d3d8/tests: Add a system memory miptree layout test.
[wine.git] / dlls / wined3d / utils.c
blob34df7fffbe476a55a61230a97aad6925b92c65bd
1 /*
2 * Utility functions for the WineD3D Library
4 * Copyright 2002-2004 Jason Edmeades
5 * Copyright 2003-2004 Raphael Junqueira
6 * Copyright 2004 Christian Costa
7 * Copyright 2005 Oliver Stieber
8 * Copyright 2006-2008 Henri Verbeet
9 * Copyright 2007-2008 Stefan Dösinger for CodeWeavers
10 * Copyright 2009-2010 Henri Verbeet for CodeWeavers
12 * This library is free software; you can redistribute it and/or
13 * modify it under the terms of the GNU Lesser General Public
14 * License as published by the Free Software Foundation; either
15 * version 2.1 of the License, or (at your option) any later version.
17 * This library is distributed in the hope that it will be useful,
18 * but WITHOUT ANY WARRANTY; without even the implied warranty of
19 * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the GNU
20 * Lesser General Public License for more details.
22 * You should have received a copy of the GNU Lesser General Public
23 * License along with this library; if not, write to the Free Software
24 * Foundation, Inc., 51 Franklin St, Fifth Floor, Boston, MA 02110-1301, USA
27 #include "config.h"
28 #include "wine/port.h"
30 #include <stdio.h>
32 #include "wined3d_private.h"
34 WINE_DEFAULT_DEBUG_CHANNEL(d3d);
36 #define WINED3D_FORMAT_FOURCC_BASE (WINED3DFMT_BC7_UNORM_SRGB + 1)
38 static const struct
40 enum wined3d_format_id id;
41 unsigned int idx;
43 format_index_remap[] =
45 {WINED3DFMT_UYVY, WINED3D_FORMAT_FOURCC_BASE},
46 {WINED3DFMT_YUY2, WINED3D_FORMAT_FOURCC_BASE + 1},
47 {WINED3DFMT_YV12, WINED3D_FORMAT_FOURCC_BASE + 2},
48 {WINED3DFMT_DXT1, WINED3D_FORMAT_FOURCC_BASE + 3},
49 {WINED3DFMT_DXT2, WINED3D_FORMAT_FOURCC_BASE + 4},
50 {WINED3DFMT_DXT3, WINED3D_FORMAT_FOURCC_BASE + 5},
51 {WINED3DFMT_DXT4, WINED3D_FORMAT_FOURCC_BASE + 6},
52 {WINED3DFMT_DXT5, WINED3D_FORMAT_FOURCC_BASE + 7},
53 {WINED3DFMT_MULTI2_ARGB8, WINED3D_FORMAT_FOURCC_BASE + 8},
54 {WINED3DFMT_G8R8_G8B8, WINED3D_FORMAT_FOURCC_BASE + 9},
55 {WINED3DFMT_R8G8_B8G8, WINED3D_FORMAT_FOURCC_BASE + 10},
56 {WINED3DFMT_ATI1N, WINED3D_FORMAT_FOURCC_BASE + 11},
57 {WINED3DFMT_ATI2N, WINED3D_FORMAT_FOURCC_BASE + 12},
58 {WINED3DFMT_INST, WINED3D_FORMAT_FOURCC_BASE + 13},
59 {WINED3DFMT_NVDB, WINED3D_FORMAT_FOURCC_BASE + 14},
60 {WINED3DFMT_NVHU, WINED3D_FORMAT_FOURCC_BASE + 15},
61 {WINED3DFMT_NVHS, WINED3D_FORMAT_FOURCC_BASE + 16},
62 {WINED3DFMT_INTZ, WINED3D_FORMAT_FOURCC_BASE + 17},
63 {WINED3DFMT_RESZ, WINED3D_FORMAT_FOURCC_BASE + 18},
64 {WINED3DFMT_NULL, WINED3D_FORMAT_FOURCC_BASE + 19},
65 {WINED3DFMT_R16, WINED3D_FORMAT_FOURCC_BASE + 20},
66 {WINED3DFMT_AL16, WINED3D_FORMAT_FOURCC_BASE + 21},
67 {WINED3DFMT_NV12, WINED3D_FORMAT_FOURCC_BASE + 22},
70 #define WINED3D_FORMAT_COUNT (WINED3D_FORMAT_FOURCC_BASE + ARRAY_SIZE(format_index_remap))
72 struct wined3d_format_channels
74 enum wined3d_format_id id;
75 DWORD red_size, green_size, blue_size, alpha_size;
76 DWORD red_offset, green_offset, blue_offset, alpha_offset;
77 UINT bpp;
78 BYTE depth_size, stencil_size;
81 static const struct wined3d_format_channels formats[] =
83 /* size offset
84 * format id r g b a r g b a bpp depth stencil */
85 {WINED3DFMT_UNKNOWN, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0},
86 /* FourCC formats */
87 {WINED3DFMT_UYVY, 0, 0, 0, 0, 0, 0, 0, 0, 2, 0, 0},
88 {WINED3DFMT_YUY2, 0, 0, 0, 0, 0, 0, 0, 0, 2, 0, 0},
89 {WINED3DFMT_YV12, 0, 0, 0, 0, 0, 0, 0, 0, 1, 0, 0},
90 {WINED3DFMT_NV12, 0, 0, 0, 0, 0, 0, 0, 0, 1, 0, 0},
91 {WINED3DFMT_DXT1, 0, 0, 0, 0, 0, 0, 0, 0, 1, 0, 0},
92 {WINED3DFMT_DXT2, 0, 0, 0, 0, 0, 0, 0, 0, 1, 0, 0},
93 {WINED3DFMT_DXT3, 0, 0, 0, 0, 0, 0, 0, 0, 1, 0, 0},
94 {WINED3DFMT_DXT4, 0, 0, 0, 0, 0, 0, 0, 0, 1, 0, 0},
95 {WINED3DFMT_DXT5, 0, 0, 0, 0, 0, 0, 0, 0, 1, 0, 0},
96 {WINED3DFMT_MULTI2_ARGB8, 0, 0, 0, 0, 0, 0, 0, 0, 1, 0, 0},
97 {WINED3DFMT_G8R8_G8B8, 0, 0, 0, 0, 0, 0, 0, 0, 1, 0, 0},
98 {WINED3DFMT_R8G8_B8G8, 0, 0, 0, 0, 0, 0, 0, 0, 1, 0, 0},
99 /* Hmm? */
100 {WINED3DFMT_R8G8_SNORM_Cx, 0, 0, 0, 0, 0, 0, 0, 0, 2, 0, 0},
101 {WINED3DFMT_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},
119 /* Luminance */
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},
153 /* Typeless */
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;
256 DWORD flags;
