8_8_8_REV
, readback
);
2724 if (color_match(readback
[6], 0xffffffff, 5) || color_match(readback
[6], 0x00000000, 5)
2725 || color_match(readback
[9], 0xffffffff, 5) || color_match(readback
[9], 0x00000000, 5))
2727 TRACE("Read back colors 0x%08x and 0x%08x close to unfiltered color, assuming no filtering\n",
2728 readback
[6], readback
[9]);
2733 TRACE("Read back colors are 0x%08x and 0x%08x, assuming texture is filtered\n",
2734 readback
[6], readback
[9]);
2738 gl_info
->fbo_ops
.glBindFramebuffer(GL_FRAMEBUFFER
, 0);
2739 gl_info
->fbo_ops
.glDeleteFramebuffers(1, &fbo
);
2740 gl_info
->gl_ops
.gl
.p_glDeleteTextures(1, &tex
);
2741 gl_info
->gl_ops
.gl
.p_glDeleteTextures(1, &buffer
);
2743 if (gl_info
->gl_ops
.gl
.p_glGetError())
2745 FIXME("Error during filtering test for format %x, returning no filtering\n", internal
);
2752 static void init_format_filter_info(struct wined3d_gl_info
*gl_info
, enum wined3d_pci_vendor vendor
)
2754 struct wined3d_format
*format
;
2755 unsigned int fmt_idx
, i
;
2756 static const enum wined3d_format_id fmts16
[] =
2758 WINED3DFMT_R16_FLOAT
,
2759 WINED3DFMT_R16G16_FLOAT
,
2760 WINED3DFMT_R16G16B16A16_FLOAT
,
2764 if (gl_info
->supported
[ARB_INTERNALFORMAT_QUERY2
])
2765 /* This was already handled by init_format_texture_info(). */
2768 if (wined3d_settings
.offscreen_rendering_mode
!= ORM_FBO
2769 || !gl_info
->supported
[WINED3D_GL_LEGACY_CONTEXT
])
2771 WARN("No FBO support, or no FBO ORM, guessing filter info from GL caps\n");
2772 if (vendor
== HW_VENDOR_NVIDIA
&& gl_info
->supported
[ARB_TEXTURE_FLOAT
])
2774 TRACE("Nvidia card with texture_float support: Assuming float16 blending\n");
2777 else if (gl_info
->limits
.glsl_varyings
> 44)
2779 TRACE("More than 44 GLSL varyings - assuming d3d10 card with float16 blending\n");
2784 TRACE("Assuming no float16 blending\n");
2790 for(i
= 0; i
< (sizeof(fmts16
) / sizeof(*fmts16
)); i
++)
2792 fmt_idx
= get_format_idx(fmts16
[i
]);
2793 format_set_flag(&gl_info
->formats
[fmt_idx
], WINED3DFMT_FLAG_FILTERING
);
2799 for(i
= 0; i
< (sizeof(fmts16
) / sizeof(*fmts16
)); i
++)
2801 fmt_idx
= get_format_idx(fmts16
[i
]);
2802 format
= &gl_info
->formats
[fmt_idx
];
2803 if (!format
->glInternal
) continue; /* Not supported by GL */
2805 filtered
= check_filter(gl_info
, gl_info
->formats
[fmt_idx
].glInternal
);
2808 TRACE("Format %s supports filtering\n", debug_d3dformat(fmts16
[i
]));
2809 format_set_flag(format
, WINED3DFMT_FLAG_FILTERING
);
2813 TRACE("Format %s does not support filtering\n", debug_d3dformat(fmts16
[i
]));
2818 static void apply_format_fixups(struct wined3d_adapter
*adapter
, struct wined3d_gl_info
*gl_info
)
2823 idx
= get_format_idx(WINED3DFMT_R16_FLOAT
);
2824 gl_info
->formats
[idx
].color_fixup
= create_color_fixup_desc(
2825 0, CHANNEL_SOURCE_X
, 0, CHANNEL_SOURCE_ONE
, 0, CHANNEL_SOURCE_ONE
, 0, CHANNEL_SOURCE_W
);
2827 idx
= get_format_idx(WINED3DFMT_R32_FLOAT
);
2828 gl_info
->formats
[idx
].color_fixup
= create_color_fixup_desc(
2829 0, CHANNEL_SOURCE_X
, 0, CHANNEL_SOURCE_ONE
, 0, CHANNEL_SOURCE_ONE
, 0, CHANNEL_SOURCE_W
);
2831 idx
= get_format_idx(WINED3DFMT_R16G16_UNORM
);
2832 gl_info
->formats
[idx
].color_fixup
= create_color_fixup_desc(
2833 0, CHANNEL_SOURCE_X
, 0, CHANNEL_SOURCE_Y
, 0, CHANNEL_SOURCE_ONE
, 0, CHANNEL_SOURCE_W
);
2835 idx
= get_format_idx(WINED3DFMT_R16G16_FLOAT
);
2836 gl_info
->formats
[idx
].color_fixup
= create_color_fixup_desc(
2837 0, CHANNEL_SOURCE_X
, 0, CHANNEL_SOURCE_Y
, 0, CHANNEL_SOURCE_ONE
, 0, CHANNEL_SOURCE_W
);
2839 idx
= get_format_idx(WINED3DFMT_R32G32_FLOAT
);
2840 gl_info
->formats
[idx
].color_fixup
= create_color_fixup_desc(
2841 0, CHANNEL_SOURCE_X
, 0, CHANNEL_SOURCE_Y
, 0, CHANNEL_SOURCE_ONE
, 0, CHANNEL_SOURCE_W
);
2843 /* GL_ATI_envmap_bumpmap in theory supports R8G8_SNORM but is no longer supported by
2845 if (gl_info
->supported
[NV_TEXTURE_SHADER
] || gl_info
->supported
[EXT_TEXTURE_SNORM
])
2847 /* R8G8_SNORM and R16G16_SNORM need a fixup of the undefined blue channel. OpenGL
2848 * returns 0.0 when sampling from it, DirectX 1.0. So we always have in-shader
2849 * conversion for this format. */
2850 idx
= get_format_idx(WINED3DFMT_R8G8_SNORM
);
2851 gl_info
->formats
[idx
].color_fixup
= create_color_fixup_desc(
2852 0, CHANNEL_SOURCE_X
, 0, CHANNEL_SOURCE_Y
, 0, CHANNEL_SOURCE_ONE
, 0, CHANNEL_SOURCE_ONE
);
2853 idx
= get_format_idx(WINED3DFMT_R16G16_SNORM
);
2854 gl_info
->formats
[idx
].color_fixup
= create_color_fixup_desc(
2855 0, CHANNEL_SOURCE_X
, 0, CHANNEL_SOURCE_Y
, 0, CHANNEL_SOURCE_ONE
, 0, CHANNEL_SOURCE_ONE
);
2859 /* Emulate using unsigned formats. This requires load-time conversion in addition to the
2861 idx
= get_format_idx(WINED3DFMT_R8G8_SNORM
);
2862 gl_info
->formats
[idx
].color_fixup
= create_color_fixup_desc(
2863 1, CHANNEL_SOURCE_X
, 1, CHANNEL_SOURCE_Y
, 0, CHANNEL_SOURCE_ONE
, 0, CHANNEL_SOURCE_ONE
);
2864 idx
= get_format_idx(WINED3DFMT_R16G16_SNORM
);
2865 gl_info
->formats
[idx
].color_fixup
= create_color_fixup_desc(
2866 1, CHANNEL_SOURCE_X
, 1, CHANNEL_SOURCE_Y
, 0, CHANNEL_SOURCE_ONE
, 0, CHANNEL_SOURCE_ONE
);
2867 idx
= get_format_idx(WINED3DFMT_R8G8B8A8_SNORM
);
2868 gl_info
->formats
[idx
].color_fixup
= create_color_fixup_desc(
2869 1, CHANNEL_SOURCE_X
, 1, CHANNEL_SOURCE_Y
, 1, CHANNEL_SOURCE_Z
, 1, CHANNEL_SOURCE_W
);
2870 idx
= get_format_idx(WINED3DFMT_R5G5_SNORM_L6_UNORM
);
2871 gl_info
->formats
[idx
].color_fixup
= create_color_fixup_desc(
2872 1, CHANNEL_SOURCE_X
, 1, CHANNEL_SOURCE_Z
, 0, CHANNEL_SOURCE_Y
, 0, CHANNEL_SOURCE_ONE
);
2875 if (!gl_info
->supported
[NV_TEXTURE_SHADER
])
2877 idx
= get_format_idx(WINED3DFMT_R8G8_SNORM_L8X8_UNORM
);
2878 gl_info
->formats
[idx
].color_fixup
= create_color_fixup_desc(
2879 1, CHANNEL_SOURCE_X
, 1, CHANNEL_SOURCE_Y
, 0, CHANNEL_SOURCE_Z
, 0, CHANNEL_SOURCE_W
);
2882 if (gl_info
->supported
[ARB_TEXTURE_COMPRESSION_RGTC
] || gl_info
->supported
[EXT_TEXTURE_COMPRESSION_RGTC
])
2884 idx
= get_format_idx(WINED3DFMT_ATI1N
);
2885 gl_info
->formats
[idx
].color_fixup
= create_color_fixup_desc(
2886 0, CHANNEL_SOURCE_X
, 0, CHANNEL_SOURCE_X
, 0, CHANNEL_SOURCE_X
, 0, CHANNEL_SOURCE_X
);
2888 idx
= get_format_idx(WINED3DFMT_ATI2N
);
2889 gl_info
->formats
[idx
].color_fixup
= create_color_fixup_desc(
2890 0, CHANNEL_SOURCE_Y
, 0, CHANNEL_SOURCE_X
, 0, CHANNEL_SOURCE_ONE
, 0, CHANNEL_SOURCE_ONE
);
2892 else if (gl_info
->supported
[ATI_TEXTURE_COMPRESSION_3DC
])
2894 idx
= get_format_idx(WINED3DFMT_ATI2N
);
2895 gl_info
->formats
[idx
].color_fixup
= create_color_fixup_desc(
2896 0, CHANNEL_SOURCE_X
, 0, CHANNEL_SOURCE_W
, 0, CHANNEL_SOURCE_ONE
, 0, CHANNEL_SOURCE_ONE
);
2899 if (!gl_info
->supported
[APPLE_YCBCR_422
])
2901 idx
= get_format_idx(WINED3DFMT_YUY2
);
2902 gl_info
->formats
[idx
].color_fixup
= create_complex_fixup_desc(COMPLEX_FIXUP_YUY2
);
2904 idx
= get_format_idx(WINED3DFMT_UYVY
);
2905 gl_info
->formats
[idx
].color_fixup
= create_complex_fixup_desc(COMPLEX_FIXUP_UYVY
);
2908 idx
= get_format_idx(WINED3DFMT_YV12
);
2909 format_set_flag(&gl_info
->formats
[idx
], WINED3DFMT_FLAG_HEIGHT_SCALE
);
2910 gl_info
->formats
[idx
].height_scale
.numerator
= 3;
2911 gl_info
->formats
[idx
].height_scale
.denominator
= 2;
2912 gl_info
->formats
[idx
].color_fixup
= create_complex_fixup_desc(COMPLEX_FIXUP_YV12
);
2914 idx
= get_format_idx(WINED3DFMT_NV12
);
2915 format_set_flag(&gl_info
->formats
[idx
], WINED3DFMT_FLAG_HEIGHT_SCALE
);
2916 gl_info
->formats
[idx
].height_scale
.numerator
= 3;
2917 gl_info
->formats
[idx
].height_scale
.denominator
= 2;
2918 gl_info
->formats
[idx
].color_fixup
= create_complex_fixup_desc(COMPLEX_FIXUP_NV12
);
2920 if (!gl_info
->supported
[WINED3D_GL_LEGACY_CONTEXT
])
2922 idx
= get_format_idx(WINED3DFMT_A8_UNORM
);
2923 gl_info
->formats
[idx
].color_fixup
= create_color_fixup_desc(
2924 0, CHANNEL_SOURCE_ZERO
, 0, CHANNEL_SOURCE_ZERO
, 0, CHANNEL_SOURCE_ZERO
, 0, CHANNEL_SOURCE_X
);
2925 idx
= get_format_idx(WINED3DFMT_L8A8_UNORM
);
2926 gl_info
->formats
[idx
].color_fixup
= create_color_fixup_desc(
2927 0, CHANNEL_SOURCE_X
, 0, CHANNEL_SOURCE_X
, 0, CHANNEL_SOURCE_X
, 0, CHANNEL_SOURCE_Y
);
2928 idx
= get_format_idx(WINED3DFMT_L4A4_UNORM
);
2929 gl_info
->formats
[idx
].color_fixup
= create_color_fixup_desc(
2930 0, CHANNEL_SOURCE_X
, 0, CHANNEL_SOURCE_X
, 0, CHANNEL_SOURCE_X
, 0, CHANNEL_SOURCE_Y
);
2931 idx
= get_format_idx(WINED3DFMT_L16_UNORM
);
2932 gl_info
->formats
[idx
].color_fixup
= create_color_fixup_desc(
2933 0, CHANNEL_SOURCE_X
, 0, CHANNEL_SOURCE_X
, 0, CHANNEL_SOURCE_X
, 0, CHANNEL_SOURCE_ONE
);
2934 idx
= get_format_idx(WINED3DFMT_INTZ
);
2935 gl_info
->formats
[idx
].color_fixup
= create_color_fixup_desc(
2936 0, CHANNEL_SOURCE_X
, 0, CHANNEL_SOURCE_X
, 0, CHANNEL_SOURCE_X
, 0, CHANNEL_SOURCE_X
);
2939 if (gl_info
->supported
[ARB_TEXTURE_RG
])
2941 idx
= get_format_idx(WINED3DFMT_L8_UNORM
);
2942 gl_info
->formats
[idx
].color_fixup
= create_color_fixup_desc(
2943 0, CHANNEL_SOURCE_X
, 0, CHANNEL_SOURCE_X
, 0, CHANNEL_SOURCE_X
, 0, CHANNEL_SOURCE_ONE
);
2946 if (gl_info
->supported
[ARB_FRAGMENT_PROGRAM
])
2948 idx
= get_format_idx(WINED3DFMT_P8_UINT
);
2949 gl_info
->formats
[idx
].color_fixup
= create_complex_fixup_desc(COMPLEX_FIXUP_P8
);
2952 if (gl_info
->supported
[ARB_VERTEX_ARRAY_BGRA
])
2954 idx
= get_format_idx(WINED3DFMT_B8G8R8A8_UNORM
);
2955 gl_info
->formats
[idx
].gl_vtx_format
= GL_BGRA
;
2958 if (gl_info
->supported
[ARB_HALF_FLOAT_VERTEX
])
2960 /* Do not change the size of the type, it is CPU side. We have to change the GPU-side information though.
2961 * It is the job of the vertex buffer code to make sure that the vbos have the right format */
2962 idx
= get_format_idx(WINED3DFMT_R16G16_FLOAT
);
2963 gl_info
->formats
[idx
].gl_vtx_type
= GL_HALF_FLOAT
; /* == GL_HALF_FLOAT_NV */
2965 idx
= get_format_idx(WINED3DFMT_R16G16B16A16_FLOAT
);
2966 gl_info
->formats
[idx
].gl_vtx_type
= GL_HALF_FLOAT
;
2969 if (!gl_info
->supported
[ARB_HALF_FLOAT_PIXEL
])
2971 idx
= get_format_idx(WINED3DFMT_R16_FLOAT
);
2972 format_clear_flag(&gl_info
->formats
[idx
], WINED3DFMT_FLAG_TEXTURE
);
2974 idx
= get_format_idx(WINED3DFMT_R16G16_FLOAT
);
2975 format_clear_flag(&gl_info
->formats
[idx
], WINED3DFMT_FLAG_TEXTURE
);
2977 idx
= get_format_idx(WINED3DFMT_R16G16B16A16_FLOAT
);
2978 format_clear_flag(&gl_info
->formats
[idx
], WINED3DFMT_FLAG_TEXTURE
);
2981 if (gl_info
->quirks
& WINED3D_QUIRK_BROKEN_RGBA16
)
2983 idx
= get_format_idx(WINED3DFMT_R16G16B16A16_UNORM
);
2984 format_clear_flag(&gl_info
->formats
[idx
], WINED3DFMT_FLAG_TEXTURE
);
2987 /* ATI instancing hack: Although ATI cards do not support Shader Model
2988 * 3.0, they support instancing. To query if the card supports instancing
2989 * CheckDeviceFormat() with the special format MAKEFOURCC('I','N','S','T')
2990 * is used. Should an application check for this, provide a proper return
2991 * value. We can do instancing with all shader versions, but we need
2994 * Additionally applications have to set the D3DRS_POINTSIZE render state
2995 * to MAKEFOURCC('I','N','S','T') once to enable instancing. Wined3d
2996 * doesn't need that and just ignores it.
2998 * With Shader Model 3.0 capable cards Instancing 'just works' in Windows. */
2999 /* FIXME: This should just check the shader backend caps. */
3000 if (gl_info
->supported
[ARB_VERTEX_PROGRAM
] || gl_info
->supported
[ARB_VERTEX_SHADER
])
3002 idx
= get_format_idx(WINED3DFMT_INST
);
3003 format_set_flag(&gl_info
->formats
[idx
], WINED3DFMT_FLAG_TEXTURE
);
3006 /* Depth bound test. To query if the card supports it CheckDeviceFormat()
3007 * with the special format MAKEFOURCC('N','V','D','B') is used. It is
3008 * enabled by setting D3DRS_ADAPTIVETESS_X render state to
3009 * MAKEFOURCC('N','V','D','B') and then controlled by setting
3010 * D3DRS_ADAPTIVETESS_Z (zMin) and D3DRS_ADAPTIVETESS_W (zMax) to test
3012 if (gl_info
->supported
[EXT_DEPTH_BOUNDS_TEST
])
3014 idx
= get_format_idx(WINED3DFMT_NVDB
);
3015 format_set_flag(&gl_info
->formats
[idx
], WINED3DFMT_FLAG_TEXTURE
);
3018 /* RESZ aka AMD DX9-level hack for multisampled depth buffer resolve. You query for RESZ
3019 * support by checking for availability of MAKEFOURCC('R','E','S','Z') surfaces with
3020 * RENDERTARGET usage. */
3021 if (gl_info
->supported
[ARB_FRAMEBUFFER_OBJECT
])
3023 idx
= get_format_idx(WINED3DFMT_RESZ
);
3024 format_set_flag(&gl_info
->formats
[idx
], WINED3DFMT_FLAG_TEXTURE
| WINED3DFMT_FLAG_RENDERTARGET
);
3027 for (i
= 0; i
< gl_info
->format_count
; ++i
)
3029 struct wined3d_format
*format
= &gl_info
->formats
[i
];
3031 if (!(format
->flags
[WINED3D_GL_RES_TYPE_TEX_2D
] & WINED3DFMT_FLAG_TEXTURE
))
3034 if (!adapter
->shader_backend
->shader_color_fixup_supported(format
->color_fixup
)
3035 || !adapter
->fragment_pipe
->color_fixup_supported(format
->color_fixup
))
3036 format_clear_flag(&gl_info
->formats
[idx
], WINED3DFMT_FLAG_TEXTURE
);
3039 /* GL_EXT_texture_compression_s3tc does not support 3D textures. Some Windows drivers
3040 * for dx9 GPUs support it, some do not, so not supporting DXTn volumes is OK for d3d9.
