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
27 #include "wined3d_private.h"
29 WINE_DEFAULT_DEBUG_CHANNEL(d3d
);
31 /*****************************************************************************
34 * For the formats WINED3DFMT_A32B32G32R32F, WINED3DFMT_A16B16G16R16F,
35 * and WINED3DFMT_A16B16G16R16 do not have correct alpha masks, because the
36 * high masks do not fit into the 32 bit values needed for ddraw. It is only
37 * used for ddraw mostly, and to figure out if the format has alpha at all, so
38 * setting a mask like 0x1 for those surfaces is correct. The 64 and 128 bit
39 * formats are not usable in 2D rendering because ddraw doesn't support them.
41 static const StaticPixelFormatDesc formats
[] = {
42 /*{WINED3DFORMAT ,alphamask ,redmask ,greenmask ,bluemask ,bpp ,depth ,stencil, isFourcc*/
43 {WINED3DFMT_UNKNOWN
,0x0 ,0x0 ,0x0 ,0x0 ,1 ,0 ,0 ,FALSE
},
44 /* FourCC formats, kept here to have WINED3DFMT_R8G8B8(=20) at position 20 */
45 {WINED3DFMT_UYVY
,0x0 ,0x0 ,0x0 ,0x0 ,2 ,0 ,0 ,TRUE
},
46 {WINED3DFMT_YUY2
,0x0 ,0x0 ,0x0 ,0x0 ,2 ,0 ,0 ,TRUE
},
47 {WINED3DFMT_YV12
,0x0 ,0x0 ,0x0 ,0x0 ,1 ,0 ,0 ,TRUE
},
48 {WINED3DFMT_DXT1
,0x0 ,0x0 ,0x0 ,0x0 ,1 ,0 ,0 ,TRUE
},
49 {WINED3DFMT_DXT2
,0x0 ,0x0 ,0x0 ,0x0 ,1 ,0 ,0 ,TRUE
},
50 {WINED3DFMT_DXT3
,0x0 ,0x0 ,0x0 ,0x0 ,1 ,0 ,0 ,TRUE
},
51 {WINED3DFMT_DXT4
,0x0 ,0x0 ,0x0 ,0x0 ,1 ,0 ,0 ,TRUE
},
52 {WINED3DFMT_DXT5
,0x0 ,0x0 ,0x0 ,0x0 ,1 ,0 ,0 ,TRUE
},
53 {WINED3DFMT_MULTI2_ARGB8
,0x0 ,0x0 ,0x0 ,0x0 ,1/*?*/ ,0 ,0 ,TRUE
},
54 {WINED3DFMT_G8R8_G8B8
,0x0 ,0x0 ,0x0 ,0x0 ,1/*?*/ ,0 ,0 ,TRUE
},
55 {WINED3DFMT_R8G8_B8G8
,0x0 ,0x0 ,0x0 ,0x0 ,1/*?*/ ,0 ,0 ,TRUE
},
57 {WINED3DFMT_R32F
,0x0 ,0x0 ,0x0 ,0x0 ,4 ,0 ,0 ,FALSE
},
58 {WINED3DFMT_G32R32F
,0x0 ,0x0 ,0x0 ,0x0 ,8 ,0 ,0 ,FALSE
},
59 {WINED3DFMT_A32B32G32R32F
,0x1 ,0x0 ,0x0 ,0x0 ,16 ,0 ,0 ,FALSE
},
61 {WINED3DFMT_CxV8U8
,0x0 ,0x0 ,0x0 ,0x0 ,2 ,0 ,0 ,FALSE
},
63 {WINED3DFMT_R16F
,0x0 ,0x0 ,0x0 ,0x0 ,2 ,0 ,0 ,FALSE
},
64 {WINED3DFMT_G16R16F
,0x0 ,0x0 ,0x0 ,0x0 ,4 ,0 ,0 ,FALSE
},
65 {WINED3DFMT_A16B16G16R16F
,0x1 ,0x0 ,0x0 ,0x0 ,8 ,0 ,0 ,FALSE
},
66 /* Palettized formats */
67 {WINED3DFMT_A8P8
,0x0000ff00 ,0x0 ,0x0 ,0x0 ,2 ,0 ,0 ,FALSE
},
68 {WINED3DFMT_P8
,0x0 ,0x0 ,0x0 ,0x0 ,1 ,0 ,0 ,FALSE
},
69 /* Standard ARGB formats. Keep WINED3DFMT_R8G8B8(=20) at position 20 */
70 {WINED3DFMT_R8G8B8
,0x0 ,0x00ff0000 ,0x0000ff00 ,0x000000ff ,3 ,0 ,0 ,FALSE
},
71 {WINED3DFMT_A8R8G8B8
,0xff000000 ,0x00ff0000 ,0x0000ff00 ,0x000000ff ,4 ,0 ,0 ,FALSE
},
72 {WINED3DFMT_X8R8G8B8
,0x0 ,0x00ff0000 ,0x0000ff00 ,0x000000ff ,4 ,0 ,0 ,FALSE
},
73 {WINED3DFMT_R5G6B5
,0x0 ,0x0000F800 ,0x000007e0 ,0x0000001f ,2 ,0 ,0 ,FALSE
},
74 {WINED3DFMT_X1R5G5B5
,0x0 ,0x00007c00 ,0x000003e0 ,0x0000001f ,2 ,0 ,0 ,FALSE
},
75 {WINED3DFMT_A1R5G5B5
,0x00008000 ,0x00007c00 ,0x000003e0 ,0x0000001f ,2 ,0 ,0 ,FALSE
},
76 {WINED3DFMT_A4R4G4B4
,0x0000f000 ,0x00000f00 ,0x000000f0 ,0x0000000f ,2 ,0 ,0 ,FALSE
},
77 {WINED3DFMT_R3G3B2
,0x0 ,0x000000e0 ,0x0000001c ,0x00000003 ,1 ,0 ,0 ,FALSE
},
78 {WINED3DFMT_A8
,0x000000ff ,0x0 ,0x0 ,0x0 ,1 ,0 ,0 ,FALSE
},
79 {WINED3DFMT_A8R3G3B2
,0x0000ff00 ,0x000000e0 ,0x0000001c ,0x00000003 ,2 ,0 ,0 ,FALSE
},
80 {WINED3DFMT_X4R4G4B4
,0x0 ,0x00000f00 ,0x000000f0 ,0x0000000f ,2 ,0 ,0 ,FALSE
},
81 {WINED3DFMT_A2B10G10R10
,0xb0000000 ,0x000003ff ,0x000ffc00 ,0x3ff00000 ,4 ,0 ,0 ,FALSE
},
82 {WINED3DFMT_A8B8G8R8
,0xff000000 ,0x000000ff ,0x0000ff00 ,0x00ff0000 ,4 ,0 ,0 ,FALSE
},
83 {WINED3DFMT_X8B8G8R8
,0x0 ,0x000000ff ,0x0000ff00 ,0x00ff0000 ,4 ,0 ,0 ,FALSE
},
84 {WINED3DFMT_G16R16
,0x0 ,0x0000ffff ,0xffff0000 ,0x0 ,4 ,0 ,0 ,FALSE
},
85 {WINED3DFMT_A2R10G10B10
,0xb0000000 ,0x3ff00000 ,0x000ffc00 ,0x000003ff ,4 ,0 ,0 ,FALSE
},
86 {WINED3DFMT_A16B16G16R16
,0x1 ,0x0000ffff ,0xffff0000 ,0x0 ,8 ,0 ,0 ,FALSE
},
88 {WINED3DFMT_L8
,0x0 ,0x0 ,0x0 ,0x0 ,1 ,0 ,0 ,FALSE
},
89 {WINED3DFMT_A8L8
,0x0000ff00 ,0x0 ,0x0 ,0x0 ,2 ,0 ,0 ,FALSE
},
90 {WINED3DFMT_A4L4
,0x000000f0 ,0x0 ,0x0 ,0x0 ,1 ,0 ,0 ,FALSE
},
91 /* Bump mapping stuff */
92 {WINED3DFMT_V8U8
,0x0 ,0x0 ,0x0 ,0x0 ,2 ,0 ,0 ,FALSE
},
93 {WINED3DFMT_L6V5U5
,0x0 ,0x0 ,0x0 ,0x0 ,2 ,0 ,0 ,FALSE
},
94 {WINED3DFMT_X8L8V8U8
,0x0 ,0x0 ,0x0 ,0x0 ,4 ,0 ,0 ,FALSE
},
95 {WINED3DFMT_Q8W8V8U8
,0x0 ,0x0 ,0x0 ,0x0 ,4 ,0 ,0 ,FALSE
},
96 {WINED3DFMT_V16U16
,0x0 ,0x0 ,0x0 ,0x0 ,4 ,0 ,0 ,FALSE
},
97 {WINED3DFMT_W11V11U10
,0x0 ,0x0 ,0x0 ,0x0 ,4 ,0 ,0 ,FALSE
},
98 {WINED3DFMT_A2W10V10U10
,0xb0000000 ,0x0 ,0x0 ,0x0 ,4 ,0 ,0 ,FALSE
},
99 /* Depth stencil formats */
100 {WINED3DFMT_D16_LOCKABLE
,0x0 ,0x0 ,0x0 ,0x0 ,2 ,16 ,0 ,FALSE
},
101 {WINED3DFMT_D32
,0x0 ,0x0 ,0x0 ,0x0 ,4 ,32 ,0 ,FALSE
},
102 {WINED3DFMT_D15S1
,0x0 ,0x0 ,0x0 ,0x0 ,2 ,15 ,1 ,FALSE
},
103 {WINED3DFMT_D24S8
,0x0 ,0x0 ,0x0 ,0x0 ,4 ,24 ,8 ,FALSE
},
104 {WINED3DFMT_D24X8
,0x0 ,0x0 ,0x0 ,0x0 ,4 ,24 ,0 ,FALSE
},
105 {WINED3DFMT_D24X4S4
,0x0 ,0x0 ,0x0 ,0x0 ,4 ,24 ,4 ,FALSE
},
106 {WINED3DFMT_D16
,0x0 ,0x0 ,0x0 ,0x0 ,2 ,16 ,0 ,FALSE
},
107 {WINED3DFMT_L16
,0x0 ,0x0 ,0x0 ,0x0 ,2 ,16 ,0 ,FALSE
},
108 {WINED3DFMT_D32F_LOCKABLE
,0x0 ,0x0 ,0x0 ,0x0 ,4 ,32 ,0 ,FALSE
},
109 {WINED3DFMT_D24FS8
,0x0 ,0x0 ,0x0 ,0x0 ,4 ,24 ,8 ,FALSE
},
110 /* Is this a vertex buffer? */
111 {WINED3DFMT_VERTEXDATA
,0x0 ,0x0 ,0x0 ,0x0 ,0 ,0 ,0 ,FALSE
},
112 {WINED3DFMT_INDEX16
,0x0 ,0x0 ,0x0 ,0x0 ,2 ,0 ,0 ,FALSE
},
113 {WINED3DFMT_INDEX32
,0x0 ,0x0 ,0x0 ,0x0 ,4 ,0 ,0 ,FALSE
},
114 {WINED3DFMT_Q16W16V16U16
,0x0 ,0x0 ,0x0 ,0x0 ,8 ,0 ,0 ,FALSE
},
115 /* Vendor-specific formats */
116 {WINED3DFMT_ATI2N
,0x0 ,0x0 ,0x0 ,0x0 ,1 ,0 ,0 ,TRUE
},
117 {WINED3DFMT_NVHU
,0x0 ,0x0 ,0x0 ,0x0 ,2 ,0 ,0 ,TRUE
},
118 {WINED3DFMT_NVHS
,0x0 ,0x0 ,0x0 ,0x0 ,2 ,0 ,0 ,TRUE
},
123 GLint glInternal
, glGammaInternal
, rtInternal
, glFormat
, glType
;
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
133 static const GlPixelFormatDescTemplate gl_formats_template
[] = {
134 /*{ internal ,srgbInternal , rtInternal, format ,type \
136 {WINED3DFMT_UNKNOWN
,0 ,0 , 0, 0 ,0
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
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
163 {WINED3DFMT_G8R8_G8B8
,0 ,0 , 0, 0 ,0
165 {WINED3DFMT_R8G8_B8G8
,0 ,0 , 0, 0 ,0
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
},
175 {WINED3DFMT_CxV8U8
,0 ,0 , 0, 0 ,0
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
187 {WINED3DFMT_P8
, GL_COLOR_INDEX8_EXT
,GL_COLOR_INDEX8_EXT
, 0, GL_COLOR_INDEX
,GL_UNSIGNED_BYTE
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
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
},
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
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
244 {WINED3DFMT_A2W10V10U10
,0 ,0 , 0, 0 ,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
270 {WINED3DFMT_INDEX16
,0 ,0 , 0, 0 ,0
272 {WINED3DFMT_INDEX32
,0 ,0 , 0, 0 ,0
274 {WINED3DFMT_Q16W16V16U16
,GL_COLOR_INDEX
,GL_COLOR_INDEX
, 0, GL_COLOR_INDEX
,GL_UNSIGNED_SHORT
276 /* Vendor-specific formats */
277 {WINED3DFMT_ATI2N
,0 ,0 , 0, GL_LUMINANCE_ALPHA
,GL_UNSIGNED_BYTE
279 {WINED3DFMT_NVHU
,0 ,0 , 0, GL_LUMINANCE_ALPHA
,GL_UNSIGNED_BYTE
281 {WINED3DFMT_NVHS
,0 ,0 , 0, GL_LUMINANCE_ALPHA
,GL_UNSIGNED_BYTE
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
) {
293 for(i
= 0; i
< (sizeof(formats
) / sizeof(formats
[0])); i
++) {
294 if(formats
[i
].format
== fmt
) {
302 #define GLINFO_LOCATION (*gl_info)
303 BOOL
initPixelFormats(WineD3D_GL_Info
*gl_info
)
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
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
].conversion_group
= WINED3DFMT_UNKNOWN
;
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) {
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
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
;
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
;
362 gl_info
->gl_formats
[dst
].rtInternal
= gl_formats_template
[src
].glInternal
;
366 /* V8U8 is supported natively by GL_ATI_envmap_bumpmap and GL_NV_texture_shader.
367 * V16U16 is only supported by GL_NV_texture_shader. The formats need fixup if
368 * their extensions are not available.
