push 915ca0aa9d2991375796d4b573b1be50b5f1fb2c
[wine/hacks.git] / dlls / wined3d / utils.c
blobfd4f4ee19872646febcabefea9d6240123214a55
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 /*****************************************************************************
32 * Pixel format array
34 * For the formats WINED3DFMT_A32B32G32R32F, WINED3DFMT_A16B16G16R16F,
35 * and WINED3DFMT_A16B16G16R16 do not have correct alpha masks, because the
36 * high masks do not fit into the 32 bit values needed for ddraw. It is only
37 * used for ddraw mostly, and to figure out if the format has alpha at all, so
38 * setting a mask like 0x1 for those surfaces is correct. The 64 and 128 bit
39 * formats are not usable in 2D rendering because ddraw doesn't support them.
41 static const StaticPixelFormatDesc formats[] = {
42 /*{WINED3DFORMAT ,alphamask ,redmask ,greenmask ,bluemask ,bpp ,depth ,stencil, isFourcc*/
43 {WINED3DFMT_UNKNOWN ,0x0 ,0x0 ,0x0 ,0x0 ,1 ,0 ,0 ,FALSE },
44 /* FourCC formats, kept here to have WINED3DFMT_R8G8B8(=20) at position 20 */
45 {WINED3DFMT_UYVY ,0x0 ,0x0 ,0x0 ,0x0 ,2 ,0 ,0 ,TRUE },
46 {WINED3DFMT_YUY2 ,0x0 ,0x0 ,0x0 ,0x0 ,2 ,0 ,0 ,TRUE },
47 {WINED3DFMT_YV12 ,0x0 ,0x0 ,0x0 ,0x0 ,1 ,0 ,0 ,TRUE },
48 {WINED3DFMT_DXT1 ,0x0 ,0x0 ,0x0 ,0x0 ,1 ,0 ,0 ,TRUE },
49 {WINED3DFMT_DXT2 ,0x0 ,0x0 ,0x0 ,0x0 ,1 ,0 ,0 ,TRUE },
50 {WINED3DFMT_DXT3 ,0x0 ,0x0 ,0x0 ,0x0 ,1 ,0 ,0 ,TRUE },
51 {WINED3DFMT_DXT4 ,0x0 ,0x0 ,0x0 ,0x0 ,1 ,0 ,0 ,TRUE },
52 {WINED3DFMT_DXT5 ,0x0 ,0x0 ,0x0 ,0x0 ,1 ,0 ,0 ,TRUE },
53 {WINED3DFMT_MULTI2_ARGB8,0x0 ,0x0 ,0x0 ,0x0 ,1/*?*/ ,0 ,0 ,TRUE },
54 {WINED3DFMT_G8R8_G8B8 ,0x0 ,0x0 ,0x0 ,0x0 ,1/*?*/ ,0 ,0 ,TRUE },
55 {WINED3DFMT_R8G8_B8G8 ,0x0 ,0x0 ,0x0 ,0x0 ,1/*?*/ ,0 ,0 ,TRUE },
56 /* IEEE formats */
57 {WINED3DFMT_R32F ,0x0 ,0x0 ,0x0 ,0x0 ,4 ,0 ,0 ,FALSE },
58 {WINED3DFMT_G32R32F ,0x0 ,0x0 ,0x0 ,0x0 ,8 ,0 ,0 ,FALSE },
59 {WINED3DFMT_A32B32G32R32F,0x1 ,0x0 ,0x0 ,0x0 ,16 ,0 ,0 ,FALSE },
60 /* Hmm? */
61 {WINED3DFMT_CxV8U8 ,0x0 ,0x0 ,0x0 ,0x0 ,2 ,0 ,0 ,FALSE },
62 /* Float */
63 {WINED3DFMT_R16F ,0x0 ,0x0 ,0x0 ,0x0 ,2 ,0 ,0 ,FALSE },
64 {WINED3DFMT_G16R16F ,0x0 ,0x0 ,0x0 ,0x0 ,4 ,0 ,0 ,FALSE },
65 {WINED3DFMT_A16B16G16R16F,0x1 ,0x0 ,0x0 ,0x0 ,8 ,0 ,0 ,FALSE },
66 /* Palettized formats */
67 {WINED3DFMT_A8P8 ,0x0000ff00 ,0x0 ,0x0 ,0x0 ,2 ,0 ,0 ,FALSE },
68 {WINED3DFMT_P8 ,0x0 ,0x0 ,0x0 ,0x0 ,1 ,0 ,0 ,FALSE },
69 /* Standard ARGB formats. Keep WINED3DFMT_R8G8B8(=20) at position 20 */
70 {WINED3DFMT_R8G8B8 ,0x0 ,0x00ff0000 ,0x0000ff00 ,0x000000ff ,3 ,0 ,0 ,FALSE },
71 {WINED3DFMT_A8R8G8B8 ,0xff000000 ,0x00ff0000 ,0x0000ff00 ,0x000000ff ,4 ,0 ,0 ,FALSE },
72 {WINED3DFMT_X8R8G8B8 ,0x0 ,0x00ff0000 ,0x0000ff00 ,0x000000ff ,4 ,0 ,0 ,FALSE },
73 {WINED3DFMT_R5G6B5 ,0x0 ,0x0000F800 ,0x000007e0 ,0x0000001f ,2 ,0 ,0 ,FALSE },
74 {WINED3DFMT_X1R5G5B5 ,0x0 ,0x00007c00 ,0x000003e0 ,0x0000001f ,2 ,0 ,0 ,FALSE },
75 {WINED3DFMT_A1R5G5B5 ,0x00008000 ,0x00007c00 ,0x000003e0 ,0x0000001f ,2 ,0 ,0 ,FALSE },
76 {WINED3DFMT_A4R4G4B4 ,0x0000f000 ,0x00000f00 ,0x000000f0 ,0x0000000f ,2 ,0 ,0 ,FALSE },
77 {WINED3DFMT_R3G3B2 ,0x0 ,0x000000e0 ,0x0000001c ,0x00000003 ,1 ,0 ,0 ,FALSE },
78 {WINED3DFMT_A8 ,0x000000ff ,0x0 ,0x0 ,0x0 ,1 ,0 ,0 ,FALSE },
79 {WINED3DFMT_A8R3G3B2 ,0x0000ff00 ,0x000000e0 ,0x0000001c ,0x00000003 ,2 ,0 ,0 ,FALSE },
80 {WINED3DFMT_X4R4G4B4 ,0x0 ,0x00000f00 ,0x000000f0 ,0x0000000f ,2 ,0 ,0 ,FALSE },
81 {WINED3DFMT_A2B10G10R10 ,0xb0000000 ,0x000003ff ,0x000ffc00 ,0x3ff00000 ,4 ,0 ,0 ,FALSE },
82 {WINED3DFMT_A8B8G8R8 ,0xff000000 ,0x000000ff ,0x0000ff00 ,0x00ff0000 ,4 ,0 ,0 ,FALSE },
83 {WINED3DFMT_X8B8G8R8 ,0x0 ,0x000000ff ,0x0000ff00 ,0x00ff0000 ,4 ,0 ,0 ,FALSE },
84 {WINED3DFMT_G16R16 ,0x0 ,0x0000ffff ,0xffff0000 ,0x0 ,4 ,0 ,0 ,FALSE },
85 {WINED3DFMT_A2R10G10B10 ,0xb0000000 ,0x3ff00000 ,0x000ffc00 ,0x000003ff ,4 ,0 ,0 ,FALSE },
86 {WINED3DFMT_A16B16G16R16,0x1 ,0x0000ffff ,0xffff0000 ,0x0 ,8 ,0 ,0 ,FALSE },
87 /* Luminance */
88 {WINED3DFMT_L8 ,0x0 ,0x0 ,0x0 ,0x0 ,1 ,0 ,0 ,FALSE },
89 {WINED3DFMT_A8L8 ,0x0000ff00 ,0x0 ,0x0 ,0x0 ,2 ,0 ,0 ,FALSE },
90 {WINED3DFMT_A4L4 ,0x000000f0 ,0x0 ,0x0 ,0x0 ,1 ,0 ,0 ,FALSE },
91 /* Bump mapping stuff */
92 {WINED3DFMT_V8U8 ,0x0 ,0x0 ,0x0 ,0x0 ,2 ,0 ,0 ,FALSE },
93 {WINED3DFMT_L6V5U5 ,0x0 ,0x0 ,0x0 ,0x0 ,2 ,0 ,0 ,FALSE },
94 {WINED3DFMT_X8L8V8U8 ,0x0 ,0x0 ,0x0 ,0x0 ,4 ,0 ,0 ,FALSE },
95 {WINED3DFMT_Q8W8V8U8 ,0x0 ,0x0 ,0x0 ,0x0 ,4 ,0 ,0 ,FALSE },
96 {WINED3DFMT_V16U16 ,0x0 ,0x0 ,0x0 ,0x0 ,4 ,0 ,0 ,FALSE },
97 {WINED3DFMT_W11V11U10 ,0x0 ,0x0 ,0x0 ,0x0 ,4 ,0 ,0 ,FALSE },
98 {WINED3DFMT_A2W10V10U10 ,0xb0000000 ,0x0 ,0x0 ,0x0 ,4 ,0 ,0 ,FALSE },
99 /* Depth stencil formats */
100 {WINED3DFMT_D16_LOCKABLE,0x0 ,0x0 ,0x0 ,0x0 ,2 ,16 ,0 ,FALSE },
101 {WINED3DFMT_D32 ,0x0 ,0x0 ,0x0 ,0x0 ,4 ,32 ,0 ,FALSE },
102 {WINED3DFMT_D15S1 ,0x0 ,0x0 ,0x0 ,0x0 ,2 ,15 ,1 ,FALSE },
103 {WINED3DFMT_D24S8 ,0x0 ,0x0 ,0x0 ,0x0 ,4 ,24 ,8 ,FALSE },
104 {WINED3DFMT_D24X8 ,0x0 ,0x0 ,0x0 ,0x0 ,4 ,24 ,0 ,FALSE },
105 {WINED3DFMT_D24X4S4 ,0x0 ,0x0 ,0x0 ,0x0 ,4 ,24 ,4 ,FALSE },
106 {WINED3DFMT_D16 ,0x0 ,0x0 ,0x0 ,0x0 ,2 ,16 ,0 ,FALSE },
107 {WINED3DFMT_L16 ,0x0 ,0x0 ,0x0 ,0x0 ,2 ,16 ,0 ,FALSE },
108 {WINED3DFMT_D32F_LOCKABLE,0x0 ,0x0 ,0x0 ,0x0 ,4 ,32 ,0 ,FALSE },
109 {WINED3DFMT_D24FS8 ,0x0 ,0x0 ,0x0 ,0x0 ,4 ,24 ,8 ,FALSE },
110 /* Is this a vertex buffer? */
111 {WINED3DFMT_VERTEXDATA ,0x0 ,0x0 ,0x0 ,0x0 ,0 ,0 ,0 ,FALSE },
112 {WINED3DFMT_INDEX16 ,0x0 ,0x0 ,0x0 ,0x0 ,2 ,0 ,0 ,FALSE },
113 {WINED3DFMT_INDEX32 ,0x0 ,0x0 ,0x0 ,0x0 ,4 ,0 ,0 ,FALSE },
114 {WINED3DFMT_Q16W16V16U16,0x0 ,0x0 ,0x0 ,0x0 ,8 ,0 ,0 ,FALSE },
115 /* Vendor-specific formats */
116 {WINED3DFMT_ATI2N ,0x0 ,0x0 ,0x0 ,0x0 ,1 ,0 ,0 ,TRUE },
117 {WINED3DFMT_NVHU ,0x0 ,0x0 ,0x0 ,0x0 ,2 ,0 ,0 ,TRUE },
118 {WINED3DFMT_NVHS ,0x0 ,0x0 ,0x0 ,0x0 ,2 ,0 ,0 ,TRUE },
121 typedef struct {
122 WINED3DFORMAT fmt;
123 GLint glInternal, glGammaInternal, rtInternal, glFormat, glType;
124 unsigned int Flags;
125 } GlPixelFormatDescTemplate;
127 /*****************************************************************************
128 * OpenGL format template. Contains unexciting formats which do not need
129 * extension checks. The order in this table is independent of the order in
130 * the table StaticPixelFormatDesc above. Not all formats have to be in this
131 * table.
