2 * Utility functions for the WineD3D Library
4 * Copyright 2002-2004 Jason Edmeades
5 * Copyright 2003-2004 Raphael Junqueira
6 * Copyright 2004 Christian Costa
7 * Copyright 2005 Oliver Stieber
8 * Copyright 2006-2008 Henri Verbeet
9 * Copyright 2007-2008 Stefan Dösinger for CodeWeavers
10 * Copyright 2009-2010 Henri Verbeet for CodeWeavers
12 * This library is free software; you can redistribute it and/or
13 * modify it under the terms of the GNU Lesser General Public
14 * License as published by the Free Software Foundation; either
15 * version 2.1 of the License, or (at your option) any later version.
17 * This library is distributed in the hope that it will be useful,
18 * but WITHOUT ANY WARRANTY; without even the implied warranty of
19 * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the GNU
20 * Lesser General Public License for more details.
22 * You should have received a copy of the GNU Lesser General Public
23 * License along with this library; if not, write to the Free Software
24 * Foundation, Inc., 51 Franklin St, Fifth Floor, Boston, MA 02110-1301, USA
28 #include "wine/port.h"
32 #include "wined3d_private.h"
34 WINE_DEFAULT_DEBUG_CHANNEL(d3d
);
36 #define WINED3D_FORMAT_FOURCC_BASE (WINED3DFMT_BC7_UNORM_SRGB + 1)
40 enum wined3d_format_id id
;
43 format_index_remap
[] =
45 {WINED3DFMT_UYVY
, WINED3D_FORMAT_FOURCC_BASE
},
46 {WINED3DFMT_YUY2
, WINED3D_FORMAT_FOURCC_BASE
+ 1},
47 {WINED3DFMT_YV12
, WINED3D_FORMAT_FOURCC_BASE
+ 2},
48 {WINED3DFMT_DXT1
, WINED3D_FORMAT_FOURCC_BASE
+ 3},
49 {WINED3DFMT_DXT2
, WINED3D_FORMAT_FOURCC_BASE
+ 4},
50 {WINED3DFMT_DXT3
, WINED3D_FORMAT_FOURCC_BASE
+ 5},
51 {WINED3DFMT_DXT4
, WINED3D_FORMAT_FOURCC_BASE
+ 6},
52 {WINED3DFMT_DXT5
, WINED3D_FORMAT_FOURCC_BASE
+ 7},
53 {WINED3DFMT_MULTI2_ARGB8
, WINED3D_FORMAT_FOURCC_BASE
+ 8},
54 {WINED3DFMT_G8R8_G8B8
, WINED3D_FORMAT_FOURCC_BASE
+ 9},
55 {WINED3DFMT_R8G8_B8G8
, WINED3D_FORMAT_FOURCC_BASE
+ 10},
56 {WINED3DFMT_ATI1N
, WINED3D_FORMAT_FOURCC_BASE
+ 11},
57 {WINED3DFMT_ATI2N
, WINED3D_FORMAT_FOURCC_BASE
+ 12},
58 {WINED3DFMT_INST
, WINED3D_FORMAT_FOURCC_BASE
+ 13},
59 {WINED3DFMT_NVDB
, WINED3D_FORMAT_FOURCC_BASE
+ 14},
60 {WINED3DFMT_NVHU
, WINED3D_FORMAT_FOURCC_BASE
+ 15},
61 {WINED3DFMT_NVHS
, WINED3D_FORMAT_FOURCC_BASE
+ 16},
62 {WINED3DFMT_INTZ
, WINED3D_FORMAT_FOURCC_BASE
+ 17},
63 {WINED3DFMT_RESZ
, WINED3D_FORMAT_FOURCC_BASE
+ 18},
64 {WINED3DFMT_NULL
, WINED3D_FORMAT_FOURCC_BASE
+ 19},
65 {WINED3DFMT_R16
, WINED3D_FORMAT_FOURCC_BASE
+ 20},
66 {WINED3DFMT_AL16
, WINED3D_FORMAT_FOURCC_BASE
+ 21},
67 {WINED3DFMT_NV12
, WINED3D_FORMAT_FOURCC_BASE
+ 22},
70 #define WINED3D_FORMAT_COUNT (WINED3D_FORMAT_FOURCC_BASE + ARRAY_SIZE(format_index_remap))
72 struct wined3d_format_channels
74 enum wined3d_format_id id
;
75 DWORD red_size
, green_size
, blue_size
, alpha_size
;
76 DWORD red_offset
, green_offset
, blue_offset
, alpha_offset
;
78 BYTE depth_size
, stencil_size
;
81 static const struct wined3d_format_channels formats
[] =
84 * format id r g b a r g b a bpp depth stencil */
85 {WINED3DFMT_UNKNOWN
, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0},
87 {WINED3DFMT_UYVY
, 0, 0, 0, 0, 0, 0, 0, 0, 2, 0, 0},
88 {WINED3DFMT_YUY2
, 0, 0, 0, 0, 0, 0, 0, 0, 2, 0, 0},
89 {WINED3DFMT_YV12
, 0, 0, 0, 0, 0, 0, 0, 0, 1, 0, 0},
90 {WINED3DFMT_NV12
, 0, 0, 0, 0, 0, 0, 0, 0, 1, 0, 0},
91 {WINED3DFMT_DXT1
, 0, 0, 0, 0, 0, 0, 0, 0, 1, 0, 0},
92 {WINED3DFMT_DXT2
, 0, 0, 0, 0, 0, 0, 0, 0, 1, 0, 0},
93 {WINED3DFMT_DXT3
, 0, 0, 0, 0, 0, 0, 0, 0, 1, 0, 0},
94 {WINED3DFMT_DXT4
, 0, 0, 0, 0, 0, 0, 0, 0, 1, 0, 0},
95 {WINED3DFMT_DXT5
, 0, 0, 0, 0, 0, 0, 0, 0, 1, 0, 0},
96 {WINED3DFMT_MULTI2_ARGB8
, 0, 0, 0, 0, 0, 0, 0, 0, 1, 0, 0},
97 {WINED3DFMT_G8R8_G8B8
, 0, 0, 0, 0, 0, 0, 0, 0, 1, 0, 0},
98 {WINED3DFMT_R8G8_B8G8
, 0, 0, 0, 0, 0, 0, 0, 0, 1, 0, 0},
100 {WINED3DFMT_R8G8_SNORM_Cx
, 0, 0, 0, 0, 0, 0, 0, 0, 2, 0, 0},
101 {WINED3DFMT_R11G11B10_FLOAT
, 11, 11, 10, 0, 0, 11, 22, 0, 4, 0, 0},
102 /* Palettized formats */
103 {WINED3DFMT_P8_UINT_A8_UNORM
, 0, 0, 0, 8, 0, 0, 0, 8, 2, 0, 0},
104 {WINED3DFMT_P8_UINT
, 0, 0, 0, 0, 0, 0, 0, 0, 1, 0, 0},
105 /* Standard ARGB formats. */
106 {WINED3DFMT_B8G8R8_UNORM
, 8, 8, 8, 0, 16, 8, 0, 0, 3, 0, 0},
107 {WINED3DFMT_B5G6R5_UNORM
, 5, 6, 5, 0, 11, 5, 0, 0, 2, 0, 0},
108 {WINED3DFMT_B5G5R5X1_UNORM
, 5, 5, 5, 0, 10, 5, 0, 0, 2, 0, 0},
109 {WINED3DFMT_B5G5R5A1_UNORM
, 5, 5, 5, 1, 10, 5, 0, 15, 2, 0, 0},
110 {WINED3DFMT_B4G4R4A4_UNORM
, 4, 4, 4, 4, 8, 4, 0, 12, 2, 0, 0},
111 {WINED3DFMT_B2G3R3_UNORM
, 3, 3, 2, 0, 5, 2, 0, 0, 1, 0, 0},
112 {WINED3DFMT_A8_UNORM
, 0, 0, 0, 8, 0, 0, 0, 0, 1, 0, 0},
113 {WINED3DFMT_B2G3R3A8_UNORM
, 3, 3, 2, 8, 5, 2, 0, 8, 2, 0, 0},
114 {WINED3DFMT_B4G4R4X4_UNORM
, 4, 4, 4, 0, 8, 4, 0, 0, 2, 0, 0},
115 {WINED3DFMT_R8G8B8X8_UNORM
, 8, 8, 8, 0, 0, 8, 16, 0, 4, 0, 0},
116 {WINED3DFMT_B10G10R10A2_UNORM
, 10, 10, 10, 2, 20, 10, 0, 30, 4, 0, 0},
118 {WINED3DFMT_L8_UNORM
, 0, 0, 0, 0, 0, 0, 0, 0, 1, 0, 0},
119 {WINED3DFMT_L8A8_UNORM
, 0, 0, 0, 8, 0, 0, 0, 8, 2, 0, 0},
120 {WINED3DFMT_L4A4_UNORM
, 0, 0, 0, 4, 0, 0, 0, 4, 1, 0, 0},
121 {WINED3DFMT_L16_UNORM
, 0, 0, 0, 0, 0, 0, 0, 0, 2, 0, 0},
122 /* Bump mapping stuff */
123 {WINED3DFMT_R5G5_SNORM_L6_UNORM
, 5, 5, 0, 0, 0, 5, 0, 0, 2, 0, 0},
124 {WINED3DFMT_R8G8_SNORM_L8X8_UNORM
, 8, 8, 0, 0, 0, 8, 0, 0, 4, 0, 0},
125 {WINED3DFMT_R8G8B8A8_SNORM
, 8, 8, 8, 8, 0, 8, 16, 24, 4, 0, 0},
126 {WINED3DFMT_R10G11B11_SNORM
, 10, 11, 11, 0, 0, 10, 21, 0, 4, 0, 0},
127 {WINED3DFMT_R10G10B10_SNORM_A2_UNORM
, 10, 10, 10, 2, 0, 10, 20, 30, 4, 0, 0},
128 /* Depth stencil formats */
129 {WINED3DFMT_D16_LOCKABLE
, 0, 0, 0, 0, 0, 0, 0, 0, 2, 16, 0},
130 {WINED3DFMT_D32_UNORM
, 0, 0, 0, 0, 0, 0, 0, 0, 4, 32, 0},
131 {WINED3DFMT_S1_UINT_D15_UNORM
, 0, 0, 0, 0, 0, 0, 0, 0, 2, 15, 1},
132 {WINED3DFMT_X8D24_UNORM
, 0, 0, 0, 0, 0, 0, 0, 0, 4, 24, 0},
133 {WINED3DFMT_S4X4_UINT_D24_UNORM
, 0, 0, 0, 0, 0, 0, 0, 0, 4, 24, 4},
134 {WINED3DFMT_D16_UNORM
, 0, 0, 0, 0, 0, 0, 0, 0, 2, 16, 0},
135 {WINED3DFMT_D32_FLOAT
, 0, 0, 0, 0, 0, 0, 0, 0, 4, 32, 0},
136 {WINED3DFMT_S8_UINT_D24_FLOAT
, 0, 0, 0, 0, 0, 0, 0, 0, 4, 24, 8},
137 {WINED3DFMT_VERTEXDATA
, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0},
138 /* Vendor-specific formats */
139 {WINED3DFMT_ATI1N
, 0, 0, 0, 0, 0, 0, 0, 0, 1, 0, 0},
140 {WINED3DFMT_ATI2N
, 0, 0, 0, 0, 0, 0, 0, 0, 1, 0, 0},
141 {WINED3DFMT_NVDB
, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0},
142 {WINED3DFMT_INST
, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0},
143 {WINED3DFMT_INTZ
, 0, 0, 0, 0, 0, 0, 0, 0, 4, 24, 8},
144 {WINED3DFMT_RESZ
, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0},
145 {WINED3DFMT_NVHU
, 0, 0, 0, 0, 0, 0, 0, 0, 2, 0, 0},
146 {WINED3DFMT_NVHS
, 0, 0, 0, 0, 0, 0, 0, 0, 2, 0, 0},
147 {WINED3DFMT_NULL
, 8, 8, 8, 8, 0, 8, 16, 24, 4, 0, 0},
148 /* Unsure about them, could not find a Windows driver that supports them */
149 {WINED3DFMT_R16
, 16, 0, 0, 0, 0, 0, 0, 0, 2, 0, 0},
150 {WINED3DFMT_AL16
, 0, 0, 0, 16, 0, 0, 0, 16, 4, 0, 0},
152 {WINED3DFMT_R32G32B32A32_TYPELESS
, 32, 32, 32, 32, 0, 32, 64, 96, 16, 0, 0},
153 {WINED3DFMT_R32G32B32_TYPELESS
, 32, 32, 32, 0, 0, 32, 64, 0, 12, 0, 0},
154 {WINED3DFMT_R16G16B16A16_TYPELESS
, 16, 16, 16, 16, 0, 16, 32, 48, 8, 0, 0},
155 {WINED3DFMT_R32G32_TYPELESS
, 32, 32, 0, 0, 0, 32, 0, 0, 8, 0, 0},
156 {WINED3DFMT_R32G8X24_TYPELESS
, 0, 0, 0, 0, 0, 0, 0, 0, 8, 32, 8},
157 {WINED3DFMT_R10G10B10A2_TYPELESS
, 10, 10, 10, 2, 0, 10, 20, 30, 4, 0, 0},
158 {WINED3DFMT_R8G8B8A8_TYPELESS
, 8, 8, 8, 8, 0, 8, 16, 24, 4, 0, 0},
159 {WINED3DFMT_R16G16_TYPELESS
, 16, 16, 0, 0, 0, 16, 0, 0, 4, 0, 0},
160 {WINED3DFMT_R32_TYPELESS
, 32, 0, 0, 0, 0, 0, 0, 0, 4, 0, 0},
161 {WINED3DFMT_R24G8_TYPELESS
, 0, 0, 0, 0, 0, 0, 0, 0, 4, 24, 8},
162 {WINED3DFMT_R8G8_TYPELESS
, 8, 8, 0, 0, 0, 8, 0, 0, 2, 0, 0},
163 {WINED3DFMT_R16_TYPELESS
, 16, 0, 0, 0, 0, 0, 0, 0, 2, 0, 0},
164 {WINED3DFMT_R8_TYPELESS
, 8, 0, 0, 0, 0, 0, 0, 0, 1, 0, 0},
165 {WINED3DFMT_BC1_TYPELESS
, 0, 0, 0, 0, 0, 0, 0, 0, 1, 0, 0},
166 {WINED3DFMT_BC2_TYPELESS
, 0, 0, 0, 0, 0, 0, 0, 0, 1, 0, 0},
167 {WINED3DFMT_BC3_TYPELESS
, 0, 0, 0, 0, 0, 0, 0, 0, 1, 0, 0},
168 {WINED3DFMT_BC4_TYPELESS
, 0, 0, 0, 0, 0, 0, 0, 0, 1, 0, 0},
169 {WINED3DFMT_BC5_TYPELESS
, 0, 0, 0, 0, 0, 0, 0, 0, 1, 0, 0},
170 {WINED3DFMT_B8G8R8A8_TYPELESS
, 8, 8, 8, 8, 16, 8, 0, 24, 4, 0, 0},
171 {WINED3DFMT_B8G8R8X8_TYPELESS
, 8, 8, 8, 0, 16, 8, 0, 0, 4, 0, 0},
174 enum wined3d_channel_type
176 WINED3D_CHANNEL_TYPE_NONE
,
177 WINED3D_CHANNEL_TYPE_UNORM
,
178 WINED3D_CHANNEL_TYPE_SNORM
,
179 WINED3D_CHANNEL_TYPE_UINT
,
180 WINED3D_CHANNEL_TYPE_SINT
,
181 WINED3D_CHANNEL_TYPE_FLOAT
,
182 WINED3D_CHANNEL_TYPE_DEPTH
,
183 WINED3D_CHANNEL_TYPE_STENCIL
,
186 struct wined3d_typed_format_info
188 enum wined3d_format_id id
;
189 enum wined3d_format_id typeless_id
;
190 const char *channels
;
194 * The last entry for a given typeless format defines its internal format.
196 * u - WINED3D_CHANNEL_TYPE_UNORM
197 * i - WINED3D_CHANNEL_TYPE_SNORM
198 * U - WINED3D_CHANNEL_TYPE_UINT
199 * I - WINED3D_CHANNEL_TYPE_SINT
200 * F - WINED3D_CHANNEL_TYPE_FLOAT
201 * D - WINED3D_CHANNEL_TYPE_DEPTH
202 * S - WINED3D_CHANNEL_TYPE_STENCIL
204 static const struct wined3d_typed_format_info typed_formats
[] =
206 {WINED3DFMT_R32G32B32A32_UINT
, WINED3DFMT_R32G32B32A32_TYPELESS
, "UUUU"},
207 {WINED3DFMT_R32G32B32A32_SINT
, WINED3DFMT_R32G32B32A32_TYPELESS
, "IIII"},
208 {WINED3DFMT_R32G32B32A32_FLOAT
, WINED3DFMT_R32G32B32A32_TYPELESS
, "FFFF"},
209 {WINED3DFMT_R32G32B32_UINT
, WINED3DFMT_R32G32B32_TYPELESS
, "UUU"},
210 {WINED3DFMT_R32G32B32_SINT
, WINED3DFMT_R32G32B32_TYPELESS
, "III"},
211 {WINED3DFMT_R32G32B32_FLOAT
, WINED3DFMT_R32G32B32_TYPELESS
, "FFF"},
212 {WINED3DFMT_R16G16B16A16_UNORM
, WINED3DFMT_R16G16B16A16_TYPELESS
, "uuuu"},
213 {WINED3DFMT_R16G16B16A16_SNORM
, WINED3DFMT_R16G16B16A16_TYPELESS
, "iiii"},
214 {WINED3DFMT_R16G16B16A16_UINT
, WINED3DFMT_R16G16B16A16_TYPELESS
, "UUUU"},
215 {WINED3DFMT_R16G16B16A16_SINT
, WINED3DFMT_R16G16B16A16_TYPELESS
, "IIII"},
216 {WINED3DFMT_R16G16B16A16_FLOAT
, WINED3DFMT_R16G16B16A16_TYPELESS
, "FFFF"},
217 {WINED3DFMT_R32G32_UINT
, WINED3DFMT_R32G32_TYPELESS
, "UU"},
218 {WINED3DFMT_R32G32_SINT
, WINED3DFMT_R32G32_TYPELESS
, "II"},
219 {WINED3DFMT_R32G32_FLOAT
, WINED3DFMT_R32G32_TYPELESS
, "FF"},
220 {WINED3DFMT_R10G10B10A2_SNORM
, WINED3DFMT_R10G10B10A2_TYPELESS
, "iiii"},
221 {WINED3DFMT_R10G10B10A2_UINT
, WINED3DFMT_R10G10B10A2_TYPELESS
, "UUUU"},
222 {WINED3DFMT_R10G10B10A2_UNORM
, WINED3DFMT_R10G10B10A2_TYPELESS
, "uuuu"},
223 {WINED3DFMT_R8G8B8A8_UINT
, WINED3DFMT_R8G8B8A8_TYPELESS
, "UUUU"},
224 {WINED3DFMT_R8G8B8A8_SINT
, WINED3DFMT_R8G8B8A8_TYPELESS
, "IIII"},
225 {WINED3DFMT_R8G8B8A8_UNORM_SRGB
, WINED3DFMT_R8G8B8A8_TYPELESS
, "uuuu"},
226 {WINED3DFMT_R8G8B8A8_UNORM
, WINED3DFMT_R8G8B8A8_TYPELESS
, "uuuu"},
227 {WINED3DFMT_R16G16_UNORM
, WINED3DFMT_R16G16_TYPELESS
, "uu"},
228 {WINED3DFMT_R16G16_SNORM
, WINED3DFMT_R16G16_TYPELESS
, "ii"},
229 {WINED3DFMT_R16G16_UINT
, WINED3DFMT_R16G16_TYPELESS
, "UU"},
230 {WINED3DFMT_R16G16_SINT
, WINED3DFMT_R16G16_TYPELESS
, "II"},
231 {WINED3DFMT_R16G16_FLOAT
, WINED3DFMT_R16G16_TYPELESS
, "FF"},
232 {WINED3DFMT_R32_UINT
, WINED3DFMT_R32_TYPELESS
, "U"},
233 {WINED3DFMT_R32_SINT
, WINED3DFMT_R32_TYPELESS
, "I"},
234 {WINED3DFMT_R32_FLOAT
, WINED3DFMT_R32_TYPELESS
, "F"},
235 {WINED3DFMT_D24_UNORM_S8_UINT
, WINED3DFMT_R24G8_TYPELESS
, "DS"},
236 {WINED3DFMT_R8G8_SNORM
, WINED3DFMT_R8G8_TYPELESS
, "ii"},
237 {WINED3DFMT_R8G8_UNORM
, WINED3DFMT_R8G8_TYPELESS
, "uu"},
238 {WINED3DFMT_R16_UNORM
, WINED3DFMT_R16_TYPELESS
, "u"},
239 {WINED3DFMT_R16_UINT
, WINED3DFMT_R16_TYPELESS
, "U"},
240 {WINED3DFMT_R16_SINT
, WINED3DFMT_R16_TYPELESS
, "I"},
241 {WINED3DFMT_R16_FLOAT
, WINED3DFMT_R16_TYPELESS
, "F"},
242 {WINED3DFMT_R8_UNORM
, WINED3DFMT_R8_TYPELESS
, "u"},
243 {WINED3DFMT_BC1_UNORM_SRGB
, WINED3DFMT_BC1_TYPELESS
, ""},
244 {WINED3DFMT_BC1_UNORM
, WINED3DFMT_BC1_TYPELESS
, ""},
245 {WINED3DFMT_BC2_UNORM_SRGB
, WINED3DFMT_BC2_TYPELESS
, ""},
246 {WINED3DFMT_BC2_UNORM
, WINED3DFMT_BC2_TYPELESS
, ""},
247 {WINED3DFMT_BC3_UNORM_SRGB
, WINED3DFMT_BC3_TYPELESS
, ""},
248 {WINED3DFMT_BC3_UNORM
, WINED3DFMT_BC3_TYPELESS
, ""},
249 {WINED3DFMT_BC4_UNORM
, WINED3DFMT_BC4_TYPELESS
, ""},
250 {WINED3DFMT_BC5_UNORM
, WINED3DFMT_BC5_TYPELESS
, ""},
251 {WINED3DFMT_B8G8R8A8_UNORM_SRGB
, WINED3DFMT_B8G8R8A8_TYPELESS
, "uuuu"},
252 {WINED3DFMT_B8G8R8A8_UNORM
, WINED3DFMT_B8G8R8A8_TYPELESS
, "uuuu"},
253 {WINED3DFMT_B8G8R8X8_UNORM_SRGB
, WINED3DFMT_B8G8R8X8_TYPELESS
, "uuu"},
254 {WINED3DFMT_B8G8R8X8_UNORM
, WINED3DFMT_B8G8R8X8_TYPELESS
, "uuu"},
257 struct wined3d_format_ddi_info
259 enum wined3d_format_id id
;
260 D3DDDIFORMAT ddi_format
;
263 static const struct wined3d_format_ddi_info ddi_formats
[] =
265 {WINED3DFMT_B8G8R8_UNORM
, D3DDDIFMT_R8G8B8
},
266 {WINED3DFMT_B8G8R8A8_UNORM
, D3DDDIFMT_A8R8G8B8
},
267 {WINED3DFMT_B8G8R8X8_UNORM
, D3DDDIFMT_X8R8G8B8
},
268 {WINED3DFMT_B5G6R5_UNORM
, D3DDDIFMT_R5G6B5
},
269 {WINED3DFMT_B5G5R5X1_UNORM
, D3DDDIFMT_X1R5G5B5
},
270 {WINED3DFMT_B5G5R5A1_UNORM
, D3DDDIFMT_A1R5G5B5
},
271 {WINED3DFMT_P8_UINT
, D3DDDIFMT_P8
},
274 struct wined3d_format_base_flags
276 enum wined3d_format_id id
;
280 /* The ATI2N format behaves like an uncompressed format in LockRect(), but
281 * still needs to use the correct block based calculation for e.g. the
283 static const struct wined3d_format_base_flags format_base_flags
[] =
285 {WINED3DFMT_ATI1N
, WINED3DFMT_FLAG_BROKEN_PITCH
},
286 {WINED3DFMT_ATI2N
, WINED3DFMT_FLAG_BROKEN_PITCH
},
287 {WINED3DFMT_R11G11B10_FLOAT
, WINED3DFMT_FLAG_FLOAT
},
288 {WINED3DFMT_D32_FLOAT
, WINED3DFMT_FLAG_FLOAT
},
289 {WINED3DFMT_S8_UINT_D24_FLOAT
, WINED3DFMT_FLAG_FLOAT
},
292 struct wined3d_format_block_info
294 enum wined3d_format_id id
;
297 UINT block_byte_count
;
301 static const struct wined3d_format_block_info format_block_info
[] =
303 {WINED3DFMT_DXT1
, 4, 4, 8, TRUE
},
304 {WINED3DFMT_DXT2
, 4, 4, 16, TRUE
},
305 {WINED3DFMT_DXT3
, 4, 4, 16, TRUE
},
306 {WINED3DFMT_DXT4
, 4, 4, 16, TRUE
},
307 {WINED3DFMT_DXT5
, 4, 4, 16, TRUE
},
308 {WINED3DFMT_BC1_UNORM
, 4, 4, 8, TRUE
},
309 {WINED3DFMT_BC2_UNORM
, 4, 4, 16, TRUE
},
310 {WINED3DFMT_BC3_UNORM
, 4, 4, 16, TRUE
},
311 {WINED3DFMT_BC4_UNORM
, 4, 4, 8, TRUE
},
312 {WINED3DFMT_BC5_UNORM
, 4, 4, 16, TRUE
},
313 {WINED3DFMT_ATI1N
, 4, 4, 8, FALSE
},
314 {WINED3DFMT_ATI2N
, 4, 4, 16, FALSE
},
315 {WINED3DFMT_YUY2
, 2, 1, 4, FALSE
},
316 {WINED3DFMT_UYVY
, 2, 1, 4, FALSE
},
319 struct wined3d_format_vertex_info
321 enum wined3d_format_id id
;
322 enum wined3d_ffp_emit_idx emit_idx
;
323 unsigned int component_count
;
325 GLboolean gl_normalized
;
328 static const struct wined3d_format_vertex_info format_vertex_info
[] =
330 {WINED3DFMT_R32_FLOAT
, WINED3D_FFP_EMIT_FLOAT1
, 1, GL_FLOAT
, GL_FALSE
},
331 {WINED3DFMT_R32G32_FLOAT
, WINED3D_FFP_EMIT_FLOAT2
, 2, GL_FLOAT
, GL_FALSE
},
332 {WINED3DFMT_R32G32B32_FLOAT
, WINED3D_FFP_EMIT_FLOAT3
, 3, GL_FLOAT
, GL_FALSE
},
333 {WINED3DFMT_R32G32B32A32_FLOAT
, WINED3D_FFP_EMIT_FLOAT4
, 4, GL_FLOAT
, GL_FALSE
},
334 {WINED3DFMT_B8G8R8A8_UNORM
, WINED3D_FFP_EMIT_D3DCOLOR
, 4, GL_UNSIGNED_BYTE
, GL_TRUE
},
335 {WINED3DFMT_R8G8B8A8_UINT
, WINED3D_FFP_EMIT_UBYTE4
, 4, GL_UNSIGNED_BYTE
, GL_FALSE
},
336 {WINED3DFMT_R16G16_SINT
, WINED3D_FFP_EMIT_SHORT2
, 2, GL_SHORT
, GL_FALSE
},
337 {WINED3DFMT_R16G16B16A16_SINT
, WINED3D_FFP_EMIT_SHORT4
, 4, GL_SHORT
, GL_FALSE
},
338 {WINED3DFMT_R8G8B8A8_UNORM
, WINED3D_FFP_EMIT_UBYTE4N
, 4, GL_UNSIGNED_BYTE
, GL_TRUE
},
339 {WINED3DFMT_R16G16_SNORM
, WINED3D_FFP_EMIT_SHORT2N
, 2, GL_SHORT
, GL_TRUE
},
340 {WINED3DFMT_R16G16B16A16_SNORM
, WINED3D_FFP_EMIT_SHORT4N
, 4, GL_SHORT
, GL_TRUE
},
341 {WINED3DFMT_R16G16_UNORM
, WINED3D_FFP_EMIT_USHORT2N
, 2, GL_UNSIGNED_SHORT
, GL_TRUE
},
342 {WINED3DFMT_R16G16B16A16_UNORM
, WINED3D_FFP_EMIT_USHORT4N
, 4, GL_UNSIGNED_SHORT
, GL_TRUE
},
343 {WINED3DFMT_R10G10B10A2_UINT
, WINED3D_FFP_EMIT_UDEC3
, 3, GL_UNSIGNED_SHORT
, GL_FALSE
},
344 {WINED3DFMT_R10G10B10A2_SNORM
, WINED3D_FFP_EMIT_DEC3N
, 3, GL_SHORT
, GL_TRUE
},
345 {WINED3DFMT_R16G16_FLOAT
, WINED3D_FFP_EMIT_FLOAT16_2
, 2, GL_HALF_FLOAT
, GL_FALSE
},
346 {WINED3DFMT_R16G16B16A16_FLOAT
, WINED3D_FFP_EMIT_FLOAT16_4
, 4, GL_HALF_FLOAT
, GL_FALSE
},
347 {WINED3DFMT_R8G8B8A8_SNORM
, WINED3D_FFP_EMIT_INVALID
, 4, GL_BYTE
, GL_TRUE
},
348 {WINED3DFMT_R8G8B8A8_SINT
, WINED3D_FFP_EMIT_INVALID
, 4, GL_BYTE
, GL_FALSE
},
349 {WINED3DFMT_R16G16B16A16_UINT
, WINED3D_FFP_EMIT_INVALID
, 4, GL_UNSIGNED_SHORT
, GL_FALSE
},
350 {WINED3DFMT_R32_UINT
, WINED3D_FFP_EMIT_INVALID
, 1, GL_UNSIGNED_INT
, GL_FALSE
},
351 {WINED3DFMT_R32G32_UINT
, WINED3D_FFP_EMIT_INVALID
, 2, GL_UNSIGNED_INT
, GL_FALSE
},
352 {WINED3DFMT_R32G32B32_UINT
, WINED3D_FFP_EMIT_INVALID
, 3, GL_UNSIGNED_INT
, GL_FALSE
},
353 {WINED3DFMT_R32G32B32A32_UINT
, WINED3D_FFP_EMIT_INVALID
, 4, GL_UNSIGNED_INT
, GL_FALSE
},
356 struct wined3d_format_texture_info
358 enum wined3d_format_id id
;
360 GLint gl_srgb_internal
;
361 GLint gl_rt_internal
;
364 unsigned int conv_byte_count
;
366 enum wined3d_gl_extension extension
;
367 void (*convert
)(const BYTE
*src
, BYTE
*dst
, UINT src_row_pitch
, UINT src_slice_pitch
,
368 UINT dst_row_pitch
, UINT dst_slice_pitch
, UINT width
, UINT height
, UINT depth
);
371 static void convert_l4a4_unorm(const BYTE
*src
, BYTE
*dst
, UINT src_row_pitch
, UINT src_slice_pitch
,
372 UINT dst_row_pitch
, UINT dst_slice_pitch
, UINT width
, UINT height
, UINT depth
)
374 /* WINED3DFMT_L4A4_UNORM exists as an internal gl format, but for some reason there is not
375 * format+type combination to load it. Thus convert it to A8L8, then load it
376 * with A4L4 internal, but A8L8 format+type
378 unsigned int x
, y
, z
;
379 const unsigned char *Source
;
382 for (z
= 0; z
< depth
; z
++)
384 for (y
= 0; y
< height
; y
++)
386 Source
= src
+ z
* src_slice_pitch
+ y
* src_row_pitch
;
387 Dest
= dst
+ z
* dst_slice_pitch
+ y
* dst_row_pitch
;
388 for (x
= 0; x
< width
; x
++ )
390 unsigned char color
= (*Source
++);
391 /* A */ Dest
[1] = (color
& 0xf0u
) << 0;
392 /* L */ Dest
[0] = (color
& 0x0fu
) << 4;
399 static void convert_r5g5_snorm_l6_unorm(const BYTE
*src
, BYTE
*dst
, UINT src_row_pitch
, UINT src_slice_pitch
,
400 UINT dst_row_pitch
, UINT dst_slice_pitch
, UINT width
, UINT height
, UINT depth
)
402 unsigned int x
, y
, z
;
403 unsigned char r_in
, g_in
, l_in
;
404 const unsigned short *texel_in
;
405 unsigned short *texel_out
;
407 /* Emulating signed 5 bit values with unsigned 5 bit values has some precision problems by design:
408 * E.g. the signed input value 0 becomes 16. GL normalizes it to 16 / 31 = 0.516. We convert it
409 * back to a signed value by subtracting 0.5 and multiplying by 2.0. The resulting value is
410 * ((16 / 31) - 0.5) * 2.0 = 0.032, which is quite different from the intended result 0.000. */
411 for (z
= 0; z
< depth
; z
++)
413 for (y
= 0; y
< height
; y
++)
415 texel_out
= (unsigned short *) (dst
+ z
* dst_slice_pitch
+ y
* dst_row_pitch
);
416 texel_in
= (const unsigned short *)(src
+ z
* src_slice_pitch
+ y
* src_row_pitch
);
417 for (x
= 0; x
< width
; x
++ )
419 l_in
= (*texel_in
& 0xfc00u
) >> 10;
420 g_in
= (*texel_in
& 0x03e0u
) >> 5;
421 r_in
= *texel_in
& 0x001fu
;
423 *texel_out
= ((r_in
+ 16) << 11) | (l_in
<< 5) | (g_in
+ 16);
431 static void convert_r5g5_snorm_l6_unorm_ext(const BYTE
*src
, BYTE
*dst
, UINT src_row_pitch
, UINT src_slice_pitch
,
432 UINT dst_row_pitch
, UINT dst_slice_pitch
, UINT width
, UINT height
, UINT depth
)
434 unsigned int x
, y
, z
;
435 unsigned char *texel_out
, r_out
, g_out
, r_in
, g_in
, l_in
;
436 const unsigned short *texel_in
;
438 for (z
= 0; z
< depth
; z
++)
440 for (y
= 0; y
< height
; y
++)
442 texel_in
= (const unsigned short *)(src
+ z
* src_slice_pitch
+ y
* src_row_pitch
);
443 texel_out
= dst
+ z
* dst_slice_pitch
+ y
* dst_row_pitch
;
444 for (x
= 0; x
< width
; x
++ )
446 l_in
= (*texel_in
& 0xfc00u
) >> 10;
447 g_in
= (*texel_in
& 0x03e0u
) >> 5;
448 r_in
= *texel_in
& 0x001fu
;
451 if (!(r_in
& 0x10)) /* r > 0 */
455 if (!(g_in
& 0x10)) /* g > 0 */
458 texel_out
[0] = r_out
;
459 texel_out
[1] = g_out
;
460 texel_out
[2] = l_in
<< 1 | l_in
>> 5;
470 static void convert_r5g5_snorm_l6_unorm_nv(const BYTE
*src
, BYTE
*dst
, UINT src_row_pitch
, UINT src_slice_pitch
,
471 UINT dst_row_pitch
, UINT dst_slice_pitch
, UINT width
, UINT height
, UINT depth
)
473 unsigned int x
, y
, z
;
474 unsigned char *texel_out
, ds_out
, dt_out
, r_in
, g_in
, l_in
;
475 const unsigned short *texel_in
;
477 /* This makes the gl surface bigger(24 bit instead of 16), but it works with
478 * fixed function and shaders without further conversion once the surface is
481 * The difference between this function and convert_r5g5_snorm_l6_unorm_ext
482 * is that convert_r5g5_snorm_l6_unorm_ext creates a 32 bit XRGB texture and
483 * this function creates a 24 bit DSDT_MAG texture. Trying to load a DSDT_MAG
484 * internal with a 32 bit DSDT_MAG_INTENSITY or DSDT_MAG_VIB format fails. */
485 for (z
= 0; z
< depth
; z
++)
487 for (y
= 0; y
< height
; y
++)
489 texel_in
= (const unsigned short *)(src
+ z
* src_slice_pitch
+ y
* src_row_pitch
);
490 texel_out
= dst
+ z
* dst_slice_pitch
+ y
* dst_row_pitch
;
491 for (x
= 0; x
< width
; x
++ )
493 l_in
= (*texel_in
& 0xfc00u
) >> 10;
494 g_in
= (*texel_in
& 0x03e0u
) >> 5;
495 r_in
= *texel_in
& 0x001fu
;
498 if (!(r_in
& 0x10)) /* r > 0 */
502 if (!(g_in
& 0x10)) /* g > 0 */
505 texel_out
[0] = ds_out
;
506 texel_out
[1] = dt_out
;
507 texel_out
[2] = l_in
<< 1 | l_in
>> 5;
516 static void convert_r8g8_snorm(const BYTE
*src
, BYTE
*dst
, UINT src_row_pitch
, UINT src_slice_pitch
,
517 UINT dst_row_pitch
, UINT dst_slice_pitch
, UINT width
, UINT height
, UINT depth
)
519 unsigned int x
, y
, z
;
523 for (z
= 0; z
< depth
; z
++)
525 for (y
= 0; y
< height
; y
++)
527 Source
= (const short *)(src
+ z
* src_slice_pitch
+ y
* src_row_pitch
);
528 Dest
= dst
+ z
* dst_slice_pitch
+ y
* dst_row_pitch
;
529 for (x
= 0; x
< width
; x
++ )
531 const short color
= (*Source
++);
532 /* B */ Dest
[0] = 0xff;
533 /* G */ Dest
[1] = (color
>> 8) + 128; /* V */
534 /* R */ Dest
[2] = (color
& 0xff) + 128; /* U */
541 static void convert_r8g8_snorm_l8x8_unorm(const BYTE
*src
, BYTE
*dst
, UINT src_row_pitch
, UINT src_slice_pitch
,
542 UINT dst_row_pitch
, UINT dst_slice_pitch
, UINT width
, UINT height
, UINT depth
)
544 unsigned int x
, y
, z
;
548 /* Doesn't work correctly with the fixed function pipeline, but can work in
549 * shaders if the shader is adjusted. (There's no use for this format in gl's
550 * standard fixed function pipeline anyway).
552 for (z
= 0; z
< depth
; z
++)
554 for (y
= 0; y
< height
; y
++)
556 Source
= (const DWORD
*)(src
+ z
* src_slice_pitch
+ y
* src_row_pitch
);
557 Dest
= dst
+ z
* dst_slice_pitch
+ y
* dst_row_pitch
;
558 for (x
= 0; x
< width
; x
++ )
560 LONG color
= (*Source
++);
561 /* B */ Dest
[0] = ((color
>> 16) & 0xff); /* L */
562 /* G */ Dest
[1] = ((color
>> 8 ) & 0xff) + 128; /* V */
563 /* R */ Dest
[2] = (color
& 0xff) + 128; /* U */
570 static void convert_r8g8_snorm_l8x8_unorm_nv(const BYTE
*src
, BYTE
*dst
, UINT src_row_pitch
, UINT src_slice_pitch
,
571 UINT dst_row_pitch
, UINT dst_slice_pitch
, UINT width
, UINT height
, UINT depth
)
573 unsigned int x
, y
, z
;
577 /* This implementation works with the fixed function pipeline and shaders
578 * without further modification after converting the surface.
