wined3d: Introduce a wined3d_state_get_ffp_texture() helper.
[wine.git] / dlls / wined3d / utils.c
blobd9a051065efea99a1a9226c5e1d85d63c3e6c793
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 <stdio.h>
29 #include "wined3d_private.h"
30 #include "wined3d_gl.h"
31 #include "wined3d_vk.h"
33 WINE_DEFAULT_DEBUG_CHANNEL(d3d);
35 #define WINED3D_FORMAT_FOURCC_BASE (WINED3DFMT_BC7_UNORM_SRGB + 1)
37 static const struct
39 enum wined3d_format_id id;
40 unsigned int idx;
42 format_index_remap[] =
44 {WINED3DFMT_UYVY, WINED3D_FORMAT_FOURCC_BASE},
45 {WINED3DFMT_YUY2, WINED3D_FORMAT_FOURCC_BASE + 1},
46 {WINED3DFMT_YV12, WINED3D_FORMAT_FOURCC_BASE + 2},
47 {WINED3DFMT_DXT1, WINED3D_FORMAT_FOURCC_BASE + 3},
48 {WINED3DFMT_DXT2, WINED3D_FORMAT_FOURCC_BASE + 4},
49 {WINED3DFMT_DXT3, WINED3D_FORMAT_FOURCC_BASE + 5},
50 {WINED3DFMT_DXT4, WINED3D_FORMAT_FOURCC_BASE + 6},
51 {WINED3DFMT_DXT5, WINED3D_FORMAT_FOURCC_BASE + 7},
52 {WINED3DFMT_MULTI2_ARGB8, WINED3D_FORMAT_FOURCC_BASE + 8},
53 {WINED3DFMT_G8R8_G8B8, WINED3D_FORMAT_FOURCC_BASE + 9},
54 {WINED3DFMT_R8G8_B8G8, WINED3D_FORMAT_FOURCC_BASE + 10},
55 {WINED3DFMT_ATI1N, WINED3D_FORMAT_FOURCC_BASE + 11},
56 {WINED3DFMT_ATI2N, WINED3D_FORMAT_FOURCC_BASE + 12},
57 {WINED3DFMT_INST, WINED3D_FORMAT_FOURCC_BASE + 13},
58 {WINED3DFMT_NVDB, WINED3D_FORMAT_FOURCC_BASE + 14},
59 {WINED3DFMT_NVHU, WINED3D_FORMAT_FOURCC_BASE + 15},
60 {WINED3DFMT_NVHS, WINED3D_FORMAT_FOURCC_BASE + 16},
61 {WINED3DFMT_INTZ, WINED3D_FORMAT_FOURCC_BASE + 17},
62 {WINED3DFMT_RESZ, WINED3D_FORMAT_FOURCC_BASE + 18},
63 {WINED3DFMT_NULL, WINED3D_FORMAT_FOURCC_BASE + 19},
64 {WINED3DFMT_R16, WINED3D_FORMAT_FOURCC_BASE + 20},
65 {WINED3DFMT_AL16, WINED3D_FORMAT_FOURCC_BASE + 21},
66 {WINED3DFMT_NV12, WINED3D_FORMAT_FOURCC_BASE + 22},
67 {WINED3DFMT_ATOC, WINED3D_FORMAT_FOURCC_BASE + 23},
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;
79 const char *channels;
82 static const struct wined3d_format_channels formats[] =
84 /* size offset
85 * format id r g b a r g b a bpp z s channels */
86 {WINED3DFMT_UNKNOWN, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0},
87 /* FourCC formats */
88 {WINED3DFMT_UYVY, 0, 0, 0, 0, 0, 0, 0, 0, 2, 0, 0},
89 {WINED3DFMT_YUY2, 0, 0, 0, 0, 0, 0, 0, 0, 2, 0, 0},
90 {WINED3DFMT_YV12, 0, 0, 0, 0, 0, 0, 0, 0, 1, 0, 0},
91 {WINED3DFMT_NV12, 0, 0, 0, 0, 0, 0, 0, 0, 1, 0, 0},
92 {WINED3DFMT_DXT1, 0, 0, 0, 0, 0, 0, 0, 0, 1, 0, 0},
93 {WINED3DFMT_DXT2, 0, 0, 0, 0, 0, 0, 0, 0, 1, 0, 0},
94 {WINED3DFMT_DXT3, 0, 0, 0, 0, 0, 0, 0, 0, 1, 0, 0},
95 {WINED3DFMT_DXT4, 0, 0, 0, 0, 0, 0, 0, 0, 1, 0, 0},
96 {WINED3DFMT_DXT5, 0, 0, 0, 0, 0, 0, 0, 0, 1, 0, 0},
97 {WINED3DFMT_MULTI2_ARGB8, 0, 0, 0, 0, 0, 0, 0, 0, 1, 0, 0},
98 {WINED3DFMT_G8R8_G8B8, 0, 0, 0, 0, 0, 0, 0, 0, 1, 0, 0},
99 {WINED3DFMT_R8G8_B8G8, 0, 0, 0, 0, 0, 0, 0, 0, 1, 0, 0},
100 /* Hmm? */
101 {WINED3DFMT_R8G8_SNORM_Cx, 0, 0, 0, 0, 0, 0, 0, 0, 2, 0, 0},
102 {WINED3DFMT_R11G11B10_FLOAT, 11, 11, 10, 0, 0, 11, 22, 0, 4, 0, 0, "FFF"},
103 /* Palettized formats */
104 {WINED3DFMT_P8_UINT_A8_UNORM, 0, 0, 0, 8, 0, 0, 0, 8, 2, 0, 0},
105 {WINED3DFMT_P8_UINT, 0, 0, 0, 0, 0, 0, 0, 0, 1, 0, 0},
106 /* Standard ARGB formats. */
107 {WINED3DFMT_B8G8R8_UNORM, 8, 8, 8, 0, 16, 8, 0, 0, 3, 0, 0, "uuu"},
108 {WINED3DFMT_B5G6R5_UNORM, 5, 6, 5, 0, 11, 5, 0, 0, 2, 0, 0, "uuu"},
109 {WINED3DFMT_B5G5R5X1_UNORM, 5, 5, 5, 0, 10, 5, 0, 0, 2, 0, 0, "uuuX"},
110 {WINED3DFMT_B5G5R5A1_UNORM, 5, 5, 5, 1, 10, 5, 0, 15, 2, 0, 0, "uuuu"},
111 {WINED3DFMT_B4G4R4A4_UNORM, 4, 4, 4, 4, 8, 4, 0, 12, 2, 0, 0, "uuuu"},
112 {WINED3DFMT_B2G3R3_UNORM, 3, 3, 2, 0, 5, 2, 0, 0, 1, 0, 0, "uuu"},
113 {WINED3DFMT_A8_UNORM, 0, 0, 0, 8, 0, 0, 0, 0, 1, 0, 0, "u"},
114 {WINED3DFMT_B2G3R3A8_UNORM, 3, 3, 2, 8, 5, 2, 0, 8, 2, 0, 0, "uuuu"},
115 {WINED3DFMT_B4G4R4X4_UNORM, 4, 4, 4, 0, 8, 4, 0, 0, 2, 0, 0, "uuuX"},
116 {WINED3DFMT_R8G8B8X8_UNORM, 8, 8, 8, 0, 0, 8, 16, 0, 4, 0, 0, "uuuX"},
117 {WINED3DFMT_B10G10R10A2_UNORM, 10, 10, 10, 2, 20, 10, 0, 30, 4, 0, 0, "uuuu"},
118 /* Luminance */
119 {WINED3DFMT_L8_UNORM, 0, 0, 0, 0, 0, 0, 0, 0, 1, 0, 0},
120 {WINED3DFMT_L8A8_UNORM, 0, 0, 0, 8, 0, 0, 0, 8, 2, 0, 0},
121 {WINED3DFMT_L4A4_UNORM, 0, 0, 0, 4, 0, 0, 0, 4, 1, 0, 0},
122 {WINED3DFMT_L16_UNORM, 0, 0, 0, 0, 0, 0, 0, 0, 2, 0, 0},
123 /* Bump mapping stuff */
124 {WINED3DFMT_R5G5_SNORM_L6_UNORM, 5, 5, 0, 0, 0, 5, 0, 0, 2, 0, 0},
125 {WINED3DFMT_R8G8_SNORM_L8X8_UNORM, 8, 8, 0, 0, 0, 8, 0, 0, 4, 0, 0},
126 {WINED3DFMT_R10G11B11_SNORM, 10, 11, 11, 0, 0, 10, 21, 0, 4, 0, 0, "iii"},
127 {WINED3DFMT_R10G10B10_SNORM_A2_UNORM, 10, 10, 10, 2, 0, 10, 20, 30, 4, 0, 0, "iiiu"},
128 /* Depth stencil formats */
129 {WINED3DFMT_D16_LOCKABLE, 0, 0, 0, 0, 0, 0, 0, 0, 2, 16, 0, "D"},
130 {WINED3DFMT_D32_UNORM, 0, 0, 0, 0, 0, 0, 0, 0, 4, 32, 0, "D"},
131 {WINED3DFMT_S1_UINT_D15_UNORM, 0, 0, 0, 0, 0, 0, 0, 0, 2, 15, 1, "SD"},
132 {WINED3DFMT_X8D24_UNORM, 0, 0, 0, 0, 0, 0, 0, 0, 4, 24, 0, "XD"},
133 {WINED3DFMT_S4X4_UINT_D24_UNORM, 0, 0, 0, 0, 0, 0, 0, 0, 4, 24, 4, "SXD"},
134 {WINED3DFMT_S8_UINT_D24_FLOAT, 0, 0, 0, 0, 0, 0, 0, 0, 4, 24, 8, "SD"},
135 /* Vendor-specific formats */
136 {WINED3DFMT_ATI1N, 0, 0, 0, 0, 0, 0, 0, 0, 1, 0, 0},
137 {WINED3DFMT_ATI2N, 0, 0, 0, 0, 0, 0, 0, 0, 1, 0, 0},
138 {WINED3DFMT_NVDB, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0},
139 {WINED3DFMT_ATOC, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0},
140 {WINED3DFMT_INST, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0},
141 {WINED3DFMT_INTZ, 0, 0, 0, 0, 0, 0, 0, 0, 4, 24, 8},
142 {WINED3DFMT_RESZ, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0},
143 {WINED3DFMT_NVHU, 0, 0, 0, 0, 0, 0, 0, 0, 2, 0, 0},
144 {WINED3DFMT_NVHS, 0, 0, 0, 0, 0, 0, 0, 0, 2, 0, 0},
145 {WINED3DFMT_NULL, 8, 8, 8, 8, 0, 8, 16, 24, 4, 0, 0},
146 /* Unsure about them, could not find a Windows driver that supports them */
147 {WINED3DFMT_R16, 16, 0, 0, 0, 0, 0, 0, 0, 2, 0, 0},
148 {WINED3DFMT_AL16, 0, 0, 0, 16, 0, 0, 0, 16, 4, 0, 0},
149 /* DirectX 10 HDR formats */
150 {WINED3DFMT_R9G9B9E5_SHAREDEXP, 0, 0, 0, 0, 0, 0, 0, 0, 4, 0, 0},
151 /* Typeless */
152 {WINED3DFMT_R32G32B32A32_TYPELESS, 32, 32, 32, 32, 0, 32, 64, 96, 16, 0, 0},
153 {WINED3DFMT_R32G32B32_TYPELESS, 32, 32, 32, 0, 0, 32, 64, 0, 12, 0, 0},
154 {WINED3DFMT_R16G16B16A16_TYPELESS, 16, 16, 16, 16, 0, 16, 32, 48, 8, 0, 0},
155 {WINED3DFMT_R32G32_TYPELESS, 32, 32, 0, 0, 0, 32, 0, 0, 8, 0, 0},
156 {WINED3DFMT_R32G8X24_TYPELESS, 32, 8, 0, 0, 0, 0, 0, 0, 8, 0, 0},
157 {WINED3DFMT_R10G10B10A2_TYPELESS, 10, 10, 10, 2, 0, 10, 20, 30, 4, 0, 0},
158 {WINED3DFMT_R10G10B10X2_TYPELESS, 10, 10, 10, 0, 0, 10, 20, 0, 4, 0, 0},
159 {WINED3DFMT_R8G8B8A8_TYPELESS, 8, 8, 8, 8, 0, 8, 16, 24, 4, 0, 0},
160 {WINED3DFMT_R16G16_TYPELESS, 16, 16, 0, 0, 0, 16, 0, 0, 4, 0, 0},
161 {WINED3DFMT_R32_TYPELESS, 32, 0, 0, 0, 0, 0, 0, 0, 4, 0, 0},
162 {WINED3DFMT_R24G8_TYPELESS, 24, 8, 0, 0, 0, 0, 0, 0, 4, 0, 0},
163 {WINED3DFMT_R8G8_TYPELESS, 8, 8, 0, 0, 0, 8, 0, 0, 2, 0, 0},
164 {WINED3DFMT_R16_TYPELESS, 16, 0, 0, 0, 0, 0, 0, 0, 2, 0, 0},
165 {WINED3DFMT_R8_TYPELESS, 8, 0, 0, 0, 0, 0, 0, 0, 1, 0, 0},
166 {WINED3DFMT_BC1_TYPELESS, 0, 0, 0, 0, 0, 0, 0, 0, 1, 0, 0},
167 {WINED3DFMT_BC2_TYPELESS, 0, 0, 0, 0, 0, 0, 0, 0, 1, 0, 0},
168 {WINED3DFMT_BC3_TYPELESS, 0, 0, 0, 0, 0, 0, 0, 0, 1, 0, 0},
169 {WINED3DFMT_BC4_TYPELESS, 0, 0, 0, 0, 0, 0, 0, 0, 1, 0, 0},
170 {WINED3DFMT_BC5_TYPELESS, 0, 0, 0, 0, 0, 0, 0, 0, 1, 0, 0},
171 {WINED3DFMT_BC6H_TYPELESS, 0, 0, 0, 0, 0, 0, 0, 0, 1, 0, 0},
172 {WINED3DFMT_BC7_TYPELESS, 0, 0, 0, 0, 0, 0, 0, 0, 1, 0, 0},
173 {WINED3DFMT_B8G8R8A8_TYPELESS, 8, 8, 8, 8, 16, 8, 0, 24, 4, 0, 0},
174 {WINED3DFMT_B8G8R8X8_TYPELESS, 8, 8, 8, 0, 16, 8, 0, 0, 4, 0, 0},
177 struct wined3d_typed_format_info
179 enum wined3d_format_id id;
180 enum wined3d_format_id typeless_id;
181 const char *channels;
185 * The last entry for a given typeless format defines its internal format.
187 * u - WINED3D_CHANNEL_TYPE_UNORM
188 * i - WINED3D_CHANNEL_TYPE_SNORM
189 * U - WINED3D_CHANNEL_TYPE_UINT
190 * I - WINED3D_CHANNEL_TYPE_SINT
191 * F - WINED3D_CHANNEL_TYPE_FLOAT
192 * D - WINED3D_CHANNEL_TYPE_DEPTH
193 * S - WINED3D_CHANNEL_TYPE_STENCIL
194 * X - WINED3D_CHANNEL_TYPE_UNUSED
196 static const struct wined3d_typed_format_info typed_formats[] =
198 {WINED3DFMT_R32G32B32A32_UINT, WINED3DFMT_R32G32B32A32_TYPELESS, "UUUU"},
199 {WINED3DFMT_R32G32B32A32_SINT, WINED3DFMT_R32G32B32A32_TYPELESS, "IIII"},
200 {WINED3DFMT_R32G32B32A32_FLOAT, WINED3DFMT_R32G32B32A32_TYPELESS, "FFFF"},
201 {WINED3DFMT_R32G32B32_UINT, WINED3DFMT_R32G32B32_TYPELESS, "UUU"},
202 {WINED3DFMT_R32G32B32_SINT, WINED3DFMT_R32G32B32_TYPELESS, "III"},
203 {WINED3DFMT_R32G32B32_FLOAT, WINED3DFMT_R32G32B32_TYPELESS, "FFF"},
204 {WINED3DFMT_R16G16B16A16_UNORM, WINED3DFMT_R16G16B16A16_TYPELESS, "uuuu"},
205 {WINED3DFMT_R16G16B16A16_SNORM, WINED3DFMT_R16G16B16A16_TYPELESS, "iiii"},
206 {WINED3DFMT_R16G16B16A16_UINT, WINED3DFMT_R16G16B16A16_TYPELESS, "UUUU"},
207 {WINED3DFMT_R16G16B16A16_SINT, WINED3DFMT_R16G16B16A16_TYPELESS, "IIII"},
208 {WINED3DFMT_R16G16B16A16_FLOAT, WINED3DFMT_R16G16B16A16_TYPELESS, "FFFF"},
209 {WINED3DFMT_R32G32_UINT, WINED3DFMT_R32G32_TYPELESS, "UU"},
210 {WINED3DFMT_R32G32_SINT, WINED3DFMT_R32G32_TYPELESS, "II"},
211 {WINED3DFMT_R32G32_FLOAT, WINED3DFMT_R32G32_TYPELESS, "FF"},
212 {WINED3DFMT_R32_FLOAT_X8X24_TYPELESS, WINED3DFMT_R32G8X24_TYPELESS, "FXX"},
213 {WINED3DFMT_X32_TYPELESS_G8X24_UINT, WINED3DFMT_R32G8X24_TYPELESS, "XUX"},
214 {WINED3DFMT_D32_FLOAT_S8X24_UINT, WINED3DFMT_R32G8X24_TYPELESS, "DSX"},
215 {WINED3DFMT_R10G10B10A2_SNORM, WINED3DFMT_R10G10B10A2_TYPELESS, "iiii"},
216 {WINED3DFMT_R10G10B10A2_UINT, WINED3DFMT_R10G10B10A2_TYPELESS, "UUUU"},
217 {WINED3DFMT_R10G10B10A2_UNORM, WINED3DFMT_R10G10B10A2_TYPELESS, "uuuu"},
218 {WINED3DFMT_R10G10B10X2_SNORM, WINED3DFMT_R10G10B10X2_TYPELESS, "iiiX"},
219 {WINED3DFMT_R10G10B10X2_UINT, WINED3DFMT_R10G10B10X2_TYPELESS, "UUUX"},
220 {WINED3DFMT_R8G8B8A8_UINT, WINED3DFMT_R8G8B8A8_TYPELESS, "UUUU"},
221 {WINED3DFMT_R8G8B8A8_SINT, WINED3DFMT_R8G8B8A8_TYPELESS, "IIII"},
222 {WINED3DFMT_R8G8B8A8_SNORM, WINED3DFMT_R8G8B8A8_TYPELESS, "iiii"},
223 {WINED3DFMT_R8G8B8A8_UNORM_SRGB, WINED3DFMT_R8G8B8A8_TYPELESS, "uuuu"},
224 {WINED3DFMT_R8G8B8A8_UNORM, WINED3DFMT_R8G8B8A8_TYPELESS, "uuuu"},
225 {WINED3DFMT_R16G16_UNORM, WINED3DFMT_R16G16_TYPELESS, "uu"},
226 {WINED3DFMT_R16G16_SNORM, WINED3DFMT_R16G16_TYPELESS, "ii"},
227 {WINED3DFMT_R16G16_UINT, WINED3DFMT_R16G16_TYPELESS, "UU"},
228 {WINED3DFMT_R16G16_SINT, WINED3DFMT_R16G16_TYPELESS, "II"},
229 {WINED3DFMT_R16G16_FLOAT, WINED3DFMT_R16G16_TYPELESS, "FF"},
230 {WINED3DFMT_D32_FLOAT, WINED3DFMT_R32_TYPELESS, "D"},
231 {WINED3DFMT_R32_FLOAT, WINED3DFMT_R32_TYPELESS, "F"},
232 {WINED3DFMT_R32_UINT, WINED3DFMT_R32_TYPELESS, "U"},
233 {WINED3DFMT_R32_SINT, WINED3DFMT_R32_TYPELESS, "I"},
234 {WINED3DFMT_R24_UNORM_X8_TYPELESS, WINED3DFMT_R24G8_TYPELESS, "uX"},
235 {WINED3DFMT_X24_TYPELESS_G8_UINT, WINED3DFMT_R24G8_TYPELESS, "XU"},
236 {WINED3DFMT_D24_UNORM_S8_UINT, WINED3DFMT_R24G8_TYPELESS, "DS"},
237 {WINED3DFMT_R8G8_SNORM, WINED3DFMT_R8G8_TYPELESS, "ii"},
238 {WINED3DFMT_R8G8_UNORM, WINED3DFMT_R8G8_TYPELESS, "uu"},
239 {WINED3DFMT_R8G8_UINT, WINED3DFMT_R8G8_TYPELESS, "UU"},
240 {WINED3DFMT_R8G8_SINT, WINED3DFMT_R8G8_TYPELESS, "II"},
241 {WINED3DFMT_D16_UNORM, WINED3DFMT_R16_TYPELESS, "D"},
242 {WINED3DFMT_R16_UNORM, WINED3DFMT_R16_TYPELESS, "u"},
243 {WINED3DFMT_R16_SNORM, WINED3DFMT_R16_TYPELESS, "i"},
244 {WINED3DFMT_R16_UINT, WINED3DFMT_R16_TYPELESS, "U"},
245 {WINED3DFMT_R16_SINT, WINED3DFMT_R16_TYPELESS, "I"},
246 {WINED3DFMT_R16_FLOAT, WINED3DFMT_R16_TYPELESS, "F"},
247 {WINED3DFMT_R8_UNORM, WINED3DFMT_R8_TYPELESS, "u"},
248 {WINED3DFMT_R8_SNORM, WINED3DFMT_R8_TYPELESS, "i"},
249 {WINED3DFMT_R8_UINT, WINED3DFMT_R8_TYPELESS, "U"},
250 {WINED3DFMT_R8_SINT, WINED3DFMT_R8_TYPELESS, "I"},
251 {WINED3DFMT_BC1_UNORM_SRGB, WINED3DFMT_BC1_TYPELESS, ""},
252 {WINED3DFMT_BC1_UNORM, WINED3DFMT_BC1_TYPELESS, ""},
253 {WINED3DFMT_BC2_UNORM_SRGB, WINED3DFMT_BC2_TYPELESS, ""},
254 {WINED3DFMT_BC2_UNORM, WINED3DFMT_BC2_TYPELESS, ""},
255 {WINED3DFMT_BC3_UNORM_SRGB, WINED3DFMT_BC3_TYPELESS, ""},
256 {WINED3DFMT_BC3_UNORM, WINED3DFMT_BC3_TYPELESS, ""},
257 {WINED3DFMT_BC4_UNORM, WINED3DFMT_BC4_TYPELESS, ""},
258 {WINED3DFMT_BC4_SNORM, WINED3DFMT_BC4_TYPELESS, ""},
259 {WINED3DFMT_BC5_UNORM, WINED3DFMT_BC5_TYPELESS, ""},
260 {WINED3DFMT_BC5_SNORM, 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_typeless_format_depth_stencil_info
273 enum wined3d_format_id typeless_id;
274 enum wined3d_format_id depth_stencil_id;
275 enum wined3d_format_id depth_view_id;
276 enum wined3d_format_id stencil_view_id;
277 BOOL separate_depth_view_format;
280 static const struct wined3d_typeless_format_depth_stencil_info typeless_depth_stencil_formats[] =
282 {WINED3DFMT_R32G8X24_TYPELESS, WINED3DFMT_D32_FLOAT_S8X24_UINT,
283 WINED3DFMT_R32_FLOAT_X8X24_TYPELESS, WINED3DFMT_X32_TYPELESS_G8X24_UINT, TRUE},
284 {WINED3DFMT_R24G8_TYPELESS, WINED3DFMT_D24_UNORM_S8_UINT,
285 WINED3DFMT_R24_UNORM_X8_TYPELESS, WINED3DFMT_X24_TYPELESS_G8_UINT, TRUE},
286 {WINED3DFMT_R32_TYPELESS, WINED3DFMT_D32_FLOAT, WINED3DFMT_R32_FLOAT},
287 {WINED3DFMT_R16_TYPELESS, WINED3DFMT_D16_UNORM, WINED3DFMT_R16_UNORM},
290 struct wined3d_format_ddi_info
292 enum wined3d_format_id id;
293 D3DDDIFORMAT ddi_format;
296 static const struct wined3d_format_ddi_info ddi_formats[] =
298 {WINED3DFMT_B8G8R8_UNORM, D3DDDIFMT_R8G8B8},
299 {WINED3DFMT_B8G8R8A8_UNORM, D3DDDIFMT_A8R8G8B8},
300 {WINED3DFMT_B8G8R8X8_UNORM, D3DDDIFMT_X8R8G8B8},
301 {WINED3DFMT_B5G6R5_UNORM, D3DDDIFMT_R5G6B5},
302 {WINED3DFMT_B5G5R5X1_UNORM, D3DDDIFMT_X1R5G5B5},
303 {WINED3DFMT_B5G5R5A1_UNORM, D3DDDIFMT_A1R5G5B5},
304 {WINED3DFMT_B4G4R4A4_UNORM, D3DDDIFMT_A4R4G4B4},
305 {WINED3DFMT_B4G4R4X4_UNORM, D3DDDIFMT_X4R4G4B4},
306 {WINED3DFMT_P8_UINT, D3DDDIFMT_P8},
309 struct wined3d_format_base_flags
311 enum wined3d_format_id id;
312 unsigned int attrs;
313 unsigned int caps;
316 /* The ATI2N format behaves like an uncompressed format in LockRect(), but
317 * still needs to use the correct block based calculation for e.g. the
318 * resource size. */
319 static const struct wined3d_format_base_flags format_base_flags[] =
321 {WINED3DFMT_ATI1N, WINED3D_FORMAT_ATTR_MAPPABLE | WINED3D_FORMAT_ATTR_BROKEN_PITCH},
322 {WINED3DFMT_ATI2N, WINED3D_FORMAT_ATTR_MAPPABLE | WINED3D_FORMAT_ATTR_BROKEN_PITCH},
323 {WINED3DFMT_D16_LOCKABLE, WINED3D_FORMAT_ATTR_MAPPABLE},
324 {WINED3DFMT_INTZ, WINED3D_FORMAT_ATTR_MAPPABLE},
325 {WINED3DFMT_D32_FLOAT, WINED3D_FORMAT_ATTR_FLOAT},
326 {WINED3DFMT_S8_UINT_D24_FLOAT, WINED3D_FORMAT_ATTR_FLOAT},
327 {WINED3DFMT_D32_FLOAT_S8X24_UINT, WINED3D_FORMAT_ATTR_FLOAT},
328 {WINED3DFMT_INST, WINED3D_FORMAT_ATTR_EXTENSION},
329 {WINED3DFMT_NULL, WINED3D_FORMAT_ATTR_EXTENSION},
330 {WINED3DFMT_NVDB, WINED3D_FORMAT_ATTR_EXTENSION},
331 {WINED3DFMT_ATOC, WINED3D_FORMAT_ATTR_EXTENSION},
332 {WINED3DFMT_RESZ, WINED3D_FORMAT_ATTR_EXTENSION},
333 {WINED3DFMT_R32G32B32A32_TYPELESS, WINED3D_FORMAT_ATTR_CAST_TO_BLOCK},
334 {WINED3DFMT_R32G32B32A32_FLOAT, WINED3D_FORMAT_ATTR_CAST_TO_BLOCK},
335 {WINED3DFMT_R32G32B32A32_UINT, WINED3D_FORMAT_ATTR_CAST_TO_BLOCK},
336 {WINED3DFMT_R32G32B32A32_SINT, WINED3D_FORMAT_ATTR_CAST_TO_BLOCK},
337 {WINED3DFMT_R16G16B16A16_TYPELESS, WINED3D_FORMAT_ATTR_CAST_TO_BLOCK},
338 {WINED3DFMT_R16G16B16A16_FLOAT, WINED3D_FORMAT_ATTR_CAST_TO_BLOCK},
339 {WINED3DFMT_R16G16B16A16_UNORM, WINED3D_FORMAT_ATTR_CAST_TO_BLOCK},
340 {WINED3DFMT_R16G16B16A16_UINT, WINED3D_FORMAT_ATTR_CAST_TO_BLOCK},
341 {WINED3DFMT_R16G16B16A16_SNORM, WINED3D_FORMAT_ATTR_CAST_TO_BLOCK},
342 {WINED3DFMT_R16G16B16A16_SINT, WINED3D_FORMAT_ATTR_CAST_TO_BLOCK},
343 {WINED3DFMT_R32G32_TYPELESS, WINED3D_FORMAT_ATTR_CAST_TO_BLOCK},
344 {WINED3DFMT_R32G32_FLOAT, WINED3D_FORMAT_ATTR_CAST_TO_BLOCK},
345 {WINED3DFMT_R32G32_UINT, WINED3D_FORMAT_ATTR_CAST_TO_BLOCK},
346 {WINED3DFMT_R32G32_SINT, WINED3D_FORMAT_ATTR_CAST_TO_BLOCK},
347 {WINED3DFMT_R32_TYPELESS, WINED3D_FORMAT_ATTR_CAST_TO_BLOCK},
348 {WINED3DFMT_R32_FLOAT, WINED3D_FORMAT_ATTR_CAST_TO_BLOCK},
349 {WINED3DFMT_R32_UINT, WINED3D_FORMAT_ATTR_CAST_TO_BLOCK,
350 WINED3D_FORMAT_CAP_INDEX_BUFFER},
351 {WINED3DFMT_R32_SINT, WINED3D_FORMAT_ATTR_CAST_TO_BLOCK},
352 {WINED3DFMT_R16_UINT, 0,
353 WINED3D_FORMAT_CAP_INDEX_BUFFER},
354 {WINED3DFMT_R8G8_SNORM, WINED3D_FORMAT_ATTR_BUMPMAP},
355 {WINED3DFMT_R5G5_SNORM_L6_UNORM, WINED3D_FORMAT_ATTR_BUMPMAP},
356 {WINED3DFMT_R8G8_SNORM_L8X8_UNORM, WINED3D_FORMAT_ATTR_BUMPMAP},
357 {WINED3DFMT_R8G8B8A8_SNORM, WINED3D_FORMAT_ATTR_BUMPMAP},
358 {WINED3DFMT_R16G16_SNORM, WINED3D_FORMAT_ATTR_BUMPMAP},
361 static void rgb888_from_rgb565(WORD rgb565, BYTE *r, BYTE *g, BYTE *b)
363 BYTE c;
365 /* (2⁸ - 1) / (2⁵ - 1) ≈ 2⁸ / 2⁵ + 2⁸ / 2¹⁰
366 * (2⁸ - 1) / (2⁶ - 1) ≈ 2⁸ / 2⁶ + 2⁸ / 2¹² */
367 c = rgb565 >> 11;
368 *r = (c << 3) + (c >> 2);
369 c = (rgb565 >> 5) & 0x3f;
370 *g = (c << 2) + (c >> 4);
371 c = rgb565 & 0x1f;
372 *b = (c << 3) + (c >> 2);
375 static void build_dxtn_colour_table(WORD colour0, WORD colour1,
376 DWORD colour_table[4], enum wined3d_format_id format_id)
378 unsigned int i;
379 struct
381 BYTE r, g, b;
382 } c[4];
384 rgb888_from_rgb565(colour0, &c[0].r, &c[0].g, &c[0].b);
385 rgb888_from_rgb565(colour1, &c[1].r, &c[1].g, &c[1].b);
387 if (format_id == WINED3DFMT_BC1_UNORM && colour0 <= colour1)
389 c[2].r = (c[0].r + c[1].r) / 2;
390 c[2].g = (c[0].g + c[1].g) / 2;
391 c[2].b = (c[0].b + c[1].b) / 2;
393 c[3].r = 0;
394 c[3].g = 0;
395 c[3].b = 0;
397 else
399 for (i = 0; i < 2; ++i)
401 c[i + 2].r = (2 * c[i].r + c[1 - i].r) / 3;
402 c[i + 2].g = (2 * c[i].g + c[1 - i].g) / 3;
403 c[i + 2].b = (2 * c[i].b + c[1 - i].b) / 3;
407 for (i = 0; i < 4; ++i)
409 colour_table[i] = (c[i].r << 16) | (c[i].g << 8) | c[i].b;
413 static void build_bc3_alpha_table(BYTE alpha0, BYTE alpha1, BYTE alpha_table[8])
415 unsigned int i;
417 alpha_table[0] = alpha0;
418 alpha_table[1] = alpha1;
420 if (alpha0 > alpha1)
422 for (i = 0; i < 6; ++i)
424 alpha_table[2 + i] = ((6 - i) * alpha0 + (i + 1) * alpha1) / 7;
426 return;
428 else
430 for (i = 0; i < 4; ++i)
432 alpha_table[2 + i] = ((4 - i) * alpha0 + (i + 1) * alpha1) / 5;
434 alpha_table[6] = 0x00;
435 alpha_table[7] = 0xff;
439 static void decompress_dxtn_block(const BYTE *src, BYTE *dst, unsigned int width,
440 unsigned int height, unsigned int dst_row_pitch, enum wined3d_format_id format_id)
442 const UINT64 *s = (const UINT64 *)src;
443 BOOL bc1_alpha = FALSE;
444 DWORD colour_table[4];
445 BYTE alpha_table[8];
446 UINT64 alpha_bits;
447 DWORD colour_bits;
448 unsigned int x, y;
449 BYTE colour_idx;
450 DWORD *dst_row;
451 BYTE alpha;
453 if (format_id == WINED3DFMT_BC1_UNORM)
455 WORD colour0, colour1;
457 alpha_bits = 0;
459 colour0 = s[0] & 0xffff;
460 colour1 = (s[0] >> 16) & 0xffff;
461 colour_bits = (s[0] >> 32) & 0xffffffff;
462 build_dxtn_colour_table(colour0, colour1, colour_table, format_id);
463 if (colour0 <= colour1)
464 bc1_alpha = TRUE;
466 else
468 alpha_bits = s[0];
469 if (format_id == WINED3DFMT_BC3_UNORM)
471 build_bc3_alpha_table(alpha_bits & 0xff, (alpha_bits >> 8) & 0xff, alpha_table);
472 alpha_bits >>= 16;
475 colour_bits = (s[1] >> 32) & 0xffffffff;
476 build_dxtn_colour_table(s[1] & 0xffff, (s[1] >> 16) & 0xffff, colour_table, format_id);
479 for (y = 0; y < height; ++y)
481 dst_row = (DWORD *)&dst[y * dst_row_pitch];
482 for (x = 0; x < width; ++x)
484 colour_idx = (colour_bits >> (y * 8 + x * 2)) & 0x3;
485 switch (format_id)
487 case WINED3DFMT_BC1_UNORM:
488 alpha = bc1_alpha && colour_idx == 3 ? 0x00 : 0xff;
489 break;
491 case WINED3DFMT_BC2_UNORM:
492 alpha = (alpha_bits >> (y * 16 + x * 4)) & 0xf;
493 /* (2⁸ - 1) / (2⁴ - 1) ≈ 2⁸ / 2⁴ + 2⁸ / 2⁸ */
494 alpha |= alpha << 4;
495 break;
497 case WINED3DFMT_BC3_UNORM:
498 alpha = alpha_table[(alpha_bits >> (y * 12 + x * 3)) & 0x7];
499 break;
501 default:
502 alpha = 0xff;
503 break;
505 dst_row[x] = (alpha << 24) | colour_table[colour_idx];
510 static void decompress_dxtn(const BYTE *src, BYTE *dst, unsigned int src_row_pitch,
511 unsigned int src_slice_pitch, unsigned int dst_row_pitch, unsigned int dst_slice_pitch,
512 unsigned int width, unsigned int height, unsigned int depth, enum wined3d_format_id format_id)
514 unsigned int block_byte_count, block_w, block_h;
515 const BYTE *src_row, *src_slice = src;
516 BYTE *dst_row, *dst_slice = dst;
517 unsigned int x, y, z;
519 block_byte_count = format_id == WINED3DFMT_BC1_UNORM ? 8 : 16;
521 for (z = 0; z < depth; ++z)
523 src_row = src_slice;
524 dst_row = dst_slice;
525 for (y = 0; y < height; y += 4)
527 for (x = 0; x < width; x += 4)
529 block_w = min(width - x, 4);
530 block_h = min(height - y, 4);
531 decompress_dxtn_block(&src_row[x * (block_byte_count / 4)],
532 &dst_row[x * 4], block_w, block_h, dst_row_pitch, format_id);
534 src_row += src_row_pitch;
535 dst_row += dst_row_pitch * 4;
537 src_slice += src_slice_pitch;
538 dst_slice += dst_slice_pitch;
542 static void decompress_bc3(const BYTE *src, BYTE *dst, unsigned int src_row_pitch,
543 unsigned int src_slice_pitch, unsigned int dst_row_pitch, unsigned int dst_slice_pitch,
544 unsigned int width, unsigned int height, unsigned int depth)
546 decompress_dxtn(src, dst, src_row_pitch, src_slice_pitch, dst_row_pitch,
547 dst_slice_pitch, width, height, depth, WINED3DFMT_BC3_UNORM);
550 static void decompress_bc2(const BYTE *src, BYTE *dst, unsigned int src_row_pitch,
551 unsigned int src_slice_pitch, unsigned int dst_row_pitch, unsigned int dst_slice_pitch,
552 unsigned int width, unsigned int height, unsigned int depth)
554 decompress_dxtn(src, dst, src_row_pitch, src_slice_pitch, dst_row_pitch,
555 dst_slice_pitch, width, height, depth, WINED3DFMT_BC2_UNORM);
558 static void decompress_bc1(const BYTE *src, BYTE *dst, unsigned int src_row_pitch,
559 unsigned int src_slice_pitch, unsigned int dst_row_pitch, unsigned int dst_slice_pitch,
560 unsigned int width, unsigned int height, unsigned int depth)
562 decompress_dxtn(src, dst, src_row_pitch, src_slice_pitch, dst_row_pitch,
563 dst_slice_pitch, width, height, depth, WINED3DFMT_BC1_UNORM);
566 static void build_rgtc_colour_table(uint8_t red0, uint8_t red1, uint8_t colour_table[8])
568 unsigned int i;
570 colour_table[0] = red0;
571 colour_table[1] = red1;
572 if (red0 <= red1)
574 for (i = 0; i < 4; ++i)
576 colour_table[i + 2] = ((8 - 2 * i) * red0 + (2 + 2 * i) * red1 + 5) / 10;
578 colour_table[6] = 0x00;
579 colour_table[7] = 0xff;
581 else
583 for (i = 0; i < 6; ++i)
585 colour_table[i + 2] = ((12 - 2 * i) * red0 + (2 + 2 * i) * red1 + 7) / 14;
590 static void decompress_rgtc_block(const uint8_t *src, uint8_t *dst,
591 unsigned int width, unsigned int height, unsigned int dst_row_pitch)
593 const uint64_t *s = (const uint64_t *)src;
594 uint8_t red0, red1, red_idx;
595 uint8_t colour_table[8];
596 unsigned int x, y;
597 uint32_t *dst_row;
598 uint64_t bits;
600 red0 = s[0] & 0xff;
601 red1 = (s[0] >> 8) & 0xff;
602 bits = s[0] >> 16;
603 build_rgtc_colour_table(red0, red1, colour_table);
605 for (y = 0; y < height; ++y)
607 dst_row = (uint32_t *)&dst[y * dst_row_pitch];
608 for (x = 0; x < width; ++x)
610 red_idx = (bits >> (y * 12 + x * 3)) & 0x7;
611 /* Decompressing to bgra32 is perhaps not ideal for RGTC formats.
612 * It's convenient though. */
613 dst_row[x] = 0xff000000 | (colour_table[red_idx] << 16);
618 static void decompress_bc4(const uint8_t *src, uint8_t *dst, unsigned int src_row_pitch,
619 unsigned int src_slice_pitch, unsigned int dst_row_pitch, unsigned int dst_slice_pitch,
620 unsigned int width, unsigned int height, unsigned int depth)
622 unsigned int block_w, block_h, x, y, z;
623 const uint8_t *src_row, *src_slice;
624 uint8_t *dst_row, *dst_slice;
626 for (z = 0; z < depth; ++z)
628 src_slice = &src[z * src_slice_pitch];
629 dst_slice = &dst[z * dst_slice_pitch];
630 for (y = 0; y < height; y += 4)
632 src_row = &src_slice[(y / 4) * src_row_pitch];
633 dst_row = &dst_slice[y * dst_row_pitch];
634 for (x = 0; x < width; x += 4)
636 block_w = min(width - x, 4);
637 block_h = min(height - y, 4);
638 decompress_rgtc_block(&src_row[(x / 4) * 8], &dst_row[x * 4], block_w, block_h, dst_row_pitch);
644 static const struct wined3d_format_decompress_info
646 enum wined3d_format_id id;
647 void (*decompress)(const BYTE *src, BYTE *dst, unsigned int src_row_pitch, unsigned int src_slice_pitch,
648 unsigned int dst_row_pitch, unsigned int dst_slice_pitch,
649 unsigned int width, unsigned int height, unsigned int depth);
651 format_decompress_info[] =
653 {WINED3DFMT_DXT1, decompress_bc1},
654 {WINED3DFMT_DXT2, decompress_bc2},
655 {WINED3DFMT_DXT3, decompress_bc2},
656 {WINED3DFMT_DXT4, decompress_bc3},
657 {WINED3DFMT_DXT5, decompress_bc3},
658 {WINED3DFMT_BC1_UNORM, decompress_bc1},
659 {WINED3DFMT_BC2_UNORM, decompress_bc2},
660 {WINED3DFMT_BC3_UNORM, decompress_bc3},
661 {WINED3DFMT_BC4_UNORM, decompress_bc4},
664 struct wined3d_format_block_info
666 enum wined3d_format_id id;
667 UINT block_width;
668 UINT block_height;
669 UINT block_byte_count;
670 unsigned int attrs;
673 static const struct wined3d_format_block_info format_block_info[] =
675 {WINED3DFMT_DXT1, 4, 4, 8, WINED3D_FORMAT_ATTR_COMPRESSED},
676 {WINED3DFMT_DXT2, 4, 4, 16, WINED3D_FORMAT_ATTR_COMPRESSED},
677 {WINED3DFMT_DXT3, 4, 4, 16, WINED3D_FORMAT_ATTR_COMPRESSED},
678 {WINED3DFMT_DXT4, 4, 4, 16, WINED3D_FORMAT_ATTR_COMPRESSED},
679 {WINED3DFMT_DXT5, 4, 4, 16, WINED3D_FORMAT_ATTR_COMPRESSED},
680 {WINED3DFMT_BC1_UNORM, 4, 4, 8, WINED3D_FORMAT_ATTR_COMPRESSED},
681 {WINED3DFMT_BC2_UNORM, 4, 4, 16, WINED3D_FORMAT_ATTR_COMPRESSED},
682 {WINED3DFMT_BC3_UNORM, 4, 4, 16, WINED3D_FORMAT_ATTR_COMPRESSED},
683 {WINED3DFMT_BC4_UNORM, 4, 4, 8, WINED3D_FORMAT_ATTR_COMPRESSED},
684 {WINED3DFMT_BC4_SNORM, 4, 4, 8, WINED3D_FORMAT_ATTR_COMPRESSED},
685 {WINED3DFMT_BC5_UNORM, 4, 4, 16, WINED3D_FORMAT_ATTR_COMPRESSED},
686 {WINED3DFMT_BC5_SNORM, 4, 4, 16, WINED3D_FORMAT_ATTR_COMPRESSED},
687 {WINED3DFMT_BC6H_UF16, 4, 4, 16, WINED3D_FORMAT_ATTR_COMPRESSED},
688 {WINED3DFMT_BC6H_SF16, 4, 4, 16, WINED3D_FORMAT_ATTR_COMPRESSED},
689 {WINED3DFMT_BC7_UNORM, 4, 4, 16, WINED3D_FORMAT_ATTR_COMPRESSED},
690 {WINED3DFMT_ATI1N, 4, 4, 8, WINED3D_FORMAT_ATTR_COMPRESSED | WINED3D_FORMAT_ATTR_BLOCKS_NO_VERIFY},
691 {WINED3DFMT_ATI2N, 4, 4, 16, WINED3D_FORMAT_ATTR_COMPRESSED | WINED3D_FORMAT_ATTR_BLOCKS_NO_VERIFY},
692 {WINED3DFMT_YUY2, 2, 1, 4, WINED3D_FORMAT_ATTR_BLOCKS_NO_VERIFY},
693 {WINED3DFMT_UYVY, 2, 1, 4, WINED3D_FORMAT_ATTR_BLOCKS_NO_VERIFY},
694 {WINED3DFMT_R9G9B9E5_SHAREDEXP, 1, 1, 4},
697 struct wined3d_format_vertex_info
699 enum wined3d_format_id id;
700 enum wined3d_ffp_emit_idx emit_idx;
701 GLenum gl_vtx_type;
702 enum wined3d_gl_extension extension;
705 static const struct wined3d_format_vertex_info format_vertex_info[] =
707 {WINED3DFMT_R32_FLOAT, WINED3D_FFP_EMIT_FLOAT1, GL_FLOAT},
708 {WINED3DFMT_R32G32_FLOAT, WINED3D_FFP_EMIT_FLOAT2, GL_FLOAT},
709 {WINED3DFMT_R32G32B32_FLOAT, WINED3D_FFP_EMIT_FLOAT3, GL_FLOAT},
710 {WINED3DFMT_R32G32B32A32_FLOAT, WINED3D_FFP_EMIT_FLOAT4, GL_FLOAT},
711 {WINED3DFMT_B8G8R8A8_UNORM, WINED3D_FFP_EMIT_D3DCOLOR, GL_UNSIGNED_BYTE},
712 {WINED3DFMT_R8G8B8A8_UINT, WINED3D_FFP_EMIT_UBYTE4, GL_UNSIGNED_BYTE},
713 {WINED3DFMT_R16G16_UINT, WINED3D_FFP_EMIT_INVALID, GL_UNSIGNED_SHORT},
714 {WINED3DFMT_R16G16_SINT, WINED3D_FFP_EMIT_SHORT2, GL_SHORT},
715 {WINED3DFMT_R16G16B16A16_SINT, WINED3D_FFP_EMIT_SHORT4, GL_SHORT},
716 {WINED3DFMT_R8G8B8A8_UNORM, WINED3D_FFP_EMIT_UBYTE4N, GL_UNSIGNED_BYTE},
717 {WINED3DFMT_R16G16_SNORM, WINED3D_FFP_EMIT_SHORT2N, GL_SHORT},
718 {WINED3DFMT_R16G16B16A16_SNORM, WINED3D_FFP_EMIT_SHORT4N, GL_SHORT},
719 {WINED3DFMT_R16G16_UNORM, WINED3D_FFP_EMIT_USHORT2N, GL_UNSIGNED_SHORT},
720 {WINED3DFMT_R16G16B16A16_UNORM, WINED3D_FFP_EMIT_USHORT4N, GL_UNSIGNED_SHORT},
721 {WINED3DFMT_R11G11B10_FLOAT, WINED3D_FFP_EMIT_INVALID, GL_UNSIGNED_INT_10F_11F_11F_REV,
722 ARB_VERTEX_TYPE_10F_11F_11F_REV},
723 {WINED3DFMT_R10G10B10X2_UINT, WINED3D_FFP_EMIT_UDEC3, GL_UNSIGNED_SHORT},
724 {WINED3DFMT_R10G10B10X2_SNORM, WINED3D_FFP_EMIT_DEC3N, GL_SHORT},
725 {WINED3DFMT_R10G10B10A2_UNORM, WINED3D_FFP_EMIT_INVALID, GL_UNSIGNED_INT_2_10_10_10_REV,
726 ARB_VERTEX_TYPE_2_10_10_10_REV},
727 /* Without ARB_half_float_vertex we convert these on upload. */
728 {WINED3DFMT_R16G16_FLOAT, WINED3D_FFP_EMIT_FLOAT16_2, GL_FLOAT},
729 {WINED3DFMT_R16G16_FLOAT, WINED3D_FFP_EMIT_FLOAT16_2, GL_HALF_FLOAT, ARB_HALF_FLOAT_VERTEX},
730 {WINED3DFMT_R16G16B16A16_FLOAT, WINED3D_FFP_EMIT_FLOAT16_4, GL_FLOAT},
731 {WINED3DFMT_R16G16B16A16_FLOAT, WINED3D_FFP_EMIT_FLOAT16_4, GL_HALF_FLOAT, ARB_HALF_FLOAT_VERTEX},
732 {WINED3DFMT_R8G8B8A8_SNORM, WINED3D_FFP_EMIT_INVALID, GL_BYTE},
733 {WINED3DFMT_R8G8B8A8_SINT, WINED3D_FFP_EMIT_INVALID, GL_BYTE},
734 {WINED3DFMT_R8G8_UNORM, WINED3D_FFP_EMIT_INVALID, GL_UNSIGNED_BYTE},
735 {WINED3DFMT_R16G16B16A16_UINT, WINED3D_FFP_EMIT_INVALID, GL_UNSIGNED_SHORT},
736 {WINED3DFMT_R8_UNORM, WINED3D_FFP_EMIT_INVALID, GL_UNSIGNED_BYTE},
737 {WINED3DFMT_R8_UINT, WINED3D_FFP_EMIT_INVALID, GL_UNSIGNED_BYTE},
738 {WINED3DFMT_R8_SINT, WINED3D_FFP_EMIT_INVALID, GL_BYTE},
739 {WINED3DFMT_R8G8_UINT, WINED3D_FFP_EMIT_INVALID, GL_UNSIGNED_BYTE},
740 {WINED3DFMT_R16_FLOAT, WINED3D_FFP_EMIT_INVALID, GL_HALF_FLOAT, ARB_HALF_FLOAT_VERTEX},
741 {WINED3DFMT_R16_UINT, WINED3D_FFP_EMIT_INVALID, GL_UNSIGNED_SHORT},
742 {WINED3DFMT_R16_SINT, WINED3D_FFP_EMIT_INVALID, GL_SHORT},
743 {WINED3DFMT_R32_UINT, WINED3D_FFP_EMIT_INVALID, GL_UNSIGNED_INT},
744 {WINED3DFMT_R32_SINT, WINED3D_FFP_EMIT_INVALID, GL_INT},
745 {WINED3DFMT_R32G32_UINT, WINED3D_FFP_EMIT_INVALID, GL_UNSIGNED_INT},
746 {WINED3DFMT_R32G32_SINT, WINED3D_FFP_EMIT_INVALID, GL_INT},
747 {WINED3DFMT_R32G32B32_UINT, WINED3D_FFP_EMIT_INVALID, GL_UNSIGNED_INT},
748 {WINED3DFMT_R32G32B32A32_UINT, WINED3D_FFP_EMIT_INVALID, GL_UNSIGNED_INT},
749 {WINED3DFMT_R32G32B32A32_SINT, WINED3D_FFP_EMIT_INVALID, GL_INT},
752 struct wined3d_format_texture_info
754 enum wined3d_format_id id;
755 GLint gl_internal;
756 GLint gl_srgb_internal;
757 GLint gl_rt_internal;
758 GLint gl_format;
759 GLint gl_type;
760 unsigned int conv_byte_count;
761 unsigned int caps;
762 enum wined3d_gl_extension extension;
763 void (*upload)(const BYTE *src, BYTE *dst, unsigned int src_row_pitch, unsigned int src_slice_pitch,
764 unsigned int dst_row_pitch, unsigned int dst_slice_pitch,
765 unsigned int width, unsigned int height, unsigned int depth);
766 void (*download)(const BYTE *src, BYTE *dst, unsigned int src_row_pitch, unsigned int src_slice_pitch,
767 unsigned int dst_row_pitch, unsigned int dst_slice_pitch,
768 unsigned int width, unsigned int height, unsigned int depth);
769 void (*decompress)(const BYTE *src, BYTE *dst, unsigned int src_row_pitch, unsigned int src_slice_pitch,
770 unsigned int dst_row_pitch, unsigned int dst_slice_pitch,
771 unsigned int width, unsigned int height, unsigned int depth);
774 static void convert_l4a4_unorm(const BYTE *src, BYTE *dst, UINT src_row_pitch, UINT src_slice_pitch,
775 UINT dst_row_pitch, UINT dst_slice_pitch, UINT width, UINT height, UINT depth)
777 /* WINED3DFMT_L4A4_UNORM exists as an internal gl format, but for some reason there is not
778 * format+type combination to load it. Thus convert it to A8L8, then load it
779 * with A4L4 internal, but A8L8 format+type
781 unsigned int x, y, z;
782 const unsigned char *Source;
783 unsigned char *Dest;
785 for (z = 0; z < depth; z++)
787 for (y = 0; y < height; y++)
789 Source = src + z * src_slice_pitch + y * src_row_pitch;
790 Dest = dst + z * dst_slice_pitch + y * dst_row_pitch;
791 for (x = 0; x < width; x++ )
793 unsigned char color = (*Source++);
794 /* A */ Dest[1] = (color & 0xf0u) << 0;
795 /* L */ Dest[0] = (color & 0x0fu) << 4;
796 Dest += 2;
802 static void convert_r5g5_snorm_l6_unorm(const BYTE *src, BYTE *dst, UINT src_row_pitch, UINT src_slice_pitch,
803 UINT dst_row_pitch, UINT dst_slice_pitch, UINT width, UINT height, UINT depth)
805 unsigned int x, y, z;
806 unsigned char r_in, g_in, l_in;
807 const unsigned short *texel_in;
808 unsigned short *texel_out;
810 /* Emulating signed 5 bit values with unsigned 5 bit values has some precision problems by design:
811 * E.g. the signed input value 0 becomes 16. GL normalizes it to 16 / 31 = 0.516. We convert it
812 * back to a signed value by subtracting 0.5 and multiplying by 2.0. The resulting value is
813 * ((16 / 31) - 0.5) * 2.0 = 0.032, which is quite different from the intended result 0.000. */
814 for (z = 0; z < depth; z++)
816 for (y = 0; y < height; y++)
818 texel_out = (unsigned short *) (dst + z * dst_slice_pitch + y * dst_row_pitch);
819 texel_in = (const unsigned short *)(src + z * src_slice_pitch + y * src_row_pitch);
820 for (x = 0; x < width; x++ )
822 l_in = (*texel_in & 0xfc00u) >> 10;
823 g_in = (*texel_in & 0x03e0u) >> 5;
824 r_in = *texel_in & 0x001fu;
826 *texel_out = ((r_in + 16) << 11) | (l_in << 5) | (g_in + 16);
827 texel_out++;
828 texel_in++;
834 static void convert_r5g5_snorm_l6_unorm_ext(const BYTE *src, BYTE *dst, UINT src_row_pitch, UINT src_slice_pitch,
835 UINT dst_row_pitch, UINT dst_slice_pitch, UINT width, UINT height, UINT depth)
837 unsigned int x, y, z;
838 unsigned char *texel_out, r_out, g_out, r_in, g_in, l_in;
839 const unsigned short *texel_in;
841 for (z = 0; z < depth; z++)
843 for (y = 0; y < height; y++)
845 texel_in = (const unsigned short *)(src + z * src_slice_pitch + y * src_row_pitch);
846 texel_out = dst + z * dst_slice_pitch + y * dst_row_pitch;
847 for (x = 0; x < width; x++ )
849 l_in = (*texel_in & 0xfc00u) >> 10;
850 g_in = (*texel_in & 0x03e0u) >> 5;
851 r_in = *texel_in & 0x001fu;
853 r_out = r_in << 3;
854 if (!(r_in & 0x10)) /* r > 0 */
855 r_out |= r_in >> 1;
857 g_out = g_in << 3;
858 if (!(g_in & 0x10)) /* g > 0 */
859 g_out |= g_in >> 1;
861 texel_out[0] = r_out;
862 texel_out[1] = g_out;
863 texel_out[2] = l_in << 1 | l_in >> 5;
864 texel_out[3] = 0;
866 texel_out += 4;
867 texel_in++;
873 static void convert_r5g5_snorm_l6_unorm_nv(const BYTE *src, BYTE *dst, UINT src_row_pitch, UINT src_slice_pitch,
874 UINT dst_row_pitch, UINT dst_slice_pitch, UINT width, UINT height, UINT depth)
876 unsigned int x, y, z;
877 unsigned char *texel_out, ds_out, dt_out, r_in, g_in, l_in;
878 const unsigned short *texel_in;
880 /* This makes the gl surface bigger(24 bit instead of 16), but it works with
881 * fixed function and shaders without further conversion once the surface is
882 * loaded.
