2 * Utility functions for the WineD3D Library
4 * Copyright 2002-2004 Jason Edmeades
5 * Copyright 2003-2004 Raphael Junqueira
6 * Copyright 2004 Christian Costa
7 * Copyright 2005 Oliver Stieber
8 * Copyright 2006-2008 Henri Verbeet
9 * Copyright 2007-2008 Stefan Dösinger for CodeWeavers
10 * Copyright 2009-2010 Henri Verbeet for CodeWeavers
12 * This library is free software; you can redistribute it and/or
13 * modify it under the terms of the GNU Lesser General Public
14 * License as published by the Free Software Foundation; either
15 * version 2.1 of the License, or (at your option) any later version.
17 * This library is distributed in the hope that it will be useful,
18 * but WITHOUT ANY WARRANTY; without even the implied warranty of
19 * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the GNU
20 * Lesser General Public License for more details.
22 * You should have received a copy of the GNU Lesser General Public
23 * License along with this library; if not, write to the Free Software
24 * Foundation, Inc., 51 Franklin St, Fifth Floor, Boston, MA 02110-1301, USA
28 #include "wine/port.h"
32 #include "wined3d_private.h"
34 WINE_DEFAULT_DEBUG_CHANNEL(d3d
);
36 #define WINED3D_FORMAT_FOURCC_BASE (WINED3DFMT_BC7_UNORM_SRGB + 1)
40 enum wined3d_format_id id
;
43 format_index_remap
[] =
45 {WINED3DFMT_UYVY
, WINED3D_FORMAT_FOURCC_BASE
},
46 {WINED3DFMT_YUY2
, WINED3D_FORMAT_FOURCC_BASE
+ 1},
47 {WINED3DFMT_YV12
, WINED3D_FORMAT_FOURCC_BASE
+ 2},
48 {WINED3DFMT_DXT1
, WINED3D_FORMAT_FOURCC_BASE
+ 3},
49 {WINED3DFMT_DXT2
, WINED3D_FORMAT_FOURCC_BASE
+ 4},
50 {WINED3DFMT_DXT3
, WINED3D_FORMAT_FOURCC_BASE
+ 5},
51 {WINED3DFMT_DXT4
, WINED3D_FORMAT_FOURCC_BASE
+ 6},
52 {WINED3DFMT_DXT5
, WINED3D_FORMAT_FOURCC_BASE
+ 7},
53 {WINED3DFMT_MULTI2_ARGB8
, WINED3D_FORMAT_FOURCC_BASE
+ 8},
54 {WINED3DFMT_G8R8_G8B8
, WINED3D_FORMAT_FOURCC_BASE
+ 9},
55 {WINED3DFMT_R8G8_B8G8
, WINED3D_FORMAT_FOURCC_BASE
+ 10},
56 {WINED3DFMT_ATI1N
, WINED3D_FORMAT_FOURCC_BASE
+ 11},
57 {WINED3DFMT_ATI2N
, WINED3D_FORMAT_FOURCC_BASE
+ 12},
58 {WINED3DFMT_INST
, WINED3D_FORMAT_FOURCC_BASE
+ 13},
59 {WINED3DFMT_NVDB
, WINED3D_FORMAT_FOURCC_BASE
+ 14},
60 {WINED3DFMT_NVHU
, WINED3D_FORMAT_FOURCC_BASE
+ 15},
61 {WINED3DFMT_NVHS
, WINED3D_FORMAT_FOURCC_BASE
+ 16},
62 {WINED3DFMT_INTZ
, WINED3D_FORMAT_FOURCC_BASE
+ 17},
63 {WINED3DFMT_RESZ
, WINED3D_FORMAT_FOURCC_BASE
+ 18},
64 {WINED3DFMT_NULL
, WINED3D_FORMAT_FOURCC_BASE
+ 19},
65 {WINED3DFMT_R16
, WINED3D_FORMAT_FOURCC_BASE
+ 20},
66 {WINED3DFMT_AL16
, WINED3D_FORMAT_FOURCC_BASE
+ 21},
67 {WINED3DFMT_NV12
, WINED3D_FORMAT_FOURCC_BASE
+ 22},
70 #define WINED3D_FORMAT_COUNT (WINED3D_FORMAT_FOURCC_BASE + ARRAY_SIZE(format_index_remap))
72 struct wined3d_format_channels
74 enum wined3d_format_id id
;
75 DWORD red_size
, green_size
, blue_size
, alpha_size
;
76 DWORD red_offset
, green_offset
, blue_offset
, alpha_offset
;
78 BYTE depth_size
, stencil_size
;
81 static const struct wined3d_format_channels formats
[] =
84 * format id r g b a r g b a bpp depth stencil */
85 {WINED3DFMT_UNKNOWN
, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0},
87 {WINED3DFMT_UYVY
, 0, 0, 0, 0, 0, 0, 0, 0, 2, 0, 0},
88 {WINED3DFMT_YUY2
, 0, 0, 0, 0, 0, 0, 0, 0, 2, 0, 0},
89 {WINED3DFMT_YV12
, 0, 0, 0, 0, 0, 0, 0, 0, 1, 0, 0},
90 {WINED3DFMT_NV12
, 0, 0, 0, 0, 0, 0, 0, 0, 1, 0, 0},
91 {WINED3DFMT_DXT1
, 0, 0, 0, 0, 0, 0, 0, 0, 1, 0, 0},
92 {WINED3DFMT_DXT2
, 0, 0, 0, 0, 0, 0, 0, 0, 1, 0, 0},
93 {WINED3DFMT_DXT3
, 0, 0, 0, 0, 0, 0, 0, 0, 1, 0, 0},
94 {WINED3DFMT_DXT4
, 0, 0, 0, 0, 0, 0, 0, 0, 1, 0, 0},
95 {WINED3DFMT_DXT5
, 0, 0, 0, 0, 0, 0, 0, 0, 1, 0, 0},
96 {WINED3DFMT_MULTI2_ARGB8
, 0, 0, 0, 0, 0, 0, 0, 0, 1, 0, 0},
97 {WINED3DFMT_G8R8_G8B8
, 0, 0, 0, 0, 0, 0, 0, 0, 1, 0, 0},
98 {WINED3DFMT_R8G8_B8G8
, 0, 0, 0, 0, 0, 0, 0, 0, 1, 0, 0},
100 {WINED3DFMT_R8G8_SNORM_Cx
, 0, 0, 0, 0, 0, 0, 0, 0, 2, 0, 0},
101 {WINED3DFMT_R11G11B10_FLOAT
, 11, 11, 10, 0, 0, 11, 22, 0, 4, 0, 0},
102 /* Palettized formats */
103 {WINED3DFMT_P8_UINT_A8_UNORM
, 0, 0, 0, 8, 0, 0, 0, 8, 2, 0, 0},
104 {WINED3DFMT_P8_UINT
, 0, 0, 0, 0, 0, 0, 0, 0, 1, 0, 0},
105 /* Standard ARGB formats. */
106 {WINED3DFMT_B8G8R8_UNORM
, 8, 8, 8, 0, 16, 8, 0, 0, 3, 0, 0},
107 {WINED3DFMT_B5G6R5_UNORM
, 5, 6, 5, 0, 11, 5, 0, 0, 2, 0, 0},
108 {WINED3DFMT_B5G5R5X1_UNORM
, 5, 5, 5, 0, 10, 5, 0, 0, 2, 0, 0},
109 {WINED3DFMT_B5G5R5A1_UNORM
, 5, 5, 5, 1, 10, 5, 0, 15, 2, 0, 0},
110 {WINED3DFMT_B4G4R4A4_UNORM
, 4, 4, 4, 4, 8, 4, 0, 12, 2, 0, 0},
111 {WINED3DFMT_B2G3R3_UNORM
, 3, 3, 2, 0, 5, 2, 0, 0, 1, 0, 0},
112 {WINED3DFMT_A8_UNORM
, 0, 0, 0, 8, 0, 0, 0, 0, 1, 0, 0},
113 {WINED3DFMT_B2G3R3A8_UNORM
, 3, 3, 2, 8, 5, 2, 0, 8, 2, 0, 0},
114 {WINED3DFMT_B4G4R4X4_UNORM
, 4, 4, 4, 0, 8, 4, 0, 0, 2, 0, 0},
115 {WINED3DFMT_R8G8B8X8_UNORM
, 8, 8, 8, 0, 0, 8, 16, 0, 4, 0, 0},
116 {WINED3DFMT_B10G10R10A2_UNORM
, 10, 10, 10, 2, 20, 10, 0, 30, 4, 0, 0},
118 {WINED3DFMT_L8_UNORM
, 0, 0, 0, 0, 0, 0, 0, 0, 1, 0, 0},
119 {WINED3DFMT_L8A8_UNORM
, 0, 0, 0, 8, 0, 0, 0, 8, 2, 0, 0},
120 {WINED3DFMT_L4A4_UNORM
, 0, 0, 0, 4, 0, 0, 0, 4, 1, 0, 0},
121 {WINED3DFMT_L16_UNORM
, 0, 0, 0, 0, 0, 0, 0, 0, 2, 0, 0},
122 /* Bump mapping stuff */
123 {WINED3DFMT_R5G5_SNORM_L6_UNORM
, 5, 5, 0, 0, 0, 5, 0, 0, 2, 0, 0},
124 {WINED3DFMT_R8G8_SNORM_L8X8_UNORM
, 8, 8, 0, 0, 0, 8, 0, 0, 4, 0, 0},
125 {WINED3DFMT_R8G8B8A8_SNORM
, 8, 8, 8, 8, 0, 8, 16, 24, 4, 0, 0},
126 {WINED3DFMT_R10G11B11_SNORM
, 10, 11, 11, 0, 0, 10, 21, 0, 4, 0, 0},
127 {WINED3DFMT_R10G10B10X2_UINT
, 10, 10, 10, 0, 0, 10, 20, 0, 4, 0, 0},
128 {WINED3DFMT_R10G10B10X2_SNORM
, 10, 10, 10, 0, 0, 10, 20, 0, 4, 0, 0},
129 {WINED3DFMT_R10G10B10_SNORM_A2_UNORM
, 10, 10, 10, 2, 0, 10, 20, 30, 4, 0, 0},
130 /* Depth stencil formats */
131 {WINED3DFMT_D16_LOCKABLE
, 0, 0, 0, 0, 0, 0, 0, 0, 2, 16, 0},
132 {WINED3DFMT_D32_UNORM
, 0, 0, 0, 0, 0, 0, 0, 0, 4, 32, 0},
133 {WINED3DFMT_S1_UINT_D15_UNORM
, 0, 0, 0, 0, 0, 0, 0, 0, 2, 15, 1},
134 {WINED3DFMT_X8D24_UNORM
, 0, 0, 0, 0, 0, 0, 0, 0, 4, 24, 0},
135 {WINED3DFMT_S4X4_UINT_D24_UNORM
, 0, 0, 0, 0, 0, 0, 0, 0, 4, 24, 4},
136 {WINED3DFMT_D16_UNORM
, 0, 0, 0, 0, 0, 0, 0, 0, 2, 16, 0},
137 {WINED3DFMT_D32_FLOAT
, 0, 0, 0, 0, 0, 0, 0, 0, 4, 32, 0},
138 {WINED3DFMT_S8_UINT_D24_FLOAT
, 0, 0, 0, 0, 0, 0, 0, 0, 4, 24, 8},
139 /* Vendor-specific formats */
140 {WINED3DFMT_ATI1N
, 0, 0, 0, 0, 0, 0, 0, 0, 1, 0, 0},
141 {WINED3DFMT_ATI2N
, 0, 0, 0, 0, 0, 0, 0, 0, 1, 0, 0},
142 {WINED3DFMT_NVDB
, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0},
143 {WINED3DFMT_INST
, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0},
144 {WINED3DFMT_INTZ
, 0, 0, 0, 0, 0, 0, 0, 0, 4, 24, 8},
145 {WINED3DFMT_RESZ
, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0},
146 {WINED3DFMT_NVHU
, 0, 0, 0, 0, 0, 0, 0, 0, 2, 0, 0},
147 {WINED3DFMT_NVHS
, 0, 0, 0, 0, 0, 0, 0, 0, 2, 0, 0},
148 {WINED3DFMT_NULL
, 8, 8, 8, 8, 0, 8, 16, 24, 4, 0, 0},
149 /* Unsure about them, could not find a Windows driver that supports them */
150 {WINED3DFMT_R16
, 16, 0, 0, 0, 0, 0, 0, 0, 2, 0, 0},
151 {WINED3DFMT_AL16
, 0, 0, 0, 16, 0, 0, 0, 16, 4, 0, 0},
152 /* DirectX 10 HDR formats */
153 {WINED3DFMT_R9G9B9E5_SHAREDEXP
, 0, 0, 0, 0, 0, 0, 0, 0, 4, 0, 0},
155 {WINED3DFMT_R32G32B32A32_TYPELESS
, 32, 32, 32, 32, 0, 32, 64, 96, 16, 0, 0},
156 {WINED3DFMT_R32G32B32_TYPELESS
, 32, 32, 32, 0, 0, 32, 64, 0, 12, 0, 0},
157 {WINED3DFMT_R16G16B16A16_TYPELESS
, 16, 16, 16, 16, 0, 16, 32, 48, 8, 0, 0},
158 {WINED3DFMT_R32G32_TYPELESS
, 32, 32, 0, 0, 0, 32, 0, 0, 8, 0, 0},
159 {WINED3DFMT_R32G8X24_TYPELESS
, 0, 0, 0, 0, 0, 0, 0, 0, 8, 32, 8},
160 {WINED3DFMT_R10G10B10A2_TYPELESS
, 10, 10, 10, 2, 0, 10, 20, 30, 4, 0, 0},
161 {WINED3DFMT_R8G8B8A8_TYPELESS
, 8, 8, 8, 8, 0, 8, 16, 24, 4, 0, 0},
162 {WINED3DFMT_R16G16_TYPELESS
, 16, 16, 0, 0, 0, 16, 0, 0, 4, 0, 0},
163 {WINED3DFMT_R32_TYPELESS
, 32, 0, 0, 0, 0, 0, 0, 0, 4, 0, 0},
164 {WINED3DFMT_R24G8_TYPELESS
, 0, 0, 0, 0, 0, 0, 0, 0, 4, 24, 8},
165 {WINED3DFMT_R8G8_TYPELESS
, 8, 8, 0, 0, 0, 8, 0, 0, 2, 0, 0},
166 {WINED3DFMT_R16_TYPELESS
, 16, 0, 0, 0, 0, 0, 0, 0, 2, 0, 0},
167 {WINED3DFMT_R8_TYPELESS
, 8, 0, 0, 0, 0, 0, 0, 0, 1, 0, 0},
168 {WINED3DFMT_BC1_TYPELESS
, 0, 0, 0, 0, 0, 0, 0, 0, 1, 0, 0},
169 {WINED3DFMT_BC2_TYPELESS
, 0, 0, 0, 0, 0, 0, 0, 0, 1, 0, 0},
170 {WINED3DFMT_BC3_TYPELESS
, 0, 0, 0, 0, 0, 0, 0, 0, 1, 0, 0},
171 {WINED3DFMT_BC4_TYPELESS
, 0, 0, 0, 0, 0, 0, 0, 0, 1, 0, 0},
172 {WINED3DFMT_BC5_TYPELESS
, 0, 0, 0, 0, 0, 0, 0, 0, 1, 0, 0},
173 {WINED3DFMT_BC6H_TYPELESS
, 0, 0, 0, 0, 0, 0, 0, 0, 1, 0, 0},
174 {WINED3DFMT_BC7_TYPELESS
, 0, 0, 0, 0, 0, 0, 0, 0, 1, 0, 0},
175 {WINED3DFMT_B8G8R8A8_TYPELESS
, 8, 8, 8, 8, 16, 8, 0, 24, 4, 0, 0},
176 {WINED3DFMT_B8G8R8X8_TYPELESS
, 8, 8, 8, 0, 16, 8, 0, 0, 4, 0, 0},
179 enum wined3d_channel_type
181 WINED3D_CHANNEL_TYPE_NONE
,
182 WINED3D_CHANNEL_TYPE_UNORM
,
183 WINED3D_CHANNEL_TYPE_SNORM
,
184 WINED3D_CHANNEL_TYPE_UINT
,
185 WINED3D_CHANNEL_TYPE_SINT
,
186 WINED3D_CHANNEL_TYPE_FLOAT
,
187 WINED3D_CHANNEL_TYPE_DEPTH
,
188 WINED3D_CHANNEL_TYPE_STENCIL
,
189 WINED3D_CHANNEL_TYPE_UNUSED
,
192 struct wined3d_typed_format_info
194 enum wined3d_format_id id
;
195 enum wined3d_format_id typeless_id
;
196 const char *channels
;
200 * The last entry for a given typeless format defines its internal format.
202 * u - WINED3D_CHANNEL_TYPE_UNORM
203 * i - WINED3D_CHANNEL_TYPE_SNORM
204 * U - WINED3D_CHANNEL_TYPE_UINT
205 * I - WINED3D_CHANNEL_TYPE_SINT
206 * F - WINED3D_CHANNEL_TYPE_FLOAT
207 * D - WINED3D_CHANNEL_TYPE_DEPTH
208 * S - WINED3D_CHANNEL_TYPE_STENCIL
209 * X - WINED3D_CHANNEL_TYPE_UNUSED
211 static const struct wined3d_typed_format_info typed_formats
[] =
213 {WINED3DFMT_R32G32B32A32_UINT
, WINED3DFMT_R32G32B32A32_TYPELESS
, "UUUU"},
214 {WINED3DFMT_R32G32B32A32_SINT
, WINED3DFMT_R32G32B32A32_TYPELESS
, "IIII"},
215 {WINED3DFMT_R32G32B32A32_FLOAT
, WINED3DFMT_R32G32B32A32_TYPELESS
, "FFFF"},
216 {WINED3DFMT_R32G32B32_UINT
, WINED3DFMT_R32G32B32_TYPELESS
, "UUU"},
217 {WINED3DFMT_R32G32B32_SINT
, WINED3DFMT_R32G32B32_TYPELESS
, "III"},
218 {WINED3DFMT_R32G32B32_FLOAT
, WINED3DFMT_R32G32B32_TYPELESS
, "FFF"},
219 {WINED3DFMT_R16G16B16A16_UNORM
, WINED3DFMT_R16G16B16A16_TYPELESS
, "uuuu"},
220 {WINED3DFMT_R16G16B16A16_SNORM
, WINED3DFMT_R16G16B16A16_TYPELESS
, "iiii"},
221 {WINED3DFMT_R16G16B16A16_UINT
, WINED3DFMT_R16G16B16A16_TYPELESS
, "UUUU"},
222 {WINED3DFMT_R16G16B16A16_SINT
, WINED3DFMT_R16G16B16A16_TYPELESS
, "IIII"},
223 {WINED3DFMT_R16G16B16A16_FLOAT
, WINED3DFMT_R16G16B16A16_TYPELESS
, "FFFF"},
224 {WINED3DFMT_R32G32_UINT
, WINED3DFMT_R32G32_TYPELESS
, "UU"},
225 {WINED3DFMT_R32G32_SINT
, WINED3DFMT_R32G32_TYPELESS
, "II"},
226 {WINED3DFMT_R32G32_FLOAT
, WINED3DFMT_R32G32_TYPELESS
, "FF"},
227 {WINED3DFMT_R32_FLOAT_X8X24_TYPELESS
, WINED3DFMT_R32G8X24_TYPELESS
, "DX"},
228 {WINED3DFMT_X32_TYPELESS_G8X24_UINT
, WINED3DFMT_R32G8X24_TYPELESS
, "XS"},
229 {WINED3DFMT_D32_FLOAT_S8X24_UINT
, WINED3DFMT_R32G8X24_TYPELESS
, "DS"},
230 {WINED3DFMT_R10G10B10A2_SNORM
, WINED3DFMT_R10G10B10A2_TYPELESS
, "iiii"},
231 {WINED3DFMT_R10G10B10A2_UINT
, WINED3DFMT_R10G10B10A2_TYPELESS
, "UUUU"},
232 {WINED3DFMT_R10G10B10A2_UNORM
, WINED3DFMT_R10G10B10A2_TYPELESS
, "uuuu"},
233 {WINED3DFMT_R8G8B8A8_UINT
, WINED3DFMT_R8G8B8A8_TYPELESS
, "UUUU"},
234 {WINED3DFMT_R8G8B8A8_SINT
, WINED3DFMT_R8G8B8A8_TYPELESS
, "IIII"},
235 {WINED3DFMT_R8G8B8A8_UNORM_SRGB
, WINED3DFMT_R8G8B8A8_TYPELESS
, "uuuu"},
236 {WINED3DFMT_R8G8B8A8_UNORM
, WINED3DFMT_R8G8B8A8_TYPELESS
, "uuuu"},
237 {WINED3DFMT_R16G16_UNORM
, WINED3DFMT_R16G16_TYPELESS
, "uu"},
238 {WINED3DFMT_R16G16_SNORM
, WINED3DFMT_R16G16_TYPELESS
, "ii"},
239 {WINED3DFMT_R16G16_UINT
, WINED3DFMT_R16G16_TYPELESS
, "UU"},
240 {WINED3DFMT_R16G16_SINT
, WINED3DFMT_R16G16_TYPELESS
, "II"},
241 {WINED3DFMT_R16G16_FLOAT
, WINED3DFMT_R16G16_TYPELESS
, "FF"},
242 {WINED3DFMT_D32_FLOAT
, WINED3DFMT_R32_TYPELESS
, "D"},
243 {WINED3DFMT_R32_FLOAT
, WINED3DFMT_R32_TYPELESS
, "F"},
244 {WINED3DFMT_R32_UINT
, WINED3DFMT_R32_TYPELESS
, "U"},
245 {WINED3DFMT_R32_SINT
, WINED3DFMT_R32_TYPELESS
, "I"},
246 {WINED3DFMT_R24_UNORM_X8_TYPELESS
, WINED3DFMT_R24G8_TYPELESS
, "DX"},
247 {WINED3DFMT_X24_TYPELESS_G8_UINT
, WINED3DFMT_R24G8_TYPELESS
, "XS"},
248 {WINED3DFMT_D24_UNORM_S8_UINT
, WINED3DFMT_R24G8_TYPELESS
, "DS"},
249 {WINED3DFMT_R8G8_SNORM
, WINED3DFMT_R8G8_TYPELESS
, "ii"},
250 {WINED3DFMT_R8G8_UNORM
, WINED3DFMT_R8G8_TYPELESS
, "uu"},
251 {WINED3DFMT_R8G8_UINT
, WINED3DFMT_R8G8_TYPELESS
, "UU"},
252 {WINED3DFMT_R8G8_SINT
, WINED3DFMT_R8G8_TYPELESS
, "II"},
253 {WINED3DFMT_D16_UNORM
, WINED3DFMT_R16_TYPELESS
, "D"},
254 {WINED3DFMT_R16_UNORM
, WINED3DFMT_R16_TYPELESS
, "u"},
255 {WINED3DFMT_R16_SNORM
, WINED3DFMT_R16_TYPELESS
, "i"},
256 {WINED3DFMT_R16_UINT
, WINED3DFMT_R16_TYPELESS
, "U"},
257 {WINED3DFMT_R16_SINT
, WINED3DFMT_R16_TYPELESS
, "I"},
258 {WINED3DFMT_R16_FLOAT
, WINED3DFMT_R16_TYPELESS
, "F"},
259 {WINED3DFMT_R8_UNORM
, WINED3DFMT_R8_TYPELESS
, "u"},
260 {WINED3DFMT_R8_SNORM
, WINED3DFMT_R8_TYPELESS
, "i"},
261 {WINED3DFMT_R8_UINT
, WINED3DFMT_R8_TYPELESS
, "U"},
262 {WINED3DFMT_R8_SINT
, WINED3DFMT_R8_TYPELESS
, "I"},
263 {WINED3DFMT_BC1_UNORM_SRGB
, WINED3DFMT_BC1_TYPELESS
, ""},
264 {WINED3DFMT_BC1_UNORM
, WINED3DFMT_BC1_TYPELESS
, ""},
265 {WINED3DFMT_BC2_UNORM_SRGB
, WINED3DFMT_BC2_TYPELESS
, ""},
266 {WINED3DFMT_BC2_UNORM
, WINED3DFMT_BC2_TYPELESS
, ""},
267 {WINED3DFMT_BC3_UNORM_SRGB
, WINED3DFMT_BC3_TYPELESS
, ""},
268 {WINED3DFMT_BC3_UNORM
, WINED3DFMT_BC3_TYPELESS
, ""},
269 {WINED3DFMT_BC4_UNORM
, WINED3DFMT_BC4_TYPELESS
, ""},
270 {WINED3DFMT_BC5_UNORM
, WINED3DFMT_BC5_TYPELESS
, ""},
271 {WINED3DFMT_BC5_SNORM
, WINED3DFMT_BC5_TYPELESS
, ""},
272 {WINED3DFMT_BC6H_UF16
, WINED3DFMT_BC6H_TYPELESS
, ""},
273 {WINED3DFMT_BC6H_SF16
, WINED3DFMT_BC6H_TYPELESS
, ""},
274 {WINED3DFMT_BC7_UNORM_SRGB
, WINED3DFMT_BC7_TYPELESS
, ""},
275 {WINED3DFMT_BC7_UNORM
, WINED3DFMT_BC7_TYPELESS
, ""},
276 {WINED3DFMT_B8G8R8A8_UNORM_SRGB
, WINED3DFMT_B8G8R8A8_TYPELESS
, "uuuu"},
277 {WINED3DFMT_B8G8R8A8_UNORM
, WINED3DFMT_B8G8R8A8_TYPELESS
, "uuuu"},
278 {WINED3DFMT_B8G8R8X8_UNORM_SRGB
, WINED3DFMT_B8G8R8X8_TYPELESS
, "uuuX"},
279 {WINED3DFMT_B8G8R8X8_UNORM
, WINED3DFMT_B8G8R8X8_TYPELESS
, "uuuX"},
282 struct wined3d_typeless_format_depth_stencil_info
284 enum wined3d_format_id typeless_id
;
285 enum wined3d_format_id depth_stencil_id
;
286 enum wined3d_format_id depth_view_id
;
287 enum wined3d_format_id stencil_view_id
;
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
},
294 {WINED3DFMT_R24G8_TYPELESS
, WINED3DFMT_D24_UNORM_S8_UINT
,
295 WINED3DFMT_R24_UNORM_X8_TYPELESS
, WINED3DFMT_X24_TYPELESS_G8_UINT
},
296 {WINED3DFMT_R32_TYPELESS
, WINED3DFMT_D32_FLOAT
},
297 {WINED3DFMT_R16_TYPELESS
, WINED3DFMT_D16_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
;
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
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
},
338 struct wined3d_format_block_info
340 enum wined3d_format_id id
;
343 UINT block_byte_count
;
347 static const struct wined3d_format_block_info format_block_info
[] =
349 {WINED3DFMT_DXT1
, 4, 4, 8, TRUE
},
350 {WINED3DFMT_DXT2
, 4, 4, 16, TRUE
},
351 {WINED3DFMT_DXT3
, 4, 4, 16, TRUE
},
352 {WINED3DFMT_DXT4
, 4, 4, 16, TRUE
},
353 {WINED3DFMT_DXT5
, 4, 4, 16, TRUE
},
354 {WINED3DFMT_BC1_UNORM
, 4, 4, 8, TRUE
},
355 {WINED3DFMT_BC2_UNORM
, 4, 4, 16, TRUE
},
356 {WINED3DFMT_BC3_UNORM
, 4, 4, 16, TRUE
},
357 {WINED3DFMT_BC4_UNORM
, 4, 4, 8, TRUE
},
358 {WINED3DFMT_BC5_UNORM
, 4, 4, 16, TRUE
},
359 {WINED3DFMT_BC5_SNORM
, 4, 4, 16, TRUE
},
360 {WINED3DFMT_BC6H_UF16
, 4, 4, 16, TRUE
},
361 {WINED3DFMT_BC6H_SF16
, 4, 4, 16, TRUE
},
362 {WINED3DFMT_BC7_UNORM
, 4, 4, 16, TRUE
},
363 {WINED3DFMT_ATI1N
, 4, 4, 8, FALSE
},
364 {WINED3DFMT_ATI2N
, 4, 4, 16, FALSE
},
365 {WINED3DFMT_YUY2
, 2, 1, 4, FALSE
},
366 {WINED3DFMT_UYVY
, 2, 1, 4, FALSE
},
369 struct wined3d_format_vertex_info
371 enum wined3d_format_id id
;
372 enum wined3d_ffp_emit_idx emit_idx
;
373 unsigned int component_count
;
375 GLboolean gl_normalized
;
376 enum wined3d_gl_extension extension
;
379 static const struct wined3d_format_vertex_info format_vertex_info
[] =
381 {WINED3DFMT_R32_FLOAT
, WINED3D_FFP_EMIT_FLOAT1
, 1, GL_FLOAT
, GL_FALSE
},
382 {WINED3DFMT_R32G32_FLOAT
, WINED3D_FFP_EMIT_FLOAT2
, 2, GL_FLOAT
, GL_FALSE
},
383 {WINED3DFMT_R32G32B32_FLOAT
, WINED3D_FFP_EMIT_FLOAT3
, 3, GL_FLOAT
, GL_FALSE
},
384 {WINED3DFMT_R32G32B32A32_FLOAT
, WINED3D_FFP_EMIT_FLOAT4
, 4, GL_FLOAT
, GL_FALSE
},
385 {WINED3DFMT_B8G8R8A8_UNORM
, WINED3D_FFP_EMIT_D3DCOLOR
, 4, GL_UNSIGNED_BYTE
, GL_TRUE
},
386 {WINED3DFMT_R8G8B8A8_UINT
, WINED3D_FFP_EMIT_UBYTE4
, 4, GL_UNSIGNED_BYTE
, GL_FALSE
},
387 {WINED3DFMT_R16G16_UINT
, WINED3D_FFP_EMIT_INVALID
, 2, GL_UNSIGNED_SHORT
, GL_FALSE
},
388 {WINED3DFMT_R16G16_SINT
, WINED3D_FFP_EMIT_SHORT2
, 2, GL_SHORT
, GL_FALSE
},
389 {WINED3DFMT_R16G16B16A16_SINT
, WINED3D_FFP_EMIT_SHORT4
, 4, GL_SHORT
, GL_FALSE
},
390 {WINED3DFMT_R8G8B8A8_UNORM
, WINED3D_FFP_EMIT_UBYTE4N
, 4, GL_UNSIGNED_BYTE
, GL_TRUE
},
391 {WINED3DFMT_R16G16_SNORM
, WINED3D_FFP_EMIT_SHORT2N
, 2, GL_SHORT
, GL_TRUE
},
392 {WINED3DFMT_R16G16B16A16_SNORM
, WINED3D_FFP_EMIT_SHORT4N
, 4, GL_SHORT
, GL_TRUE
},
393 {WINED3DFMT_R16G16_UNORM
, WINED3D_FFP_EMIT_USHORT2N
, 2, GL_UNSIGNED_SHORT
, GL_TRUE
},
394 {WINED3DFMT_R16G16B16A16_UNORM
, WINED3D_FFP_EMIT_USHORT4N
, 4, GL_UNSIGNED_SHORT
, GL_TRUE
},
395 {WINED3DFMT_R10G10B10X2_UINT
, WINED3D_FFP_EMIT_UDEC3
, 3, GL_UNSIGNED_SHORT
, GL_FALSE
},
396 {WINED3DFMT_R10G10B10X2_SNORM
, WINED3D_FFP_EMIT_DEC3N
, 3, GL_SHORT
, GL_TRUE
},
397 {WINED3DFMT_R10G10B10A2_UNORM
, WINED3D_FFP_EMIT_INVALID
, 4, GL_UNSIGNED_INT_2_10_10_10_REV
, GL_TRUE
,
398 ARB_VERTEX_TYPE_2_10_10_10_REV
},
399 {WINED3DFMT_R16G16_FLOAT
, WINED3D_FFP_EMIT_FLOAT16_2
, 2, GL_HALF_FLOAT
, GL_FALSE
},
400 {WINED3DFMT_R16G16B16A16_FLOAT
, WINED3D_FFP_EMIT_FLOAT16_4
, 4, GL_HALF_FLOAT
, GL_FALSE
},
401 {WINED3DFMT_R8G8B8A8_SNORM
, WINED3D_FFP_EMIT_INVALID
, 4, GL_BYTE
, GL_TRUE
},
402 {WINED3DFMT_R8G8B8A8_SINT
, WINED3D_FFP_EMIT_INVALID
, 4, GL_BYTE
, GL_FALSE
},
403 {WINED3DFMT_R16G16B16A16_UINT
, WINED3D_FFP_EMIT_INVALID
, 4, GL_UNSIGNED_SHORT
, GL_FALSE
},
404 {WINED3DFMT_R8_UINT
, WINED3D_FFP_EMIT_INVALID
, 1, GL_UNSIGNED_BYTE
, GL_FALSE
},
405 {WINED3DFMT_R8_SINT
, WINED3D_FFP_EMIT_INVALID
, 1, GL_BYTE
, GL_FALSE
},
406 {WINED3DFMT_R16_UINT
, WINED3D_FFP_EMIT_INVALID
, 1, GL_UNSIGNED_SHORT
, GL_FALSE
},
407 {WINED3DFMT_R16_SINT
, WINED3D_FFP_EMIT_INVALID
, 1, GL_SHORT
, GL_FALSE
},
408 {WINED3DFMT_R32_UINT
, WINED3D_FFP_EMIT_INVALID
, 1, GL_UNSIGNED_INT
, GL_FALSE
},
409 {WINED3DFMT_R32_SINT
, WINED3D_FFP_EMIT_INVALID
, 1, GL_INT
, GL_FALSE
},
410 {WINED3DFMT_R32G32_UINT
, WINED3D_FFP_EMIT_INVALID
, 2, GL_UNSIGNED_INT
, GL_FALSE
},
411 {WINED3DFMT_R32G32_SINT
, WINED3D_FFP_EMIT_INVALID
, 2, GL_INT
, GL_FALSE
},
412 {WINED3DFMT_R32G32B32_UINT
, WINED3D_FFP_EMIT_INVALID
, 3, GL_UNSIGNED_INT
, GL_FALSE
},
413 {WINED3DFMT_R32G32B32A32_UINT
, WINED3D_FFP_EMIT_INVALID
, 4, GL_UNSIGNED_INT
, GL_FALSE
},
414 {WINED3DFMT_R32G32B32A32_SINT
, WINED3D_FFP_EMIT_INVALID
, 4, GL_INT
, GL_FALSE
},
417 struct wined3d_format_texture_info
419 enum wined3d_format_id id
;
421 GLint gl_srgb_internal
;
422 GLint gl_rt_internal
;
425 unsigned int conv_byte_count
;
427 enum wined3d_gl_extension extension
;
428 void (*convert
)(const BYTE
*src
, BYTE
*dst
, UINT src_row_pitch
, UINT src_slice_pitch
,
429 UINT dst_row_pitch
, UINT dst_slice_pitch
, UINT width
, UINT height
, UINT depth
);
432 static void convert_l4a4_unorm(const BYTE
*src
, BYTE
*dst
, UINT src_row_pitch
, UINT src_slice_pitch
,
433 UINT dst_row_pitch
, UINT dst_slice_pitch
, UINT width
, UINT height
, UINT depth
)
435 /* WINED3DFMT_L4A4_UNORM exists as an internal gl format, but for some reason there is not
436 * format+type combination to load it. Thus convert it to A8L8, then load it
437 * with A4L4 internal, but A8L8 format+type
439 unsigned int x
, y
, z
;
440 const unsigned char *Source
;
443 for (z
= 0; z
< depth
; z
++)
445 for (y
= 0; y
< height
; y
++)
447 Source
= src
+ z
* src_slice_pitch
+ y
* src_row_pitch
;
448 Dest
= dst
+ z
* dst_slice_pitch
+ y
* dst_row_pitch
;
449 for (x
= 0; x
< width
; x
++ )
451 unsigned char color
= (*Source
++);
452 /* A */ Dest
[1] = (color
& 0xf0u
) << 0;
453 /* L */ Dest
[0] = (color
& 0x0fu
) << 4;
460 static void convert_r5g5_snorm_l6_unorm(const BYTE
*src
, BYTE
*dst
, UINT src_row_pitch
, UINT src_slice_pitch
,
461 UINT dst_row_pitch
, UINT dst_slice_pitch
, UINT width
, UINT height
, UINT depth
)
463 unsigned int x
, y
, z
;
464 unsigned char r_in
, g_in
, l_in
;
465 const unsigned short *texel_in
;
466 unsigned short *texel_out
;
468 /* Emulating signed 5 bit values with unsigned 5 bit values has some precision problems by design:
469 * E.g. the signed input value 0 becomes 16. GL normalizes it to 16 / 31 = 0.516. We convert it
470 * back to a signed value by subtracting 0.5 and multiplying by 2.0. The resulting value is
471 * ((16 / 31) - 0.5) * 2.0 = 0.032, which is quite different from the intended result 0.000. */
472 for (z
= 0; z
< depth
; z
++)
474 for (y
= 0; y
< height
; y
++)
476 texel_out
= (unsigned short *) (dst
+ z
* dst_slice_pitch
+ y
* dst_row_pitch
);
477 texel_in
= (const unsigned short *)(src
+ z
* src_slice_pitch
+ y
* src_row_pitch
);
478 for (x
= 0; x
< width
; x
++ )
480 l_in
= (*texel_in
& 0xfc00u
) >> 10;
481 g_in
= (*texel_in
& 0x03e0u
) >> 5;
482 r_in
= *texel_in
& 0x001fu
;
484 *texel_out
= ((r_in
+ 16) << 11) | (l_in
<< 5) | (g_in
+ 16);
492 static void convert_r5g5_snorm_l6_unorm_ext(const BYTE
*src
, BYTE
*dst
, UINT src_row_pitch
, UINT src_slice_pitch
,
493 UINT dst_row_pitch
, UINT dst_slice_pitch
, UINT width
, UINT height
, UINT depth
)
495 unsigned int x
, y
, z
;
496 unsigned char *texel_out
, r_out
, g_out
, r_in
, g_in
, l_in
;
497 const unsigned short *texel_in
;
499 for (z
= 0; z
< depth
; z
++)
501 for (y
= 0; y
< height
; y
++)
503 texel_in
= (const unsigned short *)(src
+ z
* src_slice_pitch
+ y
* src_row_pitch
);
504 texel_out
= dst
+ z
* dst_slice_pitch
+ y
* dst_row_pitch
;
505 for (x
= 0; x
< width
; x
++ )
507 l_in
= (*texel_in
& 0xfc00u
) >> 10;
508 g_in
= (*texel_in
& 0x03e0u
) >> 5;
509 r_in
= *texel_in
& 0x001fu
;
512 if (!(r_in
& 0x10)) /* r > 0 */
516 if (!(g_in
& 0x10)) /* g > 0 */
519 texel_out
[0] = r_out
;
520 texel_out
[1] = g_out
;
521 texel_out
[2] = l_in
<< 1 | l_in
>> 5;
531 static void convert_r5g5_snorm_l6_unorm_nv(const BYTE
*src
, BYTE
*dst
, UINT src_row_pitch
, UINT src_slice_pitch
,
532 UINT dst_row_pitch
, UINT dst_slice_pitch
, UINT width
, UINT height
, UINT depth
)
534 unsigned int x
, y
, z
;
535 unsigned char *texel_out
, ds_out
, dt_out
, r_in
, g_in
, l_in
;
536 const unsigned short *texel_in
;
538 /* This makes the gl surface bigger(24 bit instead of 16), but it works with
539 * fixed function and shaders without further conversion once the surface is
542 * The difference between this function and convert_r5g5_snorm_l6_unorm_ext
543 * is that convert_r5g5_snorm_l6_unorm_ext creates a 32 bit XRGB texture and
544 * this function creates a 24 bit DSDT_MAG texture. Trying to load a DSDT_MAG
545 * internal with a 32 bit DSDT_MAG_INTENSITY or DSDT_MAG_VIB format fails. */
546 for (z
= 0; z
< depth
; z
++)
548 for (y
= 0; y
< height
; y
++)
550 texel_in
= (const unsigned short *)(src
+ z
* src_slice_pitch
+ y
* src_row_pitch
);
551 texel_out
= dst
+ z
* dst_slice_pitch
+ y
* dst_row_pitch
;
552 for (x
= 0; x
< width
; x
++ )
554 l_in
= (*texel_in
& 0xfc00u
) >> 10;
555 g_in
= (*texel_in
& 0x03e0u
) >> 5;
556 r_in
= *texel_in
& 0x001fu
;
559 if (!(r_in
& 0x10)) /* r > 0 */
563 if (!(g_in
& 0x10)) /* g > 0 */
566 texel_out
[0] = ds_out
;
567 texel_out
[1] = dt_out
;
568 texel_out
[2] = l_in
<< 1 | l_in
>> 5;
577 static void convert_r8g8_snorm(const BYTE
*src
, BYTE
*dst
, UINT src_row_pitch
, UINT src_slice_pitch
,
578 UINT dst_row_pitch
, UINT dst_slice_pitch
, UINT width
, UINT height
, UINT depth
)
580 unsigned int x
, y
, z
;
584 for (z
= 0; z
< depth
; z
++)
586 for (y
= 0; y
< height
; y
++)
588 Source
= (const short *)(src
+ z
* src_slice_pitch
+ y
* src_row_pitch
);
589 Dest
= dst
+ z
* dst_slice_pitch
+ y
* dst_row_pitch
;
590 for (x
= 0; x
< width
; x
++ )
592 const short color
= (*Source
++);
593 /* B */ Dest
[0] = 0xff;
594 /* G */ Dest
[1] = (color
>> 8) + 128; /* V */
595 /* R */ Dest
[2] = (color
& 0xff) + 128; /* U */
602 static void convert_r8g8_snorm_l8x8_unorm(const BYTE
*src
, BYTE
*dst
, UINT src_row_pitch
, UINT src_slice_pitch
,
603 UINT dst_row_pitch
, UINT dst_slice_pitch
, UINT width
, UINT height
, UINT depth
)
605 unsigned int x
, y
, z
;
609 /* Doesn't work correctly with the fixed function pipeline, but can work in
610 * shaders if the shader is adjusted. (There's no use for this format in gl's
611 * standard fixed function pipeline anyway).
613 for (z
= 0; z
< depth
; z
++)
615 for (y
= 0; y
< height
; y
++)
617 Source
= (const DWORD
*)(src
+ z
* src_slice_pitch
+ y
* src_row_pitch
);
618 Dest
= dst
+ z
* dst_slice_pitch
+ y
* dst_row_pitch
;
619 for (x
= 0; x
< width
; x
++ )
621 LONG color
= (*Source
++);
622 /* B */ Dest
[0] = ((color
>> 16) & 0xff); /* L */
623 /* G */ Dest
[1] = ((color
>> 8 ) & 0xff) + 128; /* V */
624 /* R */ Dest
[2] = (color
& 0xff) + 128; /* U */
631 static void convert_r8g8_snorm_l8x8_unorm_nv(const BYTE
*src
, BYTE
*dst
, UINT src_row_pitch
, UINT src_slice_pitch
,
632 UINT dst_row_pitch
, UINT dst_slice_pitch
, UINT width
, UINT height
, UINT depth
)
634 unsigned int x
, y
, z
;
638 /* This implementation works with the fixed function pipeline and shaders
639 * without further modification after converting the surface.
