mpr: Tweak a label so it matches the one in wininet.
[wine/multimedia.git] / dlls / wined3d / utils.c
blob76a1af32341a657e1ded4c1708a12c661c23793f
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
10 * Copyright 2009-2010 Henri Verbeet for CodeWeavers
12 * This library is free software; you can redistribute it and/or
13 * modify it under the terms of the GNU Lesser General Public
14 * License as published by the Free Software Foundation; either
15 * version 2.1 of the License, or (at your option) any later version.
17 * This library is distributed in the hope that it will be useful,
18 * but WITHOUT ANY WARRANTY; without even the implied warranty of
19 * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the GNU
20 * Lesser General Public License for more details.
22 * You should have received a copy of the GNU Lesser General Public
23 * License along with this library; if not, write to the Free Software
24 * Foundation, Inc., 51 Franklin St, Fifth Floor, Boston, MA 02110-1301, USA
27 #include "config.h"
28 #include "wined3d_private.h"
30 WINE_DEFAULT_DEBUG_CHANNEL(d3d);
32 struct StaticPixelFormatDesc
34 enum wined3d_format_id id;
35 DWORD alphaMask, redMask, greenMask, blueMask;
36 UINT bpp;
37 BYTE depthSize, stencilSize;
40 /*****************************************************************************
41 * Pixel format array
43 * For the formats WINED3DFMT_A32B32G32R32F, WINED3DFMT_A16B16G16R16F,
44 * and WINED3DFMT_A16B16G16R16 do not have correct alpha masks, because the
45 * high masks do not fit into the 32 bit values needed for ddraw. It is only
46 * used for ddraw mostly, and to figure out if the format has alpha at all, so
47 * setting a mask like 0x1 for those surfaces is correct. The 64 and 128 bit
48 * formats are not usable in 2D rendering because ddraw doesn't support them.
50 static const struct StaticPixelFormatDesc formats[] =
52 /* format id alphamask redmask greenmask bluemask bpp depth stencil */
53 {WINED3DFMT_UNKNOWN, 0x0, 0x0, 0x0, 0x0, 0, 0, 0},
54 /* FourCC formats */
55 {WINED3DFMT_UYVY, 0x0, 0x0, 0x0, 0x0, 2, 0, 0},
56 {WINED3DFMT_YUY2, 0x0, 0x0, 0x0, 0x0, 2, 0, 0},
57 {WINED3DFMT_YV12, 0x0, 0x0, 0x0, 0x0, 1, 0, 0},
58 {WINED3DFMT_DXT1, 0x0, 0x0, 0x0, 0x0, 1, 0, 0},
59 {WINED3DFMT_DXT2, 0x0, 0x0, 0x0, 0x0, 1, 0, 0},
60 {WINED3DFMT_DXT3, 0x0, 0x0, 0x0, 0x0, 1, 0, 0},
61 {WINED3DFMT_DXT4, 0x0, 0x0, 0x0, 0x0, 1, 0, 0},
62 {WINED3DFMT_DXT5, 0x0, 0x0, 0x0, 0x0, 1, 0, 0},
63 {WINED3DFMT_MULTI2_ARGB8, 0x0, 0x0, 0x0, 0x0, 1/*?*/, 0, 0},
64 {WINED3DFMT_G8R8_G8B8, 0x0, 0x0, 0x0, 0x0, 1/*?*/, 0, 0},
65 {WINED3DFMT_R8G8_B8G8, 0x0, 0x0, 0x0, 0x0, 1/*?*/, 0, 0},
66 /* IEEE formats */
67 {WINED3DFMT_R32_FLOAT, 0x0, 0x0, 0x0, 0x0, 4, 0, 0},
68 {WINED3DFMT_R32G32_FLOAT, 0x0, 0x0, 0x0, 0x0, 8, 0, 0},
69 {WINED3DFMT_R32G32B32_FLOAT, 0x0, 0x0, 0x0, 0x0, 12, 0, 0},
70 {WINED3DFMT_R32G32B32A32_FLOAT, 0x1, 0x0, 0x0, 0x0, 16, 0, 0},
71 /* Hmm? */
72 {WINED3DFMT_R8G8_SNORM_Cx, 0x0, 0x0, 0x0, 0x0, 2, 0, 0},
73 /* Float */
74 {WINED3DFMT_R16_FLOAT, 0x0, 0x0, 0x0, 0x0, 2, 0, 0},
75 {WINED3DFMT_R16G16_FLOAT, 0x0, 0x0, 0x0, 0x0, 4, 0, 0},
76 {WINED3DFMT_R16G16_SINT, 0x0, 0x0, 0x0, 0x0, 4, 0, 0},
77 {WINED3DFMT_R16G16B16A16_FLOAT, 0x1, 0x0, 0x0, 0x0, 8, 0, 0},
78 {WINED3DFMT_R16G16B16A16_SINT, 0x1, 0x0, 0x0, 0x0, 8, 0, 0},
79 /* Palettized formats */
80 {WINED3DFMT_P8_UINT_A8_UNORM, 0x0000ff00, 0x0, 0x0, 0x0, 2, 0, 0},
81 {WINED3DFMT_P8_UINT, 0x0, 0x0, 0x0, 0x0, 1, 0, 0},
82 /* Standard ARGB formats. */
83 {WINED3DFMT_B8G8R8_UNORM, 0x0, 0x00ff0000, 0x0000ff00, 0x000000ff, 3, 0, 0},
84 {WINED3DFMT_B8G8R8A8_UNORM, 0xff000000, 0x00ff0000, 0x0000ff00, 0x000000ff, 4, 0, 0},
85 {WINED3DFMT_B8G8R8X8_UNORM, 0x0, 0x00ff0000, 0x0000ff00, 0x000000ff, 4, 0, 0},
86 {WINED3DFMT_B5G6R5_UNORM, 0x0, 0x0000f800, 0x000007e0, 0x0000001f, 2, 0, 0},
87 {WINED3DFMT_B5G5R5X1_UNORM, 0x0, 0x00007c00, 0x000003e0, 0x0000001f, 2, 0, 0},
88 {WINED3DFMT_B5G5R5A1_UNORM, 0x00008000, 0x00007c00, 0x000003e0, 0x0000001f, 2, 0, 0},
89 {WINED3DFMT_B4G4R4A4_UNORM, 0x0000f000, 0x00000f00, 0x000000f0, 0x0000000f, 2, 0, 0},
90 {WINED3DFMT_B2G3R3_UNORM, 0x0, 0x000000e0, 0x0000001c, 0x00000003, 1, 0, 0},
91 {WINED3DFMT_A8_UNORM, 0x000000ff, 0x0, 0x0, 0x0, 1, 0, 0},
92 {WINED3DFMT_B2G3R3A8_UNORM, 0x0000ff00, 0x000000e0, 0x0000001c, 0x00000003, 2, 0, 0},
93 {WINED3DFMT_B4G4R4X4_UNORM, 0x0, 0x00000f00, 0x000000f0, 0x0000000f, 2, 0, 0},
94 {WINED3DFMT_R10G10B10A2_UNORM, 0xc0000000, 0x000003ff, 0x000ffc00, 0x3ff00000, 4, 0, 0},
95 {WINED3DFMT_R10G10B10A2_UINT, 0xc0000000, 0x000003ff, 0x000ffc00, 0x3ff00000, 4, 0, 0},
96 {WINED3DFMT_R10G10B10A2_SNORM, 0xc0000000, 0x000003ff, 0x000ffc00, 0x3ff00000, 4, 0, 0},
97 {WINED3DFMT_R8G8B8A8_UNORM, 0xff000000, 0x000000ff, 0x0000ff00, 0x00ff0000, 4, 0, 0},
98 {WINED3DFMT_R8G8B8A8_UINT, 0xff000000, 0x000000ff, 0x0000ff00, 0x00ff0000, 4, 0, 0},
99 {WINED3DFMT_R8G8B8X8_UNORM, 0x0, 0x000000ff, 0x0000ff00, 0x00ff0000, 4, 0, 0},
100 {WINED3DFMT_R16G16_UNORM, 0x0, 0x0000ffff, 0xffff0000, 0x0, 4, 0, 0},
101 {WINED3DFMT_B10G10R10A2_UNORM, 0xc0000000, 0x3ff00000, 0x000ffc00, 0x000003ff, 4, 0, 0},
102 {WINED3DFMT_R16G16B16A16_UNORM, 0x1, 0x0000ffff, 0xffff0000, 0x0, 8, 0, 0},
103 /* Luminance */
104 {WINED3DFMT_L8_UNORM, 0x0, 0x0, 0x0, 0x0, 1, 0, 0},
105 {WINED3DFMT_L8A8_UNORM, 0x0000ff00, 0x0, 0x0, 0x0, 2, 0, 0},
106 {WINED3DFMT_L4A4_UNORM, 0x000000f0, 0x0, 0x0, 0x0, 1, 0, 0},
107 {WINED3DFMT_L16_UNORM, 0x0, 0x0, 0x0, 0x0, 2, 16, 0},
108 /* Bump mapping stuff */
109 {WINED3DFMT_R8G8_SNORM, 0x0, 0x0, 0x0, 0x0, 2, 0, 0},
110 {WINED3DFMT_R5G5_SNORM_L6_UNORM, 0x0, 0x0, 0x0, 0x0, 2, 0, 0},
111 {WINED3DFMT_R8G8_SNORM_L8X8_UNORM, 0x0, 0x0, 0x0, 0x0, 4, 0, 0},
112 {WINED3DFMT_R8G8B8A8_SNORM, 0x0, 0x0, 0x0, 0x0, 4, 0, 0},
113 {WINED3DFMT_R16G16_SNORM, 0x0, 0x0, 0x0, 0x0, 4, 0, 0},
114 {WINED3DFMT_R10G11B11_SNORM, 0x0, 0x0, 0x0, 0x0, 4, 0, 0},
115 {WINED3DFMT_R10G10B10_SNORM_A2_UNORM, 0xb0000000, 0x0, 0x0, 0x0, 4, 0, 0},
116 /* Depth stencil formats */
117 {WINED3DFMT_D16_LOCKABLE, 0x0, 0x0, 0x0, 0x0, 2, 16, 0},
118 {WINED3DFMT_D32_UNORM, 0x0, 0x0, 0x0, 0x0, 4, 32, 0},
119 {WINED3DFMT_S1_UINT_D15_UNORM, 0x0, 0x0, 0x0, 0x0, 2, 15, 1},
120 {WINED3DFMT_D24_UNORM_S8_UINT, 0x0, 0x0, 0x0, 0x0, 4, 24, 8},
121 {WINED3DFMT_X8D24_UNORM, 0x0, 0x0, 0x0, 0x0, 4, 24, 0},
122 {WINED3DFMT_S4X4_UINT_D24_UNORM, 0x0, 0x0, 0x0, 0x0, 4, 24, 4},
123 {WINED3DFMT_D16_UNORM, 0x0, 0x0, 0x0, 0x0, 2, 16, 0},
124 {WINED3DFMT_D32_FLOAT, 0x0, 0x0, 0x0, 0x0, 4, 32, 0},
125 {WINED3DFMT_S8_UINT_D24_FLOAT, 0x0, 0x0, 0x0, 0x0, 4, 24, 8},
126 {WINED3DFMT_VERTEXDATA, 0x0, 0x0, 0x0, 0x0, 0, 0, 0},
127 {WINED3DFMT_R16_UINT, 0x0, 0x0, 0x0, 0x0, 2, 0, 0},
128 {WINED3DFMT_R32_UINT, 0x0, 0x0, 0x0, 0x0, 4, 0, 0},
129 {WINED3DFMT_R16G16B16A16_SNORM, 0x0, 0x0, 0x0, 0x0, 8, 0, 0},
130 /* Vendor-specific formats */
131 {WINED3DFMT_ATI2N, 0x0, 0x0, 0x0, 0x0, 1, 0, 0},
132 {WINED3DFMT_NVDB, 0x0, 0x0, 0x0, 0x0, 0, 0, 0},
133 {WINED3DFMT_INTZ, 0x0, 0x0, 0x0, 0x0, 4, 24, 8},
134 {WINED3DFMT_NVHU, 0x0, 0x0, 0x0, 0x0, 2, 0, 0},
135 {WINED3DFMT_NVHS, 0x0, 0x0, 0x0, 0x0, 2, 0, 0},
136 {WINED3DFMT_NULL, 0xff000000, 0x000000ff, 0x0000ff00, 0x00ff0000, 4, 0, 0},
137 /* Unsure about them, could not find a Windows driver that supports them */
138 {WINED3DFMT_R16, 0x0, 0x0000ffff, 0x0, 0x0, 2, 0, 0},
139 {WINED3DFMT_AL16, 0xffff0000, 0x0, 0x0, 0x0, 4, 0, 0},
142 struct wined3d_format_base_flags
144 enum wined3d_format_id id;
145 DWORD flags;
148 /* The ATI2N format behaves like an uncompressed format in LockRect(), but
149 * still needs to use the correct block based calculation for e.g. the
150 * resource size. */
151 static const struct wined3d_format_base_flags format_base_flags[] =
153 {WINED3DFMT_UYVY, WINED3DFMT_FLAG_FOURCC},
154 {WINED3DFMT_YUY2, WINED3DFMT_FLAG_FOURCC},
155 {WINED3DFMT_YV12, WINED3DFMT_FLAG_FOURCC},
156 {WINED3DFMT_DXT1, WINED3DFMT_FLAG_FOURCC},
157 {WINED3DFMT_DXT2, WINED3DFMT_FLAG_FOURCC},
158 {WINED3DFMT_DXT3, WINED3DFMT_FLAG_FOURCC},
159 {WINED3DFMT_DXT4, WINED3DFMT_FLAG_FOURCC},
160 {WINED3DFMT_DXT5, WINED3DFMT_FLAG_FOURCC},
161 {WINED3DFMT_MULTI2_ARGB8, WINED3DFMT_FLAG_FOURCC},
162 {WINED3DFMT_G8R8_G8B8, WINED3DFMT_FLAG_FOURCC},
163 {WINED3DFMT_R8G8_B8G8, WINED3DFMT_FLAG_FOURCC},
164 {WINED3DFMT_INTZ, WINED3DFMT_FLAG_FOURCC},
165 {WINED3DFMT_NULL, WINED3DFMT_FLAG_FOURCC},
166 {WINED3DFMT_P8_UINT, WINED3DFMT_FLAG_GETDC},
167 {WINED3DFMT_B8G8R8_UNORM, WINED3DFMT_FLAG_GETDC},
168 {WINED3DFMT_B8G8R8A8_UNORM, WINED3DFMT_FLAG_GETDC},
169 {WINED3DFMT_B8G8R8X8_UNORM, WINED3DFMT_FLAG_GETDC},
170 {WINED3DFMT_B5G6R5_UNORM, WINED3DFMT_FLAG_GETDC},
171 {WINED3DFMT_B5G5R5X1_UNORM, WINED3DFMT_FLAG_GETDC},
172 {WINED3DFMT_B5G5R5A1_UNORM, WINED3DFMT_FLAG_GETDC},
173 {WINED3DFMT_B4G4R4A4_UNORM, WINED3DFMT_FLAG_GETDC},
174 {WINED3DFMT_B4G4R4X4_UNORM, WINED3DFMT_FLAG_GETDC},
175 {WINED3DFMT_R8G8B8A8_UNORM, WINED3DFMT_FLAG_GETDC},
176 {WINED3DFMT_R8G8B8X8_UNORM, WINED3DFMT_FLAG_GETDC},
177 {WINED3DFMT_ATI2N, WINED3DFMT_FLAG_FOURCC | WINED3DFMT_FLAG_BROKEN_PITCH},
178 {WINED3DFMT_NVDB, WINED3DFMT_FLAG_FOURCC},
179 {WINED3DFMT_NVHU, WINED3DFMT_FLAG_FOURCC},
180 {WINED3DFMT_NVHS, WINED3DFMT_FLAG_FOURCC},
181 {WINED3DFMT_R32_FLOAT, WINED3DFMT_FLAG_FLOAT},
182 {WINED3DFMT_R32G32_FLOAT, WINED3DFMT_FLAG_FLOAT},
183 {WINED3DFMT_R32G32B32_FLOAT, WINED3DFMT_FLAG_FLOAT},
184 {WINED3DFMT_R32G32B32A32_FLOAT, WINED3DFMT_FLAG_FLOAT},
185 {WINED3DFMT_R16_FLOAT, WINED3DFMT_FLAG_FLOAT},
186 {WINED3DFMT_R16G16_FLOAT, WINED3DFMT_FLAG_FLOAT},
187 {WINED3DFMT_R16G16B16A16_FLOAT, WINED3DFMT_FLAG_FLOAT},
188 {WINED3DFMT_D32_FLOAT, WINED3DFMT_FLAG_FLOAT},
189 {WINED3DFMT_S8_UINT_D24_FLOAT, WINED3DFMT_FLAG_FLOAT},
192 struct wined3d_format_block_info
194 enum wined3d_format_id id;
195 UINT block_width;
196 UINT block_height;
197 UINT block_byte_count;
200 static const struct wined3d_format_block_info format_block_info[] =
202 {WINED3DFMT_DXT1, 4, 4, 8},
203 {WINED3DFMT_DXT2, 4, 4, 16},
204 {WINED3DFMT_DXT3, 4, 4, 16},
205 {WINED3DFMT_DXT4, 4, 4, 16},
206 {WINED3DFMT_DXT5, 4, 4, 16},
207 {WINED3DFMT_ATI2N, 4, 4, 16},
208 {WINED3DFMT_YUY2, 2, 1, 4},
209 {WINED3DFMT_UYVY, 2, 1, 4},
212 struct wined3d_format_vertex_info
214 enum wined3d_format_id id;
215 enum wined3d_ffp_emit_idx emit_idx;
216 GLint component_count;
217 GLenum gl_vtx_type;
218 GLint gl_vtx_format;
219 GLboolean gl_normalized;
220 unsigned int component_size;
