push 7bb4e6a724086e39bb3a77eb03fa4dcdb495b071
[wine/hacks.git] / dlls / wined3d / utils.c
blob09f76fd84fd78b023d89e2d0aaf89d54fc9d166e
1 /*
2 * Utility functions for the WineD3D Library
4 * Copyright 2002-2004 Jason Edmeades
5 * Copyright 2003-2004 Raphael Junqueira
6 * Copyright 2004 Christian Costa
7 * Copyright 2005 Oliver Stieber
8 * Copyright 2006-2008 Henri Verbeet
9 * Copyright 2007-2008 Stefan Dösinger for CodeWeavers
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 struct StaticPixelFormatDesc
33 WINED3DFORMAT format;
34 DWORD alphaMask, redMask, greenMask, blueMask;
35 UINT bpp;
36 short depthSize, stencilSize;
37 BOOL isFourcc;
40 /*****************************************************************************
41 * Pixel format array
43 * For the formats WINED3DFMT_A32B32G32R32F, WINED3DFMT_A16B16G16R16F,
44 * and WINED3DFMT_A16B16G16R16 do not have correct alpha masks, because the
45 * high masks do not fit into the 32 bit values needed for ddraw. It is only
46 * used for ddraw mostly, and to figure out if the format has alpha at all, so
47 * setting a mask like 0x1 for those surfaces is correct. The 64 and 128 bit
48 * formats are not usable in 2D rendering because ddraw doesn't support them.
50 static const struct StaticPixelFormatDesc formats[] =
52 /* WINED3DFORMAT alphamask redmask greenmask bluemask bpp depth stencil isFourcc */
53 {WINED3DFMT_UNKNOWN, 0x0, 0x0, 0x0, 0x0, 0, 0, 0, FALSE},
54 /* FourCC formats, kept here to have WINED3DFMT_R8G8B8(=20) at position 20 */
55 {WINED3DFMT_UYVY, 0x0, 0x0, 0x0, 0x0, 2, 0, 0, TRUE },
56 {WINED3DFMT_YUY2, 0x0, 0x0, 0x0, 0x0, 2, 0, 0, TRUE },
57 {WINED3DFMT_YV12, 0x0, 0x0, 0x0, 0x0, 1, 0, 0, TRUE },
58 {WINED3DFMT_DXT1, 0x0, 0x0, 0x0, 0x0, 1, 0, 0, TRUE },
59 {WINED3DFMT_DXT2, 0x0, 0x0, 0x0, 0x0, 1, 0, 0, TRUE },
60 {WINED3DFMT_DXT3, 0x0, 0x0, 0x0, 0x0, 1, 0, 0, TRUE },
61 {WINED3DFMT_DXT4, 0x0, 0x0, 0x0, 0x0, 1, 0, 0, TRUE },
62 {WINED3DFMT_DXT5, 0x0, 0x0, 0x0, 0x0, 1, 0, 0, TRUE },
63 {WINED3DFMT_MULTI2_ARGB8, 0x0, 0x0, 0x0, 0x0, 1/*?*/, 0, 0, TRUE },
64 {WINED3DFMT_G8R8_G8B8, 0x0, 0x0, 0x0, 0x0, 1/*?*/, 0, 0, TRUE },
65 {WINED3DFMT_R8G8_B8G8, 0x0, 0x0, 0x0, 0x0, 1/*?*/, 0, 0, TRUE },
66 /* IEEE formats */
67 {WINED3DFMT_R32_FLOAT, 0x0, 0x0, 0x0, 0x0, 4, 0, 0, FALSE},
68 {WINED3DFMT_R32G32_FLOAT, 0x0, 0x0, 0x0, 0x0, 8, 0, 0, FALSE},
69 {WINED3DFMT_R32G32B32_FLOAT, 0x0, 0x0, 0x0, 0x0, 12, 0, 0, FALSE},
70 {WINED3DFMT_R32G32B32A32_FLOAT, 0x1, 0x0, 0x0, 0x0, 16, 0, 0, FALSE},
71 /* Hmm? */
72 {WINED3DFMT_CxV8U8, 0x0, 0x0, 0x0, 0x0, 2, 0, 0, FALSE},
73 /* Float */
74 {WINED3DFMT_R16_FLOAT, 0x0, 0x0, 0x0, 0x0, 2, 0, 0, FALSE},
75 {WINED3DFMT_R16G16_FLOAT, 0x0, 0x0, 0x0, 0x0, 4, 0, 0, FALSE},
76 {WINED3DFMT_R16G16_SINT, 0x0, 0x0, 0x0, 0x0, 4, 0, 0, FALSE},
77 {WINED3DFMT_R16G16B16A16_FLOAT, 0x1, 0x0, 0x0, 0x0, 8, 0, 0, FALSE},
78 {WINED3DFMT_R16G16B16A16_SINT, 0x1, 0x0, 0x0, 0x0, 8, 0, 0, FALSE},
79 /* Palettized formats */
80 {WINED3DFMT_A8P8, 0x0000ff00, 0x0, 0x0, 0x0, 2, 0, 0, FALSE},
81 {WINED3DFMT_P8, 0x0, 0x0, 0x0, 0x0, 1, 0, 0, FALSE},
82 /* Standard ARGB formats. */
83 {WINED3DFMT_R8G8B8, 0x0, 0x00ff0000, 0x0000ff00, 0x000000ff, 3, 0, 0, FALSE},
84 {WINED3DFMT_A8R8G8B8, 0xff000000, 0x00ff0000, 0x0000ff00, 0x000000ff, 4, 0, 0, FALSE},
85 {WINED3DFMT_X8R8G8B8, 0x0, 0x00ff0000, 0x0000ff00, 0x000000ff, 4, 0, 0, FALSE},
86 {WINED3DFMT_R5G6B5, 0x0, 0x0000f800, 0x000007e0, 0x0000001f, 2, 0, 0, FALSE},
87 {WINED3DFMT_X1R5G5B5, 0x0, 0x00007c00, 0x000003e0, 0x0000001f, 2, 0, 0, FALSE},
88 {WINED3DFMT_A1R5G5B5, 0x00008000, 0x00007c00, 0x000003e0, 0x0000001f, 2, 0, 0, FALSE},
89 {WINED3DFMT_A4R4G4B4, 0x0000f000, 0x00000f00, 0x000000f0, 0x0000000f, 2, 0, 0, FALSE},
90 {WINED3DFMT_R3G3B2, 0x0, 0x000000e0, 0x0000001c, 0x00000003, 1, 0, 0, FALSE},
91 {WINED3DFMT_A8_UNORM, 0x000000ff, 0x0, 0x0, 0x0, 1, 0, 0, FALSE},
92 {WINED3DFMT_A8R3G3B2, 0x0000ff00, 0x000000e0, 0x0000001c, 0x00000003, 2, 0, 0, FALSE},
93 {WINED3DFMT_X4R4G4B4, 0x0, 0x00000f00, 0x000000f0, 0x0000000f, 2, 0, 0, FALSE},
94 {WINED3DFMT_R10G10B10A2_UNORM, 0xb0000000, 0x000003ff, 0x000ffc00, 0x3ff00000, 4, 0, 0, FALSE},
95 {WINED3DFMT_R10G10B10A2_UINT, 0xb0000000, 0x000003ff, 0x000ffc00, 0x3ff00000, 4, 0, 0, FALSE},
96 {WINED3DFMT_R10G10B10A2_SNORM, 0xb0000000, 0x000003ff, 0x000ffc00, 0x3ff00000, 4, 0, 0, FALSE},
97 {WINED3DFMT_R8G8B8A8_UNORM, 0xff000000, 0x000000ff, 0x0000ff00, 0x00ff0000, 4, 0, 0, FALSE},
98 {WINED3DFMT_R8G8B8A8_UINT, 0xff000000, 0x000000ff, 0x0000ff00, 0x00ff0000, 4, 0, 0, FALSE},
99 {WINED3DFMT_X8B8G8R8, 0x0, 0x000000ff, 0x0000ff00, 0x00ff0000, 4, 0, 0, FALSE},
100 {WINED3DFMT_R16G16_UNORM, 0x0, 0x0000ffff, 0xffff0000, 0x0, 4, 0, 0, FALSE},
101 {WINED3DFMT_A2R10G10B10, 0xb0000000, 0x3ff00000, 0x000ffc00, 0x000003ff, 4, 0, 0, FALSE},
102 {WINED3DFMT_R16G16B16A16_UNORM, 0x1, 0x0000ffff, 0xffff0000, 0x0, 8, 0, 0, FALSE},
103 /* Luminance */
104 {WINED3DFMT_L8, 0x0, 0x0, 0x0, 0x0, 1, 0, 0, FALSE},
105 {WINED3DFMT_A8L8, 0x0000ff00, 0x0, 0x0, 0x0, 2, 0, 0, FALSE},
106 {WINED3DFMT_A4L4, 0x000000f0, 0x0, 0x0, 0x0, 1, 0, 0, FALSE},
107 /* Bump mapping stuff */
108 {WINED3DFMT_R8G8_SNORM, 0x0, 0x0, 0x0, 0x0, 2, 0, 0, FALSE},
109 {WINED3DFMT_L6V5U5, 0x0, 0x0, 0x0, 0x0, 2, 0, 0, FALSE},
110 {WINED3DFMT_X8L8V8U8, 0x0, 0x0, 0x0, 0x0, 4, 0, 0, FALSE},
111 {WINED3DFMT_R8G8B8A8_SNORM, 0x0, 0x0, 0x0, 0x0, 4, 0, 0, FALSE},
112 {WINED3DFMT_R16G16_SNORM, 0x0, 0x0, 0x0, 0x0, 4, 0, 0, FALSE},
113 {WINED3DFMT_W11V11U10, 0x0, 0x0, 0x0, 0x0, 4, 0, 0, FALSE},
114 {WINED3DFMT_A2W10V10U10, 0xb0000000, 0x0, 0x0, 0x0, 4, 0, 0, FALSE},
115 /* Depth stencil formats */
116 {WINED3DFMT_D16_LOCKABLE, 0x0, 0x0, 0x0, 0x0, 2, 16, 0, FALSE},
117 {WINED3DFMT_D32, 0x0, 0x0, 0x0, 0x0, 4, 32, 0, FALSE},
118 {WINED3DFMT_D15S1, 0x0, 0x0, 0x0, 0x0, 2, 15, 1, FALSE},
119 {WINED3DFMT_D24S8, 0x0, 0x0, 0x0, 0x0, 4, 24, 8, FALSE},
120 {WINED3DFMT_D24X8, 0x0, 0x0, 0x0, 0x0, 4, 24, 0, FALSE},
121 {WINED3DFMT_D24X4S4, 0x0, 0x0, 0x0, 0x0, 4, 24, 4, FALSE},
122 {WINED3DFMT_D16_UNORM, 0x0, 0x0, 0x0, 0x0, 2, 16, 0, FALSE},
123 {WINED3DFMT_L16, 0x0, 0x0, 0x0, 0x0, 2, 16, 0, FALSE},
124 {WINED3DFMT_D32F_LOCKABLE, 0x0, 0x0, 0x0, 0x0, 4, 32, 0, FALSE},
125 {WINED3DFMT_D24FS8, 0x0, 0x0, 0x0, 0x0, 4, 24, 8, FALSE},
126 /* Is this a vertex buffer? */
127 {WINED3DFMT_VERTEXDATA, 0x0, 0x0, 0x0, 0x0, 0, 0, 0, FALSE},
128 {WINED3DFMT_R16_UINT, 0x0, 0x0, 0x0, 0x0, 2, 0, 0, FALSE},
129 {WINED3DFMT_R32_UINT, 0x0, 0x0, 0x0, 0x0, 4, 0, 0, FALSE},
130 {WINED3DFMT_R16G16B16A16_SNORM, 0x0, 0x0, 0x0, 0x0, 8, 0, 0, FALSE},
131 /* Vendor-specific formats */
132 {WINED3DFMT_ATI2N, 0x0, 0x0, 0x0, 0x0, 1, 0, 0, TRUE },
133 {WINED3DFMT_NVHU, 0x0, 0x0, 0x0, 0x0, 2, 0, 0, TRUE },
134 {WINED3DFMT_NVHS, 0x0, 0x0, 0x0, 0x0, 2, 0, 0, TRUE },
137 struct wined3d_format_vertex_info
139 WINED3DFORMAT format;
140 enum wined3d_ffp_emit_idx emit_idx;
141 GLint component_count;
142 GLenum gl_vtx_type;
143 GLint gl_vtx_format;
144 GLboolean gl_normalized;
145 unsigned int component_size;
148 static const struct wined3d_format_vertex_info format_vertex_info[] =
150 {WINED3DFMT_R32_FLOAT, WINED3D_FFP_EMIT_FLOAT1, 1, GL_FLOAT, 1, GL_FALSE, sizeof(float)},
151 {WINED3DFMT_R32G32_FLOAT, WINED3D_FFP_EMIT_FLOAT2, 2, GL_FLOAT, 2, GL_FALSE, sizeof(float)},
152 {WINED3DFMT_R32G32B32_FLOAT, WINED3D_FFP_EMIT_FLOAT3, 3, GL_FLOAT, 3, GL_FALSE, sizeof(float)},
153 {WINED3DFMT_R32G32B32A32_FLOAT, WINED3D_FFP_EMIT_FLOAT4, 4, GL_FLOAT, 4, GL_FALSE, sizeof(float)},
154 {WINED3DFMT_A8R8G8B8, WINED3D_FFP_EMIT_D3DCOLOR, 4, GL_UNSIGNED_BYTE, 4, GL_TRUE, sizeof(BYTE)},
155 {WINED3DFMT_R8G8B8A8_UINT, WINED3D_FFP_EMIT_UBYTE4, 4, GL_UNSIGNED_BYTE, 4, GL_FALSE, sizeof(BYTE)},
156 {WINED3DFMT_R16G16_SINT, WINED3D_FFP_EMIT_SHORT2, 2, GL_SHORT, 2, GL_FALSE, sizeof(short int)},
157 {WINED3DFMT_R16G16B16A16_SINT, WINED3D_FFP_EMIT_SHORT4, 4, GL_SHORT, 4, GL_FALSE, sizeof(short int)},
158 {WINED3DFMT_R8G8B8A8_UNORM, WINED3D_FFP_EMIT_UBYTE4N, 4, GL_UNSIGNED_BYTE, 4, GL_TRUE, sizeof(BYTE)},
159 {WINED3DFMT_R16G16_SNORM, WINED3D_FFP_EMIT_SHORT2N, 2, GL_SHORT, 2, GL_TRUE, sizeof(short int)},
160 {WINED3DFMT_R16G16B16A16_SNORM, WINED3D_FFP_EMIT_SHORT4N, 4, GL_SHORT, 4, GL_TRUE, sizeof(short int)},
161 {WINED3DFMT_R16G16_UNORM, WINED3D_FFP_EMIT_USHORT2N, 2, GL_UNSIGNED_SHORT, 2, GL_TRUE, sizeof(short int)},
162 {WINED3DFMT_R16G16B16A16_UNORM, WINED3D_FFP_EMIT_USHORT4N, 4, GL_UNSIGNED_SHORT, 4, GL_TRUE, sizeof(short int)},
163 {WINED3DFMT_R10G10B10A2_UINT, WINED3D_FFP_EMIT_UDEC3, 3, GL_UNSIGNED_SHORT, 3, GL_FALSE, sizeof(short int)},
164 {WINED3DFMT_R10G10B10A2_SNORM, WINED3D_FFP_EMIT_DEC3N, 3, GL_SHORT, 3, GL_TRUE, sizeof(short int)},
165 {WINED3DFMT_R16G16_FLOAT, WINED3D_FFP_EMIT_FLOAT16_2, 2, GL_FLOAT, 2, GL_FALSE, sizeof(GLhalfNV)},
166 {WINED3DFMT_R16G16B16A16_FLOAT, WINED3D_FFP_EMIT_FLOAT16_4, 4, GL_FLOAT, 4, GL_FALSE, sizeof(GLhalfNV)}
169 typedef struct {
170 WINED3DFORMAT fmt;
171 GLint glInternal, glGammaInternal, rtInternal, glFormat, glType;
172 unsigned int Flags;
173 } GlPixelFormatDescTemplate;
175 /*****************************************************************************
176 * OpenGL format template. Contains unexciting formats which do not need
177 * extension checks. The order in this table is independent of the order in
178 * the table StaticPixelFormatDesc above. Not all formats have to be in this
179 * table.