641 for (z
= 0; z
< depth
; z
++)
643 for (y
= 0; y
< height
; y
++)
645 Source
= (const DWORD
*)(src
+ z
* src_slice_pitch
+ y
* src_row_pitch
);
646 Dest
= dst
+ z
* dst_slice_pitch
+ y
* dst_row_pitch
;
647 for (x
= 0; x
< width
; x
++ )
649 LONG color
= (*Source
++);
650 /* L */ Dest
[2] = ((color
>> 16) & 0xff); /* L */
651 /* V */ Dest
[1] = ((color
>> 8 ) & 0xff); /* V */
652 /* U */ Dest
[0] = (color
& 0xff); /* U */
653 /* I */ Dest
[3] = 255; /* X */
660 static void convert_r8g8b8a8_snorm(const BYTE
*src
, BYTE
*dst
, UINT src_row_pitch
, UINT src_slice_pitch
,
661 UINT dst_row_pitch
, UINT dst_slice_pitch
, UINT width
, UINT height
, UINT depth
)
663 unsigned int x
, y
, z
;
667 for (z
= 0; z
< depth
; z
++)
669 for (y
= 0; y
< height
; y
++)
671 Source
= (const DWORD
*)(src
+ z
* src_slice_pitch
+ y
* src_row_pitch
);
672 Dest
= dst
+ z
* dst_slice_pitch
+ y
* dst_row_pitch
;
673 for (x
= 0; x
< width
; x
++ )
675 LONG color
= (*Source
++);
676 /* B */ Dest
[0] = ((color
>> 16) & 0xff) + 128; /* W */
677 /* G */ Dest
[1] = ((color
>> 8 ) & 0xff) + 128; /* V */
678 /* R */ Dest
[2] = (color
& 0xff) + 128; /* U */
679 /* A */ Dest
[3] = ((color
>> 24) & 0xff) + 128; /* Q */
686 static void convert_r16g16_snorm(const BYTE
*src
, BYTE
*dst
, UINT src_row_pitch
, UINT src_slice_pitch
,
687 UINT dst_row_pitch
, UINT dst_slice_pitch
, UINT width
, UINT height
, UINT depth
)
689 unsigned int x
, y
, z
;
691 unsigned short *Dest
;
693 for (z
= 0; z
< depth
; z
++)
695 for (y
= 0; y
< height
; y
++)
697 Source
= (const DWORD
*)(src
+ z
* src_slice_pitch
+ y
* src_row_pitch
);
698 Dest
= (unsigned short *) (dst
+ z
* dst_slice_pitch
+ y
* dst_row_pitch
);
699 for (x
= 0; x
< width
; x
++ )
701 const DWORD color
= (*Source
++);
702 /* B */ Dest
[0] = 0xffff;
703 /* G */ Dest
[1] = (color
>> 16) + 32768; /* V */
704 /* R */ Dest
[2] = (color
& 0xffff) + 32768; /* U */
711 static void convert_r16g16(const BYTE
*src
, BYTE
*dst
, UINT src_row_pitch
, UINT src_slice_pitch
,
712 UINT dst_row_pitch
, UINT dst_slice_pitch
, UINT width
, UINT height
, UINT depth
)
714 unsigned int x
, y
, z
;
718 for (z
= 0; z
< depth
; z
++)
720 for (y
= 0; y
< height
; y
++)
722 Source
= (const WORD
*)(src
+ z
* src_slice_pitch
+ y
* src_row_pitch
);
723 Dest
= (WORD
*) (dst
+ z
* dst_slice_pitch
+ y
* dst_row_pitch
);
724 for (x
= 0; x
< width
; x
++ )
726 WORD green
= (*Source
++);
727 WORD red
= (*Source
++);
730 /* Strictly speaking not correct for R16G16F, but it doesn't matter because the
731 * shader overwrites it anyway */
739 static void convert_r32g32_float(const BYTE
*src
, BYTE
*dst
, UINT src_row_pitch
, UINT src_slice_pitch
,
740 UINT dst_row_pitch
, UINT dst_slice_pitch
, UINT width
, UINT height
, UINT depth
)
742 unsigned int x
, y
, z
;
746 for (z
= 0; z
< depth
; z
++)
748 for (y
= 0; y
< height
; y
++)
750 Source
= (const float *)(src
+ z
* src_slice_pitch
+ y
* src_row_pitch
);
751 Dest
= (float *) (dst
+ z
* dst_slice_pitch
+ y
* dst_row_pitch
);
752 for (x
= 0; x
< width
; x
++ )
754 float green
= (*Source
++);
755 float red
= (*Source
++);
765 static void convert_s1_uint_d15_unorm(const BYTE
*src
, BYTE
*dst
, UINT src_row_pitch
, UINT src_slice_pitch
,
766 UINT dst_row_pitch
, UINT dst_slice_pitch
, UINT width
, UINT height
, UINT depth
)
768 unsigned int x
, y
, z
;
770 for (z
= 0; z
< depth
; z
++)
772 for (y
= 0; y
< height
; ++y
)
774 const WORD
*source
= (const WORD
*)(src
+ z
* src_slice_pitch
+ y
* src_row_pitch
);
775 DWORD
*dest
= (DWORD
*)(dst
+ z
* dst_slice_pitch
+ y
* dst_row_pitch
);
777 for (x
= 0; x
< width
; ++x
)
779 /* The depth data is normalized, so needs to be scaled,
780 * the stencil data isn't. Scale depth data by
781 * (2^24-1)/(2^15-1) ~~ (2^9 + 2^-6). */
782 WORD d15
= source
[x
] >> 1;
783 DWORD d24
= (d15
<< 9) + (d15
>> 6);
784 dest
[x
] = (d24
<< 8) | (source
[x
] & 0x1);
790 static void convert_s4x4_uint_d24_unorm(const BYTE
*src
, BYTE
*dst
, UINT src_row_pitch
, UINT src_slice_pitch
,
791 UINT dst_row_pitch
, UINT dst_slice_pitch
, UINT width
, UINT height
, UINT depth
)
793 unsigned int x
, y
, z
;
795 for (z
= 0; z
< depth
; z
++)
797 for (y
= 0; y
< height
; ++y
)
799 const DWORD
*source
= (const DWORD
*)(src
+ z
* src_slice_pitch
+ y
* src_row_pitch
);
800 DWORD
*dest
= (DWORD
*)(dst
+ z
* dst_slice_pitch
+ y
* dst_row_pitch
);
802 for (x
= 0; x
< width
; ++x
)
804 /* Just need to clear out the X4 part. */
805 dest
[x
] = source
[x
] & ~0xf0;
811 static void convert_s8_uint_d24_float(const BYTE
*src
, BYTE
*dst
, UINT src_row_pitch
, UINT src_slice_pitch
,
812 UINT dst_row_pitch
, UINT dst_slice_pitch
, UINT width
, UINT height
, UINT depth
)
814 unsigned int x
, y
, z
;
816 for (z
= 0; z
< depth
; z
++)
818 for (y
= 0; y
< height
; ++y
)
820 const DWORD
*source
= (const DWORD
*)(src
+ z
* src_slice_pitch
+ y
* src_row_pitch
);
821 float *dest_f
= (float *)(dst
+ z
* dst_slice_pitch
+ y
* dst_row_pitch
);
822 DWORD
*dest_s
= (DWORD
*)dest_f
;
824 for (x
= 0; x
< width
; ++x
)
826 dest_f
[x
* 2] = float_24_to_32((source
[x
] & 0xffffff00u
) >> 8);
827 dest_s
[x
* 2 + 1] = source
[x
] & 0xff;
833 static void convert_x8_d24_unorm(const BYTE
*src
, BYTE
*dst
, UINT src_row_pitch
, UINT src_slice_pitch
,
834 UINT dst_row_pitch
, UINT dst_slice_pitch
, UINT width
, UINT height
, UINT depth
)
836 unsigned int x
, y
, z
;
838 for (z
= 0; z
< depth
; ++z
)
840 for (y
= 0; y
< height
; ++y
)
842 const DWORD
*source
= (const DWORD
*)(src
+ z
* src_slice_pitch
+ y
* src_row_pitch
);
843 DWORD
*dest
= (DWORD
*)(dst
+ z
* dst_slice_pitch
+ y
* dst_row_pitch
);
845 for (x
= 0; x
< width
; ++x
)
847 dest
[x
] = source
[x
] << 8 | source
[x
] >> 16;
853 static BOOL
color_in_range(const struct wined3d_color_key
*color_key
, DWORD color
)
855 /* FIXME: Is this really how color keys are supposed to work? I think it
856 * makes more sense to compare the individual channels. */
857 return color
>= color_key
->color_space_low_value
858 && color
<= color_key
->color_space_high_value
;
861 static void convert_p8_uint_b8g8r8a8_unorm(const BYTE
*src
, unsigned int src_pitch
,
862 BYTE
*dst
, unsigned int dst_pitch
, unsigned int width
, unsigned int height
,
863 const struct wined3d_palette
*palette
, const struct wined3d_color_key
*color_key
)
871 /* FIXME: This should probably use the system palette. */
872 FIXME("P8 surface loaded without a palette.\n");
874 for (y
= 0; y
< height
; ++y
)
876 memset(&dst
[dst_pitch
* y
], 0, width
* 4);
882 for (y
= 0; y
< height
; ++y
)
884 src_row
= &src
[src_pitch
* y
];
885 dst_row
= (DWORD
*)&dst
[dst_pitch
* y
];
886 for (x
= 0; x
< width
; ++x
)
888 BYTE src_color
= src_row
[x
];
889 dst_row
[x
] = 0xff000000
890 | (palette
->colors
[src_color
].rgbRed
<< 16)
891 | (palette
->colors
[src_color
].rgbGreen
<< 8)
892 | palette
->colors
[src_color
].rgbBlue
;
897 static void convert_b5g6r5_unorm_b5g5r5a1_unorm_color_key(const BYTE
*src
, unsigned int src_pitch
,
898 BYTE
*dst
, unsigned int dst_pitch
, unsigned int width
, unsigned int height
,
899 const struct wined3d_palette
*palette
, const struct wined3d_color_key
*color_key
)
905 for (y
= 0; y
< height
; ++y
)
907 src_row
= (WORD
*)&src
[src_pitch
* y
];
908 dst_row
= (WORD
*)&dst
[dst_pitch
* y
];
909 for (x
= 0; x
< width
; ++x
)
911 WORD src_color
= src_row
[x
];
912 if (!color_in_range(color_key
, src_color
))
913 dst_row
[x
] = 0x8000u
| ((src_color
& 0xffc0u
) >> 1) | (src_color
& 0x1fu
);
915 dst_row
[x
] = ((src_color
& 0xffc0u
) >> 1) | (src_color
& 0x1fu
);
920 static void convert_b5g5r5x1_unorm_b5g5r5a1_unorm_color_key(const BYTE
*src
, unsigned int src_pitch
,
921 BYTE
*dst
, unsigned int dst_pitch
, unsigned int width
, unsigned int height
,
922 const struct wined3d_palette
*palette
, const struct wined3d_color_key
*color_key
)
928 for (y
= 0; y
< height
; ++y
)
930 src_row
= (WORD
*)&src
[src_pitch
* y
];
931 dst_row
= (WORD
*)&dst
[dst_pitch
* y
];
932 for (x
= 0; x
< width
; ++x
)
934 WORD src_color
= src_row
[x
];
935 if (color_in_range(color_key
, src_color
))
936 dst_row
[x
] = src_color
& ~0x8000;
938 dst_row
[x
] = src_color
| 0x8000;
943 static void convert_b8g8r8_unorm_b8g8r8a8_unorm_color_key(const BYTE
*src
, unsigned int src_pitch
,
944 BYTE
*dst
, unsigned int dst_pitch
, unsigned int width
, unsigned int height
,
945 const struct wined3d_palette
*palette
, const struct wined3d_color_key
*color_key
)
951 for (y
= 0; y
< height
; ++y
)
953 src_row
= &src
[src_pitch
* y
];
954 dst_row
= (DWORD
*)&dst
[dst_pitch
* y
];
955 for (x
= 0; x
< width
; ++x
)
957 DWORD src_color
= (src_row
[x
* 3 + 2] << 16) | (src_row
[x
* 3 + 1] << 8) | src_row
[x
* 3];
958 if (!color_in_range(color_key
, src_color
))
959 dst_row
[x
] = src_color
| 0xff000000;
964 static void convert_b8g8r8x8_unorm_b8g8r8a8_unorm_color_key(const BYTE
*src
, unsigned int src_pitch
,
965 BYTE
*dst
, unsigned int dst_pitch
, unsigned int width
, unsigned int height
,
966 const struct wined3d_palette
*palette
, const struct wined3d_color_key
*color_key
)
968 const DWORD
*src_row
;
972 for (y
= 0; y
< height
; ++y
)
974 src_row
= (DWORD
*)&src
[src_pitch
* y
];
975 dst_row
= (DWORD
*)&dst
[dst_pitch
* y
];
976 for (x
= 0; x
< width
; ++x
)
978 DWORD src_color
= src_row
[x
];
979 if (color_in_range(color_key
, src_color
))
980 dst_row
[x
] = src_color
& ~0xff000000;
982 dst_row
[x
] = src_color
| 0xff000000;
987 static void convert_b8g8r8a8_unorm_b8g8r8a8_unorm_color_key(const BYTE
*src
, unsigned int src_pitch
,
988 BYTE
*dst
, unsigned int dst_pitch
, unsigned int width
, unsigned int height
,
989 const struct wined3d_palette
*palette
, const struct wined3d_color_key
*color_key
)
991 const DWORD
*src_row
;
995 for (y
= 0; y
< height
; ++y
)
997 src_row
= (DWORD
*)&src
[src_pitch
* y
];
998 dst_row
= (DWORD
*)&dst
[dst_pitch
* y
];
999 for (x
= 0; x
< width
; ++x
)
1001 DWORD src_color
= src_row
[x
];
1002 if (color_in_range(color_key
, src_color
))
1003 src_color
&= ~0xff000000;
1004 dst_row
[x
] = src_color
;
1009 const struct wined3d_color_key_conversion
* wined3d_format_get_color_key_conversion(
1010 const struct wined3d_texture
*texture
, BOOL need_alpha_ck
)
1012 const struct wined3d_format
*format
= texture
->resource
.format
;
1017 enum wined3d_format_id src_format
;
1018 struct wined3d_color_key_conversion conversion
;
1022 {WINED3DFMT_B5G6R5_UNORM
, {WINED3DFMT_B5G5R5A1_UNORM
, convert_b5g6r5_unorm_b5g5r5a1_unorm_color_key
}},
1023 {WINED3DFMT_B5G5R5X1_UNORM
, {WINED3DFMT_B5G5R5A1_UNORM
, convert_b5g5r5x1_unorm_b5g5r5a1_unorm_color_key
}},
1024 {WINED3DFMT_B8G8R8_UNORM
, {WINED3DFMT_B8G8R8A8_UNORM
, convert_b8g8r8_unorm_b8g8r8a8_unorm_color_key
}},
1025 {WINED3DFMT_B8G8R8X8_UNORM
, {WINED3DFMT_B8G8R8A8_UNORM
, convert_b8g8r8x8_unorm_b8g8r8a8_unorm_color_key
}},
1026 {WINED3DFMT_B8G8R8A8_UNORM
, {WINED3DFMT_B8G8R8A8_UNORM
, convert_b8g8r8a8_unorm_b8g8r8a8_unorm_color_key
}},
1028 static const struct wined3d_color_key_conversion convert_p8
=
1030 WINED3DFMT_B8G8R8A8_UNORM
, convert_p8_uint_b8g8r8a8_unorm
1033 if (need_alpha_ck
&& (texture
->async
.flags
& WINED3D_TEXTURE_ASYNC_COLOR_KEY
))
1035 for (i
= 0; i
< ARRAY_SIZE(color_key_info
); ++i
)
1037 if (color_key_info
[i
].src_format
== format
->id
)
1038 return &color_key_info
[i
].conversion
;
1041 FIXME("Color-keying not supported with format %s.\n", debug_d3dformat(format
->id
));
1044 /* FIXME: This should check if the blitter backend can do P8 conversion,
1045 * instead of checking for ARB_fragment_program. */
1046 if (format
->id
== WINED3DFMT_P8_UINT
1047 && !(texture
->resource
.device
->adapter
->gl_info
.supported
[ARB_FRAGMENT_PROGRAM
]
1048 && texture
->swapchain
&& texture
== texture
->swapchain
->front_buffer
))
1054 /* The following formats explicitly don't have WINED3DFMT_FLAG_TEXTURE set:
1056 * These are never supported on native.
1057 * WINED3DFMT_B8G8R8_UNORM
1058 * WINED3DFMT_B2G3R3_UNORM
1059 * WINED3DFMT_L4A4_UNORM
1060 * WINED3DFMT_S1_UINT_D15_UNORM
1061 * WINED3DFMT_S4X4_UINT_D24_UNORM
1063 * Only some Geforce/Voodoo3/G400 cards offer 8-bit textures in case of ddraw.
1064 * Since it is not widely available, don't offer it. Further no Windows driver
1065 * offers WINED3DFMT_P8_UINT_A8_NORM, so don't offer it either.
1066 * WINED3DFMT_P8_UINT
1067 * WINED3DFMT_P8_UINT_A8_UNORM
1069 * These formats seem to be similar to the HILO formats in
1070 * GL_NV_texture_shader. NVHU is said to be GL_UNSIGNED_HILO16,
1071 * NVHS GL_SIGNED_HILO16. Rumours say that D3D computes a 3rd channel
1072 * similarly to D3DFMT_CxV8U8 (So NVHS could be called D3DFMT_CxV16U16). ATI
1073 * refused to support formats which can easily be emulated with pixel shaders,
1074 * so applications have to deal with not having NVHS and NVHU.
1076 * WINED3DFMT_NVHS */
1077 static const struct wined3d_format_texture_info format_texture_info
[] =
1079 /* format id gl_internal gl_srgb_internal gl_rt_internal
1080 gl_format gl_type conv_byte_count
1082 extension convert */
1083 /* FourCC formats */
1084 /* GL_APPLE_ycbcr_422 claims that its '2YUV' format, which is supported via the UNSIGNED_SHORT_8_8_REV_APPLE type
1085 * is equivalent to 'UYVY' format on Windows, and the 'YUVS' via UNSIGNED_SHORT_8_8_APPLE equates to 'YUY2'. The
1086 * d3d9 test however shows that the opposite is true. Since the extension is from 2002, it predates the x86 based
1087 * Macs, so probably the endianness differs. This could be tested as soon as we have a Windows and MacOS on a big
1090 {WINED3DFMT_UYVY
, GL_RG8
, GL_RG8
, 0,
1091 GL_RG
, GL_UNSIGNED_BYTE
, 0,
1092 WINED3DFMT_FLAG_FILTERING
,
1093 ARB_TEXTURE_RG
, NULL
},
1094 {WINED3DFMT_UYVY
, GL_LUMINANCE8_ALPHA8
, GL_LUMINANCE8_ALPHA8
, 0,
1095 GL_LUMINANCE_ALPHA
, GL_UNSIGNED_BYTE
, 0,
1096 WINED3DFMT_FLAG_FILTERING
,
1097 WINED3D_GL_LEGACY_CONTEXT
, NULL
},
1098 {WINED3DFMT_UYVY
, GL_RGB
, GL_RGB
, 0,
1099 GL_YCBCR_422_APPLE
, GL_UNSIGNED_SHORT_8_8_APPLE
, 0,
1100 WINED3DFMT_FLAG_TEXTURE
| WINED3DFMT_FLAG_FILTERING
,
1101 APPLE_YCBCR_422
, NULL
},
1102 {WINED3DFMT_YUY2
, GL_RG8
, GL_RG8
, 0,
1103 GL_RG
, GL_UNSIGNED_BYTE
, 0,
1104 WINED3DFMT_FLAG_FILTERING
,
1105 ARB_TEXTURE_RG
, NULL
},
1106 {WINED3DFMT_YUY2
, GL_LUMINANCE8_ALPHA8
, GL_LUMINANCE8_ALPHA8
, 0,
1107 GL_LUMINANCE_ALPHA
, GL_UNSIGNED_BYTE
, 0,
1108 WINED3DFMT_FLAG_FILTERING
,
1109 WINED3D_GL_LEGACY_CONTEXT
, NULL
},
1110 {WINED3DFMT_YUY2
, GL_RGB
, GL_RGB
, 0,
1111 GL_YCBCR_422_APPLE
, GL_UNSIGNED_SHORT_8_8_REV_APPLE
, 0,
1112 WINED3DFMT_FLAG_TEXTURE
| WINED3DFMT_FLAG_FILTERING
,
1113 APPLE_YCBCR_422
, NULL
},
1114 {WINED3DFMT_YV12
, GL_R8
, GL_R8
, 0,
1115 GL_RED
, GL_UNSIGNED_BYTE
, 0,
1116 WINED3DFMT_FLAG_FILTERING
,
1117 ARB_TEXTURE_RG
, NULL
},
1118 {WINED3DFMT_YV12
, GL_ALPHA8
, GL_ALPHA8
, 0,
1119 GL_ALPHA
, GL_UNSIGNED_BYTE
, 0,
1120 WINED3DFMT_FLAG_FILTERING
,
1121 WINED3D_GL_LEGACY_CONTEXT
, NULL
},
1122 {WINED3DFMT_NV12
, GL_R8
, GL_R8
, 0,
1123 GL_RED
, GL_UNSIGNED_BYTE
, 0,
1124 WINED3DFMT_FLAG_FILTERING
,
1125 ARB_TEXTURE_RG
, NULL
},
1126 {WINED3DFMT_NV12
, GL_ALPHA8
, GL_ALPHA8
, 0,
1127 GL_ALPHA
, GL_UNSIGNED_BYTE
, 0,
1128 WINED3DFMT_FLAG_FILTERING
,
1129 WINED3D_GL_LEGACY_CONTEXT
, NULL
},
1130 {WINED3DFMT_DXT1
, GL_COMPRESSED_RGBA_S3TC_DXT1_EXT
, GL_COMPRESSED_SRGB_ALPHA_S3TC_DXT1_EXT
, 0,
1131 GL_RGBA
, GL_UNSIGNED_BYTE
, 0,
1132 WINED3DFMT_FLAG_TEXTURE
| WINED3DFMT_FLAG_POSTPIXELSHADER_BLENDING
| WINED3DFMT_FLAG_FILTERING
1133 | WINED3DFMT_FLAG_SRGB_READ
| WINED3DFMT_FLAG_COMPRESSED
,
1134 EXT_TEXTURE_COMPRESSION_S3TC
, NULL
},
1135 {WINED3DFMT_DXT2
, GL_COMPRESSED_RGBA_S3TC_DXT3_EXT
, GL_COMPRESSED_SRGB_ALPHA_S3TC_DXT3_EXT
, 0,
1136 GL_RGBA
, GL_UNSIGNED_BYTE
, 0,
1137 WINED3DFMT_FLAG_TEXTURE
| WINED3DFMT_FLAG_POSTPIXELSHADER_BLENDING
| WINED3DFMT_FLAG_FILTERING
1138 | WINED3DFMT_FLAG_SRGB_READ
| WINED3DFMT_FLAG_COMPRESSED
,
1139 EXT_TEXTURE_COMPRESSION_S3TC
, NULL
},
1140 {WINED3DFMT_DXT3
, GL_COMPRESSED_RGBA_S3TC_DXT3_EXT
, GL_COMPRESSED_SRGB_ALPHA_S3TC_DXT3_EXT
, 0,
1141 GL_RGBA
, GL_UNSIGNED_BYTE
, 0,
1142 WINED3DFMT_FLAG_TEXTURE
| WINED3DFMT_FLAG_POSTPIXELSHADER_BLENDING
| WINED3DFMT_FLAG_FILTERING
1143 | WINED3DFMT_FLAG_SRGB_READ
| WINED3DFMT_FLAG_COMPRESSED
,
1144 EXT_TEXTURE_COMPRESSION_S3TC
, NULL
},
1145 {WINED3DFMT_DXT4
, GL_COMPRESSED_RGBA_S3TC_DXT5_EXT
, GL_COMPRESSED_SRGB_ALPHA_S3TC_DXT5_EXT
, 0,
1146 GL_RGBA
, GL_UNSIGNED_BYTE
, 0,
1147 WINED3DFMT_FLAG_TEXTURE
| WINED3DFMT_FLAG_POSTPIXELSHADER_BLENDING
| WINED3DFMT_FLAG_FILTERING
1148 | WINED3DFMT_FLAG_SRGB_READ
| WINED3DFMT_FLAG_COMPRESSED
,
1149 EXT_TEXTURE_COMPRESSION_S3TC
, NULL
},
1150 {WINED3DFMT_DXT5
, GL_COMPRESSED_RGBA_S3TC_DXT5_EXT
, GL_COMPRESSED_SRGB_ALPHA_S3TC_DXT5_EXT
, 0,
1151 GL_RGBA
, GL_UNSIGNED_BYTE
, 0,
1152 WINED3DFMT_FLAG_TEXTURE
| WINED3DFMT_FLAG_POSTPIXELSHADER_BLENDING
| WINED3DFMT_FLAG_FILTERING
1153 | WINED3DFMT_FLAG_SRGB_READ
| WINED3DFMT_FLAG_COMPRESSED
,
1154 EXT_TEXTURE_COMPRESSION_S3TC
, NULL
},
1155 {WINED3DFMT_BC1_UNORM
, GL_COMPRESSED_RGBA_S3TC_DXT1_EXT
, GL_COMPRESSED_SRGB_ALPHA_S3TC_DXT1_EXT
, 0,
1156 GL_RGBA
, GL_UNSIGNED_BYTE
, 0,
1157 WINED3DFMT_FLAG_TEXTURE
| WINED3DFMT_FLAG_POSTPIXELSHADER_BLENDING
| WINED3DFMT_FLAG_FILTERING
1158 | WINED3DFMT_FLAG_COMPRESSED
,
1159 EXT_TEXTURE_COMPRESSION_S3TC
, NULL
},
1160 {WINED3DFMT_BC2_UNORM
, GL_COMPRESSED_RGBA_S3TC_DXT3_EXT
, GL_COMPRESSED_SRGB_ALPHA_S3TC_DXT3_EXT
, 0,
1161 GL_RGBA
, GL_UNSIGNED_BYTE
, 0,
1162 WINED3DFMT_FLAG_TEXTURE
| WINED3DFMT_FLAG_POSTPIXELSHADER_BLENDING
| WINED3DFMT_FLAG_FILTERING
1163 | WINED3DFMT_FLAG_COMPRESSED
,
1164 EXT_TEXTURE_COMPRESSION_S3TC
, NULL
},
1165 {WINED3DFMT_BC3_UNORM
, GL_COMPRESSED_RGBA_S3TC_DXT5_EXT
, GL_COMPRESSED_SRGB_ALPHA_S3TC_DXT5_EXT
, 0,
1166 GL_RGBA
, GL_UNSIGNED_BYTE
, 0,
1167 WINED3DFMT_FLAG_TEXTURE
| WINED3DFMT_FLAG_POSTPIXELSHADER_BLENDING
| WINED3DFMT_FLAG_FILTERING
1168 | WINED3DFMT_FLAG_COMPRESSED
,
1169 EXT_TEXTURE_COMPRESSION_S3TC
, NULL
},
1170 {WINED3DFMT_BC4_UNORM
, GL_COMPRESSED_RED_RGTC1
, GL_COMPRESSED_RED_RGTC1
, 0,
1171 GL_RED
, GL_UNSIGNED_BYTE
, 0,
1172 WINED3DFMT_FLAG_TEXTURE
| WINED3DFMT_FLAG_POSTPIXELSHADER_BLENDING
| WINED3DFMT_FLAG_FILTERING
1173 | WINED3DFMT_FLAG_COMPRESSED
,
1174 ARB_TEXTURE_COMPRESSION_RGTC
, NULL
},
1175 {WINED3DFMT_BC5_UNORM
, GL_COMPRESSED_RG_RGTC2
, GL_COMPRESSED_RG_RGTC2
, 0,
1176 GL_RG
, GL_UNSIGNED_BYTE
, 0,
1177 WINED3DFMT_FLAG_TEXTURE
| WINED3DFMT_FLAG_POSTPIXELSHADER_BLENDING
| WINED3DFMT_FLAG_FILTERING
1178 | WINED3DFMT_FLAG_COMPRESSED
,
1179 ARB_TEXTURE_COMPRESSION_RGTC
, NULL
},
1180 {WINED3DFMT_BC5_SNORM
, GL_COMPRESSED_SIGNED_RG_RGTC2
, GL_COMPRESSED_SIGNED_RG_RGTC2
, 0,
1181 GL_RG
, GL_UNSIGNED_BYTE
, 0,
1182 WINED3DFMT_FLAG_TEXTURE
| WINED3DFMT_FLAG_POSTPIXELSHADER_BLENDING
| WINED3DFMT_FLAG_FILTERING
1183 | WINED3DFMT_FLAG_COMPRESSED
,
1184 ARB_TEXTURE_COMPRESSION_RGTC
, NULL
},
1185 {WINED3DFMT_BC6H_UF16
, GL_COMPRESSED_RGB_BPTC_UNSIGNED_FLOAT_ARB
, GL_COMPRESSED_RGB_BPTC_UNSIGNED_FLOAT_ARB
, 0,
1186 GL_RGB
, GL_UNSIGNED_BYTE
, 0,
1187 WINED3DFMT_FLAG_TEXTURE
| WINED3DFMT_FLAG_POSTPIXELSHADER_BLENDING
| WINED3DFMT_FLAG_FILTERING
1188 | WINED3DFMT_FLAG_COMPRESSED
,
1189 ARB_TEXTURE_COMPRESSION_BPTC
, NULL
},
1190 {WINED3DFMT_BC6H_SF16
, GL_COMPRESSED_RGB_BPTC_SIGNED_FLOAT_ARB
, GL_COMPRESSED_RGB_BPTC_SIGNED_FLOAT_ARB
, 0,
1191 GL_RGB
, GL_UNSIGNED_BYTE
, 0,
1192 WINED3DFMT_FLAG_TEXTURE
| WINED3DFMT_FLAG_POSTPIXELSHADER_BLENDING
| WINED3DFMT_FLAG_FILTERING
1193 | WINED3DFMT_FLAG_COMPRESSED
,
1194 ARB_TEXTURE_COMPRESSION_BPTC
, NULL
},
1195 {WINED3DFMT_BC7_UNORM
, GL_COMPRESSED_RGBA_BPTC_UNORM_ARB
, GL_COMPRESSED_SRGB_ALPHA_BPTC_UNORM_ARB
, 0,
1196 GL_RGBA
, GL_UNSIGNED_BYTE
, 0,
1197 WINED3DFMT_FLAG_TEXTURE
| WINED3DFMT_FLAG_POSTPIXELSHADER_BLENDING
| WINED3DFMT_FLAG_FILTERING
1198 | WINED3DFMT_FLAG_COMPRESSED
,
1199 ARB_TEXTURE_COMPRESSION_BPTC
, NULL
},
1201 {WINED3DFMT_R32_FLOAT
, GL_RGB32F_ARB
, GL_RGB32F_ARB
, 0,
1202 GL_RED
, GL_FLOAT
, 0,
1203 WINED3DFMT_FLAG_TEXTURE
| WINED3DFMT_FLAG_RENDERTARGET
| WINED3DFMT_FLAG_VTF
,
1204 ARB_TEXTURE_FLOAT
, NULL
},
1205 {WINED3DFMT_R32_FLOAT
, GL_R32F
, GL_R32F
, 0,
1206 GL_RED
, GL_FLOAT
, 0,
1207 WINED3DFMT_FLAG_TEXTURE
| WINED3DFMT_FLAG_RENDERTARGET
| WINED3DFMT_FLAG_VTF
,
1208 ARB_TEXTURE_RG
, NULL
},
1209 {WINED3DFMT_R32G32_FLOAT
, GL_RGB32F_ARB
, GL_RGB32F_ARB
, 0,
1210 GL_RGB
, GL_FLOAT
, 12,
1211 WINED3DFMT_FLAG_TEXTURE
| WINED3DFMT_FLAG_RENDERTARGET
| WINED3DFMT_FLAG_VTF
,
1212 ARB_TEXTURE_FLOAT
, convert_r32g32_float
},
1213 {WINED3DFMT_R32G32_FLOAT
, GL_RG32F
, GL_RG32F
, 0,
1215 WINED3DFMT_FLAG_TEXTURE
| WINED3DFMT_FLAG_RENDERTARGET
| WINED3DFMT_FLAG_VTF
,
1216 ARB_TEXTURE_RG
, NULL
},
1217 {WINED3DFMT_R32G32B32_FLOAT
, GL_RGB32F
, GL_RGB32F
, 0,
1218 GL_RGB
, GL_FLOAT
, 0,
1219 WINED3DFMT_FLAG_TEXTURE
| WINED3DFMT_FLAG_RENDERTARGET
,
1220 ARB_TEXTURE_FLOAT
, NULL
},
1221 {WINED3DFMT_R32G32B32A32_FLOAT
, GL_RGBA32F_ARB
, GL_RGBA32F_ARB
, 0,
1222 GL_RGBA
, GL_FLOAT
, 0,
1223 WINED3DFMT_FLAG_TEXTURE
| WINED3DFMT_FLAG_RENDERTARGET
| WINED3DFMT_FLAG_VTF
,
1224 ARB_TEXTURE_FLOAT
, NULL
},
1226 {WINED3DFMT_R16_FLOAT
, GL_RGB16F_ARB
, GL_RGB16F_ARB
, 0,
1227 GL_RED
, GL_HALF_FLOAT_ARB
, 0,
1228 WINED3DFMT_FLAG_TEXTURE
| WINED3DFMT_FLAG_RENDERTARGET
| WINED3DFMT_FLAG_VTF
,
1229 ARB_TEXTURE_FLOAT
, NULL
},
1230 {WINED3DFMT_R16_FLOAT
, GL_R16F
, GL_R16F
, 0,
1231 GL_RED
, GL_HALF_FLOAT_ARB
, 0,
1232 WINED3DFMT_FLAG_TEXTURE
| WINED3DFMT_FLAG_RENDERTARGET
| WINED3DFMT_FLAG_VTF
,
1233 ARB_TEXTURE_RG
, NULL
},
1234 {WINED3DFMT_R16G16_FLOAT
, GL_RGB16F_ARB
, GL_RGB16F_ARB
, 0,
1235 GL_RGB
, GL_HALF_FLOAT_ARB
, 6,
1236 WINED3DFMT_FLAG_TEXTURE
| WINED3DFMT_FLAG_RENDERTARGET
| WINED3DFMT_FLAG_VTF
,
1237 ARB_TEXTURE_FLOAT
, convert_r16g16
},
1238 {WINED3DFMT_R16G16_FLOAT
, GL_RG16F
, GL_RG16F
, 0,
1239 GL_RG
, GL_HALF_FLOAT_ARB
, 0,
1240 WINED3DFMT_FLAG_TEXTURE
| WINED3DFMT_FLAG_RENDERTARGET
| WINED3DFMT_FLAG_VTF
,
1241 ARB_TEXTURE_RG
, NULL
},
1242 {WINED3DFMT_R16G16B16A16_FLOAT
, GL_RGBA16F_ARB
, GL_RGBA16F_ARB
, 0,
1243 GL_RGBA
, GL_HALF_FLOAT_ARB
, 0,
1244 WINED3DFMT_FLAG_TEXTURE
| WINED3DFMT_FLAG_POSTPIXELSHADER_BLENDING
| WINED3DFMT_FLAG_RENDERTARGET
1245 | WINED3DFMT_FLAG_VTF
,
1246 ARB_TEXTURE_FLOAT
, NULL
},
1247 {WINED3DFMT_R11G11B10_FLOAT
, GL_R11F_G11F_B10F
, GL_R11F_G11F_B10F
, 0,
1248 GL_RGB
, GL_UNSIGNED_INT_10F_11F_11F_REV
, 0,
1249 WINED3DFMT_FLAG_TEXTURE
| WINED3DFMT_FLAG_POSTPIXELSHADER_BLENDING
| WINED3DFMT_FLAG_RENDERTARGET
,
1251 /* Palettized formats */
1252 {WINED3DFMT_P8_UINT
, GL_R8
, GL_R8
, 0,
1253 GL_RED
, GL_UNSIGNED_BYTE
, 0,
1255 ARB_TEXTURE_RG
, NULL
},
1256 {WINED3DFMT_P8_UINT
, GL_ALPHA8
, GL_ALPHA8
, 0,
1257 GL_ALPHA
, GL_UNSIGNED_BYTE
, 0,
1259 WINED3D_GL_LEGACY_CONTEXT
, NULL
},
1260 /* Standard ARGB formats */
1261 {WINED3DFMT_B8G8R8_UNORM
, GL_RGB8
, GL_RGB8
, 0,
1262 GL_BGR
, GL_UNSIGNED_BYTE
, 0,
1263 WINED3DFMT_FLAG_POSTPIXELSHADER_BLENDING
| WINED3DFMT_FLAG_FILTERING
| WINED3DFMT_FLAG_RENDERTARGET
,
1264 WINED3D_GL_EXT_NONE
, NULL
},
1265 {WINED3DFMT_B8G8R8A8_UNORM
, GL_RGBA8
, GL_SRGB8_ALPHA8_EXT
, 0,
1266 GL_BGRA
, GL_UNSIGNED_INT_8_8_8_8_REV
, 0,
1267 WINED3DFMT_FLAG_TEXTURE
| WINED3DFMT_FLAG_POSTPIXELSHADER_BLENDING
| WINED3DFMT_FLAG_FILTERING
1268 | WINED3DFMT_FLAG_RENDERTARGET
| WINED3DFMT_FLAG_SRGB_READ
| WINED3DFMT_FLAG_SRGB_WRITE
1269 | WINED3DFMT_FLAG_VTF
,
1270 WINED3D_GL_EXT_NONE
, NULL
},
1271 {WINED3DFMT_B8G8R8X8_UNORM
, GL_RGB8
, GL_SRGB8_EXT
, 0,
1272 GL_BGRA
, GL_UNSIGNED_INT_8_8_8_8_REV
, 0,
1273 WINED3DFMT_FLAG_TEXTURE
| WINED3DFMT_FLAG_POSTPIXELSHADER_BLENDING
| WINED3DFMT_FLAG_FILTERING
1274 | WINED3DFMT_FLAG_RENDERTARGET
| WINED3DFMT_FLAG_SRGB_READ
| WINED3DFMT_FLAG_SRGB_WRITE
,
1275 WINED3D_GL_EXT_NONE
, NULL
},
1276 {WINED3DFMT_B5G6R5_UNORM
, GL_RGB5
, GL_RGB5
, GL_RGB8
,
1277 GL_RGB
, GL_UNSIGNED_SHORT_5_6_5
, 0,
1278 WINED3DFMT_FLAG_TEXTURE
| WINED3DFMT_FLAG_POSTPIXELSHADER_BLENDING
| WINED3DFMT_FLAG_FILTERING
1279 | WINED3DFMT_FLAG_RENDERTARGET
,
1280 WINED3D_GL_EXT_NONE
, NULL
},
1281 {WINED3DFMT_B5G6R5_UNORM
, GL_RGB565
, GL_RGB565
, GL_RGB8
,
1282 GL_RGB
, GL_UNSIGNED_SHORT_5_6_5
, 0,
1283 WINED3DFMT_FLAG_TEXTURE
| WINED3DFMT_FLAG_POSTPIXELSHADER_BLENDING
| WINED3DFMT_FLAG_FILTERING
1284 | WINED3DFMT_FLAG_RENDERTARGET
,
1285 ARB_ES2_COMPATIBILITY
, NULL
},
1286 {WINED3DFMT_B5G5R5X1_UNORM
, GL_RGB5
, GL_RGB5
, 0,
1287 GL_BGRA
, GL_UNSIGNED_SHORT_1_5_5_5_REV
, 0,
1288 WINED3DFMT_FLAG_TEXTURE
| WINED3DFMT_FLAG_POSTPIXELSHADER_BLENDING
| WINED3DFMT_FLAG_FILTERING
1289 | WINED3DFMT_FLAG_RENDERTARGET
,
1290 WINED3D_GL_EXT_NONE
, NULL
},
1291 {WINED3DFMT_B5G5R5A1_UNORM
, GL_RGB5_A1
, GL_RGB5_A1
, 0,
1292 GL_BGRA
, GL_UNSIGNED_SHORT_1_5_5_5_REV
, 0,
1293 WINED3DFMT_FLAG_TEXTURE
| WINED3DFMT_FLAG_POSTPIXELSHADER_BLENDING
| WINED3DFMT_FLAG_FILTERING
,
1294 WINED3D_GL_EXT_NONE
, NULL
},
1295 {WINED3DFMT_B4G4R4A4_UNORM
, GL_RGBA4
, GL_SRGB8_ALPHA8_EXT
, 0,
1296 GL_BGRA
, GL_UNSIGNED_SHORT_4_4_4_4_REV
, 0,
1297 WINED3DFMT_FLAG_TEXTURE
| WINED3DFMT_FLAG_POSTPIXELSHADER_BLENDING
| WINED3DFMT_FLAG_FILTERING
1298 | WINED3DFMT_FLAG_SRGB_READ
,
1299 WINED3D_GL_EXT_NONE
, NULL
},
1300 {WINED3DFMT_B2G3R3_UNORM
, GL_R3_G3_B2
, GL_R3_G3_B2
, 0,
1301 GL_RGB
, GL_UNSIGNED_BYTE_3_3_2
, 0,
1302 WINED3DFMT_FLAG_POSTPIXELSHADER_BLENDING
| WINED3DFMT_FLAG_FILTERING
,
1303 WINED3D_GL_EXT_NONE
, NULL
},
1304 {WINED3DFMT_R8_UNORM
, GL_R8
, GL_R8
, 0,
1305 GL_RED
, GL_UNSIGNED_BYTE
, 0,
1306 WINED3DFMT_FLAG_TEXTURE
| WINED3DFMT_FLAG_POSTPIXELSHADER_BLENDING
| WINED3DFMT_FLAG_FILTERING
1307 | WINED3DFMT_FLAG_RENDERTARGET
| WINED3DFMT_FLAG_VTF
,
1308 ARB_TEXTURE_RG
, NULL
},
1309 {WINED3DFMT_A8_UNORM
, GL_R8
, GL_R8
, 0,
1310 GL_RED
, GL_UNSIGNED_BYTE
, 0,
1311 WINED3DFMT_FLAG_TEXTURE
| WINED3DFMT_FLAG_POSTPIXELSHADER_BLENDING
| WINED3DFMT_FLAG_FILTERING
,
1312 ARB_TEXTURE_RG
, NULL
},
1313 {WINED3DFMT_A8_UNORM
, GL_ALPHA8
, GL_ALPHA8
, 0,
1314 GL_ALPHA
, GL_UNSIGNED_BYTE
, 0,
1315 WINED3DFMT_FLAG_TEXTURE
| WINED3DFMT_FLAG_POSTPIXELSHADER_BLENDING
| WINED3DFMT_FLAG_FILTERING
,
1316 WINED3D_GL_LEGACY_CONTEXT
, NULL
},
1317 {WINED3DFMT_B4G4R4X4_UNORM
, GL_RGB4
, GL_RGB4
, 0,
1318 GL_BGRA
, GL_UNSIGNED_SHORT_4_4_4_4_REV
, 0,
1319 WINED3DFMT_FLAG_TEXTURE
| WINED3DFMT_FLAG_POSTPIXELSHADER_BLENDING
| WINED3DFMT_FLAG_FILTERING
,
1320 WINED3D_GL_EXT_NONE
, NULL
},
1321 {WINED3DFMT_R10G10B10A2_UNORM
, GL_RGB10_A2
, GL_RGB10_A2
, 0,
1322 GL_RGBA
, GL_UNSIGNED_INT_2_10_10_10_REV
, 0,
1323 WINED3DFMT_FLAG_TEXTURE
| WINED3DFMT_FLAG_POSTPIXELSHADER_BLENDING
| WINED3DFMT_FLAG_FILTERING
1324 | WINED3DFMT_FLAG_RENDERTARGET
,
1325 WINED3D_GL_EXT_NONE
, NULL
},
1326 {WINED3DFMT_R8G8B8A8_UNORM
, GL_RGBA8
, GL_SRGB8_ALPHA8_EXT
, 0,
1327 GL_RGBA
, GL_UNSIGNED_INT_8_8_8_8_REV
, 0,
1328 WINED3DFMT_FLAG_TEXTURE
| WINED3DFMT_FLAG_POSTPIXELSHADER_BLENDING
| WINED3DFMT_FLAG_FILTERING
1329 | WINED3DFMT_FLAG_RENDERTARGET
| WINED3DFMT_FLAG_SRGB_READ
| WINED3DFMT_FLAG_SRGB_WRITE
1330 | WINED3DFMT_FLAG_VTF
,
1331 WINED3D_GL_EXT_NONE
, NULL
},
1332 {WINED3DFMT_R8G8B8A8_UINT
, GL_RGBA8UI
, GL_RGBA8UI
, 0,
1333 GL_RGBA_INTEGER
, GL_UNSIGNED_INT_8_8_8_8_REV
, 0,
1334 WINED3DFMT_FLAG_TEXTURE
| WINED3DFMT_FLAG_RENDERTARGET
,
1335 ARB_TEXTURE_RGB10_A2UI
, NULL
},
1336 {WINED3DFMT_R8G8B8A8_SINT
, GL_RGBA8I
, GL_RGBA8I
, 0,
1337 GL_RGBA_INTEGER
, GL_BYTE
, 0,
1338 WINED3DFMT_FLAG_TEXTURE
| WINED3DFMT_FLAG_RENDERTARGET
,
1339 EXT_TEXTURE_INTEGER
, NULL
},
1340 {WINED3DFMT_R8G8B8X8_UNORM
, GL_RGB8
, GL_RGB8
, 0,
1341 GL_RGBA
, GL_UNSIGNED_INT_8_8_8_8_REV
, 0,