223 static const struct wined3d_format_vertex_info format_vertex_info[] =
225 {WINED3DFMT_R32_FLOAT, WINED3D_FFP_EMIT_FLOAT1, 1, GL_FLOAT, 1, GL_FALSE, sizeof(float)},
226 {WINED3DFMT_R32G32_FLOAT, WINED3D_FFP_EMIT_FLOAT2, 2, GL_FLOAT, 2, GL_FALSE, sizeof(float)},
227 {WINED3DFMT_R32G32B32_FLOAT, WINED3D_FFP_EMIT_FLOAT3, 3, GL_FLOAT, 3, GL_FALSE, sizeof(float)},
228 {WINED3DFMT_R32G32B32A32_FLOAT, WINED3D_FFP_EMIT_FLOAT4, 4, GL_FLOAT, 4, GL_FALSE, sizeof(float)},
229 {WINED3DFMT_B8G8R8A8_UNORM, WINED3D_FFP_EMIT_D3DCOLOR, 4, GL_UNSIGNED_BYTE, 4, GL_TRUE, sizeof(BYTE)},
230 {WINED3DFMT_R8G8B8A8_UINT, WINED3D_FFP_EMIT_UBYTE4, 4, GL_UNSIGNED_BYTE, 4, GL_FALSE, sizeof(BYTE)},
231 {WINED3DFMT_R16G16_SINT, WINED3D_FFP_EMIT_SHORT2, 2, GL_SHORT, 2, GL_FALSE, sizeof(short int)},
232 {WINED3DFMT_R16G16B16A16_SINT, WINED3D_FFP_EMIT_SHORT4, 4, GL_SHORT, 4, GL_FALSE, sizeof(short int)},
233 {WINED3DFMT_R8G8B8A8_UNORM, WINED3D_FFP_EMIT_UBYTE4N, 4, GL_UNSIGNED_BYTE, 4, GL_TRUE, sizeof(BYTE)},
234 {WINED3DFMT_R16G16_SNORM, WINED3D_FFP_EMIT_SHORT2N, 2, GL_SHORT, 2, GL_TRUE, sizeof(short int)},
235 {WINED3DFMT_R16G16B16A16_SNORM, WINED3D_FFP_EMIT_SHORT4N, 4, GL_SHORT, 4, GL_TRUE, sizeof(short int)},
236 {WINED3DFMT_R16G16_UNORM, WINED3D_FFP_EMIT_USHORT2N, 2, GL_UNSIGNED_SHORT, 2, GL_TRUE, sizeof(short int)},
237 {WINED3DFMT_R16G16B16A16_UNORM, WINED3D_FFP_EMIT_USHORT4N, 4, GL_UNSIGNED_SHORT, 4, GL_TRUE, sizeof(short int)},
238 {WINED3DFMT_R10G10B10A2_UINT, WINED3D_FFP_EMIT_UDEC3, 3, GL_UNSIGNED_SHORT, 3, GL_FALSE, sizeof(short int)},
239 {WINED3DFMT_R10G10B10A2_SNORM, WINED3D_FFP_EMIT_DEC3N, 3, GL_SHORT, 3, GL_TRUE, sizeof(short int)},
240 {WINED3DFMT_R16G16_FLOAT, WINED3D_FFP_EMIT_FLOAT16_2, 2, GL_FLOAT, 2, GL_FALSE, sizeof(GLhalfNV)},
241 {WINED3DFMT_R16G16B16A16_FLOAT, WINED3D_FFP_EMIT_FLOAT16_4, 4, GL_FLOAT, 4, GL_FALSE, sizeof(GLhalfNV)}
244 struct wined3d_format_texture_info
246 enum wined3d_format_id id;
247 GLint gl_internal;
248 GLint gl_srgb_internal;
249 GLint gl_rt_internal;
250 GLint gl_format;
251 GLint gl_type;
252 unsigned int conv_byte_count;
253 unsigned int flags;
254 enum wined3d_gl_extension extension;
255 void (*convert)(const BYTE *src, BYTE *dst, UINT pitch, UINT width, UINT height);
258 static void convert_l4a4_unorm(const BYTE *src, BYTE *dst, UINT pitch, UINT width, UINT height)
260 /* WINED3DFMT_L4A4_UNORM exists as an internal gl format, but for some reason there is not
261 * format+type combination to load it. Thus convert it to A8L8, then load it
262 * with A4L4 internal, but A8L8 format+type
264 unsigned int x, y;
265 const unsigned char *Source;
266 unsigned char *Dest;
267 UINT outpitch = pitch * 2;
269 for(y = 0; y < height; y++) {
270 Source = src + y * pitch;
271 Dest = dst + y * outpitch;
272 for (x = 0; x < width; x++ ) {
273 unsigned char color = (*Source++);
274 /* A */ Dest[1] = (color & 0xf0) << 0;
275 /* L */ Dest[0] = (color & 0x0f) << 4;
276 Dest += 2;
281 static void convert_r5g5_snorm_l6_unorm(const BYTE *src, BYTE *dst, UINT pitch, UINT width, UINT height)
283 unsigned int x, y;
284 const WORD *Source;
286 for(y = 0; y < height; y++)
288 unsigned short *Dest_s = (unsigned short *) (dst + y * pitch);
289 Source = (const WORD *)(src + y * pitch);
290 for (x = 0; x < width; x++ )
292 short color = (*Source++);
293 unsigned char l = ((color >> 10) & 0xfc);
294 short v = ((color >> 5) & 0x3e);
295 short u = ((color ) & 0x1f);
296 short v_conv = v + 16;
297 short u_conv = u + 16;
299 *Dest_s = ((v_conv << 11) & 0xf800) | ((l << 5) & 0x7e0) | (u_conv & 0x1f);
300 Dest_s += 1;
305 static void convert_r5g5_snorm_l6_unorm_nv(const BYTE *src, BYTE *dst, UINT pitch, UINT width, UINT height)
307 unsigned int x, y;
308 const WORD *Source;
309 unsigned char *Dest;
310 UINT outpitch = (pitch * 3)/2;
312 /* This makes the gl surface bigger(24 bit instead of 16), but it works with
313 * fixed function and shaders without further conversion once the surface is
314 * loaded
316 for(y = 0; y < height; y++) {
317 Source = (const WORD *)(src + y * pitch);
318 Dest = dst + y * outpitch;
319 for (x = 0; x < width; x++ ) {
320 short color = (*Source++);
321 unsigned char l = ((color >> 10) & 0xfc);
322 char v = ((color >> 5) & 0x3e);
323 char u = ((color ) & 0x1f);
325 /* 8 bits destination, 6 bits source, 8th bit is the sign. gl ignores the sign
326 * and doubles the positive range. Thus shift left only once, gl does the 2nd
327 * shift. GL reads a signed value and converts it into an unsigned value.
329 /* M */ Dest[2] = l << 1;
331 /* Those are read as signed, but kept signed. Just left-shift 3 times to scale
332 * from 5 bit values to 8 bit values.
334 /* V */ Dest[1] = v << 3;
335 /* U */ Dest[0] = u << 3;
336 Dest += 3;
341 static void convert_r8g8_snorm(const BYTE *src, BYTE *dst, UINT pitch, UINT width, UINT height)
343 unsigned int x, y;
344 const short *Source;
345 unsigned char *Dest;
346 UINT outpitch = (pitch * 3)/2;
348 for(y = 0; y < height; y++)
350 Source = (const short *)(src + y * pitch);
351 Dest = dst + y * outpitch;
352 for (x = 0; x < width; x++ )
354 const short color = (*Source++);
355 /* B */ Dest[0] = 0xff;
356 /* G */ Dest[1] = (color >> 8) + 128; /* V */
357 /* R */ Dest[2] = (color & 0xff) + 128; /* U */
358 Dest += 3;
363 static void convert_r8g8_snorm_l8x8_unorm(const BYTE *src, BYTE *dst, UINT pitch, UINT width, UINT height)
365 unsigned int x, y;
366 const DWORD *Source;
367 unsigned char *Dest;
369 /* Doesn't work correctly with the fixed function pipeline, but can work in
370 * shaders if the shader is adjusted. (There's no use for this format in gl's
371 * standard fixed function pipeline anyway).
373 for(y = 0; y < height; y++)
375 Source = (const DWORD *)(src + y * pitch);
376 Dest = dst + y * pitch;
377 for (x = 0; x < width; x++ )
379 LONG color = (*Source++);
380 /* B */ Dest[0] = ((color >> 16) & 0xff); /* L */
381 /* G */ Dest[1] = ((color >> 8 ) & 0xff) + 128; /* V */
382 /* R */ Dest[2] = (color & 0xff) + 128; /* U */
383 Dest += 4;
388 static void convert_r8g8_snorm_l8x8_unorm_nv(const BYTE *src, BYTE *dst, UINT pitch, UINT width, UINT height)
390 unsigned int x, y;
391 const DWORD *Source;
392 unsigned char *Dest;
394 /* This implementation works with the fixed function pipeline and shaders
395 * without further modification after converting the surface.
397 for(y = 0; y < height; y++)
399 Source = (const DWORD *)(src + y * pitch);
400 Dest = dst + y * pitch;
401 for (x = 0; x < width; x++ )
403 LONG color = (*Source++);
404 /* L */ Dest[2] = ((color >> 16) & 0xff); /* L */
405 /* V */ Dest[1] = ((color >> 8 ) & 0xff); /* V */
406 /* U */ Dest[0] = (color & 0xff); /* U */
407 /* I */ Dest[3] = 255; /* X */
408 Dest += 4;
413 static void convert_r8g8b8a8_snorm(const BYTE *src, BYTE *dst, UINT pitch, UINT width, UINT height)
415 unsigned int x, y;
416 const DWORD *Source;
417 unsigned char *Dest;
419 for(y = 0; y < height; y++)
421 Source = (const DWORD *)(src + y * pitch);
422 Dest = dst + y * pitch;
423 for (x = 0; x < width; x++ )
425 LONG color = (*Source++);
426 /* B */ Dest[0] = ((color >> 16) & 0xff) + 128; /* W */
427 /* G */ Dest[1] = ((color >> 8 ) & 0xff) + 128; /* V */
428 /* R */ Dest[2] = (color & 0xff) + 128; /* U */
429 /* A */ Dest[3] = ((color >> 24) & 0xff) + 128; /* Q */
430 Dest += 4;
435 static void convert_r16g16_snorm(const BYTE *src, BYTE *dst, UINT pitch, UINT width, UINT height)
437 unsigned int x, y;
438 const DWORD *Source;
439 unsigned short *Dest;
440 UINT outpitch = (pitch * 3)/2;
442 for(y = 0; y < height; y++)
444 Source = (const DWORD *)(src + y * pitch);
445 Dest = (unsigned short *) (dst + y * outpitch);
446 for (x = 0; x < width; x++ )
448 const DWORD color = (*Source++);
449 /* B */ Dest[0] = 0xffff;
450 /* G */ Dest[1] = (color >> 16) + 32768; /* V */
451 /* R */ Dest[2] = (color & 0xffff) + 32768; /* U */
452 Dest += 3;
457 static void convert_r16g16(const BYTE *src, BYTE *dst, UINT pitch, UINT width, UINT height)
459 unsigned int x, y;
460 const WORD *Source;
461 WORD *Dest;
462 UINT outpitch = (pitch * 3)/2;
464 for(y = 0; y < height; y++)
466 Source = (const WORD *)(src + y * pitch);
467 Dest = (WORD *) (dst + y * outpitch);
468 for (x = 0; x < width; x++ )
470 WORD green = (*Source++);
471 WORD red = (*Source++);
472 Dest[0] = green;
473 Dest[1] = red;
474 /* Strictly speaking not correct for R16G16F, but it doesn't matter because the
475 * shader overwrites it anyway
477 Dest[2] = 0xffff;
478 Dest += 3;
483 static void convert_r32g32_float(const BYTE *src, BYTE *dst, UINT pitch, UINT width, UINT height)
485 unsigned int x, y;
486 const float *Source;
487 float *Dest;
488 UINT outpitch = (pitch * 3)/2;
490 for(y = 0; y < height; y++)
492 Source = (const float *)(src + y * pitch);
493 Dest = (float *) (dst + y * outpitch);
494 for (x = 0; x < width; x++ )
496 float green = (*Source++);
497 float red = (*Source++);
498 Dest[0] = green;
499 Dest[1] = red;
500 Dest[2] = 1.0f;
501 Dest += 3;
506 static void convert_s1_uint_d15_unorm(const BYTE *src, BYTE *dst, UINT pitch, UINT width, UINT height)
508 unsigned int x, y;
509 UINT outpitch = pitch * 2;
511 for (y = 0; y < height; ++y)
513 const WORD *source = (const WORD *)(src + y * pitch);
514 DWORD *dest = (DWORD *)(dst + y * outpitch);
516 for (x = 0; x < width; ++x)
518 /* The depth data is normalized, so needs to be scaled,
519 * the stencil data isn't. Scale depth data by
520 * (2^24-1)/(2^15-1) ~~ (2^9 + 2^-6). */
521 WORD d15 = source[x] >> 1;
522 DWORD d24 = (d15 << 9) + (d15 >> 6);
523 dest[x] = (d24 << 8) | (source[x] & 0x1);
528 static void convert_s4x4_uint_d24_unorm(const BYTE *src, BYTE *dst, UINT pitch, UINT width, UINT height)
530 unsigned int x, y;
532 for (y = 0; y < height; ++y)
534 const DWORD *source = (const DWORD *)(src + y * pitch);
535 DWORD *dest = (DWORD *)(dst + y * pitch);
537 for (x = 0; x < width; ++x)
539 /* Just need to clear out the X4 part. */
540 dest[x] = source[x] & ~0xf0;
545 static void convert_s8_uint_d24_float(const BYTE *src, BYTE *dst, UINT pitch, UINT width, UINT height)
547 unsigned int x, y;
548 UINT outpitch = pitch * 2;
550 for (y = 0; y < height; ++y)
552 const DWORD *source = (const DWORD *)(src + y * pitch);
553 float *dest_f = (float *)(dst + y * outpitch);
554 DWORD *dest_s = (DWORD *)(dst + y * outpitch);
556 for (x = 0; x < width; ++x)
558 dest_f[x * 2] = float_24_to_32((source[x] & 0xffffff00) >> 8);
