push 0e883ac4a03c91e56787e1ec12e001b6558b4b62
[wine/hacks.git] / dlls / wined3d / utils.c
blobdf291ea7515c13a49e4d79b9690d68522c1a6f5e
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 ,2 ,0 ,0 ,TRUE },
46 {WINED3DFMT_YUY2 ,0x0 ,0x0 ,0x0 ,0x0 ,2 ,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 /* GL_APPLE_ycbcr_422 claims that its '2YUV' format, which is supported via the UNSIGNED_SHORT_8_8_REV_APPLE type
138 * is equivalent to 'UYVY' format on Windows, and the 'YUVS' via UNSIGNED_SHORT_8_8_APPLE equates to 'YUY2'. The
139 * d3d9 test however shows that the opposite is true. Since the extension is from 2002, it predates the x86 based
140 * Macs, so probably the endianess differs. This could be tested as soon as we have a Windows and MacOS on a big
141 * endian machine
143 {WINED3DFMT_UYVY ,GL_RGB ,GL_RGB , 0, GL_YCBCR_422_APPLE ,UNSIGNED_SHORT_8_8_APPLE
144 ,WINED3DFMT_FLAG_FILTERING },
145 {WINED3DFMT_YUY2 ,GL_RGB ,GL_RGB , 0, GL_YCBCR_422_APPLE ,UNSIGNED_SHORT_8_8_REV_APPLE
146 ,WINED3DFMT_FLAG_FILTERING },
147 {WINED3DFMT_DXT1 ,GL_COMPRESSED_RGBA_S3TC_DXT1_EXT ,GL_COMPRESSED_SRGB_ALPHA_S3TC_DXT1_EXT , 0, GL_RGBA ,GL_UNSIGNED_BYTE
148 ,WINED3DFMT_FLAG_FILTERING },
149 {WINED3DFMT_DXT2 ,GL_COMPRESSED_RGBA_S3TC_DXT3_EXT ,GL_COMPRESSED_SRGB_ALPHA_S3TC_DXT3_EXT , 0, GL_RGBA ,GL_UNSIGNED_BYTE
150 ,WINED3DFMT_FLAG_FILTERING },
151 {WINED3DFMT_DXT3 ,GL_COMPRESSED_RGBA_S3TC_DXT3_EXT ,GL_COMPRESSED_SRGB_ALPHA_S3TC_DXT3_EXT , 0, GL_RGBA ,GL_UNSIGNED_BYTE
152 ,WINED3DFMT_FLAG_FILTERING },
153 {WINED3DFMT_DXT4 ,GL_COMPRESSED_RGBA_S3TC_DXT5_EXT ,GL_COMPRESSED_SRGB_ALPHA_S3TC_DXT5_EXT , 0, GL_RGBA ,GL_UNSIGNED_BYTE
154 ,WINED3DFMT_FLAG_FILTERING },
155 {WINED3DFMT_DXT5 ,GL_COMPRESSED_RGBA_S3TC_DXT5_EXT ,GL_COMPRESSED_SRGB_ALPHA_S3TC_DXT5_EXT , 0, GL_RGBA ,GL_UNSIGNED_BYTE
156 ,WINED3DFMT_FLAG_FILTERING },
157 {WINED3DFMT_MULTI2_ARGB8 ,0 ,0 , 0, 0 ,0
158 ,0 },
159 {WINED3DFMT_G8R8_G8B8 ,0 ,0 , 0, 0 ,0
160 ,0 },
161 {WINED3DFMT_R8G8_B8G8 ,0 ,0 , 0, 0 ,0
162 ,0 },
163 /* IEEE formats */
164 {WINED3DFMT_R32F ,GL_RGB32F_ARB ,GL_RGB32F_ARB , 0, GL_RED ,GL_FLOAT
165 ,WINED3DFMT_FLAG_RENDERTARGET },
166 {WINED3DFMT_G32R32F ,0 ,0 , 0, 0 ,0
167 ,WINED3DFMT_FLAG_RENDERTARGET },
168 {WINED3DFMT_A32B32G32R32F ,GL_RGBA32F_ARB ,GL_RGBA32F_ARB , 0, GL_RGBA ,GL_FLOAT
169 ,WINED3DFMT_FLAG_RENDERTARGET },
170 /* Hmm? */
171 {WINED3DFMT_CxV8U8 ,0 ,0 , 0, 0 ,0
172 ,0 },
173 /* Float */
174 {WINED3DFMT_R16F ,GL_RGB16F_ARB ,GL_RGB16F_ARB , 0, GL_RED ,GL_HALF_FLOAT_ARB
175 ,WINED3DFMT_FLAG_FILTERING | WINED3DFMT_FLAG_RENDERTARGET },
176 {WINED3DFMT_G16R16F ,0 ,0 , 0, 0 ,0
177 ,WINED3DFMT_FLAG_FILTERING | WINED3DFMT_FLAG_RENDERTARGET },
178 {WINED3DFMT_A16B16G16R16F ,GL_RGBA16F_ARB ,GL_RGBA16F_ARB , 0, GL_RGBA ,GL_HALF_FLOAT_ARB
179 ,WINED3DFMT_FLAG_POSTPIXELSHADER_BLENDING | WINED3DFMT_FLAG_FILTERING | WINED3DFMT_FLAG_RENDERTARGET },
180 /* Palettized formats */
181 {WINED3DFMT_A8P8, 0 ,0 , 0, 0 ,0
182 ,0 },
183 {WINED3DFMT_P8, GL_COLOR_INDEX8_EXT ,GL_COLOR_INDEX8_EXT , 0, GL_COLOR_INDEX ,GL_UNSIGNED_BYTE
184 ,0 },
185 /* Standard ARGB formats */
186 {WINED3DFMT_R8G8B8 ,GL_RGB8 ,GL_RGB8 , 0, GL_BGR ,GL_UNSIGNED_BYTE
187 ,WINED3DFMT_FLAG_POSTPIXELSHADER_BLENDING | WINED3DFMT_FLAG_FILTERING | WINED3DFMT_FLAG_RENDERTARGET },
188 {WINED3DFMT_A8R8G8B8 ,GL_RGBA8 ,GL_SRGB8_ALPHA8_EXT , 0, GL_BGRA ,GL_UNSIGNED_INT_8_8_8_8_REV
189 ,WINED3DFMT_FLAG_POSTPIXELSHADER_BLENDING | WINED3DFMT_FLAG_FILTERING | WINED3DFMT_FLAG_RENDERTARGET },
190 {WINED3DFMT_X8R8G8B8 ,GL_RGB8 ,GL_SRGB8_EXT , 0, GL_BGRA ,GL_UNSIGNED_INT_8_8_8_8_REV
191 ,WINED3DFMT_FLAG_POSTPIXELSHADER_BLENDING | WINED3DFMT_FLAG_FILTERING | WINED3DFMT_FLAG_RENDERTARGET },
192 {WINED3DFMT_R5G6B5 ,GL_RGB5 ,GL_RGB5 , GL_RGB8, GL_RGB ,GL_UNSIGNED_SHORT_5_6_5
193 ,WINED3DFMT_FLAG_POSTPIXELSHADER_BLENDING | WINED3DFMT_FLAG_FILTERING | WINED3DFMT_FLAG_RENDERTARGET },
194 {WINED3DFMT_X1R5G5B5 ,GL_RGB5 ,GL_RGB5_A1 , 0, GL_BGRA ,GL_UNSIGNED_SHORT_1_5_5_5_REV
195 ,WINED3DFMT_FLAG_POSTPIXELSHADER_BLENDING | WINED3DFMT_FLAG_FILTERING },
196 {WINED3DFMT_A1R5G5B5 ,GL_RGB5_A1 ,GL_RGB5_A1 , 0, GL_BGRA ,GL_UNSIGNED_SHORT_1_5_5_5_REV
197 ,WINED3DFMT_FLAG_POSTPIXELSHADER_BLENDING | WINED3DFMT_FLAG_FILTERING },
198 {WINED3DFMT_A4R4G4B4 ,GL_RGBA4 ,GL_SRGB8_ALPHA8_EXT , 0, GL_BGRA ,GL_UNSIGNED_SHORT_4_4_4_4_REV
199 ,WINED3DFMT_FLAG_POSTPIXELSHADER_BLENDING | WINED3DFMT_FLAG_FILTERING },
200 {WINED3DFMT_R3G3B2 ,GL_R3_G3_B2 ,GL_R3_G3_B2 , 0, GL_RGB ,GL_UNSIGNED_BYTE_3_3_2
201 ,WINED3DFMT_FLAG_POSTPIXELSHADER_BLENDING },
202 {WINED3DFMT_A8 ,GL_ALPHA8 ,GL_ALPHA8 , 0, GL_ALPHA ,GL_UNSIGNED_BYTE
203 ,WINED3DFMT_FLAG_POSTPIXELSHADER_BLENDING },
204 {WINED3DFMT_A8R3G3B2 ,0 ,0 , 0, 0 ,0
205 ,0 },
206 {WINED3DFMT_X4R4G4B4 ,GL_RGB4 ,GL_RGB4 , 0, GL_BGRA ,GL_UNSIGNED_SHORT_4_4_4_4_REV
207 ,WINED3DFMT_FLAG_POSTPIXELSHADER_BLENDING | WINED3DFMT_FLAG_FILTERING},
208 {WINED3DFMT_A2B10G10R10 ,GL_RGBA ,GL_RGBA , 0, GL_RGBA ,GL_UNSIGNED_INT_2_10_10_10_REV
209 ,WINED3DFMT_FLAG_POSTPIXELSHADER_BLENDING | WINED3DFMT_FLAG_FILTERING},
210 {WINED3DFMT_A8B8G8R8 ,GL_RGBA8 ,GL_RGBA8 , 0, GL_RGBA ,GL_UNSIGNED_INT_8_8_8_8_REV
211 ,WINED3DFMT_FLAG_POSTPIXELSHADER_BLENDING | WINED3DFMT_FLAG_FILTERING},
212 {WINED3DFMT_X8B8G8R8 ,GL_RGB8 ,GL_RGB8 , 0, GL_RGBA ,GL_UNSIGNED_INT_8_8_8_8_REV
213 ,WINED3DFMT_FLAG_POSTPIXELSHADER_BLENDING | WINED3DFMT_FLAG_FILTERING},
214 {WINED3DFMT_G16R16 ,GL_RGB16_EXT ,GL_RGB16_EXT , 0, GL_RGB ,GL_UNSIGNED_SHORT
215 ,WINED3DFMT_FLAG_POSTPIXELSHADER_BLENDING | WINED3DFMT_FLAG_FILTERING },
216 {WINED3DFMT_A2R10G10B10 ,GL_RGBA ,GL_RGBA , 0, GL_BGRA ,GL_UNSIGNED_INT_2_10_10_10_REV
217 ,WINED3DFMT_FLAG_POSTPIXELSHADER_BLENDING | WINED3DFMT_FLAG_FILTERING },
218 {WINED3DFMT_A16B16G16R16 ,GL_RGBA16_EXT ,GL_RGBA16_EXT , 0, GL_RGBA ,GL_UNSIGNED_SHORT
219 ,WINED3DFMT_FLAG_POSTPIXELSHADER_BLENDING | WINED3DFMT_FLAG_FILTERING | WINED3DFMT_FLAG_RENDERTARGET },
220 /* Luminance */
221 {WINED3DFMT_L8 ,GL_LUMINANCE8 ,GL_SLUMINANCE8_EXT , 0, GL_LUMINANCE ,GL_UNSIGNED_BYTE
222 ,WINED3DFMT_FLAG_FILTERING },
223 {WINED3DFMT_A8L8 ,GL_LUMINANCE8_ALPHA8 ,GL_SLUMINANCE8_ALPHA8_EXT , 0, GL_LUMINANCE_ALPHA ,GL_UNSIGNED_BYTE
224 ,WINED3DFMT_FLAG_FILTERING },
225 {WINED3DFMT_A4L4 ,GL_LUMINANCE4_ALPHA4 ,GL_LUMINANCE4_ALPHA4 , 0, GL_LUMINANCE_ALPHA ,GL_UNSIGNED_BYTE
226 ,0 },
227 /* Bump mapping stuff */
228 {WINED3DFMT_V8U8 ,GL_DSDT8_NV ,GL_DSDT8_NV , 0, GL_DSDT_NV ,GL_BYTE
229 ,WINED3DFMT_FLAG_FILTERING },
230 {WINED3DFMT_L6V5U5 ,GL_DSDT8_MAG8_NV ,GL_DSDT8_MAG8_NV , 0, GL_DSDT_MAG_NV ,GL_BYTE
231 ,WINED3DFMT_FLAG_FILTERING },
232 {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
233 ,WINED3DFMT_FLAG_FILTERING },
234 {WINED3DFMT_Q8W8V8U8 ,GL_SIGNED_RGBA8_NV ,GL_SIGNED_RGBA8_NV , 0, GL_RGBA ,GL_BYTE
235 ,WINED3DFMT_FLAG_FILTERING },
236 {WINED3DFMT_V16U16 ,GL_SIGNED_HILO16_NV ,GL_SIGNED_HILO16_NV , 0, GL_HILO_NV ,GL_SHORT
237 ,WINED3DFMT_FLAG_FILTERING },
238 {WINED3DFMT_W11V11U10 ,0 ,0 , 0, 0 ,0
239 ,0 },
240 {WINED3DFMT_A2W10V10U10 ,0 ,0 , 0, 0 ,0
241 ,0 },
242 /* Depth stencil formats */
243 {WINED3DFMT_D16_LOCKABLE ,GL_DEPTH_COMPONENT24_ARB ,GL_DEPTH_COMPONENT24_ARB , 0, GL_DEPTH_COMPONENT ,GL_UNSIGNED_SHORT
244 ,WINED3DFMT_FLAG_DEPTH },
245 {WINED3DFMT_D32 ,GL_DEPTH_COMPONENT32_ARB ,GL_DEPTH_COMPONENT32_ARB , 0, GL_DEPTH_COMPONENT ,GL_UNSIGNED_INT
246 ,WINED3DFMT_FLAG_DEPTH },
247 {WINED3DFMT_D15S1 ,GL_DEPTH_COMPONENT24_ARB ,GL_DEPTH_COMPONENT24_ARB , 0, GL_DEPTH_COMPONENT ,GL_UNSIGNED_SHORT
248 ,WINED3DFMT_FLAG_DEPTH | WINED3DFMT_FLAG_STENCIL },
249 {WINED3DFMT_D24S8 ,GL_DEPTH_COMPONENT24_ARB ,GL_DEPTH_COMPONENT24_ARB , 0, GL_DEPTH_COMPONENT ,GL_UNSIGNED_INT
250 ,WINED3DFMT_FLAG_FILTERING | WINED3DFMT_FLAG_DEPTH | WINED3DFMT_FLAG_STENCIL },
251 {WINED3DFMT_D24X8 ,GL_DEPTH_COMPONENT24_ARB ,GL_DEPTH_COMPONENT24_ARB , 0, GL_DEPTH_COMPONENT ,GL_UNSIGNED_INT
252 ,WINED3DFMT_FLAG_FILTERING | WINED3DFMT_FLAG_DEPTH },
253 {WINED3DFMT_D24X4S4 ,GL_DEPTH_COMPONENT24_ARB ,GL_DEPTH_COMPONENT24_ARB , 0, GL_DEPTH_COMPONENT ,GL_UNSIGNED_INT
254 ,WINED3DFMT_FLAG_DEPTH | WINED3DFMT_FLAG_STENCIL },
255 {WINED3DFMT_D16 ,GL_DEPTH_COMPONENT24_ARB ,GL_DEPTH_COMPONENT24_ARB , 0, GL_DEPTH_COMPONENT ,GL_UNSIGNED_SHORT
256 ,WINED3DFMT_FLAG_FILTERING | WINED3DFMT_FLAG_DEPTH },
257 {WINED3DFMT_L16 ,GL_LUMINANCE16_EXT ,GL_LUMINANCE16_EXT , 0, GL_LUMINANCE ,GL_UNSIGNED_SHORT
258 ,WINED3DFMT_FLAG_FILTERING },
259 {WINED3DFMT_D32F_LOCKABLE ,GL_DEPTH_COMPONENT32_ARB ,GL_DEPTH_COMPONENT32_ARB , 0, GL_DEPTH_COMPONENT ,GL_FLOAT
260 ,WINED3DFMT_FLAG_DEPTH },
261 {WINED3DFMT_D24FS8 ,GL_DEPTH_COMPONENT24_ARB ,GL_DEPTH_COMPONENT24_ARB , 0, GL_DEPTH_COMPONENT ,GL_FLOAT
262 ,WINED3DFMT_FLAG_DEPTH | WINED3DFMT_FLAG_STENCIL},
263 /* Is this a vertex buffer? */
264 {WINED3DFMT_VERTEXDATA ,0 ,0 , 0, 0 ,0
265 ,0 },
266 {WINED3DFMT_INDEX16 ,0 ,0 , 0, 0 ,0
267 ,0 },
268 {WINED3DFMT_INDEX32 ,0 ,0 , 0, 0 ,0
269 ,0 },
270 {WINED3DFMT_Q16W16V16U16 ,GL_COLOR_INDEX ,GL_COLOR_INDEX , 0, GL_COLOR_INDEX ,GL_UNSIGNED_SHORT
271 ,0 },
272 /* Vendor-specific formats */
273 {WINED3DFMT_ATI2N ,0 ,0 , 0, GL_LUMINANCE_ALPHA ,GL_UNSIGNED_BYTE
274 ,0 }
277 static inline int getFmtIdx(WINED3DFORMAT fmt) {
278 /* First check if the format is at the position of its value.