1342 WINED3DFMT_FLAG_TEXTURE
| WINED3DFMT_FLAG_POSTPIXELSHADER_BLENDING
| WINED3DFMT_FLAG_FILTERING
,
1343 WINED3D_GL_EXT_NONE
, NULL
},
1344 {WINED3DFMT_R16G16_UNORM
, GL_RGB16
, GL_RGB16
, GL_RGBA16
,
1345 GL_RGB
, GL_UNSIGNED_SHORT
, 6,
1346 WINED3DFMT_FLAG_TEXTURE
| WINED3DFMT_FLAG_POSTPIXELSHADER_BLENDING
| WINED3DFMT_FLAG_FILTERING
,
1347 WINED3D_GL_EXT_NONE
, convert_r16g16
},
1348 {WINED3DFMT_R16G16_UNORM
, GL_RG16
, GL_RG16
, 0,
1349 GL_RG
, GL_UNSIGNED_SHORT
, 0,
1350 WINED3DFMT_FLAG_TEXTURE
| WINED3DFMT_FLAG_POSTPIXELSHADER_BLENDING
| WINED3DFMT_FLAG_FILTERING
1351 | WINED3DFMT_FLAG_RENDERTARGET
,
1352 ARB_TEXTURE_RG
, NULL
},
1353 {WINED3DFMT_B10G10R10A2_UNORM
, GL_RGB10_A2
, GL_RGB10_A2
, 0,
1354 GL_BGRA
, GL_UNSIGNED_INT_2_10_10_10_REV
, 0,
1355 WINED3DFMT_FLAG_TEXTURE
| WINED3DFMT_FLAG_POSTPIXELSHADER_BLENDING
| WINED3DFMT_FLAG_FILTERING
1356 | WINED3DFMT_FLAG_RENDERTARGET
,
1357 WINED3D_GL_EXT_NONE
, NULL
},
1358 {WINED3DFMT_R16G16B16A16_UNORM
, GL_RGBA16
, GL_RGBA16
, 0,
1359 GL_RGBA
, GL_UNSIGNED_SHORT
, 0,
1360 WINED3DFMT_FLAG_TEXTURE
| WINED3DFMT_FLAG_POSTPIXELSHADER_BLENDING
| WINED3DFMT_FLAG_FILTERING
1361 | WINED3DFMT_FLAG_RENDERTARGET
,
1362 WINED3D_GL_EXT_NONE
, NULL
},
1363 {WINED3DFMT_R8G8_UNORM
, GL_RG8
, GL_RG8
, 0,
1364 GL_RG
, GL_UNSIGNED_BYTE
, 0,
1365 WINED3DFMT_FLAG_TEXTURE
| WINED3DFMT_FLAG_POSTPIXELSHADER_BLENDING
| WINED3DFMT_FLAG_FILTERING
1366 | WINED3DFMT_FLAG_RENDERTARGET
,
1367 ARB_TEXTURE_RG
, NULL
},
1368 {WINED3DFMT_R8G8_UINT
, GL_RG8UI
, GL_RG8UI
, 0,
1369 GL_RG_INTEGER
, GL_UNSIGNED_BYTE
, 0,
1370 WINED3DFMT_FLAG_TEXTURE
| WINED3DFMT_FLAG_RENDERTARGET
,
1371 ARB_TEXTURE_RG
, NULL
},
1372 {WINED3DFMT_R8G8_SINT
, GL_RG8I
, GL_RG8I
, 0,
1373 GL_RG_INTEGER
, GL_BYTE
, 0,
1374 WINED3DFMT_FLAG_TEXTURE
| WINED3DFMT_FLAG_RENDERTARGET
,
1375 ARB_TEXTURE_RG
, NULL
},
1376 {WINED3DFMT_R16G16B16A16_UINT
, GL_RGBA16UI
, GL_RGBA16UI
, 0,
1377 GL_RGBA_INTEGER
, GL_UNSIGNED_SHORT
, 0,
1378 WINED3DFMT_FLAG_TEXTURE
| WINED3DFMT_FLAG_RENDERTARGET
,
1379 EXT_TEXTURE_INTEGER
, NULL
},
1380 {WINED3DFMT_R16G16B16A16_SINT
, GL_RGBA16I
, GL_RGBA16I
, 0,
1381 GL_RGBA_INTEGER
, GL_SHORT
, 0,
1382 WINED3DFMT_FLAG_TEXTURE
| WINED3DFMT_FLAG_RENDERTARGET
,
1383 EXT_TEXTURE_INTEGER
, NULL
},
1384 {WINED3DFMT_R32G32_UINT
, GL_RG32UI
, GL_RG32UI
, 0,
1385 GL_RG_INTEGER
, GL_UNSIGNED_INT
, 0,
1386 WINED3DFMT_FLAG_TEXTURE
| WINED3DFMT_FLAG_RENDERTARGET
,
1387 ARB_TEXTURE_RG
, NULL
},
1388 {WINED3DFMT_R32G32_SINT
, GL_RG32I
, GL_RG32I
, 0,
1389 GL_RG_INTEGER
, GL_INT
, 0,
1390 WINED3DFMT_FLAG_TEXTURE
| WINED3DFMT_FLAG_RENDERTARGET
,
1391 ARB_TEXTURE_RG
, NULL
},
1392 {WINED3DFMT_R16G16_UINT
, GL_RG16UI
, GL_RG16UI
, 0,
1393 GL_RG_INTEGER
, GL_UNSIGNED_SHORT
, 0,
1394 WINED3DFMT_FLAG_TEXTURE
| WINED3DFMT_FLAG_RENDERTARGET
,
1395 ARB_TEXTURE_RG
, NULL
},
1396 {WINED3DFMT_R16G16_SINT
, GL_RG16I
, GL_RG16I
, 0,
1397 GL_RG_INTEGER
, GL_SHORT
, 0,
1398 WINED3DFMT_FLAG_TEXTURE
| WINED3DFMT_FLAG_RENDERTARGET
,
1399 ARB_TEXTURE_RG
, NULL
},
1400 {WINED3DFMT_R32_UINT
, GL_R32UI
, GL_R32UI
, 0,
1401 GL_RED_INTEGER
, GL_UNSIGNED_INT
, 0,
1402 WINED3DFMT_FLAG_TEXTURE
| WINED3DFMT_FLAG_RENDERTARGET
,
1403 ARB_TEXTURE_RG
, NULL
},
1404 {WINED3DFMT_R32_SINT
, GL_R32I
, GL_R32I
, 0,
1405 GL_RED_INTEGER
, GL_INT
, 0,
1406 WINED3DFMT_FLAG_TEXTURE
| WINED3DFMT_FLAG_RENDERTARGET
,
1407 ARB_TEXTURE_RG
, NULL
},
1408 {WINED3DFMT_R16_UNORM
, GL_R16
, GL_R16
, 0,
1409 GL_RED
, GL_UNSIGNED_SHORT
, 0,
1410 WINED3DFMT_FLAG_TEXTURE
| WINED3DFMT_FLAG_POSTPIXELSHADER_BLENDING
| WINED3DFMT_FLAG_FILTERING
1411 | WINED3DFMT_FLAG_RENDERTARGET
,
1412 ARB_TEXTURE_RG
, NULL
},
1413 {WINED3DFMT_R16_UINT
, GL_R16UI
, GL_R16UI
, 0,
1414 GL_RED_INTEGER
, GL_UNSIGNED_SHORT
, 0,
1415 WINED3DFMT_FLAG_TEXTURE
| WINED3DFMT_FLAG_RENDERTARGET
,
1416 ARB_TEXTURE_RG
, NULL
},
1417 {WINED3DFMT_R16_SINT
, GL_R16I
, GL_R16I
, 0,
1418 GL_RED_INTEGER
, GL_SHORT
, 0,
1419 WINED3DFMT_FLAG_TEXTURE
| WINED3DFMT_FLAG_RENDERTARGET
,
1420 ARB_TEXTURE_RG
, NULL
},
1421 {WINED3DFMT_R8_UINT
, GL_R8UI
, GL_R8UI
, 0,
1422 GL_RED_INTEGER
, GL_UNSIGNED_BYTE
, 0,
1423 WINED3DFMT_FLAG_TEXTURE
| WINED3DFMT_FLAG_RENDERTARGET
,
1424 ARB_TEXTURE_RG
, NULL
},
1425 {WINED3DFMT_R8_SINT
, GL_R8I
, GL_R8I
, 0,
1426 GL_RED_INTEGER
, GL_BYTE
, 0,
1427 WINED3DFMT_FLAG_TEXTURE
| WINED3DFMT_FLAG_RENDERTARGET
,
1428 ARB_TEXTURE_RG
, NULL
},
1430 {WINED3DFMT_L8_UNORM
, GL_LUMINANCE8
, GL_SLUMINANCE8_EXT
, 0,
1431 GL_LUMINANCE
, GL_UNSIGNED_BYTE
, 0,
1432 WINED3DFMT_FLAG_TEXTURE
| WINED3DFMT_FLAG_POSTPIXELSHADER_BLENDING
| WINED3DFMT_FLAG_FILTERING
1433 | WINED3DFMT_FLAG_SRGB_READ
,
1434 WINED3D_GL_LEGACY_CONTEXT
, NULL
},
1435 {WINED3DFMT_L8_UNORM
, GL_R8
, GL_R8
, 0,
1436 GL_RED
, GL_UNSIGNED_BYTE
, 0,
1437 WINED3DFMT_FLAG_TEXTURE
| WINED3DFMT_FLAG_POSTPIXELSHADER_BLENDING
| WINED3DFMT_FLAG_FILTERING
1438 | WINED3DFMT_FLAG_RENDERTARGET
,
1439 ARB_TEXTURE_RG
, NULL
},
1440 {WINED3DFMT_L8A8_UNORM
, GL_RG8
, GL_RG8
, 0,
1441 GL_RG
, GL_UNSIGNED_BYTE
, 0,
1442 WINED3DFMT_FLAG_TEXTURE
| WINED3DFMT_FLAG_POSTPIXELSHADER_BLENDING
| WINED3DFMT_FLAG_FILTERING
,
1443 ARB_TEXTURE_RG
, NULL
},
1444 {WINED3DFMT_L8A8_UNORM
, GL_LUMINANCE8_ALPHA8
, GL_SLUMINANCE8_ALPHA8_EXT
, 0,
1445 GL_LUMINANCE_ALPHA
, GL_UNSIGNED_BYTE
, 0,
1446 WINED3DFMT_FLAG_TEXTURE
| WINED3DFMT_FLAG_POSTPIXELSHADER_BLENDING
| WINED3DFMT_FLAG_FILTERING
1447 | WINED3DFMT_FLAG_SRGB_READ
,
1448 WINED3D_GL_LEGACY_CONTEXT
, NULL
},
1449 {WINED3DFMT_L4A4_UNORM
, GL_RG8
, GL_RG8
, 0,
1450 GL_RG
, GL_UNSIGNED_BYTE
, 2,
1451 WINED3DFMT_FLAG_FILTERING
,
1452 ARB_TEXTURE_RG
, convert_l4a4_unorm
},
1453 {WINED3DFMT_L4A4_UNORM
, GL_LUMINANCE4_ALPHA4
, GL_LUMINANCE4_ALPHA4
, 0,
1454 GL_LUMINANCE_ALPHA
, GL_UNSIGNED_BYTE
, 2,
1455 WINED3DFMT_FLAG_FILTERING
,
1456 WINED3D_GL_LEGACY_CONTEXT
, convert_l4a4_unorm
},
1457 {WINED3DFMT_L16_UNORM
, GL_R16
, GL_R16
, 0,
1458 GL_RED
, GL_UNSIGNED_SHORT
, 0,
1459 WINED3DFMT_FLAG_TEXTURE
| WINED3DFMT_FLAG_POSTPIXELSHADER_BLENDING
| WINED3DFMT_FLAG_FILTERING
,
1460 ARB_TEXTURE_RG
, NULL
},
1461 {WINED3DFMT_L16_UNORM
, GL_LUMINANCE16
, GL_LUMINANCE16
, 0,
1462 GL_LUMINANCE
, GL_UNSIGNED_SHORT
, 0,
1463 WINED3DFMT_FLAG_TEXTURE
| WINED3DFMT_FLAG_POSTPIXELSHADER_BLENDING
| WINED3DFMT_FLAG_FILTERING
,
1464 WINED3D_GL_LEGACY_CONTEXT
, NULL
},
1465 /* Bump mapping stuff */
1466 {WINED3DFMT_R8G8_SNORM
, GL_RGB8
, GL_RGB8
, 0,
1467 GL_BGR
, GL_UNSIGNED_BYTE
, 3,
1468 WINED3DFMT_FLAG_TEXTURE
| WINED3DFMT_FLAG_POSTPIXELSHADER_BLENDING
| WINED3DFMT_FLAG_FILTERING
1469 | WINED3DFMT_FLAG_BUMPMAP
,
1470 WINED3D_GL_EXT_NONE
, convert_r8g8_snorm
},
1471 {WINED3DFMT_R8G8_SNORM
, GL_DSDT8_NV
, GL_DSDT8_NV
, 0,
1472 GL_DSDT_NV
, GL_BYTE
, 0,
1473 WINED3DFMT_FLAG_TEXTURE
| WINED3DFMT_FLAG_POSTPIXELSHADER_BLENDING
| WINED3DFMT_FLAG_FILTERING
1474 | WINED3DFMT_FLAG_BUMPMAP
,
1475 NV_TEXTURE_SHADER
, NULL
},
1476 {WINED3DFMT_R8G8_SNORM
, GL_RG8_SNORM
, GL_RG8_SNORM
, 0,
1478 WINED3DFMT_FLAG_TEXTURE
| WINED3DFMT_FLAG_POSTPIXELSHADER_BLENDING
| WINED3DFMT_FLAG_FILTERING
1479 | WINED3DFMT_FLAG_RENDERTARGET
| WINED3DFMT_FLAG_BUMPMAP
,
1480 EXT_TEXTURE_SNORM
, NULL
},
1481 {WINED3DFMT_R5G5_SNORM_L6_UNORM
, GL_RGB5
, GL_RGB5
, 0,
1482 GL_RGB
, GL_UNSIGNED_SHORT_5_6_5
, 2,
1483 WINED3DFMT_FLAG_TEXTURE
| WINED3DFMT_FLAG_POSTPIXELSHADER_BLENDING
| WINED3DFMT_FLAG_FILTERING
1484 | WINED3DFMT_FLAG_BUMPMAP
,
1485 WINED3D_GL_EXT_NONE
, convert_r5g5_snorm_l6_unorm
},
1486 {WINED3DFMT_R5G5_SNORM_L6_UNORM
, GL_DSDT8_MAG8_NV
, GL_DSDT8_MAG8_NV
, 0,
1487 GL_DSDT_MAG_NV
, GL_BYTE
, 3,
1488 WINED3DFMT_FLAG_TEXTURE
| WINED3DFMT_FLAG_POSTPIXELSHADER_BLENDING
| WINED3DFMT_FLAG_FILTERING
1489 | WINED3DFMT_FLAG_BUMPMAP
,
1490 NV_TEXTURE_SHADER
, convert_r5g5_snorm_l6_unorm_nv
},
1491 {WINED3DFMT_R5G5_SNORM_L6_UNORM
, GL_RGB8_SNORM
, GL_RGB8_SNORM
, 0,
1492 GL_RGBA
, GL_BYTE
, 4,
1493 WINED3DFMT_FLAG_TEXTURE
| WINED3DFMT_FLAG_POSTPIXELSHADER_BLENDING
| WINED3DFMT_FLAG_FILTERING
1494 | WINED3DFMT_FLAG_BUMPMAP
,
1495 EXT_TEXTURE_SNORM
, convert_r5g5_snorm_l6_unorm_ext
},
1496 {WINED3DFMT_R8G8_SNORM_L8X8_UNORM
, GL_RGB8
, GL_RGB8
, 0,
1497 GL_BGRA
, GL_UNSIGNED_INT_8_8_8_8_REV
, 4,
1498 WINED3DFMT_FLAG_TEXTURE
| WINED3DFMT_FLAG_POSTPIXELSHADER_BLENDING
| WINED3DFMT_FLAG_FILTERING
1499 | WINED3DFMT_FLAG_BUMPMAP
,
1500 WINED3D_GL_EXT_NONE
, convert_r8g8_snorm_l8x8_unorm
},
1501 {WINED3DFMT_R8G8_SNORM_L8X8_UNORM
, GL_DSDT8_MAG8_INTENSITY8_NV
, GL_DSDT8_MAG8_INTENSITY8_NV
, 0,
1502 GL_DSDT_MAG_VIB_NV
, GL_UNSIGNED_INT_8_8_S8_S8_REV_NV
, 4,
1503 WINED3DFMT_FLAG_TEXTURE
| WINED3DFMT_FLAG_POSTPIXELSHADER_BLENDING
| WINED3DFMT_FLAG_FILTERING
1504 | WINED3DFMT_FLAG_BUMPMAP
,
1505 NV_TEXTURE_SHADER
, convert_r8g8_snorm_l8x8_unorm_nv
},
1506 {WINED3DFMT_R8G8B8A8_SNORM
, GL_RGBA8
, GL_RGBA8
, 0,
1507 GL_BGRA
, GL_UNSIGNED_BYTE
, 4,
1508 WINED3DFMT_FLAG_TEXTURE
| WINED3DFMT_FLAG_POSTPIXELSHADER_BLENDING
| WINED3DFMT_FLAG_FILTERING
1509 | WINED3DFMT_FLAG_BUMPMAP
,
1510 WINED3D_GL_EXT_NONE
, convert_r8g8b8a8_snorm
},
1511 {WINED3DFMT_R8G8B8A8_SNORM
, GL_SIGNED_RGBA8_NV
, GL_SIGNED_RGBA8_NV
, 0,
1512 GL_RGBA
, GL_BYTE
, 0,
1513 WINED3DFMT_FLAG_TEXTURE
| WINED3DFMT_FLAG_POSTPIXELSHADER_BLENDING
| WINED3DFMT_FLAG_FILTERING
1514 | WINED3DFMT_FLAG_BUMPMAP
,
1515 NV_TEXTURE_SHADER
, NULL
},
1516 {WINED3DFMT_R8G8B8A8_SNORM
, GL_RGBA8_SNORM
, GL_RGBA8_SNORM
, 0,
1517 GL_RGBA
, GL_BYTE
, 0,
1518 WINED3DFMT_FLAG_TEXTURE
| WINED3DFMT_FLAG_POSTPIXELSHADER_BLENDING
| WINED3DFMT_FLAG_FILTERING
1519 | WINED3DFMT_FLAG_RENDERTARGET
| WINED3DFMT_FLAG_BUMPMAP
,
1520 EXT_TEXTURE_SNORM
, NULL
},
1521 {WINED3DFMT_R16G16_SNORM
, GL_RGB16
, GL_RGB16
, 0,
1522 GL_BGR
, GL_UNSIGNED_SHORT
, 6,
1523 WINED3DFMT_FLAG_TEXTURE
| WINED3DFMT_FLAG_POSTPIXELSHADER_BLENDING
| WINED3DFMT_FLAG_FILTERING
1524 | WINED3DFMT_FLAG_BUMPMAP
,
1525 WINED3D_GL_EXT_NONE
, convert_r16g16_snorm
},
1526 {WINED3DFMT_R16G16_SNORM
, GL_SIGNED_HILO16_NV
, GL_SIGNED_HILO16_NV
, 0,
1527 GL_HILO_NV
, GL_SHORT
, 0,
1528 WINED3DFMT_FLAG_TEXTURE
| WINED3DFMT_FLAG_POSTPIXELSHADER_BLENDING
| WINED3DFMT_FLAG_FILTERING
1529 | WINED3DFMT_FLAG_BUMPMAP
,
1530 NV_TEXTURE_SHADER
, NULL
},
1531 {WINED3DFMT_R16G16_SNORM
, GL_RG16_SNORM
, GL_RG16_SNORM
, 0,
1533 WINED3DFMT_FLAG_TEXTURE
| WINED3DFMT_FLAG_POSTPIXELSHADER_BLENDING
| WINED3DFMT_FLAG_FILTERING
1534 | WINED3DFMT_FLAG_RENDERTARGET
| WINED3DFMT_FLAG_BUMPMAP
,
1535 EXT_TEXTURE_SNORM
, NULL
},
1536 {WINED3DFMT_R16G16B16A16_SNORM
, GL_RGBA16_SNORM
, GL_RGBA16_SNORM
, 0,
1537 GL_RGBA
, GL_SHORT
, 0,
1538 WINED3DFMT_FLAG_TEXTURE
| WINED3DFMT_FLAG_POSTPIXELSHADER_BLENDING
| WINED3DFMT_FLAG_FILTERING
1539 | WINED3DFMT_FLAG_RENDERTARGET
,
1540 EXT_TEXTURE_SNORM
, NULL
},
1541 {WINED3DFMT_R16_SNORM
, GL_R16_SNORM
, GL_R16_SNORM
, 0,
1542 GL_RED
, GL_SHORT
, 0,
1543 WINED3DFMT_FLAG_TEXTURE
| WINED3DFMT_FLAG_POSTPIXELSHADER_BLENDING
| WINED3DFMT_FLAG_FILTERING
1544 | WINED3DFMT_FLAG_RENDERTARGET
,
1545 EXT_TEXTURE_SNORM
, NULL
},
1546 {WINED3DFMT_R8_SNORM
, GL_R8_SNORM
, GL_R8_SNORM
, 0,
1548 WINED3DFMT_FLAG_TEXTURE
| WINED3DFMT_FLAG_POSTPIXELSHADER_BLENDING
| WINED3DFMT_FLAG_FILTERING
1549 | WINED3DFMT_FLAG_RENDERTARGET
,
1550 EXT_TEXTURE_SNORM
, NULL
},
1551 /* Depth stencil formats */
1552 {WINED3DFMT_D16_LOCKABLE
, GL_DEPTH_COMPONENT
, GL_DEPTH_COMPONENT
, 0,
1553 GL_DEPTH_COMPONENT
, GL_UNSIGNED_SHORT
, 0,
1554 WINED3DFMT_FLAG_DEPTH
,
1555 WINED3D_GL_EXT_NONE
, NULL
},
1556 {WINED3DFMT_D16_LOCKABLE
, GL_DEPTH_COMPONENT24_ARB
, GL_DEPTH_COMPONENT24_ARB
, 0,
1557 GL_DEPTH_COMPONENT
, GL_UNSIGNED_SHORT
, 0,
1558 WINED3DFMT_FLAG_TEXTURE
| WINED3DFMT_FLAG_DEPTH
| WINED3DFMT_FLAG_SHADOW
,
1559 ARB_DEPTH_TEXTURE
, NULL
},
1560 {WINED3DFMT_D32_UNORM
, GL_DEPTH_COMPONENT
, GL_DEPTH_COMPONENT
, 0,
1561 GL_DEPTH_COMPONENT
, GL_UNSIGNED_INT
, 0,
1562 WINED3DFMT_FLAG_DEPTH
,
1563 WINED3D_GL_EXT_NONE
, NULL
},
1564 {WINED3DFMT_D32_UNORM
, GL_DEPTH_COMPONENT32_ARB
, GL_DEPTH_COMPONENT32_ARB
, 0,
1565 GL_DEPTH_COMPONENT
, GL_UNSIGNED_INT
, 0,
1566 WINED3DFMT_FLAG_TEXTURE
| WINED3DFMT_FLAG_DEPTH
| WINED3DFMT_FLAG_SHADOW
,
1567 ARB_DEPTH_TEXTURE
, NULL
},
1568 {WINED3DFMT_S1_UINT_D15_UNORM
, GL_DEPTH_COMPONENT24_ARB
, GL_DEPTH_COMPONENT24_ARB
, 0,
1569 GL_DEPTH_COMPONENT
, GL_UNSIGNED_SHORT
, 0,
1570 WINED3DFMT_FLAG_DEPTH
| WINED3DFMT_FLAG_SHADOW
,
1571 ARB_DEPTH_TEXTURE
, NULL
},
1572 {WINED3DFMT_S1_UINT_D15_UNORM
, GL_DEPTH24_STENCIL8_EXT
, GL_DEPTH24_STENCIL8_EXT
, 0,
1573 GL_DEPTH_STENCIL_EXT
, GL_UNSIGNED_INT_24_8_EXT
, 4,
1574 WINED3DFMT_FLAG_DEPTH
| WINED3DFMT_FLAG_STENCIL
| WINED3DFMT_FLAG_SHADOW
,
1575 EXT_PACKED_DEPTH_STENCIL
, convert_s1_uint_d15_unorm
},
1576 {WINED3DFMT_S1_UINT_D15_UNORM
, GL_DEPTH24_STENCIL8
, GL_DEPTH24_STENCIL8
, 0,
1577 GL_DEPTH_STENCIL
, GL_UNSIGNED_INT_24_8
, 4,
1578 WINED3DFMT_FLAG_DEPTH
| WINED3DFMT_FLAG_STENCIL
| WINED3DFMT_FLAG_SHADOW
,
1579 ARB_FRAMEBUFFER_OBJECT
, convert_s1_uint_d15_unorm
},
1580 {WINED3DFMT_D24_UNORM_S8_UINT
, GL_DEPTH_COMPONENT24_ARB
, GL_DEPTH_COMPONENT24_ARB
, 0,
1581 GL_DEPTH_COMPONENT
, GL_UNSIGNED_INT
, 0,
1582 WINED3DFMT_FLAG_TEXTURE
| WINED3DFMT_FLAG_POSTPIXELSHADER_BLENDING
| WINED3DFMT_FLAG_FILTERING
1583 | WINED3DFMT_FLAG_DEPTH
| WINED3DFMT_FLAG_SHADOW
,
1584 ARB_DEPTH_TEXTURE
, NULL
},
1585 {WINED3DFMT_D24_UNORM_S8_UINT
, GL_DEPTH24_STENCIL8_EXT
, GL_DEPTH24_STENCIL8_EXT
, 0,
1586 GL_DEPTH_STENCIL_EXT
, GL_UNSIGNED_INT_24_8_EXT
, 0,
1587 WINED3DFMT_FLAG_TEXTURE
| WINED3DFMT_FLAG_POSTPIXELSHADER_BLENDING
| WINED3DFMT_FLAG_FILTERING
1588 | WINED3DFMT_FLAG_DEPTH
| WINED3DFMT_FLAG_STENCIL
| WINED3DFMT_FLAG_SHADOW
,
1589 EXT_PACKED_DEPTH_STENCIL
, NULL
},
1590 {WINED3DFMT_D24_UNORM_S8_UINT
, GL_DEPTH24_STENCIL8
, GL_DEPTH24_STENCIL8
, 0,
1591 GL_DEPTH_STENCIL
, GL_UNSIGNED_INT_24_8
, 0,
1592 WINED3DFMT_FLAG_TEXTURE
| WINED3DFMT_FLAG_POSTPIXELSHADER_BLENDING
| WINED3DFMT_FLAG_FILTERING
1593 | WINED3DFMT_FLAG_DEPTH
| WINED3DFMT_FLAG_STENCIL
| WINED3DFMT_FLAG_SHADOW
,
1594 ARB_FRAMEBUFFER_OBJECT
, NULL
},
1595 {WINED3DFMT_X8D24_UNORM
, GL_DEPTH_COMPONENT
, GL_DEPTH_COMPONENT
, 0,
1596 GL_DEPTH_COMPONENT
, GL_UNSIGNED_INT
, 4,
1597 WINED3DFMT_FLAG_DEPTH
,
1598 WINED3D_GL_EXT_NONE
, convert_x8_d24_unorm
},
1599 {WINED3DFMT_X8D24_UNORM
, GL_DEPTH_COMPONENT24_ARB
, GL_DEPTH_COMPONENT24_ARB
, 0,
1600 GL_DEPTH_COMPONENT
, GL_UNSIGNED_INT
, 4,
1601 WINED3DFMT_FLAG_TEXTURE
| WINED3DFMT_FLAG_POSTPIXELSHADER_BLENDING
| WINED3DFMT_FLAG_FILTERING
1602 | WINED3DFMT_FLAG_DEPTH
| WINED3DFMT_FLAG_SHADOW
,
1603 ARB_DEPTH_TEXTURE
, convert_x8_d24_unorm
},
1604 {WINED3DFMT_S4X4_UINT_D24_UNORM
, GL_DEPTH_COMPONENT24_ARB
, GL_DEPTH_COMPONENT24_ARB
, 0,
1605 GL_DEPTH_COMPONENT
, GL_UNSIGNED_INT
, 0,
1606 WINED3DFMT_FLAG_DEPTH
| WINED3DFMT_FLAG_SHADOW
,
1607 ARB_DEPTH_TEXTURE
, NULL
},
1608 {WINED3DFMT_S4X4_UINT_D24_UNORM
, GL_DEPTH24_STENCIL8_EXT
, GL_DEPTH24_STENCIL8_EXT
, 0,
1609 GL_DEPTH_STENCIL_EXT
, GL_UNSIGNED_INT_24_8_EXT
, 4,
1610 WINED3DFMT_FLAG_DEPTH
| WINED3DFMT_FLAG_STENCIL
| WINED3DFMT_FLAG_SHADOW
,
1611 EXT_PACKED_DEPTH_STENCIL
, convert_s4x4_uint_d24_unorm
},
1612 {WINED3DFMT_S4X4_UINT_D24_UNORM
, GL_DEPTH24_STENCIL8
, GL_DEPTH24_STENCIL8
, 0,
1613 GL_DEPTH_STENCIL
, GL_UNSIGNED_INT_24_8
, 4,
1614 WINED3DFMT_FLAG_DEPTH
| WINED3DFMT_FLAG_STENCIL
| WINED3DFMT_FLAG_SHADOW
,
1615 ARB_FRAMEBUFFER_OBJECT
, convert_s4x4_uint_d24_unorm
},
1616 {WINED3DFMT_D16_UNORM
, GL_DEPTH_COMPONENT
, GL_DEPTH_COMPONENT
, 0,
1617 GL_DEPTH_COMPONENT
, GL_UNSIGNED_SHORT
, 0,
1618 WINED3DFMT_FLAG_DEPTH
,
1619 WINED3D_GL_EXT_NONE
, NULL
},
1620 {WINED3DFMT_D16_UNORM
, GL_DEPTH_COMPONENT24_ARB
, GL_DEPTH_COMPONENT24_ARB
, 0,
1621 GL_DEPTH_COMPONENT
, GL_UNSIGNED_SHORT
, 0,
1622 WINED3DFMT_FLAG_TEXTURE
| WINED3DFMT_FLAG_POSTPIXELSHADER_BLENDING
| WINED3DFMT_FLAG_FILTERING
1623 | WINED3DFMT_FLAG_DEPTH
| WINED3DFMT_FLAG_SHADOW
,
1624 ARB_DEPTH_TEXTURE
, NULL
},
1625 {WINED3DFMT_D32_FLOAT
, GL_DEPTH_COMPONENT32F
, GL_DEPTH_COMPONENT32F
, 0,
1626 GL_DEPTH_COMPONENT
, GL_FLOAT
, 0,
1627 WINED3DFMT_FLAG_TEXTURE
| WINED3DFMT_FLAG_DEPTH
| WINED3DFMT_FLAG_SHADOW
,
1628 ARB_DEPTH_BUFFER_FLOAT
, NULL
},
1629 {WINED3DFMT_D32_FLOAT_S8X24_UINT
, GL_DEPTH32F_STENCIL8
, GL_DEPTH32F_STENCIL8
, 0,
1630 GL_DEPTH_STENCIL
, GL_FLOAT_32_UNSIGNED_INT_24_8_REV
, 0,
1631 WINED3DFMT_FLAG_TEXTURE
| WINED3DFMT_FLAG_DEPTH
| WINED3DFMT_FLAG_STENCIL
| WINED3DFMT_FLAG_SHADOW
,
1632 ARB_DEPTH_BUFFER_FLOAT
, NULL
},
1633 {WINED3DFMT_S8_UINT_D24_FLOAT
, GL_DEPTH32F_STENCIL8
, GL_DEPTH32F_STENCIL8
, 0,
1634 GL_DEPTH_STENCIL
, GL_FLOAT_32_UNSIGNED_INT_24_8_REV
, 8,
1635 WINED3DFMT_FLAG_TEXTURE
| WINED3DFMT_FLAG_DEPTH
| WINED3DFMT_FLAG_STENCIL
| WINED3DFMT_FLAG_SHADOW
,
1636 ARB_DEPTH_BUFFER_FLOAT
, convert_s8_uint_d24_float
},
1637 {WINED3DFMT_R32G32B32A32_UINT
, GL_RGBA32UI
, GL_RGBA32UI
, 0,
1638 GL_RGBA_INTEGER
, GL_UNSIGNED_INT
, 0,
1639 WINED3DFMT_FLAG_TEXTURE
| WINED3DFMT_FLAG_RENDERTARGET
,
1640 EXT_TEXTURE_INTEGER
, NULL
},
1641 {WINED3DFMT_R32G32B32A32_SINT
, GL_RGBA32I
, GL_RGBA32I
, 0,
1642 GL_RGBA_INTEGER
, GL_INT
, 0,
1643 WINED3DFMT_FLAG_TEXTURE
| WINED3DFMT_FLAG_RENDERTARGET
,
1644 EXT_TEXTURE_INTEGER
, NULL
},
1645 /* Vendor-specific formats */
1646 {WINED3DFMT_ATI1N
, GL_COMPRESSED_RED_RGTC1
, GL_COMPRESSED_RED_RGTC1
, 0,
1647 GL_RED
, GL_UNSIGNED_BYTE
, 0,
1648 WINED3DFMT_FLAG_TEXTURE
| WINED3DFMT_FLAG_POSTPIXELSHADER_BLENDING
| WINED3DFMT_FLAG_FILTERING
1649 | WINED3DFMT_FLAG_COMPRESSED
,
1650 ARB_TEXTURE_COMPRESSION_RGTC
, NULL
},
1651 {WINED3DFMT_ATI2N
, GL_COMPRESSED_LUMINANCE_ALPHA_3DC_ATI
, GL_COMPRESSED_LUMINANCE_ALPHA_3DC_ATI
, 0,
1652 GL_LUMINANCE_ALPHA
, GL_UNSIGNED_BYTE
, 0,
1653 WINED3DFMT_FLAG_TEXTURE
| WINED3DFMT_FLAG_POSTPIXELSHADER_BLENDING
| WINED3DFMT_FLAG_FILTERING
1654 | WINED3DFMT_FLAG_COMPRESSED
,
1655 ATI_TEXTURE_COMPRESSION_3DC
, NULL
},
1656 {WINED3DFMT_ATI2N
, GL_COMPRESSED_RG_RGTC2
, GL_COMPRESSED_RG_RGTC2
, 0,
1657 GL_LUMINANCE_ALPHA
, GL_UNSIGNED_BYTE
, 0,
1658 WINED3DFMT_FLAG_TEXTURE
| WINED3DFMT_FLAG_POSTPIXELSHADER_BLENDING
| WINED3DFMT_FLAG_FILTERING
1659 | WINED3DFMT_FLAG_COMPRESSED
,
1660 EXT_TEXTURE_COMPRESSION_RGTC
, NULL
},
1661 {WINED3DFMT_ATI2N
, GL_COMPRESSED_RG_RGTC2
, GL_COMPRESSED_RG_RGTC2
, 0,
1662 GL_RG
, GL_UNSIGNED_BYTE
, 0,
1663 WINED3DFMT_FLAG_TEXTURE
| WINED3DFMT_FLAG_POSTPIXELSHADER_BLENDING
| WINED3DFMT_FLAG_FILTERING
1664 | WINED3DFMT_FLAG_COMPRESSED
,
1665 ARB_TEXTURE_COMPRESSION_RGTC
, NULL
},
1666 {WINED3DFMT_INTZ
, GL_DEPTH24_STENCIL8_EXT
, GL_DEPTH24_STENCIL8_EXT
, 0,
1667 GL_DEPTH_STENCIL_EXT
, GL_UNSIGNED_INT_24_8_EXT
, 0,
1668 WINED3DFMT_FLAG_TEXTURE
| WINED3DFMT_FLAG_POSTPIXELSHADER_BLENDING
| WINED3DFMT_FLAG_FILTERING
1669 | WINED3DFMT_FLAG_DEPTH
| WINED3DFMT_FLAG_STENCIL
,
1670 EXT_PACKED_DEPTH_STENCIL
, NULL
},
1671 {WINED3DFMT_INTZ
, GL_DEPTH24_STENCIL8
, GL_DEPTH24_STENCIL8
, 0,
1672 GL_DEPTH_STENCIL
, GL_UNSIGNED_INT_24_8
, 0,
1673 WINED3DFMT_FLAG_TEXTURE
| WINED3DFMT_FLAG_POSTPIXELSHADER_BLENDING
| WINED3DFMT_FLAG_FILTERING
1674 | WINED3DFMT_FLAG_DEPTH
| WINED3DFMT_FLAG_STENCIL
,
1675 ARB_FRAMEBUFFER_OBJECT
, NULL
},
1676 {WINED3DFMT_NULL
, 0, 0, 0,
1677 GL_RGBA
, GL_UNSIGNED_INT_8_8_8_8_REV
, 0,
1678 WINED3DFMT_FLAG_TEXTURE
| WINED3DFMT_FLAG_RENDERTARGET
| WINED3DFMT_FLAG_FBO_ATTACHABLE
,
1679 ARB_FRAMEBUFFER_OBJECT
, NULL
},
1680 /* DirectX 10 HDR formats */
1681 {WINED3DFMT_R9G9B9E5_SHAREDEXP
, GL_RGB9_E5_EXT
, GL_RGB9_E5_EXT
, 0,
1682 GL_RGB
, GL_UNSIGNED_INT_5_9_9_9_REV_EXT
, 0,
1683 WINED3DFMT_FLAG_TEXTURE
| WINED3DFMT_FLAG_POSTPIXELSHADER_BLENDING
| WINED3DFMT_FLAG_FILTERING
,
1684 EXT_TEXTURE_SHARED_EXPONENT
, NULL
},
1687 struct wined3d_format_srgb_info
1689 enum wined3d_format_id srgb_format_id
;
1690 enum wined3d_format_id base_format_id
;
1693 static const struct wined3d_format_srgb_info format_srgb_info
[] =
1695 {WINED3DFMT_R8G8B8A8_UNORM_SRGB
, WINED3DFMT_R8G8B8A8_UNORM
},
1696 {WINED3DFMT_BC1_UNORM_SRGB
, WINED3DFMT_BC1_UNORM
},
1697 {WINED3DFMT_BC2_UNORM_SRGB
, WINED3DFMT_BC2_UNORM
},
1698 {WINED3DFMT_BC3_UNORM_SRGB
, WINED3DFMT_BC3_UNORM
},
1699 {WINED3DFMT_B8G8R8A8_UNORM_SRGB
, WINED3DFMT_B8G8R8A8_UNORM
},
1700 {WINED3DFMT_B8G8R8X8_UNORM_SRGB
, WINED3DFMT_B8G8R8X8_UNORM
},
1701 {WINED3DFMT_BC7_UNORM_SRGB
, WINED3DFMT_BC7_UNORM
},
1704 static inline int get_format_idx(enum wined3d_format_id format_id
)
1708 if (format_id
< WINED3D_FORMAT_FOURCC_BASE
)
1711 for (i
= 0; i
< ARRAY_SIZE(format_index_remap
); ++i
)
1713 if (format_index_remap
[i
].id
== format_id
)
1714 return format_index_remap
[i
].idx
;
1720 static struct wined3d_format
*get_format_internal(struct wined3d_gl_info
*gl_info
,
1721 enum wined3d_format_id format_id
)
1725 if ((fmt_idx
= get_format_idx(format_id
)) == -1)
1727 ERR("Format %s (%#x) not found.\n", debug_d3dformat(format_id
), format_id
);
1731 return &gl_info
->formats
[fmt_idx
];
1734 static void copy_format(struct wined3d_format
*dst_format
, const struct wined3d_format
*src_format
)
1736 enum wined3d_format_id id
= dst_format
->id
;
1737 *dst_format
= *src_format
;
1738 dst_format
->id
= id
;
1741 static void format_set_flag(struct wined3d_format
*format
, unsigned int flag
)
1745 for (i
= 0; i
< ARRAY_SIZE(format
->flags
); ++i
)
1746 format
->flags
[i
] |= flag
;
1749 static void format_clear_flag(struct wined3d_format
*format
, unsigned int flag
)
1753 for (i
= 0; i
< ARRAY_SIZE(format
->flags
); ++i
)
1754 format
->flags
[i
] &= ~flag
;
1757 static enum wined3d_channel_type
map_channel_type(char t
)
1762 return WINED3D_CHANNEL_TYPE_UNORM
;
1764 return WINED3D_CHANNEL_TYPE_SNORM
;
1766 return WINED3D_CHANNEL_TYPE_UINT
;
1768 return WINED3D_CHANNEL_TYPE_SINT
;
1770 return WINED3D_CHANNEL_TYPE_FLOAT
;
1772 return WINED3D_CHANNEL_TYPE_DEPTH
;
1774 return WINED3D_CHANNEL_TYPE_STENCIL
;
1776 return WINED3D_CHANNEL_TYPE_UNUSED
;
1778 ERR("Invalid channel type '%c'.\n", t
);
1779 return WINED3D_CHANNEL_TYPE_NONE
;
1783 static BOOL
init_format_base_info(struct wined3d_gl_info
*gl_info
)
1785 struct wined3d_format
*format
;
1788 gl_info
->format_count
= WINED3D_FORMAT_COUNT
;
1789 if (!(gl_info
->formats
= wined3d_calloc(gl_info
->format_count
1790 + ARRAY_SIZE(typeless_depth_stencil_formats
), sizeof(*gl_info
->formats
))))
1792 ERR("Failed to allocate memory.\n");
1796 for (i
= 0; i
< ARRAY_SIZE(formats
); ++i
)
1798 if (!(format
= get_format_internal(gl_info
, formats
[i
].id
)))
1801 format
->id
= formats
[i
].id
;
1802 format
->red_size
= formats
[i
].red_size
;
1803 format
->green_size
= formats
[i
].green_size
;
1804 format
->blue_size
= formats
[i
].blue_size
;
1805 format
->alpha_size
= formats
[i
].alpha_size
;
1806 format
->red_offset
= formats
[i
].red_offset
;
1807 format
->green_offset
= formats
[i
].green_offset
;
1808 format
->blue_offset
= formats
[i
].blue_offset
;
1809 format
->alpha_offset
= formats
[i
].alpha_offset
;
1810 format
->byte_count
= formats
[i
].bpp
;
1811 format
->depth_size
= formats
[i
].depth_size
;
1812 format
->stencil_size
= formats
[i
].stencil_size
;
1813 format
->block_width
= 1;
1814 format
->block_height
= 1;
1815 format
->block_byte_count
= formats
[i
].bpp
;
1818 for (i
= 0; i
< ARRAY_SIZE(typed_formats
); ++i
)
1820 const struct wined3d_format
*typeless_format
;
1823 if (!(format
= get_format_internal(gl_info
, typed_formats
[i
].id
)))
1826 if (!(typeless_format
= get_format_internal(gl_info
, typed_formats
[i
].typeless_id
)))
1829 format
->id
= typed_formats
[i
].id
;
1830 format
->red_size
= typeless_format
->red_size
;
1831 format
->green_size
= typeless_format
->green_size
;
1832 format
->blue_size
= typeless_format
->blue_size
;
1833 format
->alpha_size
= typeless_format
->alpha_size
;
1834 format
->red_offset
= typeless_format
->red_offset
;
1835 format
->green_offset
= typeless_format
->green_offset
;
1836 format
->blue_offset
= typeless_format
->blue_offset
;
1837 format
->alpha_offset
= typeless_format
->alpha_offset
;
1838 format
->byte_count
= typeless_format
->byte_count
;
1839 format
->depth_size
= typeless_format
->depth_size
;
1840 format
->stencil_size
= typeless_format
->stencil_size
;
1841 format
->block_width
= typeless_format
->block_width
;
1842 format
->block_height
= typeless_format
->block_height
;
1843 format
->block_byte_count
= typeless_format
->block_byte_count
;
1844 format
->typeless_id
= typeless_format
->id
;
1846 for (j
= 0; j
< strlen(typed_formats
[i
].channels
); ++j
)
1848 enum wined3d_channel_type channel_type
= map_channel_type(typed_formats
[i
].channels
[j
]);
1849 if (channel_type
== WINED3D_CHANNEL_TYPE_UINT
|| channel_type
== WINED3D_CHANNEL_TYPE_SINT
)
1850 flags
|= WINED3DFMT_FLAG_INTEGER
;
1851 if (channel_type
== WINED3D_CHANNEL_TYPE_FLOAT
)
1852 flags
|= WINED3DFMT_FLAG_FLOAT
;
1854 if (channel_type
== WINED3D_CHANNEL_TYPE_DEPTH
&& !format
->depth_size
)
1856 format
->depth_size
= format
->red_size
;
1857 format
->red_size
= format
->red_offset
= 0;
1861 format_set_flag(format
, flags
);
1864 for (i
= 0; i
< ARRAY_SIZE(ddi_formats
); ++i
)
1866 if (!(format
= get_format_internal(gl_info
, ddi_formats
[i
].id
)))
1869 format
->ddi_format
= ddi_formats
[i
].ddi_format
;
1872 for (i
= 0; i
< ARRAY_SIZE(format_base_flags
); ++i
)
1874 if (!(format
= get_format_internal(gl_info
, format_base_flags
[i
].id
)))
1877 format_set_flag(format
, format_base_flags
[i
].flags
);
1883 HeapFree(GetProcessHeap(), 0, gl_info
->formats
);
1887 static BOOL
init_format_block_info(struct wined3d_gl_info
*gl_info
)
1889 struct wined3d_format
*format
;
1892 for (i
= 0; i
< ARRAY_SIZE(format_block_info
); ++i
)
1894 if (!(format
= get_format_internal(gl_info
, format_block_info
[i
].id
)))
1897 format
->block_width
= format_block_info
[i
].block_width
;
1898 format
->block_height
= format_block_info
[i
].block_height
;
1899 format
->block_byte_count
= format_block_info
[i
].block_byte_count
;
1900 format_set_flag(format
, WINED3DFMT_FLAG_BLOCKS
);
1901 if (!format_block_info
[i
].verify
)
1902 format_set_flag(format
, WINED3DFMT_FLAG_BLOCKS_NO_VERIFY
);
1908 static GLenum
wined3d_gl_type_to_enum(enum wined3d_gl_resource_type type
)
1912 case WINED3D_GL_RES_TYPE_TEX_1D
:
1913 return GL_TEXTURE_1D
;
1914 case WINED3D_GL_RES_TYPE_TEX_2D
:
1915 return GL_TEXTURE_2D
;
1916 case WINED3D_GL_RES_TYPE_TEX_3D
:
1917 return GL_TEXTURE_3D
;
1918 case WINED3D_GL_RES_TYPE_TEX_CUBE
:
1919 return GL_TEXTURE_CUBE_MAP_ARB
;
1920 case WINED3D_GL_RES_TYPE_TEX_RECT
:
1921 return GL_TEXTURE_RECTANGLE_ARB
;
1922 case WINED3D_GL_RES_TYPE_BUFFER
:
1923 return GL_TEXTURE_2D
; /* TODO: GL_TEXTURE_BUFFER. */
1924 case WINED3D_GL_RES_TYPE_RB
:
1925 return GL_RENDERBUFFER
;
1926 case WINED3D_GL_RES_TYPE_COUNT
:
1929 ERR("Unexpected GL resource type %u.\n", type
);
1933 static void delete_fbo_attachment(const struct wined3d_gl_info
*gl_info
,
1934 enum wined3d_gl_resource_type d3d_type
, GLuint object
)
1938 case WINED3D_GL_RES_TYPE_TEX_1D
:
1939 case WINED3D_GL_RES_TYPE_TEX_2D
:
1940 case WINED3D_GL_RES_TYPE_TEX_RECT
:
1941 case WINED3D_GL_RES_TYPE_TEX_3D
:
1942 case WINED3D_GL_RES_TYPE_TEX_CUBE
:
1943 gl_info
->gl_ops
.gl
.p_glDeleteTextures(1, &object
);
1946 case WINED3D_GL_RES_TYPE_RB
:
1947 gl_info
->fbo_ops
.glDeleteRenderbuffers(1, &object
);
1950 case WINED3D_GL_RES_TYPE_BUFFER
:
1951 case WINED3D_GL_RES_TYPE_COUNT
:
1956 /* Context activation is done by the caller. */
1957 static void create_and_bind_fbo_attachment(const struct wined3d_gl_info
*gl_info
, unsigned int flags
,
1958 enum wined3d_gl_resource_type d3d_type
, GLuint
*object
, GLenum internal
, GLenum format
, GLenum type
)
1960 GLenum attach_type
= flags
& WINED3DFMT_FLAG_DEPTH
?
