wined3d: Use debug_color() in wined3d_format_convert_from_float().
[wine.git] / dlls / wined3d / utils.c
blob34d462668f5c36d74dbaf5c6e2b4b0fdf4977e94
1 /*
2 * Utility functions for the WineD3D Library
4 * Copyright 2002-2004 Jason Edmeades
5 * Copyright 2003-2004 Raphael Junqueira
6 * Copyright 2004 Christian Costa
7 * Copyright 2005 Oliver Stieber
8 * Copyright 2006-2008 Henri Verbeet
9 * Copyright 2007-2008 Stefan Dösinger for CodeWeavers
10 * Copyright 2009-2010 Henri Verbeet for CodeWeavers
12 * This library is free software; you can redistribute it and/or
13 * modify it under the terms of the GNU Lesser General Public
14 * License as published by the Free Software Foundation; either
15 * version 2.1 of the License, or (at your option) any later version.
17 * This library is distributed in the hope that it will be useful,
18 * but WITHOUT ANY WARRANTY; without even the implied warranty of
19 * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the GNU
20 * Lesser General Public License for more details.
22 * You should have received a copy of the GNU Lesser General Public
23 * License along with this library; if not, write to the Free Software
24 * Foundation, Inc., 51 Franklin St, Fifth Floor, Boston, MA 02110-1301, USA
27 #include "config.h"
28 #include "wine/port.h"
30 #include <stdio.h>
32 #include "wined3d_private.h"
34 WINE_DEFAULT_DEBUG_CHANNEL(d3d);
36 #define WINED3D_FORMAT_FOURCC_BASE (WINED3DFMT_BC7_UNORM_SRGB + 1)
38 static const struct
40 enum wined3d_format_id id;
41 unsigned int idx;
43 format_index_remap[] =
45 {WINED3DFMT_UYVY, WINED3D_FORMAT_FOURCC_BASE},
46 {WINED3DFMT_YUY2, WINED3D_FORMAT_FOURCC_BASE + 1},
47 {WINED3DFMT_YV12, WINED3D_FORMAT_FOURCC_BASE + 2},
48 {WINED3DFMT_DXT1, WINED3D_FORMAT_FOURCC_BASE + 3},
49 {WINED3DFMT_DXT2, WINED3D_FORMAT_FOURCC_BASE + 4},
50 {WINED3DFMT_DXT3, WINED3D_FORMAT_FOURCC_BASE + 5},
51 {WINED3DFMT_DXT4, WINED3D_FORMAT_FOURCC_BASE + 6},
52 {WINED3DFMT_DXT5, WINED3D_FORMAT_FOURCC_BASE + 7},
53 {WINED3DFMT_MULTI2_ARGB8, WINED3D_FORMAT_FOURCC_BASE + 8},
54 {WINED3DFMT_G8R8_G8B8, WINED3D_FORMAT_FOURCC_BASE + 9},
55 {WINED3DFMT_R8G8_B8G8, WINED3D_FORMAT_FOURCC_BASE + 10},
56 {WINED3DFMT_ATI1N, WINED3D_FORMAT_FOURCC_BASE + 11},
57 {WINED3DFMT_ATI2N, WINED3D_FORMAT_FOURCC_BASE + 12},
58 {WINED3DFMT_INST, WINED3D_FORMAT_FOURCC_BASE + 13},
59 {WINED3DFMT_NVDB, WINED3D_FORMAT_FOURCC_BASE + 14},
60 {WINED3DFMT_NVHU, WINED3D_FORMAT_FOURCC_BASE + 15},
61 {WINED3DFMT_NVHS, WINED3D_FORMAT_FOURCC_BASE + 16},
62 {WINED3DFMT_INTZ, WINED3D_FORMAT_FOURCC_BASE + 17},
63 {WINED3DFMT_RESZ, WINED3D_FORMAT_FOURCC_BASE + 18},
64 {WINED3DFMT_NULL, WINED3D_FORMAT_FOURCC_BASE + 19},
65 {WINED3DFMT_R16, WINED3D_FORMAT_FOURCC_BASE + 20},
66 {WINED3DFMT_AL16, WINED3D_FORMAT_FOURCC_BASE + 21},
67 {WINED3DFMT_NV12, WINED3D_FORMAT_FOURCC_BASE + 22},
70 #define WINED3D_FORMAT_COUNT (WINED3D_FORMAT_FOURCC_BASE + ARRAY_SIZE(format_index_remap))
72 struct wined3d_format_channels
74 enum wined3d_format_id id;
75 DWORD red_size, green_size, blue_size, alpha_size;
76 DWORD red_offset, green_offset, blue_offset, alpha_offset;
77 UINT bpp;
78 BYTE depth_size, stencil_size;
81 static const struct wined3d_format_channels formats[] =
83 /* size offset
84 * format id r g b a r g b a bpp depth stencil */
85 {WINED3DFMT_UNKNOWN, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0},
86 /* FourCC formats */
87 {WINED3DFMT_UYVY, 0, 0, 0, 0, 0, 0, 0, 0, 2, 0, 0},
88 {WINED3DFMT_YUY2, 0, 0, 0, 0, 0, 0, 0, 0, 2, 0, 0},
89 {WINED3DFMT_YV12, 0, 0, 0, 0, 0, 0, 0, 0, 1, 0, 0},
90 {WINED3DFMT_NV12, 0, 0, 0, 0, 0, 0, 0, 0, 1, 0, 0},
91 {WINED3DFMT_DXT1, 0, 0, 0, 0, 0, 0, 0, 0, 1, 0, 0},
92 {WINED3DFMT_DXT2, 0, 0, 0, 0, 0, 0, 0, 0, 1, 0, 0},
93 {WINED3DFMT_DXT3, 0, 0, 0, 0, 0, 0, 0, 0, 1, 0, 0},
94 {WINED3DFMT_DXT4, 0, 0, 0, 0, 0, 0, 0, 0, 1, 0, 0},
95 {WINED3DFMT_DXT5, 0, 0, 0, 0, 0, 0, 0, 0, 1, 0, 0},
96 {WINED3DFMT_MULTI2_ARGB8, 0, 0, 0, 0, 0, 0, 0, 0, 1, 0, 0},
97 {WINED3DFMT_G8R8_G8B8, 0, 0, 0, 0, 0, 0, 0, 0, 1, 0, 0},
98 {WINED3DFMT_R8G8_B8G8, 0, 0, 0, 0, 0, 0, 0, 0, 1, 0, 0},
99 /* Hmm? */
100 {WINED3DFMT_R8G8_SNORM_Cx, 0, 0, 0, 0, 0, 0, 0, 0, 2, 0, 0},
101 {WINED3DFMT_R16G16_SINT, 16, 16, 0, 0, 0, 16, 0, 0, 4, 0, 0},
102 {WINED3DFMT_R16G16B16A16_SINT, 16, 16, 16, 16, 0, 16, 32, 48, 8, 0, 0},
103 {WINED3DFMT_R11G11B10_FLOAT, 11, 11, 10, 0, 0, 11, 22, 0, 4, 0, 0},
104 /* Palettized formats */
105 {WINED3DFMT_P8_UINT_A8_UNORM, 0, 0, 0, 8, 0, 0, 0, 8, 2, 0, 0},
106 {WINED3DFMT_P8_UINT, 0, 0, 0, 0, 0, 0, 0, 0, 1, 0, 0},
107 /* Standard ARGB formats. */
108 {WINED3DFMT_B8G8R8_UNORM, 8, 8, 8, 0, 16, 8, 0, 0, 3, 0, 0},
109 {WINED3DFMT_B5G6R5_UNORM, 5, 6, 5, 0, 11, 5, 0, 0, 2, 0, 0},
110 {WINED3DFMT_B5G5R5X1_UNORM, 5, 5, 5, 0, 10, 5, 0, 0, 2, 0, 0},
111 {WINED3DFMT_B5G5R5A1_UNORM, 5, 5, 5, 1, 10, 5, 0, 15, 2, 0, 0},
112 {WINED3DFMT_B4G4R4A4_UNORM, 4, 4, 4, 4, 8, 4, 0, 12, 2, 0, 0},
113 {WINED3DFMT_B2G3R3_UNORM, 3, 3, 2, 0, 5, 2, 0, 0, 1, 0, 0},
114 {WINED3DFMT_A8_UNORM, 0, 0, 0, 8, 0, 0, 0, 0, 1, 0, 0},
115 {WINED3DFMT_B2G3R3A8_UNORM, 3, 3, 2, 8, 5, 2, 0, 8, 2, 0, 0},
116 {WINED3DFMT_B4G4R4X4_UNORM, 4, 4, 4, 0, 8, 4, 0, 0, 2, 0, 0},
117 {WINED3DFMT_R8G8B8X8_UNORM, 8, 8, 8, 0, 0, 8, 16, 0, 4, 0, 0},
118 {WINED3DFMT_B10G10R10A2_UNORM, 10, 10, 10, 2, 20, 10, 0, 30, 4, 0, 0},
119 /* Luminance */
120 {WINED3DFMT_L8_UNORM, 0, 0, 0, 0, 0, 0, 0, 0, 1, 0, 0},
121 {WINED3DFMT_L8A8_UNORM, 0, 0, 0, 8, 0, 0, 0, 8, 2, 0, 0},
122 {WINED3DFMT_L4A4_UNORM, 0, 0, 0, 4, 0, 0, 0, 4, 1, 0, 0},
123 {WINED3DFMT_L16_UNORM, 0, 0, 0, 0, 0, 0, 0, 0, 2, 0, 0},
124 /* Bump mapping stuff */
125 {WINED3DFMT_R5G5_SNORM_L6_UNORM, 5, 5, 0, 0, 0, 5, 0, 0, 2, 0, 0},
126 {WINED3DFMT_R8G8_SNORM_L8X8_UNORM, 8, 8, 0, 0, 0, 8, 0, 0, 4, 0, 0},
127 {WINED3DFMT_R8G8B8A8_SNORM, 8, 8, 8, 8, 0, 8, 16, 24, 4, 0, 0},
128 {WINED3DFMT_R10G11B11_SNORM, 10, 11, 11, 0, 0, 10, 21, 0, 4, 0, 0},
129 {WINED3DFMT_R10G10B10_SNORM_A2_UNORM, 10, 10, 10, 2, 0, 10, 20, 30, 4, 0, 0},
130 /* Depth stencil formats */
131 {WINED3DFMT_D16_LOCKABLE, 0, 0, 0, 0, 0, 0, 0, 0, 2, 16, 0},
132 {WINED3DFMT_D32_UNORM, 0, 0, 0, 0, 0, 0, 0, 0, 4, 32, 0},
133 {WINED3DFMT_S1_UINT_D15_UNORM, 0, 0, 0, 0, 0, 0, 0, 0, 2, 15, 1},
134 {WINED3DFMT_X8D24_UNORM, 0, 0, 0, 0, 0, 0, 0, 0, 4, 24, 0},
135 {WINED3DFMT_S4X4_UINT_D24_UNORM, 0, 0, 0, 0, 0, 0, 0, 0, 4, 24, 4},
136 {WINED3DFMT_D16_UNORM, 0, 0, 0, 0, 0, 0, 0, 0, 2, 16, 0},
137 {WINED3DFMT_D32_FLOAT, 0, 0, 0, 0, 0, 0, 0, 0, 4, 32, 0},
138 {WINED3DFMT_S8_UINT_D24_FLOAT, 0, 0, 0, 0, 0, 0, 0, 0, 4, 24, 8},
139 {WINED3DFMT_VERTEXDATA, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0},
140 /* Vendor-specific formats */
141 {WINED3DFMT_ATI1N, 0, 0, 0, 0, 0, 0, 0, 0, 1, 0, 0},
142 {WINED3DFMT_ATI2N, 0, 0, 0, 0, 0, 0, 0, 0, 1, 0, 0},
143 {WINED3DFMT_NVDB, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0},
144 {WINED3DFMT_INST, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0},
145 {WINED3DFMT_INTZ, 0, 0, 0, 0, 0, 0, 0, 0, 4, 24, 8},
146 {WINED3DFMT_RESZ, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0},
147 {WINED3DFMT_NVHU, 0, 0, 0, 0, 0, 0, 0, 0, 2, 0, 0},
148 {WINED3DFMT_NVHS, 0, 0, 0, 0, 0, 0, 0, 0, 2, 0, 0},
149 {WINED3DFMT_NULL, 8, 8, 8, 8, 0, 8, 16, 24, 4, 0, 0},
150 /* Unsure about them, could not find a Windows driver that supports them */
151 {WINED3DFMT_R16, 16, 0, 0, 0, 0, 0, 0, 0, 2, 0, 0},
152 {WINED3DFMT_AL16, 0, 0, 0, 16, 0, 0, 0, 16, 4, 0, 0},
153 /* Typeless */
154 {WINED3DFMT_R32G32B32A32_TYPELESS, 32, 32, 32, 32, 0, 32, 64, 96, 16, 0, 0},
155 {WINED3DFMT_R32G32B32_TYPELESS, 32, 32, 32, 0, 0, 32, 64, 0, 12, 0, 0},
156 {WINED3DFMT_R16G16B16A16_TYPELESS, 16, 16, 16, 16, 0, 16, 32, 48, 8, 0, 0},
157 {WINED3DFMT_R32G32_TYPELESS, 32, 32, 0, 0, 0, 32, 0, 0, 8, 0, 0},
158 {WINED3DFMT_R32G8X24_TYPELESS, 0, 0, 0, 0, 0, 0, 0, 0, 8, 32, 8},
159 {WINED3DFMT_R10G10B10A2_TYPELESS, 10, 10, 10, 2, 0, 10, 20, 30, 4, 0, 0},
160 {WINED3DFMT_R8G8B8A8_TYPELESS, 8, 8, 8, 8, 0, 8, 16, 24, 4, 0, 0},
161 {WINED3DFMT_R16G16_TYPELESS, 16, 16, 0, 0, 0, 16, 0, 0, 4, 0, 0},
162 {WINED3DFMT_R32_TYPELESS, 32, 0, 0, 0, 0, 0, 0, 0, 4, 0, 0},
163 {WINED3DFMT_R24G8_TYPELESS, 0, 0, 0, 0, 0, 0, 0, 0, 4, 24, 8},
164 {WINED3DFMT_R8G8_TYPELESS, 8, 8, 0, 0, 0, 8, 0, 0, 2, 0, 0},
165 {WINED3DFMT_R16_TYPELESS, 16, 0, 0, 0, 0, 0, 0, 0, 2, 0, 0},
166 {WINED3DFMT_R8_TYPELESS, 8, 0, 0, 0, 0, 0, 0, 0, 1, 0, 0},
167 {WINED3DFMT_BC1_TYPELESS, 0, 0, 0, 0, 0, 0, 0, 0, 1, 0, 0},
168 {WINED3DFMT_BC2_TYPELESS, 0, 0, 0, 0, 0, 0, 0, 0, 1, 0, 0},
169 {WINED3DFMT_BC3_TYPELESS, 0, 0, 0, 0, 0, 0, 0, 0, 1, 0, 0},
170 {WINED3DFMT_BC4_TYPELESS, 0, 0, 0, 0, 0, 0, 0, 0, 1, 0, 0},
171 {WINED3DFMT_BC5_TYPELESS, 0, 0, 0, 0, 0, 0, 0, 0, 1, 0, 0},
172 {WINED3DFMT_B8G8R8A8_TYPELESS, 8, 8, 8, 8, 16, 8, 0, 24, 4, 0, 0},
173 {WINED3DFMT_B8G8R8X8_TYPELESS, 8, 8, 8, 0, 16, 8, 0, 0, 4, 0, 0},
176 enum wined3d_channel_type
178 WINED3D_CHANNEL_TYPE_NONE,
179 WINED3D_CHANNEL_TYPE_UNORM,
180 WINED3D_CHANNEL_TYPE_SNORM,
181 WINED3D_CHANNEL_TYPE_UINT,
182 WINED3D_CHANNEL_TYPE_SINT,
183 WINED3D_CHANNEL_TYPE_FLOAT,
184 WINED3D_CHANNEL_TYPE_DEPTH,
185 WINED3D_CHANNEL_TYPE_STENCIL,
188 struct wined3d_typed_format_info
190 enum wined3d_format_id id;
191 enum wined3d_format_id typeless_id;
192 const char *channels;
196 * The last entry for a given typeless format defines its internal format.
198 * u - WINED3D_CHANNEL_TYPE_UNORM
199 * i - WINED3D_CHANNEL_TYPE_SNORM
200 * U - WINED3D_CHANNEL_TYPE_UINT
201 * I - WINED3D_CHANNEL_TYPE_SINT
202 * F - WINED3D_CHANNEL_TYPE_FLOAT
203 * D - WINED3D_CHANNEL_TYPE_DEPTH
204 * S - WINED3D_CHANNEL_TYPE_STENCIL
206 static const struct wined3d_typed_format_info typed_formats[] =
208 {WINED3DFMT_R32G32B32A32_UINT, WINED3DFMT_R32G32B32A32_TYPELESS, "UUUU"},
209 {WINED3DFMT_R32G32B32A32_SINT, WINED3DFMT_R32G32B32A32_TYPELESS, "IIII"},
210 {WINED3DFMT_R32G32B32A32_FLOAT, WINED3DFMT_R32G32B32A32_TYPELESS, "FFFF"},
211 {WINED3DFMT_R32G32B32_UINT, WINED3DFMT_R32G32B32_TYPELESS, "UUU"},
212 {WINED3DFMT_R32G32B32_FLOAT, WINED3DFMT_R32G32B32_TYPELESS, "FFF"},
213 {WINED3DFMT_R16G16B16A16_UNORM, WINED3DFMT_R16G16B16A16_TYPELESS, "uuuu"},
214 {WINED3DFMT_R16G16B16A16_SNORM, WINED3DFMT_R16G16B16A16_TYPELESS, "iiii"},
215 {WINED3DFMT_R16G16B16A16_SINT, WINED3DFMT_R16G16B16A16_TYPELESS, "IIII"},
216 {WINED3DFMT_R16G16B16A16_FLOAT, WINED3DFMT_R16G16B16A16_TYPELESS, "FFFF"},
217 {WINED3DFMT_R32G32_UINT, WINED3DFMT_R32G32_TYPELESS, "UU"},
218 {WINED3DFMT_R32G32_FLOAT, WINED3DFMT_R32G32_TYPELESS, "FF"},
219 {WINED3DFMT_R10G10B10A2_SNORM, WINED3DFMT_R10G10B10A2_TYPELESS, "iiii"},
220 {WINED3DFMT_R10G10B10A2_UINT, WINED3DFMT_R10G10B10A2_TYPELESS, "UUUU"},
221 {WINED3DFMT_R10G10B10A2_UNORM, WINED3DFMT_R10G10B10A2_TYPELESS, "uuuu"},
222 {WINED3DFMT_R8G8B8A8_UINT, WINED3DFMT_R8G8B8A8_TYPELESS, "UUUU"},
223 {WINED3DFMT_R8G8B8A8_SINT, WINED3DFMT_R8G8B8A8_TYPELESS, "IIII"},
224 {WINED3DFMT_R8G8B8A8_UNORM_SRGB, WINED3DFMT_R8G8B8A8_TYPELESS, "uuuu"},
225 {WINED3DFMT_R8G8B8A8_UNORM, WINED3DFMT_R8G8B8A8_TYPELESS, "uuuu"},
226 {WINED3DFMT_R16G16_UNORM, WINED3DFMT_R16G16_TYPELESS, "uu"},
227 {WINED3DFMT_R16G16_SNORM, WINED3DFMT_R16G16_TYPELESS, "ii"},
228 {WINED3DFMT_R16G16_SINT, WINED3DFMT_R16G16_TYPELESS, "II"},
229 {WINED3DFMT_R16G16_FLOAT, WINED3DFMT_R16G16_TYPELESS, "FF"},
230 {WINED3DFMT_R32_UINT, WINED3DFMT_R32_TYPELESS, "U"},
231 {WINED3DFMT_R32_FLOAT, WINED3DFMT_R32_TYPELESS, "F"},
232 {WINED3DFMT_D24_UNORM_S8_UINT, WINED3DFMT_R24G8_TYPELESS, "DS"},
233 {WINED3DFMT_R8G8_SNORM, WINED3DFMT_R8G8_TYPELESS, "ii"},
234 {WINED3DFMT_R8G8_UNORM, WINED3DFMT_R8G8_TYPELESS, "uu"},
235 {WINED3DFMT_R16_UNORM, WINED3DFMT_R16_TYPELESS, "u"},
236 {WINED3DFMT_R16_UINT, WINED3DFMT_R16_TYPELESS, "U"},
237 {WINED3DFMT_R16_FLOAT, WINED3DFMT_R16_TYPELESS, "F"},
238 {WINED3DFMT_R8_UNORM, WINED3DFMT_R8_TYPELESS, "u"},
239 {WINED3DFMT_BC1_UNORM_SRGB, WINED3DFMT_BC1_TYPELESS, ""},
240 {WINED3DFMT_BC1_UNORM, WINED3DFMT_BC1_TYPELESS, ""},
241 {WINED3DFMT_BC2_UNORM_SRGB, WINED3DFMT_BC2_TYPELESS, ""},
242 {WINED3DFMT_BC2_UNORM, WINED3DFMT_BC2_TYPELESS, ""},
243 {WINED3DFMT_BC3_UNORM_SRGB, WINED3DFMT_BC3_TYPELESS, ""},
244 {WINED3DFMT_BC3_UNORM, WINED3DFMT_BC3_TYPELESS, ""},
245 {WINED3DFMT_BC4_UNORM, WINED3DFMT_BC4_TYPELESS, ""},
246 {WINED3DFMT_BC5_UNORM, WINED3DFMT_BC5_TYPELESS, ""},
247 {WINED3DFMT_B8G8R8A8_UNORM_SRGB, WINED3DFMT_B8G8R8A8_TYPELESS, "uuuu"},
248 {WINED3DFMT_B8G8R8A8_UNORM, WINED3DFMT_B8G8R8A8_TYPELESS, "uuuu"},
249 {WINED3DFMT_B8G8R8X8_UNORM_SRGB, WINED3DFMT_B8G8R8X8_TYPELESS, "uuu"},
250 {WINED3DFMT_B8G8R8X8_UNORM, WINED3DFMT_B8G8R8X8_TYPELESS, "uuu"},
253 struct wined3d_format_ddi_info
255 enum wined3d_format_id id;
256 D3DDDIFORMAT ddi_format;
259 static const struct wined3d_format_ddi_info ddi_formats[] =
261 {WINED3DFMT_B8G8R8_UNORM, D3DDDIFMT_R8G8B8},
262 {WINED3DFMT_B8G8R8A8_UNORM, D3DDDIFMT_A8R8G8B8},
263 {WINED3DFMT_B8G8R8X8_UNORM, D3DDDIFMT_X8R8G8B8},
264 {WINED3DFMT_B5G6R5_UNORM, D3DDDIFMT_R5G6B5},
265 {WINED3DFMT_B5G5R5X1_UNORM, D3DDDIFMT_X1R5G5B5},
266 {WINED3DFMT_B5G5R5A1_UNORM, D3DDDIFMT_A1R5G5B5},
267 {WINED3DFMT_P8_UINT, D3DDDIFMT_P8},
270 struct wined3d_format_base_flags
272 enum wined3d_format_id id;
273 DWORD flags;
276 /* The ATI2N format behaves like an uncompressed format in LockRect(), but
277 * still needs to use the correct block based calculation for e.g. the
278 * resource size. */
279 static const struct wined3d_format_base_flags format_base_flags[] =
281 {WINED3DFMT_ATI1N, WINED3DFMT_FLAG_BROKEN_PITCH},
282 {WINED3DFMT_ATI2N, WINED3DFMT_FLAG_BROKEN_PITCH},
283 {WINED3DFMT_R11G11B10_FLOAT, WINED3DFMT_FLAG_FLOAT},
284 {WINED3DFMT_D32_FLOAT, WINED3DFMT_FLAG_FLOAT},
285 {WINED3DFMT_S8_UINT_D24_FLOAT, WINED3DFMT_FLAG_FLOAT},
288 struct wined3d_format_block_info
290 enum wined3d_format_id id;
291 UINT block_width;
292 UINT block_height;
293 UINT block_byte_count;
294 BOOL verify;
297 static const struct wined3d_format_block_info format_block_info[] =
299 {WINED3DFMT_DXT1, 4, 4, 8, TRUE},
300 {WINED3DFMT_DXT2, 4, 4, 16, TRUE},
301 {WINED3DFMT_DXT3, 4, 4, 16, TRUE},
302 {WINED3DFMT_DXT4, 4, 4, 16, TRUE},
303 {WINED3DFMT_DXT5, 4, 4, 16, TRUE},
304 {WINED3DFMT_BC1_UNORM, 4, 4, 8, TRUE},
305 {WINED3DFMT_BC2_UNORM, 4, 4, 16, TRUE},
306 {WINED3DFMT_BC3_UNORM, 4, 4, 16, TRUE},
307 {WINED3DFMT_BC4_UNORM, 4, 4, 8, TRUE},
308 {WINED3DFMT_BC5_UNORM, 4, 4, 16, TRUE},
309 {WINED3DFMT_ATI1N, 4, 4, 8, FALSE},
310 {WINED3DFMT_ATI2N, 4, 4, 16, FALSE},
311 {WINED3DFMT_YUY2, 2, 1, 4, FALSE},
312 {WINED3DFMT_UYVY, 2, 1, 4, FALSE},
315 struct wined3d_format_vertex_info
317 enum wined3d_format_id id;
318 enum wined3d_ffp_emit_idx emit_idx;
319 GLint component_count;
320 GLenum gl_vtx_type;
321 GLint gl_vtx_format;
322 GLboolean gl_normalized;
323 unsigned int component_size;
326 static const struct wined3d_format_vertex_info format_vertex_info[] =
328 {WINED3DFMT_R32_FLOAT, WINED3D_FFP_EMIT_FLOAT1, 1, GL_FLOAT, 1, GL_FALSE, sizeof(float)},
329 {WINED3DFMT_R32G32_FLOAT, WINED3D_FFP_EMIT_FLOAT2, 2, GL_FLOAT, 2, GL_FALSE, sizeof(float)},
330 {WINED3DFMT_R32G32B32_FLOAT, WINED3D_FFP_EMIT_FLOAT3, 3, GL_FLOAT, 3, GL_FALSE, sizeof(float)},
331 {WINED3DFMT_R32G32B32A32_FLOAT, WINED3D_FFP_EMIT_FLOAT4, 4, GL_FLOAT, 4, GL_FALSE, sizeof(float)},
332 {WINED3DFMT_B8G8R8A8_UNORM, WINED3D_FFP_EMIT_D3DCOLOR, 4, GL_UNSIGNED_BYTE, 4, GL_TRUE, sizeof(BYTE)},
333 {WINED3DFMT_R8G8B8A8_UINT, WINED3D_FFP_EMIT_UBYTE4, 4, GL_UNSIGNED_BYTE, 4, GL_FALSE, sizeof(BYTE)},
334 {WINED3DFMT_R16G16_SINT, WINED3D_FFP_EMIT_SHORT2, 2, GL_SHORT, 2, GL_FALSE, sizeof(short int)},
335 {WINED3DFMT_R16G16B16A16_SINT, WINED3D_FFP_EMIT_SHORT4, 4, GL_SHORT, 4, GL_FALSE, sizeof(short int)},
336 {WINED3DFMT_R8G8B8A8_UNORM, WINED3D_FFP_EMIT_UBYTE4N, 4, GL_UNSIGNED_BYTE, 4, GL_TRUE, sizeof(BYTE)},
337 {WINED3DFMT_R16G16_SNORM, WINED3D_FFP_EMIT_SHORT2N, 2, GL_SHORT, 2, GL_TRUE, sizeof(short int)},
338 {WINED3DFMT_R16G16B16A16_SNORM, WINED3D_FFP_EMIT_SHORT4N, 4, GL_SHORT, 4, GL_TRUE, sizeof(short int)},
339 {WINED3DFMT_R16G16_UNORM, WINED3D_FFP_EMIT_USHORT2N, 2, GL_UNSIGNED_SHORT, 2, GL_TRUE, sizeof(short int)},
340 {WINED3DFMT_R16G16B16A16_UNORM, WINED3D_FFP_EMIT_USHORT4N, 4, GL_UNSIGNED_SHORT, 4, GL_TRUE, sizeof(short int)},
341 {WINED3DFMT_R10G10B10A2_UINT, WINED3D_FFP_EMIT_UDEC3, 3, GL_UNSIGNED_SHORT, 3, GL_FALSE, sizeof(short int)},
342 {WINED3DFMT_R10G10B10A2_SNORM, WINED3D_FFP_EMIT_DEC3N, 3, GL_SHORT, 3, GL_TRUE, sizeof(short int)},
343 {WINED3DFMT_R16G16_FLOAT, WINED3D_FFP_EMIT_FLOAT16_2, 2, GL_FLOAT, 2, GL_FALSE, sizeof(GLhalfNV)},
344 {WINED3DFMT_R16G16B16A16_FLOAT, WINED3D_FFP_EMIT_FLOAT16_4, 4, GL_FLOAT, 4, GL_FALSE, sizeof(GLhalfNV)},
345 {WINED3DFMT_R32_UINT, WINED3D_FFP_EMIT_INVALID, 1, GL_UNSIGNED_INT, 1, GL_FALSE, sizeof(UINT)},
346 {WINED3DFMT_R32G32_UINT, WINED3D_FFP_EMIT_INVALID, 2, GL_UNSIGNED_INT, 2, GL_FALSE, sizeof(UINT)},
347 {WINED3DFMT_R32G32B32_UINT, WINED3D_FFP_EMIT_INVALID, 3, GL_UNSIGNED_INT, 3, GL_FALSE, sizeof(UINT)},
348 {WINED3DFMT_R32G32B32A32_UINT, WINED3D_FFP_EMIT_INVALID, 4, GL_UNSIGNED_INT, 4, GL_FALSE, sizeof(UINT)},
351 struct wined3d_format_texture_info
353 enum wined3d_format_id id;
354 GLint gl_internal;
355 GLint gl_srgb_internal;
356 GLint gl_rt_internal;
357 GLint gl_format;
358 GLint gl_type;
359 unsigned int conv_byte_count;
360 unsigned int flags;
361 enum wined3d_gl_extension extension;
362 void (*convert)(const BYTE *src, BYTE *dst, UINT src_row_pitch, UINT src_slice_pitch,
363 UINT dst_row_pitch, UINT dst_slice_pitch, UINT width, UINT height, UINT depth);
366 static void convert_l4a4_unorm(const BYTE *src, BYTE *dst, UINT src_row_pitch, UINT src_slice_pitch,
367 UINT dst_row_pitch, UINT dst_slice_pitch, UINT width, UINT height, UINT depth)
369 /* WINED3DFMT_L4A4_UNORM exists as an internal gl format, but for some reason there is not
370 * format+type combination to load it. Thus convert it to A8L8, then load it
371 * with A4L4 internal, but A8L8 format+type
373 unsigned int x, y, z;
374 const unsigned char *Source;
375 unsigned char *Dest;
377 for (z = 0; z < depth; z++)
379 for (y = 0; y < height; y++)
381 Source = src + z * src_slice_pitch + y * src_row_pitch;
382 Dest = dst + z * dst_slice_pitch + y * dst_row_pitch;
383 for (x = 0; x < width; x++ )
385 unsigned char color = (*Source++);
386 /* A */ Dest[1] = (color & 0xf0u) << 0;
387 /* L */ Dest[0] = (color & 0x0fu) << 4;
388 Dest += 2;
394 static void convert_r5g5_snorm_l6_unorm(const BYTE *src, BYTE *dst, UINT src_row_pitch, UINT src_slice_pitch,
395 UINT dst_row_pitch, UINT dst_slice_pitch, UINT width, UINT height, UINT depth)
397 unsigned int x, y, z;
398 unsigned char r_in, g_in, l_in;
399 const unsigned short *texel_in;
400 unsigned short *texel_out;
402 /* Emulating signed 5 bit values with unsigned 5 bit values has some precision problems by design:
403 * E.g. the signed input value 0 becomes 16. GL normalizes it to 16 / 31 = 0.516. We convert it
404 * back to a signed value by subtracting 0.5 and multiplying by 2.0. The resulting value is
405 * ((16 / 31) - 0.5) * 2.0 = 0.032, which is quite different from the intended result 0.000. */
406 for (z = 0; z < depth; z++)
408 for (y = 0; y < height; y++)
410 texel_out = (unsigned short *) (dst + z * dst_slice_pitch + y * dst_row_pitch);
411 texel_in = (const unsigned short *)(src + z * src_slice_pitch + y * src_row_pitch);
412 for (x = 0; x < width; x++ )
414 l_in = (*texel_in & 0xfc00u) >> 10;
415 g_in = (*texel_in & 0x03e0u) >> 5;
416 r_in = *texel_in & 0x001fu;
418 *texel_out = ((r_in + 16) << 11) | (l_in << 5) | (g_in + 16);
419 texel_out++;
420 texel_in++;
426 static void convert_r5g5_snorm_l6_unorm_ext(const BYTE *src, BYTE *dst, UINT src_row_pitch, UINT src_slice_pitch,
427 UINT dst_row_pitch, UINT dst_slice_pitch, UINT width, UINT height, UINT depth)
429 unsigned int x, y, z;
430 unsigned char *texel_out, r_out, g_out, r_in, g_in, l_in;
431 const unsigned short *texel_in;
433 for (z = 0; z < depth; z++)
435 for (y = 0; y < height; y++)
437 texel_in = (const unsigned short *)(src + z * src_slice_pitch + y * src_row_pitch);
438 texel_out = dst + z * dst_slice_pitch + y * dst_row_pitch;
439 for (x = 0; x < width; x++ )
441 l_in = (*texel_in & 0xfc00u) >> 10;
442 g_in = (*texel_in & 0x03e0u) >> 5;
443 r_in = *texel_in & 0x001fu;
445 r_out = r_in << 3;
446 if (!(r_in & 0x10)) /* r > 0 */
447 r_out |= r_in >> 1;
449 g_out = g_in << 3;
450 if (!(g_in & 0x10)) /* g > 0 */
451 g_out |= g_in >> 1;
453 texel_out[0] = r_out;
454 texel_out[1] = g_out;
455 texel_out[2] = l_in << 1 | l_in >> 5;
456 texel_out[3] = 0;
458 texel_out += 4;
459 texel_in++;
465 static void convert_r5g5_snorm_l6_unorm_nv(const BYTE *src, BYTE *dst, UINT src_row_pitch, UINT src_slice_pitch,
466 UINT dst_row_pitch, UINT dst_slice_pitch, UINT width, UINT height, UINT depth)
468 unsigned int x, y, z;
469 unsigned char *texel_out, ds_out, dt_out, r_in, g_in, l_in;
470 const unsigned short *texel_in;
472 /* This makes the gl surface bigger(24 bit instead of 16), but it works with
473 * fixed function and shaders without further conversion once the surface is
474 * loaded.
476 * The difference between this function and convert_r5g5_snorm_l6_unorm_ext
477 * is that convert_r5g5_snorm_l6_unorm_ext creates a 32 bit XRGB texture and
478 * this function creates a 24 bit DSDT_MAG texture. Trying to load a DSDT_MAG
479 * internal with a 32 bit DSDT_MAG_INTENSITY or DSDT_MAG_VIB format fails. */
480 for (z = 0; z < depth; z++)
482 for (y = 0; y < height; y++)
484 texel_in = (const unsigned short *)(src + z * src_slice_pitch + y * src_row_pitch);
485 texel_out = dst + z * dst_slice_pitch + y * dst_row_pitch;
486 for (x = 0; x < width; x++ )
488 l_in = (*texel_in & 0xfc00u) >> 10;
489 g_in = (*texel_in & 0x03e0u) >> 5;
490 r_in = *texel_in & 0x001fu;
492 ds_out = r_in << 3;
493 if (!(r_in & 0x10)) /* r > 0 */
494 ds_out |= r_in >> 1;
496 dt_out = g_in << 3;
497 if (!(g_in & 0x10)) /* g > 0 */
498 dt_out |= g_in >> 1;
500 texel_out[0] = ds_out;
501 texel_out[1] = dt_out;
502 texel_out[2] = l_in << 1 | l_in >> 5;
504 texel_out += 3;
505 texel_in++;
511 static void convert_r8g8_snorm(const BYTE *src, BYTE *dst, UINT src_row_pitch, UINT src_slice_pitch,
512 UINT dst_row_pitch, UINT dst_slice_pitch, UINT width, UINT height, UINT depth)
514 unsigned int x, y, z;
515 const short *Source;
516 unsigned char *Dest;
518 for (z = 0; z < depth; z++)
520 for (y = 0; y < height; y++)
522 Source = (const short *)(src + z * src_slice_pitch + y * src_row_pitch);
523 Dest = dst + z * dst_slice_pitch + y * dst_row_pitch;
524 for (x = 0; x < width; x++ )
526 const short color = (*Source++);
527 /* B */ Dest[0] = 0xff;
528 /* G */ Dest[1] = (color >> 8) + 128; /* V */
529 /* R */ Dest[2] = (color & 0xff) + 128; /* U */
530 Dest += 3;
536 static void convert_r8g8_snorm_l8x8_unorm(const BYTE *src, BYTE *dst, UINT src_row_pitch, UINT src_slice_pitch,
537 UINT dst_row_pitch, UINT dst_slice_pitch, UINT width, UINT height, UINT depth)
539 unsigned int x, y, z;
540 const DWORD *Source;
541 unsigned char *Dest;
543 /* Doesn't work correctly with the fixed function pipeline, but can work in
544 * shaders if the shader is adjusted. (There's no use for this format in gl's
545 * standard fixed function pipeline anyway).
547 for (z = 0; z < depth; z++)
549 for (y = 0; y < height; y++)
551 Source = (const DWORD *)(src + z * src_slice_pitch + y * src_row_pitch);
552 Dest = dst + z * dst_slice_pitch + y * dst_row_pitch;
553 for (x = 0; x < width; x++ )
555 LONG color = (*Source++);
556 /* B */ Dest[0] = ((color >> 16) & 0xff); /* L */
557 /* G */ Dest[1] = ((color >> 8 ) & 0xff) + 128; /* V */
558 /* R */ Dest[2] = (color & 0xff) + 128; /* U */
559 Dest += 4;
565 static void convert_r8g8_snorm_l8x8_unorm_nv(const BYTE *src, BYTE *dst, UINT src_row_pitch, UINT src_slice_pitch,
566 UINT dst_row_pitch, UINT dst_slice_pitch, UINT width, UINT height, UINT depth)
568 unsigned int x, y, z;
569 const DWORD *Source;
570 unsigned char *Dest;
572 /* This implementation works with the fixed function pipeline and shaders
573 * without further modification after converting the surface.
