wined3d: Store pointer to device in wined3d_context.
[wine.git] / dlls / wined3d / utils.c
blobe65907acbb6fb4aa6595f4163e48251a4be5b905
1 /*
2 * Utility functions for the WineD3D Library
4 * Copyright 2002-2004 Jason Edmeades
5 * Copyright 2003-2004 Raphael Junqueira
6 * Copyright 2004 Christian Costa
7 * Copyright 2005 Oliver Stieber
8 * Copyright 2006-2008 Henri Verbeet
9 * Copyright 2007-2008 Stefan Dösinger for CodeWeavers
10 * Copyright 2009-2010 Henri Verbeet for CodeWeavers
12 * This library is free software; you can redistribute it and/or
13 * modify it under the terms of the GNU Lesser General Public
14 * License as published by the Free Software Foundation; either
15 * version 2.1 of the License, or (at your option) any later version.
17 * This library is distributed in the hope that it will be useful,
18 * but WITHOUT ANY WARRANTY; without even the implied warranty of
19 * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the GNU
20 * Lesser General Public License for more details.
22 * You should have received a copy of the GNU Lesser General Public
23 * License along with this library; if not, write to the Free Software
24 * Foundation, Inc., 51 Franklin St, Fifth Floor, Boston, MA 02110-1301, USA
27 #include "config.h"
28 #include "wine/port.h"
30 #include <stdio.h>
32 #include "wined3d_private.h"
34 WINE_DEFAULT_DEBUG_CHANNEL(d3d);
36 #define WINED3D_FORMAT_FOURCC_BASE (WINED3DFMT_BC7_UNORM_SRGB + 1)
38 static const struct
40 enum wined3d_format_id id;
41 unsigned int idx;
43 format_index_remap[] =
45 {WINED3DFMT_UYVY, WINED3D_FORMAT_FOURCC_BASE},
46 {WINED3DFMT_YUY2, WINED3D_FORMAT_FOURCC_BASE + 1},
47 {WINED3DFMT_YV12, WINED3D_FORMAT_FOURCC_BASE + 2},
48 {WINED3DFMT_DXT1, WINED3D_FORMAT_FOURCC_BASE + 3},
49 {WINED3DFMT_DXT2, WINED3D_FORMAT_FOURCC_BASE + 4},
50 {WINED3DFMT_DXT3, WINED3D_FORMAT_FOURCC_BASE + 5},
51 {WINED3DFMT_DXT4, WINED3D_FORMAT_FOURCC_BASE + 6},
52 {WINED3DFMT_DXT5, WINED3D_FORMAT_FOURCC_BASE + 7},
53 {WINED3DFMT_MULTI2_ARGB8, WINED3D_FORMAT_FOURCC_BASE + 8},
54 {WINED3DFMT_G8R8_G8B8, WINED3D_FORMAT_FOURCC_BASE + 9},
55 {WINED3DFMT_R8G8_B8G8, WINED3D_FORMAT_FOURCC_BASE + 10},
56 {WINED3DFMT_ATI1N, WINED3D_FORMAT_FOURCC_BASE + 11},
57 {WINED3DFMT_ATI2N, WINED3D_FORMAT_FOURCC_BASE + 12},
58 {WINED3DFMT_INST, WINED3D_FORMAT_FOURCC_BASE + 13},
59 {WINED3DFMT_NVDB, WINED3D_FORMAT_FOURCC_BASE + 14},
60 {WINED3DFMT_NVHU, WINED3D_FORMAT_FOURCC_BASE + 15},
61 {WINED3DFMT_NVHS, WINED3D_FORMAT_FOURCC_BASE + 16},
62 {WINED3DFMT_INTZ, WINED3D_FORMAT_FOURCC_BASE + 17},
63 {WINED3DFMT_RESZ, WINED3D_FORMAT_FOURCC_BASE + 18},
64 {WINED3DFMT_NULL, WINED3D_FORMAT_FOURCC_BASE + 19},
65 {WINED3DFMT_R16, WINED3D_FORMAT_FOURCC_BASE + 20},
66 {WINED3DFMT_AL16, WINED3D_FORMAT_FOURCC_BASE + 21},
67 {WINED3DFMT_NV12, WINED3D_FORMAT_FOURCC_BASE + 22},
70 #define WINED3D_FORMAT_COUNT (WINED3D_FORMAT_FOURCC_BASE + ARRAY_SIZE(format_index_remap))
72 struct wined3d_format_channels
74 enum wined3d_format_id id;
75 DWORD red_size, green_size, blue_size, alpha_size;
76 DWORD red_offset, green_offset, blue_offset, alpha_offset;
77 UINT bpp;
78 BYTE depth_size, stencil_size;
81 static const struct wined3d_format_channels formats[] =
83 /* size offset
84 * format id r g b a r g b a bpp depth stencil */
85 {WINED3DFMT_UNKNOWN, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0},
86 /* FourCC formats */
87 {WINED3DFMT_UYVY, 0, 0, 0, 0, 0, 0, 0, 0, 2, 0, 0},
88 {WINED3DFMT_YUY2, 0, 0, 0, 0, 0, 0, 0, 0, 2, 0, 0},
89 {WINED3DFMT_YV12, 0, 0, 0, 0, 0, 0, 0, 0, 1, 0, 0},
90 {WINED3DFMT_NV12, 0, 0, 0, 0, 0, 0, 0, 0, 1, 0, 0},
91 {WINED3DFMT_DXT1, 0, 0, 0, 0, 0, 0, 0, 0, 1, 0, 0},
92 {WINED3DFMT_DXT2, 0, 0, 0, 0, 0, 0, 0, 0, 1, 0, 0},
93 {WINED3DFMT_DXT3, 0, 0, 0, 0, 0, 0, 0, 0, 1, 0, 0},
94 {WINED3DFMT_DXT4, 0, 0, 0, 0, 0, 0, 0, 0, 1, 0, 0},
95 {WINED3DFMT_DXT5, 0, 0, 0, 0, 0, 0, 0, 0, 1, 0, 0},
96 {WINED3DFMT_MULTI2_ARGB8, 0, 0, 0, 0, 0, 0, 0, 0, 1, 0, 0},
97 {WINED3DFMT_G8R8_G8B8, 0, 0, 0, 0, 0, 0, 0, 0, 1, 0, 0},
98 {WINED3DFMT_R8G8_B8G8, 0, 0, 0, 0, 0, 0, 0, 0, 1, 0, 0},
99 /* Hmm? */
100 {WINED3DFMT_R8G8_SNORM_Cx, 0, 0, 0, 0, 0, 0, 0, 0, 2, 0, 0},
101 {WINED3DFMT_R11G11B10_FLOAT, 11, 11, 10, 0, 0, 11, 22, 0, 4, 0, 0},
102 /* Palettized formats */
103 {WINED3DFMT_P8_UINT_A8_UNORM, 0, 0, 0, 8, 0, 0, 0, 8, 2, 0, 0},
104 {WINED3DFMT_P8_UINT, 0, 0, 0, 0, 0, 0, 0, 0, 1, 0, 0},
105 /* Standard ARGB formats. */
106 {WINED3DFMT_B8G8R8_UNORM, 8, 8, 8, 0, 16, 8, 0, 0, 3, 0, 0},
107 {WINED3DFMT_B5G6R5_UNORM, 5, 6, 5, 0, 11, 5, 0, 0, 2, 0, 0},
108 {WINED3DFMT_B5G5R5X1_UNORM, 5, 5, 5, 0, 10, 5, 0, 0, 2, 0, 0},
109 {WINED3DFMT_B5G5R5A1_UNORM, 5, 5, 5, 1, 10, 5, 0, 15, 2, 0, 0},
110 {WINED3DFMT_B4G4R4A4_UNORM, 4, 4, 4, 4, 8, 4, 0, 12, 2, 0, 0},
111 {WINED3DFMT_B2G3R3_UNORM, 3, 3, 2, 0, 5, 2, 0, 0, 1, 0, 0},
112 {WINED3DFMT_A8_UNORM, 0, 0, 0, 8, 0, 0, 0, 0, 1, 0, 0},
113 {WINED3DFMT_B2G3R3A8_UNORM, 3, 3, 2, 8, 5, 2, 0, 8, 2, 0, 0},
114 {WINED3DFMT_B4G4R4X4_UNORM, 4, 4, 4, 0, 8, 4, 0, 0, 2, 0, 0},
115 {WINED3DFMT_R8G8B8X8_UNORM, 8, 8, 8, 0, 0, 8, 16, 0, 4, 0, 0},
116 {WINED3DFMT_B10G10R10A2_UNORM, 10, 10, 10, 2, 20, 10, 0, 30, 4, 0, 0},
117 /* Luminance */
118 {WINED3DFMT_L8_UNORM, 0, 0, 0, 0, 0, 0, 0, 0, 1, 0, 0},
119 {WINED3DFMT_L8A8_UNORM, 0, 0, 0, 8, 0, 0, 0, 8, 2, 0, 0},
120 {WINED3DFMT_L4A4_UNORM, 0, 0, 0, 4, 0, 0, 0, 4, 1, 0, 0},
121 {WINED3DFMT_L16_UNORM, 0, 0, 0, 0, 0, 0, 0, 0, 2, 0, 0},
122 /* Bump mapping stuff */
123 {WINED3DFMT_R5G5_SNORM_L6_UNORM, 5, 5, 0, 0, 0, 5, 0, 0, 2, 0, 0},
124 {WINED3DFMT_R8G8_SNORM_L8X8_UNORM, 8, 8, 0, 0, 0, 8, 0, 0, 4, 0, 0},
125 {WINED3DFMT_R8G8B8A8_SNORM, 8, 8, 8, 8, 0, 8, 16, 24, 4, 0, 0},
126 {WINED3DFMT_R10G11B11_SNORM, 10, 11, 11, 0, 0, 10, 21, 0, 4, 0, 0},
127 {WINED3DFMT_R10G10B10X2_UINT, 10, 10, 10, 0, 0, 10, 20, 0, 4, 0, 0},
128 {WINED3DFMT_R10G10B10X2_SNORM, 10, 10, 10, 0, 0, 10, 20, 0, 4, 0, 0},
129 {WINED3DFMT_R10G10B10_SNORM_A2_UNORM, 10, 10, 10, 2, 0, 10, 20, 30, 4, 0, 0},
130 /* Depth stencil formats */
131 {WINED3DFMT_D16_LOCKABLE, 0, 0, 0, 0, 0, 0, 0, 0, 2, 16, 0},
132 {WINED3DFMT_D32_UNORM, 0, 0, 0, 0, 0, 0, 0, 0, 4, 32, 0},
133 {WINED3DFMT_S1_UINT_D15_UNORM, 0, 0, 0, 0, 0, 0, 0, 0, 2, 15, 1},
134 {WINED3DFMT_X8D24_UNORM, 0, 0, 0, 0, 0, 0, 0, 0, 4, 24, 0},
135 {WINED3DFMT_S4X4_UINT_D24_UNORM, 0, 0, 0, 0, 0, 0, 0, 0, 4, 24, 4},
136 {WINED3DFMT_D16_UNORM, 0, 0, 0, 0, 0, 0, 0, 0, 2, 16, 0},
137 {WINED3DFMT_D32_FLOAT, 0, 0, 0, 0, 0, 0, 0, 0, 4, 32, 0},
138 {WINED3DFMT_S8_UINT_D24_FLOAT, 0, 0, 0, 0, 0, 0, 0, 0, 4, 24, 8},
139 {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_BC6H_TYPELESS, 0, 0, 0, 0, 0, 0, 0, 0, 1, 0, 0},
173 {WINED3DFMT_BC7_TYPELESS, 0, 0, 0, 0, 0, 0, 0, 0, 1, 0, 0},
174 {WINED3DFMT_B8G8R8A8_TYPELESS, 8, 8, 8, 8, 16, 8, 0, 24, 4, 0, 0},
175 {WINED3DFMT_B8G8R8X8_TYPELESS, 8, 8, 8, 0, 16, 8, 0, 0, 4, 0, 0},
178 enum wined3d_channel_type
180 WINED3D_CHANNEL_TYPE_NONE,
181 WINED3D_CHANNEL_TYPE_UNORM,
182 WINED3D_CHANNEL_TYPE_SNORM,
183 WINED3D_CHANNEL_TYPE_UINT,
184 WINED3D_CHANNEL_TYPE_SINT,
185 WINED3D_CHANNEL_TYPE_FLOAT,
186 WINED3D_CHANNEL_TYPE_DEPTH,
187 WINED3D_CHANNEL_TYPE_STENCIL,
188 WINED3D_CHANNEL_TYPE_UNUSED,
191 struct wined3d_typed_format_info
193 enum wined3d_format_id id;
194 enum wined3d_format_id typeless_id;
195 const char *channels;
199 * The last entry for a given typeless format defines its internal format.
201 * u - WINED3D_CHANNEL_TYPE_UNORM
202 * i - WINED3D_CHANNEL_TYPE_SNORM
203 * U - WINED3D_CHANNEL_TYPE_UINT
204 * I - WINED3D_CHANNEL_TYPE_SINT
205 * F - WINED3D_CHANNEL_TYPE_FLOAT
206 * D - WINED3D_CHANNEL_TYPE_DEPTH
207 * S - WINED3D_CHANNEL_TYPE_STENCIL
208 * X - WINED3D_CHANNEL_TYPE_UNUSED
210 static const struct wined3d_typed_format_info typed_formats[] =
212 {WINED3DFMT_R32G32B32A32_UINT, WINED3DFMT_R32G32B32A32_TYPELESS, "UUUU"},
213 {WINED3DFMT_R32G32B32A32_SINT, WINED3DFMT_R32G32B32A32_TYPELESS, "IIII"},
214 {WINED3DFMT_R32G32B32A32_FLOAT, WINED3DFMT_R32G32B32A32_TYPELESS, "FFFF"},
215 {WINED3DFMT_R32G32B32_UINT, WINED3DFMT_R32G32B32_TYPELESS, "UUU"},
216 {WINED3DFMT_R32G32B32_SINT, WINED3DFMT_R32G32B32_TYPELESS, "III"},
217 {WINED3DFMT_R32G32B32_FLOAT, WINED3DFMT_R32G32B32_TYPELESS, "FFF"},
218 {WINED3DFMT_R16G16B16A16_UNORM, WINED3DFMT_R16G16B16A16_TYPELESS, "uuuu"},
219 {WINED3DFMT_R16G16B16A16_SNORM, WINED3DFMT_R16G16B16A16_TYPELESS, "iiii"},
220 {WINED3DFMT_R16G16B16A16_UINT, WINED3DFMT_R16G16B16A16_TYPELESS, "UUUU"},
221 {WINED3DFMT_R16G16B16A16_SINT, WINED3DFMT_R16G16B16A16_TYPELESS, "IIII"},
222 {WINED3DFMT_R16G16B16A16_FLOAT, WINED3DFMT_R16G16B16A16_TYPELESS, "FFFF"},
223 {WINED3DFMT_R32G32_UINT, WINED3DFMT_R32G32_TYPELESS, "UU"},
224 {WINED3DFMT_R32G32_SINT, WINED3DFMT_R32G32_TYPELESS, "II"},
225 {WINED3DFMT_R32G32_FLOAT, WINED3DFMT_R32G32_TYPELESS, "FF"},
226 {WINED3DFMT_R10G10B10A2_SNORM, WINED3DFMT_R10G10B10A2_TYPELESS, "iiii"},
227 {WINED3DFMT_R10G10B10A2_UINT, WINED3DFMT_R10G10B10A2_TYPELESS, "UUUU"},
228 {WINED3DFMT_R10G10B10A2_UNORM, WINED3DFMT_R10G10B10A2_TYPELESS, "uuuu"},
229 {WINED3DFMT_R8G8B8A8_UINT, WINED3DFMT_R8G8B8A8_TYPELESS, "UUUU"},
230 {WINED3DFMT_R8G8B8A8_SINT, WINED3DFMT_R8G8B8A8_TYPELESS, "IIII"},
231 {WINED3DFMT_R8G8B8A8_UNORM_SRGB, WINED3DFMT_R8G8B8A8_TYPELESS, "uuuu"},
232 {WINED3DFMT_R8G8B8A8_UNORM, WINED3DFMT_R8G8B8A8_TYPELESS, "uuuu"},
233 {WINED3DFMT_R16G16_UNORM, WINED3DFMT_R16G16_TYPELESS, "uu"},
234 {WINED3DFMT_R16G16_SNORM, WINED3DFMT_R16G16_TYPELESS, "ii"},
235 {WINED3DFMT_R16G16_UINT, WINED3DFMT_R16G16_TYPELESS, "UU"},
236 {WINED3DFMT_R16G16_SINT, WINED3DFMT_R16G16_TYPELESS, "II"},
237 {WINED3DFMT_R16G16_FLOAT, WINED3DFMT_R16G16_TYPELESS, "FF"},
238 {WINED3DFMT_R32_UINT, WINED3DFMT_R32_TYPELESS, "U"},
239 {WINED3DFMT_R32_SINT, WINED3DFMT_R32_TYPELESS, "I"},
240 {WINED3DFMT_R32_FLOAT, WINED3DFMT_R32_TYPELESS, "F"},
241 {WINED3DFMT_D32_FLOAT, WINED3DFMT_R32_TYPELESS, "D"},
242 {WINED3DFMT_R24_UNORM_X8_TYPELESS, WINED3DFMT_R24G8_TYPELESS, "DX"},
243 {WINED3DFMT_X24_TYPELESS_G8_UINT, WINED3DFMT_R24G8_TYPELESS, "XS"},
244 {WINED3DFMT_D24_UNORM_S8_UINT, WINED3DFMT_R24G8_TYPELESS, "DS"},
245 {WINED3DFMT_R8G8_SNORM, WINED3DFMT_R8G8_TYPELESS, "ii"},
246 {WINED3DFMT_R8G8_UNORM, WINED3DFMT_R8G8_TYPELESS, "uu"},
247 {WINED3DFMT_R16_UNORM, WINED3DFMT_R16_TYPELESS, "u"},
248 {WINED3DFMT_R16_UINT, WINED3DFMT_R16_TYPELESS, "U"},
249 {WINED3DFMT_R16_SINT, WINED3DFMT_R16_TYPELESS, "I"},
250 {WINED3DFMT_R16_FLOAT, WINED3DFMT_R16_TYPELESS, "F"},
251 {WINED3DFMT_D16_UNORM, WINED3DFMT_R16_TYPELESS, "D"},
252 {WINED3DFMT_R8_UNORM, WINED3DFMT_R8_TYPELESS, "u"},
253 {WINED3DFMT_BC1_UNORM_SRGB, WINED3DFMT_BC1_TYPELESS, ""},
254 {WINED3DFMT_BC1_UNORM, WINED3DFMT_BC1_TYPELESS, ""},
255 {WINED3DFMT_BC2_UNORM_SRGB, WINED3DFMT_BC2_TYPELESS, ""},
256 {WINED3DFMT_BC2_UNORM, WINED3DFMT_BC2_TYPELESS, ""},
257 {WINED3DFMT_BC3_UNORM_SRGB, WINED3DFMT_BC3_TYPELESS, ""},
258 {WINED3DFMT_BC3_UNORM, WINED3DFMT_BC3_TYPELESS, ""},
259 {WINED3DFMT_BC4_UNORM, WINED3DFMT_BC4_TYPELESS, ""},
260 {WINED3DFMT_BC5_UNORM, WINED3DFMT_BC5_TYPELESS, ""},
261 {WINED3DFMT_BC6H_UF16, WINED3DFMT_BC6H_TYPELESS, ""},
262 {WINED3DFMT_BC6H_SF16, WINED3DFMT_BC6H_TYPELESS, ""},
263 {WINED3DFMT_BC7_UNORM_SRGB, WINED3DFMT_BC7_TYPELESS, ""},
264 {WINED3DFMT_BC7_UNORM, WINED3DFMT_BC7_TYPELESS, ""},
265 {WINED3DFMT_B8G8R8A8_UNORM_SRGB, WINED3DFMT_B8G8R8A8_TYPELESS, "uuuu"},
266 {WINED3DFMT_B8G8R8A8_UNORM, WINED3DFMT_B8G8R8A8_TYPELESS, "uuuu"},
267 {WINED3DFMT_B8G8R8X8_UNORM_SRGB, WINED3DFMT_B8G8R8X8_TYPELESS, "uuuX"},
268 {WINED3DFMT_B8G8R8X8_UNORM, WINED3DFMT_B8G8R8X8_TYPELESS, "uuuX"},
271 struct wined3d_format_ddi_info
273 enum wined3d_format_id id;
274 D3DDDIFORMAT ddi_format;
277 static const struct wined3d_format_ddi_info ddi_formats[] =
279 {WINED3DFMT_B8G8R8_UNORM, D3DDDIFMT_R8G8B8},
280 {WINED3DFMT_B8G8R8A8_UNORM, D3DDDIFMT_A8R8G8B8},
281 {WINED3DFMT_B8G8R8X8_UNORM, D3DDDIFMT_X8R8G8B8},
282 {WINED3DFMT_B5G6R5_UNORM, D3DDDIFMT_R5G6B5},
283 {WINED3DFMT_B5G5R5X1_UNORM, D3DDDIFMT_X1R5G5B5},
284 {WINED3DFMT_B5G5R5A1_UNORM, D3DDDIFMT_A1R5G5B5},
285 {WINED3DFMT_P8_UINT, D3DDDIFMT_P8},
288 struct wined3d_format_base_flags
290 enum wined3d_format_id id;
291 DWORD flags;
294 /* The ATI2N format behaves like an uncompressed format in LockRect(), but
295 * still needs to use the correct block based calculation for e.g. the
296 * resource size. */
297 static const struct wined3d_format_base_flags format_base_flags[] =
299 {WINED3DFMT_ATI1N, WINED3DFMT_FLAG_BROKEN_PITCH},
300 {WINED3DFMT_ATI2N, WINED3DFMT_FLAG_BROKEN_PITCH},
301 {WINED3DFMT_R11G11B10_FLOAT, WINED3DFMT_FLAG_FLOAT},
302 {WINED3DFMT_D32_FLOAT, WINED3DFMT_FLAG_FLOAT},
303 {WINED3DFMT_S8_UINT_D24_FLOAT, WINED3DFMT_FLAG_FLOAT},
306 struct wined3d_format_block_info
308 enum wined3d_format_id id;
309 UINT block_width;
310 UINT block_height;
311 UINT block_byte_count;
312 BOOL verify;
315 static const struct wined3d_format_block_info format_block_info[] =
317 {WINED3DFMT_DXT1, 4, 4, 8, TRUE},
318 {WINED3DFMT_DXT2, 4, 4, 16, TRUE},
319 {WINED3DFMT_DXT3, 4, 4, 16, TRUE},
320 {WINED3DFMT_DXT4, 4, 4, 16, TRUE},
321 {WINED3DFMT_DXT5, 4, 4, 16, TRUE},
322 {WINED3DFMT_BC1_UNORM, 4, 4, 8, TRUE},
323 {WINED3DFMT_BC2_UNORM, 4, 4, 16, TRUE},
324 {WINED3DFMT_BC3_UNORM, 4, 4, 16, TRUE},
325 {WINED3DFMT_BC4_UNORM, 4, 4, 8, TRUE},
326 {WINED3DFMT_BC5_UNORM, 4, 4, 16, TRUE},
327 {WINED3DFMT_BC6H_UF16, 4, 4, 16, TRUE},
328 {WINED3DFMT_BC6H_SF16, 4, 4, 16, TRUE},
329 {WINED3DFMT_BC7_UNORM, 4, 4, 16, TRUE},
330 {WINED3DFMT_ATI1N, 4, 4, 8, FALSE},
331 {WINED3DFMT_ATI2N, 4, 4, 16, FALSE},
332 {WINED3DFMT_YUY2, 2, 1, 4, FALSE},
333 {WINED3DFMT_UYVY, 2, 1, 4, FALSE},
336 struct wined3d_format_vertex_info
338 enum wined3d_format_id id;
339 enum wined3d_ffp_emit_idx emit_idx;
340 unsigned int component_count;
341 GLenum gl_vtx_type;
342 GLboolean gl_normalized;
343 enum wined3d_gl_extension extension;
346 static const struct wined3d_format_vertex_info format_vertex_info[] =
348 {WINED3DFMT_R32_FLOAT, WINED3D_FFP_EMIT_FLOAT1, 1, GL_FLOAT, GL_FALSE},
349 {WINED3DFMT_R32G32_FLOAT, WINED3D_FFP_EMIT_FLOAT2, 2, GL_FLOAT, GL_FALSE},
350 {WINED3DFMT_R32G32B32_FLOAT, WINED3D_FFP_EMIT_FLOAT3, 3, GL_FLOAT, GL_FALSE},
351 {WINED3DFMT_R32G32B32A32_FLOAT, WINED3D_FFP_EMIT_FLOAT4, 4, GL_FLOAT, GL_FALSE},
352 {WINED3DFMT_B8G8R8A8_UNORM, WINED3D_FFP_EMIT_D3DCOLOR, 4, GL_UNSIGNED_BYTE, GL_TRUE },
353 {WINED3DFMT_R8G8B8A8_UINT, WINED3D_FFP_EMIT_UBYTE4, 4, GL_UNSIGNED_BYTE, GL_FALSE},
354 {WINED3DFMT_R16G16_UINT, WINED3D_FFP_EMIT_INVALID, 2, GL_UNSIGNED_SHORT, GL_FALSE},
355 {WINED3DFMT_R16G16_SINT, WINED3D_FFP_EMIT_SHORT2, 2, GL_SHORT, GL_FALSE},
356 {WINED3DFMT_R16G16B16A16_SINT, WINED3D_FFP_EMIT_SHORT4, 4, GL_SHORT, GL_FALSE},
357 {WINED3DFMT_R8G8B8A8_UNORM, WINED3D_FFP_EMIT_UBYTE4N, 4, GL_UNSIGNED_BYTE, GL_TRUE },
358 {WINED3DFMT_R16G16_SNORM, WINED3D_FFP_EMIT_SHORT2N, 2, GL_SHORT, GL_TRUE },
359 {WINED3DFMT_R16G16B16A16_SNORM, WINED3D_FFP_EMIT_SHORT4N, 4, GL_SHORT, GL_TRUE },
360 {WINED3DFMT_R16G16_UNORM, WINED3D_FFP_EMIT_USHORT2N, 2, GL_UNSIGNED_SHORT, GL_TRUE },
361 {WINED3DFMT_R16G16B16A16_UNORM, WINED3D_FFP_EMIT_USHORT4N, 4, GL_UNSIGNED_SHORT, GL_TRUE },
362 {WINED3DFMT_R10G10B10X2_UINT, WINED3D_FFP_EMIT_UDEC3, 3, GL_UNSIGNED_SHORT, GL_FALSE},
363 {WINED3DFMT_R10G10B10X2_SNORM, WINED3D_FFP_EMIT_DEC3N, 3, GL_SHORT, GL_TRUE },
364 {WINED3DFMT_R10G10B10A2_UNORM, WINED3D_FFP_EMIT_INVALID, 4, GL_UNSIGNED_INT_2_10_10_10_REV, GL_TRUE,
365 ARB_VERTEX_TYPE_2_10_10_10_REV},
366 {WINED3DFMT_R16G16_FLOAT, WINED3D_FFP_EMIT_FLOAT16_2, 2, GL_HALF_FLOAT, GL_FALSE},
367 {WINED3DFMT_R16G16B16A16_FLOAT, WINED3D_FFP_EMIT_FLOAT16_4, 4, GL_HALF_FLOAT, GL_FALSE},
368 {WINED3DFMT_R8G8B8A8_SNORM, WINED3D_FFP_EMIT_INVALID, 4, GL_BYTE, GL_TRUE },
369 {WINED3DFMT_R8G8B8A8_SINT, WINED3D_FFP_EMIT_INVALID, 4, GL_BYTE, GL_FALSE},
370 {WINED3DFMT_R16G16B16A16_UINT, WINED3D_FFP_EMIT_INVALID, 4, GL_UNSIGNED_SHORT, GL_FALSE},
371 {WINED3DFMT_R8_UINT, WINED3D_FFP_EMIT_INVALID, 1, GL_UNSIGNED_BYTE, GL_FALSE},
372 {WINED3DFMT_R8_SINT, WINED3D_FFP_EMIT_INVALID, 1, GL_BYTE, GL_FALSE},
373 {WINED3DFMT_R16_UINT, WINED3D_FFP_EMIT_INVALID, 1, GL_UNSIGNED_SHORT, GL_FALSE},
374 {WINED3DFMT_R16_SINT, WINED3D_FFP_EMIT_INVALID, 1, GL_SHORT, GL_FALSE},
375 {WINED3DFMT_R32_UINT, WINED3D_FFP_EMIT_INVALID, 1, GL_UNSIGNED_INT, GL_FALSE},
376 {WINED3DFMT_R32_SINT, WINED3D_FFP_EMIT_INVALID, 1, GL_INT, GL_FALSE},
377 {WINED3DFMT_R32G32_UINT, WINED3D_FFP_EMIT_INVALID, 2, GL_UNSIGNED_INT, GL_FALSE},
378 {WINED3DFMT_R32G32_SINT, WINED3D_FFP_EMIT_INVALID, 2, GL_INT, GL_FALSE},
379 {WINED3DFMT_R32G32B32_UINT, WINED3D_FFP_EMIT_INVALID, 3, GL_UNSIGNED_INT, GL_FALSE},
380 {WINED3DFMT_R32G32B32A32_UINT, WINED3D_FFP_EMIT_INVALID, 4, GL_UNSIGNED_INT, GL_FALSE},
381 {WINED3DFMT_R32G32B32A32_SINT, WINED3D_FFP_EMIT_INVALID, 4, GL_INT, GL_FALSE},
384 struct wined3d_format_texture_info
386 enum wined3d_format_id id;
387 GLint gl_internal;
388 GLint gl_srgb_internal;
389 GLint gl_rt_internal;
390 GLint gl_format;
391 GLint gl_type;
392 unsigned int conv_byte_count;
393 unsigned int flags;
394 enum wined3d_gl_extension extension;
395 void (*convert)(const BYTE *src, BYTE *dst, UINT src_row_pitch, UINT src_slice_pitch,
396 UINT dst_row_pitch, UINT dst_slice_pitch, UINT width, UINT height, UINT depth);
399 static void convert_l4a4_unorm(const BYTE *src, BYTE *dst, UINT src_row_pitch, UINT src_slice_pitch,
400 UINT dst_row_pitch, UINT dst_slice_pitch, UINT width, UINT height, UINT depth)
402 /* WINED3DFMT_L4A4_UNORM exists as an internal gl format, but for some reason there is not
403 * format+type combination to load it. Thus convert it to A8L8, then load it
404 * with A4L4 internal, but A8L8 format+type
406 unsigned int x, y, z;
407 const unsigned char *Source;
408 unsigned char *Dest;
410 for (z = 0; z < depth; z++)
412 for (y = 0; y < height; y++)
414 Source = src + z * src_slice_pitch + y * src_row_pitch;
415 Dest = dst + z * dst_slice_pitch + y * dst_row_pitch;
416 for (x = 0; x < width; x++ )
418 unsigned char color = (*Source++);
419 /* A */ Dest[1] = (color & 0xf0u) << 0;
420 /* L */ Dest[0] = (color & 0x0fu) << 4;
421 Dest += 2;
427 static void convert_r5g5_snorm_l6_unorm(const BYTE *src, BYTE *dst, UINT src_row_pitch, UINT src_slice_pitch,
428 UINT dst_row_pitch, UINT dst_slice_pitch, UINT width, UINT height, UINT depth)
430 unsigned int x, y, z;
431 unsigned char r_in, g_in, l_in;
432 const unsigned short *texel_in;
433 unsigned short *texel_out;
435 /* Emulating signed 5 bit values with unsigned 5 bit values has some precision problems by design:
436 * E.g. the signed input value 0 becomes 16. GL normalizes it to 16 / 31 = 0.516. We convert it
437 * back to a signed value by subtracting 0.5 and multiplying by 2.0. The resulting value is
438 * ((16 / 31) - 0.5) * 2.0 = 0.032, which is quite different from the intended result 0.000. */
439 for (z = 0; z < depth; z++)
441 for (y = 0; y < height; y++)
443 texel_out = (unsigned short *) (dst + z * dst_slice_pitch + y * dst_row_pitch);
444 texel_in = (const unsigned short *)(src + z * src_slice_pitch + y * src_row_pitch);
445 for (x = 0; x < width; x++ )
447 l_in = (*texel_in & 0xfc00u) >> 10;
448 g_in = (*texel_in & 0x03e0u) >> 5;
449 r_in = *texel_in & 0x001fu;
451 *texel_out = ((r_in + 16) << 11) | (l_in << 5) | (g_in + 16);
452 texel_out++;
453 texel_in++;
459 static void convert_r5g5_snorm_l6_unorm_ext(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, r_out, g_out, r_in, g_in, l_in;
464 const unsigned short *texel_in;
466 for (z = 0; z < depth; z++)
468 for (y = 0; y < height; y++)
470 texel_in = (const unsigned short *)(src + z * src_slice_pitch + y * src_row_pitch);
471 texel_out = dst + z * dst_slice_pitch + y * dst_row_pitch;
472 for (x = 0; x < width; x++ )
474 l_in = (*texel_in & 0xfc00u) >> 10;
475 g_in = (*texel_in & 0x03e0u) >> 5;
476 r_in = *texel_in & 0x001fu;
478 r_out = r_in << 3;
479 if (!(r_in & 0x10)) /* r > 0 */
480 r_out |= r_in >> 1;
482 g_out = g_in << 3;
483 if (!(g_in & 0x10)) /* g > 0 */
484 g_out |= g_in >> 1;
486 texel_out[0] = r_out;
487 texel_out[1] = g_out;
488 texel_out[2] = l_in << 1 | l_in >> 5;
489 texel_out[3] = 0;
491 texel_out += 4;
492 texel_in++;
498 static void convert_r5g5_snorm_l6_unorm_nv(const BYTE *src, BYTE *dst, UINT src_row_pitch, UINT src_slice_pitch,
499 UINT dst_row_pitch, UINT dst_slice_pitch, UINT width, UINT height, UINT depth)
501 unsigned int x, y, z;
502 unsigned char *texel_out, ds_out, dt_out, r_in, g_in, l_in;
503 const unsigned short *texel_in;
505 /* This makes the gl surface bigger(24 bit instead of 16), but it works with
506 * fixed function and shaders without further conversion once the surface is
507 * loaded.
509 * The difference between this function and convert_r5g5_snorm_l6_unorm_ext
510 * is that convert_r5g5_snorm_l6_unorm_ext creates a 32 bit XRGB texture and
511 * this function creates a 24 bit DSDT_MAG texture. Trying to load a DSDT_MAG
512 * internal with a 32 bit DSDT_MAG_INTENSITY or DSDT_MAG_VIB format fails. */
513 for (z = 0; z < depth; z++)
515 for (y = 0; y < height; y++)
517 texel_in = (const unsigned short *)(src + z * src_slice_pitch + y * src_row_pitch);
518 texel_out = dst + z * dst_slice_pitch + y * dst_row_pitch;
519 for (x = 0; x < width; x++ )
521 l_in = (*texel_in & 0xfc00u) >> 10;
522 g_in = (*texel_in & 0x03e0u) >> 5;
523 r_in = *texel_in & 0x001fu;
525 ds_out = r_in << 3;
526 if (!(r_in & 0x10)) /* r > 0 */
527 ds_out |= r_in >> 1;
529 dt_out = g_in << 3;
530 if (!(g_in & 0x10)) /* g > 0 */
531 dt_out |= g_in >> 1;
533 texel_out[0] = ds_out;
534 texel_out[1] = dt_out;
535 texel_out[2] = l_in << 1 | l_in >> 5;
537 texel_out += 3;
538 texel_in++;
544 static void convert_r8g8_snorm(const BYTE *src, BYTE *dst, UINT src_row_pitch, UINT src_slice_pitch,
545 UINT dst_row_pitch, UINT dst_slice_pitch, UINT width, UINT height, UINT depth)
547 unsigned int x, y, z;
548 const short *Source;
549 unsigned char *Dest;
551 for (z = 0; z < depth; z++)
553 for (y = 0; y < height; y++)
555 Source = (const short *)(src + z * src_slice_pitch + y * src_row_pitch);
556 Dest = dst + z * dst_slice_pitch + y * dst_row_pitch;
557 for (x = 0; x < width; x++ )
559 const short color = (*Source++);
560 /* B */ Dest[0] = 0xff;
561 /* G */ Dest[1] = (color >> 8) + 128; /* V */
562 /* R */ Dest[2] = (color & 0xff) + 128; /* U */
563 Dest += 3;
569 static void convert_r8g8_snorm_l8x8_unorm(const BYTE *src, BYTE *dst, UINT src_row_pitch, UINT src_slice_pitch,
570 UINT dst_row_pitch, UINT dst_slice_pitch, UINT width, UINT height, UINT depth)
572 unsigned int x, y, z;
573 const DWORD *Source;
574 unsigned char *Dest;
576 /* Doesn't work correctly with the fixed function pipeline, but can work in
577 * shaders if the shader is adjusted. (There's no use for this format in gl's
578 * standard fixed function pipeline anyway).
580 for (z = 0; z < depth; z++)
582 for (y = 0; y < height; y++)
584 Source = (const DWORD *)(src + z * src_slice_pitch + y * src_row_pitch);
585 Dest = dst + z * dst_slice_pitch + y * dst_row_pitch;
586 for (x = 0; x < width; x++ )
588 LONG color = (*Source++);
589 /* B */ Dest[0] = ((color >> 16) & 0xff); /* L */
590 /* G */ Dest[1] = ((color >> 8 ) & 0xff) + 128; /* V */
591 /* R */ Dest[2] = (color & 0xff) + 128; /* U */
592 Dest += 4;
598 static void convert_r8g8_snorm_l8x8_unorm_nv(const BYTE *src, BYTE *dst, UINT src_row_pitch, UINT src_slice_pitch,
599 UINT dst_row_pitch, UINT dst_slice_pitch, UINT width, UINT height, UINT depth)
601 unsigned int x, y, z;
602 const DWORD *Source;
603 unsigned char *Dest;
605 /* This implementation works with the fixed function pipeline and shaders
606 * without further modification after converting the surface.
