wined3d: Support ATI's D3DFMT_ATI2N format.
[wine/gsoc_dplay.git] / dlls / wined3d / utils.c
blob370f50ba23c6cb86eb1c6c75332b375b97696a05
1 /*
2 * Utility functions for the WineD3D Library
4 * Copyright 2002-2004 Jason Edmeades
5 * Copyright 2003-2004 Raphael Junqueira
6 * Copyright 2004 Christian Costa
7 * Copyright 2005 Oliver Stieber
8 * Copyright 2006-2007 Henri Verbeet
9 * Copyright 2007-2008 Stefan Dösinger for CodeWeavers
11 * This library is free software; you can redistribute it and/or
12 * modify it under the terms of the GNU Lesser General Public
13 * License as published by the Free Software Foundation; either
14 * version 2.1 of the License, or (at your option) any later version.
16 * This library is distributed in the hope that it will be useful,
17 * but WITHOUT ANY WARRANTY; without even the implied warranty of
18 * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the GNU
19 * Lesser General Public License for more details.
21 * You should have received a copy of the GNU Lesser General Public
22 * License along with this library; if not, write to the Free Software
23 * Foundation, Inc., 51 Franklin St, Fifth Floor, Boston, MA 02110-1301, USA
26 #include "config.h"
27 #include "wined3d_private.h"
29 WINE_DEFAULT_DEBUG_CHANNEL(d3d);
31 /*****************************************************************************
32 * Pixel format array
34 * For the formats WINED3DFMT_A32B32G32R32F, WINED3DFMT_A16B16G16R16F,
35 * and WINED3DFMT_A16B16G16R16 do not have correct alpha masks, because the
36 * high masks do not fit into the 32 bit values needed for ddraw. It is only
37 * used for ddraw mostly, and to figure out if the format has alpha at all, so
38 * setting a mask like 0x1 for those surfaces is correct. The 64 and 128 bit
39 * formats are not usable in 2D rendering because ddraw doesn't support them.
41 static const StaticPixelFormatDesc formats[] = {
42 /*{WINED3DFORMAT ,alphamask ,redmask ,greenmask ,bluemask ,bpp ,depth ,stencil, isFourcc*/
43 {WINED3DFMT_UNKNOWN ,0x0 ,0x0 ,0x0 ,0x0 ,1 ,0 ,0 ,FALSE },
44 /* FourCC formats, kept here to have WINED3DFMT_R8G8B8(=20) at position 20 */
45 {WINED3DFMT_UYVY ,0x0 ,0x0 ,0x0 ,0x0 ,1/*?*/ ,0 ,0 ,TRUE },
46 {WINED3DFMT_YUY2 ,0x0 ,0x0 ,0x0 ,0x0 ,1/*?*/ ,0 ,0 ,TRUE },
47 {WINED3DFMT_YV12 ,0x0 ,0x0 ,0x0 ,0x0 ,1/*?*/ ,0 ,0 ,TRUE },
48 {WINED3DFMT_DXT1 ,0x0 ,0x0 ,0x0 ,0x0 ,1 ,0 ,0 ,TRUE },
49 {WINED3DFMT_DXT2 ,0x0 ,0x0 ,0x0 ,0x0 ,1 ,0 ,0 ,TRUE },
50 {WINED3DFMT_DXT3 ,0x0 ,0x0 ,0x0 ,0x0 ,1 ,0 ,0 ,TRUE },
51 {WINED3DFMT_DXT4 ,0x0 ,0x0 ,0x0 ,0x0 ,1 ,0 ,0 ,TRUE },
52 {WINED3DFMT_DXT5 ,0x0 ,0x0 ,0x0 ,0x0 ,1 ,0 ,0 ,TRUE },
53 {WINED3DFMT_MULTI2_ARGB8,0x0 ,0x0 ,0x0 ,0x0 ,1/*?*/ ,0 ,0 ,TRUE },
54 {WINED3DFMT_G8R8_G8B8 ,0x0 ,0x0 ,0x0 ,0x0 ,1/*?*/ ,0 ,0 ,TRUE },
55 {WINED3DFMT_R8G8_B8G8 ,0x0 ,0x0 ,0x0 ,0x0 ,1/*?*/ ,0 ,0 ,TRUE },
56 /* IEEE formats */
57 {WINED3DFMT_R32F ,0x0 ,0x0 ,0x0 ,0x0 ,4 ,0 ,0 ,FALSE },
58 {WINED3DFMT_G32R32F ,0x0 ,0x0 ,0x0 ,0x0 ,8 ,0 ,0 ,FALSE },
59 {WINED3DFMT_A32B32G32R32F,0x1 ,0x0 ,0x0 ,0x0 ,16 ,0 ,0 ,FALSE },
60 /* Hmm? */
61 {WINED3DFMT_CxV8U8 ,0x0 ,0x0 ,0x0 ,0x0 ,2 ,0 ,0 ,FALSE },
62 /* Float */
63 {WINED3DFMT_R16F ,0x0 ,0x0 ,0x0 ,0x0 ,2 ,0 ,0 ,FALSE },
64 {WINED3DFMT_G16R16F ,0x0 ,0x0 ,0x0 ,0x0 ,4 ,0 ,0 ,FALSE },
65 {WINED3DFMT_A16B16G16R16F,0x1 ,0x0 ,0x0 ,0x0 ,8 ,0 ,0 ,FALSE },
66 /* Palettized formats */
67 {WINED3DFMT_A8P8 ,0x0000ff00 ,0x0 ,0x0 ,0x0 ,2 ,0 ,0 ,FALSE },
68 {WINED3DFMT_P8 ,0x0 ,0x0 ,0x0 ,0x0 ,1 ,0 ,0 ,FALSE },
69 /* Standard ARGB formats. Keep WINED3DFMT_R8G8B8(=20) at position 20 */
70 {WINED3DFMT_R8G8B8 ,0x0 ,0x00ff0000 ,0x0000ff00 ,0x000000ff ,3 ,0 ,0 ,FALSE },
71 {WINED3DFMT_A8R8G8B8 ,0xff000000 ,0x00ff0000 ,0x0000ff00 ,0x000000ff ,4 ,0 ,0 ,FALSE },
72 {WINED3DFMT_X8R8G8B8 ,0x0 ,0x00ff0000 ,0x0000ff00 ,0x000000ff ,4 ,0 ,0 ,FALSE },
73 {WINED3DFMT_R5G6B5 ,0x0 ,0x0000F800 ,0x000007e0 ,0x0000001f ,2 ,0 ,0 ,FALSE },
74 {WINED3DFMT_X1R5G5B5 ,0x0 ,0x00007c00 ,0x000003e0 ,0x0000001f ,2 ,0 ,0 ,FALSE },
75 {WINED3DFMT_A1R5G5B5 ,0x00008000 ,0x00007c00 ,0x000003e0 ,0x0000001f ,2 ,0 ,0 ,FALSE },
76 {WINED3DFMT_A4R4G4B4 ,0x0000f000 ,0x00000f00 ,0x000000f0 ,0x0000000f ,2 ,0 ,0 ,FALSE },
77 {WINED3DFMT_R3G3B2 ,0x0 ,0x000000e0 ,0x0000001c ,0x00000003 ,1 ,0 ,0 ,FALSE },
78 {WINED3DFMT_A8 ,0x000000ff ,0x0 ,0x0 ,0x0 ,1 ,0 ,0 ,FALSE },
79 {WINED3DFMT_A8R3G3B2 ,0x0000ff00 ,0x000000e0 ,0x0000001c ,0x00000003 ,2 ,0 ,0 ,FALSE },
80 {WINED3DFMT_X4R4G4B4 ,0x0 ,0x00000f00 ,0x000000f0 ,0x0000000f ,2 ,0 ,0 ,FALSE },
81 {WINED3DFMT_A2B10G10R10 ,0xb0000000 ,0x000003ff ,0x000ffc00 ,0x3ff00000 ,4 ,0 ,0 ,FALSE },
82 {WINED3DFMT_A8B8G8R8 ,0xff000000 ,0x000000ff ,0x0000ff00 ,0x00ff0000 ,4 ,0 ,0 ,FALSE },
83 {WINED3DFMT_X8B8G8R8 ,0x0 ,0x000000ff ,0x0000ff00 ,0x00ff0000 ,4 ,0 ,0 ,FALSE },
84 {WINED3DFMT_G16R16 ,0x0 ,0x0000ffff ,0xffff0000 ,0x0 ,4 ,0 ,0 ,FALSE },
85 {WINED3DFMT_A2R10G10B10 ,0xb0000000 ,0x3ff00000 ,0x000ffc00 ,0x000003ff ,4 ,0 ,0 ,FALSE },
86 {WINED3DFMT_A16B16G16R16,0x1 ,0x0000ffff ,0xffff0000 ,0x0 ,8 ,0 ,0 ,FALSE },
87 /* Luminance */
88 {WINED3DFMT_L8 ,0x0 ,0x0 ,0x0 ,0x0 ,1 ,0 ,0 ,FALSE },
89 {WINED3DFMT_A8L8 ,0x0000ff00 ,0x0 ,0x0 ,0x0 ,2 ,0 ,0 ,FALSE },
90 {WINED3DFMT_A4L4 ,0x000000f0 ,0x0 ,0x0 ,0x0 ,1 ,0 ,0 ,FALSE },
91 /* Bump mapping stuff */
92 {WINED3DFMT_V8U8 ,0x0 ,0x0 ,0x0 ,0x0 ,2 ,0 ,0 ,FALSE },
93 {WINED3DFMT_L6V5U5 ,0x0 ,0x0 ,0x0 ,0x0 ,2 ,0 ,0 ,FALSE },
94 {WINED3DFMT_X8L8V8U8 ,0x0 ,0x0 ,0x0 ,0x0 ,4 ,0 ,0 ,FALSE },
95 {WINED3DFMT_Q8W8V8U8 ,0x0 ,0x0 ,0x0 ,0x0 ,4 ,0 ,0 ,FALSE },
96 {WINED3DFMT_V16U16 ,0x0 ,0x0 ,0x0 ,0x0 ,4 ,0 ,0 ,FALSE },
97 {WINED3DFMT_W11V11U10 ,0x0 ,0x0 ,0x0 ,0x0 ,4 ,0 ,0 ,FALSE },
98 {WINED3DFMT_A2W10V10U10 ,0xb0000000 ,0x0 ,0x0 ,0x0 ,4 ,0 ,0 ,FALSE },
99 /* Depth stencil formats */
100 {WINED3DFMT_D16_LOCKABLE,0x0 ,0x0 ,0x0 ,0x0 ,2 ,16 ,0 ,FALSE },
101 {WINED3DFMT_D32 ,0x0 ,0x0 ,0x0 ,0x0 ,4 ,32 ,0 ,FALSE },
102 {WINED3DFMT_D15S1 ,0x0 ,0x0 ,0x0 ,0x0 ,2 ,15 ,1 ,FALSE },
103 {WINED3DFMT_D24S8 ,0x0 ,0x0 ,0x0 ,0x0 ,4 ,24 ,8 ,FALSE },
104 {WINED3DFMT_D24X8 ,0x0 ,0x0 ,0x0 ,0x0 ,4 ,24 ,0 ,FALSE },
105 {WINED3DFMT_D24X4S4 ,0x0 ,0x0 ,0x0 ,0x0 ,4 ,24 ,4 ,FALSE },
106 {WINED3DFMT_D16 ,0x0 ,0x0 ,0x0 ,0x0 ,2 ,16 ,0 ,FALSE },
107 {WINED3DFMT_L16 ,0x0 ,0x0 ,0x0 ,0x0 ,2 ,16 ,0 ,FALSE },
108 {WINED3DFMT_D32F_LOCKABLE,0x0 ,0x0 ,0x0 ,0x0 ,4 ,32 ,0 ,FALSE },
109 {WINED3DFMT_D24FS8 ,0x0 ,0x0 ,0x0 ,0x0 ,4 ,24 ,8 ,FALSE },
110 /* Is this a vertex buffer? */
111 {WINED3DFMT_VERTEXDATA ,0x0 ,0x0 ,0x0 ,0x0 ,0 ,0 ,0 ,FALSE },
112 {WINED3DFMT_INDEX16 ,0x0 ,0x0 ,0x0 ,0x0 ,2 ,0 ,0 ,FALSE },
113 {WINED3DFMT_INDEX32 ,0x0 ,0x0 ,0x0 ,0x0 ,4 ,0 ,0 ,FALSE },
114 {WINED3DFMT_Q16W16V16U16,0x0 ,0x0 ,0x0 ,0x0 ,8 ,0 ,0 ,FALSE },
115 /* Vendor-specific formats */
116 {WINED3DFMT_ATI2N ,0x0 ,0x0 ,0x0 ,0x0 ,1 ,0 ,0 ,TRUE },
119 typedef struct {
120 WINED3DFORMAT fmt;
121 GLint glInternal, glGammaInternal, rtInternal, glFormat, glType;
122 unsigned int Flags;
123 } GlPixelFormatDescTemplate;
125 /*****************************************************************************
126 * OpenGL format template. Contains unexciting formats which do not need
127 * extension checks. The order in this table is independent of the order in
128 * the table StaticPixelFormatDesc above. Not all formats have to be in this
129 * table.