279 * This will catch the argb formats before the loop is entered
281 if(fmt < (sizeof(formats) / sizeof(formats[0])) && formats[fmt].format == fmt) {
282 return fmt;
283 } else {
284 unsigned int i;
285 for(i = 0; i < (sizeof(formats) / sizeof(formats[0])); i++) {
286 if(formats[i].format == fmt) {
287 return i;
291 return -1;
294 #define GLINFO_LOCATION (*gl_info)
295 BOOL initPixelFormats(WineD3D_GL_Info *gl_info)
297 unsigned int src;
298 int dst;
300 gl_info->gl_formats = HeapAlloc(GetProcessHeap(), HEAP_ZERO_MEMORY,
301 sizeof(formats) / sizeof(formats[0]) * sizeof(gl_info->gl_formats[0]));
302 if(!gl_info->gl_formats) return FALSE;
304 /* If a format depends on some extensions, remove them from the table above and initialize them
305 * after this loop
307 for(src = 0; src < sizeof(gl_formats_template) / sizeof(gl_formats_template[0]); src++) {
308 dst = getFmtIdx(gl_formats_template[src].fmt);
309 gl_info->gl_formats[dst].glInternal = gl_formats_template[src].glInternal;
310 gl_info->gl_formats[dst].glGammaInternal = gl_formats_template[src].glGammaInternal;
311 gl_info->gl_formats[dst].glFormat = gl_formats_template[src].glFormat;
312 gl_info->gl_formats[dst].glType = gl_formats_template[src].glType;
313 gl_info->gl_formats[dst].conversion_group= WINED3DFMT_UNKNOWN;
314 gl_info->gl_formats[dst].Flags = gl_formats_template[src].Flags;
316 if(wined3d_settings.offscreen_rendering_mode == ORM_FBO &&
317 gl_formats_template[src].rtInternal != 0) {
318 GLuint tex, fb;
319 GLenum status;
321 /* Check if the default internal format is supported as a frame buffer target, otherwise
322 * fall back to the render target internal.
324 * Try to stick to the standard format if possible, this limits precision differences
326 while(glGetError());
327 glGenTextures(1, &tex);
328 glBindTexture(GL_TEXTURE_2D, tex);
329 glTexImage2D(GL_TEXTURE_2D, 0, gl_formats_template[src].glInternal, 16, 16, 0,
330 GL_RGBA, GL_UNSIGNED_BYTE, NULL);
332 GL_EXTCALL(glGenFramebuffersEXT(1, &fb));
333 GL_EXTCALL(glBindFramebufferEXT(GL_FRAMEBUFFER_EXT, fb));
334 GL_EXTCALL(glFramebufferTexture2DEXT(GL_FRAMEBUFFER_EXT, GL_COLOR_ATTACHMENT0_EXT,
335 GL_TEXTURE_2D, tex, 0));
337 status = GL_EXTCALL(glCheckFramebufferStatusEXT(GL_FRAMEBUFFER_EXT));
338 GL_EXTCALL(glDeleteFramebuffersEXT(1, &fb));
339 glDeleteTextures(1, &tex);
341 checkGLcall("Framebuffer format check");
343 if(status != GL_FRAMEBUFFER_COMPLETE_EXT) {
344 TRACE("Internal format of %s not supported as frame buffer target, using render target internal instead\n",
345 debug_d3dformat(gl_formats_template[src].fmt));
346 gl_info->gl_formats[dst].rtInternal = gl_formats_template[src].rtInternal;
347 } else {
348 TRACE("Format %s is supported as fbo target\n", debug_d3dformat(gl_formats_template[src].fmt));
349 gl_info->gl_formats[dst].rtInternal = gl_formats_template[src].glInternal;
352 } else {
353 gl_info->gl_formats[dst].rtInternal = gl_formats_template[src].glInternal;
357 /* V8U8 is supported natively by GL_ATI_envmap_bumpmap and GL_NV_texture_shader.
358 * V16U16 is only supported by GL_NV_texture_shader. The formats need fixup if
359 * their extensions are not available.
361 * In theory, V8U8 and V16U16 need a fixup of the undefined blue channel. OpenGL
362 * returns 0.0 when sampling from it, DirectX 1.0. This is disabled until we find
363 * an application that needs this because it causes performance problems due to
364 * shader recompiling in some games.
366 if(!GL_SUPPORT(ATI_ENVMAP_BUMPMAP) && !GL_SUPPORT(NV_TEXTURE_SHADER2)) {
367 /* signed -> unsigned fixup */
368 dst = getFmtIdx(WINED3DFMT_V8U8);
369 gl_info->gl_formats[dst].conversion_group = WINED3DFMT_V8U8;
370 dst = getFmtIdx(WINED3DFMT_V16U16);
371 gl_info->gl_formats[dst].conversion_group = WINED3DFMT_V8U8;
372 } else if(GL_SUPPORT(ATI_ENVMAP_BUMPMAP)) {
373 /* signed -> unsigned fixup */
374 dst = getFmtIdx(WINED3DFMT_V16U16);
375 gl_info->gl_formats[dst].conversion_group = WINED3DFMT_V16U16;
376 } else {
377 /* Blue = 1.0 fixup, disabled for now */
378 #if 0
379 dst = getFmtIdx(WINED3DFMT_V8U8);
380 gl_info->gl_formats[dst].conversion_group = WINED3DFMT_V8U8;
381 dst = getFmtIdx(WINED3DFMT_V16U16);
382 gl_info->gl_formats[dst].conversion_group = WINED3DFMT_V8U8;
383 #endif
386 if(!GL_SUPPORT(NV_TEXTURE_SHADER)) {
387 /* If GL_NV_texture_shader is not supported, those formats are converted, incompatibly
388 * with each other
390 dst = getFmtIdx(WINED3DFMT_L6V5U5);
391 gl_info->gl_formats[dst].conversion_group = WINED3DFMT_L6V5U5;
392 dst = getFmtIdx(WINED3DFMT_X8L8V8U8);
393 gl_info->gl_formats[dst].conversion_group = WINED3DFMT_X8L8V8U8;
394 dst = getFmtIdx(WINED3DFMT_Q8W8V8U8);
395 gl_info->gl_formats[dst].conversion_group = WINED3DFMT_Q8W8V8U8;
396 } else {
397 /* If GL_NV_texture_shader is supported, WINED3DFMT_L6V5U5 and WINED3DFMT_X8L8V8U8
398 * are converted at surface loading time, but they do not need any modification in
399 * the shader, thus they are compatible with all WINED3DFMT_UNKNOWN group formats.
400 * WINED3DFMT_Q8W8V8U8 doesn't even need load-time conversion
404 if(GL_SUPPORT(EXT_TEXTURE_COMPRESSION_RGTC)) {
405 dst = getFmtIdx(WINED3DFMT_ATI2N);
406 gl_info->gl_formats[dst].glInternal = GL_COMPRESSED_RED_GREEN_RGTC2_EXT;
407 gl_info->gl_formats[dst].glGammaInternal = GL_COMPRESSED_RED_GREEN_RGTC2_EXT;
408 gl_info->gl_formats[dst].conversion_group= WINED3DFMT_ATI2N;
409 } else if(GL_SUPPORT(ATI_TEXTURE_COMPRESSION_3DC)) {
410 dst = getFmtIdx(WINED3DFMT_ATI2N);
411 gl_info->gl_formats[dst].glInternal = GL_COMPRESSED_LUMINANCE_ALPHA_3DC_ATI;
412 gl_info->gl_formats[dst].glGammaInternal = GL_COMPRESSED_LUMINANCE_ALPHA_3DC_ATI;
413 gl_info->gl_formats[dst].conversion_group= WINED3DFMT_ATI2N;
416 if(!GL_SUPPORT(APPLE_YCBCR_422)) {
417 dst = getFmtIdx(WINED3DFMT_YUY2);
418 gl_info->gl_formats[dst].glInternal = GL_LUMINANCE_ALPHA;
419 gl_info->gl_formats[dst].glGammaInternal = GL_LUMINANCE_ALPHA; /* not srgb */
420 gl_info->gl_formats[dst].glFormat = GL_LUMINANCE_ALPHA;
421 gl_info->gl_formats[dst].glType = GL_UNSIGNED_BYTE;
422 gl_info->gl_formats[dst].conversion_group = WINED3DFMT_YUY2;
424 dst = getFmtIdx(WINED3DFMT_UYVY);
425 gl_info->gl_formats[dst].glInternal = GL_LUMINANCE_ALPHA;
426 gl_info->gl_formats[dst].glGammaInternal = GL_LUMINANCE_ALPHA; /* not srgb */
427 gl_info->gl_formats[dst].glFormat = GL_LUMINANCE_ALPHA;
428 gl_info->gl_formats[dst].glType = GL_UNSIGNED_BYTE;
429 gl_info->gl_formats[dst].conversion_group = WINED3DFMT_UYVY;
431 return TRUE;
434 /* NOTE: Make sure these are in the correct numerical order. (see /include/wined3d_types.h) */
435 static WINED3DGLTYPE const glTypeLookupTemplate[WINED3DDECLTYPE_UNUSED] = {
436 {WINED3DDECLTYPE_FLOAT1, 1, GL_FLOAT , GL_FALSE ,sizeof(float)},
437 {WINED3DDECLTYPE_FLOAT2, 2, GL_FLOAT , GL_FALSE ,sizeof(float)},
438 {WINED3DDECLTYPE_FLOAT3, 3, GL_FLOAT , GL_FALSE ,sizeof(float)},
439 {WINED3DDECLTYPE_FLOAT4, 4, GL_FLOAT , GL_FALSE ,sizeof(float)},
440 {WINED3DDECLTYPE_D3DCOLOR, 4, GL_UNSIGNED_BYTE , GL_TRUE ,sizeof(BYTE)},
441 {WINED3DDECLTYPE_UBYTE4, 4, GL_UNSIGNED_BYTE , GL_FALSE ,sizeof(BYTE)},
442 {WINED3DDECLTYPE_SHORT2, 2, GL_SHORT , GL_FALSE ,sizeof(short int)},
443 {WINED3DDECLTYPE_SHORT4, 4, GL_SHORT , GL_FALSE ,sizeof(short int)},
444 {WINED3DDECLTYPE_UBYTE4N, 4, GL_UNSIGNED_BYTE , GL_TRUE ,sizeof(BYTE)},
445 {WINED3DDECLTYPE_SHORT2N, 2, GL_SHORT , GL_TRUE ,sizeof(short int)},
446 {WINED3DDECLTYPE_SHORT4N, 4, GL_SHORT , GL_TRUE ,sizeof(short int)},
447 {WINED3DDECLTYPE_USHORT2N, 2, GL_UNSIGNED_SHORT , GL_TRUE ,sizeof(short int)},
448 {WINED3DDECLTYPE_USHORT4N, 4, GL_UNSIGNED_SHORT , GL_TRUE ,sizeof(short int)},
449 {WINED3DDECLTYPE_UDEC3, 3, GL_UNSIGNED_SHORT , GL_FALSE ,sizeof(short int)},
450 {WINED3DDECLTYPE_DEC3N, 3, GL_SHORT , GL_TRUE ,sizeof(short int)},
451 {WINED3DDECLTYPE_FLOAT16_2, 2, GL_HALF_FLOAT_NV , GL_FALSE ,sizeof(GLhalfNV)},
452 {WINED3DDECLTYPE_FLOAT16_4, 4, GL_HALF_FLOAT_NV , GL_FALSE ,sizeof(GLhalfNV)}};
454 void init_type_lookup(WineD3D_GL_Info *gl_info) {
455 memcpy(gl_info->glTypeLookup, glTypeLookupTemplate, sizeof(glTypeLookupTemplate));
456 if(!GL_SUPPORT(NV_HALF_FLOAT)) {
457 /* Do not change the size of the type, it is CPU side. We have to change the GPU-side information though.