884 * The difference between this function and convert_r5g5_snorm_l6_unorm_ext
885 * is that convert_r5g5_snorm_l6_unorm_ext creates a 32 bit XRGB texture and
886 * this function creates a 24 bit DSDT_MAG texture. Trying to load a DSDT_MAG
887 * internal with a 32 bit DSDT_MAG_INTENSITY or DSDT_MAG_VIB format fails. */
888 for (z = 0; z < depth; z++)
890 for (y = 0; y < height; y++)
892 texel_in = (const unsigned short *)(src + z * src_slice_pitch + y * src_row_pitch);
893 texel_out = dst + z * dst_slice_pitch + y * dst_row_pitch;
894 for (x = 0; x < width; x++ )
896 l_in = (*texel_in & 0xfc00u) >> 10;
897 g_in = (*texel_in & 0x03e0u) >> 5;
898 r_in = *texel_in & 0x001fu;
900 ds_out = r_in << 3;
901 if (!(r_in & 0x10)) /* r > 0 */
902 ds_out |= r_in >> 1;
904 dt_out = g_in << 3;
905 if (!(g_in & 0x10)) /* g > 0 */
906 dt_out |= g_in >> 1;
908 texel_out[0] = ds_out;
909 texel_out[1] = dt_out;
910 texel_out[2] = l_in << 1 | l_in >> 5;
912 texel_out += 3;
913 texel_in++;
919 static void convert_r8g8_snorm(const BYTE *src, BYTE *dst, UINT src_row_pitch, UINT src_slice_pitch,
920 UINT dst_row_pitch, UINT dst_slice_pitch, UINT width, UINT height, UINT depth)
922 unsigned int x, y, z;
923 const short *Source;
924 unsigned char *Dest;
926 for (z = 0; z < depth; z++)
928 for (y = 0; y < height; y++)
930 Source = (const short *)(src + z * src_slice_pitch + y * src_row_pitch);
931 Dest = dst + z * dst_slice_pitch + y * dst_row_pitch;
932 for (x = 0; x < width; x++ )
934 const short color = (*Source++);
935 /* B */ Dest[0] = 0xff;
936 /* G */ Dest[1] = (color >> 8) + 128; /* V */
937 /* R */ Dest[2] = (color & 0xff) + 128; /* U */
938 Dest += 3;
944 static void convert_r8g8_snorm_l8x8_unorm(const BYTE *src, BYTE *dst, UINT src_row_pitch, UINT src_slice_pitch,
945 UINT dst_row_pitch, UINT dst_slice_pitch, UINT width, UINT height, UINT depth)
947 unsigned int x, y, z;
948 const DWORD *Source;
949 unsigned char *Dest;
951 /* Doesn't work correctly with the fixed function pipeline, but can work in
952 * shaders if the shader is adjusted. (There's no use for this format in gl's
953 * standard fixed function pipeline anyway).
955 for (z = 0; z < depth; z++)
957 for (y = 0; y < height; y++)
959 Source = (const DWORD *)(src + z * src_slice_pitch + y * src_row_pitch);
960 Dest = dst + z * dst_slice_pitch + y * dst_row_pitch;
961 for (x = 0; x < width; x++ )
963 LONG color = (*Source++);
964 /* B */ Dest[0] = ((color >> 16) & 0xff); /* L */
965 /* G */ Dest[1] = ((color >> 8 ) & 0xff) + 128; /* V */
966 /* R */ Dest[2] = (color & 0xff) + 128; /* U */
967 Dest += 4;
973 static void convert_r8g8_snorm_l8x8_unorm_nv(const BYTE *src, BYTE *dst, UINT src_row_pitch, UINT src_slice_pitch,
974 UINT dst_row_pitch, UINT dst_slice_pitch, UINT width, UINT height, UINT depth)
976 unsigned int x, y, z;
977 const DWORD *Source;
978 unsigned char *Dest;
980 /* This implementation works with the fixed function pipeline and shaders
981 * without further modification after converting the surface.
983 for (z = 0; z < depth; z++)
985 for (y = 0; y < height; y++)
987 Source = (const DWORD *)(src + z * src_slice_pitch + y * src_row_pitch);
988 Dest = dst + z * dst_slice_pitch + y * dst_row_pitch;
989 for (x = 0; x < width; x++ )
991 LONG color = (*Source++);
992 /* L */ Dest[2] = ((color >> 16) & 0xff); /* L */
993 /* V */ Dest[1] = ((color >> 8 ) & 0xff); /* V */
994 /* U */ Dest[0] = (color & 0xff); /* U */
995 /* I */ Dest[3] = 255; /* X */
996 Dest += 4;
1002 static void convert_r8g8b8a8_snorm(const BYTE *src, BYTE *dst, UINT src_row_pitch, UINT src_slice_pitch,
1003 UINT dst_row_pitch, UINT dst_slice_pitch, UINT width, UINT height, UINT depth)
1005 unsigned int x, y, z;
1006 const DWORD *Source;
1007 unsigned char *Dest;
1009 for (z = 0; z < depth; z++)
1011 for (y = 0; y < height; y++)
1013 Source = (const DWORD *)(src + z * src_slice_pitch + y * src_row_pitch);
1014 Dest = dst + z * dst_slice_pitch + y * dst_row_pitch;
1015 for (x = 0; x < width; x++ )
1017 LONG color = (*Source++);
1018 /* B */ Dest[0] = ((color >> 16) & 0xff) + 128; /* W */
1019 /* G */ Dest[1] = ((color >> 8 ) & 0xff) + 128; /* V */
1020 /* R */ Dest[2] = (color & 0xff) + 128; /* U */
1021 /* A */ Dest[3] = ((color >> 24) & 0xff) + 128; /* Q */
1022 Dest += 4;
1028 static void convert_r16g16_snorm(const BYTE *src, BYTE *dst, UINT src_row_pitch, UINT src_slice_pitch,
1029 UINT dst_row_pitch, UINT dst_slice_pitch, UINT width, UINT height, UINT depth)
1031 unsigned int x, y, z;
1032 const DWORD *Source;
1033 unsigned short *Dest;
1035 for (z = 0; z < depth; z++)
1037 for (y = 0; y < height; y++)
1039 Source = (const DWORD *)(src + z * src_slice_pitch + y * src_row_pitch);
1040 Dest = (unsigned short *) (dst + z * dst_slice_pitch + y * dst_row_pitch);
1041 for (x = 0; x < width; x++ )
1043 const DWORD color = (*Source++);
1044 /* B */ Dest[0] = 0xffff;
1045 /* G */ Dest[1] = (color >> 16) + 32768; /* V */
1046 /* R */ Dest[2] = (color & 0xffff) + 32768; /* U */
1047 Dest += 3;
1053 static void convert_r16g16(const BYTE *src, BYTE *dst, UINT src_row_pitch, UINT src_slice_pitch,
1054 UINT dst_row_pitch, UINT dst_slice_pitch, UINT width, UINT height, UINT depth)
1056 unsigned int x, y, z;
1057 const WORD *Source;
1058 WORD *Dest;
1060 for (z = 0; z < depth; z++)
1062 for (y = 0; y < height; y++)
1064 Source = (const WORD *)(src + z * src_slice_pitch + y * src_row_pitch);
1065 Dest = (WORD *) (dst + z * dst_slice_pitch + y * dst_row_pitch);
1066 for (x = 0; x < width; x++ )
1068 WORD green = (*Source++);
1069 WORD red = (*Source++);
1070 Dest[0] = green;
1071 Dest[1] = red;
1072 /* Strictly speaking not correct for R16G16F, but it doesn't matter because the
1073 * shader overwrites it anyway */
1074 Dest[2] = 0xffff;
1075 Dest += 3;
1081 static void convert_r32g32_float(const BYTE *src, BYTE *dst, UINT src_row_pitch, UINT src_slice_pitch,
1082 UINT dst_row_pitch, UINT dst_slice_pitch, UINT width, UINT height, UINT depth)
1084 unsigned int x, y, z;
1085 const float *Source;
1086 float *Dest;
1088 for (z = 0; z < depth; z++)
1090 for (y = 0; y < height; y++)
1092 Source = (const float *)(src + z * src_slice_pitch + y * src_row_pitch);
1093 Dest = (float *) (dst + z * dst_slice_pitch + y * dst_row_pitch);
1094 for (x = 0; x < width; x++ )
1096 float green = (*Source++);
1097 float red = (*Source++);
1098 Dest[0] = green;
1099 Dest[1] = red;
1100 Dest[2] = 1.0f;
1101 Dest += 3;
1107 static void convert_s8_uint_d24_float(const BYTE *src, BYTE *dst, UINT src_row_pitch, UINT src_slice_pitch,
1108 UINT dst_row_pitch, UINT dst_slice_pitch, UINT width, UINT height, UINT depth)
1110 unsigned int x, y, z;
1112 for (z = 0; z < depth; z++)
1114 for (y = 0; y < height; ++y)
1116 const DWORD *source = (const DWORD *)(src + z * src_slice_pitch + y * src_row_pitch);
1117 float *dest_f = (float *)(dst + z * dst_slice_pitch + y * dst_row_pitch);
1118 DWORD *dest_s = (DWORD *)dest_f;
1120 for (x = 0; x < width; ++x)
1122 dest_f[x * 2] = float_24_to_32((source[x] & 0xffffff00u) >> 8);
1123 dest_s[x * 2 + 1] = source[x] & 0xff;
1129 static void x8_d24_unorm_upload(const BYTE *src, BYTE *dst,
1130 unsigned int src_row_pitch, unsigned int src_slice_pitch,
1131 unsigned int dst_row_pitch, unsigned int dst_slice_pitch,
1132 unsigned int width, unsigned int height, unsigned int depth)
1134 unsigned int x, y, z;
1136 for (z = 0; z < depth; ++z)
1138 for (y = 0; y < height; ++y)
1140 const DWORD *source = (const DWORD *)(src + z * src_slice_pitch + y * src_row_pitch);
1141 DWORD *dest = (DWORD *)(dst + z * dst_slice_pitch + y * dst_row_pitch);
1143 for (x = 0; x < width; ++x)
1145 dest[x] = source[x] << 8 | ((source[x] >> 16) & 0xff);
1151 static void x8_d24_unorm_download(const BYTE *src, BYTE *dst,
1152 unsigned int src_row_pitch, unsigned int src_slice_pitch,
1153 unsigned int dst_row_pitch, unsigned int dst_slice_pitch,
1154 unsigned int width, unsigned int height, unsigned int depth)
1156 unsigned int x, y, z;
1158 for (z = 0; z < depth; ++z)
1160 for (y = 0; y < height; ++y)
1162 const DWORD *source = (const DWORD *)(src + z * src_slice_pitch + y * src_row_pitch);
1163 DWORD *dest = (DWORD *)(dst + z * dst_slice_pitch + y * dst_row_pitch);
1165 for (x = 0; x < width; ++x)
1167 dest[x] = source[x] >> 8;
1173 static BOOL color_in_range(const struct wined3d_color_key *color_key, DWORD color)
1175 /* FIXME: Is this really how color keys are supposed to work? I think it
1176 * makes more sense to compare the individual channels. */
1177 return color >= color_key->color_space_low_value
1178 && color <= color_key->color_space_high_value;
1181 static void convert_b5g6r5_unorm_b5g5r5a1_unorm_color_key(const BYTE *src, unsigned int src_pitch,
1182 BYTE *dst, unsigned int dst_pitch, unsigned int width, unsigned int height,
1183 const struct wined3d_color_key *color_key)
1185 const WORD *src_row;
1186 unsigned int x, y;
1187 WORD *dst_row;
1189 for (y = 0; y < height; ++y)
1191 src_row = (WORD *)&src[src_pitch * y];
1192 dst_row = (WORD *)&dst[dst_pitch * y];
1193 for (x = 0; x < width; ++x)
1195 WORD src_color = src_row[x];
1196 if (!color_in_range(color_key, src_color))
1197 dst_row[x] = 0x8000u | ((src_color & 0xffc0u) >> 1) | (src_color & 0x1fu);
1198 else
1199 dst_row[x] = ((src_color & 0xffc0u) >> 1) | (src_color & 0x1fu);
1204 static void convert_b5g5r5x1_unorm_b5g5r5a1_unorm_color_key(const BYTE *src, unsigned int src_pitch,
1205 BYTE *dst, unsigned int dst_pitch, unsigned int width, unsigned int height,
1206 const struct wined3d_color_key *color_key)
1208 const WORD *src_row;
1209 unsigned int x, y;
1210 WORD *dst_row;
1212 for (y = 0; y < height; ++y)
1214 src_row = (WORD *)&src[src_pitch * y];
1215 dst_row = (WORD *)&dst[dst_pitch * y];
1216 for (x = 0; x < width; ++x)
1218 WORD src_color = src_row[x];
1219 if (color_in_range(color_key, src_color))
1220 dst_row[x] = src_color & ~0x8000;
1221 else
1222 dst_row[x] = src_color | 0x8000;
1227 static void convert_b8g8r8_unorm_b8g8r8a8_unorm_color_key(const BYTE *src, unsigned int src_pitch,
1228 BYTE *dst, unsigned int dst_pitch, unsigned int width, unsigned int height,
1229 const struct wined3d_color_key *color_key)
1231 const BYTE *src_row;
1232 unsigned int x, y;
1233 DWORD *dst_row;
1235 for (y = 0; y < height; ++y)
1237 src_row = &src[src_pitch * y];
1238 dst_row = (DWORD *)&dst[dst_pitch * y];
1239 for (x = 0; x < width; ++x)
1241 DWORD src_color = (src_row[x * 3 + 2] << 16) | (src_row[x * 3 + 1] << 8) | src_row[x * 3];
1242 if (!color_in_range(color_key, src_color))
1243 dst_row[x] = src_color | 0xff000000;
1248 static void convert_b8g8r8x8_unorm_b8g8r8a8_unorm_color_key(const BYTE *src, unsigned int src_pitch,
1249 BYTE *dst, unsigned int dst_pitch, unsigned int width, unsigned int height,
1250 const struct wined3d_color_key *color_key)
1252 const DWORD *src_row;
1253 unsigned int x, y;
1254 DWORD *dst_row;
1256 for (y = 0; y < height; ++y)
1258 src_row = (DWORD *)&src[src_pitch * y];
1259 dst_row = (DWORD *)&dst[dst_pitch * y];
1260 for (x = 0; x < width; ++x)
1262 DWORD src_color = src_row[x];
1263 if (color_in_range(color_key, src_color))
1264 dst_row[x] = src_color & ~0xff000000;
1265 else
1266 dst_row[x] = src_color | 0xff000000;
1271 static void convert_b8g8r8a8_unorm_b8g8r8a8_unorm_color_key(const BYTE *src, unsigned int src_pitch,
1272 BYTE *dst, unsigned int dst_pitch, unsigned int width, unsigned int height,
1273 const struct wined3d_color_key *color_key)
1275 const DWORD *src_row;
1276 unsigned int x, y;
1277 DWORD *dst_row;
1279 for (y = 0; y < height; ++y)
1281 src_row = (DWORD *)&src[src_pitch * y];
1282 dst_row = (DWORD *)&dst[dst_pitch * y];
1283 for (x = 0; x < width; ++x)
1285 DWORD src_color = src_row[x];
1286 if (color_in_range(color_key, src_color))
1287 src_color &= ~0xff000000;
1288 dst_row[x] = src_color;
1293 const struct wined3d_color_key_conversion * wined3d_format_get_color_key_conversion(
1294 const struct wined3d_texture *texture, BOOL need_alpha_ck)
1296 const struct wined3d_format *format = texture->resource.format;
1297 unsigned int i;
1299 static const struct
1301 enum wined3d_format_id src_format;
1302 struct wined3d_color_key_conversion conversion;
1304 color_key_info[] =
1306 {WINED3DFMT_B5G6R5_UNORM, {WINED3DFMT_B5G5R5A1_UNORM, convert_b5g6r5_unorm_b5g5r5a1_unorm_color_key }},
1307 {WINED3DFMT_B5G5R5X1_UNORM, {WINED3DFMT_B5G5R5A1_UNORM, convert_b5g5r5x1_unorm_b5g5r5a1_unorm_color_key }},
1308 {WINED3DFMT_B8G8R8_UNORM, {WINED3DFMT_B8G8R8A8_UNORM, convert_b8g8r8_unorm_b8g8r8a8_unorm_color_key }},
1309 {WINED3DFMT_B8G8R8X8_UNORM, {WINED3DFMT_B8G8R8A8_UNORM, convert_b8g8r8x8_unorm_b8g8r8a8_unorm_color_key }},
1310 {WINED3DFMT_B8G8R8A8_UNORM, {WINED3DFMT_B8G8R8A8_UNORM, convert_b8g8r8a8_unorm_b8g8r8a8_unorm_color_key }},
1313 if (need_alpha_ck && (texture->async.flags & WINED3D_TEXTURE_ASYNC_COLOR_KEY))
1315 for (i = 0; i < ARRAY_SIZE(color_key_info); ++i)
1317 if (color_key_info[i].src_format == format->id)
1318 return &color_key_info[i].conversion;
1321 FIXME("Color-keying not supported with format %s.\n", debug_d3dformat(format->id));
1324 return NULL;
1327 /* We intentionally don't support WINED3DFMT_D32_UNORM. No hardware driver
1328 * supports it, and applications get confused when we do.
1330 * The following formats explicitly don't have WINED3D_FORMAT_CAP_TEXTURE set:
1332 * These are never supported on native.
1333 * WINED3DFMT_B8G8R8_UNORM
1334 * WINED3DFMT_B2G3R3_UNORM
1335 * WINED3DFMT_L4A4_UNORM
1336 * WINED3DFMT_S1_UINT_D15_UNORM
1337 * WINED3DFMT_S4X4_UINT_D24_UNORM
1339 * Only some Geforce/Voodoo3/G400 cards offer 8-bit textures in case of ddraw.
1340 * Since it is not widely available, don't offer it. Further no Windows driver
1341 * offers WINED3DFMT_P8_UINT_A8_NORM, so don't offer it either.
1342 * WINED3DFMT_P8_UINT
1343 * WINED3DFMT_P8_UINT_A8_UNORM
1345 * These formats seem to be similar to the HILO formats in
1346 * GL_NV_texture_shader. NVHU is said to be GL_UNSIGNED_HILO16,
1347 * NVHS GL_SIGNED_HILO16. Rumours say that D3D computes a 3rd channel
1348 * similarly to D3DFMT_CxV8U8 (So NVHS could be called D3DFMT_CxV16U16). ATI
1349 * refused to support formats which can easily be emulated with pixel shaders,
1350 * so applications have to deal with not having NVHS and NVHU.
1351 * WINED3DFMT_NVHU
1352 * WINED3DFMT_NVHS */
1353 static const struct wined3d_format_texture_info format_texture_info[] =
1355 /* format id gl_internal gl_srgb_internal gl_rt_internal
1356 gl_format gl_type conv_byte_count
1357 caps
1358 extension upload download */
1359 /* FourCC formats */
1360 /* GL_APPLE_ycbcr_422 claims that its '2YUV' format, which is supported via the UNSIGNED_SHORT_8_8_REV_APPLE type
1361 * is equivalent to 'UYVY' format on Windows, and the 'YUVS' via UNSIGNED_SHORT_8_8_APPLE equates to 'YUY2'. The
1362 * d3d9 test however shows that the opposite is true. Since the extension is from 2002, it predates the x86 based
1363 * Macs, so probably the endianness differs. This could be tested as soon as we have a Windows and MacOS on a big
1364 * endian machine
1366 {WINED3DFMT_UYVY, GL_RG8, GL_RG8, 0,
1367 GL_RG, GL_UNSIGNED_BYTE, 0,
1368 WINED3D_FORMAT_CAP_FILTERING,
1369 ARB_TEXTURE_RG, NULL},
1370 {WINED3DFMT_UYVY, GL_LUMINANCE8_ALPHA8, GL_LUMINANCE8_ALPHA8, 0,
1371 GL_LUMINANCE_ALPHA, GL_UNSIGNED_BYTE, 0,
1372 WINED3D_FORMAT_CAP_FILTERING,
1373 WINED3D_GL_LEGACY_CONTEXT, NULL},
1374 {WINED3DFMT_UYVY, GL_RGB_RAW_422_APPLE, GL_RGB_RAW_422_APPLE, 0,
1375 GL_RGB_422_APPLE, GL_UNSIGNED_SHORT_8_8_APPLE, 0,
1376 WINED3D_FORMAT_CAP_FILTERING,
1377 APPLE_RGB_422, NULL},
1378 {WINED3DFMT_UYVY, GL_RGB, GL_RGB, 0,
1379 GL_YCBCR_422_APPLE, GL_UNSIGNED_SHORT_8_8_APPLE, 0,
1380 WINED3D_FORMAT_CAP_TEXTURE | WINED3D_FORMAT_CAP_FILTERING,
1381 APPLE_YCBCR_422, NULL},
1382 {WINED3DFMT_YUY2, GL_RG8, GL_RG8, 0,
1383 GL_RG, GL_UNSIGNED_BYTE, 0,
1384 WINED3D_FORMAT_CAP_FILTERING,
1385 ARB_TEXTURE_RG, NULL},
1386 {WINED3DFMT_YUY2, GL_LUMINANCE8_ALPHA8, GL_LUMINANCE8_ALPHA8, 0,
1387 GL_LUMINANCE_ALPHA, GL_UNSIGNED_BYTE, 0,
1388 WINED3D_FORMAT_CAP_FILTERING,
1389 WINED3D_GL_LEGACY_CONTEXT, NULL},
1390 {WINED3DFMT_YUY2, GL_RGB_RAW_422_APPLE, GL_RGB_RAW_422_APPLE, 0,
1391 GL_RGB_422_APPLE, GL_UNSIGNED_SHORT_8_8_REV_APPLE, 0,
1392 WINED3D_FORMAT_CAP_FILTERING,
1393 APPLE_RGB_422, NULL},
1394 {WINED3DFMT_YUY2, GL_RGB, GL_RGB, 0,
1395 GL_YCBCR_422_APPLE, GL_UNSIGNED_SHORT_8_8_REV_APPLE, 0,
1396 WINED3D_FORMAT_CAP_TEXTURE | WINED3D_FORMAT_CAP_FILTERING,
1397 APPLE_YCBCR_422, NULL},
1398 {WINED3DFMT_YV12, GL_R8, GL_R8, 0,
1399 GL_RED, GL_UNSIGNED_BYTE, 0,
1400 WINED3D_FORMAT_CAP_FILTERING,
1401 ARB_TEXTURE_RG, NULL},
1402 {WINED3DFMT_YV12, GL_ALPHA8, GL_ALPHA8, 0,
1403 GL_ALPHA, GL_UNSIGNED_BYTE, 0,
1404 WINED3D_FORMAT_CAP_FILTERING,
1405 WINED3D_GL_LEGACY_CONTEXT, NULL},
1406 {WINED3DFMT_NV12, GL_R8, GL_R8, 0,
1407 GL_RED, GL_UNSIGNED_BYTE, 0,
1408 WINED3D_FORMAT_CAP_FILTERING,
1409 ARB_TEXTURE_RG, NULL},
1410 {WINED3DFMT_NV12, GL_ALPHA8, GL_ALPHA8, 0,
1411 GL_ALPHA, GL_UNSIGNED_BYTE, 0,
1412 WINED3D_FORMAT_CAP_FILTERING,
1413 WINED3D_GL_LEGACY_CONTEXT, NULL},
1414 {WINED3DFMT_DXT1, GL_COMPRESSED_RGBA_S3TC_DXT1_EXT, GL_COMPRESSED_SRGB_ALPHA_S3TC_DXT1_EXT, 0,
1415 GL_RGBA, GL_UNSIGNED_BYTE, 0,
1416 WINED3D_FORMAT_CAP_TEXTURE | WINED3D_FORMAT_CAP_POSTPIXELSHADER_BLENDING | WINED3D_FORMAT_CAP_FILTERING
1417 | WINED3D_FORMAT_CAP_SRGB_READ,
1418 EXT_TEXTURE_COMPRESSION_S3TC, NULL},
1419 {WINED3DFMT_DXT2, GL_COMPRESSED_RGBA_S3TC_DXT3_EXT, GL_COMPRESSED_SRGB_ALPHA_S3TC_DXT3_EXT, 0,
1420 GL_RGBA, GL_UNSIGNED_BYTE, 0,
1421 WINED3D_FORMAT_CAP_TEXTURE | WINED3D_FORMAT_CAP_POSTPIXELSHADER_BLENDING | WINED3D_FORMAT_CAP_FILTERING
1422 | WINED3D_FORMAT_CAP_SRGB_READ,
1423 EXT_TEXTURE_COMPRESSION_S3TC, NULL},
1424 {WINED3DFMT_DXT3, GL_COMPRESSED_RGBA_S3TC_DXT3_EXT, GL_COMPRESSED_SRGB_ALPHA_S3TC_DXT3_EXT, 0,
1425 GL_RGBA, GL_UNSIGNED_BYTE, 0,
1426 WINED3D_FORMAT_CAP_TEXTURE | WINED3D_FORMAT_CAP_POSTPIXELSHADER_BLENDING | WINED3D_FORMAT_CAP_FILTERING
1427 | WINED3D_FORMAT_CAP_SRGB_READ,
1428 EXT_TEXTURE_COMPRESSION_S3TC, NULL},
1429 {WINED3DFMT_DXT4, GL_COMPRESSED_RGBA_S3TC_DXT5_EXT, GL_COMPRESSED_SRGB_ALPHA_S3TC_DXT5_EXT, 0,
1430 GL_RGBA, GL_UNSIGNED_BYTE, 0,
1431 WINED3D_FORMAT_CAP_TEXTURE | WINED3D_FORMAT_CAP_POSTPIXELSHADER_BLENDING | WINED3D_FORMAT_CAP_FILTERING
1432 | WINED3D_FORMAT_CAP_SRGB_READ,
1433 EXT_TEXTURE_COMPRESSION_S3TC, NULL},
1434 {WINED3DFMT_DXT5, GL_COMPRESSED_RGBA_S3TC_DXT5_EXT, GL_COMPRESSED_SRGB_ALPHA_S3TC_DXT5_EXT, 0,
1435 GL_RGBA, GL_UNSIGNED_BYTE, 0,
1436 WINED3D_FORMAT_CAP_TEXTURE | WINED3D_FORMAT_CAP_POSTPIXELSHADER_BLENDING | WINED3D_FORMAT_CAP_FILTERING
1437 | WINED3D_FORMAT_CAP_SRGB_READ,
1438 EXT_TEXTURE_COMPRESSION_S3TC, NULL},
1439 {WINED3DFMT_BC1_UNORM, GL_COMPRESSED_RGBA_S3TC_DXT1_EXT, GL_COMPRESSED_SRGB_ALPHA_S3TC_DXT1_EXT, 0,
1440 GL_RGBA, GL_UNSIGNED_BYTE, 0,
1441 WINED3D_FORMAT_CAP_TEXTURE | WINED3D_FORMAT_CAP_POSTPIXELSHADER_BLENDING | WINED3D_FORMAT_CAP_FILTERING,
1442 EXT_TEXTURE_COMPRESSION_S3TC, NULL},
1443 {WINED3DFMT_BC2_UNORM, GL_COMPRESSED_RGBA_S3TC_DXT3_EXT, GL_COMPRESSED_SRGB_ALPHA_S3TC_DXT3_EXT, 0,
1444 GL_RGBA, GL_UNSIGNED_BYTE, 0,
1445 WINED3D_FORMAT_CAP_TEXTURE | WINED3D_FORMAT_CAP_POSTPIXELSHADER_BLENDING | WINED3D_FORMAT_CAP_FILTERING,
1446 EXT_TEXTURE_COMPRESSION_S3TC, NULL},
1447 {WINED3DFMT_BC3_UNORM, GL_COMPRESSED_RGBA_S3TC_DXT5_EXT, GL_COMPRESSED_SRGB_ALPHA_S3TC_DXT5_EXT, 0,
1448 GL_RGBA, GL_UNSIGNED_BYTE, 0,
1449 WINED3D_FORMAT_CAP_TEXTURE | WINED3D_FORMAT_CAP_POSTPIXELSHADER_BLENDING | WINED3D_FORMAT_CAP_FILTERING,
1450 EXT_TEXTURE_COMPRESSION_S3TC, NULL},
1451 {WINED3DFMT_BC4_UNORM, GL_COMPRESSED_RED_RGTC1, GL_COMPRESSED_RED_RGTC1, 0,
1452 GL_RED, GL_UNSIGNED_BYTE, 0,
1453 WINED3D_FORMAT_CAP_TEXTURE | WINED3D_FORMAT_CAP_POSTPIXELSHADER_BLENDING | WINED3D_FORMAT_CAP_FILTERING,
1454 ARB_TEXTURE_COMPRESSION_RGTC, NULL},
1455 {WINED3DFMT_BC4_SNORM, GL_COMPRESSED_SIGNED_RED_RGTC1, GL_COMPRESSED_SIGNED_RED_RGTC1, 0,
1456 GL_RED, GL_UNSIGNED_BYTE, 0,
1457 WINED3D_FORMAT_CAP_TEXTURE | WINED3D_FORMAT_CAP_POSTPIXELSHADER_BLENDING | WINED3D_FORMAT_CAP_FILTERING,
1458 ARB_TEXTURE_COMPRESSION_RGTC, NULL},
1459 {WINED3DFMT_BC5_UNORM, GL_COMPRESSED_RG_RGTC2, GL_COMPRESSED_RG_RGTC2, 0,
1460 GL_RG, GL_UNSIGNED_BYTE, 0,
1461 WINED3D_FORMAT_CAP_TEXTURE | WINED3D_FORMAT_CAP_POSTPIXELSHADER_BLENDING | WINED3D_FORMAT_CAP_FILTERING,
1462 ARB_TEXTURE_COMPRESSION_RGTC, NULL},
1463 {WINED3DFMT_BC5_SNORM, GL_COMPRESSED_SIGNED_RG_RGTC2, GL_COMPRESSED_SIGNED_RG_RGTC2, 0,
1464 GL_RG, GL_UNSIGNED_BYTE, 0,
1465 WINED3D_FORMAT_CAP_TEXTURE | WINED3D_FORMAT_CAP_POSTPIXELSHADER_BLENDING | WINED3D_FORMAT_CAP_FILTERING,
1466 ARB_TEXTURE_COMPRESSION_RGTC, NULL},
1467 {WINED3DFMT_BC6H_UF16, GL_COMPRESSED_RGB_BPTC_UNSIGNED_FLOAT_ARB, GL_COMPRESSED_RGB_BPTC_UNSIGNED_FLOAT_ARB, 0,
1468 GL_RGB, GL_UNSIGNED_BYTE, 0,
1469 WINED3D_FORMAT_CAP_TEXTURE | WINED3D_FORMAT_CAP_POSTPIXELSHADER_BLENDING | WINED3D_FORMAT_CAP_FILTERING,
1470 ARB_TEXTURE_COMPRESSION_BPTC, NULL},
1471 {WINED3DFMT_BC6H_SF16, GL_COMPRESSED_RGB_BPTC_SIGNED_FLOAT_ARB, GL_COMPRESSED_RGB_BPTC_SIGNED_FLOAT_ARB, 0,
1472 GL_RGB, GL_UNSIGNED_BYTE, 0,
1473 WINED3D_FORMAT_CAP_TEXTURE | WINED3D_FORMAT_CAP_POSTPIXELSHADER_BLENDING | WINED3D_FORMAT_CAP_FILTERING,
1474 ARB_TEXTURE_COMPRESSION_BPTC, NULL},
1475 {WINED3DFMT_BC7_UNORM, GL_COMPRESSED_RGBA_BPTC_UNORM_ARB, GL_COMPRESSED_SRGB_ALPHA_BPTC_UNORM_ARB, 0,
1476 GL_RGBA, GL_UNSIGNED_BYTE, 0,
1477 WINED3D_FORMAT_CAP_TEXTURE | WINED3D_FORMAT_CAP_POSTPIXELSHADER_BLENDING | WINED3D_FORMAT_CAP_FILTERING,
1478 ARB_TEXTURE_COMPRESSION_BPTC, NULL},
1479 /* IEEE formats */
1480 {WINED3DFMT_R32_FLOAT, GL_RGB32F_ARB, GL_RGB32F_ARB, 0,
1481 GL_RED, GL_FLOAT, 0,
1482 WINED3D_FORMAT_CAP_TEXTURE | WINED3D_FORMAT_CAP_RENDERTARGET | WINED3D_FORMAT_CAP_VTF,
1483 ARB_TEXTURE_FLOAT, NULL},
1484 {WINED3DFMT_R32_FLOAT, GL_R32F, GL_R32F, 0,
1485 GL_RED, GL_FLOAT, 0,
1486 WINED3D_FORMAT_CAP_TEXTURE | WINED3D_FORMAT_CAP_RENDERTARGET | WINED3D_FORMAT_CAP_VTF,
1487 ARB_TEXTURE_RG, NULL},
1488 {WINED3DFMT_R32G32_FLOAT, GL_RGB32F_ARB, GL_RGB32F_ARB, 0,
1489 GL_RGB, GL_FLOAT, 12,
1490 WINED3D_FORMAT_CAP_TEXTURE | WINED3D_FORMAT_CAP_RENDERTARGET | WINED3D_FORMAT_CAP_VTF,
1491 ARB_TEXTURE_FLOAT, convert_r32g32_float},
1492 {WINED3DFMT_R32G32_FLOAT, GL_RG32F, GL_RG32F, 0,
1493 GL_RG, GL_FLOAT, 0,
1494 WINED3D_FORMAT_CAP_TEXTURE | WINED3D_FORMAT_CAP_RENDERTARGET | WINED3D_FORMAT_CAP_VTF,
1495 ARB_TEXTURE_RG, NULL},
1496 {WINED3DFMT_R32G32B32_FLOAT, GL_RGB32F, GL_RGB32F, 0,
1497 GL_RGB, GL_FLOAT, 0,
1498 WINED3D_FORMAT_CAP_TEXTURE | WINED3D_FORMAT_CAP_RENDERTARGET,
1499 ARB_TEXTURE_FLOAT, NULL},
1500 {WINED3DFMT_R32G32B32A32_FLOAT, GL_RGBA32F_ARB, GL_RGBA32F_ARB, 0,
1501 GL_RGBA, GL_FLOAT, 0,
1502 WINED3D_FORMAT_CAP_TEXTURE | WINED3D_FORMAT_CAP_RENDERTARGET | WINED3D_FORMAT_CAP_VTF,
1503 ARB_TEXTURE_FLOAT, NULL},
1504 /* Float */
1505 {WINED3DFMT_R16_FLOAT, GL_RGB16F_ARB, GL_RGB16F_ARB, 0,
1506 GL_RED, GL_HALF_FLOAT_ARB, 0,
1507 WINED3D_FORMAT_CAP_TEXTURE | WINED3D_FORMAT_CAP_RENDERTARGET | WINED3D_FORMAT_CAP_VTF,
1508 ARB_TEXTURE_FLOAT, NULL},
1509 {WINED3DFMT_R16_FLOAT, GL_R16F, GL_R16F, 0,
1510 GL_RED, GL_HALF_FLOAT_ARB, 0,
1511 WINED3D_FORMAT_CAP_TEXTURE | WINED3D_FORMAT_CAP_RENDERTARGET | WINED3D_FORMAT_CAP_VTF,
1512 ARB_TEXTURE_RG, NULL},
1513 {WINED3DFMT_R16G16_FLOAT, GL_RGB16F_ARB, GL_RGB16F_ARB, 0,
1514 GL_RGB, GL_HALF_FLOAT_ARB, 6,
1515 WINED3D_FORMAT_CAP_TEXTURE | WINED3D_FORMAT_CAP_RENDERTARGET | WINED3D_FORMAT_CAP_VTF,
1516 ARB_TEXTURE_FLOAT, convert_r16g16},
1517 {WINED3DFMT_R16G16_FLOAT, GL_RG16F, GL_RG16F, 0,
1518 GL_RG, GL_HALF_FLOAT_ARB, 0,
1519 WINED3D_FORMAT_CAP_TEXTURE | WINED3D_FORMAT_CAP_RENDERTARGET | WINED3D_FORMAT_CAP_VTF,
1520 ARB_TEXTURE_RG, NULL},
1521 {WINED3DFMT_R16G16B16A16_FLOAT, GL_RGBA16F_ARB, GL_RGBA16F_ARB, 0,
1522 GL_RGBA, GL_HALF_FLOAT_ARB, 0,
1523 WINED3D_FORMAT_CAP_TEXTURE | WINED3D_FORMAT_CAP_POSTPIXELSHADER_BLENDING | WINED3D_FORMAT_CAP_RENDERTARGET
1524 | WINED3D_FORMAT_CAP_VTF,
1525 ARB_TEXTURE_FLOAT, NULL},
1526 {WINED3DFMT_R11G11B10_FLOAT, GL_R11F_G11F_B10F, GL_R11F_G11F_B10F, 0,
1527 GL_RGB, GL_UNSIGNED_INT_10F_11F_11F_REV, 0,
1528 WINED3D_FORMAT_CAP_TEXTURE | WINED3D_FORMAT_CAP_POSTPIXELSHADER_BLENDING | WINED3D_FORMAT_CAP_RENDERTARGET,
1529 EXT_PACKED_FLOAT},
1530 /* Palettized formats */
1531 {WINED3DFMT_P8_UINT, GL_R8, GL_R8, 0,
1532 GL_RED, GL_UNSIGNED_BYTE, 0,
1534 ARB_TEXTURE_RG, NULL},
1535 {WINED3DFMT_P8_UINT, GL_ALPHA8, GL_ALPHA8, 0,
1536 GL_ALPHA, GL_UNSIGNED_BYTE, 0,
1538 WINED3D_GL_LEGACY_CONTEXT, NULL},
1539 /* Standard ARGB formats */
1540 {WINED3DFMT_B8G8R8_UNORM, GL_RGB8, GL_RGB8, 0,
1541 GL_BGR, GL_UNSIGNED_BYTE, 0,
1542 WINED3D_FORMAT_CAP_POSTPIXELSHADER_BLENDING | WINED3D_FORMAT_CAP_FILTERING | WINED3D_FORMAT_CAP_RENDERTARGET,
1543 WINED3D_GL_EXT_NONE, NULL},
1544 {WINED3DFMT_B8G8R8A8_UNORM, GL_RGBA8, GL_SRGB8_ALPHA8_EXT, 0,
1545 GL_BGRA, GL_UNSIGNED_INT_8_8_8_8_REV, 0,
1546 WINED3D_FORMAT_CAP_TEXTURE | WINED3D_FORMAT_CAP_POSTPIXELSHADER_BLENDING | WINED3D_FORMAT_CAP_FILTERING
1547 | WINED3D_FORMAT_CAP_RENDERTARGET | WINED3D_FORMAT_CAP_SRGB_READ | WINED3D_FORMAT_CAP_SRGB_WRITE
1548 | WINED3D_FORMAT_CAP_VTF,
1549 WINED3D_GL_EXT_NONE, NULL},
1550 {WINED3DFMT_B8G8R8X8_UNORM, GL_RGB8, GL_SRGB8_EXT, 0,
1551 GL_BGRA, GL_UNSIGNED_INT_8_8_8_8_REV, 0,
1552 WINED3D_FORMAT_CAP_TEXTURE | WINED3D_FORMAT_CAP_POSTPIXELSHADER_BLENDING | WINED3D_FORMAT_CAP_FILTERING
1553 | WINED3D_FORMAT_CAP_RENDERTARGET | WINED3D_FORMAT_CAP_SRGB_READ | WINED3D_FORMAT_CAP_SRGB_WRITE,
1554 WINED3D_GL_EXT_NONE, NULL},
1555 {WINED3DFMT_B5G6R5_UNORM, GL_RGB5, GL_SRGB8_EXT, GL_RGB8,
1556 GL_RGB, GL_UNSIGNED_SHORT_5_6_5, 0,
1557 WINED3D_FORMAT_CAP_TEXTURE | WINED3D_FORMAT_CAP_POSTPIXELSHADER_BLENDING | WINED3D_FORMAT_CAP_FILTERING
1558 | WINED3D_FORMAT_CAP_RENDERTARGET | WINED3D_FORMAT_CAP_SRGB_READ,
1559 WINED3D_GL_EXT_NONE, NULL},
1560 {WINED3DFMT_B5G6R5_UNORM, GL_RGB565, GL_SRGB8_EXT, GL_RGB8,
1561 GL_RGB, GL_UNSIGNED_SHORT_5_6_5, 0,
1562 WINED3D_FORMAT_CAP_TEXTURE | WINED3D_FORMAT_CAP_POSTPIXELSHADER_BLENDING | WINED3D_FORMAT_CAP_FILTERING
1563 | WINED3D_FORMAT_CAP_RENDERTARGET | WINED3D_FORMAT_CAP_SRGB_READ,
1564 ARB_ES2_COMPATIBILITY, NULL},
1565 {WINED3DFMT_B5G5R5X1_UNORM, GL_RGB5, GL_RGB5, 0,
1566 GL_BGRA, GL_UNSIGNED_SHORT_1_5_5_5_REV, 0,
1567 WINED3D_FORMAT_CAP_TEXTURE | WINED3D_FORMAT_CAP_POSTPIXELSHADER_BLENDING | WINED3D_FORMAT_CAP_FILTERING
1568 | WINED3D_FORMAT_CAP_RENDERTARGET,
1569 WINED3D_GL_EXT_NONE, NULL},
1570 {WINED3DFMT_B5G5R5A1_UNORM, GL_RGB5_A1, GL_RGB5_A1, 0,
1571 GL_BGRA, GL_UNSIGNED_SHORT_1_5_5_5_REV, 0,
1572 WINED3D_FORMAT_CAP_TEXTURE | WINED3D_FORMAT_CAP_POSTPIXELSHADER_BLENDING | WINED3D_FORMAT_CAP_FILTERING,
1573 WINED3D_GL_EXT_NONE, NULL},
1574 {WINED3DFMT_B4G4R4A4_UNORM, GL_RGBA4, GL_SRGB8_ALPHA8_EXT, 0,
1575 GL_BGRA, GL_UNSIGNED_SHORT_4_4_4_4_REV, 0,
1576 WINED3D_FORMAT_CAP_TEXTURE | WINED3D_FORMAT_CAP_POSTPIXELSHADER_BLENDING | WINED3D_FORMAT_CAP_FILTERING
1577 | WINED3D_FORMAT_CAP_SRGB_READ,
1578 WINED3D_GL_EXT_NONE, NULL},
1579 {WINED3DFMT_B2G3R3_UNORM, GL_R3_G3_B2, GL_R3_G3_B2, 0,
1580 GL_RGB, GL_UNSIGNED_BYTE_3_3_2, 0,
1581 WINED3D_FORMAT_CAP_POSTPIXELSHADER_BLENDING | WINED3D_FORMAT_CAP_FILTERING,
1582 WINED3D_GL_EXT_NONE, NULL},
1583 {WINED3DFMT_R8_UNORM, GL_R8, GL_R8, 0,
1584 GL_RED, GL_UNSIGNED_BYTE, 0,
1585 WINED3D_FORMAT_CAP_TEXTURE | WINED3D_FORMAT_CAP_POSTPIXELSHADER_BLENDING | WINED3D_FORMAT_CAP_FILTERING
1586 | WINED3D_FORMAT_CAP_RENDERTARGET | WINED3D_FORMAT_CAP_VTF,
1587 ARB_TEXTURE_RG, NULL},
1588 {WINED3DFMT_A8_UNORM, GL_R8, GL_R8, 0,
1589 GL_RED, GL_UNSIGNED_BYTE, 0,
1590 WINED3D_FORMAT_CAP_TEXTURE | WINED3D_FORMAT_CAP_POSTPIXELSHADER_BLENDING | WINED3D_FORMAT_CAP_FILTERING
1591 | WINED3D_FORMAT_CAP_RENDERTARGET,
1592 ARB_TEXTURE_RG, NULL},
1593 {WINED3DFMT_A8_UNORM, GL_ALPHA8, GL_ALPHA8, 0,
1594 GL_ALPHA, GL_UNSIGNED_BYTE, 0,
1595 WINED3D_FORMAT_CAP_TEXTURE | WINED3D_FORMAT_CAP_POSTPIXELSHADER_BLENDING | WINED3D_FORMAT_CAP_FILTERING
1596 | WINED3D_FORMAT_CAP_RENDERTARGET,
1597 WINED3D_GL_LEGACY_CONTEXT, NULL},
1598 {WINED3DFMT_B4G4R4X4_UNORM, GL_RGB4, GL_RGB4, 0,
1599 GL_BGRA, GL_UNSIGNED_SHORT_4_4_4_4_REV, 0,
1600 WINED3D_FORMAT_CAP_TEXTURE | WINED3D_FORMAT_CAP_POSTPIXELSHADER_BLENDING | WINED3D_FORMAT_CAP_FILTERING,
1601 WINED3D_GL_EXT_NONE, NULL},
1602 {WINED3DFMT_R10G10B10A2_UINT, GL_RGB10_A2UI, GL_RGB10_A2UI, 0,
1603 GL_RGBA_INTEGER, GL_UNSIGNED_INT_2_10_10_10_REV, 0,
1604 WINED3D_FORMAT_CAP_TEXTURE | WINED3D_FORMAT_CAP_RENDERTARGET,
1605 ARB_TEXTURE_RGB10_A2UI, NULL},
1606 {WINED3DFMT_R10G10B10A2_UNORM, GL_RGB10_A2, GL_RGB10_A2, 0,
1607 GL_RGBA, GL_UNSIGNED_INT_2_10_10_10_REV, 0,
1608 WINED3D_FORMAT_CAP_TEXTURE | WINED3D_FORMAT_CAP_POSTPIXELSHADER_BLENDING | WINED3D_FORMAT_CAP_FILTERING
1609 | WINED3D_FORMAT_CAP_RENDERTARGET,
1610 WINED3D_GL_EXT_NONE, NULL},
1611 {WINED3DFMT_R8G8B8A8_UNORM, GL_RGBA8, GL_SRGB8_ALPHA8_EXT, 0,
1612 GL_RGBA, GL_UNSIGNED_INT_8_8_8_8_REV, 0,
1613 WINED3D_FORMAT_CAP_TEXTURE | WINED3D_FORMAT_CAP_POSTPIXELSHADER_BLENDING | WINED3D_FORMAT_CAP_FILTERING
1614 | WINED3D_FORMAT_CAP_RENDERTARGET | WINED3D_FORMAT_CAP_SRGB_READ | WINED3D_FORMAT_CAP_SRGB_WRITE
1615 | WINED3D_FORMAT_CAP_VTF,
1616 WINED3D_GL_EXT_NONE, NULL},
1617 {WINED3DFMT_R8G8B8A8_UINT, GL_RGBA8UI, GL_RGBA8UI, 0,
1618 GL_RGBA_INTEGER, GL_UNSIGNED_INT_8_8_8_8_REV, 0,
1619 WINED3D_FORMAT_CAP_TEXTURE | WINED3D_FORMAT_CAP_RENDERTARGET,
1620 ARB_TEXTURE_RGB10_A2UI, NULL},
1621 {WINED3DFMT_R8G8B8A8_SINT, GL_RGBA8I, GL_RGBA8I, 0,
1622 GL_RGBA_INTEGER, GL_BYTE, 0,
1623 WINED3D_FORMAT_CAP_TEXTURE | WINED3D_FORMAT_CAP_RENDERTARGET,
1624 EXT_TEXTURE_INTEGER, NULL},
1625 {WINED3DFMT_R8G8B8X8_UNORM, GL_RGB8, GL_RGB8, 0,
1626 GL_RGBA, GL_UNSIGNED_INT_8_8_8_8_REV, 0,
1627 WINED3D_FORMAT_CAP_TEXTURE | WINED3D_FORMAT_CAP_POSTPIXELSHADER_BLENDING | WINED3D_FORMAT_CAP_FILTERING,
1628 WINED3D_GL_EXT_NONE, NULL},
1629 {WINED3DFMT_R16G16_UNORM, GL_RGB16, GL_RGB16, GL_RGBA16,
1630 GL_RGB, GL_UNSIGNED_SHORT, 6,
1631 WINED3D_FORMAT_CAP_TEXTURE | WINED3D_FORMAT_CAP_POSTPIXELSHADER_BLENDING | WINED3D_FORMAT_CAP_FILTERING,
1632 WINED3D_GL_EXT_NONE, convert_r16g16},
1633 {WINED3DFMT_R16G16_UNORM, GL_RG16, GL_RG16, 0,
1634 GL_RG, GL_UNSIGNED_SHORT, 0,
1635 WINED3D_FORMAT_CAP_TEXTURE | WINED3D_FORMAT_CAP_POSTPIXELSHADER_BLENDING | WINED3D_FORMAT_CAP_FILTERING
1636 | WINED3D_FORMAT_CAP_RENDERTARGET,
1637 ARB_TEXTURE_RG, NULL},
1638 {WINED3DFMT_B10G10R10A2_UNORM, GL_RGB10_A2, GL_RGB10_A2, 0,
1639 GL_BGRA, GL_UNSIGNED_INT_2_10_10_10_REV, 0,
1640 WINED3D_FORMAT_CAP_TEXTURE | WINED3D_FORMAT_CAP_POSTPIXELSHADER_BLENDING | WINED3D_FORMAT_CAP_FILTERING
1641 | WINED3D_FORMAT_CAP_RENDERTARGET,
1642 WINED3D_GL_EXT_NONE, NULL},
1643 {WINED3DFMT_R16G16B16A16_UNORM, GL_RGBA16, GL_RGBA16, 0,
1644 GL_RGBA, GL_UNSIGNED_SHORT, 0,
1645 WINED3D_FORMAT_CAP_TEXTURE | WINED3D_FORMAT_CAP_POSTPIXELSHADER_BLENDING | WINED3D_FORMAT_CAP_FILTERING
1646 | WINED3D_FORMAT_CAP_RENDERTARGET,
1647 WINED3D_GL_EXT_NONE, NULL},
1648 {WINED3DFMT_R8G8_UNORM, GL_RG8, GL_RG8, 0,
1649 GL_RG, GL_UNSIGNED_BYTE, 0,
1650 WINED3D_FORMAT_CAP_TEXTURE | WINED3D_FORMAT_CAP_POSTPIXELSHADER_BLENDING | WINED3D_FORMAT_CAP_FILTERING
1651 | WINED3D_FORMAT_CAP_RENDERTARGET,
1652 ARB_TEXTURE_RG, NULL},
1653 {WINED3DFMT_R8G8_UINT, GL_RG8UI, GL_RG8UI, 0,
1654 GL_RG_INTEGER, GL_UNSIGNED_BYTE, 0,
1655 WINED3D_FORMAT_CAP_TEXTURE | WINED3D_FORMAT_CAP_RENDERTARGET,
1656 ARB_TEXTURE_RG, NULL},
1657 {WINED3DFMT_R8G8_SINT, GL_RG8I, GL_RG8I, 0,
1658 GL_RG_INTEGER, GL_BYTE, 0,
1659 WINED3D_FORMAT_CAP_TEXTURE | WINED3D_FORMAT_CAP_RENDERTARGET,
1660 ARB_TEXTURE_RG, NULL},
1661 {WINED3DFMT_R16G16B16A16_UINT, GL_RGBA16UI, GL_RGBA16UI, 0,
1662 GL_RGBA_INTEGER, GL_UNSIGNED_SHORT, 0,
1663 WINED3D_FORMAT_CAP_TEXTURE | WINED3D_FORMAT_CAP_RENDERTARGET,
1664 EXT_TEXTURE_INTEGER, NULL},
1665 {WINED3DFMT_R16G16B16A16_SINT, GL_RGBA16I, GL_RGBA16I, 0,
1666 GL_RGBA_INTEGER, GL_SHORT, 0,
1667 WINED3D_FORMAT_CAP_TEXTURE | WINED3D_FORMAT_CAP_RENDERTARGET,
1668 EXT_TEXTURE_INTEGER, NULL},
1669 {WINED3DFMT_R32G32_UINT, GL_RG32UI, GL_RG32UI, 0,
1670 GL_RG_INTEGER, GL_UNSIGNED_INT, 0,
1671 WINED3D_FORMAT_CAP_TEXTURE | WINED3D_FORMAT_CAP_RENDERTARGET,
1672 ARB_TEXTURE_RG, NULL},
1673 {WINED3DFMT_R32G32_SINT, GL_RG32I, GL_RG32I, 0,
1674 GL_RG_INTEGER, GL_INT, 0,
1675 WINED3D_FORMAT_CAP_TEXTURE | WINED3D_FORMAT_CAP_RENDERTARGET,
1676 ARB_TEXTURE_RG, NULL},
1677 {WINED3DFMT_R16G16_UINT, GL_RG16UI, GL_RG16UI, 0,
1678 GL_RG_INTEGER, GL_UNSIGNED_SHORT, 0,
1679 WINED3D_FORMAT_CAP_TEXTURE | WINED3D_FORMAT_CAP_RENDERTARGET,
1680 ARB_TEXTURE_RG, NULL},
1681 {WINED3DFMT_R16G16_SINT, GL_RG16I, GL_RG16I, 0,
1682 GL_RG_INTEGER, GL_SHORT, 0,
1683 WINED3D_FORMAT_CAP_TEXTURE | WINED3D_FORMAT_CAP_RENDERTARGET,
1684 ARB_TEXTURE_RG, NULL},
1685 {WINED3DFMT_R32_UINT, GL_R32UI, GL_R32UI, 0,
1686 GL_RED_INTEGER, GL_UNSIGNED_INT, 0,
1687 WINED3D_FORMAT_CAP_TEXTURE | WINED3D_FORMAT_CAP_RENDERTARGET,
1688 ARB_TEXTURE_RG, NULL},
1689 {WINED3DFMT_R32_SINT, GL_R32I, GL_R32I, 0,
1690 GL_RED_INTEGER, GL_INT, 0,
1691 WINED3D_FORMAT_CAP_TEXTURE | WINED3D_FORMAT_CAP_RENDERTARGET,
1692 ARB_TEXTURE_RG, NULL},
1693 {WINED3DFMT_R16_UNORM, GL_R16, GL_R16, 0,
1694 GL_RED, GL_UNSIGNED_SHORT, 0,
1695 WINED3D_FORMAT_CAP_TEXTURE | WINED3D_FORMAT_CAP_POSTPIXELSHADER_BLENDING | WINED3D_FORMAT_CAP_FILTERING
1696 | WINED3D_FORMAT_CAP_RENDERTARGET,
