wined3d: Clip software cursor blits.
[wine.git] / dlls / wined3d / utils.c
blob440606704dfde01e5319059c81f9532300b3d8b1
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 struct wined3d_format_channels
38 enum wined3d_format_id id;
39 DWORD red_size, green_size, blue_size, alpha_size;
40 DWORD red_offset, green_offset, blue_offset, alpha_offset;
41 UINT bpp;
42 BYTE depth_size, stencil_size;
45 static const struct wined3d_format_channels formats[] =
47 /* size offset
48 * format id r g b a r g b a bpp depth stencil */
49 {WINED3DFMT_UNKNOWN, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0},
50 /* FourCC formats */
51 {WINED3DFMT_UYVY, 0, 0, 0, 0, 0, 0, 0, 0, 2, 0, 0},
52 {WINED3DFMT_YUY2, 0, 0, 0, 0, 0, 0, 0, 0, 2, 0, 0},
53 {WINED3DFMT_YV12, 0, 0, 0, 0, 0, 0, 0, 0, 1, 0, 0},
54 {WINED3DFMT_NV12, 0, 0, 0, 0, 0, 0, 0, 0, 1, 0, 0},
55 {WINED3DFMT_DXT1, 0, 0, 0, 0, 0, 0, 0, 0, 1, 0, 0},
56 {WINED3DFMT_DXT2, 0, 0, 0, 0, 0, 0, 0, 0, 1, 0, 0},
57 {WINED3DFMT_DXT3, 0, 0, 0, 0, 0, 0, 0, 0, 1, 0, 0},
58 {WINED3DFMT_DXT4, 0, 0, 0, 0, 0, 0, 0, 0, 1, 0, 0},
59 {WINED3DFMT_DXT5, 0, 0, 0, 0, 0, 0, 0, 0, 1, 0, 0},
60 {WINED3DFMT_MULTI2_ARGB8, 0, 0, 0, 0, 0, 0, 0, 0, 1, 0, 0},
61 {WINED3DFMT_G8R8_G8B8, 0, 0, 0, 0, 0, 0, 0, 0, 1, 0, 0},
62 {WINED3DFMT_R8G8_B8G8, 0, 0, 0, 0, 0, 0, 0, 0, 1, 0, 0},
63 /* IEEE formats */
64 {WINED3DFMT_R32_FLOAT, 32, 0, 0, 0, 0, 0, 0, 0, 4, 0, 0},
65 {WINED3DFMT_R32G32_FLOAT, 32, 32, 0, 0, 0, 32, 0, 0, 8, 0, 0},
66 {WINED3DFMT_R32G32B32_FLOAT, 32, 32, 32, 0, 0, 32, 64, 0, 12, 0, 0},
67 {WINED3DFMT_R32G32B32A32_FLOAT, 32, 32, 32, 32, 0, 32, 64, 96, 16, 0, 0},
68 /* Hmm? */
69 {WINED3DFMT_R8G8_SNORM_Cx, 0, 0, 0, 0, 0, 0, 0, 0, 2, 0, 0},
70 /* Float */
71 {WINED3DFMT_R16_FLOAT, 16, 0, 0, 0, 0, 0, 0, 0, 2, 0, 0},
72 {WINED3DFMT_R16G16_FLOAT, 16, 16, 0, 0, 0, 16, 0, 0, 4, 0, 0},
73 {WINED3DFMT_R16G16_SINT, 16, 16, 0, 0, 0, 16, 0, 0, 4, 0, 0},
74 {WINED3DFMT_R16G16B16A16_FLOAT, 16, 16, 16, 16, 0, 16, 32, 48, 8, 0, 0},
75 {WINED3DFMT_R16G16B16A16_SINT, 16, 16, 16, 16, 0, 16, 32, 48, 8, 0, 0},
76 /* Palettized formats */
77 {WINED3DFMT_P8_UINT_A8_UNORM, 0, 0, 0, 8, 0, 0, 0, 8, 2, 0, 0},
78 {WINED3DFMT_P8_UINT, 0, 0, 0, 0, 0, 0, 0, 0, 1, 0, 0},
79 /* Standard ARGB formats. */
80 {WINED3DFMT_B8G8R8_UNORM, 8, 8, 8, 0, 16, 8, 0, 0, 3, 0, 0},
81 {WINED3DFMT_B8G8R8A8_UNORM, 8, 8, 8, 8, 16, 8, 0, 24, 4, 0, 0},
82 {WINED3DFMT_B8G8R8X8_UNORM, 8, 8, 8, 0, 16, 8, 0, 0, 4, 0, 0},
83 {WINED3DFMT_B5G6R5_UNORM, 5, 6, 5, 0, 11, 5, 0, 0, 2, 0, 0},
84 {WINED3DFMT_B5G5R5X1_UNORM, 5, 5, 5, 0, 10, 5, 0, 0, 2, 0, 0},
85 {WINED3DFMT_B5G5R5A1_UNORM, 5, 5, 5, 1, 10, 5, 0, 15, 2, 0, 0},
86 {WINED3DFMT_B4G4R4A4_UNORM, 4, 4, 4, 4, 8, 4, 0, 12, 2, 0, 0},
87 {WINED3DFMT_B2G3R3_UNORM, 3, 3, 2, 0, 5, 2, 0, 0, 1, 0, 0},
88 {WINED3DFMT_R8_UNORM, 8, 0, 0, 0, 0, 0, 0, 0, 1, 0, 0},
89 {WINED3DFMT_A8_UNORM, 0, 0, 0, 8, 0, 0, 0, 0, 1, 0, 0},
90 {WINED3DFMT_B2G3R3A8_UNORM, 3, 3, 2, 8, 5, 2, 0, 8, 2, 0, 0},
91 {WINED3DFMT_B4G4R4X4_UNORM, 4, 4, 4, 0, 8, 4, 0, 0, 2, 0, 0},
92 {WINED3DFMT_R10G10B10A2_UNORM, 10, 10, 10, 2, 0, 10, 20, 30, 4, 0, 0},
93 {WINED3DFMT_R10G10B10A2_UINT, 10, 10, 10, 2, 0, 10, 20, 30, 4, 0, 0},
94 {WINED3DFMT_R10G10B10A2_SNORM, 10, 10, 10, 2, 0, 10, 20, 30, 4, 0, 0},
95 {WINED3DFMT_R8G8B8A8_UNORM, 8, 8, 8, 8, 0, 8, 16, 24, 4, 0, 0},
96 {WINED3DFMT_R8G8B8A8_UNORM_SRGB, 8, 8, 8, 8, 0, 8, 16, 24, 4, 0, 0},
97 {WINED3DFMT_R8G8B8A8_UINT, 8, 8, 8, 8, 0, 8, 16, 24, 4, 0, 0},
98 {WINED3DFMT_R8G8B8X8_UNORM, 8, 8, 8, 0, 0, 8, 16, 0, 4, 0, 0},
99 {WINED3DFMT_R16G16_UNORM, 16, 16, 0, 0, 0, 16, 0, 0, 4, 0, 0},
100 {WINED3DFMT_B10G10R10A2_UNORM, 10, 10, 10, 2, 20, 10, 0, 30, 4, 0, 0},
101 {WINED3DFMT_R16G16B16A16_UNORM, 16, 16, 16, 16, 0, 16, 32, 48, 8, 0, 0},
102 /* Luminance */
103 {WINED3DFMT_L8_UNORM, 0, 0, 0, 0, 0, 0, 0, 0, 1, 0, 0},
104 {WINED3DFMT_L8A8_UNORM, 0, 0, 0, 8, 0, 0, 0, 8, 2, 0, 0},
105 {WINED3DFMT_L4A4_UNORM, 0, 0, 0, 4, 0, 0, 0, 4, 1, 0, 0},
106 {WINED3DFMT_L16_UNORM, 0, 0, 0, 0, 0, 0, 0, 0, 2, 0, 0},
107 /* Bump mapping stuff */
108 {WINED3DFMT_R8G8_SNORM, 8, 8, 0, 0, 0, 8, 0, 0, 2, 0, 0},
109 {WINED3DFMT_R5G5_SNORM_L6_UNORM, 5, 5, 0, 0, 0, 5, 0, 0, 2, 0, 0},
110 {WINED3DFMT_R8G8_SNORM_L8X8_UNORM, 8, 8, 0, 0, 0, 8, 0, 0, 4, 0, 0},
111 {WINED3DFMT_R8G8B8A8_SNORM, 8, 8, 8, 8, 0, 8, 16, 24, 4, 0, 0},
112 {WINED3DFMT_R16G16_SNORM, 16, 16, 0, 0, 0, 16, 0, 0, 4, 0, 0},
113 {WINED3DFMT_R10G11B11_SNORM, 10, 11, 11, 0, 0, 10, 21, 0, 4, 0, 0},
114 {WINED3DFMT_R10G10B10_SNORM_A2_UNORM, 10, 10, 10, 2, 0, 10, 20, 30, 4, 0, 0},
115 /* Depth stencil formats */
116 {WINED3DFMT_D16_LOCKABLE, 0, 0, 0, 0, 0, 0, 0, 0, 2, 16, 0},
117 {WINED3DFMT_D32_UNORM, 0, 0, 0, 0, 0, 0, 0, 0, 4, 32, 0},
118 {WINED3DFMT_S1_UINT_D15_UNORM, 0, 0, 0, 0, 0, 0, 0, 0, 2, 15, 1},
119 {WINED3DFMT_D24_UNORM_S8_UINT, 0, 0, 0, 0, 0, 0, 0, 0, 4, 24, 8},
120 {WINED3DFMT_X8D24_UNORM, 0, 0, 0, 0, 0, 0, 0, 0, 4, 24, 0},
121 {WINED3DFMT_S4X4_UINT_D24_UNORM, 0, 0, 0, 0, 0, 0, 0, 0, 4, 24, 4},
122 {WINED3DFMT_D16_UNORM, 0, 0, 0, 0, 0, 0, 0, 0, 2, 16, 0},
123 {WINED3DFMT_D32_FLOAT, 0, 0, 0, 0, 0, 0, 0, 0, 4, 32, 0},
124 {WINED3DFMT_S8_UINT_D24_FLOAT, 0, 0, 0, 0, 0, 0, 0, 0, 4, 24, 8},
125 {WINED3DFMT_VERTEXDATA, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0},
126 {WINED3DFMT_R16_UINT, 16, 0, 0, 0, 0, 0, 0, 0, 2, 0, 0},
127 {WINED3DFMT_R32_UINT, 32, 0, 0, 0, 0, 0, 0, 0, 4, 0, 0},
128 {WINED3DFMT_R32G32_UINT, 32, 32, 0, 0, 0, 32, 0, 0, 8, 0, 0},
129 {WINED3DFMT_R32G32B32_UINT, 32, 32, 32, 0, 0, 32, 64, 0, 12, 0, 0},
130 {WINED3DFMT_R32G32B32A32_UINT, 32, 32, 32, 32, 0, 32, 64, 96, 16, 0, 0},
131 {WINED3DFMT_R16G16B16A16_SNORM, 16, 16, 16, 16, 0, 16, 32, 48, 8, 0, 0},
132 /* Vendor-specific formats */
133 {WINED3DFMT_ATI1N, 0, 0, 0, 0, 0, 0, 0, 0, 1, 0, 0},
134 {WINED3DFMT_ATI2N, 0, 0, 0, 0, 0, 0, 0, 0, 1, 0, 0},
135 {WINED3DFMT_NVDB, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0},
136 {WINED3DFMT_INST, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0},
137 {WINED3DFMT_INTZ, 0, 0, 0, 0, 0, 0, 0, 0, 4, 24, 8},
138 {WINED3DFMT_RESZ, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0},
139 {WINED3DFMT_NVHU, 0, 0, 0, 0, 0, 0, 0, 0, 2, 0, 0},
140 {WINED3DFMT_NVHS, 0, 0, 0, 0, 0, 0, 0, 0, 2, 0, 0},
141 {WINED3DFMT_NULL, 8, 8, 8, 8, 0, 8, 16, 24, 4, 0, 0},
142 /* Unsure about them, could not find a Windows driver that supports them */
143 {WINED3DFMT_R16, 16, 0, 0, 0, 0, 0, 0, 0, 2, 0, 0},
144 {WINED3DFMT_AL16, 0, 0, 0, 16, 0, 0, 0, 16, 4, 0, 0},
145 /* Typeless */
146 {WINED3DFMT_R8_TYPELESS, 8, 0, 0, 0, 0, 0, 0, 0, 1, 0, 0},
147 {WINED3DFMT_R8G8_TYPELESS, 8, 8, 0, 0, 0, 8, 0, 0, 2, 0, 0},
148 {WINED3DFMT_R8G8B8A8_TYPELESS, 8, 8, 8, 8, 0, 8, 16, 24, 4, 0, 0},
149 {WINED3DFMT_R16_TYPELESS, 16, 0, 0, 0, 0, 0, 0, 0, 2, 0, 0},
150 {WINED3DFMT_R16G16_TYPELESS, 16, 16, 0, 0, 0, 16, 0, 0, 4, 0, 0},
151 {WINED3DFMT_R16G16B16A16_TYPELESS, 16, 16, 16, 16, 0, 16, 32, 48, 8, 0, 0},
152 {WINED3DFMT_R32_TYPELESS, 32, 0, 0, 0, 0, 0, 0, 0, 4, 0, 0},
153 {WINED3DFMT_R32G32_TYPELESS, 32, 32, 0, 0, 0, 32, 0, 0, 8, 0, 0},
154 {WINED3DFMT_R32G32B32_TYPELESS, 32, 32, 32, 0, 0, 32, 64, 0, 12, 0, 0},
155 {WINED3DFMT_R32G32B32A32_TYPELESS, 32, 32, 32, 32, 0, 32, 64, 96, 16, 0, 0},
158 struct wined3d_format_base_flags
160 enum wined3d_format_id id;
161 DWORD flags;
164 /* The ATI2N format behaves like an uncompressed format in LockRect(), but
165 * still needs to use the correct block based calculation for e.g. the
166 * resource size. */
167 static const struct wined3d_format_base_flags format_base_flags[] =
169 {WINED3DFMT_P8_UINT, WINED3DFMT_FLAG_GETDC},
170 {WINED3DFMT_B8G8R8_UNORM, WINED3DFMT_FLAG_GETDC},
171 {WINED3DFMT_B8G8R8A8_UNORM, WINED3DFMT_FLAG_GETDC},
172 {WINED3DFMT_B8G8R8X8_UNORM, WINED3DFMT_FLAG_GETDC},
173 {WINED3DFMT_B5G6R5_UNORM, WINED3DFMT_FLAG_GETDC},
174 {WINED3DFMT_B5G5R5X1_UNORM, WINED3DFMT_FLAG_GETDC},
175 {WINED3DFMT_B5G5R5A1_UNORM, WINED3DFMT_FLAG_GETDC},
176 {WINED3DFMT_B4G4R4A4_UNORM, WINED3DFMT_FLAG_GETDC},
177 {WINED3DFMT_B4G4R4X4_UNORM, WINED3DFMT_FLAG_GETDC},
178 {WINED3DFMT_R8G8B8A8_UNORM, WINED3DFMT_FLAG_GETDC},
179 {WINED3DFMT_R8G8B8X8_UNORM, WINED3DFMT_FLAG_GETDC},
180 {WINED3DFMT_ATI1N, WINED3DFMT_FLAG_BROKEN_PITCH},
181 {WINED3DFMT_ATI2N, WINED3DFMT_FLAG_BROKEN_PITCH},
182 {WINED3DFMT_R32_FLOAT, WINED3DFMT_FLAG_FLOAT},
183 {WINED3DFMT_R32G32_FLOAT, WINED3DFMT_FLAG_FLOAT},
184 {WINED3DFMT_R32G32B32_FLOAT, WINED3DFMT_FLAG_FLOAT},
185 {WINED3DFMT_R32G32B32A32_FLOAT, WINED3DFMT_FLAG_FLOAT},
186 {WINED3DFMT_R16_FLOAT, WINED3DFMT_FLAG_FLOAT},
187 {WINED3DFMT_R16G16_FLOAT, WINED3DFMT_FLAG_FLOAT},
188 {WINED3DFMT_R16G16B16A16_FLOAT, WINED3DFMT_FLAG_FLOAT},
189 {WINED3DFMT_D32_FLOAT, WINED3DFMT_FLAG_FLOAT},
190 {WINED3DFMT_S8_UINT_D24_FLOAT, WINED3DFMT_FLAG_FLOAT},
193 struct wined3d_format_block_info
195 enum wined3d_format_id id;
196 UINT block_width;
197 UINT block_height;
198 UINT block_byte_count;
199 BOOL verify;
202 static const struct wined3d_format_block_info format_block_info[] =
204 {WINED3DFMT_DXT1, 4, 4, 8, TRUE},
205 {WINED3DFMT_DXT2, 4, 4, 16, TRUE},
206 {WINED3DFMT_DXT3, 4, 4, 16, TRUE},
207 {WINED3DFMT_DXT4, 4, 4, 16, TRUE},
208 {WINED3DFMT_DXT5, 4, 4, 16, TRUE},
209 {WINED3DFMT_ATI1N, 4, 4, 8, FALSE},
210 {WINED3DFMT_ATI2N, 4, 4, 16, FALSE},
211 {WINED3DFMT_YUY2, 2, 1, 4, FALSE},
212 {WINED3DFMT_UYVY, 2, 1, 4, FALSE},
215 struct wined3d_format_vertex_info
217 enum wined3d_format_id id;
218 enum wined3d_ffp_emit_idx emit_idx;
219 GLint component_count;
220 GLenum gl_vtx_type;
221 GLint gl_vtx_format;
222 GLboolean gl_normalized;
223 unsigned int component_size;
226 static const struct wined3d_format_vertex_info format_vertex_info[] =
228 {WINED3DFMT_R32_FLOAT, WINED3D_FFP_EMIT_FLOAT1, 1, GL_FLOAT, 1, GL_FALSE, sizeof(float)},
229 {WINED3DFMT_R32G32_FLOAT, WINED3D_FFP_EMIT_FLOAT2, 2, GL_FLOAT, 2, GL_FALSE, sizeof(float)},
230 {WINED3DFMT_R32G32B32_FLOAT, WINED3D_FFP_EMIT_FLOAT3, 3, GL_FLOAT, 3, GL_FALSE, sizeof(float)},
231 {WINED3DFMT_R32G32B32A32_FLOAT, WINED3D_FFP_EMIT_FLOAT4, 4, GL_FLOAT, 4, GL_FALSE, sizeof(float)},
232 {WINED3DFMT_B8G8R8A8_UNORM, WINED3D_FFP_EMIT_D3DCOLOR, 4, GL_UNSIGNED_BYTE, 4, GL_TRUE, sizeof(BYTE)},
233 {WINED3DFMT_R8G8B8A8_UINT, WINED3D_FFP_EMIT_UBYTE4, 4, GL_UNSIGNED_BYTE, 4, GL_FALSE, sizeof(BYTE)},
234 {WINED3DFMT_R16G16_SINT, WINED3D_FFP_EMIT_SHORT2, 2, GL_SHORT, 2, GL_FALSE, sizeof(short int)},
235 {WINED3DFMT_R16G16B16A16_SINT, WINED3D_FFP_EMIT_SHORT4, 4, GL_SHORT, 4, GL_FALSE, sizeof(short int)},
236 {WINED3DFMT_R8G8B8A8_UNORM, WINED3D_FFP_EMIT_UBYTE4N, 4, GL_UNSIGNED_BYTE, 4, GL_TRUE, sizeof(BYTE)},
237 {WINED3DFMT_R16G16_SNORM, WINED3D_FFP_EMIT_SHORT2N, 2, GL_SHORT, 2, GL_TRUE, sizeof(short int)},
238 {WINED3DFMT_R16G16B16A16_SNORM, WINED3D_FFP_EMIT_SHORT4N, 4, GL_SHORT, 4, GL_TRUE, sizeof(short int)},
239 {WINED3DFMT_R16G16_UNORM, WINED3D_FFP_EMIT_USHORT2N, 2, GL_UNSIGNED_SHORT, 2, GL_TRUE, sizeof(short int)},
240 {WINED3DFMT_R16G16B16A16_UNORM, WINED3D_FFP_EMIT_USHORT4N, 4, GL_UNSIGNED_SHORT, 4, GL_TRUE, sizeof(short int)},
241 {WINED3DFMT_R10G10B10A2_UINT, WINED3D_FFP_EMIT_UDEC3, 3, GL_UNSIGNED_SHORT, 3, GL_FALSE, sizeof(short int)},
242 {WINED3DFMT_R10G10B10A2_SNORM, WINED3D_FFP_EMIT_DEC3N, 3, GL_SHORT, 3, GL_TRUE, sizeof(short int)},
243 {WINED3DFMT_R16G16_FLOAT, WINED3D_FFP_EMIT_FLOAT16_2, 2, GL_FLOAT, 2, GL_FALSE, sizeof(GLhalfNV)},
244 {WINED3DFMT_R16G16B16A16_FLOAT, WINED3D_FFP_EMIT_FLOAT16_4, 4, GL_FLOAT, 4, GL_FALSE, sizeof(GLhalfNV)},
245 {WINED3DFMT_R32_UINT, WINED3D_FFP_EMIT_INVALID, 1, GL_UNSIGNED_INT, 1, GL_FALSE, sizeof(UINT)},
246 {WINED3DFMT_R32G32_UINT, WINED3D_FFP_EMIT_INVALID, 2, GL_UNSIGNED_INT, 2, GL_FALSE, sizeof(UINT)},
247 {WINED3DFMT_R32G32B32_UINT, WINED3D_FFP_EMIT_INVALID, 3, GL_UNSIGNED_INT, 3, GL_FALSE, sizeof(UINT)},
248 {WINED3DFMT_R32G32B32A32_UINT, WINED3D_FFP_EMIT_INVALID, 4, GL_UNSIGNED_INT, 4, GL_FALSE, sizeof(UINT)},
251 struct wined3d_format_texture_info
253 enum wined3d_format_id id;
254 GLint gl_internal;
255 GLint gl_srgb_internal;
256 GLint gl_rt_internal;
257 GLint gl_format;
258 GLint gl_type;
259 unsigned int conv_byte_count;
260 unsigned int flags;
261 enum wined3d_gl_extension extension;
262 void (*convert)(const BYTE *src, BYTE *dst, UINT src_row_pitch, UINT src_slice_pitch,
263 UINT dst_row_pitch, UINT dst_slice_pitch, UINT width, UINT height, UINT depth);
266 static void convert_l4a4_unorm(const BYTE *src, BYTE *dst, UINT src_row_pitch, UINT src_slice_pitch,
267 UINT dst_row_pitch, UINT dst_slice_pitch, UINT width, UINT height, UINT depth)
269 /* WINED3DFMT_L4A4_UNORM exists as an internal gl format, but for some reason there is not
270 * format+type combination to load it. Thus convert it to A8L8, then load it
271 * with A4L4 internal, but A8L8 format+type
273 unsigned int x, y, z;
274 const unsigned char *Source;
275 unsigned char *Dest;
277 for (z = 0; z < depth; z++)
279 for (y = 0; y < height; y++)
281 Source = src + z * src_slice_pitch + y * src_row_pitch;
282 Dest = dst + z * dst_slice_pitch + y * dst_row_pitch;
283 for (x = 0; x < width; x++ )
285 unsigned char color = (*Source++);
286 /* A */ Dest[1] = (color & 0xf0u) << 0;
287 /* L */ Dest[0] = (color & 0x0fu) << 4;
288 Dest += 2;
294 static void convert_r5g5_snorm_l6_unorm(const BYTE *src, BYTE *dst, UINT src_row_pitch, UINT src_slice_pitch,
295 UINT dst_row_pitch, UINT dst_slice_pitch, UINT width, UINT height, UINT depth)
297 unsigned int x, y, z;
298 unsigned char r_in, g_in, l_in;
299 const unsigned short *texel_in;
300 unsigned short *texel_out;
302 /* Emulating signed 5 bit values with unsigned 5 bit values has some precision problems by design:
303 * E.g. the signed input value 0 becomes 16. GL normalizes it to 16 / 31 = 0.516. We convert it
304 * back to a signed value by subtracting 0.5 and multiplying by 2.0. The resulting value is
305 * ((16 / 31) - 0.5) * 2.0 = 0.032, which is quite different from the intended result 0.000. */
306 for (z = 0; z < depth; z++)
308 for (y = 0; y < height; y++)
310 texel_out = (unsigned short *) (dst + z * dst_slice_pitch + y * dst_row_pitch);
311 texel_in = (const unsigned short *)(src + z * src_slice_pitch + y * src_row_pitch);
312 for (x = 0; x < width; x++ )
314 l_in = (*texel_in & 0xfc00u) >> 10;
315 g_in = (*texel_in & 0x03e0u) >> 5;
316 r_in = *texel_in & 0x001fu;
318 *texel_out = ((r_in + 16) << 11) | (l_in << 5) | (g_in + 16);
319 texel_out++;
320 texel_in++;
326 static void convert_r5g5_snorm_l6_unorm_ext(const BYTE *src, BYTE *dst, UINT src_row_pitch, UINT src_slice_pitch,
327 UINT dst_row_pitch, UINT dst_slice_pitch, UINT width, UINT height, UINT depth)
329 unsigned int x, y, z;
330 unsigned char *texel_out, r_out, g_out, r_in, g_in, l_in;
331 const unsigned short *texel_in;
333 for (z = 0; z < depth; z++)
335 for (y = 0; y < height; y++)
337 texel_in = (const unsigned short *)(src + z * src_slice_pitch + y * src_row_pitch);
338 texel_out = dst + z * dst_slice_pitch + y * dst_row_pitch;
339 for (x = 0; x < width; x++ )
341 l_in = (*texel_in & 0xfc00u) >> 10;
342 g_in = (*texel_in & 0x03e0u) >> 5;
343 r_in = *texel_in & 0x001fu;
345 r_out = r_in << 3;
346 if (!(r_in & 0x10)) /* r > 0 */
347 r_out |= r_in >> 1;
349 g_out = g_in << 3;
350 if (!(g_in & 0x10)) /* g > 0 */
351 g_out |= g_in >> 1;
353 texel_out[0] = r_out;
354 texel_out[1] = g_out;
355 texel_out[2] = l_in << 1 | l_in >> 5;
356 texel_out[3] = 0;
358 texel_out += 4;
359 texel_in++;
365 static void convert_r5g5_snorm_l6_unorm_nv(const BYTE *src, BYTE *dst, UINT src_row_pitch, UINT src_slice_pitch,
366 UINT dst_row_pitch, UINT dst_slice_pitch, UINT width, UINT height, UINT depth)
368 unsigned int x, y, z;
369 unsigned char *texel_out, ds_out, dt_out, r_in, g_in, l_in;
370 const unsigned short *texel_in;
372 /* This makes the gl surface bigger(24 bit instead of 16), but it works with
373 * fixed function and shaders without further conversion once the surface is
374 * loaded.
376 * The difference between this function and convert_r5g5_snorm_l6_unorm_ext
377 * is that convert_r5g5_snorm_l6_unorm_ext creates a 32 bit XRGB texture and
378 * this function creates a 24 bit DSDT_MAG texture. Trying to load a DSDT_MAG
379 * internal with a 32 bit DSDT_MAG_INTENSITY or DSDT_MAG_VIB format fails. */
380 for (z = 0; z < depth; z++)
382 for (y = 0; y < height; y++)
384 texel_in = (const unsigned short *)(src + z * src_slice_pitch + y * src_row_pitch);
385 texel_out = dst + z * dst_slice_pitch + y * dst_row_pitch;
386 for (x = 0; x < width; x++ )
388 l_in = (*texel_in & 0xfc00u) >> 10;
389 g_in = (*texel_in & 0x03e0u) >> 5;
390 r_in = *texel_in & 0x001fu;
392 ds_out = r_in << 3;
393 if (!(r_in & 0x10)) /* r > 0 */
394 ds_out |= r_in >> 1;
396 dt_out = g_in << 3;
397 if (!(g_in & 0x10)) /* g > 0 */
398 dt_out |= g_in >> 1;
400 texel_out[0] = ds_out;
401 texel_out[1] = dt_out;
402 texel_out[2] = l_in << 1 | l_in >> 5;
404 texel_out += 3;
405 texel_in++;
411 static void convert_r8g8_snorm(const BYTE *src, BYTE *dst, UINT src_row_pitch, UINT src_slice_pitch,
412 UINT dst_row_pitch, UINT dst_slice_pitch, UINT width, UINT height, UINT depth)
414 unsigned int x, y, z;
415 const short *Source;
416 unsigned char *Dest;
418 for (z = 0; z < depth; z++)
420 for (y = 0; y < height; y++)
422 Source = (const short *)(src + z * src_slice_pitch + y * src_row_pitch);
423 Dest = dst + z * dst_slice_pitch + y * dst_row_pitch;
424 for (x = 0; x < width; x++ )
426 const short color = (*Source++);
427 /* B */ Dest[0] = 0xff;
428 /* G */ Dest[1] = (color >> 8) + 128; /* V */
429 /* R */ Dest[2] = (color & 0xff) + 128; /* U */
430 Dest += 3;
436 static void convert_r8g8_snorm_l8x8_unorm(const BYTE *src, BYTE *dst, UINT src_row_pitch, UINT src_slice_pitch,
437 UINT dst_row_pitch, UINT dst_slice_pitch, UINT width, UINT height, UINT depth)
439 unsigned int x, y, z;
440 const DWORD *Source;
441 unsigned char *Dest;
443 /* Doesn't work correctly with the fixed function pipeline, but can work in
444 * shaders if the shader is adjusted. (There's no use for this format in gl's
445 * standard fixed function pipeline anyway).
447 for (z = 0; z < depth; z++)
449 for (y = 0; y < height; y++)
451 Source = (const DWORD *)(src + z * src_slice_pitch + y * src_row_pitch);
452 Dest = dst + z * dst_slice_pitch + y * dst_row_pitch;
453 for (x = 0; x < width; x++ )
455 LONG color = (*Source++);
456 /* B */ Dest[0] = ((color >> 16) & 0xff); /* L */
457 /* G */ Dest[1] = ((color >> 8 ) & 0xff) + 128; /* V */
458 /* R */ Dest[2] = (color & 0xff) + 128; /* U */
459 Dest += 4;
465 static void convert_r8g8_snorm_l8x8_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 const DWORD *Source;
470 unsigned char *Dest;
472 /* This implementation works with the fixed function pipeline and shaders
473 * without further modification after converting the surface.