370 * In theory, V8U8 and V16U16 need a fixup of the undefined blue channel. OpenGL
371 * returns 0.0 when sampling from it, DirectX 1.0. This is disabled until we find
372 * an application that needs this because it causes performance problems due to
373 * shader recompiling in some games.
375 if(!GL_SUPPORT(ATI_ENVMAP_BUMPMAP
) && !GL_SUPPORT(NV_TEXTURE_SHADER2
)) {
376 /* signed -> unsigned fixup */
377 dst
= getFmtIdx(WINED3DFMT_V8U8
);
378 gl_info
->gl_formats
[dst
].conversion_group
= WINED3DFMT_V8U8
;
379 dst
= getFmtIdx(WINED3DFMT_V16U16
);
380 gl_info
->gl_formats
[dst
].conversion_group
= WINED3DFMT_V8U8
;
381 } else if(GL_SUPPORT(ATI_ENVMAP_BUMPMAP
)) {
382 /* signed -> unsigned fixup */
383 dst
= getFmtIdx(WINED3DFMT_V16U16
);
384 gl_info
->gl_formats
[dst
].conversion_group
= WINED3DFMT_V16U16
;
386 /* Blue = 1.0 fixup, disabled for now */
388 dst
= getFmtIdx(WINED3DFMT_V8U8
);
389 gl_info
->gl_formats
[dst
].conversion_group
= WINED3DFMT_V8U8
;
390 dst
= getFmtIdx(WINED3DFMT_V16U16
);
391 gl_info
->gl_formats
[dst
].conversion_group
= WINED3DFMT_V8U8
;
395 if(!GL_SUPPORT(NV_TEXTURE_SHADER
)) {
396 /* If GL_NV_texture_shader is not supported, those formats are converted, incompatibly
399 dst
= getFmtIdx(WINED3DFMT_L6V5U5
);
400 gl_info
->gl_formats
[dst
].conversion_group
= WINED3DFMT_L6V5U5
;
401 dst
= getFmtIdx(WINED3DFMT_X8L8V8U8
);
402 gl_info
->gl_formats
[dst
].conversion_group
= WINED3DFMT_X8L8V8U8
;
403 dst
= getFmtIdx(WINED3DFMT_Q8W8V8U8
);
404 gl_info
->gl_formats
[dst
].conversion_group
= WINED3DFMT_Q8W8V8U8
;
406 /* If GL_NV_texture_shader is supported, WINED3DFMT_L6V5U5 and WINED3DFMT_X8L8V8U8
407 * are converted at surface loading time, but they do not need any modification in
408 * the shader, thus they are compatible with all WINED3DFMT_UNKNOWN group formats.
409 * WINED3DFMT_Q8W8V8U8 doesn't even need load-time conversion
413 if(GL_SUPPORT(EXT_TEXTURE_COMPRESSION_RGTC
)) {
414 dst
= getFmtIdx(WINED3DFMT_ATI2N
);
415 gl_info
->gl_formats
[dst
].glInternal
= GL_COMPRESSED_RED_GREEN_RGTC2_EXT
;
416 gl_info
->gl_formats
[dst
].glGammaInternal
= GL_COMPRESSED_RED_GREEN_RGTC2_EXT
;
417 gl_info
->gl_formats
[dst
].conversion_group
= WINED3DFMT_ATI2N
;
418 } else if(GL_SUPPORT(ATI_TEXTURE_COMPRESSION_3DC
)) {
419 dst
= getFmtIdx(WINED3DFMT_ATI2N
);
420 gl_info
->gl_formats
[dst
].glInternal
= GL_COMPRESSED_LUMINANCE_ALPHA_3DC_ATI
;
421 gl_info
->gl_formats
[dst
].glGammaInternal
= GL_COMPRESSED_LUMINANCE_ALPHA_3DC_ATI
;
422 gl_info
->gl_formats
[dst
].conversion_group
= WINED3DFMT_ATI2N
;
425 if(!GL_SUPPORT(APPLE_YCBCR_422
)) {
426 dst
= getFmtIdx(WINED3DFMT_YUY2
);
427 gl_info
->gl_formats
[dst
].glInternal
= GL_LUMINANCE_ALPHA
;
428 gl_info
->gl_formats
[dst
].glGammaInternal
= GL_LUMINANCE_ALPHA
; /* not srgb */
429 gl_info
->gl_formats
[dst
].glFormat
= GL_LUMINANCE_ALPHA
;
430 gl_info
->gl_formats
[dst
].glType
= GL_UNSIGNED_BYTE
;
431 gl_info
->gl_formats
[dst
].conversion_group
= WINED3DFMT_YUY2
;
433 dst
= getFmtIdx(WINED3DFMT_UYVY
);
434 gl_info
->gl_formats
[dst
].glInternal
= GL_LUMINANCE_ALPHA
;
435 gl_info
->gl_formats
[dst
].glGammaInternal
= GL_LUMINANCE_ALPHA
; /* not srgb */
436 gl_info
->gl_formats
[dst
].glFormat
= GL_LUMINANCE_ALPHA
;
437 gl_info
->gl_formats
[dst
].glType
= GL_UNSIGNED_BYTE
;
438 gl_info
->gl_formats
[dst
].conversion_group
= WINED3DFMT_UYVY
;
441 dst
= getFmtIdx(WINED3DFMT_YV12
);
442 gl_info
->gl_formats
[dst
].heightscale
= 1.5;
443 gl_info
->gl_formats
[dst
].conversion_group
= WINED3DFMT_YV12
;
448 /* NOTE: Make sure these are in the correct numerical order. (see /include/wined3d_types.h) */
449 static WINED3DGLTYPE
const glTypeLookupTemplate
[WINED3DDECLTYPE_UNUSED
] = {
450 {WINED3DDECLTYPE_FLOAT1
, 1, GL_FLOAT
, GL_FALSE
,sizeof(float)},
451 {WINED3DDECLTYPE_FLOAT2
, 2, GL_FLOAT
, GL_FALSE
,sizeof(float)},
452 {WINED3DDECLTYPE_FLOAT3
, 3, GL_FLOAT
, GL_FALSE
,sizeof(float)},
453 {WINED3DDECLTYPE_FLOAT4
, 4, GL_FLOAT
, GL_FALSE
,sizeof(float)},
454 {WINED3DDECLTYPE_D3DCOLOR
, 4, GL_UNSIGNED_BYTE
, GL_TRUE
,sizeof(BYTE
)},
455 {WINED3DDECLTYPE_UBYTE4
, 4, GL_UNSIGNED_BYTE
, GL_FALSE
,sizeof(BYTE
)},
456 {WINED3DDECLTYPE_SHORT2
, 2, GL_SHORT
, GL_FALSE
,sizeof(short int)},
457 {WINED3DDECLTYPE_SHORT4
, 4, GL_SHORT
, GL_FALSE
,sizeof(short int)},
458 {WINED3DDECLTYPE_UBYTE4N
, 4, GL_UNSIGNED_BYTE
, GL_TRUE
,sizeof(BYTE
)},
459 {WINED3DDECLTYPE_SHORT2N
, 2, GL_SHORT
, GL_TRUE
,sizeof(short int)},
460 {WINED3DDECLTYPE_SHORT4N
, 4, GL_SHORT
, GL_TRUE
,sizeof(short int)},
461 {WINED3DDECLTYPE_USHORT2N
, 2, GL_UNSIGNED_SHORT
, GL_TRUE
,sizeof(short int)},
462 {WINED3DDECLTYPE_USHORT4N
, 4, GL_UNSIGNED_SHORT
, GL_TRUE
,sizeof(short int)},
463 {WINED3DDECLTYPE_UDEC3
, 3, GL_UNSIGNED_SHORT
, GL_FALSE
,sizeof(short int)},
464 {WINED3DDECLTYPE_DEC3N
, 3, GL_SHORT
, GL_TRUE
,sizeof(short int)},
465 {WINED3DDECLTYPE_FLOAT16_2
, 2, GL_HALF_FLOAT_NV
, GL_FALSE
,sizeof(GLhalfNV
)},
466 {WINED3DDECLTYPE_FLOAT16_4
, 4, GL_HALF_FLOAT_NV
, GL_FALSE
,sizeof(GLhalfNV
)}};
468 void init_type_lookup(WineD3D_GL_Info
*gl_info
) {
469 memcpy(gl_info
->glTypeLookup
, glTypeLookupTemplate
, sizeof(glTypeLookupTemplate
));
470 if(!GL_SUPPORT(NV_HALF_FLOAT
)) {
471 /* Do not change the size of the type, it is CPU side. We have to change the GPU-side information though.
472 * It is the job of the vertex buffer code to make sure that the vbos have the right format
474 gl_info
->glTypeLookup
[WINED3DDECLTYPE_FLOAT16_2
].glType
= GL_FLOAT
;
475 gl_info
->glTypeLookup
[WINED3DDECLTYPE_FLOAT16_4
].glType
= GL_FLOAT
;
479 #undef GLINFO_LOCATION
481 #define GLINFO_LOCATION This->adapter->gl_info
483 const StaticPixelFormatDesc
*getFormatDescEntry(WINED3DFORMAT fmt
, WineD3D_GL_Info
*gl_info
, const GlPixelFormatDesc
**glDesc
)
485 int idx
= getFmtIdx(fmt
);
488 FIXME("Can't find format %s(%d) in the format lookup table\n", debug_d3dformat(fmt
), fmt
);
489 /* Get the caller a valid pointer */
490 idx
= getFmtIdx(WINED3DFMT_UNKNOWN
);
493 if(!gl_info
->gl_formats
) {
494 /* If we do not have gl format information, provide a dummy NULL format. This is an easy way to make
495 * all gl caps check return "unsupported" than catching the lack of gl all over the code. ANSI C requires
496 * static variables to be initialized to 0.
498 static const GlPixelFormatDesc dummyFmt
;
501 *glDesc
= &gl_info
->gl_formats
[idx
];
504 return &formats
[idx
];
507 /*****************************************************************************
508 * Trace formatting of useful values
510 const char* debug_d3dformat(WINED3DFORMAT fmt
) {
512 #define FMT_TO_STR(fmt) case fmt: return #fmt
513 FMT_TO_STR(WINED3DFMT_UNKNOWN
);
514 FMT_TO_STR(WINED3DFMT_R8G8B8
);
515 FMT_TO_STR(WINED3DFMT_A8R8G8B8
);
516 FMT_TO_STR(WINED3DFMT_X8R8G8B8
);
517 FMT_TO_STR(WINED3DFMT_R5G6B5
);
518 FMT_TO_STR(WINED3DFMT_X1R5G5B5
);
519 FMT_TO_STR(WINED3DFMT_A1R5G5B5
);
520 FMT_TO_STR(WINED3DFMT_A4R4G4B4
);
521 FMT_TO_STR(WINED3DFMT_R3G3B2
);
522 FMT_TO_STR(WINED3DFMT_A8
);
523 FMT_TO_STR(WINED3DFMT_A8R3G3B2
);
524 FMT_TO_STR(WINED3DFMT_X4R4G4B4
);
525 FMT_TO_STR(WINED3DFMT_A2B10G10R10
);
526 FMT_TO_STR(WINED3DFMT_A8B8G8R8
);
527 FMT_TO_STR(WINED3DFMT_X8B8G8R8
);
528 FMT_TO_STR(WINED3DFMT_G16R16
);
529 FMT_TO_STR(WINED3DFMT_A2R10G10B10
);
530 FMT_TO_STR(WINED3DFMT_A16B16G16R16
);
531 FMT_TO_STR(WINED3DFMT_A8P8
);
532 FMT_TO_STR(WINED3DFMT_P8
);
533 FMT_TO_STR(WINED3DFMT_L8
);
534 FMT_TO_STR(WINED3DFMT_A8L8
);
535 FMT_TO_STR(WINED3DFMT_A4L4
);
536 FMT_TO_STR(WINED3DFMT_V8U8
);
537 FMT_TO_STR(WINED3DFMT_L6V5U5
);
538 FMT_TO_STR(WINED3DFMT_X8L8V8U8
);
539 FMT_TO_STR(WINED3DFMT_Q8W8V8U8
);
540 FMT_TO_STR(WINED3DFMT_V16U16
);
541 FMT_TO_STR(WINED3DFMT_W11V11U10
);
542 FMT_TO_STR(WINED3DFMT_A2W10V10U10
);
543 FMT_TO_STR(WINED3DFMT_UYVY
);
544 FMT_TO_STR(WINED3DFMT_YUY2
);
545 FMT_TO_STR(WINED3DFMT_YV12
);
546 FMT_TO_STR(WINED3DFMT_DXT1
);
547 FMT_TO_STR(WINED3DFMT_DXT2
);
548 FMT_TO_STR(WINED3DFMT_DXT3
);
549 FMT_TO_STR(WINED3DFMT_DXT4
);
550 FMT_TO_STR(WINED3DFMT_DXT5
);
551 FMT_TO_STR(WINED3DFMT_MULTI2_ARGB8
);
552 FMT_TO_STR(WINED3DFMT_G8R8_G8B8
);
553 FMT_TO_STR(WINED3DFMT_R8G8_B8G8
);
554 FMT_TO_STR(WINED3DFMT_D16_LOCKABLE
);
555 FMT_TO_STR(WINED3DFMT_D32
);
556 FMT_TO_STR(WINED3DFMT_D15S1
);
557 FMT_TO_STR(WINED3DFMT_D24S8
);
558 FMT_TO_STR(WINED3DFMT_D24X8
);
559 FMT_TO_STR(WINED3DFMT_D24X4S4
);
560 FMT_TO_STR(WINED3DFMT_D16
);
561 FMT_TO_STR(WINED3DFMT_L16
);
562 FMT_TO_STR(WINED3DFMT_D32F_LOCKABLE