458 * It is the job of the vertex buffer code to make sure that the vbos have the right format
460 gl_info->glTypeLookup[WINED3DDECLTYPE_FLOAT16_2].glType = GL_FLOAT;
461 gl_info->glTypeLookup[WINED3DDECLTYPE_FLOAT16_4].glType = GL_FLOAT;
465 #undef GLINFO_LOCATION
467 #define GLINFO_LOCATION This->adapter->gl_info
469 const StaticPixelFormatDesc *getFormatDescEntry(WINED3DFORMAT fmt, WineD3D_GL_Info *gl_info, const GlPixelFormatDesc **glDesc)
471 int idx = getFmtIdx(fmt);
473 if(idx == -1) {
474 FIXME("Can't find format %s(%d) in the format lookup table\n", debug_d3dformat(fmt), fmt);
475 /* Get the caller a valid pointer */
476 idx = getFmtIdx(WINED3DFMT_UNKNOWN);
478 if(glDesc) {
479 if(!gl_info->gl_formats) {
480 /* If we do not have gl format information, provide a dummy NULL format. This is an easy way to make
481 * all gl caps check return "unsupported" than catching the lack of gl all over the code. ANSI C requires
482 * static variables to be initialized to 0.
484 static const GlPixelFormatDesc dummyFmt;
485 *glDesc = &dummyFmt;
486 } else {
487 *glDesc = &gl_info->gl_formats[idx];
490 return &formats[idx];
493 /*****************************************************************************
494 * Trace formatting of useful values
496 const char* debug_d3dformat(WINED3DFORMAT fmt) {
497 switch (fmt) {
498 #define FMT_TO_STR(fmt) case fmt: return #fmt
499 FMT_TO_STR(WINED3DFMT_UNKNOWN);
500 FMT_TO_STR(WINED3DFMT_R8G8B8);
501 FMT_TO_STR(WINED3DFMT_A8R8G8B8);
502 FMT_TO_STR(WINED3DFMT_X8R8G8B8);
503 FMT_TO_STR(WINED3DFMT_R5G6B5);
504 FMT_TO_STR(WINED3DFMT_X1R5G5B5);
505 FMT_TO_STR(WINED3DFMT_A1R5G5B5);
506 FMT_TO_STR(WINED3DFMT_A4R4G4B4);
507 FMT_TO_STR(WINED3DFMT_R3G3B2);
508 FMT_TO_STR(WINED3DFMT_A8);
509 FMT_TO_STR(WINED3DFMT_A8R3G3B2);
510 FMT_TO_STR(WINED3DFMT_X4R4G4B4);
511 FMT_TO_STR(WINED3DFMT_A2B10G10R10);
512 FMT_TO_STR(WINED3DFMT_A8B8G8R8);
513 FMT_TO_STR(WINED3DFMT_X8B8G8R8);
514 FMT_TO_STR(WINED3DFMT_G16R16);
515 FMT_TO_STR(WINED3DFMT_A2R10G10B10);
516 FMT_TO_STR(WINED3DFMT_A16B16G16R16);
517 FMT_TO_STR(WINED3DFMT_A8P8);
518 FMT_TO_STR(WINED3DFMT_P8);
519 FMT_TO_STR(WINED3DFMT_L8);
520 FMT_TO_STR(WINED3DFMT_A8L8);
521 FMT_TO_STR(WINED3DFMT_A4L4);
522 FMT_TO_STR(WINED3DFMT_V8U8);
523 FMT_TO_STR(WINED3DFMT_L6V5U5);
524 FMT_TO_STR(WINED3DFMT_X8L8V8U8);
525 FMT_TO_STR(WINED3DFMT_Q8W8V8U8);
526 FMT_TO_STR(WINED3DFMT_V16U16);
527 FMT_TO_STR(WINED3DFMT_W11V11U10);
528 FMT_TO_STR(WINED3DFMT_A2W10V10U10);
529 FMT_TO_STR(WINED3DFMT_UYVY);
530 FMT_TO_STR(WINED3DFMT_YUY2);
531 FMT_TO_STR(WINED3DFMT_DXT1);
532 FMT_TO_STR(WINED3DFMT_DXT2);
533 FMT_TO_STR(WINED3DFMT_DXT3);
534 FMT_TO_STR(WINED3DFMT_DXT4);
535 FMT_TO_STR(WINED3DFMT_DXT5);
536 FMT_TO_STR(WINED3DFMT_MULTI2_ARGB8);
537 FMT_TO_STR(WINED3DFMT_G8R8_G8B8);
538 FMT_TO_STR(WINED3DFMT_R8G8_B8G8);
539 FMT_TO_STR(WINED3DFMT_D16_LOCKABLE);
540 FMT_TO_STR(WINED3DFMT_D32);
541 FMT_TO_STR(WINED3DFMT_D15S1);
542 FMT_TO_STR(WINED3DFMT_D24S8);
543 FMT_TO_STR(WINED3DFMT_D24X8);
544 FMT_TO_STR(WINED3DFMT_D24X4S4);
545 FMT_TO_STR(WINED3DFMT_D16);
546 FMT_TO_STR(WINED3DFMT_L16);
547 FMT_TO_STR(WINED3DFMT_D32F_LOCKABLE);
548 FMT_TO_STR(WINED3DFMT_D24FS8);
549 FMT_TO_STR(WINED3DFMT_VERTEXDATA);
550 FMT_TO_STR(WINED3DFMT_INDEX16);
551 FMT_TO_STR(WINED3DFMT_INDEX32);
552 FMT_TO_STR(WINED3DFMT_Q16W16V16U16);
553 FMT_TO_STR(WINED3DFMT_R16F);
554 FMT_TO_STR(WINED3DFMT_G16R16F);
555 FMT_TO_STR(WINED3DFMT_A16B16G16R16F);
556 FMT_TO_STR(WINED3DFMT_R32F);
557 FMT_TO_STR(WINED3DFMT_G32R32F);
558 FMT_TO_STR(WINED3DFMT_A32B32G32R32F);
559 FMT_TO_STR(WINED3DFMT_CxV8U8);
560 FMT_TO_STR(WINED3DFMT_ATI2N);
561 #undef FMT_TO_STR
562 default:
564 char fourcc[5];
565 fourcc[0] = (char)(fmt);
566 fourcc[1] = (char)(fmt >> 8);
567 fourcc[2] = (char)(fmt >> 16);
568 fourcc[3] = (char)(fmt >> 24);
569 fourcc[4] = 0;
570 if( isprint(fourcc[0]) && isprint(fourcc[1]) && isprint(fourcc[2]) && isprint(fourcc[3]) )
571 FIXME("Unrecognized %u (as fourcc: %s) WINED3DFORMAT!\n", fmt, fourcc);
572 else
573 FIXME("Unrecognized %u WINED3DFORMAT!\n", fmt);
575 return "unrecognized";
579 const char* debug_d3ddevicetype(WINED3DDEVTYPE devtype) {
580 switch (devtype) {
581 #define DEVTYPE_TO_STR(dev) case dev: return #dev
582 DEVTYPE_TO_STR(WINED3DDEVTYPE_HAL);
583 DEVTYPE_TO_STR(WINED3DDEVTYPE_REF);
584 DEVTYPE_TO_STR(WINED3DDEVTYPE_SW);
585 #undef DEVTYPE_TO_STR
586 default:
587 FIXME("Unrecognized %u WINED3DDEVTYPE!\n", devtype);
588 return "unrecognized";
592 const char* debug_d3dusage(DWORD usage) {
593 switch (usage & WINED3DUSAGE_MASK) {
594 #define WINED3DUSAGE_TO_STR(u) case u: return #u
595 WINED3DUSAGE_TO_STR(WINED3DUSAGE_RENDERTARGET);
596 WINED3DUSAGE_TO_STR(WINED3DUSAGE_DEPTHSTENCIL);
597 WINED3DUSAGE_TO_STR(WINED3DUSAGE_WRITEONLY);
598 WINED3DUSAGE_TO_STR(WINED3DUSAGE_SOFTWAREPROCESSING);
599 WINED3DUSAGE_TO_STR(WINED3DUSAGE_DONOTCLIP);
600 WINED3DUSAGE_TO_STR(WINED3DUSAGE_POINTS);
601 WINED3DUSAGE_TO_STR(WINED3DUSAGE_RTPATCHES);
602 WINED3DUSAGE_TO_STR(WINED3DUSAGE_NPATCHES);
603 WINED3DUSAGE_TO_STR(WINED3DUSAGE_DYNAMIC);
604 WINED3DUSAGE_TO_STR(WINED3DUSAGE_AUTOGENMIPMAP);
605 WINED3DUSAGE_TO_STR(WINED3DUSAGE_DMAP);
606 #undef WINED3DUSAGE_TO_STR
607 case 0: return "none";
608 default:
609 FIXME("Unrecognized %u Usage!\n", usage);
610 return "unrecognized";
614 const char* debug_d3dusagequery(DWORD usagequery) {
615 switch (usagequery & WINED3DUSAGE_QUERY_MASK) {
616 #define WINED3DUSAGEQUERY_TO_STR(u) case u: return #u
617 WINED3DUSAGEQUERY_TO_STR(WINED3DUSAGE_QUERY_FILTER);
618 WINED3DUSAGEQUERY_TO_STR(WINED3DUSAGE_QUERY_LEGACYBUMPMAP);
619 WINED3DUSAGEQUERY_TO_STR(WINED3DUSAGE_QUERY_POSTPIXELSHADER_BLENDING);
620 WINED3DUSAGEQUERY_TO_STR(WINED3DUSAGE_QUERY_SRGBREAD);
621 WINED3DUSAGEQUERY_TO_STR(WINED3DUSAGE_QUERY_SRGBWRITE);
622 WINED3DUSAGEQUERY_TO_STR(WINED3DUSAGE_QUERY_VERTEXTEXTURE);
623 WINED3DUSAGEQUERY_TO_STR(WINED3DUSAGE_QUERY_WRAPANDMIP);
624 #undef WINED3DUSAGEQUERY_TO_STR
625 case 0: return "none";
626 default:
627 FIXME("Unrecognized %u Usage Query!\n", usagequery);
628 return "unrecognized";
632 const char* debug_d3ddeclmethod(WINED3DDECLMETHOD method) {
633 switch (method) {
634 #define WINED3DDECLMETHOD_TO_STR(u) case u: return #u
635 WINED3DDECLMETHOD_TO_STR(WINED3DDECLMETHOD_DEFAULT);
636 WINED3DDECLMETHOD_TO_STR(WINED3DDECLMETHOD_PARTIALU);
637 WINED3DDECLMETHOD_TO_STR(WINED3DDECLMETHOD_PARTIALV);
638 WINED3DDECLMETHOD_TO_STR(WINED3DDECLMETHOD_CROSSUV);
639 WINED3DDECLMETHOD_TO_STR(WINED3DDECLMETHOD_UV);
640 WINED3DDECLMETHOD_TO_STR(WINED3DDECLMETHOD_LOOKUP);
641 WINED3DDECLMETHOD_TO_STR(WINED3DDECLMETHOD_LOOKUPPRESAMPLED);
642 #undef WINED3DDECLMETHOD_TO_STR
643 default:
644 FIXME("Unrecognized %u declaration method!\n", method);
645 return "unrecognized";
649 const char* debug_d3ddecltype(WINED3DDECLTYPE type) {
650 switch (type) {
651 #define WINED3DDECLTYPE_TO_STR(u) case u: return #u
652 WINED3DDECLTYPE_TO_STR(WINED3DDECLTYPE_FLOAT1);
653 WINED3DDECLTYPE_TO_STR(WINED3DDECLTYPE_FLOAT2);
654 WINED3DDECLTYPE_TO_STR(WINED3DDECLTYPE_FLOAT3);
655 WINED3DDECLTYPE_TO_STR(WINED3DDECLTYPE_FLOAT4);
656 WINED3DDECLTYPE_TO_STR(WINED3DDECLTYPE_D3DCOLOR);
657 WINED3DDECLTYPE_TO_STR(WINED3DDECLTYPE_UBYTE4);
658 WINED3DDECLTYPE_TO_STR(WINED3DDECLTYPE_SHORT2);
659 WINED3DDECLTYPE_TO_STR(WINED3DDECLTYPE_SHORT4);
660 WINED3DDECLTYPE_TO_STR(WINED3DDECLTYPE_UBYTE4N);
661 WINED3DDECLTYPE_TO_STR(WINED3DDECLTYPE_SHORT2N);
662 WINED3DDECLTYPE_TO_STR(WINED3DDECLTYPE_SHORT4N);
663 WINED3DDECLTYPE_TO_STR(WINED3DDECLTYPE_USHORT2N);
664 WINED3DDECLTYPE_TO_STR(WINED3DDECLTYPE_USHORT4N);
665 WINED3DDECLTYPE_TO_STR(WINED3DDECLTYPE_UDEC3);
666 WINED3DDECLTYPE_TO_STR(WINED3DDECLTYPE_DEC3N);
667 WINED3DDECLTYPE_TO_STR(WINED3DDECLTYPE_FLOAT16_2);
668 WINED3DDECLTYPE_TO_STR(WINED3DDECLTYPE_FLOAT16_4);
669 WINED3DDECLTYPE_TO_STR(WINED3DDECLTYPE_UNUSED);
670 #undef WINED3DDECLTYPE_TO_STR
671 default:
672 FIXME("Unrecognized %u declaration type!\n", type);
673 return "unrecognized";
677 const char* debug_d3ddeclusage(BYTE usage) {
678 switch (usage) {
679 #define WINED3DDECLUSAGE_TO_STR(u) case u: return #u
680 WINED3DDECLUSAGE_TO_STR(WINED3DDECLUSAGE_POSITION);
681 WINED3DDECLUSAGE_TO_STR(WINED3DDECLUSAGE_BLENDWEIGHT);
682 WINED3DDECLUSAGE_TO_STR(WINED3DDECLUSAGE_BLENDINDICES);
683 WINED3DDECLUSAGE_TO_STR(WINED3DDECLUSAGE_NORMAL);
684 WINED3DDECLUSAGE_TO_STR(WINED3DDECLUSAGE_PSIZE);
685 WINED3DDECLUSAGE_TO_STR(WINED3DDECLUSAGE_TEXCOORD);
686 WINED3DDECLUSAGE_TO_STR(WINED3DDECLUSAGE_TANGENT);
687 WINED3DDECLUSAGE_TO_STR(WINED3DDECLUSAGE_BINORMAL);
688 WINED3DDECLUSAGE_TO_STR(WINED3DDECLUSAGE_TESSFACTOR);
689 WINED3DDECLUSAGE_TO_STR(WINED3DDECLUSAGE_POSITIONT);
690 WINED3DDECLUSAGE_TO_STR(WINED3DDECLUSAGE_COLOR);
691 WINED3DDECLUSAGE_TO_STR(WINED3DDECLUSAGE_FOG);
692 WINED3DDECLUSAGE_TO_STR(WINED3DDECLUSAGE_DEPTH);
693 WINED3DDECLUSAGE_TO_STR(WINED3DDECLUSAGE_SAMPLE);
694 #undef WINED3DDECLUSAGE_TO_STR
695 default:
696 FIXME("Unrecognized %u declaration usage!\n", usage);
697 return "unrecognized";
701 const char* debug_d3dresourcetype(WINED3DRESOURCETYPE res) {
702 switch (res) {
703 #define RES_TO_STR(res) case res: return #res;
704 RES_TO_STR(WINED3DRTYPE_SURFACE);
705 RES_TO_STR(WINED3DRTYPE_VOLUME);
706 RES_TO_STR(WINED3DRTYPE_TEXTURE);
707 RES_TO_STR(WINED3DRTYPE_VOLUMETEXTURE);
708 RES_TO_STR(WINED3DRTYPE_CUBETEXTURE);
709 RES_TO_STR(WINED3DRTYPE_VERTEXBUFFER);
710 RES_TO_STR(WINED3DRTYPE_INDEXBUFFER);
711 #undef RES_TO_STR
712 default:
713 FIXME("Unrecognized %u WINED3DRESOURCETYPE!\n", res);
714 return "unrecognized";
718 const char* debug_d3dprimitivetype(WINED3DPRIMITIVETYPE PrimitiveType) {
719 switch (PrimitiveType) {