475 for (z = 0; z < depth; z++)
477 for (y = 0; y < height; y++)
479 Source = (const DWORD *)(src + z * src_slice_pitch + y * src_row_pitch);
480 Dest = dst + z * dst_slice_pitch + y * dst_row_pitch;
481 for (x = 0; x < width; x++ )
483 LONG color = (*Source++);
484 /* L */ Dest[2] = ((color >> 16) & 0xff); /* L */
485 /* V */ Dest[1] = ((color >> 8 ) & 0xff); /* V */
486 /* U */ Dest[0] = (color & 0xff); /* U */
487 /* I */ Dest[3] = 255; /* X */
488 Dest += 4;
494 static void convert_r8g8b8a8_snorm(const BYTE *src, BYTE *dst, UINT src_row_pitch, UINT src_slice_pitch,
495 UINT dst_row_pitch, UINT dst_slice_pitch, UINT width, UINT height, UINT depth)
497 unsigned int x, y, z;
498 const DWORD *Source;
499 unsigned char *Dest;
501 for (z = 0; z < depth; z++)
503 for (y = 0; y < height; y++)
505 Source = (const DWORD *)(src + z * src_slice_pitch + y * src_row_pitch);
506 Dest = dst + z * dst_slice_pitch + y * dst_row_pitch;
507 for (x = 0; x < width; x++ )
509 LONG color = (*Source++);
510 /* B */ Dest[0] = ((color >> 16) & 0xff) + 128; /* W */
511 /* G */ Dest[1] = ((color >> 8 ) & 0xff) + 128; /* V */
512 /* R */ Dest[2] = (color & 0xff) + 128; /* U */
513 /* A */ Dest[3] = ((color >> 24) & 0xff) + 128; /* Q */
514 Dest += 4;
520 static void convert_r16g16_snorm(const BYTE *src, BYTE *dst, UINT src_row_pitch, UINT src_slice_pitch,
521 UINT dst_row_pitch, UINT dst_slice_pitch, UINT width, UINT height, UINT depth)
523 unsigned int x, y, z;
524 const DWORD *Source;
525 unsigned short *Dest;
527 for (z = 0; z < depth; z++)
529 for (y = 0; y < height; y++)
531 Source = (const DWORD *)(src + z * src_slice_pitch + y * src_row_pitch);
532 Dest = (unsigned short *) (dst + z * dst_slice_pitch + y * dst_row_pitch);
533 for (x = 0; x < width; x++ )
535 const DWORD color = (*Source++);
536 /* B */ Dest[0] = 0xffff;
537 /* G */ Dest[1] = (color >> 16) + 32768; /* V */
538 /* R */ Dest[2] = (color & 0xffff) + 32768; /* U */
539 Dest += 3;
545 static void convert_r16g16(const BYTE *src, BYTE *dst, UINT src_row_pitch, UINT src_slice_pitch,
546 UINT dst_row_pitch, UINT dst_slice_pitch, UINT width, UINT height, UINT depth)
548 unsigned int x, y, z;
549 const WORD *Source;
550 WORD *Dest;
552 for (z = 0; z < depth; z++)
554 for (y = 0; y < height; y++)
556 Source = (const WORD *)(src + z * src_slice_pitch + y * src_row_pitch);
557 Dest = (WORD *) (dst + z * dst_slice_pitch + y * dst_row_pitch);
558 for (x = 0; x < width; x++ )
560 WORD green = (*Source++);
561 WORD red = (*Source++);
562 Dest[0] = green;
563 Dest[1] = red;
564 /* Strictly speaking not correct for R16G16F, but it doesn't matter because the
565 * shader overwrites it anyway */
566 Dest[2] = 0xffff;
567 Dest += 3;
573 static void convert_r32g32_float(const BYTE *src, BYTE *dst, UINT src_row_pitch, UINT src_slice_pitch,
574 UINT dst_row_pitch, UINT dst_slice_pitch, UINT width, UINT height, UINT depth)
576 unsigned int x, y, z;
577 const float *Source;
578 float *Dest;
580 for (z = 0; z < depth; z++)
582 for (y = 0; y < height; y++)
584 Source = (const float *)(src + z * src_slice_pitch + y * src_row_pitch);
585 Dest = (float *) (dst + z * dst_slice_pitch + y * dst_row_pitch);
586 for (x = 0; x < width; x++ )
588 float green = (*Source++);
589 float red = (*Source++);
590 Dest[0] = green;
591 Dest[1] = red;
592 Dest[2] = 1.0f;
593 Dest += 3;
599 static void convert_s1_uint_d15_unorm(const BYTE *src, BYTE *dst, UINT src_row_pitch, UINT src_slice_pitch,
600 UINT dst_row_pitch, UINT dst_slice_pitch, UINT width, UINT height, UINT depth)
602 unsigned int x, y, z;
604 for (z = 0; z < depth; z++)
606 for (y = 0; y < height; ++y)
608 const WORD *source = (const WORD *)(src + z * src_slice_pitch + y * src_row_pitch);
609 DWORD *dest = (DWORD *)(dst + z * dst_slice_pitch + y * dst_row_pitch);
611 for (x = 0; x < width; ++x)
613 /* The depth data is normalized, so needs to be scaled,
614 * the stencil data isn't. Scale depth data by
615 * (2^24-1)/(2^15-1) ~~ (2^9 + 2^-6). */
616 WORD d15 = source[x] >> 1;
617 DWORD d24 = (d15 << 9) + (d15 >> 6);
618 dest[x] = (d24 << 8) | (source[x] & 0x1);
624 static void convert_s4x4_uint_d24_unorm(const BYTE *src, BYTE *dst, UINT src_row_pitch, UINT src_slice_pitch,
625 UINT dst_row_pitch, UINT dst_slice_pitch, UINT width, UINT height, UINT depth)
627 unsigned int x, y, z;
629 for (z = 0; z < depth; z++)
631 for (y = 0; y < height; ++y)
633 const DWORD *source = (const DWORD *)(src + z * src_slice_pitch + y * src_row_pitch);
634 DWORD *dest = (DWORD *)(dst + z * dst_slice_pitch + y * dst_row_pitch);
636 for (x = 0; x < width; ++x)
638 /* Just need to clear out the X4 part. */
639 dest[x] = source[x] & ~0xf0;
645 static void convert_s8_uint_d24_float(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;
650 for (z = 0; z < depth; z++)
652 for (y = 0; y < height; ++y)
654 const DWORD *source = (const DWORD *)(src + z * src_slice_pitch + y * src_row_pitch);
655 float *dest_f = (float *)(dst + z * dst_slice_pitch + y * dst_row_pitch);
656 DWORD *dest_s = (DWORD *)dest_f;
658 for (x = 0; x < width; ++x)
660 dest_f[x * 2] = float_24_to_32((source[x] & 0xffffff00u) >> 8);
661 dest_s[x * 2 + 1] = source[x] & 0xff;
667 static BOOL color_in_range(const struct wined3d_color_key *color_key, DWORD color)
669 /* FIXME: Is this really how color keys are supposed to work? I think it
670 * makes more sense to compare the individual channels. */
671 return color >= color_key->color_space_low_value
672 && color <= color_key->color_space_high_value;
675 static void convert_p8_uint_b8g8r8a8_unorm(const BYTE *src, unsigned int src_pitch,
676 BYTE *dst, unsigned int dst_pitch, unsigned int width, unsigned int height,
677 const struct wined3d_palette *palette, const struct wined3d_color_key *color_key)
679 const BYTE *src_row;
680 unsigned int x, y;
681 DWORD *dst_row;
683 if (!palette)
685 /* FIXME: This should probably use the system palette. */
686 FIXME("P8 surface loaded without a palette.\n");
688 for (y = 0; y < height; ++y)
690 memset(&dst[dst_pitch * y], 0, width * 4);
693 return;
696 for (y = 0; y < height; ++y)
698 src_row = &src[src_pitch * y];
699 dst_row = (DWORD *)&dst[dst_pitch * y];
700 for (x = 0; x < width; ++x)
702 BYTE src_color = src_row[x];
703 dst_row[x] = 0xff000000
704 | (palette->colors[src_color].rgbRed << 16)
705 | (palette->colors[src_color].rgbGreen << 8)
706 | palette->colors[src_color].rgbBlue;
711 static void convert_b5g6r5_unorm_b5g5r5a1_unorm_color_key(const BYTE *src, unsigned int src_pitch,
712 BYTE *dst, unsigned int dst_pitch, unsigned int width, unsigned int height,
713 const struct wined3d_palette *palette, const struct wined3d_color_key *color_key)
715 const WORD *src_row;
716 unsigned int x, y;
717 WORD *dst_row;
719 for (y = 0; y < height; ++y)
721 src_row = (WORD *)&src[src_pitch * y];
722 dst_row = (WORD *)&dst[dst_pitch * y];
723 for (x = 0; x < width; ++x)
725 WORD src_color = src_row[x];
726 if (!color_in_range(color_key, src_color))
727 dst_row[x] = 0x8000u | ((src_color & 0xffc0u) >> 1) | (src_color & 0x1fu);
728 else
729 dst_row[x] = ((src_color & 0xffc0u) >> 1) | (src_color & 0x1fu);
734 static void convert_b5g5r5x1_unorm_b5g5r5a1_unorm_color_key(const BYTE *src, unsigned int src_pitch,
735 BYTE *dst, unsigned int dst_pitch, unsigned int width, unsigned int height,
736 const struct wined3d_palette *palette, const struct wined3d_color_key *color_key)
738 const WORD *src_row;
739 unsigned int x, y;
740 WORD *dst_row;
742 for (y = 0; y < height; ++y)
744 src_row = (WORD *)&src[src_pitch * y];
745 dst_row = (WORD *)&dst[dst_pitch * y];
746 for (x = 0; x < width; ++x)
748 WORD src_color = src_row[x];
749 if (color_in_range(color_key, src_color))
750 dst_row[x] = src_color & ~0x8000;
751 else
752 dst_row[x] = src_color | 0x8000;
757 static void convert_b8g8r8_unorm_b8g8r8a8_unorm_color_key(const BYTE *src, unsigned int src_pitch,
758 BYTE *dst, unsigned int dst_pitch, unsigned int width, unsigned int height,
759 const struct wined3d_palette *palette, const struct wined3d_color_key *color_key)
761 const BYTE *src_row;
762 unsigned int x, y;
763 DWORD *dst_row;
765 for (y = 0; y < height; ++y)
767 src_row = &src[src_pitch * y];
768 dst_row = (DWORD *)&dst[dst_pitch * y];
769 for (x = 0; x < width; ++x)
771 DWORD src_color = (src_row[x * 3 + 2] << 16) | (src_row[x * 3 + 1] << 8) | src_row[x * 3];
772 if (!color_in_range(color_key, src_color))
773 dst_row[x] = src_color | 0xff000000;
778 static void convert_b8g8r8x8_unorm_b8g8r8a8_unorm_color_key(const BYTE *src, unsigned int src_pitch,
779 BYTE *dst, unsigned int dst_pitch, unsigned int width, unsigned int height,
780 const struct wined3d_palette *palette, const struct wined3d_color_key *color_key)
782 const DWORD *src_row;
783 unsigned int x, y;
784 DWORD *dst_row;
786 for (y = 0; y < height; ++y)
788 src_row = (DWORD *)&src[src_pitch * y];
789 dst_row = (DWORD *)&dst[dst_pitch * y];
790 for (x = 0; x < width; ++x)
792 DWORD src_color = src_row[x];
793 if (color_in_range(color_key, src_color))
794 dst_row[x] = src_color & ~0xff000000;
795 else
796 dst_row[x] = src_color | 0xff000000;
801 static void convert_b8g8r8a8_unorm_b8g8r8a8_unorm_color_key(const BYTE *src, unsigned int src_pitch,
802 BYTE *dst, unsigned int dst_pitch, unsigned int width, unsigned int height,
803 const struct wined3d_palette *palette, const struct wined3d_color_key *color_key)
805 const DWORD *src_row;
806 unsigned int x, y;
807 DWORD *dst_row;
809 for (y = 0; y < height; ++y)
811 src_row = (DWORD *)&src[src_pitch * y];
812 dst_row = (DWORD *)&dst[dst_pitch * y];
813 for (x = 0; x < width; ++x)
815 DWORD src_color = src_row[x];
816 if (color_in_range(color_key, src_color))
817 src_color &= ~0xff000000;
818 dst_row[x] = src_color;
823 const struct wined3d_color_key_conversion * wined3d_format_get_color_key_conversion(
824 const struct wined3d_texture *texture, BOOL need_alpha_ck)
826 const struct wined3d_format *format = texture->resource.format;
827 unsigned int i;
829 static const struct
831 enum wined3d_format_id src_format;
832 struct wined3d_color_key_conversion conversion;
834 color_key_info[] =
836 {WINED3DFMT_B5G6R5_UNORM, {WINED3DFMT_B5G5R5A1_UNORM, convert_b5g6r5_unorm_b5g5r5a1_unorm_color_key }},
837 {WINED3DFMT_B5G5R5X1_UNORM, {WINED3DFMT_B5G5R5A1_UNORM, convert_b5g5r5x1_unorm_b5g5r5a1_unorm_color_key }},
838 {WINED3DFMT_B8G8R8_UNORM, {WINED3DFMT_B8G8R8A8_UNORM, convert_b8g8r8_unorm_b8g8r8a8_unorm_color_key }},
839 {WINED3DFMT_B8G8R8X8_UNORM, {WINED3DFMT_B8G8R8A8_UNORM, convert_b8g8r8x8_unorm_b8g8r8a8_unorm_color_key }},
840 {WINED3DFMT_B8G8R8A8_UNORM, {WINED3DFMT_B8G8R8A8_UNORM, convert_b8g8r8a8_unorm_b8g8r8a8_unorm_color_key }},
842 static const struct wined3d_color_key_conversion convert_p8 =
844 WINED3DFMT_B8G8R8A8_UNORM, convert_p8_uint_b8g8r8a8_unorm
847 if (need_alpha_ck && (texture->async.flags & WINED3D_TEXTURE_ASYNC_COLOR_KEY))
849 for (i = 0; i < sizeof(color_key_info) / sizeof(*color_key_info); ++i)
851 if (color_key_info[i].src_format == format->id)
852 return &color_key_info[i].conversion;
855 FIXME("Color-keying not supported with format %s.\n", debug_d3dformat(format->id));
858 /* FIXME: This should check if the blitter backend can do P8 conversion,
859 * instead of checking for ARB_fragment_program. */
860 if (format->id == WINED3DFMT_P8_UINT
861 && !(texture->resource.device->adapter->gl_info.supported[ARB_FRAGMENT_PROGRAM]
862 && texture->swapchain && texture == texture->swapchain->front_buffer))
863 return &convert_p8;
865 return NULL;
868 /* The following formats explicitly don't have WINED3DFMT_FLAG_TEXTURE set:
870 * These are never supported on native.
871 * WINED3DFMT_B8G8R8_UNORM
872 * WINED3DFMT_B2G3R3_UNORM
873 * WINED3DFMT_L4A4_UNORM
874 * WINED3DFMT_S1_UINT_D15_UNORM
875 * WINED3DFMT_S4X4_UINT_D24_UNORM
877 * Only some Geforce/Voodoo3/G400 cards offer 8-bit textures in case of ddraw.
878 * Since it is not widely available, don't offer it. Further no Windows driver
879 * offers WINED3DFMT_P8_UINT_A8_NORM, so don't offer it either.
880 * WINED3DFMT_P8_UINT
881 * WINED3DFMT_P8_UINT_A8_UNORM
883 * These formats seem to be similar to the HILO formats in
884 * GL_NV_texture_shader. NVHU is said to be GL_UNSIGNED_HILO16,
885 * NVHS GL_SIGNED_HILO16. Rumours say that D3D computes a 3rd channel
886 * similarly to D3DFMT_CxV8U8 (So NVHS could be called D3DFMT_CxV16U16). ATI
887 * refused to support formats which can easily be emulated with pixel shaders,
888 * so applications have to deal with not having NVHS and NVHU.
889 * WINED3DFMT_NVHU
890 * WINED3DFMT_NVHS */
891 static const struct wined3d_format_texture_info format_texture_info[] =
893 /* format id gl_internal gl_srgb_internal gl_rt_internal
894 gl_format gl_type conv_byte_count
895 flags
896 extension convert */
897 /* FourCC formats */
898 /* GL_APPLE_ycbcr_422 claims that its '2YUV' format, which is supported via the UNSIGNED_SHORT_8_8_REV_APPLE type
899 * is equivalent to 'UYVY' format on Windows, and the 'YUVS' via UNSIGNED_SHORT_8_8_APPLE equates to 'YUY2'. The
900 * d3d9 test however shows that the opposite is true. Since the extension is from 2002, it predates the x86 based
901 * Macs, so probably the endianness differs. This could be tested as soon as we have a Windows and MacOS on a big
902 * endian machine
904 {WINED3DFMT_UYVY, GL_LUMINANCE_ALPHA, GL_LUMINANCE_ALPHA, 0,
905 GL_LUMINANCE_ALPHA, GL_UNSIGNED_BYTE, 0,
906 WINED3DFMT_FLAG_FILTERING,
907 WINED3D_GL_EXT_NONE, NULL},
908 {WINED3DFMT_UYVY, GL_RGB, GL_RGB, 0,
909 GL_YCBCR_422_APPLE, GL_UNSIGNED_SHORT_8_8_APPLE, 0,
910 WINED3DFMT_FLAG_TEXTURE | WINED3DFMT_FLAG_FILTERING,
911 APPLE_YCBCR_422, NULL},
912 {WINED3DFMT_YUY2, GL_LUMINANCE_ALPHA, GL_LUMINANCE_ALPHA, 0,
913 GL_LUMINANCE_ALPHA, GL_UNSIGNED_BYTE, 0,
914 WINED3DFMT_FLAG_FILTERING,
915 WINED3D_GL_EXT_NONE, NULL},
916 {WINED3DFMT_YUY2, GL_RGB, GL_RGB, 0,
917 GL_YCBCR_422_APPLE, GL_UNSIGNED_SHORT_8_8_REV_APPLE, 0,
918 WINED3DFMT_FLAG_TEXTURE | WINED3DFMT_FLAG_FILTERING,
919 APPLE_YCBCR_422, NULL},
920 {WINED3DFMT_YV12, GL_ALPHA, GL_ALPHA, 0,
921 GL_ALPHA, GL_UNSIGNED_BYTE, 0,
922 WINED3DFMT_FLAG_FILTERING,
923 WINED3D_GL_EXT_NONE, NULL},
924 {WINED3DFMT_NV12, GL_ALPHA, GL_ALPHA, 0,
925 GL_ALPHA, GL_UNSIGNED_BYTE, 0,
926 WINED3DFMT_FLAG_FILTERING,
927 WINED3D_GL_EXT_NONE, NULL},
928 {WINED3DFMT_DXT1, GL_COMPRESSED_RGBA_S3TC_DXT1_EXT, GL_COMPRESSED_SRGB_ALPHA_S3TC_DXT1_EXT, 0,
929 GL_RGBA, GL_UNSIGNED_BYTE, 0,
930 WINED3DFMT_FLAG_TEXTURE | WINED3DFMT_FLAG_POSTPIXELSHADER_BLENDING | WINED3DFMT_FLAG_FILTERING
931 | WINED3DFMT_FLAG_SRGB_READ | WINED3DFMT_FLAG_COMPRESSED,
932 EXT_TEXTURE_COMPRESSION_S3TC, NULL},
933 {WINED3DFMT_DXT2, GL_COMPRESSED_RGBA_S3TC_DXT3_EXT, GL_COMPRESSED_SRGB_ALPHA_S3TC_DXT3_EXT, 0,
934 GL_RGBA, GL_UNSIGNED_BYTE, 0,
935 WINED3DFMT_FLAG_TEXTURE | WINED3DFMT_FLAG_POSTPIXELSHADER_BLENDING | WINED3DFMT_FLAG_FILTERING
936 | WINED3DFMT_FLAG_SRGB_READ | WINED3DFMT_FLAG_COMPRESSED,
937 EXT_TEXTURE_COMPRESSION_S3TC, NULL},
938 {WINED3DFMT_DXT3, GL_COMPRESSED_RGBA_S3TC_DXT3_EXT, GL_COMPRESSED_SRGB_ALPHA_S3TC_DXT3_EXT, 0,
939 GL_RGBA, GL_UNSIGNED_BYTE, 0,
940 WINED3DFMT_FLAG_TEXTURE | WINED3DFMT_FLAG_POSTPIXELSHADER_BLENDING | WINED3DFMT_FLAG_FILTERING
941 | WINED3DFMT_FLAG_SRGB_READ | WINED3DFMT_FLAG_COMPRESSED,
942 EXT_TEXTURE_COMPRESSION_S3TC, NULL},
943 {WINED3DFMT_DXT4, GL_COMPRESSED_RGBA_S3TC_DXT5_EXT, GL_COMPRESSED_SRGB_ALPHA_S3TC_DXT5_EXT, 0,
944 GL_RGBA, GL_UNSIGNED_BYTE, 0,
945 WINED3DFMT_FLAG_TEXTURE | WINED3DFMT_FLAG_POSTPIXELSHADER_BLENDING | WINED3DFMT_FLAG_FILTERING
946 | WINED3DFMT_FLAG_SRGB_READ | WINED3DFMT_FLAG_COMPRESSED,
947 EXT_TEXTURE_COMPRESSION_S3TC, NULL},
948 {WINED3DFMT_DXT5, GL_COMPRESSED_RGBA_S3TC_DXT5_EXT, GL_COMPRESSED_SRGB_ALPHA_S3TC_DXT5_EXT, 0,
949 GL_RGBA, GL_UNSIGNED_BYTE, 0,
950 WINED3DFMT_FLAG_TEXTURE | WINED3DFMT_FLAG_POSTPIXELSHADER_BLENDING | WINED3DFMT_FLAG_FILTERING
951 | WINED3DFMT_FLAG_SRGB_READ | WINED3DFMT_FLAG_COMPRESSED,
952 EXT_TEXTURE_COMPRESSION_S3TC, NULL},
953 /* IEEE formats */
954 {WINED3DFMT_R32_FLOAT, GL_RGB32F_ARB, GL_RGB32F_ARB, 0,
955 GL_RED, GL_FLOAT, 0,
956 WINED3DFMT_FLAG_TEXTURE | WINED3DFMT_FLAG_RENDERTARGET | WINED3DFMT_FLAG_VTF,
957 ARB_TEXTURE_FLOAT, NULL},
958 {WINED3DFMT_R32_FLOAT, GL_R32F, GL_R32F, 0,
959 GL_RED, GL_FLOAT, 0,
960 WINED3DFMT_FLAG_TEXTURE | WINED3DFMT_FLAG_RENDERTARGET | WINED3DFMT_FLAG_VTF,
961 ARB_TEXTURE_RG, NULL},
962 {WINED3DFMT_R32G32_FLOAT, GL_RGB32F_ARB, GL_RGB32F_ARB, 0,
963 GL_RGB, GL_FLOAT, 12,
964 WINED3DFMT_FLAG_TEXTURE | WINED3DFMT_FLAG_RENDERTARGET | WINED3DFMT_FLAG_VTF,
965 ARB_TEXTURE_FLOAT, convert_r32g32_float},
966 {WINED3DFMT_R32G32_FLOAT, GL_RG32F, GL_RG32F, 0,
967 GL_RG, GL_FLOAT, 0,
968 WINED3DFMT_FLAG_TEXTURE | WINED3DFMT_FLAG_RENDERTARGET | WINED3DFMT_FLAG_VTF,
969 ARB_TEXTURE_RG, NULL},
970 {WINED3DFMT_R32G32B32A32_FLOAT, GL_RGBA32F_ARB, GL_RGBA32F_ARB, 0,
971 GL_RGBA, GL_FLOAT, 0,
972 WINED3DFMT_FLAG_TEXTURE | WINED3DFMT_FLAG_RENDERTARGET | WINED3DFMT_FLAG_VTF,
973 ARB_TEXTURE_FLOAT, NULL},
974 /* Float */
975 {WINED3DFMT_R16_FLOAT, GL_RGB16F_ARB, GL_RGB16F_ARB, 0,
976 GL_RED, GL_HALF_FLOAT_ARB, 0,
977 WINED3DFMT_FLAG_TEXTURE | WINED3DFMT_FLAG_RENDERTARGET | WINED3DFMT_FLAG_VTF,
978 ARB_TEXTURE_FLOAT, NULL},
979 {WINED3DFMT_R16_FLOAT, GL_R16F, GL_R16F, 0,
980 GL_RED, GL_HALF_FLOAT_ARB, 0,
981 WINED3DFMT_FLAG_TEXTURE | WINED3DFMT_FLAG_RENDERTARGET | WINED3DFMT_FLAG_VTF,
982 ARB_TEXTURE_RG, NULL},
983 {WINED3DFMT_R16G16_FLOAT, GL_RGB16F_ARB, GL_RGB16F_ARB, 0,
984 GL_RGB, GL_HALF_FLOAT_ARB, 6,
985 WINED3DFMT_FLAG_TEXTURE | WINED3DFMT_FLAG_RENDERTARGET | WINED3DFMT_FLAG_VTF,
986 ARB_TEXTURE_FLOAT, convert_r16g16},
987 {WINED3DFMT_R16G16_FLOAT, GL_RG16F, GL_RG16F, 0,
988 GL_RG, GL_HALF_FLOAT_ARB, 0,
989 WINED3DFMT_FLAG_TEXTURE | WINED3DFMT_FLAG_RENDERTARGET | WINED3DFMT_FLAG_VTF,
990 ARB_TEXTURE_RG, NULL},
991 {WINED3DFMT_R16G16B16A16_FLOAT, GL_RGBA16F_ARB, GL_RGBA16F_ARB, 0,
992 GL_RGBA, GL_HALF_FLOAT_ARB, 0,
993 WINED3DFMT_FLAG_TEXTURE | WINED3DFMT_FLAG_POSTPIXELSHADER_BLENDING | WINED3DFMT_FLAG_RENDERTARGET
994 | WINED3DFMT_FLAG_VTF,
995 ARB_TEXTURE_FLOAT, NULL},
996 /* Palettized formats */
997 {WINED3DFMT_P8_UINT, GL_ALPHA8, GL_ALPHA8, 0,
998 GL_ALPHA, GL_UNSIGNED_BYTE, 0,
1000 0, NULL},
1001 /* Standard ARGB formats */
1002 {WINED3DFMT_B8G8R8_UNORM, GL_RGB8, GL_RGB8, 0,
1003 GL_BGR, GL_UNSIGNED_BYTE, 0,
1004 WINED3DFMT_FLAG_POSTPIXELSHADER_BLENDING | WINED3DFMT_FLAG_FILTERING | WINED3DFMT_FLAG_RENDERTARGET,
1005 WINED3D_GL_EXT_NONE, NULL},
1006 {WINED3DFMT_B8G8R8A8_UNORM, GL_RGBA8, GL_SRGB8_ALPHA8_EXT, 0,
1007 GL_BGRA, GL_UNSIGNED_INT_8_8_8_8_REV, 0,
1008 WINED3DFMT_FLAG_TEXTURE | WINED3DFMT_FLAG_POSTPIXELSHADER_BLENDING | WINED3DFMT_FLAG_FILTERING
1009 | WINED3DFMT_FLAG_RENDERTARGET | WINED3DFMT_FLAG_SRGB_READ | WINED3DFMT_FLAG_SRGB_WRITE
1010 | WINED3DFMT_FLAG_VTF,
1011 WINED3D_GL_EXT_NONE, NULL},
1012 {WINED3DFMT_B8G8R8X8_UNORM, GL_RGB8, GL_SRGB8_EXT, 0,
1013 GL_BGRA, GL_UNSIGNED_INT_8_8_8_8_REV, 0,
1014 WINED3DFMT_FLAG_TEXTURE | WINED3DFMT_FLAG_POSTPIXELSHADER_BLENDING | WINED3DFMT_FLAG_FILTERING
1015 | WINED3DFMT_FLAG_RENDERTARGET | WINED3DFMT_FLAG_SRGB_READ | WINED3DFMT_FLAG_SRGB_WRITE,
1016 WINED3D_GL_EXT_NONE, NULL},
1017 {WINED3DFMT_B5G6R5_UNORM, GL_RGB5, GL_RGB5, GL_RGB8,
1018 GL_RGB, GL_UNSIGNED_SHORT_5_6_5, 0,
1019 WINED3DFMT_FLAG_TEXTURE | WINED3DFMT_FLAG_POSTPIXELSHADER_BLENDING | WINED3DFMT_FLAG_FILTERING
1020 | WINED3DFMT_FLAG_RENDERTARGET,
1021 WINED3D_GL_EXT_NONE, NULL},
1022 {WINED3DFMT_B5G6R5_UNORM, GL_RGB565, GL_RGB565, GL_RGB8,
1023 GL_RGB, GL_UNSIGNED_SHORT_5_6_5, 0,
1024 WINED3DFMT_FLAG_TEXTURE | WINED3DFMT_FLAG_POSTPIXELSHADER_BLENDING | WINED3DFMT_FLAG_FILTERING
1025 | WINED3DFMT_FLAG_RENDERTARGET,
1026 ARB_ES2_COMPATIBILITY, NULL},
1027 {WINED3DFMT_B5G5R5X1_UNORM, GL_RGB5, GL_RGB5, 0,
1028 GL_BGRA, GL_UNSIGNED_SHORT_1_5_5_5_REV, 0,
1029 WINED3DFMT_FLAG_TEXTURE | WINED3DFMT_FLAG_POSTPIXELSHADER_BLENDING | WINED3DFMT_FLAG_FILTERING,
1030 WINED3D_GL_EXT_NONE, NULL},
1031 {WINED3DFMT_B5G5R5A1_UNORM, GL_RGB5_A1, GL_RGB5_A1, 0,
1032 GL_BGRA, GL_UNSIGNED_SHORT_1_5_5_5_REV, 0,
1033 WINED3DFMT_FLAG_TEXTURE | WINED3DFMT_FLAG_POSTPIXELSHADER_BLENDING | WINED3DFMT_FLAG_FILTERING,
1034 WINED3D_GL_EXT_NONE, NULL},
1035 {WINED3DFMT_B4G4R4A4_UNORM, GL_RGBA4, GL_SRGB8_ALPHA8_EXT, 0,
1036 GL_BGRA, GL_UNSIGNED_SHORT_4_4_4_4_REV, 0,
1037 WINED3DFMT_FLAG_TEXTURE | WINED3DFMT_FLAG_POSTPIXELSHADER_BLENDING | WINED3DFMT_FLAG_FILTERING
1038 | WINED3DFMT_FLAG_SRGB_READ,
1039 WINED3D_GL_EXT_NONE, NULL},
1040 {WINED3DFMT_B2G3R3_UNORM, GL_R3_G3_B2, GL_R3_G3_B2, 0,
1041 GL_RGB, GL_UNSIGNED_BYTE_3_3_2, 0,
1042 WINED3DFMT_FLAG_POSTPIXELSHADER_BLENDING | WINED3DFMT_FLAG_FILTERING,
1043 WINED3D_GL_EXT_NONE, NULL},
1044 {WINED3DFMT_R8_UNORM, GL_R8, GL_R8, 0,
1045 GL_RED, GL_UNSIGNED_BYTE, 0,
1046 WINED3DFMT_FLAG_TEXTURE | WINED3DFMT_FLAG_POSTPIXELSHADER_BLENDING | WINED3DFMT_FLAG_FILTERING
1047 | WINED3DFMT_FLAG_RENDERTARGET | WINED3DFMT_FLAG_VTF,
1048 ARB_TEXTURE_RG, NULL},
1049 {WINED3DFMT_A8_UNORM, GL_ALPHA8, GL_ALPHA8, 0,
1050 GL_ALPHA, GL_UNSIGNED_BYTE, 0,
1051 WINED3DFMT_FLAG_TEXTURE | WINED3DFMT_FLAG_POSTPIXELSHADER_BLENDING | WINED3DFMT_FLAG_FILTERING,
1052 WINED3D_GL_EXT_NONE, NULL},
1053 {WINED3DFMT_B4G4R4X4_UNORM, GL_RGB4, GL_RGB4, 0,
1054 GL_BGRA, GL_UNSIGNED_SHORT_4_4_4_4_REV, 0,
1055 WINED3DFMT_FLAG_TEXTURE | WINED3DFMT_FLAG_POSTPIXELSHADER_BLENDING | WINED3DFMT_FLAG_FILTERING,
1056 WINED3D_GL_EXT_NONE, NULL},
1057 {WINED3DFMT_R10G10B10A2_UNORM, GL_RGB10_A2, GL_RGB10_A2, 0,
1058 GL_RGBA, GL_UNSIGNED_INT_2_10_10_10_REV, 0,
1059 WINED3DFMT_FLAG_TEXTURE | WINED3DFMT_FLAG_POSTPIXELSHADER_BLENDING | WINED3DFMT_FLAG_FILTERING
1060 | WINED3DFMT_FLAG_RENDERTARGET,
1061 WINED3D_GL_EXT_NONE, NULL},
1062 {WINED3DFMT_R8G8B8A8_UNORM, GL_RGBA8, GL_SRGB8_ALPHA8_EXT, 0,
1063 GL_RGBA, GL_UNSIGNED_INT_8_8_8_8_REV, 0,
1064 WINED3DFMT_FLAG_TEXTURE | WINED3DFMT_FLAG_POSTPIXELSHADER_BLENDING | WINED3DFMT_FLAG_FILTERING
1065 | WINED3DFMT_FLAG_RENDERTARGET | WINED3DFMT_FLAG_SRGB_READ | WINED3DFMT_FLAG_SRGB_WRITE
1066 | WINED3DFMT_FLAG_VTF,
1067 WINED3D_GL_EXT_NONE, NULL},
1068 {WINED3DFMT_R8G8B8X8_UNORM, GL_RGB8, GL_RGB8, 0,
1069 GL_RGBA, GL_UNSIGNED_INT_8_8_8_8_REV, 0,
1070 WINED3DFMT_FLAG_TEXTURE | WINED3DFMT_FLAG_POSTPIXELSHADER_BLENDING | WINED3DFMT_FLAG_FILTERING,
1071 WINED3D_GL_EXT_NONE, NULL},
1072 {WINED3DFMT_R16G16_UNORM, GL_RGB16, GL_RGB16, GL_RGBA16,
1073 GL_RGB, GL_UNSIGNED_SHORT, 6,
1074 WINED3DFMT_FLAG_TEXTURE | WINED3DFMT_FLAG_POSTPIXELSHADER_BLENDING | WINED3DFMT_FLAG_FILTERING,
1075 WINED3D_GL_EXT_NONE, convert_r16g16},
1076 {WINED3DFMT_R16G16_UNORM, GL_RG16, GL_RG16, 0,
1077 GL_RG, GL_UNSIGNED_SHORT, 0,
1078 WINED3DFMT_FLAG_TEXTURE | WINED3DFMT_FLAG_POSTPIXELSHADER_BLENDING | WINED3DFMT_FLAG_FILTERING
1079 | WINED3DFMT_FLAG_RENDERTARGET,
1080 ARB_TEXTURE_RG, NULL},
1081 {WINED3DFMT_B10G10R10A2_UNORM, GL_RGB10_A2, GL_RGB10_A2, 0,
1082 GL_BGRA, GL_UNSIGNED_INT_2_10_10_10_REV, 0,
1083 WINED3DFMT_FLAG_TEXTURE | WINED3DFMT_FLAG_POSTPIXELSHADER_BLENDING | WINED3DFMT_FLAG_FILTERING
1084 | WINED3DFMT_FLAG_RENDERTARGET,
1085 WINED3D_GL_EXT_NONE, NULL},
1086 {WINED3DFMT_R16G16B16A16_UNORM, GL_RGBA16, GL_RGBA16, 0,
1087 GL_RGBA, GL_UNSIGNED_SHORT, 0,
1088 WINED3DFMT_FLAG_TEXTURE | WINED3DFMT_FLAG_POSTPIXELSHADER_BLENDING | WINED3DFMT_FLAG_FILTERING
1089 | WINED3DFMT_FLAG_RENDERTARGET,
1090 WINED3D_GL_EXT_NONE, NULL},
1091 /* Luminance */
1092 {WINED3DFMT_L8_UNORM, GL_LUMINANCE8, GL_SLUMINANCE8_EXT, 0,
1093 GL_LUMINANCE, GL_UNSIGNED_BYTE, 0,
1094 WINED3DFMT_FLAG_TEXTURE | WINED3DFMT_FLAG_POSTPIXELSHADER_BLENDING | WINED3DFMT_FLAG_FILTERING
1095 | WINED3DFMT_FLAG_SRGB_READ,
1096 WINED3D_GL_EXT_NONE, NULL},
1097 {WINED3DFMT_L8A8_UNORM, GL_LUMINANCE8_ALPHA8, GL_SLUMINANCE8_ALPHA8_EXT, 0,
1098 GL_LUMINANCE_ALPHA, GL_UNSIGNED_BYTE, 0,
1099 WINED3DFMT_FLAG_TEXTURE | WINED3DFMT_FLAG_POSTPIXELSHADER_BLENDING | WINED3DFMT_FLAG_FILTERING
1100 | WINED3DFMT_FLAG_SRGB_READ,
1101 WINED3D_GL_EXT_NONE, NULL},
1102 {WINED3DFMT_L4A4_UNORM, GL_LUMINANCE4_ALPHA4, GL_LUMINANCE4_ALPHA4, 0,
1103 GL_LUMINANCE_ALPHA, GL_UNSIGNED_BYTE, 2,
1104 WINED3DFMT_FLAG_FILTERING,
1105 WINED3D_GL_EXT_NONE, convert_l4a4_unorm},
1106 /* Bump mapping stuff */
1107 {WINED3DFMT_R8G8_SNORM, GL_RGB8, GL_RGB8, 0,
1108 GL_BGR, GL_UNSIGNED_BYTE, 3,
1109 WINED3DFMT_FLAG_TEXTURE | WINED3DFMT_FLAG_POSTPIXELSHADER_BLENDING | WINED3DFMT_FLAG_FILTERING
1110 | WINED3DFMT_FLAG_BUMPMAP,
1111 WINED3D_GL_EXT_NONE, convert_r8g8_snorm},
1112 {WINED3DFMT_R8G8_SNORM, GL_DSDT8_NV, GL_DSDT8_NV, 0,
1113 GL_DSDT_NV, GL_BYTE, 0,
1114 WINED3DFMT_FLAG_TEXTURE | WINED3DFMT_FLAG_POSTPIXELSHADER_BLENDING | WINED3DFMT_FLAG_FILTERING
1115 | WINED3DFMT_FLAG_BUMPMAP,
1116 NV_TEXTURE_SHADER, NULL},
1117 {WINED3DFMT_R8G8_SNORM, GL_RG8_SNORM, GL_RG8_SNORM, 0,
