wined3d: Move OpenGL initialisation code to adapter_gl.c.
[wine.git] / dlls / wined3d / utils.c
blob861f1693c3cb33bf50724e681a8a1ba702cfeeb9
1 /*
2 * Utility functions for the WineD3D Library
4 * Copyright 2002-2004 Jason Edmeades
5 * Copyright 2003-2004 Raphael Junqueira
6 * Copyright 2004 Christian Costa
7 * Copyright 2005 Oliver Stieber
8 * Copyright 2006-2008 Henri Verbeet
9 * Copyright 2007-2008 Stefan Dösinger for CodeWeavers
10 * Copyright 2009-2010 Henri Verbeet for CodeWeavers
12 * This library is free software; you can redistribute it and/or
13 * modify it under the terms of the GNU Lesser General Public
14 * License as published by the Free Software Foundation; either
15 * version 2.1 of the License, or (at your option) any later version.
17 * This library is distributed in the hope that it will be useful,
18 * but WITHOUT ANY WARRANTY; without even the implied warranty of
19 * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the GNU
20 * Lesser General Public License for more details.
22 * You should have received a copy of the GNU Lesser General Public
23 * License along with this library; if not, write to the Free Software
24 * Foundation, Inc., 51 Franklin St, Fifth Floor, Boston, MA 02110-1301, USA
27 #include "config.h"
28 #include "wine/port.h"
30 #include <stdio.h>
32 #include "wined3d_private.h"
34 WINE_DEFAULT_DEBUG_CHANNEL(d3d);
36 #define WINED3D_FORMAT_FOURCC_BASE (WINED3DFMT_BC7_UNORM_SRGB + 1)
38 static const struct
40 enum wined3d_format_id id;
41 unsigned int idx;
43 format_index_remap[] =
45 {WINED3DFMT_UYVY, WINED3D_FORMAT_FOURCC_BASE},
46 {WINED3DFMT_YUY2, WINED3D_FORMAT_FOURCC_BASE + 1},
47 {WINED3DFMT_YV12, WINED3D_FORMAT_FOURCC_BASE + 2},
48 {WINED3DFMT_DXT1, WINED3D_FORMAT_FOURCC_BASE + 3},
49 {WINED3DFMT_DXT2, WINED3D_FORMAT_FOURCC_BASE + 4},
50 {WINED3DFMT_DXT3, WINED3D_FORMAT_FOURCC_BASE + 5},
51 {WINED3DFMT_DXT4, WINED3D_FORMAT_FOURCC_BASE + 6},
52 {WINED3DFMT_DXT5, WINED3D_FORMAT_FOURCC_BASE + 7},
53 {WINED3DFMT_MULTI2_ARGB8, WINED3D_FORMAT_FOURCC_BASE + 8},
54 {WINED3DFMT_G8R8_G8B8, WINED3D_FORMAT_FOURCC_BASE + 9},
55 {WINED3DFMT_R8G8_B8G8, WINED3D_FORMAT_FOURCC_BASE + 10},
56 {WINED3DFMT_ATI1N, WINED3D_FORMAT_FOURCC_BASE + 11},
57 {WINED3DFMT_ATI2N, WINED3D_FORMAT_FOURCC_BASE + 12},
58 {WINED3DFMT_INST, WINED3D_FORMAT_FOURCC_BASE + 13},
59 {WINED3DFMT_NVDB, WINED3D_FORMAT_FOURCC_BASE + 14},
60 {WINED3DFMT_NVHU, WINED3D_FORMAT_FOURCC_BASE + 15},
61 {WINED3DFMT_NVHS, WINED3D_FORMAT_FOURCC_BASE + 16},
62 {WINED3DFMT_INTZ, WINED3D_FORMAT_FOURCC_BASE + 17},
63 {WINED3DFMT_RESZ, WINED3D_FORMAT_FOURCC_BASE + 18},
64 {WINED3DFMT_NULL, WINED3D_FORMAT_FOURCC_BASE + 19},
65 {WINED3DFMT_R16, WINED3D_FORMAT_FOURCC_BASE + 20},
66 {WINED3DFMT_AL16, WINED3D_FORMAT_FOURCC_BASE + 21},
67 {WINED3DFMT_NV12, WINED3D_FORMAT_FOURCC_BASE + 22},
70 #define WINED3D_FORMAT_COUNT (WINED3D_FORMAT_FOURCC_BASE + ARRAY_SIZE(format_index_remap))
72 struct wined3d_format_channels
74 enum wined3d_format_id id;
75 DWORD red_size, green_size, blue_size, alpha_size;
76 DWORD red_offset, green_offset, blue_offset, alpha_offset;
77 UINT bpp;
78 BYTE depth_size, stencil_size;
81 static const struct wined3d_format_channels formats[] =
83 /* size offset
84 * format id r g b a r g b a bpp depth stencil */
85 {WINED3DFMT_UNKNOWN, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0},
86 /* FourCC formats */
87 {WINED3DFMT_UYVY, 0, 0, 0, 0, 0, 0, 0, 0, 2, 0, 0},
88 {WINED3DFMT_YUY2, 0, 0, 0, 0, 0, 0, 0, 0, 2, 0, 0},
89 {WINED3DFMT_YV12, 0, 0, 0, 0, 0, 0, 0, 0, 1, 0, 0},
90 {WINED3DFMT_NV12, 0, 0, 0, 0, 0, 0, 0, 0, 1, 0, 0},
91 {WINED3DFMT_DXT1, 0, 0, 0, 0, 0, 0, 0, 0, 1, 0, 0},
92 {WINED3DFMT_DXT2, 0, 0, 0, 0, 0, 0, 0, 0, 1, 0, 0},
93 {WINED3DFMT_DXT3, 0, 0, 0, 0, 0, 0, 0, 0, 1, 0, 0},
94 {WINED3DFMT_DXT4, 0, 0, 0, 0, 0, 0, 0, 0, 1, 0, 0},
95 {WINED3DFMT_DXT5, 0, 0, 0, 0, 0, 0, 0, 0, 1, 0, 0},
96 {WINED3DFMT_MULTI2_ARGB8, 0, 0, 0, 0, 0, 0, 0, 0, 1, 0, 0},
97 {WINED3DFMT_G8R8_G8B8, 0, 0, 0, 0, 0, 0, 0, 0, 1, 0, 0},
98 {WINED3DFMT_R8G8_B8G8, 0, 0, 0, 0, 0, 0, 0, 0, 1, 0, 0},
99 /* Hmm? */
100 {WINED3DFMT_R8G8_SNORM_Cx, 0, 0, 0, 0, 0, 0, 0, 0, 2, 0, 0},
101 {WINED3DFMT_R11G11B10_FLOAT, 11, 11, 10, 0, 0, 11, 22, 0, 4, 0, 0},
102 /* Palettized formats */
103 {WINED3DFMT_P8_UINT_A8_UNORM, 0, 0, 0, 8, 0, 0, 0, 8, 2, 0, 0},
104 {WINED3DFMT_P8_UINT, 0, 0, 0, 0, 0, 0, 0, 0, 1, 0, 0},
105 /* Standard ARGB formats. */
106 {WINED3DFMT_B8G8R8_UNORM, 8, 8, 8, 0, 16, 8, 0, 0, 3, 0, 0},
107 {WINED3DFMT_B5G6R5_UNORM, 5, 6, 5, 0, 11, 5, 0, 0, 2, 0, 0},
108 {WINED3DFMT_B5G5R5X1_UNORM, 5, 5, 5, 0, 10, 5, 0, 0, 2, 0, 0},
109 {WINED3DFMT_B5G5R5A1_UNORM, 5, 5, 5, 1, 10, 5, 0, 15, 2, 0, 0},
110 {WINED3DFMT_B4G4R4A4_UNORM, 4, 4, 4, 4, 8, 4, 0, 12, 2, 0, 0},
111 {WINED3DFMT_B2G3R3_UNORM, 3, 3, 2, 0, 5, 2, 0, 0, 1, 0, 0},
112 {WINED3DFMT_A8_UNORM, 0, 0, 0, 8, 0, 0, 0, 0, 1, 0, 0},
113 {WINED3DFMT_B2G3R3A8_UNORM, 3, 3, 2, 8, 5, 2, 0, 8, 2, 0, 0},
114 {WINED3DFMT_B4G4R4X4_UNORM, 4, 4, 4, 0, 8, 4, 0, 0, 2, 0, 0},
115 {WINED3DFMT_R8G8B8X8_UNORM, 8, 8, 8, 0, 0, 8, 16, 0, 4, 0, 0},
116 {WINED3DFMT_B10G10R10A2_UNORM, 10, 10, 10, 2, 20, 10, 0, 30, 4, 0, 0},
117 /* Luminance */
118 {WINED3DFMT_L8_UNORM, 0, 0, 0, 0, 0, 0, 0, 0, 1, 0, 0},
119 {WINED3DFMT_L8A8_UNORM, 0, 0, 0, 8, 0, 0, 0, 8, 2, 0, 0},
120 {WINED3DFMT_L4A4_UNORM, 0, 0, 0, 4, 0, 0, 0, 4, 1, 0, 0},
121 {WINED3DFMT_L16_UNORM, 0, 0, 0, 0, 0, 0, 0, 0, 2, 0, 0},
122 /* Bump mapping stuff */
123 {WINED3DFMT_R5G5_SNORM_L6_UNORM, 5, 5, 0, 0, 0, 5, 0, 0, 2, 0, 0},
124 {WINED3DFMT_R8G8_SNORM_L8X8_UNORM, 8, 8, 0, 0, 0, 8, 0, 0, 4, 0, 0},
125 {WINED3DFMT_R10G11B11_SNORM, 10, 11, 11, 0, 0, 10, 21, 0, 4, 0, 0},
126 {WINED3DFMT_R10G10B10X2_UINT, 10, 10, 10, 0, 0, 10, 20, 0, 4, 0, 0},
127 {WINED3DFMT_R10G10B10X2_SNORM, 10, 10, 10, 0, 0, 10, 20, 0, 4, 0, 0},
128 {WINED3DFMT_R10G10B10_SNORM_A2_UNORM, 10, 10, 10, 2, 0, 10, 20, 30, 4, 0, 0},
129 /* Depth stencil formats */
130 {WINED3DFMT_D16_LOCKABLE, 0, 0, 0, 0, 0, 0, 0, 0, 2, 16, 0},
131 {WINED3DFMT_D32_UNORM, 0, 0, 0, 0, 0, 0, 0, 0, 4, 32, 0},
132 {WINED3DFMT_S1_UINT_D15_UNORM, 0, 0, 0, 0, 0, 0, 0, 0, 2, 15, 1},
133 {WINED3DFMT_X8D24_UNORM, 0, 0, 0, 0, 0, 0, 0, 0, 4, 24, 0},
134 {WINED3DFMT_S4X4_UINT_D24_UNORM, 0, 0, 0, 0, 0, 0, 0, 0, 4, 24, 4},
135 {WINED3DFMT_S8_UINT_D24_FLOAT, 0, 0, 0, 0, 0, 0, 0, 0, 4, 24, 8},
136 /* Vendor-specific formats */
137 {WINED3DFMT_ATI1N, 0, 0, 0, 0, 0, 0, 0, 0, 1, 0, 0},
138 {WINED3DFMT_ATI2N, 0, 0, 0, 0, 0, 0, 0, 0, 1, 0, 0},
139 {WINED3DFMT_NVDB, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0},
140 {WINED3DFMT_INST, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0},
141 {WINED3DFMT_INTZ, 0, 0, 0, 0, 0, 0, 0, 0, 4, 24, 8},
142 {WINED3DFMT_RESZ, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0},
143 {WINED3DFMT_NVHU, 0, 0, 0, 0, 0, 0, 0, 0, 2, 0, 0},
144 {WINED3DFMT_NVHS, 0, 0, 0, 0, 0, 0, 0, 0, 2, 0, 0},
145 {WINED3DFMT_NULL, 8, 8, 8, 8, 0, 8, 16, 24, 4, 0, 0},
146 /* Unsure about them, could not find a Windows driver that supports them */
147 {WINED3DFMT_R16, 16, 0, 0, 0, 0, 0, 0, 0, 2, 0, 0},
148 {WINED3DFMT_AL16, 0, 0, 0, 16, 0, 0, 0, 16, 4, 0, 0},
149 /* DirectX 10 HDR formats */
150 {WINED3DFMT_R9G9B9E5_SHAREDEXP, 0, 0, 0, 0, 0, 0, 0, 0, 4, 0, 0},
151 /* Typeless */
152 {WINED3DFMT_R32G32B32A32_TYPELESS, 32, 32, 32, 32, 0, 32, 64, 96, 16, 0, 0},
153 {WINED3DFMT_R32G32B32_TYPELESS, 32, 32, 32, 0, 0, 32, 64, 0, 12, 0, 0},
154 {WINED3DFMT_R16G16B16A16_TYPELESS, 16, 16, 16, 16, 0, 16, 32, 48, 8, 0, 0},
155 {WINED3DFMT_R32G32_TYPELESS, 32, 32, 0, 0, 0, 32, 0, 0, 8, 0, 0},
156 {WINED3DFMT_R32G8X24_TYPELESS, 0, 0, 0, 0, 0, 0, 0, 0, 8, 32, 8},
157 {WINED3DFMT_R10G10B10A2_TYPELESS, 10, 10, 10, 2, 0, 10, 20, 30, 4, 0, 0},
158 {WINED3DFMT_R8G8B8A8_TYPELESS, 8, 8, 8, 8, 0, 8, 16, 24, 4, 0, 0},
159 {WINED3DFMT_R16G16_TYPELESS, 16, 16, 0, 0, 0, 16, 0, 0, 4, 0, 0},
160 {WINED3DFMT_R32_TYPELESS, 32, 0, 0, 0, 0, 0, 0, 0, 4, 0, 0},
161 {WINED3DFMT_R24G8_TYPELESS, 0, 0, 0, 0, 0, 0, 0, 0, 4, 24, 8},
162 {WINED3DFMT_R8G8_TYPELESS, 8, 8, 0, 0, 0, 8, 0, 0, 2, 0, 0},
163 {WINED3DFMT_R16_TYPELESS, 16, 0, 0, 0, 0, 0, 0, 0, 2, 0, 0},
164 {WINED3DFMT_R8_TYPELESS, 8, 0, 0, 0, 0, 0, 0, 0, 1, 0, 0},
165 {WINED3DFMT_BC1_TYPELESS, 0, 0, 0, 0, 0, 0, 0, 0, 1, 0, 0},
166 {WINED3DFMT_BC2_TYPELESS, 0, 0, 0, 0, 0, 0, 0, 0, 1, 0, 0},
167 {WINED3DFMT_BC3_TYPELESS, 0, 0, 0, 0, 0, 0, 0, 0, 1, 0, 0},
168 {WINED3DFMT_BC4_TYPELESS, 0, 0, 0, 0, 0, 0, 0, 0, 1, 0, 0},
169 {WINED3DFMT_BC5_TYPELESS, 0, 0, 0, 0, 0, 0, 0, 0, 1, 0, 0},
170 {WINED3DFMT_BC6H_TYPELESS, 0, 0, 0, 0, 0, 0, 0, 0, 1, 0, 0},
171 {WINED3DFMT_BC7_TYPELESS, 0, 0, 0, 0, 0, 0, 0, 0, 1, 0, 0},
172 {WINED3DFMT_B8G8R8A8_TYPELESS, 8, 8, 8, 8, 16, 8, 0, 24, 4, 0, 0},
173 {WINED3DFMT_B8G8R8X8_TYPELESS, 8, 8, 8, 0, 16, 8, 0, 0, 4, 0, 0},
176 enum wined3d_channel_type
178 WINED3D_CHANNEL_TYPE_NONE,
179 WINED3D_CHANNEL_TYPE_UNORM,
180 WINED3D_CHANNEL_TYPE_SNORM,
181 WINED3D_CHANNEL_TYPE_UINT,
182 WINED3D_CHANNEL_TYPE_SINT,
183 WINED3D_CHANNEL_TYPE_FLOAT,
184 WINED3D_CHANNEL_TYPE_DEPTH,
185 WINED3D_CHANNEL_TYPE_STENCIL,
186 WINED3D_CHANNEL_TYPE_UNUSED,
189 struct wined3d_typed_format_info
191 enum wined3d_format_id id;
192 enum wined3d_format_id typeless_id;
193 const char *channels;
197 * The last entry for a given typeless format defines its internal format.
199 * u - WINED3D_CHANNEL_TYPE_UNORM
200 * i - WINED3D_CHANNEL_TYPE_SNORM
201 * U - WINED3D_CHANNEL_TYPE_UINT
202 * I - WINED3D_CHANNEL_TYPE_SINT
203 * F - WINED3D_CHANNEL_TYPE_FLOAT
204 * D - WINED3D_CHANNEL_TYPE_DEPTH
205 * S - WINED3D_CHANNEL_TYPE_STENCIL
206 * X - WINED3D_CHANNEL_TYPE_UNUSED
208 static const struct wined3d_typed_format_info typed_formats[] =
210 {WINED3DFMT_R32G32B32A32_UINT, WINED3DFMT_R32G32B32A32_TYPELESS, "UUUU"},
211 {WINED3DFMT_R32G32B32A32_SINT, WINED3DFMT_R32G32B32A32_TYPELESS, "IIII"},
212 {WINED3DFMT_R32G32B32A32_FLOAT, WINED3DFMT_R32G32B32A32_TYPELESS, "FFFF"},
213 {WINED3DFMT_R32G32B32_UINT, WINED3DFMT_R32G32B32_TYPELESS, "UUU"},
214 {WINED3DFMT_R32G32B32_SINT, WINED3DFMT_R32G32B32_TYPELESS, "III"},
215 {WINED3DFMT_R32G32B32_FLOAT, WINED3DFMT_R32G32B32_TYPELESS, "FFF"},
216 {WINED3DFMT_R16G16B16A16_UNORM, WINED3DFMT_R16G16B16A16_TYPELESS, "uuuu"},
217 {WINED3DFMT_R16G16B16A16_SNORM, WINED3DFMT_R16G16B16A16_TYPELESS, "iiii"},
218 {WINED3DFMT_R16G16B16A16_UINT, WINED3DFMT_R16G16B16A16_TYPELESS, "UUUU"},
219 {WINED3DFMT_R16G16B16A16_SINT, WINED3DFMT_R16G16B16A16_TYPELESS, "IIII"},
220 {WINED3DFMT_R16G16B16A16_FLOAT, WINED3DFMT_R16G16B16A16_TYPELESS, "FFFF"},
221 {WINED3DFMT_R32G32_UINT, WINED3DFMT_R32G32_TYPELESS, "UU"},
222 {WINED3DFMT_R32G32_SINT, WINED3DFMT_R32G32_TYPELESS, "II"},
223 {WINED3DFMT_R32G32_FLOAT, WINED3DFMT_R32G32_TYPELESS, "FF"},
224 {WINED3DFMT_R32_FLOAT_X8X24_TYPELESS, WINED3DFMT_R32G8X24_TYPELESS, "DX"},
225 {WINED3DFMT_X32_TYPELESS_G8X24_UINT, WINED3DFMT_R32G8X24_TYPELESS, "XS"},
226 {WINED3DFMT_D32_FLOAT_S8X24_UINT, WINED3DFMT_R32G8X24_TYPELESS, "DS"},
227 {WINED3DFMT_R10G10B10A2_SNORM, WINED3DFMT_R10G10B10A2_TYPELESS, "iiii"},
228 {WINED3DFMT_R10G10B10A2_UINT, WINED3DFMT_R10G10B10A2_TYPELESS, "UUUU"},
229 {WINED3DFMT_R10G10B10A2_UNORM, WINED3DFMT_R10G10B10A2_TYPELESS, "uuuu"},
230 {WINED3DFMT_R8G8B8A8_UINT, WINED3DFMT_R8G8B8A8_TYPELESS, "UUUU"},
231 {WINED3DFMT_R8G8B8A8_SINT, WINED3DFMT_R8G8B8A8_TYPELESS, "IIII"},
232 {WINED3DFMT_R8G8B8A8_SNORM, WINED3DFMT_R8G8B8A8_TYPELESS, "iiii"},
233 {WINED3DFMT_R8G8B8A8_UNORM_SRGB, WINED3DFMT_R8G8B8A8_TYPELESS, "uuuu"},
234 {WINED3DFMT_R8G8B8A8_UNORM, WINED3DFMT_R8G8B8A8_TYPELESS, "uuuu"},
235 {WINED3DFMT_R16G16_UNORM, WINED3DFMT_R16G16_TYPELESS, "uu"},
236 {WINED3DFMT_R16G16_SNORM, WINED3DFMT_R16G16_TYPELESS, "ii"},
237 {WINED3DFMT_R16G16_UINT, WINED3DFMT_R16G16_TYPELESS, "UU"},
238 {WINED3DFMT_R16G16_SINT, WINED3DFMT_R16G16_TYPELESS, "II"},
239 {WINED3DFMT_R16G16_FLOAT, WINED3DFMT_R16G16_TYPELESS, "FF"},
240 {WINED3DFMT_D32_FLOAT, WINED3DFMT_R32_TYPELESS, "D"},
241 {WINED3DFMT_R32_FLOAT, WINED3DFMT_R32_TYPELESS, "F"},
242 {WINED3DFMT_R32_UINT, WINED3DFMT_R32_TYPELESS, "U"},
243 {WINED3DFMT_R32_SINT, WINED3DFMT_R32_TYPELESS, "I"},
244 {WINED3DFMT_R24_UNORM_X8_TYPELESS, WINED3DFMT_R24G8_TYPELESS, "DX"},
245 {WINED3DFMT_X24_TYPELESS_G8_UINT, WINED3DFMT_R24G8_TYPELESS, "XS"},
246 {WINED3DFMT_D24_UNORM_S8_UINT, WINED3DFMT_R24G8_TYPELESS, "DS"},
247 {WINED3DFMT_R8G8_SNORM, WINED3DFMT_R8G8_TYPELESS, "ii"},
248 {WINED3DFMT_R8G8_UNORM, WINED3DFMT_R8G8_TYPELESS, "uu"},
249 {WINED3DFMT_R8G8_UINT, WINED3DFMT_R8G8_TYPELESS, "UU"},
250 {WINED3DFMT_R8G8_SINT, WINED3DFMT_R8G8_TYPELESS, "II"},
251 {WINED3DFMT_D16_UNORM, WINED3DFMT_R16_TYPELESS, "D"},
252 {WINED3DFMT_R16_UNORM, WINED3DFMT_R16_TYPELESS, "u"},
253 {WINED3DFMT_R16_SNORM, WINED3DFMT_R16_TYPELESS, "i"},
254 {WINED3DFMT_R16_UINT, WINED3DFMT_R16_TYPELESS, "U"},
255 {WINED3DFMT_R16_SINT, WINED3DFMT_R16_TYPELESS, "I"},
256 {WINED3DFMT_R16_FLOAT, WINED3DFMT_R16_TYPELESS, "F"},
257 {WINED3DFMT_R8_UNORM, WINED3DFMT_R8_TYPELESS, "u"},
258 {WINED3DFMT_R8_SNORM, WINED3DFMT_R8_TYPELESS, "i"},
259 {WINED3DFMT_R8_UINT, WINED3DFMT_R8_TYPELESS, "U"},
260 {WINED3DFMT_R8_SINT, WINED3DFMT_R8_TYPELESS, "I"},
261 {WINED3DFMT_BC1_UNORM_SRGB, WINED3DFMT_BC1_TYPELESS, ""},
262 {WINED3DFMT_BC1_UNORM, WINED3DFMT_BC1_TYPELESS, ""},
263 {WINED3DFMT_BC2_UNORM_SRGB, WINED3DFMT_BC2_TYPELESS, ""},
264 {WINED3DFMT_BC2_UNORM, WINED3DFMT_BC2_TYPELESS, ""},
265 {WINED3DFMT_BC3_UNORM_SRGB, WINED3DFMT_BC3_TYPELESS, ""},
266 {WINED3DFMT_BC3_UNORM, WINED3DFMT_BC3_TYPELESS, ""},
267 {WINED3DFMT_BC4_UNORM, WINED3DFMT_BC4_TYPELESS, ""},
268 {WINED3DFMT_BC4_SNORM, WINED3DFMT_BC4_TYPELESS, ""},
269 {WINED3DFMT_BC5_UNORM, WINED3DFMT_BC5_TYPELESS, ""},
270 {WINED3DFMT_BC5_SNORM, WINED3DFMT_BC5_TYPELESS, ""},
271 {WINED3DFMT_BC6H_UF16, WINED3DFMT_BC6H_TYPELESS, ""},
272 {WINED3DFMT_BC6H_SF16, WINED3DFMT_BC6H_TYPELESS, ""},
273 {WINED3DFMT_BC7_UNORM_SRGB, WINED3DFMT_BC7_TYPELESS, ""},
274 {WINED3DFMT_BC7_UNORM, WINED3DFMT_BC7_TYPELESS, ""},
275 {WINED3DFMT_B8G8R8A8_UNORM_SRGB, WINED3DFMT_B8G8R8A8_TYPELESS, "uuuu"},
276 {WINED3DFMT_B8G8R8A8_UNORM, WINED3DFMT_B8G8R8A8_TYPELESS, "uuuu"},
277 {WINED3DFMT_B8G8R8X8_UNORM_SRGB, WINED3DFMT_B8G8R8X8_TYPELESS, "uuuX"},
278 {WINED3DFMT_B8G8R8X8_UNORM, WINED3DFMT_B8G8R8X8_TYPELESS, "uuuX"},
281 struct wined3d_typeless_format_depth_stencil_info
283 enum wined3d_format_id typeless_id;
284 enum wined3d_format_id depth_stencil_id;
285 enum wined3d_format_id depth_view_id;
286 enum wined3d_format_id stencil_view_id;
287 BOOL separate_depth_view_format;
290 static const struct wined3d_typeless_format_depth_stencil_info typeless_depth_stencil_formats[] =
292 {WINED3DFMT_R32G8X24_TYPELESS, WINED3DFMT_D32_FLOAT_S8X24_UINT,
293 WINED3DFMT_R32_FLOAT_X8X24_TYPELESS, WINED3DFMT_X32_TYPELESS_G8X24_UINT, TRUE},
294 {WINED3DFMT_R24G8_TYPELESS, WINED3DFMT_D24_UNORM_S8_UINT,
295 WINED3DFMT_R24_UNORM_X8_TYPELESS, WINED3DFMT_X24_TYPELESS_G8_UINT, TRUE},
296 {WINED3DFMT_R32_TYPELESS, WINED3DFMT_D32_FLOAT, WINED3DFMT_R32_FLOAT},
297 {WINED3DFMT_R16_TYPELESS, WINED3DFMT_D16_UNORM, WINED3DFMT_R16_UNORM},
300 struct wined3d_format_ddi_info
302 enum wined3d_format_id id;
303 D3DDDIFORMAT ddi_format;
306 static const struct wined3d_format_ddi_info ddi_formats[] =
308 {WINED3DFMT_B8G8R8_UNORM, D3DDDIFMT_R8G8B8},
309 {WINED3DFMT_B8G8R8A8_UNORM, D3DDDIFMT_A8R8G8B8},
310 {WINED3DFMT_B8G8R8X8_UNORM, D3DDDIFMT_X8R8G8B8},
311 {WINED3DFMT_B5G6R5_UNORM, D3DDDIFMT_R5G6B5},
312 {WINED3DFMT_B5G5R5X1_UNORM, D3DDDIFMT_X1R5G5B5},
313 {WINED3DFMT_B5G5R5A1_UNORM, D3DDDIFMT_A1R5G5B5},
314 {WINED3DFMT_B4G4R4A4_UNORM, D3DDDIFMT_A4R4G4B4},
315 {WINED3DFMT_B4G4R4X4_UNORM, D3DDDIFMT_X4R4G4B4},
316 {WINED3DFMT_P8_UINT, D3DDDIFMT_P8},
319 struct wined3d_format_base_flags
321 enum wined3d_format_id id;
322 DWORD flags;
325 /* The ATI2N format behaves like an uncompressed format in LockRect(), but
326 * still needs to use the correct block based calculation for e.g. the
327 * resource size. */
328 static const struct wined3d_format_base_flags format_base_flags[] =
330 {WINED3DFMT_ATI1N, WINED3DFMT_FLAG_BROKEN_PITCH},
331 {WINED3DFMT_ATI2N, WINED3DFMT_FLAG_BROKEN_PITCH},
332 {WINED3DFMT_R11G11B10_FLOAT, WINED3DFMT_FLAG_FLOAT},
333 {WINED3DFMT_D32_FLOAT, WINED3DFMT_FLAG_FLOAT},
334 {WINED3DFMT_S8_UINT_D24_FLOAT, WINED3DFMT_FLAG_FLOAT},
335 {WINED3DFMT_D32_FLOAT_S8X24_UINT, WINED3DFMT_FLAG_FLOAT},
336 {WINED3DFMT_INST, WINED3DFMT_FLAG_EXTENSION},
337 {WINED3DFMT_NULL, WINED3DFMT_FLAG_EXTENSION},
338 {WINED3DFMT_NVDB, WINED3DFMT_FLAG_EXTENSION},
339 {WINED3DFMT_RESZ, WINED3DFMT_FLAG_EXTENSION},
342 static void rgb888_from_rgb565(WORD rgb565, BYTE *r, BYTE *g, BYTE *b)
344 BYTE c;
346 /* (2⁸ - 1) / (2⁵ - 1) ≈ 2⁸ / 2⁵ + 2⁸ / 2¹⁰
347 * (2⁸ - 1) / (2⁶ - 1) ≈ 2⁸ / 2⁶ + 2⁸ / 2¹² */
348 c = rgb565 >> 11;
349 *r = (c << 3) + (c >> 2);
350 c = (rgb565 >> 5) & 0x3f;
351 *g = (c << 2) + (c >> 4);
352 c = rgb565 & 0x1f;
353 *b = (c << 3) + (c >> 2);
356 static void build_dxtn_colour_table(WORD colour0, WORD colour1,
357 DWORD colour_table[4], enum wined3d_format_id format_id)
359 unsigned int i;
360 struct
362 BYTE r, g, b;
363 } c[4];
365 rgb888_from_rgb565(colour0, &c[0].r, &c[0].g, &c[0].b);
366 rgb888_from_rgb565(colour1, &c[1].r, &c[1].g, &c[1].b);
368 if (format_id == WINED3DFMT_BC1_UNORM && colour0 <= colour1)
370 c[2].r = (c[0].r + c[1].r) / 2;
371 c[2].g = (c[0].g + c[1].g) / 2;
372 c[2].b = (c[0].b + c[1].b) / 2;
374 c[3].r = 0;
375 c[3].g = 0;
376 c[3].b = 0;
378 else
380 for (i = 0; i < 2; ++i)
382 c[i + 2].r = (2 * c[i].r + c[1 - i].r) / 3;
383 c[i + 2].g = (2 * c[i].g + c[1 - i].g) / 3;
384 c[i + 2].b = (2 * c[i].b + c[1 - i].b) / 3;
388 for (i = 0; i < 4; ++i)
390 colour_table[i] = (c[i].r << 16) | (c[i].g << 8) | c[i].b;
394 static void build_bc3_alpha_table(BYTE alpha0, BYTE alpha1, BYTE alpha_table[8])
396 unsigned int i;
398 alpha_table[0] = alpha0;
399 alpha_table[1] = alpha1;
401 if (alpha0 > alpha1)
403 for (i = 0; i < 6; ++i)
405 alpha_table[2 + i] = ((6 - i) * alpha0 + (i + 1) * alpha1) / 7;
407 return;
409 else
411 for (i = 0; i < 4; ++i)
413 alpha_table[2 + i] = ((4 - i) * alpha0 + (i + 1) * alpha1) / 5;
415 alpha_table[6] = 0x00;
416 alpha_table[7] = 0xff;
420 static void decompress_dxtn_block(const BYTE *src, BYTE *dst, unsigned int width,
421 unsigned int height, unsigned int dst_row_pitch, enum wined3d_format_id format_id)
423 const UINT64 *s = (const UINT64 *)src;
424 BOOL bc1_alpha = FALSE;
425 DWORD colour_table[4];
426 BYTE alpha_table[8];
427 UINT64 alpha_bits;
428 DWORD colour_bits;
429 unsigned int x, y;
430 BYTE colour_idx;
431 DWORD *dst_row;
432 BYTE alpha;
434 if (format_id == WINED3DFMT_BC1_UNORM)
436 WORD colour0, colour1;
438 alpha_bits = 0;
440 colour0 = s[0] & 0xffff;
441 colour1 = (s[0] >> 16) & 0xffff;
442 colour_bits = (s[0] >> 32) & 0xffffffff;
443 build_dxtn_colour_table(colour0, colour1, colour_table, format_id);
444 if (colour0 <= colour1)
445 bc1_alpha = TRUE;
447 else
449 alpha_bits = s[0];
450 if (format_id == WINED3DFMT_BC3_UNORM)
452 build_bc3_alpha_table(alpha_bits & 0xff, (alpha_bits >> 8) & 0xff, alpha_table);
453 alpha_bits >>= 16;
456 colour_bits = (s[1] >> 32) & 0xffffffff;
457 build_dxtn_colour_table(s[1] & 0xffff, (s[1] >> 16) & 0xffff, colour_table, format_id);
460 for (y = 0; y < height; ++y)
462 dst_row = (DWORD *)&dst[y * dst_row_pitch];
463 for (x = 0; x < width; ++x)
465 colour_idx = (colour_bits >> (y * 8 + x * 2)) & 0x3;
466 switch (format_id)
468 case WINED3DFMT_BC1_UNORM:
469 alpha = bc1_alpha && colour_idx == 3 ? 0x00 : 0xff;
470 break;
472 case WINED3DFMT_BC2_UNORM:
473 alpha = (alpha_bits >> (y * 16 + x * 4)) & 0xf;
474 /* (2⁸ - 1) / (2⁴ - 1) ≈ 2⁸ / 2⁴ + 2⁸ / 2⁸ */
475 alpha |= alpha << 4;
476 break;
478 case WINED3DFMT_BC3_UNORM:
479 alpha = alpha_table[(alpha_bits >> (y * 12 + x * 3)) & 0x7];
480 break;
482 default:
483 alpha = 0xff;
484 break;
486 dst_row[x] = (alpha << 24) | colour_table[colour_idx];
491 static void decompress_dxtn(const BYTE *src, BYTE *dst, unsigned int src_row_pitch,
492 unsigned int src_slice_pitch, unsigned int dst_row_pitch, unsigned int dst_slice_pitch,
493 unsigned int width, unsigned int height, unsigned int depth, enum wined3d_format_id format_id)
495 unsigned int block_byte_count, block_w, block_h;
496 const BYTE *src_row, *src_slice = src;
497 BYTE *dst_row, *dst_slice = dst;
498 unsigned int x, y, z;
500 block_byte_count = format_id == WINED3DFMT_BC1_UNORM ? 8 : 16;
502 for (z = 0; z < depth; ++z)
504 src_row = src_slice;
505 dst_row = dst_slice;
506 for (y = 0; y < height; y += 4)
508 for (x = 0; x < width; x += 4)
510 block_w = min(width - x, 4);
511 block_h = min(height - y, 4);
512 decompress_dxtn_block(&src_row[x * (block_byte_count / 4)],
513 &dst_row[x * 4], block_w, block_h, dst_row_pitch, format_id);
515 src_row += src_row_pitch;
516 dst_row += dst_row_pitch * 4;
518 src_slice += src_slice_pitch;
519 dst_slice += dst_slice_pitch;
523 static void decompress_bc3(const BYTE *src, BYTE *dst, unsigned int src_row_pitch,
524 unsigned int src_slice_pitch, unsigned int dst_row_pitch, unsigned int dst_slice_pitch,
525 unsigned int width, unsigned int height, unsigned int depth)
527 decompress_dxtn(src, dst, src_row_pitch, src_slice_pitch, dst_row_pitch,
528 dst_slice_pitch, width, height, depth, WINED3DFMT_BC3_UNORM);
531 static void decompress_bc2(const BYTE *src, BYTE *dst, unsigned int src_row_pitch,
532 unsigned int src_slice_pitch, unsigned int dst_row_pitch, unsigned int dst_slice_pitch,
533 unsigned int width, unsigned int height, unsigned int depth)
535 decompress_dxtn(src, dst, src_row_pitch, src_slice_pitch, dst_row_pitch,
536 dst_slice_pitch, width, height, depth, WINED3DFMT_BC2_UNORM);
539 static void decompress_bc1(const BYTE *src, BYTE *dst, unsigned int src_row_pitch,
540 unsigned int src_slice_pitch, unsigned int dst_row_pitch, unsigned int dst_slice_pitch,
541 unsigned int width, unsigned int height, unsigned int depth)
543 decompress_dxtn(src, dst, src_row_pitch, src_slice_pitch, dst_row_pitch,
544 dst_slice_pitch, width, height, depth, WINED3DFMT_BC1_UNORM);
547 static const struct wined3d_format_decompress_info
549 enum wined3d_format_id id;
550 void (*decompress)(const BYTE *src, BYTE *dst, unsigned int src_row_pitch, unsigned int src_slice_pitch,
551 unsigned int dst_row_pitch, unsigned int dst_slice_pitch,
552 unsigned int width, unsigned int height, unsigned int depth);
554 format_decompress_info[] =
556 {WINED3DFMT_DXT1, decompress_bc1},
557 {WINED3DFMT_DXT2, decompress_bc2},
558 {WINED3DFMT_DXT3, decompress_bc2},
559 {WINED3DFMT_DXT4, decompress_bc3},
560 {WINED3DFMT_DXT5, decompress_bc3},
561 {WINED3DFMT_BC1_UNORM, decompress_bc1},
562 {WINED3DFMT_BC2_UNORM, decompress_bc2},
563 {WINED3DFMT_BC3_UNORM, decompress_bc3},
566 struct wined3d_format_block_info
568 enum wined3d_format_id id;
569 UINT block_width;
570 UINT block_height;
571 UINT block_byte_count;
572 BOOL verify;
575 static const struct wined3d_format_block_info format_block_info[] =
577 {WINED3DFMT_DXT1, 4, 4, 8, TRUE},
578 {WINED3DFMT_DXT2, 4, 4, 16, TRUE},
579 {WINED3DFMT_DXT3, 4, 4, 16, TRUE},
580 {WINED3DFMT_DXT4, 4, 4, 16, TRUE},
581 {WINED3DFMT_DXT5, 4, 4, 16, TRUE},
582 {WINED3DFMT_BC1_UNORM, 4, 4, 8, TRUE},
583 {WINED3DFMT_BC2_UNORM, 4, 4, 16, TRUE},
584 {WINED3DFMT_BC3_UNORM, 4, 4, 16, TRUE},
585 {WINED3DFMT_BC4_UNORM, 4, 4, 8, TRUE},
586 {WINED3DFMT_BC4_SNORM, 4, 4, 8, TRUE},
587 {WINED3DFMT_BC5_UNORM, 4, 4, 16, TRUE},
588 {WINED3DFMT_BC5_SNORM, 4, 4, 16, TRUE},
589 {WINED3DFMT_BC6H_UF16, 4, 4, 16, TRUE},
590 {WINED3DFMT_BC6H_SF16, 4, 4, 16, TRUE},
591 {WINED3DFMT_BC7_UNORM, 4, 4, 16, TRUE},
592 {WINED3DFMT_ATI1N, 4, 4, 8, FALSE},
593 {WINED3DFMT_ATI2N, 4, 4, 16, FALSE},
594 {WINED3DFMT_YUY2, 2, 1, 4, FALSE},
595 {WINED3DFMT_UYVY, 2, 1, 4, FALSE},
598 struct wined3d_format_vertex_info
600 enum wined3d_format_id id;
601 enum wined3d_ffp_emit_idx emit_idx;
602 unsigned int component_count;
603 GLenum gl_vtx_type;
604 GLboolean gl_normalized;
605 enum wined3d_gl_extension extension;
608 static const struct wined3d_format_vertex_info format_vertex_info[] =
610 {WINED3DFMT_R32_FLOAT, WINED3D_FFP_EMIT_FLOAT1, 1, GL_FLOAT, GL_FALSE},
611 {WINED3DFMT_R32G32_FLOAT, WINED3D_FFP_EMIT_FLOAT2, 2, GL_FLOAT, GL_FALSE},
612 {WINED3DFMT_R32G32B32_FLOAT, WINED3D_FFP_EMIT_FLOAT3, 3, GL_FLOAT, GL_FALSE},
613 {WINED3DFMT_R32G32B32A32_FLOAT, WINED3D_FFP_EMIT_FLOAT4, 4, GL_FLOAT, GL_FALSE},
614 {WINED3DFMT_B8G8R8A8_UNORM, WINED3D_FFP_EMIT_D3DCOLOR, 4, GL_UNSIGNED_BYTE, GL_TRUE },
615 {WINED3DFMT_R8G8B8A8_UINT, WINED3D_FFP_EMIT_UBYTE4, 4, GL_UNSIGNED_BYTE, GL_FALSE},
616 {WINED3DFMT_R16G16_UINT, WINED3D_FFP_EMIT_INVALID, 2, GL_UNSIGNED_SHORT, GL_FALSE},
617 {WINED3DFMT_R16G16_SINT, WINED3D_FFP_EMIT_SHORT2, 2, GL_SHORT, GL_FALSE},
618 {WINED3DFMT_R16G16B16A16_SINT, WINED3D_FFP_EMIT_SHORT4, 4, GL_SHORT, GL_FALSE},
619 {WINED3DFMT_R8G8B8A8_UNORM, WINED3D_FFP_EMIT_UBYTE4N, 4, GL_UNSIGNED_BYTE, GL_TRUE },
620 {WINED3DFMT_R16G16_SNORM, WINED3D_FFP_EMIT_SHORT2N, 2, GL_SHORT, GL_TRUE },
621 {WINED3DFMT_R16G16B16A16_SNORM, WINED3D_FFP_EMIT_SHORT4N, 4, GL_SHORT, GL_TRUE },
622 {WINED3DFMT_R16G16_UNORM, WINED3D_FFP_EMIT_USHORT2N, 2, GL_UNSIGNED_SHORT, GL_TRUE },
623 {WINED3DFMT_R16G16B16A16_UNORM, WINED3D_FFP_EMIT_USHORT4N, 4, GL_UNSIGNED_SHORT, GL_TRUE },
624 {WINED3DFMT_R10G10B10X2_UINT, WINED3D_FFP_EMIT_UDEC3, 3, GL_UNSIGNED_SHORT, GL_FALSE},
625 {WINED3DFMT_R10G10B10X2_SNORM, WINED3D_FFP_EMIT_DEC3N, 3, GL_SHORT, GL_TRUE },
626 {WINED3DFMT_R10G10B10A2_UNORM, WINED3D_FFP_EMIT_INVALID, 4, GL_UNSIGNED_INT_2_10_10_10_REV, GL_TRUE,
627 ARB_VERTEX_TYPE_2_10_10_10_REV},
628 {WINED3DFMT_R16G16_FLOAT, WINED3D_FFP_EMIT_FLOAT16_2, 2, GL_HALF_FLOAT, GL_FALSE},
629 {WINED3DFMT_R16G16B16A16_FLOAT, WINED3D_FFP_EMIT_FLOAT16_4, 4, GL_HALF_FLOAT, GL_FALSE},
630 {WINED3DFMT_R8G8B8A8_SNORM, WINED3D_FFP_EMIT_INVALID, 4, GL_BYTE, GL_TRUE },
631 {WINED3DFMT_R8G8B8A8_SINT, WINED3D_FFP_EMIT_INVALID, 4, GL_BYTE, GL_FALSE},
632 {WINED3DFMT_R16G16B16A16_UINT, WINED3D_FFP_EMIT_INVALID, 4, GL_UNSIGNED_SHORT, GL_FALSE},
633 {WINED3DFMT_R8_UNORM, WINED3D_FFP_EMIT_INVALID, 1, GL_UNSIGNED_BYTE, GL_TRUE},
634 {WINED3DFMT_R8_UINT, WINED3D_FFP_EMIT_INVALID, 1, GL_UNSIGNED_BYTE, GL_FALSE},
635 {WINED3DFMT_R8_SINT, WINED3D_FFP_EMIT_INVALID, 1, GL_BYTE, GL_FALSE},
636 {WINED3DFMT_R16_UINT, WINED3D_FFP_EMIT_INVALID, 1, GL_UNSIGNED_SHORT, GL_FALSE},
637 {WINED3DFMT_R16_SINT, WINED3D_FFP_EMIT_INVALID, 1, GL_SHORT, GL_FALSE},
638 {WINED3DFMT_R32_UINT, WINED3D_FFP_EMIT_INVALID, 1, GL_UNSIGNED_INT, GL_FALSE},
639 {WINED3DFMT_R32_SINT, WINED3D_FFP_EMIT_INVALID, 1, GL_INT, GL_FALSE},
640 {WINED3DFMT_R32G32_UINT, WINED3D_FFP_EMIT_INVALID, 2, GL_UNSIGNED_INT, GL_FALSE},
641 {WINED3DFMT_R32G32_SINT, WINED3D_FFP_EMIT_INVALID, 2, GL_INT, GL_FALSE},
642 {WINED3DFMT_R32G32B32_UINT, WINED3D_FFP_EMIT_INVALID, 3, GL_UNSIGNED_INT, GL_FALSE},
643 {WINED3DFMT_R32G32B32A32_UINT, WINED3D_FFP_EMIT_INVALID, 4, GL_UNSIGNED_INT, GL_FALSE},
644 {WINED3DFMT_R32G32B32A32_SINT, WINED3D_FFP_EMIT_INVALID, 4, GL_INT, GL_FALSE},
647 struct wined3d_format_texture_info
649 enum wined3d_format_id id;
650 GLint gl_internal;
651 GLint gl_srgb_internal;
652 GLint gl_rt_internal;
653 GLint gl_format;
654 GLint gl_type;
655 unsigned int conv_byte_count;
656 unsigned int flags;
657 enum wined3d_gl_extension extension;
658 void (*upload)(const BYTE *src, BYTE *dst, unsigned int src_row_pitch, unsigned int src_slice_pitch,
659 unsigned int dst_row_pitch, unsigned int dst_slice_pitch,
660 unsigned int width, unsigned int height, unsigned int depth);
661 void (*download)(const BYTE *src, BYTE *dst, unsigned int src_row_pitch, unsigned int src_slice_pitch,
662 unsigned int dst_row_pitch, unsigned int dst_slice_pitch,
663 unsigned int width, unsigned int height, unsigned int depth);
664 void (*decompress)(const BYTE *src, BYTE *dst, unsigned int src_row_pitch, unsigned int src_slice_pitch,
665 unsigned int dst_row_pitch, unsigned int dst_slice_pitch,
666 unsigned int width, unsigned int height, unsigned int depth);
669 static void convert_l4a4_unorm(const BYTE *src, BYTE *dst, UINT src_row_pitch, UINT src_slice_pitch,
670 UINT dst_row_pitch, UINT dst_slice_pitch, UINT width, UINT height, UINT depth)
672 /* WINED3DFMT_L4A4_UNORM exists as an internal gl format, but for some reason there is not
673 * format+type combination to load it. Thus convert it to A8L8, then load it
674 * with A4L4 internal, but A8L8 format+type
676 unsigned int x, y, z;
677 const unsigned char *Source;
678 unsigned char *Dest;
680 for (z = 0; z < depth; z++)
682 for (y = 0; y < height; y++)
684 Source = src + z * src_slice_pitch + y * src_row_pitch;
685 Dest = dst + z * dst_slice_pitch + y * dst_row_pitch;
686 for (x = 0; x < width; x++ )
688 unsigned char color = (*Source++);
689 /* A */ Dest[1] = (color & 0xf0u) << 0;
690 /* L */ Dest[0] = (color & 0x0fu) << 4;
691 Dest += 2;
697 static void convert_r5g5_snorm_l6_unorm(const BYTE *src, BYTE *dst, UINT src_row_pitch, UINT src_slice_pitch,
698 UINT dst_row_pitch, UINT dst_slice_pitch, UINT width, UINT height, UINT depth)
700 unsigned int x, y, z;
701 unsigned char r_in, g_in, l_in;
702 const unsigned short *texel_in;
703 unsigned short *texel_out;
705 /* Emulating signed 5 bit values with unsigned 5 bit values has some precision problems by design:
706 * E.g. the signed input value 0 becomes 16. GL normalizes it to 16 / 31 = 0.516. We convert it
707 * back to a signed value by subtracting 0.5 and multiplying by 2.0. The resulting value is
708 * ((16 / 31) - 0.5) * 2.0 = 0.032, which is quite different from the intended result 0.000. */
709 for (z = 0; z < depth; z++)
711 for (y = 0; y < height; y++)
713 texel_out = (unsigned short *) (dst + z * dst_slice_pitch + y * dst_row_pitch);
714 texel_in = (const unsigned short *)(src + z * src_slice_pitch + y * src_row_pitch);
715 for (x = 0; x < width; x++ )
717 l_in = (*texel_in & 0xfc00u) >> 10;
718 g_in = (*texel_in & 0x03e0u) >> 5;
719 r_in = *texel_in & 0x001fu;
721 *texel_out = ((r_in + 16) << 11) | (l_in << 5) | (g_in + 16);
722 texel_out++;
723 texel_in++;
729 static void convert_r5g5_snorm_l6_unorm_ext(const BYTE *src, BYTE *dst, UINT src_row_pitch, UINT src_slice_pitch,
730 UINT dst_row_pitch, UINT dst_slice_pitch, UINT width, UINT height, UINT depth)
732 unsigned int x, y, z;
733 unsigned char *texel_out, r_out, g_out, r_in, g_in, l_in;
734 const unsigned short *texel_in;
736 for (z = 0; z < depth; z++)
738 for (y = 0; y < height; y++)
740 texel_in = (const unsigned short *)(src + z * src_slice_pitch + y * src_row_pitch);
741 texel_out = dst + z * dst_slice_pitch + y * dst_row_pitch;
742 for (x = 0; x < width; x++ )
744 l_in = (*texel_in & 0xfc00u) >> 10;
745 g_in = (*texel_in & 0x03e0u) >> 5;
746 r_in = *texel_in & 0x001fu;
748 r_out = r_in << 3;
749 if (!(r_in & 0x10)) /* r > 0 */
750 r_out |= r_in >> 1;
752 g_out = g_in << 3;
753 if (!(g_in & 0x10)) /* g > 0 */
754 g_out |= g_in >> 1;
756 texel_out[0] = r_out;
757 texel_out[1] = g_out;
758 texel_out[2] = l_in << 1 | l_in >> 5;
759 texel_out[3] = 0;
761 texel_out += 4;
762 texel_in++;
768 static void convert_r5g5_snorm_l6_unorm_nv(const BYTE *src, BYTE *dst, UINT src_row_pitch, UINT src_slice_pitch,
769 UINT dst_row_pitch, UINT dst_slice_pitch, UINT width, UINT height, UINT depth)
771 unsigned int x, y, z;
772 unsigned char *texel_out, ds_out, dt_out, r_in, g_in, l_in;
773 const unsigned short *texel_in;
775 /* This makes the gl surface bigger(24 bit instead of 16), but it works with
776 * fixed function and shaders without further conversion once the surface is
777 * loaded.