181 static const GlPixelFormatDescTemplate gl_formats_template[] = {
182 /* WINED3DFORMAT internal srgbInternal rtInternal
183 format type
184 flags */
185 {WINED3DFMT_UNKNOWN, 0, 0, 0,
186 0, 0,
188 /* FourCC formats */
189 /* GL_APPLE_ycbcr_422 claims that its '2YUV' format, which is supported via the UNSIGNED_SHORT_8_8_REV_APPLE type
190 * is equivalent to 'UYVY' format on Windows, and the 'YUVS' via UNSIGNED_SHORT_8_8_APPLE equates to 'YUY2'. The
191 * d3d9 test however shows that the opposite is true. Since the extension is from 2002, it predates the x86 based
192 * Macs, so probably the endianess differs. This could be tested as soon as we have a Windows and MacOS on a big
193 * endian machine
195 {WINED3DFMT_UYVY, GL_RGB, GL_RGB, 0,
196 GL_YCBCR_422_APPLE, UNSIGNED_SHORT_8_8_APPLE,
197 WINED3DFMT_FLAG_FILTERING},
198 {WINED3DFMT_YUY2, GL_RGB, GL_RGB, 0,
199 GL_YCBCR_422_APPLE, UNSIGNED_SHORT_8_8_REV_APPLE,
200 WINED3DFMT_FLAG_FILTERING},
201 {WINED3DFMT_YV12, GL_ALPHA, GL_ALPHA, 0,
202 GL_ALPHA, GL_UNSIGNED_BYTE,
203 WINED3DFMT_FLAG_FILTERING},
204 {WINED3DFMT_DXT1, GL_COMPRESSED_RGBA_S3TC_DXT1_EXT, GL_COMPRESSED_SRGB_ALPHA_S3TC_DXT1_EXT, 0,
205 GL_RGBA, GL_UNSIGNED_BYTE,
206 WINED3DFMT_FLAG_POSTPIXELSHADER_BLENDING | WINED3DFMT_FLAG_FILTERING},
207 {WINED3DFMT_DXT2, GL_COMPRESSED_RGBA_S3TC_DXT3_EXT, GL_COMPRESSED_SRGB_ALPHA_S3TC_DXT3_EXT, 0,
208 GL_RGBA, GL_UNSIGNED_BYTE,
209 WINED3DFMT_FLAG_POSTPIXELSHADER_BLENDING | WINED3DFMT_FLAG_FILTERING},
210 {WINED3DFMT_DXT3, GL_COMPRESSED_RGBA_S3TC_DXT3_EXT, GL_COMPRESSED_SRGB_ALPHA_S3TC_DXT3_EXT, 0,
211 GL_RGBA, GL_UNSIGNED_BYTE,
212 WINED3DFMT_FLAG_POSTPIXELSHADER_BLENDING | WINED3DFMT_FLAG_FILTERING},
213 {WINED3DFMT_DXT4, GL_COMPRESSED_RGBA_S3TC_DXT5_EXT, GL_COMPRESSED_SRGB_ALPHA_S3TC_DXT5_EXT, 0,
214 GL_RGBA, GL_UNSIGNED_BYTE,
215 WINED3DFMT_FLAG_POSTPIXELSHADER_BLENDING | WINED3DFMT_FLAG_FILTERING},
216 {WINED3DFMT_DXT5, GL_COMPRESSED_RGBA_S3TC_DXT5_EXT, GL_COMPRESSED_SRGB_ALPHA_S3TC_DXT5_EXT, 0,
217 GL_RGBA, GL_UNSIGNED_BYTE,
218 WINED3DFMT_FLAG_POSTPIXELSHADER_BLENDING | WINED3DFMT_FLAG_FILTERING},
219 {WINED3DFMT_MULTI2_ARGB8, 0, 0, 0,
220 0, 0,
222 {WINED3DFMT_G8R8_G8B8, 0, 0, 0,
223 0, 0,
225 {WINED3DFMT_R8G8_B8G8, 0, 0, 0,
226 0, 0,
228 /* IEEE formats */
229 {WINED3DFMT_R32_FLOAT, GL_RGB32F_ARB, GL_RGB32F_ARB, 0,
230 GL_RED, GL_FLOAT,
231 WINED3DFMT_FLAG_RENDERTARGET},
232 {WINED3DFMT_R32G32_FLOAT, GL_RG32F, GL_RG32F, 0,
233 GL_RG, GL_FLOAT,
234 WINED3DFMT_FLAG_RENDERTARGET},
235 {WINED3DFMT_R32G32B32A32_FLOAT, GL_RGBA32F_ARB, GL_RGBA32F_ARB, 0,
236 GL_RGBA, GL_FLOAT,
237 WINED3DFMT_FLAG_RENDERTARGET},
238 /* Hmm? */
239 {WINED3DFMT_CxV8U8, 0, 0, 0,
240 0, 0,
242 /* Float */
243 {WINED3DFMT_R16_FLOAT, GL_RGB16F_ARB, GL_RGB16F_ARB, 0,
244 GL_RED, GL_HALF_FLOAT_ARB,
245 WINED3DFMT_FLAG_FILTERING | WINED3DFMT_FLAG_RENDERTARGET},
246 {WINED3DFMT_R16G16_FLOAT, GL_RG16F, GL_RG16F, 0,
247 GL_RG, GL_HALF_FLOAT_ARB,
248 WINED3DFMT_FLAG_FILTERING | WINED3DFMT_FLAG_RENDERTARGET},
249 {WINED3DFMT_R16G16B16A16_FLOAT, GL_RGBA16F_ARB, GL_RGBA16F_ARB, 0,
250 GL_RGBA, GL_HALF_FLOAT_ARB,
251 WINED3DFMT_FLAG_POSTPIXELSHADER_BLENDING | WINED3DFMT_FLAG_FILTERING | WINED3DFMT_FLAG_RENDERTARGET},
252 /* Palettized formats */
253 {WINED3DFMT_A8P8, 0, 0, 0,
254 0, 0,
256 {WINED3DFMT_P8, GL_COLOR_INDEX8_EXT, GL_COLOR_INDEX8_EXT, 0,
257 GL_COLOR_INDEX, GL_UNSIGNED_BYTE,
259 /* Standard ARGB formats */
260 {WINED3DFMT_R8G8B8, GL_RGB8, GL_RGB8, 0,
261 GL_BGR, GL_UNSIGNED_BYTE,
262 WINED3DFMT_FLAG_POSTPIXELSHADER_BLENDING | WINED3DFMT_FLAG_FILTERING | WINED3DFMT_FLAG_RENDERTARGET},
263 {WINED3DFMT_A8R8G8B8, GL_RGBA8, GL_SRGB8_ALPHA8_EXT, 0,
264 GL_BGRA, GL_UNSIGNED_INT_8_8_8_8_REV,
265 WINED3DFMT_FLAG_POSTPIXELSHADER_BLENDING | WINED3DFMT_FLAG_FILTERING | WINED3DFMT_FLAG_RENDERTARGET},
266 {WINED3DFMT_X8R8G8B8, GL_RGB8, GL_SRGB8_EXT, 0,
267 GL_BGRA, GL_UNSIGNED_INT_8_8_8_8_REV,
268 WINED3DFMT_FLAG_POSTPIXELSHADER_BLENDING | WINED3DFMT_FLAG_FILTERING | WINED3DFMT_FLAG_RENDERTARGET},
269 {WINED3DFMT_R5G6B5, GL_RGB5, GL_RGB5, GL_RGB8,
270 GL_RGB, GL_UNSIGNED_SHORT_5_6_5,
271 WINED3DFMT_FLAG_POSTPIXELSHADER_BLENDING | WINED3DFMT_FLAG_FILTERING | WINED3DFMT_FLAG_RENDERTARGET},
272 {WINED3DFMT_X1R5G5B5, GL_RGB5, GL_RGB5_A1, 0,
273 GL_BGRA, GL_UNSIGNED_SHORT_1_5_5_5_REV,
274 WINED3DFMT_FLAG_POSTPIXELSHADER_BLENDING | WINED3DFMT_FLAG_FILTERING},
275 {WINED3DFMT_A1R5G5B5, GL_RGB5_A1, GL_RGB5_A1, 0,
276 GL_BGRA, GL_UNSIGNED_SHORT_1_5_5_5_REV,
277 WINED3DFMT_FLAG_POSTPIXELSHADER_BLENDING | WINED3DFMT_FLAG_FILTERING},
278 {WINED3DFMT_A4R4G4B4, GL_RGBA4, GL_SRGB8_ALPHA8_EXT, 0,
279 GL_BGRA, GL_UNSIGNED_SHORT_4_4_4_4_REV,
280 WINED3DFMT_FLAG_POSTPIXELSHADER_BLENDING | WINED3DFMT_FLAG_FILTERING},
281 {WINED3DFMT_R3G3B2, GL_R3_G3_B2, GL_R3_G3_B2, 0,
282 GL_RGB, GL_UNSIGNED_BYTE_3_3_2,
283 WINED3DFMT_FLAG_POSTPIXELSHADER_BLENDING},
284 {WINED3DFMT_A8_UNORM, GL_ALPHA8, GL_ALPHA8, 0,
285 GL_ALPHA, GL_UNSIGNED_BYTE,
286 WINED3DFMT_FLAG_POSTPIXELSHADER_BLENDING},
287 {WINED3DFMT_A8R3G3B2, 0, 0, 0,
288 0, 0,
290 {WINED3DFMT_X4R4G4B4, GL_RGB4, GL_RGB4, 0,
291 GL_BGRA, GL_UNSIGNED_SHORT_4_4_4_4_REV,
292 WINED3DFMT_FLAG_POSTPIXELSHADER_BLENDING | WINED3DFMT_FLAG_FILTERING},
293 {WINED3DFMT_R10G10B10A2_UNORM, GL_RGB10_A2, GL_RGB10_A2, 0,
294 GL_RGBA, GL_UNSIGNED_INT_2_10_10_10_REV,
295 WINED3DFMT_FLAG_POSTPIXELSHADER_BLENDING | WINED3DFMT_FLAG_FILTERING},
296 {WINED3DFMT_R8G8B8A8_UNORM, GL_RGBA8, GL_RGBA8, 0,
297 GL_RGBA, GL_UNSIGNED_INT_8_8_8_8_REV,
298 WINED3DFMT_FLAG_POSTPIXELSHADER_BLENDING | WINED3DFMT_FLAG_FILTERING},
299 {WINED3DFMT_X8B8G8R8, GL_RGB8, GL_RGB8, 0,
300 GL_RGBA, GL_UNSIGNED_INT_8_8_8_8_REV,
301 WINED3DFMT_FLAG_POSTPIXELSHADER_BLENDING | WINED3DFMT_FLAG_FILTERING},
302 {WINED3DFMT_R16G16_UNORM, GL_RGB16_EXT, GL_RGB16_EXT, 0,
303 GL_RGB, GL_UNSIGNED_SHORT,
304 WINED3DFMT_FLAG_POSTPIXELSHADER_BLENDING | WINED3DFMT_FLAG_FILTERING},
305 {WINED3DFMT_A2R10G10B10, GL_RGB10_A2, GL_RGB10_A2, 0,
306 GL_BGRA, GL_UNSIGNED_INT_2_10_10_10_REV,
307 WINED3DFMT_FLAG_POSTPIXELSHADER_BLENDING | WINED3DFMT_FLAG_FILTERING},
308 {WINED3DFMT_R16G16B16A16_UNORM, GL_RGBA16_EXT, GL_RGBA16_EXT, 0,
309 GL_RGBA, GL_UNSIGNED_SHORT,
310 WINED3DFMT_FLAG_POSTPIXELSHADER_BLENDING | WINED3DFMT_FLAG_FILTERING | WINED3DFMT_FLAG_RENDERTARGET},
311 /* Luminance */
312 {WINED3DFMT_L8, GL_LUMINANCE8, GL_SLUMINANCE8_EXT, 0,
313 GL_LUMINANCE, GL_UNSIGNED_BYTE,
314 WINED3DFMT_FLAG_POSTPIXELSHADER_BLENDING | WINED3DFMT_FLAG_FILTERING},
315 {WINED3DFMT_A8L8, GL_LUMINANCE8_ALPHA8, GL_SLUMINANCE8_ALPHA8_EXT, 0,
316 GL_LUMINANCE_ALPHA, GL_UNSIGNED_BYTE,
317 WINED3DFMT_FLAG_POSTPIXELSHADER_BLENDING | WINED3DFMT_FLAG_FILTERING},
318 {WINED3DFMT_A4L4, GL_LUMINANCE4_ALPHA4, GL_LUMINANCE4_ALPHA4, 0,
319 GL_LUMINANCE_ALPHA, GL_UNSIGNED_BYTE,
321 /* Bump mapping stuff */
322 {WINED3DFMT_R8G8_SNORM, GL_DSDT8_NV, GL_DSDT8_NV, 0,
323 GL_DSDT_NV, GL_BYTE,
324 WINED3DFMT_FLAG_POSTPIXELSHADER_BLENDING | WINED3DFMT_FLAG_FILTERING},
325 {WINED3DFMT_L6V5U5, GL_DSDT8_MAG8_NV, GL_DSDT8_MAG8_NV, 0,
326 GL_DSDT_MAG_NV, GL_BYTE,
327 WINED3DFMT_FLAG_POSTPIXELSHADER_BLENDING | WINED3DFMT_FLAG_FILTERING},
328 {WINED3DFMT_X8L8V8U8, GL_DSDT8_MAG8_INTENSITY8_NV, GL_DSDT8_MAG8_INTENSITY8_NV, 0,
329 GL_DSDT_MAG_VIB_NV, GL_UNSIGNED_INT_8_8_S8_S8_REV_NV,
330 WINED3DFMT_FLAG_POSTPIXELSHADER_BLENDING | WINED3DFMT_FLAG_FILTERING},
331 {WINED3DFMT_R8G8B8A8_SNORM, GL_SIGNED_RGBA8_NV, GL_SIGNED_RGBA8_NV, 0,
332 GL_RGBA, GL_BYTE,
333 WINED3DFMT_FLAG_POSTPIXELSHADER_BLENDING | WINED3DFMT_FLAG_FILTERING},
334 {WINED3DFMT_R16G16_SNORM, GL_SIGNED_HILO16_NV, GL_SIGNED_HILO16_NV, 0,
335 GL_HILO_NV, GL_SHORT,
336 WINED3DFMT_FLAG_POSTPIXELSHADER_BLENDING | WINED3DFMT_FLAG_FILTERING},
337 {WINED3DFMT_W11V11U10, 0, 0, 0,
338 0, 0,
340 {WINED3DFMT_A2W10V10U10, 0, 0, 0,
341 0, 0,
343 /* Depth stencil formats */
344 {WINED3DFMT_D16_LOCKABLE, GL_DEPTH_COMPONENT24_ARB, GL_DEPTH_COMPONENT24_ARB, 0,
345 GL_DEPTH_COMPONENT, GL_UNSIGNED_SHORT,
346 WINED3DFMT_FLAG_DEPTH},
347 {WINED3DFMT_D32, GL_DEPTH_COMPONENT32_ARB, GL_DEPTH_COMPONENT32_ARB, 0,
348 GL_DEPTH_COMPONENT, GL_UNSIGNED_INT,
349 WINED3DFMT_FLAG_DEPTH},
350 {WINED3DFMT_D15S1, GL_DEPTH_COMPONENT24_ARB, GL_DEPTH_COMPONENT24_ARB, 0,
351 GL_DEPTH_COMPONENT, GL_UNSIGNED_SHORT,
352 WINED3DFMT_FLAG_DEPTH | WINED3DFMT_FLAG_STENCIL},
353 {WINED3DFMT_D24S8, GL_DEPTH_COMPONENT24_ARB, GL_DEPTH_COMPONENT24_ARB, 0,
354 GL_DEPTH_COMPONENT, GL_UNSIGNED_INT,
355 WINED3DFMT_FLAG_POSTPIXELSHADER_BLENDING | WINED3DFMT_FLAG_FILTERING | WINED3DFMT_FLAG_DEPTH | WINED3DFMT_FLAG_STENCIL},
356 {WINED3DFMT_D24X8, GL_DEPTH_COMPONENT24_ARB, GL_DEPTH_COMPONENT24_ARB, 0,
357 GL_DEPTH_COMPONENT, GL_UNSIGNED_INT,
358 WINED3DFMT_FLAG_POSTPIXELSHADER_BLENDING | WINED3DFMT_FLAG_FILTERING | WINED3DFMT_FLAG_DEPTH},
359 {WINED3DFMT_D24X4S4, GL_DEPTH_COMPONENT24_ARB, GL_DEPTH_COMPONENT24_ARB, 0,
360 GL_DEPTH_COMPONENT, GL_UNSIGNED_INT,
361 WINED3DFMT_FLAG_DEPTH | WINED3DFMT_FLAG_STENCIL},
362 {WINED3DFMT_D16_UNORM, GL_DEPTH_COMPONENT24_ARB, GL_DEPTH_COMPONENT24_ARB, 0,
363 GL_DEPTH_COMPONENT, GL_UNSIGNED_SHORT,
364 WINED3DFMT_FLAG_POSTPIXELSHADER_BLENDING | WINED3DFMT_FLAG_FILTERING | WINED3DFMT_FLAG_DEPTH},
365 {WINED3DFMT_L16, GL_LUMINANCE16_EXT, GL_LUMINANCE16_EXT, 0,
366 GL_LUMINANCE, GL_UNSIGNED_SHORT,
367 WINED3DFMT_FLAG_POSTPIXELSHADER_BLENDING | WINED3DFMT_FLAG_FILTERING},
368 {WINED3DFMT_D32F_LOCKABLE, GL_DEPTH_COMPONENT32_ARB, GL_DEPTH_COMPONENT32_ARB, 0,
369 GL_DEPTH_COMPONENT, GL_FLOAT,
370 WINED3DFMT_FLAG_DEPTH},
371 {WINED3DFMT_D24FS8, GL_DEPTH_COMPONENT24_ARB, GL_DEPTH_COMPONENT24_ARB, 0,
372 GL_DEPTH_COMPONENT, GL_FLOAT,
373 WINED3DFMT_FLAG_DEPTH | WINED3DFMT_FLAG_STENCIL},
374 /* Is this a vertex buffer? */
375 {WINED3DFMT_VERTEXDATA, 0, 0, 0,
376 0, 0,
378 {WINED3DFMT_R16_UINT, 0, 0, 0,
379 0, 0,
381 {WINED3DFMT_R32_UINT, 0, 0, 0,
382 0, 0,
384 {WINED3DFMT_R16G16B16A16_SNORM, GL_COLOR_INDEX, GL_COLOR_INDEX, 0,
385 GL_COLOR_INDEX, GL_UNSIGNED_SHORT,
387 /* Vendor-specific formats */
388 {WINED3DFMT_ATI2N, 0, 0, 0,
389 GL_LUMINANCE_ALPHA, GL_UNSIGNED_BYTE,
391 {WINED3DFMT_NVHU, 0, 0, 0,
392 GL_LUMINANCE_ALPHA, GL_UNSIGNED_BYTE,
394 {WINED3DFMT_NVHS, 0, 0, 0,
395 GL_LUMINANCE_ALPHA, GL_UNSIGNED_BYTE,
399 static inline int getFmtIdx(WINED3DFORMAT fmt) {
400 /* First check if the format is at the position of its value.
401 * This will catch the argb formats before the loop is entered
403 if(fmt < (sizeof(formats) / sizeof(formats[0])) && formats[fmt].format == fmt) {
404 return fmt;
405 } else {
406 unsigned int i;
407 for(i = 0; i < (sizeof(formats) / sizeof(formats[0])); i++) {
408 if(formats[i].format == fmt) {
409 return i;
413 return -1;
416 static BOOL init_format_base_info(WineD3D_GL_Info *gl_info)
418 UINT format_count = sizeof(formats) / sizeof(*formats);
419 UINT i;
421 gl_info->gl_formats = HeapAlloc(GetProcessHeap(), HEAP_ZERO_MEMORY, format_count * sizeof(*gl_info->gl_formats));
422 if (!gl_info->gl_formats)
424 ERR("Failed to allocate memory.\n");
425 return FALSE;
428 for (i = 0; i < format_count; ++i)
430 struct GlPixelFormatDesc *desc = &gl_info->gl_formats[i];
431 desc->format = formats[i].format;
432 desc->red_mask = formats[i].redMask;
433 desc->green_mask = formats[i].greenMask;
434 desc->blue_mask = formats[i].blueMask;
435 desc->alpha_mask = formats[i].alphaMask;
436 desc->byte_count = formats[i].bpp;
437 desc->depth_size = formats[i].depthSize;
438 desc->stencil_size = formats[i].stencilSize;
439 if (formats[i].isFourcc) desc->Flags |= WINED3DFMT_FLAG_FOURCC;
442 return TRUE;
445 #define GLINFO_LOCATION (*gl_info)
447 static BOOL check_fbo_compat(const WineD3D_GL_Info *gl_info, GLint internal_format)
449 GLuint tex, fb;
450 GLenum status;
452 ENTER_GL();
454 while(glGetError());
455 glGenTextures(1, &tex);
456 glBindTexture(GL_TEXTURE_2D, tex);
457 glTexImage2D(GL_TEXTURE_2D, 0, internal_format, 16, 16, 0, GL_RGBA, GL_UNSIGNED_BYTE, NULL);
459 GL_EXTCALL(glGenFramebuffersEXT(1, &fb));
460 GL_EXTCALL(glBindFramebufferEXT(GL_FRAMEBUFFER_EXT, fb));
461 GL_EXTCALL(glFramebufferTexture2DEXT(GL_FRAMEBUFFER_EXT, GL_COLOR_ATTACHMENT0_EXT, GL_TEXTURE_2D, tex, 0));
463 status = GL_EXTCALL(glCheckFramebufferStatusEXT(GL_FRAMEBUFFER_EXT));
464 GL_EXTCALL(glDeleteFramebuffersEXT(1, &fb));
465 glDeleteTextures(1, &tex);
467 checkGLcall("Framebuffer format check");
469 LEAVE_GL();
471 return status == GL_FRAMEBUFFER_COMPLETE_EXT;
474 static BOOL init_format_texture_info(WineD3D_GL_Info *gl_info)
476 unsigned int i;
478 for (i = 0; i < sizeof(gl_formats_template) / sizeof(gl_formats_template[0]); ++i)
480 int fmt_idx = getFmtIdx(gl_formats_template[i].fmt);
481 struct GlPixelFormatDesc *desc;
483 if (fmt_idx == -1)
485 ERR("Format %s (%#x) not found.\n",
486 debug_d3dformat(gl_formats_template[i].fmt), gl_formats_template[i].fmt);
487 return FALSE;
490 desc = &gl_info->gl_formats[fmt_idx];
491 desc->glInternal = gl_formats_template[i].glInternal;
492 desc->glGammaInternal = gl_formats_template[i].glGammaInternal;
493 desc->glFormat = gl_formats_template[i].glFormat;
494 desc->glType = gl_formats_template[i].glType;
495 desc->color_fixup = COLOR_FIXUP_IDENTITY;
496 desc->Flags |= gl_formats_template[i].Flags;
497 desc->heightscale = 1.0;
499 if (wined3d_settings.offscreen_rendering_mode == ORM_FBO && gl_formats_template[i].rtInternal)
501 /* Check if the default internal format is supported as a frame buffer target, otherwise
502 * fall back to the render target internal.