1118 GL_RG, GL_BYTE, 0,
1119 WINED3DFMT_FLAG_TEXTURE | WINED3DFMT_FLAG_POSTPIXELSHADER_BLENDING | WINED3DFMT_FLAG_FILTERING
1120 | WINED3DFMT_FLAG_BUMPMAP,
1121 EXT_TEXTURE_SNORM, NULL},
1122 {WINED3DFMT_R5G5_SNORM_L6_UNORM, GL_RGB5, GL_RGB5, 0,
1123 GL_RGB, GL_UNSIGNED_SHORT_5_6_5, 2,
1124 WINED3DFMT_FLAG_TEXTURE | WINED3DFMT_FLAG_POSTPIXELSHADER_BLENDING | WINED3DFMT_FLAG_FILTERING
1125 | WINED3DFMT_FLAG_BUMPMAP,
1126 WINED3D_GL_EXT_NONE, convert_r5g5_snorm_l6_unorm},
1127 {WINED3DFMT_R5G5_SNORM_L6_UNORM, GL_DSDT8_MAG8_NV, GL_DSDT8_MAG8_NV, 0,
1128 GL_DSDT_MAG_NV, GL_BYTE, 3,
1129 WINED3DFMT_FLAG_TEXTURE | WINED3DFMT_FLAG_POSTPIXELSHADER_BLENDING | WINED3DFMT_FLAG_FILTERING
1130 | WINED3DFMT_FLAG_BUMPMAP,
1131 NV_TEXTURE_SHADER, convert_r5g5_snorm_l6_unorm_nv},
1132 {WINED3DFMT_R5G5_SNORM_L6_UNORM, GL_RGB8_SNORM, GL_RGB8_SNORM, 0,
1133 GL_RGBA, GL_BYTE, 4,
1134 WINED3DFMT_FLAG_TEXTURE | WINED3DFMT_FLAG_POSTPIXELSHADER_BLENDING | WINED3DFMT_FLAG_FILTERING
1135 | WINED3DFMT_FLAG_BUMPMAP,
1136 EXT_TEXTURE_SNORM, convert_r5g5_snorm_l6_unorm_ext},
1137 {WINED3DFMT_R8G8_SNORM_L8X8_UNORM, GL_RGB8, GL_RGB8, 0,
1138 GL_BGRA, GL_UNSIGNED_INT_8_8_8_8_REV, 4,
1139 WINED3DFMT_FLAG_TEXTURE | WINED3DFMT_FLAG_POSTPIXELSHADER_BLENDING | WINED3DFMT_FLAG_FILTERING
1140 | WINED3DFMT_FLAG_BUMPMAP,
1141 WINED3D_GL_EXT_NONE, convert_r8g8_snorm_l8x8_unorm},
1142 {WINED3DFMT_R8G8_SNORM_L8X8_UNORM, GL_DSDT8_MAG8_INTENSITY8_NV, GL_DSDT8_MAG8_INTENSITY8_NV, 0,
1143 GL_DSDT_MAG_VIB_NV, GL_UNSIGNED_INT_8_8_S8_S8_REV_NV, 4,
1144 WINED3DFMT_FLAG_TEXTURE | WINED3DFMT_FLAG_POSTPIXELSHADER_BLENDING | WINED3DFMT_FLAG_FILTERING
1145 | WINED3DFMT_FLAG_BUMPMAP,
1146 NV_TEXTURE_SHADER, convert_r8g8_snorm_l8x8_unorm_nv},
1147 {WINED3DFMT_R8G8B8A8_SNORM, GL_RGBA8, GL_RGBA8, 0,
1148 GL_BGRA, GL_UNSIGNED_BYTE, 4,
1149 WINED3DFMT_FLAG_TEXTURE | WINED3DFMT_FLAG_POSTPIXELSHADER_BLENDING | WINED3DFMT_FLAG_FILTERING
1150 | WINED3DFMT_FLAG_BUMPMAP,
1151 WINED3D_GL_EXT_NONE, convert_r8g8b8a8_snorm},
1152 {WINED3DFMT_R8G8B8A8_SNORM, GL_SIGNED_RGBA8_NV, GL_SIGNED_RGBA8_NV, 0,
1153 GL_RGBA, GL_BYTE, 0,
1154 WINED3DFMT_FLAG_TEXTURE | WINED3DFMT_FLAG_POSTPIXELSHADER_BLENDING | WINED3DFMT_FLAG_FILTERING
1155 | WINED3DFMT_FLAG_BUMPMAP,
1156 NV_TEXTURE_SHADER, NULL},
1157 {WINED3DFMT_R8G8B8A8_SNORM, GL_RGBA8_SNORM, GL_RGBA8_SNORM, 0,
1158 GL_RGBA, GL_BYTE, 0,
1159 WINED3DFMT_FLAG_TEXTURE | WINED3DFMT_FLAG_POSTPIXELSHADER_BLENDING | WINED3DFMT_FLAG_FILTERING
1160 | WINED3DFMT_FLAG_BUMPMAP,
1161 EXT_TEXTURE_SNORM, NULL},
1162 {WINED3DFMT_R16G16_SNORM, GL_RGB16, GL_RGB16, 0,
1163 GL_BGR, GL_UNSIGNED_SHORT, 6,
1164 WINED3DFMT_FLAG_TEXTURE | WINED3DFMT_FLAG_POSTPIXELSHADER_BLENDING | WINED3DFMT_FLAG_FILTERING
1165 | WINED3DFMT_FLAG_BUMPMAP,
1166 WINED3D_GL_EXT_NONE, convert_r16g16_snorm},
1167 {WINED3DFMT_R16G16_SNORM, GL_SIGNED_HILO16_NV, GL_SIGNED_HILO16_NV, 0,
1168 GL_HILO_NV, GL_SHORT, 0,
1169 WINED3DFMT_FLAG_TEXTURE | WINED3DFMT_FLAG_POSTPIXELSHADER_BLENDING | WINED3DFMT_FLAG_FILTERING
1170 | WINED3DFMT_FLAG_BUMPMAP,
1171 NV_TEXTURE_SHADER, NULL},
1172 {WINED3DFMT_R16G16_SNORM, GL_RG16_SNORM, GL_RG16_SNORM, 0,
1173 GL_RG, GL_SHORT, 0,
1174 WINED3DFMT_FLAG_TEXTURE | WINED3DFMT_FLAG_POSTPIXELSHADER_BLENDING | WINED3DFMT_FLAG_FILTERING
1175 | WINED3DFMT_FLAG_BUMPMAP,
1176 EXT_TEXTURE_SNORM, NULL},
1177 /* Depth stencil formats */
1178 {WINED3DFMT_D16_LOCKABLE, GL_DEPTH_COMPONENT, GL_DEPTH_COMPONENT, 0,
1179 GL_DEPTH_COMPONENT, GL_UNSIGNED_SHORT, 0,
1180 WINED3DFMT_FLAG_DEPTH,
1181 WINED3D_GL_EXT_NONE, NULL},
1182 {WINED3DFMT_D16_LOCKABLE, GL_DEPTH_COMPONENT24_ARB, GL_DEPTH_COMPONENT24_ARB, 0,
1183 GL_DEPTH_COMPONENT, GL_UNSIGNED_SHORT, 0,
1184 WINED3DFMT_FLAG_TEXTURE | WINED3DFMT_FLAG_DEPTH | WINED3DFMT_FLAG_SHADOW,
1185 ARB_DEPTH_TEXTURE, NULL},
1186 {WINED3DFMT_D32_UNORM, GL_DEPTH_COMPONENT, GL_DEPTH_COMPONENT, 0,
1187 GL_DEPTH_COMPONENT, GL_UNSIGNED_INT, 0,
1188 WINED3DFMT_FLAG_DEPTH,
1189 WINED3D_GL_EXT_NONE, NULL},
1190 {WINED3DFMT_D32_UNORM, GL_DEPTH_COMPONENT32_ARB, GL_DEPTH_COMPONENT32_ARB, 0,
1191 GL_DEPTH_COMPONENT, GL_UNSIGNED_INT, 0,
1192 WINED3DFMT_FLAG_TEXTURE | WINED3DFMT_FLAG_DEPTH | WINED3DFMT_FLAG_SHADOW,
1193 ARB_DEPTH_TEXTURE, NULL},
1194 {WINED3DFMT_S1_UINT_D15_UNORM, GL_DEPTH_COMPONENT24_ARB, GL_DEPTH_COMPONENT24_ARB, 0,
1195 GL_DEPTH_COMPONENT, GL_UNSIGNED_SHORT, 0,
1196 WINED3DFMT_FLAG_DEPTH | WINED3DFMT_FLAG_SHADOW,
1197 ARB_DEPTH_TEXTURE, NULL},
1198 {WINED3DFMT_S1_UINT_D15_UNORM, GL_DEPTH24_STENCIL8_EXT, GL_DEPTH24_STENCIL8_EXT, 0,
1199 GL_DEPTH_STENCIL_EXT, GL_UNSIGNED_INT_24_8_EXT, 4,
1200 WINED3DFMT_FLAG_DEPTH | WINED3DFMT_FLAG_STENCIL | WINED3DFMT_FLAG_SHADOW,
1201 EXT_PACKED_DEPTH_STENCIL, convert_s1_uint_d15_unorm},
1202 {WINED3DFMT_S1_UINT_D15_UNORM, GL_DEPTH24_STENCIL8, GL_DEPTH24_STENCIL8, 0,
1203 GL_DEPTH_STENCIL, GL_UNSIGNED_INT_24_8, 4,
1204 WINED3DFMT_FLAG_DEPTH | WINED3DFMT_FLAG_STENCIL | WINED3DFMT_FLAG_SHADOW,
1205 ARB_FRAMEBUFFER_OBJECT, convert_s1_uint_d15_unorm},
1206 {WINED3DFMT_D24_UNORM_S8_UINT, GL_DEPTH_COMPONENT24_ARB, GL_DEPTH_COMPONENT24_ARB, 0,
1207 GL_DEPTH_COMPONENT, GL_UNSIGNED_INT, 0,
1208 WINED3DFMT_FLAG_TEXTURE | WINED3DFMT_FLAG_POSTPIXELSHADER_BLENDING | WINED3DFMT_FLAG_FILTERING
1209 | WINED3DFMT_FLAG_DEPTH | WINED3DFMT_FLAG_SHADOW,
1210 ARB_DEPTH_TEXTURE, NULL},
1211 {WINED3DFMT_D24_UNORM_S8_UINT, GL_DEPTH24_STENCIL8_EXT, GL_DEPTH24_STENCIL8_EXT, 0,
1212 GL_DEPTH_STENCIL_EXT, GL_UNSIGNED_INT_24_8_EXT, 0,
1213 WINED3DFMT_FLAG_TEXTURE | WINED3DFMT_FLAG_POSTPIXELSHADER_BLENDING | WINED3DFMT_FLAG_FILTERING
1214 | WINED3DFMT_FLAG_DEPTH | WINED3DFMT_FLAG_STENCIL | WINED3DFMT_FLAG_SHADOW,
1215 EXT_PACKED_DEPTH_STENCIL, NULL},
1216 {WINED3DFMT_D24_UNORM_S8_UINT, GL_DEPTH24_STENCIL8, GL_DEPTH24_STENCIL8, 0,
1217 GL_DEPTH_STENCIL, GL_UNSIGNED_INT_24_8, 0,
1218 WINED3DFMT_FLAG_TEXTURE | WINED3DFMT_FLAG_POSTPIXELSHADER_BLENDING | WINED3DFMT_FLAG_FILTERING
1219 | WINED3DFMT_FLAG_DEPTH | WINED3DFMT_FLAG_STENCIL | WINED3DFMT_FLAG_SHADOW,
1220 ARB_FRAMEBUFFER_OBJECT, NULL},
1221 {WINED3DFMT_X8D24_UNORM, GL_DEPTH_COMPONENT, GL_DEPTH_COMPONENT, 0,
1222 GL_DEPTH_COMPONENT, GL_UNSIGNED_INT, 0,
1223 WINED3DFMT_FLAG_DEPTH,
1224 WINED3D_GL_EXT_NONE, NULL},
1225 {WINED3DFMT_X8D24_UNORM, GL_DEPTH_COMPONENT24_ARB, GL_DEPTH_COMPONENT24_ARB, 0,
1226 GL_DEPTH_COMPONENT, GL_UNSIGNED_INT, 0,
1227 WINED3DFMT_FLAG_TEXTURE | WINED3DFMT_FLAG_POSTPIXELSHADER_BLENDING | WINED3DFMT_FLAG_FILTERING
1228 | WINED3DFMT_FLAG_DEPTH | WINED3DFMT_FLAG_SHADOW,
1229 ARB_DEPTH_TEXTURE, NULL},
1230 {WINED3DFMT_S4X4_UINT_D24_UNORM, GL_DEPTH_COMPONENT24_ARB, GL_DEPTH_COMPONENT24_ARB, 0,
1231 GL_DEPTH_COMPONENT, GL_UNSIGNED_INT, 0,
1232 WINED3DFMT_FLAG_DEPTH | WINED3DFMT_FLAG_SHADOW,
1233 ARB_DEPTH_TEXTURE, NULL},
1234 {WINED3DFMT_S4X4_UINT_D24_UNORM, GL_DEPTH24_STENCIL8_EXT, GL_DEPTH24_STENCIL8_EXT, 0,
1235 GL_DEPTH_STENCIL_EXT, GL_UNSIGNED_INT_24_8_EXT, 4,
1236 WINED3DFMT_FLAG_DEPTH | WINED3DFMT_FLAG_STENCIL | WINED3DFMT_FLAG_SHADOW,
1237 EXT_PACKED_DEPTH_STENCIL, convert_s4x4_uint_d24_unorm},
1238 {WINED3DFMT_S4X4_UINT_D24_UNORM, GL_DEPTH24_STENCIL8, GL_DEPTH24_STENCIL8, 0,
1239 GL_DEPTH_STENCIL, GL_UNSIGNED_INT_24_8, 4,
1240 WINED3DFMT_FLAG_DEPTH | WINED3DFMT_FLAG_STENCIL | WINED3DFMT_FLAG_SHADOW,
1241 ARB_FRAMEBUFFER_OBJECT, convert_s4x4_uint_d24_unorm},
1242 {WINED3DFMT_D16_UNORM, GL_DEPTH_COMPONENT, GL_DEPTH_COMPONENT, 0,
1243 GL_DEPTH_COMPONENT, GL_UNSIGNED_SHORT, 0,
1244 WINED3DFMT_FLAG_DEPTH,
1245 WINED3D_GL_EXT_NONE, NULL},
1246 {WINED3DFMT_D16_UNORM, GL_DEPTH_COMPONENT24_ARB, GL_DEPTH_COMPONENT24_ARB, 0,
1247 GL_DEPTH_COMPONENT, GL_UNSIGNED_SHORT, 0,
1248 WINED3DFMT_FLAG_TEXTURE | WINED3DFMT_FLAG_POSTPIXELSHADER_BLENDING | WINED3DFMT_FLAG_FILTERING
1249 | WINED3DFMT_FLAG_DEPTH | WINED3DFMT_FLAG_SHADOW,
1250 ARB_DEPTH_TEXTURE, NULL},
1251 {WINED3DFMT_L16_UNORM, GL_LUMINANCE16, GL_LUMINANCE16, 0,
1252 GL_LUMINANCE, GL_UNSIGNED_SHORT, 0,
1253 WINED3DFMT_FLAG_TEXTURE | WINED3DFMT_FLAG_POSTPIXELSHADER_BLENDING | WINED3DFMT_FLAG_FILTERING,
1254 WINED3D_GL_EXT_NONE, NULL},
1255 {WINED3DFMT_D32_FLOAT, GL_DEPTH_COMPONENT32F, GL_DEPTH_COMPONENT32F, 0,
1256 GL_DEPTH_COMPONENT, GL_FLOAT, 0,
1257 WINED3DFMT_FLAG_TEXTURE | WINED3DFMT_FLAG_DEPTH | WINED3DFMT_FLAG_SHADOW,
1258 ARB_DEPTH_BUFFER_FLOAT, NULL},
1259 {WINED3DFMT_S8_UINT_D24_FLOAT, GL_DEPTH32F_STENCIL8, GL_DEPTH32F_STENCIL8, 0,
1260 GL_DEPTH_STENCIL, GL_FLOAT_32_UNSIGNED_INT_24_8_REV, 8,
1261 WINED3DFMT_FLAG_TEXTURE | WINED3DFMT_FLAG_DEPTH | WINED3DFMT_FLAG_STENCIL | WINED3DFMT_FLAG_SHADOW,
1262 ARB_DEPTH_BUFFER_FLOAT, convert_s8_uint_d24_float},
1263 /* Vendor-specific formats */
1264 {WINED3DFMT_ATI1N, GL_COMPRESSED_RED_RGTC1, GL_COMPRESSED_RED_RGTC1, 0,
1265 GL_RED, GL_UNSIGNED_BYTE, 0,
1266 WINED3DFMT_FLAG_TEXTURE | WINED3DFMT_FLAG_POSTPIXELSHADER_BLENDING | WINED3DFMT_FLAG_FILTERING
1267 | WINED3DFMT_FLAG_COMPRESSED,
1268 ARB_TEXTURE_COMPRESSION_RGTC, NULL},
1269 {WINED3DFMT_ATI2N, GL_COMPRESSED_LUMINANCE_ALPHA_3DC_ATI, GL_COMPRESSED_LUMINANCE_ALPHA_3DC_ATI, 0,
1270 GL_LUMINANCE_ALPHA, GL_UNSIGNED_BYTE, 0,
1271 WINED3DFMT_FLAG_TEXTURE | WINED3DFMT_FLAG_POSTPIXELSHADER_BLENDING | WINED3DFMT_FLAG_FILTERING
1272 | WINED3DFMT_FLAG_COMPRESSED,
1273 ATI_TEXTURE_COMPRESSION_3DC, NULL},
1274 {WINED3DFMT_ATI2N, GL_COMPRESSED_RG_RGTC2, GL_COMPRESSED_RG_RGTC2, 0,
1275 GL_LUMINANCE_ALPHA, GL_UNSIGNED_BYTE, 0,
1276 WINED3DFMT_FLAG_TEXTURE | WINED3DFMT_FLAG_POSTPIXELSHADER_BLENDING | WINED3DFMT_FLAG_FILTERING
1277 | WINED3DFMT_FLAG_COMPRESSED,
1278 EXT_TEXTURE_COMPRESSION_RGTC, NULL},
1279 {WINED3DFMT_ATI2N, GL_COMPRESSED_RG_RGTC2, GL_COMPRESSED_RG_RGTC2, 0,
1280 GL_RG, GL_UNSIGNED_BYTE, 0,
1281 WINED3DFMT_FLAG_TEXTURE | WINED3DFMT_FLAG_POSTPIXELSHADER_BLENDING | WINED3DFMT_FLAG_FILTERING
1282 | WINED3DFMT_FLAG_COMPRESSED,
1283 ARB_TEXTURE_COMPRESSION_RGTC, NULL},
1284 {WINED3DFMT_INTZ, GL_DEPTH24_STENCIL8_EXT, GL_DEPTH24_STENCIL8_EXT, 0,
1285 GL_DEPTH_STENCIL_EXT, GL_UNSIGNED_INT_24_8_EXT, 0,
1286 WINED3DFMT_FLAG_TEXTURE | WINED3DFMT_FLAG_POSTPIXELSHADER_BLENDING | WINED3DFMT_FLAG_FILTERING
1287 | WINED3DFMT_FLAG_DEPTH | WINED3DFMT_FLAG_STENCIL,
1288 EXT_PACKED_DEPTH_STENCIL, NULL},
1289 {WINED3DFMT_INTZ, GL_DEPTH24_STENCIL8, GL_DEPTH24_STENCIL8, 0,
1290 GL_DEPTH_STENCIL, GL_UNSIGNED_INT_24_8, 0,
1291 WINED3DFMT_FLAG_TEXTURE | WINED3DFMT_FLAG_POSTPIXELSHADER_BLENDING | WINED3DFMT_FLAG_FILTERING
1292 | WINED3DFMT_FLAG_DEPTH | WINED3DFMT_FLAG_STENCIL,
1293 ARB_FRAMEBUFFER_OBJECT, NULL},
1294 {WINED3DFMT_NULL, 0, 0, 0,
1295 GL_RGBA, GL_UNSIGNED_INT_8_8_8_8_REV, 0,
1296 WINED3DFMT_FLAG_TEXTURE | WINED3DFMT_FLAG_RENDERTARGET | WINED3DFMT_FLAG_FBO_ATTACHABLE,
1297 ARB_FRAMEBUFFER_OBJECT, NULL},
1300 static inline int getFmtIdx(enum wined3d_format_id format_id)
1302 /* First check if the format is at the position of its value.
1303 * This will catch the argb formats before the loop is entered. */
1304 if (format_id < (sizeof(formats) / sizeof(*formats))
1305 && formats[format_id].id == format_id)
1307 return format_id;
1309 else
1311 unsigned int i;
1313 for (i = 0; i < (sizeof(formats) / sizeof(*formats)); ++i)
1315 if (formats[i].id == format_id) return i;
1318 return -1;
1321 static void format_set_flag(struct wined3d_format *format, unsigned int flag)
1323 unsigned int i;
1325 for (i = 0; i < ARRAY_SIZE(format->flags); ++i)
1326 format->flags[i] |= flag;
1329 static void format_clear_flag(struct wined3d_format *format, unsigned int flag)
1331 unsigned int i;
1333 for (i = 0; i < ARRAY_SIZE(format->flags); ++i)
1334 format->flags[i] &= ~flag;
1337 static BOOL init_format_base_info(struct wined3d_gl_info *gl_info)
1339 UINT format_count = sizeof(formats) / sizeof(*formats);
1340 UINT i;
1342 gl_info->formats = HeapAlloc(GetProcessHeap(), HEAP_ZERO_MEMORY, format_count * sizeof(*gl_info->formats));
1343 if (!gl_info->formats)
1345 ERR("Failed to allocate memory.\n");
1346 return FALSE;
1349 for (i = 0; i < format_count; ++i)
1351 struct wined3d_format *format = &gl_info->formats[i];
1352 format->id = formats[i].id;
1353 format->red_size = formats[i].red_size;
1354 format->green_size = formats[i].green_size;
1355 format->blue_size = formats[i].blue_size;
1356 format->alpha_size = formats[i].alpha_size;
1357 format->red_offset = formats[i].red_offset;
1358 format->green_offset = formats[i].green_offset;
1359 format->blue_offset = formats[i].blue_offset;
1360 format->alpha_offset = formats[i].alpha_offset;
1361 format->byte_count = formats[i].bpp;
1362 format->depth_size = formats[i].depth_size;
1363 format->stencil_size = formats[i].stencil_size;
1364 format->block_width = 1;
1365 format->block_height = 1;
1366 format->block_byte_count = formats[i].bpp;
1369 for (i = 0; i < (sizeof(format_base_flags) / sizeof(*format_base_flags)); ++i)
1371 int fmt_idx = getFmtIdx(format_base_flags[i].id);
1373 if (fmt_idx == -1)
1375 ERR("Format %s (%#x) not found.\n",
1376 debug_d3dformat(format_base_flags[i].id), format_base_flags[i].id);
1377 HeapFree(GetProcessHeap(), 0, gl_info->formats);
1378 return FALSE;
1381 format_set_flag(&gl_info->formats[fmt_idx], format_base_flags[i].flags);
1384 return TRUE;
1387 static BOOL init_format_block_info(struct wined3d_gl_info *gl_info)
1389 unsigned int i;
1391 for (i = 0; i < (sizeof(format_block_info) / sizeof(*format_block_info)); ++i)
1393 struct wined3d_format *format;
1394 int fmt_idx = getFmtIdx(format_block_info[i].id);
1396 if (fmt_idx == -1)
1398 ERR("Format %s (%#x) not found.\n",
1399 debug_d3dformat(format_block_info[i].id), format_block_info[i].id);
1400 return FALSE;
1403 format = &gl_info->formats[fmt_idx];
1404 format->block_width = format_block_info[i].block_width;
1405 format->block_height = format_block_info[i].block_height;
1406 format->block_byte_count = format_block_info[i].block_byte_count;
1407 format_set_flag(&gl_info->formats[fmt_idx], WINED3DFMT_FLAG_BLOCKS);
1408 if (!format_block_info[i].verify)
1409 format_set_flag(&gl_info->formats[fmt_idx], WINED3DFMT_FLAG_BLOCKS_NO_VERIFY);
1412 return TRUE;
1415 static GLenum wined3d_gl_type_to_enum(enum wined3d_gl_resource_type type)
1417 switch (type)
1419 case WINED3D_GL_RES_TYPE_TEX_1D:
1420 return GL_TEXTURE_1D;
1421 case WINED3D_GL_RES_TYPE_TEX_2D:
1422 return GL_TEXTURE_2D;
1423 case WINED3D_GL_RES_TYPE_TEX_3D:
1424 return GL_TEXTURE_3D;
1425 case WINED3D_GL_RES_TYPE_TEX_CUBE:
1426 return GL_TEXTURE_CUBE_MAP_ARB;
1427 case WINED3D_GL_RES_TYPE_TEX_RECT:
1428 return GL_TEXTURE_RECTANGLE_ARB;
1429 case WINED3D_GL_RES_TYPE_BUFFER:
1430 return GL_TEXTURE_2D; /* TODO: GL_TEXTURE_BUFFER. */
1431 case WINED3D_GL_RES_TYPE_RB:
1432 return GL_RENDERBUFFER;
1433 case WINED3D_GL_RES_TYPE_COUNT:
1434 break;
1436 ERR("Unexpected GL resource type %u.\n", type);
1437 return 0;
1440 static void delete_fbo_attachment(const struct wined3d_gl_info *gl_info,
1441 enum wined3d_gl_resource_type d3d_type, GLuint object)
1443 switch (d3d_type)
1445 case WINED3D_GL_RES_TYPE_TEX_1D:
1446 case WINED3D_GL_RES_TYPE_TEX_2D:
1447 case WINED3D_GL_RES_TYPE_TEX_RECT:
1448 case WINED3D_GL_RES_TYPE_TEX_3D:
1449 case WINED3D_GL_RES_TYPE_TEX_CUBE:
1450 gl_info->gl_ops.gl.p_glDeleteTextures(1, &object);
1451 break;
1453 case WINED3D_GL_RES_TYPE_RB:
1454 gl_info->fbo_ops.glDeleteRenderbuffers(1, &object);
1455 break;
1457 case WINED3D_GL_RES_TYPE_BUFFER:
1458 case WINED3D_GL_RES_TYPE_COUNT:
1459 break;
1463 /* Context activation is done by the caller. */
1464 static void create_and_bind_fbo_attachment(const struct wined3d_gl_info *gl_info, unsigned int flags,
1465 enum wined3d_gl_resource_type d3d_type, GLuint *object, GLenum internal, GLenum format, GLenum type)
1467 GLenum attach_type = flags & WINED3DFMT_FLAG_DEPTH ?
1468 GL_DEPTH_ATTACHMENT : GL_COLOR_ATTACHMENT0;
1470 switch (d3d_type)
1472 case WINED3D_GL_RES_TYPE_TEX_1D:
1473 gl_info->gl_ops.gl.p_glGenTextures(1, object);
1474 gl_info->gl_ops.gl.p_glBindTexture(GL_TEXTURE_1D, *object);
1475 gl_info->gl_ops.gl.p_glTexImage1D(GL_TEXTURE_1D, 0, internal, 16, 0, format, type, NULL);
1476 gl_info->gl_ops.gl.p_glTexParameteri(GL_TEXTURE_1D, GL_TEXTURE_MIN_FILTER, GL_NEAREST);
1477 gl_info->gl_ops.gl.p_glTexParameteri(GL_TEXTURE_1D, GL_TEXTURE_MAG_FILTER, GL_NEAREST);
1479 gl_info->fbo_ops.glFramebufferTexture1D(GL_FRAMEBUFFER, attach_type, GL_TEXTURE_1D,
1480 *object, 0);
1481 if (flags & WINED3DFMT_FLAG_STENCIL)
1482 gl_info->fbo_ops.glFramebufferTexture1D(GL_FRAMEBUFFER, GL_STENCIL_ATTACHMENT, GL_TEXTURE_1D,
1483 *object, 0);
1484 break;
1486 case WINED3D_GL_RES_TYPE_TEX_2D:
1487 case WINED3D_GL_RES_TYPE_TEX_RECT:
1488 gl_info->gl_ops.gl.p_glGenTextures(1, object);
1489 gl_info->gl_ops.gl.p_glBindTexture(wined3d_gl_type_to_enum(d3d_type), *object);
1490 gl_info->gl_ops.gl.p_glTexImage2D(wined3d_gl_type_to_enum(d3d_type), 0, internal, 16, 16, 0,
1491 format, type, NULL);
1492 gl_info->gl_ops.gl.p_glTexParameteri(wined3d_gl_type_to_enum(d3d_type), GL_TEXTURE_MIN_FILTER, GL_NEAREST);
1493 gl_info->gl_ops.gl.p_glTexParameteri(wined3d_gl_type_to_enum(d3d_type), GL_TEXTURE_MAG_FILTER, GL_NEAREST);
1495 gl_info->fbo_ops.glFramebufferTexture2D(GL_FRAMEBUFFER, attach_type,
1496 wined3d_gl_type_to_enum(d3d_type), *object, 0);
1497 if (flags & WINED3DFMT_FLAG_STENCIL)
1498 gl_info->fbo_ops.glFramebufferTexture2D(GL_FRAMEBUFFER, GL_STENCIL_ATTACHMENT,
1499 wined3d_gl_type_to_enum(d3d_type), *object, 0);
1500 break;
1502 case WINED3D_GL_RES_TYPE_TEX_3D:
1503 gl_info->gl_ops.gl.p_glGenTextures(1, object);
1504 gl_info->gl_ops.gl.p_glBindTexture(GL_TEXTURE_3D, *object);
1505 GL_EXTCALL(glTexImage3D)(GL_TEXTURE_3D, 0, internal, 16, 16, 16, 0,
1506 format, type, NULL);
1507 gl_info->gl_ops.gl.p_glTexParameteri(GL_TEXTURE_3D, GL_TEXTURE_MIN_FILTER, GL_NEAREST);
1508 gl_info->gl_ops.gl.p_glTexParameteri(GL_TEXTURE_3D, GL_TEXTURE_MAG_FILTER, GL_NEAREST);
1510 gl_info->fbo_ops.glFramebufferTexture3D(GL_FRAMEBUFFER, attach_type,
1511 GL_TEXTURE_3D, *object, 0, 0);
1512 if (flags & WINED3DFMT_FLAG_STENCIL)
1513 gl_info->fbo_ops.glFramebufferTexture3D(GL_FRAMEBUFFER, GL_STENCIL_ATTACHMENT,
1514 GL_TEXTURE_3D, *object, 0, 0);
1515 break;
1517 case WINED3D_GL_RES_TYPE_TEX_CUBE:
1518 gl_info->gl_ops.gl.p_glGenTextures(1, object);
1519 gl_info->gl_ops.gl.p_glBindTexture(GL_TEXTURE_CUBE_MAP_ARB, *object);
1520 gl_info->gl_ops.gl.p_glTexImage2D(GL_TEXTURE_CUBE_MAP_POSITIVE_X_ARB, 0, internal, 16, 16, 0,
1521 format, type, NULL);
1522 gl_info->gl_ops.gl.p_glTexImage2D(GL_TEXTURE_CUBE_MAP_NEGATIVE_X_ARB, 0, internal, 16, 16, 0,
1523 format, type, NULL);
1524 gl_info->gl_ops.gl.p_glTexImage2D(GL_TEXTURE_CUBE_MAP_POSITIVE_Y_ARB, 0, internal, 16, 16, 0,
1525 format, type, NULL);
1526 gl_info->gl_ops.gl.p_glTexImage2D(GL_TEXTURE_CUBE_MAP_NEGATIVE_Y_ARB, 0, internal, 16, 16, 0,
1527 format, type, NULL);
1528 gl_info->gl_ops.gl.p_glTexImage2D(GL_TEXTURE_CUBE_MAP_POSITIVE_Z_ARB, 0, internal, 16, 16, 0,
1529 format, type, NULL);
1530 gl_info->gl_ops.gl.p_glTexImage2D(GL_TEXTURE_CUBE_MAP_NEGATIVE_Z_ARB, 0, internal, 16, 16, 0,
1531 format, type, NULL);
1532 gl_info->gl_ops.gl.p_glTexParameteri(GL_TEXTURE_CUBE_MAP_ARB, GL_TEXTURE_MIN_FILTER, GL_NEAREST);
1533 gl_info->gl_ops.gl.p_glTexParameteri(GL_TEXTURE_CUBE_MAP_ARB, GL_TEXTURE_MAG_FILTER, GL_NEAREST);
1535 gl_info->fbo_ops.glFramebufferTexture2D(GL_FRAMEBUFFER, attach_type,
1536 GL_TEXTURE_CUBE_MAP_POSITIVE_X_ARB, *object, 0);
1537 if (flags & WINED3DFMT_FLAG_STENCIL)
1538 gl_info->fbo_ops.glFramebufferTexture2D(GL_FRAMEBUFFER, GL_STENCIL_ATTACHMENT,
1539 GL_TEXTURE_CUBE_MAP_POSITIVE_X_ARB, *object, 0);
1540 break;
1542 case WINED3D_GL_RES_TYPE_RB:
1543 gl_info->fbo_ops.glGenRenderbuffers(1, object);
1544 gl_info->fbo_ops.glBindRenderbuffer(GL_RENDERBUFFER, *object);
1545 gl_info->fbo_ops.glRenderbufferStorage(GL_RENDERBUFFER, internal, 16, 16);
1546 gl_info->fbo_ops.glFramebufferRenderbuffer(GL_FRAMEBUFFER, attach_type, GL_RENDERBUFFER,
1547 *object);
1548 if (flags & WINED3DFMT_FLAG_STENCIL)
1549 gl_info->fbo_ops.glFramebufferRenderbuffer(GL_FRAMEBUFFER, GL_STENCIL_ATTACHMENT, GL_RENDERBUFFER,
1550 *object);
1551 break;
1553 case WINED3D_GL_RES_TYPE_BUFFER:
1554 case WINED3D_GL_RES_TYPE_COUNT:
1555 break;
1558 /* Ideally we'd skip all formats already known not to work on textures
1559 * by checking for WINED3DFMT_FLAG_TEXTURE here. However, we want to
1560 * know if we can attach WINED3DFMT_P8_UINT textures to FBOs, and this
1561 * format never has WINED3DFMT_FLAG_TEXTURE set. Instead, swallow GL
1562 * errors generated by invalid formats. */
1563 while (gl_info->gl_ops.gl.p_glGetError());
1566 static void draw_test_quad(struct wined3d_caps_gl_ctx *ctx, const struct wined3d_vec3 *geometry,
1567 const struct wined3d_color *color)
1569 const struct wined3d_gl_info *gl_info = ctx->gl_info;
1570 static const struct wined3d_vec3 default_geometry[] =
1572 {-1.0f, -1.0f, 0.0f},
1573 { 1.0f, -1.0f, 0.0f},
1574 {-1.0f, 1.0f, 0.0f},
1575 { 1.0f, 1.0f, 0.0f},
1577 static const char vs_core_header[] =
1578 "#version 150\n"
1579 "in vec4 pos;\n"
1580 "in vec4 color;\n"
1581 "out vec4 out_color;\n"
1582 "\n";
1583 static const char vs_legacy_header[] =
1584 "#version 120\n"
1585 "attribute vec4 pos;\n"
1586 "attribute vec4 color;\n"
1587 "varying vec4 out_color;\n"
1588 "\n";
1589 static const char vs_body[] =
1590 "void main()\n"
1591 "{\n"
1592 " gl_Position = pos;\n"
1593 " out_color = color;\n"
1594 "}\n";
1595 static const char fs_core[] =
1596 "#version 150\n"
1597 "in vec4 out_color;\n"
1598 "out vec4 fragment_color;\n"
1599 "\n"
1600 "void main()\n"
1601 "{\n"
1602 " fragment_color = out_color;\n"
1603 "}\n";
1604 static const char fs_legacy[] =
1605 "#version 120\n"
1606 "varying vec4 out_color;\n"
1607 "\n"
1608 "void main()\n"
1609 "{\n"
1610 " gl_FragData[0] = out_color;\n"
1611 "}\n";
1612 const char *source[2];
1613 GLuint vs_id, fs_id;
1614 unsigned int i;
1616 if (!geometry)
1617 geometry = default_geometry;
1619 if (!gl_info->supported[ARB_VERTEX_BUFFER_OBJECT] || !gl_info->supported[ARB_VERTEX_SHADER]
1620 || !gl_info->supported[ARB_FRAGMENT_SHADER])
1622 gl_info->gl_ops.gl.p_glDisable(GL_LIGHTING);
1623 gl_info->gl_ops.gl.p_glMatrixMode(GL_MODELVIEW);
1624 gl_info->gl_ops.gl.p_glLoadIdentity();
1625 gl_info->gl_ops.gl.p_glMatrixMode(GL_PROJECTION);
1626 gl_info->gl_ops.gl.p_glLoadIdentity();
1628 gl_info->gl_ops.gl.p_glBegin(GL_TRIANGLE_STRIP);
1629 gl_info->gl_ops.gl.p_glColor4f(color->r, color->g, color->b, color->a);
1630 for (i = 0; i < 4; ++i)
1631 gl_info->gl_ops.gl.p_glVertex3fv(&geometry[i].x);
1632 gl_info->gl_ops.gl.p_glEnd();
1633 checkGLcall("Drawing a quad");
1634 return;
1637 if (!ctx->test_vbo)
1638 GL_EXTCALL(glGenBuffers(1, &ctx->test_vbo));
1639 GL_EXTCALL(glBindBuffer(GL_ARRAY_BUFFER, ctx->test_vbo));
1640 GL_EXTCALL(glBufferData(GL_ARRAY_BUFFER, sizeof(struct wined3d_vec3) * 4, geometry, GL_STREAM_DRAW));
1641 GL_EXTCALL(glVertexAttribPointer(0, 3, GL_FLOAT, FALSE, 0, NULL));
1642 GL_EXTCALL(glVertexAttrib4f(1, color->r, color->g, color->b, color->a));
1643 GL_EXTCALL(glEnableVertexAttribArray(0));
1644 GL_EXTCALL(glDisableVertexAttribArray(1));
1646 if (!ctx->test_program_id)
1648 ctx->test_program_id = GL_EXTCALL(glCreateProgram());
1650 vs_id = GL_EXTCALL(glCreateShader(GL_VERTEX_SHADER));
1651 source[0] = gl_info->supported[WINED3D_GL_LEGACY_CONTEXT] ? vs_legacy_header : vs_core_header;
1652 source[1] = vs_body;
1653 GL_EXTCALL(glShaderSource(vs_id, 2, source, NULL));
1654 GL_EXTCALL(glAttachShader(ctx->test_program_id, vs_id));
1655 GL_EXTCALL(glDeleteShader(vs_id));
1657 fs_id = GL_EXTCALL(glCreateShader(GL_FRAGMENT_SHADER));
1658 source[0] = gl_info->supported[WINED3D_GL_LEGACY_CONTEXT] ? fs_legacy : fs_core;
1659 GL_EXTCALL(glShaderSource(fs_id, 1, source, NULL));
1660 GL_EXTCALL(glAttachShader(ctx->test_program_id, fs_id));
1661 GL_EXTCALL(glDeleteShader(fs_id));
1663 GL_EXTCALL(glBindAttribLocation(ctx->test_program_id, 0, "pos"));
1664 GL_EXTCALL(glBindAttribLocation(ctx->test_program_id, 1, "color"));
1666 GL_EXTCALL(glCompileShader(vs_id));
1667 print_glsl_info_log(gl_info, vs_id, FALSE);
1668 GL_EXTCALL(glCompileShader(fs_id));
1669 print_glsl_info_log(gl_info, fs_id, FALSE);
1670 GL_EXTCALL(glLinkProgram(ctx->test_program_id));
1671 shader_glsl_validate_link(gl_info, ctx->test_program_id);
1673 GL_EXTCALL(glUseProgram(ctx->test_program_id));
1675 gl_info->gl_ops.gl.p_glDrawArrays(GL_TRIANGLE_STRIP, 0, 4);
1677 GL_EXTCALL(glUseProgram(0));
1678 GL_EXTCALL(glDisableVertexAttribArray(0));
1679 GL_EXTCALL(glBindBuffer(GL_ARRAY_BUFFER, 0));
1680 checkGLcall("Drawing a quad");
1683 /* Context activation is done by the caller. */
1684 static void check_fbo_compat(struct wined3d_caps_gl_ctx *ctx, struct wined3d_format *format)
1686 /* Check if the default internal format is supported as a frame buffer
1687 * target, otherwise fall back to the render target internal.