3042 * Note that GL_NV_texture_compression_vtc adds this functionality to OpenGL, but the
3043 * block layout is not compatible with the one used by d3d. See volume_dxt5_test. */
3044 idx
= get_format_idx(WINED3DFMT_DXT1
);
3045 gl_info
->formats
[idx
].flags
[WINED3D_GL_RES_TYPE_TEX_3D
] &= ~WINED3DFMT_FLAG_TEXTURE
;
3046 idx
= get_format_idx(WINED3DFMT_DXT2
);
3047 gl_info
->formats
[idx
].flags
[WINED3D_GL_RES_TYPE_TEX_3D
] &= ~WINED3DFMT_FLAG_TEXTURE
;
3048 idx
= get_format_idx(WINED3DFMT_DXT3
);
3049 gl_info
->formats
[idx
].flags
[WINED3D_GL_RES_TYPE_TEX_3D
] &= ~WINED3DFMT_FLAG_TEXTURE
;
3050 idx
= get_format_idx(WINED3DFMT_DXT4
);
3051 gl_info
->formats
[idx
].flags
[WINED3D_GL_RES_TYPE_TEX_3D
] &= ~WINED3DFMT_FLAG_TEXTURE
;
3052 idx
= get_format_idx(WINED3DFMT_DXT5
);
3053 gl_info
->formats
[idx
].flags
[WINED3D_GL_RES_TYPE_TEX_3D
] &= ~WINED3DFMT_FLAG_TEXTURE
;
3054 idx
= get_format_idx(WINED3DFMT_BC1_UNORM
);
3055 gl_info
->formats
[idx
].flags
[WINED3D_GL_RES_TYPE_TEX_3D
] &= ~WINED3DFMT_FLAG_TEXTURE
;
3056 idx
= get_format_idx(WINED3DFMT_BC2_UNORM
);
3057 gl_info
->formats
[idx
].flags
[WINED3D_GL_RES_TYPE_TEX_3D
] &= ~WINED3DFMT_FLAG_TEXTURE
;
3058 idx
= get_format_idx(WINED3DFMT_BC3_UNORM
);
3059 gl_info
->formats
[idx
].flags
[WINED3D_GL_RES_TYPE_TEX_3D
] &= ~WINED3DFMT_FLAG_TEXTURE
;
3060 /* Similarly with ATI1N / ATI2N and GL_ARB_texture_compression_rgtc. */
3061 idx
= get_format_idx(WINED3DFMT_ATI1N
);
3062 gl_info
->formats
[idx
].flags
[WINED3D_GL_RES_TYPE_TEX_3D
] &= ~WINED3DFMT_FLAG_TEXTURE
;
3063 idx
= get_format_idx(WINED3DFMT_ATI2N
);
3064 gl_info
->formats
[idx
].flags
[WINED3D_GL_RES_TYPE_TEX_3D
] &= ~WINED3DFMT_FLAG_TEXTURE
;
3065 idx
= get_format_idx(WINED3DFMT_BC4_UNORM
);
3066 gl_info
->formats
[idx
].flags
[WINED3D_GL_RES_TYPE_TEX_3D
] &= ~WINED3DFMT_FLAG_TEXTURE
;
3067 idx
= get_format_idx(WINED3DFMT_BC5_UNORM
);
3068 gl_info
->formats
[idx
].flags
[WINED3D_GL_RES_TYPE_TEX_3D
] &= ~WINED3DFMT_FLAG_TEXTURE
;
3071 static BOOL
init_format_vertex_info(struct wined3d_gl_info
*gl_info
)
3075 for (i
= 0; i
< (sizeof(format_vertex_info
) / sizeof(*format_vertex_info
)); ++i
)
3077 struct wined3d_format
*format
;
3078 int fmt_idx
= get_format_idx(format_vertex_info
[i
].id
);
3082 ERR("Format %s (%#x) not found.\n",
3083 debug_d3dformat(format_vertex_info
[i
].id
), format_vertex_info
[i
].id
);
3087 format
= &gl_info
->formats
[fmt_idx
];
3088 format
->emit_idx
= format_vertex_info
[i
].emit_idx
;
3089 format
->component_count
= format_vertex_info
[i
].component_count
;
3090 format
->gl_vtx_type
= format_vertex_info
[i
].gl_vtx_type
;
3091 format
->gl_vtx_format
= format_vertex_info
[i
].gl_vtx_format
;
3092 format
->gl_normalized
= format_vertex_info
[i
].gl_normalized
;
3093 format
->component_size
= format_vertex_info
[i
].component_size
;
3099 static BOOL
init_typeless_formats(struct wined3d_gl_info
*gl_info
)
3101 unsigned int flags
[WINED3D_GL_RES_TYPE_COUNT
];
3104 for (i
= 0; i
< ARRAY_SIZE(typed_formats
); ++i
)
3106 struct wined3d_format
*format
, *typeless_format
;
3107 int fmt_idx
= get_format_idx(typed_formats
[i
].id
);
3108 int typeless_fmt_idx
= get_format_idx(typed_formats
[i
].typeless_id
);
3112 ERR("Format %s (%#x) not found.\n",
3113 debug_d3dformat(typed_formats
[i
].id
),
3114 typed_formats
[i
].id
);
3117 if (typeless_fmt_idx
== -1)
3119 ERR("Format %s (%#x) not found.\n",
3120 debug_d3dformat(typed_formats
[i
].typeless_id
),
3121 typed_formats
[i
].typeless_id
);
3125 format
= &gl_info
->formats
[fmt_idx
];
3126 typeless_format
= &gl_info
->formats
[typeless_fmt_idx
];
3128 memcpy(flags
, typeless_format
->flags
, sizeof(flags
));
3129 *typeless_format
= *format
;
3130 typeless_format
->id
= typed_formats
[i
].typeless_id
;
3131 for (j
= 0; j
< ARRAY_SIZE(typeless_format
->flags
); ++j
)
3132 typeless_format
->flags
[j
] |= flags
[j
];
3138 BOOL
initPixelFormatsNoGL(struct wined3d_gl_info
*gl_info
)
3140 if (!init_format_base_info(gl_info
)) return FALSE
;
3142 if (!init_format_block_info(gl_info
))
3144 HeapFree(GetProcessHeap(), 0, gl_info
->formats
);
3145 gl_info
->formats
= NULL
;
3152 /* Context activation is done by the caller. */
3153 BOOL
wined3d_adapter_init_format_info(struct wined3d_adapter
*adapter
, struct wined3d_caps_gl_ctx
*ctx
)
3155 struct wined3d_gl_info
*gl_info
= &adapter
->gl_info
;
3157 if (!init_format_base_info(gl_info
)) return FALSE
;
3159 if (!init_format_block_info(gl_info
)) goto fail
;
3160 if (!init_format_texture_info(adapter
, gl_info
)) goto fail
;
3161 if (!init_format_vertex_info(gl_info
)) goto fail
;
3163 apply_format_fixups(adapter
, gl_info
);
3164 init_format_fbo_compat_info(ctx
);
3165 init_format_filter_info(gl_info
, adapter
->driver_info
.vendor
);
3166 if (!init_typeless_formats(gl_info
)) goto fail
;
3171 HeapFree(GetProcessHeap(), 0, gl_info
->formats
);
3172 gl_info
->formats
= NULL
;
3176 float wined3d_adapter_find_polyoffset_scale(struct wined3d_caps_gl_ctx
*ctx
, GLenum format
)
3178 const struct wined3d_gl_info
*gl_info
= ctx
->gl_info
;
3179 static const struct wined3d_color blue
= {0.0f
, 0.0f
, 1.0f
, 1.0f
};
3180 GLuint fbo
, color
, depth
;
3181 unsigned int low
= 0, high
= 32, cur
;
3182 DWORD readback
[256];
3183 static const struct wined3d_vec3 geometry
[] =
3185 {-1.0f
, -1.0f
, -1.0f
},
3186 { 1.0f
, -1.0f
, 0.0f
},
3187 {-1.0f
, 1.0f
, -1.0f
},
3188 { 1.0f
, 1.0f
, 0.0f
},
3191 /* Most drivers want 2^23 for fixed point depth buffers, including r300g, r600g,
3192 * Nvidia. Use this as a fallback if the detection fails. */
3193 unsigned int fallback
= 23;
3195 if (wined3d_settings
.offscreen_rendering_mode
!= ORM_FBO
)
3197 FIXME("No FBOs, assuming polyoffset scale of 2^%u.\n", fallback
);
3198 return (float)(1u << fallback
);
3201 gl_info
->gl_ops
.gl
.p_glGenTextures(1, &color
);
3202 gl_info
->gl_ops
.gl
.p_glBindTexture(GL_TEXTURE_2D
, color
);
3203 gl_info
->gl_ops
.gl
.p_glTexParameteri(GL_TEXTURE_2D
, GL_TEXTURE_MAX_LEVEL
, 0);
3204 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);
3206 gl_info
->fbo_ops
.glGenRenderbuffers(1, &depth
);
3207 gl_info
->fbo_ops
.glBindRenderbuffer(GL_RENDERBUFFER
, depth
);
3208 gl_info
->fbo_ops
.glRenderbufferStorage(GL_RENDERBUFFER
, format
, 256, 1);
3210 gl_info
->fbo_ops
.glGenFramebuffers(1, &fbo
);
3211 gl_info
->fbo_ops
.glBindFramebuffer(GL_FRAMEBUFFER
, fbo
);
3212 gl_info
->fbo_ops
.glFramebufferTexture2D(GL_FRAMEBUFFER
, GL_COLOR_ATTACHMENT0
, GL_TEXTURE_2D
, color
, 0);
3213 gl_info
->fbo_ops
.glFramebufferRenderbuffer(GL_FRAMEBUFFER
, GL_DEPTH_ATTACHMENT
, GL_RENDERBUFFER
, depth
);
3214 checkGLcall("Setup framebuffer");
3216 gl_info
->gl_ops
.gl
.p_glClearColor(0.0f
, 0.0f
, 0.5f
, 0.0f
);
3217 gl_info
->gl_ops
.gl
.p_glClearDepth(0.5f
);
3218 gl_info
->gl_ops
.gl
.p_glEnable(GL_DEPTH_TEST
);
3219 gl_info
->gl_ops
.gl
.p_glEnable(GL_POLYGON_OFFSET_FILL
);
3220 gl_info
->gl_ops
.gl
.p_glViewport(0, 0, 256, 1);
3221 checkGLcall("Misc parameters");
3225 if (high
- low
<= 1)
3227 ERR("PolygonOffset scale factor detection failed, using fallback value 2^%u.\n", fallback
);
3231 cur
= (low
+ high
) / 2;
3233 gl_info
->gl_ops
.gl
.p_glClear(GL_COLOR_BUFFER_BIT
| GL_DEPTH_BUFFER_BIT
);
3234 /* The post viewport transform Z of the geometry runs from 0.0 to 0.5. We want to push it another
3235 * 0.25 so that the Z buffer content (0.5) cuts the quad off at half the screen. */
3236 gl_info
->gl_ops
.gl
.p_glPolygonOffset(0.0f
, (float)(1u << cur
) * 0.25f
);
3237 draw_test_quad(ctx
, geometry
, &blue
);
3238 checkGLcall("Test draw");
3240 /* Rebinding texture to workaround a fglrx bug. */
3241 gl_info
->gl_ops
.gl
.p_glBindTexture(GL_TEXTURE_2D
, color
);
3242 gl_info
->gl_ops
.gl
.p_glGetTexImage(GL_TEXTURE_2D
, 0, GL_BGRA
, GL_UNSIGNED_INT_8_8_8_8_REV
, readback
);
3243 checkGLcall("readback");
3245 TRACE("low %02u, high %02u, cur %2u, 0=0x%08x, 125=0x%08x, 131=0x%08x, 255=0x%08x\n",
3246 low
, high
, cur
, readback
[0], readback
[125], readback
[131], readback
[255]);
3248 if ((readback
[125] & 0xff) < 0xa0)
3250 else if ((readback
[131] & 0xff) > 0xa0)
3254 TRACE("Found scale factor 2^%u for format %x\n", cur
, format
);
3259 gl_info
->gl_ops
.gl
.p_glDeleteTextures(1, &color
);
3260 gl_info
->fbo_ops
.glDeleteRenderbuffers(1, &depth
);
3261 gl_info
->fbo_ops
.glDeleteFramebuffers(1, &fbo
);
3262 gl_info
->fbo_ops
.glBindFramebuffer(GL_FRAMEBUFFER
, 0);
3263 checkGLcall("Delete framebuffer");
3265 gl_info
->gl_ops
.gl
.p_glDisable(GL_DEPTH_TEST
);
3266 gl_info
->gl_ops
.gl
.p_glDisable(GL_POLYGON_OFFSET_FILL
);
3267 return (float)(1u << cur
);
3270 const struct wined3d_format
*wined3d_get_format(const struct wined3d_gl_info
*gl_info
,
3271 enum wined3d_format_id format_id
)
3273 int idx
= get_format_idx(format_id
);
3277 FIXME("Can't find format %s (%#x) in the format lookup table\n",
3278 debug_d3dformat(format_id
), format_id
);
3279 /* Get the caller a valid pointer */
3280 idx
= get_format_idx(WINED3DFMT_UNKNOWN
);
3283 return &gl_info
->formats
[idx
];
3286 void wined3d_format_calculate_pitch(const struct wined3d_format
*format
, unsigned int alignment
,
3287 unsigned int width
, unsigned int height
, unsigned int *row_pitch
, unsigned int *slice_pitch
)
3289 /* For block based formats, pitch means the amount of bytes to the next
3290 * row of blocks rather than the next row of pixels. */
3291 if (format
->flags
[WINED3D_GL_RES_TYPE_TEX_2D
] & WINED3DFMT_FLAG_BLOCKS
)
3293 unsigned int row_block_count
= (width
+ format
->block_width
- 1) / format
->block_width
;
3294 unsigned int slice_block_count
= (height
+ format
->block_height
- 1) / format
->block_height
;
3295 *row_pitch
= row_block_count
* format
->block_byte_count
;
3296 *row_pitch
= (*row_pitch
+ alignment
- 1) & ~(alignment
- 1);
3297 *slice_pitch
= *row_pitch
* slice_block_count
;
3301 *row_pitch
= format
->byte_count
* width
; /* Bytes / row */
3302 *row_pitch
= (*row_pitch
+ alignment
- 1) & ~(alignment
- 1);
3303 *slice_pitch
= *row_pitch
* height
;
3306 if (format
->flags
[WINED3D_GL_RES_TYPE_TEX_2D
] & WINED3DFMT_FLAG_HEIGHT_SCALE
)
3308 /* The D3D format requirements make sure that the resulting format is an integer again */
3309 *slice_pitch
*= format
->height_scale
.numerator
;
3310 *slice_pitch
/= format
->height_scale
.denominator
;
3313 TRACE("Returning row pitch %u, slice pitch %u.\n", *row_pitch
, *slice_pitch
);
3316 UINT
wined3d_format_calculate_size(const struct wined3d_format
*format
, UINT alignment
,
3317 UINT width
, UINT height
, UINT depth
)
3319 unsigned int row_pitch
, slice_pitch
;
3321 if (format
->id
== WINED3DFMT_UNKNOWN
)
3324 wined3d_format_calculate_pitch(format
, alignment
, width
, height
, &row_pitch
, &slice_pitch
);
3326 return slice_pitch
* depth
;
3329 /*****************************************************************************
3330 * Trace formatting of useful values
3332 const char *debug_box(const struct wined3d_box
*box
)
3336 return wine_dbg_sprintf("(%u, %u, %u)-(%u, %u, %u)",
3337 box
->left
, box
->top
, box
->front
,
3338 box
->right
, box
->bottom
, box
->back
);
3341 const char *debug_color(const struct wined3d_color
*color
)
3345 return wine_dbg_sprintf("{%.8e, %.8e, %.8e, %.8e}",
3346 color
->r
, color
->g
, color
->b
, color
->a
);
3349 const char *debug_d3dformat(enum wined3d_format_id format_id
)
3353 #define FMT_TO_STR(format_id) case format_id: return #format_id
3354 FMT_TO_STR(WINED3DFMT_UNKNOWN
);
3355 FMT_TO_STR(WINED3DFMT_B8G8R8_UNORM
);
3356 FMT_TO_STR(WINED3DFMT_B5G5R5X1_UNORM
);
3357 FMT_TO_STR(WINED3DFMT_B4G4R4A4_UNORM
);
3358 FMT_TO_STR(WINED3DFMT_B2G3R3_UNORM
);
3359 FMT_TO_STR(WINED3DFMT_B2G3R3A8_UNORM
);
3360 FMT_TO_STR(WINED3DFMT_B4G4R4X4_UNORM
);
3361 FMT_TO_STR(WINED3DFMT_R8G8B8X8_UNORM
);
3362 FMT_TO_STR(WINED3DFMT_B10G10R10A2_UNORM
);
3363 FMT_TO_STR(WINED3DFMT_P8_UINT_A8_UNORM
);
3364 FMT_TO_STR(WINED3DFMT_P8_UINT
);
3365 FMT_TO_STR(WINED3DFMT_L8_UNORM
);
3366 FMT_TO_STR(WINED3DFMT_L8A8_UNORM
);
3367 FMT_TO_STR(WINED3DFMT_L4A4_UNORM
);
3368 FMT_TO_STR(WINED3DFMT_R5G5_SNORM_L6_UNORM
);
3369 FMT_TO_STR(WINED3DFMT_R8G8_SNORM_L8X8_UNORM
);
3370 FMT_TO_STR(WINED3DFMT_R10G11B11_SNORM
);
3371 FMT_TO_STR(WINED3DFMT_R10G10B10_SNORM_A2_UNORM
);
3372 FMT_TO_STR(WINED3DFMT_UYVY
);