575 for (z = 0; z < depth; z++)
577 for (y = 0; y < height; y++)
579 Source = (const DWORD *)(src + z * src_slice_pitch + y * src_row_pitch);
580 Dest = dst + z * dst_slice_pitch + y * dst_row_pitch;
581 for (x = 0; x < width; x++ )
583 LONG color = (*Source++);
584 /* L */ Dest[2] = ((color >> 16) & 0xff); /* L */
585 /* V */ Dest[1] = ((color >> 8 ) & 0xff); /* V */
586 /* U */ Dest[0] = (color & 0xff); /* U */
587 /* I */ Dest[3] = 255; /* X */
588 Dest += 4;
594 static void convert_r8g8b8a8_snorm(const BYTE *src, BYTE *dst, UINT src_row_pitch, UINT src_slice_pitch,
595 UINT dst_row_pitch, UINT dst_slice_pitch, UINT width, UINT height, UINT depth)
597 unsigned int x, y, z;
598 const DWORD *Source;
599 unsigned char *Dest;
601 for (z = 0; z < depth; z++)
603 for (y = 0; y < height; y++)
605 Source = (const DWORD *)(src + z * src_slice_pitch + y * src_row_pitch);
606 Dest = dst + z * dst_slice_pitch + y * dst_row_pitch;
607 for (x = 0; x < width; x++ )
609 LONG color = (*Source++);
610 /* B */ Dest[0] = ((color >> 16) & 0xff) + 128; /* W */
611 /* G */ Dest[1] = ((color >> 8 ) & 0xff) + 128; /* V */
612 /* R */ Dest[2] = (color & 0xff) + 128; /* U */
613 /* A */ Dest[3] = ((color >> 24) & 0xff) + 128; /* Q */
614 Dest += 4;
620 static void convert_r16g16_snorm(const BYTE *src, BYTE *dst, UINT src_row_pitch, UINT src_slice_pitch,
621 UINT dst_row_pitch, UINT dst_slice_pitch, UINT width, UINT height, UINT depth)
623 unsigned int x, y, z;
624 const DWORD *Source;
625 unsigned short *Dest;
627 for (z = 0; z < depth; z++)
629 for (y = 0; y < height; y++)
631 Source = (const DWORD *)(src + z * src_slice_pitch + y * src_row_pitch);
632 Dest = (unsigned short *) (dst + z * dst_slice_pitch + y * dst_row_pitch);
633 for (x = 0; x < width; x++ )
635 const DWORD color = (*Source++);
636 /* B */ Dest[0] = 0xffff;
637 /* G */ Dest[1] = (color >> 16) + 32768; /* V */
638 /* R */ Dest[2] = (color & 0xffff) + 32768; /* U */
639 Dest += 3;
645 static void convert_r16g16(const BYTE *src, BYTE *dst, UINT src_row_pitch, UINT src_slice_pitch,
646 UINT dst_row_pitch, UINT dst_slice_pitch, UINT width, UINT height, UINT depth)
648 unsigned int x, y, z;
649 const WORD *Source;
650 WORD *Dest;
652 for (z = 0; z < depth; z++)
654 for (y = 0; y < height; y++)
656 Source = (const WORD *)(src + z * src_slice_pitch + y * src_row_pitch);
657 Dest = (WORD *) (dst + z * dst_slice_pitch + y * dst_row_pitch);
658 for (x = 0; x < width; x++ )
660 WORD green = (*Source++);
661 WORD red = (*Source++);
662 Dest[0] = green;
663 Dest[1] = red;
664 /* Strictly speaking not correct for R16G16F, but it doesn't matter because the
665 * shader overwrites it anyway */
666 Dest[2] = 0xffff;
667 Dest += 3;
673 static void convert_r32g32_float(const BYTE *src, BYTE *dst, UINT src_row_pitch, UINT src_slice_pitch,
674 UINT dst_row_pitch, UINT dst_slice_pitch, UINT width, UINT height, UINT depth)
676 unsigned int x, y, z;
677 const float *Source;
678 float *Dest;
680 for (z = 0; z < depth; z++)
682 for (y = 0; y < height; y++)
684 Source = (const float *)(src + z * src_slice_pitch + y * src_row_pitch);
685 Dest = (float *) (dst + z * dst_slice_pitch + y * dst_row_pitch);
686 for (x = 0; x < width; x++ )
688 float green = (*Source++);
689 float red = (*Source++);
690 Dest[0] = green;
691 Dest[1] = red;
692 Dest[2] = 1.0f;
693 Dest += 3;
699 static void convert_s1_uint_d15_unorm(const BYTE *src, BYTE *dst, UINT src_row_pitch, UINT src_slice_pitch,
700 UINT dst_row_pitch, UINT dst_slice_pitch, UINT width, UINT height, UINT depth)
702 unsigned int x, y, z;
704 for (z = 0; z < depth; z++)
706 for (y = 0; y < height; ++y)
708 const WORD *source = (const WORD *)(src + z * src_slice_pitch + y * src_row_pitch);
709 DWORD *dest = (DWORD *)(dst + z * dst_slice_pitch + y * dst_row_pitch);
711 for (x = 0; x < width; ++x)
713 /* The depth data is normalized, so needs to be scaled,
714 * the stencil data isn't. Scale depth data by
715 * (2^24-1)/(2^15-1) ~~ (2^9 + 2^-6). */
716 WORD d15 = source[x] >> 1;
717 DWORD d24 = (d15 << 9) + (d15 >> 6);
718 dest[x] = (d24 << 8) | (source[x] & 0x1);
724 static void convert_s4x4_uint_d24_unorm(const BYTE *src, BYTE *dst, UINT src_row_pitch, UINT src_slice_pitch,
725 UINT dst_row_pitch, UINT dst_slice_pitch, UINT width, UINT height, UINT depth)
727 unsigned int x, y, z;
729 for (z = 0; z < depth; z++)
731 for (y = 0; y < height; ++y)
733 const DWORD *source = (const DWORD *)(src + z * src_slice_pitch + y * src_row_pitch);
734 DWORD *dest = (DWORD *)(dst + z * dst_slice_pitch + y * dst_row_pitch);
736 for (x = 0; x < width; ++x)
738 /* Just need to clear out the X4 part. */
739 dest[x] = source[x] & ~0xf0;
745 static void convert_s8_uint_d24_float(const BYTE *src, BYTE *dst, UINT src_row_pitch, UINT src_slice_pitch,
746 UINT dst_row_pitch, UINT dst_slice_pitch, UINT width, UINT height, UINT depth)
748 unsigned int x, y, z;
750 for (z = 0; z < depth; z++)
752 for (y = 0; y < height; ++y)
754 const DWORD *source = (const DWORD *)(src + z * src_slice_pitch + y * src_row_pitch);
755 float *dest_f = (float *)(dst + z * dst_slice_pitch + y * dst_row_pitch);
756 DWORD *dest_s = (DWORD *)dest_f;
758 for (x = 0; x < width; ++x)
760 dest_f[x * 2] = float_24_to_32((source[x] & 0xffffff00u) >> 8);
761 dest_s[x * 2 + 1] = source[x] & 0xff;
767 static BOOL color_in_range(const struct wined3d_color_key *color_key, DWORD color)
769 /* FIXME: Is this really how color keys are supposed to work? I think it
770 * makes more sense to compare the individual channels. */
771 return color >= color_key->color_space_low_value
772 && color <= color_key->color_space_high_value;
775 static void convert_p8_uint_b8g8r8a8_unorm(const BYTE *src, unsigned int src_pitch,
776 BYTE *dst, unsigned int dst_pitch, unsigned int width, unsigned int height,
777 const struct wined3d_palette *palette, const struct wined3d_color_key *color_key)
779 const BYTE *src_row;
780 unsigned int x, y;
781 DWORD *dst_row;
783 if (!palette)
785 /* FIXME: This should probably use the system palette. */
786 FIXME("P8 surface loaded without a palette.\n");
788 for (y = 0; y < height; ++y)
790 memset(&dst[dst_pitch * y], 0, width * 4);
793 return;
796 for (y = 0; y < height; ++y)
798 src_row = &src[src_pitch * y];
799 dst_row = (DWORD *)&dst[dst_pitch * y];
800 for (x = 0; x < width; ++x)
802 BYTE src_color = src_row[x];
803 dst_row[x] = 0xff000000
804 | (palette->colors[src_color].rgbRed << 16)
805 | (palette->colors[src_color].rgbGreen << 8)
806 | palette->colors[src_color].rgbBlue;
811 static void convert_b5g6r5_unorm_b5g5r5a1_unorm_color_key(const BYTE *src, unsigned int src_pitch,
812 BYTE *dst, unsigned int dst_pitch, unsigned int width, unsigned int height,
813 const struct wined3d_palette *palette, const struct wined3d_color_key *color_key)
815 const WORD *src_row;
816 unsigned int x, y;
817 WORD *dst_row;
819 for (y = 0; y < height; ++y)
821 src_row = (WORD *)&src[src_pitch * y];
822 dst_row = (WORD *)&dst[dst_pitch * y];
823 for (x = 0; x < width; ++x)
825 WORD src_color = src_row[x];
826 if (!color_in_range(color_key, src_color))
827 dst_row[x] = 0x8000u | ((src_color & 0xffc0u) >> 1) | (src_color & 0x1fu);
828 else
829 dst_row[x] = ((src_color & 0xffc0u) >> 1) | (src_color & 0x1fu);
834 static void convert_b5g5r5x1_unorm_b5g5r5a1_unorm_color_key(const BYTE *src, unsigned int src_pitch,
835 BYTE *dst, unsigned int dst_pitch, unsigned int width, unsigned int height,
836 const struct wined3d_palette *palette, const struct wined3d_color_key *color_key)
838 const WORD *src_row;
839 unsigned int x, y;
840 WORD *dst_row;
842 for (y = 0; y < height; ++y)
844 src_row = (WORD *)&src[src_pitch * y];
845 dst_row = (WORD *)&dst[dst_pitch * y];
846 for (x = 0; x < width; ++x)
848 WORD src_color = src_row[x];
849 if (color_in_range(color_key, src_color))
850 dst_row[x] = src_color & ~0x8000;
851 else
852 dst_row[x] = src_color | 0x8000;
857 static void convert_b8g8r8_unorm_b8g8r8a8_unorm_color_key(const BYTE *src, unsigned int src_pitch,
858 BYTE *dst, unsigned int dst_pitch, unsigned int width, unsigned int height,
859 const struct wined3d_palette *palette, const struct wined3d_color_key *color_key)
861 const BYTE *src_row;
862 unsigned int x, y;
863 DWORD *dst_row;
865 for (y = 0; y < height; ++y)
867 src_row = &src[src_pitch * y];
868 dst_row = (DWORD *)&dst[dst_pitch * y];
869 for (x = 0; x < width; ++x)
871 DWORD src_color = (src_row[x * 3 + 2] << 16) | (src_row[x * 3 + 1] << 8) | src_row[x * 3];
872 if (!color_in_range(color_key, src_color))
873 dst_row[x] = src_color | 0xff000000;
878 static void convert_b8g8r8x8_unorm_b8g8r8a8_unorm_color_key(const BYTE *src, unsigned int src_pitch,
879 BYTE *dst, unsigned int dst_pitch, unsigned int width, unsigned int height,
880 const struct wined3d_palette *palette, const struct wined3d_color_key *color_key)
882 const DWORD *src_row;
883 unsigned int x, y;
884 DWORD *dst_row;
886 for (y = 0; y < height; ++y)
888 src_row = (DWORD *)&src[src_pitch * y];
889 dst_row = (DWORD *)&dst[dst_pitch * y];
890 for (x = 0; x < width; ++x)
892 DWORD src_color = src_row[x];
893 if (color_in_range(color_key, src_color))
894 dst_row[x] = src_color & ~0xff000000;
895 else
896 dst_row[x] = src_color | 0xff000000;
901 static void convert_b8g8r8a8_unorm_b8g8r8a8_unorm_color_key(const BYTE *src, unsigned int src_pitch,
902 BYTE *dst, unsigned int dst_pitch, unsigned int width, unsigned int height,
903 const struct wined3d_palette *palette, const struct wined3d_color_key *color_key)
905 const DWORD *src_row;
906 unsigned int x, y;
907 DWORD *dst_row;
909 for (y = 0; y < height; ++y)
911 src_row = (DWORD *)&src[src_pitch * y];
912 dst_row = (DWORD *)&dst[dst_pitch * y];
913 for (x = 0; x < width; ++x)
915 DWORD src_color = src_row[x];
916 if (color_in_range(color_key, src_color))
917 src_color &= ~0xff000000;
918 dst_row[x] = src_color;
923 const struct wined3d_color_key_conversion * wined3d_format_get_color_key_conversion(
924 const struct wined3d_texture *texture, BOOL need_alpha_ck)
926 const struct wined3d_format *format = texture->resource.format;
927 unsigned int i;
929 static const struct
931 enum wined3d_format_id src_format;
932 struct wined3d_color_key_conversion conversion;
934 color_key_info[] =
936 {WINED3DFMT_B5G6R5_UNORM, {WINED3DFMT_B5G5R5A1_UNORM, convert_b5g6r5_unorm_b5g5r5a1_unorm_color_key }},
937 {WINED3DFMT_B5G5R5X1_UNORM, {WINED3DFMT_B5G5R5A1_UNORM, convert_b5g5r5x1_unorm_b5g5r5a1_unorm_color_key }},
938 {WINED3DFMT_B8G8R8_UNORM, {WINED3DFMT_B8G8R8A8_UNORM, convert_b8g8r8_unorm_b8g8r8a8_unorm_color_key }},
939 {WINED3DFMT_B8G8R8X8_UNORM, {WINED3DFMT_B8G8R8A8_UNORM, convert_b8g8r8x8_unorm_b8g8r8a8_unorm_color_key }},
940 {WINED3DFMT_B8G8R8A8_UNORM, {WINED3DFMT_B8G8R8A8_UNORM, convert_b8g8r8a8_unorm_b8g8r8a8_unorm_color_key }},
942 static const struct wined3d_color_key_conversion convert_p8 =
944 WINED3DFMT_B8G8R8A8_UNORM, convert_p8_uint_b8g8r8a8_unorm
947 if (need_alpha_ck && (texture->async.flags & WINED3D_TEXTURE_ASYNC_COLOR_KEY))
949 for (i = 0; i < sizeof(color_key_info) / sizeof(*color_key_info); ++i)
951 if (color_key_info[i].src_format == format->id)
952 return &color_key_info[i].conversion;
955 FIXME("Color-keying not supported with format %s.\n", debug_d3dformat(format->id));
958 /* FIXME: This should check if the blitter backend can do P8 conversion,
959 * instead of checking for ARB_fragment_program. */
960 if (format->id == WINED3DFMT_P8_UINT
961 && !(texture->resource.device->adapter->gl_info.supported[ARB_FRAGMENT_PROGRAM]
962 && texture->swapchain && texture == texture->swapchain->front_buffer))
963 return &convert_p8;
965 return NULL;
968 /* The following formats explicitly don't have WINED3DFMT_FLAG_TEXTURE set:
970 * These are never supported on native.
971 * WINED3DFMT_B8G8R8_UNORM
972 * WINED3DFMT_B2G3R3_UNORM
973 * WINED3DFMT_L4A4_UNORM
974 * WINED3DFMT_S1_UINT_D15_UNORM
975 * WINED3DFMT_S4X4_UINT_D24_UNORM
977 * Only some Geforce/Voodoo3/G400 cards offer 8-bit textures in case of ddraw.
978 * Since it is not widely available, don't offer it. Further no Windows driver
979 * offers WINED3DFMT_P8_UINT_A8_NORM, so don't offer it either.
980 * WINED3DFMT_P8_UINT
981 * WINED3DFMT_P8_UINT_A8_UNORM
983 * These formats seem to be similar to the HILO formats in
984 * GL_NV_texture_shader. NVHU is said to be GL_UNSIGNED_HILO16,
985 * NVHS GL_SIGNED_HILO16. Rumours say that D3D computes a 3rd channel
986 * similarly to D3DFMT_CxV8U8 (So NVHS could be called D3DFMT_CxV16U16). ATI
987 * refused to support formats which can easily be emulated with pixel shaders,
988 * so applications have to deal with not having NVHS and NVHU.
989 * WINED3DFMT_NVHU
990 * WINED3DFMT_NVHS */
991 static const struct wined3d_format_texture_info format_texture_info[] =
993 /* format id gl_internal gl_srgb_internal gl_rt_internal
994 gl_format gl_type conv_byte_count
995 flags
996 extension convert */
997 /* FourCC formats */
998 /* GL_APPLE_ycbcr_422 claims that its '2YUV' format, which is supported via the UNSIGNED_SHORT_8_8_REV_APPLE type
999 * is equivalent to 'UYVY' format on Windows, and the 'YUVS' via UNSIGNED_SHORT_8_8_APPLE equates to 'YUY2'. The
1000 * d3d9 test however shows that the opposite is true. Since the extension is from 2002, it predates the x86 based
1001 * Macs, so probably the endianness differs. This could be tested as soon as we have a Windows and MacOS on a big
1002 * endian machine
1004 {WINED3DFMT_UYVY, GL_RG8, GL_RG8, 0,
1005 GL_RG, GL_UNSIGNED_BYTE, 0,
1006 WINED3DFMT_FLAG_FILTERING,
1007 ARB_TEXTURE_RG, NULL},
1008 {WINED3DFMT_UYVY, GL_LUMINANCE_ALPHA, GL_LUMINANCE_ALPHA, 0,
1009 GL_LUMINANCE_ALPHA, GL_UNSIGNED_BYTE, 0,
1010 WINED3DFMT_FLAG_FILTERING,
1011 WINED3D_GL_LEGACY_CONTEXT, NULL},
1012 {WINED3DFMT_UYVY, GL_RGB, GL_RGB, 0,
1013 GL_YCBCR_422_APPLE, GL_UNSIGNED_SHORT_8_8_APPLE, 0,
1014 WINED3DFMT_FLAG_TEXTURE | WINED3DFMT_FLAG_FILTERING,
1015 APPLE_YCBCR_422, NULL},
1016 {WINED3DFMT_YUY2, GL_RG8, GL_RG8, 0,
1017 GL_RG, GL_UNSIGNED_BYTE, 0,
1018 WINED3DFMT_FLAG_FILTERING,
1019 ARB_TEXTURE_RG, NULL},
1020 {WINED3DFMT_YUY2, GL_LUMINANCE_ALPHA, GL_LUMINANCE_ALPHA, 0,
1021 GL_LUMINANCE_ALPHA, GL_UNSIGNED_BYTE, 0,
1022 WINED3DFMT_FLAG_FILTERING,
1023 WINED3D_GL_LEGACY_CONTEXT, NULL},
1024 {WINED3DFMT_YUY2, GL_RGB, GL_RGB, 0,
1025 GL_YCBCR_422_APPLE, GL_UNSIGNED_SHORT_8_8_REV_APPLE, 0,
1026 WINED3DFMT_FLAG_TEXTURE | WINED3DFMT_FLAG_FILTERING,
1027 APPLE_YCBCR_422, NULL},
1028 {WINED3DFMT_YV12, GL_R8, GL_R8, 0,
1029 GL_RED, GL_UNSIGNED_BYTE, 0,
1030 WINED3DFMT_FLAG_FILTERING,
1031 ARB_TEXTURE_RG, NULL},
1032 {WINED3DFMT_YV12, GL_ALPHA, GL_ALPHA, 0,
1033 GL_ALPHA, GL_UNSIGNED_BYTE, 0,
1034 WINED3DFMT_FLAG_FILTERING,
1035 WINED3D_GL_LEGACY_CONTEXT, NULL},
1036 {WINED3DFMT_NV12, GL_R8, GL_R8, 0,
1037 GL_RED, GL_UNSIGNED_BYTE, 0,
1038 WINED3DFMT_FLAG_FILTERING,
1039 ARB_TEXTURE_RG, NULL},
1040 {WINED3DFMT_NV12, GL_ALPHA, GL_ALPHA, 0,
1041 GL_ALPHA, GL_UNSIGNED_BYTE, 0,
1042 WINED3DFMT_FLAG_FILTERING,
1043 WINED3D_GL_LEGACY_CONTEXT, NULL},
1044 {WINED3DFMT_DXT1, GL_COMPRESSED_RGBA_S3TC_DXT1_EXT, GL_COMPRESSED_SRGB_ALPHA_S3TC_DXT1_EXT, 0,
1045 GL_RGBA, GL_UNSIGNED_BYTE, 0,
1046 WINED3DFMT_FLAG_TEXTURE | WINED3DFMT_FLAG_POSTPIXELSHADER_BLENDING | WINED3DFMT_FLAG_FILTERING
1047 | WINED3DFMT_FLAG_SRGB_READ | WINED3DFMT_FLAG_COMPRESSED,
1048 EXT_TEXTURE_COMPRESSION_S3TC, NULL},
1049 {WINED3DFMT_DXT2, GL_COMPRESSED_RGBA_S3TC_DXT3_EXT, GL_COMPRESSED_SRGB_ALPHA_S3TC_DXT3_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_DXT3, 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_DXT4, GL_COMPRESSED_RGBA_S3TC_DXT5_EXT, GL_COMPRESSED_SRGB_ALPHA_S3TC_DXT5_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_DXT5, 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_BC1_UNORM, GL_COMPRESSED_RGBA_S3TC_DXT1_EXT, GL_COMPRESSED_SRGB_ALPHA_S3TC_DXT1_EXT, 0,
1070 GL_RGBA, GL_UNSIGNED_BYTE, 0,
1071 WINED3DFMT_FLAG_TEXTURE | WINED3DFMT_FLAG_POSTPIXELSHADER_BLENDING | WINED3DFMT_FLAG_FILTERING
1072 | WINED3DFMT_FLAG_COMPRESSED,
1073 EXT_TEXTURE_COMPRESSION_S3TC, NULL},
1074 {WINED3DFMT_BC2_UNORM, GL_COMPRESSED_RGBA_S3TC_DXT3_EXT, GL_COMPRESSED_SRGB_ALPHA_S3TC_DXT3_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_BC3_UNORM, GL_COMPRESSED_RGBA_S3TC_DXT5_EXT, GL_COMPRESSED_SRGB_ALPHA_S3TC_DXT5_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_BC4_UNORM, GL_COMPRESSED_RED_RGTC1, GL_COMPRESSED_RED_RGTC1, 0,
1085 GL_RED, GL_UNSIGNED_BYTE, 0,
1086 WINED3DFMT_FLAG_TEXTURE | WINED3DFMT_FLAG_POSTPIXELSHADER_BLENDING | WINED3DFMT_FLAG_FILTERING
1087 | WINED3DFMT_FLAG_COMPRESSED,
1088 ARB_TEXTURE_COMPRESSION_RGTC, NULL},
1089 {WINED3DFMT_BC5_UNORM, GL_COMPRESSED_RG_RGTC2, GL_COMPRESSED_RG_RGTC2, 0,
1090 GL_RG, 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 /* IEEE formats */
1095 {WINED3DFMT_R32_FLOAT, GL_RGB32F_ARB, GL_RGB32F_ARB, 0,
1096 GL_RED, GL_FLOAT, 0,
1097 WINED3DFMT_FLAG_TEXTURE | WINED3DFMT_FLAG_RENDERTARGET | WINED3DFMT_FLAG_VTF,
1098 ARB_TEXTURE_FLOAT, NULL},
1099 {WINED3DFMT_R32_FLOAT, GL_R32F, GL_R32F, 0,
1100 GL_RED, GL_FLOAT, 0,
1101 WINED3DFMT_FLAG_TEXTURE | WINED3DFMT_FLAG_RENDERTARGET | WINED3DFMT_FLAG_VTF,
1102 ARB_TEXTURE_RG, NULL},
1103 {WINED3DFMT_R32G32_FLOAT, GL_RGB32F_ARB, GL_RGB32F_ARB, 0,
1104 GL_RGB, GL_FLOAT, 12,
1105 WINED3DFMT_FLAG_TEXTURE | WINED3DFMT_FLAG_RENDERTARGET | WINED3DFMT_FLAG_VTF,
1106 ARB_TEXTURE_FLOAT, convert_r32g32_float},
1107 {WINED3DFMT_R32G32_FLOAT, GL_RG32F, GL_RG32F, 0,
1108 GL_RG, GL_FLOAT, 0,
1109 WINED3DFMT_FLAG_TEXTURE | WINED3DFMT_FLAG_RENDERTARGET | WINED3DFMT_FLAG_VTF,
1110 ARB_TEXTURE_RG, NULL},
1111 {WINED3DFMT_R32G32B32_FLOAT, GL_RGB32F, GL_RGB32F, 0,
1112 GL_RGB, GL_FLOAT, 0,
1113 WINED3DFMT_FLAG_TEXTURE | WINED3DFMT_FLAG_RENDERTARGET,
1114 ARB_TEXTURE_FLOAT, NULL},
1115 {WINED3DFMT_R32G32B32A32_FLOAT, GL_RGBA32F_ARB, GL_RGBA32F_ARB, 0,
1116 GL_RGBA, GL_FLOAT, 0,
1117 WINED3DFMT_FLAG_TEXTURE | WINED3DFMT_FLAG_RENDERTARGET | WINED3DFMT_FLAG_VTF,
1118 ARB_TEXTURE_FLOAT, NULL},
1119 /* Float */
1120 {WINED3DFMT_R16_FLOAT, GL_RGB16F_ARB, GL_RGB16F_ARB, 0,
1121 GL_RED, GL_HALF_FLOAT_ARB, 0,
1122 WINED3DFMT_FLAG_TEXTURE | WINED3DFMT_FLAG_RENDERTARGET | WINED3DFMT_FLAG_VTF,
1123 ARB_TEXTURE_FLOAT, NULL},
1124 {WINED3DFMT_R16_FLOAT, GL_R16F, GL_R16F, 0,
1125 GL_RED, GL_HALF_FLOAT_ARB, 0,
1126 WINED3DFMT_FLAG_TEXTURE | WINED3DFMT_FLAG_RENDERTARGET | WINED3DFMT_FLAG_VTF,
1127 ARB_TEXTURE_RG, NULL},
1128 {WINED3DFMT_R16G16_FLOAT, GL_RGB16F_ARB, GL_RGB16F_ARB, 0,
1129 GL_RGB, GL_HALF_FLOAT_ARB, 6,
1130 WINED3DFMT_FLAG_TEXTURE | WINED3DFMT_FLAG_RENDERTARGET | WINED3DFMT_FLAG_VTF,
1131 ARB_TEXTURE_FLOAT, convert_r16g16},
1132 {WINED3DFMT_R16G16_FLOAT, GL_RG16F, GL_RG16F, 0,
1133 GL_RG, GL_HALF_FLOAT_ARB, 0,
1134 WINED3DFMT_FLAG_TEXTURE | WINED3DFMT_FLAG_RENDERTARGET | WINED3DFMT_FLAG_VTF,
1135 ARB_TEXTURE_RG, NULL},
1136 {WINED3DFMT_R16G16B16A16_FLOAT, GL_RGBA16F_ARB, GL_RGBA16F_ARB, 0,
1137 GL_RGBA, GL_HALF_FLOAT_ARB, 0,
1138 WINED3DFMT_FLAG_TEXTURE | WINED3DFMT_FLAG_POSTPIXELSHADER_BLENDING | WINED3DFMT_FLAG_RENDERTARGET
1139 | WINED3DFMT_FLAG_VTF,
1140 ARB_TEXTURE_FLOAT, NULL},
1141 {WINED3DFMT_R11G11B10_FLOAT, GL_R11F_G11F_B10F, GL_R11F_G11F_B10F, 0,
1142 GL_RGB, GL_UNSIGNED_INT_10F_11F_11F_REV, 0,
1143 WINED3DFMT_FLAG_TEXTURE | WINED3DFMT_FLAG_POSTPIXELSHADER_BLENDING | WINED3DFMT_FLAG_RENDERTARGET,
1144 EXT_PACKED_FLOAT},
1145 /* Palettized formats */
1146 {WINED3DFMT_P8_UINT, GL_R8, GL_R8, 0,
1147 GL_RED, GL_UNSIGNED_BYTE, 0,
1149 ARB_TEXTURE_RG, NULL},
1150 {WINED3DFMT_P8_UINT, GL_ALPHA8, GL_ALPHA8, 0,
1151 GL_ALPHA, GL_UNSIGNED_BYTE, 0,
1153 WINED3D_GL_LEGACY_CONTEXT, NULL},
1154 /* Standard ARGB formats */
1155 {WINED3DFMT_B8G8R8_UNORM, GL_RGB8, GL_RGB8, 0,
1156 GL_BGR, GL_UNSIGNED_BYTE, 0,
1157 WINED3DFMT_FLAG_POSTPIXELSHADER_BLENDING | WINED3DFMT_FLAG_FILTERING | WINED3DFMT_FLAG_RENDERTARGET,
1158 WINED3D_GL_EXT_NONE, NULL},
1159 {WINED3DFMT_B8G8R8A8_UNORM, GL_RGBA8, GL_SRGB8_ALPHA8_EXT, 0,
1160 GL_BGRA, GL_UNSIGNED_INT_8_8_8_8_REV, 0,
1161 WINED3DFMT_FLAG_TEXTURE | WINED3DFMT_FLAG_POSTPIXELSHADER_BLENDING | WINED3DFMT_FLAG_FILTERING
1162 | WINED3DFMT_FLAG_RENDERTARGET | WINED3DFMT_FLAG_SRGB_READ | WINED3DFMT_FLAG_SRGB_WRITE
1163 | WINED3DFMT_FLAG_VTF,
1164 WINED3D_GL_EXT_NONE, NULL},
1165 {WINED3DFMT_B8G8R8X8_UNORM, GL_RGB8, GL_SRGB8_EXT, 0,
1166 GL_BGRA, GL_UNSIGNED_INT_8_8_8_8_REV, 0,
1167 WINED3DFMT_FLAG_TEXTURE | WINED3DFMT_FLAG_POSTPIXELSHADER_BLENDING | WINED3DFMT_FLAG_FILTERING
1168 | WINED3DFMT_FLAG_RENDERTARGET | WINED3DFMT_FLAG_SRGB_READ | WINED3DFMT_FLAG_SRGB_WRITE,
1169 WINED3D_GL_EXT_NONE, NULL},
1170 {WINED3DFMT_B5G6R5_UNORM, GL_RGB5, GL_RGB5, GL_RGB8,
1171 GL_RGB, GL_UNSIGNED_SHORT_5_6_5, 0,
1172 WINED3DFMT_FLAG_TEXTURE | WINED3DFMT_FLAG_POSTPIXELSHADER_BLENDING | WINED3DFMT_FLAG_FILTERING
1173 | WINED3DFMT_FLAG_RENDERTARGET,
1174 WINED3D_GL_EXT_NONE, NULL},
1175 {WINED3DFMT_B5G6R5_UNORM, GL_RGB565, GL_RGB565, 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 ARB_ES2_COMPATIBILITY, NULL},
1180 {WINED3DFMT_B5G5R5X1_UNORM, GL_RGB5, GL_RGB5, 0,
1181 GL_BGRA, GL_UNSIGNED_SHORT_1_5_5_5_REV, 0,
1182 WINED3DFMT_FLAG_TEXTURE | WINED3DFMT_FLAG_POSTPIXELSHADER_BLENDING | WINED3DFMT_FLAG_FILTERING
1183 | WINED3DFMT_FLAG_RENDERTARGET,
1184 WINED3D_GL_EXT_NONE, NULL},
1185 {WINED3DFMT_B5G5R5A1_UNORM, GL_RGB5_A1, GL_RGB5_A1, 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 WINED3D_GL_EXT_NONE, NULL},
1189 {WINED3DFMT_B4G4R4A4_UNORM, GL_RGBA4, GL_SRGB8_ALPHA8_EXT, 0,
1190 GL_BGRA, GL_UNSIGNED_SHORT_4_4_4_4_REV, 0,
1191 WINED3DFMT_FLAG_TEXTURE | WINED3DFMT_FLAG_POSTPIXELSHADER_BLENDING | WINED3DFMT_FLAG_FILTERING
1192 | WINED3DFMT_FLAG_SRGB_READ,
1193 WINED3D_GL_EXT_NONE, NULL},
1194 {WINED3DFMT_B2G3R3_UNORM, GL_R3_G3_B2, GL_R3_G3_B2, 0,
1195 GL_RGB, GL_UNSIGNED_BYTE_3_3_2, 0,
1196 WINED3DFMT_FLAG_POSTPIXELSHADER_BLENDING | WINED3DFMT_FLAG_FILTERING,
1197 WINED3D_GL_EXT_NONE, NULL},
1198 {WINED3DFMT_R8_UNORM, GL_R8, GL_R8, 0,
1199 GL_RED, GL_UNSIGNED_BYTE, 0,
1200 WINED3DFMT_FLAG_TEXTURE | WINED3DFMT_FLAG_POSTPIXELSHADER_BLENDING | WINED3DFMT_FLAG_FILTERING
1201 | WINED3DFMT_FLAG_RENDERTARGET | WINED3DFMT_FLAG_VTF,
1202 ARB_TEXTURE_RG, NULL},
1203 {WINED3DFMT_A8_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 ARB_TEXTURE_RG, NULL},
1207 {WINED3DFMT_A8_UNORM, GL_ALPHA8, GL_ALPHA8, 0,
1208 GL_ALPHA, GL_UNSIGNED_BYTE, 0,
1209 WINED3DFMT_FLAG_TEXTURE | WINED3DFMT_FLAG_POSTPIXELSHADER_BLENDING | WINED3DFMT_FLAG_FILTERING,
1210 WINED3D_GL_LEGACY_CONTEXT, NULL},
1211 {WINED3DFMT_B4G4R4X4_UNORM, GL_RGB4, GL_RGB4, 0,
1212 GL_BGRA, GL_UNSIGNED_SHORT_4_4_4_4_REV, 0,
1213 WINED3DFMT_FLAG_TEXTURE | WINED3DFMT_FLAG_POSTPIXELSHADER_BLENDING | WINED3DFMT_FLAG_FILTERING,
1214 WINED3D_GL_EXT_NONE, NULL},
1215 {WINED3DFMT_R10G10B10A2_UNORM, GL_RGB10_A2, GL_RGB10_A2, 0,
1216 GL_RGBA, GL_UNSIGNED_INT_2_10_10_10_REV, 0,
1217 WINED3DFMT_FLAG_TEXTURE | WINED3DFMT_FLAG_POSTPIXELSHADER_BLENDING | WINED3DFMT_FLAG_FILTERING
1218 | WINED3DFMT_FLAG_RENDERTARGET,
1219 WINED3D_GL_EXT_NONE, NULL},
1220 {WINED3DFMT_R8G8B8A8_UNORM, GL_RGBA8, GL_SRGB8_ALPHA8_EXT, 0,
1221 GL_RGBA, GL_UNSIGNED_INT_8_8_8_8_REV, 0,
1222 WINED3DFMT_FLAG_TEXTURE | WINED3DFMT_FLAG_POSTPIXELSHADER_BLENDING | WINED3DFMT_FLAG_FILTERING
1223 | WINED3DFMT_FLAG_RENDERTARGET | WINED3DFMT_FLAG_SRGB_READ | WINED3DFMT_FLAG_SRGB_WRITE
1224 | WINED3DFMT_FLAG_VTF,
1225 WINED3D_GL_EXT_NONE, NULL},
1226 {WINED3DFMT_R8G8B8A8_UINT, GL_RGBA8UI, GL_RGBA8UI, 0,
1227 GL_RGBA_INTEGER, GL_UNSIGNED_INT_8_8_8_8_REV, 0,
1228 WINED3DFMT_FLAG_TEXTURE,
1229 ARB_TEXTURE_RGB10_A2UI, NULL},