1689 * Try to stick to the standard format if possible, this limits precision differences. */
1690 static const struct wined3d_color black = {0.0f, 0.0f, 0.0f, 1.0f};
1691 static const struct wined3d_color half_transparent_red = {1.0f, 0.0f, 0.0f, 0.5f};
1692 const struct wined3d_gl_info *gl_info = ctx->gl_info;
1693 GLenum status, rt_internal = format->rtInternal;
1694 GLuint object, color_rb;
1695 enum wined3d_gl_resource_type type;
1696 BOOL fallback_fmt_used = FALSE, regular_fmt_used = FALSE;
1698 gl_info->gl_ops.gl.p_glDisable(GL_BLEND);
1700 for (type = 0; type < ARRAY_SIZE(format->flags); ++type)
1702 const char *type_string = "color";
1704 if (type == WINED3D_GL_RES_TYPE_BUFFER)
1705 continue;
1707 create_and_bind_fbo_attachment(gl_info, format->flags[type], type, &object, format->glInternal,
1708 format->glFormat, format->glType);
1710 if (format->flags[type] & (WINED3DFMT_FLAG_DEPTH | WINED3DFMT_FLAG_STENCIL))
1712 gl_info->fbo_ops.glGenRenderbuffers(1, &color_rb);
1713 gl_info->fbo_ops.glBindRenderbuffer(GL_RENDERBUFFER, color_rb);
1714 if (type == WINED3D_GL_RES_TYPE_TEX_1D)
1715 gl_info->fbo_ops.glRenderbufferStorage(GL_RENDERBUFFER, GL_RGBA8, 16, 1);
1716 else
1717 gl_info->fbo_ops.glRenderbufferStorage(GL_RENDERBUFFER, GL_RGBA8, 16, 16);
1719 gl_info->fbo_ops.glFramebufferRenderbuffer(GL_FRAMEBUFFER,
1720 GL_COLOR_ATTACHMENT0, GL_RENDERBUFFER, color_rb);
1721 checkGLcall("Create and attach color rb attachment");
1722 type_string = "depth / stencil";
1725 status = gl_info->fbo_ops.glCheckFramebufferStatus(GL_FRAMEBUFFER);
1726 checkGLcall("Framebuffer format check");
1728 if (status == GL_FRAMEBUFFER_COMPLETE)
1730 TRACE("Format %s is supported as FBO %s attachment, type %u.\n",
1731 debug_d3dformat(format->id), type_string, type);
1732 format->flags[type] |= WINED3DFMT_FLAG_FBO_ATTACHABLE;
1733 format->rtInternal = format->glInternal;
1734 regular_fmt_used = TRUE;
1736 else
1738 if (!rt_internal)
1740 if (format->flags[type] & WINED3DFMT_FLAG_RENDERTARGET)
1742 WARN("Format %s with rendertarget flag is not supported as FBO color attachment (type %u),"
1743 " and no fallback specified.\n", debug_d3dformat(format->id), type);
1744 format->flags[type] &= ~WINED3DFMT_FLAG_RENDERTARGET;
1746 else
1748 TRACE("Format %s is not supported as FBO %s attachment, type %u.\n",
1749 debug_d3dformat(format->id), type_string, type);
1751 format->rtInternal = format->glInternal;
1753 else
1755 TRACE("Format %s is not supported as FBO %s attachment (type %u),"
1756 " trying rtInternal format as fallback.\n",
1757 debug_d3dformat(format->id), type_string, type);
1759 while (gl_info->gl_ops.gl.p_glGetError());
1761 delete_fbo_attachment(gl_info, type, object);
1762 create_and_bind_fbo_attachment(gl_info, format->flags[type], type, &object, format->rtInternal,
1763 format->glFormat, format->glType);
1765 status = gl_info->fbo_ops.glCheckFramebufferStatus(GL_FRAMEBUFFER);
1766 checkGLcall("Framebuffer format check");
1768 if (status == GL_FRAMEBUFFER_COMPLETE)
1770 TRACE("Format %s rtInternal format is supported as FBO %s attachment, type %u.\n",
1771 debug_d3dformat(format->id), type_string, type);
1772 fallback_fmt_used = TRUE;
1774 else
1776 WARN("Format %s rtInternal format is not supported as FBO %s attachment, type %u.\n",
1777 debug_d3dformat(format->id), type_string, type);
1778 format->flags[type] &= ~WINED3DFMT_FLAG_RENDERTARGET;
1783 if (status == GL_FRAMEBUFFER_COMPLETE
1784 && ((format->flags[type] & WINED3DFMT_FLAG_POSTPIXELSHADER_BLENDING)
1785 || !(gl_info->quirks & WINED3D_QUIRK_LIMITED_TEX_FILTERING))
1786 && format->id != WINED3DFMT_NULL && format->id != WINED3DFMT_P8_UINT
1787 && format->glFormat != GL_LUMINANCE && format->glFormat != GL_LUMINANCE_ALPHA
1788 && (format->red_size || format->alpha_size))
1790 DWORD readback[16 * 16 * 16], color, r_range, a_range;
1791 BYTE r, a;
1792 BOOL match = TRUE;
1793 GLuint rb;
1795 if (gl_info->supported[ARB_FRAMEBUFFER_OBJECT]
1796 || gl_info->supported[EXT_PACKED_DEPTH_STENCIL])
1798 gl_info->fbo_ops.glGenRenderbuffers(1, &rb);
1799 gl_info->fbo_ops.glBindRenderbuffer(GL_RENDERBUFFER, rb);
1800 if (type == WINED3D_GL_RES_TYPE_TEX_1D)
1801 gl_info->fbo_ops.glRenderbufferStorage(GL_RENDERBUFFER, GL_DEPTH24_STENCIL8, 16, 1);
1802 else
1803 gl_info->fbo_ops.glRenderbufferStorage(GL_RENDERBUFFER, GL_DEPTH24_STENCIL8, 16, 16);
1804 gl_info->fbo_ops.glFramebufferRenderbuffer(GL_FRAMEBUFFER, GL_DEPTH_ATTACHMENT, GL_RENDERBUFFER, rb);
1805 gl_info->fbo_ops.glFramebufferRenderbuffer(GL_FRAMEBUFFER, GL_STENCIL_ATTACHMENT, GL_RENDERBUFFER, rb);
1806 checkGLcall("RB attachment");
1809 gl_info->gl_ops.gl.p_glEnable(GL_BLEND);
1810 gl_info->gl_ops.gl.p_glClearColor(0.0f, 0.0f, 0.0f, 1.0f);
1811 gl_info->gl_ops.gl.p_glClear(GL_COLOR_BUFFER_BIT);
1812 if (gl_info->gl_ops.gl.p_glGetError() == GL_INVALID_FRAMEBUFFER_OPERATION)
1814 while (gl_info->gl_ops.gl.p_glGetError());
1815 TRACE("Format %s doesn't support post-pixelshader blending, type %u.\n",
1816 debug_d3dformat(format->id), type);
1817 format->flags[type] &= ~WINED3DFMT_FLAG_POSTPIXELSHADER_BLENDING;
1819 else
1821 gl_info->gl_ops.gl.p_glDisable(GL_BLEND);
1822 if (type == WINED3D_GL_RES_TYPE_TEX_1D)
1823 gl_info->gl_ops.gl.p_glViewport(0, 0, 16, 1);
1824 else
1825 gl_info->gl_ops.gl.p_glViewport(0, 0, 16, 16);
1826 gl_info->gl_ops.gl.p_glBlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
1828 draw_test_quad(ctx, NULL, &black);
1830 gl_info->gl_ops.gl.p_glEnable(GL_BLEND);
1832 draw_test_quad(ctx, NULL, &half_transparent_red);
1834 gl_info->gl_ops.gl.p_glDisable(GL_BLEND);
1836 switch (type)
1838 case WINED3D_GL_RES_TYPE_TEX_1D:
1839 /* Rebinding texture to workaround a fglrx bug. */
1840 gl_info->gl_ops.gl.p_glBindTexture(GL_TEXTURE_1D, object);
1841 gl_info->gl_ops.gl.p_glGetTexImage(GL_TEXTURE_1D, 0, GL_BGRA,
1842 GL_UNSIGNED_INT_8_8_8_8_REV, readback);
1843 color = readback[7];
1844 break;
1846 case WINED3D_GL_RES_TYPE_TEX_2D:
1847 case WINED3D_GL_RES_TYPE_TEX_3D:
1848 case WINED3D_GL_RES_TYPE_TEX_RECT:
1849 /* Rebinding texture to workaround a fglrx bug. */
1850 gl_info->gl_ops.gl.p_glBindTexture(wined3d_gl_type_to_enum(type), object);
1851 gl_info->gl_ops.gl.p_glGetTexImage(wined3d_gl_type_to_enum(type), 0, GL_BGRA,
1852 GL_UNSIGNED_INT_8_8_8_8_REV, readback);
1853 color = readback[7 * 16 + 7];
1854 break;
1856 case WINED3D_GL_RES_TYPE_TEX_CUBE:
1857 /* Rebinding texture to workaround a fglrx bug. */
1858 gl_info->gl_ops.gl.p_glBindTexture(GL_TEXTURE_CUBE_MAP_ARB, object);
1859 gl_info->gl_ops.gl.p_glGetTexImage(GL_TEXTURE_CUBE_MAP_POSITIVE_X_ARB, 0, GL_BGRA,
1860 GL_UNSIGNED_INT_8_8_8_8_REV, readback);
1861 color = readback[7 * 16 + 7];
1862 break;
1864 case WINED3D_GL_RES_TYPE_RB:
1865 gl_info->gl_ops.gl.p_glReadPixels(0, 0, 16, 16,
1866 GL_BGRA, GL_UNSIGNED_INT_8_8_8_8_REV, readback);
1867 color = readback[7 * 16 + 7];
1868 break;
1870 case WINED3D_GL_RES_TYPE_BUFFER:
1871 case WINED3D_GL_RES_TYPE_COUNT:
1872 color = 0;
1873 break;
1875 checkGLcall("Post-pixelshader blending check");
1877 a = color >> 24;
1878 r = (color & 0x00ff0000u) >> 16;
1880 r_range = format->red_size < 8 ? 1u << (8 - format->red_size) : 1;
1881 a_range = format->alpha_size < 8 ? 1u << (8 - format->alpha_size) : 1;
1882 if (format->red_size && (r < 0x7f - r_range || r > 0x7f + r_range))
1883 match = FALSE;
1884 else if (format->alpha_size > 1 && (a < 0xbf - a_range || a > 0xbf + a_range))
1885 match = FALSE;
1886 if (!match)
1888 TRACE("Format %s doesn't support post-pixelshader blending, type %u.\n",
1889 debug_d3dformat(format->id), type);
1890 TRACE("Color output: %#x\n", color);
1891 format->flags[type] &= ~WINED3DFMT_FLAG_POSTPIXELSHADER_BLENDING;
1893 else
1895 TRACE("Format %s supports post-pixelshader blending, type %u.\n",
1896 debug_d3dformat(format->id), type);
1897 TRACE("Color output: %#x\n", color);
1898 format->flags[type] |= WINED3DFMT_FLAG_POSTPIXELSHADER_BLENDING;
1902 if (gl_info->supported[ARB_FRAMEBUFFER_OBJECT]
1903 || gl_info->supported[EXT_PACKED_DEPTH_STENCIL])
1905 gl_info->fbo_ops.glFramebufferRenderbuffer(GL_FRAMEBUFFER, GL_DEPTH_ATTACHMENT, GL_RENDERBUFFER, 0);
1906 gl_info->fbo_ops.glFramebufferRenderbuffer(GL_FRAMEBUFFER, GL_STENCIL_ATTACHMENT, GL_RENDERBUFFER, 0);
1907 gl_info->fbo_ops.glDeleteRenderbuffers(1, &rb);
1908 checkGLcall("RB cleanup");
1912 if (format->glInternal != format->glGammaInternal)
1914 delete_fbo_attachment(gl_info, type, object);
1915 create_and_bind_fbo_attachment(gl_info, format->flags[type], type, &object, format->glGammaInternal,
1916 format->glFormat, format->glType);
1918 status = gl_info->fbo_ops.glCheckFramebufferStatus(GL_FRAMEBUFFER);
1919 checkGLcall("Framebuffer format check");
1921 if (status == GL_FRAMEBUFFER_COMPLETE)
1923 TRACE("Format %s's sRGB format is FBO attachable, type %u.\n",
1924 debug_d3dformat(format->id), type);
1925 format->flags[type] |= WINED3DFMT_FLAG_FBO_ATTACHABLE_SRGB;
1927 else
1929 WARN("Format %s's sRGB format is not FBO attachable, type %u.\n",
1930 debug_d3dformat(format->id), type);
1933 else if (status == GL_FRAMEBUFFER_COMPLETE)
1934 format->flags[type] |= WINED3DFMT_FLAG_FBO_ATTACHABLE_SRGB;
1936 if (format->flags[type] & (WINED3DFMT_FLAG_DEPTH | WINED3DFMT_FLAG_STENCIL))
1938 gl_info->fbo_ops.glFramebufferRenderbuffer(GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT0, GL_RENDERBUFFER, 0);
1939 gl_info->fbo_ops.glDeleteRenderbuffers(1, &color_rb);
1942 delete_fbo_attachment(gl_info, type, object);
1943 checkGLcall("Framebuffer format check cleaup");
1946 if (fallback_fmt_used && regular_fmt_used)
1948 FIXME("Format %s needs different render target formats for different resource types.\n",
1949 debug_d3dformat(format->id));
1950 format_clear_flag(format, WINED3DFMT_FLAG_RENDERTARGET | WINED3DFMT_FLAG_FBO_ATTACHABLE
1951 | WINED3DFMT_FLAG_FBO_ATTACHABLE_SRGB | WINED3DFMT_FLAG_POSTPIXELSHADER_BLENDING);
1955 static void query_format_flag(struct wined3d_gl_info *gl_info, struct wined3d_format *format,
1956 GLint internal, GLenum pname, DWORD flag, const char *string)
1958 GLint value;
1959 enum wined3d_gl_resource_type type;
1961 for (type = 0; type < ARRAY_SIZE(format->flags); ++type)
1963 gl_info->gl_ops.ext.p_glGetInternalformativ(wined3d_gl_type_to_enum(type), internal, pname, 1, &value);
1964 if (value == GL_FULL_SUPPORT)
1966 TRACE("Format %s supports %s, resource type %u.\n", debug_d3dformat(format->id), string, type);
1967 format->flags[type] |= flag;
1969 else
1971 TRACE("Format %s doesn't support %s, resource type %u.\n", debug_d3dformat(format->id), string, type);
1972 format->flags[type] &= ~flag;
1977 /* Context activation is done by the caller. */
1978 static void init_format_fbo_compat_info(struct wined3d_caps_gl_ctx *ctx)
1980 const struct wined3d_gl_info *gl_info = ctx->gl_info;
1981 unsigned int i, type;
1982 GLuint fbo;
1984 if (gl_info->supported[ARB_INTERNALFORMAT_QUERY2])
1986 for (i = 0; i < sizeof(formats) / sizeof(*formats); ++i)
1988 GLint value;
1989 struct wined3d_format *format = &gl_info->formats[i];
1990 BOOL fallback_fmt_used = FALSE, regular_fmt_used = FALSE;
1991 GLenum rt_internal = format->rtInternal;
1993 if (!format->glInternal)
1994 continue;
1996 for (type = 0; type < ARRAY_SIZE(format->flags); ++type)
1998 gl_info->gl_ops.ext.p_glGetInternalformativ(wined3d_gl_type_to_enum(type),
1999 format->glInternal, GL_FRAMEBUFFER_RENDERABLE, 1, &value);
2000 if (value == GL_FULL_SUPPORT)
2002 TRACE("Format %s is supported as FBO color attachment, resource type %u.\n",
2003 debug_d3dformat(format->id), type);
2004 format->flags[type] |= WINED3DFMT_FLAG_FBO_ATTACHABLE;
2005 format->rtInternal = format->glInternal;
2006 regular_fmt_used = TRUE;
2008 gl_info->gl_ops.ext.p_glGetInternalformativ(wined3d_gl_type_to_enum(type),
2009 format->glInternal, GL_FRAMEBUFFER_BLEND, 1, &value);
2010 if (value == GL_FULL_SUPPORT)
2012 TRACE("Format %s supports post-pixelshader blending, resource type %u.\n",
2013 debug_d3dformat(format->id), type);
2014 format->flags[type] |= WINED3DFMT_FLAG_POSTPIXELSHADER_BLENDING;
2016 else
2018 TRACE("Format %s doesn't support post-pixelshader blending, resource typed %u.\n",
2019 debug_d3dformat(format->id), type);
2020 format->flags[type] &= ~WINED3DFMT_FLAG_POSTPIXELSHADER_BLENDING;
2023 else
2025 if (!rt_internal)
2027 if (format->flags[type] & WINED3DFMT_FLAG_RENDERTARGET)
2029 WARN("Format %s with rendertarget flag is not supported as FBO color attachment"
2030 " and no fallback specified, resource type %u.\n",
2031 debug_d3dformat(format->id), type);
2032 format->flags[type] &= ~WINED3DFMT_FLAG_RENDERTARGET;
2034 else
2035 TRACE("Format %s is not supported as FBO color attachment,"
2036 " resource type %u.\n", debug_d3dformat(format->id), type);
2037 format->rtInternal = format->glInternal;
2039 else
2041 gl_info->gl_ops.ext.p_glGetInternalformativ(wined3d_gl_type_to_enum(type),
2042 rt_internal, GL_FRAMEBUFFER_RENDERABLE, 1, &value);
2043 if (value == GL_FULL_SUPPORT)
2045 TRACE("Format %s rtInternal format is supported as FBO color attachment,"
2046 " resource type %u.\n", debug_d3dformat(format->id), type);
2047 fallback_fmt_used = TRUE;
2049 else
2051 WARN("Format %s rtInternal format is not supported as FBO color attachment,"
2052 " resource type %u.\n", debug_d3dformat(format->id), type);
2053 format->flags[type] &= ~WINED3DFMT_FLAG_RENDERTARGET;
2058 if (format->glInternal != format->glGammaInternal)
2060 gl_info->gl_ops.ext.p_glGetInternalformativ(wined3d_gl_type_to_enum(type),
2061 format->glGammaInternal, GL_FRAMEBUFFER_RENDERABLE, 1, &value);
2062 if (value == GL_FULL_SUPPORT)
2064 TRACE("Format %s's sRGB format is FBO attachable, resource type %u.\n",
2065 debug_d3dformat(format->id), type);
2066 format->flags[type] |= WINED3DFMT_FLAG_FBO_ATTACHABLE_SRGB;
2068 else
2070 WARN("Format %s's sRGB format is not FBO attachable, resource type %u.\n",
2071 debug_d3dformat(format->id), type);
2074 else if (format->flags[type] & WINED3DFMT_FLAG_FBO_ATTACHABLE)
2075 format->flags[type] |= WINED3DFMT_FLAG_FBO_ATTACHABLE_SRGB;
2078 if (fallback_fmt_used && regular_fmt_used)
2080 FIXME("Format %s needs different render target formats for different resource types.\n",
2081 debug_d3dformat(format->id));
2082 format_clear_flag(format, WINED3DFMT_FLAG_RENDERTARGET | WINED3DFMT_FLAG_FBO_ATTACHABLE
2083 | WINED3DFMT_FLAG_FBO_ATTACHABLE_SRGB | WINED3DFMT_FLAG_POSTPIXELSHADER_BLENDING);
2086 return;
2089 if (wined3d_settings.offscreen_rendering_mode == ORM_FBO)
2091 gl_info->fbo_ops.glGenFramebuffers(1, &fbo);
2092 gl_info->fbo_ops.glBindFramebuffer(GL_FRAMEBUFFER, fbo);
2093 gl_info->gl_ops.gl.p_glDrawBuffer(GL_COLOR_ATTACHMENT0);
2094 gl_info->gl_ops.gl.p_glReadBuffer(GL_COLOR_ATTACHMENT0);
2097 for (i = 0; i < sizeof(formats) / sizeof(*formats); ++i)
2099 struct wined3d_format *format = &gl_info->formats[i];
2101 if (!format->glInternal) continue;
2103 if (format->flags[WINED3D_GL_RES_TYPE_TEX_2D] & WINED3DFMT_FLAG_COMPRESSED)
2105 TRACE("Skipping format %s because it's a compressed format.\n",
2106 debug_d3dformat(format->id));
2107 continue;
2110 if (wined3d_settings.offscreen_rendering_mode == ORM_FBO)
2112 TRACE("Checking if format %s is supported as FBO color attachment...\n", debug_d3dformat(format->id));
2113 check_fbo_compat(ctx, format);
2115 else
2117 format->rtInternal = format->glInternal;
2121 if (wined3d_settings.offscreen_rendering_mode == ORM_FBO)
2122 gl_info->fbo_ops.glDeleteFramebuffers(1, &fbo);
2125 static BOOL init_format_texture_info(struct wined3d_adapter *adapter, struct wined3d_gl_info *gl_info)
2127 struct fragment_caps fragment_caps;
2128 struct shader_caps shader_caps;
2129 BOOL srgb_write;
2130 unsigned int i;
2132 adapter->fragment_pipe->get_caps(gl_info, &fragment_caps);
2133 adapter->shader_backend->shader_get_caps(gl_info, &shader_caps);
2134 srgb_write = (fragment_caps.wined3d_caps & WINED3D_FRAGMENT_CAP_SRGB_WRITE)
2135 && (shader_caps.wined3d_caps & WINED3D_SHADER_CAP_SRGB_WRITE);
2137 for (i = 0; i < sizeof(format_texture_info) / sizeof(*format_texture_info); ++i)
2139 int fmt_idx = getFmtIdx(format_texture_info[i].id);
2140 struct wined3d_format *format;
2142 if (fmt_idx == -1)
2144 ERR("Format %s (%#x) not found.\n",
2145 debug_d3dformat(format_texture_info[i].id), format_texture_info[i].id);
2146 return FALSE;
2149 if (!gl_info->supported[format_texture_info[i].extension]) continue;
2151 format = &gl_info->formats[fmt_idx];
2153 /* ARB_texture_rg defines floating point formats, but only if
2154 * ARB_texture_float is also supported. */
2155 if (!gl_info->supported[ARB_TEXTURE_FLOAT]
2156 && (format->flags[WINED3D_GL_RES_TYPE_TEX_2D] & WINED3DFMT_FLAG_FLOAT))
2157 continue;
2159 format->glInternal = format_texture_info[i].gl_internal;
2160 format->glGammaInternal = format_texture_info[i].gl_srgb_internal;
2161 format->rtInternal = format_texture_info[i].gl_rt_internal;
2162 format->glFormat = format_texture_info[i].gl_format;
2163 format->glType = format_texture_info[i].gl_type;
2164 format->color_fixup = COLOR_FIXUP_IDENTITY;
2165 format->height_scale.numerator = 1;
2166 format->height_scale.denominator = 1;
2168 format->flags[WINED3D_GL_RES_TYPE_TEX_1D] |= format_texture_info[i].flags;
2169 format->flags[WINED3D_GL_RES_TYPE_TEX_2D] |= format_texture_info[i].flags;
2170 format->flags[WINED3D_GL_RES_TYPE_BUFFER] |= format_texture_info[i].flags;
2172 /* GL_ARB_depth_texture does not support 3D textures. It also says "cube textures are
2173 * problematic", but doesn't explicitly mandate that an error is generated. */
2174 if (gl_info->supported[EXT_TEXTURE3D]
2175 && !(format_texture_info[i].flags & (WINED3DFMT_FLAG_DEPTH | WINED3DFMT_FLAG_STENCIL)))
2176 format->flags[WINED3D_GL_RES_TYPE_TEX_3D] |= format_texture_info[i].flags;
2178 if (gl_info->supported[ARB_TEXTURE_CUBE_MAP])
2179 format->flags[WINED3D_GL_RES_TYPE_TEX_CUBE] |= format_texture_info[i].flags;
2181 if (gl_info->supported[ARB_TEXTURE_RECTANGLE])
2182 format->flags[WINED3D_GL_RES_TYPE_TEX_RECT] |= format_texture_info[i].flags;
2184 format->flags[WINED3D_GL_RES_TYPE_RB] |= format_texture_info[i].flags;
2185 format->flags[WINED3D_GL_RES_TYPE_RB] &= ~WINED3DFMT_FLAG_TEXTURE;
2187 if (gl_info->supported[ARB_INTERNALFORMAT_QUERY2])
2189 query_format_flag(gl_info, format, format->glInternal, GL_VERTEX_TEXTURE,
2190 WINED3DFMT_FLAG_VTF, "vertex texture usage");
2191 query_format_flag(gl_info, format, format->glInternal, GL_FILTER,
2192 WINED3DFMT_FLAG_FILTERING, "filtering");
2194 if (format->glGammaInternal != format->glInternal)
2196 query_format_flag(gl_info, format, format->glGammaInternal, GL_SRGB_READ,
2197 WINED3DFMT_FLAG_SRGB_READ, "sRGB read");
2199 if (srgb_write)
2200 query_format_flag(gl_info, format, format->glGammaInternal, GL_SRGB_WRITE,
2201 WINED3DFMT_FLAG_SRGB_WRITE, "sRGB write");
2202 else
2203 format_clear_flag(format, WINED3DFMT_FLAG_SRGB_WRITE);
2205 if (!(format->flags[WINED3D_GL_RES_TYPE_TEX_2D] & (WINED3DFMT_FLAG_SRGB_READ | WINED3DFMT_FLAG_SRGB_WRITE)))
2206 format->glGammaInternal = format->glInternal;
2207 else if (gl_info->supported[EXT_TEXTURE_SRGB_DECODE])
2208 format->glInternal = format->glGammaInternal;
2211 else
2213 if (!gl_info->limits.vertex_samplers)
2214 format_clear_flag(format, WINED3DFMT_FLAG_VTF);
2216 if (!(gl_info->quirks & WINED3D_QUIRK_LIMITED_TEX_FILTERING))
2217 format_set_flag(format, WINED3DFMT_FLAG_FILTERING);
2218 else if (format->id != WINED3DFMT_R32G32B32A32_FLOAT && format->id != WINED3DFMT_R32_FLOAT)
2219 format_clear_flag(format, WINED3DFMT_FLAG_VTF);
2221 if (format->glGammaInternal != format->glInternal)
2223 /* Filter sRGB capabilities if EXT_texture_sRGB is not supported. */
2224 if (!gl_info->supported[EXT_TEXTURE_SRGB])
2226 format->glGammaInternal = format->glInternal;
2227 format_clear_flag(format, WINED3DFMT_FLAG_SRGB_READ | WINED3DFMT_FLAG_SRGB_WRITE);
2229 else if (gl_info->supported[EXT_TEXTURE_SRGB_DECODE])
2231 format->glInternal = format->glGammaInternal;
2235 if ((format->flags[WINED3D_GL_RES_TYPE_TEX_2D] & WINED3DFMT_FLAG_SRGB_WRITE) && !srgb_write)
2236 format_clear_flag(format, WINED3DFMT_FLAG_SRGB_WRITE);
2238 if (!gl_info->supported[ARB_DEPTH_TEXTURE]
2239 && format_texture_info[i].flags & (WINED3DFMT_FLAG_DEPTH | WINED3DFMT_FLAG_STENCIL))
2241 format->flags[WINED3D_GL_RES_TYPE_TEX_1D] &= ~WINED3DFMT_FLAG_TEXTURE;
2242 format->flags[WINED3D_GL_RES_TYPE_TEX_2D] &= ~WINED3DFMT_FLAG_TEXTURE;
2243 format->flags[WINED3D_GL_RES_TYPE_TEX_3D] &= ~WINED3DFMT_FLAG_TEXTURE;
2244 format->flags[WINED3D_GL_RES_TYPE_TEX_CUBE] &= ~WINED3DFMT_FLAG_TEXTURE;
2245 format->flags[WINED3D_GL_RES_TYPE_TEX_RECT] &= ~WINED3DFMT_FLAG_TEXTURE;
2249 /* Texture conversion stuff */
2250 format->convert = format_texture_info[i].convert;
2251 format->conv_byte_count = format_texture_info[i].conv_byte_count;
2254 return TRUE;
2257 static BOOL color_match(DWORD c1, DWORD c2, BYTE max_diff)
2259 if (abs((c1 & 0xff) - (c2 & 0xff)) > max_diff) return FALSE;
2260 c1 >>= 8; c2 >>= 8;
2261 if (abs((c1 & 0xff) - (c2 & 0xff)) > max_diff) return FALSE;
2262 c1 >>= 8; c2 >>= 8;
2263 if (abs((c1 & 0xff) - (c2 & 0xff)) > max_diff) return FALSE;
2264 c1 >>= 8; c2 >>= 8;
2265 if (abs((c1 & 0xff) - (c2 & 0xff)) > max_diff) return FALSE;
2266 return TRUE;
2269 /* A context is provided by the caller */
2270 static BOOL check_filter(const struct wined3d_gl_info *gl_info, GLenum internal)
2272 static const DWORD data[] = {0x00000000, 0xffffffff};
2273 GLuint tex, fbo, buffer;
2274 DWORD readback[16 * 1];
2275 BOOL ret = FALSE;
2277 /* Render a filtered texture and see what happens. This is intended to detect the lack of
2278 * float16 filtering on ATI X1000 class cards. The drivers disable filtering instead of
2279 * falling back to software. If this changes in the future this code will get fooled and
2280 * apps might hit the software path due to incorrectly advertised caps.