1961 GL_DEPTH_ATTACHMENT
: GL_COLOR_ATTACHMENT0
;
1965 case WINED3D_GL_RES_TYPE_TEX_1D
:
1966 gl_info
->gl_ops
.gl
.p_glGenTextures(1, object
);
1967 gl_info
->gl_ops
.gl
.p_glBindTexture(GL_TEXTURE_1D
, *object
);
1968 gl_info
->gl_ops
.gl
.p_glTexImage1D(GL_TEXTURE_1D
, 0, internal
, 16, 0, format
, type
, NULL
);
1969 gl_info
->gl_ops
.gl
.p_glTexParameteri(GL_TEXTURE_1D
, GL_TEXTURE_MIN_FILTER
, GL_NEAREST
);
1970 gl_info
->gl_ops
.gl
.p_glTexParameteri(GL_TEXTURE_1D
, GL_TEXTURE_MAG_FILTER
, GL_NEAREST
);
1972 gl_info
->fbo_ops
.glFramebufferTexture1D(GL_FRAMEBUFFER
, attach_type
, GL_TEXTURE_1D
,
1974 if (flags
& WINED3DFMT_FLAG_STENCIL
)
1975 gl_info
->fbo_ops
.glFramebufferTexture1D(GL_FRAMEBUFFER
, GL_STENCIL_ATTACHMENT
, GL_TEXTURE_1D
,
1979 case WINED3D_GL_RES_TYPE_TEX_2D
:
1980 case WINED3D_GL_RES_TYPE_TEX_RECT
:
1981 gl_info
->gl_ops
.gl
.p_glGenTextures(1, object
);
1982 gl_info
->gl_ops
.gl
.p_glBindTexture(wined3d_gl_type_to_enum(d3d_type
), *object
);
1983 gl_info
->gl_ops
.gl
.p_glTexImage2D(wined3d_gl_type_to_enum(d3d_type
), 0, internal
, 16, 16, 0,
1984 format
, type
, NULL
);
1985 gl_info
->gl_ops
.gl
.p_glTexParameteri(wined3d_gl_type_to_enum(d3d_type
), GL_TEXTURE_MIN_FILTER
, GL_NEAREST
);
1986 gl_info
->gl_ops
.gl
.p_glTexParameteri(wined3d_gl_type_to_enum(d3d_type
), GL_TEXTURE_MAG_FILTER
, GL_NEAREST
);
1988 gl_info
->fbo_ops
.glFramebufferTexture2D(GL_FRAMEBUFFER
, attach_type
,
1989 wined3d_gl_type_to_enum(d3d_type
), *object
, 0);
1990 if (flags
& WINED3DFMT_FLAG_STENCIL
)
1991 gl_info
->fbo_ops
.glFramebufferTexture2D(GL_FRAMEBUFFER
, GL_STENCIL_ATTACHMENT
,
1992 wined3d_gl_type_to_enum(d3d_type
), *object
, 0);
1995 case WINED3D_GL_RES_TYPE_TEX_3D
:
1996 gl_info
->gl_ops
.gl
.p_glGenTextures(1, object
);
1997 gl_info
->gl_ops
.gl
.p_glBindTexture(GL_TEXTURE_3D
, *object
);
1998 GL_EXTCALL(glTexImage3D(GL_TEXTURE_3D
, 0, internal
, 16, 16, 16, 0, format
, type
, NULL
));
1999 gl_info
->gl_ops
.gl
.p_glTexParameteri(GL_TEXTURE_3D
, GL_TEXTURE_MIN_FILTER
, GL_NEAREST
);
2000 gl_info
->gl_ops
.gl
.p_glTexParameteri(GL_TEXTURE_3D
, GL_TEXTURE_MAG_FILTER
, GL_NEAREST
);
2002 gl_info
->fbo_ops
.glFramebufferTexture3D(GL_FRAMEBUFFER
, attach_type
,
2003 GL_TEXTURE_3D
, *object
, 0, 0);
2004 if (flags
& WINED3DFMT_FLAG_STENCIL
)
2005 gl_info
->fbo_ops
.glFramebufferTexture3D(GL_FRAMEBUFFER
, GL_STENCIL_ATTACHMENT
,
2006 GL_TEXTURE_3D
, *object
, 0, 0);
2009 case WINED3D_GL_RES_TYPE_TEX_CUBE
:
2010 gl_info
->gl_ops
.gl
.p_glGenTextures(1, object
);
2011 gl_info
->gl_ops
.gl
.p_glBindTexture(GL_TEXTURE_CUBE_MAP_ARB
, *object
);
2012 gl_info
->gl_ops
.gl
.p_glTexImage2D(GL_TEXTURE_CUBE_MAP_POSITIVE_X_ARB
, 0, internal
, 16, 16, 0,
2013 format
, type
, NULL
);
2014 gl_info
->gl_ops
.gl
.p_glTexImage2D(GL_TEXTURE_CUBE_MAP_NEGATIVE_X_ARB
, 0, internal
, 16, 16, 0,
2015 format
, type
, NULL
);
2016 gl_info
->gl_ops
.gl
.p_glTexImage2D(GL_TEXTURE_CUBE_MAP_POSITIVE_Y_ARB
, 0, internal
, 16, 16, 0,
2017 format
, type
, NULL
);
2018 gl_info
->gl_ops
.gl
.p_glTexImage2D(GL_TEXTURE_CUBE_MAP_NEGATIVE_Y_ARB
, 0, internal
, 16, 16, 0,
2019 format
, type
, NULL
);
2020 gl_info
->gl_ops
.gl
.p_glTexImage2D(GL_TEXTURE_CUBE_MAP_POSITIVE_Z_ARB
, 0, internal
, 16, 16, 0,
2021 format
, type
, NULL
);
2022 gl_info
->gl_ops
.gl
.p_glTexImage2D(GL_TEXTURE_CUBE_MAP_NEGATIVE_Z_ARB
, 0, internal
, 16, 16, 0,
2023 format
, type
, NULL
);
2024 gl_info
->gl_ops
.gl
.p_glTexParameteri(GL_TEXTURE_CUBE_MAP_ARB
, GL_TEXTURE_MIN_FILTER
, GL_NEAREST
);
2025 gl_info
->gl_ops
.gl
.p_glTexParameteri(GL_TEXTURE_CUBE_MAP_ARB
, GL_TEXTURE_MAG_FILTER
, GL_NEAREST
);
2027 gl_info
->fbo_ops
.glFramebufferTexture2D(GL_FRAMEBUFFER
, attach_type
,
2028 GL_TEXTURE_CUBE_MAP_POSITIVE_X_ARB
, *object
, 0);
2029 if (flags
& WINED3DFMT_FLAG_STENCIL
)
2030 gl_info
->fbo_ops
.glFramebufferTexture2D(GL_FRAMEBUFFER
, GL_STENCIL_ATTACHMENT
,
2031 GL_TEXTURE_CUBE_MAP_POSITIVE_X_ARB
, *object
, 0);
2034 case WINED3D_GL_RES_TYPE_RB
:
2035 gl_info
->fbo_ops
.glGenRenderbuffers(1, object
);
2036 gl_info
->fbo_ops
.glBindRenderbuffer(GL_RENDERBUFFER
, *object
);
2037 gl_info
->fbo_ops
.glRenderbufferStorage(GL_RENDERBUFFER
, internal
, 16, 16);
2038 gl_info
->fbo_ops
.glFramebufferRenderbuffer(GL_FRAMEBUFFER
, attach_type
, GL_RENDERBUFFER
,
2040 if (flags
& WINED3DFMT_FLAG_STENCIL
)
2041 gl_info
->fbo_ops
.glFramebufferRenderbuffer(GL_FRAMEBUFFER
, GL_STENCIL_ATTACHMENT
, GL_RENDERBUFFER
,
2045 case WINED3D_GL_RES_TYPE_BUFFER
:
2046 case WINED3D_GL_RES_TYPE_COUNT
:
2050 /* Ideally we'd skip all formats already known not to work on textures
2051 * by checking for WINED3DFMT_FLAG_TEXTURE here. However, we want to
2052 * know if we can attach WINED3DFMT_P8_UINT textures to FBOs, and this
2053 * format never has WINED3DFMT_FLAG_TEXTURE set. Instead, swallow GL
2054 * errors generated by invalid formats. */
2055 while (gl_info
->gl_ops
.gl
.p_glGetError());
2058 static void draw_test_quad(struct wined3d_caps_gl_ctx
*ctx
, const struct wined3d_vec3
*geometry
,
2059 const struct wined3d_color
*color
)
2061 const struct wined3d_gl_info
*gl_info
= ctx
->gl_info
;
2062 static const struct wined3d_vec3 default_geometry
[] =
2064 {-1.0f
, -1.0f
, 0.0f
},
2065 { 1.0f
, -1.0f
, 0.0f
},
2066 {-1.0f
, 1.0f
, 0.0f
},
2067 { 1.0f
, 1.0f
, 0.0f
},
2069 static const char vs_core_header
[] =
2073 "out vec4 out_color;\n"
2075 static const char vs_legacy_header
[] =
2077 "attribute vec4 pos;\n"
2078 "attribute vec4 color;\n"
2079 "varying vec4 out_color;\n"
2081 static const char vs_body
[] =
2084 " gl_Position = pos;\n"
2085 " out_color = color;\n"
2087 static const char fs_core
[] =
2089 "in vec4 out_color;\n"
2090 "out vec4 fragment_color;\n"
2094 " fragment_color = out_color;\n"
2096 static const char fs_legacy
[] =
2098 "varying vec4 out_color;\n"
2102 " gl_FragData[0] = out_color;\n"
2104 const char *source
[2];
2105 GLuint vs_id
, fs_id
;
2109 geometry
= default_geometry
;
2111 if (!gl_info
->supported
[ARB_VERTEX_BUFFER_OBJECT
] || !gl_info
->supported
[ARB_VERTEX_SHADER
]
2112 || !gl_info
->supported
[ARB_FRAGMENT_SHADER
])
2114 gl_info
->gl_ops
.gl
.p_glDisable(GL_LIGHTING
);
2115 gl_info
->gl_ops
.gl
.p_glMatrixMode(GL_MODELVIEW
);
2116 gl_info
->gl_ops
.gl
.p_glLoadIdentity();
2117 gl_info
->gl_ops
.gl
.p_glMatrixMode(GL_PROJECTION
);
2118 gl_info
->gl_ops
.gl
.p_glLoadIdentity();
2120 gl_info
->gl_ops
.gl
.p_glBegin(GL_TRIANGLE_STRIP
);
2121 gl_info
->gl_ops
.gl
.p_glColor4f(color
->r
, color
->g
, color
->b
, color
->a
);
2122 for (i
= 0; i
< 4; ++i
)
2123 gl_info
->gl_ops
.gl
.p_glVertex3fv(&geometry
[i
].x
);
2124 gl_info
->gl_ops
.gl
.p_glEnd();
2125 checkGLcall("draw quad");
2130 GL_EXTCALL(glGenBuffers(1, &ctx
->test_vbo
));
2131 GL_EXTCALL(glBindBuffer(GL_ARRAY_BUFFER
, ctx
->test_vbo
));
2132 GL_EXTCALL(glBufferData(GL_ARRAY_BUFFER
, sizeof(struct wined3d_vec3
) * 4, geometry
, GL_STREAM_DRAW
));
2133 GL_EXTCALL(glVertexAttribPointer(0, 3, GL_FLOAT
, FALSE
, 0, NULL
));
2134 GL_EXTCALL(glVertexAttrib4f(1, color
->r
, color
->g
, color
->b
, color
->a
));
2135 GL_EXTCALL(glEnableVertexAttribArray(0));
2136 GL_EXTCALL(glDisableVertexAttribArray(1));
2138 if (!ctx
->test_program_id
)
2140 BOOL use_glsl_150
= gl_info
->glsl_version
>= MAKEDWORD_VERSION(1, 50);
2142 ctx
->test_program_id
= GL_EXTCALL(glCreateProgram());
2144 vs_id
= GL_EXTCALL(glCreateShader(GL_VERTEX_SHADER
));
2145 source
[0] = use_glsl_150
? vs_core_header
: vs_legacy_header
;
2146 source
[1] = vs_body
;
2147 GL_EXTCALL(glShaderSource(vs_id
, 2, source
, NULL
));
2148 GL_EXTCALL(glAttachShader(ctx
->test_program_id
, vs_id
));
2149 GL_EXTCALL(glDeleteShader(vs_id
));
2151 fs_id
= GL_EXTCALL(glCreateShader(GL_FRAGMENT_SHADER
));
2152 source
[0] = use_glsl_150
? fs_core
: fs_legacy
;
2153 GL_EXTCALL(glShaderSource(fs_id
, 1, source
, NULL
));
2154 GL_EXTCALL(glAttachShader(ctx
->test_program_id
, fs_id
));
2155 GL_EXTCALL(glDeleteShader(fs_id
));
2157 GL_EXTCALL(glBindAttribLocation(ctx
->test_program_id
, 0, "pos"));
2158 GL_EXTCALL(glBindAttribLocation(ctx
->test_program_id
, 1, "color"));
2161 GL_EXTCALL(glBindFragDataLocation(ctx
->test_program_id
, 0, "fragment_color"));
2163 GL_EXTCALL(glCompileShader(vs_id
));
2164 print_glsl_info_log(gl_info
, vs_id
, FALSE
);
2165 GL_EXTCALL(glCompileShader(fs_id
));
2166 print_glsl_info_log(gl_info
, fs_id
, FALSE
);
2167 GL_EXTCALL(glLinkProgram(ctx
->test_program_id
));
2168 shader_glsl_validate_link(gl_info
, ctx
->test_program_id
);
2170 GL_EXTCALL(glUseProgram(ctx
->test_program_id
));
2172 gl_info
->gl_ops
.gl
.p_glDrawArrays(GL_TRIANGLE_STRIP
, 0, 4);
2174 GL_EXTCALL(glUseProgram(0));
2175 GL_EXTCALL(glDisableVertexAttribArray(0));
2176 GL_EXTCALL(glBindBuffer(GL_ARRAY_BUFFER
, 0));
2177 checkGLcall("draw quad");
2180 /* Context activation is done by the caller. */
2181 static void check_fbo_compat(struct wined3d_caps_gl_ctx
*ctx
, struct wined3d_format
*format
)
2183 /* Check if the default internal format is supported as a frame buffer
2184 * target, otherwise fall back to the render target internal.
2186 * Try to stick to the standard format if possible, this limits precision differences. */
2187 static const struct wined3d_color black
= {0.0f
, 0.0f
, 0.0f
, 1.0f
};
2188 static const struct wined3d_color half_transparent_red
= {1.0f
, 0.0f
, 0.0f
, 0.5f
};
2189 const struct wined3d_gl_info
*gl_info
= ctx
->gl_info
;
2190 GLenum status
, rt_internal
= format
->rtInternal
;
2191 GLuint object
, color_rb
;
2192 enum wined3d_gl_resource_type type
;
2193 BOOL fallback_fmt_used
= FALSE
, regular_fmt_used
= FALSE
;
2195 gl_info
->gl_ops
.gl
.p_glDisable(GL_BLEND
);
2197 for (type
= 0; type
< ARRAY_SIZE(format
->flags
); ++type
)
2199 const char *type_string
= "color";
2201 if (type
== WINED3D_GL_RES_TYPE_BUFFER
)
2204 create_and_bind_fbo_attachment(gl_info
, format
->flags
[type
], type
, &object
, format
->glInternal
,
2205 format
->glFormat
, format
->glType
);
2207 if (format
->flags
[type
] & (WINED3DFMT_FLAG_DEPTH
| WINED3DFMT_FLAG_STENCIL
))
2209 gl_info
->fbo_ops
.glGenRenderbuffers(1, &color_rb
);
2210 gl_info
->fbo_ops
.glBindRenderbuffer(GL_RENDERBUFFER
, color_rb
);
2211 if (type
== WINED3D_GL_RES_TYPE_TEX_1D
)
2212 gl_info
->fbo_ops
.glRenderbufferStorage(GL_RENDERBUFFER
, GL_RGBA8
, 16, 1);
2214 gl_info
->fbo_ops
.glRenderbufferStorage(GL_RENDERBUFFER
, GL_RGBA8
, 16, 16);
2216 gl_info
->fbo_ops
.glFramebufferRenderbuffer(GL_FRAMEBUFFER
,
2217 GL_COLOR_ATTACHMENT0
, GL_RENDERBUFFER
, color_rb
);
2218 checkGLcall("Create and attach color rb attachment");
2219 type_string
= "depth / stencil";
2222 status
= gl_info
->fbo_ops
.glCheckFramebufferStatus(GL_FRAMEBUFFER
);
2223 checkGLcall("Framebuffer format check");
2225 if (status
== GL_FRAMEBUFFER_COMPLETE
)
2227 TRACE("Format %s is supported as FBO %s attachment, type %u.\n",
2228 debug_d3dformat(format
->id
), type_string
, type
);
2229 format
->flags
[type
] |= WINED3DFMT_FLAG_FBO_ATTACHABLE
;
2230 format
->rtInternal
= format
->glInternal
;
2231 regular_fmt_used
= TRUE
;
2237 if (format
->flags
[type
] & WINED3DFMT_FLAG_RENDERTARGET
)
2239 WARN("Format %s with rendertarget flag is not supported as FBO color attachment (type %u),"
2240 " and no fallback specified.\n", debug_d3dformat(format
->id
), type
);
2241 format
->flags
[type
] &= ~WINED3DFMT_FLAG_RENDERTARGET
;
2245 TRACE("Format %s is not supported as FBO %s attachment, type %u.\n",
2246 debug_d3dformat(format
->id
), type_string
, type
);
2248 format
->rtInternal
= format
->glInternal
;
2252 TRACE("Format %s is not supported as FBO %s attachment (type %u),"
2253 " trying rtInternal format as fallback.\n",
2254 debug_d3dformat(format
->id
), type_string
, type
);
2256 while (gl_info
->gl_ops
.gl
.p_glGetError());
2258 delete_fbo_attachment(gl_info
, type
, object
);
2259 create_and_bind_fbo_attachment(gl_info
, format
->flags
[type
], type
, &object
, format
->rtInternal
,
2260 format
->glFormat
, format
->glType
);
2262 status
= gl_info
->fbo_ops
.glCheckFramebufferStatus(GL_FRAMEBUFFER
);
2263 checkGLcall("Framebuffer format check");
2265 if (status
== GL_FRAMEBUFFER_COMPLETE
)
2267 TRACE("Format %s rtInternal format is supported as FBO %s attachment, type %u.\n",
2268 debug_d3dformat(format
->id
), type_string
, type
);
2269 fallback_fmt_used
= TRUE
;
2273 WARN("Format %s rtInternal format is not supported as FBO %s attachment, type %u.\n",
2274 debug_d3dformat(format
->id
), type_string
, type
);
2275 format
->flags
[type
] &= ~WINED3DFMT_FLAG_RENDERTARGET
;
2280 if (status
== GL_FRAMEBUFFER_COMPLETE
2281 && ((format
->flags
[type
] & WINED3DFMT_FLAG_POSTPIXELSHADER_BLENDING
)
2282 || !(gl_info
->quirks
& WINED3D_QUIRK_LIMITED_TEX_FILTERING
))
2283 && !(format
->flags
[type
] & WINED3DFMT_FLAG_INTEGER
)
2284 && format
->id
!= WINED3DFMT_NULL
&& format
->id
!= WINED3DFMT_P8_UINT
2285 && format
->glFormat
!= GL_LUMINANCE
&& format
->glFormat
!= GL_LUMINANCE_ALPHA
2286 && (format
->red_size
|| format
->alpha_size
))
2288 DWORD readback
[16 * 16 * 16], color
, r_range
, a_range
;
2293 if (gl_info
->supported
[ARB_FRAMEBUFFER_OBJECT
]
2294 || gl_info
->supported
[EXT_PACKED_DEPTH_STENCIL
])
2296 gl_info
->fbo_ops
.glGenRenderbuffers(1, &rb
);
2297 gl_info
->fbo_ops
.glBindRenderbuffer(GL_RENDERBUFFER
, rb
);
2298 if (type
== WINED3D_GL_RES_TYPE_TEX_1D
)
2299 gl_info
->fbo_ops
.glRenderbufferStorage(GL_RENDERBUFFER
, GL_DEPTH24_STENCIL8
, 16, 1);
2301 gl_info
->fbo_ops
.glRenderbufferStorage(GL_RENDERBUFFER
, GL_DEPTH24_STENCIL8
, 16, 16);
2302 gl_info
->fbo_ops
.glFramebufferRenderbuffer(GL_FRAMEBUFFER
, GL_DEPTH_ATTACHMENT
, GL_RENDERBUFFER
, rb
);
2303 gl_info
->fbo_ops
.glFramebufferRenderbuffer(GL_FRAMEBUFFER
, GL_STENCIL_ATTACHMENT
, GL_RENDERBUFFER
, rb
);
2304 checkGLcall("RB attachment");
2307 gl_info
->gl_ops
.gl
.p_glEnable(GL_BLEND
);
2308 gl_info
->gl_ops
.gl
.p_glClearColor(0.0f
, 0.0f
, 0.0f
, 1.0f
);
2309 gl_info
->gl_ops
.gl
.p_glClear(GL_COLOR_BUFFER_BIT
);
2310 if (gl_info
->gl_ops
.gl
.p_glGetError() == GL_INVALID_FRAMEBUFFER_OPERATION
)
2312 while (gl_info
->gl_ops
.gl
.p_glGetError());
2313 TRACE("Format %s doesn't support post-pixelshader blending, type %u.\n",
2314 debug_d3dformat(format
->id
), type
);
2315 format
->flags
[type
] &= ~WINED3DFMT_FLAG_POSTPIXELSHADER_BLENDING
;
2319 gl_info
->gl_ops
.gl
.p_glDisable(GL_BLEND
);
2320 if (type
== WINED3D_GL_RES_TYPE_TEX_1D
)
2321 gl_info
->gl_ops
.gl
.p_glViewport(0, 0, 16, 1);
2323 gl_info
->gl_ops
.gl
.p_glViewport(0, 0, 16, 16);
2324 gl_info
->gl_ops
.gl
.p_glBlendFunc(GL_SRC_ALPHA
, GL_ONE_MINUS_SRC_ALPHA
);
2326 draw_test_quad(ctx
, NULL
, &black
);
2328 gl_info
->gl_ops
.gl
.p_glEnable(GL_BLEND
);
2330 draw_test_quad(ctx
, NULL
, &half_transparent_red
);
2332 gl_info
->gl_ops
.gl
.p_glDisable(GL_BLEND
);
2336 case WINED3D_GL_RES_TYPE_TEX_1D
:
2337 /* Rebinding texture to workaround a fglrx bug. */
2338 gl_info
->gl_ops
.gl
.p_glBindTexture(GL_TEXTURE_1D
, object
);
2339 gl_info
->gl_ops
.gl
.p_glGetTexImage(GL_TEXTURE_1D
, 0, GL_BGRA
,
2340 GL_UNSIGNED_INT_8_8_8_8_REV
, readback
);
2341 color
= readback
[7];
2344 case WINED3D_GL_RES_TYPE_TEX_2D
:
2345 case WINED3D_GL_RES_TYPE_TEX_3D
:
2346 case WINED3D_GL_RES_TYPE_TEX_RECT
:
2347 /* Rebinding texture to workaround a fglrx bug. */
2348 gl_info
->gl_ops
.gl
.p_glBindTexture(wined3d_gl_type_to_enum(type
), object
);
2349 gl_info
->gl_ops
.gl
.p_glGetTexImage(wined3d_gl_type_to_enum(type
), 0, GL_BGRA
,
2350 GL_UNSIGNED_INT_8_8_8_8_REV
, readback
);
2351 color
= readback
[7 * 16 + 7];
2354 case WINED3D_GL_RES_TYPE_TEX_CUBE
:
2355 /* Rebinding texture to workaround a fglrx bug. */
2356 gl_info
->gl_ops
.gl
.p_glBindTexture(GL_TEXTURE_CUBE_MAP_ARB
, object
);
2357 gl_info
->gl_ops
.gl
.p_glGetTexImage(GL_TEXTURE_CUBE_MAP_POSITIVE_X_ARB
, 0, GL_BGRA
,
2358 GL_UNSIGNED_INT_8_8_8_8_REV
, readback
);
2359 color
= readback
[7 * 16 + 7];
2362 case WINED3D_GL_RES_TYPE_RB
:
2363 gl_info
->gl_ops
.gl
.p_glReadPixels(0, 0, 16, 16,
2364 GL_BGRA
, GL_UNSIGNED_INT_8_8_8_8_REV
, readback
);
2365 color
= readback
[7 * 16 + 7];
2368 case WINED3D_GL_RES_TYPE_BUFFER
:
2369 case WINED3D_GL_RES_TYPE_COUNT
:
2373 checkGLcall("Post-pixelshader blending check");
2376 r
= (color
& 0x00ff0000u
) >> 16;
2378 r_range
= format
->red_size
< 8 ? 1u << (8 - format
->red_size
) : 1;
2379 a_range
= format
->alpha_size
< 8 ? 1u << (8 - format
->alpha_size
) : 1;
2380 if (format
->red_size
&& (r
< 0x7f - r_range
|| r
> 0x7f + r_range
))
2382 else if (format
->alpha_size
> 1 && (a
< 0xbf - a_range
|| a
> 0xbf + a_range
))
2386 TRACE("Format %s doesn't support post-pixelshader blending, type %u.\n",
2387 debug_d3dformat(format
->id
), type
);
2388 TRACE("Color output: %#x\n", color
);
2389 format
->flags
[type
] &= ~WINED3DFMT_FLAG_POSTPIXELSHADER_BLENDING
;
2393 TRACE("Format %s supports post-pixelshader blending, type %u.\n",
2394 debug_d3dformat(format
->id
), type
);
2395 TRACE("Color output: %#x\n", color
);
2396 format
->flags
[type
] |= WINED3DFMT_FLAG_POSTPIXELSHADER_BLENDING
;
2400 if (gl_info
->supported
[ARB_FRAMEBUFFER_OBJECT
]
2401 || gl_info
->supported
[EXT_PACKED_DEPTH_STENCIL
])
2403 gl_info
->fbo_ops
.glFramebufferRenderbuffer(GL_FRAMEBUFFER
, GL_DEPTH_ATTACHMENT
, GL_RENDERBUFFER
, 0);
2404 gl_info
->fbo_ops
.glFramebufferRenderbuffer(GL_FRAMEBUFFER
, GL_STENCIL_ATTACHMENT
, GL_RENDERBUFFER
, 0);
2405 gl_info
->fbo_ops
.glDeleteRenderbuffers(1, &rb
);
2406 checkGLcall("RB cleanup");
2410 if (format
->glInternal
!= format
->glGammaInternal
)
2412 delete_fbo_attachment(gl_info
, type
, object
);
2413 create_and_bind_fbo_attachment(gl_info
, format
->flags
[type
], type
, &object
, format
->glGammaInternal
,
2414 format
->glFormat
, format
->glType
);
2416 status
= gl_info
->fbo_ops
.glCheckFramebufferStatus(GL_FRAMEBUFFER
);
2417 checkGLcall("Framebuffer format check");
2419 if (status
== GL_FRAMEBUFFER_COMPLETE
)
2421 TRACE("Format %s's sRGB format is FBO attachable, type %u.\n",
2422 debug_d3dformat(format
->id
), type
);
2423 format
->flags
[type
] |= WINED3DFMT_FLAG_FBO_ATTACHABLE_SRGB
;
2424 if (gl_info
->supported
[EXT_TEXTURE_SRGB_DECODE
])
2425 format
->glInternal
= format
->glGammaInternal
;
2429 WARN("Format %s's sRGB format is not FBO attachable, type %u.\n",
2430 debug_d3dformat(format
->id
), type
);
2431 format_clear_flag(format
, WINED3DFMT_FLAG_SRGB_WRITE
);
2434 else if (status
== GL_FRAMEBUFFER_COMPLETE
)
2435 format
->flags
[type
] |= WINED3DFMT_FLAG_FBO_ATTACHABLE_SRGB
;
2437 if (format
->flags
[type
] & (WINED3DFMT_FLAG_DEPTH
| WINED3DFMT_FLAG_STENCIL
))
2439 gl_info
->fbo_ops
.glFramebufferRenderbuffer(GL_FRAMEBUFFER
, GL_COLOR_ATTACHMENT0
, GL_RENDERBUFFER
, 0);
2440 gl_info
->fbo_ops
.glDeleteRenderbuffers(1, &color_rb
);
2443 delete_fbo_attachment(gl_info
, type
, object
);
2444 checkGLcall("Framebuffer format check cleanup");
2447 if (fallback_fmt_used
&& regular_fmt_used
)
2449 FIXME("Format %s needs different render target formats for different resource types.\n",
2450 debug_d3dformat(format
->id
));
2451 format_clear_flag(format
, WINED3DFMT_FLAG_RENDERTARGET
| WINED3DFMT_FLAG_FBO_ATTACHABLE
2452 | WINED3DFMT_FLAG_FBO_ATTACHABLE_SRGB
| WINED3DFMT_FLAG_POSTPIXELSHADER_BLENDING
);
2456 static void query_format_flag(struct wined3d_gl_info
*gl_info
, struct wined3d_format
*format
,
2457 GLint internal
, GLenum pname
, DWORD flag
, const char *string
)
2460 enum wined3d_gl_resource_type type
;
2462 for (type
= 0; type
< ARRAY_SIZE(format
->flags
); ++type
)
2464 gl_info
->gl_ops
.ext
.p_glGetInternalformativ(wined3d_gl_type_to_enum(type
), internal
, pname
, 1, &value
);
2465 if (value
== GL_FULL_SUPPORT
)
2467 TRACE("Format %s supports %s, resource type %u.\n", debug_d3dformat(format
->id
), string
, type
);
2468 format
->flags
[type
] |= flag
;
2472 TRACE("Format %s doesn't support %s, resource type %u.\n", debug_d3dformat(format
->id
), string
, type
);
2473 format
->flags
[type
] &= ~flag
;
2478 /* Context activation is done by the caller. */
2479 static void init_format_fbo_compat_info(struct wined3d_caps_gl_ctx
*ctx
)
2481 const struct wined3d_gl_info
*gl_info
= ctx
->gl_info
;
2482 unsigned int i
, type
;
2485 if (gl_info
->supported
[ARB_INTERNALFORMAT_QUERY2
])
2487 for (i
= 0; i
< gl_info
->format_count
; ++i
)
2490 struct wined3d_format
*format
= &gl_info
->formats
[i
];
2491 BOOL fallback_fmt_used
= FALSE
, regular_fmt_used
= FALSE
;
2492 GLenum rt_internal
= format
->rtInternal
;
2494 if (!format
->glInternal
)
2497 for (type
= 0; type
< ARRAY_SIZE(format
->flags
); ++type
)
2499 gl_info
->gl_ops
.ext
.p_glGetInternalformativ(wined3d_gl_type_to_enum(type
),
2500 format
->glInternal
, GL_FRAMEBUFFER_RENDERABLE
, 1, &value
);
2501 if (value
== GL_FULL_SUPPORT
)
2503 TRACE("Format %s is supported as FBO color attachment, resource type %u.\n",
2504 debug_d3dformat(format
->id
), type
);
2505 format
->flags
[type
] |= WINED3DFMT_FLAG_FBO_ATTACHABLE
;
2506 format
->rtInternal
= format
->glInternal
;
2507 regular_fmt_used
= TRUE
;
2509 gl_info
->gl_ops
.ext
.p_glGetInternalformativ(wined3d_gl_type_to_enum(type
),
2510 format
->glInternal
, GL_FRAMEBUFFER_BLEND
, 1, &value
);
2511 if (value
== GL_FULL_SUPPORT
)
2513 TRACE("Format %s supports post-pixelshader blending, resource type %u.\n",
2514 debug_d3dformat(format
->id
), type
);
2515 format
->flags
[type
] |= WINED3DFMT_FLAG_POSTPIXELSHADER_BLENDING
;
2519 TRACE("Format %s doesn't support post-pixelshader blending, resource typed %u.\n",
2520 debug_d3dformat(format
->id
), type
);
2521 format
->flags
[type
] &= ~WINED3DFMT_FLAG_POSTPIXELSHADER_BLENDING
;
2528 if (format
->flags
[type
] & WINED3DFMT_FLAG_RENDERTARGET
)
2530 WARN("Format %s with rendertarget flag is not supported as FBO color attachment"
2531 " and no fallback specified, resource type %u.\n",
2532 debug_d3dformat(format
->id
), type
);
2533 format
->flags
[type
] &= ~WINED3DFMT_FLAG_RENDERTARGET
;
2536 TRACE("Format %s is not supported as FBO color attachment,"
2537 " resource type %u.\n", debug_d3dformat(format
->id
), type
);
2538 format
->rtInternal
= format
->glInternal
;
2542 gl_info
->gl_ops
.ext
.p_glGetInternalformativ(wined3d_gl_type_to_enum(type
),
2543 rt_internal
, GL_FRAMEBUFFER_RENDERABLE
, 1, &value
);
2544 if (value
== GL_FULL_SUPPORT
)
2546 TRACE("Format %s rtInternal format is supported as FBO color attachment,"
2547 " resource type %u.\n", debug_d3dformat(format
->id
), type
);
2548 fallback_fmt_used
= TRUE
;
2552 WARN("Format %s rtInternal format is not supported as FBO color attachment,"
2553 " resource type %u.\n", debug_d3dformat(format
->id
), type
);
2554 format
->flags
[type
] &= ~WINED3DFMT_FLAG_RENDERTARGET
;
2559 if (format
->glInternal
!= format
->glGammaInternal
)
2561 gl_info
->gl_ops
.ext
.p_glGetInternalformativ(wined3d_gl_type_to_enum(type
),
2562 format
->glGammaInternal
, GL_FRAMEBUFFER_RENDERABLE
, 1, &value
);
2563 if (value
== GL_FULL_SUPPORT
)
2565 TRACE("Format %s's sRGB format is FBO attachable, resource type %u.\n",
2566 debug_d3dformat(format
->id
), type
);
2567 format
->flags
[type
] |= WINED3DFMT_FLAG_FBO_ATTACHABLE_SRGB
;
2568 if (gl_info
->supported
[EXT_TEXTURE_SRGB_DECODE
])
2569 format
->glInternal
= format
->glGammaInternal
;
2573 WARN("Format %s's sRGB format is not FBO attachable, resource type %u.\n",
2574 debug_d3dformat(format
->id
), type
);
2575 format_clear_flag(format
, WINED3DFMT_FLAG_SRGB_WRITE
);
2578 else if (format
->flags
[type
] & WINED3DFMT_FLAG_FBO_ATTACHABLE
)
2579 format
->flags
[type
] |= WINED3DFMT_FLAG_FBO_ATTACHABLE_SRGB
;
2582 if (fallback_fmt_used
&& regular_fmt_used
)
2584 FIXME("Format %s needs different render target formats for different resource types.\n",
2585 debug_d3dformat(format
->id
));
2586 format_clear_flag(format
, WINED3DFMT_FLAG_RENDERTARGET
| WINED3DFMT_FLAG_FBO_ATTACHABLE
2587 | WINED3DFMT_FLAG_FBO_ATTACHABLE_SRGB
| WINED3DFMT_FLAG_POSTPIXELSHADER_BLENDING
);
2593 if (wined3d_settings
.offscreen_rendering_mode
== ORM_FBO
)
2595 gl_info
->fbo_ops
.glGenFramebuffers(1, &fbo
);
2596 gl_info
->fbo_ops
.glBindFramebuffer(GL_FRAMEBUFFER
, fbo
);
2597 gl_info
->gl_ops
.gl
.p_glDrawBuffer(GL_COLOR_ATTACHMENT0
);
2598 gl_info
->gl_ops
.gl
.p_glReadBuffer(GL_COLOR_ATTACHMENT0
);
2601 for (i
= 0; i
< gl_info
->format_count
; ++i
)
2603 struct wined3d_format
*format
= &gl_info
->formats
[i
];
2605 if (!format
->glInternal
) continue;
2607 if (format
->flags
[WINED3D_GL_RES_TYPE_TEX_2D
] & WINED3DFMT_FLAG_COMPRESSED
)
2609 TRACE("Skipping format %s because it's a compressed format.\n",
2610 debug_d3dformat(format
->id
));
2614 if (wined3d_settings
.offscreen_rendering_mode
== ORM_FBO
)
2616 TRACE("Checking if format %s is supported as FBO color attachment...\n", debug_d3dformat(format
->id
));
2617 check_fbo_compat(ctx
, format
);
2621 format
->rtInternal
= format
->glInternal
;
2625 if (wined3d_settings
.offscreen_rendering_mode
== ORM_FBO
)
2626 gl_info
->fbo_ops
.glDeleteFramebuffers(1, &fbo
);
2629 static GLenum
lookup_gl_view_class(GLenum internal_format
)
2633 GLenum internal_format
;
2639 {GL_RGBA32F
, GL_VIEW_CLASS_128_BITS
},
2640 {GL_RGBA32UI
, GL_VIEW_CLASS_128_BITS
},
2641 {GL_RGBA32I
, GL_VIEW_CLASS_128_BITS
},
2643 {GL_RGB32F
, GL_VIEW_CLASS_96_BITS
},
2644 {GL_RGB32UI
, GL_VIEW_CLASS_96_BITS
},
2645 {GL_RGB32I
, GL_VIEW_CLASS_96_BITS
},
2647 {GL_RGBA16F
, GL_VIEW_CLASS_64_BITS
},
2648 {GL_RG32F
, GL_VIEW_CLASS_64_BITS
},
2649 {GL_RGBA16UI
, GL_VIEW_CLASS_64_BITS
},
2650 {GL_RG32UI
, GL_VIEW_CLASS_64_BITS
},
2651 {GL_RGBA16I
, GL_VIEW_CLASS_64_BITS
},
2652 {GL_RG32I
, GL_VIEW_CLASS_64_BITS
},
2653 {GL_RGBA16
, GL_VIEW_CLASS_64_BITS
},
2654 {GL_RGBA16_SNORM
, GL_VIEW_CLASS_64_BITS
},
2656 {GL_RGB16
, GL_VIEW_CLASS_48_BITS
},
2657 {GL_RGB16_SNORM
, GL_VIEW_CLASS_48_BITS
},
2658 {GL_RGB16F
, GL_VIEW_CLASS_48_BITS
},
2659 {GL_RGB16UI
, GL_VIEW_CLASS_48_BITS
},
2660 {GL_RGB16I
, GL_VIEW_CLASS_48_BITS
},
2662 {GL_RG16F
, GL_VIEW_CLASS_32_BITS
},
2663 {GL_R11F_G11F_B10F
, GL_VIEW_CLASS_32_BITS
},
2664 {GL_R32F
, GL_VIEW_CLASS_32_BITS
},
2665 {GL_RGB10_A2UI
, GL_VIEW_CLASS_32_BITS
},
2666 {GL_RGBA8UI
, GL_VIEW_CLASS_32_BITS
},
2667 {GL_RG16UI
, GL_VIEW_CLASS_32_BITS
},
2668 {GL_R32UI
, GL_VIEW_CLASS_32_BITS
},
2669 {GL_RGBA8I
, GL_VIEW_CLASS_32_BITS
},
2670 {GL_RG16I
, GL_VIEW_CLASS_32_BITS
},
2671 {GL_R32I
, GL_VIEW_CLASS_32_BITS
},
2672 {GL_RGB10_A2
, GL_VIEW_CLASS_32_BITS
},
2673 {GL_RGBA8
, GL_VIEW_CLASS_32_BITS
},
2674 {GL_RG16
, GL_VIEW_CLASS_32_BITS
},
2675 {GL_RGBA8_SNORM
, GL_VIEW_CLASS_32_BITS
},
2676 {GL_RG16_SNORM
, GL_VIEW_CLASS_32_BITS
},
2677 {GL_SRGB8_ALPHA8
, GL_VIEW_CLASS_32_BITS
},
2678 {GL_RGB9_E5
, GL_VIEW_CLASS_32_BITS
},
2680 {GL_RGB8
, GL_VIEW_CLASS_24_BITS
},
2681 {GL_RGB8_SNORM
, GL_VIEW_CLASS_24_BITS
},
2682 {GL_SRGB8
, GL_VIEW_CLASS_24_BITS
},
2683 {GL_RGB8UI
, GL_VIEW_CLASS_24_BITS
},
2684 {GL_RGB8I
, GL_VIEW_CLASS_24_BITS
},
2686 {GL_R16F
, GL_VIEW_CLASS_16_BITS
},
2687 {GL_RG8UI
, GL_VIEW_CLASS_16_BITS
},
2688 {GL_R16UI
, GL_VIEW_CLASS_16_BITS
},
2689 {GL_RG8I
, GL_VIEW_CLASS_16_BITS
},
2690 {GL_R16I
, GL_VIEW_CLASS_16_BITS
},
2691 {GL_RG8
, GL_VIEW_CLASS_16_BITS
},
2692 {GL_R16
, GL_VIEW_CLASS_16_BITS
},
2693 {GL_RG8_SNORM
, GL_VIEW_CLASS_16_BITS
},
2694 {GL_R16_SNORM
, GL_VIEW_CLASS_16_BITS
},
2696 {GL_R8UI
, GL_VIEW_CLASS_8_BITS
},
2697 {GL_R8I
, GL_VIEW_CLASS_8_BITS
},
2698 {GL_R8
, GL_VIEW_CLASS_8_BITS
},
2699 {GL_R8_SNORM
, GL_VIEW_CLASS_8_BITS
},
2702 {GL_COMPRESSED_RED_RGTC1
, GL_VIEW_CLASS_RGTC1_RED
},
2703 {GL_COMPRESSED_SIGNED_RED_RGTC1
, GL_VIEW_CLASS_RGTC1_RED
},
2705 {GL_COMPRESSED_RG_RGTC2
, GL_VIEW_CLASS_RGTC2_RG
},
2706 {GL_COMPRESSED_SIGNED_RG_RGTC2
, GL_VIEW_CLASS_RGTC2_RG
},
2709 {GL_COMPRESSED_RGBA_BPTC_UNORM
, GL_VIEW_CLASS_BPTC_UNORM
},
2710 {GL_COMPRESSED_SRGB_ALPHA_BPTC_UNORM
, GL_VIEW_CLASS_BPTC_UNORM
},
2712 {GL_COMPRESSED_RGB_BPTC_SIGNED_FLOAT
, GL_VIEW_CLASS_BPTC_FLOAT
},
2713 {GL_COMPRESSED_RGB_BPTC_UNSIGNED_FLOAT
, GL_VIEW_CLASS_BPTC_FLOAT
},
2716 {GL_COMPRESSED_RGB_S3TC_DXT1_EXT
, GL_VIEW_CLASS_S3TC_DXT1_RGB
},
2717 {GL_COMPRESSED_SRGB_S3TC_DXT1_EXT
, GL_VIEW_CLASS_S3TC_DXT1_RGB
},
2719 {GL_COMPRESSED_RGBA_S3TC_DXT1_EXT
, GL_VIEW_CLASS_S3TC_DXT1_RGBA
},
2720 {GL_COMPRESSED_SRGB_ALPHA_S3TC_DXT1_EXT
, GL_VIEW_CLASS_S3TC_DXT1_RGBA
},
2722 {GL_COMPRESSED_RGBA_S3TC_DXT3_EXT
, GL_VIEW_CLASS_S3TC_DXT3_RGBA
},
2723 {GL_COMPRESSED_SRGB_ALPHA_S3TC_DXT3_EXT
, GL_VIEW_CLASS_S3TC_DXT3_RGBA
},
2725 {GL_COMPRESSED_RGBA_S3TC_DXT5_EXT
, GL_VIEW_CLASS_S3TC_DXT5_RGBA
},
2726 {GL_COMPRESSED_SRGB_ALPHA_S3TC_DXT5_EXT
, GL_VIEW_CLASS_S3TC_DXT5_RGBA
},
2731 for (i
= 0; i
< ARRAY_SIZE(view_classes
); ++i
)
2733 if (view_classes
[i
].internal_format
== internal_format
)
2734 return view_classes
[i
].view_class
;
2740 static void query_view_class(struct wined3d_format
*format
)
2742 GLenum internal_view_class
, gamma_view_class
, rt_view_class
;
2744 internal_view_class
= lookup_gl_view_class(format
->glInternal
);
2745 gamma_view_class
= lookup_gl_view_class(format
->glGammaInternal
);
2746 rt_view_class
= lookup_gl_view_class(format
->rtInternal
);
2748 if (internal_view_class
== gamma_view_class
|| gamma_view_class
== rt_view_class
)
2750 format
->gl_view_class
= internal_view_class
;
2751 TRACE("Format %s is member of GL view class %#x.\n",
2752 debug_d3dformat(format
->id
), format
->gl_view_class
);
2756 format
->gl_view_class
= GL_NONE
;
2760 static void query_internal_format(struct wined3d_adapter
*adapter
,
2761 struct wined3d_format
*format
, const struct wined3d_format_texture_info
*texture_info
,
2762 struct wined3d_gl_info
*gl_info
, BOOL srgb_write_supported
, BOOL srgb_format
)
2764 GLint count
, multisample_types
[MAX_MULTISAMPLE_TYPES
];
2765 unsigned int i
, max_log2
;
2767 if (gl_info
->supported
[ARB_INTERNALFORMAT_QUERY2
])
2769 query_format_flag(gl_info
, format
, format
->glInternal
, GL_VERTEX_TEXTURE
,
2770 WINED3DFMT_FLAG_VTF
, "vertex texture usage");
2771 query_format_flag(gl_info
, format
, format
->glInternal
, GL_FILTER
,
2772 WINED3DFMT_FLAG_FILTERING
, "filtering");
2774 if (srgb_format
|| format
->glGammaInternal
!= format
->glInternal
)
2776 query_format_flag(gl_info
, format
, format
->glGammaInternal
, GL_SRGB_READ
,
2777 WINED3DFMT_FLAG_SRGB_READ
, "sRGB read");
2779 if (srgb_write_supported
)
2780 query_format_flag(gl_info
, format
, format
->glGammaInternal
, GL_SRGB_WRITE
,
2781 WINED3DFMT_FLAG_SRGB_WRITE
, "sRGB write");
2783 format_clear_flag(format
, WINED3DFMT_FLAG_SRGB_WRITE
);
2785 if (!(format
->flags
[WINED3D_GL_RES_TYPE_TEX_2D
] & (WINED3DFMT_FLAG_SRGB_READ
| WINED3DFMT_FLAG_SRGB_WRITE
)))
2786 format
->glGammaInternal
= format
->glInternal
;
2787 else if (wined3d_settings
.offscreen_rendering_mode
!= ORM_FBO
2788 && gl_info
->supported
[EXT_TEXTURE_SRGB_DECODE
])
2789 format
->glInternal
= format
->glGammaInternal
;
2794 if (!gl_info
->limits
.samplers
[WINED3D_SHADER_TYPE_VERTEX
])
2795 format_clear_flag(format
, WINED3DFMT_FLAG_VTF
);
2797 if (!(gl_info
->quirks
& WINED3D_QUIRK_LIMITED_TEX_FILTERING
))
2798 format_set_flag(format
, WINED3DFMT_FLAG_FILTERING
);
2799 else if (format
->id
!= WINED3DFMT_R32G32B32A32_FLOAT
&& format
->id
!= WINED3DFMT_R32_FLOAT
)
2800 format_clear_flag(format
, WINED3DFMT_FLAG_VTF
);
2802 if (srgb_format
|| format
->glGammaInternal
!= format
->glInternal
)
2804 /* Filter sRGB capabilities if EXT_texture_sRGB is not supported. */
2805 if (!gl_info
->supported
[EXT_TEXTURE_SRGB
])
2807 format
->glGammaInternal
= format
->glInternal
;
2808 format_clear_flag(format
, WINED3DFMT_FLAG_SRGB_READ
| WINED3DFMT_FLAG_SRGB_WRITE
);
2810 else if (wined3d_settings
.offscreen_rendering_mode
!= ORM_FBO
2811 && gl_info
->supported
[EXT_TEXTURE_SRGB_DECODE
])
2813 format
->glInternal
= format
->glGammaInternal
;
2817 if ((format
->flags
[WINED3D_GL_RES_TYPE_TEX_2D
] & WINED3DFMT_FLAG_SRGB_WRITE
) && !srgb_write_supported
)
2818 format_clear_flag(format
, WINED3DFMT_FLAG_SRGB_WRITE
);
2820 if (!gl_info
->supported
[ARB_DEPTH_TEXTURE
]
2821 && texture_info
->flags
& (WINED3DFMT_FLAG_DEPTH
| WINED3DFMT_FLAG_STENCIL
))
2823 format
->flags
[WINED3D_GL_RES_TYPE_TEX_1D
] &= ~WINED3DFMT_FLAG_TEXTURE
;
2824 format
->flags
[WINED3D_GL_RES_TYPE_TEX_2D
] &= ~WINED3DFMT_FLAG_TEXTURE
;
2825 format
->flags
[WINED3D_GL_RES_TYPE_TEX_3D
] &= ~WINED3DFMT_FLAG_TEXTURE
;
2826 format
->flags
[WINED3D_GL_RES_TYPE_TEX_CUBE
] &= ~WINED3DFMT_FLAG_TEXTURE
;
2827 format
->flags
[WINED3D_GL_RES_TYPE_TEX_RECT
] &= ~WINED3DFMT_FLAG_TEXTURE
;
2831 query_view_class(format
);
2833 if (format
->glInternal
&& format
->flags
[WINED3D_GL_RES_TYPE_RB
]
2834 & (WINED3DFMT_FLAG_RENDERTARGET
| WINED3DFMT_FLAG_DEPTH
| WINED3DFMT_FLAG_STENCIL
))
2836 if (gl_info
->supported
[ARB_INTERNALFORMAT_QUERY
])
2839 GL_EXTCALL(glGetInternalformativ(GL_RENDERBUFFER
, format
->glInternal
,
2840 GL_NUM_SAMPLE_COUNTS
, 1, &count
));
2841 checkGLcall("glGetInternalformativ(GL_NUM_SAMPLE_COUNTS)");
2842 count
= min(count
, MAX_MULTISAMPLE_TYPES
);
2843 GL_EXTCALL(glGetInternalformativ(GL_RENDERBUFFER
, format
->glInternal
,
2844 GL_SAMPLES
, count
, multisample_types
));
2845 checkGLcall("glGetInternalformativ(GL_SAMPLES)");
2846 for (i
= 0; i
< count
; ++i
)
2848 if (multisample_types
[i
] > sizeof(format
->multisample_types
) * 8)
2850 format
->multisample_types
|= 1u << (multisample_types
[i
] - 1);
2855 max_log2
= wined3d_log2i(min(gl_info
->limits
.samples
,
2856 sizeof(format
->multisample_types
) * 8));
2857 for (i
= 1; i
<= max_log2
; ++i
)
2858 format
->multisample_types
|= 1u << ((1u << i
) - 1);
2863 static BOOL
init_format_texture_info(struct wined3d_adapter
*adapter
, struct wined3d_gl_info
*gl_info
)
2865 struct wined3d_format
*format
, *srgb_format
;
2866 struct fragment_caps fragment_caps
;
2867 struct shader_caps shader_caps
;
2871 adapter
->fragment_pipe
->get_caps(gl_info
, &fragment_caps
);
2872 adapter
->shader_backend
->shader_get_caps(gl_info
, &shader_caps
);
2873 srgb_write
= (fragment_caps
.wined3d_caps
& WINED3D_FRAGMENT_CAP_SRGB_WRITE
)
2874 && (shader_caps
.wined3d_caps
& WINED3D_SHADER_CAP_SRGB_WRITE
);
2876 for (i
= 0; i
< ARRAY_SIZE(format_texture_info
); ++i
)
2878 if (!(format
= get_format_internal(gl_info
, format_texture_info
[i
].id
)))
2881 if (!gl_info
->supported
[format_texture_info
[i
].extension
])
2884 /* ARB_texture_rg defines floating point formats, but only if
2885 * ARB_texture_float is also supported. */
2886 if (!gl_info
->supported
[ARB_TEXTURE_FLOAT
]
2887 && (format
->flags
[WINED3D_GL_RES_TYPE_TEX_2D
] & WINED3DFMT_FLAG_FLOAT
))
2890 /* ARB_texture_rg defines integer formats if EXT_texture_integer is also supported. */
2891 if (!gl_info
->supported
[EXT_TEXTURE_INTEGER
]
2892 && (format
->flags
[WINED3D_GL_RES_TYPE_TEX_2D
] & WINED3DFMT_FLAG_INTEGER
))
2895 format
->glInternal
= format_texture_info
[i
].gl_internal
;
2896 format
->glGammaInternal
= format_texture_info
[i
].gl_srgb_internal
;
2897 format
->rtInternal
= format_texture_info
[i
].gl_rt_internal
;
2898 format
->glFormat
= format_texture_info
[i
].gl_format
;
2899 format
->glType
= format_texture_info
[i
].gl_type
;
2900 format
->color_fixup
= COLOR_FIXUP_IDENTITY
;
2901 format
->height_scale
.numerator
= 1;
2902 format
->height_scale
.denominator
= 1;
2904 format
->flags
[WINED3D_GL_RES_TYPE_TEX_1D
] |= format_texture_info
[i
].flags
;
2905 format
->flags
[WINED3D_GL_RES_TYPE_TEX_2D
] |= format_texture_info
[i
].flags
;
2906 format
->flags
[WINED3D_GL_RES_TYPE_BUFFER
] |= format_texture_info
[i
].flags
;
2908 /* GL_ARB_depth_texture does not support 3D textures. It also says "cube textures are
2909 * problematic", but doesn't explicitly mandate that an error is generated. */
2910 if (gl_info
->supported
[EXT_TEXTURE3D
]
2911 && !(format_texture_info
[i
].flags
& (WINED3DFMT_FLAG_DEPTH
| WINED3DFMT_FLAG_STENCIL
)))
2912 format
->flags
[WINED3D_GL_RES_TYPE_TEX_3D
] |= format_texture_info
[i
].flags
;
2914 if (gl_info
->supported
[ARB_TEXTURE_CUBE_MAP
])
2915 format
->flags
[WINED3D_GL_RES_TYPE_TEX_CUBE
] |= format_texture_info
[i
].flags
;
2917 if (gl_info
->supported
[ARB_TEXTURE_RECTANGLE
])
2918 format
->flags
[WINED3D_GL_RES_TYPE_TEX_RECT
] |= format_texture_info
[i
].flags
;
2920 format
->flags
[WINED3D_GL_RES_TYPE_RB
] |= format_texture_info
[i
].flags
;
2921 format
->flags
[WINED3D_GL_RES_TYPE_RB
] &= ~WINED3DFMT_FLAG_TEXTURE
;
2923 if (format
->glGammaInternal
!= format
->glInternal
2924 && !(adapter
->d3d_info
.wined3d_creation_flags
& WINED3D_SRGB_READ_WRITE_CONTROL
))
2926 format
->glGammaInternal
= format
->glInternal
;
2927 format_clear_flag(format
, WINED3DFMT_FLAG_SRGB_READ
| WINED3DFMT_FLAG_SRGB_WRITE
);
2930 query_internal_format(adapter
, format
, &format_texture_info
[i
], gl_info
, srgb_write
, FALSE
);
2932 /* Texture conversion stuff */
2933 format
->convert
= format_texture_info
[i
].convert
;
2934 format
->conv_byte_count
= format_texture_info
[i
].conv_byte_count
;
2937 for (j
= 0; j
< ARRAY_SIZE(format_srgb_info
); ++j
)
2939 if (format_srgb_info
[j
].base_format_id
== format
->id
)
2941 if (!(srgb_format
= get_format_internal(gl_info
, format_srgb_info
[j
].srgb_format_id
)))
2949 copy_format(srgb_format
, format
);
2951 if (gl_info
->supported
[EXT_TEXTURE_SRGB
]
2952 && !(adapter
->d3d_info
.wined3d_creation_flags
& WINED3D_SRGB_READ_WRITE_CONTROL
))
2954 srgb_format
->glInternal
= format_texture_info
[i
].gl_srgb_internal
;
2955 srgb_format
->glGammaInternal
= format_texture_info
[i
].gl_srgb_internal
;
2956 format_set_flag(srgb_format
, WINED3DFMT_FLAG_SRGB_READ
| WINED3DFMT_FLAG_SRGB_WRITE
);
2957 query_internal_format(adapter
, srgb_format
, &format_texture_info
[i
], gl_info
, srgb_write
, TRUE
);
2964 static BOOL
color_match(DWORD c1
, DWORD c2
, BYTE max_diff
)
2966 if (abs((c1
& 0xff) - (c2
& 0xff)) > max_diff
) return FALSE
;
2968 if (abs((c1
& 0xff) - (c2
& 0xff)) > max_diff
) return FALSE
;
2970 if (abs((c1
& 0xff) - (c2
& 0xff)) > max_diff
) return FALSE
;
2972 if (abs((c1
& 0xff) - (c2
& 0xff)) > max_diff
) return FALSE
;
2976 /* A context is provided by the caller */
2977 static BOOL
check_filter(const struct wined3d_gl_info
*gl_info
, GLenum internal
)
2979 static const DWORD data
[] = {0x00000000, 0xffffffff};
2980 GLuint tex
, fbo
, buffer
;
2981 DWORD readback
[16 * 1];
2984 /* Render a filtered texture and see what happens. This is intended to detect the lack of
2985 * float16 filtering on ATI X1000 class cards. The drivers disable filtering instead of
2986 * falling back to software. If this changes in the future this code will get fooled and
2987 * apps might hit the software path due to incorrectly advertised caps.