133 static const GlPixelFormatDescTemplate gl_formats_template[] = {
134 /*{ internal ,srgbInternal , rtInternal, format ,type \
135 ,Flags }*/
136 {WINED3DFMT_UNKNOWN ,0 ,0 , 0, 0 ,0
137 ,0 },
138 /* FourCC formats */
139 /* GL_APPLE_ycbcr_422 claims that its '2YUV' format, which is supported via the UNSIGNED_SHORT_8_8_REV_APPLE type
140 * is equivalent to 'UYVY' format on Windows, and the 'YUVS' via UNSIGNED_SHORT_8_8_APPLE equates to 'YUY2'. The
141 * d3d9 test however shows that the opposite is true. Since the extension is from 2002, it predates the x86 based
142 * Macs, so probably the endianess differs. This could be tested as soon as we have a Windows and MacOS on a big
143 * endian machine
145 {WINED3DFMT_UYVY ,GL_RGB ,GL_RGB , 0, GL_YCBCR_422_APPLE ,UNSIGNED_SHORT_8_8_APPLE
146 ,WINED3DFMT_FLAG_FILTERING },
147 {WINED3DFMT_YUY2 ,GL_RGB ,GL_RGB , 0, GL_YCBCR_422_APPLE ,UNSIGNED_SHORT_8_8_REV_APPLE
148 ,WINED3DFMT_FLAG_FILTERING },
149 {WINED3DFMT_YV12 ,GL_ALPHA ,GL_ALPHA , 0, GL_ALPHA ,GL_UNSIGNED_BYTE
150 ,WINED3DFMT_FLAG_FILTERING },
151 {WINED3DFMT_DXT1 ,GL_COMPRESSED_RGBA_S3TC_DXT1_EXT ,GL_COMPRESSED_SRGB_ALPHA_S3TC_DXT1_EXT , 0, GL_RGBA ,GL_UNSIGNED_BYTE
152 ,WINED3DFMT_FLAG_FILTERING },
153 {WINED3DFMT_DXT2 ,GL_COMPRESSED_RGBA_S3TC_DXT3_EXT ,GL_COMPRESSED_SRGB_ALPHA_S3TC_DXT3_EXT , 0, GL_RGBA ,GL_UNSIGNED_BYTE
154 ,WINED3DFMT_FLAG_FILTERING },
155 {WINED3DFMT_DXT3 ,GL_COMPRESSED_RGBA_S3TC_DXT3_EXT ,GL_COMPRESSED_SRGB_ALPHA_S3TC_DXT3_EXT , 0, GL_RGBA ,GL_UNSIGNED_BYTE
156 ,WINED3DFMT_FLAG_FILTERING },
157 {WINED3DFMT_DXT4 ,GL_COMPRESSED_RGBA_S3TC_DXT5_EXT ,GL_COMPRESSED_SRGB_ALPHA_S3TC_DXT5_EXT , 0, GL_RGBA ,GL_UNSIGNED_BYTE
158 ,WINED3DFMT_FLAG_FILTERING },
159 {WINED3DFMT_DXT5 ,GL_COMPRESSED_RGBA_S3TC_DXT5_EXT ,GL_COMPRESSED_SRGB_ALPHA_S3TC_DXT5_EXT , 0, GL_RGBA ,GL_UNSIGNED_BYTE
160 ,WINED3DFMT_FLAG_FILTERING },
161 {WINED3DFMT_MULTI2_ARGB8 ,0 ,0 , 0, 0 ,0
162 ,0 },
163 {WINED3DFMT_G8R8_G8B8 ,0 ,0 , 0, 0 ,0
164 ,0 },
165 {WINED3DFMT_R8G8_B8G8 ,0 ,0 , 0, 0 ,0
166 ,0 },
167 /* IEEE formats */
168 {WINED3DFMT_R32F ,GL_RGB32F_ARB ,GL_RGB32F_ARB , 0, GL_RED ,GL_FLOAT
169 ,WINED3DFMT_FLAG_RENDERTARGET },
170 {WINED3DFMT_G32R32F ,0 ,0 , 0, 0 ,0
171 ,WINED3DFMT_FLAG_RENDERTARGET },
172 {WINED3DFMT_A32B32G32R32F ,GL_RGBA32F_ARB ,GL_RGBA32F_ARB , 0, GL_RGBA ,GL_FLOAT
173 ,WINED3DFMT_FLAG_RENDERTARGET },
174 /* Hmm? */
175 {WINED3DFMT_CxV8U8 ,0 ,0 , 0, 0 ,0
176 ,0 },
177 /* Float */
178 {WINED3DFMT_R16F ,GL_RGB16F_ARB ,GL_RGB16F_ARB , 0, GL_RED ,GL_HALF_FLOAT_ARB
179 ,WINED3DFMT_FLAG_FILTERING | WINED3DFMT_FLAG_RENDERTARGET },
180 {WINED3DFMT_G16R16F ,0 ,0 , 0, 0 ,0
181 ,WINED3DFMT_FLAG_FILTERING | WINED3DFMT_FLAG_RENDERTARGET },
182 {WINED3DFMT_A16B16G16R16F ,GL_RGBA16F_ARB ,GL_RGBA16F_ARB , 0, GL_RGBA ,GL_HALF_FLOAT_ARB
183 ,WINED3DFMT_FLAG_POSTPIXELSHADER_BLENDING | WINED3DFMT_FLAG_FILTERING | WINED3DFMT_FLAG_RENDERTARGET },
184 /* Palettized formats */
185 {WINED3DFMT_A8P8, 0 ,0 , 0, 0 ,0
186 ,0 },
187 {WINED3DFMT_P8, GL_COLOR_INDEX8_EXT ,GL_COLOR_INDEX8_EXT , 0, GL_COLOR_INDEX ,GL_UNSIGNED_BYTE
188 ,0 },
189 /* Standard ARGB formats */
190 {WINED3DFMT_R8G8B8 ,GL_RGB8 ,GL_RGB8 , 0, GL_BGR ,GL_UNSIGNED_BYTE
191 ,WINED3DFMT_FLAG_POSTPIXELSHADER_BLENDING | WINED3DFMT_FLAG_FILTERING | WINED3DFMT_FLAG_RENDERTARGET },
192 {WINED3DFMT_A8R8G8B8 ,GL_RGBA8 ,GL_SRGB8_ALPHA8_EXT , 0, GL_BGRA ,GL_UNSIGNED_INT_8_8_8_8_REV
193 ,WINED3DFMT_FLAG_POSTPIXELSHADER_BLENDING | WINED3DFMT_FLAG_FILTERING | WINED3DFMT_FLAG_RENDERTARGET },
194 {WINED3DFMT_X8R8G8B8 ,GL_RGB8 ,GL_SRGB8_EXT , 0, GL_BGRA ,GL_UNSIGNED_INT_8_8_8_8_REV
195 ,WINED3DFMT_FLAG_POSTPIXELSHADER_BLENDING | WINED3DFMT_FLAG_FILTERING | WINED3DFMT_FLAG_RENDERTARGET },
196 {WINED3DFMT_R5G6B5 ,GL_RGB5 ,GL_RGB5 , GL_RGB8, GL_RGB ,GL_UNSIGNED_SHORT_5_6_5
197 ,WINED3DFMT_FLAG_POSTPIXELSHADER_BLENDING | WINED3DFMT_FLAG_FILTERING | WINED3DFMT_FLAG_RENDERTARGET },
198 {WINED3DFMT_X1R5G5B5 ,GL_RGB5 ,GL_RGB5_A1 , 0, GL_BGRA ,GL_UNSIGNED_SHORT_1_5_5_5_REV
199 ,WINED3DFMT_FLAG_POSTPIXELSHADER_BLENDING | WINED3DFMT_FLAG_FILTERING },
200 {WINED3DFMT_A1R5G5B5 ,GL_RGB5_A1 ,GL_RGB5_A1 , 0, GL_BGRA ,GL_UNSIGNED_SHORT_1_5_5_5_REV
201 ,WINED3DFMT_FLAG_POSTPIXELSHADER_BLENDING | WINED3DFMT_FLAG_FILTERING },
202 {WINED3DFMT_A4R4G4B4 ,GL_RGBA4 ,GL_SRGB8_ALPHA8_EXT , 0, GL_BGRA ,GL_UNSIGNED_SHORT_4_4_4_4_REV
203 ,WINED3DFMT_FLAG_POSTPIXELSHADER_BLENDING | WINED3DFMT_FLAG_FILTERING },
204 {WINED3DFMT_R3G3B2 ,GL_R3_G3_B2 ,GL_R3_G3_B2 , 0, GL_RGB ,GL_UNSIGNED_BYTE_3_3_2
205 ,WINED3DFMT_FLAG_POSTPIXELSHADER_BLENDING },
206 {WINED3DFMT_A8 ,GL_ALPHA8 ,GL_ALPHA8 , 0, GL_ALPHA ,GL_UNSIGNED_BYTE
207 ,WINED3DFMT_FLAG_POSTPIXELSHADER_BLENDING },
208 {WINED3DFMT_A8R3G3B2 ,0 ,0 , 0, 0 ,0
209 ,0 },
210 {WINED3DFMT_X4R4G4B4 ,GL_RGB4 ,GL_RGB4 , 0, GL_BGRA ,GL_UNSIGNED_SHORT_4_4_4_4_REV
211 ,WINED3DFMT_FLAG_POSTPIXELSHADER_BLENDING | WINED3DFMT_FLAG_FILTERING},
212 {WINED3DFMT_A2B10G10R10 ,GL_RGB10_A2 ,GL_RGB10_A2 , 0, GL_RGBA ,GL_UNSIGNED_INT_2_10_10_10_REV
213 ,WINED3DFMT_FLAG_POSTPIXELSHADER_BLENDING | WINED3DFMT_FLAG_FILTERING},
214 {WINED3DFMT_A8B8G8R8 ,GL_RGBA8 ,GL_RGBA8 , 0, GL_RGBA ,GL_UNSIGNED_INT_8_8_8_8_REV
215 ,WINED3DFMT_FLAG_POSTPIXELSHADER_BLENDING | WINED3DFMT_FLAG_FILTERING},
216 {WINED3DFMT_X8B8G8R8 ,GL_RGB8 ,GL_RGB8 , 0, GL_RGBA ,GL_UNSIGNED_INT_8_8_8_8_REV
217 ,WINED3DFMT_FLAG_POSTPIXELSHADER_BLENDING | WINED3DFMT_FLAG_FILTERING},
218 {WINED3DFMT_G16R16 ,GL_RGB16_EXT ,GL_RGB16_EXT , 0, GL_RGB ,GL_UNSIGNED_SHORT
219 ,WINED3DFMT_FLAG_POSTPIXELSHADER_BLENDING | WINED3DFMT_FLAG_FILTERING },
220 {WINED3DFMT_A2R10G10B10 ,GL_RGB10_A2 ,GL_RGB10_A2 , 0, GL_BGRA ,GL_UNSIGNED_INT_2_10_10_10_REV
221 ,WINED3DFMT_FLAG_POSTPIXELSHADER_BLENDING | WINED3DFMT_FLAG_FILTERING },
222 {WINED3DFMT_A16B16G16R16 ,GL_RGBA16_EXT ,GL_RGBA16_EXT , 0, GL_RGBA ,GL_UNSIGNED_SHORT
223 ,WINED3DFMT_FLAG_POSTPIXELSHADER_BLENDING | WINED3DFMT_FLAG_FILTERING | WINED3DFMT_FLAG_RENDERTARGET },
224 /* Luminance */
225 {WINED3DFMT_L8 ,GL_LUMINANCE8 ,GL_SLUMINANCE8_EXT , 0, GL_LUMINANCE ,GL_UNSIGNED_BYTE
226 ,WINED3DFMT_FLAG_FILTERING },
227 {WINED3DFMT_A8L8 ,GL_LUMINANCE8_ALPHA8 ,GL_SLUMINANCE8_ALPHA8_EXT , 0, GL_LUMINANCE_ALPHA ,GL_UNSIGNED_BYTE
228 ,WINED3DFMT_FLAG_FILTERING },
229 {WINED3DFMT_A4L4 ,GL_LUMINANCE4_ALPHA4 ,GL_LUMINANCE4_ALPHA4 , 0, GL_LUMINANCE_ALPHA ,GL_UNSIGNED_BYTE
230 ,0 },
231 /* Bump mapping stuff */
232 {WINED3DFMT_V8U8 ,GL_DSDT8_NV ,GL_DSDT8_NV , 0, GL_DSDT_NV ,GL_BYTE
233 ,WINED3DFMT_FLAG_FILTERING },
234 {WINED3DFMT_L6V5U5 ,GL_DSDT8_MAG8_NV ,GL_DSDT8_MAG8_NV , 0, GL_DSDT_MAG_NV ,GL_BYTE
235 ,WINED3DFMT_FLAG_FILTERING },
236 {WINED3DFMT_X8L8V8U8 ,GL_DSDT8_MAG8_INTENSITY8_NV ,GL_DSDT8_MAG8_INTENSITY8_NV , 0, GL_DSDT_MAG_VIB_NV ,GL_UNSIGNED_INT_8_8_S8_S8_REV_NV
237 ,WINED3DFMT_FLAG_FILTERING },
238 {WINED3DFMT_Q8W8V8U8 ,GL_SIGNED_RGBA8_NV ,GL_SIGNED_RGBA8_NV , 0, GL_RGBA ,GL_BYTE
239 ,WINED3DFMT_FLAG_FILTERING },
240 {WINED3DFMT_V16U16 ,GL_SIGNED_HILO16_NV ,GL_SIGNED_HILO16_NV , 0, GL_HILO_NV ,GL_SHORT
241 ,WINED3DFMT_FLAG_FILTERING },
242 {WINED3DFMT_W11V11U10 ,0 ,0 , 0, 0 ,0
243 ,0 },
244 {WINED3DFMT_A2W10V10U10 ,0 ,0 , 0, 0 ,0
245 ,0 },
246 /* Depth stencil formats */
247 {WINED3DFMT_D16_LOCKABLE ,GL_DEPTH_COMPONENT24_ARB ,GL_DEPTH_COMPONENT24_ARB , 0, GL_DEPTH_COMPONENT ,GL_UNSIGNED_SHORT
248 ,WINED3DFMT_FLAG_DEPTH },
249 {WINED3DFMT_D32 ,GL_DEPTH_COMPONENT32_ARB ,GL_DEPTH_COMPONENT32_ARB , 0, GL_DEPTH_COMPONENT ,GL_UNSIGNED_INT
250 ,WINED3DFMT_FLAG_DEPTH },
251 {WINED3DFMT_D15S1 ,GL_DEPTH_COMPONENT24_ARB ,GL_DEPTH_COMPONENT24_ARB , 0, GL_DEPTH_COMPONENT ,GL_UNSIGNED_SHORT
252 ,WINED3DFMT_FLAG_DEPTH | WINED3DFMT_FLAG_STENCIL },
253 {WINED3DFMT_D24S8 ,GL_DEPTH_COMPONENT24_ARB ,GL_DEPTH_COMPONENT24_ARB , 0, GL_DEPTH_COMPONENT ,GL_UNSIGNED_INT
254 ,WINED3DFMT_FLAG_FILTERING | WINED3DFMT_FLAG_DEPTH | WINED3DFMT_FLAG_STENCIL },
255 {WINED3DFMT_D24X8 ,GL_DEPTH_COMPONENT24_ARB ,GL_DEPTH_COMPONENT24_ARB , 0, GL_DEPTH_COMPONENT ,GL_UNSIGNED_INT
256 ,WINED3DFMT_FLAG_FILTERING | WINED3DFMT_FLAG_DEPTH },
257 {WINED3DFMT_D24X4S4 ,GL_DEPTH_COMPONENT24_ARB ,GL_DEPTH_COMPONENT24_ARB , 0, GL_DEPTH_COMPONENT ,GL_UNSIGNED_INT
258 ,WINED3DFMT_FLAG_DEPTH | WINED3DFMT_FLAG_STENCIL },
259 {WINED3DFMT_D16 ,GL_DEPTH_COMPONENT24_ARB ,GL_DEPTH_COMPONENT24_ARB , 0, GL_DEPTH_COMPONENT ,GL_UNSIGNED_SHORT
260 ,WINED3DFMT_FLAG_FILTERING | WINED3DFMT_FLAG_DEPTH },
261 {WINED3DFMT_L16 ,GL_LUMINANCE16_EXT ,GL_LUMINANCE16_EXT , 0, GL_LUMINANCE ,GL_UNSIGNED_SHORT
262 ,WINED3DFMT_FLAG_FILTERING },
263 {WINED3DFMT_D32F_LOCKABLE ,GL_DEPTH_COMPONENT32_ARB ,GL_DEPTH_COMPONENT32_ARB , 0, GL_DEPTH_COMPONENT ,GL_FLOAT
264 ,WINED3DFMT_FLAG_DEPTH },
265 {WINED3DFMT_D24FS8 ,GL_DEPTH_COMPONENT24_ARB ,GL_DEPTH_COMPONENT24_ARB , 0, GL_DEPTH_COMPONENT ,GL_FLOAT
266 ,WINED3DFMT_FLAG_DEPTH | WINED3DFMT_FLAG_STENCIL},
267 /* Is this a vertex buffer? */
268 {WINED3DFMT_VERTEXDATA ,0 ,0 , 0, 0 ,0
269 ,0 },
270 {WINED3DFMT_INDEX16 ,0 ,0 , 0, 0 ,0
271 ,0 },
272 {WINED3DFMT_INDEX32 ,0 ,0 , 0, 0 ,0
273 ,0 },
274 {WINED3DFMT_Q16W16V16U16 ,GL_COLOR_INDEX ,GL_COLOR_INDEX , 0, GL_COLOR_INDEX ,GL_UNSIGNED_SHORT
275 ,0 },
276 /* Vendor-specific formats */
277 {WINED3DFMT_ATI2N ,0 ,0 , 0, GL_LUMINANCE_ALPHA ,GL_UNSIGNED_BYTE
278 ,0 },
279 {WINED3DFMT_NVHU ,0 ,0 , 0, GL_LUMINANCE_ALPHA ,GL_UNSIGNED_BYTE
280 ,0 },
281 {WINED3DFMT_NVHS ,0 ,0 , 0, GL_LUMINANCE_ALPHA ,GL_UNSIGNED_BYTE
282 ,0 }
285 static inline int getFmtIdx(WINED3DFORMAT fmt) {
286 /* First check if the format is at the position of its value.
287 * This will catch the argb formats before the loop is entered
289 if(fmt < (sizeof(formats) / sizeof(formats[0])) && formats[fmt].format == fmt) {
290 return fmt;
291 } else {
292 unsigned int i;
293 for(i = 0; i < (sizeof(formats) / sizeof(formats[0])); i++) {
294 if(formats[i].format == fmt) {
295 return i;
299 return -1;
302 #define GLINFO_LOCATION (*gl_info)
303 BOOL initPixelFormats(WineD3D_GL_Info *gl_info)
305 unsigned int src;
306 int dst;
308 gl_info->gl_formats = HeapAlloc(GetProcessHeap(), HEAP_ZERO_MEMORY,
309 sizeof(formats) / sizeof(formats[0]) * sizeof(gl_info->gl_formats[0]));
310 if(!gl_info->gl_formats) return FALSE;
312 /* If a format depends on some extensions, remove them from the table above and initialize them
313 * after this loop
315 for(src = 0; src < sizeof(gl_formats_template) / sizeof(gl_formats_template[0]); src++) {
316 dst = getFmtIdx(gl_formats_template[src].fmt);
317 gl_info->gl_formats[dst].glInternal = gl_formats_template[src].glInternal;
318 gl_info->gl_formats[dst].glGammaInternal = gl_formats_template[src].glGammaInternal;
319 gl_info->gl_formats[dst].glFormat = gl_formats_template[src].glFormat;
320 gl_info->gl_formats[dst].glType = gl_formats_template[src].glType;
321 gl_info->gl_formats[dst].color_fixup = COLOR_FIXUP_IDENTITY;
322 gl_info->gl_formats[dst].Flags = gl_formats_template[src].Flags;
323 gl_info->gl_formats[dst].heightscale = 1.0;
325 if(wined3d_settings.offscreen_rendering_mode == ORM_FBO &&
326 gl_formats_template[src].rtInternal != 0) {
327 GLuint tex, fb;
328 GLenum status;
330 /* Check if the default internal format is supported as a frame buffer target, otherwise
331 * fall back to the render target internal.
333 * Try to stick to the standard format if possible, this limits precision differences
335 while(glGetError());
336 glGenTextures(1, &tex);
337 glBindTexture(GL_TEXTURE_2D, tex);
338 glTexImage2D(GL_TEXTURE_2D, 0, gl_formats_template[src].glInternal, 16, 16, 0,
339 GL_RGBA, GL_UNSIGNED_BYTE, NULL);
341 GL_EXTCALL(glGenFramebuffersEXT(1, &fb));
342 GL_EXTCALL(glBindFramebufferEXT(GL_FRAMEBUFFER_EXT, fb));
343 GL_EXTCALL(glFramebufferTexture2DEXT(GL_FRAMEBUFFER_EXT, GL_COLOR_ATTACHMENT0_EXT,
344 GL_TEXTURE_2D, tex, 0));
346 status = GL_EXTCALL(glCheckFramebufferStatusEXT(GL_FRAMEBUFFER_EXT));
347 GL_EXTCALL(glDeleteFramebuffersEXT(1, &fb));
348 glDeleteTextures(1, &tex);
350 checkGLcall("Framebuffer format check");
352 if(status != GL_FRAMEBUFFER_COMPLETE_EXT) {
353 TRACE("Internal format of %s not supported as frame buffer target, using render target internal instead\n",
354 debug_d3dformat(gl_formats_template[src].fmt));
355 gl_info->gl_formats[dst].rtInternal = gl_formats_template[src].rtInternal;
356 } else {
357 TRACE("Format %s is supported as fbo target\n", debug_d3dformat(gl_formats_template[src].fmt));
358 gl_info->gl_formats[dst].rtInternal = gl_formats_template[src].glInternal;
361 } else {
362 gl_info->gl_formats[dst].rtInternal = gl_formats_template[src].glInternal;
366 dst = getFmtIdx(WINED3DFMT_R16F);
367 gl_info->gl_formats[dst].color_fixup = create_color_fixup_desc(
368 0, CHANNEL_SOURCE_X, 0, CHANNEL_SOURCE_ONE, 0, CHANNEL_SOURCE_ONE, 0, CHANNEL_SOURCE_W);
370 dst = getFmtIdx(WINED3DFMT_R32F);
371 gl_info->gl_formats[dst].color_fixup = create_color_fixup_desc(
372 0, CHANNEL_SOURCE_X, 0, CHANNEL_SOURCE_ONE, 0, CHANNEL_SOURCE_ONE, 0, CHANNEL_SOURCE_W);
374 dst = getFmtIdx(WINED3DFMT_G16R16);
375 gl_info->gl_formats[dst].color_fixup = create_color_fixup_desc(
376 0, CHANNEL_SOURCE_X, 0, CHANNEL_SOURCE_Y, 0, CHANNEL_SOURCE_ONE, 0, CHANNEL_SOURCE_W);
378 dst = getFmtIdx(WINED3DFMT_G16R16F);
379 gl_info->gl_formats[dst].color_fixup = create_color_fixup_desc(
380 0, CHANNEL_SOURCE_X, 0, CHANNEL_SOURCE_Y, 0, CHANNEL_SOURCE_ONE, 0, CHANNEL_SOURCE_W);
382 dst = getFmtIdx(WINED3DFMT_G32R32F);
383 gl_info->gl_formats[dst].color_fixup = create_color_fixup_desc(
384 0, CHANNEL_SOURCE_X, 0, CHANNEL_SOURCE_Y, 0, CHANNEL_SOURCE_ONE, 0, CHANNEL_SOURCE_W);
386 /* V8U8 is supported natively by GL_ATI_envmap_bumpmap and GL_NV_texture_shader.