131 static const GlPixelFormatDescTemplate gl_formats_template[] = {
132 /*{ internal ,srgbInternal , rtInternal, format ,type \
133 ,Flags }*/
134 {WINED3DFMT_UNKNOWN ,0 ,0 , 0, 0 ,0
135 ,0 },
136 /* FourCC formats */
137 {WINED3DFMT_UYVY ,0 ,0 , 0, 0 ,0
138 ,0 },
139 {WINED3DFMT_YUY2 ,0 ,0 , 0, 0 ,0
140 ,0 },
141 {WINED3DFMT_DXT1 ,GL_COMPRESSED_RGBA_S3TC_DXT1_EXT ,GL_COMPRESSED_SRGB_ALPHA_S3TC_DXT1_EXT , 0, GL_RGBA ,GL_UNSIGNED_BYTE
142 ,WINED3DFMT_FLAG_FILTERING },
143 {WINED3DFMT_DXT2 ,GL_COMPRESSED_RGBA_S3TC_DXT3_EXT ,GL_COMPRESSED_SRGB_ALPHA_S3TC_DXT3_EXT , 0, GL_RGBA ,GL_UNSIGNED_BYTE
144 ,WINED3DFMT_FLAG_FILTERING },
145 {WINED3DFMT_DXT3 ,GL_COMPRESSED_RGBA_S3TC_DXT3_EXT ,GL_COMPRESSED_SRGB_ALPHA_S3TC_DXT3_EXT , 0, GL_RGBA ,GL_UNSIGNED_BYTE
146 ,WINED3DFMT_FLAG_FILTERING },
147 {WINED3DFMT_DXT4 ,GL_COMPRESSED_RGBA_S3TC_DXT5_EXT ,GL_COMPRESSED_SRGB_ALPHA_S3TC_DXT5_EXT , 0, GL_RGBA ,GL_UNSIGNED_BYTE
148 ,WINED3DFMT_FLAG_FILTERING },
149 {WINED3DFMT_DXT5 ,GL_COMPRESSED_RGBA_S3TC_DXT5_EXT ,GL_COMPRESSED_SRGB_ALPHA_S3TC_DXT5_EXT , 0, GL_RGBA ,GL_UNSIGNED_BYTE
150 ,WINED3DFMT_FLAG_FILTERING },
151 {WINED3DFMT_MULTI2_ARGB8 ,0 ,0 , 0, 0 ,0
152 ,0 },
153 {WINED3DFMT_G8R8_G8B8 ,0 ,0 , 0, 0 ,0
154 ,0 },
155 {WINED3DFMT_R8G8_B8G8 ,0 ,0 , 0, 0 ,0
156 ,0 },
157 /* IEEE formats */
158 {WINED3DFMT_R32F ,GL_RGB32F_ARB ,GL_RGB32F_ARB , 0, GL_RED ,GL_FLOAT
159 ,WINED3DFMT_FLAG_RENDERTARGET },
160 {WINED3DFMT_G32R32F ,0 ,0 , 0, 0 ,0
161 ,WINED3DFMT_FLAG_RENDERTARGET },
162 {WINED3DFMT_A32B32G32R32F ,GL_RGBA32F_ARB ,GL_RGBA32F_ARB , 0, GL_RGBA ,GL_FLOAT
163 ,WINED3DFMT_FLAG_RENDERTARGET },
164 /* Hmm? */
165 {WINED3DFMT_CxV8U8 ,0 ,0 , 0, 0 ,0
166 ,0 },
167 /* Float */
168 {WINED3DFMT_R16F ,GL_RGB16F_ARB ,GL_RGB16F_ARB , 0, GL_RED ,GL_HALF_FLOAT_ARB
169 ,WINED3DFMT_FLAG_FILTERING | WINED3DFMT_FLAG_RENDERTARGET },
170 {WINED3DFMT_G16R16F ,0 ,0 , 0, 0 ,0
171 ,WINED3DFMT_FLAG_FILTERING | WINED3DFMT_FLAG_RENDERTARGET },
172 {WINED3DFMT_A16B16G16R16F ,GL_RGBA16F_ARB ,GL_RGBA16F_ARB , 0, GL_RGBA ,GL_HALF_FLOAT_ARB
173 ,WINED3DFMT_FLAG_POSTPIXELSHADER_BLENDING | WINED3DFMT_FLAG_FILTERING | WINED3DFMT_FLAG_RENDERTARGET },
174 /* Palettized formats */
175 {WINED3DFMT_A8P8, 0 ,0 , 0, 0 ,0
176 ,0 },
177 {WINED3DFMT_P8, GL_COLOR_INDEX8_EXT ,GL_COLOR_INDEX8_EXT , 0, GL_COLOR_INDEX ,GL_UNSIGNED_BYTE
178 ,0 },
179 /* Standard ARGB formats */
180 {WINED3DFMT_R8G8B8 ,GL_RGB8 ,GL_RGB8 , 0, GL_BGR ,GL_UNSIGNED_BYTE
181 ,WINED3DFMT_FLAG_POSTPIXELSHADER_BLENDING | WINED3DFMT_FLAG_FILTERING | WINED3DFMT_FLAG_RENDERTARGET },
182 {WINED3DFMT_A8R8G8B8 ,GL_RGBA8 ,GL_SRGB8_ALPHA8_EXT , 0, GL_BGRA ,GL_UNSIGNED_INT_8_8_8_8_REV
183 ,WINED3DFMT_FLAG_POSTPIXELSHADER_BLENDING | WINED3DFMT_FLAG_FILTERING | WINED3DFMT_FLAG_RENDERTARGET },
184 {WINED3DFMT_X8R8G8B8 ,GL_RGB8 ,GL_SRGB8_EXT , 0, GL_BGRA ,GL_UNSIGNED_INT_8_8_8_8_REV
185 ,WINED3DFMT_FLAG_POSTPIXELSHADER_BLENDING | WINED3DFMT_FLAG_FILTERING | WINED3DFMT_FLAG_RENDERTARGET },
186 {WINED3DFMT_R5G6B5 ,GL_RGB5 ,GL_RGB5 , GL_RGB8, GL_RGB ,GL_UNSIGNED_SHORT_5_6_5
187 ,WINED3DFMT_FLAG_POSTPIXELSHADER_BLENDING | WINED3DFMT_FLAG_FILTERING | WINED3DFMT_FLAG_RENDERTARGET },
188 {WINED3DFMT_X1R5G5B5 ,GL_RGB5 ,GL_RGB5_A1 , 0, GL_BGRA ,GL_UNSIGNED_SHORT_1_5_5_5_REV
189 ,WINED3DFMT_FLAG_POSTPIXELSHADER_BLENDING | WINED3DFMT_FLAG_FILTERING },
190 {WINED3DFMT_A1R5G5B5 ,GL_RGB5_A1 ,GL_RGB5_A1 , 0, GL_BGRA ,GL_UNSIGNED_SHORT_1_5_5_5_REV
191 ,WINED3DFMT_FLAG_POSTPIXELSHADER_BLENDING | WINED3DFMT_FLAG_FILTERING },
192 {WINED3DFMT_A4R4G4B4 ,GL_RGBA4 ,GL_SRGB8_ALPHA8_EXT , 0, GL_BGRA ,GL_UNSIGNED_SHORT_4_4_4_4_REV
193 ,WINED3DFMT_FLAG_POSTPIXELSHADER_BLENDING | WINED3DFMT_FLAG_FILTERING },
194 {WINED3DFMT_R3G3B2 ,GL_R3_G3_B2 ,GL_R3_G3_B2 , 0, GL_RGB ,GL_UNSIGNED_BYTE_3_3_2
195 ,WINED3DFMT_FLAG_POSTPIXELSHADER_BLENDING },
196 {WINED3DFMT_A8 ,GL_ALPHA8 ,GL_ALPHA8 , 0, GL_ALPHA ,GL_UNSIGNED_BYTE
197 ,WINED3DFMT_FLAG_POSTPIXELSHADER_BLENDING },
198 {WINED3DFMT_A8R3G3B2 ,0 ,0 , 0, 0 ,0
199 ,0 },
200 {WINED3DFMT_X4R4G4B4 ,GL_RGB4 ,GL_RGB4 , 0, GL_BGRA ,GL_UNSIGNED_SHORT_4_4_4_4_REV
201 ,WINED3DFMT_FLAG_POSTPIXELSHADER_BLENDING | WINED3DFMT_FLAG_FILTERING},
202 {WINED3DFMT_A2B10G10R10 ,GL_RGBA ,GL_RGBA , 0, GL_RGBA ,GL_UNSIGNED_INT_2_10_10_10_REV
203 ,WINED3DFMT_FLAG_POSTPIXELSHADER_BLENDING | WINED3DFMT_FLAG_FILTERING},
204 {WINED3DFMT_A8B8G8R8 ,GL_RGBA8 ,GL_RGBA8 , 0, GL_RGBA ,GL_UNSIGNED_INT_8_8_8_8_REV
205 ,WINED3DFMT_FLAG_POSTPIXELSHADER_BLENDING | WINED3DFMT_FLAG_FILTERING},
206 {WINED3DFMT_X8B8G8R8 ,GL_RGB8 ,GL_RGB8 , 0, GL_RGBA ,GL_UNSIGNED_INT_8_8_8_8_REV
207 ,WINED3DFMT_FLAG_POSTPIXELSHADER_BLENDING | WINED3DFMT_FLAG_FILTERING},
208 {WINED3DFMT_G16R16 ,GL_RGB16_EXT ,GL_RGB16_EXT , 0, GL_RGB ,GL_UNSIGNED_SHORT
209 ,WINED3DFMT_FLAG_POSTPIXELSHADER_BLENDING | WINED3DFMT_FLAG_FILTERING },
210 {WINED3DFMT_A2R10G10B10 ,GL_RGBA ,GL_RGBA , 0, GL_BGRA ,GL_UNSIGNED_INT_2_10_10_10_REV
211 ,WINED3DFMT_FLAG_POSTPIXELSHADER_BLENDING | WINED3DFMT_FLAG_FILTERING },
212 {WINED3DFMT_A16B16G16R16 ,GL_RGBA16_EXT ,GL_RGBA16_EXT , 0, GL_RGBA ,GL_UNSIGNED_SHORT
213 ,WINED3DFMT_FLAG_POSTPIXELSHADER_BLENDING | WINED3DFMT_FLAG_FILTERING | WINED3DFMT_FLAG_RENDERTARGET },
214 /* Luminance */
215 {WINED3DFMT_L8 ,GL_LUMINANCE8 ,GL_SLUMINANCE8_EXT , 0, GL_LUMINANCE ,GL_UNSIGNED_BYTE
216 ,WINED3DFMT_FLAG_FILTERING },
217 {WINED3DFMT_A8L8 ,GL_LUMINANCE8_ALPHA8 ,GL_SLUMINANCE8_ALPHA8_EXT , 0, GL_LUMINANCE_ALPHA ,GL_UNSIGNED_BYTE
218 ,WINED3DFMT_FLAG_FILTERING },
219 {WINED3DFMT_A4L4 ,GL_LUMINANCE4_ALPHA4 ,GL_LUMINANCE4_ALPHA4 , 0, GL_LUMINANCE_ALPHA ,GL_UNSIGNED_BYTE
220 ,0 },
221 /* Bump mapping stuff */
222 {WINED3DFMT_V8U8 ,GL_DSDT8_NV ,GL_DSDT8_NV , 0, GL_DSDT_NV ,GL_BYTE
223 ,WINED3DFMT_FLAG_FILTERING },
224 {WINED3DFMT_L6V5U5 ,GL_DSDT8_MAG8_NV ,GL_DSDT8_MAG8_NV , 0, GL_DSDT_MAG_NV ,GL_BYTE
225 ,WINED3DFMT_FLAG_FILTERING },
226 {WINED3DFMT_X8L8V8U8 ,GL_DSDT8_MAG8_INTENSITY8_NV ,GL_DSDT8_MAG8_INTENSITY8_NV , 0, GL_DSDT_MAG_VIB_NV ,GL_UNSIGNED_INT_8_8_S8_S8_REV_NV
227 ,WINED3DFMT_FLAG_FILTERING },
228 {WINED3DFMT_Q8W8V8U8 ,GL_SIGNED_RGBA8_NV ,GL_SIGNED_RGBA8_NV , 0, GL_RGBA ,GL_BYTE
229 ,WINED3DFMT_FLAG_FILTERING },
230 {WINED3DFMT_V16U16 ,GL_SIGNED_HILO16_NV ,GL_SIGNED_HILO16_NV , 0, GL_HILO_NV ,GL_SHORT
231 ,WINED3DFMT_FLAG_FILTERING },
232 {WINED3DFMT_W11V11U10 ,0 ,0 , 0, 0 ,0
233 ,0 },
234 {WINED3DFMT_A2W10V10U10 ,0 ,0 , 0, 0 ,0
235 ,0 },
236 /* Depth stencil formats */
237 {WINED3DFMT_D16_LOCKABLE ,GL_DEPTH_COMPONENT24_ARB ,GL_DEPTH_COMPONENT24_ARB , 0, GL_DEPTH_COMPONENT ,GL_UNSIGNED_SHORT
238 ,WINED3DFMT_FLAG_DEPTH },
239 {WINED3DFMT_D32 ,GL_DEPTH_COMPONENT32_ARB ,GL_DEPTH_COMPONENT32_ARB , 0, GL_DEPTH_COMPONENT ,GL_UNSIGNED_INT
240 ,WINED3DFMT_FLAG_DEPTH },
241 {WINED3DFMT_D15S1 ,GL_DEPTH_COMPONENT24_ARB ,GL_DEPTH_COMPONENT24_ARB , 0, GL_DEPTH_COMPONENT ,GL_UNSIGNED_SHORT
242 ,WINED3DFMT_FLAG_DEPTH | WINED3DFMT_FLAG_STENCIL },
243 {WINED3DFMT_D24S8 ,GL_DEPTH_COMPONENT24_ARB ,GL_DEPTH_COMPONENT24_ARB , 0, GL_DEPTH_COMPONENT ,GL_UNSIGNED_INT
244 ,WINED3DFMT_FLAG_FILTERING | WINED3DFMT_FLAG_DEPTH | WINED3DFMT_FLAG_STENCIL },
245 {WINED3DFMT_D24X8 ,GL_DEPTH_COMPONENT24_ARB ,GL_DEPTH_COMPONENT24_ARB , 0, GL_DEPTH_COMPONENT ,GL_UNSIGNED_INT
246 ,WINED3DFMT_FLAG_FILTERING | WINED3DFMT_FLAG_DEPTH },
247 {WINED3DFMT_D24X4S4 ,GL_DEPTH_COMPONENT24_ARB ,GL_DEPTH_COMPONENT24_ARB , 0, GL_DEPTH_COMPONENT ,GL_UNSIGNED_INT
248 ,WINED3DFMT_FLAG_DEPTH | WINED3DFMT_FLAG_STENCIL },
249 {WINED3DFMT_D16 ,GL_DEPTH_COMPONENT24_ARB ,GL_DEPTH_COMPONENT24_ARB , 0, GL_DEPTH_COMPONENT ,GL_UNSIGNED_SHORT
250 ,WINED3DFMT_FLAG_FILTERING | WINED3DFMT_FLAG_DEPTH },
251 {WINED3DFMT_L16 ,GL_LUMINANCE16_EXT ,GL_LUMINANCE16_EXT , 0, GL_LUMINANCE ,GL_UNSIGNED_SHORT
252 ,WINED3DFMT_FLAG_FILTERING },
253 {WINED3DFMT_D32F_LOCKABLE ,GL_DEPTH_COMPONENT32_ARB ,GL_DEPTH_COMPONENT32_ARB , 0, GL_DEPTH_COMPONENT ,GL_FLOAT
254 ,WINED3DFMT_FLAG_DEPTH },
255 {WINED3DFMT_D24FS8 ,GL_DEPTH_COMPONENT24_ARB ,GL_DEPTH_COMPONENT24_ARB , 0, GL_DEPTH_COMPONENT ,GL_FLOAT
256 ,WINED3DFMT_FLAG_DEPTH | WINED3DFMT_FLAG_STENCIL},
257 /* Is this a vertex buffer? */
258 {WINED3DFMT_VERTEXDATA ,0 ,0 , 0, 0 ,0
259 ,0 },
260 {WINED3DFMT_INDEX16 ,0 ,0 , 0, 0 ,0
261 ,0 },
262 {WINED3DFMT_INDEX32 ,0 ,0 , 0, 0 ,0
263 ,0 },
264 {WINED3DFMT_Q16W16V16U16 ,GL_COLOR_INDEX ,GL_COLOR_INDEX , 0, GL_COLOR_INDEX ,GL_UNSIGNED_SHORT
265 ,0 },
266 /* Vendor-specific formats */
267 {WINED3DFMT_ATI2N ,0 ,0 , 0, GL_LUMINANCE_ALPHA ,GL_UNSIGNED_BYTE
268 ,0 }
271 static inline int getFmtIdx(WINED3DFORMAT fmt) {
272 /* First check if the format is at the position of its value.
273 * This will catch the argb formats before the loop is entered
275 if(fmt < (sizeof(formats) / sizeof(formats[0])) && formats[fmt].format == fmt) {
276 return fmt;
277 } else {
278 unsigned int i;
279 for(i = 0; i < (sizeof(formats) / sizeof(formats[0])); i++) {
280 if(formats[i].format == fmt) {
281 return i;
285 return -1;
288 #define GLINFO_LOCATION (*gl_info)
289 BOOL initPixelFormats(WineD3D_GL_Info *gl_info)
291 unsigned int src;
292 int dst;
294 gl_info->gl_formats = HeapAlloc(GetProcessHeap(), HEAP_ZERO_MEMORY,
295 sizeof(formats) / sizeof(formats[0]) * sizeof(gl_info->gl_formats[0]));
296 if(!gl_info->gl_formats) return FALSE;
298 /* If a format depends on some extensions, remove them from the table above and initialize them
299 * after this loop
301 for(src = 0; src < sizeof(gl_formats_template) / sizeof(gl_formats_template[0]); src++) {
302 dst = getFmtIdx(gl_formats_template[src].fmt);
303 gl_info->gl_formats[dst].glInternal = gl_formats_template[src].glInternal;
304 gl_info->gl_formats[dst].glGammaInternal = gl_formats_template[src].glGammaInternal;
305 gl_info->gl_formats[dst].glFormat = gl_formats_template[src].glFormat;
306 gl_info->gl_formats[dst].glType = gl_formats_template[src].glType;
307 gl_info->gl_formats[dst].conversion_group= WINED3DFMT_UNKNOWN;
308 gl_info->gl_formats[dst].Flags = gl_formats_template[src].Flags;
310 if(wined3d_settings.offscreen_rendering_mode == ORM_FBO &&
311 gl_formats_template[src].rtInternal != 0) {
312 GLuint tex, fb;
313 GLenum status;
315 /* Check if the default internal format is supported as a frame buffer target, otherwise
316 * fall back to the render target internal.