720 #define PRIM_TO_STR(prim) case prim: return #prim;
721 PRIM_TO_STR(WINED3DPT_POINTLIST);
722 PRIM_TO_STR(WINED3DPT_LINELIST);
723 PRIM_TO_STR(WINED3DPT_LINESTRIP);
724 PRIM_TO_STR(WINED3DPT_TRIANGLELIST);
725 PRIM_TO_STR(WINED3DPT_TRIANGLESTRIP);
726 PRIM_TO_STR(WINED3DPT_TRIANGLEFAN);
727 #undef PRIM_TO_STR
728 default:
729 FIXME("Unrecognized %u WINED3DPRIMITIVETYPE!\n", PrimitiveType);
730 return "unrecognized";
734 const char* debug_d3drenderstate(DWORD state) {
735 switch (state) {
736 #define D3DSTATE_TO_STR(u) case u: return #u
737 D3DSTATE_TO_STR(WINED3DRS_TEXTUREHANDLE );
738 D3DSTATE_TO_STR(WINED3DRS_ANTIALIAS );
739 D3DSTATE_TO_STR(WINED3DRS_TEXTUREADDRESS );
740 D3DSTATE_TO_STR(WINED3DRS_TEXTUREPERSPECTIVE );
741 D3DSTATE_TO_STR(WINED3DRS_WRAPU );
742 D3DSTATE_TO_STR(WINED3DRS_WRAPV );
743 D3DSTATE_TO_STR(WINED3DRS_ZENABLE );
744 D3DSTATE_TO_STR(WINED3DRS_FILLMODE );
745 D3DSTATE_TO_STR(WINED3DRS_SHADEMODE );
746 D3DSTATE_TO_STR(WINED3DRS_LINEPATTERN );
747 D3DSTATE_TO_STR(WINED3DRS_MONOENABLE );
748 D3DSTATE_TO_STR(WINED3DRS_ROP2 );
749 D3DSTATE_TO_STR(WINED3DRS_PLANEMASK );
750 D3DSTATE_TO_STR(WINED3DRS_ZWRITEENABLE );
751 D3DSTATE_TO_STR(WINED3DRS_ALPHATESTENABLE );
752 D3DSTATE_TO_STR(WINED3DRS_LASTPIXEL );
753 D3DSTATE_TO_STR(WINED3DRS_TEXTUREMAG );
754 D3DSTATE_TO_STR(WINED3DRS_TEXTUREMIN );
755 D3DSTATE_TO_STR(WINED3DRS_SRCBLEND );
756 D3DSTATE_TO_STR(WINED3DRS_DESTBLEND );
757 D3DSTATE_TO_STR(WINED3DRS_TEXTUREMAPBLEND );
758 D3DSTATE_TO_STR(WINED3DRS_CULLMODE );
759 D3DSTATE_TO_STR(WINED3DRS_ZFUNC );
760 D3DSTATE_TO_STR(WINED3DRS_ALPHAREF );
761 D3DSTATE_TO_STR(WINED3DRS_ALPHAFUNC );
762 D3DSTATE_TO_STR(WINED3DRS_DITHERENABLE );
763 D3DSTATE_TO_STR(WINED3DRS_ALPHABLENDENABLE );
764 D3DSTATE_TO_STR(WINED3DRS_FOGENABLE );
765 D3DSTATE_TO_STR(WINED3DRS_SPECULARENABLE );
766 D3DSTATE_TO_STR(WINED3DRS_ZVISIBLE );
767 D3DSTATE_TO_STR(WINED3DRS_SUBPIXEL );
768 D3DSTATE_TO_STR(WINED3DRS_SUBPIXELX );
769 D3DSTATE_TO_STR(WINED3DRS_STIPPLEDALPHA );
770 D3DSTATE_TO_STR(WINED3DRS_FOGCOLOR );
771 D3DSTATE_TO_STR(WINED3DRS_FOGTABLEMODE );
772 D3DSTATE_TO_STR(WINED3DRS_FOGSTART );
773 D3DSTATE_TO_STR(WINED3DRS_FOGEND );
774 D3DSTATE_TO_STR(WINED3DRS_FOGDENSITY );
775 D3DSTATE_TO_STR(WINED3DRS_STIPPLEENABLE );
776 D3DSTATE_TO_STR(WINED3DRS_EDGEANTIALIAS );
777 D3DSTATE_TO_STR(WINED3DRS_COLORKEYENABLE );
778 D3DSTATE_TO_STR(WINED3DRS_BORDERCOLOR );
779 D3DSTATE_TO_STR(WINED3DRS_TEXTUREADDRESSU );
780 D3DSTATE_TO_STR(WINED3DRS_TEXTUREADDRESSV );
781 D3DSTATE_TO_STR(WINED3DRS_MIPMAPLODBIAS );
782 D3DSTATE_TO_STR(WINED3DRS_ZBIAS );
783 D3DSTATE_TO_STR(WINED3DRS_RANGEFOGENABLE );
784 D3DSTATE_TO_STR(WINED3DRS_ANISOTROPY );
785 D3DSTATE_TO_STR(WINED3DRS_FLUSHBATCH );
786 D3DSTATE_TO_STR(WINED3DRS_TRANSLUCENTSORTINDEPENDENT);
787 D3DSTATE_TO_STR(WINED3DRS_STENCILENABLE );
788 D3DSTATE_TO_STR(WINED3DRS_STENCILFAIL );
789 D3DSTATE_TO_STR(WINED3DRS_STENCILZFAIL );
790 D3DSTATE_TO_STR(WINED3DRS_STENCILPASS );
791 D3DSTATE_TO_STR(WINED3DRS_STENCILFUNC );
792 D3DSTATE_TO_STR(WINED3DRS_STENCILREF );
793 D3DSTATE_TO_STR(WINED3DRS_STENCILMASK );
794 D3DSTATE_TO_STR(WINED3DRS_STENCILWRITEMASK );
795 D3DSTATE_TO_STR(WINED3DRS_TEXTUREFACTOR );
796 D3DSTATE_TO_STR(WINED3DRS_STIPPLEPATTERN00 );
797 D3DSTATE_TO_STR(WINED3DRS_STIPPLEPATTERN01 );
798 D3DSTATE_TO_STR(WINED3DRS_STIPPLEPATTERN02 );
799 D3DSTATE_TO_STR(WINED3DRS_STIPPLEPATTERN03 );
800 D3DSTATE_TO_STR(WINED3DRS_STIPPLEPATTERN04 );
801 D3DSTATE_TO_STR(WINED3DRS_STIPPLEPATTERN05 );
802 D3DSTATE_TO_STR(WINED3DRS_STIPPLEPATTERN06 );
803 D3DSTATE_TO_STR(WINED3DRS_STIPPLEPATTERN07 );
804 D3DSTATE_TO_STR(WINED3DRS_STIPPLEPATTERN08 );
805 D3DSTATE_TO_STR(WINED3DRS_STIPPLEPATTERN09 );
806 D3DSTATE_TO_STR(WINED3DRS_STIPPLEPATTERN10 );
807 D3DSTATE_TO_STR(WINED3DRS_STIPPLEPATTERN11 );
808 D3DSTATE_TO_STR(WINED3DRS_STIPPLEPATTERN12 );
809 D3DSTATE_TO_STR(WINED3DRS_STIPPLEPATTERN13 );
810 D3DSTATE_TO_STR(WINED3DRS_STIPPLEPATTERN14 );
811 D3DSTATE_TO_STR(WINED3DRS_STIPPLEPATTERN15 );
812 D3DSTATE_TO_STR(WINED3DRS_STIPPLEPATTERN16 );
813 D3DSTATE_TO_STR(WINED3DRS_STIPPLEPATTERN17 );
814 D3DSTATE_TO_STR(WINED3DRS_STIPPLEPATTERN18 );
815 D3DSTATE_TO_STR(WINED3DRS_STIPPLEPATTERN19 );
816 D3DSTATE_TO_STR(WINED3DRS_STIPPLEPATTERN20 );
817 D3DSTATE_TO_STR(WINED3DRS_STIPPLEPATTERN21 );
818 D3DSTATE_TO_STR(WINED3DRS_STIPPLEPATTERN22 );
819 D3DSTATE_TO_STR(WINED3DRS_STIPPLEPATTERN23 );
820 D3DSTATE_TO_STR(WINED3DRS_STIPPLEPATTERN24 );
821 D3DSTATE_TO_STR(WINED3DRS_STIPPLEPATTERN25 );
822 D3DSTATE_TO_STR(WINED3DRS_STIPPLEPATTERN26 );
823 D3DSTATE_TO_STR(WINED3DRS_STIPPLEPATTERN27 );
824 D3DSTATE_TO_STR(WINED3DRS_STIPPLEPATTERN28 );
825 D3DSTATE_TO_STR(WINED3DRS_STIPPLEPATTERN29 );
826 D3DSTATE_TO_STR(WINED3DRS_STIPPLEPATTERN30 );
827 D3DSTATE_TO_STR(WINED3DRS_STIPPLEPATTERN31 );
828 D3DSTATE_TO_STR(WINED3DRS_WRAP0 );
829 D3DSTATE_TO_STR(WINED3DRS_WRAP1 );
830 D3DSTATE_TO_STR(WINED3DRS_WRAP2 );
831 D3DSTATE_TO_STR(WINED3DRS_WRAP3 );
832 D3DSTATE_TO_STR(WINED3DRS_WRAP4 );
833 D3DSTATE_TO_STR(WINED3DRS_WRAP5 );
834 D3DSTATE_TO_STR(WINED3DRS_WRAP6 );
835 D3DSTATE_TO_STR(WINED3DRS_WRAP7 );
836 D3DSTATE_TO_STR(WINED3DRS_CLIPPING );
837 D3DSTATE_TO_STR(WINED3DRS_LIGHTING );
838 D3DSTATE_TO_STR(WINED3DRS_EXTENTS );
839 D3DSTATE_TO_STR(WINED3DRS_AMBIENT );
840 D3DSTATE_TO_STR(WINED3DRS_FOGVERTEXMODE );
841 D3DSTATE_TO_STR(WINED3DRS_COLORVERTEX );
842 D3DSTATE_TO_STR(WINED3DRS_LOCALVIEWER );
843 D3DSTATE_TO_STR(WINED3DRS_NORMALIZENORMALS );
844 D3DSTATE_TO_STR(WINED3DRS_COLORKEYBLENDENABLE );
845 D3DSTATE_TO_STR(WINED3DRS_DIFFUSEMATERIALSOURCE );
846 D3DSTATE_TO_STR(WINED3DRS_SPECULARMATERIALSOURCE );
847 D3DSTATE_TO_STR(WINED3DRS_AMBIENTMATERIALSOURCE );
848 D3DSTATE_TO_STR(WINED3DRS_EMISSIVEMATERIALSOURCE );
849 D3DSTATE_TO_STR(WINED3DRS_VERTEXBLEND );
850 D3DSTATE_TO_STR(WINED3DRS_CLIPPLANEENABLE );
851 D3DSTATE_TO_STR(WINED3DRS_SOFTWAREVERTEXPROCESSING );
852 D3DSTATE_TO_STR(WINED3DRS_POINTSIZE );
853 D3DSTATE_TO_STR(WINED3DRS_POINTSIZE_MIN );
854 D3DSTATE_TO_STR(WINED3DRS_POINTSPRITEENABLE );
855 D3DSTATE_TO_STR(WINED3DRS_POINTSCALEENABLE );
856 D3DSTATE_TO_STR(WINED3DRS_POINTSCALE_A );
857 D3DSTATE_TO_STR(WINED3DRS_POINTSCALE_B );
858 D3DSTATE_TO_STR(WINED3DRS_POINTSCALE_C );
859 D3DSTATE_TO_STR(WINED3DRS_MULTISAMPLEANTIALIAS );
860 D3DSTATE_TO_STR(WINED3DRS_MULTISAMPLEMASK );
861 D3DSTATE_TO_STR(WINED3DRS_PATCHEDGESTYLE );
862 D3DSTATE_TO_STR(WINED3DRS_PATCHSEGMENTS );
863 D3DSTATE_TO_STR(WINED3DRS_DEBUGMONITORTOKEN );
864 D3DSTATE_TO_STR(WINED3DRS_POINTSIZE_MAX );
865 D3DSTATE_TO_STR(WINED3DRS_INDEXEDVERTEXBLENDENABLE );
866 D3DSTATE_TO_STR(WINED3DRS_COLORWRITEENABLE );
867 D3DSTATE_TO_STR(WINED3DRS_TWEENFACTOR );
868 D3DSTATE_TO_STR(WINED3DRS_BLENDOP );
869 D3DSTATE_TO_STR(WINED3DRS_POSITIONDEGREE );
870 D3DSTATE_TO_STR(WINED3DRS_NORMALDEGREE );
871 D3DSTATE_TO_STR(WINED3DRS_SCISSORTESTENABLE );
872 D3DSTATE_TO_STR(WINED3DRS_SLOPESCALEDEPTHBIAS );
873 D3DSTATE_TO_STR(WINED3DRS_ANTIALIASEDLINEENABLE );
874 D3DSTATE_TO_STR(WINED3DRS_MINTESSELLATIONLEVEL );
875 D3DSTATE_TO_STR(WINED3DRS_MAXTESSELLATIONLEVEL );
876 D3DSTATE_TO_STR(WINED3DRS_ADAPTIVETESS_X );
877 D3DSTATE_TO_STR(WINED3DRS_ADAPTIVETESS_Y );
878 D3DSTATE_TO_STR(WINED3DRS_ADAPTIVETESS_Z );
879 D3DSTATE_TO_STR(WINED3DRS_ADAPTIVETESS_W );
880 D3DSTATE_TO_STR(WINED3DRS_ENABLEADAPTIVETESSELLATION);
881 D3DSTATE_TO_STR(WINED3DRS_TWOSIDEDSTENCILMODE );
882 D3DSTATE_TO_STR(WINED3DRS_CCW_STENCILFAIL );
883 D3DSTATE_TO_STR(WINED3DRS_CCW_STENCILZFAIL );
884 D3DSTATE_TO_STR(WINED3DRS_CCW_STENCILPASS );
885 D3DSTATE_TO_STR(WINED3DRS_CCW_STENCILFUNC );
886 D3DSTATE_TO_STR(WINED3DRS_COLORWRITEENABLE1 );
887 D3DSTATE_TO_STR(WINED3DRS_COLORWRITEENABLE2 );
888 D3DSTATE_TO_STR(WINED3DRS_COLORWRITEENABLE3 );
889 D3DSTATE_TO_STR(WINED3DRS_BLENDFACTOR );
890 D3DSTATE_TO_STR(WINED3DRS_SRGBWRITEENABLE );
891 D3DSTATE_TO_STR(WINED3DRS_DEPTHBIAS );
892 D3DSTATE_TO_STR(WINED3DRS_WRAP8 );
893 D3DSTATE_TO_STR(WINED3DRS_WRAP9 );
894 D3DSTATE_TO_STR(WINED3DRS_WRAP10 );
895 D3DSTATE_TO_STR(WINED3DRS_WRAP11 );
896 D3DSTATE_TO_STR(WINED3DRS_WRAP12 );
897 D3DSTATE_TO_STR(WINED3DRS_WRAP13 );
898 D3DSTATE_TO_STR(WINED3DRS_WRAP14 );
899 D3DSTATE_TO_STR(WINED3DRS_WRAP15 );
900 D3DSTATE_TO_STR(WINED3DRS_SEPARATEALPHABLENDENABLE );
901 D3DSTATE_TO_STR(WINED3DRS_SRCBLENDALPHA );
902 D3DSTATE_TO_STR(WINED3DRS_DESTBLENDALPHA );
903 D3DSTATE_TO_STR(WINED3DRS_BLENDOPALPHA );
904 #undef D3DSTATE_TO_STR
905 default:
906 FIXME("Unrecognized %u render state!\n", state);
907 return "unrecognized";
911 const char* debug_d3dsamplerstate(DWORD state) {
912 switch (state) {
913 #define D3DSTATE_TO_STR(u) case u: return #u
914 D3DSTATE_TO_STR(WINED3DSAMP_BORDERCOLOR );
915 D3DSTATE_TO_STR(WINED3DSAMP_ADDRESSU );
916 D3DSTATE_TO_STR(WINED3DSAMP_ADDRESSV );
917 D3DSTATE_TO_STR(WINED3DSAMP_ADDRESSW );
918 D3DSTATE_TO_STR(WINED3DSAMP_MAGFILTER );
919 D3DSTATE_TO_STR(WINED3DSAMP_MINFILTER );
920 D3DSTATE_TO_STR(WINED3DSAMP_MIPFILTER );
921 D3DSTATE_TO_STR(WINED3DSAMP_MIPMAPLODBIAS);
922 D3DSTATE_TO_STR(WINED3DSAMP_MAXMIPLEVEL );
923 D3DSTATE_TO_STR(WINED3DSAMP_MAXANISOTROPY);
924 D3DSTATE_TO_STR(WINED3DSAMP_SRGBTEXTURE );
925 D3DSTATE_TO_STR(WINED3DSAMP_ELEMENTINDEX );
926 D3DSTATE_TO_STR(WINED3DSAMP_DMAPOFFSET );
927 #undef D3DSTATE_TO_STR
928 default:
929 FIXME("Unrecognized %u sampler state!\n", state);
930 return "unrecognized";
934 const char *debug_d3dtexturefiltertype(WINED3DTEXTUREFILTERTYPE filter_type) {
935 switch (filter_type) {
936 #define D3DTEXTUREFILTERTYPE_TO_STR(u) case u: return #u
937 D3DTEXTUREFILTERTYPE_TO_STR(WINED3DTEXF_NONE);
938 D3DTEXTUREFILTERTYPE_TO_STR(WINED3DTEXF_POINT);