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
261 * resource size. */
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;
285 UINT block_width;
286 UINT block_height;
287 UINT block_byte_count;
288 BOOL verify;
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;
314 GLenum gl_vtx_type;
315 GLint gl_vtx_format;
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;
348 GLint gl_internal;
349 GLint gl_srgb_internal;
350 GLint gl_rt_internal;
351 GLint gl_format;
352 GLint gl_type;
353 unsigned int conv_byte_count;
354 unsigned int flags;
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;
369 unsigned char *Dest;
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;
382 Dest += 2;
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);
413 texel_out++;
414 texel_in++;
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;
439 r_out = r_in << 3;
440 if (!(r_in & 0x10)) /* r > 0 */
441 r_out |= r_in >> 1;
443 g_out = g_in << 3;
444 if (!(g_in & 0x10)) /* g > 0 */
445 g_out |= g_in >> 1;
447 texel_out[0] = r_out;
448 texel_out[1] = g_out;
449 texel_out[2] = l_in << 1 | l_in >> 5;
450 texel_out[3] = 0;
452 texel_out += 4;
453 texel_in++;
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
468 * loaded.
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;
486 ds_out = r_in << 3;
487 if (!(r_in & 0x10)) /* r > 0 */
488 ds_out |= r_in >> 1;
490 dt_out = g_in << 3;
491 if (!(g_in & 0x10)) /* g > 0 */
492 dt_out |= g_in >> 1;
494 texel_out[0] = ds_out;
495 texel_out[1] = dt_out;
496 texel_out[2] = l_in << 1 | l_in >> 5;
498 texel_out += 3;
499 texel_in++;
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;
509 const short *Source;
510 unsigned char *Dest;
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 */
524 Dest += 3;
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;
534 const DWORD *Source;
535 unsigned char *Dest;
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 */
553 Dest += 4;
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;
563 const DWORD *Source;
564 unsigned char *Dest;
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 */
582 Dest += 4;
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;
592 const DWORD *Source;
593 unsigned char *Dest;
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 */
608 Dest += 4;
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;
618 const DWORD *Source;
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 */
633 Dest += 3;
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;
643 const WORD *Source;
644 WORD *Dest;
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++);
656 Dest[0] = green;
657 Dest[1] = red;
658 /* Strictly speaking not correct for R16G16F, but it doesn't matter because the
659 * shader overwrites it anyway */
660 Dest[2] = 0xffff;
661 Dest += 3;
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;
671 const float *Source;
672 float *Dest;
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++);
684 Dest[0] = green;
685 Dest[1] = red;
686 Dest[2] = 1.0f;
687 Dest += 3;
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)
773 const BYTE *src_row;
774 unsigned int x, y;
775 DWORD *dst_row;
777 if (!palette)
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);
787 return;
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)
809 const WORD *src_row;
810 unsigned int x, y;
811 WORD *dst_row;
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);
822 else
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)
832 const WORD *src_row;
833 unsigned int x, y;
834 WORD *dst_row;
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;
845 else
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)
855 const BYTE *src_row;
856 unsigned int x, y;
857 DWORD *dst_row;
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;
877 unsigned int x, y;
878 DWORD *dst_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;
889 else
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;
900 unsigned int x, y;
901 DWORD *dst_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;
921 unsigned int i;
923 static const struct
925 enum wined3d_format_id src_format;
926 struct wined3d_color_key_conversion conversion;
928 color_key_info[] =
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))
957 return &convert_p8;
959 return NULL;
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.