);
563 FMT_TO_STR(WINED3DFMT_D24FS8
);
564 FMT_TO_STR(WINED3DFMT_VERTEXDATA
);
565 FMT_TO_STR(WINED3DFMT_INDEX16
);
566 FMT_TO_STR(WINED3DFMT_INDEX32
);
567 FMT_TO_STR(WINED3DFMT_Q16W16V16U16
);
568 FMT_TO_STR(WINED3DFMT_R16F
);
569 FMT_TO_STR(WINED3DFMT_G16R16F
);
570 FMT_TO_STR(WINED3DFMT_A16B16G16R16F
);
571 FMT_TO_STR(WINED3DFMT_R32F
);
572 FMT_TO_STR(WINED3DFMT_G32R32F
);
573 FMT_TO_STR(WINED3DFMT_A32B32G32R32F
);
574 FMT_TO_STR(WINED3DFMT_CxV8U8
);
575 FMT_TO_STR(WINED3DFMT_ATI2N
);
576 FMT_TO_STR(WINED3DFMT_NVHU
);
577 FMT_TO_STR(WINED3DFMT_NVHS
);
582 fourcc
[0] = (char)(fmt
);
583 fourcc
[1] = (char)(fmt
>> 8);
584 fourcc
[2] = (char)(fmt
>> 16);
585 fourcc
[3] = (char)(fmt
>> 24);
587 if( isprint(fourcc
[0]) && isprint(fourcc
[1]) && isprint(fourcc
[2]) && isprint(fourcc
[3]) )
588 FIXME("Unrecognized %u (as fourcc: %s) WINED3DFORMAT!\n", fmt
, fourcc
);
590 FIXME("Unrecognized %u WINED3DFORMAT!\n", fmt
);
592 return "unrecognized";
596 const char* debug_d3ddevicetype(WINED3DDEVTYPE devtype
) {
598 #define DEVTYPE_TO_STR(dev) case dev: return #dev
599 DEVTYPE_TO_STR(WINED3DDEVTYPE_HAL
);
600 DEVTYPE_TO_STR(WINED3DDEVTYPE_REF
);
601 DEVTYPE_TO_STR(WINED3DDEVTYPE_SW
);
602 #undef DEVTYPE_TO_STR
604 FIXME("Unrecognized %u WINED3DDEVTYPE!\n", devtype
);
605 return "unrecognized";
609 const char* debug_d3dusage(DWORD usage
) {
610 switch (usage
& WINED3DUSAGE_MASK
) {
611 #define WINED3DUSAGE_TO_STR(u) case u: return #u
612 WINED3DUSAGE_TO_STR(WINED3DUSAGE_RENDERTARGET
);
613 WINED3DUSAGE_TO_STR(WINED3DUSAGE_DEPTHSTENCIL
);
614 WINED3DUSAGE_TO_STR(WINED3DUSAGE_WRITEONLY
);
615 WINED3DUSAGE_TO_STR(WINED3DUSAGE_SOFTWAREPROCESSING
);
616 WINED3DUSAGE_TO_STR(WINED3DUSAGE_DONOTCLIP
);
617 WINED3DUSAGE_TO_STR(WINED3DUSAGE_POINTS
);
618 WINED3DUSAGE_TO_STR(WINED3DUSAGE_RTPATCHES
);
619 WINED3DUSAGE_TO_STR(WINED3DUSAGE_NPATCHES
);
620 WINED3DUSAGE_TO_STR(WINED3DUSAGE_DYNAMIC
);
621 WINED3DUSAGE_TO_STR(WINED3DUSAGE_AUTOGENMIPMAP
);
622 WINED3DUSAGE_TO_STR(WINED3DUSAGE_DMAP
);
623 #undef WINED3DUSAGE_TO_STR
624 case 0: return "none";
626 FIXME("Unrecognized %u Usage!\n", usage
);
627 return "unrecognized";
631 const char* debug_d3dusagequery(DWORD usagequery
) {
632 switch (usagequery
& WINED3DUSAGE_QUERY_MASK
) {
633 #define WINED3DUSAGEQUERY_TO_STR(u) case u: return #u
634 WINED3DUSAGEQUERY_TO_STR(WINED3DUSAGE_QUERY_FILTER
);
635 WINED3DUSAGEQUERY_TO_STR(WINED3DUSAGE_QUERY_LEGACYBUMPMAP
);
636 WINED3DUSAGEQUERY_TO_STR(WINED3DUSAGE_QUERY_POSTPIXELSHADER_BLENDING
);
637 WINED3DUSAGEQUERY_TO_STR(WINED3DUSAGE_QUERY_SRGBREAD
);
638 WINED3DUSAGEQUERY_TO_STR(WINED3DUSAGE_QUERY_SRGBWRITE
);
639 WINED3DUSAGEQUERY_TO_STR(WINED3DUSAGE_QUERY_VERTEXTEXTURE
);
640 WINED3DUSAGEQUERY_TO_STR(WINED3DUSAGE_QUERY_WRAPANDMIP
);
641 #undef WINED3DUSAGEQUERY_TO_STR
642 case 0: return "none";
644 FIXME("Unrecognized %u Usage Query!\n", usagequery
);
645 return "unrecognized";
649 const char* debug_d3ddeclmethod(WINED3DDECLMETHOD method
) {
651 #define WINED3DDECLMETHOD_TO_STR(u) case u: return #u
652 WINED3DDECLMETHOD_TO_STR(WINED3DDECLMETHOD_DEFAULT
);
653 WINED3DDECLMETHOD_TO_STR(WINED3DDECLMETHOD_PARTIALU
);
654 WINED3DDECLMETHOD_TO_STR(WINED3DDECLMETHOD_PARTIALV
);
655 WINED3DDECLMETHOD_TO_STR(WINED3DDECLMETHOD_CROSSUV
);
656 WINED3DDECLMETHOD_TO_STR(WINED3DDECLMETHOD_UV
);
657 WINED3DDECLMETHOD_TO_STR(WINED3DDECLMETHOD_LOOKUP
);
658 WINED3DDECLMETHOD_TO_STR(WINED3DDECLMETHOD_LOOKUPPRESAMPLED
);
659 #undef WINED3DDECLMETHOD_TO_STR
661 FIXME("Unrecognized %u declaration method!\n", method
);
662 return "unrecognized";
666 const char* debug_d3ddecltype(WINED3DDECLTYPE type
) {
668 #define WINED3DDECLTYPE_TO_STR(u) case u: return #u
669 WINED3DDECLTYPE_TO_STR(WINED3DDECLTYPE_FLOAT1
);
670 WINED3DDECLTYPE_TO_STR(WINED3DDECLTYPE_FLOAT2
);
671 WINED3DDECLTYPE_TO_STR(WINED3DDECLTYPE_FLOAT3
);
672 WINED3DDECLTYPE_TO_STR(WINED3DDECLTYPE_FLOAT4
);
673 WINED3DDECLTYPE_TO_STR(WINED3DDECLTYPE_D3DCOLOR
);
674 WINED3DDECLTYPE_TO_STR(WINED3DDECLTYPE_UBYTE4
);
675 WINED3DDECLTYPE_TO_STR(WINED3DDECLTYPE_SHORT2
);
676 WINED3DDECLTYPE_TO_STR(WINED3DDECLTYPE_SHORT4
);
677 WINED3DDECLTYPE_TO_STR(WINED3DDECLTYPE_UBYTE4N
);
678 WINED3DDECLTYPE_TO_STR(WINED3DDECLTYPE_SHORT2N
);
679 WINED3DDECLTYPE_TO_STR(WINED3DDECLTYPE_SHORT4N
);
680 WINED3DDECLTYPE_TO_STR(WINED3DDECLTYPE_USHORT2N
);
681 WINED3DDECLTYPE_TO_STR(WINED3DDECLTYPE_USHORT4N
);
682 WINED3DDECLTYPE_TO_STR(WINED3DDECLTYPE_UDEC3
);
683 WINED3DDECLTYPE_TO_STR(WINED3DDECLTYPE_DEC3N
);
684 WINED3DDECLTYPE_TO_STR(WINED3DDECLTYPE_FLOAT16_2
);
685 WINED3DDECLTYPE_TO_STR(WINED3DDECLTYPE_FLOAT16_4
);
686 WINED3DDECLTYPE_TO_STR(WINED3DDECLTYPE_UNUSED
);
687 #undef WINED3DDECLTYPE_TO_STR
689 FIXME("Unrecognized %u declaration type!\n", type
);
690 return "unrecognized";
694 const char* debug_d3ddeclusage(BYTE usage
) {
696 #define WINED3DDECLUSAGE_TO_STR(u) case u: return #u
697 WINED3DDECLUSAGE_TO_STR(WINED3DDECLUSAGE_POSITION
);
698 WINED3DDECLUSAGE_TO_STR(WINED3DDECLUSAGE_BLENDWEIGHT
);
699 WINED3DDECLUSAGE_TO_STR(WINED3DDECLUSAGE_BLENDINDICES
);
700 WINED3DDECLUSAGE_TO_STR(WINED3DDECLUSAGE_NORMAL
);
701 WINED3DDECLUSAGE_TO_STR(WINED3DDECLUSAGE_PSIZE
);
702 WINED3DDECLUSAGE_TO_STR(WINED3DDECLUSAGE_TEXCOORD
);
703 WINED3DDECLUSAGE_TO_STR(WINED3DDECLUSAGE_TANGENT
);
704 WINED3DDECLUSAGE_TO_STR(WINED3DDECLUSAGE_BINORMAL
);
705 WINED3DDECLUSAGE_TO_STR(WINED3DDECLUSAGE_TESSFACTOR
);
706 WINED3DDECLUSAGE_TO_STR(WINED3DDECLUSAGE_POSITIONT
);
707 WINED3DDECLUSAGE_TO_STR(WINED3DDECLUSAGE_COLOR
);
708 WINED3DDECLUSAGE_TO_STR(WINED3DDECLUSAGE_FOG
);
709 WINED3DDECLUSAGE_TO_STR(WINED3DDECLUSAGE_DEPTH
);
710 WINED3DDECLUSAGE_TO_STR(WINED3DDECLUSAGE_SAMPLE
);
711 #undef WINED3DDECLUSAGE_TO_STR
713 FIXME("Unrecognized %u declaration usage!\n", usage
);
714 return "unrecognized";
718 const char* debug_d3dresourcetype(WINED3DRESOURCETYPE res
) {
720 #define RES_TO_STR(res) case res: return #res;
721 RES_TO_STR(WINED3DRTYPE_SURFACE
);
722 RES_TO_STR(WINED3DRTYPE_VOLUME
);
723 RES_TO_STR(WINED3DRTYPE_TEXTURE
);
724 RES_TO_STR(WINED3DRTYPE_VOLUMETEXTURE
);
725 RES_TO_STR(WINED3DRTYPE_CUBETEXTURE
);
726 RES_TO_STR(WINED3DRTYPE_VERTEXBUFFER
);
727 RES_TO_STR(WINED3DRTYPE_INDEXBUFFER
);
730 FIXME("Unrecognized %u WINED3DRESOURCETYPE!\n", res
);
731 return "unrecognized";
735 const char* debug_d3dprimitivetype(WINED3DPRIMITIVETYPE PrimitiveType
) {
736 switch (PrimitiveType
) {
737 #define PRIM_TO_STR(prim) case prim: return #prim;
738 PRIM_TO_STR(WINED3DPT_POINTLIST
);
739 PRIM_TO_STR(WINED3DPT_LINELIST
);
740 PRIM_TO_STR(WINED3DPT_LINESTRIP
);
741 PRIM_TO_STR(WINED3DPT_TRIANGLELIST
);
742 PRIM_TO_STR(WINED3DPT_TRIANGLESTRIP
);
743 PRIM_TO_STR(WINED3DPT_TRIANGLEFAN
);
746 FIXME("Unrecognized %u WINED3DPRIMITIVETYPE!\n", PrimitiveType
);
747 return "unrecognized";
751 const char* debug_d3drenderstate(DWORD state
) {
753 #define D3DSTATE_TO_STR(u) case u: return #u
754 D3DSTATE_TO_STR(WINED3DRS_TEXTUREHANDLE
);
755 D3DSTATE_TO_STR(WINED3DRS_ANTIALIAS
);
756 D3DSTATE_TO_STR(WINED3DRS_TEXTUREADDRESS
);
757 D3DSTATE_TO_STR(WINED3DRS_TEXTUREPERSPECTIVE
);
758 D3DSTATE_TO_STR(WINED3DRS_WRAPU
);
759 D3DSTATE_TO_STR(WINED3DRS_WRAPV
);
760 D3DSTATE_TO_STR(WINED3DRS_ZENABLE
);
761 D3DSTATE_TO_STR(WINED3DRS_FILLMODE
);
762 D3DSTATE_TO_STR(WINED3DRS_SHADEMODE
);
763 D3DSTATE_TO_STR(WINED3DRS_LINEPATTERN
);
764 D3DSTATE_TO_STR(WINED3DRS_MONOENABLE
);
765 D3DSTATE_TO_STR(WINED3DRS_ROP2
);
766 D3DSTATE_TO_STR(WINED3DRS_PLANEMASK
);
767 D3DSTATE_TO_STR(WINED3DRS_ZWRITEENABLE
);
768 D3DSTATE_TO_STR(WINED3DRS_ALPHATESTENABLE
);
769 D3DSTATE_TO_STR(WINED3DRS_LASTPIXEL
);
770 D3DSTATE_TO_STR(WINED3DRS_TEXTUREMAG
);
771 D3DSTATE_TO_STR(WINED3DRS_TEXTUREMIN
);
772 D3DSTATE_TO_STR(WINED3DRS_SRCBLEND
);
773 D3DSTATE_TO_STR(WINED3DRS_DESTBLEND
);
774 D3DSTATE_TO_STR(WINED3DRS_TEXTUREMAPBLEND
);
775 D3DSTATE_TO_STR(WINED3DRS_CULLMODE
);
776 D3DSTATE_TO_STR(WINED3DRS_ZFUNC
);
777 D3DSTATE_TO_STR(WINED3DRS_ALPHAREF
);
778 D3DSTATE_TO_STR(WINED3DRS_ALPHAFUNC
);
779 D3DSTATE_TO_STR(WINED3DRS_DITHERENABLE
);
780 D3DSTATE_TO_STR(WINED3DRS_ALPHABLENDENABLE
);
781 D3DSTATE_TO_STR(WINED3DRS_FOGENABLE
);
782 D3DSTATE_TO_STR(WINED3DRS_SPECULARENABLE
);
783 D3DSTATE_TO_STR(WINED3DRS_ZVISIBLE
);
784 D3DSTATE_TO_STR(WINED3DRS_SUBPIXEL
);
785 D3DSTATE_TO_STR(WINED3DRS_SUBPIXELX
);
786 D3DSTATE_TO_STR(WINED3DRS_STIPPLEDALPHA
);
787 D3DSTATE_TO_STR(WINED3DRS_FOGCOLOR
);
788 D3DSTATE_TO_STR(WINED3DRS_FOGTABLEMODE