779 * The difference between this function and convert_r5g5_snorm_l6_unorm_ext
780 * is that convert_r5g5_snorm_l6_unorm_ext creates a 32 bit XRGB texture and
781 * this function creates a 24 bit DSDT_MAG texture. Trying to load a DSDT_MAG
782 * internal with a 32 bit DSDT_MAG_INTENSITY or DSDT_MAG_VIB format fails. */
783 for (z = 0; z < depth; z++)
785 for (y = 0; y < height; y++)
787 texel_in = (const unsigned short *)(src + z * src_slice_pitch + y * src_row_pitch);
788 texel_out = dst + z * dst_slice_pitch + y * dst_row_pitch;
789 for (x = 0; x < width; x++ )
791 l_in = (*texel_in & 0xfc00u) >> 10;
792 g_in = (*texel_in & 0x03e0u) >> 5;
793 r_in = *texel_in & 0x001fu;
795 ds_out = r_in << 3;
796 if (!(r_in & 0x10)) /* r > 0 */
797 ds_out |= r_in >> 1;
799 dt_out = g_in << 3;
800 if (!(g_in & 0x10)) /* g > 0 */
801 dt_out |= g_in >> 1;
803 texel_out[0] = ds_out;
804 texel_out[1] = dt_out;
805 texel_out[2] = l_in << 1 | l_in >> 5;
807 texel_out += 3;
808 texel_in++;
814 static void convert_r8g8_snorm(const BYTE *src, BYTE *dst, UINT src_row_pitch, UINT src_slice_pitch,
815 UINT dst_row_pitch, UINT dst_slice_pitch, UINT width, UINT height, UINT depth)
817 unsigned int x, y, z;
818 const short *Source;
819 unsigned char *Dest;
821 for (z = 0; z < depth; z++)
823 for (y = 0; y < height; y++)
825 Source = (const short *)(src + z * src_slice_pitch + y * src_row_pitch);
826 Dest = dst + z * dst_slice_pitch + y * dst_row_pitch;
827 for (x = 0; x < width; x++ )
829 const short color = (*Source++);
830 /* B */ Dest[0] = 0xff;
831 /* G */ Dest[1] = (color >> 8) + 128; /* V */
832 /* R */ Dest[2] = (color & 0xff) + 128; /* U */
833 Dest += 3;
839 static void convert_r8g8_snorm_l8x8_unorm(const BYTE *src, BYTE *dst, UINT src_row_pitch, UINT src_slice_pitch,
840 UINT dst_row_pitch, UINT dst_slice_pitch, UINT width, UINT height, UINT depth)
842 unsigned int x, y, z;
843 const DWORD *Source;
844 unsigned char *Dest;
846 /* Doesn't work correctly with the fixed function pipeline, but can work in
847 * shaders if the shader is adjusted. (There's no use for this format in gl's
848 * standard fixed function pipeline anyway).
850 for (z = 0; z < depth; z++)
852 for (y = 0; y < height; y++)
854 Source = (const DWORD *)(src + z * src_slice_pitch + y * src_row_pitch);
855 Dest = dst + z * dst_slice_pitch + y * dst_row_pitch;
856 for (x = 0; x < width; x++ )
858 LONG color = (*Source++);
859 /* B */ Dest[0] = ((color >> 16) & 0xff); /* L */
860 /* G */ Dest[1] = ((color >> 8 ) & 0xff) + 128; /* V */
861 /* R */ Dest[2] = (color & 0xff) + 128; /* U */
862 Dest += 4;
868 static void convert_r8g8_snorm_l8x8_unorm_nv(const BYTE *src, BYTE *dst, UINT src_row_pitch, UINT src_slice_pitch,
869 UINT dst_row_pitch, UINT dst_slice_pitch, UINT width, UINT height, UINT depth)
871 unsigned int x, y, z;
872 const DWORD *Source;
873 unsigned char *Dest;
875 /* This implementation works with the fixed function pipeline and shaders
876 * without further modification after converting the surface.
878 for (z = 0; z < depth; z++)
880 for (y = 0; y < height; y++)
882 Source = (const DWORD *)(src + z * src_slice_pitch + y * src_row_pitch);
883 Dest = dst + z * dst_slice_pitch + y * dst_row_pitch;
884 for (x = 0; x < width; x++ )
886 LONG color = (*Source++);
887 /* L */ Dest[2] = ((color >> 16) & 0xff); /* L */
888 /* V */ Dest[1] = ((color >> 8 ) & 0xff); /* V */
889 /* U */ Dest[0] = (color & 0xff); /* U */
890 /* I */ Dest[3] = 255; /* X */
891 Dest += 4;
897 static void convert_r8g8b8a8_snorm(const BYTE *src, BYTE *dst, UINT src_row_pitch, UINT src_slice_pitch,
898 UINT dst_row_pitch, UINT dst_slice_pitch, UINT width, UINT height, UINT depth)
900 unsigned int x, y, z;
901 const DWORD *Source;
902 unsigned char *Dest;
904 for (z = 0; z < depth; z++)
906 for (y = 0; y < height; y++)
908 Source = (const DWORD *)(src + z * src_slice_pitch + y * src_row_pitch);
909 Dest = dst + z * dst_slice_pitch + y * dst_row_pitch;
910 for (x = 0; x < width; x++ )
912 LONG color = (*Source++);
913 /* B */ Dest[0] = ((color >> 16) & 0xff) + 128; /* W */
914 /* G */ Dest[1] = ((color >> 8 ) & 0xff) + 128; /* V */
915 /* R */ Dest[2] = (color & 0xff) + 128; /* U */
916 /* A */ Dest[3] = ((color >> 24) & 0xff) + 128; /* Q */
917 Dest += 4;
923 static void convert_r16g16_snorm(const BYTE *src, BYTE *dst, UINT src_row_pitch, UINT src_slice_pitch,
924 UINT dst_row_pitch, UINT dst_slice_pitch, UINT width, UINT height, UINT depth)
926 unsigned int x, y, z;
927 const DWORD *Source;
928 unsigned short *Dest;
930 for (z = 0; z < depth; z++)
932 for (y = 0; y < height; y++)
934 Source = (const DWORD *)(src + z * src_slice_pitch + y * src_row_pitch);
935 Dest = (unsigned short *) (dst + z * dst_slice_pitch + y * dst_row_pitch);
936 for (x = 0; x < width; x++ )
938 const DWORD color = (*Source++);
939 /* B */ Dest[0] = 0xffff;
940 /* G */ Dest[1] = (color >> 16) + 32768; /* V */
941 /* R */ Dest[2] = (color & 0xffff) + 32768; /* U */
942 Dest += 3;
948 static void convert_r16g16(const BYTE *src, BYTE *dst, UINT src_row_pitch, UINT src_slice_pitch,
949 UINT dst_row_pitch, UINT dst_slice_pitch, UINT width, UINT height, UINT depth)
951 unsigned int x, y, z;
952 const WORD *Source;
953 WORD *Dest;
955 for (z = 0; z < depth; z++)
957 for (y = 0; y < height; y++)
959 Source = (const WORD *)(src + z * src_slice_pitch + y * src_row_pitch);
960 Dest = (WORD *) (dst + z * dst_slice_pitch + y * dst_row_pitch);
961 for (x = 0; x < width; x++ )
963 WORD green = (*Source++);
964 WORD red = (*Source++);
965 Dest[0] = green;
966 Dest[1] = red;
967 /* Strictly speaking not correct for R16G16F, but it doesn't matter because the
968 * shader overwrites it anyway */
969 Dest[2] = 0xffff;
970 Dest += 3;
976 static void convert_r32g32_float(const BYTE *src, BYTE *dst, UINT src_row_pitch, UINT src_slice_pitch,
977 UINT dst_row_pitch, UINT dst_slice_pitch, UINT width, UINT height, UINT depth)
979 unsigned int x, y, z;
980 const float *Source;
981 float *Dest;
983 for (z = 0; z < depth; z++)
985 for (y = 0; y < height; y++)
987 Source = (const float *)(src + z * src_slice_pitch + y * src_row_pitch);
988 Dest = (float *) (dst + z * dst_slice_pitch + y * dst_row_pitch);
989 for (x = 0; x < width; x++ )
991 float green = (*Source++);
992 float red = (*Source++);
993 Dest[0] = green;
994 Dest[1] = red;
995 Dest[2] = 1.0f;
996 Dest += 3;
1002 static void convert_s1_uint_d15_unorm(const BYTE *src, BYTE *dst, UINT src_row_pitch, UINT src_slice_pitch,
1003 UINT dst_row_pitch, UINT dst_slice_pitch, UINT width, UINT height, UINT depth)
1005 unsigned int x, y, z;
1007 for (z = 0; z < depth; z++)
1009 for (y = 0; y < height; ++y)
1011 const WORD *source = (const WORD *)(src + z * src_slice_pitch + y * src_row_pitch);
1012 DWORD *dest = (DWORD *)(dst + z * dst_slice_pitch + y * dst_row_pitch);
1014 for (x = 0; x < width; ++x)
1016 /* The depth data is normalized, so needs to be scaled,
1017 * the stencil data isn't. Scale depth data by
1018 * (2^24-1)/(2^15-1) ~~ (2^9 + 2^-6). */
1019 WORD d15 = source[x] >> 1;
1020 DWORD d24 = (d15 << 9) + (d15 >> 6);
1021 dest[x] = (d24 << 8) | (source[x] & 0x1);
1027 static void convert_s4x4_uint_d24_unorm(const BYTE *src, BYTE *dst, UINT src_row_pitch, UINT src_slice_pitch,
1028 UINT dst_row_pitch, UINT dst_slice_pitch, UINT width, UINT height, UINT depth)
1030 unsigned int x, y, z;
1032 for (z = 0; z < depth; z++)
1034 for (y = 0; y < height; ++y)
1036 const DWORD *source = (const DWORD *)(src + z * src_slice_pitch + y * src_row_pitch);
1037 DWORD *dest = (DWORD *)(dst + z * dst_slice_pitch + y * dst_row_pitch);
1039 for (x = 0; x < width; ++x)
1041 /* Just need to clear out the X4 part. */
1042 dest[x] = source[x] & ~0xf0;
1048 static void convert_s8_uint_d24_float(const BYTE *src, BYTE *dst, UINT src_row_pitch, UINT src_slice_pitch,
1049 UINT dst_row_pitch, UINT dst_slice_pitch, UINT width, UINT height, UINT depth)
1051 unsigned int x, y, z;
1053 for (z = 0; z < depth; z++)
1055 for (y = 0; y < height; ++y)
1057 const DWORD *source = (const DWORD *)(src + z * src_slice_pitch + y * src_row_pitch);
1058 float *dest_f = (float *)(dst + z * dst_slice_pitch + y * dst_row_pitch);
1059 DWORD *dest_s = (DWORD *)dest_f;
1061 for (x = 0; x < width; ++x)
1063 dest_f[x * 2] = float_24_to_32((source[x] & 0xffffff00u) >> 8);
1064 dest_s[x * 2 + 1] = source[x] & 0xff;
1070 static void x8_d24_unorm_upload(const BYTE *src, BYTE *dst,
1071 unsigned int src_row_pitch, unsigned int src_slice_pitch,
1072 unsigned int dst_row_pitch, unsigned int dst_slice_pitch,
1073 unsigned int width, unsigned int height, unsigned int depth)
1075 unsigned int x, y, z;
1077 for (z = 0; z < depth; ++z)
1079 for (y = 0; y < height; ++y)
1081 const DWORD *source = (const DWORD *)(src + z * src_slice_pitch + y * src_row_pitch);
1082 DWORD *dest = (DWORD *)(dst + z * dst_slice_pitch + y * dst_row_pitch);
1084 for (x = 0; x < width; ++x)
1086 dest[x] = source[x] << 8 | ((source[x] >> 16) & 0xff);
1092 static void x8_d24_unorm_download(const BYTE *src, BYTE *dst,
1093 unsigned int src_row_pitch, unsigned int src_slice_pitch,
1094 unsigned int dst_row_pitch, unsigned int dst_slice_pitch,
1095 unsigned int width, unsigned int height, unsigned int depth)
1097 unsigned int x, y, z;
1099 for (z = 0; z < depth; ++z)
1101 for (y = 0; y < height; ++y)
1103 const DWORD *source = (const DWORD *)(src + z * src_slice_pitch + y * src_row_pitch);
1104 DWORD *dest = (DWORD *)(dst + z * dst_slice_pitch + y * dst_row_pitch);
1106 for (x = 0; x < width; ++x)
1108 dest[x] = source[x] >> 8;
1114 static BOOL color_in_range(const struct wined3d_color_key *color_key, DWORD color)
1116 /* FIXME: Is this really how color keys are supposed to work? I think it
1117 * makes more sense to compare the individual channels. */
1118 return color >= color_key->color_space_low_value
1119 && color <= color_key->color_space_high_value;
1122 static void convert_b5g6r5_unorm_b5g5r5a1_unorm_color_key(const BYTE *src, unsigned int src_pitch,
1123 BYTE *dst, unsigned int dst_pitch, unsigned int width, unsigned int height,
1124 const struct wined3d_color_key *color_key)
1126 const WORD *src_row;
1127 unsigned int x, y;
1128 WORD *dst_row;
1130 for (y = 0; y < height; ++y)
1132 src_row = (WORD *)&src[src_pitch * y];
1133 dst_row = (WORD *)&dst[dst_pitch * y];
1134 for (x = 0; x < width; ++x)
1136 WORD src_color = src_row[x];
1137 if (!color_in_range(color_key, src_color))
1138 dst_row[x] = 0x8000u | ((src_color & 0xffc0u) >> 1) | (src_color & 0x1fu);
1139 else
1140 dst_row[x] = ((src_color & 0xffc0u) >> 1) | (src_color & 0x1fu);
1145 static void convert_b5g5r5x1_unorm_b5g5r5a1_unorm_color_key(const BYTE *src, unsigned int src_pitch,
1146 BYTE *dst, unsigned int dst_pitch, unsigned int width, unsigned int height,
1147 const struct wined3d_color_key *color_key)
1149 const WORD *src_row;
1150 unsigned int x, y;
1151 WORD *dst_row;
1153 for (y = 0; y < height; ++y)
1155 src_row = (WORD *)&src[src_pitch * y];
1156 dst_row = (WORD *)&dst[dst_pitch * y];
1157 for (x = 0; x < width; ++x)
1159 WORD src_color = src_row[x];
1160 if (color_in_range(color_key, src_color))
1161 dst_row[x] = src_color & ~0x8000;
1162 else
1163 dst_row[x] = src_color | 0x8000;
1168 static void convert_b8g8r8_unorm_b8g8r8a8_unorm_color_key(const BYTE *src, unsigned int src_pitch,
1169 BYTE *dst, unsigned int dst_pitch, unsigned int width, unsigned int height,
1170 const struct wined3d_color_key *color_key)
1172 const BYTE *src_row;
1173 unsigned int x, y;
1174 DWORD *dst_row;
1176 for (y = 0; y < height; ++y)
1178 src_row = &src[src_pitch * y];
1179 dst_row = (DWORD *)&dst[dst_pitch * y];
1180 for (x = 0; x < width; ++x)
1182 DWORD src_color = (src_row[x * 3 + 2] << 16) | (src_row[x * 3 + 1] << 8) | src_row[x * 3];
1183 if (!color_in_range(color_key, src_color))
1184 dst_row[x] = src_color | 0xff000000;
1189 static void convert_b8g8r8x8_unorm_b8g8r8a8_unorm_color_key(const BYTE *src, unsigned int src_pitch,
1190 BYTE *dst, unsigned int dst_pitch, unsigned int width, unsigned int height,
1191 const struct wined3d_color_key *color_key)
1193 const DWORD *src_row;
1194 unsigned int x, y;
1195 DWORD *dst_row;
1197 for (y = 0; y < height; ++y)
1199 src_row = (DWORD *)&src[src_pitch * y];
1200 dst_row = (DWORD *)&dst[dst_pitch * y];
1201 for (x = 0; x < width; ++x)
1203 DWORD src_color = src_row[x];
1204 if (color_in_range(color_key, src_color))
1205 dst_row[x] = src_color & ~0xff000000;
1206 else
1207 dst_row[x] = src_color | 0xff000000;
1212 static void convert_b8g8r8a8_unorm_b8g8r8a8_unorm_color_key(const BYTE *src, unsigned int src_pitch,
1213 BYTE *dst, unsigned int dst_pitch, unsigned int width, unsigned int height,
1214 const struct wined3d_color_key *color_key)
1216 const DWORD *src_row;
1217 unsigned int x, y;
1218 DWORD *dst_row;
1220 for (y = 0; y < height; ++y)
1222 src_row = (DWORD *)&src[src_pitch * y];
1223 dst_row = (DWORD *)&dst[dst_pitch * y];
1224 for (x = 0; x < width; ++x)
1226 DWORD src_color = src_row[x];
1227 if (color_in_range(color_key, src_color))
1228 src_color &= ~0xff000000;
1229 dst_row[x] = src_color;
1234 const struct wined3d_color_key_conversion * wined3d_format_get_color_key_conversion(
1235 const struct wined3d_texture *texture, BOOL need_alpha_ck)
1237 const struct wined3d_format *format = texture->resource.format;
1238 unsigned int i;
1240 static const struct
1242 enum wined3d_format_id src_format;
1243 struct wined3d_color_key_conversion conversion;
1245 color_key_info[] =
1247 {WINED3DFMT_B5G6R5_UNORM, {WINED3DFMT_B5G5R5A1_UNORM, convert_b5g6r5_unorm_b5g5r5a1_unorm_color_key }},
1248 {WINED3DFMT_B5G5R5X1_UNORM, {WINED3DFMT_B5G5R5A1_UNORM, convert_b5g5r5x1_unorm_b5g5r5a1_unorm_color_key }},
1249 {WINED3DFMT_B8G8R8_UNORM, {WINED3DFMT_B8G8R8A8_UNORM, convert_b8g8r8_unorm_b8g8r8a8_unorm_color_key }},
1250 {WINED3DFMT_B8G8R8X8_UNORM, {WINED3DFMT_B8G8R8A8_UNORM, convert_b8g8r8x8_unorm_b8g8r8a8_unorm_color_key }},
1251 {WINED3DFMT_B8G8R8A8_UNORM, {WINED3DFMT_B8G8R8A8_UNORM, convert_b8g8r8a8_unorm_b8g8r8a8_unorm_color_key }},
1254 if (need_alpha_ck && (texture->async.flags & WINED3D_TEXTURE_ASYNC_COLOR_KEY))
1256 for (i = 0; i < ARRAY_SIZE(color_key_info); ++i)
1258 if (color_key_info[i].src_format == format->id)
1259 return &color_key_info[i].conversion;
1262 FIXME("Color-keying not supported with format %s.\n", debug_d3dformat(format->id));
1265 return NULL;
1268 /* The following formats explicitly don't have WINED3DFMT_FLAG_TEXTURE set:
1270 * These are never supported on native.
1271 * WINED3DFMT_B8G8R8_UNORM
1272 * WINED3DFMT_B2G3R3_UNORM
1273 * WINED3DFMT_L4A4_UNORM
1274 * WINED3DFMT_S1_UINT_D15_UNORM
1275 * WINED3DFMT_S4X4_UINT_D24_UNORM
1277 * Only some Geforce/Voodoo3/G400 cards offer 8-bit textures in case of ddraw.
1278 * Since it is not widely available, don't offer it. Further no Windows driver
1279 * offers WINED3DFMT_P8_UINT_A8_NORM, so don't offer it either.
1280 * WINED3DFMT_P8_UINT
1281 * WINED3DFMT_P8_UINT_A8_UNORM
1283 * These formats seem to be similar to the HILO formats in
1284 * GL_NV_texture_shader. NVHU is said to be GL_UNSIGNED_HILO16,
1285 * NVHS GL_SIGNED_HILO16. Rumours say that D3D computes a 3rd channel
1286 * similarly to D3DFMT_CxV8U8 (So NVHS could be called D3DFMT_CxV16U16). ATI
1287 * refused to support formats which can easily be emulated with pixel shaders,
1288 * so applications have to deal with not having NVHS and NVHU.
1289 * WINED3DFMT_NVHU
1290 * WINED3DFMT_NVHS */
1291 static const struct wined3d_format_texture_info format_texture_info[] =
1293 /* format id gl_internal gl_srgb_internal gl_rt_internal
1294 gl_format gl_type conv_byte_count
1295 flags
1296 extension upload download */
1297 /* FourCC formats */
1298 /* GL_APPLE_ycbcr_422 claims that its '2YUV' format, which is supported via the UNSIGNED_SHORT_8_8_REV_APPLE type
1299 * is equivalent to 'UYVY' format on Windows, and the 'YUVS' via UNSIGNED_SHORT_8_8_APPLE equates to 'YUY2'. The
1300 * d3d9 test however shows that the opposite is true. Since the extension is from 2002, it predates the x86 based
1301 * Macs, so probably the endianness differs. This could be tested as soon as we have a Windows and MacOS on a big
1302 * endian machine
1304 {WINED3DFMT_UYVY, GL_RG8, GL_RG8, 0,
1305 GL_RG, GL_UNSIGNED_BYTE, 0,
1306 WINED3DFMT_FLAG_FILTERING,
1307 ARB_TEXTURE_RG, NULL},
1308 {WINED3DFMT_UYVY, GL_LUMINANCE8_ALPHA8, GL_LUMINANCE8_ALPHA8, 0,
1309 GL_LUMINANCE_ALPHA, GL_UNSIGNED_BYTE, 0,
1310 WINED3DFMT_FLAG_FILTERING,
1311 WINED3D_GL_LEGACY_CONTEXT, NULL},
1312 {WINED3DFMT_UYVY, GL_RGB, GL_RGB, 0,
1313 GL_YCBCR_422_APPLE, GL_UNSIGNED_SHORT_8_8_APPLE, 0,
1314 WINED3DFMT_FLAG_TEXTURE | WINED3DFMT_FLAG_FILTERING,
1315 APPLE_YCBCR_422, NULL},
1316 {WINED3DFMT_YUY2, GL_RG8, GL_RG8, 0,
1317 GL_RG, GL_UNSIGNED_BYTE, 0,
1318 WINED3DFMT_FLAG_FILTERING,
1319 ARB_TEXTURE_RG, NULL},
1320 {WINED3DFMT_YUY2, GL_LUMINANCE8_ALPHA8, GL_LUMINANCE8_ALPHA8, 0,
1321 GL_LUMINANCE_ALPHA, GL_UNSIGNED_BYTE, 0,
1322 WINED3DFMT_FLAG_FILTERING,
1323 WINED3D_GL_LEGACY_CONTEXT, NULL},
1324 {WINED3DFMT_YUY2, GL_RGB, GL_RGB, 0,
1325 GL_YCBCR_422_APPLE, GL_UNSIGNED_SHORT_8_8_REV_APPLE, 0,
1326 WINED3DFMT_FLAG_TEXTURE | WINED3DFMT_FLAG_FILTERING,
1327 APPLE_YCBCR_422, NULL},
1328 {WINED3DFMT_YV12, GL_R8, GL_R8, 0,
1329 GL_RED, GL_UNSIGNED_BYTE, 0,
1330 WINED3DFMT_FLAG_FILTERING,
1331 ARB_TEXTURE_RG, NULL},
1332 {WINED3DFMT_YV12, GL_ALPHA8, GL_ALPHA8, 0,
1333 GL_ALPHA, GL_UNSIGNED_BYTE, 0,
1334 WINED3DFMT_FLAG_FILTERING,
1335 WINED3D_GL_LEGACY_CONTEXT, NULL},
1336 {WINED3DFMT_NV12, GL_R8, GL_R8, 0,
1337 GL_RED, GL_UNSIGNED_BYTE, 0,
1338 WINED3DFMT_FLAG_FILTERING,
1339 ARB_TEXTURE_RG, NULL},
1340 {WINED3DFMT_NV12, GL_ALPHA8, GL_ALPHA8, 0,
1341 GL_ALPHA, GL_UNSIGNED_BYTE, 0,
1342 WINED3DFMT_FLAG_FILTERING,
1343 WINED3D_GL_LEGACY_CONTEXT, NULL},
1344 {WINED3DFMT_DXT1, GL_COMPRESSED_RGBA_S3TC_DXT1_EXT, GL_COMPRESSED_SRGB_ALPHA_S3TC_DXT1_EXT, 0,
1345 GL_RGBA, GL_UNSIGNED_BYTE, 0,
1346 WINED3DFMT_FLAG_TEXTURE | WINED3DFMT_FLAG_POSTPIXELSHADER_BLENDING | WINED3DFMT_FLAG_FILTERING
1347 | WINED3DFMT_FLAG_SRGB_READ | WINED3DFMT_FLAG_COMPRESSED,
1348 EXT_TEXTURE_COMPRESSION_S3TC, NULL},
1349 {WINED3DFMT_DXT2, GL_COMPRESSED_RGBA_S3TC_DXT3_EXT, GL_COMPRESSED_SRGB_ALPHA_S3TC_DXT3_EXT, 0,
1350 GL_RGBA, GL_UNSIGNED_BYTE, 0,
1351 WINED3DFMT_FLAG_TEXTURE | WINED3DFMT_FLAG_POSTPIXELSHADER_BLENDING | WINED3DFMT_FLAG_FILTERING
1352 | WINED3DFMT_FLAG_SRGB_READ | WINED3DFMT_FLAG_COMPRESSED,
1353 EXT_TEXTURE_COMPRESSION_S3TC, NULL},
1354 {WINED3DFMT_DXT3, GL_COMPRESSED_RGBA_S3TC_DXT3_EXT, GL_COMPRESSED_SRGB_ALPHA_S3TC_DXT3_EXT, 0,
1355 GL_RGBA, GL_UNSIGNED_BYTE, 0,
1356 WINED3DFMT_FLAG_TEXTURE | WINED3DFMT_FLAG_POSTPIXELSHADER_BLENDING | WINED3DFMT_FLAG_FILTERING
1357 | WINED3DFMT_FLAG_SRGB_READ | WINED3DFMT_FLAG_COMPRESSED,
1358 EXT_TEXTURE_COMPRESSION_S3TC, NULL},
1359 {WINED3DFMT_DXT4, GL_COMPRESSED_RGBA_S3TC_DXT5_EXT, GL_COMPRESSED_SRGB_ALPHA_S3TC_DXT5_EXT, 0,
1360 GL_RGBA, GL_UNSIGNED_BYTE, 0,
1361 WINED3DFMT_FLAG_TEXTURE | WINED3DFMT_FLAG_POSTPIXELSHADER_BLENDING | WINED3DFMT_FLAG_FILTERING
1362 | WINED3DFMT_FLAG_SRGB_READ | WINED3DFMT_FLAG_COMPRESSED,
1363 EXT_TEXTURE_COMPRESSION_S3TC, NULL},
1364 {WINED3DFMT_DXT5, GL_COMPRESSED_RGBA_S3TC_DXT5_EXT, GL_COMPRESSED_SRGB_ALPHA_S3TC_DXT5_EXT, 0,
1365 GL_RGBA, GL_UNSIGNED_BYTE, 0,
1366 WINED3DFMT_FLAG_TEXTURE | WINED3DFMT_FLAG_POSTPIXELSHADER_BLENDING | WINED3DFMT_FLAG_FILTERING
1367 | WINED3DFMT_FLAG_SRGB_READ | WINED3DFMT_FLAG_COMPRESSED,
1368 EXT_TEXTURE_COMPRESSION_S3TC, NULL},
1369 {WINED3DFMT_BC1_UNORM, GL_COMPRESSED_RGBA_S3TC_DXT1_EXT, GL_COMPRESSED_SRGB_ALPHA_S3TC_DXT1_EXT, 0,
1370 GL_RGBA, GL_UNSIGNED_BYTE, 0,
1371 WINED3DFMT_FLAG_TEXTURE | WINED3DFMT_FLAG_POSTPIXELSHADER_BLENDING | WINED3DFMT_FLAG_FILTERING
1372 | WINED3DFMT_FLAG_COMPRESSED,
1373 EXT_TEXTURE_COMPRESSION_S3TC, NULL},
1374 {WINED3DFMT_BC2_UNORM, GL_COMPRESSED_RGBA_S3TC_DXT3_EXT, GL_COMPRESSED_SRGB_ALPHA_S3TC_DXT3_EXT, 0,
1375 GL_RGBA, GL_UNSIGNED_BYTE, 0,
1376 WINED3DFMT_FLAG_TEXTURE | WINED3DFMT_FLAG_POSTPIXELSHADER_BLENDING | WINED3DFMT_FLAG_FILTERING
1377 | WINED3DFMT_FLAG_COMPRESSED,
1378 EXT_TEXTURE_COMPRESSION_S3TC, NULL},
1379 {WINED3DFMT_BC3_UNORM, GL_COMPRESSED_RGBA_S3TC_DXT5_EXT, GL_COMPRESSED_SRGB_ALPHA_S3TC_DXT5_EXT, 0,
1380 GL_RGBA, GL_UNSIGNED_BYTE, 0,
1381 WINED3DFMT_FLAG_TEXTURE | WINED3DFMT_FLAG_POSTPIXELSHADER_BLENDING | WINED3DFMT_FLAG_FILTERING
1382 | WINED3DFMT_FLAG_COMPRESSED,
1383 EXT_TEXTURE_COMPRESSION_S3TC, NULL},
1384 {WINED3DFMT_BC4_UNORM, GL_COMPRESSED_RED_RGTC1, GL_COMPRESSED_RED_RGTC1, 0,
1385 GL_RED, GL_UNSIGNED_BYTE, 0,
1386 WINED3DFMT_FLAG_TEXTURE | WINED3DFMT_FLAG_POSTPIXELSHADER_BLENDING | WINED3DFMT_FLAG_FILTERING
1387 | WINED3DFMT_FLAG_COMPRESSED,
1388 ARB_TEXTURE_COMPRESSION_RGTC, NULL},
1389 {WINED3DFMT_BC4_SNORM, GL_COMPRESSED_SIGNED_RED_RGTC1, GL_COMPRESSED_SIGNED_RED_RGTC1, 0,
1390 GL_RED, GL_UNSIGNED_BYTE, 0,
1391 WINED3DFMT_FLAG_TEXTURE | WINED3DFMT_FLAG_POSTPIXELSHADER_BLENDING | WINED3DFMT_FLAG_FILTERING
1392 | WINED3DFMT_FLAG_COMPRESSED,
1393 ARB_TEXTURE_COMPRESSION_RGTC, NULL},
1394 {WINED3DFMT_BC5_UNORM, GL_COMPRESSED_RG_RGTC2, GL_COMPRESSED_RG_RGTC2, 0,
1395 GL_RG, GL_UNSIGNED_BYTE, 0,
1396 WINED3DFMT_FLAG_TEXTURE | WINED3DFMT_FLAG_POSTPIXELSHADER_BLENDING | WINED3DFMT_FLAG_FILTERING
1397 | WINED3DFMT_FLAG_COMPRESSED,
1398 ARB_TEXTURE_COMPRESSION_RGTC, NULL},
1399 {WINED3DFMT_BC5_SNORM, GL_COMPRESSED_SIGNED_RG_RGTC2, GL_COMPRESSED_SIGNED_RG_RGTC2, 0,
1400 GL_RG, GL_UNSIGNED_BYTE, 0,
1401 WINED3DFMT_FLAG_TEXTURE | WINED3DFMT_FLAG_POSTPIXELSHADER_BLENDING | WINED3DFMT_FLAG_FILTERING
1402 | WINED3DFMT_FLAG_COMPRESSED,
1403 ARB_TEXTURE_COMPRESSION_RGTC, NULL},
1404 {WINED3DFMT_BC6H_UF16, GL_COMPRESSED_RGB_BPTC_UNSIGNED_FLOAT_ARB, GL_COMPRESSED_RGB_BPTC_UNSIGNED_FLOAT_ARB, 0,
1405 GL_RGB, GL_UNSIGNED_BYTE, 0,
1406 WINED3DFMT_FLAG_TEXTURE | WINED3DFMT_FLAG_POSTPIXELSHADER_BLENDING | WINED3DFMT_FLAG_FILTERING
1407 | WINED3DFMT_FLAG_COMPRESSED,
1408 ARB_TEXTURE_COMPRESSION_BPTC, NULL},
1409 {WINED3DFMT_BC6H_SF16, GL_COMPRESSED_RGB_BPTC_SIGNED_FLOAT_ARB, GL_COMPRESSED_RGB_BPTC_SIGNED_FLOAT_ARB, 0,
1410 GL_RGB, GL_UNSIGNED_BYTE, 0,
1411 WINED3DFMT_FLAG_TEXTURE | WINED3DFMT_FLAG_POSTPIXELSHADER_BLENDING | WINED3DFMT_FLAG_FILTERING
1412 | WINED3DFMT_FLAG_COMPRESSED,
1413 ARB_TEXTURE_COMPRESSION_BPTC, NULL},
1414 {WINED3DFMT_BC7_UNORM, GL_COMPRESSED_RGBA_BPTC_UNORM_ARB, GL_COMPRESSED_SRGB_ALPHA_BPTC_UNORM_ARB, 0,
1415 GL_RGBA, GL_UNSIGNED_BYTE, 0,
1416 WINED3DFMT_FLAG_TEXTURE | WINED3DFMT_FLAG_POSTPIXELSHADER_BLENDING | WINED3DFMT_FLAG_FILTERING
1417 | WINED3DFMT_FLAG_COMPRESSED,
1418 ARB_TEXTURE_COMPRESSION_BPTC, NULL},
1419 /* IEEE formats */
1420 {WINED3DFMT_R32_FLOAT, GL_RGB32F_ARB, GL_RGB32F_ARB, 0,
1421 GL_RED, GL_FLOAT, 0,
1422 WINED3DFMT_FLAG_TEXTURE | WINED3DFMT_FLAG_RENDERTARGET | WINED3DFMT_FLAG_VTF,
1423 ARB_TEXTURE_FLOAT, NULL},
1424 {WINED3DFMT_R32_FLOAT, GL_R32F, GL_R32F, 0,
1425 GL_RED, GL_FLOAT, 0,
1426 WINED3DFMT_FLAG_TEXTURE | WINED3DFMT_FLAG_RENDERTARGET | WINED3DFMT_FLAG_VTF,
1427 ARB_TEXTURE_RG, NULL},
1428 {WINED3DFMT_R32G32_FLOAT, GL_RGB32F_ARB, GL_RGB32F_ARB, 0,
1429 GL_RGB, GL_FLOAT, 12,
1430 WINED3DFMT_FLAG_TEXTURE | WINED3DFMT_FLAG_RENDERTARGET | WINED3DFMT_FLAG_VTF,
1431 ARB_TEXTURE_FLOAT, convert_r32g32_float},
1432 {WINED3DFMT_R32G32_FLOAT, GL_RG32F, GL_RG32F, 0,
1433 GL_RG, GL_FLOAT, 0,
1434 WINED3DFMT_FLAG_TEXTURE | WINED3DFMT_FLAG_RENDERTARGET | WINED3DFMT_FLAG_VTF,
1435 ARB_TEXTURE_RG, NULL},
1436 {WINED3DFMT_R32G32B32_FLOAT, GL_RGB32F, GL_RGB32F, 0,
1437 GL_RGB, GL_FLOAT, 0,
1438 WINED3DFMT_FLAG_TEXTURE | WINED3DFMT_FLAG_RENDERTARGET,
1439 ARB_TEXTURE_FLOAT, NULL},
1440 {WINED3DFMT_R32G32B32A32_FLOAT, GL_RGBA32F_ARB, GL_RGBA32F_ARB, 0,
1441 GL_RGBA, GL_FLOAT, 0,
1442 WINED3DFMT_FLAG_TEXTURE | WINED3DFMT_FLAG_RENDERTARGET | WINED3DFMT_FLAG_VTF,
1443 ARB_TEXTURE_FLOAT, NULL},
1444 /* Float */
1445 {WINED3DFMT_R16_FLOAT, GL_RGB16F_ARB, GL_RGB16F_ARB, 0,
1446 GL_RED, GL_HALF_FLOAT_ARB, 0,
1447 WINED3DFMT_FLAG_TEXTURE | WINED3DFMT_FLAG_RENDERTARGET | WINED3DFMT_FLAG_VTF,
1448 ARB_TEXTURE_FLOAT, NULL},
1449 {WINED3DFMT_R16_FLOAT, GL_R16F, GL_R16F, 0,
1450 GL_RED, GL_HALF_FLOAT_ARB, 0,
1451 WINED3DFMT_FLAG_TEXTURE | WINED3DFMT_FLAG_RENDERTARGET | WINED3DFMT_FLAG_VTF,
1452 ARB_TEXTURE_RG, NULL},
1453 {WINED3DFMT_R16G16_FLOAT, GL_RGB16F_ARB, GL_RGB16F_ARB, 0,
1454 GL_RGB, GL_HALF_FLOAT_ARB, 6,
1455 WINED3DFMT_FLAG_TEXTURE | WINED3DFMT_FLAG_RENDERTARGET | WINED3DFMT_FLAG_VTF,
1456 ARB_TEXTURE_FLOAT, convert_r16g16},
1457 {WINED3DFMT_R16G16_FLOAT, GL_RG16F, GL_RG16F, 0,
1458 GL_RG, GL_HALF_FLOAT_ARB, 0,
1459 WINED3DFMT_FLAG_TEXTURE | WINED3DFMT_FLAG_RENDERTARGET | WINED3DFMT_FLAG_VTF,
1460 ARB_TEXTURE_RG, NULL},
1461 {WINED3DFMT_R16G16B16A16_FLOAT, GL_RGBA16F_ARB, GL_RGBA16F_ARB, 0,
1462 GL_RGBA, GL_HALF_FLOAT_ARB, 0,
1463 WINED3DFMT_FLAG_TEXTURE | WINED3DFMT_FLAG_POSTPIXELSHADER_BLENDING | WINED3DFMT_FLAG_RENDERTARGET
1464 | WINED3DFMT_FLAG_VTF,
1465 ARB_TEXTURE_FLOAT, NULL},
1466 {WINED3DFMT_R11G11B10_FLOAT, GL_R11F_G11F_B10F, GL_R11F_G11F_B10F, 0,
1467 GL_RGB, GL_UNSIGNED_INT_10F_11F_11F_REV, 0,
1468 WINED3DFMT_FLAG_TEXTURE | WINED3DFMT_FLAG_POSTPIXELSHADER_BLENDING | WINED3DFMT_FLAG_RENDERTARGET,
1469 EXT_PACKED_FLOAT},
1470 /* Palettized formats */
1471 {WINED3DFMT_P8_UINT, GL_R8, GL_R8, 0,
1472 GL_RED, GL_UNSIGNED_BYTE, 0,
1474 ARB_TEXTURE_RG, NULL},
1475 {WINED3DFMT_P8_UINT, GL_ALPHA8, GL_ALPHA8, 0,
1476 GL_ALPHA, GL_UNSIGNED_BYTE, 0,
1478 WINED3D_GL_LEGACY_CONTEXT, NULL},
1479 /* Standard ARGB formats */
1480 {WINED3DFMT_B8G8R8_UNORM, GL_RGB8, GL_RGB8, 0,
1481 GL_BGR, GL_UNSIGNED_BYTE, 0,
1482 WINED3DFMT_FLAG_POSTPIXELSHADER_BLENDING | WINED3DFMT_FLAG_FILTERING | WINED3DFMT_FLAG_RENDERTARGET,
1483 WINED3D_GL_EXT_NONE, NULL},
1484 {WINED3DFMT_B8G8R8A8_UNORM, GL_RGBA8, GL_SRGB8_ALPHA8_EXT, 0,
1485 GL_BGRA, GL_UNSIGNED_INT_8_8_8_8_REV, 0,
1486 WINED3DFMT_FLAG_TEXTURE | WINED3DFMT_FLAG_POSTPIXELSHADER_BLENDING | WINED3DFMT_FLAG_FILTERING
1487 | WINED3DFMT_FLAG_RENDERTARGET | WINED3DFMT_FLAG_SRGB_READ | WINED3DFMT_FLAG_SRGB_WRITE
1488 | WINED3DFMT_FLAG_VTF,
1489 WINED3D_GL_EXT_NONE, NULL},
1490 {WINED3DFMT_B8G8R8X8_UNORM, GL_RGB8, GL_SRGB8_EXT, 0,
1491 GL_BGRA, GL_UNSIGNED_INT_8_8_8_8_REV, 0,
1492 WINED3DFMT_FLAG_TEXTURE | WINED3DFMT_FLAG_POSTPIXELSHADER_BLENDING | WINED3DFMT_FLAG_FILTERING
1493 | WINED3DFMT_FLAG_RENDERTARGET | WINED3DFMT_FLAG_SRGB_READ | WINED3DFMT_FLAG_SRGB_WRITE,
1494 WINED3D_GL_EXT_NONE, NULL},
1495 {WINED3DFMT_B5G6R5_UNORM, GL_RGB5, GL_RGB5, GL_RGB8,
1496 GL_RGB, GL_UNSIGNED_SHORT_5_6_5, 0,
1497 WINED3DFMT_FLAG_TEXTURE | WINED3DFMT_FLAG_POSTPIXELSHADER_BLENDING | WINED3DFMT_FLAG_FILTERING
1498 | WINED3DFMT_FLAG_RENDERTARGET,
1499 WINED3D_GL_EXT_NONE, NULL},
1500 {WINED3DFMT_B5G6R5_UNORM, GL_RGB565, GL_RGB565, GL_RGB8,
1501 GL_RGB, GL_UNSIGNED_SHORT_5_6_5, 0,
1502 WINED3DFMT_FLAG_TEXTURE | WINED3DFMT_FLAG_POSTPIXELSHADER_BLENDING | WINED3DFMT_FLAG_FILTERING
1503 | WINED3DFMT_FLAG_RENDERTARGET,
1504 ARB_ES2_COMPATIBILITY, NULL},
1505 {WINED3DFMT_B5G5R5X1_UNORM, GL_RGB5, GL_RGB5, 0,
1506 GL_BGRA, GL_UNSIGNED_SHORT_1_5_5_5_REV, 0,
1507 WINED3DFMT_FLAG_TEXTURE | WINED3DFMT_FLAG_POSTPIXELSHADER_BLENDING | WINED3DFMT_FLAG_FILTERING
1508 | WINED3DFMT_FLAG_RENDERTARGET,
1509 WINED3D_GL_EXT_NONE, NULL},
1510 {WINED3DFMT_B5G5R5A1_UNORM, GL_RGB5_A1, GL_RGB5_A1, 0,
1511 GL_BGRA, GL_UNSIGNED_SHORT_1_5_5_5_REV, 0,
1512 WINED3DFMT_FLAG_TEXTURE | WINED3DFMT_FLAG_POSTPIXELSHADER_BLENDING | WINED3DFMT_FLAG_FILTERING,
1513 WINED3D_GL_EXT_NONE, NULL},
1514 {WINED3DFMT_B4G4R4A4_UNORM, GL_RGBA4, GL_SRGB8_ALPHA8_EXT, 0,
1515 GL_BGRA, GL_UNSIGNED_SHORT_4_4_4_4_REV, 0,
1516 WINED3DFMT_FLAG_TEXTURE | WINED3DFMT_FLAG_POSTPIXELSHADER_BLENDING | WINED3DFMT_FLAG_FILTERING
1517 | WINED3DFMT_FLAG_SRGB_READ,
1518 WINED3D_GL_EXT_NONE, NULL},
1519 {WINED3DFMT_B2G3R3_UNORM, GL_R3_G3_B2, GL_R3_G3_B2, 0,