939 D3DTEXTUREFILTERTYPE_TO_STR(WINED3DTEXF_LINEAR);
940 D3DTEXTUREFILTERTYPE_TO_STR(WINED3DTEXF_ANISOTROPIC);
941 D3DTEXTUREFILTERTYPE_TO_STR(WINED3DTEXF_FLATCUBIC);
942 D3DTEXTUREFILTERTYPE_TO_STR(WINED3DTEXF_GAUSSIANCUBIC);
943 D3DTEXTUREFILTERTYPE_TO_STR(WINED3DTEXF_PYRAMIDALQUAD);
944 D3DTEXTUREFILTERTYPE_TO_STR(WINED3DTEXF_GAUSSIANQUAD);
945 #undef D3DTEXTUREFILTERTYPE_TO_STR
946 default:
947 FIXME("Unrecognied texture filter type 0x%08x\n", filter_type);
948 return "unrecognized";
952 const char* debug_d3dtexturestate(DWORD state) {
953 switch (state) {
954 #define D3DSTATE_TO_STR(u) case u: return #u
955 D3DSTATE_TO_STR(WINED3DTSS_COLOROP );
956 D3DSTATE_TO_STR(WINED3DTSS_COLORARG1 );
957 D3DSTATE_TO_STR(WINED3DTSS_COLORARG2 );
958 D3DSTATE_TO_STR(WINED3DTSS_ALPHAOP );
959 D3DSTATE_TO_STR(WINED3DTSS_ALPHAARG1 );
960 D3DSTATE_TO_STR(WINED3DTSS_ALPHAARG2 );
961 D3DSTATE_TO_STR(WINED3DTSS_BUMPENVMAT00 );
962 D3DSTATE_TO_STR(WINED3DTSS_BUMPENVMAT01 );
963 D3DSTATE_TO_STR(WINED3DTSS_BUMPENVMAT10 );
964 D3DSTATE_TO_STR(WINED3DTSS_BUMPENVMAT11 );
965 D3DSTATE_TO_STR(WINED3DTSS_TEXCOORDINDEX );
966 D3DSTATE_TO_STR(WINED3DTSS_BUMPENVLSCALE );
967 D3DSTATE_TO_STR(WINED3DTSS_BUMPENVLOFFSET );
968 D3DSTATE_TO_STR(WINED3DTSS_TEXTURETRANSFORMFLAGS );
969 D3DSTATE_TO_STR(WINED3DTSS_ADDRESSW );
970 D3DSTATE_TO_STR(WINED3DTSS_COLORARG0 );
971 D3DSTATE_TO_STR(WINED3DTSS_ALPHAARG0 );
972 D3DSTATE_TO_STR(WINED3DTSS_RESULTARG );
973 D3DSTATE_TO_STR(WINED3DTSS_CONSTANT );
974 #undef D3DSTATE_TO_STR
975 case 12:
976 /* Note WINED3DTSS are not consecutive, so skip these */
977 return "unused";
978 default:
979 FIXME("Unrecognized %u texture state!\n", state);
980 return "unrecognized";
984 const char* debug_d3dtop(WINED3DTEXTUREOP d3dtop) {
985 switch (d3dtop) {
986 #define D3DTOP_TO_STR(u) case u: return #u
987 D3DTOP_TO_STR(WINED3DTOP_DISABLE);
988 D3DTOP_TO_STR(WINED3DTOP_SELECTARG1);
989 D3DTOP_TO_STR(WINED3DTOP_SELECTARG2);
990 D3DTOP_TO_STR(WINED3DTOP_MODULATE);
991 D3DTOP_TO_STR(WINED3DTOP_MODULATE2X);
992 D3DTOP_TO_STR(WINED3DTOP_MODULATE4X);
993 D3DTOP_TO_STR(WINED3DTOP_ADD);
994 D3DTOP_TO_STR(WINED3DTOP_ADDSIGNED);
995 D3DTOP_TO_STR(WINED3DTOP_ADDSIGNED2X);
996 D3DTOP_TO_STR(WINED3DTOP_SUBTRACT);
997 D3DTOP_TO_STR(WINED3DTOP_ADDSMOOTH);
998 D3DTOP_TO_STR(WINED3DTOP_BLENDDIFFUSEALPHA);
999 D3DTOP_TO_STR(WINED3DTOP_BLENDTEXTUREALPHA);
1000 D3DTOP_TO_STR(WINED3DTOP_BLENDFACTORALPHA);
1001 D3DTOP_TO_STR(WINED3DTOP_BLENDTEXTUREALPHAPM);
1002 D3DTOP_TO_STR(WINED3DTOP_BLENDCURRENTALPHA);
1003 D3DTOP_TO_STR(WINED3DTOP_PREMODULATE);
1004 D3DTOP_TO_STR(WINED3DTOP_MODULATEALPHA_ADDCOLOR);
1005 D3DTOP_TO_STR(WINED3DTOP_MODULATECOLOR_ADDALPHA);
1006 D3DTOP_TO_STR(WINED3DTOP_MODULATEINVALPHA_ADDCOLOR);
1007 D3DTOP_TO_STR(WINED3DTOP_MODULATEINVCOLOR_ADDALPHA);
1008 D3DTOP_TO_STR(WINED3DTOP_BUMPENVMAP);
1009 D3DTOP_TO_STR(WINED3DTOP_BUMPENVMAPLUMINANCE);
1010 D3DTOP_TO_STR(WINED3DTOP_DOTPRODUCT3);
1011 D3DTOP_TO_STR(WINED3DTOP_MULTIPLYADD);
1012 D3DTOP_TO_STR(WINED3DTOP_LERP);
1013 #undef D3DTOP_TO_STR
1014 default:
1015 FIXME("Unrecognized %u WINED3DTOP\n", d3dtop);
1016 return "unrecognized";
1020 const char* debug_d3dtstype(WINED3DTRANSFORMSTATETYPE tstype) {
1021 switch (tstype) {
1022 #define TSTYPE_TO_STR(tstype) case tstype: return #tstype
1023 TSTYPE_TO_STR(WINED3DTS_VIEW);
1024 TSTYPE_TO_STR(WINED3DTS_PROJECTION);
1025 TSTYPE_TO_STR(WINED3DTS_TEXTURE0);
1026 TSTYPE_TO_STR(WINED3DTS_TEXTURE1);
1027 TSTYPE_TO_STR(WINED3DTS_TEXTURE2);
1028 TSTYPE_TO_STR(WINED3DTS_TEXTURE3);
1029 TSTYPE_TO_STR(WINED3DTS_TEXTURE4);
1030 TSTYPE_TO_STR(WINED3DTS_TEXTURE5);
1031 TSTYPE_TO_STR(WINED3DTS_TEXTURE6);
1032 TSTYPE_TO_STR(WINED3DTS_TEXTURE7);
1033 TSTYPE_TO_STR(WINED3DTS_WORLDMATRIX(0));
1034 #undef TSTYPE_TO_STR
1035 default:
1036 if (tstype > 256 && tstype < 512) {
1037 FIXME("WINED3DTS_WORLDMATRIX(%u). 1..255 not currently supported\n", tstype);
1038 return ("WINED3DTS_WORLDMATRIX > 0");
1040 FIXME("Unrecognized %u WINED3DTS\n", tstype);
1041 return "unrecognized";
1045 const char* debug_d3dpool(WINED3DPOOL Pool) {
1046 switch (Pool) {
1047 #define POOL_TO_STR(p) case p: return #p;
1048 POOL_TO_STR(WINED3DPOOL_DEFAULT);
1049 POOL_TO_STR(WINED3DPOOL_MANAGED);
1050 POOL_TO_STR(WINED3DPOOL_SYSTEMMEM);
1051 POOL_TO_STR(WINED3DPOOL_SCRATCH);
1052 #undef POOL_TO_STR
1053 default:
1054 FIXME("Unrecognized %u WINED3DPOOL!\n", Pool);
1055 return "unrecognized";
1059 const char *debug_fbostatus(GLenum status) {
1060 switch(status) {
1061 #define FBOSTATUS_TO_STR(u) case u: return #u
1062 FBOSTATUS_TO_STR(GL_FRAMEBUFFER_COMPLETE_EXT);
1063 FBOSTATUS_TO_STR(GL_FRAMEBUFFER_INCOMPLETE_ATTACHMENT_EXT);
1064 FBOSTATUS_TO_STR(GL_FRAMEBUFFER_INCOMPLETE_MISSING_ATTACHMENT_EXT);
1065 FBOSTATUS_TO_STR(GL_FRAMEBUFFER_INCOMPLETE_DIMENSIONS_EXT);
1066 FBOSTATUS_TO_STR(GL_FRAMEBUFFER_INCOMPLETE_FORMATS_EXT);
1067 FBOSTATUS_TO_STR(GL_FRAMEBUFFER_INCOMPLETE_DRAW_BUFFER_EXT);
1068 FBOSTATUS_TO_STR(GL_FRAMEBUFFER_INCOMPLETE_READ_BUFFER_EXT);
1069 FBOSTATUS_TO_STR(GL_FRAMEBUFFER_UNSUPPORTED_EXT);
1070 #undef FBOSTATUS_TO_STR
1071 default:
1072 FIXME("Unrecognied FBO status 0x%08x\n", status);
1073 return "unrecognized";
1077 const char *debug_glerror(GLenum error) {
1078 switch(error) {
1079 #define GLERROR_TO_STR(u) case u: return #u
1080 GLERROR_TO_STR(GL_NO_ERROR);
1081 GLERROR_TO_STR(GL_INVALID_ENUM);
1082 GLERROR_TO_STR(GL_INVALID_VALUE);
1083 GLERROR_TO_STR(GL_INVALID_OPERATION);
1084 GLERROR_TO_STR(GL_STACK_OVERFLOW);
1085 GLERROR_TO_STR(GL_STACK_UNDERFLOW);
1086 GLERROR_TO_STR(GL_OUT_OF_MEMORY);
1087 GLERROR_TO_STR(GL_INVALID_FRAMEBUFFER_OPERATION_EXT);
1088 #undef GLERROR_TO_STR
1089 default:
1090 FIXME("Unrecognied GL error 0x%08x\n", error);
1091 return "unrecognized";
1095 const char *debug_d3dbasis(WINED3DBASISTYPE basis) {
1096 switch(basis) {
1097 case WINED3DBASIS_BEZIER: return "WINED3DBASIS_BEZIER";
1098 case WINED3DBASIS_BSPLINE: return "WINED3DBASIS_BSPLINE";
1099 case WINED3DBASIS_INTERPOLATE: return "WINED3DBASIS_INTERPOLATE";
1100 default: return "unrecognized";
1104 const char *debug_d3ddegree(WINED3DDEGREETYPE degree) {
1105 switch(degree) {
1106 case WINED3DDEGREE_LINEAR: return "WINED3DDEGREE_LINEAR";
1107 case WINED3DDEGREE_QUADRATIC: return "WINED3DDEGREE_QUADRATIC";
1108 case WINED3DDEGREE_CUBIC: return "WINED3DDEGREE_CUBIC";
1109 case WINED3DDEGREE_QUINTIC: return "WINED3DDEGREE_QUINTIC";
1110 default: return "unrecognized";
1114 /*****************************************************************************
1115 * Useful functions mapping GL <-> D3D values
1117 GLenum StencilOp(DWORD op) {
1118 switch(op) {
1119 case WINED3DSTENCILOP_KEEP : return GL_KEEP;
1120 case WINED3DSTENCILOP_ZERO : return GL_ZERO;
1121 case WINED3DSTENCILOP_REPLACE : return GL_REPLACE;
1122 case WINED3DSTENCILOP_INCRSAT : return GL_INCR;
1123 case WINED3DSTENCILOP_DECRSAT : return GL_DECR;
1124 case WINED3DSTENCILOP_INVERT : return GL_INVERT;
1125 case WINED3DSTENCILOP_INCR : return GL_INCR_WRAP_EXT;
1126 case WINED3DSTENCILOP_DECR : return GL_DECR_WRAP_EXT;
1127 default:
1128 FIXME("Unrecognized stencil op %d\n", op);
1129 return GL_KEEP;
1133 GLenum CompareFunc(DWORD func) {
1134 switch ((WINED3DCMPFUNC)func) {
1135 case WINED3DCMP_NEVER : return GL_NEVER;
1136 case WINED3DCMP_LESS : return GL_LESS;
1137 case WINED3DCMP_EQUAL : return GL_EQUAL;
1138 case WINED3DCMP_LESSEQUAL : return GL_LEQUAL;
1139 case WINED3DCMP_GREATER : return GL_GREATER;
1140 case WINED3DCMP_NOTEQUAL : return GL_NOTEQUAL;
1141 case WINED3DCMP_GREATEREQUAL : return GL_GEQUAL;
1142 case WINED3DCMP_ALWAYS : return GL_ALWAYS;
1143 default:
1144 FIXME("Unrecognized WINED3DCMPFUNC value %d\n", func);
1145 return 0;
1149 BOOL is_invalid_op(IWineD3DDeviceImpl *This, int stage, WINED3DTEXTUREOP op, DWORD arg1, DWORD arg2, DWORD arg3) {
1150 if (op == WINED3DTOP_DISABLE) return FALSE;
1151 if (This->stateBlock->textures[stage]) return FALSE;
1153 if ((arg1 & WINED3DTA_SELECTMASK) == WINED3DTA_TEXTURE
1154 && op != WINED3DTOP_SELECTARG2) return TRUE;
1155 if ((arg2 & WINED3DTA_SELECTMASK) == WINED3DTA_TEXTURE
1156 && op != WINED3DTOP_SELECTARG1) return TRUE;
1157 if ((arg3 & WINED3DTA_SELECTMASK) == WINED3DTA_TEXTURE
1158 && (op == WINED3DTOP_MULTIPLYADD || op == WINED3DTOP_LERP)) return TRUE;
1160 return FALSE;
1163 /* Setup this textures matrix according to the texture flags*/
1164 void set_texture_matrix(const float *smat, DWORD flags, BOOL calculatedCoords, BOOL transformed, DWORD coordtype)
1166 float mat[16];
1168 glMatrixMode(GL_TEXTURE);
1169 checkGLcall("glMatrixMode(GL_TEXTURE)");
1171 if (flags == WINED3DTTFF_DISABLE || flags == WINED3DTTFF_COUNT1 || transformed) {
1172 glLoadIdentity();
1173 checkGLcall("glLoadIdentity()");
1174 return;
1177 if (flags == (WINED3DTTFF_COUNT1|WINED3DTTFF_PROJECTED)) {
1178 ERR("Invalid texture transform flags: WINED3DTTFF_COUNT1|WINED3DTTFF_PROJECTED\n");
1179 return;
1182 memcpy(mat, smat, 16 * sizeof(float));
1184 if (flags & WINED3DTTFF_PROJECTED) {
1185 switch (flags & ~WINED3DTTFF_PROJECTED) {
1186 case WINED3DTTFF_COUNT2:
1187 mat[3] = mat[1], mat[7] = mat[5], mat[11] = mat[9], mat[15] = mat[13];
1188 mat[1] = mat[5] = mat[9] = mat[13] = 0;
1189 break;
1190 case WINED3DTTFF_COUNT3:
1191 mat[3] = mat[2], mat[7] = mat[6], mat[11] = mat[10], mat[15] = mat[14];
1192 mat[2] = mat[6] = mat[10] = mat[14] = 0;
1193 break;
1195 } else { /* under directx the R/Z coord can be used for translation, under opengl we use the Q coord instead */
1196 if(!calculatedCoords) {
1197 switch(coordtype) {
1198 case WINED3DDECLTYPE_FLOAT1:
1199 /* Direct3D passes the default 1.0 in the 2nd coord, while gl passes it in the 4th.