387 * V16U16 is only supported by GL_NV_texture_shader. The formats need fixup if
388 * their extensions are not available. GL_ATI_envmap_bumpmap is not used because
389 * the only driver that implements it(fglrx) has a buggy implementation.
391 * V8U8 and V16U16 need a fixup of the undefined blue channel. OpenGL
392 * returns 0.0 when sampling from it, DirectX 1.0. So we always have in-shader
393 * conversion for this format.
395 if (!GL_SUPPORT(NV_TEXTURE_SHADER))
397 dst = getFmtIdx(WINED3DFMT_V8U8);
398 gl_info->gl_formats[dst].color_fixup = create_color_fixup_desc(
399 1, CHANNEL_SOURCE_X, 1, CHANNEL_SOURCE_Y, 0, CHANNEL_SOURCE_ONE, 0, CHANNEL_SOURCE_ONE);
400 dst = getFmtIdx(WINED3DFMT_V16U16);
401 gl_info->gl_formats[dst].color_fixup = create_color_fixup_desc(
402 1, CHANNEL_SOURCE_X, 1, CHANNEL_SOURCE_Y, 0, CHANNEL_SOURCE_ONE, 0, CHANNEL_SOURCE_ONE);
404 else
406 dst = getFmtIdx(WINED3DFMT_V8U8);
407 gl_info->gl_formats[dst].color_fixup = create_color_fixup_desc(
408 0, CHANNEL_SOURCE_X, 0, CHANNEL_SOURCE_Y, 0, CHANNEL_SOURCE_ONE, 0, CHANNEL_SOURCE_ONE);
409 dst = getFmtIdx(WINED3DFMT_V16U16);
410 gl_info->gl_formats[dst].color_fixup = create_color_fixup_desc(
411 0, CHANNEL_SOURCE_X, 0, CHANNEL_SOURCE_Y, 0, CHANNEL_SOURCE_ONE, 0, CHANNEL_SOURCE_ONE);
414 if(!GL_SUPPORT(NV_TEXTURE_SHADER)) {
415 /* If GL_NV_texture_shader is not supported, those formats are converted, incompatibly
416 * with each other
418 dst = getFmtIdx(WINED3DFMT_L6V5U5);
419 gl_info->gl_formats[dst].color_fixup = create_color_fixup_desc(
420 1, CHANNEL_SOURCE_X, 1, CHANNEL_SOURCE_Z, 0, CHANNEL_SOURCE_Y, 0, CHANNEL_SOURCE_ONE);
421 dst = getFmtIdx(WINED3DFMT_X8L8V8U8);
422 gl_info->gl_formats[dst].color_fixup = create_color_fixup_desc(
423 1, CHANNEL_SOURCE_X, 1, CHANNEL_SOURCE_Y, 0, CHANNEL_SOURCE_Z, 0, CHANNEL_SOURCE_W);
424 dst = getFmtIdx(WINED3DFMT_Q8W8V8U8);
425 gl_info->gl_formats[dst].color_fixup = create_color_fixup_desc(
426 1, CHANNEL_SOURCE_X, 1, CHANNEL_SOURCE_Y, 1, CHANNEL_SOURCE_Z, 1, CHANNEL_SOURCE_W);
427 } else {
428 /* If GL_NV_texture_shader is supported, WINED3DFMT_L6V5U5 and WINED3DFMT_X8L8V8U8
429 * are converted at surface loading time, but they do not need any modification in
430 * the shader, thus they are compatible with all WINED3DFMT_UNKNOWN group formats.
431 * WINED3DFMT_Q8W8V8U8 doesn't even need load-time conversion
435 if(GL_SUPPORT(EXT_TEXTURE_COMPRESSION_RGTC)) {
436 dst = getFmtIdx(WINED3DFMT_ATI2N);
437 gl_info->gl_formats[dst].glInternal = GL_COMPRESSED_RED_GREEN_RGTC2_EXT;
438 gl_info->gl_formats[dst].glGammaInternal = GL_COMPRESSED_RED_GREEN_RGTC2_EXT;
439 gl_info->gl_formats[dst].color_fixup = create_color_fixup_desc(
440 0, CHANNEL_SOURCE_Y, 0, CHANNEL_SOURCE_X, 0, CHANNEL_SOURCE_ONE, 0, CHANNEL_SOURCE_ONE);
441 } else if(GL_SUPPORT(ATI_TEXTURE_COMPRESSION_3DC)) {
442 dst = getFmtIdx(WINED3DFMT_ATI2N);
443 gl_info->gl_formats[dst].glInternal = GL_COMPRESSED_LUMINANCE_ALPHA_3DC_ATI;
444 gl_info->gl_formats[dst].glGammaInternal = GL_COMPRESSED_LUMINANCE_ALPHA_3DC_ATI;
445 gl_info->gl_formats[dst].color_fixup= create_color_fixup_desc(
446 0, CHANNEL_SOURCE_X, 0, CHANNEL_SOURCE_W, 0, CHANNEL_SOURCE_ONE, 0, CHANNEL_SOURCE_ONE);
449 if(!GL_SUPPORT(APPLE_YCBCR_422)) {
450 dst = getFmtIdx(WINED3DFMT_YUY2);
451 gl_info->gl_formats[dst].glInternal = GL_LUMINANCE_ALPHA;
452 gl_info->gl_formats[dst].glGammaInternal = GL_LUMINANCE_ALPHA; /* not srgb */
453 gl_info->gl_formats[dst].glFormat = GL_LUMINANCE_ALPHA;
454 gl_info->gl_formats[dst].glType = GL_UNSIGNED_BYTE;
455 gl_info->gl_formats[dst].color_fixup = create_yuv_fixup_desc(YUV_FIXUP_YUY2);
457 dst = getFmtIdx(WINED3DFMT_UYVY);
458 gl_info->gl_formats[dst].glInternal = GL_LUMINANCE_ALPHA;
459 gl_info->gl_formats[dst].glGammaInternal = GL_LUMINANCE_ALPHA; /* not srgb */
460 gl_info->gl_formats[dst].glFormat = GL_LUMINANCE_ALPHA;
461 gl_info->gl_formats[dst].glType = GL_UNSIGNED_BYTE;
462 gl_info->gl_formats[dst].color_fixup = create_yuv_fixup_desc(YUV_FIXUP_UYVY);
465 dst = getFmtIdx(WINED3DFMT_YV12);
466 gl_info->gl_formats[dst].heightscale = 1.5;
467 gl_info->gl_formats[dst].color_fixup = create_yuv_fixup_desc(YUV_FIXUP_YV12);
469 return TRUE;
472 /* NOTE: Make sure these are in the correct numerical order. (see /include/wined3d_types.h) */
473 static WINED3DGLTYPE const glTypeLookupTemplate[WINED3DDECLTYPE_UNUSED] = {
474 {WINED3DDECLTYPE_FLOAT1, 1, GL_FLOAT , GL_FALSE ,sizeof(float)},
475 {WINED3DDECLTYPE_FLOAT2, 2, GL_FLOAT , GL_FALSE ,sizeof(float)},
476 {WINED3DDECLTYPE_FLOAT3, 3, GL_FLOAT , GL_FALSE ,sizeof(float)},
477 {WINED3DDECLTYPE_FLOAT4, 4, GL_FLOAT , GL_FALSE ,sizeof(float)},
478 {WINED3DDECLTYPE_D3DCOLOR, 4, GL_UNSIGNED_BYTE , GL_TRUE ,sizeof(BYTE)},
479 {WINED3DDECLTYPE_UBYTE4, 4, GL_UNSIGNED_BYTE , GL_FALSE ,sizeof(BYTE)},
480 {WINED3DDECLTYPE_SHORT2, 2, GL_SHORT , GL_FALSE ,sizeof(short int)},
481 {WINED3DDECLTYPE_SHORT4, 4, GL_SHORT , GL_FALSE ,sizeof(short int)},
482 {WINED3DDECLTYPE_UBYTE4N, 4, GL_UNSIGNED_BYTE , GL_TRUE ,sizeof(BYTE)},
483 {WINED3DDECLTYPE_SHORT2N, 2, GL_SHORT , GL_TRUE ,sizeof(short int)},
484 {WINED3DDECLTYPE_SHORT4N, 4, GL_SHORT , GL_TRUE ,sizeof(short int)},
485 {WINED3DDECLTYPE_USHORT2N, 2, GL_UNSIGNED_SHORT , GL_TRUE ,sizeof(short int)},
486 {WINED3DDECLTYPE_USHORT4N, 4, GL_UNSIGNED_SHORT , GL_TRUE ,sizeof(short int)},
487 {WINED3DDECLTYPE_UDEC3, 3, GL_UNSIGNED_SHORT , GL_FALSE ,sizeof(short int)},
488 {WINED3DDECLTYPE_DEC3N, 3, GL_SHORT , GL_TRUE ,sizeof(short int)},
489 {WINED3DDECLTYPE_FLOAT16_2, 2, GL_HALF_FLOAT_NV , GL_FALSE ,sizeof(GLhalfNV)},
490 {WINED3DDECLTYPE_FLOAT16_4, 4, GL_HALF_FLOAT_NV , GL_FALSE ,sizeof(GLhalfNV)}};
492 void init_type_lookup(WineD3D_GL_Info *gl_info) {
493 memcpy(gl_info->glTypeLookup, glTypeLookupTemplate, sizeof(glTypeLookupTemplate));
494 if(!GL_SUPPORT(NV_HALF_FLOAT)) {
495 /* Do not change the size of the type, it is CPU side. We have to change the GPU-side information though.
496 * It is the job of the vertex buffer code to make sure that the vbos have the right format
498 gl_info->glTypeLookup[WINED3DDECLTYPE_FLOAT16_2].glType = GL_FLOAT;
499 gl_info->glTypeLookup[WINED3DDECLTYPE_FLOAT16_4].glType = GL_FLOAT;
503 #undef GLINFO_LOCATION
505 #define GLINFO_LOCATION This->adapter->gl_info
507 const StaticPixelFormatDesc *getFormatDescEntry(WINED3DFORMAT fmt, const WineD3D_GL_Info *gl_info,
508 const struct GlPixelFormatDesc **glDesc)
510 int idx = getFmtIdx(fmt);
512 if(idx == -1) {
513 FIXME("Can't find format %s(%d) in the format lookup table\n", debug_d3dformat(fmt), fmt);
514 /* Get the caller a valid pointer */
515 idx = getFmtIdx(WINED3DFMT_UNKNOWN);
517 if(glDesc) {
518 if(!gl_info->gl_formats) {
519 /* If we do not have gl format information, provide a dummy NULL format. This is an easy way to make
520 * all gl caps check return "unsupported" than catching the lack of gl all over the code. ANSI C requires
521 * static variables to be initialized to 0.
523 static const struct GlPixelFormatDesc dummyFmt;
524 *glDesc = &dummyFmt;
525 } else {
526 *glDesc = &gl_info->gl_formats[idx];
529 return &formats[idx];
532 /*****************************************************************************
533 * Trace formatting of useful values
535 const char* debug_d3dformat(WINED3DFORMAT fmt) {
536 switch (fmt) {
537 #define FMT_TO_STR(fmt) case fmt: return #fmt
538 FMT_TO_STR(WINED3DFMT_UNKNOWN);
539 FMT_TO_STR(WINED3DFMT_R8G8B8);
540 FMT_TO_STR(WINED3DFMT_A8R8G8B8);
541 FMT_TO_STR(WINED3DFMT_X8R8G8B8);
542 FMT_TO_STR(WINED3DFMT_R5G6B5);
543 FMT_TO_STR(WINED3DFMT_X1R5G5B5);
544 FMT_TO_STR(WINED3DFMT_A1R5G5B5);
545 FMT_TO_STR(WINED3DFMT_A4R4G4B4);
546 FMT_TO_STR(WINED3DFMT_R3G3B2);
547 FMT_TO_STR(WINED3DFMT_A8);
548 FMT_TO_STR(WINED3DFMT_A8R3G3B2);
549 FMT_TO_STR(WINED3DFMT_X4R4G4B4);
550 FMT_TO_STR(WINED3DFMT_A2B10G10R10);
551 FMT_TO_STR(WINED3DFMT_A8B8G8R8);
552 FMT_TO_STR(WINED3DFMT_X8B8G8R8);
553 FMT_TO_STR(WINED3DFMT_G16R16);
554 FMT_TO_STR(WINED3DFMT_A2R10G10B10);
555 FMT_TO_STR(WINED3DFMT_A16B16G16R16);
556 FMT_TO_STR(WINED3DFMT_A8P8);
557 FMT_TO_STR(WINED3DFMT_P8);
558 FMT_TO_STR(WINED3DFMT_L8);
559 FMT_TO_STR(WINED3DFMT_A8L8);
560 FMT_TO_STR(WINED3DFMT_A4L4);
561 FMT_TO_STR(WINED3DFMT_V8U8);
562 FMT_TO_STR(WINED3DFMT_L6V5U5);
563 FMT_TO_STR(WINED3DFMT_X8L8V8U8);
564 FMT_TO_STR(WINED3DFMT_Q8W8V8U8);
565 FMT_TO_STR(WINED3DFMT_V16U16);
566 FMT_TO_STR(WINED3DFMT_W11V11U10);
567 FMT_TO_STR(WINED3DFMT_A2W10V10U10);
568 FMT_TO_STR(WINED3DFMT_UYVY);
569 FMT_TO_STR(WINED3DFMT_YUY2);
570 FMT_TO_STR(WINED3DFMT_YV12);
571 FMT_TO_STR(WINED3DFMT_DXT1);
572 FMT_TO_STR(WINED3DFMT_DXT2);
573 FMT_TO_STR(WINED3DFMT_DXT3);
574 FMT_TO_STR(WINED3DFMT_DXT4);
575 FMT_TO_STR(WINED3DFMT_DXT5);
576 FMT_TO_STR(WINED3DFMT_MULTI2_ARGB8);
577 FMT_TO_STR(WINED3DFMT_G8R8_G8B8);
578 FMT_TO_STR(WINED3DFMT_R8G8_B8G8);
579 FMT_TO_STR(WINED3DFMT_D16_LOCKABLE);
580 FMT_TO_STR(WINED3DFMT_D32);
581 FMT_TO_STR(WINED3DFMT_D15S1);
582 FMT_TO_STR(WINED3DFMT_D24S8);
583 FMT_TO_STR(WINED3DFMT_D24X8);
584 FMT_TO_STR(WINED3DFMT_D24X4S4);
585 FMT_TO_STR(WINED3DFMT_D16);
586 FMT_TO_STR(WINED3DFMT_L16);
587 FMT_TO_STR(WINED3DFMT_D32F_LOCKABLE);
588 FMT_TO_STR(WINED3DFMT_D24FS8);
589 FMT_TO_STR(WINED3DFMT_VERTEXDATA);
590 FMT_TO_STR(WINED3DFMT_INDEX16);
591 FMT_TO_STR(WINED3DFMT_INDEX32);
592 FMT_TO_STR(WINED3DFMT_Q16W16V16U16);
593 FMT_TO_STR(WINED3DFMT_R16F);
594 FMT_TO_STR(WINED3DFMT_G16R16F);
595 FMT_TO_STR(WINED3DFMT_A16B16G16R16F);
596 FMT_TO_STR(WINED3DFMT_R32F);
597 FMT_TO_STR(WINED3DFMT_G32R32F);
598 FMT_TO_STR(WINED3DFMT_A32B32G32R32F);
599 FMT_TO_STR(WINED3DFMT_CxV8U8);
600 FMT_TO_STR(WINED3DFMT_ATI2N);
601 FMT_TO_STR(WINED3DFMT_NVHU);
602 FMT_TO_STR(WINED3DFMT_NVHS);
603 #undef FMT_TO_STR
604 default:
606 char fourcc[5];
607 fourcc[0] = (char)(fmt);
608 fourcc[1] = (char)(fmt >> 8);
609 fourcc[2] = (char)(fmt >> 16);
610 fourcc[3] = (char)(fmt >> 24);
611 fourcc[4] = 0;
612 if( isprint(fourcc[0]) && isprint(fourcc[1]) && isprint(fourcc[2]) && isprint(fourcc[3]) )
613 FIXME("Unrecognized %u (as fourcc: %s) WINED3DFORMAT!\n", fmt, fourcc);
614 else
615 FIXME("Unrecognized %u WINED3DFORMAT!\n", fmt);
617 return "unrecognized";
621 const char* debug_d3ddevicetype(WINED3DDEVTYPE devtype) {
622 switch (devtype) {
623 #define DEVTYPE_TO_STR(dev) case dev: return #dev
624 DEVTYPE_TO_STR(WINED3DDEVTYPE_HAL);
625 DEVTYPE_TO_STR(WINED3DDEVTYPE_REF);
626 DEVTYPE_TO_STR(WINED3DDEVTYPE_SW);
627 #undef DEVTYPE_TO_STR
628 default:
629 FIXME("Unrecognized %u WINED3DDEVTYPE!\n", devtype);
630 return "unrecognized";
634 const char* debug_d3dusage(DWORD usage) {