580 for (z
= 0; z
< depth
; z
++)
582 for (y
= 0; y
< height
; y
++)
584 Source
= (const DWORD
*)(src
+ z
* src_slice_pitch
+ y
* src_row_pitch
);
585 Dest
= dst
+ z
* dst_slice_pitch
+ y
* dst_row_pitch
;
586 for (x
= 0; x
< width
; x
++ )
588 LONG color
= (*Source
++);
589 /* L */ Dest
[2] = ((color
>> 16) & 0xff); /* L */
590 /* V */ Dest
[1] = ((color
>> 8 ) & 0xff); /* V */
591 /* U */ Dest
[0] = (color
& 0xff); /* U */
592 /* I */ Dest
[3] = 255; /* X */
599 static void convert_r8g8b8a8_snorm(const BYTE
*src
, BYTE
*dst
, UINT src_row_pitch
, UINT src_slice_pitch
,
600 UINT dst_row_pitch
, UINT dst_slice_pitch
, UINT width
, UINT height
, UINT depth
)
602 unsigned int x
, y
, z
;
606 for (z
= 0; z
< depth
; z
++)
608 for (y
= 0; y
< height
; y
++)
610 Source
= (const DWORD
*)(src
+ z
* src_slice_pitch
+ y
* src_row_pitch
);
611 Dest
= dst
+ z
* dst_slice_pitch
+ y
* dst_row_pitch
;
612 for (x
= 0; x
< width
; x
++ )
614 LONG color
= (*Source
++);
615 /* B */ Dest
[0] = ((color
>> 16) & 0xff) + 128; /* W */
616 /* G */ Dest
[1] = ((color
>> 8 ) & 0xff) + 128; /* V */
617 /* R */ Dest
[2] = (color
& 0xff) + 128; /* U */
618 /* A */ Dest
[3] = ((color
>> 24) & 0xff) + 128; /* Q */
625 static void convert_r16g16_snorm(const BYTE
*src
, BYTE
*dst
, UINT src_row_pitch
, UINT src_slice_pitch
,
626 UINT dst_row_pitch
, UINT dst_slice_pitch
, UINT width
, UINT height
, UINT depth
)
628 unsigned int x
, y
, z
;
630 unsigned short *Dest
;
632 for (z
= 0; z
< depth
; z
++)
634 for (y
= 0; y
< height
; y
++)
636 Source
= (const DWORD
*)(src
+ z
* src_slice_pitch
+ y
* src_row_pitch
);
637 Dest
= (unsigned short *) (dst
+ z
* dst_slice_pitch
+ y
* dst_row_pitch
);
638 for (x
= 0; x
< width
; x
++ )
640 const DWORD color
= (*Source
++);
641 /* B */ Dest
[0] = 0xffff;
642 /* G */ Dest
[1] = (color
>> 16) + 32768; /* V */
643 /* R */ Dest
[2] = (color
& 0xffff) + 32768; /* U */
650 static void convert_r16g16(const BYTE
*src
, BYTE
*dst
, UINT src_row_pitch
, UINT src_slice_pitch
,
651 UINT dst_row_pitch
, UINT dst_slice_pitch
, UINT width
, UINT height
, UINT depth
)
653 unsigned int x
, y
, z
;
657 for (z
= 0; z
< depth
; z
++)
659 for (y
= 0; y
< height
; y
++)
661 Source
= (const WORD
*)(src
+ z
* src_slice_pitch
+ y
* src_row_pitch
);
662 Dest
= (WORD
*) (dst
+ z
* dst_slice_pitch
+ y
* dst_row_pitch
);
663 for (x
= 0; x
< width
; x
++ )
665 WORD green
= (*Source
++);
666 WORD red
= (*Source
++);
669 /* Strictly speaking not correct for R16G16F, but it doesn't matter because the
670 * shader overwrites it anyway */
678 static void convert_r32g32_float(const BYTE
*src
, BYTE
*dst
, UINT src_row_pitch
, UINT src_slice_pitch
,
679 UINT dst_row_pitch
, UINT dst_slice_pitch
, UINT width
, UINT height
, UINT depth
)
681 unsigned int x
, y
, z
;
685 for (z
= 0; z
< depth
; z
++)
687 for (y
= 0; y
< height
; y
++)
689 Source
= (const float *)(src
+ z
* src_slice_pitch
+ y
* src_row_pitch
);
690 Dest
= (float *) (dst
+ z
* dst_slice_pitch
+ y
* dst_row_pitch
);
691 for (x
= 0; x
< width
; x
++ )
693 float green
= (*Source
++);
694 float red
= (*Source
++);
704 static void convert_s1_uint_d15_unorm(const BYTE
*src
, BYTE
*dst
, UINT src_row_pitch
, UINT src_slice_pitch
,
705 UINT dst_row_pitch
, UINT dst_slice_pitch
, UINT width
, UINT height
, UINT depth
)
707 unsigned int x
, y
, z
;
709 for (z
= 0; z
< depth
; z
++)
711 for (y
= 0; y
< height
; ++y
)
713 const WORD
*source
= (const WORD
*)(src
+ z
* src_slice_pitch
+ y
* src_row_pitch
);
714 DWORD
*dest
= (DWORD
*)(dst
+ z
* dst_slice_pitch
+ y
* dst_row_pitch
);
716 for (x
= 0; x
< width
; ++x
)
718 /* The depth data is normalized, so needs to be scaled,
719 * the stencil data isn't. Scale depth data by
720 * (2^24-1)/(2^15-1) ~~ (2^9 + 2^-6). */
721 WORD d15
= source
[x
] >> 1;
722 DWORD d24
= (d15
<< 9) + (d15
>> 6);
723 dest
[x
] = (d24
<< 8) | (source
[x
] & 0x1);
729 static void convert_s4x4_uint_d24_unorm(const BYTE
*src
, BYTE
*dst
, UINT src_row_pitch
, UINT src_slice_pitch
,
730 UINT dst_row_pitch
, UINT dst_slice_pitch
, UINT width
, UINT height
, UINT depth
)
732 unsigned int x
, y
, z
;
734 for (z
= 0; z
< depth
; z
++)
736 for (y
= 0; y
< height
; ++y
)
738 const DWORD
*source
= (const DWORD
*)(src
+ z
* src_slice_pitch
+ y
* src_row_pitch
);
739 DWORD
*dest
= (DWORD
*)(dst
+ z
* dst_slice_pitch
+ y
* dst_row_pitch
);
741 for (x
= 0; x
< width
; ++x
)
743 /* Just need to clear out the X4 part. */
744 dest
[x
] = source
[x
] & ~0xf0;
750 static void convert_s8_uint_d24_float(const BYTE
*src
, BYTE
*dst
, UINT src_row_pitch
, UINT src_slice_pitch
,
751 UINT dst_row_pitch
, UINT dst_slice_pitch
, UINT width
, UINT height
, UINT depth
)
753 unsigned int x
, y
, z
;
755 for (z
= 0; z
< depth
; z
++)
757 for (y
= 0; y
< height
; ++y
)
759 const DWORD
*source
= (const DWORD
*)(src
+ z
* src_slice_pitch
+ y
* src_row_pitch
);
760 float *dest_f
= (float *)(dst
+ z
* dst_slice_pitch
+ y
* dst_row_pitch
);
761 DWORD
*dest_s
= (DWORD
*)dest_f
;
763 for (x
= 0; x
< width
; ++x
)
765 dest_f
[x
* 2] = float_24_to_32((source
[x
] & 0xffffff00u
) >> 8);
766 dest_s
[x
* 2 + 1] = source
[x
] & 0xff;
772 static BOOL
color_in_range(const struct wined3d_color_key
*color_key
, DWORD color
)
774 /* FIXME: Is this really how color keys are supposed to work? I think it
775 * makes more sense to compare the individual channels. */
776 return color
>= color_key
->color_space_low_value
777 && color
<= color_key
->color_space_high_value
;
780 static void convert_p8_uint_b8g8r8a8_unorm(const BYTE
*src
, unsigned int src_pitch
,
781 BYTE
*dst
, unsigned int dst_pitch
, unsigned int width
, unsigned int height
,
782 const struct wined3d_palette
*palette
, const struct wined3d_color_key
*color_key
)
790 /* FIXME: This should probably use the system palette. */
791 FIXME("P8 surface loaded without a palette.\n");
793 for (y
= 0; y
< height
; ++y
)
795 memset(&dst
[dst_pitch
* y
], 0, width
* 4);
801 for (y
= 0; y
< height
; ++y
)
803 src_row
= &src
[src_pitch
* y
];
804 dst_row
= (DWORD
*)&dst
[dst_pitch
* y
];
805 for (x
= 0; x
< width
; ++x
)
807 BYTE src_color
= src_row
[x
];
808 dst_row
[x
] = 0xff000000
809 | (palette
->colors
[src_color
].rgbRed
<< 16)
810 | (palette
->colors
[src_color
].rgbGreen
<< 8)
811 | palette
->colors
[src_color
].rgbBlue
;
816 static void convert_b5g6r5_unorm_b5g5r5a1_unorm_color_key(const BYTE
*src
, unsigned int src_pitch
,
817 BYTE
*dst
, unsigned int dst_pitch
, unsigned int width
, unsigned int height
,
818 const struct wined3d_palette
*palette
, const struct wined3d_color_key
*color_key
)
824 for (y
= 0; y
< height
; ++y
)
826 src_row
= (WORD
*)&src
[src_pitch
* y
];
827 dst_row
= (WORD
*)&dst
[dst_pitch
* y
];
828 for (x
= 0; x
< width
; ++x
)
830 WORD src_color
= src_row
[x
];
831 if (!color_in_range(color_key
, src_color
))
832 dst_row
[x
] = 0x8000u
| ((src_color
& 0xffc0u
) >> 1) | (src_color
& 0x1fu
);
834 dst_row
[x
] = ((src_color
& 0xffc0u
) >> 1) | (src_color
& 0x1fu
);
839 static void convert_b5g5r5x1_unorm_b5g5r5a1_unorm_color_key(const BYTE
*src
, unsigned int src_pitch
,
840 BYTE
*dst
, unsigned int dst_pitch
, unsigned int width
, unsigned int height
,
841 const struct wined3d_palette
*palette
, const struct wined3d_color_key
*color_key
)
847 for (y
= 0; y
< height
; ++y
)
849 src_row
= (WORD
*)&src
[src_pitch
* y
];
850 dst_row
= (WORD
*)&dst
[dst_pitch
* y
];
851 for (x
= 0; x
< width
; ++x
)
853 WORD src_color
= src_row
[x
];
854 if (color_in_range(color_key
, src_color
))
855 dst_row
[x
] = src_color
& ~0x8000;
857 dst_row
[x
] = src_color
| 0x8000;
862 static void convert_b8g8r8_unorm_b8g8r8a8_unorm_color_key(const BYTE
*src
, unsigned int src_pitch
,
863 BYTE
*dst
, unsigned int dst_pitch
, unsigned int width
, unsigned int height
,
864 const struct wined3d_palette
*palette
, const struct wined3d_color_key
*color_key
)
870 for (y
= 0; y
< height
; ++y
)
872 src_row
= &src
[src_pitch
* y
];
873 dst_row
= (DWORD
*)&dst
[dst_pitch
* y
];
874 for (x
= 0; x
< width
; ++x
)
876 DWORD src_color
= (src_row
[x
* 3 + 2] << 16) | (src_row
[x
* 3 + 1] << 8) | src_row
[x
* 3];
877 if (!color_in_range(color_key
, src_color
))
878 dst_row
[x
] = src_color
| 0xff000000;
883 static void convert_b8g8r8x8_unorm_b8g8r8a8_unorm_color_key(const BYTE
*src
, unsigned int src_pitch
,
884 BYTE
*dst
, unsigned int dst_pitch
, unsigned int width
, unsigned int height
,
885 const struct wined3d_palette
*palette
, const struct wined3d_color_key
*color_key
)
887 const DWORD
*src_row
;
891 for (y
= 0; y
< height
; ++y
)
893 src_row
= (DWORD
*)&src
[src_pitch
* y
];
894 dst_row
= (DWORD
*)&dst
[dst_pitch
* y
];
895 for (x
= 0; x
< width
; ++x
)
897 DWORD src_color
= src_row
[x
];
898 if (color_in_range(color_key
, src_color
))
899 dst_row
[x
] = src_color
& ~0xff000000;
901 dst_row
[x
] = src_color
| 0xff000000;
906 static void convert_b8g8r8a8_unorm_b8g8r8a8_unorm_color_key(const BYTE
*src
, unsigned int src_pitch
,
907 BYTE
*dst
, unsigned int dst_pitch
, unsigned int width
, unsigned int height
,
908 const struct wined3d_palette
*palette
, const struct wined3d_color_key
*color_key
)
910 const DWORD
*src_row
;
914 for (y
= 0; y
< height
; ++y
)
916 src_row
= (DWORD
*)&src
[src_pitch
* y
];
917 dst_row
= (DWORD
*)&dst
[dst_pitch
* y
];
918 for (x
= 0; x
< width
; ++x
)
920 DWORD src_color
= src_row
[x
];
921 if (color_in_range(color_key
, src_color
))
922 src_color
&= ~0xff000000;
923 dst_row
[x
] = src_color
;
928 const struct wined3d_color_key_conversion
* wined3d_format_get_color_key_conversion(
929 const struct wined3d_texture
*texture
, BOOL need_alpha_ck
)
931 const struct wined3d_format
*format
= texture
->resource
.format
;
936 enum wined3d_format_id src_format
;
937 struct wined3d_color_key_conversion conversion
;
941 {WINED3DFMT_B5G6R5_UNORM
, {WINED3DFMT_B5G5R5A1_UNORM
, convert_b5g6r5_unorm_b5g5r5a1_unorm_color_key
}},
942 {WINED3DFMT_B5G5R5X1_UNORM
, {WINED3DFMT_B5G5R5A1_UNORM
, convert_b5g5r5x1_unorm_b5g5r5a1_unorm_color_key
}},
943 {WINED3DFMT_B8G8R8_UNORM
, {WINED3DFMT_B8G8R8A8_UNORM
, convert_b8g8r8_unorm_b8g8r8a8_unorm_color_key
}},
944 {WINED3DFMT_B8G8R8X8_UNORM
, {WINED3DFMT_B8G8R8A8_UNORM
, convert_b8g8r8x8_unorm_b8g8r8a8_unorm_color_key
}},
945 {WINED3DFMT_B8G8R8A8_UNORM
, {WINED3DFMT_B8G8R8A8_UNORM
, convert_b8g8r8a8_unorm_b8g8r8a8_unorm_color_key
}},
947 static const struct wined3d_color_key_conversion convert_p8
=
949 WINED3DFMT_B8G8R8A8_UNORM
, convert_p8_uint_b8g8r8a8_unorm
952 if (need_alpha_ck
&& (texture
->async
.flags
& WINED3D_TEXTURE_ASYNC_COLOR_KEY
))
954 for (i
= 0; i
< sizeof(color_key_info
) / sizeof(*color_key_info
); ++i
)
956 if (color_key_info
[i
].src_format
== format
->id
)
957 return &color_key_info
[i
].conversion
;
960 FIXME("Color-keying not supported with format %s.\n", debug_d3dformat(format
->id
));
963 /* FIXME: This should check if the blitter backend can do P8 conversion,
964 * instead of checking for ARB_fragment_program. */
965 if (format
->id
== WINED3DFMT_P8_UINT
966 && !(texture
->resource
.device
->adapter
->gl_info
.supported
[ARB_FRAGMENT_PROGRAM
]
967 && texture
->swapchain
&& texture
== texture
->swapchain
->front_buffer
))
973 /* The following formats explicitly don't have WINED3DFMT_FLAG_TEXTURE set:
975 * These are never supported on native.
976 * WINED3DFMT_B8G8R8_UNORM
977 * WINED3DFMT_B2G3R3_UNORM
978 * WINED3DFMT_L4A4_UNORM
979 * WINED3DFMT_S1_UINT_D15_UNORM
980 * WINED3DFMT_S4X4_UINT_D24_UNORM
982 * Only some Geforce/Voodoo3/G400 cards offer 8-bit textures in case of ddraw.
983 * Since it is not widely available, don't offer it. Further no Windows driver
984 * offers WINED3DFMT_P8_UINT_A8_NORM, so don't offer it either.
986 * WINED3DFMT_P8_UINT_A8_UNORM
988 * These formats seem to be similar to the HILO formats in
989 * GL_NV_texture_shader. NVHU is said to be GL_UNSIGNED_HILO16,
990 * NVHS GL_SIGNED_HILO16. Rumours say that D3D computes a 3rd channel
991 * similarly to D3DFMT_CxV8U8 (So NVHS could be called D3DFMT_CxV16U16). ATI
992 * refused to support formats which can easily be emulated with pixel shaders,
993 * so applications have to deal with not having NVHS and NVHU.
996 static const struct wined3d_format_texture_info format_texture_info
[] =
998 /* format id gl_internal gl_srgb_internal gl_rt_internal
999 gl_format gl_type conv_byte_count
1001 extension convert */
1002 /* FourCC formats */
1003 /* GL_APPLE_ycbcr_422 claims that its '2YUV' format, which is supported via the UNSIGNED_SHORT_8_8_REV_APPLE type
1004 * is equivalent to 'UYVY' format on Windows, and the 'YUVS' via UNSIGNED_SHORT_8_8_APPLE equates to 'YUY2'. The
1005 * d3d9 test however shows that the opposite is true. Since the extension is from 2002, it predates the x86 based
1006 * Macs, so probably the endianness differs. This could be tested as soon as we have a Windows and MacOS on a big
1009 {WINED3DFMT_UYVY
, GL_RG8
, GL_RG8
, 0,
1010 GL_RG
, GL_UNSIGNED_BYTE
, 0,
1011 WINED3DFMT_FLAG_FILTERING
,
1012 ARB_TEXTURE_RG
, NULL
},
1013 {WINED3DFMT_UYVY
, GL_LUMINANCE8_ALPHA8
, GL_LUMINANCE8_ALPHA8
, 0,
1014 GL_LUMINANCE_ALPHA
, GL_UNSIGNED_BYTE
, 0,
1015 WINED3DFMT_FLAG_FILTERING
,
1016 WINED3D_GL_LEGACY_CONTEXT
, NULL
},
1017 {WINED3DFMT_UYVY
, GL_RGB
, GL_RGB
, 0,
1018 GL_YCBCR_422_APPLE
, GL_UNSIGNED_SHORT_8_8_APPLE
, 0,
1019 WINED3DFMT_FLAG_TEXTURE
| WINED3DFMT_FLAG_FILTERING
,
1020 APPLE_YCBCR_422
, NULL
},
1021 {WINED3DFMT_YUY2
, GL_RG8
, GL_RG8
, 0,
1022 GL_RG
, GL_UNSIGNED_BYTE
, 0,
1023 WINED3DFMT_FLAG_FILTERING
,
1024 ARB_TEXTURE_RG
, NULL
},
1025 {WINED3DFMT_YUY2
, GL_LUMINANCE8_ALPHA8
, GL_LUMINANCE8_ALPHA8
, 0,
1026 GL_LUMINANCE_ALPHA
, GL_UNSIGNED_BYTE
, 0,
1027 WINED3DFMT_FLAG_FILTERING
,
1028 WINED3D_GL_LEGACY_CONTEXT
, NULL
},
1029 {WINED3DFMT_YUY2
, GL_RGB
, GL_RGB
, 0,
1030 GL_YCBCR_422_APPLE
, GL_UNSIGNED_SHORT_8_8_REV_APPLE
, 0,
1031 WINED3DFMT_FLAG_TEXTURE
| WINED3DFMT_FLAG_FILTERING
,
1032 APPLE_YCBCR_422
, NULL
},
1033 {WINED3DFMT_YV12
, GL_R8
, GL_R8
, 0,
1034 GL_RED
, GL_UNSIGNED_BYTE
, 0,
1035 WINED3DFMT_FLAG_FILTERING
,
1036 ARB_TEXTURE_RG
, NULL
},
1037 {WINED3DFMT_YV12
, GL_ALPHA8
, GL_ALPHA8
, 0,
1038 GL_ALPHA
, GL_UNSIGNED_BYTE
, 0,
1039 WINED3DFMT_FLAG_FILTERING
,
1040 WINED3D_GL_LEGACY_CONTEXT
, NULL
},
1041 {WINED3DFMT_NV12
, GL_R8
, GL_R8
, 0,
1042 GL_RED
, GL_UNSIGNED_BYTE
, 0,
1043 WINED3DFMT_FLAG_FILTERING
,
1044 ARB_TEXTURE_RG
, NULL
},
1045 {WINED3DFMT_NV12
, GL_ALPHA8
, GL_ALPHA8
, 0,
1046 GL_ALPHA
, GL_UNSIGNED_BYTE
, 0,
1047 WINED3DFMT_FLAG_FILTERING
,
1048 WINED3D_GL_LEGACY_CONTEXT
, NULL
},
1049 {WINED3DFMT_DXT1
, GL_COMPRESSED_RGBA_S3TC_DXT1_EXT
, GL_COMPRESSED_SRGB_ALPHA_S3TC_DXT1_EXT
, 0,
1050 GL_RGBA
, GL_UNSIGNED_BYTE
, 0,
1051 WINED3DFMT_FLAG_TEXTURE
| WINED3DFMT_FLAG_POSTPIXELSHADER_BLENDING
| WINED3DFMT_FLAG_FILTERING
1052 | WINED3DFMT_FLAG_SRGB_READ
| WINED3DFMT_FLAG_COMPRESSED
,
1053 EXT_TEXTURE_COMPRESSION_S3TC
, NULL
},
1054 {WINED3DFMT_DXT2
, GL_COMPRESSED_RGBA_S3TC_DXT3_EXT
, GL_COMPRESSED_SRGB_ALPHA_S3TC_DXT3_EXT
, 0,
1055 GL_RGBA
, GL_UNSIGNED_BYTE
, 0,
1056 WINED3DFMT_FLAG_TEXTURE
| WINED3DFMT_FLAG_POSTPIXELSHADER_BLENDING
| WINED3DFMT_FLAG_FILTERING
1057 | WINED3DFMT_FLAG_SRGB_READ
| WINED3DFMT_FLAG_COMPRESSED
,
1058 EXT_TEXTURE_COMPRESSION_S3TC
, NULL
},
1059 {WINED3DFMT_DXT3
, GL_COMPRESSED_RGBA_S3TC_DXT3_EXT
, GL_COMPRESSED_SRGB_ALPHA_S3TC_DXT3_EXT
, 0,
1060 GL_RGBA
, GL_UNSIGNED_BYTE
, 0,
1061 WINED3DFMT_FLAG_TEXTURE
| WINED3DFMT_FLAG_POSTPIXELSHADER_BLENDING
| WINED3DFMT_FLAG_FILTERING
1062 | WINED3DFMT_FLAG_SRGB_READ
| WINED3DFMT_FLAG_COMPRESSED
,
1063 EXT_TEXTURE_COMPRESSION_S3TC
, NULL
},
1064 {WINED3DFMT_DXT4
, GL_COMPRESSED_RGBA_S3TC_DXT5_EXT
, GL_COMPRESSED_SRGB_ALPHA_S3TC_DXT5_EXT
, 0,
1065 GL_RGBA
, GL_UNSIGNED_BYTE
, 0,
1066 WINED3DFMT_FLAG_TEXTURE
| WINED3DFMT_FLAG_POSTPIXELSHADER_BLENDING
| WINED3DFMT_FLAG_FILTERING
1067 | WINED3DFMT_FLAG_SRGB_READ
| WINED3DFMT_FLAG_COMPRESSED
,
1068 EXT_TEXTURE_COMPRESSION_S3TC
, NULL
},
1069 {WINED3DFMT_DXT5
, GL_COMPRESSED_RGBA_S3TC_DXT5_EXT
, GL_COMPRESSED_SRGB_ALPHA_S3TC_DXT5_EXT
, 0,
1070 GL_RGBA
, GL_UNSIGNED_BYTE
, 0,
1071 WINED3DFMT_FLAG_TEXTURE
| WINED3DFMT_FLAG_POSTPIXELSHADER_BLENDING
| WINED3DFMT_FLAG_FILTERING
1072 | WINED3DFMT_FLAG_SRGB_READ
| WINED3DFMT_FLAG_COMPRESSED
,
1073 EXT_TEXTURE_COMPRESSION_S3TC
, NULL
},
1074 {WINED3DFMT_BC1_UNORM
, GL_COMPRESSED_RGBA_S3TC_DXT1_EXT
, GL_COMPRESSED_SRGB_ALPHA_S3TC_DXT1_EXT
, 0,
1075 GL_RGBA
, GL_UNSIGNED_BYTE
, 0,
1076 WINED3DFMT_FLAG_TEXTURE
| WINED3DFMT_FLAG_POSTPIXELSHADER_BLENDING
| WINED3DFMT_FLAG_FILTERING
1077 | WINED3DFMT_FLAG_COMPRESSED
,
1078 EXT_TEXTURE_COMPRESSION_S3TC
, NULL
},
1079 {WINED3DFMT_BC2_UNORM
, GL_COMPRESSED_RGBA_S3TC_DXT3_EXT
, GL_COMPRESSED_SRGB_ALPHA_S3TC_DXT3_EXT
, 0,
1080 GL_RGBA
, GL_UNSIGNED_BYTE
, 0,
1081 WINED3DFMT_FLAG_TEXTURE
| WINED3DFMT_FLAG_POSTPIXELSHADER_BLENDING
| WINED3DFMT_FLAG_FILTERING
1082 | WINED3DFMT_FLAG_COMPRESSED
,
1083 EXT_TEXTURE_COMPRESSION_S3TC
, NULL
},
1084 {WINED3DFMT_BC3_UNORM
, GL_COMPRESSED_RGBA_S3TC_DXT5_EXT
, GL_COMPRESSED_SRGB_ALPHA_S3TC_DXT5_EXT
, 0,
1085 GL_RGBA
, GL_UNSIGNED_BYTE
, 0,
1086 WINED3DFMT_FLAG_TEXTURE
| WINED3DFMT_FLAG_POSTPIXELSHADER_BLENDING
| WINED3DFMT_FLAG_FILTERING
1087 | WINED3DFMT_FLAG_COMPRESSED
,
1088 EXT_TEXTURE_COMPRESSION_S3TC
, NULL
},
1089 {WINED3DFMT_BC4_UNORM
, GL_COMPRESSED_RED_RGTC1
, GL_COMPRESSED_RED_RGTC1
, 0,
1090 GL_RED
, GL_UNSIGNED_BYTE
, 0,
1091 WINED3DFMT_FLAG_TEXTURE
| WINED3DFMT_FLAG_POSTPIXELSHADER_BLENDING
| WINED3DFMT_FLAG_FILTERING
1092 | WINED3DFMT_FLAG_COMPRESSED
,
1093 ARB_TEXTURE_COMPRESSION_RGTC
, NULL
},
1094 {WINED3DFMT_BC5_UNORM
, GL_COMPRESSED_RG_RGTC2
, GL_COMPRESSED_RG_RGTC2
, 0,
1095 GL_RG
, GL_UNSIGNED_BYTE
, 0,
1096 WINED3DFMT_FLAG_TEXTURE
| WINED3DFMT_FLAG_POSTPIXELSHADER_BLENDING
| WINED3DFMT_FLAG_FILTERING
1097 | WINED3DFMT_FLAG_COMPRESSED
,
1098 ARB_TEXTURE_COMPRESSION_RGTC
, NULL
},
1100 {WINED3DFMT_R32_FLOAT
, GL_RGB32F_ARB
, GL_RGB32F_ARB
, 0,
1101 GL_RED
, GL_FLOAT
, 0,
1102 WINED3DFMT_FLAG_TEXTURE
| WINED3DFMT_FLAG_RENDERTARGET
| WINED3DFMT_FLAG_VTF
,
1103 ARB_TEXTURE_FLOAT
, NULL
},
1104 {WINED3DFMT_R32_FLOAT
, GL_R32F
, GL_R32F
, 0,
1105 GL_RED
, GL_FLOAT
, 0,
1106 WINED3DFMT_FLAG_TEXTURE
| WINED3DFMT_FLAG_RENDERTARGET
| WINED3DFMT_FLAG_VTF
,
1107 ARB_TEXTURE_RG
, NULL
},
1108 {WINED3DFMT_R32G32_FLOAT
, GL_RGB32F_ARB
, GL_RGB32F_ARB
, 0,
1109 GL_RGB
, GL_FLOAT
, 12,
1110 WINED3DFMT_FLAG_TEXTURE
| WINED3DFMT_FLAG_RENDERTARGET
| WINED3DFMT_FLAG_VTF
,
1111 ARB_TEXTURE_FLOAT
, convert_r32g32_float
},
1112 {WINED3DFMT_R32G32_FLOAT
, GL_RG32F
, GL_RG32F
, 0,
1114 WINED3DFMT_FLAG_TEXTURE
| WINED3DFMT_FLAG_RENDERTARGET
| WINED3DFMT_FLAG_VTF
,
1115 ARB_TEXTURE_RG
, NULL
},
1116 {WINED3DFMT_R32G32B32_FLOAT
, GL_RGB32F
, GL_RGB32F
, 0,
1117 GL_RGB
, GL_FLOAT
, 0,
1118 WINED3DFMT_FLAG_TEXTURE
| WINED3DFMT_FLAG_RENDERTARGET
,
1119 ARB_TEXTURE_FLOAT
, NULL
},
1120 {WINED3DFMT_R32G32B32A32_FLOAT
, GL_RGBA32F_ARB
, GL_RGBA32F_ARB
, 0,
1121 GL_RGBA
, GL_FLOAT
, 0,
1122 WINED3DFMT_FLAG_TEXTURE
| WINED3DFMT_FLAG_RENDERTARGET
| WINED3DFMT_FLAG_VTF
,
1123 ARB_TEXTURE_FLOAT
, NULL
},
1125 {WINED3DFMT_R16_FLOAT
, GL_RGB16F_ARB
, GL_RGB16F_ARB
, 0,
1126 GL_RED
, GL_HALF_FLOAT_ARB
, 0,
1127 WINED3DFMT_FLAG_TEXTURE
| WINED3DFMT_FLAG_RENDERTARGET
| WINED3DFMT_FLAG_VTF
,
1128 ARB_TEXTURE_FLOAT
, NULL
},
1129 {WINED3DFMT_R16_FLOAT
, GL_R16F
, GL_R16F
, 0,
1130 GL_RED
, GL_HALF_FLOAT_ARB
, 0,
1131 WINED3DFMT_FLAG_TEXTURE
| WINED3DFMT_FLAG_RENDERTARGET
| WINED3DFMT_FLAG_VTF
,
1132 ARB_TEXTURE_RG
, NULL
},
1133 {WINED3DFMT_R16G16_FLOAT
, GL_RGB16F_ARB
, GL_RGB16F_ARB
, 0,
1134 GL_RGB
, GL_HALF_FLOAT_ARB
, 6,
1135 WINED3DFMT_FLAG_TEXTURE
| WINED3DFMT_FLAG_RENDERTARGET
| WINED3DFMT_FLAG_VTF
,
1136 ARB_TEXTURE_FLOAT
, convert_r16g16
},
1137 {WINED3DFMT_R16G16_FLOAT
, GL_RG16F
, GL_RG16F
, 0,
1138 GL_RG
, GL_HALF_FLOAT_ARB
, 0,
1139 WINED3DFMT_FLAG_TEXTURE
| WINED3DFMT_FLAG_RENDERTARGET
| WINED3DFMT_FLAG_VTF
,
1140 ARB_TEXTURE_RG
, NULL
},
1141 {WINED3DFMT_R16G16B16A16_FLOAT
, GL_RGBA16F_ARB
, GL_RGBA16F_ARB
, 0,
1142 GL_RGBA
, GL_HALF_FLOAT_ARB
, 0,
1143 WINED3DFMT_FLAG_TEXTURE
| WINED3DFMT_FLAG_POSTPIXELSHADER_BLENDING
| WINED3DFMT_FLAG_RENDERTARGET
1144 | WINED3DFMT_FLAG_VTF
,
1145 ARB_TEXTURE_FLOAT
, NULL
},
1146 {WINED3DFMT_R11G11B10_FLOAT
, GL_R11F_G11F_B10F
, GL_R11F_G11F_B10F
, 0,
1147 GL_RGB
, GL_UNSIGNED_INT_10F_11F_11F_REV
, 0,
1148 WINED3DFMT_FLAG_TEXTURE
| WINED3DFMT_FLAG_POSTPIXELSHADER_BLENDING
| WINED3DFMT_FLAG_RENDERTARGET
,
1150 /* Palettized formats */
1151 {WINED3DFMT_P8_UINT
, GL_R8
, GL_R8
, 0,
1152 GL_RED
, GL_UNSIGNED_BYTE
, 0,
1154 ARB_TEXTURE_RG
, NULL
},
1155 {WINED3DFMT_P8_UINT
, GL_ALPHA8
, GL_ALPHA8
, 0,
1156 GL_ALPHA
, GL_UNSIGNED_BYTE
, 0,
1158 WINED3D_GL_LEGACY_CONTEXT
, NULL
},
1159 /* Standard ARGB formats */
1160 {WINED3DFMT_B8G8R8_UNORM
, GL_RGB8
, GL_RGB8
, 0,
1161 GL_BGR
, GL_UNSIGNED_BYTE
, 0,
1162 WINED3DFMT_FLAG_POSTPIXELSHADER_BLENDING
| WINED3DFMT_FLAG_FILTERING
| WINED3DFMT_FLAG_RENDERTARGET
,
1163 WINED3D_GL_EXT_NONE
, NULL
},
1164 {WINED3DFMT_B8G8R8A8_UNORM
, GL_RGBA8
, GL_SRGB8_ALPHA8_EXT
, 0,
1165 GL_BGRA
, GL_UNSIGNED_INT_8_8_8_8_REV
, 0,
1166 WINED3DFMT_FLAG_TEXTURE
| WINED3DFMT_FLAG_POSTPIXELSHADER_BLENDING
| WINED3DFMT_FLAG_FILTERING
1167 | WINED3DFMT_FLAG_RENDERTARGET
| WINED3DFMT_FLAG_SRGB_READ
| WINED3DFMT_FLAG_SRGB_WRITE
1168 | WINED3DFMT_FLAG_VTF
,
1169 WINED3D_GL_EXT_NONE
, NULL
},
1170 {WINED3DFMT_B8G8R8X8_UNORM
, GL_RGB8
, GL_SRGB8_EXT
, 0,
1171 GL_BGRA
, GL_UNSIGNED_INT_8_8_8_8_REV
, 0,
1172 WINED3DFMT_FLAG_TEXTURE
| WINED3DFMT_FLAG_POSTPIXELSHADER_BLENDING
| WINED3DFMT_FLAG_FILTERING
1173 | WINED3DFMT_FLAG_RENDERTARGET
| WINED3DFMT_FLAG_SRGB_READ
| WINED3DFMT_FLAG_SRGB_WRITE
,
1174 WINED3D_GL_EXT_NONE
, NULL
},
1175 {WINED3DFMT_B5G6R5_UNORM
, GL_RGB5
, GL_RGB5
, GL_RGB8
,
1176 GL_RGB
, GL_UNSIGNED_SHORT_5_6_5
, 0,
1177 WINED3DFMT_FLAG_TEXTURE
| WINED3DFMT_FLAG_POSTPIXELSHADER_BLENDING
| WINED3DFMT_FLAG_FILTERING
1178 | WINED3DFMT_FLAG_RENDERTARGET
,
1179 WINED3D_GL_EXT_NONE
, NULL
},
1180 {WINED3DFMT_B5G6R5_UNORM
, GL_RGB565
, GL_RGB565
, GL_RGB8
,
1181 GL_RGB
, GL_UNSIGNED_SHORT_5_6_5
, 0,
1182 WINED3DFMT_FLAG_TEXTURE
| WINED3DFMT_FLAG_POSTPIXELSHADER_BLENDING
| WINED3DFMT_FLAG_FILTERING
1183 | WINED3DFMT_FLAG_RENDERTARGET
,
1184 ARB_ES2_COMPATIBILITY
, NULL
},
1185 {WINED3DFMT_B5G5R5X1_UNORM
, GL_RGB5
, GL_RGB5
, 0,
1186 GL_BGRA
, GL_UNSIGNED_SHORT_1_5_5_5_REV
, 0,
1187 WINED3DFMT_FLAG_TEXTURE
| WINED3DFMT_FLAG_POSTPIXELSHADER_BLENDING
| WINED3DFMT_FLAG_FILTERING
1188 | WINED3DFMT_FLAG_RENDERTARGET
,
1189 WINED3D_GL_EXT_NONE
, NULL
},
1190 {WINED3DFMT_B5G5R5A1_UNORM
, GL_RGB5_A1
, GL_RGB5_A1
, 0,
1191 GL_BGRA
, GL_UNSIGNED_SHORT_1_5_5_5_REV
, 0,
1192 WINED3DFMT_FLAG_TEXTURE
| WINED3DFMT_FLAG_POSTPIXELSHADER_BLENDING
| WINED3DFMT_FLAG_FILTERING
,
1193 WINED3D_GL_EXT_NONE
, NULL
},
1194 {WINED3DFMT_B4G4R4A4_UNORM
, GL_RGBA4
, GL_SRGB8_ALPHA8_EXT
, 0,
1195 GL_BGRA
, GL_UNSIGNED_SHORT_4_4_4_4_REV
, 0,
1196 WINED3DFMT_FLAG_TEXTURE
| WINED3DFMT_FLAG_POSTPIXELSHADER_BLENDING
| WINED3DFMT_FLAG_FILTERING
1197 | WINED3DFMT_FLAG_SRGB_READ
,
1198 WINED3D_GL_EXT_NONE
, NULL
},
1199 {WINED3DFMT_B2G3R3_UNORM
, GL_R3_G3_B2
, GL_R3_G3_B2
, 0,
1200 GL_RGB
, GL_UNSIGNED_BYTE_3_3_2
, 0,
1201 WINED3DFMT_FLAG_POSTPIXELSHADER_BLENDING
| WINED3DFMT_FLAG_FILTERING
,
1202 WINED3D_GL_EXT_NONE
, NULL
},
1203 {WINED3DFMT_R8_UNORM
, GL_R8
, GL_R8
, 0,
1204 GL_RED
, GL_UNSIGNED_BYTE
, 0,
1205 WINED3DFMT_FLAG_TEXTURE
| WINED3DFMT_FLAG_POSTPIXELSHADER_BLENDING
| WINED3DFMT_FLAG_FILTERING
1206 | WINED3DFMT_FLAG_RENDERTARGET
| WINED3DFMT_FLAG_VTF
,
1207 ARB_TEXTURE_RG
, NULL
},
1208 {WINED3DFMT_A8_UNORM
, GL_R8
, GL_R8
, 0,
1209 GL_RED
, GL_UNSIGNED_BYTE
, 0,
1210 WINED3DFMT_FLAG_TEXTURE
| WINED3DFMT_FLAG_POSTPIXELSHADER_BLENDING
| WINED3DFMT_FLAG_FILTERING
,
1211 ARB_TEXTURE_RG
, NULL
},
1212 {WINED3DFMT_A8_UNORM
, GL_ALPHA8
, GL_ALPHA8
, 0,
1213 GL_ALPHA
, GL_UNSIGNED_BYTE
, 0,
1214 WINED3DFMT_FLAG_TEXTURE
| WINED3DFMT_FLAG_POSTPIXELSHADER_BLENDING
| WINED3DFMT_FLAG_FILTERING
,
1215 WINED3D_GL_LEGACY_CONTEXT
, NULL
},
1216 {WINED3DFMT_B4G4R4X4_UNORM
, GL_RGB4
, GL_RGB4
, 0,
1217 GL_BGRA
, GL_UNSIGNED_SHORT_4_4_4_4_REV
, 0,
1218 WINED3DFMT_FLAG_TEXTURE
| WINED3DFMT_FLAG_POSTPIXELSHADER_BLENDING
| WINED3DFMT_FLAG_FILTERING
,
1219 WINED3D_GL_EXT_NONE
, NULL
},
1220 {WINED3DFMT_R10G10B10A2_UNORM
, GL_RGB10_A2
, GL_RGB10_A2
, 0,
1221 GL_RGBA
, GL_UNSIGNED_INT_2_10_10_10_REV
, 0,
1222 WINED3DFMT_FLAG_TEXTURE