1697 ARB_TEXTURE_RG, NULL},
1698 {WINED3DFMT_R16_UINT, GL_R16UI, GL_R16UI, 0,
1699 GL_RED_INTEGER, GL_UNSIGNED_SHORT, 0,
1700 WINED3D_FORMAT_CAP_TEXTURE | WINED3D_FORMAT_CAP_RENDERTARGET,
1701 ARB_TEXTURE_RG, NULL},
1702 {WINED3DFMT_R16_SINT, GL_R16I, GL_R16I, 0,
1703 GL_RED_INTEGER, GL_SHORT, 0,
1704 WINED3D_FORMAT_CAP_TEXTURE | WINED3D_FORMAT_CAP_RENDERTARGET,
1705 ARB_TEXTURE_RG, NULL},
1706 {WINED3DFMT_R8_UINT, GL_R8UI, GL_R8UI, 0,
1707 GL_RED_INTEGER, GL_UNSIGNED_BYTE, 0,
1708 WINED3D_FORMAT_CAP_TEXTURE | WINED3D_FORMAT_CAP_RENDERTARGET,
1709 ARB_TEXTURE_RG, NULL},
1710 {WINED3DFMT_R8_SINT, GL_R8I, GL_R8I, 0,
1711 GL_RED_INTEGER, GL_BYTE, 0,
1712 WINED3D_FORMAT_CAP_TEXTURE | WINED3D_FORMAT_CAP_RENDERTARGET,
1713 ARB_TEXTURE_RG, NULL},
1714 /* Luminance */
1715 {WINED3DFMT_L8_UNORM, GL_LUMINANCE8, GL_SLUMINANCE8_EXT, 0,
1716 GL_LUMINANCE, GL_UNSIGNED_BYTE, 0,
1717 WINED3D_FORMAT_CAP_TEXTURE | WINED3D_FORMAT_CAP_POSTPIXELSHADER_BLENDING | WINED3D_FORMAT_CAP_FILTERING
1718 | WINED3D_FORMAT_CAP_SRGB_READ,
1719 WINED3D_GL_LEGACY_CONTEXT, NULL},
1720 {WINED3DFMT_L8_UNORM, GL_R8, GL_R8, 0,
1721 GL_RED, GL_UNSIGNED_BYTE, 0,
1722 WINED3D_FORMAT_CAP_TEXTURE | WINED3D_FORMAT_CAP_POSTPIXELSHADER_BLENDING | WINED3D_FORMAT_CAP_FILTERING
1723 | WINED3D_FORMAT_CAP_RENDERTARGET,
1724 ARB_TEXTURE_RG, NULL},
1725 {WINED3DFMT_L8A8_UNORM, GL_RG8, GL_RG8, 0,
1726 GL_RG, GL_UNSIGNED_BYTE, 0,
1727 WINED3D_FORMAT_CAP_TEXTURE | WINED3D_FORMAT_CAP_POSTPIXELSHADER_BLENDING | WINED3D_FORMAT_CAP_FILTERING,
1728 ARB_TEXTURE_RG, NULL},
1729 {WINED3DFMT_L8A8_UNORM, GL_LUMINANCE8_ALPHA8, GL_SLUMINANCE8_ALPHA8_EXT, 0,
1730 GL_LUMINANCE_ALPHA, GL_UNSIGNED_BYTE, 0,
1731 WINED3D_FORMAT_CAP_TEXTURE | WINED3D_FORMAT_CAP_POSTPIXELSHADER_BLENDING | WINED3D_FORMAT_CAP_FILTERING
1732 | WINED3D_FORMAT_CAP_SRGB_READ,
1733 WINED3D_GL_LEGACY_CONTEXT, NULL},
1734 {WINED3DFMT_L4A4_UNORM, GL_RG8, GL_RG8, 0,
1735 GL_RG, GL_UNSIGNED_BYTE, 2,
1736 WINED3D_FORMAT_CAP_FILTERING,
1737 ARB_TEXTURE_RG, convert_l4a4_unorm},
1738 {WINED3DFMT_L4A4_UNORM, GL_LUMINANCE4_ALPHA4, GL_LUMINANCE4_ALPHA4, 0,
1739 GL_LUMINANCE_ALPHA, GL_UNSIGNED_BYTE, 2,
1740 WINED3D_FORMAT_CAP_FILTERING,
1741 WINED3D_GL_LEGACY_CONTEXT, convert_l4a4_unorm},
1742 {WINED3DFMT_L16_UNORM, GL_R16, GL_R16, 0,
1743 GL_RED, GL_UNSIGNED_SHORT, 0,
1744 WINED3D_FORMAT_CAP_TEXTURE | WINED3D_FORMAT_CAP_POSTPIXELSHADER_BLENDING | WINED3D_FORMAT_CAP_FILTERING,
1745 ARB_TEXTURE_RG, NULL},
1746 {WINED3DFMT_L16_UNORM, GL_LUMINANCE16, GL_LUMINANCE16, 0,
1747 GL_LUMINANCE, GL_UNSIGNED_SHORT, 0,
1748 WINED3D_FORMAT_CAP_TEXTURE | WINED3D_FORMAT_CAP_POSTPIXELSHADER_BLENDING | WINED3D_FORMAT_CAP_FILTERING,
1749 WINED3D_GL_LEGACY_CONTEXT, NULL},
1750 /* Bump mapping stuff */
1751 {WINED3DFMT_R8G8_SNORM, GL_RGB8, GL_RGB8, 0,
1752 GL_BGR, GL_UNSIGNED_BYTE, 3,
1753 WINED3D_FORMAT_CAP_TEXTURE | WINED3D_FORMAT_CAP_POSTPIXELSHADER_BLENDING | WINED3D_FORMAT_CAP_FILTERING,
1754 WINED3D_GL_EXT_NONE, convert_r8g8_snorm},
1755 {WINED3DFMT_R8G8_SNORM, GL_DSDT8_NV, GL_DSDT8_NV, 0,
1756 GL_DSDT_NV, GL_BYTE, 0,
1757 WINED3D_FORMAT_CAP_TEXTURE | WINED3D_FORMAT_CAP_POSTPIXELSHADER_BLENDING | WINED3D_FORMAT_CAP_FILTERING,
1758 NV_TEXTURE_SHADER, NULL},
1759 {WINED3DFMT_R8G8_SNORM, GL_RG8_SNORM, GL_RG8_SNORM, 0,
1760 GL_RG, GL_BYTE, 0,
1761 WINED3D_FORMAT_CAP_TEXTURE | WINED3D_FORMAT_CAP_POSTPIXELSHADER_BLENDING | WINED3D_FORMAT_CAP_FILTERING
1762 | WINED3D_FORMAT_CAP_RENDERTARGET,
1763 EXT_TEXTURE_SNORM, NULL},
1764 {WINED3DFMT_R5G5_SNORM_L6_UNORM, GL_RGB5, GL_RGB5, 0,
1765 GL_RGB, GL_UNSIGNED_SHORT_5_6_5, 2,
1766 WINED3D_FORMAT_CAP_TEXTURE | WINED3D_FORMAT_CAP_POSTPIXELSHADER_BLENDING | WINED3D_FORMAT_CAP_FILTERING,
1767 WINED3D_GL_EXT_NONE, convert_r5g5_snorm_l6_unorm},
1768 {WINED3DFMT_R5G5_SNORM_L6_UNORM, GL_DSDT8_MAG8_NV, GL_DSDT8_MAG8_NV, 0,
1769 GL_DSDT_MAG_NV, GL_BYTE, 3,
1770 WINED3D_FORMAT_CAP_TEXTURE | WINED3D_FORMAT_CAP_POSTPIXELSHADER_BLENDING | WINED3D_FORMAT_CAP_FILTERING,
1771 NV_TEXTURE_SHADER, convert_r5g5_snorm_l6_unorm_nv},
1772 {WINED3DFMT_R5G5_SNORM_L6_UNORM, GL_RGB8_SNORM, GL_RGB8_SNORM, 0,
1773 GL_RGBA, GL_BYTE, 4,
1774 WINED3D_FORMAT_CAP_TEXTURE | WINED3D_FORMAT_CAP_POSTPIXELSHADER_BLENDING | WINED3D_FORMAT_CAP_FILTERING,
1775 EXT_TEXTURE_SNORM, convert_r5g5_snorm_l6_unorm_ext},
1776 {WINED3DFMT_R8G8_SNORM_L8X8_UNORM, GL_RGB8, GL_RGB8, 0,
1777 GL_BGRA, GL_UNSIGNED_INT_8_8_8_8_REV, 4,
1778 WINED3D_FORMAT_CAP_TEXTURE | WINED3D_FORMAT_CAP_POSTPIXELSHADER_BLENDING | WINED3D_FORMAT_CAP_FILTERING,
1779 WINED3D_GL_EXT_NONE, convert_r8g8_snorm_l8x8_unorm},
1780 {WINED3DFMT_R8G8_SNORM_L8X8_UNORM, GL_DSDT8_MAG8_INTENSITY8_NV, GL_DSDT8_MAG8_INTENSITY8_NV, 0,
1781 GL_DSDT_MAG_VIB_NV, GL_UNSIGNED_INT_8_8_S8_S8_REV_NV, 4,
1782 WINED3D_FORMAT_CAP_TEXTURE | WINED3D_FORMAT_CAP_POSTPIXELSHADER_BLENDING | WINED3D_FORMAT_CAP_FILTERING,
1783 NV_TEXTURE_SHADER, convert_r8g8_snorm_l8x8_unorm_nv},
1784 {WINED3DFMT_R8G8B8A8_SNORM, GL_RGBA8, GL_RGBA8, 0,
1785 GL_BGRA, GL_UNSIGNED_BYTE, 4,
1786 WINED3D_FORMAT_CAP_TEXTURE | WINED3D_FORMAT_CAP_POSTPIXELSHADER_BLENDING | WINED3D_FORMAT_CAP_FILTERING,
1787 WINED3D_GL_EXT_NONE, convert_r8g8b8a8_snorm},
1788 {WINED3DFMT_R8G8B8A8_SNORM, GL_SIGNED_RGBA8_NV, GL_SIGNED_RGBA8_NV, 0,
1789 GL_RGBA, GL_BYTE, 0,
1790 WINED3D_FORMAT_CAP_TEXTURE | WINED3D_FORMAT_CAP_POSTPIXELSHADER_BLENDING | WINED3D_FORMAT_CAP_FILTERING,
1791 NV_TEXTURE_SHADER, NULL},
1792 {WINED3DFMT_R8G8B8A8_SNORM, GL_RGBA8_SNORM, GL_RGBA8_SNORM, 0,
1793 GL_RGBA, GL_BYTE, 0,
1794 WINED3D_FORMAT_CAP_TEXTURE | WINED3D_FORMAT_CAP_POSTPIXELSHADER_BLENDING | WINED3D_FORMAT_CAP_FILTERING
1795 | WINED3D_FORMAT_CAP_RENDERTARGET,
1796 EXT_TEXTURE_SNORM, NULL},
1797 {WINED3DFMT_R16G16_SNORM, GL_RGB16, GL_RGB16, 0,
1798 GL_BGR, GL_UNSIGNED_SHORT, 6,
1799 WINED3D_FORMAT_CAP_TEXTURE | WINED3D_FORMAT_CAP_POSTPIXELSHADER_BLENDING | WINED3D_FORMAT_CAP_FILTERING,
1800 WINED3D_GL_EXT_NONE, convert_r16g16_snorm},
1801 {WINED3DFMT_R16G16_SNORM, GL_SIGNED_HILO16_NV, GL_SIGNED_HILO16_NV, 0,
1802 GL_HILO_NV, GL_SHORT, 0,
1803 WINED3D_FORMAT_CAP_TEXTURE | WINED3D_FORMAT_CAP_POSTPIXELSHADER_BLENDING | WINED3D_FORMAT_CAP_FILTERING,
1804 NV_TEXTURE_SHADER, NULL},
1805 {WINED3DFMT_R16G16_SNORM, GL_RG16_SNORM, GL_RG16_SNORM, 0,
1806 GL_RG, GL_SHORT, 0,
1807 WINED3D_FORMAT_CAP_TEXTURE | WINED3D_FORMAT_CAP_POSTPIXELSHADER_BLENDING | WINED3D_FORMAT_CAP_FILTERING
1808 | WINED3D_FORMAT_CAP_RENDERTARGET,
1809 EXT_TEXTURE_SNORM, NULL},
1810 {WINED3DFMT_R16G16B16A16_SNORM, GL_RGBA16_SNORM, GL_RGBA16_SNORM, 0,
1811 GL_RGBA, GL_SHORT, 0,
1812 WINED3D_FORMAT_CAP_TEXTURE | WINED3D_FORMAT_CAP_POSTPIXELSHADER_BLENDING | WINED3D_FORMAT_CAP_FILTERING
1813 | WINED3D_FORMAT_CAP_RENDERTARGET,
1814 EXT_TEXTURE_SNORM, NULL},
1815 {WINED3DFMT_R16_SNORM, GL_R16_SNORM, GL_R16_SNORM, 0,
1816 GL_RED, GL_SHORT, 0,
1817 WINED3D_FORMAT_CAP_TEXTURE | WINED3D_FORMAT_CAP_POSTPIXELSHADER_BLENDING | WINED3D_FORMAT_CAP_FILTERING
1818 | WINED3D_FORMAT_CAP_RENDERTARGET,
1819 EXT_TEXTURE_SNORM, NULL},
1820 {WINED3DFMT_R8_SNORM, GL_R8_SNORM, GL_R8_SNORM, 0,
1821 GL_RED, GL_BYTE, 0,
1822 WINED3D_FORMAT_CAP_TEXTURE | WINED3D_FORMAT_CAP_POSTPIXELSHADER_BLENDING | WINED3D_FORMAT_CAP_FILTERING
1823 | WINED3D_FORMAT_CAP_RENDERTARGET,
1824 EXT_TEXTURE_SNORM, NULL},
1825 /* Depth stencil formats */
1826 {WINED3DFMT_D16_LOCKABLE, GL_DEPTH_COMPONENT, GL_DEPTH_COMPONENT, 0,
1827 GL_DEPTH_COMPONENT, GL_UNSIGNED_SHORT, 0,
1828 WINED3D_FORMAT_CAP_DEPTH_STENCIL,
1829 WINED3D_GL_EXT_NONE, NULL},
1830 {WINED3DFMT_D16_LOCKABLE, GL_DEPTH_COMPONENT16, GL_DEPTH_COMPONENT16, 0,
1831 GL_DEPTH_COMPONENT, GL_UNSIGNED_SHORT, 0,
1832 WINED3D_FORMAT_CAP_TEXTURE | WINED3D_FORMAT_CAP_DEPTH_STENCIL | WINED3D_FORMAT_CAP_SHADOW,
1833 ARB_DEPTH_TEXTURE, NULL},
1834 {WINED3DFMT_D24_UNORM_S8_UINT, GL_DEPTH_COMPONENT24_ARB, GL_DEPTH_COMPONENT24_ARB, 0,
1835 GL_DEPTH_COMPONENT, GL_UNSIGNED_INT, 0,
1836 WINED3D_FORMAT_CAP_TEXTURE | WINED3D_FORMAT_CAP_POSTPIXELSHADER_BLENDING | WINED3D_FORMAT_CAP_FILTERING
1837 | WINED3D_FORMAT_CAP_DEPTH_STENCIL | WINED3D_FORMAT_CAP_SHADOW,
1838 ARB_DEPTH_TEXTURE, NULL},
1839 {WINED3DFMT_D24_UNORM_S8_UINT, GL_DEPTH24_STENCIL8, GL_DEPTH24_STENCIL8, 0,
1840 GL_DEPTH_STENCIL, GL_UNSIGNED_INT_24_8, 0,
1841 WINED3D_FORMAT_CAP_TEXTURE | WINED3D_FORMAT_CAP_POSTPIXELSHADER_BLENDING | WINED3D_FORMAT_CAP_FILTERING
1842 | WINED3D_FORMAT_CAP_DEPTH_STENCIL | WINED3D_FORMAT_CAP_SHADOW,
1843 EXT_PACKED_DEPTH_STENCIL, NULL},
1844 {WINED3DFMT_X8D24_UNORM, GL_DEPTH_COMPONENT, GL_DEPTH_COMPONENT, 0,
1845 GL_DEPTH_COMPONENT, GL_UNSIGNED_INT, 4,
1846 WINED3D_FORMAT_CAP_DEPTH_STENCIL,
1847 WINED3D_GL_EXT_NONE, x8_d24_unorm_upload, x8_d24_unorm_download},
1848 {WINED3DFMT_X8D24_UNORM, GL_DEPTH_COMPONENT24_ARB, GL_DEPTH_COMPONENT24_ARB, 0,
1849 GL_DEPTH_COMPONENT, GL_UNSIGNED_INT, 4,
1850 WINED3D_FORMAT_CAP_TEXTURE | WINED3D_FORMAT_CAP_POSTPIXELSHADER_BLENDING | WINED3D_FORMAT_CAP_FILTERING
1851 | WINED3D_FORMAT_CAP_DEPTH_STENCIL | WINED3D_FORMAT_CAP_SHADOW,
1852 ARB_DEPTH_TEXTURE, x8_d24_unorm_upload, x8_d24_unorm_download},
1853 {WINED3DFMT_D16_UNORM, GL_DEPTH_COMPONENT, GL_DEPTH_COMPONENT, 0,
1854 GL_DEPTH_COMPONENT, GL_UNSIGNED_SHORT, 0,
1855 WINED3D_FORMAT_CAP_DEPTH_STENCIL,
1856 WINED3D_GL_EXT_NONE, NULL},
1857 {WINED3DFMT_D16_UNORM, GL_DEPTH_COMPONENT16, GL_DEPTH_COMPONENT16, 0,
1858 GL_DEPTH_COMPONENT, GL_UNSIGNED_SHORT, 0,
1859 WINED3D_FORMAT_CAP_TEXTURE | WINED3D_FORMAT_CAP_POSTPIXELSHADER_BLENDING | WINED3D_FORMAT_CAP_FILTERING
1860 | WINED3D_FORMAT_CAP_DEPTH_STENCIL | WINED3D_FORMAT_CAP_SHADOW,
1861 ARB_DEPTH_TEXTURE, NULL},
1862 {WINED3DFMT_D32_FLOAT, GL_DEPTH_COMPONENT32F, GL_DEPTH_COMPONENT32F, 0,
1863 GL_DEPTH_COMPONENT, GL_FLOAT, 0,
1864 WINED3D_FORMAT_CAP_TEXTURE | WINED3D_FORMAT_CAP_DEPTH_STENCIL | WINED3D_FORMAT_CAP_SHADOW,
1865 ARB_DEPTH_BUFFER_FLOAT, NULL},
1866 {WINED3DFMT_D32_FLOAT_S8X24_UINT, GL_DEPTH32F_STENCIL8, GL_DEPTH32F_STENCIL8, 0,
1867 GL_DEPTH_STENCIL, GL_FLOAT_32_UNSIGNED_INT_24_8_REV, 0,
1868 WINED3D_FORMAT_CAP_TEXTURE | WINED3D_FORMAT_CAP_DEPTH_STENCIL | WINED3D_FORMAT_CAP_SHADOW,
1869 ARB_DEPTH_BUFFER_FLOAT, NULL},
1870 {WINED3DFMT_S8_UINT_D24_FLOAT, GL_DEPTH32F_STENCIL8, GL_DEPTH32F_STENCIL8, 0,
1871 GL_DEPTH_STENCIL, GL_FLOAT_32_UNSIGNED_INT_24_8_REV, 8,
1872 WINED3D_FORMAT_CAP_TEXTURE | WINED3D_FORMAT_CAP_DEPTH_STENCIL | WINED3D_FORMAT_CAP_SHADOW,
1873 ARB_DEPTH_BUFFER_FLOAT, convert_s8_uint_d24_float},
1874 {WINED3DFMT_R32G32B32A32_UINT, GL_RGBA32UI, GL_RGBA32UI, 0,
1875 GL_RGBA_INTEGER, GL_UNSIGNED_INT, 0,
1876 WINED3D_FORMAT_CAP_TEXTURE | WINED3D_FORMAT_CAP_RENDERTARGET,
1877 EXT_TEXTURE_INTEGER, NULL},
1878 {WINED3DFMT_R32G32B32A32_SINT, GL_RGBA32I, GL_RGBA32I, 0,
1879 GL_RGBA_INTEGER, GL_INT, 0,
1880 WINED3D_FORMAT_CAP_TEXTURE | WINED3D_FORMAT_CAP_RENDERTARGET,
1881 EXT_TEXTURE_INTEGER, NULL},
1882 /* Vendor-specific formats */
1883 {WINED3DFMT_ATI1N, GL_COMPRESSED_RED_RGTC1, GL_COMPRESSED_RED_RGTC1, 0,
1884 GL_RED, GL_UNSIGNED_BYTE, 0,
1885 WINED3D_FORMAT_CAP_TEXTURE | WINED3D_FORMAT_CAP_POSTPIXELSHADER_BLENDING | WINED3D_FORMAT_CAP_FILTERING,
1886 ARB_TEXTURE_COMPRESSION_RGTC, NULL},
1887 {WINED3DFMT_ATI2N, GL_COMPRESSED_LUMINANCE_ALPHA_3DC_ATI, GL_COMPRESSED_LUMINANCE_ALPHA_3DC_ATI, 0,
1888 GL_LUMINANCE_ALPHA, GL_UNSIGNED_BYTE, 0,
1889 WINED3D_FORMAT_CAP_TEXTURE | WINED3D_FORMAT_CAP_POSTPIXELSHADER_BLENDING | WINED3D_FORMAT_CAP_FILTERING,
1890 ATI_TEXTURE_COMPRESSION_3DC, NULL},
1891 {WINED3DFMT_ATI2N, GL_COMPRESSED_RG_RGTC2, GL_COMPRESSED_RG_RGTC2, 0,
1892 GL_LUMINANCE_ALPHA, GL_UNSIGNED_BYTE, 0,
1893 WINED3D_FORMAT_CAP_TEXTURE | WINED3D_FORMAT_CAP_POSTPIXELSHADER_BLENDING | WINED3D_FORMAT_CAP_FILTERING,
1894 EXT_TEXTURE_COMPRESSION_RGTC, NULL},
1895 {WINED3DFMT_ATI2N, GL_COMPRESSED_RG_RGTC2, GL_COMPRESSED_RG_RGTC2, 0,
1896 GL_RG, GL_UNSIGNED_BYTE, 0,
1897 WINED3D_FORMAT_CAP_TEXTURE | WINED3D_FORMAT_CAP_POSTPIXELSHADER_BLENDING | WINED3D_FORMAT_CAP_FILTERING,
1898 ARB_TEXTURE_COMPRESSION_RGTC, NULL},
1899 {WINED3DFMT_INTZ, GL_DEPTH24_STENCIL8, GL_DEPTH24_STENCIL8, 0,
1900 GL_DEPTH_STENCIL, GL_UNSIGNED_INT_24_8, 0,
1901 WINED3D_FORMAT_CAP_TEXTURE | WINED3D_FORMAT_CAP_POSTPIXELSHADER_BLENDING | WINED3D_FORMAT_CAP_FILTERING
1902 | WINED3D_FORMAT_CAP_DEPTH_STENCIL,
1903 EXT_PACKED_DEPTH_STENCIL, NULL},
1904 {WINED3DFMT_NULL, 0, 0, 0,
1905 GL_RGBA, GL_UNSIGNED_INT_8_8_8_8_REV, 0,
1906 WINED3D_FORMAT_CAP_TEXTURE | WINED3D_FORMAT_CAP_RENDERTARGET | WINED3D_FORMAT_CAP_FBO_ATTACHABLE,
1907 ARB_FRAMEBUFFER_OBJECT, NULL},
1908 /* DirectX 10 HDR formats */
1909 {WINED3DFMT_R9G9B9E5_SHAREDEXP, GL_RGB9_E5_EXT, GL_RGB9_E5_EXT, 0,
1910 GL_RGB, GL_UNSIGNED_INT_5_9_9_9_REV_EXT, 0,
1911 WINED3D_FORMAT_CAP_TEXTURE | WINED3D_FORMAT_CAP_POSTPIXELSHADER_BLENDING | WINED3D_FORMAT_CAP_FILTERING,
1912 EXT_TEXTURE_SHARED_EXPONENT, NULL},
1915 struct wined3d_format_srgb_info
1917 enum wined3d_format_id srgb_format_id;
1918 enum wined3d_format_id base_format_id;
1921 static const struct wined3d_format_srgb_info format_srgb_info[] =
1923 {WINED3DFMT_R8G8B8A8_UNORM_SRGB, WINED3DFMT_R8G8B8A8_UNORM},
1924 {WINED3DFMT_BC1_UNORM_SRGB, WINED3DFMT_BC1_UNORM},
1925 {WINED3DFMT_BC2_UNORM_SRGB, WINED3DFMT_BC2_UNORM},
1926 {WINED3DFMT_BC3_UNORM_SRGB, WINED3DFMT_BC3_UNORM},
1927 {WINED3DFMT_B8G8R8A8_UNORM_SRGB, WINED3DFMT_B8G8R8A8_UNORM},
1928 {WINED3DFMT_B8G8R8X8_UNORM_SRGB, WINED3DFMT_B8G8R8X8_UNORM},
1929 {WINED3DFMT_BC7_UNORM_SRGB, WINED3DFMT_BC7_UNORM},
1932 static inline int get_format_idx(enum wined3d_format_id format_id)
1934 unsigned int i;
1936 if (format_id < WINED3D_FORMAT_FOURCC_BASE)
1937 return format_id;
1939 for (i = 0; i < ARRAY_SIZE(format_index_remap); ++i)
1941 if (format_index_remap[i].id == format_id)
1942 return format_index_remap[i].idx;
1945 return -1;
1948 static struct wined3d_format_gl *wined3d_format_gl_mutable(struct wined3d_format *format)
1950 return CONTAINING_RECORD(format, struct wined3d_format_gl, f);
1953 static struct wined3d_format_vk *wined3d_format_vk_mutable(struct wined3d_format *format)
1955 return CONTAINING_RECORD(format, struct wined3d_format_vk, f);
1958 static struct wined3d_format *get_format_by_idx(const struct wined3d_adapter *adapter, int fmt_idx)
1960 return (struct wined3d_format *)((BYTE *)adapter->formats + fmt_idx * adapter->format_size);
1963 static struct wined3d_format_gl *get_format_gl_by_idx(const struct wined3d_adapter *adapter, int fmt_idx)
1965 return wined3d_format_gl_mutable(get_format_by_idx(adapter, fmt_idx));
1968 static struct wined3d_format *get_format_internal(const struct wined3d_adapter *adapter,
1969 enum wined3d_format_id format_id)
1971 int fmt_idx;
1973 if ((fmt_idx = get_format_idx(format_id)) == -1)
1975 ERR("Format %s (%#x) not found.\n", debug_d3dformat(format_id), format_id);
1976 return NULL;
1979 return get_format_by_idx(adapter, fmt_idx);
1982 static struct wined3d_format_gl *get_format_gl_internal(const struct wined3d_adapter *adapter,
1983 enum wined3d_format_id format_id)
1985 struct wined3d_format *format;
1987 if ((format = get_format_internal(adapter, format_id)))
1988 return wined3d_format_gl_mutable(format);
1990 return NULL;
1993 static void copy_format(const struct wined3d_adapter *adapter,
1994 struct wined3d_format *dst_format, const struct wined3d_format *src_format)
1996 enum wined3d_format_id id = dst_format->id;
1997 memcpy(dst_format, src_format, adapter->format_size);
1998 dst_format->id = id;
2001 static void format_set_caps(struct wined3d_format *format, unsigned int caps)
2003 unsigned int i;
2005 for (i = 0; i < ARRAY_SIZE(format->caps); ++i)
2006 format->caps[i] |= caps;
2009 static void format_clear_caps(struct wined3d_format *format, unsigned int caps)
2011 unsigned int i;
2013 for (i = 0; i < ARRAY_SIZE(format->caps); ++i)
2014 format->caps[i] &= ~caps;
2017 static enum wined3d_channel_type map_channel_type(char t)
2019 switch (t)
2021 case 'u':
2022 return WINED3D_CHANNEL_TYPE_UNORM;
2023 case 'i':
2024 return WINED3D_CHANNEL_TYPE_SNORM;
2025 case 'U':
2026 return WINED3D_CHANNEL_TYPE_UINT;
2027 case 'I':
2028 return WINED3D_CHANNEL_TYPE_SINT;
2029 case 'F':
2030 return WINED3D_CHANNEL_TYPE_FLOAT;
2031 case 'D':
2032 return WINED3D_CHANNEL_TYPE_DEPTH;
2033 case 'S':
2034 return WINED3D_CHANNEL_TYPE_STENCIL;
2035 case 'X':
2036 return WINED3D_CHANNEL_TYPE_UNUSED;
2037 default:
2038 ERR("Invalid channel type '%c'.\n", t);
2039 return WINED3D_CHANNEL_TYPE_NONE;
2043 static void parse_channel_desc(struct wined3d_format *format, const char *channel_desc)
2045 unsigned int component_count = 0;
2046 unsigned int attrs = 0;
2047 unsigned int j;
2049 for (j = 0; j < strlen(channel_desc); ++j)
2051 enum wined3d_channel_type channel_type = map_channel_type(channel_desc[j]);
2053 if (channel_type == WINED3D_CHANNEL_TYPE_UNORM || channel_type == WINED3D_CHANNEL_TYPE_SNORM)
2054 attrs |= WINED3D_FORMAT_ATTR_NORMALISED;
2055 if (channel_type == WINED3D_CHANNEL_TYPE_UINT || channel_type == WINED3D_CHANNEL_TYPE_SINT)
2056 attrs |= WINED3D_FORMAT_ATTR_INTEGER;
2057 if (channel_type == WINED3D_CHANNEL_TYPE_FLOAT)
2058 attrs |= WINED3D_FORMAT_ATTR_FLOAT;
2059 if (channel_type != WINED3D_CHANNEL_TYPE_UNUSED)
2060 ++component_count;
2062 if (channel_type == WINED3D_CHANNEL_TYPE_DEPTH && !format->depth_size)
2064 format->depth_size = format->red_size;
2065 format->red_size = format->red_offset = 0;
2068 if (channel_type == WINED3D_CHANNEL_TYPE_STENCIL && !format->stencil_size)
2070 format->stencil_size = format->green_size;
2071 format->green_size = format->green_offset = 0;
2075 format->attrs |= attrs;
2076 format->component_count = component_count;
2079 static BOOL init_format_base_info(struct wined3d_adapter *adapter)
2081 struct wined3d_format *format;
2082 unsigned int i;
2084 for (i = 0; i < ARRAY_SIZE(formats); ++i)
2086 if (!(format = get_format_internal(adapter, formats[i].id)))
2087 return FALSE;
2089 format->id = formats[i].id;
2090 format->red_size = formats[i].red_size;
2091 format->green_size = formats[i].green_size;
2092 format->blue_size = formats[i].blue_size;
2093 format->alpha_size = formats[i].alpha_size;
2094 format->red_offset = formats[i].red_offset;
2095 format->green_offset = formats[i].green_offset;
2096 format->blue_offset = formats[i].blue_offset;
2097 format->alpha_offset = formats[i].alpha_offset;
2098 format->byte_count = formats[i].bpp;
2099 format->depth_size = formats[i].depth_size;
2100 format->stencil_size = formats[i].stencil_size;
2101 format->block_width = 1;
2102 format->block_height = 1;
2103 format->block_byte_count = formats[i].bpp;
2105 if (formats[i].channels)
2106 parse_channel_desc(format, formats[i].channels);
2109 for (i = 0; i < ARRAY_SIZE(typed_formats); ++i)
2111 struct wined3d_format *typeless_format;
2113 if (!(format = get_format_internal(adapter, typed_formats[i].id)))
2114 return FALSE;
2116 if (!(typeless_format = get_format_internal(adapter, typed_formats[i].typeless_id)))
2117 return FALSE;
2119 format->id = typed_formats[i].id;
2120 format->red_size = typeless_format->red_size;
2121 format->green_size = typeless_format->green_size;
2122 format->blue_size = typeless_format->blue_size;
2123 format->alpha_size = typeless_format->alpha_size;
2124 format->red_offset = typeless_format->red_offset;
2125 format->green_offset = typeless_format->green_offset;
2126 format->blue_offset = typeless_format->blue_offset;
2127 format->alpha_offset = typeless_format->alpha_offset;
2128 format->byte_count = typeless_format->byte_count;
2129 format->depth_size = typeless_format->depth_size;
2130 format->stencil_size = typeless_format->stencil_size;
2131 format->block_width = typeless_format->block_width;
2132 format->block_height = typeless_format->block_height;
2133 format->block_byte_count = typeless_format->block_byte_count;
2134 format->typeless_id = typeless_format->id;
2136 typeless_format->typeless_id = typeless_format->id;
2138 parse_channel_desc(format, typed_formats[i].channels);
2141 for (i = 0; i < ARRAY_SIZE(ddi_formats); ++i)
2143 if (!(format = get_format_internal(adapter, ddi_formats[i].id)))
2144 return FALSE;
2146 format->ddi_format = ddi_formats[i].ddi_format;
2149 for (i = 0; i < ARRAY_SIZE(format_base_flags); ++i)
2151 if (!(format = get_format_internal(adapter, format_base_flags[i].id)))
2152 return FALSE;
2154 format->attrs |= format_base_flags[i].attrs;
2155 format_set_caps(format, format_base_flags[i].caps);
2158 return TRUE;
2161 static BOOL init_format_block_info(struct wined3d_adapter *adapter)
2163 struct wined3d_format *format;
2164 unsigned int i;
2166 for (i = 0; i < ARRAY_SIZE(format_block_info); ++i)
2168 if (!(format = get_format_internal(adapter, format_block_info[i].id)))
2169 return FALSE;
2171 format->block_width = format_block_info[i].block_width;
2172 format->block_height = format_block_info[i].block_height;
2173 format->block_byte_count = format_block_info[i].block_byte_count;
2174 format->attrs |= WINED3D_FORMAT_ATTR_BLOCKS | format_block_info[i].attrs;
2177 return TRUE;
2180 /* Most compressed formats are not supported for 3D textures by OpenGL.
2182 * In the case of the S3TC/DXTn formats, NV_texture_compression_vtc provides
2183 * these formats for 3D textures, but unfortunately the block layout is
2184 * different from the one used by Direct3D.
2186 * Since applications either don't check format availability at all before
2187 * using these, or refuse to run without them, we decompress them on upload.
2189 * Affected applications include "Heroes VI", "From Dust", "Halo Online" and
2190 * "Eldorado". */
2191 static BOOL init_format_decompress_info(struct wined3d_adapter *adapter)
2193 struct wined3d_format *format;
2194 unsigned int i;
2196 for (i = 0; i < ARRAY_SIZE(format_decompress_info); ++i)
2198 if (!(format = get_format_internal(adapter, format_decompress_info[i].id)))
2199 return FALSE;
2201 format->caps[WINED3D_GL_RES_TYPE_TEX_3D] |= WINED3D_FORMAT_CAP_DECOMPRESS;
2202 format->decompress = format_decompress_info[i].decompress;
2205 return TRUE;
2208 static BOOL init_srgb_formats(struct wined3d_adapter *adapter)
2210 struct wined3d_format *format, *srgb_format;
2211 unsigned int i;
2213 for (i = 0; i < ARRAY_SIZE(format_srgb_info); ++i)
2215 if (!(srgb_format = get_format_internal(adapter, format_srgb_info[i].srgb_format_id)))
2216 return FALSE;
2217 if (!(format = get_format_internal(adapter, format_srgb_info[i].base_format_id)))
2218 return FALSE;
2220 copy_format(adapter, srgb_format, format);
2223 return TRUE;
2226 static GLenum wined3d_gl_type_to_enum(enum wined3d_gl_resource_type type)
2228 switch (type)
2230 case WINED3D_GL_RES_TYPE_TEX_1D:
2231 return GL_TEXTURE_1D;
2232 case WINED3D_GL_RES_TYPE_TEX_2D:
2233 return GL_TEXTURE_2D;
2234 case WINED3D_GL_RES_TYPE_TEX_3D:
2235 return GL_TEXTURE_3D;
2236 case WINED3D_GL_RES_TYPE_TEX_CUBE:
2237 return GL_TEXTURE_CUBE_MAP_ARB;
2238 case WINED3D_GL_RES_TYPE_TEX_RECT:
2239 return GL_TEXTURE_RECTANGLE_ARB;
2240 case WINED3D_GL_RES_TYPE_BUFFER:
2241 return GL_TEXTURE_2D; /* TODO: GL_TEXTURE_BUFFER. */
2242 case WINED3D_GL_RES_TYPE_RB:
2243 return GL_RENDERBUFFER;
2244 case WINED3D_GL_RES_TYPE_COUNT:
2245 break;
2247 ERR("Unexpected GL resource type %u.\n", type);
2248 return 0;
2251 static void delete_fbo_attachment(const struct wined3d_gl_info *gl_info,
2252 enum wined3d_gl_resource_type d3d_type, GLuint object)
2254 switch (d3d_type)
2256 case WINED3D_GL_RES_TYPE_TEX_1D:
2257 case WINED3D_GL_RES_TYPE_TEX_2D:
2258 case WINED3D_GL_RES_TYPE_TEX_RECT:
2259 case WINED3D_GL_RES_TYPE_TEX_3D:
2260 case WINED3D_GL_RES_TYPE_TEX_CUBE:
2261 gl_info->gl_ops.gl.p_glDeleteTextures(1, &object);
2262 break;
2264 case WINED3D_GL_RES_TYPE_RB:
2265 gl_info->fbo_ops.glDeleteRenderbuffers(1, &object);
2266 break;
2268 case WINED3D_GL_RES_TYPE_BUFFER:
2269 case WINED3D_GL_RES_TYPE_COUNT:
2270 break;
2274 static void create_and_bind_fbo_attachment(const struct wined3d_gl_info *gl_info,
2275 const struct wined3d_format_gl *format_gl,
2276 enum wined3d_gl_resource_type d3d_type, GLuint *object, GLenum internal)
2278 GLenum format = format_gl->format;
2279 GLenum type = format_gl->type;
2280 GLenum attach_type;
2282 attach_type = format_gl->f.depth_size ? GL_DEPTH_ATTACHMENT : GL_COLOR_ATTACHMENT0;
2283 switch (d3d_type)
2285 case WINED3D_GL_RES_TYPE_TEX_1D:
2286 gl_info->gl_ops.gl.p_glGenTextures(1, object);
2287 gl_info->gl_ops.gl.p_glBindTexture(GL_TEXTURE_1D, *object);
2288 gl_info->gl_ops.gl.p_glTexImage1D(GL_TEXTURE_1D, 0, internal, 16, 0, format, type, NULL);
2289 gl_info->gl_ops.gl.p_glTexParameteri(GL_TEXTURE_1D, GL_TEXTURE_MIN_FILTER, GL_NEAREST);
2290 gl_info->gl_ops.gl.p_glTexParameteri(GL_TEXTURE_1D, GL_TEXTURE_MAG_FILTER, GL_NEAREST);
2292 gl_info->fbo_ops.glFramebufferTexture1D(GL_FRAMEBUFFER, attach_type, GL_TEXTURE_1D, *object, 0);
2293 if (format_gl->f.stencil_size)
2294 gl_info->fbo_ops.glFramebufferTexture1D(GL_FRAMEBUFFER,
2295 GL_STENCIL_ATTACHMENT, GL_TEXTURE_1D, *object, 0);
2296 break;
2298 case WINED3D_GL_RES_TYPE_TEX_2D:
2299 case WINED3D_GL_RES_TYPE_TEX_RECT:
2300 gl_info->gl_ops.gl.p_glGenTextures(1, object);
2301 gl_info->gl_ops.gl.p_glBindTexture(wined3d_gl_type_to_enum(d3d_type), *object);
2302 gl_info->gl_ops.gl.p_glTexImage2D(wined3d_gl_type_to_enum(d3d_type), 0, internal, 16, 16, 0,
2303 format, type, NULL);
2304 gl_info->gl_ops.gl.p_glTexParameteri(wined3d_gl_type_to_enum(d3d_type), GL_TEXTURE_MIN_FILTER, GL_NEAREST);
2305 gl_info->gl_ops.gl.p_glTexParameteri(wined3d_gl_type_to_enum(d3d_type), GL_TEXTURE_MAG_FILTER, GL_NEAREST);
2307 gl_info->fbo_ops.glFramebufferTexture2D(GL_FRAMEBUFFER, attach_type,
2308 wined3d_gl_type_to_enum(d3d_type), *object, 0);
2309 if (format_gl->f.stencil_size)
2310 gl_info->fbo_ops.glFramebufferTexture2D(GL_FRAMEBUFFER, GL_STENCIL_ATTACHMENT,
2311 wined3d_gl_type_to_enum(d3d_type), *object, 0);
2312 break;
2314 case WINED3D_GL_RES_TYPE_TEX_3D:
2315 gl_info->gl_ops.gl.p_glGenTextures(1, object);
2316 gl_info->gl_ops.gl.p_glBindTexture(GL_TEXTURE_3D, *object);
2317 GL_EXTCALL(glTexImage3D(GL_TEXTURE_3D, 0, internal, 16, 16, 16, 0, format, type, NULL));
2318 gl_info->gl_ops.gl.p_glTexParameteri(GL_TEXTURE_3D, GL_TEXTURE_MIN_FILTER, GL_NEAREST);
2319 gl_info->gl_ops.gl.p_glTexParameteri(GL_TEXTURE_3D, GL_TEXTURE_MAG_FILTER, GL_NEAREST);
2321 gl_info->fbo_ops.glFramebufferTexture3D(GL_FRAMEBUFFER, attach_type, GL_TEXTURE_3D, *object, 0, 0);
2322 if (format_gl->f.stencil_size)
2323 gl_info->fbo_ops.glFramebufferTexture3D(GL_FRAMEBUFFER,
2324 GL_STENCIL_ATTACHMENT, GL_TEXTURE_3D, *object, 0, 0);
2325 break;
2327 case WINED3D_GL_RES_TYPE_TEX_CUBE:
2328 gl_info->gl_ops.gl.p_glGenTextures(1, object);
2329 gl_info->gl_ops.gl.p_glBindTexture(GL_TEXTURE_CUBE_MAP_ARB, *object);
2330 gl_info->gl_ops.gl.p_glTexImage2D(GL_TEXTURE_CUBE_MAP_POSITIVE_X_ARB, 0, internal, 16, 16, 0,
2331 format, type, NULL);
2332 gl_info->gl_ops.gl.p_glTexImage2D(GL_TEXTURE_CUBE_MAP_NEGATIVE_X_ARB, 0, internal, 16, 16, 0,
2333 format, type, NULL);
2334 gl_info->gl_ops.gl.p_glTexImage2D(GL_TEXTURE_CUBE_MAP_POSITIVE_Y_ARB, 0, internal, 16, 16, 0,
2335 format, type, NULL);
2336 gl_info->gl_ops.gl.p_glTexImage2D(GL_TEXTURE_CUBE_MAP_NEGATIVE_Y_ARB, 0, internal, 16, 16, 0,
2337 format, type, NULL);
2338 gl_info->gl_ops.gl.p_glTexImage2D(GL_TEXTURE_CUBE_MAP_POSITIVE_Z_ARB, 0, internal, 16, 16, 0,
2339 format, type, NULL);
2340 gl_info->gl_ops.gl.p_glTexImage2D(GL_TEXTURE_CUBE_MAP_NEGATIVE_Z_ARB, 0, internal, 16, 16, 0,
2341 format, type, NULL);
2342 gl_info->gl_ops.gl.p_glTexParameteri(GL_TEXTURE_CUBE_MAP_ARB, GL_TEXTURE_MIN_FILTER, GL_NEAREST);
2343 gl_info->gl_ops.gl.p_glTexParameteri(GL_TEXTURE_CUBE_MAP_ARB, GL_TEXTURE_MAG_FILTER, GL_NEAREST);
2345 gl_info->fbo_ops.glFramebufferTexture2D(GL_FRAMEBUFFER, attach_type,
2346 GL_TEXTURE_CUBE_MAP_POSITIVE_X_ARB, *object, 0);
2347 if (format_gl->f.stencil_size)
2348 gl_info->fbo_ops.glFramebufferTexture2D(GL_FRAMEBUFFER, GL_STENCIL_ATTACHMENT,
2349 GL_TEXTURE_CUBE_MAP_POSITIVE_X_ARB, *object, 0);
2350 break;
2352 case WINED3D_GL_RES_TYPE_RB:
2353 gl_info->fbo_ops.glGenRenderbuffers(1, object);
2354 gl_info->fbo_ops.glBindRenderbuffer(GL_RENDERBUFFER, *object);
2355 gl_info->fbo_ops.glRenderbufferStorage(GL_RENDERBUFFER, internal, 16, 16);
2356 gl_info->fbo_ops.glFramebufferRenderbuffer(GL_FRAMEBUFFER, attach_type, GL_RENDERBUFFER, *object);
2357 if (format_gl->f.stencil_size)
2358 gl_info->fbo_ops.glFramebufferRenderbuffer(GL_FRAMEBUFFER,
2359 GL_STENCIL_ATTACHMENT, GL_RENDERBUFFER, *object);
2360 break;
2362 case WINED3D_GL_RES_TYPE_BUFFER:
2363 case WINED3D_GL_RES_TYPE_COUNT:
2364 break;
2367 /* Ideally we'd skip all formats already known not to work on textures
2368 * by checking for WINED3D_FORMAT_CAP_TEXTURE here. However, we want to
2369 * know if we can attach WINED3DFMT_P8_UINT textures to FBOs, and this
2370 * format never has WINED3D_FORMAT_CAP_TEXTURE set. Instead, swallow GL
2371 * errors generated by invalid formats. */
2372 while (gl_info->gl_ops.gl.p_glGetError());
2375 static void draw_test_quad(struct wined3d_caps_gl_ctx *ctx, const struct wined3d_vec3 *geometry,
2376 const struct wined3d_color *color)
2378 const struct wined3d_gl_info *gl_info = ctx->gl_info;
2379 static const struct wined3d_vec3 default_geometry[] =
2381 {-1.0f, -1.0f, 0.0f},
2382 { 1.0f, -1.0f, 0.0f},
2383 {-1.0f, 1.0f, 0.0f},
2384 { 1.0f, 1.0f, 0.0f},
2386 static const char vs_core_header[] =
2387 "#version 150\n"
2388 "in vec4 pos;\n"
2389 "in vec4 color;\n"
2390 "out vec4 out_color;\n"
2391 "\n";
2392 static const char vs_legacy_header[] =
2393 "#version 120\n"
2394 "attribute vec4 pos;\n"
2395 "attribute vec4 color;\n"
2396 "varying vec4 out_color;\n"
2397 "\n";
2398 static const char vs_body[] =
2399 "void main()\n"
2400 "{\n"
2401 " gl_Position = pos;\n"
2402 " out_color = color;\n"
2403 "}\n";
2404 static const char fs_core[] =
2405 "#version 150\n"
2406 "in vec4 out_color;\n"
2407 "out vec4 fragment_color;\n"
2408 "\n"
2409 "void main()\n"
2410 "{\n"
2411 " fragment_color = out_color;\n"
2412 "}\n";
2413 static const char fs_legacy[] =
2414 "#version 120\n"
2415 "varying vec4 out_color;\n"
2416 "\n"
2417 "void main()\n"
2418 "{\n"
2419 " gl_FragData[0] = out_color;\n"
2420 "}\n";
2421 const char *source[2];
2422 GLuint vs_id, fs_id;
2423 unsigned int i;
2425 if (!geometry)
2426 geometry = default_geometry;
2428 if (!gl_info->supported[ARB_VERTEX_BUFFER_OBJECT] || !gl_info->supported[ARB_VERTEX_SHADER]
2429 || !gl_info->supported[ARB_FRAGMENT_SHADER])
2431 gl_info->gl_ops.gl.p_glDisable(GL_LIGHTING);
2432 gl_info->gl_ops.gl.p_glMatrixMode(GL_MODELVIEW);
2433 gl_info->gl_ops.gl.p_glLoadIdentity();
2434 gl_info->gl_ops.gl.p_glMatrixMode(GL_PROJECTION);
2435 gl_info->gl_ops.gl.p_glLoadIdentity();
2437 gl_info->gl_ops.gl.p_glBegin(GL_TRIANGLE_STRIP);
2438 gl_info->gl_ops.gl.p_glColor4f(color->r, color->g, color->b, color->a);
2439 for (i = 0; i < 4; ++i)
2440 gl_info->gl_ops.gl.p_glVertex3fv(&geometry[i].x);
2441 gl_info->gl_ops.gl.p_glEnd();
2442 checkGLcall("draw quad");
2443 return;
2446 if (!ctx->test_vbo)
2447 GL_EXTCALL(glGenBuffers(1, &ctx->test_vbo));
2448 GL_EXTCALL(glBindBuffer(GL_ARRAY_BUFFER, ctx->test_vbo));
2449 GL_EXTCALL(glBufferData(GL_ARRAY_BUFFER, sizeof(struct wined3d_vec3) * 4, geometry, GL_STREAM_DRAW));
2450 GL_EXTCALL(glVertexAttribPointer(0, 3, GL_FLOAT, FALSE, 0, NULL));
2451 GL_EXTCALL(glVertexAttrib4f(1, color->r, color->g, color->b, color->a));
2452 GL_EXTCALL(glEnableVertexAttribArray(0));
2453 GL_EXTCALL(glDisableVertexAttribArray(1));
2455 if (!ctx->test_program_id)
2457 BOOL use_glsl_150 = gl_info->glsl_version >= MAKEDWORD_VERSION(1, 50);
2459 ctx->test_program_id = GL_EXTCALL(glCreateProgram());
2461 vs_id = GL_EXTCALL(glCreateShader(GL_VERTEX_SHADER));
2462 source[0] = use_glsl_150 ? vs_core_header : vs_legacy_header;
2463 source[1] = vs_body;
2464 GL_EXTCALL(glShaderSource(vs_id, 2, source, NULL));
2465 GL_EXTCALL(glAttachShader(ctx->test_program_id, vs_id));
2466 GL_EXTCALL(glDeleteShader(vs_id));
2468 fs_id = GL_EXTCALL(glCreateShader(GL_FRAGMENT_SHADER));
2469 source[0] = use_glsl_150 ? fs_core : fs_legacy;
2470 GL_EXTCALL(glShaderSource(fs_id, 1, source, NULL));
2471 GL_EXTCALL(glAttachShader(ctx->test_program_id, fs_id));
2472 GL_EXTCALL(glDeleteShader(fs_id));
2474 GL_EXTCALL(glBindAttribLocation(ctx->test_program_id, 0, "pos"));
2475 GL_EXTCALL(glBindAttribLocation(ctx->test_program_id, 1, "color"));
2477 if (use_glsl_150)
2478 GL_EXTCALL(glBindFragDataLocation(ctx->test_program_id, 0, "fragment_color"));
2480 GL_EXTCALL(glCompileShader(vs_id));
2481 print_glsl_info_log(gl_info, vs_id, FALSE);
2482 GL_EXTCALL(glCompileShader(fs_id));
2483 print_glsl_info_log(gl_info, fs_id, FALSE);
2484 GL_EXTCALL(glLinkProgram(ctx->test_program_id));
2485 shader_glsl_validate_link(gl_info, ctx->test_program_id);
2487 GL_EXTCALL(glUseProgram(ctx->test_program_id));
2489 gl_info->gl_ops.gl.p_glDrawArrays(GL_TRIANGLE_STRIP, 0, 4);
2491 GL_EXTCALL(glUseProgram(0));
2492 GL_EXTCALL(glDisableVertexAttribArray(0));
2493 GL_EXTCALL(glBindBuffer(GL_ARRAY_BUFFER, 0));
2494 checkGLcall("draw quad");
2497 /* Context activation is done by the caller. */
2498 static void check_fbo_compat(struct wined3d_caps_gl_ctx *ctx, struct wined3d_format_gl *format)
2500 /* Check if the default internal format is supported as a frame buffer
2501 * target, otherwise fall back to the render target internal.