608 for (z = 0; z < depth; z++)
610 for (y = 0; y < height; y++)
612 Source = (const DWORD *)(src + z * src_slice_pitch + y * src_row_pitch);
613 Dest = dst + z * dst_slice_pitch + y * dst_row_pitch;
614 for (x = 0; x < width; x++ )
616 LONG color = (*Source++);
617 /* L */ Dest[2] = ((color >> 16) & 0xff); /* L */
618 /* V */ Dest[1] = ((color >> 8 ) & 0xff); /* V */
619 /* U */ Dest[0] = (color & 0xff); /* U */
620 /* I */ Dest[3] = 255; /* X */
621 Dest += 4;
627 static void convert_r8g8b8a8_snorm(const BYTE *src, BYTE *dst, UINT src_row_pitch, UINT src_slice_pitch,
628 UINT dst_row_pitch, UINT dst_slice_pitch, UINT width, UINT height, UINT depth)
630 unsigned int x, y, z;
631 const DWORD *Source;
632 unsigned char *Dest;
634 for (z = 0; z < depth; z++)
636 for (y = 0; y < height; y++)
638 Source = (const DWORD *)(src + z * src_slice_pitch + y * src_row_pitch);
639 Dest = dst + z * dst_slice_pitch + y * dst_row_pitch;
640 for (x = 0; x < width; x++ )
642 LONG color = (*Source++);
643 /* B */ Dest[0] = ((color >> 16) & 0xff) + 128; /* W */
644 /* G */ Dest[1] = ((color >> 8 ) & 0xff) + 128; /* V */
645 /* R */ Dest[2] = (color & 0xff) + 128; /* U */
646 /* A */ Dest[3] = ((color >> 24) & 0xff) + 128; /* Q */
647 Dest += 4;
653 static void convert_r16g16_snorm(const BYTE *src, BYTE *dst, UINT src_row_pitch, UINT src_slice_pitch,
654 UINT dst_row_pitch, UINT dst_slice_pitch, UINT width, UINT height, UINT depth)
656 unsigned int x, y, z;
657 const DWORD *Source;
658 unsigned short *Dest;
660 for (z = 0; z < depth; z++)
662 for (y = 0; y < height; y++)
664 Source = (const DWORD *)(src + z * src_slice_pitch + y * src_row_pitch);
665 Dest = (unsigned short *) (dst + z * dst_slice_pitch + y * dst_row_pitch);
666 for (x = 0; x < width; x++ )
668 const DWORD color = (*Source++);
669 /* B */ Dest[0] = 0xffff;
670 /* G */ Dest[1] = (color >> 16) + 32768; /* V */
671 /* R */ Dest[2] = (color & 0xffff) + 32768; /* U */
672 Dest += 3;
678 static void convert_r16g16(const BYTE *src, BYTE *dst, UINT src_row_pitch, UINT src_slice_pitch,
679 UINT dst_row_pitch, UINT dst_slice_pitch, UINT width, UINT height, UINT depth)
681 unsigned int x, y, z;
682 const WORD *Source;
683 WORD *Dest;
685 for (z = 0; z < depth; z++)
687 for (y = 0; y < height; y++)
689 Source = (const WORD *)(src + z * src_slice_pitch + y * src_row_pitch);
690 Dest = (WORD *) (dst + z * dst_slice_pitch + y * dst_row_pitch);
691 for (x = 0; x < width; x++ )
693 WORD green = (*Source++);
694 WORD red = (*Source++);
695 Dest[0] = green;
696 Dest[1] = red;
697 /* Strictly speaking not correct for R16G16F, but it doesn't matter because the
698 * shader overwrites it anyway */
699 Dest[2] = 0xffff;
700 Dest += 3;
706 static void convert_r32g32_float(const BYTE *src, BYTE *dst, UINT src_row_pitch, UINT src_slice_pitch,
707 UINT dst_row_pitch, UINT dst_slice_pitch, UINT width, UINT height, UINT depth)
709 unsigned int x, y, z;
710 const float *Source;
711 float *Dest;
713 for (z = 0; z < depth; z++)
715 for (y = 0; y < height; y++)
717 Source = (const float *)(src + z * src_slice_pitch + y * src_row_pitch);
718 Dest = (float *) (dst + z * dst_slice_pitch + y * dst_row_pitch);
719 for (x = 0; x < width; x++ )
721 float green = (*Source++);
722 float red = (*Source++);
723 Dest[0] = green;
724 Dest[1] = red;
725 Dest[2] = 1.0f;
726 Dest += 3;
732 static void convert_s1_uint_d15_unorm(const BYTE *src, BYTE *dst, UINT src_row_pitch, UINT src_slice_pitch,
733 UINT dst_row_pitch, UINT dst_slice_pitch, UINT width, UINT height, UINT depth)
735 unsigned int x, y, z;
737 for (z = 0; z < depth; z++)
739 for (y = 0; y < height; ++y)
741 const WORD *source = (const WORD *)(src + z * src_slice_pitch + y * src_row_pitch);
742 DWORD *dest = (DWORD *)(dst + z * dst_slice_pitch + y * dst_row_pitch);
744 for (x = 0; x < width; ++x)
746 /* The depth data is normalized, so needs to be scaled,
747 * the stencil data isn't. Scale depth data by
748 * (2^24-1)/(2^15-1) ~~ (2^9 + 2^-6). */
749 WORD d15 = source[x] >> 1;
750 DWORD d24 = (d15 << 9) + (d15 >> 6);
751 dest[x] = (d24 << 8) | (source[x] & 0x1);
757 static void convert_s4x4_uint_d24_unorm(const BYTE *src, BYTE *dst, UINT src_row_pitch, UINT src_slice_pitch,
758 UINT dst_row_pitch, UINT dst_slice_pitch, UINT width, UINT height, UINT depth)
760 unsigned int x, y, z;
762 for (z = 0; z < depth; z++)
764 for (y = 0; y < height; ++y)
766 const DWORD *source = (const DWORD *)(src + z * src_slice_pitch + y * src_row_pitch);
767 DWORD *dest = (DWORD *)(dst + z * dst_slice_pitch + y * dst_row_pitch);
769 for (x = 0; x < width; ++x)
771 /* Just need to clear out the X4 part. */
772 dest[x] = source[x] & ~0xf0;
778 static void convert_s8_uint_d24_float(const BYTE *src, BYTE *dst, UINT src_row_pitch, UINT src_slice_pitch,
779 UINT dst_row_pitch, UINT dst_slice_pitch, UINT width, UINT height, UINT depth)
781 unsigned int x, y, z;
783 for (z = 0; z < depth; z++)
785 for (y = 0; y < height; ++y)
787 const DWORD *source = (const DWORD *)(src + z * src_slice_pitch + y * src_row_pitch);
788 float *dest_f = (float *)(dst + z * dst_slice_pitch + y * dst_row_pitch);
789 DWORD *dest_s = (DWORD *)dest_f;
791 for (x = 0; x < width; ++x)
793 dest_f[x * 2] = float_24_to_32((source[x] & 0xffffff00u) >> 8);
794 dest_s[x * 2 + 1] = source[x] & 0xff;
800 static BOOL color_in_range(const struct wined3d_color_key *color_key, DWORD color)
802 /* FIXME: Is this really how color keys are supposed to work? I think it
803 * makes more sense to compare the individual channels. */
804 return color >= color_key->color_space_low_value
805 && color <= color_key->color_space_high_value;
808 static void convert_p8_uint_b8g8r8a8_unorm(const BYTE *src, unsigned int src_pitch,
809 BYTE *dst, unsigned int dst_pitch, unsigned int width, unsigned int height,
810 const struct wined3d_palette *palette, const struct wined3d_color_key *color_key)
812 const BYTE *src_row;
813 unsigned int x, y;
814 DWORD *dst_row;
816 if (!palette)
818 /* FIXME: This should probably use the system palette. */
819 FIXME("P8 surface loaded without a palette.\n");
821 for (y = 0; y < height; ++y)
823 memset(&dst[dst_pitch * y], 0, width * 4);
826 return;
829 for (y = 0; y < height; ++y)
831 src_row = &src[src_pitch * y];
832 dst_row = (DWORD *)&dst[dst_pitch * y];
833 for (x = 0; x < width; ++x)
835 BYTE src_color = src_row[x];
836 dst_row[x] = 0xff000000
837 | (palette->colors[src_color].rgbRed << 16)
838 | (palette->colors[src_color].rgbGreen << 8)
839 | palette->colors[src_color].rgbBlue;
844 static void convert_b5g6r5_unorm_b5g5r5a1_unorm_color_key(const BYTE *src, unsigned int src_pitch,
845 BYTE *dst, unsigned int dst_pitch, unsigned int width, unsigned int height,
846 const struct wined3d_palette *palette, const struct wined3d_color_key *color_key)
848 const WORD *src_row;
849 unsigned int x, y;
850 WORD *dst_row;
852 for (y = 0; y < height; ++y)
854 src_row = (WORD *)&src[src_pitch * y];
855 dst_row = (WORD *)&dst[dst_pitch * y];
856 for (x = 0; x < width; ++x)
858 WORD src_color = src_row[x];
859 if (!color_in_range(color_key, src_color))
860 dst_row[x] = 0x8000u | ((src_color & 0xffc0u) >> 1) | (src_color & 0x1fu);
861 else
862 dst_row[x] = ((src_color & 0xffc0u) >> 1) | (src_color & 0x1fu);
867 static void convert_b5g5r5x1_unorm_b5g5r5a1_unorm_color_key(const BYTE *src, unsigned int src_pitch,
868 BYTE *dst, unsigned int dst_pitch, unsigned int width, unsigned int height,
869 const struct wined3d_palette *palette, const struct wined3d_color_key *color_key)
871 const WORD *src_row;
872 unsigned int x, y;
873 WORD *dst_row;
875 for (y = 0; y < height; ++y)
877 src_row = (WORD *)&src[src_pitch * y];
878 dst_row = (WORD *)&dst[dst_pitch * y];
879 for (x = 0; x < width; ++x)
881 WORD src_color = src_row[x];
882 if (color_in_range(color_key, src_color))
883 dst_row[x] = src_color & ~0x8000;
884 else
885 dst_row[x] = src_color | 0x8000;
890 static void convert_b8g8r8_unorm_b8g8r8a8_unorm_color_key(const BYTE *src, unsigned int src_pitch,
891 BYTE *dst, unsigned int dst_pitch, unsigned int width, unsigned int height,
892 const struct wined3d_palette *palette, const struct wined3d_color_key *color_key)
894 const BYTE *src_row;
895 unsigned int x, y;
896 DWORD *dst_row;
898 for (y = 0; y < height; ++y)
900 src_row = &src[src_pitch * y];
901 dst_row = (DWORD *)&dst[dst_pitch * y];
902 for (x = 0; x < width; ++x)
904 DWORD src_color = (src_row[x * 3 + 2] << 16) | (src_row[x * 3 + 1] << 8) | src_row[x * 3];
905 if (!color_in_range(color_key, src_color))
906 dst_row[x] = src_color | 0xff000000;
911 static void convert_b8g8r8x8_unorm_b8g8r8a8_unorm_color_key(const BYTE *src, unsigned int src_pitch,
912 BYTE *dst, unsigned int dst_pitch, unsigned int width, unsigned int height,
913 const struct wined3d_palette *palette, const struct wined3d_color_key *color_key)
915 const DWORD *src_row;
916 unsigned int x, y;
917 DWORD *dst_row;
919 for (y = 0; y < height; ++y)
921 src_row = (DWORD *)&src[src_pitch * y];
922 dst_row = (DWORD *)&dst[dst_pitch * y];
923 for (x = 0; x < width; ++x)
925 DWORD src_color = src_row[x];
926 if (color_in_range(color_key, src_color))
927 dst_row[x] = src_color & ~0xff000000;
928 else
929 dst_row[x] = src_color | 0xff000000;
934 static void convert_b8g8r8a8_unorm_b8g8r8a8_unorm_color_key(const BYTE *src, unsigned int src_pitch,
935 BYTE *dst, unsigned int dst_pitch, unsigned int width, unsigned int height,
936 const struct wined3d_palette *palette, const struct wined3d_color_key *color_key)
938 const DWORD *src_row;
939 unsigned int x, y;
940 DWORD *dst_row;
942 for (y = 0; y < height; ++y)
944 src_row = (DWORD *)&src[src_pitch * y];
945 dst_row = (DWORD *)&dst[dst_pitch * y];
946 for (x = 0; x < width; ++x)
948 DWORD src_color = src_row[x];
949 if (color_in_range(color_key, src_color))
950 src_color &= ~0xff000000;
951 dst_row[x] = src_color;
956 const struct wined3d_color_key_conversion * wined3d_format_get_color_key_conversion(
957 const struct wined3d_texture *texture, BOOL need_alpha_ck)
959 const struct wined3d_format *format = texture->resource.format;
960 unsigned int i;
962 static const struct
964 enum wined3d_format_id src_format;
965 struct wined3d_color_key_conversion conversion;
967 color_key_info[] =
969 {WINED3DFMT_B5G6R5_UNORM, {WINED3DFMT_B5G5R5A1_UNORM, convert_b5g6r5_unorm_b5g5r5a1_unorm_color_key }},
970 {WINED3DFMT_B5G5R5X1_UNORM, {WINED3DFMT_B5G5R5A1_UNORM, convert_b5g5r5x1_unorm_b5g5r5a1_unorm_color_key }},
971 {WINED3DFMT_B8G8R8_UNORM, {WINED3DFMT_B8G8R8A8_UNORM, convert_b8g8r8_unorm_b8g8r8a8_unorm_color_key }},
972 {WINED3DFMT_B8G8R8X8_UNORM, {WINED3DFMT_B8G8R8A8_UNORM, convert_b8g8r8x8_unorm_b8g8r8a8_unorm_color_key }},
973 {WINED3DFMT_B8G8R8A8_UNORM, {WINED3DFMT_B8G8R8A8_UNORM, convert_b8g8r8a8_unorm_b8g8r8a8_unorm_color_key }},
975 static const struct wined3d_color_key_conversion convert_p8 =
977 WINED3DFMT_B8G8R8A8_UNORM, convert_p8_uint_b8g8r8a8_unorm
980 if (need_alpha_ck && (texture->async.flags & WINED3D_TEXTURE_ASYNC_COLOR_KEY))
982 for (i = 0; i < sizeof(color_key_info) / sizeof(*color_key_info); ++i)
984 if (color_key_info[i].src_format == format->id)
985 return &color_key_info[i].conversion;
988 FIXME("Color-keying not supported with format %s.\n", debug_d3dformat(format->id));
991 /* FIXME: This should check if the blitter backend can do P8 conversion,
992 * instead of checking for ARB_fragment_program. */
993 if (format->id == WINED3DFMT_P8_UINT
994 && !(texture->resource.device->adapter->gl_info.supported[ARB_FRAGMENT_PROGRAM]
995 && texture->swapchain && texture == texture->swapchain->front_buffer))
996 return &convert_p8;
998 return NULL;
1001 /* The following formats explicitly don't have WINED3DFMT_FLAG_TEXTURE set:
1003 * These are never supported on native.
1004 * WINED3DFMT_B8G8R8_UNORM
1005 * WINED3DFMT_B2G3R3_UNORM
1006 * WINED3DFMT_L4A4_UNORM
1007 * WINED3DFMT_S1_UINT_D15_UNORM
1008 * WINED3DFMT_S4X4_UINT_D24_UNORM
1010 * Only some Geforce/Voodoo3/G400 cards offer 8-bit textures in case of ddraw.
1011 * Since it is not widely available, don't offer it. Further no Windows driver
1012 * offers WINED3DFMT_P8_UINT_A8_NORM, so don't offer it either.
1013 * WINED3DFMT_P8_UINT
1014 * WINED3DFMT_P8_UINT_A8_UNORM
1016 * These formats seem to be similar to the HILO formats in
1017 * GL_NV_texture_shader. NVHU is said to be GL_UNSIGNED_HILO16,
1018 * NVHS GL_SIGNED_HILO16. Rumours say that D3D computes a 3rd channel
1019 * similarly to D3DFMT_CxV8U8 (So NVHS could be called D3DFMT_CxV16U16). ATI
1020 * refused to support formats which can easily be emulated with pixel shaders,
1021 * so applications have to deal with not having NVHS and NVHU.
1022 * WINED3DFMT_NVHU
1023 * WINED3DFMT_NVHS */
1024 static const struct wined3d_format_texture_info format_texture_info[] =
1026 /* format id gl_internal gl_srgb_internal gl_rt_internal
1027 gl_format gl_type conv_byte_count
1028 flags
1029 extension convert */
1030 /* FourCC formats */
1031 /* GL_APPLE_ycbcr_422 claims that its '2YUV' format, which is supported via the UNSIGNED_SHORT_8_8_REV_APPLE type
1032 * is equivalent to 'UYVY' format on Windows, and the 'YUVS' via UNSIGNED_SHORT_8_8_APPLE equates to 'YUY2'. The
1033 * d3d9 test however shows that the opposite is true. Since the extension is from 2002, it predates the x86 based
1034 * Macs, so probably the endianness differs. This could be tested as soon as we have a Windows and MacOS on a big
1035 * endian machine
1037 {WINED3DFMT_UYVY, GL_RG8, GL_RG8, 0,
1038 GL_RG, GL_UNSIGNED_BYTE, 0,
1039 WINED3DFMT_FLAG_FILTERING,
1040 ARB_TEXTURE_RG, NULL},
1041 {WINED3DFMT_UYVY, GL_LUMINANCE8_ALPHA8, GL_LUMINANCE8_ALPHA8, 0,
1042 GL_LUMINANCE_ALPHA, GL_UNSIGNED_BYTE, 0,
1043 WINED3DFMT_FLAG_FILTERING,
1044 WINED3D_GL_LEGACY_CONTEXT, NULL},
1045 {WINED3DFMT_UYVY, GL_RGB, GL_RGB, 0,
1046 GL_YCBCR_422_APPLE, GL_UNSIGNED_SHORT_8_8_APPLE, 0,
1047 WINED3DFMT_FLAG_TEXTURE | WINED3DFMT_FLAG_FILTERING,
1048 APPLE_YCBCR_422, NULL},
1049 {WINED3DFMT_YUY2, GL_RG8, GL_RG8, 0,
1050 GL_RG, GL_UNSIGNED_BYTE, 0,
1051 WINED3DFMT_FLAG_FILTERING,
1052 ARB_TEXTURE_RG, NULL},
1053 {WINED3DFMT_YUY2, GL_LUMINANCE8_ALPHA8, GL_LUMINANCE8_ALPHA8, 0,
1054 GL_LUMINANCE_ALPHA, GL_UNSIGNED_BYTE, 0,
1055 WINED3DFMT_FLAG_FILTERING,
1056 WINED3D_GL_LEGACY_CONTEXT, NULL},
1057 {WINED3DFMT_YUY2, GL_RGB, GL_RGB, 0,
1058 GL_YCBCR_422_APPLE, GL_UNSIGNED_SHORT_8_8_REV_APPLE, 0,
1059 WINED3DFMT_FLAG_TEXTURE | WINED3DFMT_FLAG_FILTERING,
1060 APPLE_YCBCR_422, NULL},
1061 {WINED3DFMT_YV12, GL_R8, GL_R8, 0,
1062 GL_RED, GL_UNSIGNED_BYTE, 0,
1063 WINED3DFMT_FLAG_FILTERING,
1064 ARB_TEXTURE_RG, NULL},
1065 {WINED3DFMT_YV12, GL_ALPHA8, GL_ALPHA8, 0,
1066 GL_ALPHA, GL_UNSIGNED_BYTE, 0,
1067 WINED3DFMT_FLAG_FILTERING,
1068 WINED3D_GL_LEGACY_CONTEXT, NULL},
1069 {WINED3DFMT_NV12, GL_R8, GL_R8, 0,
1070 GL_RED, GL_UNSIGNED_BYTE, 0,
1071 WINED3DFMT_FLAG_FILTERING,
1072 ARB_TEXTURE_RG, NULL},
1073 {WINED3DFMT_NV12, GL_ALPHA8, GL_ALPHA8, 0,
1074 GL_ALPHA, GL_UNSIGNED_BYTE, 0,
1075 WINED3DFMT_FLAG_FILTERING,
1076 WINED3D_GL_LEGACY_CONTEXT, NULL},
1077 {WINED3DFMT_DXT1, GL_COMPRESSED_RGBA_S3TC_DXT1_EXT, GL_COMPRESSED_SRGB_ALPHA_S3TC_DXT1_EXT, 0,
1078 GL_RGBA, GL_UNSIGNED_BYTE, 0,
1079 WINED3DFMT_FLAG_TEXTURE | WINED3DFMT_FLAG_POSTPIXELSHADER_BLENDING | WINED3DFMT_FLAG_FILTERING
1080 | WINED3DFMT_FLAG_SRGB_READ | WINED3DFMT_FLAG_COMPRESSED,
1081 EXT_TEXTURE_COMPRESSION_S3TC, NULL},
1082 {WINED3DFMT_DXT2, GL_COMPRESSED_RGBA_S3TC_DXT3_EXT, GL_COMPRESSED_SRGB_ALPHA_S3TC_DXT3_EXT, 0,
1083 GL_RGBA, GL_UNSIGNED_BYTE, 0,
1084 WINED3DFMT_FLAG_TEXTURE | WINED3DFMT_FLAG_POSTPIXELSHADER_BLENDING | WINED3DFMT_FLAG_FILTERING
1085 | WINED3DFMT_FLAG_SRGB_READ | WINED3DFMT_FLAG_COMPRESSED,
1086 EXT_TEXTURE_COMPRESSION_S3TC, NULL},
1087 {WINED3DFMT_DXT3, GL_COMPRESSED_RGBA_S3TC_DXT3_EXT, GL_COMPRESSED_SRGB_ALPHA_S3TC_DXT3_EXT, 0,
1088 GL_RGBA, GL_UNSIGNED_BYTE, 0,
1089 WINED3DFMT_FLAG_TEXTURE | WINED3DFMT_FLAG_POSTPIXELSHADER_BLENDING | WINED3DFMT_FLAG_FILTERING
1090 | WINED3DFMT_FLAG_SRGB_READ | WINED3DFMT_FLAG_COMPRESSED,
1091 EXT_TEXTURE_COMPRESSION_S3TC, NULL},
1092 {WINED3DFMT_DXT4, GL_COMPRESSED_RGBA_S3TC_DXT5_EXT, GL_COMPRESSED_SRGB_ALPHA_S3TC_DXT5_EXT, 0,
1093 GL_RGBA, GL_UNSIGNED_BYTE, 0,
1094 WINED3DFMT_FLAG_TEXTURE | WINED3DFMT_FLAG_POSTPIXELSHADER_BLENDING | WINED3DFMT_FLAG_FILTERING
1095 | WINED3DFMT_FLAG_SRGB_READ | WINED3DFMT_FLAG_COMPRESSED,
1096 EXT_TEXTURE_COMPRESSION_S3TC, NULL},
1097 {WINED3DFMT_DXT5, GL_COMPRESSED_RGBA_S3TC_DXT5_EXT, GL_COMPRESSED_SRGB_ALPHA_S3TC_DXT5_EXT, 0,
1098 GL_RGBA, GL_UNSIGNED_BYTE, 0,
1099 WINED3DFMT_FLAG_TEXTURE | WINED3DFMT_FLAG_POSTPIXELSHADER_BLENDING | WINED3DFMT_FLAG_FILTERING
1100 | WINED3DFMT_FLAG_SRGB_READ | WINED3DFMT_FLAG_COMPRESSED,
1101 EXT_TEXTURE_COMPRESSION_S3TC, NULL},
1102 {WINED3DFMT_BC1_UNORM, GL_COMPRESSED_RGBA_S3TC_DXT1_EXT, GL_COMPRESSED_SRGB_ALPHA_S3TC_DXT1_EXT, 0,
1103 GL_RGBA, GL_UNSIGNED_BYTE, 0,
1104 WINED3DFMT_FLAG_TEXTURE | WINED3DFMT_FLAG_POSTPIXELSHADER_BLENDING | WINED3DFMT_FLAG_FILTERING
1105 | WINED3DFMT_FLAG_COMPRESSED,
1106 EXT_TEXTURE_COMPRESSION_S3TC, NULL},
1107 {WINED3DFMT_BC2_UNORM, GL_COMPRESSED_RGBA_S3TC_DXT3_EXT, GL_COMPRESSED_SRGB_ALPHA_S3TC_DXT3_EXT, 0,
1108 GL_RGBA, GL_UNSIGNED_BYTE, 0,
1109 WINED3DFMT_FLAG_TEXTURE | WINED3DFMT_FLAG_POSTPIXELSHADER_BLENDING | WINED3DFMT_FLAG_FILTERING
1110 | WINED3DFMT_FLAG_COMPRESSED,
1111 EXT_TEXTURE_COMPRESSION_S3TC, NULL},
1112 {WINED3DFMT_BC3_UNORM, GL_COMPRESSED_RGBA_S3TC_DXT5_EXT, GL_COMPRESSED_SRGB_ALPHA_S3TC_DXT5_EXT, 0,
1113 GL_RGBA, GL_UNSIGNED_BYTE, 0,
1114 WINED3DFMT_FLAG_TEXTURE | WINED3DFMT_FLAG_POSTPIXELSHADER_BLENDING | WINED3DFMT_FLAG_FILTERING
1115 | WINED3DFMT_FLAG_COMPRESSED,
1116 EXT_TEXTURE_COMPRESSION_S3TC, NULL},
1117 {WINED3DFMT_BC4_UNORM, GL_COMPRESSED_RED_RGTC1, GL_COMPRESSED_RED_RGTC1, 0,
1118 GL_RED, GL_UNSIGNED_BYTE, 0,
1119 WINED3DFMT_FLAG_TEXTURE | WINED3DFMT_FLAG_POSTPIXELSHADER_BLENDING | WINED3DFMT_FLAG_FILTERING
1120 | WINED3DFMT_FLAG_COMPRESSED,
1121 ARB_TEXTURE_COMPRESSION_RGTC, NULL},
1122 {WINED3DFMT_BC5_UNORM, GL_COMPRESSED_RG_RGTC2, GL_COMPRESSED_RG_RGTC2, 0,
1123 GL_RG, GL_UNSIGNED_BYTE, 0,
1124 WINED3DFMT_FLAG_TEXTURE | WINED3DFMT_FLAG_POSTPIXELSHADER_BLENDING | WINED3DFMT_FLAG_FILTERING
1125 | WINED3DFMT_FLAG_COMPRESSED,
1126 ARB_TEXTURE_COMPRESSION_RGTC, NULL},
1127 {WINED3DFMT_BC6H_UF16, GL_COMPRESSED_RGB_BPTC_UNSIGNED_FLOAT_ARB, GL_COMPRESSED_RGB_BPTC_UNSIGNED_FLOAT_ARB, 0,
1128 GL_RGB, GL_UNSIGNED_BYTE, 0,
1129 WINED3DFMT_FLAG_TEXTURE | WINED3DFMT_FLAG_POSTPIXELSHADER_BLENDING | WINED3DFMT_FLAG_FILTERING
1130 | WINED3DFMT_FLAG_COMPRESSED,
1131 ARB_TEXTURE_COMPRESSION_BPTC, NULL},
1132 {WINED3DFMT_BC6H_SF16, GL_COMPRESSED_RGB_BPTC_SIGNED_FLOAT_ARB, GL_COMPRESSED_RGB_BPTC_SIGNED_FLOAT_ARB, 0,
1133 GL_RGB, GL_UNSIGNED_BYTE, 0,
1134 WINED3DFMT_FLAG_TEXTURE | WINED3DFMT_FLAG_POSTPIXELSHADER_BLENDING | WINED3DFMT_FLAG_FILTERING
1135 | WINED3DFMT_FLAG_COMPRESSED,
1136 ARB_TEXTURE_COMPRESSION_BPTC, NULL},
1137 {WINED3DFMT_BC7_UNORM, GL_COMPRESSED_RGBA_BPTC_UNORM_ARB, GL_COMPRESSED_SRGB_ALPHA_BPTC_UNORM_ARB, 0,
1138 GL_RGBA, GL_UNSIGNED_BYTE, 0,
1139 WINED3DFMT_FLAG_TEXTURE | WINED3DFMT_FLAG_POSTPIXELSHADER_BLENDING | WINED3DFMT_FLAG_FILTERING
1140 | WINED3DFMT_FLAG_COMPRESSED,
1141 ARB_TEXTURE_COMPRESSION_BPTC, NULL},
1142 /* IEEE formats */
1143 {WINED3DFMT_R32_FLOAT, GL_RGB32F_ARB, GL_RGB32F_ARB, 0,
1144 GL_RED, GL_FLOAT, 0,
1145 WINED3DFMT_FLAG_TEXTURE | WINED3DFMT_FLAG_RENDERTARGET | WINED3DFMT_FLAG_VTF,
1146 ARB_TEXTURE_FLOAT, NULL},
1147 {WINED3DFMT_R32_FLOAT, GL_R32F, GL_R32F, 0,
1148 GL_RED, GL_FLOAT, 0,
1149 WINED3DFMT_FLAG_TEXTURE | WINED3DFMT_FLAG_RENDERTARGET | WINED3DFMT_FLAG_VTF,
1150 ARB_TEXTURE_RG, NULL},
1151 {WINED3DFMT_R32G32_FLOAT, GL_RGB32F_ARB, GL_RGB32F_ARB, 0,
1152 GL_RGB, GL_FLOAT, 12,
1153 WINED3DFMT_FLAG_TEXTURE | WINED3DFMT_FLAG_RENDERTARGET | WINED3DFMT_FLAG_VTF,
1154 ARB_TEXTURE_FLOAT, convert_r32g32_float},
1155 {WINED3DFMT_R32G32_FLOAT, GL_RG32F, GL_RG32F, 0,
1156 GL_RG, GL_FLOAT, 0,
1157 WINED3DFMT_FLAG_TEXTURE | WINED3DFMT_FLAG_RENDERTARGET | WINED3DFMT_FLAG_VTF,
1158 ARB_TEXTURE_RG, NULL},
1159 {WINED3DFMT_R32G32B32_FLOAT, GL_RGB32F, GL_RGB32F, 0,
1160 GL_RGB, GL_FLOAT, 0,
1161 WINED3DFMT_FLAG_TEXTURE | WINED3DFMT_FLAG_RENDERTARGET,
1162 ARB_TEXTURE_FLOAT, NULL},
1163 {WINED3DFMT_R32G32B32A32_FLOAT, GL_RGBA32F_ARB, GL_RGBA32F_ARB, 0,
1164 GL_RGBA, GL_FLOAT, 0,
1165 WINED3DFMT_FLAG_TEXTURE | WINED3DFMT_FLAG_RENDERTARGET | WINED3DFMT_FLAG_VTF,
1166 ARB_TEXTURE_FLOAT, NULL},
1167 /* Float */
1168 {WINED3DFMT_R16_FLOAT, GL_RGB16F_ARB, GL_RGB16F_ARB, 0,
1169 GL_RED, GL_HALF_FLOAT_ARB, 0,
1170 WINED3DFMT_FLAG_TEXTURE | WINED3DFMT_FLAG_RENDERTARGET | WINED3DFMT_FLAG_VTF,
1171 ARB_TEXTURE_FLOAT, NULL},
1172 {WINED3DFMT_R16_FLOAT, GL_R16F, GL_R16F, 0,
1173 GL_RED, GL_HALF_FLOAT_ARB, 0,
1174 WINED3DFMT_FLAG_TEXTURE | WINED3DFMT_FLAG_RENDERTARGET | WINED3DFMT_FLAG_VTF,
1175 ARB_TEXTURE_RG, NULL},
1176 {WINED3DFMT_R16G16_FLOAT, GL_RGB16F_ARB, GL_RGB16F_ARB, 0,
1177 GL_RGB, GL_HALF_FLOAT_ARB, 6,
1178 WINED3DFMT_FLAG_TEXTURE | WINED3DFMT_FLAG_RENDERTARGET | WINED3DFMT_FLAG_VTF,
1179 ARB_TEXTURE_FLOAT, convert_r16g16},
1180 {WINED3DFMT_R16G16_FLOAT, GL_RG16F, GL_RG16F, 0,
1181 GL_RG, GL_HALF_FLOAT_ARB, 0,
1182 WINED3DFMT_FLAG_TEXTURE | WINED3DFMT_FLAG_RENDERTARGET | WINED3DFMT_FLAG_VTF,
1183 ARB_TEXTURE_RG, NULL},
1184 {WINED3DFMT_R16G16B16A16_FLOAT, GL_RGBA16F_ARB, GL_RGBA16F_ARB, 0,
1185 GL_RGBA, GL_HALF_FLOAT_ARB, 0,
1186 WINED3DFMT_FLAG_TEXTURE | WINED3DFMT_FLAG_POSTPIXELSHADER_BLENDING | WINED3DFMT_FLAG_RENDERTARGET
1187 | WINED3DFMT_FLAG_VTF,
1188 ARB_TEXTURE_FLOAT, NULL},
1189 {WINED3DFMT_R11G11B10_FLOAT, GL_R11F_G11F_B10F, GL_R11F_G11F_B10F, 0,
1190 GL_RGB, GL_UNSIGNED_INT_10F_11F_11F_REV, 0,
1191 WINED3DFMT_FLAG_TEXTURE | WINED3DFMT_FLAG_POSTPIXELSHADER_BLENDING | WINED3DFMT_FLAG_RENDERTARGET,
1192 EXT_PACKED_FLOAT},
1193 /* Palettized formats */
1194 {WINED3DFMT_P8_UINT, GL_R8, GL_R8, 0,
1195 GL_RED, GL_UNSIGNED_BYTE, 0,
1197 ARB_TEXTURE_RG, NULL},
1198 {WINED3DFMT_P8_UINT, GL_ALPHA8, GL_ALPHA8, 0,
1199 GL_ALPHA, GL_UNSIGNED_BYTE, 0,
1201 WINED3D_GL_LEGACY_CONTEXT, NULL},
1202 /* Standard ARGB formats */
1203 {WINED3DFMT_B8G8R8_UNORM, GL_RGB8, GL_RGB8, 0,
1204 GL_BGR, GL_UNSIGNED_BYTE, 0,
1205 WINED3DFMT_FLAG_POSTPIXELSHADER_BLENDING | WINED3DFMT_FLAG_FILTERING | WINED3DFMT_FLAG_RENDERTARGET,
1206 WINED3D_GL_EXT_NONE, NULL},
1207 {WINED3DFMT_B8G8R8A8_UNORM, GL_RGBA8, GL_SRGB8_ALPHA8_EXT, 0,
1208 GL_BGRA, GL_UNSIGNED_INT_8_8_8_8_REV, 0,
1209 WINED3DFMT_FLAG_TEXTURE | WINED3DFMT_FLAG_POSTPIXELSHADER_BLENDING | WINED3DFMT_FLAG_FILTERING
1210 | WINED3DFMT_FLAG_RENDERTARGET | WINED3DFMT_FLAG_SRGB_READ | WINED3DFMT_FLAG_SRGB_WRITE
1211 | WINED3DFMT_FLAG_VTF,
1212 WINED3D_GL_EXT_NONE, NULL},
1213 {WINED3DFMT_B8G8R8X8_UNORM, GL_RGB8, GL_SRGB8_EXT, 0,
1214 GL_BGRA, GL_UNSIGNED_INT_8_8_8_8_REV, 0,
1215 WINED3DFMT_FLAG_TEXTURE | WINED3DFMT_FLAG_POSTPIXELSHADER_BLENDING | WINED3DFMT_FLAG_FILTERING
1216 | WINED3DFMT_FLAG_RENDERTARGET | WINED3DFMT_FLAG_SRGB_READ | WINED3DFMT_FLAG_SRGB_WRITE,
1217 WINED3D_GL_EXT_NONE, NULL},
1218 {WINED3DFMT_B5G6R5_UNORM, GL_RGB5, GL_RGB5, GL_RGB8,
1219 GL_RGB, GL_UNSIGNED_SHORT_5_6_5, 0,
1220 WINED3DFMT_FLAG_TEXTURE | WINED3DFMT_FLAG_POSTPIXELSHADER_BLENDING | WINED3DFMT_FLAG_FILTERING
1221 | WINED3DFMT_FLAG_RENDERTARGET,
1222 WINED3D_GL_EXT_NONE, NULL},
1223 {WINED3DFMT_B5G6R5_UNORM, GL_RGB565, GL_RGB565, GL_RGB8,
1224 GL_RGB, GL_UNSIGNED_SHORT_5_6_5, 0,
1225 WINED3DFMT_FLAG_TEXTURE | WINED3DFMT_FLAG_POSTPIXELSHADER_BLENDING | WINED3DFMT_FLAG_FILTERING
1226 | WINED3DFMT_FLAG_RENDERTARGET,
1227 ARB_ES2_COMPATIBILITY, NULL},
1228 {WINED3DFMT_B5G5R5X1_UNORM, GL_RGB5, GL_RGB5, 0,
1229 GL_BGRA, GL_UNSIGNED_SHORT_1_5_5_5_REV, 0,
1230 WINED3DFMT_FLAG_TEXTURE | WINED3DFMT_FLAG_POSTPIXELSHADER_BLENDING | WINED3DFMT_FLAG_FILTERING
1231 | WINED3DFMT_FLAG_RENDERTARGET,
1232 WINED3D_GL_EXT_NONE, NULL},
1233 {WINED3DFMT_B5G5R5A1_UNORM, GL_RGB5_A1, GL_RGB5_A1, 0,
1234 GL_BGRA, GL_UNSIGNED_SHORT_1_5_5_5_REV, 0,
1235 WINED3DFMT_FLAG_TEXTURE | WINED3DFMT_FLAG_POSTPIXELSHADER_BLENDING | WINED3DFMT_FLAG_FILTERING,
1236 WINED3D_GL_EXT_NONE, NULL},
1237 {WINED3DFMT_B4G4R4A4_UNORM, GL_RGBA4, GL_SRGB8_ALPHA8_EXT, 0,
1238 GL_BGRA, GL_UNSIGNED_SHORT_4_4_4_4_REV, 0,
1239 WINED3DFMT_FLAG_TEXTURE | WINED3DFMT_FLAG_POSTPIXELSHADER_BLENDING | WINED3DFMT_FLAG_FILTERING
1240 | WINED3DFMT_FLAG_SRGB_READ,
1241 WINED3D_GL_EXT_NONE, NULL},
1242 {WINED3DFMT_B2G3R3_UNORM, GL_R3_G3_B2, GL_R3_G3_B2, 0,
1243 GL_RGB, GL_UNSIGNED_BYTE_3_3_2, 0,
1244 WINED3DFMT_FLAG_POSTPIXELSHADER_BLENDING | WINED3DFMT_FLAG_FILTERING,
1245 WINED3D_GL_EXT_NONE, NULL},
1246 {WINED3DFMT_R8_UNORM, GL_R8, GL_R8, 0,
1247 GL_RED, GL_UNSIGNED_BYTE, 0,
1248 WINED3DFMT_FLAG_TEXTURE | WINED3DFMT_FLAG_POSTPIXELSHADER_BLENDING | WINED3DFMT_FLAG_FILTERING
1249 | WINED3DFMT_FLAG_RENDERTARGET | WINED3DFMT_FLAG_VTF,
1250 ARB_TEXTURE_RG, NULL},
1251 {WINED3DFMT_A8_UNORM, GL_R8, GL_R8, 0,
1252 GL_RED, GL_UNSIGNED_BYTE, 0,
1253 WINED3DFMT_FLAG_TEXTURE | WINED3DFMT_FLAG_POSTPIXELSHADER_BLENDING | WINED3DFMT_FLAG_FILTERING,
1254 ARB_TEXTURE_RG, NULL},
1255 {WINED3DFMT_A8_UNORM, GL_ALPHA8, GL_ALPHA8, 0,
1256 GL_ALPHA, GL_UNSIGNED_BYTE, 0,
1257 WINED3DFMT_FLAG_TEXTURE | WINED3DFMT_FLAG_POSTPIXELSHADER_BLENDING | WINED3DFMT_FLAG_FILTERING,
1258 WINED3D_GL_LEGACY_CONTEXT, NULL},
1259 {WINED3DFMT_B4G4R4X4_UNORM, GL_RGB4, GL_RGB4, 0,