| WINED3DFMT_FLAG_POSTPIXELSHADER_BLENDING
| WINED3DFMT_FLAG_FILTERING
1223 | WINED3DFMT_FLAG_RENDERTARGET
,
1224 WINED3D_GL_EXT_NONE
, NULL
},
1225 {WINED3DFMT_R8G8B8A8_UNORM
, GL_RGBA8
, GL_SRGB8_ALPHA8_EXT
, 0,
1226 GL_RGBA
, GL_UNSIGNED_INT_8_8_8_8_REV
, 0,
1227 WINED3DFMT_FLAG_TEXTURE
| WINED3DFMT_FLAG_POSTPIXELSHADER_BLENDING
| WINED3DFMT_FLAG_FILTERING
1228 | WINED3DFMT_FLAG_RENDERTARGET
| WINED3DFMT_FLAG_SRGB_READ
| WINED3DFMT_FLAG_SRGB_WRITE
1229 | WINED3DFMT_FLAG_VTF
,
1230 WINED3D_GL_EXT_NONE
, NULL
},
1231 {WINED3DFMT_R8G8B8A8_UINT
, GL_RGBA8UI
, GL_RGBA8UI
, 0,
1232 GL_RGBA_INTEGER
, GL_UNSIGNED_INT_8_8_8_8_REV
, 0,
1233 WINED3DFMT_FLAG_TEXTURE
,
1234 ARB_TEXTURE_RGB10_A2UI
, NULL
},
1235 {WINED3DFMT_R8G8B8A8_SINT
, GL_RGBA8I
, GL_RGBA8I
, 0,
1236 GL_RGBA_INTEGER
, GL_BYTE
, 0,
1237 WINED3DFMT_FLAG_TEXTURE
,
1238 EXT_TEXTURE_INTEGER
, NULL
},
1239 {WINED3DFMT_R8G8B8X8_UNORM
, GL_RGB8
, GL_RGB8
, 0,
1240 GL_RGBA
, GL_UNSIGNED_INT_8_8_8_8_REV
, 0,
1241 WINED3DFMT_FLAG_TEXTURE
| WINED3DFMT_FLAG_POSTPIXELSHADER_BLENDING
| WINED3DFMT_FLAG_FILTERING
,
1242 WINED3D_GL_EXT_NONE
, NULL
},
1243 {WINED3DFMT_R16G16_UNORM
, GL_RGB16
, GL_RGB16
, GL_RGBA16
,
1244 GL_RGB
, GL_UNSIGNED_SHORT
, 6,
1245 WINED3DFMT_FLAG_TEXTURE
| WINED3DFMT_FLAG_POSTPIXELSHADER_BLENDING
| WINED3DFMT_FLAG_FILTERING
,
1246 WINED3D_GL_EXT_NONE
, convert_r16g16
},
1247 {WINED3DFMT_R16G16_UNORM
, GL_RG16
, GL_RG16
, 0,
1248 GL_RG
, GL_UNSIGNED_SHORT
, 0,
1249 WINED3DFMT_FLAG_TEXTURE
| WINED3DFMT_FLAG_POSTPIXELSHADER_BLENDING
| WINED3DFMT_FLAG_FILTERING
1250 | WINED3DFMT_FLAG_RENDERTARGET
,
1251 ARB_TEXTURE_RG
, NULL
},
1252 {WINED3DFMT_B10G10R10A2_UNORM
, GL_RGB10_A2
, GL_RGB10_A2
, 0,
1253 GL_BGRA
, GL_UNSIGNED_INT_2_10_10_10_REV
, 0,
1254 WINED3DFMT_FLAG_TEXTURE
| WINED3DFMT_FLAG_POSTPIXELSHADER_BLENDING
| WINED3DFMT_FLAG_FILTERING
1255 | WINED3DFMT_FLAG_RENDERTARGET
,
1256 WINED3D_GL_EXT_NONE
, NULL
},
1257 {WINED3DFMT_R16G16B16A16_UNORM
, GL_RGBA16
, GL_RGBA16
, 0,
1258 GL_RGBA
, GL_UNSIGNED_SHORT
, 0,
1259 WINED3DFMT_FLAG_TEXTURE
| WINED3DFMT_FLAG_POSTPIXELSHADER_BLENDING
| WINED3DFMT_FLAG_FILTERING
1260 | WINED3DFMT_FLAG_RENDERTARGET
,
1261 WINED3D_GL_EXT_NONE
, NULL
},
1262 {WINED3DFMT_R8G8_UNORM
, GL_RG8
, GL_RG8
, 0,
1263 GL_RG
, GL_UNSIGNED_BYTE
, 0,
1264 WINED3DFMT_FLAG_TEXTURE
| WINED3DFMT_FLAG_POSTPIXELSHADER_BLENDING
| WINED3DFMT_FLAG_FILTERING
,
1265 ARB_TEXTURE_RG
, NULL
},
1266 {WINED3DFMT_R16_UNORM
, GL_R16
, GL_R16
, 0,
1267 GL_RED
, GL_UNSIGNED_SHORT
, 0,
1268 WINED3DFMT_FLAG_TEXTURE
| WINED3DFMT_FLAG_POSTPIXELSHADER_BLENDING
| WINED3DFMT_FLAG_FILTERING
1269 | WINED3DFMT_FLAG_RENDERTARGET
,
1270 ARB_TEXTURE_RG
, NULL
},
1271 {WINED3DFMT_R16_UINT
, GL_R16UI
, GL_R16UI
, 0,
1272 GL_RED_INTEGER
, GL_UNSIGNED_SHORT
, 0,
1273 WINED3DFMT_FLAG_TEXTURE
,
1274 ARB_TEXTURE_RG
, NULL
},
1276 {WINED3DFMT_L8_UNORM
, GL_LUMINANCE8
, GL_SLUMINANCE8_EXT
, 0,
1277 GL_LUMINANCE
, GL_UNSIGNED_BYTE
, 0,
1278 WINED3DFMT_FLAG_TEXTURE
| WINED3DFMT_FLAG_POSTPIXELSHADER_BLENDING
| WINED3DFMT_FLAG_FILTERING
1279 | WINED3DFMT_FLAG_SRGB_READ
,
1280 WINED3D_GL_LEGACY_CONTEXT
, NULL
},
1281 {WINED3DFMT_L8_UNORM
, GL_R8
, GL_R8
, 0,
1282 GL_RED
, GL_UNSIGNED_BYTE
, 0,
1283 WINED3DFMT_FLAG_TEXTURE
| WINED3DFMT_FLAG_POSTPIXELSHADER_BLENDING
| WINED3DFMT_FLAG_FILTERING
1284 | WINED3DFMT_FLAG_RENDERTARGET
,
1285 ARB_TEXTURE_RG
, NULL
},
1286 {WINED3DFMT_L8A8_UNORM
, GL_RG8
, GL_RG8
, 0,
1287 GL_RG
, GL_UNSIGNED_BYTE
, 0,
1288 WINED3DFMT_FLAG_TEXTURE
| WINED3DFMT_FLAG_POSTPIXELSHADER_BLENDING
| WINED3DFMT_FLAG_FILTERING
,
1289 ARB_TEXTURE_RG
, NULL
},
1290 {WINED3DFMT_L8A8_UNORM
, GL_LUMINANCE8_ALPHA8
, GL_SLUMINANCE8_ALPHA8_EXT
, 0,
1291 GL_LUMINANCE_ALPHA
, GL_UNSIGNED_BYTE
, 0,
1292 WINED3DFMT_FLAG_TEXTURE
| WINED3DFMT_FLAG_POSTPIXELSHADER_BLENDING
| WINED3DFMT_FLAG_FILTERING
1293 | WINED3DFMT_FLAG_SRGB_READ
,
1294 WINED3D_GL_LEGACY_CONTEXT
, NULL
},
1295 {WINED3DFMT_L4A4_UNORM
, GL_RG8
, GL_RG8
, 0,
1296 GL_RG
, GL_UNSIGNED_BYTE
, 2,
1297 WINED3DFMT_FLAG_FILTERING
,
1298 ARB_TEXTURE_RG
, convert_l4a4_unorm
},
1299 {WINED3DFMT_L4A4_UNORM
, GL_LUMINANCE4_ALPHA4
, GL_LUMINANCE4_ALPHA4
, 0,
1300 GL_LUMINANCE_ALPHA
, GL_UNSIGNED_BYTE
, 2,
1301 WINED3DFMT_FLAG_FILTERING
,
1302 WINED3D_GL_LEGACY_CONTEXT
, convert_l4a4_unorm
},
1303 {WINED3DFMT_L16_UNORM
, GL_R16
, GL_R16
, 0,
1304 GL_RED
, GL_UNSIGNED_SHORT
, 0,
1305 WINED3DFMT_FLAG_TEXTURE
| WINED3DFMT_FLAG_POSTPIXELSHADER_BLENDING
| WINED3DFMT_FLAG_FILTERING
,
1306 ARB_TEXTURE_RG
, NULL
},
1307 {WINED3DFMT_L16_UNORM
, GL_LUMINANCE16
, GL_LUMINANCE16
, 0,
1308 GL_LUMINANCE
, GL_UNSIGNED_SHORT
, 0,
1309 WINED3DFMT_FLAG_TEXTURE
| WINED3DFMT_FLAG_POSTPIXELSHADER_BLENDING
| WINED3DFMT_FLAG_FILTERING
,
1310 WINED3D_GL_LEGACY_CONTEXT
, NULL
},
1311 /* Bump mapping stuff */
1312 {WINED3DFMT_R8G8_SNORM
, GL_RGB8
, GL_RGB8
, 0,
1313 GL_BGR
, GL_UNSIGNED_BYTE
, 3,
1314 WINED3DFMT_FLAG_TEXTURE
| WINED3DFMT_FLAG_POSTPIXELSHADER_BLENDING
| WINED3DFMT_FLAG_FILTERING
1315 | WINED3DFMT_FLAG_BUMPMAP
,
1316 WINED3D_GL_EXT_NONE
, convert_r8g8_snorm
},
1317 {WINED3DFMT_R8G8_SNORM
, GL_DSDT8_NV
, GL_DSDT8_NV
, 0,
1318 GL_DSDT_NV
, GL_BYTE
, 0,
1319 WINED3DFMT_FLAG_TEXTURE
| WINED3DFMT_FLAG_POSTPIXELSHADER_BLENDING
| WINED3DFMT_FLAG_FILTERING
1320 | WINED3DFMT_FLAG_BUMPMAP
,
1321 NV_TEXTURE_SHADER
, NULL
},
1322 {WINED3DFMT_R8G8_SNORM
, GL_RG8_SNORM
, GL_RG8_SNORM
, 0,
1324 WINED3DFMT_FLAG_TEXTURE
| WINED3DFMT_FLAG_POSTPIXELSHADER_BLENDING
| WINED3DFMT_FLAG_FILTERING
1325 | WINED3DFMT_FLAG_BUMPMAP
,
1326 EXT_TEXTURE_SNORM
, NULL
},
1327 {WINED3DFMT_R5G5_SNORM_L6_UNORM
, GL_RGB5
, GL_RGB5
, 0,
1328 GL_RGB
, GL_UNSIGNED_SHORT_5_6_5
, 2,
1329 WINED3DFMT_FLAG_TEXTURE
| WINED3DFMT_FLAG_POSTPIXELSHADER_BLENDING
| WINED3DFMT_FLAG_FILTERING
1330 | WINED3DFMT_FLAG_BUMPMAP
,
1331 WINED3D_GL_EXT_NONE
, convert_r5g5_snorm_l6_unorm
},
1332 {WINED3DFMT_R5G5_SNORM_L6_UNORM
, GL_DSDT8_MAG8_NV
, GL_DSDT8_MAG8_NV
, 0,
1333 GL_DSDT_MAG_NV
, GL_BYTE
, 3,
1334 WINED3DFMT_FLAG_TEXTURE
| WINED3DFMT_FLAG_POSTPIXELSHADER_BLENDING
| WINED3DFMT_FLAG_FILTERING
1335 | WINED3DFMT_FLAG_BUMPMAP
,
1336 NV_TEXTURE_SHADER
, convert_r5g5_snorm_l6_unorm_nv
},
1337 {WINED3DFMT_R5G5_SNORM_L6_UNORM
, GL_RGB8_SNORM
, GL_RGB8_SNORM
, 0,
1338 GL_RGBA
, GL_BYTE
, 4,
1339 WINED3DFMT_FLAG_TEXTURE
| WINED3DFMT_FLAG_POSTPIXELSHADER_BLENDING
| WINED3DFMT_FLAG_FILTERING
1340 | WINED3DFMT_FLAG_BUMPMAP
,
1341 EXT_TEXTURE_SNORM
, convert_r5g5_snorm_l6_unorm_ext
},
1342 {WINED3DFMT_R8G8_SNORM_L8X8_UNORM
, GL_RGB8
, GL_RGB8
, 0,
1343 GL_BGRA
, GL_UNSIGNED_INT_8_8_8_8_REV
, 4,
1344 WINED3DFMT_FLAG_TEXTURE
| WINED3DFMT_FLAG_POSTPIXELSHADER_BLENDING
| WINED3DFMT_FLAG_FILTERING
1345 | WINED3DFMT_FLAG_BUMPMAP
,
1346 WINED3D_GL_EXT_NONE
, convert_r8g8_snorm_l8x8_unorm
},
1347 {WINED3DFMT_R8G8_SNORM_L8X8_UNORM
, GL_DSDT8_MAG8_INTENSITY8_NV
, GL_DSDT8_MAG8_INTENSITY8_NV
, 0,
1348 GL_DSDT_MAG_VIB_NV
, GL_UNSIGNED_INT_8_8_S8_S8_REV_NV
, 4,
1349 WINED3DFMT_FLAG_TEXTURE
| WINED3DFMT_FLAG_POSTPIXELSHADER_BLENDING
| WINED3DFMT_FLAG_FILTERING
1350 | WINED3DFMT_FLAG_BUMPMAP
,
1351 NV_TEXTURE_SHADER
, convert_r8g8_snorm_l8x8_unorm_nv
},
1352 {WINED3DFMT_R8G8B8A8_SNORM
, GL_RGBA8
, GL_RGBA8
, 0,
1353 GL_BGRA
, GL_UNSIGNED_BYTE
, 4,
1354 WINED3DFMT_FLAG_TEXTURE
| WINED3DFMT_FLAG_POSTPIXELSHADER_BLENDING
| WINED3DFMT_FLAG_FILTERING
1355 | WINED3DFMT_FLAG_BUMPMAP
,
1356 WINED3D_GL_EXT_NONE
, convert_r8g8b8a8_snorm
},
1357 {WINED3DFMT_R8G8B8A8_SNORM
, GL_SIGNED_RGBA8_NV
, GL_SIGNED_RGBA8_NV
, 0,
1358 GL_RGBA
, GL_BYTE
, 0,
1359 WINED3DFMT_FLAG_TEXTURE
| WINED3DFMT_FLAG_POSTPIXELSHADER_BLENDING
| WINED3DFMT_FLAG_FILTERING
1360 | WINED3DFMT_FLAG_BUMPMAP
,
1361 NV_TEXTURE_SHADER
, NULL
},
1362 {WINED3DFMT_R8G8B8A8_SNORM
, GL_RGBA8_SNORM
, GL_RGBA8_SNORM
, 0,
1363 GL_RGBA
, GL_BYTE
, 0,
1364 WINED3DFMT_FLAG_TEXTURE
| WINED3DFMT_FLAG_POSTPIXELSHADER_BLENDING
| WINED3DFMT_FLAG_FILTERING
1365 | WINED3DFMT_FLAG_BUMPMAP
,
1366 EXT_TEXTURE_SNORM
, NULL
},
1367 {WINED3DFMT_R16G16_SNORM
, GL_RGB16
, GL_RGB16
, 0,
1368 GL_BGR
, GL_UNSIGNED_SHORT
, 6,
1369 WINED3DFMT_FLAG_TEXTURE
| WINED3DFMT_FLAG_POSTPIXELSHADER_BLENDING
| WINED3DFMT_FLAG_FILTERING
1370 | WINED3DFMT_FLAG_BUMPMAP
,
1371 WINED3D_GL_EXT_NONE
, convert_r16g16_snorm
},
1372 {WINED3DFMT_R16G16_SNORM
, GL_SIGNED_HILO16_NV
, GL_SIGNED_HILO16_NV
, 0,
1373 GL_HILO_NV
, GL_SHORT
, 0,
1374 WINED3DFMT_FLAG_TEXTURE
| WINED3DFMT_FLAG_POSTPIXELSHADER_BLENDING
| WINED3DFMT_FLAG_FILTERING
1375 | WINED3DFMT_FLAG_BUMPMAP
,
1376 NV_TEXTURE_SHADER
, NULL
},
1377 {WINED3DFMT_R16G16_SNORM
, GL_RG16_SNORM
, GL_RG16_SNORM
, 0,
1379 WINED3DFMT_FLAG_TEXTURE
| WINED3DFMT_FLAG_POSTPIXELSHADER_BLENDING
| WINED3DFMT_FLAG_FILTERING
1380 | WINED3DFMT_FLAG_BUMPMAP
,
1381 EXT_TEXTURE_SNORM
, NULL
},
1382 /* Depth stencil formats */
1383 {WINED3DFMT_D16_LOCKABLE
, GL_DEPTH_COMPONENT
, GL_DEPTH_COMPONENT
, 0,
1384 GL_DEPTH_COMPONENT
, GL_UNSIGNED_SHORT
, 0,
1385 WINED3DFMT_FLAG_DEPTH
,
1386 WINED3D_GL_EXT_NONE
, NULL
},
1387 {WINED3DFMT_D16_LOCKABLE
, GL_DEPTH_COMPONENT24_ARB
, GL_DEPTH_COMPONENT24_ARB
, 0,
1388 GL_DEPTH_COMPONENT
, GL_UNSIGNED_SHORT
, 0,
1389 WINED3DFMT_FLAG_TEXTURE
| WINED3DFMT_FLAG_DEPTH
| WINED3DFMT_FLAG_SHADOW
,
1390 ARB_DEPTH_TEXTURE
, NULL
},
1391 {WINED3DFMT_D32_UNORM
, GL_DEPTH_COMPONENT
, GL_DEPTH_COMPONENT
, 0,
1392 GL_DEPTH_COMPONENT
, GL_UNSIGNED_INT
, 0,
1393 WINED3DFMT_FLAG_DEPTH
,
1394 WINED3D_GL_EXT_NONE
, NULL
},
1395 {WINED3DFMT_D32_UNORM
, GL_DEPTH_COMPONENT32_ARB
, GL_DEPTH_COMPONENT32_ARB
, 0,
1396 GL_DEPTH_COMPONENT
, GL_UNSIGNED_INT
, 0,
1397 WINED3DFMT_FLAG_TEXTURE
| WINED3DFMT_FLAG_DEPTH
| WINED3DFMT_FLAG_SHADOW
,
1398 ARB_DEPTH_TEXTURE
, NULL
},
1399 {WINED3DFMT_S1_UINT_D15_UNORM
, GL_DEPTH_COMPONENT24_ARB
, GL_DEPTH_COMPONENT24_ARB
, 0,
1400 GL_DEPTH_COMPONENT
, GL_UNSIGNED_SHORT
, 0,
1401 WINED3DFMT_FLAG_DEPTH
| WINED3DFMT_FLAG_SHADOW
,
1402 ARB_DEPTH_TEXTURE
, NULL
},
1403 {WINED3DFMT_S1_UINT_D15_UNORM
, GL_DEPTH24_STENCIL8_EXT
, GL_DEPTH24_STENCIL8_EXT
, 0,
1404 GL_DEPTH_STENCIL_EXT
, GL_UNSIGNED_INT_24_8_EXT
, 4,
1405 WINED3DFMT_FLAG_DEPTH
| WINED3DFMT_FLAG_STENCIL
| WINED3DFMT_FLAG_SHADOW
,
1406 EXT_PACKED_DEPTH_STENCIL
, convert_s1_uint_d15_unorm
},
1407 {WINED3DFMT_S1_UINT_D15_UNORM
, GL_DEPTH24_STENCIL8
, GL_DEPTH24_STENCIL8
, 0,
1408 GL_DEPTH_STENCIL
, GL_UNSIGNED_INT_24_8
, 4,
1409 WINED3DFMT_FLAG_DEPTH
| WINED3DFMT_FLAG_STENCIL
| WINED3DFMT_FLAG_SHADOW
,
1410 ARB_FRAMEBUFFER_OBJECT
, convert_s1_uint_d15_unorm
},
1411 {WINED3DFMT_D24_UNORM_S8_UINT
, GL_DEPTH_COMPONENT24_ARB
, GL_DEPTH_COMPONENT24_ARB
, 0,
1412 GL_DEPTH_COMPONENT
, GL_UNSIGNED_INT
, 0,
1413 WINED3DFMT_FLAG_TEXTURE
| WINED3DFMT_FLAG_POSTPIXELSHADER_BLENDING
| WINED3DFMT_FLAG_FILTERING
1414 | WINED3DFMT_FLAG_DEPTH
| WINED3DFMT_FLAG_SHADOW
,
1415 ARB_DEPTH_TEXTURE
, NULL
},
1416 {WINED3DFMT_D24_UNORM_S8_UINT
, GL_DEPTH24_STENCIL8_EXT
, GL_DEPTH24_STENCIL8_EXT
, 0,
1417 GL_DEPTH_STENCIL_EXT
, GL_UNSIGNED_INT_24_8_EXT
, 0,
1418 WINED3DFMT_FLAG_TEXTURE
| WINED3DFMT_FLAG_POSTPIXELSHADER_BLENDING
| WINED3DFMT_FLAG_FILTERING
1419 | WINED3DFMT_FLAG_DEPTH
| WINED3DFMT_FLAG_STENCIL
| WINED3DFMT_FLAG_SHADOW
,
1420 EXT_PACKED_DEPTH_STENCIL
, NULL
},
1421 {WINED3DFMT_D24_UNORM_S8_UINT
, GL_DEPTH24_STENCIL8
, GL_DEPTH24_STENCIL8
, 0,
1422 GL_DEPTH_STENCIL
, GL_UNSIGNED_INT_24_8
, 0,
1423 WINED3DFMT_FLAG_TEXTURE
| WINED3DFMT_FLAG_POSTPIXELSHADER_BLENDING
| WINED3DFMT_FLAG_FILTERING
1424 | WINED3DFMT_FLAG_DEPTH
| WINED3DFMT_FLAG_STENCIL
| WINED3DFMT_FLAG_SHADOW
,
1425 ARB_FRAMEBUFFER_OBJECT
, NULL
},
1426 {WINED3DFMT_X8D24_UNORM
, GL_DEPTH_COMPONENT
, GL_DEPTH_COMPONENT
, 0,
1427 GL_DEPTH_COMPONENT
, GL_UNSIGNED_INT
, 0,
1428 WINED3DFMT_FLAG_DEPTH
,
1429 WINED3D_GL_EXT_NONE
, NULL
},
1430 {WINED3DFMT_X8D24_UNORM
, GL_DEPTH_COMPONENT24_ARB
, GL_DEPTH_COMPONENT24_ARB
, 0,
1431 GL_DEPTH_COMPONENT
, GL_UNSIGNED_INT
, 0,
1432 WINED3DFMT_FLAG_TEXTURE
| WINED3DFMT_FLAG_POSTPIXELSHADER_BLENDING
| WINED3DFMT_FLAG_FILTERING
1433 | WINED3DFMT_FLAG_DEPTH
| WINED3DFMT_FLAG_SHADOW
,
1434 ARB_DEPTH_TEXTURE
, NULL
},
1435 {WINED3DFMT_S4X4_UINT_D24_UNORM
, GL_DEPTH_COMPONENT24_ARB
, GL_DEPTH_COMPONENT24_ARB
, 0,
1436 GL_DEPTH_COMPONENT
, GL_UNSIGNED_INT
, 0,
1437 WINED3DFMT_FLAG_DEPTH
| WINED3DFMT_FLAG_SHADOW
,
1438 ARB_DEPTH_TEXTURE
, NULL
},
1439 {WINED3DFMT_S4X4_UINT_D24_UNORM
, GL_DEPTH24_STENCIL8_EXT
, GL_DEPTH24_STENCIL8_EXT
, 0,
1440 GL_DEPTH_STENCIL_EXT
, GL_UNSIGNED_INT_24_8_EXT
, 4,
1441 WINED3DFMT_FLAG_DEPTH
| WINED3DFMT_FLAG_STENCIL
| WINED3DFMT_FLAG_SHADOW
,
1442 EXT_PACKED_DEPTH_STENCIL
, convert_s4x4_uint_d24_unorm
},
1443 {WINED3DFMT_S4X4_UINT_D24_UNORM
, GL_DEPTH24_STENCIL8
, GL_DEPTH24_STENCIL8
, 0,
1444 GL_DEPTH_STENCIL
, GL_UNSIGNED_INT_24_8
, 4,
1445 WINED3DFMT_FLAG_DEPTH
| WINED3DFMT_FLAG_STENCIL
| WINED3DFMT_FLAG_SHADOW
,
1446 ARB_FRAMEBUFFER_OBJECT
, convert_s4x4_uint_d24_unorm
},
1447 {WINED3DFMT_D16_UNORM
, GL_DEPTH_COMPONENT
, GL_DEPTH_COMPONENT
, 0,
1448 GL_DEPTH_COMPONENT
, GL_UNSIGNED_SHORT
, 0,
1449 WINED3DFMT_FLAG_DEPTH
,
1450 WINED3D_GL_EXT_NONE
, NULL
},
1451 {WINED3DFMT_D16_UNORM
, GL_DEPTH_COMPONENT24_ARB
, GL_DEPTH_COMPONENT24_ARB
, 0,
1452 GL_DEPTH_COMPONENT
, GL_UNSIGNED_SHORT
, 0,
1453 WINED3DFMT_FLAG_TEXTURE
| WINED3DFMT_FLAG_POSTPIXELSHADER_BLENDING
| WINED3DFMT_FLAG_FILTERING
1454 | WINED3DFMT_FLAG_DEPTH
| WINED3DFMT_FLAG_SHADOW
,
1455 ARB_DEPTH_TEXTURE
, NULL
},
1456 {WINED3DFMT_D32_FLOAT
, GL_DEPTH_COMPONENT32F
, GL_DEPTH_COMPONENT32F
, 0,
1457 GL_DEPTH_COMPONENT
, GL_FLOAT
, 0,
1458 WINED3DFMT_FLAG_TEXTURE
| WINED3DFMT_FLAG_DEPTH
| WINED3DFMT_FLAG_SHADOW
,
1459 ARB_DEPTH_BUFFER_FLOAT
, NULL
},
1460 {WINED3DFMT_S8_UINT_D24_FLOAT
, GL_DEPTH32F_STENCIL8
, GL_DEPTH32F_STENCIL8
, 0,
1461 GL_DEPTH_STENCIL
, GL_FLOAT_32_UNSIGNED_INT_24_8_REV
, 8,
1462 WINED3DFMT_FLAG_TEXTURE
| WINED3DFMT_FLAG_DEPTH
| WINED3DFMT_FLAG_STENCIL
| WINED3DFMT_FLAG_SHADOW
,
1463 ARB_DEPTH_BUFFER_FLOAT
, convert_s8_uint_d24_float
},
1464 {WINED3DFMT_R32G32B32A32_UINT
, GL_RGBA32UI
, GL_RGBA32UI
, 0,
1465 GL_RGBA_INTEGER
, GL_UNSIGNED_INT
, 0,
1466 WINED3DFMT_FLAG_TEXTURE
,
1467 EXT_TEXTURE_INTEGER
, NULL
},
1468 {WINED3DFMT_R32G32B32A32_SINT
, GL_RGBA32I
, GL_RGBA32I
, 0,
1469 GL_RGBA_INTEGER
, GL_INT
, 0,
1470 WINED3DFMT_FLAG_TEXTURE
,
1471 EXT_TEXTURE_INTEGER
, NULL
},
1472 /* Vendor-specific formats */
1473 {WINED3DFMT_ATI1N
, GL_COMPRESSED_RED_RGTC1
, GL_COMPRESSED_RED_RGTC1
, 0,
1474 GL_RED
, GL_UNSIGNED_BYTE
, 0,
1475 WINED3DFMT_FLAG_TEXTURE
| WINED3DFMT_FLAG_POSTPIXELSHADER_BLENDING
| WINED3DFMT_FLAG_FILTERING
1476 | WINED3DFMT_FLAG_COMPRESSED
,
1477 ARB_TEXTURE_COMPRESSION_RGTC
, NULL
},
1478 {WINED3DFMT_ATI2N
, GL_COMPRESSED_LUMINANCE_ALPHA_3DC_ATI
, GL_COMPRESSED_LUMINANCE_ALPHA_3DC_ATI
, 0,
1479 GL_LUMINANCE_ALPHA
, GL_UNSIGNED_BYTE
, 0,
1480 WINED3DFMT_FLAG_TEXTURE
| WINED3DFMT_FLAG_POSTPIXELSHADER_BLENDING
| WINED3DFMT_FLAG_FILTERING
1481 | WINED3DFMT_FLAG_COMPRESSED
,
1482 ATI_TEXTURE_COMPRESSION_3DC
, NULL
},
1483 {WINED3DFMT_ATI2N
, GL_COMPRESSED_RG_RGTC2
, GL_COMPRESSED_RG_RGTC2
, 0,
1484 GL_LUMINANCE_ALPHA
, GL_UNSIGNED_BYTE
, 0,
1485 WINED3DFMT_FLAG_TEXTURE
| WINED3DFMT_FLAG_POSTPIXELSHADER_BLENDING
| WINED3DFMT_FLAG_FILTERING
1486 | WINED3DFMT_FLAG_COMPRESSED
,
1487 EXT_TEXTURE_COMPRESSION_RGTC
, NULL
},
1488 {WINED3DFMT_ATI2N
, GL_COMPRESSED_RG_RGTC2
, GL_COMPRESSED_RG_RGTC2
, 0,
1489 GL_RG
, GL_UNSIGNED_BYTE
, 0,
1490 WINED3DFMT_FLAG_TEXTURE
| WINED3DFMT_FLAG_POSTPIXELSHADER_BLENDING
| WINED3DFMT_FLAG_FILTERING
1491 | WINED3DFMT_FLAG_COMPRESSED
,
1492 ARB_TEXTURE_COMPRESSION_RGTC
, NULL
},
1493 {WINED3DFMT_INTZ
, GL_DEPTH24_STENCIL8_EXT
, GL_DEPTH24_STENCIL8_EXT
, 0,
1494 GL_DEPTH_STENCIL_EXT
, GL_UNSIGNED_INT_24_8_EXT
, 0,
1495 WINED3DFMT_FLAG_TEXTURE
| WINED3DFMT_FLAG_POSTPIXELSHADER_BLENDING
| WINED3DFMT_FLAG_FILTERING
1496 | WINED3DFMT_FLAG_DEPTH
| WINED3DFMT_FLAG_STENCIL
,
1497 EXT_PACKED_DEPTH_STENCIL
, NULL
},
1498 {WINED3DFMT_INTZ
, GL_DEPTH24_STENCIL8
, GL_DEPTH24_STENCIL8
, 0,
1499 GL_DEPTH_STENCIL
, GL_UNSIGNED_INT_24_8
, 0,
1500 WINED3DFMT_FLAG_TEXTURE
| WINED3DFMT_FLAG_POSTPIXELSHADER_BLENDING
| WINED3DFMT_FLAG_FILTERING
1501 | WINED3DFMT_FLAG_DEPTH
| WINED3DFMT_FLAG_STENCIL
,
1502 ARB_FRAMEBUFFER_OBJECT
, NULL
},
1503 {WINED3DFMT_NULL
, 0, 0, 0,
1504 GL_RGBA
, GL_UNSIGNED_INT_8_8_8_8_REV
, 0,
1505 WINED3DFMT_FLAG_TEXTURE
| WINED3DFMT_FLAG_RENDERTARGET
| WINED3DFMT_FLAG_FBO_ATTACHABLE
,
1506 ARB_FRAMEBUFFER_OBJECT
, NULL
},
1509 struct wined3d_format_srgb_info
1511 enum wined3d_format_id srgb_format_id
;
1512 enum wined3d_format_id base_format_id
;
1515 static const struct wined3d_format_srgb_info format_srgb_info
[] =
1517 {WINED3DFMT_R8G8B8A8_UNORM_SRGB
, WINED3DFMT_R8G8B8A8_UNORM
},
1518 {WINED3DFMT_BC1_UNORM_SRGB
, WINED3DFMT_BC1_UNORM
},
1519 {WINED3DFMT_BC2_UNORM_SRGB
, WINED3DFMT_BC2_UNORM
},
1520 {WINED3DFMT_BC3_UNORM_SRGB
, WINED3DFMT_BC3_UNORM
},
1521 {WINED3DFMT_B8G8R8A8_UNORM_SRGB
, WINED3DFMT_B8G8R8A8_UNORM
},
1522 {WINED3DFMT_B8G8R8X8_UNORM_SRGB
, WINED3DFMT_B8G8R8X8_UNORM
},
1523 {WINED3DFMT_BC7_UNORM_SRGB
, WINED3DFMT_BC7_UNORM
},
1526 static inline int get_format_idx(enum wined3d_format_id format_id
)
1530 if (format_id
< WINED3D_FORMAT_FOURCC_BASE
)
1533 for (i
= 0; i
< ARRAY_SIZE(format_index_remap
); ++i
)
1535 if (format_index_remap
[i
].id
== format_id
)
1536 return format_index_remap
[i
].idx
;
1542 static void format_set_flag(struct wined3d_format
*format
, unsigned int flag
)
1546 for (i
= 0; i
< ARRAY_SIZE(format
->flags
); ++i
)
1547 format
->flags
[i
] |= flag
;
1550 static void format_clear_flag(struct wined3d_format
*format
, unsigned int flag
)
1554 for (i
= 0; i
< ARRAY_SIZE(format
->flags
); ++i
)
1555 format
->flags
[i
] &= ~flag
;
1558 static enum wined3d_channel_type
map_channel_type(char t
)
1563 return WINED3D_CHANNEL_TYPE_UNORM
;
1565 return WINED3D_CHANNEL_TYPE_SNORM
;
1567 return WINED3D_CHANNEL_TYPE_UINT
;
1569 return WINED3D_CHANNEL_TYPE_SINT
;
1571 return WINED3D_CHANNEL_TYPE_FLOAT
;
1573 return WINED3D_CHANNEL_TYPE_DEPTH
;
1575 return WINED3D_CHANNEL_TYPE_STENCIL
;
1577 ERR("Invalid channel type '%c'.\n", t
);
1578 return WINED3D_CHANNEL_TYPE_NONE
;
1582 static BOOL
init_format_base_info(struct wined3d_gl_info
*gl_info
)
1586 gl_info
->format_count
= WINED3D_FORMAT_COUNT
;
1587 if (!(gl_info
->formats
= wined3d_calloc(gl_info
->format_count
, sizeof(*gl_info
->formats
))))
1589 ERR("Failed to allocate memory.\n");
1593 for (i
= 0; i
< ARRAY_SIZE(formats
); ++i
)
1595 struct wined3d_format
*format
;
1598 fmt_idx
= get_format_idx(formats
[i
].id
);
1601 ERR("Could not allocate index for format %s %#x.\n",
1602 debug_d3dformat(formats
[i
].id
), formats
[i
].id
);
1605 format
= &gl_info
->formats
[fmt_idx
];
1607 format
->id
= formats
[i
].id
;
1608 format
->red_size
= formats
[i
].red_size
;
1609 format
->green_size
= formats
[i
].green_size
;
1610 format
->blue_size
= formats
[i
].blue_size
;
1611 format
->alpha_size
= formats
[i
].alpha_size
;
1612 format
->red_offset
= formats
[i
].red_offset
;
1613 format
->green_offset
= formats
[i
].green_offset
;
1614 format
->blue_offset
= formats
[i
].blue_offset
;
1615 format
->alpha_offset
= formats
[i
].alpha_offset
;
1616 format
->byte_count
= formats
[i
].bpp
;
1617 format
->depth_size
= formats
[i
].depth_size
;
1618 format
->stencil_size
= formats
[i
].stencil_size
;
1619 format
->block_width
= 1;
1620 format
->block_height
= 1;
1621 format
->block_byte_count
= formats
[i
].bpp
;
1624 for (i
= 0; i
< ARRAY_SIZE(typed_formats
); ++i
)
1626 const struct wined3d_format
*typeless_format
;
1627 struct wined3d_format
*format
;
1631 fmt_idx
= get_format_idx(typed_formats
[i
].id
);
1634 ERR("Could not allocate index for format %s %#x.\n",
1635 debug_d3dformat(typed_formats
[i
].id
), typed_formats
[i
].id
);
1638 format
= &gl_info
->formats
[fmt_idx
];
1640 typeless_format
= wined3d_get_format(gl_info
, typed_formats
[i
].typeless_id
);
1641 if (typeless_format
->id
== WINED3DFMT_UNKNOWN
)
1643 ERR("Typeless format %s (%#x) not found.\n",
1644 debug_d3dformat(typed_formats
[i
].typeless_id
), typed_formats
[i
].typeless_id
);
1648 format
->id
= typed_formats
[i
].id
;
1649 format
->red_size
= typeless_format
->red_size
;
1650 format
->green_size
= typeless_format
->green_size
;
1651 format
->blue_size
= typeless_format
->blue_size
;
1652 format
->alpha_size
= typeless_format
->alpha_size
;
1653 format
->red_offset
= typeless_format
->red_offset
;
1654 format
->green_offset
= typeless_format
->green_offset
;
1655 format
->blue_offset
= typeless_format
->blue_offset
;
1656 format
->alpha_offset
= typeless_format
->alpha_offset
;
1657 format
->byte_count
= typeless_format
->byte_count
;
1658 format
->depth_size
= typeless_format
->depth_size
;
1659 format
->stencil_size
= typeless_format
->stencil_size
;
1660 format
->block_width
= typeless_format
->block_width
;
1661 format
->block_height
= typeless_format
->block_height
;
1662 format
->block_byte_count
= typeless_format
->block_byte_count
;
1664 for (j
= 0; j
< strlen(typed_formats
[i
].channels
); ++j
)
1666 enum wined3d_channel_type channel_type
= map_channel_type(typed_formats
[i
].channels
[j
]);
1667 if (channel_type
== WINED3D_CHANNEL_TYPE_UINT
|| channel_type
== WINED3D_CHANNEL_TYPE_SINT
)
1668 flags
|= WINED3DFMT_FLAG_INTEGER
;
1669 if (channel_type
== WINED3D_CHANNEL_TYPE_FLOAT
)
1670 flags
|= WINED3DFMT_FLAG_FLOAT
;
1673 format_set_flag(format
, flags
);
1676 for (i
= 0; i
< ARRAY_SIZE(ddi_formats
); ++i
)
1678 int fmt_idx
= get_format_idx(ddi_formats
[i
].id
);
1682 ERR("Format %s (%#x) not found.\n", debug_d3dformat(ddi_formats
[i
].id
), ddi_formats
[i
].id
);
1686 gl_info
->formats
[fmt_idx
].ddi_format
= ddi_formats
[i
].ddi_format
;
1689 for (i
= 0; i
< ARRAY_SIZE(format_base_flags
); ++i
)
1691 int fmt_idx
= get_format_idx(format_base_flags
[i
].id
);
1695 ERR("Format %s (%#x) not found.\n",
1696 debug_d3dformat(format_base_flags
[i
].id
), format_base_flags
[i
].id
);
1700 format_set_flag(&gl_info
->formats
[fmt_idx
], format_base_flags
[i
].flags
);
1706 HeapFree(GetProcessHeap(), 0, gl_info
->formats
);
1710 static BOOL
init_format_block_info(struct wined3d_gl_info
*gl_info
)
1714 for (i
= 0; i
< (sizeof(format_block_info
) / sizeof(*format_block_info
)); ++i
)
1716 struct wined3d_format
*format
;
1717 int fmt_idx
= get_format_idx(format_block_info
[i
].id
);
1721 ERR("Format %s (%#x) not found.\n",
1722 debug_d3dformat(format_block_info
[i
].id
), format_block_info
[i
].id
);
1726 format
= &gl_info
->formats
[fmt_idx
];
1727 format
->block_width
= format_block_info
[i
].block_width
;
1728 format
->block_height
= format_block_info
[i
].block_height
;
1729 format
->block_byte_count
= format_block_info
[i
].block_byte_count
;
1730 format_set_flag(&gl_info
->formats
[fmt_idx
], WINED3DFMT_FLAG_BLOCKS
);
1731 if (!format_block_info
[i
].verify
)
1732 format_set_flag(&gl_info
->formats
[fmt_idx
], WINED3DFMT_FLAG_BLOCKS_NO_VERIFY
);
1738 static GLenum
wined3d_gl_type_to_enum(enum wined3d_gl_resource_type type
)
1742 case WINED3D_GL_RES_TYPE_TEX_1D
:
1743 return GL_TEXTURE_1D
;
1744 case WINED3D_GL_RES_TYPE_TEX_2D
:
1745 return GL_TEXTURE_2D
;
1746 case WINED3D_GL_RES_TYPE_TEX_3D
:
1747 return GL_TEXTURE_3D
;
1748 case WINED3D_GL_RES_TYPE_TEX_CUBE
:
1749 return GL_TEXTURE_CUBE_MAP_ARB
;
1750 case WINED3D_GL_RES_TYPE_TEX_RECT
:
1751 return GL_TEXTURE_RECTANGLE_ARB
;
1752 case WINED3D_GL_RES_TYPE_BUFFER
:
1753 return GL_TEXTURE_2D
; /* TODO: GL_TEXTURE_BUFFER. */
1754 case WINED3D_GL_RES_TYPE_RB
:
1755 return GL_RENDERBUFFER
;
1756 case WINED3D_GL_RES_TYPE_COUNT
:
1759 ERR("Unexpected GL resource type %u.\n", type
);
1763 static void delete_fbo_attachment(const struct wined3d_gl_info
*gl_info
,
1764 enum wined3d_gl_resource_type d3d_type
, GLuint object
)
1768 case WINED3D_GL_RES_TYPE_TEX_1D
:
1769 case WINED3D_GL_RES_TYPE_TEX_2D
:
1770 case WINED3D_GL_RES_TYPE_TEX_RECT
:
1771 case WINED3D_GL_RES_TYPE_TEX_3D
:
1772 case WINED3D_GL_RES_TYPE_TEX_CUBE
:
1773 gl_info
->gl_ops
.gl
.p_glDeleteTextures(1, &object
);
1776 case WINED3D_GL_RES_TYPE_RB
:
1777 gl_info
->fbo_ops
.glDeleteRenderbuffers(1, &object
);
1780 case WINED3D_GL_RES_TYPE_BUFFER
:
1781 case WINED3D_GL_RES_TYPE_COUNT
:
1786 /* Context activation is done by the caller. */
1787 static void create_and_bind_fbo_attachment(const struct wined3d_gl_info
*gl_info
, unsigned int flags
,
1788 enum wined3d_gl_resource_type d3d_type
, GLuint
*object
, GLenum internal
, GLenum format
, GLenum type
)
1790 GLenum attach_type
= flags
& WINED3DFMT_FLAG_DEPTH
?