2282 * Its unlikely that this changes however. GL Games like Mass Effect depend on the filter
2283 * disable fallback, if Apple or ATI ever change the driver behavior they will break more
2284 * than Wine. The Linux binary <= r500 driver is not maintained any more anyway
2287 while (gl_info->gl_ops.gl.p_glGetError());
2289 gl_info->gl_ops.gl.p_glGenTextures(1, &buffer);
2290 gl_info->gl_ops.gl.p_glBindTexture(GL_TEXTURE_2D, buffer);
2291 memset(readback, 0x7e, sizeof(readback));
2292 gl_info->gl_ops.gl.p_glTexImage2D(GL_TEXTURE_2D, 0, GL_RGBA8, 16, 1, 0,
2293 GL_RGBA, GL_UNSIGNED_INT_8_8_8_8, readback);
2294 gl_info->gl_ops.gl.p_glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_NEAREST);
2295 gl_info->gl_ops.gl.p_glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_NEAREST);
2296 gl_info->gl_ops.gl.p_glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_CLAMP_TO_EDGE);
2297 gl_info->gl_ops.gl.p_glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_CLAMP_TO_EDGE);
2298 gl_info->gl_ops.gl.p_glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_R, GL_CLAMP_TO_EDGE);
2300 gl_info->gl_ops.gl.p_glGenTextures(1, &tex);
2301 gl_info->gl_ops.gl.p_glBindTexture(GL_TEXTURE_2D, tex);
2302 gl_info->gl_ops.gl.p_glTexImage2D(GL_TEXTURE_2D, 0, internal, 2, 1, 0,
2303 GL_BGRA, GL_UNSIGNED_INT_8_8_8_8_REV, data);
2304 gl_info->gl_ops.gl.p_glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR);
2305 gl_info->gl_ops.gl.p_glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_LINEAR);
2306 gl_info->gl_ops.gl.p_glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_CLAMP_TO_EDGE);
2307 gl_info->gl_ops.gl.p_glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_CLAMP_TO_EDGE);
2308 gl_info->gl_ops.gl.p_glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_R, GL_CLAMP_TO_EDGE);
2309 gl_info->gl_ops.gl.p_glEnable(GL_TEXTURE_2D);
2311 gl_info->fbo_ops.glGenFramebuffers(1, &fbo);
2312 gl_info->fbo_ops.glBindFramebuffer(GL_FRAMEBUFFER, fbo);
2313 gl_info->fbo_ops.glFramebufferTexture2D(GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT0, GL_TEXTURE_2D, buffer, 0);
2314 gl_info->gl_ops.gl.p_glDrawBuffer(GL_COLOR_ATTACHMENT0);
2316 gl_info->gl_ops.gl.p_glViewport(0, 0, 16, 1);
2317 gl_info->gl_ops.gl.p_glDisable(GL_LIGHTING);
2318 gl_info->gl_ops.gl.p_glMatrixMode(GL_MODELVIEW);
2319 gl_info->gl_ops.gl.p_glLoadIdentity();
2320 gl_info->gl_ops.gl.p_glMatrixMode(GL_PROJECTION);
2321 gl_info->gl_ops.gl.p_glLoadIdentity();
2323 gl_info->gl_ops.gl.p_glClearColor(0, 1, 0, 0);
2324 gl_info->gl_ops.gl.p_glClear(GL_COLOR_BUFFER_BIT);
2326 gl_info->gl_ops.gl.p_glBegin(GL_TRIANGLE_STRIP);
2327 gl_info->gl_ops.gl.p_glTexCoord2f(0.0, 0.0);
2328 gl_info->gl_ops.gl.p_glVertex2f(-1.0f, -1.0f);
2329 gl_info->gl_ops.gl.p_glTexCoord2f(1.0, 0.0);
2330 gl_info->gl_ops.gl.p_glVertex2f(1.0f, -1.0f);
2331 gl_info->gl_ops.gl.p_glTexCoord2f(0.0, 1.0);
2332 gl_info->gl_ops.gl.p_glVertex2f(-1.0f, 1.0f);
2333 gl_info->gl_ops.gl.p_glTexCoord2f(1.0, 1.0);
2334 gl_info->gl_ops.gl.p_glVertex2f(1.0f, 1.0f);
2335 gl_info->gl_ops.gl.p_glEnd();
2337 gl_info->gl_ops.gl.p_glBindTexture(GL_TEXTURE_2D, buffer);
2338 memset(readback, 0x7f, sizeof(readback));
2339 gl_info->gl_ops.gl.p_glGetTexImage(GL_TEXTURE_2D, 0, GL_BGRA, GL_UNSIGNED_INT_8_8_8_8_REV, readback);
2340 if (color_match(readback[6], 0xffffffff, 5) || color_match(readback[6], 0x00000000, 5)
2341 || color_match(readback[9], 0xffffffff, 5) || color_match(readback[9], 0x00000000, 5))
2343 TRACE("Read back colors 0x%08x and 0x%08x close to unfiltered color, assuming no filtering\n",
2344 readback[6], readback[9]);
2345 ret = FALSE;
2347 else
2349 TRACE("Read back colors are 0x%08x and 0x%08x, assuming texture is filtered\n",
2350 readback[6], readback[9]);
2351 ret = TRUE;
2354 gl_info->fbo_ops.glBindFramebuffer(GL_FRAMEBUFFER, 0);
2355 gl_info->fbo_ops.glDeleteFramebuffers(1, &fbo);
2356 gl_info->gl_ops.gl.p_glDeleteTextures(1, &tex);
2357 gl_info->gl_ops.gl.p_glDeleteTextures(1, &buffer);
2359 if (gl_info->gl_ops.gl.p_glGetError())
2361 FIXME("Error during filtering test for format %x, returning no filtering\n", internal);
2362 ret = FALSE;
2365 return ret;
2368 static void init_format_filter_info(struct wined3d_gl_info *gl_info, enum wined3d_pci_vendor vendor)
2370 struct wined3d_format *format;
2371 unsigned int fmt_idx, i;
2372 static const enum wined3d_format_id fmts16[] =
2374 WINED3DFMT_R16_FLOAT,
2375 WINED3DFMT_R16G16_FLOAT,
2376 WINED3DFMT_R16G16B16A16_FLOAT,
2378 BOOL filtered;
2380 if (gl_info->supported[ARB_INTERNALFORMAT_QUERY2])
2381 /* This was already handled by init_format_texture_info(). */
2382 return;
2384 if (wined3d_settings.offscreen_rendering_mode != ORM_FBO
2385 || !gl_info->supported[WINED3D_GL_LEGACY_CONTEXT])
2387 WARN("No FBO support, or no FBO ORM, guessing filter info from GL caps\n");
2388 if (vendor == HW_VENDOR_NVIDIA && gl_info->supported[ARB_TEXTURE_FLOAT])
2390 TRACE("Nvidia card with texture_float support: Assuming float16 blending\n");
2391 filtered = TRUE;
2393 else if (gl_info->limits.glsl_varyings > 44)
2395 TRACE("More than 44 GLSL varyings - assuming d3d10 card with float16 blending\n");
2396 filtered = TRUE;
2398 else
2400 TRACE("Assuming no float16 blending\n");
2401 filtered = FALSE;
2404 if(filtered)
2406 for(i = 0; i < (sizeof(fmts16) / sizeof(*fmts16)); i++)
2408 fmt_idx = getFmtIdx(fmts16[i]);
2409 format_set_flag(&gl_info->formats[fmt_idx], WINED3DFMT_FLAG_FILTERING);
2412 return;
2415 for(i = 0; i < (sizeof(fmts16) / sizeof(*fmts16)); i++)
2417 fmt_idx = getFmtIdx(fmts16[i]);
2418 format = &gl_info->formats[fmt_idx];
2419 if (!format->glInternal) continue; /* Not supported by GL */
2421 filtered = check_filter(gl_info, gl_info->formats[fmt_idx].glInternal);
2422 if(filtered)
2424 TRACE("Format %s supports filtering\n", debug_d3dformat(fmts16[i]));
2425 format_set_flag(format, WINED3DFMT_FLAG_FILTERING);
2427 else
2429 TRACE("Format %s does not support filtering\n", debug_d3dformat(fmts16[i]));
2434 static void apply_format_fixups(struct wined3d_adapter *adapter, struct wined3d_gl_info *gl_info)
2436 unsigned int i;
2437 int idx;
2439 idx = getFmtIdx(WINED3DFMT_R16_FLOAT);
2440 gl_info->formats[idx].color_fixup = create_color_fixup_desc(
2441 0, CHANNEL_SOURCE_X, 0, CHANNEL_SOURCE_ONE, 0, CHANNEL_SOURCE_ONE, 0, CHANNEL_SOURCE_W);
2443 idx = getFmtIdx(WINED3DFMT_R32_FLOAT);
2444 gl_info->formats[idx].color_fixup = create_color_fixup_desc(
2445 0, CHANNEL_SOURCE_X, 0, CHANNEL_SOURCE_ONE, 0, CHANNEL_SOURCE_ONE, 0, CHANNEL_SOURCE_W);
2447 idx = getFmtIdx(WINED3DFMT_R16G16_UNORM);
2448 gl_info->formats[idx].color_fixup = create_color_fixup_desc(
2449 0, CHANNEL_SOURCE_X, 0, CHANNEL_SOURCE_Y, 0, CHANNEL_SOURCE_ONE, 0, CHANNEL_SOURCE_W);
2451 idx = getFmtIdx(WINED3DFMT_R16G16_FLOAT);
2452 gl_info->formats[idx].color_fixup = create_color_fixup_desc(
2453 0, CHANNEL_SOURCE_X, 0, CHANNEL_SOURCE_Y, 0, CHANNEL_SOURCE_ONE, 0, CHANNEL_SOURCE_W);
2455 idx = getFmtIdx(WINED3DFMT_R32G32_FLOAT);
2456 gl_info->formats[idx].color_fixup = create_color_fixup_desc(
2457 0, CHANNEL_SOURCE_X, 0, CHANNEL_SOURCE_Y, 0, CHANNEL_SOURCE_ONE, 0, CHANNEL_SOURCE_W);
2459 /* GL_ATI_envmap_bumpmap in theory supports R8G8_SNORM but is no longer supported by
2460 * any driver. */
2461 if (gl_info->supported[NV_TEXTURE_SHADER] || gl_info->supported[EXT_TEXTURE_SNORM])
2463 /* R8G8_SNORM and R16G16_SNORM need a fixup of the undefined blue channel. OpenGL
2464 * returns 0.0 when sampling from it, DirectX 1.0. So we always have in-shader
2465 * conversion for this format. */
2466 idx = getFmtIdx(WINED3DFMT_R8G8_SNORM);
2467 gl_info->formats[idx].color_fixup = create_color_fixup_desc(
2468 0, CHANNEL_SOURCE_X, 0, CHANNEL_SOURCE_Y, 0, CHANNEL_SOURCE_ONE, 0, CHANNEL_SOURCE_ONE);
2469 idx = getFmtIdx(WINED3DFMT_R16G16_SNORM);
2470 gl_info->formats[idx].color_fixup = create_color_fixup_desc(
2471 0, CHANNEL_SOURCE_X, 0, CHANNEL_SOURCE_Y, 0, CHANNEL_SOURCE_ONE, 0, CHANNEL_SOURCE_ONE);
2473 else
2475 /* Emulate using unsigned formats. This requires load-time conversion in addition to the
2476 * fixups here. */
2477 idx = getFmtIdx(WINED3DFMT_R8G8_SNORM);
2478 gl_info->formats[idx].color_fixup = create_color_fixup_desc(
2479 1, CHANNEL_SOURCE_X, 1, CHANNEL_SOURCE_Y, 0, CHANNEL_SOURCE_ONE, 0, CHANNEL_SOURCE_ONE);
2480 idx = getFmtIdx(WINED3DFMT_R16G16_SNORM);
2481 gl_info->formats[idx].color_fixup = create_color_fixup_desc(
2482 1, CHANNEL_SOURCE_X, 1, CHANNEL_SOURCE_Y, 0, CHANNEL_SOURCE_ONE, 0, CHANNEL_SOURCE_ONE);
2483 idx = getFmtIdx(WINED3DFMT_R8G8B8A8_SNORM);
2484 gl_info->formats[idx].color_fixup = create_color_fixup_desc(
2485 1, CHANNEL_SOURCE_X, 1, CHANNEL_SOURCE_Y, 1, CHANNEL_SOURCE_Z, 1, CHANNEL_SOURCE_W);
2486 idx = getFmtIdx(WINED3DFMT_R5G5_SNORM_L6_UNORM);
2487 gl_info->formats[idx].color_fixup = create_color_fixup_desc(
2488 1, CHANNEL_SOURCE_X, 1, CHANNEL_SOURCE_Z, 0, CHANNEL_SOURCE_Y, 0, CHANNEL_SOURCE_ONE);
2491 if (!gl_info->supported[NV_TEXTURE_SHADER])
2493 idx = getFmtIdx(WINED3DFMT_R8G8_SNORM_L8X8_UNORM);
2494 gl_info->formats[idx].color_fixup = create_color_fixup_desc(
2495 1, CHANNEL_SOURCE_X, 1, CHANNEL_SOURCE_Y, 0, CHANNEL_SOURCE_Z, 0, CHANNEL_SOURCE_W);
2498 if (gl_info->supported[ARB_TEXTURE_COMPRESSION_RGTC] || gl_info->supported[EXT_TEXTURE_COMPRESSION_RGTC])
2500 idx = getFmtIdx(WINED3DFMT_ATI1N);
2501 gl_info->formats[idx].color_fixup = create_color_fixup_desc(
2502 0, CHANNEL_SOURCE_X, 0, CHANNEL_SOURCE_X, 0, CHANNEL_SOURCE_X, 0, CHANNEL_SOURCE_X);
2504 idx = getFmtIdx(WINED3DFMT_ATI2N);
2505 gl_info->formats[idx].color_fixup = create_color_fixup_desc(
2506 0, CHANNEL_SOURCE_Y, 0, CHANNEL_SOURCE_X, 0, CHANNEL_SOURCE_ONE, 0, CHANNEL_SOURCE_ONE);
2508 else if (gl_info->supported[ATI_TEXTURE_COMPRESSION_3DC])
2510 idx = getFmtIdx(WINED3DFMT_ATI2N);
2511 gl_info->formats[idx].color_fixup= create_color_fixup_desc(
2512 0, CHANNEL_SOURCE_X, 0, CHANNEL_SOURCE_W, 0, CHANNEL_SOURCE_ONE, 0, CHANNEL_SOURCE_ONE);
2515 if (!gl_info->supported[APPLE_YCBCR_422])
2517 idx = getFmtIdx(WINED3DFMT_YUY2);
2518 gl_info->formats[idx].color_fixup = create_complex_fixup_desc(COMPLEX_FIXUP_YUY2);
2520 idx = getFmtIdx(WINED3DFMT_UYVY);
2521 gl_info->formats[idx].color_fixup = create_complex_fixup_desc(COMPLEX_FIXUP_UYVY);
2524 idx = getFmtIdx(WINED3DFMT_YV12);
2525 format_set_flag(&gl_info->formats[idx], WINED3DFMT_FLAG_HEIGHT_SCALE);
2526 gl_info->formats[idx].height_scale.numerator = 3;
2527 gl_info->formats[idx].height_scale.denominator = 2;
2528 gl_info->formats[idx].color_fixup = create_complex_fixup_desc(COMPLEX_FIXUP_YV12);
2530 idx = getFmtIdx(WINED3DFMT_NV12);
2531 format_set_flag(&gl_info->formats[idx], WINED3DFMT_FLAG_HEIGHT_SCALE);
2532 gl_info->formats[idx].height_scale.numerator = 3;
2533 gl_info->formats[idx].height_scale.denominator = 2;
2534 gl_info->formats[idx].color_fixup = create_complex_fixup_desc(COMPLEX_FIXUP_NV12);
2536 if (!gl_info->supported[WINED3D_GL_LEGACY_CONTEXT])
2538 idx = getFmtIdx(WINED3DFMT_INTZ);
2539 gl_info->formats[idx].color_fixup = create_color_fixup_desc(
2540 0, CHANNEL_SOURCE_X, 0, CHANNEL_SOURCE_X, 0, CHANNEL_SOURCE_X, 0, CHANNEL_SOURCE_X);
2543 if (gl_info->supported[ARB_FRAGMENT_PROGRAM])
2545 idx = getFmtIdx(WINED3DFMT_P8_UINT);
2546 gl_info->formats[idx].color_fixup = create_complex_fixup_desc(COMPLEX_FIXUP_P8);
2549 if (gl_info->supported[ARB_VERTEX_ARRAY_BGRA])
2551 idx = getFmtIdx(WINED3DFMT_B8G8R8A8_UNORM);
2552 gl_info->formats[idx].gl_vtx_format = GL_BGRA;
2555 if (gl_info->supported[ARB_HALF_FLOAT_VERTEX])
2557 /* Do not change the size of the type, it is CPU side. We have to change the GPU-side information though.
2558 * It is the job of the vertex buffer code to make sure that the vbos have the right format */
2559 idx = getFmtIdx(WINED3DFMT_R16G16_FLOAT);
2560 gl_info->formats[idx].gl_vtx_type = GL_HALF_FLOAT; /* == GL_HALF_FLOAT_NV */
2562 idx = getFmtIdx(WINED3DFMT_R16G16B16A16_FLOAT);
2563 gl_info->formats[idx].gl_vtx_type = GL_HALF_FLOAT;
2566 if (!gl_info->supported[ARB_HALF_FLOAT_PIXEL])
2568 idx = getFmtIdx(WINED3DFMT_R16_FLOAT);
2569 format_clear_flag(&gl_info->formats[idx], WINED3DFMT_FLAG_TEXTURE);
2571 idx = getFmtIdx(WINED3DFMT_R16G16_FLOAT);
2572 format_clear_flag(&gl_info->formats[idx], WINED3DFMT_FLAG_TEXTURE);
2574 idx = getFmtIdx(WINED3DFMT_R16G16B16A16_FLOAT);
2575 format_clear_flag(&gl_info->formats[idx], WINED3DFMT_FLAG_TEXTURE);
2578 if (gl_info->quirks & WINED3D_QUIRK_BROKEN_RGBA16)
2580 idx = getFmtIdx(WINED3DFMT_R16G16B16A16_UNORM);
2581 format_clear_flag(&gl_info->formats[idx], WINED3DFMT_FLAG_TEXTURE);
2584 /* ATI instancing hack: Although ATI cards do not support Shader Model
2585 * 3.0, they support instancing. To query if the card supports instancing
2586 * CheckDeviceFormat() with the special format MAKEFOURCC('I','N','S','T')
2587 * is used. Should an application check for this, provide a proper return
2588 * value. We can do instancing with all shader versions, but we need
2589 * vertex shaders.
2591 * Additionally applications have to set the D3DRS_POINTSIZE render state
2592 * to MAKEFOURCC('I','N','S','T') once to enable instancing. Wined3d
2593 * doesn't need that and just ignores it.
2595 * With Shader Model 3.0 capable cards Instancing 'just works' in Windows. */
2596 /* FIXME: This should just check the shader backend caps. */
2597 if (gl_info->supported[ARB_VERTEX_PROGRAM] || gl_info->supported[ARB_VERTEX_SHADER])
2599 idx = getFmtIdx(WINED3DFMT_INST);
2600 format_set_flag(&gl_info->formats[idx], WINED3DFMT_FLAG_TEXTURE);
2603 /* Depth bound test. To query if the card supports it CheckDeviceFormat()
2604 * with the special format MAKEFOURCC('N','V','D','B') is used. It is
2605 * enabled by setting D3DRS_ADAPTIVETESS_X render state to
2606 * MAKEFOURCC('N','V','D','B') and then controlled by setting
2607 * D3DRS_ADAPTIVETESS_Z (zMin) and D3DRS_ADAPTIVETESS_W (zMax) to test
2608 * value. */
2609 if (gl_info->supported[EXT_DEPTH_BOUNDS_TEST])
2611 idx = getFmtIdx(WINED3DFMT_NVDB);
2612 format_set_flag(&gl_info->formats[idx], WINED3DFMT_FLAG_TEXTURE);
2615 /* RESZ aka AMD DX9-level hack for multisampled depth buffer resolve. You query for RESZ
2616 * support by checking for availability of MAKEFOURCC('R','E','S','Z') surfaces with
2617 * RENDERTARGET usage. */
2618 if (gl_info->supported[ARB_FRAMEBUFFER_OBJECT])
2620 idx = getFmtIdx(WINED3DFMT_RESZ);
2621 format_set_flag(&gl_info->formats[idx], WINED3DFMT_FLAG_TEXTURE | WINED3DFMT_FLAG_RENDERTARGET);
2624 for (i = 0; i < sizeof(formats) / sizeof(*formats); ++i)
2626 struct wined3d_format *format = &gl_info->formats[i];
2628 if (!(format->flags[WINED3D_GL_RES_TYPE_TEX_2D] & WINED3DFMT_FLAG_TEXTURE))
2629 continue;
2631 if (!adapter->shader_backend->shader_color_fixup_supported(format->color_fixup)
2632 || !adapter->fragment_pipe->color_fixup_supported(format->color_fixup))
2633 format_clear_flag(&gl_info->formats[idx], WINED3DFMT_FLAG_TEXTURE);
2636 /* GL_EXT_texture_compression_s3tc does not support 3D textures. Some Windows drivers
2637 * for dx9 GPUs support it, some do not, so not supporting DXTn volumes is OK for d3d9.
2639 * Note that GL_NV_texture_compression_vtc adds this functionality to OpenGL, but the
2640 * block layout is not compatible with the one used by d3d. See volume_dxt5_test. */
2641 idx = getFmtIdx(WINED3DFMT_DXT1);
2642 gl_info->formats[idx].flags[WINED3D_GL_RES_TYPE_TEX_3D] &= ~WINED3DFMT_FLAG_TEXTURE;
2643 idx = getFmtIdx(WINED3DFMT_DXT2);
2644 gl_info->formats[idx].flags[WINED3D_GL_RES_TYPE_TEX_3D] &= ~WINED3DFMT_FLAG_TEXTURE;
2645 idx = getFmtIdx(WINED3DFMT_DXT3);
2646 gl_info->formats[idx].flags[WINED3D_GL_RES_TYPE_TEX_3D] &= ~WINED3DFMT_FLAG_TEXTURE;
2647 idx = getFmtIdx(WINED3DFMT_DXT4);
2648 gl_info->formats[idx].flags[WINED3D_GL_RES_TYPE_TEX_3D] &= ~WINED3DFMT_FLAG_TEXTURE;
2649 idx = getFmtIdx(WINED3DFMT_DXT5);
2650 gl_info->formats[idx].flags[WINED3D_GL_RES_TYPE_TEX_3D] &= ~WINED3DFMT_FLAG_TEXTURE;
2651 /* Similarly with ATI1N / ATI2N and GL_ARB_texture_compression_rgtc. */
2652 idx = getFmtIdx(WINED3DFMT_ATI1N);
2653 gl_info->formats[idx].flags[WINED3D_GL_RES_TYPE_TEX_3D] &= ~WINED3DFMT_FLAG_TEXTURE;
2654 idx = getFmtIdx(WINED3DFMT_ATI2N);
2655 gl_info->formats[idx].flags[WINED3D_GL_RES_TYPE_TEX_3D] &= ~WINED3DFMT_FLAG_TEXTURE;
2658 static BOOL init_format_vertex_info(struct wined3d_gl_info *gl_info)
2660 unsigned int i;
2662 for (i = 0; i < (sizeof(format_vertex_info) / sizeof(*format_vertex_info)); ++i)
2664 struct wined3d_format *format;
2665 int fmt_idx = getFmtIdx(format_vertex_info[i].id);
2667 if (fmt_idx == -1)
2669 ERR("Format %s (%#x) not found.\n",
2670 debug_d3dformat(format_vertex_info[i].id), format_vertex_info[i].id);
2671 return FALSE;
2674 format = &gl_info->formats[fmt_idx];
2675 format->emit_idx = format_vertex_info[i].emit_idx;
2676 format->component_count = format_vertex_info[i].component_count;
2677 format->gl_vtx_type = format_vertex_info[i].gl_vtx_type;
2678 format->gl_vtx_format = format_vertex_info[i].gl_vtx_format;
2679 format->gl_normalized = format_vertex_info[i].gl_normalized;
2680 format->component_size = format_vertex_info[i].component_size;
2683 return TRUE;
2686 BOOL initPixelFormatsNoGL(struct wined3d_gl_info *gl_info)
2688 if (!init_format_base_info(gl_info)) return FALSE;
2690 if (!init_format_block_info(gl_info))
2692 HeapFree(GetProcessHeap(), 0, gl_info->formats);
2693 gl_info->formats = NULL;
2694 return FALSE;
2697 return TRUE;
2700 /* Context activation is done by the caller. */
2701 BOOL wined3d_adapter_init_format_info(struct wined3d_adapter *adapter, struct wined3d_caps_gl_ctx *ctx)
2703 struct wined3d_gl_info *gl_info = &adapter->gl_info;
2705 if (!init_format_base_info(gl_info)) return FALSE;
2707 if (!init_format_block_info(gl_info)) goto fail;
2708 if (!init_format_texture_info(adapter, gl_info)) goto fail;
2709 if (!init_format_vertex_info(gl_info)) goto fail;
2711 apply_format_fixups(adapter, gl_info);
2712 init_format_fbo_compat_info(ctx);
2713 init_format_filter_info(gl_info, adapter->driver_info.vendor);
2715 return TRUE;
2717 fail:
2718 HeapFree(GetProcessHeap(), 0, gl_info->formats);
2719 gl_info->formats = NULL;
2720 return FALSE;
2723 float wined3d_adapter_find_polyoffset_scale(struct wined3d_caps_gl_ctx *ctx, GLenum format)
2725 const struct wined3d_gl_info *gl_info = ctx->gl_info;
2726 static const struct wined3d_color blue = {0.0f, 0.0f, 1.0f, 1.0f};
2727 GLuint fbo, color, depth;
2728 unsigned int low = 0, high = 32, cur;
2729 DWORD readback[256];
2730 static const struct wined3d_vec3 geometry[] =
2732 {-1.0f, -1.0f, -1.0f},
2733 { 1.0f, -1.0f, 0.0f},
2734 {-1.0f, 1.0f, -1.0f},
2735 { 1.0f, 1.0f, 0.0f},
2738 /* Most drivers want 2^23 for fixed point depth buffers, including r300g, r600g,
2739 * Nvidia. Use this as a fallback if the detection fails. */
2740 unsigned int fallback = 23;
2742 if (wined3d_settings.offscreen_rendering_mode != ORM_FBO)
2744 FIXME("No FBOs, assuming polyoffset scale of 2^%u.\n", fallback);
2745 return (float)(1u << fallback);
2748 gl_info->gl_ops.gl.p_glGenTextures(1, &color);
2749 gl_info->gl_ops.gl.p_glBindTexture(GL_TEXTURE_2D, color);
2750 gl_info->gl_ops.gl.p_glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAX_LEVEL, 0);
2751 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);
2753 gl_info->fbo_ops.glGenRenderbuffers(1, &depth);
2754 gl_info->fbo_ops.glBindRenderbuffer(GL_RENDERBUFFER, depth);
2755 gl_info->fbo_ops.glRenderbufferStorage(GL_RENDERBUFFER, format, 256, 1);
2757 gl_info->fbo_ops.glGenFramebuffers(1, &fbo);
2758 gl_info->fbo_ops.glBindFramebuffer(GL_FRAMEBUFFER, fbo);
2759 gl_info->fbo_ops.glFramebufferTexture2D(GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT0, GL_TEXTURE_2D, color, 0);
2760 gl_info->fbo_ops.glFramebufferRenderbuffer(GL_FRAMEBUFFER, GL_DEPTH_ATTACHMENT, GL_RENDERBUFFER, depth);
2761 checkGLcall("Setup framebuffer");
2763 gl_info->gl_ops.gl.p_glClearColor(0.0f, 0.0f, 0.5f, 0.0f);
2764 gl_info->gl_ops.gl.p_glClearDepth(0.5f);
2765 gl_info->gl_ops.gl.p_glEnable(GL_DEPTH_TEST);
2766 gl_info->gl_ops.gl.p_glEnable(GL_POLYGON_OFFSET_FILL);
2767 gl_info->gl_ops.gl.p_glViewport(0, 0, 256, 1);
2768 checkGLcall("Misc parameters");
2770 for (;;)
2772 if (high - low <= 1)
2774 ERR("PolygonOffset scale factor detection failed, using fallback value 2^%u.\n", fallback);
2775 cur = fallback;
2776 break;
2778 cur = (low + high) / 2;
2780 gl_info->gl_ops.gl.p_glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT);
2781 /* The post viewport transform Z of the geometry runs from 0.0 to 0.5. We want to push it another
2782 * 0.25 so that the Z buffer content (0.5) cuts the quad off at half the screen. */
2783 gl_info->gl_ops.gl.p_glPolygonOffset(0.0f, (float)(1u << cur) * 0.25f);
2784 draw_test_quad(ctx, geometry, &blue);
2785 checkGLcall("Test draw");
2787 /* Rebinding texture to workaround a fglrx bug. */
2788 gl_info->gl_ops.gl.p_glBindTexture(GL_TEXTURE_2D, color);
2789 gl_info->gl_ops.gl.p_glGetTexImage(GL_TEXTURE_2D, 0, GL_BGRA, GL_UNSIGNED_INT_8_8_8_8_REV, readback);
2790 checkGLcall("readback");
2792 TRACE("low %02u, high %02u, cur %2u, 0=0x%08x, 125=0x%08x, 131=0x%08x, 255=0x%08x\n",
2793 low, high, cur, readback[0], readback[125], readback[131], readback[255]);
2795 if ((readback[125] & 0xff) < 0xa0)
2796 high = cur;
2797 else if ((readback[131] & 0xff) > 0xa0)
2798 low = cur;
2799 else
2801 TRACE("Found scale factor 2^%u for format %x\n", cur, format);
2802 break;
2806 gl_info->gl_ops.gl.p_glDeleteTextures(1, &color);
2807 gl_info->fbo_ops.glDeleteRenderbuffers(1, &depth);
2808 gl_info->fbo_ops.glDeleteFramebuffers(1, &fbo);
2809 gl_info->fbo_ops.glBindFramebuffer(GL_FRAMEBUFFER, 0);
2810 checkGLcall("Delete framebuffer");
2812 gl_info->gl_ops.gl.p_glDisable(GL_DEPTH_TEST);
2813 gl_info->gl_ops.gl.p_glDisable(GL_POLYGON_OFFSET_FILL);
2814 return (float)(1u << cur);
2817 const struct wined3d_format *wined3d_get_format(const struct wined3d_gl_info *gl_info,
2818 enum wined3d_format_id format_id)
2820 int idx = getFmtIdx(format_id);
2822 if (idx == -1)
2824 FIXME("Can't find format %s (%#x) in the format lookup table\n",
2825 debug_d3dformat(format_id), format_id);
2826 /* Get the caller a valid pointer */
2827 idx = getFmtIdx(WINED3DFMT_UNKNOWN);
2830 return &gl_info->formats[idx];
2833 UINT wined3d_format_calculate_pitch(const struct wined3d_format *format, UINT width)
2835 /* For block based formats, pitch means the amount of bytes to the next
2836 * row of blocks rather than the next row of pixels. */
2837 if (format->flags[WINED3D_GL_RES_TYPE_TEX_2D] & WINED3DFMT_FLAG_BLOCKS)
2838 return format->block_byte_count * ((width + format->block_width - 1) / format->block_width);
2840 return format->byte_count * width;
2843 UINT wined3d_format_calculate_size(const struct wined3d_format *format, UINT alignment,
2844 UINT width, UINT height, UINT depth)
2846 UINT pitch = wined3d_format_calculate_pitch(format, width);
2847 UINT size;
2849 if (format->id == WINED3DFMT_UNKNOWN)
2851 size = 0;
2853 else if (format->flags[WINED3D_GL_RES_TYPE_TEX_2D] & WINED3DFMT_FLAG_BLOCKS)
2855 UINT row_count = (height + format->block_height - 1) / format->block_height;
2856 size = row_count * ((pitch + alignment - 1) & ~(alignment - 1));
2858 else
2860 size = height * ((pitch + alignment - 1) & ~(alignment - 1));
2863 if (format->flags[WINED3D_GL_RES_TYPE_TEX_2D] & WINED3DFMT_FLAG_HEIGHT_SCALE)
2865 /* The D3D format requirements make sure that the resulting format is an integer again */
2866 size *= format->height_scale.numerator;
2867 size /= format->height_scale.denominator;
2870 size *= depth;
2872 return size;
2875 /*****************************************************************************
2876 * Trace formatting of useful values
2878 const char *debug_d3dformat(enum wined3d_format_id format_id)
2880 switch (format_id)
2882 #define FMT_TO_STR(format_id) case format_id: return #format_id
2883 FMT_TO_STR(WINED3DFMT_UNKNOWN);
2884 FMT_TO_STR(WINED3DFMT_B8G8R8_UNORM);
2885 FMT_TO_STR(WINED3DFMT_B5G5R5X1_UNORM);
2886 FMT_TO_STR(WINED3DFMT_B4G4R4A4_UNORM);
2887 FMT_TO_STR(WINED3DFMT_B2G3R3_UNORM);
2888 FMT_TO_STR(WINED3DFMT_B2G3R3A8_UNORM);
2889 FMT_TO_STR(WINED3DFMT_B4G4R4X4_UNORM);
2890 FMT_TO_STR(WINED3DFMT_R8G8B8X8_UNORM);
2891 FMT_TO_STR(WINED3DFMT_B10G10R10A2_UNORM);
2892 FMT_TO_STR(WINED3DFMT_P8_UINT_A8_UNORM);
2893 FMT_TO_STR(WINED3DFMT_P8_UINT);
2894 FMT_TO_STR(WINED3DFMT_L8_UNORM);
2895 FMT_TO_STR(WINED3DFMT_L8A8_UNORM);
2896 FMT_TO_STR(WINED3DFMT_L4A4_UNORM);
2897 FMT_TO_STR(WINED3DFMT_R5G5_SNORM_L6_UNORM);
2898 FMT_TO_STR(WINED3DFMT_R8G8_SNORM_L8X8_UNORM);
2899 FMT_TO_STR(WINED3DFMT_R10G11B11_SNORM);
2900 FMT_TO_STR(WINED3DFMT_R10G10B10_SNORM_A2_UNORM);
2901 FMT_TO_STR(WINED3DFMT_UYVY);
2902 FMT_TO_STR(WINED3DFMT_YUY2);
2903 FMT_TO_STR(WINED3DFMT_YV12);
2904 FMT_TO_STR(WINED3DFMT_NV12);
2905 FMT_TO_STR(WINED3DFMT_DXT1);
2906 FMT_TO_STR(WINED3DFMT_DXT2);
2907 FMT_TO_STR(WINED3DFMT_DXT3);
2908 FMT_TO_STR(WINED3DFMT_DXT4);
2909 FMT_TO_STR(WINED3DFMT_DXT5);
2910 FMT_TO_STR(WINED3DFMT_MULTI2_ARGB8);
2911 FMT_TO_STR(WINED3DFMT_G8R8_G8B8);
2912 FMT_TO_STR(WINED3DFMT_R8G8_B8G8);
2913 FMT_TO_STR(WINED3DFMT_D16_LOCKABLE);
2914 FMT_TO_STR(WINED3DFMT_D32_UNORM);
2915 FMT_TO_STR(WINED3DFMT_S1_UINT_D15_UNORM);
2916 FMT_TO_STR(WINED3DFMT_X8D24_UNORM);
2917 FMT_TO_STR(WINED3DFMT_S4X4_UINT_D24_UNORM);
2918 FMT_TO_STR(WINED3DFMT_L16_UNORM);
2919 FMT_TO_STR(WINED3DFMT_S8_UINT_D24_FLOAT);
2920 FMT_TO_STR(WINED3DFMT_VERTEXDATA);
2921 FMT_TO_STR(WINED3DFMT_R8G8_SNORM_Cx);
2922 FMT_TO_STR(WINED3DFMT_ATI1N);
2923 FMT_TO_STR(WINED3DFMT_ATI2N);
2924 FMT_TO_STR(WINED3DFMT_NVDB);
2925 FMT_TO_STR(WINED3DFMT_NVHU);
2926 FMT_TO_STR(WINED3DFMT_NVHS);
2927 FMT_TO_STR(WINED3DFMT_R32G32B32A32_TYPELESS);
2928 FMT_TO_STR(WINED3DFMT_R32G32B32A32_FLOAT);
2929 FMT_TO_STR(WINED3DFMT_R32G32B32A32_UINT);
2930 FMT_TO_STR(WINED3DFMT_R32G32B32A32_SINT);
2931 FMT_TO_STR(WINED3DFMT_R32G32B32_TYPELESS);
2932 FMT_TO_STR(WINED3DFMT_R32G32B32_FLOAT);
2933 FMT_TO_STR(WINED3DFMT_R32G32B32_UINT);
2934 FMT_TO_STR(WINED3DFMT_R32G32B32_SINT);
2935 FMT_TO_STR(WINED3DFMT_R16G16B16A16_TYPELESS);
2936 FMT_TO_STR(WINED3DFMT_R16G16B16A16_FLOAT);
2937 FMT_TO_STR(WINED3DFMT_R16G16B16A16_UNORM);
2938 FMT_TO_STR(WINED3DFMT_R16G16B16A16_UINT);
2939 FMT_TO_STR(WINED3DFMT_R16G16B16A16_SNORM);
2940 FMT_TO_STR(WINED3DFMT_R16G16B16A16_SINT);
2941 FMT_TO_STR(WINED3DFMT_R32G32_TYPELESS);
2942 FMT_TO_STR(WINED3DFMT_R32G32_FLOAT);
2943 FMT_TO_STR(WINED3DFMT_R32G32_UINT);
2944 FMT_TO_STR(WINED3DFMT_R32G32_SINT);
2945 FMT_TO_STR(WINED3DFMT_R32G8X24_TYPELESS);
2946 FMT_TO_STR(WINED3DFMT_D32_FLOAT_S8X24_UINT);
2947 FMT_TO_STR(WINED3DFMT_R32_FLOAT_X8X24_TYPELESS);
2948 FMT_TO_STR(WINED3DFMT_X32_TYPELESS_G8X24_UINT);
2949 FMT_TO_STR(WINED3DFMT_R10G10B10A2_TYPELESS);
2950 FMT_TO_STR(WINED3DFMT_R10G10B10A2_UNORM);
2951 FMT_TO_STR(WINED3DFMT_R10G10B10A2_UINT);
2952 FMT_TO_STR(WINED3DFMT_R10G10B10A2_SNORM);
2953 FMT_TO_STR(WINED3DFMT_R11G11B10_FLOAT);
2954 FMT_TO_STR(WINED3DFMT_R8G8B8A8_TYPELESS);
2955 FMT_TO_STR(WINED3DFMT_R8G8B8A8_UNORM);
2956 FMT_TO_STR(WINED3DFMT_R8G8B8A8_UNORM_SRGB);
2957 FMT_TO_STR(WINED3DFMT_R8G8B8A8_UINT);
2958 FMT_TO_STR(WINED3DFMT_R8G8B8A8_SNORM);
2959 FMT_TO_STR(WINED3DFMT_R8G8B8A8_SINT);
2960 FMT_TO_STR(WINED3DFMT_R16G16_TYPELESS);
2961 FMT_TO_STR(WINED3DFMT_R16G16_FLOAT);
2962 FMT_TO_STR(WINED3DFMT_R16G16_UNORM);
2963 FMT_TO_STR(WINED3DFMT_R16G16_UINT);
2964 FMT_TO_STR(WINED3DFMT_R16G16_SNORM);
2965 FMT_TO_STR(WINED3DFMT_R16G16_SINT);
2966 FMT_TO_STR(WINED3DFMT_R32_TYPELESS);
2967 FMT_TO_STR(WINED3DFMT_D32_FLOAT);
2968 FMT_TO_STR(WINED3DFMT_R32_FLOAT);
2969 FMT_TO_STR(WINED3DFMT_R32_UINT);
2970 FMT_TO_STR(WINED3DFMT_R32_SINT);
2971 FMT_TO_STR(WINED3DFMT_R24G8_TYPELESS);
2972 FMT_TO_STR(WINED3DFMT_D24_UNORM_S8_UINT);