318 * Try to stick to the standard format if possible, this limits precision differences
320 while(glGetError());
321 glGenTextures(1, &tex);
322 glBindTexture(GL_TEXTURE_2D, tex);
323 glTexImage2D(GL_TEXTURE_2D, 0, gl_formats_template[src].glInternal, 16, 16, 0,
324 GL_RGBA, GL_UNSIGNED_BYTE, NULL);
326 GL_EXTCALL(glGenFramebuffersEXT(1, &fb));
327 GL_EXTCALL(glBindFramebufferEXT(GL_FRAMEBUFFER_EXT, fb));
328 GL_EXTCALL(glFramebufferTexture2DEXT(GL_FRAMEBUFFER_EXT, GL_COLOR_ATTACHMENT0_EXT,
329 GL_TEXTURE_2D, tex, 0));
331 status = GL_EXTCALL(glCheckFramebufferStatusEXT(GL_FRAMEBUFFER_EXT));
332 GL_EXTCALL(glDeleteFramebuffersEXT(1, &fb));
333 glDeleteTextures(1, &tex);
335 checkGLcall("Framebuffer format check");
337 if(status != GL_FRAMEBUFFER_COMPLETE_EXT) {
338 TRACE("Internal format of %s not supported as frame buffer target, using render target internal instead\n",
339 debug_d3dformat(gl_formats_template[src].fmt));
340 gl_info->gl_formats[dst].rtInternal = gl_formats_template[src].rtInternal;
341 } else {
342 TRACE("Format %s is supported as fbo target\n", debug_d3dformat(gl_formats_template[src].fmt));
343 gl_info->gl_formats[dst].rtInternal = gl_formats_template[src].glInternal;
346 } else {
347 gl_info->gl_formats[dst].rtInternal = gl_formats_template[src].glInternal;
351 /* V8U8 is supported natively by GL_ATI_envmap_bumpmap and GL_NV_texture_shader.
352 * V16U16 is only supported by GL_NV_texture_shader. The formats need fixup if
353 * their extensions are not available.
355 * In theory, V8U8 and V16U16 need a fixup of the undefined blue channel. OpenGL
356 * returns 0.0 when sampling from it, DirectX 1.0. This is disabled until we find
357 * an application that needs this because it causes performance problems due to
358 * shader recompiling in some games.
360 if(!GL_SUPPORT(ATI_ENVMAP_BUMPMAP) && !GL_SUPPORT(NV_TEXTURE_SHADER2)) {
361 /* signed -> unsigned fixup */
362 dst = getFmtIdx(WINED3DFMT_V8U8);
363 gl_info->gl_formats[dst].conversion_group = WINED3DFMT_V8U8;
364 dst = getFmtIdx(WINED3DFMT_V16U16);
365 gl_info->gl_formats[dst].conversion_group = WINED3DFMT_V8U8;
366 } else if(GL_SUPPORT(ATI_ENVMAP_BUMPMAP)) {
367 /* signed -> unsigned fixup */
368 dst = getFmtIdx(WINED3DFMT_V16U16);
369 gl_info->gl_formats[dst].conversion_group = WINED3DFMT_V16U16;
370 } else {
371 /* Blue = 1.0 fixup, disabled for now */
372 #if 0
373 dst = getFmtIdx(WINED3DFMT_V8U8);
374 gl_info->gl_formats[dst].conversion_group = WINED3DFMT_V8U8;
375 dst = getFmtIdx(WINED3DFMT_V16U16);
376 gl_info->gl_formats[dst].conversion_group = WINED3DFMT_V8U8;
377 #endif
380 if(!GL_SUPPORT(NV_TEXTURE_SHADER)) {
381 /* If GL_NV_texture_shader is not supported, those formats are converted, incompatibly
382 * with each other
384 dst = getFmtIdx(WINED3DFMT_L6V5U5);
385 gl_info->gl_formats[dst].conversion_group = WINED3DFMT_L6V5U5;
386 dst = getFmtIdx(WINED3DFMT_X8L8V8U8);
387 gl_info->gl_formats[dst].conversion_group = WINED3DFMT_X8L8V8U8;
388 dst = getFmtIdx(WINED3DFMT_Q8W8V8U8);
389 gl_info->gl_formats[dst].conversion_group = WINED3DFMT_Q8W8V8U8;
390 } else {
391 /* If GL_NV_texture_shader is supported, WINED3DFMT_L6V5U5 and WINED3DFMT_X8L8V8U8
392 * are converted at surface loading time, but they do not need any modification in
393 * the shader, thus they are compatible with all WINED3DFMT_UNKNOWN group formats.
394 * WINED3DFMT_Q8W8V8U8 doesn't even need load-time conversion
398 if(GL_SUPPORT(ATI_TEXTURE_COMPRESSION_3DC)) {
399 dst = getFmtIdx(WINED3DFMT_ATI2N);
400 gl_info->gl_formats[dst].glInternal = GL_COMPRESSED_LUMINANCE_ALPHA_3DC_ATI;
401 gl_info->gl_formats[dst].glGammaInternal = GL_COMPRESSED_LUMINANCE_ALPHA_3DC_ATI;
402 gl_info->gl_formats[dst].conversion_group= WINED3DFMT_ATI2N;
405 return TRUE;
408 /* NOTE: Make sure these are in the correct numerical order. (see /include/wined3d_types.h) */
409 static WINED3DGLTYPE const glTypeLookupTemplate[WINED3DDECLTYPE_UNUSED] = {
410 {WINED3DDECLTYPE_FLOAT1, 1, GL_FLOAT , GL_FALSE ,sizeof(float)},
411 {WINED3DDECLTYPE_FLOAT2, 2, GL_FLOAT , GL_FALSE ,sizeof(float)},
412 {WINED3DDECLTYPE_FLOAT3, 3, GL_FLOAT , GL_FALSE ,sizeof(float)},
413 {WINED3DDECLTYPE_FLOAT4, 4, GL_FLOAT , GL_FALSE ,sizeof(float)},
414 {WINED3DDECLTYPE_D3DCOLOR, 4, GL_UNSIGNED_BYTE , GL_TRUE ,sizeof(BYTE)},
415 {WINED3DDECLTYPE_UBYTE4, 4, GL_UNSIGNED_BYTE , GL_FALSE ,sizeof(BYTE)},
416 {WINED3DDECLTYPE_SHORT2, 2, GL_SHORT , GL_FALSE ,sizeof(short int)},
417 {WINED3DDECLTYPE_SHORT4, 4, GL_SHORT , GL_FALSE ,sizeof(short int)},
418 {WINED3DDECLTYPE_UBYTE4N, 4, GL_UNSIGNED_BYTE , GL_TRUE ,sizeof(BYTE)},
419 {WINED3DDECLTYPE_SHORT2N, 2, GL_SHORT , GL_TRUE ,sizeof(short int)},
420 {WINED3DDECLTYPE_SHORT4N, 4, GL_SHORT , GL_TRUE ,sizeof(short int)},
421 {WINED3DDECLTYPE_USHORT2N, 2, GL_UNSIGNED_SHORT , GL_TRUE ,sizeof(short int)},
422 {WINED3DDECLTYPE_USHORT4N, 4, GL_UNSIGNED_SHORT , GL_TRUE ,sizeof(short int)},
423 {WINED3DDECLTYPE_UDEC3, 3, GL_UNSIGNED_SHORT , GL_FALSE ,sizeof(short int)},
424 {WINED3DDECLTYPE_DEC3N, 3, GL_SHORT , GL_TRUE ,sizeof(short int)},
425 {WINED3DDECLTYPE_FLOAT16_2, 2, GL_HALF_FLOAT_NV , GL_FALSE ,sizeof(GLhalfNV)},
426 {WINED3DDECLTYPE_FLOAT16_4, 4, GL_HALF_FLOAT_NV , GL_FALSE ,sizeof(GLhalfNV)}};
428 void init_type_lookup(WineD3D_GL_Info *gl_info) {
429 memcpy(gl_info->glTypeLookup, glTypeLookupTemplate, sizeof(glTypeLookupTemplate));
430 if(!GL_SUPPORT(NV_HALF_FLOAT)) {
431 /* Do not change the size of the type, it is CPU side. We have to change the GPU-side information though.
432 * It is the job of the vertex buffer code to make sure that the vbos have the right format
434 gl_info->glTypeLookup[WINED3DDECLTYPE_FLOAT16_2].glType = GL_FLOAT;
435 gl_info->glTypeLookup[WINED3DDECLTYPE_FLOAT16_4].glType = GL_FLOAT;
439 #undef GLINFO_LOCATION
441 #define GLINFO_LOCATION This->adapter->gl_info
443 const StaticPixelFormatDesc *getFormatDescEntry(WINED3DFORMAT fmt, WineD3D_GL_Info *gl_info, const GlPixelFormatDesc **glDesc)
445 int idx = getFmtIdx(fmt);
447 if(idx == -1) {
448 FIXME("Can't find format %s(%d) in the format lookup table\n", debug_d3dformat(fmt), fmt);
449 /* Get the caller a valid pointer */
450 idx = getFmtIdx(WINED3DFMT_UNKNOWN);
452 if(glDesc) {
453 if(!gl_info->gl_formats) {
454 /* If we do not have gl format information, provide a dummy NULL format. This is an easy way to make
455 * all gl caps check return "unsupported" than catching the lack of gl all over the code. ANSI C requires
456 * static variables to be initialized to 0.
458 static const GlPixelFormatDesc dummyFmt;
459 *glDesc = &dummyFmt;
460 } else {
461 *glDesc = &gl_info->gl_formats[idx];
464 return &formats[idx];
467 /*****************************************************************************
468 * Trace formatting of useful values
470 const char* debug_d3dformat(WINED3DFORMAT fmt) {
471 switch (fmt) {
472 #define FMT_TO_STR(fmt) case fmt: return #fmt
473 FMT_TO_STR(WINED3DFMT_UNKNOWN);
474 FMT_TO_STR(WINED3DFMT_R8G8B8);
475 FMT_TO_STR(WINED3DFMT_A8R8G8B8);
476 FMT_TO_STR(WINED3DFMT_X8R8G8B8);
477 FMT_TO_STR(WINED3DFMT_R5G6B5);
478 FMT_TO_STR(WINED3DFMT_X1R5G5B5);
479 FMT_TO_STR(WINED3DFMT_A1R5G5B5);
480 FMT_TO_STR(WINED3DFMT_A4R4G4B4);
481 FMT_TO_STR(WINED3DFMT_R3G3B2);
482 FMT_TO_STR(WINED3DFMT_A8);
483 FMT_TO_STR(WINED3DFMT_A8R3G3B2);
484 FMT_TO_STR(WINED3DFMT_X4R4G4B4);
485 FMT_TO_STR(WINED3DFMT_A2B10G10R10);
486 FMT_TO_STR(WINED3DFMT_A8B8G8R8);
487 FMT_TO_STR(WINED3DFMT_X8B8G8R8);
488 FMT_TO_STR(WINED3DFMT_G16R16);
489 FMT_TO_STR(WINED3DFMT_A2R10G10B10);
490 FMT_TO_STR(WINED3DFMT_A16B16G16R16);
491 FMT_TO_STR(WINED3DFMT_A8P8);
492 FMT_TO_STR(WINED3DFMT_P8);
493 FMT_TO_STR(WINED3DFMT_L8);
494 FMT_TO_STR(WINED3DFMT_A8L8);
495 FMT_TO_STR(WINED3DFMT_A4L4);
496 FMT_TO_STR(WINED3DFMT_V8U8);
497 FMT_TO_STR(WINED3DFMT_L6V5U5);
498 FMT_TO_STR(WINED3DFMT_X8L8V8U8);
499 FMT_TO_STR(WINED3DFMT_Q8W8V8U8);
500 FMT_TO_STR(WINED3DFMT_V16U16);
501 FMT_TO_STR(WINED3DFMT_W11V11U10);
502 FMT_TO_STR(WINED3DFMT_A2W10V10U10);
503 FMT_TO_STR(WINED3DFMT_UYVY);
504 FMT_TO_STR(WINED3DFMT_YUY2);
505 FMT_TO_STR(WINED3DFMT_DXT1);
506 FMT_TO_STR(WINED3DFMT_DXT2);
507 FMT_TO_STR(WINED3DFMT_DXT3);
508 FMT_TO_STR(WINED3DFMT_DXT4);
509 FMT_TO_STR(WINED3DFMT_DXT5);
510 FMT_TO_STR(WINED3DFMT_MULTI2_ARGB8);
511 FMT_TO_STR(WINED3DFMT_G8R8_G8B8);
512 FMT_TO_STR(WINED3DFMT_R8G8_B8G8);
513 FMT_TO_STR(WINED3DFMT_D16_LOCKABLE);
514 FMT_TO_STR(WINED3DFMT_D32);
515 FMT_TO_STR(WINED3DFMT_D15S1);
516 FMT_TO_STR(WINED3DFMT_D24S8);
517 FMT_TO_STR(WINED3DFMT_D24X8);
518 FMT_TO_STR(WINED3DFMT_D24X4S4);
519 FMT_TO_STR(WINED3DFMT_D16);
520 FMT_TO_STR(WINED3DFMT_L16);
521 FMT_TO_STR(WINED3DFMT_D32F_LOCKABLE);
522 FMT_TO_STR(WINED3DFMT_D24FS8);
523 FMT_TO_STR(WINED3DFMT_VERTEXDATA);
524 FMT_TO_STR(WINED3DFMT_INDEX16);
525 FMT_TO_STR(WINED3DFMT_INDEX32);
526 FMT_TO_STR(WINED3DFMT_Q16W16V16U16);
527 FMT_TO_STR(WINED3DFMT_R16F);
528 FMT_TO_STR(WINED3DFMT_G16R16F);
529 FMT_TO_STR(WINED3DFMT_A16B16G16R16F);
530 FMT_TO_STR(WINED3DFMT_R32F);
531 FMT_TO_STR(WINED3DFMT_G32R32F);
532 FMT_TO_STR(WINED3DFMT_A32B32G32R32F);
533 FMT_TO_STR(WINED3DFMT_CxV8U8);
534 FMT_TO_STR(WINED3DFMT_ATI2N);
535 #undef FMT_TO_STR
536 default:
538 char fourcc[5];
539 fourcc[0] = (char)(fmt);
540 fourcc[1] = (char)(fmt >> 8);
541 fourcc[2] = (char)(fmt >> 16);
542 fourcc[3] = (char)(fmt >> 24);
543 fourcc[4] = 0;
544 if( isprint(fourcc[0]) && isprint(fourcc[1]) && isprint(fourcc[2]) && isprint(fourcc[3]) )
545 FIXME("Unrecognized %u (as fourcc: %s) WINED3DFORMAT!\n", fmt, fourcc);
546 else
547 FIXME("Unrecognized %u WINED3DFORMAT!\n", fmt);
549 return "unrecognized";
553 const char* debug_d3ddevicetype(WINED3DDEVTYPE devtype) {
554 switch (devtype) {
555 #define DEVTYPE_TO_STR(dev) case dev: return #dev
556 DEVTYPE_TO_STR(WINED3DDEVTYPE_HAL);
557 DEVTYPE_TO_STR(WINED3DDEVTYPE_REF);
558 DEVTYPE_TO_STR(WINED3DDEVTYPE_SW);
559 #undef DEVTYPE_TO_STR
560 default:
561 FIXME("Unrecognized %u WINED3DDEVTYPE!\n", devtype);
562 return "unrecognized";