504 * Try to stick to the standard format if possible, this limits precision differences */
505 if (!check_fbo_compat(gl_info, gl_formats_template[i].glInternal))
507 TRACE("Internal format of %s not supported as FBO target, using render target internal instead\n",
508 debug_d3dformat(gl_formats_template[i].fmt));
509 desc->rtInternal = gl_formats_template[i].rtInternal;
511 else
513 TRACE("Format %s is supported as fbo target\n", debug_d3dformat(gl_formats_template[i].fmt));
514 desc->rtInternal = gl_formats_template[i].glInternal;
517 else
519 desc->rtInternal = gl_formats_template[i].glInternal;
523 return TRUE;
526 static void apply_format_fixups(WineD3D_GL_Info *gl_info)
528 int idx;
530 idx = getFmtIdx(WINED3DFMT_R16_FLOAT);
531 gl_info->gl_formats[idx].color_fixup = create_color_fixup_desc(
532 0, CHANNEL_SOURCE_X, 0, CHANNEL_SOURCE_ONE, 0, CHANNEL_SOURCE_ONE, 0, CHANNEL_SOURCE_W);
533 /* When ARB_texture_rg is supported we only require 16-bit for R16F instead of 64-bit RGBA16F */
534 if (GL_SUPPORT(ARB_TEXTURE_RG))
536 gl_info->gl_formats[idx].glInternal = GL_R16F;
537 gl_info->gl_formats[idx].glGammaInternal = GL_R16F;
540 idx = getFmtIdx(WINED3DFMT_R32_FLOAT);
541 gl_info->gl_formats[idx].color_fixup = create_color_fixup_desc(
542 0, CHANNEL_SOURCE_X, 0, CHANNEL_SOURCE_ONE, 0, CHANNEL_SOURCE_ONE, 0, CHANNEL_SOURCE_W);
543 /* When ARB_texture_rg is supported we only require 32-bit for R32F instead of 128-bit RGBA32F */
544 if (GL_SUPPORT(ARB_TEXTURE_RG))
546 gl_info->gl_formats[idx].glInternal = GL_R32F;
547 gl_info->gl_formats[idx].glGammaInternal = GL_R32F;
550 idx = getFmtIdx(WINED3DFMT_R16G16_UNORM);
551 gl_info->gl_formats[idx].color_fixup = create_color_fixup_desc(
552 0, CHANNEL_SOURCE_X, 0, CHANNEL_SOURCE_Y, 0, CHANNEL_SOURCE_ONE, 0, CHANNEL_SOURCE_W);
554 idx = getFmtIdx(WINED3DFMT_R16G16_FLOAT);
555 gl_info->gl_formats[idx].color_fixup = create_color_fixup_desc(
556 0, CHANNEL_SOURCE_X, 0, CHANNEL_SOURCE_Y, 0, CHANNEL_SOURCE_ONE, 0, CHANNEL_SOURCE_W);
558 idx = getFmtIdx(WINED3DFMT_R32G32_FLOAT);
559 gl_info->gl_formats[idx].color_fixup = create_color_fixup_desc(
560 0, CHANNEL_SOURCE_X, 0, CHANNEL_SOURCE_Y, 0, CHANNEL_SOURCE_ONE, 0, CHANNEL_SOURCE_W);
562 /* V8U8 is supported natively by GL_ATI_envmap_bumpmap and GL_NV_texture_shader.
563 * V16U16 is only supported by GL_NV_texture_shader. The formats need fixup if
564 * their extensions are not available. GL_ATI_envmap_bumpmap is not used because
565 * the only driver that implements it(fglrx) has a buggy implementation.
567 * V8U8 and V16U16 need a fixup of the undefined blue channel. OpenGL
568 * returns 0.0 when sampling from it, DirectX 1.0. So we always have in-shader
569 * conversion for this format.
571 if (!GL_SUPPORT(NV_TEXTURE_SHADER))
573 idx = getFmtIdx(WINED3DFMT_R8G8_SNORM);
574 gl_info->gl_formats[idx].color_fixup = create_color_fixup_desc(
575 1, CHANNEL_SOURCE_X, 1, CHANNEL_SOURCE_Y, 0, CHANNEL_SOURCE_ONE, 0, CHANNEL_SOURCE_ONE);
576 idx = getFmtIdx(WINED3DFMT_R16G16_SNORM);
577 gl_info->gl_formats[idx].color_fixup = create_color_fixup_desc(
578 1, CHANNEL_SOURCE_X, 1, CHANNEL_SOURCE_Y, 0, CHANNEL_SOURCE_ONE, 0, CHANNEL_SOURCE_ONE);
580 else
582 idx = getFmtIdx(WINED3DFMT_R8G8_SNORM);
583 gl_info->gl_formats[idx].color_fixup = create_color_fixup_desc(
584 0, CHANNEL_SOURCE_X, 0, CHANNEL_SOURCE_Y, 0, CHANNEL_SOURCE_ONE, 0, CHANNEL_SOURCE_ONE);
585 idx = getFmtIdx(WINED3DFMT_R16G16_SNORM);
586 gl_info->gl_formats[idx].color_fixup = create_color_fixup_desc(
587 0, CHANNEL_SOURCE_X, 0, CHANNEL_SOURCE_Y, 0, CHANNEL_SOURCE_ONE, 0, CHANNEL_SOURCE_ONE);
590 if (!GL_SUPPORT(NV_TEXTURE_SHADER))
592 /* If GL_NV_texture_shader is not supported, those formats are converted, incompatibly
593 * with each other
595 idx = getFmtIdx(WINED3DFMT_L6V5U5);
596 gl_info->gl_formats[idx].color_fixup = create_color_fixup_desc(
597 1, CHANNEL_SOURCE_X, 1, CHANNEL_SOURCE_Z, 0, CHANNEL_SOURCE_Y, 0, CHANNEL_SOURCE_ONE);
598 idx = getFmtIdx(WINED3DFMT_X8L8V8U8);
599 gl_info->gl_formats[idx].color_fixup = create_color_fixup_desc(
600 1, CHANNEL_SOURCE_X, 1, CHANNEL_SOURCE_Y, 0, CHANNEL_SOURCE_Z, 0, CHANNEL_SOURCE_W);
601 idx = getFmtIdx(WINED3DFMT_R8G8B8A8_SNORM);
602 gl_info->gl_formats[idx].color_fixup = create_color_fixup_desc(
603 1, CHANNEL_SOURCE_X, 1, CHANNEL_SOURCE_Y, 1, CHANNEL_SOURCE_Z, 1, CHANNEL_SOURCE_W);
605 else
607 /* If GL_NV_texture_shader is supported, WINED3DFMT_L6V5U5 and WINED3DFMT_X8L8V8U8
608 * are converted at surface loading time, but they do not need any modification in
609 * the shader, thus they are compatible with all WINED3DFMT_UNKNOWN group formats.
610 * WINED3DFMT_Q8W8V8U8 doesn't even need load-time conversion
614 if (GL_SUPPORT(EXT_TEXTURE_COMPRESSION_RGTC))
616 idx = getFmtIdx(WINED3DFMT_ATI2N);
617 gl_info->gl_formats[idx].glInternal = GL_COMPRESSED_RED_GREEN_RGTC2_EXT;
618 gl_info->gl_formats[idx].glGammaInternal = GL_COMPRESSED_RED_GREEN_RGTC2_EXT;
619 gl_info->gl_formats[idx].color_fixup = create_color_fixup_desc(
620 0, CHANNEL_SOURCE_Y, 0, CHANNEL_SOURCE_X, 0, CHANNEL_SOURCE_ONE, 0, CHANNEL_SOURCE_ONE);
622 else if (GL_SUPPORT(ATI_TEXTURE_COMPRESSION_3DC))
624 idx = getFmtIdx(WINED3DFMT_ATI2N);
625 gl_info->gl_formats[idx].glInternal = GL_COMPRESSED_LUMINANCE_ALPHA_3DC_ATI;
626 gl_info->gl_formats[idx].glGammaInternal = GL_COMPRESSED_LUMINANCE_ALPHA_3DC_ATI;
627 gl_info->gl_formats[idx].color_fixup= create_color_fixup_desc(
628 0, CHANNEL_SOURCE_X, 0, CHANNEL_SOURCE_W, 0, CHANNEL_SOURCE_ONE, 0, CHANNEL_SOURCE_ONE);
631 if (!GL_SUPPORT(APPLE_YCBCR_422))
633 idx = getFmtIdx(WINED3DFMT_YUY2);
634 gl_info->gl_formats[idx].glInternal = GL_LUMINANCE_ALPHA;
635 gl_info->gl_formats[idx].glGammaInternal = GL_LUMINANCE_ALPHA; /* not srgb */
636 gl_info->gl_formats[idx].glFormat = GL_LUMINANCE_ALPHA;
637 gl_info->gl_formats[idx].glType = GL_UNSIGNED_BYTE;
638 gl_info->gl_formats[idx].color_fixup = create_yuv_fixup_desc(YUV_FIXUP_YUY2);
640 idx = getFmtIdx(WINED3DFMT_UYVY);
641 gl_info->gl_formats[idx].glInternal = GL_LUMINANCE_ALPHA;
642 gl_info->gl_formats[idx].glGammaInternal = GL_LUMINANCE_ALPHA; /* not srgb */
643 gl_info->gl_formats[idx].glFormat = GL_LUMINANCE_ALPHA;
644 gl_info->gl_formats[idx].glType = GL_UNSIGNED_BYTE;
645 gl_info->gl_formats[idx].color_fixup = create_yuv_fixup_desc(YUV_FIXUP_UYVY);
648 idx = getFmtIdx(WINED3DFMT_YV12);
649 gl_info->gl_formats[idx].heightscale = 1.5;
650 gl_info->gl_formats[idx].color_fixup = create_yuv_fixup_desc(YUV_FIXUP_YV12);
652 if (GL_SUPPORT(EXT_VERTEX_ARRAY_BGRA))
654 idx = getFmtIdx(WINED3DFMT_A8R8G8B8);
655 gl_info->gl_formats[idx].gl_vtx_format = GL_BGRA;
658 if (GL_SUPPORT(ARB_HALF_FLOAT_VERTEX))
660 /* Do not change the size of the type, it is CPU side. We have to change the GPU-side information though.
661 * It is the job of the vertex buffer code to make sure that the vbos have the right format */
662 idx = getFmtIdx(WINED3DFMT_R16G16_FLOAT);
663 gl_info->gl_formats[idx].gl_vtx_type = GL_HALF_FLOAT; /* == GL_HALF_FLOAT_NV */
665 idx = getFmtIdx(WINED3DFMT_R16G16B16A16_FLOAT);
666 gl_info->gl_formats[idx].gl_vtx_type = GL_HALF_FLOAT;
670 static BOOL init_format_vertex_info(WineD3D_GL_Info *gl_info)
672 unsigned int i;
674 for (i = 0; i < (sizeof(format_vertex_info) / sizeof(*format_vertex_info)); ++i)
676 struct GlPixelFormatDesc *format_desc;
677 int fmt_idx = getFmtIdx(format_vertex_info[i].format);
679 if (fmt_idx == -1)
681 ERR("Format %s (%#x) not found.\n",
682 debug_d3dformat(format_vertex_info[i].format), format_vertex_info[i].format);
683 return FALSE;
686 format_desc = &gl_info->gl_formats[fmt_idx];
687 format_desc->emit_idx = format_vertex_info[i].emit_idx;
688 format_desc->component_count = format_vertex_info[i].component_count;
689 format_desc->gl_vtx_type = format_vertex_info[i].gl_vtx_type;
690 format_desc->gl_vtx_format = format_vertex_info[i].gl_vtx_format;
691 format_desc->gl_normalized = format_vertex_info[i].gl_normalized;
692 format_desc->component_size = format_vertex_info[i].component_size;
695 return TRUE;
698 BOOL initPixelFormatsNoGL(WineD3D_GL_Info *gl_info)
700 return init_format_base_info(gl_info);
703 BOOL initPixelFormats(WineD3D_GL_Info *gl_info)
705 if (!init_format_base_info(gl_info)) return FALSE;
707 if (!init_format_texture_info(gl_info))
709 HeapFree(GetProcessHeap(), 0, gl_info->gl_formats);
710 return FALSE;
713 if (!init_format_vertex_info(gl_info))
715 HeapFree(GetProcessHeap(), 0, gl_info->gl_formats);
716 return FALSE;
719 apply_format_fixups(gl_info);
721 return TRUE;
724 #undef GLINFO_LOCATION
726 #define GLINFO_LOCATION This->adapter->gl_info
728 const struct GlPixelFormatDesc *getFormatDescEntry(WINED3DFORMAT fmt, const WineD3D_GL_Info *gl_info)
730 int idx = getFmtIdx(fmt);
732 if(idx == -1) {
733 FIXME("Can't find format %s(%d) in the format lookup table\n", debug_d3dformat(fmt), fmt);
734 /* Get the caller a valid pointer */
735 idx = getFmtIdx(WINED3DFMT_UNKNOWN);
738 return &gl_info->gl_formats[idx];
741 /*****************************************************************************
742 * Trace formatting of useful values
744 const char* debug_d3dformat(WINED3DFORMAT fmt) {
745 switch (fmt) {
746 #define FMT_TO_STR(fmt) case fmt: return #fmt
747 FMT_TO_STR(WINED3DFMT_UNKNOWN);
748 FMT_TO_STR(WINED3DFMT_R8G8B8);
749 FMT_TO_STR(WINED3DFMT_A8R8G8B8);
750 FMT_TO_STR(WINED3DFMT_X8R8G8B8);
751 FMT_TO_STR(WINED3DFMT_R5G6B5);
752 FMT_TO_STR(WINED3DFMT_X1R5G5B5);
753 FMT_TO_STR(WINED3DFMT_A1R5G5B5);
754 FMT_TO_STR(WINED3DFMT_A4R4G4B4);
755 FMT_TO_STR(WINED3DFMT_R3G3B2);
756 FMT_TO_STR(WINED3DFMT_A8R3G3B2);
757 FMT_TO_STR(WINED3DFMT_X4R4G4B4);
758 FMT_TO_STR(WINED3DFMT_X8B8G8R8);
759 FMT_TO_STR(WINED3DFMT_A2R10G10B10);
760 FMT_TO_STR(WINED3DFMT_A8P8);
761 FMT_TO_STR(WINED3DFMT_P8);
762 FMT_TO_STR(WINED3DFMT_L8);
763 FMT_TO_STR(WINED3DFMT_A8L8);
764 FMT_TO_STR(WINED3DFMT_A4L4);
765 FMT_TO_STR(WINED3DFMT_L6V5U5);
766 FMT_TO_STR(WINED3DFMT_X8L8V8U8);
767 FMT_TO_STR(WINED3DFMT_W11V11U10);
768 FMT_TO_STR(WINED3DFMT_A2W10V10U10);
769 FMT_TO_STR(WINED3DFMT_UYVY);
770 FMT_TO_STR(WINED3DFMT_YUY2);
771 FMT_TO_STR(WINED3DFMT_YV12);
772 FMT_TO_STR(WINED3DFMT_DXT1);
773 FMT_TO_STR(WINED3DFMT_DXT2);
774 FMT_TO_STR(WINED3DFMT_DXT3);
775 FMT_TO_STR(WINED3DFMT_DXT4);
776 FMT_TO_STR(WINED3DFMT_DXT5);
777 FMT_TO_STR(WINED3DFMT_MULTI2_ARGB8);
778 FMT_TO_STR(WINED3DFMT_G8R8_G8B8);
779 FMT_TO_STR(WINED3DFMT_R8G8_B8G8);
780 FMT_TO_STR(WINED3DFMT_D16_LOCKABLE);
781 FMT_TO_STR(WINED3DFMT_D32);
782 FMT_TO_STR(WINED3DFMT_D15S1);
783 FMT_TO_STR(WINED3DFMT_D24S8);
784 FMT_TO_STR(WINED3DFMT_D24X8);
785 FMT_TO_STR(WINED3DFMT_D24X4S4);
786 FMT_TO_STR(WINED3DFMT_L16);
787 FMT_TO_STR(WINED3DFMT_D32F_LOCKABLE);
788 FMT_TO_STR(WINED3DFMT_D24FS8);
789 FMT_TO_STR(WINED3DFMT_VERTEXDATA);
790 FMT_TO_STR(WINED3DFMT_CxV8U8);
791 FMT_TO_STR(WINED3DFMT_ATI2N);
792 FMT_TO_STR(WINED3DFMT_NVHU);
793 FMT_TO_STR(WINED3DFMT_NVHS);
794 FMT_TO_STR(WINED3DFMT_R32G32B32A32_TYPELESS);
795 FMT_TO_STR(WINED3DFMT_R32G32B32A32_FLOAT);
796 FMT_TO_STR(WINED3DFMT_R32G32B32A32_UINT);
797 FMT_TO_STR(WINED3DFMT_R32G32B32A32_SINT);
798 FMT_TO_STR(WINED3DFMT_R32G32B32_TYPELESS);
799 FMT_TO_STR(WINED3DFMT_R32G32B32_FLOAT);
800 FMT_TO_STR(WINED3DFMT_R32G32B32_UINT);
801 FMT_TO_STR(WINED3DFMT_R32G32B32_SINT);
802 FMT_TO_STR(WINED3DFMT_R16G16B16A16_TYPELESS);
803 FMT_TO_STR(WINED3DFMT_R16G16B16A16_FLOAT);
804 FMT_TO_STR(WINED3DFMT_R16G16B16A16_UNORM);
805 FMT_TO_STR(WINED3DFMT_R16G16B16A16_UINT);
806 FMT_TO_STR(WINED3DFMT_R16G16B16A16_SNORM);
807 FMT_TO_STR(WINED3DFMT_R16G16B16A16_SINT);
808 FMT_TO_STR(WINED3DFMT_R32G32_TYPELESS);
809 FMT_TO_STR(WINED3DFMT_R32G32_FLOAT);
810 FMT_TO_STR(WINED3DFMT_R32G32_UINT);