1791 GL_DEPTH_ATTACHMENT
: GL_COLOR_ATTACHMENT0
;
1795 case WINED3D_GL_RES_TYPE_TEX_1D
:
1796 gl_info
->gl_ops
.gl
.p_glGenTextures(1, object
);
1797 gl_info
->gl_ops
.gl
.p_glBindTexture(GL_TEXTURE_1D
, *object
);
1798 gl_info
->gl_ops
.gl
.p_glTexImage1D(GL_TEXTURE_1D
, 0, internal
, 16, 0, format
, type
, NULL
);
1799 gl_info
->gl_ops
.gl
.p_glTexParameteri(GL_TEXTURE_1D
, GL_TEXTURE_MIN_FILTER
, GL_NEAREST
);
1800 gl_info
->gl_ops
.gl
.p_glTexParameteri(GL_TEXTURE_1D
, GL_TEXTURE_MAG_FILTER
, GL_NEAREST
);
1802 gl_info
->fbo_ops
.glFramebufferTexture1D(GL_FRAMEBUFFER
, attach_type
, GL_TEXTURE_1D
,
1804 if (flags
& WINED3DFMT_FLAG_STENCIL
)
1805 gl_info
->fbo_ops
.glFramebufferTexture1D(GL_FRAMEBUFFER
, GL_STENCIL_ATTACHMENT
, GL_TEXTURE_1D
,
1809 case WINED3D_GL_RES_TYPE_TEX_2D
:
1810 case WINED3D_GL_RES_TYPE_TEX_RECT
:
1811 gl_info
->gl_ops
.gl
.p_glGenTextures(1, object
);
1812 gl_info
->gl_ops
.gl
.p_glBindTexture(wined3d_gl_type_to_enum(d3d_type
), *object
);
1813 gl_info
->gl_ops
.gl
.p_glTexImage2D(wined3d_gl_type_to_enum(d3d_type
), 0, internal
, 16, 16, 0,
1814 format
, type
, NULL
);
1815 gl_info
->gl_ops
.gl
.p_glTexParameteri(wined3d_gl_type_to_enum(d3d_type
), GL_TEXTURE_MIN_FILTER
, GL_NEAREST
);
1816 gl_info
->gl_ops
.gl
.p_glTexParameteri(wined3d_gl_type_to_enum(d3d_type
), GL_TEXTURE_MAG_FILTER
, GL_NEAREST
);
1818 gl_info
->fbo_ops
.glFramebufferTexture2D(GL_FRAMEBUFFER
, attach_type
,
1819 wined3d_gl_type_to_enum(d3d_type
), *object
, 0);
1820 if (flags
& WINED3DFMT_FLAG_STENCIL
)
1821 gl_info
->fbo_ops
.glFramebufferTexture2D(GL_FRAMEBUFFER
, GL_STENCIL_ATTACHMENT
,
1822 wined3d_gl_type_to_enum(d3d_type
), *object
, 0);
1825 case WINED3D_GL_RES_TYPE_TEX_3D
:
1826 gl_info
->gl_ops
.gl
.p_glGenTextures(1, object
);
1827 gl_info
->gl_ops
.gl
.p_glBindTexture(GL_TEXTURE_3D
, *object
);
1828 GL_EXTCALL(glTexImage3D
)(GL_TEXTURE_3D
, 0, internal
, 16, 16, 16, 0,
1829 format
, type
, NULL
);
1830 gl_info
->gl_ops
.gl
.p_glTexParameteri(GL_TEXTURE_3D
, GL_TEXTURE_MIN_FILTER
, GL_NEAREST
);
1831 gl_info
->gl_ops
.gl
.p_glTexParameteri(GL_TEXTURE_3D
, GL_TEXTURE_MAG_FILTER
, GL_NEAREST
);
1833 gl_info
->fbo_ops
.glFramebufferTexture3D(GL_FRAMEBUFFER
, attach_type
,
1834 GL_TEXTURE_3D
, *object
, 0, 0);
1835 if (flags
& WINED3DFMT_FLAG_STENCIL
)
1836 gl_info
->fbo_ops
.glFramebufferTexture3D(GL_FRAMEBUFFER
, GL_STENCIL_ATTACHMENT
,
1837 GL_TEXTURE_3D
, *object
, 0, 0);
1840 case WINED3D_GL_RES_TYPE_TEX_CUBE
:
1841 gl_info
->gl_ops
.gl
.p_glGenTextures(1, object
);
1842 gl_info
->gl_ops
.gl
.p_glBindTexture(GL_TEXTURE_CUBE_MAP_ARB
, *object
);
1843 gl_info
->gl_ops
.gl
.p_glTexImage2D(GL_TEXTURE_CUBE_MAP_POSITIVE_X_ARB
, 0, internal
, 16, 16, 0,
1844 format
, type
, NULL
);
1845 gl_info
->gl_ops
.gl
.p_glTexImage2D(GL_TEXTURE_CUBE_MAP_NEGATIVE_X_ARB
, 0, internal
, 16, 16, 0,
1846 format
, type
, NULL
);
1847 gl_info
->gl_ops
.gl
.p_glTexImage2D(GL_TEXTURE_CUBE_MAP_POSITIVE_Y_ARB
, 0, internal
, 16, 16, 0,
1848 format
, type
, NULL
);
1849 gl_info
->gl_ops
.gl
.p_glTexImage2D(GL_TEXTURE_CUBE_MAP_NEGATIVE_Y_ARB
, 0, internal
, 16, 16, 0,
1850 format
, type
, NULL
);
1851 gl_info
->gl_ops
.gl
.p_glTexImage2D(GL_TEXTURE_CUBE_MAP_POSITIVE_Z_ARB
, 0, internal
, 16, 16, 0,
1852 format
, type
, NULL
);
1853 gl_info
->gl_ops
.gl
.p_glTexImage2D(GL_TEXTURE_CUBE_MAP_NEGATIVE_Z_ARB
, 0, internal
, 16, 16, 0,
1854 format
, type
, NULL
);
1855 gl_info
->gl_ops
.gl
.p_glTexParameteri(GL_TEXTURE_CUBE_MAP_ARB
, GL_TEXTURE_MIN_FILTER
, GL_NEAREST
);
1856 gl_info
->gl_ops
.gl
.p_glTexParameteri(GL_TEXTURE_CUBE_MAP_ARB
, GL_TEXTURE_MAG_FILTER
, GL_NEAREST
);
1858 gl_info
->fbo_ops
.glFramebufferTexture2D(GL_FRAMEBUFFER
, attach_type
,
1859 GL_TEXTURE_CUBE_MAP_POSITIVE_X_ARB
, *object
, 0);
1860 if (flags
& WINED3DFMT_FLAG_STENCIL
)
1861 gl_info
->fbo_ops
.glFramebufferTexture2D(GL_FRAMEBUFFER
, GL_STENCIL_ATTACHMENT
,
1862 GL_TEXTURE_CUBE_MAP_POSITIVE_X_ARB
, *object
, 0);
1865 case WINED3D_GL_RES_TYPE_RB
:
1866 gl_info
->fbo_ops
.glGenRenderbuffers(1, object
);
1867 gl_info
->fbo_ops
.glBindRenderbuffer(GL_RENDERBUFFER
, *object
);
1868 gl_info
->fbo_ops
.glRenderbufferStorage(GL_RENDERBUFFER
, internal
, 16, 16);
1869 gl_info
->fbo_ops
.glFramebufferRenderbuffer(GL_FRAMEBUFFER
, attach_type
, GL_RENDERBUFFER
,
1871 if (flags
& WINED3DFMT_FLAG_STENCIL
)
1872 gl_info
->fbo_ops
.glFramebufferRenderbuffer(GL_FRAMEBUFFER
, GL_STENCIL_ATTACHMENT
, GL_RENDERBUFFER
,
1876 case WINED3D_GL_RES_TYPE_BUFFER
:
1877 case WINED3D_GL_RES_TYPE_COUNT
:
1881 /* Ideally we'd skip all formats already known not to work on textures
1882 * by checking for WINED3DFMT_FLAG_TEXTURE here. However, we want to
1883 * know if we can attach WINED3DFMT_P8_UINT textures to FBOs, and this
1884 * format never has WINED3DFMT_FLAG_TEXTURE set. Instead, swallow GL
1885 * errors generated by invalid formats. */
1886 while (gl_info
->gl_ops
.gl
.p_glGetError());
1889 static void draw_test_quad(struct wined3d_caps_gl_ctx
*ctx
, const struct wined3d_vec3
*geometry
,
1890 const struct wined3d_color
*color
)
1892 const struct wined3d_gl_info
*gl_info
= ctx
->gl_info
;
1893 static const struct wined3d_vec3 default_geometry
[] =
1895 {-1.0f
, -1.0f
, 0.0f
},
1896 { 1.0f
, -1.0f
, 0.0f
},
1897 {-1.0f
, 1.0f
, 0.0f
},
1898 { 1.0f
, 1.0f
, 0.0f
},
1900 static const char vs_core_header
[] =
1904 "out vec4 out_color;\n"
1906 static const char vs_legacy_header
[] =
1908 "attribute vec4 pos;\n"
1909 "attribute vec4 color;\n"
1910 "varying vec4 out_color;\n"
1912 static const char vs_body
[] =
1915 " gl_Position = pos;\n"
1916 " out_color = color;\n"
1918 static const char fs_core
[] =
1920 "in vec4 out_color;\n"
1921 "out vec4 fragment_color;\n"
1925 " fragment_color = out_color;\n"
1927 static const char fs_legacy
[] =
1929 "varying vec4 out_color;\n"
1933 " gl_FragData[0] = out_color;\n"
1935 const char *source
[2];
1936 GLuint vs_id
, fs_id
;
1940 geometry
= default_geometry
;
1942 if (!gl_info
->supported
[ARB_VERTEX_BUFFER_OBJECT
] || !gl_info
->supported
[ARB_VERTEX_SHADER
]
1943 || !gl_info
->supported
[ARB_FRAGMENT_SHADER
])
1945 gl_info
->gl_ops
.gl
.p_glDisable(GL_LIGHTING
);
1946 gl_info
->gl_ops
.gl
.p_glMatrixMode(GL_MODELVIEW
);
1947 gl_info
->gl_ops
.gl
.p_glLoadIdentity();
1948 gl_info
->gl_ops
.gl
.p_glMatrixMode(GL_PROJECTION
);
1949 gl_info
->gl_ops
.gl
.p_glLoadIdentity();
1951 gl_info
->gl_ops
.gl
.p_glBegin(GL_TRIANGLE_STRIP
);
1952 gl_info
->gl_ops
.gl
.p_glColor4f(color
->r
, color
->g
, color
->b
, color
->a
);
1953 for (i
= 0; i
< 4; ++i
)
1954 gl_info
->gl_ops
.gl
.p_glVertex3fv(&geometry
[i
].x
);
1955 gl_info
->gl_ops
.gl
.p_glEnd();
1956 checkGLcall("Drawing a quad");
1961 GL_EXTCALL(glGenBuffers(1, &ctx
->test_vbo
));
1962 GL_EXTCALL(glBindBuffer(GL_ARRAY_BUFFER
, ctx
->test_vbo
));
1963 GL_EXTCALL(glBufferData(GL_ARRAY_BUFFER
, sizeof(struct wined3d_vec3
) * 4, geometry
, GL_STREAM_DRAW
));
1964 GL_EXTCALL(glVertexAttribPointer(0, 3, GL_FLOAT
, FALSE
, 0, NULL
));
1965 GL_EXTCALL(glVertexAttrib4f(1, color
->r
, color
->g
, color
->b
, color
->a
));
1966 GL_EXTCALL(glEnableVertexAttribArray(0));
1967 GL_EXTCALL(glDisableVertexAttribArray(1));
1969 if (!ctx
->test_program_id
)
1971 ctx
->test_program_id
= GL_EXTCALL(glCreateProgram());
1973 vs_id
= GL_EXTCALL(glCreateShader(GL_VERTEX_SHADER
));
1974 source
[0] = gl_info
->supported
[WINED3D_GL_LEGACY_CONTEXT
] ? vs_legacy_header
: vs_core_header
;
1975 source
[1] = vs_body
;
1976 GL_EXTCALL(glShaderSource(vs_id
, 2, source
, NULL
));
1977 GL_EXTCALL(glAttachShader(ctx
->test_program_id
, vs_id
));
1978 GL_EXTCALL(glDeleteShader(vs_id
));
1980 fs_id
= GL_EXTCALL(glCreateShader(GL_FRAGMENT_SHADER
));
1981 source
[0] = gl_info
->supported
[WINED3D_GL_LEGACY_CONTEXT
] ? fs_legacy
: fs_core
;
1982 GL_EXTCALL(glShaderSource(fs_id
, 1, source
, NULL
));
1983 GL_EXTCALL(glAttachShader(ctx
->test_program_id
, fs_id
));
1984 GL_EXTCALL(glDeleteShader(fs_id
));
1986 GL_EXTCALL(glBindAttribLocation(ctx
->test_program_id
, 0, "pos"));
1987 GL_EXTCALL(glBindAttribLocation(ctx
->test_program_id
, 1, "color"));
1989 GL_EXTCALL(glCompileShader(vs_id
));
1990 print_glsl_info_log(gl_info
, vs_id
, FALSE
);
1991 GL_EXTCALL(glCompileShader(fs_id
));
1992 print_glsl_info_log(gl_info
, fs_id
, FALSE
);
1993 GL_EXTCALL(glLinkProgram(ctx
->test_program_id
));
1994 shader_glsl_validate_link(gl_info
, ctx
->test_program_id
);
1996 GL_EXTCALL(glUseProgram(ctx
->test_program_id
));
1998 gl_info
->gl_ops
.gl
.p_glDrawArrays(GL_TRIANGLE_STRIP
, 0, 4);
2000 GL_EXTCALL(glUseProgram(0));
2001 GL_EXTCALL(glDisableVertexAttribArray(0));
2002 GL_EXTCALL(glBindBuffer(GL_ARRAY_BUFFER
, 0));
2003 checkGLcall("Drawing a quad");
2006 /* Context activation is done by the caller. */
2007 static void check_fbo_compat(struct wined3d_caps_gl_ctx
*ctx
, struct wined3d_format
*format
)
2009 /* Check if the default internal format is supported as a frame buffer
2010 * target, otherwise fall back to the render target internal.
2012 * Try to stick to the standard format if possible, this limits precision differences. */
2013 static const struct wined3d_color black
= {0.0f
, 0.0f
, 0.0f
, 1.0f
};
2014 static const struct wined3d_color half_transparent_red
= {1.0f
, 0.0f
, 0.0f
, 0.5f
};
2015 const struct wined3d_gl_info
*gl_info
= ctx
->gl_info
;
2016 GLenum status
, rt_internal
= format
->rtInternal
;
2017 GLuint object
, color_rb
;
2018 enum wined3d_gl_resource_type type
;
2019 BOOL fallback_fmt_used
= FALSE
, regular_fmt_used
= FALSE
;
2021 gl_info
->gl_ops
.gl
.p_glDisable(GL_BLEND
);
2023 for (type
= 0; type
< ARRAY_SIZE(format
->flags
); ++type
)
2025 const char *type_string
= "color";
2027 if (type
== WINED3D_GL_RES_TYPE_BUFFER
)
2030 create_and_bind_fbo_attachment(gl_info
, format
->flags
[type
], type
, &object
, format
->glInternal
,
2031 format
->glFormat
, format
->glType
);
2033 if (format
->flags
[type
] & (WINED3DFMT_FLAG_DEPTH
| WINED3DFMT_FLAG_STENCIL
))
2035 gl_info
->fbo_ops
.glGenRenderbuffers(1, &color_rb
);
2036 gl_info
->fbo_ops
.glBindRenderbuffer(GL_RENDERBUFFER
, color_rb
);
2037 if (type
== WINED3D_GL_RES_TYPE_TEX_1D
)
2038 gl_info
->fbo_ops
.glRenderbufferStorage(GL_RENDERBUFFER
, GL_RGBA8
, 16, 1);
2040 gl_info
->fbo_ops
.glRenderbufferStorage(GL_RENDERBUFFER
, GL_RGBA8
, 16, 16);
2042 gl_info
->fbo_ops
.glFramebufferRenderbuffer(GL_FRAMEBUFFER
,
2043 GL_COLOR_ATTACHMENT0
, GL_RENDERBUFFER
, color_rb
);
2044 checkGLcall("Create and attach color rb attachment");
2045 type_string
= "depth / stencil";
2048 status
= gl_info
->fbo_ops
.glCheckFramebufferStatus(GL_FRAMEBUFFER
);
2049 checkGLcall("Framebuffer format check");
2051 if (status
== GL_FRAMEBUFFER_COMPLETE
)
2053 TRACE("Format %s is supported as FBO %s attachment, type %u.\n",
2054 debug_d3dformat(format
->id
), type_string
, type
);
2055 format
->flags
[type
] |= WINED3DFMT_FLAG_FBO_ATTACHABLE
;
2056 format
->rtInternal
= format
->glInternal
;
2057 regular_fmt_used
= TRUE
;
2063 if (format
->flags
[type
] & WINED3DFMT_FLAG_RENDERTARGET
)
2065 WARN("Format %s with rendertarget flag is not supported as FBO color attachment (type %u),"
2066 " and no fallback specified.\n", debug_d3dformat(format
->id
), type
);
2067 format
->flags
[type
] &= ~WINED3DFMT_FLAG_RENDERTARGET
;
2071 TRACE("Format %s is not supported as FBO %s attachment, type %u.\n",
2072 debug_d3dformat(format
->id
), type_string
, type
);
2074 format
->rtInternal
= format
->glInternal
;
2078 TRACE("Format %s is not supported as FBO %s attachment (type %u),"
2079 " trying rtInternal format as fallback.\n",
2080 debug_d3dformat(format
->id
), type_string
, type
);
2082 while (gl_info
->gl_ops
.gl
.p_glGetError());
2084 delete_fbo_attachment(gl_info
, type
, object
);
2085 create_and_bind_fbo_attachment(gl_info
, format
->flags
[type
], type
, &object
, format
->rtInternal
,
2086 format
->glFormat
, format
->glType
);
2088 status
= gl_info
->fbo_ops
.glCheckFramebufferStatus(GL_FRAMEBUFFER
);
2089 checkGLcall("Framebuffer format check");
2091 if (status
== GL_FRAMEBUFFER_COMPLETE
)
2093 TRACE("Format %s rtInternal format is supported as FBO %s attachment, type %u.\n",
2094 debug_d3dformat(format
->id
), type_string
, type
);
2095 fallback_fmt_used
= TRUE
;
2099 WARN("Format %s rtInternal format is not supported as FBO %s attachment, type %u.\n",
2100 debug_d3dformat(format
->id
), type_string
, type
);
2101 format
->flags
[type
] &= ~WINED3DFMT_FLAG_RENDERTARGET
;
2106 if (status
== GL_FRAMEBUFFER_COMPLETE
2107 && ((format
->flags
[type
] & WINED3DFMT_FLAG_POSTPIXELSHADER_BLENDING
)
2108 || !(gl_info
->quirks
& WINED3D_QUIRK_LIMITED_TEX_FILTERING
))
2109 && !(format
->flags
[type
] & WINED3DFMT_FLAG_INTEGER
)
2110 && format
->id
!= WINED3DFMT_NULL
&& format
->id
!= WINED3DFMT_P8_UINT
2111 && format
->glFormat
!= GL_LUMINANCE
&& format
->glFormat
!= GL_LUMINANCE_ALPHA
2112 && (format
->red_size
|| format
->alpha_size
))
2114 DWORD readback
[16 * 16 * 16], color
, r_range
, a_range
;
2119 if (gl_info
->supported
[ARB_FRAMEBUFFER_OBJECT
]
2120 || gl_info
->supported
[EXT_PACKED_DEPTH_STENCIL
])
2122 gl_info
->fbo_ops
.glGenRenderbuffers(1, &rb
);
2123 gl_info
->fbo_ops
.glBindRenderbuffer(GL_RENDERBUFFER
, rb
);
2124 if (type
== WINED3D_GL_RES_TYPE_TEX_1D
)
2125 gl_info
->fbo_ops
.glRenderbufferStorage(GL_RENDERBUFFER
, GL_DEPTH24_STENCIL8
, 16, 1);
2127 gl_info
->fbo_ops
.glRenderbufferStorage(GL_RENDERBUFFER
, GL_DEPTH24_STENCIL8
, 16, 16);
2128 gl_info
->fbo_ops
.glFramebufferRenderbuffer(GL_FRAMEBUFFER
, GL_DEPTH_ATTACHMENT
, GL_RENDERBUFFER
, rb
);
2129 gl_info
->fbo_ops
.glFramebufferRenderbuffer(GL_FRAMEBUFFER
, GL_STENCIL_ATTACHMENT
, GL_RENDERBUFFER
, rb
);
2130 checkGLcall("RB attachment");
2133 gl_info
->gl_ops
.gl
.p_glEnable(GL_BLEND
);
2134 gl_info
->gl_ops
.gl
.p_glClearColor(0.0f
, 0.0f
, 0.0f
, 1.0f
);
2135 gl_info
->gl_ops
.gl
.p_glClear(GL_COLOR_BUFFER_BIT
);
2136 if (gl_info
->gl_ops
.gl
.p_glGetError() == GL_INVALID_FRAMEBUFFER_OPERATION
)
2138 while (gl_info
->gl_ops
.gl
.p_glGetError());
2139 TRACE("Format %s doesn't support post-pixelshader blending, type %u.\n",
2140 debug_d3dformat(format
->id
), type
);
2141 format
->flags
[type
] &= ~WINED3DFMT_FLAG_POSTPIXELSHADER_BLENDING
;
2145 gl_info
->gl_ops
.gl
.p_glDisable(GL_BLEND
);
2146 if (type
== WINED3D_GL_RES_TYPE_TEX_1D
)
2147 gl_info
->gl_ops
.gl
.p_glViewport(0, 0, 16, 1);
2149 gl_info
->gl_ops
.gl
.p_glViewport(0, 0, 16, 16);
2150 gl_info
->gl_ops
.gl
.p_glBlendFunc(GL_SRC_ALPHA
, GL_ONE_MINUS_SRC_ALPHA
);
2152 draw_test_quad(ctx
, NULL
, &black
);
2154 gl_info
->gl_ops
.gl
.p_glEnable(GL_BLEND
);
2156 draw_test_quad(ctx
, NULL
, &half_transparent_red
);
2158 gl_info
->gl_ops
.gl
.p_glDisable(GL_BLEND
);
2162 case WINED3D_GL_RES_TYPE_TEX_1D
:
2163 /* Rebinding texture to workaround a fglrx bug. */
2164 gl_info
->gl_ops
.gl
.p_glBindTexture(GL_TEXTURE_1D
, object
);
2165 gl_info
->gl_ops
.gl
.p_glGetTexImage(GL_TEXTURE_1D
, 0, GL_BGRA
,
2166 GL_UNSIGNED_INT_8_8_8_8_REV
, readback
);
2167 color
= readback
[7];
2170 case WINED3D_GL_RES_TYPE_TEX_2D
:
2171 case WINED3D_GL_RES_TYPE_TEX_3D
:
2172 case WINED3D_GL_RES_TYPE_TEX_RECT
:
2173 /* Rebinding texture to workaround a fglrx bug. */
2174 gl_info
->gl_ops
.gl
.p_glBindTexture(wined3d_gl_type_to_enum(type
), object
);
2175 gl_info
->gl_ops
.gl
.p_glGetTexImage(wined3d_gl_type_to_enum(type
), 0, GL_BGRA
,
2176 GL_UNSIGNED_INT_8_8_8_8_REV
, readback
);
2177 color
= readback
[7 * 16 + 7];
2180 case WINED3D_GL_RES_TYPE_TEX_CUBE
:
2181 /* Rebinding texture to workaround a fglrx bug. */
2182 gl_info
->gl_ops
.gl
.p_glBindTexture(GL_TEXTURE_CUBE_MAP_ARB
, object
);
2183 gl_info
->gl_ops
.gl
.p_glGetTexImage(GL_TEXTURE_CUBE_MAP_POSITIVE_X_ARB
, 0, GL_BGRA
,
2184 GL_UNSIGNED_INT_8_8_8_8_REV
, readback
);
2185 color
= readback
[7 * 16 + 7];
2188 case WINED3D_GL_RES_TYPE_RB
:
2189 gl_info
->gl_ops
.gl
.p_glReadPixels(0, 0, 16, 16,
2190 GL_BGRA
, GL_UNSIGNED_INT_8_8_8_8_REV
, readback
);
2191 color
= readback
[7 * 16 + 7];
2194 case WINED3D_GL_RES_TYPE_BUFFER
:
2195 case WINED3D_GL_RES_TYPE_COUNT
:
2199 checkGLcall("Post-pixelshader blending check");
2202 r
= (color
& 0x00ff0000u
) >> 16;
2204 r_range
= format
->red_size
< 8 ? 1u << (8 - format
->red_size
) : 1;
2205 a_range
= format
->alpha_size
< 8 ? 1u << (8 - format
->alpha_size
) : 1;
2206 if (format
->red_size
&& (r
< 0x7f - r_range
|| r
> 0x7f + r_range
))
2208 else if (format
->alpha_size
> 1 && (a
< 0xbf - a_range
|| a
> 0xbf + a_range
))
2212 TRACE("Format %s doesn't support post-pixelshader blending, type %u.\n",
2213 debug_d3dformat(format
->id
), type
);
2214 TRACE("Color output: %#x\n", color
);
2215 format
->flags
[type
] &= ~WINED3DFMT_FLAG_POSTPIXELSHADER_BLENDING
;
2219 TRACE("Format %s supports post-pixelshader blending, type %u.\n",
2220 debug_d3dformat(format
->id
), type
);
2221 TRACE("Color output: %#x\n", color
);
2222 format
->flags
[type
] |= WINED3DFMT_FLAG_POSTPIXELSHADER_BLENDING
;
2226 if (gl_info
->supported
[ARB_FRAMEBUFFER_OBJECT
]
2227 || gl_info
->supported
[EXT_PACKED_DEPTH_STENCIL
])
2229 gl_info
->fbo_ops
.glFramebufferRenderbuffer(GL_FRAMEBUFFER
, GL_DEPTH_ATTACHMENT
, GL_RENDERBUFFER
, 0);
2230 gl_info
->fbo_ops
.glFramebufferRenderbuffer(GL_FRAMEBUFFER
, GL_STENCIL_ATTACHMENT
, GL_RENDERBUFFER
, 0);
2231 gl_info
->fbo_ops
.glDeleteRenderbuffers(1, &rb
);
2232 checkGLcall("RB cleanup");
2236 if (format
->glInternal
!= format
->glGammaInternal
)
2238 delete_fbo_attachment(gl_info
, type
, object
);
2239 create_and_bind_fbo_attachment(gl_info
, format
->flags
[type
], type
, &object
, format
->glGammaInternal
,
2240 format
->glFormat
, format
->glType
);
2242 status
= gl_info
->fbo_ops
.glCheckFramebufferStatus(GL_FRAMEBUFFER
);
2243 checkGLcall("Framebuffer format check");
2245 if (status
== GL_FRAMEBUFFER_COMPLETE
)
2247 TRACE("Format %s's sRGB format is FBO attachable, type %u.\n",
2248 debug_d3dformat(format
->id
), type
);
2249 format
->flags
[type
] |= WINED3DFMT_FLAG_FBO_ATTACHABLE_SRGB
;
2253 WARN("Format %s's sRGB format is not FBO attachable, type %u.\n",
2254 debug_d3dformat(format
->id
), type
);
2257 else if (status
== GL_FRAMEBUFFER_COMPLETE
)
2258 format
->flags
[type
] |= WINED3DFMT_FLAG_FBO_ATTACHABLE_SRGB
;
2260 if (format
->flags
[type
] & (WINED3DFMT_FLAG_DEPTH
| WINED3DFMT_FLAG_STENCIL
))
2262 gl_info
->fbo_ops
.glFramebufferRenderbuffer(GL_FRAMEBUFFER
, GL_COLOR_ATTACHMENT0
, GL_RENDERBUFFER
, 0);
2263 gl_info
->fbo_ops
.glDeleteRenderbuffers(1, &color_rb
);
2266 delete_fbo_attachment(gl_info
, type
, object
);
2267 checkGLcall("Framebuffer format check cleaup");
2270 if (fallback_fmt_used
&& regular_fmt_used
)
2272 FIXME("Format %s needs different render target formats for different resource types.\n",
2273 debug_d3dformat(format
->id
));
2274 format_clear_flag(format
, WINED3DFMT_FLAG_RENDERTARGET
| WINED3DFMT_FLAG_FBO_ATTACHABLE
2275 | WINED3DFMT_FLAG_FBO_ATTACHABLE_SRGB
| WINED3DFMT_FLAG_POSTPIXELSHADER_BLENDING
);
2279 static void query_format_flag(struct wined3d_gl_info
*gl_info
, struct wined3d_format
*format
,
2280 GLint internal
, GLenum pname
, DWORD flag
, const char *string
)
2283 enum wined3d_gl_resource_type type
;
2285 for (type
= 0; type
< ARRAY_SIZE(format
->flags
); ++type
)
2287 gl_info
->gl_ops
.ext
.p_glGetInternalformativ(wined3d_gl_type_to_enum(type
), internal
, pname
, 1, &value
);
2288 if (value
== GL_FULL_SUPPORT
)
2290 TRACE("Format %s supports %s, resource type %u.\n", debug_d3dformat(format
->id
), string
, type
);
2291 format
->flags
[type
] |= flag
;
2295 TRACE("Format %s doesn't support %s, resource type %u.\n", debug_d3dformat(format
->id
), string
, type
);
2296 format
->flags
[type
] &= ~flag
;
2301 /* Context activation is done by the caller. */
2302 static void init_format_fbo_compat_info(struct wined3d_caps_gl_ctx
*ctx
)
2304 const struct wined3d_gl_info
*gl_info
= ctx
->gl_info
;
2305 unsigned int i
, type
;
2308 if (gl_info
->supported
[ARB_INTERNALFORMAT_QUERY2
])
2310 for (i
= 0; i
< gl_info
->format_count
; ++i
)
2313 struct wined3d_format
*format
= &gl_info
->formats
[i
];
2314 BOOL fallback_fmt_used
= FALSE
, regular_fmt_used
= FALSE
;
2315 GLenum rt_internal
= format
->rtInternal
;
2317 if (!format
->glInternal
)
2320 for (type
= 0; type
< ARRAY_SIZE(format
->flags
); ++type
)
2322 gl_info
->gl_ops
.ext
.p_glGetInternalformativ(wined3d_gl_type_to_enum(type
),
2323 format
->glInternal
, GL_FRAMEBUFFER_RENDERABLE
, 1, &value
);
2324 if (value
== GL_FULL_SUPPORT
)
2326 TRACE("Format %s is supported as FBO color attachment, resource type %u.\n",
2327 debug_d3dformat(format
->id
), type
);
2328 format
->flags
[type
] |= WINED3DFMT_FLAG_FBO_ATTACHABLE
;
2329 format
->rtInternal
= format
->glInternal
;
2330 regular_fmt_used
= TRUE
;
2332 gl_info
->gl_ops
.ext
.p_glGetInternalformativ(wined3d_gl_type_to_enum(type
),
2333 format
->glInternal
, GL_FRAMEBUFFER_BLEND
, 1, &value
);
2334 if (value
== GL_FULL_SUPPORT
)
2336 TRACE("Format %s supports post-pixelshader blending, resource type %u.\n",
2337 debug_d3dformat(format
->id
), type
);
2338 format
->flags
[type
] |= WINED3DFMT_FLAG_POSTPIXELSHADER_BLENDING
;
2342 TRACE("Format %s doesn't support post-pixelshader blending, resource typed %u.\n",
2343 debug_d3dformat(format
->id
), type
);
2344 format
->flags
[type
] &= ~WINED3DFMT_FLAG_POSTPIXELSHADER_BLENDING
;
2351 if (format
->flags
[type
] & WINED3DFMT_FLAG_RENDERTARGET
)
2353 WARN("Format %s with rendertarget flag is not supported as FBO color attachment"
2354 " and no fallback specified, resource type %u.\n",
2355 debug_d3dformat(format
->id
), type
);
2356 format
->flags
[type
] &= ~WINED3DFMT_FLAG_RENDERTARGET
;
2359 TRACE("Format %s is not supported as FBO color attachment,"
2360 " resource type %u.\n", debug_d3dformat(format
->id
), type
);
2361 format
->rtInternal
= format
->glInternal
;
2365 gl_info
->gl_ops
.ext
.p_glGetInternalformativ(wined3d_gl_type_to_enum(type
),
2366 rt_internal
, GL_FRAMEBUFFER_RENDERABLE
, 1, &value
);
2367 if (value
== GL_FULL_SUPPORT
)
2369 TRACE("Format %s rtInternal format is supported as FBO color attachment,"
2370 " resource type %u.\n", debug_d3dformat(format
->id
), type
);
2371 fallback_fmt_used
= TRUE
;
2375 WARN("Format %s rtInternal format is not supported as FBO color attachment,"
2376 " resource type %u.\n", debug_d3dformat(format
->id
), type
);
2377 format
->flags
[type
] &= ~WINED3DFMT_FLAG_RENDERTARGET
;
2382 if (format
->glInternal
!= format
->glGammaInternal
)
2384 gl_info
->gl_ops
.ext
.p_glGetInternalformativ(wined3d_gl_type_to_enum(type
),
2385 format
->glGammaInternal
, GL_FRAMEBUFFER_RENDERABLE
, 1, &value
);
2386 if (value
== GL_FULL_SUPPORT
)
2388 TRACE("Format %s's sRGB format is FBO attachable, resource type %u.\n",
2389 debug_d3dformat(format
->id
), type
);
2390 format
->flags
[type
] |= WINED3DFMT_FLAG_FBO_ATTACHABLE_SRGB
;
2394 WARN("Format %s's sRGB format is not FBO attachable, resource type %u.\n",
2395 debug_d3dformat(format
->id
), type
);
2398 else if (format
->flags
[type
] & WINED3DFMT_FLAG_FBO_ATTACHABLE
)
2399 format
->flags
[type
] |= WINED3DFMT_FLAG_FBO_ATTACHABLE_SRGB
;
2402 if (fallback_fmt_used
&& regular_fmt_used
)
2404 FIXME("Format %s needs different render target formats for different resource types.\n",
2405 debug_d3dformat(format
->id
));
2406 format_clear_flag(format
, WINED3DFMT_FLAG_RENDERTARGET
| WINED3DFMT_FLAG_FBO_ATTACHABLE
2407 | WINED3DFMT_FLAG_FBO_ATTACHABLE_SRGB
| WINED3DFMT_FLAG_POSTPIXELSHADER_BLENDING
);
2413 if (wined3d_settings
.offscreen_rendering_mode
== ORM_FBO
)
2415 gl_info
->fbo_ops
.glGenFramebuffers(1, &fbo
);
2416 gl_info
->fbo_ops
.glBindFramebuffer(GL_FRAMEBUFFER
, fbo
);
2417 gl_info
->gl_ops
.gl
.p_glDrawBuffer(GL_COLOR_ATTACHMENT0
);
2418 gl_info
->gl_ops
.gl
.p_glReadBuffer(GL_COLOR_ATTACHMENT0
);
2421 for (i
= 0; i
< gl_info
->format_count
; ++i
)
2423 struct wined3d_format
*format
= &gl_info
->formats
[i
];
2425 if (!format
->glInternal
) continue;
2427 if (format
->flags
[WINED3D_GL_RES_TYPE_TEX_2D
] & WINED3DFMT_FLAG_COMPRESSED
)
2429 TRACE("Skipping format %s because it's a compressed format.\n",
2430 debug_d3dformat(format
->id
));
2434 if (wined3d_settings
.offscreen_rendering_mode
== ORM_FBO
)
2436 TRACE("Checking if format %s is supported as FBO color attachment...\n", debug_d3dformat(format
->id
));
2437 check_fbo_compat(ctx
, format
);
2441 format
->rtInternal
= format
->glInternal
;
2445 if (wined3d_settings
.offscreen_rendering_mode
== ORM_FBO
)
2446 gl_info
->fbo_ops
.glDeleteFramebuffers(1, &fbo
);
2449 static void query_internal_format(struct wined3d_adapter
*adapter
,
2450 struct wined3d_format
*format
, const struct wined3d_format_texture_info
*texture_info
,
2451 struct wined3d_gl_info
*gl_info
, BOOL srgb_write_supported
, BOOL srgb_format
)
2453 GLint count
, multisample_types
[MAX_MULTISAMPLE_TYPES
];
2454 unsigned int i
, max_log2
;
2456 if (gl_info
->supported
[ARB_INTERNALFORMAT_QUERY2
])
2458 query_format_flag(gl_info
, format
, format
->glInternal
, GL_VERTEX_TEXTURE
,
2459 WINED3DFMT_FLAG_VTF
, "vertex texture usage");
2460 query_format_flag(gl_info
, format
, format
->glInternal
, GL_FILTER
,
2461 WINED3DFMT_FLAG_FILTERING
, "filtering");
2463 if (srgb_format
|| format
->glGammaInternal
!= format
->glInternal
)
2465 query_format_flag(gl_info
, format
, format
->glGammaInternal
, GL_SRGB_READ
,
2466 WINED3DFMT_FLAG_SRGB_READ
, "sRGB read");
2468 if (srgb_write_supported
)
2469 query_format_flag(gl_info
, format
, format
->glGammaInternal
, GL_SRGB_WRITE
,
2470 WINED3DFMT_FLAG_SRGB_WRITE
, "sRGB write");
2472 format_clear_flag(format
, WINED3DFMT_FLAG_SRGB_WRITE
);
2474 if (!(format
->flags
[WINED3D_GL_RES_TYPE_TEX_2D
] & (WINED3DFMT_FLAG_SRGB_READ
| WINED3DFMT_FLAG_SRGB_WRITE
)))
2475 format
->glGammaInternal
= format
->glInternal
;
2476 else if (gl_info
->supported
[EXT_TEXTURE_SRGB_DECODE
])
2477 format
->glInternal
= format
->glGammaInternal
;
2482 if (!gl_info
->limits
.vertex_samplers
)
2483 format_clear_flag(format
, WINED3DFMT_FLAG_VTF
);
2485 if (!(gl_info
->quirks
& WINED3D_QUIRK_LIMITED_TEX_FILTERING
))
2486 format_set_flag(format
, WINED3DFMT_FLAG_FILTERING
);
2487 else if (format
->id
!= WINED3DFMT_R32G32B32A32_FLOAT
&& format
->id
!= WINED3DFMT_R32_FLOAT
)
2488 format_clear_flag(format
, WINED3DFMT_FLAG_VTF
);
2490 if (srgb_format
|| format
->glGammaInternal
!= format
->glInternal
)
2492 /* Filter sRGB capabilities if EXT_texture_sRGB is not supported. */
2493 if (!gl_info
->supported
[EXT_TEXTURE_SRGB
])
2495 format
->glGammaInternal
= format
->glInternal
;
2496 format_clear_flag(format
, WINED3DFMT_FLAG_SRGB_READ
| WINED3DFMT_FLAG_SRGB_WRITE
);
2498 else if (gl_info
->supported
[EXT_TEXTURE_SRGB_DECODE
])
2500 format
->glInternal
= format
->glGammaInternal
;
2504 if ((format
->flags
[WINED3D_GL_RES_TYPE_TEX_2D
] & WINED3DFMT_FLAG_SRGB_WRITE
) && !srgb_write_supported
)
2505 format_clear_flag(format
, WINED3DFMT_FLAG_SRGB_WRITE
);
2507 if (!gl_info
->supported
[ARB_DEPTH_TEXTURE
]
2508 && texture_info
->flags
& (WINED3DFMT_FLAG_DEPTH
| WINED3DFMT_FLAG_STENCIL
))
2510 format
->flags
[WINED3D_GL_RES_TYPE_TEX_1D
] &= ~WINED3DFMT_FLAG_TEXTURE
;
2511 format
->flags
[WINED3D_GL_RES_TYPE_TEX_2D
] &= ~WINED3DFMT_FLAG_TEXTURE
;
2512 format
->flags
[WINED3D_GL_RES_TYPE_TEX_3D
] &= ~WINED3DFMT_FLAG_TEXTURE
;
2513 format
->flags
[WINED3D_GL_RES_TYPE_TEX_CUBE
] &= ~WINED3DFMT_FLAG_TEXTURE
;
2514 format
->flags
[WINED3D_GL_RES_TYPE_TEX_RECT
] &= ~WINED3DFMT_FLAG_TEXTURE
;
2518 if (format
->glInternal
&& format
->flags
[WINED3D_GL_RES_TYPE_RB
]
2519 & (WINED3DFMT_FLAG_RENDERTARGET
| WINED3DFMT_FLAG_DEPTH
| WINED3DFMT_FLAG_STENCIL
))
2521 if (gl_info
->supported
[ARB_INTERNALFORMAT_QUERY
])
2523 GL_EXTCALL(glGetInternalformativ(GL_RENDERBUFFER
, format
->glInternal
,
2524 GL_NUM_SAMPLE_COUNTS
, 1, &count
));
2525 checkGLcall("glGetInternalformativ(GL_NUM_SAMPLE_COUNTS)");
2526 count
= min(count
, MAX_MULTISAMPLE_TYPES
);
2527 GL_EXTCALL(glGetInternalformativ(GL_RENDERBUFFER
, format
->glInternal
,
2528 GL_SAMPLES
, count
, multisample_types
));
2529 checkGLcall("glGetInternalformativ(GL_SAMPLES)");
2530 for (i
= 0; i
< count
; ++i
)
2532 if (multisample_types
[i
] > sizeof(format
->multisample_types
) * 8)
2534 format
->multisample_types
|= 1u << (multisample_types
[i
] - 1);
2539 max_log2
= wined3d_log2i(min(gl_info
->limits
.samples
,
2540 sizeof(format
->multisample_types
) * 8));
2541 for (i
= 1; i
<= max_log2
; ++i
)
2542 format
->multisample_types
|= 1u << ((1u << i
) - 1);
2547 static BOOL
init_format_texture_info(struct wined3d_adapter
*adapter
, struct wined3d_gl_info
*gl_info
)
2549 struct fragment_caps fragment_caps
;
2550 struct shader_caps shader_caps
;
2554 adapter
->fragment_pipe
->get_caps(gl_info
, &fragment_caps
);
2555 adapter
->shader_backend
->shader_get_caps(gl_info
, &shader_caps
);
2556 srgb_write
= (fragment_caps
.wined3d_caps
& WINED3D_FRAGMENT_CAP_SRGB_WRITE
)
2557 && (shader_caps
.wined3d_caps
& WINED3D_SHADER_CAP_SRGB_WRITE
);
2559 for (i
= 0; i
< sizeof(format_texture_info
) / sizeof(*format_texture_info
); ++i
)
2561 int srgb_fmt_idx
= -1, fmt_idx
= get_format_idx(format_texture_info
[i
].id
);
2562 struct wined3d_format
*format
, *srgb_format
;
2566 ERR("Format %s (%#x) not found.\n",
2567 debug_d3dformat(format_texture_info
[i
].id
), format_texture_info
[i
].id
);
2571 if (!gl_info
->supported
[format_texture_info
[i
].extension
]) continue;
2573 format
= &gl_info
->formats
[fmt_idx
];
2575 /* ARB_texture_rg defines floating point formats, but only if
2576 * ARB_texture_float is also supported. */
2577 if (!gl_info
->supported
[ARB_TEXTURE_FLOAT
]
2578 && (format
->flags
[WINED3D_GL_RES_TYPE_TEX_2D
] & WINED3DFMT_FLAG_FLOAT
))
2581 /* ARB_texture_rg defines integer formats if EXT_texture_integer is also supported. */
2582 if (!gl_info
->supported
[EXT_TEXTURE_INTEGER
]
2583 && (format
->flags
[WINED3D_GL_RES_TYPE_TEX_2D
] & WINED3DFMT_FLAG_INTEGER
))
2586 format
->glInternal
= format_texture_info
[i
].gl_internal
;
2587 format
->glGammaInternal
= format_texture_info
[i
].gl_srgb_internal
;
2588 format
->rtInternal
= format_texture_info
[i
].gl_rt_internal
;
2589 format
->glFormat
= format_texture_info
[i
].gl_format
;
2590 format
->glType
= format_texture_info
[i
].gl_type
;
2591 format
->color_fixup
= COLOR_FIXUP_IDENTITY
;
2592 format
->height_scale
.numerator
= 1;
2593 format
->height_scale
.denominator
= 1;
2595 format
->flags
[WINED3D_GL_RES_TYPE_TEX_1D
] |= format_texture_info
[i
].flags
;
2596 format
->flags
[WINED3D_GL_RES_TYPE_TEX_2D
] |= format_texture_info
[i
].flags
;
2597 format
->flags
[WINED3D_GL_RES_TYPE_BUFFER
] |= format_texture_info
[i
].flags
;
2599 /* GL_ARB_depth_texture does not support 3D textures. It also says "cube textures are
2600 * problematic", but doesn't explicitly mandate that an error is generated. */
2601 if (gl_info
->supported
[EXT_TEXTURE3D
]
2602 && !(format_texture_info
[i
].flags
& (WINED3DFMT_FLAG_DEPTH
| WINED3DFMT_FLAG_STENCIL
)))
2603 format
->flags
[WINED3D_GL_RES_TYPE_TEX_3D
] |= format_texture_info
[i
].flags
;
2605 if (gl_info
->supported
[ARB_TEXTURE_CUBE_MAP
])
2606 format
->flags
[WINED3D_GL_RES_TYPE_TEX_CUBE
] |= format_texture_info
[i
].flags
;
2608 if (gl_info
->supported
[ARB_TEXTURE_RECTANGLE
])
2609 format
->flags
[WINED3D_GL_RES_TYPE_TEX_RECT
] |= format_texture_info
[i
].flags
;
2611 format
->flags
[WINED3D_GL_RES_TYPE_RB
] |= format_texture_info
[i
].flags
;
2612 format
->flags
[WINED3D_GL_RES_TYPE_RB
] &= ~WINED3DFMT_FLAG_TEXTURE
;
2614 if (format
->glGammaInternal
!= format
->glInternal
2615 && !(adapter
->d3d_info
.wined3d_creation_flags
& WINED3D_SRGB_READ_WRITE_CONTROL
))
2617 format
->glGammaInternal
= format
->glInternal
;
2618 format_clear_flag(format
, WINED3DFMT_FLAG_SRGB_READ
| WINED3DFMT_FLAG_SRGB_WRITE
);
2621 query_internal_format(adapter
, format
, &format_texture_info
[i
], gl_info
, srgb_write
, FALSE
);
2623 /* Texture conversion stuff */
2624 format
->convert
= format_texture_info
[i
].convert
;
2625 format
->conv_byte_count
= format_texture_info
[i
].conv_byte_count
;
2627 for (j
= 0; j
< sizeof(format_srgb_info
) / sizeof(*format_srgb_info
); ++j
)
2629 if (format_srgb_info
[j
].base_format_id
== format
->id
)
2631 srgb_fmt_idx
= get_format_idx(format_srgb_info
[j
].srgb_format_id
);
2632 if (srgb_fmt_idx
== -1)
2634 ERR("Format %s (%#x) not found.\n",
2635 debug_d3dformat(format_srgb_info
[j
].srgb_format_id
),
2636 format_srgb_info
[j
].srgb_format_id
);
2643 if (srgb_fmt_idx
== -1)
2646 srgb_format
= &gl_info
->formats
[srgb_fmt_idx
];
2648 *srgb_format
= *format
;
2649 srgb_format
->id
= format_srgb_info
[j
].srgb_format_id
;
2651 if (gl_info
->supported
[EXT_TEXTURE_SRGB
]
2652 && !(adapter
->d3d_info
.wined3d_creation_flags
& WINED3D_SRGB_READ_WRITE_CONTROL
))
2654 srgb_format
->glInternal
= format_texture_info
[i
].gl_srgb_internal
;
2655 srgb_format
->glGammaInternal
= format_texture_info
[i
].gl_srgb_internal
;
2656 format_set_flag(srgb_format
, WINED3DFMT_FLAG_SRGB_READ
| WINED3DFMT_FLAG_SRGB_WRITE
);
2657 query_internal_format(adapter
, srgb_format
, &format_texture_info
[i
], gl_info
, srgb_write
, TRUE
);
2664 static BOOL
color_match(DWORD c1
, DWORD c2
, BYTE max_diff
)
2666 if (abs((c1
& 0xff) - (c2
& 0xff)) > max_diff
) return FALSE
;
2668 if (abs((c1
& 0xff) - (c2
& 0xff)) > max_diff
) return FALSE
;
2670 if (abs((c1
& 0xff) - (c2
& 0xff)) > max_diff
) return FALSE
;
2672 if (abs((c1
& 0xff) - (c2
& 0xff)) > max_diff
) return FALSE
;
2676 /* A context is provided by the caller */
2677 static BOOL
check_filter(const struct wined3d_gl_info
*gl_info
, GLenum internal
)
2679 static const DWORD data
[] = {0x00000000, 0xffffffff};
2680 GLuint tex
, fbo
, buffer
;
2681 DWORD readback
[16 * 1];
2684 /* Render a filtered texture and see what happens. This is intended to detect the lack of
2685 * float16 filtering on ATI X1000 class cards. The drivers disable filtering instead of
2686 * falling back to software. If this changes in the future this code will get fooled and
2687 * apps might hit the software path due to incorrectly advertised caps.