1520 GL_RGB, GL_UNSIGNED_BYTE_3_3_2, 0,
1521 WINED3DFMT_FLAG_POSTPIXELSHADER_BLENDING | WINED3DFMT_FLAG_FILTERING,
1522 WINED3D_GL_EXT_NONE, NULL},
1523 {WINED3DFMT_R8_UNORM, GL_R8, GL_R8, 0,
1524 GL_RED, GL_UNSIGNED_BYTE, 0,
1525 WINED3DFMT_FLAG_TEXTURE | WINED3DFMT_FLAG_POSTPIXELSHADER_BLENDING | WINED3DFMT_FLAG_FILTERING
1526 | WINED3DFMT_FLAG_RENDERTARGET | WINED3DFMT_FLAG_VTF,
1527 ARB_TEXTURE_RG, NULL},
1528 {WINED3DFMT_A8_UNORM, GL_R8, GL_R8, 0,
1529 GL_RED, GL_UNSIGNED_BYTE, 0,
1530 WINED3DFMT_FLAG_TEXTURE | WINED3DFMT_FLAG_POSTPIXELSHADER_BLENDING | WINED3DFMT_FLAG_FILTERING,
1531 ARB_TEXTURE_RG, NULL},
1532 {WINED3DFMT_A8_UNORM, GL_ALPHA8, GL_ALPHA8, 0,
1533 GL_ALPHA, GL_UNSIGNED_BYTE, 0,
1534 WINED3DFMT_FLAG_TEXTURE | WINED3DFMT_FLAG_POSTPIXELSHADER_BLENDING | WINED3DFMT_FLAG_FILTERING,
1535 WINED3D_GL_LEGACY_CONTEXT, NULL},
1536 {WINED3DFMT_B4G4R4X4_UNORM, GL_RGB4, GL_RGB4, 0,
1537 GL_BGRA, GL_UNSIGNED_SHORT_4_4_4_4_REV, 0,
1538 WINED3DFMT_FLAG_TEXTURE | WINED3DFMT_FLAG_POSTPIXELSHADER_BLENDING | WINED3DFMT_FLAG_FILTERING,
1539 WINED3D_GL_EXT_NONE, NULL},
1540 {WINED3DFMT_R10G10B10A2_UNORM, GL_RGB10_A2, GL_RGB10_A2, 0,
1541 GL_RGBA, GL_UNSIGNED_INT_2_10_10_10_REV, 0,
1542 WINED3DFMT_FLAG_TEXTURE | WINED3DFMT_FLAG_POSTPIXELSHADER_BLENDING | WINED3DFMT_FLAG_FILTERING
1543 | WINED3DFMT_FLAG_RENDERTARGET,
1544 WINED3D_GL_EXT_NONE, NULL},
1545 {WINED3DFMT_R8G8B8A8_UNORM, GL_RGBA8, GL_SRGB8_ALPHA8_EXT, 0,
1546 GL_RGBA, GL_UNSIGNED_INT_8_8_8_8_REV, 0,
1547 WINED3DFMT_FLAG_TEXTURE | WINED3DFMT_FLAG_POSTPIXELSHADER_BLENDING | WINED3DFMT_FLAG_FILTERING
1548 | WINED3DFMT_FLAG_RENDERTARGET | WINED3DFMT_FLAG_SRGB_READ | WINED3DFMT_FLAG_SRGB_WRITE
1549 | WINED3DFMT_FLAG_VTF,
1550 WINED3D_GL_EXT_NONE, NULL},
1551 {WINED3DFMT_R8G8B8A8_UINT, GL_RGBA8UI, GL_RGBA8UI, 0,
1552 GL_RGBA_INTEGER, GL_UNSIGNED_INT_8_8_8_8_REV, 0,
1553 WINED3DFMT_FLAG_TEXTURE | WINED3DFMT_FLAG_RENDERTARGET,
1554 ARB_TEXTURE_RGB10_A2UI, NULL},
1555 {WINED3DFMT_R8G8B8A8_SINT, GL_RGBA8I, GL_RGBA8I, 0,
1556 GL_RGBA_INTEGER, GL_BYTE, 0,
1557 WINED3DFMT_FLAG_TEXTURE | WINED3DFMT_FLAG_RENDERTARGET,
1558 EXT_TEXTURE_INTEGER, NULL},
1559 {WINED3DFMT_R8G8B8X8_UNORM, GL_RGB8, GL_RGB8, 0,
1560 GL_RGBA, GL_UNSIGNED_INT_8_8_8_8_REV, 0,
1561 WINED3DFMT_FLAG_TEXTURE | WINED3DFMT_FLAG_POSTPIXELSHADER_BLENDING | WINED3DFMT_FLAG_FILTERING,
1562 WINED3D_GL_EXT_NONE, NULL},
1563 {WINED3DFMT_R16G16_UNORM, GL_RGB16, GL_RGB16, GL_RGBA16,
1564 GL_RGB, GL_UNSIGNED_SHORT, 6,
1565 WINED3DFMT_FLAG_TEXTURE | WINED3DFMT_FLAG_POSTPIXELSHADER_BLENDING | WINED3DFMT_FLAG_FILTERING,
1566 WINED3D_GL_EXT_NONE, convert_r16g16},
1567 {WINED3DFMT_R16G16_UNORM, GL_RG16, GL_RG16, 0,
1568 GL_RG, GL_UNSIGNED_SHORT, 0,
1569 WINED3DFMT_FLAG_TEXTURE | WINED3DFMT_FLAG_POSTPIXELSHADER_BLENDING | WINED3DFMT_FLAG_FILTERING
1570 | WINED3DFMT_FLAG_RENDERTARGET,
1571 ARB_TEXTURE_RG, NULL},
1572 {WINED3DFMT_B10G10R10A2_UNORM, GL_RGB10_A2, GL_RGB10_A2, 0,
1573 GL_BGRA, GL_UNSIGNED_INT_2_10_10_10_REV, 0,
1574 WINED3DFMT_FLAG_TEXTURE | WINED3DFMT_FLAG_POSTPIXELSHADER_BLENDING | WINED3DFMT_FLAG_FILTERING
1575 | WINED3DFMT_FLAG_RENDERTARGET,
1576 WINED3D_GL_EXT_NONE, NULL},
1577 {WINED3DFMT_R16G16B16A16_UNORM, GL_RGBA16, GL_RGBA16, 0,
1578 GL_RGBA, GL_UNSIGNED_SHORT, 0,
1579 WINED3DFMT_FLAG_TEXTURE | WINED3DFMT_FLAG_POSTPIXELSHADER_BLENDING | WINED3DFMT_FLAG_FILTERING
1580 | WINED3DFMT_FLAG_RENDERTARGET,
1581 WINED3D_GL_EXT_NONE, NULL},
1582 {WINED3DFMT_R8G8_UNORM, GL_RG8, GL_RG8, 0,
1583 GL_RG, GL_UNSIGNED_BYTE, 0,
1584 WINED3DFMT_FLAG_TEXTURE | WINED3DFMT_FLAG_POSTPIXELSHADER_BLENDING | WINED3DFMT_FLAG_FILTERING
1585 | WINED3DFMT_FLAG_RENDERTARGET,
1586 ARB_TEXTURE_RG, NULL},
1587 {WINED3DFMT_R8G8_UINT, GL_RG8UI, GL_RG8UI, 0,
1588 GL_RG_INTEGER, GL_UNSIGNED_BYTE, 0,
1589 WINED3DFMT_FLAG_TEXTURE | WINED3DFMT_FLAG_RENDERTARGET,
1590 ARB_TEXTURE_RG, NULL},
1591 {WINED3DFMT_R8G8_SINT, GL_RG8I, GL_RG8I, 0,
1592 GL_RG_INTEGER, GL_BYTE, 0,
1593 WINED3DFMT_FLAG_TEXTURE | WINED3DFMT_FLAG_RENDERTARGET,
1594 ARB_TEXTURE_RG, NULL},
1595 {WINED3DFMT_R16G16B16A16_UINT, GL_RGBA16UI, GL_RGBA16UI, 0,
1596 GL_RGBA_INTEGER, GL_UNSIGNED_SHORT, 0,
1597 WINED3DFMT_FLAG_TEXTURE | WINED3DFMT_FLAG_RENDERTARGET,
1598 EXT_TEXTURE_INTEGER, NULL},
1599 {WINED3DFMT_R16G16B16A16_SINT, GL_RGBA16I, GL_RGBA16I, 0,
1600 GL_RGBA_INTEGER, GL_SHORT, 0,
1601 WINED3DFMT_FLAG_TEXTURE | WINED3DFMT_FLAG_RENDERTARGET,
1602 EXT_TEXTURE_INTEGER, NULL},
1603 {WINED3DFMT_R32G32_UINT, GL_RG32UI, GL_RG32UI, 0,
1604 GL_RG_INTEGER, GL_UNSIGNED_INT, 0,
1605 WINED3DFMT_FLAG_TEXTURE | WINED3DFMT_FLAG_RENDERTARGET,
1606 ARB_TEXTURE_RG, NULL},
1607 {WINED3DFMT_R32G32_SINT, GL_RG32I, GL_RG32I, 0,
1608 GL_RG_INTEGER, GL_INT, 0,
1609 WINED3DFMT_FLAG_TEXTURE | WINED3DFMT_FLAG_RENDERTARGET,
1610 ARB_TEXTURE_RG, NULL},
1611 {WINED3DFMT_R16G16_UINT, GL_RG16UI, GL_RG16UI, 0,
1612 GL_RG_INTEGER, GL_UNSIGNED_SHORT, 0,
1613 WINED3DFMT_FLAG_TEXTURE | WINED3DFMT_FLAG_RENDERTARGET,
1614 ARB_TEXTURE_RG, NULL},
1615 {WINED3DFMT_R16G16_SINT, GL_RG16I, GL_RG16I, 0,
1616 GL_RG_INTEGER, GL_SHORT, 0,
1617 WINED3DFMT_FLAG_TEXTURE | WINED3DFMT_FLAG_RENDERTARGET,
1618 ARB_TEXTURE_RG, NULL},
1619 {WINED3DFMT_R32_UINT, GL_R32UI, GL_R32UI, 0,
1620 GL_RED_INTEGER, GL_UNSIGNED_INT, 0,
1621 WINED3DFMT_FLAG_TEXTURE | WINED3DFMT_FLAG_RENDERTARGET,
1622 ARB_TEXTURE_RG, NULL},
1623 {WINED3DFMT_R32_SINT, GL_R32I, GL_R32I, 0,
1624 GL_RED_INTEGER, GL_INT, 0,
1625 WINED3DFMT_FLAG_TEXTURE | WINED3DFMT_FLAG_RENDERTARGET,
1626 ARB_TEXTURE_RG, NULL},
1627 {WINED3DFMT_R16_UNORM, GL_R16, GL_R16, 0,
1628 GL_RED, GL_UNSIGNED_SHORT, 0,
1629 WINED3DFMT_FLAG_TEXTURE | WINED3DFMT_FLAG_POSTPIXELSHADER_BLENDING | WINED3DFMT_FLAG_FILTERING
1630 | WINED3DFMT_FLAG_RENDERTARGET,
1631 ARB_TEXTURE_RG, NULL},
1632 {WINED3DFMT_R16_UINT, GL_R16UI, GL_R16UI, 0,
1633 GL_RED_INTEGER, GL_UNSIGNED_SHORT, 0,
1634 WINED3DFMT_FLAG_TEXTURE | WINED3DFMT_FLAG_RENDERTARGET,
1635 ARB_TEXTURE_RG, NULL},
1636 {WINED3DFMT_R16_SINT, GL_R16I, GL_R16I, 0,
1637 GL_RED_INTEGER, GL_SHORT, 0,
1638 WINED3DFMT_FLAG_TEXTURE | WINED3DFMT_FLAG_RENDERTARGET,
1639 ARB_TEXTURE_RG, NULL},
1640 {WINED3DFMT_R8_UINT, GL_R8UI, GL_R8UI, 0,
1641 GL_RED_INTEGER, GL_UNSIGNED_BYTE, 0,
1642 WINED3DFMT_FLAG_TEXTURE | WINED3DFMT_FLAG_RENDERTARGET,
1643 ARB_TEXTURE_RG, NULL},
1644 {WINED3DFMT_R8_SINT, GL_R8I, GL_R8I, 0,
1645 GL_RED_INTEGER, GL_BYTE, 0,
1646 WINED3DFMT_FLAG_TEXTURE | WINED3DFMT_FLAG_RENDERTARGET,
1647 ARB_TEXTURE_RG, NULL},
1648 /* Luminance */
1649 {WINED3DFMT_L8_UNORM, GL_LUMINANCE8, GL_SLUMINANCE8_EXT, 0,
1650 GL_LUMINANCE, GL_UNSIGNED_BYTE, 0,
1651 WINED3DFMT_FLAG_TEXTURE | WINED3DFMT_FLAG_POSTPIXELSHADER_BLENDING | WINED3DFMT_FLAG_FILTERING
1652 | WINED3DFMT_FLAG_SRGB_READ,
1653 WINED3D_GL_LEGACY_CONTEXT, NULL},
1654 {WINED3DFMT_L8_UNORM, GL_R8, GL_R8, 0,
1655 GL_RED, GL_UNSIGNED_BYTE, 0,
1656 WINED3DFMT_FLAG_TEXTURE | WINED3DFMT_FLAG_POSTPIXELSHADER_BLENDING | WINED3DFMT_FLAG_FILTERING
1657 | WINED3DFMT_FLAG_RENDERTARGET,
1658 ARB_TEXTURE_RG, NULL},
1659 {WINED3DFMT_L8A8_UNORM, GL_RG8, GL_RG8, 0,
1660 GL_RG, GL_UNSIGNED_BYTE, 0,
1661 WINED3DFMT_FLAG_TEXTURE | WINED3DFMT_FLAG_POSTPIXELSHADER_BLENDING | WINED3DFMT_FLAG_FILTERING,
1662 ARB_TEXTURE_RG, NULL},
1663 {WINED3DFMT_L8A8_UNORM, GL_LUMINANCE8_ALPHA8, GL_SLUMINANCE8_ALPHA8_EXT, 0,
1664 GL_LUMINANCE_ALPHA, GL_UNSIGNED_BYTE, 0,
1665 WINED3DFMT_FLAG_TEXTURE | WINED3DFMT_FLAG_POSTPIXELSHADER_BLENDING | WINED3DFMT_FLAG_FILTERING
1666 | WINED3DFMT_FLAG_SRGB_READ,
1667 WINED3D_GL_LEGACY_CONTEXT, NULL},
1668 {WINED3DFMT_L4A4_UNORM, GL_RG8, GL_RG8, 0,
1669 GL_RG, GL_UNSIGNED_BYTE, 2,
1670 WINED3DFMT_FLAG_FILTERING,
1671 ARB_TEXTURE_RG, convert_l4a4_unorm},
1672 {WINED3DFMT_L4A4_UNORM, GL_LUMINANCE4_ALPHA4, GL_LUMINANCE4_ALPHA4, 0,
1673 GL_LUMINANCE_ALPHA, GL_UNSIGNED_BYTE, 2,
1674 WINED3DFMT_FLAG_FILTERING,
1675 WINED3D_GL_LEGACY_CONTEXT, convert_l4a4_unorm},
1676 {WINED3DFMT_L16_UNORM, GL_R16, GL_R16, 0,
1677 GL_RED, GL_UNSIGNED_SHORT, 0,
1678 WINED3DFMT_FLAG_TEXTURE | WINED3DFMT_FLAG_POSTPIXELSHADER_BLENDING | WINED3DFMT_FLAG_FILTERING,
1679 ARB_TEXTURE_RG, NULL},
1680 {WINED3DFMT_L16_UNORM, GL_LUMINANCE16, GL_LUMINANCE16, 0,
1681 GL_LUMINANCE, GL_UNSIGNED_SHORT, 0,
1682 WINED3DFMT_FLAG_TEXTURE | WINED3DFMT_FLAG_POSTPIXELSHADER_BLENDING | WINED3DFMT_FLAG_FILTERING,
1683 WINED3D_GL_LEGACY_CONTEXT, NULL},
1684 /* Bump mapping stuff */
1685 {WINED3DFMT_R8G8_SNORM, GL_RGB8, GL_RGB8, 0,
1686 GL_BGR, GL_UNSIGNED_BYTE, 3,
1687 WINED3DFMT_FLAG_TEXTURE | WINED3DFMT_FLAG_POSTPIXELSHADER_BLENDING | WINED3DFMT_FLAG_FILTERING
1688 | WINED3DFMT_FLAG_BUMPMAP,
1689 WINED3D_GL_EXT_NONE, convert_r8g8_snorm},
1690 {WINED3DFMT_R8G8_SNORM, GL_DSDT8_NV, GL_DSDT8_NV, 0,
1691 GL_DSDT_NV, GL_BYTE, 0,
1692 WINED3DFMT_FLAG_TEXTURE | WINED3DFMT_FLAG_POSTPIXELSHADER_BLENDING | WINED3DFMT_FLAG_FILTERING
1693 | WINED3DFMT_FLAG_BUMPMAP,
1694 NV_TEXTURE_SHADER, NULL},
1695 {WINED3DFMT_R8G8_SNORM, GL_RG8_SNORM, GL_RG8_SNORM, 0,
1696 GL_RG, GL_BYTE, 0,
1697 WINED3DFMT_FLAG_TEXTURE | WINED3DFMT_FLAG_POSTPIXELSHADER_BLENDING | WINED3DFMT_FLAG_FILTERING
1698 | WINED3DFMT_FLAG_RENDERTARGET | WINED3DFMT_FLAG_BUMPMAP,
1699 EXT_TEXTURE_SNORM, NULL},
1700 {WINED3DFMT_R5G5_SNORM_L6_UNORM, GL_RGB5, GL_RGB5, 0,
1701 GL_RGB, GL_UNSIGNED_SHORT_5_6_5, 2,
1702 WINED3DFMT_FLAG_TEXTURE | WINED3DFMT_FLAG_POSTPIXELSHADER_BLENDING | WINED3DFMT_FLAG_FILTERING
1703 | WINED3DFMT_FLAG_BUMPMAP,
1704 WINED3D_GL_EXT_NONE, convert_r5g5_snorm_l6_unorm},
1705 {WINED3DFMT_R5G5_SNORM_L6_UNORM, GL_DSDT8_MAG8_NV, GL_DSDT8_MAG8_NV, 0,
1706 GL_DSDT_MAG_NV, GL_BYTE, 3,
1707 WINED3DFMT_FLAG_TEXTURE | WINED3DFMT_FLAG_POSTPIXELSHADER_BLENDING | WINED3DFMT_FLAG_FILTERING
1708 | WINED3DFMT_FLAG_BUMPMAP,
1709 NV_TEXTURE_SHADER, convert_r5g5_snorm_l6_unorm_nv},
1710 {WINED3DFMT_R5G5_SNORM_L6_UNORM, GL_RGB8_SNORM, GL_RGB8_SNORM, 0,
1711 GL_RGBA, GL_BYTE, 4,
1712 WINED3DFMT_FLAG_TEXTURE | WINED3DFMT_FLAG_POSTPIXELSHADER_BLENDING | WINED3DFMT_FLAG_FILTERING
1713 | WINED3DFMT_FLAG_BUMPMAP,
1714 EXT_TEXTURE_SNORM, convert_r5g5_snorm_l6_unorm_ext},
1715 {WINED3DFMT_R8G8_SNORM_L8X8_UNORM, GL_RGB8, GL_RGB8, 0,
1716 GL_BGRA, GL_UNSIGNED_INT_8_8_8_8_REV, 4,
1717 WINED3DFMT_FLAG_TEXTURE | WINED3DFMT_FLAG_POSTPIXELSHADER_BLENDING | WINED3DFMT_FLAG_FILTERING
1718 | WINED3DFMT_FLAG_BUMPMAP,
1719 WINED3D_GL_EXT_NONE, convert_r8g8_snorm_l8x8_unorm},
1720 {WINED3DFMT_R8G8_SNORM_L8X8_UNORM, GL_DSDT8_MAG8_INTENSITY8_NV, GL_DSDT8_MAG8_INTENSITY8_NV, 0,
1721 GL_DSDT_MAG_VIB_NV, GL_UNSIGNED_INT_8_8_S8_S8_REV_NV, 4,
1722 WINED3DFMT_FLAG_TEXTURE | WINED3DFMT_FLAG_POSTPIXELSHADER_BLENDING | WINED3DFMT_FLAG_FILTERING
1723 | WINED3DFMT_FLAG_BUMPMAP,
1724 NV_TEXTURE_SHADER, convert_r8g8_snorm_l8x8_unorm_nv},
1725 {WINED3DFMT_R8G8B8A8_SNORM, GL_RGBA8, GL_RGBA8, 0,
1726 GL_BGRA, GL_UNSIGNED_BYTE, 4,
1727 WINED3DFMT_FLAG_TEXTURE | WINED3DFMT_FLAG_POSTPIXELSHADER_BLENDING | WINED3DFMT_FLAG_FILTERING
1728 | WINED3DFMT_FLAG_BUMPMAP,
1729 WINED3D_GL_EXT_NONE, convert_r8g8b8a8_snorm},
1730 {WINED3DFMT_R8G8B8A8_SNORM, GL_SIGNED_RGBA8_NV, GL_SIGNED_RGBA8_NV, 0,
1731 GL_RGBA, GL_BYTE, 0,
1732 WINED3DFMT_FLAG_TEXTURE | WINED3DFMT_FLAG_POSTPIXELSHADER_BLENDING | WINED3DFMT_FLAG_FILTERING
1733 | WINED3DFMT_FLAG_BUMPMAP,
1734 NV_TEXTURE_SHADER, NULL},
1735 {WINED3DFMT_R8G8B8A8_SNORM, GL_RGBA8_SNORM, GL_RGBA8_SNORM, 0,
1736 GL_RGBA, GL_BYTE, 0,
1737 WINED3DFMT_FLAG_TEXTURE | WINED3DFMT_FLAG_POSTPIXELSHADER_BLENDING | WINED3DFMT_FLAG_FILTERING
1738 | WINED3DFMT_FLAG_RENDERTARGET | WINED3DFMT_FLAG_BUMPMAP,
1739 EXT_TEXTURE_SNORM, NULL},
1740 {WINED3DFMT_R16G16_SNORM, GL_RGB16, GL_RGB16, 0,
1741 GL_BGR, GL_UNSIGNED_SHORT, 6,
1742 WINED3DFMT_FLAG_TEXTURE | WINED3DFMT_FLAG_POSTPIXELSHADER_BLENDING | WINED3DFMT_FLAG_FILTERING
1743 | WINED3DFMT_FLAG_BUMPMAP,
1744 WINED3D_GL_EXT_NONE, convert_r16g16_snorm},
1745 {WINED3DFMT_R16G16_SNORM, GL_SIGNED_HILO16_NV, GL_SIGNED_HILO16_NV, 0,
1746 GL_HILO_NV, GL_SHORT, 0,
1747 WINED3DFMT_FLAG_TEXTURE | WINED3DFMT_FLAG_POSTPIXELSHADER_BLENDING | WINED3DFMT_FLAG_FILTERING
1748 | WINED3DFMT_FLAG_BUMPMAP,
1749 NV_TEXTURE_SHADER, NULL},
1750 {WINED3DFMT_R16G16_SNORM, GL_RG16_SNORM, GL_RG16_SNORM, 0,
1751 GL_RG, GL_SHORT, 0,
1752 WINED3DFMT_FLAG_TEXTURE | WINED3DFMT_FLAG_POSTPIXELSHADER_BLENDING | WINED3DFMT_FLAG_FILTERING
1753 | WINED3DFMT_FLAG_RENDERTARGET | WINED3DFMT_FLAG_BUMPMAP,
1754 EXT_TEXTURE_SNORM, NULL},
1755 {WINED3DFMT_R16G16B16A16_SNORM, GL_RGBA16_SNORM, GL_RGBA16_SNORM, 0,
1756 GL_RGBA, GL_SHORT, 0,
1757 WINED3DFMT_FLAG_TEXTURE | WINED3DFMT_FLAG_POSTPIXELSHADER_BLENDING | WINED3DFMT_FLAG_FILTERING
1758 | WINED3DFMT_FLAG_RENDERTARGET,
1759 EXT_TEXTURE_SNORM, NULL},
1760 {WINED3DFMT_R16_SNORM, GL_R16_SNORM, GL_R16_SNORM, 0,
1761 GL_RED, GL_SHORT, 0,
1762 WINED3DFMT_FLAG_TEXTURE | WINED3DFMT_FLAG_POSTPIXELSHADER_BLENDING | WINED3DFMT_FLAG_FILTERING
1763 | WINED3DFMT_FLAG_RENDERTARGET,
1764 EXT_TEXTURE_SNORM, NULL},
1765 {WINED3DFMT_R8_SNORM, GL_R8_SNORM, GL_R8_SNORM, 0,
1766 GL_RED, GL_BYTE, 0,
1767 WINED3DFMT_FLAG_TEXTURE | WINED3DFMT_FLAG_POSTPIXELSHADER_BLENDING | WINED3DFMT_FLAG_FILTERING
1768 | WINED3DFMT_FLAG_RENDERTARGET,
1769 EXT_TEXTURE_SNORM, NULL},
1770 /* Depth stencil formats */
1771 {WINED3DFMT_D16_LOCKABLE, GL_DEPTH_COMPONENT, GL_DEPTH_COMPONENT, 0,
1772 GL_DEPTH_COMPONENT, GL_UNSIGNED_SHORT, 0,
1773 WINED3DFMT_FLAG_DEPTH,
1774 WINED3D_GL_EXT_NONE, NULL},
1775 {WINED3DFMT_D16_LOCKABLE, GL_DEPTH_COMPONENT16, GL_DEPTH_COMPONENT16, 0,
1776 GL_DEPTH_COMPONENT, GL_UNSIGNED_SHORT, 0,
1777 WINED3DFMT_FLAG_TEXTURE | WINED3DFMT_FLAG_DEPTH | WINED3DFMT_FLAG_SHADOW,
1778 ARB_DEPTH_TEXTURE, NULL},
1779 {WINED3DFMT_D32_UNORM, GL_DEPTH_COMPONENT, GL_DEPTH_COMPONENT, 0,
1780 GL_DEPTH_COMPONENT, GL_UNSIGNED_INT, 0,
1781 WINED3DFMT_FLAG_DEPTH,
1782 WINED3D_GL_EXT_NONE, NULL},
1783 {WINED3DFMT_D32_UNORM, GL_DEPTH_COMPONENT32_ARB, GL_DEPTH_COMPONENT32_ARB, 0,
1784 GL_DEPTH_COMPONENT, GL_UNSIGNED_INT, 0,
1785 WINED3DFMT_FLAG_TEXTURE | WINED3DFMT_FLAG_DEPTH | WINED3DFMT_FLAG_SHADOW,
1786 ARB_DEPTH_TEXTURE, NULL},
1787 {WINED3DFMT_S1_UINT_D15_UNORM, GL_DEPTH_COMPONENT16, GL_DEPTH_COMPONENT16, 0,
1788 GL_DEPTH_COMPONENT, GL_UNSIGNED_SHORT, 0,
1789 WINED3DFMT_FLAG_DEPTH | WINED3DFMT_FLAG_SHADOW,
1790 ARB_DEPTH_TEXTURE, NULL},
1791 {WINED3DFMT_S1_UINT_D15_UNORM, GL_DEPTH24_STENCIL8_EXT, GL_DEPTH24_STENCIL8_EXT, 0,
1792 GL_DEPTH_STENCIL_EXT, GL_UNSIGNED_INT_24_8_EXT, 4,
1793 WINED3DFMT_FLAG_DEPTH | WINED3DFMT_FLAG_STENCIL | WINED3DFMT_FLAG_SHADOW,
1794 EXT_PACKED_DEPTH_STENCIL, convert_s1_uint_d15_unorm},
1795 {WINED3DFMT_S1_UINT_D15_UNORM, GL_DEPTH24_STENCIL8, GL_DEPTH24_STENCIL8, 0,
1796 GL_DEPTH_STENCIL, GL_UNSIGNED_INT_24_8, 4,
1797 WINED3DFMT_FLAG_DEPTH | WINED3DFMT_FLAG_STENCIL | WINED3DFMT_FLAG_SHADOW,
1798 ARB_FRAMEBUFFER_OBJECT, convert_s1_uint_d15_unorm},
1799 {WINED3DFMT_D24_UNORM_S8_UINT, GL_DEPTH_COMPONENT24_ARB, GL_DEPTH_COMPONENT24_ARB, 0,
1800 GL_DEPTH_COMPONENT, GL_UNSIGNED_INT, 0,
1801 WINED3DFMT_FLAG_TEXTURE | WINED3DFMT_FLAG_POSTPIXELSHADER_BLENDING | WINED3DFMT_FLAG_FILTERING
1802 | WINED3DFMT_FLAG_DEPTH | WINED3DFMT_FLAG_SHADOW,
1803 ARB_DEPTH_TEXTURE, NULL},
1804 {WINED3DFMT_D24_UNORM_S8_UINT, GL_DEPTH24_STENCIL8_EXT, GL_DEPTH24_STENCIL8_EXT, 0,
1805 GL_DEPTH_STENCIL_EXT, GL_UNSIGNED_INT_24_8_EXT, 0,
1806 WINED3DFMT_FLAG_TEXTURE | WINED3DFMT_FLAG_POSTPIXELSHADER_BLENDING | WINED3DFMT_FLAG_FILTERING
1807 | WINED3DFMT_FLAG_DEPTH | WINED3DFMT_FLAG_STENCIL | WINED3DFMT_FLAG_SHADOW,
1808 EXT_PACKED_DEPTH_STENCIL, NULL},
1809 {WINED3DFMT_D24_UNORM_S8_UINT, GL_DEPTH24_STENCIL8, GL_DEPTH24_STENCIL8, 0,
1810 GL_DEPTH_STENCIL, GL_UNSIGNED_INT_24_8, 0,
1811 WINED3DFMT_FLAG_TEXTURE | WINED3DFMT_FLAG_POSTPIXELSHADER_BLENDING | WINED3DFMT_FLAG_FILTERING
1812 | WINED3DFMT_FLAG_DEPTH | WINED3DFMT_FLAG_STENCIL | WINED3DFMT_FLAG_SHADOW,
1813 ARB_FRAMEBUFFER_OBJECT, NULL},
1814 {WINED3DFMT_X8D24_UNORM, GL_DEPTH_COMPONENT, GL_DEPTH_COMPONENT, 0,
1815 GL_DEPTH_COMPONENT, GL_UNSIGNED_INT, 4,
1816 WINED3DFMT_FLAG_DEPTH,
1817 WINED3D_GL_EXT_NONE, x8_d24_unorm_upload, x8_d24_unorm_download},
1818 {WINED3DFMT_X8D24_UNORM, GL_DEPTH_COMPONENT24_ARB, GL_DEPTH_COMPONENT24_ARB, 0,
1819 GL_DEPTH_COMPONENT, GL_UNSIGNED_INT, 4,
1820 WINED3DFMT_FLAG_TEXTURE | WINED3DFMT_FLAG_POSTPIXELSHADER_BLENDING | WINED3DFMT_FLAG_FILTERING
1821 | WINED3DFMT_FLAG_DEPTH | WINED3DFMT_FLAG_SHADOW,
1822 ARB_DEPTH_TEXTURE, x8_d24_unorm_upload, x8_d24_unorm_download},
1823 {WINED3DFMT_S4X4_UINT_D24_UNORM, GL_DEPTH_COMPONENT24_ARB, GL_DEPTH_COMPONENT24_ARB, 0,
1824 GL_DEPTH_COMPONENT, GL_UNSIGNED_INT, 0,
1825 WINED3DFMT_FLAG_DEPTH | WINED3DFMT_FLAG_SHADOW,
1826 ARB_DEPTH_TEXTURE, NULL},
1827 {WINED3DFMT_S4X4_UINT_D24_UNORM, GL_DEPTH24_STENCIL8_EXT, GL_DEPTH24_STENCIL8_EXT, 0,
1828 GL_DEPTH_STENCIL_EXT, GL_UNSIGNED_INT_24_8_EXT, 4,
1829 WINED3DFMT_FLAG_DEPTH | WINED3DFMT_FLAG_STENCIL | WINED3DFMT_FLAG_SHADOW,
1830 EXT_PACKED_DEPTH_STENCIL, convert_s4x4_uint_d24_unorm},
1831 {WINED3DFMT_S4X4_UINT_D24_UNORM, GL_DEPTH24_STENCIL8, GL_DEPTH24_STENCIL8, 0,
1832 GL_DEPTH_STENCIL, GL_UNSIGNED_INT_24_8, 4,
1833 WINED3DFMT_FLAG_DEPTH | WINED3DFMT_FLAG_STENCIL | WINED3DFMT_FLAG_SHADOW,
1834 ARB_FRAMEBUFFER_OBJECT, convert_s4x4_uint_d24_unorm},
1835 {WINED3DFMT_D16_UNORM, GL_DEPTH_COMPONENT, GL_DEPTH_COMPONENT, 0,
1836 GL_DEPTH_COMPONENT, GL_UNSIGNED_SHORT, 0,
1837 WINED3DFMT_FLAG_DEPTH,
1838 WINED3D_GL_EXT_NONE, NULL},
1839 {WINED3DFMT_D16_UNORM, GL_DEPTH_COMPONENT16, GL_DEPTH_COMPONENT16, 0,
1840 GL_DEPTH_COMPONENT, GL_UNSIGNED_SHORT, 0,
1841 WINED3DFMT_FLAG_TEXTURE | WINED3DFMT_FLAG_POSTPIXELSHADER_BLENDING | WINED3DFMT_FLAG_FILTERING
1842 | WINED3DFMT_FLAG_DEPTH | WINED3DFMT_FLAG_SHADOW,
1843 ARB_DEPTH_TEXTURE, NULL},
1844 {WINED3DFMT_D32_FLOAT, GL_DEPTH_COMPONENT32F, GL_DEPTH_COMPONENT32F, 0,
1845 GL_DEPTH_COMPONENT, GL_FLOAT, 0,
1846 WINED3DFMT_FLAG_TEXTURE | WINED3DFMT_FLAG_DEPTH | WINED3DFMT_FLAG_SHADOW,
1847 ARB_DEPTH_BUFFER_FLOAT, NULL},
1848 {WINED3DFMT_D32_FLOAT_S8X24_UINT, GL_DEPTH32F_STENCIL8, GL_DEPTH32F_STENCIL8, 0,
1849 GL_DEPTH_STENCIL, GL_FLOAT_32_UNSIGNED_INT_24_8_REV, 0,
1850 WINED3DFMT_FLAG_TEXTURE | WINED3DFMT_FLAG_DEPTH | WINED3DFMT_FLAG_STENCIL | WINED3DFMT_FLAG_SHADOW,
1851 ARB_DEPTH_BUFFER_FLOAT, NULL},
1852 {WINED3DFMT_S8_UINT_D24_FLOAT, GL_DEPTH32F_STENCIL8, GL_DEPTH32F_STENCIL8, 0,
1853 GL_DEPTH_STENCIL, GL_FLOAT_32_UNSIGNED_INT_24_8_REV, 8,
1854 WINED3DFMT_FLAG_TEXTURE | WINED3DFMT_FLAG_DEPTH | WINED3DFMT_FLAG_STENCIL | WINED3DFMT_FLAG_SHADOW,
1855 ARB_DEPTH_BUFFER_FLOAT, convert_s8_uint_d24_float},
1856 {WINED3DFMT_R32G32B32A32_UINT, GL_RGBA32UI, GL_RGBA32UI, 0,
1857 GL_RGBA_INTEGER, GL_UNSIGNED_INT, 0,
1858 WINED3DFMT_FLAG_TEXTURE | WINED3DFMT_FLAG_RENDERTARGET,
1859 EXT_TEXTURE_INTEGER, NULL},
1860 {WINED3DFMT_R32G32B32A32_SINT, GL_RGBA32I, GL_RGBA32I, 0,
1861 GL_RGBA_INTEGER, GL_INT, 0,
1862 WINED3DFMT_FLAG_TEXTURE | WINED3DFMT_FLAG_RENDERTARGET,
1863 EXT_TEXTURE_INTEGER, NULL},
1864 /* Vendor-specific formats */
1865 {WINED3DFMT_ATI1N, GL_COMPRESSED_RED_RGTC1, GL_COMPRESSED_RED_RGTC1, 0,
1866 GL_RED, GL_UNSIGNED_BYTE, 0,
1867 WINED3DFMT_FLAG_TEXTURE | WINED3DFMT_FLAG_POSTPIXELSHADER_BLENDING | WINED3DFMT_FLAG_FILTERING
1868 | WINED3DFMT_FLAG_COMPRESSED,
1869 ARB_TEXTURE_COMPRESSION_RGTC, NULL},
1870 {WINED3DFMT_ATI2N, GL_COMPRESSED_LUMINANCE_ALPHA_3DC_ATI, GL_COMPRESSED_LUMINANCE_ALPHA_3DC_ATI, 0,
1871 GL_LUMINANCE_ALPHA, GL_UNSIGNED_BYTE, 0,
1872 WINED3DFMT_FLAG_TEXTURE | WINED3DFMT_FLAG_POSTPIXELSHADER_BLENDING | WINED3DFMT_FLAG_FILTERING
1873 | WINED3DFMT_FLAG_COMPRESSED,
1874 ATI_TEXTURE_COMPRESSION_3DC, NULL},
1875 {WINED3DFMT_ATI2N, GL_COMPRESSED_RG_RGTC2, GL_COMPRESSED_RG_RGTC2, 0,
1876 GL_LUMINANCE_ALPHA, GL_UNSIGNED_BYTE, 0,
1877 WINED3DFMT_FLAG_TEXTURE | WINED3DFMT_FLAG_POSTPIXELSHADER_BLENDING | WINED3DFMT_FLAG_FILTERING
1878 | WINED3DFMT_FLAG_COMPRESSED,
1879 EXT_TEXTURE_COMPRESSION_RGTC, NULL},
1880 {WINED3DFMT_ATI2N, GL_COMPRESSED_RG_RGTC2, GL_COMPRESSED_RG_RGTC2, 0,
1881 GL_RG, GL_UNSIGNED_BYTE, 0,
1882 WINED3DFMT_FLAG_TEXTURE | WINED3DFMT_FLAG_POSTPIXELSHADER_BLENDING | WINED3DFMT_FLAG_FILTERING
1883 | WINED3DFMT_FLAG_COMPRESSED,
1884 ARB_TEXTURE_COMPRESSION_RGTC, NULL},
1885 {WINED3DFMT_INTZ, GL_DEPTH24_STENCIL8_EXT, GL_DEPTH24_STENCIL8_EXT, 0,
1886 GL_DEPTH_STENCIL_EXT, GL_UNSIGNED_INT_24_8_EXT, 0,
1887 WINED3DFMT_FLAG_TEXTURE | WINED3DFMT_FLAG_POSTPIXELSHADER_BLENDING | WINED3DFMT_FLAG_FILTERING
1888 | WINED3DFMT_FLAG_DEPTH | WINED3DFMT_FLAG_STENCIL,
1889 EXT_PACKED_DEPTH_STENCIL, NULL},
1890 {WINED3DFMT_INTZ, GL_DEPTH24_STENCIL8, GL_DEPTH24_STENCIL8, 0,
1891 GL_DEPTH_STENCIL, GL_UNSIGNED_INT_24_8, 0,
1892 WINED3DFMT_FLAG_TEXTURE | WINED3DFMT_FLAG_POSTPIXELSHADER_BLENDING | WINED3DFMT_FLAG_FILTERING
1893 | WINED3DFMT_FLAG_DEPTH | WINED3DFMT_FLAG_STENCIL,
1894 ARB_FRAMEBUFFER_OBJECT, NULL},
1895 {WINED3DFMT_NULL, 0, 0, 0,
1896 GL_RGBA, GL_UNSIGNED_INT_8_8_8_8_REV, 0,
1897 WINED3DFMT_FLAG_TEXTURE | WINED3DFMT_FLAG_RENDERTARGET | WINED3DFMT_FLAG_FBO_ATTACHABLE,
1898 ARB_FRAMEBUFFER_OBJECT, NULL},
1899 /* DirectX 10 HDR formats */
1900 {WINED3DFMT_R9G9B9E5_SHAREDEXP, GL_RGB9_E5_EXT, GL_RGB9_E5_EXT, 0,
1901 GL_RGB, GL_UNSIGNED_INT_5_9_9_9_REV_EXT, 0,
1902 WINED3DFMT_FLAG_TEXTURE | WINED3DFMT_FLAG_POSTPIXELSHADER_BLENDING | WINED3DFMT_FLAG_FILTERING,
1903 EXT_TEXTURE_SHARED_EXPONENT, NULL},
1906 struct wined3d_format_srgb_info
1908 enum wined3d_format_id srgb_format_id;
1909 enum wined3d_format_id base_format_id;
1912 static const struct wined3d_format_srgb_info format_srgb_info[] =
1914 {WINED3DFMT_R8G8B8A8_UNORM_SRGB, WINED3DFMT_R8G8B8A8_UNORM},
1915 {WINED3DFMT_BC1_UNORM_SRGB, WINED3DFMT_BC1_UNORM},
1916 {WINED3DFMT_BC2_UNORM_SRGB, WINED3DFMT_BC2_UNORM},
1917 {WINED3DFMT_BC3_UNORM_SRGB, WINED3DFMT_BC3_UNORM},
1918 {WINED3DFMT_B8G8R8A8_UNORM_SRGB, WINED3DFMT_B8G8R8A8_UNORM},
1919 {WINED3DFMT_B8G8R8X8_UNORM_SRGB, WINED3DFMT_B8G8R8X8_UNORM},
1920 {WINED3DFMT_BC7_UNORM_SRGB, WINED3DFMT_BC7_UNORM},
1923 static inline int get_format_idx(enum wined3d_format_id format_id)
1925 unsigned int i;
1927 if (format_id < WINED3D_FORMAT_FOURCC_BASE)
1928 return format_id;
1930 for (i = 0; i < ARRAY_SIZE(format_index_remap); ++i)
1932 if (format_index_remap[i].id == format_id)
1933 return format_index_remap[i].idx;
1936 return -1;
1939 static struct wined3d_format *get_format_internal(struct wined3d_gl_info *gl_info,
1940 enum wined3d_format_id format_id)
1942 int fmt_idx;
1944 if ((fmt_idx = get_format_idx(format_id)) == -1)
1946 ERR("Format %s (%#x) not found.\n", debug_d3dformat(format_id), format_id);
1947 return NULL;
1950 return &gl_info->formats[fmt_idx];
1953 static void copy_format(struct wined3d_format *dst_format, const struct wined3d_format *src_format)
1955 enum wined3d_format_id id = dst_format->id;
1956 *dst_format = *src_format;
1957 dst_format->id = id;
1960 static void format_set_flag(struct wined3d_format *format, unsigned int flag)
1962 unsigned int i;
1964 for (i = 0; i < ARRAY_SIZE(format->flags); ++i)
1965 format->flags[i] |= flag;
1968 static void format_clear_flag(struct wined3d_format *format, unsigned int flag)
1970 unsigned int i;
1972 for (i = 0; i < ARRAY_SIZE(format->flags); ++i)
1973 format->flags[i] &= ~flag;
1976 static enum wined3d_channel_type map_channel_type(char t)
1978 switch (t)
1980 case 'u':
1981 return WINED3D_CHANNEL_TYPE_UNORM;
1982 case 'i':
1983 return WINED3D_CHANNEL_TYPE_SNORM;
1984 case 'U':
1985 return WINED3D_CHANNEL_TYPE_UINT;
1986 case 'I':
1987 return WINED3D_CHANNEL_TYPE_SINT;
1988 case 'F':
1989 return WINED3D_CHANNEL_TYPE_FLOAT;
1990 case 'D':
1991 return WINED3D_CHANNEL_TYPE_DEPTH;
1992 case 'S':
1993 return WINED3D_CHANNEL_TYPE_STENCIL;
1994 case 'X':
1995 return WINED3D_CHANNEL_TYPE_UNUSED;
1996 default:
1997 ERR("Invalid channel type '%c'.\n", t);
1998 return WINED3D_CHANNEL_TYPE_NONE;
2002 static BOOL init_format_base_info(struct wined3d_gl_info *gl_info)
2004 struct wined3d_format *format;
2005 unsigned int i, j;
2007 gl_info->format_count = WINED3D_FORMAT_COUNT;
2008 if (!(gl_info->formats = heap_calloc(gl_info->format_count
2009 + ARRAY_SIZE(typeless_depth_stencil_formats), sizeof(*gl_info->formats))))
2011 ERR("Failed to allocate memory.\n");
2012 return FALSE;
2015 for (i = 0; i < ARRAY_SIZE(formats); ++i)
2017 if (!(format = get_format_internal(gl_info, formats[i].id)))
2018 goto fail;
2020 format->id = formats[i].id;
2021 format->red_size = formats[i].red_size;
2022 format->green_size = formats[i].green_size;
2023 format->blue_size = formats[i].blue_size;
2024 format->alpha_size = formats[i].alpha_size;
2025 format->red_offset = formats[i].red_offset;
2026 format->green_offset = formats[i].green_offset;
2027 format->blue_offset = formats[i].blue_offset;
2028 format->alpha_offset = formats[i].alpha_offset;
2029 format->byte_count = formats[i].bpp;
2030 format->depth_size = formats[i].depth_size;
2031 format->stencil_size = formats[i].stencil_size;
2032 format->block_width = 1;
2033 format->block_height = 1;
2034 format->block_byte_count = formats[i].bpp;
2037 for (i = 0; i < ARRAY_SIZE(typed_formats); ++i)
2039 const struct wined3d_format *typeless_format;
2040 DWORD flags = 0;
2042 if (!(format = get_format_internal(gl_info, typed_formats[i].id)))
2043 goto fail;
2045 if (!(typeless_format = get_format_internal(gl_info, typed_formats[i].typeless_id)))
2046 goto fail;
2048 format->id = typed_formats[i].id;
2049 format->red_size = typeless_format->red_size;
2050 format->green_size = typeless_format->green_size;
2051 format->blue_size = typeless_format->blue_size;
2052 format->alpha_size = typeless_format->alpha_size;
2053 format->red_offset = typeless_format->red_offset;
2054 format->green_offset = typeless_format->green_offset;
2055 format->blue_offset = typeless_format->blue_offset;
2056 format->alpha_offset = typeless_format->alpha_offset;
2057 format->byte_count = typeless_format->byte_count;
2058 format->depth_size = typeless_format->depth_size;
2059 format->stencil_size = typeless_format->stencil_size;
2060 format->block_width = typeless_format->block_width;
2061 format->block_height = typeless_format->block_height;
2062 format->block_byte_count = typeless_format->block_byte_count;
2063 format->typeless_id = typeless_format->id;
2065 for (j = 0; j < strlen(typed_formats[i].channels); ++j)
2067 enum wined3d_channel_type channel_type = map_channel_type(typed_formats[i].channels[j]);
2068 if (channel_type == WINED3D_CHANNEL_TYPE_UINT || channel_type == WINED3D_CHANNEL_TYPE_SINT)
2069 flags |= WINED3DFMT_FLAG_INTEGER;
2070 if (channel_type == WINED3D_CHANNEL_TYPE_FLOAT)
2071 flags |= WINED3DFMT_FLAG_FLOAT;
2073 if (channel_type == WINED3D_CHANNEL_TYPE_DEPTH && !format->depth_size)
2075 format->depth_size = format->red_size;
2076 format->red_size = format->red_offset = 0;
2080 format_set_flag(format, flags);
2083 for (i = 0; i < ARRAY_SIZE(ddi_formats); ++i)
2085 if (!(format = get_format_internal(gl_info, ddi_formats[i].id)))
2086 goto fail;
2088 format->ddi_format = ddi_formats[i].ddi_format;
2091 for (i = 0; i < ARRAY_SIZE(format_base_flags); ++i)
2093 if (!(format = get_format_internal(gl_info, format_base_flags[i].id)))
2094 goto fail;
2096 format_set_flag(format, format_base_flags[i].flags);
2099 return TRUE;
2101 fail:
2102 heap_free(gl_info->formats);
2103 return FALSE;
2106 static BOOL init_format_block_info(struct wined3d_gl_info *gl_info)
2108 struct wined3d_format *format;
2109 unsigned int i;
2111 for (i = 0; i < ARRAY_SIZE(format_block_info); ++i)
2113 if (!(format = get_format_internal(gl_info, format_block_info[i].id)))
2114 return FALSE;
2116 format->block_width = format_block_info[i].block_width;
2117 format->block_height = format_block_info[i].block_height;
2118 format->block_byte_count = format_block_info[i].block_byte_count;
2119 format_set_flag(format, WINED3DFMT_FLAG_BLOCKS);
2120 if (!format_block_info[i].verify)
2121 format_set_flag(format, WINED3DFMT_FLAG_BLOCKS_NO_VERIFY);
2124 return TRUE;
2127 /* Most compressed formats are not supported for 3D textures by OpenGL.