);
789 D3DSTATE_TO_STR(WINED3DRS_FOGSTART
);
790 D3DSTATE_TO_STR(WINED3DRS_FOGEND
);
791 D3DSTATE_TO_STR(WINED3DRS_FOGDENSITY
);
792 D3DSTATE_TO_STR(WINED3DRS_STIPPLEENABLE
);
793 D3DSTATE_TO_STR(WINED3DRS_EDGEANTIALIAS
);
794 D3DSTATE_TO_STR(WINED3DRS_COLORKEYENABLE
);
795 D3DSTATE_TO_STR(WINED3DRS_BORDERCOLOR
);
796 D3DSTATE_TO_STR(WINED3DRS_TEXTUREADDRESSU
);
797 D3DSTATE_TO_STR(WINED3DRS_TEXTUREADDRESSV
);
798 D3DSTATE_TO_STR(WINED3DRS_MIPMAPLODBIAS
);
799 D3DSTATE_TO_STR(WINED3DRS_ZBIAS
);
800 D3DSTATE_TO_STR(WINED3DRS_RANGEFOGENABLE
);
801 D3DSTATE_TO_STR(WINED3DRS_ANISOTROPY
);
802 D3DSTATE_TO_STR(WINED3DRS_FLUSHBATCH
);
803 D3DSTATE_TO_STR(WINED3DRS_TRANSLUCENTSORTINDEPENDENT
);
804 D3DSTATE_TO_STR(WINED3DRS_STENCILENABLE
);
805 D3DSTATE_TO_STR(WINED3DRS_STENCILFAIL
);
806 D3DSTATE_TO_STR(WINED3DRS_STENCILZFAIL
);
807 D3DSTATE_TO_STR(WINED3DRS_STENCILPASS
);
808 D3DSTATE_TO_STR(WINED3DRS_STENCILFUNC
);
809 D3DSTATE_TO_STR(WINED3DRS_STENCILREF
);
810 D3DSTATE_TO_STR(WINED3DRS_STENCILMASK
);
811 D3DSTATE_TO_STR(WINED3DRS_STENCILWRITEMASK
);
812 D3DSTATE_TO_STR(WINED3DRS_TEXTUREFACTOR
);
813 D3DSTATE_TO_STR(WINED3DRS_STIPPLEPATTERN00
);
814 D3DSTATE_TO_STR(WINED3DRS_STIPPLEPATTERN01
);
815 D3DSTATE_TO_STR(WINED3DRS_STIPPLEPATTERN02
);
816 D3DSTATE_TO_STR(WINED3DRS_STIPPLEPATTERN03
);
817 D3DSTATE_TO_STR(WINED3DRS_STIPPLEPATTERN04
);
818 D3DSTATE_TO_STR(WINED3DRS_STIPPLEPATTERN05
);
819 D3DSTATE_TO_STR(WINED3DRS_STIPPLEPATTERN06
);
820 D3DSTATE_TO_STR(WINED3DRS_STIPPLEPATTERN07
);
821 D3DSTATE_TO_STR(WINED3DRS_STIPPLEPATTERN08
);
822 D3DSTATE_TO_STR(WINED3DRS_STIPPLEPATTERN09
);
823 D3DSTATE_TO_STR(WINED3DRS_STIPPLEPATTERN10
);
824 D3DSTATE_TO_STR(WINED3DRS_STIPPLEPATTERN11
);
825 D3DSTATE_TO_STR(WINED3DRS_STIPPLEPATTERN12
);
826 D3DSTATE_TO_STR(WINED3DRS_STIPPLEPATTERN13
);
827 D3DSTATE_TO_STR(WINED3DRS_STIPPLEPATTERN14
);
828 D3DSTATE_TO_STR(WINED3DRS_STIPPLEPATTERN15
);
829 D3DSTATE_TO_STR(WINED3DRS_STIPPLEPATTERN16
);
830 D3DSTATE_TO_STR(WINED3DRS_STIPPLEPATTERN17
);
831 D3DSTATE_TO_STR(WINED3DRS_STIPPLEPATTERN18
);
832 D3DSTATE_TO_STR(WINED3DRS_STIPPLEPATTERN19
);
833 D3DSTATE_TO_STR(WINED3DRS_STIPPLEPATTERN20
);
834 D3DSTATE_TO_STR(WINED3DRS_STIPPLEPATTERN21
);
835 D3DSTATE_TO_STR(WINED3DRS_STIPPLEPATTERN22
);
836 D3DSTATE_TO_STR(WINED3DRS_STIPPLEPATTERN23
);
837 D3DSTATE_TO_STR(WINED3DRS_STIPPLEPATTERN24
);
838 D3DSTATE_TO_STR(WINED3DRS_STIPPLEPATTERN25
);
839 D3DSTATE_TO_STR(WINED3DRS_STIPPLEPATTERN26
);
840 D3DSTATE_TO_STR(WINED3DRS_STIPPLEPATTERN27
);
841 D3DSTATE_TO_STR(WINED3DRS_STIPPLEPATTERN28
);
842 D3DSTATE_TO_STR(WINED3DRS_STIPPLEPATTERN29
);
843 D3DSTATE_TO_STR(WINED3DRS_STIPPLEPATTERN30
);
844 D3DSTATE_TO_STR(WINED3DRS_STIPPLEPATTERN31
);
845 D3DSTATE_TO_STR(WINED3DRS_WRAP0
);
846 D3DSTATE_TO_STR(WINED3DRS_WRAP1
);
847 D3DSTATE_TO_STR(WINED3DRS_WRAP2
);
848 D3DSTATE_TO_STR(WINED3DRS_WRAP3
);
849 D3DSTATE_TO_STR(WINED3DRS_WRAP4
);
850 D3DSTATE_TO_STR(WINED3DRS_WRAP5
);
851 D3DSTATE_TO_STR(WINED3DRS_WRAP6
);
852 D3DSTATE_TO_STR(WINED3DRS_WRAP7
);
853 D3DSTATE_TO_STR(WINED3DRS_CLIPPING
);
854 D3DSTATE_TO_STR(WINED3DRS_LIGHTING
);
855 D3DSTATE_TO_STR(WINED3DRS_EXTENTS
);
856 D3DSTATE_TO_STR(WINED3DRS_AMBIENT
);
857 D3DSTATE_TO_STR(WINED3DRS_FOGVERTEXMODE
);
858 D3DSTATE_TO_STR(WINED3DRS_COLORVERTEX
);
859 D3DSTATE_TO_STR(WINED3DRS_LOCALVIEWER
);
860 D3DSTATE_TO_STR(WINED3DRS_NORMALIZENORMALS
);
861 D3DSTATE_TO_STR(WINED3DRS_COLORKEYBLENDENABLE
);
862 D3DSTATE_TO_STR(WINED3DRS_DIFFUSEMATERIALSOURCE
);
863 D3DSTATE_TO_STR(WINED3DRS_SPECULARMATERIALSOURCE
);
864 D3DSTATE_TO_STR(WINED3DRS_AMBIENTMATERIALSOURCE
);
865 D3DSTATE_TO_STR(WINED3DRS_EMISSIVEMATERIALSOURCE
);
866 D3DSTATE_TO_STR(WINED3DRS_VERTEXBLEND
);
867 D3DSTATE_TO_STR(WINED3DRS_CLIPPLANEENABLE
);
868 D3DSTATE_TO_STR(WINED3DRS_SOFTWAREVERTEXPROCESSING
);
869 D3DSTATE_TO_STR(WINED3DRS_POINTSIZE
);
870 D3DSTATE_TO_STR(WINED3DRS_POINTSIZE_MIN
);
871 D3DSTATE_TO_STR(WINED3DRS_POINTSPRITEENABLE
);
872 D3DSTATE_TO_STR(WINED3DRS_POINTSCALEENABLE
);
873 D3DSTATE_TO_STR(WINED3DRS_POINTSCALE_A
);
874 D3DSTATE_TO_STR(WINED3DRS_POINTSCALE_B
);
875 D3DSTATE_TO_STR(WINED3DRS_POINTSCALE_C
);
876 D3DSTATE_TO_STR(WINED3DRS_MULTISAMPLEANTIALIAS
);
877 D3DSTATE_TO_STR(WINED3DRS_MULTISAMPLEMASK
);
878 D3DSTATE_TO_STR(WINED3DRS_PATCHEDGESTYLE
);
879 D3DSTATE_TO_STR(WINED3DRS_PATCHSEGMENTS
);
880 D3DSTATE_TO_STR(WINED3DRS_DEBUGMONITORTOKEN
);
881 D3DSTATE_TO_STR(WINED3DRS_POINTSIZE_MAX
);
882 D3DSTATE_TO_STR(WINED3DRS_INDEXEDVERTEXBLENDENABLE
);
883 D3DSTATE_TO_STR(WINED3DRS_COLORWRITEENABLE
);
884 D3DSTATE_TO_STR(WINED3DRS_TWEENFACTOR
);
885 D3DSTATE_TO_STR(WINED3DRS_BLENDOP
);
886 D3DSTATE_TO_STR(WINED3DRS_POSITIONDEGREE
);
887 D3DSTATE_TO_STR(WINED3DRS_NORMALDEGREE
);
888 D3DSTATE_TO_STR(WINED3DRS_SCISSORTESTENABLE
);
889 D3DSTATE_TO_STR(WINED3DRS_SLOPESCALEDEPTHBIAS
);
890 D3DSTATE_TO_STR(WINED3DRS_ANTIALIASEDLINEENABLE
);
891 D3DSTATE_TO_STR(WINED3DRS_MINTESSELLATIONLEVEL
);
892 D3DSTATE_TO_STR(WINED3DRS_MAXTESSELLATIONLEVEL
);
893 D3DSTATE_TO_STR(WINED3DRS_ADAPTIVETESS_X
);
894 D3DSTATE_TO_STR(WINED3DRS_ADAPTIVETESS_Y
);
895 D3DSTATE_TO_STR(WINED3DRS_ADAPTIVETESS_Z
);
896 D3DSTATE_TO_STR(WINED3DRS_ADAPTIVETESS_W
);
897 D3DSTATE_TO_STR(WINED3DRS_ENABLEADAPTIVETESSELLATION
);
898 D3DSTATE_TO_STR(WINED3DRS_TWOSIDEDSTENCILMODE
);
899 D3DSTATE_TO_STR(WINED3DRS_CCW_STENCILFAIL
);
900 D3DSTATE_TO_STR(WINED3DRS_CCW_STENCILZFAIL
);
901 D3DSTATE_TO_STR(WINED3DRS_CCW_STENCILPASS
);
902 D3DSTATE_TO_STR(WINED3DRS_CCW_STENCILFUNC
);
903 D3DSTATE_TO_STR(WINED3DRS_COLORWRITEENABLE1
);
904 D3DSTATE_TO_STR(WINED3DRS_COLORWRITEENABLE2
);
905 D3DSTATE_TO_STR(WINED3DRS_COLORWRITEENABLE3
);
906 D3DSTATE_TO_STR(WINED3DRS_BLENDFACTOR
);
907 D3DSTATE_TO_STR(WINED3DRS_SRGBWRITEENABLE
);
908 D3DSTATE_TO_STR(WINED3DRS_DEPTHBIAS
);
909 D3DSTATE_TO_STR(WINED3DRS_WRAP8
);
910 D3DSTATE_TO_STR(WINED3DRS_WRAP9
);
911 D3DSTATE_TO_STR(WINED3DRS_WRAP10
);
912 D3DSTATE_TO_STR(WINED3DRS_WRAP11
);
913 D3DSTATE_TO_STR(WINED3DRS_WRAP12
);
914 D3DSTATE_TO_STR(WINED3DRS_WRAP13
);
915 D3DSTATE_TO_STR(WINED3DRS_WRAP14
);
916 D3DSTATE_TO_STR(WINED3DRS_WRAP15
);
917 D3DSTATE_TO_STR(WINED3DRS_SEPARATEALPHABLENDENABLE
);
918 D3DSTATE_TO_STR(WINED3DRS_SRCBLENDALPHA
);
919 D3DSTATE_TO_STR(WINED3DRS_DESTBLENDALPHA
);
920 D3DSTATE_TO_STR(WINED3DRS_BLENDOPALPHA
);
921 #undef D3DSTATE_TO_STR
923 FIXME("Unrecognized %u render state!\n", state
);
924 return "unrecognized";
928 const char* debug_d3dsamplerstate(DWORD state
) {
930 #define D3DSTATE_TO_STR(u) case u: return #u
931 D3DSTATE_TO_STR(WINED3DSAMP_BORDERCOLOR
);
932 D3DSTATE_TO_STR(WINED3DSAMP_ADDRESSU
);
933 D3DSTATE_TO_STR(WINED3DSAMP_ADDRESSV
);
934 D3DSTATE_TO_STR(WINED3DSAMP_ADDRESSW
);
935 D3DSTATE_TO_STR(WINED3DSAMP_MAGFILTER
);
936 D3DSTATE_TO_STR(WINED3DSAMP_MINFILTER
);
937 D3DSTATE_TO_STR(WINED3DSAMP_MIPFILTER
);
938 D3DSTATE_TO_STR(WINED3DSAMP_MIPMAPLODBIAS
);
939 D3DSTATE_TO_STR(WINED3DSAMP_MAXMIPLEVEL
);
940 D3DSTATE_TO_STR(WINED3DSAMP_MAXANISOTROPY
);
941 D3DSTATE_TO_STR(WINED3DSAMP_SRGBTEXTURE
);
942 D3DSTATE_TO_STR(WINED3DSAMP_ELEMENTINDEX
);
943 D3DSTATE_TO_STR(WINED3DSAMP_DMAPOFFSET
);
944 #undef D3DSTATE_TO_STR
946 FIXME("Unrecognized %u sampler state!\n", state
);
947 return "unrecognized";
951 const char *debug_d3dtexturefiltertype(WINED3DTEXTUREFILTERTYPE filter_type
) {
952 switch (filter_type
) {
953 #define D3DTEXTUREFILTERTYPE_TO_STR(u) case u: return #u
954 D3DTEXTUREFILTERTYPE_TO_STR(WINED3DTEXF_NONE
);
955 D3DTEXTUREFILTERTYPE_TO_STR(WINED3DTEXF_POINT
);
956 D3DTEXTUREFILTERTYPE_TO_STR(WINED3DTEXF_LINEAR
);
957 D3DTEXTUREFILTERTYPE_TO_STR(WINED3DTEXF_ANISOTROPIC
);
958 D3DTEXTUREFILTERTYPE_TO_STR(WINED3DTEXF_FLATCUBIC
);
959 D3DTEXTUREFILTERTYPE_TO_STR(WINED3DTEXF_GAUSSIANCUBIC
);
960 D3DTEXTUREFILTERTYPE_TO_STR(WINED3DTEXF_PYRAMIDALQUAD
);
961 D3DTEXTUREFILTERTYPE_TO_STR(WINED3DTEXF_GAUSSIANQUAD
);
962 #undef D3DTEXTUREFILTERTYPE_TO_STR
964 FIXME("Unrecognied texture filter type 0x%08x\n", filter_type
);
965 return "unrecognized";
969 const char* debug_d3dtexturestate(DWORD state
) {
971 #define D3DSTATE_TO_STR(u) case u: return #u
972 D3DSTATE_TO_STR(WINED3DTSS_COLOROP
);
973 D3DSTATE_TO_STR(WINED3DTSS_COLORARG1
);
974 D3DSTATE_TO_STR(WINED3DTSS_COLORARG2
);
975 D3DSTATE_TO_STR(WINED3DTSS_ALPHAOP
);
976 D3DSTATE_TO_STR(WINED3DTSS_ALPHAARG1
);
977 D3DSTATE_TO_STR(WINED3DTSS_ALPHAARG2
);
978 D3DSTATE_TO_STR(WINED3DTSS_BUMPENVMAT00
);
979 D3DSTATE_TO_STR(WINED3DTSS_BUMPENVMAT01