559 dest_s[x * 2 + 1] = source[x] & 0xff;
564 static const struct wined3d_format_texture_info format_texture_info[] =
566 /* format id internal srgbInternal rtInternal
567 format type
568 flags
569 extension */
570 /* FourCC formats */
571 /* GL_APPLE_ycbcr_422 claims that its '2YUV' format, which is supported via the UNSIGNED_SHORT_8_8_REV_APPLE type
572 * is equivalent to 'UYVY' format on Windows, and the 'YUVS' via UNSIGNED_SHORT_8_8_APPLE equates to 'YUY2'. The
573 * d3d9 test however shows that the opposite is true. Since the extension is from 2002, it predates the x86 based
574 * Macs, so probably the endianness differs. This could be tested as soon as we have a Windows and MacOS on a big
575 * endian machine
577 {WINED3DFMT_UYVY, GL_LUMINANCE_ALPHA, GL_LUMINANCE_ALPHA, 0,
578 GL_LUMINANCE_ALPHA, GL_UNSIGNED_BYTE, 0,
579 WINED3DFMT_FLAG_FILTERING,
580 WINED3D_GL_EXT_NONE, NULL},
581 {WINED3DFMT_UYVY, GL_RGB, GL_RGB, 0,
582 GL_YCBCR_422_APPLE, UNSIGNED_SHORT_8_8_APPLE, 0,
583 WINED3DFMT_FLAG_FILTERING,
584 APPLE_YCBCR_422, NULL},
585 {WINED3DFMT_YUY2, GL_LUMINANCE_ALPHA, GL_LUMINANCE_ALPHA, 0,
586 GL_LUMINANCE_ALPHA, GL_UNSIGNED_BYTE, 0,
587 WINED3DFMT_FLAG_FILTERING,
588 WINED3D_GL_EXT_NONE, NULL},
589 {WINED3DFMT_YUY2, GL_RGB, GL_RGB, 0,
590 GL_YCBCR_422_APPLE, UNSIGNED_SHORT_8_8_REV_APPLE, 0,
591 WINED3DFMT_FLAG_FILTERING,
592 APPLE_YCBCR_422, NULL},
593 {WINED3DFMT_YV12, GL_ALPHA, GL_ALPHA, 0,
594 GL_ALPHA, GL_UNSIGNED_BYTE, 0,
595 WINED3DFMT_FLAG_FILTERING,
596 WINED3D_GL_EXT_NONE, NULL},
597 {WINED3DFMT_DXT1, GL_COMPRESSED_RGBA_S3TC_DXT1_EXT, GL_COMPRESSED_SRGB_ALPHA_S3TC_DXT1_EXT, 0,
598 GL_RGBA, GL_UNSIGNED_BYTE, 0,
599 WINED3DFMT_FLAG_POSTPIXELSHADER_BLENDING | WINED3DFMT_FLAG_FILTERING | WINED3DFMT_FLAG_SRGB_READ
600 | WINED3DFMT_FLAG_COMPRESSED,
601 EXT_TEXTURE_COMPRESSION_S3TC, NULL},
602 {WINED3DFMT_DXT2, GL_COMPRESSED_RGBA_S3TC_DXT3_EXT, GL_COMPRESSED_SRGB_ALPHA_S3TC_DXT3_EXT, 0,
603 GL_RGBA, GL_UNSIGNED_BYTE, 0,
604 WINED3DFMT_FLAG_POSTPIXELSHADER_BLENDING | WINED3DFMT_FLAG_FILTERING | WINED3DFMT_FLAG_SRGB_READ
605 | WINED3DFMT_FLAG_COMPRESSED,
606 EXT_TEXTURE_COMPRESSION_S3TC, NULL},
607 {WINED3DFMT_DXT3, GL_COMPRESSED_RGBA_S3TC_DXT3_EXT, GL_COMPRESSED_SRGB_ALPHA_S3TC_DXT3_EXT, 0,
608 GL_RGBA, GL_UNSIGNED_BYTE, 0,
609 WINED3DFMT_FLAG_POSTPIXELSHADER_BLENDING | WINED3DFMT_FLAG_FILTERING | WINED3DFMT_FLAG_SRGB_READ
610 | WINED3DFMT_FLAG_COMPRESSED,
611 EXT_TEXTURE_COMPRESSION_S3TC, NULL},
612 {WINED3DFMT_DXT4, GL_COMPRESSED_RGBA_S3TC_DXT5_EXT, GL_COMPRESSED_SRGB_ALPHA_S3TC_DXT5_EXT, 0,
613 GL_RGBA, GL_UNSIGNED_BYTE, 0,
614 WINED3DFMT_FLAG_POSTPIXELSHADER_BLENDING | WINED3DFMT_FLAG_FILTERING | WINED3DFMT_FLAG_SRGB_READ
615 | WINED3DFMT_FLAG_COMPRESSED,
616 EXT_TEXTURE_COMPRESSION_S3TC, NULL},
617 {WINED3DFMT_DXT5, GL_COMPRESSED_RGBA_S3TC_DXT5_EXT, GL_COMPRESSED_SRGB_ALPHA_S3TC_DXT5_EXT, 0,
618 GL_RGBA, GL_UNSIGNED_BYTE, 0,
619 WINED3DFMT_FLAG_POSTPIXELSHADER_BLENDING | WINED3DFMT_FLAG_FILTERING | WINED3DFMT_FLAG_SRGB_READ
620 | WINED3DFMT_FLAG_COMPRESSED,
621 EXT_TEXTURE_COMPRESSION_S3TC, NULL},
622 /* IEEE formats */
623 {WINED3DFMT_R32_FLOAT, GL_RGB32F_ARB, GL_RGB32F_ARB, 0,
624 GL_RED, GL_FLOAT, 0,
625 WINED3DFMT_FLAG_RENDERTARGET | WINED3DFMT_FLAG_VTF,
626 ARB_TEXTURE_FLOAT, NULL},
627 {WINED3DFMT_R32_FLOAT, GL_R32F, GL_R32F, 0,
628 GL_RED, GL_FLOAT, 0,
629 WINED3DFMT_FLAG_RENDERTARGET | WINED3DFMT_FLAG_VTF,
630 ARB_TEXTURE_RG, NULL},
631 {WINED3DFMT_R32G32_FLOAT, GL_RGB32F_ARB, GL_RGB32F_ARB, 0,
632 GL_RGB, GL_FLOAT, 12,
633 WINED3DFMT_FLAG_RENDERTARGET | WINED3DFMT_FLAG_VTF,
634 ARB_TEXTURE_FLOAT, convert_r32g32_float},
635 {WINED3DFMT_R32G32_FLOAT, GL_RG32F, GL_RG32F, 0,
636 GL_RG, GL_FLOAT, 0,
637 WINED3DFMT_FLAG_RENDERTARGET | WINED3DFMT_FLAG_VTF,
638 ARB_TEXTURE_RG, NULL},
639 {WINED3DFMT_R32G32B32A32_FLOAT, GL_RGBA32F_ARB, GL_RGBA32F_ARB, 0,
640 GL_RGBA, GL_FLOAT, 0,
641 WINED3DFMT_FLAG_RENDERTARGET | WINED3DFMT_FLAG_VTF,
642 ARB_TEXTURE_FLOAT, NULL},
643 /* Float */
644 {WINED3DFMT_R16_FLOAT, GL_RGB16F_ARB, GL_RGB16F_ARB, 0,
645 GL_RED, GL_HALF_FLOAT_ARB, 0,
646 WINED3DFMT_FLAG_RENDERTARGET | WINED3DFMT_FLAG_VTF,
647 ARB_TEXTURE_FLOAT, NULL},
648 {WINED3DFMT_R16_FLOAT, GL_R16F, GL_R16F, 0,
649 GL_RED, GL_HALF_FLOAT_ARB, 0,
650 WINED3DFMT_FLAG_RENDERTARGET | WINED3DFMT_FLAG_VTF,
651 ARB_TEXTURE_RG, NULL},
652 {WINED3DFMT_R16G16_FLOAT, GL_RGB16F_ARB, GL_RGB16F_ARB, 0,
653 GL_RGB, GL_HALF_FLOAT_ARB, 6,
654 WINED3DFMT_FLAG_RENDERTARGET | WINED3DFMT_FLAG_VTF,
655 ARB_TEXTURE_FLOAT, convert_r16g16},
656 {WINED3DFMT_R16G16_FLOAT, GL_RG16F, GL_RG16F, 0,
657 GL_RG, GL_HALF_FLOAT_ARB, 0,
658 WINED3DFMT_FLAG_RENDERTARGET | WINED3DFMT_FLAG_VTF,
659 ARB_TEXTURE_RG, NULL},
660 {WINED3DFMT_R16G16B16A16_FLOAT, GL_RGBA16F_ARB, GL_RGBA16F_ARB, 0,
661 GL_RGBA, GL_HALF_FLOAT_ARB, 0,
662 WINED3DFMT_FLAG_POSTPIXELSHADER_BLENDING | WINED3DFMT_FLAG_RENDERTARGET | WINED3DFMT_FLAG_VTF,
663 ARB_TEXTURE_FLOAT, NULL},
664 /* Palettized formats */
665 {WINED3DFMT_P8_UINT, GL_RGBA, GL_RGBA, 0,
666 GL_ALPHA, GL_UNSIGNED_BYTE, 0,
668 ARB_FRAGMENT_PROGRAM, NULL},
669 {WINED3DFMT_P8_UINT, GL_COLOR_INDEX8_EXT, GL_COLOR_INDEX8_EXT, 0,
670 GL_COLOR_INDEX, GL_UNSIGNED_BYTE, 0,
672 EXT_PALETTED_TEXTURE, NULL},
673 /* Standard ARGB formats */
674 {WINED3DFMT_B8G8R8_UNORM, GL_RGB8, GL_RGB8, 0,
675 GL_BGR, GL_UNSIGNED_BYTE, 0,
676 WINED3DFMT_FLAG_POSTPIXELSHADER_BLENDING | WINED3DFMT_FLAG_FILTERING | WINED3DFMT_FLAG_RENDERTARGET,
677 WINED3D_GL_EXT_NONE, NULL},
678 {WINED3DFMT_B8G8R8A8_UNORM, GL_RGBA8, GL_SRGB8_ALPHA8_EXT, 0,
679 GL_BGRA, GL_UNSIGNED_INT_8_8_8_8_REV, 0,
680 WINED3DFMT_FLAG_POSTPIXELSHADER_BLENDING | WINED3DFMT_FLAG_FILTERING | WINED3DFMT_FLAG_RENDERTARGET
681 | WINED3DFMT_FLAG_SRGB_READ | WINED3DFMT_FLAG_SRGB_WRITE | WINED3DFMT_FLAG_VTF,
682 WINED3D_GL_EXT_NONE, NULL},
683 {WINED3DFMT_B8G8R8X8_UNORM, GL_RGB8, GL_SRGB8_EXT, 0,
684 GL_BGRA, GL_UNSIGNED_INT_8_8_8_8_REV, 0,
685 WINED3DFMT_FLAG_POSTPIXELSHADER_BLENDING | WINED3DFMT_FLAG_FILTERING | WINED3DFMT_FLAG_RENDERTARGET
686 | WINED3DFMT_FLAG_SRGB_READ | WINED3DFMT_FLAG_SRGB_WRITE,
687 WINED3D_GL_EXT_NONE, NULL},
688 {WINED3DFMT_B5G6R5_UNORM, GL_RGB5, GL_RGB5, GL_RGB8,
689 GL_RGB, GL_UNSIGNED_SHORT_5_6_5, 0,
690 WINED3DFMT_FLAG_POSTPIXELSHADER_BLENDING | WINED3DFMT_FLAG_FILTERING | WINED3DFMT_FLAG_RENDERTARGET,
691 WINED3D_GL_EXT_NONE, NULL},
692 {WINED3DFMT_B5G5R5X1_UNORM, GL_RGB5, GL_RGB5_A1, 0,
693 GL_BGRA, GL_UNSIGNED_SHORT_1_5_5_5_REV, 0,
694 WINED3DFMT_FLAG_POSTPIXELSHADER_BLENDING | WINED3DFMT_FLAG_FILTERING,
695 WINED3D_GL_EXT_NONE, NULL},
696 {WINED3DFMT_B5G5R5A1_UNORM, GL_RGB5_A1, GL_RGB5_A1, 0,
697 GL_BGRA, GL_UNSIGNED_SHORT_1_5_5_5_REV, 0,
698 WINED3DFMT_FLAG_POSTPIXELSHADER_BLENDING | WINED3DFMT_FLAG_FILTERING,
699 WINED3D_GL_EXT_NONE, NULL},
700 {WINED3DFMT_B4G4R4A4_UNORM, GL_RGBA4, GL_SRGB8_ALPHA8_EXT, 0,
701 GL_BGRA, GL_UNSIGNED_SHORT_4_4_4_4_REV, 0,
702 WINED3DFMT_FLAG_POSTPIXELSHADER_BLENDING | WINED3DFMT_FLAG_FILTERING | WINED3DFMT_FLAG_SRGB_READ,
703 WINED3D_GL_EXT_NONE, NULL},
704 {WINED3DFMT_B2G3R3_UNORM, GL_R3_G3_B2, GL_R3_G3_B2, 0,
705 GL_RGB, GL_UNSIGNED_BYTE_3_3_2, 0,
706 WINED3DFMT_FLAG_POSTPIXELSHADER_BLENDING | WINED3DFMT_FLAG_FILTERING,
707 WINED3D_GL_EXT_NONE, NULL},
708 {WINED3DFMT_A8_UNORM, GL_ALPHA8, GL_ALPHA8, 0,
709 GL_ALPHA, GL_UNSIGNED_BYTE, 0,
710 WINED3DFMT_FLAG_POSTPIXELSHADER_BLENDING | WINED3DFMT_FLAG_FILTERING,
711 WINED3D_GL_EXT_NONE, NULL},
712 {WINED3DFMT_B4G4R4X4_UNORM, GL_RGB4, GL_RGB4, 0,
713 GL_BGRA, GL_UNSIGNED_SHORT_4_4_4_4_REV, 0,
714 WINED3DFMT_FLAG_POSTPIXELSHADER_BLENDING | WINED3DFMT_FLAG_FILTERING,
715 WINED3D_GL_EXT_NONE, NULL},
716 {WINED3DFMT_R10G10B10A2_UNORM, GL_RGB10_A2, GL_RGB10_A2, 0,
717 GL_RGBA, GL_UNSIGNED_INT_2_10_10_10_REV, 0,
718 WINED3DFMT_FLAG_POSTPIXELSHADER_BLENDING | WINED3DFMT_FLAG_FILTERING | WINED3DFMT_FLAG_RENDERTARGET,
719 WINED3D_GL_EXT_NONE, NULL},
720 {WINED3DFMT_R8G8B8A8_UNORM, GL_RGBA8, GL_RGBA8, 0,
721 GL_RGBA, GL_UNSIGNED_INT_8_8_8_8_REV, 0,
722 WINED3DFMT_FLAG_POSTPIXELSHADER_BLENDING | WINED3DFMT_FLAG_FILTERING,
723 WINED3D_GL_EXT_NONE, NULL},
724 {WINED3DFMT_R8G8B8X8_UNORM, GL_RGB8, GL_RGB8, 0,
725 GL_RGBA, GL_UNSIGNED_INT_8_8_8_8_REV, 0,
726 WINED3DFMT_FLAG_POSTPIXELSHADER_BLENDING | WINED3DFMT_FLAG_FILTERING,
727 WINED3D_GL_EXT_NONE, NULL},
728 {WINED3DFMT_R16G16_UNORM, GL_RGB16, GL_RGB16, GL_RGBA16,
729 GL_RGB, GL_UNSIGNED_SHORT, 6,
730 WINED3DFMT_FLAG_POSTPIXELSHADER_BLENDING | WINED3DFMT_FLAG_FILTERING,
731 WINED3D_GL_EXT_NONE, convert_r16g16},
732 {WINED3DFMT_R16G16_UNORM, GL_RG16, GL_RG16, 0,
733 GL_RG, GL_UNSIGNED_SHORT, 0,
734 WINED3DFMT_FLAG_POSTPIXELSHADER_BLENDING | WINED3DFMT_FLAG_FILTERING | WINED3DFMT_FLAG_RENDERTARGET,
735 ARB_TEXTURE_RG, NULL},
736 {WINED3DFMT_B10G10R10A2_UNORM, GL_RGB10_A2, GL_RGB10_A2, 0,
737 GL_BGRA, GL_UNSIGNED_INT_2_10_10_10_REV, 0,
738 WINED3DFMT_FLAG_POSTPIXELSHADER_BLENDING | WINED3DFMT_FLAG_FILTERING | WINED3DFMT_FLAG_RENDERTARGET,
739 WINED3D_GL_EXT_NONE, NULL},
740 {WINED3DFMT_R16G16B16A16_UNORM, GL_RGBA16, GL_RGBA16, 0,
741 GL_RGBA, GL_UNSIGNED_SHORT, 0,
742 WINED3DFMT_FLAG_POSTPIXELSHADER_BLENDING | WINED3DFMT_FLAG_FILTERING | WINED3DFMT_FLAG_RENDERTARGET,
743 WINED3D_GL_EXT_NONE, NULL},
744 /* Luminance */
745 {WINED3DFMT_L8_UNORM, GL_LUMINANCE8, GL_SLUMINANCE8_EXT, 0,
746 GL_LUMINANCE, GL_UNSIGNED_BYTE, 0,
747 WINED3DFMT_FLAG_POSTPIXELSHADER_BLENDING | WINED3DFMT_FLAG_FILTERING | WINED3DFMT_FLAG_SRGB_READ,
748 WINED3D_GL_EXT_NONE, NULL},
749 {WINED3DFMT_L8A8_UNORM, GL_LUMINANCE8_ALPHA8, GL_SLUMINANCE8_ALPHA8_EXT, 0,
750 GL_LUMINANCE_ALPHA, GL_UNSIGNED_BYTE, 0,
751 WINED3DFMT_FLAG_POSTPIXELSHADER_BLENDING | WINED3DFMT_FLAG_FILTERING | WINED3DFMT_FLAG_SRGB_READ,
752 WINED3D_GL_EXT_NONE, NULL},
753 {WINED3DFMT_L4A4_UNORM, GL_LUMINANCE4_ALPHA4, GL_LUMINANCE4_ALPHA4, 0,
754 GL_LUMINANCE_ALPHA, GL_UNSIGNED_BYTE, 2,
755 WINED3DFMT_FLAG_FILTERING,
756 WINED3D_GL_EXT_NONE, convert_l4a4_unorm},
757 /* Bump mapping stuff */
758 {WINED3DFMT_R8G8_SNORM, GL_RGB8, GL_RGB8, 0,
759 GL_BGR, GL_UNSIGNED_BYTE, 3,
760 WINED3DFMT_FLAG_POSTPIXELSHADER_BLENDING | WINED3DFMT_FLAG_FILTERING | WINED3DFMT_FLAG_BUMPMAP,
761 WINED3D_GL_EXT_NONE, convert_r8g8_snorm},
762 {WINED3DFMT_R8G8_SNORM, GL_DSDT8_NV, GL_DSDT8_NV, 0,
763 GL_DSDT_NV, GL_BYTE, 0,
764 WINED3DFMT_FLAG_POSTPIXELSHADER_BLENDING | WINED3DFMT_FLAG_FILTERING | WINED3DFMT_FLAG_BUMPMAP,
765 NV_TEXTURE_SHADER, NULL},