1230 {WINED3DFMT_R8G8B8A8_SINT, GL_RGBA8I, GL_RGBA8I, 0,
1231 GL_RGBA_INTEGER, GL_BYTE, 0,
1232 WINED3DFMT_FLAG_TEXTURE,
1233 EXT_TEXTURE_INTEGER, NULL},
1234 {WINED3DFMT_R8G8B8X8_UNORM, GL_RGB8, GL_RGB8, 0,
1235 GL_RGBA, GL_UNSIGNED_INT_8_8_8_8_REV, 0,
1236 WINED3DFMT_FLAG_TEXTURE | WINED3DFMT_FLAG_POSTPIXELSHADER_BLENDING | WINED3DFMT_FLAG_FILTERING,
1237 WINED3D_GL_EXT_NONE, NULL},
1238 {WINED3DFMT_R16G16_UNORM, GL_RGB16, GL_RGB16, GL_RGBA16,
1239 GL_RGB, GL_UNSIGNED_SHORT, 6,
1240 WINED3DFMT_FLAG_TEXTURE | WINED3DFMT_FLAG_POSTPIXELSHADER_BLENDING | WINED3DFMT_FLAG_FILTERING,
1241 WINED3D_GL_EXT_NONE, convert_r16g16},
1242 {WINED3DFMT_R16G16_UNORM, GL_RG16, GL_RG16, 0,
1243 GL_RG, GL_UNSIGNED_SHORT, 0,
1244 WINED3DFMT_FLAG_TEXTURE | WINED3DFMT_FLAG_POSTPIXELSHADER_BLENDING | WINED3DFMT_FLAG_FILTERING
1245 | WINED3DFMT_FLAG_RENDERTARGET,
1246 ARB_TEXTURE_RG, NULL},
1247 {WINED3DFMT_B10G10R10A2_UNORM, GL_RGB10_A2, GL_RGB10_A2, 0,
1248 GL_BGRA, GL_UNSIGNED_INT_2_10_10_10_REV, 0,
1249 WINED3DFMT_FLAG_TEXTURE | WINED3DFMT_FLAG_POSTPIXELSHADER_BLENDING | WINED3DFMT_FLAG_FILTERING
1250 | WINED3DFMT_FLAG_RENDERTARGET,
1251 WINED3D_GL_EXT_NONE, NULL},
1252 {WINED3DFMT_R16G16B16A16_UNORM, GL_RGBA16, GL_RGBA16, 0,
1253 GL_RGBA, GL_UNSIGNED_SHORT, 0,
1254 WINED3DFMT_FLAG_TEXTURE | WINED3DFMT_FLAG_POSTPIXELSHADER_BLENDING | WINED3DFMT_FLAG_FILTERING
1255 | WINED3DFMT_FLAG_RENDERTARGET,
1256 WINED3D_GL_EXT_NONE, NULL},
1257 {WINED3DFMT_R8G8_UNORM, GL_RG8, GL_RG8, 0,
1258 GL_RG, GL_UNSIGNED_BYTE, 0,
1259 WINED3DFMT_FLAG_TEXTURE | WINED3DFMT_FLAG_POSTPIXELSHADER_BLENDING | WINED3DFMT_FLAG_FILTERING,
1260 ARB_TEXTURE_RG, NULL},
1261 {WINED3DFMT_R16_UNORM, GL_R16, GL_R16, 0,
1262 GL_RED, GL_UNSIGNED_SHORT, 0,
1263 WINED3DFMT_FLAG_TEXTURE | WINED3DFMT_FLAG_POSTPIXELSHADER_BLENDING | WINED3DFMT_FLAG_FILTERING
1264 | WINED3DFMT_FLAG_RENDERTARGET,
1265 ARB_TEXTURE_RG, NULL},
1266 {WINED3DFMT_R16_UINT, GL_R16UI, GL_R16UI, 0,
1267 GL_RED_INTEGER, GL_UNSIGNED_SHORT, 0,
1268 WINED3DFMT_FLAG_TEXTURE,
1269 ARB_TEXTURE_RG, NULL},
1270 /* Luminance */
1271 {WINED3DFMT_L8_UNORM, GL_LUMINANCE8, GL_SLUMINANCE8_EXT, 0,
1272 GL_LUMINANCE, GL_UNSIGNED_BYTE, 0,
1273 WINED3DFMT_FLAG_TEXTURE | WINED3DFMT_FLAG_POSTPIXELSHADER_BLENDING | WINED3DFMT_FLAG_FILTERING
1274 | WINED3DFMT_FLAG_SRGB_READ,
1275 WINED3D_GL_LEGACY_CONTEXT, NULL},
1276 {WINED3DFMT_L8_UNORM, GL_R8, GL_R8, 0,
1277 GL_RED, GL_UNSIGNED_BYTE, 0,
1278 WINED3DFMT_FLAG_TEXTURE | WINED3DFMT_FLAG_POSTPIXELSHADER_BLENDING | WINED3DFMT_FLAG_FILTERING
1279 | WINED3DFMT_FLAG_RENDERTARGET,
1280 ARB_TEXTURE_RG, NULL},
1281 {WINED3DFMT_L8A8_UNORM, GL_RG8, GL_RG8, 0,
1282 GL_RG, GL_UNSIGNED_BYTE, 0,
1283 WINED3DFMT_FLAG_TEXTURE | WINED3DFMT_FLAG_POSTPIXELSHADER_BLENDING | WINED3DFMT_FLAG_FILTERING,
1284 ARB_TEXTURE_RG, NULL},
1285 {WINED3DFMT_L8A8_UNORM, GL_LUMINANCE8_ALPHA8, GL_SLUMINANCE8_ALPHA8_EXT, 0,
1286 GL_LUMINANCE_ALPHA, GL_UNSIGNED_BYTE, 0,
1287 WINED3DFMT_FLAG_TEXTURE | WINED3DFMT_FLAG_POSTPIXELSHADER_BLENDING | WINED3DFMT_FLAG_FILTERING
1288 | WINED3DFMT_FLAG_SRGB_READ,
1289 WINED3D_GL_LEGACY_CONTEXT, NULL},
1290 {WINED3DFMT_L4A4_UNORM, GL_RG8, GL_RG8, 0,
1291 GL_RG, GL_UNSIGNED_BYTE, 2,
1292 WINED3DFMT_FLAG_FILTERING,
1293 ARB_TEXTURE_RG, convert_l4a4_unorm},
1294 {WINED3DFMT_L4A4_UNORM, GL_LUMINANCE4_ALPHA4, GL_LUMINANCE4_ALPHA4, 0,
1295 GL_LUMINANCE_ALPHA, GL_UNSIGNED_BYTE, 2,
1296 WINED3DFMT_FLAG_FILTERING,
1297 WINED3D_GL_LEGACY_CONTEXT, convert_l4a4_unorm},
1298 {WINED3DFMT_L16_UNORM, GL_R16, GL_R16, 0,
1299 GL_RED, GL_UNSIGNED_SHORT, 0,
1300 WINED3DFMT_FLAG_TEXTURE | WINED3DFMT_FLAG_POSTPIXELSHADER_BLENDING | WINED3DFMT_FLAG_FILTERING,
1301 ARB_TEXTURE_RG, NULL},
1302 {WINED3DFMT_L16_UNORM, GL_LUMINANCE16, GL_LUMINANCE16, 0,
1303 GL_LUMINANCE, GL_UNSIGNED_SHORT, 0,
1304 WINED3DFMT_FLAG_TEXTURE | WINED3DFMT_FLAG_POSTPIXELSHADER_BLENDING | WINED3DFMT_FLAG_FILTERING,
1305 WINED3D_GL_LEGACY_CONTEXT, NULL},
1306 /* Bump mapping stuff */
1307 {WINED3DFMT_R8G8_SNORM, GL_RGB8, GL_RGB8, 0,
1308 GL_BGR, GL_UNSIGNED_BYTE, 3,
1309 WINED3DFMT_FLAG_TEXTURE | WINED3DFMT_FLAG_POSTPIXELSHADER_BLENDING | WINED3DFMT_FLAG_FILTERING
1310 | WINED3DFMT_FLAG_BUMPMAP,
1311 WINED3D_GL_EXT_NONE, convert_r8g8_snorm},
1312 {WINED3DFMT_R8G8_SNORM, GL_DSDT8_NV, GL_DSDT8_NV, 0,
1313 GL_DSDT_NV, GL_BYTE, 0,
1314 WINED3DFMT_FLAG_TEXTURE | WINED3DFMT_FLAG_POSTPIXELSHADER_BLENDING | WINED3DFMT_FLAG_FILTERING
1315 | WINED3DFMT_FLAG_BUMPMAP,
1316 NV_TEXTURE_SHADER, NULL},
1317 {WINED3DFMT_R8G8_SNORM, GL_RG8_SNORM, GL_RG8_SNORM, 0,
1318 GL_RG, GL_BYTE, 0,
1319 WINED3DFMT_FLAG_TEXTURE | WINED3DFMT_FLAG_POSTPIXELSHADER_BLENDING | WINED3DFMT_FLAG_FILTERING
1320 | WINED3DFMT_FLAG_BUMPMAP,
1321 EXT_TEXTURE_SNORM, NULL},
1322 {WINED3DFMT_R5G5_SNORM_L6_UNORM, GL_RGB5, GL_RGB5, 0,
1323 GL_RGB, GL_UNSIGNED_SHORT_5_6_5, 2,
1324 WINED3DFMT_FLAG_TEXTURE | WINED3DFMT_FLAG_POSTPIXELSHADER_BLENDING | WINED3DFMT_FLAG_FILTERING
1325 | WINED3DFMT_FLAG_BUMPMAP,
1326 WINED3D_GL_EXT_NONE, convert_r5g5_snorm_l6_unorm},
1327 {WINED3DFMT_R5G5_SNORM_L6_UNORM, GL_DSDT8_MAG8_NV, GL_DSDT8_MAG8_NV, 0,
1328 GL_DSDT_MAG_NV, GL_BYTE, 3,
1329 WINED3DFMT_FLAG_TEXTURE | WINED3DFMT_FLAG_POSTPIXELSHADER_BLENDING | WINED3DFMT_FLAG_FILTERING
1330 | WINED3DFMT_FLAG_BUMPMAP,
1331 NV_TEXTURE_SHADER, convert_r5g5_snorm_l6_unorm_nv},
1332 {WINED3DFMT_R5G5_SNORM_L6_UNORM, GL_RGB8_SNORM, GL_RGB8_SNORM, 0,
1333 GL_RGBA, GL_BYTE, 4,
1334 WINED3DFMT_FLAG_TEXTURE | WINED3DFMT_FLAG_POSTPIXELSHADER_BLENDING | WINED3DFMT_FLAG_FILTERING
1335 | WINED3DFMT_FLAG_BUMPMAP,
1336 EXT_TEXTURE_SNORM, convert_r5g5_snorm_l6_unorm_ext},
1337 {WINED3DFMT_R8G8_SNORM_L8X8_UNORM, GL_RGB8, GL_RGB8, 0,
1338 GL_BGRA, GL_UNSIGNED_INT_8_8_8_8_REV, 4,
1339 WINED3DFMT_FLAG_TEXTURE | WINED3DFMT_FLAG_POSTPIXELSHADER_BLENDING | WINED3DFMT_FLAG_FILTERING
1340 | WINED3DFMT_FLAG_BUMPMAP,
1341 WINED3D_GL_EXT_NONE, convert_r8g8_snorm_l8x8_unorm},
1342 {WINED3DFMT_R8G8_SNORM_L8X8_UNORM, GL_DSDT8_MAG8_INTENSITY8_NV, GL_DSDT8_MAG8_INTENSITY8_NV, 0,
1343 GL_DSDT_MAG_VIB_NV, GL_UNSIGNED_INT_8_8_S8_S8_REV_NV, 4,
1344 WINED3DFMT_FLAG_TEXTURE | WINED3DFMT_FLAG_POSTPIXELSHADER_BLENDING | WINED3DFMT_FLAG_FILTERING
1345 | WINED3DFMT_FLAG_BUMPMAP,
1346 NV_TEXTURE_SHADER, convert_r8g8_snorm_l8x8_unorm_nv},
1347 {WINED3DFMT_R8G8B8A8_SNORM, GL_RGBA8, GL_RGBA8, 0,
1348 GL_BGRA, GL_UNSIGNED_BYTE, 4,
1349 WINED3DFMT_FLAG_TEXTURE | WINED3DFMT_FLAG_POSTPIXELSHADER_BLENDING | WINED3DFMT_FLAG_FILTERING
1350 | WINED3DFMT_FLAG_BUMPMAP,
1351 WINED3D_GL_EXT_NONE, convert_r8g8b8a8_snorm},
1352 {WINED3DFMT_R8G8B8A8_SNORM, GL_SIGNED_RGBA8_NV, GL_SIGNED_RGBA8_NV, 0,
1353 GL_RGBA, GL_BYTE, 0,
1354 WINED3DFMT_FLAG_TEXTURE | WINED3DFMT_FLAG_POSTPIXELSHADER_BLENDING | WINED3DFMT_FLAG_FILTERING
1355 | WINED3DFMT_FLAG_BUMPMAP,
1356 NV_TEXTURE_SHADER, NULL},
1357 {WINED3DFMT_R8G8B8A8_SNORM, GL_RGBA8_SNORM, GL_RGBA8_SNORM, 0,
1358 GL_RGBA, GL_BYTE, 0,
1359 WINED3DFMT_FLAG_TEXTURE | WINED3DFMT_FLAG_POSTPIXELSHADER_BLENDING | WINED3DFMT_FLAG_FILTERING
1360 | WINED3DFMT_FLAG_BUMPMAP,
1361 EXT_TEXTURE_SNORM, NULL},
1362 {WINED3DFMT_R16G16_SNORM, GL_RGB16, GL_RGB16, 0,
1363 GL_BGR, GL_UNSIGNED_SHORT, 6,
1364 WINED3DFMT_FLAG_TEXTURE | WINED3DFMT_FLAG_POSTPIXELSHADER_BLENDING | WINED3DFMT_FLAG_FILTERING
1365 | WINED3DFMT_FLAG_BUMPMAP,
1366 WINED3D_GL_EXT_NONE, convert_r16g16_snorm},
1367 {WINED3DFMT_R16G16_SNORM, GL_SIGNED_HILO16_NV, GL_SIGNED_HILO16_NV, 0,
1368 GL_HILO_NV, GL_SHORT, 0,
1369 WINED3DFMT_FLAG_TEXTURE | WINED3DFMT_FLAG_POSTPIXELSHADER_BLENDING | WINED3DFMT_FLAG_FILTERING
1370 | WINED3DFMT_FLAG_BUMPMAP,
1371 NV_TEXTURE_SHADER, NULL},
1372 {WINED3DFMT_R16G16_SNORM, GL_RG16_SNORM, GL_RG16_SNORM, 0,
1373 GL_RG, GL_SHORT, 0,
1374 WINED3DFMT_FLAG_TEXTURE | WINED3DFMT_FLAG_POSTPIXELSHADER_BLENDING | WINED3DFMT_FLAG_FILTERING
1375 | WINED3DFMT_FLAG_BUMPMAP,
1376 EXT_TEXTURE_SNORM, NULL},
1377 /* Depth stencil formats */
1378 {WINED3DFMT_D16_LOCKABLE, GL_DEPTH_COMPONENT, GL_DEPTH_COMPONENT, 0,
1379 GL_DEPTH_COMPONENT, GL_UNSIGNED_SHORT, 0,
1380 WINED3DFMT_FLAG_DEPTH,
1381 WINED3D_GL_EXT_NONE, NULL},
1382 {WINED3DFMT_D16_LOCKABLE, GL_DEPTH_COMPONENT24_ARB, GL_DEPTH_COMPONENT24_ARB, 0,
1383 GL_DEPTH_COMPONENT, GL_UNSIGNED_SHORT, 0,
1384 WINED3DFMT_FLAG_TEXTURE | WINED3DFMT_FLAG_DEPTH | WINED3DFMT_FLAG_SHADOW,
1385 ARB_DEPTH_TEXTURE, NULL},
1386 {WINED3DFMT_D32_UNORM, GL_DEPTH_COMPONENT, GL_DEPTH_COMPONENT, 0,
1387 GL_DEPTH_COMPONENT, GL_UNSIGNED_INT, 0,
1388 WINED3DFMT_FLAG_DEPTH,
1389 WINED3D_GL_EXT_NONE, NULL},
1390 {WINED3DFMT_D32_UNORM, GL_DEPTH_COMPONENT32_ARB, GL_DEPTH_COMPONENT32_ARB, 0,
1391 GL_DEPTH_COMPONENT, GL_UNSIGNED_INT, 0,
1392 WINED3DFMT_FLAG_TEXTURE | WINED3DFMT_FLAG_DEPTH | WINED3DFMT_FLAG_SHADOW,
1393 ARB_DEPTH_TEXTURE, NULL},
1394 {WINED3DFMT_S1_UINT_D15_UNORM, GL_DEPTH_COMPONENT24_ARB, GL_DEPTH_COMPONENT24_ARB, 0,
1395 GL_DEPTH_COMPONENT, GL_UNSIGNED_SHORT, 0,
1396 WINED3DFMT_FLAG_DEPTH | WINED3DFMT_FLAG_SHADOW,
1397 ARB_DEPTH_TEXTURE, NULL},
1398 {WINED3DFMT_S1_UINT_D15_UNORM, GL_DEPTH24_STENCIL8_EXT, GL_DEPTH24_STENCIL8_EXT, 0,
1399 GL_DEPTH_STENCIL_EXT, GL_UNSIGNED_INT_24_8_EXT, 4,
1400 WINED3DFMT_FLAG_DEPTH | WINED3DFMT_FLAG_STENCIL | WINED3DFMT_FLAG_SHADOW,
1401 EXT_PACKED_DEPTH_STENCIL, convert_s1_uint_d15_unorm},
1402 {WINED3DFMT_S1_UINT_D15_UNORM, GL_DEPTH24_STENCIL8, GL_DEPTH24_STENCIL8, 0,
1403 GL_DEPTH_STENCIL, GL_UNSIGNED_INT_24_8, 4,
1404 WINED3DFMT_FLAG_DEPTH | WINED3DFMT_FLAG_STENCIL | WINED3DFMT_FLAG_SHADOW,
1405 ARB_FRAMEBUFFER_OBJECT, convert_s1_uint_d15_unorm},
1406 {WINED3DFMT_D24_UNORM_S8_UINT, GL_DEPTH_COMPONENT24_ARB, GL_DEPTH_COMPONENT24_ARB, 0,
1407 GL_DEPTH_COMPONENT, GL_UNSIGNED_INT, 0,
1408 WINED3DFMT_FLAG_TEXTURE | WINED3DFMT_FLAG_POSTPIXELSHADER_BLENDING | WINED3DFMT_FLAG_FILTERING
1409 | WINED3DFMT_FLAG_DEPTH | WINED3DFMT_FLAG_SHADOW,
1410 ARB_DEPTH_TEXTURE, NULL},
1411 {WINED3DFMT_D24_UNORM_S8_UINT, GL_DEPTH24_STENCIL8_EXT, GL_DEPTH24_STENCIL8_EXT, 0,
1412 GL_DEPTH_STENCIL_EXT, GL_UNSIGNED_INT_24_8_EXT, 0,
1413 WINED3DFMT_FLAG_TEXTURE | WINED3DFMT_FLAG_POSTPIXELSHADER_BLENDING | WINED3DFMT_FLAG_FILTERING
1414 | WINED3DFMT_FLAG_DEPTH | WINED3DFMT_FLAG_STENCIL | WINED3DFMT_FLAG_SHADOW,
1415 EXT_PACKED_DEPTH_STENCIL, NULL},
1416 {WINED3DFMT_D24_UNORM_S8_UINT, GL_DEPTH24_STENCIL8, GL_DEPTH24_STENCIL8, 0,
1417 GL_DEPTH_STENCIL, GL_UNSIGNED_INT_24_8, 0,
1418 WINED3DFMT_FLAG_TEXTURE | WINED3DFMT_FLAG_POSTPIXELSHADER_BLENDING | WINED3DFMT_FLAG_FILTERING
1419 | WINED3DFMT_FLAG_DEPTH | WINED3DFMT_FLAG_STENCIL | WINED3DFMT_FLAG_SHADOW,
1420 ARB_FRAMEBUFFER_OBJECT, NULL},
1421 {WINED3DFMT_X8D24_UNORM, GL_DEPTH_COMPONENT, GL_DEPTH_COMPONENT, 0,
1422 GL_DEPTH_COMPONENT, GL_UNSIGNED_INT, 0,
1423 WINED3DFMT_FLAG_DEPTH,
1424 WINED3D_GL_EXT_NONE, NULL},
1425 {WINED3DFMT_X8D24_UNORM, GL_DEPTH_COMPONENT24_ARB, GL_DEPTH_COMPONENT24_ARB, 0,
1426 GL_DEPTH_COMPONENT, GL_UNSIGNED_INT, 0,
1427 WINED3DFMT_FLAG_TEXTURE | WINED3DFMT_FLAG_POSTPIXELSHADER_BLENDING | WINED3DFMT_FLAG_FILTERING
1428 | WINED3DFMT_FLAG_DEPTH | WINED3DFMT_FLAG_SHADOW,
1429 ARB_DEPTH_TEXTURE, NULL},
1430 {WINED3DFMT_S4X4_UINT_D24_UNORM, GL_DEPTH_COMPONENT24_ARB, GL_DEPTH_COMPONENT24_ARB, 0,
1431 GL_DEPTH_COMPONENT, GL_UNSIGNED_INT, 0,
1432 WINED3DFMT_FLAG_DEPTH | WINED3DFMT_FLAG_SHADOW,
1433 ARB_DEPTH_TEXTURE, NULL},
1434 {WINED3DFMT_S4X4_UINT_D24_UNORM, GL_DEPTH24_STENCIL8_EXT, GL_DEPTH24_STENCIL8_EXT, 0,
1435 GL_DEPTH_STENCIL_EXT, GL_UNSIGNED_INT_24_8_EXT, 4,
1436 WINED3DFMT_FLAG_DEPTH | WINED3DFMT_FLAG_STENCIL | WINED3DFMT_FLAG_SHADOW,
1437 EXT_PACKED_DEPTH_STENCIL, convert_s4x4_uint_d24_unorm},
1438 {WINED3DFMT_S4X4_UINT_D24_UNORM, GL_DEPTH24_STENCIL8, GL_DEPTH24_STENCIL8, 0,
1439 GL_DEPTH_STENCIL, GL_UNSIGNED_INT_24_8, 4,
1440 WINED3DFMT_FLAG_DEPTH | WINED3DFMT_FLAG_STENCIL | WINED3DFMT_FLAG_SHADOW,
1441 ARB_FRAMEBUFFER_OBJECT, convert_s4x4_uint_d24_unorm},
1442 {WINED3DFMT_D16_UNORM, GL_DEPTH_COMPONENT, GL_DEPTH_COMPONENT, 0,
1443 GL_DEPTH_COMPONENT, GL_UNSIGNED_SHORT, 0,
1444 WINED3DFMT_FLAG_DEPTH,
1445 WINED3D_GL_EXT_NONE, NULL},
1446 {WINED3DFMT_D16_UNORM, GL_DEPTH_COMPONENT24_ARB, GL_DEPTH_COMPONENT24_ARB, 0,
1447 GL_DEPTH_COMPONENT, GL_UNSIGNED_SHORT, 0,
1448 WINED3DFMT_FLAG_TEXTURE | WINED3DFMT_FLAG_POSTPIXELSHADER_BLENDING | WINED3DFMT_FLAG_FILTERING
1449 | WINED3DFMT_FLAG_DEPTH | WINED3DFMT_FLAG_SHADOW,
1450 ARB_DEPTH_TEXTURE, NULL},
1451 {WINED3DFMT_D32_FLOAT, GL_DEPTH_COMPONENT32F, GL_DEPTH_COMPONENT32F, 0,
1452 GL_DEPTH_COMPONENT, GL_FLOAT, 0,
1453 WINED3DFMT_FLAG_TEXTURE | WINED3DFMT_FLAG_DEPTH | WINED3DFMT_FLAG_SHADOW,
1454 ARB_DEPTH_BUFFER_FLOAT, NULL},
1455 {WINED3DFMT_S8_UINT_D24_FLOAT, GL_DEPTH32F_STENCIL8, GL_DEPTH32F_STENCIL8, 0,
1456 GL_DEPTH_STENCIL, GL_FLOAT_32_UNSIGNED_INT_24_8_REV, 8,
1457 WINED3DFMT_FLAG_TEXTURE | WINED3DFMT_FLAG_DEPTH | WINED3DFMT_FLAG_STENCIL | WINED3DFMT_FLAG_SHADOW,
1458 ARB_DEPTH_BUFFER_FLOAT, convert_s8_uint_d24_float},
1459 {WINED3DFMT_R32G32B32A32_UINT, GL_RGBA32UI, GL_RGBA32UI, 0,
1460 GL_RGBA_INTEGER, GL_UNSIGNED_INT, 0,
1461 WINED3DFMT_FLAG_TEXTURE,
1462 EXT_TEXTURE_INTEGER, NULL},
1463 {WINED3DFMT_R32G32B32A32_SINT, GL_RGBA32I, GL_RGBA32I, 0,
1464 GL_RGBA_INTEGER, GL_INT, 0,
1465 WINED3DFMT_FLAG_TEXTURE,
1466 EXT_TEXTURE_INTEGER, NULL},
1467 /* Vendor-specific formats */
1468 {WINED3DFMT_ATI1N, GL_COMPRESSED_RED_RGTC1, GL_COMPRESSED_RED_RGTC1, 0,
1469 GL_RED, GL_UNSIGNED_BYTE, 0,
1470 WINED3DFMT_FLAG_TEXTURE | WINED3DFMT_FLAG_POSTPIXELSHADER_BLENDING | WINED3DFMT_FLAG_FILTERING
1471 | WINED3DFMT_FLAG_COMPRESSED,
1472 ARB_TEXTURE_COMPRESSION_RGTC, NULL},
1473 {WINED3DFMT_ATI2N, GL_COMPRESSED_LUMINANCE_ALPHA_3DC_ATI, GL_COMPRESSED_LUMINANCE_ALPHA_3DC_ATI, 0,
1474 GL_LUMINANCE_ALPHA, GL_UNSIGNED_BYTE, 0,
1475 WINED3DFMT_FLAG_TEXTURE | WINED3DFMT_FLAG_POSTPIXELSHADER_BLENDING | WINED3DFMT_FLAG_FILTERING
1476 | WINED3DFMT_FLAG_COMPRESSED,
1477 ATI_TEXTURE_COMPRESSION_3DC, NULL},
1478 {WINED3DFMT_ATI2N, GL_COMPRESSED_RG_RGTC2, GL_COMPRESSED_RG_RGTC2, 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 EXT_TEXTURE_COMPRESSION_RGTC, NULL},
1483 {WINED3DFMT_ATI2N, GL_COMPRESSED_RG_RGTC2, GL_COMPRESSED_RG_RGTC2, 0,
1484 GL_RG, GL_UNSIGNED_BYTE, 0,
1485 WINED3DFMT_FLAG_TEXTURE | WINED3DFMT_FLAG_POSTPIXELSHADER_BLENDING | WINED3DFMT_FLAG_FILTERING
1486 | WINED3DFMT_FLAG_COMPRESSED,
1487 ARB_TEXTURE_COMPRESSION_RGTC, NULL},
1488 {WINED3DFMT_INTZ, GL_DEPTH24_STENCIL8_EXT, GL_DEPTH24_STENCIL8_EXT, 0,
1489 GL_DEPTH_STENCIL_EXT, GL_UNSIGNED_INT_24_8_EXT, 0,
1490 WINED3DFMT_FLAG_TEXTURE | WINED3DFMT_FLAG_POSTPIXELSHADER_BLENDING | WINED3DFMT_FLAG_FILTERING
1491 | WINED3DFMT_FLAG_DEPTH | WINED3DFMT_FLAG_STENCIL,
1492 EXT_PACKED_DEPTH_STENCIL, NULL},
1493 {WINED3DFMT_INTZ, GL_DEPTH24_STENCIL8, GL_DEPTH24_STENCIL8, 0,
1494 GL_DEPTH_STENCIL, GL_UNSIGNED_INT_24_8, 0,
1495 WINED3DFMT_FLAG_TEXTURE | WINED3DFMT_FLAG_POSTPIXELSHADER_BLENDING | WINED3DFMT_FLAG_FILTERING
1496 | WINED3DFMT_FLAG_DEPTH | WINED3DFMT_FLAG_STENCIL,
1497 ARB_FRAMEBUFFER_OBJECT, NULL},
1498 {WINED3DFMT_NULL, 0, 0, 0,
1499 GL_RGBA, GL_UNSIGNED_INT_8_8_8_8_REV, 0,
1500 WINED3DFMT_FLAG_TEXTURE | WINED3DFMT_FLAG_RENDERTARGET | WINED3DFMT_FLAG_FBO_ATTACHABLE,
1501 ARB_FRAMEBUFFER_OBJECT, NULL},
1504 struct wined3d_format_srgb_info
1506 enum wined3d_format_id srgb_format_id;
1507 enum wined3d_format_id base_format_id;
1510 static const struct wined3d_format_srgb_info format_srgb_info[] =
1512 {WINED3DFMT_R8G8B8A8_UNORM_SRGB, WINED3DFMT_R8G8B8A8_UNORM},
1513 {WINED3DFMT_BC1_UNORM_SRGB, WINED3DFMT_BC1_UNORM},
1514 {WINED3DFMT_BC2_UNORM_SRGB, WINED3DFMT_BC2_UNORM},
1515 {WINED3DFMT_BC3_UNORM_SRGB, WINED3DFMT_BC3_UNORM},
1516 {WINED3DFMT_B8G8R8A8_UNORM_SRGB, WINED3DFMT_B8G8R8A8_UNORM},
1517 {WINED3DFMT_B8G8R8X8_UNORM_SRGB, WINED3DFMT_B8G8R8X8_UNORM},
1518 {WINED3DFMT_BC7_UNORM_SRGB, WINED3DFMT_BC7_UNORM},
1521 static inline int get_format_idx(enum wined3d_format_id format_id)
1523 unsigned int i;
1525 if (format_id < WINED3D_FORMAT_FOURCC_BASE)
1526 return format_id;
1528 for (i = 0; i < ARRAY_SIZE(format_index_remap); ++i)
1530 if (format_index_remap[i].id == format_id)
1531 return format_index_remap[i].idx;
1534 return -1;
1537 static void format_set_flag(struct wined3d_format *format, unsigned int flag)
1539 unsigned int i;
1541 for (i = 0; i < ARRAY_SIZE(format->flags); ++i)
1542 format->flags[i] |= flag;
1545 static void format_clear_flag(struct wined3d_format *format, unsigned int flag)
1547 unsigned int i;
1549 for (i = 0; i < ARRAY_SIZE(format->flags); ++i)
1550 format->flags[i] &= ~flag;
1553 static enum wined3d_channel_type map_channel_type(char t)
1555 switch (t)
1557 case 'u':
1558 return WINED3D_CHANNEL_TYPE_UNORM;
1559 case 'i':
1560 return WINED3D_CHANNEL_TYPE_SNORM;
1561 case 'U':
1562 return WINED3D_CHANNEL_TYPE_UINT;
1563 case 'I':
1564 return WINED3D_CHANNEL_TYPE_SINT;
1565 case 'F':
1566 return WINED3D_CHANNEL_TYPE_FLOAT;
1567 case 'D':
1568 return WINED3D_CHANNEL_TYPE_DEPTH;
1569 case 'S':
1570 return WINED3D_CHANNEL_TYPE_STENCIL;
1571 default:
1572 ERR("Invalid channel type '%c'.\n", t);
1573 return WINED3D_CHANNEL_TYPE_NONE;
1577 static BOOL init_format_base_info(struct wined3d_gl_info *gl_info)
1579 unsigned int i, j;
1581 gl_info->format_count = WINED3D_FORMAT_COUNT;
1582 if (!(gl_info->formats = HeapAlloc(GetProcessHeap(), HEAP_ZERO_MEMORY,
1583 gl_info->format_count * sizeof(*gl_info->formats))))
1585 ERR("Failed to allocate memory.\n");
1586 return FALSE;
1589 for (i = 0; i < ARRAY_SIZE(formats); ++i)
1591 struct wined3d_format *format;
1592 int fmt_idx;
1594 fmt_idx = get_format_idx(formats[i].id);
1595 if (fmt_idx == -1)
1597 ERR("Could not allocate index for format %s %#x.\n",
1598 debug_d3dformat(formats[i].id), formats[i].id);
1599 goto fail;
1601 format = &gl_info->formats[fmt_idx];
1603 format->id = formats[i].id;
1604 format->red_size = formats[i].red_size;
1605 format->green_size = formats[i].green_size;
1606 format->blue_size = formats[i].blue_size;
1607 format->alpha_size = formats[i].alpha_size;
1608 format->red_offset = formats[i].red_offset;
1609 format->green_offset = formats[i].green_offset;
1610 format->blue_offset = formats[i].blue_offset;
1611 format->alpha_offset = formats[i].alpha_offset;
1612 format->byte_count = formats[i].bpp;
1613 format->depth_size = formats[i].depth_size;
1614 format->stencil_size = formats[i].stencil_size;
1615 format->block_width = 1;
1616 format->block_height = 1;
1617 format->block_byte_count = formats[i].bpp;
1620 for (i = 0; i < ARRAY_SIZE(typed_formats); ++i)
1622 const struct wined3d_format *typeless_format;
1623 struct wined3d_format *format;
1624 DWORD flags = 0;
1625 int fmt_idx;
1627 fmt_idx = get_format_idx(typed_formats[i].id);
1628 if (fmt_idx == -1)
1630 ERR("Could not allocate index for format %s %#x.\n",
1631 debug_d3dformat(typed_formats[i].id), typed_formats[i].id);
1632 goto fail;
1634 format = &gl_info->formats[fmt_idx];
1636 typeless_format = wined3d_get_format(gl_info, typed_formats[i].typeless_id);
1637 if (typeless_format->id == WINED3DFMT_UNKNOWN)
1639 ERR("Typeless format %s (%#x) not found.\n",
1640 debug_d3dformat(typed_formats[i].typeless_id), typed_formats[i].typeless_id);
1641 goto fail;
1644 format->id = typed_formats[i].id;
1645 format->red_size = typeless_format->red_size;
1646 format->green_size = typeless_format->green_size;
1647 format->blue_size = typeless_format->blue_size;
1648 format->alpha_size = typeless_format->alpha_size;
1649 format->red_offset = typeless_format->red_offset;
1650 format->green_offset = typeless_format->green_offset;
1651 format->blue_offset = typeless_format->blue_offset;
1652 format->alpha_offset = typeless_format->alpha_offset;
1653 format->byte_count = typeless_format->byte_count;
1654 format->depth_size = typeless_format->depth_size;
1655 format->stencil_size = typeless_format->stencil_size;
1656 format->block_width = typeless_format->block_width;
1657 format->block_height = typeless_format->block_height;
1658 format->block_byte_count = typeless_format->block_byte_count;
1660 for (j = 0; j < strlen(typed_formats[i].channels); ++j)
1662 enum wined3d_channel_type channel_type = map_channel_type(typed_formats[i].channels[j]);
1663 if (channel_type == WINED3D_CHANNEL_TYPE_UINT || channel_type == WINED3D_CHANNEL_TYPE_SINT)
1664 flags |= WINED3DFMT_FLAG_INTEGER;
1665 if (channel_type == WINED3D_CHANNEL_TYPE_FLOAT)
1666 flags |= WINED3DFMT_FLAG_FLOAT;
1669 format_set_flag(format, flags);
1672 for (i = 0; i < ARRAY_SIZE(ddi_formats); ++i)
1674 int fmt_idx = get_format_idx(ddi_formats[i].id);
1676 if (fmt_idx == -1)
1678 ERR("Format %s (%#x) not found.\n", debug_d3dformat(ddi_formats[i].id), ddi_formats[i].id);
1679 goto fail;
1682 gl_info->formats[fmt_idx].ddi_format = ddi_formats[i].ddi_format;
1685 for (i = 0; i < ARRAY_SIZE(format_base_flags); ++i)
1687 int fmt_idx = get_format_idx(format_base_flags[i].id);
1689 if (fmt_idx == -1)
1691 ERR("Format %s (%#x) not found.\n",
1692 debug_d3dformat(format_base_flags[i].id), format_base_flags[i].id);
1693 goto fail;
1696 format_set_flag(&gl_info->formats[fmt_idx], format_base_flags[i].flags);
1699 return TRUE;
1701 fail:
1702 HeapFree(GetProcessHeap(), 0, gl_info->formats);
1703 return FALSE;
1706 static BOOL init_format_block_info(struct wined3d_gl_info *gl_info)
1708 unsigned int i;
1710 for (i = 0; i < (sizeof(format_block_info) / sizeof(*format_block_info)); ++i)
1712 struct wined3d_format *format;
1713 int fmt_idx = get_format_idx(format_block_info[i].id);
1715 if (fmt_idx == -1)
1717 ERR("Format %s (%#x) not found.\n",
1718 debug_d3dformat(format_block_info[i].id), format_block_info[i].id);
1719 return FALSE;
1722 format = &gl_info->formats[fmt_idx];
1723 format->block_width = format_block_info[i].block_width;
1724 format->block_height = format_block_info[i].block_height;
1725 format->block_byte_count = format_block_info[i].block_byte_count;
1726 format_set_flag(&gl_info->formats[fmt_idx], WINED3DFMT_FLAG_BLOCKS);
1727 if (!format_block_info[i].verify)
1728 format_set_flag(&gl_info->formats[fmt_idx], WINED3DFMT_FLAG_BLOCKS_NO_VERIFY);
1731 return TRUE;
1734 static GLenum wined3d_gl_type_to_enum(enum wined3d_gl_resource_type type)
1736 switch (type)
1738 case WINED3D_GL_RES_TYPE_TEX_1D:
1739 return GL_TEXTURE_1D;
1740 case WINED3D_GL_RES_TYPE_TEX_2D:
1741 return GL_TEXTURE_2D;
1742 case WINED3D_GL_RES_TYPE_TEX_3D:
1743 return GL_TEXTURE_3D;
1744 case WINED3D_GL_RES_TYPE_TEX_CUBE:
1745 return GL_TEXTURE_CUBE_MAP_ARB;
1746 case WINED3D_GL_RES_TYPE_TEX_RECT:
1747 return GL_TEXTURE_RECTANGLE_ARB;
1748 case WINED3D_GL_RES_TYPE_BUFFER:
1749 return GL_TEXTURE_2D; /* TODO: GL_TEXTURE_BUFFER. */
1750 case WINED3D_GL_RES_TYPE_RB:
1751 return GL_RENDERBUFFER;
1752 case WINED3D_GL_RES_TYPE_COUNT:
1753 break;
1755 ERR("Unexpected GL resource type %u.\n", type);
1756 return 0;
1759 static void delete_fbo_attachment(const struct wined3d_gl_info *gl_info,
1760 enum wined3d_gl_resource_type d3d_type, GLuint object)
1762 switch (d3d_type)
1764 case WINED3D_GL_RES_TYPE_TEX_1D:
1765 case WINED3D_GL_RES_TYPE_TEX_2D:
1766 case WINED3D_GL_RES_TYPE_TEX_RECT:
1767 case WINED3D_GL_RES_TYPE_TEX_3D:
1768 case WINED3D_GL_RES_TYPE_TEX_CUBE:
1769 gl_info->gl_ops.gl.p_glDeleteTextures(1, &object);
1770 break;
1772 case WINED3D_GL_RES_TYPE_RB:
1773 gl_info->fbo_ops.glDeleteRenderbuffers(1, &object);
1774 break;
1776 case WINED3D_GL_RES_TYPE_BUFFER:
1777 case WINED3D_GL_RES_TYPE_COUNT:
1778 break;
1782 /* Context activation is done by the caller. */
1783 static void create_and_bind_fbo_attachment(const struct wined3d_gl_info *gl_info, unsigned int flags,
1784 enum wined3d_gl_resource_type d3d_type, GLuint *object, GLenum internal, GLenum format, GLenum type)