3373 FMT_TO_STR(WINED3DFMT_YUY2
);
3374 FMT_TO_STR(WINED3DFMT_YV12
);
3375 FMT_TO_STR(WINED3DFMT_NV12
);
3376 FMT_TO_STR(WINED3DFMT_DXT1
);
3377 FMT_TO_STR(WINED3DFMT_DXT2
);
3378 FMT_TO_STR(WINED3DFMT_DXT3
);
3379 FMT_TO_STR(WINED3DFMT_DXT4
);
3380 FMT_TO_STR(WINED3DFMT_DXT5
);
3381 FMT_TO_STR(WINED3DFMT_MULTI2_ARGB8
);
3382 FMT_TO_STR(WINED3DFMT_G8R8_G8B8
);
3383 FMT_TO_STR(WINED3DFMT_R8G8_B8G8
);
3384 FMT_TO_STR(WINED3DFMT_D16_LOCKABLE
);
3385 FMT_TO_STR(WINED3DFMT_D32_UNORM
);
3386 FMT_TO_STR(WINED3DFMT_S1_UINT_D15_UNORM
);
3387 FMT_TO_STR(WINED3DFMT_X8D24_UNORM
);
3388 FMT_TO_STR(WINED3DFMT_S4X4_UINT_D24_UNORM
);
3389 FMT_TO_STR(WINED3DFMT_L16_UNORM
);
3390 FMT_TO_STR(WINED3DFMT_S8_UINT_D24_FLOAT
);
3391 FMT_TO_STR(WINED3DFMT_VERTEXDATA
);
3392 FMT_TO_STR(WINED3DFMT_R8G8_SNORM_Cx
);
3393 FMT_TO_STR(WINED3DFMT_ATI1N
);
3394 FMT_TO_STR(WINED3DFMT_ATI2N
);
3395 FMT_TO_STR(WINED3DFMT_NVDB
);
3396 FMT_TO_STR(WINED3DFMT_NVHU
);
3397 FMT_TO_STR(WINED3DFMT_NVHS
);
3398 FMT_TO_STR(WINED3DFMT_R32G32B32A32_TYPELESS
);
3399 FMT_TO_STR(WINED3DFMT_R32G32B32A32_FLOAT
);
3400 FMT_TO_STR(WINED3DFMT_R32G32B32A32_UINT
);
3401 FMT_TO_STR(WINED3DFMT_R32G32B32A32_SINT
);
3402 FMT_TO_STR(WINED3DFMT_R32G32B32_TYPELESS
);
3403 FMT_TO_STR(WINED3DFMT_R32G32B32_FLOAT
);
3404 FMT_TO_STR(WINED3DFMT_R32G32B32_UINT
);
3405 FMT_TO_STR(WINED3DFMT_R32G32B32_SINT
);
3406 FMT_TO_STR(WINED3DFMT_R16G16B16A16_TYPELESS
);
3407 FMT_TO_STR(WINED3DFMT_R16G16B16A16_FLOAT
);
3408 FMT_TO_STR(WINED3DFMT_R16G16B16A16_UNORM
);
3409 FMT_TO_STR(WINED3DFMT_R16G16B16A16_UINT
);
3410 FMT_TO_STR(WINED3DFMT_R16G16B16A16_SNORM
);
3411 FMT_TO_STR(WINED3DFMT_R16G16B16A16_SINT
);
3412 FMT_TO_STR(WINED3DFMT_R32G32_TYPELESS
);
3413 FMT_TO_STR(WINED3DFMT_R32G32_FLOAT
);
3414 FMT_TO_STR(WINED3DFMT_R32G32_UINT
);
3415 FMT_TO_STR(WINED3DFMT_R32G32_SINT
);
3416 FMT_TO_STR(WINED3DFMT_R32G8X24_TYPELESS
);
3417 FMT_TO_STR(WINED3DFMT_D32_FLOAT_S8X24_UINT
);
3418 FMT_TO_STR(WINED3DFMT_R32_FLOAT_X8X24_TYPELESS
);
3419 FMT_TO_STR(WINED3DFMT_X32_TYPELESS_G8X24_UINT
);
3420 FMT_TO_STR(WINED3DFMT_R10G10B10A2_TYPELESS
);
3421 FMT_TO_STR(WINED3DFMT_R10G10B10A2_UNORM
);
3422 FMT_TO_STR(WINED3DFMT_R10G10B10A2_UINT
);
3423 FMT_TO_STR(WINED3DFMT_R10G10B10A2_SNORM
);
3424 FMT_TO_STR(WINED3DFMT_R11G11B10_FLOAT
);
3425 FMT_TO_STR(WINED3DFMT_R8G8B8A8_TYPELESS
);
3426 FMT_TO_STR(WINED3DFMT_R8G8B8A8_UNORM
);
3427 FMT_TO_STR(WINED3DFMT_R8G8B8A8_UNORM_SRGB
);
3428 FMT_TO_STR(WINED3DFMT_R8G8B8A8_UINT
);
3429 FMT_TO_STR(WINED3DFMT_R8G8B8A8_SNORM
);
3430 FMT_TO_STR(WINED3DFMT_R8G8B8A8_SINT
);
3431 FMT_TO_STR(WINED3DFMT_R16G16_TYPELESS
);
3432 FMT_TO_STR(WINED3DFMT_R16G16_FLOAT
);
3433 FMT_TO_STR(WINED3DFMT_R16G16_UNORM
);
3434 FMT_TO_STR(WINED3DFMT_R16G16_UINT
);
3435 FMT_TO_STR(WINED3DFMT_R16G16_SNORM
);
3436 FMT_TO_STR(WINED3DFMT_R16G16_SINT
);
3437 FMT_TO_STR(WINED3DFMT_R32_TYPELESS
);
3438 FMT_TO_STR(WINED3DFMT_D32_FLOAT
);
3439 FMT_TO_STR(WINED3DFMT_R32_FLOAT
);
3440 FMT_TO_STR(WINED3DFMT_R32_UINT
);
3441 FMT_TO_STR(WINED3DFMT_R32_SINT
);
3442 FMT_TO_STR(WINED3DFMT_R24G8_TYPELESS
);
3443 FMT_TO_STR(WINED3DFMT_D24_UNORM_S8_UINT
);
3444 FMT_TO_STR(WINED3DFMT_R24_UNORM_X8_TYPELESS
);
3445 FMT_TO_STR(WINED3DFMT_X24_TYPELESS_G8_UINT
);
3446 FMT_TO_STR(WINED3DFMT_R8G8_TYPELESS
);
3447 FMT_TO_STR(WINED3DFMT_R8G8_UNORM
);
3448 FMT_TO_STR(WINED3DFMT_R8G8_UINT
);
3449 FMT_TO_STR(WINED3DFMT_R8G8_SNORM
);
3450 FMT_TO_STR(WINED3DFMT_R8G8_SINT
);
3451 FMT_TO_STR(WINED3DFMT_R16_TYPELESS
);
3452 FMT_TO_STR(WINED3DFMT_R16_FLOAT
);
3453 FMT_TO_STR(WINED3DFMT_D16_UNORM
);
3454 FMT_TO_STR(WINED3DFMT_R16_UNORM
);
3455 FMT_TO_STR(WINED3DFMT_R16_UINT
);
3456 FMT_TO_STR(WINED3DFMT_R16_SNORM
);
3457 FMT_TO_STR(WINED3DFMT_R16_SINT
);
3458 FMT_TO_STR(WINED3DFMT_R8_TYPELESS
);
3459 FMT_TO_STR(WINED3DFMT_R8_UNORM
);
3460 FMT_TO_STR(WINED3DFMT_R8_UINT
);
3461 FMT_TO_STR(WINED3DFMT_R8_SNORM
);
3462 FMT_TO_STR(WINED3DFMT_R8_SINT
);
3463 FMT_TO_STR(WINED3DFMT_A8_UNORM
);
3464 FMT_TO_STR(WINED3DFMT_R1_UNORM
);
3465 FMT_TO_STR(WINED3DFMT_R9G9B9E5_SHAREDEXP
);
3466 FMT_TO_STR(WINED3DFMT_R8G8_B8G8_UNORM
);
3467 FMT_TO_STR(WINED3DFMT_G8R8_G8B8_UNORM
);
3468 FMT_TO_STR(WINED3DFMT_BC1_TYPELESS
);
3469 FMT_TO_STR(WINED3DFMT_BC1_UNORM
);
3470 FMT_TO_STR(WINED3DFMT_BC1_UNORM_SRGB
);
3471 FMT_TO_STR(WINED3DFMT_BC2_TYPELESS
);
3472 FMT_TO_STR(WINED3DFMT_BC2_UNORM
);
3473 FMT_TO_STR(WINED3DFMT_BC2_UNORM_SRGB
);
3474 FMT_TO_STR(WINED3DFMT_BC3_TYPELESS
);
3475 FMT_TO_STR(WINED3DFMT_BC3_UNORM
);
3476 FMT_TO_STR(WINED3DFMT_BC3_UNORM_SRGB
);
3477 FMT_TO_STR(WINED3DFMT_BC4_TYPELESS
);
3478 FMT_TO_STR(WINED3DFMT_BC4_UNORM
);
3479 FMT_TO_STR(WINED3DFMT_BC4_SNORM
);
3480 FMT_TO_STR(WINED3DFMT_BC5_TYPELESS
);
3481 FMT_TO_STR(WINED3DFMT_BC5_UNORM
);
3482 FMT_TO_STR(WINED3DFMT_BC5_SNORM
);
3483 FMT_TO_STR(WINED3DFMT_B5G6R5_UNORM
);
3484 FMT_TO_STR(WINED3DFMT_B5G5R5A1_UNORM
);
3485 FMT_TO_STR(WINED3DFMT_B8G8R8A8_UNORM
);
3486 FMT_TO_STR(WINED3DFMT_B8G8R8X8_UNORM
);
3487 FMT_TO_STR(WINED3DFMT_B8G8R8A8_TYPELESS
);
3488 FMT_TO_STR(WINED3DFMT_B8G8R8A8_UNORM_SRGB
);
3489 FMT_TO_STR(WINED3DFMT_B8G8R8X8_TYPELESS
);
3490 FMT_TO_STR(WINED3DFMT_B8G8R8X8_UNORM_SRGB
);
3491 FMT_TO_STR(WINED3DFMT_BC7_TYPELESS
);
3492 FMT_TO_STR(WINED3DFMT_BC7_UNORM
);
3493 FMT_TO_STR(WINED3DFMT_BC7_UNORM_SRGB
);
3494 FMT_TO_STR(WINED3DFMT_INTZ
);
3495 FMT_TO_STR(WINED3DFMT_RESZ
);
3496 FMT_TO_STR(WINED3DFMT_NULL
);
3497 FMT_TO_STR(WINED3DFMT_R16
);
3498 FMT_TO_STR(WINED3DFMT_AL16
);
3503 fourcc
[0] = (char)(format_id
);
3504 fourcc
[1] = (char)(format_id
>> 8);
3505 fourcc
[2] = (char)(format_id
>> 16);
3506 fourcc
[3] = (char)(format_id
>> 24);
3508 if (isprint(fourcc
[0]) && isprint(fourcc
[1]) && isprint(fourcc
[2]) && isprint(fourcc
[3]))
3509 FIXME("Unrecognized %#x (as fourcc: %s) WINED3DFORMAT!\n", format_id
, fourcc
);
3511 FIXME("Unrecognized %#x WINED3DFORMAT!\n", format_id
);
3513 return "unrecognized";
3517 const char *debug_d3ddevicetype(enum wined3d_device_type device_type
)
3519 switch (device_type
)
3521 #define DEVTYPE_TO_STR(dev) case dev: return #dev
3522 DEVTYPE_TO_STR(WINED3D_DEVICE_TYPE_HAL
);
3523 DEVTYPE_TO_STR(WINED3D_DEVICE_TYPE_REF
);
3524 DEVTYPE_TO_STR(WINED3D_DEVICE_TYPE_SW
);
3525 #undef DEVTYPE_TO_STR
3527 FIXME("Unrecognized device type %#x.\n", device_type
);
3528 return "unrecognized";
3532 const char *debug_d3dusage(DWORD usage
)
3537 #define WINED3DUSAGE_TO_STR(u) if (usage & u) { strcat(buf, " | "#u); usage &= ~u; }
3538 WINED3DUSAGE_TO_STR(WINED3DUSAGE_RENDERTARGET
);
3539 WINED3DUSAGE_TO_STR(WINED3DUSAGE_DEPTHSTENCIL
);
3540 WINED3DUSAGE_TO_STR(WINED3DUSAGE_WRITEONLY
);
3541 WINED3DUSAGE_TO_STR(WINED3DUSAGE_SOFTWAREPROCESSING
);
3542 WINED3DUSAGE_TO_STR(WINED3DUSAGE_DONOTCLIP
);
3543 WINED3DUSAGE_TO_STR(WINED3DUSAGE_POINTS
);
3544 WINED3DUSAGE_TO_STR(WINED3DUSAGE_RTPATCHES
);
3545 WINED3DUSAGE_TO_STR(WINED3DUSAGE_NPATCHES
);
3546 WINED3DUSAGE_TO_STR(WINED3DUSAGE_DYNAMIC
);
3547 WINED3DUSAGE_TO_STR(WINED3DUSAGE_AUTOGENMIPMAP
);
3548 WINED3DUSAGE_TO_STR(WINED3DUSAGE_DMAP
);
3549 WINED3DUSAGE_TO_STR(WINED3DUSAGE_STATICDECL
);
3550 WINED3DUSAGE_TO_STR(WINED3DUSAGE_OVERLAY
);
3551 #undef WINED3DUSAGE_TO_STR
3552 if (usage
) FIXME("Unrecognized usage flag(s) %#x\n", usage
);
3554 return buf
[0] ? wine_dbg_sprintf("%s", &buf
[3]) : "0";
3557 const char *debug_d3dusagequery(DWORD usagequery
)
3562 #define WINED3DUSAGEQUERY_TO_STR(u) if (usagequery & u) { strcat(buf, " | "#u); usagequery &= ~u; }
3563 WINED3DUSAGEQUERY_TO_STR(WINED3DUSAGE_QUERY_FILTER
);
3564 WINED3DUSAGEQUERY_TO_STR(WINED3DUSAGE_QUERY_LEGACYBUMPMAP
);
3565 WINED3DUSAGEQUERY_TO_STR(WINED3DUSAGE_QUERY_POSTPIXELSHADER_BLENDING
);
3566 WINED3DUSAGEQUERY_TO_STR(WINED3DUSAGE_QUERY_SRGBREAD
);
3567 WINED3DUSAGEQUERY_TO_STR(WINED3DUSAGE_QUERY_SRGBWRITE
);
3568 WINED3DUSAGEQUERY_TO_STR(WINED3DUSAGE_QUERY_VERTEXTEXTURE
);
3569 WINED3DUSAGEQUERY_TO_STR(WINED3DUSAGE_QUERY_WRAPANDMIP
);
3570 #undef WINED3DUSAGEQUERY_TO_STR
3571 if (usagequery
) FIXME("Unrecognized usage query flag(s) %#x\n", usagequery
);
3573 return buf
[0] ? wine_dbg_sprintf("%s", &buf
[3]) : "0";
3576 const char *debug_d3ddeclmethod(enum wined3d_decl_method method
)
3580 #define WINED3DDECLMETHOD_TO_STR(u) case u: return #u
3581 WINED3DDECLMETHOD_TO_STR(WINED3D_DECL_METHOD_DEFAULT
);
3582 WINED3DDECLMETHOD_TO_STR(WINED3D_DECL_METHOD_PARTIAL_U
);
3583 WINED3DDECLMETHOD_TO_STR(WINED3D_DECL_METHOD_PARTIAL_V
);
3584 WINED3DDECLMETHOD_TO_STR(WINED3D_DECL_METHOD_CROSS_UV
);
3585 WINED3DDECLMETHOD_TO_STR(WINED3D_DECL_METHOD_UV
);
3586 WINED3DDECLMETHOD_TO_STR(WINED3D_DECL_METHOD_LOOKUP
);
3587 WINED3DDECLMETHOD_TO_STR(WINED3D_DECL_METHOD_LOOKUP_PRESAMPLED
);
3588 #undef WINED3DDECLMETHOD_TO_STR
3590 FIXME("Unrecognized declaration method %#x.\n", method
);
3591 return "unrecognized";
3595 const char *debug_d3ddeclusage(enum wined3d_decl_usage usage
)
3599 #define WINED3DDECLUSAGE_TO_STR(u) case u: return #u
3600 WINED3DDECLUSAGE_TO_STR(WINED3D_DECL_USAGE_POSITION
);
3601 WINED3DDECLUSAGE_TO_STR(WINED3D_DECL_USAGE_BLEND_WEIGHT
);
3602 WINED3DDECLUSAGE_TO_STR(WINED3D_DECL_USAGE_BLEND_INDICES
);
3603 WINED3DDECLUSAGE_TO_STR(WINED3D_DECL_USAGE_NORMAL
);
3604 WINED3DDECLUSAGE_TO_STR(WINED3D_DECL_USAGE_PSIZE
);
3605 WINED3DDECLUSAGE_TO_STR(WINED3D_DECL_USAGE_TEXCOORD
);
3606 WINED3DDECLUSAGE_TO_STR(WINED3D_DECL_USAGE_TANGENT
);
3607 WINED3DDECLUSAGE_TO_STR(WINED3D_DECL_USAGE_BINORMAL
);
3608 WINED3DDECLUSAGE_TO_STR(WINED3D_DECL_USAGE_TESS_FACTOR
);
3609 WINED3DDECLUSAGE_TO_STR(WINED3D_DECL_USAGE_POSITIONT
);
3610 WINED3DDECLUSAGE_TO_STR(WINED3D_DECL_USAGE_COLOR
);
3611 WINED3DDECLUSAGE_TO_STR(WINED3D_DECL_USAGE_FOG
);
3612 WINED3DDECLUSAGE_TO_STR(WINED3D_DECL_USAGE_DEPTH
);
3613 WINED3DDECLUSAGE_TO_STR(WINED3D_DECL_USAGE_SAMPLE
);
3614 #undef WINED3DDECLUSAGE_TO_STR
3616 FIXME("Unrecognized %u declaration usage!\n", usage
);
3617 return "unrecognized";
3621 const char *debug_d3dinput_classification(enum wined3d_input_classification classification
)
3623 switch (classification
)
3625 #define WINED3D_TO_STR(x) case x: return #x
3626 WINED3D_TO_STR(WINED3D_INPUT_PER_VERTEX_DATA
);
3627 WINED3D_TO_STR(WINED3D_INPUT_PER_INSTANCE_DATA
);
3628 #undef WINED3D_TO_STR
3630 FIXME("Unrecognized input classification %#x.\n", classification
);
3631 return "unrecognized";
3635 const char *debug_d3dresourcetype(enum wined3d_resource_type resource_type
)
3637 switch (resource_type
)
3639 #define WINED3D_TO_STR(x) case x: return #x
3640 WINED3D_TO_STR(WINED3D_RTYPE_SURFACE
);
3641 WINED3D_TO_STR(WINED3D_RTYPE_VOLUME
);
3642 WINED3D_TO_STR(WINED3D_RTYPE_BUFFER
);
3643 WINED3D_TO_STR(WINED3D_RTYPE_TEXTURE_2D
);
3644 WINED3D_TO_STR(WINED3D_RTYPE_TEXTURE_3D
);
3645 #undef WINED3D_TO_STR
3647 FIXME("Unrecognized resource type %#x.\n", resource_type
);
3648 return "unrecognized";
3652 const char *debug_d3dprimitivetype(enum wined3d_primitive_type primitive_type
)
3654 switch (primitive_type
)
3656 #define PRIM_TO_STR(prim) case prim: return #prim
3657 PRIM_TO_STR(WINED3D_PT_UNDEFINED
);
3658 PRIM_TO_STR(WINED3D_PT_POINTLIST
);
3659 PRIM_TO_STR(WINED3D_PT_LINELIST
);
3660 PRIM_TO_STR(WINED3D_PT_LINESTRIP
);
3661 PRIM_TO_STR(WINED3D_PT_TRIANGLELIST
);
3662 PRIM_TO_STR(WINED3D_PT_TRIANGLESTRIP
);
3663 PRIM_TO_STR(WINED3D_PT_TRIANGLEFAN
);
3664 PRIM_TO_STR(WINED3D_PT_LINELIST_ADJ
);
3665 PRIM_TO_STR(WINED3D_PT_LINESTRIP_ADJ
);
3666 PRIM_TO_STR(WINED3D_PT_TRIANGLELIST_ADJ
);
3667 PRIM_TO_STR(WINED3D_PT_TRIANGLESTRIP_ADJ
);
3670 FIXME("Unrecognized %u primitive type!\n", primitive_type
);
3671 return "unrecognized";
3675 const char *debug_d3drenderstate(enum wined3d_render_state state
)
3679 #define D3DSTATE_TO_STR(u) case u: return #u
3680 D3DSTATE_TO_STR(WINED3D_RS_ANTIALIAS
);
3681 D3DSTATE_TO_STR(WINED3D_RS_TEXTUREPERSPECTIVE
);
3682 D3DSTATE_TO_STR(WINED3D_RS_WRAPU
);
3683 D3DSTATE_TO_STR(WINED3D_RS_WRAPV
);
3684 D3DSTATE_TO_STR(WINED3D_RS_ZENABLE
);
3685 D3DSTATE_TO_STR(WINED3D_RS_FILLMODE
);
3686 D3DSTATE_TO_STR(WINED3D_RS_SHADEMODE
);
3687 D3DSTATE_TO_STR(WINED3D_RS_LINEPATTERN
);
3688 D3DSTATE_TO_STR(WINED3D_RS_MONOENABLE
);
3689 D3DSTATE_TO_STR(WINED3D_RS_ROP2
);
3690 D3DSTATE_TO_STR(WINED3D_RS_PLANEMASK
);
3691 D3DSTATE_TO_STR(WINED3D_RS_ZWRITEENABLE
);
3692 D3DSTATE_TO_STR(WINED3D_RS_ALPHATESTENABLE
);