766 {WINED3DFMT_R5G5_SNORM_L6_UNORM, GL_RGB5, GL_RGB5, 0,
767 GL_RGB, GL_UNSIGNED_SHORT_5_6_5, 2,
768 WINED3DFMT_FLAG_POSTPIXELSHADER_BLENDING | WINED3DFMT_FLAG_FILTERING | WINED3DFMT_FLAG_BUMPMAP,
769 WINED3D_GL_EXT_NONE, convert_r5g5_snorm_l6_unorm},
770 {WINED3DFMT_R5G5_SNORM_L6_UNORM, GL_DSDT8_MAG8_NV, GL_DSDT8_MAG8_NV, 0,
771 GL_DSDT_MAG_NV, GL_BYTE, 3,
772 WINED3DFMT_FLAG_POSTPIXELSHADER_BLENDING | WINED3DFMT_FLAG_FILTERING | WINED3DFMT_FLAG_BUMPMAP,
773 NV_TEXTURE_SHADER, convert_r5g5_snorm_l6_unorm_nv},
774 {WINED3DFMT_R8G8_SNORM_L8X8_UNORM, GL_RGB8, GL_RGB8, 0,
775 GL_BGRA, GL_UNSIGNED_INT_8_8_8_8_REV, 4,
776 WINED3DFMT_FLAG_POSTPIXELSHADER_BLENDING | WINED3DFMT_FLAG_FILTERING | WINED3DFMT_FLAG_BUMPMAP,
777 WINED3D_GL_EXT_NONE, convert_r8g8_snorm_l8x8_unorm},
778 {WINED3DFMT_R8G8_SNORM_L8X8_UNORM, GL_DSDT8_MAG8_INTENSITY8_NV, GL_DSDT8_MAG8_INTENSITY8_NV, 0,
779 GL_DSDT_MAG_VIB_NV, GL_UNSIGNED_INT_8_8_S8_S8_REV_NV, 4,
780 WINED3DFMT_FLAG_POSTPIXELSHADER_BLENDING | WINED3DFMT_FLAG_FILTERING | WINED3DFMT_FLAG_BUMPMAP,
781 NV_TEXTURE_SHADER, convert_r8g8_snorm_l8x8_unorm_nv},
782 {WINED3DFMT_R8G8B8A8_SNORM, GL_RGBA8, GL_RGBA8, 0,
783 GL_BGRA, GL_UNSIGNED_BYTE, 4,
784 WINED3DFMT_FLAG_POSTPIXELSHADER_BLENDING | WINED3DFMT_FLAG_FILTERING | WINED3DFMT_FLAG_BUMPMAP,
785 WINED3D_GL_EXT_NONE, convert_r8g8b8a8_snorm},
786 {WINED3DFMT_R8G8B8A8_SNORM, GL_SIGNED_RGBA8_NV, GL_SIGNED_RGBA8_NV, 0,
787 GL_RGBA, GL_BYTE, 0,
788 WINED3DFMT_FLAG_POSTPIXELSHADER_BLENDING | WINED3DFMT_FLAG_FILTERING | WINED3DFMT_FLAG_BUMPMAP,
789 NV_TEXTURE_SHADER, NULL},
790 {WINED3DFMT_R16G16_SNORM, GL_RGB16, GL_RGB16, 0,
791 GL_BGR, GL_UNSIGNED_SHORT, 6,
792 WINED3DFMT_FLAG_POSTPIXELSHADER_BLENDING | WINED3DFMT_FLAG_FILTERING | WINED3DFMT_FLAG_BUMPMAP,
793 WINED3D_GL_EXT_NONE, convert_r16g16_snorm},
794 {WINED3DFMT_R16G16_SNORM, GL_SIGNED_HILO16_NV, GL_SIGNED_HILO16_NV, 0,
795 GL_HILO_NV, GL_SHORT, 0,
796 WINED3DFMT_FLAG_POSTPIXELSHADER_BLENDING | WINED3DFMT_FLAG_FILTERING | WINED3DFMT_FLAG_BUMPMAP,
797 NV_TEXTURE_SHADER, NULL},
798 /* Depth stencil formats */
799 {WINED3DFMT_D16_LOCKABLE, GL_DEPTH_COMPONENT24_ARB, GL_DEPTH_COMPONENT24_ARB, 0,
800 GL_DEPTH_COMPONENT, GL_UNSIGNED_SHORT, 0,
801 WINED3DFMT_FLAG_DEPTH | WINED3DFMT_FLAG_SHADOW,
802 ARB_DEPTH_TEXTURE, NULL},
803 {WINED3DFMT_D32_UNORM, GL_DEPTH_COMPONENT32_ARB, GL_DEPTH_COMPONENT32_ARB, 0,
804 GL_DEPTH_COMPONENT, GL_UNSIGNED_INT, 0,
805 WINED3DFMT_FLAG_DEPTH | WINED3DFMT_FLAG_SHADOW,
806 ARB_DEPTH_TEXTURE, NULL},
807 {WINED3DFMT_S1_UINT_D15_UNORM, GL_DEPTH_COMPONENT24_ARB, GL_DEPTH_COMPONENT24_ARB, 0,
808 GL_DEPTH_COMPONENT, GL_UNSIGNED_SHORT, 0,
809 WINED3DFMT_FLAG_DEPTH | WINED3DFMT_FLAG_SHADOW,
810 ARB_DEPTH_TEXTURE, NULL},
811 {WINED3DFMT_S1_UINT_D15_UNORM, GL_DEPTH24_STENCIL8_EXT, GL_DEPTH24_STENCIL8_EXT, 0,
812 GL_DEPTH_STENCIL_EXT, GL_UNSIGNED_INT_24_8_EXT, 4,
813 WINED3DFMT_FLAG_DEPTH | WINED3DFMT_FLAG_STENCIL | WINED3DFMT_FLAG_SHADOW,
814 EXT_PACKED_DEPTH_STENCIL, convert_s1_uint_d15_unorm},
815 {WINED3DFMT_S1_UINT_D15_UNORM, GL_DEPTH24_STENCIL8, GL_DEPTH24_STENCIL8, 0,
816 GL_DEPTH_STENCIL, GL_UNSIGNED_INT_24_8, 4,
817 WINED3DFMT_FLAG_DEPTH | WINED3DFMT_FLAG_STENCIL | WINED3DFMT_FLAG_SHADOW,
818 ARB_FRAMEBUFFER_OBJECT, convert_s1_uint_d15_unorm},
819 {WINED3DFMT_D24_UNORM_S8_UINT, GL_DEPTH_COMPONENT24_ARB, GL_DEPTH_COMPONENT24_ARB, 0,
820 GL_DEPTH_COMPONENT, GL_UNSIGNED_INT, 0,
821 WINED3DFMT_FLAG_POSTPIXELSHADER_BLENDING | WINED3DFMT_FLAG_FILTERING | WINED3DFMT_FLAG_DEPTH
822 | WINED3DFMT_FLAG_SHADOW,
823 ARB_DEPTH_TEXTURE, NULL},
824 {WINED3DFMT_D24_UNORM_S8_UINT, GL_DEPTH24_STENCIL8_EXT, GL_DEPTH24_STENCIL8_EXT, 0,
825 GL_DEPTH_STENCIL_EXT, GL_UNSIGNED_INT_24_8_EXT, 0,
826 WINED3DFMT_FLAG_POSTPIXELSHADER_BLENDING | WINED3DFMT_FLAG_FILTERING | WINED3DFMT_FLAG_DEPTH
827 | WINED3DFMT_FLAG_STENCIL | WINED3DFMT_FLAG_SHADOW,
828 EXT_PACKED_DEPTH_STENCIL, NULL},
829 {WINED3DFMT_D24_UNORM_S8_UINT, GL_DEPTH24_STENCIL8, GL_DEPTH24_STENCIL8, 0,
830 GL_DEPTH_STENCIL, GL_UNSIGNED_INT_24_8, 0,
831 WINED3DFMT_FLAG_POSTPIXELSHADER_BLENDING | WINED3DFMT_FLAG_FILTERING | WINED3DFMT_FLAG_DEPTH
832 | WINED3DFMT_FLAG_STENCIL | WINED3DFMT_FLAG_SHADOW,
833 ARB_FRAMEBUFFER_OBJECT, NULL},
834 {WINED3DFMT_X8D24_UNORM, GL_DEPTH_COMPONENT24_ARB, GL_DEPTH_COMPONENT24_ARB, 0,
835 GL_DEPTH_COMPONENT, GL_UNSIGNED_INT, 0,
836 WINED3DFMT_FLAG_POSTPIXELSHADER_BLENDING | WINED3DFMT_FLAG_FILTERING | WINED3DFMT_FLAG_DEPTH
837 | WINED3DFMT_FLAG_SHADOW,
838 ARB_DEPTH_TEXTURE, NULL},
839 {WINED3DFMT_S4X4_UINT_D24_UNORM, GL_DEPTH_COMPONENT24_ARB, GL_DEPTH_COMPONENT24_ARB, 0,
840 GL_DEPTH_COMPONENT, GL_UNSIGNED_INT, 0,
841 WINED3DFMT_FLAG_DEPTH | WINED3DFMT_FLAG_SHADOW,
842 ARB_DEPTH_TEXTURE, NULL},
843 {WINED3DFMT_S4X4_UINT_D24_UNORM, GL_DEPTH24_STENCIL8_EXT, GL_DEPTH24_STENCIL8_EXT, 0,
844 GL_DEPTH_STENCIL_EXT, GL_UNSIGNED_INT_24_8_EXT, 4,
845 WINED3DFMT_FLAG_DEPTH | WINED3DFMT_FLAG_STENCIL | WINED3DFMT_FLAG_SHADOW,
846 EXT_PACKED_DEPTH_STENCIL, convert_s4x4_uint_d24_unorm},
847 {WINED3DFMT_S4X4_UINT_D24_UNORM, GL_DEPTH24_STENCIL8, GL_DEPTH24_STENCIL8, 0,
848 GL_DEPTH_STENCIL, GL_UNSIGNED_INT_24_8, 4,
849 WINED3DFMT_FLAG_DEPTH | WINED3DFMT_FLAG_STENCIL | WINED3DFMT_FLAG_SHADOW,
850 ARB_FRAMEBUFFER_OBJECT, convert_s4x4_uint_d24_unorm},
851 {WINED3DFMT_D16_UNORM, GL_DEPTH_COMPONENT24_ARB, GL_DEPTH_COMPONENT24_ARB, 0,
852 GL_DEPTH_COMPONENT, GL_UNSIGNED_SHORT, 0,
853 WINED3DFMT_FLAG_POSTPIXELSHADER_BLENDING | WINED3DFMT_FLAG_FILTERING | WINED3DFMT_FLAG_DEPTH
854 | WINED3DFMT_FLAG_SHADOW,
855 ARB_DEPTH_TEXTURE, NULL},
856 {WINED3DFMT_L16_UNORM, GL_LUMINANCE16, GL_LUMINANCE16, 0,
857 GL_LUMINANCE, GL_UNSIGNED_SHORT, 0,
858 WINED3DFMT_FLAG_POSTPIXELSHADER_BLENDING | WINED3DFMT_FLAG_FILTERING,
859 WINED3D_GL_EXT_NONE, NULL},
860 {WINED3DFMT_D32_FLOAT, GL_DEPTH_COMPONENT32F, GL_DEPTH_COMPONENT32F, 0,
861 GL_DEPTH_COMPONENT, GL_FLOAT, 0,
862 WINED3DFMT_FLAG_DEPTH | WINED3DFMT_FLAG_SHADOW,
863 ARB_DEPTH_BUFFER_FLOAT, NULL},
864 {WINED3DFMT_S8_UINT_D24_FLOAT, GL_DEPTH32F_STENCIL8, GL_DEPTH32F_STENCIL8, 0,
865 GL_DEPTH_STENCIL, GL_FLOAT_32_UNSIGNED_INT_24_8_REV, 8,
866 WINED3DFMT_FLAG_DEPTH | WINED3DFMT_FLAG_STENCIL | WINED3DFMT_FLAG_SHADOW,
867 ARB_DEPTH_BUFFER_FLOAT, convert_s8_uint_d24_float},
868 /* Vendor-specific formats */
869 {WINED3DFMT_ATI2N, GL_COMPRESSED_LUMINANCE_ALPHA_3DC_ATI, GL_COMPRESSED_LUMINANCE_ALPHA_3DC_ATI, 0,
870 GL_LUMINANCE_ALPHA, GL_UNSIGNED_BYTE, 0,
871 WINED3DFMT_FLAG_POSTPIXELSHADER_BLENDING | WINED3DFMT_FLAG_FILTERING | WINED3DFMT_FLAG_COMPRESSED,
872 ATI_TEXTURE_COMPRESSION_3DC, NULL},
873 {WINED3DFMT_ATI2N, GL_COMPRESSED_RED_GREEN_RGTC2, GL_COMPRESSED_RED_GREEN_RGTC2, 0,
874 GL_LUMINANCE_ALPHA, GL_UNSIGNED_BYTE, 0,
875 WINED3DFMT_FLAG_POSTPIXELSHADER_BLENDING | WINED3DFMT_FLAG_FILTERING | WINED3DFMT_FLAG_COMPRESSED,
876 ARB_TEXTURE_COMPRESSION_RGTC, NULL},
877 {WINED3DFMT_INTZ, GL_DEPTH24_STENCIL8_EXT, GL_DEPTH24_STENCIL8_EXT, 0,
878 GL_DEPTH_STENCIL_EXT, GL_UNSIGNED_INT_24_8_EXT, 0,
879 WINED3DFMT_FLAG_POSTPIXELSHADER_BLENDING | WINED3DFMT_FLAG_FILTERING | WINED3DFMT_FLAG_DEPTH
880 | WINED3DFMT_FLAG_STENCIL,
881 EXT_PACKED_DEPTH_STENCIL, NULL},
882 {WINED3DFMT_INTZ, GL_DEPTH24_STENCIL8, GL_DEPTH24_STENCIL8, 0,
883 GL_DEPTH_STENCIL, GL_UNSIGNED_INT_24_8, 0,
884 WINED3DFMT_FLAG_POSTPIXELSHADER_BLENDING | WINED3DFMT_FLAG_FILTERING | WINED3DFMT_FLAG_DEPTH
885 | WINED3DFMT_FLAG_STENCIL,
886 ARB_FRAMEBUFFER_OBJECT, NULL},
887 {WINED3DFMT_NULL, GL_RGBA8, GL_RGBA8, 0,
888 GL_RGBA, GL_UNSIGNED_INT_8_8_8_8_REV, 0,
889 WINED3DFMT_FLAG_RENDERTARGET,
890 ARB_FRAMEBUFFER_OBJECT, NULL},
893 static inline int getFmtIdx(enum wined3d_format_id format_id)
895 /* First check if the format is at the position of its value.
896 * This will catch the argb formats before the loop is entered. */
897 if (format_id < (sizeof(formats) / sizeof(*formats))
898 && formats[format_id].id == format_id)
900 return format_id;
902 else
904 unsigned int i;
906 for (i = 0; i < (sizeof(formats) / sizeof(*formats)); ++i)
908 if (formats[i].id == format_id) return i;
911 return -1;
914 static BOOL init_format_base_info(struct wined3d_gl_info *gl_info)
916 UINT format_count = sizeof(formats) / sizeof(*formats);
917 UINT i;
919 gl_info->formats = HeapAlloc(GetProcessHeap(), HEAP_ZERO_MEMORY, format_count * sizeof(*gl_info->formats));
920 if (!gl_info->formats)
922 ERR("Failed to allocate memory.\n");
923 return FALSE;
926 for (i = 0; i < format_count; ++i)
928 struct wined3d_format *format = &gl_info->formats[i];
929 format->id = formats[i].id;
930 format->red_mask = formats[i].redMask;
931 format->green_mask = formats[i].greenMask;
932 format->blue_mask = formats[i].blueMask;
933 format->alpha_mask = formats[i].alphaMask;
934 format->byte_count = formats[i].bpp;
935 format->depth_size = formats[i].depthSize;
936 format->stencil_size = formats[i].stencilSize;
937 format->block_width = 1;
938 format->block_height = 1;
939 format->block_byte_count = formats[i].bpp;
942 for (i = 0; i < (sizeof(format_base_flags) / sizeof(*format_base_flags)); ++i)
944 int fmt_idx = getFmtIdx(format_base_flags[i].id);
946 if (fmt_idx == -1)
948 ERR("Format %s (%#x) not found.\n",
949 debug_d3dformat(format_base_flags[i].id), format_base_flags[i].id);
950 HeapFree(GetProcessHeap(), 0, gl_info->formats);
951 return FALSE;
954 gl_info->formats[fmt_idx].flags |= format_base_flags[i].flags;
957 return TRUE;
960 static BOOL init_format_block_info(struct wined3d_gl_info *gl_info)
962 unsigned int i;
964 for (i = 0; i < (sizeof(format_block_info) / sizeof(*format_block_info)); ++i)
966 struct wined3d_format *format;
967 int fmt_idx = getFmtIdx(format_block_info[i].id);
969 if (fmt_idx == -1)
971 ERR("Format %s (%#x) not found.\n",
972 debug_d3dformat(format_block_info[i].id), format_block_info[i].id);
973 return FALSE;
976 format = &gl_info->formats[fmt_idx];
977 format->block_width = format_block_info[i].block_width;
978 format->block_height = format_block_info[i].block_height;
979 format->block_byte_count = format_block_info[i].block_byte_count;
980 format->flags |= WINED3DFMT_FLAG_BLOCKS;
983 return TRUE;
986 /* Context activation is done by the caller. */
987 static void check_fbo_compat(const struct wined3d_gl_info *gl_info, struct wined3d_format *format)
989 /* Check if the default internal format is supported as a frame buffer
990 * target, otherwise fall back to the render target internal.