2989 * Its unlikely that this changes however. GL Games like Mass Effect depend on the filter
2990 * disable fallback, if Apple or ATI ever change the driver behavior they will break more
2991 * than Wine. The Linux binary <= r500 driver is not maintained any more anyway
2994 while (gl_info
->gl_ops
.gl
.p_glGetError());
2996 gl_info
->gl_ops
.gl
.p_glGenTextures(1, &buffer
);
2997 gl_info
->gl_ops
.gl
.p_glBindTexture(GL_TEXTURE_2D
, buffer
);
2998 memset(readback
, 0x7e, sizeof(readback
));
2999 gl_info
->gl_ops
.gl
.p_glTexImage2D(GL_TEXTURE_2D
, 0, GL_RGBA8
, 16, 1, 0,
3000 GL_RGBA
, GL_UNSIGNED_INT_8_8_8_8
, readback
);
3001 gl_info
->gl_ops
.gl
.p_glTexParameteri(GL_TEXTURE_2D
, GL_TEXTURE_MIN_FILTER
, GL_NEAREST
);
3002 gl_info
->gl_ops
.gl
.p_glTexParameteri(GL_TEXTURE_2D
, GL_TEXTURE_MAG_FILTER
, GL_NEAREST
);
3003 gl_info
->gl_ops
.gl
.p_glTexParameteri(GL_TEXTURE_2D
, GL_TEXTURE_WRAP_S
, GL_CLAMP_TO_EDGE
);
3004 gl_info
->gl_ops
.gl
.p_glTexParameteri(GL_TEXTURE_2D
, GL_TEXTURE_WRAP_T
, GL_CLAMP_TO_EDGE
);
3005 gl_info
->gl_ops
.gl
.p_glTexParameteri(GL_TEXTURE_2D
, GL_TEXTURE_WRAP_R
, GL_CLAMP_TO_EDGE
);
3007 gl_info
->gl_ops
.gl
.p_glGenTextures(1, &tex
);
3008 gl_info
->gl_ops
.gl
.p_glBindTexture(GL_TEXTURE_2D
, tex
);
3009 gl_info
->gl_ops
.gl
.p_glTexImage2D(GL_TEXTURE_2D
, 0, internal
, 2, 1, 0,
3010 GL_BGRA
, GL_UNSIGNED_INT_8_8_8_8_REV
, data
);
3011 gl_info
->gl_ops
.gl
.p_glTexParameteri(GL_TEXTURE_2D
, GL_TEXTURE_MIN_FILTER
, GL_LINEAR
);
3012 gl_info
->gl_ops
.gl
.p_glTexParameteri(GL_TEXTURE_2D
, GL_TEXTURE_MAG_FILTER
, GL_LINEAR
);
3013 gl_info
->gl_ops
.gl
.p_glTexParameteri(GL_TEXTURE_2D
, GL_TEXTURE_WRAP_S
, GL_CLAMP_TO_EDGE
);
3014 gl_info
->gl_ops
.gl
.p_glTexParameteri(GL_TEXTURE_2D
, GL_TEXTURE_WRAP_T
, GL_CLAMP_TO_EDGE
);
3015 gl_info
->gl_ops
.gl
.p_glTexParameteri(GL_TEXTURE_2D
, GL_TEXTURE_WRAP_R
, GL_CLAMP_TO_EDGE
);
3016 gl_info
->gl_ops
.gl
.p_glEnable(GL_TEXTURE_2D
);
3018 gl_info
->fbo_ops
.glGenFramebuffers(1, &fbo
);
3019 gl_info
->fbo_ops
.glBindFramebuffer(GL_FRAMEBUFFER
, fbo
);
3020 gl_info
->fbo_ops
.glFramebufferTexture2D(GL_FRAMEBUFFER
, GL_COLOR_ATTACHMENT0
, GL_TEXTURE_2D
, buffer
, 0);
3021 gl_info
->gl_ops
.gl
.p_glDrawBuffer(GL_COLOR_ATTACHMENT0
);
3023 gl_info
->gl_ops
.gl
.p_glViewport(0, 0, 16, 1);
3024 gl_info
->gl_ops
.gl
.p_glDisable(GL_LIGHTING
);
3025 gl_info
->gl_ops
.gl
.p_glMatrixMode(GL_MODELVIEW
);
3026 gl_info
->gl_ops
.gl
.p_glLoadIdentity();
3027 gl_info
->gl_ops
.gl
.p_glMatrixMode(GL_PROJECTION
);
3028 gl_info
->gl_ops
.gl
.p_glLoadIdentity();
3030 gl_info
->gl_ops
.gl
.p_glClearColor(0, 1, 0, 0);
3031 gl_info
->gl_ops
.gl
.p_glClear(GL_COLOR_BUFFER_BIT
);
3033 gl_info
->gl_ops
.gl
.p_glBegin(GL_TRIANGLE_STRIP
);
3034 gl_info
->gl_ops
.gl
.p_glTexCoord2f(0.0, 0.0);
3035 gl_info
->gl_ops
.gl
.p_glVertex2f(-1.0f
, -1.0f
);
3036 gl_info
->gl_ops
.gl
.p_glTexCoord2f(1.0, 0.0);
3037 gl_info
->gl_ops
.gl
.p_glVertex2f(1.0f
, -1.0f
);
3038 gl_info
->gl_ops
.gl
.p_glTexCoord2f(0.0, 1.0);
3039 gl_info
->gl_ops
.gl
.p_glVertex2f(-1.0f
, 1.0f
);
3040 gl_info
->gl_ops
.gl
.p_glTexCoord2f(1.0, 1.0);
3041 gl_info
->gl_ops
.gl
.p_glVertex2f(1.0f
, 1.0f
);
3042 gl_info
->gl_ops
.gl
.p_glEnd();
3044 gl_info
->gl_ops
.gl
.p_glBindTexture(GL_TEXTURE_2D
, buffer
);
3045 memset(readback
, 0x7f, sizeof(readback
));
3046 gl_info
->gl_ops
.gl
.p_glGetTexImage(GL_TEXTURE_2D
, 0, GL_BGRA
, GL_UNSIGNED_INT_8_8_8_8_REV
, readback
);
3047 if (color_match(readback
[6], 0xffffffff, 5) || color_match(readback
[6], 0x00000000, 5)
3048 || color_match(readback
[9], 0xffffffff, 5) || color_match(readback
[9], 0x00000000, 5))
3050 TRACE("Read back colors 0x%08x and 0x%08x close to unfiltered color, assuming no filtering\n",
3051 readback
[6], readback
[9]);
3056 TRACE("Read back colors are 0x%08x and 0x%08x, assuming texture is filtered\n",
3057 readback
[6], readback
[9]);
3061 gl_info
->fbo_ops
.glBindFramebuffer(GL_FRAMEBUFFER
, 0);
3062 gl_info
->fbo_ops
.glDeleteFramebuffers(1, &fbo
);
3063 gl_info
->gl_ops
.gl
.p_glDeleteTextures(1, &tex
);
3064 gl_info
->gl_ops
.gl
.p_glDeleteTextures(1, &buffer
);
3065 gl_info
->gl_ops
.gl
.p_glDisable(GL_TEXTURE_2D
);
3067 if (gl_info
->gl_ops
.gl
.p_glGetError())
3069 FIXME("Error during filtering test for format %x, returning no filtering\n", internal
);
3076 static void init_format_filter_info(struct wined3d_gl_info
*gl_info
, enum wined3d_pci_vendor vendor
)
3078 struct wined3d_format
*format
;
3079 unsigned int fmt_idx
, i
;
3080 static const enum wined3d_format_id fmts16
[] =
3082 WINED3DFMT_R16_FLOAT
,
3083 WINED3DFMT_R16G16_FLOAT
,
3084 WINED3DFMT_R16G16B16A16_FLOAT
,
3088 if (gl_info
->supported
[ARB_INTERNALFORMAT_QUERY2
])
3089 /* This was already handled by init_format_texture_info(). */
3092 if (wined3d_settings
.offscreen_rendering_mode
!= ORM_FBO
3093 || !gl_info
->supported
[WINED3D_GL_LEGACY_CONTEXT
])
3095 WARN("No FBO support, or no FBO ORM, guessing filter info from GL caps\n");
3096 if (vendor
== HW_VENDOR_NVIDIA
&& gl_info
->supported
[ARB_TEXTURE_FLOAT
])
3098 TRACE("Nvidia card with texture_float support: Assuming float16 blending\n");
3101 else if (gl_info
->limits
.glsl_varyings
> 44)
3103 TRACE("More than 44 GLSL varyings - assuming d3d10 card with float16 blending\n");
3108 TRACE("Assuming no float16 blending\n");
3114 for (i
= 0; i
< ARRAY_SIZE(fmts16
); ++i
)
3116 fmt_idx
= get_format_idx(fmts16
[i
]);
3117 format_set_flag(&gl_info
->formats
[fmt_idx
], WINED3DFMT_FLAG_FILTERING
);
3123 for (i
= 0; i
< ARRAY_SIZE(fmts16
); ++i
)
3125 fmt_idx
= get_format_idx(fmts16
[i
]);
3126 format
= &gl_info
->formats
[fmt_idx
];
3127 if (!format
->glInternal
) continue; /* Not supported by GL */
3129 filtered
= check_filter(gl_info
, gl_info
->formats
[fmt_idx
].glInternal
);
3132 TRACE("Format %s supports filtering\n", debug_d3dformat(fmts16
[i
]));
3133 format_set_flag(format
, WINED3DFMT_FLAG_FILTERING
);
3137 TRACE("Format %s does not support filtering\n", debug_d3dformat(fmts16
[i
]));
3142 static void apply_format_fixups(struct wined3d_adapter
*adapter
, struct wined3d_gl_info
*gl_info
)
3147 idx
= get_format_idx(WINED3DFMT_R16_FLOAT
);
3148 gl_info
->formats
[idx
].color_fixup
= create_color_fixup_desc(
3149 0, CHANNEL_SOURCE_X
, 0, CHANNEL_SOURCE_ONE
, 0, CHANNEL_SOURCE_ONE
, 0, CHANNEL_SOURCE_W
);
3151 idx
= get_format_idx(WINED3DFMT_R32_FLOAT
);
3152 gl_info
->formats
[idx
].color_fixup
= create_color_fixup_desc(
3153 0, CHANNEL_SOURCE_X
, 0, CHANNEL_SOURCE_ONE
, 0, CHANNEL_SOURCE_ONE
, 0, CHANNEL_SOURCE_W
);
3155 idx
= get_format_idx(WINED3DFMT_R16G16_UNORM
);
3156 gl_info
->formats
[idx
].color_fixup
= create_color_fixup_desc(
3157 0, CHANNEL_SOURCE_X
, 0, CHANNEL_SOURCE_Y
, 0, CHANNEL_SOURCE_ONE
, 0, CHANNEL_SOURCE_W
);
3159 idx
= get_format_idx(WINED3DFMT_R16G16_FLOAT
);
3160 gl_info
->formats
[idx
].color_fixup
= create_color_fixup_desc(
3161 0, CHANNEL_SOURCE_X
, 0, CHANNEL_SOURCE_Y
, 0, CHANNEL_SOURCE_ONE
, 0, CHANNEL_SOURCE_W
);
3163 idx
= get_format_idx(WINED3DFMT_R32G32_FLOAT
);
3164 gl_info
->formats
[idx
].color_fixup
= create_color_fixup_desc(
3165 0, CHANNEL_SOURCE_X
, 0, CHANNEL_SOURCE_Y
, 0, CHANNEL_SOURCE_ONE
, 0, CHANNEL_SOURCE_W
);
3167 /* GL_ATI_envmap_bumpmap in theory supports R8G8_SNORM but is no longer supported by
3169 if (gl_info
->supported
[NV_TEXTURE_SHADER
] || gl_info
->supported
[EXT_TEXTURE_SNORM
])
3171 /* R8G8_SNORM and R16G16_SNORM need a fixup of the undefined blue channel. OpenGL
3172 * returns 0.0 when sampling from it, DirectX 1.0. So we always have in-shader
3173 * conversion for this format. */
3174 idx
= get_format_idx(WINED3DFMT_R8G8_SNORM
);
3175 gl_info
->formats
[idx
].color_fixup
= create_color_fixup_desc(
3176 0, CHANNEL_SOURCE_X
, 0, CHANNEL_SOURCE_Y
, 0, CHANNEL_SOURCE_ONE
, 0, CHANNEL_SOURCE_ONE
);
3177 idx
= get_format_idx(WINED3DFMT_R16G16_SNORM
);
3178 gl_info
->formats
[idx
].color_fixup
= create_color_fixup_desc(
3179 0, CHANNEL_SOURCE_X
, 0, CHANNEL_SOURCE_Y
, 0, CHANNEL_SOURCE_ONE
, 0, CHANNEL_SOURCE_ONE
);
3183 /* Emulate using unsigned formats. This requires load-time conversion in addition to the
3185 idx
= get_format_idx(WINED3DFMT_R8G8_SNORM
);
3186 gl_info
->formats
[idx
].color_fixup
= create_color_fixup_desc(
3187 1, CHANNEL_SOURCE_X
, 1, CHANNEL_SOURCE_Y
, 0, CHANNEL_SOURCE_ONE
, 0, CHANNEL_SOURCE_ONE
);
3188 idx
= get_format_idx(WINED3DFMT_R16G16_SNORM
);
3189 gl_info
->formats
[idx
].color_fixup
= create_color_fixup_desc(
3190 1, CHANNEL_SOURCE_X
, 1, CHANNEL_SOURCE_Y
, 0, CHANNEL_SOURCE_ONE
, 0, CHANNEL_SOURCE_ONE
);
3191 idx
= get_format_idx(WINED3DFMT_R8G8B8A8_SNORM
);
3192 gl_info
->formats
[idx
].color_fixup
= create_color_fixup_desc(
3193 1, CHANNEL_SOURCE_X
, 1, CHANNEL_SOURCE_Y
, 1, CHANNEL_SOURCE_Z
, 1, CHANNEL_SOURCE_W
);
3194 idx
= get_format_idx(WINED3DFMT_R5G5_SNORM_L6_UNORM
);
3195 gl_info
->formats
[idx
].color_fixup
= create_color_fixup_desc(
3196 1, CHANNEL_SOURCE_X
, 1, CHANNEL_SOURCE_Z
, 0, CHANNEL_SOURCE_Y
, 0, CHANNEL_SOURCE_ONE
);
3199 if (!gl_info
->supported
[NV_TEXTURE_SHADER
])
3201 idx
= get_format_idx(WINED3DFMT_R8G8_SNORM_L8X8_UNORM
);
3202 gl_info
->formats
[idx
].color_fixup
= create_color_fixup_desc(
3203 1, CHANNEL_SOURCE_X
, 1, CHANNEL_SOURCE_Y
, 0, CHANNEL_SOURCE_Z
, 0, CHANNEL_SOURCE_W
);
3206 if (gl_info
->supported
[ARB_TEXTURE_COMPRESSION_RGTC
] || gl_info
->supported
[EXT_TEXTURE_COMPRESSION_RGTC
])
3208 idx
= get_format_idx(WINED3DFMT_ATI1N
);
3209 gl_info
->formats
[idx
].color_fixup
= create_color_fixup_desc(
3210 0, CHANNEL_SOURCE_X
, 0, CHANNEL_SOURCE_X
, 0, CHANNEL_SOURCE_X
, 0, CHANNEL_SOURCE_X
);
3212 idx
= get_format_idx(WINED3DFMT_ATI2N
);
3213 gl_info
->formats
[idx
].color_fixup
= create_color_fixup_desc(
3214 0, CHANNEL_SOURCE_Y
, 0, CHANNEL_SOURCE_X
, 0, CHANNEL_SOURCE_ONE
, 0, CHANNEL_SOURCE_ONE
);
3216 else if (gl_info
->supported
[ATI_TEXTURE_COMPRESSION_3DC
])
3218 idx
= get_format_idx(WINED3DFMT_ATI2N
);
3219 gl_info
->formats
[idx
].color_fixup
= create_color_fixup_desc(
3220 0, CHANNEL_SOURCE_X
, 0, CHANNEL_SOURCE_W
, 0, CHANNEL_SOURCE_ONE
, 0, CHANNEL_SOURCE_ONE
);
3223 if (!gl_info
->supported
[APPLE_YCBCR_422
])
3225 idx
= get_format_idx(WINED3DFMT_YUY2
);
3226 gl_info
->formats
[idx
].color_fixup
= create_complex_fixup_desc(COMPLEX_FIXUP_YUY2
);
3228 idx
= get_format_idx(WINED3DFMT_UYVY
);
3229 gl_info
->formats
[idx
].color_fixup
= create_complex_fixup_desc(COMPLEX_FIXUP_UYVY
);
3232 idx
= get_format_idx(WINED3DFMT_YV12
);
3233 format_set_flag(&gl_info
->formats
[idx
], WINED3DFMT_FLAG_HEIGHT_SCALE
);
3234 gl_info
->formats
[idx
].height_scale
.numerator
= 3;
3235 gl_info
->formats
[idx
].height_scale
.denominator
= 2;
3236 gl_info
->formats
[idx
].color_fixup
= create_complex_fixup_desc(COMPLEX_FIXUP_YV12
);
3238 idx
= get_format_idx(WINED3DFMT_NV12
);
3239 format_set_flag(&gl_info
->formats
[idx
], WINED3DFMT_FLAG_HEIGHT_SCALE
);
3240 gl_info
->formats
[idx
].height_scale
.numerator
= 3;
3241 gl_info
->formats
[idx
].height_scale
.denominator
= 2;
3242 gl_info
->formats
[idx
].color_fixup
= create_complex_fixup_desc(COMPLEX_FIXUP_NV12
);
3244 if (!gl_info
->supported
[WINED3D_GL_LEGACY_CONTEXT
])
3246 idx
= get_format_idx(WINED3DFMT_A8_UNORM
);
3247 gl_info
->formats
[idx
].color_fixup
= create_color_fixup_desc(
3248 0, CHANNEL_SOURCE_ZERO
, 0, CHANNEL_SOURCE_ZERO
, 0, CHANNEL_SOURCE_ZERO
, 0, CHANNEL_SOURCE_X
);
3249 idx
= get_format_idx(WINED3DFMT_L8A8_UNORM
);
3250 gl_info
->formats
[idx
].color_fixup
= create_color_fixup_desc(
3251 0, CHANNEL_SOURCE_X
, 0, CHANNEL_SOURCE_X
, 0, CHANNEL_SOURCE_X
, 0, CHANNEL_SOURCE_Y
);
3252 idx
= get_format_idx(WINED3DFMT_L4A4_UNORM
);
3253 gl_info
->formats
[idx
].color_fixup
= create_color_fixup_desc(
3254 0, CHANNEL_SOURCE_X
, 0, CHANNEL_SOURCE_X
, 0, CHANNEL_SOURCE_X
, 0, CHANNEL_SOURCE_Y
);
3255 idx
= get_format_idx(WINED3DFMT_L16_UNORM
);
3256 gl_info
->formats
[idx
].color_fixup
= create_color_fixup_desc(
3257 0, CHANNEL_SOURCE_X
, 0, CHANNEL_SOURCE_X
, 0, CHANNEL_SOURCE_X
, 0, CHANNEL_SOURCE_ONE
);
3258 idx
= get_format_idx(WINED3DFMT_INTZ
);
3259 gl_info
->formats
[idx
].color_fixup
= create_color_fixup_desc(
3260 0, CHANNEL_SOURCE_X
, 0, CHANNEL_SOURCE_X
, 0, CHANNEL_SOURCE_X
, 0, CHANNEL_SOURCE_X
);
3263 if (gl_info
->supported
[ARB_TEXTURE_RG
])
3265 idx
= get_format_idx(WINED3DFMT_L8_UNORM
);
3266 gl_info
->formats
[idx
].color_fixup
= create_color_fixup_desc(
3267 0, CHANNEL_SOURCE_X
, 0, CHANNEL_SOURCE_X
, 0, CHANNEL_SOURCE_X
, 0, CHANNEL_SOURCE_ONE
);
3270 if (gl_info
->supported
[ARB_FRAGMENT_PROGRAM
])
3272 idx
= get_format_idx(WINED3DFMT_P8_UINT
);
3273 gl_info
->formats
[idx
].color_fixup
= create_complex_fixup_desc(COMPLEX_FIXUP_P8
);
3276 if (gl_info
->supported
[ARB_VERTEX_ARRAY_BGRA
])
3278 idx
= get_format_idx(WINED3DFMT_B8G8R8A8_UNORM
);
3279 gl_info
->formats
[idx
].gl_vtx_format
= GL_BGRA
;
3282 if (!gl_info
->supported
[ARB_HALF_FLOAT_VERTEX
])
3284 /* Do not change the size of the type, it is CPU side. We have to change the GPU-side information though.
3285 * It is the job of the vertex buffer code to make sure that the vbos have the right format */
3286 idx
= get_format_idx(WINED3DFMT_R16G16_FLOAT
);
3287 gl_info
->formats
[idx
].gl_vtx_type
= GL_FLOAT
;
3289 idx
= get_format_idx(WINED3DFMT_R16G16B16A16_FLOAT
);
3290 gl_info
->formats
[idx
].gl_vtx_type
= GL_FLOAT
;
3293 if (!gl_info
->supported
[ARB_HALF_FLOAT_PIXEL
])
3295 idx
= get_format_idx(WINED3DFMT_R16_FLOAT
);
3296 format_clear_flag(&gl_info
->formats
[idx
], WINED3DFMT_FLAG_TEXTURE
);
3298 idx
= get_format_idx(WINED3DFMT_R16G16_FLOAT
);
3299 format_clear_flag(&gl_info
->formats
[idx
], WINED3DFMT_FLAG_TEXTURE
);
3301 idx
= get_format_idx(WINED3DFMT_R16G16B16A16_FLOAT
);
3302 format_clear_flag(&gl_info
->formats
[idx
], WINED3DFMT_FLAG_TEXTURE
);
3305 if (gl_info
->quirks
& WINED3D_QUIRK_BROKEN_RGBA16
)
3307 idx
= get_format_idx(WINED3DFMT_R16G16B16A16_UNORM
);
3308 format_clear_flag(&gl_info
->formats
[idx
], WINED3DFMT_FLAG_TEXTURE
);
3311 /* ATI instancing hack: Although ATI cards do not support Shader Model
3312 * 3.0, they support instancing. To query if the card supports instancing
3313 * CheckDeviceFormat() with the special format MAKEFOURCC('I','N','S','T')
3314 * is used. Should an application check for this, provide a proper return
3315 * value. We can do instancing with all shader versions, but we need
3318 * Additionally applications have to set the D3DRS_POINTSIZE render state
3319 * to MAKEFOURCC('I','N','S','T') once to enable instancing. Wined3d
3320 * doesn't need that and just ignores it.
3322 * With Shader Model 3.0 capable cards Instancing 'just works' in Windows. */
3323 /* FIXME: This should just check the shader backend caps. */
3324 if (gl_info
->supported
[ARB_VERTEX_PROGRAM
] || gl_info
->supported
[ARB_VERTEX_SHADER
])
3326 idx
= get_format_idx(WINED3DFMT_INST
);
3327 format_set_flag(&gl_info
->formats
[idx
], WINED3DFMT_FLAG_TEXTURE
);
3330 /* Depth bound test. To query if the card supports it CheckDeviceFormat()
3331 * with the special format MAKEFOURCC('N','V','D','B') is used. It is
3332 * enabled by setting D3DRS_ADAPTIVETESS_X render state to
3333 * MAKEFOURCC('N','V','D','B') and then controlled by setting
3334 * D3DRS_ADAPTIVETESS_Z (zMin) and D3DRS_ADAPTIVETESS_W (zMax) to test
3336 if (gl_info
->supported
[EXT_DEPTH_BOUNDS_TEST
])
3338 idx
= get_format_idx(WINED3DFMT_NVDB
);
3339 format_set_flag(&gl_info
->formats
[idx
], WINED3DFMT_FLAG_TEXTURE
);
3342 /* RESZ aka AMD DX9-level hack for multisampled depth buffer resolve. You query for RESZ
3343 * support by checking for availability of MAKEFOURCC('R','E','S','Z') surfaces with
3344 * RENDERTARGET usage. */
3345 if (gl_info
->supported
[ARB_FRAMEBUFFER_OBJECT
])
3347 idx
= get_format_idx(WINED3DFMT_RESZ
);
3348 format_set_flag(&gl_info
->formats
[idx
], WINED3DFMT_FLAG_TEXTURE
| WINED3DFMT_FLAG_RENDERTARGET
);
3351 for (i
= 0; i
< gl_info
->format_count
; ++i
)
3353 struct wined3d_format
*format
= &gl_info
->formats
[i
];
3355 if (!(format
->flags
[WINED3D_GL_RES_TYPE_TEX_2D
] & WINED3DFMT_FLAG_TEXTURE
))
3358 if (is_identity_fixup(format
->color_fixup
))
3361 TRACE("Checking support for fixup:\n");
3362 dump_color_fixup_desc(format
->color_fixup
);
3363 if (!adapter
->shader_backend
->shader_color_fixup_supported(format
->color_fixup
)
3364 || !adapter
->fragment_pipe
->color_fixup_supported(format
->color_fixup
))
3366 TRACE("[FAILED]\n");
3367 format_clear_flag(format
, WINED3DFMT_FLAG_TEXTURE
);
3375 /* GL_EXT_texture_compression_s3tc does not support 3D textures. Some Windows drivers
3376 * for dx9 GPUs support it, some do not, so not supporting DXTn volumes is OK for d3d9.