2689 * Its unlikely that this changes however. GL Games like Mass Effect depend on the filter
2690 * disable fallback, if Apple or ATI ever change the driver behavior they will break more
2691 * than Wine. The Linux binary <= r500 driver is not maintained any more anyway
2694 while (gl_info
->gl_ops
.gl
.p_glGetError());
2696 gl_info
->gl_ops
.gl
.p_glGenTextures(1, &buffer
);
2697 gl_info
->gl_ops
.gl
.p_glBindTexture(GL_TEXTURE_2D
, buffer
);
2698 memset(readback
, 0x7e, sizeof(readback
));
2699 gl_info
->gl_ops
.gl
.p_glTexImage2D(GL_TEXTURE_2D
, 0, GL_RGBA8
, 16, 1, 0,
2700 GL_RGBA
, GL_UNSIGNED_INT_8_8_8_8
, readback
);
2701 gl_info
->gl_ops
.gl
.p_glTexParameteri(GL_TEXTURE_2D
, GL_TEXTURE_MIN_FILTER
, GL_NEAREST
);
2702 gl_info
->gl_ops
.gl
.p_glTexParameteri(GL_TEXTURE_2D
, GL_TEXTURE_MAG_FILTER
, GL_NEAREST
);
2703 gl_info
->gl_ops
.gl
.p_glTexParameteri(GL_TEXTURE_2D
, GL_TEXTURE_WRAP_S
, GL_CLAMP_TO_EDGE
);
2704 gl_info
->gl_ops
.gl
.p_glTexParameteri(GL_TEXTURE_2D
, GL_TEXTURE_WRAP_T
, GL_CLAMP_TO_EDGE
);
2705 gl_info
->gl_ops
.gl
.p_glTexParameteri(GL_TEXTURE_2D
, GL_TEXTURE_WRAP_R
, GL_CLAMP_TO_EDGE
);
2707 gl_info
->gl_ops
.gl
.p_glGenTextures(1, &tex
);
2708 gl_info
->gl_ops
.gl
.p_glBindTexture(GL_TEXTURE_2D
, tex
);
2709 gl_info
->gl_ops
.gl
.p_glTexImage2D(GL_TEXTURE_2D
, 0, internal
, 2, 1, 0,
2710 GL_BGRA
, GL_UNSIGNED_INT_8_8_8_8_REV
, data
);
2711 gl_info
->gl_ops
.gl
.p_glTexParameteri(GL_TEXTURE_2D
, GL_TEXTURE_MIN_FILTER
, GL_LINEAR
);
2712 gl_info
->gl_ops
.gl
.p_glTexParameteri(GL_TEXTURE_2D
, GL_TEXTURE_MAG_FILTER
, GL_LINEAR
);
2713 gl_info
->gl_ops
.gl
.p_glTexParameteri(GL_TEXTURE_2D
, GL_TEXTURE_WRAP_S
, GL_CLAMP_TO_EDGE
);
2714 gl_info
->gl_ops
.gl
.p_glTexParameteri(GL_TEXTURE_2D
, GL_TEXTURE_WRAP_T
, GL_CLAMP_TO_EDGE
);
2715 gl_info
->gl_ops
.gl
.p_glTexParameteri(GL_TEXTURE_2D
, GL_TEXTURE_WRAP_R
, GL_CLAMP_TO_EDGE
);
2716 gl_info
->gl_ops
.gl
.p_glEnable(GL_TEXTURE_2D
);
2718 gl_info
->fbo_ops
.glGenFramebuffers(1, &fbo
);
2719 gl_info
->fbo_ops
.glBindFramebuffer(GL_FRAMEBUFFER
, fbo
);
2720 gl_info
->fbo_ops
.glFramebufferTexture2D(GL_FRAMEBUFFER
, GL_COLOR_ATTACHMENT0
, GL_TEXTURE_2D
, buffer
, 0);
2721 gl_info
->gl_ops
.gl
.p_glDrawBuffer(GL_COLOR_ATTACHMENT0
);
2723 gl_info
->gl_ops
.gl
.p_glViewport(0, 0, 16, 1);
2724 gl_info
->gl_ops
.gl
.p_glDisable(GL_LIGHTING
);
2725 gl_info
->gl_ops
.gl
.p_glMatrixMode(GL_MODELVIEW
);
2726 gl_info
->gl_ops
.gl
.p_glLoadIdentity();
2727 gl_info
->gl_ops
.gl
.p_glMatrixMode(GL_PROJECTION
);
2728 gl_info
->gl_ops
.gl
.p_glLoadIdentity();
2730 gl_info
->gl_ops
.gl
.p_glClearColor(0, 1, 0, 0);
2731 gl_info
->gl_ops
.gl
.p_glClear(GL_COLOR_BUFFER_BIT
);
2733 gl_info
->gl_ops
.gl
.p_glBegin(GL_TRIANGLE_STRIP
);
2734 gl_info
->gl_ops
.gl
.p_glTexCoord2f(0.0, 0.0);
2735 gl_info
->gl_ops
.gl
.p_glVertex2f(-1.0f
, -1.0f
);
2736 gl_info
->gl_ops
.gl
.p_glTexCoord2f(1.0, 0.0);
2737 gl_info
->gl_ops
.gl
.p_glVertex2f(1.0f
, -1.0f
);
2738 gl_info
->gl_ops
.gl
.p_glTexCoord2f(0.0, 1.0);
2739 gl_info
->gl_ops
.gl
.p_glVertex2f(-1.0f
, 1.0f
);
2740 gl_info
->gl_ops
.gl
.p_glTexCoord2f(1.0, 1.0);
2741 gl_info
->gl_ops
.gl
.p_glVertex2f(1.0f
, 1.0f
);
2742 gl_info
->gl_ops
.gl
.p_glEnd();
2744 gl_info
->gl_ops
.gl
.p_glBindTexture(GL_TEXTURE_2D
, buffer
);
2745 memset(readback
, 0x7f, sizeof(readback
));
2746 gl_info
->gl_ops
.gl
.p_glGetTexImage(GL_TEXTURE_2D
, 0, GL_BGRA
, GL_UNSIGNED_INT_8_8_8_8_REV
, readback
);
2747 if (color_match(readback
[6], 0xffffffff, 5) || color_match(readback
[6], 0x00000000, 5)
2748 || color_match(readback
[9], 0xffffffff, 5) || color_match(readback
[9], 0x00000000, 5))
2750 TRACE("Read back colors 0x%08x and 0x%08x close to unfiltered color, assuming no filtering\n",
2751 readback
[6], readback
[9]);
2756 TRACE("Read back colors are 0x%08x and 0x%08x, assuming texture is filtered\n",
2757 readback
[6], readback
[9]);
2761 gl_info
->fbo_ops
.glBindFramebuffer(GL_FRAMEBUFFER
, 0);
2762 gl_info
->fbo_ops
.glDeleteFramebuffers(1, &fbo
);
2763 gl_info
->gl_ops
.gl
.p_glDeleteTextures(1, &tex
);
2764 gl_info
->gl_ops
.gl
.p_glDeleteTextures(1, &buffer
);
2766 if (gl_info
->gl_ops
.gl
.p_glGetError())
2768 FIXME("Error during filtering test for format %x, returning no filtering\n", internal
);
2775 static void init_format_filter_info(struct wined3d_gl_info
*gl_info
, enum wined3d_pci_vendor vendor
)
2777 struct wined3d_format
*format
;
2778 unsigned int fmt_idx
, i
;
2779 static const enum wined3d_format_id fmts16
[] =
2781 WINED3DFMT_R16_FLOAT
,
2782 WINED3DFMT_R16G16_FLOAT
,
2783 WINED3DFMT_R16G16B16A16_FLOAT
,
2787 if (gl_info
->supported
[ARB_INTERNALFORMAT_QUERY2
])
2788 /* This was already handled by init_format_texture_info(). */
2791 if (wined3d_settings
.offscreen_rendering_mode
!= ORM_FBO
2792 || !gl_info
->supported
[WINED3D_GL_LEGACY_CONTEXT
])
2794 WARN("No FBO support, or no FBO ORM, guessing filter info from GL caps\n");
2795 if (vendor
== HW_VENDOR_NVIDIA
&& gl_info
->supported
[ARB_TEXTURE_FLOAT
])
2797 TRACE("Nvidia card with texture_float support: Assuming float16 blending\n");
2800 else if (gl_info
->limits
.glsl_varyings
> 44)
2802 TRACE("More than 44 GLSL varyings - assuming d3d10 card with float16 blending\n");
2807 TRACE("Assuming no float16 blending\n");
2813 for(i
= 0; i
< (sizeof(fmts16
) / sizeof(*fmts16
)); i
++)
2815 fmt_idx
= get_format_idx(fmts16
[i
]);
2816 format_set_flag(&gl_info
->formats
[fmt_idx
], WINED3DFMT_FLAG_FILTERING
);
2822 for(i
= 0; i
< (sizeof(fmts16
) / sizeof(*fmts16
)); i
++)
2824 fmt_idx
= get_format_idx(fmts16
[i
]);
2825 format
= &gl_info
->formats
[fmt_idx
];
2826 if (!format
->glInternal
) continue; /* Not supported by GL */
2828 filtered
= check_filter(gl_info
, gl_info
->formats
[fmt_idx
].glInternal
);
2831 TRACE("Format %s supports filtering\n", debug_d3dformat(fmts16
[i
]));
2832 format_set_flag(format
, WINED3DFMT_FLAG_FILTERING
);
2836 TRACE("Format %s does not support filtering\n", debug_d3dformat(fmts16
[i
]));
2841 static void apply_format_fixups(struct wined3d_adapter
*adapter
, struct wined3d_gl_info
*gl_info
)
2846 idx
= get_format_idx(WINED3DFMT_R16_FLOAT
);
2847 gl_info
->formats
[idx
].color_fixup
= create_color_fixup_desc(
2848 0, CHANNEL_SOURCE_X
, 0, CHANNEL_SOURCE_ONE
, 0, CHANNEL_SOURCE_ONE
, 0, CHANNEL_SOURCE_W
);
2850 idx
= get_format_idx(WINED3DFMT_R32_FLOAT
);
2851 gl_info
->formats
[idx
].color_fixup
= create_color_fixup_desc(
2852 0, CHANNEL_SOURCE_X
, 0, CHANNEL_SOURCE_ONE
, 0, CHANNEL_SOURCE_ONE
, 0, CHANNEL_SOURCE_W
);
2854 idx
= get_format_idx(WINED3DFMT_R16G16_UNORM
);
2855 gl_info
->formats
[idx
].color_fixup
= create_color_fixup_desc(
2856 0, CHANNEL_SOURCE_X
, 0, CHANNEL_SOURCE_Y
, 0, CHANNEL_SOURCE_ONE
, 0, CHANNEL_SOURCE_W
);
2858 idx
= get_format_idx(WINED3DFMT_R16G16_FLOAT
);
2859 gl_info
->formats
[idx
].color_fixup
= create_color_fixup_desc(
2860 0, CHANNEL_SOURCE_X
, 0, CHANNEL_SOURCE_Y
, 0, CHANNEL_SOURCE_ONE
, 0, CHANNEL_SOURCE_W
);
2862 idx
= get_format_idx(WINED3DFMT_R32G32_FLOAT
);
2863 gl_info
->formats
[idx
].color_fixup
= create_color_fixup_desc(
2864 0, CHANNEL_SOURCE_X
, 0, CHANNEL_SOURCE_Y
, 0, CHANNEL_SOURCE_ONE
, 0, CHANNEL_SOURCE_W
);
2866 /* GL_ATI_envmap_bumpmap in theory supports R8G8_SNORM but is no longer supported by
2868 if (gl_info
->supported
[NV_TEXTURE_SHADER
] || gl_info
->supported
[EXT_TEXTURE_SNORM
])
2870 /* R8G8_SNORM and R16G16_SNORM need a fixup of the undefined blue channel. OpenGL
2871 * returns 0.0 when sampling from it, DirectX 1.0. So we always have in-shader
2872 * conversion for this format. */
2873 idx
= get_format_idx(WINED3DFMT_R8G8_SNORM
);
2874 gl_info
->formats
[idx
].color_fixup
= create_color_fixup_desc(
2875 0, CHANNEL_SOURCE_X
, 0, CHANNEL_SOURCE_Y
, 0, CHANNEL_SOURCE_ONE
, 0, CHANNEL_SOURCE_ONE
);
2876 idx
= get_format_idx(WINED3DFMT_R16G16_SNORM
);
2877 gl_info
->formats
[idx
].color_fixup
= create_color_fixup_desc(
2878 0, CHANNEL_SOURCE_X
, 0, CHANNEL_SOURCE_Y
, 0, CHANNEL_SOURCE_ONE
, 0, CHANNEL_SOURCE_ONE
);
2882 /* Emulate using unsigned formats. This requires load-time conversion in addition to the
2884 idx
= get_format_idx(WINED3DFMT_R8G8_SNORM
);
2885 gl_info
->formats
[idx
].color_fixup
= create_color_fixup_desc(
2886 1, CHANNEL_SOURCE_X
, 1, CHANNEL_SOURCE_Y
, 0, CHANNEL_SOURCE_ONE
, 0, CHANNEL_SOURCE_ONE
);
2887 idx
= get_format_idx(WINED3DFMT_R16G16_SNORM
);
2888 gl_info
->formats
[idx
].color_fixup
= create_color_fixup_desc(
2889 1, CHANNEL_SOURCE_X
, 1, CHANNEL_SOURCE_Y
, 0, CHANNEL_SOURCE_ONE
, 0, CHANNEL_SOURCE_ONE
);
2890 idx
= get_format_idx(WINED3DFMT_R8G8B8A8_SNORM
);
2891 gl_info
->formats
[idx
].color_fixup
= create_color_fixup_desc(
2892 1, CHANNEL_SOURCE_X
, 1, CHANNEL_SOURCE_Y
, 1, CHANNEL_SOURCE_Z
, 1, CHANNEL_SOURCE_W
);
2893 idx
= get_format_idx(WINED3DFMT_R5G5_SNORM_L6_UNORM
);
2894 gl_info
->formats
[idx
].color_fixup
= create_color_fixup_desc(
2895 1, CHANNEL_SOURCE_X
, 1, CHANNEL_SOURCE_Z
, 0, CHANNEL_SOURCE_Y
, 0, CHANNEL_SOURCE_ONE
);
2898 if (!gl_info
->supported
[NV_TEXTURE_SHADER
])
2900 idx
= get_format_idx(WINED3DFMT_R8G8_SNORM_L8X8_UNORM
);
2901 gl_info
->formats
[idx
].color_fixup
= create_color_fixup_desc(
2902 1, CHANNEL_SOURCE_X
, 1, CHANNEL_SOURCE_Y
, 0, CHANNEL_SOURCE_Z
, 0, CHANNEL_SOURCE_W
);
2905 if (gl_info
->supported
[ARB_TEXTURE_COMPRESSION_RGTC
] || gl_info
->supported
[EXT_TEXTURE_COMPRESSION_RGTC
])
2907 idx
= get_format_idx(WINED3DFMT_ATI1N
);
2908 gl_info
->formats
[idx
].color_fixup
= create_color_fixup_desc(
2909 0, CHANNEL_SOURCE_X
, 0, CHANNEL_SOURCE_X
, 0, CHANNEL_SOURCE_X
, 0, CHANNEL_SOURCE_X
);
2911 idx
= get_format_idx(WINED3DFMT_ATI2N
);
2912 gl_info
->formats
[idx
].color_fixup
= create_color_fixup_desc(
2913 0, CHANNEL_SOURCE_Y
, 0, CHANNEL_SOURCE_X
, 0, CHANNEL_SOURCE_ONE
, 0, CHANNEL_SOURCE_ONE
);
2915 else if (gl_info
->supported
[ATI_TEXTURE_COMPRESSION_3DC
])
2917 idx
= get_format_idx(WINED3DFMT_ATI2N
);
2918 gl_info
->formats
[idx
].color_fixup
= create_color_fixup_desc(
2919 0, CHANNEL_SOURCE_X
, 0, CHANNEL_SOURCE_W
, 0, CHANNEL_SOURCE_ONE
, 0, CHANNEL_SOURCE_ONE
);
2922 if (!gl_info
->supported
[APPLE_YCBCR_422
])
2924 idx
= get_format_idx(WINED3DFMT_YUY2
);
2925 gl_info
->formats
[idx
].color_fixup
= create_complex_fixup_desc(COMPLEX_FIXUP_YUY2
);
2927 idx
= get_format_idx(WINED3DFMT_UYVY
);
2928 gl_info
->formats
[idx
].color_fixup
= create_complex_fixup_desc(COMPLEX_FIXUP_UYVY
);
2931 idx
= get_format_idx(WINED3DFMT_YV12
);
2932 format_set_flag(&gl_info
->formats
[idx
], WINED3DFMT_FLAG_HEIGHT_SCALE
);
2933 gl_info
->formats
[idx
].height_scale
.numerator
= 3;
2934 gl_info
->formats
[idx
].height_scale
.denominator
= 2;
2935 gl_info
->formats
[idx
].color_fixup
= create_complex_fixup_desc(COMPLEX_FIXUP_YV12
);
2937 idx
= get_format_idx(WINED3DFMT_NV12
);
2938 format_set_flag(&gl_info
->formats
[idx
], WINED3DFMT_FLAG_HEIGHT_SCALE
);
2939 gl_info
->formats
[idx
].height_scale
.numerator
= 3;
2940 gl_info
->formats
[idx
].height_scale
.denominator
= 2;
2941 gl_info
->formats
[idx
].color_fixup
= create_complex_fixup_desc(COMPLEX_FIXUP_NV12
);
2943 if (!gl_info
->supported
[WINED3D_GL_LEGACY_CONTEXT
])
2945 idx
= get_format_idx(WINED3DFMT_A8_UNORM
);
2946 gl_info
->formats
[idx
].color_fixup
= create_color_fixup_desc(
2947 0, CHANNEL_SOURCE_ZERO
, 0, CHANNEL_SOURCE_ZERO
, 0, CHANNEL_SOURCE_ZERO
, 0, CHANNEL_SOURCE_X
);
2948 idx
= get_format_idx(WINED3DFMT_L8A8_UNORM
);
2949 gl_info
->formats
[idx
].color_fixup
= create_color_fixup_desc(
2950 0, CHANNEL_SOURCE_X
, 0, CHANNEL_SOURCE_X
, 0, CHANNEL_SOURCE_X
, 0, CHANNEL_SOURCE_Y
);
2951 idx
= get_format_idx(WINED3DFMT_L4A4_UNORM
);
2952 gl_info
->formats
[idx
].color_fixup
= create_color_fixup_desc(
2953 0, CHANNEL_SOURCE_X
, 0, CHANNEL_SOURCE_X
, 0, CHANNEL_SOURCE_X
, 0, CHANNEL_SOURCE_Y
);
2954 idx
= get_format_idx(WINED3DFMT_L16_UNORM
);
2955 gl_info
->formats
[idx
].color_fixup
= create_color_fixup_desc(
2956 0, CHANNEL_SOURCE_X
, 0, CHANNEL_SOURCE_X
, 0, CHANNEL_SOURCE_X
, 0, CHANNEL_SOURCE_ONE
);
2957 idx
= get_format_idx(WINED3DFMT_INTZ
);
2958 gl_info
->formats
[idx
].color_fixup
= create_color_fixup_desc(
2959 0, CHANNEL_SOURCE_X
, 0, CHANNEL_SOURCE_X
, 0, CHANNEL_SOURCE_X
, 0, CHANNEL_SOURCE_X
);
2962 if (gl_info
->supported
[ARB_TEXTURE_RG
])
2964 idx
= get_format_idx(WINED3DFMT_L8_UNORM
);
2965 gl_info
->formats
[idx
].color_fixup
= create_color_fixup_desc(
2966 0, CHANNEL_SOURCE_X
, 0, CHANNEL_SOURCE_X
, 0, CHANNEL_SOURCE_X
, 0, CHANNEL_SOURCE_ONE
);
2969 if (gl_info
->supported
[ARB_FRAGMENT_PROGRAM
])
2971 idx
= get_format_idx(WINED3DFMT_P8_UINT
);
2972 gl_info
->formats
[idx
].color_fixup
= create_complex_fixup_desc(COMPLEX_FIXUP_P8
);
2975 if (gl_info
->supported
[ARB_VERTEX_ARRAY_BGRA
])
2977 idx
= get_format_idx(WINED3DFMT_B8G8R8A8_UNORM
);
2978 gl_info
->formats
[idx
].gl_vtx_format
= GL_BGRA
;
2981 if (!gl_info
->supported
[ARB_HALF_FLOAT_VERTEX
])
2983 /* Do not change the size of the type, it is CPU side. We have to change the GPU-side information though.
2984 * It is the job of the vertex buffer code to make sure that the vbos have the right format */
2985 idx
= get_format_idx(WINED3DFMT_R16G16_FLOAT
);
2986 gl_info
->formats
[idx
].gl_vtx_type
= GL_FLOAT
;
2988 idx
= get_format_idx(WINED3DFMT_R16G16B16A16_FLOAT
);
2989 gl_info
->formats
[idx
].gl_vtx_type
= GL_FLOAT
;
2992 if (!gl_info
->supported
[ARB_HALF_FLOAT_PIXEL
])
2994 idx
= get_format_idx(WINED3DFMT_R16_FLOAT
);
2995 format_clear_flag(&gl_info
->formats
[idx
], WINED3DFMT_FLAG_TEXTURE
);
2997 idx
= get_format_idx(WINED3DFMT_R16G16_FLOAT
);
2998 format_clear_flag(&gl_info
->formats
[idx
], WINED3DFMT_FLAG_TEXTURE
);
3000 idx
= get_format_idx(WINED3DFMT_R16G16B16A16_FLOAT
);
3001 format_clear_flag(&gl_info
->formats
[idx
], WINED3DFMT_FLAG_TEXTURE
);
3004 if (gl_info
->quirks
& WINED3D_QUIRK_BROKEN_RGBA16
)
3006 idx
= get_format_idx(WINED3DFMT_R16G16B16A16_UNORM
);
3007 format_clear_flag(&gl_info
->formats
[idx
], WINED3DFMT_FLAG_TEXTURE
);
3010 /* ATI instancing hack: Although ATI cards do not support Shader Model
3011 * 3.0, they support instancing. To query if the card supports instancing
3012 * CheckDeviceFormat() with the special format MAKEFOURCC('I','N','S','T')
3013 * is used. Should an application check for this, provide a proper return
3014 * value. We can do instancing with all shader versions, but we need
3017 * Additionally applications have to set the D3DRS_POINTSIZE render state
3018 * to MAKEFOURCC('I','N','S','T') once to enable instancing. Wined3d
3019 * doesn't need that and just ignores it.
3021 * With Shader Model 3.0 capable cards Instancing 'just works' in Windows. */
3022 /* FIXME: This should just check the shader backend caps. */
3023 if (gl_info
->supported
[ARB_VERTEX_PROGRAM
] || gl_info
->supported
[ARB_VERTEX_SHADER
])
3025 idx
= get_format_idx(WINED3DFMT_INST
);
3026 format_set_flag(&gl_info
->formats
[idx
], WINED3DFMT_FLAG_TEXTURE
);
3029 /* Depth bound test. To query if the card supports it CheckDeviceFormat()
3030 * with the special format MAKEFOURCC('N','V','D','B') is used. It is
3031 * enabled by setting D3DRS_ADAPTIVETESS_X render state to
3032 * MAKEFOURCC('N','V','D','B') and then controlled by setting
3033 * D3DRS_ADAPTIVETESS_Z (zMin) and D3DRS_ADAPTIVETESS_W (zMax) to test
3035 if (gl_info
->supported
[EXT_DEPTH_BOUNDS_TEST
])
3037 idx
= get_format_idx(WINED3DFMT_NVDB
);
3038 format_set_flag(&gl_info
->formats
[idx
], WINED3DFMT_FLAG_TEXTURE
);
3041 /* RESZ aka AMD DX9-level hack for multisampled depth buffer resolve. You query for RESZ
3042 * support by checking for availability of MAKEFOURCC('R','E','S','Z') surfaces with
3043 * RENDERTARGET usage. */
3044 if (gl_info
->supported
[ARB_FRAMEBUFFER_OBJECT
])
3046 idx
= get_format_idx(WINED3DFMT_RESZ
);
3047 format_set_flag(&gl_info
->formats
[idx
], WINED3DFMT_FLAG_TEXTURE
| WINED3DFMT_FLAG_RENDERTARGET
);
3050 for (i
= 0; i
< gl_info
->format_count
; ++i
)
3052 struct wined3d_format
*format
= &gl_info
->formats
[i
];
3054 if (!(format
->flags
[WINED3D_GL_RES_TYPE_TEX_2D
] & WINED3DFMT_FLAG_TEXTURE
))
3057 if (!adapter
->shader_backend
->shader_color_fixup_supported(format
->color_fixup
)
3058 || !adapter
->fragment_pipe
->color_fixup_supported(format
->color_fixup
))
3059 format_clear_flag(&gl_info
->formats
[idx
], WINED3DFMT_FLAG_TEXTURE
);
3062 /* GL_EXT_texture_compression_s3tc does not support 3D textures. Some Windows drivers
3063 * for dx9 GPUs support it, some do not, so not supporting DXTn volumes is OK for d3d9.
3065 * Note that GL_NV_texture_compression_vtc adds this functionality to OpenGL, but the
3066 * block layout is not compatible with the one used by d3d. See volume_dxt5_test. */
3067 idx
= get_format_idx(WINED3DFMT_DXT1
);
3068 gl_info
->formats
[idx
].flags
[WINED3D_GL_RES_TYPE_TEX_3D
] &= ~WINED3DFMT_FLAG_TEXTURE
;
3069 idx
= get_format_idx(WINED3DFMT_DXT2
);
3070 gl_info
->formats
[idx
].flags
[WINED3D_GL_RES_TYPE_TEX_3D
] &= ~WINED3DFMT_FLAG_TEXTURE
;
3071 idx
= get_format_idx(WINED3DFMT_DXT3
);
3072 gl_info
->formats
[idx
].flags
[WINED3D_GL_RES_TYPE_TEX_3D
] &= ~WINED3DFMT_FLAG_TEXTURE
;
3073 idx
= get_format_idx(WINED3DFMT_DXT4
);
3074 gl_info
->formats
[idx
].flags
[WINED3D_GL_RES_TYPE_TEX_3D
] &= ~WINED3DFMT_FLAG_TEXTURE
;
3075 idx
= get_format_idx(WINED3DFMT_DXT5
);
3076 gl_info
->formats
[idx
].flags
[WINED3D_GL_RES_TYPE_TEX_3D
] &= ~WINED3DFMT_FLAG_TEXTURE
;
3077 idx
= get_format_idx(WINED3DFMT_BC1_UNORM
);
3078 gl_info
->formats
[idx
].flags
[WINED3D_GL_RES_TYPE_TEX_3D
] &= ~WINED3DFMT_FLAG_TEXTURE
;
3079 idx
= get_format_idx(WINED3DFMT_BC1_UNORM_SRGB
);
3080 gl_info
->formats
[idx
].flags
[WINED3D_GL_RES_TYPE_TEX_3D
] &= ~WINED3DFMT_FLAG_TEXTURE
;
3081 idx
= get_format_idx(WINED3DFMT_BC2_UNORM
);
3082 gl_info
->formats
[idx
].flags
[WINED3D_GL_RES_TYPE_TEX_3D
] &= ~WINED3DFMT_FLAG_TEXTURE
;
3083 idx
= get_format_idx(WINED3DFMT_BC2_UNORM_SRGB
);
3084 gl_info
->formats
[idx
].flags
[WINED3D_GL_RES_TYPE_TEX_3D
] &= ~WINED3DFMT_FLAG_TEXTURE
;
3085 idx
= get_format_idx(WINED3DFMT_BC3_UNORM
);
3086 gl_info
->formats
[idx
].flags
[WINED3D_GL_RES_TYPE_TEX_3D
] &= ~WINED3DFMT_FLAG_TEXTURE
;
3087 idx
= get_format_idx(WINED3DFMT_BC3_UNORM_SRGB
);
3088 gl_info
->formats
[idx
].flags
[WINED3D_GL_RES_TYPE_TEX_3D
] &= ~WINED3DFMT_FLAG_TEXTURE
;
3089 /* Similarly with ATI1N / ATI2N and GL_ARB_texture_compression_rgtc. */
3090 idx
= get_format_idx(WINED3DFMT_ATI1N
);
3091 gl_info
->formats
[idx
].flags
[WINED3D_GL_RES_TYPE_TEX_3D
] &= ~WINED3DFMT_FLAG_TEXTURE
;
3092 idx
= get_format_idx(WINED3DFMT_ATI2N
);
3093 gl_info
->formats
[idx
].flags
[WINED3D_GL_RES_TYPE_TEX_3D
] &= ~WINED3DFMT_FLAG_TEXTURE
;
3094 idx
= get_format_idx(WINED3DFMT_BC4_UNORM
);
3095 gl_info
->formats
[idx
].flags
[WINED3D_GL_RES_TYPE_TEX_3D
] &= ~WINED3DFMT_FLAG_TEXTURE
;
3096 idx
= get_format_idx(WINED3DFMT_BC5_UNORM
);
3097 gl_info
->formats
[idx
].flags
[WINED3D_GL_RES_TYPE_TEX_3D
] &= ~WINED3DFMT_FLAG_TEXTURE
;
3100 static unsigned int gl_type_size(GLenum type
)
3105 return sizeof(GLhalfNV
);
3107 return sizeof(GLfloat
);
3109 return sizeof(GLbyte
);
3110 case GL_UNSIGNED_BYTE
:
3111 return sizeof(GLubyte
);
3113 return sizeof(GLshort
);
3114 case GL_UNSIGNED_SHORT
:
3115 return sizeof(GLushort
);
3117 return sizeof(GLint
);
3118 case GL_UNSIGNED_INT
:
3119 return sizeof(GLuint
);
3121 FIXME("Unhandled GL type %#x.\n", type
);
3126 static BOOL
init_format_vertex_info(struct wined3d_gl_info
*gl_info
)
3130 for (i
= 0; i
< ARRAY_SIZE(format_vertex_info
); ++i
)
3132 struct wined3d_format
*format
;
3133 int fmt_idx
= get_format_idx(format_vertex_info
[i
].id
);
3137 ERR("Format %s (%#x) not found.\n",
3138 debug_d3dformat(format_vertex_info
[i
].id
), format_vertex_info
[i
].id
);
3142 format
= &gl_info
->formats
[fmt_idx
];
3143 format
->emit_idx
= format_vertex_info
[i
].emit_idx
;
3144 format
->component_count
= format_vertex_info
[i
].component_count
;
3145 format
->gl_vtx_type
= format_vertex_info
[i
].gl_vtx_type
;
3146 format
->gl_vtx_format
= format_vertex_info
[i
].component_count
;
3147 format
->gl_normalized
= format_vertex_info
[i
].gl_normalized
;
3148 if (!(format
->component_size
= gl_type_size(format_vertex_info
[i
].gl_vtx_type
)))
3150 ERR("Invalid component size for vertex format %s (%#x).\n",
3151 debug_d3dformat(format_vertex_info
[i
].id
), format_vertex_info
[i
].id
);
3159 static BOOL
init_typeless_formats(struct wined3d_gl_info
*gl_info
)
3161 unsigned int flags
[WINED3D_GL_RES_TYPE_COUNT
];
3164 for (i
= 0; i
< ARRAY_SIZE(typed_formats
); ++i
)
3166 struct wined3d_format
*format
, *typeless_format
;
3167 int fmt_idx
= get_format_idx(typed_formats
[i
].id
);
3168 int typeless_fmt_idx
= get_format_idx(typed_formats
[i
].typeless_id
);
3172 ERR("Format %s (%#x) not found.\n",
3173 debug_d3dformat(typed_formats
[i
].id
),
3174 typed_formats
[i
].id
);
3177 if (typeless_fmt_idx
== -1)
3179 ERR("Format %s (%#x) not found.\n",
3180 debug_d3dformat(typed_formats
[i
].typeless_id
),
3181 typed_formats
[i
].typeless_id
);
3185 format
= &gl_info
->formats
[fmt_idx
];
3186 typeless_format
= &gl_info
->formats
[typeless_fmt_idx
];
3188 memcpy(flags
, typeless_format
->flags
, sizeof(flags
));
3189 *typeless_format
= *format
;
3190 typeless_format
->id
= typed_formats
[i
].typeless_id
;
3191 for (j
= 0; j
< ARRAY_SIZE(typeless_format
->flags
); ++j
)
3192 typeless_format
->flags
[j
] |= flags
[j
];
3198 BOOL
initPixelFormatsNoGL(struct wined3d_gl_info
*gl_info
)
3200 if (!init_format_base_info(gl_info
)) return FALSE
;
3202 if (!init_format_block_info(gl_info
))
3204 HeapFree(GetProcessHeap(), 0, gl_info
->formats
);
3205 gl_info
->formats
= NULL
;
3212 /* Context activation is done by the caller. */
3213 BOOL
wined3d_adapter_init_format_info(struct wined3d_adapter
*adapter
, struct wined3d_caps_gl_ctx
*ctx
)
3215 struct wined3d_gl_info
*gl_info
= &adapter
->gl_info
;
3217 if (!init_format_base_info(gl_info
)) return FALSE
;
3219 if (!init_format_block_info(gl_info
)) goto fail
;
3220 if (!init_format_texture_info(adapter
, gl_info
)) goto fail
;
3221 if (!init_format_vertex_info(gl_info
)) goto fail
;
3223 apply_format_fixups(adapter
, gl_info
);
3224 init_format_fbo_compat_info(ctx
);
3225 init_format_filter_info(gl_info
, adapter
->driver_info
.vendor
);
3226 if (!init_typeless_formats(gl_info
)) goto fail
;
3231 HeapFree(GetProcessHeap(), 0, gl_info
->formats
);
3232 gl_info
->formats
= NULL
;
3236 float wined3d_adapter_find_polyoffset_scale(struct wined3d_caps_gl_ctx
*ctx
, GLenum format
)
3238 const struct wined3d_gl_info
*gl_info
= ctx
->gl_info
;
3239 static const struct wined3d_color blue
= {0.0f
, 0.0f
, 1.0f
, 1.0f
};
3240 GLuint fbo
, color
, depth
;
3241 unsigned int low
= 0, high
= 32, cur
;
3242 DWORD readback
[256];
3243 static const struct wined3d_vec3 geometry
[] =
3245 {-1.0f
, -1.0f
, -1.0f
},
3246 { 1.0f
, -1.0f
, 0.0f
},
3247 {-1.0f
, 1.0f
, -1.0f
},
3248 { 1.0f
, 1.0f
, 0.0f
},
3251 /* Most drivers want 2^23 for fixed point depth buffers, including r300g, r600g,
3252 * Nvidia. Use this as a fallback if the detection fails. */
3253 unsigned int fallback
= 23;
3255 if (wined3d_settings
.offscreen_rendering_mode
!= ORM_FBO
)
3257 FIXME("No FBOs, assuming polyoffset scale of 2^%u.\n", fallback
);
3258 return (float)(1u << fallback
);
3261 gl_info
->gl_ops
.gl
.p_glGenTextures(1, &color
);
3262 gl_info
->gl_ops
.gl
.p_glBindTexture(GL_TEXTURE_2D
, color
);
3263 gl_info
->gl_ops
.gl
.p_glTexParameteri(GL_TEXTURE_2D
, GL_TEXTURE_MAX_LEVEL
, 0);
3264 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);
3266 gl_info
->fbo_ops
.glGenRenderbuffers(1, &depth
);
3267 gl_info
->fbo_ops
.glBindRenderbuffer(GL_RENDERBUFFER
, depth
);
3268 gl_info
->fbo_ops
.glRenderbufferStorage(GL_RENDERBUFFER
, format
, 256, 1);
3270 gl_info
->fbo_ops
.glGenFramebuffers(1, &fbo
);
3271 gl_info
->fbo_ops
.glBindFramebuffer(GL_FRAMEBUFFER
, fbo
);
3272 gl_info
->fbo_ops
.glFramebufferTexture2D(GL_FRAMEBUFFER
, GL_COLOR_ATTACHMENT0
, GL_TEXTURE_2D
, color
, 0);
3273 gl_info
->fbo_ops
.glFramebufferRenderbuffer(GL_FRAMEBUFFER
, GL_DEPTH_ATTACHMENT
, GL_RENDERBUFFER
, depth
);
3274 checkGLcall("Setup framebuffer");
3276 gl_info
->gl_ops
.gl
.p_glClearColor(0.0f
, 0.0f
, 0.5f
, 0.0f
);
3277 gl_info
->gl_ops
.gl
.p_glClearDepth(0.5f
);
3278 gl_info
->gl_ops
.gl
.p_glEnable(GL_DEPTH_TEST
);
3279 gl_info
->gl_ops
.gl
.p_glEnable(GL_POLYGON_OFFSET_FILL
);
3280 gl_info
->gl_ops
.gl
.p_glViewport(0, 0, 256, 1);
3281 checkGLcall("Misc parameters");
3285 if (high
- low
<= 1)
3287 ERR("PolygonOffset scale factor detection failed, using fallback value 2^%u.\n", fallback
);
3291 cur
= (low
+ high
) / 2;
3293 gl_info
->gl_ops
.gl
.p_glClear(GL_COLOR_BUFFER_BIT
| GL_DEPTH_BUFFER_BIT
);
3294 /* The post viewport transform Z of the geometry runs from 0.0 to 0.5. We want to push it another
3295 * 0.25 so that the Z buffer content (0.5) cuts the quad off at half the screen. */
3296 gl_info
->gl_ops
.gl
.p_glPolygonOffset(0.0f
, (float)(1u << cur
) * 0.25f
);
3297 draw_test_quad(ctx
, geometry
, &blue
);
3298 checkGLcall("Test draw");
3300 /* Rebinding texture to workaround a fglrx bug. */
3301 gl_info
->gl_ops
.gl
.p_glBindTexture(GL_TEXTURE_2D
, color
);
3302 gl_info
->gl_ops
.gl
.p_glGetTexImage(GL_TEXTURE_2D
, 0, GL_BGRA
, GL_UNSIGNED_INT_8_8_8_8_REV
, readback
);
3303 checkGLcall("readback");
3305 TRACE("low %02u, high %02u, cur %2u, 0=0x%08x, 125=0x%08x, 131=0x%08x, 255=0x%08x\n",
3306 low
, high
, cur
, readback
[0], readback
[125], readback
[131], readback
[255]);
3308 if ((readback
[125] & 0xff) < 0xa0)
3310 else if ((readback
[131] & 0xff) > 0xa0)
3314 TRACE("Found scale factor 2^%u for format %x\n", cur
, format
);
3319 gl_info
->gl_ops
.gl
.p_glDeleteTextures(1, &color
);
3320 gl_info
->fbo_ops
.glDeleteRenderbuffers(1, &depth
);
3321 gl_info
->fbo_ops
.glDeleteFramebuffers(1, &fbo
);
3322 gl_info
->fbo_ops
.glBindFramebuffer(GL_FRAMEBUFFER
, 0);
3323 checkGLcall("Delete framebuffer");
3325 gl_info
->gl_ops
.gl
.p_glDisable(GL_DEPTH_TEST
);
3326 gl_info
->gl_ops
.gl
.p_glDisable(GL_POLYGON_OFFSET_FILL
);
3327 return (float)(1u << cur
);
3330 const struct wined3d_format
*wined3d_get_format(const struct wined3d_gl_info
*gl_info
,
3331 enum wined3d_format_id format_id
)
3333 int idx
= get_format_idx(format_id
);