3693 D3DSTATE_TO_STR(WINED3D_RS_LASTPIXEL
);
3694 D3DSTATE_TO_STR(WINED3D_RS_SRCBLEND
);
3695 D3DSTATE_TO_STR(WINED3D_RS_DESTBLEND
);
3696 D3DSTATE_TO_STR(WINED3D_RS_CULLMODE
);
3697 D3DSTATE_TO_STR(WINED3D_RS_ZFUNC
);
3698 D3DSTATE_TO_STR(WINED3D_RS_ALPHAREF
);
3699 D3DSTATE_TO_STR(WINED3D_RS_ALPHAFUNC
);
3700 D3DSTATE_TO_STR(WINED3D_RS_DITHERENABLE
);
3701 D3DSTATE_TO_STR(WINED3D_RS_ALPHABLENDENABLE
);
3702 D3DSTATE_TO_STR(WINED3D_RS_FOGENABLE
);
3703 D3DSTATE_TO_STR(WINED3D_RS_SPECULARENABLE
);
3704 D3DSTATE_TO_STR(WINED3D_RS_ZVISIBLE
);
3705 D3DSTATE_TO_STR(WINED3D_RS_SUBPIXEL
);
3706 D3DSTATE_TO_STR(WINED3D_RS_SUBPIXELX
);
3707 D3DSTATE_TO_STR(WINED3D_RS_STIPPLEDALPHA
);
3708 D3DSTATE_TO_STR(WINED3D_RS_FOGCOLOR
);
3709 D3DSTATE_TO_STR(WINED3D_RS_FOGTABLEMODE
);
3710 D3DSTATE_TO_STR(WINED3D_RS_FOGSTART
);
3711 D3DSTATE_TO_STR(WINED3D_RS_FOGEND
);
3712 D3DSTATE_TO_STR(WINED3D_RS_FOGDENSITY
);
3713 D3DSTATE_TO_STR(WINED3D_RS_STIPPLEENABLE
);
3714 D3DSTATE_TO_STR(WINED3D_RS_EDGEANTIALIAS
);
3715 D3DSTATE_TO_STR(WINED3D_RS_COLORKEYENABLE
);
3716 D3DSTATE_TO_STR(WINED3D_RS_MIPMAPLODBIAS
);
3717 D3DSTATE_TO_STR(WINED3D_RS_RANGEFOGENABLE
);
3718 D3DSTATE_TO_STR(WINED3D_RS_ANISOTROPY
);
3719 D3DSTATE_TO_STR(WINED3D_RS_FLUSHBATCH
);
3720 D3DSTATE_TO_STR(WINED3D_RS_TRANSLUCENTSORTINDEPENDENT
);
3721 D3DSTATE_TO_STR(WINED3D_RS_STENCILENABLE
);
3722 D3DSTATE_TO_STR(WINED3D_RS_STENCILFAIL
);
3723 D3DSTATE_TO_STR(WINED3D_RS_STENCILZFAIL
);
3724 D3DSTATE_TO_STR(WINED3D_RS_STENCILPASS
);
3725 D3DSTATE_TO_STR(WINED3D_RS_STENCILFUNC
);
3726 D3DSTATE_TO_STR(WINED3D_RS_STENCILREF
);
3727 D3DSTATE_TO_STR(WINED3D_RS_STENCILMASK
);
3728 D3DSTATE_TO_STR(WINED3D_RS_STENCILWRITEMASK
);
3729 D3DSTATE_TO_STR(WINED3D_RS_TEXTUREFACTOR
);
3730 D3DSTATE_TO_STR(WINED3D_RS_WRAP0
);
3731 D3DSTATE_TO_STR(WINED3D_RS_WRAP1
);
3732 D3DSTATE_TO_STR(WINED3D_RS_WRAP2
);
3733 D3DSTATE_TO_STR(WINED3D_RS_WRAP3
);
3734 D3DSTATE_TO_STR(WINED3D_RS_WRAP4
);
3735 D3DSTATE_TO_STR(WINED3D_RS_WRAP5
);
3736 D3DSTATE_TO_STR(WINED3D_RS_WRAP6
);
3737 D3DSTATE_TO_STR(WINED3D_RS_WRAP7
);
3738 D3DSTATE_TO_STR(WINED3D_RS_CLIPPING
);
3739 D3DSTATE_TO_STR(WINED3D_RS_LIGHTING
);
3740 D3DSTATE_TO_STR(WINED3D_RS_EXTENTS
);
3741 D3DSTATE_TO_STR(WINED3D_RS_AMBIENT
);
3742 D3DSTATE_TO_STR(WINED3D_RS_FOGVERTEXMODE
);
3743 D3DSTATE_TO_STR(WINED3D_RS_COLORVERTEX
);
3744 D3DSTATE_TO_STR(WINED3D_RS_LOCALVIEWER
);
3745 D3DSTATE_TO_STR(WINED3D_RS_NORMALIZENORMALS
);
3746 D3DSTATE_TO_STR(WINED3D_RS_COLORKEYBLENDENABLE
);
3747 D3DSTATE_TO_STR(WINED3D_RS_DIFFUSEMATERIALSOURCE
);
3748 D3DSTATE_TO_STR(WINED3D_RS_SPECULARMATERIALSOURCE
);
3749 D3DSTATE_TO_STR(WINED3D_RS_AMBIENTMATERIALSOURCE
);
3750 D3DSTATE_TO_STR(WINED3D_RS_EMISSIVEMATERIALSOURCE
);
3751 D3DSTATE_TO_STR(WINED3D_RS_VERTEXBLEND
);
3752 D3DSTATE_TO_STR(WINED3D_RS_CLIPPLANEENABLE
);
3753 D3DSTATE_TO_STR(WINED3D_RS_SOFTWAREVERTEXPROCESSING
);
3754 D3DSTATE_TO_STR(WINED3D_RS_POINTSIZE
);
3755 D3DSTATE_TO_STR(WINED3D_RS_POINTSIZE_MIN
);
3756 D3DSTATE_TO_STR(WINED3D_RS_POINTSPRITEENABLE
);
3757 D3DSTATE_TO_STR(WINED3D_RS_POINTSCALEENABLE
);
3758 D3DSTATE_TO_STR(WINED3D_RS_POINTSCALE_A
);
3759 D3DSTATE_TO_STR(WINED3D_RS_POINTSCALE_B
);
3760 D3DSTATE_TO_STR(WINED3D_RS_POINTSCALE_C
);
3761 D3DSTATE_TO_STR(WINED3D_RS_MULTISAMPLEANTIALIAS
);
3762 D3DSTATE_TO_STR(WINED3D_RS_MULTISAMPLEMASK
);
3763 D3DSTATE_TO_STR(WINED3D_RS_PATCHEDGESTYLE
);
3764 D3DSTATE_TO_STR(WINED3D_RS_PATCHSEGMENTS
);
3765 D3DSTATE_TO_STR(WINED3D_RS_DEBUGMONITORTOKEN
);
3766 D3DSTATE_TO_STR(WINED3D_RS_POINTSIZE_MAX
);
3767 D3DSTATE_TO_STR(WINED3D_RS_INDEXEDVERTEXBLENDENABLE
);
3768 D3DSTATE_TO_STR(WINED3D_RS_COLORWRITEENABLE
);
3769 D3DSTATE_TO_STR(WINED3D_RS_TWEENFACTOR
);
3770 D3DSTATE_TO_STR(WINED3D_RS_BLENDOP
);
3771 D3DSTATE_TO_STR(WINED3D_RS_POSITIONDEGREE
);
3772 D3DSTATE_TO_STR(WINED3D_RS_NORMALDEGREE
);
3773 D3DSTATE_TO_STR(WINED3D_RS_SCISSORTESTENABLE
);
3774 D3DSTATE_TO_STR(WINED3D_RS_SLOPESCALEDEPTHBIAS
);
3775 D3DSTATE_TO_STR(WINED3D_RS_ANTIALIASEDLINEENABLE
);
3776 D3DSTATE_TO_STR(WINED3D_RS_MINTESSELLATIONLEVEL
);
3777 D3DSTATE_TO_STR(WINED3D_RS_MAXTESSELLATIONLEVEL
);
3778 D3DSTATE_TO_STR(WINED3D_RS_ADAPTIVETESS_X
);
3779 D3DSTATE_TO_STR(WINED3D_RS_ADAPTIVETESS_Y
);
3780 D3DSTATE_TO_STR(WINED3D_RS_ADAPTIVETESS_Z
);
3781 D3DSTATE_TO_STR(WINED3D_RS_ADAPTIVETESS_W
);
3782 D3DSTATE_TO_STR(WINED3D_RS_ENABLEADAPTIVETESSELLATION
);
3783 D3DSTATE_TO_STR(WINED3D_RS_TWOSIDEDSTENCILMODE
);
3784 D3DSTATE_TO_STR(WINED3D_RS_CCW_STENCILFAIL
);
3785 D3DSTATE_TO_STR(WINED3D_RS_CCW_STENCILZFAIL
);
3786 D3DSTATE_TO_STR(WINED3D_RS_CCW_STENCILPASS
);
3787 D3DSTATE_TO_STR(WINED3D_RS_CCW_STENCILFUNC
);
3788 D3DSTATE_TO_STR(WINED3D_RS_COLORWRITEENABLE1
);
3789 D3DSTATE_TO_STR(WINED3D_RS_COLORWRITEENABLE2
);
3790 D3DSTATE_TO_STR(WINED3D_RS_COLORWRITEENABLE3
);
3791 D3DSTATE_TO_STR(WINED3D_RS_BLENDFACTOR
);
3792 D3DSTATE_TO_STR(WINED3D_RS_SRGBWRITEENABLE
);
3793 D3DSTATE_TO_STR(WINED3D_RS_DEPTHBIAS
);
3794 D3DSTATE_TO_STR(WINED3D_RS_WRAP8
);
3795 D3DSTATE_TO_STR(WINED3D_RS_WRAP9
);
3796 D3DSTATE_TO_STR(WINED3D_RS_WRAP10
);
3797 D3DSTATE_TO_STR(WINED3D_RS_WRAP11
);
3798 D3DSTATE_TO_STR(WINED3D_RS_WRAP12
);
3799 D3DSTATE_TO_STR(WINED3D_RS_WRAP13
);
3800 D3DSTATE_TO_STR(WINED3D_RS_WRAP14
);
3801 D3DSTATE_TO_STR(WINED3D_RS_WRAP15
);
3802 D3DSTATE_TO_STR(WINED3D_RS_SEPARATEALPHABLENDENABLE
);
3803 D3DSTATE_TO_STR(WINED3D_RS_SRCBLENDALPHA
);
3804 D3DSTATE_TO_STR(WINED3D_RS_DESTBLENDALPHA
);
3805 D3DSTATE_TO_STR(WINED3D_RS_BLENDOPALPHA
);
3806 #undef D3DSTATE_TO_STR
3808 FIXME("Unrecognized %u render state!\n", state
);
3809 return "unrecognized";
3813 const char *debug_d3dsamplerstate(enum wined3d_sampler_state state
)
3817 #define D3DSTATE_TO_STR(u) case u: return #u
3818 D3DSTATE_TO_STR(WINED3D_SAMP_BORDER_COLOR
);
3819 D3DSTATE_TO_STR(WINED3D_SAMP_ADDRESS_U
);
3820 D3DSTATE_TO_STR(WINED3D_SAMP_ADDRESS_V
);
3821 D3DSTATE_TO_STR(WINED3D_SAMP_ADDRESS_W
);
3822 D3DSTATE_TO_STR(WINED3D_SAMP_MAG_FILTER
);
3823 D3DSTATE_TO_STR(WINED3D_SAMP_MIN_FILTER
);
3824 D3DSTATE_TO_STR(WINED3D_SAMP_MIP_FILTER
);
3825 D3DSTATE_TO_STR(WINED3D_SAMP_MIPMAP_LOD_BIAS
);
3826 D3DSTATE_TO_STR(WINED3D_SAMP_MAX_MIP_LEVEL
);
3827 D3DSTATE_TO_STR(WINED3D_SAMP_MAX_ANISOTROPY
);
3828 D3DSTATE_TO_STR(WINED3D_SAMP_SRGB_TEXTURE
);
3829 D3DSTATE_TO_STR(WINED3D_SAMP_ELEMENT_INDEX
);
3830 D3DSTATE_TO_STR(WINED3D_SAMP_DMAP_OFFSET
);
3831 #undef D3DSTATE_TO_STR
3833 FIXME("Unrecognized %u sampler state!\n", state
);
3834 return "unrecognized";
3838 const char *debug_d3dtexturefiltertype(enum wined3d_texture_filter_type filter_type
)
3840 switch (filter_type
)
3842 #define D3DTEXTUREFILTERTYPE_TO_STR(u) case u: return #u
3843 D3DTEXTUREFILTERTYPE_TO_STR(WINED3D_TEXF_NONE
);
3844 D3DTEXTUREFILTERTYPE_TO_STR(WINED3D_TEXF_POINT
);
3845 D3DTEXTUREFILTERTYPE_TO_STR(WINED3D_TEXF_LINEAR
);
3846 D3DTEXTUREFILTERTYPE_TO_STR(WINED3D_TEXF_ANISOTROPIC
);
3847 D3DTEXTUREFILTERTYPE_TO_STR(WINED3D_TEXF_FLAT_CUBIC
);
3848 D3DTEXTUREFILTERTYPE_TO_STR(WINED3D_TEXF_GAUSSIAN_CUBIC
);
3849 D3DTEXTUREFILTERTYPE_TO_STR(WINED3D_TEXF_PYRAMIDAL_QUAD
);
3850 D3DTEXTUREFILTERTYPE_TO_STR(WINED3D_TEXF_GAUSSIAN_QUAD
);
3851 #undef D3DTEXTUREFILTERTYPE_TO_STR
3853 FIXME("Unrecognied texture filter type 0x%08x.\n", filter_type
);
3854 return "unrecognized";
3858 const char *debug_d3dtexturestate(enum wined3d_texture_stage_state state
)
3862 #define D3DSTATE_TO_STR(u) case u: return #u
3863 D3DSTATE_TO_STR(WINED3D_TSS_COLOR_OP
);
3864 D3DSTATE_TO_STR(WINED3D_TSS_COLOR_ARG1
);
3865 D3DSTATE_TO_STR(WINED3D_TSS_COLOR_ARG2
);
3866 D3DSTATE_TO_STR(WINED3D_TSS_ALPHA_OP
);
3867 D3DSTATE_TO_STR(WINED3D_TSS_ALPHA_ARG1
);
3868 D3DSTATE_TO_STR(WINED3D_TSS_ALPHA_ARG2
);
3869 D3DSTATE_TO_STR(WINED3D_TSS_BUMPENV_MAT00
);
3870 D3DSTATE_TO_STR(WINED3D_TSS_BUMPENV_MAT01
);
3871 D3DSTATE_TO_STR(WINED3D_TSS_BUMPENV_MAT10
);
3872 D3DSTATE_TO_STR(WINED3D_TSS_BUMPENV_MAT11
);
3873 D3DSTATE_TO_STR(WINED3D_TSS_TEXCOORD_INDEX
);
3874 D3DSTATE_TO_STR(WINED3D_TSS_BUMPENV_LSCALE
);
3875 D3DSTATE_TO_STR(WINED3D_TSS_BUMPENV_LOFFSET
);
3876 D3DSTATE_TO_STR(WINED3D_TSS_TEXTURE_TRANSFORM_FLAGS
);
3877 D3DSTATE_TO_STR(WINED3D_TSS_COLOR_ARG0
);
3878 D3DSTATE_TO_STR(WINED3D_TSS_ALPHA_ARG0
);
3879 D3DSTATE_TO_STR(WINED3D_TSS_RESULT_ARG
);
3880 D3DSTATE_TO_STR(WINED3D_TSS_CONSTANT
);
3881 #undef D3DSTATE_TO_STR
3883 FIXME("Unrecognized %u texture state!\n", state
);
3884 return "unrecognized";
3888 const char *debug_d3dtop(enum wined3d_texture_op d3dtop
)
3892 #define D3DTOP_TO_STR(u) case u: return #u
3893 D3DTOP_TO_STR(WINED3D_TOP_DISABLE
);
3894 D3DTOP_TO_STR(WINED3D_TOP_SELECT_ARG1
);
3895 D3DTOP_TO_STR(WINED3D_TOP_SELECT_ARG2
);
3896 D3DTOP_TO_STR(WINED3D_TOP_MODULATE
);
3897 D3DTOP_TO_STR(WINED3D_TOP_MODULATE_2X
);
3898 D3DTOP_TO_STR(WINED3D_TOP_MODULATE_4X
);
3899 D3DTOP_TO_STR(WINED3D_TOP_ADD
);
3900 D3DTOP_TO_STR(WINED3D_TOP_ADD_SIGNED
);
3901 D3DTOP_TO_STR(WINED3D_TOP_ADD_SIGNED_2X
);
3902 D3DTOP_TO_STR(WINED3D_TOP_SUBTRACT
);
3903 D3DTOP_TO_STR(WINED3D_TOP_ADD_SMOOTH
);
3904 D3DTOP_TO_STR(WINED3D_TOP_BLEND_DIFFUSE_ALPHA
);
3905 D3DTOP_TO_STR(WINED3D_TOP_BLEND_TEXTURE_ALPHA
);
3906 D3DTOP_TO_STR(WINED3D_TOP_BLEND_FACTOR_ALPHA
);
3907 D3DTOP_TO_STR(WINED3D_TOP_BLEND_TEXTURE_ALPHA_PM
);
3908 D3DTOP_TO_STR(WINED3D_TOP_BLEND_CURRENT_ALPHA
);
3909 D3DTOP_TO_STR(WINED3D_TOP_PREMODULATE
);
3910 D3DTOP_TO_STR(WINED3D_TOP_MODULATE_ALPHA_ADD_COLOR
);
3911 D3DTOP_TO_STR(WINED3D_TOP_MODULATE_COLOR_ADD_ALPHA
);
3912 D3DTOP_TO_STR(WINED3D_TOP_MODULATE_INVALPHA_ADD_COLOR
);
3913 D3DTOP_TO_STR(WINED3D_TOP_MODULATE_INVCOLOR_ADD_ALPHA
);
3914 D3DTOP_TO_STR(WINED3D_TOP_BUMPENVMAP
);
3915 D3DTOP_TO_STR(WINED3D_TOP_BUMPENVMAP_LUMINANCE
);
3916 D3DTOP_TO_STR(WINED3D_TOP_DOTPRODUCT3
);
3917 D3DTOP_TO_STR(WINED3D_TOP_MULTIPLY_ADD
);
3918 D3DTOP_TO_STR(WINED3D_TOP_LERP
);
3919 #undef D3DTOP_TO_STR
3921 FIXME("Unrecognized texture op %#x.\n", d3dtop
);
3922 return "unrecognized";
3926 const char *debug_d3dtstype(enum wined3d_transform_state tstype
)
3930 #define TSTYPE_TO_STR(tstype) case tstype: return #tstype
3931 TSTYPE_TO_STR(WINED3D_TS_VIEW
);
3932 TSTYPE_TO_STR(WINED3D_TS_PROJECTION
);
3933 TSTYPE_TO_STR(WINED3D_TS_TEXTURE0
);
3934 TSTYPE_TO_STR(WINED3D_TS_TEXTURE1
);
3935 TSTYPE_TO_STR(WINED3D_TS_TEXTURE2
);
3936 TSTYPE_TO_STR(WINED3D_TS_TEXTURE3
);
3937 TSTYPE_TO_STR(WINED3D_TS_TEXTURE4
);
3938 TSTYPE_TO_STR(WINED3D_TS_TEXTURE5
);
3939 TSTYPE_TO_STR(WINED3D_TS_TEXTURE6
);
3940 TSTYPE_TO_STR(WINED3D_TS_TEXTURE7
);
3941 TSTYPE_TO_STR(WINED3D_TS_WORLD_MATRIX(0));
3942 TSTYPE_TO_STR(WINED3D_TS_WORLD_MATRIX(1));
3943 TSTYPE_TO_STR(WINED3D_TS_WORLD_MATRIX(2));
3944 TSTYPE_TO_STR(WINED3D_TS_WORLD_MATRIX(3));
3945 #undef TSTYPE_TO_STR
3947 if (tstype
> 256 && tstype
< 512)
3949 FIXME("WINED3D_TS_WORLD_MATRIX(%u). 1..255 not currently supported.\n", tstype
);
3950 return ("WINED3D_TS_WORLD_MATRIX > 0");
3952 FIXME("Unrecognized transform state %#x.\n", tstype
);
3953 return "unrecognized";
3957 const char *debug_shader_type(enum wined3d_shader_type type
)
3961 #define WINED3D_TO_STR(type) case type: return #type
3962 WINED3D_TO_STR(WINED3D_SHADER_TYPE_PIXEL
);
3963 WINED3D_TO_STR(WINED3D_SHADER_TYPE_VERTEX
);
3964 WINED3D_TO_STR(WINED3D_SHADER_TYPE_GEOMETRY
);
3965 WINED3D_TO_STR(WINED3D_SHADER_TYPE_HULL
);
3966 WINED3D_TO_STR(WINED3D_SHADER_TYPE_DOMAIN
);
3967 #undef WINED3D_TO_STR
3969 FIXME("Unrecognized shader type %#x.\n", type
);
3970 return "unrecognized";
3974 const char *debug_d3dstate(DWORD state
)
3976 if (STATE_IS_RENDER(state
))
3977 return wine_dbg_sprintf("STATE_RENDER(%s)", debug_d3drenderstate(state
- STATE_RENDER(0)));
3978 if (STATE_IS_TEXTURESTAGE(state
))
3980 DWORD texture_stage
= (state
- STATE_TEXTURESTAGE(0, 0)) / (WINED3D_HIGHEST_TEXTURE_STATE
+ 1);
3981 DWORD texture_state
= state
- STATE_TEXTURESTAGE(texture_stage
, 0);
3982 return wine_dbg_sprintf("STATE_TEXTURESTAGE(%#x, %s)",
3983 texture_stage
, debug_d3dtexturestate(texture_state
));
3985 if (STATE_IS_SAMPLER(state
))
3986 return wine_dbg_sprintf("STATE_SAMPLER(%#x)", state
- STATE_SAMPLER(0));
3987 if (STATE_IS_SHADER(state
))
3988 return wine_dbg_sprintf("STATE_SHADER(%s)", debug_shader_type(state
- STATE_SHADER(0)));
3989 if (STATE_IS_CONSTANT_BUFFER(state
))