2129 * In the case of the S3TC/DXTn formats, NV_texture_compression_vtc provides
2130 * these formats for 3D textures, but unfortunately the block layout is
2131 * different from the one used by Direct3D.
2133 * Since applications either don't check format availability at all before
2134 * using these, or refuse to run without them, we decompress them on upload.
2136 * Affected applications include "Heroes VI", "From Dust", "Halo Online" and
2137 * "Eldorado". */
2138 static BOOL init_format_decompress_info(struct wined3d_gl_info *gl_info)
2140 struct wined3d_format *format;
2141 unsigned int i;
2143 for (i = 0; i < ARRAY_SIZE(format_decompress_info); ++i)
2145 if (!(format = get_format_internal(gl_info, format_decompress_info[i].id)))
2146 return FALSE;
2148 format->flags[WINED3D_GL_RES_TYPE_TEX_3D] |= WINED3DFMT_FLAG_DECOMPRESS;
2149 format->decompress = format_decompress_info[i].decompress;
2152 return TRUE;
2155 static GLenum wined3d_gl_type_to_enum(enum wined3d_gl_resource_type type)
2157 switch (type)
2159 case WINED3D_GL_RES_TYPE_TEX_1D:
2160 return GL_TEXTURE_1D;
2161 case WINED3D_GL_RES_TYPE_TEX_2D:
2162 return GL_TEXTURE_2D;
2163 case WINED3D_GL_RES_TYPE_TEX_3D:
2164 return GL_TEXTURE_3D;
2165 case WINED3D_GL_RES_TYPE_TEX_CUBE:
2166 return GL_TEXTURE_CUBE_MAP_ARB;
2167 case WINED3D_GL_RES_TYPE_TEX_RECT:
2168 return GL_TEXTURE_RECTANGLE_ARB;
2169 case WINED3D_GL_RES_TYPE_BUFFER:
2170 return GL_TEXTURE_2D; /* TODO: GL_TEXTURE_BUFFER. */
2171 case WINED3D_GL_RES_TYPE_RB:
2172 return GL_RENDERBUFFER;
2173 case WINED3D_GL_RES_TYPE_COUNT:
2174 break;
2176 ERR("Unexpected GL resource type %u.\n", type);
2177 return 0;
2180 static void delete_fbo_attachment(const struct wined3d_gl_info *gl_info,
2181 enum wined3d_gl_resource_type d3d_type, GLuint object)
2183 switch (d3d_type)
2185 case WINED3D_GL_RES_TYPE_TEX_1D:
2186 case WINED3D_GL_RES_TYPE_TEX_2D:
2187 case WINED3D_GL_RES_TYPE_TEX_RECT:
2188 case WINED3D_GL_RES_TYPE_TEX_3D:
2189 case WINED3D_GL_RES_TYPE_TEX_CUBE:
2190 gl_info->gl_ops.gl.p_glDeleteTextures(1, &object);
2191 break;
2193 case WINED3D_GL_RES_TYPE_RB:
2194 gl_info->fbo_ops.glDeleteRenderbuffers(1, &object);
2195 break;
2197 case WINED3D_GL_RES_TYPE_BUFFER:
2198 case WINED3D_GL_RES_TYPE_COUNT:
2199 break;
2203 /* Context activation is done by the caller. */
2204 static void create_and_bind_fbo_attachment(const struct wined3d_gl_info *gl_info, unsigned int flags,
2205 enum wined3d_gl_resource_type d3d_type, GLuint *object, GLenum internal, GLenum format, GLenum type)
2207 GLenum attach_type = flags & WINED3DFMT_FLAG_DEPTH ?
2208 GL_DEPTH_ATTACHMENT : GL_COLOR_ATTACHMENT0;
2210 switch (d3d_type)
2212 case WINED3D_GL_RES_TYPE_TEX_1D:
2213 gl_info->gl_ops.gl.p_glGenTextures(1, object);
2214 gl_info->gl_ops.gl.p_glBindTexture(GL_TEXTURE_1D, *object);
2215 gl_info->gl_ops.gl.p_glTexImage1D(GL_TEXTURE_1D, 0, internal, 16, 0, format, type, NULL);
2216 gl_info->gl_ops.gl.p_glTexParameteri(GL_TEXTURE_1D, GL_TEXTURE_MIN_FILTER, GL_NEAREST);
2217 gl_info->gl_ops.gl.p_glTexParameteri(GL_TEXTURE_1D, GL_TEXTURE_MAG_FILTER, GL_NEAREST);
2219 gl_info->fbo_ops.glFramebufferTexture1D(GL_FRAMEBUFFER, attach_type, GL_TEXTURE_1D,
2220 *object, 0);
2221 if (flags & WINED3DFMT_FLAG_STENCIL)
2222 gl_info->fbo_ops.glFramebufferTexture1D(GL_FRAMEBUFFER, GL_STENCIL_ATTACHMENT, GL_TEXTURE_1D,
2223 *object, 0);
2224 break;
2226 case WINED3D_GL_RES_TYPE_TEX_2D:
2227 case WINED3D_GL_RES_TYPE_TEX_RECT:
2228 gl_info->gl_ops.gl.p_glGenTextures(1, object);
2229 gl_info->gl_ops.gl.p_glBindTexture(wined3d_gl_type_to_enum(d3d_type), *object);
2230 gl_info->gl_ops.gl.p_glTexImage2D(wined3d_gl_type_to_enum(d3d_type), 0, internal, 16, 16, 0,
2231 format, type, NULL);
2232 gl_info->gl_ops.gl.p_glTexParameteri(wined3d_gl_type_to_enum(d3d_type), GL_TEXTURE_MIN_FILTER, GL_NEAREST);
2233 gl_info->gl_ops.gl.p_glTexParameteri(wined3d_gl_type_to_enum(d3d_type), GL_TEXTURE_MAG_FILTER, GL_NEAREST);
2235 gl_info->fbo_ops.glFramebufferTexture2D(GL_FRAMEBUFFER, attach_type,
2236 wined3d_gl_type_to_enum(d3d_type), *object, 0);
2237 if (flags & WINED3DFMT_FLAG_STENCIL)
2238 gl_info->fbo_ops.glFramebufferTexture2D(GL_FRAMEBUFFER, GL_STENCIL_ATTACHMENT,
2239 wined3d_gl_type_to_enum(d3d_type), *object, 0);
2240 break;
2242 case WINED3D_GL_RES_TYPE_TEX_3D:
2243 gl_info->gl_ops.gl.p_glGenTextures(1, object);
2244 gl_info->gl_ops.gl.p_glBindTexture(GL_TEXTURE_3D, *object);
2245 GL_EXTCALL(glTexImage3D(GL_TEXTURE_3D, 0, internal, 16, 16, 16, 0, format, type, NULL));
2246 gl_info->gl_ops.gl.p_glTexParameteri(GL_TEXTURE_3D, GL_TEXTURE_MIN_FILTER, GL_NEAREST);
2247 gl_info->gl_ops.gl.p_glTexParameteri(GL_TEXTURE_3D, GL_TEXTURE_MAG_FILTER, GL_NEAREST);
2249 gl_info->fbo_ops.glFramebufferTexture3D(GL_FRAMEBUFFER, attach_type,
2250 GL_TEXTURE_3D, *object, 0, 0);
2251 if (flags & WINED3DFMT_FLAG_STENCIL)
2252 gl_info->fbo_ops.glFramebufferTexture3D(GL_FRAMEBUFFER, GL_STENCIL_ATTACHMENT,
2253 GL_TEXTURE_3D, *object, 0, 0);
2254 break;
2256 case WINED3D_GL_RES_TYPE_TEX_CUBE:
2257 gl_info->gl_ops.gl.p_glGenTextures(1, object);
2258 gl_info->gl_ops.gl.p_glBindTexture(GL_TEXTURE_CUBE_MAP_ARB, *object);
2259 gl_info->gl_ops.gl.p_glTexImage2D(GL_TEXTURE_CUBE_MAP_POSITIVE_X_ARB, 0, internal, 16, 16, 0,
2260 format, type, NULL);
2261 gl_info->gl_ops.gl.p_glTexImage2D(GL_TEXTURE_CUBE_MAP_NEGATIVE_X_ARB, 0, internal, 16, 16, 0,
2262 format, type, NULL);
2263 gl_info->gl_ops.gl.p_glTexImage2D(GL_TEXTURE_CUBE_MAP_POSITIVE_Y_ARB, 0, internal, 16, 16, 0,
2264 format, type, NULL);
2265 gl_info->gl_ops.gl.p_glTexImage2D(GL_TEXTURE_CUBE_MAP_NEGATIVE_Y_ARB, 0, internal, 16, 16, 0,
2266 format, type, NULL);
2267 gl_info->gl_ops.gl.p_glTexImage2D(GL_TEXTURE_CUBE_MAP_POSITIVE_Z_ARB, 0, internal, 16, 16, 0,
2268 format, type, NULL);
2269 gl_info->gl_ops.gl.p_glTexImage2D(GL_TEXTURE_CUBE_MAP_NEGATIVE_Z_ARB, 0, internal, 16, 16, 0,
2270 format, type, NULL);
2271 gl_info->gl_ops.gl.p_glTexParameteri(GL_TEXTURE_CUBE_MAP_ARB, GL_TEXTURE_MIN_FILTER, GL_NEAREST);
2272 gl_info->gl_ops.gl.p_glTexParameteri(GL_TEXTURE_CUBE_MAP_ARB, GL_TEXTURE_MAG_FILTER, GL_NEAREST);
2274 gl_info->fbo_ops.glFramebufferTexture2D(GL_FRAMEBUFFER, attach_type,
2275 GL_TEXTURE_CUBE_MAP_POSITIVE_X_ARB, *object, 0);
2276 if (flags & WINED3DFMT_FLAG_STENCIL)
2277 gl_info->fbo_ops.glFramebufferTexture2D(GL_FRAMEBUFFER, GL_STENCIL_ATTACHMENT,
2278 GL_TEXTURE_CUBE_MAP_POSITIVE_X_ARB, *object, 0);
2279 break;
2281 case WINED3D_GL_RES_TYPE_RB:
2282 gl_info->fbo_ops.glGenRenderbuffers(1, object);
2283 gl_info->fbo_ops.glBindRenderbuffer(GL_RENDERBUFFER, *object);
2284 gl_info->fbo_ops.glRenderbufferStorage(GL_RENDERBUFFER, internal, 16, 16);
2285 gl_info->fbo_ops.glFramebufferRenderbuffer(GL_FRAMEBUFFER, attach_type, GL_RENDERBUFFER,
2286 *object);
2287 if (flags & WINED3DFMT_FLAG_STENCIL)
2288 gl_info->fbo_ops.glFramebufferRenderbuffer(GL_FRAMEBUFFER, GL_STENCIL_ATTACHMENT, GL_RENDERBUFFER,
2289 *object);
2290 break;
2292 case WINED3D_GL_RES_TYPE_BUFFER:
2293 case WINED3D_GL_RES_TYPE_COUNT:
2294 break;
2297 /* Ideally we'd skip all formats already known not to work on textures
2298 * by checking for WINED3DFMT_FLAG_TEXTURE here. However, we want to
2299 * know if we can attach WINED3DFMT_P8_UINT textures to FBOs, and this
2300 * format never has WINED3DFMT_FLAG_TEXTURE set. Instead, swallow GL
2301 * errors generated by invalid formats. */
2302 while (gl_info->gl_ops.gl.p_glGetError());
2305 static void draw_test_quad(struct wined3d_caps_gl_ctx *ctx, const struct wined3d_vec3 *geometry,
2306 const struct wined3d_color *color)
2308 const struct wined3d_gl_info *gl_info = ctx->gl_info;
2309 static const struct wined3d_vec3 default_geometry[] =
2311 {-1.0f, -1.0f, 0.0f},
2312 { 1.0f, -1.0f, 0.0f},
2313 {-1.0f, 1.0f, 0.0f},
2314 { 1.0f, 1.0f, 0.0f},
2316 static const char vs_core_header[] =
2317 "#version 150\n"
2318 "in vec4 pos;\n"
2319 "in vec4 color;\n"
2320 "out vec4 out_color;\n"
2321 "\n";
2322 static const char vs_legacy_header[] =
2323 "#version 120\n"
2324 "attribute vec4 pos;\n"
2325 "attribute vec4 color;\n"
2326 "varying vec4 out_color;\n"
2327 "\n";
2328 static const char vs_body[] =
2329 "void main()\n"
2330 "{\n"
2331 " gl_Position = pos;\n"
2332 " out_color = color;\n"
2333 "}\n";
2334 static const char fs_core[] =
2335 "#version 150\n"
2336 "in vec4 out_color;\n"
2337 "out vec4 fragment_color;\n"
2338 "\n"
2339 "void main()\n"
2340 "{\n"
2341 " fragment_color = out_color;\n"
2342 "}\n";
2343 static const char fs_legacy[] =
2344 "#version 120\n"
2345 "varying vec4 out_color;\n"
2346 "\n"
2347 "void main()\n"
2348 "{\n"
2349 " gl_FragData[0] = out_color;\n"
2350 "}\n";
2351 const char *source[2];
2352 GLuint vs_id, fs_id;
2353 unsigned int i;
2355 if (!geometry)
2356 geometry = default_geometry;
2358 if (!gl_info->supported[ARB_VERTEX_BUFFER_OBJECT] || !gl_info->supported[ARB_VERTEX_SHADER]
2359 || !gl_info->supported[ARB_FRAGMENT_SHADER])
2361 gl_info->gl_ops.gl.p_glDisable(GL_LIGHTING);
2362 gl_info->gl_ops.gl.p_glMatrixMode(GL_MODELVIEW);
2363 gl_info->gl_ops.gl.p_glLoadIdentity();
2364 gl_info->gl_ops.gl.p_glMatrixMode(GL_PROJECTION);
2365 gl_info->gl_ops.gl.p_glLoadIdentity();
2367 gl_info->gl_ops.gl.p_glBegin(GL_TRIANGLE_STRIP);
2368 gl_info->gl_ops.gl.p_glColor4f(color->r, color->g, color->b, color->a);
2369 for (i = 0; i < 4; ++i)
2370 gl_info->gl_ops.gl.p_glVertex3fv(&geometry[i].x);
2371 gl_info->gl_ops.gl.p_glEnd();
2372 checkGLcall("draw quad");
2373 return;
2376 if (!ctx->test_vbo)
2377 GL_EXTCALL(glGenBuffers(1, &ctx->test_vbo));
2378 GL_EXTCALL(glBindBuffer(GL_ARRAY_BUFFER, ctx->test_vbo));
2379 GL_EXTCALL(glBufferData(GL_ARRAY_BUFFER, sizeof(struct wined3d_vec3) * 4, geometry, GL_STREAM_DRAW));
2380 GL_EXTCALL(glVertexAttribPointer(0, 3, GL_FLOAT, FALSE, 0, NULL));
2381 GL_EXTCALL(glVertexAttrib4f(1, color->r, color->g, color->b, color->a));
2382 GL_EXTCALL(glEnableVertexAttribArray(0));
2383 GL_EXTCALL(glDisableVertexAttribArray(1));
2385 if (!ctx->test_program_id)
2387 BOOL use_glsl_150 = gl_info->glsl_version >= MAKEDWORD_VERSION(1, 50);
2389 ctx->test_program_id = GL_EXTCALL(glCreateProgram());
2391 vs_id = GL_EXTCALL(glCreateShader(GL_VERTEX_SHADER));
2392 source[0] = use_glsl_150 ? vs_core_header : vs_legacy_header;
2393 source[1] = vs_body;
2394 GL_EXTCALL(glShaderSource(vs_id, 2, source, NULL));
2395 GL_EXTCALL(glAttachShader(ctx->test_program_id, vs_id));
2396 GL_EXTCALL(glDeleteShader(vs_id));
2398 fs_id = GL_EXTCALL(glCreateShader(GL_FRAGMENT_SHADER));
2399 source[0] = use_glsl_150 ? fs_core : fs_legacy;
2400 GL_EXTCALL(glShaderSource(fs_id, 1, source, NULL));
2401 GL_EXTCALL(glAttachShader(ctx->test_program_id, fs_id));
2402 GL_EXTCALL(glDeleteShader(fs_id));
2404 GL_EXTCALL(glBindAttribLocation(ctx->test_program_id, 0, "pos"));
2405 GL_EXTCALL(glBindAttribLocation(ctx->test_program_id, 1, "color"));
2407 if (use_glsl_150)
2408 GL_EXTCALL(glBindFragDataLocation(ctx->test_program_id, 0, "fragment_color"));
2410 GL_EXTCALL(glCompileShader(vs_id));
2411 print_glsl_info_log(gl_info, vs_id, FALSE);
2412 GL_EXTCALL(glCompileShader(fs_id));
2413 print_glsl_info_log(gl_info, fs_id, FALSE);
2414 GL_EXTCALL(glLinkProgram(ctx->test_program_id));
2415 shader_glsl_validate_link(gl_info, ctx->test_program_id);
2417 GL_EXTCALL(glUseProgram(ctx->test_program_id));
2419 gl_info->gl_ops.gl.p_glDrawArrays(GL_TRIANGLE_STRIP, 0, 4);
2421 GL_EXTCALL(glUseProgram(0));
2422 GL_EXTCALL(glDisableVertexAttribArray(0));
2423 GL_EXTCALL(glBindBuffer(GL_ARRAY_BUFFER, 0));
2424 checkGLcall("draw quad");
2427 /* Context activation is done by the caller. */
2428 static void check_fbo_compat(struct wined3d_caps_gl_ctx *ctx, struct wined3d_format *format)
2430 /* Check if the default internal format is supported as a frame buffer
2431 * target, otherwise fall back to the render target internal.
2433 * Try to stick to the standard format if possible, this limits precision differences. */
2434 static const struct wined3d_color black = {0.0f, 0.0f, 0.0f, 1.0f};
2435 static const struct wined3d_color half_transparent_red = {1.0f, 0.0f, 0.0f, 0.5f};
2436 const struct wined3d_gl_info *gl_info = ctx->gl_info;
2437 GLenum status, rt_internal = format->rtInternal;
2438 GLuint object, color_rb;
2439 enum wined3d_gl_resource_type type;
2440 BOOL fallback_fmt_used = FALSE, regular_fmt_used = FALSE;
2442 gl_info->gl_ops.gl.p_glDisable(GL_BLEND);
2444 for (type = 0; type < ARRAY_SIZE(format->flags); ++type)
2446 const char *type_string = "color";
2448 if (type == WINED3D_GL_RES_TYPE_BUFFER)
2449 continue;
2451 create_and_bind_fbo_attachment(gl_info, format->flags[type], type, &object, format->glInternal,
2452 format->glFormat, format->glType);
2454 if (format->flags[type] & (WINED3DFMT_FLAG_DEPTH | WINED3DFMT_FLAG_STENCIL))
2456 gl_info->fbo_ops.glGenRenderbuffers(1, &color_rb);
2457 gl_info->fbo_ops.glBindRenderbuffer(GL_RENDERBUFFER, color_rb);
2458 if (type == WINED3D_GL_RES_TYPE_TEX_1D)
2459 gl_info->fbo_ops.glRenderbufferStorage(GL_RENDERBUFFER, GL_RGBA8, 16, 1);
2460 else
2461 gl_info->fbo_ops.glRenderbufferStorage(GL_RENDERBUFFER, GL_RGBA8, 16, 16);
2463 gl_info->fbo_ops.glFramebufferRenderbuffer(GL_FRAMEBUFFER,
2464 GL_COLOR_ATTACHMENT0, GL_RENDERBUFFER, color_rb);
2465 checkGLcall("Create and attach color rb attachment");
2466 type_string = "depth / stencil";
2469 status = gl_info->fbo_ops.glCheckFramebufferStatus(GL_FRAMEBUFFER);
2470 checkGLcall("Framebuffer format check");
2472 if (status == GL_FRAMEBUFFER_COMPLETE)
2474 TRACE("Format %s is supported as FBO %s attachment, type %u.\n",
2475 debug_d3dformat(format->id), type_string, type);
2476 format->flags[type] |= WINED3DFMT_FLAG_FBO_ATTACHABLE;
2477 format->rtInternal = format->glInternal;
2478 regular_fmt_used = TRUE;
2480 else
2482 if (!rt_internal)
2484 if (format->flags[type] & WINED3DFMT_FLAG_RENDERTARGET)
2486 WARN("Format %s with rendertarget flag is not supported as FBO color attachment (type %u),"
2487 " and no fallback specified.\n", debug_d3dformat(format->id), type);
2488 format->flags[type] &= ~WINED3DFMT_FLAG_RENDERTARGET;
2490 else
2492 TRACE("Format %s is not supported as FBO %s attachment, type %u.\n",
2493 debug_d3dformat(format->id), type_string, type);
2495 format->rtInternal = format->glInternal;
2497 else
2499 TRACE("Format %s is not supported as FBO %s attachment (type %u),"
2500 " trying rtInternal format as fallback.\n",
2501 debug_d3dformat(format->id), type_string, type);
2503 while (gl_info->gl_ops.gl.p_glGetError());
2505 delete_fbo_attachment(gl_info, type, object);
2506 create_and_bind_fbo_attachment(gl_info, format->flags[type], type, &object, format->rtInternal,
2507 format->glFormat, format->glType);
2509 status = gl_info->fbo_ops.glCheckFramebufferStatus(GL_FRAMEBUFFER);
2510 checkGLcall("Framebuffer format check");
2512 if (status == GL_FRAMEBUFFER_COMPLETE)
2514 TRACE("Format %s rtInternal format is supported as FBO %s attachment, type %u.\n",
2515 debug_d3dformat(format->id), type_string, type);
2516 fallback_fmt_used = TRUE;
2518 else
2520 WARN("Format %s rtInternal format is not supported as FBO %s attachment, type %u.\n",
2521 debug_d3dformat(format->id), type_string, type);
2522 format->flags[type] &= ~WINED3DFMT_FLAG_RENDERTARGET;
2527 if (status == GL_FRAMEBUFFER_COMPLETE
2528 && ((format->flags[type] & WINED3DFMT_FLAG_POSTPIXELSHADER_BLENDING)
2529 || !(gl_info->quirks & WINED3D_QUIRK_LIMITED_TEX_FILTERING))
2530 && !(format->flags[type] & WINED3DFMT_FLAG_INTEGER)
2531 && format->id != WINED3DFMT_NULL && format->id != WINED3DFMT_P8_UINT
2532 && format->glFormat != GL_LUMINANCE && format->glFormat != GL_LUMINANCE_ALPHA
2533 && (format->red_size || format->alpha_size))
2535 DWORD readback[16 * 16 * 16], color, r_range, a_range;
2536 BYTE r, a;
2537 BOOL match = TRUE;
2538 GLuint rb;
2540 if (gl_info->supported[ARB_FRAMEBUFFER_OBJECT]
2541 || gl_info->supported[EXT_PACKED_DEPTH_STENCIL])
2543 gl_info->fbo_ops.glGenRenderbuffers(1, &rb);
2544 gl_info->fbo_ops.glBindRenderbuffer(GL_RENDERBUFFER, rb);
2545 if (type == WINED3D_GL_RES_TYPE_TEX_1D)
2546 gl_info->fbo_ops.glRenderbufferStorage(GL_RENDERBUFFER, GL_DEPTH24_STENCIL8, 16, 1);
2547 else
2548 gl_info->fbo_ops.glRenderbufferStorage(GL_RENDERBUFFER, GL_DEPTH24_STENCIL8, 16, 16);
2549 gl_info->fbo_ops.glFramebufferRenderbuffer(GL_FRAMEBUFFER, GL_DEPTH_ATTACHMENT, GL_RENDERBUFFER, rb);
2550 gl_info->fbo_ops.glFramebufferRenderbuffer(GL_FRAMEBUFFER, GL_STENCIL_ATTACHMENT, GL_RENDERBUFFER, rb);
2551 checkGLcall("RB attachment");
2554 gl_info->gl_ops.gl.p_glEnable(GL_BLEND);
2555 gl_info->gl_ops.gl.p_glClearColor(0.0f, 0.0f, 0.0f, 1.0f);
2556 gl_info->gl_ops.gl.p_glClear(GL_COLOR_BUFFER_BIT);
2557 if (gl_info->gl_ops.gl.p_glGetError() == GL_INVALID_FRAMEBUFFER_OPERATION)
2559 while (gl_info->gl_ops.gl.p_glGetError());
2560 TRACE("Format %s doesn't support post-pixelshader blending, type %u.\n",
2561 debug_d3dformat(format->id), type);
2562 format->flags[type] &= ~WINED3DFMT_FLAG_POSTPIXELSHADER_BLENDING;
2564 else
2566 gl_info->gl_ops.gl.p_glDisable(GL_BLEND);
2567 if (type == WINED3D_GL_RES_TYPE_TEX_1D)
2568 gl_info->gl_ops.gl.p_glViewport(0, 0, 16, 1);
2569 else
2570 gl_info->gl_ops.gl.p_glViewport(0, 0, 16, 16);
2571 gl_info->gl_ops.gl.p_glBlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
2573 draw_test_quad(ctx, NULL, &black);
2575 gl_info->gl_ops.gl.p_glEnable(GL_BLEND);
2577 draw_test_quad(ctx, NULL, &half_transparent_red);
2579 gl_info->gl_ops.gl.p_glDisable(GL_BLEND);
2581 switch (type)
2583 case WINED3D_GL_RES_TYPE_TEX_1D:
2584 /* Rebinding texture to workaround a fglrx bug. */
2585 gl_info->gl_ops.gl.p_glBindTexture(GL_TEXTURE_1D, object);
2586 gl_info->gl_ops.gl.p_glGetTexImage(GL_TEXTURE_1D, 0, GL_BGRA,
2587 GL_UNSIGNED_INT_8_8_8_8_REV, readback);
2588 color = readback[7];
2589 break;
2591 case WINED3D_GL_RES_TYPE_TEX_2D:
2592 case WINED3D_GL_RES_TYPE_TEX_3D:
2593 case WINED3D_GL_RES_TYPE_TEX_RECT:
2594 /* Rebinding texture to workaround a fglrx bug. */
2595 gl_info->gl_ops.gl.p_glBindTexture(wined3d_gl_type_to_enum(type), object);
2596 gl_info->gl_ops.gl.p_glGetTexImage(wined3d_gl_type_to_enum(type), 0, GL_BGRA,
2597 GL_UNSIGNED_INT_8_8_8_8_REV, readback);
2598 color = readback[7 * 16 + 7];
2599 break;
2601 case WINED3D_GL_RES_TYPE_TEX_CUBE:
2602 /* Rebinding texture to workaround a fglrx bug. */
2603 gl_info->gl_ops.gl.p_glBindTexture(GL_TEXTURE_CUBE_MAP_ARB, object);
2604 gl_info->gl_ops.gl.p_glGetTexImage(GL_TEXTURE_CUBE_MAP_POSITIVE_X_ARB, 0, GL_BGRA,
2605 GL_UNSIGNED_INT_8_8_8_8_REV, readback);
2606 color = readback[7 * 16 + 7];
2607 break;
2609 case WINED3D_GL_RES_TYPE_RB:
2610 gl_info->gl_ops.gl.p_glReadPixels(0, 0, 16, 16,
2611 GL_BGRA, GL_UNSIGNED_INT_8_8_8_8_REV, readback);
2612 color = readback[7 * 16 + 7];
2613 break;
2615 case WINED3D_GL_RES_TYPE_BUFFER:
2616 case WINED3D_GL_RES_TYPE_COUNT:
2617 color = 0;
2618 break;
2620 checkGLcall("Post-pixelshader blending check");
2622 a = color >> 24;
2623 r = (color & 0x00ff0000u) >> 16;
2625 r_range = format->red_size < 8 ? 1u << (8 - format->red_size) : 1;
2626 a_range = format->alpha_size < 8 ? 1u << (8 - format->alpha_size) : 1;
2627 if (format->red_size && (r < 0x7f - r_range || r > 0x7f + r_range))
2628 match = FALSE;
2629 else if (format->alpha_size > 1 && (a < 0xbf - a_range || a > 0xbf + a_range))
2630 match = FALSE;
2631 if (!match)
2633 TRACE("Format %s doesn't support post-pixelshader blending, type %u.\n",
2634 debug_d3dformat(format->id), type);
2635 TRACE("Color output: %#x\n", color);
2636 format->flags[type] &= ~WINED3DFMT_FLAG_POSTPIXELSHADER_BLENDING;
2638 else
2640 TRACE("Format %s supports post-pixelshader blending, type %u.\n",
2641 debug_d3dformat(format->id), type);
2642 TRACE("Color output: %#x\n", color);
2643 format->flags[type] |= WINED3DFMT_FLAG_POSTPIXELSHADER_BLENDING;
2647 if (gl_info->supported[ARB_FRAMEBUFFER_OBJECT]
2648 || gl_info->supported[EXT_PACKED_DEPTH_STENCIL])
2650 gl_info->fbo_ops.glFramebufferRenderbuffer(GL_FRAMEBUFFER, GL_DEPTH_ATTACHMENT, GL_RENDERBUFFER, 0);
2651 gl_info->fbo_ops.glFramebufferRenderbuffer(GL_FRAMEBUFFER, GL_STENCIL_ATTACHMENT, GL_RENDERBUFFER, 0);
2652 gl_info->fbo_ops.glDeleteRenderbuffers(1, &rb);
2653 checkGLcall("RB cleanup");
2657 if (format->glInternal != format->glGammaInternal)
2659 delete_fbo_attachment(gl_info, type, object);
2660 create_and_bind_fbo_attachment(gl_info, format->flags[type], type, &object, format->glGammaInternal,
2661 format->glFormat, format->glType);
2663 status = gl_info->fbo_ops.glCheckFramebufferStatus(GL_FRAMEBUFFER);
2664 checkGLcall("Framebuffer format check");
2666 if (status == GL_FRAMEBUFFER_COMPLETE)
2668 TRACE("Format %s's sRGB format is FBO attachable, type %u.\n",
2669 debug_d3dformat(format->id), type);
2670 format->flags[type] |= WINED3DFMT_FLAG_FBO_ATTACHABLE_SRGB;
2671 if (gl_info->supported[EXT_TEXTURE_SRGB_DECODE])
2672 format->glInternal = format->glGammaInternal;
2674 else
2676 WARN("Format %s's sRGB format is not FBO attachable, type %u.\n",
2677 debug_d3dformat(format->id), type);
2678 format_clear_flag(format, WINED3DFMT_FLAG_SRGB_WRITE);
2681 else if (status == GL_FRAMEBUFFER_COMPLETE)
2682 format->flags[type] |= WINED3DFMT_FLAG_FBO_ATTACHABLE_SRGB;
2684 if (format->flags[type] & (WINED3DFMT_FLAG_DEPTH | WINED3DFMT_FLAG_STENCIL))
2686 gl_info->fbo_ops.glFramebufferRenderbuffer(GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT0, GL_RENDERBUFFER, 0);
2687 gl_info->fbo_ops.glDeleteRenderbuffers(1, &color_rb);
2690 delete_fbo_attachment(gl_info, type, object);
2691 checkGLcall("Framebuffer format check cleanup");
2694 if (fallback_fmt_used && regular_fmt_used)
2696 FIXME("Format %s needs different render target formats for different resource types.\n",
2697 debug_d3dformat(format->id));
2698 format_clear_flag(format, WINED3DFMT_FLAG_RENDERTARGET | WINED3DFMT_FLAG_FBO_ATTACHABLE
2699 | WINED3DFMT_FLAG_FBO_ATTACHABLE_SRGB | WINED3DFMT_FLAG_POSTPIXELSHADER_BLENDING);
2703 static void query_format_flag(struct wined3d_gl_info *gl_info, struct wined3d_format *format,
2704 GLint internal, GLenum pname, DWORD flag, const char *string)
2706 GLint value;
2707 enum wined3d_gl_resource_type type;
2709 for (type = 0; type < ARRAY_SIZE(format->flags); ++type)
2711 gl_info->gl_ops.ext.p_glGetInternalformativ(wined3d_gl_type_to_enum(type), internal, pname, 1, &value);
2712 if (value == GL_FULL_SUPPORT)
2714 TRACE("Format %s supports %s, resource type %u.\n", debug_d3dformat(format->id), string, type);
2715 format->flags[type] |= flag;
2717 else
2719 TRACE("Format %s doesn't support %s, resource type %u.\n", debug_d3dformat(format->id), string, type);
2720 format->flags[type] &= ~flag;
2725 /* Context activation is done by the caller. */
2726 static void init_format_fbo_compat_info(struct wined3d_caps_gl_ctx *ctx)
2728 const struct wined3d_gl_info *gl_info = ctx->gl_info;
2729 unsigned int i, type;
2730 GLuint fbo;
2732 if (gl_info->supported[ARB_INTERNALFORMAT_QUERY2])
2734 for (i = 0; i < gl_info->format_count; ++i)
2736 GLint value;
2737 struct wined3d_format *format = &gl_info->formats[i];
2738 BOOL fallback_fmt_used = FALSE, regular_fmt_used = FALSE;
2739 GLenum rt_internal = format->rtInternal;
2741 if (!format->glInternal)
2742 continue;
2744 for (type = 0; type < ARRAY_SIZE(format->flags); ++type)
2746 gl_info->gl_ops.ext.p_glGetInternalformativ(wined3d_gl_type_to_enum(type),
2747 format->glInternal, GL_FRAMEBUFFER_RENDERABLE, 1, &value);
2748 if (value == GL_FULL_SUPPORT)
2750 TRACE("Format %s is supported as FBO color attachment, resource type %u.\n",
2751 debug_d3dformat(format->id), type);
2752 format->flags[type] |= WINED3DFMT_FLAG_FBO_ATTACHABLE;
2753 format->rtInternal = format->glInternal;
2754 regular_fmt_used = TRUE;
2756 gl_info->gl_ops.ext.p_glGetInternalformativ(wined3d_gl_type_to_enum(type),
2757 format->glInternal, GL_FRAMEBUFFER_BLEND, 1, &value);
2758 if (value == GL_FULL_SUPPORT)
2760 TRACE("Format %s supports post-pixelshader blending, resource type %u.\n",
2761 debug_d3dformat(format->id), type);
2762 format->flags[type] |= WINED3DFMT_FLAG_POSTPIXELSHADER_BLENDING;
2764 else
2766 TRACE("Format %s doesn't support post-pixelshader blending, resource typed %u.\n",
2767 debug_d3dformat(format->id), type);
2768 format->flags[type] &= ~WINED3DFMT_FLAG_POSTPIXELSHADER_BLENDING;
2771 else
2773 if (!rt_internal)
2775 if (format->flags[type] & WINED3DFMT_FLAG_RENDERTARGET)
2777 WARN("Format %s with rendertarget flag is not supported as FBO color attachment"
2778 " and no fallback specified, resource type %u.\n",
2779 debug_d3dformat(format->id), type);
2780 format->flags[type] &= ~WINED3DFMT_FLAG_RENDERTARGET;
2782 else
2783 TRACE("Format %s is not supported as FBO color attachment,"
2784 " resource type %u.\n", debug_d3dformat(format->id), type);
2785 format->rtInternal = format->glInternal;
2787 else
2789 gl_info->gl_ops.ext.p_glGetInternalformativ(wined3d_gl_type_to_enum(type),
2790 rt_internal, GL_FRAMEBUFFER_RENDERABLE, 1, &value);
2791 if (value == GL_FULL_SUPPORT)
2793 TRACE("Format %s rtInternal format is supported as FBO color attachment,"
2794 " resource type %u.\n", debug_d3dformat(format->id), type);
2795 fallback_fmt_used = TRUE;
2797 else
2799 WARN("Format %s rtInternal format is not supported as FBO color attachment,"
2800 " resource type %u.\n", debug_d3dformat(format->id), type);
2801 format->flags[type] &= ~WINED3DFMT_FLAG_RENDERTARGET;
2806 if (format->glInternal != format->glGammaInternal)
2808 gl_info->gl_ops.ext.p_glGetInternalformativ(wined3d_gl_type_to_enum(type),
2809 format->glGammaInternal, GL_FRAMEBUFFER_RENDERABLE, 1, &value);
2810 if (value == GL_FULL_SUPPORT)
2812 TRACE("Format %s's sRGB format is FBO attachable, resource type %u.\n",
2813 debug_d3dformat(format->id), type);
2814 format->flags[type] |= WINED3DFMT_FLAG_FBO_ATTACHABLE_SRGB;
2815 if (gl_info->supported[EXT_TEXTURE_SRGB_DECODE])
2816 format->glInternal = format->glGammaInternal;
2818 else
2820 WARN("Format %s's sRGB format is not FBO attachable, resource type %u.\n",
2821 debug_d3dformat(format->id), type);
2822 format_clear_flag(format, WINED3DFMT_FLAG_SRGB_WRITE);
2825 else if (format->flags[type] & WINED3DFMT_FLAG_FBO_ATTACHABLE)
2826 format->flags[type] |= WINED3DFMT_FLAG_FBO_ATTACHABLE_SRGB;
2829 if (fallback_fmt_used && regular_fmt_used)
2831 FIXME("Format %s needs different render target formats for different resource types.\n",
2832 debug_d3dformat(format->id));
2833 format_clear_flag(format, WINED3DFMT_FLAG_RENDERTARGET | WINED3DFMT_FLAG_FBO_ATTACHABLE
2834 | WINED3DFMT_FLAG_FBO_ATTACHABLE_SRGB | WINED3DFMT_FLAG_POSTPIXELSHADER_BLENDING);
2837 return;
2840 if (wined3d_settings.offscreen_rendering_mode == ORM_FBO)
2842 gl_info->fbo_ops.glGenFramebuffers(1, &fbo);
2843 gl_info->fbo_ops.glBindFramebuffer(GL_FRAMEBUFFER, fbo);
2844 gl_info->gl_ops.gl.p_glDrawBuffer(GL_COLOR_ATTACHMENT0);
2845 gl_info->gl_ops.gl.p_glReadBuffer(GL_COLOR_ATTACHMENT0);
2848 for (i = 0; i < gl_info->format_count; ++i)
2850 struct wined3d_format *format = &gl_info->formats[i];
2852 if (!format->glInternal) continue;
2854 if (format->flags[WINED3D_GL_RES_TYPE_TEX_2D] & WINED3DFMT_FLAG_COMPRESSED)
2856 TRACE("Skipping format %s because it's a compressed format.\n",
2857 debug_d3dformat(format->id));
2858 continue;
2861 if (wined3d_settings.offscreen_rendering_mode == ORM_FBO)
2863 TRACE("Checking if format %s is supported as FBO color attachment...\n", debug_d3dformat(format->id));
2864 check_fbo_compat(ctx, format);
2866 else
2868 format->rtInternal = format->glInternal;
2872 if (wined3d_settings.offscreen_rendering_mode == ORM_FBO)
2873 gl_info->fbo_ops.glDeleteFramebuffers(1, &fbo);
2876 static GLenum lookup_gl_view_class(GLenum internal_format)
2878 static const struct
2880 GLenum internal_format;
2881 GLenum view_class;
2883 view_classes[] =
2885 /* 128-bit */
2886 {GL_RGBA32F, GL_VIEW_CLASS_128_BITS},
2887 {GL_RGBA32UI, GL_VIEW_CLASS_128_BITS},
2888 {GL_RGBA32I, GL_VIEW_CLASS_128_BITS},
2889 /* 96-bit */
2890 {GL_RGB32F, GL_VIEW_CLASS_96_BITS},
2891 {GL_RGB32UI, GL_VIEW_CLASS_96_BITS},
2892 {GL_RGB32I, GL_VIEW_CLASS_96_BITS},
2893 /* 64-bit */
2894 {GL_RGBA16F, GL_VIEW_CLASS_64_BITS},
2895 {GL_RG32F, GL_VIEW_CLASS_64_BITS},
2896 {GL_RGBA16UI, GL_VIEW_CLASS_64_BITS},
2897 {GL_RG32UI, GL_VIEW_CLASS_64_BITS},
2898 {GL_RGBA16I, GL_VIEW_CLASS_64_BITS},
2899 {GL_RG32I, GL_VIEW_CLASS_64_BITS},
2900 {GL_RGBA16, GL_VIEW_CLASS_64_BITS},
2901 {GL_RGBA16_SNORM, GL_VIEW_CLASS_64_BITS},
2902 /* 48-bit */
2903 {GL_RGB16, GL_VIEW_CLASS_48_BITS},
2904 {GL_RGB16_SNORM, GL_VIEW_CLASS_48_BITS},
2905 {GL_RGB16F, GL_VIEW_CLASS_48_BITS},
2906 {GL_RGB16UI, GL_VIEW_CLASS_48_BITS},
2907 {GL_RGB16I, GL_VIEW_CLASS_48_BITS},
2908 /* 32-bit */
2909 {GL_RG16F, GL_VIEW_CLASS_32_BITS},
2910 {GL_R11F_G11F_B10F, GL_VIEW_CLASS_32_BITS},
2911 {GL_R32F, GL_VIEW_CLASS_32_BITS},
2912 {GL_RGB10_A2UI, GL_VIEW_CLASS_32_BITS},
2913 {GL_RGBA8UI, GL_VIEW_CLASS_32_BITS},
2914 {GL_RG16UI, GL_VIEW_CLASS_32_BITS},
2915 {GL_R32UI, GL_VIEW_CLASS_32_BITS},
2916 {GL_RGBA8I, GL_VIEW_CLASS_32_BITS},
2917 {GL_RG16I, GL_VIEW_CLASS_32_BITS},
2918 {GL_R32I, GL_VIEW_CLASS_32_BITS},
2919 {GL_RGB10_A2, GL_VIEW_CLASS_32_BITS},
2920 {GL_RGBA8, GL_VIEW_CLASS_32_BITS},
2921 {GL_RG16, GL_VIEW_CLASS_32_BITS},
2922 {GL_RGBA8_SNORM, GL_VIEW_CLASS_32_BITS},
2923 {GL_RG16_SNORM, GL_VIEW_CLASS_32_BITS},
2924 {GL_SRGB8_ALPHA8, GL_VIEW_CLASS_32_BITS},
2925 {GL_RGB9_E5, GL_VIEW_CLASS_32_BITS},
2926 /* 24-bit */
2927 {GL_RGB8, GL_VIEW_CLASS_24_BITS},
2928 {GL_RGB8_SNORM, GL_VIEW_CLASS_24_BITS},
2929 {GL_SRGB8, GL_VIEW_CLASS_24_BITS},
2930 {GL_RGB8UI, GL_VIEW_CLASS_24_BITS},
2931 {GL_RGB8I, GL_VIEW_CLASS_24_BITS},
2932 /* 16-bit */
2933 {GL_R16F, GL_VIEW_CLASS_16_BITS},
2934 {GL_RG8UI, GL_VIEW_CLASS_16_BITS},
2935 {GL_R16UI, GL_VIEW_CLASS_16_BITS},
2936 {GL_RG8I, GL_VIEW_CLASS_16_BITS},
2937 {GL_R16I, GL_VIEW_CLASS_16_BITS},
2938 {GL_RG8, GL_VIEW_CLASS_16_BITS},
2939 {GL_R16, GL_VIEW_CLASS_16_BITS},
2940 {GL_RG8_SNORM, GL_VIEW_CLASS_16_BITS},
2941 {GL_R16_SNORM, GL_VIEW_CLASS_16_BITS},
2942 /* 8-bit */
2943 {GL_R8UI, GL_VIEW_CLASS_8_BITS},
2944 {GL_R8I, GL_VIEW_CLASS_8_BITS},
2945 {GL_R8, GL_VIEW_CLASS_8_BITS},
2946 {GL_R8_SNORM, GL_VIEW_CLASS_8_BITS},
2948 /* RGTC1 */
2949 {GL_COMPRESSED_RED_RGTC1, GL_VIEW_CLASS_RGTC1_RED},
2950 {GL_COMPRESSED_SIGNED_RED_RGTC1, GL_VIEW_CLASS_RGTC1_RED},
2951 /* RGTC2 */
2952 {GL_COMPRESSED_RG_RGTC2, GL_VIEW_CLASS_RGTC2_RG},
2953 {GL_COMPRESSED_SIGNED_RG_RGTC2, GL_VIEW_CLASS_RGTC2_RG},
2955 /* BPTC unorm */
2956 {GL_COMPRESSED_RGBA_BPTC_UNORM, GL_VIEW_CLASS_BPTC_UNORM},
2957 {GL_COMPRESSED_SRGB_ALPHA_BPTC_UNORM, GL_VIEW_CLASS_BPTC_UNORM},
2958 /* BPTC float */
2959 {GL_COMPRESSED_RGB_BPTC_SIGNED_FLOAT, GL_VIEW_CLASS_BPTC_FLOAT},
2960 {GL_COMPRESSED_RGB_BPTC_UNSIGNED_FLOAT, GL_VIEW_CLASS_BPTC_FLOAT},
2962 /* DXT1 RGB */
2963 {GL_COMPRESSED_RGB_S3TC_DXT1_EXT, GL_VIEW_CLASS_S3TC_DXT1_RGB},
2964 {GL_COMPRESSED_SRGB_S3TC_DXT1_EXT, GL_VIEW_CLASS_S3TC_DXT1_RGB},
2965 /* DXT1 RGBA */
2966 {GL_COMPRESSED_RGBA_S3TC_DXT1_EXT, GL_VIEW_CLASS_S3TC_DXT1_RGBA},
2967 {GL_COMPRESSED_SRGB_ALPHA_S3TC_DXT1_EXT, GL_VIEW_CLASS_S3TC_DXT1_RGBA},
2968 /* DXT3 */
2969 {GL_COMPRESSED_RGBA_S3TC_DXT3_EXT, GL_VIEW_CLASS_S3TC_DXT3_RGBA},
2970 {GL_COMPRESSED_SRGB_ALPHA_S3TC_DXT3_EXT, GL_VIEW_CLASS_S3TC_DXT3_RGBA},
2971 /* DXT5 */
2972 {GL_COMPRESSED_RGBA_S3TC_DXT5_EXT, GL_VIEW_CLASS_S3TC_DXT5_RGBA},
2973 {GL_COMPRESSED_SRGB_ALPHA_S3TC_DXT5_EXT, GL_VIEW_CLASS_S3TC_DXT5_RGBA},
2976 unsigned int i;
2978 for (i = 0; i < ARRAY_SIZE(view_classes); ++i)
2980 if (view_classes[i].internal_format == internal_format)
2981 return view_classes[i].view_class;
2984 return GL_NONE;
2987 static void query_view_class(struct wined3d_format *format)
2989 GLenum internal_view_class, gamma_view_class, rt_view_class;
2991 internal_view_class = lookup_gl_view_class(format->glInternal);
2992 gamma_view_class = lookup_gl_view_class(format->glGammaInternal);
2993 rt_view_class = lookup_gl_view_class(format->rtInternal);
2995 if (internal_view_class == gamma_view_class || gamma_view_class == rt_view_class)
2997 format->gl_view_class = internal_view_class;
2998 TRACE("Format %s is member of GL view class %#x.\n",
2999 debug_d3dformat(format->id), format->gl_view_class);
3001 else
3003 format->gl_view_class = GL_NONE;
3007 static void query_internal_format(struct wined3d_adapter *adapter,
3008 struct wined3d_format *format, const struct wined3d_format_texture_info *texture_info,
3009 struct wined3d_gl_info *gl_info, BOOL srgb_write_supported, BOOL srgb_format)
3011 GLint count, multisample_types[8];
3012 unsigned int i, max_log2;
3013 GLenum target;
3015 if (gl_info->supported[ARB_INTERNALFORMAT_QUERY2])
3017 query_format_flag(gl_info, format, format->glInternal, GL_VERTEX_TEXTURE,
3018 WINED3DFMT_FLAG_VTF, "vertex texture usage");
3019 query_format_flag(gl_info, format, format->glInternal, GL_FILTER,
3020 WINED3DFMT_FLAG_FILTERING, "filtering");
3022 if (srgb_format || format->glGammaInternal != format->glInternal)
3024 query_format_flag(gl_info, format, format->glGammaInternal, GL_SRGB_READ,
3025 WINED3DFMT_FLAG_SRGB_READ, "sRGB read");
3027 if (srgb_write_supported)
3028 query_format_flag(gl_info, format, format->glGammaInternal, GL_SRGB_WRITE,
3029 WINED3DFMT_FLAG_SRGB_WRITE, "sRGB write");
3030 else
3031 format_clear_flag(format, WINED3DFMT_FLAG_SRGB_WRITE);
3033 if (!(format->flags[WINED3D_GL_RES_TYPE_TEX_2D] & (WINED3DFMT_FLAG_SRGB_READ | WINED3DFMT_FLAG_SRGB_WRITE)))
3034 format->glGammaInternal = format->glInternal;
3035 else if (wined3d_settings.offscreen_rendering_mode != ORM_FBO
3036 && gl_info->supported[EXT_TEXTURE_SRGB_DECODE])
3037 format->glInternal = format->glGammaInternal;
3040 else
3042 if (!gl_info->limits.samplers[WINED3D_SHADER_TYPE_VERTEX])
3043 format_clear_flag(format, WINED3DFMT_FLAG_VTF);
3045 if (!(gl_info->quirks & WINED3D_QUIRK_LIMITED_TEX_FILTERING))
3046 format_set_flag(format, WINED3DFMT_FLAG_FILTERING);
3047 else if (format->id != WINED3DFMT_R32G32B32A32_FLOAT && format->id != WINED3DFMT_R32_FLOAT)
3048 format_clear_flag(format, WINED3DFMT_FLAG_VTF);
3050 if (srgb_format || format->glGammaInternal != format->glInternal)
3052 /* Filter sRGB capabilities if EXT_texture_sRGB is not supported. */
3053 if (!gl_info->supported[EXT_TEXTURE_SRGB])
3055 format->glGammaInternal = format->glInternal;
3056 format_clear_flag(format, WINED3DFMT_FLAG_SRGB_READ | WINED3DFMT_FLAG_SRGB_WRITE);
3058 else if (wined3d_settings.offscreen_rendering_mode != ORM_FBO
3059 && gl_info->supported[EXT_TEXTURE_SRGB_DECODE])
3061 format->glInternal = format->glGammaInternal;
3065 if ((format->flags[WINED3D_GL_RES_TYPE_TEX_2D] & WINED3DFMT_FLAG_SRGB_WRITE) && !srgb_write_supported)
3066 format_clear_flag(format, WINED3DFMT_FLAG_SRGB_WRITE);
3068 if (!gl_info->supported[ARB_DEPTH_TEXTURE]
3069 && texture_info->flags & (WINED3DFMT_FLAG_DEPTH | WINED3DFMT_FLAG_STENCIL))
3071 format->flags[WINED3D_GL_RES_TYPE_TEX_1D] &= ~WINED3DFMT_FLAG_TEXTURE;
3072 format->flags[WINED3D_GL_RES_TYPE_TEX_2D] &= ~WINED3DFMT_FLAG_TEXTURE;
3073 format->flags[WINED3D_GL_RES_TYPE_TEX_3D] &= ~WINED3DFMT_FLAG_TEXTURE;
3074 format->flags[WINED3D_GL_RES_TYPE_TEX_CUBE] &= ~WINED3DFMT_FLAG_TEXTURE;
3075 format->flags[WINED3D_GL_RES_TYPE_TEX_RECT] &= ~WINED3DFMT_FLAG_TEXTURE;
3079 query_view_class(format);