974 * WINED3DFMT_P8_UINT
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.
983 * WINED3DFMT_NVHU
984 * WINED3DFMT_NVHS */
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
989 flags
990 extension convert */
991 /* FourCC formats */
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
996 * endian machine
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},
1088 /* IEEE formats */
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,
1102 GL_RG, GL_FLOAT, 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},
1113 /* Float */
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,
1138 EXT_PACKED_FLOAT},
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},
1264 /* Luminance */
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,
1312 GL_RG, GL_BYTE, 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,
1367 GL_RG, GL_SHORT, 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)
1517 unsigned int i;
1519 if (format_id < WINED3D_FORMAT_FOURCC_BASE)
1520 return format_id;
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;
1528 return -1;
1531 static void format_set_flag(struct wined3d_format *format, unsigned int flag)
1533 unsigned int i;
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)
1541 unsigned int i;
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)
1549 switch (t)
1551 case 'u':
1552 return WINED3D_CHANNEL_TYPE_UNORM;
1553 case 'i':
1554 return WINED3D_CHANNEL_TYPE_SNORM;
1555 case 'U':
1556 return WINED3D_CHANNEL_TYPE_UINT;
1557 case 'I':
1558 return WINED3D_CHANNEL_TYPE_SINT;
1559 case 'F':
1560 return WINED3D_CHANNEL_TYPE_FLOAT;
1561 case 'D':
1562 return WINED3D_CHANNEL_TYPE_DEPTH;
1563 case 'S':
1564 return WINED3D_CHANNEL_TYPE_STENCIL;
1565 default:
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)
1573 unsigned int i, j;
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");
1580 return FALSE;
1583 for (i = 0; i < ARRAY_SIZE(formats); ++i)
1585 struct wined3d_format *format;
1586 int fmt_idx;
1588 fmt_idx = get_format_idx(formats[i].id);
1589 if (fmt_idx == -1)
1591 ERR("Could not allocate index for format %s %#x.\n",
1592 debug_d3dformat(formats[i].id), formats[i].id);
1593 goto fail;
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;
1618 DWORD flags = 0;
1619 int fmt_idx;
1621 fmt_idx = get_format_idx(typed_formats[i].id);
1622 if (fmt_idx == -1)
1624 ERR("Could not allocate index for format %s %#x.\n",
1625 debug_d3dformat(typed_formats[i].id), typed_formats[i].id);
1626 goto fail;
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);
1635 goto fail;
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);
1670 if (fmt_idx == -1)
1672 ERR("Format %s (%#x) not found.\n",
1673 debug_d3dformat(format_base_flags[i].id), format_base_flags[i].id);
1674 goto fail;
1677 format_set_flag(&gl_info->formats[fmt_idx], format_base_flags[i].flags);
1680 return TRUE;
1682 fail:
1683 HeapFree(GetProcessHeap(), 0, gl_info->formats);
1684 return FALSE;
1687 static BOOL init_format_block_info(struct wined3d_gl_info *gl_info)
1689 unsigned int i;
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);
1696 if (fmt_idx == -1)
1698 ERR("Format %s (%#x) not found.\n",
1699 debug_d3dformat(format_block_info[i].id), format_block_info[i].id);
1700 return FALSE;
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);
1712 return TRUE;
1715 static GLenum wined3d_gl_type_to_enum(enum wined3d_gl_resource_type type)
1717 switch (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:
1734 break;
1736 ERR("Unexpected GL resource type %u.\n", type);
1737 return 0;
1740 static void delete_fbo_attachment(const struct wined3d_gl_info *gl_info,
1741 enum wined3d_gl_resource_type d3d_type, GLuint object)
1743 switch (d3d_type)
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);
1751 break;
1753 case WINED3D_GL_RES_TYPE_RB:
1754 gl_info->fbo_ops.glDeleteRenderbuffers(1, &object);
1755 break;
1757 case WINED3D_GL_RES_TYPE_BUFFER:
1758 case WINED3D_GL_RES_TYPE_COUNT:
1759 break;
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;
1770 switch (d3d_type)
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,
1780 *object, 0);
1781 if (flags & WINED3DFMT_FLAG_STENCIL)
1782 gl_info->fbo_ops.glFramebufferTexture1D(GL_FRAMEBUFFER, GL_STENCIL_ATTACHMENT, GL_TEXTURE_1D,
1783 *object, 0);
1784 break;
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);
1800 break;
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);
1815 break;
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);
1840 break;
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,
1847 *object);
1848 if (flags & WINED3DFMT_FLAG_STENCIL)
1849 gl_info->fbo_ops.glFramebufferRenderbuffer(GL_FRAMEBUFFER, GL_STENCIL_ATTACHMENT, GL_RENDERBUFFER,
1850 *object);
1851 break;
1853 case WINED3D_GL_RES_TYPE_BUFFER:
1854 case WINED3D_GL_RES_TYPE_COUNT:
1855 break;
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[] =
1878 "#version 150\n"
1879 "in vec4 pos;\n"
1880 "in vec4 color;\n"