1260 GL_BGRA, GL_UNSIGNED_SHORT_4_4_4_4_REV, 0,
1261 WINED3DFMT_FLAG_TEXTURE | WINED3DFMT_FLAG_POSTPIXELSHADER_BLENDING | WINED3DFMT_FLAG_FILTERING,
1262 WINED3D_GL_EXT_NONE, NULL},
1263 {WINED3DFMT_R10G10B10A2_UNORM, GL_RGB10_A2, GL_RGB10_A2, 0,
1264 GL_RGBA, GL_UNSIGNED_INT_2_10_10_10_REV, 0,
1265 WINED3DFMT_FLAG_TEXTURE | WINED3DFMT_FLAG_POSTPIXELSHADER_BLENDING | WINED3DFMT_FLAG_FILTERING
1266 | WINED3DFMT_FLAG_RENDERTARGET,
1267 WINED3D_GL_EXT_NONE, NULL},
1268 {WINED3DFMT_R8G8B8A8_UNORM, GL_RGBA8, GL_SRGB8_ALPHA8_EXT, 0,
1269 GL_RGBA, GL_UNSIGNED_INT_8_8_8_8_REV, 0,
1270 WINED3DFMT_FLAG_TEXTURE | WINED3DFMT_FLAG_POSTPIXELSHADER_BLENDING | WINED3DFMT_FLAG_FILTERING
1271 | WINED3DFMT_FLAG_RENDERTARGET | WINED3DFMT_FLAG_SRGB_READ | WINED3DFMT_FLAG_SRGB_WRITE
1272 | WINED3DFMT_FLAG_VTF,
1273 WINED3D_GL_EXT_NONE, NULL},
1274 {WINED3DFMT_R8G8B8A8_UINT, GL_RGBA8UI, GL_RGBA8UI, 0,
1275 GL_RGBA_INTEGER, GL_UNSIGNED_INT_8_8_8_8_REV, 0,
1276 WINED3DFMT_FLAG_TEXTURE | WINED3DFMT_FLAG_RENDERTARGET,
1277 ARB_TEXTURE_RGB10_A2UI, NULL},
1278 {WINED3DFMT_R8G8B8A8_SINT, GL_RGBA8I, GL_RGBA8I, 0,
1279 GL_RGBA_INTEGER, GL_BYTE, 0,
1280 WINED3DFMT_FLAG_TEXTURE | WINED3DFMT_FLAG_RENDERTARGET,
1281 EXT_TEXTURE_INTEGER, NULL},
1282 {WINED3DFMT_R8G8B8X8_UNORM, GL_RGB8, GL_RGB8, 0,
1283 GL_RGBA, GL_UNSIGNED_INT_8_8_8_8_REV, 0,
1284 WINED3DFMT_FLAG_TEXTURE | WINED3DFMT_FLAG_POSTPIXELSHADER_BLENDING | WINED3DFMT_FLAG_FILTERING,
1285 WINED3D_GL_EXT_NONE, NULL},
1286 {WINED3DFMT_R16G16_UNORM, GL_RGB16, GL_RGB16, GL_RGBA16,
1287 GL_RGB, GL_UNSIGNED_SHORT, 6,
1288 WINED3DFMT_FLAG_TEXTURE | WINED3DFMT_FLAG_POSTPIXELSHADER_BLENDING | WINED3DFMT_FLAG_FILTERING,
1289 WINED3D_GL_EXT_NONE, convert_r16g16},
1290 {WINED3DFMT_R16G16_UNORM, GL_RG16, GL_RG16, 0,
1291 GL_RG, GL_UNSIGNED_SHORT, 0,
1292 WINED3DFMT_FLAG_TEXTURE | WINED3DFMT_FLAG_POSTPIXELSHADER_BLENDING | WINED3DFMT_FLAG_FILTERING
1293 | WINED3DFMT_FLAG_RENDERTARGET,
1294 ARB_TEXTURE_RG, NULL},
1295 {WINED3DFMT_B10G10R10A2_UNORM, GL_RGB10_A2, GL_RGB10_A2, 0,
1296 GL_BGRA, GL_UNSIGNED_INT_2_10_10_10_REV, 0,
1297 WINED3DFMT_FLAG_TEXTURE | WINED3DFMT_FLAG_POSTPIXELSHADER_BLENDING | WINED3DFMT_FLAG_FILTERING
1298 | WINED3DFMT_FLAG_RENDERTARGET,
1299 WINED3D_GL_EXT_NONE, NULL},
1300 {WINED3DFMT_R16G16B16A16_UNORM, GL_RGBA16, GL_RGBA16, 0,
1301 GL_RGBA, GL_UNSIGNED_SHORT, 0,
1302 WINED3DFMT_FLAG_TEXTURE | WINED3DFMT_FLAG_POSTPIXELSHADER_BLENDING | WINED3DFMT_FLAG_FILTERING
1303 | WINED3DFMT_FLAG_RENDERTARGET,
1304 WINED3D_GL_EXT_NONE, NULL},
1305 {WINED3DFMT_R8G8_UNORM, GL_RG8, GL_RG8, 0,
1306 GL_RG, GL_UNSIGNED_BYTE, 0,
1307 WINED3DFMT_FLAG_TEXTURE | WINED3DFMT_FLAG_POSTPIXELSHADER_BLENDING | WINED3DFMT_FLAG_FILTERING
1308 | WINED3DFMT_FLAG_RENDERTARGET,
1309 ARB_TEXTURE_RG, NULL},
1310 {WINED3DFMT_R16_UNORM, GL_R16, GL_R16, 0,
1311 GL_RED, GL_UNSIGNED_SHORT, 0,
1312 WINED3DFMT_FLAG_TEXTURE | WINED3DFMT_FLAG_POSTPIXELSHADER_BLENDING | WINED3DFMT_FLAG_FILTERING
1313 | WINED3DFMT_FLAG_RENDERTARGET,
1314 ARB_TEXTURE_RG, NULL},
1315 {WINED3DFMT_R16_UINT, GL_R16UI, GL_R16UI, 0,
1316 GL_RED_INTEGER, GL_UNSIGNED_SHORT, 0,
1317 WINED3DFMT_FLAG_TEXTURE | WINED3DFMT_FLAG_RENDERTARGET,
1318 ARB_TEXTURE_RG, NULL},
1319 {WINED3DFMT_R16_SINT, GL_R16I, GL_R16I, 0,
1320 GL_RED_INTEGER, GL_SHORT, 0,
1321 WINED3DFMT_FLAG_TEXTURE | WINED3DFMT_FLAG_RENDERTARGET,
1322 ARB_TEXTURE_RG, NULL},
1323 /* Luminance */
1324 {WINED3DFMT_L8_UNORM, GL_LUMINANCE8, GL_SLUMINANCE8_EXT, 0,
1325 GL_LUMINANCE, GL_UNSIGNED_BYTE, 0,
1326 WINED3DFMT_FLAG_TEXTURE | WINED3DFMT_FLAG_POSTPIXELSHADER_BLENDING | WINED3DFMT_FLAG_FILTERING
1327 | WINED3DFMT_FLAG_SRGB_READ,
1328 WINED3D_GL_LEGACY_CONTEXT, NULL},
1329 {WINED3DFMT_L8_UNORM, GL_R8, GL_R8, 0,
1330 GL_RED, GL_UNSIGNED_BYTE, 0,
1331 WINED3DFMT_FLAG_TEXTURE | WINED3DFMT_FLAG_POSTPIXELSHADER_BLENDING | WINED3DFMT_FLAG_FILTERING
1332 | WINED3DFMT_FLAG_RENDERTARGET,
1333 ARB_TEXTURE_RG, NULL},
1334 {WINED3DFMT_L8A8_UNORM, GL_RG8, GL_RG8, 0,
1335 GL_RG, GL_UNSIGNED_BYTE, 0,
1336 WINED3DFMT_FLAG_TEXTURE | WINED3DFMT_FLAG_POSTPIXELSHADER_BLENDING | WINED3DFMT_FLAG_FILTERING,
1337 ARB_TEXTURE_RG, NULL},
1338 {WINED3DFMT_L8A8_UNORM, GL_LUMINANCE8_ALPHA8, GL_SLUMINANCE8_ALPHA8_EXT, 0,
1339 GL_LUMINANCE_ALPHA, GL_UNSIGNED_BYTE, 0,
1340 WINED3DFMT_FLAG_TEXTURE | WINED3DFMT_FLAG_POSTPIXELSHADER_BLENDING | WINED3DFMT_FLAG_FILTERING
1341 | WINED3DFMT_FLAG_SRGB_READ,
1342 WINED3D_GL_LEGACY_CONTEXT, NULL},
1343 {WINED3DFMT_L4A4_UNORM, GL_RG8, GL_RG8, 0,
1344 GL_RG, GL_UNSIGNED_BYTE, 2,
1345 WINED3DFMT_FLAG_FILTERING,
1346 ARB_TEXTURE_RG, convert_l4a4_unorm},
1347 {WINED3DFMT_L4A4_UNORM, GL_LUMINANCE4_ALPHA4, GL_LUMINANCE4_ALPHA4, 0,
1348 GL_LUMINANCE_ALPHA, GL_UNSIGNED_BYTE, 2,
1349 WINED3DFMT_FLAG_FILTERING,
1350 WINED3D_GL_LEGACY_CONTEXT, convert_l4a4_unorm},
1351 {WINED3DFMT_L16_UNORM, GL_R16, GL_R16, 0,
1352 GL_RED, GL_UNSIGNED_SHORT, 0,
1353 WINED3DFMT_FLAG_TEXTURE | WINED3DFMT_FLAG_POSTPIXELSHADER_BLENDING | WINED3DFMT_FLAG_FILTERING,
1354 ARB_TEXTURE_RG, NULL},
1355 {WINED3DFMT_L16_UNORM, GL_LUMINANCE16, GL_LUMINANCE16, 0,
1356 GL_LUMINANCE, GL_UNSIGNED_SHORT, 0,
1357 WINED3DFMT_FLAG_TEXTURE | WINED3DFMT_FLAG_POSTPIXELSHADER_BLENDING | WINED3DFMT_FLAG_FILTERING,
1358 WINED3D_GL_LEGACY_CONTEXT, NULL},
1359 /* Bump mapping stuff */
1360 {WINED3DFMT_R8G8_SNORM, GL_RGB8, GL_RGB8, 0,
1361 GL_BGR, GL_UNSIGNED_BYTE, 3,
1362 WINED3DFMT_FLAG_TEXTURE | WINED3DFMT_FLAG_POSTPIXELSHADER_BLENDING | WINED3DFMT_FLAG_FILTERING
1363 | WINED3DFMT_FLAG_BUMPMAP,
1364 WINED3D_GL_EXT_NONE, convert_r8g8_snorm},
1365 {WINED3DFMT_R8G8_SNORM, GL_DSDT8_NV, GL_DSDT8_NV, 0,
1366 GL_DSDT_NV, GL_BYTE, 0,
1367 WINED3DFMT_FLAG_TEXTURE | WINED3DFMT_FLAG_POSTPIXELSHADER_BLENDING | WINED3DFMT_FLAG_FILTERING
1368 | WINED3DFMT_FLAG_BUMPMAP,
1369 NV_TEXTURE_SHADER, NULL},
1370 {WINED3DFMT_R8G8_SNORM, GL_RG8_SNORM, GL_RG8_SNORM, 0,
1371 GL_RG, GL_BYTE, 0,
1372 WINED3DFMT_FLAG_TEXTURE | WINED3DFMT_FLAG_POSTPIXELSHADER_BLENDING | WINED3DFMT_FLAG_FILTERING
1373 | WINED3DFMT_FLAG_RENDERTARGET | WINED3DFMT_FLAG_BUMPMAP,
1374 EXT_TEXTURE_SNORM, NULL},
1375 {WINED3DFMT_R5G5_SNORM_L6_UNORM, GL_RGB5, GL_RGB5, 0,
1376 GL_RGB, GL_UNSIGNED_SHORT_5_6_5, 2,
1377 WINED3DFMT_FLAG_TEXTURE | WINED3DFMT_FLAG_POSTPIXELSHADER_BLENDING | WINED3DFMT_FLAG_FILTERING
1378 | WINED3DFMT_FLAG_BUMPMAP,
1379 WINED3D_GL_EXT_NONE, convert_r5g5_snorm_l6_unorm},
1380 {WINED3DFMT_R5G5_SNORM_L6_UNORM, GL_DSDT8_MAG8_NV, GL_DSDT8_MAG8_NV, 0,
1381 GL_DSDT_MAG_NV, GL_BYTE, 3,
1382 WINED3DFMT_FLAG_TEXTURE | WINED3DFMT_FLAG_POSTPIXELSHADER_BLENDING | WINED3DFMT_FLAG_FILTERING
1383 | WINED3DFMT_FLAG_BUMPMAP,
1384 NV_TEXTURE_SHADER, convert_r5g5_snorm_l6_unorm_nv},
1385 {WINED3DFMT_R5G5_SNORM_L6_UNORM, GL_RGB8_SNORM, GL_RGB8_SNORM, 0,
1386 GL_RGBA, GL_BYTE, 4,
1387 WINED3DFMT_FLAG_TEXTURE | WINED3DFMT_FLAG_POSTPIXELSHADER_BLENDING | WINED3DFMT_FLAG_FILTERING
1388 | WINED3DFMT_FLAG_BUMPMAP,
1389 EXT_TEXTURE_SNORM, convert_r5g5_snorm_l6_unorm_ext},
1390 {WINED3DFMT_R8G8_SNORM_L8X8_UNORM, GL_RGB8, GL_RGB8, 0,
1391 GL_BGRA, GL_UNSIGNED_INT_8_8_8_8_REV, 4,
1392 WINED3DFMT_FLAG_TEXTURE | WINED3DFMT_FLAG_POSTPIXELSHADER_BLENDING | WINED3DFMT_FLAG_FILTERING
1393 | WINED3DFMT_FLAG_BUMPMAP,
1394 WINED3D_GL_EXT_NONE, convert_r8g8_snorm_l8x8_unorm},
1395 {WINED3DFMT_R8G8_SNORM_L8X8_UNORM, GL_DSDT8_MAG8_INTENSITY8_NV, GL_DSDT8_MAG8_INTENSITY8_NV, 0,
1396 GL_DSDT_MAG_VIB_NV, GL_UNSIGNED_INT_8_8_S8_S8_REV_NV, 4,
1397 WINED3DFMT_FLAG_TEXTURE | WINED3DFMT_FLAG_POSTPIXELSHADER_BLENDING | WINED3DFMT_FLAG_FILTERING
1398 | WINED3DFMT_FLAG_BUMPMAP,
1399 NV_TEXTURE_SHADER, convert_r8g8_snorm_l8x8_unorm_nv},
1400 {WINED3DFMT_R8G8B8A8_SNORM, GL_RGBA8, GL_RGBA8, 0,
1401 GL_BGRA, GL_UNSIGNED_BYTE, 4,
1402 WINED3DFMT_FLAG_TEXTURE | WINED3DFMT_FLAG_POSTPIXELSHADER_BLENDING | WINED3DFMT_FLAG_FILTERING
1403 | WINED3DFMT_FLAG_BUMPMAP,
1404 WINED3D_GL_EXT_NONE, convert_r8g8b8a8_snorm},
1405 {WINED3DFMT_R8G8B8A8_SNORM, GL_SIGNED_RGBA8_NV, GL_SIGNED_RGBA8_NV, 0,
1406 GL_RGBA, GL_BYTE, 0,
1407 WINED3DFMT_FLAG_TEXTURE | WINED3DFMT_FLAG_POSTPIXELSHADER_BLENDING | WINED3DFMT_FLAG_FILTERING
1408 | WINED3DFMT_FLAG_BUMPMAP,
1409 NV_TEXTURE_SHADER, NULL},
1410 {WINED3DFMT_R8G8B8A8_SNORM, GL_RGBA8_SNORM, GL_RGBA8_SNORM, 0,
1411 GL_RGBA, GL_BYTE, 0,
1412 WINED3DFMT_FLAG_TEXTURE | WINED3DFMT_FLAG_POSTPIXELSHADER_BLENDING | WINED3DFMT_FLAG_FILTERING
1413 | WINED3DFMT_FLAG_RENDERTARGET | WINED3DFMT_FLAG_BUMPMAP,
1414 EXT_TEXTURE_SNORM, NULL},
1415 {WINED3DFMT_R16G16_SNORM, GL_RGB16, GL_RGB16, 0,
1416 GL_BGR, GL_UNSIGNED_SHORT, 6,
1417 WINED3DFMT_FLAG_TEXTURE | WINED3DFMT_FLAG_POSTPIXELSHADER_BLENDING | WINED3DFMT_FLAG_FILTERING
1418 | WINED3DFMT_FLAG_BUMPMAP,
1419 WINED3D_GL_EXT_NONE, convert_r16g16_snorm},
1420 {WINED3DFMT_R16G16_SNORM, GL_SIGNED_HILO16_NV, GL_SIGNED_HILO16_NV, 0,
1421 GL_HILO_NV, GL_SHORT, 0,
1422 WINED3DFMT_FLAG_TEXTURE | WINED3DFMT_FLAG_POSTPIXELSHADER_BLENDING | WINED3DFMT_FLAG_FILTERING
1423 | WINED3DFMT_FLAG_BUMPMAP,
1424 NV_TEXTURE_SHADER, NULL},
1425 {WINED3DFMT_R16G16_SNORM, GL_RG16_SNORM, GL_RG16_SNORM, 0,
1426 GL_RG, GL_SHORT, 0,
1427 WINED3DFMT_FLAG_TEXTURE | WINED3DFMT_FLAG_POSTPIXELSHADER_BLENDING | WINED3DFMT_FLAG_FILTERING
1428 | WINED3DFMT_FLAG_RENDERTARGET | WINED3DFMT_FLAG_BUMPMAP,
1429 EXT_TEXTURE_SNORM, NULL},
1430 /* Depth stencil formats */
1431 {WINED3DFMT_D16_LOCKABLE, GL_DEPTH_COMPONENT, GL_DEPTH_COMPONENT, 0,
1432 GL_DEPTH_COMPONENT, GL_UNSIGNED_SHORT, 0,
1433 WINED3DFMT_FLAG_DEPTH,
1434 WINED3D_GL_EXT_NONE, NULL},
1435 {WINED3DFMT_D16_LOCKABLE, GL_DEPTH_COMPONENT24_ARB, GL_DEPTH_COMPONENT24_ARB, 0,
1436 GL_DEPTH_COMPONENT, GL_UNSIGNED_SHORT, 0,
1437 WINED3DFMT_FLAG_TEXTURE | WINED3DFMT_FLAG_DEPTH | WINED3DFMT_FLAG_SHADOW,
1438 ARB_DEPTH_TEXTURE, NULL},
1439 {WINED3DFMT_D32_UNORM, GL_DEPTH_COMPONENT, GL_DEPTH_COMPONENT, 0,
1440 GL_DEPTH_COMPONENT, GL_UNSIGNED_INT, 0,
1441 WINED3DFMT_FLAG_DEPTH,
1442 WINED3D_GL_EXT_NONE, NULL},
1443 {WINED3DFMT_D32_UNORM, GL_DEPTH_COMPONENT32_ARB, GL_DEPTH_COMPONENT32_ARB, 0,
1444 GL_DEPTH_COMPONENT, GL_UNSIGNED_INT, 0,
1445 WINED3DFMT_FLAG_TEXTURE | WINED3DFMT_FLAG_DEPTH | WINED3DFMT_FLAG_SHADOW,
1446 ARB_DEPTH_TEXTURE, NULL},
1447 {WINED3DFMT_S1_UINT_D15_UNORM, GL_DEPTH_COMPONENT24_ARB, GL_DEPTH_COMPONENT24_ARB, 0,
1448 GL_DEPTH_COMPONENT, GL_UNSIGNED_SHORT, 0,
1449 WINED3DFMT_FLAG_DEPTH | WINED3DFMT_FLAG_SHADOW,
1450 ARB_DEPTH_TEXTURE, NULL},
1451 {WINED3DFMT_S1_UINT_D15_UNORM, GL_DEPTH24_STENCIL8_EXT, GL_DEPTH24_STENCIL8_EXT, 0,
1452 GL_DEPTH_STENCIL_EXT, GL_UNSIGNED_INT_24_8_EXT, 4,
1453 WINED3DFMT_FLAG_DEPTH | WINED3DFMT_FLAG_STENCIL | WINED3DFMT_FLAG_SHADOW,
1454 EXT_PACKED_DEPTH_STENCIL, convert_s1_uint_d15_unorm},
1455 {WINED3DFMT_S1_UINT_D15_UNORM, GL_DEPTH24_STENCIL8, GL_DEPTH24_STENCIL8, 0,
1456 GL_DEPTH_STENCIL, GL_UNSIGNED_INT_24_8, 4,
1457 WINED3DFMT_FLAG_DEPTH | WINED3DFMT_FLAG_STENCIL | WINED3DFMT_FLAG_SHADOW,
1458 ARB_FRAMEBUFFER_OBJECT, convert_s1_uint_d15_unorm},
1459 {WINED3DFMT_D24_UNORM_S8_UINT, GL_DEPTH_COMPONENT24_ARB, GL_DEPTH_COMPONENT24_ARB, 0,
1460 GL_DEPTH_COMPONENT, GL_UNSIGNED_INT, 0,
1461 WINED3DFMT_FLAG_TEXTURE | WINED3DFMT_FLAG_POSTPIXELSHADER_BLENDING | WINED3DFMT_FLAG_FILTERING
1462 | WINED3DFMT_FLAG_DEPTH | WINED3DFMT_FLAG_SHADOW,
1463 ARB_DEPTH_TEXTURE, NULL},
1464 {WINED3DFMT_D24_UNORM_S8_UINT, GL_DEPTH24_STENCIL8_EXT, GL_DEPTH24_STENCIL8_EXT, 0,
1465 GL_DEPTH_STENCIL_EXT, GL_UNSIGNED_INT_24_8_EXT, 0,
1466 WINED3DFMT_FLAG_TEXTURE | WINED3DFMT_FLAG_POSTPIXELSHADER_BLENDING | WINED3DFMT_FLAG_FILTERING
1467 | WINED3DFMT_FLAG_DEPTH | WINED3DFMT_FLAG_STENCIL | WINED3DFMT_FLAG_SHADOW,
1468 EXT_PACKED_DEPTH_STENCIL, NULL},
1469 {WINED3DFMT_D24_UNORM_S8_UINT, GL_DEPTH24_STENCIL8, GL_DEPTH24_STENCIL8, 0,
1470 GL_DEPTH_STENCIL, GL_UNSIGNED_INT_24_8, 0,
1471 WINED3DFMT_FLAG_TEXTURE | WINED3DFMT_FLAG_POSTPIXELSHADER_BLENDING | WINED3DFMT_FLAG_FILTERING
1472 | WINED3DFMT_FLAG_DEPTH | WINED3DFMT_FLAG_STENCIL | WINED3DFMT_FLAG_SHADOW,
1473 ARB_FRAMEBUFFER_OBJECT, NULL},
1474 {WINED3DFMT_X8D24_UNORM, GL_DEPTH_COMPONENT, GL_DEPTH_COMPONENT, 0,
1475 GL_DEPTH_COMPONENT, GL_UNSIGNED_INT, 0,
1476 WINED3DFMT_FLAG_DEPTH,
1477 WINED3D_GL_EXT_NONE, NULL},
1478 {WINED3DFMT_X8D24_UNORM, GL_DEPTH_COMPONENT24_ARB, GL_DEPTH_COMPONENT24_ARB, 0,
1479 GL_DEPTH_COMPONENT, GL_UNSIGNED_INT, 0,
1480 WINED3DFMT_FLAG_TEXTURE | WINED3DFMT_FLAG_POSTPIXELSHADER_BLENDING | WINED3DFMT_FLAG_FILTERING
1481 | WINED3DFMT_FLAG_DEPTH | WINED3DFMT_FLAG_SHADOW,
1482 ARB_DEPTH_TEXTURE, NULL},
1483 {WINED3DFMT_S4X4_UINT_D24_UNORM, GL_DEPTH_COMPONENT24_ARB, GL_DEPTH_COMPONENT24_ARB, 0,
1484 GL_DEPTH_COMPONENT, GL_UNSIGNED_INT, 0,
1485 WINED3DFMT_FLAG_DEPTH | WINED3DFMT_FLAG_SHADOW,
1486 ARB_DEPTH_TEXTURE, NULL},
1487 {WINED3DFMT_S4X4_UINT_D24_UNORM, GL_DEPTH24_STENCIL8_EXT, GL_DEPTH24_STENCIL8_EXT, 0,
1488 GL_DEPTH_STENCIL_EXT, GL_UNSIGNED_INT_24_8_EXT, 4,
1489 WINED3DFMT_FLAG_DEPTH | WINED3DFMT_FLAG_STENCIL | WINED3DFMT_FLAG_SHADOW,
1490 EXT_PACKED_DEPTH_STENCIL, convert_s4x4_uint_d24_unorm},
1491 {WINED3DFMT_S4X4_UINT_D24_UNORM, GL_DEPTH24_STENCIL8, GL_DEPTH24_STENCIL8, 0,
1492 GL_DEPTH_STENCIL, GL_UNSIGNED_INT_24_8, 4,
1493 WINED3DFMT_FLAG_DEPTH | WINED3DFMT_FLAG_STENCIL | WINED3DFMT_FLAG_SHADOW,
1494 ARB_FRAMEBUFFER_OBJECT, convert_s4x4_uint_d24_unorm},
1495 {WINED3DFMT_D16_UNORM, GL_DEPTH_COMPONENT, GL_DEPTH_COMPONENT, 0,
1496 GL_DEPTH_COMPONENT, GL_UNSIGNED_SHORT, 0,
1497 WINED3DFMT_FLAG_DEPTH,
1498 WINED3D_GL_EXT_NONE, NULL},
1499 {WINED3DFMT_D16_UNORM, GL_DEPTH_COMPONENT24_ARB, GL_DEPTH_COMPONENT24_ARB, 0,
1500 GL_DEPTH_COMPONENT, GL_UNSIGNED_SHORT, 0,
1501 WINED3DFMT_FLAG_TEXTURE | WINED3DFMT_FLAG_POSTPIXELSHADER_BLENDING | WINED3DFMT_FLAG_FILTERING
1502 | WINED3DFMT_FLAG_DEPTH | WINED3DFMT_FLAG_SHADOW,
1503 ARB_DEPTH_TEXTURE, NULL},
1504 {WINED3DFMT_D32_FLOAT, GL_DEPTH_COMPONENT32F, GL_DEPTH_COMPONENT32F, 0,
1505 GL_DEPTH_COMPONENT, GL_FLOAT, 0,
1506 WINED3DFMT_FLAG_TEXTURE | WINED3DFMT_FLAG_DEPTH | WINED3DFMT_FLAG_SHADOW,
1507 ARB_DEPTH_BUFFER_FLOAT, NULL},
1508 {WINED3DFMT_S8_UINT_D24_FLOAT, GL_DEPTH32F_STENCIL8, GL_DEPTH32F_STENCIL8, 0,
1509 GL_DEPTH_STENCIL, GL_FLOAT_32_UNSIGNED_INT_24_8_REV, 8,
1510 WINED3DFMT_FLAG_TEXTURE | WINED3DFMT_FLAG_DEPTH | WINED3DFMT_FLAG_STENCIL | WINED3DFMT_FLAG_SHADOW,
1511 ARB_DEPTH_BUFFER_FLOAT, convert_s8_uint_d24_float},
1512 {WINED3DFMT_R32G32B32A32_UINT, GL_RGBA32UI, GL_RGBA32UI, 0,
1513 GL_RGBA_INTEGER, GL_UNSIGNED_INT, 0,
1514 WINED3DFMT_FLAG_TEXTURE | WINED3DFMT_FLAG_RENDERTARGET,
1515 EXT_TEXTURE_INTEGER, NULL},
1516 {WINED3DFMT_R32G32B32A32_SINT, GL_RGBA32I, GL_RGBA32I, 0,
1517 GL_RGBA_INTEGER, GL_INT, 0,
1518 WINED3DFMT_FLAG_TEXTURE | WINED3DFMT_FLAG_RENDERTARGET,
1519 EXT_TEXTURE_INTEGER, NULL},
1520 /* Vendor-specific formats */
1521 {WINED3DFMT_ATI1N, GL_COMPRESSED_RED_RGTC1, GL_COMPRESSED_RED_RGTC1, 0,
1522 GL_RED, GL_UNSIGNED_BYTE, 0,
1523 WINED3DFMT_FLAG_TEXTURE | WINED3DFMT_FLAG_POSTPIXELSHADER_BLENDING | WINED3DFMT_FLAG_FILTERING
1524 | WINED3DFMT_FLAG_COMPRESSED,
1525 ARB_TEXTURE_COMPRESSION_RGTC, NULL},
1526 {WINED3DFMT_ATI2N, GL_COMPRESSED_LUMINANCE_ALPHA_3DC_ATI, GL_COMPRESSED_LUMINANCE_ALPHA_3DC_ATI, 0,
1527 GL_LUMINANCE_ALPHA, GL_UNSIGNED_BYTE, 0,
1528 WINED3DFMT_FLAG_TEXTURE | WINED3DFMT_FLAG_POSTPIXELSHADER_BLENDING | WINED3DFMT_FLAG_FILTERING
1529 | WINED3DFMT_FLAG_COMPRESSED,
1530 ATI_TEXTURE_COMPRESSION_3DC, NULL},
1531 {WINED3DFMT_ATI2N, GL_COMPRESSED_RG_RGTC2, GL_COMPRESSED_RG_RGTC2, 0,
1532 GL_LUMINANCE_ALPHA, GL_UNSIGNED_BYTE, 0,
1533 WINED3DFMT_FLAG_TEXTURE | WINED3DFMT_FLAG_POSTPIXELSHADER_BLENDING | WINED3DFMT_FLAG_FILTERING
1534 | WINED3DFMT_FLAG_COMPRESSED,
1535 EXT_TEXTURE_COMPRESSION_RGTC, NULL},
1536 {WINED3DFMT_ATI2N, GL_COMPRESSED_RG_RGTC2, GL_COMPRESSED_RG_RGTC2, 0,
1537 GL_RG, GL_UNSIGNED_BYTE, 0,
1538 WINED3DFMT_FLAG_TEXTURE | WINED3DFMT_FLAG_POSTPIXELSHADER_BLENDING | WINED3DFMT_FLAG_FILTERING
1539 | WINED3DFMT_FLAG_COMPRESSED,
1540 ARB_TEXTURE_COMPRESSION_RGTC, NULL},
1541 {WINED3DFMT_INTZ, GL_DEPTH24_STENCIL8_EXT, GL_DEPTH24_STENCIL8_EXT, 0,
1542 GL_DEPTH_STENCIL_EXT, GL_UNSIGNED_INT_24_8_EXT, 0,
1543 WINED3DFMT_FLAG_TEXTURE | WINED3DFMT_FLAG_POSTPIXELSHADER_BLENDING | WINED3DFMT_FLAG_FILTERING
1544 | WINED3DFMT_FLAG_DEPTH | WINED3DFMT_FLAG_STENCIL,
1545 EXT_PACKED_DEPTH_STENCIL, NULL},
1546 {WINED3DFMT_INTZ, GL_DEPTH24_STENCIL8, GL_DEPTH24_STENCIL8, 0,
1547 GL_DEPTH_STENCIL, GL_UNSIGNED_INT_24_8, 0,
1548 WINED3DFMT_FLAG_TEXTURE | WINED3DFMT_FLAG_POSTPIXELSHADER_BLENDING | WINED3DFMT_FLAG_FILTERING
1549 | WINED3DFMT_FLAG_DEPTH | WINED3DFMT_FLAG_STENCIL,
1550 ARB_FRAMEBUFFER_OBJECT, NULL},
1551 {WINED3DFMT_NULL, 0, 0, 0,
1552 GL_RGBA, GL_UNSIGNED_INT_8_8_8_8_REV, 0,
1553 WINED3DFMT_FLAG_TEXTURE | WINED3DFMT_FLAG_RENDERTARGET | WINED3DFMT_FLAG_FBO_ATTACHABLE,
1554 ARB_FRAMEBUFFER_OBJECT, NULL},
1557 struct wined3d_format_srgb_info
1559 enum wined3d_format_id srgb_format_id;
1560 enum wined3d_format_id base_format_id;
1563 static const struct wined3d_format_srgb_info format_srgb_info[] =
1565 {WINED3DFMT_R8G8B8A8_UNORM_SRGB, WINED3DFMT_R8G8B8A8_UNORM},
1566 {WINED3DFMT_BC1_UNORM_SRGB, WINED3DFMT_BC1_UNORM},
1567 {WINED3DFMT_BC2_UNORM_SRGB, WINED3DFMT_BC2_UNORM},
1568 {WINED3DFMT_BC3_UNORM_SRGB, WINED3DFMT_BC3_UNORM},
1569 {WINED3DFMT_B8G8R8A8_UNORM_SRGB, WINED3DFMT_B8G8R8A8_UNORM},
1570 {WINED3DFMT_B8G8R8X8_UNORM_SRGB, WINED3DFMT_B8G8R8X8_UNORM},
1571 {WINED3DFMT_BC7_UNORM_SRGB, WINED3DFMT_BC7_UNORM},
1574 static inline int get_format_idx(enum wined3d_format_id format_id)
1576 unsigned int i;
1578 if (format_id < WINED3D_FORMAT_FOURCC_BASE)
1579 return format_id;
1581 for (i = 0; i < ARRAY_SIZE(format_index_remap); ++i)
1583 if (format_index_remap[i].id == format_id)
1584 return format_index_remap[i].idx;
1587 return -1;
1590 static void format_set_flag(struct wined3d_format *format, unsigned int flag)
1592 unsigned int i;
1594 for (i = 0; i < ARRAY_SIZE(format->flags); ++i)
1595 format->flags[i] |= flag;
1598 static void format_clear_flag(struct wined3d_format *format, unsigned int flag)
1600 unsigned int i;
1602 for (i = 0; i < ARRAY_SIZE(format->flags); ++i)
1603 format->flags[i] &= ~flag;
1606 static enum wined3d_channel_type map_channel_type(char t)
1608 switch (t)
1610 case 'u':
1611 return WINED3D_CHANNEL_TYPE_UNORM;
1612 case 'i':
1613 return WINED3D_CHANNEL_TYPE_SNORM;
1614 case 'U':
1615 return WINED3D_CHANNEL_TYPE_UINT;
1616 case 'I':
1617 return WINED3D_CHANNEL_TYPE_SINT;
1618 case 'F':
1619 return WINED3D_CHANNEL_TYPE_FLOAT;
1620 case 'D':
1621 return WINED3D_CHANNEL_TYPE_DEPTH;
1622 case 'S':
1623 return WINED3D_CHANNEL_TYPE_STENCIL;
1624 case 'X':
1625 return WINED3D_CHANNEL_TYPE_UNUSED;
1626 default:
1627 ERR("Invalid channel type '%c'.\n", t);
1628 return WINED3D_CHANNEL_TYPE_NONE;
1632 static BOOL init_format_base_info(struct wined3d_gl_info *gl_info)
1634 unsigned int i, j;
1636 gl_info->format_count = WINED3D_FORMAT_COUNT;
1637 if (!(gl_info->formats = wined3d_calloc(gl_info->format_count, sizeof(*gl_info->formats))))
1639 ERR("Failed to allocate memory.\n");
1640 return FALSE;
1643 for (i = 0; i < ARRAY_SIZE(formats); ++i)
1645 struct wined3d_format *format;
1646 int fmt_idx;
1648 fmt_idx = get_format_idx(formats[i].id);
1649 if (fmt_idx == -1)
1651 ERR("Could not allocate index for format %s %#x.\n",
1652 debug_d3dformat(formats[i].id), formats[i].id);
1653 goto fail;
1655 format = &gl_info->formats[fmt_idx];
1657 format->id = formats[i].id;
1658 format->red_size = formats[i].red_size;
1659 format->green_size = formats[i].green_size;
1660 format->blue_size = formats[i].blue_size;
1661 format->alpha_size = formats[i].alpha_size;
1662 format->red_offset = formats[i].red_offset;
1663 format->green_offset = formats[i].green_offset;
1664 format->blue_offset = formats[i].blue_offset;
1665 format->alpha_offset = formats[i].alpha_offset;
1666 format->byte_count = formats[i].bpp;
1667 format->depth_size = formats[i].depth_size;
1668 format->stencil_size = formats[i].stencil_size;
1669 format->block_width = 1;
1670 format->block_height = 1;
1671 format->block_byte_count = formats[i].bpp;
1674 for (i = 0; i < ARRAY_SIZE(typed_formats); ++i)
1676 const struct wined3d_format *typeless_format;
1677 struct wined3d_format *format;
1678 DWORD flags = 0;
1679 int fmt_idx;
1681 fmt_idx = get_format_idx(typed_formats[i].id);
1682 if (fmt_idx == -1)
1684 ERR("Could not allocate index for format %s %#x.\n",
1685 debug_d3dformat(typed_formats[i].id), typed_formats[i].id);
1686 goto fail;
1688 format = &gl_info->formats[fmt_idx];
1690 typeless_format = wined3d_get_format(gl_info, typed_formats[i].typeless_id);
1691 if (typeless_format->id == WINED3DFMT_UNKNOWN)
1693 ERR("Typeless format %s (%#x) not found.\n",
1694 debug_d3dformat(typed_formats[i].typeless_id), typed_formats[i].typeless_id);
1695 goto fail;
1698 format->id = typed_formats[i].id;
1699 format->red_size = typeless_format->red_size;
1700 format->green_size = typeless_format->green_size;
1701 format->blue_size = typeless_format->blue_size;
1702 format->alpha_size = typeless_format->alpha_size;
1703 format->red_offset = typeless_format->red_offset;
1704 format->green_offset = typeless_format->green_offset;
1705 format->blue_offset = typeless_format->blue_offset;
1706 format->alpha_offset = typeless_format->alpha_offset;
1707 format->byte_count = typeless_format->byte_count;
1708 format->depth_size = typeless_format->depth_size;
1709 format->stencil_size = typeless_format->stencil_size;
1710 format->block_width = typeless_format->block_width;
1711 format->block_height = typeless_format->block_height;
1712 format->block_byte_count = typeless_format->block_byte_count;
1713 format->typeless_id = typeless_format->id;
1715 for (j = 0; j < strlen(typed_formats[i].channels); ++j)
1717 enum wined3d_channel_type channel_type = map_channel_type(typed_formats[i].channels[j]);
1718 if (channel_type == WINED3D_CHANNEL_TYPE_UINT || channel_type == WINED3D_CHANNEL_TYPE_SINT)
1719 flags |= WINED3DFMT_FLAG_INTEGER;
1720 if (channel_type == WINED3D_CHANNEL_TYPE_FLOAT)
1721 flags |= WINED3DFMT_FLAG_FLOAT;
1723 if (channel_type == WINED3D_CHANNEL_TYPE_DEPTH && !format->depth_size)
1725 format->depth_size = format->red_size;
1726 format->red_size = format->red_offset = 0;
1730 format_set_flag(format, flags);
1733 for (i = 0; i < ARRAY_SIZE(ddi_formats); ++i)
1735 int fmt_idx = get_format_idx(ddi_formats[i].id);
1737 if (fmt_idx == -1)
1739 ERR("Format %s (%#x) not found.\n", debug_d3dformat(ddi_formats[i].id), ddi_formats[i].id);
1740 goto fail;
1743 gl_info->formats[fmt_idx].ddi_format = ddi_formats[i].ddi_format;
1746 for (i = 0; i < ARRAY_SIZE(format_base_flags); ++i)
1748 int fmt_idx = get_format_idx(format_base_flags[i].id);
1750 if (fmt_idx == -1)
1752 ERR("Format %s (%#x) not found.\n",
1753 debug_d3dformat(format_base_flags[i].id), format_base_flags[i].id);
1754 goto fail;
1757 format_set_flag(&gl_info->formats[fmt_idx], format_base_flags[i].flags);
1760 return TRUE;
1762 fail:
1763 HeapFree(GetProcessHeap(), 0, gl_info->formats);
1764 return FALSE;
1767 static BOOL init_format_block_info(struct wined3d_gl_info *gl_info)
1769 unsigned int i;
1771 for (i = 0; i < (sizeof(format_block_info) / sizeof(*format_block_info)); ++i)
1773 struct wined3d_format *format;
1774 int fmt_idx = get_format_idx(format_block_info[i].id);
1776 if (fmt_idx == -1)
1778 ERR("Format %s (%#x) not found.\n",
1779 debug_d3dformat(format_block_info[i].id), format_block_info[i].id);
1780 return FALSE;
1783 format = &gl_info->formats[fmt_idx];
1784 format->block_width = format_block_info[i].block_width;
1785 format->block_height = format_block_info[i].block_height;
1786 format->block_byte_count = format_block_info[i].block_byte_count;
1787 format_set_flag(&gl_info->formats[fmt_idx], WINED3DFMT_FLAG_BLOCKS);
1788 if (!format_block_info[i].verify)
1789 format_set_flag(&gl_info->formats[fmt_idx], WINED3DFMT_FLAG_BLOCKS_NO_VERIFY);
1792 return TRUE;
1795 static GLenum wined3d_gl_type_to_enum(enum wined3d_gl_resource_type type)
1797 switch (type)
1799 case WINED3D_GL_RES_TYPE_TEX_1D:
1800 return GL_TEXTURE_1D;
1801 case WINED3D_GL_RES_TYPE_TEX_2D:
1802 return GL_TEXTURE_2D;
1803 case WINED3D_GL_RES_TYPE_TEX_3D:
1804 return GL_TEXTURE_3D;
1805 case WINED3D_GL_RES_TYPE_TEX_CUBE:
1806 return GL_TEXTURE_CUBE_MAP_ARB;
1807 case WINED3D_GL_RES_TYPE_TEX_RECT:
1808 return GL_TEXTURE_RECTANGLE_ARB;
1809 case WINED3D_GL_RES_TYPE_BUFFER:
1810 return GL_TEXTURE_2D; /* TODO: GL_TEXTURE_BUFFER. */
1811 case WINED3D_GL_RES_TYPE_RB:
1812 return GL_RENDERBUFFER;
1813 case WINED3D_GL_RES_TYPE_COUNT:
1814 break;
1816 ERR("Unexpected GL resource type %u.\n", type);
1817 return 0;
1820 static void delete_fbo_attachment(const struct wined3d_gl_info *gl_info,
1821 enum wined3d_gl_resource_type d3d_type, GLuint object)
1823 switch (d3d_type)
1825 case WINED3D_GL_RES_TYPE_TEX_1D:
1826 case WINED3D_GL_RES_TYPE_TEX_2D:
1827 case WINED3D_GL_RES_TYPE_TEX_RECT:
1828 case WINED3D_GL_RES_TYPE_TEX_3D:
1829 case WINED3D_GL_RES_TYPE_TEX_CUBE:
1830 gl_info->gl_ops.gl.p_glDeleteTextures(1, &object);
1831 break;
1833 case WINED3D_GL_RES_TYPE_RB:
1834 gl_info->fbo_ops.glDeleteRenderbuffers(1, &object);
1835 break;
1837 case WINED3D_GL_RES_TYPE_BUFFER:
1838 case WINED3D_GL_RES_TYPE_COUNT:
1839 break;
1843 /* Context activation is done by the caller. */
1844 static void create_and_bind_fbo_attachment(const struct wined3d_gl_info *gl_info, unsigned int flags,
1845 enum wined3d_gl_resource_type d3d_type, GLuint *object, GLenum internal, GLenum format, GLenum type)