3081 if (format->glInternal && format->flags[WINED3D_GL_RES_TYPE_RB]
3082 & (WINED3DFMT_FLAG_RENDERTARGET | WINED3DFMT_FLAG_DEPTH | WINED3DFMT_FLAG_STENCIL))
3084 if (gl_info->supported[ARB_INTERNALFORMAT_QUERY])
3086 target = gl_info->supported[ARB_TEXTURE_MULTISAMPLE] ? GL_TEXTURE_2D_MULTISAMPLE : GL_RENDERBUFFER;
3087 count = 0;
3088 GL_EXTCALL(glGetInternalformativ(target, format->glInternal,
3089 GL_NUM_SAMPLE_COUNTS, 1, &count));
3090 if (count > ARRAY_SIZE(multisample_types))
3091 FIXME("Unexpectedly high number of multisample types %d.\n", count);
3092 count = min(count, ARRAY_SIZE(multisample_types));
3093 GL_EXTCALL(glGetInternalformativ(target, format->glInternal,
3094 GL_SAMPLES, count, multisample_types));
3095 checkGLcall("query sample counts");
3096 for (i = 0; i < count; ++i)
3098 if (multisample_types[i] > sizeof(format->multisample_types) * CHAR_BIT)
3099 continue;
3100 format->multisample_types |= 1u << (multisample_types[i] - 1);
3103 else
3105 max_log2 = wined3d_log2i(min(gl_info->limits.samples,
3106 sizeof(format->multisample_types) * CHAR_BIT));
3107 for (i = 1; i <= max_log2; ++i)
3108 format->multisample_types |= 1u << ((1u << i) - 1);
3113 static BOOL init_format_texture_info(struct wined3d_adapter *adapter, struct wined3d_gl_info *gl_info)
3115 struct wined3d_format *format, *srgb_format;
3116 struct fragment_caps fragment_caps;
3117 struct shader_caps shader_caps;
3118 unsigned int i, j;
3119 BOOL srgb_write;
3121 adapter->fragment_pipe->get_caps(gl_info, &fragment_caps);
3122 adapter->shader_backend->shader_get_caps(gl_info, &shader_caps);
3123 srgb_write = (fragment_caps.wined3d_caps & WINED3D_FRAGMENT_CAP_SRGB_WRITE)
3124 && (shader_caps.wined3d_caps & WINED3D_SHADER_CAP_SRGB_WRITE);
3126 for (i = 0; i < ARRAY_SIZE(format_texture_info); ++i)
3128 if (!(format = get_format_internal(gl_info, format_texture_info[i].id)))
3129 return FALSE;
3131 if (!gl_info->supported[format_texture_info[i].extension])
3132 continue;
3134 /* ARB_texture_rg defines floating point formats, but only if
3135 * ARB_texture_float is also supported. */
3136 if (!gl_info->supported[ARB_TEXTURE_FLOAT]
3137 && (format->flags[WINED3D_GL_RES_TYPE_TEX_2D] & WINED3DFMT_FLAG_FLOAT))
3138 continue;
3140 /* ARB_texture_rg defines integer formats if EXT_texture_integer is also supported. */
3141 if (!gl_info->supported[EXT_TEXTURE_INTEGER]
3142 && (format->flags[WINED3D_GL_RES_TYPE_TEX_2D] & WINED3DFMT_FLAG_INTEGER))
3143 continue;
3145 format->glInternal = format_texture_info[i].gl_internal;
3146 format->glGammaInternal = format_texture_info[i].gl_srgb_internal;
3147 format->rtInternal = format_texture_info[i].gl_rt_internal;
3148 format->glFormat = format_texture_info[i].gl_format;
3149 format->glType = format_texture_info[i].gl_type;
3150 format->color_fixup = COLOR_FIXUP_IDENTITY;
3151 format->height_scale.numerator = 1;
3152 format->height_scale.denominator = 1;
3154 format->flags[WINED3D_GL_RES_TYPE_TEX_1D] |= format_texture_info[i].flags;
3155 format->flags[WINED3D_GL_RES_TYPE_TEX_2D] |= format_texture_info[i].flags;
3156 format->flags[WINED3D_GL_RES_TYPE_BUFFER] |= format_texture_info[i].flags;
3158 /* GL_ARB_depth_texture does not support 3D textures. It also says "cube textures are
3159 * problematic", but doesn't explicitly mandate that an error is generated. */
3160 if (gl_info->supported[EXT_TEXTURE3D]
3161 && !(format_texture_info[i].flags & (WINED3DFMT_FLAG_DEPTH | WINED3DFMT_FLAG_STENCIL)))
3162 format->flags[WINED3D_GL_RES_TYPE_TEX_3D] |= format_texture_info[i].flags;
3164 if (gl_info->supported[ARB_TEXTURE_CUBE_MAP])
3165 format->flags[WINED3D_GL_RES_TYPE_TEX_CUBE] |= format_texture_info[i].flags;
3167 if (gl_info->supported[ARB_TEXTURE_RECTANGLE])
3168 format->flags[WINED3D_GL_RES_TYPE_TEX_RECT] |= format_texture_info[i].flags;
3170 format->flags[WINED3D_GL_RES_TYPE_RB] |= format_texture_info[i].flags;
3171 format->flags[WINED3D_GL_RES_TYPE_RB] &= ~WINED3DFMT_FLAG_TEXTURE;
3173 if (format->glGammaInternal != format->glInternal
3174 && !(adapter->d3d_info.wined3d_creation_flags & WINED3D_SRGB_READ_WRITE_CONTROL))
3176 format->glGammaInternal = format->glInternal;
3177 format_clear_flag(format, WINED3DFMT_FLAG_SRGB_READ | WINED3DFMT_FLAG_SRGB_WRITE);
3180 query_internal_format(adapter, format, &format_texture_info[i], gl_info, srgb_write, FALSE);
3182 /* Texture conversion stuff */
3183 format->conv_byte_count = format_texture_info[i].conv_byte_count;
3184 format->upload = format_texture_info[i].upload;
3185 format->download = format_texture_info[i].download;
3187 srgb_format = NULL;
3188 for (j = 0; j < ARRAY_SIZE(format_srgb_info); ++j)
3190 if (format_srgb_info[j].base_format_id == format->id)
3192 if (!(srgb_format = get_format_internal(gl_info, format_srgb_info[j].srgb_format_id)))
3193 return FALSE;
3194 break;
3197 if (!srgb_format)
3198 continue;
3200 copy_format(srgb_format, format);
3202 if (gl_info->supported[EXT_TEXTURE_SRGB]
3203 && !(adapter->d3d_info.wined3d_creation_flags & WINED3D_SRGB_READ_WRITE_CONTROL))
3205 srgb_format->glInternal = format_texture_info[i].gl_srgb_internal;
3206 srgb_format->glGammaInternal = format_texture_info[i].gl_srgb_internal;
3207 format_set_flag(srgb_format, WINED3DFMT_FLAG_SRGB_READ | WINED3DFMT_FLAG_SRGB_WRITE);
3208 query_internal_format(adapter, srgb_format, &format_texture_info[i], gl_info, srgb_write, TRUE);
3212 return TRUE;
3215 static BOOL color_match(DWORD c1, DWORD c2, BYTE max_diff)
3217 if (abs((c1 & 0xff) - (c2 & 0xff)) > max_diff) return FALSE;
3218 c1 >>= 8; c2 >>= 8;
3219 if (abs((c1 & 0xff) - (c2 & 0xff)) > max_diff) return FALSE;
3220 c1 >>= 8; c2 >>= 8;
3221 if (abs((c1 & 0xff) - (c2 & 0xff)) > max_diff) return FALSE;
3222 c1 >>= 8; c2 >>= 8;
3223 if (abs((c1 & 0xff) - (c2 & 0xff)) > max_diff) return FALSE;
3224 return TRUE;
3227 /* A context is provided by the caller */
3228 static BOOL check_filter(const struct wined3d_gl_info *gl_info, GLenum internal)
3230 static const DWORD data[] = {0x00000000, 0xffffffff};
3231 GLuint tex, fbo, buffer;
3232 DWORD readback[16 * 1];
3233 BOOL ret = FALSE;
3235 /* Render a filtered texture and see what happens. This is intended to detect the lack of
3236 * float16 filtering on ATI X1000 class cards. The drivers disable filtering instead of
3237 * falling back to software. If this changes in the future this code will get fooled and
3238 * apps might hit the software path due to incorrectly advertised caps.
3240 * Its unlikely that this changes however. GL Games like Mass Effect depend on the filter
3241 * disable fallback, if Apple or ATI ever change the driver behavior they will break more
3242 * than Wine. The Linux binary <= r500 driver is not maintained any more anyway
3245 while (gl_info->gl_ops.gl.p_glGetError());
3247 gl_info->gl_ops.gl.p_glGenTextures(1, &buffer);
3248 gl_info->gl_ops.gl.p_glBindTexture(GL_TEXTURE_2D, buffer);
3249 memset(readback, 0x7e, sizeof(readback));
3250 gl_info->gl_ops.gl.p_glTexImage2D(GL_TEXTURE_2D, 0, GL_RGBA8, 16, 1, 0,
3251 GL_RGBA, GL_UNSIGNED_INT_8_8_8_8, readback);
3252 gl_info->gl_ops.gl.p_glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_NEAREST);
3253 gl_info->gl_ops.gl.p_glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_NEAREST);
3254 gl_info->gl_ops.gl.p_glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_CLAMP_TO_EDGE);
3255 gl_info->gl_ops.gl.p_glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_CLAMP_TO_EDGE);
3256 gl_info->gl_ops.gl.p_glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_R, GL_CLAMP_TO_EDGE);
3258 gl_info->gl_ops.gl.p_glGenTextures(1, &tex);
3259 gl_info->gl_ops.gl.p_glBindTexture(GL_TEXTURE_2D, tex);
3260 gl_info->gl_ops.gl.p_glTexImage2D(GL_TEXTURE_2D, 0, internal, 2, 1, 0,
3261 GL_BGRA, GL_UNSIGNED_INT_8_8_8_8_REV, data);
3262 gl_info->gl_ops.gl.p_glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR);
3263 gl_info->gl_ops.gl.p_glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_LINEAR);
3264 gl_info->gl_ops.gl.p_glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_CLAMP_TO_EDGE);
3265 gl_info->gl_ops.gl.p_glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_CLAMP_TO_EDGE);
3266 gl_info->gl_ops.gl.p_glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_R, GL_CLAMP_TO_EDGE);
3267 gl_info->gl_ops.gl.p_glEnable(GL_TEXTURE_2D);
3269 gl_info->fbo_ops.glGenFramebuffers(1, &fbo);
3270 gl_info->fbo_ops.glBindFramebuffer(GL_FRAMEBUFFER, fbo);
3271 gl_info->fbo_ops.glFramebufferTexture2D(GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT0, GL_TEXTURE_2D, buffer, 0);
3272 gl_info->gl_ops.gl.p_glDrawBuffer(GL_COLOR_ATTACHMENT0);
3274 gl_info->gl_ops.gl.p_glViewport(0, 0, 16, 1);
3275 gl_info->gl_ops.gl.p_glDisable(GL_LIGHTING);
3276 gl_info->gl_ops.gl.p_glMatrixMode(GL_MODELVIEW);
3277 gl_info->gl_ops.gl.p_glLoadIdentity();
3278 gl_info->gl_ops.gl.p_glMatrixMode(GL_PROJECTION);
3279 gl_info->gl_ops.gl.p_glLoadIdentity();
3281 gl_info->gl_ops.gl.p_glClearColor(0, 1, 0, 0);
3282 gl_info->gl_ops.gl.p_glClear(GL_COLOR_BUFFER_BIT);
3284 gl_info->gl_ops.gl.p_glBegin(GL_TRIANGLE_STRIP);
3285 gl_info->gl_ops.gl.p_glTexCoord2f(0.0, 0.0);
3286 gl_info->gl_ops.gl.p_glVertex2f(-1.0f, -1.0f);
3287 gl_info->gl_ops.gl.p_glTexCoord2f(1.0, 0.0);
3288 gl_info->gl_ops.gl.p_glVertex2f(1.0f, -1.0f);
3289 gl_info->gl_ops.gl.p_glTexCoord2f(0.0, 1.0);
3290 gl_info->gl_ops.gl.p_glVertex2f(-1.0f, 1.0f);
3291 gl_info->gl_ops.gl.p_glTexCoord2f(1.0, 1.0);
3292 gl_info->gl_ops.gl.p_glVertex2f(1.0f, 1.0f);
3293 gl_info->gl_ops.gl.p_glEnd();
3295 gl_info->gl_ops.gl.p_glBindTexture(GL_TEXTURE_2D, buffer);
3296 memset(readback, 0x7f, sizeof(readback));
3297 gl_info->gl_ops.gl.p_glGetTexImage(GL_TEXTURE_2D, 0, GL_BGRA, GL_UNSIGNED_INT_8_8_8_8_REV, readback);
3298 if (color_match(readback[6], 0xffffffff, 5) || color_match(readback[6], 0x00000000, 5)
3299 || color_match(readback[9], 0xffffffff, 5) || color_match(readback[9], 0x00000000, 5))
3301 TRACE("Read back colors 0x%08x and 0x%08x close to unfiltered color, assuming no filtering\n",
3302 readback[6], readback[9]);
3303 ret = FALSE;
3305 else
3307 TRACE("Read back colors are 0x%08x and 0x%08x, assuming texture is filtered\n",
3308 readback[6], readback[9]);
3309 ret = TRUE;
3312 gl_info->fbo_ops.glBindFramebuffer(GL_FRAMEBUFFER, 0);
3313 gl_info->fbo_ops.glDeleteFramebuffers(1, &fbo);
3314 gl_info->gl_ops.gl.p_glDeleteTextures(1, &tex);
3315 gl_info->gl_ops.gl.p_glDeleteTextures(1, &buffer);
3316 gl_info->gl_ops.gl.p_glDisable(GL_TEXTURE_2D);
3318 if (gl_info->gl_ops.gl.p_glGetError())
3320 FIXME("Error during filtering test for format %x, returning no filtering\n", internal);
3321 ret = FALSE;
3324 return ret;
3327 static void init_format_filter_info(struct wined3d_gl_info *gl_info, enum wined3d_pci_vendor vendor)
3329 struct wined3d_format *format;
3330 unsigned int fmt_idx, i;
3331 static const enum wined3d_format_id fmts16[] =
3333 WINED3DFMT_R16_FLOAT,
3334 WINED3DFMT_R16G16_FLOAT,
3335 WINED3DFMT_R16G16B16A16_FLOAT,
3337 BOOL filtered;
3339 if (gl_info->supported[ARB_INTERNALFORMAT_QUERY2])
3340 /* This was already handled by init_format_texture_info(). */
3341 return;
3343 if (wined3d_settings.offscreen_rendering_mode != ORM_FBO
3344 || !gl_info->supported[WINED3D_GL_LEGACY_CONTEXT])
3346 WARN("No FBO support, or no FBO ORM, guessing filter info from GL caps\n");
3347 if (vendor == HW_VENDOR_NVIDIA && gl_info->supported[ARB_TEXTURE_FLOAT])
3349 TRACE("Nvidia card with texture_float support: Assuming float16 blending\n");
3350 filtered = TRUE;
3352 else if (gl_info->limits.glsl_varyings > 44)
3354 TRACE("More than 44 GLSL varyings - assuming d3d10 card with float16 blending\n");
3355 filtered = TRUE;
3357 else
3359 TRACE("Assuming no float16 blending\n");
3360 filtered = FALSE;
3363 if (filtered)
3365 for (i = 0; i < ARRAY_SIZE(fmts16); ++i)
3367 fmt_idx = get_format_idx(fmts16[i]);
3368 format_set_flag(&gl_info->formats[fmt_idx], WINED3DFMT_FLAG_FILTERING);
3371 return;
3374 for (i = 0; i < ARRAY_SIZE(fmts16); ++i)
3376 fmt_idx = get_format_idx(fmts16[i]);
3377 format = &gl_info->formats[fmt_idx];
3378 if (!format->glInternal) continue; /* Not supported by GL */
3380 filtered = check_filter(gl_info, gl_info->formats[fmt_idx].glInternal);
3381 if (filtered)
3383 TRACE("Format %s supports filtering\n", debug_d3dformat(fmts16[i]));
3384 format_set_flag(format, WINED3DFMT_FLAG_FILTERING);
3386 else
3388 TRACE("Format %s does not support filtering\n", debug_d3dformat(fmts16[i]));
3393 static void apply_format_fixups(struct wined3d_adapter *adapter, struct wined3d_gl_info *gl_info)
3395 unsigned int i;
3396 int idx;
3398 idx = get_format_idx(WINED3DFMT_R16_FLOAT);
3399 gl_info->formats[idx].color_fixup = create_color_fixup_desc(
3400 0, CHANNEL_SOURCE_X, 0, CHANNEL_SOURCE_ONE, 0, CHANNEL_SOURCE_ONE, 0, CHANNEL_SOURCE_W);
3402 idx = get_format_idx(WINED3DFMT_R32_FLOAT);
3403 gl_info->formats[idx].color_fixup = create_color_fixup_desc(
3404 0, CHANNEL_SOURCE_X, 0, CHANNEL_SOURCE_ONE, 0, CHANNEL_SOURCE_ONE, 0, CHANNEL_SOURCE_W);
3406 idx = get_format_idx(WINED3DFMT_R16G16_UNORM);
3407 gl_info->formats[idx].color_fixup = create_color_fixup_desc(
3408 0, CHANNEL_SOURCE_X, 0, CHANNEL_SOURCE_Y, 0, CHANNEL_SOURCE_ONE, 0, CHANNEL_SOURCE_W);
3410 idx = get_format_idx(WINED3DFMT_R16G16_FLOAT);
3411 gl_info->formats[idx].color_fixup = create_color_fixup_desc(
3412 0, CHANNEL_SOURCE_X, 0, CHANNEL_SOURCE_Y, 0, CHANNEL_SOURCE_ONE, 0, CHANNEL_SOURCE_W);
3414 idx = get_format_idx(WINED3DFMT_R32G32_FLOAT);
3415 gl_info->formats[idx].color_fixup = create_color_fixup_desc(
3416 0, CHANNEL_SOURCE_X, 0, CHANNEL_SOURCE_Y, 0, CHANNEL_SOURCE_ONE, 0, CHANNEL_SOURCE_W);
3418 /* GL_ATI_envmap_bumpmap in theory supports R8G8_SNORM but is no longer supported by
3419 * any driver. */
3420 if (gl_info->supported[NV_TEXTURE_SHADER] || gl_info->supported[EXT_TEXTURE_SNORM])
3422 /* R8G8_SNORM and R16G16_SNORM need a fixup of the undefined blue channel. OpenGL
3423 * returns 0.0 when sampling from it, DirectX 1.0. So we always have in-shader
3424 * conversion for this format. */
3425 idx = get_format_idx(WINED3DFMT_R8G8_SNORM);
3426 gl_info->formats[idx].color_fixup = create_color_fixup_desc(
3427 0, CHANNEL_SOURCE_X, 0, CHANNEL_SOURCE_Y, 0, CHANNEL_SOURCE_ONE, 0, CHANNEL_SOURCE_ONE);
3428 idx = get_format_idx(WINED3DFMT_R16G16_SNORM);
3429 gl_info->formats[idx].color_fixup = create_color_fixup_desc(
3430 0, CHANNEL_SOURCE_X, 0, CHANNEL_SOURCE_Y, 0, CHANNEL_SOURCE_ONE, 0, CHANNEL_SOURCE_ONE);
3432 else
3434 /* Emulate using unsigned formats. This requires load-time conversion in addition to the
3435 * fixups here. */
3436 idx = get_format_idx(WINED3DFMT_R8G8_SNORM);
3437 gl_info->formats[idx].color_fixup = create_color_fixup_desc(
3438 1, CHANNEL_SOURCE_X, 1, CHANNEL_SOURCE_Y, 0, CHANNEL_SOURCE_ONE, 0, CHANNEL_SOURCE_ONE);
3439 idx = get_format_idx(WINED3DFMT_R16G16_SNORM);
3440 gl_info->formats[idx].color_fixup = create_color_fixup_desc(
3441 1, CHANNEL_SOURCE_X, 1, CHANNEL_SOURCE_Y, 0, CHANNEL_SOURCE_ONE, 0, CHANNEL_SOURCE_ONE);
3442 idx = get_format_idx(WINED3DFMT_R8G8B8A8_SNORM);
3443 gl_info->formats[idx].color_fixup = create_color_fixup_desc(
3444 1, CHANNEL_SOURCE_X, 1, CHANNEL_SOURCE_Y, 1, CHANNEL_SOURCE_Z, 1, CHANNEL_SOURCE_W);
3445 idx = get_format_idx(WINED3DFMT_R5G5_SNORM_L6_UNORM);
3446 gl_info->formats[idx].color_fixup = create_color_fixup_desc(
3447 1, CHANNEL_SOURCE_X, 1, CHANNEL_SOURCE_Z, 0, CHANNEL_SOURCE_Y, 0, CHANNEL_SOURCE_ONE);
3450 if (!gl_info->supported[NV_TEXTURE_SHADER])
3452 idx = get_format_idx(WINED3DFMT_R8G8_SNORM_L8X8_UNORM);
3453 gl_info->formats[idx].color_fixup = create_color_fixup_desc(
3454 1, CHANNEL_SOURCE_X, 1, CHANNEL_SOURCE_Y, 0, CHANNEL_SOURCE_Z, 0, CHANNEL_SOURCE_W);
3457 if (gl_info->supported[ARB_TEXTURE_COMPRESSION_RGTC] || gl_info->supported[EXT_TEXTURE_COMPRESSION_RGTC])
3459 idx = get_format_idx(WINED3DFMT_ATI1N);
3460 gl_info->formats[idx].color_fixup = create_color_fixup_desc(
3461 0, CHANNEL_SOURCE_X, 0, CHANNEL_SOURCE_X, 0, CHANNEL_SOURCE_X, 0, CHANNEL_SOURCE_X);
3463 idx = get_format_idx(WINED3DFMT_ATI2N);
3464 gl_info->formats[idx].color_fixup = create_color_fixup_desc(
3465 0, CHANNEL_SOURCE_Y, 0, CHANNEL_SOURCE_X, 0, CHANNEL_SOURCE_ONE, 0, CHANNEL_SOURCE_ONE);
3467 else if (gl_info->supported[ATI_TEXTURE_COMPRESSION_3DC])
3469 idx = get_format_idx(WINED3DFMT_ATI2N);
3470 gl_info->formats[idx].color_fixup= create_color_fixup_desc(
3471 0, CHANNEL_SOURCE_X, 0, CHANNEL_SOURCE_W, 0, CHANNEL_SOURCE_ONE, 0, CHANNEL_SOURCE_ONE);
3474 if (!gl_info->supported[APPLE_YCBCR_422] && (gl_info->supported[ARB_FRAGMENT_PROGRAM]
3475 || (gl_info->supported[ARB_FRAGMENT_SHADER] && gl_info->supported[ARB_VERTEX_SHADER])))
3477 idx = get_format_idx(WINED3DFMT_YUY2);
3478 gl_info->formats[idx].color_fixup = create_complex_fixup_desc(COMPLEX_FIXUP_YUY2);
3480 idx = get_format_idx(WINED3DFMT_UYVY);
3481 gl_info->formats[idx].color_fixup = create_complex_fixup_desc(COMPLEX_FIXUP_UYVY);
3483 else if (!gl_info->supported[APPLE_YCBCR_422] && (!gl_info->supported[ARB_FRAGMENT_PROGRAM]
3484 && (!gl_info->supported[ARB_FRAGMENT_SHADER] || !gl_info->supported[ARB_VERTEX_SHADER])))
3486 idx = get_format_idx(WINED3DFMT_YUY2);
3487 gl_info->formats[idx].glInternal = 0;
3489 idx = get_format_idx(WINED3DFMT_UYVY);
3490 gl_info->formats[idx].glInternal = 0;
3493 if (gl_info->supported[ARB_FRAGMENT_PROGRAM]
3494 || (gl_info->supported[ARB_FRAGMENT_SHADER] && gl_info->supported[ARB_VERTEX_SHADER]))
3496 idx = get_format_idx(WINED3DFMT_YV12);
3497 format_set_flag(&gl_info->formats[idx], WINED3DFMT_FLAG_HEIGHT_SCALE);
3498 gl_info->formats[idx].height_scale.numerator = 3;
3499 gl_info->formats[idx].height_scale.denominator = 2;
3500 gl_info->formats[idx].color_fixup = create_complex_fixup_desc(COMPLEX_FIXUP_YV12);
3502 idx = get_format_idx(WINED3DFMT_NV12);
3503 format_set_flag(&gl_info->formats[idx], WINED3DFMT_FLAG_HEIGHT_SCALE);
3504 gl_info->formats[idx].height_scale.numerator = 3;
3505 gl_info->formats[idx].height_scale.denominator = 2;
3506 gl_info->formats[idx].color_fixup = create_complex_fixup_desc(COMPLEX_FIXUP_NV12);
3508 else
3510 idx = get_format_idx(WINED3DFMT_YV12);
3511 gl_info->formats[idx].glInternal = 0;
3513 idx = get_format_idx(WINED3DFMT_NV12);
3514 gl_info->formats[idx].glInternal = 0;
3517 if (!gl_info->supported[WINED3D_GL_LEGACY_CONTEXT])
3519 idx = get_format_idx(WINED3DFMT_A8_UNORM);
3520 gl_info->formats[idx].color_fixup = create_color_fixup_desc(
3521 0, CHANNEL_SOURCE_ZERO, 0, CHANNEL_SOURCE_ZERO, 0, CHANNEL_SOURCE_ZERO, 0, CHANNEL_SOURCE_X);
3522 idx = get_format_idx(WINED3DFMT_L8A8_UNORM);
3523 gl_info->formats[idx].color_fixup = create_color_fixup_desc(
3524 0, CHANNEL_SOURCE_X, 0, CHANNEL_SOURCE_X, 0, CHANNEL_SOURCE_X, 0, CHANNEL_SOURCE_Y);
3525 idx = get_format_idx(WINED3DFMT_L4A4_UNORM);
3526 gl_info->formats[idx].color_fixup = create_color_fixup_desc(
3527 0, CHANNEL_SOURCE_X, 0, CHANNEL_SOURCE_X, 0, CHANNEL_SOURCE_X, 0, CHANNEL_SOURCE_Y);
3528 idx = get_format_idx(WINED3DFMT_L16_UNORM);
3529 gl_info->formats[idx].color_fixup = create_color_fixup_desc(
3530 0, CHANNEL_SOURCE_X, 0, CHANNEL_SOURCE_X, 0, CHANNEL_SOURCE_X, 0, CHANNEL_SOURCE_ONE);
3531 idx = get_format_idx(WINED3DFMT_INTZ);
3532 gl_info->formats[idx].color_fixup = create_color_fixup_desc(
3533 0, CHANNEL_SOURCE_X, 0, CHANNEL_SOURCE_X, 0, CHANNEL_SOURCE_X, 0, CHANNEL_SOURCE_X);
3536 if (gl_info->supported[ARB_TEXTURE_RG])
3538 idx = get_format_idx(WINED3DFMT_L8_UNORM);
3539 gl_info->formats[idx].color_fixup = create_color_fixup_desc(
3540 0, CHANNEL_SOURCE_X, 0, CHANNEL_SOURCE_X, 0, CHANNEL_SOURCE_X, 0, CHANNEL_SOURCE_ONE);
3543 if (gl_info->supported[ARB_FRAGMENT_PROGRAM] || gl_info->supported[ARB_FRAGMENT_SHADER])
3545 idx = get_format_idx(WINED3DFMT_P8_UINT);
3546 gl_info->formats[idx].color_fixup = create_complex_fixup_desc(COMPLEX_FIXUP_P8);
3549 if (gl_info->supported[ARB_VERTEX_ARRAY_BGRA])
3551 idx = get_format_idx(WINED3DFMT_B8G8R8A8_UNORM);
3552 gl_info->formats[idx].gl_vtx_format = GL_BGRA;
3555 if (!gl_info->supported[ARB_HALF_FLOAT_VERTEX])
3557 /* Do not change the size of the type, it is CPU side. We have to change the GPU-side information though.
3558 * It is the job of the vertex buffer code to make sure that the vbos have the right format */
3559 idx = get_format_idx(WINED3DFMT_R16G16_FLOAT);
3560 gl_info->formats[idx].gl_vtx_type = GL_FLOAT;
3562 idx = get_format_idx(WINED3DFMT_R16G16B16A16_FLOAT);
3563 gl_info->formats[idx].gl_vtx_type = GL_FLOAT;
3566 if (!gl_info->supported[ARB_HALF_FLOAT_PIXEL])
3568 idx = get_format_idx(WINED3DFMT_R16_FLOAT);
3569 format_clear_flag(&gl_info->formats[idx], WINED3DFMT_FLAG_TEXTURE);
3571 idx = get_format_idx(WINED3DFMT_R16G16_FLOAT);
3572 format_clear_flag(&gl_info->formats[idx], WINED3DFMT_FLAG_TEXTURE);
3574 idx = get_format_idx(WINED3DFMT_R16G16B16A16_FLOAT);
3575 format_clear_flag(&gl_info->formats[idx], WINED3DFMT_FLAG_TEXTURE);
3578 if (gl_info->quirks & WINED3D_QUIRK_BROKEN_RGBA16)
3580 idx = get_format_idx(WINED3DFMT_R16G16B16A16_UNORM);
3581 format_clear_flag(&gl_info->formats[idx], WINED3DFMT_FLAG_TEXTURE);
3584 /* ATI instancing hack: Although ATI cards do not support Shader Model
3585 * 3.0, they support instancing. To query if the card supports instancing
3586 * CheckDeviceFormat() with the special format MAKEFOURCC('I','N','S','T')
3587 * is used. Should an application check for this, provide a proper return
3588 * value. We can do instancing with all shader versions, but we need
3589 * vertex shaders.
3591 * Additionally applications have to set the D3DRS_POINTSIZE render state
3592 * to MAKEFOURCC('I','N','S','T') once to enable instancing. Wined3d
3593 * doesn't need that and just ignores it.
3595 * With Shader Model 3.0 capable cards Instancing 'just works' in Windows. */
3596 /* FIXME: This should just check the shader backend caps. */
3597 if (gl_info->supported[ARB_VERTEX_PROGRAM] || gl_info->supported[ARB_VERTEX_SHADER])
3599 idx = get_format_idx(WINED3DFMT_INST);
3600 format_set_flag(&gl_info->formats[idx], WINED3DFMT_FLAG_TEXTURE);
3603 /* Depth bound test. To query if the card supports it CheckDeviceFormat()
3604 * with the special format MAKEFOURCC('N','V','D','B') is used. It is
3605 * enabled by setting D3DRS_ADAPTIVETESS_X render state to
3606 * MAKEFOURCC('N','V','D','B') and then controlled by setting
3607 * D3DRS_ADAPTIVETESS_Z (zMin) and D3DRS_ADAPTIVETESS_W (zMax) to test
3608 * value. */
3609 if (gl_info->supported[EXT_DEPTH_BOUNDS_TEST])
3611 idx = get_format_idx(WINED3DFMT_NVDB);
3612 format_set_flag(&gl_info->formats[idx], WINED3DFMT_FLAG_TEXTURE);
3615 /* RESZ aka AMD DX9-level hack for multisampled depth buffer resolve. You query for RESZ
3616 * support by checking for availability of MAKEFOURCC('R','E','S','Z') surfaces with
3617 * RENDERTARGET usage. */
3618 if (gl_info->supported[ARB_FRAMEBUFFER_OBJECT])
3620 idx = get_format_idx(WINED3DFMT_RESZ);
3621 format_set_flag(&gl_info->formats[idx], WINED3DFMT_FLAG_TEXTURE | WINED3DFMT_FLAG_RENDERTARGET);
3624 for (i = 0; i < gl_info->format_count; ++i)
3626 struct wined3d_format *format = &gl_info->formats[i];
3628 if (!(format->flags[WINED3D_GL_RES_TYPE_TEX_2D] & WINED3DFMT_FLAG_TEXTURE))
3629 continue;
3631 if (is_identity_fixup(format->color_fixup))
3632 continue;
3634 TRACE("Checking support for fixup:\n");
3635 dump_color_fixup_desc(format->color_fixup);
3636 if (!adapter->shader_backend->shader_color_fixup_supported(format->color_fixup)
3637 || !adapter->fragment_pipe->color_fixup_supported(format->color_fixup))
3639 TRACE("[FAILED]\n");
3640 format_clear_flag(format, WINED3DFMT_FLAG_TEXTURE);
3642 else
3644 TRACE("[OK]\n");
3648 /* These formats are not supported for 3D textures. See also
3649 * WINED3DFMT_FLAG_DECOMPRESS. */
3650 idx = get_format_idx(WINED3DFMT_ATI1N);
3651 gl_info->formats[idx].flags[WINED3D_GL_RES_TYPE_TEX_3D] &= ~WINED3DFMT_FLAG_TEXTURE;
3652 idx = get_format_idx(WINED3DFMT_ATI2N);
3653 gl_info->formats[idx].flags[WINED3D_GL_RES_TYPE_TEX_3D] &= ~WINED3DFMT_FLAG_TEXTURE;
3654 idx = get_format_idx(WINED3DFMT_BC4_UNORM);
3655 gl_info->formats[idx].flags[WINED3D_GL_RES_TYPE_TEX_3D] &= ~WINED3DFMT_FLAG_TEXTURE;
3656 idx = get_format_idx(WINED3DFMT_BC4_SNORM);
3657 gl_info->formats[idx].flags[WINED3D_GL_RES_TYPE_TEX_3D] &= ~WINED3DFMT_FLAG_TEXTURE;
3658 idx = get_format_idx(WINED3DFMT_BC5_UNORM);
3659 gl_info->formats[idx].flags[WINED3D_GL_RES_TYPE_TEX_3D] &= ~WINED3DFMT_FLAG_TEXTURE;
3660 idx = get_format_idx(WINED3DFMT_BC5_SNORM);
3661 gl_info->formats[idx].flags[WINED3D_GL_RES_TYPE_TEX_3D] &= ~WINED3DFMT_FLAG_TEXTURE;
3664 static unsigned int calculate_vertex_attribute_size(GLenum type, unsigned int component_count)
3666 switch (type)
3668 case GL_HALF_FLOAT:
3669 return component_count * sizeof(GLhalfNV);
3670 case GL_FLOAT:
3671 return component_count * sizeof(GLfloat);
3672 case GL_BYTE:
3673 return component_count * sizeof(GLbyte);
3674 case GL_UNSIGNED_BYTE:
3675 return component_count * sizeof(GLubyte);
3676 case GL_SHORT:
3677 return component_count * sizeof(GLshort);
3678 case GL_UNSIGNED_SHORT:
3679 return component_count * sizeof(GLushort);
3680 case GL_INT:
3681 return component_count * sizeof(GLint);
3682 case GL_UNSIGNED_INT:
3683 return component_count * sizeof(GLuint);
3684 case GL_UNSIGNED_INT_2_10_10_10_REV:
3685 return sizeof(GLuint);
3686 default:
3687 FIXME("Unhandled GL type %#x.\n", type);
3688 return 0;
3692 static BOOL init_format_vertex_info(struct wined3d_gl_info *gl_info)
3694 struct wined3d_format *format;
3695 unsigned int i;
3697 for (i = 0; i < ARRAY_SIZE(format_vertex_info); ++i)
3699 if (!(format = get_format_internal(gl_info, format_vertex_info[i].id)))
3700 return FALSE;
3702 if (!gl_info->supported[format_vertex_info[i].extension])
3703 continue;
3705 format->emit_idx = format_vertex_info[i].emit_idx;
3706 format->component_count = format_vertex_info[i].component_count;
3707 format->gl_vtx_type = format_vertex_info[i].gl_vtx_type;
3708 format->gl_vtx_format = format_vertex_info[i].component_count;
3709 format->gl_normalized = format_vertex_info[i].gl_normalized;
3710 if (!(format->attribute_size = calculate_vertex_attribute_size(format->gl_vtx_type,
3711 format->component_count)))
3713 ERR("Invalid attribute size for vertex format %s (%#x).\n",
3714 debug_d3dformat(format_vertex_info[i].id), format_vertex_info[i].id);
3715 return FALSE;
3719 return TRUE;
3722 static BOOL init_typeless_formats(struct wined3d_gl_info *gl_info)
3724 unsigned int flags[WINED3D_GL_RES_TYPE_COUNT];
3725 unsigned int i, j;
3727 for (i = 0; i < ARRAY_SIZE(typed_formats); ++i)
3729 struct wined3d_format *format, *typeless_format;
3731 if (!(format = get_format_internal(gl_info, typed_formats[i].id)))
3732 return FALSE;
3733 if (!(typeless_format = get_format_internal(gl_info, typed_formats[i].typeless_id)))
3734 return FALSE;
3736 memcpy(flags, typeless_format->flags, sizeof(flags));
3737 copy_format(typeless_format, format);
3738 for (j = 0; j < ARRAY_SIZE(typeless_format->flags); ++j)
3739 typeless_format->flags[j] |= flags[j];
3742 for (i = 0; i < ARRAY_SIZE(typeless_depth_stencil_formats); ++i)
3744 struct wined3d_format *typeless_format, *typeless_ds_format, *ds_format;
3745 struct wined3d_format *depth_view_format, *stencil_view_format;
3746 enum wined3d_format_id format_id;
3748 if (!(typeless_format = get_format_internal(gl_info, typeless_depth_stencil_formats[i].typeless_id)))
3749 return FALSE;
3750 if (!(ds_format = get_format_internal(gl_info, typeless_depth_stencil_formats[i].depth_stencil_id)))
3751 return FALSE;
3753 typeless_ds_format = &gl_info->formats[WINED3D_FORMAT_COUNT + i];
3754 typeless_ds_format->id = typeless_depth_stencil_formats[i].typeless_id;
3755 copy_format(typeless_ds_format, ds_format);
3756 for (j = 0; j < ARRAY_SIZE(typeless_ds_format->flags); ++j)
3758 typeless_ds_format->flags[j] = typeless_format->flags[j];
3759 typeless_format->flags[j] &= ~(WINED3DFMT_FLAG_DEPTH | WINED3DFMT_FLAG_STENCIL);
3762 if ((format_id = typeless_depth_stencil_formats[i].depth_view_id)
3763 && typeless_depth_stencil_formats[i].separate_depth_view_format)
3765 if (!(depth_view_format = get_format_internal(gl_info, format_id)))
3766 return FALSE;
3767 copy_format(depth_view_format, ds_format);
3769 if ((format_id = typeless_depth_stencil_formats[i].stencil_view_id))
3771 if (!(stencil_view_format = get_format_internal(gl_info, format_id)))
3772 return FALSE;
3773 copy_format(stencil_view_format, ds_format);
3777 return TRUE;
3780 static void init_format_gen_mipmap_info(struct wined3d_gl_info *gl_info)
3782 unsigned int i, j;
3784 if (!gl_info->fbo_ops.glGenerateMipmap)
3785 return;
3787 for (i = 0; i < gl_info->format_count; ++i)
3789 struct wined3d_format *format = &gl_info->formats[i];
3791 for (j = 0; j < ARRAY_SIZE(format->flags); ++j)
3792 if (!(~format->flags[j] & (WINED3DFMT_FLAG_RENDERTARGET | WINED3DFMT_FLAG_FILTERING)))
3793 format->flags[j] |= WINED3DFMT_FLAG_GEN_MIPMAP;
3797 BOOL wined3d_caps_gl_ctx_test_viewport_subpixel_bits(struct wined3d_caps_gl_ctx *ctx)
3799 static const struct wined3d_color red = {1.0f, 0.0f, 0.0f, 1.0f};
3800 const struct wined3d_gl_info *gl_info = ctx->gl_info;
3801 static const float offset = -63.0f / 128.0f;
3802 GLuint texture, fbo;
3803 DWORD readback[4];
3804 unsigned int i;
3806 gl_info->gl_ops.gl.p_glGenTextures(1, &texture);
3807 gl_info->gl_ops.gl.p_glBindTexture(GL_TEXTURE_2D, texture);
3808 gl_info->gl_ops.gl.p_glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAX_LEVEL, 0);
3809 gl_info->gl_ops.gl.p_glTexImage2D(GL_TEXTURE_2D, 0, GL_RGBA8, ARRAY_SIZE(readback), 1, 0,
3810 GL_BGRA, GL_UNSIGNED_INT_8_8_8_8_REV, NULL);
3811 gl_info->fbo_ops.glGenFramebuffers(1, &fbo);
3812 gl_info->fbo_ops.glBindFramebuffer(GL_FRAMEBUFFER, fbo);
3813 gl_info->fbo_ops.glFramebufferTexture2D(GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT0,
3814 GL_TEXTURE_2D, texture, 0);
3815 checkGLcall("create resources");
3817 gl_info->gl_ops.gl.p_glClearColor(1.0f, 1.0f, 1.0f, 1.0f);
3818 gl_info->gl_ops.gl.p_glClear(GL_COLOR_BUFFER_BIT);
3819 GL_EXTCALL(glViewportIndexedf(0, offset, offset, 4.0f, 1.0f));
3820 draw_test_quad(ctx, NULL, &red);
3821 checkGLcall("draw");
3823 gl_info->gl_ops.gl.p_glBindTexture(GL_TEXTURE_2D, texture);
3824 gl_info->gl_ops.gl.p_glGetTexImage(GL_TEXTURE_2D, 0,
3825 GL_BGRA, GL_UNSIGNED_INT_8_8_8_8_REV, readback);
3826 checkGLcall("readback");
3828 TRACE("Readback colors are 0x%08x, 0x%08x, 0x%08x, 0x%08x.\n",
3829 readback[0], readback[1], readback[2], readback[3]);
3831 gl_info->gl_ops.gl.p_glDeleteTextures(1, &texture);
3832 gl_info->fbo_ops.glDeleteFramebuffers(1, &fbo);
3833 gl_info->fbo_ops.glBindFramebuffer(GL_FRAMEBUFFER, 0);
3834 checkGLcall("delete resources");
3836 for (i = 0; i < ARRAY_SIZE(readback); ++i)
3838 if (readback[i] != 0xffff0000)
3839 return FALSE;
3841 return TRUE;
3844 static float wined3d_adapter_find_polyoffset_scale(struct wined3d_caps_gl_ctx *ctx, GLenum format)
3846 const struct wined3d_gl_info *gl_info = ctx->gl_info;
3847 static const struct wined3d_color blue = {0.0f, 0.0f, 1.0f, 1.0f};
3848 GLuint fbo, color, depth;
3849 unsigned int low = 0, high = 32, cur;
3850 DWORD readback[256];
3851 static const struct wined3d_vec3 geometry[] =
3853 {-1.0f, -1.0f, -1.0f},
3854 { 1.0f, -1.0f, 0.0f},
3855 {-1.0f, 1.0f, -1.0f},
3856 { 1.0f, 1.0f, 0.0f},
3859 /* Most drivers want 2^23 for fixed point depth buffers, including r300g, r600g,
3860 * Nvidia. Use this as a fallback if the detection fails. */
3861 unsigned int fallback = 23;
3863 if (wined3d_settings.offscreen_rendering_mode != ORM_FBO)
3865 FIXME("No FBOs, assuming polyoffset scale of 2^%u.\n", fallback);
3866 return (float)(1u << fallback);
3869 gl_info->gl_ops.gl.p_glGenTextures(1, &color);
3870 gl_info->gl_ops.gl.p_glBindTexture(GL_TEXTURE_2D, color);
3871 gl_info->gl_ops.gl.p_glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAX_LEVEL, 0);
3872 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);
3874 gl_info->fbo_ops.glGenRenderbuffers(1, &depth);
3875 gl_info->fbo_ops.glBindRenderbuffer(GL_RENDERBUFFER, depth);
3876 gl_info->fbo_ops.glRenderbufferStorage(GL_RENDERBUFFER, format, 256, 1);
3878 gl_info->fbo_ops.glGenFramebuffers(1, &fbo);
3879 gl_info->fbo_ops.glBindFramebuffer(GL_FRAMEBUFFER, fbo);
3880 gl_info->fbo_ops.glFramebufferTexture2D(GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT0, GL_TEXTURE_2D, color, 0);
3881 gl_info->fbo_ops.glFramebufferRenderbuffer(GL_FRAMEBUFFER, GL_DEPTH_ATTACHMENT, GL_RENDERBUFFER, depth);
3882 checkGLcall("Setup framebuffer");
3884 gl_info->gl_ops.gl.p_glClearColor(0.0f, 0.0f, 0.5f, 0.0f);
3885 gl_info->gl_ops.gl.p_glClearDepth(0.5f);
3886 gl_info->gl_ops.gl.p_glEnable(GL_DEPTH_TEST);
3887 gl_info->gl_ops.gl.p_glEnable(GL_POLYGON_OFFSET_FILL);
3888 gl_info->gl_ops.gl.p_glViewport(0, 0, 256, 1);
3889 checkGLcall("Misc parameters");
3891 for (;;)
3893 if (high - low <= 1)
3895 ERR("PolygonOffset scale factor detection failed, using fallback value 2^%u.\n", fallback);
3896 cur = fallback;
3897 break;
3899 cur = (low + high) / 2;
3901 gl_info->gl_ops.gl.p_glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT);
3902 /* The post viewport transform Z of the geometry runs from 0.0 to 0.5. We want to push it another
3903 * 0.25 so that the Z buffer content (0.5) cuts the quad off at half the screen. */
3904 gl_info->gl_ops.gl.p_glPolygonOffset(0.0f, (float)(1u << cur) * 0.25f);
3905 draw_test_quad(ctx, geometry, &blue);
3906 checkGLcall("Test draw");
3908 /* Rebinding texture to workaround a fglrx bug. */
3909 gl_info->gl_ops.gl.p_glBindTexture(GL_TEXTURE_2D, color);
3910 gl_info->gl_ops.gl.p_glGetTexImage(GL_TEXTURE_2D, 0, GL_BGRA, GL_UNSIGNED_INT_8_8_8_8_REV, readback);
3911 checkGLcall("readback");
3913 TRACE("low %02u, high %02u, cur %2u, 0=0x%08x, 125=0x%08x, 131=0x%08x, 255=0x%08x\n",
3914 low, high, cur, readback[0], readback[125], readback[131], readback[255]);
3916 if ((readback[125] & 0xff) < 0xa0)
3917 high = cur;
3918 else if ((readback[131] & 0xff) > 0xa0)
3919 low = cur;
3920 else
3922 TRACE("Found scale factor 2^%u for format %x.\n", cur, format);
3923 break;
3927 gl_info->gl_ops.gl.p_glDeleteTextures(1, &color);
3928 gl_info->fbo_ops.glDeleteRenderbuffers(1, &depth);
3929 gl_info->fbo_ops.glDeleteFramebuffers(1, &fbo);
3930 gl_info->fbo_ops.glBindFramebuffer(GL_FRAMEBUFFER, 0);
3931 checkGLcall("Delete framebuffer");
3933 gl_info->gl_ops.gl.p_glDisable(GL_DEPTH_TEST);
3934 gl_info->gl_ops.gl.p_glDisable(GL_POLYGON_OFFSET_FILL);
3935 return (float)(1u << cur);
3938 static void init_format_depth_bias_scale(struct wined3d_caps_gl_ctx *ctx,
3939 const struct wined3d_d3d_info *d3d_info)
3941 const struct wined3d_gl_info *gl_info = ctx->gl_info;
3942 unsigned int i;
3944 for (i = 0; i < gl_info->format_count; ++i)
3946 struct wined3d_format *format = &gl_info->formats[i];
3948 if (format->flags[WINED3D_GL_RES_TYPE_RB] & WINED3DFMT_FLAG_DEPTH)
3950 TRACE("Testing depth bias scale for format %s.\n", debug_d3dformat(format->id));
3951 format->depth_bias_scale = wined3d_adapter_find_polyoffset_scale(ctx, format->glInternal);
3953 if (!(d3d_info->wined3d_creation_flags & WINED3D_NORMALIZED_DEPTH_BIAS))
3955 /* The single-precision binary floating-point format has
3956 * a significand precision of 24 bits.