811 FMT_TO_STR(WINED3DFMT_R32G32_SINT);
812 FMT_TO_STR(WINED3DFMT_R32G8X24_TYPELESS);
813 FMT_TO_STR(WINED3DFMT_D32_FLOAT_S8X24_UINT);
814 FMT_TO_STR(WINED3DFMT_R32_FLOAT_X8X24_TYPELESS);
815 FMT_TO_STR(WINED3DFMT_X32_TYPELESS_G8X24_UINT);
816 FMT_TO_STR(WINED3DFMT_R10G10B10A2_TYPELESS);
817 FMT_TO_STR(WINED3DFMT_R10G10B10A2_UNORM);
818 FMT_TO_STR(WINED3DFMT_R10G10B10A2_UINT);
819 FMT_TO_STR(WINED3DFMT_R10G10B10A2_SNORM);
820 FMT_TO_STR(WINED3DFMT_R11G11B10_FLOAT);
821 FMT_TO_STR(WINED3DFMT_R8G8B8A8_TYPELESS);
822 FMT_TO_STR(WINED3DFMT_R8G8B8A8_UNORM);
823 FMT_TO_STR(WINED3DFMT_R8G8B8A8_UNORM_SRGB);
824 FMT_TO_STR(WINED3DFMT_R8G8B8A8_UINT);
825 FMT_TO_STR(WINED3DFMT_R8G8B8A8_SNORM);
826 FMT_TO_STR(WINED3DFMT_R8G8B8A8_SINT);
827 FMT_TO_STR(WINED3DFMT_R16G16_TYPELESS);
828 FMT_TO_STR(WINED3DFMT_R16G16_FLOAT);
829 FMT_TO_STR(WINED3DFMT_R16G16_UNORM);
830 FMT_TO_STR(WINED3DFMT_R16G16_UINT);
831 FMT_TO_STR(WINED3DFMT_R16G16_SNORM);
832 FMT_TO_STR(WINED3DFMT_R16G16_SINT);
833 FMT_TO_STR(WINED3DFMT_R32_TYPELESS);
834 FMT_TO_STR(WINED3DFMT_D32_FLOAT);
835 FMT_TO_STR(WINED3DFMT_R32_FLOAT);
836 FMT_TO_STR(WINED3DFMT_R32_UINT);
837 FMT_TO_STR(WINED3DFMT_R32_SINT);
838 FMT_TO_STR(WINED3DFMT_R24G8_TYPELESS);
839 FMT_TO_STR(WINED3DFMT_D24_UNORM_S8_UINT);
840 FMT_TO_STR(WINED3DFMT_R24_UNORM_X8_TYPELESS);
841 FMT_TO_STR(WINED3DFMT_X24_TYPELESS_G8_UINT);
842 FMT_TO_STR(WINED3DFMT_R8G8_TYPELESS);
843 FMT_TO_STR(WINED3DFMT_R8G8_UNORM);
844 FMT_TO_STR(WINED3DFMT_R8G8_UINT);
845 FMT_TO_STR(WINED3DFMT_R8G8_SNORM);
846 FMT_TO_STR(WINED3DFMT_R8G8_SINT);
847 FMT_TO_STR(WINED3DFMT_R16_TYPELESS);
848 FMT_TO_STR(WINED3DFMT_R16_FLOAT);
849 FMT_TO_STR(WINED3DFMT_D16_UNORM);
850 FMT_TO_STR(WINED3DFMT_R16_UNORM);
851 FMT_TO_STR(WINED3DFMT_R16_UINT);
852 FMT_TO_STR(WINED3DFMT_R16_SNORM);
853 FMT_TO_STR(WINED3DFMT_R16_SINT);
854 FMT_TO_STR(WINED3DFMT_R8_TYPELESS);
855 FMT_TO_STR(WINED3DFMT_R8_UNORM);
856 FMT_TO_STR(WINED3DFMT_R8_UINT);
857 FMT_TO_STR(WINED3DFMT_R8_SNORM);
858 FMT_TO_STR(WINED3DFMT_R8_SINT);
859 FMT_TO_STR(WINED3DFMT_A8_UNORM);
860 FMT_TO_STR(WINED3DFMT_R1_UNORM);
861 FMT_TO_STR(WINED3DFMT_R9G9B9E5_SHAREDEXP);
862 FMT_TO_STR(WINED3DFMT_R8G8_B8G8_UNORM);
863 FMT_TO_STR(WINED3DFMT_G8R8_G8B8_UNORM);
864 FMT_TO_STR(WINED3DFMT_BC1_TYPELESS);
865 FMT_TO_STR(WINED3DFMT_BC1_UNORM);
866 FMT_TO_STR(WINED3DFMT_BC1_UNORM_SRGB);
867 FMT_TO_STR(WINED3DFMT_BC2_TYPELESS);
868 FMT_TO_STR(WINED3DFMT_BC2_UNORM);
869 FMT_TO_STR(WINED3DFMT_BC2_UNORM_SRGB);
870 FMT_TO_STR(WINED3DFMT_BC3_TYPELESS);
871 FMT_TO_STR(WINED3DFMT_BC3_UNORM);
872 FMT_TO_STR(WINED3DFMT_BC3_UNORM_SRGB);
873 FMT_TO_STR(WINED3DFMT_BC4_TYPELESS);
874 FMT_TO_STR(WINED3DFMT_BC4_UNORM);
875 FMT_TO_STR(WINED3DFMT_BC4_SNORM);
876 FMT_TO_STR(WINED3DFMT_BC5_TYPELESS);
877 FMT_TO_STR(WINED3DFMT_BC5_UNORM);
878 FMT_TO_STR(WINED3DFMT_BC5_SNORM);
879 FMT_TO_STR(WINED3DFMT_B5G6R5_UNORM);
880 FMT_TO_STR(WINED3DFMT_B5G5R5A1_UNORM);
881 FMT_TO_STR(WINED3DFMT_B8G8R8A8_UNORM);
882 FMT_TO_STR(WINED3DFMT_B8G8R8X8_UNORM);
883 #undef FMT_TO_STR
884 default:
886 char fourcc[5];
887 fourcc[0] = (char)(fmt);
888 fourcc[1] = (char)(fmt >> 8);
889 fourcc[2] = (char)(fmt >> 16);
890 fourcc[3] = (char)(fmt >> 24);
891 fourcc[4] = 0;
892 if( isprint(fourcc[0]) && isprint(fourcc[1]) && isprint(fourcc[2]) && isprint(fourcc[3]) )
893 FIXME("Unrecognized %u (as fourcc: %s) WINED3DFORMAT!\n", fmt, fourcc);
894 else
895 FIXME("Unrecognized %u WINED3DFORMAT!\n", fmt);
897 return "unrecognized";
901 const char* debug_d3ddevicetype(WINED3DDEVTYPE devtype) {
902 switch (devtype) {
903 #define DEVTYPE_TO_STR(dev) case dev: return #dev
904 DEVTYPE_TO_STR(WINED3DDEVTYPE_HAL);
905 DEVTYPE_TO_STR(WINED3DDEVTYPE_REF);
906 DEVTYPE_TO_STR(WINED3DDEVTYPE_SW);
907 #undef DEVTYPE_TO_STR
908 default:
909 FIXME("Unrecognized %u WINED3DDEVTYPE!\n", devtype);
910 return "unrecognized";
914 const char* debug_d3dusage(DWORD usage) {
915 switch (usage & WINED3DUSAGE_MASK) {
916 #define WINED3DUSAGE_TO_STR(u) case u: return #u
917 WINED3DUSAGE_TO_STR(WINED3DUSAGE_RENDERTARGET);
918 WINED3DUSAGE_TO_STR(WINED3DUSAGE_DEPTHSTENCIL);
919 WINED3DUSAGE_TO_STR(WINED3DUSAGE_WRITEONLY);
920 WINED3DUSAGE_TO_STR(WINED3DUSAGE_SOFTWAREPROCESSING);
921 WINED3DUSAGE_TO_STR(WINED3DUSAGE_DONOTCLIP);
922 WINED3DUSAGE_TO_STR(WINED3DUSAGE_POINTS);
923 WINED3DUSAGE_TO_STR(WINED3DUSAGE_RTPATCHES);
924 WINED3DUSAGE_TO_STR(WINED3DUSAGE_NPATCHES);
925 WINED3DUSAGE_TO_STR(WINED3DUSAGE_DYNAMIC);
926 WINED3DUSAGE_TO_STR(WINED3DUSAGE_AUTOGENMIPMAP);
927 WINED3DUSAGE_TO_STR(WINED3DUSAGE_DMAP);
928 #undef WINED3DUSAGE_TO_STR
929 case 0: return "none";
930 default:
931 FIXME("Unrecognized %u Usage!\n", usage);
932 return "unrecognized";
936 const char* debug_d3dusagequery(DWORD usagequery) {
937 switch (usagequery & WINED3DUSAGE_QUERY_MASK) {
938 #define WINED3DUSAGEQUERY_TO_STR(u) case u: return #u
939 WINED3DUSAGEQUERY_TO_STR(WINED3DUSAGE_QUERY_FILTER);
940 WINED3DUSAGEQUERY_TO_STR(WINED3DUSAGE_QUERY_LEGACYBUMPMAP);
941 WINED3DUSAGEQUERY_TO_STR(WINED3DUSAGE_QUERY_POSTPIXELSHADER_BLENDING);
942 WINED3DUSAGEQUERY_TO_STR(WINED3DUSAGE_QUERY_SRGBREAD);
943 WINED3DUSAGEQUERY_TO_STR(WINED3DUSAGE_QUERY_SRGBWRITE);
944 WINED3DUSAGEQUERY_TO_STR(WINED3DUSAGE_QUERY_VERTEXTEXTURE);
945 WINED3DUSAGEQUERY_TO_STR(WINED3DUSAGE_QUERY_WRAPANDMIP);
946 #undef WINED3DUSAGEQUERY_TO_STR
947 case 0: return "none";
948 default:
949 FIXME("Unrecognized %u Usage Query!\n", usagequery);
950 return "unrecognized";
954 const char* debug_d3ddeclmethod(WINED3DDECLMETHOD method) {
955 switch (method) {
956 #define WINED3DDECLMETHOD_TO_STR(u) case u: return #u
957 WINED3DDECLMETHOD_TO_STR(WINED3DDECLMETHOD_DEFAULT);
958 WINED3DDECLMETHOD_TO_STR(WINED3DDECLMETHOD_PARTIALU);
959 WINED3DDECLMETHOD_TO_STR(WINED3DDECLMETHOD_PARTIALV);
960 WINED3DDECLMETHOD_TO_STR(WINED3DDECLMETHOD_CROSSUV);
961 WINED3DDECLMETHOD_TO_STR(WINED3DDECLMETHOD_UV);
962 WINED3DDECLMETHOD_TO_STR(WINED3DDECLMETHOD_LOOKUP);
963 WINED3DDECLMETHOD_TO_STR(WINED3DDECLMETHOD_LOOKUPPRESAMPLED);
964 #undef WINED3DDECLMETHOD_TO_STR
965 default:
966 FIXME("Unrecognized %u declaration method!\n", method);
967 return "unrecognized";
971 const char* debug_d3ddeclusage(BYTE usage) {
972 switch (usage) {
973 #define WINED3DDECLUSAGE_TO_STR(u) case u: return #u
974 WINED3DDECLUSAGE_TO_STR(WINED3DDECLUSAGE_POSITION);
975 WINED3DDECLUSAGE_TO_STR(WINED3DDECLUSAGE_BLENDWEIGHT);
976 WINED3DDECLUSAGE_TO_STR(WINED3DDECLUSAGE_BLENDINDICES);
977 WINED3DDECLUSAGE_TO_STR(WINED3DDECLUSAGE_NORMAL);
978 WINED3DDECLUSAGE_TO_STR(WINED3DDECLUSAGE_PSIZE);
979 WINED3DDECLUSAGE_TO_STR(WINED3DDECLUSAGE_TEXCOORD);
980 WINED3DDECLUSAGE_TO_STR(WINED3DDECLUSAGE_TANGENT);
981 WINED3DDECLUSAGE_TO_STR(WINED3DDECLUSAGE_BINORMAL);
982 WINED3DDECLUSAGE_TO_STR(WINED3DDECLUSAGE_TESSFACTOR);
983 WINED3DDECLUSAGE_TO_STR(WINED3DDECLUSAGE_POSITIONT);
984 WINED3DDECLUSAGE_TO_STR(WINED3DDECLUSAGE_COLOR);
985 WINED3DDECLUSAGE_TO_STR(WINED3DDECLUSAGE_FOG);
986 WINED3DDECLUSAGE_TO_STR(WINED3DDECLUSAGE_DEPTH);
987 WINED3DDECLUSAGE_TO_STR(WINED3DDECLUSAGE_SAMPLE);
988 #undef WINED3DDECLUSAGE_TO_STR
989 default:
990 FIXME("Unrecognized %u declaration usage!\n", usage);
991 return "unrecognized";
995 const char* debug_d3dresourcetype(WINED3DRESOURCETYPE res) {
996 switch (res) {
997 #define RES_TO_STR(res) case res: return #res
998 RES_TO_STR(WINED3DRTYPE_SURFACE);
999 RES_TO_STR(WINED3DRTYPE_VOLUME);
1000 RES_TO_STR(WINED3DRTYPE_TEXTURE);
1001 RES_TO_STR(WINED3DRTYPE_VOLUMETEXTURE);
1002 RES_TO_STR(WINED3DRTYPE_CUBETEXTURE);
1003 RES_TO_STR(WINED3DRTYPE_BUFFER);
1004 #undef RES_TO_STR
1005 default:
1006 FIXME("Unrecognized %u WINED3DRESOURCETYPE!\n", res);
1007 return "unrecognized";
1011 const char* debug_d3dprimitivetype(WINED3DPRIMITIVETYPE PrimitiveType) {
1012 switch (PrimitiveType) {
1013 #define PRIM_TO_STR(prim) case prim: return #prim
1014 PRIM_TO_STR(WINED3DPT_UNDEFINED);
1015 PRIM_TO_STR(WINED3DPT_POINTLIST);
1016 PRIM_TO_STR(WINED3DPT_LINELIST);
1017 PRIM_TO_STR(WINED3DPT_LINESTRIP);
1018 PRIM_TO_STR(WINED3DPT_TRIANGLELIST);
1019 PRIM_TO_STR(WINED3DPT_TRIANGLESTRIP);
1020 PRIM_TO_STR(WINED3DPT_TRIANGLEFAN);
1021 PRIM_TO_STR(WINED3DPT_LINELIST_ADJ);
1022 PRIM_TO_STR(WINED3DPT_LINESTRIP_ADJ);
1023 PRIM_TO_STR(WINED3DPT_TRIANGLELIST_ADJ);
1024 PRIM_TO_STR(WINED3DPT_TRIANGLESTRIP_ADJ);
1025 #undef PRIM_TO_STR
1026 default:
1027 FIXME("Unrecognized %u WINED3DPRIMITIVETYPE!\n", PrimitiveType);
1028 return "unrecognized";
1032 const char* debug_d3drenderstate(DWORD state) {
1033 switch (state) {
1034 #define D3DSTATE_TO_STR(u) case u: return #u
1035 D3DSTATE_TO_STR(WINED3DRS_TEXTUREHANDLE );
1036 D3DSTATE_TO_STR(WINED3DRS_ANTIALIAS );
1037 D3DSTATE_TO_STR(WINED3DRS_TEXTUREADDRESS );
1038 D3DSTATE_TO_STR(WINED3DRS_TEXTUREPERSPECTIVE );
1039 D3DSTATE_TO_STR(WINED3DRS_WRAPU );
1040 D3DSTATE_TO_STR(WINED3DRS_WRAPV );
1041 D3DSTATE_TO_STR(WINED3DRS_ZENABLE );
1042 D3DSTATE_TO_STR(WINED3DRS_FILLMODE );
1043 D3DSTATE_TO_STR(WINED3DRS_SHADEMODE );
1044 D3DSTATE_TO_STR(WINED3DRS_LINEPATTERN );
1045 D3DSTATE_TO_STR(WINED3DRS_MONOENABLE );
1046 D3DSTATE_TO_STR(WINED3DRS_ROP2 );
1047 D3DSTATE_TO_STR(WINED3DRS_PLANEMASK );
1048 D3DSTATE_TO_STR(WINED3DRS_ZWRITEENABLE );
1049 D3DSTATE_TO_STR(WINED3DRS_ALPHATESTENABLE );
1050 D3DSTATE_TO_STR(WINED3DRS_LASTPIXEL );
1051 D3DSTATE_TO_STR(WINED3DRS_TEXTUREMAG );
1052 D3DSTATE_TO_STR(WINED3DRS_TEXTUREMIN );
1053 D3DSTATE_TO_STR(WINED3DRS_SRCBLEND );
1054 D3DSTATE_TO_STR(WINED3DRS_DESTBLEND );
1055 D3DSTATE_TO_STR(WINED3DRS_TEXTUREMAPBLEND );
1056 D3DSTATE_TO_STR(WINED3DRS_CULLMODE );
1057 D3DSTATE_TO_STR(WINED3DRS_ZFUNC );
1058 D3DSTATE_TO_STR(WINED3DRS_ALPHAREF );
1059 D3DSTATE_TO_STR(WINED3DRS_ALPHAFUNC );
1060 D3DSTATE_TO_STR(WINED3DRS_DITHERENABLE );
1061 D3DSTATE_TO_STR(WINED3DRS_ALPHABLENDENABLE );
1062 D3DSTATE_TO_STR(WINED3DRS_FOGENABLE );
1063 D3DSTATE_TO_STR(WINED3DRS_SPECULARENABLE );
1064 D3DSTATE_TO_STR(WINED3DRS_ZVISIBLE );
1065 D3DSTATE_TO_STR(WINED3DRS_SUBPIXEL );
1066 D3DSTATE_TO_STR(WINED3DRS_SUBPIXELX );
1067 D3DSTATE_TO_STR(WINED3DRS_STIPPLEDALPHA );
1068 D3DSTATE_TO_STR(WINED3DRS_FOGCOLOR );
1069 D3DSTATE_TO_STR(WINED3DRS_FOGTABLEMODE );
1070 D3DSTATE_TO_STR(WINED3DRS_FOGSTART );
1071 D3DSTATE_TO_STR(WINED3DRS_FOGEND );
1072 D3DSTATE_TO_STR(WINED3DRS_FOGDENSITY );
1073 D3DSTATE_TO_STR(WINED3DRS_STIPPLEENABLE );
1074 D3DSTATE_TO_STR(WINED3DRS_EDGEANTIALIAS );
1075 D3DSTATE_TO_STR(WINED3DRS_COLORKEYENABLE );
1076 D3DSTATE_TO_STR(WINED3DRS_BORDERCOLOR );
1077 D3DSTATE_TO_STR(WINED3DRS_TEXTUREADDRESSU );
1078 D3DSTATE_TO_STR(WINED3DRS_TEXTUREADDRESSV );
1079 D3DSTATE_TO_STR(WINED3DRS_MIPMAPLODBIAS );
1080 D3DSTATE_TO_STR(WINED3DRS_ZBIAS );
1081 D3DSTATE_TO_STR(WINED3DRS_RANGEFOGENABLE );
1082 D3DSTATE_TO_STR(WINED3DRS_ANISOTROPY );
1083 D3DSTATE_TO_STR(WINED3DRS_FLUSHBATCH );
1084 D3DSTATE_TO_STR(WINED3DRS_TRANSLUCENTSORTINDEPENDENT);
1085 D3DSTATE_TO_STR(WINED3DRS_STENCILENABLE );
1086 D3DSTATE_TO_STR(WINED3DRS_STENCILFAIL );
1087 D3DSTATE_TO_STR(WINED3DRS_STENCILZFAIL );
1088 D3DSTATE_TO_STR(WINED3DRS_STENCILPASS );
1089 D3DSTATE_TO_STR(WINED3DRS_STENCILFUNC );
1090 D3DSTATE_TO_STR(WINED3DRS_STENCILREF );
1091 D3DSTATE_TO_STR(WINED3DRS_STENCILMASK );
1092 D3DSTATE_TO_STR(WINED3DRS_STENCILWRITEMASK );
1093 D3DSTATE_TO_STR(WINED3DRS_TEXTUREFACTOR );
1094 D3DSTATE_TO_STR(WINED3DRS_STIPPLEPATTERN00 );
1095 D3DSTATE_TO_STR(WINED3DRS_STIPPLEPATTERN01 );
1096 D3DSTATE_TO_STR(WINED3DRS_STIPPLEPATTERN02 );
1097 D3DSTATE_TO_STR(WINED3DRS_STIPPLEPATTERN03 );
1098 D3DSTATE_TO_STR(WINED3DRS_STIPPLEPATTERN04 );
1099 D3DSTATE_TO_STR(WINED3DRS_STIPPLEPATTERN05 );
1100 D3DSTATE_TO_STR(WINED3DRS_STIPPLEPATTERN06 );
1101 D3DSTATE_TO_STR(WINED3DRS_STIPPLEPATTERN07 );