1200 * swap 2nd and 4th coord. No need to store the value of mat[12] in mat[4] because
1201 * the input value to the transformation will be 0, so the matrix value is irrelevant
1203 mat[12] = mat[4];
1204 mat[13] = mat[5];
1205 mat[14] = mat[6];
1206 mat[15] = mat[7];
1207 break;
1208 case WINED3DDECLTYPE_FLOAT2:
1209 /* See above, just 3rd and 4th coord
1211 mat[12] = mat[8];
1212 mat[13] = mat[9];
1213 mat[14] = mat[10];
1214 mat[15] = mat[11];
1215 break;
1216 case WINED3DDECLTYPE_FLOAT3: /* Opengl defaults match dx defaults */
1217 case WINED3DDECLTYPE_FLOAT4: /* No defaults apply, all app defined */
1219 /* This is to prevent swapping the matrix lines and put the default 4th coord = 1.0
1220 * into a bad place. The division elimination below will apply to make sure the
1221 * 1.0 doesn't do anything bad. The caller will set this value if the stride is 0
1223 case WINED3DDECLTYPE_UNUSED: /* No texture coords, 0/0/0/1 defaults are passed */
1224 break;
1225 default:
1226 FIXME("Unexpected fixed function texture coord input\n");
1229 switch (flags & ~WINED3DTTFF_PROJECTED) {
1230 /* case WINED3DTTFF_COUNT1: Won't ever get here */
1231 case WINED3DTTFF_COUNT2: mat[2] = mat[6] = mat[10] = mat[14] = 0;
1232 /* OpenGL divides the first 3 vertex coord by the 4th by default,
1233 * which is essentially the same as D3DTTFF_PROJECTED. Make sure that
1234 * the 4th coord evaluates to 1.0 to eliminate that.
1236 * If the fixed function pipeline is used, the 4th value remains unused,
1237 * so there is no danger in doing this. With vertex shaders we have a
1238 * problem. Should an app hit that problem, the code here would have to
1239 * check for pixel shaders, and the shader has to undo the default gl divide.
1241 * A more serious problem occurs if the app passes 4 coordinates in, and the
1242 * 4th is != 1.0(opengl default). This would have to be fixed in drawStridedSlow
1243 * or a replacement shader
1245 default: mat[3] = mat[7] = mat[11] = 0; mat[15] = 1;
1249 glLoadMatrixf(mat);
1250 checkGLcall("glLoadMatrixf(mat)");
1252 #undef GLINFO_LOCATION
1254 #define GLINFO_LOCATION ((IWineD3DImpl *)(This->wineD3D))->gl_info
1256 /* This small helper function is used to convert a bitmask into the number of masked bits */
1257 unsigned int count_bits(unsigned int mask)
1259 unsigned int count;
1260 for (count = 0; mask; ++count)
1262 mask &= mask - 1;
1264 return count;
1267 /* Helper function for retrieving color info for ChoosePixelFormat and wglChoosePixelFormatARB.
1268 * The later function requires individual color components. */
1269 BOOL getColorBits(WINED3DFORMAT fmt, short *redSize, short *greenSize, short *blueSize, short *alphaSize, short *totalSize)
1271 const StaticPixelFormatDesc *desc;
1273 TRACE("fmt: %s\n", debug_d3dformat(fmt));
1274 switch(fmt)
1276 case WINED3DFMT_X8R8G8B8:
1277 case WINED3DFMT_R8G8B8:
1278 case WINED3DFMT_A8R8G8B8:
1279 case WINED3DFMT_A2R10G10B10:
1280 case WINED3DFMT_X1R5G5B5:
1281 case WINED3DFMT_A1R5G5B5:
1282 case WINED3DFMT_R5G6B5:
1283 case WINED3DFMT_X4R4G4B4:
1284 case WINED3DFMT_A4R4G4B4:
1285 case WINED3DFMT_R3G3B2:
1286 case WINED3DFMT_A8P8:
1287 case WINED3DFMT_P8:
1288 break;
1289 default:
1290 ERR("Unsupported format: %s\n", debug_d3dformat(fmt));
1291 return FALSE;
1294 desc = getFormatDescEntry(fmt, NULL, NULL);
1295 if(!desc)
1297 ERR("Unable to look up format: 0x%x\n", fmt);
1298 return FALSE;
1300 *redSize = count_bits(desc->redMask);
1301 *greenSize = count_bits(desc->greenMask);
1302 *blueSize = count_bits(desc->blueMask);
1303 *alphaSize = count_bits(desc->alphaMask);
1304 *totalSize = *redSize + *greenSize + *blueSize + *alphaSize;
1306 TRACE("Returning red: %d, green: %d, blue: %d, alpha: %d, total: %d for fmt=%s\n", *redSize, *greenSize, *blueSize, *alphaSize, *totalSize, debug_d3dformat(fmt));
1307 return TRUE;
1310 /* Helper function for retrieving depth/stencil info for ChoosePixelFormat and wglChoosePixelFormatARB */
1311 BOOL getDepthStencilBits(WINED3DFORMAT fmt, short *depthSize, short *stencilSize)
1313 const StaticPixelFormatDesc *desc;
1315 TRACE("fmt: %s\n", debug_d3dformat(fmt));
1316 switch(fmt)
1318 case WINED3DFMT_D16_LOCKABLE:
1319 case WINED3DFMT_D16:
1320 case WINED3DFMT_D15S1:
1321 case WINED3DFMT_D24X8:
1322 case WINED3DFMT_D24X4S4:
1323 case WINED3DFMT_D24S8:
1324 case WINED3DFMT_D24FS8:
1325 case WINED3DFMT_D32:
1326 case WINED3DFMT_D32F_LOCKABLE:
1327 break;
1328 default:
1329 FIXME("Unsupported stencil format: %s\n", debug_d3dformat(fmt));
1330 return FALSE;
1333 desc = getFormatDescEntry(fmt, NULL, NULL);
1334 if(!desc)
1336 ERR("Unable to look up format: 0x%x\n", fmt);
1337 return FALSE;
1339 *depthSize = desc->depthSize;
1340 *stencilSize = desc->stencilSize;
1342 TRACE("Returning depthSize: %d and stencilSize: %d for fmt=%s\n", *depthSize, *stencilSize, debug_d3dformat(fmt));
1343 return TRUE;
1346 #undef GLINFO_LOCATION
1348 /* DirectDraw stuff */
1349 WINED3DFORMAT pixelformat_for_depth(DWORD depth) {
1350 switch(depth) {
1351 case 8: return WINED3DFMT_P8;
1352 case 15: return WINED3DFMT_X1R5G5B5;
1353 case 16: return WINED3DFMT_R5G6B5;
1354 case 24: return WINED3DFMT_X8R8G8B8; /* Robots needs 24bit to be X8R8G8B8 */
1355 case 32: return WINED3DFMT_X8R8G8B8; /* EVE online and the Fur demo need 32bit AdapterDisplayMode to return X8R8G8B8 */
1356 default: return WINED3DFMT_UNKNOWN;
1360 void multiply_matrix(WINED3DMATRIX *dest, const WINED3DMATRIX *src1, const WINED3DMATRIX *src2) {
1361 WINED3DMATRIX temp;
1363 /* Now do the multiplication 'by hand'.
1364 I know that all this could be optimised, but this will be done later :-) */
1365 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);
1366 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);
1367 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);
1368 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);
1370 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);
1371 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);
1372 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);
1373 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);
1375 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);
1376 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);
1377 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);
1378 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);
1380 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);
1381 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);
1382 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);
1383 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);
1385 /* And copy the new matrix in the good storage.. */
1386 memcpy(dest, &temp, 16 * sizeof(float));
1389 DWORD get_flexible_vertex_size(DWORD d3dvtVertexType) {
1390 DWORD size = 0;
1391 int i;
1392 int numTextures = (d3dvtVertexType & WINED3DFVF_TEXCOUNT_MASK) >> WINED3DFVF_TEXCOUNT_SHIFT;
1394 if (d3dvtVertexType & WINED3DFVF_NORMAL) size += 3 * sizeof(float);
1395 if (d3dvtVertexType & WINED3DFVF_DIFFUSE) size += sizeof(DWORD);
1396 if (d3dvtVertexType & WINED3DFVF_SPECULAR) size += sizeof(DWORD);
1397 if (d3dvtVertexType & WINED3DFVF_PSIZE) size += sizeof(DWORD);
1398 switch (d3dvtVertexType & WINED3DFVF_POSITION_MASK) {
1399 case WINED3DFVF_XYZ: size += 3 * sizeof(float); break;
1400 case WINED3DFVF_XYZRHW: size += 4 * sizeof(float); break;
1401 case WINED3DFVF_XYZB1: size += 4 * sizeof(float); break;
1402 case WINED3DFVF_XYZB2: size += 5 * sizeof(float); break;
1403 case WINED3DFVF_XYZB3: size += 6 * sizeof(float); break;
1404 case WINED3DFVF_XYZB4: size += 7 * sizeof(float); break;
1405 case WINED3DFVF_XYZB5: size += 8 * sizeof(float); break;
1406 default: ERR("Unexpected position mask\n");
1408 for (i = 0; i < numTextures; i++) {
1409 size += GET_TEXCOORD_SIZE_FROM_FVF(d3dvtVertexType, i) * sizeof(float);
1412 return size;
1415 /***********************************************************************
1416 * CalculateTexRect
1418 * Calculates the dimensions of the opengl texture used for blits.
1419 * Handled oversized opengl textures and updates the source rectangle
1420 * accordingly
1422 * Params:
1423 * This: Surface to operate on
1424 * Rect: Requested rectangle
1426 * Returns:
1427 * TRUE if the texture part can be loaded,
1428 * FALSE otherwise
1430 *********************************************************************/
1431 #define GLINFO_LOCATION This->resource.wineD3DDevice->adapter->gl_info
1433 BOOL CalculateTexRect(IWineD3DSurfaceImpl *This, RECT *Rect, float glTexCoord[4]) {
1434 int x1 = Rect->left, x2 = Rect->right;
1435 int y1 = Rect->top, y2 = Rect->bottom;
1436 GLint maxSize = GL_LIMITS(texture_size);
1438 TRACE("(%p)->(%d,%d)-(%d,%d)\n", This,
1439 Rect->left, Rect->top, Rect->right, Rect->bottom);
1441 /* The sizes might be reversed */
1442 if(Rect->left > Rect->right) {
1443 x1 = Rect->right;
1444 x2 = Rect->left;
1446 if(Rect->top > Rect->bottom) {
1447 y1 = Rect->bottom;
1448 y2 = Rect->top;
1451 /* No oversized texture? This is easy */
1452 if(!(This->Flags & SFLAG_OVERSIZE)) {
1453 /* Which rect from the texture do I need? */
1454 if(This->glDescription.target == GL_TEXTURE_RECTANGLE_ARB) {
1455 glTexCoord[0] = (float) Rect->left;
1456 glTexCoord[2] = (float) Rect->top;
1457 glTexCoord[1] = (float) Rect->right;
1458 glTexCoord[3] = (float) Rect->bottom;
1459 } else {
1460 glTexCoord[0] = (float) Rect->left / (float) This->pow2Width;
1461 glTexCoord[2] = (float) Rect->top / (float) This->pow2Height;
1462 glTexCoord[1] = (float) Rect->right / (float) This->pow2Width;
1463 glTexCoord[3] = (float) Rect->bottom / (float) This->pow2Height;
1466 return TRUE;
1467 } else {
1468 /* Check if we can succeed at all */
1469 if( (x2 - x1) > maxSize ||
1470 (y2 - y1) > maxSize ) {
1471 TRACE("Requested rectangle is too large for gl\n");
1472 return FALSE;
1475 /* A part of the texture has to be picked. First, check if
1476 * some texture part is loaded already, if yes try to re-use it.