1847 GLenum attach_type = flags & WINED3DFMT_FLAG_DEPTH ?
1848 GL_DEPTH_ATTACHMENT : GL_COLOR_ATTACHMENT0;
1850 switch (d3d_type)
1852 case WINED3D_GL_RES_TYPE_TEX_1D:
1853 gl_info->gl_ops.gl.p_glGenTextures(1, object);
1854 gl_info->gl_ops.gl.p_glBindTexture(GL_TEXTURE_1D, *object);
1855 gl_info->gl_ops.gl.p_glTexImage1D(GL_TEXTURE_1D, 0, internal, 16, 0, format, type, NULL);
1856 gl_info->gl_ops.gl.p_glTexParameteri(GL_TEXTURE_1D, GL_TEXTURE_MIN_FILTER, GL_NEAREST);
1857 gl_info->gl_ops.gl.p_glTexParameteri(GL_TEXTURE_1D, GL_TEXTURE_MAG_FILTER, GL_NEAREST);
1859 gl_info->fbo_ops.glFramebufferTexture1D(GL_FRAMEBUFFER, attach_type, GL_TEXTURE_1D,
1860 *object, 0);
1861 if (flags & WINED3DFMT_FLAG_STENCIL)
1862 gl_info->fbo_ops.glFramebufferTexture1D(GL_FRAMEBUFFER, GL_STENCIL_ATTACHMENT, GL_TEXTURE_1D,
1863 *object, 0);
1864 break;
1866 case WINED3D_GL_RES_TYPE_TEX_2D:
1867 case WINED3D_GL_RES_TYPE_TEX_RECT:
1868 gl_info->gl_ops.gl.p_glGenTextures(1, object);
1869 gl_info->gl_ops.gl.p_glBindTexture(wined3d_gl_type_to_enum(d3d_type), *object);
1870 gl_info->gl_ops.gl.p_glTexImage2D(wined3d_gl_type_to_enum(d3d_type), 0, internal, 16, 16, 0,
1871 format, type, NULL);
1872 gl_info->gl_ops.gl.p_glTexParameteri(wined3d_gl_type_to_enum(d3d_type), GL_TEXTURE_MIN_FILTER, GL_NEAREST);
1873 gl_info->gl_ops.gl.p_glTexParameteri(wined3d_gl_type_to_enum(d3d_type), GL_TEXTURE_MAG_FILTER, GL_NEAREST);
1875 gl_info->fbo_ops.glFramebufferTexture2D(GL_FRAMEBUFFER, attach_type,
1876 wined3d_gl_type_to_enum(d3d_type), *object, 0);
1877 if (flags & WINED3DFMT_FLAG_STENCIL)
1878 gl_info->fbo_ops.glFramebufferTexture2D(GL_FRAMEBUFFER, GL_STENCIL_ATTACHMENT,
1879 wined3d_gl_type_to_enum(d3d_type), *object, 0);
1880 break;
1882 case WINED3D_GL_RES_TYPE_TEX_3D:
1883 gl_info->gl_ops.gl.p_glGenTextures(1, object);
1884 gl_info->gl_ops.gl.p_glBindTexture(GL_TEXTURE_3D, *object);
1885 GL_EXTCALL(glTexImage3D(GL_TEXTURE_3D, 0, internal, 16, 16, 16, 0, format, type, NULL));
1886 gl_info->gl_ops.gl.p_glTexParameteri(GL_TEXTURE_3D, GL_TEXTURE_MIN_FILTER, GL_NEAREST);
1887 gl_info->gl_ops.gl.p_glTexParameteri(GL_TEXTURE_3D, GL_TEXTURE_MAG_FILTER, GL_NEAREST);
1889 gl_info->fbo_ops.glFramebufferTexture3D(GL_FRAMEBUFFER, attach_type,
1890 GL_TEXTURE_3D, *object, 0, 0);
1891 if (flags & WINED3DFMT_FLAG_STENCIL)
1892 gl_info->fbo_ops.glFramebufferTexture3D(GL_FRAMEBUFFER, GL_STENCIL_ATTACHMENT,
1893 GL_TEXTURE_3D, *object, 0, 0);
1894 break;
1896 case WINED3D_GL_RES_TYPE_TEX_CUBE:
1897 gl_info->gl_ops.gl.p_glGenTextures(1, object);
1898 gl_info->gl_ops.gl.p_glBindTexture(GL_TEXTURE_CUBE_MAP_ARB, *object);
1899 gl_info->gl_ops.gl.p_glTexImage2D(GL_TEXTURE_CUBE_MAP_POSITIVE_X_ARB, 0, internal, 16, 16, 0,
1900 format, type, NULL);
1901 gl_info->gl_ops.gl.p_glTexImage2D(GL_TEXTURE_CUBE_MAP_NEGATIVE_X_ARB, 0, internal, 16, 16, 0,
1902 format, type, NULL);
1903 gl_info->gl_ops.gl.p_glTexImage2D(GL_TEXTURE_CUBE_MAP_POSITIVE_Y_ARB, 0, internal, 16, 16, 0,
1904 format, type, NULL);
1905 gl_info->gl_ops.gl.p_glTexImage2D(GL_TEXTURE_CUBE_MAP_NEGATIVE_Y_ARB, 0, internal, 16, 16, 0,
1906 format, type, NULL);
1907 gl_info->gl_ops.gl.p_glTexImage2D(GL_TEXTURE_CUBE_MAP_POSITIVE_Z_ARB, 0, internal, 16, 16, 0,
1908 format, type, NULL);
1909 gl_info->gl_ops.gl.p_glTexImage2D(GL_TEXTURE_CUBE_MAP_NEGATIVE_Z_ARB, 0, internal, 16, 16, 0,
1910 format, type, NULL);
1911 gl_info->gl_ops.gl.p_glTexParameteri(GL_TEXTURE_CUBE_MAP_ARB, GL_TEXTURE_MIN_FILTER, GL_NEAREST);
1912 gl_info->gl_ops.gl.p_glTexParameteri(GL_TEXTURE_CUBE_MAP_ARB, GL_TEXTURE_MAG_FILTER, GL_NEAREST);
1914 gl_info->fbo_ops.glFramebufferTexture2D(GL_FRAMEBUFFER, attach_type,
1915 GL_TEXTURE_CUBE_MAP_POSITIVE_X_ARB, *object, 0);
1916 if (flags & WINED3DFMT_FLAG_STENCIL)
1917 gl_info->fbo_ops.glFramebufferTexture2D(GL_FRAMEBUFFER, GL_STENCIL_ATTACHMENT,
1918 GL_TEXTURE_CUBE_MAP_POSITIVE_X_ARB, *object, 0);
1919 break;
1921 case WINED3D_GL_RES_TYPE_RB:
1922 gl_info->fbo_ops.glGenRenderbuffers(1, object);
1923 gl_info->fbo_ops.glBindRenderbuffer(GL_RENDERBUFFER, *object);
1924 gl_info->fbo_ops.glRenderbufferStorage(GL_RENDERBUFFER, internal, 16, 16);
1925 gl_info->fbo_ops.glFramebufferRenderbuffer(GL_FRAMEBUFFER, attach_type, GL_RENDERBUFFER,
1926 *object);
1927 if (flags & WINED3DFMT_FLAG_STENCIL)
1928 gl_info->fbo_ops.glFramebufferRenderbuffer(GL_FRAMEBUFFER, GL_STENCIL_ATTACHMENT, GL_RENDERBUFFER,
1929 *object);
1930 break;
1932 case WINED3D_GL_RES_TYPE_BUFFER:
1933 case WINED3D_GL_RES_TYPE_COUNT:
1934 break;
1937 /* Ideally we'd skip all formats already known not to work on textures
1938 * by checking for WINED3DFMT_FLAG_TEXTURE here. However, we want to
1939 * know if we can attach WINED3DFMT_P8_UINT textures to FBOs, and this
1940 * format never has WINED3DFMT_FLAG_TEXTURE set. Instead, swallow GL
1941 * errors generated by invalid formats. */
1942 while (gl_info->gl_ops.gl.p_glGetError());
1945 static void draw_test_quad(struct wined3d_caps_gl_ctx *ctx, const struct wined3d_vec3 *geometry,
1946 const struct wined3d_color *color)
1948 const struct wined3d_gl_info *gl_info = ctx->gl_info;
1949 static const struct wined3d_vec3 default_geometry[] =
1951 {-1.0f, -1.0f, 0.0f},
1952 { 1.0f, -1.0f, 0.0f},
1953 {-1.0f, 1.0f, 0.0f},
1954 { 1.0f, 1.0f, 0.0f},
1956 static const char vs_core_header[] =
1957 "#version 150\n"
1958 "in vec4 pos;\n"
1959 "in vec4 color;\n"
1960 "out vec4 out_color;\n"
1961 "\n";
1962 static const char vs_legacy_header[] =
1963 "#version 120\n"
1964 "attribute vec4 pos;\n"
1965 "attribute vec4 color;\n"
1966 "varying vec4 out_color;\n"
1967 "\n";
1968 static const char vs_body[] =
1969 "void main()\n"
1970 "{\n"
1971 " gl_Position = pos;\n"
1972 " out_color = color;\n"
1973 "}\n";
1974 static const char fs_core[] =
1975 "#version 150\n"
1976 "in vec4 out_color;\n"
1977 "out vec4 fragment_color;\n"
1978 "\n"
1979 "void main()\n"
1980 "{\n"
1981 " fragment_color = out_color;\n"
1982 "}\n";
1983 static const char fs_legacy[] =
1984 "#version 120\n"
1985 "varying vec4 out_color;\n"
1986 "\n"
1987 "void main()\n"
1988 "{\n"
1989 " gl_FragData[0] = out_color;\n"
1990 "}\n";
1991 const char *source[2];
1992 GLuint vs_id, fs_id;
1993 unsigned int i;
1995 if (!geometry)
1996 geometry = default_geometry;
1998 if (!gl_info->supported[ARB_VERTEX_BUFFER_OBJECT] || !gl_info->supported[ARB_VERTEX_SHADER]
1999 || !gl_info->supported[ARB_FRAGMENT_SHADER])
2001 gl_info->gl_ops.gl.p_glDisable(GL_LIGHTING);
2002 gl_info->gl_ops.gl.p_glMatrixMode(GL_MODELVIEW);
2003 gl_info->gl_ops.gl.p_glLoadIdentity();
2004 gl_info->gl_ops.gl.p_glMatrixMode(GL_PROJECTION);
2005 gl_info->gl_ops.gl.p_glLoadIdentity();
2007 gl_info->gl_ops.gl.p_glBegin(GL_TRIANGLE_STRIP);
2008 gl_info->gl_ops.gl.p_glColor4f(color->r, color->g, color->b, color->a);
2009 for (i = 0; i < 4; ++i)
2010 gl_info->gl_ops.gl.p_glVertex3fv(&geometry[i].x);
2011 gl_info->gl_ops.gl.p_glEnd();
2012 checkGLcall("Drawing a quad");
2013 return;
2016 if (!ctx->test_vbo)
2017 GL_EXTCALL(glGenBuffers(1, &ctx->test_vbo));
2018 GL_EXTCALL(glBindBuffer(GL_ARRAY_BUFFER, ctx->test_vbo));
2019 GL_EXTCALL(glBufferData(GL_ARRAY_BUFFER, sizeof(struct wined3d_vec3) * 4, geometry, GL_STREAM_DRAW));
2020 GL_EXTCALL(glVertexAttribPointer(0, 3, GL_FLOAT, FALSE, 0, NULL));
2021 GL_EXTCALL(glVertexAttrib4f(1, color->r, color->g, color->b, color->a));
2022 GL_EXTCALL(glEnableVertexAttribArray(0));
2023 GL_EXTCALL(glDisableVertexAttribArray(1));
2025 if (!ctx->test_program_id)
2027 ctx->test_program_id = GL_EXTCALL(glCreateProgram());
2029 vs_id = GL_EXTCALL(glCreateShader(GL_VERTEX_SHADER));
2030 source[0] = gl_info->supported[WINED3D_GL_LEGACY_CONTEXT] ? vs_legacy_header : vs_core_header;
2031 source[1] = vs_body;
2032 GL_EXTCALL(glShaderSource(vs_id, 2, source, NULL));
2033 GL_EXTCALL(glAttachShader(ctx->test_program_id, vs_id));
2034 GL_EXTCALL(glDeleteShader(vs_id));
2036 fs_id = GL_EXTCALL(glCreateShader(GL_FRAGMENT_SHADER));
2037 source[0] = gl_info->supported[WINED3D_GL_LEGACY_CONTEXT] ? fs_legacy : fs_core;
2038 GL_EXTCALL(glShaderSource(fs_id, 1, source, NULL));
2039 GL_EXTCALL(glAttachShader(ctx->test_program_id, fs_id));
2040 GL_EXTCALL(glDeleteShader(fs_id));
2042 GL_EXTCALL(glBindAttribLocation(ctx->test_program_id, 0, "pos"));
2043 GL_EXTCALL(glBindAttribLocation(ctx->test_program_id, 1, "color"));
2045 GL_EXTCALL(glCompileShader(vs_id));
2046 print_glsl_info_log(gl_info, vs_id, FALSE);
2047 GL_EXTCALL(glCompileShader(fs_id));
2048 print_glsl_info_log(gl_info, fs_id, FALSE);
2049 GL_EXTCALL(glLinkProgram(ctx->test_program_id));
2050 shader_glsl_validate_link(gl_info, ctx->test_program_id);
2052 GL_EXTCALL(glUseProgram(ctx->test_program_id));
2054 gl_info->gl_ops.gl.p_glDrawArrays(GL_TRIANGLE_STRIP, 0, 4);
2056 GL_EXTCALL(glUseProgram(0));
2057 GL_EXTCALL(glDisableVertexAttribArray(0));
2058 GL_EXTCALL(glBindBuffer(GL_ARRAY_BUFFER, 0));
2059 checkGLcall("Drawing a quad");
2062 /* Context activation is done by the caller. */
2063 static void check_fbo_compat(struct wined3d_caps_gl_ctx *ctx, struct wined3d_format *format)
2065 /* Check if the default internal format is supported as a frame buffer
2066 * target, otherwise fall back to the render target internal.
2068 * Try to stick to the standard format if possible, this limits precision differences. */
2069 static const struct wined3d_color black = {0.0f, 0.0f, 0.0f, 1.0f};
2070 static const struct wined3d_color half_transparent_red = {1.0f, 0.0f, 0.0f, 0.5f};
2071 const struct wined3d_gl_info *gl_info = ctx->gl_info;
2072 GLenum status, rt_internal = format->rtInternal;
2073 GLuint object, color_rb;
2074 enum wined3d_gl_resource_type type;
2075 BOOL fallback_fmt_used = FALSE, regular_fmt_used = FALSE;
2077 gl_info->gl_ops.gl.p_glDisable(GL_BLEND);
2079 for (type = 0; type < ARRAY_SIZE(format->flags); ++type)
2081 const char *type_string = "color";
2083 if (type == WINED3D_GL_RES_TYPE_BUFFER)
2084 continue;
2086 create_and_bind_fbo_attachment(gl_info, format->flags[type], type, &object, format->glInternal,
2087 format->glFormat, format->glType);
2089 if (format->flags[type] & (WINED3DFMT_FLAG_DEPTH | WINED3DFMT_FLAG_STENCIL))
2091 gl_info->fbo_ops.glGenRenderbuffers(1, &color_rb);
2092 gl_info->fbo_ops.glBindRenderbuffer(GL_RENDERBUFFER, color_rb);
2093 if (type == WINED3D_GL_RES_TYPE_TEX_1D)
2094 gl_info->fbo_ops.glRenderbufferStorage(GL_RENDERBUFFER, GL_RGBA8, 16, 1);
2095 else
2096 gl_info->fbo_ops.glRenderbufferStorage(GL_RENDERBUFFER, GL_RGBA8, 16, 16);
2098 gl_info->fbo_ops.glFramebufferRenderbuffer(GL_FRAMEBUFFER,
2099 GL_COLOR_ATTACHMENT0, GL_RENDERBUFFER, color_rb);
2100 checkGLcall("Create and attach color rb attachment");
2101 type_string = "depth / stencil";
2104 status = gl_info->fbo_ops.glCheckFramebufferStatus(GL_FRAMEBUFFER);
2105 checkGLcall("Framebuffer format check");
2107 if (status == GL_FRAMEBUFFER_COMPLETE)
2109 TRACE("Format %s is supported as FBO %s attachment, type %u.\n",
2110 debug_d3dformat(format->id), type_string, type);
2111 format->flags[type] |= WINED3DFMT_FLAG_FBO_ATTACHABLE;
2112 format->rtInternal = format->glInternal;
2113 regular_fmt_used = TRUE;
2115 else
2117 if (!rt_internal)
2119 if (format->flags[type] & WINED3DFMT_FLAG_RENDERTARGET)
2121 WARN("Format %s with rendertarget flag is not supported as FBO color attachment (type %u),"
2122 " and no fallback specified.\n", debug_d3dformat(format->id), type);
2123 format->flags[type] &= ~WINED3DFMT_FLAG_RENDERTARGET;
2125 else
2127 TRACE("Format %s is not supported as FBO %s attachment, type %u.\n",
2128 debug_d3dformat(format->id), type_string, type);
2130 format->rtInternal = format->glInternal;
2132 else
2134 TRACE("Format %s is not supported as FBO %s attachment (type %u),"
2135 " trying rtInternal format as fallback.\n",
2136 debug_d3dformat(format->id), type_string, type);
2138 while (gl_info->gl_ops.gl.p_glGetError());
2140 delete_fbo_attachment(gl_info, type, object);
2141 create_and_bind_fbo_attachment(gl_info, format->flags[type], type, &object, format->rtInternal,
2142 format->glFormat, format->glType);
2144 status = gl_info->fbo_ops.glCheckFramebufferStatus(GL_FRAMEBUFFER);
2145 checkGLcall("Framebuffer format check");
2147 if (status == GL_FRAMEBUFFER_COMPLETE)
2149 TRACE("Format %s rtInternal format is supported as FBO %s attachment, type %u.\n",
2150 debug_d3dformat(format->id), type_string, type);
2151 fallback_fmt_used = TRUE;
2153 else
2155 WARN("Format %s rtInternal format is not supported as FBO %s attachment, type %u.\n",
2156 debug_d3dformat(format->id), type_string, type);
2157 format->flags[type] &= ~WINED3DFMT_FLAG_RENDERTARGET;
2162 if (status == GL_FRAMEBUFFER_COMPLETE
2163 && ((format->flags[type] & WINED3DFMT_FLAG_POSTPIXELSHADER_BLENDING)
2164 || !(gl_info->quirks & WINED3D_QUIRK_LIMITED_TEX_FILTERING))
2165 && !(format->flags[type] & WINED3DFMT_FLAG_INTEGER)
2166 && format->id != WINED3DFMT_NULL && format->id != WINED3DFMT_P8_UINT
2167 && format->glFormat != GL_LUMINANCE && format->glFormat != GL_LUMINANCE_ALPHA
2168 && (format->red_size || format->alpha_size))
2170 DWORD readback[16 * 16 * 16], color, r_range, a_range;
2171 BYTE r, a;
2172 BOOL match = TRUE;
2173 GLuint rb;
2175 if (gl_info->supported[ARB_FRAMEBUFFER_OBJECT]
2176 || gl_info->supported[EXT_PACKED_DEPTH_STENCIL])
2178 gl_info->fbo_ops.glGenRenderbuffers(1, &rb);
2179 gl_info->fbo_ops.glBindRenderbuffer(GL_RENDERBUFFER, rb);
2180 if (type == WINED3D_GL_RES_TYPE_TEX_1D)
2181 gl_info->fbo_ops.glRenderbufferStorage(GL_RENDERBUFFER, GL_DEPTH24_STENCIL8, 16, 1);
2182 else
2183 gl_info->fbo_ops.glRenderbufferStorage(GL_RENDERBUFFER, GL_DEPTH24_STENCIL8, 16, 16);
2184 gl_info->fbo_ops.glFramebufferRenderbuffer(GL_FRAMEBUFFER, GL_DEPTH_ATTACHMENT, GL_RENDERBUFFER, rb);
2185 gl_info->fbo_ops.glFramebufferRenderbuffer(GL_FRAMEBUFFER, GL_STENCIL_ATTACHMENT, GL_RENDERBUFFER, rb);
2186 checkGLcall("RB attachment");
2189 gl_info->gl_ops.gl.p_glEnable(GL_BLEND);
2190 gl_info->gl_ops.gl.p_glClearColor(0.0f, 0.0f, 0.0f, 1.0f);
2191 gl_info->gl_ops.gl.p_glClear(GL_COLOR_BUFFER_BIT);
2192 if (gl_info->gl_ops.gl.p_glGetError() == GL_INVALID_FRAMEBUFFER_OPERATION)
2194 while (gl_info->gl_ops.gl.p_glGetError());
2195 TRACE("Format %s doesn't support post-pixelshader blending, type %u.\n",
2196 debug_d3dformat(format->id), type);
2197 format->flags[type] &= ~WINED3DFMT_FLAG_POSTPIXELSHADER_BLENDING;
2199 else
2201 gl_info->gl_ops.gl.p_glDisable(GL_BLEND);
2202 if (type == WINED3D_GL_RES_TYPE_TEX_1D)
2203 gl_info->gl_ops.gl.p_glViewport(0, 0, 16, 1);
2204 else
2205 gl_info->gl_ops.gl.p_glViewport(0, 0, 16, 16);
2206 gl_info->gl_ops.gl.p_glBlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
2208 draw_test_quad(ctx, NULL, &black);
2210 gl_info->gl_ops.gl.p_glEnable(GL_BLEND);
2212 draw_test_quad(ctx, NULL, &half_transparent_red);
2214 gl_info->gl_ops.gl.p_glDisable(GL_BLEND);
2216 switch (type)
2218 case WINED3D_GL_RES_TYPE_TEX_1D:
2219 /* Rebinding texture to workaround a fglrx bug. */
2220 gl_info->gl_ops.gl.p_glBindTexture(GL_TEXTURE_1D, object);
2221 gl_info->gl_ops.gl.p_glGetTexImage(GL_TEXTURE_1D, 0, GL_BGRA,
2222 GL_UNSIGNED_INT_8_8_8_8_REV, readback);
2223 color = readback[7];
2224 break;
2226 case WINED3D_GL_RES_TYPE_TEX_2D:
2227 case WINED3D_GL_RES_TYPE_TEX_3D:
2228 case WINED3D_GL_RES_TYPE_TEX_RECT:
2229 /* Rebinding texture to workaround a fglrx bug. */
2230 gl_info->gl_ops.gl.p_glBindTexture(wined3d_gl_type_to_enum(type), object);
2231 gl_info->gl_ops.gl.p_glGetTexImage(wined3d_gl_type_to_enum(type), 0, GL_BGRA,
2232 GL_UNSIGNED_INT_8_8_8_8_REV, readback);
2233 color = readback[7 * 16 + 7];
2234 break;
2236 case WINED3D_GL_RES_TYPE_TEX_CUBE:
2237 /* Rebinding texture to workaround a fglrx bug. */
2238 gl_info->gl_ops.gl.p_glBindTexture(GL_TEXTURE_CUBE_MAP_ARB, object);
2239 gl_info->gl_ops.gl.p_glGetTexImage(GL_TEXTURE_CUBE_MAP_POSITIVE_X_ARB, 0, GL_BGRA,
2240 GL_UNSIGNED_INT_8_8_8_8_REV, readback);
2241 color = readback[7 * 16 + 7];
2242 break;
2244 case WINED3D_GL_RES_TYPE_RB:
2245 gl_info->gl_ops.gl.p_glReadPixels(0, 0, 16, 16,
2246 GL_BGRA, GL_UNSIGNED_INT_8_8_8_8_REV, readback);
2247 color = readback[7 * 16 + 7];
2248 break;
2250 case WINED3D_GL_RES_TYPE_BUFFER:
2251 case WINED3D_GL_RES_TYPE_COUNT:
2252 color = 0;
2253 break;
2255 checkGLcall("Post-pixelshader blending check");
2257 a = color >> 24;
2258 r = (color & 0x00ff0000u) >> 16;
2260 r_range = format->red_size < 8 ? 1u << (8 - format->red_size) : 1;
2261 a_range = format->alpha_size < 8 ? 1u << (8 - format->alpha_size) : 1;
2262 if (format->red_size && (r < 0x7f - r_range || r > 0x7f + r_range))
2263 match = FALSE;
2264 else if (format->alpha_size > 1 && (a < 0xbf - a_range || a > 0xbf + a_range))
2265 match = FALSE;
2266 if (!match)
2268 TRACE("Format %s doesn't support post-pixelshader blending, type %u.\n",
2269 debug_d3dformat(format->id), type);
2270 TRACE("Color output: %#x\n", color);
2271 format->flags[type] &= ~WINED3DFMT_FLAG_POSTPIXELSHADER_BLENDING;
2273 else
2275 TRACE("Format %s supports post-pixelshader blending, type %u.\n",
2276 debug_d3dformat(format->id), type);
2277 TRACE("Color output: %#x\n", color);
2278 format->flags[type] |= WINED3DFMT_FLAG_POSTPIXELSHADER_BLENDING;
2282 if (gl_info->supported[ARB_FRAMEBUFFER_OBJECT]
2283 || gl_info->supported[EXT_PACKED_DEPTH_STENCIL])
2285 gl_info->fbo_ops.glFramebufferRenderbuffer(GL_FRAMEBUFFER, GL_DEPTH_ATTACHMENT, GL_RENDERBUFFER, 0);
2286 gl_info->fbo_ops.glFramebufferRenderbuffer(GL_FRAMEBUFFER, GL_STENCIL_ATTACHMENT, GL_RENDERBUFFER, 0);
2287 gl_info->fbo_ops.glDeleteRenderbuffers(1, &rb);
2288 checkGLcall("RB cleanup");
2292 if (format->glInternal != format->glGammaInternal)
2294 delete_fbo_attachment(gl_info, type, object);
2295 create_and_bind_fbo_attachment(gl_info, format->flags[type], type, &object, format->glGammaInternal,
2296 format->glFormat, format->glType);
2298 status = gl_info->fbo_ops.glCheckFramebufferStatus(GL_FRAMEBUFFER);
2299 checkGLcall("Framebuffer format check");
2301 if (status == GL_FRAMEBUFFER_COMPLETE)
2303 TRACE("Format %s's sRGB format is FBO attachable, type %u.\n",
2304 debug_d3dformat(format->id), type);
2305 format->flags[type] |= WINED3DFMT_FLAG_FBO_ATTACHABLE_SRGB;
2307 else
2309 WARN("Format %s's sRGB format is not FBO attachable, type %u.\n",
2310 debug_d3dformat(format->id), type);
2313 else if (status == GL_FRAMEBUFFER_COMPLETE)
2314 format->flags[type] |= WINED3DFMT_FLAG_FBO_ATTACHABLE_SRGB;
2316 if (format->flags[type] & (WINED3DFMT_FLAG_DEPTH | WINED3DFMT_FLAG_STENCIL))
2318 gl_info->fbo_ops.glFramebufferRenderbuffer(GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT0, GL_RENDERBUFFER, 0);
2319 gl_info->fbo_ops.glDeleteRenderbuffers(1, &color_rb);
2322 delete_fbo_attachment(gl_info, type, object);
2323 checkGLcall("Framebuffer format check cleanup");
2326 if (fallback_fmt_used && regular_fmt_used)
2328 FIXME("Format %s needs different render target formats for different resource types.\n",
2329 debug_d3dformat(format->id));
2330 format_clear_flag(format, WINED3DFMT_FLAG_RENDERTARGET | WINED3DFMT_FLAG_FBO_ATTACHABLE
2331 | WINED3DFMT_FLAG_FBO_ATTACHABLE_SRGB | WINED3DFMT_FLAG_POSTPIXELSHADER_BLENDING);
2335 static void query_format_flag(struct wined3d_gl_info *gl_info, struct wined3d_format *format,
2336 GLint internal, GLenum pname, DWORD flag, const char *string)
2338 GLint value;
2339 enum wined3d_gl_resource_type type;
2341 for (type = 0; type < ARRAY_SIZE(format->flags); ++type)
2343 gl_info->gl_ops.ext.p_glGetInternalformativ(wined3d_gl_type_to_enum(type), internal, pname, 1, &value);
2344 if (value == GL_FULL_SUPPORT)
2346 TRACE("Format %s supports %s, resource type %u.\n", debug_d3dformat(format->id), string, type);
2347 format->flags[type] |= flag;
2349 else
2351 TRACE("Format %s doesn't support %s, resource type %u.\n", debug_d3dformat(format->id), string, type);
2352 format->flags[type] &= ~flag;
2357 /* Context activation is done by the caller. */
2358 static void init_format_fbo_compat_info(struct wined3d_caps_gl_ctx *ctx)
2360 const struct wined3d_gl_info *gl_info = ctx->gl_info;
2361 unsigned int i, type;
2362 GLuint fbo;
2364 if (gl_info->supported[ARB_INTERNALFORMAT_QUERY2])
2366 for (i = 0; i < gl_info->format_count; ++i)
2368 GLint value;
2369 struct wined3d_format *format = &gl_info->formats[i];
2370 BOOL fallback_fmt_used = FALSE, regular_fmt_used = FALSE;
2371 GLenum rt_internal = format->rtInternal;
2373 if (!format->glInternal)
2374 continue;
2376 for (type = 0; type < ARRAY_SIZE(format->flags); ++type)
2378 gl_info->gl_ops.ext.p_glGetInternalformativ(wined3d_gl_type_to_enum(type),
2379 format->glInternal, GL_FRAMEBUFFER_RENDERABLE, 1, &value);
2380 if (value == GL_FULL_SUPPORT)
2382 TRACE("Format %s is supported as FBO color attachment, resource type %u.\n",
2383 debug_d3dformat(format->id), type);
2384 format->flags[type] |= WINED3DFMT_FLAG_FBO_ATTACHABLE;
2385 format->rtInternal = format->glInternal;
2386 regular_fmt_used = TRUE;
2388 gl_info->gl_ops.ext.p_glGetInternalformativ(wined3d_gl_type_to_enum(type),
2389 format->glInternal, GL_FRAMEBUFFER_BLEND, 1, &value);
2390 if (value == GL_FULL_SUPPORT)
2392 TRACE("Format %s supports post-pixelshader blending, resource type %u.\n",
2393 debug_d3dformat(format->id), type);
2394 format->flags[type] |= WINED3DFMT_FLAG_POSTPIXELSHADER_BLENDING;
2396 else
2398 TRACE("Format %s doesn't support post-pixelshader blending, resource typed %u.\n",
2399 debug_d3dformat(format->id), type);
2400 format->flags[type] &= ~WINED3DFMT_FLAG_POSTPIXELSHADER_BLENDING;
2403 else
2405 if (!rt_internal)
2407 if (format->flags[type] & WINED3DFMT_FLAG_RENDERTARGET)
2409 WARN("Format %s with rendertarget flag is not supported as FBO color attachment"
2410 " and no fallback specified, resource type %u.\n",
2411 debug_d3dformat(format->id), type);
2412 format->flags[type] &= ~WINED3DFMT_FLAG_RENDERTARGET;
2414 else
2415 TRACE("Format %s is not supported as FBO color attachment,"
2416 " resource type %u.\n", debug_d3dformat(format->id), type);
2417 format->rtInternal = format->glInternal;
2419 else
2421 gl_info->gl_ops.ext.p_glGetInternalformativ(wined3d_gl_type_to_enum(type),
2422 rt_internal, GL_FRAMEBUFFER_RENDERABLE, 1, &value);
2423 if (value == GL_FULL_SUPPORT)
2425 TRACE("Format %s rtInternal format is supported as FBO color attachment,"
2426 " resource type %u.\n", debug_d3dformat(format->id), type);
2427 fallback_fmt_used = TRUE;
2429 else
2431 WARN("Format %s rtInternal format is not supported as FBO color attachment,"
2432 " resource type %u.\n", debug_d3dformat(format->id), type);
2433 format->flags[type] &= ~WINED3DFMT_FLAG_RENDERTARGET;
2438 if (format->glInternal != format->glGammaInternal)
2440 gl_info->gl_ops.ext.p_glGetInternalformativ(wined3d_gl_type_to_enum(type),
2441 format->glGammaInternal, GL_FRAMEBUFFER_RENDERABLE, 1, &value);
2442 if (value == GL_FULL_SUPPORT)
2444 TRACE("Format %s's sRGB format is FBO attachable, resource type %u.\n",
2445 debug_d3dformat(format->id), type);
2446 format->flags[type] |= WINED3DFMT_FLAG_FBO_ATTACHABLE_SRGB;
2448 else
2450 WARN("Format %s's sRGB format is not FBO attachable, resource type %u.\n",
2451 debug_d3dformat(format->id), type);
2454 else if (format->flags[type] & WINED3DFMT_FLAG_FBO_ATTACHABLE)
2455 format->flags[type] |= WINED3DFMT_FLAG_FBO_ATTACHABLE_SRGB;
2458 if (fallback_fmt_used && regular_fmt_used)
2460 FIXME("Format %s needs different render target formats for different resource types.\n",
2461 debug_d3dformat(format->id));
2462 format_clear_flag(format, WINED3DFMT_FLAG_RENDERTARGET | WINED3DFMT_FLAG_FBO_ATTACHABLE
2463 | WINED3DFMT_FLAG_FBO_ATTACHABLE_SRGB | WINED3DFMT_FLAG_POSTPIXELSHADER_BLENDING);
2466 return;
2469 if (wined3d_settings.offscreen_rendering_mode == ORM_FBO)
2471 gl_info->fbo_ops.glGenFramebuffers(1, &fbo);
2472 gl_info->fbo_ops.glBindFramebuffer(GL_FRAMEBUFFER, fbo);
2473 gl_info->gl_ops.gl.p_glDrawBuffer(GL_COLOR_ATTACHMENT0);
2474 gl_info->gl_ops.gl.p_glReadBuffer(GL_COLOR_ATTACHMENT0);
2477 for (i = 0; i < gl_info->format_count; ++i)
2479 struct wined3d_format *format = &gl_info->formats[i];
2481 if (!format->glInternal) continue;
2483 if (format->flags[WINED3D_GL_RES_TYPE_TEX_2D] & WINED3DFMT_FLAG_COMPRESSED)
2485 TRACE("Skipping format %s because it's a compressed format.\n",
2486 debug_d3dformat(format->id));
2487 continue;
2490 if (wined3d_settings.offscreen_rendering_mode == ORM_FBO)
2492 TRACE("Checking if format %s is supported as FBO color attachment...\n", debug_d3dformat(format->id));
2493 check_fbo_compat(ctx, format);
2495 else
2497 format->rtInternal = format->glInternal;
2501 if (wined3d_settings.offscreen_rendering_mode == ORM_FBO)
2502 gl_info->fbo_ops.glDeleteFramebuffers(1, &fbo);
2505 static GLenum lookup_gl_view_class(GLenum internal_format)
2507 static const struct
2509 GLenum internal_format;
2510 GLenum view_class;
2512 view_classes[] =
2514 /* 128-bit */
2515 {GL_RGBA32F, GL_VIEW_CLASS_128_BITS},
2516 {GL_RGBA32UI, GL_VIEW_CLASS_128_BITS},
2517 {GL_RGBA32I, GL_VIEW_CLASS_128_BITS},
2518 /* 96-bit */
2519 {GL_RGB32F, GL_VIEW_CLASS_96_BITS},
2520 {GL_RGB32UI, GL_VIEW_CLASS_96_BITS},
2521 {GL_RGB32I, GL_VIEW_CLASS_96_BITS},
2522 /* 64-bit */
2523 {GL_RGBA16F, GL_VIEW_CLASS_64_BITS},
2524 {GL_RG32F, GL_VIEW_CLASS_64_BITS},
2525 {GL_RGBA16UI, GL_VIEW_CLASS_64_BITS},
2526 {GL_RG32UI, GL_VIEW_CLASS_64_BITS},
2527 {GL_RGBA16I, GL_VIEW_CLASS_64_BITS},
2528 {GL_RG32I, GL_VIEW_CLASS_64_BITS},
2529 {GL_RGBA16, GL_VIEW_CLASS_64_BITS},
2530 {GL_RGBA16_SNORM, GL_VIEW_CLASS_64_BITS},
2531 /* 48-bit */
2532 {GL_RGB16, GL_VIEW_CLASS_48_BITS},
2533 {GL_RGB16_SNORM, GL_VIEW_CLASS_48_BITS},
2534 {GL_RGB16F, GL_VIEW_CLASS_48_BITS},
2535 {GL_RGB16UI, GL_VIEW_CLASS_48_BITS},
2536 {GL_RGB16I, GL_VIEW_CLASS_48_BITS},
2537 /* 32-bit */
2538 {GL_RG16F, GL_VIEW_CLASS_32_BITS},
2539 {GL_R11F_G11F_B10F, GL_VIEW_CLASS_32_BITS},
2540 {GL_R32F, GL_VIEW_CLASS_32_BITS},
2541 {GL_RGB10_A2UI, GL_VIEW_CLASS_32_BITS},
2542 {GL_RGBA8UI, GL_VIEW_CLASS_32_BITS},
2543 {GL_RG16UI, GL_VIEW_CLASS_32_BITS},
2544 {GL_R32UI, GL_VIEW_CLASS_32_BITS},
2545 {GL_RGBA8I, GL_VIEW_CLASS_32_BITS},
2546 {GL_RG16I, GL_VIEW_CLASS_32_BITS},
2547 {GL_R32I, GL_VIEW_CLASS_32_BITS},
2548 {GL_RGB10_A2, GL_VIEW_CLASS_32_BITS},
2549 {GL_RGBA8, GL_VIEW_CLASS_32_BITS},
2550 {GL_RG16, GL_VIEW_CLASS_32_BITS},
2551 {GL_RGBA8_SNORM, GL_VIEW_CLASS_32_BITS},
2552 {GL_RG16_SNORM, GL_VIEW_CLASS_32_BITS},
2553 {GL_SRGB8_ALPHA8, GL_VIEW_CLASS_32_BITS},
2554 {GL_RGB9_E5, GL_VIEW_CLASS_32_BITS},
2555 /* 24-bit */
2556 {GL_RGB8, GL_VIEW_CLASS_24_BITS},
2557 {GL_RGB8_SNORM, GL_VIEW_CLASS_24_BITS},
2558 {GL_SRGB8, GL_VIEW_CLASS_24_BITS},
2559 {GL_RGB8UI, GL_VIEW_CLASS_24_BITS},
2560 {GL_RGB8I, GL_VIEW_CLASS_24_BITS},
2561 /* 16-bit */
2562 {GL_R16F, GL_VIEW_CLASS_16_BITS},
2563 {GL_RG8UI, GL_VIEW_CLASS_16_BITS},
2564 {GL_R16UI, GL_VIEW_CLASS_16_BITS},
2565 {GL_RG8I, GL_VIEW_CLASS_16_BITS},
2566 {GL_R16I, GL_VIEW_CLASS_16_BITS},
2567 {GL_RG8, GL_VIEW_CLASS_16_BITS},
2568 {GL_R16, GL_VIEW_CLASS_16_BITS},
2569 {GL_RG8_SNORM, GL_VIEW_CLASS_16_BITS},
2570 {GL_R16_SNORM, GL_VIEW_CLASS_16_BITS},
2571 /* 8-bit */
2572 {GL_R8UI, GL_VIEW_CLASS_8_BITS},
2573 {GL_R8I, GL_VIEW_CLASS_8_BITS},
2574 {GL_R8, GL_VIEW_CLASS_8_BITS},
2575 {GL_R8_SNORM, GL_VIEW_CLASS_8_BITS},
2577 /* RGTC1 */
2578 {GL_COMPRESSED_RED_RGTC1, GL_VIEW_CLASS_RGTC1_RED},
2579 {GL_COMPRESSED_SIGNED_RED_RGTC1, GL_VIEW_CLASS_RGTC1_RED},
2580 /* RGTC2 */
2581 {GL_COMPRESSED_RG_RGTC2, GL_VIEW_CLASS_RGTC2_RG},
2582 {GL_COMPRESSED_SIGNED_RG_RGTC2, GL_VIEW_CLASS_RGTC2_RG},
2584 /* BPTC unorm */
2585 {GL_COMPRESSED_RGBA_BPTC_UNORM, GL_VIEW_CLASS_BPTC_UNORM},
2586 {GL_COMPRESSED_SRGB_ALPHA_BPTC_UNORM, GL_VIEW_CLASS_BPTC_UNORM},
2587 /* BPTC float */
2588 {GL_COMPRESSED_RGB_BPTC_SIGNED_FLOAT, GL_VIEW_CLASS_BPTC_FLOAT},
2589 {GL_COMPRESSED_RGB_BPTC_UNSIGNED_FLOAT, GL_VIEW_CLASS_BPTC_FLOAT},
2591 /* DXT1 RGB */
2592 {GL_COMPRESSED_RGB_S3TC_DXT1_EXT, GL_VIEW_CLASS_S3TC_DXT1_RGB},
2593 {GL_COMPRESSED_SRGB_S3TC_DXT1_EXT, GL_VIEW_CLASS_S3TC_DXT1_RGB},
2594 /* DXT1 RGBA */
2595 {GL_COMPRESSED_RGBA_S3TC_DXT1_EXT, GL_VIEW_CLASS_S3TC_DXT1_RGBA},
2596 {GL_COMPRESSED_SRGB_ALPHA_S3TC_DXT1_EXT, GL_VIEW_CLASS_S3TC_DXT1_RGBA},
2597 /* DXT3 */
2598 {GL_COMPRESSED_RGBA_S3TC_DXT3_EXT, GL_VIEW_CLASS_S3TC_DXT3_RGBA},
2599 {GL_COMPRESSED_SRGB_ALPHA_S3TC_DXT3_EXT, GL_VIEW_CLASS_S3TC_DXT3_RGBA},
2600 /* DXT5 */
2601 {GL_COMPRESSED_RGBA_S3TC_DXT5_EXT, GL_VIEW_CLASS_S3TC_DXT5_RGBA},
2602 {GL_COMPRESSED_SRGB_ALPHA_S3TC_DXT5_EXT, GL_VIEW_CLASS_S3TC_DXT5_RGBA},
2605 unsigned int i;
2607 for (i = 0; i < ARRAY_SIZE(view_classes); ++i)
2609 if (view_classes[i].internal_format == internal_format)
2610 return view_classes[i].view_class;
2613 return GL_NONE;
2616 static void query_view_class(struct wined3d_format *format)
2618 GLenum internal_view_class, gamma_view_class, rt_view_class;
2620 internal_view_class = lookup_gl_view_class(format->glInternal);
2621 gamma_view_class = lookup_gl_view_class(format->glGammaInternal);
2622 rt_view_class = lookup_gl_view_class(format->rtInternal);
2624 if (internal_view_class == gamma_view_class || gamma_view_class == rt_view_class)
2626 format->gl_view_class = internal_view_class;
2627 TRACE("Format %s is member of GL view class %#x.\n",
2628 debug_d3dformat(format->id), format->gl_view_class);
2630 else
2632 format->gl_view_class = GL_NONE;
2636 static void query_internal_format(struct wined3d_adapter *adapter,
2637 struct wined3d_format *format, const struct wined3d_format_texture_info *texture_info,
2638 struct wined3d_gl_info *gl_info, BOOL srgb_write_supported, BOOL srgb_format)
2640 GLint count, multisample_types[MAX_MULTISAMPLE_TYPES];
2641 unsigned int i, max_log2;
2643 if (gl_info->supported[ARB_INTERNALFORMAT_QUERY2])
2645 query_format_flag(gl_info, format, format->glInternal, GL_VERTEX_TEXTURE,
2646 WINED3DFMT_FLAG_VTF, "vertex texture usage");
2647 query_format_flag(gl_info, format, format->glInternal, GL_FILTER,
2648 WINED3DFMT_FLAG_FILTERING, "filtering");
2650 if (srgb_format || format->glGammaInternal != format->glInternal)
2652 query_format_flag(gl_info, format, format->glGammaInternal, GL_SRGB_READ,
2653 WINED3DFMT_FLAG_SRGB_READ, "sRGB read");
2655 if (srgb_write_supported)
2656 query_format_flag(gl_info, format, format->glGammaInternal, GL_SRGB_WRITE,
2657 WINED3DFMT_FLAG_SRGB_WRITE, "sRGB write");
2658 else
2659 format_clear_flag(format, WINED3DFMT_FLAG_SRGB_WRITE);
2661 if (!(format->flags[WINED3D_GL_RES_TYPE_TEX_2D] & (WINED3DFMT_FLAG_SRGB_READ | WINED3DFMT_FLAG_SRGB_WRITE)))
2662 format->glGammaInternal = format->glInternal;
2663 else if (gl_info->supported[EXT_TEXTURE_SRGB_DECODE])
2664 format->glInternal = format->glGammaInternal;
2667 else
2669 if (!gl_info->limits.vertex_samplers)
2670 format_clear_flag(format, WINED3DFMT_FLAG_VTF);
2672 if (!(gl_info->quirks & WINED3D_QUIRK_LIMITED_TEX_FILTERING))
2673 format_set_flag(format, WINED3DFMT_FLAG_FILTERING);
2674 else if (format->id != WINED3DFMT_R32G32B32A32_FLOAT && format->id != WINED3DFMT_R32_FLOAT)
2675 format_clear_flag(format, WINED3DFMT_FLAG_VTF);
2677 if (srgb_format || format->glGammaInternal != format->glInternal)
2679 /* Filter sRGB capabilities if EXT_texture_sRGB is not supported. */
2680 if (!gl_info->supported[EXT_TEXTURE_SRGB])
2682 format->glGammaInternal = format->glInternal;
2683 format_clear_flag(format, WINED3DFMT_FLAG_SRGB_READ | WINED3DFMT_FLAG_SRGB_WRITE);
2685 else if (gl_info->supported[EXT_TEXTURE_SRGB_DECODE])
2687 format->glInternal = format->glGammaInternal;
2691 if ((format->flags[WINED3D_GL_RES_TYPE_TEX_2D] & WINED3DFMT_FLAG_SRGB_WRITE) && !srgb_write_supported)
2692 format_clear_flag(format, WINED3DFMT_FLAG_SRGB_WRITE);
2694 if (!gl_info->supported[ARB_DEPTH_TEXTURE]
2695 && texture_info->flags & (WINED3DFMT_FLAG_DEPTH | WINED3DFMT_FLAG_STENCIL))
2697 format->flags[WINED3D_GL_RES_TYPE_TEX_1D] &= ~WINED3DFMT_FLAG_TEXTURE;
2698 format->flags[WINED3D_GL_RES_TYPE_TEX_2D] &= ~WINED3DFMT_FLAG_TEXTURE;
2699 format->flags[WINED3D_GL_RES_TYPE_TEX_3D] &= ~WINED3DFMT_FLAG_TEXTURE;
2700 format->flags[WINED3D_GL_RES_TYPE_TEX_CUBE] &= ~WINED3DFMT_FLAG_TEXTURE;
2701 format->flags[WINED3D_GL_RES_TYPE_TEX_RECT] &= ~WINED3DFMT_FLAG_TEXTURE;
2705 query_view_class(format);
2707 if (format->glInternal && format->flags[WINED3D_GL_RES_TYPE_RB]
2708 & (WINED3DFMT_FLAG_RENDERTARGET | WINED3DFMT_FLAG_DEPTH | WINED3DFMT_FLAG_STENCIL))
2710 if (gl_info->supported[ARB_INTERNALFORMAT_QUERY])
2712 GL_EXTCALL(glGetInternalformativ(GL_RENDERBUFFER, format->glInternal,
2713 GL_NUM_SAMPLE_COUNTS, 1, &count));
2714 checkGLcall("glGetInternalformativ(GL_NUM_SAMPLE_COUNTS)");
2715 count = min(count, MAX_MULTISAMPLE_TYPES);
2716 GL_EXTCALL(glGetInternalformativ(GL_RENDERBUFFER, format->glInternal,
2717 GL_SAMPLES, count, multisample_types));
2718 checkGLcall("glGetInternalformativ(GL_SAMPLES)");
2719 for (i = 0; i < count; ++i)
2721 if (multisample_types[i] > sizeof(format->multisample_types) * 8)
2722 continue;
2723 format->multisample_types |= 1u << (multisample_types[i] - 1);
2726 else
2728 max_log2 = wined3d_log2i(min(gl_info->limits.samples,
2729 sizeof(format->multisample_types) * 8));
2730 for (i = 1; i <= max_log2; ++i)
2731 format->multisample_types |= 1u << ((1u << i) - 1);
2736 static BOOL init_format_texture_info(struct wined3d_adapter *adapter, struct wined3d_gl_info *gl_info)
2738 struct fragment_caps fragment_caps;
2739 struct shader_caps shader_caps;
2740 unsigned int i, j;
2741 BOOL srgb_write;
2743 adapter->fragment_pipe->get_caps(gl_info, &fragment_caps);
2744 adapter->shader_backend->shader_get_caps(gl_info, &shader_caps);
2745 srgb_write = (fragment_caps.wined3d_caps & WINED3D_FRAGMENT_CAP_SRGB_WRITE)
2746 && (shader_caps.wined3d_caps & WINED3D_SHADER_CAP_SRGB_WRITE);
2748 for (i = 0; i < sizeof(format_texture_info) / sizeof(*format_texture_info); ++i)
2750 int srgb_fmt_idx = -1, fmt_idx = get_format_idx(format_texture_info[i].id);
2751 struct wined3d_format *format, *srgb_format;
2753 if (fmt_idx == -1)
2755 ERR("Format %s (%#x) not found.\n",
2756 debug_d3dformat(format_texture_info[i].id), format_texture_info[i].id);
2757 return FALSE;
2760 if (!gl_info->supported[format_texture_info[i].extension]) continue;
2762 format = &gl_info->formats[fmt_idx];
2764 /* ARB_texture_rg defines floating point formats, but only if
2765 * ARB_texture_float is also supported. */
2766 if (!gl_info->supported[ARB_TEXTURE_FLOAT]
2767 && (format->flags[WINED3D_GL_RES_TYPE_TEX_2D] & WINED3DFMT_FLAG_FLOAT))
2768 continue;
2770 /* ARB_texture_rg defines integer formats if EXT_texture_integer is also supported. */
2771 if (!gl_info->supported[EXT_TEXTURE_INTEGER]
2772 && (format->flags[WINED3D_GL_RES_TYPE_TEX_2D] & WINED3DFMT_FLAG_INTEGER))
2773 continue;
2775 format->glInternal = format_texture_info[i].gl_internal;
2776 format->glGammaInternal = format_texture_info[i].gl_srgb_internal;
2777 format->rtInternal = format_texture_info[i].gl_rt_internal;
2778 format->glFormat = format_texture_info[i].gl_format;
2779 format->glType = format_texture_info[i].gl_type;
2780 format->color_fixup = COLOR_FIXUP_IDENTITY;
2781 format->height_scale.numerator = 1;
2782 format->height_scale.denominator = 1;
2784 format->flags[WINED3D_GL_RES_TYPE_TEX_1D] |= format_texture_info[i].flags;
2785 format->flags[WINED3D_GL_RES_TYPE_TEX_2D] |= format_texture_info[i].flags;
2786 format->flags[WINED3D_GL_RES_TYPE_BUFFER] |= format_texture_info[i].flags;
2788 /* GL_ARB_depth_texture does not support 3D textures. It also says "cube textures are
2789 * problematic", but doesn't explicitly mandate that an error is generated. */
2790 if (gl_info->supported[EXT_TEXTURE3D]
2791 && !(format_texture_info[i].flags & (WINED3DFMT_FLAG_DEPTH | WINED3DFMT_FLAG_STENCIL)))
2792 format->flags[WINED3D_GL_RES_TYPE_TEX_3D] |= format_texture_info[i].flags;
2794 if (gl_info->supported[ARB_TEXTURE_CUBE_MAP])
2795 format->flags[WINED3D_GL_RES_TYPE_TEX_CUBE] |= format_texture_info[i].flags;
2797 if (gl_info->supported[ARB_TEXTURE_RECTANGLE])
2798 format->flags[WINED3D_GL_RES_TYPE_TEX_RECT] |= format_texture_info[i].flags;
2800 format->flags[WINED3D_GL_RES_TYPE_RB] |= format_texture_info[i].flags;
2801 format->flags[WINED3D_GL_RES_TYPE_RB] &= ~WINED3DFMT_FLAG_TEXTURE;
2803 if (format->glGammaInternal != format->glInternal
2804 && !(adapter->d3d_info.wined3d_creation_flags & WINED3D_SRGB_READ_WRITE_CONTROL))
2806 format->glGammaInternal = format->glInternal;
2807 format_clear_flag(format, WINED3DFMT_FLAG_SRGB_READ | WINED3DFMT_FLAG_SRGB_WRITE);
2810 query_internal_format(adapter, format, &format_texture_info[i], gl_info, srgb_write, FALSE);
2812 /* Texture conversion stuff */
2813 format->convert = format_texture_info[i].convert;
2814 format->conv_byte_count = format_texture_info[i].conv_byte_count;
2816 for (j = 0; j < sizeof(format_srgb_info) / sizeof(*format_srgb_info); ++j)
2818 if (format_srgb_info[j].base_format_id == format->id)
2820 srgb_fmt_idx = get_format_idx(format_srgb_info[j].srgb_format_id);
2821 if (srgb_fmt_idx == -1)
2823 ERR("Format %s (%#x) not found.\n",
2824 debug_d3dformat(format_srgb_info[j].srgb_format_id),
2825 format_srgb_info[j].srgb_format_id);
2826 return FALSE;
2828 break;
2832 if (srgb_fmt_idx == -1)
2833 continue;
2835 srgb_format = &gl_info->formats[srgb_fmt_idx];
2837 *srgb_format = *format;
2838 srgb_format->id = format_srgb_info[j].srgb_format_id;
2840 if (gl_info->supported[EXT_TEXTURE_SRGB]
2841 && !(adapter->d3d_info.wined3d_creation_flags & WINED3D_SRGB_READ_WRITE_CONTROL))
2843 srgb_format->glInternal = format_texture_info[i].gl_srgb_internal;
2844 srgb_format->glGammaInternal = format_texture_info[i].gl_srgb_internal;
2845 format_set_flag(srgb_format, WINED3DFMT_FLAG_SRGB_READ | WINED3DFMT_FLAG_SRGB_WRITE);
2846 query_internal_format(adapter, srgb_format, &format_texture_info[i], gl_info, srgb_write, TRUE);
2850 return TRUE;
2853 static BOOL color_match(DWORD c1, DWORD c2, BYTE max_diff)
2855 if (abs((c1 & 0xff) - (c2 & 0xff)) > max_diff) return FALSE;
2856 c1 >>= 8; c2 >>= 8;
2857 if (abs((c1 & 0xff) - (c2 & 0xff)) > max_diff) return FALSE;
2858 c1 >>= 8; c2 >>= 8;
2859 if (abs((c1 & 0xff) - (c2 & 0xff)) > max_diff) return FALSE;
2860 c1 >>= 8; c2 >>= 8;
2861 if (abs((c1 & 0xff) - (c2 & 0xff)) > max_diff) return FALSE;
2862 return TRUE;
2865 /* A context is provided by the caller */
2866 static BOOL check_filter(const struct wined3d_gl_info *gl_info, GLenum internal)
2868 static const DWORD data[] = {0x00000000, 0xffffffff};
2869 GLuint tex, fbo, buffer;
2870 DWORD readback[16 * 1];
2871 BOOL ret = FALSE;
2873 /* Render a filtered texture and see what happens. This is intended to detect the lack of
2874 * float16 filtering on ATI X1000 class cards. The drivers disable filtering instead of
2875 * falling back to software. If this changes in the future this code will get fooled and
2876 * apps might hit the software path due to incorrectly advertised caps.