2973 FMT_TO_STR(WINED3DFMT_R24_UNORM_X8_TYPELESS);
2974 FMT_TO_STR(WINED3DFMT_X24_TYPELESS_G8_UINT);
2975 FMT_TO_STR(WINED3DFMT_R8G8_TYPELESS);
2976 FMT_TO_STR(WINED3DFMT_R8G8_UNORM);
2977 FMT_TO_STR(WINED3DFMT_R8G8_UINT);
2978 FMT_TO_STR(WINED3DFMT_R8G8_SNORM);
2979 FMT_TO_STR(WINED3DFMT_R8G8_SINT);
2980 FMT_TO_STR(WINED3DFMT_R16_TYPELESS);
2981 FMT_TO_STR(WINED3DFMT_R16_FLOAT);
2982 FMT_TO_STR(WINED3DFMT_D16_UNORM);
2983 FMT_TO_STR(WINED3DFMT_R16_UNORM);
2984 FMT_TO_STR(WINED3DFMT_R16_UINT);
2985 FMT_TO_STR(WINED3DFMT_R16_SNORM);
2986 FMT_TO_STR(WINED3DFMT_R16_SINT);
2987 FMT_TO_STR(WINED3DFMT_R8_TYPELESS);
2988 FMT_TO_STR(WINED3DFMT_R8_UNORM);
2989 FMT_TO_STR(WINED3DFMT_R8_UINT);
2990 FMT_TO_STR(WINED3DFMT_R8_SNORM);
2991 FMT_TO_STR(WINED3DFMT_R8_SINT);
2992 FMT_TO_STR(WINED3DFMT_A8_UNORM);
2993 FMT_TO_STR(WINED3DFMT_R1_UNORM);
2994 FMT_TO_STR(WINED3DFMT_R9G9B9E5_SHAREDEXP);
2995 FMT_TO_STR(WINED3DFMT_R8G8_B8G8_UNORM);
2996 FMT_TO_STR(WINED3DFMT_G8R8_G8B8_UNORM);
2997 FMT_TO_STR(WINED3DFMT_BC1_TYPELESS);
2998 FMT_TO_STR(WINED3DFMT_BC1_UNORM);
2999 FMT_TO_STR(WINED3DFMT_BC1_UNORM_SRGB);
3000 FMT_TO_STR(WINED3DFMT_BC2_TYPELESS);
3001 FMT_TO_STR(WINED3DFMT_BC2_UNORM);
3002 FMT_TO_STR(WINED3DFMT_BC2_UNORM_SRGB);
3003 FMT_TO_STR(WINED3DFMT_BC3_TYPELESS);
3004 FMT_TO_STR(WINED3DFMT_BC3_UNORM);
3005 FMT_TO_STR(WINED3DFMT_BC3_UNORM_SRGB);
3006 FMT_TO_STR(WINED3DFMT_BC4_TYPELESS);
3007 FMT_TO_STR(WINED3DFMT_BC4_UNORM);
3008 FMT_TO_STR(WINED3DFMT_BC4_SNORM);
3009 FMT_TO_STR(WINED3DFMT_BC5_TYPELESS);
3010 FMT_TO_STR(WINED3DFMT_BC5_UNORM);
3011 FMT_TO_STR(WINED3DFMT_BC5_SNORM);
3012 FMT_TO_STR(WINED3DFMT_B5G6R5_UNORM);
3013 FMT_TO_STR(WINED3DFMT_B5G5R5A1_UNORM);
3014 FMT_TO_STR(WINED3DFMT_B8G8R8A8_UNORM);
3015 FMT_TO_STR(WINED3DFMT_B8G8R8X8_UNORM);
3016 FMT_TO_STR(WINED3DFMT_INTZ);
3017 FMT_TO_STR(WINED3DFMT_RESZ);
3018 FMT_TO_STR(WINED3DFMT_NULL);
3019 FMT_TO_STR(WINED3DFMT_R16);
3020 FMT_TO_STR(WINED3DFMT_AL16);
3021 #undef FMT_TO_STR
3022 default:
3024 char fourcc[5];
3025 fourcc[0] = (char)(format_id);
3026 fourcc[1] = (char)(format_id >> 8);
3027 fourcc[2] = (char)(format_id >> 16);
3028 fourcc[3] = (char)(format_id >> 24);
3029 fourcc[4] = 0;
3030 if (isprint(fourcc[0]) && isprint(fourcc[1]) && isprint(fourcc[2]) && isprint(fourcc[3]))
3031 FIXME("Unrecognized %#x (as fourcc: %s) WINED3DFORMAT!\n", format_id, fourcc);
3032 else
3033 FIXME("Unrecognized %#x WINED3DFORMAT!\n", format_id);
3035 return "unrecognized";
3039 const char *debug_d3ddevicetype(enum wined3d_device_type device_type)
3041 switch (device_type)
3043 #define DEVTYPE_TO_STR(dev) case dev: return #dev
3044 DEVTYPE_TO_STR(WINED3D_DEVICE_TYPE_HAL);
3045 DEVTYPE_TO_STR(WINED3D_DEVICE_TYPE_REF);
3046 DEVTYPE_TO_STR(WINED3D_DEVICE_TYPE_SW);
3047 #undef DEVTYPE_TO_STR
3048 default:
3049 FIXME("Unrecognized device type %#x.\n", device_type);
3050 return "unrecognized";
3054 const char *debug_d3dusage(DWORD usage)
3056 char buf[333];
3058 buf[0] = '\0';
3059 #define WINED3DUSAGE_TO_STR(u) if (usage & u) { strcat(buf, " | "#u); usage &= ~u; }
3060 WINED3DUSAGE_TO_STR(WINED3DUSAGE_RENDERTARGET);
3061 WINED3DUSAGE_TO_STR(WINED3DUSAGE_DEPTHSTENCIL);
3062 WINED3DUSAGE_TO_STR(WINED3DUSAGE_WRITEONLY);
3063 WINED3DUSAGE_TO_STR(WINED3DUSAGE_SOFTWAREPROCESSING);
3064 WINED3DUSAGE_TO_STR(WINED3DUSAGE_DONOTCLIP);
3065 WINED3DUSAGE_TO_STR(WINED3DUSAGE_POINTS);
3066 WINED3DUSAGE_TO_STR(WINED3DUSAGE_RTPATCHES);
3067 WINED3DUSAGE_TO_STR(WINED3DUSAGE_NPATCHES);
3068 WINED3DUSAGE_TO_STR(WINED3DUSAGE_DYNAMIC);
3069 WINED3DUSAGE_TO_STR(WINED3DUSAGE_AUTOGENMIPMAP);
3070 WINED3DUSAGE_TO_STR(WINED3DUSAGE_DMAP);
3071 WINED3DUSAGE_TO_STR(WINED3DUSAGE_STATICDECL);
3072 WINED3DUSAGE_TO_STR(WINED3DUSAGE_OVERLAY);
3073 #undef WINED3DUSAGE_TO_STR
3074 if (usage) FIXME("Unrecognized usage flag(s) %#x\n", usage);
3076 return buf[0] ? wine_dbg_sprintf("%s", &buf[3]) : "0";
3079 const char *debug_d3dusagequery(DWORD usagequery)
3081 char buf[238];
3083 buf[0] = '\0';
3084 #define WINED3DUSAGEQUERY_TO_STR(u) if (usagequery & u) { strcat(buf, " | "#u); usagequery &= ~u; }
3085 WINED3DUSAGEQUERY_TO_STR(WINED3DUSAGE_QUERY_FILTER);
3086 WINED3DUSAGEQUERY_TO_STR(WINED3DUSAGE_QUERY_LEGACYBUMPMAP);
3087 WINED3DUSAGEQUERY_TO_STR(WINED3DUSAGE_QUERY_POSTPIXELSHADER_BLENDING);
3088 WINED3DUSAGEQUERY_TO_STR(WINED3DUSAGE_QUERY_SRGBREAD);
3089 WINED3DUSAGEQUERY_TO_STR(WINED3DUSAGE_QUERY_SRGBWRITE);
3090 WINED3DUSAGEQUERY_TO_STR(WINED3DUSAGE_QUERY_VERTEXTEXTURE);
3091 WINED3DUSAGEQUERY_TO_STR(WINED3DUSAGE_QUERY_WRAPANDMIP);
3092 #undef WINED3DUSAGEQUERY_TO_STR
3093 if (usagequery) FIXME("Unrecognized usage query flag(s) %#x\n", usagequery);
3095 return buf[0] ? wine_dbg_sprintf("%s", &buf[3]) : "0";
3098 const char *debug_d3ddeclmethod(enum wined3d_decl_method method)
3100 switch (method)
3102 #define WINED3DDECLMETHOD_TO_STR(u) case u: return #u
3103 WINED3DDECLMETHOD_TO_STR(WINED3D_DECL_METHOD_DEFAULT);
3104 WINED3DDECLMETHOD_TO_STR(WINED3D_DECL_METHOD_PARTIAL_U);
3105 WINED3DDECLMETHOD_TO_STR(WINED3D_DECL_METHOD_PARTIAL_V);
3106 WINED3DDECLMETHOD_TO_STR(WINED3D_DECL_METHOD_CROSS_UV);
3107 WINED3DDECLMETHOD_TO_STR(WINED3D_DECL_METHOD_UV);
3108 WINED3DDECLMETHOD_TO_STR(WINED3D_DECL_METHOD_LOOKUP);
3109 WINED3DDECLMETHOD_TO_STR(WINED3D_DECL_METHOD_LOOKUP_PRESAMPLED);
3110 #undef WINED3DDECLMETHOD_TO_STR
3111 default:
3112 FIXME("Unrecognized declaration method %#x.\n", method);
3113 return "unrecognized";
3117 const char *debug_d3ddeclusage(enum wined3d_decl_usage usage)
3119 switch (usage)
3121 #define WINED3DDECLUSAGE_TO_STR(u) case u: return #u
3122 WINED3DDECLUSAGE_TO_STR(WINED3D_DECL_USAGE_POSITION);
3123 WINED3DDECLUSAGE_TO_STR(WINED3D_DECL_USAGE_BLEND_WEIGHT);
3124 WINED3DDECLUSAGE_TO_STR(WINED3D_DECL_USAGE_BLEND_INDICES);
3125 WINED3DDECLUSAGE_TO_STR(WINED3D_DECL_USAGE_NORMAL);
3126 WINED3DDECLUSAGE_TO_STR(WINED3D_DECL_USAGE_PSIZE);
3127 WINED3DDECLUSAGE_TO_STR(WINED3D_DECL_USAGE_TEXCOORD);
3128 WINED3DDECLUSAGE_TO_STR(WINED3D_DECL_USAGE_TANGENT);
3129 WINED3DDECLUSAGE_TO_STR(WINED3D_DECL_USAGE_BINORMAL);
3130 WINED3DDECLUSAGE_TO_STR(WINED3D_DECL_USAGE_TESS_FACTOR);
3131 WINED3DDECLUSAGE_TO_STR(WINED3D_DECL_USAGE_POSITIONT);
3132 WINED3DDECLUSAGE_TO_STR(WINED3D_DECL_USAGE_COLOR);
3133 WINED3DDECLUSAGE_TO_STR(WINED3D_DECL_USAGE_FOG);
3134 WINED3DDECLUSAGE_TO_STR(WINED3D_DECL_USAGE_DEPTH);
3135 WINED3DDECLUSAGE_TO_STR(WINED3D_DECL_USAGE_SAMPLE);
3136 #undef WINED3DDECLUSAGE_TO_STR
3137 default:
3138 FIXME("Unrecognized %u declaration usage!\n", usage);
3139 return "unrecognized";
3143 const char *debug_d3dinput_classification(enum wined3d_input_classification classification)
3145 switch (classification)
3147 #define WINED3D_TO_STR(x) case x: return #x
3148 WINED3D_TO_STR(WINED3D_INPUT_PER_VERTEX_DATA);
3149 WINED3D_TO_STR(WINED3D_INPUT_PER_INSTANCE_DATA);
3150 #undef WINED3D_TO_STR
3151 default:
3152 FIXME("Unrecognized input classification %#x.\n", classification);
3153 return "unrecognized";
3157 const char *debug_d3dresourcetype(enum wined3d_resource_type resource_type)
3159 switch (resource_type)
3161 #define RES_TO_STR(res) case res: return #res
3162 RES_TO_STR(WINED3D_RTYPE_SURFACE);
3163 RES_TO_STR(WINED3D_RTYPE_VOLUME);
3164 RES_TO_STR(WINED3D_RTYPE_TEXTURE);
3165 RES_TO_STR(WINED3D_RTYPE_VOLUME_TEXTURE);
3166 RES_TO_STR(WINED3D_RTYPE_CUBE_TEXTURE);
3167 RES_TO_STR(WINED3D_RTYPE_BUFFER);
3168 #undef RES_TO_STR
3169 default:
3170 FIXME("Unrecognized resource type %#x.\n", resource_type);
3171 return "unrecognized";
3175 const char *debug_d3dprimitivetype(enum wined3d_primitive_type primitive_type)
3177 switch (primitive_type)
3179 #define PRIM_TO_STR(prim) case prim: return #prim
3180 PRIM_TO_STR(WINED3D_PT_UNDEFINED);
3181 PRIM_TO_STR(WINED3D_PT_POINTLIST);
3182 PRIM_TO_STR(WINED3D_PT_LINELIST);
3183 PRIM_TO_STR(WINED3D_PT_LINESTRIP);
3184 PRIM_TO_STR(WINED3D_PT_TRIANGLELIST);
3185 PRIM_TO_STR(WINED3D_PT_TRIANGLESTRIP);
3186 PRIM_TO_STR(WINED3D_PT_TRIANGLEFAN);
3187 PRIM_TO_STR(WINED3D_PT_LINELIST_ADJ);
3188 PRIM_TO_STR(WINED3D_PT_LINESTRIP_ADJ);
3189 PRIM_TO_STR(WINED3D_PT_TRIANGLELIST_ADJ);
3190 PRIM_TO_STR(WINED3D_PT_TRIANGLESTRIP_ADJ);
3191 #undef PRIM_TO_STR
3192 default:
3193 FIXME("Unrecognized %u primitive type!\n", primitive_type);
3194 return "unrecognized";
3198 const char *debug_d3drenderstate(enum wined3d_render_state state)
3200 switch (state)
3202 #define D3DSTATE_TO_STR(u) case u: return #u
3203 D3DSTATE_TO_STR(WINED3D_RS_ANTIALIAS);
3204 D3DSTATE_TO_STR(WINED3D_RS_TEXTUREPERSPECTIVE);
3205 D3DSTATE_TO_STR(WINED3D_RS_WRAPU);
3206 D3DSTATE_TO_STR(WINED3D_RS_WRAPV);
3207 D3DSTATE_TO_STR(WINED3D_RS_ZENABLE);
3208 D3DSTATE_TO_STR(WINED3D_RS_FILLMODE);
3209 D3DSTATE_TO_STR(WINED3D_RS_SHADEMODE);
3210 D3DSTATE_TO_STR(WINED3D_RS_LINEPATTERN);
3211 D3DSTATE_TO_STR(WINED3D_RS_MONOENABLE);
3212 D3DSTATE_TO_STR(WINED3D_RS_ROP2);
3213 D3DSTATE_TO_STR(WINED3D_RS_PLANEMASK);
3214 D3DSTATE_TO_STR(WINED3D_RS_ZWRITEENABLE);
3215 D3DSTATE_TO_STR(WINED3D_RS_ALPHATESTENABLE);
3216 D3DSTATE_TO_STR(WINED3D_RS_LASTPIXEL);
3217 D3DSTATE_TO_STR(WINED3D_RS_SRCBLEND);
3218 D3DSTATE_TO_STR(WINED3D_RS_DESTBLEND);
3219 D3DSTATE_TO_STR(WINED3D_RS_CULLMODE);
3220 D3DSTATE_TO_STR(WINED3D_RS_ZFUNC);
3221 D3DSTATE_TO_STR(WINED3D_RS_ALPHAREF);
3222 D3DSTATE_TO_STR(WINED3D_RS_ALPHAFUNC);
3223 D3DSTATE_TO_STR(WINED3D_RS_DITHERENABLE);
3224 D3DSTATE_TO_STR(WINED3D_RS_ALPHABLENDENABLE);
3225 D3DSTATE_TO_STR(WINED3D_RS_FOGENABLE);
3226 D3DSTATE_TO_STR(WINED3D_RS_SPECULARENABLE);
3227 D3DSTATE_TO_STR(WINED3D_RS_ZVISIBLE);
3228 D3DSTATE_TO_STR(WINED3D_RS_SUBPIXEL);
3229 D3DSTATE_TO_STR(WINED3D_RS_SUBPIXELX);
3230 D3DSTATE_TO_STR(WINED3D_RS_STIPPLEDALPHA);
3231 D3DSTATE_TO_STR(WINED3D_RS_FOGCOLOR);
3232 D3DSTATE_TO_STR(WINED3D_RS_FOGTABLEMODE);
3233 D3DSTATE_TO_STR(WINED3D_RS_FOGSTART);
3234 D3DSTATE_TO_STR(WINED3D_RS_FOGEND);
3235 D3DSTATE_TO_STR(WINED3D_RS_FOGDENSITY);
3236 D3DSTATE_TO_STR(WINED3D_RS_STIPPLEENABLE);
3237 D3DSTATE_TO_STR(WINED3D_RS_EDGEANTIALIAS);
3238 D3DSTATE_TO_STR(WINED3D_RS_COLORKEYENABLE);
3239 D3DSTATE_TO_STR(WINED3D_RS_MIPMAPLODBIAS);
3240 D3DSTATE_TO_STR(WINED3D_RS_RANGEFOGENABLE);
3241 D3DSTATE_TO_STR(WINED3D_RS_ANISOTROPY);
3242 D3DSTATE_TO_STR(WINED3D_RS_FLUSHBATCH);
3243 D3DSTATE_TO_STR(WINED3D_RS_TRANSLUCENTSORTINDEPENDENT);
3244 D3DSTATE_TO_STR(WINED3D_RS_STENCILENABLE);
3245 D3DSTATE_TO_STR(WINED3D_RS_STENCILFAIL);
3246 D3DSTATE_TO_STR(WINED3D_RS_STENCILZFAIL);
3247 D3DSTATE_TO_STR(WINED3D_RS_STENCILPASS);
3248 D3DSTATE_TO_STR(WINED3D_RS_STENCILFUNC);
3249 D3DSTATE_TO_STR(WINED3D_RS_STENCILREF);
3250 D3DSTATE_TO_STR(WINED3D_RS_STENCILMASK);
3251 D3DSTATE_TO_STR(WINED3D_RS_STENCILWRITEMASK);
3252 D3DSTATE_TO_STR(WINED3D_RS_TEXTUREFACTOR);
3253 D3DSTATE_TO_STR(WINED3D_RS_WRAP0);
3254 D3DSTATE_TO_STR(WINED3D_RS_WRAP1);
3255 D3DSTATE_TO_STR(WINED3D_RS_WRAP2);
3256 D3DSTATE_TO_STR(WINED3D_RS_WRAP3);
3257 D3DSTATE_TO_STR(WINED3D_RS_WRAP4);
3258 D3DSTATE_TO_STR(WINED3D_RS_WRAP5);
3259 D3DSTATE_TO_STR(WINED3D_RS_WRAP6);
3260 D3DSTATE_TO_STR(WINED3D_RS_WRAP7);
3261 D3DSTATE_TO_STR(WINED3D_RS_CLIPPING);
3262 D3DSTATE_TO_STR(WINED3D_RS_LIGHTING);
3263 D3DSTATE_TO_STR(WINED3D_RS_EXTENTS);
3264 D3DSTATE_TO_STR(WINED3D_RS_AMBIENT);
3265 D3DSTATE_TO_STR(WINED3D_RS_FOGVERTEXMODE);
3266 D3DSTATE_TO_STR(WINED3D_RS_COLORVERTEX);
3267 D3DSTATE_TO_STR(WINED3D_RS_LOCALVIEWER);
3268 D3DSTATE_TO_STR(WINED3D_RS_NORMALIZENORMALS);
3269 D3DSTATE_TO_STR(WINED3D_RS_COLORKEYBLENDENABLE);
3270 D3DSTATE_TO_STR(WINED3D_RS_DIFFUSEMATERIALSOURCE);
3271 D3DSTATE_TO_STR(WINED3D_RS_SPECULARMATERIALSOURCE);
3272 D3DSTATE_TO_STR(WINED3D_RS_AMBIENTMATERIALSOURCE);
3273 D3DSTATE_TO_STR(WINED3D_RS_EMISSIVEMATERIALSOURCE);
3274 D3DSTATE_TO_STR(WINED3D_RS_VERTEXBLEND);
3275 D3DSTATE_TO_STR(WINED3D_RS_CLIPPLANEENABLE);
3276 D3DSTATE_TO_STR(WINED3D_RS_SOFTWAREVERTEXPROCESSING);
3277 D3DSTATE_TO_STR(WINED3D_RS_POINTSIZE);
3278 D3DSTATE_TO_STR(WINED3D_RS_POINTSIZE_MIN);
3279 D3DSTATE_TO_STR(WINED3D_RS_POINTSPRITEENABLE);
3280 D3DSTATE_TO_STR(WINED3D_RS_POINTSCALEENABLE);
3281 D3DSTATE_TO_STR(WINED3D_RS_POINTSCALE_A);
3282 D3DSTATE_TO_STR(WINED3D_RS_POINTSCALE_B);
3283 D3DSTATE_TO_STR(WINED3D_RS_POINTSCALE_C);
3284 D3DSTATE_TO_STR(WINED3D_RS_MULTISAMPLEANTIALIAS);
3285 D3DSTATE_TO_STR(WINED3D_RS_MULTISAMPLEMASK);
3286 D3DSTATE_TO_STR(WINED3D_RS_PATCHEDGESTYLE);
3287 D3DSTATE_TO_STR(WINED3D_RS_PATCHSEGMENTS);
3288 D3DSTATE_TO_STR(WINED3D_RS_DEBUGMONITORTOKEN);
3289 D3DSTATE_TO_STR(WINED3D_RS_POINTSIZE_MAX);
3290 D3DSTATE_TO_STR(WINED3D_RS_INDEXEDVERTEXBLENDENABLE);
3291 D3DSTATE_TO_STR(WINED3D_RS_COLORWRITEENABLE);
3292 D3DSTATE_TO_STR(WINED3D_RS_TWEENFACTOR);
3293 D3DSTATE_TO_STR(WINED3D_RS_BLENDOP);
3294 D3DSTATE_TO_STR(WINED3D_RS_POSITIONDEGREE);
3295 D3DSTATE_TO_STR(WINED3D_RS_NORMALDEGREE);
3296 D3DSTATE_TO_STR(WINED3D_RS_SCISSORTESTENABLE);
3297 D3DSTATE_TO_STR(WINED3D_RS_SLOPESCALEDEPTHBIAS);
3298 D3DSTATE_TO_STR(WINED3D_RS_ANTIALIASEDLINEENABLE);
3299 D3DSTATE_TO_STR(WINED3D_RS_MINTESSELLATIONLEVEL);
3300 D3DSTATE_TO_STR(WINED3D_RS_MAXTESSELLATIONLEVEL);
3301 D3DSTATE_TO_STR(WINED3D_RS_ADAPTIVETESS_X);
3302 D3DSTATE_TO_STR(WINED3D_RS_ADAPTIVETESS_Y);
3303 D3DSTATE_TO_STR(WINED3D_RS_ADAPTIVETESS_Z);
3304 D3DSTATE_TO_STR(WINED3D_RS_ADAPTIVETESS_W);
3305 D3DSTATE_TO_STR(WINED3D_RS_ENABLEADAPTIVETESSELLATION);
3306 D3DSTATE_TO_STR(WINED3D_RS_TWOSIDEDSTENCILMODE);
3307 D3DSTATE_TO_STR(WINED3D_RS_CCW_STENCILFAIL);
3308 D3DSTATE_TO_STR(WINED3D_RS_CCW_STENCILZFAIL);
3309 D3DSTATE_TO_STR(WINED3D_RS_CCW_STENCILPASS);
3310 D3DSTATE_TO_STR(WINED3D_RS_CCW_STENCILFUNC);
3311 D3DSTATE_TO_STR(WINED3D_RS_COLORWRITEENABLE1);
3312 D3DSTATE_TO_STR(WINED3D_RS_COLORWRITEENABLE2);
3313 D3DSTATE_TO_STR(WINED3D_RS_COLORWRITEENABLE3);
3314 D3DSTATE_TO_STR(WINED3D_RS_BLENDFACTOR);
3315 D3DSTATE_TO_STR(WINED3D_RS_SRGBWRITEENABLE);
3316 D3DSTATE_TO_STR(WINED3D_RS_DEPTHBIAS);
3317 D3DSTATE_TO_STR(WINED3D_RS_WRAP8);
3318 D3DSTATE_TO_STR(WINED3D_RS_WRAP9);
3319 D3DSTATE_TO_STR(WINED3D_RS_WRAP10);
3320 D3DSTATE_TO_STR(WINED3D_RS_WRAP11);
3321 D3DSTATE_TO_STR(WINED3D_RS_WRAP12);
3322 D3DSTATE_TO_STR(WINED3D_RS_WRAP13);
3323 D3DSTATE_TO_STR(WINED3D_RS_WRAP14);
3324 D3DSTATE_TO_STR(WINED3D_RS_WRAP15);
3325 D3DSTATE_TO_STR(WINED3D_RS_SEPARATEALPHABLENDENABLE);
3326 D3DSTATE_TO_STR(WINED3D_RS_SRCBLENDALPHA);
3327 D3DSTATE_TO_STR(WINED3D_RS_DESTBLENDALPHA);
3328 D3DSTATE_TO_STR(WINED3D_RS_BLENDOPALPHA);
3329 #undef D3DSTATE_TO_STR
3330 default:
3331 FIXME("Unrecognized %u render state!\n", state);
3332 return "unrecognized";
3336 const char *debug_d3dsamplerstate(enum wined3d_sampler_state state)
3338 switch (state)
3340 #define D3DSTATE_TO_STR(u) case u: return #u
3341 D3DSTATE_TO_STR(WINED3D_SAMP_BORDER_COLOR);
3342 D3DSTATE_TO_STR(WINED3D_SAMP_ADDRESS_U);
3343 D3DSTATE_TO_STR(WINED3D_SAMP_ADDRESS_V);
3344 D3DSTATE_TO_STR(WINED3D_SAMP_ADDRESS_W);
3345 D3DSTATE_TO_STR(WINED3D_SAMP_MAG_FILTER);
3346 D3DSTATE_TO_STR(WINED3D_SAMP_MIN_FILTER);
3347 D3DSTATE_TO_STR(WINED3D_SAMP_MIP_FILTER);
3348 D3DSTATE_TO_STR(WINED3D_SAMP_MIPMAP_LOD_BIAS);
3349 D3DSTATE_TO_STR(WINED3D_SAMP_MAX_MIP_LEVEL);
3350 D3DSTATE_TO_STR(WINED3D_SAMP_MAX_ANISOTROPY);
3351 D3DSTATE_TO_STR(WINED3D_SAMP_SRGB_TEXTURE);
3352 D3DSTATE_TO_STR(WINED3D_SAMP_ELEMENT_INDEX);
3353 D3DSTATE_TO_STR(WINED3D_SAMP_DMAP_OFFSET);
3354 #undef D3DSTATE_TO_STR
3355 default:
3356 FIXME("Unrecognized %u sampler state!\n", state);
3357 return "unrecognized";
3361 const char *debug_d3dtexturefiltertype(enum wined3d_texture_filter_type filter_type)
3363 switch (filter_type)
3365 #define D3DTEXTUREFILTERTYPE_TO_STR(u) case u: return #u
3366 D3DTEXTUREFILTERTYPE_TO_STR(WINED3D_TEXF_NONE);
3367 D3DTEXTUREFILTERTYPE_TO_STR(WINED3D_TEXF_POINT);
3368 D3DTEXTUREFILTERTYPE_TO_STR(WINED3D_TEXF_LINEAR);
3369 D3DTEXTUREFILTERTYPE_TO_STR(WINED3D_TEXF_ANISOTROPIC);
3370 D3DTEXTUREFILTERTYPE_TO_STR(WINED3D_TEXF_FLAT_CUBIC);
3371 D3DTEXTUREFILTERTYPE_TO_STR(WINED3D_TEXF_GAUSSIAN_CUBIC);
3372 D3DTEXTUREFILTERTYPE_TO_STR(WINED3D_TEXF_PYRAMIDAL_QUAD);
3373 D3DTEXTUREFILTERTYPE_TO_STR(WINED3D_TEXF_GAUSSIAN_QUAD);
3374 #undef D3DTEXTUREFILTERTYPE_TO_STR
3375 default:
3376 FIXME("Unrecognied texture filter type 0x%08x.\n", filter_type);
3377 return "unrecognized";
3381 const char *debug_d3dtexturestate(enum wined3d_texture_stage_state state)
3383 switch (state)
3385 #define D3DSTATE_TO_STR(u) case u: return #u
3386 D3DSTATE_TO_STR(WINED3D_TSS_COLOR_OP);
3387 D3DSTATE_TO_STR(WINED3D_TSS_COLOR_ARG1);
3388 D3DSTATE_TO_STR(WINED3D_TSS_COLOR_ARG2);
3389 D3DSTATE_TO_STR(WINED3D_TSS_ALPHA_OP);
3390 D3DSTATE_TO_STR(WINED3D_TSS_ALPHA_ARG1);
3391 D3DSTATE_TO_STR(WINED3D_TSS_ALPHA_ARG2);
3392 D3DSTATE_TO_STR(WINED3D_TSS_BUMPENV_MAT00);
3393 D3DSTATE_TO_STR(WINED3D_TSS_BUMPENV_MAT01);
3394 D3DSTATE_TO_STR(WINED3D_TSS_BUMPENV_MAT10);
3395 D3DSTATE_TO_STR(WINED3D_TSS_BUMPENV_MAT11);
3396 D3DSTATE_TO_STR(WINED3D_TSS_TEXCOORD_INDEX);
3397 D3DSTATE_TO_STR(WINED3D_TSS_BUMPENV_LSCALE);
3398 D3DSTATE_TO_STR(WINED3D_TSS_BUMPENV_LOFFSET);
3399 D3DSTATE_TO_STR(WINED3D_TSS_TEXTURE_TRANSFORM_FLAGS);
3400 D3DSTATE_TO_STR(WINED3D_TSS_COLOR_ARG0);
3401 D3DSTATE_TO_STR(WINED3D_TSS_ALPHA_ARG0);
3402 D3DSTATE_TO_STR(WINED3D_TSS_RESULT_ARG);
3403 D3DSTATE_TO_STR(WINED3D_TSS_CONSTANT);
3404 #undef D3DSTATE_TO_STR
3405 default:
3406 FIXME("Unrecognized %u texture state!\n", state);
3407 return "unrecognized";
3411 const char *debug_d3dtop(enum wined3d_texture_op d3dtop)
3413 switch (d3dtop)
3415 #define D3DTOP_TO_STR(u) case u: return #u
3416 D3DTOP_TO_STR(WINED3D_TOP_DISABLE);
3417 D3DTOP_TO_STR(WINED3D_TOP_SELECT_ARG1);
3418 D3DTOP_TO_STR(WINED3D_TOP_SELECT_ARG2);
3419 D3DTOP_TO_STR(WINED3D_TOP_MODULATE);
3420 D3DTOP_TO_STR(WINED3D_TOP_MODULATE_2X);
3421 D3DTOP_TO_STR(WINED3D_TOP_MODULATE_4X);
3422 D3DTOP_TO_STR(WINED3D_TOP_ADD);
3423 D3DTOP_TO_STR(WINED3D_TOP_ADD_SIGNED);
3424 D3DTOP_TO_STR(WINED3D_TOP_ADD_SIGNED_2X);
3425 D3DTOP_TO_STR(WINED3D_TOP_SUBTRACT);
3426 D3DTOP_TO_STR(WINED3D_TOP_ADD_SMOOTH);
3427 D3DTOP_TO_STR(WINED3D_TOP_BLEND_DIFFUSE_ALPHA);
3428 D3DTOP_TO_STR(WINED3D_TOP_BLEND_TEXTURE_ALPHA);
3429 D3DTOP_TO_STR(WINED3D_TOP_BLEND_FACTOR_ALPHA);
3430 D3DTOP_TO_STR(WINED3D_TOP_BLEND_TEXTURE_ALPHA_PM);
3431 D3DTOP_TO_STR(WINED3D_TOP_BLEND_CURRENT_ALPHA);
3432 D3DTOP_TO_STR(WINED3D_TOP_PREMODULATE);
3433 D3DTOP_TO_STR(WINED3D_TOP_MODULATE_ALPHA_ADD_COLOR);
3434 D3DTOP_TO_STR(WINED3D_TOP_MODULATE_COLOR_ADD_ALPHA);
3435 D3DTOP_TO_STR(WINED3D_TOP_MODULATE_INVALPHA_ADD_COLOR);
3436 D3DTOP_TO_STR(WINED3D_TOP_MODULATE_INVCOLOR_ADD_ALPHA);
3437 D3DTOP_TO_STR(WINED3D_TOP_BUMPENVMAP);
3438 D3DTOP_TO_STR(WINED3D_TOP_BUMPENVMAP_LUMINANCE);
3439 D3DTOP_TO_STR(WINED3D_TOP_DOTPRODUCT3);
3440 D3DTOP_TO_STR(WINED3D_TOP_MULTIPLY_ADD);
3441 D3DTOP_TO_STR(WINED3D_TOP_LERP);
3442 #undef D3DTOP_TO_STR
3443 default:
3444 FIXME("Unrecognized texture op %#x.\n", d3dtop);
3445 return "unrecognized";
3449 const char *debug_d3dtstype(enum wined3d_transform_state tstype)
3451 switch (tstype)
3453 #define TSTYPE_TO_STR(tstype) case tstype: return #tstype
3454 TSTYPE_TO_STR(WINED3D_TS_VIEW);
3455 TSTYPE_TO_STR(WINED3D_TS_PROJECTION);
3456 TSTYPE_TO_STR(WINED3D_TS_TEXTURE0);
3457 TSTYPE_TO_STR(WINED3D_TS_TEXTURE1);
3458 TSTYPE_TO_STR(WINED3D_TS_TEXTURE2);
3459 TSTYPE_TO_STR(WINED3D_TS_TEXTURE3);
3460 TSTYPE_TO_STR(WINED3D_TS_TEXTURE4);
3461 TSTYPE_TO_STR(WINED3D_TS_TEXTURE5);
3462 TSTYPE_TO_STR(WINED3D_TS_TEXTURE6);
3463 TSTYPE_TO_STR(WINED3D_TS_TEXTURE7);
3464 TSTYPE_TO_STR(WINED3D_TS_WORLD_MATRIX(0));
3465 TSTYPE_TO_STR(WINED3D_TS_WORLD_MATRIX(1));
3466 TSTYPE_TO_STR(WINED3D_TS_WORLD_MATRIX(2));
3467 TSTYPE_TO_STR(WINED3D_TS_WORLD_MATRIX(3));
3468 #undef TSTYPE_TO_STR
3469 default:
3470 if (tstype > 256 && tstype < 512)
3472 FIXME("WINED3D_TS_WORLD_MATRIX(%u). 1..255 not currently supported.\n", tstype);
3473 return ("WINED3D_TS_WORLD_MATRIX > 0");
3475 FIXME("Unrecognized transform state %#x.\n", tstype);
3476 return "unrecognized";
3480 static const char *debug_shader_type(enum wined3d_shader_type type)
3482 switch(type)
3484 #define WINED3D_TO_STR(type) case type: return #type
3485 WINED3D_TO_STR(WINED3D_SHADER_TYPE_PIXEL);
3486 WINED3D_TO_STR(WINED3D_SHADER_TYPE_VERTEX);
3487 WINED3D_TO_STR(WINED3D_SHADER_TYPE_GEOMETRY);
3488 #undef WINED3D_TO_STR
3489 default:
3490 FIXME("Unrecognized shader type %#x.\n", type);
3491 return "unrecognized";
3495 const char *debug_d3dstate(DWORD state)
3497 if (STATE_IS_RENDER(state))
3498 return wine_dbg_sprintf("STATE_RENDER(%s)", debug_d3drenderstate(state - STATE_RENDER(0)));
3499 if (STATE_IS_TEXTURESTAGE(state))
3501 DWORD texture_stage = (state - STATE_TEXTURESTAGE(0, 0)) / (WINED3D_HIGHEST_TEXTURE_STATE + 1);
3502 DWORD texture_state = state - STATE_TEXTURESTAGE(texture_stage, 0);
3503 return wine_dbg_sprintf("STATE_TEXTURESTAGE(%#x, %s)",
3504 texture_stage, debug_d3dtexturestate(texture_state));
3506 if (STATE_IS_SAMPLER(state))
3507 return wine_dbg_sprintf("STATE_SAMPLER(%#x)", state - STATE_SAMPLER(0));
3508 if (STATE_IS_SHADER(state))
3509 return wine_dbg_sprintf("STATE_SHADER(%s)", debug_shader_type(state - STATE_SHADER(0)));
3510 if (STATE_IS_CONSTANT_BUFFER(state))
3511 return wine_dbg_sprintf("STATE_CONSTANT_BUFFER(%s)", debug_shader_type(state - STATE_CONSTANT_BUFFER(0)));
3512 if (STATE_IS_SHADER_RESOURCE_BINDING(state))
3513 return "STATE_SHADER_RESOURCE_BINDING";
3514 if (STATE_IS_TRANSFORM(state))
3515 return wine_dbg_sprintf("STATE_TRANSFORM(%s)", debug_d3dtstype(state - STATE_TRANSFORM(0)));
3516 if (STATE_IS_STREAMSRC(state))
3517 return "STATE_STREAMSRC";
3518 if (STATE_IS_INDEXBUFFER(state))
3519 return "STATE_INDEXBUFFER";
3520 if (STATE_IS_VDECL(state))
3521 return "STATE_VDECL";
3522 if (STATE_IS_VIEWPORT(state))
3523 return "STATE_VIEWPORT";
3524 if (STATE_IS_LIGHT_TYPE(state))
3525 return "STATE_LIGHT_TYPE";
3526 if (STATE_IS_ACTIVELIGHT(state))
3527 return wine_dbg_sprintf("STATE_ACTIVELIGHT(%#x)", state - STATE_ACTIVELIGHT(0));
3528 if (STATE_IS_SCISSORRECT(state))
3529 return "STATE_SCISSORRECT";
3530 if (STATE_IS_CLIPPLANE(state))
3531 return wine_dbg_sprintf("STATE_CLIPPLANE(%#x)", state - STATE_CLIPPLANE(0));
3532 if (STATE_IS_MATERIAL(state))
3533 return "STATE_MATERIAL";
3534 if (STATE_IS_FRONTFACE(state))
3535 return "STATE_FRONTFACE";
3536 if (STATE_IS_POINTSPRITECOORDORIGIN(state))
3537 return "STATE_POINTSPRITECOORDORIGIN";
3538 if (STATE_IS_BASEVERTEXINDEX(state))
3539 return "STATE_BASEVERTEXINDEX";
3540 if (STATE_IS_FRAMEBUFFER(state))
3541 return "STATE_FRAMEBUFFER";
3542 if (STATE_IS_POINT_ENABLE(state))
3543 return "STATE_POINT_ENABLE";
3544 if (STATE_IS_COLOR_KEY(state))
3545 return "STATE_COLOR_KEY";
3547 return wine_dbg_sprintf("UNKNOWN_STATE(%#x)", state);
3550 const char *debug_d3dpool(enum wined3d_pool pool)
3552 switch (pool)
3554 #define POOL_TO_STR(p) case p: return #p
3555 POOL_TO_STR(WINED3D_POOL_DEFAULT);
3556 POOL_TO_STR(WINED3D_POOL_MANAGED);
3557 POOL_TO_STR(WINED3D_POOL_SYSTEM_MEM);
3558 POOL_TO_STR(WINED3D_POOL_SCRATCH);
3559 #undef POOL_TO_STR
3560 default:
3561 FIXME("Unrecognized pool %#x.\n", pool);
3562 return "unrecognized";
3566 const char *debug_fbostatus(GLenum status) {
3567 switch(status) {
3568 #define FBOSTATUS_TO_STR(u) case u: return #u
3569 FBOSTATUS_TO_STR(GL_FRAMEBUFFER_COMPLETE);
3570 FBOSTATUS_TO_STR(GL_FRAMEBUFFER_INCOMPLETE_ATTACHMENT);
3571 FBOSTATUS_TO_STR(GL_FRAMEBUFFER_INCOMPLETE_MISSING_ATTACHMENT);
3572 FBOSTATUS_TO_STR(GL_FRAMEBUFFER_INCOMPLETE_DIMENSIONS_EXT);
3573 FBOSTATUS_TO_STR(GL_FRAMEBUFFER_INCOMPLETE_FORMATS_EXT);
3574 FBOSTATUS_TO_STR(GL_FRAMEBUFFER_INCOMPLETE_DRAW_BUFFER);
3575 FBOSTATUS_TO_STR(GL_FRAMEBUFFER_INCOMPLETE_READ_BUFFER);
3576 FBOSTATUS_TO_STR(GL_FRAMEBUFFER_INCOMPLETE_MULTISAMPLE);
3577 FBOSTATUS_TO_STR(GL_FRAMEBUFFER_UNSUPPORTED);
3578 FBOSTATUS_TO_STR(GL_FRAMEBUFFER_UNDEFINED);
3579 #undef FBOSTATUS_TO_STR
3580 default:
3581 FIXME("Unrecognied FBO status 0x%08x\n", status);
3582 return "unrecognized";
3586 const char *debug_glerror(GLenum error) {
3587 switch(error) {
3588 #define GLERROR_TO_STR(u) case u: return #u
3589 GLERROR_TO_STR(GL_NO_ERROR);
3590 GLERROR_TO_STR(GL_INVALID_ENUM);
3591 GLERROR_TO_STR(GL_INVALID_VALUE);
3592 GLERROR_TO_STR(GL_INVALID_OPERATION);
3593 GLERROR_TO_STR(GL_STACK_OVERFLOW);
3594 GLERROR_TO_STR(GL_STACK_UNDERFLOW);
3595 GLERROR_TO_STR(GL_OUT_OF_MEMORY);
3596 GLERROR_TO_STR(GL_INVALID_FRAMEBUFFER_OPERATION);
3597 #undef GLERROR_TO_STR
3598 default:
3599 FIXME("Unrecognied GL error 0x%08x\n", error);
3600 return "unrecognized";
3604 static const char *debug_fixup_channel_source(enum fixup_channel_source source)
3606 switch(source)
3608 #define WINED3D_TO_STR(x) case x: return #x
3609 WINED3D_TO_STR(CHANNEL_SOURCE_ZERO);
3610 WINED3D_TO_STR(CHANNEL_SOURCE_ONE);
3611 WINED3D_TO_STR(CHANNEL_SOURCE_X);
3612 WINED3D_TO_STR(CHANNEL_SOURCE_Y);
3613 WINED3D_TO_STR(CHANNEL_SOURCE_Z);
3614 WINED3D_TO_STR(CHANNEL_SOURCE_W);
3615 WINED3D_TO_STR(CHANNEL_SOURCE_COMPLEX0);
3616 WINED3D_TO_STR(CHANNEL_SOURCE_COMPLEX1);
3617 #undef WINED3D_TO_STR
3618 default:
3619 FIXME("Unrecognized fixup_channel_source %#x\n", source);
3620 return "unrecognized";
3624 static const char *debug_complex_fixup(enum complex_fixup fixup)
3626 switch(fixup)
3628 #define WINED3D_TO_STR(x) case x: return #x
3629 WINED3D_TO_STR(COMPLEX_FIXUP_YUY2);
3630 WINED3D_TO_STR(COMPLEX_FIXUP_UYVY);
3631 WINED3D_TO_STR(COMPLEX_FIXUP_YV12);
3632 WINED3D_TO_STR(COMPLEX_FIXUP_NV12);
3633 WINED3D_TO_STR(COMPLEX_FIXUP_P8);
3634 #undef WINED3D_TO_STR
3635 default:
3636 FIXME("Unrecognized complex fixup %#x\n", fixup);
3637 return "unrecognized";
3641 void dump_color_fixup_desc(struct color_fixup_desc fixup)
3643 if (is_complex_fixup(fixup))
3645 TRACE("\tComplex: %s\n", debug_complex_fixup(get_complex_fixup(fixup)));
3646 return;
3649 TRACE("\tX: %s%s\n", debug_fixup_channel_source(fixup.x_source), fixup.x_sign_fixup ? ", SIGN_FIXUP" : "");
3650 TRACE("\tY: %s%s\n", debug_fixup_channel_source(fixup.y_source), fixup.y_sign_fixup ? ", SIGN_FIXUP" : "");
3651 TRACE("\tZ: %s%s\n", debug_fixup_channel_source(fixup.z_source), fixup.z_sign_fixup ? ", SIGN_FIXUP" : "");
3652 TRACE("\tW: %s%s\n", debug_fixup_channel_source(fixup.w_source), fixup.w_sign_fixup ? ", SIGN_FIXUP" : "");
3655 BOOL is_invalid_op(const struct wined3d_state *state, int stage,
3656 enum wined3d_texture_op op, DWORD arg1, DWORD arg2, DWORD arg3)
3658 if (op == WINED3D_TOP_DISABLE)
3659 return FALSE;
3660 if (state->textures[stage])
3661 return FALSE;
3663 if ((arg1 & WINED3DTA_SELECTMASK) == WINED3DTA_TEXTURE
3664 && op != WINED3D_TOP_SELECT_ARG2)
3665 return TRUE;
3666 if ((arg2 & WINED3DTA_SELECTMASK) == WINED3DTA_TEXTURE
3667 && op != WINED3D_TOP_SELECT_ARG1)
3668 return TRUE;
3669 if ((arg3 & WINED3DTA_SELECTMASK) == WINED3DTA_TEXTURE
3670 && (op == WINED3D_TOP_MULTIPLY_ADD || op == WINED3D_TOP_LERP))
3671 return TRUE;
3673 return FALSE;
3676 void get_identity_matrix(struct wined3d_matrix *mat)
3678 static const struct wined3d_matrix identity =
3680 1.0f, 0.0f, 0.0f, 0.0f,
3681 0.0f, 1.0f, 0.0f, 0.0f,
3682 0.0f, 0.0f, 1.0f, 0.0f,
3683 0.0f, 0.0f, 0.0f, 1.0f,
3686 *mat = identity;
3689 void get_modelview_matrix(const struct wined3d_context *context, const struct wined3d_state *state,
3690 unsigned int index, struct wined3d_matrix *mat)
3692 if (context->last_was_rhw)
3693 get_identity_matrix(mat);
3694 else
3695 multiply_matrix(mat, &state->transforms[WINED3D_TS_VIEW], &state->transforms[WINED3D_TS_WORLD_MATRIX(index)]);
3698 void get_projection_matrix(const struct wined3d_context *context, const struct wined3d_state *state,
3699 struct wined3d_matrix *mat)
3701 float center_offset;
3703 /* There are a couple of additional things we have to take into account
3704 * here besides the projection transformation itself:
3705 * - We need to flip along the y-axis in case of offscreen rendering.