3990 return wine_dbg_sprintf("STATE_CONSTANT_BUFFER(%s)", debug_shader_type(state
- STATE_CONSTANT_BUFFER(0)));
3991 if (STATE_IS_SHADER_RESOURCE_BINDING(state
))
3992 return "STATE_SHADER_RESOURCE_BINDING";
3993 if (STATE_IS_TRANSFORM(state
))
3994 return wine_dbg_sprintf("STATE_TRANSFORM(%s)", debug_d3dtstype(state
- STATE_TRANSFORM(0)));
3995 if (STATE_IS_STREAMSRC(state
))
3996 return "STATE_STREAMSRC";
3997 if (STATE_IS_INDEXBUFFER(state
))
3998 return "STATE_INDEXBUFFER";
3999 if (STATE_IS_VDECL(state
))
4000 return "STATE_VDECL";
4001 if (STATE_IS_VIEWPORT(state
))
4002 return "STATE_VIEWPORT";
4003 if (STATE_IS_LIGHT_TYPE(state
))
4004 return "STATE_LIGHT_TYPE";
4005 if (STATE_IS_ACTIVELIGHT(state
))
4006 return wine_dbg_sprintf("STATE_ACTIVELIGHT(%#x)", state
- STATE_ACTIVELIGHT(0));
4007 if (STATE_IS_SCISSORRECT(state
))
4008 return "STATE_SCISSORRECT";
4009 if (STATE_IS_CLIPPLANE(state
))
4010 return wine_dbg_sprintf("STATE_CLIPPLANE(%#x)", state
- STATE_CLIPPLANE(0));
4011 if (STATE_IS_MATERIAL(state
))
4012 return "STATE_MATERIAL";
4013 if (STATE_IS_FRONTFACE(state
))
4014 return "STATE_FRONTFACE";
4015 if (STATE_IS_POINTSPRITECOORDORIGIN(state
))
4016 return "STATE_POINTSPRITECOORDORIGIN";
4017 if (STATE_IS_BASEVERTEXINDEX(state
))
4018 return "STATE_BASEVERTEXINDEX";
4019 if (STATE_IS_FRAMEBUFFER(state
))
4020 return "STATE_FRAMEBUFFER";
4021 if (STATE_IS_POINT_ENABLE(state
))
4022 return "STATE_POINT_ENABLE";
4023 if (STATE_IS_COLOR_KEY(state
))
4024 return "STATE_COLOR_KEY";
4026 return wine_dbg_sprintf("UNKNOWN_STATE(%#x)", state
);
4029 const char *debug_d3dpool(enum wined3d_pool pool
)
4033 #define POOL_TO_STR(p) case p: return #p
4034 POOL_TO_STR(WINED3D_POOL_DEFAULT
);
4035 POOL_TO_STR(WINED3D_POOL_MANAGED
);
4036 POOL_TO_STR(WINED3D_POOL_SYSTEM_MEM
);
4037 POOL_TO_STR(WINED3D_POOL_SCRATCH
);
4040 FIXME("Unrecognized pool %#x.\n", pool
);
4041 return "unrecognized";
4045 const char *debug_fboattachment(GLenum attachment
)
4049 #define WINED3D_TO_STR(x) case x: return #x
4050 WINED3D_TO_STR(GL_COLOR_ATTACHMENT0
);
4051 WINED3D_TO_STR(GL_COLOR_ATTACHMENT1
);
4052 WINED3D_TO_STR(GL_COLOR_ATTACHMENT2
);
4053 WINED3D_TO_STR(GL_COLOR_ATTACHMENT3
);
4054 WINED3D_TO_STR(GL_COLOR_ATTACHMENT4
);
4055 WINED3D_TO_STR(GL_COLOR_ATTACHMENT5
);
4056 WINED3D_TO_STR(GL_COLOR_ATTACHMENT6
);
4057 WINED3D_TO_STR(GL_COLOR_ATTACHMENT7
);
4058 WINED3D_TO_STR(GL_COLOR_ATTACHMENT8
);
4059 WINED3D_TO_STR(GL_COLOR_ATTACHMENT9
);
4060 WINED3D_TO_STR(GL_COLOR_ATTACHMENT10
);
4061 WINED3D_TO_STR(GL_COLOR_ATTACHMENT11
);
4062 WINED3D_TO_STR(GL_COLOR_ATTACHMENT12
);
4063 WINED3D_TO_STR(GL_COLOR_ATTACHMENT13
);
4064 WINED3D_TO_STR(GL_COLOR_ATTACHMENT14
);
4065 WINED3D_TO_STR(GL_COLOR_ATTACHMENT15
);
4066 WINED3D_TO_STR(GL_DEPTH_ATTACHMENT
);
4067 WINED3D_TO_STR(GL_STENCIL_ATTACHMENT
);
4068 #undef WINED3D_TO_STR
4070 return wine_dbg_sprintf("Unknown FBO attachment %#x", attachment
);
4074 const char *debug_fbostatus(GLenum status
) {
4076 #define FBOSTATUS_TO_STR(u) case u: return #u
4077 FBOSTATUS_TO_STR(GL_FRAMEBUFFER_COMPLETE
);
4078 FBOSTATUS_TO_STR(GL_FRAMEBUFFER_INCOMPLETE_ATTACHMENT
);
4079 FBOSTATUS_TO_STR(GL_FRAMEBUFFER_INCOMPLETE_MISSING_ATTACHMENT
);
4080 FBOSTATUS_TO_STR(GL_FRAMEBUFFER_INCOMPLETE_DIMENSIONS_EXT
);
4081 FBOSTATUS_TO_STR(GL_FRAMEBUFFER_INCOMPLETE_FORMATS_EXT
);
4082 FBOSTATUS_TO_STR(GL_FRAMEBUFFER_INCOMPLETE_DRAW_BUFFER
);
4083 FBOSTATUS_TO_STR(GL_FRAMEBUFFER_INCOMPLETE_READ_BUFFER
);
4084 FBOSTATUS_TO_STR(GL_FRAMEBUFFER_INCOMPLETE_MULTISAMPLE
);
4085 FBOSTATUS_TO_STR(GL_FRAMEBUFFER_UNSUPPORTED
);
4086 FBOSTATUS_TO_STR(GL_FRAMEBUFFER_UNDEFINED
);
4087 #undef FBOSTATUS_TO_STR
4089 FIXME("Unrecognied FBO status 0x%08x\n", status
);
4090 return "unrecognized";
4094 const char *debug_glerror(GLenum error
) {
4096 #define GLERROR_TO_STR(u) case u: return #u
4097 GLERROR_TO_STR(GL_NO_ERROR
);
4098 GLERROR_TO_STR(GL_INVALID_ENUM
);
4099 GLERROR_TO_STR(GL_INVALID_VALUE
);
4100 GLERROR_TO_STR(GL_INVALID_OPERATION
);
4101 GLERROR_TO_STR(GL_STACK_OVERFLOW
);
4102 GLERROR_TO_STR(GL_STACK_UNDERFLOW
);
4103 GLERROR_TO_STR(GL_OUT_OF_MEMORY
);
4104 GLERROR_TO_STR(GL_INVALID_FRAMEBUFFER_OPERATION
);
4105 #undef GLERROR_TO_STR
4107 FIXME("Unrecognied GL error 0x%08x\n", error
);
4108 return "unrecognized";
4112 static const char *debug_fixup_channel_source(enum fixup_channel_source source
)
4116 #define WINED3D_TO_STR(x) case x: return #x
4117 WINED3D_TO_STR(CHANNEL_SOURCE_ZERO
);
4118 WINED3D_TO_STR(CHANNEL_SOURCE_ONE
);
4119 WINED3D_TO_STR(CHANNEL_SOURCE_X
);
4120 WINED3D_TO_STR(CHANNEL_SOURCE_Y
);
4121 WINED3D_TO_STR(CHANNEL_SOURCE_Z
);
4122 WINED3D_TO_STR(CHANNEL_SOURCE_W
);
4123 WINED3D_TO_STR(CHANNEL_SOURCE_COMPLEX0
);
4124 WINED3D_TO_STR(CHANNEL_SOURCE_COMPLEX1
);
4125 #undef WINED3D_TO_STR
4127 FIXME("Unrecognized fixup_channel_source %#x\n", source
);
4128 return "unrecognized";
4132 static const char *debug_complex_fixup(enum complex_fixup fixup
)
4136 #define WINED3D_TO_STR(x) case x: return #x
4137 WINED3D_TO_STR(COMPLEX_FIXUP_YUY2
);
4138 WINED3D_TO_STR(COMPLEX_FIXUP_UYVY
);
4139 WINED3D_TO_STR(COMPLEX_FIXUP_YV12
);
4140 WINED3D_TO_STR(COMPLEX_FIXUP_NV12
);
4141 WINED3D_TO_STR(COMPLEX_FIXUP_P8
);
4142 #undef WINED3D_TO_STR
4144 FIXME("Unrecognized complex fixup %#x\n", fixup
);
4145 return "unrecognized";
4149 void dump_color_fixup_desc(struct color_fixup_desc fixup
)
4151 if (is_complex_fixup(fixup
))
4153 TRACE("\tComplex: %s\n", debug_complex_fixup(get_complex_fixup(fixup
)));
4157 TRACE("\tX: %s%s\n", debug_fixup_channel_source(fixup
.x_source
), fixup
.x_sign_fixup
? ", SIGN_FIXUP" : "");
4158 TRACE("\tY: %s%s\n", debug_fixup_channel_source(fixup
.y_source
), fixup
.y_sign_fixup
? ", SIGN_FIXUP" : "");
4159 TRACE("\tZ: %s%s\n", debug_fixup_channel_source(fixup
.z_source
), fixup
.z_sign_fixup
? ", SIGN_FIXUP" : "");
4160 TRACE("\tW: %s%s\n", debug_fixup_channel_source(fixup
.w_source
), fixup
.w_sign_fixup
? ", SIGN_FIXUP" : "");
4163 BOOL
is_invalid_op(const struct wined3d_state
*state
, int stage
,
4164 enum wined3d_texture_op op
, DWORD arg1
, DWORD arg2
, DWORD arg3
)
4166 if (op
== WINED3D_TOP_DISABLE
)
4168 if (state
->textures
[stage
])
4171 if ((arg1
& WINED3DTA_SELECTMASK
) == WINED3DTA_TEXTURE
4172 && op
!= WINED3D_TOP_SELECT_ARG2
)
4174 if ((arg2
& WINED3DTA_SELECTMASK
) == WINED3DTA_TEXTURE
4175 && op
!= WINED3D_TOP_SELECT_ARG1
)
4177 if ((arg3
& WINED3DTA_SELECTMASK
) == WINED3DTA_TEXTURE
4178 && (op
== WINED3D_TOP_MULTIPLY_ADD
|| op
== WINED3D_TOP_LERP
))
4184 void get_identity_matrix(struct wined3d_matrix
*mat
)
4186 static const struct wined3d_matrix identity
=
4188 1.0f
, 0.0f
, 0.0f
, 0.0f
,
4189 0.0f
, 1.0f
, 0.0f
, 0.0f
,
4190 0.0f
, 0.0f
, 1.0f
, 0.0f
,
4191 0.0f
, 0.0f
, 0.0f
, 1.0f
,
4197 void get_modelview_matrix(const struct wined3d_context
*context
, const struct wined3d_state
*state
,
4198 unsigned int index
, struct wined3d_matrix
*mat
)
4200 if (context
->last_was_rhw
)
4201 get_identity_matrix(mat
);
4203 multiply_matrix(mat
, &state
->transforms
[WINED3D_TS_VIEW
], &state
->transforms
[WINED3D_TS_WORLD_MATRIX(index
)]);
4206 void get_projection_matrix(const struct wined3d_context
*context
, const struct wined3d_state
*state
,
4207 struct wined3d_matrix
*mat
)
4209 float center_offset
;
4211 /* There are a couple of additional things we have to take into account
4212 * here besides the projection transformation itself:
4213 * - We need to flip along the y-axis in case of offscreen rendering.
4214 * - OpenGL Z range is {-Wc,...,Wc} while D3D Z range is {0,...,Wc}.
4215 * - D3D coordinates refer to pixel centers while GL coordinates refer
4217 * - D3D has a top-left filling convention. We need to maintain this
4218 * even after the y-flip mentioned above.
4219 * In order to handle the last two points, we translate by
4220 * (63.0 / 128.0) / VPw and (63.0 / 128.0) / VPh. This is equivalent to
4221 * translating slightly less than half a pixel. We want the difference to
4222 * be large enough that it doesn't get lost due to rounding inside the
4223 * driver, but small enough to prevent it from interfering with any
4226 if (context
->swapchain
->device
->wined3d
->flags
& WINED3D_PIXEL_CENTER_INTEGER
)
4227 center_offset
= 63.0f
/ 64.0f
;
4229 center_offset
= -1.0f
/ 64.0f
;
4231 if (context
->last_was_rhw
)
4233 /* Transform D3D RHW coordinates to OpenGL clip coordinates. */
4234 float x
= state
->viewport
.x
;
4235 float y
= state
->viewport
.y
;
4236 float w
= state
->viewport
.width
;
4237 float h
= state
->viewport
.height
;
4238 float x_scale
= 2.0f
/ w
;
4239 float x_offset
= (center_offset
- (2.0f
* x
) - w
) / w
;
4240 float y_scale
= context
->render_offscreen
? 2.0f
/ h
: 2.0f
/ -h
;
4241 float y_offset
= context
->render_offscreen
4242 ? (center_offset
- (2.0f
* y
) - h
) / h
4243 : (center_offset
- (2.0f
* y
) - h
) / -h
;
4244 enum wined3d_depth_buffer_type zenable
= state
->fb
->depth_stencil
?
4245 state
->render_states
[WINED3D_RS_ZENABLE
] : WINED3D_ZB_FALSE
;
4246 float z_scale
= zenable
? 2.0f
: 0.0f
;
4247 float z_offset
= zenable
? -1.0f
: 0.0f
;
4248 const struct wined3d_matrix projection
=
4250 x_scale
, 0.0f
, 0.0f
, 0.0f
,
4251 0.0f
, y_scale
, 0.0f
, 0.0f
,
4252 0.0f
, 0.0f
, z_scale
, 0.0f
,
4253 x_offset
, y_offset
, z_offset
, 1.0f
,
4260 float y_scale
= context
->render_offscreen
? -1.0f
: 1.0f
;
4261 float x_offset
= center_offset
/ state
->viewport
.width
;
4262 float y_offset
= context
->render_offscreen
4263 ? center_offset
/ state
->viewport
.height
4264 : -center_offset
/ state
->viewport
.height
;
4265 const struct wined3d_matrix projection
=
4267 1.0f
, 0.0f
, 0.0f
, 0.0f
,
4268 0.0f
, y_scale
, 0.0f
, 0.0f
,
4269 0.0f
, 0.0f
, 2.0f
, 0.0f
,
4270 x_offset
, y_offset
, -1.0f
, 1.0f
,
4273 multiply_matrix(mat
, &projection
, &state
->transforms
[WINED3D_TS_PROJECTION
]);
4277 /* Setup this textures matrix according to the texture flags. */
4278 static void compute_texture_matrix(const struct wined3d_gl_info
*gl_info
, const struct wined3d_matrix
*matrix
,
4279 DWORD flags
, BOOL calculated_coords
, BOOL transformed
, enum wined3d_format_id format_id
,
4280 BOOL ffp_proj_control
, struct wined3d_matrix
*out_matrix
)
4282 struct wined3d_matrix mat
;
4284 if (flags
== WINED3D_TTFF_DISABLE
|| flags
== WINED3D_TTFF_COUNT1
|| transformed
)
4286 get_identity_matrix(out_matrix
);
4290 if (flags
== (WINED3D_TTFF_COUNT1
| WINED3D_TTFF_PROJECTED
))
4292 ERR("Invalid texture transform flags: WINED3D_TTFF_COUNT1 | WINED3D_TTFF_PROJECTED.\n");
4298 if (flags
& WINED3D_TTFF_PROJECTED
)
4300 if (!ffp_proj_control
)
4302 switch (flags
& ~WINED3D_TTFF_PROJECTED
)
4304 case WINED3D_TTFF_COUNT2
:
4309 mat
._12
= mat
._22
= mat
._32
= mat
._42
= 0.0f
;
4311 case WINED3D_TTFF_COUNT3
:
4316 mat
._13
= mat
._23
= mat
._33
= mat
._43
= 0.0f
;
4323 /* Under Direct3D the R/Z coord can be used for translation, under
4324 * OpenGL we use the Q coord instead. */
4325 if (!calculated_coords
)
4329 /* Direct3D passes the default 1.0 in the 2nd coord, while GL
4330 * passes it in the 4th. Swap 2nd and 4th coord. No need to
4331 * store the value of mat._41 in mat._21 because the input
4332 * value to the transformation will be 0, so the matrix value
4334 case WINED3DFMT_R32_FLOAT
:
4340 /* See above, just 3rd and 4th coord. */
4341 case WINED3DFMT_R32G32_FLOAT
:
4347 case WINED3DFMT_R32G32B32_FLOAT
: /* Opengl defaults match dx defaults */
4348 case WINED3DFMT_R32G32B32A32_FLOAT
: /* No defaults apply, all app defined */
4350 /* This is to prevent swapping the matrix lines and put the default 4th coord = 1.0
4351 * into a bad place. The division elimination below will apply to make sure the
4352 * 1.0 doesn't do anything bad. The caller will set this value if the stride is 0
4354 case WINED3DFMT_UNKNOWN
: /* No texture coords, 0/0/0/1 defaults are passed */
4357 FIXME("Unexpected fixed function texture coord input\n");
4360 if (!ffp_proj_control
)
4362 switch (flags
& ~WINED3D_TTFF_PROJECTED
)
4364 /* case WINED3D_TTFF_COUNT1: Won't ever get here. */
4365 case WINED3D_TTFF_COUNT2
:
4366 mat
._13
= mat
._23
= mat
._33
= mat
._43
= 0.0f
;
4367 /* OpenGL divides the first 3 vertex coordinates by the 4th by
4368 * default, which is essentially the same as D3DTTFF_PROJECTED.