2878 * Its unlikely that this changes however. GL Games like Mass Effect depend on the filter
2879 * disable fallback, if Apple or ATI ever change the driver behavior they will break more
2880 * than Wine. The Linux binary <= r500 driver is not maintained any more anyway
2883 while (gl_info->gl_ops.gl.p_glGetError());
2885 gl_info->gl_ops.gl.p_glGenTextures(1, &buffer);
2886 gl_info->gl_ops.gl.p_glBindTexture(GL_TEXTURE_2D, buffer);
2887 memset(readback, 0x7e, sizeof(readback));
2888 gl_info->gl_ops.gl.p_glTexImage2D(GL_TEXTURE_2D, 0, GL_RGBA8, 16, 1, 0,
2889 GL_RGBA, GL_UNSIGNED_INT_8_8_8_8, readback);
2890 gl_info->gl_ops.gl.p_glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_NEAREST);
2891 gl_info->gl_ops.gl.p_glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_NEAREST);
2892 gl_info->gl_ops.gl.p_glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_CLAMP_TO_EDGE);
2893 gl_info->gl_ops.gl.p_glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_CLAMP_TO_EDGE);
2894 gl_info->gl_ops.gl.p_glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_R, GL_CLAMP_TO_EDGE);
2896 gl_info->gl_ops.gl.p_glGenTextures(1, &tex);
2897 gl_info->gl_ops.gl.p_glBindTexture(GL_TEXTURE_2D, tex);
2898 gl_info->gl_ops.gl.p_glTexImage2D(GL_TEXTURE_2D, 0, internal, 2, 1, 0,
2899 GL_BGRA, GL_UNSIGNED_INT_8_8_8_8_REV, data);
2900 gl_info->gl_ops.gl.p_glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR);
2901 gl_info->gl_ops.gl.p_glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_LINEAR);
2902 gl_info->gl_ops.gl.p_glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_CLAMP_TO_EDGE);
2903 gl_info->gl_ops.gl.p_glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_CLAMP_TO_EDGE);
2904 gl_info->gl_ops.gl.p_glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_R, GL_CLAMP_TO_EDGE);
2905 gl_info->gl_ops.gl.p_glEnable(GL_TEXTURE_2D);
2907 gl_info->fbo_ops.glGenFramebuffers(1, &fbo);
2908 gl_info->fbo_ops.glBindFramebuffer(GL_FRAMEBUFFER, fbo);
2909 gl_info->fbo_ops.glFramebufferTexture2D(GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT0, GL_TEXTURE_2D, buffer, 0);
2910 gl_info->gl_ops.gl.p_glDrawBuffer(GL_COLOR_ATTACHMENT0);
2912 gl_info->gl_ops.gl.p_glViewport(0, 0, 16, 1);
2913 gl_info->gl_ops.gl.p_glDisable(GL_LIGHTING);
2914 gl_info->gl_ops.gl.p_glMatrixMode(GL_MODELVIEW);
2915 gl_info->gl_ops.gl.p_glLoadIdentity();
2916 gl_info->gl_ops.gl.p_glMatrixMode(GL_PROJECTION);
2917 gl_info->gl_ops.gl.p_glLoadIdentity();
2919 gl_info->gl_ops.gl.p_glClearColor(0, 1, 0, 0);
2920 gl_info->gl_ops.gl.p_glClear(GL_COLOR_BUFFER_BIT);
2922 gl_info->gl_ops.gl.p_glBegin(GL_TRIANGLE_STRIP);
2923 gl_info->gl_ops.gl.p_glTexCoord2f(0.0, 0.0);
2924 gl_info->gl_ops.gl.p_glVertex2f(-1.0f, -1.0f);
2925 gl_info->gl_ops.gl.p_glTexCoord2f(1.0, 0.0);
2926 gl_info->gl_ops.gl.p_glVertex2f(1.0f, -1.0f);
2927 gl_info->gl_ops.gl.p_glTexCoord2f(0.0, 1.0);
2928 gl_info->gl_ops.gl.p_glVertex2f(-1.0f, 1.0f);
2929 gl_info->gl_ops.gl.p_glTexCoord2f(1.0, 1.0);
2930 gl_info->gl_ops.gl.p_glVertex2f(1.0f, 1.0f);
2931 gl_info->gl_ops.gl.p_glEnd();
2933 gl_info->gl_ops.gl.p_glBindTexture(GL_TEXTURE_2D, buffer);
2934 memset(readback, 0x7f, sizeof(readback));
2935 gl_info->gl_ops.gl.p_glGetTexImage(GL_TEXTURE_2D, 0, GL_BGRA, GL_UNSIGNED_INT_8_8_8_8_REV, readback);
2936 if (color_match(readback[6], 0xffffffff, 5) || color_match(readback[6], 0x00000000, 5)
2937 || color_match(readback[9], 0xffffffff, 5) || color_match(readback[9], 0x00000000, 5))
2939 TRACE("Read back colors 0x%08x and 0x%08x close to unfiltered color, assuming no filtering\n",
2940 readback[6], readback[9]);
2941 ret = FALSE;
2943 else
2945 TRACE("Read back colors are 0x%08x and 0x%08x, assuming texture is filtered\n",
2946 readback[6], readback[9]);
2947 ret = TRUE;
2950 gl_info->fbo_ops.glBindFramebuffer(GL_FRAMEBUFFER, 0);
2951 gl_info->fbo_ops.glDeleteFramebuffers(1, &fbo);
2952 gl_info->gl_ops.gl.p_glDeleteTextures(1, &tex);
2953 gl_info->gl_ops.gl.p_glDeleteTextures(1, &buffer);
2955 if (gl_info->gl_ops.gl.p_glGetError())
2957 FIXME("Error during filtering test for format %x, returning no filtering\n", internal);
2958 ret = FALSE;
2961 return ret;
2964 static void init_format_filter_info(struct wined3d_gl_info *gl_info, enum wined3d_pci_vendor vendor)
2966 struct wined3d_format *format;
2967 unsigned int fmt_idx, i;
2968 static const enum wined3d_format_id fmts16[] =
2970 WINED3DFMT_R16_FLOAT,
2971 WINED3DFMT_R16G16_FLOAT,
2972 WINED3DFMT_R16G16B16A16_FLOAT,
2974 BOOL filtered;
2976 if (gl_info->supported[ARB_INTERNALFORMAT_QUERY2])
2977 /* This was already handled by init_format_texture_info(). */
2978 return;
2980 if (wined3d_settings.offscreen_rendering_mode != ORM_FBO
2981 || !gl_info->supported[WINED3D_GL_LEGACY_CONTEXT])
2983 WARN("No FBO support, or no FBO ORM, guessing filter info from GL caps\n");
2984 if (vendor == HW_VENDOR_NVIDIA && gl_info->supported[ARB_TEXTURE_FLOAT])
2986 TRACE("Nvidia card with texture_float support: Assuming float16 blending\n");
2987 filtered = TRUE;
2989 else if (gl_info->limits.glsl_varyings > 44)
2991 TRACE("More than 44 GLSL varyings - assuming d3d10 card with float16 blending\n");
2992 filtered = TRUE;
2994 else
2996 TRACE("Assuming no float16 blending\n");
2997 filtered = FALSE;
3000 if(filtered)
3002 for(i = 0; i < (sizeof(fmts16) / sizeof(*fmts16)); i++)
3004 fmt_idx = get_format_idx(fmts16[i]);
3005 format_set_flag(&gl_info->formats[fmt_idx], WINED3DFMT_FLAG_FILTERING);
3008 return;
3011 for(i = 0; i < (sizeof(fmts16) / sizeof(*fmts16)); i++)
3013 fmt_idx = get_format_idx(fmts16[i]);
3014 format = &gl_info->formats[fmt_idx];
3015 if (!format->glInternal) continue; /* Not supported by GL */
3017 filtered = check_filter(gl_info, gl_info->formats[fmt_idx].glInternal);
3018 if(filtered)
3020 TRACE("Format %s supports filtering\n", debug_d3dformat(fmts16[i]));
3021 format_set_flag(format, WINED3DFMT_FLAG_FILTERING);
3023 else
3025 TRACE("Format %s does not support filtering\n", debug_d3dformat(fmts16[i]));
3030 static void apply_format_fixups(struct wined3d_adapter *adapter, struct wined3d_gl_info *gl_info)
3032 unsigned int i;
3033 int idx;
3035 idx = get_format_idx(WINED3DFMT_R16_FLOAT);
3036 gl_info->formats[idx].color_fixup = create_color_fixup_desc(
3037 0, CHANNEL_SOURCE_X, 0, CHANNEL_SOURCE_ONE, 0, CHANNEL_SOURCE_ONE, 0, CHANNEL_SOURCE_W);
3039 idx = get_format_idx(WINED3DFMT_R32_FLOAT);
3040 gl_info->formats[idx].color_fixup = create_color_fixup_desc(
3041 0, CHANNEL_SOURCE_X, 0, CHANNEL_SOURCE_ONE, 0, CHANNEL_SOURCE_ONE, 0, CHANNEL_SOURCE_W);
3043 idx = get_format_idx(WINED3DFMT_R16G16_UNORM);
3044 gl_info->formats[idx].color_fixup = create_color_fixup_desc(
3045 0, CHANNEL_SOURCE_X, 0, CHANNEL_SOURCE_Y, 0, CHANNEL_SOURCE_ONE, 0, CHANNEL_SOURCE_W);
3047 idx = get_format_idx(WINED3DFMT_R16G16_FLOAT);
3048 gl_info->formats[idx].color_fixup = create_color_fixup_desc(
3049 0, CHANNEL_SOURCE_X, 0, CHANNEL_SOURCE_Y, 0, CHANNEL_SOURCE_ONE, 0, CHANNEL_SOURCE_W);
3051 idx = get_format_idx(WINED3DFMT_R32G32_FLOAT);
3052 gl_info->formats[idx].color_fixup = create_color_fixup_desc(
3053 0, CHANNEL_SOURCE_X, 0, CHANNEL_SOURCE_Y, 0, CHANNEL_SOURCE_ONE, 0, CHANNEL_SOURCE_W);
3055 /* GL_ATI_envmap_bumpmap in theory supports R8G8_SNORM but is no longer supported by
3056 * any driver. */
3057 if (gl_info->supported[NV_TEXTURE_SHADER] || gl_info->supported[EXT_TEXTURE_SNORM])
3059 /* R8G8_SNORM and R16G16_SNORM need a fixup of the undefined blue channel. OpenGL
3060 * returns 0.0 when sampling from it, DirectX 1.0. So we always have in-shader
3061 * conversion for this format. */
3062 idx = get_format_idx(WINED3DFMT_R8G8_SNORM);
3063 gl_info->formats[idx].color_fixup = create_color_fixup_desc(
3064 0, CHANNEL_SOURCE_X, 0, CHANNEL_SOURCE_Y, 0, CHANNEL_SOURCE_ONE, 0, CHANNEL_SOURCE_ONE);
3065 idx = get_format_idx(WINED3DFMT_R16G16_SNORM);
3066 gl_info->formats[idx].color_fixup = create_color_fixup_desc(
3067 0, CHANNEL_SOURCE_X, 0, CHANNEL_SOURCE_Y, 0, CHANNEL_SOURCE_ONE, 0, CHANNEL_SOURCE_ONE);
3069 else
3071 /* Emulate using unsigned formats. This requires load-time conversion in addition to the
3072 * fixups here. */
3073 idx = get_format_idx(WINED3DFMT_R8G8_SNORM);
3074 gl_info->formats[idx].color_fixup = create_color_fixup_desc(
3075 1, CHANNEL_SOURCE_X, 1, CHANNEL_SOURCE_Y, 0, CHANNEL_SOURCE_ONE, 0, CHANNEL_SOURCE_ONE);
3076 idx = get_format_idx(WINED3DFMT_R16G16_SNORM);
3077 gl_info->formats[idx].color_fixup = create_color_fixup_desc(
3078 1, CHANNEL_SOURCE_X, 1, CHANNEL_SOURCE_Y, 0, CHANNEL_SOURCE_ONE, 0, CHANNEL_SOURCE_ONE);
3079 idx = get_format_idx(WINED3DFMT_R8G8B8A8_SNORM);
3080 gl_info->formats[idx].color_fixup = create_color_fixup_desc(
3081 1, CHANNEL_SOURCE_X, 1, CHANNEL_SOURCE_Y, 1, CHANNEL_SOURCE_Z, 1, CHANNEL_SOURCE_W);
3082 idx = get_format_idx(WINED3DFMT_R5G5_SNORM_L6_UNORM);
3083 gl_info->formats[idx].color_fixup = create_color_fixup_desc(
3084 1, CHANNEL_SOURCE_X, 1, CHANNEL_SOURCE_Z, 0, CHANNEL_SOURCE_Y, 0, CHANNEL_SOURCE_ONE);
3087 if (!gl_info->supported[NV_TEXTURE_SHADER])
3089 idx = get_format_idx(WINED3DFMT_R8G8_SNORM_L8X8_UNORM);
3090 gl_info->formats[idx].color_fixup = create_color_fixup_desc(
3091 1, CHANNEL_SOURCE_X, 1, CHANNEL_SOURCE_Y, 0, CHANNEL_SOURCE_Z, 0, CHANNEL_SOURCE_W);
3094 if (gl_info->supported[ARB_TEXTURE_COMPRESSION_RGTC] || gl_info->supported[EXT_TEXTURE_COMPRESSION_RGTC])
3096 idx = get_format_idx(WINED3DFMT_ATI1N);
3097 gl_info->formats[idx].color_fixup = create_color_fixup_desc(
3098 0, CHANNEL_SOURCE_X, 0, CHANNEL_SOURCE_X, 0, CHANNEL_SOURCE_X, 0, CHANNEL_SOURCE_X);
3100 idx = get_format_idx(WINED3DFMT_ATI2N);
3101 gl_info->formats[idx].color_fixup = create_color_fixup_desc(
3102 0, CHANNEL_SOURCE_Y, 0, CHANNEL_SOURCE_X, 0, CHANNEL_SOURCE_ONE, 0, CHANNEL_SOURCE_ONE);
3104 else if (gl_info->supported[ATI_TEXTURE_COMPRESSION_3DC])
3106 idx = get_format_idx(WINED3DFMT_ATI2N);
3107 gl_info->formats[idx].color_fixup= create_color_fixup_desc(
3108 0, CHANNEL_SOURCE_X, 0, CHANNEL_SOURCE_W, 0, CHANNEL_SOURCE_ONE, 0, CHANNEL_SOURCE_ONE);
3111 if (!gl_info->supported[APPLE_YCBCR_422])
3113 idx = get_format_idx(WINED3DFMT_YUY2);
3114 gl_info->formats[idx].color_fixup = create_complex_fixup_desc(COMPLEX_FIXUP_YUY2);
3116 idx = get_format_idx(WINED3DFMT_UYVY);
3117 gl_info->formats[idx].color_fixup = create_complex_fixup_desc(COMPLEX_FIXUP_UYVY);
3120 idx = get_format_idx(WINED3DFMT_YV12);
3121 format_set_flag(&gl_info->formats[idx], WINED3DFMT_FLAG_HEIGHT_SCALE);
3122 gl_info->formats[idx].height_scale.numerator = 3;
3123 gl_info->formats[idx].height_scale.denominator = 2;
3124 gl_info->formats[idx].color_fixup = create_complex_fixup_desc(COMPLEX_FIXUP_YV12);
3126 idx = get_format_idx(WINED3DFMT_NV12);
3127 format_set_flag(&gl_info->formats[idx], WINED3DFMT_FLAG_HEIGHT_SCALE);
3128 gl_info->formats[idx].height_scale.numerator = 3;
3129 gl_info->formats[idx].height_scale.denominator = 2;
3130 gl_info->formats[idx].color_fixup = create_complex_fixup_desc(COMPLEX_FIXUP_NV12);
3132 if (!gl_info->supported[WINED3D_GL_LEGACY_CONTEXT])
3134 idx = get_format_idx(WINED3DFMT_A8_UNORM);
3135 gl_info->formats[idx].color_fixup = create_color_fixup_desc(
3136 0, CHANNEL_SOURCE_ZERO, 0, CHANNEL_SOURCE_ZERO, 0, CHANNEL_SOURCE_ZERO, 0, CHANNEL_SOURCE_X);
3137 idx = get_format_idx(WINED3DFMT_L8A8_UNORM);
3138 gl_info->formats[idx].color_fixup = create_color_fixup_desc(
3139 0, CHANNEL_SOURCE_X, 0, CHANNEL_SOURCE_X, 0, CHANNEL_SOURCE_X, 0, CHANNEL_SOURCE_Y);
3140 idx = get_format_idx(WINED3DFMT_L4A4_UNORM);
3141 gl_info->formats[idx].color_fixup = create_color_fixup_desc(
3142 0, CHANNEL_SOURCE_X, 0, CHANNEL_SOURCE_X, 0, CHANNEL_SOURCE_X, 0, CHANNEL_SOURCE_Y);
3143 idx = get_format_idx(WINED3DFMT_L16_UNORM);
3144 gl_info->formats[idx].color_fixup = create_color_fixup_desc(
3145 0, CHANNEL_SOURCE_X, 0, CHANNEL_SOURCE_X, 0, CHANNEL_SOURCE_X, 0, CHANNEL_SOURCE_ONE);
3146 idx = get_format_idx(WINED3DFMT_INTZ);
3147 gl_info->formats[idx].color_fixup = create_color_fixup_desc(
3148 0, CHANNEL_SOURCE_X, 0, CHANNEL_SOURCE_X, 0, CHANNEL_SOURCE_X, 0, CHANNEL_SOURCE_X);
3151 if (gl_info->supported[ARB_TEXTURE_RG])
3153 idx = get_format_idx(WINED3DFMT_L8_UNORM);
3154 gl_info->formats[idx].color_fixup = create_color_fixup_desc(
3155 0, CHANNEL_SOURCE_X, 0, CHANNEL_SOURCE_X, 0, CHANNEL_SOURCE_X, 0, CHANNEL_SOURCE_ONE);
3158 if (gl_info->supported[ARB_FRAGMENT_PROGRAM])
3160 idx = get_format_idx(WINED3DFMT_P8_UINT);
3161 gl_info->formats[idx].color_fixup = create_complex_fixup_desc(COMPLEX_FIXUP_P8);
3164 if (gl_info->supported[ARB_VERTEX_ARRAY_BGRA])
3166 idx = get_format_idx(WINED3DFMT_B8G8R8A8_UNORM);
3167 gl_info->formats[idx].gl_vtx_format = GL_BGRA;
3170 if (!gl_info->supported[ARB_HALF_FLOAT_VERTEX])
3172 /* Do not change the size of the type, it is CPU side. We have to change the GPU-side information though.
3173 * It is the job of the vertex buffer code to make sure that the vbos have the right format */
3174 idx = get_format_idx(WINED3DFMT_R16G16_FLOAT);
3175 gl_info->formats[idx].gl_vtx_type = GL_FLOAT;
3177 idx = get_format_idx(WINED3DFMT_R16G16B16A16_FLOAT);
3178 gl_info->formats[idx].gl_vtx_type = GL_FLOAT;
3181 if (!gl_info->supported[ARB_HALF_FLOAT_PIXEL])
3183 idx = get_format_idx(WINED3DFMT_R16_FLOAT);
3184 format_clear_flag(&gl_info->formats[idx], WINED3DFMT_FLAG_TEXTURE);
3186 idx = get_format_idx(WINED3DFMT_R16G16_FLOAT);
3187 format_clear_flag(&gl_info->formats[idx], WINED3DFMT_FLAG_TEXTURE);
3189 idx = get_format_idx(WINED3DFMT_R16G16B16A16_FLOAT);
3190 format_clear_flag(&gl_info->formats[idx], WINED3DFMT_FLAG_TEXTURE);
3193 if (gl_info->quirks & WINED3D_QUIRK_BROKEN_RGBA16)
3195 idx = get_format_idx(WINED3DFMT_R16G16B16A16_UNORM);
3196 format_clear_flag(&gl_info->formats[idx], WINED3DFMT_FLAG_TEXTURE);
3199 /* ATI instancing hack: Although ATI cards do not support Shader Model
3200 * 3.0, they support instancing. To query if the card supports instancing
3201 * CheckDeviceFormat() with the special format MAKEFOURCC('I','N','S','T')
3202 * is used. Should an application check for this, provide a proper return
3203 * value. We can do instancing with all shader versions, but we need
3204 * vertex shaders.
3206 * Additionally applications have to set the D3DRS_POINTSIZE render state
3207 * to MAKEFOURCC('I','N','S','T') once to enable instancing. Wined3d
3208 * doesn't need that and just ignores it.
3210 * With Shader Model 3.0 capable cards Instancing 'just works' in Windows. */
3211 /* FIXME: This should just check the shader backend caps. */
3212 if (gl_info->supported[ARB_VERTEX_PROGRAM] || gl_info->supported[ARB_VERTEX_SHADER])
3214 idx = get_format_idx(WINED3DFMT_INST);
3215 format_set_flag(&gl_info->formats[idx], WINED3DFMT_FLAG_TEXTURE);
3218 /* Depth bound test. To query if the card supports it CheckDeviceFormat()
3219 * with the special format MAKEFOURCC('N','V','D','B') is used. It is
3220 * enabled by setting D3DRS_ADAPTIVETESS_X render state to
3221 * MAKEFOURCC('N','V','D','B') and then controlled by setting
3222 * D3DRS_ADAPTIVETESS_Z (zMin) and D3DRS_ADAPTIVETESS_W (zMax) to test
3223 * value. */
3224 if (gl_info->supported[EXT_DEPTH_BOUNDS_TEST])
3226 idx = get_format_idx(WINED3DFMT_NVDB);
3227 format_set_flag(&gl_info->formats[idx], WINED3DFMT_FLAG_TEXTURE);
3230 /* RESZ aka AMD DX9-level hack for multisampled depth buffer resolve. You query for RESZ
3231 * support by checking for availability of MAKEFOURCC('R','E','S','Z') surfaces with
3232 * RENDERTARGET usage. */
3233 if (gl_info->supported[ARB_FRAMEBUFFER_OBJECT])
3235 idx = get_format_idx(WINED3DFMT_RESZ);
3236 format_set_flag(&gl_info->formats[idx], WINED3DFMT_FLAG_TEXTURE | WINED3DFMT_FLAG_RENDERTARGET);
3239 for (i = 0; i < gl_info->format_count; ++i)
3241 struct wined3d_format *format = &gl_info->formats[i];
3243 if (!(format->flags[WINED3D_GL_RES_TYPE_TEX_2D] & WINED3DFMT_FLAG_TEXTURE))
3244 continue;
3246 if (!adapter->shader_backend->shader_color_fixup_supported(format->color_fixup)
3247 || !adapter->fragment_pipe->color_fixup_supported(format->color_fixup))
3248 format_clear_flag(&gl_info->formats[idx], WINED3DFMT_FLAG_TEXTURE);
3251 /* GL_EXT_texture_compression_s3tc does not support 3D textures. Some Windows drivers
3252 * for dx9 GPUs support it, some do not, so not supporting DXTn volumes is OK for d3d9.