1881 "out vec4 out_color;\n"
1882 "\n";
1883 static const char vs_legacy_header[] =
1884 "#version 120\n"
1885 "attribute vec4 pos;\n"
1886 "attribute vec4 color;\n"
1887 "varying vec4 out_color;\n"
1888 "\n";
1889 static const char vs_body[] =
1890 "void main()\n"
1891 "{\n"
1892 " gl_Position = pos;\n"
1893 " out_color = color;\n"
1894 "}\n";
1895 static const char fs_core[] =
1896 "#version 150\n"
1897 "in vec4 out_color;\n"
1898 "out vec4 fragment_color;\n"
1899 "\n"
1900 "void main()\n"
1901 "{\n"
1902 " fragment_color = out_color;\n"
1903 "}\n";
1904 static const char fs_legacy[] =
1905 "#version 120\n"
1906 "varying vec4 out_color;\n"
1907 "\n"
1908 "void main()\n"
1909 "{\n"
1910 " gl_FragData[0] = out_color;\n"
1911 "}\n";
1912 const char *source[2];
1913 GLuint vs_id, fs_id;
1914 unsigned int i;
1916 if (!geometry)
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");
1934 return;
1937 if (!ctx->test_vbo)
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)
2005 continue;
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);
2016 else
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;
2036 else
2038 if (!rt_internal)
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;
2046 else
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;
2053 else
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;
2074 else
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;
2092 BYTE r, a;
2093 BOOL match = TRUE;
2094 GLuint rb;
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);
2103 else
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;
2120 else
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);
2125 else
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);
2137 switch (type)
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];
2145 break;
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];
2155 break;
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];
2163 break;
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];
2169 break;
2171 case WINED3D_GL_RES_TYPE_BUFFER:
2172 case WINED3D_GL_RES_TYPE_COUNT:
2173 color = 0;
2174 break;
2176 checkGLcall("Post-pixelshader blending check");
2178 a = color >> 24;
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))
2184 match = FALSE;
2185 else if (format->alpha_size > 1 && (a < 0xbf - a_range || a > 0xbf + a_range))
2186 match = FALSE;
2187 if (!match)
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;
2194 else
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;
2228 else
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)
2259 GLint value;
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;
2270 else
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;
2283 GLuint fbo;
2285 if (gl_info->supported[ARB_INTERNALFORMAT_QUERY2])
2287 for (i = 0; i < gl_info->format_count; ++i)
2289 GLint value;
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)
2295 continue;
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;
2317 else
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;
2324 else
2326 if (!rt_internal)
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;
2335 else
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;
2340 else
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;
2350 else
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;
2369 else
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);
2387 return;
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));
2408 continue;
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);
2416 else
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");
2448 else
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;
2457 else
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)
2510 continue;
2511 format->multisample_types |= 1u << (multisample_types[i] - 1);
2514 else
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;
2528 unsigned int i, j;
2529 BOOL srgb_write;
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;
2541 if (fmt_idx == -1)
2543 ERR("Format %s (%#x) not found.\n",
2544 debug_d3dformat(format_texture_info[i].id), format_texture_info[i].id);
2545 return FALSE;
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))
2556 continue;
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))
2561 continue;
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);
2614 return FALSE;
2616 break;
2620 if (srgb_fmt_idx == -1)
2621 continue;
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);
2638 return TRUE;
2641 static BOOL color_match(DWORD c1, DWORD c2, BYTE max_diff)
2643 if (abs((c1 & 0xff) - (c2 & 0xff)) > max_diff) return FALSE;
2644 c1 >>= 8; c2 >>= 8;
2645 if (abs((c1 & 0xff) - (c2 & 0xff)) > max_diff) return FALSE;
2646 c1 >>= 8; c2 >>= 8;
2647 if (abs((c1 & 0xff) - (c2 & 0xff)) > max_diff) return FALSE;
2648 c1 >>= 8; c2 >>= 8;
2649 if (abs((c1 & 0xff) - (c2 & 0xff)) > max_diff) return FALSE;
2650 return TRUE;
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];
2659 BOOL ret = FALSE;