);
980 D3DSTATE_TO_STR(WINED3DTSS_BUMPENVMAT10
);
981 D3DSTATE_TO_STR(WINED3DTSS_BUMPENVMAT11
);
982 D3DSTATE_TO_STR(WINED3DTSS_TEXCOORDINDEX
);
983 D3DSTATE_TO_STR(WINED3DTSS_BUMPENVLSCALE
);
984 D3DSTATE_TO_STR(WINED3DTSS_BUMPENVLOFFSET
);
985 D3DSTATE_TO_STR(WINED3DTSS_TEXTURETRANSFORMFLAGS
);
986 D3DSTATE_TO_STR(WINED3DTSS_ADDRESSW
);
987 D3DSTATE_TO_STR(WINED3DTSS_COLORARG0
);
988 D3DSTATE_TO_STR(WINED3DTSS_ALPHAARG0
);
989 D3DSTATE_TO_STR(WINED3DTSS_RESULTARG
);
990 D3DSTATE_TO_STR(WINED3DTSS_CONSTANT
);
991 #undef D3DSTATE_TO_STR
993 /* Note WINED3DTSS are not consecutive, so skip these */
996 FIXME("Unrecognized %u texture state!\n", state
);
997 return "unrecognized";
1001 const char* debug_d3dtop(WINED3DTEXTUREOP d3dtop
) {
1003 #define D3DTOP_TO_STR(u) case u: return #u
1004 D3DTOP_TO_STR(WINED3DTOP_DISABLE
);
1005 D3DTOP_TO_STR(WINED3DTOP_SELECTARG1
);
1006 D3DTOP_TO_STR(WINED3DTOP_SELECTARG2
);
1007 D3DTOP_TO_STR(WINED3DTOP_MODULATE
);
1008 D3DTOP_TO_STR(WINED3DTOP_MODULATE2X
);
1009 D3DTOP_TO_STR(WINED3DTOP_MODULATE4X
);
1010 D3DTOP_TO_STR(WINED3DTOP_ADD
);
1011 D3DTOP_TO_STR(WINED3DTOP_ADDSIGNED
);
1012 D3DTOP_TO_STR(WINED3DTOP_ADDSIGNED2X
);
1013 D3DTOP_TO_STR(WINED3DTOP_SUBTRACT
);
1014 D3DTOP_TO_STR(WINED3DTOP_ADDSMOOTH
);
1015 D3DTOP_TO_STR(WINED3DTOP_BLENDDIFFUSEALPHA
);
1016 D3DTOP_TO_STR(WINED3DTOP_BLENDTEXTUREALPHA
);
1017 D3DTOP_TO_STR(WINED3DTOP_BLENDFACTORALPHA
);
1018 D3DTOP_TO_STR(WINED3DTOP_BLENDTEXTUREALPHAPM
);
1019 D3DTOP_TO_STR(WINED3DTOP_BLENDCURRENTALPHA
);
1020 D3DTOP_TO_STR(WINED3DTOP_PREMODULATE
);
1021 D3DTOP_TO_STR(WINED3DTOP_MODULATEALPHA_ADDCOLOR
);
1022 D3DTOP_TO_STR(WINED3DTOP_MODULATECOLOR_ADDALPHA
);
1023 D3DTOP_TO_STR(WINED3DTOP_MODULATEINVALPHA_ADDCOLOR
);
1024 D3DTOP_TO_STR(WINED3DTOP_MODULATEINVCOLOR_ADDALPHA
);
1025 D3DTOP_TO_STR(WINED3DTOP_BUMPENVMAP
);
1026 D3DTOP_TO_STR(WINED3DTOP_BUMPENVMAPLUMINANCE
);
1027 D3DTOP_TO_STR(WINED3DTOP_DOTPRODUCT3
);
1028 D3DTOP_TO_STR(WINED3DTOP_MULTIPLYADD
);
1029 D3DTOP_TO_STR(WINED3DTOP_LERP
);
1030 #undef D3DTOP_TO_STR
1032 FIXME("Unrecognized %u WINED3DTOP\n", d3dtop
);
1033 return "unrecognized";
1037 const char* debug_d3dtstype(WINED3DTRANSFORMSTATETYPE tstype
) {
1039 #define TSTYPE_TO_STR(tstype) case tstype: return #tstype
1040 TSTYPE_TO_STR(WINED3DTS_VIEW
);
1041 TSTYPE_TO_STR(WINED3DTS_PROJECTION
);
1042 TSTYPE_TO_STR(WINED3DTS_TEXTURE0
);
1043 TSTYPE_TO_STR(WINED3DTS_TEXTURE1
);
1044 TSTYPE_TO_STR(WINED3DTS_TEXTURE2
);
1045 TSTYPE_TO_STR(WINED3DTS_TEXTURE3
);
1046 TSTYPE_TO_STR(WINED3DTS_TEXTURE4
);
1047 TSTYPE_TO_STR(WINED3DTS_TEXTURE5
);
1048 TSTYPE_TO_STR(WINED3DTS_TEXTURE6
);
1049 TSTYPE_TO_STR(WINED3DTS_TEXTURE7
);
1050 TSTYPE_TO_STR(WINED3DTS_WORLDMATRIX(0));
1051 #undef TSTYPE_TO_STR
1053 if (tstype
> 256 && tstype
< 512) {
1054 FIXME("WINED3DTS_WORLDMATRIX(%u). 1..255 not currently supported\n", tstype
);
1055 return ("WINED3DTS_WORLDMATRIX > 0");
1057 FIXME("Unrecognized %u WINED3DTS\n", tstype
);
1058 return "unrecognized";
1062 const char* debug_d3dpool(WINED3DPOOL Pool
) {
1064 #define POOL_TO_STR(p) case p: return #p;
1065 POOL_TO_STR(WINED3DPOOL_DEFAULT
);
1066 POOL_TO_STR(WINED3DPOOL_MANAGED
);
1067 POOL_TO_STR(WINED3DPOOL_SYSTEMMEM
);
1068 POOL_TO_STR(WINED3DPOOL_SCRATCH
);
1071 FIXME("Unrecognized %u WINED3DPOOL!\n", Pool
);
1072 return "unrecognized";
1076 const char *debug_fbostatus(GLenum status
) {
1078 #define FBOSTATUS_TO_STR(u) case u: return #u
1079 FBOSTATUS_TO_STR(GL_FRAMEBUFFER_COMPLETE_EXT
);
1080 FBOSTATUS_TO_STR(GL_FRAMEBUFFER_INCOMPLETE_ATTACHMENT_EXT
);
1081 FBOSTATUS_TO_STR(GL_FRAMEBUFFER_INCOMPLETE_MISSING_ATTACHMENT_EXT
);
1082 FBOSTATUS_TO_STR(GL_FRAMEBUFFER_INCOMPLETE_DIMENSIONS_EXT
);
1083 FBOSTATUS_TO_STR(GL_FRAMEBUFFER_INCOMPLETE_FORMATS_EXT
);
1084 FBOSTATUS_TO_STR(GL_FRAMEBUFFER_INCOMPLETE_DRAW_BUFFER_EXT
);
1085 FBOSTATUS_TO_STR(GL_FRAMEBUFFER_INCOMPLETE_READ_BUFFER_EXT
);
1086 FBOSTATUS_TO_STR(GL_FRAMEBUFFER_UNSUPPORTED_EXT
);
1087 #undef FBOSTATUS_TO_STR
1089 FIXME("Unrecognied FBO status 0x%08x\n", status
);
1090 return "unrecognized";
1094 const char *debug_glerror(GLenum error
) {
1096 #define GLERROR_TO_STR(u) case u: return #u
1097 GLERROR_TO_STR(GL_NO_ERROR
);
1098 GLERROR_TO_STR(GL_INVALID_ENUM
);
1099 GLERROR_TO_STR(GL_INVALID_VALUE
);
1100 GLERROR_TO_STR(GL_INVALID_OPERATION
);
1101 GLERROR_TO_STR(GL_STACK_OVERFLOW
);
1102 GLERROR_TO_STR(GL_STACK_UNDERFLOW
);
1103 GLERROR_TO_STR(GL_OUT_OF_MEMORY
);
1104 GLERROR_TO_STR(GL_INVALID_FRAMEBUFFER_OPERATION_EXT
);
1105 #undef GLERROR_TO_STR
1107 FIXME("Unrecognied GL error 0x%08x\n", error
);
1108 return "unrecognized";
1112 const char *debug_d3dbasis(WINED3DBASISTYPE basis
) {
1114 case WINED3DBASIS_BEZIER
: return "WINED3DBASIS_BEZIER";
1115 case WINED3DBASIS_BSPLINE
: return "WINED3DBASIS_BSPLINE";
1116 case WINED3DBASIS_INTERPOLATE
: return "WINED3DBASIS_INTERPOLATE";
1117 default: return "unrecognized";
1121 const char *debug_d3ddegree(WINED3DDEGREETYPE degree
) {
1123 case WINED3DDEGREE_LINEAR
: return "WINED3DDEGREE_LINEAR";
1124 case WINED3DDEGREE_QUADRATIC
: return "WINED3DDEGREE_QUADRATIC";
1125 case WINED3DDEGREE_CUBIC
: return "WINED3DDEGREE_CUBIC";
1126 case WINED3DDEGREE_QUINTIC
: return "WINED3DDEGREE_QUINTIC";
1127 default: return "unrecognized";
1131 /*****************************************************************************
1132 * Useful functions mapping GL <-> D3D values
1134 GLenum
StencilOp(DWORD op
) {
1136 case WINED3DSTENCILOP_KEEP
: return GL_KEEP
;
1137 case WINED3DSTENCILOP_ZERO
: return GL_ZERO
;
1138 case WINED3DSTENCILOP_REPLACE
: return GL_REPLACE
;
1139 case WINED3DSTENCILOP_INCRSAT
: return GL_INCR
;
1140 case WINED3DSTENCILOP_DECRSAT
: return GL_DECR
;
1141 case WINED3DSTENCILOP_INVERT
: return GL_INVERT
;
1142 case WINED3DSTENCILOP_INCR
: return GL_INCR_WRAP_EXT
;
1143 case WINED3DSTENCILOP_DECR
: return GL_DECR_WRAP_EXT
;
1145 FIXME("Unrecognized stencil op %d\n", op
);
1150 GLenum
CompareFunc(DWORD func
) {
1151 switch ((WINED3DCMPFUNC
)func
) {
1152 case WINED3DCMP_NEVER
: return GL_NEVER
;
1153 case WINED3DCMP_LESS
: return GL_LESS
;
1154 case WINED3DCMP_EQUAL
: return GL_EQUAL
;
1155 case WINED3DCMP_LESSEQUAL
: return GL_LEQUAL
;
1156 case WINED3DCMP_GREATER
: return GL_GREATER
;
1157 case WINED3DCMP_NOTEQUAL
: return GL_NOTEQUAL
;
1158 case WINED3DCMP_GREATEREQUAL
: return GL_GEQUAL
;
1159 case WINED3DCMP_ALWAYS
: return GL_ALWAYS
;
1161 FIXME("Unrecognized WINED3DCMPFUNC value %d\n", func
);
1166 BOOL
is_invalid_op(IWineD3DDeviceImpl
*This
, int stage
, WINED3DTEXTUREOP op
, DWORD arg1
, DWORD arg2
, DWORD arg3
) {
1167 if (op
== WINED3DTOP_DISABLE
) return FALSE
;
1168 if (This
->stateBlock
->textures
[stage
]) return FALSE
;
1170 if ((arg1
& WINED3DTA_SELECTMASK
) == WINED3DTA_TEXTURE
1171 && op
!= WINED3DTOP_SELECTARG2
) return TRUE
;
1172 if ((arg2
& WINED3DTA_SELECTMASK
) == WINED3DTA_TEXTURE
1173 && op
!= WINED3DTOP_SELECTARG1
) return TRUE
;
1174 if ((arg3
& WINED3DTA_SELECTMASK
) == WINED3DTA_TEXTURE
1175 && (op
== WINED3DTOP_MULTIPLYADD
|| op
== WINED3DTOP_LERP
)) return TRUE
;
1180 /* Setup this textures matrix according to the texture flags*/
1181 void set_texture_matrix(const float *smat
, DWORD flags
, BOOL calculatedCoords
, BOOL transformed
, DWORD coordtype
,
1182 BOOL ffp_proj_control
)
1186 glMatrixMode(GL_TEXTURE
);
1187 checkGLcall("glMatrixMode(GL_TEXTURE)");
1189 if (flags
== WINED3DTTFF_DISABLE
|| flags
== WINED3DTTFF_COUNT1
|| transformed
) {
1191 checkGLcall("glLoadIdentity()");
1195 if (flags
== (WINED3DTTFF_COUNT1
|WINED3DTTFF_PROJECTED
)) {
1196 ERR("Invalid texture transform flags: WINED3DTTFF_COUNT1|WINED3DTTFF_PROJECTED\n");
1200 memcpy(mat
, smat
, 16 * sizeof(float));
1202 if (flags
& WINED3DTTFF_PROJECTED
) {
1203 if(!ffp_proj_control
) {
1204 switch (flags
& ~WINED3DTTFF_PROJECTED
) {
1205 case WINED3DTTFF_COUNT2
:
1206 mat
[3] = mat
[1], mat
[7] = mat
[5], mat
[11] = mat
[9], mat
[15] = mat
[13];
1207 mat
[1] = mat
[5] = mat
[9] = mat
[13] = 0;
1209 case WINED3DTTFF_COUNT3
:
1210 mat
[3] = mat
[2], mat
[7] = mat
[6], mat
[11] = mat
[10], mat
[15] = mat
[14];
1211 mat
[2] = mat
[6] = mat
[10] = mat
[14] = 0;
1215 } else { /* under directx the R/Z coord can be used for translation, under opengl we use the Q coord instead */
1216 if(!calculatedCoords
) {
1218 case WINED3DDECLTYPE_FLOAT1
:
1219 /* Direct3D passes the default 1.0 in the 2nd coord, while gl passes it in the 4th.