566 const char* debug_d3dusage(DWORD usage) {
567 switch (usage & WINED3DUSAGE_MASK) {
568 #define WINED3DUSAGE_TO_STR(u) case u: return #u
569 WINED3DUSAGE_TO_STR(WINED3DUSAGE_RENDERTARGET);
570 WINED3DUSAGE_TO_STR(WINED3DUSAGE_DEPTHSTENCIL);
571 WINED3DUSAGE_TO_STR(WINED3DUSAGE_WRITEONLY);
572 WINED3DUSAGE_TO_STR(WINED3DUSAGE_SOFTWAREPROCESSING);
573 WINED3DUSAGE_TO_STR(WINED3DUSAGE_DONOTCLIP);
574 WINED3DUSAGE_TO_STR(WINED3DUSAGE_POINTS);
575 WINED3DUSAGE_TO_STR(WINED3DUSAGE_RTPATCHES);
576 WINED3DUSAGE_TO_STR(WINED3DUSAGE_NPATCHES);
577 WINED3DUSAGE_TO_STR(WINED3DUSAGE_DYNAMIC);
578 WINED3DUSAGE_TO_STR(WINED3DUSAGE_AUTOGENMIPMAP);
579 WINED3DUSAGE_TO_STR(WINED3DUSAGE_DMAP);
580 #undef WINED3DUSAGE_TO_STR
581 case 0: return "none";
582 default:
583 FIXME("Unrecognized %u Usage!\n", usage);
584 return "unrecognized";
588 const char* debug_d3dusagequery(DWORD usagequery) {
589 switch (usagequery & WINED3DUSAGE_QUERY_MASK) {
590 #define WINED3DUSAGEQUERY_TO_STR(u) case u: return #u
591 WINED3DUSAGEQUERY_TO_STR(WINED3DUSAGE_QUERY_FILTER);
592 WINED3DUSAGEQUERY_TO_STR(WINED3DUSAGE_QUERY_LEGACYBUMPMAP);
593 WINED3DUSAGEQUERY_TO_STR(WINED3DUSAGE_QUERY_POSTPIXELSHADER_BLENDING);
594 WINED3DUSAGEQUERY_TO_STR(WINED3DUSAGE_QUERY_SRGBREAD);
595 WINED3DUSAGEQUERY_TO_STR(WINED3DUSAGE_QUERY_SRGBWRITE);
596 WINED3DUSAGEQUERY_TO_STR(WINED3DUSAGE_QUERY_VERTEXTEXTURE);
597 WINED3DUSAGEQUERY_TO_STR(WINED3DUSAGE_QUERY_WRAPANDMIP);
598 #undef WINED3DUSAGEQUERY_TO_STR
599 case 0: return "none";
600 default:
601 FIXME("Unrecognized %u Usage Query!\n", usagequery);
602 return "unrecognized";
606 const char* debug_d3ddeclmethod(WINED3DDECLMETHOD method) {
607 switch (method) {
608 #define WINED3DDECLMETHOD_TO_STR(u) case u: return #u
609 WINED3DDECLMETHOD_TO_STR(WINED3DDECLMETHOD_DEFAULT);
610 WINED3DDECLMETHOD_TO_STR(WINED3DDECLMETHOD_PARTIALU);
611 WINED3DDECLMETHOD_TO_STR(WINED3DDECLMETHOD_PARTIALV);
612 WINED3DDECLMETHOD_TO_STR(WINED3DDECLMETHOD_CROSSUV);
613 WINED3DDECLMETHOD_TO_STR(WINED3DDECLMETHOD_UV);
614 WINED3DDECLMETHOD_TO_STR(WINED3DDECLMETHOD_LOOKUP);
615 WINED3DDECLMETHOD_TO_STR(WINED3DDECLMETHOD_LOOKUPPRESAMPLED);
616 #undef WINED3DDECLMETHOD_TO_STR
617 default:
618 FIXME("Unrecognized %u declaration method!\n", method);
619 return "unrecognized";
623 const char* debug_d3ddecltype(WINED3DDECLTYPE type) {
624 switch (type) {
625 #define WINED3DDECLTYPE_TO_STR(u) case u: return #u
626 WINED3DDECLTYPE_TO_STR(WINED3DDECLTYPE_FLOAT1);
627 WINED3DDECLTYPE_TO_STR(WINED3DDECLTYPE_FLOAT2);
628 WINED3DDECLTYPE_TO_STR(WINED3DDECLTYPE_FLOAT3);
629 WINED3DDECLTYPE_TO_STR(WINED3DDECLTYPE_FLOAT4);
630 WINED3DDECLTYPE_TO_STR(WINED3DDECLTYPE_D3DCOLOR);
631 WINED3DDECLTYPE_TO_STR(WINED3DDECLTYPE_UBYTE4);
632 WINED3DDECLTYPE_TO_STR(WINED3DDECLTYPE_SHORT2);
633 WINED3DDECLTYPE_TO_STR(WINED3DDECLTYPE_SHORT4);
634 WINED3DDECLTYPE_TO_STR(WINED3DDECLTYPE_UBYTE4N);
635 WINED3DDECLTYPE_TO_STR(WINED3DDECLTYPE_SHORT2N);
636 WINED3DDECLTYPE_TO_STR(WINED3DDECLTYPE_SHORT4N);
637 WINED3DDECLTYPE_TO_STR(WINED3DDECLTYPE_USHORT2N);
638 WINED3DDECLTYPE_TO_STR(WINED3DDECLTYPE_USHORT4N);
639 WINED3DDECLTYPE_TO_STR(WINED3DDECLTYPE_UDEC3);
640 WINED3DDECLTYPE_TO_STR(WINED3DDECLTYPE_DEC3N);
641 WINED3DDECLTYPE_TO_STR(WINED3DDECLTYPE_FLOAT16_2);
642 WINED3DDECLTYPE_TO_STR(WINED3DDECLTYPE_FLOAT16_4);
643 WINED3DDECLTYPE_TO_STR(WINED3DDECLTYPE_UNUSED);
644 #undef WINED3DDECLTYPE_TO_STR
645 default:
646 FIXME("Unrecognized %u declaration type!\n", type);
647 return "unrecognized";
651 const char* debug_d3ddeclusage(BYTE usage) {
652 switch (usage) {
653 #define WINED3DDECLUSAGE_TO_STR(u) case u: return #u
654 WINED3DDECLUSAGE_TO_STR(WINED3DDECLUSAGE_POSITION);
655 WINED3DDECLUSAGE_TO_STR(WINED3DDECLUSAGE_BLENDWEIGHT);
656 WINED3DDECLUSAGE_TO_STR(WINED3DDECLUSAGE_BLENDINDICES);
657 WINED3DDECLUSAGE_TO_STR(WINED3DDECLUSAGE_NORMAL);
658 WINED3DDECLUSAGE_TO_STR(WINED3DDECLUSAGE_PSIZE);
659 WINED3DDECLUSAGE_TO_STR(WINED3DDECLUSAGE_TEXCOORD);
660 WINED3DDECLUSAGE_TO_STR(WINED3DDECLUSAGE_TANGENT);
661 WINED3DDECLUSAGE_TO_STR(WINED3DDECLUSAGE_BINORMAL);
662 WINED3DDECLUSAGE_TO_STR(WINED3DDECLUSAGE_TESSFACTOR);
663 WINED3DDECLUSAGE_TO_STR(WINED3DDECLUSAGE_POSITIONT);
664 WINED3DDECLUSAGE_TO_STR(WINED3DDECLUSAGE_COLOR);
665 WINED3DDECLUSAGE_TO_STR(WINED3DDECLUSAGE_FOG);
666 WINED3DDECLUSAGE_TO_STR(WINED3DDECLUSAGE_DEPTH);
667 WINED3DDECLUSAGE_TO_STR(WINED3DDECLUSAGE_SAMPLE);
668 #undef WINED3DDECLUSAGE_TO_STR
669 default:
670 FIXME("Unrecognized %u declaration usage!\n", usage);
671 return "unrecognized";
675 const char* debug_d3dresourcetype(WINED3DRESOURCETYPE res) {
676 switch (res) {
677 #define RES_TO_STR(res) case res: return #res;
678 RES_TO_STR(WINED3DRTYPE_SURFACE);
679 RES_TO_STR(WINED3DRTYPE_VOLUME);
680 RES_TO_STR(WINED3DRTYPE_TEXTURE);
681 RES_TO_STR(WINED3DRTYPE_VOLUMETEXTURE);
682 RES_TO_STR(WINED3DRTYPE_CUBETEXTURE);
683 RES_TO_STR(WINED3DRTYPE_VERTEXBUFFER);
684 RES_TO_STR(WINED3DRTYPE_INDEXBUFFER);
685 #undef RES_TO_STR
686 default:
687 FIXME("Unrecognized %u WINED3DRESOURCETYPE!\n", res);
688 return "unrecognized";
692 const char* debug_d3dprimitivetype(WINED3DPRIMITIVETYPE PrimitiveType) {
693 switch (PrimitiveType) {
694 #define PRIM_TO_STR(prim) case prim: return #prim;
695 PRIM_TO_STR(WINED3DPT_POINTLIST);
696 PRIM_TO_STR(WINED3DPT_LINELIST);
697 PRIM_TO_STR(WINED3DPT_LINESTRIP);
698 PRIM_TO_STR(WINED3DPT_TRIANGLELIST);
699 PRIM_TO_STR(WINED3DPT_TRIANGLESTRIP);
700 PRIM_TO_STR(WINED3DPT_TRIANGLEFAN);
701 #undef PRIM_TO_STR
702 default:
703 FIXME("Unrecognized %u WINED3DPRIMITIVETYPE!\n", PrimitiveType);
704 return "unrecognized";
708 const char* debug_d3drenderstate(DWORD state) {
709 switch (state) {
710 #define D3DSTATE_TO_STR(u) case u: return #u
711 D3DSTATE_TO_STR(WINED3DRS_TEXTUREHANDLE );
712 D3DSTATE_TO_STR(WINED3DRS_ANTIALIAS );
713 D3DSTATE_TO_STR(WINED3DRS_TEXTUREADDRESS );
714 D3DSTATE_TO_STR(WINED3DRS_TEXTUREPERSPECTIVE );
715 D3DSTATE_TO_STR(WINED3DRS_WRAPU );
716 D3DSTATE_TO_STR(WINED3DRS_WRAPV );
717 D3DSTATE_TO_STR(WINED3DRS_ZENABLE );
718 D3DSTATE_TO_STR(WINED3DRS_FILLMODE );
719 D3DSTATE_TO_STR(WINED3DRS_SHADEMODE );
720 D3DSTATE_TO_STR(WINED3DRS_LINEPATTERN );
721 D3DSTATE_TO_STR(WINED3DRS_MONOENABLE );
722 D3DSTATE_TO_STR(WINED3DRS_ROP2 );
723 D3DSTATE_TO_STR(WINED3DRS_PLANEMASK );
724 D3DSTATE_TO_STR(WINED3DRS_ZWRITEENABLE );
725 D3DSTATE_TO_STR(WINED3DRS_ALPHATESTENABLE );
726 D3DSTATE_TO_STR(WINED3DRS_LASTPIXEL );
727 D3DSTATE_TO_STR(WINED3DRS_TEXTUREMAG );
728 D3DSTATE_TO_STR(WINED3DRS_TEXTUREMIN );
729 D3DSTATE_TO_STR(WINED3DRS_SRCBLEND );
730 D3DSTATE_TO_STR(WINED3DRS_DESTBLEND );
731 D3DSTATE_TO_STR(WINED3DRS_TEXTUREMAPBLEND );
732 D3DSTATE_TO_STR(WINED3DRS_CULLMODE );
733 D3DSTATE_TO_STR(WINED3DRS_ZFUNC );
734 D3DSTATE_TO_STR(WINED3DRS_ALPHAREF );
735 D3DSTATE_TO_STR(WINED3DRS_ALPHAFUNC );
736 D3DSTATE_TO_STR(WINED3DRS_DITHERENABLE );
737 D3DSTATE_TO_STR(WINED3DRS_ALPHABLENDENABLE );
738 D3DSTATE_TO_STR(WINED3DRS_FOGENABLE );
739 D3DSTATE_TO_STR(WINED3DRS_SPECULARENABLE );
740 D3DSTATE_TO_STR(WINED3DRS_ZVISIBLE );
741 D3DSTATE_TO_STR(WINED3DRS_SUBPIXEL );
742 D3DSTATE_TO_STR(WINED3DRS_SUBPIXELX );
743 D3DSTATE_TO_STR(WINED3DRS_STIPPLEDALPHA );
744 D3DSTATE_TO_STR(WINED3DRS_FOGCOLOR );
745 D3DSTATE_TO_STR(WINED3DRS_FOGTABLEMODE );
746 D3DSTATE_TO_STR(WINED3DRS_FOGSTART );
747 D3DSTATE_TO_STR(WINED3DRS_FOGEND );
748 D3DSTATE_TO_STR(WINED3DRS_FOGDENSITY );
749 D3DSTATE_TO_STR(WINED3DRS_STIPPLEENABLE );
750 D3DSTATE_TO_STR(WINED3DRS_EDGEANTIALIAS );
751 D3DSTATE_TO_STR(WINED3DRS_COLORKEYENABLE );
752 D3DSTATE_TO_STR(WINED3DRS_BORDERCOLOR );
753 D3DSTATE_TO_STR(WINED3DRS_TEXTUREADDRESSU );
754 D3DSTATE_TO_STR(WINED3DRS_TEXTUREADDRESSV );
755 D3DSTATE_TO_STR(WINED3DRS_MIPMAPLODBIAS );
756 D3DSTATE_TO_STR(WINED3DRS_ZBIAS );
757 D3DSTATE_TO_STR(WINED3DRS_RANGEFOGENABLE );
758 D3DSTATE_TO_STR(WINED3DRS_ANISOTROPY );
759 D3DSTATE_TO_STR(WINED3DRS_FLUSHBATCH );
760 D3DSTATE_TO_STR(WINED3DRS_TRANSLUCENTSORTINDEPENDENT);
761 D3DSTATE_TO_STR(WINED3DRS_STENCILENABLE );
762 D3DSTATE_TO_STR(WINED3DRS_STENCILFAIL );
763 D3DSTATE_TO_STR(WINED3DRS_STENCILZFAIL );
764 D3DSTATE_TO_STR(WINED3DRS_STENCILPASS );
765 D3DSTATE_TO_STR(WINED3DRS_STENCILFUNC );
766 D3DSTATE_TO_STR(WINED3DRS_STENCILREF );
767 D3DSTATE_TO_STR(WINED3DRS_STENCILMASK );
768 D3DSTATE_TO_STR(WINED3DRS_STENCILWRITEMASK );
769 D3DSTATE_TO_STR(WINED3DRS_TEXTUREFACTOR );
770 D3DSTATE_TO_STR(WINED3DRS_STIPPLEPATTERN00 );
771 D3DSTATE_TO_STR(WINED3DRS_STIPPLEPATTERN01 );
772 D3DSTATE_TO_STR(WINED3DRS_STIPPLEPATTERN02 );
773 D3DSTATE_TO_STR(WINED3DRS_STIPPLEPATTERN03 );
774 D3DSTATE_TO_STR(WINED3DRS_STIPPLEPATTERN04 );
775 D3DSTATE_TO_STR(WINED3DRS_STIPPLEPATTERN05 );
776 D3DSTATE_TO_STR(WINED3DRS_STIPPLEPATTERN06 );
777 D3DSTATE_TO_STR(WINED3DRS_STIPPLEPATTERN07 );
778 D3DSTATE_TO_STR(WINED3DRS_STIPPLEPATTERN08 );
779 D3DSTATE_TO_STR(WINED3DRS_STIPPLEPATTERN09 );
780 D3DSTATE_TO_STR(WINED3DRS_STIPPLEPATTERN10 );
781 D3DSTATE_TO_STR(WINED3DRS_STIPPLEPATTERN11 );
782 D3DSTATE_TO_STR(WINED3DRS_STIPPLEPATTERN12 );
783 D3DSTATE_TO_STR(WINED3DRS_STIPPLEPATTERN13 );
784 D3DSTATE_TO_STR(WINED3DRS_STIPPLEPATTERN14 );
785 D3DSTATE_TO_STR(WINED3DRS_STIPPLEPATTERN15 );
786 D3DSTATE_TO_STR(WINED3DRS_STIPPLEPATTERN16 );
787 D3DSTATE_TO_STR(WINED3DRS_STIPPLEPATTERN17 );
788 D3DSTATE_TO_STR(WINED3DRS_STIPPLEPATTERN18 );
789 D3DSTATE_TO_STR(WINED3DRS_STIPPLEPATTERN19 );
790 D3DSTATE_TO_STR(WINED3DRS_STIPPLEPATTERN20 );
791 D3DSTATE_TO_STR(WINED3DRS_STIPPLEPATTERN21 );
792 D3DSTATE_TO_STR(WINED3DRS_STIPPLEPATTERN22 );
793 D3DSTATE_TO_STR(WINED3DRS_STIPPLEPATTERN23 );
794 D3DSTATE_TO_STR(WINED3DRS_STIPPLEPATTERN24 );
795 D3DSTATE_TO_STR(WINED3DRS_STIPPLEPATTERN25 );
796 D3DSTATE_TO_STR(WINED3DRS_STIPPLEPATTERN26 );
797 D3DSTATE_TO_STR(WINED3DRS_STIPPLEPATTERN27 );
798 D3DSTATE_TO_STR(WINED3DRS_STIPPLEPATTERN28 );
799 D3DSTATE_TO_STR(WINED3DRS_STIPPLEPATTERN29 );
800 D3DSTATE_TO_STR(WINED3DRS_STIPPLEPATTERN30 );
801 D3DSTATE_TO_STR(WINED3DRS_STIPPLEPATTERN31 );
802 D3DSTATE_TO_STR(WINED3DRS_WRAP0 );