992 * Try to stick to the standard format if possible, this limits precision differences. */
993 GLenum status;
994 GLuint tex;
996 ENTER_GL();
998 while(glGetError());
999 glDisable(GL_BLEND);
1001 glGenTextures(1, &tex);
1002 glBindTexture(GL_TEXTURE_2D, tex);
1004 glTexImage2D(GL_TEXTURE_2D, 0, format->glInternal, 16, 16, 0, format->glFormat, format->glType, NULL);
1005 glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_NEAREST);
1006 glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_NEAREST);
1008 gl_info->fbo_ops.glFramebufferTexture2D(GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT0, GL_TEXTURE_2D, tex, 0);
1010 status = gl_info->fbo_ops.glCheckFramebufferStatus(GL_FRAMEBUFFER);
1011 checkGLcall("Framebuffer format check");
1013 if (status == GL_FRAMEBUFFER_COMPLETE)
1015 TRACE("Format %s is supported as FBO color attachment.\n", debug_d3dformat(format->id));
1016 format->flags |= WINED3DFMT_FLAG_FBO_ATTACHABLE;
1017 format->rtInternal = format->glInternal;
1019 else
1021 if (!format->rtInternal)
1023 if (format->flags & WINED3DFMT_FLAG_RENDERTARGET)
1025 FIXME("Format %s with rendertarget flag is not supported as FBO color attachment,"
1026 " and no fallback specified.\n", debug_d3dformat(format->id));
1027 format->flags &= ~WINED3DFMT_FLAG_RENDERTARGET;
1029 else
1031 TRACE("Format %s is not supported as FBO color attachment.\n", debug_d3dformat(format->id));
1033 format->rtInternal = format->glInternal;
1035 else
1037 TRACE("Format %s is not supported as FBO color attachment, trying rtInternal format as fallback.\n",
1038 debug_d3dformat(format->id));
1040 while(glGetError());
1042 gl_info->fbo_ops.glFramebufferTexture2D(GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT0, GL_TEXTURE_2D, 0, 0);
1044 glTexImage2D(GL_TEXTURE_2D, 0, format->rtInternal, 16, 16, 0, format->glFormat, format->glType, NULL);
1045 glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_NEAREST);
1046 glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_NEAREST);
1048 gl_info->fbo_ops.glFramebufferTexture2D(GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT0, GL_TEXTURE_2D, tex, 0);
1050 status = gl_info->fbo_ops.glCheckFramebufferStatus(GL_FRAMEBUFFER);
1051 checkGLcall("Framebuffer format check");
1053 if (status == GL_FRAMEBUFFER_COMPLETE)
1055 TRACE("Format %s rtInternal format is supported as FBO color attachment.\n",
1056 debug_d3dformat(format->id));
1058 else
1060 FIXME("Format %s rtInternal format is not supported as FBO color attachment.\n",
1061 debug_d3dformat(format->id));
1062 format->flags &= ~WINED3DFMT_FLAG_RENDERTARGET;
1067 if (status == GL_FRAMEBUFFER_COMPLETE && ((format->flags & WINED3DFMT_FLAG_POSTPIXELSHADER_BLENDING)
1068 || !(gl_info->quirks & WINED3D_QUIRK_LIMITED_TEX_FILTERING))
1069 && format->id != WINED3DFMT_NULL && format->id != WINED3DFMT_P8_UINT
1070 && format->glFormat != GL_LUMINANCE && format->glFormat != GL_LUMINANCE_ALPHA)
1072 GLuint rb, tex2;
1073 DWORD readback[16 * 16], color;
1074 BYTE r, a;
1075 BOOL match = TRUE;
1077 if (gl_info->supported[ARB_FRAMEBUFFER_OBJECT]
1078 || gl_info->supported[EXT_PACKED_DEPTH_STENCIL])
1080 gl_info->fbo_ops.glGenRenderbuffers(1, &rb);
1081 gl_info->fbo_ops.glBindRenderbuffer(GL_RENDERBUFFER, rb);
1082 gl_info->fbo_ops.glRenderbufferStorage(GL_RENDERBUFFER, GL_DEPTH24_STENCIL8, 16, 16);
1083 gl_info->fbo_ops.glFramebufferRenderbuffer(GL_FRAMEBUFFER, GL_DEPTH_ATTACHMENT, GL_RENDERBUFFER, rb);
1084 gl_info->fbo_ops.glFramebufferRenderbuffer(GL_FRAMEBUFFER, GL_STENCIL_ATTACHMENT, GL_RENDERBUFFER, rb);
1085 checkGLcall("RB attachment");
1088 glEnable(GL_BLEND);
1089 glClearColor(0.0f, 0.0f, 0.0f, 1.0f);
1090 glClear(GL_COLOR_BUFFER_BIT);
1091 if (glGetError() == GL_INVALID_FRAMEBUFFER_OPERATION)
1093 while(glGetError());
1094 TRACE("Format doesn't support post-pixelshader blending.\n");
1095 format->flags &= ~WINED3DFMT_FLAG_POSTPIXELSHADER_BLENDING;
1097 else
1099 glViewport(0, 0, 16, 16);
1100 glDisable(GL_LIGHTING);
1101 glMatrixMode(GL_MODELVIEW);
1102 glLoadIdentity();
1103 glMatrixMode(GL_PROJECTION);
1104 glLoadIdentity();
1106 glBlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
1108 /* Draw a full-black quad */
1109 glBegin(GL_TRIANGLE_STRIP);
1110 glColor4ub(0x00, 0x00, 0x00, 0xff);
1111 glVertex3f(-1.0f, -1.0f, 0.0f);
1112 glColor4ub(0x00, 0x00, 0x00, 0xff);
1113 glVertex3f(1.0f, -1.0f, 0.0f);
1114 glColor4ub(0x00, 0x00, 0x00, 0xff);
1115 glVertex3f(-1.0f, 1.0f, 0.0f);
1116 glColor4ub(0x00, 0x00, 0x00, 0xff);
1117 glVertex3f(1.0f, 1.0f, 0.0f);
1118 glEnd();
1120 /* Draw a half-transparent red quad */
1121 glBegin(GL_TRIANGLE_STRIP);
1122 glColor4ub(0xff, 0x00, 0x00, 0x80);
1123 glVertex3f(-1.0f, -1.0f, 0.0f);
1124 glColor4ub(0xff, 0x00, 0x00, 0x80);
1125 glVertex3f(1.0f, -1.0f, 0.0f);
1126 glColor4ub(0xff, 0x00, 0x00, 0x80);
1127 glVertex3f(-1.0f, 1.0f, 0.0f);
1128 glColor4ub(0xff, 0x00, 0x00, 0x80);
1129 glVertex3f(1.0f, 1.0f, 0.0f);
1130 glEnd();
1132 glGenTextures(1, &tex2);
1133 glBindTexture(GL_TEXTURE_2D, tex2);
1135 glCopyTexImage2D(GL_TEXTURE_2D, 0, GL_RGBA8, 0, 0, 16, 16, 0);
1136 glGetTexImage(GL_TEXTURE_2D, 0, GL_BGRA, GL_UNSIGNED_INT_8_8_8_8_REV, readback);
1137 checkGLcall("Post-pixelshader blending check");
1139 color = readback[7 * 16 + 7];
1140 a = color >> 24;
1141 r = (color & 0x00ff0000) >> 16;
1143 if (format->red_mask && (r < 0x7b || r > 0x84))
1144 match = FALSE;
1145 /* If the alpha component is more than 1 bit */
1146 else if ((format->alpha_mask & (format->alpha_mask - 1)) && (a < 0x9f || a > 0xdf))
1147 match = FALSE;
1148 if (!match)
1150 TRACE("Format doesn't support post-pixelshader blending.\n");
1151 TRACE("Color output: %#x\n", color);
1152 format->flags &= ~WINED3DFMT_FLAG_POSTPIXELSHADER_BLENDING;
1154 else
1156 TRACE("Format supports post-pixelshader blending.\n");
1157 format->flags |= WINED3DFMT_FLAG_POSTPIXELSHADER_BLENDING;
1160 glBindTexture(GL_TEXTURE_2D, tex);
1161 glDeleteTextures(1, &tex2);
1164 if (gl_info->supported[ARB_FRAMEBUFFER_OBJECT]
1165 || gl_info->supported[EXT_PACKED_DEPTH_STENCIL])
1167 gl_info->fbo_ops.glFramebufferRenderbuffer(GL_FRAMEBUFFER, GL_DEPTH_ATTACHMENT, GL_RENDERBUFFER, 0);
1168 gl_info->fbo_ops.glFramebufferRenderbuffer(GL_FRAMEBUFFER, GL_STENCIL_ATTACHMENT, GL_RENDERBUFFER, 0);
1169 gl_info->fbo_ops.glDeleteRenderbuffers(1, &rb);
1170 checkGLcall("RB cleanup");
1174 if (format->glInternal != format->glGammaInternal)
1176 glTexImage2D(GL_TEXTURE_2D, 0, format->glGammaInternal, 16, 16, 0, format->glFormat, format->glType, NULL);
1177 gl_info->fbo_ops.glFramebufferTexture2D(GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT0, GL_TEXTURE_2D, tex, 0);
1179 status = gl_info->fbo_ops.glCheckFramebufferStatus(GL_FRAMEBUFFER);
1180 checkGLcall("Framebuffer format check");
1182 if (status == GL_FRAMEBUFFER_COMPLETE)
1184 TRACE("Format %s's sRGB format is FBO attachable.\n", debug_d3dformat(format->id));
1185 format->flags |= WINED3DFMT_FLAG_FBO_ATTACHABLE_SRGB;
1187 else
1189 WARN("Format %s's sRGB format is not FBO attachable.\n", debug_d3dformat(format->id));
1192 else if (status == GL_FRAMEBUFFER_COMPLETE)
1193 format->flags |= WINED3DFMT_FLAG_FBO_ATTACHABLE_SRGB;
1195 glDeleteTextures(1, &tex);
1197 LEAVE_GL();
1200 /* Context activation is done by the caller. */
1201 static void init_format_fbo_compat_info(struct wined3d_gl_info *gl_info)
1203 unsigned int i;
1204 GLuint fbo;
1206 if (wined3d_settings.offscreen_rendering_mode == ORM_FBO)
1208 ENTER_GL();
1210 gl_info->fbo_ops.glGenFramebuffers(1, &fbo);
1211 gl_info->fbo_ops.glBindFramebuffer(GL_FRAMEBUFFER, fbo);
1212 glDrawBuffer(GL_COLOR_ATTACHMENT0);
1213 glReadBuffer(GL_COLOR_ATTACHMENT0);
1215 LEAVE_GL();
1218 for (i = 0; i < sizeof(formats) / sizeof(*formats); ++i)
1220 struct wined3d_format *format = &gl_info->formats[i];
1222 if (!format->glInternal) continue;
1224 if (format->flags & (WINED3DFMT_FLAG_DEPTH | WINED3DFMT_FLAG_STENCIL))
1226 TRACE("Skipping format %s because it's a depth/stencil format.\n",
1227 debug_d3dformat(format->id));
1228 continue;
1231 if (format->flags & WINED3DFMT_FLAG_COMPRESSED)
1233 TRACE("Skipping format %s because it's a compressed format.\n",
1234 debug_d3dformat(format->id));
1235 continue;
1238 if (wined3d_settings.offscreen_rendering_mode == ORM_FBO)
1240 TRACE("Checking if format %s is supported as FBO color attachment...\n", debug_d3dformat(format->id));
1241 check_fbo_compat(gl_info, format);
1243 else
1245 format->rtInternal = format->glInternal;
1249 if (wined3d_settings.offscreen_rendering_mode == ORM_FBO)
1251 ENTER_GL();
1253 gl_info->fbo_ops.glDeleteFramebuffers(1, &fbo);
1255 LEAVE_GL();
1259 static BOOL init_format_texture_info(struct wined3d_gl_info *gl_info)
1261 unsigned int i;
1263 for (i = 0; i < sizeof(format_texture_info) / sizeof(*format_texture_info); ++i)
1265 int fmt_idx = getFmtIdx(format_texture_info[i].id);
1266 struct wined3d_format *format;
1268 if (fmt_idx == -1)
1270 ERR("Format %s (%#x) not found.\n",
1271 debug_d3dformat(format_texture_info[i].id), format_texture_info[i].id);
1272 return FALSE;
1275 if (!gl_info->supported[format_texture_info[i].extension]) continue;
1277 format = &gl_info->formats[fmt_idx];
1279 /* ARB_texture_rg defines floating point formats, but only if
1280 * ARB_texture_float is also supported. */
1281 if (!gl_info->supported[ARB_TEXTURE_FLOAT]
1282 && (format->flags & WINED3DFMT_FLAG_FLOAT))
1283 continue;
1285 format->glInternal = format_texture_info[i].gl_internal;
1286 format->glGammaInternal = format_texture_info[i].gl_srgb_internal;
1287 format->rtInternal = format_texture_info[i].gl_rt_internal;
1288 format->glFormat = format_texture_info[i].gl_format;
1289 format->glType = format_texture_info[i].gl_type;
1290 format->color_fixup = COLOR_FIXUP_IDENTITY;
1291 format->flags |= format_texture_info[i].flags;
1292 format->heightscale = 1.0f;
1294 if (format->glGammaInternal != format->glInternal)
1296 /* Filter sRGB capabilities if EXT_texture_sRGB is not supported. */
1297 if (!gl_info->supported[EXT_TEXTURE_SRGB])
1299 format->glGammaInternal = format->glInternal;
1300 format->flags &= ~(WINED3DFMT_FLAG_SRGB_READ | WINED3DFMT_FLAG_SRGB_WRITE);
1302 else if (gl_info->supported[EXT_TEXTURE_SRGB_DECODE])
1304 format->glInternal = format->glGammaInternal;
1308 /* Texture conversion stuff */
1309 format->convert = format_texture_info[i].convert;
1310 format->conv_byte_count = format_texture_info[i].conv_byte_count;
1313 return TRUE;
1316 static BOOL color_match(DWORD c1, DWORD c2, BYTE max_diff)
1318 if (abs((c1 & 0xff) - (c2 & 0xff)) > max_diff) return FALSE;
1319 c1 >>= 8; c2 >>= 8;
1320 if (abs((c1 & 0xff) - (c2 & 0xff)) > max_diff) return FALSE;
1321 c1 >>= 8; c2 >>= 8;
1322 if (abs((c1 & 0xff) - (c2 & 0xff)) > max_diff) return FALSE;
1323 c1 >>= 8; c2 >>= 8;
1324 if (abs((c1 & 0xff) - (c2 & 0xff)) > max_diff) return FALSE;
1325 return TRUE;
1328 /* A context is provided by the caller */
1329 static BOOL check_filter(const struct wined3d_gl_info *gl_info, GLenum internal)
1331 static const DWORD data[] = {0x00000000, 0xffffffff};
1332 GLuint tex, fbo, buffer;
1333 DWORD readback[16 * 1];
1334 BOOL ret = FALSE;
1336 /* Render a filtered texture and see what happens. This is intended to detect the lack of
1337 * float16 filtering on ATI X1000 class cards. The drivers disable filtering instead of
1338 * falling back to software. If this changes in the future this code will get fooled and
1339 * apps might hit the software path due to incorrectly advertised caps.
1341 * Its unlikely that this changes however. GL Games like Mass Effect depend on the filter
1342 * disable fallback, if Apple or ATI ever change the driver behavior they will break more
1343 * than Wine. The Linux binary <= r500 driver is not maintained any more anyway
1346 ENTER_GL();
1347 while(glGetError());
1349 glGenTextures(1, &buffer);
1350 glBindTexture(GL_TEXTURE_2D, buffer);
1351 memset(readback, 0x7e, sizeof(readback));
1352 glTexImage2D(GL_TEXTURE_2D, 0, GL_RGBA8, 16, 1, 0, GL_RGBA, GL_UNSIGNED_INT_8_8_8_8, readback);
1353 glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_NEAREST);
1354 glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_NEAREST);
1355 glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_CLAMP_TO_EDGE);
1356 glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_CLAMP_TO_EDGE);
1357 glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_R, GL_CLAMP_TO_EDGE);
1359 glGenTextures(1, &tex);
1360 glBindTexture(GL_TEXTURE_2D, tex);
1361 glTexImage2D(GL_TEXTURE_2D, 0, internal, 2, 1, 0, GL_BGRA, GL_UNSIGNED_INT_8_8_8_8_REV, data);
1362 glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR);
1363 glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_LINEAR);
1364 glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_CLAMP_TO_EDGE);
1365 glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_CLAMP_TO_EDGE);
1366 glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_R, GL_CLAMP_TO_EDGE);
1367 glEnable(GL_TEXTURE_2D);
1369 gl_info->fbo_ops.glGenFramebuffers(1, &fbo);
1370 gl_info->fbo_ops.glBindFramebuffer(GL_FRAMEBUFFER, fbo);
1371 gl_info->fbo_ops.glFramebufferTexture2D(GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT0, GL_TEXTURE_2D, buffer, 0);
1372 glDrawBuffer(GL_COLOR_ATTACHMENT0);
1374 glViewport(0, 0, 16, 1);
1375 glDisable(GL_LIGHTING);
1376 glMatrixMode(GL_MODELVIEW);
1377 glLoadIdentity();
1378 glMatrixMode(GL_PROJECTION);
1379 glLoadIdentity();
1381 glClearColor(0, 1, 0, 0);
1382 glClear(GL_COLOR_BUFFER_BIT);
1384 glBegin(GL_TRIANGLE_STRIP);
1385 glTexCoord2f(0.0, 0.0);
1386 glVertex2f(-1.0f, -1.0f);
1387 glTexCoord2f(1.0, 0.0);
1388 glVertex2f(1.0f, -1.0f);
1389 glTexCoord2f(0.0, 1.0);
1390 glVertex2f(-1.0f, 1.0f);
1391 glTexCoord2f(1.0, 1.0);
1392 glVertex2f(1.0f, 1.0f);
1393 glEnd();
1395 glBindTexture(GL_TEXTURE_2D, buffer);
1396 memset(readback, 0x7f, sizeof(readback));
1397 glGetTexImage(GL_TEXTURE_2D, 0, GL_BGRA, GL_UNSIGNED_INT_8_8_8_8_REV, readback);
1398 if(color_match(readback[6], 0xffffffff, 5) || color_match(readback[6], 0x00000000, 5) ||
1399 color_match(readback[9], 0xffffffff, 5) || color_match(readback[9], 0x00000000, 5))
1401 TRACE("Read back colors 0x%08x and 0x%08x close to unfiltered color, asuming no filtering\n",
1402 readback[6], readback[9]);
1403 ret = FALSE;
1405 else
1407 TRACE("Read back colors are 0x%08x and 0x%08x, assuming texture is filtered\n",
1408 readback[6], readback[9]);
1409 ret = TRUE;
1412 gl_info->fbo_ops.glBindFramebuffer(GL_FRAMEBUFFER, 0);
1413 gl_info->fbo_ops.glDeleteFramebuffers(1, &fbo);
1414 glDeleteTextures(1, &tex);
1415 glDeleteTextures(1, &buffer);
1417 if(glGetError())
1419 FIXME("Error during filtering test for format %x, returning no filtering\n", internal);
1420 ret = FALSE;
1422 LEAVE_GL();
1423 return ret;
1426 static void init_format_filter_info(struct wined3d_gl_info *gl_info, enum wined3d_pci_vendor vendor)
1428 struct wined3d_format *format;
1429 unsigned int fmt_idx, i;
1430 static const enum wined3d_format_id fmts16[] =
1432 WINED3DFMT_R16_FLOAT,
1433 WINED3DFMT_R16G16_FLOAT,
1434 WINED3DFMT_R16G16B16A16_FLOAT,
1436 BOOL filtered;
1438 if(wined3d_settings.offscreen_rendering_mode != ORM_FBO)
1440 WARN("No FBO support, or no FBO ORM, guessing filter info from GL caps\n");
1441 if (vendor == HW_VENDOR_NVIDIA && gl_info->supported[ARB_TEXTURE_FLOAT])
1443 TRACE("Nvidia card with texture_float support: Assuming float16 blending\n");
1444 filtered = TRUE;
1446 else if (gl_info->limits.glsl_varyings > 44)
1448 TRACE("More than 44 GLSL varyings - assuming d3d10 card with float16 blending\n");
1449 filtered = TRUE;
1451 else
1453 TRACE("Assuming no float16 blending\n");
1454 filtered = FALSE;
1457 if(filtered)
1459 for(i = 0; i < (sizeof(fmts16) / sizeof(*fmts16)); i++)
1461 fmt_idx = getFmtIdx(fmts16[i]);
1462 gl_info->formats[fmt_idx].flags |= WINED3DFMT_FLAG_FILTERING;
1465 return;
1468 for(i = 0; i < (sizeof(fmts16) / sizeof(*fmts16)); i++)
1470 fmt_idx = getFmtIdx(fmts16[i]);
1471 format = &gl_info->formats[fmt_idx];
1472 if (!format->glInternal) continue; /* Not supported by GL */
1474 filtered = check_filter(gl_info, gl_info->formats[fmt_idx].glInternal);
1475 if(filtered)
1477 TRACE("Format %s supports filtering\n", debug_d3dformat(fmts16[i]));
1478 format->flags |= WINED3DFMT_FLAG_FILTERING;
1480 else
1482 TRACE("Format %s does not support filtering\n", debug_d3dformat(fmts16[i]));
1487 static void apply_format_fixups(struct wined3d_gl_info *gl_info)
1489 int idx;
1491 idx = getFmtIdx(WINED3DFMT_R16_FLOAT);
1492 gl_info->formats[idx].color_fixup = create_color_fixup_desc(
1493 0, CHANNEL_SOURCE_X, 0, CHANNEL_SOURCE_ONE, 0, CHANNEL_SOURCE_ONE, 0, CHANNEL_SOURCE_W);
1495 idx = getFmtIdx(WINED3DFMT_R32_FLOAT);
1496 gl_info->formats[idx].color_fixup = create_color_fixup_desc(
1497 0, CHANNEL_SOURCE_X, 0, CHANNEL_SOURCE_ONE, 0, CHANNEL_SOURCE_ONE, 0, CHANNEL_SOURCE_W);
1499 idx = getFmtIdx(WINED3DFMT_R16G16_UNORM);
1500 gl_info->formats[idx].color_fixup = create_color_fixup_desc(
1501 0, CHANNEL_SOURCE_X, 0, CHANNEL_SOURCE_Y, 0, CHANNEL_SOURCE_ONE, 0, CHANNEL_SOURCE_W);
1503 idx = getFmtIdx(WINED3DFMT_R16G16_FLOAT);
1504 gl_info->formats[idx].color_fixup = create_color_fixup_desc(
1505 0, CHANNEL_SOURCE_X, 0, CHANNEL_SOURCE_Y, 0, CHANNEL_SOURCE_ONE, 0, CHANNEL_SOURCE_W);
1507 idx = getFmtIdx(WINED3DFMT_R32G32_FLOAT);
1508 gl_info->formats[idx].color_fixup = create_color_fixup_desc(
1509 0, CHANNEL_SOURCE_X, 0, CHANNEL_SOURCE_Y, 0, CHANNEL_SOURCE_ONE, 0, CHANNEL_SOURCE_W);
1511 /* V8U8 is supported natively by GL_ATI_envmap_bumpmap and GL_NV_texture_shader.