635 switch (usage & WINED3DUSAGE_MASK) {
636 #define WINED3DUSAGE_TO_STR(u) case u: return #u
637 WINED3DUSAGE_TO_STR(WINED3DUSAGE_RENDERTARGET);
638 WINED3DUSAGE_TO_STR(WINED3DUSAGE_DEPTHSTENCIL);
639 WINED3DUSAGE_TO_STR(WINED3DUSAGE_WRITEONLY);
640 WINED3DUSAGE_TO_STR(WINED3DUSAGE_SOFTWAREPROCESSING);
641 WINED3DUSAGE_TO_STR(WINED3DUSAGE_DONOTCLIP);
642 WINED3DUSAGE_TO_STR(WINED3DUSAGE_POINTS);
643 WINED3DUSAGE_TO_STR(WINED3DUSAGE_RTPATCHES);
644 WINED3DUSAGE_TO_STR(WINED3DUSAGE_NPATCHES);
645 WINED3DUSAGE_TO_STR(WINED3DUSAGE_DYNAMIC);
646 WINED3DUSAGE_TO_STR(WINED3DUSAGE_AUTOGENMIPMAP);
647 WINED3DUSAGE_TO_STR(WINED3DUSAGE_DMAP);
648 #undef WINED3DUSAGE_TO_STR
649 case 0: return "none";
650 default:
651 FIXME("Unrecognized %u Usage!\n", usage);
652 return "unrecognized";
656 const char* debug_d3dusagequery(DWORD usagequery) {
657 switch (usagequery & WINED3DUSAGE_QUERY_MASK) {
658 #define WINED3DUSAGEQUERY_TO_STR(u) case u: return #u
659 WINED3DUSAGEQUERY_TO_STR(WINED3DUSAGE_QUERY_FILTER);
660 WINED3DUSAGEQUERY_TO_STR(WINED3DUSAGE_QUERY_LEGACYBUMPMAP);
661 WINED3DUSAGEQUERY_TO_STR(WINED3DUSAGE_QUERY_POSTPIXELSHADER_BLENDING);
662 WINED3DUSAGEQUERY_TO_STR(WINED3DUSAGE_QUERY_SRGBREAD);
663 WINED3DUSAGEQUERY_TO_STR(WINED3DUSAGE_QUERY_SRGBWRITE);
664 WINED3DUSAGEQUERY_TO_STR(WINED3DUSAGE_QUERY_VERTEXTEXTURE);
665 WINED3DUSAGEQUERY_TO_STR(WINED3DUSAGE_QUERY_WRAPANDMIP);
666 #undef WINED3DUSAGEQUERY_TO_STR
667 case 0: return "none";
668 default:
669 FIXME("Unrecognized %u Usage Query!\n", usagequery);
670 return "unrecognized";
674 const char* debug_d3ddeclmethod(WINED3DDECLMETHOD method) {
675 switch (method) {
676 #define WINED3DDECLMETHOD_TO_STR(u) case u: return #u
677 WINED3DDECLMETHOD_TO_STR(WINED3DDECLMETHOD_DEFAULT);
678 WINED3DDECLMETHOD_TO_STR(WINED3DDECLMETHOD_PARTIALU);
679 WINED3DDECLMETHOD_TO_STR(WINED3DDECLMETHOD_PARTIALV);
680 WINED3DDECLMETHOD_TO_STR(WINED3DDECLMETHOD_CROSSUV);
681 WINED3DDECLMETHOD_TO_STR(WINED3DDECLMETHOD_UV);
682 WINED3DDECLMETHOD_TO_STR(WINED3DDECLMETHOD_LOOKUP);
683 WINED3DDECLMETHOD_TO_STR(WINED3DDECLMETHOD_LOOKUPPRESAMPLED);
684 #undef WINED3DDECLMETHOD_TO_STR
685 default:
686 FIXME("Unrecognized %u declaration method!\n", method);
687 return "unrecognized";
691 const char* debug_d3ddecltype(WINED3DDECLTYPE type) {
692 switch (type) {
693 #define WINED3DDECLTYPE_TO_STR(u) case u: return #u
694 WINED3DDECLTYPE_TO_STR(WINED3DDECLTYPE_FLOAT1);
695 WINED3DDECLTYPE_TO_STR(WINED3DDECLTYPE_FLOAT2);
696 WINED3DDECLTYPE_TO_STR(WINED3DDECLTYPE_FLOAT3);
697 WINED3DDECLTYPE_TO_STR(WINED3DDECLTYPE_FLOAT4);
698 WINED3DDECLTYPE_TO_STR(WINED3DDECLTYPE_D3DCOLOR);
699 WINED3DDECLTYPE_TO_STR(WINED3DDECLTYPE_UBYTE4);
700 WINED3DDECLTYPE_TO_STR(WINED3DDECLTYPE_SHORT2);
701 WINED3DDECLTYPE_TO_STR(WINED3DDECLTYPE_SHORT4);
702 WINED3DDECLTYPE_TO_STR(WINED3DDECLTYPE_UBYTE4N);
703 WINED3DDECLTYPE_TO_STR(WINED3DDECLTYPE_SHORT2N);
704 WINED3DDECLTYPE_TO_STR(WINED3DDECLTYPE_SHORT4N);
705 WINED3DDECLTYPE_TO_STR(WINED3DDECLTYPE_USHORT2N);
706 WINED3DDECLTYPE_TO_STR(WINED3DDECLTYPE_USHORT4N);
707 WINED3DDECLTYPE_TO_STR(WINED3DDECLTYPE_UDEC3);
708 WINED3DDECLTYPE_TO_STR(WINED3DDECLTYPE_DEC3N);
709 WINED3DDECLTYPE_TO_STR(WINED3DDECLTYPE_FLOAT16_2);
710 WINED3DDECLTYPE_TO_STR(WINED3DDECLTYPE_FLOAT16_4);
711 WINED3DDECLTYPE_TO_STR(WINED3DDECLTYPE_UNUSED);
712 #undef WINED3DDECLTYPE_TO_STR
713 default:
714 FIXME("Unrecognized %u declaration type!\n", type);
715 return "unrecognized";
719 const char* debug_d3ddeclusage(BYTE usage) {
720 switch (usage) {
721 #define WINED3DDECLUSAGE_TO_STR(u) case u: return #u
722 WINED3DDECLUSAGE_TO_STR(WINED3DDECLUSAGE_POSITION);
723 WINED3DDECLUSAGE_TO_STR(WINED3DDECLUSAGE_BLENDWEIGHT);
724 WINED3DDECLUSAGE_TO_STR(WINED3DDECLUSAGE_BLENDINDICES);
725 WINED3DDECLUSAGE_TO_STR(WINED3DDECLUSAGE_NORMAL);
726 WINED3DDECLUSAGE_TO_STR(WINED3DDECLUSAGE_PSIZE);
727 WINED3DDECLUSAGE_TO_STR(WINED3DDECLUSAGE_TEXCOORD);
728 WINED3DDECLUSAGE_TO_STR(WINED3DDECLUSAGE_TANGENT);
729 WINED3DDECLUSAGE_TO_STR(WINED3DDECLUSAGE_BINORMAL);
730 WINED3DDECLUSAGE_TO_STR(WINED3DDECLUSAGE_TESSFACTOR);
731 WINED3DDECLUSAGE_TO_STR(WINED3DDECLUSAGE_POSITIONT);
732 WINED3DDECLUSAGE_TO_STR(WINED3DDECLUSAGE_COLOR);
733 WINED3DDECLUSAGE_TO_STR(WINED3DDECLUSAGE_FOG);
734 WINED3DDECLUSAGE_TO_STR(WINED3DDECLUSAGE_DEPTH);
735 WINED3DDECLUSAGE_TO_STR(WINED3DDECLUSAGE_SAMPLE);
736 #undef WINED3DDECLUSAGE_TO_STR
737 default:
738 FIXME("Unrecognized %u declaration usage!\n", usage);
739 return "unrecognized";
743 const char* debug_d3dresourcetype(WINED3DRESOURCETYPE res) {
744 switch (res) {
745 #define RES_TO_STR(res) case res: return #res;
746 RES_TO_STR(WINED3DRTYPE_SURFACE);
747 RES_TO_STR(WINED3DRTYPE_VOLUME);
748 RES_TO_STR(WINED3DRTYPE_TEXTURE);
749 RES_TO_STR(WINED3DRTYPE_VOLUMETEXTURE);
750 RES_TO_STR(WINED3DRTYPE_CUBETEXTURE);
751 RES_TO_STR(WINED3DRTYPE_VERTEXBUFFER);
752 RES_TO_STR(WINED3DRTYPE_INDEXBUFFER);
753 #undef RES_TO_STR
754 default:
755 FIXME("Unrecognized %u WINED3DRESOURCETYPE!\n", res);
756 return "unrecognized";
760 const char* debug_d3dprimitivetype(WINED3DPRIMITIVETYPE PrimitiveType) {
761 switch (PrimitiveType) {
762 #define PRIM_TO_STR(prim) case prim: return #prim;
763 PRIM_TO_STR(WINED3DPT_POINTLIST);
764 PRIM_TO_STR(WINED3DPT_LINELIST);
765 PRIM_TO_STR(WINED3DPT_LINESTRIP);
766 PRIM_TO_STR(WINED3DPT_TRIANGLELIST);
767 PRIM_TO_STR(WINED3DPT_TRIANGLESTRIP);
768 PRIM_TO_STR(WINED3DPT_TRIANGLEFAN);
769 #undef PRIM_TO_STR
770 default:
771 FIXME("Unrecognized %u WINED3DPRIMITIVETYPE!\n", PrimitiveType);
772 return "unrecognized";
776 const char* debug_d3drenderstate(DWORD state) {
777 switch (state) {
778 #define D3DSTATE_TO_STR(u) case u: return #u
779 D3DSTATE_TO_STR(WINED3DRS_TEXTUREHANDLE );
780 D3DSTATE_TO_STR(WINED3DRS_ANTIALIAS );
781 D3DSTATE_TO_STR(WINED3DRS_TEXTUREADDRESS );
782 D3DSTATE_TO_STR(WINED3DRS_TEXTUREPERSPECTIVE );
783 D3DSTATE_TO_STR(WINED3DRS_WRAPU );
784 D3DSTATE_TO_STR(WINED3DRS_WRAPV );
785 D3DSTATE_TO_STR(WINED3DRS_ZENABLE );
786 D3DSTATE_TO_STR(WINED3DRS_FILLMODE );
787 D3DSTATE_TO_STR(WINED3DRS_SHADEMODE );
788 D3DSTATE_TO_STR(WINED3DRS_LINEPATTERN );
789 D3DSTATE_TO_STR(WINED3DRS_MONOENABLE );
790 D3DSTATE_TO_STR(WINED3DRS_ROP2 );
791 D3DSTATE_TO_STR(WINED3DRS_PLANEMASK );
792 D3DSTATE_TO_STR(WINED3DRS_ZWRITEENABLE );
793 D3DSTATE_TO_STR(WINED3DRS_ALPHATESTENABLE );
794 D3DSTATE_TO_STR(WINED3DRS_LASTPIXEL );
795 D3DSTATE_TO_STR(WINED3DRS_TEXTUREMAG );
796 D3DSTATE_TO_STR(WINED3DRS_TEXTUREMIN );
797 D3DSTATE_TO_STR(WINED3DRS_SRCBLEND );
798 D3DSTATE_TO_STR(WINED3DRS_DESTBLEND );
799 D3DSTATE_TO_STR(WINED3DRS_TEXTUREMAPBLEND );
800 D3DSTATE_TO_STR(WINED3DRS_CULLMODE );
801 D3DSTATE_TO_STR(WINED3DRS_ZFUNC );
802 D3DSTATE_TO_STR(WINED3DRS_ALPHAREF );
803 D3DSTATE_TO_STR(WINED3DRS_ALPHAFUNC );
804 D3DSTATE_TO_STR(WINED3DRS_DITHERENABLE );
805 D3DSTATE_TO_STR(WINED3DRS_ALPHABLENDENABLE );
806 D3DSTATE_TO_STR(WINED3DRS_FOGENABLE );
807 D3DSTATE_TO_STR(WINED3DRS_SPECULARENABLE );
808 D3DSTATE_TO_STR(WINED3DRS_ZVISIBLE );
809 D3DSTATE_TO_STR(WINED3DRS_SUBPIXEL );
810 D3DSTATE_TO_STR(WINED3DRS_SUBPIXELX );
811 D3DSTATE_TO_STR(WINED3DRS_STIPPLEDALPHA );
812 D3DSTATE_TO_STR(WINED3DRS_FOGCOLOR );
813 D3DSTATE_TO_STR(WINED3DRS_FOGTABLEMODE );
814 D3DSTATE_TO_STR(WINED3DRS_FOGSTART );
815 D3DSTATE_TO_STR(WINED3DRS_FOGEND );
816 D3DSTATE_TO_STR(WINED3DRS_FOGDENSITY );
817 D3DSTATE_TO_STR(WINED3DRS_STIPPLEENABLE );
818 D3DSTATE_TO_STR(WINED3DRS_EDGEANTIALIAS );
819 D3DSTATE_TO_STR(WINED3DRS_COLORKEYENABLE );
820 D3DSTATE_TO_STR(WINED3DRS_BORDERCOLOR );
821 D3DSTATE_TO_STR(WINED3DRS_TEXTUREADDRESSU );
822 D3DSTATE_TO_STR(WINED3DRS_TEXTUREADDRESSV );
823 D3DSTATE_TO_STR(WINED3DRS_MIPMAPLODBIAS );
824 D3DSTATE_TO_STR(WINED3DRS_ZBIAS );
825 D3DSTATE_TO_STR(WINED3DRS_RANGEFOGENABLE );
826 D3DSTATE_TO_STR(WINED3DRS_ANISOTROPY );
827 D3DSTATE_TO_STR(WINED3DRS_FLUSHBATCH );
828 D3DSTATE_TO_STR(WINED3DRS_TRANSLUCENTSORTINDEPENDENT);
829 D3DSTATE_TO_STR(WINED3DRS_STENCILENABLE );
830 D3DSTATE_TO_STR(WINED3DRS_STENCILFAIL );
831 D3DSTATE_TO_STR(WINED3DRS_STENCILZFAIL );
832 D3DSTATE_TO_STR(WINED3DRS_STENCILPASS );
833 D3DSTATE_TO_STR(WINED3DRS_STENCILFUNC );
834 D3DSTATE_TO_STR(WINED3DRS_STENCILREF );
835 D3DSTATE_TO_STR(WINED3DRS_STENCILMASK );
836 D3DSTATE_TO_STR(WINED3DRS_STENCILWRITEMASK );
837 D3DSTATE_TO_STR(WINED3DRS_TEXTUREFACTOR );
838 D3DSTATE_TO_STR(WINED3DRS_STIPPLEPATTERN00 );
839 D3DSTATE_TO_STR(WINED3DRS_STIPPLEPATTERN01 );
840 D3DSTATE_TO_STR(WINED3DRS_STIPPLEPATTERN02 );
841 D3DSTATE_TO_STR(WINED3DRS_STIPPLEPATTERN03 );
842 D3DSTATE_TO_STR(WINED3DRS_STIPPLEPATTERN04 );
843 D3DSTATE_TO_STR(WINED3DRS_STIPPLEPATTERN05 );
844 D3DSTATE_TO_STR(WINED3DRS_STIPPLEPATTERN06 );
845 D3DSTATE_TO_STR(WINED3DRS_STIPPLEPATTERN07 );
846 D3DSTATE_TO_STR(WINED3DRS_STIPPLEPATTERN08 );
847 D3DSTATE_TO_STR(WINED3DRS_STIPPLEPATTERN09 );
848 D3DSTATE_TO_STR(WINED3DRS_STIPPLEPATTERN10 );
849 D3DSTATE_TO_STR(WINED3DRS_STIPPLEPATTERN11 );
850 D3DSTATE_TO_STR(WINED3DRS_STIPPLEPATTERN12 );
851 D3DSTATE_TO_STR(WINED3DRS_STIPPLEPATTERN13 );
852 D3DSTATE_TO_STR(WINED3DRS_STIPPLEPATTERN14 );
853 D3DSTATE_TO_STR(WINED3DRS_STIPPLEPATTERN15 );
854 D3DSTATE_TO_STR(WINED3DRS_STIPPLEPATTERN16 );
855 D3DSTATE_TO_STR(WINED3DRS_STIPPLEPATTERN17 );
856 D3DSTATE_TO_STR(WINED3DRS_STIPPLEPATTERN18 );
857 D3DSTATE_TO_STR(WINED3DRS_STIPPLEPATTERN19 );
858 D3DSTATE_TO_STR(WINED3DRS_STIPPLEPATTERN20 );
859 D3DSTATE_TO_STR(WINED3DRS_STIPPLEPATTERN21 );
860 D3DSTATE_TO_STR(WINED3DRS_STIPPLEPATTERN22 );
861 D3DSTATE_TO_STR(WINED3DRS_STIPPLEPATTERN23 );
862 D3DSTATE_TO_STR(WINED3DRS_STIPPLEPATTERN24 );
863 D3DSTATE_TO_STR(WINED3DRS_STIPPLEPATTERN25 );
864 D3DSTATE_TO_STR(WINED3DRS_STIPPLEPATTERN26 );
865 D3DSTATE_TO_STR(WINED3DRS_STIPPLEPATTERN27 );
866 D3DSTATE_TO_STR(WINED3DRS_STIPPLEPATTERN28 );
867 D3DSTATE_TO_STR(WINED3DRS_STIPPLEPATTERN29 );
868 D3DSTATE_TO_STR(WINED3DRS_STIPPLEPATTERN30 );
869 D3DSTATE_TO_STR(WINED3DRS_STIPPLEPATTERN31 );
870 D3DSTATE_TO_STR(WINED3DRS_WRAP0 );
871 D3DSTATE_TO_STR(WINED3DRS_WRAP1 );
872 D3DSTATE_TO_STR(WINED3DRS_WRAP2 );
873 D3DSTATE_TO_STR(WINED3DRS_WRAP3 );
874 D3DSTATE_TO_STR(WINED3DRS_WRAP4 );
875 D3DSTATE_TO_STR(WINED3DRS_WRAP5 );
876 D3DSTATE_TO_STR(WINED3DRS_WRAP6 );
877 D3DSTATE_TO_STR(WINED3DRS_WRAP7 );
878 D3DSTATE_TO_STR(WINED3DRS_CLIPPING );
879 D3DSTATE_TO_STR(WINED3DRS_LIGHTING );
880 D3DSTATE_TO_STR(WINED3DRS_EXTENTS );
881 D3DSTATE_TO_STR(WINED3DRS_AMBIENT );
882 D3DSTATE_TO_STR(WINED3DRS_FOGVERTEXMODE );
883 D3DSTATE_TO_STR(WINED3DRS_COLORVERTEX );
884 D3DSTATE_TO_STR(WINED3DRS_LOCALVIEWER );
885 D3DSTATE_TO_STR(WINED3DRS_NORMALIZENORMALS );