2503 * Try to stick to the standard format if possible, this limits precision differences. */
2504 static const struct wined3d_color black = {0.0f, 0.0f, 0.0f, 1.0f};
2505 static const struct wined3d_color half_transparent_red = {1.0f, 0.0f, 0.0f, 0.5f};
2506 const struct wined3d_gl_info *gl_info = ctx->gl_info;
2507 GLenum status, rt_internal = format->rt_internal;
2508 GLuint object, color_rb;
2509 enum wined3d_gl_resource_type type;
2510 BOOL fallback_fmt_used = FALSE, regular_fmt_used = FALSE;
2512 gl_info->gl_ops.gl.p_glDisable(GL_BLEND);
2514 for (type = 0; type < ARRAY_SIZE(format->f.caps); ++type)
2516 const char *type_string = "color";
2518 if (type == WINED3D_GL_RES_TYPE_BUFFER)
2519 continue;
2521 create_and_bind_fbo_attachment(gl_info, format, type, &object, format->internal);
2523 if (format->f.caps[type] & WINED3D_FORMAT_CAP_DEPTH_STENCIL)
2525 gl_info->fbo_ops.glGenRenderbuffers(1, &color_rb);
2526 gl_info->fbo_ops.glBindRenderbuffer(GL_RENDERBUFFER, color_rb);
2527 if (type == WINED3D_GL_RES_TYPE_TEX_1D)
2528 gl_info->fbo_ops.glRenderbufferStorage(GL_RENDERBUFFER, GL_RGBA8, 16, 1);
2529 else
2530 gl_info->fbo_ops.glRenderbufferStorage(GL_RENDERBUFFER, GL_RGBA8, 16, 16);
2532 gl_info->fbo_ops.glFramebufferRenderbuffer(GL_FRAMEBUFFER,
2533 GL_COLOR_ATTACHMENT0, GL_RENDERBUFFER, color_rb);
2534 checkGLcall("Create and attach color rb attachment");
2535 type_string = "depth / stencil";
2538 status = gl_info->fbo_ops.glCheckFramebufferStatus(GL_FRAMEBUFFER);
2539 checkGLcall("Framebuffer format check");
2541 if (status == GL_FRAMEBUFFER_COMPLETE)
2543 TRACE("Format %s is supported as FBO %s attachment, type %u.\n",
2544 debug_d3dformat(format->f.id), type_string, type);
2545 format->f.caps[type] |= WINED3D_FORMAT_CAP_FBO_ATTACHABLE;
2546 format->rt_internal = format->internal;
2547 regular_fmt_used = TRUE;
2549 else
2551 if (!rt_internal)
2553 if (format->f.caps[type] & (WINED3D_FORMAT_CAP_RENDERTARGET | WINED3D_FORMAT_CAP_DEPTH_STENCIL))
2555 WARN("Format %s with rendertarget flag is not supported as FBO color attachment (type %u),"
2556 " and no fallback specified.\n", debug_d3dformat(format->f.id), type);
2557 format->f.caps[type] &= ~(WINED3D_FORMAT_CAP_RENDERTARGET | WINED3D_FORMAT_CAP_DEPTH_STENCIL);
2559 else
2561 TRACE("Format %s is not supported as FBO %s attachment, type %u.\n",
2562 debug_d3dformat(format->f.id), type_string, type);
2564 format->rt_internal = format->internal;
2566 else
2568 TRACE("Format %s is not supported as FBO %s attachment (type %u),"
2569 " trying rtInternal format as fallback.\n",
2570 debug_d3dformat(format->f.id), type_string, type);
2572 while (gl_info->gl_ops.gl.p_glGetError());
2574 delete_fbo_attachment(gl_info, type, object);
2575 create_and_bind_fbo_attachment(gl_info, format, type, &object, format->rt_internal);
2577 status = gl_info->fbo_ops.glCheckFramebufferStatus(GL_FRAMEBUFFER);
2578 checkGLcall("Framebuffer format check");
2580 if (status == GL_FRAMEBUFFER_COMPLETE)
2582 TRACE("Format %s rtInternal format is supported as FBO %s attachment, type %u.\n",
2583 debug_d3dformat(format->f.id), type_string, type);
2584 fallback_fmt_used = TRUE;
2586 else
2588 WARN("Format %s rtInternal format is not supported as FBO %s attachment, type %u.\n",
2589 debug_d3dformat(format->f.id), type_string, type);
2590 format->f.caps[type] &= ~(WINED3D_FORMAT_CAP_RENDERTARGET | WINED3D_FORMAT_CAP_DEPTH_STENCIL);
2595 if (status == GL_FRAMEBUFFER_COMPLETE
2596 && ((format->f.caps[type] & WINED3D_FORMAT_CAP_POSTPIXELSHADER_BLENDING)
2597 || !(gl_info->quirks & WINED3D_QUIRK_LIMITED_TEX_FILTERING))
2598 && !(format->f.attrs & WINED3D_FORMAT_ATTR_INTEGER)
2599 && format->f.id != WINED3DFMT_NULL && format->f.id != WINED3DFMT_P8_UINT
2600 && format->format != GL_LUMINANCE && format->format != GL_LUMINANCE_ALPHA
2601 && (format->f.red_size || format->f.alpha_size))
2603 uint32_t readback[16 * 16 * 16], color = 0;
2604 unsigned int r_range, a_range;
2605 BYTE r, a;
2606 BOOL match = TRUE;
2607 GLuint rb;
2609 if (gl_info->supported[EXT_PACKED_DEPTH_STENCIL])
2611 gl_info->fbo_ops.glGenRenderbuffers(1, &rb);
2612 gl_info->fbo_ops.glBindRenderbuffer(GL_RENDERBUFFER, rb);
2613 if (type == WINED3D_GL_RES_TYPE_TEX_1D)
2614 gl_info->fbo_ops.glRenderbufferStorage(GL_RENDERBUFFER, GL_DEPTH24_STENCIL8, 16, 1);
2615 else
2616 gl_info->fbo_ops.glRenderbufferStorage(GL_RENDERBUFFER, GL_DEPTH24_STENCIL8, 16, 16);
2617 gl_info->fbo_ops.glFramebufferRenderbuffer(GL_FRAMEBUFFER, GL_DEPTH_ATTACHMENT, GL_RENDERBUFFER, rb);
2618 gl_info->fbo_ops.glFramebufferRenderbuffer(GL_FRAMEBUFFER, GL_STENCIL_ATTACHMENT, GL_RENDERBUFFER, rb);
2619 checkGLcall("RB attachment");
2622 gl_info->gl_ops.gl.p_glEnable(GL_BLEND);
2623 gl_info->gl_ops.gl.p_glClearColor(0.0f, 0.0f, 0.0f, 1.0f);
2624 gl_info->gl_ops.gl.p_glClear(GL_COLOR_BUFFER_BIT);
2625 if (gl_info->gl_ops.gl.p_glGetError() == GL_INVALID_FRAMEBUFFER_OPERATION)
2627 while (gl_info->gl_ops.gl.p_glGetError());
2628 TRACE("Format %s doesn't support post-pixelshader blending, type %u.\n",
2629 debug_d3dformat(format->f.id), type);
2630 format->f.caps[type] &= ~WINED3D_FORMAT_CAP_POSTPIXELSHADER_BLENDING;
2632 else
2634 gl_info->gl_ops.gl.p_glDisable(GL_BLEND);
2635 if (type == WINED3D_GL_RES_TYPE_TEX_1D)
2636 gl_info->gl_ops.gl.p_glViewport(0, 0, 16, 1);
2637 else
2638 gl_info->gl_ops.gl.p_glViewport(0, 0, 16, 16);
2639 gl_info->gl_ops.gl.p_glBlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
2641 draw_test_quad(ctx, NULL, &black);
2643 gl_info->gl_ops.gl.p_glEnable(GL_BLEND);
2645 draw_test_quad(ctx, NULL, &half_transparent_red);
2647 gl_info->gl_ops.gl.p_glDisable(GL_BLEND);
2649 switch (type)
2651 case WINED3D_GL_RES_TYPE_TEX_1D:
2652 /* Rebinding texture to workaround a fglrx bug. */
2653 gl_info->gl_ops.gl.p_glBindTexture(GL_TEXTURE_1D, object);
2654 gl_info->gl_ops.gl.p_glGetTexImage(GL_TEXTURE_1D, 0, GL_BGRA,
2655 GL_UNSIGNED_INT_8_8_8_8_REV, readback);
2656 color = readback[7];
2657 break;
2659 case WINED3D_GL_RES_TYPE_TEX_2D:
2660 case WINED3D_GL_RES_TYPE_TEX_3D:
2661 case WINED3D_GL_RES_TYPE_TEX_RECT:
2662 /* Rebinding texture to workaround a fglrx bug. */
2663 gl_info->gl_ops.gl.p_glBindTexture(wined3d_gl_type_to_enum(type), object);
2664 gl_info->gl_ops.gl.p_glGetTexImage(wined3d_gl_type_to_enum(type), 0, GL_BGRA,
2665 GL_UNSIGNED_INT_8_8_8_8_REV, readback);
2666 color = readback[7 * 16 + 7];
2667 break;
2669 case WINED3D_GL_RES_TYPE_TEX_CUBE:
2670 /* Rebinding texture to workaround a fglrx bug. */
2671 gl_info->gl_ops.gl.p_glBindTexture(GL_TEXTURE_CUBE_MAP_ARB, object);
2672 gl_info->gl_ops.gl.p_glGetTexImage(GL_TEXTURE_CUBE_MAP_POSITIVE_X_ARB, 0, GL_BGRA,
2673 GL_UNSIGNED_INT_8_8_8_8_REV, readback);
2674 color = readback[7 * 16 + 7];
2675 break;
2677 case WINED3D_GL_RES_TYPE_RB:
2678 gl_info->gl_ops.gl.p_glReadPixels(0, 0, 16, 16,
2679 GL_BGRA, GL_UNSIGNED_INT_8_8_8_8_REV, readback);
2680 color = readback[7 * 16 + 7];
2681 break;
2683 case WINED3D_GL_RES_TYPE_BUFFER:
2684 case WINED3D_GL_RES_TYPE_COUNT:
2685 color = 0;
2686 break;
2688 checkGLcall("Post-pixelshader blending check");
2690 a = color >> 24;
2691 r = (color & 0x00ff0000u) >> 16;
2693 r_range = format->f.red_size < 8 ? 1u << (8 - format->f.red_size) : 1;
2694 a_range = format->f.alpha_size < 8 ? 1u << (8 - format->f.alpha_size) : 1;
2695 if (format->f.red_size && (r < 0x7f - r_range || r > 0x7f + r_range))
2696 match = FALSE;
2697 else if (format->f.alpha_size > 1 && (a < 0xbf - a_range || a > 0xbf + a_range))
2698 match = FALSE;
2699 if (!match)
2701 TRACE("Format %s doesn't support post-pixelshader blending, type %u.\n",
2702 debug_d3dformat(format->f.id), type);
2703 TRACE("Color output: %#x\n", color);
2704 format->f.caps[type] &= ~WINED3D_FORMAT_CAP_POSTPIXELSHADER_BLENDING;
2706 else
2708 TRACE("Format %s supports post-pixelshader blending, type %u.\n",
2709 debug_d3dformat(format->f.id), type);
2710 TRACE("Color output: %#x\n", color);
2711 format->f.caps[type] |= WINED3D_FORMAT_CAP_POSTPIXELSHADER_BLENDING;
2715 if (gl_info->supported[EXT_PACKED_DEPTH_STENCIL])
2717 gl_info->fbo_ops.glFramebufferRenderbuffer(GL_FRAMEBUFFER, GL_DEPTH_ATTACHMENT, GL_RENDERBUFFER, 0);
2718 gl_info->fbo_ops.glFramebufferRenderbuffer(GL_FRAMEBUFFER, GL_STENCIL_ATTACHMENT, GL_RENDERBUFFER, 0);
2719 gl_info->fbo_ops.glDeleteRenderbuffers(1, &rb);
2720 checkGLcall("RB cleanup");
2724 if (format->internal != format->srgb_internal)
2726 delete_fbo_attachment(gl_info, type, object);
2727 create_and_bind_fbo_attachment(gl_info, format, type, &object, format->srgb_internal);
2729 status = gl_info->fbo_ops.glCheckFramebufferStatus(GL_FRAMEBUFFER);
2730 checkGLcall("Framebuffer format check");
2732 if (status == GL_FRAMEBUFFER_COMPLETE)
2734 TRACE("Format %s's sRGB format is FBO attachable, type %u.\n",
2735 debug_d3dformat(format->f.id), type);
2736 format->f.caps[type] |= WINED3D_FORMAT_CAP_FBO_ATTACHABLE_SRGB;
2737 if (gl_info->supported[EXT_TEXTURE_SRGB_DECODE])
2738 format->internal = format->srgb_internal;
2740 else
2742 WARN("Format %s's sRGB format is not FBO attachable, type %u.\n",
2743 debug_d3dformat(format->f.id), type);
2744 format_clear_caps(&format->f, WINED3D_FORMAT_CAP_SRGB_WRITE);
2747 else if (status == GL_FRAMEBUFFER_COMPLETE)
2748 format->f.caps[type] |= WINED3D_FORMAT_CAP_FBO_ATTACHABLE_SRGB;
2750 if (format->f.caps[type] & WINED3D_FORMAT_CAP_DEPTH_STENCIL)
2752 gl_info->fbo_ops.glFramebufferRenderbuffer(GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT0, GL_RENDERBUFFER, 0);
2753 gl_info->fbo_ops.glDeleteRenderbuffers(1, &color_rb);
2756 delete_fbo_attachment(gl_info, type, object);
2757 checkGLcall("Framebuffer format check cleanup");
2760 if (fallback_fmt_used && regular_fmt_used)
2762 FIXME("Format %s needs different render target formats for different resource types.\n",
2763 debug_d3dformat(format->f.id));
2764 format_clear_caps(&format->f, WINED3D_FORMAT_CAP_RENDERTARGET | WINED3D_FORMAT_CAP_DEPTH_STENCIL
2765 | WINED3D_FORMAT_CAP_FBO_ATTACHABLE | WINED3D_FORMAT_CAP_FBO_ATTACHABLE_SRGB
2766 | WINED3D_FORMAT_CAP_POSTPIXELSHADER_BLENDING);
2770 static void query_format_cap(struct wined3d_gl_info *gl_info, struct wined3d_format_gl *format,
2771 GLint internal, GLenum pname, unsigned int cap, const char *string)
2773 GLint value;
2774 enum wined3d_gl_resource_type type;
2776 for (type = 0; type < ARRAY_SIZE(format->f.caps); ++type)
2778 gl_info->gl_ops.ext.p_glGetInternalformativ(wined3d_gl_type_to_enum(type), internal, pname, 1, &value);
2779 if (value == GL_FULL_SUPPORT)
2781 TRACE("Format %s supports %s, resource type %u.\n", debug_d3dformat(format->f.id), string, type);
2782 format->f.caps[type] |= cap;
2784 else
2786 TRACE("Format %s doesn't support %s, resource type %u.\n", debug_d3dformat(format->f.id), string, type);
2787 format->f.caps[type] &= ~cap;
2792 /* Context activation is done by the caller. */
2793 static void init_format_fbo_compat_info(const struct wined3d_adapter *adapter,
2794 struct wined3d_caps_gl_ctx *ctx)
2796 const struct wined3d_gl_info *gl_info = ctx->gl_info;
2797 unsigned int i, type;
2798 GLuint fbo;
2800 if (gl_info->supported[ARB_INTERNALFORMAT_QUERY2])
2802 for (i = 0; i < WINED3D_FORMAT_COUNT; ++i)
2804 struct wined3d_format_gl *format = get_format_gl_by_idx(adapter, i);
2805 BOOL fallback_fmt_used = FALSE, regular_fmt_used = FALSE;
2806 GLenum rt_internal = format->rt_internal;
2807 GLint value;
2809 if (!format->internal)
2810 continue;
2812 for (type = 0; type < ARRAY_SIZE(format->f.caps); ++type)
2814 gl_info->gl_ops.ext.p_glGetInternalformativ(wined3d_gl_type_to_enum(type),
2815 format->internal, GL_FRAMEBUFFER_RENDERABLE, 1, &value);
2816 if (value == GL_FULL_SUPPORT)
2818 TRACE("Format %s is supported as FBO color attachment, resource type %u.\n",
2819 debug_d3dformat(format->f.id), type);
2820 format->f.caps[type] |= WINED3D_FORMAT_CAP_FBO_ATTACHABLE;
2821 format->rt_internal = format->internal;
2822 regular_fmt_used = TRUE;
2824 gl_info->gl_ops.ext.p_glGetInternalformativ(wined3d_gl_type_to_enum(type),
2825 format->internal, GL_FRAMEBUFFER_BLEND, 1, &value);
2826 if (value == GL_FULL_SUPPORT)
2828 TRACE("Format %s supports post-pixelshader blending, resource type %u.\n",
2829 debug_d3dformat(format->f.id), type);
2830 format->f.caps[type] |= WINED3D_FORMAT_CAP_POSTPIXELSHADER_BLENDING;
2832 else
2834 TRACE("Format %s doesn't support post-pixelshader blending, resource typed %u.\n",
2835 debug_d3dformat(format->f.id), type);
2836 format->f.caps[type] &= ~WINED3D_FORMAT_CAP_POSTPIXELSHADER_BLENDING;
2839 else
2841 if (!rt_internal)
2843 if (format->f.caps[type] & WINED3D_FORMAT_CAP_RENDERTARGET)
2845 WARN("Format %s with rendertarget flag is not supported as FBO color attachment"
2846 " and no fallback specified, resource type %u.\n",
2847 debug_d3dformat(format->f.id), type);
2848 format->f.caps[type] &= ~WINED3D_FORMAT_CAP_RENDERTARGET;
2850 else
2851 TRACE("Format %s is not supported as FBO color attachment,"
2852 " resource type %u.\n", debug_d3dformat(format->f.id), type);
2853 format->rt_internal = format->internal;
2855 else
2857 gl_info->gl_ops.ext.p_glGetInternalformativ(wined3d_gl_type_to_enum(type),
2858 rt_internal, GL_FRAMEBUFFER_RENDERABLE, 1, &value);
2859 if (value == GL_FULL_SUPPORT)
2861 TRACE("Format %s rtInternal format is supported as FBO color attachment,"
2862 " resource type %u.\n", debug_d3dformat(format->f.id), type);
2863 fallback_fmt_used = TRUE;
2865 else
2867 WARN("Format %s rtInternal format is not supported as FBO color attachment,"
2868 " resource type %u.\n", debug_d3dformat(format->f.id), type);
2869 format->f.caps[type] &= ~WINED3D_FORMAT_CAP_RENDERTARGET;
2874 if (format->internal != format->srgb_internal)
2876 gl_info->gl_ops.ext.p_glGetInternalformativ(wined3d_gl_type_to_enum(type),
2877 format->srgb_internal, GL_FRAMEBUFFER_RENDERABLE, 1, &value);
2878 if (value == GL_FULL_SUPPORT)
2880 TRACE("Format %s's sRGB format is FBO attachable, resource type %u.\n",
2881 debug_d3dformat(format->f.id), type);
2882 format->f.caps[type] |= WINED3D_FORMAT_CAP_FBO_ATTACHABLE_SRGB;
2883 if (gl_info->supported[EXT_TEXTURE_SRGB_DECODE])
2884 format->internal = format->srgb_internal;
2886 else
2888 WARN("Format %s's sRGB format is not FBO attachable, resource type %u.\n",
2889 debug_d3dformat(format->f.id), type);
2890 format_clear_caps(&format->f, WINED3D_FORMAT_CAP_SRGB_WRITE);
2893 else if (format->f.caps[type] & WINED3D_FORMAT_CAP_FBO_ATTACHABLE)
2894 format->f.caps[type] |= WINED3D_FORMAT_CAP_FBO_ATTACHABLE_SRGB;
2897 if (fallback_fmt_used && regular_fmt_used)
2899 FIXME("Format %s needs different render target formats for different resource types.\n",
2900 debug_d3dformat(format->f.id));
2901 format_clear_caps(&format->f, WINED3D_FORMAT_CAP_RENDERTARGET | WINED3D_FORMAT_CAP_FBO_ATTACHABLE
2902 | WINED3D_FORMAT_CAP_FBO_ATTACHABLE_SRGB | WINED3D_FORMAT_CAP_POSTPIXELSHADER_BLENDING);
2905 return;
2908 if (wined3d_settings.offscreen_rendering_mode == ORM_FBO)
2910 gl_info->fbo_ops.glGenFramebuffers(1, &fbo);
2911 gl_info->fbo_ops.glBindFramebuffer(GL_FRAMEBUFFER, fbo);
2912 gl_info->gl_ops.gl.p_glDrawBuffer(GL_COLOR_ATTACHMENT0);
2913 gl_info->gl_ops.gl.p_glReadBuffer(GL_COLOR_ATTACHMENT0);
2916 for (i = 0; i < WINED3D_FORMAT_COUNT; ++i)
2918 struct wined3d_format_gl *format = get_format_gl_by_idx(adapter, i);
2920 if (!format->internal)
2921 continue;
2923 if (format->f.attrs & WINED3D_FORMAT_ATTR_COMPRESSED)
2925 TRACE("Skipping format %s because it's a compressed format.\n",
2926 debug_d3dformat(format->f.id));
2927 continue;
2930 if (wined3d_settings.offscreen_rendering_mode == ORM_FBO)
2932 TRACE("Checking if format %s is supported as FBO color attachment...\n", debug_d3dformat(format->f.id));
2933 check_fbo_compat(ctx, format);
2935 else
2937 format->rt_internal = format->internal;
2941 if (wined3d_settings.offscreen_rendering_mode == ORM_FBO)
2942 gl_info->fbo_ops.glDeleteFramebuffers(1, &fbo);
2945 static GLenum lookup_gl_view_class(GLenum internal_format)
2947 static const struct
2949 GLenum internal_format;
2950 GLenum view_class;
2952 view_classes[] =
2954 /* 128-bit */
2955 {GL_RGBA32F, GL_VIEW_CLASS_128_BITS},
2956 {GL_RGBA32UI, GL_VIEW_CLASS_128_BITS},
2957 {GL_RGBA32I, GL_VIEW_CLASS_128_BITS},
2958 /* 96-bit */
2959 {GL_RGB32F, GL_VIEW_CLASS_96_BITS},
2960 {GL_RGB32UI, GL_VIEW_CLASS_96_BITS},
2961 {GL_RGB32I, GL_VIEW_CLASS_96_BITS},
2962 /* 64-bit */
2963 {GL_RGBA16F, GL_VIEW_CLASS_64_BITS},
2964 {GL_RG32F, GL_VIEW_CLASS_64_BITS},
2965 {GL_RGBA16UI, GL_VIEW_CLASS_64_BITS},
2966 {GL_RG32UI, GL_VIEW_CLASS_64_BITS},
2967 {GL_RGBA16I, GL_VIEW_CLASS_64_BITS},
2968 {GL_RG32I, GL_VIEW_CLASS_64_BITS},
2969 {GL_RGBA16, GL_VIEW_CLASS_64_BITS},
2970 {GL_RGBA16_SNORM, GL_VIEW_CLASS_64_BITS},
2971 /* 48-bit */
2972 {GL_RGB16, GL_VIEW_CLASS_48_BITS},
2973 {GL_RGB16_SNORM, GL_VIEW_CLASS_48_BITS},
2974 {GL_RGB16F, GL_VIEW_CLASS_48_BITS},
2975 {GL_RGB16UI, GL_VIEW_CLASS_48_BITS},
2976 {GL_RGB16I, GL_VIEW_CLASS_48_BITS},
2977 /* 32-bit */
2978 {GL_RG16F, GL_VIEW_CLASS_32_BITS},
2979 {GL_R11F_G11F_B10F, GL_VIEW_CLASS_32_BITS},
2980 {GL_R32F, GL_VIEW_CLASS_32_BITS},
2981 {GL_RGB10_A2UI, GL_VIEW_CLASS_32_BITS},
2982 {GL_RGBA8UI, GL_VIEW_CLASS_32_BITS},
2983 {GL_RG16UI, GL_VIEW_CLASS_32_BITS},
2984 {GL_R32UI, GL_VIEW_CLASS_32_BITS},
2985 {GL_RGBA8I, GL_VIEW_CLASS_32_BITS},
2986 {GL_RG16I, GL_VIEW_CLASS_32_BITS},
2987 {GL_R32I, GL_VIEW_CLASS_32_BITS},
2988 {GL_RGB10_A2, GL_VIEW_CLASS_32_BITS},
2989 {GL_RGBA8, GL_VIEW_CLASS_32_BITS},
2990 {GL_RG16, GL_VIEW_CLASS_32_BITS},
2991 {GL_RGBA8_SNORM, GL_VIEW_CLASS_32_BITS},
2992 {GL_RG16_SNORM, GL_VIEW_CLASS_32_BITS},
2993 {GL_SRGB8_ALPHA8, GL_VIEW_CLASS_32_BITS},
2994 {GL_RGB9_E5, GL_VIEW_CLASS_32_BITS},
2995 /* 24-bit */
2996 {GL_RGB8, GL_VIEW_CLASS_24_BITS},
2997 {GL_RGB8_SNORM, GL_VIEW_CLASS_24_BITS},
2998 {GL_SRGB8, GL_VIEW_CLASS_24_BITS},
2999 {GL_RGB8UI, GL_VIEW_CLASS_24_BITS},
3000 {GL_RGB8I, GL_VIEW_CLASS_24_BITS},
3001 /* 16-bit */
3002 {GL_R16F, GL_VIEW_CLASS_16_BITS},
3003 {GL_RG8UI, GL_VIEW_CLASS_16_BITS},
3004 {GL_R16UI, GL_VIEW_CLASS_16_BITS},
3005 {GL_RG8I, GL_VIEW_CLASS_16_BITS},
3006 {GL_R16I, GL_VIEW_CLASS_16_BITS},
3007 {GL_RG8, GL_VIEW_CLASS_16_BITS},
3008 {GL_R16, GL_VIEW_CLASS_16_BITS},
3009 {GL_RG8_SNORM, GL_VIEW_CLASS_16_BITS},
3010 {GL_R16_SNORM, GL_VIEW_CLASS_16_BITS},
3011 /* 8-bit */
3012 {GL_R8UI, GL_VIEW_CLASS_8_BITS},
3013 {GL_R8I, GL_VIEW_CLASS_8_BITS},
3014 {GL_R8, GL_VIEW_CLASS_8_BITS},
3015 {GL_R8_SNORM, GL_VIEW_CLASS_8_BITS},
3017 /* RGTC1 */
3018 {GL_COMPRESSED_RED_RGTC1, GL_VIEW_CLASS_RGTC1_RED},
3019 {GL_COMPRESSED_SIGNED_RED_RGTC1, GL_VIEW_CLASS_RGTC1_RED},
3020 /* RGTC2 */
3021 {GL_COMPRESSED_RG_RGTC2, GL_VIEW_CLASS_RGTC2_RG},
3022 {GL_COMPRESSED_SIGNED_RG_RGTC2, GL_VIEW_CLASS_RGTC2_RG},
3024 /* BPTC unorm */
3025 {GL_COMPRESSED_RGBA_BPTC_UNORM, GL_VIEW_CLASS_BPTC_UNORM},
3026 {GL_COMPRESSED_SRGB_ALPHA_BPTC_UNORM, GL_VIEW_CLASS_BPTC_UNORM},
3027 /* BPTC float */
3028 {GL_COMPRESSED_RGB_BPTC_SIGNED_FLOAT, GL_VIEW_CLASS_BPTC_FLOAT},
3029 {GL_COMPRESSED_RGB_BPTC_UNSIGNED_FLOAT, GL_VIEW_CLASS_BPTC_FLOAT},
3031 /* DXT1 RGB */
3032 {GL_COMPRESSED_RGB_S3TC_DXT1_EXT, GL_VIEW_CLASS_S3TC_DXT1_RGB},
3033 {GL_COMPRESSED_SRGB_S3TC_DXT1_EXT, GL_VIEW_CLASS_S3TC_DXT1_RGB},
3034 /* DXT1 RGBA */
3035 {GL_COMPRESSED_RGBA_S3TC_DXT1_EXT, GL_VIEW_CLASS_S3TC_DXT1_RGBA},
3036 {GL_COMPRESSED_SRGB_ALPHA_S3TC_DXT1_EXT, GL_VIEW_CLASS_S3TC_DXT1_RGBA},
3037 /* DXT3 */
3038 {GL_COMPRESSED_RGBA_S3TC_DXT3_EXT, GL_VIEW_CLASS_S3TC_DXT3_RGBA},
3039 {GL_COMPRESSED_SRGB_ALPHA_S3TC_DXT3_EXT, GL_VIEW_CLASS_S3TC_DXT3_RGBA},
3040 /* DXT5 */
3041 {GL_COMPRESSED_RGBA_S3TC_DXT5_EXT, GL_VIEW_CLASS_S3TC_DXT5_RGBA},
3042 {GL_COMPRESSED_SRGB_ALPHA_S3TC_DXT5_EXT, GL_VIEW_CLASS_S3TC_DXT5_RGBA},
3045 unsigned int i;
3047 for (i = 0; i < ARRAY_SIZE(view_classes); ++i)
3049 if (view_classes[i].internal_format == internal_format)
3050 return view_classes[i].view_class;
3053 return GL_NONE;
3056 static void query_view_class(struct wined3d_format_gl *format)
3058 GLenum internal_view_class, gamma_view_class, rt_view_class;
3060 internal_view_class = lookup_gl_view_class(format->internal);
3061 gamma_view_class = lookup_gl_view_class(format->srgb_internal);
3062 rt_view_class = lookup_gl_view_class(format->rt_internal);
3064 if (internal_view_class == gamma_view_class || gamma_view_class == rt_view_class)
3066 format->view_class = internal_view_class;
3067 TRACE("Format %s is member of GL view class %#x.\n",
3068 debug_d3dformat(format->f.id), format->view_class);
3070 else
3072 format->view_class = GL_NONE;
3076 static void query_internal_format(struct wined3d_adapter *adapter,
3077 struct wined3d_format_gl *format, const struct wined3d_format_texture_info *texture_info,
3078 struct wined3d_gl_info *gl_info, BOOL srgb_write_supported, BOOL srgb_format)
3080 GLint count, multisample_types[8];
3081 unsigned int i, max_log2;
3082 GLenum target;
3084 if (gl_info->supported[ARB_INTERNALFORMAT_QUERY2])
3086 query_format_cap(gl_info, format, format->internal, GL_VERTEX_TEXTURE,
3087 WINED3D_FORMAT_CAP_VTF, "vertex texture usage");
3088 query_format_cap(gl_info, format, format->internal, GL_FILTER,
3089 WINED3D_FORMAT_CAP_FILTERING, "filtering");
3090 query_format_cap(gl_info, format, format->internal, GL_SHADER_IMAGE_STORE,
3091 WINED3D_FORMAT_CAP_UNORDERED_ACCESS, "unordered access");
3093 if (srgb_format || format->srgb_internal != format->internal)
3095 query_format_cap(gl_info, format, format->srgb_internal, GL_SRGB_READ,
3096 WINED3D_FORMAT_CAP_SRGB_READ, "sRGB read");
3098 if (srgb_write_supported)
3099 query_format_cap(gl_info, format, format->srgb_internal, GL_SRGB_WRITE,
3100 WINED3D_FORMAT_CAP_SRGB_WRITE, "sRGB write");
3101 else
3102 format_clear_caps(&format->f, WINED3D_FORMAT_CAP_SRGB_WRITE);
3104 if (!(format->f.caps[WINED3D_GL_RES_TYPE_TEX_2D]
3105 & (WINED3D_FORMAT_CAP_SRGB_READ | WINED3D_FORMAT_CAP_SRGB_WRITE)))
3106 format->srgb_internal = format->internal;
3107 else if (gl_info->supported[EXT_TEXTURE_SRGB_DECODE])
3108 format->internal = format->srgb_internal;
3111 else
3113 if (!gl_info->limits.samplers[WINED3D_SHADER_TYPE_VERTEX])
3114 format_clear_caps(&format->f, WINED3D_FORMAT_CAP_VTF);
3116 if (!(gl_info->quirks & WINED3D_QUIRK_LIMITED_TEX_FILTERING))
3117 format_set_caps(&format->f, WINED3D_FORMAT_CAP_FILTERING);
3118 else if (format->f.id != WINED3DFMT_R32G32B32A32_FLOAT && format->f.id != WINED3DFMT_R32_FLOAT)
3119 format_clear_caps(&format->f, WINED3D_FORMAT_CAP_VTF);
3121 if (srgb_format || format->srgb_internal != format->internal)
3123 /* Filter sRGB capabilities if EXT_texture_sRGB is not supported. */
3124 if (!gl_info->supported[EXT_TEXTURE_SRGB])
3126 format->srgb_internal = format->internal;
3127 format_clear_caps(&format->f, WINED3D_FORMAT_CAP_SRGB_READ | WINED3D_FORMAT_CAP_SRGB_WRITE);
3129 else if (gl_info->supported[EXT_TEXTURE_SRGB_DECODE])
3131 format->internal = format->srgb_internal;
3135 if ((format->f.caps[WINED3D_GL_RES_TYPE_TEX_2D] & WINED3D_FORMAT_CAP_SRGB_WRITE) && !srgb_write_supported)
3136 format_clear_caps(&format->f, WINED3D_FORMAT_CAP_SRGB_WRITE);
3139 if ((!gl_info->supported[ARB_DEPTH_TEXTURE] || wined3d_settings.offscreen_rendering_mode != ORM_FBO)
3140 && (format->f.depth_size || format->f.stencil_size))
3142 TRACE("Disabling texturing support for depth / stencil format %s.\n", debug_d3dformat(format->f.id));
3143 format->f.caps[WINED3D_GL_RES_TYPE_TEX_1D] &= ~WINED3D_FORMAT_CAP_TEXTURE;
3144 format->f.caps[WINED3D_GL_RES_TYPE_TEX_2D] &= ~WINED3D_FORMAT_CAP_TEXTURE;
3145 format->f.caps[WINED3D_GL_RES_TYPE_TEX_3D] &= ~WINED3D_FORMAT_CAP_TEXTURE;
3146 format->f.caps[WINED3D_GL_RES_TYPE_TEX_CUBE] &= ~WINED3D_FORMAT_CAP_TEXTURE;
3147 format->f.caps[WINED3D_GL_RES_TYPE_TEX_RECT] &= ~WINED3D_FORMAT_CAP_TEXTURE;
3150 query_view_class(format);
3152 if (format->internal && format->f.caps[WINED3D_GL_RES_TYPE_RB]
3153 & (WINED3D_FORMAT_CAP_RENDERTARGET | WINED3D_FORMAT_CAP_DEPTH_STENCIL)
3154 && (gl_info->supported[ARB_FRAMEBUFFER_OBJECT] || gl_info->supported[EXT_FRAMEBUFFER_MULTISAMPLE])
3155 && wined3d_settings.offscreen_rendering_mode == ORM_FBO)
3157 if (gl_info->supported[ARB_INTERNALFORMAT_QUERY])
3159 target = gl_info->supported[ARB_TEXTURE_MULTISAMPLE] ? GL_TEXTURE_2D_MULTISAMPLE : GL_RENDERBUFFER;
3160 count = 0;
3161 GL_EXTCALL(glGetInternalformativ(target, format->internal,
3162 GL_NUM_SAMPLE_COUNTS, 1, &count));
3163 if (count > ARRAY_SIZE(multisample_types))
3164 FIXME("Unexpectedly high number of multisample types %d.\n", count);
3165 count = min(count, ARRAY_SIZE(multisample_types));
3166 GL_EXTCALL(glGetInternalformativ(target, format->internal,
3167 GL_SAMPLES, count, multisample_types));
3168 checkGLcall("query sample counts");
3169 for (i = 0; i < count; ++i)
3171 if (multisample_types[i] > sizeof(format->f.multisample_types) * CHAR_BIT)
3172 continue;
3173 format->f.multisample_types |= 1u << (multisample_types[i] - 1);
3176 else
3178 max_log2 = wined3d_log2i(min(gl_info->limits.samples,
3179 sizeof(format->f.multisample_types) * CHAR_BIT));
3180 for (i = 1; i <= max_log2; ++i)
3181 format->f.multisample_types |= 1u << ((1u << i) - 1);
3186 static BOOL init_format_texture_info(struct wined3d_adapter *adapter, struct wined3d_gl_info *gl_info)
3188 struct wined3d_format_gl *format, *srgb_format;
3189 struct fragment_caps fragment_caps;
3190 struct shader_caps shader_caps;
3191 unsigned int i, j;
3192 BOOL srgb_write;
3194 adapter->fragment_pipe->get_caps(adapter, &fragment_caps);
3195 adapter->shader_backend->shader_get_caps(adapter, &shader_caps);
3196 srgb_write = fragment_caps.srgb_write && (shader_caps.wined3d_caps & WINED3D_SHADER_CAP_SRGB_WRITE);
3198 for (i = 0; i < ARRAY_SIZE(format_texture_info); ++i)
3200 if (!(format = get_format_gl_internal(adapter, format_texture_info[i].id)))
3201 return FALSE;
3203 if (!gl_info->supported[format_texture_info[i].extension])
3204 continue;
3206 /* ARB_texture_rg defines floating point formats, but only if
3207 * ARB_texture_float is also supported. */
3208 if (!gl_info->supported[ARB_TEXTURE_FLOAT]
3209 && (format->f.attrs & WINED3D_FORMAT_ATTR_FLOAT))
3210 continue;
3212 /* ARB_texture_rg defines integer formats if EXT_texture_integer is also supported. */
3213 if (!gl_info->supported[EXT_TEXTURE_INTEGER]
3214 && (format->f.attrs & WINED3D_FORMAT_ATTR_INTEGER))
3215 continue;
3217 if (wined3d_settings.offscreen_rendering_mode != ORM_FBO
3218 && (format->f.id == WINED3DFMT_D16_LOCKABLE || format->f.id == WINED3DFMT_NULL))
3219 continue;
3221 format->internal = format_texture_info[i].gl_internal;
3222 format->srgb_internal = format_texture_info[i].gl_srgb_internal;
3223 format->rt_internal = format_texture_info[i].gl_rt_internal;
3224 format->format = format_texture_info[i].gl_format;
3225 format->type = format_texture_info[i].gl_type;
3226 format->f.color_fixup = COLOR_FIXUP_IDENTITY;
3227 format->f.height_scale.numerator = 1;
3228 format->f.height_scale.denominator = 1;
3230 format->f.caps[WINED3D_GL_RES_TYPE_TEX_1D] |= format_texture_info[i].caps | WINED3D_FORMAT_CAP_BLIT;
3231 format->f.caps[WINED3D_GL_RES_TYPE_TEX_2D] |= format_texture_info[i].caps | WINED3D_FORMAT_CAP_BLIT;
3232 format->f.caps[WINED3D_GL_RES_TYPE_BUFFER] |= format_texture_info[i].caps | WINED3D_FORMAT_CAP_BLIT;
3234 /* GL_ARB_depth_texture does not support 3D textures. It also says "cube textures are
3235 * problematic", but doesn't explicitly mandate that an error is generated. */
3236 if (gl_info->supported[EXT_TEXTURE3D] && !(format_texture_info[i].caps & WINED3D_FORMAT_CAP_DEPTH_STENCIL))
3237 format->f.caps[WINED3D_GL_RES_TYPE_TEX_3D] |= format_texture_info[i].caps | WINED3D_FORMAT_CAP_BLIT;
3239 if (gl_info->supported[ARB_TEXTURE_CUBE_MAP])
3240 format->f.caps[WINED3D_GL_RES_TYPE_TEX_CUBE] |= format_texture_info[i].caps | WINED3D_FORMAT_CAP_BLIT;
3242 if (gl_info->supported[ARB_TEXTURE_RECTANGLE])
3243 format->f.caps[WINED3D_GL_RES_TYPE_TEX_RECT] |= format_texture_info[i].caps | WINED3D_FORMAT_CAP_BLIT;
3245 format->f.caps[WINED3D_GL_RES_TYPE_RB] |= format_texture_info[i].caps | WINED3D_FORMAT_CAP_BLIT;
3246 format->f.caps[WINED3D_GL_RES_TYPE_RB] &= ~WINED3D_FORMAT_CAP_TEXTURE;
3248 if (format->srgb_internal != format->internal
3249 && !(adapter->d3d_info.wined3d_creation_flags & WINED3D_SRGB_READ_WRITE_CONTROL))
3251 format->srgb_internal = format->internal;
3252 format_clear_caps(&format->f, WINED3D_FORMAT_CAP_SRGB_READ | WINED3D_FORMAT_CAP_SRGB_WRITE);
3255 if (!gl_info->supported[ARB_SHADOW] && (format->f.caps[WINED3D_GL_RES_TYPE_TEX_2D] & WINED3D_FORMAT_CAP_SHADOW))
3256 format_clear_caps(&format->f, WINED3D_FORMAT_CAP_TEXTURE);
3258 query_internal_format(adapter, format, &format_texture_info[i], gl_info, srgb_write, FALSE);
3260 /* Texture conversion stuff */
3261 format->f.conv_byte_count = format_texture_info[i].conv_byte_count;
3262 format->f.upload = format_texture_info[i].upload;
3263 format->f.download = format_texture_info[i].download;
3265 srgb_format = NULL;
3266 for (j = 0; j < ARRAY_SIZE(format_srgb_info); ++j)
3268 if (format_srgb_info[j].base_format_id == format->f.id)
3270 if (!(srgb_format = get_format_gl_internal(adapter, format_srgb_info[j].srgb_format_id)))
3271 return FALSE;
3272 break;
3275 if (!srgb_format)
3276 continue;
3278 copy_format(adapter, &srgb_format->f, &format->f);
3280 if (gl_info->supported[EXT_TEXTURE_SRGB]
3281 && !(adapter->d3d_info.wined3d_creation_flags & WINED3D_SRGB_READ_WRITE_CONTROL))
3283 srgb_format->internal = format_texture_info[i].gl_srgb_internal;
3284 srgb_format->srgb_internal = format_texture_info[i].gl_srgb_internal;
3285 format_set_caps(&srgb_format->f, WINED3D_FORMAT_CAP_SRGB_READ | WINED3D_FORMAT_CAP_SRGB_WRITE);
3286 query_internal_format(adapter, srgb_format, &format_texture_info[i], gl_info, srgb_write, TRUE);
3290 return TRUE;
3293 static BOOL compare_uint(unsigned int x, unsigned int y, unsigned int max_diff)
3295 unsigned int diff = x > y ? x - y : y - x;
3297 return diff <= max_diff;
3300 static BOOL compare_colour(DWORD c1, DWORD c2, BYTE max_diff)
3302 return compare_uint(c1 & 0xff, c2 & 0xff, max_diff)
3303 && compare_uint((c1 >> 8) & 0xff, (c2 >> 8) & 0xff, max_diff)
3304 && compare_uint((c1 >> 16) & 0xff, (c2 >> 16) & 0xff, max_diff)
3305 && compare_uint((c1 >> 24) & 0xff, (c2 >> 24) & 0xff, max_diff);
3308 /* A context is provided by the caller */
3309 static BOOL check_filter(const struct wined3d_gl_info *gl_info, GLenum internal)
3311 static const DWORD data[] = {0x00000000, 0xffffffff};
3312 GLuint tex, fbo, buffer;
3313 uint32_t readback[16 * 1];
3314 BOOL ret = FALSE;
3316 /* Render a filtered texture and see what happens. This is intended to detect the lack of
3317 * float16 filtering on ATI X1000 class cards. The drivers disable filtering instead of
3318 * falling back to software. If this changes in the future this code will get fooled and
3319 * apps might hit the software path due to incorrectly advertised caps.