1512 * V16U16 is only supported by GL_NV_texture_shader. The formats need fixup if
1513 * their extensions are not available. GL_ATI_envmap_bumpmap is not used because
1514 * the only driver that implements it(fglrx) has a buggy implementation.
1516 * V8U8 and V16U16 need a fixup of the undefined blue channel. OpenGL
1517 * returns 0.0 when sampling from it, DirectX 1.0. So we always have in-shader
1518 * conversion for this format.
1520 if (!gl_info->supported[NV_TEXTURE_SHADER])
1522 idx = getFmtIdx(WINED3DFMT_R8G8_SNORM);
1523 gl_info->formats[idx].color_fixup = create_color_fixup_desc(
1524 1, CHANNEL_SOURCE_X, 1, CHANNEL_SOURCE_Y, 0, CHANNEL_SOURCE_ONE, 0, CHANNEL_SOURCE_ONE);
1525 idx = getFmtIdx(WINED3DFMT_R16G16_SNORM);
1526 gl_info->formats[idx].color_fixup = create_color_fixup_desc(
1527 1, CHANNEL_SOURCE_X, 1, CHANNEL_SOURCE_Y, 0, CHANNEL_SOURCE_ONE, 0, CHANNEL_SOURCE_ONE);
1529 else
1531 idx = getFmtIdx(WINED3DFMT_R8G8_SNORM);
1532 gl_info->formats[idx].color_fixup = create_color_fixup_desc(
1533 0, CHANNEL_SOURCE_X, 0, CHANNEL_SOURCE_Y, 0, CHANNEL_SOURCE_ONE, 0, CHANNEL_SOURCE_ONE);
1535 idx = getFmtIdx(WINED3DFMT_R16G16_SNORM);
1536 gl_info->formats[idx].color_fixup = create_color_fixup_desc(
1537 0, CHANNEL_SOURCE_X, 0, CHANNEL_SOURCE_Y, 0, CHANNEL_SOURCE_ONE, 0, CHANNEL_SOURCE_ONE);
1540 if (!gl_info->supported[NV_TEXTURE_SHADER])
1542 /* If GL_NV_texture_shader is not supported, those formats are converted, incompatibly
1543 * with each other
1545 idx = getFmtIdx(WINED3DFMT_R5G5_SNORM_L6_UNORM);
1546 gl_info->formats[idx].color_fixup = create_color_fixup_desc(
1547 1, CHANNEL_SOURCE_X, 1, CHANNEL_SOURCE_Z, 0, CHANNEL_SOURCE_Y, 0, CHANNEL_SOURCE_ONE);
1548 idx = getFmtIdx(WINED3DFMT_R8G8_SNORM_L8X8_UNORM);
1549 gl_info->formats[idx].color_fixup = create_color_fixup_desc(
1550 1, CHANNEL_SOURCE_X, 1, CHANNEL_SOURCE_Y, 0, CHANNEL_SOURCE_Z, 0, CHANNEL_SOURCE_W);
1551 idx = getFmtIdx(WINED3DFMT_R8G8B8A8_SNORM);
1552 gl_info->formats[idx].color_fixup = create_color_fixup_desc(
1553 1, CHANNEL_SOURCE_X, 1, CHANNEL_SOURCE_Y, 1, CHANNEL_SOURCE_Z, 1, CHANNEL_SOURCE_W);
1555 else
1557 /* If GL_NV_texture_shader is supported, WINED3DFMT_L6V5U5 and WINED3DFMT_X8L8V8U8
1558 * are converted at surface loading time, but they do not need any modification in
1559 * the shader, thus they are compatible with all WINED3DFMT_UNKNOWN group formats.
1560 * WINED3DFMT_Q8W8V8U8 doesn't even need load-time conversion
1564 if (gl_info->supported[EXT_TEXTURE_COMPRESSION_RGTC])
1566 idx = getFmtIdx(WINED3DFMT_ATI2N);
1567 gl_info->formats[idx].color_fixup = create_color_fixup_desc(
1568 0, CHANNEL_SOURCE_Y, 0, CHANNEL_SOURCE_X, 0, CHANNEL_SOURCE_ONE, 0, CHANNEL_SOURCE_ONE);
1570 else if (gl_info->supported[ATI_TEXTURE_COMPRESSION_3DC])
1572 idx = getFmtIdx(WINED3DFMT_ATI2N);
1573 gl_info->formats[idx].color_fixup= create_color_fixup_desc(
1574 0, CHANNEL_SOURCE_X, 0, CHANNEL_SOURCE_W, 0, CHANNEL_SOURCE_ONE, 0, CHANNEL_SOURCE_ONE);
1577 if (!gl_info->supported[APPLE_YCBCR_422])
1579 idx = getFmtIdx(WINED3DFMT_YUY2);
1580 gl_info->formats[idx].color_fixup = create_complex_fixup_desc(COMPLEX_FIXUP_YUY2);
1582 idx = getFmtIdx(WINED3DFMT_UYVY);
1583 gl_info->formats[idx].color_fixup = create_complex_fixup_desc(COMPLEX_FIXUP_UYVY);
1586 idx = getFmtIdx(WINED3DFMT_YV12);
1587 gl_info->formats[idx].flags |= WINED3DFMT_FLAG_HEIGHT_SCALE;
1588 gl_info->formats[idx].heightscale = 1.5f;
1589 gl_info->formats[idx].color_fixup = create_complex_fixup_desc(COMPLEX_FIXUP_YV12);
1591 if (gl_info->supported[EXT_PALETTED_TEXTURE] || gl_info->supported[ARB_FRAGMENT_PROGRAM])
1593 idx = getFmtIdx(WINED3DFMT_P8_UINT);
1594 gl_info->formats[idx].color_fixup = create_complex_fixup_desc(COMPLEX_FIXUP_P8);
1597 if (gl_info->supported[ARB_VERTEX_ARRAY_BGRA])
1599 idx = getFmtIdx(WINED3DFMT_B8G8R8A8_UNORM);
1600 gl_info->formats[idx].gl_vtx_format = GL_BGRA;
1603 if (gl_info->supported[ARB_HALF_FLOAT_VERTEX])
1605 /* Do not change the size of the type, it is CPU side. We have to change the GPU-side information though.
1606 * It is the job of the vertex buffer code to make sure that the vbos have the right format */
1607 idx = getFmtIdx(WINED3DFMT_R16G16_FLOAT);
1608 gl_info->formats[idx].gl_vtx_type = GL_HALF_FLOAT; /* == GL_HALF_FLOAT_NV */
1610 idx = getFmtIdx(WINED3DFMT_R16G16B16A16_FLOAT);
1611 gl_info->formats[idx].gl_vtx_type = GL_HALF_FLOAT;
1615 static BOOL init_format_vertex_info(struct wined3d_gl_info *gl_info)
1617 unsigned int i;
1619 for (i = 0; i < (sizeof(format_vertex_info) / sizeof(*format_vertex_info)); ++i)
1621 struct wined3d_format *format;
1622 int fmt_idx = getFmtIdx(format_vertex_info[i].id);
1624 if (fmt_idx == -1)
1626 ERR("Format %s (%#x) not found.\n",
1627 debug_d3dformat(format_vertex_info[i].id), format_vertex_info[i].id);
1628 return FALSE;
1631 format = &gl_info->formats[fmt_idx];
1632 format->emit_idx = format_vertex_info[i].emit_idx;
1633 format->component_count = format_vertex_info[i].component_count;
1634 format->gl_vtx_type = format_vertex_info[i].gl_vtx_type;
1635 format->gl_vtx_format = format_vertex_info[i].gl_vtx_format;
1636 format->gl_normalized = format_vertex_info[i].gl_normalized;
1637 format->component_size = format_vertex_info[i].component_size;
1640 return TRUE;
1643 BOOL initPixelFormatsNoGL(struct wined3d_gl_info *gl_info)
1645 if (!init_format_base_info(gl_info)) return FALSE;
1647 if (!init_format_block_info(gl_info))
1649 HeapFree(GetProcessHeap(), 0, gl_info->formats);
1650 gl_info->formats = NULL;
1651 return FALSE;
1654 return TRUE;
1657 /* Context activation is done by the caller. */
1658 BOOL initPixelFormats(struct wined3d_gl_info *gl_info, enum wined3d_pci_vendor vendor)
1660 if (!init_format_base_info(gl_info)) return FALSE;
1662 if (!init_format_block_info(gl_info)) goto fail;
1663 if (!init_format_texture_info(gl_info)) goto fail;
1664 if (!init_format_vertex_info(gl_info)) goto fail;
1666 apply_format_fixups(gl_info);
1667 init_format_fbo_compat_info(gl_info);
1668 init_format_filter_info(gl_info, vendor);
1670 return TRUE;
1672 fail:
1673 HeapFree(GetProcessHeap(), 0, gl_info->formats);
1674 gl_info->formats = NULL;
1675 return FALSE;
1678 const struct wined3d_format *wined3d_get_format(const struct wined3d_gl_info *gl_info,
1679 enum wined3d_format_id format_id)
1681 int idx = getFmtIdx(format_id);
1683 if (idx == -1)
1685 FIXME("Can't find format %s (%#x) in the format lookup table\n",
1686 debug_d3dformat(format_id), format_id);
1687 /* Get the caller a valid pointer */
1688 idx = getFmtIdx(WINED3DFMT_UNKNOWN);
1691 return &gl_info->formats[idx];
1694 UINT wined3d_format_calculate_size(const struct wined3d_format *format, UINT alignment, UINT width, UINT height)
1696 UINT size;
1698 if (format->id == WINED3DFMT_UNKNOWN)
1700 size = 0;
1702 else if (format->flags & WINED3DFMT_FLAG_BLOCKS)
1704 UINT row_block_count = (width + format->block_width - 1) / format->block_width;
1705 UINT row_count = (height + format->block_height - 1) / format->block_height;
1706 size = row_count * (((row_block_count * format->block_byte_count) + alignment - 1) & ~(alignment - 1));
1708 else
1710 size = height * (((width * format->byte_count) + alignment - 1) & ~(alignment - 1));
1713 if (format->flags & WINED3DFMT_FLAG_HEIGHT_SCALE)
1715 /* The D3D format requirements make sure that the resulting format is an integer again */
1716 size = (UINT) (size * format->heightscale);
1719 return size;
1722 /*****************************************************************************
1723 * Trace formatting of useful values
1725 const char *debug_d3dformat(enum wined3d_format_id format_id)
1727 switch (format_id)
1729 #define FMT_TO_STR(format_id) case format_id: return #format_id
1730 FMT_TO_STR(WINED3DFMT_UNKNOWN);
1731 FMT_TO_STR(WINED3DFMT_B8G8R8_UNORM);
1732 FMT_TO_STR(WINED3DFMT_B5G5R5X1_UNORM);
1733 FMT_TO_STR(WINED3DFMT_B4G4R4A4_UNORM);
1734 FMT_TO_STR(WINED3DFMT_B2G3R3_UNORM);
1735 FMT_TO_STR(WINED3DFMT_B2G3R3A8_UNORM);
1736 FMT_TO_STR(WINED3DFMT_B4G4R4X4_UNORM);
1737 FMT_TO_STR(WINED3DFMT_R8G8B8X8_UNORM);
1738 FMT_TO_STR(WINED3DFMT_B10G10R10A2_UNORM);
1739 FMT_TO_STR(WINED3DFMT_P8_UINT_A8_UNORM);
1740 FMT_TO_STR(WINED3DFMT_P8_UINT);
1741 FMT_TO_STR(WINED3DFMT_L8_UNORM);
1742 FMT_TO_STR(WINED3DFMT_L8A8_UNORM);
1743 FMT_TO_STR(WINED3DFMT_L4A4_UNORM);
1744 FMT_TO_STR(WINED3DFMT_R5G5_SNORM_L6_UNORM);
1745 FMT_TO_STR(WINED3DFMT_R8G8_SNORM_L8X8_UNORM);
1746 FMT_TO_STR(WINED3DFMT_R10G11B11_SNORM);
1747 FMT_TO_STR(WINED3DFMT_R10G10B10_SNORM_A2_UNORM);
1748 FMT_TO_STR(WINED3DFMT_UYVY);
1749 FMT_TO_STR(WINED3DFMT_YUY2);
1750 FMT_TO_STR(WINED3DFMT_YV12);
1751 FMT_TO_STR(WINED3DFMT_DXT1);
1752 FMT_TO_STR(WINED3DFMT_DXT2);
1753 FMT_TO_STR(WINED3DFMT_DXT3);
1754 FMT_TO_STR(WINED3DFMT_DXT4);
1755 FMT_TO_STR(WINED3DFMT_DXT5);
1756 FMT_TO_STR(WINED3DFMT_MULTI2_ARGB8);
1757 FMT_TO_STR(WINED3DFMT_G8R8_G8B8);
1758 FMT_TO_STR(WINED3DFMT_R8G8_B8G8);
1759 FMT_TO_STR(WINED3DFMT_D16_LOCKABLE);
1760 FMT_TO_STR(WINED3DFMT_D32_UNORM);
1761 FMT_TO_STR(WINED3DFMT_S1_UINT_D15_UNORM);
1762 FMT_TO_STR(WINED3DFMT_X8D24_UNORM);
1763 FMT_TO_STR(WINED3DFMT_S4X4_UINT_D24_UNORM);
1764 FMT_TO_STR(WINED3DFMT_L16_UNORM);
1765 FMT_TO_STR(WINED3DFMT_S8_UINT_D24_FLOAT);
1766 FMT_TO_STR(WINED3DFMT_VERTEXDATA);
1767 FMT_TO_STR(WINED3DFMT_R8G8_SNORM_Cx);
1768 FMT_TO_STR(WINED3DFMT_ATI2N);
1769 FMT_TO_STR(WINED3DFMT_NVDB);
1770 FMT_TO_STR(WINED3DFMT_NVHU);
1771 FMT_TO_STR(WINED3DFMT_NVHS);
1772 FMT_TO_STR(WINED3DFMT_R32G32B32A32_TYPELESS);
1773 FMT_TO_STR(WINED3DFMT_R32G32B32A32_FLOAT);
1774 FMT_TO_STR(WINED3DFMT_R32G32B32A32_UINT);
1775 FMT_TO_STR(WINED3DFMT_R32G32B32A32_SINT);
1776 FMT_TO_STR(WINED3DFMT_R32G32B32_TYPELESS);
1777 FMT_TO_STR(WINED3DFMT_R32G32B32_FLOAT);
1778 FMT_TO_STR(WINED3DFMT_R32G32B32_UINT);
1779 FMT_TO_STR(WINED3DFMT_R32G32B32_SINT);
1780 FMT_TO_STR(WINED3DFMT_R16G16B16A16_TYPELESS);
1781 FMT_TO_STR(WINED3DFMT_R16G16B16A16_FLOAT);
1782 FMT_TO_STR(WINED3DFMT_R16G16B16A16_UNORM);
1783 FMT_TO_STR(WINED3DFMT_R16G16B16A16_UINT);
1784 FMT_TO_STR(WINED3DFMT_R16G16B16A16_SNORM);
1785 FMT_TO_STR(WINED3DFMT_R16G16B16A16_SINT);
1786 FMT_TO_STR(WINED3DFMT_R32G32_TYPELESS);
1787 FMT_TO_STR(WINED3DFMT_R32G32_FLOAT);
1788 FMT_TO_STR(WINED3DFMT_R32G32_UINT);
1789 FMT_TO_STR(WINED3DFMT_R32G32_SINT);
1790 FMT_TO_STR(WINED3DFMT_R32G8X24_TYPELESS);
1791 FMT_TO_STR(WINED3DFMT_D32_FLOAT_S8X24_UINT);
1792 FMT_TO_STR(WINED3DFMT_R32_FLOAT_X8X24_TYPELESS);
1793 FMT_TO_STR(WINED3DFMT_X32_TYPELESS_G8X24_UINT);
1794 FMT_TO_STR(WINED3DFMT_R10G10B10A2_TYPELESS);
1795 FMT_TO_STR(WINED3DFMT_R10G10B10A2_UNORM);
1796 FMT_TO_STR(WINED3DFMT_R10G10B10A2_UINT);
1797 FMT_TO_STR(WINED3DFMT_R10G10B10A2_SNORM);
1798 FMT_TO_STR(WINED3DFMT_R11G11B10_FLOAT);
1799 FMT_TO_STR(WINED3DFMT_R8G8B8A8_TYPELESS);
1800 FMT_TO_STR(WINED3DFMT_R8G8B8A8_UNORM);
1801 FMT_TO_STR(WINED3DFMT_R8G8B8A8_UNORM_SRGB);
1802 FMT_TO_STR(WINED3DFMT_R8G8B8A8_UINT);
1803 FMT_TO_STR(WINED3DFMT_R8G8B8A8_SNORM);
1804 FMT_TO_STR(WINED3DFMT_R8G8B8A8_SINT);