3254 * Note that GL_NV_texture_compression_vtc adds this functionality to OpenGL, but the
3255 * block layout is not compatible with the one used by d3d. See volume_dxt5_test. */
3256 idx = get_format_idx(WINED3DFMT_DXT1);
3257 gl_info->formats[idx].flags[WINED3D_GL_RES_TYPE_TEX_3D] &= ~WINED3DFMT_FLAG_TEXTURE;
3258 idx = get_format_idx(WINED3DFMT_DXT2);
3259 gl_info->formats[idx].flags[WINED3D_GL_RES_TYPE_TEX_3D] &= ~WINED3DFMT_FLAG_TEXTURE;
3260 idx = get_format_idx(WINED3DFMT_DXT3);
3261 gl_info->formats[idx].flags[WINED3D_GL_RES_TYPE_TEX_3D] &= ~WINED3DFMT_FLAG_TEXTURE;
3262 idx = get_format_idx(WINED3DFMT_DXT4);
3263 gl_info->formats[idx].flags[WINED3D_GL_RES_TYPE_TEX_3D] &= ~WINED3DFMT_FLAG_TEXTURE;
3264 idx = get_format_idx(WINED3DFMT_DXT5);
3265 gl_info->formats[idx].flags[WINED3D_GL_RES_TYPE_TEX_3D] &= ~WINED3DFMT_FLAG_TEXTURE;
3266 idx = get_format_idx(WINED3DFMT_BC1_UNORM);
3267 gl_info->formats[idx].flags[WINED3D_GL_RES_TYPE_TEX_3D] &= ~WINED3DFMT_FLAG_TEXTURE;
3268 idx = get_format_idx(WINED3DFMT_BC1_UNORM_SRGB);
3269 gl_info->formats[idx].flags[WINED3D_GL_RES_TYPE_TEX_3D] &= ~WINED3DFMT_FLAG_TEXTURE;
3270 idx = get_format_idx(WINED3DFMT_BC2_UNORM);
3271 gl_info->formats[idx].flags[WINED3D_GL_RES_TYPE_TEX_3D] &= ~WINED3DFMT_FLAG_TEXTURE;
3272 idx = get_format_idx(WINED3DFMT_BC2_UNORM_SRGB);
3273 gl_info->formats[idx].flags[WINED3D_GL_RES_TYPE_TEX_3D] &= ~WINED3DFMT_FLAG_TEXTURE;
3274 idx = get_format_idx(WINED3DFMT_BC3_UNORM);
3275 gl_info->formats[idx].flags[WINED3D_GL_RES_TYPE_TEX_3D] &= ~WINED3DFMT_FLAG_TEXTURE;
3276 idx = get_format_idx(WINED3DFMT_BC3_UNORM_SRGB);
3277 gl_info->formats[idx].flags[WINED3D_GL_RES_TYPE_TEX_3D] &= ~WINED3DFMT_FLAG_TEXTURE;
3278 /* Similarly with ATI1N / ATI2N and GL_ARB_texture_compression_rgtc. */
3279 idx = get_format_idx(WINED3DFMT_ATI1N);
3280 gl_info->formats[idx].flags[WINED3D_GL_RES_TYPE_TEX_3D] &= ~WINED3DFMT_FLAG_TEXTURE;
3281 idx = get_format_idx(WINED3DFMT_ATI2N);
3282 gl_info->formats[idx].flags[WINED3D_GL_RES_TYPE_TEX_3D] &= ~WINED3DFMT_FLAG_TEXTURE;
3283 idx = get_format_idx(WINED3DFMT_BC4_UNORM);
3284 gl_info->formats[idx].flags[WINED3D_GL_RES_TYPE_TEX_3D] &= ~WINED3DFMT_FLAG_TEXTURE;
3285 idx = get_format_idx(WINED3DFMT_BC5_UNORM);
3286 gl_info->formats[idx].flags[WINED3D_GL_RES_TYPE_TEX_3D] &= ~WINED3DFMT_FLAG_TEXTURE;
3289 static unsigned int calculate_vertex_attribute_size(GLenum type, unsigned int component_count)
3291 switch (type)
3293 case GL_HALF_FLOAT:
3294 return component_count * sizeof(GLhalfNV);
3295 case GL_FLOAT:
3296 return component_count * sizeof(GLfloat);
3297 case GL_BYTE:
3298 return component_count * sizeof(GLbyte);
3299 case GL_UNSIGNED_BYTE:
3300 return component_count * sizeof(GLubyte);
3301 case GL_SHORT:
3302 return component_count * sizeof(GLshort);
3303 case GL_UNSIGNED_SHORT:
3304 return component_count * sizeof(GLushort);
3305 case GL_INT:
3306 return component_count * sizeof(GLint);
3307 case GL_UNSIGNED_INT:
3308 return component_count * sizeof(GLuint);
3309 case GL_UNSIGNED_INT_2_10_10_10_REV:
3310 return sizeof(GLuint);
3311 default:
3312 FIXME("Unhandled GL type %#x.\n", type);
3313 return 0;
3317 static BOOL init_format_vertex_info(struct wined3d_gl_info *gl_info)
3319 unsigned int i;
3321 for (i = 0; i < ARRAY_SIZE(format_vertex_info); ++i)
3323 struct wined3d_format *format;
3324 int fmt_idx = get_format_idx(format_vertex_info[i].id);
3326 if (fmt_idx == -1)
3328 ERR("Format %s (%#x) not found.\n",
3329 debug_d3dformat(format_vertex_info[i].id), format_vertex_info[i].id);
3330 return FALSE;
3333 if (!gl_info->supported[format_vertex_info[i].extension])
3334 continue;
3336 format = &gl_info->formats[fmt_idx];
3337 format->emit_idx = format_vertex_info[i].emit_idx;
3338 format->component_count = format_vertex_info[i].component_count;
3339 format->gl_vtx_type = format_vertex_info[i].gl_vtx_type;
3340 format->gl_vtx_format = format_vertex_info[i].component_count;
3341 format->gl_normalized = format_vertex_info[i].gl_normalized;
3342 if (!(format->attribute_size = calculate_vertex_attribute_size(format->gl_vtx_type,
3343 format->component_count)))
3345 ERR("Invalid attribute size for vertex format %s (%#x).\n",
3346 debug_d3dformat(format_vertex_info[i].id), format_vertex_info[i].id);
3347 return FALSE;
3351 return TRUE;
3354 static BOOL init_typeless_formats(struct wined3d_gl_info *gl_info)
3356 unsigned int flags[WINED3D_GL_RES_TYPE_COUNT];
3357 unsigned int i, j;
3359 for (i = 0; i < ARRAY_SIZE(typed_formats); ++i)
3361 struct wined3d_format *format, *typeless_format;
3362 int fmt_idx = get_format_idx(typed_formats[i].id);
3363 int typeless_fmt_idx = get_format_idx(typed_formats[i].typeless_id);
3365 if (fmt_idx == -1)
3367 ERR("Format %s (%#x) not found.\n",
3368 debug_d3dformat(typed_formats[i].id),
3369 typed_formats[i].id);
3370 return FALSE;
3372 if (typeless_fmt_idx == -1)
3374 ERR("Format %s (%#x) not found.\n",
3375 debug_d3dformat(typed_formats[i].typeless_id),
3376 typed_formats[i].typeless_id);
3377 return FALSE;
3380 format = &gl_info->formats[fmt_idx];
3381 typeless_format = &gl_info->formats[typeless_fmt_idx];
3383 memcpy(flags, typeless_format->flags, sizeof(flags));
3384 *typeless_format = *format;
3385 typeless_format->id = typed_formats[i].typeless_id;
3386 for (j = 0; j < ARRAY_SIZE(typeless_format->flags); ++j)
3387 typeless_format->flags[j] |= flags[j];
3390 return TRUE;
3393 BOOL initPixelFormatsNoGL(struct wined3d_gl_info *gl_info)
3395 if (!init_format_base_info(gl_info)) return FALSE;
3397 if (!init_format_block_info(gl_info))
3399 HeapFree(GetProcessHeap(), 0, gl_info->formats);
3400 gl_info->formats = NULL;
3401 return FALSE;
3404 return TRUE;
3407 /* Context activation is done by the caller. */
3408 BOOL wined3d_adapter_init_format_info(struct wined3d_adapter *adapter, struct wined3d_caps_gl_ctx *ctx)
3410 struct wined3d_gl_info *gl_info = &adapter->gl_info;
3412 if (!init_format_base_info(gl_info)) return FALSE;
3414 if (!init_format_block_info(gl_info)) goto fail;
3415 if (!init_format_texture_info(adapter, gl_info)) goto fail;
3416 if (!init_format_vertex_info(gl_info)) goto fail;
3418 apply_format_fixups(adapter, gl_info);
3419 init_format_fbo_compat_info(ctx);
3420 init_format_filter_info(gl_info, adapter->driver_info.vendor);
3421 if (!init_typeless_formats(gl_info)) goto fail;
3423 return TRUE;
3425 fail:
3426 HeapFree(GetProcessHeap(), 0, gl_info->formats);
3427 gl_info->formats = NULL;
3428 return FALSE;
3431 float wined3d_adapter_find_polyoffset_scale(struct wined3d_caps_gl_ctx *ctx, GLenum format)
3433 const struct wined3d_gl_info *gl_info = ctx->gl_info;
3434 static const struct wined3d_color blue = {0.0f, 0.0f, 1.0f, 1.0f};
3435 GLuint fbo, color, depth;
3436 unsigned int low = 0, high = 32, cur;
3437 DWORD readback[256];
3438 static const struct wined3d_vec3 geometry[] =
3440 {-1.0f, -1.0f, -1.0f},
3441 { 1.0f, -1.0f, 0.0f},
3442 {-1.0f, 1.0f, -1.0f},
3443 { 1.0f, 1.0f, 0.0f},
3446 /* Most drivers want 2^23 for fixed point depth buffers, including r300g, r600g,
3447 * Nvidia. Use this as a fallback if the detection fails. */
3448 unsigned int fallback = 23;
3450 if (wined3d_settings.offscreen_rendering_mode != ORM_FBO)
3452 FIXME("No FBOs, assuming polyoffset scale of 2^%u.\n", fallback);
3453 return (float)(1u << fallback);
3456 gl_info->gl_ops.gl.p_glGenTextures(1, &color);
3457 gl_info->gl_ops.gl.p_glBindTexture(GL_TEXTURE_2D, color);
3458 gl_info->gl_ops.gl.p_glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAX_LEVEL, 0);
3459 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);
3461 gl_info->fbo_ops.glGenRenderbuffers(1, &depth);
3462 gl_info->fbo_ops.glBindRenderbuffer(GL_RENDERBUFFER, depth);
3463 gl_info->fbo_ops.glRenderbufferStorage(GL_RENDERBUFFER, format, 256, 1);
3465 gl_info->fbo_ops.glGenFramebuffers(1, &fbo);
3466 gl_info->fbo_ops.glBindFramebuffer(GL_FRAMEBUFFER, fbo);
3467 gl_info->fbo_ops.glFramebufferTexture2D(GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT0, GL_TEXTURE_2D, color, 0);
3468 gl_info->fbo_ops.glFramebufferRenderbuffer(GL_FRAMEBUFFER, GL_DEPTH_ATTACHMENT, GL_RENDERBUFFER, depth);
3469 checkGLcall("Setup framebuffer");
3471 gl_info->gl_ops.gl.p_glClearColor(0.0f, 0.0f, 0.5f, 0.0f);
3472 gl_info->gl_ops.gl.p_glClearDepth(0.5f);
3473 gl_info->gl_ops.gl.p_glEnable(GL_DEPTH_TEST);
3474 gl_info->gl_ops.gl.p_glEnable(GL_POLYGON_OFFSET_FILL);
3475 gl_info->gl_ops.gl.p_glViewport(0, 0, 256, 1);
3476 checkGLcall("Misc parameters");
3478 for (;;)
3480 if (high - low <= 1)
3482 ERR("PolygonOffset scale factor detection failed, using fallback value 2^%u.\n", fallback);
3483 cur = fallback;
3484 break;
3486 cur = (low + high) / 2;
3488 gl_info->gl_ops.gl.p_glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT);
3489 /* The post viewport transform Z of the geometry runs from 0.0 to 0.5. We want to push it another
3490 * 0.25 so that the Z buffer content (0.5) cuts the quad off at half the screen. */
3491 gl_info->gl_ops.gl.p_glPolygonOffset(0.0f, (float)(1u << cur) * 0.25f);
3492 draw_test_quad(ctx, geometry, &blue);
3493 checkGLcall("Test draw");
3495 /* Rebinding texture to workaround a fglrx bug. */
3496 gl_info->gl_ops.gl.p_glBindTexture(GL_TEXTURE_2D, color);
3497 gl_info->gl_ops.gl.p_glGetTexImage(GL_TEXTURE_2D, 0, GL_BGRA, GL_UNSIGNED_INT_8_8_8_8_REV, readback);
3498 checkGLcall("readback");
3500 TRACE("low %02u, high %02u, cur %2u, 0=0x%08x, 125=0x%08x, 131=0x%08x, 255=0x%08x\n",
3501 low, high, cur, readback[0], readback[125], readback[131], readback[255]);
3503 if ((readback[125] & 0xff) < 0xa0)
3504 high = cur;
3505 else if ((readback[131] & 0xff) > 0xa0)
3506 low = cur;
3507 else
3509 TRACE("Found scale factor 2^%u for format %x\n", cur, format);
3510 break;
3514 gl_info->gl_ops.gl.p_glDeleteTextures(1, &color);
3515 gl_info->fbo_ops.glDeleteRenderbuffers(1, &depth);
3516 gl_info->fbo_ops.glDeleteFramebuffers(1, &fbo);
3517 gl_info->fbo_ops.glBindFramebuffer(GL_FRAMEBUFFER, 0);
3518 checkGLcall("Delete framebuffer");
3520 gl_info->gl_ops.gl.p_glDisable(GL_DEPTH_TEST);
3521 gl_info->gl_ops.gl.p_glDisable(GL_POLYGON_OFFSET_FILL);
3522 return (float)(1u << cur);
3525 const struct wined3d_format *wined3d_get_format(const struct wined3d_gl_info *gl_info,
3526 enum wined3d_format_id format_id)
3528 int idx = get_format_idx(format_id);
3530 if (idx == -1)
3532 FIXME("Can't find format %s (%#x) in the format lookup table\n",
3533 debug_d3dformat(format_id), format_id);
3534 /* Get the caller a valid pointer */
3535 idx = get_format_idx(WINED3DFMT_UNKNOWN);
3538 return &gl_info->formats[idx];
3541 void wined3d_format_calculate_pitch(const struct wined3d_format *format, unsigned int alignment,
3542 unsigned int width, unsigned int height, unsigned int *row_pitch, unsigned int *slice_pitch)
3544 /* For block based formats, pitch means the amount of bytes to the next
3545 * row of blocks rather than the next row of pixels. */
3546 if (format->flags[WINED3D_GL_RES_TYPE_TEX_2D] & WINED3DFMT_FLAG_BLOCKS)
3548 unsigned int row_block_count = (width + format->block_width - 1) / format->block_width;
3549 unsigned int slice_block_count = (height + format->block_height - 1) / format->block_height;
3550 *row_pitch = row_block_count * format->block_byte_count;
3551 *row_pitch = (*row_pitch + alignment - 1) & ~(alignment - 1);
3552 *slice_pitch = *row_pitch * slice_block_count;
3554 else
3556 *row_pitch = format->byte_count * width; /* Bytes / row */
3557 *row_pitch = (*row_pitch + alignment - 1) & ~(alignment - 1);
3558 *slice_pitch = *row_pitch * height;
3561 if (format->flags[WINED3D_GL_RES_TYPE_TEX_2D] & WINED3DFMT_FLAG_HEIGHT_SCALE)
3563 /* The D3D format requirements make sure that the resulting format is an integer again */
3564 *slice_pitch *= format->height_scale.numerator;
3565 *slice_pitch /= format->height_scale.denominator;
3568 TRACE("Returning row pitch %u, slice pitch %u.\n", *row_pitch, *slice_pitch);
3571 UINT wined3d_format_calculate_size(const struct wined3d_format *format, UINT alignment,
3572 UINT width, UINT height, UINT depth)
3574 unsigned int row_pitch, slice_pitch;
3576 if (format->id == WINED3DFMT_UNKNOWN)
3577 return 0;
3579 if (format->flags[WINED3D_GL_RES_TYPE_TEX_2D] & WINED3DFMT_FLAG_BROKEN_PITCH)
3580 return width * height * depth * format->byte_count;
3582 wined3d_format_calculate_pitch(format, alignment, width, height, &row_pitch, &slice_pitch);
3584 return slice_pitch * depth;
3587 /*****************************************************************************
3588 * Trace formatting of useful values
3590 const char *debug_box(const struct wined3d_box *box)
3592 if (!box)
3593 return "(null)";
3594 return wine_dbg_sprintf("(%u, %u, %u)-(%u, %u, %u)",
3595 box->left, box->top, box->front,
3596 box->right, box->bottom, box->back);
3599 const char *debug_color(const struct wined3d_color *color)
3601 if (!color)
3602 return "(null)";
3603 return wine_dbg_sprintf("{%.8e, %.8e, %.8e, %.8e}",
3604 color->r, color->g, color->b, color->a);
3607 const char *debug_ivec4(const struct wined3d_ivec4 *v)
3609 if (!v)
3610 return "(null)";
3611 return wine_dbg_sprintf("{%d, %d, %d, %d}",
3612 v->x, v->y, v->z, v->w);
3615 const char *debug_vec4(const struct wined3d_vec4 *v)
3617 if (!v)
3618 return "(null)";
3619 return wine_dbg_sprintf("{%.8e, %.8e, %.8e, %.8e}",
3620 v->x, v->y, v->z, v->w);
3623 const char *debug_d3dformat(enum wined3d_format_id format_id)
3625 switch (format_id)
3627 #define FMT_TO_STR(format_id) case format_id: return #format_id
3628 FMT_TO_STR(WINED3DFMT_UNKNOWN);
3629 FMT_TO_STR(WINED3DFMT_B8G8R8_UNORM);
3630 FMT_TO_STR(WINED3DFMT_B5G5R5X1_UNORM);
3631 FMT_TO_STR(WINED3DFMT_B4G4R4A4_UNORM);
3632 FMT_TO_STR(WINED3DFMT_B2G3R3_UNORM);
3633 FMT_TO_STR(WINED3DFMT_B2G3R3A8_UNORM);
3634 FMT_TO_STR(WINED3DFMT_B4G4R4X4_UNORM);
3635 FMT_TO_STR(WINED3DFMT_R8G8B8X8_UNORM);
3636 FMT_TO_STR(WINED3DFMT_B10G10R10A2_UNORM);
3637 FMT_TO_STR(WINED3DFMT_P8_UINT_A8_UNORM);
3638 FMT_TO_STR(WINED3DFMT_P8_UINT);
3639 FMT_TO_STR(WINED3DFMT_L8_UNORM);
3640 FMT_TO_STR(WINED3DFMT_L8A8_UNORM);
3641 FMT_TO_STR(WINED3DFMT_L4A4_UNORM);
3642 FMT_TO_STR(WINED3DFMT_R5G5_SNORM_L6_UNORM);
3643 FMT_TO_STR(WINED3DFMT_R8G8_SNORM_L8X8_UNORM);
3644 FMT_TO_STR(WINED3DFMT_R10G11B11_SNORM);
3645 FMT_TO_STR(WINED3DFMT_R10G10B10X2_UINT);
3646 FMT_TO_STR(WINED3DFMT_R10G10B10X2_SNORM);
3647 FMT_TO_STR(WINED3DFMT_R10G10B10_SNORM_A2_UNORM);
3648 FMT_TO_STR(WINED3DFMT_UYVY);
3649 FMT_TO_STR(WINED3DFMT_YUY2);
3650 FMT_TO_STR(WINED3DFMT_YV12);
3651 FMT_TO_STR(WINED3DFMT_NV12);
3652 FMT_TO_STR(WINED3DFMT_DXT1);
3653 FMT_TO_STR(WINED3DFMT_DXT2);
3654 FMT_TO_STR(WINED3DFMT_DXT3);
3655 FMT_TO_STR(WINED3DFMT_DXT4);
3656 FMT_TO_STR(WINED3DFMT_DXT5);
3657 FMT_TO_STR(WINED3DFMT_MULTI2_ARGB8);
3658 FMT_TO_STR(WINED3DFMT_G8R8_G8B8);
3659 FMT_TO_STR(WINED3DFMT_R8G8_B8G8);
3660 FMT_TO_STR(WINED3DFMT_D16_LOCKABLE);
3661 FMT_TO_STR(WINED3DFMT_D32_UNORM);
3662 FMT_TO_STR(WINED3DFMT_S1_UINT_D15_UNORM);
3663 FMT_TO_STR(WINED3DFMT_X8D24_UNORM);
3664 FMT_TO_STR(WINED3DFMT_S4X4_UINT_D24_UNORM);
3665 FMT_TO_STR(WINED3DFMT_L16_UNORM);
3666 FMT_TO_STR(WINED3DFMT_S8_UINT_D24_FLOAT);
3667 FMT_TO_STR(WINED3DFMT_VERTEXDATA);
3668 FMT_TO_STR(WINED3DFMT_R8G8_SNORM_Cx);
3669 FMT_TO_STR(WINED3DFMT_ATI1N);
3670 FMT_TO_STR(WINED3DFMT_ATI2N);
3671 FMT_TO_STR(WINED3DFMT_NVDB);
3672 FMT_TO_STR(WINED3DFMT_NVHU);
3673 FMT_TO_STR(WINED3DFMT_NVHS);
3674 FMT_TO_STR(WINED3DFMT_R32G32B32A32_TYPELESS);
3675 FMT_TO_STR(WINED3DFMT_R32G32B32A32_FLOAT);
3676 FMT_TO_STR(WINED3DFMT_R32G32B32A32_UINT);
3677 FMT_TO_STR(WINED3DFMT_R32G32B32A32_SINT);
3678 FMT_TO_STR(WINED3DFMT_R32G32B32_TYPELESS);
3679 FMT_TO_STR(WINED3DFMT_R32G32B32_FLOAT);
3680 FMT_TO_STR(WINED3DFMT_R32G32B32_UINT);
3681 FMT_TO_STR(WINED3DFMT_R32G32B32_SINT);
3682 FMT_TO_STR(WINED3DFMT_R16G16B16A16_TYPELESS);
3683 FMT_TO_STR(WINED3DFMT_R16G16B16A16_FLOAT);
3684 FMT_TO_STR(WINED3DFMT_R16G16B16A16_UNORM);
3685 FMT_TO_STR(WINED3DFMT_R16G16B16A16_UINT);
3686 FMT_TO_STR(WINED3DFMT_R16G16B16A16_SNORM);
3687 FMT_TO_STR(WINED3DFMT_R16G16B16A16_SINT);
3688 FMT_TO_STR(WINED3DFMT_R32G32_TYPELESS);
3689 FMT_TO_STR(WINED3DFMT_R32G32_FLOAT);
3690 FMT_TO_STR(WINED3DFMT_R32G32_UINT);
3691 FMT_TO_STR(WINED3DFMT_R32G32_SINT);
3692 FMT_TO_STR(WINED3DFMT_R32G8X24_TYPELESS);
3693 FMT_TO_STR(WINED3DFMT_D32_FLOAT_S8X24_UINT);
3694 FMT_TO_STR(WINED3DFMT_R32_FLOAT_X8X24_TYPELESS);
3695 FMT_TO_STR(WINED3DFMT_X32_TYPELESS_G8X24_UINT);
3696 FMT_TO_STR(WINED3DFMT_R10G10B10A2_TYPELESS);
3697 FMT_TO_STR(WINED3DFMT_R10G10B10A2_UNORM);
3698 FMT_TO_STR(WINED3DFMT_R10G10B10A2_UINT);
3699 FMT_TO_STR(WINED3DFMT_R10G10B10A2_SNORM);
3700 FMT_TO_STR(WINED3DFMT_R10G10B10_XR_BIAS_A2_UNORM);
3701 FMT_TO_STR(WINED3DFMT_R11G11B10_FLOAT);
3702 FMT_TO_STR(WINED3DFMT_R8G8B8A8_TYPELESS);
3703 FMT_TO_STR(WINED3DFMT_R8G8B8A8_UNORM);
3704 FMT_TO_STR(WINED3DFMT_R8G8B8A8_UNORM_SRGB);
3705 FMT_TO_STR(WINED3DFMT_R8G8B8A8_UINT);
3706 FMT_TO_STR(WINED3DFMT_R8G8B8A8_SNORM);
3707 FMT_TO_STR(WINED3DFMT_R8G8B8A8_SINT);
3708 FMT_TO_STR(WINED3DFMT_R16G16_TYPELESS);
3709 FMT_TO_STR(WINED3DFMT_R16G16_FLOAT);
3710 FMT_TO_STR(WINED3DFMT_R16G16_UNORM);
3711 FMT_TO_STR(WINED3DFMT_R16G16_UINT);
3712 FMT_TO_STR(WINED3DFMT_R16G16_SNORM);
3713 FMT_TO_STR(WINED3DFMT_R16G16_SINT);
3714 FMT_TO_STR(WINED3DFMT_R32_TYPELESS);
3715 FMT_TO_STR(WINED3DFMT_D32_FLOAT);
3716 FMT_TO_STR(WINED3DFMT_R32_FLOAT);
3717 FMT_TO_STR(WINED3DFMT_R32_UINT);
3718 FMT_TO_STR(WINED3DFMT_R32_SINT);
3719 FMT_TO_STR(WINED3DFMT_R24G8_TYPELESS);
3720 FMT_TO_STR(WINED3DFMT_D24_UNORM_S8_UINT);
3721 FMT_TO_STR(WINED3DFMT_R24_UNORM_X8_TYPELESS);
3722 FMT_TO_STR(WINED3DFMT_X24_TYPELESS_G8_UINT);
3723 FMT_TO_STR(WINED3DFMT_R8G8_TYPELESS);
3724 FMT_TO_STR(WINED3DFMT_R8G8_UNORM);
3725 FMT_TO_STR(WINED3DFMT_R8G8_UINT);
3726 FMT_TO_STR(WINED3DFMT_R8G8_SNORM);
3727 FMT_TO_STR(WINED3DFMT_R8G8_SINT);
3728 FMT_TO_STR(WINED3DFMT_R16_TYPELESS);
3729 FMT_TO_STR(WINED3DFMT_R16_FLOAT);
3730 FMT_TO_STR(WINED3DFMT_D16_UNORM);
3731 FMT_TO_STR(WINED3DFMT_R16_UNORM);
3732 FMT_TO_STR(WINED3DFMT_R16_UINT);
3733 FMT_TO_STR(WINED3DFMT_R16_SNORM);
3734 FMT_TO_STR(WINED3DFMT_R16_SINT);
3735 FMT_TO_STR(WINED3DFMT_R8_TYPELESS);
3736 FMT_TO_STR(WINED3DFMT_R8_UNORM);
3737 FMT_TO_STR(WINED3DFMT_R8_UINT);
3738 FMT_TO_STR(WINED3DFMT_R8_SNORM);
3739 FMT_TO_STR(WINED3DFMT_R8_SINT);
3740 FMT_TO_STR(WINED3DFMT_A8_UNORM);
3741 FMT_TO_STR(WINED3DFMT_R1_UNORM);
3742 FMT_TO_STR(WINED3DFMT_R9G9B9E5_SHAREDEXP);
3743 FMT_TO_STR(WINED3DFMT_R8G8_B8G8_UNORM);
3744 FMT_TO_STR(WINED3DFMT_G8R8_G8B8_UNORM);
3745 FMT_TO_STR(WINED3DFMT_BC1_TYPELESS);
3746 FMT_TO_STR(WINED3DFMT_BC1_UNORM);
3747 FMT_TO_STR(WINED3DFMT_BC1_UNORM_SRGB);
3748 FMT_TO_STR(WINED3DFMT_BC2_TYPELESS);
3749 FMT_TO_STR(WINED3DFMT_BC2_UNORM);
3750 FMT_TO_STR(WINED3DFMT_BC2_UNORM_SRGB);
3751 FMT_TO_STR(WINED3DFMT_BC3_TYPELESS);
3752 FMT_TO_STR(WINED3DFMT_BC3_UNORM);
3753 FMT_TO_STR(WINED3DFMT_BC3_UNORM_SRGB);
3754 FMT_TO_STR(WINED3DFMT_BC4_TYPELESS);
3755 FMT_TO_STR(WINED3DFMT_BC4_UNORM);
3756 FMT_TO_STR(WINED3DFMT_BC4_SNORM);
3757 FMT_TO_STR(WINED3DFMT_BC5_TYPELESS);
3758 FMT_TO_STR(WINED3DFMT_BC5_UNORM);
3759 FMT_TO_STR(WINED3DFMT_BC5_SNORM);
3760 FMT_TO_STR(WINED3DFMT_B5G6R5_UNORM);
3761 FMT_TO_STR(WINED3DFMT_B5G5R5A1_UNORM);
3762 FMT_TO_STR(WINED3DFMT_B8G8R8A8_UNORM);
3763 FMT_TO_STR(WINED3DFMT_B8G8R8X8_UNORM);
3764 FMT_TO_STR(WINED3DFMT_B8G8R8A8_TYPELESS);
3765 FMT_TO_STR(WINED3DFMT_B8G8R8A8_UNORM_SRGB);
3766 FMT_TO_STR(WINED3DFMT_B8G8R8X8_TYPELESS);
3767 FMT_TO_STR(WINED3DFMT_B8G8R8X8_UNORM_SRGB);
3768 FMT_TO_STR(WINED3DFMT_BC6H_TYPELESS);
3769 FMT_TO_STR(WINED3DFMT_BC6H_UF16);
3770 FMT_TO_STR(WINED3DFMT_BC6H_SF16);
3771 FMT_TO_STR(WINED3DFMT_BC7_TYPELESS);
3772 FMT_TO_STR(WINED3DFMT_BC7_UNORM);
3773 FMT_TO_STR(WINED3DFMT_BC7_UNORM_SRGB);
3774 FMT_TO_STR(WINED3DFMT_INTZ);
3775 FMT_TO_STR(WINED3DFMT_RESZ);
3776 FMT_TO_STR(WINED3DFMT_NULL);
3777 FMT_TO_STR(WINED3DFMT_R16);
3778 FMT_TO_STR(WINED3DFMT_AL16);
3779 #undef FMT_TO_STR
3780 default:
3782 char fourcc[5];
3783 fourcc[0] = (char)(format_id);
3784 fourcc[1] = (char)(format_id >> 8);
3785 fourcc[2] = (char)(format_id >> 16);
3786 fourcc[3] = (char)(format_id >> 24);
3787 fourcc[4] = 0;
3788 if (isprint(fourcc[0]) && isprint(fourcc[1]) && isprint(fourcc[2]) && isprint(fourcc[3]))
3789 FIXME("Unrecognized %#x (as fourcc: %s) WINED3DFORMAT!\n", format_id, fourcc);
3790 else
3791 FIXME("Unrecognized %#x WINED3DFORMAT!\n", format_id);
3793 return "unrecognized";
3797 const char *debug_d3ddevicetype(enum wined3d_device_type device_type)
3799 switch (device_type)
3801 #define DEVTYPE_TO_STR(dev) case dev: return #dev
3802 DEVTYPE_TO_STR(WINED3D_DEVICE_TYPE_HAL);
3803 DEVTYPE_TO_STR(WINED3D_DEVICE_TYPE_REF);
3804 DEVTYPE_TO_STR(WINED3D_DEVICE_TYPE_SW);
3805 #undef DEVTYPE_TO_STR
3806 default:
3807 FIXME("Unrecognized device type %#x.\n", device_type);
3808 return "unrecognized";
3812 const char *debug_d3dusage(DWORD usage)
3814 char buf[552];
3816 buf[0] = '\0';
3817 #define WINED3DUSAGE_TO_STR(u) if (usage & u) { strcat(buf, " | "#u); usage &= ~u; }
3818 WINED3DUSAGE_TO_STR(WINED3DUSAGE_RENDERTARGET);
3819 WINED3DUSAGE_TO_STR(WINED3DUSAGE_DEPTHSTENCIL);
3820 WINED3DUSAGE_TO_STR(WINED3DUSAGE_WRITEONLY);
3821 WINED3DUSAGE_TO_STR(WINED3DUSAGE_SOFTWAREPROCESSING);
3822 WINED3DUSAGE_TO_STR(WINED3DUSAGE_DONOTCLIP);
3823 WINED3DUSAGE_TO_STR(WINED3DUSAGE_POINTS);
3824 WINED3DUSAGE_TO_STR(WINED3DUSAGE_RTPATCHES);
3825 WINED3DUSAGE_TO_STR(WINED3DUSAGE_NPATCHES);
3826 WINED3DUSAGE_TO_STR(WINED3DUSAGE_DYNAMIC);
3827 WINED3DUSAGE_TO_STR(WINED3DUSAGE_AUTOGENMIPMAP);
3828 WINED3DUSAGE_TO_STR(WINED3DUSAGE_RESTRICTED_CONTENT);
3829 WINED3DUSAGE_TO_STR(WINED3DUSAGE_RESTRICT_SHARED_RESOURCE_DRIVER);
3830 WINED3DUSAGE_TO_STR(WINED3DUSAGE_RESTRICT_SHARED_RESOURCE);
3831 WINED3DUSAGE_TO_STR(WINED3DUSAGE_DMAP);
3832 WINED3DUSAGE_TO_STR(WINED3DUSAGE_TEXTAPI);
3833 WINED3DUSAGE_TO_STR(WINED3DUSAGE_LEGACY_CUBEMAP);
3834 WINED3DUSAGE_TO_STR(WINED3DUSAGE_TEXTURE);
3835 WINED3DUSAGE_TO_STR(WINED3DUSAGE_OWNDC);
3836 WINED3DUSAGE_TO_STR(WINED3DUSAGE_STATICDECL);
3837 WINED3DUSAGE_TO_STR(WINED3DUSAGE_OVERLAY);
3838 #undef WINED3DUSAGE_TO_STR
3839 if (usage) FIXME("Unrecognized usage flag(s) %#x\n", usage);
3841 return buf[0] ? wine_dbg_sprintf("%s", &buf[3]) : "0";
3844 const char *debug_d3dusagequery(DWORD usagequery)
3846 char buf[238];
3848 buf[0] = '\0';
3849 #define WINED3DUSAGEQUERY_TO_STR(u) if (usagequery & u) { strcat(buf, " | "#u); usagequery &= ~u; }
3850 WINED3DUSAGEQUERY_TO_STR(WINED3DUSAGE_QUERY_FILTER);
3851 WINED3DUSAGEQUERY_TO_STR(WINED3DUSAGE_QUERY_LEGACYBUMPMAP);
3852 WINED3DUSAGEQUERY_TO_STR(WINED3DUSAGE_QUERY_POSTPIXELSHADER_BLENDING);
3853 WINED3DUSAGEQUERY_TO_STR(WINED3DUSAGE_QUERY_SRGBREAD);
3854 WINED3DUSAGEQUERY_TO_STR(WINED3DUSAGE_QUERY_SRGBWRITE);
3855 WINED3DUSAGEQUERY_TO_STR(WINED3DUSAGE_QUERY_VERTEXTEXTURE);
3856 WINED3DUSAGEQUERY_TO_STR(WINED3DUSAGE_QUERY_WRAPANDMIP);
3857 #undef WINED3DUSAGEQUERY_TO_STR
3858 if (usagequery) FIXME("Unrecognized usage query flag(s) %#x\n", usagequery);
3860 return buf[0] ? wine_dbg_sprintf("%s", &buf[3]) : "0";
3863 const char *debug_d3ddeclmethod(enum wined3d_decl_method method)
3865 switch (method)
3867 #define WINED3DDECLMETHOD_TO_STR(u) case u: return #u
3868 WINED3DDECLMETHOD_TO_STR(WINED3D_DECL_METHOD_DEFAULT);
3869 WINED3DDECLMETHOD_TO_STR(WINED3D_DECL_METHOD_PARTIAL_U);
3870 WINED3DDECLMETHOD_TO_STR(WINED3D_DECL_METHOD_PARTIAL_V);
3871 WINED3DDECLMETHOD_TO_STR(WINED3D_DECL_METHOD_CROSS_UV);
3872 WINED3DDECLMETHOD_TO_STR(WINED3D_DECL_METHOD_UV);
3873 WINED3DDECLMETHOD_TO_STR(WINED3D_DECL_METHOD_LOOKUP);
3874 WINED3DDECLMETHOD_TO_STR(WINED3D_DECL_METHOD_LOOKUP_PRESAMPLED);
3875 #undef WINED3DDECLMETHOD_TO_STR
3876 default:
3877 FIXME("Unrecognized declaration method %#x.\n", method);
3878 return "unrecognized";
3882 const char *debug_d3ddeclusage(enum wined3d_decl_usage usage)
3884 switch (usage)
3886 #define WINED3DDECLUSAGE_TO_STR(u) case u: return #u
3887 WINED3DDECLUSAGE_TO_STR(WINED3D_DECL_USAGE_POSITION);
3888 WINED3DDECLUSAGE_TO_STR(WINED3D_DECL_USAGE_BLEND_WEIGHT);
3889 WINED3DDECLUSAGE_TO_STR(WINED3D_DECL_USAGE_BLEND_INDICES);
3890 WINED3DDECLUSAGE_TO_STR(WINED3D_DECL_USAGE_NORMAL);
3891 WINED3DDECLUSAGE_TO_STR(WINED3D_DECL_USAGE_PSIZE);
3892 WINED3DDECLUSAGE_TO_STR(WINED3D_DECL_USAGE_TEXCOORD);
3893 WINED3DDECLUSAGE_TO_STR(WINED3D_DECL_USAGE_TANGENT);
3894 WINED3DDECLUSAGE_TO_STR(WINED3D_DECL_USAGE_BINORMAL);
3895 WINED3DDECLUSAGE_TO_STR(WINED3D_DECL_USAGE_TESS_FACTOR);
3896 WINED3DDECLUSAGE_TO_STR(WINED3D_DECL_USAGE_POSITIONT);
3897 WINED3DDECLUSAGE_TO_STR(WINED3D_DECL_USAGE_COLOR);
3898 WINED3DDECLUSAGE_TO_STR(WINED3D_DECL_USAGE_FOG);
3899 WINED3DDECLUSAGE_TO_STR(WINED3D_DECL_USAGE_DEPTH);
3900 WINED3DDECLUSAGE_TO_STR(WINED3D_DECL_USAGE_SAMPLE);
3901 #undef WINED3DDECLUSAGE_TO_STR
3902 default:
3903 FIXME("Unrecognized %u declaration usage!\n", usage);
3904 return "unrecognized";
3908 const char *debug_d3dinput_classification(enum wined3d_input_classification classification)
3910 switch (classification)
3912 #define WINED3D_TO_STR(x) case x: return #x
3913 WINED3D_TO_STR(WINED3D_INPUT_PER_VERTEX_DATA);
3914 WINED3D_TO_STR(WINED3D_INPUT_PER_INSTANCE_DATA);
3915 #undef WINED3D_TO_STR
3916 default:
3917 FIXME("Unrecognized input classification %#x.\n", classification);
3918 return "unrecognized";
3922 const char *debug_d3dresourcetype(enum wined3d_resource_type resource_type)
3924 switch (resource_type)
3926 #define WINED3D_TO_STR(x) case x: return #x
3927 WINED3D_TO_STR(WINED3D_RTYPE_BUFFER);
3928 WINED3D_TO_STR(WINED3D_RTYPE_TEXTURE_2D);
3929 WINED3D_TO_STR(WINED3D_RTYPE_TEXTURE_3D);
3930 #undef WINED3D_TO_STR
3931 default:
3932 FIXME("Unrecognized resource type %#x.\n", resource_type);
3933 return "unrecognized";
3937 const char *debug_d3dprimitivetype(enum wined3d_primitive_type primitive_type)
3939 switch (primitive_type)
3941 #define PRIM_TO_STR(prim) case prim: return #prim
3942 PRIM_TO_STR(WINED3D_PT_UNDEFINED);
3943 PRIM_TO_STR(WINED3D_PT_POINTLIST);
3944 PRIM_TO_STR(WINED3D_PT_LINELIST);
3945 PRIM_TO_STR(WINED3D_PT_LINESTRIP);
3946 PRIM_TO_STR(WINED3D_PT_TRIANGLELIST);
3947 PRIM_TO_STR(WINED3D_PT_TRIANGLESTRIP);
3948 PRIM_TO_STR(WINED3D_PT_TRIANGLEFAN);
3949 PRIM_TO_STR(WINED3D_PT_LINELIST_ADJ);
3950 PRIM_TO_STR(WINED3D_PT_LINESTRIP_ADJ);
3951 PRIM_TO_STR(WINED3D_PT_TRIANGLELIST_ADJ);
3952 PRIM_TO_STR(WINED3D_PT_TRIANGLESTRIP_ADJ);
3953 #undef PRIM_TO_STR
3954 default:
3955 FIXME("Unrecognized %u primitive type!\n", primitive_type);
3956 return "unrecognized";
3960 const char *debug_d3drenderstate(enum wined3d_render_state state)
3962 switch (state)
3964 #define D3DSTATE_TO_STR(u) case u: return #u
3965 D3DSTATE_TO_STR(WINED3D_RS_ANTIALIAS);
3966 D3DSTATE_TO_STR(WINED3D_RS_TEXTUREPERSPECTIVE);
3967 D3DSTATE_TO_STR(WINED3D_RS_WRAPU);
3968 D3DSTATE_TO_STR(WINED3D_RS_WRAPV);
3969 D3DSTATE_TO_STR(WINED3D_RS_ZENABLE);
3970 D3DSTATE_TO_STR(WINED3D_RS_FILLMODE);
3971 D3DSTATE_TO_STR(WINED3D_RS_SHADEMODE);
3972 D3DSTATE_TO_STR(WINED3D_RS_LINEPATTERN);
3973 D3DSTATE_TO_STR(WINED3D_RS_MONOENABLE);
3974 D3DSTATE_TO_STR(WINED3D_RS_ROP2);
3975 D3DSTATE_TO_STR(WINED3D_RS_PLANEMASK);
3976 D3DSTATE_TO_STR(WINED3D_RS_ZWRITEENABLE);
3977 D3DSTATE_TO_STR(WINED3D_RS_ALPHATESTENABLE);
3978 D3DSTATE_TO_STR(WINED3D_RS_LASTPIXEL);
3979 D3DSTATE_TO_STR(WINED3D_RS_SRCBLEND);
3980 D3DSTATE_TO_STR(WINED3D_RS_DESTBLEND);
3981 D3DSTATE_TO_STR(WINED3D_RS_CULLMODE);
3982 D3DSTATE_TO_STR(WINED3D_RS_ZFUNC);
3983 D3DSTATE_TO_STR(WINED3D_RS_ALPHAREF);
3984 D3DSTATE_TO_STR(WINED3D_RS_ALPHAFUNC);
3985 D3DSTATE_TO_STR(WINED3D_RS_DITHERENABLE);
3986 D3DSTATE_TO_STR(WINED3D_RS_ALPHABLENDENABLE);
3987 D3DSTATE_TO_STR(WINED3D_RS_FOGENABLE);
3988 D3DSTATE_TO_STR(WINED3D_RS_SPECULARENABLE);
3989 D3DSTATE_TO_STR(WINED3D_RS_ZVISIBLE);
3990 D3DSTATE_TO_STR(WINED3D_RS_SUBPIXEL);
3991 D3DSTATE_TO_STR(WINED3D_RS_SUBPIXELX);
3992 D3DSTATE_TO_STR(WINED3D_RS_STIPPLEDALPHA);
3993 D3DSTATE_TO_STR(WINED3D_RS_FOGCOLOR);
3994 D3DSTATE_TO_STR(WINED3D_RS_FOGTABLEMODE);
3995 D3DSTATE_TO_STR(WINED3D_RS_FOGSTART);
3996 D3DSTATE_TO_STR(WINED3D_RS_FOGEND);
3997 D3DSTATE_TO_STR(WINED3D_RS_FOGDENSITY);
3998 D3DSTATE_TO_STR(WINED3D_RS_STIPPLEENABLE);
3999 D3DSTATE_TO_STR(WINED3D_RS_EDGEANTIALIAS);
4000 D3DSTATE_TO_STR(WINED3D_RS_COLORKEYENABLE);
4001 D3DSTATE_TO_STR(WINED3D_RS_MIPMAPLODBIAS);
4002 D3DSTATE_TO_STR(WINED3D_RS_RANGEFOGENABLE);
4003 D3DSTATE_TO_STR(WINED3D_RS_ANISOTROPY);
4004 D3DSTATE_TO_STR(WINED3D_RS_FLUSHBATCH);
4005 D3DSTATE_TO_STR(WINED3D_RS_TRANSLUCENTSORTINDEPENDENT);
4006 D3DSTATE_TO_STR(WINED3D_RS_STENCILENABLE);
4007 D3DSTATE_TO_STR(WINED3D_RS_STENCILFAIL);
4008 D3DSTATE_TO_STR(WINED3D_RS_STENCILZFAIL);
4009 D3DSTATE_TO_STR(WINED3D_RS_STENCILPASS);
4010 D3DSTATE_TO_STR(WINED3D_RS_STENCILFUNC);
4011 D3DSTATE_TO_STR(WINED3D_RS_STENCILREF);
4012 D3DSTATE_TO_STR(WINED3D_RS_STENCILMASK);
4013 D3DSTATE_TO_STR(WINED3D_RS_STENCILWRITEMASK);
4014 D3DSTATE_TO_STR(WINED3D_RS_TEXTUREFACTOR);
4015 D3DSTATE_TO_STR(WINED3D_RS_WRAP0);
4016 D3DSTATE_TO_STR(WINED3D_RS_WRAP1);
4017 D3DSTATE_TO_STR(WINED3D_RS_WRAP2);
4018 D3DSTATE_TO_STR(WINED3D_RS_WRAP3);
4019 D3DSTATE_TO_STR(WINED3D_RS_WRAP4);
4020 D3DSTATE_TO_STR(WINED3D_RS_WRAP5);
4021 D3DSTATE_TO_STR(WINED3D_RS_WRAP6);
4022 D3DSTATE_TO_STR(WINED3D_RS_WRAP7);
4023 D3DSTATE_TO_STR(WINED3D_RS_CLIPPING);
4024 D3DSTATE_TO_STR(WINED3D_RS_LIGHTING);
4025 D3DSTATE_TO_STR(WINED3D_RS_EXTENTS);
4026 D3DSTATE_TO_STR(WINED3D_RS_AMBIENT);
4027 D3DSTATE_TO_STR(WINED3D_RS_FOGVERTEXMODE);
4028 D3DSTATE_TO_STR(WINED3D_RS_COLORVERTEX);
4029 D3DSTATE_TO_STR(WINED3D_RS_LOCALVIEWER);
4030 D3DSTATE_TO_STR(WINED3D_RS_NORMALIZENORMALS);
4031 D3DSTATE_TO_STR(WINED3D_RS_COLORKEYBLENDENABLE);
4032 D3DSTATE_TO_STR(WINED3D_RS_DIFFUSEMATERIALSOURCE);
4033 D3DSTATE_TO_STR(WINED3D_RS_SPECULARMATERIALSOURCE);
4034 D3DSTATE_TO_STR(WINED3D_RS_AMBIENTMATERIALSOURCE);
4035 D3DSTATE_TO_STR(WINED3D_RS_EMISSIVEMATERIALSOURCE);
4036 D3DSTATE_TO_STR(WINED3D_RS_VERTEXBLEND);
4037 D3DSTATE_TO_STR(WINED3D_RS_CLIPPLANEENABLE);
4038 D3DSTATE_TO_STR(WINED3D_RS_SOFTWAREVERTEXPROCESSING);
4039 D3DSTATE_TO_STR(WINED3D_RS_POINTSIZE);
4040 D3DSTATE_TO_STR(WINED3D_RS_POINTSIZE_MIN);
4041 D3DSTATE_TO_STR(WINED3D_RS_POINTSPRITEENABLE);
4042 D3DSTATE_TO_STR(WINED3D_RS_POINTSCALEENABLE);
4043 D3DSTATE_TO_STR(WINED3D_RS_POINTSCALE_A);
4044 D3DSTATE_TO_STR(WINED3D_RS_POINTSCALE_B);
4045 D3DSTATE_TO_STR(WINED3D_RS_POINTSCALE_C);
4046 D3DSTATE_TO_STR(WINED3D_RS_MULTISAMPLEANTIALIAS);
4047 D3DSTATE_TO_STR(WINED3D_RS_MULTISAMPLEMASK);
4048 D3DSTATE_TO_STR(WINED3D_RS_PATCHEDGESTYLE);
4049 D3DSTATE_TO_STR(WINED3D_RS_PATCHSEGMENTS);
4050 D3DSTATE_TO_STR(WINED3D_RS_DEBUGMONITORTOKEN);
4051 D3DSTATE_TO_STR(WINED3D_RS_POINTSIZE_MAX);
4052 D3DSTATE_TO_STR(WINED3D_RS_INDEXEDVERTEXBLENDENABLE);
4053 D3DSTATE_TO_STR(WINED3D_RS_COLORWRITEENABLE);
4054 D3DSTATE_TO_STR(WINED3D_RS_TWEENFACTOR);
4055 D3DSTATE_TO_STR(WINED3D_RS_BLENDOP);
4056 D3DSTATE_TO_STR(WINED3D_RS_POSITIONDEGREE);
4057 D3DSTATE_TO_STR(WINED3D_RS_NORMALDEGREE);
4058 D3DSTATE_TO_STR(WINED3D_RS_SCISSORTESTENABLE);
4059 D3DSTATE_TO_STR(WINED3D_RS_SLOPESCALEDEPTHBIAS);
4060 D3DSTATE_TO_STR(WINED3D_RS_ANTIALIASEDLINEENABLE);
4061 D3DSTATE_TO_STR(WINED3D_RS_MINTESSELLATIONLEVEL);
4062 D3DSTATE_TO_STR(WINED3D_RS_MAXTESSELLATIONLEVEL);
4063 D3DSTATE_TO_STR(WINED3D_RS_ADAPTIVETESS_X);
4064 D3DSTATE_TO_STR(WINED3D_RS_ADAPTIVETESS_Y);
4065 D3DSTATE_TO_STR(WINED3D_RS_ADAPTIVETESS_Z);
4066 D3DSTATE_TO_STR(WINED3D_RS_ADAPTIVETESS_W);
4067 D3DSTATE_TO_STR(WINED3D_RS_ENABLEADAPTIVETESSELLATION);
4068 D3DSTATE_TO_STR(WINED3D_RS_TWOSIDEDSTENCILMODE);
4069 D3DSTATE_TO_STR(WINED3D_RS_CCW_STENCILFAIL);
4070 D3DSTATE_TO_STR(WINED3D_RS_CCW_STENCILZFAIL);
4071 D3DSTATE_TO_STR(WINED3D_RS_CCW_STENCILPASS);
4072 D3DSTATE_TO_STR(WINED3D_RS_CCW_STENCILFUNC);
4073 D3DSTATE_TO_STR(WINED3D_RS_COLORWRITEENABLE1);
4074 D3DSTATE_TO_STR(WINED3D_RS_COLORWRITEENABLE2);
4075 D3DSTATE_TO_STR(WINED3D_RS_COLORWRITEENABLE3);
4076 D3DSTATE_TO_STR(WINED3D_RS_BLENDFACTOR);
4077 D3DSTATE_TO_STR(WINED3D_RS_SRGBWRITEENABLE);
4078 D3DSTATE_TO_STR(WINED3D_RS_DEPTHBIAS);
4079 D3DSTATE_TO_STR(WINED3D_RS_WRAP8);
4080 D3DSTATE_TO_STR(WINED3D_RS_WRAP9);
4081 D3DSTATE_TO_STR(WINED3D_RS_WRAP10);
4082 D3DSTATE_TO_STR(WINED3D_RS_WRAP11);
4083 D3DSTATE_TO_STR(WINED3D_RS_WRAP12);
4084 D3DSTATE_TO_STR(WINED3D_RS_WRAP13);
4085 D3DSTATE_TO_STR(WINED3D_RS_WRAP14);
4086 D3DSTATE_TO_STR(WINED3D_RS_WRAP15);
4087 D3DSTATE_TO_STR(WINED3D_RS_SEPARATEALPHABLENDENABLE);
4088 D3DSTATE_TO_STR(WINED3D_RS_SRCBLENDALPHA);
4089 D3DSTATE_TO_STR(WINED3D_RS_DESTBLENDALPHA);
4090 D3DSTATE_TO_STR(WINED3D_RS_BLENDOPALPHA);
4091 #undef D3DSTATE_TO_STR
4092 default:
4093 FIXME("Unrecognized %u render state!\n", state);