1786 GLenum attach_type = flags & WINED3DFMT_FLAG_DEPTH ?
1787 GL_DEPTH_ATTACHMENT : GL_COLOR_ATTACHMENT0;
1789 switch (d3d_type)
1791 case WINED3D_GL_RES_TYPE_TEX_1D:
1792 gl_info->gl_ops.gl.p_glGenTextures(1, object);
1793 gl_info->gl_ops.gl.p_glBindTexture(GL_TEXTURE_1D, *object);
1794 gl_info->gl_ops.gl.p_glTexImage1D(GL_TEXTURE_1D, 0, internal, 16, 0, format, type, NULL);
1795 gl_info->gl_ops.gl.p_glTexParameteri(GL_TEXTURE_1D, GL_TEXTURE_MIN_FILTER, GL_NEAREST);
1796 gl_info->gl_ops.gl.p_glTexParameteri(GL_TEXTURE_1D, GL_TEXTURE_MAG_FILTER, GL_NEAREST);
1798 gl_info->fbo_ops.glFramebufferTexture1D(GL_FRAMEBUFFER, attach_type, GL_TEXTURE_1D,
1799 *object, 0);
1800 if (flags & WINED3DFMT_FLAG_STENCIL)
1801 gl_info->fbo_ops.glFramebufferTexture1D(GL_FRAMEBUFFER, GL_STENCIL_ATTACHMENT, GL_TEXTURE_1D,
1802 *object, 0);
1803 break;
1805 case WINED3D_GL_RES_TYPE_TEX_2D:
1806 case WINED3D_GL_RES_TYPE_TEX_RECT:
1807 gl_info->gl_ops.gl.p_glGenTextures(1, object);
1808 gl_info->gl_ops.gl.p_glBindTexture(wined3d_gl_type_to_enum(d3d_type), *object);
1809 gl_info->gl_ops.gl.p_glTexImage2D(wined3d_gl_type_to_enum(d3d_type), 0, internal, 16, 16, 0,
1810 format, type, NULL);
1811 gl_info->gl_ops.gl.p_glTexParameteri(wined3d_gl_type_to_enum(d3d_type), GL_TEXTURE_MIN_FILTER, GL_NEAREST);
1812 gl_info->gl_ops.gl.p_glTexParameteri(wined3d_gl_type_to_enum(d3d_type), GL_TEXTURE_MAG_FILTER, GL_NEAREST);
1814 gl_info->fbo_ops.glFramebufferTexture2D(GL_FRAMEBUFFER, attach_type,
1815 wined3d_gl_type_to_enum(d3d_type), *object, 0);
1816 if (flags & WINED3DFMT_FLAG_STENCIL)
1817 gl_info->fbo_ops.glFramebufferTexture2D(GL_FRAMEBUFFER, GL_STENCIL_ATTACHMENT,
1818 wined3d_gl_type_to_enum(d3d_type), *object, 0);
1819 break;
1821 case WINED3D_GL_RES_TYPE_TEX_3D:
1822 gl_info->gl_ops.gl.p_glGenTextures(1, object);
1823 gl_info->gl_ops.gl.p_glBindTexture(GL_TEXTURE_3D, *object);
1824 GL_EXTCALL(glTexImage3D)(GL_TEXTURE_3D, 0, internal, 16, 16, 16, 0,
1825 format, type, NULL);
1826 gl_info->gl_ops.gl.p_glTexParameteri(GL_TEXTURE_3D, GL_TEXTURE_MIN_FILTER, GL_NEAREST);
1827 gl_info->gl_ops.gl.p_glTexParameteri(GL_TEXTURE_3D, GL_TEXTURE_MAG_FILTER, GL_NEAREST);
1829 gl_info->fbo_ops.glFramebufferTexture3D(GL_FRAMEBUFFER, attach_type,
1830 GL_TEXTURE_3D, *object, 0, 0);
1831 if (flags & WINED3DFMT_FLAG_STENCIL)
1832 gl_info->fbo_ops.glFramebufferTexture3D(GL_FRAMEBUFFER, GL_STENCIL_ATTACHMENT,
1833 GL_TEXTURE_3D, *object, 0, 0);
1834 break;
1836 case WINED3D_GL_RES_TYPE_TEX_CUBE:
1837 gl_info->gl_ops.gl.p_glGenTextures(1, object);
1838 gl_info->gl_ops.gl.p_glBindTexture(GL_TEXTURE_CUBE_MAP_ARB, *object);
1839 gl_info->gl_ops.gl.p_glTexImage2D(GL_TEXTURE_CUBE_MAP_POSITIVE_X_ARB, 0, internal, 16, 16, 0,
1840 format, type, NULL);
1841 gl_info->gl_ops.gl.p_glTexImage2D(GL_TEXTURE_CUBE_MAP_NEGATIVE_X_ARB, 0, internal, 16, 16, 0,
1842 format, type, NULL);
1843 gl_info->gl_ops.gl.p_glTexImage2D(GL_TEXTURE_CUBE_MAP_POSITIVE_Y_ARB, 0, internal, 16, 16, 0,
1844 format, type, NULL);
1845 gl_info->gl_ops.gl.p_glTexImage2D(GL_TEXTURE_CUBE_MAP_NEGATIVE_Y_ARB, 0, internal, 16, 16, 0,
1846 format, type, NULL);
1847 gl_info->gl_ops.gl.p_glTexImage2D(GL_TEXTURE_CUBE_MAP_POSITIVE_Z_ARB, 0, internal, 16, 16, 0,
1848 format, type, NULL);
1849 gl_info->gl_ops.gl.p_glTexImage2D(GL_TEXTURE_CUBE_MAP_NEGATIVE_Z_ARB, 0, internal, 16, 16, 0,
1850 format, type, NULL);
1851 gl_info->gl_ops.gl.p_glTexParameteri(GL_TEXTURE_CUBE_MAP_ARB, GL_TEXTURE_MIN_FILTER, GL_NEAREST);
1852 gl_info->gl_ops.gl.p_glTexParameteri(GL_TEXTURE_CUBE_MAP_ARB, GL_TEXTURE_MAG_FILTER, GL_NEAREST);
1854 gl_info->fbo_ops.glFramebufferTexture2D(GL_FRAMEBUFFER, attach_type,
1855 GL_TEXTURE_CUBE_MAP_POSITIVE_X_ARB, *object, 0);
1856 if (flags & WINED3DFMT_FLAG_STENCIL)
1857 gl_info->fbo_ops.glFramebufferTexture2D(GL_FRAMEBUFFER, GL_STENCIL_ATTACHMENT,
1858 GL_TEXTURE_CUBE_MAP_POSITIVE_X_ARB, *object, 0);
1859 break;
1861 case WINED3D_GL_RES_TYPE_RB:
1862 gl_info->fbo_ops.glGenRenderbuffers(1, object);
1863 gl_info->fbo_ops.glBindRenderbuffer(GL_RENDERBUFFER, *object);
1864 gl_info->fbo_ops.glRenderbufferStorage(GL_RENDERBUFFER, internal, 16, 16);
1865 gl_info->fbo_ops.glFramebufferRenderbuffer(GL_FRAMEBUFFER, attach_type, GL_RENDERBUFFER,
1866 *object);
1867 if (flags & WINED3DFMT_FLAG_STENCIL)
1868 gl_info->fbo_ops.glFramebufferRenderbuffer(GL_FRAMEBUFFER, GL_STENCIL_ATTACHMENT, GL_RENDERBUFFER,
1869 *object);
1870 break;
1872 case WINED3D_GL_RES_TYPE_BUFFER:
1873 case WINED3D_GL_RES_TYPE_COUNT:
1874 break;
1877 /* Ideally we'd skip all formats already known not to work on textures
1878 * by checking for WINED3DFMT_FLAG_TEXTURE here. However, we want to
1879 * know if we can attach WINED3DFMT_P8_UINT textures to FBOs, and this
1880 * format never has WINED3DFMT_FLAG_TEXTURE set. Instead, swallow GL
1881 * errors generated by invalid formats. */
1882 while (gl_info->gl_ops.gl.p_glGetError());
1885 static void draw_test_quad(struct wined3d_caps_gl_ctx *ctx, const struct wined3d_vec3 *geometry,
1886 const struct wined3d_color *color)
1888 const struct wined3d_gl_info *gl_info = ctx->gl_info;
1889 static const struct wined3d_vec3 default_geometry[] =
1891 {-1.0f, -1.0f, 0.0f},
1892 { 1.0f, -1.0f, 0.0f},
1893 {-1.0f, 1.0f, 0.0f},
1894 { 1.0f, 1.0f, 0.0f},
1896 static const char vs_core_header[] =
1897 "#version 150\n"
1898 "in vec4 pos;\n"
1899 "in vec4 color;\n"
1900 "out vec4 out_color;\n"
1901 "\n";
1902 static const char vs_legacy_header[] =
1903 "#version 120\n"
1904 "attribute vec4 pos;\n"
1905 "attribute vec4 color;\n"
1906 "varying vec4 out_color;\n"
1907 "\n";
1908 static const char vs_body[] =
1909 "void main()\n"
1910 "{\n"
1911 " gl_Position = pos;\n"
1912 " out_color = color;\n"
1913 "}\n";
1914 static const char fs_core[] =
1915 "#version 150\n"
1916 "in vec4 out_color;\n"
1917 "out vec4 fragment_color;\n"
1918 "\n"
1919 "void main()\n"
1920 "{\n"
1921 " fragment_color = out_color;\n"
1922 "}\n";
1923 static const char fs_legacy[] =
1924 "#version 120\n"
1925 "varying vec4 out_color;\n"
1926 "\n"
1927 "void main()\n"
1928 "{\n"
1929 " gl_FragData[0] = out_color;\n"
1930 "}\n";
1931 const char *source[2];
1932 GLuint vs_id, fs_id;
1933 unsigned int i;
1935 if (!geometry)
1936 geometry = default_geometry;
1938 if (!gl_info->supported[ARB_VERTEX_BUFFER_OBJECT] || !gl_info->supported[ARB_VERTEX_SHADER]
1939 || !gl_info->supported[ARB_FRAGMENT_SHADER])
1941 gl_info->gl_ops.gl.p_glDisable(GL_LIGHTING);
1942 gl_info->gl_ops.gl.p_glMatrixMode(GL_MODELVIEW);
1943 gl_info->gl_ops.gl.p_glLoadIdentity();
1944 gl_info->gl_ops.gl.p_glMatrixMode(GL_PROJECTION);
1945 gl_info->gl_ops.gl.p_glLoadIdentity();
1947 gl_info->gl_ops.gl.p_glBegin(GL_TRIANGLE_STRIP);
1948 gl_info->gl_ops.gl.p_glColor4f(color->r, color->g, color->b, color->a);
1949 for (i = 0; i < 4; ++i)
1950 gl_info->gl_ops.gl.p_glVertex3fv(&geometry[i].x);
1951 gl_info->gl_ops.gl.p_glEnd();
1952 checkGLcall("Drawing a quad");
1953 return;
1956 if (!ctx->test_vbo)
1957 GL_EXTCALL(glGenBuffers(1, &ctx->test_vbo));
1958 GL_EXTCALL(glBindBuffer(GL_ARRAY_BUFFER, ctx->test_vbo));
1959 GL_EXTCALL(glBufferData(GL_ARRAY_BUFFER, sizeof(struct wined3d_vec3) * 4, geometry, GL_STREAM_DRAW));
1960 GL_EXTCALL(glVertexAttribPointer(0, 3, GL_FLOAT, FALSE, 0, NULL));
1961 GL_EXTCALL(glVertexAttrib4f(1, color->r, color->g, color->b, color->a));
1962 GL_EXTCALL(glEnableVertexAttribArray(0));
1963 GL_EXTCALL(glDisableVertexAttribArray(1));
1965 if (!ctx->test_program_id)
1967 ctx->test_program_id = GL_EXTCALL(glCreateProgram());
1969 vs_id = GL_EXTCALL(glCreateShader(GL_VERTEX_SHADER));
1970 source[0] = gl_info->supported[WINED3D_GL_LEGACY_CONTEXT] ? vs_legacy_header : vs_core_header;
1971 source[1] = vs_body;
1972 GL_EXTCALL(glShaderSource(vs_id, 2, source, NULL));
1973 GL_EXTCALL(glAttachShader(ctx->test_program_id, vs_id));
1974 GL_EXTCALL(glDeleteShader(vs_id));
1976 fs_id = GL_EXTCALL(glCreateShader(GL_FRAGMENT_SHADER));
1977 source[0] = gl_info->supported[WINED3D_GL_LEGACY_CONTEXT] ? fs_legacy : fs_core;
1978 GL_EXTCALL(glShaderSource(fs_id, 1, source, NULL));
1979 GL_EXTCALL(glAttachShader(ctx->test_program_id, fs_id));
1980 GL_EXTCALL(glDeleteShader(fs_id));
1982 GL_EXTCALL(glBindAttribLocation(ctx->test_program_id, 0, "pos"));
1983 GL_EXTCALL(glBindAttribLocation(ctx->test_program_id, 1, "color"));
1985 GL_EXTCALL(glCompileShader(vs_id));
1986 print_glsl_info_log(gl_info, vs_id, FALSE);
1987 GL_EXTCALL(glCompileShader(fs_id));
1988 print_glsl_info_log(gl_info, fs_id, FALSE);
1989 GL_EXTCALL(glLinkProgram(ctx->test_program_id));
1990 shader_glsl_validate_link(gl_info, ctx->test_program_id);
1992 GL_EXTCALL(glUseProgram(ctx->test_program_id));
1994 gl_info->gl_ops.gl.p_glDrawArrays(GL_TRIANGLE_STRIP, 0, 4);
1996 GL_EXTCALL(glUseProgram(0));
1997 GL_EXTCALL(glDisableVertexAttribArray(0));
1998 GL_EXTCALL(glBindBuffer(GL_ARRAY_BUFFER, 0));
1999 checkGLcall("Drawing a quad");
2002 /* Context activation is done by the caller. */
2003 static void check_fbo_compat(struct wined3d_caps_gl_ctx *ctx, struct wined3d_format *format)
2005 /* Check if the default internal format is supported as a frame buffer
2006 * target, otherwise fall back to the render target internal.
2008 * Try to stick to the standard format if possible, this limits precision differences. */
2009 static const struct wined3d_color black = {0.0f, 0.0f, 0.0f, 1.0f};
2010 static const struct wined3d_color half_transparent_red = {1.0f, 0.0f, 0.0f, 0.5f};
2011 const struct wined3d_gl_info *gl_info = ctx->gl_info;
2012 GLenum status, rt_internal = format->rtInternal;
2013 GLuint object, color_rb;
2014 enum wined3d_gl_resource_type type;
2015 BOOL fallback_fmt_used = FALSE, regular_fmt_used = FALSE;
2017 gl_info->gl_ops.gl.p_glDisable(GL_BLEND);
2019 for (type = 0; type < ARRAY_SIZE(format->flags); ++type)
2021 const char *type_string = "color";
2023 if (type == WINED3D_GL_RES_TYPE_BUFFER)
2024 continue;
2026 create_and_bind_fbo_attachment(gl_info, format->flags[type], type, &object, format->glInternal,
2027 format->glFormat, format->glType);
2029 if (format->flags[type] & (WINED3DFMT_FLAG_DEPTH | WINED3DFMT_FLAG_STENCIL))
2031 gl_info->fbo_ops.glGenRenderbuffers(1, &color_rb);
2032 gl_info->fbo_ops.glBindRenderbuffer(GL_RENDERBUFFER, color_rb);
2033 if (type == WINED3D_GL_RES_TYPE_TEX_1D)
2034 gl_info->fbo_ops.glRenderbufferStorage(GL_RENDERBUFFER, GL_RGBA8, 16, 1);
2035 else
2036 gl_info->fbo_ops.glRenderbufferStorage(GL_RENDERBUFFER, GL_RGBA8, 16, 16);
2038 gl_info->fbo_ops.glFramebufferRenderbuffer(GL_FRAMEBUFFER,
2039 GL_COLOR_ATTACHMENT0, GL_RENDERBUFFER, color_rb);
2040 checkGLcall("Create and attach color rb attachment");
2041 type_string = "depth / stencil";
2044 status = gl_info->fbo_ops.glCheckFramebufferStatus(GL_FRAMEBUFFER);
2045 checkGLcall("Framebuffer format check");
2047 if (status == GL_FRAMEBUFFER_COMPLETE)
2049 TRACE("Format %s is supported as FBO %s attachment, type %u.\n",
2050 debug_d3dformat(format->id), type_string, type);
2051 format->flags[type] |= WINED3DFMT_FLAG_FBO_ATTACHABLE;
2052 format->rtInternal = format->glInternal;
2053 regular_fmt_used = TRUE;
2055 else
2057 if (!rt_internal)
2059 if (format->flags[type] & WINED3DFMT_FLAG_RENDERTARGET)
2061 WARN("Format %s with rendertarget flag is not supported as FBO color attachment (type %u),"
2062 " and no fallback specified.\n", debug_d3dformat(format->id), type);
2063 format->flags[type] &= ~WINED3DFMT_FLAG_RENDERTARGET;
2065 else
2067 TRACE("Format %s is not supported as FBO %s attachment, type %u.\n",
2068 debug_d3dformat(format->id), type_string, type);
2070 format->rtInternal = format->glInternal;
2072 else
2074 TRACE("Format %s is not supported as FBO %s attachment (type %u),"
2075 " trying rtInternal format as fallback.\n",
2076 debug_d3dformat(format->id), type_string, type);
2078 while (gl_info->gl_ops.gl.p_glGetError());
2080 delete_fbo_attachment(gl_info, type, object);
2081 create_and_bind_fbo_attachment(gl_info, format->flags[type], type, &object, format->rtInternal,
2082 format->glFormat, format->glType);
2084 status = gl_info->fbo_ops.glCheckFramebufferStatus(GL_FRAMEBUFFER);
2085 checkGLcall("Framebuffer format check");
2087 if (status == GL_FRAMEBUFFER_COMPLETE)
2089 TRACE("Format %s rtInternal format is supported as FBO %s attachment, type %u.\n",
2090 debug_d3dformat(format->id), type_string, type);
2091 fallback_fmt_used = TRUE;
2093 else
2095 WARN("Format %s rtInternal format is not supported as FBO %s attachment, type %u.\n",
2096 debug_d3dformat(format->id), type_string, type);
2097 format->flags[type] &= ~WINED3DFMT_FLAG_RENDERTARGET;
2102 if (status == GL_FRAMEBUFFER_COMPLETE
2103 && ((format->flags[type] & WINED3DFMT_FLAG_POSTPIXELSHADER_BLENDING)
2104 || !(gl_info->quirks & WINED3D_QUIRK_LIMITED_TEX_FILTERING))
2105 && !(format->flags[type] & WINED3DFMT_FLAG_INTEGER)
2106 && format->id != WINED3DFMT_NULL && format->id != WINED3DFMT_P8_UINT
2107 && format->glFormat != GL_LUMINANCE && format->glFormat != GL_LUMINANCE_ALPHA
2108 && (format->red_size || format->alpha_size))
2110 DWORD readback[16 * 16 * 16], color, r_range, a_range;
2111 BYTE r, a;
2112 BOOL match = TRUE;
2113 GLuint rb;
2115 if (gl_info->supported[ARB_FRAMEBUFFER_OBJECT]
2116 || gl_info->supported[EXT_PACKED_DEPTH_STENCIL])
2118 gl_info->fbo_ops.glGenRenderbuffers(1, &rb);
2119 gl_info->fbo_ops.glBindRenderbuffer(GL_RENDERBUFFER, rb);
2120 if (type == WINED3D_GL_RES_TYPE_TEX_1D)
2121 gl_info->fbo_ops.glRenderbufferStorage(GL_RENDERBUFFER, GL_DEPTH24_STENCIL8, 16, 1);
2122 else
2123 gl_info->fbo_ops.glRenderbufferStorage(GL_RENDERBUFFER, GL_DEPTH24_STENCIL8, 16, 16);
2124 gl_info->fbo_ops.glFramebufferRenderbuffer(GL_FRAMEBUFFER, GL_DEPTH_ATTACHMENT, GL_RENDERBUFFER, rb);
2125 gl_info->fbo_ops.glFramebufferRenderbuffer(GL_FRAMEBUFFER, GL_STENCIL_ATTACHMENT, GL_RENDERBUFFER, rb);
2126 checkGLcall("RB attachment");
2129 gl_info->gl_ops.gl.p_glEnable(GL_BLEND);
2130 gl_info->gl_ops.gl.p_glClearColor(0.0f, 0.0f, 0.0f, 1.0f);
2131 gl_info->gl_ops.gl.p_glClear(GL_COLOR_BUFFER_BIT);
2132 if (gl_info->gl_ops.gl.p_glGetError() == GL_INVALID_FRAMEBUFFER_OPERATION)
2134 while (gl_info->gl_ops.gl.p_glGetError());
2135 TRACE("Format %s doesn't support post-pixelshader blending, type %u.\n",
2136 debug_d3dformat(format->id), type);
2137 format->flags[type] &= ~WINED3DFMT_FLAG_POSTPIXELSHADER_BLENDING;
2139 else
2141 gl_info->gl_ops.gl.p_glDisable(GL_BLEND);
2142 if (type == WINED3D_GL_RES_TYPE_TEX_1D)
2143 gl_info->gl_ops.gl.p_glViewport(0, 0, 16, 1);
2144 else
2145 gl_info->gl_ops.gl.p_glViewport(0, 0, 16, 16);
2146 gl_info->gl_ops.gl.p_glBlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
2148 draw_test_quad(ctx, NULL, &black);
2150 gl_info->gl_ops.gl.p_glEnable(GL_BLEND);
2152 draw_test_quad(ctx, NULL, &half_transparent_red);
2154 gl_info->gl_ops.gl.p_glDisable(GL_BLEND);
2156 switch (type)
2158 case WINED3D_GL_RES_TYPE_TEX_1D:
2159 /* Rebinding texture to workaround a fglrx bug. */
2160 gl_info->gl_ops.gl.p_glBindTexture(GL_TEXTURE_1D, object);
2161 gl_info->gl_ops.gl.p_glGetTexImage(GL_TEXTURE_1D, 0, GL_BGRA,
2162 GL_UNSIGNED_INT_8_8_8_8_REV, readback);
2163 color = readback[7];
2164 break;
2166 case WINED3D_GL_RES_TYPE_TEX_2D:
2167 case WINED3D_GL_RES_TYPE_TEX_3D:
2168 case WINED3D_GL_RES_TYPE_TEX_RECT:
2169 /* Rebinding texture to workaround a fglrx bug. */
2170 gl_info->gl_ops.gl.p_glBindTexture(wined3d_gl_type_to_enum(type), object);
2171 gl_info->gl_ops.gl.p_glGetTexImage(wined3d_gl_type_to_enum(type), 0, GL_BGRA,
2172 GL_UNSIGNED_INT_8_8_8_8_REV, readback);
2173 color = readback[7 * 16 + 7];
2174 break;
2176 case WINED3D_GL_RES_TYPE_TEX_CUBE:
2177 /* Rebinding texture to workaround a fglrx bug. */
2178 gl_info->gl_ops.gl.p_glBindTexture(GL_TEXTURE_CUBE_MAP_ARB, object);
2179 gl_info->gl_ops.gl.p_glGetTexImage(GL_TEXTURE_CUBE_MAP_POSITIVE_X_ARB, 0, GL_BGRA,
2180 GL_UNSIGNED_INT_8_8_8_8_REV, readback);
2181 color = readback[7 * 16 + 7];
2182 break;
2184 case WINED3D_GL_RES_TYPE_RB:
2185 gl_info->gl_ops.gl.p_glReadPixels(0, 0, 16, 16,
2186 GL_BGRA, GL_UNSIGNED_INT_8_8_8_8_REV, readback);
2187 color = readback[7 * 16 + 7];
2188 break;
2190 case WINED3D_GL_RES_TYPE_BUFFER:
2191 case WINED3D_GL_RES_TYPE_COUNT:
2192 color = 0;
2193 break;
2195 checkGLcall("Post-pixelshader blending check");
2197 a = color >> 24;
2198 r = (color & 0x00ff0000u) >> 16;
2200 r_range = format->red_size < 8 ? 1u << (8 - format->red_size) : 1;
2201 a_range = format->alpha_size < 8 ? 1u << (8 - format->alpha_size) : 1;
2202 if (format->red_size && (r < 0x7f - r_range || r > 0x7f + r_range))
2203 match = FALSE;
2204 else if (format->alpha_size > 1 && (a < 0xbf - a_range || a > 0xbf + a_range))
2205 match = FALSE;
2206 if (!match)
2208 TRACE("Format %s doesn't support post-pixelshader blending, type %u.\n",
2209 debug_d3dformat(format->id), type);
2210 TRACE("Color output: %#x\n", color);
2211 format->flags[type] &= ~WINED3DFMT_FLAG_POSTPIXELSHADER_BLENDING;
2213 else
2215 TRACE("Format %s supports post-pixelshader blending, type %u.\n",
2216 debug_d3dformat(format->id), type);
2217 TRACE("Color output: %#x\n", color);
2218 format->flags[type] |= WINED3DFMT_FLAG_POSTPIXELSHADER_BLENDING;
2222 if (gl_info->supported[ARB_FRAMEBUFFER_OBJECT]
2223 || gl_info->supported[EXT_PACKED_DEPTH_STENCIL])
2225 gl_info->fbo_ops.glFramebufferRenderbuffer(GL_FRAMEBUFFER, GL_DEPTH_ATTACHMENT, GL_RENDERBUFFER, 0);
2226 gl_info->fbo_ops.glFramebufferRenderbuffer(GL_FRAMEBUFFER, GL_STENCIL_ATTACHMENT, GL_RENDERBUFFER, 0);
2227 gl_info->fbo_ops.glDeleteRenderbuffers(1, &rb);
2228 checkGLcall("RB cleanup");
2232 if (format->glInternal != format->glGammaInternal)
2234 delete_fbo_attachment(gl_info, type, object);
2235 create_and_bind_fbo_attachment(gl_info, format->flags[type], type, &object, format->glGammaInternal,
2236 format->glFormat, format->glType);
2238 status = gl_info->fbo_ops.glCheckFramebufferStatus(GL_FRAMEBUFFER);
2239 checkGLcall("Framebuffer format check");
2241 if (status == GL_FRAMEBUFFER_COMPLETE)
2243 TRACE("Format %s's sRGB format is FBO attachable, type %u.\n",
2244 debug_d3dformat(format->id), type);
2245 format->flags[type] |= WINED3DFMT_FLAG_FBO_ATTACHABLE_SRGB;
2247 else
2249 WARN("Format %s's sRGB format is not FBO attachable, type %u.\n",
2250 debug_d3dformat(format->id), type);
2253 else if (status == GL_FRAMEBUFFER_COMPLETE)
2254 format->flags[type] |= WINED3DFMT_FLAG_FBO_ATTACHABLE_SRGB;
2256 if (format->flags[type] & (WINED3DFMT_FLAG_DEPTH | WINED3DFMT_FLAG_STENCIL))
2258 gl_info->fbo_ops.glFramebufferRenderbuffer(GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT0, GL_RENDERBUFFER, 0);
2259 gl_info->fbo_ops.glDeleteRenderbuffers(1, &color_rb);
2262 delete_fbo_attachment(gl_info, type, object);
2263 checkGLcall("Framebuffer format check cleaup");
2266 if (fallback_fmt_used && regular_fmt_used)
2268 FIXME("Format %s needs different render target formats for different resource types.\n",
2269 debug_d3dformat(format->id));
2270 format_clear_flag(format, WINED3DFMT_FLAG_RENDERTARGET | WINED3DFMT_FLAG_FBO_ATTACHABLE
2271 | WINED3DFMT_FLAG_FBO_ATTACHABLE_SRGB | WINED3DFMT_FLAG_POSTPIXELSHADER_BLENDING);
2275 static void query_format_flag(struct wined3d_gl_info *gl_info, struct wined3d_format *format,
2276 GLint internal, GLenum pname, DWORD flag, const char *string)
2278 GLint value;
2279 enum wined3d_gl_resource_type type;
2281 for (type = 0; type < ARRAY_SIZE(format->flags); ++type)
2283 gl_info->gl_ops.ext.p_glGetInternalformativ(wined3d_gl_type_to_enum(type), internal, pname, 1, &value);
2284 if (value == GL_FULL_SUPPORT)
2286 TRACE("Format %s supports %s, resource type %u.\n", debug_d3dformat(format->id), string, type);
2287 format->flags[type] |= flag;
2289 else
2291 TRACE("Format %s doesn't support %s, resource type %u.\n", debug_d3dformat(format->id), string, type);
2292 format->flags[type] &= ~flag;
2297 /* Context activation is done by the caller. */
2298 static void init_format_fbo_compat_info(struct wined3d_caps_gl_ctx *ctx)
2300 const struct wined3d_gl_info *gl_info = ctx->gl_info;
2301 unsigned int i, type;
2302 GLuint fbo;
2304 if (gl_info->supported[ARB_INTERNALFORMAT_QUERY2])
2306 for (i = 0; i < gl_info->format_count; ++i)
2308 GLint value;
2309 struct wined3d_format *format = &gl_info->formats[i];
2310 BOOL fallback_fmt_used = FALSE, regular_fmt_used = FALSE;
2311 GLenum rt_internal = format->rtInternal;
2313 if (!format->glInternal)
2314 continue;
2316 for (type = 0; type < ARRAY_SIZE(format->flags); ++type)
2318 gl_info->gl_ops.ext.p_glGetInternalformativ(wined3d_gl_type_to_enum(type),
2319 format->glInternal, GL_FRAMEBUFFER_RENDERABLE, 1, &value);
2320 if (value == GL_FULL_SUPPORT)
2322 TRACE("Format %s is supported as FBO color attachment, resource type %u.\n",
2323 debug_d3dformat(format->id), type);
2324 format->flags[type] |= WINED3DFMT_FLAG_FBO_ATTACHABLE;
2325 format->rtInternal = format->glInternal;
2326 regular_fmt_used = TRUE;
2328 gl_info->gl_ops.ext.p_glGetInternalformativ(wined3d_gl_type_to_enum(type),
2329 format->glInternal, GL_FRAMEBUFFER_BLEND, 1, &value);
2330 if (value == GL_FULL_SUPPORT)
2332 TRACE("Format %s supports post-pixelshader blending, resource type %u.\n",
2333 debug_d3dformat(format->id), type);
2334 format->flags[type] |= WINED3DFMT_FLAG_POSTPIXELSHADER_BLENDING;
2336 else
2338 TRACE("Format %s doesn't support post-pixelshader blending, resource typed %u.\n",
2339 debug_d3dformat(format->id), type);
2340 format->flags[type] &= ~WINED3DFMT_FLAG_POSTPIXELSHADER_BLENDING;
2343 else
2345 if (!rt_internal)
2347 if (format->flags[type] & WINED3DFMT_FLAG_RENDERTARGET)
2349 WARN("Format %s with rendertarget flag is not supported as FBO color attachment"
2350 " and no fallback specified, resource type %u.\n",
2351 debug_d3dformat(format->id), type);
2352 format->flags[type] &= ~WINED3DFMT_FLAG_RENDERTARGET;
2354 else
2355 TRACE("Format %s is not supported as FBO color attachment,"
2356 " resource type %u.\n", debug_d3dformat(format->id), type);
2357 format->rtInternal = format->glInternal;
2359 else
2361 gl_info->gl_ops.ext.p_glGetInternalformativ(wined3d_gl_type_to_enum(type),
2362 rt_internal, GL_FRAMEBUFFER_RENDERABLE, 1, &value);
2363 if (value == GL_FULL_SUPPORT)
2365 TRACE("Format %s rtInternal format is supported as FBO color attachment,"
2366 " resource type %u.\n", debug_d3dformat(format->id), type);
2367 fallback_fmt_used = TRUE;
2369 else
2371 WARN("Format %s rtInternal format is not supported as FBO color attachment,"
2372 " resource type %u.\n", debug_d3dformat(format->id), type);
2373 format->flags[type] &= ~WINED3DFMT_FLAG_RENDERTARGET;
2378 if (format->glInternal != format->glGammaInternal)
2380 gl_info->gl_ops.ext.p_glGetInternalformativ(wined3d_gl_type_to_enum(type),
2381 format->glGammaInternal, GL_FRAMEBUFFER_RENDERABLE, 1, &value);
2382 if (value == GL_FULL_SUPPORT)
2384 TRACE("Format %s's sRGB format is FBO attachable, resource type %u.\n",
2385 debug_d3dformat(format->id), type);
2386 format->flags[type] |= WINED3DFMT_FLAG_FBO_ATTACHABLE_SRGB;
2388 else
2390 WARN("Format %s's sRGB format is not FBO attachable, resource type %u.\n",
2391 debug_d3dformat(format->id), type);
2394 else if (format->flags[type] & WINED3DFMT_FLAG_FBO_ATTACHABLE)
2395 format->flags[type] |= WINED3DFMT_FLAG_FBO_ATTACHABLE_SRGB;
2398 if (fallback_fmt_used && regular_fmt_used)
2400 FIXME("Format %s needs different render target formats for different resource types.\n",
2401 debug_d3dformat(format->id));
2402 format_clear_flag(format, WINED3DFMT_FLAG_RENDERTARGET | WINED3DFMT_FLAG_FBO_ATTACHABLE
2403 | WINED3DFMT_FLAG_FBO_ATTACHABLE_SRGB | WINED3DFMT_FLAG_POSTPIXELSHADER_BLENDING);
2406 return;
2409 if (wined3d_settings.offscreen_rendering_mode == ORM_FBO)
2411 gl_info->fbo_ops.glGenFramebuffers(1, &fbo);
2412 gl_info->fbo_ops.glBindFramebuffer(GL_FRAMEBUFFER, fbo);
2413 gl_info->gl_ops.gl.p_glDrawBuffer(GL_COLOR_ATTACHMENT0);
2414 gl_info->gl_ops.gl.p_glReadBuffer(GL_COLOR_ATTACHMENT0);
2417 for (i = 0; i < gl_info->format_count; ++i)
2419 struct wined3d_format *format = &gl_info->formats[i];
2421 if (!format->glInternal) continue;
2423 if (format->flags[WINED3D_GL_RES_TYPE_TEX_2D] & WINED3DFMT_FLAG_COMPRESSED)
2425 TRACE("Skipping format %s because it's a compressed format.\n",
2426 debug_d3dformat(format->id));
2427 continue;
2430 if (wined3d_settings.offscreen_rendering_mode == ORM_FBO)
2432 TRACE("Checking if format %s is supported as FBO color attachment...\n", debug_d3dformat(format->id));
2433 check_fbo_compat(ctx, format);
2435 else
2437 format->rtInternal = format->glInternal;
2441 if (wined3d_settings.offscreen_rendering_mode == ORM_FBO)
2442 gl_info->fbo_ops.glDeleteFramebuffers(1, &fbo);
2445 static void query_internal_format(struct wined3d_adapter *adapter,
2446 struct wined3d_format *format, const struct wined3d_format_texture_info *texture_info,
2447 struct wined3d_gl_info *gl_info, BOOL srgb_write_supported, BOOL srgb_format)
2449 GLint count, multisample_types[MAX_MULTISAMPLE_TYPES];
2450 unsigned int i, max_log2;
2452 if (gl_info->supported[ARB_INTERNALFORMAT_QUERY2])
2454 query_format_flag(gl_info, format, format->glInternal, GL_VERTEX_TEXTURE,
2455 WINED3DFMT_FLAG_VTF, "vertex texture usage");
2456 query_format_flag(gl_info, format, format->glInternal, GL_FILTER,
2457 WINED3DFMT_FLAG_FILTERING, "filtering");
2459 if (srgb_format || format->glGammaInternal != format->glInternal)
2461 query_format_flag(gl_info, format, format->glGammaInternal, GL_SRGB_READ,
2462 WINED3DFMT_FLAG_SRGB_READ, "sRGB read");
2464 if (srgb_write_supported)
2465 query_format_flag(gl_info, format, format->glGammaInternal, GL_SRGB_WRITE,
2466 WINED3DFMT_FLAG_SRGB_WRITE, "sRGB write");
2467 else
2468 format_clear_flag(format, WINED3DFMT_FLAG_SRGB_WRITE);
2470 if (!(format->flags[WINED3D_GL_RES_TYPE_TEX_2D] & (WINED3DFMT_FLAG_SRGB_READ | WINED3DFMT_FLAG_SRGB_WRITE)))
2471 format->glGammaInternal = format->glInternal;
2472 else if (gl_info->supported[EXT_TEXTURE_SRGB_DECODE])
2473 format->glInternal = format->glGammaInternal;
2476 else
2478 if (!gl_info->limits.vertex_samplers)
2479 format_clear_flag(format, WINED3DFMT_FLAG_VTF);
2481 if (!(gl_info->quirks & WINED3D_QUIRK_LIMITED_TEX_FILTERING))
2482 format_set_flag(format, WINED3DFMT_FLAG_FILTERING);
2483 else if (format->id != WINED3DFMT_R32G32B32A32_FLOAT && format->id != WINED3DFMT_R32_FLOAT)
2484 format_clear_flag(format, WINED3DFMT_FLAG_VTF);
2486 if (srgb_format || format->glGammaInternal != format->glInternal)
2488 /* Filter sRGB capabilities if EXT_texture_sRGB is not supported. */
2489 if (!gl_info->supported[EXT_TEXTURE_SRGB])
2491 format->glGammaInternal = format->glInternal;
2492 format_clear_flag(format, WINED3DFMT_FLAG_SRGB_READ | WINED3DFMT_FLAG_SRGB_WRITE);
2494 else if (gl_info->supported[EXT_TEXTURE_SRGB_DECODE])
2496 format->glInternal = format->glGammaInternal;
2500 if ((format->flags[WINED3D_GL_RES_TYPE_TEX_2D] & WINED3DFMT_FLAG_SRGB_WRITE) && !srgb_write_supported)
2501 format_clear_flag(format, WINED3DFMT_FLAG_SRGB_WRITE);
2503 if (!gl_info->supported[ARB_DEPTH_TEXTURE]
2504 && texture_info->flags & (WINED3DFMT_FLAG_DEPTH | WINED3DFMT_FLAG_STENCIL))
2506 format->flags[WINED3D_GL_RES_TYPE_TEX_1D] &= ~WINED3DFMT_FLAG_TEXTURE;
2507 format->flags[WINED3D_GL_RES_TYPE_TEX_2D] &= ~WINED3DFMT_FLAG_TEXTURE;
2508 format->flags[WINED3D_GL_RES_TYPE_TEX_3D] &= ~WINED3DFMT_FLAG_TEXTURE;
2509 format->flags[WINED3D_GL_RES_TYPE_TEX_CUBE] &= ~WINED3DFMT_FLAG_TEXTURE;
2510 format->flags[WINED3D_GL_RES_TYPE_TEX_RECT] &= ~WINED3DFMT_FLAG_TEXTURE;
2514 if (format->glInternal && format->flags[WINED3D_GL_RES_TYPE_RB]
2515 & (WINED3DFMT_FLAG_RENDERTARGET | WINED3DFMT_FLAG_DEPTH | WINED3DFMT_FLAG_STENCIL))
2517 if (gl_info->supported[ARB_INTERNALFORMAT_QUERY])
2519 GL_EXTCALL(glGetInternalformativ(GL_RENDERBUFFER, format->glInternal,
2520 GL_NUM_SAMPLE_COUNTS, 1, &count));
2521 checkGLcall("glGetInternalformativ(GL_NUM_SAMPLE_COUNTS)");
2522 count = min(count, MAX_MULTISAMPLE_TYPES);
2523 GL_EXTCALL(glGetInternalformativ(GL_RENDERBUFFER, format->glInternal,
2524 GL_SAMPLES, count, multisample_types));
2525 checkGLcall("glGetInternalformativ(GL_SAMPLES)");
2526 for (i = 0; i < count; ++i)
2528 if (multisample_types[i] > sizeof(format->multisample_types) * 8)
2529 continue;
2530 format->multisample_types |= 1u << (multisample_types[i] - 1);
2533 else
2535 max_log2 = wined3d_log2i(min(gl_info->limits.samples,
2536 sizeof(format->multisample_types) * 8));
2537 for (i = 1; i <= max_log2; ++i)
2538 format->multisample_types |= 1u << ((1u << i) - 1);
2543 static BOOL init_format_texture_info(struct wined3d_adapter *adapter, struct wined3d_gl_info *gl_info)
2545 struct fragment_caps fragment_caps;
2546 struct shader_caps shader_caps;
2547 unsigned int i, j;
2548 BOOL srgb_write;
2550 adapter->fragment_pipe->get_caps(gl_info, &fragment_caps);
2551 adapter->shader_backend->shader_get_caps(gl_info, &shader_caps);
2552 srgb_write = (fragment_caps.wined3d_caps & WINED3D_FRAGMENT_CAP_SRGB_WRITE)
2553 && (shader_caps.wined3d_caps & WINED3D_SHADER_CAP_SRGB_WRITE);
2555 for (i = 0; i < sizeof(format_texture_info) / sizeof(*format_texture_info); ++i)
2557 int srgb_fmt_idx = -1, fmt_idx = get_format_idx(format_texture_info[i].id);
2558 struct wined3d_format *format, *srgb_format;
2560 if (fmt_idx == -1)
2562 ERR("Format %s (%#x) not found.\n",
2563 debug_d3dformat(format_texture_info[i].id), format_texture_info[i].id);
2564 return FALSE;
2567 if (!gl_info->supported[format_texture_info[i].extension]) continue;
2569 format = &gl_info->formats[fmt_idx];
2571 /* ARB_texture_rg defines floating point formats, but only if
2572 * ARB_texture_float is also supported. */
2573 if (!gl_info->supported[ARB_TEXTURE_FLOAT]
2574 && (format->flags[WINED3D_GL_RES_TYPE_TEX_2D] & WINED3DFMT_FLAG_FLOAT))
2575 continue;
2577 /* ARB_texture_rg defines integer formats if EXT_texture_integer is also supported. */
2578 if (!gl_info->supported[EXT_TEXTURE_INTEGER]
2579 && (format->flags[WINED3D_GL_RES_TYPE_TEX_2D] & WINED3DFMT_FLAG_INTEGER))
2580 continue;
2582 format->glInternal = format_texture_info[i].gl_internal;
2583 format->glGammaInternal = format_texture_info[i].gl_srgb_internal;
2584 format->rtInternal = format_texture_info[i].gl_rt_internal;
2585 format->glFormat = format_texture_info[i].gl_format;
2586 format->glType = format_texture_info[i].gl_type;
2587 format->color_fixup = COLOR_FIXUP_IDENTITY;
2588 format->height_scale.numerator = 1;
2589 format->height_scale.denominator = 1;
2591 format->flags[WINED3D_GL_RES_TYPE_TEX_1D] |= format_texture_info[i].flags;
2592 format->flags[WINED3D_GL_RES_TYPE_TEX_2D] |= format_texture_info[i].flags;
2593 format->flags[WINED3D_GL_RES_TYPE_BUFFER] |= format_texture_info[i].flags;
2595 /* GL_ARB_depth_texture does not support 3D textures. It also says "cube textures are
2596 * problematic", but doesn't explicitly mandate that an error is generated. */
2597 if (gl_info->supported[EXT_TEXTURE3D]
2598 && !(format_texture_info[i].flags & (WINED3DFMT_FLAG_DEPTH | WINED3DFMT_FLAG_STENCIL)))
2599 format->flags[WINED3D_GL_RES_TYPE_TEX_3D] |= format_texture_info[i].flags;
2601 if (gl_info->supported[ARB_TEXTURE_CUBE_MAP])
2602 format->flags[WINED3D_GL_RES_TYPE_TEX_CUBE] |= format_texture_info[i].flags;
2604 if (gl_info->supported[ARB_TEXTURE_RECTANGLE])
2605 format->flags[WINED3D_GL_RES_TYPE_TEX_RECT] |= format_texture_info[i].flags;
2607 format->flags[WINED3D_GL_RES_TYPE_RB] |= format_texture_info[i].flags;
2608 format->flags[WINED3D_GL_RES_TYPE_RB] &= ~WINED3DFMT_FLAG_TEXTURE;
2610 if (format->glGammaInternal != format->glInternal
2611 && !(adapter->d3d_info.wined3d_creation_flags & WINED3D_SRGB_READ_WRITE_CONTROL))
2613 format->glGammaInternal = format->glInternal;
2614 format_clear_flag(format, WINED3DFMT_FLAG_SRGB_READ | WINED3DFMT_FLAG_SRGB_WRITE);
2617 query_internal_format(adapter, format, &format_texture_info[i], gl_info, srgb_write, FALSE);
2619 /* Texture conversion stuff */
2620 format->convert = format_texture_info[i].convert;
2621 format->conv_byte_count = format_texture_info[i].conv_byte_count;
2623 for (j = 0; j < sizeof(format_srgb_info) / sizeof(*format_srgb_info); ++j)
2625 if (format_srgb_info[j].base_format_id == format->id)
2627 srgb_fmt_idx = get_format_idx(format_srgb_info[j].srgb_format_id);
2628 if (srgb_fmt_idx == -1)
2630 ERR("Format %s (%#x) not found.\n",
2631 debug_d3dformat(format_srgb_info[j].srgb_format_id),
2632 format_srgb_info[j].srgb_format_id);
2633 return FALSE;
2635 break;
2639 if (srgb_fmt_idx == -1)
2640 continue;
2642 srgb_format = &gl_info->formats[srgb_fmt_idx];
2644 *srgb_format = *format;
2645 srgb_format->id = format_srgb_info[j].srgb_format_id;
2647 if (gl_info->supported[EXT_TEXTURE_SRGB]
2648 && !(adapter->d3d_info.wined3d_creation_flags & WINED3D_SRGB_READ_WRITE_CONTROL))
2650 srgb_format->glInternal = format_texture_info[i].gl_srgb_internal;
2651 srgb_format->glGammaInternal = format_texture_info[i].gl_srgb_internal;
2652 format_set_flag(srgb_format, WINED3DFMT_FLAG_SRGB_READ | WINED3DFMT_FLAG_SRGB_WRITE);
2653 query_internal_format(adapter, srgb_format, &format_texture_info[i], gl_info, srgb_write, TRUE);
2657 return TRUE;
2660 static BOOL color_match(DWORD c1, DWORD c2, BYTE max_diff)
2662 if (abs((c1 & 0xff) - (c2 & 0xff)) > max_diff) return FALSE;
2663 c1 >>= 8; c2 >>= 8;
2664 if (abs((c1 & 0xff) - (c2 & 0xff)) > max_diff) return FALSE;
2665 c1 >>= 8; c2 >>= 8;
2666 if (abs((c1 & 0xff) - (c2 & 0xff)) > max_diff) return FALSE;
2667 c1 >>= 8; c2 >>= 8;
2668 if (abs((c1 & 0xff) - (c2 & 0xff)) > max_diff) return FALSE;
2669 return TRUE;
2672 /* A context is provided by the caller */
2673 static BOOL check_filter(const struct wined3d_gl_info *gl_info, GLenum internal)
2675 static const DWORD data[] = {0x00000000, 0xffffffff};
2676 GLuint tex, fbo, buffer;
2677 DWORD readback[16 * 1];
2678 BOOL ret = FALSE;
2680 /* Render a filtered texture and see what happens. This is intended to detect the lack of
2681 * float16 filtering on ATI X1000 class cards. The drivers disable filtering instead of
2682 * falling back to software. If this changes in the future this code will get fooled and
2683 * apps might hit the software path due to incorrectly advertised caps.