1102 D3DSTATE_TO_STR(WINED3DRS_STIPPLEPATTERN08 );
1103 D3DSTATE_TO_STR(WINED3DRS_STIPPLEPATTERN09 );
1104 D3DSTATE_TO_STR(WINED3DRS_STIPPLEPATTERN10 );
1105 D3DSTATE_TO_STR(WINED3DRS_STIPPLEPATTERN11 );
1106 D3DSTATE_TO_STR(WINED3DRS_STIPPLEPATTERN12 );
1107 D3DSTATE_TO_STR(WINED3DRS_STIPPLEPATTERN13 );
1108 D3DSTATE_TO_STR(WINED3DRS_STIPPLEPATTERN14 );
1109 D3DSTATE_TO_STR(WINED3DRS_STIPPLEPATTERN15 );
1110 D3DSTATE_TO_STR(WINED3DRS_STIPPLEPATTERN16 );
1111 D3DSTATE_TO_STR(WINED3DRS_STIPPLEPATTERN17 );
1112 D3DSTATE_TO_STR(WINED3DRS_STIPPLEPATTERN18 );
1113 D3DSTATE_TO_STR(WINED3DRS_STIPPLEPATTERN19 );
1114 D3DSTATE_TO_STR(WINED3DRS_STIPPLEPATTERN20 );
1115 D3DSTATE_TO_STR(WINED3DRS_STIPPLEPATTERN21 );
1116 D3DSTATE_TO_STR(WINED3DRS_STIPPLEPATTERN22 );
1117 D3DSTATE_TO_STR(WINED3DRS_STIPPLEPATTERN23 );
1118 D3DSTATE_TO_STR(WINED3DRS_STIPPLEPATTERN24 );
1119 D3DSTATE_TO_STR(WINED3DRS_STIPPLEPATTERN25 );
1120 D3DSTATE_TO_STR(WINED3DRS_STIPPLEPATTERN26 );
1121 D3DSTATE_TO_STR(WINED3DRS_STIPPLEPATTERN27 );
1122 D3DSTATE_TO_STR(WINED3DRS_STIPPLEPATTERN28 );
1123 D3DSTATE_TO_STR(WINED3DRS_STIPPLEPATTERN29 );
1124 D3DSTATE_TO_STR(WINED3DRS_STIPPLEPATTERN30 );
1125 D3DSTATE_TO_STR(WINED3DRS_STIPPLEPATTERN31 );
1126 D3DSTATE_TO_STR(WINED3DRS_WRAP0 );
1127 D3DSTATE_TO_STR(WINED3DRS_WRAP1 );
1128 D3DSTATE_TO_STR(WINED3DRS_WRAP2 );
1129 D3DSTATE_TO_STR(WINED3DRS_WRAP3 );
1130 D3DSTATE_TO_STR(WINED3DRS_WRAP4 );
1131 D3DSTATE_TO_STR(WINED3DRS_WRAP5 );
1132 D3DSTATE_TO_STR(WINED3DRS_WRAP6 );
1133 D3DSTATE_TO_STR(WINED3DRS_WRAP7 );
1134 D3DSTATE_TO_STR(WINED3DRS_CLIPPING );
1135 D3DSTATE_TO_STR(WINED3DRS_LIGHTING );
1136 D3DSTATE_TO_STR(WINED3DRS_EXTENTS );
1137 D3DSTATE_TO_STR(WINED3DRS_AMBIENT );
1138 D3DSTATE_TO_STR(WINED3DRS_FOGVERTEXMODE );
1139 D3DSTATE_TO_STR(WINED3DRS_COLORVERTEX );
1140 D3DSTATE_TO_STR(WINED3DRS_LOCALVIEWER );
1141 D3DSTATE_TO_STR(WINED3DRS_NORMALIZENORMALS );
1142 D3DSTATE_TO_STR(WINED3DRS_COLORKEYBLENDENABLE );
1143 D3DSTATE_TO_STR(WINED3DRS_DIFFUSEMATERIALSOURCE );
1144 D3DSTATE_TO_STR(WINED3DRS_SPECULARMATERIALSOURCE );
1145 D3DSTATE_TO_STR(WINED3DRS_AMBIENTMATERIALSOURCE );
1146 D3DSTATE_TO_STR(WINED3DRS_EMISSIVEMATERIALSOURCE );
1147 D3DSTATE_TO_STR(WINED3DRS_VERTEXBLEND );
1148 D3DSTATE_TO_STR(WINED3DRS_CLIPPLANEENABLE );
1149 D3DSTATE_TO_STR(WINED3DRS_SOFTWAREVERTEXPROCESSING );
1150 D3DSTATE_TO_STR(WINED3DRS_POINTSIZE );
1151 D3DSTATE_TO_STR(WINED3DRS_POINTSIZE_MIN );
1152 D3DSTATE_TO_STR(WINED3DRS_POINTSPRITEENABLE );
1153 D3DSTATE_TO_STR(WINED3DRS_POINTSCALEENABLE );
1154 D3DSTATE_TO_STR(WINED3DRS_POINTSCALE_A );
1155 D3DSTATE_TO_STR(WINED3DRS_POINTSCALE_B );
1156 D3DSTATE_TO_STR(WINED3DRS_POINTSCALE_C );
1157 D3DSTATE_TO_STR(WINED3DRS_MULTISAMPLEANTIALIAS );
1158 D3DSTATE_TO_STR(WINED3DRS_MULTISAMPLEMASK );
1159 D3DSTATE_TO_STR(WINED3DRS_PATCHEDGESTYLE );
1160 D3DSTATE_TO_STR(WINED3DRS_PATCHSEGMENTS );
1161 D3DSTATE_TO_STR(WINED3DRS_DEBUGMONITORTOKEN );
1162 D3DSTATE_TO_STR(WINED3DRS_POINTSIZE_MAX );
1163 D3DSTATE_TO_STR(WINED3DRS_INDEXEDVERTEXBLENDENABLE );
1164 D3DSTATE_TO_STR(WINED3DRS_COLORWRITEENABLE );
1165 D3DSTATE_TO_STR(WINED3DRS_TWEENFACTOR );
1166 D3DSTATE_TO_STR(WINED3DRS_BLENDOP );
1167 D3DSTATE_TO_STR(WINED3DRS_POSITIONDEGREE );
1168 D3DSTATE_TO_STR(WINED3DRS_NORMALDEGREE );
1169 D3DSTATE_TO_STR(WINED3DRS_SCISSORTESTENABLE );
1170 D3DSTATE_TO_STR(WINED3DRS_SLOPESCALEDEPTHBIAS );
1171 D3DSTATE_TO_STR(WINED3DRS_ANTIALIASEDLINEENABLE );
1172 D3DSTATE_TO_STR(WINED3DRS_MINTESSELLATIONLEVEL );
1173 D3DSTATE_TO_STR(WINED3DRS_MAXTESSELLATIONLEVEL );
1174 D3DSTATE_TO_STR(WINED3DRS_ADAPTIVETESS_X );
1175 D3DSTATE_TO_STR(WINED3DRS_ADAPTIVETESS_Y );
1176 D3DSTATE_TO_STR(WINED3DRS_ADAPTIVETESS_Z );
1177 D3DSTATE_TO_STR(WINED3DRS_ADAPTIVETESS_W );
1178 D3DSTATE_TO_STR(WINED3DRS_ENABLEADAPTIVETESSELLATION);
1179 D3DSTATE_TO_STR(WINED3DRS_TWOSIDEDSTENCILMODE );
1180 D3DSTATE_TO_STR(WINED3DRS_CCW_STENCILFAIL );
1181 D3DSTATE_TO_STR(WINED3DRS_CCW_STENCILZFAIL );
1182 D3DSTATE_TO_STR(WINED3DRS_CCW_STENCILPASS );
1183 D3DSTATE_TO_STR(WINED3DRS_CCW_STENCILFUNC );
1184 D3DSTATE_TO_STR(WINED3DRS_COLORWRITEENABLE1 );
1185 D3DSTATE_TO_STR(WINED3DRS_COLORWRITEENABLE2 );
1186 D3DSTATE_TO_STR(WINED3DRS_COLORWRITEENABLE3 );
1187 D3DSTATE_TO_STR(WINED3DRS_BLENDFACTOR );
1188 D3DSTATE_TO_STR(WINED3DRS_SRGBWRITEENABLE );
1189 D3DSTATE_TO_STR(WINED3DRS_DEPTHBIAS );
1190 D3DSTATE_TO_STR(WINED3DRS_WRAP8 );
1191 D3DSTATE_TO_STR(WINED3DRS_WRAP9 );
1192 D3DSTATE_TO_STR(WINED3DRS_WRAP10 );
1193 D3DSTATE_TO_STR(WINED3DRS_WRAP11 );
1194 D3DSTATE_TO_STR(WINED3DRS_WRAP12 );
1195 D3DSTATE_TO_STR(WINED3DRS_WRAP13 );
1196 D3DSTATE_TO_STR(WINED3DRS_WRAP14 );
1197 D3DSTATE_TO_STR(WINED3DRS_WRAP15 );
1198 D3DSTATE_TO_STR(WINED3DRS_SEPARATEALPHABLENDENABLE );
1199 D3DSTATE_TO_STR(WINED3DRS_SRCBLENDALPHA );
1200 D3DSTATE_TO_STR(WINED3DRS_DESTBLENDALPHA );
1201 D3DSTATE_TO_STR(WINED3DRS_BLENDOPALPHA );
1202 #undef D3DSTATE_TO_STR
1203 default:
1204 FIXME("Unrecognized %u render state!\n", state);
1205 return "unrecognized";
1209 const char* debug_d3dsamplerstate(DWORD state) {
1210 switch (state) {
1211 #define D3DSTATE_TO_STR(u) case u: return #u
1212 D3DSTATE_TO_STR(WINED3DSAMP_BORDERCOLOR );
1213 D3DSTATE_TO_STR(WINED3DSAMP_ADDRESSU );
1214 D3DSTATE_TO_STR(WINED3DSAMP_ADDRESSV );
1215 D3DSTATE_TO_STR(WINED3DSAMP_ADDRESSW );
1216 D3DSTATE_TO_STR(WINED3DSAMP_MAGFILTER );
1217 D3DSTATE_TO_STR(WINED3DSAMP_MINFILTER );
1218 D3DSTATE_TO_STR(WINED3DSAMP_MIPFILTER );
1219 D3DSTATE_TO_STR(WINED3DSAMP_MIPMAPLODBIAS);
1220 D3DSTATE_TO_STR(WINED3DSAMP_MAXMIPLEVEL );
1221 D3DSTATE_TO_STR(WINED3DSAMP_MAXANISOTROPY);
1222 D3DSTATE_TO_STR(WINED3DSAMP_SRGBTEXTURE );
1223 D3DSTATE_TO_STR(WINED3DSAMP_ELEMENTINDEX );
1224 D3DSTATE_TO_STR(WINED3DSAMP_DMAPOFFSET );
1225 #undef D3DSTATE_TO_STR
1226 default:
1227 FIXME("Unrecognized %u sampler state!\n", state);
1228 return "unrecognized";
1232 const char *debug_d3dtexturefiltertype(WINED3DTEXTUREFILTERTYPE filter_type) {
1233 switch (filter_type) {
1234 #define D3DTEXTUREFILTERTYPE_TO_STR(u) case u: return #u
1235 D3DTEXTUREFILTERTYPE_TO_STR(WINED3DTEXF_NONE);
1236 D3DTEXTUREFILTERTYPE_TO_STR(WINED3DTEXF_POINT);
1237 D3DTEXTUREFILTERTYPE_TO_STR(WINED3DTEXF_LINEAR);
1238 D3DTEXTUREFILTERTYPE_TO_STR(WINED3DTEXF_ANISOTROPIC);
1239 D3DTEXTUREFILTERTYPE_TO_STR(WINED3DTEXF_FLATCUBIC);
1240 D3DTEXTUREFILTERTYPE_TO_STR(WINED3DTEXF_GAUSSIANCUBIC);
1241 D3DTEXTUREFILTERTYPE_TO_STR(WINED3DTEXF_PYRAMIDALQUAD);
1242 D3DTEXTUREFILTERTYPE_TO_STR(WINED3DTEXF_GAUSSIANQUAD);
1243 #undef D3DTEXTUREFILTERTYPE_TO_STR
1244 default:
1245 FIXME("Unrecognied texture filter type 0x%08x\n", filter_type);
1246 return "unrecognized";
1250 const char* debug_d3dtexturestate(DWORD state) {
1251 switch (state) {
1252 #define D3DSTATE_TO_STR(u) case u: return #u
1253 D3DSTATE_TO_STR(WINED3DTSS_COLOROP );
1254 D3DSTATE_TO_STR(WINED3DTSS_COLORARG1 );
1255 D3DSTATE_TO_STR(WINED3DTSS_COLORARG2 );
1256 D3DSTATE_TO_STR(WINED3DTSS_ALPHAOP );
1257 D3DSTATE_TO_STR(WINED3DTSS_ALPHAARG1 );
1258 D3DSTATE_TO_STR(WINED3DTSS_ALPHAARG2 );
1259 D3DSTATE_TO_STR(WINED3DTSS_BUMPENVMAT00 );
1260 D3DSTATE_TO_STR(WINED3DTSS_BUMPENVMAT01 );
1261 D3DSTATE_TO_STR(WINED3DTSS_BUMPENVMAT10 );
1262 D3DSTATE_TO_STR(WINED3DTSS_BUMPENVMAT11 );
1263 D3DSTATE_TO_STR(WINED3DTSS_TEXCOORDINDEX );
1264 D3DSTATE_TO_STR(WINED3DTSS_BUMPENVLSCALE );
1265 D3DSTATE_TO_STR(WINED3DTSS_BUMPENVLOFFSET );
1266 D3DSTATE_TO_STR(WINED3DTSS_TEXTURETRANSFORMFLAGS );
1267 D3DSTATE_TO_STR(WINED3DTSS_COLORARG0 );
1268 D3DSTATE_TO_STR(WINED3DTSS_ALPHAARG0 );
1269 D3DSTATE_TO_STR(WINED3DTSS_RESULTARG );
1270 D3DSTATE_TO_STR(WINED3DTSS_CONSTANT );
1271 #undef D3DSTATE_TO_STR
1272 default:
1273 FIXME("Unrecognized %u texture state!\n", state);
1274 return "unrecognized";
1278 const char* debug_d3dtop(WINED3DTEXTUREOP d3dtop) {
1279 switch (d3dtop) {
1280 #define D3DTOP_TO_STR(u) case u: return #u
1281 D3DTOP_TO_STR(WINED3DTOP_DISABLE);
1282 D3DTOP_TO_STR(WINED3DTOP_SELECTARG1);
1283 D3DTOP_TO_STR(WINED3DTOP_SELECTARG2);
1284 D3DTOP_TO_STR(WINED3DTOP_MODULATE);
1285 D3DTOP_TO_STR(WINED3DTOP_MODULATE2X);
1286 D3DTOP_TO_STR(WINED3DTOP_MODULATE4X);
1287 D3DTOP_TO_STR(WINED3DTOP_ADD);
1288 D3DTOP_TO_STR(WINED3DTOP_ADDSIGNED);
1289 D3DTOP_TO_STR(WINED3DTOP_ADDSIGNED2X);
1290 D3DTOP_TO_STR(WINED3DTOP_SUBTRACT);
1291 D3DTOP_TO_STR(WINED3DTOP_ADDSMOOTH);
1292 D3DTOP_TO_STR(WINED3DTOP_BLENDDIFFUSEALPHA);
1293 D3DTOP_TO_STR(WINED3DTOP_BLENDTEXTUREALPHA);
1294 D3DTOP_TO_STR(WINED3DTOP_BLENDFACTORALPHA);
1295 D3DTOP_TO_STR(WINED3DTOP_BLENDTEXTUREALPHAPM);
1296 D3DTOP_TO_STR(WINED3DTOP_BLENDCURRENTALPHA);
1297 D3DTOP_TO_STR(WINED3DTOP_PREMODULATE);
1298 D3DTOP_TO_STR(WINED3DTOP_MODULATEALPHA_ADDCOLOR);
1299 D3DTOP_TO_STR(WINED3DTOP_MODULATECOLOR_ADDALPHA);
1300 D3DTOP_TO_STR(WINED3DTOP_MODULATEINVALPHA_ADDCOLOR);
1301 D3DTOP_TO_STR(WINED3DTOP_MODULATEINVCOLOR_ADDALPHA);
1302 D3DTOP_TO_STR(WINED3DTOP_BUMPENVMAP);
1303 D3DTOP_TO_STR(WINED3DTOP_BUMPENVMAPLUMINANCE);
1304 D3DTOP_TO_STR(WINED3DTOP_DOTPRODUCT3);
1305 D3DTOP_TO_STR(WINED3DTOP_MULTIPLYADD);
1306 D3DTOP_TO_STR(WINED3DTOP_LERP);
1307 #undef D3DTOP_TO_STR
1308 default:
1309 FIXME("Unrecognized %u WINED3DTOP\n", d3dtop);
1310 return "unrecognized";
1314 const char* debug_d3dtstype(WINED3DTRANSFORMSTATETYPE tstype) {
1315 switch (tstype) {
1316 #define TSTYPE_TO_STR(tstype) case tstype: return #tstype
1317 TSTYPE_TO_STR(WINED3DTS_VIEW);
1318 TSTYPE_TO_STR(WINED3DTS_PROJECTION);
1319 TSTYPE_TO_STR(WINED3DTS_TEXTURE0);
1320 TSTYPE_TO_STR(WINED3DTS_TEXTURE1);
1321 TSTYPE_TO_STR(WINED3DTS_TEXTURE2);
1322 TSTYPE_TO_STR(WINED3DTS_TEXTURE3);
1323 TSTYPE_TO_STR(WINED3DTS_TEXTURE4);
1324 TSTYPE_TO_STR(WINED3DTS_TEXTURE5);
1325 TSTYPE_TO_STR(WINED3DTS_TEXTURE6);
1326 TSTYPE_TO_STR(WINED3DTS_TEXTURE7);
1327 TSTYPE_TO_STR(WINED3DTS_WORLDMATRIX(0));
1328 #undef TSTYPE_TO_STR
1329 default:
1330 if (tstype > 256 && tstype < 512) {
1331 FIXME("WINED3DTS_WORLDMATRIX(%u). 1..255 not currently supported\n", tstype);
1332 return ("WINED3DTS_WORLDMATRIX > 0");
1334 FIXME("Unrecognized %u WINED3DTS\n", tstype);
1335 return "unrecognized";
1339 const char* debug_d3dpool(WINED3DPOOL Pool) {
1340 switch (Pool) {
1341 #define POOL_TO_STR(p) case p: return #p
1342 POOL_TO_STR(WINED3DPOOL_DEFAULT);
1343 POOL_TO_STR(WINED3DPOOL_MANAGED);
1344 POOL_TO_STR(WINED3DPOOL_SYSTEMMEM);
1345 POOL_TO_STR(WINED3DPOOL_SCRATCH);
1346 #undef POOL_TO_STR
1347 default:
1348 FIXME("Unrecognized %u WINED3DPOOL!\n", Pool);
1349 return "unrecognized";
1353 const char *debug_fbostatus(GLenum status) {
1354 switch(status) {
1355 #define FBOSTATUS_TO_STR(u) case u: return #u
1356 FBOSTATUS_TO_STR(GL_FRAMEBUFFER_COMPLETE_EXT);
1357 FBOSTATUS_TO_STR(GL_FRAMEBUFFER_INCOMPLETE_ATTACHMENT_EXT);
1358 FBOSTATUS_TO_STR(GL_FRAMEBUFFER_INCOMPLETE_MISSING_ATTACHMENT_EXT);
1359 FBOSTATUS_TO_STR(GL_FRAMEBUFFER_INCOMPLETE_DIMENSIONS_EXT);
1360 FBOSTATUS_TO_STR(GL_FRAMEBUFFER_INCOMPLETE_FORMATS_EXT);
1361 FBOSTATUS_TO_STR(GL_FRAMEBUFFER_INCOMPLETE_DRAW_BUFFER_EXT);
1362 FBOSTATUS_TO_STR(GL_FRAMEBUFFER_INCOMPLETE_READ_BUFFER_EXT);
1363 FBOSTATUS_TO_STR(GL_FRAMEBUFFER_INCOMPLETE_MULTISAMPLE_EXT);
1364 FBOSTATUS_TO_STR(GL_FRAMEBUFFER_UNSUPPORTED_EXT);
1365 #undef FBOSTATUS_TO_STR
1366 default:
1367 FIXME("Unrecognied FBO status 0x%08x\n", status);
1368 return "unrecognized";
1372 const char *debug_glerror(GLenum error) {
1373 switch(error) {
1374 #define GLERROR_TO_STR(u) case u: return #u
1375 GLERROR_TO_STR(GL_NO_ERROR);
1376 GLERROR_TO_STR(GL_INVALID_ENUM);
1377 GLERROR_TO_STR(GL_INVALID_VALUE);
1378 GLERROR_TO_STR(GL_INVALID_OPERATION);
1379 GLERROR_TO_STR(GL_STACK_OVERFLOW);
1380 GLERROR_TO_STR(GL_STACK_UNDERFLOW);
1381 GLERROR_TO_STR(GL_OUT_OF_MEMORY);