3378 * Note that GL_NV_texture_compression_vtc adds this functionality to OpenGL, but the
3379 * block layout is not compatible with the one used by d3d. See volume_dxt5_test. */
3380 idx
= get_format_idx(WINED3DFMT_DXT1
);
3381 gl_info
->formats
[idx
].flags
[WINED3D_GL_RES_TYPE_TEX_3D
] &= ~WINED3DFMT_FLAG_TEXTURE
;
3382 idx
= get_format_idx(WINED3DFMT_DXT2
);
3383 gl_info
->formats
[idx
].flags
[WINED3D_GL_RES_TYPE_TEX_3D
] &= ~WINED3DFMT_FLAG_TEXTURE
;
3384 idx
= get_format_idx(WINED3DFMT_DXT3
);
3385 gl_info
->formats
[idx
].flags
[WINED3D_GL_RES_TYPE_TEX_3D
] &= ~WINED3DFMT_FLAG_TEXTURE
;
3386 idx
= get_format_idx(WINED3DFMT_DXT4
);
3387 gl_info
->formats
[idx
].flags
[WINED3D_GL_RES_TYPE_TEX_3D
] &= ~WINED3DFMT_FLAG_TEXTURE
;
3388 idx
= get_format_idx(WINED3DFMT_DXT5
);
3389 gl_info
->formats
[idx
].flags
[WINED3D_GL_RES_TYPE_TEX_3D
] &= ~WINED3DFMT_FLAG_TEXTURE
;
3390 idx
= get_format_idx(WINED3DFMT_BC1_UNORM
);
3391 gl_info
->formats
[idx
].flags
[WINED3D_GL_RES_TYPE_TEX_3D
] &= ~WINED3DFMT_FLAG_TEXTURE
;
3392 idx
= get_format_idx(WINED3DFMT_BC1_UNORM_SRGB
);
3393 gl_info
->formats
[idx
].flags
[WINED3D_GL_RES_TYPE_TEX_3D
] &= ~WINED3DFMT_FLAG_TEXTURE
;
3394 idx
= get_format_idx(WINED3DFMT_BC2_UNORM
);
3395 gl_info
->formats
[idx
].flags
[WINED3D_GL_RES_TYPE_TEX_3D
] &= ~WINED3DFMT_FLAG_TEXTURE
;
3396 idx
= get_format_idx(WINED3DFMT_BC2_UNORM_SRGB
);
3397 gl_info
->formats
[idx
].flags
[WINED3D_GL_RES_TYPE_TEX_3D
] &= ~WINED3DFMT_FLAG_TEXTURE
;
3398 idx
= get_format_idx(WINED3DFMT_BC3_UNORM
);
3399 gl_info
->formats
[idx
].flags
[WINED3D_GL_RES_TYPE_TEX_3D
] &= ~WINED3DFMT_FLAG_TEXTURE
;
3400 idx
= get_format_idx(WINED3DFMT_BC3_UNORM_SRGB
);
3401 gl_info
->formats
[idx
].flags
[WINED3D_GL_RES_TYPE_TEX_3D
] &= ~WINED3DFMT_FLAG_TEXTURE
;
3402 /* Similarly with ATI1N / ATI2N and GL_ARB_texture_compression_rgtc. */
3403 idx
= get_format_idx(WINED3DFMT_ATI1N
);
3404 gl_info
->formats
[idx
].flags
[WINED3D_GL_RES_TYPE_TEX_3D
] &= ~WINED3DFMT_FLAG_TEXTURE
;
3405 idx
= get_format_idx(WINED3DFMT_ATI2N
);
3406 gl_info
->formats
[idx
].flags
[WINED3D_GL_RES_TYPE_TEX_3D
] &= ~WINED3DFMT_FLAG_TEXTURE
;
3407 idx
= get_format_idx(WINED3DFMT_BC4_UNORM
);
3408 gl_info
->formats
[idx
].flags
[WINED3D_GL_RES_TYPE_TEX_3D
] &= ~WINED3DFMT_FLAG_TEXTURE
;
3409 idx
= get_format_idx(WINED3DFMT_BC5_UNORM
);
3410 gl_info
->formats
[idx
].flags
[WINED3D_GL_RES_TYPE_TEX_3D
] &= ~WINED3DFMT_FLAG_TEXTURE
;
3411 idx
= get_format_idx(WINED3DFMT_BC5_SNORM
);
3412 gl_info
->formats
[idx
].flags
[WINED3D_GL_RES_TYPE_TEX_3D
] &= ~WINED3DFMT_FLAG_TEXTURE
;
3415 static unsigned int calculate_vertex_attribute_size(GLenum type
, unsigned int component_count
)
3420 return component_count
* sizeof(GLhalfNV
);
3422 return component_count
* sizeof(GLfloat
);
3424 return component_count
* sizeof(GLbyte
);
3425 case GL_UNSIGNED_BYTE
:
3426 return component_count
* sizeof(GLubyte
);
3428 return component_count
* sizeof(GLshort
);
3429 case GL_UNSIGNED_SHORT
:
3430 return component_count
* sizeof(GLushort
);
3432 return component_count
* sizeof(GLint
);
3433 case GL_UNSIGNED_INT
:
3434 return component_count
* sizeof(GLuint
);
3435 case GL_UNSIGNED_INT_2_10_10_10_REV
:
3436 return sizeof(GLuint
);
3438 FIXME("Unhandled GL type %#x.\n", type
);
3443 static BOOL
init_format_vertex_info(struct wined3d_gl_info
*gl_info
)
3445 struct wined3d_format
*format
;
3448 for (i
= 0; i
< ARRAY_SIZE(format_vertex_info
); ++i
)
3450 if (!(format
= get_format_internal(gl_info
, format_vertex_info
[i
].id
)))
3453 if (!gl_info
->supported
[format_vertex_info
[i
].extension
])
3456 format
->emit_idx
= format_vertex_info
[i
].emit_idx
;
3457 format
->component_count
= format_vertex_info
[i
].component_count
;
3458 format
->gl_vtx_type
= format_vertex_info
[i
].gl_vtx_type
;
3459 format
->gl_vtx_format
= format_vertex_info
[i
].component_count
;
3460 format
->gl_normalized
= format_vertex_info
[i
].gl_normalized
;
3461 if (!(format
->attribute_size
= calculate_vertex_attribute_size(format
->gl_vtx_type
,
3462 format
->component_count
)))
3464 ERR("Invalid attribute size for vertex format %s (%#x).\n",
3465 debug_d3dformat(format_vertex_info
[i
].id
), format_vertex_info
[i
].id
);
3473 static BOOL
init_typeless_formats(struct wined3d_gl_info
*gl_info
)
3475 unsigned int flags
[WINED3D_GL_RES_TYPE_COUNT
];
3478 for (i
= 0; i
< ARRAY_SIZE(typed_formats
); ++i
)
3480 struct wined3d_format
*format
, *typeless_format
;
3482 if (!(format
= get_format_internal(gl_info
, typed_formats
[i
].id
)))
3484 if (!(typeless_format
= get_format_internal(gl_info
, typed_formats
[i
].typeless_id
)))
3487 memcpy(flags
, typeless_format
->flags
, sizeof(flags
));
3488 copy_format(typeless_format
, format
);
3489 for (j
= 0; j
< ARRAY_SIZE(typeless_format
->flags
); ++j
)
3490 typeless_format
->flags
[j
] |= flags
[j
];
3493 for (i
= 0; i
< ARRAY_SIZE(typeless_depth_stencil_formats
); ++i
)
3495 struct wined3d_format
*typeless_format
, *typeless_ds_format
, *ds_format
;
3496 struct wined3d_format
*depth_view_format
, *stencil_view_format
;
3497 enum wined3d_format_id format_id
;
3499 if (!(typeless_format
= get_format_internal(gl_info
, typeless_depth_stencil_formats
[i
].typeless_id
)))
3501 if (!(ds_format
= get_format_internal(gl_info
, typeless_depth_stencil_formats
[i
].depth_stencil_id
)))
3504 typeless_ds_format
= &gl_info
->formats
[WINED3D_FORMAT_COUNT
+ i
];
3505 typeless_ds_format
->id
= typeless_depth_stencil_formats
[i
].typeless_id
;
3506 copy_format(typeless_ds_format
, ds_format
);
3507 for (j
= 0; j
< ARRAY_SIZE(typeless_ds_format
->flags
); ++j
)
3509 typeless_ds_format
->flags
[j
] = typeless_format
->flags
[j
];
3510 typeless_format
->flags
[j
] &= ~(WINED3DFMT_FLAG_DEPTH
| WINED3DFMT_FLAG_STENCIL
);
3513 if ((format_id
= typeless_depth_stencil_formats
[i
].depth_view_id
))
3515 if (!(depth_view_format
= get_format_internal(gl_info
, format_id
)))
3517 copy_format(depth_view_format
, ds_format
);
3519 if ((format_id
= typeless_depth_stencil_formats
[i
].stencil_view_id
))
3521 if (!(stencil_view_format
= get_format_internal(gl_info
, format_id
)))
3523 copy_format(stencil_view_format
, ds_format
);
3530 /* Context activation is done by the caller. */
3531 BOOL
wined3d_adapter_init_format_info(struct wined3d_adapter
*adapter
, struct wined3d_caps_gl_ctx
*ctx
)
3533 struct wined3d_gl_info
*gl_info
= &adapter
->gl_info
;
3535 if (!init_format_base_info(gl_info
)) return FALSE
;
3536 if (!init_format_block_info(gl_info
)) goto fail
;
3538 if (!ctx
) /* WINED3D_NO3D */
3541 if (!init_format_texture_info(adapter
, gl_info
)) goto fail
;
3542 if (!init_format_vertex_info(gl_info
)) goto fail
;
3544 apply_format_fixups(adapter
, gl_info
);
3545 init_format_fbo_compat_info(ctx
);
3546 init_format_filter_info(gl_info
, adapter
->driver_info
.vendor
);
3547 if (!init_typeless_formats(gl_info
)) goto fail
;
3552 HeapFree(GetProcessHeap(), 0, gl_info
->formats
);
3553 gl_info
->formats
= NULL
;
3557 BOOL
wined3d_caps_gl_ctx_test_viewport_subpixel_bits(struct wined3d_caps_gl_ctx
*ctx
)
3559 static const struct wined3d_color red
= {1.0f
, 0.0f
, 0.0f
, 1.0f
};
3560 const struct wined3d_gl_info
*gl_info
= ctx
->gl_info
;
3561 static const float offset
= -63.0f
/ 128.0f
;
3562 GLuint texture
, fbo
;
3566 gl_info
->gl_ops
.gl
.p_glGenTextures(1, &texture
);
3567 gl_info
->gl_ops
.gl
.p_glBindTexture(GL_TEXTURE_2D
, texture
);
3568 gl_info
->gl_ops
.gl
.p_glTexParameteri(GL_TEXTURE_2D
, GL_TEXTURE_MAX_LEVEL
, 0);
3569 gl_info
->gl_ops
.gl
.p_glTexImage2D(GL_TEXTURE_2D
, 0, GL_RGBA8
, ARRAY_SIZE(readback
), 1, 0,
3570 GL_BGRA
, GL_UNSIGNED_INT_8_8_8_8_REV
, NULL
);
3571 gl_info
->fbo_ops
.glGenFramebuffers(1, &fbo
);
3572 gl_info
->fbo_ops
.glBindFramebuffer(GL_FRAMEBUFFER
, fbo
);
3573 gl_info
->fbo_ops
.glFramebufferTexture2D(GL_FRAMEBUFFER
, GL_COLOR_ATTACHMENT0
,
3574 GL_TEXTURE_2D
, texture
, 0);
3575 checkGLcall("create resources");
3577 gl_info
->gl_ops
.gl
.p_glClearColor(1.0f
, 1.0f
, 1.0f
, 1.0f
);
3578 gl_info
->gl_ops
.gl
.p_glClear(GL_COLOR_BUFFER_BIT
);
3579 GL_EXTCALL(glViewportIndexedf(0, offset
, offset
, 4.0f
, 1.0f
));
3580 draw_test_quad(ctx
, NULL
, &red
);
3581 checkGLcall("draw");
3583 gl_info
->gl_ops
.gl
.p_glBindTexture(GL_TEXTURE_2D
, texture
);
3584 gl_info
->gl_ops
.gl
.p_glGetTexImage(GL_TEXTURE_2D
, 0,
3585 GL_BGRA
, GL_UNSIGNED_INT_8_8_8_8_REV
, readback
);
3586 checkGLcall("readback");
3588 TRACE("Readback colors are 0x%08x, 0x%08x, 0x%08x, 0x%08x.\n",
3589 readback
[0], readback
[1], readback
[2], readback
[3]);
3591 gl_info
->gl_ops
.gl
.p_glDeleteTextures(1, &texture
);
3592 gl_info
->fbo_ops
.glDeleteFramebuffers(1, &fbo
);
3593 gl_info
->fbo_ops
.glBindFramebuffer(GL_FRAMEBUFFER
, 0);
3594 checkGLcall("delete resources");
3596 for (i
= 0; i
< ARRAY_SIZE(readback
); ++i
)
3598 if (readback
[i
] != 0xffff0000)
3604 float wined3d_adapter_find_polyoffset_scale(struct wined3d_caps_gl_ctx
*ctx
, GLenum format
)
3606 const struct wined3d_gl_info
*gl_info
= ctx
->gl_info
;
3607 static const struct wined3d_color blue
= {0.0f
, 0.0f
, 1.0f
, 1.0f
};
3608 GLuint fbo
, color
, depth
;
3609 unsigned int low
= 0, high
= 32, cur
;
3610 DWORD readback
[256];
3611 static const struct wined3d_vec3 geometry
[] =
3613 {-1.0f
, -1.0f
, -1.0f
},
3614 { 1.0f
, -1.0f
, 0.0f
},
3615 {-1.0f
, 1.0f
, -1.0f
},
3616 { 1.0f
, 1.0f
, 0.0f
},
3619 /* Most drivers want 2^23 for fixed point depth buffers, including r300g, r600g,
3620 * Nvidia. Use this as a fallback if the detection fails. */
3621 unsigned int fallback
= 23;
3623 if (wined3d_settings
.offscreen_rendering_mode
!= ORM_FBO
)
3625 FIXME("No FBOs, assuming polyoffset scale of 2^%u.\n", fallback
);
3626 return (float)(1u << fallback
);
3629 gl_info
->gl_ops
.gl
.p_glGenTextures(1, &color
);
3630 gl_info
->gl_ops
.gl
.p_glBindTexture(GL_TEXTURE_2D
, color
);
3631 gl_info
->gl_ops
.gl
.p_glTexParameteri(GL_TEXTURE_2D
, GL_TEXTURE_MAX_LEVEL
, 0);
3632 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);
3634 gl_info
->fbo_ops
.glGenRenderbuffers(1, &depth
);
3635 gl_info
->fbo_ops
.glBindRenderbuffer(GL_RENDERBUFFER
, depth
);
3636 gl_info
->fbo_ops
.glRenderbufferStorage(GL_RENDERBUFFER
, format
, 256, 1);
3638 gl_info
->fbo_ops
.glGenFramebuffers(1, &fbo
);
3639 gl_info
->fbo_ops
.glBindFramebuffer(GL_FRAMEBUFFER
, fbo
);
3640 gl_info
->fbo_ops
.glFramebufferTexture2D(GL_FRAMEBUFFER
, GL_COLOR_ATTACHMENT0
, GL_TEXTURE_2D
, color
, 0);
3641 gl_info
->fbo_ops
.glFramebufferRenderbuffer(GL_FRAMEBUFFER
, GL_DEPTH_ATTACHMENT
, GL_RENDERBUFFER
, depth
);
3642 checkGLcall("Setup framebuffer");
3644 gl_info
->gl_ops
.gl
.p_glClearColor(0.0f
, 0.0f
, 0.5f
, 0.0f
);
3645 gl_info
->gl_ops
.gl
.p_glClearDepth(0.5f
);
3646 gl_info
->gl_ops
.gl
.p_glEnable(GL_DEPTH_TEST
);
3647 gl_info
->gl_ops
.gl
.p_glEnable(GL_POLYGON_OFFSET_FILL
);
3648 gl_info
->gl_ops
.gl
.p_glViewport(0, 0, 256, 1);
3649 checkGLcall("Misc parameters");
3653 if (high
- low
<= 1)
3655 ERR("PolygonOffset scale factor detection failed, using fallback value 2^%u.\n", fallback
);
3659 cur
= (low
+ high
) / 2;
3661 gl_info
->gl_ops
.gl
.p_glClear(GL_COLOR_BUFFER_BIT
| GL_DEPTH_BUFFER_BIT
);
3662 /* The post viewport transform Z of the geometry runs from 0.0 to 0.5. We want to push it another
3663 * 0.25 so that the Z buffer content (0.5) cuts the quad off at half the screen. */
3664 gl_info
->gl_ops
.gl
.p_glPolygonOffset(0.0f
, (float)(1u << cur
) * 0.25f
);
3665 draw_test_quad(ctx
, geometry
, &blue
);
3666 checkGLcall("Test draw");
3668 /* Rebinding texture to workaround a fglrx bug. */
3669 gl_info
->gl_ops
.gl
.p_glBindTexture(GL_TEXTURE_2D
, color
);
3670 gl_info
->gl_ops
.gl
.p_glGetTexImage(GL_TEXTURE_2D
, 0, GL_BGRA
, GL_UNSIGNED_INT_8_8_8_8_REV
, readback
);
3671 checkGLcall("readback");
3673 TRACE("low %02u, high %02u, cur %2u, 0=0x%08x, 125=0x%08x, 131=0x%08x, 255=0x%08x\n",
3674 low
, high
, cur
, readback
[0], readback
[125], readback
[131], readback
[255]);
3676 if ((readback
[125] & 0xff) < 0xa0)
3678 else if ((readback
[131] & 0xff) > 0xa0)
3682 TRACE("Found scale factor 2^%u for format %x\n", cur
, format
);
3687 gl_info
->gl_ops
.gl
.p_glDeleteTextures(1, &color
);
3688 gl_info
->fbo_ops
.glDeleteRenderbuffers(1, &depth
);
3689 gl_info
->fbo_ops
.glDeleteFramebuffers(1, &fbo
);
3690 gl_info
->fbo_ops
.glBindFramebuffer(GL_FRAMEBUFFER
, 0);
3691 checkGLcall("Delete framebuffer");
3693 gl_info
->gl_ops
.gl
.p_glDisable(GL_DEPTH_TEST
);
3694 gl_info
->gl_ops
.gl
.p_glDisable(GL_POLYGON_OFFSET_FILL
);
3695 return (float)(1u << cur
);
3698 const struct wined3d_format
*wined3d_get_format(const struct wined3d_gl_info
*gl_info
,
3699 enum wined3d_format_id format_id
, unsigned int resource_usage
)
3701 const struct wined3d_format
*format
;
3702 int idx
= get_format_idx(format_id
);
3707 FIXME("Can't find format %s (%#x) in the format lookup table.\n",
3708 debug_d3dformat(format_id
), format_id
);
3709 return &gl_info
->formats
[get_format_idx(WINED3DFMT_UNKNOWN
)];
3712 format
= &gl_info
->formats
[idx
];
3714 if (resource_usage
& WINED3DUSAGE_DEPTHSTENCIL
&& wined3d_format_is_typeless(format
))
3716 for (i
= 0; i
< ARRAY_SIZE(typeless_depth_stencil_formats
); ++i
)
3718 if (typeless_depth_stencil_formats
[i
].typeless_id
== format_id
)
3719 return &gl_info
->formats
[WINED3D_FORMAT_COUNT
+ i
];
3722 FIXME("Cannot find depth/stencil typeless format %s (%#x).\n",
3723 debug_d3dformat(format_id
), format_id
);
3724 return &gl_info
->formats
[get_format_idx(WINED3DFMT_UNKNOWN
)];
3730 void wined3d_format_calculate_pitch(const struct wined3d_format
*format
, unsigned int alignment
,
3731 unsigned int width
, unsigned int height
, unsigned int *row_pitch
, unsigned int *slice_pitch
)
3733 /* For block based formats, pitch means the amount of bytes to the next
3734 * row of blocks rather than the next row of pixels. */
3735 if (format
->flags
[WINED3D_GL_RES_TYPE_TEX_2D
] & WINED3DFMT_FLAG_BLOCKS
)
3737 unsigned int row_block_count
= (width
+ format
->block_width
- 1) / format
->block_width
;
3738 unsigned int slice_block_count
= (height
+ format
->block_height
- 1) / format
->block_height
;
3739 *row_pitch
= row_block_count
* format
->block_byte_count
;
3740 *row_pitch
= (*row_pitch
+ alignment
- 1) & ~(alignment
- 1);
3741 *slice_pitch
= *row_pitch
* slice_block_count
;
3745 *row_pitch
= format
->byte_count
* width
; /* Bytes / row */
3746 *row_pitch
= (*row_pitch
+ alignment
- 1) & ~(alignment
- 1);
3747 *slice_pitch
= *row_pitch
* height
;
3750 if (format
->flags
[WINED3D_GL_RES_TYPE_TEX_2D
] & WINED3DFMT_FLAG_HEIGHT_SCALE
)
3752 /* The D3D format requirements make sure that the resulting format is an integer again */
3753 *slice_pitch
*= format
->height_scale
.numerator
;
3754 *slice_pitch
/= format
->height_scale
.denominator
;
3757 TRACE("Returning row pitch %u, slice pitch %u.\n", *row_pitch
, *slice_pitch
);
3760 UINT
wined3d_format_calculate_size(const struct wined3d_format
*format
, UINT alignment
,
3761 UINT width
, UINT height
, UINT depth
)
3763 unsigned int row_pitch
, slice_pitch
;
3765 if (format
->id
== WINED3DFMT_UNKNOWN
)
3768 if (format
->flags
[WINED3D_GL_RES_TYPE_TEX_2D
] & WINED3DFMT_FLAG_BROKEN_PITCH
)
3769 return width
* height
* depth
* format
->byte_count
;
3771 wined3d_format_calculate_pitch(format
, alignment
, width
, height
, &row_pitch
, &slice_pitch
);
3773 return slice_pitch
* depth
;
3776 /*****************************************************************************
3777 * Trace formatting of useful values
3779 const char *debug_box(const struct wined3d_box
*box
)
3783 return wine_dbg_sprintf("(%u, %u, %u)-(%u, %u, %u)",
3784 box
->left
, box
->top
, box
->front
,
3785 box
->right
, box
->bottom
, box
->back
);
3788 const char *debug_color(const struct wined3d_color
*color
)
3792 return wine_dbg_sprintf("{%.8e, %.8e, %.8e, %.8e}",
3793 color
->r
, color
->g
, color
->b
, color
->a
);
3796 const char *debug_ivec4(const struct wined3d_ivec4
*v
)
3800 return wine_dbg_sprintf("{%d, %d, %d, %d}",
3801 v
->x
, v
->y
, v
->z
, v
->w
);
3804 const char *debug_uvec4(const struct wined3d_uvec4
*v
)
3808 return wine_dbg_sprintf("{%u, %u, %u, %u}",
3809 v
->x
, v
->y
, v
->z
, v
->w
);
3812 const char *debug_vec4(const struct wined3d_vec4
*v
)
3816 return wine_dbg_sprintf("{%.8e, %.8e, %.8e, %.8e}",
3817 v
->x
, v
->y
, v
->z
, v
->w
);
3820 const char *debug_d3dformat(enum wined3d_format_id format_id
)
3824 #define FMT_TO_STR(format_id) case format_id: return #format_id
3825 FMT_TO_STR(WINED3DFMT_UNKNOWN
);
3826 FMT_TO_STR(WINED3DFMT_B8G8R8_UNORM
);
3827 FMT_TO_STR(WINED3DFMT_B5G5R5X1_UNORM
);
3828 FMT_TO_STR(WINED3DFMT_B4G4R4A4_UNORM
);
3829 FMT_TO_STR(WINED3DFMT_B2G3R3_UNORM
);
3830 FMT_TO_STR(WINED3DFMT_B2G3R3A8_UNORM
);
3831 FMT_TO_STR(WINED3DFMT_B4G4R4X4_UNORM
);
3832 FMT_TO_STR(WINED3DFMT_R8G8B8X8_UNORM
);
3833 FMT_TO_STR(WINED3DFMT_B10G10R10A2_UNORM
);
3834 FMT_TO_STR(WINED3DFMT_P8_UINT_A8_UNORM
);
3835 FMT_TO_STR(WINED3DFMT_P8_UINT
);
3836 FMT_TO_STR(WINED3DFMT_L8_UNORM
);
3837 FMT_TO_STR(WINED3DFMT_L8A8_UNORM
);
3838 FMT_TO_STR(WINED3DFMT_L4A4_UNORM
);
3839 FMT_TO_STR(WINED3DFMT_R5G5_SNORM_L6_UNORM
);
3840 FMT_TO_STR(WINED3DFMT_R8G8_SNORM_L8X8_UNORM
);
3841 FMT_TO_STR(WINED3DFMT_R10G11B11_SNORM
);
3842 FMT_TO_STR(WINED3DFMT_R10G10B10X2_UINT
);
3843 FMT_TO_STR(WINED3DFMT_R10G10B10X2_SNORM
);
3844 FMT_TO_STR(WINED3DFMT_R10G10B10_SNORM_A2_UNORM
);
3845 FMT_TO_STR(WINED3DFMT_UYVY
);
3846 FMT_TO_STR(WINED3DFMT_YUY2
);
3847 FMT_TO_STR(WINED3DFMT_YV12
);
3848 FMT_TO_STR(WINED3DFMT_NV12
);
3849 FMT_TO_STR(WINED3DFMT_DXT1
);
3850 FMT_TO_STR(WINED3DFMT_DXT2
);
3851 FMT_TO_STR(WINED3DFMT_DXT3
);
3852 FMT_TO_STR(WINED3DFMT_DXT4
);
3853 FMT_TO_STR(WINED3DFMT_DXT5
);
3854 FMT_TO_STR(WINED3DFMT_MULTI2_ARGB8
);
3855 FMT_TO_STR(WINED3DFMT_G8R8_G8B8
);
3856 FMT_TO_STR(WINED3DFMT_R8G8_B8G8
);
3857 FMT_TO_STR(WINED3DFMT_D16_LOCKABLE
);
3858 FMT_TO_STR(WINED3DFMT_D32_UNORM
);
3859 FMT_TO_STR(WINED3DFMT_S1_UINT_D15_UNORM
);
3860 FMT_TO_STR(WINED3DFMT_X8D24_UNORM
);
3861 FMT_TO_STR(WINED3DFMT_S4X4_UINT_D24_UNORM
);
3862 FMT_TO_STR(WINED3DFMT_L16_UNORM
);
3863 FMT_TO_STR(WINED3DFMT_S8_UINT_D24_FLOAT
);
3864 FMT_TO_STR(WINED3DFMT_R8G8_SNORM_Cx
);
3865 FMT_TO_STR(WINED3DFMT_ATI1N
);
3866 FMT_TO_STR(WINED3DFMT_ATI2N
);
3867 FMT_TO_STR(WINED3DFMT_NVDB
);
3868 FMT_TO_STR(WINED3DFMT_NVHU
);
3869 FMT_TO_STR(WINED3DFMT_NVHS
);
3870 FMT_TO_STR(WINED3DFMT_R32G32B32A32_TYPELESS
);
3871 FMT_TO_STR(WINED3DFMT_R32G32B32A32_FLOAT
);
3872 FMT_TO_STR(WINED3DFMT_R32G32B32A32_UINT
);
3873 FMT_TO_STR(WINED3DFMT_R32G32B32A32_SINT
);
3874 FMT_TO_STR(WINED3DFMT_R32G32B32_TYPELESS
);
3875 FMT_TO_STR(WINED3DFMT_R32G32B32_FLOAT
);
3876 FMT_TO_STR(WINED3DFMT_R32G32B32_UINT
);
3877 FMT_TO_STR(WINED3DFMT_R32G32B32_SINT
);
3878 FMT_TO_STR(WINED3DFMT_R16G16B16A16_TYPELESS
);
3879 FMT_TO_STR(WINED3DFMT_R16G16B16A16_FLOAT
);
3880 FMT_TO_STR(WINED3DFMT_R16G16B16A16_UNORM
);
3881 FMT_TO_STR(WINED3DFMT_R16G16B16A16_UINT
);
3882 FMT_TO_STR(WINED3DFMT_R16G16B16A16_SNORM
);
3883 FMT_TO_STR(WINED3DFMT_R16G16B16A16_SINT
);
3884 FMT_TO_STR(WINED3DFMT_R32G32_TYPELESS
);
3885 FMT_TO_STR(WINED3DFMT_R32G32_FLOAT
);
3886 FMT_TO_STR(WINED3DFMT_R32G32_UINT
);
3887 FMT_TO_STR(WINED3DFMT_R32G32_SINT
);
3888 FMT_TO_STR(WINED3DFMT_R32G8X24_TYPELESS
);
3889 FMT_TO_STR(WINED3DFMT_D32_FLOAT_S8X24_UINT
);
3890 FMT_TO_STR(WINED3DFMT_R32_FLOAT_X8X24_TYPELESS
);
3891 FMT_TO_STR(WINED3DFMT_X32_TYPELESS_G8X24_UINT
);
3892 FMT_TO_STR(WINED3DFMT_R10G10B10A2_TYPELESS
);
3893 FMT_TO_STR(WINED3DFMT_R10G10B10A2_UNORM
);
3894 FMT_TO_STR(WINED3DFMT_R10G10B10A2_UINT
);
3895 FMT_TO_STR(WINED3DFMT_R10G10B10A2_SNORM
);
3896 FMT_TO_STR(WINED3DFMT_R10G10B10_XR_BIAS_A2_UNORM
);
3897 FMT_TO_STR(WINED3DFMT_R11G11B10_FLOAT
);
3898 FMT_TO_STR(WINED3DFMT_R8G8B8A8_TYPELESS
);
3899 FMT_TO_STR(WINED3DFMT_R8G8B8A8_UNORM
);
3900 FMT_TO_STR(WINED3DFMT_R8G8B8A8_UNORM_SRGB
);
3901 FMT_TO_STR(WINED3DFMT_R8G8B8A8_UINT
);
3902 FMT_TO_STR(WINED3DFMT_R8G8B8A8_SNORM
);
3903 FMT_TO_STR(WINED3DFMT_R8G8B8A8_SINT
);
3904 FMT_TO_STR(WINED3DFMT_R16G16_TYPELESS
);
3905 FMT_TO_STR(WINED3DFMT_R16G16_FLOAT
);
3906 FMT_TO_STR(WINED3DFMT_R16G16_UNORM
);
3907 FMT_TO_STR(WINED3DFMT_R16G16_UINT
);
3908 FMT_TO_STR(WINED3DFMT_R16G16_SNORM
);
3909 FMT_TO_STR(WINED3DFMT_R16G16_SINT
);
3910 FMT_TO_STR(WINED3DFMT_R32_TYPELESS
);
3911 FMT_TO_STR(WINED3DFMT_D32_FLOAT
);
3912 FMT_TO_STR(WINED3DFMT_R32_FLOAT
);
3913 FMT_TO_STR(WINED3DFMT_R32_UINT
);
3914 FMT_TO_STR(WINED3DFMT_R32_SINT
);
3915 FMT_TO_STR(WINED3DFMT_R24G8_TYPELESS
);
3916 FMT_TO_STR(WINED3DFMT_D24_UNORM_S8_UINT
);
3917 FMT_TO_STR(WINED3DFMT_R24_UNORM_X8_TYPELESS
);
3918 FMT_TO_STR(WINED3DFMT_X24_TYPELESS_G8_UINT
);
3919 FMT_TO_STR(WINED3DFMT_R8G8_TYPELESS
);
3920 FMT_TO_STR(WINED3DFMT_R8G8_UNORM
);
3921 FMT_TO_STR(WINED3DFMT_R8G8_UINT
);
3922 FMT_TO_STR(WINED3DFMT_R8G8_SNORM
);
3923 FMT_TO_STR(WINED3DFMT_R8G8_SINT
);
3924 FMT_TO_STR(WINED3DFMT_R16_TYPELESS
);
3925 FMT_TO_STR(WINED3DFMT_R16_FLOAT
);
3926 FMT_TO_STR(WINED3DFMT_D16_UNORM
);
3927 FMT_TO_STR(WINED3DFMT_R16_UNORM
);
3928 FMT_TO_STR(WINED3DFMT_R16_UINT
);
3929 FMT_TO_STR(WINED3DFMT_R16_SNORM
);
3930 FMT_TO_STR(WINED3DFMT_R16_SINT
);
3931 FMT_TO_STR(WINED3DFMT_R8_TYPELESS
);
3932 FMT_TO_STR(WINED3DFMT_R8_UNORM
);
3933 FMT_TO_STR(WINED3DFMT_R8_UINT
);
3934 FMT_TO_STR(WINED3DFMT_R8_SNORM
);
3935 FMT_TO_STR(WINED3DFMT_R8_SINT
);
3936 FMT_TO_STR(WINED3DFMT_A8_UNORM
);
3937 FMT_TO_STR(WINED3DFMT_R1_UNORM
);
3938 FMT_TO_STR(WINED3DFMT_R9G9B9E5_SHAREDEXP
);
3939 FMT_TO_STR(WINED3DFMT_R8G8_B8G8_UNORM
);
3940 FMT_TO_STR(WINED3DFMT_G8R8_G8B8_UNORM
);
3941 FMT_TO_STR(WINED3DFMT_BC1_TYPELESS
);
3942 FMT_TO_STR(WINED3DFMT_BC1_UNORM
);
3943 FMT_TO_STR(WINED3DFMT_BC1_UNORM_SRGB
);
3944 FMT_TO_STR(WINED3DFMT_BC2_TYPELESS
);
3945 FMT_TO_STR(WINED3DFMT_BC2_UNORM
);
3946 FMT_TO_STR(WINED3DFMT_BC2_UNORM_SRGB
);
3947 FMT_TO_STR(WINED3DFMT_BC3_TYPELESS
);
3948 FMT_TO_STR(WINED3DFMT_BC3_UNORM
);
3949 FMT_TO_STR(WINED3DFMT_BC3_UNORM_SRGB
);
3950 FMT_TO_STR(WINED3DFMT_BC4_TYPELESS
);
3951 FMT_TO_STR(WINED3DFMT_BC4_UNORM
);
3952 FMT_TO_STR(WINED3DFMT_BC4_SNORM
);
3953 FMT_TO_STR(WINED3DFMT_BC5_TYPELESS
);
3954 FMT_TO_STR(WINED3DFMT_BC5_UNORM
);
3955 FMT_TO_STR(WINED3DFMT_BC5_SNORM
);
3956 FMT_TO_STR(WINED3DFMT_B5G6R5_UNORM
);
3957 FMT_TO_STR(WINED3DFMT_B5G5R5A1_UNORM
);
3958 FMT_TO_STR(WINED3DFMT_B8G8R8A8_UNORM
);
3959 FMT_TO_STR(WINED3DFMT_B8G8R8X8_UNORM
);
3960 FMT_TO_STR(WINED3DFMT_B8G8R8A8_TYPELESS
);
3961 FMT_TO_STR(WINED3DFMT_B8G8R8A8_UNORM_SRGB
);
3962 FMT_TO_STR(WINED3DFMT_B8G8R8X8_TYPELESS
);
3963 FMT_TO_STR(WINED3DFMT_B8G8R8X8_UNORM_SRGB
);
3964 FMT_TO_STR(WINED3DFMT_BC6H_TYPELESS
);
3965 FMT_TO_STR(WINED3DFMT_BC6H_UF16
);
3966 FMT_TO_STR(WINED3DFMT_BC6H_SF16
);
3967 FMT_TO_STR(WINED3DFMT_BC7_TYPELESS
);
3968 FMT_TO_STR(WINED3DFMT_BC7_UNORM
);
3969 FMT_TO_STR(WINED3DFMT_BC7_UNORM_SRGB
);
3970 FMT_TO_STR(WINED3DFMT_INTZ
);
3971 FMT_TO_STR(WINED3DFMT_RESZ
);
3972 FMT_TO_STR(WINED3DFMT_NULL
);
3973 FMT_TO_STR(WINED3DFMT_R16
);
3974 FMT_TO_STR(WINED3DFMT_AL16
);
3979 fourcc
[0] = (char)(format_id
);
3980 fourcc
[1] = (char)(format_id
>> 8);
3981 fourcc
[2] = (char)(format_id
>> 16);
3982 fourcc
[3] = (char)(format_id
>> 24);
3984 if (isprint(fourcc
[0]) && isprint(fourcc
[1]) && isprint(fourcc
[2]) && isprint(fourcc
[3]))
3985 FIXME("Unrecognized %#x (as fourcc: %s) WINED3DFORMAT!\n", format_id
, fourcc
);
3987 FIXME("Unrecognized %#x WINED3DFORMAT!\n", format_id
);
3989 return "unrecognized";
3993 const char *debug_d3ddevicetype(enum wined3d_device_type device_type
)
3995 switch (device_type
)
3997 #define DEVTYPE_TO_STR(dev) case dev: return #dev
3998 DEVTYPE_TO_STR(WINED3D_DEVICE_TYPE_HAL
);
3999 DEVTYPE_TO_STR(WINED3D_DEVICE_TYPE_REF
);
4000 DEVTYPE_TO_STR(WINED3D_DEVICE_TYPE_SW
);
4001 #undef DEVTYPE_TO_STR
4003 FIXME("Unrecognized device type %#x.\n", device_type
);
4004 return "unrecognized";
4008 const char *debug_d3dusage(DWORD usage
)
4013 #define WINED3DUSAGE_TO_STR(u) if (usage & u) { strcat(buf, " | "#u); usage &= ~u; }
4014 WINED3DUSAGE_TO_STR(WINED3DUSAGE_RENDERTARGET
);
4015 WINED3DUSAGE_TO_STR(WINED3DUSAGE_DEPTHSTENCIL
);
4016 WINED3DUSAGE_TO_STR(WINED3DUSAGE_WRITEONLY
);
4017 WINED3DUSAGE_TO_STR(WINED3DUSAGE_SOFTWAREPROCESSING
);
4018 WINED3DUSAGE_TO_STR(WINED3DUSAGE_DONOTCLIP
);
4019 WINED3DUSAGE_TO_STR(WINED3DUSAGE_POINTS
);
4020 WINED3DUSAGE_TO_STR(WINED3DUSAGE_RTPATCHES
);
4021 WINED3DUSAGE_TO_STR(WINED3DUSAGE_NPATCHES
);
4022 WINED3DUSAGE_TO_STR(WINED3DUSAGE_DYNAMIC
);
4023 WINED3DUSAGE_TO_STR(WINED3DUSAGE_AUTOGENMIPMAP
);
4024 WINED3DUSAGE_TO_STR(WINED3DUSAGE_RESTRICTED_CONTENT
);
4025 WINED3DUSAGE_TO_STR(WINED3DUSAGE_RESTRICT_SHARED_RESOURCE_DRIVER
);
4026 WINED3DUSAGE_TO_STR(WINED3DUSAGE_RESTRICT_SHARED_RESOURCE
);
4027 WINED3DUSAGE_TO_STR(WINED3DUSAGE_DMAP
);
4028 WINED3DUSAGE_TO_STR(WINED3DUSAGE_TEXTAPI
);
4029 WINED3DUSAGE_TO_STR(WINED3DUSAGE_LEGACY_CUBEMAP
);
4030 WINED3DUSAGE_TO_STR(WINED3DUSAGE_TEXTURE
);
4031 WINED3DUSAGE_TO_STR(WINED3DUSAGE_OWNDC
);
4032 WINED3DUSAGE_TO_STR(WINED3DUSAGE_STATICDECL
);
4033 WINED3DUSAGE_TO_STR(WINED3DUSAGE_OVERLAY
);
4034 #undef WINED3DUSAGE_TO_STR
4035 if (usage
) FIXME("Unrecognized usage flag(s) %#x\n", usage
);
4037 return buf
[0] ? wine_dbg_sprintf("%s", &buf
[3]) : "0";
4040 const char *debug_d3dusagequery(DWORD usagequery
)
4045 #define WINED3DUSAGEQUERY_TO_STR(u) if (usagequery & u) { strcat(buf, " | "#u); usagequery &= ~u; }
4046 WINED3DUSAGEQUERY_TO_STR(WINED3DUSAGE_QUERY_FILTER
);
4047 WINED3DUSAGEQUERY_TO_STR(WINED3DUSAGE_QUERY_LEGACYBUMPMAP
);
4048 WINED3DUSAGEQUERY_TO_STR(WINED3DUSAGE_QUERY_POSTPIXELSHADER_BLENDING
);
4049 WINED3DUSAGEQUERY_TO_STR(WINED3DUSAGE_QUERY_SRGBREAD
);
4050 WINED3DUSAGEQUERY_TO_STR(WINED3DUSAGE_QUERY_SRGBWRITE
);
4051 WINED3DUSAGEQUERY_TO_STR(WINED3DUSAGE_QUERY_VERTEXTEXTURE
);
4052 WINED3DUSAGEQUERY_TO_STR(WINED3DUSAGE_QUERY_WRAPANDMIP
);
4053 #undef WINED3DUSAGEQUERY_TO_STR
4054 if (usagequery
) FIXME("Unrecognized usage query flag(s) %#x\n", usagequery
);
4056 return buf
[0] ? wine_dbg_sprintf("%s", &buf
[3]) : "0";
4059 const char *debug_d3ddeclmethod(enum wined3d_decl_method method
)
4063 #define WINED3DDECLMETHOD_TO_STR(u) case u: return #u
4064 WINED3DDECLMETHOD_TO_STR(WINED3D_DECL_METHOD_DEFAULT
);
4065 WINED3DDECLMETHOD_TO_STR(WINED3D_DECL_METHOD_PARTIAL_U
);
4066 WINED3DDECLMETHOD_TO_STR(WINED3D_DECL_METHOD_PARTIAL_V
);
4067 WINED3DDECLMETHOD_TO_STR(WINED3D_DECL_METHOD_CROSS_UV
);
4068 WINED3DDECLMETHOD_TO_STR(WINED3D_DECL_METHOD_UV
);
4069 WINED3DDECLMETHOD_TO_STR(WINED3D_DECL_METHOD_LOOKUP
);
4070 WINED3DDECLMETHOD_TO_STR(WINED3D_DECL_METHOD_LOOKUP_PRESAMPLED
);
4071 #undef WINED3DDECLMETHOD_TO_STR
4073 FIXME("Unrecognized declaration method %#x.\n", method
);
4074 return "unrecognized";
4078 const char *debug_d3ddeclusage(enum wined3d_decl_usage usage
)
4082 #define WINED3DDECLUSAGE_TO_STR(u) case u: return #u
4083 WINED3DDECLUSAGE_TO_STR(WINED3D_DECL_USAGE_POSITION
);
4084 WINED3DDECLUSAGE_TO_STR(WINED3D_DECL_USAGE_BLEND_WEIGHT
);
4085 WINED3DDECLUSAGE_TO_STR(WINED3D_DECL_USAGE_BLEND_INDICES
);
4086 WINED3DDECLUSAGE_TO_STR(WINED3D_DECL_USAGE_NORMAL
);
4087 WINED3DDECLUSAGE_TO_STR(WINED3D_DECL_USAGE_PSIZE
);
4088 WINED3DDECLUSAGE_TO_STR(WINED3D_DECL_USAGE_TEXCOORD
);
4089 WINED3DDECLUSAGE_TO_STR(WINED3D_DECL_USAGE_TANGENT
);
4090 WINED3DDECLUSAGE_TO_STR(WINED3D_DECL_USAGE_BINORMAL
);
4091 WINED3DDECLUSAGE_TO_STR(WINED3D_DECL_USAGE_TESS_FACTOR
);
4092 WINED3DDECLUSAGE_TO_STR(WINED3D_DECL_USAGE_POSITIONT
);
4093 WINED3DDECLUSAGE_TO_STR(WINED3D_DECL_USAGE_COLOR
);
4094 WINED3DDECLUSAGE_TO_STR(WINED3D_DECL_USAGE_FOG
);
4095 WINED3DDECLUSAGE_TO_STR(WINED3D_DECL_USAGE_DEPTH
);
4096 WINED3DDECLUSAGE_TO_STR(WINED3D_DECL_USAGE_SAMPLE
);
4097 #undef WINED3DDECLUSAGE_TO_STR
4099 FIXME("Unrecognized %u declaration usage!\n", usage
);
4100 return "unrecognized";
4104 const char *debug_d3dinput_classification(enum wined3d_input_classification classification
)
4106 switch (classification
)
4108 #define WINED3D_TO_STR(x) case x: return #x
4109 WINED3D_TO_STR(WINED3D_INPUT_PER_VERTEX_DATA
);
4110 WINED3D_TO_STR(WINED3D_INPUT_PER_INSTANCE_DATA
);
4111 #undef WINED3D_TO_STR
4113 FIXME("Unrecognized input classification %#x.\n", classification
);
4114 return "unrecognized";
4118 const char *debug_d3dresourcetype(enum wined3d_resource_type resource_type
)
4120 switch (resource_type
)
4122 #define WINED3D_TO_STR(x) case x: return #x
4123 WINED3D_TO_STR(WINED3D_RTYPE_NONE
);
4124 WINED3D_TO_STR(WINED3D_RTYPE_BUFFER
);
4125 WINED3D_TO_STR(WINED3D_RTYPE_TEXTURE_2D
);
4126 WINED3D_TO_STR(WINED3D_RTYPE_TEXTURE_3D
);
4127 #undef WINED3D_TO_STR
4129 FIXME("Unrecognized resource type %#x.\n", resource_type
);
4130 return "unrecognized";
4134 const char *debug_d3dprimitivetype(enum wined3d_primitive_type primitive_type
)
4136 switch (primitive_type
)
4138 #define PRIM_TO_STR(prim) case prim: return #prim
4139 PRIM_TO_STR(WINED3D_PT_UNDEFINED
);
4140 PRIM_TO_STR(WINED3D_PT_POINTLIST
);
4141 PRIM_TO_STR(WINED3D_PT_LINELIST
);
4142 PRIM_TO_STR(WINED3D_PT_LINESTRIP
);
4143 PRIM_TO_STR(WINED3D_PT_TRIANGLELIST
);
4144 PRIM_TO_STR(WINED3D_PT_TRIANGLESTRIP
);
4145 PRIM_TO_STR(WINED3D_PT_TRIANGLEFAN
);
4146 PRIM_TO_STR(WINED3D_PT_LINELIST_ADJ
);
4147 PRIM_TO_STR(WINED3D_PT_LINESTRIP_ADJ
);
4148 PRIM_TO_STR(WINED3D_PT_TRIANGLELIST_ADJ
);
4149 PRIM_TO_STR(WINED3D_PT_TRIANGLESTRIP_ADJ
);
4150 PRIM_TO_STR(WINED3D_PT_PATCH
);
4153 FIXME("Unrecognized primitive type %#x.\n", primitive_type
);
4154 return "unrecognized";
4158 const char *debug_d3drenderstate(enum wined3d_render_state state
)
4162 #define D3DSTATE_TO_STR(u) case u: return #u
4163 D3DSTATE_TO_STR(WINED3D_RS_ANTIALIAS
);
4164 D3DSTATE_TO_STR(WINED3D_RS_TEXTUREPERSPECTIVE
);
4165 D3DSTATE_TO_STR(WINED3D_RS_WRAPU
);
4166 D3DSTATE_TO_STR(WINED3D_RS_WRAPV
);
4167 D3DSTATE_TO_STR(WINED3D_RS_ZENABLE
);
4168 D3DSTATE_TO_STR(WINED3D_RS_FILLMODE
);
4169 D3DSTATE_TO_STR(WINED3D_RS_SHADEMODE
);
4170 D3DSTATE_TO_STR(WINED3D_RS_LINEPATTERN
);
4171 D3DSTATE_TO_STR(WINED3D_RS_MONOENABLE
);
4172 D3DSTATE_TO_STR(WINED3D_RS_ROP2
);
4173 D3DSTATE_TO_STR(WINED3D_RS_PLANEMASK
);
4174 D3DSTATE_TO_STR(WINED3D_RS_ZWRITEENABLE
);
4175 D3DSTATE_TO_STR(WINED3D_RS_ALPHATESTENABLE
);
4176 D3DSTATE_TO_STR(WINED3D_RS_LASTPIXEL
);
4177 D3DSTATE_TO_STR(WINED3D_RS_SRCBLEND
);
4178 D3DSTATE_TO_STR(WINED3D_RS_DESTBLEND
);
4179 D3DSTATE_TO_STR(WINED3D_RS_CULLMODE
);
4180 D3DSTATE_TO_STR(WINED3D_RS_ZFUNC
);
4181 D3DSTATE_TO_STR(WINED3D_RS_ALPHAREF
);
4182 D3DSTATE_TO_STR(WINED3D_RS_ALPHAFUNC
);
4183 D3DSTATE_TO_STR(WINED3D_RS_DITHERENABLE
);
4184 D3DSTATE_TO_STR(WINED3D_RS_ALPHABLENDENABLE
);
4185 D3DSTATE_TO_STR(WINED3D_RS_FOGENABLE
);
4186 D3DSTATE_TO_STR(WINED3D_RS_SPECULARENABLE
);
4187 D3DSTATE_TO_STR(WINED3D_RS_ZVISIBLE
);
4188 D3DSTATE_TO_STR(WINED3D_RS_SUBPIXEL
);
4189 D3DSTATE_TO_STR(WINED3D_RS_SUBPIXELX
);
4190 D3DSTATE_TO_STR(WINED3D_RS_STIPPLEDALPHA
);
4191 D3DSTATE_TO_STR(WINED3D_RS_FOGCOLOR
);
4192 D3DSTATE_TO_STR(WINED3D_RS_FOGTABLEMODE
);
4193 D3DSTATE_TO_STR(WINED3D_RS_FOGSTART
);
4194 D3DSTATE_TO_STR(WINED3D_RS_FOGEND
);
4195 D3DSTATE_TO_STR(WINED3D_RS_FOGDENSITY
);
4196 D3DSTATE_TO_STR(WINED3D_RS_STIPPLEENABLE
);
4197 D3DSTATE_TO_STR(WINED3D_RS_EDGEANTIALIAS
);
4198 D3DSTATE_TO_STR(WINED3D_RS_COLORKEYENABLE
);
4199 D3DSTATE_TO_STR(WINED3D_RS_MIPMAPLODBIAS
);
4200 D3DSTATE_TO_STR(WINED3D_RS_RANGEFOGENABLE
);
4201 D3DSTATE_TO_STR(WINED3D_RS_ANISOTROPY
);
4202 D3DSTATE_TO_STR(WINED3D_RS_FLUSHBATCH
);
4203 D3DSTATE_TO_STR(WINED3D_RS_TRANSLUCENTSORTINDEPENDENT
);
4204 D3DSTATE_TO_STR(WINED3D_RS_STENCILENABLE
);
4205 D3DSTATE_TO_STR(WINED3D_RS_STENCILFAIL
);
4206 D3DSTATE_TO_STR(WINED3D_RS_STENCILZFAIL
);
4207 D3DSTATE_TO_STR(WINED3D_RS_STENCILPASS
);
4208 D3DSTATE_TO_STR(WINED3D_RS_STENCILFUNC
);
4209 D3DSTATE_TO_STR(WINED3D_RS_STENCILREF
);
4210 D3DSTATE_TO_STR(WINED3D_RS_STENCILMASK
);
4211 D3DSTATE_TO_STR(WINED3D_RS_STENCILWRITEMASK
);
4212 D3DSTATE_TO_STR(WINED3D_RS_TEXTUREFACTOR
);
4213 D3DSTATE_TO_STR(WINED3D_RS_WRAP0
);
4214 D3DSTATE_TO_STR(WINED3D_RS_WRAP1
);
4215 D3DSTATE_TO_STR(WINED3D_RS_WRAP2
);
4216 D3DSTATE_TO_STR(WINED3D_RS_WRAP3
);
4217 D3DSTATE_TO_STR(WINED3D_RS_WRAP4
);
4218 D3DSTATE_TO_STR(WINED3D_RS_WRAP5
);
4219 D3DSTATE_TO_STR(WINED3D_RS_WRAP6
);
4220 D3DSTATE_TO_STR(WINED3D_RS_WRAP7
);
4221 D3DSTATE_TO_STR(WINED3D_RS_CLIPPING
);
4222 D3DSTATE_TO_STR(WINED3D_RS_LIGHTING
);
4223 D3DSTATE_TO_STR(WINED3D_RS_EXTENTS
);
4224 D3DSTATE_TO_STR(WINED3D_RS_AMBIENT
);
4225 D3DSTATE_TO_STR(WINED3D_RS_FOGVERTEXMODE
);
4226 D3DSTATE_TO_STR(WINED3D_RS_COLORVERTEX
);
4227 D3DSTATE_TO_STR(WINED3D_RS_LOCALVIEWER
);
4228 D3DSTATE_TO_STR(WINED3D_RS_NORMALIZENORMALS
);
4229 D3DSTATE_TO_STR(WINED3D_RS_COLORKEYBLENDENABLE
);
4230 D3DSTATE_TO_STR(WINED3D_RS_DIFFUSEMATERIALSOURCE
);
4231 D3DSTATE_TO_STR(WINED3D_RS_SPECULARMATERIALSOURCE
);
4232 D3DSTATE_TO_STR(WINED3D_RS_AMBIENTMATERIALSOURCE
);
4233 D3DSTATE_TO_STR(WINED3D_RS_EMISSIVEMATERIALSOURCE
);
4234 D3DSTATE_TO_STR(WINED3D_RS_VERTEXBLEND
);
4235 D3DSTATE_TO_STR(WINED3D_RS_CLIPPLANEENABLE
);
4236 D3DSTATE_TO_STR(WINED3D_RS_SOFTWAREVERTEXPROCESSING
);
4237 D3DSTATE_TO_STR(WINED3D_RS_POINTSIZE
);
4238 D3DSTATE_TO_STR(WINED3D_RS_POINTSIZE_MIN
);
4239 D3DSTATE_TO_STR(WINED3D_RS_POINTSPRITEENABLE
);
4240 D3DSTATE_TO_STR(WINED3D_RS_POINTSCALEENABLE
);
4241 D3DSTATE_TO_STR(WINED3D_RS_POINTSCALE_A
);
4242 D3DSTATE_TO_STR(WINED3D_RS_POINTSCALE_B
);
4243 D3DSTATE_TO_STR(WINED3D_RS_POINTSCALE_C
);
4244 D3DSTATE_TO_STR(WINED3D_RS_MULTISAMPLEANTIALIAS
);
4245 D3DSTATE_TO_STR(WINED3D_RS_MULTISAMPLEMASK
);
4246 D3DSTATE_TO_STR(WINED3D_RS_PATCHEDGESTYLE