4369 * Make sure that the 4th coordinate evaluates to 1.0 to
4372 * If the fixed function pipeline is used, the 4th value
4373 * remains unused, so there is no danger in doing this. With
4374 * vertex shaders we have a problem. Should an application hit
4375 * that problem, the code here would have to check for pixel
4376 * shaders, and the shader has to undo the default GL divide.
4378 * A more serious problem occurs if the application passes 4
4379 * coordinates in, and the 4th is != 1.0 (OpenGL default).
4380 * This would have to be fixed with immediate mode draws. */
4382 mat
._14
= mat
._24
= mat
._34
= 0.0f
; mat
._44
= 1.0f
;
4390 void get_texture_matrix(const struct wined3d_context
*context
, const struct wined3d_state
*state
,
4391 unsigned int tex
, struct wined3d_matrix
*mat
)
4393 const struct wined3d_device
*device
= context
->swapchain
->device
;
4394 const struct wined3d_gl_info
*gl_info
= context
->gl_info
;
4395 BOOL generated
= (state
->texture_states
[tex
][WINED3D_TSS_TEXCOORD_INDEX
] & 0xffff0000)
4396 != WINED3DTSS_TCI_PASSTHRU
;
4397 unsigned int coord_idx
= min(state
->texture_states
[tex
][WINED3D_TSS_TEXCOORD_INDEX
& 0x0000ffff],
4400 compute_texture_matrix(gl_info
, &state
->transforms
[WINED3D_TS_TEXTURE0
+ tex
],
4401 state
->texture_states
[tex
][WINED3D_TSS_TEXTURE_TRANSFORM_FLAGS
],
4402 generated
, context
->last_was_rhw
,
4403 context
->stream_info
.use_map
& (1u << (WINED3D_FFP_TEXCOORD0
+ coord_idx
))
4404 ? context
->stream_info
.elements
[WINED3D_FFP_TEXCOORD0
+ coord_idx
].format
->id
4405 : WINED3DFMT_UNKNOWN
,
4406 device
->shader_backend
->shader_has_ffp_proj_control(device
->shader_priv
), mat
);
4408 if ((context
->lastWasPow2Texture
& (1u << tex
)) && state
->textures
[tex
])
4411 FIXME("Non-power-of-two texture being used with generated texture coords.\n");
4412 /* NP2 texcoord fixup is implemented for pixelshaders so only enable the
4413 * fixed-function-pipeline fixup via pow2Matrix when no PS is used. */
4416 TRACE("Non-power-of-two texture matrix multiply fixup.\n");
4417 multiply_matrix(mat
, mat
, (struct wined3d_matrix
*)state
->textures
[tex
]->pow2_matrix
);
4422 void get_pointsize_minmax(const struct wined3d_context
*context
, const struct wined3d_state
*state
,
4423 float *out_min
, float *out_max
)
4431 min
.d
= state
->render_states
[WINED3D_RS_POINTSIZE_MIN
];
4432 max
.d
= state
->render_states
[WINED3D_RS_POINTSIZE_MAX
];
4441 void get_pointsize(const struct wined3d_context
*context
, const struct wined3d_state
*state
,
4442 float *out_pointsize
, float *out_att
)
4444 /* POINTSCALEENABLE controls how point size value is treated. If set to
4445 * true, the point size is scaled with respect to height of viewport.
4446 * When set to false point size is in pixels. */
4451 } pointsize
, a
, b
, c
;
4457 pointsize
.d
= state
->render_states
[WINED3D_RS_POINTSIZE
];
4458 a
.d
= state
->render_states
[WINED3D_RS_POINTSCALE_A
];
4459 b
.d
= state
->render_states
[WINED3D_RS_POINTSCALE_B
];
4460 c
.d
= state
->render_states
[WINED3D_RS_POINTSCALE_C
];
4462 if (state
->render_states
[WINED3D_RS_POINTSCALEENABLE
])
4464 float scale_factor
= state
->viewport
.height
* state
->viewport
.height
;
4466 out_att
[0] = a
.f
/ scale_factor
;
4467 out_att
[1] = b
.f
/ scale_factor
;
4468 out_att
[2] = c
.f
/ scale_factor
;
4470 *out_pointsize
= pointsize
.f
;
4473 void get_fog_start_end(const struct wined3d_context
*context
, const struct wined3d_state
*state
,
4474 float *start
, float *end
)
4482 switch (context
->fog_source
)
4489 case FOGSOURCE_COORD
:
4495 tmpvalue
.d
= state
->render_states
[WINED3D_RS_FOGSTART
];
4496 *start
= tmpvalue
.f
;
4497 tmpvalue
.d
= state
->render_states
[WINED3D_RS_FOGEND
];
4499 /* Special handling for fog_start == fog_end. In d3d with vertex
4500 * fog, everything is fogged. With table fog, everything with
4501 * fog_coord < fog_start is unfogged, and fog_coord > fog_start
4502 * is fogged. Windows drivers disagree when fog_coord == fog_start. */
4503 if (state
->render_states
[WINED3D_RS_FOGTABLEMODE
] == WINED3D_FOG_NONE
&& *start
== *end
)
4511 /* This should not happen, context->fog_source is set in wined3d, not the app. */
4512 ERR("Unexpected fog coordinate source.\n");
4518 /* Note: It's the caller's responsibility to ensure values can be expressed
4519 * in the requested format. UNORM formats for example can only express values
4520 * in the range 0.0f -> 1.0f. */
4521 DWORD
wined3d_format_convert_from_float(const struct wined3d_format
*format
, const struct wined3d_color
*color
)
4525 enum wined3d_format_id format_id
;
4537 {WINED3DFMT_B8G8R8A8_UNORM
, 255.0f
, 255.0f
, 255.0f
, 255.0f
, 16, 8, 0, 24},
4538 {WINED3DFMT_B8G8R8X8_UNORM
, 255.0f
, 255.0f
, 255.0f
, 255.0f
, 16, 8, 0, 24},
4539 {WINED3DFMT_B8G8R8_UNORM
, 255.0f
, 255.0f
, 255.0f
, 255.0f
, 16, 8, 0, 24},
4540 {WINED3DFMT_B5G6R5_UNORM
, 31.0f
, 63.0f
, 31.0f
, 0.0f
, 11, 5, 0, 0},
4541 {WINED3DFMT_B5G5R5A1_UNORM
, 31.0f
, 31.0f
, 31.0f
, 1.0f
, 10, 5, 0, 15},
4542 {WINED3DFMT_B5G5R5X1_UNORM
, 31.0f
, 31.0f
, 31.0f
, 1.0f
, 10, 5, 0, 15},
4543 {WINED3DFMT_R8_UNORM
, 255.0f
, 0.0f
, 0.0f
, 0.0f
, 0, 0, 0, 0},
4544 {WINED3DFMT_A8_UNORM
, 0.0f
, 0.0f
, 0.0f
, 255.0f
, 0, 0, 0, 0},
4545 {WINED3DFMT_B4G4R4A4_UNORM
, 15.0f
, 15.0f
, 15.0f
, 15.0f
, 8, 4, 0, 12},
4546 {WINED3DFMT_B4G4R4X4_UNORM
, 15.0f
, 15.0f
, 15.0f
, 15.0f
, 8, 4, 0, 12},
4547 {WINED3DFMT_B2G3R3_UNORM
, 7.0f
, 7.0f
, 3.0f
, 0.0f
, 5, 2, 0, 0},
4548 {WINED3DFMT_R8G8B8A8_UNORM
, 255.0f
, 255.0f
, 255.0f
, 255.0f
, 0, 8, 16, 24},
4549 {WINED3DFMT_R8G8B8X8_UNORM
, 255.0f
, 255.0f
, 255.0f
, 255.0f
, 0, 8, 16, 24},
4550 {WINED3DFMT_B10G10R10A2_UNORM
, 1023.0f
, 1023.0f
, 1023.0f
, 3.0f
, 20, 10, 0, 30},
4551 {WINED3DFMT_R10G10B10A2_UNORM
, 1023.0f
, 1023.0f
, 1023.0f
, 3.0f
, 0, 10, 20, 30},
4552 {WINED3DFMT_P8_UINT
, 0.0f
, 0.0f
, 0.0f
, 255.0f
, 0, 0, 0, 0},
4556 TRACE("Converting color {%.8e %.8e %.8e %.8e} to format %s.\n",
4557 color
->r
, color
->g
, color
->b
, color
->a
, debug_d3dformat(format
->id
));
4559 for (i
= 0; i
< sizeof(conv
) / sizeof(*conv
); ++i
)
4563 if (format
->id
!= conv
[i
].format_id
) continue;
4565 ret
= ((DWORD
)((color
->r
* conv
[i
].r_mul
) + 0.5f
)) << conv
[i
].r_shift
;
4566 ret
|= ((DWORD
)((color
->g
* conv
[i
].g_mul
) + 0.5f
)) << conv
[i
].g_shift
;
4567 ret
|= ((DWORD
)((color
->b
* conv
[i
].b_mul
) + 0.5f
)) << conv
[i
].b_shift
;
4568 ret
|= ((DWORD
)((color
->a
* conv
[i
].a_mul
) + 0.5f
)) << conv
[i
].a_shift
;
4570 TRACE("Returning 0x%08x.\n", ret
);
4575 FIXME("Conversion for format %s not implemented.\n", debug_d3dformat(format
->id
));
4580 static float color_to_float(DWORD color
, DWORD size
, DWORD offset
)
4582 DWORD mask
= (1u << size
) - 1;
4590 return (float)color
/ (float)mask
;
4593 BOOL
wined3d_format_convert_color_to_float(const struct wined3d_format
*format
,
4594 const struct wined3d_palette
*palette
, DWORD color
, struct wined3d_color
*float_color
)
4598 case WINED3DFMT_B8G8R8_UNORM
:
4599 case WINED3DFMT_B8G8R8A8_UNORM
:
4600 case WINED3DFMT_B8G8R8X8_UNORM
:
4601 case WINED3DFMT_B5G6R5_UNORM
:
4602 case WINED3DFMT_B5G5R5X1_UNORM
:
4603 case WINED3DFMT_B5G5R5A1_UNORM
:
4604 case WINED3DFMT_B4G4R4A4_UNORM
:
4605 case WINED3DFMT_B2G3R3_UNORM
:
4606 case WINED3DFMT_R8_UNORM
:
4607 case WINED3DFMT_A8_UNORM
:
4608 case WINED3DFMT_B2G3R3A8_UNORM
:
4609 case WINED3DFMT_B4G4R4X4_UNORM
:
4610 case WINED3DFMT_R10G10B10A2_UNORM
:
4611 case WINED3DFMT_R10G10B10A2_SNORM
:
4612 case WINED3DFMT_R8G8B8A8_UNORM
:
4613 case WINED3DFMT_R8G8B8X8_UNORM
:
4614 case WINED3DFMT_R16G16_UNORM
:
4615 case WINED3DFMT_B10G10R10A2_UNORM
:
4616 float_color
->r
= color_to_float(color
, format
->red_size
, format
->red_offset
);
4617 float_color
->g
= color_to_float(color
, format
->green_size
, format
->green_offset
);
4618 float_color
->b
= color_to_float(color
, format
->blue_size
, format
->blue_offset
);
4619 float_color
->a
= color_to_float(color
, format
->alpha_size
, format
->alpha_offset
);
4622 case WINED3DFMT_P8_UINT
:
4625 float_color
->r
= palette
->colors
[color
].rgbRed
/ 255.0f
;
4626 float_color
->g
= palette
->colors
[color
].rgbGreen
/ 255.0f
;
4627 float_color
->b
= palette
->colors
[color
].rgbBlue
/ 255.0f
;
4631 float_color
->r
= 0.0f
;
4632 float_color
->g
= 0.0f
;
4633 float_color
->b
= 0.0f
;
4635 float_color
->a
= color
/ 255.0f
;
4639 ERR("Unhandled conversion from %s to floating point.\n", debug_d3dformat(format
->id
));
4644 void wined3d_format_get_float_color_key(const struct wined3d_format
*format
,
4645 const struct wined3d_color_key
*key
, struct wined3d_color
*float_colors
)
4647 struct wined3d_color slop
;
4651 case WINED3DFMT_B8G8R8_UNORM
:
4652 case WINED3DFMT_B8G8R8A8_UNORM
:
4653 case WINED3DFMT_B8G8R8X8_UNORM
:
4654 case WINED3DFMT_B5G6R5_UNORM
:
4655 case WINED3DFMT_B5G5R5X1_UNORM
:
4656 case WINED3DFMT_B5G5R5A1_UNORM
:
4657 case WINED3DFMT_B4G4R4A4_UNORM
:
4658 case WINED3DFMT_B2G3R3_UNORM
:
4659 case WINED3DFMT_R8_UNORM
:
4660 case WINED3DFMT_A8_UNORM
:
4661 case WINED3DFMT_B2G3R3A8_UNORM
:
4662 case WINED3DFMT_B4G4R4X4_UNORM
:
4663 case WINED3DFMT_R10G10B10A2_UNORM
:
4664 case WINED3DFMT_R10G10B10A2_SNORM
:
4665 case WINED3DFMT_R8G8B8A8_UNORM
:
4666 case WINED3DFMT_R8G8B8X8_UNORM
:
4667 case WINED3DFMT_R16G16_UNORM
:
4668 case WINED3DFMT_B10G10R10A2_UNORM
:
4669 slop
.r
= 0.5f
/ ((1 << format
->red_size
) - 1);
4670 slop
.g
= 0.5f
/ ((1 << format
->green_size
) - 1);
4671 slop
.b
= 0.5f
/ ((1 << format
->blue_size
) - 1);
4672 slop
.a
= 0.5f
/ ((1 << format
->alpha_size
) - 1);
4674 float_colors
[0].r
= color_to_float(key
->color_space_low_value
, format
->red_size
, format
->red_offset
)
4676 float_colors
[0].g
= color_to_float(key
->color_space_low_value
, format
->green_size
, format
->green_offset
)
4678 float_colors
[0].b
= color_to_float(key
->color_space_low_value
, format
->blue_size
, format
->blue_offset
)
4680 float_colors
[0].a
= color_to_float(key
->color_space_low_value
, format
->alpha_size
, format
->alpha_offset
)
4683 float_colors
[1].r
= color_to_float(key
->color_space_high_value
, format
->red_size
, format
->red_offset
)
4685 float_colors
[1].g
= color_to_float(key
->color_space_high_value
, format
->green_size
, format
->green_offset
)
4687 float_colors
[1].b
= color_to_float(key
->color_space_high_value
, format
->blue_size
, format
->blue_offset
)
4689 float_colors
[1].a
= color_to_float(key
->color_space_high_value
, format
->alpha_size
, format
->alpha_offset
)
4693 case WINED3DFMT_P8_UINT
:
4694 float_colors
[0].r
= 0.0f
;
4695 float_colors
[0].g
= 0.0f
;
4696 float_colors
[0].b
= 0.0f
;
4697 float_colors
[0].a
= (key
->color_space_low_value
- 0.5f
) / 255.0f
;
4699 float_colors
[1].r
= 0.0f
;
4700 float_colors
[1].g
= 0.0f
;
4701 float_colors
[1].b
= 0.0f
;
4702 float_colors
[1].a
= (key
->color_space_high_value
+ 0.5f
) / 255.0f
;
4706 ERR("Unhandled color key to float conversion for format %s.\n", debug_d3dformat(format
->id
));
4710 /* DirectDraw stuff */
4711 enum wined3d_format_id
pixelformat_for_depth(DWORD depth
)
4715 case 8: return WINED3DFMT_P8_UINT
;
4716 case 15: return WINED3DFMT_B5G5R5X1_UNORM
;
4717 case 16: return WINED3DFMT_B5G6R5_UNORM
;
4718 case 24: return WINED3DFMT_B8G8R8X8_UNORM
; /* Robots needs 24bit to be WINED3DFMT_B8G8R8X8_UNORM */
4719 case 32: return WINED3DFMT_B8G8R8X8_UNORM
; /* EVE online and the Fur demo need 32bit AdapterDisplayMode to return WINED3DFMT_B8G8R8X8_UNORM */
4720 default: return WINED3DFMT_UNKNOWN
;
4724 void multiply_matrix(struct wined3d_matrix
*dst
, const struct wined3d_matrix
*src1
, const struct wined3d_matrix
*src2
)
4726 struct wined3d_matrix tmp
;
4728 /* Now do the multiplication 'by hand'.