1382 GLERROR_TO_STR(GL_INVALID_FRAMEBUFFER_OPERATION_EXT);
1383 #undef GLERROR_TO_STR
1384 default:
1385 FIXME("Unrecognied GL error 0x%08x\n", error);
1386 return "unrecognized";
1390 const char *debug_d3dbasis(WINED3DBASISTYPE basis) {
1391 switch(basis) {
1392 case WINED3DBASIS_BEZIER: return "WINED3DBASIS_BEZIER";
1393 case WINED3DBASIS_BSPLINE: return "WINED3DBASIS_BSPLINE";
1394 case WINED3DBASIS_INTERPOLATE: return "WINED3DBASIS_INTERPOLATE";
1395 default: return "unrecognized";
1399 const char *debug_d3ddegree(WINED3DDEGREETYPE degree) {
1400 switch(degree) {
1401 case WINED3DDEGREE_LINEAR: return "WINED3DDEGREE_LINEAR";
1402 case WINED3DDEGREE_QUADRATIC: return "WINED3DDEGREE_QUADRATIC";
1403 case WINED3DDEGREE_CUBIC: return "WINED3DDEGREE_CUBIC";
1404 case WINED3DDEGREE_QUINTIC: return "WINED3DDEGREE_QUINTIC";
1405 default: return "unrecognized";
1409 static const char *debug_fixup_channel_source(enum fixup_channel_source source)
1411 switch(source)
1413 #define WINED3D_TO_STR(x) case x: return #x
1414 WINED3D_TO_STR(CHANNEL_SOURCE_ZERO);
1415 WINED3D_TO_STR(CHANNEL_SOURCE_ONE);
1416 WINED3D_TO_STR(CHANNEL_SOURCE_X);
1417 WINED3D_TO_STR(CHANNEL_SOURCE_Y);
1418 WINED3D_TO_STR(CHANNEL_SOURCE_Z);
1419 WINED3D_TO_STR(CHANNEL_SOURCE_W);
1420 WINED3D_TO_STR(CHANNEL_SOURCE_YUV0);
1421 WINED3D_TO_STR(CHANNEL_SOURCE_YUV1);
1422 #undef WINED3D_TO_STR
1423 default:
1424 FIXME("Unrecognized fixup_channel_source %#x\n", source);
1425 return "unrecognized";
1429 static const char *debug_yuv_fixup(enum yuv_fixup yuv_fixup)
1431 switch(yuv_fixup)
1433 #define WINED3D_TO_STR(x) case x: return #x
1434 WINED3D_TO_STR(YUV_FIXUP_YUY2);
1435 WINED3D_TO_STR(YUV_FIXUP_UYVY);
1436 WINED3D_TO_STR(YUV_FIXUP_YV12);
1437 #undef WINED3D_TO_STR
1438 default:
1439 FIXME("Unrecognized YUV fixup %#x\n", yuv_fixup);
1440 return "unrecognized";
1444 void dump_color_fixup_desc(struct color_fixup_desc fixup)
1446 if (is_yuv_fixup(fixup))
1448 TRACE("\tYUV: %s\n", debug_yuv_fixup(get_yuv_fixup(fixup)));
1449 return;
1452 TRACE("\tX: %s%s\n", debug_fixup_channel_source(fixup.x_source), fixup.x_sign_fixup ? ", SIGN_FIXUP" : "");
1453 TRACE("\tY: %s%s\n", debug_fixup_channel_source(fixup.y_source), fixup.y_sign_fixup ? ", SIGN_FIXUP" : "");
1454 TRACE("\tZ: %s%s\n", debug_fixup_channel_source(fixup.z_source), fixup.z_sign_fixup ? ", SIGN_FIXUP" : "");
1455 TRACE("\tW: %s%s\n", debug_fixup_channel_source(fixup.w_source), fixup.w_sign_fixup ? ", SIGN_FIXUP" : "");
1458 const char *debug_surflocation(DWORD flag) {
1459 char buf[128];
1461 buf[0] = 0;
1462 if(flag & SFLAG_INSYSMEM) strcat(buf, " | SFLAG_INSYSMEM");
1463 if(flag & SFLAG_INDRAWABLE) strcat(buf, " | SFLAG_INDRAWABLE");
1464 if(flag & SFLAG_INTEXTURE) strcat(buf, " | SFLAG_INTEXTURE");
1465 if(flag & SFLAG_INSRGBTEX) strcat(buf, " | SFLAG_INSRGBTEX");
1466 return wine_dbg_sprintf("%s", buf[0] ? buf + 3 : "0");
1469 /*****************************************************************************
1470 * Useful functions mapping GL <-> D3D values
1472 GLenum StencilOp(DWORD op) {
1473 switch(op) {
1474 case WINED3DSTENCILOP_KEEP : return GL_KEEP;
1475 case WINED3DSTENCILOP_ZERO : return GL_ZERO;
1476 case WINED3DSTENCILOP_REPLACE : return GL_REPLACE;
1477 case WINED3DSTENCILOP_INCRSAT : return GL_INCR;
1478 case WINED3DSTENCILOP_DECRSAT : return GL_DECR;
1479 case WINED3DSTENCILOP_INVERT : return GL_INVERT;
1480 case WINED3DSTENCILOP_INCR : return GL_INCR_WRAP_EXT;
1481 case WINED3DSTENCILOP_DECR : return GL_DECR_WRAP_EXT;
1482 default:
1483 FIXME("Unrecognized stencil op %d\n", op);
1484 return GL_KEEP;
1488 GLenum CompareFunc(DWORD func) {
1489 switch ((WINED3DCMPFUNC)func) {
1490 case WINED3DCMP_NEVER : return GL_NEVER;
1491 case WINED3DCMP_LESS : return GL_LESS;
1492 case WINED3DCMP_EQUAL : return GL_EQUAL;
1493 case WINED3DCMP_LESSEQUAL : return GL_LEQUAL;
1494 case WINED3DCMP_GREATER : return GL_GREATER;
1495 case WINED3DCMP_NOTEQUAL : return GL_NOTEQUAL;
1496 case WINED3DCMP_GREATEREQUAL : return GL_GEQUAL;
1497 case WINED3DCMP_ALWAYS : return GL_ALWAYS;
1498 default:
1499 FIXME("Unrecognized WINED3DCMPFUNC value %d\n", func);
1500 return 0;
1504 BOOL is_invalid_op(IWineD3DDeviceImpl *This, int stage, WINED3DTEXTUREOP op, DWORD arg1, DWORD arg2, DWORD arg3) {
1505 if (op == WINED3DTOP_DISABLE) return FALSE;
1506 if (This->stateBlock->textures[stage]) return FALSE;
1508 if ((arg1 & WINED3DTA_SELECTMASK) == WINED3DTA_TEXTURE
1509 && op != WINED3DTOP_SELECTARG2) return TRUE;
1510 if ((arg2 & WINED3DTA_SELECTMASK) == WINED3DTA_TEXTURE
1511 && op != WINED3DTOP_SELECTARG1) return TRUE;
1512 if ((arg3 & WINED3DTA_SELECTMASK) == WINED3DTA_TEXTURE
1513 && (op == WINED3DTOP_MULTIPLYADD || op == WINED3DTOP_LERP)) return TRUE;
1515 return FALSE;
1518 /* Setup this textures matrix according to the texture flags*/
1519 /* GL locking is done by the caller (state handler) */
1520 void set_texture_matrix(const float *smat, DWORD flags, BOOL calculatedCoords, BOOL transformed,
1521 WINED3DFORMAT vtx_fmt, BOOL ffp_proj_control)
1523 float mat[16];
1525 glMatrixMode(GL_TEXTURE);
1526 checkGLcall("glMatrixMode(GL_TEXTURE)");
1528 if (flags == WINED3DTTFF_DISABLE || flags == WINED3DTTFF_COUNT1 || transformed) {
1529 glLoadIdentity();
1530 checkGLcall("glLoadIdentity()");
1531 return;
1534 if (flags == (WINED3DTTFF_COUNT1|WINED3DTTFF_PROJECTED)) {
1535 ERR("Invalid texture transform flags: WINED3DTTFF_COUNT1|WINED3DTTFF_PROJECTED\n");
1536 return;
1539 memcpy(mat, smat, 16 * sizeof(float));
1541 if (flags & WINED3DTTFF_PROJECTED) {
1542 if(!ffp_proj_control) {
1543 switch (flags & ~WINED3DTTFF_PROJECTED) {
1544 case WINED3DTTFF_COUNT2:
1545 mat[3] = mat[1], mat[7] = mat[5], mat[11] = mat[9], mat[15] = mat[13];
1546 mat[1] = mat[5] = mat[9] = mat[13] = 0;
1547 break;
1548 case WINED3DTTFF_COUNT3:
1549 mat[3] = mat[2], mat[7] = mat[6], mat[11] = mat[10], mat[15] = mat[14];
1550 mat[2] = mat[6] = mat[10] = mat[14] = 0;
1551 break;
1554 } else { /* under directx the R/Z coord can be used for translation, under opengl we use the Q coord instead */
1555 if(!calculatedCoords) {
1556 switch(vtx_fmt)
1558 case WINED3DFMT_R32_FLOAT:
1559 /* Direct3D passes the default 1.0 in the 2nd coord, while gl passes it in the 4th.
1560 * swap 2nd and 4th coord. No need to store the value of mat[12] in mat[4] because
1561 * the input value to the transformation will be 0, so the matrix value is irrelevant
1563 mat[12] = mat[4];
1564 mat[13] = mat[5];
1565 mat[14] = mat[6];
1566 mat[15] = mat[7];
1567 break;
1568 case WINED3DFMT_R32G32_FLOAT:
1569 /* See above, just 3rd and 4th coord
1571 mat[12] = mat[8];
1572 mat[13] = mat[9];
1573 mat[14] = mat[10];
1574 mat[15] = mat[11];
1575 break;
1576 case WINED3DFMT_R32G32B32_FLOAT: /* Opengl defaults match dx defaults */
1577 case WINED3DFMT_R32G32B32A32_FLOAT: /* No defaults apply, all app defined */
1579 /* This is to prevent swapping the matrix lines and put the default 4th coord = 1.0
1580 * into a bad place. The division elimination below will apply to make sure the
1581 * 1.0 doesn't do anything bad. The caller will set this value if the stride is 0
1583 case WINED3DFMT_UNKNOWN: /* No texture coords, 0/0/0/1 defaults are passed */
1584 break;
1585 default:
1586 FIXME("Unexpected fixed function texture coord input\n");
1589 if(!ffp_proj_control) {
1590 switch (flags & ~WINED3DTTFF_PROJECTED) {
1591 /* case WINED3DTTFF_COUNT1: Won't ever get here */
1592 case WINED3DTTFF_COUNT2: mat[2] = mat[6] = mat[10] = mat[14] = 0;
1593 /* OpenGL divides the first 3 vertex coord by the 4th by default,
1594 * which is essentially the same as D3DTTFF_PROJECTED. Make sure that
1595 * the 4th coord evaluates to 1.0 to eliminate that.
1597 * If the fixed function pipeline is used, the 4th value remains unused,
1598 * so there is no danger in doing this. With vertex shaders we have a
1599 * problem. Should an app hit that problem, the code here would have to
1600 * check for pixel shaders, and the shader has to undo the default gl divide.
1602 * A more serious problem occurs if the app passes 4 coordinates in, and the
1603 * 4th is != 1.0(opengl default). This would have to be fixed in drawStridedSlow
1604 * or a replacement shader
1606 default: mat[3] = mat[7] = mat[11] = 0; mat[15] = 1;
1611 glLoadMatrixf(mat);
1612 checkGLcall("glLoadMatrixf(mat)");
1614 #undef GLINFO_LOCATION
1616 /* This small helper function is used to convert a bitmask into the number of masked bits */
1617 unsigned int count_bits(unsigned int mask)
1619 unsigned int count;
1620 for (count = 0; mask; ++count)
1622 mask &= mask - 1;
1624 return count;
1627 /* Helper function for retrieving color info for ChoosePixelFormat and wglChoosePixelFormatARB.
1628 * The later function requires individual color components. */
1629 BOOL getColorBits(const struct GlPixelFormatDesc *format_desc,
1630 short *redSize, short *greenSize, short *blueSize, short *alphaSize, short *totalSize)
1632 TRACE("fmt: %s\n", debug_d3dformat(format_desc->format));
1633 switch(format_desc->format)
1635 case WINED3DFMT_X8R8G8B8:
1636 case WINED3DFMT_R8G8B8:
1637 case WINED3DFMT_A8R8G8B8:
1638 case WINED3DFMT_R8G8B8A8_UNORM:
1639 case WINED3DFMT_A2R10G10B10:
1640 case WINED3DFMT_X1R5G5B5:
1641 case WINED3DFMT_A1R5G5B5:
1642 case WINED3DFMT_R5G6B5:
1643 case WINED3DFMT_X4R4G4B4:
1644 case WINED3DFMT_A4R4G4B4:
1645 case WINED3DFMT_R3G3B2:
1646 case WINED3DFMT_A8P8:
1647 case WINED3DFMT_P8:
1648 break;
1649 default:
1650 ERR("Unsupported format: %s\n", debug_d3dformat(format_desc->format));
1651 return FALSE;
1654 *redSize = count_bits(format_desc->red_mask);
1655 *greenSize = count_bits(format_desc->green_mask);
1656 *blueSize = count_bits(format_desc->blue_mask);
1657 *alphaSize = count_bits(format_desc->alpha_mask);
1658 *totalSize = *redSize + *greenSize + *blueSize + *alphaSize;
1660 TRACE("Returning red: %d, green: %d, blue: %d, alpha: %d, total: %d for fmt=%s\n",
1661 *redSize, *greenSize, *blueSize, *alphaSize, *totalSize, debug_d3dformat(format_desc->format));
1662 return TRUE;
1665 /* Helper function for retrieving depth/stencil info for ChoosePixelFormat and wglChoosePixelFormatARB */
1666 BOOL getDepthStencilBits(const struct GlPixelFormatDesc *format_desc, short *depthSize, short *stencilSize)
1668 TRACE("fmt: %s\n", debug_d3dformat(format_desc->format));
1669 switch(format_desc->format)
1671 case WINED3DFMT_D16_LOCKABLE:
1672 case WINED3DFMT_D16_UNORM:
1673 case WINED3DFMT_D15S1:
1674 case WINED3DFMT_D24X8:
1675 case WINED3DFMT_D24X4S4:
1676 case WINED3DFMT_D24S8:
1677 case WINED3DFMT_D24FS8:
1678 case WINED3DFMT_D32:
1679 case WINED3DFMT_D32F_LOCKABLE:
1680 break;
1681 default:
1682 FIXME("Unsupported stencil format: %s\n", debug_d3dformat(format_desc->format));
1683 return FALSE;
1686 *depthSize = format_desc->depth_size;
1687 *stencilSize = format_desc->stencil_size;
1689 TRACE("Returning depthSize: %d and stencilSize: %d for fmt=%s\n",
1690 *depthSize, *stencilSize, debug_d3dformat(format_desc->format));
1691 return TRUE;
1694 /* DirectDraw stuff */
1695 WINED3DFORMAT pixelformat_for_depth(DWORD depth) {
1696 switch(depth) {
1697 case 8: return WINED3DFMT_P8;
1698 case 15: return WINED3DFMT_X1R5G5B5;
1699 case 16: return WINED3DFMT_R5G6B5;
1700 case 24: return WINED3DFMT_X8R8G8B8; /* Robots needs 24bit to be X8R8G8B8 */
1701 case 32: return WINED3DFMT_X8R8G8B8; /* EVE online and the Fur demo need 32bit AdapterDisplayMode to return X8R8G8B8 */
1702 default: return WINED3DFMT_UNKNOWN;
1706 void multiply_matrix(WINED3DMATRIX *dest, const WINED3DMATRIX *src1, const WINED3DMATRIX *src2) {
1707 WINED3DMATRIX temp;
1709 /* Now do the multiplication 'by hand'.