3337 FIXME("Can't find format %s (%#x) in the format lookup table\n",
3338 debug_d3dformat(format_id
), format_id
);
3339 /* Get the caller a valid pointer */
3340 idx
= get_format_idx(WINED3DFMT_UNKNOWN
);
3343 return &gl_info
->formats
[idx
];
3346 void wined3d_format_calculate_pitch(const struct wined3d_format
*format
, unsigned int alignment
,
3347 unsigned int width
, unsigned int height
, unsigned int *row_pitch
, unsigned int *slice_pitch
)
3349 /* For block based formats, pitch means the amount of bytes to the next
3350 * row of blocks rather than the next row of pixels. */
3351 if (format
->flags
[WINED3D_GL_RES_TYPE_TEX_2D
] & WINED3DFMT_FLAG_BLOCKS
)
3353 unsigned int row_block_count
= (width
+ format
->block_width
- 1) / format
->block_width
;
3354 unsigned int slice_block_count
= (height
+ format
->block_height
- 1) / format
->block_height
;
3355 *row_pitch
= row_block_count
* format
->block_byte_count
;
3356 *row_pitch
= (*row_pitch
+ alignment
- 1) & ~(alignment
- 1);
3357 *slice_pitch
= *row_pitch
* slice_block_count
;
3361 *row_pitch
= format
->byte_count
* width
; /* Bytes / row */
3362 *row_pitch
= (*row_pitch
+ alignment
- 1) & ~(alignment
- 1);
3363 *slice_pitch
= *row_pitch
* height
;
3366 if (format
->flags
[WINED3D_GL_RES_TYPE_TEX_2D
] & WINED3DFMT_FLAG_HEIGHT_SCALE
)
3368 /* The D3D format requirements make sure that the resulting format is an integer again */
3369 *slice_pitch
*= format
->height_scale
.numerator
;
3370 *slice_pitch
/= format
->height_scale
.denominator
;
3373 TRACE("Returning row pitch %u, slice pitch %u.\n", *row_pitch
, *slice_pitch
);
3376 UINT
wined3d_format_calculate_size(const struct wined3d_format
*format
, UINT alignment
,
3377 UINT width
, UINT height
, UINT depth
)
3379 unsigned int row_pitch
, slice_pitch
;
3381 if (format
->id
== WINED3DFMT_UNKNOWN
)
3384 wined3d_format_calculate_pitch(format
, alignment
, width
, height
, &row_pitch
, &slice_pitch
);
3386 return slice_pitch
* depth
;
3389 /*****************************************************************************
3390 * Trace formatting of useful values
3392 const char *debug_box(const struct wined3d_box
*box
)
3396 return wine_dbg_sprintf("(%u, %u, %u)-(%u, %u, %u)",
3397 box
->left
, box
->top
, box
->front
,
3398 box
->right
, box
->bottom
, box
->back
);
3401 const char *debug_color(const struct wined3d_color
*color
)
3405 return wine_dbg_sprintf("{%.8e, %.8e, %.8e, %.8e}",
3406 color
->r
, color
->g
, color
->b
, color
->a
);
3409 const char *debug_ivec4(const struct wined3d_ivec4
*v
)
3413 return wine_dbg_sprintf("{%d, %d, %d, %d}",
3414 v
->x
, v
->y
, v
->z
, v
->w
);
3417 const char *debug_vec4(const struct wined3d_vec4
*v
)
3421 return wine_dbg_sprintf("{%.8e, %.8e, %.8e, %.8e}",
3422 v
->x
, v
->y
, v
->z
, v
->w
);
3425 const char *debug_d3dformat(enum wined3d_format_id format_id
)
3429 #define FMT_TO_STR(format_id) case format_id: return #format_id
3430 FMT_TO_STR(WINED3DFMT_UNKNOWN
);
3431 FMT_TO_STR(WINED3DFMT_B8G8R8_UNORM
);
3432 FMT_TO_STR(WINED3DFMT_B5G5R5X1_UNORM
);
3433 FMT_TO_STR(WINED3DFMT_B4G4R4A4_UNORM
);
3434 FMT_TO_STR(WINED3DFMT_B2G3R3_UNORM
);
3435 FMT_TO_STR(WINED3DFMT_B2G3R3A8_UNORM
);
3436 FMT_TO_STR(WINED3DFMT_B4G4R4X4_UNORM
);
3437 FMT_TO_STR(WINED3DFMT_R8G8B8X8_UNORM
);
3438 FMT_TO_STR(WINED3DFMT_B10G10R10A2_UNORM
);
3439 FMT_TO_STR(WINED3DFMT_P8_UINT_A8_UNORM
);
3440 FMT_TO_STR(WINED3DFMT_P8_UINT
);
3441 FMT_TO_STR(WINED3DFMT_L8_UNORM
);
3442 FMT_TO_STR(WINED3DFMT_L8A8_UNORM
);
3443 FMT_TO_STR(WINED3DFMT_L4A4_UNORM
);
3444 FMT_TO_STR(WINED3DFMT_R5G5_SNORM_L6_UNORM
);
3445 FMT_TO_STR(WINED3DFMT_R8G8_SNORM_L8X8_UNORM
);
3446 FMT_TO_STR(WINED3DFMT_R10G11B11_SNORM
);
3447 FMT_TO_STR(WINED3DFMT_R10G10B10_SNORM_A2_UNORM
);
3448 FMT_TO_STR(WINED3DFMT_UYVY
);
3449 FMT_TO_STR(WINED3DFMT_YUY2
);
3450 FMT_TO_STR(WINED3DFMT_YV12
);
3451 FMT_TO_STR(WINED3DFMT_NV12
);
3452 FMT_TO_STR(WINED3DFMT_DXT1
);
3453 FMT_TO_STR(WINED3DFMT_DXT2
);
3454 FMT_TO_STR(WINED3DFMT_DXT3
);
3455 FMT_TO_STR(WINED3DFMT_DXT4
);
3456 FMT_TO_STR(WINED3DFMT_DXT5
);
3457 FMT_TO_STR(WINED3DFMT_MULTI2_ARGB8
);
3458 FMT_TO_STR(WINED3DFMT_G8R8_G8B8
);
3459 FMT_TO_STR(WINED3DFMT_R8G8_B8G8
);
3460 FMT_TO_STR(WINED3DFMT_D16_LOCKABLE
);
3461 FMT_TO_STR(WINED3DFMT_D32_UNORM
);
3462 FMT_TO_STR(WINED3DFMT_S1_UINT_D15_UNORM
);
3463 FMT_TO_STR(WINED3DFMT_X8D24_UNORM
);
3464 FMT_TO_STR(WINED3DFMT_S4X4_UINT_D24_UNORM
);
3465 FMT_TO_STR(WINED3DFMT_L16_UNORM
);
3466 FMT_TO_STR(WINED3DFMT_S8_UINT_D24_FLOAT
);
3467 FMT_TO_STR(WINED3DFMT_VERTEXDATA
);
3468 FMT_TO_STR(WINED3DFMT_R8G8_SNORM_Cx
);
3469 FMT_TO_STR(WINED3DFMT_ATI1N
);
3470 FMT_TO_STR(WINED3DFMT_ATI2N
);
3471 FMT_TO_STR(WINED3DFMT_NVDB
);
3472 FMT_TO_STR(WINED3DFMT_NVHU
);
3473 FMT_TO_STR(WINED3DFMT_NVHS
);
3474 FMT_TO_STR(WINED3DFMT_R32G32B32A32_TYPELESS
);
3475 FMT_TO_STR(WINED3DFMT_R32G32B32A32_FLOAT
);
3476 FMT_TO_STR(WINED3DFMT_R32G32B32A32_UINT
);
3477 FMT_TO_STR(WINED3DFMT_R32G32B32A32_SINT
);
3478 FMT_TO_STR(WINED3DFMT_R32G32B32_TYPELESS
);
3479 FMT_TO_STR(WINED3DFMT_R32G32B32_FLOAT
);
3480 FMT_TO_STR(WINED3DFMT_R32G32B32_UINT
);
3481 FMT_TO_STR(WINED3DFMT_R32G32B32_SINT
);
3482 FMT_TO_STR(WINED3DFMT_R16G16B16A16_TYPELESS
);
3483 FMT_TO_STR(WINED3DFMT_R16G16B16A16_FLOAT
);
3484 FMT_TO_STR(WINED3DFMT_R16G16B16A16_UNORM
);
3485 FMT_TO_STR(WINED3DFMT_R16G16B16A16_UINT
);
3486 FMT_TO_STR(WINED3DFMT_R16G16B16A16_SNORM
);
3487 FMT_TO_STR(WINED3DFMT_R16G16B16A16_SINT
);
3488 FMT_TO_STR(WINED3DFMT_R32G32_TYPELESS
);
3489 FMT_TO_STR(WINED3DFMT_R32G32_FLOAT
);
3490 FMT_TO_STR(WINED3DFMT_R32G32_UINT
);
3491 FMT_TO_STR(WINED3DFMT_R32G32_SINT
);
3492 FMT_TO_STR(WINED3DFMT_R32G8X24_TYPELESS
);
3493 FMT_TO_STR(WINED3DFMT_D32_FLOAT_S8X24_UINT
);
3494 FMT_TO_STR(WINED3DFMT_R32_FLOAT_X8X24_TYPELESS
);
3495 FMT_TO_STR(WINED3DFMT_X32_TYPELESS_G8X24_UINT
);
3496 FMT_TO_STR(WINED3DFMT_R10G10B10A2_TYPELESS
);
3497 FMT_TO_STR(WINED3DFMT_R10G10B10A2_UNORM
);
3498 FMT_TO_STR(WINED3DFMT_R10G10B10A2_UINT
);
3499 FMT_TO_STR(WINED3DFMT_R10G10B10A2_SNORM
);
3500 FMT_TO_STR(WINED3DFMT_R11G11B10_FLOAT
);
3501 FMT_TO_STR(WINED3DFMT_R8G8B8A8_TYPELESS
);
3502 FMT_TO_STR(WINED3DFMT_R8G8B8A8_UNORM
);
3503 FMT_TO_STR(WINED3DFMT_R8G8B8A8_UNORM_SRGB
);
3504 FMT_TO_STR(WINED3DFMT_R8G8B8A8_UINT
);
3505 FMT_TO_STR(WINED3DFMT_R8G8B8A8_SNORM
);
3506 FMT_TO_STR(WINED3DFMT_R8G8B8A8_SINT
);
3507 FMT_TO_STR(WINED3DFMT_R16G16_TYPELESS
);
3508 FMT_TO_STR(WINED3DFMT_R16G16_FLOAT
);
3509 FMT_TO_STR(WINED3DFMT_R16G16_UNORM
);
3510 FMT_TO_STR(WINED3DFMT_R16G16_UINT
);
3511 FMT_TO_STR(WINED3DFMT_R16G16_SNORM
);
3512 FMT_TO_STR(WINED3DFMT_R16G16_SINT
);
3513 FMT_TO_STR(WINED3DFMT_R32_TYPELESS
);
3514 FMT_TO_STR(WINED3DFMT_D32_FLOAT
);
3515 FMT_TO_STR(WINED3DFMT_R32_FLOAT
);
3516 FMT_TO_STR(WINED3DFMT_R32_UINT
);
3517 FMT_TO_STR(WINED3DFMT_R32_SINT
);
3518 FMT_TO_STR(WINED3DFMT_R24G8_TYPELESS
);
3519 FMT_TO_STR(WINED3DFMT_D24_UNORM_S8_UINT
);
3520 FMT_TO_STR(WINED3DFMT_R24_UNORM_X8_TYPELESS
);
3521 FMT_TO_STR(WINED3DFMT_X24_TYPELESS_G8_UINT
);
3522 FMT_TO_STR(WINED3DFMT_R8G8_TYPELESS
);
3523 FMT_TO_STR(WINED3DFMT_R8G8_UNORM
);
3524 FMT_TO_STR(WINED3DFMT_R8G8_UINT
);
3525 FMT_TO_STR(WINED3DFMT_R8G8_SNORM
);
3526 FMT_TO_STR(WINED3DFMT_R8G8_SINT
);
3527 FMT_TO_STR(WINED3DFMT_R16_TYPELESS
);
3528 FMT_TO_STR(WINED3DFMT_R16_FLOAT
);
3529 FMT_TO_STR(WINED3DFMT_D16_UNORM
);
3530 FMT_TO_STR(WINED3DFMT_R16_UNORM
);
3531 FMT_TO_STR(WINED3DFMT_R16_UINT
);
3532 FMT_TO_STR(WINED3DFMT_R16_SNORM
);
3533 FMT_TO_STR(WINED3DFMT_R16_SINT
);
3534 FMT_TO_STR(WINED3DFMT_R8_TYPELESS
);
3535 FMT_TO_STR(WINED3DFMT_R8_UNORM
);
3536 FMT_TO_STR(WINED3DFMT_R8_UINT
);
3537 FMT_TO_STR(WINED3DFMT_R8_SNORM
);
3538 FMT_TO_STR(WINED3DFMT_R8_SINT
);
3539 FMT_TO_STR(WINED3DFMT_A8_UNORM
);
3540 FMT_TO_STR(WINED3DFMT_R1_UNORM
);
3541 FMT_TO_STR(WINED3DFMT_R9G9B9E5_SHAREDEXP
);
3542 FMT_TO_STR(WINED3DFMT_R8G8_B8G8_UNORM
);
3543 FMT_TO_STR(WINED3DFMT_G8R8_G8B8_UNORM
);
3544 FMT_TO_STR(WINED3DFMT_BC1_TYPELESS
);
3545 FMT_TO_STR(WINED3DFMT_BC1_UNORM
);
3546 FMT_TO_STR(WINED3DFMT_BC1_UNORM_SRGB
);
3547 FMT_TO_STR(WINED3DFMT_BC2_TYPELESS
);
3548 FMT_TO_STR(WINED3DFMT_BC2_UNORM
);
3549 FMT_TO_STR(WINED3DFMT_BC2_UNORM_SRGB
);
3550 FMT_TO_STR(WINED3DFMT_BC3_TYPELESS
);
3551 FMT_TO_STR(WINED3DFMT_BC3_UNORM
);
3552 FMT_TO_STR(WINED3DFMT_BC3_UNORM_SRGB
);
3553 FMT_TO_STR(WINED3DFMT_BC4_TYPELESS
);
3554 FMT_TO_STR(WINED3DFMT_BC4_UNORM
);
3555 FMT_TO_STR(WINED3DFMT_BC4_SNORM
);
3556 FMT_TO_STR(WINED3DFMT_BC5_TYPELESS
);
3557 FMT_TO_STR(WINED3DFMT_BC5_UNORM
);
3558 FMT_TO_STR(WINED3DFMT_BC5_SNORM
);
3559 FMT_TO_STR(WINED3DFMT_B5G6R5_UNORM
);
3560 FMT_TO_STR(WINED3DFMT_B5G5R5A1_UNORM
);
3561 FMT_TO_STR(WINED3DFMT_B8G8R8A8_UNORM
);
3562 FMT_TO_STR(WINED3DFMT_B8G8R8X8_UNORM
);
3563 FMT_TO_STR(WINED3DFMT_B8G8R8A8_TYPELESS
);
3564 FMT_TO_STR(WINED3DFMT_B8G8R8A8_UNORM_SRGB
);
3565 FMT_TO_STR(WINED3DFMT_B8G8R8X8_TYPELESS
);
3566 FMT_TO_STR(WINED3DFMT_B8G8R8X8_UNORM_SRGB
);
3567 FMT_TO_STR(WINED3DFMT_BC7_TYPELESS
);
3568 FMT_TO_STR(WINED3DFMT_BC7_UNORM
);
3569 FMT_TO_STR(WINED3DFMT_BC7_UNORM_SRGB
);
3570 FMT_TO_STR(WINED3DFMT_INTZ
);
3571 FMT_TO_STR(WINED3DFMT_RESZ
);
3572 FMT_TO_STR(WINED3DFMT_NULL
);
3573 FMT_TO_STR(WINED3DFMT_R16
);
3574 FMT_TO_STR(WINED3DFMT_AL16
);
3579 fourcc
[0] = (char)(format_id
);
3580 fourcc
[1] = (char)(format_id
>> 8);
3581 fourcc
[2] = (char)(format_id
>> 16);
3582 fourcc
[3] = (char)(format_id
>> 24);
3584 if (isprint(fourcc
[0]) && isprint(fourcc
[1]) && isprint(fourcc
[2]) && isprint(fourcc
[3]))
3585 FIXME("Unrecognized %#x (as fourcc: %s) WINED3DFORMAT!\n", format_id
, fourcc
);
3587 FIXME("Unrecognized %#x WINED3DFORMAT!\n", format_id
);
3589 return "unrecognized";
3593 const char *debug_d3ddevicetype(enum wined3d_device_type device_type
)
3595 switch (device_type
)
3597 #define DEVTYPE_TO_STR(dev) case dev: return #dev
3598 DEVTYPE_TO_STR(WINED3D_DEVICE_TYPE_HAL
);
3599 DEVTYPE_TO_STR(WINED3D_DEVICE_TYPE_REF
);
3600 DEVTYPE_TO_STR(WINED3D_DEVICE_TYPE_SW
);
3601 #undef DEVTYPE_TO_STR
3603 FIXME("Unrecognized device type %#x.\n", device_type
);
3604 return "unrecognized";
3608 const char *debug_d3dusage(DWORD usage
)
3613 #define WINED3DUSAGE_TO_STR(u) if (usage & u) { strcat(buf, " | "#u); usage &= ~u; }
3614 WINED3DUSAGE_TO_STR(WINED3DUSAGE_RENDERTARGET
);
3615 WINED3DUSAGE_TO_STR(WINED3DUSAGE_DEPTHSTENCIL
);
3616 WINED3DUSAGE_TO_STR(WINED3DUSAGE_WRITEONLY
);
3617 WINED3DUSAGE_TO_STR(WINED3DUSAGE_SOFTWAREPROCESSING
);
3618 WINED3DUSAGE_TO_STR(WINED3DUSAGE_DONOTCLIP
);
3619 WINED3DUSAGE_TO_STR(WINED3DUSAGE_POINTS
);
3620 WINED3DUSAGE_TO_STR(WINED3DUSAGE_RTPATCHES
);
3621 WINED3DUSAGE_TO_STR(WINED3DUSAGE_NPATCHES
);
3622 WINED3DUSAGE_TO_STR(WINED3DUSAGE_DYNAMIC
);
3623 WINED3DUSAGE_TO_STR(WINED3DUSAGE_AUTOGENMIPMAP
);
3624 WINED3DUSAGE_TO_STR(WINED3DUSAGE_RESTRICTED_CONTENT
);
3625 WINED3DUSAGE_TO_STR(WINED3DUSAGE_RESTRICT_SHARED_RESOURCE_DRIVER
);
3626 WINED3DUSAGE_TO_STR(WINED3DUSAGE_RESTRICT_SHARED_RESOURCE
);
3627 WINED3DUSAGE_TO_STR(WINED3DUSAGE_DMAP
);
3628 WINED3DUSAGE_TO_STR(WINED3DUSAGE_TEXTAPI
);
3629 WINED3DUSAGE_TO_STR(WINED3DUSAGE_LEGACY_CUBEMAP
);
3630 WINED3DUSAGE_TO_STR(WINED3DUSAGE_TEXTURE
);
3631 WINED3DUSAGE_TO_STR(WINED3DUSAGE_OWNDC
);
3632 WINED3DUSAGE_TO_STR(WINED3DUSAGE_STATICDECL
);
3633 WINED3DUSAGE_TO_STR(WINED3DUSAGE_OVERLAY
);
3634 #undef WINED3DUSAGE_TO_STR
3635 if (usage
) FIXME("Unrecognized usage flag(s) %#x\n", usage
);
3637 return buf
[0] ? wine_dbg_sprintf("%s", &buf
[3]) : "0";
3640 const char *debug_d3dusagequery(DWORD usagequery
)
3645 #define WINED3DUSAGEQUERY_TO_STR(u) if (usagequery & u) { strcat(buf, " | "#u); usagequery &= ~u; }
3646 WINED3DUSAGEQUERY_TO_STR(WINED3DUSAGE_QUERY_FILTER
);
3647 WINED3DUSAGEQUERY_TO_STR(WINED3DUSAGE_QUERY_LEGACYBUMPMAP
);
3648 WINED3DUSAGEQUERY_TO_STR(WINED3DUSAGE_QUERY_POSTPIXELSHADER_BLENDING
);
3649 WINED3DUSAGEQUERY_TO_STR(WINED3DUSAGE_QUERY_SRGBREAD
);
3650 WINED3DUSAGEQUERY_TO_STR(WINED3DUSAGE_QUERY_SRGBWRITE
);
3651 WINED3DUSAGEQUERY_TO_STR(WINED3DUSAGE_QUERY_VERTEXTEXTURE
);
3652 WINED3DUSAGEQUERY_TO_STR(WINED3DUSAGE_QUERY_WRAPANDMIP
);
3653 #undef WINED3DUSAGEQUERY_TO_STR
3654 if (usagequery
) FIXME("Unrecognized usage query flag(s) %#x\n", usagequery
);
3656 return buf
[0] ? wine_dbg_sprintf("%s", &buf
[3]) : "0";
3659 const char *debug_d3ddeclmethod(enum wined3d_decl_method method
)
3663 #define WINED3DDECLMETHOD_TO_STR(u) case u: return #u
3664 WINED3DDECLMETHOD_TO_STR(WINED3D_DECL_METHOD_DEFAULT
);
3665 WINED3DDECLMETHOD_TO_STR(WINED3D_DECL_METHOD_PARTIAL_U
);
3666 WINED3DDECLMETHOD_TO_STR(WINED3D_DECL_METHOD_PARTIAL_V
);
3667 WINED3DDECLMETHOD_TO_STR(WINED3D_DECL_METHOD_CROSS_UV
);
3668 WINED3DDECLMETHOD_TO_STR(WINED3D_DECL_METHOD_UV
);
3669 WINED3DDECLMETHOD_TO_STR(WINED3D_DECL_METHOD_LOOKUP
);
3670 WINED3DDECLMETHOD_TO_STR(WINED3D_DECL_METHOD_LOOKUP_PRESAMPLED
);
3671 #undef WINED3DDECLMETHOD_TO_STR
3673 FIXME("Unrecognized declaration method %#x.\n", method
);
3674 return "unrecognized";
3678 const char *debug_d3ddeclusage(enum wined3d_decl_usage usage
)
3682 #define WINED3DDECLUSAGE_TO_STR(u) case u: return #u
3683 WINED3DDECLUSAGE_TO_STR(WINED3D_DECL_USAGE_POSITION
);
3684 WINED3DDECLUSAGE_TO_STR(WINED3D_DECL_USAGE_BLEND_WEIGHT
);
3685 WINED3DDECLUSAGE_TO_STR(WINED3D_DECL_USAGE_BLEND_INDICES
);
3686 WINED3DDECLUSAGE_TO_STR(WINED3D_DECL_USAGE_NORMAL
);
3687 WINED3DDECLUSAGE_TO_STR(WINED3D_DECL_USAGE_PSIZE
);
3688 WINED3DDECLUSAGE_TO_STR(WINED3D_DECL_USAGE_TEXCOORD
);
3689 WINED3DDECLUSAGE_TO_STR(WINED3D_DECL_USAGE_TANGENT
);
3690 WINED3DDECLUSAGE_TO_STR(WINED3D_DECL_USAGE_BINORMAL
);
3691 WINED3DDECLUSAGE_TO_STR(WINED3D_DECL_USAGE_TESS_FACTOR
);
3692 WINED3DDECLUSAGE_TO_STR(WINED3D_DECL_USAGE_POSITIONT
);
3693 WINED3DDECLUSAGE_TO_STR(WINED3D_DECL_USAGE_COLOR
);
3694 WINED3DDECLUSAGE_TO_STR(WINED3D_DECL_USAGE_FOG
);
3695 WINED3DDECLUSAGE_TO_STR(WINED3D_DECL_USAGE_DEPTH
);
3696 WINED3DDECLUSAGE_TO_STR(WINED3D_DECL_USAGE_SAMPLE
);
3697 #undef WINED3DDECLUSAGE_TO_STR
3699 FIXME("Unrecognized %u declaration usage!\n", usage
);
3700 return "unrecognized";
3704 const char *debug_d3dinput_classification(enum wined3d_input_classification classification
)
3706 switch (classification
)
3708 #define WINED3D_TO_STR(x) case x: return #x
3709 WINED3D_TO_STR(WINED3D_INPUT_PER_VERTEX_DATA
);
3710 WINED3D_TO_STR(WINED3D_INPUT_PER_INSTANCE_DATA
);
3711 #undef WINED3D_TO_STR
3713 FIXME("Unrecognized input classification %#x.\n", classification
);
3714 return "unrecognized";
3718 const char *debug_d3dresourcetype(enum wined3d_resource_type resource_type
)
3720 switch (resource_type
)
3722 #define WINED3D_TO_STR(x) case x: return #x
3723 WINED3D_TO_STR(WINED3D_RTYPE_BUFFER
);
3724 WINED3D_TO_STR(WINED3D_RTYPE_TEXTURE_2D
);
3725 WINED3D_TO_STR(WINED3D_RTYPE_TEXTURE_3D
);
3726 #undef WINED3D_TO_STR
3728 FIXME("Unrecognized resource type %#x.\n", resource_type
);
3729 return "unrecognized";
3733 const char *debug_d3dprimitivetype(enum wined3d_primitive_type primitive_type
)
3735 switch (primitive_type
)
3737 #define PRIM_TO_STR(prim) case prim: return #prim
3738 PRIM_TO_STR(WINED3D_PT_UNDEFINED
);
3739 PRIM_TO_STR(WINED3D_PT_POINTLIST
);
3740 PRIM_TO_STR(WINED3D_PT_LINELIST
);
3741 PRIM_TO_STR(WINED3D_PT_LINESTRIP
);
3742 PRIM_TO_STR(WINED3D_PT_TRIANGLELIST
);
3743 PRIM_TO_STR(WINED3D_PT_TRIANGLESTRIP
);
3744 PRIM_TO_STR(WINED3D_PT_TRIANGLEFAN
);
3745 PRIM_TO_STR(WINED3D_PT_LINELIST_ADJ
);
3746 PRIM_TO_STR(WINED3D_PT_LINESTRIP_ADJ
);
3747 PRIM_TO_STR(WINED3D_PT_TRIANGLELIST_ADJ
);
3748 PRIM_TO_STR(WINED3D_PT_TRIANGLESTRIP_ADJ
);
3751 FIXME("Unrecognized %u primitive type!\n", primitive_type
);
3752 return "unrecognized";
3756 const char *debug_d3drenderstate(enum wined3d_render_state state
)
3760 #define D3DSTATE_TO_STR(u) case u: return #u
3761 D3DSTATE_TO_STR(WINED3D_RS_ANTIALIAS
);
3762 D3DSTATE_TO_STR(WINED3D_RS_TEXTUREPERSPECTIVE
);
3763 D3DSTATE_TO_STR(WINED3D_RS_WRAPU
);
3764 D3DSTATE_TO_STR(WINED3D_RS_WRAPV
);
3765 D3DSTATE_TO_STR(WINED3D_RS_ZENABLE
);
3766 D3DSTATE_TO_STR(WINED3D_RS_FILLMODE
);
3767 D3DSTATE_TO_STR(WINED3D_RS_SHADEMODE
);
3768 D3DSTATE_TO_STR(WINED3D_RS_LINEPATTERN
);
3769 D3DSTATE_TO_STR(WINED3D_RS_MONOENABLE
);
3770 D3DSTATE_TO_STR(WINED3D_RS_ROP2
);
3771 D3DSTATE_TO_STR(WINED3D_RS_PLANEMASK
);
3772 D3DSTATE_TO_STR(WINED3D_RS_ZWRITEENABLE
);
3773 D3DSTATE_TO_STR(WINED3D_RS_ALPHATESTENABLE
);
3774 D3DSTATE_TO_STR(WINED3D_RS_LASTPIXEL
);
3775 D3DSTATE_TO_STR(WINED3D_RS_SRCBLEND
);
3776 D3DSTATE_TO_STR(WINED3D_RS_DESTBLEND
);
3777 D3DSTATE_TO_STR(WINED3D_RS_CULLMODE
);
3778 D3DSTATE_TO_STR(WINED3D_RS_ZFUNC
);
3779 D3DSTATE_TO_STR(WINED3D_RS_ALPHAREF
);
3780 D3DSTATE_TO_STR(WINED3D_RS_ALPHAFUNC
);
3781 D3DSTATE_TO_STR(WINED3D_RS_DITHERENABLE
);
3782 D3DSTATE_TO_STR(WINED3D_RS_ALPHABLENDENABLE
);
3783 D3DSTATE_TO_STR(WINED3D_RS_FOGENABLE
);
3784 D3DSTATE_TO_STR(WINED3D_RS_SPECULARENABLE
);
3785 D3DSTATE_TO_STR(WINED3D_RS_ZVISIBLE
);
3786 D3DSTATE_TO_STR(WINED3D_RS_SUBPIXEL
);
3787 D3DSTATE_TO_STR(WINED3D_RS_SUBPIXELX
);
3788 D3DSTATE_TO_STR(WINED3D_RS_STIPPLEDALPHA
);
3789 D3DSTATE_TO_STR(WINED3D_RS_FOGCOLOR
);
3790 D3DSTATE_TO_STR(WINED3D_RS_FOGTABLEMODE
);
3791 D3DSTATE_TO_STR(WINED3D_RS_FOGSTART
);
3792 D3DSTATE_TO_STR(WINED3D_RS_FOGEND
);
3793 D3DSTATE_TO_STR(WINED3D_RS_FOGDENSITY
);
3794 D3DSTATE_TO_STR(WINED3D_RS_STIPPLEENABLE
);
3795 D3DSTATE_TO_STR(WINED3D_RS_EDGEANTIALIAS
);
3796 D3DSTATE_TO_STR(WINED3D_RS_COLORKEYENABLE
);
3797 D3DSTATE_TO_STR(WINED3D_RS_MIPMAPLODBIAS
);
3798 D3DSTATE_TO_STR(WINED3D_RS_RANGEFOGENABLE
);
3799 D3DSTATE_TO_STR(WINED3D_RS_ANISOTROPY
);
3800 D3DSTATE_TO_STR(WINED3D_RS_FLUSHBATCH
);
3801 D3DSTATE_TO_STR(WINED3D_RS_TRANSLUCENTSORTINDEPENDENT
);
3802 D3DSTATE_TO_STR(WINED3D_RS_STENCILENABLE
);
3803 D3DSTATE_TO_STR(WINED3D_RS_STENCILFAIL
);
3804 D3DSTATE_TO_STR(WINED3D_RS_STENCILZFAIL
);
3805 D3DSTATE_TO_STR(WINED3D_RS_STENCILPASS
);
3806 D3DSTATE_TO_STR(WINED3D_RS_STENCILFUNC
);
3807 D3DSTATE_TO_STR(WINED3D_RS_STENCILREF
);
3808 D3DSTATE_TO_STR(WINED3D_RS_STENCILMASK
);
3809 D3DSTATE_TO_STR(WINED3D_RS_STENCILWRITEMASK
);
3810 D3DSTATE_TO_STR(WINED3D_RS_TEXTUREFACTOR
);
3811 D3DSTATE_TO_STR(WINED3D_RS_WRAP0
);
3812 D3DSTATE_TO_STR(WINED3D_RS_WRAP1
);
3813 D3DSTATE_TO_STR(WINED3D_RS_WRAP2
);
3814 D3DSTATE_TO_STR(WINED3D_RS_WRAP3
);
3815 D3DSTATE_TO_STR(WINED3D_RS_WRAP4
);
3816 D3DSTATE_TO_STR(WINED3D_RS_WRAP5
);
3817 D3DSTATE_TO_STR(WINED3D_RS_WRAP6
);
3818 D3DSTATE_TO_STR(WINED3D_RS_WRAP7
);
3819 D3DSTATE_TO_STR(WINED3D_RS_CLIPPING
);
3820 D3DSTATE_TO_STR(WINED3D_RS_LIGHTING
);
3821 D3DSTATE_TO_STR(WINED3D_RS_EXTENTS
);
3822 D3DSTATE_TO_STR(WINED3D_RS_AMBIENT
);
3823 D3DSTATE_TO_STR(WINED3D_RS_FOGVERTEXMODE
);
3824 D3DSTATE_TO_STR(WINED3D_RS_COLORVERTEX
);
3825 D3DSTATE_TO_STR(WINED3D_RS_LOCALVIEWER
);
3826 D3DSTATE_TO_STR(WINED3D_RS_NORMALIZENORMALS
);
3827 D3DSTATE_TO_STR(WINED3D_RS_COLORKEYBLENDENABLE
);
3828 D3DSTATE_TO_STR(WINED3D_RS_DIFFUSEMATERIALSOURCE
);
3829 D3DSTATE_TO_STR(WINED3D_RS_SPECULARMATERIALSOURCE
);
3830 D3DSTATE_TO_STR(WINED3D_RS_AMBIENTMATERIALSOURCE
);
3831 D3DSTATE_TO_STR(WINED3D_RS_EMISSIVEMATERIALSOURCE
);
3832 D3DSTATE_TO_STR(WINED3D_RS_VERTEXBLEND
);
3833 D3DSTATE_TO_STR(WINED3D_RS_CLIPPLANEENABLE
);
3834 D3DSTATE_TO_STR(WINED3D_RS_SOFTWAREVERTEXPROCESSING
);
3835 D3DSTATE_TO_STR(WINED3D_RS_POINTSIZE
);
3836 D3DSTATE_TO_STR(WINED3D_RS_POINTSIZE_MIN
);
3837 D3DSTATE_TO_STR(WINED3D_RS_POINTSPRITEENABLE
);
3838 D3DSTATE_TO_STR(WINED3D_RS_POINTSCALEENABLE
);
3839 D3DSTATE_TO_STR(WINED3D_RS_POINTSCALE_A
);
3840 D3DSTATE_TO_STR(WINED3D_RS_POINTSCALE_B
);
3841 D3DSTATE_TO_STR(WINED3D_RS_POINTSCALE_C
);
3842 D3DSTATE_TO_STR(WINED3D_RS_MULTISAMPLEANTIALIAS
);
3843 D3DSTATE_TO_STR(WINED3D_RS_MULTISAMPLEMASK
);
3844 D3DSTATE_TO_STR(WINED3D_RS_PATCHEDGESTYLE
);
3845 D3DSTATE_TO_STR(WINED3D_RS_PATCHSEGMENTS
);
3846 D3DSTATE_TO_STR(WINED3D_RS_DEBUGMONITORTOKEN
);
3847 D3DSTATE_TO_STR(WINED3D_RS_POINTSIZE_MAX
);
3848 D3DSTATE_TO_STR(WINED3D_RS_INDEXEDVERTEXBLENDENABLE
);
3849 D3DSTATE_TO_STR(WINED3D_RS_COLORWRITEENABLE
);
3850 D3DSTATE_TO_STR(WINED3D_RS_TWEENFACTOR
);
3851 D3DSTATE_TO_STR(WINED3D_RS_BLENDOP
);
3852 D3DSTATE_TO_STR(WINED3D_RS_POSITIONDEGREE
);
3853 D3DSTATE_TO_STR(WINED3D_RS_NORMALDEGREE
);
3854 D3DSTATE_TO_STR(WINED3D_RS_SCISSORTESTENABLE
);
3855 D3DSTATE_TO_STR(WINED3D_RS_SLOPESCALEDEPTHBIAS
);
3856 D3DSTATE_TO_STR(WINED3D_RS_ANTIALIASEDLINEENABLE
);
3857 D3DSTATE_TO_STR(WINED3D_RS_MINTESSELLATIONLEVEL
);
3858 D3DSTATE_TO_STR(WINED3D_RS_MAXTESSELLATIONLEVEL
);
3859 D3DSTATE_TO_STR(WINED3D_RS_ADAPTIVETESS_X
);
3860 D3DSTATE_TO_STR(WINED3D_RS_ADAPTIVETESS_Y
);
3861 D3DSTATE_TO_STR(WINED3D_RS_ADAPTIVETESS_Z
);
3862 D3DSTATE_TO_STR(WINED3D_RS_ADAPTIVETESS_W
);
3863 D3DSTATE_TO_STR(WINED3D_RS_ENABLEADAPTIVETESSELLATION
);
3864 D3DSTATE_TO_STR(WINED3D_RS_TWOSIDEDSTENCILMODE
);
3865 D3DSTATE_TO_STR(WINED3D_RS_CCW_STENCILFAIL
);
3866 D3DSTATE_TO_STR(WINED3D_RS_CCW_STENCILZFAIL
);
3867 D3DSTATE_TO_STR(WINED3D_RS_CCW_STENCILPASS
);
3868 D3DSTATE_TO_STR(WINED3D_RS_CCW_STENCILFUNC
);
3869 D3DSTATE_TO_STR(WINED3D_RS_COLORWRITEENABLE1
);
3870 D3DSTATE_TO_STR(WINED3D_RS_COLORWRITEENABLE2
);
3871 D3DSTATE_TO_STR(WINED3D_RS_COLORWRITEENABLE3
);
3872 D3DSTATE_TO_STR(WINED3D_RS_BLENDFACTOR
);
3873 D3DSTATE_TO_STR(WINED3D_RS_SRGBWRITEENABLE
);
3874 D3DSTATE_TO_STR(WINED3D_RS_DEPTHBIAS
);
3875 D3DSTATE_TO_STR(WINED3D_RS_WRAP8
);
3876 D3DSTATE_TO_STR(WINED3D_RS_WRAP9
);
3877 D3DSTATE_TO_STR(WINED3D_RS_WRAP10
);
3878 D3DSTATE_TO_STR(WINED3D_RS_WRAP11
);
3879 D3DSTATE_TO_STR(WINED3D_RS_WRAP12
);
3880 D3DSTATE_TO_STR(WINED3D_RS_WRAP13
);
3881 D3DSTATE_TO_STR(WINED3D_RS_WRAP14
);
3882 D3DSTATE_TO_STR(WINED3D_RS_WRAP15
);
3883 D3DSTATE_TO_STR(WINED3D_RS_SEPARATEALPHABLENDENABLE
);
3884 D3DSTATE_TO_STR(WINED3D_RS_SRCBLENDALPHA
);
3885 D3DSTATE_TO_STR(WINED3D_RS_DESTBLENDALPHA
);
3886 D3DSTATE_TO_STR(WINED3D_RS_BLENDOPALPHA
);
3887 #undef D3DSTATE_TO_STR
3889 FIXME("Unrecognized %u render state!\n", state
);
3890 return "unrecognized";
3894 const char *debug_d3dsamplerstate(enum wined3d_sampler_state state
)
3898 #define D3DSTATE_TO_STR(u) case u: return #u
3899 D3DSTATE_TO_STR(WINED3D_SAMP_BORDER_COLOR
);
3900 D3DSTATE_TO_STR(WINED3D_SAMP_ADDRESS_U
);
3901 D3DSTATE_TO_STR(WINED3D_SAMP_ADDRESS_V
);
3902 D3DSTATE_TO_STR(WINED3D_SAMP_ADDRESS_W
);
3903 D3DSTATE_TO_STR(WINED3D_SAMP_MAG_FILTER
);
3904 D3DSTATE_TO_STR(WINED3D_SAMP_MIN_FILTER
);
3905 D3DSTATE_TO_STR(WINED3D_SAMP_MIP_FILTER
);
3906 D3DSTATE_TO_STR(WINED3D_SAMP_MIPMAP_LOD_BIAS
);
3907 D3DSTATE_TO_STR(WINED3D_SAMP_MAX_MIP_LEVEL
);
3908 D3DSTATE_TO_STR(WINED3D_SAMP_MAX_ANISOTROPY
);
3909 D3DSTATE_TO_STR(WINED3D_SAMP_SRGB_TEXTURE
);
3910 D3DSTATE_TO_STR(WINED3D_SAMP_ELEMENT_INDEX
);
3911 D3DSTATE_TO_STR(WINED3D_SAMP_DMAP_OFFSET
);
3912 #undef D3DSTATE_TO_STR
3914 FIXME("Unrecognized %u sampler state!\n", state
);
3915 return "unrecognized";
3919 const char *debug_d3dtexturefiltertype(enum wined3d_texture_filter_type filter_type
)
3921 switch (filter_type
)
3923 #define D3DTEXTUREFILTERTYPE_TO_STR(u) case u: return #u
3924 D3DTEXTUREFILTERTYPE_TO_STR(WINED3D_TEXF_NONE
);
3925 D3DTEXTUREFILTERTYPE_TO_STR(WINED3D_TEXF_POINT
);
3926 D3DTEXTUREFILTERTYPE_TO_STR(WINED3D_TEXF_LINEAR
);
3927 D3DTEXTUREFILTERTYPE_TO_STR(WINED3D_TEXF_ANISOTROPIC
);
3928 D3DTEXTUREFILTERTYPE_TO_STR(WINED3D_TEXF_FLAT_CUBIC
);
3929 D3DTEXTUREFILTERTYPE_TO_STR(WINED3D_TEXF_GAUSSIAN_CUBIC
);
3930 D3DTEXTUREFILTERTYPE_TO_STR(WINED3D_TEXF_PYRAMIDAL_QUAD
);
3931 D3DTEXTUREFILTERTYPE_TO_STR(WINED3D_TEXF_GAUSSIAN_QUAD
);
3932 #undef D3DTEXTUREFILTERTYPE_TO_STR
3934 FIXME("Unrecognized texture filter type 0x%08x.\n", filter_type
);
3935 return "unrecognized";
3939 const char *debug_d3dtexturestate(enum wined3d_texture_stage_state state
)
3943 #define D3DSTATE_TO_STR(u) case u: return #u
3944 D3DSTATE_TO_STR(WINED3D_TSS_COLOR_OP
);
3945 D3DSTATE_TO_STR(WINED3D_TSS_COLOR_ARG1
);
3946 D3DSTATE_TO_STR(WINED3D_TSS_COLOR_ARG2
);
3947 D3DSTATE_TO_STR(WINED3D_TSS_ALPHA_OP
);
3948 D3DSTATE_TO_STR(WINED3D_TSS_ALPHA_ARG1
);
3949 D3DSTATE_TO_STR(WINED3D_TSS_ALPHA_ARG2
);
3950 D3DSTATE_TO_STR(WINED3D_TSS_BUMPENV_MAT00
);
3951 D3DSTATE_TO_STR(WINED3D_TSS_BUMPENV_MAT01
);
3952 D3DSTATE_TO_STR(WINED3D_TSS_BUMPENV_MAT10
);
3953 D3DSTATE_TO_STR(WINED3D_TSS_BUMPENV_MAT11
);
3954 D3DSTATE_TO_STR(WINED3D_TSS_TEXCOORD_INDEX
);
3955 D3DSTATE_TO_STR(WINED3D_TSS_BUMPENV_LSCALE
);
3956 D3DSTATE_TO_STR(WINED3D_TSS_BUMPENV_LOFFSET
);
3957 D3DSTATE_TO_STR(WINED3D_TSS_TEXTURE_TRANSFORM_FLAGS
);
3958 D3DSTATE_TO_STR(WINED3D_TSS_COLOR_ARG0
);
3959 D3DSTATE_TO_STR(WINED3D_TSS_ALPHA_ARG0
);
3960 D3DSTATE_TO_STR(WINED3D_TSS_RESULT_ARG
);
3961 D3DSTATE_TO_STR(WINED3D_TSS_CONSTANT
);
3962 #undef D3DSTATE_TO_STR
3964 FIXME("Unrecognized %u texture state!\n", state
);
3965 return "unrecognized";
3969 const char *debug_d3dtop(enum wined3d_texture_op d3dtop
)
3973 #define D3DTOP_TO_STR(u) case u: return #u
3974 D3DTOP_TO_STR(WINED3D_TOP_DISABLE
);
3975 D3DTOP_TO_STR(WINED3D_TOP_SELECT_ARG1
);
3976 D3DTOP_TO_STR(WINED3D_TOP_SELECT_ARG2
);
3977 D3DTOP_TO_STR(WINED3D_TOP_MODULATE
);
3978 D3DTOP_TO_STR(WINED3D_TOP_MODULATE_2X
);
3979 D3DTOP_TO_STR(WINED3D_TOP_MODULATE_4X
);
3980 D3DTOP_TO_STR(WINED3D_TOP_ADD
);
3981 D3DTOP_TO_STR(WINED3D_TOP_ADD_SIGNED
);
3982 D3DTOP_TO_STR(WINED3D_TOP_ADD_SIGNED_2X
);
3983 D3DTOP_TO_STR(WINED3D_TOP_SUBTRACT
);
3984 D3DTOP_TO_STR(WINED3D_TOP_ADD_SMOOTH
);
3985 D3DTOP_TO_STR(WINED3D_TOP_BLEND_DIFFUSE_ALPHA
);
3986 D3DTOP_TO_STR(WINED3D_TOP_BLEND_TEXTURE_ALPHA
);
3987 D3DTOP_TO_STR(WINED3D_TOP_BLEND_FACTOR_ALPHA
);
3988 D3DTOP_TO_STR(WINED3D_TOP_BLEND_TEXTURE_ALPHA_PM
);
3989 D3DTOP_TO_STR(WINED3D_TOP_BLEND_CURRENT_ALPHA
);
3990 D3DTOP_TO_STR(WINED3D_TOP_PREMODULATE
);
3991 D3DTOP_TO_STR(WINED3D_TOP_MODULATE_ALPHA_ADD_COLOR
);
3992 D3DTOP_TO_STR(WINED3D_TOP_MODULATE_COLOR_ADD_ALPHA
);
3993 D3DTOP_TO_STR(WINED3D_TOP_MODULATE_INVALPHA_ADD_COLOR
);
3994 D3DTOP_TO_STR(WINED3D_TOP_MODULATE_INVCOLOR_ADD_ALPHA
);
3995 D3DTOP_TO_STR(WINED3D_TOP_BUMPENVMAP
);
3996 D3DTOP_TO_STR(WINED3D_TOP_BUMPENVMAP_LUMINANCE
);
3997 D3DTOP_TO_STR(WINED3D_TOP_DOTPRODUCT3
);
3998 D3DTOP_TO_STR(WINED3D_TOP_MULTIPLY_ADD
);
3999 D3DTOP_TO_STR(WINED3D_TOP_LERP
);
4000 #undef D3DTOP_TO_STR
4002 FIXME("Unrecognized texture op %#x.\n", d3dtop
);
4003 return "unrecognized";
4007 const char *debug_d3dtstype(enum wined3d_transform_state tstype
)