3958 if (format->flags[WINED3D_GL_RES_TYPE_TEX_2D] & WINED3DFMT_FLAG_FLOAT)
3959 format->depth_bias_scale /= 1u << 24;
3960 else
3961 format->depth_bias_scale /= 1u << format->depth_size;
3967 /* Context activation is done by the caller. */
3968 BOOL wined3d_adapter_init_format_info(struct wined3d_adapter *adapter, struct wined3d_caps_gl_ctx *ctx)
3970 struct wined3d_gl_info *gl_info = &adapter->gl_info;
3972 if (!init_format_base_info(gl_info)) return FALSE;
3973 if (!init_format_block_info(gl_info)) goto fail;
3974 if (!init_format_decompress_info(gl_info)) goto fail;
3976 if (!ctx) /* WINED3D_NO3D */
3977 return TRUE;
3979 if (!init_format_texture_info(adapter, gl_info)) goto fail;
3980 if (!init_format_vertex_info(gl_info)) goto fail;
3982 apply_format_fixups(adapter, gl_info);
3983 init_format_fbo_compat_info(ctx);
3984 init_format_filter_info(gl_info, adapter->driver_info.vendor);
3985 if (!init_typeless_formats(gl_info)) goto fail;
3986 init_format_gen_mipmap_info(gl_info);
3987 init_format_depth_bias_scale(ctx, &adapter->d3d_info);
3989 return TRUE;
3991 fail:
3992 heap_free(gl_info->formats);
3993 gl_info->formats = NULL;
3994 return FALSE;
3997 const struct wined3d_format *wined3d_get_format(const struct wined3d_gl_info *gl_info,
3998 enum wined3d_format_id format_id, unsigned int resource_usage)
4000 const struct wined3d_format *format;
4001 int idx = get_format_idx(format_id);
4002 unsigned int i;
4004 if (idx == -1)
4006 FIXME("Can't find format %s (%#x) in the format lookup table.\n",
4007 debug_d3dformat(format_id), format_id);
4008 return &gl_info->formats[get_format_idx(WINED3DFMT_UNKNOWN)];
4011 format = &gl_info->formats[idx];
4013 if (resource_usage & WINED3DUSAGE_DEPTHSTENCIL && wined3d_format_is_typeless(format))
4015 for (i = 0; i < ARRAY_SIZE(typeless_depth_stencil_formats); ++i)
4017 if (typeless_depth_stencil_formats[i].typeless_id == format_id)
4018 return &gl_info->formats[WINED3D_FORMAT_COUNT + i];
4021 FIXME("Cannot find depth/stencil typeless format %s (%#x).\n",
4022 debug_d3dformat(format_id), format_id);
4023 return &gl_info->formats[get_format_idx(WINED3DFMT_UNKNOWN)];
4026 return format;
4029 BOOL wined3d_format_is_depth_view(enum wined3d_format_id resource_format_id,
4030 enum wined3d_format_id view_format_id)
4032 unsigned int i;
4034 for (i = 0; i < ARRAY_SIZE(typeless_depth_stencil_formats); ++i)
4036 if (typeless_depth_stencil_formats[i].typeless_id == resource_format_id)
4037 return typeless_depth_stencil_formats[i].depth_view_id == view_format_id;
4039 return FALSE;
4042 void wined3d_format_calculate_pitch(const struct wined3d_format *format, unsigned int alignment,
4043 unsigned int width, unsigned int height, unsigned int *row_pitch, unsigned int *slice_pitch)
4045 /* For block based formats, pitch means the amount of bytes to the next
4046 * row of blocks rather than the next row of pixels. */
4047 if (format->flags[WINED3D_GL_RES_TYPE_TEX_2D] & WINED3DFMT_FLAG_BLOCKS)
4049 unsigned int row_block_count = (width + format->block_width - 1) / format->block_width;
4050 unsigned int slice_block_count = (height + format->block_height - 1) / format->block_height;
4051 *row_pitch = row_block_count * format->block_byte_count;
4052 *row_pitch = (*row_pitch + alignment - 1) & ~(alignment - 1);
4053 *slice_pitch = *row_pitch * slice_block_count;
4055 else
4057 *row_pitch = format->byte_count * width; /* Bytes / row */
4058 *row_pitch = (*row_pitch + alignment - 1) & ~(alignment - 1);
4059 *slice_pitch = *row_pitch * height;
4062 if (format->flags[WINED3D_GL_RES_TYPE_TEX_2D] & WINED3DFMT_FLAG_HEIGHT_SCALE)
4064 /* The D3D format requirements make sure that the resulting format is an integer again */
4065 *slice_pitch *= format->height_scale.numerator;
4066 *slice_pitch /= format->height_scale.denominator;
4069 TRACE("Returning row pitch %u, slice pitch %u.\n", *row_pitch, *slice_pitch);
4072 UINT wined3d_format_calculate_size(const struct wined3d_format *format, UINT alignment,
4073 UINT width, UINT height, UINT depth)
4075 unsigned int row_pitch, slice_pitch;
4077 if (format->id == WINED3DFMT_UNKNOWN)
4078 return 0;
4080 if (format->flags[WINED3D_GL_RES_TYPE_TEX_2D] & WINED3DFMT_FLAG_BROKEN_PITCH)
4081 return width * height * depth * format->byte_count;
4083 wined3d_format_calculate_pitch(format, alignment, width, height, &row_pitch, &slice_pitch);
4085 return slice_pitch * depth;
4088 BOOL wined3d_formats_are_srgb_variants(enum wined3d_format_id format1, enum wined3d_format_id format2)
4090 unsigned int i;
4092 for (i = 0; i < ARRAY_SIZE(format_srgb_info); ++i)
4094 if (format1 == format_srgb_info[i].srgb_format_id)
4095 return format2 == format_srgb_info[i].base_format_id;
4096 if (format1 == format_srgb_info[i].base_format_id)
4097 return format2 == format_srgb_info[i].srgb_format_id;
4099 return FALSE;
4102 /*****************************************************************************
4103 * Trace formatting of useful values
4105 const char *debug_box(const struct wined3d_box *box)
4107 if (!box)
4108 return "(null)";
4109 return wine_dbg_sprintf("(%u, %u, %u)-(%u, %u, %u)",
4110 box->left, box->top, box->front,
4111 box->right, box->bottom, box->back);
4114 const char *debug_color(const struct wined3d_color *color)
4116 if (!color)
4117 return "(null)";
4118 return wine_dbg_sprintf("{%.8e, %.8e, %.8e, %.8e}",
4119 color->r, color->g, color->b, color->a);
4122 const char *debug_ivec4(const struct wined3d_ivec4 *v)
4124 if (!v)
4125 return "(null)";
4126 return wine_dbg_sprintf("{%d, %d, %d, %d}",
4127 v->x, v->y, v->z, v->w);
4130 const char *debug_uvec4(const struct wined3d_uvec4 *v)
4132 if (!v)
4133 return "(null)";
4134 return wine_dbg_sprintf("{%u, %u, %u, %u}",
4135 v->x, v->y, v->z, v->w);
4138 const char *debug_vec4(const struct wined3d_vec4 *v)
4140 if (!v)
4141 return "(null)";
4142 return wine_dbg_sprintf("{%.8e, %.8e, %.8e, %.8e}",
4143 v->x, v->y, v->z, v->w);
4146 const char *debug_d3dformat(enum wined3d_format_id format_id)
4148 switch (format_id)
4150 #define FMT_TO_STR(format_id) case format_id: return #format_id
4151 FMT_TO_STR(WINED3DFMT_UNKNOWN);
4152 FMT_TO_STR(WINED3DFMT_B8G8R8_UNORM);
4153 FMT_TO_STR(WINED3DFMT_B5G5R5X1_UNORM);
4154 FMT_TO_STR(WINED3DFMT_B4G4R4A4_UNORM);
4155 FMT_TO_STR(WINED3DFMT_B2G3R3_UNORM);
4156 FMT_TO_STR(WINED3DFMT_B2G3R3A8_UNORM);
4157 FMT_TO_STR(WINED3DFMT_B4G4R4X4_UNORM);
4158 FMT_TO_STR(WINED3DFMT_R8G8B8X8_UNORM);
4159 FMT_TO_STR(WINED3DFMT_B10G10R10A2_UNORM);
4160 FMT_TO_STR(WINED3DFMT_P8_UINT_A8_UNORM);
4161 FMT_TO_STR(WINED3DFMT_P8_UINT);
4162 FMT_TO_STR(WINED3DFMT_L8_UNORM);
4163 FMT_TO_STR(WINED3DFMT_L8A8_UNORM);
4164 FMT_TO_STR(WINED3DFMT_L4A4_UNORM);
4165 FMT_TO_STR(WINED3DFMT_R5G5_SNORM_L6_UNORM);
4166 FMT_TO_STR(WINED3DFMT_R8G8_SNORM_L8X8_UNORM);
4167 FMT_TO_STR(WINED3DFMT_R10G11B11_SNORM);
4168 FMT_TO_STR(WINED3DFMT_R10G10B10X2_UINT);
4169 FMT_TO_STR(WINED3DFMT_R10G10B10X2_SNORM);
4170 FMT_TO_STR(WINED3DFMT_R10G10B10_SNORM_A2_UNORM);
4171 FMT_TO_STR(WINED3DFMT_UYVY);
4172 FMT_TO_STR(WINED3DFMT_YUY2);
4173 FMT_TO_STR(WINED3DFMT_YV12);
4174 FMT_TO_STR(WINED3DFMT_NV12);
4175 FMT_TO_STR(WINED3DFMT_DXT1);
4176 FMT_TO_STR(WINED3DFMT_DXT2);
4177 FMT_TO_STR(WINED3DFMT_DXT3);
4178 FMT_TO_STR(WINED3DFMT_DXT4);
4179 FMT_TO_STR(WINED3DFMT_DXT5);
4180 FMT_TO_STR(WINED3DFMT_MULTI2_ARGB8);
4181 FMT_TO_STR(WINED3DFMT_G8R8_G8B8);
4182 FMT_TO_STR(WINED3DFMT_R8G8_B8G8);
4183 FMT_TO_STR(WINED3DFMT_D16_LOCKABLE);
4184 FMT_TO_STR(WINED3DFMT_D32_UNORM);
4185 FMT_TO_STR(WINED3DFMT_S1_UINT_D15_UNORM);
4186 FMT_TO_STR(WINED3DFMT_X8D24_UNORM);
4187 FMT_TO_STR(WINED3DFMT_S4X4_UINT_D24_UNORM);
4188 FMT_TO_STR(WINED3DFMT_L16_UNORM);
4189 FMT_TO_STR(WINED3DFMT_S8_UINT_D24_FLOAT);
4190 FMT_TO_STR(WINED3DFMT_R8G8_SNORM_Cx);
4191 FMT_TO_STR(WINED3DFMT_ATI1N);
4192 FMT_TO_STR(WINED3DFMT_ATI2N);
4193 FMT_TO_STR(WINED3DFMT_NVDB);
4194 FMT_TO_STR(WINED3DFMT_NVHU);
4195 FMT_TO_STR(WINED3DFMT_NVHS);
4196 FMT_TO_STR(WINED3DFMT_R32G32B32A32_TYPELESS);
4197 FMT_TO_STR(WINED3DFMT_R32G32B32A32_FLOAT);
4198 FMT_TO_STR(WINED3DFMT_R32G32B32A32_UINT);
4199 FMT_TO_STR(WINED3DFMT_R32G32B32A32_SINT);
4200 FMT_TO_STR(WINED3DFMT_R32G32B32_TYPELESS);
4201 FMT_TO_STR(WINED3DFMT_R32G32B32_FLOAT);
4202 FMT_TO_STR(WINED3DFMT_R32G32B32_UINT);
4203 FMT_TO_STR(WINED3DFMT_R32G32B32_SINT);
4204 FMT_TO_STR(WINED3DFMT_R16G16B16A16_TYPELESS);
4205 FMT_TO_STR(WINED3DFMT_R16G16B16A16_FLOAT);
4206 FMT_TO_STR(WINED3DFMT_R16G16B16A16_UNORM);
4207 FMT_TO_STR(WINED3DFMT_R16G16B16A16_UINT);
4208 FMT_TO_STR(WINED3DFMT_R16G16B16A16_SNORM);
4209 FMT_TO_STR(WINED3DFMT_R16G16B16A16_SINT);
4210 FMT_TO_STR(WINED3DFMT_R32G32_TYPELESS);
4211 FMT_TO_STR(WINED3DFMT_R32G32_FLOAT);
4212 FMT_TO_STR(WINED3DFMT_R32G32_UINT);
4213 FMT_TO_STR(WINED3DFMT_R32G32_SINT);
4214 FMT_TO_STR(WINED3DFMT_R32G8X24_TYPELESS);
4215 FMT_TO_STR(WINED3DFMT_D32_FLOAT_S8X24_UINT);
4216 FMT_TO_STR(WINED3DFMT_R32_FLOAT_X8X24_TYPELESS);
4217 FMT_TO_STR(WINED3DFMT_X32_TYPELESS_G8X24_UINT);
4218 FMT_TO_STR(WINED3DFMT_R10G10B10A2_TYPELESS);
4219 FMT_TO_STR(WINED3DFMT_R10G10B10A2_UNORM);
4220 FMT_TO_STR(WINED3DFMT_R10G10B10A2_UINT);
4221 FMT_TO_STR(WINED3DFMT_R10G10B10A2_SNORM);
4222 FMT_TO_STR(WINED3DFMT_R10G10B10_XR_BIAS_A2_UNORM);
4223 FMT_TO_STR(WINED3DFMT_R11G11B10_FLOAT);
4224 FMT_TO_STR(WINED3DFMT_R8G8B8A8_TYPELESS);
4225 FMT_TO_STR(WINED3DFMT_R8G8B8A8_UNORM);
4226 FMT_TO_STR(WINED3DFMT_R8G8B8A8_UNORM_SRGB);
4227 FMT_TO_STR(WINED3DFMT_R8G8B8A8_UINT);
4228 FMT_TO_STR(WINED3DFMT_R8G8B8A8_SNORM);
4229 FMT_TO_STR(WINED3DFMT_R8G8B8A8_SINT);
4230 FMT_TO_STR(WINED3DFMT_R16G16_TYPELESS);
4231 FMT_TO_STR(WINED3DFMT_R16G16_FLOAT);
4232 FMT_TO_STR(WINED3DFMT_R16G16_UNORM);
4233 FMT_TO_STR(WINED3DFMT_R16G16_UINT);
4234 FMT_TO_STR(WINED3DFMT_R16G16_SNORM);
4235 FMT_TO_STR(WINED3DFMT_R16G16_SINT);
4236 FMT_TO_STR(WINED3DFMT_R32_TYPELESS);
4237 FMT_TO_STR(WINED3DFMT_D32_FLOAT);
4238 FMT_TO_STR(WINED3DFMT_R32_FLOAT);
4239 FMT_TO_STR(WINED3DFMT_R32_UINT);
4240 FMT_TO_STR(WINED3DFMT_R32_SINT);
4241 FMT_TO_STR(WINED3DFMT_R24G8_TYPELESS);
4242 FMT_TO_STR(WINED3DFMT_D24_UNORM_S8_UINT);
4243 FMT_TO_STR(WINED3DFMT_R24_UNORM_X8_TYPELESS);
4244 FMT_TO_STR(WINED3DFMT_X24_TYPELESS_G8_UINT);
4245 FMT_TO_STR(WINED3DFMT_R8G8_TYPELESS);
4246 FMT_TO_STR(WINED3DFMT_R8G8_UNORM);
4247 FMT_TO_STR(WINED3DFMT_R8G8_UINT);
4248 FMT_TO_STR(WINED3DFMT_R8G8_SNORM);
4249 FMT_TO_STR(WINED3DFMT_R8G8_SINT);
4250 FMT_TO_STR(WINED3DFMT_R16_TYPELESS);
4251 FMT_TO_STR(WINED3DFMT_R16_FLOAT);
4252 FMT_TO_STR(WINED3DFMT_D16_UNORM);
4253 FMT_TO_STR(WINED3DFMT_R16_UNORM);
4254 FMT_TO_STR(WINED3DFMT_R16_UINT);
4255 FMT_TO_STR(WINED3DFMT_R16_SNORM);
4256 FMT_TO_STR(WINED3DFMT_R16_SINT);
4257 FMT_TO_STR(WINED3DFMT_R8_TYPELESS);
4258 FMT_TO_STR(WINED3DFMT_R8_UNORM);
4259 FMT_TO_STR(WINED3DFMT_R8_UINT);
4260 FMT_TO_STR(WINED3DFMT_R8_SNORM);
4261 FMT_TO_STR(WINED3DFMT_R8_SINT);
4262 FMT_TO_STR(WINED3DFMT_A8_UNORM);
4263 FMT_TO_STR(WINED3DFMT_R1_UNORM);
4264 FMT_TO_STR(WINED3DFMT_R9G9B9E5_SHAREDEXP);
4265 FMT_TO_STR(WINED3DFMT_R8G8_B8G8_UNORM);
4266 FMT_TO_STR(WINED3DFMT_G8R8_G8B8_UNORM);
4267 FMT_TO_STR(WINED3DFMT_BC1_TYPELESS);
4268 FMT_TO_STR(WINED3DFMT_BC1_UNORM);
4269 FMT_TO_STR(WINED3DFMT_BC1_UNORM_SRGB);
4270 FMT_TO_STR(WINED3DFMT_BC2_TYPELESS);
4271 FMT_TO_STR(WINED3DFMT_BC2_UNORM);
4272 FMT_TO_STR(WINED3DFMT_BC2_UNORM_SRGB);
4273 FMT_TO_STR(WINED3DFMT_BC3_TYPELESS);
4274 FMT_TO_STR(WINED3DFMT_BC3_UNORM);
4275 FMT_TO_STR(WINED3DFMT_BC3_UNORM_SRGB);
4276 FMT_TO_STR(WINED3DFMT_BC4_TYPELESS);
4277 FMT_TO_STR(WINED3DFMT_BC4_UNORM);
4278 FMT_TO_STR(WINED3DFMT_BC4_SNORM);
4279 FMT_TO_STR(WINED3DFMT_BC5_TYPELESS);
4280 FMT_TO_STR(WINED3DFMT_BC5_UNORM);
4281 FMT_TO_STR(WINED3DFMT_BC5_SNORM);
4282 FMT_TO_STR(WINED3DFMT_B5G6R5_UNORM);
4283 FMT_TO_STR(WINED3DFMT_B5G5R5A1_UNORM);
4284 FMT_TO_STR(WINED3DFMT_B8G8R8A8_UNORM);
4285 FMT_TO_STR(WINED3DFMT_B8G8R8X8_UNORM);
4286 FMT_TO_STR(WINED3DFMT_B8G8R8A8_TYPELESS);
4287 FMT_TO_STR(WINED3DFMT_B8G8R8A8_UNORM_SRGB);
4288 FMT_TO_STR(WINED3DFMT_B8G8R8X8_TYPELESS);
4289 FMT_TO_STR(WINED3DFMT_B8G8R8X8_UNORM_SRGB);
4290 FMT_TO_STR(WINED3DFMT_BC6H_TYPELESS);
4291 FMT_TO_STR(WINED3DFMT_BC6H_UF16);
4292 FMT_TO_STR(WINED3DFMT_BC6H_SF16);
4293 FMT_TO_STR(WINED3DFMT_BC7_TYPELESS);
4294 FMT_TO_STR(WINED3DFMT_BC7_UNORM);
4295 FMT_TO_STR(WINED3DFMT_BC7_UNORM_SRGB);
4296 FMT_TO_STR(WINED3DFMT_INTZ);
4297 FMT_TO_STR(WINED3DFMT_RESZ);
4298 FMT_TO_STR(WINED3DFMT_NULL);
4299 FMT_TO_STR(WINED3DFMT_R16);
4300 FMT_TO_STR(WINED3DFMT_AL16);
4301 #undef FMT_TO_STR
4302 default:
4304 char fourcc[5];
4305 fourcc[0] = (char)(format_id);
4306 fourcc[1] = (char)(format_id >> 8);
4307 fourcc[2] = (char)(format_id >> 16);
4308 fourcc[3] = (char)(format_id >> 24);
4309 fourcc[4] = 0;
4310 if (isprint(fourcc[0]) && isprint(fourcc[1]) && isprint(fourcc[2]) && isprint(fourcc[3]))
4311 FIXME("Unrecognized %#x (as fourcc: %s) WINED3DFORMAT!\n", format_id, fourcc);
4312 else
4313 FIXME("Unrecognized %#x WINED3DFORMAT!\n", format_id);
4315 return "unrecognized";
4319 const char *debug_d3ddevicetype(enum wined3d_device_type device_type)
4321 switch (device_type)
4323 #define DEVTYPE_TO_STR(dev) case dev: return #dev
4324 DEVTYPE_TO_STR(WINED3D_DEVICE_TYPE_HAL);
4325 DEVTYPE_TO_STR(WINED3D_DEVICE_TYPE_REF);
4326 DEVTYPE_TO_STR(WINED3D_DEVICE_TYPE_SW);
4327 #undef DEVTYPE_TO_STR
4328 default:
4329 FIXME("Unrecognized device type %#x.\n", device_type);
4330 return "unrecognized";
4334 struct debug_buffer
4336 char str[200]; /* wine_dbg_sprintf() limits string size to 200 */
4337 char *ptr;
4338 int size;
4341 static void init_debug_buffer(struct debug_buffer *buffer, const char *default_string)
4343 snprintf(buffer->str, sizeof(buffer->str), "%s", default_string);
4344 buffer->ptr = buffer->str;
4345 buffer->size = sizeof(buffer->str);
4348 static void debug_append(struct debug_buffer *buffer, const char *str, const char *separator)
4350 int size;
4352 if (!separator || buffer->ptr == buffer->str)
4353 separator = "";
4354 size = snprintf(buffer->ptr, buffer->size, "%s%s", separator, str);
4355 if (size == -1 || size >= buffer->size)
4357 buffer->size = 0;
4358 strcpy(&buffer->str[sizeof(buffer->str) - 4], "...");
4359 return;
4362 buffer->ptr += size;
4363 buffer->size -= size;
4366 const char *wined3d_debug_resource_access(DWORD access)
4368 struct debug_buffer buffer;
4370 init_debug_buffer(&buffer, "0");
4371 #define ACCESS_TO_STR(x) if (access & x) { debug_append(&buffer, #x, " | "); access &= ~x; }
4372 ACCESS_TO_STR(WINED3D_RESOURCE_ACCESS_GPU);
4373 ACCESS_TO_STR(WINED3D_RESOURCE_ACCESS_CPU);
4374 ACCESS_TO_STR(WINED3D_RESOURCE_ACCESS_MAP_R);
4375 ACCESS_TO_STR(WINED3D_RESOURCE_ACCESS_MAP_W);
4376 #undef ACCESS_TO_STR
4377 if (access)
4378 FIXME("Unrecognised access flag(s) %#x.\n", access);
4380 return wine_dbg_sprintf("%s", buffer.str);
4383 const char *debug_d3dusage(DWORD usage)
4385 struct debug_buffer buffer;
4387 init_debug_buffer(&buffer, "0");
4388 #define WINED3DUSAGE_TO_STR(x) if (usage & x) { debug_append(&buffer, #x, " | "); usage &= ~x; }
4389 WINED3DUSAGE_TO_STR(WINED3DUSAGE_RENDERTARGET);
4390 WINED3DUSAGE_TO_STR(WINED3DUSAGE_DEPTHSTENCIL);
4391 WINED3DUSAGE_TO_STR(WINED3DUSAGE_WRITEONLY);
4392 WINED3DUSAGE_TO_STR(WINED3DUSAGE_SOFTWAREPROCESSING);
4393 WINED3DUSAGE_TO_STR(WINED3DUSAGE_DONOTCLIP);
4394 WINED3DUSAGE_TO_STR(WINED3DUSAGE_POINTS);
4395 WINED3DUSAGE_TO_STR(WINED3DUSAGE_RTPATCHES);
4396 WINED3DUSAGE_TO_STR(WINED3DUSAGE_NPATCHES);
4397 WINED3DUSAGE_TO_STR(WINED3DUSAGE_DYNAMIC);
4398 WINED3DUSAGE_TO_STR(WINED3DUSAGE_RESTRICTED_CONTENT);
4399 WINED3DUSAGE_TO_STR(WINED3DUSAGE_RESTRICT_SHARED_RESOURCE_DRIVER);
4400 WINED3DUSAGE_TO_STR(WINED3DUSAGE_RESTRICT_SHARED_RESOURCE);
4401 WINED3DUSAGE_TO_STR(WINED3DUSAGE_DMAP);
4402 WINED3DUSAGE_TO_STR(WINED3DUSAGE_TEXTAPI);
4403 WINED3DUSAGE_TO_STR(WINED3DUSAGE_LEGACY_CUBEMAP);
4404 WINED3DUSAGE_TO_STR(WINED3DUSAGE_TEXTURE);
4405 WINED3DUSAGE_TO_STR(WINED3DUSAGE_OWNDC);
4406 WINED3DUSAGE_TO_STR(WINED3DUSAGE_STATICDECL);
4407 WINED3DUSAGE_TO_STR(WINED3DUSAGE_OVERLAY);
4408 #undef WINED3DUSAGE_TO_STR
4409 if (usage)
4410 FIXME("Unrecognized usage flag(s) %#x.\n", usage);
4412 return wine_dbg_sprintf("%s", buffer.str);
4415 const char *debug_d3dusagequery(DWORD usage)
4417 struct debug_buffer buffer;
4419 init_debug_buffer(&buffer, "0");
4420 #define WINED3DUSAGEQUERY_TO_STR(x) if (usage & x) { debug_append(&buffer, #x, " | "); usage &= ~x; }
4421 WINED3DUSAGEQUERY_TO_STR(WINED3DUSAGE_QUERY_FILTER);
4422 WINED3DUSAGEQUERY_TO_STR(WINED3DUSAGE_QUERY_GENMIPMAP);
4423 WINED3DUSAGEQUERY_TO_STR(WINED3DUSAGE_QUERY_LEGACYBUMPMAP);
4424 WINED3DUSAGEQUERY_TO_STR(WINED3DUSAGE_QUERY_POSTPIXELSHADER_BLENDING);
4425 WINED3DUSAGEQUERY_TO_STR(WINED3DUSAGE_QUERY_SRGBREAD);
4426 WINED3DUSAGEQUERY_TO_STR(WINED3DUSAGE_QUERY_SRGBWRITE);
4427 WINED3DUSAGEQUERY_TO_STR(WINED3DUSAGE_QUERY_VERTEXTEXTURE);
4428 WINED3DUSAGEQUERY_TO_STR(WINED3DUSAGE_QUERY_WRAPANDMIP);
4429 #undef WINED3DUSAGEQUERY_TO_STR
4430 if (usage)
4431 FIXME("Unrecognized usage query flag(s) %#x.\n", usage);
4433 return wine_dbg_sprintf("%s", buffer.str);
4436 const char *debug_d3ddeclmethod(enum wined3d_decl_method method)
4438 switch (method)
4440 #define WINED3DDECLMETHOD_TO_STR(u) case u: return #u
4441 WINED3DDECLMETHOD_TO_STR(WINED3D_DECL_METHOD_DEFAULT);
4442 WINED3DDECLMETHOD_TO_STR(WINED3D_DECL_METHOD_PARTIAL_U);
4443 WINED3DDECLMETHOD_TO_STR(WINED3D_DECL_METHOD_PARTIAL_V);
4444 WINED3DDECLMETHOD_TO_STR(WINED3D_DECL_METHOD_CROSS_UV);
4445 WINED3DDECLMETHOD_TO_STR(WINED3D_DECL_METHOD_UV);
4446 WINED3DDECLMETHOD_TO_STR(WINED3D_DECL_METHOD_LOOKUP);
4447 WINED3DDECLMETHOD_TO_STR(WINED3D_DECL_METHOD_LOOKUP_PRESAMPLED);
4448 #undef WINED3DDECLMETHOD_TO_STR
4449 default:
4450 FIXME("Unrecognized declaration method %#x.\n", method);
4451 return "unrecognized";
4455 const char *debug_d3ddeclusage(enum wined3d_decl_usage usage)
4457 switch (usage)
4459 #define WINED3DDECLUSAGE_TO_STR(u) case u: return #u
4460 WINED3DDECLUSAGE_TO_STR(WINED3D_DECL_USAGE_POSITION);
4461 WINED3DDECLUSAGE_TO_STR(WINED3D_DECL_USAGE_BLEND_WEIGHT);
4462 WINED3DDECLUSAGE_TO_STR(WINED3D_DECL_USAGE_BLEND_INDICES);
4463 WINED3DDECLUSAGE_TO_STR(WINED3D_DECL_USAGE_NORMAL);
4464 WINED3DDECLUSAGE_TO_STR(WINED3D_DECL_USAGE_PSIZE);
4465 WINED3DDECLUSAGE_TO_STR(WINED3D_DECL_USAGE_TEXCOORD);
4466 WINED3DDECLUSAGE_TO_STR(WINED3D_DECL_USAGE_TANGENT);
4467 WINED3DDECLUSAGE_TO_STR(WINED3D_DECL_USAGE_BINORMAL);
4468 WINED3DDECLUSAGE_TO_STR(WINED3D_DECL_USAGE_TESS_FACTOR);
4469 WINED3DDECLUSAGE_TO_STR(WINED3D_DECL_USAGE_POSITIONT);
4470 WINED3DDECLUSAGE_TO_STR(WINED3D_DECL_USAGE_COLOR);
4471 WINED3DDECLUSAGE_TO_STR(WINED3D_DECL_USAGE_FOG);
4472 WINED3DDECLUSAGE_TO_STR(WINED3D_DECL_USAGE_DEPTH);
4473 WINED3DDECLUSAGE_TO_STR(WINED3D_DECL_USAGE_SAMPLE);
4474 #undef WINED3DDECLUSAGE_TO_STR
4475 default:
4476 FIXME("Unrecognized %u declaration usage!\n", usage);
4477 return "unrecognized";
4481 const char *debug_d3dinput_classification(enum wined3d_input_classification classification)
4483 switch (classification)
4485 #define WINED3D_TO_STR(x) case x: return #x
4486 WINED3D_TO_STR(WINED3D_INPUT_PER_VERTEX_DATA);
4487 WINED3D_TO_STR(WINED3D_INPUT_PER_INSTANCE_DATA);
4488 #undef WINED3D_TO_STR
4489 default:
4490 FIXME("Unrecognized input classification %#x.\n", classification);
4491 return "unrecognized";
4495 const char *debug_d3dresourcetype(enum wined3d_resource_type resource_type)
4497 switch (resource_type)
4499 #define WINED3D_TO_STR(x) case x: return #x
4500 WINED3D_TO_STR(WINED3D_RTYPE_NONE);
4501 WINED3D_TO_STR(WINED3D_RTYPE_BUFFER);
4502 WINED3D_TO_STR(WINED3D_RTYPE_TEXTURE_1D);
4503 WINED3D_TO_STR(WINED3D_RTYPE_TEXTURE_2D);
4504 WINED3D_TO_STR(WINED3D_RTYPE_TEXTURE_3D);
4505 #undef WINED3D_TO_STR
4506 default:
4507 FIXME("Unrecognized resource type %#x.\n", resource_type);
4508 return "unrecognized";
4512 const char *debug_d3dprimitivetype(enum wined3d_primitive_type primitive_type)
4514 switch (primitive_type)
4516 #define PRIM_TO_STR(prim) case prim: return #prim
4517 PRIM_TO_STR(WINED3D_PT_UNDEFINED);
4518 PRIM_TO_STR(WINED3D_PT_POINTLIST);
4519 PRIM_TO_STR(WINED3D_PT_LINELIST);
4520 PRIM_TO_STR(WINED3D_PT_LINESTRIP);
4521 PRIM_TO_STR(WINED3D_PT_TRIANGLELIST);
4522 PRIM_TO_STR(WINED3D_PT_TRIANGLESTRIP);
4523 PRIM_TO_STR(WINED3D_PT_TRIANGLEFAN);
4524 PRIM_TO_STR(WINED3D_PT_LINELIST_ADJ);
4525 PRIM_TO_STR(WINED3D_PT_LINESTRIP_ADJ);
4526 PRIM_TO_STR(WINED3D_PT_TRIANGLELIST_ADJ);
4527 PRIM_TO_STR(WINED3D_PT_TRIANGLESTRIP_ADJ);
4528 PRIM_TO_STR(WINED3D_PT_PATCH);
4529 #undef PRIM_TO_STR
4530 default:
4531 FIXME("Unrecognized primitive type %#x.\n", primitive_type);
4532 return "unrecognized";
4536 const char *debug_d3drenderstate(enum wined3d_render_state state)
4538 switch (state)
4540 #define D3DSTATE_TO_STR(u) case u: return #u
4541 D3DSTATE_TO_STR(WINED3D_RS_ANTIALIAS);
4542 D3DSTATE_TO_STR(WINED3D_RS_TEXTUREPERSPECTIVE);
4543 D3DSTATE_TO_STR(WINED3D_RS_WRAPU);
4544 D3DSTATE_TO_STR(WINED3D_RS_WRAPV);
4545 D3DSTATE_TO_STR(WINED3D_RS_ZENABLE);
4546 D3DSTATE_TO_STR(WINED3D_RS_FILLMODE);
4547 D3DSTATE_TO_STR(WINED3D_RS_SHADEMODE);
4548 D3DSTATE_TO_STR(WINED3D_RS_LINEPATTERN);
4549 D3DSTATE_TO_STR(WINED3D_RS_MONOENABLE);
4550 D3DSTATE_TO_STR(WINED3D_RS_ROP2);
4551 D3DSTATE_TO_STR(WINED3D_RS_PLANEMASK);
4552 D3DSTATE_TO_STR(WINED3D_RS_ZWRITEENABLE);
4553 D3DSTATE_TO_STR(WINED3D_RS_ALPHATESTENABLE);
4554 D3DSTATE_TO_STR(WINED3D_RS_LASTPIXEL);
4555 D3DSTATE_TO_STR(WINED3D_RS_SRCBLEND);
4556 D3DSTATE_TO_STR(WINED3D_RS_DESTBLEND);
4557 D3DSTATE_TO_STR(WINED3D_RS_CULLMODE);
4558 D3DSTATE_TO_STR(WINED3D_RS_ZFUNC);
4559 D3DSTATE_TO_STR(WINED3D_RS_ALPHAREF);
4560 D3DSTATE_TO_STR(WINED3D_RS_ALPHAFUNC);
4561 D3DSTATE_TO_STR(WINED3D_RS_DITHERENABLE);
4562 D3DSTATE_TO_STR(WINED3D_RS_ALPHABLENDENABLE);
4563 D3DSTATE_TO_STR(WINED3D_RS_FOGENABLE);
4564 D3DSTATE_TO_STR(WINED3D_RS_SPECULARENABLE);
4565 D3DSTATE_TO_STR(WINED3D_RS_ZVISIBLE);
4566 D3DSTATE_TO_STR(WINED3D_RS_SUBPIXEL);
4567 D3DSTATE_TO_STR(WINED3D_RS_SUBPIXELX);
4568 D3DSTATE_TO_STR(WINED3D_RS_STIPPLEDALPHA);
4569 D3DSTATE_TO_STR(WINED3D_RS_FOGCOLOR);
4570 D3DSTATE_TO_STR(WINED3D_RS_FOGTABLEMODE);
4571 D3DSTATE_TO_STR(WINED3D_RS_FOGSTART);
4572 D3DSTATE_TO_STR(WINED3D_RS_FOGEND);
4573 D3DSTATE_TO_STR(WINED3D_RS_FOGDENSITY);
4574 D3DSTATE_TO_STR(WINED3D_RS_STIPPLEENABLE);
4575 D3DSTATE_TO_STR(WINED3D_RS_EDGEANTIALIAS);
4576 D3DSTATE_TO_STR(WINED3D_RS_COLORKEYENABLE);
4577 D3DSTATE_TO_STR(WINED3D_RS_MIPMAPLODBIAS);
4578 D3DSTATE_TO_STR(WINED3D_RS_RANGEFOGENABLE);
4579 D3DSTATE_TO_STR(WINED3D_RS_ANISOTROPY);
4580 D3DSTATE_TO_STR(WINED3D_RS_FLUSHBATCH);
4581 D3DSTATE_TO_STR(WINED3D_RS_TRANSLUCENTSORTINDEPENDENT);
4582 D3DSTATE_TO_STR(WINED3D_RS_STENCILENABLE);
4583 D3DSTATE_TO_STR(WINED3D_RS_STENCILFAIL);
4584 D3DSTATE_TO_STR(WINED3D_RS_STENCILZFAIL);
4585 D3DSTATE_TO_STR(WINED3D_RS_STENCILPASS);
4586 D3DSTATE_TO_STR(WINED3D_RS_STENCILFUNC);
4587 D3DSTATE_TO_STR(WINED3D_RS_STENCILREF);
4588 D3DSTATE_TO_STR(WINED3D_RS_STENCILMASK);
4589 D3DSTATE_TO_STR(WINED3D_RS_STENCILWRITEMASK);
4590 D3DSTATE_TO_STR(WINED3D_RS_TEXTUREFACTOR);
4591 D3DSTATE_TO_STR(WINED3D_RS_WRAP0);
4592 D3DSTATE_TO_STR(WINED3D_RS_WRAP1);
4593 D3DSTATE_TO_STR(WINED3D_RS_WRAP2);
4594 D3DSTATE_TO_STR(WINED3D_RS_WRAP3);
4595 D3DSTATE_TO_STR(WINED3D_RS_WRAP4);
4596 D3DSTATE_TO_STR(WINED3D_RS_WRAP5);
4597 D3DSTATE_TO_STR(WINED3D_RS_WRAP6);
4598 D3DSTATE_TO_STR(WINED3D_RS_WRAP7);
4599 D3DSTATE_TO_STR(WINED3D_RS_CLIPPING);
4600 D3DSTATE_TO_STR(WINED3D_RS_LIGHTING);
4601 D3DSTATE_TO_STR(WINED3D_RS_EXTENTS);
4602 D3DSTATE_TO_STR(WINED3D_RS_AMBIENT);
4603 D3DSTATE_TO_STR(WINED3D_RS_FOGVERTEXMODE);
4604 D3DSTATE_TO_STR(WINED3D_RS_COLORVERTEX);
4605 D3DSTATE_TO_STR(WINED3D_RS_LOCALVIEWER);
4606 D3DSTATE_TO_STR(WINED3D_RS_NORMALIZENORMALS);
4607 D3DSTATE_TO_STR(WINED3D_RS_COLORKEYBLENDENABLE);
4608 D3DSTATE_TO_STR(WINED3D_RS_DIFFUSEMATERIALSOURCE);
4609 D3DSTATE_TO_STR(WINED3D_RS_SPECULARMATERIALSOURCE);
4610 D3DSTATE_TO_STR(WINED3D_RS_AMBIENTMATERIALSOURCE);
4611 D3DSTATE_TO_STR(WINED3D_RS_EMISSIVEMATERIALSOURCE);
4612 D3DSTATE_TO_STR(WINED3D_RS_VERTEXBLEND);
4613 D3DSTATE_TO_STR(WINED3D_RS_CLIPPLANEENABLE);
4614 D3DSTATE_TO_STR(WINED3D_RS_SOFTWAREVERTEXPROCESSING);
4615 D3DSTATE_TO_STR(WINED3D_RS_POINTSIZE);
4616 D3DSTATE_TO_STR(WINED3D_RS_POINTSIZE_MIN);
4617 D3DSTATE_TO_STR(WINED3D_RS_POINTSPRITEENABLE);
4618 D3DSTATE_TO_STR(WINED3D_RS_POINTSCALEENABLE);
4619 D3DSTATE_TO_STR(WINED3D_RS_POINTSCALE_A);
4620 D3DSTATE_TO_STR(WINED3D_RS_POINTSCALE_B);
4621 D3DSTATE_TO_STR(WINED3D_RS_POINTSCALE_C);
4622 D3DSTATE_TO_STR(WINED3D_RS_MULTISAMPLEANTIALIAS);
4623 D3DSTATE_TO_STR(WINED3D_RS_MULTISAMPLEMASK);
4624 D3DSTATE_TO_STR(WINED3D_RS_PATCHEDGESTYLE);
4625 D3DSTATE_TO_STR(WINED3D_RS_PATCHSEGMENTS);
4626 D3DSTATE_TO_STR(WINED3D_RS_DEBUGMONITORTOKEN);
4627 D3DSTATE_TO_STR(WINED3D_RS_POINTSIZE_MAX);
4628 D3DSTATE_TO_STR(WINED3D_RS_INDEXEDVERTEXBLENDENABLE);
4629 D3DSTATE_TO_STR(WINED3D_RS_COLORWRITEENABLE);
4630 D3DSTATE_TO_STR(WINED3D_RS_TWEENFACTOR);
4631 D3DSTATE_TO_STR(WINED3D_RS_BLENDOP);
4632 D3DSTATE_TO_STR(WINED3D_RS_POSITIONDEGREE);
4633 D3DSTATE_TO_STR(WINED3D_RS_NORMALDEGREE);
4634 D3DSTATE_TO_STR(WINED3D_RS_SCISSORTESTENABLE);
4635 D3DSTATE_TO_STR(WINED3D_RS_SLOPESCALEDEPTHBIAS);
4636 D3DSTATE_TO_STR(WINED3D_RS_ANTIALIASEDLINEENABLE);
4637 D3DSTATE_TO_STR(WINED3D_RS_MINTESSELLATIONLEVEL);
4638 D3DSTATE_TO_STR(WINED3D_RS_MAXTESSELLATIONLEVEL);
4639 D3DSTATE_TO_STR(WINED3D_RS_ADAPTIVETESS_X);
4640 D3DSTATE_TO_STR(WINED3D_RS_ADAPTIVETESS_Y);
4641 D3DSTATE_TO_STR(WINED3D_RS_ADAPTIVETESS_Z);
4642 D3DSTATE_TO_STR(WINED3D_RS_ADAPTIVETESS_W);
4643 D3DSTATE_TO_STR(WINED3D_RS_ENABLEADAPTIVETESSELLATION);
4644 D3DSTATE_TO_STR(WINED3D_RS_TWOSIDEDSTENCILMODE);
4645 D3DSTATE_TO_STR(WINED3D_RS_BACK_STENCILFAIL);
4646 D3DSTATE_TO_STR(WINED3D_RS_BACK_STENCILZFAIL);
4647 D3DSTATE_TO_STR(WINED3D_RS_BACK_STENCILPASS);
4648 D3DSTATE_TO_STR(WINED3D_RS_BACK_STENCILFUNC);
4649 D3DSTATE_TO_STR(WINED3D_RS_COLORWRITEENABLE1);
4650 D3DSTATE_TO_STR(WINED3D_RS_COLORWRITEENABLE2);
4651 D3DSTATE_TO_STR(WINED3D_RS_COLORWRITEENABLE3);
4652 D3DSTATE_TO_STR(WINED3D_RS_BLENDFACTOR);
4653 D3DSTATE_TO_STR(WINED3D_RS_SRGBWRITEENABLE);
4654 D3DSTATE_TO_STR(WINED3D_RS_DEPTHBIAS);
4655 D3DSTATE_TO_STR(WINED3D_RS_WRAP8);
4656 D3DSTATE_TO_STR(WINED3D_RS_WRAP9);
4657 D3DSTATE_TO_STR(WINED3D_RS_WRAP10);
4658 D3DSTATE_TO_STR(WINED3D_RS_WRAP11);
4659 D3DSTATE_TO_STR(WINED3D_RS_WRAP12);
4660 D3DSTATE_TO_STR(WINED3D_RS_WRAP13);
4661 D3DSTATE_TO_STR(WINED3D_RS_WRAP14);
4662 D3DSTATE_TO_STR(WINED3D_RS_WRAP15);
4663 D3DSTATE_TO_STR(WINED3D_RS_SEPARATEALPHABLENDENABLE);
4664 D3DSTATE_TO_STR(WINED3D_RS_SRCBLENDALPHA);
4665 D3DSTATE_TO_STR(WINED3D_RS_DESTBLENDALPHA);
4666 D3DSTATE_TO_STR(WINED3D_RS_BLENDOPALPHA);
4667 #undef D3DSTATE_TO_STR
4668 default:
4669 FIXME("Unrecognized %u render state!\n", state);
4670 return "unrecognized";
4674 const char *debug_d3dsamplerstate(enum wined3d_sampler_state state)
4676 switch (state)
4678 #define D3DSTATE_TO_STR(u) case u: return #u
4679 D3DSTATE_TO_STR(WINED3D_SAMP_BORDER_COLOR);
4680 D3DSTATE_TO_STR(WINED3D_SAMP_ADDRESS_U);
4681 D3DSTATE_TO_STR(WINED3D_SAMP_ADDRESS_V);
4682 D3DSTATE_TO_STR(WINED3D_SAMP_ADDRESS_W);
4683 D3DSTATE_TO_STR(WINED3D_SAMP_MAG_FILTER);
4684 D3DSTATE_TO_STR(WINED3D_SAMP_MIN_FILTER);
4685 D3DSTATE_TO_STR(WINED3D_SAMP_MIP_FILTER);
4686 D3DSTATE_TO_STR(WINED3D_SAMP_MIPMAP_LOD_BIAS);
4687 D3DSTATE_TO_STR(WINED3D_SAMP_MAX_MIP_LEVEL);
4688 D3DSTATE_TO_STR(WINED3D_SAMP_MAX_ANISOTROPY);
4689 D3DSTATE_TO_STR(WINED3D_SAMP_SRGB_TEXTURE);
4690 D3DSTATE_TO_STR(WINED3D_SAMP_ELEMENT_INDEX);
4691 D3DSTATE_TO_STR(WINED3D_SAMP_DMAP_OFFSET);
4692 #undef D3DSTATE_TO_STR
4693 default:
4694 FIXME("Unrecognized %u sampler state!\n", state);
4695 return "unrecognized";
4699 const char *debug_d3dtexturefiltertype(enum wined3d_texture_filter_type filter_type)
4701 switch (filter_type)
4703 #define D3DTEXTUREFILTERTYPE_TO_STR(u) case u: return #u
4704 D3DTEXTUREFILTERTYPE_TO_STR(WINED3D_TEXF_NONE);
4705 D3DTEXTUREFILTERTYPE_TO_STR(WINED3D_TEXF_POINT);
4706 D3DTEXTUREFILTERTYPE_TO_STR(WINED3D_TEXF_LINEAR);
4707 D3DTEXTUREFILTERTYPE_TO_STR(WINED3D_TEXF_ANISOTROPIC);
4708 D3DTEXTUREFILTERTYPE_TO_STR(WINED3D_TEXF_FLAT_CUBIC);
4709 D3DTEXTUREFILTERTYPE_TO_STR(WINED3D_TEXF_GAUSSIAN_CUBIC);
4710 D3DTEXTUREFILTERTYPE_TO_STR(WINED3D_TEXF_PYRAMIDAL_QUAD);
4711 D3DTEXTUREFILTERTYPE_TO_STR(WINED3D_TEXF_GAUSSIAN_QUAD);
4712 #undef D3DTEXTUREFILTERTYPE_TO_STR
4713 default:
4714 FIXME("Unrecognized texture filter type 0x%08x.\n", filter_type);
4715 return "unrecognized";
4719 const char *debug_d3dtexturestate(enum wined3d_texture_stage_state state)
4721 switch (state)
4723 #define D3DSTATE_TO_STR(u) case u: return #u
4724 D3DSTATE_TO_STR(WINED3D_TSS_COLOR_OP);
4725 D3DSTATE_TO_STR(WINED3D_TSS_COLOR_ARG1);
4726 D3DSTATE_TO_STR(WINED3D_TSS_COLOR_ARG2);
4727 D3DSTATE_TO_STR(WINED3D_TSS_ALPHA_OP);
4728 D3DSTATE_TO_STR(WINED3D_TSS_ALPHA_ARG1);
4729 D3DSTATE_TO_STR(WINED3D_TSS_ALPHA_ARG2);
4730 D3DSTATE_TO_STR(WINED3D_TSS_BUMPENV_MAT00);
4731 D3DSTATE_TO_STR(WINED3D_TSS_BUMPENV_MAT01);
4732 D3DSTATE_TO_STR(WINED3D_TSS_BUMPENV_MAT10);
4733 D3DSTATE_TO_STR(WINED3D_TSS_BUMPENV_MAT11);
4734 D3DSTATE_TO_STR(WINED3D_TSS_TEXCOORD_INDEX);
4735 D3DSTATE_TO_STR(WINED3D_TSS_BUMPENV_LSCALE);
4736 D3DSTATE_TO_STR(WINED3D_TSS_BUMPENV_LOFFSET);
4737 D3DSTATE_TO_STR(WINED3D_TSS_TEXTURE_TRANSFORM_FLAGS);
4738 D3DSTATE_TO_STR(WINED3D_TSS_COLOR_ARG0);
4739 D3DSTATE_TO_STR(WINED3D_TSS_ALPHA_ARG0);
4740 D3DSTATE_TO_STR(WINED3D_TSS_RESULT_ARG);
4741 D3DSTATE_TO_STR(WINED3D_TSS_CONSTANT);
4742 #undef D3DSTATE_TO_STR
4743 default:
4744 FIXME("Unrecognized %u texture state!\n", state);
4745 return "unrecognized";
4749 const char *debug_d3dtop(enum wined3d_texture_op d3dtop)
4751 switch (d3dtop)
