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
27 #include "wined3d_private.h"
29 WINE_DEFAULT_DEBUG_CHANNEL(d3d
);
31 /*****************************************************************************
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
},
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
},
61 {WINED3DFMT_CxV8U8
,0x0 ,0x0 ,0x0 ,0x0 ,2 ,0 ,0 ,FALSE
},
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
},
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
},
121 GLint glInternal
, glGammaInternal
, rtInternal
, glFormat
, glType
;
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
131 static const GlPixelFormatDescTemplate gl_formats_template
[] = {
132 /*{ internal ,srgbInternal , rtInternal, format ,type \
134 {WINED3DFMT_UNKNOWN
,0 ,0 , 0, 0 ,0
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
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
159 {WINED3DFMT_G8R8_G8B8
,0 ,0 , 0, 0 ,0
161 {WINED3DFMT_R8G8_B8G8
,0 ,0 , 0, 0 ,0
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
},
171 {WINED3DFMT_CxV8U8
,0 ,0 , 0, 0 ,0
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
183 {WINED3DFMT_P8
, GL_COLOR_INDEX8_EXT
,GL_COLOR_INDEX8_EXT
, 0, GL_COLOR_INDEX
,GL_UNSIGNED_BYTE
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
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
},
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
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
240 {WINED3DFMT_A2W10V10U10
,0 ,0 , 0, 0 ,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
266 {WINED3DFMT_INDEX16
,0 ,0 , 0, 0 ,0
268 {WINED3DFMT_INDEX32
,0 ,0 , 0, 0 ,0
270 {WINED3DFMT_Q16W16V16U16
,GL_COLOR_INDEX
,GL_COLOR_INDEX
, 0, GL_COLOR_INDEX
,GL_UNSIGNED_SHORT
272 /* Vendor-specific formats */
273 {WINED3DFMT_ATI2N
,0 ,0 , 0, GL_LUMINANCE_ALPHA
,GL_UNSIGNED_BYTE
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
) {
285 for(i
= 0; i
< (sizeof(formats
) / sizeof(formats
[0])); i
++) {
286 if(formats
[i
].format
== fmt
) {
294 #define GLINFO_LOCATION (*gl_info)
295 BOOL
initPixelFormats(WineD3D_GL_Info
*gl_info
)
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
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) {
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
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
;
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
;
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
;
377 /* Blue = 1.0 fixup, disabled for now */
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
;
386 if(!GL_SUPPORT(NV_TEXTURE_SHADER
)) {
387 /* If GL_NV_texture_shader is not supported, those formats are converted, incompatibly
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
;
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
;
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
);
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
);
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
;
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
) {
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
);
565 fourcc
[0] = (char)(fmt
);
566 fourcc
[1] = (char)(fmt
>> 8);
567 fourcc
[2] = (char)(fmt
>> 16);
568 fourcc
[3] = (char)(fmt
>> 24);
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
);
573 FIXME("Unrecognized %u WINED3DFORMAT!\n", fmt
);
575 return "unrecognized";
579 const char* debug_d3ddevicetype(WINED3DDEVTYPE 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
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";
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";
627 FIXME("Unrecognized %u Usage Query!\n", usagequery
);
628 return "unrecognized";
632 const char* debug_d3ddeclmethod(WINED3DDECLMETHOD 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
644 FIXME("Unrecognized %u declaration method!\n", method
);
645 return "unrecognized";
649 const char* debug_d3ddecltype(WINED3DDECLTYPE 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
672 FIXME("Unrecognized %u declaration type!\n", type
);
673 return "unrecognized";
677 const char* debug_d3ddeclusage(BYTE 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
696 FIXME("Unrecognized %u declaration usage!\n", usage
);
697 return "unrecognized";
701 const char* debug_d3dresourcetype(WINED3DRESOURCETYPE 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
);
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
);
729 FIXME("Unrecognized %u WINED3DPRIMITIVETYPE!\n", PrimitiveType
);
730 return "unrecognized";
734 const char* debug_d3drenderstate(DWORD 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
906 FIXME("Unrecognized %u render state!\n", state
);
907 return "unrecognized";
911 const char* debug_d3dsamplerstate(DWORD 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
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
947 FIXME("Unrecognied texture filter type 0x%08x\n", filter_type
);
948 return "unrecognized";
952 const char* debug_d3dtexturestate(DWORD 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
976 /* Note WINED3DTSS are not consecutive, so skip these */
979 FIXME("Unrecognized %u texture state!\n", state
);
980 return "unrecognized";
984 const char* debug_d3dtop(WINED3DTEXTUREOP 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
1015 FIXME("Unrecognized %u WINED3DTOP\n", d3dtop
);
1016 return "unrecognized";
1020 const char* debug_d3dtstype(WINED3DTRANSFORMSTATETYPE 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
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
) {
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
);
1054 FIXME("Unrecognized %u WINED3DPOOL!\n", Pool
);
1055 return "unrecognized";
1059 const char *debug_fbostatus(GLenum 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
1072 FIXME("Unrecognied FBO status 0x%08x\n", status
);
1073 return "unrecognized";
1077 const char *debug_glerror(GLenum 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
1090 FIXME("Unrecognied GL error 0x%08x\n", error
);
1091 return "unrecognized";
1095 const char *debug_d3dbasis(WINED3DBASISTYPE 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
) {
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
) {
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
;
1128 FIXME("Unrecognized stencil op %d\n", op
);
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
;
1144 FIXME("Unrecognized WINED3DCMPFUNC value %d\n", func
);
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
;
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
)
1168 glMatrixMode(GL_TEXTURE
);
1169 checkGLcall("glMatrixMode(GL_TEXTURE)");
1171 if (flags
== WINED3DTTFF_DISABLE
|| flags
== WINED3DTTFF_COUNT1
|| transformed
) {
1173 checkGLcall("glLoadIdentity()");
1177 if (flags
== (WINED3DTTFF_COUNT1
|WINED3DTTFF_PROJECTED
)) {
1178 ERR("Invalid texture transform flags: WINED3DTTFF_COUNT1|WINED3DTTFF_PROJECTED\n");
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;
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;
1195 } else { /* under directx the R/Z coord can be used for translation, under opengl we use the Q coord instead */
1196 if(!calculatedCoords
) {
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
1208 case WINED3DDECLTYPE_FLOAT2
:
1209 /* See above, just 3rd and 4th coord
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 */
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;
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
)
1260 for (count
= 0; mask
; ++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
));
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
:
1290 ERR("Unsupported format: %s\n", debug_d3dformat(fmt
));
1294 desc
= getFormatDescEntry(fmt
, NULL
, NULL
);
1297 ERR("Unable to look up format: 0x%x\n", fmt
);
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
));
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
));
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
:
1329 FIXME("Unsupported stencil format: %s\n", debug_d3dformat(fmt
));
1333 desc
= getFormatDescEntry(fmt
, NULL
, NULL
);
1336 ERR("Unable to look up format: 0x%x\n", fmt
);
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
));
1346 #undef GLINFO_LOCATION
1348 /* DirectDraw stuff */
1349 WINED3DFORMAT
pixelformat_for_depth(DWORD 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
) {
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
) {
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);
1415 /***********************************************************************
1418 * Calculates the dimensions of the opengl texture used for blits.