1710 I know that all this could be optimised, but this will be done later :-) */
1711 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);
1712 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);
1713 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);
1714 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);
1716 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);
1717 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);
1718 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);
1719 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);
1721 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);
1722 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);
1723 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);
1724 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);
1726 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);
1727 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);
1728 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);
1729 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);
1731 /* And copy the new matrix in the good storage.. */
1732 memcpy(dest, &temp, 16 * sizeof(float));
1735 DWORD get_flexible_vertex_size(DWORD d3dvtVertexType) {
1736 DWORD size = 0;
1737 int i;
1738 int numTextures = (d3dvtVertexType & WINED3DFVF_TEXCOUNT_MASK) >> WINED3DFVF_TEXCOUNT_SHIFT;
1740 if (d3dvtVertexType & WINED3DFVF_NORMAL) size += 3 * sizeof(float);
1741 if (d3dvtVertexType & WINED3DFVF_DIFFUSE) size += sizeof(DWORD);
1742 if (d3dvtVertexType & WINED3DFVF_SPECULAR) size += sizeof(DWORD);
1743 if (d3dvtVertexType & WINED3DFVF_PSIZE) size += sizeof(DWORD);
1744 switch (d3dvtVertexType & WINED3DFVF_POSITION_MASK) {
1745 case WINED3DFVF_XYZ: size += 3 * sizeof(float); break;
1746 case WINED3DFVF_XYZRHW: size += 4 * sizeof(float); break;
1747 case WINED3DFVF_XYZB1: size += 4 * sizeof(float); break;
1748 case WINED3DFVF_XYZB2: size += 5 * sizeof(float); break;
1749 case WINED3DFVF_XYZB3: size += 6 * sizeof(float); break;
1750 case WINED3DFVF_XYZB4: size += 7 * sizeof(float); break;
1751 case WINED3DFVF_XYZB5: size += 8 * sizeof(float); break;
1752 case WINED3DFVF_XYZW: size += 4 * sizeof(float); break;
1753 default: ERR("Unexpected position mask\n");
1755 for (i = 0; i < numTextures; i++) {
1756 size += GET_TEXCOORD_SIZE_FROM_FVF(d3dvtVertexType, i) * sizeof(float);
1759 return size;
1762 /***********************************************************************
1763 * CalculateTexRect
1765 * Calculates the dimensions of the opengl texture used for blits.
1766 * Handled oversized opengl textures and updates the source rectangle
1767 * accordingly
1769 * Params:
1770 * This: Surface to operate on
1771 * Rect: Requested rectangle
1773 * Returns:
1774 * TRUE if the texture part can be loaded,
1775 * FALSE otherwise
1777 *********************************************************************/
1778 #define GLINFO_LOCATION This->resource.wineD3DDevice->adapter->gl_info
1780 BOOL CalculateTexRect(IWineD3DSurfaceImpl *This, RECT *Rect, float glTexCoord[4]) {
1781 int x1 = Rect->left, x2 = Rect->right;
1782 int y1 = Rect->top, y2 = Rect->bottom;
1783 GLint maxSize = GL_LIMITS(texture_size);
1785 TRACE("(%p)->(%d,%d)-(%d,%d)\n", This,
1786 Rect->left, Rect->top, Rect->right, Rect->bottom);
1788 /* The sizes might be reversed */
1789 if(Rect->left > Rect->right) {
1790 x1 = Rect->right;
1791 x2 = Rect->left;
1793 if(Rect->top > Rect->bottom) {
1794 y1 = Rect->bottom;
1795 y2 = Rect->top;
1798 /* No oversized texture? This is easy */
1799 if(!(This->Flags & SFLAG_OVERSIZE)) {
1800 /* Which rect from the texture do I need? */
1801 if(This->glDescription.target == GL_TEXTURE_RECTANGLE_ARB) {
1802 glTexCoord[0] = (float) Rect->left;
1803 glTexCoord[2] = (float) Rect->top;
1804 glTexCoord[1] = (float) Rect->right;
1805 glTexCoord[3] = (float) Rect->bottom;
1806 } else {
1807 glTexCoord[0] = (float) Rect->left / (float) This->pow2Width;
1808 glTexCoord[2] = (float) Rect->top / (float) This->pow2Height;
1809 glTexCoord[1] = (float) Rect->right / (float) This->pow2Width;
1810 glTexCoord[3] = (float) Rect->bottom / (float) This->pow2Height;
1813 return TRUE;
1814 } else {
1815 /* Check if we can succeed at all */
1816 if( (x2 - x1) > maxSize ||
1817 (y2 - y1) > maxSize ) {
1818 TRACE("Requested rectangle is too large for gl\n");
1819 return FALSE;
1822 /* A part of the texture has to be picked. First, check if
1823 * some texture part is loaded already, if yes try to re-use it.
1824 * If the texture is dirty, or the part can't be used,
1825 * re-position the part to load
1827 if(This->Flags & SFLAG_INTEXTURE) {
1828 if(This->glRect.left <= x1 && This->glRect.right >= x2 &&
1829 This->glRect.top <= y1 && This->glRect.bottom >= x2 ) {
1830 /* Ok, the rectangle is ok, re-use it */
1831 TRACE("Using existing gl Texture\n");
1832 } else {
1833 /* Rectangle is not ok, dirtify the texture to reload it */
1834 TRACE("Dirtifying texture to force reload\n");
1835 This->Flags &= ~SFLAG_INTEXTURE;
1839 /* Now if we are dirty(no else if!) */
1840 if(!(This->Flags & SFLAG_INTEXTURE)) {
1841 /* Set the new rectangle. Use the following strategy:
1842 * 1) Use as big textures as possible.
1843 * 2) Place the texture part in the way that the requested
1844 * part is in the middle of the texture(well, almost)
1845 * 3) If the texture is moved over the edges of the
1846 * surface, replace it nicely
1847 * 4) If the coord is not limiting the texture size,
1848 * use the whole size
1850 if((This->pow2Width) > maxSize) {
1851 This->glRect.left = x1 - maxSize / 2;
1852 if(This->glRect.left < 0) {
1853 This->glRect.left = 0;
1855 This->glRect.right = This->glRect.left + maxSize;
1856 if(This->glRect.right > This->currentDesc.Width) {
1857 This->glRect.right = This->currentDesc.Width;
1858 This->glRect.left = This->glRect.right - maxSize;
1860 } else {
1861 This->glRect.left = 0;
1862 This->glRect.right = This->pow2Width;
1865 if(This->pow2Height > maxSize) {
1866 This->glRect.top = x1 - GL_LIMITS(texture_size) / 2;
1867 if(This->glRect.top < 0) This->glRect.top = 0;
1868 This->glRect.bottom = This->glRect.left + maxSize;
1869 if(This->glRect.bottom > This->currentDesc.Height) {
1870 This->glRect.bottom = This->currentDesc.Height;
1871 This->glRect.top = This->glRect.bottom - maxSize;
1873 } else {
1874 This->glRect.top = 0;
1875 This->glRect.bottom = This->pow2Height;
1877 TRACE("(%p): Using rect (%d,%d)-(%d,%d)\n", This,
1878 This->glRect.left, This->glRect.top, This->glRect.right, This->glRect.bottom);
1881 /* Re-calculate the rect to draw */
1882 Rect->left -= This->glRect.left;
1883 Rect->right -= This->glRect.left;
1884 Rect->top -= This->glRect.top;
1885 Rect->bottom -= This->glRect.top;
1887 /* Get the gl coordinates. The gl rectangle is a power of 2, eigher the max size,
1888 * or the pow2Width / pow2Height of the surface.
1890 * Can never be GL_TEXTURE_RECTANGLE_ARB because oversized surfaces are always set up
1891 * as regular GL_TEXTURE_2D.
1893 glTexCoord[0] = (float) Rect->left / (float) (This->glRect.right - This->glRect.left);
1894 glTexCoord[2] = (float) Rect->top / (float) (This->glRect.bottom - This->glRect.top);
1895 glTexCoord[1] = (float) Rect->right / (float) (This->glRect.right - This->glRect.left);
1896 glTexCoord[3] = (float) Rect->bottom / (float) (This->glRect.bottom - This->glRect.top);
1898 return TRUE;
1900 #undef GLINFO_LOCATION
1902 /* Hash table functions */
1904 struct hash_table_t *hash_table_create(hash_function_t *hash_function, compare_function_t *compare_function)
1906 struct hash_table_t *table;
1907 unsigned int initial_size = 8;
1909 table = HeapAlloc(GetProcessHeap(), 0, sizeof(struct hash_table_t) + (initial_size * sizeof(struct list)));
1910 if (!table)
1912 ERR("Failed to allocate table, returning NULL.\n");
1913 return NULL;
1916 table->hash_function = hash_function;
1917 table->compare_function = compare_function;
1919 table->grow_size = initial_size - (initial_size >> 2);
1920 table->shrink_size = 0;
1922 table->buckets = HeapAlloc(GetProcessHeap(), HEAP_ZERO_MEMORY, initial_size * sizeof(struct list));
1923 if (!table->buckets)
1925 ERR("Failed to allocate table buckets, returning NULL.\n");
1926 HeapFree(GetProcessHeap(), 0, table);
1927 return NULL;
1929 table->bucket_count = initial_size;
1931 table->entries = HeapAlloc(GetProcessHeap(), HEAP_ZERO_MEMORY, table->grow_size * sizeof(struct hash_table_entry_t));
1932 if (!table->entries)
1934 ERR("Failed to allocate table entries, returning NULL.\n");
1935 HeapFree(GetProcessHeap(), 0, table->buckets);
1936 HeapFree(GetProcessHeap(), 0, table);
1937 return NULL;
1939 table->entry_count = 0;
1941 list_init(&table->free_entries);
1942 table->count = 0;
1944 return table;
1947 void hash_table_destroy(struct hash_table_t *table, void (*free_value)(void *value, void *cb), void *cb)
1949 unsigned int i = 0;
1951 for (i = 0; i < table->entry_count; ++i)
1953 if(free_value) {
1954 free_value(table->entries[i].value, cb);
1956 HeapFree(GetProcessHeap(), 0, table->entries[i].key);
1959 HeapFree(GetProcessHeap(), 0, table->entries);
1960 HeapFree(GetProcessHeap(), 0, table->buckets);
1961 HeapFree(GetProcessHeap(), 0, table);
1964 void hash_table_for_each_entry(struct hash_table_t *table, void (*callback)(void *value, void *context), void *context)
1966 unsigned int i = 0;
1968 for (i = 0; i < table->entry_count; ++i)
1970 callback(table->entries[i].value, context);
1974 static inline struct hash_table_entry_t *hash_table_get_by_idx(const struct hash_table_t *table, const void *key,
1975 unsigned int idx)
1977 struct hash_table_entry_t *entry;
1979 if (table->buckets[idx].next)
1980 LIST_FOR_EACH_ENTRY(entry, &(table->buckets[idx]), struct hash_table_entry_t, entry)
1981 if (table->compare_function(entry->key, key)) return entry;
1983 return NULL;
1986 static BOOL hash_table_resize(struct hash_table_t *table, unsigned int new_bucket_count)
1988 unsigned int new_entry_count = 0;
1989 struct hash_table_entry_t *new_entries;
1990 struct list *new_buckets;
1991 unsigned int grow_size = new_bucket_count - (new_bucket_count >> 2);
1992 unsigned int i;
1994 new_buckets = HeapAlloc(GetProcessHeap(), HEAP_ZERO_MEMORY, new_bucket_count * sizeof(struct list));
1995 if (!new_buckets)
1997 ERR("Failed to allocate new buckets, returning FALSE.\n");
1998 return FALSE;
2001 new_entries = HeapAlloc(GetProcessHeap(), HEAP_ZERO_MEMORY, grow_size * sizeof(struct hash_table_entry_t));
2002 if (!new_entries)
2004 ERR("Failed to allocate new entries, returning FALSE.\n");
2005 HeapFree(GetProcessHeap(), 0, new_buckets);
2006 return FALSE;
2009 for (i = 0; i < table->bucket_count; ++i)
2011 if (table->buckets[i].next)
2013 struct hash_table_entry_t *entry, *entry2;
2015 LIST_FOR_EACH_ENTRY_SAFE(entry, entry2, &table->buckets[i], struct hash_table_entry_t, entry)
2017 int j;
2018 struct hash_table_entry_t *new_entry = new_entries + (new_entry_count++);
2019 *new_entry = *entry;
2021 j = new_entry->hash & (new_bucket_count - 1);
2023 if (!new_buckets[j].next) list_init(&new_buckets[j]);
2024 list_add_head(&new_buckets[j], &new_entry->entry);
2029 HeapFree(GetProcessHeap(), 0, table->buckets);
2030 table->buckets = new_buckets;
2032 HeapFree(GetProcessHeap(), 0, table->entries);
2033 table->entries = new_entries;
2035 table->entry_count = new_entry_count;
2036 list_init(&table->free_entries);
2038 table->bucket_count = new_bucket_count;
2039 table->grow_size = grow_size;
2040 table->shrink_size = new_bucket_count > 8 ? new_bucket_count >> 2 : 0;
2042 return TRUE;
2045 void hash_table_put(struct hash_table_t *table, void *key, void *value)
2047 unsigned int idx;
2048 unsigned int hash;
2049 struct hash_table_entry_t *entry;
2051 hash = table->hash_function(key);
2052 idx = hash & (table->bucket_count - 1);
2053 entry = hash_table_get_by_idx(table, key, idx);
2055 if (entry)
2057 HeapFree(GetProcessHeap(), 0, key);
2058 entry->value = value;
2060 if (!value)
2062 HeapFree(GetProcessHeap(), 0, entry->key);
2063 entry->key = NULL;
2065 /* Remove the entry */
2066 list_remove(&entry->entry);
2067 list_add_head(&table->free_entries, &entry->entry);
2069 --table->count;
2071 /* Shrink if necessary */
2072 if (table->count < table->shrink_size) {
2073 if (!hash_table_resize(table, table->bucket_count >> 1))
2075 ERR("Failed to shrink the table...\n");
2080 return;
2083 if (!value) return;
2085 /* Grow if necessary */
2086 if (table->count >= table->grow_size)
2088 if (!hash_table_resize(table, table->bucket_count << 1))
2090 ERR("Failed to grow the table, returning.\n");
2091 return;
2094 idx = hash & (table->bucket_count - 1);
2097 /* Find an entry to insert */
2098 if (!list_empty(&table->free_entries))
2100 struct list *elem = list_head(&table->free_entries);
2102 list_remove(elem);
2103 entry = LIST_ENTRY(elem, struct hash_table_entry_t, entry);
2104 } else {
2105 entry = table->entries + (table->entry_count++);
2108 /* Insert the entry */
2109 entry->key = key;
2110 entry->value = value;
2111 entry->hash = hash;
2112 if (!table->buckets[idx].next) list_init(&table->buckets[idx]);
2113 list_add_head(&table->buckets[idx], &entry->entry);
2115 ++table->count;
2118 void hash_table_remove(struct hash_table_t *table, void *key)
2120 hash_table_put(table, key, NULL);
2123 void *hash_table_get(const struct hash_table_t *table, const void *key)
2125 unsigned int idx;
2126 struct hash_table_entry_t *entry;
2128 idx = table->hash_function(key) & (table->bucket_count - 1);
2129 entry = hash_table_get_by_idx(table, key, idx);
2131 return entry ? entry->value : NULL;
2134 #define GLINFO_LOCATION stateblock->wineD3DDevice->adapter->gl_info
2135 void gen_ffp_frag_op(IWineD3DStateBlockImpl *stateblock, struct ffp_frag_settings *settings, BOOL ignore_textype) {
2136 #define ARG1 0x01
2137 #define ARG2 0x02
2138 #define ARG0 0x04
2139 static const unsigned char args[WINED3DTOP_LERP + 1] = {
2140 /* undefined */ 0,
2141 /* D3DTOP_DISABLE */ 0,
2142 /* D3DTOP_SELECTARG1 */ ARG1,
2143 /* D3DTOP_SELECTARG2 */ ARG2,