1220 * swap 2nd and 4th coord. No need to store the value of mat[12] in mat[4] because
1221 * the input value to the transformation will be 0, so the matrix value is irrelevant
1228 case WINED3DDECLTYPE_FLOAT2
:
1229 /* See above, just 3rd and 4th coord
1236 case WINED3DDECLTYPE_FLOAT3
: /* Opengl defaults match dx defaults */
1237 case WINED3DDECLTYPE_FLOAT4
: /* No defaults apply, all app defined */
1239 /* This is to prevent swapping the matrix lines and put the default 4th coord = 1.0
1240 * into a bad place. The division elimination below will apply to make sure the
1241 * 1.0 doesn't do anything bad. The caller will set this value if the stride is 0
1243 case WINED3DDECLTYPE_UNUSED
: /* No texture coords, 0/0/0/1 defaults are passed */
1246 FIXME("Unexpected fixed function texture coord input\n");
1249 if(!ffp_proj_control
) {
1250 switch (flags
& ~WINED3DTTFF_PROJECTED
) {
1251 /* case WINED3DTTFF_COUNT1: Won't ever get here */
1252 case WINED3DTTFF_COUNT2
: mat
[2] = mat
[6] = mat
[10] = mat
[14] = 0;
1253 /* OpenGL divides the first 3 vertex coord by the 4th by default,
1254 * which is essentially the same as D3DTTFF_PROJECTED. Make sure that
1255 * the 4th coord evaluates to 1.0 to eliminate that.
1257 * If the fixed function pipeline is used, the 4th value remains unused,
1258 * so there is no danger in doing this. With vertex shaders we have a
1259 * problem. Should an app hit that problem, the code here would have to
1260 * check for pixel shaders, and the shader has to undo the default gl divide.
1262 * A more serious problem occurs if the app passes 4 coordinates in, and the
1263 * 4th is != 1.0(opengl default). This would have to be fixed in drawStridedSlow
1264 * or a replacement shader
1266 default: mat
[3] = mat
[7] = mat
[11] = 0; mat
[15] = 1;
1272 checkGLcall("glLoadMatrixf(mat)");
1274 #undef GLINFO_LOCATION
1276 #define GLINFO_LOCATION ((IWineD3DImpl *)(This->wineD3D))->gl_info
1278 /* This small helper function is used to convert a bitmask into the number of masked bits */
1279 unsigned int count_bits(unsigned int mask
)
1282 for (count
= 0; mask
; ++count
)
1289 /* Helper function for retrieving color info for ChoosePixelFormat and wglChoosePixelFormatARB.
1290 * The later function requires individual color components. */
1291 BOOL
getColorBits(WINED3DFORMAT fmt
, short *redSize
, short *greenSize
, short *blueSize
, short *alphaSize
, short *totalSize
)
1293 const StaticPixelFormatDesc
*desc
;
1295 TRACE("fmt: %s\n", debug_d3dformat(fmt
));
1298 case WINED3DFMT_X8R8G8B8
:
1299 case WINED3DFMT_R8G8B8
:
1300 case WINED3DFMT_A8R8G8B8
:
1301 case WINED3DFMT_A2R10G10B10
:
1302 case WINED3DFMT_X1R5G5B5
:
1303 case WINED3DFMT_A1R5G5B5
:
1304 case WINED3DFMT_R5G6B5
:
1305 case WINED3DFMT_X4R4G4B4
:
1306 case WINED3DFMT_A4R4G4B4
:
1307 case WINED3DFMT_R3G3B2
:
1308 case WINED3DFMT_A8P8
:
1312 ERR("Unsupported format: %s\n", debug_d3dformat(fmt
));
1316 desc
= getFormatDescEntry(fmt
, NULL
, NULL
);
1319 ERR("Unable to look up format: 0x%x\n", fmt
);
1322 *redSize
= count_bits(desc
->redMask
);
1323 *greenSize
= count_bits(desc
->greenMask
);
1324 *blueSize
= count_bits(desc
->blueMask
);
1325 *alphaSize
= count_bits(desc
->alphaMask
);
1326 *totalSize
= *redSize
+ *greenSize
+ *blueSize
+ *alphaSize
;
1328 TRACE("Returning red: %d, green: %d, blue: %d, alpha: %d, total: %d for fmt=%s\n", *redSize
, *greenSize
, *blueSize
, *alphaSize
, *totalSize
, debug_d3dformat(fmt
));
1332 /* Helper function for retrieving depth/stencil info for ChoosePixelFormat and wglChoosePixelFormatARB */
1333 BOOL
getDepthStencilBits(WINED3DFORMAT fmt
, short *depthSize
, short *stencilSize
)
1335 const StaticPixelFormatDesc
*desc
;
1337 TRACE("fmt: %s\n", debug_d3dformat(fmt
));
1340 case WINED3DFMT_D16_LOCKABLE
:
1341 case WINED3DFMT_D16
:
1342 case WINED3DFMT_D15S1
:
1343 case WINED3DFMT_D24X8
:
1344 case WINED3DFMT_D24X4S4
:
1345 case WINED3DFMT_D24S8
:
1346 case WINED3DFMT_D24FS8
:
1347 case WINED3DFMT_D32
:
1348 case WINED3DFMT_D32F_LOCKABLE
:
1351 FIXME("Unsupported stencil format: %s\n", debug_d3dformat(fmt
));
1355 desc
= getFormatDescEntry(fmt
, NULL
, NULL
);
1358 ERR("Unable to look up format: 0x%x\n", fmt
);
1361 *depthSize
= desc
->depthSize
;
1362 *stencilSize
= desc
->stencilSize
;
1364 TRACE("Returning depthSize: %d and stencilSize: %d for fmt=%s\n", *depthSize
, *stencilSize
, debug_d3dformat(fmt
));
1368 #undef GLINFO_LOCATION
1370 /* DirectDraw stuff */
1371 WINED3DFORMAT
pixelformat_for_depth(DWORD depth
) {
1373 case 8: return WINED3DFMT_P8
;
1374 case 15: return WINED3DFMT_X1R5G5B5
;
1375 case 16: return WINED3DFMT_R5G6B5
;
1376 case 24: return WINED3DFMT_X8R8G8B8
; /* Robots needs 24bit to be X8R8G8B8 */
1377 case 32: return WINED3DFMT_X8R8G8B8
; /* EVE online and the Fur demo need 32bit AdapterDisplayMode to return X8R8G8B8 */
1378 default: return WINED3DFMT_UNKNOWN
;
1382 void multiply_matrix(WINED3DMATRIX
*dest
, const WINED3DMATRIX
*src1
, const WINED3DMATRIX
*src2
) {
1385 /* Now do the multiplication 'by hand'.
1386 I know that all this could be optimised, but this will be done later :-) */
1387 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
);
1388 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
);
1389 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
);
1390 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
);
1392 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
);
1393 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
);
1394 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
);
1395 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
);
1397 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
);
1398 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
);
1399 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
);
1400 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
);
1402 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
);
1403 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
);
1404 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
);
1405 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
);
1407 /* And copy the new matrix in the good storage.. */
1408 memcpy(dest
, &temp
, 16 * sizeof(float));
1411 DWORD
get_flexible_vertex_size(DWORD d3dvtVertexType
) {
1414 int numTextures
= (d3dvtVertexType
& WINED3DFVF_TEXCOUNT_MASK
) >> WINED3DFVF_TEXCOUNT_SHIFT
;
1416 if (d3dvtVertexType
& WINED3DFVF_NORMAL
) size
+= 3 * sizeof(float);
1417 if (d3dvtVertexType
& WINED3DFVF_DIFFUSE
) size
+= sizeof(DWORD
);
1418 if (d3dvtVertexType
& WINED3DFVF_SPECULAR
) size
+= sizeof(DWORD
);
1419 if (d3dvtVertexType
& WINED3DFVF_PSIZE
) size
+= sizeof(DWORD
);
1420 switch (d3dvtVertexType
& WINED3DFVF_POSITION_MASK
) {
1421 case WINED3DFVF_XYZ
: size
+= 3 * sizeof(float); break;
1422 case WINED3DFVF_XYZRHW
: size
+= 4 * sizeof(float); break;
1423 case WINED3DFVF_XYZB1
: size
+= 4 * sizeof(float); break;
1424 case WINED3DFVF_XYZB2
: size
+= 5 * sizeof(float); break;
1425 case WINED3DFVF_XYZB3
: size
+= 6 * sizeof(float); break;
1426 case WINED3DFVF_XYZB4
: size
+= 7 * sizeof(float); break;
1427 case WINED3DFVF_XYZB5
: size
+= 8 * sizeof(float); break;
1428 default: ERR("Unexpected position mask\n");
1430 for (i
= 0; i
< numTextures
; i
++) {
1431 size
+= GET_TEXCOORD_SIZE_FROM_FVF(d3dvtVertexType
, i
) * sizeof(float);
1437 /***********************************************************************
1440 * Calculates the dimensions of the opengl texture used for blits.
1441 * Handled oversized opengl textures and updates the source rectangle
1445 * This: Surface to operate on
1446 * Rect: Requested rectangle
1449 * TRUE if the texture part can be loaded,
1452 *********************************************************************/
1453 #define GLINFO_LOCATION This->resource.wineD3DDevice->adapter->gl_info
1455 BOOL
CalculateTexRect(IWineD3DSurfaceImpl
*This
, RECT
*Rect
, float glTexCoord
[4]) {
1456 int x1
= Rect
->left
, x2
= Rect
->right
;
1457 int y1
= Rect
->top
, y2
= Rect
->bottom
;
1458 GLint maxSize
= GL_LIMITS(texture_size
);
1460 TRACE("(%p)->(%d,%d)-(%d,%d)\n", This
,
1461 Rect
->left
, Rect
->top
, Rect
->right
, Rect
->bottom
);
1463 /* The sizes might be reversed */
1464 if(Rect
->left
> Rect
->right
) {
1468 if(Rect
->top
> Rect
->bottom
) {
1473 /* No oversized texture? This is easy */
1474 if(!(This
->Flags
& SFLAG_OVERSIZE
)) {
1475 /* Which rect from the texture do I need? */
1476 if(This
->glDescription
.target
== GL_TEXTURE_RECTANGLE_ARB
) {
1477 glTexCoord
[0] = (float) Rect
->left
;
1478 glTexCoord
[2] = (float) Rect
->top
;
1479 glTexCoord
[1] = (float) Rect
->right
;
1480 glTexCoord
[3] = (float) Rect
->bottom
;
1482 glTexCoord
[0] = (float) Rect
->left
/ (float) This
->pow2Width
;
1483 glTexCoord
[2] = (float) Rect
->top
/ (float) This
->pow2Height
;
1484 glTexCoord
[1] = (float) Rect
->right
/ (float) This
->pow2Width
;
1485 glTexCoord
[3] = (float) Rect
->bottom
/ (float) This
->pow2Height
;
1490 /* Check if we can succeed at all */
1491 if( (x2
- x1
) > maxSize
||
1492 (y2
- y1
) > maxSize
) {
1493 TRACE("Requested rectangle is too large for gl\n");
1497 /* A part of the texture has to be picked. First, check if
1498 * some texture part is loaded already, if yes try to re-use it.
1499 * If the texture is dirty, or the part can't be used,
1500 * re-position the part to load
1502 if(This
->Flags
& SFLAG_INTEXTURE
) {
1503 if(This
->glRect
.left
<= x1
&& This
->glRect
.right
>= x2
&&
1504 This
->glRect
.top
<= y1
&& This
->glRect
.bottom
>= x2
) {
1505 /* Ok, the rectangle is ok, re-use it */
1506 TRACE("Using existing gl Texture\n");
1508 /* Rectangle is not ok, dirtify the texture to reload it */
1509 TRACE("Dirtifying texture to force reload\n");
1510 This
->Flags
&= ~SFLAG_INTEXTURE
;
1514 /* Now if we are dirty(no else if!) */
1515 if(!(This
->Flags
& SFLAG_INTEXTURE
)) {
1516 /* Set the new rectangle. Use the following strategy:
1517 * 1) Use as big textures as possible.