4011 #define TSTYPE_TO_STR(tstype) case tstype: return #tstype
4012 TSTYPE_TO_STR(WINED3D_TS_VIEW
);
4013 TSTYPE_TO_STR(WINED3D_TS_PROJECTION
);
4014 TSTYPE_TO_STR(WINED3D_TS_TEXTURE0
);
4015 TSTYPE_TO_STR(WINED3D_TS_TEXTURE1
);
4016 TSTYPE_TO_STR(WINED3D_TS_TEXTURE2
);
4017 TSTYPE_TO_STR(WINED3D_TS_TEXTURE3
);
4018 TSTYPE_TO_STR(WINED3D_TS_TEXTURE4
);
4019 TSTYPE_TO_STR(WINED3D_TS_TEXTURE5
);
4020 TSTYPE_TO_STR(WINED3D_TS_TEXTURE6
);
4021 TSTYPE_TO_STR(WINED3D_TS_TEXTURE7
);
4022 TSTYPE_TO_STR(WINED3D_TS_WORLD_MATRIX(0));
4023 TSTYPE_TO_STR(WINED3D_TS_WORLD_MATRIX(1));
4024 TSTYPE_TO_STR(WINED3D_TS_WORLD_MATRIX(2));
4025 TSTYPE_TO_STR(WINED3D_TS_WORLD_MATRIX(3));
4026 #undef TSTYPE_TO_STR
4028 if (tstype
> 256 && tstype
< 512)
4030 FIXME("WINED3D_TS_WORLD_MATRIX(%u). 1..255 not currently supported.\n", tstype
);
4031 return ("WINED3D_TS_WORLD_MATRIX > 0");
4033 FIXME("Unrecognized transform state %#x.\n", tstype
);
4034 return "unrecognized";
4038 const char *debug_shader_type(enum wined3d_shader_type type
)
4042 #define WINED3D_TO_STR(type) case type: return #type
4043 WINED3D_TO_STR(WINED3D_SHADER_TYPE_PIXEL
);
4044 WINED3D_TO_STR(WINED3D_SHADER_TYPE_VERTEX
);
4045 WINED3D_TO_STR(WINED3D_SHADER_TYPE_GEOMETRY
);
4046 WINED3D_TO_STR(WINED3D_SHADER_TYPE_HULL
);
4047 WINED3D_TO_STR(WINED3D_SHADER_TYPE_DOMAIN
);
4048 #undef WINED3D_TO_STR
4050 FIXME("Unrecognized shader type %#x.\n", type
);
4051 return "unrecognized";
4055 const char *debug_d3dstate(DWORD state
)
4057 if (STATE_IS_RENDER(state
))
4058 return wine_dbg_sprintf("STATE_RENDER(%s)", debug_d3drenderstate(state
- STATE_RENDER(0)));
4059 if (STATE_IS_TEXTURESTAGE(state
))
4061 DWORD texture_stage
= (state
- STATE_TEXTURESTAGE(0, 0)) / (WINED3D_HIGHEST_TEXTURE_STATE
+ 1);
4062 DWORD texture_state
= state
- STATE_TEXTURESTAGE(texture_stage
, 0);
4063 return wine_dbg_sprintf("STATE_TEXTURESTAGE(%#x, %s)",
4064 texture_stage
, debug_d3dtexturestate(texture_state
));
4066 if (STATE_IS_SAMPLER(state
))
4067 return wine_dbg_sprintf("STATE_SAMPLER(%#x)", state
- STATE_SAMPLER(0));
4068 if (STATE_IS_SHADER(state
))
4069 return wine_dbg_sprintf("STATE_SHADER(%s)", debug_shader_type(state
- STATE_SHADER(0)));
4070 if (STATE_IS_CONSTANT_BUFFER(state
))
4071 return wine_dbg_sprintf("STATE_CONSTANT_BUFFER(%s)", debug_shader_type(state
- STATE_CONSTANT_BUFFER(0)));
4072 if (STATE_IS_SHADER_RESOURCE_BINDING(state
))
4073 return "STATE_SHADER_RESOURCE_BINDING";
4074 if (STATE_IS_TRANSFORM(state
))
4075 return wine_dbg_sprintf("STATE_TRANSFORM(%s)", debug_d3dtstype(state
- STATE_TRANSFORM(0)));
4076 if (STATE_IS_STREAMSRC(state
))
4077 return "STATE_STREAMSRC";
4078 if (STATE_IS_INDEXBUFFER(state
))
4079 return "STATE_INDEXBUFFER";
4080 if (STATE_IS_VDECL(state
))
4081 return "STATE_VDECL";
4082 if (STATE_IS_VIEWPORT(state
))
4083 return "STATE_VIEWPORT";
4084 if (STATE_IS_LIGHT_TYPE(state
))
4085 return "STATE_LIGHT_TYPE";
4086 if (STATE_IS_ACTIVELIGHT(state
))
4087 return wine_dbg_sprintf("STATE_ACTIVELIGHT(%#x)", state
- STATE_ACTIVELIGHT(0));
4088 if (STATE_IS_SCISSORRECT(state
))
4089 return "STATE_SCISSORRECT";
4090 if (STATE_IS_CLIPPLANE(state
))
4091 return wine_dbg_sprintf("STATE_CLIPPLANE(%#x)", state
- STATE_CLIPPLANE(0));
4092 if (STATE_IS_MATERIAL(state
))
4093 return "STATE_MATERIAL";
4094 if (STATE_IS_FRONTFACE(state
))
4095 return "STATE_FRONTFACE";
4096 if (STATE_IS_POINTSPRITECOORDORIGIN(state
))
4097 return "STATE_POINTSPRITECOORDORIGIN";
4098 if (STATE_IS_BASEVERTEXINDEX(state
))
4099 return "STATE_BASEVERTEXINDEX";
4100 if (STATE_IS_FRAMEBUFFER(state
))
4101 return "STATE_FRAMEBUFFER";
4102 if (STATE_IS_POINT_ENABLE(state
))
4103 return "STATE_POINT_ENABLE";
4104 if (STATE_IS_COLOR_KEY(state
))
4105 return "STATE_COLOR_KEY";
4107 return wine_dbg_sprintf("UNKNOWN_STATE(%#x)", state
);
4110 const char *debug_d3dpool(enum wined3d_pool pool
)
4114 #define POOL_TO_STR(p) case p: return #p
4115 POOL_TO_STR(WINED3D_POOL_DEFAULT
);
4116 POOL_TO_STR(WINED3D_POOL_MANAGED
);
4117 POOL_TO_STR(WINED3D_POOL_SYSTEM_MEM
);
4118 POOL_TO_STR(WINED3D_POOL_SCRATCH
);
4121 FIXME("Unrecognized pool %#x.\n", pool
);
4122 return "unrecognized";
4126 const char *debug_fboattachment(GLenum attachment
)
4130 #define WINED3D_TO_STR(x) case x: return #x
4131 WINED3D_TO_STR(GL_COLOR_ATTACHMENT0
);
4132 WINED3D_TO_STR(GL_COLOR_ATTACHMENT1
);
4133 WINED3D_TO_STR(GL_COLOR_ATTACHMENT2
);
4134 WINED3D_TO_STR(GL_COLOR_ATTACHMENT3
);
4135 WINED3D_TO_STR(GL_COLOR_ATTACHMENT4
);
4136 WINED3D_TO_STR(GL_COLOR_ATTACHMENT5
);
4137 WINED3D_TO_STR(GL_COLOR_ATTACHMENT6
);
4138 WINED3D_TO_STR(GL_COLOR_ATTACHMENT7
);
4139 WINED3D_TO_STR(GL_COLOR_ATTACHMENT8
);
4140 WINED3D_TO_STR(GL_COLOR_ATTACHMENT9
);
4141 WINED3D_TO_STR(GL_COLOR_ATTACHMENT10
);
4142 WINED3D_TO_STR(GL_COLOR_ATTACHMENT11
);
4143 WINED3D_TO_STR(GL_COLOR_ATTACHMENT12
);
4144 WINED3D_TO_STR(GL_COLOR_ATTACHMENT13
);
4145 WINED3D_TO_STR(GL_COLOR_ATTACHMENT14
);
4146 WINED3D_TO_STR(GL_COLOR_ATTACHMENT15
);
4147 WINED3D_TO_STR(GL_DEPTH_ATTACHMENT
);
4148 WINED3D_TO_STR(GL_STENCIL_ATTACHMENT
);
4149 #undef WINED3D_TO_STR
4151 return wine_dbg_sprintf("Unknown FBO attachment %#x", attachment
);
4155 const char *debug_fbostatus(GLenum status
) {
4157 #define FBOSTATUS_TO_STR(u) case u: return #u
4158 FBOSTATUS_TO_STR(GL_FRAMEBUFFER_COMPLETE
);
4159 FBOSTATUS_TO_STR(GL_FRAMEBUFFER_INCOMPLETE_ATTACHMENT
);
4160 FBOSTATUS_TO_STR(GL_FRAMEBUFFER_INCOMPLETE_MISSING_ATTACHMENT
);
4161 FBOSTATUS_TO_STR(GL_FRAMEBUFFER_INCOMPLETE_DIMENSIONS_EXT
);
4162 FBOSTATUS_TO_STR(GL_FRAMEBUFFER_INCOMPLETE_FORMATS_EXT
);
4163 FBOSTATUS_TO_STR(GL_FRAMEBUFFER_INCOMPLETE_DRAW_BUFFER
);
4164 FBOSTATUS_TO_STR(GL_FRAMEBUFFER_INCOMPLETE_READ_BUFFER
);
4165 FBOSTATUS_TO_STR(GL_FRAMEBUFFER_INCOMPLETE_MULTISAMPLE
);
4166 FBOSTATUS_TO_STR(GL_FRAMEBUFFER_INCOMPLETE_LAYER_TARGETS
);
4167 FBOSTATUS_TO_STR(GL_FRAMEBUFFER_INCOMPLETE_LAYER_COUNT_ARB
);
4168 FBOSTATUS_TO_STR(GL_FRAMEBUFFER_UNSUPPORTED
);
4169 FBOSTATUS_TO_STR(GL_FRAMEBUFFER_UNDEFINED
);
4170 #undef FBOSTATUS_TO_STR
4172 FIXME("Unrecognized FBO status 0x%08x.\n", status
);
4173 return "unrecognized";
4177 const char *debug_glerror(GLenum error
) {
4179 #define GLERROR_TO_STR(u) case u: return #u
4180 GLERROR_TO_STR(GL_NO_ERROR
);
4181 GLERROR_TO_STR(GL_INVALID_ENUM
);
4182 GLERROR_TO_STR(GL_INVALID_VALUE
);
4183 GLERROR_TO_STR(GL_INVALID_OPERATION
);
4184 GLERROR_TO_STR(GL_STACK_OVERFLOW
);
4185 GLERROR_TO_STR(GL_STACK_UNDERFLOW
);
4186 GLERROR_TO_STR(GL_OUT_OF_MEMORY
);
4187 GLERROR_TO_STR(GL_INVALID_FRAMEBUFFER_OPERATION
);
4188 #undef GLERROR_TO_STR
4190 FIXME("Unrecognized GL error 0x%08x.\n", error
);
4191 return "unrecognized";
4195 static const char *debug_fixup_channel_source(enum fixup_channel_source source
)
4199 #define WINED3D_TO_STR(x) case x: return #x
4200 WINED3D_TO_STR(CHANNEL_SOURCE_ZERO
);
4201 WINED3D_TO_STR(CHANNEL_SOURCE_ONE
);
4202 WINED3D_TO_STR(CHANNEL_SOURCE_X
);
4203 WINED3D_TO_STR(CHANNEL_SOURCE_Y
);
4204 WINED3D_TO_STR(CHANNEL_SOURCE_Z
);
4205 WINED3D_TO_STR(CHANNEL_SOURCE_W
);
4206 WINED3D_TO_STR(CHANNEL_SOURCE_COMPLEX0
);
4207 WINED3D_TO_STR(CHANNEL_SOURCE_COMPLEX1
);
4208 #undef WINED3D_TO_STR
4210 FIXME("Unrecognized fixup_channel_source %#x\n", source
);
4211 return "unrecognized";
4215 static const char *debug_complex_fixup(enum complex_fixup fixup
)
4219 #define WINED3D_TO_STR(x) case x: return #x
4220 WINED3D_TO_STR(COMPLEX_FIXUP_YUY2
);
4221 WINED3D_TO_STR(COMPLEX_FIXUP_UYVY
);
4222 WINED3D_TO_STR(COMPLEX_FIXUP_YV12
);
4223 WINED3D_TO_STR(COMPLEX_FIXUP_NV12
);
4224 WINED3D_TO_STR(COMPLEX_FIXUP_P8
);
4225 #undef WINED3D_TO_STR
4227 FIXME("Unrecognized complex fixup %#x\n", fixup
);
4228 return "unrecognized";
4232 void dump_color_fixup_desc(struct color_fixup_desc fixup
)
4234 if (is_complex_fixup(fixup
))
4236 TRACE("\tComplex: %s\n", debug_complex_fixup(get_complex_fixup(fixup
)));
4240 TRACE("\tX: %s%s\n", debug_fixup_channel_source(fixup
.x_source
), fixup
.x_sign_fixup
? ", SIGN_FIXUP" : "");
4241 TRACE("\tY: %s%s\n", debug_fixup_channel_source(fixup
.y_source
), fixup
.y_sign_fixup
? ", SIGN_FIXUP" : "");
4242 TRACE("\tZ: %s%s\n", debug_fixup_channel_source(fixup
.z_source
), fixup
.z_sign_fixup
? ", SIGN_FIXUP" : "");
4243 TRACE("\tW: %s%s\n", debug_fixup_channel_source(fixup
.w_source
), fixup
.w_sign_fixup
? ", SIGN_FIXUP" : "");
4246 BOOL
is_invalid_op(const struct wined3d_state
*state
, int stage
,
4247 enum wined3d_texture_op op
, DWORD arg1
, DWORD arg2
, DWORD arg3
)
4249 if (op
== WINED3D_TOP_DISABLE
)
4251 if (state
->textures
[stage
])
4254 if ((arg1
& WINED3DTA_SELECTMASK
) == WINED3DTA_TEXTURE
4255 && op
!= WINED3D_TOP_SELECT_ARG2
)
4257 if ((arg2
& WINED3DTA_SELECTMASK
) == WINED3DTA_TEXTURE
4258 && op
!= WINED3D_TOP_SELECT_ARG1
)
4260 if ((arg3
& WINED3DTA_SELECTMASK
) == WINED3DTA_TEXTURE
4261 && (op
== WINED3D_TOP_MULTIPLY_ADD
|| op
== WINED3D_TOP_LERP
))
4267 void get_identity_matrix(struct wined3d_matrix
*mat
)
4269 static const struct wined3d_matrix identity
=
4271 1.0f
, 0.0f
, 0.0f
, 0.0f
,
4272 0.0f
, 1.0f
, 0.0f
, 0.0f
,
4273 0.0f
, 0.0f
, 1.0f
, 0.0f
,
4274 0.0f
, 0.0f
, 0.0f
, 1.0f
,
4280 void get_modelview_matrix(const struct wined3d_context
*context
, const struct wined3d_state
*state
,
4281 unsigned int index
, struct wined3d_matrix
*mat
)
4283 if (context
->last_was_rhw
)
4284 get_identity_matrix(mat
);
4286 multiply_matrix(mat
, &state
->transforms
[WINED3D_TS_VIEW
], &state
->transforms
[WINED3D_TS_WORLD_MATRIX(index
)]);
4289 void get_projection_matrix(const struct wined3d_context
*context
, const struct wined3d_state
*state
,
4290 struct wined3d_matrix
*mat
)
4292 float center_offset
;
4294 /* There are a couple of additional things we have to take into account
4295 * here besides the projection transformation itself:
4296 * - We need to flip along the y-axis in case of offscreen rendering.
4297 * - OpenGL Z range is {-Wc,...,Wc} while D3D Z range is {0,...,Wc}.
4298 * - D3D coordinates refer to pixel centers while GL coordinates refer
4300 * - D3D has a top-left filling convention. We need to maintain this
4301 * even after the y-flip mentioned above.
4302 * In order to handle the last two points, we translate by
4303 * (63.0 / 128.0) / VPw and (63.0 / 128.0) / VPh. This is equivalent to
4304 * translating slightly less than half a pixel. We want the difference to
4305 * be large enough that it doesn't get lost due to rounding inside the
4306 * driver, but small enough to prevent it from interfering with any
4309 if (context
->swapchain
->device
->wined3d
->flags
& WINED3D_PIXEL_CENTER_INTEGER
)
4310 center_offset
= 63.0f
/ 64.0f
;
4312 center_offset
= -1.0f
/ 64.0f
;
4314 if (context
->last_was_rhw
)
4316 /* Transform D3D RHW coordinates to OpenGL clip coordinates. */
4317 float x
= state
->viewport
.x
;
4318 float y
= state
->viewport
.y
;
4319 float w
= state
->viewport
.width
;
4320 float h
= state
->viewport
.height
;
4321 float x_scale
= 2.0f
/ w
;
4322 float x_offset
= (center_offset
- (2.0f
* x
) - w
) / w
;
4323 float y_scale
= context
->render_offscreen
? 2.0f
/ h
: 2.0f
/ -h
;
4324 float y_offset
= context
->render_offscreen
4325 ? (center_offset
- (2.0f
* y
) - h
) / h
4326 : (center_offset
- (2.0f
* y
) - h
) / -h
;
4327 enum wined3d_depth_buffer_type zenable
= state
->fb
->depth_stencil
?
4328 state
->render_states
[WINED3D_RS_ZENABLE
] : WINED3D_ZB_FALSE
;
4329 float z_scale
= zenable
? 2.0f
: 0.0f
;
4330 float z_offset
= zenable
? -1.0f
: 0.0f
;
4331 const struct wined3d_matrix projection
=
4333 x_scale
, 0.0f
, 0.0f
, 0.0f
,
4334 0.0f
, y_scale
, 0.0f
, 0.0f
,
4335 0.0f
, 0.0f
, z_scale
, 0.0f
,
4336 x_offset
, y_offset
, z_offset
, 1.0f
,
4343 float y_scale
= context
->render_offscreen
? -1.0f
: 1.0f
;
4344 float x_offset
= center_offset
/ state
->viewport
.width
;
4345 float y_offset
= context
->render_offscreen
4346 ? center_offset
/ state
->viewport
.height
4347 : -center_offset
/ state
->viewport
.height
;
4348 const struct wined3d_matrix projection
=
4350 1.0f
, 0.0f
, 0.0f
, 0.0f
,
4351 0.0f
, y_scale
, 0.0f
, 0.0f
,
4352 0.0f
, 0.0f
, 2.0f
, 0.0f
,
4353 x_offset
, y_offset
, -1.0f
, 1.0f
,
4356 multiply_matrix(mat
, &projection
, &state
->transforms
[WINED3D_TS_PROJECTION
]);
4360 /* Setup this textures matrix according to the texture flags. */
4361 static void compute_texture_matrix(const struct wined3d_gl_info
*gl_info
, const struct wined3d_matrix
*matrix
,
4362 DWORD flags
, BOOL calculated_coords
, BOOL transformed
, enum wined3d_format_id format_id
,
4363 BOOL ffp_proj_control
, struct wined3d_matrix
*out_matrix
)
4365 struct wined3d_matrix mat
;
4367 if (flags
== WINED3D_TTFF_DISABLE
|| flags
== WINED3D_TTFF_COUNT1
|| transformed
)
4369 get_identity_matrix(out_matrix
);
4373 if (flags
== (WINED3D_TTFF_COUNT1
| WINED3D_TTFF_PROJECTED
))
4375 ERR("Invalid texture transform flags: WINED3D_TTFF_COUNT1 | WINED3D_TTFF_PROJECTED.\n");
4381 if (flags
& WINED3D_TTFF_PROJECTED
)
4383 if (!ffp_proj_control
)
4385 switch (flags
& ~WINED3D_TTFF_PROJECTED
)
4387 case WINED3D_TTFF_COUNT2
:
4392 mat
._12
= mat
._22
= mat
._32
= mat
._42
= 0.0f
;
4394 case WINED3D_TTFF_COUNT3
:
4399 mat
._13
= mat
._23
= mat
._33
= mat
._43
= 0.0f
;
4406 /* Under Direct3D the R/Z coord can be used for translation, under
4407 * OpenGL we use the Q coord instead. */
4408 if (!calculated_coords
)
4412 /* Direct3D passes the default 1.0 in the 2nd coord, while GL
4413 * passes it in the 4th. Swap 2nd and 4th coord. No need to
4414 * store the value of mat._41 in mat._21 because the input
4415 * value to the transformation will be 0, so the matrix value
4417 case WINED3DFMT_R32_FLOAT
:
4423 /* See above, just 3rd and 4th coord. */
4424 case WINED3DFMT_R32G32_FLOAT
:
4430 case WINED3DFMT_R32G32B32_FLOAT
: /* Opengl defaults match dx defaults */
4431 case WINED3DFMT_R32G32B32A32_FLOAT
: /* No defaults apply, all app defined */
4433 /* This is to prevent swapping the matrix lines and put the default 4th coord = 1.0
4434 * into a bad place. The division elimination below will apply to make sure the
4435 * 1.0 doesn't do anything bad. The caller will set this value if the stride is 0
4437 case WINED3DFMT_UNKNOWN
: /* No texture coords, 0/0/0/1 defaults are passed */
4440 FIXME("Unexpected fixed function texture coord input\n");
4443 if (!ffp_proj_control
)
4445 switch (flags
& ~WINED3D_TTFF_PROJECTED
)
4447 /* case WINED3D_TTFF_COUNT1: Won't ever get here. */
4448 case WINED3D_TTFF_COUNT2
:
4449 mat
._13
= mat
._23
= mat
._33
= mat
._43
= 0.0f
;
4450 /* OpenGL divides the first 3 vertex coordinates by the 4th by
4451 * default, which is essentially the same as D3DTTFF_PROJECTED.
4452 * Make sure that the 4th coordinate evaluates to 1.0 to
4455 * If the fixed function pipeline is used, the 4th value
4456 * remains unused, so there is no danger in doing this. With
4457 * vertex shaders we have a problem. Should an application hit
4458 * that problem, the code here would have to check for pixel
4459 * shaders, and the shader has to undo the default GL divide.
4461 * A more serious problem occurs if the application passes 4
4462 * coordinates in, and the 4th is != 1.0 (OpenGL default).
4463 * This would have to be fixed with immediate mode draws. */
4465 mat
._14
= mat
._24
= mat
._34
= 0.0f
; mat
._44
= 1.0f
;
4473 void get_texture_matrix(const struct wined3d_context
*context
, const struct wined3d_state
*state
,
4474 unsigned int tex
, struct wined3d_matrix
*mat
)
4476 const struct wined3d_device
*device
= context
->swapchain
->device
;
4477 const struct wined3d_gl_info
*gl_info
= context
->gl_info
;
4478 BOOL generated
= (state
->texture_states
[tex
][WINED3D_TSS_TEXCOORD_INDEX
] & 0xffff0000)
4479 != WINED3DTSS_TCI_PASSTHRU
;
4480 unsigned int coord_idx
= min(state
->texture_states
[tex
][WINED3D_TSS_TEXCOORD_INDEX
& 0x0000ffff],
4483 compute_texture_matrix(gl_info
, &state
->transforms
[WINED3D_TS_TEXTURE0
+ tex
],
4484 state
->texture_states
[tex
][WINED3D_TSS_TEXTURE_TRANSFORM_FLAGS
],
4485 generated
, context
->last_was_rhw
,
4486 context
->stream_info
.use_map
& (1u << (WINED3D_FFP_TEXCOORD0
+ coord_idx
))
4487 ? context
->stream_info
.elements
[WINED3D_FFP_TEXCOORD0
+ coord_idx
].format
->id
4488 : WINED3DFMT_UNKNOWN
,
4489 device
->shader_backend
->shader_has_ffp_proj_control(device
->shader_priv
), mat
);
4491 if ((context
->lastWasPow2Texture
& (1u << tex
)) && state
->textures
[tex
])
4494 FIXME("Non-power-of-two texture being used with generated texture coords.\n");
4495 /* NP2 texcoord fixup is implemented for pixelshaders so only enable the
4496 * fixed-function-pipeline fixup via pow2Matrix when no PS is used. */
4499 TRACE("Non-power-of-two texture matrix multiply fixup.\n");
4500 multiply_matrix(mat
, mat
, (struct wined3d_matrix
*)state
->textures
[tex
]->pow2_matrix
);
4505 void get_pointsize_minmax(const struct wined3d_context
*context
, const struct wined3d_state
*state
,
4506 float *out_min
, float *out_max
)
4514 min
.d
= state
->render_states
[WINED3D_RS_POINTSIZE_MIN
];
4515 max
.d
= state
->render_states
[WINED3D_RS_POINTSIZE_MAX
];
4524 void get_pointsize(const struct wined3d_context
*context
, const struct wined3d_state
*state
,
4525 float *out_pointsize
, float *out_att
)
4527 /* POINTSCALEENABLE controls how point size value is treated. If set to
4528 * true, the point size is scaled with respect to height of viewport.
4529 * When set to false point size is in pixels. */
4534 } pointsize
, a
, b
, c
;
4540 pointsize
.d
= state
->render_states
[WINED3D_RS_POINTSIZE
];
4541 a
.d
= state
->render_states
[WINED3D_RS_POINTSCALE_A
];
4542 b
.d
= state
->render_states
[WINED3D_RS_POINTSCALE_B
];
4543 c
.d
= state
->render_states
[WINED3D_RS_POINTSCALE_C
];
4545 if (state
->render_states
[WINED3D_RS_POINTSCALEENABLE
])
4547 float scale_factor
= state
->viewport
.height
* state
->viewport
.height
;
4549 out_att
[0] = a
.f
/ scale_factor
;
4550 out_att
[1] = b
.f
/ scale_factor
;
4551 out_att
[2] = c
.f
/ scale_factor
;
4553 *out_pointsize
= pointsize
.f
;
4556 void get_fog_start_end(const struct wined3d_context
*context
, const struct wined3d_state
*state
,
4557 float *start
, float *end
)
4565 switch (context
->fog_source
)
4572 case FOGSOURCE_COORD
:
4578 tmpvalue
.d
= state
->render_states
[WINED3D_RS_FOGSTART
];
4579 *start
= tmpvalue
.f
;
4580 tmpvalue
.d
= state
->render_states
[WINED3D_RS_FOGEND
];
4582 /* Special handling for fog_start == fog_end. In d3d with vertex
4583 * fog, everything is fogged. With table fog, everything with
4584 * fog_coord < fog_start is unfogged, and fog_coord > fog_start
4585 * is fogged. Windows drivers disagree when fog_coord == fog_start. */
4586 if (state
->render_states
[WINED3D_RS_FOGTABLEMODE
] == WINED3D_FOG_NONE
&& *start
== *end
)
4594 /* This should not happen, context->fog_source is set in wined3d, not the app. */
4595 ERR("Unexpected fog coordinate source.\n");
4601 /* Note: It's the caller's responsibility to ensure values can be expressed
4602 * in the requested format. UNORM formats for example can only express values
4603 * in the range 0.0f -> 1.0f. */
4604 DWORD
wined3d_format_convert_from_float(const struct wined3d_format
*format
, const struct wined3d_color
*color
)
4608 enum wined3d_format_id format_id
;
4620 {WINED3DFMT_B8G8R8A8_UNORM
, 255.0f
, 255.0f
, 255.0f
, 255.0f
, 16, 8, 0, 24},
4621 {WINED3DFMT_B8G8R8X8_UNORM
, 255.0f
, 255.0f
, 255.0f
, 255.0f
, 16, 8, 0, 24},
4622 {WINED3DFMT_B8G8R8_UNORM
, 255.0f
, 255.0f
, 255.0f
, 255.0f
, 16, 8, 0, 24},
4623 {WINED3DFMT_B5G6R5_UNORM
, 31.0f
, 63.0f
, 31.0f
, 0.0f
, 11, 5, 0, 0},
4624 {WINED3DFMT_B5G5R5A1_UNORM
, 31.0f
, 31.0f
, 31.0f
, 1.0f
, 10, 5, 0, 15},
4625 {WINED3DFMT_B5G5R5X1_UNORM
, 31.0f
, 31.0f
, 31.0f
, 1.0f
, 10, 5, 0, 15},
4626 {WINED3DFMT_R8_UNORM
, 255.0f
, 0.0f
, 0.0f
, 0.0f
, 0, 0, 0, 0},
4627 {WINED3DFMT_A8_UNORM
, 0.0f
, 0.0f
, 0.0f
, 255.0f
, 0, 0, 0, 0},
4628 {WINED3DFMT_B4G4R4A4_UNORM
, 15.0f
, 15.0f
, 15.0f
, 15.0f
, 8, 4, 0, 12},
4629 {WINED3DFMT_B4G4R4X4_UNORM
, 15.0f
, 15.0f
, 15.0f
, 15.0f
, 8, 4, 0, 12},
4630 {WINED3DFMT_B2G3R3_UNORM
, 7.0f
, 7.0f
, 3.0f
, 0.0f
, 5, 2, 0, 0},
4631 {WINED3DFMT_R8G8B8A8_UNORM
, 255.0f
, 255.0f
, 255.0f
, 255.0f
, 0, 8, 16, 24},
4632 {WINED3DFMT_R8G8B8X8_UNORM
, 255.0f
, 255.0f
, 255.0f
, 255.0f
, 0, 8, 16, 24},
4633 {WINED3DFMT_B10G10R10A2_UNORM
, 1023.0f
, 1023.0f
, 1023.0f
, 3.0f
, 20, 10, 0, 30},
4634 {WINED3DFMT_R10G10B10A2_UNORM
, 1023.0f
, 1023.0f
, 1023.0f
, 3.0f
, 0, 10, 20, 30},
4635 {WINED3DFMT_P8_UINT
, 0.0f
, 0.0f
, 0.0f
, 255.0f
, 0, 0, 0, 0},
4639 TRACE("Converting color %s to format %s.\n", debug_color(color
), debug_d3dformat(format
->id
));
4641 for (i
= 0; i
< sizeof(conv
) / sizeof(*conv
); ++i
)
4645 if (format
->id
!= conv
[i
].format_id
) continue;
4647 ret
= ((DWORD
)((color
->r
* conv
[i
].r_mul
) + 0.5f
)) << conv
[i
].r_shift
;
4648 ret
|= ((DWORD
)((color
->g
* conv
[i
].g_mul
) + 0.5f
)) << conv
[i
].g_shift
;
4649 ret
|= ((DWORD
)((color
->b
* conv
[i
].b_mul
) + 0.5f
)) << conv
[i
].b_shift
;
4650 ret
|= ((DWORD
)((color
->a
* conv
[i
].a_mul
) + 0.5f
)) << conv
[i
].a_shift
;
4652 TRACE("Returning 0x%08x.\n", ret
);
4657 FIXME("Conversion for format %s not implemented.\n", debug_d3dformat(format
->id
));
4662 static float color_to_float(DWORD color
, DWORD size
, DWORD offset
)
4664 DWORD mask
= (1u << size
) - 1;
4672 return (float)color
/ (float)mask
;
4675 BOOL
wined3d_format_convert_color_to_float(const struct wined3d_format
*format
,
4676 const struct wined3d_palette
*palette
, DWORD color
, struct wined3d_color
*float_color
)
4680 case WINED3DFMT_B8G8R8_UNORM
:
4681 case WINED3DFMT_B8G8R8A8_UNORM
:
4682 case WINED3DFMT_B8G8R8X8_UNORM
:
4683 case WINED3DFMT_B5G6R5_UNORM
:
4684 case WINED3DFMT_B5G5R5X1_UNORM
:
4685 case WINED3DFMT_B5G5R5A1_UNORM
:
4686 case WINED3DFMT_B4G4R4A4_UNORM
:
4687 case WINED3DFMT_B2G3R3_UNORM
:
4688 case WINED3DFMT_R8_UNORM
:
4689 case WINED3DFMT_A8_UNORM
:
4690 case WINED3DFMT_B2G3R3A8_UNORM
:
4691 case WINED3DFMT_B4G4R4X4_UNORM
:
4692 case WINED3DFMT_R10G10B10A2_UNORM
:
4693 case WINED3DFMT_R10G10B10A2_SNORM
:
4694 case WINED3DFMT_R8G8B8A8_UNORM
:
4695 case WINED3DFMT_R8G8B8X8_UNORM
:
4696 case WINED3DFMT_R16G16_UNORM
:
4697 case WINED3DFMT_B10G10R10A2_UNORM
:
4698 float_color
->r
= color_to_float(color
, format
->red_size
, format
->red_offset
);
4699 float_color
->g
= color_to_float(color
, format
->green_size
, format
->green_offset
);
4700 float_color
->b
= color_to_float(color
, format
->blue_size
, format
->blue_offset
);
4701 float_color
->a
= color_to_float(color
, format
->alpha_size
, format
->alpha_offset
);
4704 case WINED3DFMT_P8_UINT
:
4707 float_color
->r
= palette
->colors
[color
].rgbRed
/ 255.0f
;
4708 float_color
->g
= palette
->colors
[color
].rgbGreen
/ 255.0f
;
4709 float_color
->b
= palette
->colors
[color
].rgbBlue
/ 255.0f
;
4713 float_color
->r
= 0.0f
;
4714 float_color
->g
= 0.0f
;
4715 float_color
->b
= 0.0f
;
4717 float_color
->a
= color
/ 255.0f
;
4721 ERR("Unhandled conversion from %s to floating point.\n", debug_d3dformat(format
->id
));
4726 void wined3d_format_get_float_color_key(const struct wined3d_format
*format
,
4727 const struct wined3d_color_key
*key
, struct wined3d_color
*float_colors
)
4729 struct wined3d_color slop
;
4733 case WINED3DFMT_B8G8R8_UNORM
:
4734 case WINED3DFMT_B8G8R8A8_UNORM
:
4735 case WINED3DFMT_B8G8R8X8_UNORM
:
4736 case WINED3DFMT_B5G6R5_UNORM
:
4737 case WINED3DFMT_B5G5R5X1_UNORM
:
4738 case WINED3DFMT_B5G5R5A1_UNORM
:
4739 case WINED3DFMT_B4G4R4A4_UNORM
:
4740 case WINED3DFMT_B2G3R3_UNORM
:
4741 case WINED3DFMT_R8_UNORM
:
4742 case WINED3DFMT_A8_UNORM
:
4743 case WINED3DFMT_B2G3R3A8_UNORM
:
4744 case WINED3DFMT_B4G4R4X4_UNORM
:
4745 case WINED3DFMT_R10G10B10A2_UNORM
:
4746 case WINED3DFMT_R10G10B10A2_SNORM
:
4747 case WINED3DFMT_R8G8B8A8_UNORM
:
4748 case WINED3DFMT_R8G8B8X8_UNORM
:
4749 case WINED3DFMT_R16G16_UNORM
:
4750 case WINED3DFMT_B10G10R10A2_UNORM
:
4751 slop
.r
= 0.5f
/ ((1 << format
->red_size
) - 1);
4752 slop
.g
= 0.5f
/ ((1 << format
->green_size
) - 1);
4753 slop
.b
= 0.5f
/ ((1 << format
->blue_size
) - 1);
4754 slop
.a
= 0.5f
/ ((1 << format
->alpha_size
) - 1);
4756 float_colors
[0].r
= color_to_float(key
->color_space_low_value
, format
->red_size
, format
->red_offset
)
4758 float_colors
[0].g
= color_to_float(key
->color_space_low_value
, format
->green_size
, format
->green_offset
)
4760 float_colors
[0].b
= color_to_float(key
->color_space_low_value
, format
->blue_size
, format
->blue_offset
)
4762 float_colors
[0].a
= color_to_float(key
->color_space_low_value
, format
->alpha_size
, format
->alpha_offset
)
4765 float_colors
[1].r
= color_to_float(key
->color_space_high_value
, format
->red_size
, format
->red_offset
)
4767 float_colors
[1].g
= color_to_float(key
->color_space_high_value
, format
->green_size
, format
->green_offset
)
4769 float_colors
[1].b
= color_to_float(key
->color_space_high_value
, format
->blue_size
, format
->blue_offset
)
4771 float_colors
[1].a
= color_to_float(key
->color_space_high_value
, format
->alpha_size
, format
->alpha_offset
)
4775 case WINED3DFMT_P8_UINT
:
4776 float_colors
[0].r
= 0.0f
;
4777 float_colors
[0].g
= 0.0f
;
4778 float_colors
[0].b
= 0.0f
;
4779 float_colors
[0].a
= (key
->color_space_low_value
- 0.5f
) / 255.0f
;
4781 float_colors
[1].r
= 0.0f
;
4782 float_colors
[1].g
= 0.0f
;
4783 float_colors
[1].b
= 0.0f
;
4784 float_colors
[1].a
= (key
->color_space_high_value
+ 0.5f
) / 255.0f
;
4788 ERR("Unhandled color key to float conversion for format %s.\n", debug_d3dformat(format
->id
));
4792 /* DirectDraw stuff */
4793 enum wined3d_format_id
pixelformat_for_depth(DWORD depth
)
4797 case 8: return WINED3DFMT_P8_UINT
;
4798 case 15: return WINED3DFMT_B5G5R5X1_UNORM
;
4799 case 16: return WINED3DFMT_B5G6R5_UNORM
;
4800 case 24: return WINED3DFMT_B8G8R8X8_UNORM
; /* Robots needs 24bit to be WINED3DFMT_B8G8R8X8_UNORM */
4801 case 32: return WINED3DFMT_B8G8R8X8_UNORM
; /* EVE online and the Fur demo need 32bit AdapterDisplayMode to return WINED3DFMT_B8G8R8X8_UNORM */
4802 default: return WINED3DFMT_UNKNOWN
;
4806 void multiply_matrix(struct wined3d_matrix
*dst
, const struct wined3d_matrix
*src1
, const struct wined3d_matrix
*src2
)
4808 struct wined3d_matrix tmp
;
4810 /* Now do the multiplication 'by hand'.