1477 * If the texture is dirty, or the part can't be used,
1478 * re-position the part to load
1480 if(This->Flags & SFLAG_INTEXTURE) {
1481 if(This->glRect.left <= x1 && This->glRect.right >= x2 &&
1482 This->glRect.top <= y1 && This->glRect.bottom >= x2 ) {
1483 /* Ok, the rectangle is ok, re-use it */
1484 TRACE("Using existing gl Texture\n");
1485 } else {
1486 /* Rectangle is not ok, dirtify the texture to reload it */
1487 TRACE("Dirtifying texture to force reload\n");
1488 This->Flags &= ~SFLAG_INTEXTURE;
1492 /* Now if we are dirty(no else if!) */
1493 if(!(This->Flags & SFLAG_INTEXTURE)) {
1494 /* Set the new rectangle. Use the following strategy:
1495 * 1) Use as big textures as possible.
1496 * 2) Place the texture part in the way that the requested
1497 * part is in the middle of the texture(well, almost)
1498 * 3) If the texture is moved over the edges of the
1499 * surface, replace it nicely
1500 * 4) If the coord is not limiting the texture size,
1501 * use the whole size
1503 if((This->pow2Width) > maxSize) {
1504 This->glRect.left = x1 - maxSize / 2;
1505 if(This->glRect.left < 0) {
1506 This->glRect.left = 0;
1508 This->glRect.right = This->glRect.left + maxSize;
1509 if(This->glRect.right > This->currentDesc.Width) {
1510 This->glRect.right = This->currentDesc.Width;
1511 This->glRect.left = This->glRect.right - maxSize;
1513 } else {
1514 This->glRect.left = 0;
1515 This->glRect.right = This->pow2Width;
1518 if(This->pow2Height > maxSize) {
1519 This->glRect.top = x1 - GL_LIMITS(texture_size) / 2;
1520 if(This->glRect.top < 0) This->glRect.top = 0;
1521 This->glRect.bottom = This->glRect.left + maxSize;
1522 if(This->glRect.bottom > This->currentDesc.Height) {
1523 This->glRect.bottom = This->currentDesc.Height;
1524 This->glRect.top = This->glRect.bottom - maxSize;
1526 } else {
1527 This->glRect.top = 0;
1528 This->glRect.bottom = This->pow2Height;
1530 TRACE("(%p): Using rect (%d,%d)-(%d,%d)\n", This,
1531 This->glRect.left, This->glRect.top, This->glRect.right, This->glRect.bottom);
1534 /* Re-calculate the rect to draw */
1535 Rect->left -= This->glRect.left;
1536 Rect->right -= This->glRect.left;
1537 Rect->top -= This->glRect.top;
1538 Rect->bottom -= This->glRect.top;
1540 /* Get the gl coordinates. The gl rectangle is a power of 2, eigher the max size,
1541 * or the pow2Width / pow2Height of the surface.
1543 * Can never be GL_TEXTURE_RECTANGLE_ARB because oversized surfaces are always set up
1544 * as regular GL_TEXTURE_2D.
1546 glTexCoord[0] = (float) Rect->left / (float) (This->glRect.right - This->glRect.left);
1547 glTexCoord[2] = (float) Rect->top / (float) (This->glRect.bottom - This->glRect.top);
1548 glTexCoord[1] = (float) Rect->right / (float) (This->glRect.right - This->glRect.left);
1549 glTexCoord[3] = (float) Rect->bottom / (float) (This->glRect.bottom - This->glRect.top);
1551 return TRUE;
1553 #undef GLINFO_LOCATION
1555 /* Hash table functions */
1557 hash_table_t *hash_table_create(hash_function_t *hash_function, compare_function_t *compare_function)
1559 hash_table_t *table;
1560 unsigned int initial_size = 8;
1562 table = HeapAlloc(GetProcessHeap(), 0, sizeof(hash_table_t) + (initial_size * sizeof(struct list)));
1563 if (!table)
1565 ERR("Failed to allocate table, returning NULL.\n");
1566 return NULL;
1569 table->hash_function = hash_function;
1570 table->compare_function = compare_function;
1572 table->grow_size = initial_size - (initial_size >> 2);
1573 table->shrink_size = 0;
1575 table->buckets = HeapAlloc(GetProcessHeap(), HEAP_ZERO_MEMORY, initial_size * sizeof(struct list));
1576 if (!table->buckets)
1578 ERR("Failed to allocate table buckets, returning NULL.\n");
1579 HeapFree(GetProcessHeap(), 0, table);
1580 return NULL;
1582 table->bucket_count = initial_size;
1584 table->entries = HeapAlloc(GetProcessHeap(), HEAP_ZERO_MEMORY, table->grow_size * sizeof(hash_table_entry_t));
1585 if (!table->entries)
1587 ERR("Failed to allocate table entries, returning NULL.\n");
1588 HeapFree(GetProcessHeap(), 0, table->buckets);
1589 HeapFree(GetProcessHeap(), 0, table);
1590 return NULL;
1592 table->entry_count = 0;
1594 list_init(&table->free_entries);
1595 table->count = 0;
1597 return table;
1600 void hash_table_destroy(hash_table_t *table, void (*free_value)(void *value, void *cb), void *cb)
1602 unsigned int i = 0;
1604 for (i = 0; i < table->entry_count; ++i)
1606 if(free_value) {
1607 free_value(table->entries[i].value, cb);
1609 HeapFree(GetProcessHeap(), 0, table->entries[i].key);
1612 HeapFree(GetProcessHeap(), 0, table->entries);
1613 HeapFree(GetProcessHeap(), 0, table->buckets);
1614 HeapFree(GetProcessHeap(), 0, table);
1617 static inline hash_table_entry_t *hash_table_get_by_idx(hash_table_t *table, void *key, unsigned int idx)
1619 hash_table_entry_t *entry;
1621 if (table->buckets[idx].next)
1622 LIST_FOR_EACH_ENTRY(entry, &(table->buckets[idx]), hash_table_entry_t, entry)
1623 if (table->compare_function(entry->key, key)) return entry;
1625 return NULL;
1628 static BOOL hash_table_resize(hash_table_t *table, unsigned int new_bucket_count)
1630 unsigned int new_entry_count = 0;
1631 hash_table_entry_t *new_entries;
1632 struct list *new_buckets;
1633 unsigned int grow_size = new_bucket_count - (new_bucket_count >> 2);
1634 unsigned int i;
1636 new_buckets = HeapAlloc(GetProcessHeap(), HEAP_ZERO_MEMORY, new_bucket_count * sizeof(struct list));
1637 if (!new_buckets)
1639 ERR("Failed to allocate new buckets, returning FALSE.\n");
1640 return FALSE;
1643 new_entries = HeapAlloc(GetProcessHeap(), HEAP_ZERO_MEMORY, grow_size * sizeof(hash_table_entry_t));
1644 if (!new_entries)
1646 ERR("Failed to allocate new entries, returning FALSE.\n");
1647 HeapFree(GetProcessHeap(), 0, new_buckets);
1648 return FALSE;
1651 for (i = 0; i < table->bucket_count; ++i)
1653 if (table->buckets[i].next)
1655 hash_table_entry_t *entry, *entry2;
1657 LIST_FOR_EACH_ENTRY_SAFE(entry, entry2, &table->buckets[i], hash_table_entry_t, entry)
1659 int j;
1660 hash_table_entry_t *new_entry = new_entries + (new_entry_count++);
1661 *new_entry = *entry;
1663 j = new_entry->hash & (new_bucket_count - 1);
1665 if (!new_buckets[j].next) list_init(&new_buckets[j]);
1666 list_add_head(&new_buckets[j], &new_entry->entry);
1671 HeapFree(GetProcessHeap(), 0, table->buckets);
1672 table->buckets = new_buckets;
1674 HeapFree(GetProcessHeap(), 0, table->entries);
1675 table->entries = new_entries;
1677 table->entry_count = new_entry_count;
1678 list_init(&table->free_entries);
1680 table->bucket_count = new_bucket_count;
1681 table->grow_size = grow_size;
1682 table->shrink_size = new_bucket_count > 8 ? new_bucket_count >> 2 : 0;
1684 return TRUE;
1687 void hash_table_put(hash_table_t *table, void *key, void *value)
1689 unsigned int idx;
1690 unsigned int hash;
1691 hash_table_entry_t *entry;
1693 hash = table->hash_function(key);
1694 idx = hash & (table->bucket_count - 1);
1695 entry = hash_table_get_by_idx(table, key, idx);
1697 if (entry)
1699 HeapFree(GetProcessHeap(), 0, key);
1700 entry->value = value;
1702 if (!value)
1704 HeapFree(GetProcessHeap(), 0, entry->key);
1705 entry->key = NULL;
1707 /* Remove the entry */
1708 list_remove(&entry->entry);
1709 list_add_head(&table->free_entries, &entry->entry);
1711 --table->count;
1713 /* Shrink if necessary */
1714 if (table->count < table->shrink_size) {
1715 if (!hash_table_resize(table, table->bucket_count >> 1))
1717 ERR("Failed to shrink the table...\n");
1722 return;
1725 if (!value) return;
1727 /* Grow if necessary */
1728 if (table->count >= table->grow_size)
1730 if (!hash_table_resize(table, table->bucket_count << 1))
1732 ERR("Failed to grow the table, returning.\n");
1733 return;
1736 idx = hash & (table->bucket_count - 1);
1739 /* Find an entry to insert */
1740 if (!list_empty(&table->free_entries))
1742 struct list *elem = list_head(&table->free_entries);
1744 list_remove(elem);
1745 entry = LIST_ENTRY(elem, hash_table_entry_t, entry);
1746 } else {
1747 entry = table->entries + (table->entry_count++);
1750 /* Insert the entry */
1751 entry->key = key;
1752 entry->value = value;
1753 entry->hash = hash;
1754 if (!table->buckets[idx].next) list_init(&table->buckets[idx]);
1755 list_add_head(&table->buckets[idx], &entry->entry);
1757 ++table->count;
1760 void hash_table_remove(hash_table_t *table, void *key)
1762 hash_table_put(table, key, NULL);
1765 void *hash_table_get(hash_table_t *table, void *key)
1767 unsigned int idx;
1768 hash_table_entry_t *entry;
1770 idx = table->hash_function(key) & (table->bucket_count - 1);
1771 entry = hash_table_get_by_idx(table, key, idx);
1773 return entry ? entry->value : NULL;
1776 #define GLINFO_LOCATION stateblock->wineD3DDevice->adapter->gl_info
1777 void gen_ffp_op(IWineD3DStateBlockImpl *stateblock, struct ffp_settings *settings, BOOL ignore_textype) {
1778 #define ARG1 0x01
1779 #define ARG2 0x02
1780 #define ARG0 0x04
1781 static const unsigned char args[WINED3DTOP_LERP + 1] = {
1782 /* undefined */ 0,
1783 /* D3DTOP_DISABLE */ 0,
1784 /* D3DTOP_SELECTARG1 */ ARG1,
1785 /* D3DTOP_SELECTARG2 */ ARG2,
1786 /* D3DTOP_MODULATE */ ARG1 | ARG2,
1787 /* D3DTOP_MODULATE2X */ ARG1 | ARG2,
1788 /* D3DTOP_MODULATE4X */ ARG1 | ARG2,
1789 /* D3DTOP_ADD */ ARG1 | ARG2,
1790 /* D3DTOP_ADDSIGNED */ ARG1 | ARG2,
1791 /* D3DTOP_ADDSIGNED2X */ ARG1 | ARG2,
1792 /* D3DTOP_SUBTRACT */ ARG1 | ARG2,
1793 /* D3DTOP_ADDSMOOTH */ ARG1 | ARG2,
1794 /* D3DTOP_BLENDDIFFUSEALPHA */ ARG1 | ARG2,
1795 /* D3DTOP_BLENDTEXTUREALPHA */ ARG1 | ARG2,
1796 /* D3DTOP_BLENDFACTORALPHA */ ARG1 | ARG2,
1797 /* D3DTOP_BLENDTEXTUREALPHAPM */ ARG1 | ARG2,
1798 /* D3DTOP_BLENDCURRENTALPHA */ ARG1 | ARG2,
1799 /* D3DTOP_PREMODULATE */ ARG1 | ARG2,
1800 /* D3DTOP_MODULATEALPHA_ADDCOLOR */ ARG1 | ARG2,
1801 /* D3DTOP_MODULATECOLOR_ADDALPHA */ ARG1 | ARG2,
1802 /* D3DTOP_MODULATEINVALPHA_ADDCOLOR */ ARG1 | ARG2,
1803 /* D3DTOP_MODULATEINVCOLOR_ADDALPHA */ ARG1 | ARG2,
1804 /* D3DTOP_BUMPENVMAP */ ARG1 | ARG2,
1805 /* D3DTOP_BUMPENVMAPLUMINANCE */ ARG1 | ARG2,
1806 /* D3DTOP_DOTPRODUCT3 */ ARG1 | ARG2,
1807 /* D3DTOP_MULTIPLYADD */ ARG1 | ARG2 | ARG0,
1808 /* D3DTOP_LERP */ ARG1 | ARG2 | ARG0
1810 unsigned int i;
1811 DWORD ttff;
1812 DWORD cop, aop, carg0, carg1, carg2, aarg0, aarg1, aarg2;
1814 for(i = 0; i < GL_LIMITS(texture_stages); i++) {
1815 IWineD3DBaseTextureImpl *texture;
1816 settings->op[i].padding = 0;
1817 if(stateblock->textureState[i][WINED3DTSS_COLOROP] == WINED3DTOP_DISABLE) {
1818 settings->op[i].cop = WINED3DTOP_DISABLE;
1819 settings->op[i].aop = WINED3DTOP_DISABLE;