2685 * Its unlikely that this changes however. GL Games like Mass Effect depend on the filter
2686 * disable fallback, if Apple or ATI ever change the driver behavior they will break more
2687 * than Wine. The Linux binary <= r500 driver is not maintained any more anyway
2690 while (gl_info->gl_ops.gl.p_glGetError());
2692 gl_info->gl_ops.gl.p_glGenTextures(1, &buffer);
2693 gl_info->gl_ops.gl.p_glBindTexture(GL_TEXTURE_2D, buffer);
2694 memset(readback, 0x7e, sizeof(readback));
2695 gl_info->gl_ops.gl.p_glTexImage2D(GL_TEXTURE_2D, 0, GL_RGBA8, 16, 1, 0,
2696 GL_RGBA, GL_UNSIGNED_INT_8_8_8_8, readback);
2697 gl_info->gl_ops.gl.p_glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_NEAREST);
2698 gl_info->gl_ops.gl.p_glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_NEAREST);
2699 gl_info->gl_ops.gl.p_glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_CLAMP_TO_EDGE);
2700 gl_info->gl_ops.gl.p_glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_CLAMP_TO_EDGE);
2701 gl_info->gl_ops.gl.p_glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_R, GL_CLAMP_TO_EDGE);
2703 gl_info->gl_ops.gl.p_glGenTextures(1, &tex);
2704 gl_info->gl_ops.gl.p_glBindTexture(GL_TEXTURE_2D, tex);
2705 gl_info->gl_ops.gl.p_glTexImage2D(GL_TEXTURE_2D, 0, internal, 2, 1, 0,
2706 GL_BGRA, GL_UNSIGNED_INT_8_8_8_8_REV, data);
2707 gl_info->gl_ops.gl.p_glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR);
2708 gl_info->gl_ops.gl.p_glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_LINEAR);
2709 gl_info->gl_ops.gl.p_glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_CLAMP_TO_EDGE);
2710 gl_info->gl_ops.gl.p_glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_CLAMP_TO_EDGE);
2711 gl_info->gl_ops.gl.p_glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_R, GL_CLAMP_TO_EDGE);
2712 gl_info->gl_ops.gl.p_glEnable(GL_TEXTURE_2D);
2714 gl_info->fbo_ops.glGenFramebuffers(1, &fbo);
2715 gl_info->fbo_ops.glBindFramebuffer(GL_FRAMEBUFFER, fbo);
2716 gl_info->fbo_ops.glFramebufferTexture2D(GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT0, GL_TEXTURE_2D, buffer, 0);
2717 gl_info->gl_ops.gl.p_glDrawBuffer(GL_COLOR_ATTACHMENT0);
2719 gl_info->gl_ops.gl.p_glViewport(0, 0, 16, 1);
2720 gl_info->gl_ops.gl.p_glDisable(GL_LIGHTING);
2721 gl_info->gl_ops.gl.p_glMatrixMode(GL_MODELVIEW);
2722 gl_info->gl_ops.gl.p_glLoadIdentity();
2723 gl_info->gl_ops.gl.p_glMatrixMode(GL_PROJECTION);
2724 gl_info->gl_ops.gl.p_glLoadIdentity();
2726 gl_info->gl_ops.gl.p_glClearColor(0, 1, 0, 0);
2727 gl_info->gl_ops.gl.p_glClear(GL_COLOR_BUFFER_BIT);
2729 gl_info->gl_ops.gl.p_glBegin(GL_TRIANGLE_STRIP);
2730 gl_info->gl_ops.gl.p_glTexCoord2f(0.0, 0.0);
2731 gl_info->gl_ops.gl.p_glVertex2f(-1.0f, -1.0f);
2732 gl_info->gl_ops.gl.p_glTexCoord2f(1.0, 0.0);
2733 gl_info->gl_ops.gl.p_glVertex2f(1.0f, -1.0f);
2734 gl_info->gl_ops.gl.p_glTexCoord2f(0.0, 1.0);
2735 gl_info->gl_ops.gl.p_glVertex2f(-1.0f, 1.0f);
2736 gl_info->gl_ops.gl.p_glTexCoord2f(1.0, 1.0);
2737 gl_info->gl_ops.gl.p_glVertex2f(1.0f, 1.0f);
2738 gl_info->gl_ops.gl.p_glEnd();
2740 gl_info->gl_ops.gl.p_glBindTexture(GL_TEXTURE_2D, buffer);
2741 memset(readback, 0x7f, sizeof(readback));
2742 gl_info->gl_ops.gl.p_glGetTexImage(GL_TEXTURE_2D, 0, GL_BGRA, GL_UNSIGNED_INT_8_8_8_8_REV, readback);
2743 if (color_match(readback[6], 0xffffffff, 5) || color_match(readback[6], 0x00000000, 5)
2744 || color_match(readback[9], 0xffffffff, 5) || color_match(readback[9], 0x00000000, 5))
2746 TRACE("Read back colors 0x%08x and 0x%08x close to unfiltered color, assuming no filtering\n",
2747 readback[6], readback[9]);
2748 ret = FALSE;
2750 else
2752 TRACE("Read back colors are 0x%08x and 0x%08x, assuming texture is filtered\n",
2753 readback[6], readback[9]);
2754 ret = TRUE;
2757 gl_info->fbo_ops.glBindFramebuffer(GL_FRAMEBUFFER, 0);
2758 gl_info->fbo_ops.glDeleteFramebuffers(1, &fbo);
2759 gl_info->gl_ops.gl.p_glDeleteTextures(1, &tex);
2760 gl_info->gl_ops.gl.p_glDeleteTextures(1, &buffer);
2762 if (gl_info->gl_ops.gl.p_glGetError())
2764 FIXME("Error during filtering test for format %x, returning no filtering\n", internal);
2765 ret = FALSE;
2768 return ret;
2771 static void init_format_filter_info(struct wined3d_gl_info *gl_info, enum wined3d_pci_vendor vendor)
2773 struct wined3d_format *format;
2774 unsigned int fmt_idx, i;
2775 static const enum wined3d_format_id fmts16[] =
2777 WINED3DFMT_R16_FLOAT,
2778 WINED3DFMT_R16G16_FLOAT,
2779 WINED3DFMT_R16G16B16A16_FLOAT,
2781 BOOL filtered;
2783 if (gl_info->supported[ARB_INTERNALFORMAT_QUERY2])
2784 /* This was already handled by init_format_texture_info(). */
2785 return;
2787 if (wined3d_settings.offscreen_rendering_mode != ORM_FBO
2788 || !gl_info->supported[WINED3D_GL_LEGACY_CONTEXT])
2790 WARN("No FBO support, or no FBO ORM, guessing filter info from GL caps\n");
2791 if (vendor == HW_VENDOR_NVIDIA && gl_info->supported[ARB_TEXTURE_FLOAT])
2793 TRACE("Nvidia card with texture_float support: Assuming float16 blending\n");
2794 filtered = TRUE;
2796 else if (gl_info->limits.glsl_varyings > 44)
2798 TRACE("More than 44 GLSL varyings - assuming d3d10 card with float16 blending\n");
2799 filtered = TRUE;
2801 else
2803 TRACE("Assuming no float16 blending\n");
2804 filtered = FALSE;
2807 if(filtered)
2809 for(i = 0; i < (sizeof(fmts16) / sizeof(*fmts16)); i++)
2811 fmt_idx = get_format_idx(fmts16[i]);
2812 format_set_flag(&gl_info->formats[fmt_idx], WINED3DFMT_FLAG_FILTERING);
2815 return;
2818 for(i = 0; i < (sizeof(fmts16) / sizeof(*fmts16)); i++)
2820 fmt_idx = get_format_idx(fmts16[i]);
2821 format = &gl_info->formats[fmt_idx];
2822 if (!format->glInternal) continue; /* Not supported by GL */
2824 filtered = check_filter(gl_info, gl_info->formats[fmt_idx].glInternal);
2825 if(filtered)
2827 TRACE("Format %s supports filtering\n", debug_d3dformat(fmts16[i]));
2828 format_set_flag(format, WINED3DFMT_FLAG_FILTERING);
2830 else
2832 TRACE("Format %s does not support filtering\n", debug_d3dformat(fmts16[i]));
2837 static void apply_format_fixups(struct wined3d_adapter *adapter, struct wined3d_gl_info *gl_info)
2839 unsigned int i;
2840 int idx;
2842 idx = get_format_idx(WINED3DFMT_R16_FLOAT);
2843 gl_info->formats[idx].color_fixup = create_color_fixup_desc(
2844 0, CHANNEL_SOURCE_X, 0, CHANNEL_SOURCE_ONE, 0, CHANNEL_SOURCE_ONE, 0, CHANNEL_SOURCE_W);
2846 idx = get_format_idx(WINED3DFMT_R32_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_R16G16_UNORM);
2851 gl_info->formats[idx].color_fixup = create_color_fixup_desc(
2852 0, CHANNEL_SOURCE_X, 0, CHANNEL_SOURCE_Y, 0, CHANNEL_SOURCE_ONE, 0, CHANNEL_SOURCE_W);
2854 idx = get_format_idx(WINED3DFMT_R16G16_FLOAT);
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_R32G32_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 /* GL_ATI_envmap_bumpmap in theory supports R8G8_SNORM but is no longer supported by
2863 * any driver. */
2864 if (gl_info->supported[NV_TEXTURE_SHADER] || gl_info->supported[EXT_TEXTURE_SNORM])
2866 /* R8G8_SNORM and R16G16_SNORM need a fixup of the undefined blue channel. OpenGL
2867 * returns 0.0 when sampling from it, DirectX 1.0. So we always have in-shader
2868 * conversion for this format. */
2869 idx = get_format_idx(WINED3DFMT_R8G8_SNORM);
2870 gl_info->formats[idx].color_fixup = create_color_fixup_desc(
2871 0, CHANNEL_SOURCE_X, 0, CHANNEL_SOURCE_Y, 0, CHANNEL_SOURCE_ONE, 0, CHANNEL_SOURCE_ONE);
2872 idx = get_format_idx(WINED3DFMT_R16G16_SNORM);
2873 gl_info->formats[idx].color_fixup = create_color_fixup_desc(
2874 0, CHANNEL_SOURCE_X, 0, CHANNEL_SOURCE_Y, 0, CHANNEL_SOURCE_ONE, 0, CHANNEL_SOURCE_ONE);
2876 else
2878 /* Emulate using unsigned formats. This requires load-time conversion in addition to the
2879 * fixups here. */
2880 idx = get_format_idx(WINED3DFMT_R8G8_SNORM);
2881 gl_info->formats[idx].color_fixup = create_color_fixup_desc(
2882 1, CHANNEL_SOURCE_X, 1, CHANNEL_SOURCE_Y, 0, CHANNEL_SOURCE_ONE, 0, CHANNEL_SOURCE_ONE);
2883 idx = get_format_idx(WINED3DFMT_R16G16_SNORM);
2884 gl_info->formats[idx].color_fixup = create_color_fixup_desc(
2885 1, CHANNEL_SOURCE_X, 1, CHANNEL_SOURCE_Y, 0, CHANNEL_SOURCE_ONE, 0, CHANNEL_SOURCE_ONE);
2886 idx = get_format_idx(WINED3DFMT_R8G8B8A8_SNORM);
2887 gl_info->formats[idx].color_fixup = create_color_fixup_desc(
2888 1, CHANNEL_SOURCE_X, 1, CHANNEL_SOURCE_Y, 1, CHANNEL_SOURCE_Z, 1, CHANNEL_SOURCE_W);
2889 idx = get_format_idx(WINED3DFMT_R5G5_SNORM_L6_UNORM);
2890 gl_info->formats[idx].color_fixup = create_color_fixup_desc(
2891 1, CHANNEL_SOURCE_X, 1, CHANNEL_SOURCE_Z, 0, CHANNEL_SOURCE_Y, 0, CHANNEL_SOURCE_ONE);
2894 if (!gl_info->supported[NV_TEXTURE_SHADER])
2896 idx = get_format_idx(WINED3DFMT_R8G8_SNORM_L8X8_UNORM);
2897 gl_info->formats[idx].color_fixup = create_color_fixup_desc(
2898 1, CHANNEL_SOURCE_X, 1, CHANNEL_SOURCE_Y, 0, CHANNEL_SOURCE_Z, 0, CHANNEL_SOURCE_W);
2901 if (gl_info->supported[ARB_TEXTURE_COMPRESSION_RGTC] || gl_info->supported[EXT_TEXTURE_COMPRESSION_RGTC])
2903 idx = get_format_idx(WINED3DFMT_ATI1N);
2904 gl_info->formats[idx].color_fixup = create_color_fixup_desc(
2905 0, CHANNEL_SOURCE_X, 0, CHANNEL_SOURCE_X, 0, CHANNEL_SOURCE_X, 0, CHANNEL_SOURCE_X);
2907 idx = get_format_idx(WINED3DFMT_ATI2N);
2908 gl_info->formats[idx].color_fixup = create_color_fixup_desc(
2909 0, CHANNEL_SOURCE_Y, 0, CHANNEL_SOURCE_X, 0, CHANNEL_SOURCE_ONE, 0, CHANNEL_SOURCE_ONE);
2911 else if (gl_info->supported[ATI_TEXTURE_COMPRESSION_3DC])
2913 idx = get_format_idx(WINED3DFMT_ATI2N);
2914 gl_info->formats[idx].color_fixup= create_color_fixup_desc(
2915 0, CHANNEL_SOURCE_X, 0, CHANNEL_SOURCE_W, 0, CHANNEL_SOURCE_ONE, 0, CHANNEL_SOURCE_ONE);
2918 if (!gl_info->supported[APPLE_YCBCR_422])
2920 idx = get_format_idx(WINED3DFMT_YUY2);
2921 gl_info->formats[idx].color_fixup = create_complex_fixup_desc(COMPLEX_FIXUP_YUY2);
2923 idx = get_format_idx(WINED3DFMT_UYVY);
2924 gl_info->formats[idx].color_fixup = create_complex_fixup_desc(COMPLEX_FIXUP_UYVY);
2927 idx = get_format_idx(WINED3DFMT_YV12);
2928 format_set_flag(&gl_info->formats[idx], WINED3DFMT_FLAG_HEIGHT_SCALE);
2929 gl_info->formats[idx].height_scale.numerator = 3;
2930 gl_info->formats[idx].height_scale.denominator = 2;
2931 gl_info->formats[idx].color_fixup = create_complex_fixup_desc(COMPLEX_FIXUP_YV12);
2933 idx = get_format_idx(WINED3DFMT_NV12);
2934 format_set_flag(&gl_info->formats[idx], WINED3DFMT_FLAG_HEIGHT_SCALE);
2935 gl_info->formats[idx].height_scale.numerator = 3;
2936 gl_info->formats[idx].height_scale.denominator = 2;
2937 gl_info->formats[idx].color_fixup = create_complex_fixup_desc(COMPLEX_FIXUP_NV12);
2939 if (!gl_info->supported[WINED3D_GL_LEGACY_CONTEXT])
2941 idx = get_format_idx(WINED3DFMT_A8_UNORM);
2942 gl_info->formats[idx].color_fixup = create_color_fixup_desc(
2943 0, CHANNEL_SOURCE_ZERO, 0, CHANNEL_SOURCE_ZERO, 0, CHANNEL_SOURCE_ZERO, 0, CHANNEL_SOURCE_X);
2944 idx = get_format_idx(WINED3DFMT_L8A8_UNORM);
2945 gl_info->formats[idx].color_fixup = create_color_fixup_desc(
2946 0, CHANNEL_SOURCE_X, 0, CHANNEL_SOURCE_X, 0, CHANNEL_SOURCE_X, 0, CHANNEL_SOURCE_Y);
2947 idx = get_format_idx(WINED3DFMT_L4A4_UNORM);
2948 gl_info->formats[idx].color_fixup = create_color_fixup_desc(
2949 0, CHANNEL_SOURCE_X, 0, CHANNEL_SOURCE_X, 0, CHANNEL_SOURCE_X, 0, CHANNEL_SOURCE_Y);
2950 idx = get_format_idx(WINED3DFMT_L16_UNORM);
2951 gl_info->formats[idx].color_fixup = create_color_fixup_desc(
2952 0, CHANNEL_SOURCE_X, 0, CHANNEL_SOURCE_X, 0, CHANNEL_SOURCE_X, 0, CHANNEL_SOURCE_ONE);
2953 idx = get_format_idx(WINED3DFMT_INTZ);
2954 gl_info->formats[idx].color_fixup = create_color_fixup_desc(
2955 0, CHANNEL_SOURCE_X, 0, CHANNEL_SOURCE_X, 0, CHANNEL_SOURCE_X, 0, CHANNEL_SOURCE_X);
2958 if (gl_info->supported[ARB_TEXTURE_RG])
2960 idx = get_format_idx(WINED3DFMT_L8_UNORM);
2961 gl_info->formats[idx].color_fixup = create_color_fixup_desc(
2962 0, CHANNEL_SOURCE_X, 0, CHANNEL_SOURCE_X, 0, CHANNEL_SOURCE_X, 0, CHANNEL_SOURCE_ONE);
2965 if (gl_info->supported[ARB_FRAGMENT_PROGRAM])
2967 idx = get_format_idx(WINED3DFMT_P8_UINT);
2968 gl_info->formats[idx].color_fixup = create_complex_fixup_desc(COMPLEX_FIXUP_P8);
2971 if (gl_info->supported[ARB_VERTEX_ARRAY_BGRA])
2973 idx = get_format_idx(WINED3DFMT_B8G8R8A8_UNORM);
2974 gl_info->formats[idx].gl_vtx_format = GL_BGRA;
2977 if (gl_info->supported[ARB_HALF_FLOAT_VERTEX])
2979 /* Do not change the size of the type, it is CPU side. We have to change the GPU-side information though.
2980 * It is the job of the vertex buffer code to make sure that the vbos have the right format */
2981 idx = get_format_idx(WINED3DFMT_R16G16_FLOAT);
2982 gl_info->formats[idx].gl_vtx_type = GL_HALF_FLOAT; /* == GL_HALF_FLOAT_NV */
2984 idx = get_format_idx(WINED3DFMT_R16G16B16A16_FLOAT);
2985 gl_info->formats[idx].gl_vtx_type = GL_HALF_FLOAT;
2988 if (!gl_info->supported[ARB_HALF_FLOAT_PIXEL])
2990 idx = get_format_idx(WINED3DFMT_R16_FLOAT);
2991 format_clear_flag(&gl_info->formats[idx], WINED3DFMT_FLAG_TEXTURE);
2993 idx = get_format_idx(WINED3DFMT_R16G16_FLOAT);
2994 format_clear_flag(&gl_info->formats[idx], WINED3DFMT_FLAG_TEXTURE);
2996 idx = get_format_idx(WINED3DFMT_R16G16B16A16_FLOAT);
2997 format_clear_flag(&gl_info->formats[idx], WINED3DFMT_FLAG_TEXTURE);
3000 if (gl_info->quirks & WINED3D_QUIRK_BROKEN_RGBA16)
3002 idx = get_format_idx(WINED3DFMT_R16G16B16A16_UNORM);
3003 format_clear_flag(&gl_info->formats[idx], WINED3DFMT_FLAG_TEXTURE);
3006 /* ATI instancing hack: Although ATI cards do not support Shader Model
3007 * 3.0, they support instancing. To query if the card supports instancing
3008 * CheckDeviceFormat() with the special format MAKEFOURCC('I','N','S','T')
3009 * is used. Should an application check for this, provide a proper return
3010 * value. We can do instancing with all shader versions, but we need
3011 * vertex shaders.
3013 * Additionally applications have to set the D3DRS_POINTSIZE render state
3014 * to MAKEFOURCC('I','N','S','T') once to enable instancing. Wined3d
3015 * doesn't need that and just ignores it.
3017 * With Shader Model 3.0 capable cards Instancing 'just works' in Windows. */
3018 /* FIXME: This should just check the shader backend caps. */
3019 if (gl_info->supported[ARB_VERTEX_PROGRAM] || gl_info->supported[ARB_VERTEX_SHADER])
3021 idx = get_format_idx(WINED3DFMT_INST);
3022 format_set_flag(&gl_info->formats[idx], WINED3DFMT_FLAG_TEXTURE);
3025 /* Depth bound test. To query if the card supports it CheckDeviceFormat()
3026 * with the special format MAKEFOURCC('N','V','D','B') is used. It is
3027 * enabled by setting D3DRS_ADAPTIVETESS_X render state to
3028 * MAKEFOURCC('N','V','D','B') and then controlled by setting
3029 * D3DRS_ADAPTIVETESS_Z (zMin) and D3DRS_ADAPTIVETESS_W (zMax) to test
3030 * value. */
3031 if (gl_info->supported[EXT_DEPTH_BOUNDS_TEST])
3033 idx = get_format_idx(WINED3DFMT_NVDB);
3034 format_set_flag(&gl_info->formats[idx], WINED3DFMT_FLAG_TEXTURE);
3037 /* RESZ aka AMD DX9-level hack for multisampled depth buffer resolve. You query for RESZ
3038 * support by checking for availability of MAKEFOURCC('R','E','S','Z') surfaces with
3039 * RENDERTARGET usage. */
3040 if (gl_info->supported[ARB_FRAMEBUFFER_OBJECT])
3042 idx = get_format_idx(WINED3DFMT_RESZ);
3043 format_set_flag(&gl_info->formats[idx], WINED3DFMT_FLAG_TEXTURE | WINED3DFMT_FLAG_RENDERTARGET);
3046 for (i = 0; i < gl_info->format_count; ++i)
3048 struct wined3d_format *format = &gl_info->formats[i];
3050 if (!(format->flags[WINED3D_GL_RES_TYPE_TEX_2D] & WINED3DFMT_FLAG_TEXTURE))
3051 continue;
3053 if (!adapter->shader_backend->shader_color_fixup_supported(format->color_fixup)
3054 || !adapter->fragment_pipe->color_fixup_supported(format->color_fixup))
3055 format_clear_flag(&gl_info->formats[idx], WINED3DFMT_FLAG_TEXTURE);
3058 /* GL_EXT_texture_compression_s3tc does not support 3D textures. Some Windows drivers
3059 * for dx9 GPUs support it, some do not, so not supporting DXTn volumes is OK for d3d9.
3061 * Note that GL_NV_texture_compression_vtc adds this functionality to OpenGL, but the
3062 * block layout is not compatible with the one used by d3d. See volume_dxt5_test. */
3063 idx = get_format_idx(WINED3DFMT_DXT1);
3064 gl_info->formats[idx].flags[WINED3D_GL_RES_TYPE_TEX_3D] &= ~WINED3DFMT_FLAG_TEXTURE;
3065 idx = get_format_idx(WINED3DFMT_DXT2);
3066 gl_info->formats[idx].flags[WINED3D_GL_RES_TYPE_TEX_3D] &= ~WINED3DFMT_FLAG_TEXTURE;
3067 idx = get_format_idx(WINED3DFMT_DXT3);
3068 gl_info->formats[idx].flags[WINED3D_GL_RES_TYPE_TEX_3D] &= ~WINED3DFMT_FLAG_TEXTURE;
3069 idx = get_format_idx(WINED3DFMT_DXT4);
3070 gl_info->formats[idx].flags[WINED3D_GL_RES_TYPE_TEX_3D] &= ~WINED3DFMT_FLAG_TEXTURE;
3071 idx = get_format_idx(WINED3DFMT_DXT5);
3072 gl_info->formats[idx].flags[WINED3D_GL_RES_TYPE_TEX_3D] &= ~WINED3DFMT_FLAG_TEXTURE;
3073 idx = get_format_idx(WINED3DFMT_BC1_UNORM);
3074 gl_info->formats[idx].flags[WINED3D_GL_RES_TYPE_TEX_3D] &= ~WINED3DFMT_FLAG_TEXTURE;
3075 idx = get_format_idx(WINED3DFMT_BC1_UNORM_SRGB);
3076 gl_info->formats[idx].flags[WINED3D_GL_RES_TYPE_TEX_3D] &= ~WINED3DFMT_FLAG_TEXTURE;
3077 idx = get_format_idx(WINED3DFMT_BC2_UNORM);
3078 gl_info->formats[idx].flags[WINED3D_GL_RES_TYPE_TEX_3D] &= ~WINED3DFMT_FLAG_TEXTURE;
3079 idx = get_format_idx(WINED3DFMT_BC2_UNORM_SRGB);
3080 gl_info->formats[idx].flags[WINED3D_GL_RES_TYPE_TEX_3D] &= ~WINED3DFMT_FLAG_TEXTURE;
3081 idx = get_format_idx(WINED3DFMT_BC3_UNORM);
3082 gl_info->formats[idx].flags[WINED3D_GL_RES_TYPE_TEX_3D] &= ~WINED3DFMT_FLAG_TEXTURE;
3083 idx = get_format_idx(WINED3DFMT_BC3_UNORM_SRGB);
3084 gl_info->formats[idx].flags[WINED3D_GL_RES_TYPE_TEX_3D] &= ~WINED3DFMT_FLAG_TEXTURE;
3085 /* Similarly with ATI1N / ATI2N and GL_ARB_texture_compression_rgtc. */
3086 idx = get_format_idx(WINED3DFMT_ATI1N);
3087 gl_info->formats[idx].flags[WINED3D_GL_RES_TYPE_TEX_3D] &= ~WINED3DFMT_FLAG_TEXTURE;
3088 idx = get_format_idx(WINED3DFMT_ATI2N);
3089 gl_info->formats[idx].flags[WINED3D_GL_RES_TYPE_TEX_3D] &= ~WINED3DFMT_FLAG_TEXTURE;
3090 idx = get_format_idx(WINED3DFMT_BC4_UNORM);
3091 gl_info->formats[idx].flags[WINED3D_GL_RES_TYPE_TEX_3D] &= ~WINED3DFMT_FLAG_TEXTURE;
3092 idx = get_format_idx(WINED3DFMT_BC5_UNORM);
3093 gl_info->formats[idx].flags[WINED3D_GL_RES_TYPE_TEX_3D] &= ~WINED3DFMT_FLAG_TEXTURE;
3096 static BOOL init_format_vertex_info(struct wined3d_gl_info *gl_info)
3098 unsigned int i;
3100 for (i = 0; i < (sizeof(format_vertex_info) / sizeof(*format_vertex_info)); ++i)
3102 struct wined3d_format *format;
3103 int fmt_idx = get_format_idx(format_vertex_info[i].id);
3105 if (fmt_idx == -1)
3107 ERR("Format %s (%#x) not found.\n",
3108 debug_d3dformat(format_vertex_info[i].id), format_vertex_info[i].id);
3109 return FALSE;
3112 format = &gl_info->formats[fmt_idx];
3113 format->emit_idx = format_vertex_info[i].emit_idx;
3114 format->component_count = format_vertex_info[i].component_count;
3115 format->gl_vtx_type = format_vertex_info[i].gl_vtx_type;
3116 format->gl_vtx_format = format_vertex_info[i].gl_vtx_format;
3117 format->gl_normalized = format_vertex_info[i].gl_normalized;
3118 format->component_size = format_vertex_info[i].component_size;
3121 return TRUE;
3124 static BOOL init_typeless_formats(struct wined3d_gl_info *gl_info)
3126 unsigned int flags[WINED3D_GL_RES_TYPE_COUNT];
3127 unsigned int i, j;
3129 for (i = 0; i < ARRAY_SIZE(typed_formats); ++i)
3131 struct wined3d_format *format, *typeless_format;
3132 int fmt_idx = get_format_idx(typed_formats[i].id);
3133 int typeless_fmt_idx = get_format_idx(typed_formats[i].typeless_id);
3135 if (fmt_idx == -1)
3137 ERR("Format %s (%#x) not found.\n",
3138 debug_d3dformat(typed_formats[i].id),
3139 typed_formats[i].id);
3140 return FALSE;
3142 if (typeless_fmt_idx == -1)
3144 ERR("Format %s (%#x) not found.\n",
3145 debug_d3dformat(typed_formats[i].typeless_id),
3146 typed_formats[i].typeless_id);
3147 return FALSE;
3150 format = &gl_info->formats[fmt_idx];
3151 typeless_format = &gl_info->formats[typeless_fmt_idx];
3153 memcpy(flags, typeless_format->flags, sizeof(flags));
3154 *typeless_format = *format;
3155 typeless_format->id = typed_formats[i].typeless_id;
3156 for (j = 0; j < ARRAY_SIZE(typeless_format->flags); ++j)
3157 typeless_format->flags[j] |= flags[j];
3160 return TRUE;
3163 BOOL initPixelFormatsNoGL(struct wined3d_gl_info *gl_info)
3165 if (!init_format_base_info(gl_info)) return FALSE;
3167 if (!init_format_block_info(gl_info))
3169 HeapFree(GetProcessHeap(), 0, gl_info->formats);
3170 gl_info->formats = NULL;
3171 return FALSE;
3174 return TRUE;
3177 /* Context activation is done by the caller. */
3178 BOOL wined3d_adapter_init_format_info(struct wined3d_adapter *adapter, struct wined3d_caps_gl_ctx *ctx)
3180 struct wined3d_gl_info *gl_info = &adapter->gl_info;
3182 if (!init_format_base_info(gl_info)) return FALSE;
3184 if (!init_format_block_info(gl_info)) goto fail;
3185 if (!init_format_texture_info(adapter, gl_info)) goto fail;
3186 if (!init_format_vertex_info(gl_info)) goto fail;
3188 apply_format_fixups(adapter, gl_info);
3189 init_format_fbo_compat_info(ctx);
3190 init_format_filter_info(gl_info, adapter->driver_info.vendor);
3191 if (!init_typeless_formats(gl_info)) goto fail;
3193 return TRUE;
3195 fail:
3196 HeapFree(GetProcessHeap(), 0, gl_info->formats);
3197 gl_info->formats = NULL;
3198 return FALSE;
3201 float wined3d_adapter_find_polyoffset_scale(struct wined3d_caps_gl_ctx *ctx, GLenum format)
3203 const struct wined3d_gl_info *gl_info = ctx->gl_info;
3204 static const struct wined3d_color blue = {0.0f, 0.0f, 1.0f, 1.0f};
3205 GLuint fbo, color, depth;
3206 unsigned int low = 0, high = 32, cur;
3207 DWORD readback[256];
3208 static const struct wined3d_vec3 geometry[] =
3210 {-1.0f, -1.0f, -1.0f},
3211 { 1.0f, -1.0f, 0.0f},
3212 {-1.0f, 1.0f, -1.0f},
3213 { 1.0f, 1.0f, 0.0f},
3216 /* Most drivers want 2^23 for fixed point depth buffers, including r300g, r600g,
3217 * Nvidia. Use this as a fallback if the detection fails. */
3218 unsigned int fallback = 23;
3220 if (wined3d_settings.offscreen_rendering_mode != ORM_FBO)
3222 FIXME("No FBOs, assuming polyoffset scale of 2^%u.\n", fallback);
3223 return (float)(1u << fallback);
3226 gl_info->gl_ops.gl.p_glGenTextures(1, &color);
3227 gl_info->gl_ops.gl.p_glBindTexture(GL_TEXTURE_2D, color);
3228 gl_info->gl_ops.gl.p_glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAX_LEVEL, 0);
3229 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);
3231 gl_info->fbo_ops.glGenRenderbuffers(1, &depth);
3232 gl_info->fbo_ops.glBindRenderbuffer(GL_RENDERBUFFER, depth);
3233 gl_info->fbo_ops.glRenderbufferStorage(GL_RENDERBUFFER, format, 256, 1);
3235 gl_info->fbo_ops.glGenFramebuffers(1, &fbo);
3236 gl_info->fbo_ops.glBindFramebuffer(GL_FRAMEBUFFER, fbo);
3237 gl_info->fbo_ops.glFramebufferTexture2D(GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT0, GL_TEXTURE_2D, color, 0);
3238 gl_info->fbo_ops.glFramebufferRenderbuffer(GL_FRAMEBUFFER, GL_DEPTH_ATTACHMENT, GL_RENDERBUFFER, depth);
3239 checkGLcall("Setup framebuffer");
3241 gl_info->gl_ops.gl.p_glClearColor(0.0f, 0.0f, 0.5f, 0.0f);
3242 gl_info->gl_ops.gl.p_glClearDepth(0.5f);
3243 gl_info->gl_ops.gl.p_glEnable(GL_DEPTH_TEST);
3244 gl_info->gl_ops.gl.p_glEnable(GL_POLYGON_OFFSET_FILL);
3245 gl_info->gl_ops.gl.p_glViewport(0, 0, 256, 1);
3246 checkGLcall("Misc parameters");
3248 for (;;)
3250 if (high - low <= 1)
3252 ERR("PolygonOffset scale factor detection failed, using fallback value 2^%u.\n", fallback);
3253 cur = fallback;
3254 break;
3256 cur = (low + high) / 2;
3258 gl_info->gl_ops.gl.p_glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT);
3259 /* The post viewport transform Z of the geometry runs from 0.0 to 0.5. We want to push it another
3260 * 0.25 so that the Z buffer content (0.5) cuts the quad off at half the screen. */
3261 gl_info->gl_ops.gl.p_glPolygonOffset(0.0f, (float)(1u << cur) * 0.25f);
3262 draw_test_quad(ctx, geometry, &blue);
3263 checkGLcall("Test draw");
3265 /* Rebinding texture to workaround a fglrx bug. */
3266 gl_info->gl_ops.gl.p_glBindTexture(GL_TEXTURE_2D, color);
3267 gl_info->gl_ops.gl.p_glGetTexImage(GL_TEXTURE_2D, 0, GL_BGRA, GL_UNSIGNED_INT_8_8_8_8_REV, readback);
3268 checkGLcall("readback");
3270 TRACE("low %02u, high %02u, cur %2u, 0=0x%08x, 125=0x%08x, 131=0x%08x, 255=0x%08x\n",
3271 low, high, cur, readback[0], readback[125], readback[131], readback[255]);
3273 if ((readback[125] & 0xff) < 0xa0)
3274 high = cur;
3275 else if ((readback[131] & 0xff) > 0xa0)
3276 low = cur;
3277 else
3279 TRACE("Found scale factor 2^%u for format %x\n", cur, format);
3280 break;
3284 gl_info->gl_ops.gl.p_glDeleteTextures(1, &color);
3285 gl_info->fbo_ops.glDeleteRenderbuffers(1, &depth);
3286 gl_info->fbo_ops.glDeleteFramebuffers(1, &fbo);
3287 gl_info->fbo_ops.glBindFramebuffer(GL_FRAMEBUFFER, 0);
3288 checkGLcall("Delete framebuffer");
3290 gl_info->gl_ops.gl.p_glDisable(GL_DEPTH_TEST);
3291 gl_info->gl_ops.gl.p_glDisable(GL_POLYGON_OFFSET_FILL);
3292 return (float)(1u << cur);
3295 const struct wined3d_format *wined3d_get_format(const struct wined3d_gl_info *gl_info,
3296 enum wined3d_format_id format_id)
3298 int idx = get_format_idx(format_id);
3300 if (idx == -1)
3302 FIXME("Can't find format %s (%#x) in the format lookup table\n",
3303 debug_d3dformat(format_id), format_id);
3304 /* Get the caller a valid pointer */
3305 idx = get_format_idx(WINED3DFMT_UNKNOWN);
3308 return &gl_info->formats[idx];
3311 void wined3d_format_calculate_pitch(const struct wined3d_format *format, unsigned int alignment,
3312 unsigned int width, unsigned int height, unsigned int *row_pitch, unsigned int *slice_pitch)
3314 /* For block based formats, pitch means the amount of bytes to the next
3315 * row of blocks rather than the next row of pixels. */
3316 if (format->flags[WINED3D_GL_RES_TYPE_TEX_2D] & WINED3DFMT_FLAG_BLOCKS)
3318 unsigned int row_block_count = (width + format->block_width - 1) / format->block_width;
3319 unsigned int slice_block_count = (height + format->block_height - 1) / format->block_height;
3320 *row_pitch = row_block_count * format->block_byte_count;
3321 *row_pitch = (*row_pitch + alignment - 1) & ~(alignment - 1);
3322 *slice_pitch = *row_pitch * slice_block_count;
3324 else
3326 *row_pitch = format->byte_count * width; /* Bytes / row */
3327 *row_pitch = (*row_pitch + alignment - 1) & ~(alignment - 1);
3328 *slice_pitch = *row_pitch * height;