3321 * Its unlikely that this changes however. GL Games like Mass Effect depend on the filter
3322 * disable fallback, if Apple or ATI ever change the driver behavior they will break more
3323 * than Wine. The Linux binary <= r500 driver is not maintained any more anyway
3326 while (gl_info->gl_ops.gl.p_glGetError());
3328 gl_info->gl_ops.gl.p_glGenTextures(1, &buffer);
3329 gl_info->gl_ops.gl.p_glBindTexture(GL_TEXTURE_2D, buffer);
3330 memset(readback, 0x7e, sizeof(readback));
3331 gl_info->gl_ops.gl.p_glTexImage2D(GL_TEXTURE_2D, 0, GL_RGBA8, 16, 1, 0,
3332 GL_RGBA, GL_UNSIGNED_INT_8_8_8_8, readback);
3333 gl_info->gl_ops.gl.p_glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_NEAREST);
3334 gl_info->gl_ops.gl.p_glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_NEAREST);
3335 gl_info->gl_ops.gl.p_glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_CLAMP_TO_EDGE);
3336 gl_info->gl_ops.gl.p_glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_CLAMP_TO_EDGE);
3337 gl_info->gl_ops.gl.p_glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_R, GL_CLAMP_TO_EDGE);
3339 gl_info->gl_ops.gl.p_glGenTextures(1, &tex);
3340 gl_info->gl_ops.gl.p_glBindTexture(GL_TEXTURE_2D, tex);
3341 gl_info->gl_ops.gl.p_glTexImage2D(GL_TEXTURE_2D, 0, internal, 2, 1, 0,
3342 GL_BGRA, GL_UNSIGNED_INT_8_8_8_8_REV, data);
3343 gl_info->gl_ops.gl.p_glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR);
3344 gl_info->gl_ops.gl.p_glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_LINEAR);
3345 gl_info->gl_ops.gl.p_glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_CLAMP_TO_EDGE);
3346 gl_info->gl_ops.gl.p_glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_CLAMP_TO_EDGE);
3347 gl_info->gl_ops.gl.p_glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_R, GL_CLAMP_TO_EDGE);
3348 gl_info->gl_ops.gl.p_glEnable(GL_TEXTURE_2D);
3350 gl_info->fbo_ops.glGenFramebuffers(1, &fbo);
3351 gl_info->fbo_ops.glBindFramebuffer(GL_FRAMEBUFFER, fbo);
3352 gl_info->fbo_ops.glFramebufferTexture2D(GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT0, GL_TEXTURE_2D, buffer, 0);
3353 gl_info->gl_ops.gl.p_glDrawBuffer(GL_COLOR_ATTACHMENT0);
3355 gl_info->gl_ops.gl.p_glViewport(0, 0, 16, 1);
3356 gl_info->gl_ops.gl.p_glDisable(GL_LIGHTING);
3357 gl_info->gl_ops.gl.p_glMatrixMode(GL_MODELVIEW);
3358 gl_info->gl_ops.gl.p_glLoadIdentity();
3359 gl_info->gl_ops.gl.p_glMatrixMode(GL_PROJECTION);
3360 gl_info->gl_ops.gl.p_glLoadIdentity();
3362 gl_info->gl_ops.gl.p_glClearColor(0, 1, 0, 0);
3363 gl_info->gl_ops.gl.p_glClear(GL_COLOR_BUFFER_BIT);
3365 gl_info->gl_ops.gl.p_glBegin(GL_TRIANGLE_STRIP);
3366 gl_info->gl_ops.gl.p_glTexCoord2f(0.0, 0.0);
3367 gl_info->gl_ops.gl.p_glVertex2f(-1.0f, -1.0f);
3368 gl_info->gl_ops.gl.p_glTexCoord2f(1.0, 0.0);
3369 gl_info->gl_ops.gl.p_glVertex2f(1.0f, -1.0f);
3370 gl_info->gl_ops.gl.p_glTexCoord2f(0.0, 1.0);
3371 gl_info->gl_ops.gl.p_glVertex2f(-1.0f, 1.0f);
3372 gl_info->gl_ops.gl.p_glTexCoord2f(1.0, 1.0);
3373 gl_info->gl_ops.gl.p_glVertex2f(1.0f, 1.0f);
3374 gl_info->gl_ops.gl.p_glEnd();
3376 gl_info->gl_ops.gl.p_glBindTexture(GL_TEXTURE_2D, buffer);
3377 memset(readback, 0x7f, sizeof(readback));
3378 gl_info->gl_ops.gl.p_glGetTexImage(GL_TEXTURE_2D, 0, GL_BGRA, GL_UNSIGNED_INT_8_8_8_8_REV, readback);
3379 if (compare_colour(readback[6], 0xffffffff, 5) || compare_colour(readback[6], 0x00000000, 5)
3380 || compare_colour(readback[9], 0xffffffff, 5) || compare_colour(readback[9], 0x00000000, 5))
3382 TRACE("Read back colors 0x%08x and 0x%08x close to unfiltered color, assuming no filtering\n",
3383 readback[6], readback[9]);
3384 ret = FALSE;
3386 else
3388 TRACE("Read back colors are 0x%08x and 0x%08x, assuming texture is filtered\n",
3389 readback[6], readback[9]);
3390 ret = TRUE;
3393 gl_info->fbo_ops.glBindFramebuffer(GL_FRAMEBUFFER, 0);
3394 gl_info->fbo_ops.glDeleteFramebuffers(1, &fbo);
3395 gl_info->gl_ops.gl.p_glDeleteTextures(1, &tex);
3396 gl_info->gl_ops.gl.p_glDeleteTextures(1, &buffer);
3397 gl_info->gl_ops.gl.p_glDisable(GL_TEXTURE_2D);
3399 if (gl_info->gl_ops.gl.p_glGetError())
3401 FIXME("Error during filtering test for format %x, returning no filtering\n", internal);
3402 ret = FALSE;
3405 return ret;
3408 static void init_format_filter_info(struct wined3d_adapter *adapter,
3409 struct wined3d_gl_info *gl_info)
3411 enum wined3d_pci_vendor vendor = adapter->driver_info.vendor;
3412 struct wined3d_format_gl *format;
3413 unsigned int i;
3414 static const enum wined3d_format_id fmts16[] =
3416 WINED3DFMT_R16_FLOAT,
3417 WINED3DFMT_R16G16_FLOAT,
3418 WINED3DFMT_R16G16B16A16_FLOAT,
3420 BOOL filtered;
3422 /* This was already handled by init_format_texture_info(). */
3423 if (gl_info->supported[ARB_INTERNALFORMAT_QUERY2])
3424 return;
3426 if (wined3d_settings.offscreen_rendering_mode != ORM_FBO
3427 || !gl_info->supported[WINED3D_GL_LEGACY_CONTEXT])
3429 if (vendor == HW_VENDOR_NVIDIA && gl_info->supported[ARB_TEXTURE_FLOAT])
3431 TRACE("Nvidia card with texture_float support: Assuming float16 blending\n");
3432 filtered = TRUE;
3434 else if (gl_info->limits.glsl_varyings > 44)
3436 TRACE("More than 44 GLSL varyings - assuming d3d10 card with float16 blending\n");
3437 filtered = TRUE;
3439 else
3441 TRACE("Assuming no float16 blending\n");
3442 filtered = FALSE;
3445 if (filtered)
3447 for (i = 0; i < ARRAY_SIZE(fmts16); ++i)
3449 format = get_format_gl_internal(adapter, fmts16[i]);
3450 format_set_caps(&format->f, WINED3D_FORMAT_CAP_FILTERING);
3453 return;
3456 for (i = 0; i < ARRAY_SIZE(fmts16); ++i)
3458 format = get_format_gl_internal(adapter, fmts16[i]);
3459 if (!format->internal)
3460 continue; /* Not supported by GL */
3462 filtered = check_filter(gl_info, format->internal);
3463 if (filtered)
3465 TRACE("Format %s supports filtering.\n", debug_d3dformat(format->f.id));
3466 format_set_caps(&format->f, WINED3D_FORMAT_CAP_FILTERING);
3468 else
3470 TRACE("Format %s does not support filtering.\n", debug_d3dformat(format->f.id));
3475 static enum fixup_channel_source fixup_source_from_char(char c)
3477 switch (c)
3479 default:
3480 case '0':
3481 return CHANNEL_SOURCE_ZERO;
3482 case '1':
3483 return CHANNEL_SOURCE_ONE;
3484 case 'x':
3485 case 'X':
3486 return CHANNEL_SOURCE_X;
3487 case 'y':
3488 case 'Y':
3489 return CHANNEL_SOURCE_Y;
3490 case 'z':
3491 case 'Z':
3492 return CHANNEL_SOURCE_Z;
3493 case 'w':
3494 case 'W':
3495 return CHANNEL_SOURCE_W;
3499 static unsigned int fixup_sign_from_char(char c)
3501 if (c == 'x' || c == 'y' || c == 'z' || c == 'w')
3502 return 1;
3503 return 0;
3506 static struct color_fixup_desc create_color_fixup_desc_from_string(const char *s)
3508 struct color_fixup_desc fixup;
3510 if (strlen(s) != 4)
3512 ERR("Invalid fixup string %s.\n", wine_dbgstr_a(s));
3513 return COLOR_FIXUP_IDENTITY;
3516 fixup.x_sign_fixup = fixup_sign_from_char(s[0]);
3517 fixup.x_source = fixup_source_from_char(s[0]);
3518 fixup.y_sign_fixup = fixup_sign_from_char(s[1]);
3519 fixup.y_source = fixup_source_from_char(s[1]);
3520 fixup.z_sign_fixup = fixup_sign_from_char(s[2]);
3521 fixup.z_source = fixup_source_from_char(s[2]);
3522 fixup.w_sign_fixup = fixup_sign_from_char(s[3]);
3523 fixup.w_source = fixup_source_from_char(s[3]);
3525 return fixup;
3528 static void apply_format_fixups(struct wined3d_adapter *adapter, struct wined3d_gl_info *gl_info)
3530 const struct wined3d_d3d_info *d3d_info = &adapter->d3d_info;
3531 struct wined3d_format_gl *format;
3532 BOOL use_legacy_fixups;
3533 unsigned int i;
3535 static const struct
3537 enum wined3d_format_id id;
3538 const char *fixup;
3539 BOOL legacy;
3540 enum wined3d_gl_extension extension;
3542 fixups[] =
3544 {WINED3DFMT_R16_FLOAT, "X11W", TRUE, WINED3D_GL_EXT_NONE},
3545 {WINED3DFMT_R32_FLOAT, "X11W", TRUE, WINED3D_GL_EXT_NONE},
3546 {WINED3DFMT_R16G16_UNORM, "XY1W", TRUE, WINED3D_GL_EXT_NONE},
3547 {WINED3DFMT_R16G16_FLOAT, "XY1W", TRUE, WINED3D_GL_EXT_NONE},
3548 {WINED3DFMT_R32G32_FLOAT, "XY1W", TRUE, WINED3D_GL_EXT_NONE},
3550 {WINED3DFMT_R8G8_SNORM, "xy11", FALSE, WINED3D_GL_EXT_NONE},
3551 {WINED3DFMT_R8G8_SNORM, "XY11", TRUE, NV_TEXTURE_SHADER},
3552 {WINED3DFMT_R8G8_SNORM, "XY11", TRUE, EXT_TEXTURE_SNORM},
3554 {WINED3DFMT_R16G16_SNORM, "xy11", FALSE, WINED3D_GL_EXT_NONE},
3555 {WINED3DFMT_R16G16_SNORM, "XY11", TRUE, NV_TEXTURE_SHADER},
3556 {WINED3DFMT_R16G16_SNORM, "XY11", TRUE, EXT_TEXTURE_SNORM},
3558 {WINED3DFMT_R8G8B8A8_SNORM, "xyzw", FALSE, WINED3D_GL_EXT_NONE},
3559 {WINED3DFMT_R8G8B8A8_SNORM, "XYZW", FALSE, NV_TEXTURE_SHADER},
3560 {WINED3DFMT_R8G8B8A8_SNORM, "XYZW", FALSE, EXT_TEXTURE_SNORM},
3562 {WINED3DFMT_R5G5_SNORM_L6_UNORM, "xzY1", FALSE, WINED3D_GL_EXT_NONE},
3563 {WINED3DFMT_R5G5_SNORM_L6_UNORM, "XYZW", FALSE, NV_TEXTURE_SHADER},
3564 {WINED3DFMT_R5G5_SNORM_L6_UNORM, "XYZW", FALSE, EXT_TEXTURE_SNORM},
3566 {WINED3DFMT_R8G8_SNORM_L8X8_UNORM, "xyZW", FALSE, WINED3D_GL_EXT_NONE},
3567 {WINED3DFMT_R8G8_SNORM_L8X8_UNORM, "XYZW", FALSE, NV_TEXTURE_SHADER},
3569 {WINED3DFMT_ATI1N, "XXXX", FALSE, EXT_TEXTURE_COMPRESSION_RGTC},
3570 {WINED3DFMT_ATI1N, "XXXX", FALSE, ARB_TEXTURE_COMPRESSION_RGTC},
3572 {WINED3DFMT_ATI2N, "XW11", FALSE, ATI_TEXTURE_COMPRESSION_3DC},
3573 {WINED3DFMT_ATI2N, "YX11", FALSE, EXT_TEXTURE_COMPRESSION_RGTC},
3574 {WINED3DFMT_ATI2N, "YX11", FALSE, ARB_TEXTURE_COMPRESSION_RGTC},
3576 {WINED3DFMT_A8_UNORM, "000X", FALSE, WINED3D_GL_EXT_NONE},
3577 {WINED3DFMT_A8_UNORM, "XYZW", FALSE, WINED3D_GL_LEGACY_CONTEXT},
3579 {WINED3DFMT_L8A8_UNORM, "XXXY", FALSE, WINED3D_GL_EXT_NONE},
3580 {WINED3DFMT_L8A8_UNORM, "XYZW", FALSE, WINED3D_GL_LEGACY_CONTEXT},
3582 {WINED3DFMT_L4A4_UNORM, "XXXY", FALSE, WINED3D_GL_EXT_NONE},
3583 {WINED3DFMT_L4A4_UNORM, "XYZW", FALSE, WINED3D_GL_LEGACY_CONTEXT},
3585 {WINED3DFMT_L16_UNORM, "XXX1", FALSE, WINED3D_GL_EXT_NONE},
3586 {WINED3DFMT_L16_UNORM, "XYZW", FALSE, WINED3D_GL_LEGACY_CONTEXT},
3588 {WINED3DFMT_INTZ, "XXXX", FALSE, WINED3D_GL_EXT_NONE},
3589 {WINED3DFMT_INTZ, "XYZW", FALSE, WINED3D_GL_LEGACY_CONTEXT},
3591 {WINED3DFMT_L8_UNORM, "XXX1", FALSE, ARB_TEXTURE_RG},
3594 use_legacy_fixups = d3d_info->wined3d_creation_flags & WINED3D_LEGACY_UNBOUND_RESOURCE_COLOR;
3595 for (i = 0; i < ARRAY_SIZE(fixups); ++i)
3597 if (fixups[i].legacy && !use_legacy_fixups)
3598 continue;
3600 if (!gl_info->supported[fixups[i].extension])
3601 continue;
3603 format = get_format_gl_internal(adapter, fixups[i].id);
3604 format->f.color_fixup = create_color_fixup_desc_from_string(fixups[i].fixup);
3607 if (!gl_info->supported[APPLE_YCBCR_422] && !gl_info->supported[APPLE_RGB_422]
3608 && (gl_info->supported[ARB_FRAGMENT_PROGRAM]
3609 || (gl_info->supported[ARB_FRAGMENT_SHADER] && gl_info->supported[ARB_VERTEX_SHADER])))
3611 format = get_format_gl_internal(adapter, WINED3DFMT_YUY2);
3612 format->f.color_fixup = create_complex_fixup_desc(COMPLEX_FIXUP_YUY2);
3614 format = get_format_gl_internal(adapter, WINED3DFMT_UYVY);
3615 format->f.color_fixup = create_complex_fixup_desc(COMPLEX_FIXUP_UYVY);
3617 else if (!gl_info->supported[APPLE_YCBCR_422] && gl_info->supported[APPLE_RGB_422])
3619 format = get_format_gl_internal(adapter, WINED3DFMT_YUY2);
3620 format->f.color_fixup = create_complex_fixup_desc(COMPLEX_FIXUP_YUV);
3622 format = get_format_gl_internal(adapter, WINED3DFMT_UYVY);
3623 format->f.color_fixup = create_complex_fixup_desc(COMPLEX_FIXUP_YUV);
3625 else if (!gl_info->supported[APPLE_YCBCR_422] && (!gl_info->supported[ARB_FRAGMENT_PROGRAM]
3626 && (!gl_info->supported[ARB_FRAGMENT_SHADER] || !gl_info->supported[ARB_VERTEX_SHADER])))
3628 format = get_format_gl_internal(adapter, WINED3DFMT_YUY2);
3629 format_clear_caps(&format->f, WINED3D_FORMAT_CAP_BLIT);
3630 format->internal = 0;
3632 format = get_format_gl_internal(adapter, WINED3DFMT_UYVY);
3633 format_clear_caps(&format->f, WINED3D_FORMAT_CAP_BLIT);
3634 format->internal = 0;
3637 if (gl_info->supported[ARB_FRAGMENT_PROGRAM]
3638 || (gl_info->supported[ARB_FRAGMENT_SHADER] && gl_info->supported[ARB_VERTEX_SHADER]))
3640 format = get_format_gl_internal(adapter, WINED3DFMT_YV12);
3641 format->f.attrs |= WINED3D_FORMAT_ATTR_HEIGHT_SCALE;
3642 format->f.height_scale.numerator = 3;
3643 format->f.height_scale.denominator = 2;
3644 format->f.color_fixup = create_complex_fixup_desc(COMPLEX_FIXUP_YV12);
3646 format = get_format_gl_internal(adapter, WINED3DFMT_NV12);
3647 format->f.attrs |= WINED3D_FORMAT_ATTR_HEIGHT_SCALE;
3648 format->f.height_scale.numerator = 3;
3649 format->f.height_scale.denominator = 2;
3650 format->f.color_fixup = create_complex_fixup_desc(COMPLEX_FIXUP_NV12);
3652 else
3654 format = get_format_gl_internal(adapter, WINED3DFMT_YV12);
3655 format_clear_caps(&format->f, WINED3D_FORMAT_CAP_BLIT);
3656 format->internal = 0;
3658 format = get_format_gl_internal(adapter, WINED3DFMT_NV12);
3659 format_clear_caps(&format->f, WINED3D_FORMAT_CAP_BLIT);
3660 format->internal = 0;
3663 if (gl_info->supported[ARB_FRAGMENT_PROGRAM] || gl_info->supported[ARB_FRAGMENT_SHADER])
3665 format = get_format_gl_internal(adapter, WINED3DFMT_P8_UINT);
3666 format->f.color_fixup = create_complex_fixup_desc(COMPLEX_FIXUP_P8);
3669 if (!gl_info->supported[ARB_HALF_FLOAT_PIXEL])
3671 format = get_format_gl_internal(adapter, WINED3DFMT_R16_FLOAT);
3672 format_clear_caps(&format->f, WINED3D_FORMAT_CAP_TEXTURE);
3674 format = get_format_gl_internal(adapter, WINED3DFMT_R16G16_FLOAT);
3675 format_clear_caps(&format->f, WINED3D_FORMAT_CAP_TEXTURE);
3677 format = get_format_gl_internal(adapter, WINED3DFMT_R16G16B16A16_FLOAT);
3678 format_clear_caps(&format->f, WINED3D_FORMAT_CAP_TEXTURE);
3681 if (gl_info->quirks & WINED3D_QUIRK_BROKEN_RGBA16)
3683 format = get_format_gl_internal(adapter, WINED3DFMT_R16G16B16A16_UNORM);
3684 format_clear_caps(&format->f, WINED3D_FORMAT_CAP_TEXTURE);
3687 /* ATI instancing hack: Although ATI cards do not support Shader Model
3688 * 3.0, they support instancing. To query if the card supports instancing
3689 * CheckDeviceFormat() with the special format MAKEFOURCC('I','N','S','T')
3690 * is used. Should an application check for this, provide a proper return
3691 * value. We can do instancing with all shader versions, but we need
3692 * vertex shaders.
3694 * Additionally applications have to set the D3DRS_POINTSIZE render state
3695 * to MAKEFOURCC('I','N','S','T') once to enable instancing. Wined3d
3696 * doesn't need that and just ignores it.
3698 * With Shader Model 3.0 capable cards Instancing 'just works' in Windows. */
3699 /* FIXME: This should just check the shader backend caps. */
3700 if (gl_info->supported[ARB_VERTEX_PROGRAM] || gl_info->supported[ARB_VERTEX_SHADER])
3702 format = get_format_gl_internal(adapter, WINED3DFMT_INST);
3703 format_set_caps(&format->f, WINED3D_FORMAT_CAP_TEXTURE);
3706 /* Depth bound test. To query if the card supports it CheckDeviceFormat()
3707 * with the special format MAKEFOURCC('N','V','D','B') is used. It is
3708 * enabled by setting D3DRS_ADAPTIVETESS_X render state to
3709 * MAKEFOURCC('N','V','D','B') and then controlled by setting
3710 * D3DRS_ADAPTIVETESS_Z (zMin) and D3DRS_ADAPTIVETESS_W (zMax) to test
3711 * value. */
3712 if (gl_info->supported[EXT_DEPTH_BOUNDS_TEST])
3714 format = get_format_gl_internal(adapter, WINED3DFMT_NVDB);
3715 format_set_caps(&format->f, WINED3D_FORMAT_CAP_TEXTURE);
3718 if (gl_info->supported[ARB_MULTISAMPLE])
3720 format = get_format_gl_internal(adapter, WINED3DFMT_ATOC);
3721 format_set_caps(&format->f, WINED3D_FORMAT_CAP_TEXTURE);
3724 /* RESZ aka AMD DX9-level hack for multisampled depth buffer resolve. You query for RESZ
3725 * support by checking for availability of MAKEFOURCC('R','E','S','Z') surfaces with
3726 * RENDERTARGET usage. */
3727 if (gl_info->supported[ARB_FRAMEBUFFER_OBJECT])
3729 format = get_format_gl_internal(adapter, WINED3DFMT_RESZ);
3730 format_set_caps(&format->f, WINED3D_FORMAT_CAP_TEXTURE | WINED3D_FORMAT_CAP_RENDERTARGET);
3733 for (i = 0; i < WINED3D_FORMAT_COUNT; ++i)
3735 format = get_format_gl_by_idx(adapter, i);
3737 if (!(format->f.caps[WINED3D_GL_RES_TYPE_TEX_2D] & WINED3D_FORMAT_CAP_TEXTURE))
3738 continue;
3740 if (is_identity_fixup(format->f.color_fixup))
3741 continue;
3743 TRACE("Checking support for fixup:\n");
3744 dump_color_fixup_desc(format->f.color_fixup);
3745 if (!adapter->shader_backend->shader_color_fixup_supported(format->f.color_fixup)
3746 || !adapter->fragment_pipe->color_fixup_supported(format->f.color_fixup))
3748 TRACE("[FAILED]\n");
3749 format_clear_caps(&format->f, WINED3D_FORMAT_CAP_TEXTURE);
3751 else
3753 TRACE("[OK]\n");
3757 /* These formats are not supported for 3D textures. See also
3758 * WINED3D_FORMAT_CAP_DECOMPRESS. */
3759 format = get_format_gl_internal(adapter, WINED3DFMT_ATI1N);
3760 format->f.caps[WINED3D_GL_RES_TYPE_TEX_3D] &= ~WINED3D_FORMAT_CAP_TEXTURE;
3761 format = get_format_gl_internal(adapter, WINED3DFMT_ATI2N);
3762 format->f.caps[WINED3D_GL_RES_TYPE_TEX_3D] &= ~WINED3D_FORMAT_CAP_TEXTURE;
3763 format = get_format_gl_internal(adapter, WINED3DFMT_BC4_SNORM);
3764 format->f.caps[WINED3D_GL_RES_TYPE_TEX_3D] &= ~WINED3D_FORMAT_CAP_TEXTURE;
3765 format = get_format_gl_internal(adapter, WINED3DFMT_BC5_UNORM);
3766 format->f.caps[WINED3D_GL_RES_TYPE_TEX_3D] &= ~WINED3D_FORMAT_CAP_TEXTURE;
3767 format = get_format_gl_internal(adapter, WINED3DFMT_BC5_SNORM);
3768 format->f.caps[WINED3D_GL_RES_TYPE_TEX_3D] &= ~WINED3D_FORMAT_CAP_TEXTURE;
3771 static BOOL init_format_vertex_info(const struct wined3d_adapter *adapter,
3772 struct wined3d_gl_info *gl_info)
3774 struct wined3d_format_gl *format;
3775 unsigned int i;
3777 for (i = 0; i < ARRAY_SIZE(format_vertex_info); ++i)
3779 if (!(format = get_format_gl_internal(adapter, format_vertex_info[i].id)))
3780 return FALSE;
3782 if (!gl_info->supported[format_vertex_info[i].extension])
3783 continue;
3785 format->f.emit_idx = format_vertex_info[i].emit_idx;
3786 format->vtx_type = format_vertex_info[i].gl_vtx_type;
3787 format->vtx_format = format->f.component_count;
3788 format->f.caps[WINED3D_GL_RES_TYPE_BUFFER] |= WINED3D_FORMAT_CAP_VERTEX_ATTRIBUTE;
3791 if (gl_info->supported[ARB_VERTEX_ARRAY_BGRA])
3793 format = get_format_gl_internal(adapter, WINED3DFMT_B8G8R8A8_UNORM);
3794 format->vtx_format = GL_BGRA;
3797 return TRUE;
3800 static BOOL init_typeless_formats(const struct wined3d_adapter *adapter)
3802 unsigned int caps[WINED3D_GL_RES_TYPE_COUNT];
3803 unsigned int attrs, i, j;
3805 for (i = 0; i < ARRAY_SIZE(typed_formats); ++i)
3807 struct wined3d_format *format, *typeless_format;
3809 if (!(format = get_format_internal(adapter, typed_formats[i].id)))
3810 return FALSE;
3811 if (!(typeless_format = get_format_internal(adapter, typed_formats[i].typeless_id)))
3812 return FALSE;
3814 attrs = typeless_format->attrs;
3815 memcpy(caps, typeless_format->caps, sizeof(caps));
3816 copy_format(adapter, typeless_format, format);
3817 typeless_format->attrs |= attrs;
3818 for (j = 0; j < ARRAY_SIZE(typeless_format->caps); ++j)
3819 typeless_format->caps[j] |= caps[j];
3822 for (i = 0; i < ARRAY_SIZE(typeless_depth_stencil_formats); ++i)
3824 struct wined3d_format *typeless_format, *typeless_ds_format, *ds_format;
3825 struct wined3d_format *depth_view_format, *stencil_view_format;
3826 enum wined3d_format_id format_id;
3828 if (!(typeless_format = get_format_internal(adapter, typeless_depth_stencil_formats[i].typeless_id)))
3829 return FALSE;
3830 if (!(ds_format = get_format_internal(adapter, typeless_depth_stencil_formats[i].depth_stencil_id)))
3831 return FALSE;
3833 typeless_ds_format = get_format_by_idx(adapter, WINED3D_FORMAT_COUNT + i);
3834 typeless_ds_format->id = typeless_depth_stencil_formats[i].typeless_id;
3835 copy_format(adapter, typeless_ds_format, ds_format);
3836 typeless_ds_format->attrs = typeless_format->attrs;
3837 for (j = 0; j < ARRAY_SIZE(typeless_ds_format->caps); ++j)
3839 typeless_ds_format->caps[j] = typeless_format->caps[j];
3840 typeless_format->caps[j] &= ~WINED3D_FORMAT_CAP_DEPTH_STENCIL;
3843 if ((format_id = typeless_depth_stencil_formats[i].depth_view_id)
3844 && typeless_depth_stencil_formats[i].separate_depth_view_format)
3846 if (!(depth_view_format = get_format_internal(adapter, format_id)))
3847 return FALSE;
3848 copy_format(adapter, depth_view_format, ds_format);
3849 depth_view_format->red_size = depth_view_format->depth_size;
3850 depth_view_format->depth_size = 0;
3851 depth_view_format->stencil_size = 0;
3853 if ((format_id = typeless_depth_stencil_formats[i].stencil_view_id))
3855 if (!(stencil_view_format = get_format_internal(adapter, format_id)))
3856 return FALSE;
3857 copy_format(adapter, stencil_view_format, ds_format);
3858 stencil_view_format->green_size = stencil_view_format->stencil_size;
3859 stencil_view_format->depth_size = 0;
3860 stencil_view_format->stencil_size = 0;
3864 return TRUE;
3867 static void init_format_gen_mipmap_info(const struct wined3d_adapter *adapter,
3868 struct wined3d_gl_info *gl_info)
3870 unsigned int i, j;
3872 if (!gl_info->fbo_ops.glGenerateMipmap)
3873 return;
3875 for (i = 0; i < WINED3D_FORMAT_COUNT; ++i)
3877 struct wined3d_format *format = get_format_by_idx(adapter, i);
3879 for (j = 0; j < ARRAY_SIZE(format->caps); ++j)
3880 if (!(~format->caps[j] & (WINED3D_FORMAT_CAP_RENDERTARGET | WINED3D_FORMAT_CAP_FILTERING)))
3881 format->caps[j] |= WINED3D_FORMAT_CAP_GEN_MIPMAP;
3885 BOOL wined3d_caps_gl_ctx_test_viewport_subpixel_bits(struct wined3d_caps_gl_ctx *ctx)
3887 static const struct wined3d_color red = {1.0f, 0.0f, 0.0f, 1.0f};
3888 const struct wined3d_gl_info *gl_info = ctx->gl_info;
3889 static const float offset = -63.0f / 128.0f;
3890 GLuint texture, fbo;
3891 uint32_t readback[4];
3892 unsigned int i;
3894 gl_info->gl_ops.gl.p_glGenTextures(1, &texture);
3895 gl_info->gl_ops.gl.p_glBindTexture(GL_TEXTURE_2D, texture);
3896 gl_info->gl_ops.gl.p_glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAX_LEVEL, 0);
3897 gl_info->gl_ops.gl.p_glTexImage2D(GL_TEXTURE_2D, 0, GL_RGBA8, ARRAY_SIZE(readback), 1, 0,
3898 GL_BGRA, GL_UNSIGNED_INT_8_8_8_8_REV, NULL);
3899 gl_info->fbo_ops.glGenFramebuffers(1, &fbo);
3900 gl_info->fbo_ops.glBindFramebuffer(GL_FRAMEBUFFER, fbo);
3901 gl_info->fbo_ops.glFramebufferTexture2D(GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT0,
3902 GL_TEXTURE_2D, texture, 0);
3903 checkGLcall("create resources");
3905 gl_info->gl_ops.gl.p_glClearColor(1.0f, 1.0f, 1.0f, 1.0f);
3906 gl_info->gl_ops.gl.p_glClear(GL_COLOR_BUFFER_BIT);
3907 GL_EXTCALL(glViewportIndexedf(0, offset, offset, 4.0f, 1.0f));
3908 draw_test_quad(ctx, NULL, &red);
3909 checkGLcall("draw");
3911 gl_info->gl_ops.gl.p_glBindTexture(GL_TEXTURE_2D, texture);
3912 gl_info->gl_ops.gl.p_glGetTexImage(GL_TEXTURE_2D, 0,
3913 GL_BGRA, GL_UNSIGNED_INT_8_8_8_8_REV, readback);
3914 checkGLcall("readback");
3916 TRACE("Readback colors are 0x%08x, 0x%08x, 0x%08x, 0x%08x.\n",
3917 readback[0], readback[1], readback[2], readback[3]);
3919 gl_info->gl_ops.gl.p_glDeleteTextures(1, &texture);
3920 gl_info->fbo_ops.glDeleteFramebuffers(1, &fbo);
3921 gl_info->fbo_ops.glBindFramebuffer(GL_FRAMEBUFFER, 0);
3922 checkGLcall("delete resources");
3924 for (i = 0; i < ARRAY_SIZE(readback); ++i)
3926 if (readback[i] != 0xffff0000)
3927 return FALSE;
3929 return TRUE;
3932 bool wined3d_caps_gl_ctx_test_filling_convention(struct wined3d_caps_gl_ctx *ctx, float offset)
3934 static const struct wined3d_color red = {1.0f, 0.0f, 0.0f, 1.0f};
3935 const struct wined3d_gl_info *gl_info = ctx->gl_info;
3936 unsigned int x, y, clear = 0, draw = 0;
3937 GLuint texture, fbo;
3938 uint32_t readback[8][8];
3940 /* This is a very simple test to find out how GL handles polygon edges:
3941 * Draw a 1x1 quad exactly through 4 adjacent pixel centers in an 8x8
3942 * viewport and see which pixel it ends up in. So far we've seen top left
3943 * and bottom left conventions. This test may produce unexpected results
3944 * if the driver forces multisampling on us.
3946 * If we find a bottom-left filling behavior we also move the x-axis
3947 * by the same amount. This is necessary to keep diagonals that go
3948 * through the pixel center intact.
3950 * Note that we are ignoring some settings that might influence the
3951 * driver: How we switch GL to an upper-left coordinate system,
3952 * shaders vs fixed function GL. Testing these isn't possible with
3953 * the current draw_test_quad() infrastructure. Also the test is
3954 * skipped if we are not using FBOs. Drawing into the onscreen
3955 * frame buffer may also yield different driver behavior.
3957 * The minimum offset also depends on the viewport size, although
3958 * the relation between those two is GPU dependent and not exactly
3959 * sensible. E.g. a 8192x8192 viewport on a GeForce 9 needs at
3960 * least an offset of 1/240.9, whereas a 8x8 one needs 1/255.982;
3961 * 32x32 needs 1/255.935. 4x4 and lower are happy with something
3962 * below 1/256. The 8x8 size below has been arbitrarily chosen to
3963 * get a useful result out of that card and avoid allocating a
3964 * gigantic texture during library init.
3966 * Newer cards usually do the right thing anyway. In cases where
3967 * they do not (e.g. Radeon GPUs in a macbookpro14,3 running MacOS)
3968 * an offset of 1/2^20 is enough. */
3969 const struct wined3d_vec3 edge_geometry[] =
3971 {(-1.0f + offset) / 8.0f, (-1.0f + offset) / 8.0f, 0.0f},
3972 {( 1.0f + offset) / 8.0f, (-1.0f + offset) / 8.0f, 0.0f},
3973 {(-1.0f + offset) / 8.0f, ( 1.0f + offset) / 8.0f, 0.0f},
3974 {( 1.0f + offset) / 8.0f, ( 1.0f + offset) / 8.0f, 0.0f},
3977 gl_info->gl_ops.gl.p_glGenTextures(1, &texture);
3978 gl_info->gl_ops.gl.p_glBindTexture(GL_TEXTURE_2D, texture);
3979 gl_info->gl_ops.gl.p_glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAX_LEVEL, 0);
3980 gl_info->gl_ops.gl.p_glTexImage2D(GL_TEXTURE_2D, 0, GL_RGBA8, 8, 8, 0,
3981 GL_BGRA, GL_UNSIGNED_INT_8_8_8_8_REV, NULL);
3982 gl_info->fbo_ops.glGenFramebuffers(1, &fbo);
3983 gl_info->fbo_ops.glBindFramebuffer(GL_FRAMEBUFFER, fbo);
3984 gl_info->fbo_ops.glFramebufferTexture2D(GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT0,
3985 GL_TEXTURE_2D, texture, 0);
3986 checkGLcall("create resources");
3988 gl_info->gl_ops.gl.p_glViewport(0, 0, 8, 8);
3989 gl_info->gl_ops.gl.p_glClearColor(0.0f, 0.0f, 1.0f, 1.0f);
3990 gl_info->gl_ops.gl.p_glClear(GL_COLOR_BUFFER_BIT);
3992 draw_test_quad(ctx, edge_geometry, &red);
3993 checkGLcall("draw");
3995 gl_info->gl_ops.gl.p_glBindTexture(GL_TEXTURE_2D, texture);
3996 gl_info->gl_ops.gl.p_glGetTexImage(GL_TEXTURE_2D, 0,
3997 GL_BGRA, GL_UNSIGNED_INT_8_8_8_8_REV, readback);
3998 checkGLcall("readback");
4000 gl_info->gl_ops.gl.p_glDeleteTextures(1, &texture);
4001 gl_info->fbo_ops.glDeleteFramebuffers(1, &fbo);
4002 gl_info->fbo_ops.glBindFramebuffer(GL_FRAMEBUFFER, 0);
4003 checkGLcall("delete resources");
4005 /* We expect that exactly one fragment is generated. */
4006 for (y = 0; y < ARRAY_SIZE(readback); ++y)
4008 for (x = 0; x < ARRAY_SIZE(readback[0]); ++x)
4010 if (readback[y][x] == 0xff0000ff)
4011 clear++;
4012 else if (readback[y][x] == 0xffff0000)
4013 draw++;
4017 if (clear != 63 || draw != 1)
4019 FIXME("Unexpected filling convention test result.\n");
4020 return FALSE;
4023 /* One pixel was drawn, check if it is the expected one */
4024 return readback[3][3] == 0xffff0000;
4026 static float wined3d_adapter_find_polyoffset_scale(struct wined3d_caps_gl_ctx *ctx, GLenum format)
4028 const struct wined3d_gl_info *gl_info = ctx->gl_info;
4029 static const struct wined3d_color blue = {0.0f, 0.0f, 1.0f, 1.0f};
4030 GLuint fbo, color, depth;
4031 unsigned int low = 0, high = 32, cur;
4032 uint32_t readback[256];
4033 static const struct wined3d_vec3 geometry[] =
4035 {-1.0f, -1.0f, -1.0f},
4036 { 1.0f, -1.0f, 0.0f},
4037 {-1.0f, 1.0f, -1.0f},
4038 { 1.0f, 1.0f, 0.0f},
4041 /* Most drivers want 2^23 for fixed point depth buffers, including r300g, r600g,
4042 * Nvidia. Use this as a fallback if the detection fails. */
4043 unsigned int fallback = 23;
4045 if (wined3d_settings.offscreen_rendering_mode != ORM_FBO)
4047 FIXME("No FBOs, assuming polyoffset scale of 2^%u.\n", fallback);
4048 return (float)(1u << fallback);
4051 gl_info->gl_ops.gl.p_glGenTextures(1, &color);
4052 gl_info->gl_ops.gl.p_glBindTexture(GL_TEXTURE_2D, color);
4053 gl_info->gl_ops.gl.p_glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAX_LEVEL, 0);
4054 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);
4056 gl_info->fbo_ops.glGenRenderbuffers(1, &depth);
4057 gl_info->fbo_ops.glBindRenderbuffer(GL_RENDERBUFFER, depth);
4058 gl_info->fbo_ops.glRenderbufferStorage(GL_RENDERBUFFER, format, 256, 1);
4060 gl_info->fbo_ops.glGenFramebuffers(1, &fbo);
4061 gl_info->fbo_ops.glBindFramebuffer(GL_FRAMEBUFFER, fbo);
4062 gl_info->fbo_ops.glFramebufferTexture2D(GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT0, GL_TEXTURE_2D, color, 0);
4063 gl_info->fbo_ops.glFramebufferRenderbuffer(GL_FRAMEBUFFER, GL_DEPTH_ATTACHMENT, GL_RENDERBUFFER, depth);
4064 checkGLcall("Setup framebuffer");
4066 gl_info->gl_ops.gl.p_glClearColor(0.0f, 0.0f, 0.5f, 0.0f);
4067 gl_info->gl_ops.gl.p_glClearDepth(0.5f);
4068 gl_info->gl_ops.gl.p_glEnable(GL_DEPTH_TEST);
4069 gl_info->gl_ops.gl.p_glEnable(GL_POLYGON_OFFSET_FILL);
4070 gl_info->gl_ops.gl.p_glViewport(0, 0, 256, 1);
4071 checkGLcall("Misc parameters");
4073 for (;;)
4075 if (high - low <= 1)
4077 ERR("PolygonOffset scale factor detection failed, using fallback value 2^%u.\n", fallback);
4078 cur = fallback;
4079 break;
4081 cur = (low + high) / 2;
4083 gl_info->gl_ops.gl.p_glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT);
4084 /* The post viewport transform Z of the geometry runs from 0.0 to 0.5. We want to push it another
4085 * 0.25 so that the Z buffer content (0.5) cuts the quad off at half the screen. */
4086 gl_info->gl_ops.gl.p_glPolygonOffset(0.0f, (float)(1u << cur) * 0.25f);
4087 draw_test_quad(ctx, geometry, &blue);
4088 checkGLcall("Test draw");
4090 /* Rebinding texture to workaround a fglrx bug. */
4091 gl_info->gl_ops.gl.p_glBindTexture(GL_TEXTURE_2D, color);
4092 gl_info->gl_ops.gl.p_glGetTexImage(GL_TEXTURE_2D, 0, GL_BGRA, GL_UNSIGNED_INT_8_8_8_8_REV, readback);
4093 checkGLcall("readback");
4095 TRACE("low %02u, high %02u, cur %2u, 0=0x%08x, 125=0x%08x, 131=0x%08x, 255=0x%08x\n",
4096 low, high, cur, readback[0], readback[125], readback[131], readback[255]);
4098 if ((readback[125] & 0xff) < 0xa0)
4099 high = cur;
4100 else if ((readback[131] & 0xff) > 0xa0)
4101 low = cur;
4102 else
4104 TRACE("Found scale factor 2^%u for format %x.\n", cur, format);
4105 break;
4109 gl_info->gl_ops.gl.p_glDeleteTextures(1, &color);
4110 gl_info->fbo_ops.glDeleteRenderbuffers(1, &depth);
4111 gl_info->fbo_ops.glDeleteFramebuffers(1, &fbo);
4112 gl_info->fbo_ops.glBindFramebuffer(GL_FRAMEBUFFER, 0);
4113 checkGLcall("Delete framebuffer");
4115 gl_info->gl_ops.gl.p_glDisable(GL_DEPTH_TEST);
4116 gl_info->gl_ops.gl.p_glDisable(GL_POLYGON_OFFSET_FILL);
4117 return (float)(1u << cur);
4120 static void init_format_depth_bias_scale(struct wined3d_adapter *adapter,
4121 struct wined3d_caps_gl_ctx *ctx)
4123 const struct wined3d_d3d_info *d3d_info = &adapter->d3d_info;
4124 unsigned int i;
4126 for (i = 0; i < WINED3D_FORMAT_COUNT; ++i)
4128 struct wined3d_format_gl *format = get_format_gl_by_idx(adapter, i);
4130 if (format->f.depth_size && (format->f.caps[WINED3D_GL_RES_TYPE_RB] & WINED3D_FORMAT_CAP_DEPTH_STENCIL))
4132 TRACE("Testing depth bias scale for format %s.\n", debug_d3dformat(format->f.id));
4133 format->f.depth_bias_scale = wined3d_adapter_find_polyoffset_scale(ctx, format->internal);
4135 if (!(d3d_info->wined3d_creation_flags & WINED3D_NORMALIZED_DEPTH_BIAS))
4137 /* The single-precision binary floating-point format has
4138 * a significand precision of 24 bits.
4140 if (format->f.attrs & WINED3D_FORMAT_ATTR_FLOAT)
4141 format->f.depth_bias_scale /= 1u << 24;
4142 else
4143 format->f.depth_bias_scale /= 1u << format->f.depth_size;
4149 static BOOL wined3d_adapter_init_format_info(struct wined3d_adapter *adapter, size_t format_size)
4151 unsigned int count = WINED3D_FORMAT_COUNT + ARRAY_SIZE(typeless_depth_stencil_formats);
4153 if (!(adapter->formats = heap_calloc(count, format_size)))
4155 ERR("Failed to allocate memory.\n");
4156 return FALSE;
4158 adapter->format_size = format_size;
4160 if (!init_format_base_info(adapter))
4161 goto fail;
4162 if (!init_format_block_info(adapter))
4163 goto fail;
4164 if (!init_format_decompress_info(adapter))
4165 goto fail;
4166 if (!init_srgb_formats(adapter))
4167 goto fail;
4169 return TRUE;
4171 fail:
4172 heap_free(adapter->formats);
4173 adapter->formats = NULL;
4174 return FALSE;
4177 BOOL wined3d_adapter_no3d_init_format_info(struct wined3d_adapter *adapter)
4179 struct wined3d_format *format;
4180 unsigned int i;
4182 static const enum wined3d_format_id blit_formats[] =
4184 WINED3DFMT_B8G8R8A8_UNORM,
4185 WINED3DFMT_B8G8R8X8_UNORM,
4186 WINED3DFMT_B5G6R5_UNORM,
4187 WINED3DFMT_B5G5R5X1_UNORM,
4188 WINED3DFMT_B5G5R5A1_UNORM,
4189 WINED3DFMT_B4G4R4A4_UNORM,
4190 WINED3DFMT_B2G3R3_UNORM,
4191 WINED3DFMT_A8_UNORM,
4192 WINED3DFMT_B2G3R3A8_UNORM,
4193 WINED3DFMT_B4G4R4X4_UNORM,
4194 WINED3DFMT_R10G10B10A2_UNORM,
4195 WINED3DFMT_R8G8B8A8_UNORM,
4196 WINED3DFMT_R8G8B8X8_UNORM,
4197 WINED3DFMT_R16G16_UNORM,
4198 WINED3DFMT_B10G10R10A2_UNORM,
4199 WINED3DFMT_R16G16B16A16_UNORM,
4200 WINED3DFMT_P8_UINT,
4203 if (!wined3d_adapter_init_format_info(adapter, sizeof(struct wined3d_format)))
4204 return FALSE;
4206 for (i = 0; i < ARRAY_SIZE(blit_formats); ++i)
4208 if (!(format = get_format_internal(adapter, blit_formats[i])))
4209 return FALSE;
4211 format->caps[WINED3D_GL_RES_TYPE_TEX_2D] |= WINED3D_FORMAT_CAP_BLIT;
4212 format->caps[WINED3D_GL_RES_TYPE_RB] |= WINED3D_FORMAT_CAP_BLIT;
4215 return TRUE;
4218 /* Context activation is done by the caller. */
4219 BOOL wined3d_adapter_gl_init_format_info(struct wined3d_adapter *adapter, struct wined3d_caps_gl_ctx *ctx)
4221 struct wined3d_gl_info *gl_info = &wined3d_adapter_gl(adapter)->gl_info;
4223 if (!wined3d_adapter_init_format_info(adapter, sizeof(struct wined3d_format_gl)))
4224 return FALSE;
4226 if (!init_format_texture_info(adapter, gl_info)) goto fail;
4227 if (!init_format_vertex_info(adapter, gl_info)) goto fail;
4229 apply_format_fixups(adapter, gl_info);
4230 init_format_fbo_compat_info(adapter, ctx);
4231 init_format_filter_info(adapter, gl_info);
4232 init_format_gen_mipmap_info(adapter, gl_info);
4233 init_format_depth_bias_scale(adapter, ctx);
4235 if (!init_typeless_formats(adapter)) goto fail;
4237 return TRUE;
4239 fail:
4240 heap_free(adapter->formats);
4241 adapter->formats = NULL;
4242 return FALSE;
4245 static void init_vulkan_format_info(struct wined3d_format_vk *format,
4246 const struct wined3d_vk_info *vk_info, VkPhysicalDevice vk_physical_device)
4248 static const struct
4250 enum wined3d_format_id id;
4251 VkFormat vk_format;
4252 const char *fixup;
4254 vulkan_formats[] =
4256 {WINED3DFMT_R32G32B32A32_FLOAT, VK_FORMAT_R32G32B32A32_SFLOAT, },
4257 {WINED3DFMT_R32G32B32A32_UINT, VK_FORMAT_R32G32B32A32_UINT, },
4258 {WINED3DFMT_R32G32B32A32_SINT, VK_FORMAT_R32G32B32A32_SINT, },
4259 {WINED3DFMT_R32G32B32_FLOAT, VK_FORMAT_R32G32B32_SFLOAT, },
4260 {WINED3DFMT_R32G32B32_UINT, VK_FORMAT_R32G32B32_UINT, },
4261 {WINED3DFMT_R32G32B32_SINT, VK_FORMAT_R32G32B32_SINT, },
4262 {WINED3DFMT_R16G16B16A16_FLOAT, VK_FORMAT_R16G16B16A16_SFLOAT, },
4263 {WINED3DFMT_R16G16B16A16_UNORM, VK_FORMAT_R16G16B16A16_UNORM, },
4264 {WINED3DFMT_R16G16B16A16_UINT, VK_FORMAT_R16G16B16A16_UINT, },
4265 {WINED3DFMT_R16G16B16A16_SNORM, VK_FORMAT_R16G16B16A16_SNORM, },
4266 {WINED3DFMT_R16G16B16A16_SINT, VK_FORMAT_R16G16B16A16_SINT, },
4267 {WINED3DFMT_R32G32_FLOAT, VK_FORMAT_R32G32_SFLOAT, },
4268 {WINED3DFMT_R32G32_UINT, VK_FORMAT_R32G32_UINT, },
4269 {WINED3DFMT_R32G32_SINT, VK_FORMAT_R32G32_SINT, },
4270 {WINED3DFMT_R10G10B10A2_UNORM, VK_FORMAT_A2B10G10R10_UNORM_PACK32,},
4271 {WINED3DFMT_R11G11B10_FLOAT, VK_FORMAT_B10G11R11_UFLOAT_PACK32, },
4272 {WINED3DFMT_R8G8_UNORM, VK_FORMAT_R8G8_UNORM, },
4273 {WINED3DFMT_R8G8_UINT, VK_FORMAT_R8G8_UINT, },
4274 {WINED3DFMT_R8G8_SNORM, VK_FORMAT_R8G8_SNORM, },
4275 {WINED3DFMT_R8G8_SINT, VK_FORMAT_R8G8_SINT, },
4276 {WINED3DFMT_R8G8B8A8_UNORM, VK_FORMAT_R8G8B8A8_UNORM, },
4277 {WINED3DFMT_R8G8B8A8_UNORM_SRGB, VK_FORMAT_R8G8B8A8_SRGB, },
4278 {WINED3DFMT_R8G8B8A8_UINT, VK_FORMAT_R8G8B8A8_UINT, },
4279 {WINED3DFMT_R8G8B8A8_SNORM, VK_FORMAT_R8G8B8A8_SNORM, },
4280 {WINED3DFMT_R8G8B8A8_SINT, VK_FORMAT_R8G8B8A8_SINT, },
4281 {WINED3DFMT_R16G16_FLOAT, VK_FORMAT_R16G16_SFLOAT, },
4282 {WINED3DFMT_R16G16_UNORM, VK_FORMAT_R16G16_UNORM, },
4283 {WINED3DFMT_R16G16_UINT, VK_FORMAT_R16G16_UINT, },
4284 {WINED3DFMT_R16G16_SNORM, VK_FORMAT_R16G16_SNORM, },
4285 {WINED3DFMT_R16G16_SINT, VK_FORMAT_R16G16_SINT, },
4286 {WINED3DFMT_D32_FLOAT, VK_FORMAT_D32_SFLOAT, },
4287 {WINED3DFMT_R32_FLOAT, VK_FORMAT_R32_SFLOAT, },
4288 {WINED3DFMT_R32_UINT, VK_FORMAT_R32_UINT, },
4289 {WINED3DFMT_R32_SINT, VK_FORMAT_R32_SINT, },
4290 {WINED3DFMT_R16_FLOAT, VK_FORMAT_R16_SFLOAT, },
4291 {WINED3DFMT_D16_UNORM, VK_FORMAT_D16_UNORM, },
4292 {WINED3DFMT_R16_UNORM, VK_FORMAT_R16_UNORM, },
4293 {WINED3DFMT_R16_UINT, VK_FORMAT_R16_UINT, },
4294 {WINED3DFMT_R16_SNORM, VK_FORMAT_R16_SNORM, },