3706 * - OpenGL Z range is {-Wc,...,Wc} while D3D Z range is {0,...,Wc}.
3707 * - D3D coordinates refer to pixel centers while GL coordinates refer
3708 * to pixel corners.
3709 * - D3D has a top-left filling convention. We need to maintain this
3710 * even after the y-flip mentioned above.
3711 * In order to handle the last two points, we translate by
3712 * (63.0 / 128.0) / VPw and (63.0 / 128.0) / VPh. This is equivalent to
3713 * translating slightly less than half a pixel. We want the difference to
3714 * be large enough that it doesn't get lost due to rounding inside the
3715 * driver, but small enough to prevent it from interfering with any
3716 * anti-aliasing. */
3718 if (context->swapchain->device->wined3d->flags & WINED3D_PIXEL_CENTER_INTEGER)
3719 center_offset = 63.0f / 64.0f;
3720 else
3721 center_offset = -1.0f / 64.0f;
3723 if (context->last_was_rhw)
3725 /* Transform D3D RHW coordinates to OpenGL clip coordinates. */
3726 float x = state->viewport.x;
3727 float y = state->viewport.y;
3728 float w = state->viewport.width;
3729 float h = state->viewport.height;
3730 float x_scale = 2.0f / w;
3731 float x_offset = (center_offset - (2.0f * x) - w) / w;
3732 float y_scale = context->render_offscreen ? 2.0f / h : 2.0f / -h;
3733 float y_offset = context->render_offscreen
3734 ? (center_offset - (2.0f * y) - h) / h
3735 : (center_offset - (2.0f * y) - h) / -h;
3736 enum wined3d_depth_buffer_type zenable = state->fb->depth_stencil ?
3737 state->render_states[WINED3D_RS_ZENABLE] : WINED3D_ZB_FALSE;
3738 float z_scale = zenable ? 2.0f : 0.0f;
3739 float z_offset = zenable ? -1.0f : 0.0f;
3740 const struct wined3d_matrix projection =
3742 x_scale, 0.0f, 0.0f, 0.0f,
3743 0.0f, y_scale, 0.0f, 0.0f,
3744 0.0f, 0.0f, z_scale, 0.0f,
3745 x_offset, y_offset, z_offset, 1.0f,
3748 *mat = projection;
3750 else
3752 float y_scale = context->render_offscreen ? -1.0f : 1.0f;
3753 float x_offset = center_offset / state->viewport.width;
3754 float y_offset = context->render_offscreen
3755 ? center_offset / state->viewport.height
3756 : -center_offset / state->viewport.height;
3757 const struct wined3d_matrix projection =
3759 1.0f, 0.0f, 0.0f, 0.0f,
3760 0.0f, y_scale, 0.0f, 0.0f,
3761 0.0f, 0.0f, 2.0f, 0.0f,
3762 x_offset, y_offset, -1.0f, 1.0f,
3765 multiply_matrix(mat, &projection, &state->transforms[WINED3D_TS_PROJECTION]);
3769 /* Setup this textures matrix according to the texture flags. */
3770 static void compute_texture_matrix(const struct wined3d_gl_info *gl_info, const struct wined3d_matrix *matrix,
3771 DWORD flags, BOOL calculated_coords, BOOL transformed, enum wined3d_format_id format_id,
3772 BOOL ffp_proj_control, struct wined3d_matrix *out_matrix)
3774 struct wined3d_matrix mat;
3776 if (flags == WINED3D_TTFF_DISABLE || flags == WINED3D_TTFF_COUNT1 || transformed)
3778 get_identity_matrix(out_matrix);
3779 return;
3782 if (flags == (WINED3D_TTFF_COUNT1 | WINED3D_TTFF_PROJECTED))
3784 ERR("Invalid texture transform flags: WINED3D_TTFF_COUNT1 | WINED3D_TTFF_PROJECTED.\n");
3785 return;
3788 mat = *matrix;
3790 if (flags & WINED3D_TTFF_PROJECTED)
3792 if (!ffp_proj_control)
3794 switch (flags & ~WINED3D_TTFF_PROJECTED)
3796 case WINED3D_TTFF_COUNT2:
3797 mat._14 = mat._12;
3798 mat._24 = mat._22;
3799 mat._34 = mat._32;
3800 mat._44 = mat._42;
3801 mat._12 = mat._22 = mat._32 = mat._42 = 0.0f;
3802 break;
3803 case WINED3D_TTFF_COUNT3:
3804 mat._14 = mat._13;
3805 mat._24 = mat._23;
3806 mat._34 = mat._33;
3807 mat._44 = mat._43;
3808 mat._13 = mat._23 = mat._33 = mat._43 = 0.0f;
3809 break;
3813 else
3815 /* Under Direct3D the R/Z coord can be used for translation, under
3816 * OpenGL we use the Q coord instead. */
3817 if (!calculated_coords)
3819 switch (format_id)
3821 /* Direct3D passes the default 1.0 in the 2nd coord, while GL
3822 * passes it in the 4th. Swap 2nd and 4th coord. No need to
3823 * store the value of mat._41 in mat._21 because the input
3824 * value to the transformation will be 0, so the matrix value
3825 * is irrelevant. */
3826 case WINED3DFMT_R32_FLOAT:
3827 mat._41 = mat._21;
3828 mat._42 = mat._22;
3829 mat._43 = mat._23;
3830 mat._44 = mat._24;
3831 break;
3832 /* See above, just 3rd and 4th coord. */
3833 case WINED3DFMT_R32G32_FLOAT:
3834 mat._41 = mat._31;
3835 mat._42 = mat._32;
3836 mat._43 = mat._33;
3837 mat._44 = mat._34;
3838 break;
3839 case WINED3DFMT_R32G32B32_FLOAT: /* Opengl defaults match dx defaults */
3840 case WINED3DFMT_R32G32B32A32_FLOAT: /* No defaults apply, all app defined */
3842 /* This is to prevent swapping the matrix lines and put the default 4th coord = 1.0
3843 * into a bad place. The division elimination below will apply to make sure the
3844 * 1.0 doesn't do anything bad. The caller will set this value if the stride is 0
3846 case WINED3DFMT_UNKNOWN: /* No texture coords, 0/0/0/1 defaults are passed */
3847 break;
3848 default:
3849 FIXME("Unexpected fixed function texture coord input\n");
3852 if (!ffp_proj_control)
3854 switch (flags & ~WINED3D_TTFF_PROJECTED)
3856 /* case WINED3D_TTFF_COUNT1: Won't ever get here. */
3857 case WINED3D_TTFF_COUNT2:
3858 mat._13 = mat._23 = mat._33 = mat._43 = 0.0f;
3859 /* OpenGL divides the first 3 vertex coord by the 4th by default,
3860 * which is essentially the same as D3DTTFF_PROJECTED. Make sure that
3861 * the 4th coord evaluates to 1.0 to eliminate that.
3863 * If the fixed function pipeline is used, the 4th value remains unused,
3864 * so there is no danger in doing this. With vertex shaders we have a
3865 * problem. Should an app hit that problem, the code here would have to
3866 * check for pixel shaders, and the shader has to undo the default gl divide.
3868 * A more serious problem occurs if the app passes 4 coordinates in, and the
3869 * 4th is != 1.0(opengl default). This would have to be fixed in drawStridedSlow
3870 * or a replacement shader. */
3871 default:
3872 mat._14 = mat._24 = mat._34 = 0.0f; mat._44 = 1.0f;
3877 *out_matrix = mat;
3880 void get_texture_matrix(const struct wined3d_context *context, const struct wined3d_state *state,
3881 unsigned int tex, struct wined3d_matrix *mat)
3883 const struct wined3d_device *device = context->swapchain->device;
3884 const struct wined3d_gl_info *gl_info = context->gl_info;
3885 BOOL generated = (state->texture_states[tex][WINED3D_TSS_TEXCOORD_INDEX] & 0xffff0000)
3886 != WINED3DTSS_TCI_PASSTHRU;
3887 unsigned int coord_idx = min(state->texture_states[tex][WINED3D_TSS_TEXCOORD_INDEX & 0x0000ffff],
3888 MAX_TEXTURES - 1);
3890 compute_texture_matrix(gl_info, &state->transforms[WINED3D_TS_TEXTURE0 + tex],
3891 state->texture_states[tex][WINED3D_TSS_TEXTURE_TRANSFORM_FLAGS],
3892 generated, context->last_was_rhw,
3893 context->stream_info.use_map & (1u << (WINED3D_FFP_TEXCOORD0 + coord_idx))
3894 ? context->stream_info.elements[WINED3D_FFP_TEXCOORD0 + coord_idx].format->id
3895 : WINED3DFMT_UNKNOWN,
3896 device->shader_backend->shader_has_ffp_proj_control(device->shader_priv), mat);
3898 if ((context->lastWasPow2Texture & (1u << tex)) && state->textures[tex])
3900 if (generated)
3901 FIXME("Non-power-of-two texture being used with generated texture coords.\n");
3902 /* NP2 texcoord fixup is implemented for pixelshaders so only enable the
3903 * fixed-function-pipeline fixup via pow2Matrix when no PS is used. */
3904 if (!use_ps(state))
3906 TRACE("Non-power-of-two texture matrix multiply fixup.\n");
3907 multiply_matrix(mat, mat, (struct wined3d_matrix *)state->textures[tex]->pow2_matrix);
3912 void get_pointsize_minmax(const struct wined3d_context *context, const struct wined3d_state *state,
3913 float *out_min, float *out_max)
3915 union
3917 DWORD d;
3918 float f;
3919 } min, max;
3921 min.d = state->render_states[WINED3D_RS_POINTSIZE_MIN];
3922 max.d = state->render_states[WINED3D_RS_POINTSIZE_MAX];
3924 if (min.f > max.f)
3925 min.f = max.f;
3927 *out_min = min.f;
3928 *out_max = max.f;
3931 void get_pointsize(const struct wined3d_context *context, const struct wined3d_state *state,
3932 float *out_pointsize, float *out_att)
3934 /* POINTSCALEENABLE controls how point size value is treated. If set to
3935 * true, the point size is scaled with respect to height of viewport.
3936 * When set to false point size is in pixels. */
3937 union
3939 DWORD d;
3940 float f;
3941 } pointsize, a, b, c;
3943 out_att[0] = 1.0f;
3944 out_att[1] = 0.0f;
3945 out_att[2] = 0.0f;
3947 pointsize.d = state->render_states[WINED3D_RS_POINTSIZE];
3948 a.d = state->render_states[WINED3D_RS_POINTSCALE_A];
3949 b.d = state->render_states[WINED3D_RS_POINTSCALE_B];
3950 c.d = state->render_states[WINED3D_RS_POINTSCALE_C];
3952 if (state->render_states[WINED3D_RS_POINTSCALEENABLE])
3954 float scale_factor = state->viewport.height * state->viewport.height;
3956 out_att[0] = a.f / scale_factor;
3957 out_att[1] = b.f / scale_factor;
3958 out_att[2] = c.f / scale_factor;
3960 *out_pointsize = pointsize.f;
3963 void get_fog_start_end(const struct wined3d_context *context, const struct wined3d_state *state,
3964 float *start, float *end)
3966 union
3968 DWORD d;
3969 float f;
3970 } tmpvalue;
3972 switch (context->fog_source)
3974 case FOGSOURCE_VS:
3975 *start = 1.0f;
3976 *end = 0.0f;
3977 break;
3979 case FOGSOURCE_COORD:
3980 *start = 255.0f;
3981 *end = 0.0f;
3982 break;
3984 case FOGSOURCE_FFP:
3985 tmpvalue.d = state->render_states[WINED3D_RS_FOGSTART];
3986 *start = tmpvalue.f;
3987 tmpvalue.d = state->render_states[WINED3D_RS_FOGEND];
3988 *end = tmpvalue.f;
3989 /* Special handling for fog_start == fog_end. In d3d with vertex
3990 * fog, everything is fogged. With table fog, everything with
3991 * fog_coord < fog_start is unfogged, and fog_coord > fog_start
3992 * is fogged. Windows drivers disagree when fog_coord == fog_start. */
3993 if (state->render_states[WINED3D_RS_FOGTABLEMODE] == WINED3D_FOG_NONE && *start == *end)
3995 *start = -INFINITY;
3996 *end = 0.0f;
3998 break;
4000 default:
4001 /* This should not happen, context->fog_source is set in wined3d, not the app. */
4002 ERR("Unexpected fog coordinate source.\n");
4003 *start = 0.0f;
4004 *end = 0.0f;
4008 /* This small helper function is used to convert a bitmask into the number of masked bits */
4009 unsigned int count_bits(unsigned int mask)
4011 unsigned int count;
4012 for (count = 0; mask; ++count)
4014 mask &= mask - 1;
4016 return count;
4019 /* Note: It's the caller's responsibility to ensure values can be expressed
4020 * in the requested format. UNORM formats for example can only express values
4021 * in the range 0.0f -> 1.0f. */
4022 DWORD wined3d_format_convert_from_float(const struct wined3d_surface *surface, const struct wined3d_color *color)
4024 static const struct
4026 enum wined3d_format_id format_id;
4027 float r_mul;
4028 float g_mul;
4029 float b_mul;
4030 float a_mul;
4031 BYTE r_shift;
4032 BYTE g_shift;
4033 BYTE b_shift;
4034 BYTE a_shift;
4036 conv[] =
4038 {WINED3DFMT_B8G8R8A8_UNORM, 255.0f, 255.0f, 255.0f, 255.0f, 16, 8, 0, 24},
4039 {WINED3DFMT_B8G8R8X8_UNORM, 255.0f, 255.0f, 255.0f, 255.0f, 16, 8, 0, 24},
4040 {WINED3DFMT_B8G8R8_UNORM, 255.0f, 255.0f, 255.0f, 255.0f, 16, 8, 0, 24},
4041 {WINED3DFMT_B5G6R5_UNORM, 31.0f, 63.0f, 31.0f, 0.0f, 11, 5, 0, 0},
4042 {WINED3DFMT_B5G5R5A1_UNORM, 31.0f, 31.0f, 31.0f, 1.0f, 10, 5, 0, 15},
4043 {WINED3DFMT_B5G5R5X1_UNORM, 31.0f, 31.0f, 31.0f, 1.0f, 10, 5, 0, 15},
4044 {WINED3DFMT_R8_UNORM, 255.0f, 0.0f, 0.0f, 0.0f, 0, 0, 0, 0},
4045 {WINED3DFMT_A8_UNORM, 0.0f, 0.0f, 0.0f, 255.0f, 0, 0, 0, 0},
4046 {WINED3DFMT_B4G4R4A4_UNORM, 15.0f, 15.0f, 15.0f, 15.0f, 8, 4, 0, 12},
4047 {WINED3DFMT_B4G4R4X4_UNORM, 15.0f, 15.0f, 15.0f, 15.0f, 8, 4, 0, 12},
4048 {WINED3DFMT_B2G3R3_UNORM, 7.0f, 7.0f, 3.0f, 0.0f, 5, 2, 0, 0},
4049 {WINED3DFMT_R8G8B8A8_UNORM, 255.0f, 255.0f, 255.0f, 255.0f, 0, 8, 16, 24},
4050 {WINED3DFMT_R8G8B8X8_UNORM, 255.0f, 255.0f, 255.0f, 255.0f, 0, 8, 16, 24},
4051 {WINED3DFMT_B10G10R10A2_UNORM, 1023.0f, 1023.0f, 1023.0f, 3.0f, 20, 10, 0, 30},
4052 {WINED3DFMT_R10G10B10A2_UNORM, 1023.0f, 1023.0f, 1023.0f, 3.0f, 0, 10, 20, 30},
4053 {WINED3DFMT_P8_UINT, 0.0f, 0.0f, 0.0f, 255.0f, 0, 0, 0, 0},
4055 const struct wined3d_format *format = surface->resource.format;
4056 unsigned int i;
4058 TRACE("Converting color {%.8e %.8e %.8e %.8e} to format %s.\n",
4059 color->r, color->g, color->b, color->a, debug_d3dformat(format->id));
4061 for (i = 0; i < sizeof(conv) / sizeof(*conv); ++i)
4063 DWORD ret;
4065 if (format->id != conv[i].format_id) continue;
4067 ret = ((DWORD)((color->r * conv[i].r_mul) + 0.5f)) << conv[i].r_shift;
4068 ret |= ((DWORD)((color->g * conv[i].g_mul) + 0.5f)) << conv[i].g_shift;
4069 ret |= ((DWORD)((color->b * conv[i].b_mul) + 0.5f)) << conv[i].b_shift;
4070 ret |= ((DWORD)((color->a * conv[i].a_mul) + 0.5f)) << conv[i].a_shift;
4072 TRACE("Returning 0x%08x.\n", ret);
4074 return ret;
4077 FIXME("Conversion for format %s not implemented.\n", debug_d3dformat(format->id));
4079 return 0;
4082 static float color_to_float(DWORD color, DWORD size, DWORD offset)
4084 DWORD mask = (1u << size) - 1;
4086 if (!size)
4087 return 1.0f;
4089 color >>= offset;
4090 color &= mask;
4092 return (float)color / (float)mask;
4095 BOOL wined3d_format_convert_color_to_float(const struct wined3d_format *format,
4096 const struct wined3d_palette *palette, DWORD color, struct wined3d_color *float_color)
4098 switch (format->id)
4100 case WINED3DFMT_B8G8R8_UNORM:
4101 case WINED3DFMT_B8G8R8A8_UNORM:
4102 case WINED3DFMT_B8G8R8X8_UNORM:
4103 case WINED3DFMT_B5G6R5_UNORM:
4104 case WINED3DFMT_B5G5R5X1_UNORM:
4105 case WINED3DFMT_B5G5R5A1_UNORM:
4106 case WINED3DFMT_B4G4R4A4_UNORM:
4107 case WINED3DFMT_B2G3R3_UNORM:
4108 case WINED3DFMT_R8_UNORM:
4109 case WINED3DFMT_A8_UNORM:
4110 case WINED3DFMT_B2G3R3A8_UNORM:
4111 case WINED3DFMT_B4G4R4X4_UNORM:
4112 case WINED3DFMT_R10G10B10A2_UNORM:
4113 case WINED3DFMT_R10G10B10A2_SNORM:
4114 case WINED3DFMT_R8G8B8A8_UNORM:
4115 case WINED3DFMT_R8G8B8X8_UNORM:
4116 case WINED3DFMT_R16G16_UNORM:
4117 case WINED3DFMT_B10G10R10A2_UNORM:
4118 float_color->r = color_to_float(color, format->red_size, format->red_offset);
4119 float_color->g = color_to_float(color, format->green_size, format->green_offset);
4120 float_color->b = color_to_float(color, format->blue_size, format->blue_offset);
4121 float_color->a = color_to_float(color, format->alpha_size, format->alpha_offset);
4122 return TRUE;
4124 case WINED3DFMT_P8_UINT:
4125 if (palette)
4127 float_color->r = palette->colors[color].rgbRed / 255.0f;
4128 float_color->g = palette->colors[color].rgbGreen / 255.0f;
4129 float_color->b = palette->colors[color].rgbBlue / 255.0f;
4131 else
4133 float_color->r = 0.0f;
4134 float_color->g = 0.0f;
4135 float_color->b = 0.0f;
4137 float_color->a = color / 255.0f;
4138 return TRUE;
4140 default:
4141 ERR("Unhandled conversion from %s to floating point.\n", debug_d3dformat(format->id));
4142 return FALSE;
4146 void wined3d_format_get_float_color_key(const struct wined3d_format *format,
4147 const struct wined3d_color_key *key, struct wined3d_color *float_colors)
4149 struct wined3d_color slop;
4151 switch (format->id)
4153 case WINED3DFMT_B8G8R8_UNORM:
4154 case WINED3DFMT_B8G8R8A8_UNORM:
4155 case WINED3DFMT_B8G8R8X8_UNORM:
4156 case WINED3DFMT_B5G6R5_UNORM:
4157 case WINED3DFMT_B5G5R5X1_UNORM:
4158 case WINED3DFMT_B5G5R5A1_UNORM:
4159 case WINED3DFMT_B4G4R4A4_UNORM:
4160 case WINED3DFMT_B2G3R3_UNORM:
4161 case WINED3DFMT_R8_UNORM:
4162 case WINED3DFMT_A8_UNORM:
4163 case WINED3DFMT_B2G3R3A8_UNORM:
4164 case WINED3DFMT_B4G4R4X4_UNORM:
4165 case WINED3DFMT_R10G10B10A2_UNORM:
4166 case WINED3DFMT_R10G10B10A2_SNORM:
4167 case WINED3DFMT_R8G8B8A8_UNORM:
4168 case WINED3DFMT_R8G8B8X8_UNORM:
4169 case WINED3DFMT_R16G16_UNORM:
4170 case WINED3DFMT_B10G10R10A2_UNORM:
4171 slop.r = 0.5f / ((1 << format->red_size) - 1);
4172 slop.g = 0.5f / ((1 << format->green_size) - 1);
4173 slop.b = 0.5f / ((1 << format->blue_size) - 1);
4174 slop.a = 0.5f / ((1 << format->alpha_size) - 1);
4176 float_colors[0].r = color_to_float(key->color_space_low_value, format->red_size, format->red_offset)
4177 - slop.r;
4178 float_colors[0].g = color_to_float(key->color_space_low_value, format->green_size, format->green_offset)
4179 - slop.g;
4180 float_colors[0].b = color_to_float(key->color_space_low_value, format->blue_size, format->blue_offset)
4181 - slop.b;
4182 float_colors[0].a = color_to_float(key->color_space_low_value, format->alpha_size, format->alpha_offset)
4183 - slop.a;
4185 float_colors[1].r = color_to_float(key->color_space_high_value, format->red_size, format->red_offset)
4186 + slop.r;
4187 float_colors[1].g = color_to_float(key->color_space_high_value, format->green_size, format->green_offset)
4188 + slop.g;
4189 float_colors[1].b = color_to_float(key->color_space_high_value, format->blue_size, format->blue_offset)
4190 + slop.b;
4191 float_colors[1].a = color_to_float(key->color_space_high_value, format->alpha_size, format->alpha_offset)
4192 + slop.a;
4193 break;
4195 case WINED3DFMT_P8_UINT:
4196 float_colors[0].r = 0.0f;
4197 float_colors[0].g = 0.0f;
4198 float_colors[0].b = 0.0f;
4199 float_colors[0].a = (key->color_space_low_value - 0.5f) / 255.0f;
4201 float_colors[1].r = 0.0f;
4202 float_colors[1].g = 0.0f;
4203 float_colors[1].b = 0.0f;
4204 float_colors[1].a = (key->color_space_high_value + 0.5f) / 255.0f;
4205 break;
4207 default:
4208 ERR("Unhandled color key to float conversion for format %s.\n", debug_d3dformat(format->id));
4212 /* DirectDraw stuff */
4213 enum wined3d_format_id pixelformat_for_depth(DWORD depth)
4215 switch (depth)
4217 case 8: return WINED3DFMT_P8_UINT;
4218 case 15: return WINED3DFMT_B5G5R5X1_UNORM;
4219 case 16: return WINED3DFMT_B5G6R5_UNORM;
4220 case 24: return WINED3DFMT_B8G8R8X8_UNORM; /* Robots needs 24bit to be WINED3DFMT_B8G8R8X8_UNORM */
4221 case 32: return WINED3DFMT_B8G8R8X8_UNORM; /* EVE online and the Fur demo need 32bit AdapterDisplayMode to return WINED3DFMT_B8G8R8X8_UNORM */
4222 default: return WINED3DFMT_UNKNOWN;
4226 void multiply_matrix(struct wined3d_matrix *dst, const struct wined3d_matrix *src1, const struct wined3d_matrix *src2)
4228 struct wined3d_matrix tmp;
4230 /* Now do the multiplication 'by hand'.