1805 FMT_TO_STR(WINED3DFMT_R16G16_TYPELESS);
1806 FMT_TO_STR(WINED3DFMT_R16G16_FLOAT);
1807 FMT_TO_STR(WINED3DFMT_R16G16_UNORM);
1808 FMT_TO_STR(WINED3DFMT_R16G16_UINT);
1809 FMT_TO_STR(WINED3DFMT_R16G16_SNORM);
1810 FMT_TO_STR(WINED3DFMT_R16G16_SINT);
1811 FMT_TO_STR(WINED3DFMT_R32_TYPELESS);
1812 FMT_TO_STR(WINED3DFMT_D32_FLOAT);
1813 FMT_TO_STR(WINED3DFMT_R32_FLOAT);
1814 FMT_TO_STR(WINED3DFMT_R32_UINT);
1815 FMT_TO_STR(WINED3DFMT_R32_SINT);
1816 FMT_TO_STR(WINED3DFMT_R24G8_TYPELESS);
1817 FMT_TO_STR(WINED3DFMT_D24_UNORM_S8_UINT);
1818 FMT_TO_STR(WINED3DFMT_R24_UNORM_X8_TYPELESS);
1819 FMT_TO_STR(WINED3DFMT_X24_TYPELESS_G8_UINT);
1820 FMT_TO_STR(WINED3DFMT_R8G8_TYPELESS);
1821 FMT_TO_STR(WINED3DFMT_R8G8_UNORM);
1822 FMT_TO_STR(WINED3DFMT_R8G8_UINT);
1823 FMT_TO_STR(WINED3DFMT_R8G8_SNORM);
1824 FMT_TO_STR(WINED3DFMT_R8G8_SINT);
1825 FMT_TO_STR(WINED3DFMT_R16_TYPELESS);
1826 FMT_TO_STR(WINED3DFMT_R16_FLOAT);
1827 FMT_TO_STR(WINED3DFMT_D16_UNORM);
1828 FMT_TO_STR(WINED3DFMT_R16_UNORM);
1829 FMT_TO_STR(WINED3DFMT_R16_UINT);
1830 FMT_TO_STR(WINED3DFMT_R16_SNORM);
1831 FMT_TO_STR(WINED3DFMT_R16_SINT);
1832 FMT_TO_STR(WINED3DFMT_R8_TYPELESS);
1833 FMT_TO_STR(WINED3DFMT_R8_UNORM);
1834 FMT_TO_STR(WINED3DFMT_R8_UINT);
1835 FMT_TO_STR(WINED3DFMT_R8_SNORM);
1836 FMT_TO_STR(WINED3DFMT_R8_SINT);
1837 FMT_TO_STR(WINED3DFMT_A8_UNORM);
1838 FMT_TO_STR(WINED3DFMT_R1_UNORM);
1839 FMT_TO_STR(WINED3DFMT_R9G9B9E5_SHAREDEXP);
1840 FMT_TO_STR(WINED3DFMT_R8G8_B8G8_UNORM);
1841 FMT_TO_STR(WINED3DFMT_G8R8_G8B8_UNORM);
1842 FMT_TO_STR(WINED3DFMT_BC1_TYPELESS);
1843 FMT_TO_STR(WINED3DFMT_BC1_UNORM);
1844 FMT_TO_STR(WINED3DFMT_BC1_UNORM_SRGB);
1845 FMT_TO_STR(WINED3DFMT_BC2_TYPELESS);
1846 FMT_TO_STR(WINED3DFMT_BC2_UNORM);
1847 FMT_TO_STR(WINED3DFMT_BC2_UNORM_SRGB);
1848 FMT_TO_STR(WINED3DFMT_BC3_TYPELESS);
1849 FMT_TO_STR(WINED3DFMT_BC3_UNORM);
1850 FMT_TO_STR(WINED3DFMT_BC3_UNORM_SRGB);
1851 FMT_TO_STR(WINED3DFMT_BC4_TYPELESS);
1852 FMT_TO_STR(WINED3DFMT_BC4_UNORM);
1853 FMT_TO_STR(WINED3DFMT_BC4_SNORM);
1854 FMT_TO_STR(WINED3DFMT_BC5_TYPELESS);
1855 FMT_TO_STR(WINED3DFMT_BC5_UNORM);
1856 FMT_TO_STR(WINED3DFMT_BC5_SNORM);
1857 FMT_TO_STR(WINED3DFMT_B5G6R5_UNORM);
1858 FMT_TO_STR(WINED3DFMT_B5G5R5A1_UNORM);
1859 FMT_TO_STR(WINED3DFMT_B8G8R8A8_UNORM);
1860 FMT_TO_STR(WINED3DFMT_B8G8R8X8_UNORM);
1861 FMT_TO_STR(WINED3DFMT_INTZ);
1862 FMT_TO_STR(WINED3DFMT_NULL);
1863 FMT_TO_STR(WINED3DFMT_R16);
1864 FMT_TO_STR(WINED3DFMT_AL16);
1865 #undef FMT_TO_STR
1866 default:
1868 char fourcc[5];
1869 fourcc[0] = (char)(format_id);
1870 fourcc[1] = (char)(format_id >> 8);
1871 fourcc[2] = (char)(format_id >> 16);
1872 fourcc[3] = (char)(format_id >> 24);
1873 fourcc[4] = 0;
1874 if (isprint(fourcc[0]) && isprint(fourcc[1]) && isprint(fourcc[2]) && isprint(fourcc[3]))
1875 FIXME("Unrecognized %#x (as fourcc: %s) WINED3DFORMAT!\n", format_id, fourcc);
1876 else
1877 FIXME("Unrecognized %#x WINED3DFORMAT!\n", format_id);
1879 return "unrecognized";
1883 const char *debug_d3ddevicetype(enum wined3d_device_type device_type)
1885 switch (device_type)
1887 #define DEVTYPE_TO_STR(dev) case dev: return #dev
1888 DEVTYPE_TO_STR(WINED3D_DEVICE_TYPE_HAL);
1889 DEVTYPE_TO_STR(WINED3D_DEVICE_TYPE_REF);
1890 DEVTYPE_TO_STR(WINED3D_DEVICE_TYPE_SW);
1891 #undef DEVTYPE_TO_STR
1892 default:
1893 FIXME("Unrecognized device type %#x.\n", device_type);
1894 return "unrecognized";
1898 const char *debug_d3dusage(DWORD usage)
1900 char buf[333];
1902 buf[0] = '\0';
1903 #define WINED3DUSAGE_TO_STR(u) if (usage & u) { strcat(buf, " | "#u); usage &= ~u; }
1904 WINED3DUSAGE_TO_STR(WINED3DUSAGE_RENDERTARGET);
1905 WINED3DUSAGE_TO_STR(WINED3DUSAGE_DEPTHSTENCIL);
1906 WINED3DUSAGE_TO_STR(WINED3DUSAGE_WRITEONLY);
1907 WINED3DUSAGE_TO_STR(WINED3DUSAGE_SOFTWAREPROCESSING);
1908 WINED3DUSAGE_TO_STR(WINED3DUSAGE_DONOTCLIP);
1909 WINED3DUSAGE_TO_STR(WINED3DUSAGE_POINTS);
1910 WINED3DUSAGE_TO_STR(WINED3DUSAGE_RTPATCHES);
1911 WINED3DUSAGE_TO_STR(WINED3DUSAGE_NPATCHES);
1912 WINED3DUSAGE_TO_STR(WINED3DUSAGE_DYNAMIC);
1913 WINED3DUSAGE_TO_STR(WINED3DUSAGE_AUTOGENMIPMAP);
1914 WINED3DUSAGE_TO_STR(WINED3DUSAGE_DMAP);
1915 WINED3DUSAGE_TO_STR(WINED3DUSAGE_STATICDECL);
1916 WINED3DUSAGE_TO_STR(WINED3DUSAGE_OVERLAY);
1917 #undef WINED3DUSAGE_TO_STR
1918 if (usage) FIXME("Unrecognized usage flag(s) %#x\n", usage);
1920 return buf[0] ? wine_dbg_sprintf("%s", &buf[3]) : "0";
1923 const char *debug_d3dusagequery(DWORD usagequery)
1925 char buf[238];
1927 buf[0] = '\0';
1928 #define WINED3DUSAGEQUERY_TO_STR(u) if (usagequery & u) { strcat(buf, " | "#u); usagequery &= ~u; }
1929 WINED3DUSAGEQUERY_TO_STR(WINED3DUSAGE_QUERY_FILTER);
1930 WINED3DUSAGEQUERY_TO_STR(WINED3DUSAGE_QUERY_LEGACYBUMPMAP);
1931 WINED3DUSAGEQUERY_TO_STR(WINED3DUSAGE_QUERY_POSTPIXELSHADER_BLENDING);
1932 WINED3DUSAGEQUERY_TO_STR(WINED3DUSAGE_QUERY_SRGBREAD);
1933 WINED3DUSAGEQUERY_TO_STR(WINED3DUSAGE_QUERY_SRGBWRITE);
1934 WINED3DUSAGEQUERY_TO_STR(WINED3DUSAGE_QUERY_VERTEXTEXTURE);
1935 WINED3DUSAGEQUERY_TO_STR(WINED3DUSAGE_QUERY_WRAPANDMIP);
1936 #undef WINED3DUSAGEQUERY_TO_STR
1937 if (usagequery) FIXME("Unrecognized usage query flag(s) %#x\n", usagequery);
1939 return buf[0] ? wine_dbg_sprintf("%s", &buf[3]) : "0";
1942 const char *debug_d3ddeclmethod(enum wined3d_decl_method method)
1944 switch (method)
1946 #define WINED3DDECLMETHOD_TO_STR(u) case u: return #u
1947 WINED3DDECLMETHOD_TO_STR(WINED3D_DECL_METHOD_DEFAULT);
1948 WINED3DDECLMETHOD_TO_STR(WINED3D_DECL_METHOD_PARTIAL_U);
1949 WINED3DDECLMETHOD_TO_STR(WINED3D_DECL_METHOD_PARTIAL_V);
1950 WINED3DDECLMETHOD_TO_STR(WINED3D_DECL_METHOD_CROSS_UV);
1951 WINED3DDECLMETHOD_TO_STR(WINED3D_DECL_METHOD_UV);
1952 WINED3DDECLMETHOD_TO_STR(WINED3D_DECL_METHOD_LOOKUP);
1953 WINED3DDECLMETHOD_TO_STR(WINED3D_DECL_METHOD_LOOKUP_PRESAMPLED);
1954 #undef WINED3DDECLMETHOD_TO_STR
1955 default:
1956 FIXME("Unrecognized declaration method %#x.\n", method);
1957 return "unrecognized";
1961 const char *debug_d3ddeclusage(enum wined3d_decl_usage usage)
1963 switch (usage)
1965 #define WINED3DDECLUSAGE_TO_STR(u) case u: return #u
1966 WINED3DDECLUSAGE_TO_STR(WINED3D_DECL_USAGE_POSITION);
1967 WINED3DDECLUSAGE_TO_STR(WINED3D_DECL_USAGE_BLEND_WEIGHT);
1968 WINED3DDECLUSAGE_TO_STR(WINED3D_DECL_USAGE_BLEND_INDICES);
1969 WINED3DDECLUSAGE_TO_STR(WINED3D_DECL_USAGE_NORMAL);
1970 WINED3DDECLUSAGE_TO_STR(WINED3D_DECL_USAGE_PSIZE);
1971 WINED3DDECLUSAGE_TO_STR(WINED3D_DECL_USAGE_TEXCOORD);
1972 WINED3DDECLUSAGE_TO_STR(WINED3D_DECL_USAGE_TANGENT);
1973 WINED3DDECLUSAGE_TO_STR(WINED3D_DECL_USAGE_BINORMAL);
1974 WINED3DDECLUSAGE_TO_STR(WINED3D_DECL_USAGE_TESS_FACTOR);
1975 WINED3DDECLUSAGE_TO_STR(WINED3D_DECL_USAGE_POSITIONT);
1976 WINED3DDECLUSAGE_TO_STR(WINED3D_DECL_USAGE_COLOR);
1977 WINED3DDECLUSAGE_TO_STR(WINED3D_DECL_USAGE_FOG);
1978 WINED3DDECLUSAGE_TO_STR(WINED3D_DECL_USAGE_DEPTH);
1979 WINED3DDECLUSAGE_TO_STR(WINED3D_DECL_USAGE_SAMPLE);
1980 #undef WINED3DDECLUSAGE_TO_STR
1981 default:
1982 FIXME("Unrecognized %u declaration usage!\n", usage);
1983 return "unrecognized";
1987 const char *debug_d3dresourcetype(enum wined3d_resource_type resource_type)
1989 switch (resource_type)
1991 #define RES_TO_STR(res) case res: return #res
1992 RES_TO_STR(WINED3D_RTYPE_SURFACE);
1993 RES_TO_STR(WINED3D_RTYPE_VOLUME);
1994 RES_TO_STR(WINED3D_RTYPE_TEXTURE);
1995 RES_TO_STR(WINED3D_RTYPE_VOLUME_TEXTURE);
1996 RES_TO_STR(WINED3D_RTYPE_CUBE_TEXTURE);
1997 RES_TO_STR(WINED3D_RTYPE_BUFFER);
1998 #undef RES_TO_STR
1999 default:
2000 FIXME("Unrecognized resource type %#x.\n", resource_type);
2001 return "unrecognized";
2005 const char *debug_d3dprimitivetype(enum wined3d_primitive_type primitive_type)
2007 switch (primitive_type)
2009 #define PRIM_TO_STR(prim) case prim: return #prim
2010 PRIM_TO_STR(WINED3D_PT_UNDEFINED);
2011 PRIM_TO_STR(WINED3D_PT_POINTLIST);
2012 PRIM_TO_STR(WINED3D_PT_LINELIST);
2013 PRIM_TO_STR(WINED3D_PT_LINESTRIP);
2014 PRIM_TO_STR(WINED3D_PT_TRIANGLELIST);
2015 PRIM_TO_STR(WINED3D_PT_TRIANGLESTRIP);
2016 PRIM_TO_STR(WINED3D_PT_TRIANGLEFAN);
2017 PRIM_TO_STR(WINED3D_PT_LINELIST_ADJ);
2018 PRIM_TO_STR(WINED3D_PT_LINESTRIP_ADJ);
2019 PRIM_TO_STR(WINED3D_PT_TRIANGLELIST_ADJ);
2020 PRIM_TO_STR(WINED3D_PT_TRIANGLESTRIP_ADJ);
2021 #undef PRIM_TO_STR
2022 default:
2023 FIXME("Unrecognized %u primitive type!\n", primitive_type);
2024 return "unrecognized";
2028 const char *debug_d3drenderstate(enum wined3d_render_state state)
2030 switch (state)
2032 #define D3DSTATE_TO_STR(u) case u: return #u
2033 D3DSTATE_TO_STR(WINED3D_RS_ANTIALIAS);
2034 D3DSTATE_TO_STR(WINED3D_RS_TEXTUREPERSPECTIVE);
2035 D3DSTATE_TO_STR(WINED3D_RS_WRAPU);
2036 D3DSTATE_TO_STR(WINED3D_RS_WRAPV);
2037 D3DSTATE_TO_STR(WINED3D_RS_ZENABLE);
2038 D3DSTATE_TO_STR(WINED3D_RS_FILLMODE);
2039 D3DSTATE_TO_STR(WINED3D_RS_SHADEMODE);
2040 D3DSTATE_TO_STR(WINED3D_RS_LINEPATTERN);
2041 D3DSTATE_TO_STR(WINED3D_RS_MONOENABLE);
2042 D3DSTATE_TO_STR(WINED3D_RS_ROP2);
2043 D3DSTATE_TO_STR(WINED3D_RS_PLANEMASK);
2044 D3DSTATE_TO_STR(WINED3D_RS_ZWRITEENABLE);
2045 D3DSTATE_TO_STR(WINED3D_RS_ALPHATESTENABLE);
2046 D3DSTATE_TO_STR(WINED3D_RS_LASTPIXEL);
2047 D3DSTATE_TO_STR(WINED3D_RS_SRCBLEND);
2048 D3DSTATE_TO_STR(WINED3D_RS_DESTBLEND);
2049 D3DSTATE_TO_STR(WINED3D_RS_CULLMODE);
2050 D3DSTATE_TO_STR(WINED3D_RS_ZFUNC);
2051 D3DSTATE_TO_STR(WINED3D_RS_ALPHAREF);
2052 D3DSTATE_TO_STR(WINED3D_RS_ALPHAFUNC);
2053 D3DSTATE_TO_STR(WINED3D_RS_DITHERENABLE);
2054 D3DSTATE_TO_STR(WINED3D_RS_ALPHABLENDENABLE);
2055 D3DSTATE_TO_STR(WINED3D_RS_FOGENABLE);
2056 D3DSTATE_TO_STR(WINED3D_RS_SPECULARENABLE);
2057 D3DSTATE_TO_STR(WINED3D_RS_ZVISIBLE);
2058 D3DSTATE_TO_STR(WINED3D_RS_SUBPIXEL);
2059 D3DSTATE_TO_STR(WINED3D_RS_SUBPIXELX);
2060 D3DSTATE_TO_STR(WINED3D_RS_STIPPLEDALPHA);
2061 D3DSTATE_TO_STR(WINED3D_RS_FOGCOLOR);
2062 D3DSTATE_TO_STR(WINED3D_RS_FOGTABLEMODE);
2063 D3DSTATE_TO_STR(WINED3D_RS_FOGSTART);
2064 D3DSTATE_TO_STR(WINED3D_RS_FOGEND);
2065 D3DSTATE_TO_STR(WINED3D_RS_FOGDENSITY);
2066 D3DSTATE_TO_STR(WINED3D_RS_STIPPLEENABLE);
2067 D3DSTATE_TO_STR(WINED3D_RS_EDGEANTIALIAS);
2068 D3DSTATE_TO_STR(WINED3D_RS_COLORKEYENABLE);
2069 D3DSTATE_TO_STR(WINED3D_RS_MIPMAPLODBIAS);
2070 D3DSTATE_TO_STR(WINED3D_RS_RANGEFOGENABLE);
2071 D3DSTATE_TO_STR(WINED3D_RS_ANISOTROPY);
2072 D3DSTATE_TO_STR(WINED3D_RS_FLUSHBATCH);
2073 D3DSTATE_TO_STR(WINED3D_RS_TRANSLUCENTSORTINDEPENDENT);
2074 D3DSTATE_TO_STR(WINED3D_RS_STENCILENABLE);
2075 D3DSTATE_TO_STR(WINED3D_RS_STENCILFAIL);
2076 D3DSTATE_TO_STR(WINED3D_RS_STENCILZFAIL);
2077 D3DSTATE_TO_STR(WINED3D_RS_STENCILPASS);
2078 D3DSTATE_TO_STR(WINED3D_RS_STENCILFUNC);
2079 D3DSTATE_TO_STR(WINED3D_RS_STENCILREF);
2080 D3DSTATE_TO_STR(WINED3D_RS_STENCILMASK);
2081 D3DSTATE_TO_STR(WINED3D_RS_STENCILWRITEMASK);
2082 D3DSTATE_TO_STR(WINED3D_RS_TEXTUREFACTOR);
2083 D3DSTATE_TO_STR(WINED3D_RS_WRAP0);
2084 D3DSTATE_TO_STR(WINED3D_RS_WRAP1);
2085 D3DSTATE_TO_STR(WINED3D_RS_WRAP2);
2086 D3DSTATE_TO_STR(WINED3D_RS_WRAP3);