886 D3DSTATE_TO_STR(WINED3DRS_COLORKEYBLENDENABLE );
887 D3DSTATE_TO_STR(WINED3DRS_DIFFUSEMATERIALSOURCE );
888 D3DSTATE_TO_STR(WINED3DRS_SPECULARMATERIALSOURCE );
889 D3DSTATE_TO_STR(WINED3DRS_AMBIENTMATERIALSOURCE );
890 D3DSTATE_TO_STR(WINED3DRS_EMISSIVEMATERIALSOURCE );
891 D3DSTATE_TO_STR(WINED3DRS_VERTEXBLEND );
892 D3DSTATE_TO_STR(WINED3DRS_CLIPPLANEENABLE );
893 D3DSTATE_TO_STR(WINED3DRS_SOFTWAREVERTEXPROCESSING );
894 D3DSTATE_TO_STR(WINED3DRS_POINTSIZE );
895 D3DSTATE_TO_STR(WINED3DRS_POINTSIZE_MIN );
896 D3DSTATE_TO_STR(WINED3DRS_POINTSPRITEENABLE );
897 D3DSTATE_TO_STR(WINED3DRS_POINTSCALEENABLE );
898 D3DSTATE_TO_STR(WINED3DRS_POINTSCALE_A );
899 D3DSTATE_TO_STR(WINED3DRS_POINTSCALE_B );
900 D3DSTATE_TO_STR(WINED3DRS_POINTSCALE_C );
901 D3DSTATE_TO_STR(WINED3DRS_MULTISAMPLEANTIALIAS );
902 D3DSTATE_TO_STR(WINED3DRS_MULTISAMPLEMASK );
903 D3DSTATE_TO_STR(WINED3DRS_PATCHEDGESTYLE );
904 D3DSTATE_TO_STR(WINED3DRS_PATCHSEGMENTS );
905 D3DSTATE_TO_STR(WINED3DRS_DEBUGMONITORTOKEN );
906 D3DSTATE_TO_STR(WINED3DRS_POINTSIZE_MAX );
907 D3DSTATE_TO_STR(WINED3DRS_INDEXEDVERTEXBLENDENABLE );
908 D3DSTATE_TO_STR(WINED3DRS_COLORWRITEENABLE );
909 D3DSTATE_TO_STR(WINED3DRS_TWEENFACTOR );
910 D3DSTATE_TO_STR(WINED3DRS_BLENDOP );
911 D3DSTATE_TO_STR(WINED3DRS_POSITIONDEGREE );
912 D3DSTATE_TO_STR(WINED3DRS_NORMALDEGREE );
913 D3DSTATE_TO_STR(WINED3DRS_SCISSORTESTENABLE );
914 D3DSTATE_TO_STR(WINED3DRS_SLOPESCALEDEPTHBIAS );
915 D3DSTATE_TO_STR(WINED3DRS_ANTIALIASEDLINEENABLE );
916 D3DSTATE_TO_STR(WINED3DRS_MINTESSELLATIONLEVEL );
917 D3DSTATE_TO_STR(WINED3DRS_MAXTESSELLATIONLEVEL );
918 D3DSTATE_TO_STR(WINED3DRS_ADAPTIVETESS_X );
919 D3DSTATE_TO_STR(WINED3DRS_ADAPTIVETESS_Y );
920 D3DSTATE_TO_STR(WINED3DRS_ADAPTIVETESS_Z );
921 D3DSTATE_TO_STR(WINED3DRS_ADAPTIVETESS_W );
922 D3DSTATE_TO_STR(WINED3DRS_ENABLEADAPTIVETESSELLATION);
923 D3DSTATE_TO_STR(WINED3DRS_TWOSIDEDSTENCILMODE );
924 D3DSTATE_TO_STR(WINED3DRS_CCW_STENCILFAIL );
925 D3DSTATE_TO_STR(WINED3DRS_CCW_STENCILZFAIL );
926 D3DSTATE_TO_STR(WINED3DRS_CCW_STENCILPASS );
927 D3DSTATE_TO_STR(WINED3DRS_CCW_STENCILFUNC );
928 D3DSTATE_TO_STR(WINED3DRS_COLORWRITEENABLE1 );
929 D3DSTATE_TO_STR(WINED3DRS_COLORWRITEENABLE2 );
930 D3DSTATE_TO_STR(WINED3DRS_COLORWRITEENABLE3 );
931 D3DSTATE_TO_STR(WINED3DRS_BLENDFACTOR );
932 D3DSTATE_TO_STR(WINED3DRS_SRGBWRITEENABLE );
933 D3DSTATE_TO_STR(WINED3DRS_DEPTHBIAS );
934 D3DSTATE_TO_STR(WINED3DRS_WRAP8 );
935 D3DSTATE_TO_STR(WINED3DRS_WRAP9 );
936 D3DSTATE_TO_STR(WINED3DRS_WRAP10 );
937 D3DSTATE_TO_STR(WINED3DRS_WRAP11 );
938 D3DSTATE_TO_STR(WINED3DRS_WRAP12 );
939 D3DSTATE_TO_STR(WINED3DRS_WRAP13 );
940 D3DSTATE_TO_STR(WINED3DRS_WRAP14 );
941 D3DSTATE_TO_STR(WINED3DRS_WRAP15 );
942 D3DSTATE_TO_STR(WINED3DRS_SEPARATEALPHABLENDENABLE );
943 D3DSTATE_TO_STR(WINED3DRS_SRCBLENDALPHA );
944 D3DSTATE_TO_STR(WINED3DRS_DESTBLENDALPHA );
945 D3DSTATE_TO_STR(WINED3DRS_BLENDOPALPHA );
946 #undef D3DSTATE_TO_STR
947 default:
948 FIXME("Unrecognized %u render state!\n", state);
949 return "unrecognized";
953 const char* debug_d3dsamplerstate(DWORD state) {
954 switch (state) {
955 #define D3DSTATE_TO_STR(u) case u: return #u
956 D3DSTATE_TO_STR(WINED3DSAMP_BORDERCOLOR );
957 D3DSTATE_TO_STR(WINED3DSAMP_ADDRESSU );
958 D3DSTATE_TO_STR(WINED3DSAMP_ADDRESSV );
959 D3DSTATE_TO_STR(WINED3DSAMP_ADDRESSW );
960 D3DSTATE_TO_STR(WINED3DSAMP_MAGFILTER );
961 D3DSTATE_TO_STR(WINED3DSAMP_MINFILTER );
962 D3DSTATE_TO_STR(WINED3DSAMP_MIPFILTER );
963 D3DSTATE_TO_STR(WINED3DSAMP_MIPMAPLODBIAS);
964 D3DSTATE_TO_STR(WINED3DSAMP_MAXMIPLEVEL );
965 D3DSTATE_TO_STR(WINED3DSAMP_MAXANISOTROPY);
966 D3DSTATE_TO_STR(WINED3DSAMP_SRGBTEXTURE );
967 D3DSTATE_TO_STR(WINED3DSAMP_ELEMENTINDEX );
968 D3DSTATE_TO_STR(WINED3DSAMP_DMAPOFFSET );
969 #undef D3DSTATE_TO_STR
970 default:
971 FIXME("Unrecognized %u sampler state!\n", state);
972 return "unrecognized";
976 const char *debug_d3dtexturefiltertype(WINED3DTEXTUREFILTERTYPE filter_type) {
977 switch (filter_type) {
978 #define D3DTEXTUREFILTERTYPE_TO_STR(u) case u: return #u
979 D3DTEXTUREFILTERTYPE_TO_STR(WINED3DTEXF_NONE);
980 D3DTEXTUREFILTERTYPE_TO_STR(WINED3DTEXF_POINT);
981 D3DTEXTUREFILTERTYPE_TO_STR(WINED3DTEXF_LINEAR);
982 D3DTEXTUREFILTERTYPE_TO_STR(WINED3DTEXF_ANISOTROPIC);
983 D3DTEXTUREFILTERTYPE_TO_STR(WINED3DTEXF_FLATCUBIC);
984 D3DTEXTUREFILTERTYPE_TO_STR(WINED3DTEXF_GAUSSIANCUBIC);
985 D3DTEXTUREFILTERTYPE_TO_STR(WINED3DTEXF_PYRAMIDALQUAD);
986 D3DTEXTUREFILTERTYPE_TO_STR(WINED3DTEXF_GAUSSIANQUAD);
987 #undef D3DTEXTUREFILTERTYPE_TO_STR
988 default:
989 FIXME("Unrecognied texture filter type 0x%08x\n", filter_type);
990 return "unrecognized";
994 const char* debug_d3dtexturestate(DWORD state) {
995 switch (state) {
996 #define D3DSTATE_TO_STR(u) case u: return #u
997 D3DSTATE_TO_STR(WINED3DTSS_COLOROP );
998 D3DSTATE_TO_STR(WINED3DTSS_COLORARG1 );
999 D3DSTATE_TO_STR(WINED3DTSS_COLORARG2 );
1000 D3DSTATE_TO_STR(WINED3DTSS_ALPHAOP );
1001 D3DSTATE_TO_STR(WINED3DTSS_ALPHAARG1 );
1002 D3DSTATE_TO_STR(WINED3DTSS_ALPHAARG2 );
1003 D3DSTATE_TO_STR(WINED3DTSS_BUMPENVMAT00 );
1004 D3DSTATE_TO_STR(WINED3DTSS_BUMPENVMAT01 );
1005 D3DSTATE_TO_STR(WINED3DTSS_BUMPENVMAT10 );
1006 D3DSTATE_TO_STR(WINED3DTSS_BUMPENVMAT11 );
1007 D3DSTATE_TO_STR(WINED3DTSS_TEXCOORDINDEX );
1008 D3DSTATE_TO_STR(WINED3DTSS_BUMPENVLSCALE );
1009 D3DSTATE_TO_STR(WINED3DTSS_BUMPENVLOFFSET );
1010 D3DSTATE_TO_STR(WINED3DTSS_TEXTURETRANSFORMFLAGS );
1011 D3DSTATE_TO_STR(WINED3DTSS_ADDRESSW );
1012 D3DSTATE_TO_STR(WINED3DTSS_COLORARG0 );
1013 D3DSTATE_TO_STR(WINED3DTSS_ALPHAARG0 );
1014 D3DSTATE_TO_STR(WINED3DTSS_RESULTARG );
1015 D3DSTATE_TO_STR(WINED3DTSS_CONSTANT );
1016 #undef D3DSTATE_TO_STR
1017 case 12:
1018 /* Note WINED3DTSS are not consecutive, so skip these */
1019 return "unused";
1020 default:
1021 FIXME("Unrecognized %u texture state!\n", state);
1022 return "unrecognized";
1026 const char* debug_d3dtop(WINED3DTEXTUREOP d3dtop) {
1027 switch (d3dtop) {
1028 #define D3DTOP_TO_STR(u) case u: return #u
1029 D3DTOP_TO_STR(WINED3DTOP_DISABLE);
1030 D3DTOP_TO_STR(WINED3DTOP_SELECTARG1);
1031 D3DTOP_TO_STR(WINED3DTOP_SELECTARG2);
1032 D3DTOP_TO_STR(WINED3DTOP_MODULATE);
1033 D3DTOP_TO_STR(WINED3DTOP_MODULATE2X);
1034 D3DTOP_TO_STR(WINED3DTOP_MODULATE4X);
1035 D3DTOP_TO_STR(WINED3DTOP_ADD);
1036 D3DTOP_TO_STR(WINED3DTOP_ADDSIGNED);
1037 D3DTOP_TO_STR(WINED3DTOP_ADDSIGNED2X);
1038 D3DTOP_TO_STR(WINED3DTOP_SUBTRACT);
1039 D3DTOP_TO_STR(WINED3DTOP_ADDSMOOTH);
1040 D3DTOP_TO_STR(WINED3DTOP_BLENDDIFFUSEALPHA);
1041 D3DTOP_TO_STR(WINED3DTOP_BLENDTEXTUREALPHA);
1042 D3DTOP_TO_STR(WINED3DTOP_BLENDFACTORALPHA);
1043 D3DTOP_TO_STR(WINED3DTOP_BLENDTEXTUREALPHAPM);
1044 D3DTOP_TO_STR(WINED3DTOP_BLENDCURRENTALPHA);
1045 D3DTOP_TO_STR(WINED3DTOP_PREMODULATE);
1046 D3DTOP_TO_STR(WINED3DTOP_MODULATEALPHA_ADDCOLOR);
1047 D3DTOP_TO_STR(WINED3DTOP_MODULATECOLOR_ADDALPHA);
1048 D3DTOP_TO_STR(WINED3DTOP_MODULATEINVALPHA_ADDCOLOR);
1049 D3DTOP_TO_STR(WINED3DTOP_MODULATEINVCOLOR_ADDALPHA);
1050 D3DTOP_TO_STR(WINED3DTOP_BUMPENVMAP);
1051 D3DTOP_TO_STR(WINED3DTOP_BUMPENVMAPLUMINANCE);
1052 D3DTOP_TO_STR(WINED3DTOP_DOTPRODUCT3);
1053 D3DTOP_TO_STR(WINED3DTOP_MULTIPLYADD);
1054 D3DTOP_TO_STR(WINED3DTOP_LERP);
1055 #undef D3DTOP_TO_STR
1056 default:
1057 FIXME("Unrecognized %u WINED3DTOP\n", d3dtop);
1058 return "unrecognized";
1062 const char* debug_d3dtstype(WINED3DTRANSFORMSTATETYPE tstype) {
1063 switch (tstype) {
1064 #define TSTYPE_TO_STR(tstype) case tstype: return #tstype
1065 TSTYPE_TO_STR(WINED3DTS_VIEW);
1066 TSTYPE_TO_STR(WINED3DTS_PROJECTION);
1067 TSTYPE_TO_STR(WINED3DTS_TEXTURE0);
1068 TSTYPE_TO_STR(WINED3DTS_TEXTURE1);
1069 TSTYPE_TO_STR(WINED3DTS_TEXTURE2);
1070 TSTYPE_TO_STR(WINED3DTS_TEXTURE3);
1071 TSTYPE_TO_STR(WINED3DTS_TEXTURE4);
1072 TSTYPE_TO_STR(WINED3DTS_TEXTURE5);
1073 TSTYPE_TO_STR(WINED3DTS_TEXTURE6);
1074 TSTYPE_TO_STR(WINED3DTS_TEXTURE7);
1075 TSTYPE_TO_STR(WINED3DTS_WORLDMATRIX(0));
1076 #undef TSTYPE_TO_STR
1077 default:
1078 if (tstype > 256 && tstype < 512) {
1079 FIXME("WINED3DTS_WORLDMATRIX(%u). 1..255 not currently supported\n", tstype);
1080 return ("WINED3DTS_WORLDMATRIX > 0");
1082 FIXME("Unrecognized %u WINED3DTS\n", tstype);
1083 return "unrecognized";
1087 const char* debug_d3dpool(WINED3DPOOL Pool) {
1088 switch (Pool) {
1089 #define POOL_TO_STR(p) case p: return #p;
1090 POOL_TO_STR(WINED3DPOOL_DEFAULT);
1091 POOL_TO_STR(WINED3DPOOL_MANAGED);
1092 POOL_TO_STR(WINED3DPOOL_SYSTEMMEM);
1093 POOL_TO_STR(WINED3DPOOL_SCRATCH);
1094 #undef POOL_TO_STR
1095 default:
1096 FIXME("Unrecognized %u WINED3DPOOL!\n", Pool);
1097 return "unrecognized";
1101 const char *debug_fbostatus(GLenum status) {
1102 switch(status) {
1103 #define FBOSTATUS_TO_STR(u) case u: return #u
1104 FBOSTATUS_TO_STR(GL_FRAMEBUFFER_COMPLETE_EXT);
1105 FBOSTATUS_TO_STR(GL_FRAMEBUFFER_INCOMPLETE_ATTACHMENT_EXT);
1106 FBOSTATUS_TO_STR(GL_FRAMEBUFFER_INCOMPLETE_MISSING_ATTACHMENT_EXT);
1107 FBOSTATUS_TO_STR(GL_FRAMEBUFFER_INCOMPLETE_DIMENSIONS_EXT);
1108 FBOSTATUS_TO_STR(GL_FRAMEBUFFER_INCOMPLETE_FORMATS_EXT);
1109 FBOSTATUS_TO_STR(GL_FRAMEBUFFER_INCOMPLETE_DRAW_BUFFER_EXT);
1110 FBOSTATUS_TO_STR(GL_FRAMEBUFFER_INCOMPLETE_READ_BUFFER_EXT);
1111 FBOSTATUS_TO_STR(GL_FRAMEBUFFER_INCOMPLETE_MULTISAMPLE_EXT);
1112 FBOSTATUS_TO_STR(GL_FRAMEBUFFER_UNSUPPORTED_EXT);
1113 #undef FBOSTATUS_TO_STR
1114 default:
1115 FIXME("Unrecognied FBO status 0x%08x\n", status);
1116 return "unrecognized";
1120 const char *debug_glerror(GLenum error) {
1121 switch(error) {
1122 #define GLERROR_TO_STR(u) case u: return #u
1123 GLERROR_TO_STR(GL_NO_ERROR);
1124 GLERROR_TO_STR(GL_INVALID_ENUM);
1125 GLERROR_TO_STR(GL_INVALID_VALUE);
1126 GLERROR_TO_STR(GL_INVALID_OPERATION);
1127 GLERROR_TO_STR(GL_STACK_OVERFLOW);
1128 GLERROR_TO_STR(GL_STACK_UNDERFLOW);
1129 GLERROR_TO_STR(GL_OUT_OF_MEMORY);
1130 GLERROR_TO_STR(GL_INVALID_FRAMEBUFFER_OPERATION_EXT);
1131 #undef GLERROR_TO_STR
1132 default:
1133 FIXME("Unrecognied GL error 0x%08x\n", error);
1134 return "unrecognized";
1138 const char *debug_d3dbasis(WINED3DBASISTYPE basis) {
1139 switch(basis) {
1140 case WINED3DBASIS_BEZIER: return "WINED3DBASIS_BEZIER";
1141 case WINED3DBASIS_BSPLINE: return "WINED3DBASIS_BSPLINE";
1142 case WINED3DBASIS_INTERPOLATE: return "WINED3DBASIS_INTERPOLATE";
1143 default: return "unrecognized";
1147 const char *debug_d3ddegree(WINED3DDEGREETYPE degree) {
1148 switch(degree) {
1149 case WINED3DDEGREE_LINEAR: return "WINED3DDEGREE_LINEAR";
1150 case WINED3DDEGREE_QUADRATIC: return "WINED3DDEGREE_QUADRATIC";
1151 case WINED3DDEGREE_CUBIC: return "WINED3DDEGREE_CUBIC";