1518 * 2) Place the texture part in the way that the requested
1519 * part is in the middle of the texture(well, almost)
1520 * 3) If the texture is moved over the edges of the
1521 * surface, replace it nicely
1522 * 4) If the coord is not limiting the texture size,
1523 * use the whole size
1525 if((This
->pow2Width
) > maxSize
) {
1526 This
->glRect
.left
= x1
- maxSize
/ 2;
1527 if(This
->glRect
.left
< 0) {
1528 This
->glRect
.left
= 0;
1530 This
->glRect
.right
= This
->glRect
.left
+ maxSize
;
1531 if(This
->glRect
.right
> This
->currentDesc
.Width
) {
1532 This
->glRect
.right
= This
->currentDesc
.Width
;
1533 This
->glRect
.left
= This
->glRect
.right
- maxSize
;
1536 This
->glRect
.left
= 0;
1537 This
->glRect
.right
= This
->pow2Width
;
1540 if(This
->pow2Height
> maxSize
) {
1541 This
->glRect
.top
= x1
- GL_LIMITS(texture_size
) / 2;
1542 if(This
->glRect
.top
< 0) This
->glRect
.top
= 0;
1543 This
->glRect
.bottom
= This
->glRect
.left
+ maxSize
;
1544 if(This
->glRect
.bottom
> This
->currentDesc
.Height
) {
1545 This
->glRect
.bottom
= This
->currentDesc
.Height
;
1546 This
->glRect
.top
= This
->glRect
.bottom
- maxSize
;
1549 This
->glRect
.top
= 0;
1550 This
->glRect
.bottom
= This
->pow2Height
;
1552 TRACE("(%p): Using rect (%d,%d)-(%d,%d)\n", This
,
1553 This
->glRect
.left
, This
->glRect
.top
, This
->glRect
.right
, This
->glRect
.bottom
);
1556 /* Re-calculate the rect to draw */
1557 Rect
->left
-= This
->glRect
.left
;
1558 Rect
->right
-= This
->glRect
.left
;
1559 Rect
->top
-= This
->glRect
.top
;
1560 Rect
->bottom
-= This
->glRect
.top
;
1562 /* Get the gl coordinates. The gl rectangle is a power of 2, eigher the max size,
1563 * or the pow2Width / pow2Height of the surface.
1565 * Can never be GL_TEXTURE_RECTANGLE_ARB because oversized surfaces are always set up
1566 * as regular GL_TEXTURE_2D.
1568 glTexCoord
[0] = (float) Rect
->left
/ (float) (This
->glRect
.right
- This
->glRect
.left
);
1569 glTexCoord
[2] = (float) Rect
->top
/ (float) (This
->glRect
.bottom
- This
->glRect
.top
);
1570 glTexCoord
[1] = (float) Rect
->right
/ (float) (This
->glRect
.right
- This
->glRect
.left
);
1571 glTexCoord
[3] = (float) Rect
->bottom
/ (float) (This
->glRect
.bottom
- This
->glRect
.top
);
1575 #undef GLINFO_LOCATION
1577 /* Hash table functions */
1579 struct hash_table_t
*hash_table_create(hash_function_t
*hash_function
, compare_function_t
*compare_function
)
1581 struct hash_table_t
*table
;
1582 unsigned int initial_size
= 8;
1584 table
= HeapAlloc(GetProcessHeap(), 0, sizeof(struct hash_table_t
) + (initial_size
* sizeof(struct list
)));
1587 ERR("Failed to allocate table, returning NULL.\n");
1591 table
->hash_function
= hash_function
;
1592 table
->compare_function
= compare_function
;
1594 table
->grow_size
= initial_size
- (initial_size
>> 2);
1595 table
->shrink_size
= 0;
1597 table
->buckets
= HeapAlloc(GetProcessHeap(), HEAP_ZERO_MEMORY
, initial_size
* sizeof(struct list
));
1598 if (!table
->buckets
)
1600 ERR("Failed to allocate table buckets, returning NULL.\n");
1601 HeapFree(GetProcessHeap(), 0, table
);
1604 table
->bucket_count
= initial_size
;
1606 table
->entries
= HeapAlloc(GetProcessHeap(), HEAP_ZERO_MEMORY
, table
->grow_size
* sizeof(struct hash_table_entry_t
));
1607 if (!table
->entries
)
1609 ERR("Failed to allocate table entries, returning NULL.\n");
1610 HeapFree(GetProcessHeap(), 0, table
->buckets
);
1611 HeapFree(GetProcessHeap(), 0, table
);
1614 table
->entry_count
= 0;
1616 list_init(&table
->free_entries
);
1622 void hash_table_destroy(struct hash_table_t
*table
, void (*free_value
)(void *value
, void *cb
), void *cb
)
1626 for (i
= 0; i
< table
->entry_count
; ++i
)
1629 free_value(table
->entries
[i
].value
, cb
);
1631 HeapFree(GetProcessHeap(), 0, table
->entries
[i
].key
);
1634 HeapFree(GetProcessHeap(), 0, table
->entries
);
1635 HeapFree(GetProcessHeap(), 0, table
->buckets
);
1636 HeapFree(GetProcessHeap(), 0, table
);
1639 static inline struct hash_table_entry_t
*hash_table_get_by_idx(struct hash_table_t
*table
, void *key
, unsigned int idx
)
1641 struct hash_table_entry_t
*entry
;
1643 if (table
->buckets
[idx
].next
)
1644 LIST_FOR_EACH_ENTRY(entry
, &(table
->buckets
[idx
]), struct hash_table_entry_t
, entry
)
1645 if (table
->compare_function(entry
->key
, key
)) return entry
;
1650 static BOOL
hash_table_resize(struct hash_table_t
*table
, unsigned int new_bucket_count
)
1652 unsigned int new_entry_count
= 0;
1653 struct hash_table_entry_t
*new_entries
;
1654 struct list
*new_buckets
;
1655 unsigned int grow_size
= new_bucket_count
- (new_bucket_count
>> 2);
1658 new_buckets
= HeapAlloc(GetProcessHeap(), HEAP_ZERO_MEMORY
, new_bucket_count
* sizeof(struct list
));
1661 ERR("Failed to allocate new buckets, returning FALSE.\n");
1665 new_entries
= HeapAlloc(GetProcessHeap(), HEAP_ZERO_MEMORY
, grow_size
* sizeof(struct hash_table_entry_t
));
1668 ERR("Failed to allocate new entries, returning FALSE.\n");
1669 HeapFree(GetProcessHeap(), 0, new_buckets
);
1673 for (i
= 0; i
< table
->bucket_count
; ++i
)
1675 if (table
->buckets
[i
].next
)
1677 struct hash_table_entry_t
*entry
, *entry2
;
1679 LIST_FOR_EACH_ENTRY_SAFE(entry
, entry2
, &table
->buckets
[i
], struct hash_table_entry_t
, entry
)
1682 struct hash_table_entry_t
*new_entry
= new_entries
+ (new_entry_count
++);
1683 *new_entry
= *entry
;
1685 j
= new_entry
->hash
& (new_bucket_count
- 1);
1687 if (!new_buckets
[j
].next
) list_init(&new_buckets
[j
]);
1688 list_add_head(&new_buckets
[j
], &new_entry
->entry
);
1693 HeapFree(GetProcessHeap(), 0, table
->buckets
);
1694 table
->buckets
= new_buckets
;
1696 HeapFree(GetProcessHeap(), 0, table
->entries
);
1697 table
->entries
= new_entries
;
1699 table
->entry_count
= new_entry_count
;
1700 list_init(&table
->free_entries
);
1702 table
->bucket_count
= new_bucket_count
;
1703 table
->grow_size
= grow_size
;
1704 table
->shrink_size
= new_bucket_count
> 8 ? new_bucket_count
>> 2 : 0;
1709 void hash_table_put(struct hash_table_t
*table
, void *key
, void *value
)
1713 struct hash_table_entry_t
*entry
;
1715 hash
= table
->hash_function(key
);
1716 idx
= hash
& (table
->bucket_count
- 1);
1717 entry
= hash_table_get_by_idx(table
, key
, idx
);
1721 HeapFree(GetProcessHeap(), 0, key
);
1722 entry
->value
= value
;
1726 HeapFree(GetProcessHeap(), 0, entry
->key
);
1729 /* Remove the entry */
1730 list_remove(&entry
->entry
);
1731 list_add_head(&table
->free_entries
, &entry
->entry
);
1735 /* Shrink if necessary */
1736 if (table
->count
< table
->shrink_size
) {
1737 if (!hash_table_resize(table
, table
->bucket_count
>> 1))
1739 ERR("Failed to shrink the table...\n");
1749 /* Grow if necessary */
1750 if (table
->count
>= table
->grow_size
)
1752 if (!hash_table_resize(table
, table
->bucket_count
<< 1))
1754 ERR("Failed to grow the table, returning.\n");
1758 idx
= hash
& (table
->bucket_count
- 1);
1761 /* Find an entry to insert */
1762 if (!list_empty(&table
->free_entries
))
1764 struct list
*elem
= list_head(&table
->free_entries
);
1767 entry
= LIST_ENTRY(elem
, struct hash_table_entry_t
, entry
);
1769 entry
= table
->entries
+ (table
->entry_count
++);
1772 /* Insert the entry */
1774 entry
->value
= value
;
1776 if (!table
->buckets
[idx
].next
) list_init(&table
->buckets
[idx
]);
1777 list_add_head(&table
->buckets
[idx
], &entry
->entry
);
1782 void hash_table_remove(struct hash_table_t
*table
, void *key
)
1784 hash_table_put(table
, key
, NULL
);
1787 void *hash_table_get(struct hash_table_t
*table
, void *key
)
1790 struct hash_table_entry_t
*entry
;
1792 idx
= table
->hash_function(key
) & (table
->bucket_count
- 1);
1793 entry
= hash_table_get_by_idx(table
, key
, idx
);
1795 return entry
? entry
->value
: NULL
;
1798 #define GLINFO_LOCATION stateblock->wineD3DDevice->adapter->gl_info
1799 void gen_ffp_op(IWineD3DStateBlockImpl
*stateblock
, struct ffp_settings
*settings
, BOOL ignore_textype
) {
1803 static const unsigned char args
[WINED3DTOP_LERP
+ 1] = {
1805 /* D3DTOP_DISABLE */ 0,
1806 /* D3DTOP_SELECTARG1 */ ARG1
,
1807 /* D3DTOP_SELECTARG2 */ ARG2
,
1808 /* D3DTOP_MODULATE */ ARG1
| ARG2
,
1809 /* D3DTOP_MODULATE2X */ ARG1
| ARG2
,
1810 /* D3DTOP_MODULATE4X */ ARG1
| ARG2
,
1811 /* D3DTOP_ADD */ ARG1
| ARG2
,
1812 /* D3DTOP_ADDSIGNED */ ARG1
| ARG2
,
1813 /* D3DTOP_ADDSIGNED2X */ ARG1
| ARG2
,
1814 /* D3DTOP_SUBTRACT */ ARG1
| ARG2
,
1815 /* D3DTOP_ADDSMOOTH */ ARG1
| ARG2
,
1816 /* D3DTOP_BLENDDIFFUSEALPHA */ ARG1
| ARG2
,
1817 /* D3DTOP_BLENDTEXTUREALPHA */ ARG1
| ARG2
,
1818 /* D3DTOP_BLENDFACTORALPHA */ ARG1
| ARG2
,
1819 /* D3DTOP_BLENDTEXTUREALPHAPM */ ARG1
| ARG2
,
1820 /* D3DTOP_BLENDCURRENTALPHA */ ARG1
| ARG2
,
1821 /* D3DTOP_PREMODULATE */ ARG1
| ARG2
,
1822 /* D3DTOP_MODULATEALPHA_ADDCOLOR */ ARG1
| ARG2
,
1823 /* D3DTOP_MODULATECOLOR_ADDALPHA */ ARG1
| ARG2
,
1824 /* D3DTOP_MODULATEINVALPHA_ADDCOLOR */ ARG1
| ARG2
,
1825 /* D3DTOP_MODULATEINVCOLOR_ADDALPHA */ ARG1
| ARG2
,
1826 /* D3DTOP_BUMPENVMAP */ ARG1
| ARG2
,
1827 /* D3DTOP_BUMPENVMAPLUMINANCE */ ARG1
| ARG2
,
1828 /* D3DTOP_DOTPRODUCT3 */ ARG1
| ARG2
,
1829 /* D3DTOP_MULTIPLYADD */ ARG1
| ARG2
| ARG0
,
1830 /* D3DTOP_LERP */ ARG1
| ARG2
| ARG0
1834 DWORD cop
, aop
, carg0
, carg1
, carg2
, aarg0
, aarg1
, aarg2
;
1836 for(i
= 0; i
< GL_LIMITS(texture_stages
); i
++) {
1837 IWineD3DBaseTextureImpl
*texture
;
1838 settings
->op
[i
].padding
= 0;
1839 if(stateblock
->textureState
[i
][WINED3DTSS_COLOROP
] == WINED3DTOP_DISABLE
) {
1840 settings
->op
[i
].cop
= WINED3DTOP_DISABLE
;
1841 settings
->op
[i
].aop
= WINED3DTOP_DISABLE
;
1842 settings
->op
[i
].carg0
= settings
->op
[i
].carg1
= settings
->op
[i
].carg2
= ARG_UNUSED
;
1843 settings
->op
[i
].aarg0
= settings
->op
[i
].aarg1
= settings
->op
[i
].aarg2
= ARG_UNUSED
;
1844 settings
->op
[i
].color_correction
= WINED3DFMT_UNKNOWN
;
1845 settings
->op
[i
].dst
= resultreg
;
1846 settings
->op
[i
].tex_type
= tex_1d
;
1847 settings
->op
[i
].projected
= proj_none
;
1852 texture
= (IWineD3DBaseTextureImpl
*) stateblock
->textures
[i
];
1854 settings
->op
[i
].color_correction
= texture
->baseTexture
.shader_conversion_group
;
1855 if(ignore_textype
) {
1856 settings