);
4247 D3DSTATE_TO_STR(WINED3D_RS_PATCHSEGMENTS
);
4248 D3DSTATE_TO_STR(WINED3D_RS_DEBUGMONITORTOKEN
);
4249 D3DSTATE_TO_STR(WINED3D_RS_POINTSIZE_MAX
);
4250 D3DSTATE_TO_STR(WINED3D_RS_INDEXEDVERTEXBLENDENABLE
);
4251 D3DSTATE_TO_STR(WINED3D_RS_COLORWRITEENABLE
);
4252 D3DSTATE_TO_STR(WINED3D_RS_TWEENFACTOR
);
4253 D3DSTATE_TO_STR(WINED3D_RS_BLENDOP
);
4254 D3DSTATE_TO_STR(WINED3D_RS_POSITIONDEGREE
);
4255 D3DSTATE_TO_STR(WINED3D_RS_NORMALDEGREE
);
4256 D3DSTATE_TO_STR(WINED3D_RS_SCISSORTESTENABLE
);
4257 D3DSTATE_TO_STR(WINED3D_RS_SLOPESCALEDEPTHBIAS
);
4258 D3DSTATE_TO_STR(WINED3D_RS_ANTIALIASEDLINEENABLE
);
4259 D3DSTATE_TO_STR(WINED3D_RS_MINTESSELLATIONLEVEL
);
4260 D3DSTATE_TO_STR(WINED3D_RS_MAXTESSELLATIONLEVEL
);
4261 D3DSTATE_TO_STR(WINED3D_RS_ADAPTIVETESS_X
);
4262 D3DSTATE_TO_STR(WINED3D_RS_ADAPTIVETESS_Y
);
4263 D3DSTATE_TO_STR(WINED3D_RS_ADAPTIVETESS_Z
);
4264 D3DSTATE_TO_STR(WINED3D_RS_ADAPTIVETESS_W
);
4265 D3DSTATE_TO_STR(WINED3D_RS_ENABLEADAPTIVETESSELLATION
);
4266 D3DSTATE_TO_STR(WINED3D_RS_TWOSIDEDSTENCILMODE
);
4267 D3DSTATE_TO_STR(WINED3D_RS_BACK_STENCILFAIL
);
4268 D3DSTATE_TO_STR(WINED3D_RS_BACK_STENCILZFAIL
);
4269 D3DSTATE_TO_STR(WINED3D_RS_BACK_STENCILPASS
);
4270 D3DSTATE_TO_STR(WINED3D_RS_BACK_STENCILFUNC
);
4271 D3DSTATE_TO_STR(WINED3D_RS_COLORWRITEENABLE1
);
4272 D3DSTATE_TO_STR(WINED3D_RS_COLORWRITEENABLE2
);
4273 D3DSTATE_TO_STR(WINED3D_RS_COLORWRITEENABLE3
);
4274 D3DSTATE_TO_STR(WINED3D_RS_BLENDFACTOR
);
4275 D3DSTATE_TO_STR(WINED3D_RS_SRGBWRITEENABLE
);
4276 D3DSTATE_TO_STR(WINED3D_RS_DEPTHBIAS
);
4277 D3DSTATE_TO_STR(WINED3D_RS_WRAP8
);
4278 D3DSTATE_TO_STR(WINED3D_RS_WRAP9
);
4279 D3DSTATE_TO_STR(WINED3D_RS_WRAP10
);
4280 D3DSTATE_TO_STR(WINED3D_RS_WRAP11
);
4281 D3DSTATE_TO_STR(WINED3D_RS_WRAP12
);
4282 D3DSTATE_TO_STR(WINED3D_RS_WRAP13
);
4283 D3DSTATE_TO_STR(WINED3D_RS_WRAP14
);
4284 D3DSTATE_TO_STR(WINED3D_RS_WRAP15
);
4285 D3DSTATE_TO_STR(WINED3D_RS_SEPARATEALPHABLENDENABLE
);
4286 D3DSTATE_TO_STR(WINED3D_RS_SRCBLENDALPHA
);
4287 D3DSTATE_TO_STR(WINED3D_RS_DESTBLENDALPHA
);
4288 D3DSTATE_TO_STR(WINED3D_RS_BLENDOPALPHA
);
4289 #undef D3DSTATE_TO_STR
4291 FIXME("Unrecognized %u render state!\n", state
);
4292 return "unrecognized";
4296 const char *debug_d3dsamplerstate(enum wined3d_sampler_state state
)
4300 #define D3DSTATE_TO_STR(u) case u: return #u
4301 D3DSTATE_TO_STR(WINED3D_SAMP_BORDER_COLOR
);
4302 D3DSTATE_TO_STR(WINED3D_SAMP_ADDRESS_U
);
4303 D3DSTATE_TO_STR(WINED3D_SAMP_ADDRESS_V
);
4304 D3DSTATE_TO_STR(WINED3D_SAMP_ADDRESS_W
);
4305 D3DSTATE_TO_STR(WINED3D_SAMP_MAG_FILTER
);
4306 D3DSTATE_TO_STR(WINED3D_SAMP_MIN_FILTER
);
4307 D3DSTATE_TO_STR(WINED3D_SAMP_MIP_FILTER
);
4308 D3DSTATE_TO_STR(WINED3D_SAMP_MIPMAP_LOD_BIAS
);
4309 D3DSTATE_TO_STR(WINED3D_SAMP_MAX_MIP_LEVEL
);
4310 D3DSTATE_TO_STR(WINED3D_SAMP_MAX_ANISOTROPY
);
4311 D3DSTATE_TO_STR(WINED3D_SAMP_SRGB_TEXTURE
);
4312 D3DSTATE_TO_STR(WINED3D_SAMP_ELEMENT_INDEX
);
4313 D3DSTATE_TO_STR(WINED3D_SAMP_DMAP_OFFSET
);
4314 #undef D3DSTATE_TO_STR
4316 FIXME("Unrecognized %u sampler state!\n", state
);
4317 return "unrecognized";
4321 const char *debug_d3dtexturefiltertype(enum wined3d_texture_filter_type filter_type
)
4323 switch (filter_type
)
4325 #define D3DTEXTUREFILTERTYPE_TO_STR(u) case u: return #u
4326 D3DTEXTUREFILTERTYPE_TO_STR(WINED3D_TEXF_NONE
);
4327 D3DTEXTUREFILTERTYPE_TO_STR(WINED3D_TEXF_POINT
);
4328 D3DTEXTUREFILTERTYPE_TO_STR(WINED3D_TEXF_LINEAR
);
4329 D3DTEXTUREFILTERTYPE_TO_STR(WINED3D_TEXF_ANISOTROPIC
);
4330 D3DTEXTUREFILTERTYPE_TO_STR(WINED3D_TEXF_FLAT_CUBIC
);
4331 D3DTEXTUREFILTERTYPE_TO_STR(WINED3D_TEXF_GAUSSIAN_CUBIC
);
4332 D3DTEXTUREFILTERTYPE_TO_STR(WINED3D_TEXF_PYRAMIDAL_QUAD
);
4333 D3DTEXTUREFILTERTYPE_TO_STR(WINED3D_TEXF_GAUSSIAN_QUAD
);
4334 #undef D3DTEXTUREFILTERTYPE_TO_STR
4336 FIXME("Unrecognized texture filter type 0x%08x.\n", filter_type
);
4337 return "unrecognized";
4341 const char *debug_d3dtexturestate(enum wined3d_texture_stage_state state
)
4345 #define D3DSTATE_TO_STR(u) case u: return #u
4346 D3DSTATE_TO_STR(WINED3D_TSS_COLOR_OP
);
4347 D3DSTATE_TO_STR(WINED3D_TSS_COLOR_ARG1
);
4348 D3DSTATE_TO_STR(WINED3D_TSS_COLOR_ARG2
);
4349 D3DSTATE_TO_STR(WINED3D_TSS_ALPHA_OP
);
4350 D3DSTATE_TO_STR(WINED3D_TSS_ALPHA_ARG1
);
4351 D3DSTATE_TO_STR(WINED3D_TSS_ALPHA_ARG2
);
4352 D3DSTATE_TO_STR(WINED3D_TSS_BUMPENV_MAT00
);
4353 D3DSTATE_TO_STR(WINED3D_TSS_BUMPENV_MAT01
);
4354 D3DSTATE_TO_STR(WINED3D_TSS_BUMPENV_MAT10
);
4355 D3DSTATE_TO_STR(WINED3D_TSS_BUMPENV_MAT11
);
4356 D3DSTATE_TO_STR(WINED3D_TSS_TEXCOORD_INDEX
);
4357 D3DSTATE_TO_STR(WINED3D_TSS_BUMPENV_LSCALE
);
4358 D3DSTATE_TO_STR(WINED3D_TSS_BUMPENV_LOFFSET
);
4359 D3DSTATE_TO_STR(WINED3D_TSS_TEXTURE_TRANSFORM_FLAGS
);
4360 D3DSTATE_TO_STR(WINED3D_TSS_COLOR_ARG0
);
4361 D3DSTATE_TO_STR(WINED3D_TSS_ALPHA_ARG0
);
4362 D3DSTATE_TO_STR(WINED3D_TSS_RESULT_ARG
);
4363 D3DSTATE_TO_STR(WINED3D_TSS_CONSTANT
);
4364 #undef D3DSTATE_TO_STR
4366 FIXME("Unrecognized %u texture state!\n", state
);
4367 return "unrecognized";
4371 const char *debug_d3dtop(enum wined3d_texture_op d3dtop
)
4375 #define D3DTOP_TO_STR(u) case u: return #u
4376 D3DTOP_TO_STR(WINED3D_TOP_DISABLE
);
4377 D3DTOP_TO_STR(WINED3D_TOP_SELECT_ARG1
);
4378 D3DTOP_TO_STR(WINED3D_TOP_SELECT_ARG2
);
4379 D3DTOP_TO_STR(WINED3D_TOP_MODULATE
);
4380 D3DTOP_TO_STR(WINED3D_TOP_MODULATE_2X
);
4381 D3DTOP_TO_STR(WINED3D_TOP_MODULATE_4X
);
4382 D3DTOP_TO_STR(WINED3D_TOP_ADD
);
4383 D3DTOP_TO_STR(WINED3D_TOP_ADD_SIGNED
);
4384 D3DTOP_TO_STR(WINED3D_TOP_ADD_SIGNED_2X
);
4385 D3DTOP_TO_STR(WINED3D_TOP_SUBTRACT
);
4386 D3DTOP_TO_STR(WINED3D_TOP_ADD_SMOOTH
);
4387 D3DTOP_TO_STR(WINED3D_TOP_BLEND_DIFFUSE_ALPHA
);
4388 D3DTOP_TO_STR(WINED3D_TOP_BLEND_TEXTURE_ALPHA
);
4389 D3DTOP_TO_STR(WINED3D_TOP_BLEND_FACTOR_ALPHA
);
4390 D3DTOP_TO_STR(WINED3D_TOP_BLEND_TEXTURE_ALPHA_PM
);
4391 D3DTOP_TO_STR(WINED3D_TOP_BLEND_CURRENT_ALPHA
);
4392 D3DTOP_TO_STR(WINED3D_TOP_PREMODULATE
);
4393 D3DTOP_TO_STR(WINED3D_TOP_MODULATE_ALPHA_ADD_COLOR
);
4394 D3DTOP_TO_STR(WINED3D_TOP_MODULATE_COLOR_ADD_ALPHA
);
4395 D3DTOP_TO_STR(WINED3D_TOP_MODULATE_INVALPHA_ADD_COLOR
);
4396 D3DTOP_TO_STR(WINED3D_TOP_MODULATE_INVCOLOR_ADD_ALPHA
);
4397 D3DTOP_TO_STR(WINED3D_TOP_BUMPENVMAP
);
4398 D3DTOP_TO_STR(WINED3D_TOP_BUMPENVMAP_LUMINANCE
);
4399 D3DTOP_TO_STR(WINED3D_TOP_DOTPRODUCT3
);
4400 D3DTOP_TO_STR(WINED3D_TOP_MULTIPLY_ADD
);
4401 D3DTOP_TO_STR(WINED3D_TOP_LERP
);
4402 #undef D3DTOP_TO_STR
4404 FIXME("Unrecognized texture op %#x.\n", d3dtop
);
4405 return "unrecognized";
4409 const char *debug_d3dtstype(enum wined3d_transform_state tstype
)
4413 #define TSTYPE_TO_STR(tstype) case tstype: return #tstype
4414 TSTYPE_TO_STR(WINED3D_TS_VIEW
);
4415 TSTYPE_TO_STR(WINED3D_TS_PROJECTION
);
4416 TSTYPE_TO_STR(WINED3D_TS_TEXTURE0
);
4417 TSTYPE_TO_STR(WINED3D_TS_TEXTURE1
);
4418 TSTYPE_TO_STR(WINED3D_TS_TEXTURE2
);
4419 TSTYPE_TO_STR(WINED3D_TS_TEXTURE3
);
4420 TSTYPE_TO_STR(WINED3D_TS_TEXTURE4
);
4421 TSTYPE_TO_STR(WINED3D_TS_TEXTURE5
);
4422 TSTYPE_TO_STR(WINED3D_TS_TEXTURE6
);
4423 TSTYPE_TO_STR(WINED3D_TS_TEXTURE7
);
4424 TSTYPE_TO_STR(WINED3D_TS_WORLD_MATRIX(0));
4425 TSTYPE_TO_STR(WINED3D_TS_WORLD_MATRIX(1));
4426 TSTYPE_TO_STR(WINED3D_TS_WORLD_MATRIX(2));
4427 TSTYPE_TO_STR(WINED3D_TS_WORLD_MATRIX(3));
4428 #undef TSTYPE_TO_STR
4430 if (tstype
> 256 && tstype
< 512)
4432 FIXME("WINED3D_TS_WORLD_MATRIX(%u). 1..255 not currently supported.\n", tstype
);
4433 return ("WINED3D_TS_WORLD_MATRIX > 0");
4435 FIXME("Unrecognized transform state %#x.\n", tstype
);
4436 return "unrecognized";
4440 const char *debug_shader_type(enum wined3d_shader_type type
)
4444 #define WINED3D_TO_STR(type) case type: return #type
4445 WINED3D_TO_STR(WINED3D_SHADER_TYPE_PIXEL
);
4446 WINED3D_TO_STR(WINED3D_SHADER_TYPE_VERTEX
);
4447 WINED3D_TO_STR(WINED3D_SHADER_TYPE_GEOMETRY
);
4448 WINED3D_TO_STR(WINED3D_SHADER_TYPE_HULL
);
4449 WINED3D_TO_STR(WINED3D_SHADER_TYPE_DOMAIN
);
4450 WINED3D_TO_STR(WINED3D_SHADER_TYPE_COMPUTE
);
4451 #undef WINED3D_TO_STR
4453 FIXME("Unrecognized shader type %#x.\n", type
);
4454 return "unrecognized";
4458 const char *debug_d3dstate(DWORD state
)
4460 if (STATE_IS_RENDER(state
))
4461 return wine_dbg_sprintf("STATE_RENDER(%s)", debug_d3drenderstate(state
- STATE_RENDER(0)));
4462 if (STATE_IS_TEXTURESTAGE(state
))
4464 DWORD texture_stage
= (state
- STATE_TEXTURESTAGE(0, 0)) / (WINED3D_HIGHEST_TEXTURE_STATE
+ 1);
4465 DWORD texture_state
= state
- STATE_TEXTURESTAGE(texture_stage
, 0);
4466 return wine_dbg_sprintf("STATE_TEXTURESTAGE(%#x, %s)",
4467 texture_stage
, debug_d3dtexturestate(texture_state
));
4469 if (STATE_IS_SAMPLER(state
))
4470 return wine_dbg_sprintf("STATE_SAMPLER(%#x)", state
- STATE_SAMPLER(0));
4471 if (STATE_IS_COMPUTE_SHADER(state
))
4472 return wine_dbg_sprintf("STATE_SHADER(%s)", debug_shader_type(WINED3D_SHADER_TYPE_COMPUTE
));
4473 if (STATE_IS_GRAPHICS_SHADER(state
))
4474 return wine_dbg_sprintf("STATE_SHADER(%s)", debug_shader_type(state
- STATE_SHADER(0)));
4475 if (STATE_IS_COMPUTE_CONSTANT_BUFFER(state
))
4476 return wine_dbg_sprintf("STATE_CONSTANT_BUFFER(%s)", debug_shader_type(WINED3D_SHADER_TYPE_COMPUTE
));
4477 if (STATE_IS_GRAPHICS_CONSTANT_BUFFER(state
))
4478 return wine_dbg_sprintf("STATE_CONSTANT_BUFFER(%s)", debug_shader_type(state
- STATE_CONSTANT_BUFFER(0)));
4479 if (STATE_IS_COMPUTE_SHADER_RESOURCE_BINDING(state
))
4480 return "STATE_COMPUTE_SHADER_RESOURCE_BINDING";
4481 if (STATE_IS_GRAPHICS_SHADER_RESOURCE_BINDING(state
))
4482 return "STATE_GRAPHICS_SHADER_RESOURCE_BINDING";
4483 if (STATE_IS_COMPUTE_UNORDERED_ACCESS_VIEW_BINDING(state
))
4484 return "STATE_COMPUTE_UNORDERED_ACCESS_VIEW_BINDING";
4485 if (STATE_IS_GRAPHICS_UNORDERED_ACCESS_VIEW_BINDING(state
))
4486 return "STATE_GRAPHICS_UNORDERED_ACCESS_VIEW_BINDING";
4487 if (STATE_IS_TRANSFORM(state
))
4488 return wine_dbg_sprintf("STATE_TRANSFORM(%s)", debug_d3dtstype(state
- STATE_TRANSFORM(0)));
4489 if (STATE_IS_STREAMSRC(state
))
4490 return "STATE_STREAMSRC";
4491 if (STATE_IS_INDEXBUFFER(state
))
4492 return "STATE_INDEXBUFFER";
4493 if (STATE_IS_VDECL(state
))
4494 return "STATE_VDECL";
4495 if (STATE_IS_VIEWPORT(state
))
4496 return "STATE_VIEWPORT";
4497 if (STATE_IS_LIGHT_TYPE(state
))
4498 return "STATE_LIGHT_TYPE";
4499 if (STATE_IS_ACTIVELIGHT(state
))
4500 return wine_dbg_sprintf("STATE_ACTIVELIGHT(%#x)", state
- STATE_ACTIVELIGHT(0));
4501 if (STATE_IS_SCISSORRECT(state
))
4502 return "STATE_SCISSORRECT";
4503 if (STATE_IS_CLIPPLANE(state
))
4504 return wine_dbg_sprintf("STATE_CLIPPLANE(%#x)", state
- STATE_CLIPPLANE(0));
4505 if (STATE_IS_MATERIAL(state
))
4506 return "STATE_MATERIAL";
4507 if (STATE_IS_FRONTFACE(state
))
4508 return "STATE_FRONTFACE";
4509 if (STATE_IS_POINTSPRITECOORDORIGIN(state
))
4510 return "STATE_POINTSPRITECOORDORIGIN";
4511 if (STATE_IS_BASEVERTEXINDEX(state
))
4512 return "STATE_BASEVERTEXINDEX";
4513 if (STATE_IS_FRAMEBUFFER(state
))
4514 return "STATE_FRAMEBUFFER";
4515 if (STATE_IS_POINT_ENABLE(state
))
4516 return "STATE_POINT_ENABLE";
4517 if (STATE_IS_COLOR_KEY(state
))
4518 return "STATE_COLOR_KEY";
4519 if (STATE_IS_STREAM_OUTPUT(state
))
4520 return "STATE_STREAM_OUTPUT";
4522 return wine_dbg_sprintf("UNKNOWN_STATE(%#x)", state
);
4525 const char *debug_d3dpool(enum wined3d_pool pool
)
4529 #define POOL_TO_STR(p) case p: return #p
4530 POOL_TO_STR(WINED3D_POOL_DEFAULT
);
4531 POOL_TO_STR(WINED3D_POOL_MANAGED
);
4532 POOL_TO_STR(WINED3D_POOL_SYSTEM_MEM
);
4533 POOL_TO_STR(WINED3D_POOL_SCRATCH
);
4536 FIXME("Unrecognized pool %#x.\n", pool
);
4537 return "unrecognized";
4541 const char *debug_fboattachment(GLenum attachment
)
4545 #define WINED3D_TO_STR(x) case x: return #x
4546 WINED3D_TO_STR(GL_COLOR_ATTACHMENT0
);
4547 WINED3D_TO_STR(GL_COLOR_ATTACHMENT1
);
4548 WINED3D_TO_STR(GL_COLOR_ATTACHMENT2
);
4549 WINED3D_TO_STR(GL_COLOR_ATTACHMENT3
);
4550 WINED3D_TO_STR(GL_COLOR_ATTACHMENT4
);
4551 WINED3D_TO_STR(GL_COLOR_ATTACHMENT5
);
4552 WINED3D_TO_STR(GL_COLOR_ATTACHMENT6
);
4553 WINED3D_TO_STR(GL_COLOR_ATTACHMENT7
);
4554 WINED3D_TO_STR(GL_COLOR_ATTACHMENT8
);
4555 WINED3D_TO_STR(GL_COLOR_ATTACHMENT9
);
4556 WINED3D_TO_STR(GL_COLOR_ATTACHMENT10
);
4557 WINED3D_TO_STR(GL_COLOR_ATTACHMENT11
);
4558 WINED3D_TO_STR(GL_COLOR_ATTACHMENT12
);
4559 WINED3D_TO_STR(GL_COLOR_ATTACHMENT13
);
4560 WINED3D_TO_STR(GL_COLOR_ATTACHMENT14
);
4561 WINED3D_TO_STR(GL_COLOR_ATTACHMENT15
);
4562 WINED3D_TO_STR(GL_DEPTH_ATTACHMENT
);
4563 WINED3D_TO_STR(GL_STENCIL_ATTACHMENT
);
4564 #undef WINED3D_TO_STR
4566 return wine_dbg_sprintf("Unknown FBO attachment %#x", attachment
);
4570 const char *debug_fbostatus(GLenum status
) {
4572 #define FBOSTATUS_TO_STR(u) case u: return #u
4573 FBOSTATUS_TO_STR(GL_FRAMEBUFFER_COMPLETE
);
4574 FBOSTATUS_TO_STR(GL_FRAMEBUFFER_INCOMPLETE_ATTACHMENT
);
4575 FBOSTATUS_TO_STR(GL_FRAMEBUFFER_INCOMPLETE_MISSING_ATTACHMENT
);
4576 FBOSTATUS_TO_STR(GL_FRAMEBUFFER_INCOMPLETE_DIMENSIONS_EXT
);
4577 FBOSTATUS_TO_STR(GL_FRAMEBUFFER_INCOMPLETE_FORMATS_EXT
);
4578 FBOSTATUS_TO_STR(GL_FRAMEBUFFER_INCOMPLETE_DRAW_BUFFER
);
4579 FBOSTATUS_TO_STR(GL_FRAMEBUFFER_INCOMPLETE_READ_BUFFER
);
4580 FBOSTATUS_TO_STR(GL_FRAMEBUFFER_INCOMPLETE_MULTISAMPLE
);
4581 FBOSTATUS_TO_STR(GL_FRAMEBUFFER_INCOMPLETE_LAYER_TARGETS
);
4582 FBOSTATUS_TO_STR(GL_FRAMEBUFFER_INCOMPLETE_LAYER_COUNT_ARB
);
4583 FBOSTATUS_TO_STR(GL_FRAMEBUFFER_UNSUPPORTED
);
4584 FBOSTATUS_TO_STR(GL_FRAMEBUFFER_UNDEFINED
);
4585 #undef FBOSTATUS_TO_STR
4587 FIXME("Unrecognized FBO status 0x%08x.\n", status
);
4588 return "unrecognized";
4592 const char *debug_glerror(GLenum error
) {
4594 #define GLERROR_TO_STR(u) case u: return #u
4595 GLERROR_TO_STR(GL_NO_ERROR
);
4596 GLERROR_TO_STR(GL_INVALID_ENUM
);
4597 GLERROR_TO_STR(GL_INVALID_VALUE
);
4598 GLERROR_TO_STR(GL_INVALID_OPERATION
);
4599 GLERROR_TO_STR(GL_STACK_OVERFLOW
);
4600 GLERROR_TO_STR(GL_STACK_UNDERFLOW
);
4601 GLERROR_TO_STR(GL_OUT_OF_MEMORY
);
4602 GLERROR_TO_STR(GL_INVALID_FRAMEBUFFER_OPERATION
);
4603 #undef GLERROR_TO_STR
4605 FIXME("Unrecognized GL error 0x%08x.\n", error
);
4606 return "unrecognized";
4610 static const char *debug_fixup_channel_source(enum fixup_channel_source source
)
4614 #define WINED3D_TO_STR(x) case x: return #x
4615 WINED3D_TO_STR(CHANNEL_SOURCE_ZERO
);
4616 WINED3D_TO_STR(CHANNEL_SOURCE_ONE
);
4617 WINED3D_TO_STR(CHANNEL_SOURCE_X
);
4618 WINED3D_TO_STR(CHANNEL_SOURCE_Y
);
4619 WINED3D_TO_STR(CHANNEL_SOURCE_Z
);
4620 WINED3D_TO_STR(CHANNEL_SOURCE_W
);
4621 WINED3D_TO_STR(CHANNEL_SOURCE_COMPLEX0
);
4622 WINED3D_TO_STR(CHANNEL_SOURCE_COMPLEX1
);
4623 #undef WINED3D_TO_STR
4625 FIXME("Unrecognized fixup_channel_source %#x\n", source
);
4626 return "unrecognized";
4630 static const char *debug_complex_fixup(enum complex_fixup fixup
)
4634 #define WINED3D_TO_STR(x) case x: return #x
4635 WINED3D_TO_STR(COMPLEX_FIXUP_YUY2
);
4636 WINED3D_TO_STR(COMPLEX_FIXUP_UYVY
);
4637 WINED3D_TO_STR(COMPLEX_FIXUP_YV12
);
4638 WINED3D_TO_STR(COMPLEX_FIXUP_NV12
);
4639 WINED3D_TO_STR(COMPLEX_FIXUP_P8
);
4640 #undef WINED3D_TO_STR
4642 FIXME("Unrecognized complex fixup %#x\n", fixup
);
4643 return "unrecognized";
4647 void dump_color_fixup_desc(struct color_fixup_desc fixup
)
4649 if (is_complex_fixup(fixup
))
4651 TRACE("\tComplex: %s\n", debug_complex_fixup(get_complex_fixup(fixup
)));
4655 TRACE("\tX: %s%s\n", debug_fixup_channel_source(fixup
.x_source
), fixup
.x_sign_fixup
? ", SIGN_FIXUP" : "");
4656 TRACE("\tY: %s%s\n", debug_fixup_channel_source(fixup
.y_source
), fixup
.y_sign_fixup
? ", SIGN_FIXUP" : "");
4657 TRACE("\tZ: %s%s\n", debug_fixup_channel_source(fixup
.z_source
), fixup
.z_sign_fixup
? ", SIGN_FIXUP" : "");
4658 TRACE("\tW: %s%s\n", debug_fixup_channel_source(fixup
.w_source
), fixup
.w_sign_fixup
? ", SIGN_FIXUP" : "");
4661 BOOL
is_invalid_op(const struct wined3d_state
*state
, int stage
,
4662 enum wined3d_texture_op op
, DWORD arg1
, DWORD arg2
, DWORD arg3
)
4664 if (op
== WINED3D_TOP_DISABLE
)
4666 if (state
->textures
[stage
])
4669 if ((arg1
& WINED3DTA_SELECTMASK
) == WINED3DTA_TEXTURE
4670 && op
!= WINED3D_TOP_SELECT_ARG2
)
4672 if ((arg2
& WINED3DTA_SELECTMASK
) == WINED3DTA_TEXTURE
4673 && op
!= WINED3D_TOP_SELECT_ARG1
)
4675 if ((arg3
& WINED3DTA_SELECTMASK
) == WINED3DTA_TEXTURE
4676 && (op
== WINED3D_TOP_MULTIPLY_ADD
|| op
== WINED3D_TOP_LERP
))
4682 void get_identity_matrix(struct wined3d_matrix
*mat
)
4684 static const struct wined3d_matrix identity
=
4686 1.0f
, 0.0f
, 0.0f
, 0.0f
,
4687 0.0f
, 1.0f
, 0.0f
, 0.0f
,
4688 0.0f
, 0.0f
, 1.0f
, 0.0f
,
4689 0.0f
, 0.0f
, 0.0f
, 1.0f
,
4695 void get_modelview_matrix(const struct wined3d_context
*context
, const struct wined3d_state
*state
,
4696 unsigned int index
, struct wined3d_matrix
*mat
)
4698 if (context
->last_was_rhw
)
4699 get_identity_matrix(mat
);
4701 multiply_matrix(mat
, &state
->transforms
[WINED3D_TS_VIEW
], &state
->transforms
[WINED3D_TS_WORLD_MATRIX(index
)]);
4704 void get_projection_matrix(const struct wined3d_context
*context
, const struct wined3d_state
*state
,
4705 struct wined3d_matrix
*mat
)
4707 BOOL clip_control
= context
->gl_info
->supported
[ARB_CLIP_CONTROL
];
4708 BOOL flip
= !clip_control
&& context
->render_offscreen
;
4709 float center_offset
;
4711 /* There are a couple of additional things we have to take into account
4712 * here besides the projection transformation itself:
4713 * - We need to flip along the y-axis in case of offscreen rendering.
4714 * - OpenGL Z range is {-Wc,...,Wc} while D3D Z range is {0,...,Wc}.
4715 * - <= D3D9 coordinates refer to pixel centers while GL coordinates
4716 * refer to pixel corners.
4717 * - D3D has a top-left filling convention. We need to maintain this
4718 * even after the y-flip mentioned above.
4719 * In order to handle the last two points, we translate by
4720 * (63.0 / 128.0) / VPw and (63.0 / 128.0) / VPh. This is equivalent to
4721 * translating slightly less than half a pixel. We want the difference to
4722 * be large enough that it doesn't get lost due to rounding inside the
4723 * driver, but small enough to prevent it from interfering with any
4726 if (!clip_control
&& context
->d3d_info
->wined3d_creation_flags
& WINED3D_PIXEL_CENTER_INTEGER
)
4727 center_offset
= 63.0f
/ 64.0f
;
4729 center_offset
= -1.0f
/ 64.0f
;
4731 if (context
->last_was_rhw
)
4733 /* Transform D3D RHW coordinates to OpenGL clip coordinates. */
4734 float x
= state
->viewport
.x
;
4735 float y
= state
->viewport
.y
;
4736 float w
= state
->viewport
.width
;
4737 float h
= state
->viewport
.height
;
4738 float x_scale
= 2.0f
/ w
;
4739 float x_offset
= (center_offset
- (2.0f
* x
) - w
) / w
;
4740 float y_scale
= flip
? 2.0f
/ h
: 2.0f
/ -h
;
4741 float y_offset
= flip
4742 ? (center_offset
- (2.0f
* y
) - h
) / h
4743 : (center_offset
- (2.0f
* y
) - h
) / -h
;
4744 enum wined3d_depth_buffer_type zenable
= state
->fb
->depth_stencil
?
4745 state
->render_states
[WINED3D_RS_ZENABLE
] : WINED3D_ZB_FALSE
;
4746 float z_scale
= zenable
? clip_control
? 1.0f
: 2.0f
: 0.0f
;
4747 float z_offset
= zenable
? clip_control
? 0.0f
: -1.0f
: 0.0f
;
4748 const struct wined3d_matrix projection
=
4750 x_scale
, 0.0f
, 0.0f
, 0.0f
,
4751 0.0f
, y_scale
, 0.0f
, 0.0f
,
4752 0.0f
, 0.0f
, z_scale
, 0.0f
,
4753 x_offset
, y_offset
, z_offset
, 1.0f
,
4760 float y_scale
= flip
? -1.0f
: 1.0f
;
4761 float x_offset
= center_offset
/ state
->viewport
.width
;
4762 float y_offset
= flip
4763 ? center_offset
/ state
->viewport
.height
4764 : -center_offset
/ state
->viewport
.height
;
4765 float z_scale
= clip_control
? 1.0f
: 2.0f
;
4766 float z_offset
= clip_control
? 0.0f
: -1.0f
;
4767 const struct wined3d_matrix projection
=
4769 1.0f
, 0.0f
, 0.0f
, 0.0f
,
4770 0.0f
, y_scale
, 0.0f
, 0.0f
,
4771 0.0f
, 0.0f
, z_scale
, 0.0f
,
4772 x_offset
, y_offset
, z_offset
, 1.0f
,
4775 multiply_matrix(mat
, &projection
, &state
->transforms
[WINED3D_TS_PROJECTION
]);
4779 /* Setup this textures matrix according to the texture flags. */
4780 static void compute_texture_matrix(const struct wined3d_gl_info
*gl_info
, const struct wined3d_matrix
*matrix
,
4781 DWORD flags
, BOOL calculated_coords
, BOOL transformed
, enum wined3d_format_id format_id
,
4782 BOOL ffp_proj_control
, struct wined3d_matrix
*out_matrix
)
4784 struct wined3d_matrix mat
;
4786 if (flags
== WINED3D_TTFF_DISABLE
|| flags
== WINED3D_TTFF_COUNT1
|| transformed
)
4788 get_identity_matrix(out_matrix
);
4792 if (flags
== (WINED3D_TTFF_COUNT1
| WINED3D_TTFF_PROJECTED
))
4794 ERR("Invalid texture transform flags: WINED3D_TTFF_COUNT1 | WINED3D_TTFF_PROJECTED.\n");
4800 if (flags
& WINED3D_TTFF_PROJECTED
)
4802 if (!ffp_proj_control
)
4804 switch (flags
& ~WINED3D_TTFF_PROJECTED
)
4806 case WINED3D_TTFF_COUNT2
:
4811 mat
._12
= mat
._22
= mat
._32
= mat
._42
= 0.0f
;
4813 case WINED3D_TTFF_COUNT3
:
4818 mat
._13
= mat
._23
= mat
._33
= mat
._43
= 0.0f
;
4825 /* Under Direct3D the R/Z coord can be used for translation, under
4826 * OpenGL we use the Q coord instead. */
4827 if (!calculated_coords
)
4831 /* Direct3D passes the default 1.0 in the 2nd coord, while GL
4832 * passes it in the 4th. Swap 2nd and 4th coord. No need to
4833 * store the value of mat._41 in mat._21 because the input
4834 * value to the transformation will be 0, so the matrix value
4836 case WINED3DFMT_R32_FLOAT
:
4842 /* See above, just 3rd and 4th coord. */
4843 case WINED3DFMT_R32G32_FLOAT
:
4849 case WINED3DFMT_R32G32B32_FLOAT
: /* Opengl defaults match dx defaults */
4850 case WINED3DFMT_R32G32B32A32_FLOAT
: /* No defaults apply, all app defined */
4852 /* This is to prevent swapping the matrix lines and put the default 4th coord = 1.0
4853 * into a bad place. The division elimination below will apply to make sure the
4854 * 1.0 doesn't do anything bad. The caller will set this value if the stride is 0
4856 case WINED3DFMT_UNKNOWN
: /* No texture coords, 0/0/0/1 defaults are passed */
4859 FIXME("Unexpected fixed function texture coord input\n");
4862 if (!ffp_proj_control
)
4864 switch (flags
& ~WINED3D_TTFF_PROJECTED
)
4866 /* case WINED3D_TTFF_COUNT1: Won't ever get here. */
4867 case WINED3D_TTFF_COUNT2
:
4868 mat
._13
= mat
._23
= mat
._33
= mat
._43
= 0.0f
;
4869 /* OpenGL divides the first 3 vertex coordinates by the 4th by
4870 * default, which is essentially the same as D3DTTFF_PROJECTED.
4871 * Make sure that the 4th coordinate evaluates to 1.0 to
4874 * If the fixed function pipeline is used, the 4th value
4875 * remains unused, so there is no danger in doing this. With
4876 * vertex shaders we have a problem. Should an application hit
4877 * that problem, the code here would have to check for pixel
4878 * shaders, and the shader has to undo the default GL divide.
4880 * A more serious problem occurs if the application passes 4
4881 * coordinates in, and the 4th is != 1.0 (OpenGL default).
4882 * This would have to be fixed with immediate mode draws. */
4884 mat
._14
= mat
._24
= mat
._34
= 0.0f
; mat
._44
= 1.0f
;
4892 void get_texture_matrix(const struct wined3d_context
*context
, const struct wined3d_state
*state
,
4893 unsigned int tex
, struct wined3d_matrix
*mat
)
4895 const struct wined3d_device
*device
= context
->device
;
4896 const struct wined3d_gl_info
*gl_info
= context
->gl_info
;
4897 BOOL generated
= (state
->texture_states
[tex
][WINED3D_TSS_TEXCOORD_INDEX
] & 0xffff0000)
4898 != WINED3DTSS_TCI_PASSTHRU
;
4899 unsigned int coord_idx
= min(state
->texture_states
[tex
][WINED3D_TSS_TEXCOORD_INDEX
& 0x0000ffff],
4902 compute_texture_matrix(gl_info
, &state
->transforms
[WINED3D_TS_TEXTURE0
+ tex
],
4903 state
->texture_states
[tex
][WINED3D_TSS_TEXTURE_TRANSFORM_FLAGS
],
4904 generated
, context
->last_was_rhw
,
4905 context
->stream_info
.use_map
& (1u << (WINED3D_FFP_TEXCOORD0
+ coord_idx
))
4906 ? context
->stream_info
.elements
[WINED3D_FFP_TEXCOORD0
+ coord_idx
].format
->id
4907 : WINED3DFMT_UNKNOWN
,
4908 device
->shader_backend
->shader_has_ffp_proj_control(device
->shader_priv
), mat
);
4910 if ((context
->lastWasPow2Texture
& (1u << tex
)) && state
->textures
[tex
])
4913 FIXME("Non-power-of-two texture being used with generated texture coords.\n");
4914 /* NP2 texcoord fixup is implemented for pixelshaders so only enable the
4915 * fixed-function-pipeline fixup via pow2Matrix when no PS is used. */
4918 TRACE("Non-power-of-two texture matrix multiply fixup.\n");
4919 multiply_matrix(mat
, mat
, (struct wined3d_matrix
*)state
->textures
[tex
]->pow2_matrix
);
4924 void get_pointsize_minmax(const struct wined3d_context
*context
, const struct wined3d_state
*state
,
4925 float *out_min
, float *out_max
)
4933 min
.d
= state
->render_states
[WINED3D_RS_POINTSIZE_MIN
];
4934 max
.d
= state
->render_states
[WINED3D_RS_POINTSIZE_MAX
];
4943 void get_pointsize(const struct wined3d_context
*context
, const struct wined3d_state
*state
,
4944 float *out_pointsize
, float *out_att
)
4946 /* POINTSCALEENABLE controls how point size value is treated. If set to
4947 * true, the point size is scaled with respect to height of viewport.
4948 * When set to false point size is in pixels. */
4953 } pointsize
, a
, b
, c
;
4959 pointsize
.d
= state
->render_states
[WINED3D_RS_POINTSIZE
];
4960 a
.d
= state
->render_states
[WINED3D_RS_POINTSCALE_A
];
4961 b
.d
= state
->render_states
[WINED3D_RS_POINTSCALE_B
];
4962 c
.d
= state
->render_states
[WINED3D_RS_POINTSCALE_C
];
4964 if (state
->render_states
[WINED3D_RS_POINTSCALEENABLE
])
4966 float scale_factor
= state
->viewport
.height
* state
->viewport
.height
;
4968 out_att
[0] = a
.f
/ scale_factor
;
4969 out_att
[1] = b
.f
/ scale_factor
;
4970 out_att
[2] = c
.f
/ scale_factor
;
4972 *out_pointsize
= pointsize
.f
;
4975 void get_fog_start_end(const struct wined3d_context
*context
, const struct wined3d_state
*state
,
4976 float *start
, float *end
)
4984 switch (context
->fog_source
)
4991 case FOGSOURCE_COORD
:
4997 tmpvalue
.d
= state
->render_states
[WINED3D_RS_FOGSTART
];
4998 *start
= tmpvalue
.f
;
4999 tmpvalue
.d
= state
->render_states
[WINED3D_RS_FOGEND
];
5001 /* Special handling for fog_start == fog_end. In d3d with vertex
5002 * fog, everything is fogged. With table fog, everything with
5003 * fog_coord < fog_start is unfogged, and fog_coord > fog_start
5004 * is fogged. Windows drivers disagree when fog_coord == fog_start. */
5005 if (state
->render_states
[WINED3D_RS_FOGTABLEMODE
] == WINED3D_FOG_NONE
&& *start
== *end
)
5013 /* This should not happen, context->fog_source is set in wined3d, not the app. */
5014 ERR("Unexpected fog coordinate source.\n");
5020 /* Note: It's the caller's responsibility to ensure values can be expressed
5021 * in the requested format. UNORM formats for example can only express values
5022 * in the range 0.0f -> 1.0f. */
5023 DWORD
wined3d_format_convert_from_float(const struct wined3d_format
*format
, const struct wined3d_color
*color
)
5027 enum wined3d_format_id format_id
;
5028 struct wined3d_vec4 mul
;
5029 struct wined3d_uvec4 shift
;
5033 {WINED3DFMT_B8G8R8A8_UNORM
, { 255.0f
, 255.0f
, 255.0f
, 255.0f
}, {16, 8, 0, 24}},
5034 {WINED3DFMT_B8G8R8X8_UNORM
, { 255.0f
, 255.0f
, 255.0f
, 255.0f
}, {16, 8, 0, 24}},
5035 {WINED3DFMT_B8G8R8_UNORM
, { 255.0f
, 255.0f
, 255.0f
, 255.0f
}, {16, 8, 0, 24}},
5036 {WINED3DFMT_B5G6R5_UNORM
, { 31.0f
, 63.0f
, 31.0f
, 0.0f
}, {11, 5, 0, 0}},
5037 {WINED3DFMT_B5G5R5A1_UNORM
, { 31.0f
, 31.0f
, 31.0f
, 1.0f
}, {10, 5, 0, 15}},
5038 {WINED3DFMT_B5G5R5X1_UNORM
, { 31.0f
, 31.0f
, 31.0f
, 1.0f
}, {10, 5, 0, 15}},
5039 {WINED3DFMT_R8_UNORM
, { 255.0f
, 0.0f
, 0.0f
, 0.0f
}, { 0, 0, 0, 0}},
5040 {WINED3DFMT_A8_UNORM
, { 0.0f
, 0.0f
, 0.0f
, 255.0f
}, { 0, 0, 0, 0}},
5041 {WINED3DFMT_B4G4R4A4_UNORM
, { 15.0f
, 15.0f
, 15.0f
, 15.0f
}, { 8, 4, 0, 12}},
5042 {WINED3DFMT_B4G4R4X4_UNORM
, { 15.0f
, 15.0f
, 15.0f
, 15.0f
}, { 8, 4, 0, 12}},
5043 {WINED3DFMT_B2G3R3_UNORM
, { 7.0f
, 7.0f
, 3.0f
, 0.0f
}, { 5, 2, 0, 0}},
5044 {WINED3DFMT_R8G8B8A8_UNORM
, { 255.0f
, 255.0f
, 255.0f
, 255.0f
}, { 0, 8, 16, 24}},
5045 {WINED3DFMT_R8G8B8X8_UNORM
, { 255.0f
, 255.0f
, 255.0f
, 255.0f
}, { 0, 8, 16, 24}},
5046 {WINED3DFMT_B10G10R10A2_UNORM
, { 1023.0f
, 1023.0f
, 1023.0f
, 3.0f
}, {20, 10, 0, 30}},
5047 {WINED3DFMT_R10G10B10A2_UNORM
, { 1023.0f
, 1023.0f
, 1023.0f
, 3.0f
}, { 0, 10, 20, 30}},
5048 {WINED3DFMT_P8_UINT
, { 0.0f
, 0.0f
, 0.0f
, 255.0f
}, { 0, 0, 0, 0}},
5049 {WINED3DFMT_S1_UINT_D15_UNORM
, { 32767.0f
, 0.0f
, 0.0f
, 0.0f
}, { 0, 0, 0, 0}},
5050 {WINED3DFMT_D16_UNORM
, { 65535.0f
, 0.0f
, 0.0f
, 0.0f
}, { 0, 0, 0, 0}},
5054 enum wined3d_format_id format_id
;
5055 struct wined3d_dvec4 mul
;
5056 struct wined3d_uvec4 shift
;
5060 {WINED3DFMT_D24_UNORM_S8_UINT
, { 16777215.0, 0.0, 0.0, 0.0}, {0, 0, 0, 0}},
5061 {WINED3DFMT_X8D24_UNORM
, { 16777215.0, 0.0, 0.0, 0.0}, {0, 0, 0, 0}},
5062 {WINED3DFMT_D32_UNORM
, {4294967295.0, 0.0, 0.0, 0.0}, {0, 0, 0, 0}},
5067 TRACE("Converting color %s to format %s.\n", debug_color(color
), debug_d3dformat(format
->id
));
5069 for (i
= 0; i
< ARRAY_SIZE(float_conv
); ++i
)
5071 if (format
->id
!= float_conv
[i
].format_id
)
5074 ret
= ((DWORD
)((color
->r
* float_conv
[i
].mul
.x
) + 0.5f
)) << float_conv
[i
].shift
.x
;
5075 ret
|= ((DWORD
)((color
->g
* float_conv
[i
].mul
.y
) + 0.5f
)) << float_conv
[i
].shift
.y
;
5076 ret
|= ((DWORD
)((color
->b
* float_conv
[i
].mul
.z
) + 0.5f
)) << float_conv
[i
].shift
.z
;
5077 ret
|= ((DWORD
)((color
->a
* float_conv
[i
].mul
.w
) + 0.5f
)) << float_conv
[i
].shift
.w
;
5079 TRACE("Returning 0x%08x.\n", ret
);
5084 for (i
= 0; i
< ARRAY_SIZE(double_conv
); ++i
)
5086 if (format
->id
!= double_conv
[i
].format_id
)
5089 ret
= ((DWORD
)((color
->r
* double_conv
[i
].mul
.x
) + 0.5)) << double_conv
[i
].shift
.x
;
5090 ret
|= ((DWORD
)((color
->g
* double_conv
[i
].mul
.y
) + 0.5)) << double_conv
[i
].shift
.y
;
5091 ret
|= ((DWORD
)((color
->b
* double_conv
[i
].mul
.z
) + 0.5)) << double_conv
[i
].shift
.z
;
5092 ret
|= ((DWORD
)((color
->a
* double_conv
[i
].mul
.w
) + 0.5)) << double_conv
[i
].shift
.w
;
5094 TRACE("Returning 0x%08x.\n", ret
);
5099 FIXME("Conversion for format %s not implemented.\n", debug_d3dformat(format
->id
));
5104 static float color_to_float(DWORD color
, DWORD size
, DWORD offset
)
5106 DWORD mask
= size
< 32 ? (1u << size
) - 1 : ~0u;
5114 return (float)color
/ (float)mask
;
5117 void wined3d_format_get_float_color_key(const struct wined3d_format
*format
,
5118 const struct wined3d_color_key
*key
, struct wined3d_color
*float_colors
)
5120 struct wined3d_color slop
;
5124 case WINED3DFMT_B8G8R8_UNORM
:
5125 case WINED3DFMT_B8G8R8A8_UNORM
:
5126 case WINED3DFMT_B8G8R8X8_UNORM
:
5127 case WINED3DFMT_B5G6R5_UNORM
:
5128 case WINED3DFMT_B5G5R5X1_UNORM
:
5129 case WINED3DFMT_B5G5R5A1_UNORM
:
5130 case WINED3DFMT_B4G4R4A4_UNORM
:
5131 case WINED3DFMT_B2G3R3_UNORM
:
5132 case WINED3DFMT_R8_UNORM
:
5133 case WINED3DFMT_A8_UNORM
:
5134 case WINED3DFMT_B2G3R3A8_UNORM
:
5135 case WINED3DFMT_B4G4R4X4_UNORM
:
5136 case WINED3DFMT_R10G10B10A2_UNORM
:
5137 case WINED3DFMT_R10G10B10A2_SNORM
:
5138 case WINED3DFMT_R8G8B8A8_UNORM
:
5139 case WINED3DFMT_R8G8B8X8_UNORM
:
5140 case WINED3DFMT_R16G16_UNORM
:
5141 case WINED3DFMT_B10G10R10A2_UNORM
:
5142 slop
.r
= 0.5f
/ ((1u << format
->red_size
) - 1);
5143 slop
.g
= 0.5f
/ ((1u << format
->green_size
) - 1);
5144 slop
.b
= 0.5f
/ ((1u << format
->blue_size
) - 1);
5145 slop
.a
= 0.5f
/ ((1u << format
->alpha_size
) - 1);
5147 float_colors
[0].r
= color_to_float(key
->color_space_low_value
, format
->red_size
, format
->red_offset
)
5149 float_colors
[0].g
= color_to_float(key
->color_space_low_value
, format
->green_size
, format
->green_offset
)
5151 float_colors
[0].b
= color_to_float(key
->color_space_low_value
, format
->blue_size
, format
->blue_offset
)
5153 float_colors
[0].a
= color_to_float(key
->color_space_low_value
, format
->alpha_size
, format
->alpha_offset
)
5156 float_colors
[1].r
= color_to_float(key
->color_space_high_value
, format
->red_size
, format
->red_offset
)
5158 float_colors
[1].g
= color_to_float(key
->color_space_high_value
, format
->green_size
, format
->green_offset
)
5160 float_colors
[1].b
= color_to_float(key
->color_space_high_value
, format
->blue_size
, format
->blue_offset
)
5162 float_colors
[1].a
= color_to_float(key
->color_space_high_value
, format
->alpha_size
, format
->alpha_offset
)
5166 case WINED3DFMT_P8_UINT
:
5167 float_colors
[0].r
= 0.0f
;
5168 float_colors
[0].g
= 0.0f
;
5169 float_colors
[0].b
= 0.0f
;
5170 float_colors
[0].a
= (key
->color_space_low_value
- 0.5f
) / 255.0f
;
5172 float_colors
[1].r
= 0.0f
;
5173 float_colors
[1].g
= 0.0f
;
5174 float_colors
[1].b
= 0.0f
;
5175 float_colors
[1].a
= (key
->color_space_high_value
+ 0.5f
) / 255.0f
;
5179 ERR("Unhandled color key to float conversion for format %s.\n", debug_d3dformat(format
->id
));
5183 /* DirectDraw stuff */
5184 enum wined3d_format_id
pixelformat_for_depth(DWORD depth
)
5188 case 8: return WINED3DFMT_P8_UINT
;
5189 case 15: return WINED3DFMT_B5G5R5X1_UNORM
;
5190 case 16: return WINED3DFMT_B5G6R5_UNORM
;
5191 case 24: return WINED3DFMT_B8G8R8X8_UNORM
; /* Robots needs 24bit to be WINED3DFMT_B8G8R8X8_UNORM */
5192 case 32: return WINED3DFMT_B8G8R8X8_UNORM
; /* EVE online and the Fur demo need 32bit AdapterDisplayMode to return WINED3DFMT_B8G8R8X8_UNORM */
5193 default: return WINED3DFMT_UNKNOWN
;
5197 void multiply_matrix(struct wined3d_matrix
*dst
, const struct wined3d_matrix
*src1
, const struct wined3d_matrix
*src2
)
5199 struct wined3d_matrix tmp
;
5201 /* Now do the multiplication 'by hand'.