4753 #define D3DTOP_TO_STR(u) case u: return #u
4754 D3DTOP_TO_STR(WINED3D_TOP_DISABLE);
4755 D3DTOP_TO_STR(WINED3D_TOP_SELECT_ARG1);
4756 D3DTOP_TO_STR(WINED3D_TOP_SELECT_ARG2);
4757 D3DTOP_TO_STR(WINED3D_TOP_MODULATE);
4758 D3DTOP_TO_STR(WINED3D_TOP_MODULATE_2X);
4759 D3DTOP_TO_STR(WINED3D_TOP_MODULATE_4X);
4760 D3DTOP_TO_STR(WINED3D_TOP_ADD);
4761 D3DTOP_TO_STR(WINED3D_TOP_ADD_SIGNED);
4762 D3DTOP_TO_STR(WINED3D_TOP_ADD_SIGNED_2X);
4763 D3DTOP_TO_STR(WINED3D_TOP_SUBTRACT);
4764 D3DTOP_TO_STR(WINED3D_TOP_ADD_SMOOTH);
4765 D3DTOP_TO_STR(WINED3D_TOP_BLEND_DIFFUSE_ALPHA);
4766 D3DTOP_TO_STR(WINED3D_TOP_BLEND_TEXTURE_ALPHA);
4767 D3DTOP_TO_STR(WINED3D_TOP_BLEND_FACTOR_ALPHA);
4768 D3DTOP_TO_STR(WINED3D_TOP_BLEND_TEXTURE_ALPHA_PM);
4769 D3DTOP_TO_STR(WINED3D_TOP_BLEND_CURRENT_ALPHA);
4770 D3DTOP_TO_STR(WINED3D_TOP_PREMODULATE);
4771 D3DTOP_TO_STR(WINED3D_TOP_MODULATE_ALPHA_ADD_COLOR);
4772 D3DTOP_TO_STR(WINED3D_TOP_MODULATE_COLOR_ADD_ALPHA);
4773 D3DTOP_TO_STR(WINED3D_TOP_MODULATE_INVALPHA_ADD_COLOR);
4774 D3DTOP_TO_STR(WINED3D_TOP_MODULATE_INVCOLOR_ADD_ALPHA);
4775 D3DTOP_TO_STR(WINED3D_TOP_BUMPENVMAP);
4776 D3DTOP_TO_STR(WINED3D_TOP_BUMPENVMAP_LUMINANCE);
4777 D3DTOP_TO_STR(WINED3D_TOP_DOTPRODUCT3);
4778 D3DTOP_TO_STR(WINED3D_TOP_MULTIPLY_ADD);
4779 D3DTOP_TO_STR(WINED3D_TOP_LERP);
4780 #undef D3DTOP_TO_STR
4781 default:
4782 FIXME("Unrecognized texture op %#x.\n", d3dtop);
4783 return "unrecognized";
4787 const char *debug_d3dtstype(enum wined3d_transform_state tstype)
4789 switch (tstype)
4791 #define TSTYPE_TO_STR(tstype) case tstype: return #tstype
4792 TSTYPE_TO_STR(WINED3D_TS_VIEW);
4793 TSTYPE_TO_STR(WINED3D_TS_PROJECTION);
4794 TSTYPE_TO_STR(WINED3D_TS_TEXTURE0);
4795 TSTYPE_TO_STR(WINED3D_TS_TEXTURE1);
4796 TSTYPE_TO_STR(WINED3D_TS_TEXTURE2);
4797 TSTYPE_TO_STR(WINED3D_TS_TEXTURE3);
4798 TSTYPE_TO_STR(WINED3D_TS_TEXTURE4);
4799 TSTYPE_TO_STR(WINED3D_TS_TEXTURE5);
4800 TSTYPE_TO_STR(WINED3D_TS_TEXTURE6);
4801 TSTYPE_TO_STR(WINED3D_TS_TEXTURE7);
4802 TSTYPE_TO_STR(WINED3D_TS_WORLD_MATRIX(0));
4803 TSTYPE_TO_STR(WINED3D_TS_WORLD_MATRIX(1));
4804 TSTYPE_TO_STR(WINED3D_TS_WORLD_MATRIX(2));
4805 TSTYPE_TO_STR(WINED3D_TS_WORLD_MATRIX(3));
4806 #undef TSTYPE_TO_STR
4807 default:
4808 if (tstype > 256 && tstype < 512)
4810 FIXME("WINED3D_TS_WORLD_MATRIX(%u). 1..255 not currently supported.\n", tstype);
4811 return ("WINED3D_TS_WORLD_MATRIX > 0");
4813 FIXME("Unrecognized transform state %#x.\n", tstype);
4814 return "unrecognized";
4818 const char *debug_shader_type(enum wined3d_shader_type type)
4820 switch(type)
4822 #define WINED3D_TO_STR(type) case type: return #type
4823 WINED3D_TO_STR(WINED3D_SHADER_TYPE_PIXEL);
4824 WINED3D_TO_STR(WINED3D_SHADER_TYPE_VERTEX);
4825 WINED3D_TO_STR(WINED3D_SHADER_TYPE_GEOMETRY);
4826 WINED3D_TO_STR(WINED3D_SHADER_TYPE_HULL);
4827 WINED3D_TO_STR(WINED3D_SHADER_TYPE_DOMAIN);
4828 WINED3D_TO_STR(WINED3D_SHADER_TYPE_COMPUTE);
4829 #undef WINED3D_TO_STR
4830 default:
4831 FIXME("Unrecognized shader type %#x.\n", type);
4832 return "unrecognized";
4836 const char *debug_d3dstate(DWORD state)
4838 if (STATE_IS_RENDER(state))
4839 return wine_dbg_sprintf("STATE_RENDER(%s)", debug_d3drenderstate(state - STATE_RENDER(0)));
4840 if (STATE_IS_TEXTURESTAGE(state))
4842 DWORD texture_stage = (state - STATE_TEXTURESTAGE(0, 0)) / (WINED3D_HIGHEST_TEXTURE_STATE + 1);
4843 DWORD texture_state = state - STATE_TEXTURESTAGE(texture_stage, 0);
4844 return wine_dbg_sprintf("STATE_TEXTURESTAGE(%#x, %s)",
4845 texture_stage, debug_d3dtexturestate(texture_state));
4847 if (STATE_IS_SAMPLER(state))
4848 return wine_dbg_sprintf("STATE_SAMPLER(%#x)", state - STATE_SAMPLER(0));
4849 if (STATE_IS_COMPUTE_SHADER(state))
4850 return wine_dbg_sprintf("STATE_SHADER(%s)", debug_shader_type(WINED3D_SHADER_TYPE_COMPUTE));
4851 if (STATE_IS_GRAPHICS_SHADER(state))
4852 return wine_dbg_sprintf("STATE_SHADER(%s)", debug_shader_type(state - STATE_SHADER(0)));
4853 if (STATE_IS_COMPUTE_CONSTANT_BUFFER(state))
4854 return wine_dbg_sprintf("STATE_CONSTANT_BUFFER(%s)", debug_shader_type(WINED3D_SHADER_TYPE_COMPUTE));
4855 if (STATE_IS_GRAPHICS_CONSTANT_BUFFER(state))
4856 return wine_dbg_sprintf("STATE_CONSTANT_BUFFER(%s)", debug_shader_type(state - STATE_CONSTANT_BUFFER(0)));
4857 if (STATE_IS_COMPUTE_SHADER_RESOURCE_BINDING(state))
4858 return "STATE_COMPUTE_SHADER_RESOURCE_BINDING";
4859 if (STATE_IS_GRAPHICS_SHADER_RESOURCE_BINDING(state))
4860 return "STATE_GRAPHICS_SHADER_RESOURCE_BINDING";
4861 if (STATE_IS_COMPUTE_UNORDERED_ACCESS_VIEW_BINDING(state))
4862 return "STATE_COMPUTE_UNORDERED_ACCESS_VIEW_BINDING";
4863 if (STATE_IS_GRAPHICS_UNORDERED_ACCESS_VIEW_BINDING(state))
4864 return "STATE_GRAPHICS_UNORDERED_ACCESS_VIEW_BINDING";
4865 if (STATE_IS_TRANSFORM(state))
4866 return wine_dbg_sprintf("STATE_TRANSFORM(%s)", debug_d3dtstype(state - STATE_TRANSFORM(0)));
4867 if (STATE_IS_STREAMSRC(state))
4868 return "STATE_STREAMSRC";
4869 if (STATE_IS_INDEXBUFFER(state))
4870 return "STATE_INDEXBUFFER";
4871 if (STATE_IS_VDECL(state))
4872 return "STATE_VDECL";
4873 if (STATE_IS_VIEWPORT(state))
4874 return "STATE_VIEWPORT";
4875 if (STATE_IS_LIGHT_TYPE(state))
4876 return "STATE_LIGHT_TYPE";
4877 if (STATE_IS_ACTIVELIGHT(state))
4878 return wine_dbg_sprintf("STATE_ACTIVELIGHT(%#x)", state - STATE_ACTIVELIGHT(0));
4879 if (STATE_IS_SCISSORRECT(state))
4880 return "STATE_SCISSORRECT";
4881 if (STATE_IS_CLIPPLANE(state))
4882 return wine_dbg_sprintf("STATE_CLIPPLANE(%#x)", state - STATE_CLIPPLANE(0));
4883 if (STATE_IS_MATERIAL(state))
4884 return "STATE_MATERIAL";
4885 if (STATE_IS_RASTERIZER(state))
4886 return "STATE_RASTERIZER";
4887 if (STATE_IS_POINTSPRITECOORDORIGIN(state))
4888 return "STATE_POINTSPRITECOORDORIGIN";
4889 if (STATE_IS_BASEVERTEXINDEX(state))
4890 return "STATE_BASEVERTEXINDEX";
4891 if (STATE_IS_FRAMEBUFFER(state))
4892 return "STATE_FRAMEBUFFER";
4893 if (STATE_IS_POINT_ENABLE(state))
4894 return "STATE_POINT_ENABLE";
4895 if (STATE_IS_COLOR_KEY(state))
4896 return "STATE_COLOR_KEY";
4897 if (STATE_IS_STREAM_OUTPUT(state))
4898 return "STATE_STREAM_OUTPUT";
4899 if (STATE_IS_BLEND(state))
4900 return "STATE_BLEND";
4902 return wine_dbg_sprintf("UNKNOWN_STATE(%#x)", state);
4905 const char *debug_fboattachment(GLenum attachment)
4907 switch(attachment)
4909 #define WINED3D_TO_STR(x) case x: return #x
4910 WINED3D_TO_STR(GL_COLOR_ATTACHMENT0);
4911 WINED3D_TO_STR(GL_COLOR_ATTACHMENT1);
4912 WINED3D_TO_STR(GL_COLOR_ATTACHMENT2);
4913 WINED3D_TO_STR(GL_COLOR_ATTACHMENT3);
4914 WINED3D_TO_STR(GL_COLOR_ATTACHMENT4);
4915 WINED3D_TO_STR(GL_COLOR_ATTACHMENT5);
4916 WINED3D_TO_STR(GL_COLOR_ATTACHMENT6);
4917 WINED3D_TO_STR(GL_COLOR_ATTACHMENT7);
4918 WINED3D_TO_STR(GL_COLOR_ATTACHMENT8);
4919 WINED3D_TO_STR(GL_COLOR_ATTACHMENT9);
4920 WINED3D_TO_STR(GL_COLOR_ATTACHMENT10);
4921 WINED3D_TO_STR(GL_COLOR_ATTACHMENT11);
4922 WINED3D_TO_STR(GL_COLOR_ATTACHMENT12);
4923 WINED3D_TO_STR(GL_COLOR_ATTACHMENT13);
4924 WINED3D_TO_STR(GL_COLOR_ATTACHMENT14);
4925 WINED3D_TO_STR(GL_COLOR_ATTACHMENT15);
4926 WINED3D_TO_STR(GL_DEPTH_ATTACHMENT);
4927 WINED3D_TO_STR(GL_STENCIL_ATTACHMENT);
4928 #undef WINED3D_TO_STR
4929 default:
4930 return wine_dbg_sprintf("Unknown FBO attachment %#x", attachment);
4934 const char *debug_fbostatus(GLenum status) {
4935 switch(status) {
4936 #define FBOSTATUS_TO_STR(u) case u: return #u
4937 FBOSTATUS_TO_STR(GL_FRAMEBUFFER_COMPLETE);
4938 FBOSTATUS_TO_STR(GL_FRAMEBUFFER_INCOMPLETE_ATTACHMENT);
4939 FBOSTATUS_TO_STR(GL_FRAMEBUFFER_INCOMPLETE_MISSING_ATTACHMENT);
4940 FBOSTATUS_TO_STR(GL_FRAMEBUFFER_INCOMPLETE_DIMENSIONS_EXT);
4941 FBOSTATUS_TO_STR(GL_FRAMEBUFFER_INCOMPLETE_FORMATS_EXT);
4942 FBOSTATUS_TO_STR(GL_FRAMEBUFFER_INCOMPLETE_DRAW_BUFFER);
4943 FBOSTATUS_TO_STR(GL_FRAMEBUFFER_INCOMPLETE_READ_BUFFER);
4944 FBOSTATUS_TO_STR(GL_FRAMEBUFFER_INCOMPLETE_MULTISAMPLE);
4945 FBOSTATUS_TO_STR(GL_FRAMEBUFFER_INCOMPLETE_LAYER_TARGETS);
4946 FBOSTATUS_TO_STR(GL_FRAMEBUFFER_INCOMPLETE_LAYER_COUNT_ARB);
4947 FBOSTATUS_TO_STR(GL_FRAMEBUFFER_UNSUPPORTED);
4948 FBOSTATUS_TO_STR(GL_FRAMEBUFFER_UNDEFINED);
4949 #undef FBOSTATUS_TO_STR
4950 default:
4951 FIXME("Unrecognized FBO status 0x%08x.\n", status);
4952 return "unrecognized";
4956 const char *debug_glerror(GLenum error) {
4957 switch(error) {
4958 #define GLERROR_TO_STR(u) case u: return #u
4959 GLERROR_TO_STR(GL_NO_ERROR);
4960 GLERROR_TO_STR(GL_INVALID_ENUM);
4961 GLERROR_TO_STR(GL_INVALID_VALUE);
4962 GLERROR_TO_STR(GL_INVALID_OPERATION);
4963 GLERROR_TO_STR(GL_STACK_OVERFLOW);
4964 GLERROR_TO_STR(GL_STACK_UNDERFLOW);
4965 GLERROR_TO_STR(GL_OUT_OF_MEMORY);
4966 GLERROR_TO_STR(GL_INVALID_FRAMEBUFFER_OPERATION);
4967 #undef GLERROR_TO_STR
4968 default:
4969 FIXME("Unrecognized GL error 0x%08x.\n", error);
4970 return "unrecognized";
4974 static const char *debug_fixup_channel_source(enum fixup_channel_source source)
4976 switch(source)
4978 #define WINED3D_TO_STR(x) case x: return #x
4979 WINED3D_TO_STR(CHANNEL_SOURCE_ZERO);
4980 WINED3D_TO_STR(CHANNEL_SOURCE_ONE);
4981 WINED3D_TO_STR(CHANNEL_SOURCE_X);
4982 WINED3D_TO_STR(CHANNEL_SOURCE_Y);
4983 WINED3D_TO_STR(CHANNEL_SOURCE_Z);
4984 WINED3D_TO_STR(CHANNEL_SOURCE_W);
4985 WINED3D_TO_STR(CHANNEL_SOURCE_COMPLEX0);
4986 WINED3D_TO_STR(CHANNEL_SOURCE_COMPLEX1);
4987 #undef WINED3D_TO_STR
4988 default:
4989 FIXME("Unrecognized fixup_channel_source %#x\n", source);
4990 return "unrecognized";
4994 static const char *debug_complex_fixup(enum complex_fixup fixup)
4996 switch(fixup)
4998 #define WINED3D_TO_STR(x) case x: return #x
4999 WINED3D_TO_STR(COMPLEX_FIXUP_YUY2);
5000 WINED3D_TO_STR(COMPLEX_FIXUP_UYVY);
5001 WINED3D_TO_STR(COMPLEX_FIXUP_YV12);
5002 WINED3D_TO_STR(COMPLEX_FIXUP_NV12);
5003 WINED3D_TO_STR(COMPLEX_FIXUP_P8);
5004 #undef WINED3D_TO_STR
5005 default:
5006 FIXME("Unrecognized complex fixup %#x\n", fixup);
5007 return "unrecognized";
5011 void dump_color_fixup_desc(struct color_fixup_desc fixup)
5013 if (is_complex_fixup(fixup))
5015 TRACE("\tComplex: %s\n", debug_complex_fixup(get_complex_fixup(fixup)));
5016 return;
5019 TRACE("\tX: %s%s\n", debug_fixup_channel_source(fixup.x_source), fixup.x_sign_fixup ? ", SIGN_FIXUP" : "");
5020 TRACE("\tY: %s%s\n", debug_fixup_channel_source(fixup.y_source), fixup.y_sign_fixup ? ", SIGN_FIXUP" : "");
5021 TRACE("\tZ: %s%s\n", debug_fixup_channel_source(fixup.z_source), fixup.z_sign_fixup ? ", SIGN_FIXUP" : "");
5022 TRACE("\tW: %s%s\n", debug_fixup_channel_source(fixup.w_source), fixup.w_sign_fixup ? ", SIGN_FIXUP" : "");
5025 BOOL is_invalid_op(const struct wined3d_state *state, int stage,
5026 enum wined3d_texture_op op, DWORD arg1, DWORD arg2, DWORD arg3)
5028 if (op == WINED3D_TOP_DISABLE)
5029 return FALSE;
5030 if (state->textures[stage])
5031 return FALSE;
5033 if ((arg1 & WINED3DTA_SELECTMASK) == WINED3DTA_TEXTURE
5034 && op != WINED3D_TOP_SELECT_ARG2)
5035 return TRUE;
5036 if ((arg2 & WINED3DTA_SELECTMASK) == WINED3DTA_TEXTURE
5037 && op != WINED3D_TOP_SELECT_ARG1)
5038 return TRUE;
5039 if ((arg3 & WINED3DTA_SELECTMASK) == WINED3DTA_TEXTURE
5040 && (op == WINED3D_TOP_MULTIPLY_ADD || op == WINED3D_TOP_LERP))
5041 return TRUE;
5043 return FALSE;
5046 void get_identity_matrix(struct wined3d_matrix *mat)
5048 static const struct wined3d_matrix identity =
5050 1.0f, 0.0f, 0.0f, 0.0f,
5051 0.0f, 1.0f, 0.0f, 0.0f,
5052 0.0f, 0.0f, 1.0f, 0.0f,
5053 0.0f, 0.0f, 0.0f, 1.0f,
5056 *mat = identity;
5059 void get_modelview_matrix(const struct wined3d_context *context, const struct wined3d_state *state,
5060 unsigned int index, struct wined3d_matrix *mat)
5062 if (context->last_was_rhw)
5063 get_identity_matrix(mat);
5064 else
5065 multiply_matrix(mat, &state->transforms[WINED3D_TS_VIEW], &state->transforms[WINED3D_TS_WORLD_MATRIX(index)]);
5068 void get_projection_matrix(const struct wined3d_context *context, const struct wined3d_state *state,
5069 struct wined3d_matrix *mat)
5071 BOOL clip_control = context->gl_info->supported[ARB_CLIP_CONTROL];
5072 BOOL flip = !clip_control && context->render_offscreen;
5073 float center_offset;
5075 /* There are a couple of additional things we have to take into account
5076 * here besides the projection transformation itself:
5077 * - We need to flip along the y-axis in case of offscreen rendering.
5078 * - OpenGL Z range is {-Wc,...,Wc} while D3D Z range is {0,...,Wc}.
5079 * - <= D3D9 coordinates refer to pixel centers while GL coordinates
5080 * refer to pixel corners.
5081 * - D3D has a top-left filling convention. We need to maintain this
5082 * even after the y-flip mentioned above.
5083 * In order to handle the last two points, we translate by
5084 * (63.0 / 128.0) / VPw and (63.0 / 128.0) / VPh. This is equivalent to
5085 * translating slightly less than half a pixel. We want the difference to
5086 * be large enough that it doesn't get lost due to rounding inside the
5087 * driver, but small enough to prevent it from interfering with any
5088 * anti-aliasing. */
5090 if (!clip_control && context->d3d_info->wined3d_creation_flags & WINED3D_PIXEL_CENTER_INTEGER)
5091 center_offset = 63.0f / 64.0f;
5092 else
5093 center_offset = -1.0f / 64.0f;
5095 if (context->last_was_rhw)
5097 /* Transform D3D RHW coordinates to OpenGL clip coordinates. */
5098 float x = state->viewports[0].x;
5099 float y = state->viewports[0].y;
5100 float w = state->viewports[0].width;
5101 float h = state->viewports[0].height;
5102 float x_scale = 2.0f / w;
5103 float x_offset = (center_offset - (2.0f * x) - w) / w;
5104 float y_scale = flip ? 2.0f / h : 2.0f / -h;
5105 float y_offset = flip
5106 ? (center_offset - (2.0f * y) - h) / h
5107 : (center_offset - (2.0f * y) - h) / -h;
5108 enum wined3d_depth_buffer_type zenable = state->fb->depth_stencil ?
5109 state->render_states[WINED3D_RS_ZENABLE] : WINED3D_ZB_FALSE;
5110 float z_scale = zenable ? clip_control ? 1.0f : 2.0f : 0.0f;
5111 float z_offset = zenable ? clip_control ? 0.0f : -1.0f : 0.0f;
5112 const struct wined3d_matrix projection =
5114 x_scale, 0.0f, 0.0f, 0.0f,
5115 0.0f, y_scale, 0.0f, 0.0f,
5116 0.0f, 0.0f, z_scale, 0.0f,
5117 x_offset, y_offset, z_offset, 1.0f,
5120 *mat = projection;
5122 else
5124 float y_scale = flip ? -1.0f : 1.0f;
5125 float x_offset = center_offset / state->viewports[0].width;
5126 float y_offset = flip
5127 ? center_offset / state->viewports[0].height
5128 : -center_offset / state->viewports[0].height;
5129 float z_scale = clip_control ? 1.0f : 2.0f;
5130 float z_offset = clip_control ? 0.0f : -1.0f;
5131 const struct wined3d_matrix projection =
5133 1.0f, 0.0f, 0.0f, 0.0f,
5134 0.0f, y_scale, 0.0f, 0.0f,
5135 0.0f, 0.0f, z_scale, 0.0f,
5136 x_offset, y_offset, z_offset, 1.0f,
5139 multiply_matrix(mat, &projection, &state->transforms[WINED3D_TS_PROJECTION]);
5143 /* Setup this textures matrix according to the texture flags. */
5144 static void compute_texture_matrix(const struct wined3d_gl_info *gl_info, const struct wined3d_matrix *matrix,
5145 DWORD flags, BOOL calculated_coords, BOOL transformed, enum wined3d_format_id format_id,
5146 BOOL ffp_proj_control, struct wined3d_matrix *out_matrix)
5148 struct wined3d_matrix mat;
5150 if (flags == WINED3D_TTFF_DISABLE || flags == WINED3D_TTFF_COUNT1 || transformed)
5152 get_identity_matrix(out_matrix);
5153 return;
5156 if (flags == (WINED3D_TTFF_COUNT1 | WINED3D_TTFF_PROJECTED))
5158 ERR("Invalid texture transform flags: WINED3D_TTFF_COUNT1 | WINED3D_TTFF_PROJECTED.\n");
5159 return;
5162 mat = *matrix;
5164 if (flags & WINED3D_TTFF_PROJECTED)
5166 if (!ffp_proj_control)
5168 switch (flags & ~WINED3D_TTFF_PROJECTED)
5170 case WINED3D_TTFF_COUNT2:
5171 mat._14 = mat._12;
5172 mat._24 = mat._22;
5173 mat._34 = mat._32;
5174 mat._44 = mat._42;
5175 mat._12 = mat._22 = mat._32 = mat._42 = 0.0f;
5176 break;
5177 case WINED3D_TTFF_COUNT3:
5178 mat._14 = mat._13;
5179 mat._24 = mat._23;
5180 mat._34 = mat._33;
5181 mat._44 = mat._43;
5182 mat._13 = mat._23 = mat._33 = mat._43 = 0.0f;
5183 break;
5187 else
5189 /* Under Direct3D the R/Z coord can be used for translation, under
5190 * OpenGL we use the Q coord instead. */
5191 if (!calculated_coords)
5193 switch (format_id)
5195 /* Direct3D passes the default 1.0 in the 2nd coord, while GL
5196 * passes it in the 4th. Swap 2nd and 4th coord. No need to
5197 * store the value of mat._41 in mat._21 because the input
5198 * value to the transformation will be 0, so the matrix value
5199 * is irrelevant. */
5200 case WINED3DFMT_R32_FLOAT:
5201 mat._41 = mat._21;
5202 mat._42 = mat._22;
5203 mat._43 = mat._23;
5204 mat._44 = mat._24;
5205 break;
5206 /* See above, just 3rd and 4th coord. */
5207 case WINED3DFMT_R32G32_FLOAT:
5208 mat._41 = mat._31;
5209 mat._42 = mat._32;
5210 mat._43 = mat._33;
5211 mat._44 = mat._34;
5212 break;
5213 case WINED3DFMT_R32G32B32_FLOAT: /* Opengl defaults match dx defaults */
5214 case WINED3DFMT_R32G32B32A32_FLOAT: /* No defaults apply, all app defined */
5216 /* This is to prevent swapping the matrix lines and put the default 4th coord = 1.0
5217 * into a bad place. The division elimination below will apply to make sure the
5218 * 1.0 doesn't do anything bad. The caller will set this value if the stride is 0
5220 case WINED3DFMT_UNKNOWN: /* No texture coords, 0/0/0/1 defaults are passed */
5221 break;
5222 default:
5223 FIXME("Unexpected fixed function texture coord input\n");
5226 if (!ffp_proj_control)
5228 switch (flags & ~WINED3D_TTFF_PROJECTED)
5230 /* case WINED3D_TTFF_COUNT1: Won't ever get here. */
5231 case WINED3D_TTFF_COUNT2:
5232 mat._13 = mat._23 = mat._33 = mat._43 = 0.0f;
5233 /* OpenGL divides the first 3 vertex coordinates by the 4th by
5234 * default, which is essentially the same as D3DTTFF_PROJECTED.
5235 * Make sure that the 4th coordinate evaluates to 1.0 to
5236 * eliminate that.
5238 * If the fixed function pipeline is used, the 4th value
5239 * remains unused, so there is no danger in doing this. With
5240 * vertex shaders we have a problem. Should an application hit
5241 * that problem, the code here would have to check for pixel
5242 * shaders, and the shader has to undo the default GL divide.
5244 * A more serious problem occurs if the application passes 4
5245 * coordinates in, and the 4th is != 1.0 (OpenGL default).
5246 * This would have to be fixed with immediate mode draws. */
5247 default:
5248 mat._14 = mat._24 = mat._34 = 0.0f; mat._44 = 1.0f;
5253 *out_matrix = mat;
5256 void get_texture_matrix(const struct wined3d_context *context, const struct wined3d_state *state,
5257 unsigned int tex, struct wined3d_matrix *mat)
5259 const struct wined3d_device *device = context->device;
5260 const struct wined3d_gl_info *gl_info = context->gl_info;
5261 BOOL generated = (state->texture_states[tex][WINED3D_TSS_TEXCOORD_INDEX] & 0xffff0000)
5262 != WINED3DTSS_TCI_PASSTHRU;
5263 unsigned int coord_idx = min(state->texture_states[tex][WINED3D_TSS_TEXCOORD_INDEX & 0x0000ffff],
5264 MAX_TEXTURES - 1);
5266 compute_texture_matrix(gl_info, &state->transforms[WINED3D_TS_TEXTURE0 + tex],
5267 state->texture_states[tex][WINED3D_TSS_TEXTURE_TRANSFORM_FLAGS],
5268 generated, context->last_was_rhw,
5269 context->stream_info.use_map & (1u << (WINED3D_FFP_TEXCOORD0 + coord_idx))
5270 ? context->stream_info.elements[WINED3D_FFP_TEXCOORD0 + coord_idx].format->id
5271 : WINED3DFMT_UNKNOWN,
5272 device->shader_backend->shader_has_ffp_proj_control(device->shader_priv), mat);
5274 if ((context->lastWasPow2Texture & (1u << tex)) && state->textures[tex])
5276 if (generated)
5277 FIXME("Non-power-of-two texture being used with generated texture coords.\n");
5278 /* NP2 texcoord fixup is implemented for pixelshaders so only enable the
5279 * fixed-function-pipeline fixup via pow2Matrix when no PS is used. */
5280 if (!use_ps(state))
5282 TRACE("Non-power-of-two texture matrix multiply fixup.\n");
5283 multiply_matrix(mat, mat, (struct wined3d_matrix *)state->textures[tex]->pow2_matrix);
5288 void get_pointsize_minmax(const struct wined3d_context *context, const struct wined3d_state *state,
5289 float *out_min, float *out_max)
5291 union
5293 DWORD d;
5294 float f;
5295 } min, max;
5297 min.d = state->render_states[WINED3D_RS_POINTSIZE_MIN];
5298 max.d = state->render_states[WINED3D_RS_POINTSIZE_MAX];
5300 if (min.f > max.f)
5301 min.f = max.f;
5303 *out_min = min.f;
5304 *out_max = max.f;
5307 void get_pointsize(const struct wined3d_context *context, const struct wined3d_state *state,
5308 float *out_pointsize, float *out_att)
5310 /* POINTSCALEENABLE controls how point size value is treated. If set to
5311 * true, the point size is scaled with respect to height of viewport.
5312 * When set to false point size is in pixels. */
5313 union
5315 DWORD d;
5316 float f;
5317 } pointsize, a, b, c;
5319 out_att[0] = 1.0f;
5320 out_att[1] = 0.0f;
5321 out_att[2] = 0.0f;
5323 pointsize.d = state->render_states[WINED3D_RS_POINTSIZE];
5324 a.d = state->render_states[WINED3D_RS_POINTSCALE_A];
5325 b.d = state->render_states[WINED3D_RS_POINTSCALE_B];
5326 c.d = state->render_states[WINED3D_RS_POINTSCALE_C];
5328 /* Always use first viewport, this path does not apply to d3d10/11 multiple viewports case. */
5329 if (state->render_states[WINED3D_RS_POINTSCALEENABLE])
5331 float scale_factor = state->viewports[0].height * state->viewports[0].height;
5333 out_att[0] = a.f / scale_factor;
5334 out_att[1] = b.f / scale_factor;
5335 out_att[2] = c.f / scale_factor;
5337 *out_pointsize = pointsize.f;
5340 void get_fog_start_end(const struct wined3d_context *context, const struct wined3d_state *state,
5341 float *start, float *end)
5343 union
5345 DWORD d;
5346 float f;
5347 } tmpvalue;
5349 switch (context->fog_source)
5351 case FOGSOURCE_VS:
5352 *start = 1.0f;
5353 *end = 0.0f;
5354 break;
5356 case FOGSOURCE_COORD:
5357 *start = 255.0f;
5358 *end = 0.0f;
5359 break;
5361 case FOGSOURCE_FFP:
5362 tmpvalue.d = state->render_states[WINED3D_RS_FOGSTART];
5363 *start = tmpvalue.f;
5364 tmpvalue.d = state->render_states[WINED3D_RS_FOGEND];
5365 *end = tmpvalue.f;
5366 /* Special handling for fog_start == fog_end. In d3d with vertex
5367 * fog, everything is fogged. With table fog, everything with
5368 * fog_coord < fog_start is unfogged, and fog_coord > fog_start
5369 * is fogged. Windows drivers disagree when fog_coord == fog_start. */
5370 if (state->render_states[WINED3D_RS_FOGTABLEMODE] == WINED3D_FOG_NONE && *start == *end)
5372 *start = -INFINITY;
5373 *end = 0.0f;
5375 break;
5377 default:
5378 /* This should not happen, context->fog_source is set in wined3d, not the app. */
5379 ERR("Unexpected fog coordinate source.\n");
5380 *start = 0.0f;
5381 *end = 0.0f;
5385 /* Note: It's the caller's responsibility to ensure values can be expressed
5386 * in the requested format. UNORM formats for example can only express values
5387 * in the range 0.0f -> 1.0f. */
5388 DWORD wined3d_format_convert_from_float(const struct wined3d_format *format, const struct wined3d_color *color)
5390 static const struct
5392 enum wined3d_format_id format_id;
5393 struct wined3d_vec4 mul;
5394 struct wined3d_uvec4 shift;
5396 float_conv[] =
5398 {WINED3DFMT_B8G8R8A8_UNORM, { 255.0f, 255.0f, 255.0f, 255.0f}, {16, 8, 0, 24}},
5399 {WINED3DFMT_B8G8R8X8_UNORM, { 255.0f, 255.0f, 255.0f, 255.0f}, {16, 8, 0, 24}},
5400 {WINED3DFMT_B8G8R8_UNORM, { 255.0f, 255.0f, 255.0f, 255.0f}, {16, 8, 0, 24}},
5401 {WINED3DFMT_B5G6R5_UNORM, { 31.0f, 63.0f, 31.0f, 0.0f}, {11, 5, 0, 0}},
5402 {WINED3DFMT_B5G5R5A1_UNORM, { 31.0f, 31.0f, 31.0f, 1.0f}, {10, 5, 0, 15}},
5403 {WINED3DFMT_B5G5R5X1_UNORM, { 31.0f, 31.0f, 31.0f, 1.0f}, {10, 5, 0, 15}},
5404 {WINED3DFMT_R8_UNORM, { 255.0f, 0.0f, 0.0f, 0.0f}, { 0, 0, 0, 0}},
5405 {WINED3DFMT_A8_UNORM, { 0.0f, 0.0f, 0.0f, 255.0f}, { 0, 0, 0, 0}},
5406 {WINED3DFMT_B4G4R4A4_UNORM, { 15.0f, 15.0f, 15.0f, 15.0f}, { 8, 4, 0, 12}},
5407 {WINED3DFMT_B4G4R4X4_UNORM, { 15.0f, 15.0f, 15.0f, 15.0f}, { 8, 4, 0, 12}},
5408 {WINED3DFMT_B2G3R3_UNORM, { 7.0f, 7.0f, 3.0f, 0.0f}, { 5, 2, 0, 0}},
5409 {WINED3DFMT_R8G8B8A8_UNORM, { 255.0f, 255.0f, 255.0f, 255.0f}, { 0, 8, 16, 24}},
5410 {WINED3DFMT_R8G8B8X8_UNORM, { 255.0f, 255.0f, 255.0f, 255.0f}, { 0, 8, 16, 24}},
5411 {WINED3DFMT_B10G10R10A2_UNORM, { 1023.0f, 1023.0f, 1023.0f, 3.0f}, {20, 10, 0, 30}},
5412 {WINED3DFMT_R10G10B10A2_UNORM, { 1023.0f, 1023.0f, 1023.0f, 3.0f}, { 0, 10, 20, 30}},
5413 {WINED3DFMT_P8_UINT, { 0.0f, 0.0f, 0.0f, 255.0f}, { 0, 0, 0, 0}},
5414 {WINED3DFMT_S1_UINT_D15_UNORM, { 32767.0f, 0.0f, 0.0f, 0.0f}, { 0, 0, 0, 0}},
5415 {WINED3DFMT_D16_UNORM, { 65535.0f, 0.0f, 0.0f, 0.0f}, { 0, 0, 0, 0}},
5417 static const struct
5419 enum wined3d_format_id format_id;
5420 struct wined3d_dvec4 mul;
5421 struct wined3d_uvec4 shift;
5423 double_conv[] =
5425 {WINED3DFMT_D24_UNORM_S8_UINT, { 16777215.0, 1.0, 0.0, 0.0}, {8, 0, 0, 0}},
5426 {WINED3DFMT_X8D24_UNORM, { 16777215.0, 0.0, 0.0, 0.0}, {0, 0, 0, 0}},
5427 {WINED3DFMT_D32_UNORM, {4294967295.0, 0.0, 0.0, 0.0}, {0, 0, 0, 0}},
5429 unsigned int i;
5430 DWORD ret;
5432 TRACE("Converting color %s to format %s.\n", debug_color(color), debug_d3dformat(format->id));
5434 for (i = 0; i < ARRAY_SIZE(float_conv); ++i)
5436 if (format->id != float_conv[i].format_id)
5437 continue;
5439 ret = ((DWORD)((color->r * float_conv[i].mul.x) + 0.5f)) << float_conv[i].shift.x;
5440 ret |= ((DWORD)((color->g * float_conv[i].mul.y) + 0.5f)) << float_conv[i].shift.y;
5441 ret |= ((DWORD)((color->b * float_conv[i].mul.z) + 0.5f)) << float_conv[i].shift.z;
5442 ret |= ((DWORD)((color->a * float_conv[i].mul.w) + 0.5f)) << float_conv[i].shift.w;
5444 TRACE("Returning 0x%08x.\n", ret);
5446 return ret;
5449 for (i = 0; i < ARRAY_SIZE(double_conv); ++i)
5451 if (format->id != double_conv[i].format_id)
5452 continue;
5454 ret = ((DWORD)((color->r * double_conv[i].mul.x) + 0.5)) << double_conv[i].shift.x;
5455 ret |= ((DWORD)((color->g * double_conv[i].mul.y) + 0.5)) << double_conv[i].shift.y;
5456 ret |= ((DWORD)((color->b * double_conv[i].mul.z) + 0.5)) << double_conv[i].shift.z;
5457 ret |= ((DWORD)((color->a * double_conv[i].mul.w) + 0.5)) << double_conv[i].shift.w;
5459 TRACE("Returning 0x%08x.\n", ret);
5461 return ret;
5464 FIXME("Conversion for format %s not implemented.\n", debug_d3dformat(format->id));
5466 return 0;
5469 static float color_to_float(DWORD color, DWORD size, DWORD offset)
5471 DWORD mask = size < 32 ? (1u << size) - 1 : ~0u;
5473 if (!size)
5474 return 1.0f;
5476 color >>= offset;
5477 color &= mask;
5479 return (float)color / (float)mask;
5482 void wined3d_format_get_float_color_key(const struct wined3d_format *format,
5483 const struct wined3d_color_key *key, struct wined3d_color *float_colors)
5485 struct wined3d_color slop;
5487 switch (format->id)
5489 case WINED3DFMT_B8G8R8_UNORM:
5490 case WINED3DFMT_B8G8R8A8_UNORM:
5491 case WINED3DFMT_B8G8R8X8_UNORM:
5492 case WINED3DFMT_B5G6R5_UNORM:
5493 case WINED3DFMT_B5G5R5X1_UNORM:
5494 case WINED3DFMT_B5G5R5A1_UNORM:
5495 case WINED3DFMT_B4G4R4A4_UNORM:
5496 case WINED3DFMT_B2G3R3_UNORM:
5497 case WINED3DFMT_R8_UNORM:
5498 case WINED3DFMT_A8_UNORM:
5499 case WINED3DFMT_B2G3R3A8_UNORM:
5500 case WINED3DFMT_B4G4R4X4_UNORM:
5501 case WINED3DFMT_R10G10B10A2_UNORM:
5502 case WINED3DFMT_R10G10B10A2_SNORM:
5503 case WINED3DFMT_R8G8B8A8_UNORM:
5504 case WINED3DFMT_R8G8B8X8_UNORM:
5505 case WINED3DFMT_R16G16_UNORM:
5506 case WINED3DFMT_B10G10R10A2_UNORM:
5507 slop.r = 0.5f / ((1u << format->red_size) - 1);
5508 slop.g = 0.5f / ((1u << format->green_size) - 1);
5509 slop.b = 0.5f / ((1u << format->blue_size) - 1);
5510 slop.a = 0.5f / ((1u << format->alpha_size) - 1);
5512 float_colors[0].r = color_to_float(key->color_space_low_value, format->red_size, format->red_offset)
5513 - slop.r;
5514 float_colors[0].g = color_to_float(key->color_space_low_value, format->green_size, format->green_offset)
5515 - slop.g;
5516 float_colors[0].b = color_to_float(key->color_space_low_value, format->blue_size, format->blue_offset)
5517 - slop.b;
5518 float_colors[0].a = color_to_float(key->color_space_low_value, format->alpha_size, format->alpha_offset)
5519 - slop.a;
5521 float_colors[1].r = color_to_float(key->color_space_high_value, format->red_size, format->red_offset)
5522 + slop.r;
5523 float_colors[1].g = color_to_float(key->color_space_high_value, format->green_size, format->green_offset)
5524 + slop.g;
5525 float_colors[1].b = color_to_float(key->color_space_high_value, format->blue_size, format->blue_offset)
5526 + slop.b;
5527 float_colors[1].a = color_to_float(key->color_space_high_value, format->alpha_size, format->alpha_offset)
5528 + slop.a;
5529 break;
5531 case WINED3DFMT_P8_UINT:
5532 float_colors[0].r = 0.0f;
5533 float_colors[0].g = 0.0f;
5534 float_colors[0].b = 0.0f;
5535 float_colors[0].a = (key->color_space_low_value - 0.5f) / 255.0f;
5537 float_colors[1].r = 0.0f;
5538 float_colors[1].g = 0.0f;
5539 float_colors[1].b = 0.0f;
5540 float_colors[1].a = (key->color_space_high_value + 0.5f) / 255.0f;
5541 break;
5543 default:
5544 ERR("Unhandled color key to float conversion for format %s.\n", debug_d3dformat(format->id));
5548 /* DirectDraw stuff */
5549 enum wined3d_format_id pixelformat_for_depth(DWORD depth)
5551 switch (depth)
5553 case 8: return WINED3DFMT_P8_UINT;
5554 case 15: return WINED3DFMT_B5G5R5X1_UNORM;
5555 case 16: return WINED3DFMT_B5G6R5_UNORM;
5556 case 24: return WINED3DFMT_B8G8R8X8_UNORM; /* Robots needs 24bit to be WINED3DFMT_B8G8R8X8_UNORM */
5557 case 32: return WINED3DFMT_B8G8R8X8_UNORM; /* EVE online and the Fur demo need 32bit AdapterDisplayMode to return WINED3DFMT_B8G8R8X8_UNORM */
5558 default: return WINED3DFMT_UNKNOWN;
5562 void multiply_matrix(struct wined3d_matrix *dst, const struct wined3d_matrix *src1, const struct wined3d_matrix *src2)
5564 struct wined3d_matrix tmp;
5566 /* Now do the multiplication 'by hand'.