->op
[i
].tex_type
= tex_1d
;
1858 switch(stateblock
->textureDimensions
[i
]) {
1860 settings
->op
[i
].tex_type
= tex_1d
;
1863 settings
->op
[i
].tex_type
= tex_2d
;
1866 settings
->op
[i
].tex_type
= tex_3d
;
1868 case GL_TEXTURE_CUBE_MAP_ARB
:
1869 settings
->op
[i
].tex_type
= tex_cube
;
1871 case GL_TEXTURE_RECTANGLE_ARB
:
1872 settings
->op
[i
].tex_type
= tex_rect
;
1877 settings
->op
[i
].color_correction
= WINED3DFMT_UNKNOWN
;
1878 settings
->op
[i
].tex_type
= tex_1d
;
1881 cop
= stateblock
->textureState
[i
][WINED3DTSS_COLOROP
];
1882 aop
= stateblock
->textureState
[i
][WINED3DTSS_ALPHAOP
];
1884 carg1
= (args
[cop
] & ARG1
) ? stateblock
->textureState
[i
][WINED3DTSS_COLORARG1
] : 0xffffffff;
1885 carg2
= (args
[cop
] & ARG2
) ? stateblock
->textureState
[i
][WINED3DTSS_COLORARG2
] : 0xffffffff;
1886 carg0
= (args
[cop
] & ARG0
) ? stateblock
->textureState
[i
][WINED3DTSS_COLORARG0
] : 0xffffffff;
1888 if(is_invalid_op(stateblock
->wineD3DDevice
, i
, cop
,
1889 carg1
, carg2
, carg0
)) {
1892 carg1
= WINED3DTA_CURRENT
;
1893 cop
= WINED3DTOP_SELECTARG1
;
1896 if(cop
== WINED3DTOP_DOTPRODUCT3
) {
1897 /* A dotproduct3 on the colorop overwrites the alphaop operation and replicates
1898 * the color result to the alpha component of the destination
1905 aarg1
= (args
[aop
] & ARG1
) ? stateblock
->textureState
[i
][WINED3DTSS_ALPHAARG1
] : 0xffffffff;
1906 aarg2
= (args
[aop
] & ARG2
) ? stateblock
->textureState
[i
][WINED3DTSS_ALPHAARG2
] : 0xffffffff;
1907 aarg0
= (args
[aop
] & ARG0
) ? stateblock
->textureState
[i
][WINED3DTSS_ALPHAARG0
] : 0xffffffff;
1910 if(i
== 0 && stateblock
->textures
[0] &&
1911 stateblock
->renderState
[WINED3DRS_COLORKEYENABLE
] &&
1912 (stateblock
->textureDimensions
[0] == GL_TEXTURE_2D
||
1913 stateblock
->textureDimensions
[0] == GL_TEXTURE_RECTANGLE_ARB
)) {
1914 IWineD3DSurfaceImpl
*surf
= (IWineD3DSurfaceImpl
*) ((IWineD3DTextureImpl
*) stateblock
->textures
[0])->surfaces
[0];
1916 if(surf
->CKeyFlags
& WINEDDSD_CKSRCBLT
&&
1917 getFormatDescEntry(surf
->resource
.format
, NULL
, NULL
)->alphaMask
== 0x00000000) {
1919 if(aop
== WINED3DTOP_DISABLE
) {
1920 aarg1
= WINED3DTA_TEXTURE
;
1921 aop
= WINED3DTOP_SELECTARG1
;
1923 else if(aop
== WINED3DTOP_SELECTARG1
&& aarg1
!= WINED3DTA_TEXTURE
) {
1924 if (stateblock
->renderState
[WINED3DRS_ALPHABLENDENABLE
]) {
1925 aarg2
= WINED3DTA_TEXTURE
;
1926 aop
= WINED3DTOP_MODULATE
;
1928 else aarg1
= WINED3DTA_TEXTURE
;
1930 else if(aop
== WINED3DTOP_SELECTARG2
&& aarg2
!= WINED3DTA_TEXTURE
) {
1931 if (stateblock
->renderState
[WINED3DRS_ALPHABLENDENABLE
]) {
1932 aarg1
= WINED3DTA_TEXTURE
;
1933 aop
= WINED3DTOP_MODULATE
;
1935 else aarg2
= WINED3DTA_TEXTURE
;
1940 if(is_invalid_op(stateblock
->wineD3DDevice
, i
, aop
,
1941 aarg1
, aarg2
, aarg0
)) {
1944 aarg1
= WINED3DTA_CURRENT
;
1945 aop
= WINED3DTOP_SELECTARG1
;
1948 if(carg1
== WINED3DTA_TEXTURE
|| carg2
== WINED3DTA_TEXTURE
|| carg0
== WINED3DTA_TEXTURE
||
1949 aarg1
== WINED3DTA_TEXTURE
|| aarg2
== WINED3DTA_TEXTURE
|| aarg0
== WINED3DTA_TEXTURE
) {
1950 ttff
= stateblock
->textureState
[i
][WINED3DTSS_TEXTURETRANSFORMFLAGS
];
1951 if(ttff
== (WINED3DTTFF_PROJECTED
| WINED3DTTFF_COUNT3
)) {
1952 settings
->op
[i
].projected
= proj_count3
;
1953 } else if(ttff
== (WINED3DTTFF_PROJECTED
| WINED3DTTFF_COUNT4
)) {
1954 settings
->op
[i
].projected
= proj_count4
;
1956 settings
->op
[i
].projected
= proj_none
;
1959 settings
->op
[i
].projected
= proj_none
;
1962 settings
->op
[i
].cop
= cop
;
1963 settings
->op
[i
].aop
= aop
;
1964 settings
->op
[i
].carg0
= carg0
;
1965 settings
->op
[i
].carg1
= carg1
;
1966 settings
->op
[i
].carg2
= carg2
;
1967 settings
->op
[i
].aarg0
= aarg0
;
1968 settings
->op
[i
].aarg1
= aarg1
;
1969 settings
->op
[i
].aarg2
= aarg2
;
1971 if(stateblock
->textureState
[i
][WINED3DTSS_RESULTARG
] == WINED3DTA_TEMP
) {
1972 settings
->op
[i
].dst
= tempreg
;
1974 settings
->op
[i
].dst
= resultreg
;
1978 /* Clear unsupported stages */
1979 for(; i
< MAX_TEXTURES
; i
++) {
1980 memset(&settings
->op
[i
], 0xff, sizeof(settings
->op
[i
]));
1983 if(stateblock
->renderState
[WINED3DRS_FOGENABLE
] == FALSE
) {
1984 settings
->fog
= FOG_OFF
;
1985 } else if(stateblock
->renderState
[WINED3DRS_FOGTABLEMODE
] == WINED3DFOG_NONE
) {
1986 switch(stateblock
->renderState
[WINED3DRS_FOGVERTEXMODE
]) {
1987 case WINED3DFOG_NONE
:
1988 case WINED3DFOG_LINEAR
:
1989 settings
->fog
= FOG_LINEAR
;
1991 case WINED3DFOG_EXP
:
1992 settings
->fog
= FOG_EXP
;
1994 case WINED3DFOG_EXP2
:
1995 settings
->fog
= FOG_EXP2
;
1999 switch(stateblock
->renderState
[WINED3DRS_FOGTABLEMODE
]) {
2000 case WINED3DFOG_LINEAR
:
2001 settings
->fog
= FOG_LINEAR
;
2003 case WINED3DFOG_EXP
:
2004 settings
->fog
= FOG_EXP
;
2006 case WINED3DFOG_EXP2
:
2007 settings
->fog
= FOG_EXP2
;
2011 if(stateblock
->renderState
[WINED3DRS_SRGBWRITEENABLE
]) {
2012 settings
->sRGB_write
= 1;
2014 settings
->sRGB_write
= 0;
2017 #undef GLINFO_LOCATION
2019 struct ffp_desc
*find_ffp_shader(struct hash_table_t
*fragment_shaders
, struct ffp_settings
*settings
)
2021 return (struct ffp_desc
*)hash_table_get(fragment_shaders
, settings
);}
2023 void add_ffp_shader(struct hash_table_t
*shaders
, struct ffp_desc
*desc
) {
2024 struct ffp_settings
*key
= HeapAlloc(GetProcessHeap(), 0, sizeof(*key
));
2025 /* Note that the key is the implementation independent part of the ffp_desc structure,
2026 * whereas desc points to an extended structure with implementation specific parts.
2027 * Make a copy of the key because hash_table_put takes ownership of it
2029 *key
= desc
->settings
;
2030 hash_table_put(shaders
, key
, desc
);
2033 /* Activates the texture dimension according to the bound D3D texture.
2034 * Does not care for the colorop or correct gl texture unit(when using nvrc)
2035 * Requires the caller to activate the correct unit before
2037 #define GLINFO_LOCATION stateblock->wineD3DDevice->adapter->gl_info
2038 void texture_activate_dimensions(DWORD stage
, IWineD3DStateBlockImpl
*stateblock
, WineD3DContext
*context
) {
2039 if(stateblock
->textures
[stage
]) {
2040 switch(stateblock
->textureDimensions
[stage
]) {
2042 glDisable(GL_TEXTURE_3D
);
2043 checkGLcall("glDisable(GL_TEXTURE_3D)");
2044 if(GL_SUPPORT(ARB_TEXTURE_CUBE_MAP
)) {
2045 glDisable(GL_TEXTURE_CUBE_MAP_ARB
);
2046 checkGLcall("glDisable(GL_TEXTURE_CUBE_MAP_ARB)");
2048 if(GL_SUPPORT(ARB_TEXTURE_RECTANGLE
)) {
2049 glDisable(GL_TEXTURE_RECTANGLE_ARB
);
2050 checkGLcall("glDisable(GL_TEXTURE_RECTANGLE_ARB)");
2052 glEnable(GL_TEXTURE_2D
);
2053 checkGLcall("glEnable(GL_TEXTURE_2D)");
2055 case GL_TEXTURE_RECTANGLE_ARB
:
2056 glDisable(GL_TEXTURE_2D
);
2057 checkGLcall("glDisable(GL_TEXTURE_2D)");
2058 glDisable(GL_TEXTURE_3D
);
2059 checkGLcall("glDisable(GL_TEXTURE_3D)");
2060 if(GL_SUPPORT(ARB_TEXTURE_CUBE_MAP
)) {
2061 glDisable(GL_TEXTURE_CUBE_MAP_ARB
);
2062 checkGLcall("glDisable(GL_TEXTURE_CUBE_MAP_ARB)");
2064 glEnable(GL_TEXTURE_RECTANGLE_ARB
);
2065 checkGLcall("glEnable(GL_TEXTURE_RECTANGLE_ARB)");
2068 if(GL_SUPPORT(ARB_TEXTURE_CUBE_MAP
)) {
2069 glDisable(GL_TEXTURE_CUBE_MAP_ARB
);
2070 checkGLcall("glDisable(GL_TEXTURE_CUBE_MAP_ARB)");
2072 if(GL_SUPPORT(ARB_TEXTURE_RECTANGLE
)) {
2073 glDisable(GL_TEXTURE_RECTANGLE_ARB
);
2074 checkGLcall("glDisable(GL_TEXTURE_RECTANGLE_ARB)");
2076 glDisable(GL_TEXTURE_2D
);
2077 checkGLcall("glDisable(GL_TEXTURE_2D)");
2078 glEnable(GL_TEXTURE_3D
);
2079 checkGLcall("glEnable(GL_TEXTURE_3D)");
2081 case GL_TEXTURE_CUBE_MAP_ARB
:
2082 glDisable(GL_TEXTURE_2D
);
2083 checkGLcall("glDisable(GL_TEXTURE_2D)");
2084 glDisable(GL_TEXTURE_3D
);
2085 checkGLcall("glDisable(GL_TEXTURE_3D)");
2086 if(GL_SUPPORT(ARB_TEXTURE_RECTANGLE
)) {
2087 glDisable(GL_TEXTURE_RECTANGLE_ARB
);
2088 checkGLcall("glDisable(GL_TEXTURE_RECTANGLE_ARB)");
2090 glEnable(GL_TEXTURE_CUBE_MAP_ARB
);
2091 checkGLcall("glEnable(GL_TEXTURE_CUBE_MAP_ARB)");
2095 glEnable(GL_TEXTURE_2D
);
2096 checkGLcall("glEnable(GL_TEXTURE_2D)");
2097 glDisable(GL_TEXTURE_3D
);
2098 checkGLcall("glDisable(GL_TEXTURE_3D)");
2099 if(GL_SUPPORT(ARB_TEXTURE_CUBE_MAP
)) {
2100 glDisable(GL_TEXTURE_CUBE_MAP_ARB
);
2101 checkGLcall("glDisable(GL_TEXTURE_CUBE_MAP_ARB)");
2103 if(GL_SUPPORT(ARB_TEXTURE_RECTANGLE
)) {
2104 glDisable(GL_TEXTURE_RECTANGLE_ARB
);
2105 checkGLcall("glDisable(GL_TEXTURE_RECTANGLE_ARB)");
2107 /* Binding textures is done by samplers. A dummy texture will be bound */
2111 void sampler_texdim(DWORD state
, IWineD3DStateBlockImpl
*stateblock
, WineD3DContext
*context
) {
2112 DWORD sampler
= state
- STATE_SAMPLER(0);
2113 DWORD mapped_stage
= stateblock
->wineD3DDevice
->texUnitMap
[sampler
];
2115 /* No need to enable / disable anything here for unused samplers. The tex_colorop
2116 * handler takes care. Also no action is needed with pixel shaders, or if tex_colorop
2117 * will take care of this business
2119 if(mapped_stage
== -1 || mapped_stage
>= GL_LIMITS(textures
)) return;
2120 if(sampler
>= stateblock
->lowest_disabled_stage
) return;
2121 if(isStateDirty(context
, STATE_TEXTURESTAGE(sampler
, WINED3DTSS_COLOROP
))) return;
2123 texture_activate_dimensions(sampler
, stateblock
, context
);
2125 #undef GLINFO_LOCATION
2127 unsigned int ffp_program_key_hash(void *key
) {
2128 struct ffp_settings
*k
= (struct ffp_settings
*)key
;
2129 unsigned int hash
= 0, i
;
2132 /* This takes the texture op settings of stage 0 and 1 into account.
2133 * how exactly depends on the memory laybout of the compiler, but it
2134 * should not matter too much. Stages > 1 are used rarely, so there's
2135 * no need to process them. Even if they're used it is likely that
2136 * the ffp setup has distinct stage 0 and 1 settings.
2138 for(i
= 0; i
< 2; i
++) {
2139 blob
= (DWORD
*) &k
->op
[i
];
2140 hash
^= blob
[0] ^ blob
[1];
2143 hash
+= ~(hash
<< 15);
2144 hash
^= (hash
>> 10);
2145 hash
+= (hash
<< 3);
2146 hash
^= (hash
>> 6);
2147 hash
+= ~(hash
<< 11);
2148 hash
^= (hash
>> 16);
2153 BOOL
ffp_program_key_compare(void *keya
, void *keyb
) {
2154 struct ffp_settings
*ka
= (struct ffp_settings
*)keya
;
2155 struct ffp_settings
*kb
= (struct ffp_settings
*)keyb
;
2157 return memcmp(ka
, kb
, sizeof(*ka
)) == 0;