3331 if (format->flags[WINED3D_GL_RES_TYPE_TEX_2D] & WINED3DFMT_FLAG_HEIGHT_SCALE)
3333 /* The D3D format requirements make sure that the resulting format is an integer again */
3334 *slice_pitch *= format->height_scale.numerator;
3335 *slice_pitch /= format->height_scale.denominator;
3338 TRACE("Returning row pitch %u, slice pitch %u.\n", *row_pitch, *slice_pitch);
3341 UINT wined3d_format_calculate_size(const struct wined3d_format *format, UINT alignment,
3342 UINT width, UINT height, UINT depth)
3344 unsigned int row_pitch, slice_pitch;
3346 if (format->id == WINED3DFMT_UNKNOWN)
3347 return 0;
3349 wined3d_format_calculate_pitch(format, alignment, width, height, &row_pitch, &slice_pitch);
3351 return slice_pitch * depth;
3354 /*****************************************************************************
3355 * Trace formatting of useful values
3357 const char *debug_box(const struct wined3d_box *box)
3359 if (!box)
3360 return "(null)";
3361 return wine_dbg_sprintf("(%u, %u, %u)-(%u, %u, %u)",
3362 box->left, box->top, box->front,
3363 box->right, box->bottom, box->back);
3366 const char *debug_color(const struct wined3d_color *color)
3368 if (!color)
3369 return "(null)";
3370 return wine_dbg_sprintf("{%.8e, %.8e, %.8e, %.8e}",
3371 color->r, color->g, color->b, color->a);
3374 const char *debug_ivec4(const struct wined3d_ivec4 *v)
3376 if (!v)
3377 return "(null)";
3378 return wine_dbg_sprintf("{%d, %d, %d, %d}",
3379 v->x, v->y, v->z, v->w);
3382 const char *debug_vec4(const struct wined3d_vec4 *v)
3384 if (!v)
3385 return "(null)";
3386 return wine_dbg_sprintf("{%.8e, %.8e, %.8e, %.8e}",
3387 v->x, v->y, v->z, v->w);
3390 const char *debug_d3dformat(enum wined3d_format_id format_id)
3392 switch (format_id)
3394 #define FMT_TO_STR(format_id) case format_id: return #format_id
3395 FMT_TO_STR(WINED3DFMT_UNKNOWN);
3396 FMT_TO_STR(WINED3DFMT_B8G8R8_UNORM);
3397 FMT_TO_STR(WINED3DFMT_B5G5R5X1_UNORM);
3398 FMT_TO_STR(WINED3DFMT_B4G4R4A4_UNORM);
3399 FMT_TO_STR(WINED3DFMT_B2G3R3_UNORM);
3400 FMT_TO_STR(WINED3DFMT_B2G3R3A8_UNORM);
3401 FMT_TO_STR(WINED3DFMT_B4G4R4X4_UNORM);
3402 FMT_TO_STR(WINED3DFMT_R8G8B8X8_UNORM);
3403 FMT_TO_STR(WINED3DFMT_B10G10R10A2_UNORM);
3404 FMT_TO_STR(WINED3DFMT_P8_UINT_A8_UNORM);
3405 FMT_TO_STR(WINED3DFMT_P8_UINT);
3406 FMT_TO_STR(WINED3DFMT_L8_UNORM);
3407 FMT_TO_STR(WINED3DFMT_L8A8_UNORM);
3408 FMT_TO_STR(WINED3DFMT_L4A4_UNORM);
3409 FMT_TO_STR(WINED3DFMT_R5G5_SNORM_L6_UNORM);
3410 FMT_TO_STR(WINED3DFMT_R8G8_SNORM_L8X8_UNORM);
3411 FMT_TO_STR(WINED3DFMT_R10G11B11_SNORM);
3412 FMT_TO_STR(WINED3DFMT_R10G10B10_SNORM_A2_UNORM);
3413 FMT_TO_STR(WINED3DFMT_UYVY);
3414 FMT_TO_STR(WINED3DFMT_YUY2);
3415 FMT_TO_STR(WINED3DFMT_YV12);
3416 FMT_TO_STR(WINED3DFMT_NV12);
3417 FMT_TO_STR(WINED3DFMT_DXT1);
3418 FMT_TO_STR(WINED3DFMT_DXT2);
3419 FMT_TO_STR(WINED3DFMT_DXT3);
3420 FMT_TO_STR(WINED3DFMT_DXT4);
3421 FMT_TO_STR(WINED3DFMT_DXT5);
3422 FMT_TO_STR(WINED3DFMT_MULTI2_ARGB8);
3423 FMT_TO_STR(WINED3DFMT_G8R8_G8B8);
3424 FMT_TO_STR(WINED3DFMT_R8G8_B8G8);
3425 FMT_TO_STR(WINED3DFMT_D16_LOCKABLE);
3426 FMT_TO_STR(WINED3DFMT_D32_UNORM);
3427 FMT_TO_STR(WINED3DFMT_S1_UINT_D15_UNORM);
3428 FMT_TO_STR(WINED3DFMT_X8D24_UNORM);
3429 FMT_TO_STR(WINED3DFMT_S4X4_UINT_D24_UNORM);
3430 FMT_TO_STR(WINED3DFMT_L16_UNORM);
3431 FMT_TO_STR(WINED3DFMT_S8_UINT_D24_FLOAT);
3432 FMT_TO_STR(WINED3DFMT_VERTEXDATA);
3433 FMT_TO_STR(WINED3DFMT_R8G8_SNORM_Cx);
3434 FMT_TO_STR(WINED3DFMT_ATI1N);
3435 FMT_TO_STR(WINED3DFMT_ATI2N);
3436 FMT_TO_STR(WINED3DFMT_NVDB);
3437 FMT_TO_STR(WINED3DFMT_NVHU);
3438 FMT_TO_STR(WINED3DFMT_NVHS);
3439 FMT_TO_STR(WINED3DFMT_R32G32B32A32_TYPELESS);
3440 FMT_TO_STR(WINED3DFMT_R32G32B32A32_FLOAT);
3441 FMT_TO_STR(WINED3DFMT_R32G32B32A32_UINT);
3442 FMT_TO_STR(WINED3DFMT_R32G32B32A32_SINT);
3443 FMT_TO_STR(WINED3DFMT_R32G32B32_TYPELESS);
3444 FMT_TO_STR(WINED3DFMT_R32G32B32_FLOAT);
3445 FMT_TO_STR(WINED3DFMT_R32G32B32_UINT);
3446 FMT_TO_STR(WINED3DFMT_R32G32B32_SINT);
3447 FMT_TO_STR(WINED3DFMT_R16G16B16A16_TYPELESS);
3448 FMT_TO_STR(WINED3DFMT_R16G16B16A16_FLOAT);
3449 FMT_TO_STR(WINED3DFMT_R16G16B16A16_UNORM);
3450 FMT_TO_STR(WINED3DFMT_R16G16B16A16_UINT);
3451 FMT_TO_STR(WINED3DFMT_R16G16B16A16_SNORM);
3452 FMT_TO_STR(WINED3DFMT_R16G16B16A16_SINT);
3453 FMT_TO_STR(WINED3DFMT_R32G32_TYPELESS);
3454 FMT_TO_STR(WINED3DFMT_R32G32_FLOAT);
3455 FMT_TO_STR(WINED3DFMT_R32G32_UINT);
3456 FMT_TO_STR(WINED3DFMT_R32G32_SINT);
3457 FMT_TO_STR(WINED3DFMT_R32G8X24_TYPELESS);
3458 FMT_TO_STR(WINED3DFMT_D32_FLOAT_S8X24_UINT);
3459 FMT_TO_STR(WINED3DFMT_R32_FLOAT_X8X24_TYPELESS);
3460 FMT_TO_STR(WINED3DFMT_X32_TYPELESS_G8X24_UINT);
3461 FMT_TO_STR(WINED3DFMT_R10G10B10A2_TYPELESS);
3462 FMT_TO_STR(WINED3DFMT_R10G10B10A2_UNORM);
3463 FMT_TO_STR(WINED3DFMT_R10G10B10A2_UINT);
3464 FMT_TO_STR(WINED3DFMT_R10G10B10A2_SNORM);
3465 FMT_TO_STR(WINED3DFMT_R11G11B10_FLOAT);
3466 FMT_TO_STR(WINED3DFMT_R8G8B8A8_TYPELESS);
3467 FMT_TO_STR(WINED3DFMT_R8G8B8A8_UNORM);
3468 FMT_TO_STR(WINED3DFMT_R8G8B8A8_UNORM_SRGB);
3469 FMT_TO_STR(WINED3DFMT_R8G8B8A8_UINT);
3470 FMT_TO_STR(WINED3DFMT_R8G8B8A8_SNORM);
3471 FMT_TO_STR(WINED3DFMT_R8G8B8A8_SINT);
3472 FMT_TO_STR(WINED3DFMT_R16G16_TYPELESS);
3473 FMT_TO_STR(WINED3DFMT_R16G16_FLOAT);
3474 FMT_TO_STR(WINED3DFMT_R16G16_UNORM);
3475 FMT_TO_STR(WINED3DFMT_R16G16_UINT);
3476 FMT_TO_STR(WINED3DFMT_R16G16_SNORM);
3477 FMT_TO_STR(WINED3DFMT_R16G16_SINT);
3478 FMT_TO_STR(WINED3DFMT_R32_TYPELESS);
3479 FMT_TO_STR(WINED3DFMT_D32_FLOAT);
3480 FMT_TO_STR(WINED3DFMT_R32_FLOAT);
3481 FMT_TO_STR(WINED3DFMT_R32_UINT);
3482 FMT_TO_STR(WINED3DFMT_R32_SINT);
3483 FMT_TO_STR(WINED3DFMT_R24G8_TYPELESS);
3484 FMT_TO_STR(WINED3DFMT_D24_UNORM_S8_UINT);
3485 FMT_TO_STR(WINED3DFMT_R24_UNORM_X8_TYPELESS);
3486 FMT_TO_STR(WINED3DFMT_X24_TYPELESS_G8_UINT);
3487 FMT_TO_STR(WINED3DFMT_R8G8_TYPELESS);
3488 FMT_TO_STR(WINED3DFMT_R8G8_UNORM);
3489 FMT_TO_STR(WINED3DFMT_R8G8_UINT);
3490 FMT_TO_STR(WINED3DFMT_R8G8_SNORM);
3491 FMT_TO_STR(WINED3DFMT_R8G8_SINT);
3492 FMT_TO_STR(WINED3DFMT_R16_TYPELESS);
3493 FMT_TO_STR(WINED3DFMT_R16_FLOAT);
3494 FMT_TO_STR(WINED3DFMT_D16_UNORM);
3495 FMT_TO_STR(WINED3DFMT_R16_UNORM);
3496 FMT_TO_STR(WINED3DFMT_R16_UINT);
3497 FMT_TO_STR(WINED3DFMT_R16_SNORM);
3498 FMT_TO_STR(WINED3DFMT_R16_SINT);
3499 FMT_TO_STR(WINED3DFMT_R8_TYPELESS);
3500 FMT_TO_STR(WINED3DFMT_R8_UNORM);
3501 FMT_TO_STR(WINED3DFMT_R8_UINT);
3502 FMT_TO_STR(WINED3DFMT_R8_SNORM);
3503 FMT_TO_STR(WINED3DFMT_R8_SINT);
3504 FMT_TO_STR(WINED3DFMT_A8_UNORM);
3505 FMT_TO_STR(WINED3DFMT_R1_UNORM);
3506 FMT_TO_STR(WINED3DFMT_R9G9B9E5_SHAREDEXP);
3507 FMT_TO_STR(WINED3DFMT_R8G8_B8G8_UNORM);
3508 FMT_TO_STR(WINED3DFMT_G8R8_G8B8_UNORM);
3509 FMT_TO_STR(WINED3DFMT_BC1_TYPELESS);
3510 FMT_TO_STR(WINED3DFMT_BC1_UNORM);
3511 FMT_TO_STR(WINED3DFMT_BC1_UNORM_SRGB);
3512 FMT_TO_STR(WINED3DFMT_BC2_TYPELESS);
3513 FMT_TO_STR(WINED3DFMT_BC2_UNORM);
3514 FMT_TO_STR(WINED3DFMT_BC2_UNORM_SRGB);
3515 FMT_TO_STR(WINED3DFMT_BC3_TYPELESS);
3516 FMT_TO_STR(WINED3DFMT_BC3_UNORM);
3517 FMT_TO_STR(WINED3DFMT_BC3_UNORM_SRGB);
3518 FMT_TO_STR(WINED3DFMT_BC4_TYPELESS);
3519 FMT_TO_STR(WINED3DFMT_BC4_UNORM);
3520 FMT_TO_STR(WINED3DFMT_BC4_SNORM);
3521 FMT_TO_STR(WINED3DFMT_BC5_TYPELESS);
3522 FMT_TO_STR(WINED3DFMT_BC5_UNORM);
3523 FMT_TO_STR(WINED3DFMT_BC5_SNORM);
3524 FMT_TO_STR(WINED3DFMT_B5G6R5_UNORM);
3525 FMT_TO_STR(WINED3DFMT_B5G5R5A1_UNORM);
3526 FMT_TO_STR(WINED3DFMT_B8G8R8A8_UNORM);
3527 FMT_TO_STR(WINED3DFMT_B8G8R8X8_UNORM);
3528 FMT_TO_STR(WINED3DFMT_B8G8R8A8_TYPELESS);
3529 FMT_TO_STR(WINED3DFMT_B8G8R8A8_UNORM_SRGB);
3530 FMT_TO_STR(WINED3DFMT_B8G8R8X8_TYPELESS);
3531 FMT_TO_STR(WINED3DFMT_B8G8R8X8_UNORM_SRGB);
3532 FMT_TO_STR(WINED3DFMT_BC7_TYPELESS);
3533 FMT_TO_STR(WINED3DFMT_BC7_UNORM);
3534 FMT_TO_STR(WINED3DFMT_BC7_UNORM_SRGB);
3535 FMT_TO_STR(WINED3DFMT_INTZ);
3536 FMT_TO_STR(WINED3DFMT_RESZ);
3537 FMT_TO_STR(WINED3DFMT_NULL);
3538 FMT_TO_STR(WINED3DFMT_R16);
3539 FMT_TO_STR(WINED3DFMT_AL16);
3540 #undef FMT_TO_STR
3541 default:
3543 char fourcc[5];
3544 fourcc[0] = (char)(format_id);
3545 fourcc[1] = (char)(format_id >> 8);
3546 fourcc[2] = (char)(format_id >> 16);
3547 fourcc[3] = (char)(format_id >> 24);
3548 fourcc[4] = 0;
3549 if (isprint(fourcc[0]) && isprint(fourcc[1]) && isprint(fourcc[2]) && isprint(fourcc[3]))
3550 FIXME("Unrecognized %#x (as fourcc: %s) WINED3DFORMAT!\n", format_id, fourcc);
3551 else
3552 FIXME("Unrecognized %#x WINED3DFORMAT!\n", format_id);
3554 return "unrecognized";
3558 const char *debug_d3ddevicetype(enum wined3d_device_type device_type)
3560 switch (device_type)
3562 #define DEVTYPE_TO_STR(dev) case dev: return #dev
3563 DEVTYPE_TO_STR(WINED3D_DEVICE_TYPE_HAL);
3564 DEVTYPE_TO_STR(WINED3D_DEVICE_TYPE_REF);
3565 DEVTYPE_TO_STR(WINED3D_DEVICE_TYPE_SW);
3566 #undef DEVTYPE_TO_STR
3567 default:
3568 FIXME("Unrecognized device type %#x.\n", device_type);
3569 return "unrecognized";
3573 const char *debug_d3dusage(DWORD usage)
3575 char buf[333];
3577 buf[0] = '\0';
3578 #define WINED3DUSAGE_TO_STR(u) if (usage & u) { strcat(buf, " | "#u); usage &= ~u; }
3579 WINED3DUSAGE_TO_STR(WINED3DUSAGE_RENDERTARGET);
3580 WINED3DUSAGE_TO_STR(WINED3DUSAGE_DEPTHSTENCIL);
3581 WINED3DUSAGE_TO_STR(WINED3DUSAGE_WRITEONLY);
3582 WINED3DUSAGE_TO_STR(WINED3DUSAGE_SOFTWAREPROCESSING);
3583 WINED3DUSAGE_TO_STR(WINED3DUSAGE_DONOTCLIP);
3584 WINED3DUSAGE_TO_STR(WINED3DUSAGE_POINTS);
3585 WINED3DUSAGE_TO_STR(WINED3DUSAGE_RTPATCHES);
3586 WINED3DUSAGE_TO_STR(WINED3DUSAGE_NPATCHES);
3587 WINED3DUSAGE_TO_STR(WINED3DUSAGE_DYNAMIC);
3588 WINED3DUSAGE_TO_STR(WINED3DUSAGE_AUTOGENMIPMAP);
3589 WINED3DUSAGE_TO_STR(WINED3DUSAGE_DMAP);
3590 WINED3DUSAGE_TO_STR(WINED3DUSAGE_STATICDECL);
3591 WINED3DUSAGE_TO_STR(WINED3DUSAGE_OVERLAY);
3592 #undef WINED3DUSAGE_TO_STR
3593 if (usage) FIXME("Unrecognized usage flag(s) %#x\n", usage);
3595 return buf[0] ? wine_dbg_sprintf("%s", &buf[3]) : "0";
3598 const char *debug_d3dusagequery(DWORD usagequery)
3600 char buf[238];
3602 buf[0] = '\0';
3603 #define WINED3DUSAGEQUERY_TO_STR(u) if (usagequery & u) { strcat(buf, " | "#u); usagequery &= ~u; }
3604 WINED3DUSAGEQUERY_TO_STR(WINED3DUSAGE_QUERY_FILTER);
3605 WINED3DUSAGEQUERY_TO_STR(WINED3DUSAGE_QUERY_LEGACYBUMPMAP);
3606 WINED3DUSAGEQUERY_TO_STR(WINED3DUSAGE_QUERY_POSTPIXELSHADER_BLENDING);
3607 WINED3DUSAGEQUERY_TO_STR(WINED3DUSAGE_QUERY_SRGBREAD);
3608 WINED3DUSAGEQUERY_TO_STR(WINED3DUSAGE_QUERY_SRGBWRITE);
3609 WINED3DUSAGEQUERY_TO_STR(WINED3DUSAGE_QUERY_VERTEXTEXTURE);
3610 WINED3DUSAGEQUERY_TO_STR(WINED3DUSAGE_QUERY_WRAPANDMIP);
3611 #undef WINED3DUSAGEQUERY_TO_STR
3612 if (usagequery) FIXME("Unrecognized usage query flag(s) %#x\n", usagequery);
3614 return buf[0] ? wine_dbg_sprintf("%s", &buf[3]) : "0";
3617 const char *debug_d3ddeclmethod(enum wined3d_decl_method method)
3619 switch (method)
3621 #define WINED3DDECLMETHOD_TO_STR(u) case u: return #u
3622 WINED3DDECLMETHOD_TO_STR(WINED3D_DECL_METHOD_DEFAULT);
3623 WINED3DDECLMETHOD_TO_STR(WINED3D_DECL_METHOD_PARTIAL_U);
3624 WINED3DDECLMETHOD_TO_STR(WINED3D_DECL_METHOD_PARTIAL_V);
3625 WINED3DDECLMETHOD_TO_STR(WINED3D_DECL_METHOD_CROSS_UV);
3626 WINED3DDECLMETHOD_TO_STR(WINED3D_DECL_METHOD_UV);
3627 WINED3DDECLMETHOD_TO_STR(WINED3D_DECL_METHOD_LOOKUP);
3628 WINED3DDECLMETHOD_TO_STR(WINED3D_DECL_METHOD_LOOKUP_PRESAMPLED);
3629 #undef WINED3DDECLMETHOD_TO_STR
3630 default:
3631 FIXME("Unrecognized declaration method %#x.\n", method);
3632 return "unrecognized";
3636 const char *debug_d3ddeclusage(enum wined3d_decl_usage usage)
3638 switch (usage)
3640 #define WINED3DDECLUSAGE_TO_STR(u) case u: return #u
3641 WINED3DDECLUSAGE_TO_STR(WINED3D_DECL_USAGE_POSITION);
3642 WINED3DDECLUSAGE_TO_STR(WINED3D_DECL_USAGE_BLEND_WEIGHT);
3643 WINED3DDECLUSAGE_TO_STR(WINED3D_DECL_USAGE_BLEND_INDICES);
3644 WINED3DDECLUSAGE_TO_STR(WINED3D_DECL_USAGE_NORMAL);
3645 WINED3DDECLUSAGE_TO_STR(WINED3D_DECL_USAGE_PSIZE);
3646 WINED3DDECLUSAGE_TO_STR(WINED3D_DECL_USAGE_TEXCOORD);
3647 WINED3DDECLUSAGE_TO_STR(WINED3D_DECL_USAGE_TANGENT);
3648 WINED3DDECLUSAGE_TO_STR(WINED3D_DECL_USAGE_BINORMAL);
3649 WINED3DDECLUSAGE_TO_STR(WINED3D_DECL_USAGE_TESS_FACTOR);
3650 WINED3DDECLUSAGE_TO_STR(WINED3D_DECL_USAGE_POSITIONT);
3651 WINED3DDECLUSAGE_TO_STR(WINED3D_DECL_USAGE_COLOR);
3652 WINED3DDECLUSAGE_TO_STR(WINED3D_DECL_USAGE_FOG);
3653 WINED3DDECLUSAGE_TO_STR(WINED3D_DECL_USAGE_DEPTH);
3654 WINED3DDECLUSAGE_TO_STR(WINED3D_DECL_USAGE_SAMPLE);
3655 #undef WINED3DDECLUSAGE_TO_STR
3656 default:
3657 FIXME("Unrecognized %u declaration usage!\n", usage);
3658 return "unrecognized";
3662 const char *debug_d3dinput_classification(enum wined3d_input_classification classification)
3664 switch (classification)
3666 #define WINED3D_TO_STR(x) case x: return #x
3667 WINED3D_TO_STR(WINED3D_INPUT_PER_VERTEX_DATA);
3668 WINED3D_TO_STR(WINED3D_INPUT_PER_INSTANCE_DATA);
3669 #undef WINED3D_TO_STR
3670 default:
3671 FIXME("Unrecognized input classification %#x.\n", classification);
3672 return "unrecognized";
3676 const char *debug_d3dresourcetype(enum wined3d_resource_type resource_type)
3678 switch (resource_type)
3680 #define WINED3D_TO_STR(x) case x: return #x
3681 WINED3D_TO_STR(WINED3D_RTYPE_BUFFER);
3682 WINED3D_TO_STR(WINED3D_RTYPE_TEXTURE_2D);
3683 WINED3D_TO_STR(WINED3D_RTYPE_TEXTURE_3D);
3684 #undef WINED3D_TO_STR
3685 default:
3686 FIXME("Unrecognized resource type %#x.\n", resource_type);
3687 return "unrecognized";
3691 const char *debug_d3dprimitivetype(enum wined3d_primitive_type primitive_type)
3693 switch (primitive_type)
3695 #define PRIM_TO_STR(prim) case prim: return #prim
3696 PRIM_TO_STR(WINED3D_PT_UNDEFINED);
3697 PRIM_TO_STR(WINED3D_PT_POINTLIST);
3698 PRIM_TO_STR(WINED3D_PT_LINELIST);
3699 PRIM_TO_STR(WINED3D_PT_LINESTRIP);
3700 PRIM_TO_STR(WINED3D_PT_TRIANGLELIST);
3701 PRIM_TO_STR(WINED3D_PT_TRIANGLESTRIP);
3702 PRIM_TO_STR(WINED3D_PT_TRIANGLEFAN);
3703 PRIM_TO_STR(WINED3D_PT_LINELIST_ADJ);
3704 PRIM_TO_STR(WINED3D_PT_LINESTRIP_ADJ);
3705 PRIM_TO_STR(WINED3D_PT_TRIANGLELIST_ADJ);
3706 PRIM_TO_STR(WINED3D_PT_TRIANGLESTRIP_ADJ);
3707 #undef PRIM_TO_STR
3708 default:
3709 FIXME("Unrecognized %u primitive type!\n", primitive_type);
3710 return "unrecognized";
3714 const char *debug_d3drenderstate(enum wined3d_render_state state)
3716 switch (state)
3718 #define D3DSTATE_TO_STR(u) case u: return #u
3719 D3DSTATE_TO_STR(WINED3D_RS_ANTIALIAS);
3720 D3DSTATE_TO_STR(WINED3D_RS_TEXTUREPERSPECTIVE);
3721 D3DSTATE_TO_STR(WINED3D_RS_WRAPU);
3722 D3DSTATE_TO_STR(WINED3D_RS_WRAPV);
3723 D3DSTATE_TO_STR(WINED3D_RS_ZENABLE);
3724 D3DSTATE_TO_STR(WINED3D_RS_FILLMODE);
3725 D3DSTATE_TO_STR(WINED3D_RS_SHADEMODE);
3726 D3DSTATE_TO_STR(WINED3D_RS_LINEPATTERN);
3727 D3DSTATE_TO_STR(WINED3D_RS_MONOENABLE);
3728 D3DSTATE_TO_STR(WINED3D_RS_ROP2);
3729 D3DSTATE_TO_STR(WINED3D_RS_PLANEMASK);
3730 D3DSTATE_TO_STR(WINED3D_RS_ZWRITEENABLE);
3731 D3DSTATE_TO_STR(WINED3D_RS_ALPHATESTENABLE);
3732 D3DSTATE_TO_STR(WINED3D_RS_LASTPIXEL);
3733 D3DSTATE_TO_STR(WINED3D_RS_SRCBLEND);
3734 D3DSTATE_TO_STR(WINED3D_RS_DESTBLEND);
3735 D3DSTATE_TO_STR(WINED3D_RS_CULLMODE);
3736 D3DSTATE_TO_STR(WINED3D_RS_ZFUNC);
3737 D3DSTATE_TO_STR(WINED3D_RS_ALPHAREF);
3738 D3DSTATE_TO_STR(WINED3D_RS_ALPHAFUNC);
3739 D3DSTATE_TO_STR(WINED3D_RS_DITHERENABLE);
3740 D3DSTATE_TO_STR(WINED3D_RS_ALPHABLENDENABLE);
3741 D3DSTATE_TO_STR(WINED3D_RS_FOGENABLE);
3742 D3DSTATE_TO_STR(WINED3D_RS_SPECULARENABLE);
3743 D3DSTATE_TO_STR(WINED3D_RS_ZVISIBLE);
3744 D3DSTATE_TO_STR(WINED3D_RS_SUBPIXEL);
3745 D3DSTATE_TO_STR(WINED3D_RS_SUBPIXELX);
3746 D3DSTATE_TO_STR(WINED3D_RS_STIPPLEDALPHA);
3747 D3DSTATE_TO_STR(WINED3D_RS_FOGCOLOR);
3748 D3DSTATE_TO_STR(WINED3D_RS_FOGTABLEMODE);
3749 D3DSTATE_TO_STR(WINED3D_RS_FOGSTART);
3750 D3DSTATE_TO_STR(WINED3D_RS_FOGEND);
3751 D3DSTATE_TO_STR(WINED3D_RS_FOGDENSITY);
3752 D3DSTATE_TO_STR(WINED3D_RS_STIPPLEENABLE);
3753 D3DSTATE_TO_STR(WINED3D_RS_EDGEANTIALIAS);
3754 D3DSTATE_TO_STR(WINED3D_RS_COLORKEYENABLE);
3755 D3DSTATE_TO_STR(WINED3D_RS_MIPMAPLODBIAS);
3756 D3DSTATE_TO_STR(WINED3D_RS_RANGEFOGENABLE);
3757 D3DSTATE_TO_STR(WINED3D_RS_ANISOTROPY);
3758 D3DSTATE_TO_STR(WINED3D_RS_FLUSHBATCH);
3759 D3DSTATE_TO_STR(WINED3D_RS_TRANSLUCENTSORTINDEPENDENT);
3760 D3DSTATE_TO_STR(WINED3D_RS_STENCILENABLE);
3761 D3DSTATE_TO_STR(WINED3D_RS_STENCILFAIL);
3762 D3DSTATE_TO_STR(WINED3D_RS_STENCILZFAIL);
3763 D3DSTATE_TO_STR(WINED3D_RS_STENCILPASS);
3764 D3DSTATE_TO_STR(WINED3D_RS_STENCILFUNC);
3765 D3DSTATE_TO_STR(WINED3D_RS_STENCILREF);
3766 D3DSTATE_TO_STR(WINED3D_RS_STENCILMASK);
3767 D3DSTATE_TO_STR(WINED3D_RS_STENCILWRITEMASK);
3768 D3DSTATE_TO_STR(WINED3D_RS_TEXTUREFACTOR);
3769 D3DSTATE_TO_STR(WINED3D_RS_WRAP0);
3770 D3DSTATE_TO_STR(WINED3D_RS_WRAP1);
3771 D3DSTATE_TO_STR(WINED3D_RS_WRAP2);
3772 D3DSTATE_TO_STR(WINED3D_RS_WRAP3);
3773 D3DSTATE_TO_STR(WINED3D_RS_WRAP4);
3774 D3DSTATE_TO_STR(WINED3D_RS_WRAP5);
3775 D3DSTATE_TO_STR(WINED3D_RS_WRAP6);
3776 D3DSTATE_TO_STR(WINED3D_RS_WRAP7);
3777 D3DSTATE_TO_STR(WINED3D_RS_CLIPPING);
3778 D3DSTATE_TO_STR(WINED3D_RS_LIGHTING);
3779 D3DSTATE_TO_STR(WINED3D_RS_EXTENTS);
3780 D3DSTATE_TO_STR(WINED3D_RS_AMBIENT);
3781 D3DSTATE_TO_STR(WINED3D_RS_FOGVERTEXMODE);
3782 D3DSTATE_TO_STR(WINED3D_RS_COLORVERTEX);
3783 D3DSTATE_TO_STR(WINED3D_RS_LOCALVIEWER);
3784 D3DSTATE_TO_STR(WINED3D_RS_NORMALIZENORMALS);
3785 D3DSTATE_TO_STR(WINED3D_RS_COLORKEYBLENDENABLE);
3786 D3DSTATE_TO_STR(WINED3D_RS_DIFFUSEMATERIALSOURCE);
3787 D3DSTATE_TO_STR(WINED3D_RS_SPECULARMATERIALSOURCE);
3788 D3DSTATE_TO_STR(WINED3D_RS_AMBIENTMATERIALSOURCE);
3789 D3DSTATE_TO_STR(WINED3D_RS_EMISSIVEMATERIALSOURCE);
3790 D3DSTATE_TO_STR(WINED3D_RS_VERTEXBLEND);
3791 D3DSTATE_TO_STR(WINED3D_RS_CLIPPLANEENABLE);
3792 D3DSTATE_TO_STR(WINED3D_RS_SOFTWAREVERTEXPROCESSING);
3793 D3DSTATE_TO_STR(WINED3D_RS_POINTSIZE);
3794 D3DSTATE_TO_STR(WINED3D_RS_POINTSIZE_MIN);
3795 D3DSTATE_TO_STR(WINED3D_RS_POINTSPRITEENABLE);
3796 D3DSTATE_TO_STR(WINED3D_RS_POINTSCALEENABLE);
3797 D3DSTATE_TO_STR(WINED3D_RS_POINTSCALE_A);
3798 D3DSTATE_TO_STR(WINED3D_RS_POINTSCALE_B);
3799 D3DSTATE_TO_STR(WINED3D_RS_POINTSCALE_C);
3800 D3DSTATE_TO_STR(WINED3D_RS_MULTISAMPLEANTIALIAS);
3801 D3DSTATE_TO_STR(WINED3D_RS_MULTISAMPLEMASK);
3802 D3DSTATE_TO_STR(WINED3D_RS_PATCHEDGESTYLE);
3803 D3DSTATE_TO_STR(WINED3D_RS_PATCHSEGMENTS);
3804 D3DSTATE_TO_STR(WINED3D_RS_DEBUGMONITORTOKEN);
3805 D3DSTATE_TO_STR(WINED3D_RS_POINTSIZE_MAX);
3806 D3DSTATE_TO_STR(WINED3D_RS_INDEXEDVERTEXBLENDENABLE);
3807 D3DSTATE_TO_STR(WINED3D_RS_COLORWRITEENABLE);
3808 D3DSTATE_TO_STR(WINED3D_RS_TWEENFACTOR);
3809 D3DSTATE_TO_STR(WINED3D_RS_BLENDOP);
3810 D3DSTATE_TO_STR(WINED3D_RS_POSITIONDEGREE);
3811 D3DSTATE_TO_STR(WINED3D_RS_NORMALDEGREE);
3812 D3DSTATE_TO_STR(WINED3D_RS_SCISSORTESTENABLE);
3813 D3DSTATE_TO_STR(WINED3D_RS_SLOPESCALEDEPTHBIAS);
3814 D3DSTATE_TO_STR(WINED3D_RS_ANTIALIASEDLINEENABLE);
3815 D3DSTATE_TO_STR(WINED3D_RS_MINTESSELLATIONLEVEL);
3816 D3DSTATE_TO_STR(WINED3D_RS_MAXTESSELLATIONLEVEL);
3817 D3DSTATE_TO_STR(WINED3D_RS_ADAPTIVETESS_X);
3818 D3DSTATE_TO_STR(WINED3D_RS_ADAPTIVETESS_Y);
3819 D3DSTATE_TO_STR(WINED3D_RS_ADAPTIVETESS_Z);
3820 D3DSTATE_TO_STR(WINED3D_RS_ADAPTIVETESS_W);
3821 D3DSTATE_TO_STR(WINED3D_RS_ENABLEADAPTIVETESSELLATION);
3822 D3DSTATE_TO_STR(WINED3D_RS_TWOSIDEDSTENCILMODE);
3823 D3DSTATE_TO_STR(WINED3D_RS_CCW_STENCILFAIL);
3824 D3DSTATE_TO_STR(WINED3D_RS_CCW_STENCILZFAIL);
3825 D3DSTATE_TO_STR(WINED3D_RS_CCW_STENCILPASS);
3826 D3DSTATE_TO_STR(WINED3D_RS_CCW_STENCILFUNC);
3827 D3DSTATE_TO_STR(WINED3D_RS_COLORWRITEENABLE1);
3828 D3DSTATE_TO_STR(WINED3D_RS_COLORWRITEENABLE2);
3829 D3DSTATE_TO_STR(WINED3D_RS_COLORWRITEENABLE3);
3830 D3DSTATE_TO_STR(WINED3D_RS_BLENDFACTOR);
3831 D3DSTATE_TO_STR(WINED3D_RS_SRGBWRITEENABLE);
3832 D3DSTATE_TO_STR(WINED3D_RS_DEPTHBIAS);
3833 D3DSTATE_TO_STR(WINED3D_RS_WRAP8);
3834 D3DSTATE_TO_STR(WINED3D_RS_WRAP9);
3835 D3DSTATE_TO_STR(WINED3D_RS_WRAP10);
3836 D3DSTATE_TO_STR(WINED3D_RS_WRAP11);
3837 D3DSTATE_TO_STR(WINED3D_RS_WRAP12);
3838 D3DSTATE_TO_STR(WINED3D_RS_WRAP13);
3839 D3DSTATE_TO_STR(WINED3D_RS_WRAP14);
3840 D3DSTATE_TO_STR(WINED3D_RS_WRAP15);
3841 D3DSTATE_TO_STR(WINED3D_RS_SEPARATEALPHABLENDENABLE);
3842 D3DSTATE_TO_STR(WINED3D_RS_SRCBLENDALPHA);
3843 D3DSTATE_TO_STR(WINED3D_RS_DESTBLENDALPHA);
3844 D3DSTATE_TO_STR(WINED3D_RS_BLENDOPALPHA);
3845 #undef D3DSTATE_TO_STR
3846 default:
3847 FIXME("Unrecognized %u render state!\n", state);
3848 return "unrecognized";
3852 const char *debug_d3dsamplerstate(enum wined3d_sampler_state state)
3854 switch (state)
3856 #define D3DSTATE_TO_STR(u) case u: return #u
3857 D3DSTATE_TO_STR(WINED3D_SAMP_BORDER_COLOR);
3858 D3DSTATE_TO_STR(WINED3D_SAMP_ADDRESS_U);
3859 D3DSTATE_TO_STR(WINED3D_SAMP_ADDRESS_V);
3860 D3DSTATE_TO_STR(WINED3D_SAMP_ADDRESS_W);
3861 D3DSTATE_TO_STR(WINED3D_SAMP_MAG_FILTER);
3862 D3DSTATE_TO_STR(WINED3D_SAMP_MIN_FILTER);
3863 D3DSTATE_TO_STR(WINED3D_SAMP_MIP_FILTER);
3864 D3DSTATE_TO_STR(WINED3D_SAMP_MIPMAP_LOD_BIAS);
3865 D3DSTATE_TO_STR(WINED3D_SAMP_MAX_MIP_LEVEL);
3866 D3DSTATE_TO_STR(WINED3D_SAMP_MAX_ANISOTROPY);
3867 D3DSTATE_TO_STR(WINED3D_SAMP_SRGB_TEXTURE);
3868 D3DSTATE_TO_STR(WINED3D_SAMP_ELEMENT_INDEX);
3869 D3DSTATE_TO_STR(WINED3D_SAMP_DMAP_OFFSET);
3870 #undef D3DSTATE_TO_STR
3871 default:
3872 FIXME("Unrecognized %u sampler state!\n", state);
3873 return "unrecognized";
3877 const char *debug_d3dtexturefiltertype(enum wined3d_texture_filter_type filter_type)
3879 switch (filter_type)
3881 #define D3DTEXTUREFILTERTYPE_TO_STR(u) case u: return #u
3882 D3DTEXTUREFILTERTYPE_TO_STR(WINED3D_TEXF_NONE);
3883 D3DTEXTUREFILTERTYPE_TO_STR(WINED3D_TEXF_POINT);
3884 D3DTEXTUREFILTERTYPE_TO_STR(WINED3D_TEXF_LINEAR);
3885 D3DTEXTUREFILTERTYPE_TO_STR(WINED3D_TEXF_ANISOTROPIC);
3886 D3DTEXTUREFILTERTYPE_TO_STR(WINED3D_TEXF_FLAT_CUBIC);
3887 D3DTEXTUREFILTERTYPE_TO_STR(WINED3D_TEXF_GAUSSIAN_CUBIC);
3888 D3DTEXTUREFILTERTYPE_TO_STR(WINED3D_TEXF_PYRAMIDAL_QUAD);
3889 D3DTEXTUREFILTERTYPE_TO_STR(WINED3D_TEXF_GAUSSIAN_QUAD);
3890 #undef D3DTEXTUREFILTERTYPE_TO_STR
3891 default:
3892 FIXME("Unrecognized texture filter type 0x%08x.\n", filter_type);
3893 return "unrecognized";
3897 const char *debug_d3dtexturestate(enum wined3d_texture_stage_state state)
3899 switch (state)
3901 #define D3DSTATE_TO_STR(u) case u: return #u
3902 D3DSTATE_TO_STR(WINED3D_TSS_COLOR_OP);
3903 D3DSTATE_TO_STR(WINED3D_TSS_COLOR_ARG1);
3904 D3DSTATE_TO_STR(WINED3D_TSS_COLOR_ARG2);
3905 D3DSTATE_TO_STR(WINED3D_TSS_ALPHA_OP);
3906 D3DSTATE_TO_STR(WINED3D_TSS_ALPHA_ARG1);
3907 D3DSTATE_TO_STR(WINED3D_TSS_ALPHA_ARG2);
3908 D3DSTATE_TO_STR(WINED3D_TSS_BUMPENV_MAT00);
3909 D3DSTATE_TO_STR(WINED3D_TSS_BUMPENV_MAT01);
3910 D3DSTATE_TO_STR(WINED3D_TSS_BUMPENV_MAT10);
3911 D3DSTATE_TO_STR(WINED3D_TSS_BUMPENV_MAT11);
3912 D3DSTATE_TO_STR(WINED3D_TSS_TEXCOORD_INDEX);
3913 D3DSTATE_TO_STR(WINED3D_TSS_BUMPENV_LSCALE);
3914 D3DSTATE_TO_STR(WINED3D_TSS_BUMPENV_LOFFSET);
3915 D3DSTATE_TO_STR(WINED3D_TSS_TEXTURE_TRANSFORM_FLAGS);
3916 D3DSTATE_TO_STR(WINED3D_TSS_COLOR_ARG0);
3917 D3DSTATE_TO_STR(WINED3D_TSS_ALPHA_ARG0);
3918 D3DSTATE_TO_STR(WINED3D_TSS_RESULT_ARG);
3919 D3DSTATE_TO_STR(WINED3D_TSS_CONSTANT);
3920 #undef D3DSTATE_TO_STR
3921 default:
3922 FIXME("Unrecognized %u texture state!\n", state);
3923 return "unrecognized";
3927 const char *debug_d3dtop(enum wined3d_texture_op d3dtop)
3929 switch (d3dtop)
3931 #define D3DTOP_TO_STR(u) case u: return #u
3932 D3DTOP_TO_STR(WINED3D_TOP_DISABLE);
3933 D3DTOP_TO_STR(WINED3D_TOP_SELECT_ARG1);
3934 D3DTOP_TO_STR(WINED3D_TOP_SELECT_ARG2);
3935 D3DTOP_TO_STR(WINED3D_TOP_MODULATE);
3936 D3DTOP_TO_STR(WINED3D_TOP_MODULATE_2X);
3937 D3DTOP_TO_STR(WINED3D_TOP_MODULATE_4X);
3938 D3DTOP_TO_STR(WINED3D_TOP_ADD);
3939 D3DTOP_TO_STR(WINED3D_TOP_ADD_SIGNED);
3940 D3DTOP_TO_STR(WINED3D_TOP_ADD_SIGNED_2X);
3941 D3DTOP_TO_STR(WINED3D_TOP_SUBTRACT);
3942 D3DTOP_TO_STR(WINED3D_TOP_ADD_SMOOTH);
3943 D3DTOP_TO_STR(WINED3D_TOP_BLEND_DIFFUSE_ALPHA);
3944 D3DTOP_TO_STR(WINED3D_TOP_BLEND_TEXTURE_ALPHA);
3945 D3DTOP_TO_STR(WINED3D_TOP_BLEND_FACTOR_ALPHA);
3946 D3DTOP_TO_STR(WINED3D_TOP_BLEND_TEXTURE_ALPHA_PM);
3947 D3DTOP_TO_STR(WINED3D_TOP_BLEND_CURRENT_ALPHA);
3948 D3DTOP_TO_STR(WINED3D_TOP_PREMODULATE);
3949 D3DTOP_TO_STR(WINED3D_TOP_MODULATE_ALPHA_ADD_COLOR);
3950 D3DTOP_TO_STR(WINED3D_TOP_MODULATE_COLOR_ADD_ALPHA);
3951 D3DTOP_TO_STR(WINED3D_TOP_MODULATE_INVALPHA_ADD_COLOR);
3952 D3DTOP_TO_STR(WINED3D_TOP_MODULATE_INVCOLOR_ADD_ALPHA);
3953 D3DTOP_TO_STR(WINED3D_TOP_BUMPENVMAP);
3954 D3DTOP_TO_STR(WINED3D_TOP_BUMPENVMAP_LUMINANCE);
3955 D3DTOP_TO_STR(WINED3D_TOP_DOTPRODUCT3);
3956 D3DTOP_TO_STR(WINED3D_TOP_MULTIPLY_ADD);
3957 D3DTOP_TO_STR(WINED3D_TOP_LERP);
3958 #undef D3DTOP_TO_STR
3959 default:
3960 FIXME("Unrecognized texture op %#x.\n", d3dtop);
3961 return "unrecognized";
3965 const char *debug_d3dtstype(enum wined3d_transform_state tstype)
3967 switch (tstype)
3969 #define TSTYPE_TO_STR(tstype) case tstype: return #tstype
3970 TSTYPE_TO_STR(WINED3D_TS_VIEW);
3971 TSTYPE_TO_STR(WINED3D_TS_PROJECTION);
3972 TSTYPE_TO_STR(WINED3D_TS_TEXTURE0);
3973 TSTYPE_TO_STR(WINED3D_TS_TEXTURE1);
3974 TSTYPE_TO_STR(WINED3D_TS_TEXTURE2);
3975 TSTYPE_TO_STR(WINED3D_TS_TEXTURE3);
3976 TSTYPE_TO_STR(WINED3D_TS_TEXTURE4);
3977 TSTYPE_TO_STR(WINED3D_TS_TEXTURE5);
3978 TSTYPE_TO_STR(WINED3D_TS_TEXTURE6);
3979 TSTYPE_TO_STR(WINED3D_TS_TEXTURE7);
3980 TSTYPE_TO_STR(WINED3D_TS_WORLD_MATRIX(0));
3981 TSTYPE_TO_STR(WINED3D_TS_WORLD_MATRIX(1));
3982 TSTYPE_TO_STR(WINED3D_TS_WORLD_MATRIX(2));
3983 TSTYPE_TO_STR(WINED3D_TS_WORLD_MATRIX(3));
3984 #undef TSTYPE_TO_STR
3985 default:
3986 if (tstype > 256 && tstype < 512)
3988 FIXME("WINED3D_TS_WORLD_MATRIX(%u). 1..255 not currently supported.\n", tstype);
3989 return ("WINED3D_TS_WORLD_MATRIX > 0");
3991 FIXME("Unrecognized transform state %#x.\n", tstype);
3992 return "unrecognized";
3996 const char *debug_shader_type(enum wined3d_shader_type type)
3998 switch(type)
4000 #define WINED3D_TO_STR(type) case type: return #type
4001 WINED3D_TO_STR(WINED3D_SHADER_TYPE_PIXEL);
4002 WINED3D_TO_STR(WINED3D_SHADER_TYPE_VERTEX);
4003 WINED3D_TO_STR(WINED3D_SHADER_TYPE_GEOMETRY);
4004 WINED3D_TO_STR(WINED3D_SHADER_TYPE_HULL);
4005 WINED3D_TO_STR(WINED3D_SHADER_TYPE_DOMAIN);
4006 #undef WINED3D_TO_STR
4007 default:
4008 FIXME("Unrecognized shader type %#x.\n", type);
4009 return "unrecognized";
4013 const char *debug_d3dstate(DWORD state)
4015 if (STATE_IS_RENDER(state))
4016 return wine_dbg_sprintf("STATE_RENDER(%s)", debug_d3drenderstate(state - STATE_RENDER(0)));