803 D3DSTATE_TO_STR(WINED3DRS_WRAP1 );
804 D3DSTATE_TO_STR(WINED3DRS_WRAP2 );
805 D3DSTATE_TO_STR(WINED3DRS_WRAP3 );
806 D3DSTATE_TO_STR(WINED3DRS_WRAP4 );
807 D3DSTATE_TO_STR(WINED3DRS_WRAP5 );
808 D3DSTATE_TO_STR(WINED3DRS_WRAP6 );
809 D3DSTATE_TO_STR(WINED3DRS_WRAP7 );
810 D3DSTATE_TO_STR(WINED3DRS_CLIPPING );
811 D3DSTATE_TO_STR(WINED3DRS_LIGHTING );
812 D3DSTATE_TO_STR(WINED3DRS_EXTENTS );
813 D3DSTATE_TO_STR(WINED3DRS_AMBIENT );
814 D3DSTATE_TO_STR(WINED3DRS_FOGVERTEXMODE );
815 D3DSTATE_TO_STR(WINED3DRS_COLORVERTEX );
816 D3DSTATE_TO_STR(WINED3DRS_LOCALVIEWER );
817 D3DSTATE_TO_STR(WINED3DRS_NORMALIZENORMALS );
818 D3DSTATE_TO_STR(WINED3DRS_COLORKEYBLENDENABLE );
819 D3DSTATE_TO_STR(WINED3DRS_DIFFUSEMATERIALSOURCE );
820 D3DSTATE_TO_STR(WINED3DRS_SPECULARMATERIALSOURCE );
821 D3DSTATE_TO_STR(WINED3DRS_AMBIENTMATERIALSOURCE );
822 D3DSTATE_TO_STR(WINED3DRS_EMISSIVEMATERIALSOURCE );
823 D3DSTATE_TO_STR(WINED3DRS_VERTEXBLEND );
824 D3DSTATE_TO_STR(WINED3DRS_CLIPPLANEENABLE );
825 D3DSTATE_TO_STR(WINED3DRS_SOFTWAREVERTEXPROCESSING );
826 D3DSTATE_TO_STR(WINED3DRS_POINTSIZE );
827 D3DSTATE_TO_STR(WINED3DRS_POINTSIZE_MIN );
828 D3DSTATE_TO_STR(WINED3DRS_POINTSPRITEENABLE );
829 D3DSTATE_TO_STR(WINED3DRS_POINTSCALEENABLE );
830 D3DSTATE_TO_STR(WINED3DRS_POINTSCALE_A );
831 D3DSTATE_TO_STR(WINED3DRS_POINTSCALE_B );
832 D3DSTATE_TO_STR(WINED3DRS_POINTSCALE_C );
833 D3DSTATE_TO_STR(WINED3DRS_MULTISAMPLEANTIALIAS );
834 D3DSTATE_TO_STR(WINED3DRS_MULTISAMPLEMASK );
835 D3DSTATE_TO_STR(WINED3DRS_PATCHEDGESTYLE );
836 D3DSTATE_TO_STR(WINED3DRS_PATCHSEGMENTS );
837 D3DSTATE_TO_STR(WINED3DRS_DEBUGMONITORTOKEN );
838 D3DSTATE_TO_STR(WINED3DRS_POINTSIZE_MAX );
839 D3DSTATE_TO_STR(WINED3DRS_INDEXEDVERTEXBLENDENABLE );
840 D3DSTATE_TO_STR(WINED3DRS_COLORWRITEENABLE );
841 D3DSTATE_TO_STR(WINED3DRS_TWEENFACTOR );
842 D3DSTATE_TO_STR(WINED3DRS_BLENDOP );
843 D3DSTATE_TO_STR(WINED3DRS_POSITIONDEGREE );
844 D3DSTATE_TO_STR(WINED3DRS_NORMALDEGREE );
845 D3DSTATE_TO_STR(WINED3DRS_SCISSORTESTENABLE );
846 D3DSTATE_TO_STR(WINED3DRS_SLOPESCALEDEPTHBIAS );
847 D3DSTATE_TO_STR(WINED3DRS_ANTIALIASEDLINEENABLE );
848 D3DSTATE_TO_STR(WINED3DRS_MINTESSELLATIONLEVEL );
849 D3DSTATE_TO_STR(WINED3DRS_MAXTESSELLATIONLEVEL );
850 D3DSTATE_TO_STR(WINED3DRS_ADAPTIVETESS_X );
851 D3DSTATE_TO_STR(WINED3DRS_ADAPTIVETESS_Y );
852 D3DSTATE_TO_STR(WINED3DRS_ADAPTIVETESS_Z );
853 D3DSTATE_TO_STR(WINED3DRS_ADAPTIVETESS_W );
854 D3DSTATE_TO_STR(WINED3DRS_ENABLEADAPTIVETESSELLATION);
855 D3DSTATE_TO_STR(WINED3DRS_TWOSIDEDSTENCILMODE );
856 D3DSTATE_TO_STR(WINED3DRS_CCW_STENCILFAIL );
857 D3DSTATE_TO_STR(WINED3DRS_CCW_STENCILZFAIL );
858 D3DSTATE_TO_STR(WINED3DRS_CCW_STENCILPASS );
859 D3DSTATE_TO_STR(WINED3DRS_CCW_STENCILFUNC );
860 D3DSTATE_TO_STR(WINED3DRS_COLORWRITEENABLE1 );
861 D3DSTATE_TO_STR(WINED3DRS_COLORWRITEENABLE2 );
862 D3DSTATE_TO_STR(WINED3DRS_COLORWRITEENABLE3 );
863 D3DSTATE_TO_STR(WINED3DRS_BLENDFACTOR );
864 D3DSTATE_TO_STR(WINED3DRS_SRGBWRITEENABLE );
865 D3DSTATE_TO_STR(WINED3DRS_DEPTHBIAS );
866 D3DSTATE_TO_STR(WINED3DRS_WRAP8 );
867 D3DSTATE_TO_STR(WINED3DRS_WRAP9 );
868 D3DSTATE_TO_STR(WINED3DRS_WRAP10 );
869 D3DSTATE_TO_STR(WINED3DRS_WRAP11 );
870 D3DSTATE_TO_STR(WINED3DRS_WRAP12 );
871 D3DSTATE_TO_STR(WINED3DRS_WRAP13 );
872 D3DSTATE_TO_STR(WINED3DRS_WRAP14 );
873 D3DSTATE_TO_STR(WINED3DRS_WRAP15 );
874 D3DSTATE_TO_STR(WINED3DRS_SEPARATEALPHABLENDENABLE );
875 D3DSTATE_TO_STR(WINED3DRS_SRCBLENDALPHA );
876 D3DSTATE_TO_STR(WINED3DRS_DESTBLENDALPHA );
877 D3DSTATE_TO_STR(WINED3DRS_BLENDOPALPHA );
878 #undef D3DSTATE_TO_STR
879 default:
880 FIXME("Unrecognized %u render state!\n", state);
881 return "unrecognized";
885 const char* debug_d3dsamplerstate(DWORD state) {
886 switch (state) {
887 #define D3DSTATE_TO_STR(u) case u: return #u
888 D3DSTATE_TO_STR(WINED3DSAMP_BORDERCOLOR );
889 D3DSTATE_TO_STR(WINED3DSAMP_ADDRESSU );
890 D3DSTATE_TO_STR(WINED3DSAMP_ADDRESSV );
891 D3DSTATE_TO_STR(WINED3DSAMP_ADDRESSW );
892 D3DSTATE_TO_STR(WINED3DSAMP_MAGFILTER );
893 D3DSTATE_TO_STR(WINED3DSAMP_MINFILTER );
894 D3DSTATE_TO_STR(WINED3DSAMP_MIPFILTER );
895 D3DSTATE_TO_STR(WINED3DSAMP_MIPMAPLODBIAS);
896 D3DSTATE_TO_STR(WINED3DSAMP_MAXMIPLEVEL );
897 D3DSTATE_TO_STR(WINED3DSAMP_MAXANISOTROPY);
898 D3DSTATE_TO_STR(WINED3DSAMP_SRGBTEXTURE );
899 D3DSTATE_TO_STR(WINED3DSAMP_ELEMENTINDEX );
900 D3DSTATE_TO_STR(WINED3DSAMP_DMAPOFFSET );
901 #undef D3DSTATE_TO_STR
902 default:
903 FIXME("Unrecognized %u sampler state!\n", state);
904 return "unrecognized";
908 const char *debug_d3dtexturefiltertype(WINED3DTEXTUREFILTERTYPE filter_type) {
909 switch (filter_type) {
910 #define D3DTEXTUREFILTERTYPE_TO_STR(u) case u: return #u
911 D3DTEXTUREFILTERTYPE_TO_STR(WINED3DTEXF_NONE);
912 D3DTEXTUREFILTERTYPE_TO_STR(WINED3DTEXF_POINT);
913 D3DTEXTUREFILTERTYPE_TO_STR(WINED3DTEXF_LINEAR);
914 D3DTEXTUREFILTERTYPE_TO_STR(WINED3DTEXF_ANISOTROPIC);
915 D3DTEXTUREFILTERTYPE_TO_STR(WINED3DTEXF_FLATCUBIC);
916 D3DTEXTUREFILTERTYPE_TO_STR(WINED3DTEXF_GAUSSIANCUBIC);
917 D3DTEXTUREFILTERTYPE_TO_STR(WINED3DTEXF_PYRAMIDALQUAD);
918 D3DTEXTUREFILTERTYPE_TO_STR(WINED3DTEXF_GAUSSIANQUAD);
919 #undef D3DTEXTUREFILTERTYPE_TO_STR
920 default:
921 FIXME("Unrecognied texture filter type 0x%08x\n", filter_type);
922 return "unrecognized";
926 const char* debug_d3dtexturestate(DWORD state) {
927 switch (state) {
928 #define D3DSTATE_TO_STR(u) case u: return #u
929 D3DSTATE_TO_STR(WINED3DTSS_COLOROP );
930 D3DSTATE_TO_STR(WINED3DTSS_COLORARG1 );
931 D3DSTATE_TO_STR(WINED3DTSS_COLORARG2 );
932 D3DSTATE_TO_STR(WINED3DTSS_ALPHAOP );
933 D3DSTATE_TO_STR(WINED3DTSS_ALPHAARG1 );
934 D3DSTATE_TO_STR(WINED3DTSS_ALPHAARG2 );
935 D3DSTATE_TO_STR(WINED3DTSS_BUMPENVMAT00 );
936 D3DSTATE_TO_STR(WINED3DTSS_BUMPENVMAT01 );
937 D3DSTATE_TO_STR(WINED3DTSS_BUMPENVMAT10 );
938 D3DSTATE_TO_STR(WINED3DTSS_BUMPENVMAT11 );
939 D3DSTATE_TO_STR(WINED3DTSS_TEXCOORDINDEX );
940 D3DSTATE_TO_STR(WINED3DTSS_BUMPENVLSCALE );
941 D3DSTATE_TO_STR(WINED3DTSS_BUMPENVLOFFSET );
942 D3DSTATE_TO_STR(WINED3DTSS_TEXTURETRANSFORMFLAGS );
943 D3DSTATE_TO_STR(WINED3DTSS_ADDRESSW );
944 D3DSTATE_TO_STR(WINED3DTSS_COLORARG0 );
945 D3DSTATE_TO_STR(WINED3DTSS_ALPHAARG0 );
946 D3DSTATE_TO_STR(WINED3DTSS_RESULTARG );
947 D3DSTATE_TO_STR(WINED3DTSS_CONSTANT );
948 #undef D3DSTATE_TO_STR
949 case 12:
950 /* Note WINED3DTSS are not consecutive, so skip these */
951 return "unused";
952 default:
953 FIXME("Unrecognized %u texture state!\n", state);
954 return "unrecognized";
958 const char* debug_d3dtop(WINED3DTEXTUREOP d3dtop) {
959 switch (d3dtop) {
960 #define D3DTOP_TO_STR(u) case u: return #u
961 D3DTOP_TO_STR(WINED3DTOP_DISABLE);
962 D3DTOP_TO_STR(WINED3DTOP_SELECTARG1);
963 D3DTOP_TO_STR(WINED3DTOP_SELECTARG2);
964 D3DTOP_TO_STR(WINED3DTOP_MODULATE);
965 D3DTOP_TO_STR(WINED3DTOP_MODULATE2X);
966 D3DTOP_TO_STR(WINED3DTOP_MODULATE4X);
967 D3DTOP_TO_STR(WINED3DTOP_ADD);
968 D3DTOP_TO_STR(WINED3DTOP_ADDSIGNED);
969 D3DTOP_TO_STR(WINED3DTOP_ADDSIGNED2X);
970 D3DTOP_TO_STR(WINED3DTOP_SUBTRACT);
971 D3DTOP_TO_STR(WINED3DTOP_ADDSMOOTH);
972 D3DTOP_TO_STR(WINED3DTOP_BLENDDIFFUSEALPHA);
973 D3DTOP_TO_STR(WINED3DTOP_BLENDTEXTUREALPHA);
974 D3DTOP_TO_STR(WINED3DTOP_BLENDFACTORALPHA);
975 D3DTOP_TO_STR(WINED3DTOP_BLENDTEXTUREALPHAPM);
976 D3DTOP_TO_STR(WINED3DTOP_BLENDCURRENTALPHA);
977 D3DTOP_TO_STR(WINED3DTOP_PREMODULATE);
978 D3DTOP_TO_STR(WINED3DTOP_MODULATEALPHA_ADDCOLOR);
979 D3DTOP_TO_STR(WINED3DTOP_MODULATECOLOR_ADDALPHA);
980 D3DTOP_TO_STR(WINED3DTOP_MODULATEINVALPHA_ADDCOLOR);
981 D3DTOP_TO_STR(WINED3DTOP_MODULATEINVCOLOR_ADDALPHA);
982 D3DTOP_TO_STR(WINED3DTOP_BUMPENVMAP);
983 D3DTOP_TO_STR(WINED3DTOP_BUMPENVMAPLUMINANCE);
984 D3DTOP_TO_STR(WINED3DTOP_DOTPRODUCT3);
985 D3DTOP_TO_STR(WINED3DTOP_MULTIPLYADD);
986 D3DTOP_TO_STR(WINED3DTOP_LERP);
987 #undef D3DTOP_TO_STR
988 default:
989 FIXME("Unrecognized %u WINED3DTOP\n", d3dtop);
990 return "unrecognized";
994 const char* debug_d3dtstype(WINED3DTRANSFORMSTATETYPE tstype) {
995 switch (tstype) {
996 #define TSTYPE_TO_STR(tstype) case tstype: return #tstype
997 TSTYPE_TO_STR(WINED3DTS_VIEW);
998 TSTYPE_TO_STR(WINED3DTS_PROJECTION);
999 TSTYPE_TO_STR(WINED3DTS_TEXTURE0);
1000 TSTYPE_TO_STR(WINED3DTS_TEXTURE1);
1001 TSTYPE_TO_STR(WINED3DTS_TEXTURE2);
1002 TSTYPE_TO_STR(WINED3DTS_TEXTURE3);
1003 TSTYPE_TO_STR(WINED3DTS_TEXTURE4);
1004 TSTYPE_TO_STR(WINED3DTS_TEXTURE5);
1005 TSTYPE_TO_STR(WINED3DTS_TEXTURE6);
1006 TSTYPE_TO_STR(WINED3DTS_TEXTURE7);
1007 TSTYPE_TO_STR(WINED3DTS_WORLDMATRIX(0));
1008 #undef TSTYPE_TO_STR
1009 default:
1010 if (tstype > 256 && tstype < 512) {
1011 FIXME("WINED3DTS_WORLDMATRIX(%u). 1..255 not currently supported\n", tstype);
1012 return ("WINED3DTS_WORLDMATRIX > 0");
1014 FIXME("Unrecognized %u WINED3DTS\n", tstype);
1015 return "unrecognized";
1019 const char* debug_d3dpool(WINED3DPOOL Pool) {
1020 switch (Pool) {
1021 #define POOL_TO_STR(p) case p: return #p;
1022 POOL_TO_STR(WINED3DPOOL_DEFAULT);
1023 POOL_TO_STR(WINED3DPOOL_MANAGED);
1024 POOL_TO_STR(WINED3DPOOL_SYSTEMMEM);
1025 POOL_TO_STR(WINED3DPOOL_SCRATCH);
1026 #undef POOL_TO_STR
1027 default:
1028 FIXME("Unrecognized %u WINED3DPOOL!\n", Pool);
1029 return "unrecognized";
1033 const char *debug_fbostatus(GLenum status) {
1034 switch(status) {
1035 #define FBOSTATUS_TO_STR(u) case u: return #u
1036 FBOSTATUS_TO_STR(GL_FRAMEBUFFER_COMPLETE_EXT);
1037 FBOSTATUS_TO_STR(GL_FRAMEBUFFER_INCOMPLETE_ATTACHMENT_EXT);
1038 FBOSTATUS_TO_STR(GL_FRAMEBUFFER_INCOMPLETE_MISSING_ATTACHMENT_EXT);
1039 FBOSTATUS_TO_STR(GL_FRAMEBUFFER_INCOMPLETE_DIMENSIONS_EXT);
1040 FBOSTATUS_TO_STR(GL_FRAMEBUFFER_INCOMPLETE_FORMATS_EXT);
1041 FBOSTATUS_TO_STR(GL_FRAMEBUFFER_INCOMPLETE_DRAW_BUFFER_EXT);
1042 FBOSTATUS_TO_STR(GL_FRAMEBUFFER_INCOMPLETE_READ_BUFFER_EXT);
1043 FBOSTATUS_TO_STR(GL_FRAMEBUFFER_UNSUPPORTED_EXT);
1044 #undef FBOSTATUS_TO_STR
1045 default:
1046 FIXME("Unrecognied FBO status 0x%08x\n", status);
1047 return "unrecognized";
1051 const char *debug_glerror(GLenum error) {