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]);
2729 ret = FALSE;
2731 else
2733 TRACE("Read back colors are 0x%08x and 0x%08x, assuming texture is filtered\n",
2734 readback[6], readback[9]);
2735 ret = TRUE;
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);
2746 ret = FALSE;
2749 return ret;
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,
2762 BOOL filtered;
2764 if (gl_info->supported[ARB_INTERNALFORMAT_QUERY2])
2765 /* This was already handled by init_format_texture_info(). */
2766 return;
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");
2775 filtered = TRUE;
2777 else if (gl_info->limits.glsl_varyings > 44)
2779 TRACE("More than 44 GLSL varyings - assuming d3d10 card with float16 blending\n");
2780 filtered = TRUE;
2782 else
2784 TRACE("Assuming no float16 blending\n");
2785 filtered = FALSE;
2788 if(filtered)
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);
2796 return;
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);
2806 if(filtered)
2808 TRACE("Format %s supports filtering\n", debug_d3dformat(fmts16[i]));
2809 format_set_flag(format, WINED3DFMT_FLAG_FILTERING);
2811 else
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)
2820 unsigned int i;
2821 int idx;
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
2844 * any driver. */
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);
2857 else
2859 /* Emulate using unsigned formats. This requires load-time conversion in addition to the
2860 * fixups here. */
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
2992 * vertex shaders.
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
3011 * value. */
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))
3032 continue;
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)
3073 unsigned int i;
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);
3080 if (fmt_idx == -1)
3082 ERR("Format %s (%#x) not found.\n",
3083 debug_d3dformat(format_vertex_info[i].id), format_vertex_info[i].id);
3084 return FALSE;
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;
3096 return TRUE;
3099 static BOOL init_typeless_formats(struct wined3d_gl_info *gl_info)
3101 unsigned int flags[WINED3D_GL_RES_TYPE_COUNT];
3102 unsigned int i, j;
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);
3110 if (fmt_idx == -1)
3112 ERR("Format %s (%#x) not found.\n",
3113 debug_d3dformat(typed_formats[i].id),
3114 typed_formats[i].id);
3115 return FALSE;
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);
3122 return FALSE;
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];
3135 return TRUE;
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;
3146 return FALSE;
3149 return TRUE;
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;
3168 return TRUE;
3170 fail:
3171 HeapFree(GetProcessHeap(), 0, gl_info->formats);
3172 gl_info->formats = NULL;
3173 return FALSE;
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");
3223 for (;;)
3225 if (high - low <= 1)
3227 ERR("PolygonOffset scale factor detection failed, using fallback value 2^%u.\n", fallback);
3228 cur = fallback;
3229 break;
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)
3249 high = cur;
3250 else if ((readback[131] & 0xff) > 0xa0)
3251 low = cur;
3252 else
3254 TRACE("Found scale factor 2^%u for format %x\n", cur, format);
3255 break;
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);
3275 if (idx == -1)
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;
3299 else
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)
3322 return 0;
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)
3334 if (!box)
3335 return "(null)";
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)
3343 if (!color)
3344 return "(null)";
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)
3351 switch (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);
3499 #undef FMT_TO_STR
3500 default:
3502 char fourcc[5];
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);
3507 fourcc[4] = 0;
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);
3510 else
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
3526 default:
3527 FIXME("Unrecognized device type %#x.\n", device_type);
3528 return "unrecognized";
3532 const char *debug_d3dusage(DWORD usage)
3534 char buf[333];
3536 buf[0] = '\0';
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)
3559 char buf[238];
3561 buf[0] = '\0';
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)
3578 switch (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
3589 default:
3590 FIXME("Unrecognized declaration method %#x.\n", method);
3591 return "unrecognized";
3595 const char *debug_d3ddeclusage(enum wined3d_decl_usage usage)
3597 switch (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
3615 default:
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
3629 default:
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
3646 default:
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);
3668 #undef PRIM_TO_STR
3669 default:
3670 FIXME("Unrecognized %u primitive type!\n", primitive_type);
3671 return "unrecognized";
3675 const char *debug_d3drenderstate(enum wined3d_render_state state)
3677 switch (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
3807 default:
3808 FIXME("Unrecognized %u render state!\n", state);
3809 return "unrecognized";
3813 const char *debug_d3dsamplerstate(enum wined3d_sampler_state state)
3815 switch (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
3832 default:
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
3852 default:
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)
3860 switch (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
3882 default:
3883 FIXME("Unrecognized %u texture state!\n", state);
3884 return "unrecognized";
3888 const char *debug_d3dtop(enum wined3d_texture_op d3dtop)
3890 switch (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
3920 default:
3921 FIXME("Unrecognized texture op %#x.\n", d3dtop);
3922 return "unrecognized";
3926 const char *debug_d3dtstype(enum wined3d_transform_state tstype)
3928 switch (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
3946 default:
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)
3959 switch(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
3968 default:
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)
4031 switch (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);
4038 #undef POOL_TO_STR
4039 default:
4040 FIXME("Unrecognized pool %#x.\n", pool);
4041 return "unrecognized";
4045 const char *debug_fboattachment(GLenum attachment)
4047 switch(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
4069 default:
4070 return wine_dbg_sprintf("Unknown FBO attachment %#x", attachment);
4074 const char *debug_fbostatus(GLenum status) {
4075 switch(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
4088 default:
4089 FIXME("Unrecognied FBO status 0x%08x\n", status);
4090 return "unrecognized";
4094 const char *debug_glerror(GLenum error) {
4095 switch(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
4106 default:
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)
4114 switch(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
4126 default:
4127 FIXME("Unrecognized fixup_channel_source %#x\n", source);
4128 return "unrecognized";
4132 static const char *debug_complex_fixup(enum complex_fixup fixup)
4134 switch(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
4143 default:
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)));
4154 return;
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)
4167 return FALSE;
4168 if (state->textures[stage])
4169 return FALSE;
4171 if ((arg1 & WINED3DTA_SELECTMASK) == WINED3DTA_TEXTURE
4172 && op != WINED3D_TOP_SELECT_ARG2)
4173 return TRUE;
4174 if ((arg2 & WINED3DTA_SELECTMASK) == WINED3DTA_TEXTURE
4175 && op != WINED3D_TOP_SELECT_ARG1)
4176 return TRUE;
4177 if ((arg3 & WINED3DTA_SELECTMASK) == WINED3DTA_TEXTURE
4178 && (op == WINED3D_TOP_MULTIPLY_ADD || op == WINED3D_TOP_LERP))
4179 return TRUE;
4181 return FALSE;
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,
4194 *mat = identity;
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);
4202 else
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
4216 * to pixel corners.
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
4224 * anti-aliasing. */
4226 if (context->swapchain->device->wined3d->flags & WINED3D_PIXEL_CENTER_INTEGER)
4227 center_offset = 63.0f / 64.0f;
4228 else
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,
4256 *mat = projection;
4258 else
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);
4287 return;
4290 if (flags == (WINED3D_TTFF_COUNT1 | WINED3D_TTFF_PROJECTED))
4292 ERR("Invalid texture transform flags: WINED3D_TTFF_COUNT1 | WINED3D_TTFF_PROJECTED.\n");
4293 return;
4296 mat = *matrix;
4298 if (flags & WINED3D_TTFF_PROJECTED)
4300 if (!ffp_proj_control)
4302 switch (flags & ~WINED3D_TTFF_PROJECTED)
4304 case WINED3D_TTFF_COUNT2:
4305 mat._14 = mat._12;
4306 mat._24 = mat._22;
4307 mat._34 = mat._32;
4308 mat._44 = mat._42;
4309 mat._12 = mat._22 = mat._32 = mat._42 = 0.0f;
4310 break;
4311 case WINED3D_TTFF_COUNT3:
4312 mat._14 = mat._13;
4313 mat._24 = mat._23;
4314 mat._34 = mat._33;
4315 mat._44 = mat._43;
4316 mat._13 = mat._23 = mat._33 = mat._43 = 0.0f;
4317 break;
4321 else
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)
4327 switch (format_id)
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
4333 * is irrelevant. */
4334 case WINED3DFMT_R32_FLOAT:
4335 mat._41 = mat._21;
4336 mat._42 = mat._22;
4337 mat._43 = mat._23;
4338 mat._44 = mat._24;
4339 break;
4340 /* See above, just 3rd and 4th coord. */
4341 case WINED3DFMT_R32G32_FLOAT:
4342 mat._41 = mat._31;
4343 mat._42 = mat._32;
4344 mat._43 = mat._33;
4345 mat._44 = mat._34;
4346 break;
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 */
4355 break;
4356 default:
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
4370 * eliminate that.