1419 * Handled oversized opengl textures and updates the source rectangle
1423 * This: Surface to operate on
1424 * Rect: Requested rectangle
1427 * TRUE if the texture part can be loaded,
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
) {
1446 if(Rect
->top
> Rect
->bottom
) {
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
;
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
;
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");
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");
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
;
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
;
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
);
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
)));
1565 ERR("Failed to allocate table, returning NULL.\n");
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
);
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
);
1592 table
->entry_count
= 0;
1594 list_init(&table
->free_entries
);
1600 void hash_table_destroy(hash_table_t
*table
, void (*free_value
)(void *value
, void *cb
), void *cb
)
1604 for (i
= 0; i
< table
->entry_count
; ++i
)
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
;
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);
1636 new_buckets
= HeapAlloc(GetProcessHeap(), HEAP_ZERO_MEMORY
, new_bucket_count
* sizeof(struct list
));
1639 ERR("Failed to allocate new buckets, returning FALSE.\n");
1643 new_entries
= HeapAlloc(GetProcessHeap(), HEAP_ZERO_MEMORY
, grow_size
* sizeof(hash_table_entry_t
));
1646 ERR("Failed to allocate new entries, returning FALSE.\n");
1647 HeapFree(GetProcessHeap(), 0, new_buckets
);
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
)
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;
1687 void hash_table_put(hash_table_t
*table
, void *key
, void *value
)
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
);
1699 HeapFree(GetProcessHeap(), 0, key
);
1700 entry
->value
= value
;
1704 HeapFree(GetProcessHeap(), 0, entry
->key
);
1707 /* Remove the entry */
1708 list_remove(&entry
->entry
);
1709 list_add_head(&table
->free_entries
, &entry
->entry
);
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");
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");
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
);
1745 entry
= LIST_ENTRY(elem
, hash_table_entry_t
, entry
);
1747 entry
= table
->entries
+ (table
->entry_count
++);
1750 /* Insert the entry */
1752 entry
->value
= value
;
1754 if (!table
->buckets
[idx
].next
) list_init(&table
->buckets
[idx
]);
1755 list_add_head(&table
->buckets
[idx
], &entry
->entry
);
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
)
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
) {
1781 static const unsigned char args
[WINED3DTOP_LERP
+ 1] = {
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
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
;
1830 texture
= (IWineD3DBaseTextureImpl
*) stateblock
->textures
[i
];
1832 settings
->op
[i
].color_correction
= texture
->baseTexture
.shader_conversion_group
;
1833 if(ignore_textype
) {
1834 settings
->op
[i
].tex_type
= tex_1d
;
1836 switch(stateblock
->textureDimensions
[i
]) {
1838 settings
->op
[i
].tex_type
= tex_1d
;
1841 settings
->op
[i
].tex_type
= tex_2d
;
1844 settings
->op
[i
].tex_type
= tex_3d
;
1846 case GL_TEXTURE_CUBE_MAP_ARB
:
1847 settings
->op
[i
].tex_type
= tex_cube
;
1849 case GL_TEXTURE_RECTANGLE_ARB
:
1850 settings
->op
[i
].tex_type
= tex_rect
;
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
)) {
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
)) {
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
;
1924 settings
->op
[i
].projected
= proj_none
;
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
;
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
;
1959 case WINED3DFOG_EXP
:
1960 settings
->fog
= FOG_EXP
;
1962 case WINED3DFOG_EXP2
:
1963 settings
->fog
= FOG_EXP2
;
1967 switch(stateblock
->renderState
[WINED3DRS_FOGTABLEMODE
]) {
1968 case WINED3DFOG_LINEAR
:
1969 settings
->fog
= FOG_LINEAR
;
1971 case WINED3DFOG_EXP
:
1972 settings
->fog
= FOG_EXP
;
1974 case WINED3DFOG_EXP2
:
1975 settings
->fog
= FOG_EXP2
;
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
]) {
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)");
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)");
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)");
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)");
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
;
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);
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;