1820 settings->op[i].carg0 = settings->op[i].carg1 = settings->op[i].carg2 = ARG_UNUSED;
1821 settings->op[i].aarg0 = settings->op[i].aarg1 = settings->op[i].aarg2 = ARG_UNUSED;
1822 settings->op[i].color_correction = WINED3DFMT_UNKNOWN;
1823 settings->op[i].dst = resultreg;
1824 settings->op[i].tex_type = tex_1d;
1825 settings->op[i].projected = proj_none;
1826 i++;
1827 break;
1830 texture = (IWineD3DBaseTextureImpl *) stateblock->textures[i];
1831 if(texture) {
1832 settings->op[i].color_correction = texture->baseTexture.shader_conversion_group;
1833 if(ignore_textype) {
1834 settings->op[i].tex_type = tex_1d;
1835 } else {
1836 switch(stateblock->textureDimensions[i]) {
1837 case GL_TEXTURE_1D:
1838 settings->op[i].tex_type = tex_1d;
1839 break;
1840 case GL_TEXTURE_2D:
1841 settings->op[i].tex_type = tex_2d;
1842 break;
1843 case GL_TEXTURE_3D:
1844 settings->op[i].tex_type = tex_3d;
1845 break;
1846 case GL_TEXTURE_CUBE_MAP_ARB:
1847 settings->op[i].tex_type = tex_cube;
1848 break;
1849 case GL_TEXTURE_RECTANGLE_ARB:
1850 settings->op[i].tex_type = tex_rect;
1851 break;
1854 } else {
1855 settings->op[i].color_correction = WINED3DFMT_UNKNOWN;
1856 settings->op[i].tex_type = tex_1d;
1859 cop = stateblock->textureState[i][WINED3DTSS_COLOROP];
1860 aop = stateblock->textureState[i][WINED3DTSS_ALPHAOP];
1862 carg1 = (args[cop] & ARG1) ? stateblock->textureState[i][WINED3DTSS_COLORARG1] : 0xffffffff;
1863 carg2 = (args[cop] & ARG2) ? stateblock->textureState[i][WINED3DTSS_COLORARG2] : 0xffffffff;
1864 carg0 = (args[cop] & ARG0) ? stateblock->textureState[i][WINED3DTSS_COLORARG0] : 0xffffffff;
1866 if(is_invalid_op(stateblock->wineD3DDevice, i, cop,
1867 carg1, carg2, carg0)) {
1868 carg0 = 0xffffffff;
1869 carg2 = 0xffffffff;
1870 carg1 = WINED3DTA_CURRENT;
1871 cop = WINED3DTOP_SELECTARG1;
1874 aarg1 = (args[aop] & ARG1) ? stateblock->textureState[i][WINED3DTSS_ALPHAARG1] : 0xffffffff;
1875 aarg2 = (args[aop] & ARG2) ? stateblock->textureState[i][WINED3DTSS_ALPHAARG2] : 0xffffffff;
1876 aarg0 = (args[aop] & ARG0) ? stateblock->textureState[i][WINED3DTSS_ALPHAARG0] : 0xffffffff;
1878 if(i == 0 && stateblock->textures[0] &&
1879 stateblock->renderState[WINED3DRS_COLORKEYENABLE] &&
1880 (stateblock->textureDimensions[0] == GL_TEXTURE_2D ||
1881 stateblock->textureDimensions[0] == GL_TEXTURE_RECTANGLE_ARB)) {
1882 IWineD3DSurfaceImpl *surf = (IWineD3DSurfaceImpl *) ((IWineD3DTextureImpl *) stateblock->textures[0])->surfaces[0];
1884 if(surf->CKeyFlags & WINEDDSD_CKSRCBLT &&
1885 getFormatDescEntry(surf->resource.format, NULL, NULL)->alphaMask == 0x00000000) {
1887 if(aop == WINED3DTOP_DISABLE) {
1888 aarg1 = WINED3DTA_TEXTURE;
1889 aop = WINED3DTOP_SELECTARG1;
1891 else if(aop == WINED3DTOP_SELECTARG1 && aarg1 != WINED3DTA_TEXTURE) {
1892 if (stateblock->renderState[WINED3DRS_ALPHABLENDENABLE]) {
1893 aarg2 = WINED3DTA_TEXTURE;
1894 aop = WINED3DTOP_MODULATE;
1896 else aarg1 = WINED3DTA_TEXTURE;
1898 else if(aop == WINED3DTOP_SELECTARG2 && aarg2 != WINED3DTA_TEXTURE) {
1899 if (stateblock->renderState[WINED3DRS_ALPHABLENDENABLE]) {
1900 aarg1 = WINED3DTA_TEXTURE;
1901 aop = WINED3DTOP_MODULATE;
1903 else aarg2 = WINED3DTA_TEXTURE;
1908 if(is_invalid_op(stateblock->wineD3DDevice, i, aop,
1909 aarg1, aarg2, aarg0)) {
1910 aarg0 = 0xffffffff;
1911 aarg2 = 0xffffffff;
1912 aarg1 = WINED3DTA_CURRENT;
1913 aop = WINED3DTOP_SELECTARG1;
1916 if(carg1 == WINED3DTA_TEXTURE || carg2 == WINED3DTA_TEXTURE || carg0 == WINED3DTA_TEXTURE ||
1917 aarg1 == WINED3DTA_TEXTURE || aarg2 == WINED3DTA_TEXTURE || aarg0 == WINED3DTA_TEXTURE) {
1918 ttff = stateblock->textureState[i][WINED3DTSS_TEXTURETRANSFORMFLAGS];
1919 if(ttff == (WINED3DTTFF_PROJECTED | WINED3DTTFF_COUNT3)) {
1920 settings->op[i].projected = proj_count3;
1921 } else if(ttff == (WINED3DTTFF_PROJECTED | WINED3DTTFF_COUNT4)) {
1922 settings->op[i].projected = proj_count4;
1923 } else {
1924 settings->op[i].projected = proj_none;
1926 } else {
1927 settings->op[i].projected = proj_none;
1930 settings->op[i].cop = cop;
1931 settings->op[i].aop = aop;
1932 settings->op[i].carg0 = carg0;
1933 settings->op[i].carg1 = carg1;
1934 settings->op[i].carg2 = carg2;
1935 settings->op[i].aarg0 = aarg0;
1936 settings->op[i].aarg1 = aarg1;
1937 settings->op[i].aarg2 = aarg2;
1939 if(stateblock->textureState[i][WINED3DTSS_RESULTARG] == WINED3DTA_TEMP) {
1940 settings->op[i].dst = tempreg;
1941 } else {
1942 settings->op[i].dst = resultreg;
1946 /* Clear unsupported stages */
1947 for(; i < MAX_TEXTURES; i++) {
1948 memset(&settings->op[i], 0xff, sizeof(settings->op[i]));
1951 if(stateblock->renderState[WINED3DRS_FOGENABLE] == FALSE) {
1952 settings->fog = FOG_OFF;
1953 } else if(stateblock->renderState[WINED3DRS_FOGTABLEMODE] == WINED3DFOG_NONE) {
1954 switch(stateblock->renderState[WINED3DRS_FOGVERTEXMODE]) {
1955 case WINED3DFOG_NONE:
1956 case WINED3DFOG_LINEAR:
1957 settings->fog = FOG_LINEAR;
1958 break;
1959 case WINED3DFOG_EXP:
1960 settings->fog = FOG_EXP;
1961 break;
1962 case WINED3DFOG_EXP2:
1963 settings->fog = FOG_EXP2;
1964 break;
1966 } else {
1967 switch(stateblock->renderState[WINED3DRS_FOGTABLEMODE]) {
1968 case WINED3DFOG_LINEAR:
1969 settings->fog = FOG_LINEAR;
1970 break;
1971 case WINED3DFOG_EXP:
1972 settings->fog = FOG_EXP;
1973 break;
1974 case WINED3DFOG_EXP2:
1975 settings->fog = FOG_EXP2;
1976 break;
1980 #undef GLINFO_LOCATION
1982 struct ffp_desc *find_ffp_shader(hash_table_t *fragment_shaders, struct ffp_settings *settings)
1984 return (struct ffp_desc *)hash_table_get(fragment_shaders, settings);}
1986 void add_ffp_shader(hash_table_t *shaders, struct ffp_desc *desc) {
1987 struct ffp_settings *key = HeapAlloc(GetProcessHeap(), 0, sizeof(*key));
1988 /* Note that the key is the implementation independent part of the ffp_desc structure,
1989 * whereas desc points to an extended structure with implementation specific parts.
1990 * Make a copy of the key because hash_table_put takes ownership of it
1992 *key = desc->settings;
1993 hash_table_put(shaders, key, desc);
1996 /* Activates the texture dimension according to the bound D3D texture.
1997 * Does not care for the colorop or correct gl texture unit(when using nvrc)
1998 * Requires the caller to activate the correct unit before
2000 #define GLINFO_LOCATION stateblock->wineD3DDevice->adapter->gl_info
2001 void texture_activate_dimensions(DWORD stage, IWineD3DStateBlockImpl *stateblock, WineD3DContext *context) {
2002 if(stateblock->textures[stage]) {
2003 switch(stateblock->textureDimensions[stage]) {
2004 case GL_TEXTURE_2D:
2005 glDisable(GL_TEXTURE_3D);
2006 checkGLcall("glDisable(GL_TEXTURE_3D)");
2007 if(GL_SUPPORT(ARB_TEXTURE_CUBE_MAP)) {
2008 glDisable(GL_TEXTURE_CUBE_MAP_ARB);
2009 checkGLcall("glDisable(GL_TEXTURE_CUBE_MAP_ARB)");
2011 if(GL_SUPPORT(ARB_TEXTURE_RECTANGLE)) {
2012 glDisable(GL_TEXTURE_RECTANGLE_ARB);
2013 checkGLcall("glDisable(GL_TEXTURE_RECTANGLE_ARB)");
2015 glEnable(GL_TEXTURE_2D);
2016 checkGLcall("glEnable(GL_TEXTURE_2D)");
2017 break;
2018 case GL_TEXTURE_RECTANGLE_ARB:
2019 glDisable(GL_TEXTURE_2D);
2020 checkGLcall("glDisable(GL_TEXTURE_2D)");
2021 glDisable(GL_TEXTURE_3D);
2022 checkGLcall("glDisable(GL_TEXTURE_3D)");
2023 if(GL_SUPPORT(ARB_TEXTURE_CUBE_MAP)) {
2024 glDisable(GL_TEXTURE_CUBE_MAP_ARB);
2025 checkGLcall("glDisable(GL_TEXTURE_CUBE_MAP_ARB)");
2027 glEnable(GL_TEXTURE_RECTANGLE_ARB);
2028 checkGLcall("glEnable(GL_TEXTURE_RECTANGLE_ARB)");
2029 break;
2030 case GL_TEXTURE_3D:
2031 if(GL_SUPPORT(ARB_TEXTURE_CUBE_MAP)) {
2032 glDisable(GL_TEXTURE_CUBE_MAP_ARB);
2033 checkGLcall("glDisable(GL_TEXTURE_CUBE_MAP_ARB)");
2035 if(GL_SUPPORT(ARB_TEXTURE_RECTANGLE)) {
2036 glDisable(GL_TEXTURE_RECTANGLE_ARB);
2037 checkGLcall("glDisable(GL_TEXTURE_RECTANGLE_ARB)");
2039 glDisable(GL_TEXTURE_2D);
2040 checkGLcall("glDisable(GL_TEXTURE_2D)");
2041 glEnable(GL_TEXTURE_3D);
2042 checkGLcall("glEnable(GL_TEXTURE_3D)");
2043 break;
2044 case GL_TEXTURE_CUBE_MAP_ARB:
2045 glDisable(GL_TEXTURE_2D);
2046 checkGLcall("glDisable(GL_TEXTURE_2D)");
2047 glDisable(GL_TEXTURE_3D);
2048 checkGLcall("glDisable(GL_TEXTURE_3D)");
2049 if(GL_SUPPORT(ARB_TEXTURE_RECTANGLE)) {
2050 glDisable(GL_TEXTURE_RECTANGLE_ARB);
2051 checkGLcall("glDisable(GL_TEXTURE_RECTANGLE_ARB)");
2053 glEnable(GL_TEXTURE_CUBE_MAP_ARB);
2054 checkGLcall("glEnable(GL_TEXTURE_CUBE_MAP_ARB)");
2055 break;
2057 } else {
2058 glEnable(GL_TEXTURE_2D);
2059 checkGLcall("glEnable(GL_TEXTURE_2D)");
2060 glDisable(GL_TEXTURE_3D);
2061 checkGLcall("glDisable(GL_TEXTURE_3D)");
2062 if(GL_SUPPORT(ARB_TEXTURE_CUBE_MAP)) {
2063 glDisable(GL_TEXTURE_CUBE_MAP_ARB);
2064 checkGLcall("glDisable(GL_TEXTURE_CUBE_MAP_ARB)");
2066 if(GL_SUPPORT(ARB_TEXTURE_RECTANGLE)) {
2067 glDisable(GL_TEXTURE_RECTANGLE_ARB);
2068 checkGLcall("glDisable(GL_TEXTURE_RECTANGLE_ARB)");
2070 /* Binding textures is done by samplers. A dummy texture will be bound */
2074 void sampler_texdim(DWORD state, IWineD3DStateBlockImpl *stateblock, WineD3DContext *context) {
2075 DWORD sampler = state - STATE_SAMPLER(0);
2076 DWORD mapped_stage = stateblock->wineD3DDevice->texUnitMap[sampler];
2078 /* No need to enable / disable anything here for unused samplers. The tex_colorop
2079 * handler takes care. Also no action is needed with pixel shaders, or if tex_colorop
2080 * will take care of this business
2082 if(mapped_stage == -1 || mapped_stage >= GL_LIMITS(textures)) return;
2083 if(sampler >= stateblock->lowest_disabled_stage) return;
2084 if(isStateDirty(context, STATE_TEXTURESTAGE(sampler, WINED3DTSS_COLOROP))) return;
2086 texture_activate_dimensions(sampler, stateblock, context);
2088 #undef GLINFO_LOCATION
2090 unsigned int ffp_program_key_hash(void *key) {
2091 struct ffp_settings *k = (struct ffp_settings *)key;
2092 unsigned int hash = 0, i;
2093 DWORD *blob;
2095 /* This takes the texture op settings of stage 0 and 1 into account.
2096 * how exactly depends on the memory laybout of the compiler, but it
2097 * should not matter too much. Stages > 1 are used rarely, so there's
2098 * no need to process them. Even if they're used it is likely that
2099 * the ffp setup has distinct stage 0 and 1 settings.
2101 for(i = 0; i < 2; i++) {
2102 blob = (DWORD *) &k->op[i];
2103 hash ^= blob[0] ^ blob[1];
2106 hash += ~(hash << 15);
2107 hash ^= (hash >> 10);
2108 hash += (hash << 3);
2109 hash ^= (hash >> 6);
2110 hash += ~(hash << 11);
2111 hash ^= (hash >> 16);
2113 return hash;
2116 BOOL ffp_program_key_compare(void *keya, void *keyb) {
2117 struct ffp_settings *ka = (struct ffp_settings *)keya;
2118 struct ffp_settings *kb = (struct ffp_settings *)keyb;
2120 return memcmp(ka, kb, sizeof(*ka)) == 0;