4295 {WINED3DFMT_R16_SINT, VK_FORMAT_R16_SINT, },
4296 {WINED3DFMT_R8_UNORM, VK_FORMAT_R8_UNORM, },
4297 {WINED3DFMT_R8_UINT, VK_FORMAT_R8_UINT, },
4298 {WINED3DFMT_R8_SNORM, VK_FORMAT_R8_SNORM, },
4299 {WINED3DFMT_R8_SINT, VK_FORMAT_R8_SINT, },
4300 {WINED3DFMT_A8_UNORM, VK_FORMAT_R8_UNORM, "000X"},
4301 {WINED3DFMT_B8G8R8A8_UNORM, VK_FORMAT_B8G8R8A8_UNORM, },
4302 {WINED3DFMT_B8G8R8A8_UNORM_SRGB, VK_FORMAT_B8G8R8A8_SRGB, },
4303 {WINED3DFMT_B8G8R8X8_UNORM, VK_FORMAT_B8G8R8A8_UNORM, "XYZ1"},
4304 {WINED3DFMT_B8G8R8X8_UNORM_SRGB, VK_FORMAT_B8G8R8A8_SRGB, "XYZ1"},
4305 {WINED3DFMT_B5G6R5_UNORM, VK_FORMAT_R5G6B5_UNORM_PACK16, },
4306 {WINED3DFMT_BC1_UNORM, VK_FORMAT_BC1_RGBA_UNORM_BLOCK, },
4307 {WINED3DFMT_BC1_UNORM_SRGB, VK_FORMAT_BC1_RGBA_SRGB_BLOCK, },
4308 {WINED3DFMT_BC2_UNORM, VK_FORMAT_BC2_UNORM_BLOCK, },
4309 {WINED3DFMT_BC2_UNORM_SRGB, VK_FORMAT_BC2_SRGB_BLOCK, },
4310 {WINED3DFMT_BC3_UNORM, VK_FORMAT_BC3_UNORM_BLOCK, },
4311 {WINED3DFMT_BC3_UNORM_SRGB, VK_FORMAT_BC3_SRGB_BLOCK, },
4312 {WINED3DFMT_BC4_UNORM, VK_FORMAT_BC4_UNORM_BLOCK, },
4313 {WINED3DFMT_BC4_SNORM, VK_FORMAT_BC4_SNORM_BLOCK, },
4314 {WINED3DFMT_BC5_UNORM, VK_FORMAT_BC5_UNORM_BLOCK, },
4315 {WINED3DFMT_BC5_SNORM, VK_FORMAT_BC5_SNORM_BLOCK, },
4316 {WINED3DFMT_BC6H_UF16, VK_FORMAT_BC6H_UFLOAT_BLOCK, },
4317 {WINED3DFMT_BC6H_SF16, VK_FORMAT_BC6H_SFLOAT_BLOCK, },
4318 {WINED3DFMT_BC7_UNORM, VK_FORMAT_BC7_UNORM_BLOCK, },
4319 {WINED3DFMT_BC7_UNORM_SRGB, VK_FORMAT_BC7_SRGB_BLOCK, },
4320 {WINED3DFMT_R9G9B9E5_SHAREDEXP, VK_FORMAT_E5B9G9R9_UFLOAT_PACK32, },
4321 {WINED3DFMT_D32_FLOAT_S8X24_UINT, VK_FORMAT_D32_SFLOAT_S8_UINT, },
4322 {WINED3DFMT_R32_FLOAT_X8X24_TYPELESS, VK_FORMAT_D32_SFLOAT_S8_UINT, },
4323 {WINED3DFMT_X32_TYPELESS_G8X24_UINT, VK_FORMAT_D32_SFLOAT_S8_UINT, },
4324 {WINED3DFMT_D24_UNORM_S8_UINT, VK_FORMAT_D24_UNORM_S8_UINT, },
4326 VkFormat vk_format = VK_FORMAT_UNDEFINED;
4327 VkImageFormatProperties image_properties;
4328 VkFormatFeatureFlags texture_flags;
4329 VkFormatProperties properties;
4330 VkImageUsageFlags vk_usage;
4331 unsigned int caps;
4332 const char *fixup;
4333 unsigned int i;
4334 uint32_t mask;
4335 VkResult vr;
4337 for (i = 0; i < ARRAY_SIZE(vulkan_formats); ++i)
4339 if (vulkan_formats[i].id == format->f.id)
4341 vk_format = vulkan_formats[i].vk_format;
4342 fixup = vulkan_formats[i].fixup;
4343 break;
4346 if (!vk_format)
4348 WARN("Unsupported format %s.\n", debug_d3dformat(format->f.id));
4349 return;
4352 format->vk_format = vk_format;
4353 if (fixup)
4354 format->f.color_fixup = create_color_fixup_desc_from_string(fixup);
4355 else
4356 format->f.color_fixup = COLOR_FIXUP_IDENTITY;
4358 VK_CALL(vkGetPhysicalDeviceFormatProperties(vk_physical_device, vk_format, &properties));
4359 if (vk_format == VK_FORMAT_D24_UNORM_S8_UINT)
4361 if (~properties.optimalTilingFeatures & VK_FORMAT_FEATURE_DEPTH_STENCIL_ATTACHMENT_BIT)
4363 /* AMD doesn't support VK_FORMAT_D24_UNORM_S8_UINT. */
4364 WARN("Mapping VK_FORMAT_D24_UNORM_S8_UINT to VK_FORMAT_D32_SFLOAT_S8_UINT.\n");
4366 format->vk_format = vk_format = VK_FORMAT_D32_SFLOAT_S8_UINT;
4367 VK_CALL(vkGetPhysicalDeviceFormatProperties(vk_physical_device, vk_format, &properties));
4371 if (properties.bufferFeatures & VK_FORMAT_FEATURE_VERTEX_BUFFER_BIT)
4372 format->f.caps[WINED3D_GL_RES_TYPE_BUFFER] |= WINED3D_FORMAT_CAP_VERTEX_ATTRIBUTE;
4373 if (properties.bufferFeatures & VK_FORMAT_FEATURE_UNIFORM_TEXEL_BUFFER_BIT)
4374 format->f.caps[WINED3D_GL_RES_TYPE_BUFFER] |= WINED3D_FORMAT_CAP_TEXTURE;
4376 caps = 0;
4377 texture_flags = properties.linearTilingFeatures | properties.optimalTilingFeatures;
4378 if (texture_flags & VK_FORMAT_FEATURE_SAMPLED_IMAGE_BIT)
4380 caps |= WINED3D_FORMAT_CAP_TEXTURE | WINED3D_FORMAT_CAP_VTF;
4382 if (texture_flags & VK_FORMAT_FEATURE_COLOR_ATTACHMENT_BIT)
4384 caps |= WINED3D_FORMAT_CAP_RENDERTARGET;
4386 if (texture_flags & VK_FORMAT_FEATURE_COLOR_ATTACHMENT_BLEND_BIT)
4388 caps |= WINED3D_FORMAT_CAP_POSTPIXELSHADER_BLENDING;
4390 if (texture_flags & VK_FORMAT_FEATURE_DEPTH_STENCIL_ATTACHMENT_BIT)
4392 caps |= WINED3D_FORMAT_CAP_DEPTH_STENCIL;
4394 if (texture_flags & VK_FORMAT_FEATURE_SAMPLED_IMAGE_FILTER_LINEAR_BIT)
4396 caps |= WINED3D_FORMAT_CAP_FILTERING;
4398 if (texture_flags & VK_FORMAT_FEATURE_STORAGE_IMAGE_BIT)
4400 caps |= WINED3D_FORMAT_CAP_UNORDERED_ACCESS;
4402 if ((texture_flags & VK_FORMAT_FEATURE_TRANSFER_SRC_BIT)
4403 && (texture_flags & VK_FORMAT_FEATURE_TRANSFER_DST_BIT))
4405 caps |= WINED3D_FORMAT_CAP_BLIT;
4408 if (!(~caps & (WINED3D_FORMAT_CAP_RENDERTARGET | WINED3D_FORMAT_CAP_FILTERING)))
4409 caps |= WINED3D_FORMAT_CAP_GEN_MIPMAP;
4411 format->f.caps[WINED3D_GL_RES_TYPE_TEX_1D] |= caps;
4412 format->f.caps[WINED3D_GL_RES_TYPE_TEX_2D] |= caps;
4413 format->f.caps[WINED3D_GL_RES_TYPE_TEX_3D] |= caps;
4414 format->f.caps[WINED3D_GL_RES_TYPE_TEX_CUBE] |= caps;
4416 vk_usage = 0;
4417 if (texture_flags & VK_FORMAT_FEATURE_COLOR_ATTACHMENT_BIT)
4418 vk_usage = VK_IMAGE_USAGE_COLOR_ATTACHMENT_BIT;
4419 else if (texture_flags & VK_FORMAT_FEATURE_DEPTH_STENCIL_ATTACHMENT_BIT)
4420 vk_usage = VK_IMAGE_USAGE_DEPTH_STENCIL_ATTACHMENT_BIT;
4421 if (vk_usage)
4423 if ((vr = VK_CALL(vkGetPhysicalDeviceImageFormatProperties(vk_physical_device, vk_format,
4424 VK_IMAGE_TYPE_2D, VK_IMAGE_TILING_OPTIMAL, vk_usage, 0, &image_properties))) < 0)
4426 ERR("Failed to get image format properties, vr %s.\n", wined3d_debug_vkresult(vr));
4427 return;
4430 mask = image_properties.sampleCounts & 0x3f;
4431 while (mask)
4433 i = (1u << wined3d_bit_scan(&mask)) - 1;
4434 format->f.multisample_types |= 1u << i;
4439 BOOL wined3d_adapter_vk_init_format_info(struct wined3d_adapter_vk *adapter_vk,
4440 const struct wined3d_vk_info *vk_info)
4442 VkPhysicalDevice vk_physical_device = adapter_vk->physical_device;
4443 struct wined3d_adapter *adapter = &adapter_vk->a;
4444 struct wined3d_format_vk *format;
4445 unsigned int i;
4447 if (!wined3d_adapter_init_format_info(adapter, sizeof(*format)))
4448 return FALSE;
4450 for (i = 0; i < WINED3D_FORMAT_COUNT; ++i)
4452 format = wined3d_format_vk_mutable(get_format_by_idx(adapter, i));
4454 if (format->f.id)
4455 init_vulkan_format_info(format, vk_info, vk_physical_device);
4458 if (!init_typeless_formats(adapter)) goto fail;
4460 return TRUE;
4462 fail:
4463 heap_free(adapter->formats);
4464 adapter->formats = NULL;
4465 return FALSE;
4468 const struct wined3d_format *wined3d_get_format(const struct wined3d_adapter *adapter,
4469 enum wined3d_format_id format_id, unsigned int bind_flags)
4471 const struct wined3d_format *format;
4472 int idx = get_format_idx(format_id);
4473 unsigned int i;
4475 if (idx == -1)
4477 FIXME("Can't find format %s (%#x) in the format lookup table.\n",
4478 debug_d3dformat(format_id), format_id);
4479 return get_format_internal(adapter, WINED3DFMT_UNKNOWN);
4482 format = get_format_by_idx(adapter, idx);
4484 if (bind_flags & WINED3D_BIND_DEPTH_STENCIL && wined3d_format_is_typeless(format))
4486 for (i = 0; i < ARRAY_SIZE(typeless_depth_stencil_formats); ++i)
4488 if (typeless_depth_stencil_formats[i].typeless_id == format_id)
4489 return get_format_by_idx(adapter, WINED3D_FORMAT_COUNT + i);
4492 FIXME("Cannot find depth/stencil typeless format %s (%#x).\n",
4493 debug_d3dformat(format_id), format_id);
4494 return get_format_internal(adapter, WINED3DFMT_UNKNOWN);
4497 return format;
4500 enum wined3d_format_id wined3d_get_typed_format_id(const struct wined3d_adapter *adapter,
4501 const struct wined3d_format *format, enum wined3d_channel_type channel_type)
4503 const struct wined3d_typed_format_info *info;
4504 uint32_t i;
4506 for (i = 0; i < ARRAY_SIZE(typed_formats); ++i)
4508 info = &typed_formats[i];
4509 if (info->typeless_id == format->typeless_id && map_channel_type(info->channels[0]) == channel_type)
4510 return info->id;
4513 return WINED3DFMT_UNKNOWN;
4516 BOOL wined3d_format_is_depth_view(enum wined3d_format_id resource_format_id,
4517 enum wined3d_format_id view_format_id)
4519 unsigned int i;
4521 for (i = 0; i < ARRAY_SIZE(typeless_depth_stencil_formats); ++i)
4523 if (typeless_depth_stencil_formats[i].typeless_id == resource_format_id)
4524 return typeless_depth_stencil_formats[i].depth_view_id == view_format_id;
4526 return FALSE;
4529 void wined3d_format_calculate_pitch(const struct wined3d_format *format, unsigned int alignment,
4530 unsigned int width, unsigned int height, unsigned int *row_pitch, unsigned int *slice_pitch)
4532 /* For block based formats, pitch means the amount of bytes to the next
4533 * row of blocks rather than the next row of pixels. */
4534 if (format->attrs & WINED3D_FORMAT_ATTR_BLOCKS)
4536 unsigned int row_block_count = (width + format->block_width - 1) / format->block_width;
4537 unsigned int slice_block_count = (height + format->block_height - 1) / format->block_height;
4538 *row_pitch = row_block_count * format->block_byte_count;
4539 *row_pitch = (*row_pitch + alignment - 1) & ~(alignment - 1);
4540 *slice_pitch = *row_pitch * slice_block_count;
4542 else
4544 *row_pitch = format->byte_count * width; /* Bytes / row */
4545 *row_pitch = (*row_pitch + alignment - 1) & ~(alignment - 1);
4546 *slice_pitch = *row_pitch * height;
4549 if (format->attrs & WINED3D_FORMAT_ATTR_HEIGHT_SCALE)
4551 /* The D3D format requirements make sure that the resulting format is an integer again */
4552 *slice_pitch *= format->height_scale.numerator;
4553 *slice_pitch /= format->height_scale.denominator;
4556 TRACE("Returning row pitch %u, slice pitch %u.\n", *row_pitch, *slice_pitch);
4559 UINT wined3d_format_calculate_size(const struct wined3d_format *format, UINT alignment,
4560 UINT width, UINT height, UINT depth)
4562 unsigned int row_pitch, slice_pitch;
4564 if (format->id == WINED3DFMT_UNKNOWN)
4565 return 0;
4567 if (format->attrs & WINED3D_FORMAT_ATTR_BROKEN_PITCH)
4568 return width * height * depth * format->byte_count;
4570 wined3d_format_calculate_pitch(format, alignment, width, height, &row_pitch, &slice_pitch);
4572 return slice_pitch * depth;
4575 BOOL wined3d_formats_are_srgb_variants(enum wined3d_format_id format1, enum wined3d_format_id format2)
4577 unsigned int i;
4579 for (i = 0; i < ARRAY_SIZE(format_srgb_info); ++i)
4581 if (format1 == format_srgb_info[i].srgb_format_id)
4582 return format2 == format_srgb_info[i].base_format_id;
4583 if (format1 == format_srgb_info[i].base_format_id)
4584 return format2 == format_srgb_info[i].srgb_format_id;
4586 return FALSE;
4589 /*****************************************************************************
4590 * Trace formatting of useful values
4592 const char *debug_box(const struct wined3d_box *box)
4594 if (!box)
4595 return "(null)";
4596 return wine_dbg_sprintf("(%u, %u, %u)-(%u, %u, %u)",
4597 box->left, box->top, box->front,
4598 box->right, box->bottom, box->back);
4601 const char *debug_color(const struct wined3d_color *color)
4603 if (!color)
4604 return "(null)";
4605 return wine_dbg_sprintf("{%.8e, %.8e, %.8e, %.8e}",
4606 color->r, color->g, color->b, color->a);
4609 const char *debug_ivec4(const struct wined3d_ivec4 *v)
4611 if (!v)
4612 return "(null)";
4613 return wine_dbg_sprintf("{%d, %d, %d, %d}",
4614 v->x, v->y, v->z, v->w);
4617 const char *debug_uvec4(const struct wined3d_uvec4 *v)
4619 if (!v)
4620 return "(null)";
4621 return wine_dbg_sprintf("{%u, %u, %u, %u}",
4622 v->x, v->y, v->z, v->w);
4625 const char *debug_vec4(const struct wined3d_vec4 *v)
4627 if (!v)
4628 return "(null)";
4629 return wine_dbg_sprintf("{%.8e, %.8e, %.8e, %.8e}",
4630 v->x, v->y, v->z, v->w);
4633 const char *debug_const_bo_address(const struct wined3d_const_bo_address *address)
4635 if (!address)
4636 return "(null)";
4637 return wine_dbg_sprintf("{%p:%p}", address->buffer_object, address->addr);
4640 const char *debug_bo_address(const struct wined3d_bo_address *address)
4642 return debug_const_bo_address((const struct wined3d_const_bo_address *)address);
4645 const char *debug_d3dformat(enum wined3d_format_id format_id)
4647 switch (format_id)
4649 #define FMT_TO_STR(format_id) case format_id: return #format_id
4650 FMT_TO_STR(WINED3DFMT_UNKNOWN);
4651 FMT_TO_STR(WINED3DFMT_B8G8R8_UNORM);
4652 FMT_TO_STR(WINED3DFMT_B5G5R5X1_UNORM);
4653 FMT_TO_STR(WINED3DFMT_B4G4R4A4_UNORM);
4654 FMT_TO_STR(WINED3DFMT_B2G3R3_UNORM);
4655 FMT_TO_STR(WINED3DFMT_B2G3R3A8_UNORM);
4656 FMT_TO_STR(WINED3DFMT_B4G4R4X4_UNORM);
4657 FMT_TO_STR(WINED3DFMT_R8G8B8X8_UNORM);
4658 FMT_TO_STR(WINED3DFMT_B10G10R10A2_UNORM);
4659 FMT_TO_STR(WINED3DFMT_P8_UINT_A8_UNORM);
4660 FMT_TO_STR(WINED3DFMT_P8_UINT);
4661 FMT_TO_STR(WINED3DFMT_L8_UNORM);
4662 FMT_TO_STR(WINED3DFMT_L8A8_UNORM);
4663 FMT_TO_STR(WINED3DFMT_L4A4_UNORM);
4664 FMT_TO_STR(WINED3DFMT_R5G5_SNORM_L6_UNORM);
4665 FMT_TO_STR(WINED3DFMT_R8G8_SNORM_L8X8_UNORM);
4666 FMT_TO_STR(WINED3DFMT_R10G11B11_SNORM);
4667 FMT_TO_STR(WINED3DFMT_R10G10B10X2_TYPELESS);
4668 FMT_TO_STR(WINED3DFMT_R10G10B10X2_UINT);
4669 FMT_TO_STR(WINED3DFMT_R10G10B10X2_SNORM);
4670 FMT_TO_STR(WINED3DFMT_R10G10B10_SNORM_A2_UNORM);
4671 FMT_TO_STR(WINED3DFMT_D16_LOCKABLE);
4672 FMT_TO_STR(WINED3DFMT_D32_UNORM);
4673 FMT_TO_STR(WINED3DFMT_S1_UINT_D15_UNORM);
4674 FMT_TO_STR(WINED3DFMT_X8D24_UNORM);
4675 FMT_TO_STR(WINED3DFMT_S4X4_UINT_D24_UNORM);
4676 FMT_TO_STR(WINED3DFMT_L16_UNORM);
4677 FMT_TO_STR(WINED3DFMT_S8_UINT_D24_FLOAT);
4678 FMT_TO_STR(WINED3DFMT_R8G8_SNORM_Cx);
4679 FMT_TO_STR(WINED3DFMT_R32G32B32A32_TYPELESS);
4680 FMT_TO_STR(WINED3DFMT_R32G32B32A32_FLOAT);
4681 FMT_TO_STR(WINED3DFMT_R32G32B32A32_UINT);
4682 FMT_TO_STR(WINED3DFMT_R32G32B32A32_SINT);
4683 FMT_TO_STR(WINED3DFMT_R32G32B32_TYPELESS);
4684 FMT_TO_STR(WINED3DFMT_R32G32B32_FLOAT);
4685 FMT_TO_STR(WINED3DFMT_R32G32B32_UINT);
4686 FMT_TO_STR(WINED3DFMT_R32G32B32_SINT);
4687 FMT_TO_STR(WINED3DFMT_R16G16B16A16_TYPELESS);
4688 FMT_TO_STR(WINED3DFMT_R16G16B16A16_FLOAT);
4689 FMT_TO_STR(WINED3DFMT_R16G16B16A16_UNORM);
4690 FMT_TO_STR(WINED3DFMT_R16G16B16A16_UINT);
4691 FMT_TO_STR(WINED3DFMT_R16G16B16A16_SNORM);
4692 FMT_TO_STR(WINED3DFMT_R16G16B16A16_SINT);
4693 FMT_TO_STR(WINED3DFMT_R32G32_TYPELESS);
4694 FMT_TO_STR(WINED3DFMT_R32G32_FLOAT);
4695 FMT_TO_STR(WINED3DFMT_R32G32_UINT);
4696 FMT_TO_STR(WINED3DFMT_R32G32_SINT);
4697 FMT_TO_STR(WINED3DFMT_R32G8X24_TYPELESS);
4698 FMT_TO_STR(WINED3DFMT_D32_FLOAT_S8X24_UINT);
4699 FMT_TO_STR(WINED3DFMT_R32_FLOAT_X8X24_TYPELESS);
4700 FMT_TO_STR(WINED3DFMT_X32_TYPELESS_G8X24_UINT);
4701 FMT_TO_STR(WINED3DFMT_R10G10B10A2_TYPELESS);
4702 FMT_TO_STR(WINED3DFMT_R10G10B10A2_UNORM);
4703 FMT_TO_STR(WINED3DFMT_R10G10B10A2_UINT);
4704 FMT_TO_STR(WINED3DFMT_R10G10B10A2_SNORM);
4705 FMT_TO_STR(WINED3DFMT_R10G10B10_XR_BIAS_A2_UNORM);
4706 FMT_TO_STR(WINED3DFMT_R11G11B10_FLOAT);
4707 FMT_TO_STR(WINED3DFMT_R8G8B8A8_TYPELESS);
4708 FMT_TO_STR(WINED3DFMT_R8G8B8A8_UNORM);
4709 FMT_TO_STR(WINED3DFMT_R8G8B8A8_UNORM_SRGB);
4710 FMT_TO_STR(WINED3DFMT_R8G8B8A8_UINT);
4711 FMT_TO_STR(WINED3DFMT_R8G8B8A8_SNORM);
4712 FMT_TO_STR(WINED3DFMT_R8G8B8A8_SINT);
4713 FMT_TO_STR(WINED3DFMT_R16G16_TYPELESS);
4714 FMT_TO_STR(WINED3DFMT_R16G16_FLOAT);
4715 FMT_TO_STR(WINED3DFMT_R16G16_UNORM);
4716 FMT_TO_STR(WINED3DFMT_R16G16_UINT);
4717 FMT_TO_STR(WINED3DFMT_R16G16_SNORM);
4718 FMT_TO_STR(WINED3DFMT_R16G16_SINT);
4719 FMT_TO_STR(WINED3DFMT_R32_TYPELESS);
4720 FMT_TO_STR(WINED3DFMT_D32_FLOAT);
4721 FMT_TO_STR(WINED3DFMT_R32_FLOAT);
4722 FMT_TO_STR(WINED3DFMT_R32_UINT);
4723 FMT_TO_STR(WINED3DFMT_R32_SINT);
4724 FMT_TO_STR(WINED3DFMT_R24G8_TYPELESS);
4725 FMT_TO_STR(WINED3DFMT_D24_UNORM_S8_UINT);
4726 FMT_TO_STR(WINED3DFMT_R24_UNORM_X8_TYPELESS);
4727 FMT_TO_STR(WINED3DFMT_X24_TYPELESS_G8_UINT);
4728 FMT_TO_STR(WINED3DFMT_R8G8_TYPELESS);
4729 FMT_TO_STR(WINED3DFMT_R8G8_UNORM);
4730 FMT_TO_STR(WINED3DFMT_R8G8_UINT);
4731 FMT_TO_STR(WINED3DFMT_R8G8_SNORM);
4732 FMT_TO_STR(WINED3DFMT_R8G8_SINT);
4733 FMT_TO_STR(WINED3DFMT_R16_TYPELESS);
4734 FMT_TO_STR(WINED3DFMT_R16_FLOAT);
4735 FMT_TO_STR(WINED3DFMT_D16_UNORM);
4736 FMT_TO_STR(WINED3DFMT_R16_UNORM);
4737 FMT_TO_STR(WINED3DFMT_R16_UINT);
4738 FMT_TO_STR(WINED3DFMT_R16_SNORM);
4739 FMT_TO_STR(WINED3DFMT_R16_SINT);
4740 FMT_TO_STR(WINED3DFMT_R8_TYPELESS);
4741 FMT_TO_STR(WINED3DFMT_R8_UNORM);
4742 FMT_TO_STR(WINED3DFMT_R8_UINT);
4743 FMT_TO_STR(WINED3DFMT_R8_SNORM);
4744 FMT_TO_STR(WINED3DFMT_R8_SINT);
4745 FMT_TO_STR(WINED3DFMT_A8_UNORM);
4746 FMT_TO_STR(WINED3DFMT_R1_UNORM);
4747 FMT_TO_STR(WINED3DFMT_R9G9B9E5_SHAREDEXP);
4748 FMT_TO_STR(WINED3DFMT_R8G8_B8G8_UNORM);
4749 FMT_TO_STR(WINED3DFMT_G8R8_G8B8_UNORM);
4750 FMT_TO_STR(WINED3DFMT_BC1_TYPELESS);
4751 FMT_TO_STR(WINED3DFMT_BC1_UNORM);
4752 FMT_TO_STR(WINED3DFMT_BC1_UNORM_SRGB);
4753 FMT_TO_STR(WINED3DFMT_BC2_TYPELESS);
4754 FMT_TO_STR(WINED3DFMT_BC2_UNORM);
4755 FMT_TO_STR(WINED3DFMT_BC2_UNORM_SRGB);
4756 FMT_TO_STR(WINED3DFMT_BC3_TYPELESS);
4757 FMT_TO_STR(WINED3DFMT_BC3_UNORM);
4758 FMT_TO_STR(WINED3DFMT_BC3_UNORM_SRGB);
4759 FMT_TO_STR(WINED3DFMT_BC4_TYPELESS);
4760 FMT_TO_STR(WINED3DFMT_BC4_UNORM);
4761 FMT_TO_STR(WINED3DFMT_BC4_SNORM);
4762 FMT_TO_STR(WINED3DFMT_BC5_TYPELESS);
4763 FMT_TO_STR(WINED3DFMT_BC5_UNORM);
4764 FMT_TO_STR(WINED3DFMT_BC5_SNORM);
4765 FMT_TO_STR(WINED3DFMT_B5G6R5_UNORM);
4766 FMT_TO_STR(WINED3DFMT_B5G5R5A1_UNORM);
4767 FMT_TO_STR(WINED3DFMT_B8G8R8A8_UNORM);
4768 FMT_TO_STR(WINED3DFMT_B8G8R8X8_UNORM);
4769 FMT_TO_STR(WINED3DFMT_B8G8R8A8_TYPELESS);
4770 FMT_TO_STR(WINED3DFMT_B8G8R8A8_UNORM_SRGB);
4771 FMT_TO_STR(WINED3DFMT_B8G8R8X8_TYPELESS);
4772 FMT_TO_STR(WINED3DFMT_B8G8R8X8_UNORM_SRGB);
4773 FMT_TO_STR(WINED3DFMT_BC6H_TYPELESS);
4774 FMT_TO_STR(WINED3DFMT_BC6H_UF16);
4775 FMT_TO_STR(WINED3DFMT_BC6H_SF16);
4776 FMT_TO_STR(WINED3DFMT_BC7_TYPELESS);
4777 FMT_TO_STR(WINED3DFMT_BC7_UNORM);
4778 FMT_TO_STR(WINED3DFMT_BC7_UNORM_SRGB);
4779 FMT_TO_STR(WINED3DFMT_UYVY);
4780 FMT_TO_STR(WINED3DFMT_YUY2);
4781 FMT_TO_STR(WINED3DFMT_YV12);
4782 FMT_TO_STR(WINED3DFMT_DXT1);
4783 FMT_TO_STR(WINED3DFMT_DXT2);
4784 FMT_TO_STR(WINED3DFMT_DXT3);
4785 FMT_TO_STR(WINED3DFMT_DXT4);
4786 FMT_TO_STR(WINED3DFMT_DXT5);
4787 FMT_TO_STR(WINED3DFMT_MULTI2_ARGB8);
4788 FMT_TO_STR(WINED3DFMT_G8R8_G8B8);
4789 FMT_TO_STR(WINED3DFMT_R8G8_B8G8);
4790 FMT_TO_STR(WINED3DFMT_ATI1N);
4791 FMT_TO_STR(WINED3DFMT_ATI2N);
4792 FMT_TO_STR(WINED3DFMT_INST);
4793 FMT_TO_STR(WINED3DFMT_NVDB);
4794 FMT_TO_STR(WINED3DFMT_NVHU);
4795 FMT_TO_STR(WINED3DFMT_NVHS);
4796 FMT_TO_STR(WINED3DFMT_INTZ);
4797 FMT_TO_STR(WINED3DFMT_RESZ);
4798 FMT_TO_STR(WINED3DFMT_NULL);
4799 FMT_TO_STR(WINED3DFMT_R16);
4800 FMT_TO_STR(WINED3DFMT_AL16);
4801 FMT_TO_STR(WINED3DFMT_NV12);
4802 FMT_TO_STR(WINED3DFMT_ATOC);
4803 #undef FMT_TO_STR
4804 default:
4806 char fourcc[5];
4807 fourcc[0] = (char)(format_id);
4808 fourcc[1] = (char)(format_id >> 8);
4809 fourcc[2] = (char)(format_id >> 16);
4810 fourcc[3] = (char)(format_id >> 24);
4811 fourcc[4] = 0;
4812 if (isprint(fourcc[0]) && isprint(fourcc[1]) && isprint(fourcc[2]) && isprint(fourcc[3]))
4813 FIXME("Unrecognized %#x (as fourcc: %s) WINED3DFORMAT!\n", format_id, fourcc);
4814 else
4815 FIXME("Unrecognized %#x WINED3DFORMAT!\n", format_id);
4817 return "unrecognized";
4821 const char *debug_d3ddevicetype(enum wined3d_device_type device_type)
4823 switch (device_type)
4825 #define DEVTYPE_TO_STR(dev) case dev: return #dev
4826 DEVTYPE_TO_STR(WINED3D_DEVICE_TYPE_HAL);
4827 DEVTYPE_TO_STR(WINED3D_DEVICE_TYPE_REF);
4828 DEVTYPE_TO_STR(WINED3D_DEVICE_TYPE_SW);
4829 #undef DEVTYPE_TO_STR
4830 default:
4831 FIXME("Unrecognized device type %#x.\n", device_type);
4832 return "unrecognized";
4836 struct debug_buffer
4838 char str[200]; /* wine_dbg_sprintf() limits string size to 200 */
4839 char *ptr;
4840 int size;
4843 static void init_debug_buffer(struct debug_buffer *buffer, const char *default_string)
4845 snprintf(buffer->str, sizeof(buffer->str), "%s", default_string);
4846 buffer->ptr = buffer->str;
4847 buffer->size = sizeof(buffer->str);
4850 static void debug_append(struct debug_buffer *buffer, const char *str, const char *separator)
4852 int size;
4854 if (!separator || buffer->ptr == buffer->str)
4855 separator = "";
4856 size = snprintf(buffer->ptr, buffer->size, "%s%s", separator, str);
4857 if (size == -1 || size >= buffer->size)
4859 buffer->size = 0;
4860 strcpy(&buffer->str[sizeof(buffer->str) - 4], "...");
4861 return;
4864 buffer->ptr += size;
4865 buffer->size -= size;
4868 const char *wined3d_debug_resource_access(uint32_t access)
4870 struct debug_buffer buffer;
4872 init_debug_buffer(&buffer, "0");
4873 #define ACCESS_TO_STR(x) if (access & x) { debug_append(&buffer, #x, " | "); access &= ~x; }
4874 ACCESS_TO_STR(WINED3D_RESOURCE_ACCESS_GPU);
4875 ACCESS_TO_STR(WINED3D_RESOURCE_ACCESS_CPU);
4876 ACCESS_TO_STR(WINED3D_RESOURCE_ACCESS_MAP_R);
4877 ACCESS_TO_STR(WINED3D_RESOURCE_ACCESS_MAP_W);
4878 #undef ACCESS_TO_STR
4879 if (access)
4880 FIXME("Unrecognised access flag(s) %#x.\n", access);
4882 return wine_dbg_sprintf("%s", buffer.str);
4885 const char *wined3d_debug_bind_flags(uint32_t bind_flags)
4887 struct debug_buffer buffer;
4889 init_debug_buffer(&buffer, "0");
4890 #define BIND_FLAG_TO_STR(x) if (bind_flags & x) { debug_append(&buffer, #x, " | "); bind_flags &= ~x; }
4891 BIND_FLAG_TO_STR(WINED3D_BIND_VERTEX_BUFFER);
4892 BIND_FLAG_TO_STR(WINED3D_BIND_INDEX_BUFFER);
4893 BIND_FLAG_TO_STR(WINED3D_BIND_CONSTANT_BUFFER);
4894 BIND_FLAG_TO_STR(WINED3D_BIND_SHADER_RESOURCE);
4895 BIND_FLAG_TO_STR(WINED3D_BIND_STREAM_OUTPUT);
4896 BIND_FLAG_TO_STR(WINED3D_BIND_RENDER_TARGET);
4897 BIND_FLAG_TO_STR(WINED3D_BIND_DEPTH_STENCIL);
4898 BIND_FLAG_TO_STR(WINED3D_BIND_UNORDERED_ACCESS);
4899 BIND_FLAG_TO_STR(WINED3D_BIND_INDIRECT_BUFFER);
4900 #undef BIND_FLAG_TO_STR
4901 if (bind_flags)
4902 FIXME("Unrecognised bind flag(s) %#x.\n", bind_flags);
4904 return wine_dbg_sprintf("%s", buffer.str);
4907 const char *wined3d_debug_view_desc(const struct wined3d_view_desc *d, const struct wined3d_resource *resource)
4909 struct debug_buffer buffer;
4910 unsigned int flags = d->flags;
4912 init_debug_buffer(&buffer, "0");
4913 #define VIEW_FLAG_TO_STR(x) if (flags & x) { debug_append(&buffer, #x, " | "); flags &= ~x; }
4914 VIEW_FLAG_TO_STR(WINED3D_VIEW_BUFFER_RAW);
4915 VIEW_FLAG_TO_STR(WINED3D_VIEW_BUFFER_APPEND);
4916 VIEW_FLAG_TO_STR(WINED3D_VIEW_BUFFER_COUNTER);
4917 VIEW_FLAG_TO_STR(WINED3D_VIEW_TEXTURE_CUBE);
4918 VIEW_FLAG_TO_STR(WINED3D_VIEW_TEXTURE_ARRAY);
4919 VIEW_FLAG_TO_STR(WINED3D_VIEW_READ_ONLY_DEPTH);
4920 VIEW_FLAG_TO_STR(WINED3D_VIEW_READ_ONLY_STENCIL);
4921 #undef VIEW_FLAG_TO_STR
4922 if (flags)
4923 FIXME("Unrecognised view flag(s) %#x.\n", flags);
4925 if (resource->type == WINED3D_RTYPE_BUFFER)
4926 return wine_dbg_sprintf("format %s, flags %s, start_idx %u, count %u",
4927 debug_d3dformat(d->format_id), buffer.str, d->u.buffer.start_idx, d->u.buffer.count);
4928 else
4929 return wine_dbg_sprintf("format %s, flags %s, level_idx %u, level_count %u, layer_idx %u, layer_count %u",
4930 debug_d3dformat(d->format_id), buffer.str, d->u.texture.level_idx, d->u.texture.level_count,
4931 d->u.texture.layer_idx, d->u.texture.layer_count);
4934 const char *debug_d3dusage(uint32_t usage)
4936 struct debug_buffer buffer;
4938 init_debug_buffer(&buffer, "0");
4939 #define WINED3DUSAGE_TO_STR(x) if (usage & x) { debug_append(&buffer, #x, " | "); usage &= ~x; }
4940 WINED3DUSAGE_TO_STR(WINED3DUSAGE_SOFTWAREPROCESSING);
4941 WINED3DUSAGE_TO_STR(WINED3DUSAGE_DONOTCLIP);
4942 WINED3DUSAGE_TO_STR(WINED3DUSAGE_POINTS);
4943 WINED3DUSAGE_TO_STR(WINED3DUSAGE_RTPATCHES);
4944 WINED3DUSAGE_TO_STR(WINED3DUSAGE_NPATCHES);
4945 WINED3DUSAGE_TO_STR(WINED3DUSAGE_DYNAMIC);
4946 WINED3DUSAGE_TO_STR(WINED3DUSAGE_RESTRICTED_CONTENT);
4947 WINED3DUSAGE_TO_STR(WINED3DUSAGE_RESTRICT_SHARED_RESOURCE_DRIVER);
4948 WINED3DUSAGE_TO_STR(WINED3DUSAGE_RESTRICT_SHARED_RESOURCE);
4949 WINED3DUSAGE_TO_STR(WINED3DUSAGE_DMAP);
4950 WINED3DUSAGE_TO_STR(WINED3DUSAGE_TEXTAPI);
4951 WINED3DUSAGE_TO_STR(WINED3DUSAGE_LEGACY_CUBEMAP);
4952 WINED3DUSAGE_TO_STR(WINED3DUSAGE_OWNDC);
4953 WINED3DUSAGE_TO_STR(WINED3DUSAGE_STATICDECL);
4954 WINED3DUSAGE_TO_STR(WINED3DUSAGE_OVERLAY);
4955 WINED3DUSAGE_TO_STR(WINED3DUSAGE_MANAGED);
4956 WINED3DUSAGE_TO_STR(WINED3DUSAGE_VIDMEM_ACCOUNTING);
4957 WINED3DUSAGE_TO_STR(WINED3DUSAGE_QUERY_FILTER);
4958 WINED3DUSAGE_TO_STR(WINED3DUSAGE_QUERY_GENMIPMAP);
4959 WINED3DUSAGE_TO_STR(WINED3DUSAGE_QUERY_LEGACYBUMPMAP);
4960 WINED3DUSAGE_TO_STR(WINED3DUSAGE_QUERY_POSTPIXELSHADER_BLENDING);
4961 WINED3DUSAGE_TO_STR(WINED3DUSAGE_QUERY_SRGBREAD);
4962 WINED3DUSAGE_TO_STR(WINED3DUSAGE_QUERY_SRGBWRITE);
4963 WINED3DUSAGE_TO_STR(WINED3DUSAGE_QUERY_VERTEXTEXTURE);
4964 WINED3DUSAGE_TO_STR(WINED3DUSAGE_QUERY_WRAPANDMIP);
4965 #undef WINED3DUSAGE_TO_STR
4966 if (usage)
4967 FIXME("Unrecognized usage flag(s) %#x.\n", usage);
4969 return wine_dbg_sprintf("%s", buffer.str);
4972 const char *debug_d3ddeclmethod(enum wined3d_decl_method method)
4974 switch (method)
4976 #define WINED3DDECLMETHOD_TO_STR(u) case u: return #u
4977 WINED3DDECLMETHOD_TO_STR(WINED3D_DECL_METHOD_DEFAULT);
4978 WINED3DDECLMETHOD_TO_STR(WINED3D_DECL_METHOD_PARTIAL_U);
4979 WINED3DDECLMETHOD_TO_STR(WINED3D_DECL_METHOD_PARTIAL_V);
4980 WINED3DDECLMETHOD_TO_STR(WINED3D_DECL_METHOD_CROSS_UV);
4981 WINED3DDECLMETHOD_TO_STR(WINED3D_DECL_METHOD_UV);
4982 WINED3DDECLMETHOD_TO_STR(WINED3D_DECL_METHOD_LOOKUP);
4983 WINED3DDECLMETHOD_TO_STR(WINED3D_DECL_METHOD_LOOKUP_PRESAMPLED);
4984 #undef WINED3DDECLMETHOD_TO_STR
4985 default:
4986 FIXME("Unrecognized declaration method %#x.\n", method);
4987 return "unrecognized";
4991 const char *debug_d3ddeclusage(enum wined3d_decl_usage usage)
4993 switch (usage)
4995 #define WINED3DDECLUSAGE_TO_STR(u) case u: return #u
4996 WINED3DDECLUSAGE_TO_STR(WINED3D_DECL_USAGE_POSITION);
4997 WINED3DDECLUSAGE_TO_STR(WINED3D_DECL_USAGE_BLEND_WEIGHT);
4998 WINED3DDECLUSAGE_TO_STR(WINED3D_DECL_USAGE_BLEND_INDICES);
4999 WINED3DDECLUSAGE_TO_STR(WINED3D_DECL_USAGE_NORMAL);
5000 WINED3DDECLUSAGE_TO_STR(WINED3D_DECL_USAGE_PSIZE);
5001 WINED3DDECLUSAGE_TO_STR(WINED3D_DECL_USAGE_TEXCOORD);
5002 WINED3DDECLUSAGE_TO_STR(WINED3D_DECL_USAGE_TANGENT);
5003 WINED3DDECLUSAGE_TO_STR(WINED3D_DECL_USAGE_BINORMAL);
5004 WINED3DDECLUSAGE_TO_STR(WINED3D_DECL_USAGE_TESS_FACTOR);
5005 WINED3DDECLUSAGE_TO_STR(WINED3D_DECL_USAGE_POSITIONT);
5006 WINED3DDECLUSAGE_TO_STR(WINED3D_DECL_USAGE_COLOR);
5007 WINED3DDECLUSAGE_TO_STR(WINED3D_DECL_USAGE_FOG);
5008 WINED3DDECLUSAGE_TO_STR(WINED3D_DECL_USAGE_DEPTH);
5009 WINED3DDECLUSAGE_TO_STR(WINED3D_DECL_USAGE_SAMPLE);
5010 #undef WINED3DDECLUSAGE_TO_STR
5011 default:
5012 FIXME("Unrecognized %u declaration usage!\n", usage);
5013 return "unrecognized";
5017 const char *debug_d3dinput_classification(enum wined3d_input_classification classification)
5019 switch (classification)
5021 #define WINED3D_TO_STR(x) case x: return #x
5022 WINED3D_TO_STR(WINED3D_INPUT_PER_VERTEX_DATA);
5023 WINED3D_TO_STR(WINED3D_INPUT_PER_INSTANCE_DATA);
5024 #undef WINED3D_TO_STR
5025 default:
5026 FIXME("Unrecognized input classification %#x.\n", classification);
5027 return "unrecognized";
5031 const char *debug_d3dresourcetype(enum wined3d_resource_type resource_type)
5033 switch (resource_type)
5035 #define WINED3D_TO_STR(x) case x: return #x
5036 WINED3D_TO_STR(WINED3D_RTYPE_NONE);
5037 WINED3D_TO_STR(WINED3D_RTYPE_BUFFER);
5038 WINED3D_TO_STR(WINED3D_RTYPE_TEXTURE_1D);
5039 WINED3D_TO_STR(WINED3D_RTYPE_TEXTURE_2D);
5040 WINED3D_TO_STR(WINED3D_RTYPE_TEXTURE_3D);
5041 #undef WINED3D_TO_STR
5042 default:
5043 FIXME("Unrecognized resource type %#x.\n", resource_type);
5044 return "unrecognized";
5048 const char *debug_d3dprimitivetype(enum wined3d_primitive_type primitive_type)
5050 switch (primitive_type)
5052 #define PRIM_TO_STR(prim) case prim: return #prim
5053 PRIM_TO_STR(WINED3D_PT_UNDEFINED);
5054 PRIM_TO_STR(WINED3D_PT_POINTLIST);
5055 PRIM_TO_STR(WINED3D_PT_LINELIST);
5056 PRIM_TO_STR(WINED3D_PT_LINESTRIP);
5057 PRIM_TO_STR(WINED3D_PT_TRIANGLELIST);
5058 PRIM_TO_STR(WINED3D_PT_TRIANGLESTRIP);
5059 PRIM_TO_STR(WINED3D_PT_TRIANGLEFAN);
5060 PRIM_TO_STR(WINED3D_PT_LINELIST_ADJ);
5061 PRIM_TO_STR(WINED3D_PT_LINESTRIP_ADJ);
5062 PRIM_TO_STR(WINED3D_PT_TRIANGLELIST_ADJ);
5063 PRIM_TO_STR(WINED3D_PT_TRIANGLESTRIP_ADJ);
5064 PRIM_TO_STR(WINED3D_PT_PATCH);
5065 #undef PRIM_TO_STR
5066 default:
5067 FIXME("Unrecognized primitive type %#x.\n", primitive_type);
5068 return "unrecognized";
5072 const char *debug_d3drenderstate(enum wined3d_render_state state)
5074 switch (state)
5076 #define D3DSTATE_TO_STR(u) case u: return #u
5077 D3DSTATE_TO_STR(WINED3D_RS_ANTIALIAS);
5078 D3DSTATE_TO_STR(WINED3D_RS_TEXTUREPERSPECTIVE);
5079 D3DSTATE_TO_STR(WINED3D_RS_WRAPU);
5080 D3DSTATE_TO_STR(WINED3D_RS_WRAPV);
5081 D3DSTATE_TO_STR(WINED3D_RS_ZENABLE);
5082 D3DSTATE_TO_STR(WINED3D_RS_FILLMODE);
5083 D3DSTATE_TO_STR(WINED3D_RS_SHADEMODE);
5084 D3DSTATE_TO_STR(WINED3D_RS_LINEPATTERN);
5085 D3DSTATE_TO_STR(WINED3D_RS_MONOENABLE);
5086 D3DSTATE_TO_STR(WINED3D_RS_ROP2);
5087 D3DSTATE_TO_STR(WINED3D_RS_PLANEMASK);
5088 D3DSTATE_TO_STR(WINED3D_RS_ZWRITEENABLE);
5089 D3DSTATE_TO_STR(WINED3D_RS_ALPHATESTENABLE);
5090 D3DSTATE_TO_STR(WINED3D_RS_LASTPIXEL);
5091 D3DSTATE_TO_STR(WINED3D_RS_SRCBLEND);
5092 D3DSTATE_TO_STR(WINED3D_RS_DESTBLEND);
5093 D3DSTATE_TO_STR(WINED3D_RS_CULLMODE);
5094 D3DSTATE_TO_STR(WINED3D_RS_ZFUNC);
5095 D3DSTATE_TO_STR(WINED3D_RS_ALPHAREF);
5096 D3DSTATE_TO_STR(WINED3D_RS_ALPHAFUNC);
5097 D3DSTATE_TO_STR(WINED3D_RS_DITHERENABLE);
5098 D3DSTATE_TO_STR(WINED3D_RS_ALPHABLENDENABLE);
5099 D3DSTATE_TO_STR(WINED3D_RS_FOGENABLE);
5100 D3DSTATE_TO_STR(WINED3D_RS_SPECULARENABLE);
5101 D3DSTATE_TO_STR(WINED3D_RS_ZVISIBLE);
5102 D3DSTATE_TO_STR(WINED3D_RS_SUBPIXEL);
5103 D3DSTATE_TO_STR(WINED3D_RS_SUBPIXELX);
5104 D3DSTATE_TO_STR(WINED3D_RS_STIPPLEDALPHA);
5105 D3DSTATE_TO_STR(WINED3D_RS_FOGCOLOR);
5106 D3DSTATE_TO_STR(WINED3D_RS_FOGTABLEMODE);
5107 D3DSTATE_TO_STR(WINED3D_RS_FOGSTART);
5108 D3DSTATE_TO_STR(WINED3D_RS_FOGEND);
5109 D3DSTATE_TO_STR(WINED3D_RS_FOGDENSITY);
5110 D3DSTATE_TO_STR(WINED3D_RS_STIPPLEENABLE);
5111 D3DSTATE_TO_STR(WINED3D_RS_COLORKEYENABLE);
5112 D3DSTATE_TO_STR(WINED3D_RS_MIPMAPLODBIAS);
5113 D3DSTATE_TO_STR(WINED3D_RS_RANGEFOGENABLE);
5114 D3DSTATE_TO_STR(WINED3D_RS_ANISOTROPY);
5115 D3DSTATE_TO_STR(WINED3D_RS_FLUSHBATCH);
5116 D3DSTATE_TO_STR(WINED3D_RS_TRANSLUCENTSORTINDEPENDENT);
5117 D3DSTATE_TO_STR(WINED3D_RS_STENCILENABLE);
5118 D3DSTATE_TO_STR(WINED3D_RS_STENCILFAIL);
5119 D3DSTATE_TO_STR(WINED3D_RS_STENCILZFAIL);
5120 D3DSTATE_TO_STR(WINED3D_RS_STENCILPASS);
5121 D3DSTATE_TO_STR(WINED3D_RS_STENCILFUNC);
5122 D3DSTATE_TO_STR(WINED3D_RS_STENCILREF);
5123 D3DSTATE_TO_STR(WINED3D_RS_STENCILMASK);
5124 D3DSTATE_TO_STR(WINED3D_RS_STENCILWRITEMASK);
5125 D3DSTATE_TO_STR(WINED3D_RS_TEXTUREFACTOR);
5126 D3DSTATE_TO_STR(WINED3D_RS_WRAP0);
5127 D3DSTATE_TO_STR(WINED3D_RS_WRAP1);
5128 D3DSTATE_TO_STR(WINED3D_RS_WRAP2);
5129 D3DSTATE_TO_STR(WINED3D_RS_WRAP3);
5130 D3DSTATE_TO_STR(WINED3D_RS_WRAP4);
5131 D3DSTATE_TO_STR(WINED3D_RS_WRAP5);
5132 D3DSTATE_TO_STR(WINED3D_RS_WRAP6);
5133 D3DSTATE_TO_STR(WINED3D_RS_WRAP7);
5134 D3DSTATE_TO_STR(WINED3D_RS_CLIPPING);
5135 D3DSTATE_TO_STR(WINED3D_RS_LIGHTING);
5136 D3DSTATE_TO_STR(WINED3D_RS_EXTENTS);
5137 D3DSTATE_TO_STR(WINED3D_RS_AMBIENT);
5138 D3DSTATE_TO_STR(WINED3D_RS_FOGVERTEXMODE);
5139 D3DSTATE_TO_STR(WINED3D_RS_COLORVERTEX);
5140 D3DSTATE_TO_STR(WINED3D_RS_LOCALVIEWER);
5141 D3DSTATE_TO_STR(WINED3D_RS_NORMALIZENORMALS);
5142 D3DSTATE_TO_STR(WINED3D_RS_COLORKEYBLENDENABLE);
5143 D3DSTATE_TO_STR(WINED3D_RS_DIFFUSEMATERIALSOURCE);
5144 D3DSTATE_TO_STR(WINED3D_RS_SPECULARMATERIALSOURCE);
5145 D3DSTATE_TO_STR(WINED3D_RS_AMBIENTMATERIALSOURCE);
5146 D3DSTATE_TO_STR(WINED3D_RS_EMISSIVEMATERIALSOURCE);
5147 D3DSTATE_TO_STR(WINED3D_RS_VERTEXBLEND);
5148 D3DSTATE_TO_STR(WINED3D_RS_CLIPPLANEENABLE);
5149 D3DSTATE_TO_STR(WINED3D_RS_SOFTWAREVERTEXPROCESSING);
5150 D3DSTATE_TO_STR(WINED3D_RS_POINTSIZE);
5151 D3DSTATE_TO_STR(WINED3D_RS_POINTSIZE_MIN);
5152 D3DSTATE_TO_STR(WINED3D_RS_POINTSPRITEENABLE);
5153 D3DSTATE_TO_STR(WINED3D_RS_POINTSCALEENABLE);
5154 D3DSTATE_TO_STR(WINED3D_RS_POINTSCALE_A);
5155 D3DSTATE_TO_STR(WINED3D_RS_POINTSCALE_B);
5156 D3DSTATE_TO_STR(WINED3D_RS_POINTSCALE_C);
5157 D3DSTATE_TO_STR(WINED3D_RS_MULTISAMPLEANTIALIAS);
5158 D3DSTATE_TO_STR(WINED3D_RS_MULTISAMPLEMASK);
5159 D3DSTATE_TO_STR(WINED3D_RS_PATCHEDGESTYLE);
5160 D3DSTATE_TO_STR(WINED3D_RS_PATCHSEGMENTS);
5161 D3DSTATE_TO_STR(WINED3D_RS_DEBUGMONITORTOKEN);
5162 D3DSTATE_TO_STR(WINED3D_RS_POINTSIZE_MAX);
5163 D3DSTATE_TO_STR(WINED3D_RS_INDEXEDVERTEXBLENDENABLE);
5164 D3DSTATE_TO_STR(WINED3D_RS_COLORWRITEENABLE);
5165 D3DSTATE_TO_STR(WINED3D_RS_TWEENFACTOR);
5166 D3DSTATE_TO_STR(WINED3D_RS_BLENDOP);
5167 D3DSTATE_TO_STR(WINED3D_RS_POSITIONDEGREE);
5168 D3DSTATE_TO_STR(WINED3D_RS_NORMALDEGREE);
5169 D3DSTATE_TO_STR(WINED3D_RS_SCISSORTESTENABLE);
5170 D3DSTATE_TO_STR(WINED3D_RS_SLOPESCALEDEPTHBIAS);
5171 D3DSTATE_TO_STR(WINED3D_RS_ANTIALIASEDLINEENABLE);
5172 D3DSTATE_TO_STR(WINED3D_RS_MINTESSELLATIONLEVEL);
5173 D3DSTATE_TO_STR(WINED3D_RS_MAXTESSELLATIONLEVEL);
5174 D3DSTATE_TO_STR(WINED3D_RS_ADAPTIVETESS_X);
5175 D3DSTATE_TO_STR(WINED3D_RS_ADAPTIVETESS_Y);
5176 D3DSTATE_TO_STR(WINED3D_RS_ADAPTIVETESS_Z);
5177 D3DSTATE_TO_STR(WINED3D_RS_ADAPTIVETESS_W);
5178 D3DSTATE_TO_STR(WINED3D_RS_ENABLEADAPTIVETESSELLATION);
5179 D3DSTATE_TO_STR(WINED3D_RS_TWOSIDEDSTENCILMODE);
5180 D3DSTATE_TO_STR(WINED3D_RS_BACK_STENCILFAIL);
5181 D3DSTATE_TO_STR(WINED3D_RS_BACK_STENCILZFAIL);
5182 D3DSTATE_TO_STR(WINED3D_RS_BACK_STENCILPASS);
5183 D3DSTATE_TO_STR(WINED3D_RS_BACK_STENCILFUNC);
5184 D3DSTATE_TO_STR(WINED3D_RS_COLORWRITEENABLE1);
5185 D3DSTATE_TO_STR(WINED3D_RS_COLORWRITEENABLE2);
5186 D3DSTATE_TO_STR(WINED3D_RS_COLORWRITEENABLE3);
5187 D3DSTATE_TO_STR(WINED3D_RS_SRGBWRITEENABLE);
5188 D3DSTATE_TO_STR(WINED3D_RS_DEPTHBIAS);
5189 D3DSTATE_TO_STR(WINED3D_RS_WRAP8);
5190 D3DSTATE_TO_STR(WINED3D_RS_WRAP9);
5191 D3DSTATE_TO_STR(WINED3D_RS_WRAP10);
5192 D3DSTATE_TO_STR(WINED3D_RS_WRAP11);
5193 D3DSTATE_TO_STR(WINED3D_RS_WRAP12);
5194 D3DSTATE_TO_STR(WINED3D_RS_WRAP13);
5195 D3DSTATE_TO_STR(WINED3D_RS_WRAP14);
5196 D3DSTATE_TO_STR(WINED3D_RS_WRAP15);
5197 D3DSTATE_TO_STR(WINED3D_RS_SEPARATEALPHABLENDENABLE);
5198 D3DSTATE_TO_STR(WINED3D_RS_SRCBLENDALPHA);
5199 D3DSTATE_TO_STR(WINED3D_RS_DESTBLENDALPHA);
5200 D3DSTATE_TO_STR(WINED3D_RS_BLENDOPALPHA);
5201 #undef D3DSTATE_TO_STR
5202 default:
5203 FIXME("Unrecognized %u render state!\n", state);
5204 return "unrecognized";
5208 const char *debug_d3dsamplerstate(enum wined3d_sampler_state state)
5210 switch (state)
5212 #define D3DSTATE_TO_STR(u) case u: return #u
5213 D3DSTATE_TO_STR(WINED3D_SAMP_BORDER_COLOR);
5214 D3DSTATE_TO_STR(WINED3D_SAMP_ADDRESS_U);
5215 D3DSTATE_TO_STR(WINED3D_SAMP_ADDRESS_V);
5216 D3DSTATE_TO_STR(WINED3D_SAMP_ADDRESS_W);
5217 D3DSTATE_TO_STR(WINED3D_SAMP_MAG_FILTER);
5218 D3DSTATE_TO_STR(WINED3D_SAMP_MIN_FILTER);
5219 D3DSTATE_TO_STR(WINED3D_SAMP_MIP_FILTER);
5220 D3DSTATE_TO_STR(WINED3D_SAMP_MIPMAP_LOD_BIAS);
5221 D3DSTATE_TO_STR(WINED3D_SAMP_MAX_MIP_LEVEL);
5222 D3DSTATE_TO_STR(WINED3D_SAMP_MAX_ANISOTROPY);
5223 D3DSTATE_TO_STR(WINED3D_SAMP_SRGB_TEXTURE);
5224 D3DSTATE_TO_STR(WINED3D_SAMP_ELEMENT_INDEX);
5225 D3DSTATE_TO_STR(WINED3D_SAMP_DMAP_OFFSET);
5226 #undef D3DSTATE_TO_STR
5227 default:
5228 FIXME("Unrecognized %u sampler state!\n", state);
5229 return "unrecognized";
5233 const char *debug_d3dtexturefiltertype(enum wined3d_texture_filter_type filter_type)
5235 switch (filter_type)
5237 #define D3DTEXTUREFILTERTYPE_TO_STR(u) case u: return #u
5238 D3DTEXTUREFILTERTYPE_TO_STR(WINED3D_TEXF_NONE);
5239 D3DTEXTUREFILTERTYPE_TO_STR(WINED3D_TEXF_POINT);
5240 D3DTEXTUREFILTERTYPE_TO_STR(WINED3D_TEXF_LINEAR);
5241 D3DTEXTUREFILTERTYPE_TO_STR(WINED3D_TEXF_ANISOTROPIC);
5242 D3DTEXTUREFILTERTYPE_TO_STR(WINED3D_TEXF_FLAT_CUBIC);
5243 D3DTEXTUREFILTERTYPE_TO_STR(WINED3D_TEXF_GAUSSIAN_CUBIC);
5244 D3DTEXTUREFILTERTYPE_TO_STR(WINED3D_TEXF_PYRAMIDAL_QUAD);
5245 D3DTEXTUREFILTERTYPE_TO_STR(WINED3D_TEXF_GAUSSIAN_QUAD);
5246 #undef D3DTEXTUREFILTERTYPE_TO_STR
5247 default:
5248 FIXME("Unrecognized texture filter type 0x%08x.\n", filter_type);
5249 return "unrecognized";
5253 const char *debug_d3dtexturestate(enum wined3d_texture_stage_state state)
5255 switch (state)
5257 #define D3DSTATE_TO_STR(u) case u: return #u
5258 D3DSTATE_TO_STR(WINED3D_TSS_COLOR_OP);
5259 D3DSTATE_TO_STR(WINED3D_TSS_COLOR_ARG1);
5260 D3DSTATE_TO_STR(WINED3D_TSS_COLOR_ARG2);
5261 D3DSTATE_TO_STR(WINED3D_TSS_ALPHA_OP);
5262 D3DSTATE_TO_STR(WINED3D_TSS_ALPHA_ARG1);
5263 D3DSTATE_TO_STR(WINED3D_TSS_ALPHA_ARG2);
5264 D3DSTATE_TO_STR(WINED3D_TSS_BUMPENV_MAT00);
5265 D3DSTATE_TO_STR(WINED3D_TSS_BUMPENV_MAT01);
5266 D3DSTATE_TO_STR(WINED3D_TSS_BUMPENV_MAT10);
5267 D3DSTATE_TO_STR(WINED3D_TSS_BUMPENV_MAT11);
5268 D3DSTATE_TO_STR(WINED3D_TSS_TEXCOORD_INDEX);
5269 D3DSTATE_TO_STR(WINED3D_TSS_BUMPENV_LSCALE);
5270 D3DSTATE_TO_STR(WINED3D_TSS_BUMPENV_LOFFSET);
5271 D3DSTATE_TO_STR(WINED3D_TSS_TEXTURE_TRANSFORM_FLAGS);
5272 D3DSTATE_TO_STR(WINED3D_TSS_COLOR_ARG0);
5273 D3DSTATE_TO_STR(WINED3D_TSS_ALPHA_ARG0);
5274 D3DSTATE_TO_STR(WINED3D_TSS_RESULT_ARG);
5275 D3DSTATE_TO_STR(WINED3D_TSS_CONSTANT);
5276 #undef D3DSTATE_TO_STR
5277 default:
5278 FIXME("Unrecognized %u texture state!\n", state);
5279 return "unrecognized";
5283 const char *debug_d3dtop(enum wined3d_texture_op d3dtop)