1152 case WINED3DDEGREE_QUINTIC: return "WINED3DDEGREE_QUINTIC";
1153 default: return "unrecognized";
1157 const char *debug_fixup_channel_source(enum fixup_channel_source source)
1159 switch(source)
1161 #define WINED3D_TO_STR(x) case x: return #x
1162 WINED3D_TO_STR(CHANNEL_SOURCE_ZERO);
1163 WINED3D_TO_STR(CHANNEL_SOURCE_ONE);
1164 WINED3D_TO_STR(CHANNEL_SOURCE_X);
1165 WINED3D_TO_STR(CHANNEL_SOURCE_Y);
1166 WINED3D_TO_STR(CHANNEL_SOURCE_Z);
1167 WINED3D_TO_STR(CHANNEL_SOURCE_W);
1168 WINED3D_TO_STR(CHANNEL_SOURCE_YUV0);
1169 WINED3D_TO_STR(CHANNEL_SOURCE_YUV1);
1170 #undef WINED3D_TO_STR
1171 default:
1172 FIXME("Unrecognized fixup_channel_source %#x\n", source);
1173 return "unrecognized";
1177 const char *debug_yuv_fixup(enum yuv_fixup yuv_fixup)
1179 switch(yuv_fixup)
1181 #define WINED3D_TO_STR(x) case x: return #x
1182 WINED3D_TO_STR(YUV_FIXUP_YUY2);
1183 WINED3D_TO_STR(YUV_FIXUP_UYVY);
1184 WINED3D_TO_STR(YUV_FIXUP_YV12);
1185 #undef WINED3D_TO_STR
1186 default:
1187 FIXME("Unrecognized YUV fixup %#x\n", yuv_fixup);
1188 return "unrecognized";
1192 void dump_color_fixup_desc(struct color_fixup_desc fixup)
1194 if (is_yuv_fixup(fixup))
1196 TRACE("\tYUV: %s\n", debug_yuv_fixup(get_yuv_fixup(fixup)));
1197 return;
1200 TRACE("\tX: %s%s\n", debug_fixup_channel_source(fixup.x_source), fixup.x_sign_fixup ? ", SIGN_FIXUP" : "");
1201 TRACE("\tY: %s%s\n", debug_fixup_channel_source(fixup.y_source), fixup.y_sign_fixup ? ", SIGN_FIXUP" : "");
1202 TRACE("\tZ: %s%s\n", debug_fixup_channel_source(fixup.z_source), fixup.z_sign_fixup ? ", SIGN_FIXUP" : "");
1203 TRACE("\tW: %s%s\n", debug_fixup_channel_source(fixup.w_source), fixup.w_sign_fixup ? ", SIGN_FIXUP" : "");
1206 /*****************************************************************************
1207 * Useful functions mapping GL <-> D3D values
1209 GLenum StencilOp(DWORD op) {
1210 switch(op) {
1211 case WINED3DSTENCILOP_KEEP : return GL_KEEP;
1212 case WINED3DSTENCILOP_ZERO : return GL_ZERO;
1213 case WINED3DSTENCILOP_REPLACE : return GL_REPLACE;
1214 case WINED3DSTENCILOP_INCRSAT : return GL_INCR;
1215 case WINED3DSTENCILOP_DECRSAT : return GL_DECR;
1216 case WINED3DSTENCILOP_INVERT : return GL_INVERT;
1217 case WINED3DSTENCILOP_INCR : return GL_INCR_WRAP_EXT;
1218 case WINED3DSTENCILOP_DECR : return GL_DECR_WRAP_EXT;
1219 default:
1220 FIXME("Unrecognized stencil op %d\n", op);
1221 return GL_KEEP;
1225 GLenum CompareFunc(DWORD func) {
1226 switch ((WINED3DCMPFUNC)func) {
1227 case WINED3DCMP_NEVER : return GL_NEVER;
1228 case WINED3DCMP_LESS : return GL_LESS;
1229 case WINED3DCMP_EQUAL : return GL_EQUAL;
1230 case WINED3DCMP_LESSEQUAL : return GL_LEQUAL;
1231 case WINED3DCMP_GREATER : return GL_GREATER;
1232 case WINED3DCMP_NOTEQUAL : return GL_NOTEQUAL;
1233 case WINED3DCMP_GREATEREQUAL : return GL_GEQUAL;
1234 case WINED3DCMP_ALWAYS : return GL_ALWAYS;
1235 default:
1236 FIXME("Unrecognized WINED3DCMPFUNC value %d\n", func);
1237 return 0;
1241 BOOL is_invalid_op(IWineD3DDeviceImpl *This, int stage, WINED3DTEXTUREOP op, DWORD arg1, DWORD arg2, DWORD arg3) {
1242 if (op == WINED3DTOP_DISABLE) return FALSE;
1243 if (This->stateBlock->textures[stage]) return FALSE;
1245 if ((arg1 & WINED3DTA_SELECTMASK) == WINED3DTA_TEXTURE
1246 && op != WINED3DTOP_SELECTARG2) return TRUE;
1247 if ((arg2 & WINED3DTA_SELECTMASK) == WINED3DTA_TEXTURE
1248 && op != WINED3DTOP_SELECTARG1) return TRUE;
1249 if ((arg3 & WINED3DTA_SELECTMASK) == WINED3DTA_TEXTURE
1250 && (op == WINED3DTOP_MULTIPLYADD || op == WINED3DTOP_LERP)) return TRUE;
1252 return FALSE;
1255 /* Setup this textures matrix according to the texture flags*/
1256 void set_texture_matrix(const float *smat, DWORD flags, BOOL calculatedCoords, BOOL transformed, DWORD coordtype,
1257 BOOL ffp_proj_control)
1259 float mat[16];
1261 glMatrixMode(GL_TEXTURE);
1262 checkGLcall("glMatrixMode(GL_TEXTURE)");
1264 if (flags == WINED3DTTFF_DISABLE || flags == WINED3DTTFF_COUNT1 || transformed) {
1265 glLoadIdentity();
1266 checkGLcall("glLoadIdentity()");
1267 return;
1270 if (flags == (WINED3DTTFF_COUNT1|WINED3DTTFF_PROJECTED)) {
1271 ERR("Invalid texture transform flags: WINED3DTTFF_COUNT1|WINED3DTTFF_PROJECTED\n");
1272 return;
1275 memcpy(mat, smat, 16 * sizeof(float));
1277 if (flags & WINED3DTTFF_PROJECTED) {
1278 if(!ffp_proj_control) {
1279 switch (flags & ~WINED3DTTFF_PROJECTED) {
1280 case WINED3DTTFF_COUNT2:
1281 mat[3] = mat[1], mat[7] = mat[5], mat[11] = mat[9], mat[15] = mat[13];
1282 mat[1] = mat[5] = mat[9] = mat[13] = 0;
1283 break;
1284 case WINED3DTTFF_COUNT3:
1285 mat[3] = mat[2], mat[7] = mat[6], mat[11] = mat[10], mat[15] = mat[14];
1286 mat[2] = mat[6] = mat[10] = mat[14] = 0;
1287 break;
1290 } else { /* under directx the R/Z coord can be used for translation, under opengl we use the Q coord instead */
1291 if(!calculatedCoords) {
1292 switch(coordtype) {
1293 case WINED3DDECLTYPE_FLOAT1:
1294 /* Direct3D passes the default 1.0 in the 2nd coord, while gl passes it in the 4th.
1295 * swap 2nd and 4th coord. No need to store the value of mat[12] in mat[4] because
1296 * the input value to the transformation will be 0, so the matrix value is irrelevant
1298 mat[12] = mat[4];
1299 mat[13] = mat[5];
1300 mat[14] = mat[6];
1301 mat[15] = mat[7];
1302 break;
1303 case WINED3DDECLTYPE_FLOAT2:
1304 /* See above, just 3rd and 4th coord
1306 mat[12] = mat[8];
1307 mat[13] = mat[9];
1308 mat[14] = mat[10];
1309 mat[15] = mat[11];
1310 break;
1311 case WINED3DDECLTYPE_FLOAT3: /* Opengl defaults match dx defaults */
1312 case WINED3DDECLTYPE_FLOAT4: /* No defaults apply, all app defined */
1314 /* This is to prevent swapping the matrix lines and put the default 4th coord = 1.0
1315 * into a bad place. The division elimination below will apply to make sure the
1316 * 1.0 doesn't do anything bad. The caller will set this value if the stride is 0
1318 case WINED3DDECLTYPE_UNUSED: /* No texture coords, 0/0/0/1 defaults are passed */
1319 break;
1320 default:
1321 FIXME("Unexpected fixed function texture coord input\n");
1324 if(!ffp_proj_control) {
1325 switch (flags & ~WINED3DTTFF_PROJECTED) {
1326 /* case WINED3DTTFF_COUNT1: Won't ever get here */
1327 case WINED3DTTFF_COUNT2: mat[2] = mat[6] = mat[10] = mat[14] = 0;
1328 /* OpenGL divides the first 3 vertex coord by the 4th by default,
1329 * which is essentially the same as D3DTTFF_PROJECTED. Make sure that
1330 * the 4th coord evaluates to 1.0 to eliminate that.
1332 * If the fixed function pipeline is used, the 4th value remains unused,
1333 * so there is no danger in doing this. With vertex shaders we have a
1334 * problem. Should an app hit that problem, the code here would have to
1335 * check for pixel shaders, and the shader has to undo the default gl divide.
1337 * A more serious problem occurs if the app passes 4 coordinates in, and the
1338 * 4th is != 1.0(opengl default). This would have to be fixed in drawStridedSlow
1339 * or a replacement shader
1341 default: mat[3] = mat[7] = mat[11] = 0; mat[15] = 1;
1346 glLoadMatrixf(mat);
1347 checkGLcall("glLoadMatrixf(mat)");
1349 #undef GLINFO_LOCATION
1351 #define GLINFO_LOCATION ((IWineD3DImpl *)(This->wineD3D))->gl_info
1353 /* This small helper function is used to convert a bitmask into the number of masked bits */
1354 unsigned int count_bits(unsigned int mask)
1356 unsigned int count;
1357 for (count = 0; mask; ++count)
1359 mask &= mask - 1;
1361 return count;
1364 /* Helper function for retrieving color info for ChoosePixelFormat and wglChoosePixelFormatARB.
1365 * The later function requires individual color components. */
1366 BOOL getColorBits(WINED3DFORMAT fmt, short *redSize, short *greenSize, short *blueSize, short *alphaSize, short *totalSize)
1368 const StaticPixelFormatDesc *desc;
1370 TRACE("fmt: %s\n", debug_d3dformat(fmt));
1371 switch(fmt)
1373 case WINED3DFMT_X8R8G8B8:
1374 case WINED3DFMT_R8G8B8:
1375 case WINED3DFMT_A8R8G8B8:
1376 case WINED3DFMT_A2R10G10B10:
1377 case WINED3DFMT_X1R5G5B5:
1378 case WINED3DFMT_A1R5G5B5:
1379 case WINED3DFMT_R5G6B5:
1380 case WINED3DFMT_X4R4G4B4:
1381 case WINED3DFMT_A4R4G4B4:
1382 case WINED3DFMT_R3G3B2:
1383 case WINED3DFMT_A8P8:
1384 case WINED3DFMT_P8:
1385 break;
1386 default:
1387 ERR("Unsupported format: %s\n", debug_d3dformat(fmt));
1388 return FALSE;
1391 desc = getFormatDescEntry(fmt, NULL, NULL);
1392 if(!desc)
1394 ERR("Unable to look up format: 0x%x\n", fmt);
1395 return FALSE;
1397 *redSize = count_bits(desc->redMask);
1398 *greenSize = count_bits(desc->greenMask);
1399 *blueSize = count_bits(desc->blueMask);
1400 *alphaSize = count_bits(desc->alphaMask);
1401 *totalSize = *redSize + *greenSize + *blueSize + *alphaSize;
1403 TRACE("Returning red: %d, green: %d, blue: %d, alpha: %d, total: %d for fmt=%s\n", *redSize, *greenSize, *blueSize, *alphaSize, *totalSize, debug_d3dformat(fmt));
1404 return TRUE;
1407 /* Helper function for retrieving depth/stencil info for ChoosePixelFormat and wglChoosePixelFormatARB */
1408 BOOL getDepthStencilBits(WINED3DFORMAT fmt, short *depthSize, short *stencilSize)
1410 const StaticPixelFormatDesc *desc;
1412 TRACE("fmt: %s\n", debug_d3dformat(fmt));
1413 switch(fmt)
1415 case WINED3DFMT_D16_LOCKABLE:
1416 case WINED3DFMT_D16:
1417 case WINED3DFMT_D15S1:
1418 case WINED3DFMT_D24X8:
1419 case WINED3DFMT_D24X4S4:
1420 case WINED3DFMT_D24S8:
1421 case WINED3DFMT_D24FS8:
1422 case WINED3DFMT_D32:
1423 case WINED3DFMT_D32F_LOCKABLE:
1424 break;
1425 default:
1426 FIXME("Unsupported stencil format: %s\n", debug_d3dformat(fmt));
1427 return FALSE;
1430 desc = getFormatDescEntry(fmt, NULL, NULL);
1431 if(!desc)
1433 ERR("Unable to look up format: 0x%x\n", fmt);
1434 return FALSE;
1436 *depthSize = desc->depthSize;
1437 *stencilSize = desc->stencilSize;
1439 TRACE("Returning depthSize: %d and stencilSize: %d for fmt=%s\n", *depthSize, *stencilSize, debug_d3dformat(fmt));
1440 return TRUE;
1443 #undef GLINFO_LOCATION
1445 /* DirectDraw stuff */
1446 WINED3DFORMAT pixelformat_for_depth(DWORD depth) {
1447 switch(depth) {
1448 case 8: return WINED3DFMT_P8;
1449 case 15: return WINED3DFMT_X1R5G5B5;
1450 case 16: return WINED3DFMT_R5G6B5;
1451 case 24: return WINED3DFMT_X8R8G8B8; /* Robots needs 24bit to be X8R8G8B8 */
1452 case 32: return WINED3DFMT_X8R8G8B8; /* EVE online and the Fur demo need 32bit AdapterDisplayMode to return X8R8G8B8 */
1453 default: return WINED3DFMT_UNKNOWN;
1457 void multiply_matrix(WINED3DMATRIX *dest, const WINED3DMATRIX *src1, const WINED3DMATRIX *src2) {
1458 WINED3DMATRIX temp;
1460 /* Now do the multiplication 'by hand'.