4729 I know that all this could be optimised, but this will be done later :-) */
4730 tmp
._11
= (src1
->_11
* src2
->_11
) + (src1
->_21
* src2
->_12
) + (src1
->_31
* src2
->_13
) + (src1
->_41
* src2
->_14
);
4731 tmp
._21
= (src1
->_11
* src2
->_21
) + (src1
->_21
* src2
->_22
) + (src1
->_31
* src2
->_23
) + (src1
->_41
* src2
->_24
);
4732 tmp
._31
= (src1
->_11
* src2
->_31
) + (src1
->_21
* src2
->_32
) + (src1
->_31
* src2
->_33
) + (src1
->_41
* src2
->_34
);
4733 tmp
._41
= (src1
->_11
* src2
->_41
) + (src1
->_21
* src2
->_42
) + (src1
->_31
* src2
->_43
) + (src1
->_41
* src2
->_44
);
4735 tmp
._12
= (src1
->_12
* src2
->_11
) + (src1
->_22
* src2
->_12
) + (src1
->_32
* src2
->_13
) + (src1
->_42
* src2
->_14
);
4736 tmp
._22
= (src1
->_12
* src2
->_21
) + (src1
->_22
* src2
->_22
) + (src1
->_32
* src2
->_23
) + (src1
->_42
* src2
->_24
);
4737 tmp
._32
= (src1
->_12
* src2
->_31
) + (src1
->_22
* src2
->_32
) + (src1
->_32
* src2
->_33
) + (src1
->_42
* src2
->_34
);
4738 tmp
._42
= (src1
->_12
* src2
->_41
) + (src1
->_22
* src2
->_42
) + (src1
->_32
* src2
->_43
) + (src1
->_42
* src2
->_44
);
4740 tmp
._13
= (src1
->_13
* src2
->_11
) + (src1
->_23
* src2
->_12
) + (src1
->_33
* src2
->_13
) + (src1
->_43
* src2
->_14
);
4741 tmp
._23
= (src1
->_13
* src2
->_21
) + (src1
->_23
* src2
->_22
) + (src1
->_33
* src2
->_23
) + (src1
->_43
* src2
->_24
);
4742 tmp
._33
= (src1
->_13
* src2
->_31
) + (src1
->_23
* src2
->_32
) + (src1
->_33
* src2
->_33
) + (src1
->_43
* src2
->_34
);
4743 tmp
._43
= (src1
->_13
* src2
->_41
) + (src1
->_23
* src2
->_42
) + (src1
->_33
* src2
->_43
) + (src1
->_43
* src2
->_44
);
4745 tmp
._14
= (src1
->_14
* src2
->_11
) + (src1
->_24
* src2
->_12
) + (src1
->_34
* src2
->_13
) + (src1
->_44
* src2
->_14
);
4746 tmp
._24
= (src1
->_14
* src2
->_21
) + (src1
->_24
* src2
->_22
) + (src1
->_34
* src2
->_23
) + (src1
->_44
* src2
->_24
);
4747 tmp
._34
= (src1
->_14
* src2
->_31
) + (src1
->_24
* src2
->_32
) + (src1
->_34
* src2
->_33
) + (src1
->_44
* src2
->_34
);
4748 tmp
._44
= (src1
->_14
* src2
->_41
) + (src1
->_24
* src2
->_42
) + (src1
->_34
* src2
->_43
) + (src1
->_44
* src2
->_44
);
4753 DWORD
get_flexible_vertex_size(DWORD d3dvtVertexType
) {
4756 int numTextures
= (d3dvtVertexType
& WINED3DFVF_TEXCOUNT_MASK
) >> WINED3DFVF_TEXCOUNT_SHIFT
;
4758 if (d3dvtVertexType
& WINED3DFVF_NORMAL
) size
+= 3 * sizeof(float);
4759 if (d3dvtVertexType
& WINED3DFVF_DIFFUSE
) size
+= sizeof(DWORD
);
4760 if (d3dvtVertexType
& WINED3DFVF_SPECULAR
) size
+= sizeof(DWORD
);
4761 if (d3dvtVertexType
& WINED3DFVF_PSIZE
) size
+= sizeof(DWORD
);
4762 switch (d3dvtVertexType
& WINED3DFVF_POSITION_MASK
) {
4763 case WINED3DFVF_XYZ
: size
+= 3 * sizeof(float); break;
4764 case WINED3DFVF_XYZRHW
: size
+= 4 * sizeof(float); break;
4765 case WINED3DFVF_XYZB1
: size
+= 4 * sizeof(float); break;
4766 case WINED3DFVF_XYZB2
: size
+= 5 * sizeof(float); break;
4767 case WINED3DFVF_XYZB3
: size
+= 6 * sizeof(float); break;
4768 case WINED3DFVF_XYZB4
: size
+= 7 * sizeof(float); break;
4769 case WINED3DFVF_XYZB5
: size
+= 8 * sizeof(float); break;
4770 case WINED3DFVF_XYZW
: size
+= 4 * sizeof(float); break;
4771 default: ERR("Unexpected position mask\n");
4773 for (i
= 0; i
< numTextures
; i
++) {
4774 size
+= GET_TEXCOORD_SIZE_FROM_FVF(d3dvtVertexType
, i
) * sizeof(float);
4780 unsigned int wined3d_max_compat_varyings(const struct wined3d_gl_info
*gl_info
)
4782 /* On core profile we have to also count diffuse and specular colors and the
4783 * fog coordinate. */
4784 return gl_info
->supported
[WINED3D_GL_LEGACY_CONTEXT
] ? MAX_TEXTURES
* 4 : (MAX_TEXTURES
+ 2) * 4 + 1;
4787 void gen_ffp_frag_op(const struct wined3d_context
*context
, const struct wined3d_state
*state
,
4788 struct ffp_frag_settings
*settings
, BOOL ignore_textype
)
4793 static const unsigned char args
[WINED3D_TOP_LERP
+ 1] =
4796 /* D3DTOP_DISABLE */ 0,
4797 /* D3DTOP_SELECTARG1 */ ARG1
,
4798 /* D3DTOP_SELECTARG2 */ ARG2
,
4799 /* D3DTOP_MODULATE */ ARG1
| ARG2
,
4800 /* D3DTOP_MODULATE2X */ ARG1
| ARG2
,
4801 /* D3DTOP_MODULATE4X */ ARG1
| ARG2
,
4802 /* D3DTOP_ADD */ ARG1
| ARG2
,
4803 /* D3DTOP_ADDSIGNED */ ARG1
| ARG2
,
4804 /* D3DTOP_ADDSIGNED2X */ ARG1
| ARG2
,
4805 /* D3DTOP_SUBTRACT */ ARG1
| ARG2
,
4806 /* D3DTOP_ADDSMOOTH */ ARG1
| ARG2
,
4807 /* D3DTOP_BLENDDIFFUSEALPHA */ ARG1
| ARG2
,
4808 /* D3DTOP_BLENDTEXTUREALPHA */ ARG1
| ARG2
,
4809 /* D3DTOP_BLENDFACTORALPHA */ ARG1
| ARG2
,
4810 /* D3DTOP_BLENDTEXTUREALPHAPM */ ARG1
| ARG2
,
4811 /* D3DTOP_BLENDCURRENTALPHA */ ARG1
| ARG2
,
4812 /* D3DTOP_PREMODULATE */ ARG1
| ARG2
,
4813 /* D3DTOP_MODULATEALPHA_ADDCOLOR */ ARG1
| ARG2
,
4814 /* D3DTOP_MODULATECOLOR_ADDALPHA */ ARG1
| ARG2
,
4815 /* D3DTOP_MODULATEINVALPHA_ADDCOLOR */ ARG1
| ARG2
,
4816 /* D3DTOP_MODULATEINVCOLOR_ADDALPHA */ ARG1
| ARG2
,
4817 /* D3DTOP_BUMPENVMAP */ ARG1
| ARG2
,
4818 /* D3DTOP_BUMPENVMAPLUMINANCE */ ARG1
| ARG2
,
4819 /* D3DTOP_DOTPRODUCT3 */ ARG1
| ARG2
,
4820 /* D3DTOP_MULTIPLYADD */ ARG1
| ARG2
| ARG0
,
4821 /* D3DTOP_LERP */ ARG1
| ARG2
| ARG0
4825 DWORD cop
, aop
, carg0
, carg1
, carg2
, aarg0
, aarg1
, aarg2
;
4826 const struct wined3d_gl_info
*gl_info
= context
->gl_info
;
4827 const struct wined3d_d3d_info
*d3d_info
= context
->d3d_info
;
4829 settings
->padding
= 0;
4831 for (i
= 0; i
< d3d_info
->limits
.ffp_blend_stages
; ++i
)
4833 const struct wined3d_texture
*texture
;
4835 settings
->op
[i
].padding
= 0;
4836 if (state
->texture_states
[i
][WINED3D_TSS_COLOR_OP
] == WINED3D_TOP_DISABLE
)
4838 settings
->op
[i
].cop
= WINED3D_TOP_DISABLE
;
4839 settings
->op
[i
].aop
= WINED3D_TOP_DISABLE
;
4840 settings
->op
[i
].carg0
= settings
->op
[i
].carg1
= settings
->op
[i
].carg2
= ARG_UNUSED
;
4841 settings
->op
[i
].aarg0
= settings
->op
[i
].aarg1
= settings
->op
[i
].aarg2
= ARG_UNUSED
;
4842 settings
->op
[i
].color_fixup
= COLOR_FIXUP_IDENTITY
;
4843 settings
->op
[i
].dst
= resultreg
;
4844 settings
->op
[i
].tex_type
= WINED3D_GL_RES_TYPE_TEX_1D
;
4845 settings
->op
[i
].projected
= proj_none
;
4850 if ((texture
= state
->textures
[i
]))
4852 if (can_use_texture_swizzle(gl_info
, texture
->resource
.format
))
4853 settings
->op
[i
].color_fixup
= COLOR_FIXUP_IDENTITY
;
4855 settings
->op
[i
].color_fixup
= texture
->resource
.format
->color_fixup
;
4858 settings
->op
[i
].tex_type
= WINED3D_GL_RES_TYPE_TEX_1D
;
4862 switch (texture
->target
)
4865 settings
->op
[i
].tex_type
= WINED3D_GL_RES_TYPE_TEX_1D
;
4868 settings
->op
[i
].tex_type
= WINED3D_GL_RES_TYPE_TEX_2D
;
4871 settings
->op
[i
].tex_type
= WINED3D_GL_RES_TYPE_TEX_3D
;
4873 case GL_TEXTURE_CUBE_MAP_ARB
:
4874 settings
->op
[i
].tex_type
= WINED3D_GL_RES_TYPE_TEX_CUBE
;
4876 case GL_TEXTURE_RECTANGLE_ARB
:
4877 settings
->op
[i
].tex_type
= WINED3D_GL_RES_TYPE_TEX_RECT
;
4882 settings
->op
[i
].color_fixup
= COLOR_FIXUP_IDENTITY
;
4883 settings
->op
[i
].tex_type
= WINED3D_GL_RES_TYPE_TEX_1D
;
4886 cop
= state
->texture_states
[i
][WINED3D_TSS_COLOR_OP
];
4887 aop
= state
->texture_states
[i
][WINED3D_TSS_ALPHA_OP
];
4889 carg1
= (args
[cop
] & ARG1
) ? state
->texture_states
[i
][WINED3D_TSS_COLOR_ARG1
] : ARG_UNUSED
;
4890 carg2
= (args
[cop
] & ARG2
) ? state
->texture_states
[i
][WINED3D_TSS_COLOR_ARG2
] : ARG_UNUSED
;
4891 carg0
= (args
[cop
] & ARG0
) ? state
->texture_states
[i
][WINED3D_TSS_COLOR_ARG0
] : ARG_UNUSED
;
4893 if (is_invalid_op(state
, i
, cop
, carg1
, carg2
, carg0
))
4897 carg1
= WINED3DTA_CURRENT
;
4898 cop
= WINED3D_TOP_SELECT_ARG1
;
4901 if (cop
== WINED3D_TOP_DOTPRODUCT3
)
4903 /* A dotproduct3 on the colorop overwrites the alphaop operation and replicates
4904 * the color result to the alpha component of the destination
4913 aarg1
= (args
[aop
] & ARG1
) ? state
->texture_states
[i
][WINED3D_TSS_ALPHA_ARG1
] : ARG_UNUSED
;
4914 aarg2
= (args
[aop
] & ARG2
) ? state
->texture_states
[i
][WINED3D_TSS_ALPHA_ARG2
] : ARG_UNUSED
;
4915 aarg0
= (args
[aop
] & ARG0
) ? state
->texture_states
[i
][WINED3D_TSS_ALPHA_ARG0
] : ARG_UNUSED
;
4918 if (!i
&& state
->textures
[0] && state
->render_states
[WINED3D_RS_COLORKEYENABLE
])
4920 GLenum texture_dimensions
;
4922 texture
= state
->textures
[0];
4923 texture_dimensions
= texture
->target
;
4925 if (texture_dimensions
== GL_TEXTURE_2D
|| texture_dimensions
== GL_TEXTURE_RECTANGLE_ARB
)
4927 if (texture
->async
.color_key_flags
& WINED3D_CKEY_SRC_BLT
&& !texture
->resource
.format
->alpha_size
)
4929 if (aop
== WINED3D_TOP_DISABLE
)
4931 aarg1
= WINED3DTA_TEXTURE
;
4932 aop
= WINED3D_TOP_SELECT_ARG1
;
4934 else if (aop
== WINED3D_TOP_SELECT_ARG1
&& aarg1
!= WINED3DTA_TEXTURE
)
4936 if (state
->render_states
[WINED3D_RS_ALPHABLENDENABLE
])
4938 aarg2
= WINED3DTA_TEXTURE
;
4939 aop
= WINED3D_TOP_MODULATE
;
4941 else aarg1
= WINED3DTA_TEXTURE
;
4943 else if (aop
== WINED3D_TOP_SELECT_ARG2
&& aarg2
!= WINED3DTA_TEXTURE
)
4945 if (state
->render_states
[WINED3D_RS_ALPHABLENDENABLE
])
4947 aarg1
= WINED3DTA_TEXTURE
;
4948 aop
= WINED3D_TOP_MODULATE
;
4950 else aarg2
= WINED3DTA_TEXTURE
;
4956 if (is_invalid_op(state
, i
, aop
, aarg1
, aarg2
, aarg0
))
4960 aarg1
= WINED3DTA_CURRENT
;
4961 aop
= WINED3D_TOP_SELECT_ARG1
;
4964 if (carg1
== WINED3DTA_TEXTURE
|| carg2
== WINED3DTA_TEXTURE
|| carg0
== WINED3DTA_TEXTURE
4965 || aarg1
== WINED3DTA_TEXTURE
|| aarg2
== WINED3DTA_TEXTURE
|| aarg0
== WINED3DTA_TEXTURE
)
4967 ttff
= state
->texture_states
[i
][WINED3D_TSS_TEXTURE_TRANSFORM_FLAGS
];
4968 if (ttff
== (WINED3D_TTFF_PROJECTED
| WINED3D_TTFF_COUNT3
))
4969 settings
->op
[i
].projected
= proj_count3
;
4970 else if (ttff
& WINED3D_TTFF_PROJECTED
)
4971 settings
->op
[i
].projected
= proj_count4
;
4973 settings
->op
[i
].projected
= proj_none
;
4977 settings
->op
[i
].projected
= proj_none
;
4980 settings
->op
[i
].cop
= cop
;
4981 settings
->op
[i
].aop
= aop
;
4982 settings
->op
[i
].carg0
= carg0
;
4983 settings
->op
[i
].carg1
= carg1
;
4984 settings
->op
[i
].carg2
= carg2
;
4985 settings
->op
[i
].aarg0
= aarg0
;
4986 settings
->op
[i
].aarg1
= aarg1
;
4987 settings
->op
[i
].aarg2
= aarg2
;
4989 if (state
->texture_states
[i
][WINED3D_TSS_RESULT_ARG
] == WINED3DTA_TEMP
)
4990 settings
->op
[i
].dst
= tempreg
;
4992 settings
->op
[i
].dst
= resultreg
;
4995 /* Clear unsupported stages */
4996 for(; i
< MAX_TEXTURES
; i
++) {
4997 memset(&settings
->op
[i
], 0xff, sizeof(settings
->op
[i
]));
5000 if (!state
->render_states
[WINED3D_RS_FOGENABLE
])
5002 settings
->fog
= WINED3D_FFP_PS_FOG_OFF
;
5004 else if (state
->render_states
[WINED3D_RS_FOGTABLEMODE
] == WINED3D_FOG_NONE
)
5006 if (use_vs(state
) || state
->vertex_declaration
->position_transformed
)
5008 settings
->fog
= WINED3D_FFP_PS_FOG_LINEAR
;
5012 switch (state
->render_states
[WINED3D_RS_FOGVERTEXMODE
])
5014 case WINED3D_FOG_NONE
:
5015 case WINED3D_FOG_LINEAR
:
5016 settings
->fog
= WINED3D_FFP_PS_FOG_LINEAR
;
5018 case WINED3D_FOG_EXP
:
5019 settings
->fog
= WINED3D_FFP_PS_FOG_EXP
;
5021 case WINED3D_FOG_EXP2
:
5022 settings
->fog
= WINED3D_FFP_PS_FOG_EXP2
;
5029 switch (state
->render_states
[WINED3D_RS_FOGTABLEMODE
])
5031 case WINED3D_FOG_LINEAR
:
5032 settings
->fog
= WINED3D_FFP_PS_FOG_LINEAR
;
5034 case WINED3D_FOG_EXP
:
5035 settings
->fog
= WINED3D_FFP_PS_FOG_EXP
;
5037 case WINED3D_FOG_EXP2
:
5038 settings
->fog
= WINED3D_FFP_PS_FOG_EXP2
;
5042 settings
->sRGB_write
= !gl_info
->supported
[ARB_FRAMEBUFFER_SRGB
] && needs_srgb_write(context
, state
, state
->fb
);
5043 if (d3d_info
->vs_clipping
|| !use_vs(state
) || !state
->render_states
[WINED3D_RS_CLIPPING
]
5044 || !state
->render_states
[WINED3D_RS_CLIPPLANEENABLE
])
5046 /* No need to emulate clipplanes if GL supports native vertex shader clipping or if
5047 * the fixed function vertex pipeline is used(which always supports clipplanes), or
5048 * if no clipplane is enabled
5050 settings
->emul_clipplanes
= 0;
5052 settings
->emul_clipplanes
= 1;
5055 if (state
->render_states
[WINED3D_RS_COLORKEYENABLE
] && state
->textures
[0]
5056 && state
->textures
[0]->async
.color_key_flags
& WINED3D_CKEY_SRC_BLT
5057 && settings
->op
[0].cop
!= WINED3D_TOP_DISABLE
)
5058 settings
->color_key_enabled
= 1;
5060 settings
->color_key_enabled
= 0;
5062 /* texcoords_initialized is set to meaningful values only when GL doesn't
5063 * support enough varyings to always pass around all the possible texture
5065 * This is used to avoid reading a varying not written by the vertex shader.
5066 * Reading uninitialized varyings on core profile contexts results in an
5067 * error while with builtin varyings on legacy contexts you get undefined
5069 if (d3d_info
->limits
.varying_count
5070 && d3d_info
->limits
.varying_count
< wined3d_max_compat_varyings(gl_info
))
5072 settings
->texcoords_initialized
= 0;
5073 for (i
= 0; i
< MAX_TEXTURES
; ++i
)
5077 if (state
->shader
[WINED3D_SHADER_TYPE_VERTEX
]->reg_maps
.output_registers
& (1u << i
))
5078 settings
->texcoords_initialized
|= 1u << i
;
5082 const struct wined3d_stream_info
*si
= &context
->stream_info
;
5083 unsigned int coord_idx
= state
->texture_states
[i
][WINED3D_TSS_TEXCOORD_INDEX
];
5084 if ((state
->texture_states
[i
][WINED3D_TSS_TEXCOORD_INDEX
] >> WINED3D_FFP_TCI_SHIFT
)
5085 & WINED3D_FFP_TCI_MASK
5086 || (coord_idx
< MAX_TEXTURES
&& (si
->use_map
& (1u << (WINED3D_FFP_TEXCOORD0
+ coord_idx
)))))
5087 settings
->texcoords_initialized
|= 1u << i
;
5093 settings
->texcoords_initialized
= (1u << MAX_TEXTURES
) - 1;
5096 settings
->pointsprite
= state
->render_states
[WINED3D_RS_POINTSPRITEENABLE
]
5097 && state
->gl_primitive_type
== GL_POINTS
;
5099 if (d3d_info
->emulated_flatshading
)
5100 settings
->flatshading
= state
->render_states
[WINED3D_RS_SHADEMODE
] == WINED3D_SHADE_FLAT
;
5102 settings
->flatshading
= FALSE
;
5105 const struct ffp_frag_desc
*find_ffp_frag_shader(const struct wine_rb_tree
*fragment_shaders
,
5106 const struct ffp_frag_settings
*settings
)
5108 struct wine_rb_entry
*entry
= wine_rb_get(fragment_shaders
, settings
);
5109 return entry
? WINE_RB_ENTRY_VALUE(entry
, struct ffp_frag_desc
, entry
) : NULL
;
5112 void add_ffp_frag_shader(struct wine_rb_tree
*shaders
, struct ffp_frag_desc
*desc
)
5114 /* Note that the key is the implementation independent part of the ffp_frag_desc structure,
5115 * whereas desc points to an extended structure with implementation specific parts. */
5116 if (wine_rb_put(shaders
, &desc
->settings
, &desc
->entry
) == -1)
5118 ERR("Failed to insert ffp frag shader.\n");
5122 /* Activates the texture dimension according to the bound D3D texture. Does
5123 * not care for the colorop or correct gl texture unit (when using nvrc).