4811 I know that all this could be optimised, but this will be done later :-) */
4812 tmp
._11
= (src1
->_11
* src2
->_11
) + (src1
->_21
* src2
->_12
) + (src1
->_31
* src2
->_13
) + (src1
->_41
* src2
->_14
);
4813 tmp
._21
= (src1
->_11
* src2
->_21
) + (src1
->_21
* src2
->_22
) + (src1
->_31
* src2
->_23
) + (src1
->_41
* src2
->_24
);
4814 tmp
._31
= (src1
->_11
* src2
->_31
) + (src1
->_21
* src2
->_32
) + (src1
->_31
* src2
->_33
) + (src1
->_41
* src2
->_34
);
4815 tmp
._41
= (src1
->_11
* src2
->_41
) + (src1
->_21
* src2
->_42
) + (src1
->_31
* src2
->_43
) + (src1
->_41
* src2
->_44
);
4817 tmp
._12
= (src1
->_12
* src2
->_11
) + (src1
->_22
* src2
->_12
) + (src1
->_32
* src2
->_13
) + (src1
->_42
* src2
->_14
);
4818 tmp
._22
= (src1
->_12
* src2
->_21
) + (src1
->_22
* src2
->_22
) + (src1
->_32
* src2
->_23
) + (src1
->_42
* src2
->_24
);
4819 tmp
._32
= (src1
->_12
* src2
->_31
) + (src1
->_22
* src2
->_32
) + (src1
->_32
* src2
->_33
) + (src1
->_42
* src2
->_34
);
4820 tmp
._42
= (src1
->_12
* src2
->_41
) + (src1
->_22
* src2
->_42
) + (src1
->_32
* src2
->_43
) + (src1
->_42
* src2
->_44
);
4822 tmp
._13
= (src1
->_13
* src2
->_11
) + (src1
->_23
* src2
->_12
) + (src1
->_33
* src2
->_13
) + (src1
->_43
* src2
->_14
);
4823 tmp
._23
= (src1
->_13
* src2
->_21
) + (src1
->_23
* src2
->_22
) + (src1
->_33
* src2
->_23
) + (src1
->_43
* src2
->_24
);
4824 tmp
._33
= (src1
->_13
* src2
->_31
) + (src1
->_23
* src2
->_32
) + (src1
->_33
* src2
->_33
) + (src1
->_43
* src2
->_34
);
4825 tmp
._43
= (src1
->_13
* src2
->_41
) + (src1
->_23
* src2
->_42
) + (src1
->_33
* src2
->_43
) + (src1
->_43
* src2
->_44
);
4827 tmp
._14
= (src1
->_14
* src2
->_11
) + (src1
->_24
* src2
->_12
) + (src1
->_34
* src2
->_13
) + (src1
->_44
* src2
->_14
);
4828 tmp
._24
= (src1
->_14
* src2
->_21
) + (src1
->_24
* src2
->_22
) + (src1
->_34
* src2
->_23
) + (src1
->_44
* src2
->_24
);
4829 tmp
._34
= (src1
->_14
* src2
->_31
) + (src1
->_24
* src2
->_32
) + (src1
->_34
* src2
->_33
) + (src1
->_44
* src2
->_34
);
4830 tmp
._44
= (src1
->_14
* src2
->_41
) + (src1
->_24
* src2
->_42
) + (src1
->_34
* src2
->_43
) + (src1
->_44
* src2
->_44
);
4835 DWORD
get_flexible_vertex_size(DWORD d3dvtVertexType
) {
4838 int numTextures
= (d3dvtVertexType
& WINED3DFVF_TEXCOUNT_MASK
) >> WINED3DFVF_TEXCOUNT_SHIFT
;
4840 if (d3dvtVertexType
& WINED3DFVF_NORMAL
) size
+= 3 * sizeof(float);
4841 if (d3dvtVertexType
& WINED3DFVF_DIFFUSE
) size
+= sizeof(DWORD
);
4842 if (d3dvtVertexType
& WINED3DFVF_SPECULAR
) size
+= sizeof(DWORD
);
4843 if (d3dvtVertexType
& WINED3DFVF_PSIZE
) size
+= sizeof(DWORD
);
4844 switch (d3dvtVertexType
& WINED3DFVF_POSITION_MASK
) {
4845 case WINED3DFVF_XYZ
: size
+= 3 * sizeof(float); break;
4846 case WINED3DFVF_XYZRHW
: size
+= 4 * sizeof(float); break;
4847 case WINED3DFVF_XYZB1
: size
+= 4 * sizeof(float); break;
4848 case WINED3DFVF_XYZB2
: size
+= 5 * sizeof(float); break;
4849 case WINED3DFVF_XYZB3
: size
+= 6 * sizeof(float); break;
4850 case WINED3DFVF_XYZB4
: size
+= 7 * sizeof(float); break;
4851 case WINED3DFVF_XYZB5
: size
+= 8 * sizeof(float); break;
4852 case WINED3DFVF_XYZW
: size
+= 4 * sizeof(float); break;
4853 default: ERR("Unexpected position mask\n");
4855 for (i
= 0; i
< numTextures
; i
++) {
4856 size
+= GET_TEXCOORD_SIZE_FROM_FVF(d3dvtVertexType
, i
) * sizeof(float);
4862 unsigned int wined3d_max_compat_varyings(const struct wined3d_gl_info
*gl_info
)
4864 /* On core profile we have to also count diffuse and specular colors and the
4865 * fog coordinate. */
4866 return gl_info
->supported
[WINED3D_GL_LEGACY_CONTEXT
] ? MAX_TEXTURES
* 4 : (MAX_TEXTURES
+ 2) * 4 + 1;
4869 void gen_ffp_frag_op(const struct wined3d_context
*context
, const struct wined3d_state
*state
,
4870 struct ffp_frag_settings
*settings
, BOOL ignore_textype
)
4875 static const unsigned char args
[WINED3D_TOP_LERP
+ 1] =
4878 /* D3DTOP_DISABLE */ 0,
4879 /* D3DTOP_SELECTARG1 */ ARG1
,
4880 /* D3DTOP_SELECTARG2 */ ARG2
,
4881 /* D3DTOP_MODULATE */ ARG1
| ARG2
,
4882 /* D3DTOP_MODULATE2X */ ARG1
| ARG2
,
4883 /* D3DTOP_MODULATE4X */ ARG1
| ARG2
,
4884 /* D3DTOP_ADD */ ARG1
| ARG2
,
4885 /* D3DTOP_ADDSIGNED */ ARG1
| ARG2
,
4886 /* D3DTOP_ADDSIGNED2X */ ARG1
| ARG2
,
4887 /* D3DTOP_SUBTRACT */ ARG1
| ARG2
,
4888 /* D3DTOP_ADDSMOOTH */ ARG1
| ARG2
,
4889 /* D3DTOP_BLENDDIFFUSEALPHA */ ARG1
| ARG2
,
4890 /* D3DTOP_BLENDTEXTUREALPHA */ ARG1
| ARG2
,
4891 /* D3DTOP_BLENDFACTORALPHA */ ARG1
| ARG2
,
4892 /* D3DTOP_BLENDTEXTUREALPHAPM */ ARG1
| ARG2
,
4893 /* D3DTOP_BLENDCURRENTALPHA */ ARG1
| ARG2
,
4894 /* D3DTOP_PREMODULATE */ ARG1
| ARG2
,
4895 /* D3DTOP_MODULATEALPHA_ADDCOLOR */ ARG1
| ARG2
,
4896 /* D3DTOP_MODULATECOLOR_ADDALPHA */ ARG1
| ARG2
,
4897 /* D3DTOP_MODULATEINVALPHA_ADDCOLOR */ ARG1
| ARG2
,
4898 /* D3DTOP_MODULATEINVCOLOR_ADDALPHA */ ARG1
| ARG2
,
4899 /* D3DTOP_BUMPENVMAP */ ARG1
| ARG2
,
4900 /* D3DTOP_BUMPENVMAPLUMINANCE */ ARG1
| ARG2
,
4901 /* D3DTOP_DOTPRODUCT3 */ ARG1
| ARG2
,
4902 /* D3DTOP_MULTIPLYADD */ ARG1
| ARG2
| ARG0
,
4903 /* D3DTOP_LERP */ ARG1
| ARG2
| ARG0
4907 DWORD cop
, aop
, carg0
, carg1
, carg2
, aarg0
, aarg1
, aarg2
;
4908 const struct wined3d_gl_info
*gl_info
= context
->gl_info
;
4909 const struct wined3d_d3d_info
*d3d_info
= context
->d3d_info
;
4911 settings
->padding
= 0;
4913 for (i
= 0; i
< d3d_info
->limits
.ffp_blend_stages
; ++i
)
4915 const struct wined3d_texture
*texture
;
4917 settings
->op
[i
].padding
= 0;
4918 if (state
->texture_states
[i
][WINED3D_TSS_COLOR_OP
] == WINED3D_TOP_DISABLE
)
4920 settings
->op
[i
].cop
= WINED3D_TOP_DISABLE
;
4921 settings
->op
[i
].aop
= WINED3D_TOP_DISABLE
;
4922 settings
->op
[i
].carg0
= settings
->op
[i
].carg1
= settings
->op
[i
].carg2
= ARG_UNUSED
;
4923 settings
->op
[i
].aarg0
= settings
->op
[i
].aarg1
= settings
->op
[i
].aarg2
= ARG_UNUSED
;
4924 settings
->op
[i
].color_fixup
= COLOR_FIXUP_IDENTITY
;
4925 settings
->op
[i
].dst
= resultreg
;
4926 settings
->op
[i
].tex_type
= WINED3D_GL_RES_TYPE_TEX_1D
;
4927 settings
->op
[i
].projected
= proj_none
;
4932 if ((texture
= state
->textures
[i
]))
4934 if (can_use_texture_swizzle(gl_info
, texture
->resource
.format
))
4935 settings
->op
[i
].color_fixup
= COLOR_FIXUP_IDENTITY
;
4937 settings
->op
[i
].color_fixup
= texture
->resource
.format
->color_fixup
;
4940 settings
->op
[i
].tex_type
= WINED3D_GL_RES_TYPE_TEX_1D
;
4944 switch (texture
->target
)
4947 settings
->op
[i
].tex_type
= WINED3D_GL_RES_TYPE_TEX_1D
;
4950 settings
->op
[i
].tex_type
= WINED3D_GL_RES_TYPE_TEX_2D
;
4953 settings
->op
[i
].tex_type
= WINED3D_GL_RES_TYPE_TEX_3D
;
4955 case GL_TEXTURE_CUBE_MAP_ARB
:
4956 settings
->op
[i
].tex_type
= WINED3D_GL_RES_TYPE_TEX_CUBE
;
4958 case GL_TEXTURE_RECTANGLE_ARB
:
4959 settings
->op
[i
].tex_type
= WINED3D_GL_RES_TYPE_TEX_RECT
;
4964 settings
->op
[i
].color_fixup
= COLOR_FIXUP_IDENTITY
;
4965 settings
->op
[i
].tex_type
= WINED3D_GL_RES_TYPE_TEX_1D
;
4968 cop
= state
->texture_states
[i
][WINED3D_TSS_COLOR_OP
];
4969 aop
= state
->texture_states
[i
][WINED3D_TSS_ALPHA_OP
];
4971 carg1
= (args
[cop
] & ARG1
) ? state
->texture_states
[i
][WINED3D_TSS_COLOR_ARG1
] : ARG_UNUSED
;
4972 carg2
= (args
[cop
] & ARG2
) ? state
->texture_states
[i
][WINED3D_TSS_COLOR_ARG2
] : ARG_UNUSED
;
4973 carg0
= (args
[cop
] & ARG0
) ? state
->texture_states
[i
][WINED3D_TSS_COLOR_ARG0
] : ARG_UNUSED
;
4975 if (is_invalid_op(state
, i
, cop
, carg1
, carg2
, carg0
))
4979 carg1
= WINED3DTA_CURRENT
;
4980 cop
= WINED3D_TOP_SELECT_ARG1
;
4983 if (cop
== WINED3D_TOP_DOTPRODUCT3
)
4985 /* A dotproduct3 on the colorop overwrites the alphaop operation and replicates
4986 * the color result to the alpha component of the destination
4995 aarg1
= (args
[aop
] & ARG1
) ? state
->texture_states
[i
][WINED3D_TSS_ALPHA_ARG1
] : ARG_UNUSED
;
4996 aarg2
= (args
[aop
] & ARG2
) ? state
->texture_states
[i
][WINED3D_TSS_ALPHA_ARG2
] : ARG_UNUSED
;
4997 aarg0
= (args
[aop
] & ARG0
) ? state
->texture_states
[i
][WINED3D_TSS_ALPHA_ARG0
] : ARG_UNUSED
;
5000 if (!i
&& state
->textures
[0] && state
->render_states
[WINED3D_RS_COLORKEYENABLE
])
5002 GLenum texture_dimensions
;
5004 texture
= state
->textures
[0];
5005 texture_dimensions
= texture
->target
;
5007 if (texture_dimensions
== GL_TEXTURE_2D
|| texture_dimensions
== GL_TEXTURE_RECTANGLE_ARB
)
5009 if (texture
->async
.color_key_flags
& WINED3D_CKEY_SRC_BLT
&& !texture
->resource
.format
->alpha_size
)
5011 if (aop
== WINED3D_TOP_DISABLE
)
5013 aarg1
= WINED3DTA_TEXTURE
;
5014 aop
= WINED3D_TOP_SELECT_ARG1
;
5016 else if (aop
== WINED3D_TOP_SELECT_ARG1
&& aarg1
!= WINED3DTA_TEXTURE
)
5018 if (state
->render_states
[WINED3D_RS_ALPHABLENDENABLE
])
5020 aarg2
= WINED3DTA_TEXTURE
;
5021 aop
= WINED3D_TOP_MODULATE
;
5023 else aarg1
= WINED3DTA_TEXTURE
;
5025 else if (aop
== WINED3D_TOP_SELECT_ARG2
&& aarg2
!= WINED3DTA_TEXTURE
)
5027 if (state
->render_states
[WINED3D_RS_ALPHABLENDENABLE
])
5029 aarg1
= WINED3DTA_TEXTURE
;
5030 aop
= WINED3D_TOP_MODULATE
;
5032 else aarg2
= WINED3DTA_TEXTURE
;
5038 if (is_invalid_op(state
, i
, aop
, aarg1
, aarg2
, aarg0
))
5042 aarg1
= WINED3DTA_CURRENT
;
5043 aop
= WINED3D_TOP_SELECT_ARG1
;
5046 if (carg1
== WINED3DTA_TEXTURE
|| carg2
== WINED3DTA_TEXTURE
|| carg0
== WINED3DTA_TEXTURE
5047 || aarg1
== WINED3DTA_TEXTURE
|| aarg2
== WINED3DTA_TEXTURE
|| aarg0
== WINED3DTA_TEXTURE
)
5049 ttff
= state
->texture_states
[i
][WINED3D_TSS_TEXTURE_TRANSFORM_FLAGS
];
5050 if (ttff
== (WINED3D_TTFF_PROJECTED
| WINED3D_TTFF_COUNT3
))
5051 settings
->op
[i
].projected
= proj_count3
;
5052 else if (ttff
& WINED3D_TTFF_PROJECTED
)
5053 settings
->op
[i
].projected
= proj_count4
;
5055 settings
->op
[i
].projected
= proj_none
;
5059 settings
->op
[i
].projected
= proj_none
;
5062 settings
->op
[i
].cop
= cop
;
5063 settings
->op
[i
].aop
= aop
;
5064 settings
->op
[i
].carg0
= carg0
;
5065 settings
->op
[i
].carg1
= carg1
;
5066 settings
->op
[i
].carg2
= carg2
;
5067 settings
->op
[i
].aarg0
= aarg0
;
5068 settings
->op
[i
].aarg1
= aarg1
;
5069 settings
->op
[i
].aarg2
= aarg2
;
5071 if (state
->texture_states
[i
][WINED3D_TSS_RESULT_ARG
] == WINED3DTA_TEMP
)
5072 settings
->op
[i
].dst
= tempreg
;
5074 settings
->op
[i
].dst
= resultreg
;
5077 /* Clear unsupported stages */
5078 for(; i
< MAX_TEXTURES
; i
++) {
5079 memset(&settings
->op
[i
], 0xff, sizeof(settings
->op
[i
]));
5082 if (!state
->render_states
[WINED3D_RS_FOGENABLE
])
5084 settings
->fog
= WINED3D_FFP_PS_FOG_OFF
;
5086 else if (state
->render_states
[WINED3D_RS_FOGTABLEMODE
] == WINED3D_FOG_NONE
)
5088 if (use_vs(state
) || state
->vertex_declaration
->position_transformed
)
5090 settings
->fog
= WINED3D_FFP_PS_FOG_LINEAR
;
5094 switch (state
->render_states
[WINED3D_RS_FOGVERTEXMODE
])
5096 case WINED3D_FOG_NONE
:
5097 case WINED3D_FOG_LINEAR
:
5098 settings
->fog
= WINED3D_FFP_PS_FOG_LINEAR
;
5100 case WINED3D_FOG_EXP
:
5101 settings
->fog
= WINED3D_FFP_PS_FOG_EXP
;
5103 case WINED3D_FOG_EXP2
:
5104 settings
->fog
= WINED3D_FFP_PS_FOG_EXP2
;
5111 switch (state
->render_states
[WINED3D_RS_FOGTABLEMODE
])
5113 case WINED3D_FOG_LINEAR
:
5114 settings
->fog
= WINED3D_FFP_PS_FOG_LINEAR
;
5116 case WINED3D_FOG_EXP
:
5117 settings
->fog
= WINED3D_FFP_PS_FOG_EXP
;
5119 case WINED3D_FOG_EXP2
:
5120 settings
->fog
= WINED3D_FFP_PS_FOG_EXP2
;
5124 settings
->sRGB_write
= !gl_info
->supported
[ARB_FRAMEBUFFER_SRGB
] && needs_srgb_write(context
, state
, state
->fb
);
5125 if (d3d_info
->vs_clipping
|| !use_vs(state
) || !state
->render_states
[WINED3D_RS_CLIPPING
]
5126 || !state
->render_states
[WINED3D_RS_CLIPPLANEENABLE
])
5128 /* No need to emulate clipplanes if GL supports native vertex shader clipping or if
5129 * the fixed function vertex pipeline is used(which always supports clipplanes), or
5130 * if no clipplane is enabled
5132 settings
->emul_clipplanes
= 0;
5134 settings
->emul_clipplanes
= 1;
5137 if (state
->render_states
[WINED3D_RS_COLORKEYENABLE
] && state
->textures
[0]
5138 && state
->textures
[0]->async
.color_key_flags
& WINED3D_CKEY_SRC_BLT
5139 && settings
->op
[0].cop
!= WINED3D_TOP_DISABLE
)
5140 settings
->color_key_enabled
= 1;
5142 settings
->color_key_enabled
= 0;
5144 /* texcoords_initialized is set to meaningful values only when GL doesn't
5145 * support enough varyings to always pass around all the possible texture
5147 * This is used to avoid reading a varying not written by the vertex shader.
5148 * Reading uninitialized varyings on core profile contexts results in an
5149 * error while with builtin varyings on legacy contexts you get undefined
5151 if (d3d_info
->limits
.varying_count
5152 && d3d_info
->limits
.varying_count
< wined3d_max_compat_varyings(gl_info
))
5154 settings
->texcoords_initialized
= 0;
5155 for (i
= 0; i
< MAX_TEXTURES
; ++i
)
5159 if (state
->shader
[WINED3D_SHADER_TYPE_VERTEX
]->reg_maps
.output_registers
& (1u << i
))
5160 settings
->texcoords_initialized
|= 1u << i
;
5164 const struct wined3d_stream_info
*si
= &context
->stream_info
;
5165 unsigned int coord_idx
= state
->texture_states
[i
][WINED3D_TSS_TEXCOORD_INDEX
];
5166 if ((state
->texture_states
[i
][WINED3D_TSS_TEXCOORD_INDEX
] >> WINED3D_FFP_TCI_SHIFT
)
5167 & WINED3D_FFP_TCI_MASK
5168 || (coord_idx
< MAX_TEXTURES
&& (si
->use_map
& (1u << (WINED3D_FFP_TEXCOORD0
+ coord_idx
)))))
5169 settings
->texcoords_initialized
|= 1u << i
;
5175 settings
->texcoords_initialized
= (1u << MAX_TEXTURES
) - 1;
5178 settings
->pointsprite
= state
->render_states
[WINED3D_RS_POINTSPRITEENABLE
]
5179 && state
->gl_primitive_type
== GL_POINTS
;
5181 if (gl_info
->supported
[WINED3D_GL_LEGACY_CONTEXT
])
5182 settings
->alpha_test_func
= WINED3D_CMP_ALWAYS
- 1;
5184 settings
->alpha_test_func
= (state
->render_states
[WINED3D_RS_ALPHATESTENABLE
]
5185 ? wined3d_sanitize_cmp_func(state
->render_states
[WINED3D_RS_ALPHAFUNC
])
5186 : WINED3D_CMP_ALWAYS
) - 1;
5188 if (d3d_info
->emulated_flatshading
)
5189 settings
->flatshading
= state
->render_states
[WINED3D_RS_SHADEMODE
] == WINED3D_SHADE_FLAT
;
5191 settings
->flatshading
= FALSE
;
5194 const struct ffp_frag_desc
*find_ffp_frag_shader(const struct wine_rb_tree
*fragment_shaders
,
5195 const struct ffp_frag_settings
*settings
)
5197 struct wine_rb_entry
*entry
= wine_rb_get(fragment_shaders
, settings
);
5198 return entry
? WINE_RB_ENTRY_VALUE(entry
, struct ffp_frag_desc
, entry
) : NULL
;
5201 void add_ffp_frag_shader(struct wine_rb_tree
*shaders
, struct ffp_frag_desc
*desc
)
5203 /* Note that the key is the implementation independent part of the ffp_frag_desc structure,
5204 * whereas desc points to an extended structure with implementation specific parts. */
5205 if (wine_rb_put(shaders
, &desc
->settings
, &desc
->entry
) == -1)
5207 ERR("Failed to insert ffp frag shader.\n");
5211 /* Activates the texture dimension according to the bound D3D texture. Does
5212 * not care for the colorop or correct gl texture unit (when using nvrc).
5213 * Requires the caller to activate the correct unit. */
5214 /* Context activation is done by the caller (state handler). */
5215 void texture_activate_dimensions(const struct wined3d_texture
*texture
, const struct wined3d_gl_info
*gl_info
)
5219 switch (texture
->target
)
5222 gl_info
->gl_ops
.gl
.p_glDisable(GL_TEXTURE_3D
);
5223 checkGLcall("glDisable(GL_TEXTURE_3D)");
5224 if (gl_info
->supported
[ARB_TEXTURE_CUBE_MAP
])
5226 gl_info
->gl_ops
.gl
.p_glDisable(GL_TEXTURE_CUBE_MAP_ARB
);
5227 checkGLcall("glDisable(GL_TEXTURE_CUBE_MAP_ARB)");
5229 if (gl_info
->supported
[ARB_TEXTURE_RECTANGLE
])
5231 gl_info
->gl_ops
.gl
.p_glDisable(GL_TEXTURE_RECTANGLE_ARB
);
5232 checkGLcall("glDisable(GL_TEXTURE_RECTANGLE_ARB)");
5234 gl_info
->gl_ops
.gl
.p_glEnable(GL_TEXTURE_2D
);
5235 checkGLcall("glEnable(GL_TEXTURE_2D)");
5237 case GL_TEXTURE_RECTANGLE_ARB
:
5238 gl_info
->gl_ops
.gl
.p_glDisable(GL_TEXTURE_2D
);
5239 checkGLcall("glDisable(GL_TEXTURE_2D)");
5240 gl_info
->gl_ops
.gl
.p_glDisable(GL_TEXTURE_3D
);
5241 checkGLcall("glDisable(GL_TEXTURE_3D)");
5242 if (gl_info
->supported
[ARB_TEXTURE_CUBE_MAP
])
5244 gl_info
->gl_ops
.gl
.p_glDisable(GL_TEXTURE_CUBE_MAP_ARB
);
5245 checkGLcall("glDisable(GL_TEXTURE_CUBE_MAP_ARB)");
5247 gl_info
->gl_ops
.gl
.p_glEnable(GL_TEXTURE_RECTANGLE_ARB
);
5248 checkGLcall("glEnable(GL_TEXTURE_RECTANGLE_ARB)");
5251 if (gl_info
->supported
[ARB_TEXTURE_CUBE_MAP
])
5253 gl_info
->gl_ops
.gl
.p_glDisable(GL_TEXTURE_CUBE_MAP_ARB
);
5254 checkGLcall("glDisable(GL_TEXTURE_CUBE_MAP_ARB)");
5256 if (gl_info
->supported
[ARB_TEXTURE_RECTANGLE
])
5258 gl_info
->gl_ops
.gl
.p_glDisable(GL_TEXTURE_RECTANGLE_ARB
);
5259 checkGLcall("glDisable(GL_TEXTURE_RECTANGLE_ARB)");
5261 gl_info
->gl_ops
.gl
.p_glDisable(GL_TEXTURE_2D
);
5262 checkGLcall("glDisable(GL_TEXTURE_2D)");
5263 gl_info
->gl_ops
.gl
.p_glEnable(GL_TEXTURE_3D
);
5264 checkGLcall("glEnable(GL_TEXTURE_3D)");
5266 case GL_TEXTURE_CUBE_MAP_ARB
:
5267 gl_info
->gl_ops
.gl
.p_glDisable(GL_TEXTURE_2D
);
5268 checkGLcall("glDisable(GL_TEXTURE_2D)");
5269 gl_info
->gl_ops
.gl
.p_glDisable(GL_TEXTURE_3D
);
5270 checkGLcall("glDisable(GL_TEXTURE_3D)");
5271 if (gl_info
->supported
[ARB_TEXTURE_RECTANGLE
])
5273 gl_info
->gl_ops
.gl
.p_glDisable(GL_TEXTURE_RECTANGLE_ARB
);
5274 checkGLcall("glDisable(GL_TEXTURE_RECTANGLE_ARB)");
5276 gl_info
->gl_ops
.gl
.p_glEnable(GL_TEXTURE_CUBE_MAP_ARB
);
5277 checkGLcall("glEnable(GL_TEXTURE_CUBE_MAP_ARB)");
5283 gl_info
->gl_ops
.gl
.p_glEnable(GL_TEXTURE_2D
);
5284 checkGLcall("glEnable(GL_TEXTURE_2D)");
5285 gl_info
->gl_ops
.gl
.p_glDisable(GL_TEXTURE_3D
);
5286 checkGLcall("glDisable(GL_TEXTURE_3D)");
5287 if (gl_info
->supported
[ARB_TEXTURE_CUBE_MAP
])
5289 gl_info
->gl_ops
.gl
.p_glDisable(GL_TEXTURE_CUBE_MAP_ARB
);
5290 checkGLcall("glDisable(GL_TEXTURE_CUBE_MAP_ARB)");
5292 if (gl_info
->supported
[ARB_TEXTURE_RECTANGLE
])
5294 gl_info
->gl_ops
.gl
.p_glDisable(GL_TEXTURE_RECTANGLE_ARB
);
5295 checkGLcall("glDisable(GL_TEXTURE_RECTANGLE_ARB)");
5297 /* Binding textures is done by samplers. A dummy texture will be bound */
5301 /* Context activation is done by the caller (state handler). */
5302 void sampler_texdim(struct wined3d_context
*context
, const struct wined3d_state
*state
, DWORD state_id
)
5304 DWORD sampler
= state_id
- STATE_SAMPLER(0);
5305 DWORD mapped_stage
= context
->tex_unit_map
[sampler
];
5307 /* No need to enable / disable anything here for unused samplers. The
5308 * tex_colorop handler takes care. Also no action is needed with pixel
5309 * shaders, or if tex_colorop will take care of this business. */
5310 if (mapped_stage
== WINED3D_UNMAPPED_STAGE
|| mapped_stage
>= context
->gl_info
->limits
.textures
)
5312 if (sampler
>= context
->lowest_disabled_stage
)
5314 if (isStateDirty(context
, STATE_TEXTURESTAGE(sampler
, WINED3D_TSS_COLOR_OP
)))
5317 texture_activate_dimensions(state
->textures
[sampler
], context
->gl_info
);
5320 void *wined3d_rb_alloc(size_t size
)
5322 return HeapAlloc(GetProcessHeap(), 0, size
);
5325 void *wined3d_rb_realloc(void *ptr
, size_t size
)
5327 return HeapReAlloc(GetProcessHeap(), 0, ptr
, size
);
5330 void wined3d_rb_free(void *ptr
)
5332 HeapFree(GetProcessHeap(), 0, ptr
);
5335 static int ffp_frag_program_key_compare(const void *key
, const struct wine_rb_entry
*entry
)
5337 const struct ffp_frag_settings
*ka
= key
;
5338 const struct ffp_frag_settings
*kb
= &WINE_RB_ENTRY_VALUE(entry
, const struct ffp_frag_desc
, entry
)->settings
;
5340 return memcmp(ka
, kb
, sizeof(*ka
));
5343 const struct wine_rb_functions wined3d_ffp_frag_program_rb_functions
=
5348 ffp_frag_program_key_compare
,
5351 void wined3d_ffp_get_vs_settings(const struct wined3d_context
*context
,
5352 const struct wined3d_state
*state
, struct wined3d_ffp_vs_settings
*settings
)
5354 const struct wined3d_stream_info
*si
= &context
->stream_info
;
5355 const struct wined3d_gl_info
*gl_info
= context
->gl_info
;
5356 const struct wined3d_d3d_info
*d3d_info
= context
->d3d_info
;
5357 unsigned int coord_idx
, i
;
5359 if (si
->position_transformed
)
5361 memset(settings
, 0, sizeof(*settings
));
5363 settings
->transformed
= 1;
5364 settings
->point_size
= state
->gl_primitive_type
== GL_POINTS
;
5365 settings
->per_vertex_point_size
= !!(si
->use_map
& 1u << WINED3D_FFP_PSIZE
);
5366 if (!state
->render_states
[WINED3D_RS_FOGENABLE
])
5367 settings
->fog_mode
= WINED3D_FFP_VS_FOG_OFF
;
5368 else if (state
->render_states
[WINED3D_RS_FOGTABLEMODE
] != WINED3D_FOG_NONE
)
5369 settings
->fog_mode
= WINED3D_FFP_VS_FOG_DEPTH
;
5371 settings
->fog_mode
= WINED3D_FFP_VS_FOG_FOGCOORD
;
5373 for (i
= 0; i
< MAX_TEXTURES
; ++i
)
5375 coord_idx
= state
->texture_states
[i
][WINED3D_TSS_TEXCOORD_INDEX
];
5376 if (coord_idx
< MAX_TEXTURES
&& (si
->use_map
& (1u << (WINED3D_FFP_TEXCOORD0
+ coord_idx
))))
5377 settings
->texcoords
|= 1u << i
;
5378 settings
->texgen
[i
] = state
->texture_states
[i
][WINED3D_TSS_TEXCOORD_INDEX
];
5380 if (d3d_info
->limits
.varying_count
>= wined3d_max_compat_varyings(gl_info
))
5381 settings
->texcoords
= (1u << MAX_TEXTURES
) - 1;
5383 if (d3d_info
->emulated_flatshading
)
5384 settings
->flatshading
= state
->render_states
[WINED3D_RS_SHADEMODE
] == WINED3D_SHADE_FLAT
;
5386 settings
->flatshading
= FALSE
;
5391 switch (state
->render_states
[WINED3D_RS_VERTEXBLEND
])
5393 case WINED3D_VBF_DISABLE
:
5394 case WINED3D_VBF_1WEIGHTS
:
5395 case WINED3D_VBF_2WEIGHTS
:
5396 case WINED3D_VBF_3WEIGHTS
:
5397 settings
->vertexblends
= state
->render_states
[WINED3D_RS_VERTEXBLEND
];
5400 FIXME("Unsupported vertex blending: %d\n", state
->render_states
[WINED3D_RS_VERTEXBLEND
]);
5404 settings
->transformed
= 0;
5405 settings
->clipping
= state
->render_states
[WINED3D_RS_CLIPPING
]
5406 && state
->render_states
[WINED3D_RS_CLIPPLANEENABLE
];
5407 settings
->normal
= !!(si
->use_map
& (1u << WINED3D_FFP_NORMAL
));
5408 settings
->normalize
= settings
->normal
&& state
->render_states
[WINED3D_RS_NORMALIZENORMALS
];
5409 settings
->lighting
= !!state
->render_states
[WINED3D_RS_LIGHTING
];
5410 settings
->localviewer
= !!state
->render_states
[WINED3D_RS_LOCALVIEWER
];
5411 settings
->point_size
= state
->gl_primitive_type
== GL_POINTS
;
5412 settings
->per_vertex_point_size
= !!(si
->use_map
& 1u << WINED3D_FFP_PSIZE
);
5414 if (state
->render_states
[WINED3D_RS_COLORVERTEX
] && (si
->use_map
& (1u << WINED3D_FFP_DIFFUSE
)))
5416 settings
->diffuse_source
= state
->render_states
[WINED3D_RS_DIFFUSEMATERIALSOURCE
];
5417 settings
->emissive_source
= state
->render_states
[WINED3D_RS_EMISSIVEMATERIALSOURCE
];
5418 settings
->ambient_source
= state
->render_states
[WINED3D_RS_AMBIENTMATERIALSOURCE
];
5419 settings
->specular_source
= state
->render_states
[WINED3D_RS_SPECULARMATERIALSOURCE
];
5423 settings
->diffuse_source
= WINED3D_MCS_MATERIAL
;
5424 settings
->emissive_source
= WINED3D_MCS_MATERIAL
;
5425 settings
->ambient_source
= WINED3D_MCS_MATERIAL
;
5426 settings
->specular_source
= WINED3D_MCS_MATERIAL
;
5429 settings
->texcoords
= 0;
5430 for (i
= 0; i
< MAX_TEXTURES
; ++i
)
5432 coord_idx
= state
->texture_states
[i
][WINED3D_TSS_TEXCOORD_INDEX
];
5433 if (coord_idx
< MAX_TEXTURES
&& (si
->use_map
& (1u << (WINED3D_FFP_TEXCOORD0
+ coord_idx
))))
5434 settings
->texcoords
|= 1u << i
;
5435 settings
->texgen
[i
] = state
->texture_states
[i
][WINED3D_TSS_TEXCOORD_INDEX
];
5437 if (d3d_info
->limits
.varying_count
>= wined3d_max_compat_varyings(gl_info
))
5438 settings
->texcoords
= (1u << MAX_TEXTURES
) - 1;
5440 settings
->light_type
= 0;
5441 for (i
= 0; i
< MAX_ACTIVE_LIGHTS
; ++i
)
5443 if (state
->lights
[i
])
5444 settings
->light_type
|= (state
->lights
[i
]->OriginalParms
.type
5445 & WINED3D_FFP_LIGHT_TYPE_MASK
) << WINED3D_FFP_LIGHT_TYPE_SHIFT(i
);
5448 settings
->ortho_fog
= 0;
5449 if (!state
->render_states
[WINED3D_RS_FOGENABLE
])
5450 settings
->fog_mode
= WINED3D_FFP_VS_FOG_OFF
;
5451 else if (state
->render_states
[WINED3D_RS_FOGTABLEMODE
] != WINED3D_FOG_NONE
)
5453 settings
->fog_mode
= WINED3D_FFP_VS_FOG_DEPTH
;
5455 if (state
->transforms
[WINED3D_TS_PROJECTION
]._14
== 0.0f
5456 && state
->transforms
[WINED3D_TS_PROJECTION
]._24
== 0.0f
5457 && state
->transforms
[WINED3D_TS_PROJECTION
]._34
== 0.0f
5458 && state
->transforms
[WINED3D_TS_PROJECTION
]._44
== 1.0f
)
5459 settings
->ortho_fog
= 1;
5461 else if (state
->render_states
[WINED3D_RS_FOGVERTEXMODE
] == WINED3D_FOG_NONE
)
5462 settings
->fog_mode
= WINED3D_FFP_VS_FOG_FOGCOORD
;
5463 else if (state
->render_states
[WINED3D_RS_RANGEFOGENABLE
])
5464 settings
->fog_mode
= WINED3D_FFP_VS_FOG_RANGE
;
5466 settings
->fog_mode
= WINED3D_FFP_VS_FOG_DEPTH
;
5468 if (d3d_info
->emulated_flatshading
)
5469 settings
->flatshading
= state
->render_states
[WINED3D_RS_SHADEMODE
] == WINED3D_SHADE_FLAT
;
5471 settings
->flatshading
= FALSE
;
5473 settings
->padding
= 0;
5476 static int wined3d_ffp_vertex_program_key_compare(const void *key
, const struct wine_rb_entry
*entry
)
5478 const struct wined3d_ffp_vs_settings
*ka
= key
;
5479 const struct wined3d_ffp_vs_settings
*kb
= &WINE_RB_ENTRY_VALUE(entry
,
5480 const struct wined3d_ffp_vs_desc
, entry
)->settings
;
5482 return memcmp(ka
, kb
, sizeof(*ka
));
5485 const struct wine_rb_functions wined3d_ffp_vertex_program_rb_functions
=
5490 wined3d_ffp_vertex_program_key_compare
,
5493 const struct blit_shader
*wined3d_select_blitter(const struct wined3d_gl_info
*gl_info
,
5494 const struct wined3d_d3d_info
*d3d_info
, enum wined3d_blit_op blit_op
,
5495 const RECT
*src_rect
, DWORD src_usage
, enum wined3d_pool src_pool
, const struct wined3d_format
*src_format
,
5496 const RECT
*dst_rect
, DWORD dst_usage
, enum wined3d_pool dst_pool
, const struct wined3d_format
*dst_format
)
5498 static const struct blit_shader
* const blitters
[] =
5506 for (i
= 0; i
< sizeof(blitters
) / sizeof(*blitters
); ++i
)
5508 if (blitters
[i
]->blit_supported(gl_info
, d3d_info
, blit_op
,
5509 src_rect
, src_usage
, src_pool
, src_format
,
5510 dst_rect
, dst_usage
, dst_pool
, dst_format
))
5517 void wined3d_get_draw_rect(const struct wined3d_state
*state
, RECT
*rect
)
5519 const struct wined3d_viewport
*vp
= &state
->viewport
;
5521 SetRect(rect
, vp
->x
, vp
->y
, vp
->x
+ vp
->width
, vp
->y
+ vp
->height
);
5523 if (state
->render_states
[WINED3D_RS_SCISSORTESTENABLE
])
5524 IntersectRect(rect
, rect
, &state
->scissor_rect
);
5527 const char *wined3d_debug_location(DWORD location
)
5529 const char *prefix
= "";
5530 const char *suffix
= "";
5533 if (wined3d_popcount(location
) > 16)
5536 location
= ~location
;
5541 #define LOCATION_TO_STR(u) if (location & u) { strcat(buf, " | "#u); location &= ~u; }
5542 LOCATION_TO_STR(WINED3D_LOCATION_DISCARDED
);
5543 LOCATION_TO_STR(WINED3D_LOCATION_SYSMEM
);
5544 LOCATION_TO_STR(WINED3D_LOCATION_USER_MEMORY
);
5545 LOCATION_TO_STR(WINED3D_LOCATION_BUFFER
);
5546 LOCATION_TO_STR(WINED3D_LOCATION_TEXTURE_RGB
);
5547 LOCATION_TO_STR(WINED3D_LOCATION_TEXTURE_SRGB
);
5548 LOCATION_TO_STR(WINED3D_LOCATION_DRAWABLE
);
5549 LOCATION_TO_STR(WINED3D_LOCATION_RB_MULTISAMPLE
);
5550 LOCATION_TO_STR(WINED3D_LOCATION_RB_RESOLVED
);
5551 #undef LOCATION_TO_STR
5552 if (location
) FIXME("Unrecognized location flag(s) %#x.\n", location
);
5554 return wine_dbg_sprintf("%s%s%s", prefix
, buf
[0] ? &buf
[3] : "0", suffix
);
5557 /* Print a floating point value with the %.8e format specifier, always using
5558 * '.' as decimal separator. */
5559 void wined3d_ftoa(float value
, char *s
)
5563 if (copysignf(1.0f
, value
) < 0.0f
)
5566 /* Be sure to allocate a buffer of at least 17 characters for the result
5567 as sprintf may return a 3 digit exponent when using the MSVC runtime
5568 instead of a 2 digit exponent. */
5569 sprintf(s
, "%.8e", value
);
5570 if (isfinite(value
))
5574 void wined3d_release_dc(HWND window
, HDC dc
)
5576 /* You'd figure ReleaseDC() would fail if the DC doesn't match the window.
5577 * However, that's not what actually happens, and there are user32 tests
5578 * that confirm ReleaseDC() with the wrong window is supposed to succeed.
5579 * So explicitly check that the DC belongs to the window, since we want to
5580 * avoid releasing a DC that belongs to some other window if the original
5581 * window was already destroyed. */
5582 if (WindowFromDC(dc
) != window
)
5583 WARN("DC %p does not belong to window %p.\n", dc
, window
);
5584 else if (!ReleaseDC(window
, dc
))
5585 ERR("Failed to release device context %p, last error %#x.\n", dc
, GetLastError());
5588 BOOL
wined3d_clip_blit(const RECT
*clip_rect
, RECT
*clipped
, RECT
*other
)
5590 RECT orig
= *clipped
;
5591 float scale_x
= (float)(orig
.right
- orig
.left
) / (float)(other
->right
- other
->left
);
5592 float scale_y
= (float)(orig
.bottom
- orig
.top
) / (float)(other
->bottom
- other
->top
);
5594 IntersectRect(clipped
, clipped
, clip_rect
);
5596 if (IsRectEmpty(clipped
))
5598 SetRectEmpty(other
);
5602 other
->left
+= (LONG
)((clipped
->left
- orig
.left
) / scale_x
);
5603 other
->top
+= (LONG
)((clipped
->top
- orig
.top
) / scale_y
);
5604 other
->right
-= (LONG
)((orig
.right
- clipped
->right
) / scale_x
);
5605 other
->bottom
-= (LONG
)((orig
.bottom
- clipped
->bottom
) / scale_y
);