5285 switch (d3dtop)
5287 #define D3DTOP_TO_STR(u) case u: return #u
5288 D3DTOP_TO_STR(WINED3D_TOP_DISABLE);
5289 D3DTOP_TO_STR(WINED3D_TOP_SELECT_ARG1);
5290 D3DTOP_TO_STR(WINED3D_TOP_SELECT_ARG2);
5291 D3DTOP_TO_STR(WINED3D_TOP_MODULATE);
5292 D3DTOP_TO_STR(WINED3D_TOP_MODULATE_2X);
5293 D3DTOP_TO_STR(WINED3D_TOP_MODULATE_4X);
5294 D3DTOP_TO_STR(WINED3D_TOP_ADD);
5295 D3DTOP_TO_STR(WINED3D_TOP_ADD_SIGNED);
5296 D3DTOP_TO_STR(WINED3D_TOP_ADD_SIGNED_2X);
5297 D3DTOP_TO_STR(WINED3D_TOP_SUBTRACT);
5298 D3DTOP_TO_STR(WINED3D_TOP_ADD_SMOOTH);
5299 D3DTOP_TO_STR(WINED3D_TOP_BLEND_DIFFUSE_ALPHA);
5300 D3DTOP_TO_STR(WINED3D_TOP_BLEND_TEXTURE_ALPHA);
5301 D3DTOP_TO_STR(WINED3D_TOP_BLEND_FACTOR_ALPHA);
5302 D3DTOP_TO_STR(WINED3D_TOP_BLEND_TEXTURE_ALPHA_PM);
5303 D3DTOP_TO_STR(WINED3D_TOP_BLEND_CURRENT_ALPHA);
5304 D3DTOP_TO_STR(WINED3D_TOP_PREMODULATE);
5305 D3DTOP_TO_STR(WINED3D_TOP_MODULATE_ALPHA_ADD_COLOR);
5306 D3DTOP_TO_STR(WINED3D_TOP_MODULATE_COLOR_ADD_ALPHA);
5307 D3DTOP_TO_STR(WINED3D_TOP_MODULATE_INVALPHA_ADD_COLOR);
5308 D3DTOP_TO_STR(WINED3D_TOP_MODULATE_INVCOLOR_ADD_ALPHA);
5309 D3DTOP_TO_STR(WINED3D_TOP_BUMPENVMAP);
5310 D3DTOP_TO_STR(WINED3D_TOP_BUMPENVMAP_LUMINANCE);
5311 D3DTOP_TO_STR(WINED3D_TOP_DOTPRODUCT3);
5312 D3DTOP_TO_STR(WINED3D_TOP_MULTIPLY_ADD);
5313 D3DTOP_TO_STR(WINED3D_TOP_LERP);
5314 #undef D3DTOP_TO_STR
5315 default:
5316 FIXME("Unrecognized texture op %#x.\n", d3dtop);
5317 return "unrecognized";
5321 const char *debug_d3dtstype(enum wined3d_transform_state tstype)
5323 switch (tstype)
5325 #define TSTYPE_TO_STR(tstype) case tstype: return #tstype
5326 TSTYPE_TO_STR(WINED3D_TS_VIEW);
5327 TSTYPE_TO_STR(WINED3D_TS_PROJECTION);
5328 TSTYPE_TO_STR(WINED3D_TS_TEXTURE0);
5329 TSTYPE_TO_STR(WINED3D_TS_TEXTURE1);
5330 TSTYPE_TO_STR(WINED3D_TS_TEXTURE2);
5331 TSTYPE_TO_STR(WINED3D_TS_TEXTURE3);
5332 TSTYPE_TO_STR(WINED3D_TS_TEXTURE4);
5333 TSTYPE_TO_STR(WINED3D_TS_TEXTURE5);
5334 TSTYPE_TO_STR(WINED3D_TS_TEXTURE6);
5335 TSTYPE_TO_STR(WINED3D_TS_TEXTURE7);
5336 TSTYPE_TO_STR(WINED3D_TS_WORLD_MATRIX(0));
5337 TSTYPE_TO_STR(WINED3D_TS_WORLD_MATRIX(1));
5338 TSTYPE_TO_STR(WINED3D_TS_WORLD_MATRIX(2));
5339 TSTYPE_TO_STR(WINED3D_TS_WORLD_MATRIX(3));
5340 #undef TSTYPE_TO_STR
5341 default:
5342 if (tstype > 256 && tstype < 512)
5344 FIXME("WINED3D_TS_WORLD_MATRIX(%u). 1..255 not currently supported.\n", tstype);
5345 return ("WINED3D_TS_WORLD_MATRIX > 0");
5347 FIXME("Unrecognized transform state %#x.\n", tstype);
5348 return "unrecognized";
5352 const char *debug_shader_type(enum wined3d_shader_type type)
5354 switch(type)
5356 #define WINED3D_TO_STR(type) case type: return #type
5357 WINED3D_TO_STR(WINED3D_SHADER_TYPE_PIXEL);
5358 WINED3D_TO_STR(WINED3D_SHADER_TYPE_VERTEX);
5359 WINED3D_TO_STR(WINED3D_SHADER_TYPE_GEOMETRY);
5360 WINED3D_TO_STR(WINED3D_SHADER_TYPE_HULL);
5361 WINED3D_TO_STR(WINED3D_SHADER_TYPE_DOMAIN);
5362 WINED3D_TO_STR(WINED3D_SHADER_TYPE_COMPUTE);
5363 #undef WINED3D_TO_STR
5364 default:
5365 FIXME("Unrecognized shader type %#x.\n", type);
5366 return "unrecognized";
5370 const char *debug_d3dstate(uint32_t state)
5372 if (STATE_IS_RENDER(state))
5373 return wine_dbg_sprintf("STATE_RENDER(%s)", debug_d3drenderstate(state - STATE_RENDER(0)));
5374 if (STATE_IS_TEXTURESTAGE(state))
5376 unsigned int texture_stage = (state - STATE_TEXTURESTAGE(0, 0)) / (WINED3D_HIGHEST_TEXTURE_STATE + 1);
5377 uint32_t texture_state = state - STATE_TEXTURESTAGE(texture_stage, 0);
5378 return wine_dbg_sprintf("STATE_TEXTURESTAGE(%#x, %s)",
5379 texture_stage, debug_d3dtexturestate(texture_state));
5381 if (STATE_IS_SAMPLER(state))
5382 return wine_dbg_sprintf("STATE_SAMPLER(%#x)", state - STATE_SAMPLER(0));
5383 if (STATE_IS_COMPUTE_SHADER(state))
5384 return wine_dbg_sprintf("STATE_SHADER(%s)", debug_shader_type(WINED3D_SHADER_TYPE_COMPUTE));
5385 if (STATE_IS_GRAPHICS_SHADER(state))
5386 return wine_dbg_sprintf("STATE_SHADER(%s)", debug_shader_type(state - STATE_SHADER(0)));
5387 if (STATE_IS_COMPUTE_CONSTANT_BUFFER(state))
5388 return wine_dbg_sprintf("STATE_CONSTANT_BUFFER(%s)", debug_shader_type(WINED3D_SHADER_TYPE_COMPUTE));
5389 if (STATE_IS_GRAPHICS_CONSTANT_BUFFER(state))
5390 return wine_dbg_sprintf("STATE_CONSTANT_BUFFER(%s)", debug_shader_type(state - STATE_CONSTANT_BUFFER(0)));
5391 if (STATE_IS_COMPUTE_SHADER_RESOURCE_BINDING(state))
5392 return "STATE_COMPUTE_SHADER_RESOURCE_BINDING";
5393 if (STATE_IS_GRAPHICS_SHADER_RESOURCE_BINDING(state))
5394 return "STATE_GRAPHICS_SHADER_RESOURCE_BINDING";
5395 if (STATE_IS_COMPUTE_UNORDERED_ACCESS_VIEW_BINDING(state))
5396 return "STATE_COMPUTE_UNORDERED_ACCESS_VIEW_BINDING";
5397 if (STATE_IS_GRAPHICS_UNORDERED_ACCESS_VIEW_BINDING(state))
5398 return "STATE_GRAPHICS_UNORDERED_ACCESS_VIEW_BINDING";
5399 if (STATE_IS_TRANSFORM(state))
5400 return wine_dbg_sprintf("STATE_TRANSFORM(%s)", debug_d3dtstype(state - STATE_TRANSFORM(0)));
5401 if (STATE_IS_STREAMSRC(state))
5402 return "STATE_STREAMSRC";
5403 if (STATE_IS_INDEXBUFFER(state))
5404 return "STATE_INDEXBUFFER";
5405 if (STATE_IS_VDECL(state))
5406 return "STATE_VDECL";
5407 if (STATE_IS_VIEWPORT(state))
5408 return "STATE_VIEWPORT";
5409 if (STATE_IS_LIGHT_TYPE(state))
5410 return "STATE_LIGHT_TYPE";
5411 if (STATE_IS_ACTIVELIGHT(state))
5412 return wine_dbg_sprintf("STATE_ACTIVELIGHT(%#x)", state - STATE_ACTIVELIGHT(0));
5413 if (STATE_IS_SCISSORRECT(state))
5414 return "STATE_SCISSORRECT";
5415 if (STATE_IS_CLIPPLANE(state))
5416 return wine_dbg_sprintf("STATE_CLIPPLANE(%#x)", state - STATE_CLIPPLANE(0));
5417 if (STATE_IS_MATERIAL(state))
5418 return "STATE_MATERIAL";
5419 if (STATE_IS_RASTERIZER(state))
5420 return "STATE_RASTERIZER";
5421 if (STATE_IS_DEPTH_BOUNDS(state))
5422 return "STATE_DEPTH_BOUNDS";
5423 if (STATE_IS_POINTSPRITECOORDORIGIN(state))
5424 return "STATE_POINTSPRITECOORDORIGIN";
5425 if (STATE_IS_BASEVERTEXINDEX(state))
5426 return "STATE_BASEVERTEXINDEX";
5427 if (STATE_IS_FRAMEBUFFER(state))
5428 return "STATE_FRAMEBUFFER";
5429 if (STATE_IS_POINT_ENABLE(state))
5430 return "STATE_POINT_ENABLE";
5431 if (STATE_IS_COLOR_KEY(state))
5432 return "STATE_COLOR_KEY";
5433 if (STATE_IS_STREAM_OUTPUT(state))
5434 return "STATE_STREAM_OUTPUT";
5435 if (STATE_IS_BLEND(state))
5436 return "STATE_BLEND";
5437 if (STATE_IS_BLEND_FACTOR(state))
5438 return "STATE_BLEND_FACTOR";
5439 if (STATE_IS_SAMPLE_MASK(state))
5440 return "STATE_SAMPLE_MASK";
5441 if (STATE_IS_DEPTH_STENCIL(state))
5442 return "STATE_DEPTH_STENCIL";
5443 if (STATE_IS_STENCIL_REF(state))
5444 return "STATE_STENCIL_REF";
5446 return wine_dbg_sprintf("UNKNOWN_STATE(%#x)", state);
5449 const char *debug_fboattachment(GLenum attachment)
5451 switch(attachment)
5453 #define WINED3D_TO_STR(x) case x: return #x
5454 WINED3D_TO_STR(GL_COLOR_ATTACHMENT0);
5455 WINED3D_TO_STR(GL_COLOR_ATTACHMENT1);
5456 WINED3D_TO_STR(GL_COLOR_ATTACHMENT2);
5457 WINED3D_TO_STR(GL_COLOR_ATTACHMENT3);
5458 WINED3D_TO_STR(GL_COLOR_ATTACHMENT4);
5459 WINED3D_TO_STR(GL_COLOR_ATTACHMENT5);
5460 WINED3D_TO_STR(GL_COLOR_ATTACHMENT6);
5461 WINED3D_TO_STR(GL_COLOR_ATTACHMENT7);
5462 WINED3D_TO_STR(GL_COLOR_ATTACHMENT8);
5463 WINED3D_TO_STR(GL_COLOR_ATTACHMENT9);
5464 WINED3D_TO_STR(GL_COLOR_ATTACHMENT10);
5465 WINED3D_TO_STR(GL_COLOR_ATTACHMENT11);
5466 WINED3D_TO_STR(GL_COLOR_ATTACHMENT12);
5467 WINED3D_TO_STR(GL_COLOR_ATTACHMENT13);
5468 WINED3D_TO_STR(GL_COLOR_ATTACHMENT14);
5469 WINED3D_TO_STR(GL_COLOR_ATTACHMENT15);
5470 WINED3D_TO_STR(GL_DEPTH_ATTACHMENT);
5471 WINED3D_TO_STR(GL_STENCIL_ATTACHMENT);
5472 #undef WINED3D_TO_STR
5473 default:
5474 return wine_dbg_sprintf("Unknown FBO attachment %#x", attachment);
5478 const char *debug_fbostatus(GLenum status) {
5479 switch(status) {
5480 #define FBOSTATUS_TO_STR(u) case u: return #u
5481 FBOSTATUS_TO_STR(GL_FRAMEBUFFER_COMPLETE);
5482 FBOSTATUS_TO_STR(GL_FRAMEBUFFER_INCOMPLETE_ATTACHMENT);
5483 FBOSTATUS_TO_STR(GL_FRAMEBUFFER_INCOMPLETE_MISSING_ATTACHMENT);
5484 FBOSTATUS_TO_STR(GL_FRAMEBUFFER_INCOMPLETE_DIMENSIONS_EXT);
5485 FBOSTATUS_TO_STR(GL_FRAMEBUFFER_INCOMPLETE_FORMATS_EXT);
5486 FBOSTATUS_TO_STR(GL_FRAMEBUFFER_INCOMPLETE_DRAW_BUFFER);
5487 FBOSTATUS_TO_STR(GL_FRAMEBUFFER_INCOMPLETE_READ_BUFFER);
5488 FBOSTATUS_TO_STR(GL_FRAMEBUFFER_INCOMPLETE_MULTISAMPLE);
5489 FBOSTATUS_TO_STR(GL_FRAMEBUFFER_INCOMPLETE_LAYER_TARGETS);
5490 FBOSTATUS_TO_STR(GL_FRAMEBUFFER_INCOMPLETE_LAYER_COUNT_ARB);
5491 FBOSTATUS_TO_STR(GL_FRAMEBUFFER_UNSUPPORTED);
5492 FBOSTATUS_TO_STR(GL_FRAMEBUFFER_UNDEFINED);
5493 #undef FBOSTATUS_TO_STR
5494 default:
5495 FIXME("Unrecognized FBO status 0x%08x.\n", status);
5496 return "unrecognized";
5500 const char *debug_glerror(GLenum error) {
5501 switch(error) {
5502 #define GLERROR_TO_STR(u) case u: return #u
5503 GLERROR_TO_STR(GL_NO_ERROR);
5504 GLERROR_TO_STR(GL_INVALID_ENUM);
5505 GLERROR_TO_STR(GL_INVALID_VALUE);
5506 GLERROR_TO_STR(GL_INVALID_OPERATION);
5507 GLERROR_TO_STR(GL_STACK_OVERFLOW);
5508 GLERROR_TO_STR(GL_STACK_UNDERFLOW);
5509 GLERROR_TO_STR(GL_OUT_OF_MEMORY);
5510 GLERROR_TO_STR(GL_INVALID_FRAMEBUFFER_OPERATION);
5511 #undef GLERROR_TO_STR
5512 default:
5513 FIXME("Unrecognized GL error 0x%08x.\n", error);
5514 return "unrecognized";
5518 const char *wined3d_debug_vkresult(VkResult vr)
5520 switch (vr)
5522 #define WINED3D_TO_STR(x) case x: return #x
5523 WINED3D_TO_STR(VK_ERROR_INVALID_OPAQUE_CAPTURE_ADDRESS_KHR);
5524 WINED3D_TO_STR(VK_ERROR_NOT_PERMITTED_EXT);
5525 WINED3D_TO_STR(VK_ERROR_FRAGMENTATION_EXT);
5526 WINED3D_TO_STR(VK_ERROR_INVALID_EXTERNAL_HANDLE);
5527 WINED3D_TO_STR(VK_ERROR_OUT_OF_POOL_MEMORY);
5528 WINED3D_TO_STR(VK_ERROR_INVALID_SHADER_NV);
5529 WINED3D_TO_STR(VK_ERROR_OUT_OF_DATE_KHR);
5530 WINED3D_TO_STR(VK_ERROR_NATIVE_WINDOW_IN_USE_KHR);
5531 WINED3D_TO_STR(VK_ERROR_SURFACE_LOST_KHR);
5532 WINED3D_TO_STR(VK_ERROR_FRAGMENTED_POOL);
5533 WINED3D_TO_STR(VK_ERROR_FORMAT_NOT_SUPPORTED);
5534 WINED3D_TO_STR(VK_ERROR_TOO_MANY_OBJECTS);
5535 WINED3D_TO_STR(VK_ERROR_INCOMPATIBLE_DRIVER);
5536 WINED3D_TO_STR(VK_ERROR_FEATURE_NOT_PRESENT);
5537 WINED3D_TO_STR(VK_ERROR_EXTENSION_NOT_PRESENT);
5538 WINED3D_TO_STR(VK_ERROR_LAYER_NOT_PRESENT);
5539 WINED3D_TO_STR(VK_ERROR_MEMORY_MAP_FAILED);
5540 WINED3D_TO_STR(VK_ERROR_DEVICE_LOST);
5541 WINED3D_TO_STR(VK_ERROR_INITIALIZATION_FAILED);
5542 WINED3D_TO_STR(VK_ERROR_OUT_OF_DEVICE_MEMORY);
5543 WINED3D_TO_STR(VK_ERROR_OUT_OF_HOST_MEMORY);
5544 WINED3D_TO_STR(VK_SUCCESS);
5545 WINED3D_TO_STR(VK_NOT_READY);
5546 WINED3D_TO_STR(VK_TIMEOUT);
5547 WINED3D_TO_STR(VK_EVENT_SET);
5548 WINED3D_TO_STR(VK_EVENT_RESET);
5549 WINED3D_TO_STR(VK_INCOMPLETE);
5550 WINED3D_TO_STR(VK_SUBOPTIMAL_KHR);
5551 #undef WINED3D_TO_STR
5552 default:
5553 return wine_dbg_sprintf("unrecognised(%d)", vr);
5557 static const char *debug_fixup_channel_source(enum fixup_channel_source source)
5559 switch(source)
5561 #define WINED3D_TO_STR(x) case x: return #x
5562 WINED3D_TO_STR(CHANNEL_SOURCE_ZERO);
5563 WINED3D_TO_STR(CHANNEL_SOURCE_ONE);
5564 WINED3D_TO_STR(CHANNEL_SOURCE_X);
5565 WINED3D_TO_STR(CHANNEL_SOURCE_Y);
5566 WINED3D_TO_STR(CHANNEL_SOURCE_Z);
5567 WINED3D_TO_STR(CHANNEL_SOURCE_W);
5568 WINED3D_TO_STR(CHANNEL_SOURCE_COMPLEX0);
5569 WINED3D_TO_STR(CHANNEL_SOURCE_COMPLEX1);
5570 #undef WINED3D_TO_STR
5571 default:
5572 FIXME("Unrecognized fixup_channel_source %#x\n", source);
5573 return "unrecognized";
5577 static const char *debug_complex_fixup(enum complex_fixup fixup)
5579 switch(fixup)
5581 #define WINED3D_TO_STR(x) case x: return #x
5582 WINED3D_TO_STR(COMPLEX_FIXUP_YUY2);
5583 WINED3D_TO_STR(COMPLEX_FIXUP_UYVY);
5584 WINED3D_TO_STR(COMPLEX_FIXUP_YV12);
5585 WINED3D_TO_STR(COMPLEX_FIXUP_NV12);
5586 WINED3D_TO_STR(COMPLEX_FIXUP_P8);
5587 WINED3D_TO_STR(COMPLEX_FIXUP_YUV);
5588 #undef WINED3D_TO_STR
5589 default:
5590 FIXME("Unrecognized complex fixup %#x\n", fixup);
5591 return "unrecognized";
5595 void dump_color_fixup_desc(struct color_fixup_desc fixup)
5597 if (is_complex_fixup(fixup))
5599 TRACE("\tComplex: %s\n", debug_complex_fixup(get_complex_fixup(fixup)));
5600 return;
5603 TRACE("\tX: %s%s\n", debug_fixup_channel_source(fixup.x_source), fixup.x_sign_fixup ? ", SIGN_FIXUP" : "");
5604 TRACE("\tY: %s%s\n", debug_fixup_channel_source(fixup.y_source), fixup.y_sign_fixup ? ", SIGN_FIXUP" : "");
5605 TRACE("\tZ: %s%s\n", debug_fixup_channel_source(fixup.z_source), fixup.z_sign_fixup ? ", SIGN_FIXUP" : "");
5606 TRACE("\tW: %s%s\n", debug_fixup_channel_source(fixup.w_source), fixup.w_sign_fixup ? ", SIGN_FIXUP" : "");
5609 BOOL is_invalid_op(const struct wined3d_state *state, int stage,
5610 enum wined3d_texture_op op, DWORD arg1, DWORD arg2, DWORD arg3)
5612 if (op == WINED3D_TOP_DISABLE)
5613 return FALSE;
5614 if (wined3d_state_get_ffp_texture(state, stage))
5615 return FALSE;
5617 if ((arg1 & WINED3DTA_SELECTMASK) == WINED3DTA_TEXTURE
5618 && op != WINED3D_TOP_SELECT_ARG2)
5619 return TRUE;
5620 if ((arg2 & WINED3DTA_SELECTMASK) == WINED3DTA_TEXTURE
5621 && op != WINED3D_TOP_SELECT_ARG1)
5622 return TRUE;
5623 if ((arg3 & WINED3DTA_SELECTMASK) == WINED3DTA_TEXTURE
5624 && (op == WINED3D_TOP_MULTIPLY_ADD || op == WINED3D_TOP_LERP))
5625 return TRUE;
5627 return FALSE;
5630 void get_identity_matrix(struct wined3d_matrix *mat)
5632 static const struct wined3d_matrix identity =
5634 1.0f, 0.0f, 0.0f, 0.0f,
5635 0.0f, 1.0f, 0.0f, 0.0f,
5636 0.0f, 0.0f, 1.0f, 0.0f,
5637 0.0f, 0.0f, 0.0f, 1.0f,
5640 *mat = identity;
5643 void get_modelview_matrix(const struct wined3d_context *context, const struct wined3d_state *state,
5644 unsigned int index, struct wined3d_matrix *mat)
5646 if (context->last_was_rhw)
5647 get_identity_matrix(mat);
5648 else
5649 multiply_matrix(mat, &state->transforms[WINED3D_TS_VIEW], &state->transforms[WINED3D_TS_WORLD_MATRIX(index)]);
5652 void get_projection_matrix(const struct wined3d_context *context, const struct wined3d_state *state,
5653 struct wined3d_matrix *mat)
5655 const struct wined3d_d3d_info *d3d_info = context->d3d_info;
5656 BOOL clip_control, flip;
5657 float center_offset;
5659 /* There are a couple of additional things we have to take into account
5660 * here besides the projection transformation itself:
5661 * - We need to flip along the y-axis in case of offscreen rendering.
5662 * - OpenGL Z range is {-Wc,...,Wc} while D3D Z range is {0,...,Wc}.
5663 * - <= D3D9 coordinates refer to pixel centers while GL coordinates
5664 * refer to pixel corners. D3D10 fixed this particular oddity.
5665 * - D3D has a top-left filling convention while GL does not specify
5666 * a particular behavior, other than that that the GL implementation
5667 * needs to be consistent.
5669 * In order to handle the pixel center, we translate by 0.5 / VPw and
5670 * 0.5 / VPh. We test the filling convention during adapter init and
5671 * add a small offset to correct it if necessary. See
5672 * wined3d_caps_gl_ctx_test_filling_convention() for more details on how
5673 * we test GL and considerations regarding the added offset value.
5675 * If we have GL_ARB_clip_control we take care of all this through
5676 * viewport properties and don't have to translate geometry. */
5678 /* Projection matrices are <= d3d9, which all have integer pixel centers. */
5679 if (!(d3d_info->wined3d_creation_flags & WINED3D_PIXEL_CENTER_INTEGER))
5680 ERR("Did not expect to enter this codepath without WINED3D_PIXEL_CENTER_INTEGER.\n");
5682 clip_control = d3d_info->clip_control;
5683 flip = !clip_control && context->render_offscreen;
5684 if (!clip_control)
5685 center_offset = 1.0f + d3d_info->filling_convention_offset;
5686 else
5687 center_offset = 0.0f;
5689 if (context->last_was_rhw)
5691 /* Transform D3D RHW coordinates to OpenGL clip coordinates. */
5692 float x = state->viewports[0].x;
5693 float y = state->viewports[0].y;
5694 float w = state->viewports[0].width;
5695 float h = state->viewports[0].height;
5696 float x_scale = 2.0f / w;
5697 float x_offset = (center_offset - (2.0f * x) - w) / w;
5698 float y_scale = flip ? 2.0f / h : 2.0f / -h;
5699 float y_offset = flip
5700 ? (center_offset - (2.0f * y) - h) / h
5701 : (center_offset - (2.0f * y) - h) / -h;
5702 bool zenable = state->fb.depth_stencil ?
5703 (state->depth_stencil_state ? state->depth_stencil_state->desc.depth : true) : false;
5704 float z_scale = zenable ? clip_control ? 1.0f : 2.0f : 0.0f;
5705 float z_offset = zenable ? clip_control ? 0.0f : -1.0f : 0.0f;
5706 const struct wined3d_matrix projection =
5708 x_scale, 0.0f, 0.0f, 0.0f,
5709 0.0f, y_scale, 0.0f, 0.0f,
5710 0.0f, 0.0f, z_scale, 0.0f,
5711 x_offset, y_offset, z_offset, 1.0f,
5714 *mat = projection;
5716 else
5718 float y_scale = flip ? -1.0f : 1.0f;
5719 float x_offset = center_offset / state->viewports[0].width;
5720 float y_offset = flip
5721 ? center_offset / state->viewports[0].height
5722 : -center_offset / state->viewports[0].height;
5723 float z_scale = clip_control ? 1.0f : 2.0f;
5724 float z_offset = clip_control ? 0.0f : -1.0f;
5725 const struct wined3d_matrix projection =
5727 1.0f, 0.0f, 0.0f, 0.0f,
5728 0.0f, y_scale, 0.0f, 0.0f,
5729 0.0f, 0.0f, z_scale, 0.0f,
5730 x_offset, y_offset, z_offset, 1.0f,
5733 multiply_matrix(mat, &projection, &state->transforms[WINED3D_TS_PROJECTION]);
5737 /* Setup this textures matrix according to the texture flags. */
5738 static void compute_texture_matrix(const struct wined3d_matrix *matrix, uint32_t flags, BOOL calculated_coords,
5739 BOOL transformed, enum wined3d_format_id format_id, BOOL ffp_proj_control, struct wined3d_matrix *out_matrix)
5741 struct wined3d_matrix mat;
5743 if (flags == WINED3D_TTFF_DISABLE || flags == WINED3D_TTFF_COUNT1 || transformed)
5745 get_identity_matrix(out_matrix);
5746 return;
5749 if (flags == (WINED3D_TTFF_COUNT1 | WINED3D_TTFF_PROJECTED))
5751 ERR("Invalid texture transform flags: WINED3D_TTFF_COUNT1 | WINED3D_TTFF_PROJECTED.\n");
5752 return;
5755 mat = *matrix;
5757 if (flags & WINED3D_TTFF_PROJECTED)
5759 if (!ffp_proj_control)
5761 switch (flags & ~WINED3D_TTFF_PROJECTED)
5763 case WINED3D_TTFF_COUNT2:
5764 mat._14 = mat._12;
5765 mat._24 = mat._22;
5766 mat._34 = mat._32;
5767 mat._44 = mat._42;
5768 mat._12 = mat._22 = mat._32 = mat._42 = 0.0f;
5769 break;
5770 case WINED3D_TTFF_COUNT3:
5771 mat._14 = mat._13;
5772 mat._24 = mat._23;
5773 mat._34 = mat._33;
5774 mat._44 = mat._43;
5775 mat._13 = mat._23 = mat._33 = mat._43 = 0.0f;
5776 break;
5780 else
5782 /* Under Direct3D the R/Z coord can be used for translation, under
5783 * OpenGL we use the Q coord instead. */
5784 if (!calculated_coords)
5786 switch (format_id)
5788 /* Direct3D passes the default 1.0 in the 2nd coord, while GL
5789 * passes it in the 4th. Swap 2nd and 4th coord. No need to
5790 * store the value of mat._41 in mat._21 because the input
5791 * value to the transformation will be 0, so the matrix value
5792 * is irrelevant. */
5793 case WINED3DFMT_R32_FLOAT:
5794 mat._41 = mat._21;
5795 mat._42 = mat._22;
5796 mat._43 = mat._23;
5797 mat._44 = mat._24;
5798 break;
5799 /* See above, just 3rd and 4th coord. */
5800 case WINED3DFMT_R32G32_FLOAT:
5801 mat._41 = mat._31;
5802 mat._42 = mat._32;
5803 mat._43 = mat._33;
5804 mat._44 = mat._34;
5805 break;
5806 case WINED3DFMT_R32G32B32_FLOAT: /* Opengl defaults match dx defaults */
5807 case WINED3DFMT_R32G32B32A32_FLOAT: /* No defaults apply, all app defined */
5809 /* This is to prevent swapping the matrix lines and put the default 4th coord = 1.0
5810 * into a bad place. The division elimination below will apply to make sure the
5811 * 1.0 doesn't do anything bad. The caller will set this value if the stride is 0
5813 case WINED3DFMT_UNKNOWN: /* No texture coords, 0/0/0/1 defaults are passed */
5814 break;
5815 default:
5816 FIXME("Unexpected fixed function texture coord input\n");
5819 if (!ffp_proj_control)
5821 switch (flags & ~WINED3D_TTFF_PROJECTED)
5823 /* case WINED3D_TTFF_COUNT1: Won't ever get here. */
5824 case WINED3D_TTFF_COUNT2:
5825 mat._13 = mat._23 = mat._33 = mat._43 = 0.0f;
5826 /* OpenGL divides the first 3 vertex coordinates by the 4th by
5827 * default, which is essentially the same as D3DTTFF_PROJECTED.
5828 * Make sure that the 4th coordinate evaluates to 1.0 to
5829 * eliminate that.
5831 * If the fixed function pipeline is used, the 4th value
5832 * remains unused, so there is no danger in doing this. With
5833 * vertex shaders we have a problem. Should an application hit
5834 * that problem, the code here would have to check for pixel
5835 * shaders, and the shader has to undo the default GL divide.
5837 * A more serious problem occurs if the application passes 4
5838 * coordinates in, and the 4th is != 1.0 (OpenGL default).
5839 * This would have to be fixed with immediate mode draws. */
5840 default:
5841 mat._14 = mat._24 = mat._34 = 0.0f; mat._44 = 1.0f;
5846 *out_matrix = mat;
5849 void get_texture_matrix(const struct wined3d_context *context, const struct wined3d_state *state,
5850 const unsigned int tex, struct wined3d_matrix *mat)
5852 const struct wined3d_device *device = context->device;
5853 BOOL generated = (state->texture_states[tex][WINED3D_TSS_TEXCOORD_INDEX] & 0xffff0000)
5854 != WINED3DTSS_TCI_PASSTHRU;
5855 unsigned int coord_idx = min(state->texture_states[tex][WINED3D_TSS_TEXCOORD_INDEX & 0x0000ffff],
5856 WINED3D_MAX_FFP_TEXTURES - 1);
5857 struct wined3d_texture *texture = wined3d_state_get_ffp_texture(state, tex);
5859 compute_texture_matrix(&state->transforms[WINED3D_TS_TEXTURE0 + tex],
5860 state->texture_states[tex][WINED3D_TSS_TEXTURE_TRANSFORM_FLAGS],
5861 generated, context->last_was_rhw,
5862 context->stream_info.use_map & (1u << (WINED3D_FFP_TEXCOORD0 + coord_idx))
5863 ? context->stream_info.elements[WINED3D_FFP_TEXCOORD0 + coord_idx].format->id
5864 : WINED3DFMT_UNKNOWN,
5865 device->shader_backend->shader_has_ffp_proj_control(device->shader_priv), mat);
5867 if ((context->lastWasPow2Texture & (1u << tex)) && texture)
5869 if (generated)
5870 FIXME("Non-power-of-two texture being used with generated texture coords.\n");
5871 /* NP2 texcoord fixup is implemented for pixelshaders so only enable the
5872 * fixed-function-pipeline fixup via pow2Matrix when no PS is used. */
5873 if (!use_ps(state))
5875 TRACE("Non-power-of-two texture matrix multiply fixup.\n");
5876 multiply_matrix(mat, mat, (struct wined3d_matrix *)texture->pow2_matrix);
5881 void get_pointsize_minmax(const struct wined3d_context *context, const struct wined3d_state *state,
5882 float *out_min, float *out_max)
5884 union
5886 DWORD d;
5887 float f;
5888 } min, max;
5890 min.d = state->render_states[WINED3D_RS_POINTSIZE_MIN];
5891 max.d = state->render_states[WINED3D_RS_POINTSIZE_MAX];
5893 if (min.f > max.f)
5894 min.f = max.f;
5896 *out_min = min.f;
5897 *out_max = max.f;
5900 void get_pointsize(const struct wined3d_context *context, const struct wined3d_state *state,
5901 float *out_pointsize, float *out_att)
5903 /* POINTSCALEENABLE controls how point size value is treated. If set to
5904 * true, the point size is scaled with respect to height of viewport.
5905 * When set to false point size is in pixels. */
5906 union
5908 DWORD d;
5909 float f;
5910 } pointsize, a, b, c;
5912 out_att[0] = 1.0f;
5913 out_att[1] = 0.0f;
5914 out_att[2] = 0.0f;
5916 pointsize.d = state->render_states[WINED3D_RS_POINTSIZE];
5917 a.d = state->render_states[WINED3D_RS_POINTSCALE_A];
5918 b.d = state->render_states[WINED3D_RS_POINTSCALE_B];
5919 c.d = state->render_states[WINED3D_RS_POINTSCALE_C];
5921 /* Always use first viewport, this path does not apply to d3d10/11 multiple viewports case. */
5922 if (state->render_states[WINED3D_RS_POINTSCALEENABLE])
5924 float scale_factor = state->viewports[0].height * state->viewports[0].height;
5926 out_att[0] = a.f / scale_factor;
5927 out_att[1] = b.f / scale_factor;
5928 out_att[2] = c.f / scale_factor;
5930 *out_pointsize = pointsize.f;
5933 void get_fog_start_end(const struct wined3d_context *context, const struct wined3d_state *state,
5934 float *start, float *end)
5936 union
5938 DWORD d;
5939 float f;
5940 } tmpvalue;
5942 switch (context->fog_source)
5944 case FOGSOURCE_VS:
5945 *start = 1.0f;
5946 *end = 0.0f;
5947 break;
5949 case FOGSOURCE_COORD:
5950 *start = 255.0f;
5951 *end = 0.0f;
5952 break;
5954 case FOGSOURCE_FFP:
5955 tmpvalue.d = state->render_states[WINED3D_RS_FOGSTART];
5956 *start = tmpvalue.f;
5957 tmpvalue.d = state->render_states[WINED3D_RS_FOGEND];
5958 *end = tmpvalue.f;
5959 /* Special handling for fog_start == fog_end. In d3d with vertex
5960 * fog, everything is fogged. With table fog, everything with
5961 * fog_coord < fog_start is unfogged, and fog_coord > fog_start
5962 * is fogged. Windows drivers disagree when fog_coord == fog_start. */
5963 if (state->render_states[WINED3D_RS_FOGTABLEMODE] == WINED3D_FOG_NONE && *start == *end)
5965 *start = -INFINITY;
5966 *end = 0.0f;
5968 break;
5970 default:
5971 /* This should not happen, context->fog_source is set in wined3d, not the app. */
5972 ERR("Unexpected fog coordinate source.\n");
5973 *start = 0.0f;
5974 *end = 0.0f;
5978 static BOOL wined3d_get_primary_display(WCHAR *display)
5980 DISPLAY_DEVICEW display_device;
5981 DWORD device_idx = 0;
5983 display_device.cb = sizeof(display_device);
5984 while (EnumDisplayDevicesW(NULL, device_idx++, &display_device, 0))
5986 if (display_device.StateFlags & DISPLAY_DEVICE_PRIMARY_DEVICE)
5988 lstrcpyW(display, display_device.DeviceName);
5989 return TRUE;
5993 return FALSE;
5996 BOOL wined3d_get_primary_adapter_luid(LUID *luid)
5998 D3DKMT_OPENADAPTERFROMGDIDISPLAYNAME open_adapter_param;
5999 D3DKMT_CLOSEADAPTER close_adapter_param;
6001 if (!wined3d_get_primary_display(open_adapter_param.DeviceName))
6002 return FALSE;
6004 if (D3DKMTOpenAdapterFromGdiDisplayName(&open_adapter_param))
6005 return FALSE;
6007 *luid = open_adapter_param.AdapterLuid;
6008 close_adapter_param.hAdapter = open_adapter_param.hAdapter;
6009 D3DKMTCloseAdapter(&close_adapter_param);
6010 return TRUE;
6013 uint32_t wined3d_format_pack(const struct wined3d_format *format, const struct wined3d_uvec4 *value)
6015 uint32_t p = 0;
6017 p |= (value->x & wined3d_mask_from_size(format->red_size)) << format->red_offset;
6018 p |= (value->y & wined3d_mask_from_size(format->green_size)) << format->green_offset;
6019 p |= (value->z & wined3d_mask_from_size(format->blue_size)) << format->blue_offset;
6020 p |= (value->w & wined3d_mask_from_size(format->alpha_size)) << format->alpha_offset;
6022 return p;
6025 void wined3d_format_colour_to_vk(const struct wined3d_format *format, const struct wined3d_color *c,
6026 VkClearColorValue *retval)
6028 if (format->attrs & WINED3D_FORMAT_ATTR_INTEGER)
6030 retval->int32[0] = c->r;
6031 retval->int32[1] = c->g;
6032 retval->int32[2] = c->b;
6033 retval->int32[3] = c->a;
6035 else
6037 retval->float32[0] = c->r;
6038 retval->float32[1] = c->g;
6039 retval->float32[2] = c->b;
6040 retval->float32[3] = c->a;
6044 /* Note: It's the caller's responsibility to ensure values can be expressed
6045 * in the requested format. UNORM formats for example can only express values
6046 * in the range 0.0f -> 1.0f.
6048 * The code below assumes that no component crosses the 32 bit boundary (like
6049 * e.g. a hypothetical, and totally braindead, B30G30R4 format would).
6050 * This function writes at least sizeof(uint32_t) bytes, or format->byte_count,
6051 * whichever is larger. */
6052 void wined3d_format_convert_from_float(const struct wined3d_format *format,
6053 const struct wined3d_color *color, void *ret)
6055 static const struct
6057 enum wined3d_format_id format_id;
6058 struct wined3d_vec4 mul;
6059 struct wined3d_uvec4 shift;
6061 float_conv[] =
6063 {WINED3DFMT_P8_UINT, { 0.0f, 0.0f, 0.0f, 255.0f}, { 0, 0, 0, 0}},
6064 {WINED3DFMT_S1_UINT_D15_UNORM, { 32767.0f, 0.0f, 0.0f, 0.0f}, { 0, 0, 0, 0}},
6065 {WINED3DFMT_D16_UNORM, { 65535.0f, 0.0f, 0.0f, 0.0f}, { 0, 0, 0, 0}},
6067 static const struct
6069 enum wined3d_format_id format_id;
6070 struct wined3d_dvec4 mul;
6071 struct wined3d_uvec4 shift;
6073 double_conv[] =
6075 {WINED3DFMT_D24_UNORM_S8_UINT, { 16777215.0, 1.0, 0.0, 0.0}, {8, 0, 0, 0}},
6076 {WINED3DFMT_X8D24_UNORM, { 16777215.0, 0.0, 0.0, 0.0}, {0, 0, 0, 0}},
6077 {WINED3DFMT_D32_UNORM, {4294967295.0, 0.0, 0.0, 0.0}, {0, 0, 0, 0}},
6079 enum wined3d_format_id format_id = format->id;
6080 struct wined3d_color colour_srgb;
6081 struct wined3d_uvec4 idx, shift;
6082 unsigned int i;
6084 TRACE("Converting colour %s to format %s.\n", debug_color(color), debug_d3dformat(format_id));
6085 memset(ret, 0, max(sizeof(uint32_t), format->byte_count));
6087 for (i = 0; i < ARRAY_SIZE(format_srgb_info); ++i)
6089 if (format_id != format_srgb_info[i].srgb_format_id)
6090 continue;
6092 wined3d_colour_srgb_from_linear(&colour_srgb, color);
6093 format_id = format_srgb_info[i].base_format_id;
6094 color = &colour_srgb;
6095 break;
6098 for (i = 0; i < ARRAY_SIZE(float_conv); ++i)
6100 uint32_t *ret_i = ret;
6102 if (format_id != float_conv[i].format_id)
6103 continue;
6105 idx.x = float_conv[i].shift.x / 32;
6106 idx.y = float_conv[i].shift.y / 32;
6107 idx.z = float_conv[i].shift.z / 32;
6108 idx.w = float_conv[i].shift.w / 32;
6109 shift.x = float_conv[i].shift.x % 32;
6110 shift.y = float_conv[i].shift.y % 32;
6111 shift.z = float_conv[i].shift.z % 32;
6112 shift.w = float_conv[i].shift.w % 32;
6114 ret_i[idx.x] = ((uint32_t)((color->r * float_conv[i].mul.x) + 0.5f)) << shift.x;
6115 ret_i[idx.y] |= ((uint32_t)((color->g * float_conv[i].mul.y) + 0.5f)) << shift.y;
6116 ret_i[idx.z] |= ((uint32_t)((color->b * float_conv[i].mul.z) + 0.5f)) << shift.z;
6117 ret_i[idx.w] |= ((uint32_t)((color->a * float_conv[i].mul.w) + 0.5f)) << shift.w;
6119 return;
6122 for (i = 0; i < ARRAY_SIZE(double_conv); ++i)
6124 uint32_t *ret_i;
6126 if (format_id != double_conv[i].format_id)
6127 continue;
6129 idx.x = double_conv[i].shift.x / 32;
6130 idx.y = double_conv[i].shift.y / 32;
6131 idx.z = double_conv[i].shift.z / 32;
6132 idx.w = double_conv[i].shift.w / 32;
6133 shift.x = double_conv[i].shift.x % 32;
6134 shift.y = double_conv[i].shift.y % 32;
6135 shift.z = double_conv[i].shift.z % 32;
6136 shift.w = double_conv[i].shift.w % 32;
6138 ret_i = ret;
6139 ret_i[idx.x] = ((uint32_t)((color->r * double_conv[i].mul.x) + 0.5)) << shift.x;
6140 ret_i[idx.y] |= ((uint32_t)((color->g * double_conv[i].mul.y) + 0.5)) << shift.y;
6141 ret_i[idx.z] |= ((uint32_t)((color->b * double_conv[i].mul.z) + 0.5)) << shift.z;
6142 ret_i[idx.w] |= ((uint32_t)((color->a * double_conv[i].mul.w) + 0.5)) << shift.w;
6144 return;
6147 if (format->attrs & WINED3D_FORMAT_ATTR_NORMALISED)
6149 uint32_t *ret_i = ret;
6151 idx.x = format->red_offset / 32;
6152 idx.y = format->green_offset / 32;
6153 idx.z = format->blue_offset / 32;
6154 idx.w = format->alpha_offset / 32;
6155 shift.x = format->red_offset % 32;
6156 shift.y = format->green_offset % 32;
6157 shift.z = format->blue_offset % 32;
6158 shift.w = format->alpha_offset % 32;
6160 ret_i[idx.x] = ((uint32_t)((color->r * wined3d_mask_from_size(format->red_size)) + 0.5f)) << shift.x;
6161 ret_i[idx.y] |= ((uint32_t)((color->g * wined3d_mask_from_size(format->green_size)) + 0.5f)) << shift.y;
6162 ret_i[idx.z] |= ((uint32_t)((color->b * wined3d_mask_from_size(format->blue_size)) + 0.5f)) << shift.z;
6163 ret_i[idx.w] |= ((uint32_t)((color->a * wined3d_mask_from_size(format->alpha_size)) + 0.5f)) << shift.w;
6165 return;
6168 /* 32 bit float formats. We don't handle D32_FLOAT_S8X24_UINT for now. */
6169 if ((format->attrs & WINED3D_FORMAT_ATTR_FLOAT)
6170 && (format->red_size == 32 || format->depth_size == 32)
6171 && !format->stencil_size)
6173 float *ret_f = ret;
6175 switch (format->byte_count)
6177 case 16: ret_f[3] = color->a;
6178 case 12: ret_f[2] = color->b;
6179 case 8: ret_f[1] = color->g;
6180 case 4: ret_f[0] = color->r;
6181 break;
6183 default:
6184 ERR("Unexpected byte count %u, format %s.\n", format->byte_count, debug_d3dformat(format_id));
6185 break;
6188 return;
6191 if ((format->attrs & WINED3D_FORMAT_ATTR_FLOAT) && format->red_size == 16)
6193 uint16_t *ret_s = ret;
6195 switch (format->byte_count)
6197 case 8:
6198 ret_s[3] = float_32_to_16(&color->a);
6199 ret_s[2] = float_32_to_16(&color->b);
6200 /* fall through */
6201 case 4:
6202 ret_s[1] = float_32_to_16(&color->g);
6203 /* fall through */
6204 case 2:
6205 ret_s[0] = float_32_to_16(&color->r);
6206 break;
6208 default:
6209 ERR("Unexpected byte count %u, format %s.\n", format->byte_count, debug_d3dformat(format_id));
6210 break;
6213 return;
6216 FIXME("Conversion for format %s not implemented.\n", debug_d3dformat(format_id));
6219 static float color_to_float(DWORD color, DWORD size, DWORD offset)
6221 uint32_t mask = wined3d_mask_from_size(size);
6223 if (!size)
6224 return 1.0f;
6226 color >>= offset;
6227 color &= mask;
6229 return (float)color / (float)mask;
6232 void wined3d_format_get_float_color_key(const struct wined3d_format *format,
6233 const struct wined3d_color_key *key, struct wined3d_color *float_colors)
6235 struct wined3d_color slop;
6237 switch (format->id)
6239 case WINED3DFMT_B8G8R8_UNORM:
6240 case WINED3DFMT_B8G8R8A8_UNORM:
6241 case WINED3DFMT_B8G8R8X8_UNORM:
6242 case WINED3DFMT_B5G6R5_UNORM:
6243 case WINED3DFMT_B5G5R5X1_UNORM:
6244 case WINED3DFMT_B5G5R5A1_UNORM:
6245 case WINED3DFMT_B4G4R4A4_UNORM:
6246 case WINED3DFMT_B2G3R3_UNORM:
6247 case WINED3DFMT_R8_UNORM:
6248 case WINED3DFMT_A8_UNORM:
6249 case WINED3DFMT_B2G3R3A8_UNORM:
6250 case WINED3DFMT_B4G4R4X4_UNORM:
6251 case WINED3DFMT_R10G10B10A2_UNORM:
6252 case WINED3DFMT_R10G10B10A2_SNORM:
6253 case WINED3DFMT_R8G8B8A8_UNORM:
6254 case WINED3DFMT_R8G8B8X8_UNORM:
6255 case WINED3DFMT_R16G16_UNORM:
6256 case WINED3DFMT_B10G10R10A2_UNORM:
6257 slop.r = 0.5f / wined3d_mask_from_size(format->red_size);
6258 slop.g = 0.5f / wined3d_mask_from_size(format->green_size);
6259 slop.b = 0.5f / wined3d_mask_from_size(format->blue_size);
6260 slop.a = 0.5f / wined3d_mask_from_size(format->alpha_size);
6262 float_colors[0].r = color_to_float(key->color_space_low_value, format->red_size, format->red_offset)
6263 - slop.r;
6264 float_colors[0].g = color_to_float(key->color_space_low_value, format->green_size, format->green_offset)
6265 - slop.g;
6266 float_colors[0].b = color_to_float(key->color_space_low_value, format->blue_size, format->blue_offset)
6267 - slop.b;
6268 float_colors[0].a = color_to_float(key->color_space_low_value, format->alpha_size, format->alpha_offset)
6269 - slop.a;
6271 float_colors[1].r = color_to_float(key->color_space_high_value, format->red_size, format->red_offset)
6272 + slop.r;
6273 float_colors[1].g = color_to_float(key->color_space_high_value, format->green_size, format->green_offset)
6274 + slop.g;
6275 float_colors[1].b = color_to_float(key->color_space_high_value, format->blue_size, format->blue_offset)
6276 + slop.b;
6277 float_colors[1].a = color_to_float(key->color_space_high_value, format->alpha_size, format->alpha_offset)
6278 + slop.a;
6279 break;
6281 case WINED3DFMT_P8_UINT:
6282 float_colors[0].r = 0.0f;
6283 float_colors[0].g = 0.0f;
6284 float_colors[0].b = 0.0f;
6285 float_colors[0].a = (key->color_space_low_value - 0.5f) / 255.0f;
6287 float_colors[1].r = 0.0f;
6288 float_colors[1].g = 0.0f;
6289 float_colors[1].b = 0.0f;
6290 float_colors[1].a = (key->color_space_high_value + 0.5f) / 255.0f;
6291 break;
6293 default:
6294 ERR("Unhandled color key to float conversion for format %s.\n", debug_d3dformat(format->id));
6298 enum wined3d_format_id pixelformat_for_depth(DWORD depth)
6300 switch (depth)
6302 case 8: return WINED3DFMT_P8_UINT;
6303 case 15: return WINED3DFMT_B5G5R5X1_UNORM;
6304 case 16: return WINED3DFMT_B5G6R5_UNORM;
6305 case 24: return WINED3DFMT_B8G8R8X8_UNORM; /* Robots needs 24bit to be WINED3DFMT_B8G8R8X8_UNORM */
6306 case 32: return WINED3DFMT_B8G8R8X8_UNORM; /* EVE online and the Fur demo need 32bit AdapterDisplayMode to return WINED3DFMT_B8G8R8X8_UNORM */
6307 default: return WINED3DFMT_UNKNOWN;
6311 void wined3d_format_copy_data(const struct wined3d_format *format, const uint8_t *src,
6312 unsigned int src_row_pitch, unsigned int src_slice_pitch, uint8_t *dst, unsigned int dst_row_pitch,
6313 unsigned int dst_slice_pitch, unsigned int w, unsigned int h, unsigned int d)
6315 unsigned int row_block_count, row_count, row_size, slice, row;
6316 unsigned int slice_count = d, slice_size;
6317 const uint8_t *src_row;
6318 uint8_t *dst_row;
6320 row_block_count = (w + format->block_width - 1) / format->block_width;
6321 row_count = (h + format->block_height - 1) / format->block_height;
6322 row_size = row_block_count * format->block_byte_count;
6323 slice_size = row_size * row_count;
6325 if (src_row_pitch == row_size && dst_row_pitch == row_size
6326 && ((src_slice_pitch == slice_size && dst_slice_pitch == slice_size) || slice_count == 1))
6328 memcpy(dst, src, slice_count * slice_size);
6329 return;
6332 for (slice = 0; slice < slice_count; ++slice)
6334 for (row = 0; row < row_count; ++row)
6336 src_row = &src[slice * src_slice_pitch + row * src_row_pitch];
6337 dst_row = &dst[slice * dst_slice_pitch + row * dst_row_pitch];
6338 memcpy(dst_row, src_row, row_size);
6343 void multiply_matrix(struct wined3d_matrix *dst, const struct wined3d_matrix *src1, const struct wined3d_matrix *src2)
6345 struct wined3d_matrix tmp;
6347 /* Now do the multiplication 'by hand'.