4094 return "unrecognized";
4098 const char *debug_d3dsamplerstate(enum wined3d_sampler_state state)
4100 switch (state)
4102 #define D3DSTATE_TO_STR(u) case u: return #u
4103 D3DSTATE_TO_STR(WINED3D_SAMP_BORDER_COLOR);
4104 D3DSTATE_TO_STR(WINED3D_SAMP_ADDRESS_U);
4105 D3DSTATE_TO_STR(WINED3D_SAMP_ADDRESS_V);
4106 D3DSTATE_TO_STR(WINED3D_SAMP_ADDRESS_W);
4107 D3DSTATE_TO_STR(WINED3D_SAMP_MAG_FILTER);
4108 D3DSTATE_TO_STR(WINED3D_SAMP_MIN_FILTER);
4109 D3DSTATE_TO_STR(WINED3D_SAMP_MIP_FILTER);
4110 D3DSTATE_TO_STR(WINED3D_SAMP_MIPMAP_LOD_BIAS);
4111 D3DSTATE_TO_STR(WINED3D_SAMP_MAX_MIP_LEVEL);
4112 D3DSTATE_TO_STR(WINED3D_SAMP_MAX_ANISOTROPY);
4113 D3DSTATE_TO_STR(WINED3D_SAMP_SRGB_TEXTURE);
4114 D3DSTATE_TO_STR(WINED3D_SAMP_ELEMENT_INDEX);
4115 D3DSTATE_TO_STR(WINED3D_SAMP_DMAP_OFFSET);
4116 #undef D3DSTATE_TO_STR
4117 default:
4118 FIXME("Unrecognized %u sampler state!\n", state);
4119 return "unrecognized";
4123 const char *debug_d3dtexturefiltertype(enum wined3d_texture_filter_type filter_type)
4125 switch (filter_type)
4127 #define D3DTEXTUREFILTERTYPE_TO_STR(u) case u: return #u
4128 D3DTEXTUREFILTERTYPE_TO_STR(WINED3D_TEXF_NONE);
4129 D3DTEXTUREFILTERTYPE_TO_STR(WINED3D_TEXF_POINT);
4130 D3DTEXTUREFILTERTYPE_TO_STR(WINED3D_TEXF_LINEAR);
4131 D3DTEXTUREFILTERTYPE_TO_STR(WINED3D_TEXF_ANISOTROPIC);
4132 D3DTEXTUREFILTERTYPE_TO_STR(WINED3D_TEXF_FLAT_CUBIC);
4133 D3DTEXTUREFILTERTYPE_TO_STR(WINED3D_TEXF_GAUSSIAN_CUBIC);
4134 D3DTEXTUREFILTERTYPE_TO_STR(WINED3D_TEXF_PYRAMIDAL_QUAD);
4135 D3DTEXTUREFILTERTYPE_TO_STR(WINED3D_TEXF_GAUSSIAN_QUAD);
4136 #undef D3DTEXTUREFILTERTYPE_TO_STR
4137 default:
4138 FIXME("Unrecognized texture filter type 0x%08x.\n", filter_type);
4139 return "unrecognized";
4143 const char *debug_d3dtexturestate(enum wined3d_texture_stage_state state)
4145 switch (state)
4147 #define D3DSTATE_TO_STR(u) case u: return #u
4148 D3DSTATE_TO_STR(WINED3D_TSS_COLOR_OP);
4149 D3DSTATE_TO_STR(WINED3D_TSS_COLOR_ARG1);
4150 D3DSTATE_TO_STR(WINED3D_TSS_COLOR_ARG2);
4151 D3DSTATE_TO_STR(WINED3D_TSS_ALPHA_OP);
4152 D3DSTATE_TO_STR(WINED3D_TSS_ALPHA_ARG1);
4153 D3DSTATE_TO_STR(WINED3D_TSS_ALPHA_ARG2);
4154 D3DSTATE_TO_STR(WINED3D_TSS_BUMPENV_MAT00);
4155 D3DSTATE_TO_STR(WINED3D_TSS_BUMPENV_MAT01);
4156 D3DSTATE_TO_STR(WINED3D_TSS_BUMPENV_MAT10);
4157 D3DSTATE_TO_STR(WINED3D_TSS_BUMPENV_MAT11);
4158 D3DSTATE_TO_STR(WINED3D_TSS_TEXCOORD_INDEX);
4159 D3DSTATE_TO_STR(WINED3D_TSS_BUMPENV_LSCALE);
4160 D3DSTATE_TO_STR(WINED3D_TSS_BUMPENV_LOFFSET);
4161 D3DSTATE_TO_STR(WINED3D_TSS_TEXTURE_TRANSFORM_FLAGS);
4162 D3DSTATE_TO_STR(WINED3D_TSS_COLOR_ARG0);
4163 D3DSTATE_TO_STR(WINED3D_TSS_ALPHA_ARG0);
4164 D3DSTATE_TO_STR(WINED3D_TSS_RESULT_ARG);
4165 D3DSTATE_TO_STR(WINED3D_TSS_CONSTANT);
4166 #undef D3DSTATE_TO_STR
4167 default:
4168 FIXME("Unrecognized %u texture state!\n", state);
4169 return "unrecognized";
4173 const char *debug_d3dtop(enum wined3d_texture_op d3dtop)
4175 switch (d3dtop)
4177 #define D3DTOP_TO_STR(u) case u: return #u
4178 D3DTOP_TO_STR(WINED3D_TOP_DISABLE);
4179 D3DTOP_TO_STR(WINED3D_TOP_SELECT_ARG1);
4180 D3DTOP_TO_STR(WINED3D_TOP_SELECT_ARG2);
4181 D3DTOP_TO_STR(WINED3D_TOP_MODULATE);
4182 D3DTOP_TO_STR(WINED3D_TOP_MODULATE_2X);
4183 D3DTOP_TO_STR(WINED3D_TOP_MODULATE_4X);
4184 D3DTOP_TO_STR(WINED3D_TOP_ADD);
4185 D3DTOP_TO_STR(WINED3D_TOP_ADD_SIGNED);
4186 D3DTOP_TO_STR(WINED3D_TOP_ADD_SIGNED_2X);
4187 D3DTOP_TO_STR(WINED3D_TOP_SUBTRACT);
4188 D3DTOP_TO_STR(WINED3D_TOP_ADD_SMOOTH);
4189 D3DTOP_TO_STR(WINED3D_TOP_BLEND_DIFFUSE_ALPHA);
4190 D3DTOP_TO_STR(WINED3D_TOP_BLEND_TEXTURE_ALPHA);
4191 D3DTOP_TO_STR(WINED3D_TOP_BLEND_FACTOR_ALPHA);
4192 D3DTOP_TO_STR(WINED3D_TOP_BLEND_TEXTURE_ALPHA_PM);
4193 D3DTOP_TO_STR(WINED3D_TOP_BLEND_CURRENT_ALPHA);
4194 D3DTOP_TO_STR(WINED3D_TOP_PREMODULATE);
4195 D3DTOP_TO_STR(WINED3D_TOP_MODULATE_ALPHA_ADD_COLOR);
4196 D3DTOP_TO_STR(WINED3D_TOP_MODULATE_COLOR_ADD_ALPHA);
4197 D3DTOP_TO_STR(WINED3D_TOP_MODULATE_INVALPHA_ADD_COLOR);
4198 D3DTOP_TO_STR(WINED3D_TOP_MODULATE_INVCOLOR_ADD_ALPHA);
4199 D3DTOP_TO_STR(WINED3D_TOP_BUMPENVMAP);
4200 D3DTOP_TO_STR(WINED3D_TOP_BUMPENVMAP_LUMINANCE);
4201 D3DTOP_TO_STR(WINED3D_TOP_DOTPRODUCT3);
4202 D3DTOP_TO_STR(WINED3D_TOP_MULTIPLY_ADD);
4203 D3DTOP_TO_STR(WINED3D_TOP_LERP);
4204 #undef D3DTOP_TO_STR
4205 default:
4206 FIXME("Unrecognized texture op %#x.\n", d3dtop);
4207 return "unrecognized";
4211 const char *debug_d3dtstype(enum wined3d_transform_state tstype)
4213 switch (tstype)
4215 #define TSTYPE_TO_STR(tstype) case tstype: return #tstype
4216 TSTYPE_TO_STR(WINED3D_TS_VIEW);
4217 TSTYPE_TO_STR(WINED3D_TS_PROJECTION);
4218 TSTYPE_TO_STR(WINED3D_TS_TEXTURE0);
4219 TSTYPE_TO_STR(WINED3D_TS_TEXTURE1);
4220 TSTYPE_TO_STR(WINED3D_TS_TEXTURE2);
4221 TSTYPE_TO_STR(WINED3D_TS_TEXTURE3);
4222 TSTYPE_TO_STR(WINED3D_TS_TEXTURE4);
4223 TSTYPE_TO_STR(WINED3D_TS_TEXTURE5);
4224 TSTYPE_TO_STR(WINED3D_TS_TEXTURE6);
4225 TSTYPE_TO_STR(WINED3D_TS_TEXTURE7);
4226 TSTYPE_TO_STR(WINED3D_TS_WORLD_MATRIX(0));
4227 TSTYPE_TO_STR(WINED3D_TS_WORLD_MATRIX(1));
4228 TSTYPE_TO_STR(WINED3D_TS_WORLD_MATRIX(2));
4229 TSTYPE_TO_STR(WINED3D_TS_WORLD_MATRIX(3));
4230 #undef TSTYPE_TO_STR
4231 default:
4232 if (tstype > 256 && tstype < 512)
4234 FIXME("WINED3D_TS_WORLD_MATRIX(%u). 1..255 not currently supported.\n", tstype);
4235 return ("WINED3D_TS_WORLD_MATRIX > 0");
4237 FIXME("Unrecognized transform state %#x.\n", tstype);
4238 return "unrecognized";
4242 const char *debug_shader_type(enum wined3d_shader_type type)
4244 switch(type)
4246 #define WINED3D_TO_STR(type) case type: return #type
4247 WINED3D_TO_STR(WINED3D_SHADER_TYPE_PIXEL);
4248 WINED3D_TO_STR(WINED3D_SHADER_TYPE_VERTEX);
4249 WINED3D_TO_STR(WINED3D_SHADER_TYPE_GEOMETRY);
4250 WINED3D_TO_STR(WINED3D_SHADER_TYPE_HULL);
4251 WINED3D_TO_STR(WINED3D_SHADER_TYPE_DOMAIN);
4252 WINED3D_TO_STR(WINED3D_SHADER_TYPE_COMPUTE);
4253 #undef WINED3D_TO_STR
4254 default:
4255 FIXME("Unrecognized shader type %#x.\n", type);
4256 return "unrecognized";
4260 const char *debug_d3dstate(DWORD state)
4262 if (STATE_IS_RENDER(state))
4263 return wine_dbg_sprintf("STATE_RENDER(%s)", debug_d3drenderstate(state - STATE_RENDER(0)));
4264 if (STATE_IS_TEXTURESTAGE(state))
4266 DWORD texture_stage = (state - STATE_TEXTURESTAGE(0, 0)) / (WINED3D_HIGHEST_TEXTURE_STATE + 1);
4267 DWORD texture_state = state - STATE_TEXTURESTAGE(texture_stage, 0);
4268 return wine_dbg_sprintf("STATE_TEXTURESTAGE(%#x, %s)",
4269 texture_stage, debug_d3dtexturestate(texture_state));
4271 if (STATE_IS_SAMPLER(state))
4272 return wine_dbg_sprintf("STATE_SAMPLER(%#x)", state - STATE_SAMPLER(0));
4273 if (STATE_IS_SHADER(state))
4274 return wine_dbg_sprintf("STATE_SHADER(%s)", debug_shader_type(state - STATE_SHADER(0)));
4275 if (STATE_IS_CONSTANT_BUFFER(state))
4276 return wine_dbg_sprintf("STATE_CONSTANT_BUFFER(%s)", debug_shader_type(state - STATE_CONSTANT_BUFFER(0)));
4277 if (STATE_IS_SHADER_RESOURCE_BINDING(state))
4278 return "STATE_SHADER_RESOURCE_BINDING";
4279 if (STATE_IS_TRANSFORM(state))
4280 return wine_dbg_sprintf("STATE_TRANSFORM(%s)", debug_d3dtstype(state - STATE_TRANSFORM(0)));
4281 if (STATE_IS_STREAMSRC(state))
4282 return "STATE_STREAMSRC";
4283 if (STATE_IS_INDEXBUFFER(state))
4284 return "STATE_INDEXBUFFER";
4285 if (STATE_IS_VDECL(state))
4286 return "STATE_VDECL";
4287 if (STATE_IS_VIEWPORT(state))
4288 return "STATE_VIEWPORT";
4289 if (STATE_IS_LIGHT_TYPE(state))
4290 return "STATE_LIGHT_TYPE";
4291 if (STATE_IS_ACTIVELIGHT(state))
4292 return wine_dbg_sprintf("STATE_ACTIVELIGHT(%#x)", state - STATE_ACTIVELIGHT(0));
4293 if (STATE_IS_SCISSORRECT(state))
4294 return "STATE_SCISSORRECT";
4295 if (STATE_IS_CLIPPLANE(state))
4296 return wine_dbg_sprintf("STATE_CLIPPLANE(%#x)", state - STATE_CLIPPLANE(0));
4297 if (STATE_IS_MATERIAL(state))
4298 return "STATE_MATERIAL";
4299 if (STATE_IS_FRONTFACE(state))
4300 return "STATE_FRONTFACE";
4301 if (STATE_IS_POINTSPRITECOORDORIGIN(state))
4302 return "STATE_POINTSPRITECOORDORIGIN";
4303 if (STATE_IS_BASEVERTEXINDEX(state))
4304 return "STATE_BASEVERTEXINDEX";
4305 if (STATE_IS_FRAMEBUFFER(state))
4306 return "STATE_FRAMEBUFFER";
4307 if (STATE_IS_POINT_ENABLE(state))
4308 return "STATE_POINT_ENABLE";
4309 if (STATE_IS_COLOR_KEY(state))
4310 return "STATE_COLOR_KEY";
4312 return wine_dbg_sprintf("UNKNOWN_STATE(%#x)", state);
4315 const char *debug_d3dpool(enum wined3d_pool pool)
4317 switch (pool)
4319 #define POOL_TO_STR(p) case p: return #p
4320 POOL_TO_STR(WINED3D_POOL_DEFAULT);
4321 POOL_TO_STR(WINED3D_POOL_MANAGED);
4322 POOL_TO_STR(WINED3D_POOL_SYSTEM_MEM);
4323 POOL_TO_STR(WINED3D_POOL_SCRATCH);
4324 #undef POOL_TO_STR
4325 default:
4326 FIXME("Unrecognized pool %#x.\n", pool);
4327 return "unrecognized";
4331 const char *debug_fboattachment(GLenum attachment)
4333 switch(attachment)
4335 #define WINED3D_TO_STR(x) case x: return #x
4336 WINED3D_TO_STR(GL_COLOR_ATTACHMENT0);
4337 WINED3D_TO_STR(GL_COLOR_ATTACHMENT1);
4338 WINED3D_TO_STR(GL_COLOR_ATTACHMENT2);
4339 WINED3D_TO_STR(GL_COLOR_ATTACHMENT3);
4340 WINED3D_TO_STR(GL_COLOR_ATTACHMENT4);
4341 WINED3D_TO_STR(GL_COLOR_ATTACHMENT5);
4342 WINED3D_TO_STR(GL_COLOR_ATTACHMENT6);
4343 WINED3D_TO_STR(GL_COLOR_ATTACHMENT7);
4344 WINED3D_TO_STR(GL_COLOR_ATTACHMENT8);
4345 WINED3D_TO_STR(GL_COLOR_ATTACHMENT9);
4346 WINED3D_TO_STR(GL_COLOR_ATTACHMENT10);
4347 WINED3D_TO_STR(GL_COLOR_ATTACHMENT11);
4348 WINED3D_TO_STR(GL_COLOR_ATTACHMENT12);
4349 WINED3D_TO_STR(GL_COLOR_ATTACHMENT13);
4350 WINED3D_TO_STR(GL_COLOR_ATTACHMENT14);
4351 WINED3D_TO_STR(GL_COLOR_ATTACHMENT15);
4352 WINED3D_TO_STR(GL_DEPTH_ATTACHMENT);
4353 WINED3D_TO_STR(GL_STENCIL_ATTACHMENT);
4354 #undef WINED3D_TO_STR
4355 default:
4356 return wine_dbg_sprintf("Unknown FBO attachment %#x", attachment);
4360 const char *debug_fbostatus(GLenum status) {
4361 switch(status) {
4362 #define FBOSTATUS_TO_STR(u) case u: return #u
4363 FBOSTATUS_TO_STR(GL_FRAMEBUFFER_COMPLETE);
4364 FBOSTATUS_TO_STR(GL_FRAMEBUFFER_INCOMPLETE_ATTACHMENT);
4365 FBOSTATUS_TO_STR(GL_FRAMEBUFFER_INCOMPLETE_MISSING_ATTACHMENT);
4366 FBOSTATUS_TO_STR(GL_FRAMEBUFFER_INCOMPLETE_DIMENSIONS_EXT);
4367 FBOSTATUS_TO_STR(GL_FRAMEBUFFER_INCOMPLETE_FORMATS_EXT);
4368 FBOSTATUS_TO_STR(GL_FRAMEBUFFER_INCOMPLETE_DRAW_BUFFER);
4369 FBOSTATUS_TO_STR(GL_FRAMEBUFFER_INCOMPLETE_READ_BUFFER);
4370 FBOSTATUS_TO_STR(GL_FRAMEBUFFER_INCOMPLETE_MULTISAMPLE);
4371 FBOSTATUS_TO_STR(GL_FRAMEBUFFER_INCOMPLETE_LAYER_TARGETS);
4372 FBOSTATUS_TO_STR(GL_FRAMEBUFFER_INCOMPLETE_LAYER_COUNT_ARB);
4373 FBOSTATUS_TO_STR(GL_FRAMEBUFFER_UNSUPPORTED);
4374 FBOSTATUS_TO_STR(GL_FRAMEBUFFER_UNDEFINED);
4375 #undef FBOSTATUS_TO_STR
4376 default:
4377 FIXME("Unrecognized FBO status 0x%08x.\n", status);
4378 return "unrecognized";
4382 const char *debug_glerror(GLenum error) {
4383 switch(error) {
4384 #define GLERROR_TO_STR(u) case u: return #u
4385 GLERROR_TO_STR(GL_NO_ERROR);
4386 GLERROR_TO_STR(GL_INVALID_ENUM);
4387 GLERROR_TO_STR(GL_INVALID_VALUE);
4388 GLERROR_TO_STR(GL_INVALID_OPERATION);
4389 GLERROR_TO_STR(GL_STACK_OVERFLOW);
4390 GLERROR_TO_STR(GL_STACK_UNDERFLOW);
4391 GLERROR_TO_STR(GL_OUT_OF_MEMORY);
4392 GLERROR_TO_STR(GL_INVALID_FRAMEBUFFER_OPERATION);
4393 #undef GLERROR_TO_STR
4394 default:
4395 FIXME("Unrecognized GL error 0x%08x.\n", error);
4396 return "unrecognized";
4400 static const char *debug_fixup_channel_source(enum fixup_channel_source source)
4402 switch(source)
4404 #define WINED3D_TO_STR(x) case x: return #x
4405 WINED3D_TO_STR(CHANNEL_SOURCE_ZERO);
4406 WINED3D_TO_STR(CHANNEL_SOURCE_ONE);
4407 WINED3D_TO_STR(CHANNEL_SOURCE_X);
4408 WINED3D_TO_STR(CHANNEL_SOURCE_Y);
4409 WINED3D_TO_STR(CHANNEL_SOURCE_Z);
4410 WINED3D_TO_STR(CHANNEL_SOURCE_W);
4411 WINED3D_TO_STR(CHANNEL_SOURCE_COMPLEX0);
4412 WINED3D_TO_STR(CHANNEL_SOURCE_COMPLEX1);
4413 #undef WINED3D_TO_STR
4414 default:
4415 FIXME("Unrecognized fixup_channel_source %#x\n", source);
4416 return "unrecognized";
4420 static const char *debug_complex_fixup(enum complex_fixup fixup)
4422 switch(fixup)
4424 #define WINED3D_TO_STR(x) case x: return #x
4425 WINED3D_TO_STR(COMPLEX_FIXUP_YUY2);
4426 WINED3D_TO_STR(COMPLEX_FIXUP_UYVY);
4427 WINED3D_TO_STR(COMPLEX_FIXUP_YV12);
4428 WINED3D_TO_STR(COMPLEX_FIXUP_NV12);
4429 WINED3D_TO_STR(COMPLEX_FIXUP_P8);
4430 #undef WINED3D_TO_STR
4431 default:
4432 FIXME("Unrecognized complex fixup %#x\n", fixup);
4433 return "unrecognized";
4437 void dump_color_fixup_desc(struct color_fixup_desc fixup)
4439 if (is_complex_fixup(fixup))
4441 TRACE("\tComplex: %s\n", debug_complex_fixup(get_complex_fixup(fixup)));
4442 return;
4445 TRACE("\tX: %s%s\n", debug_fixup_channel_source(fixup.x_source), fixup.x_sign_fixup ? ", SIGN_FIXUP" : "");
4446 TRACE("\tY: %s%s\n", debug_fixup_channel_source(fixup.y_source), fixup.y_sign_fixup ? ", SIGN_FIXUP" : "");
4447 TRACE("\tZ: %s%s\n", debug_fixup_channel_source(fixup.z_source), fixup.z_sign_fixup ? ", SIGN_FIXUP" : "");
4448 TRACE("\tW: %s%s\n", debug_fixup_channel_source(fixup.w_source), fixup.w_sign_fixup ? ", SIGN_FIXUP" : "");
4451 BOOL is_invalid_op(const struct wined3d_state *state, int stage,
4452 enum wined3d_texture_op op, DWORD arg1, DWORD arg2, DWORD arg3)
4454 if (op == WINED3D_TOP_DISABLE)
4455 return FALSE;
4456 if (state->textures[stage])
4457 return FALSE;
4459 if ((arg1 & WINED3DTA_SELECTMASK) == WINED3DTA_TEXTURE
4460 && op != WINED3D_TOP_SELECT_ARG2)
4461 return TRUE;
4462 if ((arg2 & WINED3DTA_SELECTMASK) == WINED3DTA_TEXTURE
4463 && op != WINED3D_TOP_SELECT_ARG1)
4464 return TRUE;
4465 if ((arg3 & WINED3DTA_SELECTMASK) == WINED3DTA_TEXTURE
4466 && (op == WINED3D_TOP_MULTIPLY_ADD || op == WINED3D_TOP_LERP))
4467 return TRUE;
4469 return FALSE;
4472 void get_identity_matrix(struct wined3d_matrix *mat)
4474 static const struct wined3d_matrix identity =
4476 1.0f, 0.0f, 0.0f, 0.0f,
4477 0.0f, 1.0f, 0.0f, 0.0f,
4478 0.0f, 0.0f, 1.0f, 0.0f,
4479 0.0f, 0.0f, 0.0f, 1.0f,
4482 *mat = identity;
4485 void get_modelview_matrix(const struct wined3d_context *context, const struct wined3d_state *state,
4486 unsigned int index, struct wined3d_matrix *mat)
4488 if (context->last_was_rhw)
4489 get_identity_matrix(mat);
4490 else
4491 multiply_matrix(mat, &state->transforms[WINED3D_TS_VIEW], &state->transforms[WINED3D_TS_WORLD_MATRIX(index)]);
4494 void get_projection_matrix(const struct wined3d_context *context, const struct wined3d_state *state,
4495 struct wined3d_matrix *mat)
4497 BOOL clip_control = context->gl_info->supported[ARB_CLIP_CONTROL];
4498 BOOL flip = !clip_control && context->render_offscreen;
4499 float center_offset;
4501 /* There are a couple of additional things we have to take into account
4502 * here besides the projection transformation itself:
4503 * - We need to flip along the y-axis in case of offscreen rendering.
4504 * - OpenGL Z range is {-Wc,...,Wc} while D3D Z range is {0,...,Wc}.
4505 * - D3D coordinates refer to pixel centers while GL coordinates refer
4506 * to pixel corners.
4507 * - D3D has a top-left filling convention. We need to maintain this
4508 * even after the y-flip mentioned above.
4509 * In order to handle the last two points, we translate by
4510 * (63.0 / 128.0) / VPw and (63.0 / 128.0) / VPh. This is equivalent to
4511 * translating slightly less than half a pixel. We want the difference to
4512 * be large enough that it doesn't get lost due to rounding inside the
4513 * driver, but small enough to prevent it from interfering with any
4514 * anti-aliasing. */
4516 if (!clip_control && context->device->wined3d->flags & WINED3D_PIXEL_CENTER_INTEGER)
4517 center_offset = 63.0f / 64.0f;
4518 else
4519 center_offset = -1.0f / 64.0f;
4521 if (context->last_was_rhw)
4523 /* Transform D3D RHW coordinates to OpenGL clip coordinates. */
4524 float x = state->viewport.x;
4525 float y = state->viewport.y;
4526 float w = state->viewport.width;
4527 float h = state->viewport.height;
4528 float x_scale = 2.0f / w;
4529 float x_offset = (center_offset - (2.0f * x) - w) / w;
4530 float y_scale = flip ? 2.0f / h : 2.0f / -h;
4531 float y_offset = flip
4532 ? (center_offset - (2.0f * y) - h) / h
4533 : (center_offset - (2.0f * y) - h) / -h;
4534 enum wined3d_depth_buffer_type zenable = state->fb->depth_stencil ?
4535 state->render_states[WINED3D_RS_ZENABLE] : WINED3D_ZB_FALSE;
4536 float z_scale = zenable ? clip_control ? 1.0f : 2.0f : 0.0f;
4537 float z_offset = zenable ? clip_control ? 0.0f : -1.0f : 0.0f;
4538 const struct wined3d_matrix projection =
4540 x_scale, 0.0f, 0.0f, 0.0f,
4541 0.0f, y_scale, 0.0f, 0.0f,
4542 0.0f, 0.0f, z_scale, 0.0f,
4543 x_offset, y_offset, z_offset, 1.0f,
4546 *mat = projection;
4548 else
4550 float y_scale = flip ? -1.0f : 1.0f;
4551 float x_offset = center_offset / state->viewport.width;
4552 float y_offset = flip
4553 ? center_offset / state->viewport.height
4554 : -center_offset / state->viewport.height;
4555 float z_scale = clip_control ? 1.0f : 2.0f;
4556 float z_offset = clip_control ? 0.0f : -1.0f;
4557 const struct wined3d_matrix projection =
4559 1.0f, 0.0f, 0.0f, 0.0f,
4560 0.0f, y_scale, 0.0f, 0.0f,
4561 0.0f, 0.0f, z_scale, 0.0f,
4562 x_offset, y_offset, z_offset, 1.0f,
4565 multiply_matrix(mat, &projection, &state->transforms[WINED3D_TS_PROJECTION]);
4569 /* Setup this textures matrix according to the texture flags. */
4570 static void compute_texture_matrix(const struct wined3d_gl_info *gl_info, const struct wined3d_matrix *matrix,
4571 DWORD flags, BOOL calculated_coords, BOOL transformed, enum wined3d_format_id format_id,
4572 BOOL ffp_proj_control, struct wined3d_matrix *out_matrix)
4574 struct wined3d_matrix mat;
4576 if (flags == WINED3D_TTFF_DISABLE || flags == WINED3D_TTFF_COUNT1 || transformed)
4578 get_identity_matrix(out_matrix);
4579 return;
4582 if (flags == (WINED3D_TTFF_COUNT1 | WINED3D_TTFF_PROJECTED))
4584 ERR("Invalid texture transform flags: WINED3D_TTFF_COUNT1 | WINED3D_TTFF_PROJECTED.\n");
4585 return;
4588 mat = *matrix;
4590 if (flags & WINED3D_TTFF_PROJECTED)
4592 if (!ffp_proj_control)
4594 switch (flags & ~WINED3D_TTFF_PROJECTED)
4596 case WINED3D_TTFF_COUNT2:
4597 mat._14 = mat._12;
4598 mat._24 = mat._22;
4599 mat._34 = mat._32;
4600 mat._44 = mat._42;
4601 mat._12 = mat._22 = mat._32 = mat._42 = 0.0f;
4602 break;
4603 case WINED3D_TTFF_COUNT3:
4604 mat._14 = mat._13;
4605 mat._24 = mat._23;
4606 mat._34 = mat._33;
4607 mat._44 = mat._43;
4608 mat._13 = mat._23 = mat._33 = mat._43 = 0.0f;
4609 break;
4613 else
4615 /* Under Direct3D the R/Z coord can be used for translation, under
4616 * OpenGL we use the Q coord instead. */
4617 if (!calculated_coords)
4619 switch (format_id)
4621 /* Direct3D passes the default 1.0 in the 2nd coord, while GL
4622 * passes it in the 4th. Swap 2nd and 4th coord. No need to
4623 * store the value of mat._41 in mat._21 because the input
4624 * value to the transformation will be 0, so the matrix value
4625 * is irrelevant. */
4626 case WINED3DFMT_R32_FLOAT:
4627 mat._41 = mat._21;
4628 mat._42 = mat._22;
4629 mat._43 = mat._23;
4630 mat._44 = mat._24;
4631 break;
4632 /* See above, just 3rd and 4th coord. */
4633 case WINED3DFMT_R32G32_FLOAT:
4634 mat._41 = mat._31;
4635 mat._42 = mat._32;
4636 mat._43 = mat._33;
4637 mat._44 = mat._34;
4638 break;
4639 case WINED3DFMT_R32G32B32_FLOAT: /* Opengl defaults match dx defaults */
4640 case WINED3DFMT_R32G32B32A32_FLOAT: /* No defaults apply, all app defined */
4642 /* This is to prevent swapping the matrix lines and put the default 4th coord = 1.0
4643 * into a bad place. The division elimination below will apply to make sure the
4644 * 1.0 doesn't do anything bad. The caller will set this value if the stride is 0
4646 case WINED3DFMT_UNKNOWN: /* No texture coords, 0/0/0/1 defaults are passed */
4647 break;
4648 default:
4649 FIXME("Unexpected fixed function texture coord input\n");
4652 if (!ffp_proj_control)
4654 switch (flags & ~WINED3D_TTFF_PROJECTED)
4656 /* case WINED3D_TTFF_COUNT1: Won't ever get here. */
4657 case WINED3D_TTFF_COUNT2:
4658 mat._13 = mat._23 = mat._33 = mat._43 = 0.0f;
4659 /* OpenGL divides the first 3 vertex coordinates by the 4th by
4660 * default, which is essentially the same as D3DTTFF_PROJECTED.
4661 * Make sure that the 4th coordinate evaluates to 1.0 to
4662 * eliminate that.
4664 * If the fixed function pipeline is used, the 4th value
4665 * remains unused, so there is no danger in doing this. With
4666 * vertex shaders we have a problem. Should an application hit
4667 * that problem, the code here would have to check for pixel
4668 * shaders, and the shader has to undo the default GL divide.
4670 * A more serious problem occurs if the application passes 4
4671 * coordinates in, and the 4th is != 1.0 (OpenGL default).
4672 * This would have to be fixed with immediate mode draws. */
4673 default:
4674 mat._14 = mat._24 = mat._34 = 0.0f; mat._44 = 1.0f;
4679 *out_matrix = mat;
4682 void get_texture_matrix(const struct wined3d_context *context, const struct wined3d_state *state,
4683 unsigned int tex, struct wined3d_matrix *mat)
4685 const struct wined3d_device *device = context->device;
4686 const struct wined3d_gl_info *gl_info = context->gl_info;
4687 BOOL generated = (state->texture_states[tex][WINED3D_TSS_TEXCOORD_INDEX] & 0xffff0000)
4688 != WINED3DTSS_TCI_PASSTHRU;
4689 unsigned int coord_idx = min(state->texture_states[tex][WINED3D_TSS_TEXCOORD_INDEX & 0x0000ffff],
4690 MAX_TEXTURES - 1);
4692 compute_texture_matrix(gl_info, &state->transforms[WINED3D_TS_TEXTURE0 + tex],
4693 state->texture_states[tex][WINED3D_TSS_TEXTURE_TRANSFORM_FLAGS],
4694 generated, context->last_was_rhw,
4695 context->stream_info.use_map & (1u << (WINED3D_FFP_TEXCOORD0 + coord_idx))
4696 ? context->stream_info.elements[WINED3D_FFP_TEXCOORD0 + coord_idx].format->id
4697 : WINED3DFMT_UNKNOWN,
4698 device->shader_backend->shader_has_ffp_proj_control(device->shader_priv), mat);
4700 if ((context->lastWasPow2Texture & (1u << tex)) && state->textures[tex])
4702 if (generated)
4703 FIXME("Non-power-of-two texture being used with generated texture coords.\n");
4704 /* NP2 texcoord fixup is implemented for pixelshaders so only enable the
4705 * fixed-function-pipeline fixup via pow2Matrix when no PS is used. */
4706 if (!use_ps(state))
4708 TRACE("Non-power-of-two texture matrix multiply fixup.\n");
4709 multiply_matrix(mat, mat, (struct wined3d_matrix *)state->textures[tex]->pow2_matrix);
4714 void get_pointsize_minmax(const struct wined3d_context *context, const struct wined3d_state *state,
4715 float *out_min, float *out_max)
4717 union
4719 DWORD d;
4720 float f;
4721 } min, max;
4723 min.d = state->render_states[WINED3D_RS_POINTSIZE_MIN];
4724 max.d = state->render_states[WINED3D_RS_POINTSIZE_MAX];
4726 if (min.f > max.f)
4727 min.f = max.f;
4729 *out_min = min.f;
4730 *out_max = max.f;
4733 void get_pointsize(const struct wined3d_context *context, const struct wined3d_state *state,
4734 float *out_pointsize, float *out_att)
4736 /* POINTSCALEENABLE controls how point size value is treated. If set to
4737 * true, the point size is scaled with respect to height of viewport.
4738 * When set to false point size is in pixels. */
4739 union
4741 DWORD d;
4742 float f;
4743 } pointsize, a, b, c;
4745 out_att[0] = 1.0f;
4746 out_att[1] = 0.0f;
4747 out_att[2] = 0.0f;
4749 pointsize.d = state->render_states[WINED3D_RS_POINTSIZE];
4750 a.d = state->render_states[WINED3D_RS_POINTSCALE_A];
4751 b.d = state->render_states[WINED3D_RS_POINTSCALE_B];
4752 c.d = state->render_states[WINED3D_RS_POINTSCALE_C];
4754 if (state->render_states[WINED3D_RS_POINTSCALEENABLE])
4756 float scale_factor = state->viewport.height * state->viewport.height;
4758 out_att[0] = a.f / scale_factor;
4759 out_att[1] = b.f / scale_factor;
4760 out_att[2] = c.f / scale_factor;
4762 *out_pointsize = pointsize.f;
4765 void get_fog_start_end(const struct wined3d_context *context, const struct wined3d_state *state,
4766 float *start, float *end)
4768 union
4770 DWORD d;
4771 float f;
4772 } tmpvalue;
4774 switch (context->fog_source)
4776 case FOGSOURCE_VS:
4777 *start = 1.0f;
4778 *end = 0.0f;
4779 break;
4781 case FOGSOURCE_COORD:
4782 *start = 255.0f;
4783 *end = 0.0f;
4784 break;
4786 case FOGSOURCE_FFP:
4787 tmpvalue.d = state->render_states[WINED3D_RS_FOGSTART];
4788 *start = tmpvalue.f;
4789 tmpvalue.d = state->render_states[WINED3D_RS_FOGEND];
4790 *end = tmpvalue.f;
4791 /* Special handling for fog_start == fog_end. In d3d with vertex
4792 * fog, everything is fogged. With table fog, everything with
4793 * fog_coord < fog_start is unfogged, and fog_coord > fog_start
4794 * is fogged. Windows drivers disagree when fog_coord == fog_start. */
4795 if (state->render_states[WINED3D_RS_FOGTABLEMODE] == WINED3D_FOG_NONE && *start == *end)
4797 *start = -INFINITY;
4798 *end = 0.0f;
4800 break;
4802 default:
4803 /* This should not happen, context->fog_source is set in wined3d, not the app. */
4804 ERR("Unexpected fog coordinate source.\n");
4805 *start = 0.0f;
4806 *end = 0.0f;
4810 /* Note: It's the caller's responsibility to ensure values can be expressed
4811 * in the requested format. UNORM formats for example can only express values
4812 * in the range 0.0f -> 1.0f. */
4813 DWORD wined3d_format_convert_from_float(const struct wined3d_format *format, const struct wined3d_color *color)
4815 static const struct
4817 enum wined3d_format_id format_id;
4818 float r_mul;
4819 float g_mul;
4820 float b_mul;
4821 float a_mul;
4822 BYTE r_shift;
4823 BYTE g_shift;
4824 BYTE b_shift;
4825 BYTE a_shift;
4827 conv[] =
4829 {WINED3DFMT_B8G8R8A8_UNORM, 255.0f, 255.0f, 255.0f, 255.0f, 16, 8, 0, 24},
4830 {WINED3DFMT_B8G8R8X8_UNORM, 255.0f, 255.0f, 255.0f, 255.0f, 16, 8, 0, 24},
4831 {WINED3DFMT_B8G8R8_UNORM, 255.0f, 255.0f, 255.0f, 255.0f, 16, 8, 0, 24},
4832 {WINED3DFMT_B5G6R5_UNORM, 31.0f, 63.0f, 31.0f, 0.0f, 11, 5, 0, 0},
4833 {WINED3DFMT_B5G5R5A1_UNORM, 31.0f, 31.0f, 31.0f, 1.0f, 10, 5, 0, 15},
4834 {WINED3DFMT_B5G5R5X1_UNORM, 31.0f, 31.0f, 31.0f, 1.0f, 10, 5, 0, 15},
4835 {WINED3DFMT_R8_UNORM, 255.0f, 0.0f, 0.0f, 0.0f, 0, 0, 0, 0},
4836 {WINED3DFMT_A8_UNORM, 0.0f, 0.0f, 0.0f, 255.0f, 0, 0, 0, 0},
4837 {WINED3DFMT_B4G4R4A4_UNORM, 15.0f, 15.0f, 15.0f, 15.0f, 8, 4, 0, 12},
4838 {WINED3DFMT_B4G4R4X4_UNORM, 15.0f, 15.0f, 15.0f, 15.0f, 8, 4, 0, 12},
4839 {WINED3DFMT_B2G3R3_UNORM, 7.0f, 7.0f, 3.0f, 0.0f, 5, 2, 0, 0},
4840 {WINED3DFMT_R8G8B8A8_UNORM, 255.0f, 255.0f, 255.0f, 255.0f, 0, 8, 16, 24},
4841 {WINED3DFMT_R8G8B8X8_UNORM, 255.0f, 255.0f, 255.0f, 255.0f, 0, 8, 16, 24},
4842 {WINED3DFMT_B10G10R10A2_UNORM, 1023.0f, 1023.0f, 1023.0f, 3.0f, 20, 10, 0, 30},
4843 {WINED3DFMT_R10G10B10A2_UNORM, 1023.0f, 1023.0f, 1023.0f, 3.0f, 0, 10, 20, 30},
4844 {WINED3DFMT_P8_UINT, 0.0f, 0.0f, 0.0f, 255.0f, 0, 0, 0, 0},
4846 unsigned int i;
4848 TRACE("Converting color %s to format %s.\n", debug_color(color), debug_d3dformat(format->id));
4850 for (i = 0; i < sizeof(conv) / sizeof(*conv); ++i)
4852 DWORD ret;
4854 if (format->id != conv[i].format_id) continue;
4856 ret = ((DWORD)((color->r * conv[i].r_mul) + 0.5f)) << conv[i].r_shift;
4857 ret |= ((DWORD)((color->g * conv[i].g_mul) + 0.5f)) << conv[i].g_shift;
4858 ret |= ((DWORD)((color->b * conv[i].b_mul) + 0.5f)) << conv[i].b_shift;
4859 ret |= ((DWORD)((color->a * conv[i].a_mul) + 0.5f)) << conv[i].a_shift;
4861 TRACE("Returning 0x%08x.\n", ret);
4863 return ret;
4866 FIXME("Conversion for format %s not implemented.\n", debug_d3dformat(format->id));
4868 return 0;
4871 static float color_to_float(DWORD color, DWORD size, DWORD offset)
4873 DWORD mask = (1u << size) - 1;
4875 if (!size)
4876 return 1.0f;
4878 color >>= offset;
4879 color &= mask;
4881 return (float)color / (float)mask;
4884 BOOL wined3d_format_convert_color_to_float(const struct wined3d_format *format,
4885 const struct wined3d_palette *palette, DWORD color, struct wined3d_color *float_color)
4887 switch (format->id)
4889 case WINED3DFMT_B8G8R8_UNORM:
4890 case WINED3DFMT_B8G8R8A8_UNORM:
4891 case WINED3DFMT_B8G8R8X8_UNORM:
4892 case WINED3DFMT_B5G6R5_UNORM:
4893 case WINED3DFMT_B5G5R5X1_UNORM:
4894 case WINED3DFMT_B5G5R5A1_UNORM:
4895 case WINED3DFMT_B4G4R4A4_UNORM:
4896 case WINED3DFMT_B2G3R3_UNORM:
4897 case WINED3DFMT_R8_UNORM:
4898 case WINED3DFMT_A8_UNORM:
4899 case WINED3DFMT_B2G3R3A8_UNORM:
4900 case WINED3DFMT_B4G4R4X4_UNORM:
4901 case WINED3DFMT_R10G10B10A2_UNORM:
4902 case WINED3DFMT_R10G10B10A2_SNORM:
4903 case WINED3DFMT_R8G8B8A8_UNORM:
4904 case WINED3DFMT_R8G8B8X8_UNORM:
4905 case WINED3DFMT_R16G16_UNORM:
4906 case WINED3DFMT_B10G10R10A2_UNORM:
4907 float_color->r = color_to_float(color, format->red_size, format->red_offset);
4908 float_color->g = color_to_float(color, format->green_size, format->green_offset);
4909 float_color->b = color_to_float(color, format->blue_size, format->blue_offset);
4910 float_color->a = color_to_float(color, format->alpha_size, format->alpha_offset);
4911 return TRUE;
4913 case WINED3DFMT_P8_UINT:
4914 if (palette)
4916 float_color->r = palette->colors[color].rgbRed / 255.0f;
4917 float_color->g = palette->colors[color].rgbGreen / 255.0f;
4918 float_color->b = palette->colors[color].rgbBlue / 255.0f;
4920 else
4922 float_color->r = 0.0f;
4923 float_color->g = 0.0f;
4924 float_color->b = 0.0f;
4926 float_color->a = color / 255.0f;
4927 return TRUE;
4929 default:
4930 ERR("Unhandled conversion from %s to floating point.\n", debug_d3dformat(format->id));
4931 return FALSE;
4935 void wined3d_format_get_float_color_key(const struct wined3d_format *format,
4936 const struct wined3d_color_key *key, struct wined3d_color *float_colors)
4938 struct wined3d_color slop;
4940 switch (format->id)
4942 case WINED3DFMT_B8G8R8_UNORM:
4943 case WINED3DFMT_B8G8R8A8_UNORM:
4944 case WINED3DFMT_B8G8R8X8_UNORM:
4945 case WINED3DFMT_B5G6R5_UNORM:
4946 case WINED3DFMT_B5G5R5X1_UNORM:
4947 case WINED3DFMT_B5G5R5A1_UNORM:
4948 case WINED3DFMT_B4G4R4A4_UNORM:
4949 case WINED3DFMT_B2G3R3_UNORM:
4950 case WINED3DFMT_R8_UNORM:
4951 case WINED3DFMT_A8_UNORM:
4952 case WINED3DFMT_B2G3R3A8_UNORM:
4953 case WINED3DFMT_B4G4R4X4_UNORM:
4954 case WINED3DFMT_R10G10B10A2_UNORM:
4955 case WINED3DFMT_R10G10B10A2_SNORM:
4956 case WINED3DFMT_R8G8B8A8_UNORM:
4957 case WINED3DFMT_R8G8B8X8_UNORM:
4958 case WINED3DFMT_R16G16_UNORM:
4959 case WINED3DFMT_B10G10R10A2_UNORM:
4960 slop.r = 0.5f / ((1u << format->red_size) - 1);
4961 slop.g = 0.5f / ((1u << format->green_size) - 1);
4962 slop.b = 0.5f / ((1u << format->blue_size) - 1);
4963 slop.a = 0.5f / ((1u << format->alpha_size) - 1);
4965 float_colors[0].r = color_to_float(key->color_space_low_value, format->red_size, format->red_offset)
4966 - slop.r;
4967 float_colors[0].g = color_to_float(key->color_space_low_value, format->green_size, format->green_offset)
4968 - slop.g;
4969 float_colors[0].b = color_to_float(key->color_space_low_value, format->blue_size, format->blue_offset)
4970 - slop.b;
4971 float_colors[0].a = color_to_float(key->color_space_low_value, format->alpha_size, format->alpha_offset)
4972 - slop.a;
4974 float_colors[1].r = color_to_float(key->color_space_high_value, format->red_size, format->red_offset)
4975 + slop.r;
4976 float_colors[1].g = color_to_float(key->color_space_high_value, format->green_size, format->green_offset)
4977 + slop.g;
4978 float_colors[1].b = color_to_float(key->color_space_high_value, format->blue_size, format->blue_offset)
4979 + slop.b;
4980 float_colors[1].a = color_to_float(key->color_space_high_value, format->alpha_size, format->alpha_offset)
4981 + slop.a;
4982 break;
4984 case WINED3DFMT_P8_UINT:
4985 float_colors[0].r = 0.0f;
4986 float_colors[0].g = 0.0f;
4987 float_colors[0].b = 0.0f;
4988 float_colors[0].a = (key->color_space_low_value - 0.5f) / 255.0f;
4990 float_colors[1].r = 0.0f;
4991 float_colors[1].g = 0.0f;
4992 float_colors[1].b = 0.0f;
4993 float_colors[1].a = (key->color_space_high_value + 0.5f) / 255.0f;
4994 break;
4996 default:
4997 ERR("Unhandled color key to float conversion for format %s.\n", debug_d3dformat(format->id));
5001 /* DirectDraw stuff */
5002 enum wined3d_format_id pixelformat_for_depth(DWORD depth)
5004 switch (depth)
5006 case 8: return WINED3DFMT_P8_UINT;
5007 case 15: return WINED3DFMT_B5G5R5X1_UNORM;
5008 case 16: return WINED3DFMT_B5G6R5_UNORM;
5009 case 24: return WINED3DFMT_B8G8R8X8_UNORM; /* Robots needs 24bit to be WINED3DFMT_B8G8R8X8_UNORM */
5010 case 32: return WINED3DFMT_B8G8R8X8_UNORM; /* EVE online and the Fur demo need 32bit AdapterDisplayMode to return WINED3DFMT_B8G8R8X8_UNORM */
5011 default: return WINED3DFMT_UNKNOWN;
5015 void multiply_matrix(struct wined3d_matrix *dst, const struct wined3d_matrix *src1, const struct wined3d_matrix *src2)
5017 struct wined3d_matrix tmp;
5019 /* Now do the multiplication 'by hand'.