1052 switch(error) {
1053 #define GLERROR_TO_STR(u) case u: return #u
1054 GLERROR_TO_STR(GL_NO_ERROR);
1055 GLERROR_TO_STR(GL_INVALID_ENUM);
1056 GLERROR_TO_STR(GL_INVALID_VALUE);
1057 GLERROR_TO_STR(GL_INVALID_OPERATION);
1058 GLERROR_TO_STR(GL_STACK_OVERFLOW);
1059 GLERROR_TO_STR(GL_STACK_UNDERFLOW);
1060 GLERROR_TO_STR(GL_OUT_OF_MEMORY);
1061 GLERROR_TO_STR(GL_INVALID_FRAMEBUFFER_OPERATION_EXT);
1062 #undef GLERROR_TO_STR
1063 default:
1064 FIXME("Unrecognied GL error 0x%08x\n", error);
1065 return "unrecognized";
1069 const char *debug_d3dbasis(WINED3DBASISTYPE basis) {
1070 switch(basis) {
1071 case WINED3DBASIS_BEZIER: return "WINED3DBASIS_BEZIER";
1072 case WINED3DBASIS_BSPLINE: return "WINED3DBASIS_BSPLINE";
1073 case WINED3DBASIS_INTERPOLATE: return "WINED3DBASIS_INTERPOLATE";
1074 default: return "unrecognized";
1078 const char *debug_d3ddegree(WINED3DDEGREETYPE degree) {
1079 switch(degree) {
1080 case WINED3DDEGREE_LINEAR: return "WINED3DDEGREE_LINEAR";
1081 case WINED3DDEGREE_QUADRATIC: return "WINED3DDEGREE_QUADRATIC";
1082 case WINED3DDEGREE_CUBIC: return "WINED3DDEGREE_CUBIC";
1083 case WINED3DDEGREE_QUINTIC: return "WINED3DDEGREE_QUINTIC";
1084 default: return "unrecognized";
1088 /*****************************************************************************
1089 * Useful functions mapping GL <-> D3D values
1091 GLenum StencilOp(DWORD op) {
1092 switch(op) {
1093 case WINED3DSTENCILOP_KEEP : return GL_KEEP;
1094 case WINED3DSTENCILOP_ZERO : return GL_ZERO;
1095 case WINED3DSTENCILOP_REPLACE : return GL_REPLACE;
1096 case WINED3DSTENCILOP_INCRSAT : return GL_INCR;
1097 case WINED3DSTENCILOP_DECRSAT : return GL_DECR;
1098 case WINED3DSTENCILOP_INVERT : return GL_INVERT;
1099 case WINED3DSTENCILOP_INCR : return GL_INCR_WRAP_EXT;
1100 case WINED3DSTENCILOP_DECR : return GL_DECR_WRAP_EXT;
1101 default:
1102 FIXME("Unrecognized stencil op %d\n", op);
1103 return GL_KEEP;
1107 GLenum CompareFunc(DWORD func) {
1108 switch ((WINED3DCMPFUNC)func) {
1109 case WINED3DCMP_NEVER : return GL_NEVER;
1110 case WINED3DCMP_LESS : return GL_LESS;
1111 case WINED3DCMP_EQUAL : return GL_EQUAL;
1112 case WINED3DCMP_LESSEQUAL : return GL_LEQUAL;
1113 case WINED3DCMP_GREATER : return GL_GREATER;
1114 case WINED3DCMP_NOTEQUAL : return GL_NOTEQUAL;
1115 case WINED3DCMP_GREATEREQUAL : return GL_GEQUAL;
1116 case WINED3DCMP_ALWAYS : return GL_ALWAYS;
1117 default:
1118 FIXME("Unrecognized WINED3DCMPFUNC value %d\n", func);
1119 return 0;
1123 BOOL is_invalid_op(IWineD3DDeviceImpl *This, int stage, WINED3DTEXTUREOP op, DWORD arg1, DWORD arg2, DWORD arg3) {
1124 if (op == WINED3DTOP_DISABLE) return FALSE;
1125 if (This->stateBlock->textures[stage]) return FALSE;
1127 if ((arg1 & WINED3DTA_SELECTMASK) == WINED3DTA_TEXTURE
1128 && op != WINED3DTOP_SELECTARG2) return TRUE;
1129 if ((arg2 & WINED3DTA_SELECTMASK) == WINED3DTA_TEXTURE
1130 && op != WINED3DTOP_SELECTARG1) return TRUE;
1131 if ((arg3 & WINED3DTA_SELECTMASK) == WINED3DTA_TEXTURE
1132 && (op == WINED3DTOP_MULTIPLYADD || op == WINED3DTOP_LERP)) return TRUE;
1134 return FALSE;
1137 /* Setup this textures matrix according to the texture flags*/
1138 void set_texture_matrix(const float *smat, DWORD flags, BOOL calculatedCoords, BOOL transformed, DWORD coordtype)
1140 float mat[16];
1142 glMatrixMode(GL_TEXTURE);
1143 checkGLcall("glMatrixMode(GL_TEXTURE)");
1145 if (flags == WINED3DTTFF_DISABLE || flags == WINED3DTTFF_COUNT1 || transformed) {
1146 glLoadIdentity();
1147 checkGLcall("glLoadIdentity()");
1148 return;
1151 if (flags == (WINED3DTTFF_COUNT1|WINED3DTTFF_PROJECTED)) {
1152 ERR("Invalid texture transform flags: WINED3DTTFF_COUNT1|WINED3DTTFF_PROJECTED\n");
1153 return;
1156 memcpy(mat, smat, 16 * sizeof(float));
1158 if (flags & WINED3DTTFF_PROJECTED) {
1159 switch (flags & ~WINED3DTTFF_PROJECTED) {
1160 case WINED3DTTFF_COUNT2:
1161 mat[3] = mat[1], mat[7] = mat[5], mat[11] = mat[9], mat[15] = mat[13];
1162 mat[1] = mat[5] = mat[9] = mat[13] = 0;
1163 break;
1164 case WINED3DTTFF_COUNT3:
1165 mat[3] = mat[2], mat[7] = mat[6], mat[11] = mat[10], mat[15] = mat[14];
1166 mat[2] = mat[6] = mat[10] = mat[14] = 0;
1167 break;
1169 } else { /* under directx the R/Z coord can be used for translation, under opengl we use the Q coord instead */
1170 if(!calculatedCoords) {
1171 switch(coordtype) {
1172 case WINED3DDECLTYPE_FLOAT1:
1173 /* Direct3D passes the default 1.0 in the 2nd coord, while gl passes it in the 4th.
1174 * swap 2nd and 4th coord. No need to store the value of mat[12] in mat[4] because
1175 * the input value to the transformation will be 0, so the matrix value is irrelevant
1177 mat[12] = mat[4];
1178 mat[13] = mat[5];
1179 mat[14] = mat[6];
1180 mat[15] = mat[7];
1181 break;
1182 case WINED3DDECLTYPE_FLOAT2:
1183 /* See above, just 3rd and 4th coord
1185 mat[12] = mat[8];
1186 mat[13] = mat[9];
1187 mat[14] = mat[10];
1188 mat[15] = mat[11];
1189 break;
1190 case WINED3DDECLTYPE_FLOAT3: /* Opengl defaults match dx defaults */
1191 case WINED3DDECLTYPE_FLOAT4: /* No defaults apply, all app defined */
1193 /* This is to prevent swapping the matrix lines and put the default 4th coord = 1.0
1194 * into a bad place. The division elimination below will apply to make sure the
1195 * 1.0 doesn't do anything bad. The caller will set this value if the stride is 0
1197 case WINED3DDECLTYPE_UNUSED: /* No texture coords, 0/0/0/1 defaults are passed */
1198 break;
1199 default:
1200 FIXME("Unexpected fixed function texture coord input\n");
1203 switch (flags & ~WINED3DTTFF_PROJECTED) {
1204 /* case WINED3DTTFF_COUNT1: Won't ever get here */
1205 case WINED3DTTFF_COUNT2: mat[2] = mat[6] = mat[10] = mat[14] = 0;
1206 /* OpenGL divides the first 3 vertex coord by the 4th by default,
1207 * which is essentially the same as D3DTTFF_PROJECTED. Make sure that
1208 * the 4th coord evaluates to 1.0 to eliminate that.
1210 * If the fixed function pipeline is used, the 4th value remains unused,
1211 * so there is no danger in doing this. With vertex shaders we have a
1212 * problem. Should an app hit that problem, the code here would have to
1213 * check for pixel shaders, and the shader has to undo the default gl divide.
1215 * A more serious problem occurs if the app passes 4 coordinates in, and the
1216 * 4th is != 1.0(opengl default). This would have to be fixed in drawStridedSlow
1217 * or a replacement shader
1219 default: mat[3] = mat[7] = mat[11] = 0; mat[15] = 1;
1223 glLoadMatrixf(mat);
1224 checkGLcall("glLoadMatrixf(mat)");
1226 #undef GLINFO_LOCATION
1228 #define GLINFO_LOCATION ((IWineD3DImpl *)(This->wineD3D))->gl_info
1230 /* This small helper function is used to convert a bitmask into the number of masked bits */
1231 unsigned int count_bits(unsigned int mask)
1233 unsigned int count;
1234 for (count = 0; mask; ++count)
1236 mask &= mask - 1;
1238 return count;
1241 /* Helper function for retrieving color info for ChoosePixelFormat and wglChoosePixelFormatARB.
1242 * The later function requires individual color components. */
1243 BOOL getColorBits(WINED3DFORMAT fmt, short *redSize, short *greenSize, short *blueSize, short *alphaSize, short *totalSize)
1245 const StaticPixelFormatDesc *desc;
1247 TRACE("fmt: %s\n", debug_d3dformat(fmt));
1248 switch(fmt)
1250 case WINED3DFMT_X8R8G8B8:
1251 case WINED3DFMT_R8G8B8:
1252 case WINED3DFMT_A8R8G8B8:
1253 case WINED3DFMT_A2R10G10B10:
1254 case WINED3DFMT_X1R5G5B5:
1255 case WINED3DFMT_A1R5G5B5:
1256 case WINED3DFMT_R5G6B5:
1257 case WINED3DFMT_X4R4G4B4:
1258 case WINED3DFMT_A4R4G4B4:
1259 case WINED3DFMT_R3G3B2:
1260 case WINED3DFMT_A8P8:
1261 case WINED3DFMT_P8:
1262 break;
1263 default:
1264 ERR("Unsupported format: %s\n", debug_d3dformat(fmt));
1265 return FALSE;
1268 desc = getFormatDescEntry(fmt, NULL, NULL);
1269 if(!desc)
1271 ERR("Unable to look up format: 0x%x\n", fmt);
1272 return FALSE;
1274 *redSize = count_bits(desc->redMask);
1275 *greenSize = count_bits(desc->greenMask);
1276 *blueSize = count_bits(desc->blueMask);
1277 *alphaSize = count_bits(desc->alphaMask);
1278 *totalSize = *redSize + *greenSize + *blueSize + *alphaSize;
1280 TRACE("Returning red: %d, green: %d, blue: %d, alpha: %d, total: %d for fmt=%s\n", *redSize, *greenSize, *blueSize, *alphaSize, *totalSize, debug_d3dformat(fmt));
1281 return TRUE;
1284 /* Helper function for retrieving depth/stencil info for ChoosePixelFormat and wglChoosePixelFormatARB */
1285 BOOL getDepthStencilBits(WINED3DFORMAT fmt, short *depthSize, short *stencilSize)
1287 const StaticPixelFormatDesc *desc;
1289 TRACE("fmt: %s\n", debug_d3dformat(fmt));
1290 switch(fmt)
1292 case WINED3DFMT_D16_LOCKABLE:
1293 case WINED3DFMT_D16:
1294 case WINED3DFMT_D15S1:
1295 case WINED3DFMT_D24X8:
1296 case WINED3DFMT_D24X4S4:
1297 case WINED3DFMT_D24S8:
1298 case WINED3DFMT_D24FS8:
1299 case WINED3DFMT_D32:
1300 case WINED3DFMT_D32F_LOCKABLE:
1301 break;
1302 default:
1303 FIXME("Unsupported stencil format: %s\n", debug_d3dformat(fmt));
1304 return FALSE;
1307 desc = getFormatDescEntry(fmt, NULL, NULL);
1308 if(!desc)
1310 ERR("Unable to look up format: 0x%x\n", fmt);
1311 return FALSE;
1313 *depthSize = desc->depthSize;
1314 *stencilSize = desc->stencilSize;
1316 TRACE("Returning depthSize: %d and stencilSize: %d for fmt=%s\n", *depthSize, *stencilSize, debug_d3dformat(fmt));
1317 return TRUE;
1320 #undef GLINFO_LOCATION
1322 /* DirectDraw stuff */
1323 WINED3DFORMAT pixelformat_for_depth(DWORD depth) {
1324 switch(depth) {
1325 case 8: return WINED3DFMT_P8;
1326 case 15: return WINED3DFMT_X1R5G5B5;
1327 case 16: return WINED3DFMT_R5G6B5;
1328 case 24: return WINED3DFMT_X8R8G8B8; /* Robots needs 24bit to be X8R8G8B8 */
1329 case 32: return WINED3DFMT_X8R8G8B8; /* EVE online and the Fur demo need 32bit AdapterDisplayMode to return X8R8G8B8 */
1330 default: return WINED3DFMT_UNKNOWN;
1334 void multiply_matrix(WINED3DMATRIX *dest, const WINED3DMATRIX *src1, const WINED3DMATRIX *src2) {
1335 WINED3DMATRIX temp;
1337 /* Now do the multiplication 'by hand'.