5202 I know that all this could be optimised, but this will be done later :-) */
5203 tmp
._11
= (src1
->_11
* src2
->_11
) + (src1
->_21
* src2
->_12
) + (src1
->_31
* src2
->_13
) + (src1
->_41
* src2
->_14
);
5204 tmp
._21
= (src1
->_11
* src2
->_21
) + (src1
->_21
* src2
->_22
) + (src1
->_31
* src2
->_23
) + (src1
->_41
* src2
->_24
);
5205 tmp
._31
= (src1
->_11
* src2
->_31
) + (src1
->_21
* src2
->_32
) + (src1
->_31
* src2
->_33
) + (src1
->_41
* src2
->_34
);
5206 tmp
._41
= (src1
->_11
* src2
->_41
) + (src1
->_21
* src2
->_42
) + (src1
->_31
* src2
->_43
) + (src1
->_41
* src2
->_44
);
5208 tmp
._12
= (src1
->_12
* src2
->_11
) + (src1
->_22
* src2
->_12
) + (src1
->_32
* src2
->_13
) + (src1
->_42
* src2
->_14
);
5209 tmp
._22
= (src1
->_12
* src2
->_21
) + (src1
->_22
* src2
->_22
) + (src1
->_32
* src2
->_23
) + (src1
->_42
* src2
->_24
);
5210 tmp
._32
= (src1
->_12
* src2
->_31
) + (src1
->_22
* src2
->_32
) + (src1
->_32
* src2
->_33
) + (src1
->_42
* src2
->_34
);
5211 tmp
._42
= (src1
->_12
* src2
->_41
) + (src1
->_22
* src2
->_42
) + (src1
->_32
* src2
->_43
) + (src1
->_42
* src2
->_44
);
5213 tmp
._13
= (src1
->_13
* src2
->_11
) + (src1
->_23
* src2
->_12
) + (src1
->_33
* src2
->_13
) + (src1
->_43
* src2
->_14
);
5214 tmp
._23
= (src1
->_13
* src2
->_21
) + (src1
->_23
* src2
->_22
) + (src1
->_33
* src2
->_23
) + (src1
->_43
* src2
->_24
);
5215 tmp
._33
= (src1
->_13
* src2
->_31
) + (src1
->_23
* src2
->_32
) + (src1
->_33
* src2
->_33
) + (src1
->_43
* src2
->_34
);
5216 tmp
._43
= (src1
->_13
* src2
->_41
) + (src1
->_23
* src2
->_42
) + (src1
->_33
* src2
->_43
) + (src1
->_43
* src2
->_44
);
5218 tmp
._14
= (src1
->_14
* src2
->_11
) + (src1
->_24
* src2
->_12
) + (src1
->_34
* src2
->_13
) + (src1
->_44
* src2
->_14
);
5219 tmp
._24
= (src1
->_14
* src2
->_21
) + (src1
->_24
* src2
->_22
) + (src1
->_34
* src2
->_23
) + (src1
->_44
* src2
->_24
);
5220 tmp
._34
= (src1
->_14
* src2
->_31
) + (src1
->_24
* src2
->_32
) + (src1
->_34
* src2
->_33
) + (src1
->_44
* src2
->_34
);
5221 tmp
._44
= (src1
->_14
* src2
->_41
) + (src1
->_24
* src2
->_42
) + (src1
->_34
* src2
->_43
) + (src1
->_44
* src2
->_44
);
5226 DWORD
get_flexible_vertex_size(DWORD d3dvtVertexType
) {
5229 int numTextures
= (d3dvtVertexType
& WINED3DFVF_TEXCOUNT_MASK
) >> WINED3DFVF_TEXCOUNT_SHIFT
;
5231 if (d3dvtVertexType
& WINED3DFVF_NORMAL
) size
+= 3 * sizeof(float);
5232 if (d3dvtVertexType
& WINED3DFVF_DIFFUSE
) size
+= sizeof(DWORD
);
5233 if (d3dvtVertexType
& WINED3DFVF_SPECULAR
) size
+= sizeof(DWORD
);
5234 if (d3dvtVertexType
& WINED3DFVF_PSIZE
) size
+= sizeof(DWORD
);
5235 switch (d3dvtVertexType
& WINED3DFVF_POSITION_MASK
) {
5236 case WINED3DFVF_XYZ
: size
+= 3 * sizeof(float); break;
5237 case WINED3DFVF_XYZRHW
: size
+= 4 * sizeof(float); break;
5238 case WINED3DFVF_XYZB1
: size
+= 4 * sizeof(float); break;
5239 case WINED3DFVF_XYZB2
: size
+= 5 * sizeof(float); break;
5240 case WINED3DFVF_XYZB3
: size
+= 6 * sizeof(float); break;
5241 case WINED3DFVF_XYZB4
: size
+= 7 * sizeof(float); break;
5242 case WINED3DFVF_XYZB5
: size
+= 8 * sizeof(float); break;
5243 case WINED3DFVF_XYZW
: size
+= 4 * sizeof(float); break;
5244 default: ERR("Unexpected position mask\n");
5246 for (i
= 0; i
< numTextures
; i
++) {
5247 size
+= GET_TEXCOORD_SIZE_FROM_FVF(d3dvtVertexType
, i
) * sizeof(float);
5253 unsigned int wined3d_max_compat_varyings(const struct wined3d_gl_info
*gl_info
)
5255 /* On core profile we have to also count diffuse and specular colors and the
5256 * fog coordinate. */
5257 return gl_info
->supported
[WINED3D_GL_LEGACY_CONTEXT
] ? MAX_TEXTURES
* 4 : (MAX_TEXTURES
+ 2) * 4 + 1;
5260 void gen_ffp_frag_op(const struct wined3d_context
*context
, const struct wined3d_state
*state
,
5261 struct ffp_frag_settings
*settings
, BOOL ignore_textype
)
5266 static const unsigned char args
[WINED3D_TOP_LERP
+ 1] =
5269 /* D3DTOP_DISABLE */ 0,
5270 /* D3DTOP_SELECTARG1 */ ARG1
,
5271 /* D3DTOP_SELECTARG2 */ ARG2
,
5272 /* D3DTOP_MODULATE */ ARG1
| ARG2
,
5273 /* D3DTOP_MODULATE2X */ ARG1
| ARG2
,
5274 /* D3DTOP_MODULATE4X */ ARG1
| ARG2
,
5275 /* D3DTOP_ADD */ ARG1
| ARG2
,
5276 /* D3DTOP_ADDSIGNED */ ARG1
| ARG2
,
5277 /* D3DTOP_ADDSIGNED2X */ ARG1
| ARG2
,
5278 /* D3DTOP_SUBTRACT */ ARG1
| ARG2
,
5279 /* D3DTOP_ADDSMOOTH */ ARG1
| ARG2
,
5280 /* D3DTOP_BLENDDIFFUSEALPHA */ ARG1
| ARG2
,
5281 /* D3DTOP_BLENDTEXTUREALPHA */ ARG1
| ARG2
,
5282 /* D3DTOP_BLENDFACTORALPHA */ ARG1
| ARG2
,
5283 /* D3DTOP_BLENDTEXTUREALPHAPM */ ARG1
| ARG2
,
5284 /* D3DTOP_BLENDCURRENTALPHA */ ARG1
| ARG2
,
5285 /* D3DTOP_PREMODULATE */ ARG1
| ARG2
,
5286 /* D3DTOP_MODULATEALPHA_ADDCOLOR */ ARG1
| ARG2
,
5287 /* D3DTOP_MODULATECOLOR_ADDALPHA */ ARG1
| ARG2
,
5288 /* D3DTOP_MODULATEINVALPHA_ADDCOLOR */ ARG1
| ARG2
,
5289 /* D3DTOP_MODULATEINVCOLOR_ADDALPHA */ ARG1
| ARG2
,
5290 /* D3DTOP_BUMPENVMAP */ ARG1
| ARG2
,
5291 /* D3DTOP_BUMPENVMAPLUMINANCE */ ARG1
| ARG2
,
5292 /* D3DTOP_DOTPRODUCT3 */ ARG1
| ARG2
,
5293 /* D3DTOP_MULTIPLYADD */ ARG1
| ARG2
| ARG0
,
5294 /* D3DTOP_LERP */ ARG1
| ARG2
| ARG0
5298 DWORD cop
, aop
, carg0
, carg1
, carg2
, aarg0
, aarg1
, aarg2
;
5299 const struct wined3d_gl_info
*gl_info
= context
->gl_info
;
5300 const struct wined3d_d3d_info
*d3d_info
= context
->d3d_info
;
5302 settings
->padding
= 0;
5304 for (i
= 0; i
< d3d_info
->limits
.ffp_blend_stages
; ++i
)
5306 const struct wined3d_texture
*texture
;
5308 settings
->op
[i
].padding
= 0;
5309 if (state
->texture_states
[i
][WINED3D_TSS_COLOR_OP
] == WINED3D_TOP_DISABLE
)
5311 settings
->op
[i
].cop
= WINED3D_TOP_DISABLE
;
5312 settings
->op
[i
].aop
= WINED3D_TOP_DISABLE
;
5313 settings
->op
[i
].carg0
= settings
->op
[i
].carg1
= settings
->op
[i
].carg2
= ARG_UNUSED
;
5314 settings
->op
[i
].aarg0
= settings
->op
[i
].aarg1
= settings
->op
[i
].aarg2
= ARG_UNUSED
;
5315 settings
->op
[i
].color_fixup
= COLOR_FIXUP_IDENTITY
;
5316 settings
->op
[i
].dst
= resultreg
;
5317 settings
->op
[i
].tex_type
= WINED3D_GL_RES_TYPE_TEX_1D
;
5318 settings
->op
[i
].projected
= proj_none
;
5323 if ((texture
= state
->textures
[i
]))
5325 if (can_use_texture_swizzle(gl_info
, texture
->resource
.format
))
5326 settings
->op
[i
].color_fixup
= COLOR_FIXUP_IDENTITY
;
5328 settings
->op
[i
].color_fixup
= texture
->resource
.format
->color_fixup
;
5331 settings
->op
[i
].tex_type
= WINED3D_GL_RES_TYPE_TEX_1D
;
5335 switch (texture
->target
)
5338 settings
->op
[i
].tex_type
= WINED3D_GL_RES_TYPE_TEX_1D
;
5341 settings
->op
[i
].tex_type
= WINED3D_GL_RES_TYPE_TEX_2D
;
5344 settings
->op
[i
].tex_type
= WINED3D_GL_RES_TYPE_TEX_3D
;
5346 case GL_TEXTURE_CUBE_MAP_ARB
:
5347 settings
->op
[i
].tex_type
= WINED3D_GL_RES_TYPE_TEX_CUBE
;
5349 case GL_TEXTURE_RECTANGLE_ARB
:
5350 settings
->op
[i
].tex_type
= WINED3D_GL_RES_TYPE_TEX_RECT
;
5355 settings
->op
[i
].color_fixup
= COLOR_FIXUP_IDENTITY
;
5356 settings
->op
[i
].tex_type
= WINED3D_GL_RES_TYPE_TEX_1D
;
5359 cop
= state
->texture_states
[i
][WINED3D_TSS_COLOR_OP
];
5360 aop
= state
->texture_states
[i
][WINED3D_TSS_ALPHA_OP
];
5362 carg1
= (args
[cop
] & ARG1
) ? state
->texture_states
[i
][WINED3D_TSS_COLOR_ARG1
] : ARG_UNUSED
;
5363 carg2
= (args
[cop
] & ARG2
) ? state
->texture_states
[i
][WINED3D_TSS_COLOR_ARG2
] : ARG_UNUSED
;
5364 carg0
= (args
[cop
] & ARG0
) ? state
->texture_states
[i
][WINED3D_TSS_COLOR_ARG0
] : ARG_UNUSED
;
5366 if (is_invalid_op(state
, i
, cop
, carg1
, carg2
, carg0
))
5370 carg1
= WINED3DTA_CURRENT
;
5371 cop
= WINED3D_TOP_SELECT_ARG1
;
5374 if (cop
== WINED3D_TOP_DOTPRODUCT3
)
5376 /* A dotproduct3 on the colorop overwrites the alphaop operation and replicates
5377 * the color result to the alpha component of the destination
5386 aarg1
= (args
[aop
] & ARG1
) ? state
->texture_states
[i
][WINED3D_TSS_ALPHA_ARG1
] : ARG_UNUSED
;
5387 aarg2
= (args
[aop
] & ARG2
) ? state
->texture_states
[i
][WINED3D_TSS_ALPHA_ARG2
] : ARG_UNUSED
;
5388 aarg0
= (args
[aop
] & ARG0
) ? state
->texture_states
[i
][WINED3D_TSS_ALPHA_ARG0
] : ARG_UNUSED
;
5391 if (!i
&& state
->textures
[0] && state
->render_states
[WINED3D_RS_COLORKEYENABLE
])
5393 GLenum texture_dimensions
;
5395 texture
= state
->textures
[0];
5396 texture_dimensions
= texture
->target
;
5398 if (texture_dimensions
== GL_TEXTURE_2D
|| texture_dimensions
== GL_TEXTURE_RECTANGLE_ARB
)
5400 if (texture
->async
.color_key_flags
& WINED3D_CKEY_SRC_BLT
&& !texture
->resource
.format
->alpha_size
)
5402 if (aop
== WINED3D_TOP_DISABLE
)
5404 aarg1
= WINED3DTA_TEXTURE
;
5405 aop
= WINED3D_TOP_SELECT_ARG1
;
5407 else if (aop
== WINED3D_TOP_SELECT_ARG1
&& aarg1
!= WINED3DTA_TEXTURE
)
5409 if (state
->render_states
[WINED3D_RS_ALPHABLENDENABLE
])
5411 aarg2
= WINED3DTA_TEXTURE
;
5412 aop
= WINED3D_TOP_MODULATE
;
5414 else aarg1
= WINED3DTA_TEXTURE
;
5416 else if (aop
== WINED3D_TOP_SELECT_ARG2
&& aarg2
!= WINED3DTA_TEXTURE
)
5418 if (state
->render_states
[WINED3D_RS_ALPHABLENDENABLE
])
5420 aarg1
= WINED3DTA_TEXTURE
;
5421 aop
= WINED3D_TOP_MODULATE
;
5423 else aarg2
= WINED3DTA_TEXTURE
;
5429 if (is_invalid_op(state
, i
, aop
, aarg1
, aarg2
, aarg0
))
5433 aarg1
= WINED3DTA_CURRENT
;
5434 aop
= WINED3D_TOP_SELECT_ARG1
;
5437 if (carg1
== WINED3DTA_TEXTURE
|| carg2
== WINED3DTA_TEXTURE
|| carg0
== WINED3DTA_TEXTURE
5438 || aarg1
== WINED3DTA_TEXTURE
|| aarg2
== WINED3DTA_TEXTURE
|| aarg0
== WINED3DTA_TEXTURE
)
5440 ttff
= state
->texture_states
[i
][WINED3D_TSS_TEXTURE_TRANSFORM_FLAGS
];
5441 if (ttff
== (WINED3D_TTFF_PROJECTED
| WINED3D_TTFF_COUNT3
))
5442 settings
->op
[i
].projected
= proj_count3
;
5443 else if (ttff
& WINED3D_TTFF_PROJECTED
)
5444 settings
->op
[i
].projected
= proj_count4
;
5446 settings
->op
[i
].projected
= proj_none
;
5450 settings
->op
[i
].projected
= proj_none
;
5453 settings
->op
[i
].cop
= cop
;
5454 settings
->op
[i
].aop
= aop
;
5455 settings
->op
[i
].carg0
= carg0
;
5456 settings
->op
[i
].carg1
= carg1
;
5457 settings
->op
[i
].carg2
= carg2
;
5458 settings
->op
[i
].aarg0
= aarg0
;
5459 settings
->op
[i
].aarg1
= aarg1
;
5460 settings
->op
[i
].aarg2
= aarg2
;
5462 if (state
->texture_states
[i
][WINED3D_TSS_RESULT_ARG
] == WINED3DTA_TEMP
)
5463 settings
->op
[i
].dst
= tempreg
;
5465 settings
->op
[i
].dst
= resultreg
;
5468 /* Clear unsupported stages */
5469 for(; i
< MAX_TEXTURES
; i
++) {
5470 memset(&settings
->op
[i
], 0xff, sizeof(settings
->op
[i
]));
5473 if (!state
->render_states
[WINED3D_RS_FOGENABLE
])
5475 settings
->fog
= WINED3D_FFP_PS_FOG_OFF
;
5477 else if (state
->render_states
[WINED3D_RS_FOGTABLEMODE
] == WINED3D_FOG_NONE
)
5479 if (use_vs(state
) || state
->vertex_declaration
->position_transformed
)
5481 settings
->fog
= WINED3D_FFP_PS_FOG_LINEAR
;
5485 switch (state
->render_states
[WINED3D_RS_FOGVERTEXMODE
])
5487 case WINED3D_FOG_NONE
:
5488 case WINED3D_FOG_LINEAR
:
5489 settings
->fog
= WINED3D_FFP_PS_FOG_LINEAR
;
5491 case WINED3D_FOG_EXP
:
5492 settings
->fog
= WINED3D_FFP_PS_FOG_EXP
;
5494 case WINED3D_FOG_EXP2
:
5495 settings
->fog
= WINED3D_FFP_PS_FOG_EXP2
;
5502 switch (state
->render_states
[WINED3D_RS_FOGTABLEMODE
])
5504 case WINED3D_FOG_LINEAR
:
5505 settings
->fog
= WINED3D_FFP_PS_FOG_LINEAR
;
5507 case WINED3D_FOG_EXP
:
5508 settings
->fog
= WINED3D_FFP_PS_FOG_EXP
;
5510 case WINED3D_FOG_EXP2
:
5511 settings
->fog
= WINED3D_FFP_PS_FOG_EXP2
;
5515 settings
->sRGB_write
= !gl_info
->supported
[ARB_FRAMEBUFFER_SRGB
] && needs_srgb_write(context
, state
, state
->fb
);
5516 if (d3d_info
->vs_clipping
|| !use_vs(state
) || !state
->render_states
[WINED3D_RS_CLIPPING
]
5517 || !state
->render_states
[WINED3D_RS_CLIPPLANEENABLE
])
5519 /* No need to emulate clipplanes if GL supports native vertex shader clipping or if
5520 * the fixed function vertex pipeline is used(which always supports clipplanes), or
5521 * if no clipplane is enabled
5523 settings
->emul_clipplanes
= 0;
5525 settings
->emul_clipplanes
= 1;
5528 if (state
->render_states
[WINED3D_RS_COLORKEYENABLE
] && state
->textures
[0]
5529 && state
->textures
[0]->async
.color_key_flags
& WINED3D_CKEY_SRC_BLT
5530 && settings
->op
[0].cop
!= WINED3D_TOP_DISABLE
)
5531 settings
->color_key_enabled
= 1;
5533 settings
->color_key_enabled
= 0;
5535 /* texcoords_initialized is set to meaningful values only when GL doesn't
5536 * support enough varyings to always pass around all the possible texture
5538 * This is used to avoid reading a varying not written by the vertex shader.
5539 * Reading uninitialized varyings on core profile contexts results in an
5540 * error while with builtin varyings on legacy contexts you get undefined
5542 if (d3d_info
->limits
.varying_count
5543 && d3d_info
->limits
.varying_count
< wined3d_max_compat_varyings(gl_info
))
5545 settings
->texcoords_initialized
= 0;
5546 for (i
= 0; i
< MAX_TEXTURES
; ++i
)
5550 if (state
->shader
[WINED3D_SHADER_TYPE_VERTEX
]->reg_maps
.output_registers
& (1u << i
))
5551 settings
->texcoords_initialized
|= 1u << i
;
5555 const struct wined3d_stream_info
*si
= &context
->stream_info
;
5556 unsigned int coord_idx
= state
->texture_states
[i
][WINED3D_TSS_TEXCOORD_INDEX
];
5557 if ((state
->texture_states
[i
][WINED3D_TSS_TEXCOORD_INDEX
] >> WINED3D_FFP_TCI_SHIFT
)
5558 & WINED3D_FFP_TCI_MASK
5559 || (coord_idx
< MAX_TEXTURES
&& (si
->use_map
& (1u << (WINED3D_FFP_TEXCOORD0
+ coord_idx
)))))
5560 settings
->texcoords_initialized
|= 1u << i
;
5566 settings
->texcoords_initialized
= (1u << MAX_TEXTURES
) - 1;
5569 settings
->pointsprite
= state
->render_states
[WINED3D_RS_POINTSPRITEENABLE
]
5570 && state
->gl_primitive_type
== GL_POINTS
;
5572 if (gl_info
->supported
[WINED3D_GL_LEGACY_CONTEXT
])
5573 settings
->alpha_test_func
= WINED3D_CMP_ALWAYS
- 1;
5575 settings
->alpha_test_func
= (state
->render_states
[WINED3D_RS_ALPHATESTENABLE
]
5576 ? wined3d_sanitize_cmp_func(state
->render_states
[WINED3D_RS_ALPHAFUNC
])
5577 : WINED3D_CMP_ALWAYS
) - 1;
5579 if (d3d_info
->emulated_flatshading
)
5580 settings
->flatshading
= state
->render_states
[WINED3D_RS_SHADEMODE
] == WINED3D_SHADE_FLAT
;
5582 settings
->flatshading
= FALSE
;
5585 const struct ffp_frag_desc
*find_ffp_frag_shader(const struct wine_rb_tree
*fragment_shaders
,
5586 const struct ffp_frag_settings
*settings
)
5588 struct wine_rb_entry
*entry
= wine_rb_get(fragment_shaders
, settings
);
5589 return entry
? WINE_RB_ENTRY_VALUE(entry
, struct ffp_frag_desc
, entry
) : NULL
;
5592 void add_ffp_frag_shader(struct wine_rb_tree
*shaders
, struct ffp_frag_desc
*desc
)
5594 /* Note that the key is the implementation independent part of the ffp_frag_desc structure,
5595 * whereas desc points to an extended structure with implementation specific parts. */
5596 if (wine_rb_put(shaders
, &desc
->settings
, &desc
->entry
) == -1)
5598 ERR("Failed to insert ffp frag shader.\n");
5602 /* Activates the texture dimension according to the bound D3D texture. Does
5603 * not care for the colorop or correct gl texture unit (when using nvrc).
5604 * Requires the caller to activate the correct unit. */
5605 /* Context activation is done by the caller (state handler). */
5606 void texture_activate_dimensions(const struct wined3d_texture
*texture
, const struct wined3d_gl_info
*gl_info
)
5610 switch (texture
->target
)
5613 gl_info
->gl_ops
.gl
.p_glDisable(GL_TEXTURE_3D
);
5614 checkGLcall("glDisable(GL_TEXTURE_3D)");
5615 if (gl_info
->supported
[ARB_TEXTURE_CUBE_MAP
])
5617 gl_info
->gl_ops
.gl
.p_glDisable(GL_TEXTURE_CUBE_MAP_ARB
);
5618 checkGLcall("glDisable(GL_TEXTURE_CUBE_MAP_ARB)");
5620 if (gl_info
->supported
[ARB_TEXTURE_RECTANGLE
])
5622 gl_info
->gl_ops
.gl
.p_glDisable(GL_TEXTURE_RECTANGLE_ARB
);
5623 checkGLcall("glDisable(GL_TEXTURE_RECTANGLE_ARB)");
5625 gl_info
->gl_ops
.gl
.p_glEnable(GL_TEXTURE_2D
);
5626 checkGLcall("glEnable(GL_TEXTURE_2D)");
5628 case GL_TEXTURE_RECTANGLE_ARB
:
5629 gl_info
->gl_ops
.gl
.p_glDisable(GL_TEXTURE_2D
);
5630 checkGLcall("glDisable(GL_TEXTURE_2D)");
5631 gl_info
->gl_ops
.gl
.p_glDisable(GL_TEXTURE_3D
);
5632 checkGLcall("glDisable(GL_TEXTURE_3D)");
5633 if (gl_info
->supported
[ARB_TEXTURE_CUBE_MAP
])
5635 gl_info
->gl_ops
.gl
.p_glDisable(GL_TEXTURE_CUBE_MAP_ARB
);
5636 checkGLcall("glDisable(GL_TEXTURE_CUBE_MAP_ARB)");
5638 gl_info
->gl_ops
.gl
.p_glEnable(GL_TEXTURE_RECTANGLE_ARB
);
5639 checkGLcall("glEnable(GL_TEXTURE_RECTANGLE_ARB)");
5642 if (gl_info
->supported
[ARB_TEXTURE_CUBE_MAP
])
5644 gl_info
->gl_ops
.gl
.p_glDisable(GL_TEXTURE_CUBE_MAP_ARB
);
5645 checkGLcall("glDisable(GL_TEXTURE_CUBE_MAP_ARB)");
5647 if (gl_info
->supported
[ARB_TEXTURE_RECTANGLE
])
5649 gl_info
->gl_ops
.gl
.p_glDisable(GL_TEXTURE_RECTANGLE_ARB
);
5650 checkGLcall("glDisable(GL_TEXTURE_RECTANGLE_ARB)");
5652 gl_info
->gl_ops
.gl
.p_glDisable(GL_TEXTURE_2D
);
5653 checkGLcall("glDisable(GL_TEXTURE_2D)");
5654 gl_info
->gl_ops
.gl
.p_glEnable(GL_TEXTURE_3D
);
5655 checkGLcall("glEnable(GL_TEXTURE_3D)");
5657 case GL_TEXTURE_CUBE_MAP_ARB
:
5658 gl_info
->gl_ops
.gl
.p_glDisable(GL_TEXTURE_2D
);
5659 checkGLcall("glDisable(GL_TEXTURE_2D)");
5660 gl_info
->gl_ops
.gl
.p_glDisable(GL_TEXTURE_3D
);
5661 checkGLcall("glDisable(GL_TEXTURE_3D)");
5662 if (gl_info
->supported
[ARB_TEXTURE_RECTANGLE
])
5664 gl_info
->gl_ops
.gl
.p_glDisable(GL_TEXTURE_RECTANGLE_ARB
);
5665 checkGLcall("glDisable(GL_TEXTURE_RECTANGLE_ARB)");
5667 gl_info
->gl_ops
.gl
.p_glEnable(GL_TEXTURE_CUBE_MAP_ARB
);
5668 checkGLcall("glEnable(GL_TEXTURE_CUBE_MAP_ARB)");
5674 gl_info
->gl_ops
.gl
.p_glEnable(GL_TEXTURE_2D
);
5675 checkGLcall("glEnable(GL_TEXTURE_2D)");
5676 gl_info
->gl_ops
.gl
.p_glDisable(GL_TEXTURE_3D
);
5677 checkGLcall("glDisable(GL_TEXTURE_3D)");
5678 if (gl_info
->supported
[ARB_TEXTURE_CUBE_MAP
])
5680 gl_info
->gl_ops
.gl
.p_glDisable(GL_TEXTURE_CUBE_MAP_ARB
);
5681 checkGLcall("glDisable(GL_TEXTURE_CUBE_MAP_ARB)");
5683 if (gl_info
->supported
[ARB_TEXTURE_RECTANGLE
])
5685 gl_info
->gl_ops
.gl
.p_glDisable(GL_TEXTURE_RECTANGLE_ARB
);
5686 checkGLcall("glDisable(GL_TEXTURE_RECTANGLE_ARB)");
5688 /* Binding textures is done by samplers. A dummy texture will be bound */
5692 /* Context activation is done by the caller (state handler). */
5693 void sampler_texdim(struct wined3d_context
*context
, const struct wined3d_state
*state
, DWORD state_id
)
5695 DWORD sampler
= state_id
- STATE_SAMPLER(0);
5696 DWORD mapped_stage
= context
->tex_unit_map
[sampler
];
5698 /* No need to enable / disable anything here for unused samplers. The
5699 * tex_colorop handler takes care. Also no action is needed with pixel
5700 * shaders, or if tex_colorop will take care of this business. */
5701 if (mapped_stage
== WINED3D_UNMAPPED_STAGE
|| mapped_stage
>= context
->gl_info
->limits
.textures
)
5703 if (sampler
>= context
->lowest_disabled_stage
)
5705 if (isStateDirty(context
, STATE_TEXTURESTAGE(sampler
, WINED3D_TSS_COLOR_OP
)))
5708 texture_activate_dimensions(state
->textures
[sampler
], context
->gl_info
);
5711 int wined3d_ffp_frag_program_key_compare(const void *key
, const struct wine_rb_entry
*entry
)
5713 const struct ffp_frag_settings
*ka
= key
;
5714 const struct ffp_frag_settings
*kb
= &WINE_RB_ENTRY_VALUE(entry
, const struct ffp_frag_desc
, entry
)->settings
;
5716 return memcmp(ka
, kb
, sizeof(*ka
));
5719 void wined3d_ffp_get_vs_settings(const struct wined3d_context
*context
,
5720 const struct wined3d_state
*state
, struct wined3d_ffp_vs_settings
*settings
)
5722 const struct wined3d_stream_info
*si
= &context
->stream_info
;
5723 const struct wined3d_gl_info
*gl_info
= context
->gl_info
;
5724 const struct wined3d_d3d_info
*d3d_info
= context
->d3d_info
;
5725 unsigned int coord_idx
, i
;
5727 memset(settings
, 0, sizeof(*settings
));
5729 if (si
->position_transformed
)
5731 settings
->transformed
= 1;
5732 settings
->point_size
= state
->gl_primitive_type
== GL_POINTS
;
5733 settings
->per_vertex_point_size
= !!(si
->use_map
& 1u << WINED3D_FFP_PSIZE
);
5734 if (!state
->render_states
[WINED3D_RS_FOGENABLE
])
5735 settings
->fog_mode
= WINED3D_FFP_VS_FOG_OFF
;
5736 else if (state
->render_states
[WINED3D_RS_FOGTABLEMODE
] != WINED3D_FOG_NONE
)
5737 settings
->fog_mode
= WINED3D_FFP_VS_FOG_DEPTH
;
5739 settings
->fog_mode
= WINED3D_FFP_VS_FOG_FOGCOORD
;
5741 for (i
= 0; i
< MAX_TEXTURES
; ++i
)
5743 coord_idx
= state
->texture_states
[i
][WINED3D_TSS_TEXCOORD_INDEX
];
5744 if (coord_idx
< MAX_TEXTURES
&& (si
->use_map
& (1u << (WINED3D_FFP_TEXCOORD0
+ coord_idx
))))
5745 settings
->texcoords
|= 1u << i
;
5746 settings
->texgen
[i
] = state
->texture_states
[i
][WINED3D_TSS_TEXCOORD_INDEX
];
5748 if (d3d_info
->limits
.varying_count
>= wined3d_max_compat_varyings(gl_info
))
5749 settings
->texcoords
= (1u << MAX_TEXTURES
) - 1;
5751 if (d3d_info
->emulated_flatshading
)
5752 settings
->flatshading
= state
->render_states
[WINED3D_RS_SHADEMODE
] == WINED3D_SHADE_FLAT
;
5754 settings
->flatshading
= FALSE
;
5756 settings
->swizzle_map
= si
->swizzle_map
;
5761 switch (state
->render_states
[WINED3D_RS_VERTEXBLEND
])
5763 case WINED3D_VBF_DISABLE
:
5764 case WINED3D_VBF_1WEIGHTS
:
5765 case WINED3D_VBF_2WEIGHTS
:
5766 case WINED3D_VBF_3WEIGHTS
:
5767 settings
->vertexblends
= state
->render_states
[WINED3D_RS_VERTEXBLEND
];
5770 FIXME("Unsupported vertex blending: %d\n", state
->render_states
[WINED3D_RS_VERTEXBLEND
]);
5774 settings
->clipping
= state
->render_states
[WINED3D_RS_CLIPPING
]
5775 && state
->render_states
[WINED3D_RS_CLIPPLANEENABLE
];
5776 settings
->normal
= !!(si
->use_map
& (1u << WINED3D_FFP_NORMAL
));
5777 settings
->normalize
= settings
->normal
&& state
->render_states
[WINED3D_RS_NORMALIZENORMALS
];
5778 settings
->lighting
= !!state
->render_states
[WINED3D_RS_LIGHTING
];
5779 settings
->localviewer
= !!state
->render_states
[WINED3D_RS_LOCALVIEWER
];
5780 settings
->point_size
= state
->gl_primitive_type
== GL_POINTS
;
5781 settings
->per_vertex_point_size
= !!(si
->use_map
& 1u << WINED3D_FFP_PSIZE
);
5783 if (state
->render_states
[WINED3D_RS_COLORVERTEX
] && (si
->use_map
& (1u << WINED3D_FFP_DIFFUSE
)))
5785 settings
->diffuse_source
= state
->render_states
[WINED3D_RS_DIFFUSEMATERIALSOURCE
];
5786 settings
->emissive_source
= state
->render_states
[WINED3D_RS_EMISSIVEMATERIALSOURCE
];
5787 settings
->ambient_source
= state
->render_states
[WINED3D_RS_AMBIENTMATERIALSOURCE
];
5788 settings
->specular_source
= state
->render_states
[WINED3D_RS_SPECULARMATERIALSOURCE
];
5792 settings
->diffuse_source
= WINED3D_MCS_MATERIAL
;
5793 settings
->emissive_source
= WINED3D_MCS_MATERIAL
;
5794 settings
->ambient_source
= WINED3D_MCS_MATERIAL
;
5795 settings
->specular_source
= WINED3D_MCS_MATERIAL
;
5798 for (i
= 0; i
< MAX_TEXTURES
; ++i
)
5800 coord_idx
= state
->texture_states
[i
][WINED3D_TSS_TEXCOORD_INDEX
];
5801 if (coord_idx
< MAX_TEXTURES
&& (si
->use_map
& (1u << (WINED3D_FFP_TEXCOORD0
+ coord_idx
))))
5802 settings
->texcoords
|= 1u << i
;
5803 settings
->texgen
[i
] = state
->texture_states
[i
][WINED3D_TSS_TEXCOORD_INDEX
];
5805 if (d3d_info
->limits
.varying_count
>= wined3d_max_compat_varyings(gl_info
))
5806 settings
->texcoords
= (1u << MAX_TEXTURES
) - 1;
5808 for (i
= 0; i
< MAX_ACTIVE_LIGHTS
; ++i
)
5810 if (!state
->lights
[i
])
5813 switch (state
->lights
[i
]->OriginalParms
.type
)
5815 case WINED3D_LIGHT_POINT
:
5816 ++settings
->point_light_count
;
5818 case WINED3D_LIGHT_SPOT
:
5819 ++settings
->spot_light_count
;
5821 case WINED3D_LIGHT_DIRECTIONAL
:
5822 ++settings
->directional_light_count
;
5824 case WINED3D_LIGHT_PARALLELPOINT
:
5825 ++settings
->parallel_point_light_count
;
5828 FIXME("Unhandled light type %#x.\n", state
->lights
[i
]->OriginalParms
.type
);
5833 if (!state
->render_states
[WINED3D_RS_FOGENABLE
])
5834 settings
->fog_mode
= WINED3D_FFP_VS_FOG_OFF
;
5835 else if (state
->render_states
[WINED3D_RS_FOGTABLEMODE
] != WINED3D_FOG_NONE
)
5837 settings
->fog_mode
= WINED3D_FFP_VS_FOG_DEPTH
;
5839 if (state
->transforms
[WINED3D_TS_PROJECTION
]._14
== 0.0f
5840 && state
->transforms
[WINED3D_TS_PROJECTION
]._24
== 0.0f
5841 && state
->transforms
[WINED3D_TS_PROJECTION
]._34
== 0.0f
5842 && state
->transforms
[WINED3D_TS_PROJECTION
]._44
== 1.0f
)
5843 settings
->ortho_fog
= 1;
5845 else if (state
->render_states
[WINED3D_RS_FOGVERTEXMODE
] == WINED3D_FOG_NONE
)
5846 settings
->fog_mode
= WINED3D_FFP_VS_FOG_FOGCOORD
;
5847 else if (state
->render_states
[WINED3D_RS_RANGEFOGENABLE
])
5848 settings
->fog_mode
= WINED3D_FFP_VS_FOG_RANGE
;
5850 settings
->fog_mode
= WINED3D_FFP_VS_FOG_DEPTH
;
5852 if (d3d_info
->emulated_flatshading
)
5853 settings
->flatshading
= state
->render_states
[WINED3D_RS_SHADEMODE
] == WINED3D_SHADE_FLAT
;
5855 settings
->flatshading
= FALSE
;
5857 settings
->swizzle_map
= si
->swizzle_map
;
5860 int wined3d_ffp_vertex_program_key_compare(const void *key
, const struct wine_rb_entry
*entry
)
5862 const struct wined3d_ffp_vs_settings
*ka
= key
;
5863 const struct wined3d_ffp_vs_settings
*kb
= &WINE_RB_ENTRY_VALUE(entry
,
5864 const struct wined3d_ffp_vs_desc
, entry
)->settings
;
5866 return memcmp(ka
, kb
, sizeof(*ka
));
5869 void wined3d_get_draw_rect(const struct wined3d_state
*state
, RECT
*rect
)
5871 const struct wined3d_viewport
*vp
= &state
->viewport
;
5873 SetRect(rect
, vp
->x
, vp
->y
, vp
->x
+ vp
->width
, vp
->y
+ vp
->height
);
5875 if (state
->render_states
[WINED3D_RS_SCISSORTESTENABLE
])
5876 IntersectRect(rect
, rect
, &state
->scissor_rect
);
5879 const char *wined3d_debug_location(DWORD location
)
5881 const char *prefix
= "";
5882 const char *suffix
= "";
5885 if (wined3d_popcount(location
) > 16)
5888 location
= ~location
;
5893 #define LOCATION_TO_STR(u) if (location & u) { strcat(buf, " | "#u); location &= ~u; }
5894 LOCATION_TO_STR(WINED3D_LOCATION_DISCARDED
);
5895 LOCATION_TO_STR(WINED3D_LOCATION_SYSMEM
);
5896 LOCATION_TO_STR(WINED3D_LOCATION_USER_MEMORY
);
5897 LOCATION_TO_STR(WINED3D_LOCATION_BUFFER
);
5898 LOCATION_TO_STR(WINED3D_LOCATION_TEXTURE_RGB
);
5899 LOCATION_TO_STR(WINED3D_LOCATION_TEXTURE_SRGB
);
5900 LOCATION_TO_STR(WINED3D_LOCATION_DRAWABLE
);
5901 LOCATION_TO_STR(WINED3D_LOCATION_RB_MULTISAMPLE
);
5902 LOCATION_TO_STR(WINED3D_LOCATION_RB_RESOLVED
);
5903 #undef LOCATION_TO_STR
5904 if (location
) FIXME("Unrecognized location flag(s) %#x.\n", location
);
5906 return wine_dbg_sprintf("%s%s%s", prefix
, buf
[0] ? &buf
[3] : "0", suffix
);
5909 /* Print a floating point value with the %.8e format specifier, always using
5910 * '.' as decimal separator. */
5911 void wined3d_ftoa(float value
, char *s
)
5915 if (copysignf(1.0f
, value
) < 0.0f
)
5918 /* Be sure to allocate a buffer of at least 17 characters for the result
5919 as sprintf may return a 3 digit exponent when using the MSVC runtime
5920 instead of a 2 digit exponent. */
5921 sprintf(s
, "%.8e", value
);
5922 if (isfinite(value
))
5926 void wined3d_release_dc(HWND window
, HDC dc
)
5928 /* You'd figure ReleaseDC() would fail if the DC doesn't match the window.
5929 * However, that's not what actually happens, and there are user32 tests
5930 * that confirm ReleaseDC() with the wrong window is supposed to succeed.
5931 * So explicitly check that the DC belongs to the window, since we want to
5932 * avoid releasing a DC that belongs to some other window if the original
5933 * window was already destroyed. */
5934 if (WindowFromDC(dc
) != window
)
5935 WARN("DC %p does not belong to window %p.\n", dc
, window
);
5936 else if (!ReleaseDC(window
, dc
))
5937 ERR("Failed to release device context %p, last error %#x.\n", dc
, GetLastError());
5940 BOOL
wined3d_clip_blit(const RECT
*clip_rect
, RECT
*clipped
, RECT
*other
)
5942 RECT orig
= *clipped
;
5943 float scale_x
= (float)(orig
.right
- orig
.left
) / (float)(other
->right
- other
->left
);
5944 float scale_y
= (float)(orig
.bottom
- orig
.top
) / (float)(other
->bottom
- other
->top
);
5946 IntersectRect(clipped
, clipped
, clip_rect
);
5948 if (IsRectEmpty(clipped
))
5950 SetRectEmpty(other
);
5954 other
->left
+= (LONG
)((clipped
->left
- orig
.left
) / scale_x
);
5955 other
->top
+= (LONG
)((clipped
->top
- orig
.top
) / scale_y
);
5956 other
->right
-= (LONG
)((orig
.right
- clipped
->right
) / scale_x
);
5957 other
->bottom
-= (LONG
)((orig
.bottom
- clipped
->bottom
) / scale_y
);
5962 void wined3d_gl_limits_get_uniform_block_range(const struct wined3d_gl_limits
*gl_limits
,
5963 enum wined3d_shader_type shader_type
, unsigned int *base
, unsigned int *count
)
5968 for (i
= 0; i
< WINED3D_SHADER_TYPE_COUNT
; ++i
)
5970 *count
= gl_limits
->uniform_blocks
[i
];
5971 if (i
== shader_type
)
5976 ERR("Unrecognized shader type %#x.\n", shader_type
);
5980 void wined3d_gl_limits_get_texture_unit_range(const struct wined3d_gl_limits
*gl_limits
,
5981 enum wined3d_shader_type shader_type
, unsigned int *base
, unsigned int *count
)
5985 if (shader_type
== WINED3D_SHADER_TYPE_COMPUTE
)
5987 if (gl_limits
->combined_samplers
== gl_limits
->graphics_samplers
)
5990 *base
= gl_limits
->graphics_samplers
;
5991 *count
= gl_limits
->samplers
[WINED3D_SHADER_TYPE_COMPUTE
];
5996 for (i
= 0; i
< WINED3D_SHADER_TYPE_GRAPHICS_COUNT
; ++i
)
5998 *count
= gl_limits
->samplers
[i
];
5999 if (i
== shader_type
)
6004 ERR("Unrecognized shader type %#x.\n", shader_type
);
6008 BOOL
wined3d_array_reserve(void **elements
, SIZE_T
*capacity
, SIZE_T count
, SIZE_T size
)
6010 SIZE_T max_capacity
, new_capacity
;
6013 if (count
<= *capacity
)
6016 max_capacity
= ~(SIZE_T
)0 / size
;
6017 if (count
> max_capacity
)
6020 new_capacity
= max(1, *capacity
);
6021 while (new_capacity
< count
&& new_capacity
<= max_capacity
/ 2)
6023 if (new_capacity
< count
)
6024 new_capacity
= count
;
6027 new_elements
= HeapAlloc(GetProcessHeap(), HEAP_ZERO_MEMORY
, new_capacity
* size
);
6029 new_elements
= HeapReAlloc(GetProcessHeap(), HEAP_ZERO_MEMORY
, *elements
, new_capacity
* size
);
6033 *elements
= new_elements
;
6034 *capacity
= new_capacity
;