4017 if (STATE_IS_TEXTURESTAGE(state))
4019 DWORD texture_stage = (state - STATE_TEXTURESTAGE(0, 0)) / (WINED3D_HIGHEST_TEXTURE_STATE + 1);
4020 DWORD texture_state = state - STATE_TEXTURESTAGE(texture_stage, 0);
4021 return wine_dbg_sprintf("STATE_TEXTURESTAGE(%#x, %s)",
4022 texture_stage, debug_d3dtexturestate(texture_state));
4024 if (STATE_IS_SAMPLER(state))
4025 return wine_dbg_sprintf("STATE_SAMPLER(%#x)", state - STATE_SAMPLER(0));
4026 if (STATE_IS_SHADER(state))
4027 return wine_dbg_sprintf("STATE_SHADER(%s)", debug_shader_type(state - STATE_SHADER(0)));
4028 if (STATE_IS_CONSTANT_BUFFER(state))
4029 return wine_dbg_sprintf("STATE_CONSTANT_BUFFER(%s)", debug_shader_type(state - STATE_CONSTANT_BUFFER(0)));
4030 if (STATE_IS_SHADER_RESOURCE_BINDING(state))
4031 return "STATE_SHADER_RESOURCE_BINDING";
4032 if (STATE_IS_TRANSFORM(state))
4033 return wine_dbg_sprintf("STATE_TRANSFORM(%s)", debug_d3dtstype(state - STATE_TRANSFORM(0)));
4034 if (STATE_IS_STREAMSRC(state))
4035 return "STATE_STREAMSRC";
4036 if (STATE_IS_INDEXBUFFER(state))
4037 return "STATE_INDEXBUFFER";
4038 if (STATE_IS_VDECL(state))
4039 return "STATE_VDECL";
4040 if (STATE_IS_VIEWPORT(state))
4041 return "STATE_VIEWPORT";
4042 if (STATE_IS_LIGHT_TYPE(state))
4043 return "STATE_LIGHT_TYPE";
4044 if (STATE_IS_ACTIVELIGHT(state))
4045 return wine_dbg_sprintf("STATE_ACTIVELIGHT(%#x)", state - STATE_ACTIVELIGHT(0));
4046 if (STATE_IS_SCISSORRECT(state))
4047 return "STATE_SCISSORRECT";
4048 if (STATE_IS_CLIPPLANE(state))
4049 return wine_dbg_sprintf("STATE_CLIPPLANE(%#x)", state - STATE_CLIPPLANE(0));
4050 if (STATE_IS_MATERIAL(state))
4051 return "STATE_MATERIAL";
4052 if (STATE_IS_FRONTFACE(state))
4053 return "STATE_FRONTFACE";
4054 if (STATE_IS_POINTSPRITECOORDORIGIN(state))
4055 return "STATE_POINTSPRITECOORDORIGIN";
4056 if (STATE_IS_BASEVERTEXINDEX(state))
4057 return "STATE_BASEVERTEXINDEX";
4058 if (STATE_IS_FRAMEBUFFER(state))
4059 return "STATE_FRAMEBUFFER";
4060 if (STATE_IS_POINT_ENABLE(state))
4061 return "STATE_POINT_ENABLE";
4062 if (STATE_IS_COLOR_KEY(state))
4063 return "STATE_COLOR_KEY";
4065 return wine_dbg_sprintf("UNKNOWN_STATE(%#x)", state);
4068 const char *debug_d3dpool(enum wined3d_pool pool)
4070 switch (pool)
4072 #define POOL_TO_STR(p) case p: return #p
4073 POOL_TO_STR(WINED3D_POOL_DEFAULT);
4074 POOL_TO_STR(WINED3D_POOL_MANAGED);
4075 POOL_TO_STR(WINED3D_POOL_SYSTEM_MEM);
4076 POOL_TO_STR(WINED3D_POOL_SCRATCH);
4077 #undef POOL_TO_STR
4078 default:
4079 FIXME("Unrecognized pool %#x.\n", pool);
4080 return "unrecognized";
4084 const char *debug_fboattachment(GLenum attachment)
4086 switch(attachment)
4088 #define WINED3D_TO_STR(x) case x: return #x
4089 WINED3D_TO_STR(GL_COLOR_ATTACHMENT0);
4090 WINED3D_TO_STR(GL_COLOR_ATTACHMENT1);
4091 WINED3D_TO_STR(GL_COLOR_ATTACHMENT2);
4092 WINED3D_TO_STR(GL_COLOR_ATTACHMENT3);
4093 WINED3D_TO_STR(GL_COLOR_ATTACHMENT4);
4094 WINED3D_TO_STR(GL_COLOR_ATTACHMENT5);
4095 WINED3D_TO_STR(GL_COLOR_ATTACHMENT6);
4096 WINED3D_TO_STR(GL_COLOR_ATTACHMENT7);
4097 WINED3D_TO_STR(GL_COLOR_ATTACHMENT8);
4098 WINED3D_TO_STR(GL_COLOR_ATTACHMENT9);
4099 WINED3D_TO_STR(GL_COLOR_ATTACHMENT10);
4100 WINED3D_TO_STR(GL_COLOR_ATTACHMENT11);
4101 WINED3D_TO_STR(GL_COLOR_ATTACHMENT12);
4102 WINED3D_TO_STR(GL_COLOR_ATTACHMENT13);
4103 WINED3D_TO_STR(GL_COLOR_ATTACHMENT14);
4104 WINED3D_TO_STR(GL_COLOR_ATTACHMENT15);
4105 WINED3D_TO_STR(GL_DEPTH_ATTACHMENT);
4106 WINED3D_TO_STR(GL_STENCIL_ATTACHMENT);
4107 #undef WINED3D_TO_STR
4108 default:
4109 return wine_dbg_sprintf("Unknown FBO attachment %#x", attachment);
4113 const char *debug_fbostatus(GLenum status) {
4114 switch(status) {
4115 #define FBOSTATUS_TO_STR(u) case u: return #u
4116 FBOSTATUS_TO_STR(GL_FRAMEBUFFER_COMPLETE);
4117 FBOSTATUS_TO_STR(GL_FRAMEBUFFER_INCOMPLETE_ATTACHMENT);
4118 FBOSTATUS_TO_STR(GL_FRAMEBUFFER_INCOMPLETE_MISSING_ATTACHMENT);
4119 FBOSTATUS_TO_STR(GL_FRAMEBUFFER_INCOMPLETE_DIMENSIONS_EXT);
4120 FBOSTATUS_TO_STR(GL_FRAMEBUFFER_INCOMPLETE_FORMATS_EXT);
4121 FBOSTATUS_TO_STR(GL_FRAMEBUFFER_INCOMPLETE_DRAW_BUFFER);
4122 FBOSTATUS_TO_STR(GL_FRAMEBUFFER_INCOMPLETE_READ_BUFFER);
4123 FBOSTATUS_TO_STR(GL_FRAMEBUFFER_INCOMPLETE_MULTISAMPLE);
4124 FBOSTATUS_TO_STR(GL_FRAMEBUFFER_INCOMPLETE_LAYER_TARGETS);
4125 FBOSTATUS_TO_STR(GL_FRAMEBUFFER_INCOMPLETE_LAYER_COUNT_ARB);
4126 FBOSTATUS_TO_STR(GL_FRAMEBUFFER_UNSUPPORTED);
4127 FBOSTATUS_TO_STR(GL_FRAMEBUFFER_UNDEFINED);
4128 #undef FBOSTATUS_TO_STR
4129 default:
4130 FIXME("Unrecognized FBO status 0x%08x.\n", status);
4131 return "unrecognized";
4135 const char *debug_glerror(GLenum error) {
4136 switch(error) {
4137 #define GLERROR_TO_STR(u) case u: return #u
4138 GLERROR_TO_STR(GL_NO_ERROR);
4139 GLERROR_TO_STR(GL_INVALID_ENUM);
4140 GLERROR_TO_STR(GL_INVALID_VALUE);
4141 GLERROR_TO_STR(GL_INVALID_OPERATION);
4142 GLERROR_TO_STR(GL_STACK_OVERFLOW);
4143 GLERROR_TO_STR(GL_STACK_UNDERFLOW);
4144 GLERROR_TO_STR(GL_OUT_OF_MEMORY);
4145 GLERROR_TO_STR(GL_INVALID_FRAMEBUFFER_OPERATION);
4146 #undef GLERROR_TO_STR
4147 default:
4148 FIXME("Unrecognized GL error 0x%08x.\n", error);
4149 return "unrecognized";
4153 static const char *debug_fixup_channel_source(enum fixup_channel_source source)
4155 switch(source)
4157 #define WINED3D_TO_STR(x) case x: return #x
4158 WINED3D_TO_STR(CHANNEL_SOURCE_ZERO);
4159 WINED3D_TO_STR(CHANNEL_SOURCE_ONE);
4160 WINED3D_TO_STR(CHANNEL_SOURCE_X);
4161 WINED3D_TO_STR(CHANNEL_SOURCE_Y);
4162 WINED3D_TO_STR(CHANNEL_SOURCE_Z);
4163 WINED3D_TO_STR(CHANNEL_SOURCE_W);
4164 WINED3D_TO_STR(CHANNEL_SOURCE_COMPLEX0);
4165 WINED3D_TO_STR(CHANNEL_SOURCE_COMPLEX1);
4166 #undef WINED3D_TO_STR
4167 default:
4168 FIXME("Unrecognized fixup_channel_source %#x\n", source);
4169 return "unrecognized";
4173 static const char *debug_complex_fixup(enum complex_fixup fixup)
4175 switch(fixup)
4177 #define WINED3D_TO_STR(x) case x: return #x
4178 WINED3D_TO_STR(COMPLEX_FIXUP_YUY2);
4179 WINED3D_TO_STR(COMPLEX_FIXUP_UYVY);
4180 WINED3D_TO_STR(COMPLEX_FIXUP_YV12);
4181 WINED3D_TO_STR(COMPLEX_FIXUP_NV12);
4182 WINED3D_TO_STR(COMPLEX_FIXUP_P8);
4183 #undef WINED3D_TO_STR
4184 default:
4185 FIXME("Unrecognized complex fixup %#x\n", fixup);
4186 return "unrecognized";
4190 void dump_color_fixup_desc(struct color_fixup_desc fixup)
4192 if (is_complex_fixup(fixup))
4194 TRACE("\tComplex: %s\n", debug_complex_fixup(get_complex_fixup(fixup)));
4195 return;
4198 TRACE("\tX: %s%s\n", debug_fixup_channel_source(fixup.x_source), fixup.x_sign_fixup ? ", SIGN_FIXUP" : "");
4199 TRACE("\tY: %s%s\n", debug_fixup_channel_source(fixup.y_source), fixup.y_sign_fixup ? ", SIGN_FIXUP" : "");
4200 TRACE("\tZ: %s%s\n", debug_fixup_channel_source(fixup.z_source), fixup.z_sign_fixup ? ", SIGN_FIXUP" : "");
4201 TRACE("\tW: %s%s\n", debug_fixup_channel_source(fixup.w_source), fixup.w_sign_fixup ? ", SIGN_FIXUP" : "");
4204 BOOL is_invalid_op(const struct wined3d_state *state, int stage,
4205 enum wined3d_texture_op op, DWORD arg1, DWORD arg2, DWORD arg3)
4207 if (op == WINED3D_TOP_DISABLE)
4208 return FALSE;
4209 if (state->textures[stage])
4210 return FALSE;
4212 if ((arg1 & WINED3DTA_SELECTMASK) == WINED3DTA_TEXTURE
4213 && op != WINED3D_TOP_SELECT_ARG2)
4214 return TRUE;
4215 if ((arg2 & WINED3DTA_SELECTMASK) == WINED3DTA_TEXTURE
4216 && op != WINED3D_TOP_SELECT_ARG1)
4217 return TRUE;
4218 if ((arg3 & WINED3DTA_SELECTMASK) == WINED3DTA_TEXTURE
4219 && (op == WINED3D_TOP_MULTIPLY_ADD || op == WINED3D_TOP_LERP))
4220 return TRUE;
4222 return FALSE;
4225 void get_identity_matrix(struct wined3d_matrix *mat)
4227 static const struct wined3d_matrix identity =
4229 1.0f, 0.0f, 0.0f, 0.0f,
4230 0.0f, 1.0f, 0.0f, 0.0f,
4231 0.0f, 0.0f, 1.0f, 0.0f,
4232 0.0f, 0.0f, 0.0f, 1.0f,
4235 *mat = identity;
4238 void get_modelview_matrix(const struct wined3d_context *context, const struct wined3d_state *state,
4239 unsigned int index, struct wined3d_matrix *mat)
4241 if (context->last_was_rhw)
4242 get_identity_matrix(mat);
4243 else
4244 multiply_matrix(mat, &state->transforms[WINED3D_TS_VIEW], &state->transforms[WINED3D_TS_WORLD_MATRIX(index)]);
4247 void get_projection_matrix(const struct wined3d_context *context, const struct wined3d_state *state,
4248 struct wined3d_matrix *mat)
4250 float center_offset;
4252 /* There are a couple of additional things we have to take into account
4253 * here besides the projection transformation itself:
4254 * - We need to flip along the y-axis in case of offscreen rendering.
4255 * - OpenGL Z range is {-Wc,...,Wc} while D3D Z range is {0,...,Wc}.
4256 * - D3D coordinates refer to pixel centers while GL coordinates refer
4257 * to pixel corners.
4258 * - D3D has a top-left filling convention. We need to maintain this
4259 * even after the y-flip mentioned above.
4260 * In order to handle the last two points, we translate by
4261 * (63.0 / 128.0) / VPw and (63.0 / 128.0) / VPh. This is equivalent to
4262 * translating slightly less than half a pixel. We want the difference to
4263 * be large enough that it doesn't get lost due to rounding inside the
4264 * driver, but small enough to prevent it from interfering with any
4265 * anti-aliasing. */
4267 if (context->swapchain->device->wined3d->flags & WINED3D_PIXEL_CENTER_INTEGER)
4268 center_offset = 63.0f / 64.0f;
4269 else
4270 center_offset = -1.0f / 64.0f;
4272 if (context->last_was_rhw)
4274 /* Transform D3D RHW coordinates to OpenGL clip coordinates. */
4275 float x = state->viewport.x;
4276 float y = state->viewport.y;
4277 float w = state->viewport.width;
4278 float h = state->viewport.height;
4279 float x_scale = 2.0f / w;
4280 float x_offset = (center_offset - (2.0f * x) - w) / w;
4281 float y_scale = context->render_offscreen ? 2.0f / h : 2.0f / -h;
4282 float y_offset = context->render_offscreen
4283 ? (center_offset - (2.0f * y) - h) / h
4284 : (center_offset - (2.0f * y) - h) / -h;
4285 enum wined3d_depth_buffer_type zenable = state->fb->depth_stencil ?
4286 state->render_states[WINED3D_RS_ZENABLE] : WINED3D_ZB_FALSE;
4287 float z_scale = zenable ? 2.0f : 0.0f;
4288 float z_offset = zenable ? -1.0f : 0.0f;
4289 const struct wined3d_matrix projection =
4291 x_scale, 0.0f, 0.0f, 0.0f,
4292 0.0f, y_scale, 0.0f, 0.0f,
4293 0.0f, 0.0f, z_scale, 0.0f,
4294 x_offset, y_offset, z_offset, 1.0f,
4297 *mat = projection;
4299 else
4301 float y_scale = context->render_offscreen ? -1.0f : 1.0f;
4302 float x_offset = center_offset / state->viewport.width;
4303 float y_offset = context->render_offscreen
4304 ? center_offset / state->viewport.height
4305 : -center_offset / state->viewport.height;
4306 const struct wined3d_matrix projection =
4308 1.0f, 0.0f, 0.0f, 0.0f,
4309 0.0f, y_scale, 0.0f, 0.0f,
4310 0.0f, 0.0f, 2.0f, 0.0f,
4311 x_offset, y_offset, -1.0f, 1.0f,
4314 multiply_matrix(mat, &projection, &state->transforms[WINED3D_TS_PROJECTION]);
4318 /* Setup this textures matrix according to the texture flags. */
4319 static void compute_texture_matrix(const struct wined3d_gl_info *gl_info, const struct wined3d_matrix *matrix,
4320 DWORD flags, BOOL calculated_coords, BOOL transformed, enum wined3d_format_id format_id,
4321 BOOL ffp_proj_control, struct wined3d_matrix *out_matrix)
4323 struct wined3d_matrix mat;
4325 if (flags == WINED3D_TTFF_DISABLE || flags == WINED3D_TTFF_COUNT1 || transformed)
4327 get_identity_matrix(out_matrix);
4328 return;
4331 if (flags == (WINED3D_TTFF_COUNT1 | WINED3D_TTFF_PROJECTED))
4333 ERR("Invalid texture transform flags: WINED3D_TTFF_COUNT1 | WINED3D_TTFF_PROJECTED.\n");
4334 return;
4337 mat = *matrix;
4339 if (flags & WINED3D_TTFF_PROJECTED)
4341 if (!ffp_proj_control)
4343 switch (flags & ~WINED3D_TTFF_PROJECTED)
4345 case WINED3D_TTFF_COUNT2:
4346 mat._14 = mat._12;
4347 mat._24 = mat._22;
4348 mat._34 = mat._32;
4349 mat._44 = mat._42;
4350 mat._12 = mat._22 = mat._32 = mat._42 = 0.0f;
4351 break;
4352 case WINED3D_TTFF_COUNT3:
4353 mat._14 = mat._13;
4354 mat._24 = mat._23;
4355 mat._34 = mat._33;
4356 mat._44 = mat._43;
4357 mat._13 = mat._23 = mat._33 = mat._43 = 0.0f;
4358 break;
4362 else
4364 /* Under Direct3D the R/Z coord can be used for translation, under
4365 * OpenGL we use the Q coord instead. */
4366 if (!calculated_coords)
4368 switch (format_id)
4370 /* Direct3D passes the default 1.0 in the 2nd coord, while GL
4371 * passes it in the 4th. Swap 2nd and 4th coord. No need to
4372 * store the value of mat._41 in mat._21 because the input
4373 * value to the transformation will be 0, so the matrix value
4374 * is irrelevant. */
4375 case WINED3DFMT_R32_FLOAT:
4376 mat._41 = mat._21;
4377 mat._42 = mat._22;
4378 mat._43 = mat._23;
4379 mat._44 = mat._24;
4380 break;
4381 /* See above, just 3rd and 4th coord. */
4382 case WINED3DFMT_R32G32_FLOAT:
4383 mat._41 = mat._31;
4384 mat._42 = mat._32;
4385 mat._43 = mat._33;
4386 mat._44 = mat._34;
4387 break;
4388 case WINED3DFMT_R32G32B32_FLOAT: /* Opengl defaults match dx defaults */
4389 case WINED3DFMT_R32G32B32A32_FLOAT: /* No defaults apply, all app defined */
4391 /* This is to prevent swapping the matrix lines and put the default 4th coord = 1.0
4392 * into a bad place. The division elimination below will apply to make sure the
4393 * 1.0 doesn't do anything bad. The caller will set this value if the stride is 0
4395 case WINED3DFMT_UNKNOWN: /* No texture coords, 0/0/0/1 defaults are passed */
4396 break;
4397 default:
4398 FIXME("Unexpected fixed function texture coord input\n");
4401 if (!ffp_proj_control)
4403 switch (flags & ~WINED3D_TTFF_PROJECTED)
4405 /* case WINED3D_TTFF_COUNT1: Won't ever get here. */
4406 case WINED3D_TTFF_COUNT2:
4407 mat._13 = mat._23 = mat._33 = mat._43 = 0.0f;
4408 /* OpenGL divides the first 3 vertex coordinates by the 4th by
4409 * default, which is essentially the same as D3DTTFF_PROJECTED.
4410 * Make sure that the 4th coordinate evaluates to 1.0 to
4411 * eliminate that.
4413 * If the fixed function pipeline is used, the 4th value
4414 * remains unused, so there is no danger in doing this. With
4415 * vertex shaders we have a problem. Should an application hit
4416 * that problem, the code here would have to check for pixel
4417 * shaders, and the shader has to undo the default GL divide.
4419 * A more serious problem occurs if the application passes 4
4420 * coordinates in, and the 4th is != 1.0 (OpenGL default).
4421 * This would have to be fixed with immediate mode draws. */
4422 default:
4423 mat._14 = mat._24 = mat._34 = 0.0f; mat._44 = 1.0f;
4428 *out_matrix = mat;
4431 void get_texture_matrix(const struct wined3d_context *context, const struct wined3d_state *state,
4432 unsigned int tex, struct wined3d_matrix *mat)
4434 const struct wined3d_device *device = context->swapchain->device;
4435 const struct wined3d_gl_info *gl_info = context->gl_info;
4436 BOOL generated = (state->texture_states[tex][WINED3D_TSS_TEXCOORD_INDEX] & 0xffff0000)
4437 != WINED3DTSS_TCI_PASSTHRU;
4438 unsigned int coord_idx = min(state->texture_states[tex][WINED3D_TSS_TEXCOORD_INDEX & 0x0000ffff],
4439 MAX_TEXTURES - 1);
4441 compute_texture_matrix(gl_info, &state->transforms[WINED3D_TS_TEXTURE0 + tex],
4442 state->texture_states[tex][WINED3D_TSS_TEXTURE_TRANSFORM_FLAGS],
4443 generated, context->last_was_rhw,
4444 context->stream_info.use_map & (1u << (WINED3D_FFP_TEXCOORD0 + coord_idx))
4445 ? context->stream_info.elements[WINED3D_FFP_TEXCOORD0 + coord_idx].format->id
4446 : WINED3DFMT_UNKNOWN,
4447 device->shader_backend->shader_has_ffp_proj_control(device->shader_priv), mat);
4449 if ((context->lastWasPow2Texture & (1u << tex)) && state->textures[tex])
4451 if (generated)
4452 FIXME("Non-power-of-two texture being used with generated texture coords.\n");
4453 /* NP2 texcoord fixup is implemented for pixelshaders so only enable the
4454 * fixed-function-pipeline fixup via pow2Matrix when no PS is used. */
4455 if (!use_ps(state))
4457 TRACE("Non-power-of-two texture matrix multiply fixup.\n");
4458 multiply_matrix(mat, mat, (struct wined3d_matrix *)state->textures[tex]->pow2_matrix);
4463 void get_pointsize_minmax(const struct wined3d_context *context, const struct wined3d_state *state,
4464 float *out_min, float *out_max)
4466 union
4468 DWORD d;
4469 float f;
4470 } min, max;
4472 min.d = state->render_states[WINED3D_RS_POINTSIZE_MIN];
4473 max.d = state->render_states[WINED3D_RS_POINTSIZE_MAX];
4475 if (min.f > max.f)
4476 min.f = max.f;
4478 *out_min = min.f;
4479 *out_max = max.f;
4482 void get_pointsize(const struct wined3d_context *context, const struct wined3d_state *state,
4483 float *out_pointsize, float *out_att)
4485 /* POINTSCALEENABLE controls how point size value is treated. If set to
4486 * true, the point size is scaled with respect to height of viewport.
4487 * When set to false point size is in pixels. */
4488 union
4490 DWORD d;
4491 float f;
4492 } pointsize, a, b, c;
4494 out_att[0] = 1.0f;
4495 out_att[1] = 0.0f;
4496 out_att[2] = 0.0f;
4498 pointsize.d = state->render_states[WINED3D_RS_POINTSIZE];
4499 a.d = state->render_states[WINED3D_RS_POINTSCALE_A];
4500 b.d = state->render_states[WINED3D_RS_POINTSCALE_B];
4501 c.d = state->render_states[WINED3D_RS_POINTSCALE_C];
4503 if (state->render_states[WINED3D_RS_POINTSCALEENABLE])
4505 float scale_factor = state->viewport.height * state->viewport.height;
4507 out_att[0] = a.f / scale_factor;
4508 out_att[1] = b.f / scale_factor;
4509 out_att[2] = c.f / scale_factor;
4511 *out_pointsize = pointsize.f;
4514 void get_fog_start_end(const struct wined3d_context *context, const struct wined3d_state *state,
4515 float *start, float *end)
4517 union
4519 DWORD d;
4520 float f;
4521 } tmpvalue;
4523 switch (context->fog_source)
4525 case FOGSOURCE_VS:
4526 *start = 1.0f;
4527 *end = 0.0f;
4528 break;
4530 case FOGSOURCE_COORD:
4531 *start = 255.0f;
4532 *end = 0.0f;
4533 break;
4535 case FOGSOURCE_FFP:
4536 tmpvalue.d = state->render_states[WINED3D_RS_FOGSTART];
4537 *start = tmpvalue.f;
4538 tmpvalue.d = state->render_states[WINED3D_RS_FOGEND];
4539 *end = tmpvalue.f;
4540 /* Special handling for fog_start == fog_end. In d3d with vertex
4541 * fog, everything is fogged. With table fog, everything with
4542 * fog_coord < fog_start is unfogged, and fog_coord > fog_start
4543 * is fogged. Windows drivers disagree when fog_coord == fog_start. */
4544 if (state->render_states[WINED3D_RS_FOGTABLEMODE] == WINED3D_FOG_NONE && *start == *end)
4546 *start = -INFINITY;
4547 *end = 0.0f;
4549 break;
4551 default:
4552 /* This should not happen, context->fog_source is set in wined3d, not the app. */
4553 ERR("Unexpected fog coordinate source.\n");
4554 *start = 0.0f;
4555 *end = 0.0f;
4559 /* Note: It's the caller's responsibility to ensure values can be expressed
4560 * in the requested format. UNORM formats for example can only express values
4561 * in the range 0.0f -> 1.0f. */
4562 DWORD wined3d_format_convert_from_float(const struct wined3d_format *format, const struct wined3d_color *color)
4564 static const struct
4566 enum wined3d_format_id format_id;
4567 float r_mul;
4568 float g_mul;
4569 float b_mul;
4570 float a_mul;
4571 BYTE r_shift;
4572 BYTE g_shift;
4573 BYTE b_shift;
4574 BYTE a_shift;
4576 conv[] =
4578 {WINED3DFMT_B8G8R8A8_UNORM, 255.0f, 255.0f, 255.0f, 255.0f, 16, 8, 0, 24},
4579 {WINED3DFMT_B8G8R8X8_UNORM, 255.0f, 255.0f, 255.0f, 255.0f, 16, 8, 0, 24},
4580 {WINED3DFMT_B8G8R8_UNORM, 255.0f, 255.0f, 255.0f, 255.0f, 16, 8, 0, 24},
4581 {WINED3DFMT_B5G6R5_UNORM, 31.0f, 63.0f, 31.0f, 0.0f, 11, 5, 0, 0},
4582 {WINED3DFMT_B5G5R5A1_UNORM, 31.0f, 31.0f, 31.0f, 1.0f, 10, 5, 0, 15},
4583 {WINED3DFMT_B5G5R5X1_UNORM, 31.0f, 31.0f, 31.0f, 1.0f, 10, 5, 0, 15},
4584 {WINED3DFMT_R8_UNORM, 255.0f, 0.0f, 0.0f, 0.0f, 0, 0, 0, 0},
4585 {WINED3DFMT_A8_UNORM, 0.0f, 0.0f, 0.0f, 255.0f, 0, 0, 0, 0},
4586 {WINED3DFMT_B4G4R4A4_UNORM, 15.0f, 15.0f, 15.0f, 15.0f, 8, 4, 0, 12},
4587 {WINED3DFMT_B4G4R4X4_UNORM, 15.0f, 15.0f, 15.0f, 15.0f, 8, 4, 0, 12},
4588 {WINED3DFMT_B2G3R3_UNORM, 7.0f, 7.0f, 3.0f, 0.0f, 5, 2, 0, 0},
4589 {WINED3DFMT_R8G8B8A8_UNORM, 255.0f, 255.0f, 255.0f, 255.0f, 0, 8, 16, 24},
4590 {WINED3DFMT_R8G8B8X8_UNORM, 255.0f, 255.0f, 255.0f, 255.0f, 0, 8, 16, 24},
4591 {WINED3DFMT_B10G10R10A2_UNORM, 1023.0f, 1023.0f, 1023.0f, 3.0f, 20, 10, 0, 30},
4592 {WINED3DFMT_R10G10B10A2_UNORM, 1023.0f, 1023.0f, 1023.0f, 3.0f, 0, 10, 20, 30},
4593 {WINED3DFMT_P8_UINT, 0.0f, 0.0f, 0.0f, 255.0f, 0, 0, 0, 0},
4595 unsigned int i;
4597 TRACE("Converting color %s to format %s.\n", debug_color(color), debug_d3dformat(format->id));
4599 for (i = 0; i < sizeof(conv) / sizeof(*conv); ++i)
4601 DWORD ret;
4603 if (format->id != conv[i].format_id) continue;
4605 ret = ((DWORD)((color->r * conv[i].r_mul) + 0.5f)) << conv[i].r_shift;
4606 ret |= ((DWORD)((color->g * conv[i].g_mul) + 0.5f)) << conv[i].g_shift;
4607 ret |= ((DWORD)((color->b * conv[i].b_mul) + 0.5f)) << conv[i].b_shift;
4608 ret |= ((DWORD)((color->a * conv[i].a_mul) + 0.5f)) << conv[i].a_shift;
4610 TRACE("Returning 0x%08x.\n", ret);
4612 return ret;
4615 FIXME("Conversion for format %s not implemented.\n", debug_d3dformat(format->id));
4617 return 0;
4620 static float color_to_float(DWORD color, DWORD size, DWORD offset)
4622 DWORD mask = (1u << size) - 1;
4624 if (!size)
4625 return 1.0f;
4627 color >>= offset;
4628 color &= mask;
4630 return (float)color / (float)mask;
4633 BOOL wined3d_format_convert_color_to_float(const struct wined3d_format *format,
4634 const struct wined3d_palette *palette, DWORD color, struct wined3d_color *float_color)
4636 switch (format->id)
4638 case WINED3DFMT_B8G8R8_UNORM:
4639 case WINED3DFMT_B8G8R8A8_UNORM:
4640 case WINED3DFMT_B8G8R8X8_UNORM:
4641 case WINED3DFMT_B5G6R5_UNORM:
4642 case WINED3DFMT_B5G5R5X1_UNORM:
4643 case WINED3DFMT_B5G5R5A1_UNORM:
4644 case WINED3DFMT_B4G4R4A4_UNORM:
4645 case WINED3DFMT_B2G3R3_UNORM:
4646 case WINED3DFMT_R8_UNORM:
4647 case WINED3DFMT_A8_UNORM:
4648 case WINED3DFMT_B2G3R3A8_UNORM:
4649 case WINED3DFMT_B4G4R4X4_UNORM:
4650 case WINED3DFMT_R10G10B10A2_UNORM:
4651 case WINED3DFMT_R10G10B10A2_SNORM:
4652 case WINED3DFMT_R8G8B8A8_UNORM:
4653 case WINED3DFMT_R8G8B8X8_UNORM:
4654 case WINED3DFMT_R16G16_UNORM:
4655 case WINED3DFMT_B10G10R10A2_UNORM:
4656 float_color->r = color_to_float(color, format->red_size, format->red_offset);
4657 float_color->g = color_to_float(color, format->green_size, format->green_offset);
4658 float_color->b = color_to_float(color, format->blue_size, format->blue_offset);
4659 float_color->a = color_to_float(color, format->alpha_size, format->alpha_offset);
4660 return TRUE;
4662 case WINED3DFMT_P8_UINT:
4663 if (palette)
4665 float_color->r = palette->colors[color].rgbRed / 255.0f;
4666 float_color->g = palette->colors[color].rgbGreen / 255.0f;
4667 float_color->b = palette->colors[color].rgbBlue / 255.0f;
4669 else
4671 float_color->r = 0.0f;
4672 float_color->g = 0.0f;
4673 float_color->b = 0.0f;
4675 float_color->a = color / 255.0f;
4676 return TRUE;
4678 default:
4679 ERR("Unhandled conversion from %s to floating point.\n", debug_d3dformat(format->id));
4680 return FALSE;
4684 void wined3d_format_get_float_color_key(const struct wined3d_format *format,
4685 const struct wined3d_color_key *key, struct wined3d_color *float_colors)
4687 struct wined3d_color slop;
4689 switch (format->id)
4691 case WINED3DFMT_B8G8R8_UNORM:
4692 case WINED3DFMT_B8G8R8A8_UNORM:
4693 case WINED3DFMT_B8G8R8X8_UNORM:
4694 case WINED3DFMT_B5G6R5_UNORM:
4695 case WINED3DFMT_B5G5R5X1_UNORM:
4696 case WINED3DFMT_B5G5R5A1_UNORM:
4697 case WINED3DFMT_B4G4R4A4_UNORM:
4698 case WINED3DFMT_B2G3R3_UNORM:
4699 case WINED3DFMT_R8_UNORM:
4700 case WINED3DFMT_A8_UNORM:
4701 case WINED3DFMT_B2G3R3A8_UNORM:
4702 case WINED3DFMT_B4G4R4X4_UNORM:
4703 case WINED3DFMT_R10G10B10A2_UNORM:
4704 case WINED3DFMT_R10G10B10A2_SNORM:
4705 case WINED3DFMT_R8G8B8A8_UNORM:
4706 case WINED3DFMT_R8G8B8X8_UNORM:
4707 case WINED3DFMT_R16G16_UNORM:
4708 case WINED3DFMT_B10G10R10A2_UNORM:
4709 slop.r = 0.5f / ((1 << format->red_size) - 1);
4710 slop.g = 0.5f / ((1 << format->green_size) - 1);
4711 slop.b = 0.5f / ((1 << format->blue_size) - 1);
4712 slop.a = 0.5f / ((1 << format->alpha_size) - 1);
4714 float_colors[0].r = color_to_float(key->color_space_low_value, format->red_size, format->red_offset)
4715 - slop.r;
4716 float_colors[0].g = color_to_float(key->color_space_low_value, format->green_size, format->green_offset)
4717 - slop.g;
4718 float_colors[0].b = color_to_float(key->color_space_low_value, format->blue_size, format->blue_offset)
4719 - slop.b;
4720 float_colors[0].a = color_to_float(key->color_space_low_value, format->alpha_size, format->alpha_offset)
4721 - slop.a;
4723 float_colors[1].r = color_to_float(key->color_space_high_value, format->red_size, format->red_offset)
4724 + slop.r;
4725 float_colors[1].g = color_to_float(key->color_space_high_value, format->green_size, format->green_offset)
4726 + slop.g;
4727 float_colors[1].b = color_to_float(key->color_space_high_value, format->blue_size, format->blue_offset)
4728 + slop.b;
4729 float_colors[1].a = color_to_float(key->color_space_high_value, format->alpha_size, format->alpha_offset)
4730 + slop.a;
4731 break;
4733 case WINED3DFMT_P8_UINT:
4734 float_colors[0].r = 0.0f;
4735 float_colors[0].g = 0.0f;
4736 float_colors[0].b = 0.0f;
4737 float_colors[0].a = (key->color_space_low_value - 0.5f) / 255.0f;
4739 float_colors[1].r = 0.0f;
4740 float_colors[1].g = 0.0f;
4741 float_colors[1].b = 0.0f;
4742 float_colors[1].a = (key->color_space_high_value + 0.5f) / 255.0f;
4743 break;
4745 default:
4746 ERR("Unhandled color key to float conversion for format %s.\n", debug_d3dformat(format->id));
4750 /* DirectDraw stuff */
4751 enum wined3d_format_id pixelformat_for_depth(DWORD depth)
4753 switch (depth)
4755 case 8: return WINED3DFMT_P8_UINT;
4756 case 15: return WINED3DFMT_B5G5R5X1_UNORM;
4757 case 16: return WINED3DFMT_B5G6R5_UNORM;
4758 case 24: return WINED3DFMT_B8G8R8X8_UNORM; /* Robots needs 24bit to be WINED3DFMT_B8G8R8X8_UNORM */
4759 case 32: return WINED3DFMT_B8G8R8X8_UNORM; /* EVE online and the Fur demo need 32bit AdapterDisplayMode to return WINED3DFMT_B8G8R8X8_UNORM */
4760 default: return WINED3DFMT_UNKNOWN;
4764 void multiply_matrix(struct wined3d_matrix *dst, const struct wined3d_matrix *src1, const struct wined3d_matrix *src2)
4766 struct wined3d_matrix tmp;
4768 /* Now do the multiplication 'by hand'.