5124 * Requires the caller to activate the correct unit. */
5125 /* Context activation is done by the caller (state handler). */
5126 void texture_activate_dimensions(const struct wined3d_texture
*texture
, const struct wined3d_gl_info
*gl_info
)
5130 switch (texture
->target
)
5133 gl_info
->gl_ops
.gl
.p_glDisable(GL_TEXTURE_3D
);
5134 checkGLcall("glDisable(GL_TEXTURE_3D)");
5135 if (gl_info
->supported
[ARB_TEXTURE_CUBE_MAP
])
5137 gl_info
->gl_ops
.gl
.p_glDisable(GL_TEXTURE_CUBE_MAP_ARB
);
5138 checkGLcall("glDisable(GL_TEXTURE_CUBE_MAP_ARB)");
5140 if (gl_info
->supported
[ARB_TEXTURE_RECTANGLE
])
5142 gl_info
->gl_ops
.gl
.p_glDisable(GL_TEXTURE_RECTANGLE_ARB
);
5143 checkGLcall("glDisable(GL_TEXTURE_RECTANGLE_ARB)");
5145 gl_info
->gl_ops
.gl
.p_glEnable(GL_TEXTURE_2D
);
5146 checkGLcall("glEnable(GL_TEXTURE_2D)");
5148 case GL_TEXTURE_RECTANGLE_ARB
:
5149 gl_info
->gl_ops
.gl
.p_glDisable(GL_TEXTURE_2D
);
5150 checkGLcall("glDisable(GL_TEXTURE_2D)");
5151 gl_info
->gl_ops
.gl
.p_glDisable(GL_TEXTURE_3D
);
5152 checkGLcall("glDisable(GL_TEXTURE_3D)");
5153 if (gl_info
->supported
[ARB_TEXTURE_CUBE_MAP
])
5155 gl_info
->gl_ops
.gl
.p_glDisable(GL_TEXTURE_CUBE_MAP_ARB
);
5156 checkGLcall("glDisable(GL_TEXTURE_CUBE_MAP_ARB)");
5158 gl_info
->gl_ops
.gl
.p_glEnable(GL_TEXTURE_RECTANGLE_ARB
);
5159 checkGLcall("glEnable(GL_TEXTURE_RECTANGLE_ARB)");
5162 if (gl_info
->supported
[ARB_TEXTURE_CUBE_MAP
])
5164 gl_info
->gl_ops
.gl
.p_glDisable(GL_TEXTURE_CUBE_MAP_ARB
);
5165 checkGLcall("glDisable(GL_TEXTURE_CUBE_MAP_ARB)");
5167 if (gl_info
->supported
[ARB_TEXTURE_RECTANGLE
])
5169 gl_info
->gl_ops
.gl
.p_glDisable(GL_TEXTURE_RECTANGLE_ARB
);
5170 checkGLcall("glDisable(GL_TEXTURE_RECTANGLE_ARB)");
5172 gl_info
->gl_ops
.gl
.p_glDisable(GL_TEXTURE_2D
);
5173 checkGLcall("glDisable(GL_TEXTURE_2D)");
5174 gl_info
->gl_ops
.gl
.p_glEnable(GL_TEXTURE_3D
);
5175 checkGLcall("glEnable(GL_TEXTURE_3D)");
5177 case GL_TEXTURE_CUBE_MAP_ARB
:
5178 gl_info
->gl_ops
.gl
.p_glDisable(GL_TEXTURE_2D
);
5179 checkGLcall("glDisable(GL_TEXTURE_2D)");
5180 gl_info
->gl_ops
.gl
.p_glDisable(GL_TEXTURE_3D
);
5181 checkGLcall("glDisable(GL_TEXTURE_3D)");
5182 if (gl_info
->supported
[ARB_TEXTURE_RECTANGLE
])
5184 gl_info
->gl_ops
.gl
.p_glDisable(GL_TEXTURE_RECTANGLE_ARB
);
5185 checkGLcall("glDisable(GL_TEXTURE_RECTANGLE_ARB)");
5187 gl_info
->gl_ops
.gl
.p_glEnable(GL_TEXTURE_CUBE_MAP_ARB
);
5188 checkGLcall("glEnable(GL_TEXTURE_CUBE_MAP_ARB)");
5194 gl_info
->gl_ops
.gl
.p_glEnable(GL_TEXTURE_2D
);
5195 checkGLcall("glEnable(GL_TEXTURE_2D)");
5196 gl_info
->gl_ops
.gl
.p_glDisable(GL_TEXTURE_3D
);
5197 checkGLcall("glDisable(GL_TEXTURE_3D)");
5198 if (gl_info
->supported
[ARB_TEXTURE_CUBE_MAP
])
5200 gl_info
->gl_ops
.gl
.p_glDisable(GL_TEXTURE_CUBE_MAP_ARB
);
5201 checkGLcall("glDisable(GL_TEXTURE_CUBE_MAP_ARB)");
5203 if (gl_info
->supported
[ARB_TEXTURE_RECTANGLE
])
5205 gl_info
->gl_ops
.gl
.p_glDisable(GL_TEXTURE_RECTANGLE_ARB
);
5206 checkGLcall("glDisable(GL_TEXTURE_RECTANGLE_ARB)");
5208 /* Binding textures is done by samplers. A dummy texture will be bound */
5212 /* Context activation is done by the caller (state handler). */
5213 void sampler_texdim(struct wined3d_context
*context
, const struct wined3d_state
*state
, DWORD state_id
)
5215 DWORD sampler
= state_id
- STATE_SAMPLER(0);
5216 DWORD mapped_stage
= context
->tex_unit_map
[sampler
];
5218 /* No need to enable / disable anything here for unused samplers. The
5219 * tex_colorop handler takes care. Also no action is needed with pixel
5220 * shaders, or if tex_colorop will take care of this business. */
5221 if (mapped_stage
== WINED3D_UNMAPPED_STAGE
|| mapped_stage
>= context
->gl_info
->limits
.textures
)
5223 if (sampler
>= context
->lowest_disabled_stage
)
5225 if (isStateDirty(context
, STATE_TEXTURESTAGE(sampler
, WINED3D_TSS_COLOR_OP
)))
5228 texture_activate_dimensions(state
->textures
[sampler
], context
->gl_info
);
5231 void *wined3d_rb_alloc(size_t size
)
5233 return HeapAlloc(GetProcessHeap(), 0, size
);
5236 void *wined3d_rb_realloc(void *ptr
, size_t size
)
5238 return HeapReAlloc(GetProcessHeap(), 0, ptr
, size
);
5241 void wined3d_rb_free(void *ptr
)
5243 HeapFree(GetProcessHeap(), 0, ptr
);
5246 static int ffp_frag_program_key_compare(const void *key
, const struct wine_rb_entry
*entry
)
5248 const struct ffp_frag_settings
*ka
= key
;
5249 const struct ffp_frag_settings
*kb
= &WINE_RB_ENTRY_VALUE(entry
, const struct ffp_frag_desc
, entry
)->settings
;
5251 return memcmp(ka
, kb
, sizeof(*ka
));
5254 const struct wine_rb_functions wined3d_ffp_frag_program_rb_functions
=
5259 ffp_frag_program_key_compare
,
5262 void wined3d_ffp_get_vs_settings(const struct wined3d_context
*context
,
5263 const struct wined3d_state
*state
, struct wined3d_ffp_vs_settings
*settings
)
5265 const struct wined3d_stream_info
*si
= &context
->stream_info
;
5266 const struct wined3d_gl_info
*gl_info
= context
->gl_info
;
5267 const struct wined3d_d3d_info
*d3d_info
= context
->d3d_info
;
5268 unsigned int coord_idx
, i
;
5270 if (si
->position_transformed
)
5272 memset(settings
, 0, sizeof(*settings
));
5274 settings
->transformed
= 1;
5275 settings
->point_size
= state
->gl_primitive_type
== GL_POINTS
;
5276 settings
->per_vertex_point_size
= !!(si
->use_map
& 1u << WINED3D_FFP_PSIZE
);
5277 if (!state
->render_states
[WINED3D_RS_FOGENABLE
])
5278 settings
->fog_mode
= WINED3D_FFP_VS_FOG_OFF
;
5279 else if (state
->render_states
[WINED3D_RS_FOGTABLEMODE
] != WINED3D_FOG_NONE
)
5280 settings
->fog_mode
= WINED3D_FFP_VS_FOG_DEPTH
;
5282 settings
->fog_mode
= WINED3D_FFP_VS_FOG_FOGCOORD
;
5284 for (i
= 0; i
< MAX_TEXTURES
; ++i
)
5286 coord_idx
= state
->texture_states
[i
][WINED3D_TSS_TEXCOORD_INDEX
];
5287 if (coord_idx
< MAX_TEXTURES
&& (si
->use_map
& (1u << (WINED3D_FFP_TEXCOORD0
+ coord_idx
))))
5288 settings
->texcoords
|= 1u << i
;
5289 settings
->texgen
[i
] = state
->texture_states
[i
][WINED3D_TSS_TEXCOORD_INDEX
];
5291 if (d3d_info
->limits
.varying_count
>= wined3d_max_compat_varyings(gl_info
))
5292 settings
->texcoords
= (1u << MAX_TEXTURES
) - 1;
5294 if (d3d_info
->emulated_flatshading
)
5295 settings
->flatshading
= state
->render_states
[WINED3D_RS_SHADEMODE
] == WINED3D_SHADE_FLAT
;
5297 settings
->flatshading
= FALSE
;
5302 switch (state
->render_states
[WINED3D_RS_VERTEXBLEND
])
5304 case WINED3D_VBF_DISABLE
:
5305 case WINED3D_VBF_1WEIGHTS
:
5306 case WINED3D_VBF_2WEIGHTS
:
5307 case WINED3D_VBF_3WEIGHTS
:
5308 settings
->vertexblends
= state
->render_states
[WINED3D_RS_VERTEXBLEND
];
5311 FIXME("Unsupported vertex blending: %d\n", state
->render_states
[WINED3D_RS_VERTEXBLEND
]);
5315 settings
->transformed
= 0;
5316 settings
->clipping
= state
->render_states
[WINED3D_RS_CLIPPING
]
5317 && state
->render_states
[WINED3D_RS_CLIPPLANEENABLE
];
5318 settings
->normal
= !!(si
->use_map
& (1u << WINED3D_FFP_NORMAL
));
5319 settings
->normalize
= settings
->normal
&& state
->render_states
[WINED3D_RS_NORMALIZENORMALS
];
5320 settings
->lighting
= !!state
->render_states
[WINED3D_RS_LIGHTING
];
5321 settings
->localviewer
= !!state
->render_states
[WINED3D_RS_LOCALVIEWER
];
5322 settings
->point_size
= state
->gl_primitive_type
== GL_POINTS
;
5323 settings
->per_vertex_point_size
= !!(si
->use_map
& 1u << WINED3D_FFP_PSIZE
);
5325 if (state
->render_states
[WINED3D_RS_COLORVERTEX
] && (si
->use_map
& (1u << WINED3D_FFP_DIFFUSE
)))
5327 settings
->diffuse_source
= state
->render_states
[WINED3D_RS_DIFFUSEMATERIALSOURCE
];
5328 settings
->emissive_source
= state
->render_states
[WINED3D_RS_EMISSIVEMATERIALSOURCE
];
5329 settings
->ambient_source
= state
->render_states
[WINED3D_RS_AMBIENTMATERIALSOURCE
];
5330 settings
->specular_source
= state
->render_states
[WINED3D_RS_SPECULARMATERIALSOURCE
];
5334 settings
->diffuse_source
= WINED3D_MCS_MATERIAL
;
5335 settings
->emissive_source
= WINED3D_MCS_MATERIAL
;
5336 settings
->ambient_source
= WINED3D_MCS_MATERIAL
;
5337 settings
->specular_source
= WINED3D_MCS_MATERIAL
;
5340 settings
->texcoords
= 0;
5341 for (i
= 0; i
< MAX_TEXTURES
; ++i
)
5343 coord_idx
= state
->texture_states
[i
][WINED3D_TSS_TEXCOORD_INDEX
];
5344 if (coord_idx
< MAX_TEXTURES
&& (si
->use_map
& (1u << (WINED3D_FFP_TEXCOORD0
+ coord_idx
))))
5345 settings
->texcoords
|= 1u << i
;
5346 settings
->texgen
[i
] = state
->texture_states
[i
][WINED3D_TSS_TEXCOORD_INDEX
];
5348 if (d3d_info
->limits
.varying_count
>= wined3d_max_compat_varyings(gl_info
))
5349 settings
->texcoords
= (1u << MAX_TEXTURES
) - 1;
5351 settings
->light_type
= 0;
5352 for (i
= 0; i
< MAX_ACTIVE_LIGHTS
; ++i
)
5354 if (state
->lights
[i
])
5355 settings
->light_type
|= (state
->lights
[i
]->OriginalParms
.type
5356 & WINED3D_FFP_LIGHT_TYPE_MASK
) << WINED3D_FFP_LIGHT_TYPE_SHIFT(i
);
5359 settings
->ortho_fog
= 0;
5360 if (!state
->render_states
[WINED3D_RS_FOGENABLE
])
5361 settings
->fog_mode
= WINED3D_FFP_VS_FOG_OFF
;
5362 else if (state
->render_states
[WINED3D_RS_FOGTABLEMODE
] != WINED3D_FOG_NONE
)
5364 settings
->fog_mode
= WINED3D_FFP_VS_FOG_DEPTH
;
5366 if (state
->transforms
[WINED3D_TS_PROJECTION
]._14
== 0.0f
5367 && state
->transforms
[WINED3D_TS_PROJECTION
]._24
== 0.0f
5368 && state
->transforms
[WINED3D_TS_PROJECTION
]._34
== 0.0f
5369 && state
->transforms
[WINED3D_TS_PROJECTION
]._44
== 1.0f
)
5370 settings
->ortho_fog
= 1;
5372 else if (state
->render_states
[WINED3D_RS_FOGVERTEXMODE
] == WINED3D_FOG_NONE
)
5373 settings
->fog_mode
= WINED3D_FFP_VS_FOG_FOGCOORD
;
5374 else if (state
->render_states
[WINED3D_RS_RANGEFOGENABLE
])
5375 settings
->fog_mode
= WINED3D_FFP_VS_FOG_RANGE
;
5377 settings
->fog_mode
= WINED3D_FFP_VS_FOG_DEPTH
;
5379 if (d3d_info
->emulated_flatshading
)
5380 settings
->flatshading
= state
->render_states
[WINED3D_RS_SHADEMODE
] == WINED3D_SHADE_FLAT
;
5382 settings
->flatshading
= FALSE
;
5384 settings
->padding
= 0;
5387 static int wined3d_ffp_vertex_program_key_compare(const void *key
, const struct wine_rb_entry
*entry
)
5389 const struct wined3d_ffp_vs_settings
*ka
= key
;
5390 const struct wined3d_ffp_vs_settings
*kb
= &WINE_RB_ENTRY_VALUE(entry
,
5391 const struct wined3d_ffp_vs_desc
, entry
)->settings
;
5393 return memcmp(ka
, kb
, sizeof(*ka
));
5396 const struct wine_rb_functions wined3d_ffp_vertex_program_rb_functions
=
5401 wined3d_ffp_vertex_program_key_compare
,
5404 const struct blit_shader
*wined3d_select_blitter(const struct wined3d_gl_info
*gl_info
,
5405 const struct wined3d_d3d_info
*d3d_info
, enum wined3d_blit_op blit_op
,
5406 const RECT
*src_rect
, DWORD src_usage
, enum wined3d_pool src_pool
, const struct wined3d_format
*src_format
,
5407 const RECT
*dst_rect
, DWORD dst_usage
, enum wined3d_pool dst_pool
, const struct wined3d_format
*dst_format
)
5409 static const struct blit_shader
* const blitters
[] =
5417 for (i
= 0; i
< sizeof(blitters
) / sizeof(*blitters
); ++i
)
5419 if (blitters
[i
]->blit_supported(gl_info
, d3d_info
, blit_op
,
5420 src_rect
, src_usage
, src_pool
, src_format
,
5421 dst_rect
, dst_usage
, dst_pool
, dst_format
))
5428 void wined3d_get_draw_rect(const struct wined3d_state
*state
, RECT
*rect
)
5430 const struct wined3d_viewport
*vp
= &state
->viewport
;
5432 SetRect(rect
, vp
->x
, vp
->y
, vp
->x
+ vp
->width
, vp
->y
+ vp
->height
);
5434 if (state
->render_states
[WINED3D_RS_SCISSORTESTENABLE
])
5435 IntersectRect(rect
, rect
, &state
->scissor_rect
);
5438 const char *wined3d_debug_location(DWORD location
)
5443 #define LOCATION_TO_STR(u) if (location & u) { strcat(buf, " | "#u); location &= ~u; }
5444 LOCATION_TO_STR(WINED3D_LOCATION_DISCARDED
);
5445 LOCATION_TO_STR(WINED3D_LOCATION_SYSMEM
);
5446 LOCATION_TO_STR(WINED3D_LOCATION_USER_MEMORY
);
5447 LOCATION_TO_STR(WINED3D_LOCATION_DIB
);
5448 LOCATION_TO_STR(WINED3D_LOCATION_BUFFER
);
5449 LOCATION_TO_STR(WINED3D_LOCATION_TEXTURE_RGB
);
5450 LOCATION_TO_STR(WINED3D_LOCATION_TEXTURE_SRGB
);
5451 LOCATION_TO_STR(WINED3D_LOCATION_DRAWABLE
);
5452 LOCATION_TO_STR(WINED3D_LOCATION_RB_MULTISAMPLE
);
5453 LOCATION_TO_STR(WINED3D_LOCATION_RB_RESOLVED
);
5454 #undef LOCATION_TO_STR
5455 if (location
) FIXME("Unrecognized location flag(s) %#x.\n", location
);
5457 return buf
[0] ? wine_dbg_sprintf("%s", &buf
[3]) : "0";
5460 /* Print a floating point value with the %.8e format specifier, always using
5461 * '.' as decimal separator. */
5462 void wined3d_ftoa(float value
, char *s
)
5466 if (copysignf(1.0f
, value
) < 0.0f
)
5469 /* Be sure to allocate a buffer of at least 17 characters for the result
5470 as sprintf may return a 3 digit exponent when using the MSVC runtime
5471 instead of a 2 digit exponent. */
5472 sprintf(s
, "%.8e", value
);
5473 if (isfinite(value
))
5477 void wined3d_release_dc(HWND window
, HDC dc
)
5479 /* You'd figure ReleaseDC() would fail if the DC doesn't match the window.
5480 * However, that's not what actually happens, and there are user32 tests
5481 * that confirm ReleaseDC() with the wrong window is supposed to succeed.
5482 * So explicitly check that the DC belongs to the window, since we want to
5483 * avoid releasing a DC that belongs to some other window if the original
5484 * window was already destroyed. */
5485 if (WindowFromDC(dc
) != window
)
5486 WARN("DC %p does not belong to window %p.\n", dc
, window
);
5487 else if (!ReleaseDC(window
, dc
))
5488 ERR("Failed to release device context %p, last error %#x.\n", dc
, GetLastError());
5491 BOOL
wined3d_clip_blit(const RECT
*clip_rect
, RECT
*clipped
, RECT
*other
)
5493 RECT orig
= *clipped
;
5494 float scale_x
= (float)(orig
.right
- orig
.left
) / (float)(other
->right
- other
->left
);
5495 float scale_y
= (float)(orig
.bottom
- orig
.top
) / (float)(other
->bottom
- other
->top
);
5497 IntersectRect(clipped
, clipped
, clip_rect
);
5499 if (IsRectEmpty(clipped
))
5501 SetRectEmpty(other
);
5505 other
->left
+= (LONG
)((clipped
->left
- orig
.left
) / scale_x
);
5506 other
->top
+= (LONG
)((clipped
->top
- orig
.top
) / scale_y
);
5507 other
->right
-= (LONG
)((orig
.right
- clipped
->right
) / scale_x
);
5508 other
->bottom
-= (LONG
)((orig
.bottom
- clipped
->bottom
) / scale_y
);