6348 I know that all this could be optimised, but this will be done later :-) */
6349 tmp._11 = (src1->_11 * src2->_11) + (src1->_21 * src2->_12) + (src1->_31 * src2->_13) + (src1->_41 * src2->_14);
6350 tmp._21 = (src1->_11 * src2->_21) + (src1->_21 * src2->_22) + (src1->_31 * src2->_23) + (src1->_41 * src2->_24);
6351 tmp._31 = (src1->_11 * src2->_31) + (src1->_21 * src2->_32) + (src1->_31 * src2->_33) + (src1->_41 * src2->_34);
6352 tmp._41 = (src1->_11 * src2->_41) + (src1->_21 * src2->_42) + (src1->_31 * src2->_43) + (src1->_41 * src2->_44);
6354 tmp._12 = (src1->_12 * src2->_11) + (src1->_22 * src2->_12) + (src1->_32 * src2->_13) + (src1->_42 * src2->_14);
6355 tmp._22 = (src1->_12 * src2->_21) + (src1->_22 * src2->_22) + (src1->_32 * src2->_23) + (src1->_42 * src2->_24);
6356 tmp._32 = (src1->_12 * src2->_31) + (src1->_22 * src2->_32) + (src1->_32 * src2->_33) + (src1->_42 * src2->_34);
6357 tmp._42 = (src1->_12 * src2->_41) + (src1->_22 * src2->_42) + (src1->_32 * src2->_43) + (src1->_42 * src2->_44);
6359 tmp._13 = (src1->_13 * src2->_11) + (src1->_23 * src2->_12) + (src1->_33 * src2->_13) + (src1->_43 * src2->_14);
6360 tmp._23 = (src1->_13 * src2->_21) + (src1->_23 * src2->_22) + (src1->_33 * src2->_23) + (src1->_43 * src2->_24);
6361 tmp._33 = (src1->_13 * src2->_31) + (src1->_23 * src2->_32) + (src1->_33 * src2->_33) + (src1->_43 * src2->_34);
6362 tmp._43 = (src1->_13 * src2->_41) + (src1->_23 * src2->_42) + (src1->_33 * src2->_43) + (src1->_43 * src2->_44);
6364 tmp._14 = (src1->_14 * src2->_11) + (src1->_24 * src2->_12) + (src1->_34 * src2->_13) + (src1->_44 * src2->_14);
6365 tmp._24 = (src1->_14 * src2->_21) + (src1->_24 * src2->_22) + (src1->_34 * src2->_23) + (src1->_44 * src2->_24);
6366 tmp._34 = (src1->_14 * src2->_31) + (src1->_24 * src2->_32) + (src1->_34 * src2->_33) + (src1->_44 * src2->_34);
6367 tmp._44 = (src1->_14 * src2->_41) + (src1->_24 * src2->_42) + (src1->_34 * src2->_43) + (src1->_44 * src2->_44);
6369 *dst = tmp;
6372 void wined3d_ffp_get_fs_settings(const struct wined3d_context *context, const struct wined3d_state *state,
6373 struct ffp_frag_settings *settings, BOOL ignore_textype)
6375 #define ARG1 0x01
6376 #define ARG2 0x02
6377 #define ARG0 0x04
6378 static const unsigned char args[WINED3D_TOP_LERP + 1] =
6380 /* undefined */ 0,
6381 /* D3DTOP_DISABLE */ 0,
6382 /* D3DTOP_SELECTARG1 */ ARG1,
6383 /* D3DTOP_SELECTARG2 */ ARG2,
6384 /* D3DTOP_MODULATE */ ARG1 | ARG2,
6385 /* D3DTOP_MODULATE2X */ ARG1 | ARG2,
6386 /* D3DTOP_MODULATE4X */ ARG1 | ARG2,
6387 /* D3DTOP_ADD */ ARG1 | ARG2,
6388 /* D3DTOP_ADDSIGNED */ ARG1 | ARG2,
6389 /* D3DTOP_ADDSIGNED2X */ ARG1 | ARG2,
6390 /* D3DTOP_SUBTRACT */ ARG1 | ARG2,
6391 /* D3DTOP_ADDSMOOTH */ ARG1 | ARG2,
6392 /* D3DTOP_BLENDDIFFUSEALPHA */ ARG1 | ARG2,
6393 /* D3DTOP_BLENDTEXTUREALPHA */ ARG1 | ARG2,
6394 /* D3DTOP_BLENDFACTORALPHA */ ARG1 | ARG2,
6395 /* D3DTOP_BLENDTEXTUREALPHAPM */ ARG1 | ARG2,
6396 /* D3DTOP_BLENDCURRENTALPHA */ ARG1 | ARG2,
6397 /* D3DTOP_PREMODULATE */ ARG1 | ARG2,
6398 /* D3DTOP_MODULATEALPHA_ADDCOLOR */ ARG1 | ARG2,
6399 /* D3DTOP_MODULATECOLOR_ADDALPHA */ ARG1 | ARG2,
6400 /* D3DTOP_MODULATEINVALPHA_ADDCOLOR */ ARG1 | ARG2,
6401 /* D3DTOP_MODULATEINVCOLOR_ADDALPHA */ ARG1 | ARG2,
6402 /* D3DTOP_BUMPENVMAP */ ARG1 | ARG2,
6403 /* D3DTOP_BUMPENVMAPLUMINANCE */ ARG1 | ARG2,
6404 /* D3DTOP_DOTPRODUCT3 */ ARG1 | ARG2,
6405 /* D3DTOP_MULTIPLYADD */ ARG1 | ARG2 | ARG0,
6406 /* D3DTOP_LERP */ ARG1 | ARG2 | ARG0
6408 unsigned int i;
6409 DWORD ttff;
6410 DWORD cop, aop, carg0, carg1, carg2, aarg0, aarg1, aarg2;
6411 const struct wined3d_d3d_info *d3d_info = context->d3d_info;
6412 struct wined3d_texture *texture;
6414 settings->padding = 0;
6416 for (i = 0; i < d3d_info->ffp_fragment_caps.max_blend_stages; ++i)
6418 settings->op[i].padding = 0;
6419 if (state->texture_states[i][WINED3D_TSS_COLOR_OP] == WINED3D_TOP_DISABLE)
6421 settings->op[i].cop = WINED3D_TOP_DISABLE;
6422 settings->op[i].aop = WINED3D_TOP_DISABLE;
6423 settings->op[i].carg0 = settings->op[i].carg1 = settings->op[i].carg2 = ARG_UNUSED;
6424 settings->op[i].aarg0 = settings->op[i].aarg1 = settings->op[i].aarg2 = ARG_UNUSED;
6425 settings->op[i].color_fixup = COLOR_FIXUP_IDENTITY;
6426 settings->op[i].tmp_dst = 0;
6427 settings->op[i].tex_type = WINED3D_GL_RES_TYPE_TEX_1D;
6428 settings->op[i].projected = WINED3D_PROJECTION_NONE;
6429 i++;
6430 break;
6433 if ((texture = wined3d_state_get_ffp_texture(state, i)))
6435 if (can_use_texture_swizzle(d3d_info, texture->resource.format))
6436 settings->op[i].color_fixup = COLOR_FIXUP_IDENTITY;
6437 else
6438 settings->op[i].color_fixup = texture->resource.format->color_fixup;
6439 if (ignore_textype)
6441 settings->op[i].tex_type = WINED3D_GL_RES_TYPE_TEX_1D;
6443 else
6445 switch (wined3d_texture_gl(texture)->target)
6447 case GL_TEXTURE_1D:
6448 settings->op[i].tex_type = WINED3D_GL_RES_TYPE_TEX_1D;
6449 break;
6450 case GL_TEXTURE_2D:
6451 settings->op[i].tex_type = WINED3D_GL_RES_TYPE_TEX_2D;
6452 break;
6453 case GL_TEXTURE_3D:
6454 settings->op[i].tex_type = WINED3D_GL_RES_TYPE_TEX_3D;
6455 break;
6456 case GL_TEXTURE_CUBE_MAP_ARB:
6457 settings->op[i].tex_type = WINED3D_GL_RES_TYPE_TEX_CUBE;
6458 break;
6459 case GL_TEXTURE_RECTANGLE_ARB:
6460 settings->op[i].tex_type = WINED3D_GL_RES_TYPE_TEX_RECT;
6461 break;
6464 } else {
6465 settings->op[i].color_fixup = COLOR_FIXUP_IDENTITY;
6466 settings->op[i].tex_type = WINED3D_GL_RES_TYPE_TEX_1D;
6469 cop = state->texture_states[i][WINED3D_TSS_COLOR_OP];
6470 aop = state->texture_states[i][WINED3D_TSS_ALPHA_OP];
6472 carg1 = (args[cop] & ARG1) ? state->texture_states[i][WINED3D_TSS_COLOR_ARG1] : ARG_UNUSED;
6473 carg2 = (args[cop] & ARG2) ? state->texture_states[i][WINED3D_TSS_COLOR_ARG2] : ARG_UNUSED;
6474 carg0 = (args[cop] & ARG0) ? state->texture_states[i][WINED3D_TSS_COLOR_ARG0] : ARG_UNUSED;
6476 if (is_invalid_op(state, i, cop, carg1, carg2, carg0))
6478 carg0 = ARG_UNUSED;
6479 carg2 = ARG_UNUSED;
6480 carg1 = WINED3DTA_CURRENT;
6481 cop = WINED3D_TOP_SELECT_ARG1;
6484 if (cop == WINED3D_TOP_DOTPRODUCT3)
6486 /* A dotproduct3 on the colorop overwrites the alphaop operation and replicates
6487 * the color result to the alpha component of the destination
6489 aop = cop;
6490 aarg1 = carg1;
6491 aarg2 = carg2;
6492 aarg0 = carg0;
6494 else
6496 aarg1 = (args[aop] & ARG1) ? state->texture_states[i][WINED3D_TSS_ALPHA_ARG1] : ARG_UNUSED;
6497 aarg2 = (args[aop] & ARG2) ? state->texture_states[i][WINED3D_TSS_ALPHA_ARG2] : ARG_UNUSED;
6498 aarg0 = (args[aop] & ARG0) ? state->texture_states[i][WINED3D_TSS_ALPHA_ARG0] : ARG_UNUSED;
6501 if (!i && texture && state->render_states[WINED3D_RS_COLORKEYENABLE])
6503 GLenum texture_dimensions;
6505 texture_dimensions = wined3d_texture_gl(texture)->target;
6507 if (texture_dimensions == GL_TEXTURE_2D || texture_dimensions == GL_TEXTURE_RECTANGLE_ARB)
6509 if (texture->async.color_key_flags & WINED3D_CKEY_SRC_BLT && !texture->resource.format->alpha_size)
6511 if (aop == WINED3D_TOP_DISABLE)
6513 aarg1 = WINED3DTA_TEXTURE;
6514 aop = WINED3D_TOP_SELECT_ARG1;
6516 else if (aop == WINED3D_TOP_SELECT_ARG1 && aarg1 != WINED3DTA_TEXTURE)
6518 if (state->blend_state && state->blend_state->desc.rt[0].enable)
6520 aarg2 = WINED3DTA_TEXTURE;
6521 aop = WINED3D_TOP_MODULATE;
6523 else aarg1 = WINED3DTA_TEXTURE;
6525 else if (aop == WINED3D_TOP_SELECT_ARG2 && aarg2 != WINED3DTA_TEXTURE)
6527 if (state->blend_state && state->blend_state->desc.rt[0].enable)
6529 aarg1 = WINED3DTA_TEXTURE;
6530 aop = WINED3D_TOP_MODULATE;
6532 else aarg2 = WINED3DTA_TEXTURE;
6538 if (is_invalid_op(state, i, aop, aarg1, aarg2, aarg0))
6540 aarg0 = ARG_UNUSED;
6541 aarg2 = ARG_UNUSED;
6542 aarg1 = WINED3DTA_CURRENT;
6543 aop = WINED3D_TOP_SELECT_ARG1;
6546 if (carg1 == WINED3DTA_TEXTURE || carg2 == WINED3DTA_TEXTURE || carg0 == WINED3DTA_TEXTURE
6547 || aarg1 == WINED3DTA_TEXTURE || aarg2 == WINED3DTA_TEXTURE || aarg0 == WINED3DTA_TEXTURE)
6549 ttff = state->texture_states[i][WINED3D_TSS_TEXTURE_TRANSFORM_FLAGS];
6550 if (ttff == (WINED3D_TTFF_PROJECTED | WINED3D_TTFF_COUNT3))
6551 settings->op[i].projected = WINED3D_PROJECTION_COUNT3;
6552 else if (ttff & WINED3D_TTFF_PROJECTED)
6553 settings->op[i].projected = WINED3D_PROJECTION_COUNT4;
6554 else
6555 settings->op[i].projected = WINED3D_PROJECTION_NONE;
6557 else
6559 settings->op[i].projected = WINED3D_PROJECTION_NONE;
6562 settings->op[i].cop = cop;
6563 settings->op[i].aop = aop;
6564 settings->op[i].carg0 = carg0;
6565 settings->op[i].carg1 = carg1;
6566 settings->op[i].carg2 = carg2;
6567 settings->op[i].aarg0 = aarg0;
6568 settings->op[i].aarg1 = aarg1;
6569 settings->op[i].aarg2 = aarg2;
6570 settings->op[i].tmp_dst = state->texture_states[i][WINED3D_TSS_RESULT_ARG] == WINED3DTA_TEMP;
6573 /* Clear unsupported stages */
6574 for (; i < WINED3D_MAX_FFP_TEXTURES; ++i)
6575 memset(&settings->op[i], 0xff, sizeof(settings->op[i]));
6577 if (!state->render_states[WINED3D_RS_FOGENABLE])
6579 settings->fog = WINED3D_FFP_PS_FOG_OFF;
6581 else if (state->render_states[WINED3D_RS_FOGTABLEMODE] == WINED3D_FOG_NONE)
6583 if (use_vs(state) || state->vertex_declaration->position_transformed)
6585 settings->fog = WINED3D_FFP_PS_FOG_LINEAR;
6587 else
6589 switch (state->render_states[WINED3D_RS_FOGVERTEXMODE])
6591 case WINED3D_FOG_NONE:
6592 case WINED3D_FOG_LINEAR:
6593 settings->fog = WINED3D_FFP_PS_FOG_LINEAR;
6594 break;
6595 case WINED3D_FOG_EXP:
6596 settings->fog = WINED3D_FFP_PS_FOG_EXP;
6597 break;
6598 case WINED3D_FOG_EXP2:
6599 settings->fog = WINED3D_FFP_PS_FOG_EXP2;
6600 break;
6604 else
6606 switch (state->render_states[WINED3D_RS_FOGTABLEMODE])
6608 case WINED3D_FOG_LINEAR:
6609 settings->fog = WINED3D_FFP_PS_FOG_LINEAR;
6610 break;
6611 case WINED3D_FOG_EXP:
6612 settings->fog = WINED3D_FFP_PS_FOG_EXP;
6613 break;
6614 case WINED3D_FOG_EXP2:
6615 settings->fog = WINED3D_FFP_PS_FOG_EXP2;
6616 break;
6619 settings->sRGB_write = !d3d_info->srgb_write_control && needs_srgb_write(d3d_info, state, &state->fb);
6620 if (d3d_info->vs_clipping || !use_vs(state) || !state->render_states[WINED3D_RS_CLIPPING]
6621 || !state->render_states[WINED3D_RS_CLIPPLANEENABLE])
6623 /* No need to emulate clipplanes if GL supports native vertex shader clipping or if
6624 * the fixed function vertex pipeline is used(which always supports clipplanes), or
6625 * if no clipplane is enabled
6627 settings->emul_clipplanes = 0;
6628 } else {
6629 settings->emul_clipplanes = 1;
6632 texture = wined3d_state_get_ffp_texture(state, 0);
6633 if (state->render_states[WINED3D_RS_COLORKEYENABLE]
6634 && texture && (texture->async.color_key_flags & WINED3D_CKEY_SRC_BLT)
6635 && settings->op[0].cop != WINED3D_TOP_DISABLE)
6636 settings->color_key_enabled = 1;
6637 else
6638 settings->color_key_enabled = 0;
6640 /* texcoords_initialized is set to meaningful values only when GL doesn't
6641 * support enough varyings to always pass around all the possible texture
6642 * coordinates.
6643 * This is used to avoid reading a varying not written by the vertex shader.
6644 * Reading uninitialized varyings on core profile contexts results in an
6645 * error while with builtin varyings on legacy contexts you get undefined
6646 * behavior. */
6647 if (d3d_info->limits.varying_count && !d3d_info->full_ffp_varyings)
6649 settings->texcoords_initialized = 0;
6650 for (i = 0; i < WINED3D_MAX_FFP_TEXTURES; ++i)
6652 if (use_vs(state))
6654 if (state->shader[WINED3D_SHADER_TYPE_VERTEX]->reg_maps.output_registers & (1u << i))
6655 settings->texcoords_initialized |= 1u << i;
6657 else
6659 const struct wined3d_stream_info *si = &context->stream_info;
6660 unsigned int coord_idx = state->texture_states[i][WINED3D_TSS_TEXCOORD_INDEX];
6661 if ((state->texture_states[i][WINED3D_TSS_TEXCOORD_INDEX] >> WINED3D_FFP_TCI_SHIFT)
6662 & WINED3D_FFP_TCI_MASK
6663 || (coord_idx < WINED3D_MAX_FFP_TEXTURES && (si->use_map & (1u << (WINED3D_FFP_TEXCOORD0 + coord_idx)))))
6664 settings->texcoords_initialized |= 1u << i;
6668 else
6670 settings->texcoords_initialized = wined3d_mask_from_size(WINED3D_MAX_FFP_TEXTURES);
6673 settings->pointsprite = state->render_states[WINED3D_RS_POINTSPRITEENABLE]
6674 && state->primitive_type == WINED3D_PT_POINTLIST;
6676 if (d3d_info->ffp_alpha_test)
6677 settings->alpha_test_func = WINED3D_CMP_ALWAYS - 1;
6678 else
6679 settings->alpha_test_func = (state->render_states[WINED3D_RS_ALPHATESTENABLE]
6680 ? wined3d_sanitize_cmp_func(state->render_states[WINED3D_RS_ALPHAFUNC])
6681 : WINED3D_CMP_ALWAYS) - 1;
6683 if (d3d_info->emulated_flatshading)
6684 settings->flatshading = state->render_states[WINED3D_RS_SHADEMODE] == WINED3D_SHADE_FLAT;
6685 else
6686 settings->flatshading = FALSE;
6689 const struct ffp_frag_desc *find_ffp_frag_shader(const struct wine_rb_tree *fragment_shaders,
6690 const struct ffp_frag_settings *settings)
6692 struct wine_rb_entry *entry = wine_rb_get(fragment_shaders, settings);
6693 return entry ? WINE_RB_ENTRY_VALUE(entry, struct ffp_frag_desc, entry) : NULL;
6696 void add_ffp_frag_shader(struct wine_rb_tree *shaders, struct ffp_frag_desc *desc)
6698 /* Note that the key is the implementation independent part of the ffp_frag_desc structure,
6699 * whereas desc points to an extended structure with implementation specific parts. */
6700 if (wine_rb_put(shaders, &desc->settings, &desc->entry) == -1)
6702 ERR("Failed to insert ffp frag shader.\n");
6706 /* Activates the texture dimension according to the bound D3D texture. Does
6707 * not care for the colorop or correct gl texture unit (when using nvrc).
6708 * Requires the caller to activate the correct unit. */
6709 /* Context activation is done by the caller (state handler). */
6710 void texture_activate_dimensions(struct wined3d_texture *texture, const struct wined3d_gl_info *gl_info)
6712 if (texture)
6714 switch (wined3d_texture_gl(texture)->target)
6716 case GL_TEXTURE_2D:
6717 gl_info->gl_ops.gl.p_glDisable(GL_TEXTURE_3D);
6718 checkGLcall("glDisable(GL_TEXTURE_3D)");
6719 if (gl_info->supported[ARB_TEXTURE_CUBE_MAP])
6721 gl_info->gl_ops.gl.p_glDisable(GL_TEXTURE_CUBE_MAP_ARB);
6722 checkGLcall("glDisable(GL_TEXTURE_CUBE_MAP_ARB)");
6724 if (gl_info->supported[ARB_TEXTURE_RECTANGLE])
6726 gl_info->gl_ops.gl.p_glDisable(GL_TEXTURE_RECTANGLE_ARB);
6727 checkGLcall("glDisable(GL_TEXTURE_RECTANGLE_ARB)");
6729 gl_info->gl_ops.gl.p_glEnable(GL_TEXTURE_2D);
6730 checkGLcall("glEnable(GL_TEXTURE_2D)");
6731 break;
6732 case GL_TEXTURE_RECTANGLE_ARB:
6733 gl_info->gl_ops.gl.p_glDisable(GL_TEXTURE_2D);
6734 checkGLcall("glDisable(GL_TEXTURE_2D)");
6735 gl_info->gl_ops.gl.p_glDisable(GL_TEXTURE_3D);
6736 checkGLcall("glDisable(GL_TEXTURE_3D)");
6737 if (gl_info->supported[ARB_TEXTURE_CUBE_MAP])
6739 gl_info->gl_ops.gl.p_glDisable(GL_TEXTURE_CUBE_MAP_ARB);
6740 checkGLcall("glDisable(GL_TEXTURE_CUBE_MAP_ARB)");
6742 gl_info->gl_ops.gl.p_glEnable(GL_TEXTURE_RECTANGLE_ARB);
6743 checkGLcall("glEnable(GL_TEXTURE_RECTANGLE_ARB)");
6744 break;
6745 case GL_TEXTURE_3D:
6746 if (gl_info->supported[ARB_TEXTURE_CUBE_MAP])
6748 gl_info->gl_ops.gl.p_glDisable(GL_TEXTURE_CUBE_MAP_ARB);
6749 checkGLcall("glDisable(GL_TEXTURE_CUBE_MAP_ARB)");
6751 if (gl_info->supported[ARB_TEXTURE_RECTANGLE])
6753 gl_info->gl_ops.gl.p_glDisable(GL_TEXTURE_RECTANGLE_ARB);
6754 checkGLcall("glDisable(GL_TEXTURE_RECTANGLE_ARB)");
6756 gl_info->gl_ops.gl.p_glDisable(GL_TEXTURE_2D);
6757 checkGLcall("glDisable(GL_TEXTURE_2D)");
6758 gl_info->gl_ops.gl.p_glEnable(GL_TEXTURE_3D);
6759 checkGLcall("glEnable(GL_TEXTURE_3D)");
6760 break;
6761 case GL_TEXTURE_CUBE_MAP_ARB:
6762 gl_info->gl_ops.gl.p_glDisable(GL_TEXTURE_2D);
6763 checkGLcall("glDisable(GL_TEXTURE_2D)");
6764 gl_info->gl_ops.gl.p_glDisable(GL_TEXTURE_3D);
6765 checkGLcall("glDisable(GL_TEXTURE_3D)");
6766 if (gl_info->supported[ARB_TEXTURE_RECTANGLE])
6768 gl_info->gl_ops.gl.p_glDisable(GL_TEXTURE_RECTANGLE_ARB);
6769 checkGLcall("glDisable(GL_TEXTURE_RECTANGLE_ARB)");
6771 gl_info->gl_ops.gl.p_glEnable(GL_TEXTURE_CUBE_MAP_ARB);
6772 checkGLcall("glEnable(GL_TEXTURE_CUBE_MAP_ARB)");
6773 break;
6776 else
6778 gl_info->gl_ops.gl.p_glEnable(GL_TEXTURE_2D);
6779 checkGLcall("glEnable(GL_TEXTURE_2D)");
6780 gl_info->gl_ops.gl.p_glDisable(GL_TEXTURE_3D);
6781 checkGLcall("glDisable(GL_TEXTURE_3D)");
6782 if (gl_info->supported[ARB_TEXTURE_CUBE_MAP])
6784 gl_info->gl_ops.gl.p_glDisable(GL_TEXTURE_CUBE_MAP_ARB);
6785 checkGLcall("glDisable(GL_TEXTURE_CUBE_MAP_ARB)");
6787 if (gl_info->supported[ARB_TEXTURE_RECTANGLE])
6789 gl_info->gl_ops.gl.p_glDisable(GL_TEXTURE_RECTANGLE_ARB);
6790 checkGLcall("glDisable(GL_TEXTURE_RECTANGLE_ARB)");
6792 /* Binding textures is done by samplers. A dummy texture will be bound */
6796 /* Context activation is done by the caller (state handler). */
6797 void sampler_texdim(struct wined3d_context *context, const struct wined3d_state *state, DWORD state_id)
6799 struct wined3d_context_gl *context_gl = wined3d_context_gl(context);
6800 unsigned int sampler = state_id - STATE_SAMPLER(0);
6801 unsigned int mapped_stage;
6803 /* No need to enable / disable anything here for unused samplers. The
6804 * tex_colorop handler takes care. Also no action is needed with pixel
6805 * shaders, or if tex_colorop will take care of this business. */
6806 mapped_stage = context_gl->tex_unit_map[sampler];
6807 if (mapped_stage == WINED3D_UNMAPPED_STAGE || mapped_stage >= context_gl->gl_info->limits.ffp_textures)
6808 return;
6809 if (sampler >= context->lowest_disabled_stage)
6810 return;
6811 if (isStateDirty(context, STATE_TEXTURESTAGE(sampler, WINED3D_TSS_COLOR_OP)))
6812 return;
6814 texture_activate_dimensions(wined3d_state_get_ffp_texture(state, sampler), context_gl->gl_info);
6817 int wined3d_ffp_frag_program_key_compare(const void *key, const struct wine_rb_entry *entry)
6819 const struct ffp_frag_settings *ka = key;
6820 const struct ffp_frag_settings *kb = &WINE_RB_ENTRY_VALUE(entry, const struct ffp_frag_desc, entry)->settings;
6822 return memcmp(ka, kb, sizeof(*ka));
6825 void wined3d_ffp_get_vs_settings(const struct wined3d_context *context,
6826 const struct wined3d_state *state, struct wined3d_ffp_vs_settings *settings)
6828 enum wined3d_material_color_source diffuse_source, emissive_source, ambient_source, specular_source;
6829 const struct wined3d_stream_info *si = &context->stream_info;
6830 const struct wined3d_d3d_info *d3d_info = context->d3d_info;
6831 unsigned int coord_idx, i;
6833 memset(settings, 0, sizeof(*settings));
6835 if (si->position_transformed)
6837 settings->transformed = 1;
6838 settings->point_size = state->primitive_type == WINED3D_PT_POINTLIST;
6839 settings->per_vertex_point_size = !!(si->use_map & 1u << WINED3D_FFP_PSIZE);
6840 if (!state->render_states[WINED3D_RS_FOGENABLE])
6841 settings->fog_mode = WINED3D_FFP_VS_FOG_OFF;
6842 else if (state->render_states[WINED3D_RS_FOGTABLEMODE] != WINED3D_FOG_NONE)
6843 settings->fog_mode = WINED3D_FFP_VS_FOG_DEPTH;
6844 else
6845 settings->fog_mode = WINED3D_FFP_VS_FOG_FOGCOORD;
6847 for (i = 0; i < WINED3D_MAX_FFP_TEXTURES; ++i)
6849 coord_idx = state->texture_states[i][WINED3D_TSS_TEXCOORD_INDEX];
6850 if (coord_idx < WINED3D_MAX_FFP_TEXTURES && (si->use_map & (1u << (WINED3D_FFP_TEXCOORD0 + coord_idx))))
6851 settings->texcoords |= 1u << i;
6852 settings->texgen[i] = state->texture_states[i][WINED3D_TSS_TEXCOORD_INDEX];
6854 if (d3d_info->full_ffp_varyings)
6855 settings->texcoords = wined3d_mask_from_size(WINED3D_MAX_FFP_TEXTURES);
6857 if (d3d_info->emulated_flatshading)
6858 settings->flatshading = state->render_states[WINED3D_RS_SHADEMODE] == WINED3D_SHADE_FLAT;
6859 else
6860 settings->flatshading = FALSE;
6862 settings->swizzle_map = si->swizzle_map;
6864 return;
6867 switch (state->render_states[WINED3D_RS_VERTEXBLEND])
6869 case WINED3D_VBF_DISABLE:
6870 case WINED3D_VBF_1WEIGHTS:
6871 case WINED3D_VBF_2WEIGHTS:
6872 case WINED3D_VBF_3WEIGHTS:
6873 settings->vertexblends = state->render_states[WINED3D_RS_VERTEXBLEND];
6874 break;
6875 default:
6876 FIXME("Unsupported vertex blending: %d\n", state->render_states[WINED3D_RS_VERTEXBLEND]);
6877 break;
6880 settings->clipping = state->render_states[WINED3D_RS_CLIPPING]
6881 && state->render_states[WINED3D_RS_CLIPPLANEENABLE];
6882 settings->normal = !!(si->use_map & (1u << WINED3D_FFP_NORMAL));
6883 settings->normalize = settings->normal && state->render_states[WINED3D_RS_NORMALIZENORMALS];
6884 settings->lighting = !!state->render_states[WINED3D_RS_LIGHTING];
6885 settings->localviewer = !!state->render_states[WINED3D_RS_LOCALVIEWER];
6886 settings->point_size = state->primitive_type == WINED3D_PT_POINTLIST;
6887 settings->per_vertex_point_size = !!(si->use_map & 1u << WINED3D_FFP_PSIZE);
6889 wined3d_get_material_colour_source(&diffuse_source, &emissive_source,
6890 &ambient_source, &specular_source, state, si);
6891 settings->diffuse_source = diffuse_source;
6892 settings->emissive_source = emissive_source;
6893 settings->ambient_source = ambient_source;
6894 settings->specular_source = specular_source;
6896 for (i = 0; i < WINED3D_MAX_FFP_TEXTURES; ++i)
6898 coord_idx = state->texture_states[i][WINED3D_TSS_TEXCOORD_INDEX];
6899 if (coord_idx < WINED3D_MAX_FFP_TEXTURES && (si->use_map & (1u << (WINED3D_FFP_TEXCOORD0 + coord_idx))))
6900 settings->texcoords |= 1u << i;
6901 settings->texgen[i] = state->texture_states[i][WINED3D_TSS_TEXCOORD_INDEX];
6903 if (d3d_info->full_ffp_varyings)
6904 settings->texcoords = wined3d_mask_from_size(WINED3D_MAX_FFP_TEXTURES);
6906 for (i = 0; i < WINED3D_MAX_ACTIVE_LIGHTS; ++i)
6908 if (!state->light_state.lights[i])
6909 continue;
6911 switch (state->light_state.lights[i]->OriginalParms.type)
6913 case WINED3D_LIGHT_POINT:
6914 ++settings->point_light_count;
6915 break;
6916 case WINED3D_LIGHT_SPOT:
6917 ++settings->spot_light_count;
6918 break;
6919 case WINED3D_LIGHT_DIRECTIONAL:
6920 ++settings->directional_light_count;
6921 break;
6922 case WINED3D_LIGHT_PARALLELPOINT:
6923 ++settings->parallel_point_light_count;
6924 break;
6925 default:
6926 FIXME("Unhandled light type %#x.\n", state->light_state.lights[i]->OriginalParms.type);
6927 break;
6931 if (!state->render_states[WINED3D_RS_FOGENABLE])
6932 settings->fog_mode = WINED3D_FFP_VS_FOG_OFF;
6933 else if (state->render_states[WINED3D_RS_FOGTABLEMODE] != WINED3D_FOG_NONE)
6935 settings->fog_mode = WINED3D_FFP_VS_FOG_DEPTH;
6937 if (state->transforms[WINED3D_TS_PROJECTION]._14 == 0.0f
6938 && state->transforms[WINED3D_TS_PROJECTION]._24 == 0.0f
6939 && state->transforms[WINED3D_TS_PROJECTION]._34 == 0.0f
6940 && state->transforms[WINED3D_TS_PROJECTION]._44 == 1.0f)
6941 settings->ortho_fog = 1;
6943 else if (state->render_states[WINED3D_RS_FOGVERTEXMODE] == WINED3D_FOG_NONE)
6944 settings->fog_mode = WINED3D_FFP_VS_FOG_FOGCOORD;
6945 else if (state->render_states[WINED3D_RS_RANGEFOGENABLE])
6946 settings->fog_mode = WINED3D_FFP_VS_FOG_RANGE;
6947 else
6948 settings->fog_mode = WINED3D_FFP_VS_FOG_DEPTH;
6950 if (d3d_info->emulated_flatshading)
6951 settings->flatshading = state->render_states[WINED3D_RS_SHADEMODE] == WINED3D_SHADE_FLAT;
6952 else
6953 settings->flatshading = FALSE;
6955 settings->swizzle_map = si->swizzle_map;
6958 int wined3d_ffp_vertex_program_key_compare(const void *key, const struct wine_rb_entry *entry)
6960 const struct wined3d_ffp_vs_settings *ka = key;
6961 const struct wined3d_ffp_vs_settings *kb = &WINE_RB_ENTRY_VALUE(entry,
6962 const struct wined3d_ffp_vs_desc, entry)->settings;
6964 return memcmp(ka, kb, sizeof(*ka));
6967 const char *wined3d_debug_location(uint32_t location)
6969 struct debug_buffer buffer;
6970 const char *prefix = "";
6971 const char *suffix = "";
6973 if (wined3d_popcount(location) > 16)
6975 prefix = "~(";
6976 location = ~location;
6977 suffix = ")";
6980 init_debug_buffer(&buffer, "0");
6981 #define LOCATION_TO_STR(x) if (location & x) { debug_append(&buffer, #x, " | "); location &= ~x; }
6982 LOCATION_TO_STR(WINED3D_LOCATION_DISCARDED);
6983 LOCATION_TO_STR(WINED3D_LOCATION_SYSMEM);
6984 LOCATION_TO_STR(WINED3D_LOCATION_CLEARED);
6985 LOCATION_TO_STR(WINED3D_LOCATION_BUFFER);
6986 LOCATION_TO_STR(WINED3D_LOCATION_TEXTURE_RGB);
6987 LOCATION_TO_STR(WINED3D_LOCATION_TEXTURE_SRGB);
6988 LOCATION_TO_STR(WINED3D_LOCATION_DRAWABLE);
6989 LOCATION_TO_STR(WINED3D_LOCATION_RB_MULTISAMPLE);
6990 LOCATION_TO_STR(WINED3D_LOCATION_RB_RESOLVED);
6991 #undef LOCATION_TO_STR
6992 if (location)
6993 FIXME("Unrecognized location flag(s) %#x.\n", location);
6995 return wine_dbg_sprintf("%s%s%s", prefix, buffer.str, suffix);
6998 const char *wined3d_debug_feature_level(enum wined3d_feature_level level)
7000 switch (level)
7002 #define LEVEL_TO_STR(level) case level: return #level
7003 LEVEL_TO_STR(WINED3D_FEATURE_LEVEL_5);
7004 LEVEL_TO_STR(WINED3D_FEATURE_LEVEL_6);
7005 LEVEL_TO_STR(WINED3D_FEATURE_LEVEL_7);
7006 LEVEL_TO_STR(WINED3D_FEATURE_LEVEL_8);
7007 LEVEL_TO_STR(WINED3D_FEATURE_LEVEL_9_1);
7008 LEVEL_TO_STR(WINED3D_FEATURE_LEVEL_9_2);
7009 LEVEL_TO_STR(WINED3D_FEATURE_LEVEL_9_3);
7010 LEVEL_TO_STR(WINED3D_FEATURE_LEVEL_10);
7011 LEVEL_TO_STR(WINED3D_FEATURE_LEVEL_10_1);
7012 LEVEL_TO_STR(WINED3D_FEATURE_LEVEL_11);
7013 LEVEL_TO_STR(WINED3D_FEATURE_LEVEL_11_1);
7014 #undef LEVEL_TO_STR
7015 default:
7016 return wine_dbg_sprintf("%#x", level);
7020 /* Print a floating point value with the %.8e format specifier, always using
7021 * '.' as decimal separator. */
7022 void wined3d_ftoa(float value, char *s)
7024 int idx = 1;
7026 if (copysignf(1.0f, value) < 0.0f)
7027 ++idx;
7029 /* Be sure to allocate a buffer of at least 17 characters for the result
7030 as sprintf may return a 3 digit exponent when using the MSVC runtime
7031 instead of a 2 digit exponent. */
7032 sprintf(s, "%.8e", value);
7033 if (isfinite(value))
7034 s[idx] = '.';
7037 void wined3d_release_dc(HWND window, HDC dc)
7039 /* You'd figure ReleaseDC() would fail if the DC doesn't match the window.
7040 * However, that's not what actually happens, and there are user32 tests
7041 * that confirm ReleaseDC() with the wrong window is supposed to succeed.
7042 * So explicitly check that the DC belongs to the window, since we want to
7043 * avoid releasing a DC that belongs to some other window if the original
7044 * window was already destroyed. */
7045 if (WindowFromDC(dc) != window)
7046 WARN("DC %p does not belong to window %p.\n", dc, window);
7047 else if (!ReleaseDC(window, dc))
7048 ERR("Failed to release device context %p, last error %#lx.\n", dc, GetLastError());
7051 BOOL wined3d_clip_blit(const RECT *clip_rect, RECT *clipped, RECT *other)
7053 RECT orig = *clipped;
7054 float scale_x = (float)(orig.right - orig.left) / (float)(other->right - other->left);
7055 float scale_y = (float)(orig.bottom - orig.top) / (float)(other->bottom - other->top);
7057 IntersectRect(clipped, clipped, clip_rect);
7059 if (IsRectEmpty(clipped))
7061 SetRectEmpty(other);
7062 return FALSE;
7065 other->left += (LONG)((clipped->left - orig.left) / scale_x);
7066 other->top += (LONG)((clipped->top - orig.top) / scale_y);
7067 other->right -= (LONG)((orig.right - clipped->right) / scale_x);
7068 other->bottom -= (LONG)((orig.bottom - clipped->bottom) / scale_y);
7070 return TRUE;
7073 void wined3d_gl_limits_get_uniform_block_range(const struct wined3d_gl_limits *gl_limits,
7074 enum wined3d_shader_type shader_type, unsigned int *base, unsigned int *count)
7076 unsigned int i;
7078 *base = 0;
7079 for (i = 0; i < WINED3D_SHADER_TYPE_COUNT; ++i)
7081 *count = gl_limits->uniform_blocks[i];
7082 if (i == shader_type)
7083 return;
7084 *base += *count;
7087 ERR("Unrecognized shader type %#x.\n", shader_type);
7088 *count = 0;
7091 void wined3d_gl_limits_get_texture_unit_range(const struct wined3d_gl_limits *gl_limits,
7092 enum wined3d_shader_type shader_type, unsigned int *base, unsigned int *count)
7094 unsigned int i;
7096 if (shader_type == WINED3D_SHADER_TYPE_COMPUTE)
7098 if (gl_limits->combined_samplers == gl_limits->graphics_samplers)
7099 *base = 0;
7100 else
7101 *base = gl_limits->graphics_samplers;
7102 *count = gl_limits->samplers[WINED3D_SHADER_TYPE_COMPUTE];
7103 return;
7106 *base = 0;
7107 for (i = 0; i < WINED3D_SHADER_TYPE_GRAPHICS_COUNT; ++i)
7109 *count = gl_limits->samplers[i];
7110 if (i == shader_type)
7111 return;
7112 *base += *count;
7115 ERR("Unrecognized shader type %#x.\n", shader_type);
7116 *count = 0;
7119 BOOL wined3d_array_reserve(void **elements, SIZE_T *capacity, SIZE_T count, SIZE_T size)
7121 SIZE_T max_capacity, new_capacity;
7122 void *new_elements;
7124 if (count <= *capacity)
7125 return TRUE;
7127 max_capacity = ~(SIZE_T)0 / size;
7128 if (count > max_capacity)
7129 return FALSE;
7131 new_capacity = max(1, *capacity);
7132 while (new_capacity < count && new_capacity <= max_capacity / 2)
7133 new_capacity *= 2;
7134 if (new_capacity < count)
7135 new_capacity = count;
7137 if (!*elements)
7138 new_elements = heap_alloc_zero(new_capacity * size);
7139 else
7140 new_elements = HeapReAlloc(GetProcessHeap(), HEAP_ZERO_MEMORY, *elements, new_capacity * size);
7141 if (!new_elements)
7142 return FALSE;
7144 *elements = new_elements;
7145 *capacity = new_capacity;
7146 return TRUE;
7149 static void swap_rows(float **a, float **b)
7151 float *tmp = *a;
7153 *a = *b;
7154 *b = tmp;
7157 BOOL invert_matrix(struct wined3d_matrix *out, const struct wined3d_matrix *m)
7159 float wtmp[4][8];
7160 float m0, m1, m2, m3, s;
7161 float *r0, *r1, *r2, *r3;
7163 r0 = wtmp[0];
7164 r1 = wtmp[1];
7165 r2 = wtmp[2];
7166 r3 = wtmp[3];
7168 r0[0] = m->_11;
7169 r0[1] = m->_12;
7170 r0[2] = m->_13;
7171 r0[3] = m->_14;
7172 r0[4] = 1.0f;
7173 r0[5] = r0[6] = r0[7] = 0.0f;
7175 r1[0] = m->_21;
7176 r1[1] = m->_22;
7177 r1[2] = m->_23;
7178 r1[3] = m->_24;
7179 r1[5] = 1.0f;
7180 r1[4] = r1[6] = r1[7] = 0.0f;
7182 r2[0] = m->_31;
7183 r2[1] = m->_32;
7184 r2[2] = m->_33;
7185 r2[3] = m->_34;
7186 r2[6] = 1.0f;
7187 r2[4] = r2[5] = r2[7] = 0.0f;
7189 r3[0] = m->_41;
7190 r3[1] = m->_42;
7191 r3[2] = m->_43;
7192 r3[3] = m->_44;
7193 r3[7] = 1.0f;
7194 r3[4] = r3[5] = r3[6] = 0.0f;
7196 /* Choose pivot - or die. */
7197 if (fabsf(r3[0]) > fabsf(r2[0]))
7198 swap_rows(&r3, &r2);
7199 if (fabsf(r2[0]) > fabsf(r1[0]))
7200 swap_rows(&r2, &r1);
7201 if (fabsf(r1[0]) > fabsf(r0[0]))
7202 swap_rows(&r1, &r0);
7203 if (r0[0] == 0.0f)
7204 return FALSE;
7206 /* Eliminate first variable. */
7207 m1 = r1[0] / r0[0]; m2 = r2[0] / r0[0]; m3 = r3[0] / r0[0];
7208 s = r0[1]; r1[1] -= m1 * s; r2[1] -= m2 * s; r3[1] -= m3 * s;
7209 s = r0[2]; r1[2] -= m1 * s; r2[2] -= m2 * s; r3[2] -= m3 * s;
7210 s = r0[3]; r1[3] -= m1 * s; r2[3] -= m2 * s; r3[3] -= m3 * s;
7211 s = r0[4];
7212 if (s != 0.0f)
7214 r1[4] -= m1 * s;
7215 r2[4] -= m2 * s;
7216 r3[4] -= m3 * s;
7218 s = r0[5];
7219 if (s != 0.0f)
7221 r1[5] -= m1 * s;
7222 r2[5] -= m2 * s;
7223 r3[5] -= m3 * s;
7225 s = r0[6];
7226 if (s != 0.0f)
7228 r1[6] -= m1 * s;
7229 r2[6] -= m2 * s;
7230 r3[6] -= m3 * s;
7232 s = r0[7];
7233 if (s != 0.0f)
7235 r1[7] -= m1 * s;
7236 r2[7] -= m2 * s;
7237 r3[7] -= m3 * s;
7240 /* Choose pivot - or die. */
7241 if (fabsf(r3[1]) > fabsf(r2[1]))
7242 swap_rows(&r3, &r2);
7243 if (fabsf(r2[1]) > fabsf(r1[1]))
7244 swap_rows(&r2, &r1);
7245 if (r1[1] == 0.0f)
7246 return FALSE;
7248 /* Eliminate second variable. */
7249 m2 = r2[1] / r1[1]; m3 = r3[1] / r1[1];
7250 r2[2] -= m2 * r1[2]; r3[2] -= m3 * r1[2];
7251 r2[3] -= m2 * r1[3]; r3[3] -= m3 * r1[3];
7252 s = r1[4];
7253 if (s != 0.0f)
7255 r2[4] -= m2 * s;
7256 r3[4] -= m3 * s;
7258 s = r1[5];
7259 if (s != 0.0f)
7261 r2[5] -= m2 * s;
7262 r3[5] -= m3 * s;
7264 s = r1[6];
7265 if (s != 0.0f)
7267 r2[6] -= m2 * s;
7268 r3[6] -= m3 * s;
7270 s = r1[7];
7271 if (s != 0.0f)
7273 r2[7] -= m2 * s;
7274 r3[7] -= m3 * s;
7277 /* Choose pivot - or die. */
7278 if (fabsf(r3[2]) > fabsf(r2[2]))
7279 swap_rows(&r3, &r2);
7280 if (r2[2] == 0.0f)
7281 return FALSE;
7283 /* Eliminate third variable. */
7284 m3 = r3[2] / r2[2];
7285 r3[3] -= m3 * r2[3];
7286 r3[4] -= m3 * r2[4];
7287 r3[5] -= m3 * r2[5];
7288 r3[6] -= m3 * r2[6];
7289 r3[7] -= m3 * r2[7];
7291 /* Last check. */
7292 if (r3[3] == 0.0f)
7293 return FALSE;
7295 /* Back substitute row 3. */
7296 s = 1.0f / r3[3];
7297 r3[4] *= s;
7298 r3[5] *= s;
7299 r3[6] *= s;
7300 r3[7] *= s;
7302 /* Back substitute row 2. */
7303 m2 = r2[3];
7304 s = 1.0f / r2[2];
7305 r2[4] = s * (r2[4] - r3[4] * m2);
7306 r2[5] = s * (r2[5] - r3[5] * m2);
7307 r2[6] = s * (r2[6] - r3[6] * m2);
7308 r2[7] = s * (r2[7] - r3[7] * m2);
7309 m1 = r1[3];
7310 r1[4] -= r3[4] * m1;
7311 r1[5] -= r3[5] * m1;
7312 r1[6] -= r3[6] * m1;
7313 r1[7] -= r3[7] * m1;
7314 m0 = r0[3];
7315 r0[4] -= r3[4] * m0;
7316 r0[5] -= r3[5] * m0;
7317 r0[6] -= r3[6] * m0;
7318 r0[7] -= r3[7] * m0;
7320 /* Back substitute row 1. */
7321 m1 = r1[2];
7322 s = 1.0f / r1[1];
7323 r1[4] = s * (r1[4] - r2[4] * m1);
7324 r1[5] = s * (r1[5] - r2[5] * m1);
7325 r1[6] = s * (r1[6] - r2[6] * m1);
7326 r1[7] = s * (r1[7] - r2[7] * m1);
7327 m0 = r0[2];
7328 r0[4] -= r2[4] * m0;
7329 r0[5] -= r2[5] * m0;
7330 r0[6] -= r2[6] * m0;
7331 r0[7] -= r2[7] * m0;
7333 /* Back substitute row 0. */
7334 m0 = r0[1];
7335 s = 1.0f / r0[0];
7336 r0[4] = s * (r0[4] - r1[4] * m0);
7337 r0[5] = s * (r0[5] - r1[5] * m0);
7338 r0[6] = s * (r0[6] - r1[6] * m0);
7339 r0[7] = s * (r0[7] - r1[7] * m0);
7341 out->_11 = r0[4];
7342 out->_12 = r0[5];
7343 out->_13 = r0[6];
7344 out->_14 = r0[7];
7345 out->_21 = r1[4];
7346 out->_22 = r1[5];
7347 out->_23 = r1[6];
7348 out->_24 = r1[7];
7349 out->_31 = r2[4];
7350 out->_32 = r2[5];
7351 out->_33 = r2[6];
7352 out->_34 = r2[7];
7353 out->_41 = r3[4];
7354 out->_42 = r3[5];
7355 out->_43 = r3[6];
7356 out->_44 = r3[7];
7358 return TRUE;
7361 /* Taken and adapted from Mesa. */
7362 static BOOL invert_matrix_3d(struct wined3d_matrix *out, const struct wined3d_matrix *in)
7364 float pos, neg, t, det;
7365 struct wined3d_matrix temp;
7367 /* Calculate the determinant of upper left 3x3 submatrix and
7368 * determine if the matrix is singular. */
7369 pos = neg = 0.0f;
7370 t = in->_11 * in->_22 * in->_33;
7371 if (t >= 0.0f)
7372 pos += t;
7373 else
7374 neg += t;
7376 t = in->_21 * in->_32 * in->_13;
7377 if (t >= 0.0f)
7378 pos += t;
7379 else
7380 neg += t;
7381 t = in->_31 * in->_12 * in->_23;
7382 if (t >= 0.0f)
7383 pos += t;
7384 else
7385 neg += t;
7387 t = -in->_31 * in->_22 * in->_13;
7388 if (t >= 0.0f)
7389 pos += t;
7390 else
7391 neg += t;
7392 t = -in->_21 * in->_12 * in->_33;
7393 if (t >= 0.0f)
7394 pos += t;
7395 else
7396 neg += t;
7398 t = -in->_11 * in->_32 * in->_23;
7399 if (t >= 0.0f)
7400 pos += t;
7401 else
7402 neg += t;
7404 det = pos + neg;
7406 if (fabsf(det) < 1e-25f)
7407 return FALSE;
7409 det = 1.0f / det;
7410 temp._11 = (in->_22 * in->_33 - in->_32 * in->_23) * det;
7411 temp._12 = -(in->_12 * in->_33 - in->_32 * in->_13) * det;
7412 temp._13 = (in->_12 * in->_23 - in->_22 * in->_13) * det;
7413 temp._21 = -(in->_21 * in->_33 - in->_31 * in->_23) * det;
7414 temp._22 = (in->_11 * in->_33 - in->_31 * in->_13) * det;
7415 temp._23 = -(in->_11 * in->_23 - in->_21 * in->_13) * det;
7416 temp._31 = (in->_21 * in->_32 - in->_31 * in->_22) * det;
7417 temp._32 = -(in->_11 * in->_32 - in->_31 * in->_12) * det;
7418 temp._33 = (in->_11 * in->_22 - in->_21 * in->_12) * det;
7420 *out = temp;
7421 return TRUE;
7424 void compute_normal_matrix(float *normal_matrix, BOOL legacy_lighting,
7425 const struct wined3d_matrix *modelview)
7427 struct wined3d_matrix mv;
7428 unsigned int i, j;
7430 mv = *modelview;
7431 if (legacy_lighting)
7432 invert_matrix_3d(&mv, &mv);
7433 else
7434 invert_matrix(&mv, &mv);
7435 /* Tests show that singular modelview matrices are used unchanged as normal
7436 * matrices on D3D3 and older. There seems to be no clearly consistent
7437 * behavior on newer D3D versions so always follow older ddraw behavior. */
7438 for (i = 0; i < 3; ++i)
7439 for (j = 0; j < 3; ++j)
7440 normal_matrix[i * 3 + j] = (&mv._11)[j * 4 + i];
7443 static void wined3d_allocator_release_block(struct wined3d_allocator *allocator,
7444 struct wined3d_allocator_block *block)
7446 block->parent = allocator->free;
7447 allocator->free = block;
7450 static struct wined3d_allocator_block *wined3d_allocator_acquire_block(struct wined3d_allocator *allocator)
7452 struct wined3d_allocator_block *block;
7454 if (!allocator->free)
7455 return heap_alloc(sizeof(*block));
7457 block = allocator->free;
7458 allocator->free = block->parent;
7460 return block;
7463 void wined3d_allocator_block_free(struct wined3d_allocator_block *block)
7465 struct wined3d_allocator *allocator = block->chunk->allocator;
7466 struct wined3d_allocator_block *parent;
7468 while ((parent = block->parent) && block->sibling->free)
7470 list_remove(&block->sibling->entry);
7471 wined3d_allocator_release_block(allocator, block->sibling);
7472 wined3d_allocator_release_block(allocator, block);
7473 block = parent;
7476 block->free = true;
7477 list_add_head(&block->chunk->available[block->order], &block->entry);
7480 static void wined3d_allocator_block_init(struct wined3d_allocator_block *block,
7481 struct wined3d_allocator_chunk *chunk, struct wined3d_allocator_block *parent,
7482 struct wined3d_allocator_block *sibling, unsigned int order, size_t offset, bool free)
7484 list_init(&block->entry);
7485 block->chunk = chunk;
7486 block->parent = parent;
7487 block->sibling = sibling;
7488 block->order = order;
7489 block->offset = offset;
7490 block->free = free;
7493 void wined3d_allocator_chunk_cleanup(struct wined3d_allocator_chunk *chunk)
7495 struct wined3d_allocator_block *block;
7496 size_t i;
7498 if (list_empty(&chunk->available[0]))
7500 ERR("Chunk %p is not empty.\n", chunk);
7501 return;
7504 for (i = 1; i < ARRAY_SIZE(chunk->available); ++i)
7506 if (!list_empty(&chunk->available[i]))
7508 ERR("Chunk %p is not empty.\n", chunk);
7509 return;
7513 block = LIST_ENTRY(list_head(&chunk->available[0]), struct wined3d_allocator_block, entry);
7514 wined3d_allocator_release_block(chunk->allocator, block);
7517 bool wined3d_allocator_chunk_init(struct wined3d_allocator_chunk *chunk, struct wined3d_allocator *allocator)
7519 struct wined3d_allocator_block *block;
7520 unsigned int i;
7522 if (!(block = wined3d_allocator_acquire_block(allocator)))
7523 return false;
7524 wined3d_allocator_block_init(block, chunk, NULL, NULL, 0, 0, true);
7526 list_init(&chunk->entry);
7527 for (i = 0; i < ARRAY_SIZE(chunk->available); ++i)
7529 list_init(&chunk->available[i]);
7531 list_add_head(&chunk->available[0], &block->entry);
7532 chunk->allocator = allocator;
7533 chunk->map_count = 0;
7534 chunk->map_ptr = NULL;
7536 return true;
7539 void wined3d_allocator_cleanup(struct wined3d_allocator *allocator)
7541 struct wined3d_allocator_chunk *chunk, *chunk2;
7542 struct wined3d_allocator_block *block, *next;
7543 size_t i;
7545 for (i = 0; i < allocator->pool_count; ++i)
7547 LIST_FOR_EACH_ENTRY_SAFE(chunk, chunk2, &allocator->pools[i].chunks, struct wined3d_allocator_chunk, entry)
7549 list_remove(&chunk->entry);
7550 allocator->ops->allocator_destroy_chunk(chunk);
7553 heap_free(allocator->pools);
7555 next = allocator->free;
7556 while ((block = next))
7558 next = block->parent;
7559 heap_free(block);
7563 static struct wined3d_allocator_block *wined3d_allocator_chunk_allocate(struct wined3d_allocator_chunk *chunk,
7564 unsigned int order)
7566 struct wined3d_allocator_block *block, *left, *right;
7567 unsigned int i = order;
7569 while (i)
7571 if (!list_empty(&chunk->available[i]))
7572 break;
7573 --i;
7576 if (list_empty(&chunk->available[i]))
7577 return NULL;
7579 block = LIST_ENTRY(list_head(&chunk->available[i]), struct wined3d_allocator_block, entry);
7580 list_remove(&block->entry);
7581 block->free = false;
7583 while (i < order)
7585 if (!(left = wined3d_allocator_acquire_block(chunk->allocator)))
7587 ERR("Failed to allocate left.\n");
7588 break;
7591 if (!(right = wined3d_allocator_acquire_block(chunk->allocator)))
7593 ERR("Failed to allocate right.\n");
7594 wined3d_allocator_release_block(chunk->allocator, left);
7595 break;
7598 wined3d_allocator_block_init(left, chunk, block, right, block->order + 1, block->offset, false);
7599 wined3d_allocator_block_init(right, chunk, block, left, block->order + 1,
7600 block->offset + (WINED3D_ALLOCATOR_CHUNK_SIZE >> left->order), true);
7601 list_add_head(&chunk->available[right->order], &right->entry);
7603 block = left;
7604 ++i;
7607 return block;
7610 struct wined3d_allocator_block *wined3d_allocator_allocate(struct wined3d_allocator *allocator,
7611 struct wined3d_context *context, unsigned int memory_type, size_t size)
7613 struct wined3d_allocator_chunk *chunk;
7614 struct wined3d_allocator_block *block;
7615 unsigned int order;
7617 if (size > WINED3D_ALLOCATOR_CHUNK_SIZE / 2)
7618 return NULL;
7620 if (size < WINED3D_ALLOCATOR_MIN_BLOCK_SIZE)
7621 order = WINED3D_ALLOCATOR_CHUNK_ORDER_COUNT - 1;
7622 else
7623 order = wined3d_log2i(WINED3D_ALLOCATOR_CHUNK_SIZE / size);
7625 LIST_FOR_EACH_ENTRY(chunk, &allocator->pools[memory_type].chunks, struct wined3d_allocator_chunk, entry)
7627 if ((block = wined3d_allocator_chunk_allocate(chunk, order)))
7628 return block;
7631 if (!(chunk = allocator->ops->allocator_create_chunk(allocator,
7632 context, memory_type, WINED3D_ALLOCATOR_CHUNK_SIZE)))
7633 return NULL;
7635 if (!(block = wined3d_allocator_chunk_allocate(chunk, order)))
7636 return NULL;
7638 return block;
7641 bool wined3d_allocator_init(struct wined3d_allocator *allocator,
7642 size_t pool_count, const struct wined3d_allocator_ops *allocator_ops)
7644 size_t i;
7646 allocator->ops = allocator_ops;
7647 allocator->pool_count = pool_count;
7648 if (!(allocator->pools = heap_calloc(pool_count, sizeof(*allocator->pools))))
7649 return false;
7650 for (i = 0; i < pool_count; ++i)
7652 list_init(&allocator->pools[i].chunks);
7655 allocator->free = NULL;
7657 return true;