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. */
4381 default:
4382 mat._14 = mat._24 = mat._34 = 0.0f; mat._44 = 1.0f;
4387 *out_matrix = mat;
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],
4398 MAX_TEXTURES - 1);
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])
4410 if (generated)
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. */
4414 if (!use_ps(state))
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)
4425 union
4427 DWORD d;
4428 float f;
4429 } min, max;
4431 min.d = state->render_states[WINED3D_RS_POINTSIZE_MIN];
4432 max.d = state->render_states[WINED3D_RS_POINTSIZE_MAX];
4434 if (min.f > max.f)
4435 min.f = max.f;
4437 *out_min = min.f;
4438 *out_max = max.f;
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. */
4447 union
4449 DWORD d;
4450 float f;
4451 } pointsize, a, b, c;
4453 out_att[0] = 1.0f;
4454 out_att[1] = 0.0f;
4455 out_att[2] = 0.0f;
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)
4476 union
4478 DWORD d;
4479 float f;
4480 } tmpvalue;
4482 switch (context->fog_source)
4484 case FOGSOURCE_VS:
4485 *start = 1.0f;
4486 *end = 0.0f;
4487 break;
4489 case FOGSOURCE_COORD:
4490 *start = 255.0f;
4491 *end = 0.0f;
4492 break;
4494 case FOGSOURCE_FFP:
4495 tmpvalue.d = state->render_states[WINED3D_RS_FOGSTART];
4496 *start = tmpvalue.f;
4497 tmpvalue.d = state->render_states[WINED3D_RS_FOGEND];
4498 *end = tmpvalue.f;
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)
4505 *start = -INFINITY;
4506 *end = 0.0f;
4508 break;
4510 default:
4511 /* This should not happen, context->fog_source is set in wined3d, not the app. */
4512 ERR("Unexpected fog coordinate source.\n");
4513 *start = 0.0f;
4514 *end = 0.0f;
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)
4523 static const struct
4525 enum wined3d_format_id format_id;
4526 float r_mul;
4527 float g_mul;
4528 float b_mul;
4529 float a_mul;
4530 BYTE r_shift;
4531 BYTE g_shift;
4532 BYTE b_shift;
4533 BYTE a_shift;
4535 conv[] =
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},
4554 unsigned int i;
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)
4561 DWORD ret;
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);
4572 return ret;
4575 FIXME("Conversion for format %s not implemented.\n", debug_d3dformat(format->id));
4577 return 0;
4580 static float color_to_float(DWORD color, DWORD size, DWORD offset)
4582 DWORD mask = (1u << size) - 1;
4584 if (!size)
4585 return 1.0f;
4587 color >>= offset;
4588 color &= mask;
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)
4596 switch (format->id)
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);
4620 return TRUE;
4622 case WINED3DFMT_P8_UINT:
4623 if (palette)
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;
4629 else
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;
4636 return TRUE;
4638 default:
4639 ERR("Unhandled conversion from %s to floating point.\n", debug_d3dformat(format->id));
4640 return FALSE;
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;
4649 switch (format->id)
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)
4675 - slop.r;
4676 float_colors[0].g = color_to_float(key->color_space_low_value, format->green_size, format->green_offset)
4677 - slop.g;
4678 float_colors[0].b = color_to_float(key->color_space_low_value, format->blue_size, format->blue_offset)
4679 - slop.b;
4680 float_colors[0].a = color_to_float(key->color_space_low_value, format->alpha_size, format->alpha_offset)
4681 - slop.a;
4683 float_colors[1].r = color_to_float(key->color_space_high_value, format->red_size, format->red_offset)
4684 + slop.r;
4685 float_colors[1].g = color_to_float(key->color_space_high_value, format->green_size, format->green_offset)
4686 + slop.g;
4687 float_colors[1].b = color_to_float(key->color_space_high_value, format->blue_size, format->blue_offset)
4688 + slop.b;
4689 float_colors[1].a = color_to_float(key->color_space_high_value, format->alpha_size, format->alpha_offset)
4690 + slop.a;
4691 break;
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;
4703 break;
4705 default:
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)
4713 switch (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);
4750 *dst = tmp;
4753 DWORD get_flexible_vertex_size(DWORD d3dvtVertexType) {
4754 DWORD size = 0;
4755 int i;
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);
4777 return size;
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)
4790 #define ARG1 0x01
4791 #define ARG2 0x02
4792 #define ARG0 0x04
4793 static const unsigned char args[WINED3D_TOP_LERP + 1] =
4795 /* undefined */ 0,
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
4823 unsigned int i;
4824 DWORD ttff;
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;
4846 i++;
4847 break;