1461 I know that all this could be optimised, but this will be done later :-) */
1462 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);
1463 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);
1464 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);
1465 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);
1467 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);
1468 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);
1469 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);
1470 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);
1472 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);
1473 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);
1474 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);
1475 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);
1477 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);
1478 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);
1479 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);
1480 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);
1482 /* And copy the new matrix in the good storage.. */
1483 memcpy(dest, &temp, 16 * sizeof(float));
1486 DWORD get_flexible_vertex_size(DWORD d3dvtVertexType) {
1487 DWORD size = 0;
1488 int i;
1489 int numTextures = (d3dvtVertexType & WINED3DFVF_TEXCOUNT_MASK) >> WINED3DFVF_TEXCOUNT_SHIFT;
1491 if (d3dvtVertexType & WINED3DFVF_NORMAL) size += 3 * sizeof(float);
1492 if (d3dvtVertexType & WINED3DFVF_DIFFUSE) size += sizeof(DWORD);
1493 if (d3dvtVertexType & WINED3DFVF_SPECULAR) size += sizeof(DWORD);
1494 if (d3dvtVertexType & WINED3DFVF_PSIZE) size += sizeof(DWORD);
1495 switch (d3dvtVertexType & WINED3DFVF_POSITION_MASK) {
1496 case WINED3DFVF_XYZ: size += 3 * sizeof(float); break;
1497 case WINED3DFVF_XYZRHW: size += 4 * sizeof(float); break;
1498 case WINED3DFVF_XYZB1: size += 4 * sizeof(float); break;
1499 case WINED3DFVF_XYZB2: size += 5 * sizeof(float); break;
1500 case WINED3DFVF_XYZB3: size += 6 * sizeof(float); break;
1501 case WINED3DFVF_XYZB4: size += 7 * sizeof(float); break;
1502 case WINED3DFVF_XYZB5: size += 8 * sizeof(float); break;
1503 default: ERR("Unexpected position mask\n");
1505 for (i = 0; i < numTextures; i++) {
1506 size += GET_TEXCOORD_SIZE_FROM_FVF(d3dvtVertexType, i) * sizeof(float);
1509 return size;
1512 /***********************************************************************
1513 * CalculateTexRect
1515 * Calculates the dimensions of the opengl texture used for blits.
1516 * Handled oversized opengl textures and updates the source rectangle
1517 * accordingly
1519 * Params:
1520 * This: Surface to operate on
1521 * Rect: Requested rectangle
1523 * Returns:
1524 * TRUE if the texture part can be loaded,
1525 * FALSE otherwise
1527 *********************************************************************/
1528 #define GLINFO_LOCATION This->resource.wineD3DDevice->adapter->gl_info
1530 BOOL CalculateTexRect(IWineD3DSurfaceImpl *This, RECT *Rect, float glTexCoord[4]) {
1531 int x1 = Rect->left, x2 = Rect->right;
1532 int y1 = Rect->top, y2 = Rect->bottom;
1533 GLint maxSize = GL_LIMITS(texture_size);
1535 TRACE("(%p)->(%d,%d)-(%d,%d)\n", This,
1536 Rect->left, Rect->top, Rect->right, Rect->bottom);
1538 /* The sizes might be reversed */
1539 if(Rect->left > Rect->right) {
1540 x1 = Rect->right;
1541 x2 = Rect->left;
1543 if(Rect->top > Rect->bottom) {
1544 y1 = Rect->bottom;
1545 y2 = Rect->top;
1548 /* No oversized texture? This is easy */
1549 if(!(This->Flags & SFLAG_OVERSIZE)) {
1550 /* Which rect from the texture do I need? */
1551 if(This->glDescription.target == GL_TEXTURE_RECTANGLE_ARB) {
1552 glTexCoord[0] = (float) Rect->left;
1553 glTexCoord[2] = (float) Rect->top;
1554 glTexCoord[1] = (float) Rect->right;
1555 glTexCoord[3] = (float) Rect->bottom;
1556 } else {
1557 glTexCoord[0] = (float) Rect->left / (float) This->pow2Width;
1558 glTexCoord[2] = (float) Rect->top / (float) This->pow2Height;
1559 glTexCoord[1] = (float) Rect->right / (float) This->pow2Width;
1560 glTexCoord[3] = (float) Rect->bottom / (float) This->pow2Height;
1563 return TRUE;
1564 } else {
1565 /* Check if we can succeed at all */
1566 if( (x2 - x1) > maxSize ||
1567 (y2 - y1) > maxSize ) {
1568 TRACE("Requested rectangle is too large for gl\n");
1569 return FALSE;
1572 /* A part of the texture has to be picked. First, check if
1573 * some texture part is loaded already, if yes try to re-use it.
1574 * If the texture is dirty, or the part can't be used,
1575 * re-position the part to load
1577 if(This->Flags & SFLAG_INTEXTURE) {
1578 if(This->glRect.left <= x1 && This->glRect.right >= x2 &&
1579 This->glRect.top <= y1 && This->glRect.bottom >= x2 ) {
1580 /* Ok, the rectangle is ok, re-use it */
1581 TRACE("Using existing gl Texture\n");
1582 } else {
1583 /* Rectangle is not ok, dirtify the texture to reload it */
1584 TRACE("Dirtifying texture to force reload\n");
1585 This->Flags &= ~SFLAG_INTEXTURE;
1589 /* Now if we are dirty(no else if!) */
1590 if(!(This->Flags & SFLAG_INTEXTURE)) {
1591 /* Set the new rectangle. Use the following strategy:
1592 * 1) Use as big textures as possible.
1593 * 2) Place the texture part in the way that the requested
1594 * part is in the middle of the texture(well, almost)
1595 * 3) If the texture is moved over the edges of the
1596 * surface, replace it nicely
1597 * 4) If the coord is not limiting the texture size,
1598 * use the whole size
1600 if((This->pow2Width) > maxSize) {
1601 This->glRect.left = x1 - maxSize / 2;
1602 if(This->glRect.left < 0) {
1603 This->glRect.left = 0;
1605 This->glRect.right = This->glRect.left + maxSize;
1606 if(This->glRect.right > This->currentDesc.Width) {
1607 This->glRect.right = This->currentDesc.Width;
1608 This->glRect.left = This->glRect.right - maxSize;
1610 } else {
1611 This->glRect.left = 0;
1612 This->glRect.right = This->pow2Width;
1615 if(This->pow2Height > maxSize) {
1616 This->glRect.top = x1 - GL_LIMITS(texture_size) / 2;
1617 if(This->glRect.top < 0) This->glRect.top = 0;
1618 This->glRect.bottom = This->glRect.left + maxSize;
1619 if(This->glRect.bottom > This->currentDesc.Height) {
1620 This->glRect.bottom = This->currentDesc.Height;
1621 This->glRect.top = This->glRect.bottom - maxSize;
1623 } else {
1624 This->glRect.top = 0;
1625 This->glRect.bottom = This->pow2Height;
1627 TRACE("(%p): Using rect (%d,%d)-(%d,%d)\n", This,
1628 This->glRect.left, This->glRect.top, This->glRect.right, This->glRect.bottom);
1631 /* Re-calculate the rect to draw */
1632 Rect->left -= This->glRect.left;
1633 Rect->right -= This->glRect.left;
1634 Rect->top -= This->glRect.top;
1635 Rect->bottom -= This->glRect.top;
1637 /* Get the gl coordinates. The gl rectangle is a power of 2, eigher the max size,
1638 * or the pow2Width / pow2Height of the surface.
1640 * Can never be GL_TEXTURE_RECTANGLE_ARB because oversized surfaces are always set up
1641 * as regular GL_TEXTURE_2D.
1643 glTexCoord[0] = (float) Rect->left / (float) (This->glRect.right - This->glRect.left);
1644 glTexCoord[2] = (float) Rect->top / (float) (This->glRect.bottom - This->glRect.top);
1645 glTexCoord[1] = (float) Rect->right / (float) (This->glRect.right - This->glRect.left);
1646 glTexCoord[3] = (float) Rect->bottom / (float) (This->glRect.bottom - This->glRect.top);
1648 return TRUE;
1650 #undef GLINFO_LOCATION
1652 /* Hash table functions */
1654 struct hash_table_t *hash_table_create(hash_function_t *hash_function, compare_function_t *compare_function)
1656 struct hash_table_t *table;
1657 unsigned int initial_size = 8;
1659 table = HeapAlloc(GetProcessHeap(), 0, sizeof(struct hash_table_t) + (initial_size * sizeof(struct list)));
1660 if (!table)
1662 ERR("Failed to allocate table, returning NULL.\n");
1663 return NULL;
1666 table->hash_function = hash_function;
1667 table->compare_function = compare_function;
1669 table->grow_size = initial_size - (initial_size >> 2);
1670 table->shrink_size = 0;
1672 table->buckets = HeapAlloc(GetProcessHeap(), HEAP_ZERO_MEMORY, initial_size * sizeof(struct list));
1673 if (!table->buckets)
1675 ERR("Failed to allocate table buckets, returning NULL.\n");
1676 HeapFree(GetProcessHeap(), 0, table);
1677 return NULL;
1679 table->bucket_count = initial_size;
1681 table->entries = HeapAlloc(GetProcessHeap(), HEAP_ZERO_MEMORY, table->grow_size * sizeof(struct hash_table_entry_t));
1682 if (!table->entries)
1684 ERR("Failed to allocate table entries, returning NULL.\n");
1685 HeapFree(GetProcessHeap(), 0, table->buckets);
1686 HeapFree(GetProcessHeap(), 0, table);
1687 return NULL;
1689 table->entry_count = 0;
1691 list_init(&table->free_entries);
1692 table->count = 0;
1694 return table;
1697 void hash_table_destroy(struct hash_table_t *table, void (*free_value)(void *value, void *cb), void *cb)
1699 unsigned int i = 0;
1701 for (i = 0; i < table->entry_count; ++i)
1703 if(free_value) {
1704 free_value(table->entries[i].value, cb);
1706 HeapFree(GetProcessHeap(), 0, table->entries[i].key);
1709 HeapFree(GetProcessHeap(), 0, table->entries);
1710 HeapFree(GetProcessHeap(), 0, table->buckets);
1711 HeapFree(GetProcessHeap(), 0, table);
1714 static inline struct hash_table_entry_t *hash_table_get_by_idx(const struct hash_table_t *table, const void *key,
1715 unsigned int idx)
1717 struct hash_table_entry_t *entry;
1719 if (table->buckets[idx].next)
1720 LIST_FOR_EACH_ENTRY(entry, &(table->buckets[idx]), struct hash_table_entry_t, entry)
1721 if (table->compare_function(entry->key, key)) return entry;
1723 return NULL;
1726 static BOOL hash_table_resize(struct hash_table_t *table, unsigned int new_bucket_count)
1728 unsigned int new_entry_count = 0;
1729 struct hash_table_entry_t *new_entries;
1730 struct list *new_buckets;
1731 unsigned int grow_size = new_bucket_count - (new_bucket_count >> 2);
1732 unsigned int i;
1734 new_buckets = HeapAlloc(GetProcessHeap(), HEAP_ZERO_MEMORY, new_bucket_count * sizeof(struct list));
1735 if (!new_buckets)
1737 ERR("Failed to allocate new buckets, returning FALSE.\n");
1738 return FALSE;
1741 new_entries = HeapAlloc(GetProcessHeap(), HEAP_ZERO_MEMORY, grow_size * sizeof(struct hash_table_entry_t));
1742 if (!new_entries)
1744 ERR("Failed to allocate new entries, returning FALSE.\n");
1745 HeapFree(GetProcessHeap(), 0, new_buckets);
1746 return FALSE;
1749 for (i = 0; i < table->bucket_count; ++i)
1751 if (table->buckets[i].next)
1753 struct hash_table_entry_t *entry, *entry2;
1755 LIST_FOR_EACH_ENTRY_SAFE(entry, entry2, &table->buckets[i], struct hash_table_entry_t, entry)
1757 int j;
1758 struct hash_table_entry_t *new_entry = new_entries + (new_entry_count++);
1759 *new_entry = *entry;
1761 j = new_entry->hash & (new_bucket_count - 1);
1763 if (!new_buckets[j].next) list_init(&new_buckets[j]);
1764 list_add_head(&new_buckets[j], &new_entry->entry);
1769 HeapFree(GetProcessHeap(), 0, table->buckets);
1770 table->buckets = new_buckets;
1772 HeapFree(GetProcessHeap(), 0, table->entries);
1773 table->entries = new_entries;
1775 table->entry_count = new_entry_count;
1776 list_init(&table->free_entries);
1778 table->bucket_count = new_bucket_count;
1779 table->grow_size = grow_size;
1780 table->shrink_size = new_bucket_count > 8 ? new_bucket_count >> 2 : 0;
1782 return TRUE;
1785 void hash_table_put(struct hash_table_t *table, void *key, void *value)
1787 unsigned int idx;
1788 unsigned int hash;
1789 struct hash_table_entry_t *entry;
1791 hash = table->hash_function(key);
1792 idx = hash & (table->bucket_count - 1);
1793 entry = hash_table_get_by_idx(table, key, idx);
1795 if (entry)
1797 HeapFree(GetProcessHeap(), 0, key);
1798 entry->value = value;
1800 if (!value)
1802 HeapFree(GetProcessHeap(), 0, entry->key);
1803 entry->key = NULL;
1805 /* Remove the entry */
1806 list_remove(&entry->entry);
1807 list_add_head(&table->free_entries, &entry->entry);
1809 --table->count;
1811 /* Shrink if necessary */
1812 if (table->count < table->shrink_size) {
1813 if (!hash_table_resize(table, table->bucket_count >> 1))
1815 ERR("Failed to shrink the table...\n");
1820 return;
1823 if (!value) return;
1825 /* Grow if necessary */
1826 if (table->count >= table->grow_size)
1828 if (!hash_table_resize(table, table->bucket_count << 1))
1830 ERR("Failed to grow the table, returning.\n");
1831 return;
1834 idx = hash & (table->bucket_count - 1);
1837 /* Find an entry to insert */
1838 if (!list_empty(&table->free_entries))
1840 struct list *elem = list_head(&table->free_entries);
1842 list_remove(elem);
1843 entry = LIST_ENTRY(elem, struct hash_table_entry_t, entry);
1844 } else {
1845 entry = table->entries + (table->entry_count++);
1848 /* Insert the entry */
1849 entry->key = key;
1850 entry->value = value;
1851 entry->hash = hash;
1852 if (!table->buckets[idx].next) list_init(&table->buckets[idx]);
1853 list_add_head(&table->buckets[idx], &entry->entry);
1855 ++table->count;
1858 void hash_table_remove(struct hash_table_t *table, void *key)
1860 hash_table_put(table, key, NULL);
1863 void *hash_table_get(const struct hash_table_t *table, const void *key)
1865 unsigned int idx;
1866 struct hash_table_entry_t *entry;
1868 idx = table->hash_function(key) & (table->bucket_count - 1);
1869 entry = hash_table_get_by_idx(table, key, idx);