1338 I know that all this could be optimised, but this will be done later :-) */
1339 temp.u.s._11 = (src1->u.s._11 * src2->u.s._11) + (src1->u.s._21 * src2->u.s._12) + (src1->u.s._31 * src2->u.s._13) + (src1->u.s._41 * src2->u.s._14);
1340 temp.u.s._21 = (src1->u.s._11 * src2->u.s._21) + (src1->u.s._21 * src2->u.s._22) + (src1->u.s._31 * src2->u.s._23) + (src1->u.s._41 * src2->u.s._24);
1341 temp.u.s._31 = (src1->u.s._11 * src2->u.s._31) + (src1->u.s._21 * src2->u.s._32) + (src1->u.s._31 * src2->u.s._33) + (src1->u.s._41 * src2->u.s._34);
1342 temp.u.s._41 = (src1->u.s._11 * src2->u.s._41) + (src1->u.s._21 * src2->u.s._42) + (src1->u.s._31 * src2->u.s._43) + (src1->u.s._41 * src2->u.s._44);
1344 temp.u.s._12 = (src1->u.s._12 * src2->u.s._11) + (src1->u.s._22 * src2->u.s._12) + (src1->u.s._32 * src2->u.s._13) + (src1->u.s._42 * src2->u.s._14);
1345 temp.u.s._22 = (src1->u.s._12 * src2->u.s._21) + (src1->u.s._22 * src2->u.s._22) + (src1->u.s._32 * src2->u.s._23) + (src1->u.s._42 * src2->u.s._24);
1346 temp.u.s._32 = (src1->u.s._12 * src2->u.s._31) + (src1->u.s._22 * src2->u.s._32) + (src1->u.s._32 * src2->u.s._33) + (src1->u.s._42 * src2->u.s._34);
1347 temp.u.s._42 = (src1->u.s._12 * src2->u.s._41) + (src1->u.s._22 * src2->u.s._42) + (src1->u.s._32 * src2->u.s._43) + (src1->u.s._42 * src2->u.s._44);
1349 temp.u.s._13 = (src1->u.s._13 * src2->u.s._11) + (src1->u.s._23 * src2->u.s._12) + (src1->u.s._33 * src2->u.s._13) + (src1->u.s._43 * src2->u.s._14);
1350 temp.u.s._23 = (src1->u.s._13 * src2->u.s._21) + (src1->u.s._23 * src2->u.s._22) + (src1->u.s._33 * src2->u.s._23) + (src1->u.s._43 * src2->u.s._24);
1351 temp.u.s._33 = (src1->u.s._13 * src2->u.s._31) + (src1->u.s._23 * src2->u.s._32) + (src1->u.s._33 * src2->u.s._33) + (src1->u.s._43 * src2->u.s._34);
1352 temp.u.s._43 = (src1->u.s._13 * src2->u.s._41) + (src1->u.s._23 * src2->u.s._42) + (src1->u.s._33 * src2->u.s._43) + (src1->u.s._43 * src2->u.s._44);
1354 temp.u.s._14 = (src1->u.s._14 * src2->u.s._11) + (src1->u.s._24 * src2->u.s._12) + (src1->u.s._34 * src2->u.s._13) + (src1->u.s._44 * src2->u.s._14);
1355 temp.u.s._24 = (src1->u.s._14 * src2->u.s._21) + (src1->u.s._24 * src2->u.s._22) + (src1->u.s._34 * src2->u.s._23) + (src1->u.s._44 * src2->u.s._24);
1356 temp.u.s._34 = (src1->u.s._14 * src2->u.s._31) + (src1->u.s._24 * src2->u.s._32) + (src1->u.s._34 * src2->u.s._33) + (src1->u.s._44 * src2->u.s._34);
1357 temp.u.s._44 = (src1->u.s._14 * src2->u.s._41) + (src1->u.s._24 * src2->u.s._42) + (src1->u.s._34 * src2->u.s._43) + (src1->u.s._44 * src2->u.s._44);
1359 /* And copy the new matrix in the good storage.. */
1360 memcpy(dest, &temp, 16 * sizeof(float));
1363 DWORD get_flexible_vertex_size(DWORD d3dvtVertexType) {
1364 DWORD size = 0;
1365 int i;
1366 int numTextures = (d3dvtVertexType & WINED3DFVF_TEXCOUNT_MASK) >> WINED3DFVF_TEXCOUNT_SHIFT;
1368 if (d3dvtVertexType & WINED3DFVF_NORMAL) size += 3 * sizeof(float);
1369 if (d3dvtVertexType & WINED3DFVF_DIFFUSE) size += sizeof(DWORD);
1370 if (d3dvtVertexType & WINED3DFVF_SPECULAR) size += sizeof(DWORD);
1371 if (d3dvtVertexType & WINED3DFVF_PSIZE) size += sizeof(DWORD);
1372 switch (d3dvtVertexType & WINED3DFVF_POSITION_MASK) {
1373 case WINED3DFVF_XYZ: size += 3 * sizeof(float); break;
1374 case WINED3DFVF_XYZRHW: size += 4 * sizeof(float); break;
1375 case WINED3DFVF_XYZB1: size += 4 * sizeof(float); break;
1376 case WINED3DFVF_XYZB2: size += 5 * sizeof(float); break;
1377 case WINED3DFVF_XYZB3: size += 6 * sizeof(float); break;
1378 case WINED3DFVF_XYZB4: size += 7 * sizeof(float); break;
1379 case WINED3DFVF_XYZB5: size += 8 * sizeof(float); break;
1380 default: ERR("Unexpected position mask\n");
1382 for (i = 0; i < numTextures; i++) {
1383 size += GET_TEXCOORD_SIZE_FROM_FVF(d3dvtVertexType, i) * sizeof(float);
1386 return size;
1389 /***********************************************************************
1390 * CalculateTexRect
1392 * Calculates the dimensions of the opengl texture used for blits.
1393 * Handled oversized opengl textures and updates the source rectangle
1394 * accordingly
1396 * Params:
1397 * This: Surface to operate on
1398 * Rect: Requested rectangle
1400 * Returns:
1401 * TRUE if the texture part can be loaded,
1402 * FALSE otherwise
1404 *********************************************************************/
1405 #define GLINFO_LOCATION This->resource.wineD3DDevice->adapter->gl_info
1407 BOOL CalculateTexRect(IWineD3DSurfaceImpl *This, RECT *Rect, float glTexCoord[4]) {
1408 int x1 = Rect->left, x2 = Rect->right;
1409 int y1 = Rect->top, y2 = Rect->bottom;
1410 GLint maxSize = GL_LIMITS(texture_size);
1412 TRACE("(%p)->(%d,%d)-(%d,%d)\n", This,
1413 Rect->left, Rect->top, Rect->right, Rect->bottom);
1415 /* The sizes might be reversed */
1416 if(Rect->left > Rect->right) {
1417 x1 = Rect->right;
1418 x2 = Rect->left;
1420 if(Rect->top > Rect->bottom) {
1421 y1 = Rect->bottom;
1422 y2 = Rect->top;
1425 /* No oversized texture? This is easy */
1426 if(!(This->Flags & SFLAG_OVERSIZE)) {
1427 /* Which rect from the texture do I need? */
1428 if(This->glDescription.target == GL_TEXTURE_RECTANGLE_ARB) {
1429 glTexCoord[0] = (float) Rect->left;
1430 glTexCoord[2] = (float) Rect->top;
1431 glTexCoord[1] = (float) Rect->right;
1432 glTexCoord[3] = (float) Rect->bottom;
1433 } else {
1434 glTexCoord[0] = (float) Rect->left / (float) This->pow2Width;
1435 glTexCoord[2] = (float) Rect->top / (float) This->pow2Height;
1436 glTexCoord[1] = (float) Rect->right / (float) This->pow2Width;
1437 glTexCoord[3] = (float) Rect->bottom / (float) This->pow2Height;
1440 return TRUE;
1441 } else {
1442 /* Check if we can succeed at all */
1443 if( (x2 - x1) > maxSize ||
1444 (y2 - y1) > maxSize ) {
1445 TRACE("Requested rectangle is too large for gl\n");
1446 return FALSE;
1449 /* A part of the texture has to be picked. First, check if
1450 * some texture part is loaded already, if yes try to re-use it.
1451 * If the texture is dirty, or the part can't be used,
1452 * re-position the part to load
1454 if(This->Flags & SFLAG_INTEXTURE) {
1455 if(This->glRect.left <= x1 && This->glRect.right >= x2 &&
1456 This->glRect.top <= y1 && This->glRect.bottom >= x2 ) {
1457 /* Ok, the rectangle is ok, re-use it */
1458 TRACE("Using existing gl Texture\n");
1459 } else {
1460 /* Rectangle is not ok, dirtify the texture to reload it */
1461 TRACE("Dirtifying texture to force reload\n");
1462 This->Flags &= ~SFLAG_INTEXTURE;
1466 /* Now if we are dirty(no else if!) */
1467 if(!(This->Flags & SFLAG_INTEXTURE)) {
1468 /* Set the new rectangle. Use the following strategy:
1469 * 1) Use as big textures as possible.
1470 * 2) Place the texture part in the way that the requested
1471 * part is in the middle of the texture(well, almost)
1472 * 3) If the texture is moved over the edges of the
1473 * surface, replace it nicely
1474 * 4) If the coord is not limiting the texture size,
1475 * use the whole size
1477 if((This->pow2Width) > maxSize) {
1478 This->glRect.left = x1 - maxSize / 2;
1479 if(This->glRect.left < 0) {
1480 This->glRect.left = 0;
1482 This->glRect.right = This->glRect.left + maxSize;
1483 if(This->glRect.right > This->currentDesc.Width) {
1484 This->glRect.right = This->currentDesc.Width;
1485 This->glRect.left = This->glRect.right - maxSize;
1487 } else {
1488 This->glRect.left = 0;
1489 This->glRect.right = This->pow2Width;
1492 if(This->pow2Height > maxSize) {
1493 This->glRect.top = x1 - GL_LIMITS(texture_size) / 2;
1494 if(This->glRect.top < 0) This->glRect.top = 0;
1495 This->glRect.bottom = This->glRect.left + maxSize;
1496 if(This->glRect.bottom > This->currentDesc.Height) {
1497 This->glRect.bottom = This->currentDesc.Height;
1498 This->glRect.top = This->glRect.bottom - maxSize;
1500 } else {
1501 This->glRect.top = 0;
1502 This->glRect.bottom = This->pow2Height;
1504 TRACE("(%p): Using rect (%d,%d)-(%d,%d)\n", This,
1505 This->glRect.left, This->glRect.top, This->glRect.right, This->glRect.bottom);
1508 /* Re-calculate the rect to draw */
1509 Rect->left -= This->glRect.left;
1510 Rect->right -= This->glRect.left;
1511 Rect->top -= This->glRect.top;
1512 Rect->bottom -= This->glRect.top;
1514 /* Get the gl coordinates. The gl rectangle is a power of 2, eigher the max size,
1515 * or the pow2Width / pow2Height of the surface.
1517 * Can never be GL_TEXTURE_RECTANGLE_ARB because oversized surfaces are always set up
1518 * as regular GL_TEXTURE_2D.
1520 glTexCoord[0] = (float) Rect->left / (float) (This->glRect.right - This->glRect.left);
1521 glTexCoord[2] = (float) Rect->top / (float) (This->glRect.bottom - This->glRect.top);
1522 glTexCoord[1] = (float) Rect->right / (float) (This->glRect.right - This->glRect.left);
1523 glTexCoord[3] = (float) Rect->bottom / (float) (This->glRect.bottom - This->glRect.top);
1525 return TRUE;
1527 #undef GLINFO_LOCATION
1529 /* Hash table functions */
1531 hash_table_t *hash_table_create(hash_function_t *hash_function, compare_function_t *compare_function)
1533 hash_table_t *table;
1534 unsigned int initial_size = 8;
1536 table = HeapAlloc(GetProcessHeap(), 0, sizeof(hash_table_t) + (initial_size * sizeof(struct list)));
1537 if (!table)
1539 ERR("Failed to allocate table, returning NULL.\n");
1540 return NULL;
1543 table->hash_function = hash_function;
1544 table->compare_function = compare_function;
1546 table->grow_size = initial_size - (initial_size >> 2);
1547 table->shrink_size = 0;
1549 table->buckets = HeapAlloc(GetProcessHeap(), HEAP_ZERO_MEMORY, initial_size * sizeof(struct list));
1550 if (!table->buckets)
1552 ERR("Failed to allocate table buckets, returning NULL.\n");
1553 HeapFree(GetProcessHeap(), 0, table);
1554 return NULL;
1556 table->bucket_count = initial_size;
1558 table->entries = HeapAlloc(GetProcessHeap(), HEAP_ZERO_MEMORY, table->grow_size * sizeof(hash_table_entry_t));
1559 if (!table->entries)
1561 ERR("Failed to allocate table entries, returning NULL.\n");
1562 HeapFree(GetProcessHeap(), 0, table->buckets);
1563 HeapFree(GetProcessHeap(), 0, table);
1564 return NULL;
1566 table->entry_count = 0;
1568 list_init(&table->free_entries);
1569 table->count = 0;
1571 return table;
1574 void hash_table_destroy(hash_table_t *table)
1576 unsigned int i = 0;
1578 for (i = 0; i < table->entry_count; ++i)
1580 HeapFree(GetProcessHeap(), 0, table->entries[i].key);
1583 HeapFree(GetProcessHeap(), 0, table->entries);
1584 HeapFree(GetProcessHeap(), 0, table->buckets);
1585 HeapFree(GetProcessHeap(), 0, table);
1588 static inline hash_table_entry_t *hash_table_get_by_idx(hash_table_t *table, void *key, unsigned int idx)
1590 hash_table_entry_t *entry;
1592 if (table->buckets[idx].next)
1593 LIST_FOR_EACH_ENTRY(entry, &(table->buckets[idx]), hash_table_entry_t, entry)
1594 if (table->compare_function(entry->key, key)) return entry;
1596 return NULL;
1599 static BOOL hash_table_resize(hash_table_t *table, unsigned int new_bucket_count)
1601 unsigned int new_entry_count = 0;
1602 hash_table_entry_t *new_entries;
1603 struct list *new_buckets;
1604 unsigned int grow_size = new_bucket_count - (new_bucket_count >> 2);
1605 unsigned int i;
1607 new_buckets = HeapAlloc(GetProcessHeap(), HEAP_ZERO_MEMORY, new_bucket_count * sizeof(struct list));
1608 if (!new_buckets)
1610 ERR("Failed to allocate new buckets, returning FALSE.\n");
1611 return FALSE;
1614 new_entries = HeapAlloc(GetProcessHeap(), HEAP_ZERO_MEMORY, grow_size * sizeof(hash_table_entry_t));
1615 if (!new_entries)
1617 ERR("Failed to allocate new entries, returning FALSE.\n");
1618 HeapFree(GetProcessHeap(), 0, new_buckets);
1619 return FALSE;
1622 for (i = 0; i < table->bucket_count; ++i)
1624 if (table->buckets[i].next)
1626 hash_table_entry_t *entry, *entry2;
1628 LIST_FOR_EACH_ENTRY_SAFE(entry, entry2, &table->buckets[i], hash_table_entry_t, entry)
1630 int j;
1631 hash_table_entry_t *new_entry = new_entries + (new_entry_count++);
1632 *new_entry = *entry;
1634 j = new_entry->hash & (new_bucket_count - 1);
1636 if (!new_buckets[j].next) list_init(&new_buckets[j]);
1637 list_add_head(&new_buckets[j], &new_entry->entry);
1642 HeapFree(GetProcessHeap(), 0, table->buckets);