2144 /* D3DTOP_MODULATE */ ARG1 | ARG2,
2145 /* D3DTOP_MODULATE2X */ ARG1 | ARG2,
2146 /* D3DTOP_MODULATE4X */ ARG1 | ARG2,
2147 /* D3DTOP_ADD */ ARG1 | ARG2,
2148 /* D3DTOP_ADDSIGNED */ ARG1 | ARG2,
2149 /* D3DTOP_ADDSIGNED2X */ ARG1 | ARG2,
2150 /* D3DTOP_SUBTRACT */ ARG1 | ARG2,
2151 /* D3DTOP_ADDSMOOTH */ ARG1 | ARG2,
2152 /* D3DTOP_BLENDDIFFUSEALPHA */ ARG1 | ARG2,
2153 /* D3DTOP_BLENDTEXTUREALPHA */ ARG1 | ARG2,
2154 /* D3DTOP_BLENDFACTORALPHA */ ARG1 | ARG2,
2155 /* D3DTOP_BLENDTEXTUREALPHAPM */ ARG1 | ARG2,
2156 /* D3DTOP_BLENDCURRENTALPHA */ ARG1 | ARG2,
2157 /* D3DTOP_PREMODULATE */ ARG1 | ARG2,
2158 /* D3DTOP_MODULATEALPHA_ADDCOLOR */ ARG1 | ARG2,
2159 /* D3DTOP_MODULATECOLOR_ADDALPHA */ ARG1 | ARG2,
2160 /* D3DTOP_MODULATEINVALPHA_ADDCOLOR */ ARG1 | ARG2,
2161 /* D3DTOP_MODULATEINVCOLOR_ADDALPHA */ ARG1 | ARG2,
2162 /* D3DTOP_BUMPENVMAP */ ARG1 | ARG2,
2163 /* D3DTOP_BUMPENVMAPLUMINANCE */ ARG1 | ARG2,
2164 /* D3DTOP_DOTPRODUCT3 */ ARG1 | ARG2,
2165 /* D3DTOP_MULTIPLYADD */ ARG1 | ARG2 | ARG0,
2166 /* D3DTOP_LERP */ ARG1 | ARG2 | ARG0
2168 unsigned int i;
2169 DWORD ttff;
2170 DWORD cop, aop, carg0, carg1, carg2, aarg0, aarg1, aarg2;
2172 for(i = 0; i < GL_LIMITS(texture_stages); i++) {
2173 IWineD3DBaseTextureImpl *texture;
2174 settings->op[i].padding = 0;
2175 if(stateblock->textureState[i][WINED3DTSS_COLOROP] == WINED3DTOP_DISABLE) {
2176 settings->op[i].cop = WINED3DTOP_DISABLE;
2177 settings->op[i].aop = WINED3DTOP_DISABLE;
2178 settings->op[i].carg0 = settings->op[i].carg1 = settings->op[i].carg2 = ARG_UNUSED;
2179 settings->op[i].aarg0 = settings->op[i].aarg1 = settings->op[i].aarg2 = ARG_UNUSED;
2180 settings->op[i].color_fixup = COLOR_FIXUP_IDENTITY;
2181 settings->op[i].dst = resultreg;
2182 settings->op[i].tex_type = tex_1d;
2183 settings->op[i].projected = proj_none;
2184 i++;
2185 break;
2188 texture = (IWineD3DBaseTextureImpl *) stateblock->textures[i];
2189 if(texture) {
2190 settings->op[i].color_fixup = texture->resource.format_desc->color_fixup;
2191 if(ignore_textype) {
2192 settings->op[i].tex_type = tex_1d;
2193 } else {
2194 switch (IWineD3DBaseTexture_GetTextureDimensions((IWineD3DBaseTexture *)texture)) {
2195 case GL_TEXTURE_1D:
2196 settings->op[i].tex_type = tex_1d;
2197 break;
2198 case GL_TEXTURE_2D:
2199 settings->op[i].tex_type = tex_2d;
2200 break;
2201 case GL_TEXTURE_3D:
2202 settings->op[i].tex_type = tex_3d;
2203 break;
2204 case GL_TEXTURE_CUBE_MAP_ARB:
2205 settings->op[i].tex_type = tex_cube;
2206 break;
2207 case GL_TEXTURE_RECTANGLE_ARB:
2208 settings->op[i].tex_type = tex_rect;
2209 break;
2212 } else {
2213 settings->op[i].color_fixup = COLOR_FIXUP_IDENTITY;
2214 settings->op[i].tex_type = tex_1d;
2217 cop = stateblock->textureState[i][WINED3DTSS_COLOROP];
2218 aop = stateblock->textureState[i][WINED3DTSS_ALPHAOP];
2220 carg1 = (args[cop] & ARG1) ? stateblock->textureState[i][WINED3DTSS_COLORARG1] : ARG_UNUSED;
2221 carg2 = (args[cop] & ARG2) ? stateblock->textureState[i][WINED3DTSS_COLORARG2] : ARG_UNUSED;
2222 carg0 = (args[cop] & ARG0) ? stateblock->textureState[i][WINED3DTSS_COLORARG0] : ARG_UNUSED;
2224 if(is_invalid_op(stateblock->wineD3DDevice, i, cop,
2225 carg1, carg2, carg0)) {
2226 carg0 = ARG_UNUSED;
2227 carg2 = ARG_UNUSED;
2228 carg1 = WINED3DTA_CURRENT;
2229 cop = WINED3DTOP_SELECTARG1;
2232 if(cop == WINED3DTOP_DOTPRODUCT3) {
2233 /* A dotproduct3 on the colorop overwrites the alphaop operation and replicates
2234 * the color result to the alpha component of the destination
2236 aop = cop;
2237 aarg1 = carg1;
2238 aarg2 = carg2;
2239 aarg0 = carg0;
2240 } else {
2241 aarg1 = (args[aop] & ARG1) ? stateblock->textureState[i][WINED3DTSS_ALPHAARG1] : ARG_UNUSED;
2242 aarg2 = (args[aop] & ARG2) ? stateblock->textureState[i][WINED3DTSS_ALPHAARG2] : ARG_UNUSED;
2243 aarg0 = (args[aop] & ARG0) ? stateblock->textureState[i][WINED3DTSS_ALPHAARG0] : ARG_UNUSED;
2246 if (i == 0 && stateblock->textures[0] && stateblock->renderState[WINED3DRS_COLORKEYENABLE])
2248 UINT texture_dimensions = IWineD3DBaseTexture_GetTextureDimensions(stateblock->textures[0]);
2250 if (texture_dimensions == GL_TEXTURE_2D || texture_dimensions == GL_TEXTURE_RECTANGLE_ARB)
2252 IWineD3DSurfaceImpl *surf;
2253 surf = (IWineD3DSurfaceImpl *) ((IWineD3DTextureImpl *) stateblock->textures[0])->surfaces[0];
2255 if (surf->CKeyFlags & WINEDDSD_CKSRCBLT && !surf->resource.format_desc->alpha_mask)
2257 if (aop == WINED3DTOP_DISABLE)
2259 aarg1 = WINED3DTA_TEXTURE;
2260 aop = WINED3DTOP_SELECTARG1;
2262 else if (aop == WINED3DTOP_SELECTARG1 && aarg1 != WINED3DTA_TEXTURE)
2264 if (stateblock->renderState[WINED3DRS_ALPHABLENDENABLE])
2266 aarg2 = WINED3DTA_TEXTURE;
2267 aop = WINED3DTOP_MODULATE;
2269 else aarg1 = WINED3DTA_TEXTURE;
2271 else if (aop == WINED3DTOP_SELECTARG2 && aarg2 != WINED3DTA_TEXTURE)
2273 if (stateblock->renderState[WINED3DRS_ALPHABLENDENABLE])
2275 aarg1 = WINED3DTA_TEXTURE;
2276 aop = WINED3DTOP_MODULATE;
2278 else aarg2 = WINED3DTA_TEXTURE;
2284 if(is_invalid_op(stateblock->wineD3DDevice, i, aop,
2285 aarg1, aarg2, aarg0)) {
2286 aarg0 = ARG_UNUSED;
2287 aarg2 = ARG_UNUSED;
2288 aarg1 = WINED3DTA_CURRENT;
2289 aop = WINED3DTOP_SELECTARG1;
2292 if(carg1 == WINED3DTA_TEXTURE || carg2 == WINED3DTA_TEXTURE || carg0 == WINED3DTA_TEXTURE ||
2293 aarg1 == WINED3DTA_TEXTURE || aarg2 == WINED3DTA_TEXTURE || aarg0 == WINED3DTA_TEXTURE) {
2294 ttff = stateblock->textureState[i][WINED3DTSS_TEXTURETRANSFORMFLAGS];
2295 if(ttff == (WINED3DTTFF_PROJECTED | WINED3DTTFF_COUNT3)) {
2296 settings->op[i].projected = proj_count3;
2297 } else if(ttff == (WINED3DTTFF_PROJECTED | WINED3DTTFF_COUNT4)) {
2298 settings->op[i].projected = proj_count4;
2299 } else {
2300 settings->op[i].projected = proj_none;
2302 } else {
2303 settings->op[i].projected = proj_none;
2306 settings->op[i].cop = cop;
2307 settings->op[i].aop = aop;
2308 settings->op[i].carg0 = carg0;
2309 settings->op[i].carg1 = carg1;
2310 settings->op[i].carg2 = carg2;
2311 settings->op[i].aarg0 = aarg0;
2312 settings->op[i].aarg1 = aarg1;
2313 settings->op[i].aarg2 = aarg2;
2315 if(stateblock->textureState[i][WINED3DTSS_RESULTARG] == WINED3DTA_TEMP) {
2316 settings->op[i].dst = tempreg;
2317 } else {
2318 settings->op[i].dst = resultreg;
2322 /* Clear unsupported stages */
2323 for(; i < MAX_TEXTURES; i++) {
2324 memset(&settings->op[i], 0xff, sizeof(settings->op[i]));
2327 if(stateblock->renderState[WINED3DRS_FOGENABLE] == FALSE) {
2328 settings->fog = FOG_OFF;
2329 } else if(stateblock->renderState[WINED3DRS_FOGTABLEMODE] == WINED3DFOG_NONE) {
2330 if(use_vs(stateblock) || ((IWineD3DVertexDeclarationImpl *) stateblock->vertexDecl)->position_transformed) {
2331 settings->fog = FOG_LINEAR;
2332 } else {
2333 switch(stateblock->renderState[WINED3DRS_FOGVERTEXMODE]) {
2334 case WINED3DFOG_NONE:
2335 case WINED3DFOG_LINEAR:
2336 settings->fog = FOG_LINEAR;
2337 break;
2338 case WINED3DFOG_EXP:
2339 settings->fog = FOG_EXP;
2340 break;
2341 case WINED3DFOG_EXP2:
2342 settings->fog = FOG_EXP2;
2343 break;
2346 } else {
2347 switch(stateblock->renderState[WINED3DRS_FOGTABLEMODE]) {
2348 case WINED3DFOG_LINEAR:
2349 settings->fog = FOG_LINEAR;
2350 break;
2351 case WINED3DFOG_EXP:
2352 settings->fog = FOG_EXP;
2353 break;
2354 case WINED3DFOG_EXP2:
2355 settings->fog = FOG_EXP2;
2356 break;
2359 if(stateblock->renderState[WINED3DRS_SRGBWRITEENABLE]) {
2360 settings->sRGB_write = 1;
2361 } else {
2362 settings->sRGB_write = 0;
2365 #undef GLINFO_LOCATION
2367 const struct ffp_frag_desc *find_ffp_frag_shader(const struct hash_table_t *fragment_shaders,
2368 const struct ffp_frag_settings *settings)
2370 return hash_table_get(fragment_shaders, settings);
2373 void add_ffp_frag_shader(struct hash_table_t *shaders, struct ffp_frag_desc *desc) {
2374 struct ffp_frag_settings *key = HeapAlloc(GetProcessHeap(), 0, sizeof(*key));
2375 /* Note that the key is the implementation independent part of the ffp_frag_desc structure,
2376 * whereas desc points to an extended structure with implementation specific parts.
2377 * Make a copy of the key because hash_table_put takes ownership of it
2379 *key = desc->settings;
2380 hash_table_put(shaders, key, desc);
2383 /* Activates the texture dimension according to the bound D3D texture.
2384 * Does not care for the colorop or correct gl texture unit(when using nvrc)
2385 * Requires the caller to activate the correct unit before
2387 #define GLINFO_LOCATION stateblock->wineD3DDevice->adapter->gl_info
2388 /* GL locking is done by the caller (state handler) */
2389 void texture_activate_dimensions(DWORD stage, IWineD3DStateBlockImpl *stateblock, WineD3DContext *context) {
2390 if(stateblock->textures[stage]) {
2391 switch (IWineD3DBaseTexture_GetTextureDimensions(stateblock->textures[stage])) {
2392 case GL_TEXTURE_2D:
2393 glDisable(GL_TEXTURE_3D);
2394 checkGLcall("glDisable(GL_TEXTURE_3D)");
2395 if(GL_SUPPORT(ARB_TEXTURE_CUBE_MAP)) {
2396 glDisable(GL_TEXTURE_CUBE_MAP_ARB);
2397 checkGLcall("glDisable(GL_TEXTURE_CUBE_MAP_ARB)");
2399 if(GL_SUPPORT(ARB_TEXTURE_RECTANGLE)) {
2400 glDisable(GL_TEXTURE_RECTANGLE_ARB);
2401 checkGLcall("glDisable(GL_TEXTURE_RECTANGLE_ARB)");
2403 glEnable(GL_TEXTURE_2D);
2404 checkGLcall("glEnable(GL_TEXTURE_2D)");
2405 break;
2406 case GL_TEXTURE_RECTANGLE_ARB:
2407 glDisable(GL_TEXTURE_2D);
2408 checkGLcall("glDisable(GL_TEXTURE_2D)");
2409 glDisable(GL_TEXTURE_3D);
2410 checkGLcall("glDisable(GL_TEXTURE_3D)");
2411 if(GL_SUPPORT(ARB_TEXTURE_CUBE_MAP)) {
2412 glDisable(GL_TEXTURE_CUBE_MAP_ARB);
2413 checkGLcall("glDisable(GL_TEXTURE_CUBE_MAP_ARB)");
2415 glEnable(GL_TEXTURE_RECTANGLE_ARB);
2416 checkGLcall("glEnable(GL_TEXTURE_RECTANGLE_ARB)");
2417 break;
2418 case GL_TEXTURE_3D:
2419 if(GL_SUPPORT(ARB_TEXTURE_CUBE_MAP)) {
2420 glDisable(GL_TEXTURE_CUBE_MAP_ARB);
2421 checkGLcall("glDisable(GL_TEXTURE_CUBE_MAP_ARB)");
2423 if(GL_SUPPORT(ARB_TEXTURE_RECTANGLE)) {
2424 glDisable(GL_TEXTURE_RECTANGLE_ARB);
2425 checkGLcall("glDisable(GL_TEXTURE_RECTANGLE_ARB)");
2427 glDisable(GL_TEXTURE_2D);
2428 checkGLcall("glDisable(GL_TEXTURE_2D)");
2429 glEnable(GL_TEXTURE_3D);
2430 checkGLcall("glEnable(GL_TEXTURE_3D)");
2431 break;
2432 case GL_TEXTURE_CUBE_MAP_ARB:
2433 glDisable(GL_TEXTURE_2D);
2434 checkGLcall("glDisable(GL_TEXTURE_2D)");
2435 glDisable(GL_TEXTURE_3D);
2436 checkGLcall("glDisable(GL_TEXTURE_3D)");
2437 if(GL_SUPPORT(ARB_TEXTURE_RECTANGLE)) {
2438 glDisable(GL_TEXTURE_RECTANGLE_ARB);
2439 checkGLcall("glDisable(GL_TEXTURE_RECTANGLE_ARB)");
2441 glEnable(GL_TEXTURE_CUBE_MAP_ARB);
2442 checkGLcall("glEnable(GL_TEXTURE_CUBE_MAP_ARB)");
2443 break;
2445 } else {
2446 glEnable(GL_TEXTURE_2D);
2447 checkGLcall("glEnable(GL_TEXTURE_2D)");
2448 glDisable(GL_TEXTURE_3D);
2449 checkGLcall("glDisable(GL_TEXTURE_3D)");
2450 if(GL_SUPPORT(ARB_TEXTURE_CUBE_MAP)) {
2451 glDisable(GL_TEXTURE_CUBE_MAP_ARB);
2452 checkGLcall("glDisable(GL_TEXTURE_CUBE_MAP_ARB)");
2454 if(GL_SUPPORT(ARB_TEXTURE_RECTANGLE)) {
2455 glDisable(GL_TEXTURE_RECTANGLE_ARB);
2456 checkGLcall("glDisable(GL_TEXTURE_RECTANGLE_ARB)");
2458 /* Binding textures is done by samplers. A dummy texture will be bound */
2462 /* GL locking is done by the caller (state handler) */
2463 void sampler_texdim(DWORD state, IWineD3DStateBlockImpl *stateblock, WineD3DContext *context) {
2464 DWORD sampler = state - STATE_SAMPLER(0);
2465 DWORD mapped_stage = stateblock->wineD3DDevice->texUnitMap[sampler];
2467 /* No need to enable / disable anything here for unused samplers. The tex_colorop
2468 * handler takes care. Also no action is needed with pixel shaders, or if tex_colorop
2469 * will take care of this business
2471 if(mapped_stage == WINED3D_UNMAPPED_STAGE || mapped_stage >= GL_LIMITS(textures)) return;
2472 if(sampler >= stateblock->lowest_disabled_stage) return;
2473 if(isStateDirty(context, STATE_TEXTURESTAGE(sampler, WINED3DTSS_COLOROP))) return;
2475 texture_activate_dimensions(sampler, stateblock, context);
2477 #undef GLINFO_LOCATION
2479 unsigned int ffp_frag_program_key_hash(const void *key)
2481 const struct ffp_frag_settings *k = key;
2482 unsigned int hash = 0, i;
2483 const DWORD *blob;
2485 /* This takes the texture op settings of stage 0 and 1 into account.
2486 * how exactly depends on the memory laybout of the compiler, but it
2487 * should not matter too much. Stages > 1 are used rarely, so there's
2488 * no need to process them. Even if they're used it is likely that
2489 * the ffp setup has distinct stage 0 and 1 settings.
2491 for(i = 0; i < 2; i++) {
2492 blob = (const DWORD *)&k->op[i];
2493 hash ^= blob[0] ^ blob[1];
2496 hash += ~(hash << 15);
2497 hash ^= (hash >> 10);
2498 hash += (hash << 3);
2499 hash ^= (hash >> 6);
2500 hash += ~(hash << 11);
2501 hash ^= (hash >> 16);
2503 return hash;
2506 BOOL ffp_frag_program_key_compare(const void *keya, const void *keyb)
2508 const struct ffp_frag_settings *ka = keya;
2509 const struct ffp_frag_settings *kb = keyb;
2511 return memcmp(ka, kb, sizeof(*ka)) == 0;
2514 UINT wined3d_log2i(UINT32 x)
2516 static const BYTE l[] =
2518 0, 0, 1, 1, 2, 2, 2, 2, 3, 3, 3, 3, 3, 3, 3, 3,
2519 4, 4, 4, 4, 4, 4, 4, 4, 4, 4, 4, 4, 4, 4, 4, 4,
2520 5, 5, 5, 5, 5, 5, 5, 5, 5, 5, 5, 5, 5, 5, 5, 5,
2521 5, 5, 5, 5, 5, 5, 5, 5, 5, 5, 5, 5, 5, 5, 5, 5,
2522 6, 6, 6, 6, 6, 6, 6, 6, 6, 6, 6, 6, 6, 6, 6, 6,
2523 6, 6, 6, 6, 6, 6, 6, 6, 6, 6, 6, 6, 6, 6, 6, 6,
2524 6, 6, 6, 6, 6, 6, 6, 6, 6, 6, 6, 6, 6, 6, 6, 6,
2525 6, 6, 6, 6, 6, 6, 6, 6, 6, 6, 6, 6, 6, 6, 6, 6,
2526 7, 7, 7, 7, 7, 7, 7, 7, 7, 7, 7, 7, 7, 7, 7, 7,
2527 7, 7, 7, 7, 7, 7, 7, 7, 7, 7, 7, 7, 7, 7, 7, 7,
2528 7, 7, 7, 7, 7, 7, 7, 7, 7, 7, 7, 7, 7, 7, 7, 7,
2529 7, 7, 7, 7, 7, 7, 7, 7, 7, 7, 7, 7, 7, 7, 7, 7,
2530 7, 7, 7, 7, 7, 7, 7, 7, 7, 7, 7, 7, 7, 7, 7, 7,
2531 7, 7, 7, 7, 7, 7, 7, 7, 7, 7, 7, 7, 7, 7, 7, 7,
2532 7, 7, 7, 7, 7, 7, 7, 7, 7, 7, 7, 7, 7, 7, 7, 7,
2533 7, 7, 7, 7, 7, 7, 7, 7, 7, 7, 7, 7, 7, 7, 7, 7,
2535 UINT32 i;
2537 return (i = x >> 16) ? (x = i >> 8) ? l[x] + 24 : l[i] + 16 : (i = x >> 8) ? l[i] + 8 : l[x];