1871 return entry ? entry->value : NULL;
1874 #define GLINFO_LOCATION stateblock->wineD3DDevice->adapter->gl_info
1875 void gen_ffp_frag_op(IWineD3DStateBlockImpl *stateblock, struct ffp_frag_settings *settings, BOOL ignore_textype) {
1876 #define ARG1 0x01
1877 #define ARG2 0x02
1878 #define ARG0 0x04
1879 static const unsigned char args[WINED3DTOP_LERP + 1] = {
1880 /* undefined */ 0,
1881 /* D3DTOP_DISABLE */ 0,
1882 /* D3DTOP_SELECTARG1 */ ARG1,
1883 /* D3DTOP_SELECTARG2 */ ARG2,
1884 /* D3DTOP_MODULATE */ ARG1 | ARG2,
1885 /* D3DTOP_MODULATE2X */ ARG1 | ARG2,
1886 /* D3DTOP_MODULATE4X */ ARG1 | ARG2,
1887 /* D3DTOP_ADD */ ARG1 | ARG2,
1888 /* D3DTOP_ADDSIGNED */ ARG1 | ARG2,
1889 /* D3DTOP_ADDSIGNED2X */ ARG1 | ARG2,
1890 /* D3DTOP_SUBTRACT */ ARG1 | ARG2,
1891 /* D3DTOP_ADDSMOOTH */ ARG1 | ARG2,
1892 /* D3DTOP_BLENDDIFFUSEALPHA */ ARG1 | ARG2,
1893 /* D3DTOP_BLENDTEXTUREALPHA */ ARG1 | ARG2,
1894 /* D3DTOP_BLENDFACTORALPHA */ ARG1 | ARG2,
1895 /* D3DTOP_BLENDTEXTUREALPHAPM */ ARG1 | ARG2,
1896 /* D3DTOP_BLENDCURRENTALPHA */ ARG1 | ARG2,
1897 /* D3DTOP_PREMODULATE */ ARG1 | ARG2,
1898 /* D3DTOP_MODULATEALPHA_ADDCOLOR */ ARG1 | ARG2,
1899 /* D3DTOP_MODULATECOLOR_ADDALPHA */ ARG1 | ARG2,
1900 /* D3DTOP_MODULATEINVALPHA_ADDCOLOR */ ARG1 | ARG2,
1901 /* D3DTOP_MODULATEINVCOLOR_ADDALPHA */ ARG1 | ARG2,
1902 /* D3DTOP_BUMPENVMAP */ ARG1 | ARG2,
1903 /* D3DTOP_BUMPENVMAPLUMINANCE */ ARG1 | ARG2,
1904 /* D3DTOP_DOTPRODUCT3 */ ARG1 | ARG2,
1905 /* D3DTOP_MULTIPLYADD */ ARG1 | ARG2 | ARG0,
1906 /* D3DTOP_LERP */ ARG1 | ARG2 | ARG0
1908 unsigned int i;
1909 DWORD ttff;
1910 DWORD cop, aop, carg0, carg1, carg2, aarg0, aarg1, aarg2;
1912 for(i = 0; i < GL_LIMITS(texture_stages); i++) {
1913 IWineD3DBaseTextureImpl *texture;
1914 settings->op[i].padding = 0;
1915 if(stateblock->textureState[i][WINED3DTSS_COLOROP] == WINED3DTOP_DISABLE) {
1916 settings->op[i].cop = WINED3DTOP_DISABLE;
1917 settings->op[i].aop = WINED3DTOP_DISABLE;
1918 settings->op[i].carg0 = settings->op[i].carg1 = settings->op[i].carg2 = ARG_UNUSED;
1919 settings->op[i].aarg0 = settings->op[i].aarg1 = settings->op[i].aarg2 = ARG_UNUSED;
1920 settings->op[i].color_correction = COLOR_FIXUP_IDENTITY;
1921 settings->op[i].dst = resultreg;
1922 settings->op[i].tex_type = tex_1d;
1923 settings->op[i].projected = proj_none;
1924 i++;
1925 break;
1928 texture = (IWineD3DBaseTextureImpl *) stateblock->textures[i];
1929 if(texture) {
1930 settings->op[i].color_correction = texture->baseTexture.shader_color_fixup;
1931 if(ignore_textype) {
1932 settings->op[i].tex_type = tex_1d;
1933 } else {
1934 switch(stateblock->textureDimensions[i]) {
1935 case GL_TEXTURE_1D:
1936 settings->op[i].tex_type = tex_1d;
1937 break;
1938 case GL_TEXTURE_2D:
1939 settings->op[i].tex_type = tex_2d;
1940 break;
1941 case GL_TEXTURE_3D:
1942 settings->op[i].tex_type = tex_3d;
1943 break;
1944 case GL_TEXTURE_CUBE_MAP_ARB:
1945 settings->op[i].tex_type = tex_cube;
1946 break;
1947 case GL_TEXTURE_RECTANGLE_ARB:
1948 settings->op[i].tex_type = tex_rect;
1949 break;
1952 } else {
1953 settings->op[i].color_correction = COLOR_FIXUP_IDENTITY;
1954 settings->op[i].tex_type = tex_1d;
1957 cop = stateblock->textureState[i][WINED3DTSS_COLOROP];
1958 aop = stateblock->textureState[i][WINED3DTSS_ALPHAOP];
1960 carg1 = (args[cop] & ARG1) ? stateblock->textureState[i][WINED3DTSS_COLORARG1] : 0xffffffff;
1961 carg2 = (args[cop] & ARG2) ? stateblock->textureState[i][WINED3DTSS_COLORARG2] : 0xffffffff;
1962 carg0 = (args[cop] & ARG0) ? stateblock->textureState[i][WINED3DTSS_COLORARG0] : 0xffffffff;
1964 if(is_invalid_op(stateblock->wineD3DDevice, i, cop,
1965 carg1, carg2, carg0)) {
1966 carg0 = 0xffffffff;
1967 carg2 = 0xffffffff;
1968 carg1 = WINED3DTA_CURRENT;
1969 cop = WINED3DTOP_SELECTARG1;
1972 if(cop == WINED3DTOP_DOTPRODUCT3) {
1973 /* A dotproduct3 on the colorop overwrites the alphaop operation and replicates
1974 * the color result to the alpha component of the destination
1976 aop = cop;
1977 aarg1 = carg1;
1978 aarg2 = carg2;
1979 aarg0 = carg0;
1980 } else {
1981 aarg1 = (args[aop] & ARG1) ? stateblock->textureState[i][WINED3DTSS_ALPHAARG1] : 0xffffffff;
1982 aarg2 = (args[aop] & ARG2) ? stateblock->textureState[i][WINED3DTSS_ALPHAARG2] : 0xffffffff;
1983 aarg0 = (args[aop] & ARG0) ? stateblock->textureState[i][WINED3DTSS_ALPHAARG0] : 0xffffffff;
1986 if(i == 0 && stateblock->textures[0] &&
1987 stateblock->renderState[WINED3DRS_COLORKEYENABLE] &&
1988 (stateblock->textureDimensions[0] == GL_TEXTURE_2D ||
1989 stateblock->textureDimensions[0] == GL_TEXTURE_RECTANGLE_ARB)) {
1990 IWineD3DSurfaceImpl *surf = (IWineD3DSurfaceImpl *) ((IWineD3DTextureImpl *) stateblock->textures[0])->surfaces[0];
1992 if(surf->CKeyFlags & WINEDDSD_CKSRCBLT &&
1993 getFormatDescEntry(surf->resource.format, NULL, NULL)->alphaMask == 0x00000000) {
1995 if(aop == WINED3DTOP_DISABLE) {
1996 aarg1 = WINED3DTA_TEXTURE;
1997 aop = WINED3DTOP_SELECTARG1;
1999 else if(aop == WINED3DTOP_SELECTARG1 && aarg1 != WINED3DTA_TEXTURE) {
2000 if (stateblock->renderState[WINED3DRS_ALPHABLENDENABLE]) {
2001 aarg2 = WINED3DTA_TEXTURE;
2002 aop = WINED3DTOP_MODULATE;
2004 else aarg1 = WINED3DTA_TEXTURE;
2006 else if(aop == WINED3DTOP_SELECTARG2 && aarg2 != WINED3DTA_TEXTURE) {
2007 if (stateblock->renderState[WINED3DRS_ALPHABLENDENABLE]) {
2008 aarg1 = WINED3DTA_TEXTURE;
2009 aop = WINED3DTOP_MODULATE;
2011 else aarg2 = WINED3DTA_TEXTURE;
2016 if(is_invalid_op(stateblock->wineD3DDevice, i, aop,
2017 aarg1, aarg2, aarg0)) {
2018 aarg0 = 0xffffffff;
2019 aarg2 = 0xffffffff;
2020 aarg1 = WINED3DTA_CURRENT;
2021 aop = WINED3DTOP_SELECTARG1;
2024 if(carg1 == WINED3DTA_TEXTURE || carg2 == WINED3DTA_TEXTURE || carg0 == WINED3DTA_TEXTURE ||
2025 aarg1 == WINED3DTA_TEXTURE || aarg2 == WINED3DTA_TEXTURE || aarg0 == WINED3DTA_TEXTURE) {
2026 ttff = stateblock->textureState[i][WINED3DTSS_TEXTURETRANSFORMFLAGS];
2027 if(ttff == (WINED3DTTFF_PROJECTED | WINED3DTTFF_COUNT3)) {
2028 settings->op[i].projected = proj_count3;
2029 } else if(ttff == (WINED3DTTFF_PROJECTED | WINED3DTTFF_COUNT4)) {
2030 settings->op[i].projected = proj_count4;
2031 } else {
2032 settings->op[i].projected = proj_none;
2034 } else {
2035 settings->op[i].projected = proj_none;
2038 settings->op[i].cop = cop;
2039 settings->op[i].aop = aop;
2040 settings->op[i].carg0 = carg0;
2041 settings->op[i].carg1 = carg1;
2042 settings->op[i].carg2 = carg2;
2043 settings->op[i].aarg0 = aarg0;
2044 settings->op[i].aarg1 = aarg1;
2045 settings->op[i].aarg2 = aarg2;
2047 if(stateblock->textureState[i][WINED3DTSS_RESULTARG] == WINED3DTA_TEMP) {
2048 settings->op[i].dst = tempreg;
2049 } else {
2050 settings->op[i].dst = resultreg;
2054 /* Clear unsupported stages */
2055 for(; i < MAX_TEXTURES; i++) {
2056 memset(&settings->op[i], 0xff, sizeof(settings->op[i]));
2059 if(stateblock->renderState[WINED3DRS_FOGENABLE] == FALSE) {
2060 settings->fog = FOG_OFF;
2061 } else if(stateblock->renderState[WINED3DRS_FOGTABLEMODE] == WINED3DFOG_NONE) {
2062 switch(stateblock->renderState[WINED3DRS_FOGVERTEXMODE]) {
2063 case WINED3DFOG_NONE:
2064 case WINED3DFOG_LINEAR:
2065 settings->fog = FOG_LINEAR;
2066 break;
2067 case WINED3DFOG_EXP:
2068 settings->fog = FOG_EXP;
2069 break;
2070 case WINED3DFOG_EXP2:
2071 settings->fog = FOG_EXP2;
2072 break;
2074 } else {
2075 switch(stateblock->renderState[WINED3DRS_FOGTABLEMODE]) {
2076 case WINED3DFOG_LINEAR:
2077 settings->fog = FOG_LINEAR;
2078 break;
2079 case WINED3DFOG_EXP:
2080 settings->fog = FOG_EXP;
2081 break;
2082 case WINED3DFOG_EXP2:
2083 settings->fog = FOG_EXP2;
2084 break;
2087 if(stateblock->renderState[WINED3DRS_SRGBWRITEENABLE]) {
2088 settings->sRGB_write = 1;
2089 } else {
2090 settings->sRGB_write = 0;
2093 #undef GLINFO_LOCATION
2095 const struct ffp_frag_desc *find_ffp_frag_shader(const struct hash_table_t *fragment_shaders,
2096 const struct ffp_frag_settings *settings)
2098 return (const struct ffp_frag_desc *)hash_table_get(fragment_shaders, settings);
2101 void add_ffp_frag_shader(struct hash_table_t *shaders, struct ffp_frag_desc *desc) {
2102 struct ffp_frag_settings *key = HeapAlloc(GetProcessHeap(), 0, sizeof(*key));
2103 /* Note that the key is the implementation independent part of the ffp_frag_desc structure,
2104 * whereas desc points to an extended structure with implementation specific parts.
2105 * Make a copy of the key because hash_table_put takes ownership of it
2107 *key = desc->settings;
2108 hash_table_put(shaders, key, desc);
2111 /* Activates the texture dimension according to the bound D3D texture.
2112 * Does not care for the colorop or correct gl texture unit(when using nvrc)
2113 * Requires the caller to activate the correct unit before
2115 #define GLINFO_LOCATION stateblock->wineD3DDevice->adapter->gl_info
2116 void texture_activate_dimensions(DWORD stage, IWineD3DStateBlockImpl *stateblock, WineD3DContext *context) {
2117 if(stateblock->textures[stage]) {
2118 switch(stateblock->textureDimensions[stage]) {
2119 case GL_TEXTURE_2D:
2120 glDisable(GL_TEXTURE_3D);
2121 checkGLcall("glDisable(GL_TEXTURE_3D)");
2122 if(GL_SUPPORT(ARB_TEXTURE_CUBE_MAP)) {
2123 glDisable(GL_TEXTURE_CUBE_MAP_ARB);
2124 checkGLcall("glDisable(GL_TEXTURE_CUBE_MAP_ARB)");
2126 if(GL_SUPPORT(ARB_TEXTURE_RECTANGLE)) {
2127 glDisable(GL_TEXTURE_RECTANGLE_ARB);
2128 checkGLcall("glDisable(GL_TEXTURE_RECTANGLE_ARB)");
2130 glEnable(GL_TEXTURE_2D);
2131 checkGLcall("glEnable(GL_TEXTURE_2D)");
2132 break;
2133 case GL_TEXTURE_RECTANGLE_ARB:
2134 glDisable(GL_TEXTURE_2D);
2135 checkGLcall("glDisable(GL_TEXTURE_2D)");
2136 glDisable(GL_TEXTURE_3D);
2137 checkGLcall("glDisable(GL_TEXTURE_3D)");
2138 if(GL_SUPPORT(ARB_TEXTURE_CUBE_MAP)) {
2139 glDisable(GL_TEXTURE_CUBE_MAP_ARB);
2140 checkGLcall("glDisable(GL_TEXTURE_CUBE_MAP_ARB)");
2142 glEnable(GL_TEXTURE_RECTANGLE_ARB);
2143 checkGLcall("glEnable(GL_TEXTURE_RECTANGLE_ARB)");
2144 break;
2145 case GL_TEXTURE_3D:
2146 if(GL_SUPPORT(ARB_TEXTURE_CUBE_MAP)) {
2147 glDisable(GL_TEXTURE_CUBE_MAP_ARB);
2148 checkGLcall("glDisable(GL_TEXTURE_CUBE_MAP_ARB)");
2150 if(GL_SUPPORT(ARB_TEXTURE_RECTANGLE)) {
2151 glDisable(GL_TEXTURE_RECTANGLE_ARB);
2152 checkGLcall("glDisable(GL_TEXTURE_RECTANGLE_ARB)");
2154 glDisable(GL_TEXTURE_2D);
2155 checkGLcall("glDisable(GL_TEXTURE_2D)");
2156 glEnable(GL_TEXTURE_3D);
2157 checkGLcall("glEnable(GL_TEXTURE_3D)");
2158 break;
2159 case GL_TEXTURE_CUBE_MAP_ARB:
2160 glDisable(GL_TEXTURE_2D);
2161 checkGLcall("glDisable(GL_TEXTURE_2D)");
2162 glDisable(GL_TEXTURE_3D);
2163 checkGLcall("glDisable(GL_TEXTURE_3D)");
2164 if(GL_SUPPORT(ARB_TEXTURE_RECTANGLE)) {
2165 glDisable(GL_TEXTURE_RECTANGLE_ARB);
2166 checkGLcall("glDisable(GL_TEXTURE_RECTANGLE_ARB)");
2168 glEnable(GL_TEXTURE_CUBE_MAP_ARB);
2169 checkGLcall("glEnable(GL_TEXTURE_CUBE_MAP_ARB)");
2170 break;
2172 } else {
2173 glEnable(GL_TEXTURE_2D);
2174 checkGLcall("glEnable(GL_TEXTURE_2D)");
2175 glDisable(GL_TEXTURE_3D);
2176 checkGLcall("glDisable(GL_TEXTURE_3D)");
2177 if(GL_SUPPORT(ARB_TEXTURE_CUBE_MAP)) {
2178 glDisable(GL_TEXTURE_CUBE_MAP_ARB);
2179 checkGLcall("glDisable(GL_TEXTURE_CUBE_MAP_ARB)");
2181 if(GL_SUPPORT(ARB_TEXTURE_RECTANGLE)) {
2182 glDisable(GL_TEXTURE_RECTANGLE_ARB);
2183 checkGLcall("glDisable(GL_TEXTURE_RECTANGLE_ARB)");
2185 /* Binding textures is done by samplers. A dummy texture will be bound */
2189 void sampler_texdim(DWORD state, IWineD3DStateBlockImpl *stateblock, WineD3DContext *context) {
2190 DWORD sampler = state - STATE_SAMPLER(0);
2191 DWORD mapped_stage = stateblock->wineD3DDevice->texUnitMap[sampler];
2193 /* No need to enable / disable anything here for unused samplers. The tex_colorop
2194 * handler takes care. Also no action is needed with pixel shaders, or if tex_colorop
2195 * will take care of this business
2197 if(mapped_stage == -1 || mapped_stage >= GL_LIMITS(textures)) return;
2198 if(sampler >= stateblock->lowest_disabled_stage) return;
2199 if(isStateDirty(context, STATE_TEXTURESTAGE(sampler, WINED3DTSS_COLOROP))) return;
2201 texture_activate_dimensions(sampler, stateblock, context);
2203 #undef GLINFO_LOCATION
2205 unsigned int ffp_frag_program_key_hash(const void *key)
2207 const struct ffp_frag_settings *k = (const struct ffp_frag_settings *)key;
2208 unsigned int hash = 0, i;
2209 const DWORD *blob;
2211 /* This takes the texture op settings of stage 0 and 1 into account.
2212 * how exactly depends on the memory laybout of the compiler, but it
2213 * should not matter too much. Stages > 1 are used rarely, so there's
2214 * no need to process them. Even if they're used it is likely that
2215 * the ffp setup has distinct stage 0 and 1 settings.
2217 for(i = 0; i < 2; i++) {
2218 blob = (const DWORD *)&k->op[i];
2219 hash ^= blob[0] ^ blob[1];
2222 hash += ~(hash << 15);
2223 hash ^= (hash >> 10);
2224 hash += (hash << 3);
2225 hash ^= (hash >> 6);
2226 hash += ~(hash << 11);
2227 hash ^= (hash >> 16);
2229 return hash;
2232 BOOL ffp_frag_program_key_compare(const void *keya, const void *keyb)
2234 const struct ffp_frag_settings *ka = (const struct ffp_frag_settings *)keya;
2235 const struct ffp_frag_settings *kb = (const struct ffp_frag_settings *)keyb;
2237 return memcmp(ka, kb, sizeof(*ka)) == 0;