4231 I know that all this could be optimised, but this will be done later :-) */
4232 tmp._11 = (src1->_11 * src2->_11) + (src1->_21 * src2->_12) + (src1->_31 * src2->_13) + (src1->_41 * src2->_14);
4233 tmp._21 = (src1->_11 * src2->_21) + (src1->_21 * src2->_22) + (src1->_31 * src2->_23) + (src1->_41 * src2->_24);
4234 tmp._31 = (src1->_11 * src2->_31) + (src1->_21 * src2->_32) + (src1->_31 * src2->_33) + (src1->_41 * src2->_34);
4235 tmp._41 = (src1->_11 * src2->_41) + (src1->_21 * src2->_42) + (src1->_31 * src2->_43) + (src1->_41 * src2->_44);
4237 tmp._12 = (src1->_12 * src2->_11) + (src1->_22 * src2->_12) + (src1->_32 * src2->_13) + (src1->_42 * src2->_14);
4238 tmp._22 = (src1->_12 * src2->_21) + (src1->_22 * src2->_22) + (src1->_32 * src2->_23) + (src1->_42 * src2->_24);
4239 tmp._32 = (src1->_12 * src2->_31) + (src1->_22 * src2->_32) + (src1->_32 * src2->_33) + (src1->_42 * src2->_34);
4240 tmp._42 = (src1->_12 * src2->_41) + (src1->_22 * src2->_42) + (src1->_32 * src2->_43) + (src1->_42 * src2->_44);
4242 tmp._13 = (src1->_13 * src2->_11) + (src1->_23 * src2->_12) + (src1->_33 * src2->_13) + (src1->_43 * src2->_14);
4243 tmp._23 = (src1->_13 * src2->_21) + (src1->_23 * src2->_22) + (src1->_33 * src2->_23) + (src1->_43 * src2->_24);
4244 tmp._33 = (src1->_13 * src2->_31) + (src1->_23 * src2->_32) + (src1->_33 * src2->_33) + (src1->_43 * src2->_34);
4245 tmp._43 = (src1->_13 * src2->_41) + (src1->_23 * src2->_42) + (src1->_33 * src2->_43) + (src1->_43 * src2->_44);
4247 tmp._14 = (src1->_14 * src2->_11) + (src1->_24 * src2->_12) + (src1->_34 * src2->_13) + (src1->_44 * src2->_14);
4248 tmp._24 = (src1->_14 * src2->_21) + (src1->_24 * src2->_22) + (src1->_34 * src2->_23) + (src1->_44 * src2->_24);
4249 tmp._34 = (src1->_14 * src2->_31) + (src1->_24 * src2->_32) + (src1->_34 * src2->_33) + (src1->_44 * src2->_34);
4250 tmp._44 = (src1->_14 * src2->_41) + (src1->_24 * src2->_42) + (src1->_34 * src2->_43) + (src1->_44 * src2->_44);
4252 *dst = tmp;
4255 DWORD get_flexible_vertex_size(DWORD d3dvtVertexType) {
4256 DWORD size = 0;
4257 int i;
4258 int numTextures = (d3dvtVertexType & WINED3DFVF_TEXCOUNT_MASK) >> WINED3DFVF_TEXCOUNT_SHIFT;
4260 if (d3dvtVertexType & WINED3DFVF_NORMAL) size += 3 * sizeof(float);
4261 if (d3dvtVertexType & WINED3DFVF_DIFFUSE) size += sizeof(DWORD);
4262 if (d3dvtVertexType & WINED3DFVF_SPECULAR) size += sizeof(DWORD);
4263 if (d3dvtVertexType & WINED3DFVF_PSIZE) size += sizeof(DWORD);
4264 switch (d3dvtVertexType & WINED3DFVF_POSITION_MASK) {
4265 case WINED3DFVF_XYZ: size += 3 * sizeof(float); break;
4266 case WINED3DFVF_XYZRHW: size += 4 * sizeof(float); break;
4267 case WINED3DFVF_XYZB1: size += 4 * sizeof(float); break;
4268 case WINED3DFVF_XYZB2: size += 5 * sizeof(float); break;
4269 case WINED3DFVF_XYZB3: size += 6 * sizeof(float); break;
4270 case WINED3DFVF_XYZB4: size += 7 * sizeof(float); break;
4271 case WINED3DFVF_XYZB5: size += 8 * sizeof(float); break;
4272 case WINED3DFVF_XYZW: size += 4 * sizeof(float); break;
4273 default: ERR("Unexpected position mask\n");
4275 for (i = 0; i < numTextures; i++) {
4276 size += GET_TEXCOORD_SIZE_FROM_FVF(d3dvtVertexType, i) * sizeof(float);
4279 return size;
4282 unsigned int wined3d_max_compat_varyings(const struct wined3d_gl_info *gl_info)
4284 /* On core profile we have to also count diffuse and specular colors and the
4285 * fog coordinate. */
4286 return gl_info->supported[WINED3D_GL_LEGACY_CONTEXT] ? MAX_TEXTURES * 4 : (MAX_TEXTURES + 2) * 4 + 1;
4289 void gen_ffp_frag_op(const struct wined3d_context *context, const struct wined3d_state *state,
4290 struct ffp_frag_settings *settings, BOOL ignore_textype)
4292 #define ARG1 0x01
4293 #define ARG2 0x02
4294 #define ARG0 0x04
4295 static const unsigned char args[WINED3D_TOP_LERP + 1] =
4297 /* undefined */ 0,
4298 /* D3DTOP_DISABLE */ 0,
4299 /* D3DTOP_SELECTARG1 */ ARG1,
4300 /* D3DTOP_SELECTARG2 */ ARG2,
4301 /* D3DTOP_MODULATE */ ARG1 | ARG2,
4302 /* D3DTOP_MODULATE2X */ ARG1 | ARG2,
4303 /* D3DTOP_MODULATE4X */ ARG1 | ARG2,
4304 /* D3DTOP_ADD */ ARG1 | ARG2,
4305 /* D3DTOP_ADDSIGNED */ ARG1 | ARG2,
4306 /* D3DTOP_ADDSIGNED2X */ ARG1 | ARG2,
4307 /* D3DTOP_SUBTRACT */ ARG1 | ARG2,
4308 /* D3DTOP_ADDSMOOTH */ ARG1 | ARG2,
4309 /* D3DTOP_BLENDDIFFUSEALPHA */ ARG1 | ARG2,
4310 /* D3DTOP_BLENDTEXTUREALPHA */ ARG1 | ARG2,
4311 /* D3DTOP_BLENDFACTORALPHA */ ARG1 | ARG2,
4312 /* D3DTOP_BLENDTEXTUREALPHAPM */ ARG1 | ARG2,
4313 /* D3DTOP_BLENDCURRENTALPHA */ ARG1 | ARG2,
4314 /* D3DTOP_PREMODULATE */ ARG1 | ARG2,
4315 /* D3DTOP_MODULATEALPHA_ADDCOLOR */ ARG1 | ARG2,
4316 /* D3DTOP_MODULATECOLOR_ADDALPHA */ ARG1 | ARG2,
4317 /* D3DTOP_MODULATEINVALPHA_ADDCOLOR */ ARG1 | ARG2,
4318 /* D3DTOP_MODULATEINVCOLOR_ADDALPHA */ ARG1 | ARG2,
4319 /* D3DTOP_BUMPENVMAP */ ARG1 | ARG2,
4320 /* D3DTOP_BUMPENVMAPLUMINANCE */ ARG1 | ARG2,
4321 /* D3DTOP_DOTPRODUCT3 */ ARG1 | ARG2,
4322 /* D3DTOP_MULTIPLYADD */ ARG1 | ARG2 | ARG0,
4323 /* D3DTOP_LERP */ ARG1 | ARG2 | ARG0
4325 unsigned int i;
4326 DWORD ttff;
4327 DWORD cop, aop, carg0, carg1, carg2, aarg0, aarg1, aarg2;
4328 unsigned int rt_fmt_flags = state->fb->render_targets[0]->format_flags;
4329 const struct wined3d_gl_info *gl_info = context->gl_info;
4330 const struct wined3d_d3d_info *d3d_info = context->d3d_info;
4332 settings->padding = 0;
4334 for (i = 0; i < d3d_info->limits.ffp_blend_stages; ++i)
4336 const struct wined3d_texture *texture;
4338 settings->op[i].padding = 0;
4339 if (state->texture_states[i][WINED3D_TSS_COLOR_OP] == WINED3D_TOP_DISABLE)
4341 settings->op[i].cop = WINED3D_TOP_DISABLE;
4342 settings->op[i].aop = WINED3D_TOP_DISABLE;
4343 settings->op[i].carg0 = settings->op[i].carg1 = settings->op[i].carg2 = ARG_UNUSED;
4344 settings->op[i].aarg0 = settings->op[i].aarg1 = settings->op[i].aarg2 = ARG_UNUSED;
4345 settings->op[i].color_fixup = COLOR_FIXUP_IDENTITY;
4346 settings->op[i].dst = resultreg;
4347 settings->op[i].tex_type = WINED3D_GL_RES_TYPE_TEX_1D;
4348 settings->op[i].projected = proj_none;
4349 i++;
4350 break;
4353 if ((texture = state->textures[i]))
4355 settings->op[i].color_fixup = texture->resource.format->color_fixup;
4356 if (ignore_textype)
4358 settings->op[i].tex_type = WINED3D_GL_RES_TYPE_TEX_1D;
4360 else
4362 switch (texture->target)
4364 case GL_TEXTURE_1D:
4365 settings->op[i].tex_type = WINED3D_GL_RES_TYPE_TEX_1D;
4366 break;
4367 case GL_TEXTURE_2D:
4368 settings->op[i].tex_type = WINED3D_GL_RES_TYPE_TEX_2D;
4369 break;
4370 case GL_TEXTURE_3D:
4371 settings->op[i].tex_type = WINED3D_GL_RES_TYPE_TEX_3D;
4372 break;
4373 case GL_TEXTURE_CUBE_MAP_ARB:
4374 settings->op[i].tex_type = WINED3D_GL_RES_TYPE_TEX_CUBE;
4375 break;
4376 case GL_TEXTURE_RECTANGLE_ARB:
4377 settings->op[i].tex_type = WINED3D_GL_RES_TYPE_TEX_RECT;
4378 break;
4381 } else {
4382 settings->op[i].color_fixup = COLOR_FIXUP_IDENTITY;
4383 settings->op[i].tex_type = WINED3D_GL_RES_TYPE_TEX_1D;
4386 cop = state->texture_states[i][WINED3D_TSS_COLOR_OP];
4387 aop = state->texture_states[i][WINED3D_TSS_ALPHA_OP];
4389 carg1 = (args[cop] & ARG1) ? state->texture_states[i][WINED3D_TSS_COLOR_ARG1] : ARG_UNUSED;
4390 carg2 = (args[cop] & ARG2) ? state->texture_states[i][WINED3D_TSS_COLOR_ARG2] : ARG_UNUSED;
4391 carg0 = (args[cop] & ARG0) ? state->texture_states[i][WINED3D_TSS_COLOR_ARG0] : ARG_UNUSED;
4393 if (is_invalid_op(state, i, cop, carg1, carg2, carg0))
4395 carg0 = ARG_UNUSED;
4396 carg2 = ARG_UNUSED;
4397 carg1 = WINED3DTA_CURRENT;
4398 cop = WINED3D_TOP_SELECT_ARG1;
4401 if (cop == WINED3D_TOP_DOTPRODUCT3)
4403 /* A dotproduct3 on the colorop overwrites the alphaop operation and replicates
4404 * the color result to the alpha component of the destination
4406 aop = cop;
4407 aarg1 = carg1;
4408 aarg2 = carg2;
4409 aarg0 = carg0;
4411 else
4413 aarg1 = (args[aop] & ARG1) ? state->texture_states[i][WINED3D_TSS_ALPHA_ARG1] : ARG_UNUSED;
4414 aarg2 = (args[aop] & ARG2) ? state->texture_states[i][WINED3D_TSS_ALPHA_ARG2] : ARG_UNUSED;
4415 aarg0 = (args[aop] & ARG0) ? state->texture_states[i][WINED3D_TSS_ALPHA_ARG0] : ARG_UNUSED;
4418 if (!i && state->textures[0] && state->render_states[WINED3D_RS_COLORKEYENABLE])
4420 GLenum texture_dimensions;
4422 texture = state->textures[0];
4423 texture_dimensions = texture->target;
4425 if (texture_dimensions == GL_TEXTURE_2D || texture_dimensions == GL_TEXTURE_RECTANGLE_ARB)
4427 if (texture->async.color_key_flags & WINED3D_CKEY_SRC_BLT && !texture->resource.format->alpha_size)
4429 if (aop == WINED3D_TOP_DISABLE)
4431 aarg1 = WINED3DTA_TEXTURE;
4432 aop = WINED3D_TOP_SELECT_ARG1;
4434 else if (aop == WINED3D_TOP_SELECT_ARG1 && aarg1 != WINED3DTA_TEXTURE)
4436 if (state->render_states[WINED3D_RS_ALPHABLENDENABLE])
4438 aarg2 = WINED3DTA_TEXTURE;
4439 aop = WINED3D_TOP_MODULATE;
4441 else aarg1 = WINED3DTA_TEXTURE;
4443 else if (aop == WINED3D_TOP_SELECT_ARG2 && aarg2 != WINED3DTA_TEXTURE)
4445 if (state->render_states[WINED3D_RS_ALPHABLENDENABLE])
4447 aarg1 = WINED3DTA_TEXTURE;
4448 aop = WINED3D_TOP_MODULATE;
4450 else aarg2 = WINED3DTA_TEXTURE;
4456 if (is_invalid_op(state, i, aop, aarg1, aarg2, aarg0))
4458 aarg0 = ARG_UNUSED;
4459 aarg2 = ARG_UNUSED;
4460 aarg1 = WINED3DTA_CURRENT;
4461 aop = WINED3D_TOP_SELECT_ARG1;
4464 if (carg1 == WINED3DTA_TEXTURE || carg2 == WINED3DTA_TEXTURE || carg0 == WINED3DTA_TEXTURE
4465 || aarg1 == WINED3DTA_TEXTURE || aarg2 == WINED3DTA_TEXTURE || aarg0 == WINED3DTA_TEXTURE)
4467 ttff = state->texture_states[i][WINED3D_TSS_TEXTURE_TRANSFORM_FLAGS];
4468 if (ttff == (WINED3D_TTFF_PROJECTED | WINED3D_TTFF_COUNT3))
4469 settings->op[i].projected = proj_count3;
4470 else if (ttff & WINED3D_TTFF_PROJECTED)
4471 settings->op[i].projected = proj_count4;
4472 else
4473 settings->op[i].projected = proj_none;
4475 else
4477 settings->op[i].projected = proj_none;
4480 settings->op[i].cop = cop;
4481 settings->op[i].aop = aop;
4482 settings->op[i].carg0 = carg0;
4483 settings->op[i].carg1 = carg1;
4484 settings->op[i].carg2 = carg2;
4485 settings->op[i].aarg0 = aarg0;
4486 settings->op[i].aarg1 = aarg1;
4487 settings->op[i].aarg2 = aarg2;
4489 if (state->texture_states[i][WINED3D_TSS_RESULT_ARG] == WINED3DTA_TEMP)
4490 settings->op[i].dst = tempreg;
4491 else
4492 settings->op[i].dst = resultreg;
4495 /* Clear unsupported stages */
4496 for(; i < MAX_TEXTURES; i++) {
4497 memset(&settings->op[i], 0xff, sizeof(settings->op[i]));
4500 if (!state->render_states[WINED3D_RS_FOGENABLE])
4502 settings->fog = WINED3D_FFP_PS_FOG_OFF;
4504 else if (state->render_states[WINED3D_RS_FOGTABLEMODE] == WINED3D_FOG_NONE)
4506 if (use_vs(state) || state->vertex_declaration->position_transformed)
4508 settings->fog = WINED3D_FFP_PS_FOG_LINEAR;
4510 else
4512 switch (state->render_states[WINED3D_RS_FOGVERTEXMODE])
4514 case WINED3D_FOG_NONE:
4515 case WINED3D_FOG_LINEAR:
4516 settings->fog = WINED3D_FFP_PS_FOG_LINEAR;
4517 break;
4518 case WINED3D_FOG_EXP:
4519 settings->fog = WINED3D_FFP_PS_FOG_EXP;
4520 break;
4521 case WINED3D_FOG_EXP2:
4522 settings->fog = WINED3D_FFP_PS_FOG_EXP2;
4523 break;
4527 else
4529 switch (state->render_states[WINED3D_RS_FOGTABLEMODE])
4531 case WINED3D_FOG_LINEAR:
4532 settings->fog = WINED3D_FFP_PS_FOG_LINEAR;
4533 break;
4534 case WINED3D_FOG_EXP:
4535 settings->fog = WINED3D_FFP_PS_FOG_EXP;
4536 break;
4537 case WINED3D_FOG_EXP2:
4538 settings->fog = WINED3D_FFP_PS_FOG_EXP2;
4539 break;
4542 if (!gl_info->supported[ARB_FRAMEBUFFER_SRGB]
4543 && state->render_states[WINED3D_RS_SRGBWRITEENABLE]
4544 && rt_fmt_flags & WINED3DFMT_FLAG_SRGB_WRITE)
4546 settings->sRGB_write = 1;
4547 } else {
4548 settings->sRGB_write = 0;
4550 if (d3d_info->vs_clipping || !use_vs(state) || !state->render_states[WINED3D_RS_CLIPPING]
4551 || !state->render_states[WINED3D_RS_CLIPPLANEENABLE])
4553 /* No need to emulate clipplanes if GL supports native vertex shader clipping or if
4554 * the fixed function vertex pipeline is used(which always supports clipplanes), or
4555 * if no clipplane is enabled
4557 settings->emul_clipplanes = 0;
4558 } else {
4559 settings->emul_clipplanes = 1;
4562 if (state->render_states[WINED3D_RS_COLORKEYENABLE] && state->textures[0]
4563 && state->textures[0]->async.color_key_flags & WINED3D_CKEY_SRC_BLT
4564 && settings->op[0].cop != WINED3D_TOP_DISABLE)
4565 settings->color_key_enabled = 1;
4566 else
4567 settings->color_key_enabled = 0;
4569 /* texcoords_initialized is set to meaningful values only when GL doesn't
4570 * support enough varyings to always pass around all the possible texture
4571 * coordinates.
4572 * This is used to avoid reading a varying not written by the vertex shader.
4573 * Reading uninitialized varyings on core profile contexts results in an
4574 * error while with builtin varyings on legacy contexts you get undefined
4575 * behavior. */
4576 if (d3d_info->limits.varying_count
4577 && d3d_info->limits.varying_count < wined3d_max_compat_varyings(gl_info))
4579 settings->texcoords_initialized = 0;
4580 for (i = 0; i < MAX_TEXTURES; ++i)
4582 if (use_vs(state))
4584 if (state->shader[WINED3D_SHADER_TYPE_VERTEX]->reg_maps.output_registers & (1u << i))
4585 settings->texcoords_initialized |= 1u << i;
4587 else
4589 const struct wined3d_stream_info *si = &context->stream_info;
4590 unsigned int coord_idx = state->texture_states[i][WINED3D_TSS_TEXCOORD_INDEX];
4591 if ((state->texture_states[i][WINED3D_TSS_TEXCOORD_INDEX] >> WINED3D_FFP_TCI_SHIFT)
4592 & WINED3D_FFP_TCI_MASK
4593 || (coord_idx < MAX_TEXTURES && (si->use_map & (1u << (WINED3D_FFP_TEXCOORD0 + coord_idx)))))
4594 settings->texcoords_initialized |= 1u << i;
4598 else
4600 settings->texcoords_initialized = (1u << MAX_TEXTURES) - 1;
4603 settings->pointsprite = state->render_states[WINED3D_RS_POINTSPRITEENABLE]
4604 && state->gl_primitive_type == GL_POINTS;
4606 if (d3d_info->emulated_flatshading)
4607 settings->flatshading = state->render_states[WINED3D_RS_SHADEMODE] == WINED3D_SHADE_FLAT;
4608 else
4609 settings->flatshading = FALSE;
4612 const struct ffp_frag_desc *find_ffp_frag_shader(const struct wine_rb_tree *fragment_shaders,
4613 const struct ffp_frag_settings *settings)
4615 struct wine_rb_entry *entry = wine_rb_get(fragment_shaders, settings);
4616 return entry ? WINE_RB_ENTRY_VALUE(entry, struct ffp_frag_desc, entry) : NULL;
4619 void add_ffp_frag_shader(struct wine_rb_tree *shaders, struct ffp_frag_desc *desc)
4621 /* Note that the key is the implementation independent part of the ffp_frag_desc structure,
4622 * whereas desc points to an extended structure with implementation specific parts. */
4623 if (wine_rb_put(shaders, &desc->settings, &desc->entry) == -1)
4625 ERR("Failed to insert ffp frag shader.\n");
4629 /* Activates the texture dimension according to the bound D3D texture. Does
4630 * not care for the colorop or correct gl texture unit (when using nvrc).
4631 * Requires the caller to activate the correct unit. */
4632 /* Context activation is done by the caller (state handler). */
4633 void texture_activate_dimensions(const struct wined3d_texture *texture, const struct wined3d_gl_info *gl_info)
4635 if (texture)
4637 switch (texture->target)
4639 case GL_TEXTURE_2D:
4640 gl_info->gl_ops.gl.p_glDisable(GL_TEXTURE_3D);
4641 checkGLcall("glDisable(GL_TEXTURE_3D)");
4642 if (gl_info->supported[ARB_TEXTURE_CUBE_MAP])
4644 gl_info->gl_ops.gl.p_glDisable(GL_TEXTURE_CUBE_MAP_ARB);
4645 checkGLcall("glDisable(GL_TEXTURE_CUBE_MAP_ARB)");
4647 if (gl_info->supported[ARB_TEXTURE_RECTANGLE])
4649 gl_info->gl_ops.gl.p_glDisable(GL_TEXTURE_RECTANGLE_ARB);
4650 checkGLcall("glDisable(GL_TEXTURE_RECTANGLE_ARB)");
4652 gl_info->gl_ops.gl.p_glEnable(GL_TEXTURE_2D);
4653 checkGLcall("glEnable(GL_TEXTURE_2D)");
4654 break;
4655 case GL_TEXTURE_RECTANGLE_ARB:
4656 gl_info->gl_ops.gl.p_glDisable(GL_TEXTURE_2D);
4657 checkGLcall("glDisable(GL_TEXTURE_2D)");
4658 gl_info->gl_ops.gl.p_glDisable(GL_TEXTURE_3D);
4659 checkGLcall("glDisable(GL_TEXTURE_3D)");
4660 if (gl_info->supported[ARB_TEXTURE_CUBE_MAP])
4662 gl_info->gl_ops.gl.p_glDisable(GL_TEXTURE_CUBE_MAP_ARB);
4663 checkGLcall("glDisable(GL_TEXTURE_CUBE_MAP_ARB)");
4665 gl_info->gl_ops.gl.p_glEnable(GL_TEXTURE_RECTANGLE_ARB);
4666 checkGLcall("glEnable(GL_TEXTURE_RECTANGLE_ARB)");
4667 break;
4668 case GL_TEXTURE_3D:
4669 if (gl_info->supported[ARB_TEXTURE_CUBE_MAP])
4671 gl_info->gl_ops.gl.p_glDisable(GL_TEXTURE_CUBE_MAP_ARB);
4672 checkGLcall("glDisable(GL_TEXTURE_CUBE_MAP_ARB)");
4674 if (gl_info->supported[ARB_TEXTURE_RECTANGLE])
4676 gl_info->gl_ops.gl.p_glDisable(GL_TEXTURE_RECTANGLE_ARB);
4677 checkGLcall("glDisable(GL_TEXTURE_RECTANGLE_ARB)");
4679 gl_info->gl_ops.gl.p_glDisable(GL_TEXTURE_2D);
4680 checkGLcall("glDisable(GL_TEXTURE_2D)");
4681 gl_info->gl_ops.gl.p_glEnable(GL_TEXTURE_3D);
4682 checkGLcall("glEnable(GL_TEXTURE_3D)");
4683 break;
4684 case GL_TEXTURE_CUBE_MAP_ARB:
4685 gl_info->gl_ops.gl.p_glDisable(GL_TEXTURE_2D);
4686 checkGLcall("glDisable(GL_TEXTURE_2D)");
4687 gl_info->gl_ops.gl.p_glDisable(GL_TEXTURE_3D);
4688 checkGLcall("glDisable(GL_TEXTURE_3D)");
4689 if (gl_info->supported[ARB_TEXTURE_RECTANGLE])
4691 gl_info->gl_ops.gl.p_glDisable(GL_TEXTURE_RECTANGLE_ARB);
4692 checkGLcall("glDisable(GL_TEXTURE_RECTANGLE_ARB)");
4694 gl_info->gl_ops.gl.p_glEnable(GL_TEXTURE_CUBE_MAP_ARB);
4695 checkGLcall("glEnable(GL_TEXTURE_CUBE_MAP_ARB)");
4696 break;
4699 else
4701 gl_info->gl_ops.gl.p_glEnable(GL_TEXTURE_2D);
4702 checkGLcall("glEnable(GL_TEXTURE_2D)");
4703 gl_info->gl_ops.gl.p_glDisable(GL_TEXTURE_3D);
4704 checkGLcall("glDisable(GL_TEXTURE_3D)");
4705 if (gl_info->supported[ARB_TEXTURE_CUBE_MAP])
4707 gl_info->gl_ops.gl.p_glDisable(GL_TEXTURE_CUBE_MAP_ARB);
4708 checkGLcall("glDisable(GL_TEXTURE_CUBE_MAP_ARB)");
4710 if (gl_info->supported[ARB_TEXTURE_RECTANGLE])
4712 gl_info->gl_ops.gl.p_glDisable(GL_TEXTURE_RECTANGLE_ARB);
4713 checkGLcall("glDisable(GL_TEXTURE_RECTANGLE_ARB)");
4715 /* Binding textures is done by samplers. A dummy texture will be bound */
4719 /* Context activation is done by the caller (state handler). */
4720 void sampler_texdim(struct wined3d_context *context, const struct wined3d_state *state, DWORD state_id)
4722 DWORD sampler = state_id - STATE_SAMPLER(0);
4723 DWORD mapped_stage = context->tex_unit_map[sampler];
4725 /* No need to enable / disable anything here for unused samplers. The
4726 * tex_colorop handler takes care. Also no action is needed with pixel
4727 * shaders, or if tex_colorop will take care of this business. */
4728 if (mapped_stage == WINED3D_UNMAPPED_STAGE || mapped_stage >= context->gl_info->limits.textures)
4729 return;
4730 if (sampler >= context->lowest_disabled_stage)
4731 return;
4732 if (isStateDirty(context, STATE_TEXTURESTAGE(sampler, WINED3D_TSS_COLOR_OP)))
4733 return;
4735 texture_activate_dimensions(state->textures[sampler], context->gl_info);
4738 void *wined3d_rb_alloc(size_t size)
4740 return HeapAlloc(GetProcessHeap(), 0, size);
4743 void *wined3d_rb_realloc(void *ptr, size_t size)
4745 return HeapReAlloc(GetProcessHeap(), 0, ptr, size);
4748 void wined3d_rb_free(void *ptr)
4750 HeapFree(GetProcessHeap(), 0, ptr);
4753 static int ffp_frag_program_key_compare(const void *key, const struct wine_rb_entry *entry)
4755 const struct ffp_frag_settings *ka = key;
4756 const struct ffp_frag_settings *kb = &WINE_RB_ENTRY_VALUE(entry, const struct ffp_frag_desc, entry)->settings;
4758 return memcmp(ka, kb, sizeof(*ka));
4761 const struct wine_rb_functions wined3d_ffp_frag_program_rb_functions =
4763 wined3d_rb_alloc,
4764 wined3d_rb_realloc,
4765 wined3d_rb_free,
4766 ffp_frag_program_key_compare,
4769 void wined3d_ffp_get_vs_settings(const struct wined3d_context *context,
4770 const struct wined3d_state *state, struct wined3d_ffp_vs_settings *settings)
4772 const struct wined3d_stream_info *si = &context->stream_info;
4773 const struct wined3d_gl_info *gl_info = context->gl_info;
4774 const struct wined3d_d3d_info *d3d_info = context->d3d_info;
4775 unsigned int coord_idx, i;
4777 if (si->position_transformed)
4779 memset(settings, 0, sizeof(*settings));
4781 settings->transformed = 1;
4782 settings->point_size = state->gl_primitive_type == GL_POINTS;
4783 settings->per_vertex_point_size = !!(si->use_map & 1u << WINED3D_FFP_PSIZE);
4784 if (!state->render_states[WINED3D_RS_FOGENABLE])
4785 settings->fog_mode = WINED3D_FFP_VS_FOG_OFF;
4786 else if (state->render_states[WINED3D_RS_FOGTABLEMODE] != WINED3D_FOG_NONE)
4787 settings->fog_mode = WINED3D_FFP_VS_FOG_DEPTH;
4788 else
4789 settings->fog_mode = WINED3D_FFP_VS_FOG_FOGCOORD;
4791 for (i = 0; i < MAX_TEXTURES; ++i)
4793 coord_idx = state->texture_states[i][WINED3D_TSS_TEXCOORD_INDEX];
4794 if (coord_idx < MAX_TEXTURES && (si->use_map & (1u << (WINED3D_FFP_TEXCOORD0 + coord_idx))))
4795 settings->texcoords |= 1u << i;
4796 settings->texgen[i] = state->texture_states[i][WINED3D_TSS_TEXCOORD_INDEX];
4798 if (d3d_info->limits.varying_count >= wined3d_max_compat_varyings(gl_info))
4799 settings->texcoords = (1u << MAX_TEXTURES) - 1;
4801 if (d3d_info->emulated_flatshading)
4802 settings->flatshading = state->render_states[WINED3D_RS_SHADEMODE] == WINED3D_SHADE_FLAT;
4803 else
4804 settings->flatshading = FALSE;
4806 return;
4809 switch (state->render_states[WINED3D_RS_VERTEXBLEND])
4811 case WINED3D_VBF_DISABLE:
4812 case WINED3D_VBF_1WEIGHTS:
4813 case WINED3D_VBF_2WEIGHTS:
4814 case WINED3D_VBF_3WEIGHTS:
4815 settings->vertexblends = state->render_states[WINED3D_RS_VERTEXBLEND];
4816 break;
4817 default:
4818 FIXME("Unsupported vertex blending: %d\n", state->render_states[WINED3D_RS_VERTEXBLEND]);
4819 break;
4822 settings->transformed = 0;
4823 settings->clipping = state->render_states[WINED3D_RS_CLIPPING]
4824 && state->render_states[WINED3D_RS_CLIPPLANEENABLE];
4825 settings->normal = !!(si->use_map & (1u << WINED3D_FFP_NORMAL));
4826 settings->normalize = settings->normal && state->render_states[WINED3D_RS_NORMALIZENORMALS];
4827 settings->lighting = !!state->render_states[WINED3D_RS_LIGHTING];
4828 settings->localviewer = !!state->render_states[WINED3D_RS_LOCALVIEWER];
4829 settings->point_size = state->gl_primitive_type == GL_POINTS;
4830 settings->per_vertex_point_size = !!(si->use_map & 1u << WINED3D_FFP_PSIZE);
4832 if (state->render_states[WINED3D_RS_COLORVERTEX] && (si->use_map & (1u << WINED3D_FFP_DIFFUSE)))
4834 settings->diffuse_source = state->render_states[WINED3D_RS_DIFFUSEMATERIALSOURCE];
4835 settings->emissive_source = state->render_states[WINED3D_RS_EMISSIVEMATERIALSOURCE];
4836 settings->ambient_source = state->render_states[WINED3D_RS_AMBIENTMATERIALSOURCE];
4837 settings->specular_source = state->render_states[WINED3D_RS_SPECULARMATERIALSOURCE];
4839 else
4841 settings->diffuse_source = WINED3D_MCS_MATERIAL;
4842 settings->emissive_source = WINED3D_MCS_MATERIAL;
4843 settings->ambient_source = WINED3D_MCS_MATERIAL;
4844 settings->specular_source = WINED3D_MCS_MATERIAL;
4847 settings->texcoords = 0;
4848 for (i = 0; i < MAX_TEXTURES; ++i)
4850 coord_idx = state->texture_states[i][WINED3D_TSS_TEXCOORD_INDEX];
4851 if (coord_idx < MAX_TEXTURES && (si->use_map & (1u << (WINED3D_FFP_TEXCOORD0 + coord_idx))))
4852 settings->texcoords |= 1u << i;
4853 settings->texgen[i] = state->texture_states[i][WINED3D_TSS_TEXCOORD_INDEX];
4855 if (d3d_info->limits.varying_count >= wined3d_max_compat_varyings(gl_info))
4856 settings->texcoords = (1u << MAX_TEXTURES) - 1;
4858 settings->light_type = 0;
4859 for (i = 0; i < MAX_ACTIVE_LIGHTS; ++i)
4861 if (state->lights[i])
4862 settings->light_type |= (state->lights[i]->OriginalParms.type
4863 & WINED3D_FFP_LIGHT_TYPE_MASK) << WINED3D_FFP_LIGHT_TYPE_SHIFT(i);
4866 settings->ortho_fog = 0;
4867 if (!state->render_states[WINED3D_RS_FOGENABLE])
4868 settings->fog_mode = WINED3D_FFP_VS_FOG_OFF;
4869 else if (state->render_states[WINED3D_RS_FOGTABLEMODE] != WINED3D_FOG_NONE)
4871 settings->fog_mode = WINED3D_FFP_VS_FOG_DEPTH;
4873 if (state->transforms[WINED3D_TS_PROJECTION]._14 == 0.0f
4874 && state->transforms[WINED3D_TS_PROJECTION]._24 == 0.0f
4875 && state->transforms[WINED3D_TS_PROJECTION]._34 == 0.0f
4876 && state->transforms[WINED3D_TS_PROJECTION]._44 == 1.0f)
4877 settings->ortho_fog = 1;
4879 else if (state->render_states[WINED3D_RS_FOGVERTEXMODE] == WINED3D_FOG_NONE)
4880 settings->fog_mode = WINED3D_FFP_VS_FOG_FOGCOORD;
4881 else if (state->render_states[WINED3D_RS_RANGEFOGENABLE])
4882 settings->fog_mode = WINED3D_FFP_VS_FOG_RANGE;
4883 else
4884 settings->fog_mode = WINED3D_FFP_VS_FOG_DEPTH;
4886 if (d3d_info->emulated_flatshading)
4887 settings->flatshading = state->render_states[WINED3D_RS_SHADEMODE] == WINED3D_SHADE_FLAT;
4888 else
4889 settings->flatshading = FALSE;
4891 settings->padding = 0;
4894 static int wined3d_ffp_vertex_program_key_compare(const void *key, const struct wine_rb_entry *entry)
4896 const struct wined3d_ffp_vs_settings *ka = key;
4897 const struct wined3d_ffp_vs_settings *kb = &WINE_RB_ENTRY_VALUE(entry,
4898 const struct wined3d_ffp_vs_desc, entry)->settings;
4900 return memcmp(ka, kb, sizeof(*ka));
4903 const struct wine_rb_functions wined3d_ffp_vertex_program_rb_functions =
4905 wined3d_rb_alloc,
4906 wined3d_rb_realloc,
4907 wined3d_rb_free,
4908 wined3d_ffp_vertex_program_key_compare,
4911 const struct blit_shader *wined3d_select_blitter(const struct wined3d_gl_info *gl_info,
4912 const struct wined3d_d3d_info *d3d_info, enum wined3d_blit_op blit_op,
4913 const RECT *src_rect, DWORD src_usage, enum wined3d_pool src_pool, const struct wined3d_format *src_format,
4914 const RECT *dst_rect, DWORD dst_usage, enum wined3d_pool dst_pool, const struct wined3d_format *dst_format)
4916 static const struct blit_shader * const blitters[] =
4918 &arbfp_blit,
4919 &ffp_blit,
4920 &cpu_blit,
4922 unsigned int i;
4924 for (i = 0; i < sizeof(blitters) / sizeof(*blitters); ++i)
4926 if (blitters[i]->blit_supported(gl_info, d3d_info, blit_op,
4927 src_rect, src_usage, src_pool, src_format,
4928 dst_rect, dst_usage, dst_pool, dst_format))
4929 return blitters[i];
4932 return NULL;
4935 void wined3d_get_draw_rect(const struct wined3d_state *state, RECT *rect)
4937 const struct wined3d_viewport *vp = &state->viewport;
4939 SetRect(rect, vp->x, vp->y, vp->x + vp->width, vp->y + vp->height);
4941 if (state->render_states[WINED3D_RS_SCISSORTESTENABLE])
4942 IntersectRect(rect, rect, &state->scissor_rect);
4945 const char *wined3d_debug_location(DWORD location)
4947 char buf[294];
4949 buf[0] = '\0';
4950 #define LOCATION_TO_STR(u) if (location & u) { strcat(buf, " | "#u); location &= ~u; }
4951 LOCATION_TO_STR(WINED3D_LOCATION_DISCARDED);
4952 LOCATION_TO_STR(WINED3D_LOCATION_SYSMEM);
4953 LOCATION_TO_STR(WINED3D_LOCATION_USER_MEMORY);
4954 LOCATION_TO_STR(WINED3D_LOCATION_DIB);
4955 LOCATION_TO_STR(WINED3D_LOCATION_BUFFER);
4956 LOCATION_TO_STR(WINED3D_LOCATION_TEXTURE_RGB);
4957 LOCATION_TO_STR(WINED3D_LOCATION_TEXTURE_SRGB);
4958 LOCATION_TO_STR(WINED3D_LOCATION_DRAWABLE);
4959 LOCATION_TO_STR(WINED3D_LOCATION_RB_MULTISAMPLE);
4960 LOCATION_TO_STR(WINED3D_LOCATION_RB_RESOLVED);
4961 #undef LOCATION_TO_STR
4962 if (location) FIXME("Unrecognized location flag(s) %#x.\n", location);
4964 return buf[0] ? wine_dbg_sprintf("%s", &buf[3]) : "0";
4967 /* Print a floating point value with the %.8e format specifier, always using
4968 * '.' as decimal separator. */
4969 void wined3d_ftoa(float value, char *s)
4971 int idx = 1;
4973 if (copysignf(1.0f, value) < 0.0f)
4974 ++idx;
4976 /* Be sure to allocate a buffer of at least 17 characters for the result
4977 as sprintf may return a 3 digit exponent when using the MSVC runtime
4978 instead of a 2 digit exponent. */
4979 sprintf(s, "%.8e", value);
4980 if (isfinite(value))
4981 s[idx] = '.';
4984 void wined3d_release_dc(HWND window, HDC dc)
4986 /* You'd figure ReleaseDC() would fail if the DC doesn't match the window.
4987 * However, that's not what actually happens, and there are user32 tests
4988 * that confirm ReleaseDC() with the wrong window is supposed to succeed.
4989 * So explicitly check that the DC belongs to the window, since we want to
4990 * avoid releasing a DC that belongs to some other window if the original
4991 * window was already destroyed. */
4992 if (WindowFromDC(dc) != window)
4993 WARN("DC %p does not belong to window %p.\n", dc, window);
4994 else if (!ReleaseDC(window, dc))
4995 ERR("Failed to release device context %p, last error %#x.\n", dc, GetLastError());
4998 BOOL wined3d_clip_blit(const RECT *clip_rect, RECT *clipped, RECT *other)
5000 RECT orig = *clipped;
5001 float scale_x = (float)(orig.right - orig.left) / (float)(other->right - other->left);
5002 float scale_y = (float)(orig.bottom - orig.top) / (float)(other->bottom - other->top);
5004 IntersectRect(clipped, clipped, clip_rect);
5006 if (IsRectEmpty(clipped))
5008 SetRectEmpty(other);
5009 return FALSE;
5012 other->left += (LONG)((clipped->left - orig.left) / scale_x);
5013 other->top += (LONG)((clipped->top - orig.top) / scale_y);
5014 other->right -= (LONG)((orig.right - clipped->right) / scale_x);
5015 other->bottom -= (LONG)((orig.bottom - clipped->bottom) / scale_y);
5017 return TRUE;