5567 I know that all this could be optimised, but this will be done later :-) */
5568 tmp._11 = (src1->_11 * src2->_11) + (src1->_21 * src2->_12) + (src1->_31 * src2->_13) + (src1->_41 * src2->_14);
5569 tmp._21 = (src1->_11 * src2->_21) + (src1->_21 * src2->_22) + (src1->_31 * src2->_23) + (src1->_41 * src2->_24);
5570 tmp._31 = (src1->_11 * src2->_31) + (src1->_21 * src2->_32) + (src1->_31 * src2->_33) + (src1->_41 * src2->_34);
5571 tmp._41 = (src1->_11 * src2->_41) + (src1->_21 * src2->_42) + (src1->_31 * src2->_43) + (src1->_41 * src2->_44);
5573 tmp._12 = (src1->_12 * src2->_11) + (src1->_22 * src2->_12) + (src1->_32 * src2->_13) + (src1->_42 * src2->_14);
5574 tmp._22 = (src1->_12 * src2->_21) + (src1->_22 * src2->_22) + (src1->_32 * src2->_23) + (src1->_42 * src2->_24);
5575 tmp._32 = (src1->_12 * src2->_31) + (src1->_22 * src2->_32) + (src1->_32 * src2->_33) + (src1->_42 * src2->_34);
5576 tmp._42 = (src1->_12 * src2->_41) + (src1->_22 * src2->_42) + (src1->_32 * src2->_43) + (src1->_42 * src2->_44);
5578 tmp._13 = (src1->_13 * src2->_11) + (src1->_23 * src2->_12) + (src1->_33 * src2->_13) + (src1->_43 * src2->_14);
5579 tmp._23 = (src1->_13 * src2->_21) + (src1->_23 * src2->_22) + (src1->_33 * src2->_23) + (src1->_43 * src2->_24);
5580 tmp._33 = (src1->_13 * src2->_31) + (src1->_23 * src2->_32) + (src1->_33 * src2->_33) + (src1->_43 * src2->_34);
5581 tmp._43 = (src1->_13 * src2->_41) + (src1->_23 * src2->_42) + (src1->_33 * src2->_43) + (src1->_43 * src2->_44);
5583 tmp._14 = (src1->_14 * src2->_11) + (src1->_24 * src2->_12) + (src1->_34 * src2->_13) + (src1->_44 * src2->_14);
5584 tmp._24 = (src1->_14 * src2->_21) + (src1->_24 * src2->_22) + (src1->_34 * src2->_23) + (src1->_44 * src2->_24);
5585 tmp._34 = (src1->_14 * src2->_31) + (src1->_24 * src2->_32) + (src1->_34 * src2->_33) + (src1->_44 * src2->_34);
5586 tmp._44 = (src1->_14 * src2->_41) + (src1->_24 * src2->_42) + (src1->_34 * src2->_43) + (src1->_44 * src2->_44);
5588 *dst = tmp;
5591 DWORD get_flexible_vertex_size(DWORD d3dvtVertexType) {
5592 DWORD size = 0;
5593 int i;
5594 int numTextures = (d3dvtVertexType & WINED3DFVF_TEXCOUNT_MASK) >> WINED3DFVF_TEXCOUNT_SHIFT;
5596 if (d3dvtVertexType & WINED3DFVF_NORMAL) size += 3 * sizeof(float);
5597 if (d3dvtVertexType & WINED3DFVF_DIFFUSE) size += sizeof(DWORD);
5598 if (d3dvtVertexType & WINED3DFVF_SPECULAR) size += sizeof(DWORD);
5599 if (d3dvtVertexType & WINED3DFVF_PSIZE) size += sizeof(DWORD);
5600 switch (d3dvtVertexType & WINED3DFVF_POSITION_MASK) {
5601 case WINED3DFVF_XYZ: size += 3 * sizeof(float); break;
5602 case WINED3DFVF_XYZRHW: size += 4 * sizeof(float); break;
5603 case WINED3DFVF_XYZB1: size += 4 * sizeof(float); break;
5604 case WINED3DFVF_XYZB2: size += 5 * sizeof(float); break;
5605 case WINED3DFVF_XYZB3: size += 6 * sizeof(float); break;
5606 case WINED3DFVF_XYZB4: size += 7 * sizeof(float); break;
5607 case WINED3DFVF_XYZB5: size += 8 * sizeof(float); break;
5608 case WINED3DFVF_XYZW: size += 4 * sizeof(float); break;
5609 default: ERR("Unexpected position mask\n");
5611 for (i = 0; i < numTextures; i++) {
5612 size += GET_TEXCOORD_SIZE_FROM_FVF(d3dvtVertexType, i) * sizeof(float);
5615 return size;
5618 unsigned int wined3d_max_compat_varyings(const struct wined3d_gl_info *gl_info)
5620 /* On core profile we have to also count diffuse and specular colors and the
5621 * fog coordinate. */
5622 return gl_info->supported[WINED3D_GL_LEGACY_CONTEXT] ? MAX_TEXTURES * 4 : (MAX_TEXTURES + 2) * 4 + 1;
5625 void gen_ffp_frag_op(const struct wined3d_context *context, const struct wined3d_state *state,
5626 struct ffp_frag_settings *settings, BOOL ignore_textype)
5628 #define ARG1 0x01
5629 #define ARG2 0x02
5630 #define ARG0 0x04
5631 static const unsigned char args[WINED3D_TOP_LERP + 1] =
5633 /* undefined */ 0,
5634 /* D3DTOP_DISABLE */ 0,
5635 /* D3DTOP_SELECTARG1 */ ARG1,
5636 /* D3DTOP_SELECTARG2 */ ARG2,
5637 /* D3DTOP_MODULATE */ ARG1 | ARG2,
5638 /* D3DTOP_MODULATE2X */ ARG1 | ARG2,
5639 /* D3DTOP_MODULATE4X */ ARG1 | ARG2,
5640 /* D3DTOP_ADD */ ARG1 | ARG2,
5641 /* D3DTOP_ADDSIGNED */ ARG1 | ARG2,
5642 /* D3DTOP_ADDSIGNED2X */ ARG1 | ARG2,
5643 /* D3DTOP_SUBTRACT */ ARG1 | ARG2,
5644 /* D3DTOP_ADDSMOOTH */ ARG1 | ARG2,
5645 /* D3DTOP_BLENDDIFFUSEALPHA */ ARG1 | ARG2,
5646 /* D3DTOP_BLENDTEXTUREALPHA */ ARG1 | ARG2,
5647 /* D3DTOP_BLENDFACTORALPHA */ ARG1 | ARG2,
5648 /* D3DTOP_BLENDTEXTUREALPHAPM */ ARG1 | ARG2,
5649 /* D3DTOP_BLENDCURRENTALPHA */ ARG1 | ARG2,
5650 /* D3DTOP_PREMODULATE */ ARG1 | ARG2,
5651 /* D3DTOP_MODULATEALPHA_ADDCOLOR */ ARG1 | ARG2,
5652 /* D3DTOP_MODULATECOLOR_ADDALPHA */ ARG1 | ARG2,
5653 /* D3DTOP_MODULATEINVALPHA_ADDCOLOR */ ARG1 | ARG2,
5654 /* D3DTOP_MODULATEINVCOLOR_ADDALPHA */ ARG1 | ARG2,
5655 /* D3DTOP_BUMPENVMAP */ ARG1 | ARG2,
5656 /* D3DTOP_BUMPENVMAPLUMINANCE */ ARG1 | ARG2,
5657 /* D3DTOP_DOTPRODUCT3 */ ARG1 | ARG2,
5658 /* D3DTOP_MULTIPLYADD */ ARG1 | ARG2 | ARG0,
5659 /* D3DTOP_LERP */ ARG1 | ARG2 | ARG0
5661 unsigned int i;
5662 DWORD ttff;
5663 DWORD cop, aop, carg0, carg1, carg2, aarg0, aarg1, aarg2;
5664 const struct wined3d_gl_info *gl_info = context->gl_info;
5665 const struct wined3d_d3d_info *d3d_info = context->d3d_info;
5667 settings->padding = 0;
5669 for (i = 0; i < d3d_info->limits.ffp_blend_stages; ++i)
5671 const struct wined3d_texture *texture;
5673 settings->op[i].padding = 0;
5674 if (state->texture_states[i][WINED3D_TSS_COLOR_OP] == WINED3D_TOP_DISABLE)
5676 settings->op[i].cop = WINED3D_TOP_DISABLE;
5677 settings->op[i].aop = WINED3D_TOP_DISABLE;
5678 settings->op[i].carg0 = settings->op[i].carg1 = settings->op[i].carg2 = ARG_UNUSED;
5679 settings->op[i].aarg0 = settings->op[i].aarg1 = settings->op[i].aarg2 = ARG_UNUSED;
5680 settings->op[i].color_fixup = COLOR_FIXUP_IDENTITY;
5681 settings->op[i].tmp_dst = 0;
5682 settings->op[i].tex_type = WINED3D_GL_RES_TYPE_TEX_1D;
5683 settings->op[i].projected = WINED3D_PROJECTION_NONE;
5684 i++;
5685 break;
5688 if ((texture = state->textures[i]))
5690 if (can_use_texture_swizzle(gl_info, texture->resource.format))
5691 settings->op[i].color_fixup = COLOR_FIXUP_IDENTITY;
5692 else
5693 settings->op[i].color_fixup = texture->resource.format->color_fixup;
5694 if (ignore_textype)
5696 settings->op[i].tex_type = WINED3D_GL_RES_TYPE_TEX_1D;
5698 else
5700 switch (texture->target)
5702 case GL_TEXTURE_1D:
5703 settings->op[i].tex_type = WINED3D_GL_RES_TYPE_TEX_1D;
5704 break;
5705 case GL_TEXTURE_2D:
5706 settings->op[i].tex_type = WINED3D_GL_RES_TYPE_TEX_2D;
5707 break;
5708 case GL_TEXTURE_3D:
5709 settings->op[i].tex_type = WINED3D_GL_RES_TYPE_TEX_3D;
5710 break;
5711 case GL_TEXTURE_CUBE_MAP_ARB:
5712 settings->op[i].tex_type = WINED3D_GL_RES_TYPE_TEX_CUBE;
5713 break;
5714 case GL_TEXTURE_RECTANGLE_ARB:
5715 settings->op[i].tex_type = WINED3D_GL_RES_TYPE_TEX_RECT;
5716 break;
5719 } else {
5720 settings->op[i].color_fixup = COLOR_FIXUP_IDENTITY;
5721 settings->op[i].tex_type = WINED3D_GL_RES_TYPE_TEX_1D;
5724 cop = state->texture_states[i][WINED3D_TSS_COLOR_OP];
5725 aop = state->texture_states[i][WINED3D_TSS_ALPHA_OP];
5727 carg1 = (args[cop] & ARG1) ? state->texture_states[i][WINED3D_TSS_COLOR_ARG1] : ARG_UNUSED;
5728 carg2 = (args[cop] & ARG2) ? state->texture_states[i][WINED3D_TSS_COLOR_ARG2] : ARG_UNUSED;
5729 carg0 = (args[cop] & ARG0) ? state->texture_states[i][WINED3D_TSS_COLOR_ARG0] : ARG_UNUSED;
5731 if (is_invalid_op(state, i, cop, carg1, carg2, carg0))
5733 carg0 = ARG_UNUSED;
5734 carg2 = ARG_UNUSED;
5735 carg1 = WINED3DTA_CURRENT;
5736 cop = WINED3D_TOP_SELECT_ARG1;
5739 if (cop == WINED3D_TOP_DOTPRODUCT3)
5741 /* A dotproduct3 on the colorop overwrites the alphaop operation and replicates
5742 * the color result to the alpha component of the destination
5744 aop = cop;
5745 aarg1 = carg1;
5746 aarg2 = carg2;
5747 aarg0 = carg0;
5749 else
5751 aarg1 = (args[aop] & ARG1) ? state->texture_states[i][WINED3D_TSS_ALPHA_ARG1] : ARG_UNUSED;
5752 aarg2 = (args[aop] & ARG2) ? state->texture_states[i][WINED3D_TSS_ALPHA_ARG2] : ARG_UNUSED;
5753 aarg0 = (args[aop] & ARG0) ? state->texture_states[i][WINED3D_TSS_ALPHA_ARG0] : ARG_UNUSED;
5756 if (!i && state->textures[0] && state->render_states[WINED3D_RS_COLORKEYENABLE])
5758 GLenum texture_dimensions;
5760 texture = state->textures[0];
5761 texture_dimensions = texture->target;
5763 if (texture_dimensions == GL_TEXTURE_2D || texture_dimensions == GL_TEXTURE_RECTANGLE_ARB)
5765 if (texture->async.color_key_flags & WINED3D_CKEY_SRC_BLT && !texture->resource.format->alpha_size)
5767 if (aop == WINED3D_TOP_DISABLE)
5769 aarg1 = WINED3DTA_TEXTURE;
5770 aop = WINED3D_TOP_SELECT_ARG1;
5772 else if (aop == WINED3D_TOP_SELECT_ARG1 && aarg1 != WINED3DTA_TEXTURE)
5774 if (state->render_states[WINED3D_RS_ALPHABLENDENABLE])
5776 aarg2 = WINED3DTA_TEXTURE;
5777 aop = WINED3D_TOP_MODULATE;
5779 else aarg1 = WINED3DTA_TEXTURE;
5781 else if (aop == WINED3D_TOP_SELECT_ARG2 && aarg2 != WINED3DTA_TEXTURE)
5783 if (state->render_states[WINED3D_RS_ALPHABLENDENABLE])
5785 aarg1 = WINED3DTA_TEXTURE;
5786 aop = WINED3D_TOP_MODULATE;
5788 else aarg2 = WINED3DTA_TEXTURE;
5794 if (is_invalid_op(state, i, aop, aarg1, aarg2, aarg0))
5796 aarg0 = ARG_UNUSED;
5797 aarg2 = ARG_UNUSED;
5798 aarg1 = WINED3DTA_CURRENT;
5799 aop = WINED3D_TOP_SELECT_ARG1;
5802 if (carg1 == WINED3DTA_TEXTURE || carg2 == WINED3DTA_TEXTURE || carg0 == WINED3DTA_TEXTURE
5803 || aarg1 == WINED3DTA_TEXTURE || aarg2 == WINED3DTA_TEXTURE || aarg0 == WINED3DTA_TEXTURE)
5805 ttff = state->texture_states[i][WINED3D_TSS_TEXTURE_TRANSFORM_FLAGS];
5806 if (ttff == (WINED3D_TTFF_PROJECTED | WINED3D_TTFF_COUNT3))
5807 settings->op[i].projected = WINED3D_PROJECTION_COUNT3;
5808 else if (ttff & WINED3D_TTFF_PROJECTED)
5809 settings->op[i].projected = WINED3D_PROJECTION_COUNT4;
5810 else
5811 settings->op[i].projected = WINED3D_PROJECTION_NONE;
5813 else
5815 settings->op[i].projected = WINED3D_PROJECTION_NONE;
5818 settings->op[i].cop = cop;
5819 settings->op[i].aop = aop;
5820 settings->op[i].carg0 = carg0;
5821 settings->op[i].carg1 = carg1;
5822 settings->op[i].carg2 = carg2;
5823 settings->op[i].aarg0 = aarg0;
5824 settings->op[i].aarg1 = aarg1;
5825 settings->op[i].aarg2 = aarg2;
5826 settings->op[i].tmp_dst = state->texture_states[i][WINED3D_TSS_RESULT_ARG] == WINED3DTA_TEMP;
5829 /* Clear unsupported stages */
5830 for(; i < MAX_TEXTURES; i++) {
5831 memset(&settings->op[i], 0xff, sizeof(settings->op[i]));
5834 if (!state->render_states[WINED3D_RS_FOGENABLE])
5836 settings->fog = WINED3D_FFP_PS_FOG_OFF;
5838 else if (state->render_states[WINED3D_RS_FOGTABLEMODE] == WINED3D_FOG_NONE)
5840 if (use_vs(state) || state->vertex_declaration->position_transformed)
5842 settings->fog = WINED3D_FFP_PS_FOG_LINEAR;
5844 else
5846 switch (state->render_states[WINED3D_RS_FOGVERTEXMODE])
5848 case WINED3D_FOG_NONE:
5849 case WINED3D_FOG_LINEAR:
5850 settings->fog = WINED3D_FFP_PS_FOG_LINEAR;
5851 break;
5852 case WINED3D_FOG_EXP:
5853 settings->fog = WINED3D_FFP_PS_FOG_EXP;
5854 break;
5855 case WINED3D_FOG_EXP2:
5856 settings->fog = WINED3D_FFP_PS_FOG_EXP2;
5857 break;
5861 else
5863 switch (state->render_states[WINED3D_RS_FOGTABLEMODE])
5865 case WINED3D_FOG_LINEAR:
5866 settings->fog = WINED3D_FFP_PS_FOG_LINEAR;
5867 break;
5868 case WINED3D_FOG_EXP:
5869 settings->fog = WINED3D_FFP_PS_FOG_EXP;
5870 break;
5871 case WINED3D_FOG_EXP2:
5872 settings->fog = WINED3D_FFP_PS_FOG_EXP2;
5873 break;
5876 settings->sRGB_write = !gl_info->supported[ARB_FRAMEBUFFER_SRGB] && needs_srgb_write(context, state, state->fb);
5877 if (d3d_info->vs_clipping || !use_vs(state) || !state->render_states[WINED3D_RS_CLIPPING]
5878 || !state->render_states[WINED3D_RS_CLIPPLANEENABLE])
5880 /* No need to emulate clipplanes if GL supports native vertex shader clipping or if
5881 * the fixed function vertex pipeline is used(which always supports clipplanes), or
5882 * if no clipplane is enabled
5884 settings->emul_clipplanes = 0;
5885 } else {
5886 settings->emul_clipplanes = 1;
5889 if (state->render_states[WINED3D_RS_COLORKEYENABLE] && state->textures[0]
5890 && state->textures[0]->async.color_key_flags & WINED3D_CKEY_SRC_BLT
5891 && settings->op[0].cop != WINED3D_TOP_DISABLE)
5892 settings->color_key_enabled = 1;
5893 else
5894 settings->color_key_enabled = 0;
5896 /* texcoords_initialized is set to meaningful values only when GL doesn't
5897 * support enough varyings to always pass around all the possible texture
5898 * coordinates.
5899 * This is used to avoid reading a varying not written by the vertex shader.
5900 * Reading uninitialized varyings on core profile contexts results in an
5901 * error while with builtin varyings on legacy contexts you get undefined
5902 * behavior. */
5903 if (d3d_info->limits.varying_count
5904 && d3d_info->limits.varying_count < wined3d_max_compat_varyings(gl_info))
5906 settings->texcoords_initialized = 0;
5907 for (i = 0; i < MAX_TEXTURES; ++i)
5909 if (use_vs(state))
5911 if (state->shader[WINED3D_SHADER_TYPE_VERTEX]->reg_maps.output_registers & (1u << i))
5912 settings->texcoords_initialized |= 1u << i;
5914 else
5916 const struct wined3d_stream_info *si = &context->stream_info;
5917 unsigned int coord_idx = state->texture_states[i][WINED3D_TSS_TEXCOORD_INDEX];
5918 if ((state->texture_states[i][WINED3D_TSS_TEXCOORD_INDEX] >> WINED3D_FFP_TCI_SHIFT)
5919 & WINED3D_FFP_TCI_MASK
5920 || (coord_idx < MAX_TEXTURES && (si->use_map & (1u << (WINED3D_FFP_TEXCOORD0 + coord_idx)))))
5921 settings->texcoords_initialized |= 1u << i;
5925 else
5927 settings->texcoords_initialized = (1u << MAX_TEXTURES) - 1;
5930 settings->pointsprite = state->render_states[WINED3D_RS_POINTSPRITEENABLE]
5931 && state->gl_primitive_type == GL_POINTS;
5933 if (gl_info->supported[WINED3D_GL_LEGACY_CONTEXT])
5934 settings->alpha_test_func = WINED3D_CMP_ALWAYS - 1;
5935 else
5936 settings->alpha_test_func = (state->render_states[WINED3D_RS_ALPHATESTENABLE]
5937 ? wined3d_sanitize_cmp_func(state->render_states[WINED3D_RS_ALPHAFUNC])
5938 : WINED3D_CMP_ALWAYS) - 1;
5940 if (d3d_info->emulated_flatshading)
5941 settings->flatshading = state->render_states[WINED3D_RS_SHADEMODE] == WINED3D_SHADE_FLAT;
5942 else
5943 settings->flatshading = FALSE;
5946 const struct ffp_frag_desc *find_ffp_frag_shader(const struct wine_rb_tree *fragment_shaders,
5947 const struct ffp_frag_settings *settings)
5949 struct wine_rb_entry *entry = wine_rb_get(fragment_shaders, settings);
5950 return entry ? WINE_RB_ENTRY_VALUE(entry, struct ffp_frag_desc, entry) : NULL;
5953 void add_ffp_frag_shader(struct wine_rb_tree *shaders, struct ffp_frag_desc *desc)
5955 /* Note that the key is the implementation independent part of the ffp_frag_desc structure,
5956 * whereas desc points to an extended structure with implementation specific parts. */
5957 if (wine_rb_put(shaders, &desc->settings, &desc->entry) == -1)
5959 ERR("Failed to insert ffp frag shader.\n");
5963 /* Activates the texture dimension according to the bound D3D texture. Does
5964 * not care for the colorop or correct gl texture unit (when using nvrc).
5965 * Requires the caller to activate the correct unit. */
5966 /* Context activation is done by the caller (state handler). */
5967 void texture_activate_dimensions(const struct wined3d_texture *texture, const struct wined3d_gl_info *gl_info)
5969 if (texture)
5971 switch (texture->target)
5973 case GL_TEXTURE_2D:
5974 gl_info->gl_ops.gl.p_glDisable(GL_TEXTURE_3D);
5975 checkGLcall("glDisable(GL_TEXTURE_3D)");
5976 if (gl_info->supported[ARB_TEXTURE_CUBE_MAP])
5978 gl_info->gl_ops.gl.p_glDisable(GL_TEXTURE_CUBE_MAP_ARB);
5979 checkGLcall("glDisable(GL_TEXTURE_CUBE_MAP_ARB)");
5981 if (gl_info->supported[ARB_TEXTURE_RECTANGLE])
5983 gl_info->gl_ops.gl.p_glDisable(GL_TEXTURE_RECTANGLE_ARB);
5984 checkGLcall("glDisable(GL_TEXTURE_RECTANGLE_ARB)");
5986 gl_info->gl_ops.gl.p_glEnable(GL_TEXTURE_2D);
5987 checkGLcall("glEnable(GL_TEXTURE_2D)");
5988 break;
5989 case GL_TEXTURE_RECTANGLE_ARB:
5990 gl_info->gl_ops.gl.p_glDisable(GL_TEXTURE_2D);
5991 checkGLcall("glDisable(GL_TEXTURE_2D)");
5992 gl_info->gl_ops.gl.p_glDisable(GL_TEXTURE_3D);
5993 checkGLcall("glDisable(GL_TEXTURE_3D)");
5994 if (gl_info->supported[ARB_TEXTURE_CUBE_MAP])
5996 gl_info->gl_ops.gl.p_glDisable(GL_TEXTURE_CUBE_MAP_ARB);
5997 checkGLcall("glDisable(GL_TEXTURE_CUBE_MAP_ARB)");
5999 gl_info->gl_ops.gl.p_glEnable(GL_TEXTURE_RECTANGLE_ARB);
6000 checkGLcall("glEnable(GL_TEXTURE_RECTANGLE_ARB)");
6001 break;
6002 case GL_TEXTURE_3D:
6003 if (gl_info->supported[ARB_TEXTURE_CUBE_MAP])
6005 gl_info->gl_ops.gl.p_glDisable(GL_TEXTURE_CUBE_MAP_ARB);
6006 checkGLcall("glDisable(GL_TEXTURE_CUBE_MAP_ARB)");
6008 if (gl_info->supported[ARB_TEXTURE_RECTANGLE])
6010 gl_info->gl_ops.gl.p_glDisable(GL_TEXTURE_RECTANGLE_ARB);
6011 checkGLcall("glDisable(GL_TEXTURE_RECTANGLE_ARB)");
6013 gl_info->gl_ops.gl.p_glDisable(GL_TEXTURE_2D);
6014 checkGLcall("glDisable(GL_TEXTURE_2D)");
6015 gl_info->gl_ops.gl.p_glEnable(GL_TEXTURE_3D);
6016 checkGLcall("glEnable(GL_TEXTURE_3D)");
6017 break;
6018 case GL_TEXTURE_CUBE_MAP_ARB:
6019 gl_info->gl_ops.gl.p_glDisable(GL_TEXTURE_2D);
6020 checkGLcall("glDisable(GL_TEXTURE_2D)");
6021 gl_info->gl_ops.gl.p_glDisable(GL_TEXTURE_3D);
6022 checkGLcall("glDisable(GL_TEXTURE_3D)");
6023 if (gl_info->supported[ARB_TEXTURE_RECTANGLE])
6025 gl_info->gl_ops.gl.p_glDisable(GL_TEXTURE_RECTANGLE_ARB);
6026 checkGLcall("glDisable(GL_TEXTURE_RECTANGLE_ARB)");
6028 gl_info->gl_ops.gl.p_glEnable(GL_TEXTURE_CUBE_MAP_ARB);
6029 checkGLcall("glEnable(GL_TEXTURE_CUBE_MAP_ARB)");
6030 break;
6033 else
6035 gl_info->gl_ops.gl.p_glEnable(GL_TEXTURE_2D);
6036 checkGLcall("glEnable(GL_TEXTURE_2D)");
6037 gl_info->gl_ops.gl.p_glDisable(GL_TEXTURE_3D);
6038 checkGLcall("glDisable(GL_TEXTURE_3D)");
6039 if (gl_info->supported[ARB_TEXTURE_CUBE_MAP])
6041 gl_info->gl_ops.gl.p_glDisable(GL_TEXTURE_CUBE_MAP_ARB);
6042 checkGLcall("glDisable(GL_TEXTURE_CUBE_MAP_ARB)");
6044 if (gl_info->supported[ARB_TEXTURE_RECTANGLE])
6046 gl_info->gl_ops.gl.p_glDisable(GL_TEXTURE_RECTANGLE_ARB);
6047 checkGLcall("glDisable(GL_TEXTURE_RECTANGLE_ARB)");
6049 /* Binding textures is done by samplers. A dummy texture will be bound */
6053 /* Context activation is done by the caller (state handler). */
6054 void sampler_texdim(struct wined3d_context *context, const struct wined3d_state *state, DWORD state_id)
6056 DWORD sampler = state_id - STATE_SAMPLER(0);
6057 DWORD mapped_stage = context->tex_unit_map[sampler];
6059 /* No need to enable / disable anything here for unused samplers. The
6060 * tex_colorop handler takes care. Also no action is needed with pixel
6061 * shaders, or if tex_colorop will take care of this business. */
6062 if (mapped_stage == WINED3D_UNMAPPED_STAGE || mapped_stage >= context->gl_info->limits.textures)
6063 return;
6064 if (sampler >= context->lowest_disabled_stage)
6065 return;
6066 if (isStateDirty(context, STATE_TEXTURESTAGE(sampler, WINED3D_TSS_COLOR_OP)))
6067 return;
6069 texture_activate_dimensions(state->textures[sampler], context->gl_info);
6072 int wined3d_ffp_frag_program_key_compare(const void *key, const struct wine_rb_entry *entry)
6074 const struct ffp_frag_settings *ka = key;
6075 const struct ffp_frag_settings *kb = &WINE_RB_ENTRY_VALUE(entry, const struct ffp_frag_desc, entry)->settings;
6077 return memcmp(ka, kb, sizeof(*ka));
6080 static enum wined3d_material_color_source validate_material_colour_source(WORD use_map,
6081 enum wined3d_material_color_source source)
6083 if (source == WINED3D_MCS_COLOR1 && use_map & (1u << WINED3D_FFP_DIFFUSE))
6084 return source;
6085 if (source == WINED3D_MCS_COLOR2 && use_map & (1u << WINED3D_FFP_SPECULAR))
6086 return source;
6087 return WINED3D_MCS_MATERIAL;
6090 void wined3d_ffp_get_vs_settings(const struct wined3d_context *context,
6091 const struct wined3d_state *state, struct wined3d_ffp_vs_settings *settings)
6093 const struct wined3d_stream_info *si = &context->stream_info;
6094 const struct wined3d_gl_info *gl_info = context->gl_info;
6095 const struct wined3d_d3d_info *d3d_info = context->d3d_info;
6096 unsigned int coord_idx, i;
6098 memset(settings, 0, sizeof(*settings));
6100 if (si->position_transformed)
6102 settings->transformed = 1;
6103 settings->point_size = state->gl_primitive_type == GL_POINTS;
6104 settings->per_vertex_point_size = !!(si->use_map & 1u << WINED3D_FFP_PSIZE);
6105 if (!state->render_states[WINED3D_RS_FOGENABLE])
6106 settings->fog_mode = WINED3D_FFP_VS_FOG_OFF;
6107 else if (state->render_states[WINED3D_RS_FOGTABLEMODE] != WINED3D_FOG_NONE)
6108 settings->fog_mode = WINED3D_FFP_VS_FOG_DEPTH;
6109 else
6110 settings->fog_mode = WINED3D_FFP_VS_FOG_FOGCOORD;
6112 for (i = 0; i < MAX_TEXTURES; ++i)
6114 coord_idx = state->texture_states[i][WINED3D_TSS_TEXCOORD_INDEX];
6115 if (coord_idx < MAX_TEXTURES && (si->use_map & (1u << (WINED3D_FFP_TEXCOORD0 + coord_idx))))
6116 settings->texcoords |= 1u << i;
6117 settings->texgen[i] = state->texture_states[i][WINED3D_TSS_TEXCOORD_INDEX];
6119 if (d3d_info->limits.varying_count >= wined3d_max_compat_varyings(gl_info))
6120 settings->texcoords = (1u << MAX_TEXTURES) - 1;
6122 if (d3d_info->emulated_flatshading)
6123 settings->flatshading = state->render_states[WINED3D_RS_SHADEMODE] == WINED3D_SHADE_FLAT;
6124 else
6125 settings->flatshading = FALSE;
6127 settings->swizzle_map = si->swizzle_map;
6129 return;
6132 switch (state->render_states[WINED3D_RS_VERTEXBLEND])
6134 case WINED3D_VBF_DISABLE:
6135 case WINED3D_VBF_1WEIGHTS:
6136 case WINED3D_VBF_2WEIGHTS:
6137 case WINED3D_VBF_3WEIGHTS:
6138 settings->vertexblends = state->render_states[WINED3D_RS_VERTEXBLEND];
6139 break;
6140 default:
6141 FIXME("Unsupported vertex blending: %d\n", state->render_states[WINED3D_RS_VERTEXBLEND]);
6142 break;
6145 settings->clipping = state->render_states[WINED3D_RS_CLIPPING]
6146 && state->render_states[WINED3D_RS_CLIPPLANEENABLE];
6147 settings->normal = !!(si->use_map & (1u << WINED3D_FFP_NORMAL));
6148 settings->normalize = settings->normal && state->render_states[WINED3D_RS_NORMALIZENORMALS];
6149 settings->lighting = !!state->render_states[WINED3D_RS_LIGHTING];
6150 settings->localviewer = !!state->render_states[WINED3D_RS_LOCALVIEWER];
6151 settings->point_size = state->gl_primitive_type == GL_POINTS;
6152 settings->per_vertex_point_size = !!(si->use_map & 1u << WINED3D_FFP_PSIZE);
6154 if (state->render_states[WINED3D_RS_COLORVERTEX])
6156 settings->diffuse_source = validate_material_colour_source(si->use_map,
6157 state->render_states[WINED3D_RS_DIFFUSEMATERIALSOURCE]);
6158 settings->emissive_source = validate_material_colour_source(si->use_map,
6159 state->render_states[WINED3D_RS_EMISSIVEMATERIALSOURCE]);
6160 settings->ambient_source = validate_material_colour_source(si->use_map,
6161 state->render_states[WINED3D_RS_AMBIENTMATERIALSOURCE]);
6162 settings->specular_source = validate_material_colour_source(si->use_map,
6163 state->render_states[WINED3D_RS_SPECULARMATERIALSOURCE]);
6165 else
6167 settings->diffuse_source = WINED3D_MCS_MATERIAL;
6168 settings->emissive_source = WINED3D_MCS_MATERIAL;
6169 settings->ambient_source = WINED3D_MCS_MATERIAL;
6170 settings->specular_source = WINED3D_MCS_MATERIAL;
6173 for (i = 0; i < MAX_TEXTURES; ++i)
6175 coord_idx = state->texture_states[i][WINED3D_TSS_TEXCOORD_INDEX];
6176 if (coord_idx < MAX_TEXTURES && (si->use_map & (1u << (WINED3D_FFP_TEXCOORD0 + coord_idx))))
6177 settings->texcoords |= 1u << i;
6178 settings->texgen[i] = state->texture_states[i][WINED3D_TSS_TEXCOORD_INDEX];
6180 if (d3d_info->limits.varying_count >= wined3d_max_compat_varyings(gl_info))
6181 settings->texcoords = (1u << MAX_TEXTURES) - 1;
6183 for (i = 0; i < MAX_ACTIVE_LIGHTS; ++i)
6185 if (!state->lights[i])
6186 continue;
6188 switch (state->lights[i]->OriginalParms.type)
6190 case WINED3D_LIGHT_POINT:
6191 ++settings->point_light_count;
6192 break;
6193 case WINED3D_LIGHT_SPOT:
6194 ++settings->spot_light_count;
6195 break;
6196 case WINED3D_LIGHT_DIRECTIONAL:
6197 ++settings->directional_light_count;
6198 break;
6199 case WINED3D_LIGHT_PARALLELPOINT:
6200 ++settings->parallel_point_light_count;
6201 break;
6202 default:
6203 FIXME("Unhandled light type %#x.\n", state->lights[i]->OriginalParms.type);
6204 break;
6208 if (!state->render_states[WINED3D_RS_FOGENABLE])
6209 settings->fog_mode = WINED3D_FFP_VS_FOG_OFF;
6210 else if (state->render_states[WINED3D_RS_FOGTABLEMODE] != WINED3D_FOG_NONE)
6212 settings->fog_mode = WINED3D_FFP_VS_FOG_DEPTH;
6214 if (state->transforms[WINED3D_TS_PROJECTION]._14 == 0.0f
6215 && state->transforms[WINED3D_TS_PROJECTION]._24 == 0.0f
6216 && state->transforms[WINED3D_TS_PROJECTION]._34 == 0.0f
6217 && state->transforms[WINED3D_TS_PROJECTION]._44 == 1.0f)
6218 settings->ortho_fog = 1;
6220 else if (state->render_states[WINED3D_RS_FOGVERTEXMODE] == WINED3D_FOG_NONE)
6221 settings->fog_mode = WINED3D_FFP_VS_FOG_FOGCOORD;
6222 else if (state->render_states[WINED3D_RS_RANGEFOGENABLE])
6223 settings->fog_mode = WINED3D_FFP_VS_FOG_RANGE;
6224 else
6225 settings->fog_mode = WINED3D_FFP_VS_FOG_DEPTH;
6227 if (d3d_info->emulated_flatshading)
6228 settings->flatshading = state->render_states[WINED3D_RS_SHADEMODE] == WINED3D_SHADE_FLAT;
6229 else
6230 settings->flatshading = FALSE;
6232 settings->swizzle_map = si->swizzle_map;
6235 int wined3d_ffp_vertex_program_key_compare(const void *key, const struct wine_rb_entry *entry)
6237 const struct wined3d_ffp_vs_settings *ka = key;
6238 const struct wined3d_ffp_vs_settings *kb = &WINE_RB_ENTRY_VALUE(entry,
6239 const struct wined3d_ffp_vs_desc, entry)->settings;
6241 return memcmp(ka, kb, sizeof(*ka));
6244 const char *wined3d_debug_location(DWORD location)
6246 struct debug_buffer buffer;
6247 const char *prefix = "";
6248 const char *suffix = "";
6250 if (wined3d_popcount(location) > 16)
6252 prefix = "~(";
6253 location = ~location;
6254 suffix = ")";
6257 init_debug_buffer(&buffer, "0");
6258 #define LOCATION_TO_STR(x) if (location & x) { debug_append(&buffer, #x, " | "); location &= ~x; }
6259 LOCATION_TO_STR(WINED3D_LOCATION_DISCARDED);
6260 LOCATION_TO_STR(WINED3D_LOCATION_SYSMEM);
6261 LOCATION_TO_STR(WINED3D_LOCATION_USER_MEMORY);
6262 LOCATION_TO_STR(WINED3D_LOCATION_BUFFER);
6263 LOCATION_TO_STR(WINED3D_LOCATION_TEXTURE_RGB);
6264 LOCATION_TO_STR(WINED3D_LOCATION_TEXTURE_SRGB);
6265 LOCATION_TO_STR(WINED3D_LOCATION_DRAWABLE);
6266 LOCATION_TO_STR(WINED3D_LOCATION_RB_MULTISAMPLE);
6267 LOCATION_TO_STR(WINED3D_LOCATION_RB_RESOLVED);
6268 #undef LOCATION_TO_STR
6269 if (location)
6270 FIXME("Unrecognized location flag(s) %#x.\n", location);
6272 return wine_dbg_sprintf("%s%s%s", prefix, buffer.str, suffix);
6275 /* Print a floating point value with the %.8e format specifier, always using
6276 * '.' as decimal separator. */
6277 void wined3d_ftoa(float value, char *s)
6279 int idx = 1;
6281 if (copysignf(1.0f, value) < 0.0f)
6282 ++idx;
6284 /* Be sure to allocate a buffer of at least 17 characters for the result
6285 as sprintf may return a 3 digit exponent when using the MSVC runtime
6286 instead of a 2 digit exponent. */
6287 sprintf(s, "%.8e", value);
6288 if (isfinite(value))
6289 s[idx] = '.';
6292 void wined3d_release_dc(HWND window, HDC dc)
6294 /* You'd figure ReleaseDC() would fail if the DC doesn't match the window.
6295 * However, that's not what actually happens, and there are user32 tests
6296 * that confirm ReleaseDC() with the wrong window is supposed to succeed.
6297 * So explicitly check that the DC belongs to the window, since we want to
6298 * avoid releasing a DC that belongs to some other window if the original
6299 * window was already destroyed. */
6300 if (WindowFromDC(dc) != window)
6301 WARN("DC %p does not belong to window %p.\n", dc, window);
6302 else if (!ReleaseDC(window, dc))
6303 ERR("Failed to release device context %p, last error %#x.\n", dc, GetLastError());
6306 BOOL wined3d_clip_blit(const RECT *clip_rect, RECT *clipped, RECT *other)
6308 RECT orig = *clipped;
6309 float scale_x = (float)(orig.right - orig.left) / (float)(other->right - other->left);
6310 float scale_y = (float)(orig.bottom - orig.top) / (float)(other->bottom - other->top);
6312 IntersectRect(clipped, clipped, clip_rect);
6314 if (IsRectEmpty(clipped))
6316 SetRectEmpty(other);
6317 return FALSE;
6320 other->left += (LONG)((clipped->left - orig.left) / scale_x);
6321 other->top += (LONG)((clipped->top - orig.top) / scale_y);
6322 other->right -= (LONG)((orig.right - clipped->right) / scale_x);
6323 other->bottom -= (LONG)((orig.bottom - clipped->bottom) / scale_y);
6325 return TRUE;
6328 void wined3d_gl_limits_get_uniform_block_range(const struct wined3d_gl_limits *gl_limits,
6329 enum wined3d_shader_type shader_type, unsigned int *base, unsigned int *count)
6331 unsigned int i;
6333 *base = 0;
6334 for (i = 0; i < WINED3D_SHADER_TYPE_COUNT; ++i)
6336 *count = gl_limits->uniform_blocks[i];
6337 if (i == shader_type)
6338 return;
6339 *base += *count;
6342 ERR("Unrecognized shader type %#x.\n", shader_type);
6343 *count = 0;
6346 void wined3d_gl_limits_get_texture_unit_range(const struct wined3d_gl_limits *gl_limits,
6347 enum wined3d_shader_type shader_type, unsigned int *base, unsigned int *count)
6349 unsigned int i;
6351 if (shader_type == WINED3D_SHADER_TYPE_COMPUTE)
6353 if (gl_limits->combined_samplers == gl_limits->graphics_samplers)
6354 *base = 0;
6355 else
6356 *base = gl_limits->graphics_samplers;
6357 *count = gl_limits->samplers[WINED3D_SHADER_TYPE_COMPUTE];
6358 return;
6361 *base = 0;
6362 for (i = 0; i < WINED3D_SHADER_TYPE_GRAPHICS_COUNT; ++i)
6364 *count = gl_limits->samplers[i];
6365 if (i == shader_type)
6366 return;
6367 *base += *count;
6370 ERR("Unrecognized shader type %#x.\n", shader_type);
6371 *count = 0;
6374 BOOL wined3d_array_reserve(void **elements, SIZE_T *capacity, SIZE_T count, SIZE_T size)
6376 SIZE_T max_capacity, new_capacity;
6377 void *new_elements;
6379 if (count <= *capacity)
6380 return TRUE;
6382 max_capacity = ~(SIZE_T)0 / size;
6383 if (count > max_capacity)
6384 return FALSE;
6386 new_capacity = max(1, *capacity);
6387 while (new_capacity < count && new_capacity <= max_capacity / 2)
6388 new_capacity *= 2;
6389 if (new_capacity < count)
6390 new_capacity = count;
6392 if (!*elements)
6393 new_elements = heap_alloc_zero(new_capacity * size);
6394 else
6395 new_elements = HeapReAlloc(GetProcessHeap(), HEAP_ZERO_MEMORY, *elements, new_capacity * size);
6396 if (!new_elements)
6397 return FALSE;
6399 *elements = new_elements;
6400 *capacity = new_capacity;
6401 return TRUE;