5020 I know that all this could be optimised, but this will be done later :-) */
5021 tmp._11 = (src1->_11 * src2->_11) + (src1->_21 * src2->_12) + (src1->_31 * src2->_13) + (src1->_41 * src2->_14);
5022 tmp._21 = (src1->_11 * src2->_21) + (src1->_21 * src2->_22) + (src1->_31 * src2->_23) + (src1->_41 * src2->_24);
5023 tmp._31 = (src1->_11 * src2->_31) + (src1->_21 * src2->_32) + (src1->_31 * src2->_33) + (src1->_41 * src2->_34);
5024 tmp._41 = (src1->_11 * src2->_41) + (src1->_21 * src2->_42) + (src1->_31 * src2->_43) + (src1->_41 * src2->_44);
5026 tmp._12 = (src1->_12 * src2->_11) + (src1->_22 * src2->_12) + (src1->_32 * src2->_13) + (src1->_42 * src2->_14);
5027 tmp._22 = (src1->_12 * src2->_21) + (src1->_22 * src2->_22) + (src1->_32 * src2->_23) + (src1->_42 * src2->_24);
5028 tmp._32 = (src1->_12 * src2->_31) + (src1->_22 * src2->_32) + (src1->_32 * src2->_33) + (src1->_42 * src2->_34);
5029 tmp._42 = (src1->_12 * src2->_41) + (src1->_22 * src2->_42) + (src1->_32 * src2->_43) + (src1->_42 * src2->_44);
5031 tmp._13 = (src1->_13 * src2->_11) + (src1->_23 * src2->_12) + (src1->_33 * src2->_13) + (src1->_43 * src2->_14);
5032 tmp._23 = (src1->_13 * src2->_21) + (src1->_23 * src2->_22) + (src1->_33 * src2->_23) + (src1->_43 * src2->_24);
5033 tmp._33 = (src1->_13 * src2->_31) + (src1->_23 * src2->_32) + (src1->_33 * src2->_33) + (src1->_43 * src2->_34);
5034 tmp._43 = (src1->_13 * src2->_41) + (src1->_23 * src2->_42) + (src1->_33 * src2->_43) + (src1->_43 * src2->_44);
5036 tmp._14 = (src1->_14 * src2->_11) + (src1->_24 * src2->_12) + (src1->_34 * src2->_13) + (src1->_44 * src2->_14);
5037 tmp._24 = (src1->_14 * src2->_21) + (src1->_24 * src2->_22) + (src1->_34 * src2->_23) + (src1->_44 * src2->_24);
5038 tmp._34 = (src1->_14 * src2->_31) + (src1->_24 * src2->_32) + (src1->_34 * src2->_33) + (src1->_44 * src2->_34);
5039 tmp._44 = (src1->_14 * src2->_41) + (src1->_24 * src2->_42) + (src1->_34 * src2->_43) + (src1->_44 * src2->_44);
5041 *dst = tmp;
5044 DWORD get_flexible_vertex_size(DWORD d3dvtVertexType) {
5045 DWORD size = 0;
5046 int i;
5047 int numTextures = (d3dvtVertexType & WINED3DFVF_TEXCOUNT_MASK) >> WINED3DFVF_TEXCOUNT_SHIFT;
5049 if (d3dvtVertexType & WINED3DFVF_NORMAL) size += 3 * sizeof(float);
5050 if (d3dvtVertexType & WINED3DFVF_DIFFUSE) size += sizeof(DWORD);
5051 if (d3dvtVertexType & WINED3DFVF_SPECULAR) size += sizeof(DWORD);
5052 if (d3dvtVertexType & WINED3DFVF_PSIZE) size += sizeof(DWORD);
5053 switch (d3dvtVertexType & WINED3DFVF_POSITION_MASK) {
5054 case WINED3DFVF_XYZ: size += 3 * sizeof(float); break;
5055 case WINED3DFVF_XYZRHW: size += 4 * sizeof(float); break;
5056 case WINED3DFVF_XYZB1: size += 4 * sizeof(float); break;
5057 case WINED3DFVF_XYZB2: size += 5 * sizeof(float); break;
5058 case WINED3DFVF_XYZB3: size += 6 * sizeof(float); break;
5059 case WINED3DFVF_XYZB4: size += 7 * sizeof(float); break;
5060 case WINED3DFVF_XYZB5: size += 8 * sizeof(float); break;
5061 case WINED3DFVF_XYZW: size += 4 * sizeof(float); break;
5062 default: ERR("Unexpected position mask\n");
5064 for (i = 0; i < numTextures; i++) {
5065 size += GET_TEXCOORD_SIZE_FROM_FVF(d3dvtVertexType, i) * sizeof(float);
5068 return size;
5071 unsigned int wined3d_max_compat_varyings(const struct wined3d_gl_info *gl_info)
5073 /* On core profile we have to also count diffuse and specular colors and the
5074 * fog coordinate. */
5075 return gl_info->supported[WINED3D_GL_LEGACY_CONTEXT] ? MAX_TEXTURES * 4 : (MAX_TEXTURES + 2) * 4 + 1;
5078 void gen_ffp_frag_op(const struct wined3d_context *context, const struct wined3d_state *state,
5079 struct ffp_frag_settings *settings, BOOL ignore_textype)
5081 #define ARG1 0x01
5082 #define ARG2 0x02
5083 #define ARG0 0x04
5084 static const unsigned char args[WINED3D_TOP_LERP + 1] =
5086 /* undefined */ 0,
5087 /* D3DTOP_DISABLE */ 0,
5088 /* D3DTOP_SELECTARG1 */ ARG1,
5089 /* D3DTOP_SELECTARG2 */ ARG2,
5090 /* D3DTOP_MODULATE */ ARG1 | ARG2,
5091 /* D3DTOP_MODULATE2X */ ARG1 | ARG2,
5092 /* D3DTOP_MODULATE4X */ ARG1 | ARG2,
5093 /* D3DTOP_ADD */ ARG1 | ARG2,
5094 /* D3DTOP_ADDSIGNED */ ARG1 | ARG2,
5095 /* D3DTOP_ADDSIGNED2X */ ARG1 | ARG2,
5096 /* D3DTOP_SUBTRACT */ ARG1 | ARG2,
5097 /* D3DTOP_ADDSMOOTH */ ARG1 | ARG2,
5098 /* D3DTOP_BLENDDIFFUSEALPHA */ ARG1 | ARG2,
5099 /* D3DTOP_BLENDTEXTUREALPHA */ ARG1 | ARG2,
5100 /* D3DTOP_BLENDFACTORALPHA */ ARG1 | ARG2,
5101 /* D3DTOP_BLENDTEXTUREALPHAPM */ ARG1 | ARG2,
5102 /* D3DTOP_BLENDCURRENTALPHA */ ARG1 | ARG2,
5103 /* D3DTOP_PREMODULATE */ ARG1 | ARG2,
5104 /* D3DTOP_MODULATEALPHA_ADDCOLOR */ ARG1 | ARG2,
5105 /* D3DTOP_MODULATECOLOR_ADDALPHA */ ARG1 | ARG2,
5106 /* D3DTOP_MODULATEINVALPHA_ADDCOLOR */ ARG1 | ARG2,
5107 /* D3DTOP_MODULATEINVCOLOR_ADDALPHA */ ARG1 | ARG2,
5108 /* D3DTOP_BUMPENVMAP */ ARG1 | ARG2,
5109 /* D3DTOP_BUMPENVMAPLUMINANCE */ ARG1 | ARG2,
5110 /* D3DTOP_DOTPRODUCT3 */ ARG1 | ARG2,
5111 /* D3DTOP_MULTIPLYADD */ ARG1 | ARG2 | ARG0,
5112 /* D3DTOP_LERP */ ARG1 | ARG2 | ARG0
5114 unsigned int i;
5115 DWORD ttff;
5116 DWORD cop, aop, carg0, carg1, carg2, aarg0, aarg1, aarg2;
5117 const struct wined3d_gl_info *gl_info = context->gl_info;
5118 const struct wined3d_d3d_info *d3d_info = context->d3d_info;
5120 settings->padding = 0;
5122 for (i = 0; i < d3d_info->limits.ffp_blend_stages; ++i)
5124 const struct wined3d_texture *texture;
5126 settings->op[i].padding = 0;
5127 if (state->texture_states[i][WINED3D_TSS_COLOR_OP] == WINED3D_TOP_DISABLE)
5129 settings->op[i].cop = WINED3D_TOP_DISABLE;
5130 settings->op[i].aop = WINED3D_TOP_DISABLE;
5131 settings->op[i].carg0 = settings->op[i].carg1 = settings->op[i].carg2 = ARG_UNUSED;
5132 settings->op[i].aarg0 = settings->op[i].aarg1 = settings->op[i].aarg2 = ARG_UNUSED;
5133 settings->op[i].color_fixup = COLOR_FIXUP_IDENTITY;
5134 settings->op[i].dst = resultreg;
5135 settings->op[i].tex_type = WINED3D_GL_RES_TYPE_TEX_1D;
5136 settings->op[i].projected = proj_none;
5137 i++;
5138 break;
5141 if ((texture = state->textures[i]))
5143 if (can_use_texture_swizzle(gl_info, texture->resource.format))
5144 settings->op[i].color_fixup = COLOR_FIXUP_IDENTITY;
5145 else
5146 settings->op[i].color_fixup = texture->resource.format->color_fixup;
5147 if (ignore_textype)
5149 settings->op[i].tex_type = WINED3D_GL_RES_TYPE_TEX_1D;
5151 else
5153 switch (texture->target)
5155 case GL_TEXTURE_1D:
5156 settings->op[i].tex_type = WINED3D_GL_RES_TYPE_TEX_1D;
5157 break;
5158 case GL_TEXTURE_2D:
5159 settings->op[i].tex_type = WINED3D_GL_RES_TYPE_TEX_2D;
5160 break;
5161 case GL_TEXTURE_3D:
5162 settings->op[i].tex_type = WINED3D_GL_RES_TYPE_TEX_3D;
5163 break;
5164 case GL_TEXTURE_CUBE_MAP_ARB:
5165 settings->op[i].tex_type = WINED3D_GL_RES_TYPE_TEX_CUBE;
5166 break;
5167 case GL_TEXTURE_RECTANGLE_ARB:
5168 settings->op[i].tex_type = WINED3D_GL_RES_TYPE_TEX_RECT;
5169 break;
5172 } else {
5173 settings->op[i].color_fixup = COLOR_FIXUP_IDENTITY;
5174 settings->op[i].tex_type = WINED3D_GL_RES_TYPE_TEX_1D;
5177 cop = state->texture_states[i][WINED3D_TSS_COLOR_OP];
5178 aop = state->texture_states[i][WINED3D_TSS_ALPHA_OP];
5180 carg1 = (args[cop] & ARG1) ? state->texture_states[i][WINED3D_TSS_COLOR_ARG1] : ARG_UNUSED;
5181 carg2 = (args[cop] & ARG2) ? state->texture_states[i][WINED3D_TSS_COLOR_ARG2] : ARG_UNUSED;
5182 carg0 = (args[cop] & ARG0) ? state->texture_states[i][WINED3D_TSS_COLOR_ARG0] : ARG_UNUSED;
5184 if (is_invalid_op(state, i, cop, carg1, carg2, carg0))
5186 carg0 = ARG_UNUSED;
5187 carg2 = ARG_UNUSED;
5188 carg1 = WINED3DTA_CURRENT;
5189 cop = WINED3D_TOP_SELECT_ARG1;
5192 if (cop == WINED3D_TOP_DOTPRODUCT3)
5194 /* A dotproduct3 on the colorop overwrites the alphaop operation and replicates
5195 * the color result to the alpha component of the destination
5197 aop = cop;
5198 aarg1 = carg1;
5199 aarg2 = carg2;
5200 aarg0 = carg0;
5202 else
5204 aarg1 = (args[aop] & ARG1) ? state->texture_states[i][WINED3D_TSS_ALPHA_ARG1] : ARG_UNUSED;
5205 aarg2 = (args[aop] & ARG2) ? state->texture_states[i][WINED3D_TSS_ALPHA_ARG2] : ARG_UNUSED;
5206 aarg0 = (args[aop] & ARG0) ? state->texture_states[i][WINED3D_TSS_ALPHA_ARG0] : ARG_UNUSED;
5209 if (!i && state->textures[0] && state->render_states[WINED3D_RS_COLORKEYENABLE])
5211 GLenum texture_dimensions;
5213 texture = state->textures[0];
5214 texture_dimensions = texture->target;
5216 if (texture_dimensions == GL_TEXTURE_2D || texture_dimensions == GL_TEXTURE_RECTANGLE_ARB)
5218 if (texture->async.color_key_flags & WINED3D_CKEY_SRC_BLT && !texture->resource.format->alpha_size)
5220 if (aop == WINED3D_TOP_DISABLE)
5222 aarg1 = WINED3DTA_TEXTURE;
5223 aop = WINED3D_TOP_SELECT_ARG1;
5225 else if (aop == WINED3D_TOP_SELECT_ARG1 && aarg1 != WINED3DTA_TEXTURE)
5227 if (state->render_states[WINED3D_RS_ALPHABLENDENABLE])
5229 aarg2 = WINED3DTA_TEXTURE;
5230 aop = WINED3D_TOP_MODULATE;
5232 else aarg1 = WINED3DTA_TEXTURE;
5234 else if (aop == WINED3D_TOP_SELECT_ARG2 && aarg2 != WINED3DTA_TEXTURE)
5236 if (state->render_states[WINED3D_RS_ALPHABLENDENABLE])
5238 aarg1 = WINED3DTA_TEXTURE;
5239 aop = WINED3D_TOP_MODULATE;
5241 else aarg2 = WINED3DTA_TEXTURE;
5247 if (is_invalid_op(state, i, aop, aarg1, aarg2, aarg0))
5249 aarg0 = ARG_UNUSED;
5250 aarg2 = ARG_UNUSED;
5251 aarg1 = WINED3DTA_CURRENT;
5252 aop = WINED3D_TOP_SELECT_ARG1;
5255 if (carg1 == WINED3DTA_TEXTURE || carg2 == WINED3DTA_TEXTURE || carg0 == WINED3DTA_TEXTURE
5256 || aarg1 == WINED3DTA_TEXTURE || aarg2 == WINED3DTA_TEXTURE || aarg0 == WINED3DTA_TEXTURE)
5258 ttff = state->texture_states[i][WINED3D_TSS_TEXTURE_TRANSFORM_FLAGS];
5259 if (ttff == (WINED3D_TTFF_PROJECTED | WINED3D_TTFF_COUNT3))
5260 settings->op[i].projected = proj_count3;
5261 else if (ttff & WINED3D_TTFF_PROJECTED)
5262 settings->op[i].projected = proj_count4;
5263 else
5264 settings->op[i].projected = proj_none;
5266 else
5268 settings->op[i].projected = proj_none;
5271 settings->op[i].cop = cop;
5272 settings->op[i].aop = aop;
5273 settings->op[i].carg0 = carg0;
5274 settings->op[i].carg1 = carg1;
5275 settings->op[i].carg2 = carg2;
5276 settings->op[i].aarg0 = aarg0;
5277 settings->op[i].aarg1 = aarg1;
5278 settings->op[i].aarg2 = aarg2;
5280 if (state->texture_states[i][WINED3D_TSS_RESULT_ARG] == WINED3DTA_TEMP)
5281 settings->op[i].dst = tempreg;
5282 else
5283 settings->op[i].dst = resultreg;
5286 /* Clear unsupported stages */
5287 for(; i < MAX_TEXTURES; i++) {
5288 memset(&settings->op[i], 0xff, sizeof(settings->op[i]));
5291 if (!state->render_states[WINED3D_RS_FOGENABLE])
5293 settings->fog = WINED3D_FFP_PS_FOG_OFF;
5295 else if (state->render_states[WINED3D_RS_FOGTABLEMODE] == WINED3D_FOG_NONE)
5297 if (use_vs(state) || state->vertex_declaration->position_transformed)
5299 settings->fog = WINED3D_FFP_PS_FOG_LINEAR;
5301 else
5303 switch (state->render_states[WINED3D_RS_FOGVERTEXMODE])
5305 case WINED3D_FOG_NONE:
5306 case WINED3D_FOG_LINEAR:
5307 settings->fog = WINED3D_FFP_PS_FOG_LINEAR;
5308 break;
5309 case WINED3D_FOG_EXP:
5310 settings->fog = WINED3D_FFP_PS_FOG_EXP;
5311 break;
5312 case WINED3D_FOG_EXP2:
5313 settings->fog = WINED3D_FFP_PS_FOG_EXP2;
5314 break;
5318 else
5320 switch (state->render_states[WINED3D_RS_FOGTABLEMODE])
5322 case WINED3D_FOG_LINEAR:
5323 settings->fog = WINED3D_FFP_PS_FOG_LINEAR;
5324 break;
5325 case WINED3D_FOG_EXP:
5326 settings->fog = WINED3D_FFP_PS_FOG_EXP;
5327 break;
5328 case WINED3D_FOG_EXP2:
5329 settings->fog = WINED3D_FFP_PS_FOG_EXP2;
5330 break;
5333 settings->sRGB_write = !gl_info->supported[ARB_FRAMEBUFFER_SRGB] && needs_srgb_write(context, state, state->fb);
5334 if (d3d_info->vs_clipping || !use_vs(state) || !state->render_states[WINED3D_RS_CLIPPING]
5335 || !state->render_states[WINED3D_RS_CLIPPLANEENABLE])
5337 /* No need to emulate clipplanes if GL supports native vertex shader clipping or if
5338 * the fixed function vertex pipeline is used(which always supports clipplanes), or
5339 * if no clipplane is enabled
5341 settings->emul_clipplanes = 0;
5342 } else {
5343 settings->emul_clipplanes = 1;
5346 if (state->render_states[WINED3D_RS_COLORKEYENABLE] && state->textures[0]
5347 && state->textures[0]->async.color_key_flags & WINED3D_CKEY_SRC_BLT
5348 && settings->op[0].cop != WINED3D_TOP_DISABLE)
5349 settings->color_key_enabled = 1;
5350 else
5351 settings->color_key_enabled = 0;
5353 /* texcoords_initialized is set to meaningful values only when GL doesn't
5354 * support enough varyings to always pass around all the possible texture
5355 * coordinates.
5356 * This is used to avoid reading a varying not written by the vertex shader.
5357 * Reading uninitialized varyings on core profile contexts results in an
5358 * error while with builtin varyings on legacy contexts you get undefined
5359 * behavior. */
5360 if (d3d_info->limits.varying_count
5361 && d3d_info->limits.varying_count < wined3d_max_compat_varyings(gl_info))
5363 settings->texcoords_initialized = 0;
5364 for (i = 0; i < MAX_TEXTURES; ++i)
5366 if (use_vs(state))
5368 if (state->shader[WINED3D_SHADER_TYPE_VERTEX]->reg_maps.output_registers & (1u << i))
5369 settings->texcoords_initialized |= 1u << i;
5371 else
5373 const struct wined3d_stream_info *si = &context->stream_info;
5374 unsigned int coord_idx = state->texture_states[i][WINED3D_TSS_TEXCOORD_INDEX];
5375 if ((state->texture_states[i][WINED3D_TSS_TEXCOORD_INDEX] >> WINED3D_FFP_TCI_SHIFT)
5376 & WINED3D_FFP_TCI_MASK
5377 || (coord_idx < MAX_TEXTURES && (si->use_map & (1u << (WINED3D_FFP_TEXCOORD0 + coord_idx)))))
5378 settings->texcoords_initialized |= 1u << i;
5382 else
5384 settings->texcoords_initialized = (1u << MAX_TEXTURES) - 1;
5387 settings->pointsprite = state->render_states[WINED3D_RS_POINTSPRITEENABLE]
5388 && state->gl_primitive_type == GL_POINTS;
5390 if (gl_info->supported[WINED3D_GL_LEGACY_CONTEXT])
5391 settings->alpha_test_func = WINED3D_CMP_ALWAYS - 1;
5392 else
5393 settings->alpha_test_func = (state->render_states[WINED3D_RS_ALPHATESTENABLE]
5394 ? wined3d_sanitize_cmp_func(state->render_states[WINED3D_RS_ALPHAFUNC])
5395 : WINED3D_CMP_ALWAYS) - 1;
5397 if (d3d_info->emulated_flatshading)
5398 settings->flatshading = state->render_states[WINED3D_RS_SHADEMODE] == WINED3D_SHADE_FLAT;
5399 else
5400 settings->flatshading = FALSE;
5403 const struct ffp_frag_desc *find_ffp_frag_shader(const struct wine_rb_tree *fragment_shaders,
5404 const struct ffp_frag_settings *settings)
5406 struct wine_rb_entry *entry = wine_rb_get(fragment_shaders, settings);
5407 return entry ? WINE_RB_ENTRY_VALUE(entry, struct ffp_frag_desc, entry) : NULL;
5410 void add_ffp_frag_shader(struct wine_rb_tree *shaders, struct ffp_frag_desc *desc)
5412 /* Note that the key is the implementation independent part of the ffp_frag_desc structure,
5413 * whereas desc points to an extended structure with implementation specific parts. */
5414 if (wine_rb_put(shaders, &desc->settings, &desc->entry) == -1)
5416 ERR("Failed to insert ffp frag shader.\n");
5420 /* Activates the texture dimension according to the bound D3D texture. Does
5421 * not care for the colorop or correct gl texture unit (when using nvrc).
5422 * Requires the caller to activate the correct unit. */
5423 /* Context activation is done by the caller (state handler). */
5424 void texture_activate_dimensions(const struct wined3d_texture *texture, const struct wined3d_gl_info *gl_info)
5426 if (texture)
5428 switch (texture->target)
5430 case GL_TEXTURE_2D:
5431 gl_info->gl_ops.gl.p_glDisable(GL_TEXTURE_3D);
5432 checkGLcall("glDisable(GL_TEXTURE_3D)");
5433 if (gl_info->supported[ARB_TEXTURE_CUBE_MAP])
5435 gl_info->gl_ops.gl.p_glDisable(GL_TEXTURE_CUBE_MAP_ARB);
5436 checkGLcall("glDisable(GL_TEXTURE_CUBE_MAP_ARB)");
5438 if (gl_info->supported[ARB_TEXTURE_RECTANGLE])
5440 gl_info->gl_ops.gl.p_glDisable(GL_TEXTURE_RECTANGLE_ARB);
5441 checkGLcall("glDisable(GL_TEXTURE_RECTANGLE_ARB)");
5443 gl_info->gl_ops.gl.p_glEnable(GL_TEXTURE_2D);
5444 checkGLcall("glEnable(GL_TEXTURE_2D)");
5445 break;
5446 case GL_TEXTURE_RECTANGLE_ARB:
5447 gl_info->gl_ops.gl.p_glDisable(GL_TEXTURE_2D);
5448 checkGLcall("glDisable(GL_TEXTURE_2D)");
5449 gl_info->gl_ops.gl.p_glDisable(GL_TEXTURE_3D);
5450 checkGLcall("glDisable(GL_TEXTURE_3D)");
5451 if (gl_info->supported[ARB_TEXTURE_CUBE_MAP])
5453 gl_info->gl_ops.gl.p_glDisable(GL_TEXTURE_CUBE_MAP_ARB);
5454 checkGLcall("glDisable(GL_TEXTURE_CUBE_MAP_ARB)");
5456 gl_info->gl_ops.gl.p_glEnable(GL_TEXTURE_RECTANGLE_ARB);
5457 checkGLcall("glEnable(GL_TEXTURE_RECTANGLE_ARB)");
5458 break;
5459 case GL_TEXTURE_3D:
5460 if (gl_info->supported[ARB_TEXTURE_CUBE_MAP])
5462 gl_info->gl_ops.gl.p_glDisable(GL_TEXTURE_CUBE_MAP_ARB);
5463 checkGLcall("glDisable(GL_TEXTURE_CUBE_MAP_ARB)");
5465 if (gl_info->supported[ARB_TEXTURE_RECTANGLE])
5467 gl_info->gl_ops.gl.p_glDisable(GL_TEXTURE_RECTANGLE_ARB);
5468 checkGLcall("glDisable(GL_TEXTURE_RECTANGLE_ARB)");
5470 gl_info->gl_ops.gl.p_glDisable(GL_TEXTURE_2D);
5471 checkGLcall("glDisable(GL_TEXTURE_2D)");
5472 gl_info->gl_ops.gl.p_glEnable(GL_TEXTURE_3D);
5473 checkGLcall("glEnable(GL_TEXTURE_3D)");
5474 break;
5475 case GL_TEXTURE_CUBE_MAP_ARB:
5476 gl_info->gl_ops.gl.p_glDisable(GL_TEXTURE_2D);
5477 checkGLcall("glDisable(GL_TEXTURE_2D)");
5478 gl_info->gl_ops.gl.p_glDisable(GL_TEXTURE_3D);
5479 checkGLcall("glDisable(GL_TEXTURE_3D)");
5480 if (gl_info->supported[ARB_TEXTURE_RECTANGLE])
5482 gl_info->gl_ops.gl.p_glDisable(GL_TEXTURE_RECTANGLE_ARB);
5483 checkGLcall("glDisable(GL_TEXTURE_RECTANGLE_ARB)");
5485 gl_info->gl_ops.gl.p_glEnable(GL_TEXTURE_CUBE_MAP_ARB);
5486 checkGLcall("glEnable(GL_TEXTURE_CUBE_MAP_ARB)");
5487 break;
5490 else
5492 gl_info->gl_ops.gl.p_glEnable(GL_TEXTURE_2D);
5493 checkGLcall("glEnable(GL_TEXTURE_2D)");
5494 gl_info->gl_ops.gl.p_glDisable(GL_TEXTURE_3D);
5495 checkGLcall("glDisable(GL_TEXTURE_3D)");
5496 if (gl_info->supported[ARB_TEXTURE_CUBE_MAP])
5498 gl_info->gl_ops.gl.p_glDisable(GL_TEXTURE_CUBE_MAP_ARB);
5499 checkGLcall("glDisable(GL_TEXTURE_CUBE_MAP_ARB)");
5501 if (gl_info->supported[ARB_TEXTURE_RECTANGLE])
5503 gl_info->gl_ops.gl.p_glDisable(GL_TEXTURE_RECTANGLE_ARB);
5504 checkGLcall("glDisable(GL_TEXTURE_RECTANGLE_ARB)");
5506 /* Binding textures is done by samplers. A dummy texture will be bound */
5510 /* Context activation is done by the caller (state handler). */
5511 void sampler_texdim(struct wined3d_context *context, const struct wined3d_state *state, DWORD state_id)
5513 DWORD sampler = state_id - STATE_SAMPLER(0);
5514 DWORD mapped_stage = context->tex_unit_map[sampler];
5516 /* No need to enable / disable anything here for unused samplers. The
5517 * tex_colorop handler takes care. Also no action is needed with pixel
5518 * shaders, or if tex_colorop will take care of this business. */
5519 if (mapped_stage == WINED3D_UNMAPPED_STAGE || mapped_stage >= context->gl_info->limits.textures)
5520 return;
5521 if (sampler >= context->lowest_disabled_stage)
5522 return;
5523 if (isStateDirty(context, STATE_TEXTURESTAGE(sampler, WINED3D_TSS_COLOR_OP)))
5524 return;
5526 texture_activate_dimensions(state->textures[sampler], context->gl_info);
5529 int wined3d_ffp_frag_program_key_compare(const void *key, const struct wine_rb_entry *entry)
5531 const struct ffp_frag_settings *ka = key;
5532 const struct ffp_frag_settings *kb = &WINE_RB_ENTRY_VALUE(entry, const struct ffp_frag_desc, entry)->settings;
5534 return memcmp(ka, kb, sizeof(*ka));
5537 void wined3d_ffp_get_vs_settings(const struct wined3d_context *context,
5538 const struct wined3d_state *state, struct wined3d_ffp_vs_settings *settings)
5540 const struct wined3d_stream_info *si = &context->stream_info;
5541 const struct wined3d_gl_info *gl_info = context->gl_info;
5542 const struct wined3d_d3d_info *d3d_info = context->d3d_info;
5543 unsigned int coord_idx, i;
5545 if (si->position_transformed)
5547 memset(settings, 0, sizeof(*settings));
5549 settings->transformed = 1;
5550 settings->point_size = state->gl_primitive_type == GL_POINTS;
5551 settings->per_vertex_point_size = !!(si->use_map & 1u << WINED3D_FFP_PSIZE);
5552 if (!state->render_states[WINED3D_RS_FOGENABLE])
5553 settings->fog_mode = WINED3D_FFP_VS_FOG_OFF;
5554 else if (state->render_states[WINED3D_RS_FOGTABLEMODE] != WINED3D_FOG_NONE)
5555 settings->fog_mode = WINED3D_FFP_VS_FOG_DEPTH;
5556 else
5557 settings->fog_mode = WINED3D_FFP_VS_FOG_FOGCOORD;
5559 for (i = 0; i < MAX_TEXTURES; ++i)
5561 coord_idx = state->texture_states[i][WINED3D_TSS_TEXCOORD_INDEX];
5562 if (coord_idx < MAX_TEXTURES && (si->use_map & (1u << (WINED3D_FFP_TEXCOORD0 + coord_idx))))
5563 settings->texcoords |= 1u << i;
5564 settings->texgen[i] = state->texture_states[i][WINED3D_TSS_TEXCOORD_INDEX];
5566 if (d3d_info->limits.varying_count >= wined3d_max_compat_varyings(gl_info))
5567 settings->texcoords = (1u << MAX_TEXTURES) - 1;
5569 if (d3d_info->emulated_flatshading)
5570 settings->flatshading = state->render_states[WINED3D_RS_SHADEMODE] == WINED3D_SHADE_FLAT;
5571 else
5572 settings->flatshading = FALSE;
5574 settings->swizzle_map = si->swizzle_map;
5576 return;
5579 switch (state->render_states[WINED3D_RS_VERTEXBLEND])
5581 case WINED3D_VBF_DISABLE:
5582 case WINED3D_VBF_1WEIGHTS:
5583 case WINED3D_VBF_2WEIGHTS:
5584 case WINED3D_VBF_3WEIGHTS:
5585 settings->vertexblends = state->render_states[WINED3D_RS_VERTEXBLEND];
5586 break;
5587 default:
5588 FIXME("Unsupported vertex blending: %d\n", state->render_states[WINED3D_RS_VERTEXBLEND]);
5589 break;
5592 settings->transformed = 0;
5593 settings->clipping = state->render_states[WINED3D_RS_CLIPPING]
5594 && state->render_states[WINED3D_RS_CLIPPLANEENABLE];
5595 settings->normal = !!(si->use_map & (1u << WINED3D_FFP_NORMAL));
5596 settings->normalize = settings->normal && state->render_states[WINED3D_RS_NORMALIZENORMALS];
5597 settings->lighting = !!state->render_states[WINED3D_RS_LIGHTING];
5598 settings->localviewer = !!state->render_states[WINED3D_RS_LOCALVIEWER];
5599 settings->point_size = state->gl_primitive_type == GL_POINTS;
5600 settings->per_vertex_point_size = !!(si->use_map & 1u << WINED3D_FFP_PSIZE);
5602 if (state->render_states[WINED3D_RS_COLORVERTEX] && (si->use_map & (1u << WINED3D_FFP_DIFFUSE)))
5604 settings->diffuse_source = state->render_states[WINED3D_RS_DIFFUSEMATERIALSOURCE];
5605 settings->emissive_source = state->render_states[WINED3D_RS_EMISSIVEMATERIALSOURCE];
5606 settings->ambient_source = state->render_states[WINED3D_RS_AMBIENTMATERIALSOURCE];
5607 settings->specular_source = state->render_states[WINED3D_RS_SPECULARMATERIALSOURCE];
5609 else
5611 settings->diffuse_source = WINED3D_MCS_MATERIAL;
5612 settings->emissive_source = WINED3D_MCS_MATERIAL;
5613 settings->ambient_source = WINED3D_MCS_MATERIAL;
5614 settings->specular_source = WINED3D_MCS_MATERIAL;
5617 settings->texcoords = 0;
5618 for (i = 0; i < MAX_TEXTURES; ++i)
5620 coord_idx = state->texture_states[i][WINED3D_TSS_TEXCOORD_INDEX];
5621 if (coord_idx < MAX_TEXTURES && (si->use_map & (1u << (WINED3D_FFP_TEXCOORD0 + coord_idx))))
5622 settings->texcoords |= 1u << i;
5623 settings->texgen[i] = state->texture_states[i][WINED3D_TSS_TEXCOORD_INDEX];
5625 if (d3d_info->limits.varying_count >= wined3d_max_compat_varyings(gl_info))
5626 settings->texcoords = (1u << MAX_TEXTURES) - 1;
5628 settings->light_type = 0;
5629 for (i = 0; i < MAX_ACTIVE_LIGHTS; ++i)
5631 if (state->lights[i])
5632 settings->light_type |= (state->lights[i]->OriginalParms.type
5633 & WINED3D_FFP_LIGHT_TYPE_MASK) << WINED3D_FFP_LIGHT_TYPE_SHIFT(i);
5636 settings->ortho_fog = 0;
5637 if (!state->render_states[WINED3D_RS_FOGENABLE])
5638 settings->fog_mode = WINED3D_FFP_VS_FOG_OFF;
5639 else if (state->render_states[WINED3D_RS_FOGTABLEMODE] != WINED3D_FOG_NONE)
5641 settings->fog_mode = WINED3D_FFP_VS_FOG_DEPTH;
5643 if (state->transforms[WINED3D_TS_PROJECTION]._14 == 0.0f
5644 && state->transforms[WINED3D_TS_PROJECTION]._24 == 0.0f
5645 && state->transforms[WINED3D_TS_PROJECTION]._34 == 0.0f
5646 && state->transforms[WINED3D_TS_PROJECTION]._44 == 1.0f)
5647 settings->ortho_fog = 1;
5649 else if (state->render_states[WINED3D_RS_FOGVERTEXMODE] == WINED3D_FOG_NONE)
5650 settings->fog_mode = WINED3D_FFP_VS_FOG_FOGCOORD;
5651 else if (state->render_states[WINED3D_RS_RANGEFOGENABLE])
5652 settings->fog_mode = WINED3D_FFP_VS_FOG_RANGE;
5653 else
5654 settings->fog_mode = WINED3D_FFP_VS_FOG_DEPTH;
5656 if (d3d_info->emulated_flatshading)
5657 settings->flatshading = state->render_states[WINED3D_RS_SHADEMODE] == WINED3D_SHADE_FLAT;
5658 else
5659 settings->flatshading = FALSE;
5661 settings->swizzle_map = si->swizzle_map;
5663 settings->padding = 0;
5666 int wined3d_ffp_vertex_program_key_compare(const void *key, const struct wine_rb_entry *entry)
5668 const struct wined3d_ffp_vs_settings *ka = key;
5669 const struct wined3d_ffp_vs_settings *kb = &WINE_RB_ENTRY_VALUE(entry,
5670 const struct wined3d_ffp_vs_desc, entry)->settings;
5672 return memcmp(ka, kb, sizeof(*ka));
5675 const struct blit_shader *wined3d_select_blitter(const struct wined3d_gl_info *gl_info,
5676 const struct wined3d_d3d_info *d3d_info, enum wined3d_blit_op blit_op,
5677 const RECT *src_rect, DWORD src_usage, enum wined3d_pool src_pool, const struct wined3d_format *src_format,
5678 const RECT *dst_rect, DWORD dst_usage, enum wined3d_pool dst_pool, const struct wined3d_format *dst_format)
5680 static const struct blit_shader * const blitters[] =
5682 &arbfp_blit,
5683 &ffp_blit,
5684 &cpu_blit,
5686 unsigned int i;
5688 for (i = 0; i < sizeof(blitters) / sizeof(*blitters); ++i)
5690 if (blitters[i]->blit_supported(gl_info, d3d_info, blit_op,
5691 src_rect, src_usage, src_pool, src_format,
5692 dst_rect, dst_usage, dst_pool, dst_format))
5693 return blitters[i];
5696 return NULL;
5699 void wined3d_get_draw_rect(const struct wined3d_state *state, RECT *rect)
5701 const struct wined3d_viewport *vp = &state->viewport;
5703 SetRect(rect, vp->x, vp->y, vp->x + vp->width, vp->y + vp->height);
5705 if (state->render_states[WINED3D_RS_SCISSORTESTENABLE])
5706 IntersectRect(rect, rect, &state->scissor_rect);
5709 const char *wined3d_debug_location(DWORD location)
5711 const char *prefix = "";
5712 const char *suffix = "";
5713 char buf[294];
5715 if (wined3d_popcount(location) > 16)
5717 prefix = "~(";
5718 location = ~location;
5719 suffix = ")";
5722 buf[0] = '\0';
5723 #define LOCATION_TO_STR(u) if (location & u) { strcat(buf, " | "#u); location &= ~u; }
5724 LOCATION_TO_STR(WINED3D_LOCATION_DISCARDED);
5725 LOCATION_TO_STR(WINED3D_LOCATION_SYSMEM);
5726 LOCATION_TO_STR(WINED3D_LOCATION_USER_MEMORY);
5727 LOCATION_TO_STR(WINED3D_LOCATION_BUFFER);
5728 LOCATION_TO_STR(WINED3D_LOCATION_TEXTURE_RGB);
5729 LOCATION_TO_STR(WINED3D_LOCATION_TEXTURE_SRGB);
5730 LOCATION_TO_STR(WINED3D_LOCATION_DRAWABLE);
5731 LOCATION_TO_STR(WINED3D_LOCATION_RB_MULTISAMPLE);
5732 LOCATION_TO_STR(WINED3D_LOCATION_RB_RESOLVED);
5733 #undef LOCATION_TO_STR
5734 if (location) FIXME("Unrecognized location flag(s) %#x.\n", location);
5736 return wine_dbg_sprintf("%s%s%s", prefix, buf[0] ? &buf[3] : "0", suffix);
5739 /* Print a floating point value with the %.8e format specifier, always using
5740 * '.' as decimal separator. */
5741 void wined3d_ftoa(float value, char *s)
5743 int idx = 1;
5745 if (copysignf(1.0f, value) < 0.0f)
5746 ++idx;
5748 /* Be sure to allocate a buffer of at least 17 characters for the result
5749 as sprintf may return a 3 digit exponent when using the MSVC runtime
5750 instead of a 2 digit exponent. */
5751 sprintf(s, "%.8e", value);
5752 if (isfinite(value))
5753 s[idx] = '.';
5756 void wined3d_release_dc(HWND window, HDC dc)
5758 /* You'd figure ReleaseDC() would fail if the DC doesn't match the window.
5759 * However, that's not what actually happens, and there are user32 tests
5760 * that confirm ReleaseDC() with the wrong window is supposed to succeed.
5761 * So explicitly check that the DC belongs to the window, since we want to
5762 * avoid releasing a DC that belongs to some other window if the original
5763 * window was already destroyed. */
5764 if (WindowFromDC(dc) != window)
5765 WARN("DC %p does not belong to window %p.\n", dc, window);
5766 else if (!ReleaseDC(window, dc))
5767 ERR("Failed to release device context %p, last error %#x.\n", dc, GetLastError());
5770 BOOL wined3d_clip_blit(const RECT *clip_rect, RECT *clipped, RECT *other)
5772 RECT orig = *clipped;
5773 float scale_x = (float)(orig.right - orig.left) / (float)(other->right - other->left);
5774 float scale_y = (float)(orig.bottom - orig.top) / (float)(other->bottom - other->top);
5776 IntersectRect(clipped, clipped, clip_rect);
5778 if (IsRectEmpty(clipped))
5780 SetRectEmpty(other);
5781 return FALSE;
5784 other->left += (LONG)((clipped->left - orig.left) / scale_x);
5785 other->top += (LONG)((clipped->top - orig.top) / scale_y);
5786 other->right -= (LONG)((orig.right - clipped->right) / scale_x);
5787 other->bottom -= (LONG)((orig.bottom - clipped->bottom) / scale_y);
5789 return TRUE;
5792 void wined3d_gl_limits_get_uniform_block_range(const struct wined3d_gl_limits *gl_limits,
5793 enum wined3d_shader_type shader_type, unsigned int *base, unsigned int *count)
5795 *base = 0;
5796 *count = gl_limits->vertex_uniform_blocks;
5798 if (shader_type == WINED3D_SHADER_TYPE_VERTEX)
5799 return;
5801 *base += *count;
5802 *count = gl_limits->geometry_uniform_blocks;
5804 if (shader_type == WINED3D_SHADER_TYPE_GEOMETRY)
5805 return;
5807 *base += *count;
5808 *count = gl_limits->fragment_uniform_blocks;
5810 if (shader_type == WINED3D_SHADER_TYPE_PIXEL)
5811 return;
5813 *base += *count;
5814 *count = 0;
5816 ERR("Unhandled shader type %#x.\n", shader_type);