4769 I know that all this could be optimised, but this will be done later :-) */
4770 tmp._11 = (src1->_11 * src2->_11) + (src1->_21 * src2->_12) + (src1->_31 * src2->_13) + (src1->_41 * src2->_14);
4771 tmp._21 = (src1->_11 * src2->_21) + (src1->_21 * src2->_22) + (src1->_31 * src2->_23) + (src1->_41 * src2->_24);
4772 tmp._31 = (src1->_11 * src2->_31) + (src1->_21 * src2->_32) + (src1->_31 * src2->_33) + (src1->_41 * src2->_34);
4773 tmp._41 = (src1->_11 * src2->_41) + (src1->_21 * src2->_42) + (src1->_31 * src2->_43) + (src1->_41 * src2->_44);
4775 tmp._12 = (src1->_12 * src2->_11) + (src1->_22 * src2->_12) + (src1->_32 * src2->_13) + (src1->_42 * src2->_14);
4776 tmp._22 = (src1->_12 * src2->_21) + (src1->_22 * src2->_22) + (src1->_32 * src2->_23) + (src1->_42 * src2->_24);
4777 tmp._32 = (src1->_12 * src2->_31) + (src1->_22 * src2->_32) + (src1->_32 * src2->_33) + (src1->_42 * src2->_34);
4778 tmp._42 = (src1->_12 * src2->_41) + (src1->_22 * src2->_42) + (src1->_32 * src2->_43) + (src1->_42 * src2->_44);
4780 tmp._13 = (src1->_13 * src2->_11) + (src1->_23 * src2->_12) + (src1->_33 * src2->_13) + (src1->_43 * src2->_14);
4781 tmp._23 = (src1->_13 * src2->_21) + (src1->_23 * src2->_22) + (src1->_33 * src2->_23) + (src1->_43 * src2->_24);
4782 tmp._33 = (src1->_13 * src2->_31) + (src1->_23 * src2->_32) + (src1->_33 * src2->_33) + (src1->_43 * src2->_34);
4783 tmp._43 = (src1->_13 * src2->_41) + (src1->_23 * src2->_42) + (src1->_33 * src2->_43) + (src1->_43 * src2->_44);
4785 tmp._14 = (src1->_14 * src2->_11) + (src1->_24 * src2->_12) + (src1->_34 * src2->_13) + (src1->_44 * src2->_14);
4786 tmp._24 = (src1->_14 * src2->_21) + (src1->_24 * src2->_22) + (src1->_34 * src2->_23) + (src1->_44 * src2->_24);
4787 tmp._34 = (src1->_14 * src2->_31) + (src1->_24 * src2->_32) + (src1->_34 * src2->_33) + (src1->_44 * src2->_34);
4788 tmp._44 = (src1->_14 * src2->_41) + (src1->_24 * src2->_42) + (src1->_34 * src2->_43) + (src1->_44 * src2->_44);
4790 *dst = tmp;
4793 DWORD get_flexible_vertex_size(DWORD d3dvtVertexType) {
4794 DWORD size = 0;
4795 int i;
4796 int numTextures = (d3dvtVertexType & WINED3DFVF_TEXCOUNT_MASK) >> WINED3DFVF_TEXCOUNT_SHIFT;
4798 if (d3dvtVertexType & WINED3DFVF_NORMAL) size += 3 * sizeof(float);
4799 if (d3dvtVertexType & WINED3DFVF_DIFFUSE) size += sizeof(DWORD);
4800 if (d3dvtVertexType & WINED3DFVF_SPECULAR) size += sizeof(DWORD);
4801 if (d3dvtVertexType & WINED3DFVF_PSIZE) size += sizeof(DWORD);
4802 switch (d3dvtVertexType & WINED3DFVF_POSITION_MASK) {
4803 case WINED3DFVF_XYZ: size += 3 * sizeof(float); break;
4804 case WINED3DFVF_XYZRHW: size += 4 * sizeof(float); break;
4805 case WINED3DFVF_XYZB1: size += 4 * sizeof(float); break;
4806 case WINED3DFVF_XYZB2: size += 5 * sizeof(float); break;
4807 case WINED3DFVF_XYZB3: size += 6 * sizeof(float); break;
4808 case WINED3DFVF_XYZB4: size += 7 * sizeof(float); break;
4809 case WINED3DFVF_XYZB5: size += 8 * sizeof(float); break;
4810 case WINED3DFVF_XYZW: size += 4 * sizeof(float); break;
4811 default: ERR("Unexpected position mask\n");
4813 for (i = 0; i < numTextures; i++) {
4814 size += GET_TEXCOORD_SIZE_FROM_FVF(d3dvtVertexType, i) * sizeof(float);
4817 return size;
4820 unsigned int wined3d_max_compat_varyings(const struct wined3d_gl_info *gl_info)
4822 /* On core profile we have to also count diffuse and specular colors and the
4823 * fog coordinate. */
4824 return gl_info->supported[WINED3D_GL_LEGACY_CONTEXT] ? MAX_TEXTURES * 4 : (MAX_TEXTURES + 2) * 4 + 1;
4827 void gen_ffp_frag_op(const struct wined3d_context *context, const struct wined3d_state *state,
4828 struct ffp_frag_settings *settings, BOOL ignore_textype)
4830 #define ARG1 0x01
4831 #define ARG2 0x02
4832 #define ARG0 0x04
4833 static const unsigned char args[WINED3D_TOP_LERP + 1] =
4835 /* undefined */ 0,
4836 /* D3DTOP_DISABLE */ 0,
4837 /* D3DTOP_SELECTARG1 */ ARG1,
4838 /* D3DTOP_SELECTARG2 */ ARG2,
4839 /* D3DTOP_MODULATE */ ARG1 | ARG2,
4840 /* D3DTOP_MODULATE2X */ ARG1 | ARG2,
4841 /* D3DTOP_MODULATE4X */ ARG1 | ARG2,
4842 /* D3DTOP_ADD */ ARG1 | ARG2,
4843 /* D3DTOP_ADDSIGNED */ ARG1 | ARG2,
4844 /* D3DTOP_ADDSIGNED2X */ ARG1 | ARG2,
4845 /* D3DTOP_SUBTRACT */ ARG1 | ARG2,
4846 /* D3DTOP_ADDSMOOTH */ ARG1 | ARG2,
4847 /* D3DTOP_BLENDDIFFUSEALPHA */ ARG1 | ARG2,
4848 /* D3DTOP_BLENDTEXTUREALPHA */ ARG1 | ARG2,
4849 /* D3DTOP_BLENDFACTORALPHA */ ARG1 | ARG2,
4850 /* D3DTOP_BLENDTEXTUREALPHAPM */ ARG1 | ARG2,
4851 /* D3DTOP_BLENDCURRENTALPHA */ ARG1 | ARG2,
4852 /* D3DTOP_PREMODULATE */ ARG1 | ARG2,
4853 /* D3DTOP_MODULATEALPHA_ADDCOLOR */ ARG1 | ARG2,
4854 /* D3DTOP_MODULATECOLOR_ADDALPHA */ ARG1 | ARG2,
4855 /* D3DTOP_MODULATEINVALPHA_ADDCOLOR */ ARG1 | ARG2,
4856 /* D3DTOP_MODULATEINVCOLOR_ADDALPHA */ ARG1 | ARG2,
4857 /* D3DTOP_BUMPENVMAP */ ARG1 | ARG2,
4858 /* D3DTOP_BUMPENVMAPLUMINANCE */ ARG1 | ARG2,
4859 /* D3DTOP_DOTPRODUCT3 */ ARG1 | ARG2,
4860 /* D3DTOP_MULTIPLYADD */ ARG1 | ARG2 | ARG0,
4861 /* D3DTOP_LERP */ ARG1 | ARG2 | ARG0
4863 unsigned int i;
4864 DWORD ttff;
4865 DWORD cop, aop, carg0, carg1, carg2, aarg0, aarg1, aarg2;
4866 const struct wined3d_gl_info *gl_info = context->gl_info;
4867 const struct wined3d_d3d_info *d3d_info = context->d3d_info;
4869 settings->padding = 0;
4871 for (i = 0; i < d3d_info->limits.ffp_blend_stages; ++i)
4873 const struct wined3d_texture *texture;
4875 settings->op[i].padding = 0;
4876 if (state->texture_states[i][WINED3D_TSS_COLOR_OP] == WINED3D_TOP_DISABLE)
4878 settings->op[i].cop = WINED3D_TOP_DISABLE;
4879 settings->op[i].aop = WINED3D_TOP_DISABLE;
4880 settings->op[i].carg0 = settings->op[i].carg1 = settings->op[i].carg2 = ARG_UNUSED;
4881 settings->op[i].aarg0 = settings->op[i].aarg1 = settings->op[i].aarg2 = ARG_UNUSED;
4882 settings->op[i].color_fixup = COLOR_FIXUP_IDENTITY;
4883 settings->op[i].dst = resultreg;
4884 settings->op[i].tex_type = WINED3D_GL_RES_TYPE_TEX_1D;
4885 settings->op[i].projected = proj_none;
4886 i++;
4887 break;
4890 if ((texture = state->textures[i]))
4892 if (can_use_texture_swizzle(gl_info, texture->resource.format))
4893 settings->op[i].color_fixup = COLOR_FIXUP_IDENTITY;
4894 else
4895 settings->op[i].color_fixup = texture->resource.format->color_fixup;
4896 if (ignore_textype)
4898 settings->op[i].tex_type = WINED3D_GL_RES_TYPE_TEX_1D;
4900 else
4902 switch (texture->target)
4904 case GL_TEXTURE_1D:
4905 settings->op[i].tex_type = WINED3D_GL_RES_TYPE_TEX_1D;
4906 break;
4907 case GL_TEXTURE_2D:
4908 settings->op[i].tex_type = WINED3D_GL_RES_TYPE_TEX_2D;
4909 break;
4910 case GL_TEXTURE_3D:
4911 settings->op[i].tex_type = WINED3D_GL_RES_TYPE_TEX_3D;
4912 break;
4913 case GL_TEXTURE_CUBE_MAP_ARB:
4914 settings->op[i].tex_type = WINED3D_GL_RES_TYPE_TEX_CUBE;
4915 break;
4916 case GL_TEXTURE_RECTANGLE_ARB:
4917 settings->op[i].tex_type = WINED3D_GL_RES_TYPE_TEX_RECT;
4918 break;
4921 } else {
4922 settings->op[i].color_fixup = COLOR_FIXUP_IDENTITY;
4923 settings->op[i].tex_type = WINED3D_GL_RES_TYPE_TEX_1D;
4926 cop = state->texture_states[i][WINED3D_TSS_COLOR_OP];
4927 aop = state->texture_states[i][WINED3D_TSS_ALPHA_OP];
4929 carg1 = (args[cop] & ARG1) ? state->texture_states[i][WINED3D_TSS_COLOR_ARG1] : ARG_UNUSED;
4930 carg2 = (args[cop] & ARG2) ? state->texture_states[i][WINED3D_TSS_COLOR_ARG2] : ARG_UNUSED;
4931 carg0 = (args[cop] & ARG0) ? state->texture_states[i][WINED3D_TSS_COLOR_ARG0] : ARG_UNUSED;
4933 if (is_invalid_op(state, i, cop, carg1, carg2, carg0))
4935 carg0 = ARG_UNUSED;
4936 carg2 = ARG_UNUSED;
4937 carg1 = WINED3DTA_CURRENT;
4938 cop = WINED3D_TOP_SELECT_ARG1;
4941 if (cop == WINED3D_TOP_DOTPRODUCT3)
4943 /* A dotproduct3 on the colorop overwrites the alphaop operation and replicates
4944 * the color result to the alpha component of the destination
4946 aop = cop;
4947 aarg1 = carg1;
4948 aarg2 = carg2;
4949 aarg0 = carg0;
4951 else
4953 aarg1 = (args[aop] & ARG1) ? state->texture_states[i][WINED3D_TSS_ALPHA_ARG1] : ARG_UNUSED;
4954 aarg2 = (args[aop] & ARG2) ? state->texture_states[i][WINED3D_TSS_ALPHA_ARG2] : ARG_UNUSED;
4955 aarg0 = (args[aop] & ARG0) ? state->texture_states[i][WINED3D_TSS_ALPHA_ARG0] : ARG_UNUSED;
4958 if (!i && state->textures[0] && state->render_states[WINED3D_RS_COLORKEYENABLE])
4960 GLenum texture_dimensions;
4962 texture = state->textures[0];
4963 texture_dimensions = texture->target;
4965 if (texture_dimensions == GL_TEXTURE_2D || texture_dimensions == GL_TEXTURE_RECTANGLE_ARB)
4967 if (texture->async.color_key_flags & WINED3D_CKEY_SRC_BLT && !texture->resource.format->alpha_size)
4969 if (aop == WINED3D_TOP_DISABLE)
4971 aarg1 = WINED3DTA_TEXTURE;
4972 aop = WINED3D_TOP_SELECT_ARG1;
4974 else if (aop == WINED3D_TOP_SELECT_ARG1 && aarg1 != WINED3DTA_TEXTURE)
4976 if (state->render_states[WINED3D_RS_ALPHABLENDENABLE])
4978 aarg2 = WINED3DTA_TEXTURE;
4979 aop = WINED3D_TOP_MODULATE;
4981 else aarg1 = WINED3DTA_TEXTURE;
4983 else if (aop == WINED3D_TOP_SELECT_ARG2 && aarg2 != WINED3DTA_TEXTURE)
4985 if (state->render_states[WINED3D_RS_ALPHABLENDENABLE])
4987 aarg1 = WINED3DTA_TEXTURE;
4988 aop = WINED3D_TOP_MODULATE;
4990 else aarg2 = WINED3DTA_TEXTURE;
4996 if (is_invalid_op(state, i, aop, aarg1, aarg2, aarg0))
4998 aarg0 = ARG_UNUSED;
4999 aarg2 = ARG_UNUSED;
5000 aarg1 = WINED3DTA_CURRENT;
5001 aop = WINED3D_TOP_SELECT_ARG1;
5004 if (carg1 == WINED3DTA_TEXTURE || carg2 == WINED3DTA_TEXTURE || carg0 == WINED3DTA_TEXTURE
5005 || aarg1 == WINED3DTA_TEXTURE || aarg2 == WINED3DTA_TEXTURE || aarg0 == WINED3DTA_TEXTURE)
5007 ttff = state->texture_states[i][WINED3D_TSS_TEXTURE_TRANSFORM_FLAGS];
5008 if (ttff == (WINED3D_TTFF_PROJECTED | WINED3D_TTFF_COUNT3))
5009 settings->op[i].projected = proj_count3;
5010 else if (ttff & WINED3D_TTFF_PROJECTED)
5011 settings->op[i].projected = proj_count4;
5012 else
5013 settings->op[i].projected = proj_none;
5015 else
5017 settings->op[i].projected = proj_none;
5020 settings->op[i].cop = cop;
5021 settings->op[i].aop = aop;
5022 settings->op[i].carg0 = carg0;
5023 settings->op[i].carg1 = carg1;
5024 settings->op[i].carg2 = carg2;
5025 settings->op[i].aarg0 = aarg0;
5026 settings->op[i].aarg1 = aarg1;
5027 settings->op[i].aarg2 = aarg2;
5029 if (state->texture_states[i][WINED3D_TSS_RESULT_ARG] == WINED3DTA_TEMP)
5030 settings->op[i].dst = tempreg;
5031 else
5032 settings->op[i].dst = resultreg;
5035 /* Clear unsupported stages */
5036 for(; i < MAX_TEXTURES; i++) {
5037 memset(&settings->op[i], 0xff, sizeof(settings->op[i]));
5040 if (!state->render_states[WINED3D_RS_FOGENABLE])
5042 settings->fog = WINED3D_FFP_PS_FOG_OFF;
5044 else if (state->render_states[WINED3D_RS_FOGTABLEMODE] == WINED3D_FOG_NONE)
5046 if (use_vs(state) || state->vertex_declaration->position_transformed)
5048 settings->fog = WINED3D_FFP_PS_FOG_LINEAR;
5050 else
5052 switch (state->render_states[WINED3D_RS_FOGVERTEXMODE])
5054 case WINED3D_FOG_NONE:
5055 case WINED3D_FOG_LINEAR:
5056 settings->fog = WINED3D_FFP_PS_FOG_LINEAR;
5057 break;
5058 case WINED3D_FOG_EXP:
5059 settings->fog = WINED3D_FFP_PS_FOG_EXP;
5060 break;
5061 case WINED3D_FOG_EXP2:
5062 settings->fog = WINED3D_FFP_PS_FOG_EXP2;
5063 break;
5067 else
5069 switch (state->render_states[WINED3D_RS_FOGTABLEMODE])
5071 case WINED3D_FOG_LINEAR:
5072 settings->fog = WINED3D_FFP_PS_FOG_LINEAR;
5073 break;
5074 case WINED3D_FOG_EXP:
5075 settings->fog = WINED3D_FFP_PS_FOG_EXP;
5076 break;
5077 case WINED3D_FOG_EXP2:
5078 settings->fog = WINED3D_FFP_PS_FOG_EXP2;
5079 break;
5082 settings->sRGB_write = !gl_info->supported[ARB_FRAMEBUFFER_SRGB] && needs_srgb_write(context, state, state->fb);
5083 if (d3d_info->vs_clipping || !use_vs(state) || !state->render_states[WINED3D_RS_CLIPPING]
5084 || !state->render_states[WINED3D_RS_CLIPPLANEENABLE])
5086 /* No need to emulate clipplanes if GL supports native vertex shader clipping or if
5087 * the fixed function vertex pipeline is used(which always supports clipplanes), or
5088 * if no clipplane is enabled
5090 settings->emul_clipplanes = 0;
5091 } else {
5092 settings->emul_clipplanes = 1;
5095 if (state->render_states[WINED3D_RS_COLORKEYENABLE] && state->textures[0]
5096 && state->textures[0]->async.color_key_flags & WINED3D_CKEY_SRC_BLT
5097 && settings->op[0].cop != WINED3D_TOP_DISABLE)
5098 settings->color_key_enabled = 1;
5099 else
5100 settings->color_key_enabled = 0;
5102 /* texcoords_initialized is set to meaningful values only when GL doesn't
5103 * support enough varyings to always pass around all the possible texture
5104 * coordinates.
5105 * This is used to avoid reading a varying not written by the vertex shader.
5106 * Reading uninitialized varyings on core profile contexts results in an
5107 * error while with builtin varyings on legacy contexts you get undefined
5108 * behavior. */
5109 if (d3d_info->limits.varying_count
5110 && d3d_info->limits.varying_count < wined3d_max_compat_varyings(gl_info))
5112 settings->texcoords_initialized = 0;
5113 for (i = 0; i < MAX_TEXTURES; ++i)
5115 if (use_vs(state))
5117 if (state->shader[WINED3D_SHADER_TYPE_VERTEX]->reg_maps.output_registers & (1u << i))
5118 settings->texcoords_initialized |= 1u << i;
5120 else
5122 const struct wined3d_stream_info *si = &context->stream_info;
5123 unsigned int coord_idx = state->texture_states[i][WINED3D_TSS_TEXCOORD_INDEX];
5124 if ((state->texture_states[i][WINED3D_TSS_TEXCOORD_INDEX] >> WINED3D_FFP_TCI_SHIFT)
5125 & WINED3D_FFP_TCI_MASK
5126 || (coord_idx < MAX_TEXTURES && (si->use_map & (1u << (WINED3D_FFP_TEXCOORD0 + coord_idx)))))
5127 settings->texcoords_initialized |= 1u << i;
5131 else
5133 settings->texcoords_initialized = (1u << MAX_TEXTURES) - 1;
5136 settings->pointsprite = state->render_states[WINED3D_RS_POINTSPRITEENABLE]
5137 && state->gl_primitive_type == GL_POINTS;
5139 if (d3d_info->emulated_flatshading)
5140 settings->flatshading = state->render_states[WINED3D_RS_SHADEMODE] == WINED3D_SHADE_FLAT;
5141 else
5142 settings->flatshading = FALSE;
5145 const struct ffp_frag_desc *find_ffp_frag_shader(const struct wine_rb_tree *fragment_shaders,
5146 const struct ffp_frag_settings *settings)
5148 struct wine_rb_entry *entry = wine_rb_get(fragment_shaders, settings);
5149 return entry ? WINE_RB_ENTRY_VALUE(entry, struct ffp_frag_desc, entry) : NULL;
5152 void add_ffp_frag_shader(struct wine_rb_tree *shaders, struct ffp_frag_desc *desc)
5154 /* Note that the key is the implementation independent part of the ffp_frag_desc structure,
5155 * whereas desc points to an extended structure with implementation specific parts. */
5156 if (wine_rb_put(shaders, &desc->settings, &desc->entry) == -1)
5158 ERR("Failed to insert ffp frag shader.\n");
5162 /* Activates the texture dimension according to the bound D3D texture. Does
5163 * not care for the colorop or correct gl texture unit (when using nvrc).
5164 * Requires the caller to activate the correct unit. */
5165 /* Context activation is done by the caller (state handler). */
5166 void texture_activate_dimensions(const struct wined3d_texture *texture, const struct wined3d_gl_info *gl_info)
5168 if (texture)
5170 switch (texture->target)
5172 case GL_TEXTURE_2D:
5173 gl_info->gl_ops.gl.p_glDisable(GL_TEXTURE_3D);
5174 checkGLcall("glDisable(GL_TEXTURE_3D)");
5175 if (gl_info->supported[ARB_TEXTURE_CUBE_MAP])
5177 gl_info->gl_ops.gl.p_glDisable(GL_TEXTURE_CUBE_MAP_ARB);
5178 checkGLcall("glDisable(GL_TEXTURE_CUBE_MAP_ARB)");
5180 if (gl_info->supported[ARB_TEXTURE_RECTANGLE])
5182 gl_info->gl_ops.gl.p_glDisable(GL_TEXTURE_RECTANGLE_ARB);
5183 checkGLcall("glDisable(GL_TEXTURE_RECTANGLE_ARB)");
5185 gl_info->gl_ops.gl.p_glEnable(GL_TEXTURE_2D);
5186 checkGLcall("glEnable(GL_TEXTURE_2D)");
5187 break;
5188 case GL_TEXTURE_RECTANGLE_ARB:
5189 gl_info->gl_ops.gl.p_glDisable(GL_TEXTURE_2D);
5190 checkGLcall("glDisable(GL_TEXTURE_2D)");
5191 gl_info->gl_ops.gl.p_glDisable(GL_TEXTURE_3D);
5192 checkGLcall("glDisable(GL_TEXTURE_3D)");
5193 if (gl_info->supported[ARB_TEXTURE_CUBE_MAP])
5195 gl_info->gl_ops.gl.p_glDisable(GL_TEXTURE_CUBE_MAP_ARB);
5196 checkGLcall("glDisable(GL_TEXTURE_CUBE_MAP_ARB)");
5198 gl_info->gl_ops.gl.p_glEnable(GL_TEXTURE_RECTANGLE_ARB);
5199 checkGLcall("glEnable(GL_TEXTURE_RECTANGLE_ARB)");
5200 break;
5201 case GL_TEXTURE_3D:
5202 if (gl_info->supported[ARB_TEXTURE_CUBE_MAP])
5204 gl_info->gl_ops.gl.p_glDisable(GL_TEXTURE_CUBE_MAP_ARB);
5205 checkGLcall("glDisable(GL_TEXTURE_CUBE_MAP_ARB)");
5207 if (gl_info->supported[ARB_TEXTURE_RECTANGLE])
5209 gl_info->gl_ops.gl.p_glDisable(GL_TEXTURE_RECTANGLE_ARB);
5210 checkGLcall("glDisable(GL_TEXTURE_RECTANGLE_ARB)");
5212 gl_info->gl_ops.gl.p_glDisable(GL_TEXTURE_2D);
5213 checkGLcall("glDisable(GL_TEXTURE_2D)");
5214 gl_info->gl_ops.gl.p_glEnable(GL_TEXTURE_3D);
5215 checkGLcall("glEnable(GL_TEXTURE_3D)");
5216 break;
5217 case GL_TEXTURE_CUBE_MAP_ARB:
5218 gl_info->gl_ops.gl.p_glDisable(GL_TEXTURE_2D);
5219 checkGLcall("glDisable(GL_TEXTURE_2D)");
5220 gl_info->gl_ops.gl.p_glDisable(GL_TEXTURE_3D);
5221 checkGLcall("glDisable(GL_TEXTURE_3D)");
5222 if (gl_info->supported[ARB_TEXTURE_RECTANGLE])
5224 gl_info->gl_ops.gl.p_glDisable(GL_TEXTURE_RECTANGLE_ARB);
5225 checkGLcall("glDisable(GL_TEXTURE_RECTANGLE_ARB)");
5227 gl_info->gl_ops.gl.p_glEnable(GL_TEXTURE_CUBE_MAP_ARB);
5228 checkGLcall("glEnable(GL_TEXTURE_CUBE_MAP_ARB)");
5229 break;
5232 else
5234 gl_info->gl_ops.gl.p_glEnable(GL_TEXTURE_2D);
5235 checkGLcall("glEnable(GL_TEXTURE_2D)");
5236 gl_info->gl_ops.gl.p_glDisable(GL_TEXTURE_3D);
5237 checkGLcall("glDisable(GL_TEXTURE_3D)");
5238 if (gl_info->supported[ARB_TEXTURE_CUBE_MAP])
5240 gl_info->gl_ops.gl.p_glDisable(GL_TEXTURE_CUBE_MAP_ARB);
5241 checkGLcall("glDisable(GL_TEXTURE_CUBE_MAP_ARB)");
5243 if (gl_info->supported[ARB_TEXTURE_RECTANGLE])
5245 gl_info->gl_ops.gl.p_glDisable(GL_TEXTURE_RECTANGLE_ARB);
5246 checkGLcall("glDisable(GL_TEXTURE_RECTANGLE_ARB)");
5248 /* Binding textures is done by samplers. A dummy texture will be bound */
5252 /* Context activation is done by the caller (state handler). */
5253 void sampler_texdim(struct wined3d_context *context, const struct wined3d_state *state, DWORD state_id)
5255 DWORD sampler = state_id - STATE_SAMPLER(0);
5256 DWORD mapped_stage = context->tex_unit_map[sampler];
5258 /* No need to enable / disable anything here for unused samplers. The
5259 * tex_colorop handler takes care. Also no action is needed with pixel
5260 * shaders, or if tex_colorop will take care of this business. */
5261 if (mapped_stage == WINED3D_UNMAPPED_STAGE || mapped_stage >= context->gl_info->limits.textures)
5262 return;
5263 if (sampler >= context->lowest_disabled_stage)
5264 return;
5265 if (isStateDirty(context, STATE_TEXTURESTAGE(sampler, WINED3D_TSS_COLOR_OP)))
5266 return;
5268 texture_activate_dimensions(state->textures[sampler], context->gl_info);
5271 void *wined3d_rb_alloc(size_t size)
5273 return HeapAlloc(GetProcessHeap(), 0, size);
5276 void *wined3d_rb_realloc(void *ptr, size_t size)
5278 return HeapReAlloc(GetProcessHeap(), 0, ptr, size);
5281 void wined3d_rb_free(void *ptr)
5283 HeapFree(GetProcessHeap(), 0, ptr);
5286 static int ffp_frag_program_key_compare(const void *key, const struct wine_rb_entry *entry)
5288 const struct ffp_frag_settings *ka = key;
5289 const struct ffp_frag_settings *kb = &WINE_RB_ENTRY_VALUE(entry, const struct ffp_frag_desc, entry)->settings;
5291 return memcmp(ka, kb, sizeof(*ka));
5294 const struct wine_rb_functions wined3d_ffp_frag_program_rb_functions =
5296 wined3d_rb_alloc,
5297 wined3d_rb_realloc,
5298 wined3d_rb_free,
5299 ffp_frag_program_key_compare,
5302 void wined3d_ffp_get_vs_settings(const struct wined3d_context *context,
5303 const struct wined3d_state *state, struct wined3d_ffp_vs_settings *settings)
5305 const struct wined3d_stream_info *si = &context->stream_info;
5306 const struct wined3d_gl_info *gl_info = context->gl_info;
5307 const struct wined3d_d3d_info *d3d_info = context->d3d_info;
5308 unsigned int coord_idx, i;
5310 if (si->position_transformed)
5312 memset(settings, 0, sizeof(*settings));
5314 settings->transformed = 1;
5315 settings->point_size = state->gl_primitive_type == GL_POINTS;
5316 settings->per_vertex_point_size = !!(si->use_map & 1u << WINED3D_FFP_PSIZE);
5317 if (!state->render_states[WINED3D_RS_FOGENABLE])
5318 settings->fog_mode = WINED3D_FFP_VS_FOG_OFF;
5319 else if (state->render_states[WINED3D_RS_FOGTABLEMODE] != WINED3D_FOG_NONE)
5320 settings->fog_mode = WINED3D_FFP_VS_FOG_DEPTH;
5321 else
5322 settings->fog_mode = WINED3D_FFP_VS_FOG_FOGCOORD;
5324 for (i = 0; i < MAX_TEXTURES; ++i)
5326 coord_idx = state->texture_states[i][WINED3D_TSS_TEXCOORD_INDEX];
5327 if (coord_idx < MAX_TEXTURES && (si->use_map & (1u << (WINED3D_FFP_TEXCOORD0 + coord_idx))))
5328 settings->texcoords |= 1u << i;
5329 settings->texgen[i] = state->texture_states[i][WINED3D_TSS_TEXCOORD_INDEX];
5331 if (d3d_info->limits.varying_count >= wined3d_max_compat_varyings(gl_info))
5332 settings->texcoords = (1u << MAX_TEXTURES) - 1;
5334 if (d3d_info->emulated_flatshading)
5335 settings->flatshading = state->render_states[WINED3D_RS_SHADEMODE] == WINED3D_SHADE_FLAT;
5336 else
5337 settings->flatshading = FALSE;
5339 return;
5342 switch (state->render_states[WINED3D_RS_VERTEXBLEND])
5344 case WINED3D_VBF_DISABLE:
5345 case WINED3D_VBF_1WEIGHTS:
5346 case WINED3D_VBF_2WEIGHTS:
5347 case WINED3D_VBF_3WEIGHTS:
5348 settings->vertexblends = state->render_states[WINED3D_RS_VERTEXBLEND];
5349 break;
5350 default:
5351 FIXME("Unsupported vertex blending: %d\n", state->render_states[WINED3D_RS_VERTEXBLEND]);
5352 break;
5355 settings->transformed = 0;
5356 settings->clipping = state->render_states[WINED3D_RS_CLIPPING]
5357 && state->render_states[WINED3D_RS_CLIPPLANEENABLE];
5358 settings->normal = !!(si->use_map & (1u << WINED3D_FFP_NORMAL));
5359 settings->normalize = settings->normal && state->render_states[WINED3D_RS_NORMALIZENORMALS];
5360 settings->lighting = !!state->render_states[WINED3D_RS_LIGHTING];
5361 settings->localviewer = !!state->render_states[WINED3D_RS_LOCALVIEWER];
5362 settings->point_size = state->gl_primitive_type == GL_POINTS;
5363 settings->per_vertex_point_size = !!(si->use_map & 1u << WINED3D_FFP_PSIZE);
5365 if (state->render_states[WINED3D_RS_COLORVERTEX] && (si->use_map & (1u << WINED3D_FFP_DIFFUSE)))
5367 settings->diffuse_source = state->render_states[WINED3D_RS_DIFFUSEMATERIALSOURCE];
5368 settings->emissive_source = state->render_states[WINED3D_RS_EMISSIVEMATERIALSOURCE];
5369 settings->ambient_source = state->render_states[WINED3D_RS_AMBIENTMATERIALSOURCE];
5370 settings->specular_source = state->render_states[WINED3D_RS_SPECULARMATERIALSOURCE];
5372 else
5374 settings->diffuse_source = WINED3D_MCS_MATERIAL;
5375 settings->emissive_source = WINED3D_MCS_MATERIAL;
5376 settings->ambient_source = WINED3D_MCS_MATERIAL;
5377 settings->specular_source = WINED3D_MCS_MATERIAL;
5380 settings->texcoords = 0;
5381 for (i = 0; i < MAX_TEXTURES; ++i)
5383 coord_idx = state->texture_states[i][WINED3D_TSS_TEXCOORD_INDEX];
5384 if (coord_idx < MAX_TEXTURES && (si->use_map & (1u << (WINED3D_FFP_TEXCOORD0 + coord_idx))))
5385 settings->texcoords |= 1u << i;
5386 settings->texgen[i] = state->texture_states[i][WINED3D_TSS_TEXCOORD_INDEX];
5388 if (d3d_info->limits.varying_count >= wined3d_max_compat_varyings(gl_info))
5389 settings->texcoords = (1u << MAX_TEXTURES) - 1;
5391 settings->light_type = 0;
5392 for (i = 0; i < MAX_ACTIVE_LIGHTS; ++i)
5394 if (state->lights[i])
5395 settings->light_type |= (state->lights[i]->OriginalParms.type
5396 & WINED3D_FFP_LIGHT_TYPE_MASK) << WINED3D_FFP_LIGHT_TYPE_SHIFT(i);
5399 settings->ortho_fog = 0;
5400 if (!state->render_states[WINED3D_RS_FOGENABLE])
5401 settings->fog_mode = WINED3D_FFP_VS_FOG_OFF;
5402 else if (state->render_states[WINED3D_RS_FOGTABLEMODE] != WINED3D_FOG_NONE)
5404 settings->fog_mode = WINED3D_FFP_VS_FOG_DEPTH;
5406 if (state->transforms[WINED3D_TS_PROJECTION]._14 == 0.0f
5407 && state->transforms[WINED3D_TS_PROJECTION]._24 == 0.0f
5408 && state->transforms[WINED3D_TS_PROJECTION]._34 == 0.0f
5409 && state->transforms[WINED3D_TS_PROJECTION]._44 == 1.0f)
5410 settings->ortho_fog = 1;
5412 else if (state->render_states[WINED3D_RS_FOGVERTEXMODE] == WINED3D_FOG_NONE)
5413 settings->fog_mode = WINED3D_FFP_VS_FOG_FOGCOORD;
5414 else if (state->render_states[WINED3D_RS_RANGEFOGENABLE])
5415 settings->fog_mode = WINED3D_FFP_VS_FOG_RANGE;
5416 else
5417 settings->fog_mode = WINED3D_FFP_VS_FOG_DEPTH;
5419 if (d3d_info->emulated_flatshading)
5420 settings->flatshading = state->render_states[WINED3D_RS_SHADEMODE] == WINED3D_SHADE_FLAT;
5421 else
5422 settings->flatshading = FALSE;
5424 settings->padding = 0;
5427 static int wined3d_ffp_vertex_program_key_compare(const void *key, const struct wine_rb_entry *entry)
5429 const struct wined3d_ffp_vs_settings *ka = key;
5430 const struct wined3d_ffp_vs_settings *kb = &WINE_RB_ENTRY_VALUE(entry,
5431 const struct wined3d_ffp_vs_desc, entry)->settings;
5433 return memcmp(ka, kb, sizeof(*ka));
5436 const struct wine_rb_functions wined3d_ffp_vertex_program_rb_functions =
5438 wined3d_rb_alloc,
5439 wined3d_rb_realloc,
5440 wined3d_rb_free,
5441 wined3d_ffp_vertex_program_key_compare,
5444 const struct blit_shader *wined3d_select_blitter(const struct wined3d_gl_info *gl_info,
5445 const struct wined3d_d3d_info *d3d_info, enum wined3d_blit_op blit_op,
5446 const RECT *src_rect, DWORD src_usage, enum wined3d_pool src_pool, const struct wined3d_format *src_format,
5447 const RECT *dst_rect, DWORD dst_usage, enum wined3d_pool dst_pool, const struct wined3d_format *dst_format)
5449 static const struct blit_shader * const blitters[] =
5451 &arbfp_blit,
5452 &ffp_blit,
5453 &cpu_blit,
5455 unsigned int i;
5457 for (i = 0; i < sizeof(blitters) / sizeof(*blitters); ++i)
5459 if (blitters[i]->blit_supported(gl_info, d3d_info, blit_op,
5460 src_rect, src_usage, src_pool, src_format,
5461 dst_rect, dst_usage, dst_pool, dst_format))
5462 return blitters[i];
5465 return NULL;
5468 void wined3d_get_draw_rect(const struct wined3d_state *state, RECT *rect)
5470 const struct wined3d_viewport *vp = &state->viewport;
5472 SetRect(rect, vp->x, vp->y, vp->x + vp->width, vp->y + vp->height);
5474 if (state->render_states[WINED3D_RS_SCISSORTESTENABLE])
5475 IntersectRect(rect, rect, &state->scissor_rect);
5478 const char *wined3d_debug_location(DWORD location)
5480 const char *prefix = "";
5481 const char *suffix = "";
5482 char buf[294];
5484 if (wined3d_popcount(location) > 16)
5486 prefix = "~(";
5487 location = ~location;
5488 suffix = ")";
5491 buf[0] = '\0';
5492 #define LOCATION_TO_STR(u) if (location & u) { strcat(buf, " | "#u); location &= ~u; }
5493 LOCATION_TO_STR(WINED3D_LOCATION_DISCARDED);
5494 LOCATION_TO_STR(WINED3D_LOCATION_SYSMEM);
5495 LOCATION_TO_STR(WINED3D_LOCATION_USER_MEMORY);
5496 LOCATION_TO_STR(WINED3D_LOCATION_BUFFER);
5497 LOCATION_TO_STR(WINED3D_LOCATION_TEXTURE_RGB);
5498 LOCATION_TO_STR(WINED3D_LOCATION_TEXTURE_SRGB);
5499 LOCATION_TO_STR(WINED3D_LOCATION_DRAWABLE);
5500 LOCATION_TO_STR(WINED3D_LOCATION_RB_MULTISAMPLE);
5501 LOCATION_TO_STR(WINED3D_LOCATION_RB_RESOLVED);
5502 #undef LOCATION_TO_STR
5503 if (location) FIXME("Unrecognized location flag(s) %#x.\n", location);
5505 return wine_dbg_sprintf("%s%s%s", prefix, buf[0] ? &buf[3] : "0", suffix);
5508 /* Print a floating point value with the %.8e format specifier, always using
5509 * '.' as decimal separator. */
5510 void wined3d_ftoa(float value, char *s)
5512 int idx = 1;
5514 if (copysignf(1.0f, value) < 0.0f)
5515 ++idx;
5517 /* Be sure to allocate a buffer of at least 17 characters for the result
5518 as sprintf may return a 3 digit exponent when using the MSVC runtime
5519 instead of a 2 digit exponent. */
5520 sprintf(s, "%.8e", value);
5521 if (isfinite(value))
5522 s[idx] = '.';
5525 void wined3d_release_dc(HWND window, HDC dc)
5527 /* You'd figure ReleaseDC() would fail if the DC doesn't match the window.
5528 * However, that's not what actually happens, and there are user32 tests
5529 * that confirm ReleaseDC() with the wrong window is supposed to succeed.
5530 * So explicitly check that the DC belongs to the window, since we want to
5531 * avoid releasing a DC that belongs to some other window if the original
5532 * window was already destroyed. */
5533 if (WindowFromDC(dc) != window)
5534 WARN("DC %p does not belong to window %p.\n", dc, window);
5535 else if (!ReleaseDC(window, dc))
5536 ERR("Failed to release device context %p, last error %#x.\n", dc, GetLastError());
5539 BOOL wined3d_clip_blit(const RECT *clip_rect, RECT *clipped, RECT *other)
5541 RECT orig = *clipped;
5542 float scale_x = (float)(orig.right - orig.left) / (float)(other->right - other->left);
5543 float scale_y = (float)(orig.bottom - orig.top) / (float)(other->bottom - other->top);
5545 IntersectRect(clipped, clipped, clip_rect);
5547 if (IsRectEmpty(clipped))
5549 SetRectEmpty(other);
5550 return FALSE;
5553 other->left += (LONG)((clipped->left - orig.left) / scale_x);
5554 other->top += (LONG)((clipped->top - orig.top) / scale_y);
5555 other->right -= (LONG)((orig.right - clipped->right) / scale_x);
5556 other->bottom -= (LONG)((orig.bottom - clipped->bottom) / scale_y);
5558 return TRUE;