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;
4854 else
4855 settings->op[i].color_fixup = texture->resource.format->color_fixup;
4856 if (ignore_textype)
4858 settings->op[i].tex_type = WINED3D_GL_RES_TYPE_TEX_1D;
4860 else
4862 switch (texture->target)
4864 case GL_TEXTURE_1D:
4865 settings->op[i].tex_type = WINED3D_GL_RES_TYPE_TEX_1D;
4866 break;
4867 case GL_TEXTURE_2D:
4868 settings->op[i].tex_type = WINED3D_GL_RES_TYPE_TEX_2D;
4869 break;
4870 case GL_TEXTURE_3D:
4871 settings->op[i].tex_type = WINED3D_GL_RES_TYPE_TEX_3D;
4872 break;
4873 case GL_TEXTURE_CUBE_MAP_ARB:
4874 settings->op[i].tex_type = WINED3D_GL_RES_TYPE_TEX_CUBE;
4875 break;
4876 case GL_TEXTURE_RECTANGLE_ARB:
4877 settings->op[i].tex_type = WINED3D_GL_RES_TYPE_TEX_RECT;
4878 break;
4881 } else {
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))
4895 carg0 = ARG_UNUSED;
4896 carg2 = ARG_UNUSED;
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
4906 aop = cop;
4907 aarg1 = carg1;
4908 aarg2 = carg2;
4909 aarg0 = carg0;
4911 else
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))
4958 aarg0 = ARG_UNUSED;
4959 aarg2 = ARG_UNUSED;
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;
4972 else
4973 settings->op[i].projected = proj_none;
4975 else
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;
4991 else
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;
5010 else
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;
5017 break;
5018 case WINED3D_FOG_EXP:
5019 settings->fog = WINED3D_FFP_PS_FOG_EXP;
5020 break;
5021 case WINED3D_FOG_EXP2:
5022 settings->fog = WINED3D_FFP_PS_FOG_EXP2;
5023 break;
5027 else
5029 switch (state->render_states[WINED3D_RS_FOGTABLEMODE])
5031 case WINED3D_FOG_LINEAR:
5032 settings->fog = WINED3D_FFP_PS_FOG_LINEAR;
5033 break;
5034 case WINED3D_FOG_EXP:
5035 settings->fog = WINED3D_FFP_PS_FOG_EXP;
5036 break;
5037 case WINED3D_FOG_EXP2:
5038 settings->fog = WINED3D_FFP_PS_FOG_EXP2;
5039 break;
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;
5051 } else {
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;
5059 else
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
5064 * coordinates.
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
5068 * behavior. */
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)
5075 if (use_vs(state))
5077 if (state->shader[WINED3D_SHADER_TYPE_VERTEX]->reg_maps.output_registers & (1u << i))
5078 settings->texcoords_initialized |= 1u << i;
5080 else
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;
5091 else
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;
5101 else
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)
5128 if (texture)
5130 switch (texture->target)
5132 case GL_TEXTURE_2D:
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)");
5147 break;
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)");
5160 break;
5161 case GL_TEXTURE_3D:
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)");
5176 break;
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)");
5189 break;
5192 else
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)
5222 return;
5223 if (sampler >= context->lowest_disabled_stage)
5224 return;
5225 if (isStateDirty(context, STATE_TEXTURESTAGE(sampler, WINED3D_TSS_COLOR_OP)))
5226 return;
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 =
5256 wined3d_rb_alloc,
5257 wined3d_rb_realloc,
5258 wined3d_rb_free,
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;
5281 else
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;
5296 else
5297 settings->flatshading = FALSE;
5299 return;
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];
5309 break;
5310 default:
5311 FIXME("Unsupported vertex blending: %d\n", state->render_states[WINED3D_RS_VERTEXBLEND]);
5312 break;
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];
5332 else
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;
5376 else
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;
5381 else
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 =
5398 wined3d_rb_alloc,
5399 wined3d_rb_realloc,
5400 wined3d_rb_free,
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[] =
5411 &arbfp_blit,
5412 &ffp_blit,
5413 &cpu_blit,
5415 unsigned int i;
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))
5422 return blitters[i];
5425 return NULL;
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)
5440 char buf[294];
5442 buf[0] = '\0';
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)
5464 int idx = 1;
5466 if (copysignf(1.0f, value) < 0.0f)
5467 ++idx;
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))
5474 s[idx] = '.';
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);
5502 return FALSE;
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);
5510 return TRUE;