1643 table->buckets = new_buckets;
1645 HeapFree(GetProcessHeap(), 0, table->entries);
1646 table->entries = new_entries;
1648 table->entry_count = new_entry_count;
1649 list_init(&table->free_entries);
1651 table->bucket_count = new_bucket_count;
1652 table->grow_size = grow_size;
1653 table->shrink_size = new_bucket_count > 8 ? new_bucket_count >> 2 : 0;
1655 return TRUE;
1658 void hash_table_put(hash_table_t *table, void *key, void *value)
1660 unsigned int idx;
1661 unsigned int hash;
1662 hash_table_entry_t *entry;
1664 hash = table->hash_function(key);
1665 idx = hash & (table->bucket_count - 1);
1666 entry = hash_table_get_by_idx(table, key, idx);
1668 if (entry)
1670 HeapFree(GetProcessHeap(), 0, key);
1671 entry->value = value;
1673 if (!value)
1675 HeapFree(GetProcessHeap(), 0, entry->key);
1676 entry->key = NULL;
1678 /* Remove the entry */
1679 list_remove(&entry->entry);
1680 list_add_head(&table->free_entries, &entry->entry);
1682 --table->count;
1684 /* Shrink if necessary */
1685 if (table->count < table->shrink_size) {
1686 if (!hash_table_resize(table, table->bucket_count >> 1))
1688 ERR("Failed to shrink the table...\n");
1693 return;
1696 if (!value) return;
1698 /* Grow if necessary */
1699 if (table->count >= table->grow_size)
1701 if (!hash_table_resize(table, table->bucket_count << 1))
1703 ERR("Failed to grow the table, returning.\n");
1704 return;
1707 idx = hash & (table->bucket_count - 1);
1710 /* Find an entry to insert */
1711 if (!list_empty(&table->free_entries))
1713 struct list *elem = list_head(&table->free_entries);
1715 list_remove(elem);
1716 entry = LIST_ENTRY(elem, hash_table_entry_t, entry);
1717 } else {
1718 entry = table->entries + (table->entry_count++);
1721 /* Insert the entry */
1722 entry->key = key;
1723 entry->value = value;
1724 entry->hash = hash;
1725 if (!table->buckets[idx].next) list_init(&table->buckets[idx]);
1726 list_add_head(&table->buckets[idx], &entry->entry);
1728 ++table->count;
1731 void hash_table_remove(hash_table_t *table, void *key)
1733 hash_table_put(table, key, NULL);
1736 void *hash_table_get(hash_table_t *table, void *key)
1738 unsigned int idx;
1739 hash_table_entry_t *entry;
1741 idx = table->hash_function(key) & (table->bucket_count - 1);
1742 entry = hash_table_get_by_idx(table, key, idx);
1744 return entry ? entry->value : NULL;
1747 #define GLINFO_LOCATION stateblock->wineD3DDevice->adapter->gl_info
1748 void gen_ffp_op(IWineD3DStateBlockImpl *stateblock, struct texture_stage_op op[MAX_TEXTURES]) {
1749 #define ARG1 0x01
1750 #define ARG2 0x02
1751 #define ARG0 0x04
1752 static const unsigned char args[WINED3DTOP_LERP + 1] = {
1753 /* undefined */ 0,
1754 /* D3DTOP_DISABLE */ 0,
1755 /* D3DTOP_SELECTARG1 */ ARG1,
1756 /* D3DTOP_SELECTARG2 */ ARG2,
1757 /* D3DTOP_MODULATE */ ARG1 | ARG2,
1758 /* D3DTOP_MODULATE2X */ ARG1 | ARG2,
1759 /* D3DTOP_MODULATE4X */ ARG1 | ARG2,
1760 /* D3DTOP_ADD */ ARG1 | ARG2,
1761 /* D3DTOP_ADDSIGNED */ ARG1 | ARG2,
1762 /* D3DTOP_ADDSIGNED2X */ ARG1 | ARG2,
1763 /* D3DTOP_SUBTRACT */ ARG1 | ARG2,
1764 /* D3DTOP_ADDSMOOTH */ ARG1 | ARG2,
1765 /* D3DTOP_BLENDDIFFUSEALPHA */ ARG1 | ARG2,
1766 /* D3DTOP_BLENDTEXTUREALPHA */ ARG1 | ARG2,
1767 /* D3DTOP_BLENDFACTORALPHA */ ARG1 | ARG2,
1768 /* D3DTOP_BLENDTEXTUREALPHAPM */ ARG1 | ARG2,
1769 /* D3DTOP_BLENDCURRENTALPHA */ ARG1 | ARG2,
1770 /* D3DTOP_PREMODULATE */ ARG1 | ARG2,
1771 /* D3DTOP_MODULATEALPHA_ADDCOLOR */ ARG1 | ARG2,
1772 /* D3DTOP_MODULATECOLOR_ADDALPHA */ ARG1 | ARG2,
1773 /* D3DTOP_MODULATEINVALPHA_ADDCOLOR */ ARG1 | ARG2,
1774 /* D3DTOP_MODULATEINVCOLOR_ADDALPHA */ ARG1 | ARG2,
1775 /* D3DTOP_BUMPENVMAP */ ARG1 | ARG2,
1776 /* D3DTOP_BUMPENVMAPLUMINANCE */ ARG1 | ARG2,
1777 /* D3DTOP_DOTPRODUCT3 */ ARG1 | ARG2,
1778 /* D3DTOP_MULTIPLYADD */ ARG1 | ARG2 | ARG0,
1779 /* D3DTOP_LERP */ ARG1 | ARG2 | ARG0
1781 unsigned int i;
1782 DWORD ttff;
1784 for(i = 0; i < GL_LIMITS(texture_stages); i++) {
1785 IWineD3DBaseTextureImpl *texture;
1786 if(stateblock->textureState[i][WINED3DTSS_COLOROP] == WINED3DTOP_DISABLE) {
1787 op[i].cop = WINED3DTOP_DISABLE;
1788 op[i].aop = WINED3DTOP_DISABLE;
1789 op[i].carg0 = op[i].carg1 = op[i].carg2 = 0xffffffff;
1790 op[i].aarg0 = op[i].aarg1 = op[i].aarg2 = 0xffffffff;
1791 op[i].color_correction = WINED3DFMT_UNKNOWN;
1792 op[i].dst = 0xffffffff;
1793 i++;
1794 break;
1797 texture = (IWineD3DBaseTextureImpl *) stateblock->textures[i];
1798 op[i].color_correction = texture ? texture->baseTexture.shader_conversion_group : WINED3DFMT_UNKNOWN;
1800 op[i].cop = stateblock->textureState[i][WINED3DTSS_COLOROP];
1801 op[i].aop = stateblock->textureState[i][WINED3DTSS_ALPHAOP];
1803 op[i].carg1 = (args[op[i].cop] & ARG1) ? stateblock->textureState[i][WINED3DTSS_COLORARG1] : 0xffffffff;
1804 op[i].carg2 = (args[op[i].cop] & ARG2) ? stateblock->textureState[i][WINED3DTSS_COLORARG2] : 0xffffffff;
1805 op[i].carg0 = (args[op[i].cop] & ARG0) ? stateblock->textureState[i][WINED3DTSS_COLORARG0] : 0xffffffff;
1807 if(is_invalid_op(stateblock->wineD3DDevice, i, op[i].cop, op[i].carg1, op[i].carg2, op[i].carg0)) {
1808 op[i].carg0 = 0xffffffff;
1809 op[i].carg2 = 0xffffffff;
1810 op[i].carg1 = WINED3DTA_CURRENT;
1811 op[i].cop = WINED3DTOP_SELECTARG1;
1814 op[i].aarg1 = (args[op[i].aop] & ARG1) ? stateblock->textureState[i][WINED3DTSS_ALPHAARG1] : 0xffffffff;
1815 op[i].aarg2 = (args[op[i].aop] & ARG2) ? stateblock->textureState[i][WINED3DTSS_ALPHAARG2] : 0xffffffff;
1816 op[i].aarg0 = (args[op[i].aop] & ARG0) ? stateblock->textureState[i][WINED3DTSS_ALPHAARG0] : 0xffffffff;
1818 if(is_invalid_op(stateblock->wineD3DDevice, i, op[i].aop, op[i].aarg1, op[i].aarg2, op[i].aarg0)) {
1819 op[i].aarg0 = 0xffffffff;
1820 op[i].aarg2 = 0xffffffff;
1821 op[i].aarg1 = WINED3DTA_CURRENT;
1822 op[i].aop = WINED3DTOP_SELECTARG1;
1823 } else if(i == 0 && stateblock->textures[0] &&
1824 stateblock->renderState[WINED3DRS_COLORKEYENABLE] &&
1825 (stateblock->textureDimensions[0] == GL_TEXTURE_2D ||
1826 stateblock->textureDimensions[0] == GL_TEXTURE_RECTANGLE_ARB)) {
1827 IWineD3DSurfaceImpl *surf = (IWineD3DSurfaceImpl *) ((IWineD3DTextureImpl *) stateblock->textures[0])->surfaces[0];
1829 if(surf->CKeyFlags & WINEDDSD_CKSRCBLT &&
1830 getFormatDescEntry(surf->resource.format, NULL, NULL)->alphaMask == 0x00000000) {
1832 if(op[0].aop == WINED3DTOP_DISABLE) {
1833 op[0].aarg1 = WINED3DTA_TEXTURE;
1834 op[0].aop = WINED3DTOP_SELECTARG1;
1836 else if(op[0].aop == WINED3DTOP_SELECTARG1 && op[0].aarg1 != WINED3DTA_TEXTURE) {
1837 if (stateblock->renderState[WINED3DRS_ALPHABLENDENABLE]) {
1838 op[0].aarg2 = WINED3DTA_TEXTURE;
1839 op[0].aop = WINED3DTOP_MODULATE;
1841 else op[0].aarg1 = WINED3DTA_TEXTURE;
1843 else if(op[0].aop == WINED3DTOP_SELECTARG2 && op[0].aarg2 != WINED3DTA_TEXTURE) {
1844 if (stateblock->renderState[WINED3DRS_ALPHABLENDENABLE]) {
1845 op[0].aarg1 = WINED3DTA_TEXTURE;
1846 op[0].aop = WINED3DTOP_MODULATE;
1848 else op[0].aarg2 = WINED3DTA_TEXTURE;
1853 if(op[i].carg1 == WINED3DTA_TEXTURE || op[i].carg2 == WINED3DTA_TEXTURE || op[i].carg0 == WINED3DTA_TEXTURE ||
1854 op[i].aarg1 == WINED3DTA_TEXTURE || op[i].aarg2 == WINED3DTA_TEXTURE || op[i].aarg0 == WINED3DTA_TEXTURE) {
1855 ttff = stateblock->textureState[i][WINED3DTSS_TEXTURETRANSFORMFLAGS];
1856 if(ttff == (WINED3DTTFF_PROJECTED | WINED3DTTFF_COUNT3)) {
1857 op[i].projected = proj_count3;
1858 } else if(ttff == (WINED3DTTFF_PROJECTED | WINED3DTTFF_COUNT4)) {
1859 op[i].projected = proj_count4;
1860 } else {
1861 op[i].projected = proj_none;
1863 } else {
1864 op[i].projected = proj_none;
1867 op[i].dst = stateblock->textureState[i][WINED3DTSS_RESULTARG];
1870 /* Clear unsupported stages */
1871 for(; i < MAX_TEXTURES; i++) {
1872 memset(&op[i], 0xff, sizeof(op[i]));
1875 #undef GLINFO_LOCATION
1877 struct ffp_desc *find_ffp_shader(struct list *shaders, struct texture_stage_op op[MAX_TEXTURES])
1879 struct ffp_desc *entry;
1881 /* TODO: Optimize this. Finding the shader can be optimized by e.g. sorting the list,
1882 * or maybe consider using hashtables
1884 LIST_FOR_EACH_ENTRY(entry, shaders, struct ffp_desc, entry) {
1885 if(memcmp(op, entry->op, sizeof(struct texture_stage_op) * MAX_TEXTURES) == 0) {
1886 TRACE("Found shader entry %p\n", entry);
1887 return entry;
1891 TRACE("Shader not found\n");
1892 return NULL;
1895 void add_ffp_shader(struct list *shaders, struct ffp_desc *desc) {
1896 list_add_head(shaders, &desc->entry);
1899 /* Activates the texture dimension according to the bound D3D texture.
1900 * Does not care for the colorop or correct gl texture unit(when using nvrc)
1901 * Requires the caller to activate the correct unit before
1903 #define GLINFO_LOCATION stateblock->wineD3DDevice->adapter->gl_info
1904 void texture_activate_dimensions(DWORD stage, IWineD3DStateBlockImpl *stateblock, WineD3DContext *context) {
1905 if(stateblock->textures[stage]) {
1906 switch(stateblock->textureDimensions[stage]) {
1907 case GL_TEXTURE_2D:
1908 glDisable(GL_TEXTURE_3D);
1909 checkGLcall("glDisable(GL_TEXTURE_3D)");
1910 if(GL_SUPPORT(ARB_TEXTURE_CUBE_MAP)) {
1911 glDisable(GL_TEXTURE_CUBE_MAP_ARB);
1912 checkGLcall("glDisable(GL_TEXTURE_CUBE_MAP_ARB)");
1914 if(GL_SUPPORT(ARB_TEXTURE_RECTANGLE)) {
1915 glDisable(GL_TEXTURE_RECTANGLE_ARB);
1916 checkGLcall("glDisable(GL_TEXTURE_RECTANGLE_ARB)");
1918 glEnable(GL_TEXTURE_2D);
1919 checkGLcall("glEnable(GL_TEXTURE_2D)");
1920 break;
1921 case GL_TEXTURE_RECTANGLE_ARB:
1922 glDisable(GL_TEXTURE_2D);
1923 checkGLcall("glDisable(GL_TEXTURE_2D)");
1924 glDisable(GL_TEXTURE_3D);
1925 checkGLcall("glDisable(GL_TEXTURE_3D)");
1926 if(GL_SUPPORT(ARB_TEXTURE_CUBE_MAP)) {
1927 glDisable(GL_TEXTURE_CUBE_MAP_ARB);
1928 checkGLcall("glDisable(GL_TEXTURE_CUBE_MAP_ARB)");
1930 glEnable(GL_TEXTURE_RECTANGLE_ARB);
1931 checkGLcall("glEnable(GL_TEXTURE_RECTANGLE_ARB)");
1932 break;
1933 case GL_TEXTURE_3D:
1934 if(GL_SUPPORT(ARB_TEXTURE_CUBE_MAP)) {
1935 glDisable(GL_TEXTURE_CUBE_MAP_ARB);
1936 checkGLcall("glDisable(GL_TEXTURE_CUBE_MAP_ARB)");
1938 if(GL_SUPPORT(ARB_TEXTURE_RECTANGLE)) {
1939 glDisable(GL_TEXTURE_RECTANGLE_ARB);
1940 checkGLcall("glDisable(GL_TEXTURE_RECTANGLE_ARB)");
1942 glDisable(GL_TEXTURE_2D);
1943 checkGLcall("glDisable(GL_TEXTURE_2D)");
1944 glEnable(GL_TEXTURE_3D);
1945 checkGLcall("glEnable(GL_TEXTURE_3D)");
1946 break;
1947 case GL_TEXTURE_CUBE_MAP_ARB:
1948 glDisable(GL_TEXTURE_2D);
1949 checkGLcall("glDisable(GL_TEXTURE_2D)");
1950 glDisable(GL_TEXTURE_3D);
1951 checkGLcall("glDisable(GL_TEXTURE_3D)");
1952 if(GL_SUPPORT(ARB_TEXTURE_RECTANGLE)) {
1953 glDisable(GL_TEXTURE_RECTANGLE_ARB);
1954 checkGLcall("glDisable(GL_TEXTURE_RECTANGLE_ARB)");
1956 glEnable(GL_TEXTURE_CUBE_MAP_ARB);
1957 checkGLcall("glEnable(GL_TEXTURE_CUBE_MAP_ARB)");
1958 break;
1960 } else {
1961 glEnable(GL_TEXTURE_2D);
1962 checkGLcall("glEnable(GL_TEXTURE_2D)");
1963 glDisable(GL_TEXTURE_3D);
1964 checkGLcall("glDisable(GL_TEXTURE_3D)");
1965 if(GL_SUPPORT(ARB_TEXTURE_CUBE_MAP)) {
1966 glDisable(GL_TEXTURE_CUBE_MAP_ARB);
1967 checkGLcall("glDisable(GL_TEXTURE_CUBE_MAP_ARB)");
1969 if(GL_SUPPORT(ARB_TEXTURE_RECTANGLE)) {
1970 glDisable(GL_TEXTURE_RECTANGLE_ARB);
1971 checkGLcall("glDisable(GL_TEXTURE_RECTANGLE_ARB)");
1973 /* Binding textures is done by samplers. A dummy texture will be bound */
1977 void sampler_texdim(DWORD state, IWineD3DStateBlockImpl *stateblock, WineD3DContext *context) {
1978 DWORD sampler = state - STATE_SAMPLER(0);
1979 DWORD mapped_stage = stateblock->wineD3DDevice->texUnitMap[sampler];
1981 /* No need to enable / disable anything here for unused samplers. The tex_colorop
1982 * handler takes care. Also no action is needed with pixel shaders, or if tex_colorop
1983 * will take care of this business
1985 if(mapped_stage == -1 || mapped_stage >= GL_LIMITS(textures)) return;
1986 if(sampler >= stateblock->lowest_disabled_stage) return;
1987 if(use_ps(stateblock->wineD3DDevice)) return;
1988 if(isStateDirty(context, STATE_TEXTURESTAGE(sampler, WINED3DTSS_COLOROP))) return;
1990 texture_activate_dimensions(sampler, stateblock, context);
1992 #undef GLINFO_LOCATION