2087 D3DSTATE_TO_STR(WINED3D_RS_WRAP4);
2088 D3DSTATE_TO_STR(WINED3D_RS_WRAP5);
2089 D3DSTATE_TO_STR(WINED3D_RS_WRAP6);
2090 D3DSTATE_TO_STR(WINED3D_RS_WRAP7);
2091 D3DSTATE_TO_STR(WINED3D_RS_CLIPPING);
2092 D3DSTATE_TO_STR(WINED3D_RS_LIGHTING);
2093 D3DSTATE_TO_STR(WINED3D_RS_EXTENTS);
2094 D3DSTATE_TO_STR(WINED3D_RS_AMBIENT);
2095 D3DSTATE_TO_STR(WINED3D_RS_FOGVERTEXMODE);
2096 D3DSTATE_TO_STR(WINED3D_RS_COLORVERTEX);
2097 D3DSTATE_TO_STR(WINED3D_RS_LOCALVIEWER);
2098 D3DSTATE_TO_STR(WINED3D_RS_NORMALIZENORMALS);
2099 D3DSTATE_TO_STR(WINED3D_RS_COLORKEYBLENDENABLE);
2100 D3DSTATE_TO_STR(WINED3D_RS_DIFFUSEMATERIALSOURCE);
2101 D3DSTATE_TO_STR(WINED3D_RS_SPECULARMATERIALSOURCE);
2102 D3DSTATE_TO_STR(WINED3D_RS_AMBIENTMATERIALSOURCE);
2103 D3DSTATE_TO_STR(WINED3D_RS_EMISSIVEMATERIALSOURCE);
2104 D3DSTATE_TO_STR(WINED3D_RS_VERTEXBLEND);
2105 D3DSTATE_TO_STR(WINED3D_RS_CLIPPLANEENABLE);
2106 D3DSTATE_TO_STR(WINED3D_RS_SOFTWAREVERTEXPROCESSING);
2107 D3DSTATE_TO_STR(WINED3D_RS_POINTSIZE);
2108 D3DSTATE_TO_STR(WINED3D_RS_POINTSIZE_MIN);
2109 D3DSTATE_TO_STR(WINED3D_RS_POINTSPRITEENABLE);
2110 D3DSTATE_TO_STR(WINED3D_RS_POINTSCALEENABLE);
2111 D3DSTATE_TO_STR(WINED3D_RS_POINTSCALE_A);
2112 D3DSTATE_TO_STR(WINED3D_RS_POINTSCALE_B);
2113 D3DSTATE_TO_STR(WINED3D_RS_POINTSCALE_C);
2114 D3DSTATE_TO_STR(WINED3D_RS_MULTISAMPLEANTIALIAS);
2115 D3DSTATE_TO_STR(WINED3D_RS_MULTISAMPLEMASK);
2116 D3DSTATE_TO_STR(WINED3D_RS_PATCHEDGESTYLE);
2117 D3DSTATE_TO_STR(WINED3D_RS_PATCHSEGMENTS);
2118 D3DSTATE_TO_STR(WINED3D_RS_DEBUGMONITORTOKEN);
2119 D3DSTATE_TO_STR(WINED3D_RS_POINTSIZE_MAX);
2120 D3DSTATE_TO_STR(WINED3D_RS_INDEXEDVERTEXBLENDENABLE);
2121 D3DSTATE_TO_STR(WINED3D_RS_COLORWRITEENABLE);
2122 D3DSTATE_TO_STR(WINED3D_RS_TWEENFACTOR);
2123 D3DSTATE_TO_STR(WINED3D_RS_BLENDOP);
2124 D3DSTATE_TO_STR(WINED3D_RS_POSITIONDEGREE);
2125 D3DSTATE_TO_STR(WINED3D_RS_NORMALDEGREE);
2126 D3DSTATE_TO_STR(WINED3D_RS_SCISSORTESTENABLE);
2127 D3DSTATE_TO_STR(WINED3D_RS_SLOPESCALEDEPTHBIAS);
2128 D3DSTATE_TO_STR(WINED3D_RS_ANTIALIASEDLINEENABLE);
2129 D3DSTATE_TO_STR(WINED3D_RS_MINTESSELLATIONLEVEL);
2130 D3DSTATE_TO_STR(WINED3D_RS_MAXTESSELLATIONLEVEL);
2131 D3DSTATE_TO_STR(WINED3D_RS_ADAPTIVETESS_X);
2132 D3DSTATE_TO_STR(WINED3D_RS_ADAPTIVETESS_Y);
2133 D3DSTATE_TO_STR(WINED3D_RS_ADAPTIVETESS_Z);
2134 D3DSTATE_TO_STR(WINED3D_RS_ADAPTIVETESS_W);
2135 D3DSTATE_TO_STR(WINED3D_RS_ENABLEADAPTIVETESSELLATION);
2136 D3DSTATE_TO_STR(WINED3D_RS_TWOSIDEDSTENCILMODE);
2137 D3DSTATE_TO_STR(WINED3D_RS_CCW_STENCILFAIL);
2138 D3DSTATE_TO_STR(WINED3D_RS_CCW_STENCILZFAIL);
2139 D3DSTATE_TO_STR(WINED3D_RS_CCW_STENCILPASS);
2140 D3DSTATE_TO_STR(WINED3D_RS_CCW_STENCILFUNC);
2141 D3DSTATE_TO_STR(WINED3D_RS_COLORWRITEENABLE1);
2142 D3DSTATE_TO_STR(WINED3D_RS_COLORWRITEENABLE2);
2143 D3DSTATE_TO_STR(WINED3D_RS_COLORWRITEENABLE3);
2144 D3DSTATE_TO_STR(WINED3D_RS_BLENDFACTOR);
2145 D3DSTATE_TO_STR(WINED3D_RS_SRGBWRITEENABLE);
2146 D3DSTATE_TO_STR(WINED3D_RS_DEPTHBIAS);
2147 D3DSTATE_TO_STR(WINED3D_RS_WRAP8);
2148 D3DSTATE_TO_STR(WINED3D_RS_WRAP9);
2149 D3DSTATE_TO_STR(WINED3D_RS_WRAP10);
2150 D3DSTATE_TO_STR(WINED3D_RS_WRAP11);
2151 D3DSTATE_TO_STR(WINED3D_RS_WRAP12);
2152 D3DSTATE_TO_STR(WINED3D_RS_WRAP13);
2153 D3DSTATE_TO_STR(WINED3D_RS_WRAP14);
2154 D3DSTATE_TO_STR(WINED3D_RS_WRAP15);
2155 D3DSTATE_TO_STR(WINED3D_RS_SEPARATEALPHABLENDENABLE);
2156 D3DSTATE_TO_STR(WINED3D_RS_SRCBLENDALPHA);
2157 D3DSTATE_TO_STR(WINED3D_RS_DESTBLENDALPHA);
2158 D3DSTATE_TO_STR(WINED3D_RS_BLENDOPALPHA);
2159 #undef D3DSTATE_TO_STR
2160 default:
2161 FIXME("Unrecognized %u render state!\n", state);
2162 return "unrecognized";
2166 const char *debug_d3dsamplerstate(enum wined3d_sampler_state state)
2168 switch (state)
2170 #define D3DSTATE_TO_STR(u) case u: return #u
2171 D3DSTATE_TO_STR(WINED3D_SAMP_BORDER_COLOR);
2172 D3DSTATE_TO_STR(WINED3D_SAMP_ADDRESS_U);
2173 D3DSTATE_TO_STR(WINED3D_SAMP_ADDRESS_V);
2174 D3DSTATE_TO_STR(WINED3D_SAMP_ADDRESS_W);
2175 D3DSTATE_TO_STR(WINED3D_SAMP_MAG_FILTER);
2176 D3DSTATE_TO_STR(WINED3D_SAMP_MIN_FILTER);
2177 D3DSTATE_TO_STR(WINED3D_SAMP_MIP_FILTER);
2178 D3DSTATE_TO_STR(WINED3D_SAMP_MIPMAP_LOD_BIAS);
2179 D3DSTATE_TO_STR(WINED3D_SAMP_MAX_MIP_LEVEL);
2180 D3DSTATE_TO_STR(WINED3D_SAMP_MAX_ANISOTROPY);
2181 D3DSTATE_TO_STR(WINED3D_SAMP_SRGB_TEXTURE);
2182 D3DSTATE_TO_STR(WINED3D_SAMP_ELEMENT_INDEX);
2183 D3DSTATE_TO_STR(WINED3D_SAMP_DMAP_OFFSET);
2184 #undef D3DSTATE_TO_STR
2185 default:
2186 FIXME("Unrecognized %u sampler state!\n", state);
2187 return "unrecognized";
2191 const char *debug_d3dtexturefiltertype(enum wined3d_texture_filter_type filter_type)
2193 switch (filter_type)
2195 #define D3DTEXTUREFILTERTYPE_TO_STR(u) case u: return #u
2196 D3DTEXTUREFILTERTYPE_TO_STR(WINED3D_TEXF_NONE);
2197 D3DTEXTUREFILTERTYPE_TO_STR(WINED3D_TEXF_POINT);
2198 D3DTEXTUREFILTERTYPE_TO_STR(WINED3D_TEXF_LINEAR);
2199 D3DTEXTUREFILTERTYPE_TO_STR(WINED3D_TEXF_ANISOTROPIC);
2200 D3DTEXTUREFILTERTYPE_TO_STR(WINED3D_TEXF_FLAT_CUBIC);
2201 D3DTEXTUREFILTERTYPE_TO_STR(WINED3D_TEXF_GAUSSIAN_CUBIC);
2202 D3DTEXTUREFILTERTYPE_TO_STR(WINED3D_TEXF_PYRAMIDAL_QUAD);
2203 D3DTEXTUREFILTERTYPE_TO_STR(WINED3D_TEXF_GAUSSIAN_QUAD);
2204 #undef D3DTEXTUREFILTERTYPE_TO_STR
2205 default:
2206 FIXME("Unrecognied texture filter type 0x%08x.\n", filter_type);
2207 return "unrecognized";
2211 const char *debug_d3dtexturestate(enum wined3d_texture_stage_state state)
2213 switch (state)
2215 #define D3DSTATE_TO_STR(u) case u: return #u
2216 D3DSTATE_TO_STR(WINED3D_TSS_COLOR_OP);
2217 D3DSTATE_TO_STR(WINED3D_TSS_COLOR_ARG1);
2218 D3DSTATE_TO_STR(WINED3D_TSS_COLOR_ARG2);
2219 D3DSTATE_TO_STR(WINED3D_TSS_ALPHA_OP);
2220 D3DSTATE_TO_STR(WINED3D_TSS_ALPHA_ARG1);
2221 D3DSTATE_TO_STR(WINED3D_TSS_ALPHA_ARG2);
2222 D3DSTATE_TO_STR(WINED3D_TSS_BUMPENV_MAT00);
2223 D3DSTATE_TO_STR(WINED3D_TSS_BUMPENV_MAT01);
2224 D3DSTATE_TO_STR(WINED3D_TSS_BUMPENV_MAT10);
2225 D3DSTATE_TO_STR(WINED3D_TSS_BUMPENV_MAT11);
2226 D3DSTATE_TO_STR(WINED3D_TSS_TEXCOORD_INDEX);
2227 D3DSTATE_TO_STR(WINED3D_TSS_BUMPENV_LSCALE);
2228 D3DSTATE_TO_STR(WINED3D_TSS_BUMPENV_LOFFSET);
2229 D3DSTATE_TO_STR(WINED3D_TSS_TEXTURE_TRANSFORM_FLAGS);
2230 D3DSTATE_TO_STR(WINED3D_TSS_COLOR_ARG0);
2231 D3DSTATE_TO_STR(WINED3D_TSS_ALPHA_ARG0);
2232 D3DSTATE_TO_STR(WINED3D_TSS_RESULT_ARG);
2233 D3DSTATE_TO_STR(WINED3D_TSS_CONSTANT);
2234 #undef D3DSTATE_TO_STR
2235 default:
2236 FIXME("Unrecognized %u texture state!\n", state);
2237 return "unrecognized";
2241 const char *debug_d3dtop(enum wined3d_texture_op d3dtop)
2243 switch (d3dtop)
2245 #define D3DTOP_TO_STR(u) case u: return #u
2246 D3DTOP_TO_STR(WINED3D_TOP_DISABLE);
2247 D3DTOP_TO_STR(WINED3D_TOP_SELECT_ARG1);
2248 D3DTOP_TO_STR(WINED3D_TOP_SELECT_ARG2);
2249 D3DTOP_TO_STR(WINED3D_TOP_MODULATE);
2250 D3DTOP_TO_STR(WINED3D_TOP_MODULATE_2X);
2251 D3DTOP_TO_STR(WINED3D_TOP_MODULATE_4X);
2252 D3DTOP_TO_STR(WINED3D_TOP_ADD);
2253 D3DTOP_TO_STR(WINED3D_TOP_ADD_SIGNED);
2254 D3DTOP_TO_STR(WINED3D_TOP_ADD_SIGNED_2X);
2255 D3DTOP_TO_STR(WINED3D_TOP_SUBTRACT);
2256 D3DTOP_TO_STR(WINED3D_TOP_ADD_SMOOTH);
2257 D3DTOP_TO_STR(WINED3D_TOP_BLEND_DIFFUSE_ALPHA);
2258 D3DTOP_TO_STR(WINED3D_TOP_BLEND_TEXTURE_ALPHA);
2259 D3DTOP_TO_STR(WINED3D_TOP_BLEND_FACTOR_ALPHA);
2260 D3DTOP_TO_STR(WINED3D_TOP_BLEND_TEXTURE_ALPHA_PM);
2261 D3DTOP_TO_STR(WINED3D_TOP_BLEND_CURRENT_ALPHA);
2262 D3DTOP_TO_STR(WINED3D_TOP_PREMODULATE);
2263 D3DTOP_TO_STR(WINED3D_TOP_MODULATE_ALPHA_ADD_COLOR);
2264 D3DTOP_TO_STR(WINED3D_TOP_MODULATE_COLOR_ADD_ALPHA);
2265 D3DTOP_TO_STR(WINED3D_TOP_MODULATE_INVALPHA_ADD_COLOR);
2266 D3DTOP_TO_STR(WINED3D_TOP_MODULATE_INVCOLOR_ADD_ALPHA);
2267 D3DTOP_TO_STR(WINED3D_TOP_BUMPENVMAP);
2268 D3DTOP_TO_STR(WINED3D_TOP_BUMPENVMAP_LUMINANCE);
2269 D3DTOP_TO_STR(WINED3D_TOP_DOTPRODUCT3);
2270 D3DTOP_TO_STR(WINED3D_TOP_MULTIPLY_ADD);
2271 D3DTOP_TO_STR(WINED3D_TOP_LERP);
2272 #undef D3DTOP_TO_STR
2273 default:
2274 FIXME("Unrecognized texture op %#x.\n", d3dtop);
2275 return "unrecognized";
2279 const char *debug_d3dtstype(enum wined3d_transform_state tstype)
2281 switch (tstype)
2283 #define TSTYPE_TO_STR(tstype) case tstype: return #tstype
2284 TSTYPE_TO_STR(WINED3D_TS_VIEW);
2285 TSTYPE_TO_STR(WINED3D_TS_PROJECTION);
2286 TSTYPE_TO_STR(WINED3D_TS_TEXTURE0);
2287 TSTYPE_TO_STR(WINED3D_TS_TEXTURE1);
2288 TSTYPE_TO_STR(WINED3D_TS_TEXTURE2);
2289 TSTYPE_TO_STR(WINED3D_TS_TEXTURE3);
2290 TSTYPE_TO_STR(WINED3D_TS_TEXTURE4);
2291 TSTYPE_TO_STR(WINED3D_TS_TEXTURE5);
2292 TSTYPE_TO_STR(WINED3D_TS_TEXTURE6);
2293 TSTYPE_TO_STR(WINED3D_TS_TEXTURE7);
2294 TSTYPE_TO_STR(WINED3D_TS_WORLD_MATRIX(0));
2295 #undef TSTYPE_TO_STR
2296 default:
2297 if (tstype > 256 && tstype < 512)
2299 FIXME("WINED3D_TS_WORLD_MATRIX(%u). 1..255 not currently supported.\n", tstype);
2300 return ("WINED3D_TS_WORLD_MATRIX > 0");
2302 FIXME("Unrecognized transform state %#x.\n", tstype);
2303 return "unrecognized";
2307 const char *debug_d3dstate(DWORD state)
2309 if (STATE_IS_RENDER(state))
2310 return wine_dbg_sprintf("STATE_RENDER(%s)", debug_d3drenderstate(state - STATE_RENDER(0)));
2311 if (STATE_IS_TEXTURESTAGE(state))
2313 DWORD texture_stage = (state - STATE_TEXTURESTAGE(0, 0)) / (WINED3D_HIGHEST_TEXTURE_STATE + 1);
2314 DWORD texture_state = state - STATE_TEXTURESTAGE(texture_stage, 0);
2315 return wine_dbg_sprintf("STATE_TEXTURESTAGE(%#x, %s)",
2316 texture_stage, debug_d3dtexturestate(texture_state));
2318 if (STATE_IS_SAMPLER(state))
2319 return wine_dbg_sprintf("STATE_SAMPLER(%#x)", state - STATE_SAMPLER(0));
2320 if (STATE_IS_PIXELSHADER(state))
2321 return "STATE_PIXELSHADER";
2322 if (STATE_IS_TRANSFORM(state))
2323 return wine_dbg_sprintf("STATE_TRANSFORM(%s)", debug_d3dtstype(state - STATE_TRANSFORM(0)));
2324 if (STATE_IS_STREAMSRC(state))
2325 return "STATE_STREAMSRC";
2326 if (STATE_IS_INDEXBUFFER(state))
2327 return "STATE_INDEXBUFFER";
2328 if (STATE_IS_VDECL(state))
2329 return "STATE_VDECL";
2330 if (STATE_IS_VSHADER(state))
2331 return "STATE_VSHADER";
2332 if (STATE_IS_VIEWPORT(state))
2333 return "STATE_VIEWPORT";
2334 if (STATE_IS_VERTEXSHADERCONSTANT(state))
2335 return "STATE_VERTEXSHADERCONSTANT";
2336 if (STATE_IS_PIXELSHADERCONSTANT(state))
2337 return "STATE_PIXELSHADERCONSTANT";
2338 if (STATE_IS_ACTIVELIGHT(state))
2339 return wine_dbg_sprintf("STATE_ACTIVELIGHT(%#x)", state - STATE_ACTIVELIGHT(0));
2340 if (STATE_IS_SCISSORRECT(state))
2341 return "STATE_SCISSORRECT";
2342 if (STATE_IS_CLIPPLANE(state))
2343 return wine_dbg_sprintf("STATE_CLIPPLANE(%#x)", state - STATE_CLIPPLANE(0));
2344 if (STATE_IS_MATERIAL(state))
2345 return "STATE_MATERIAL";
2346 if (STATE_IS_FRONTFACE(state))
2347 return "STATE_FRONTFACE";
2348 if (STATE_IS_POINTSPRITECOORDORIGIN(state))
2349 return "STATE_POINTSPRITECOORDORIGIN";
2350 if (STATE_IS_BASEVERTEXINDEX(state))
2351 return "STATE_BASEVERTEXINDEX";
2352 if (STATE_IS_FRAMEBUFFER(state))
2353 return "STATE_FRAMEBUFFER";
2355 return wine_dbg_sprintf("UNKNOWN_STATE(%#x)", state);
2358 const char *debug_d3dpool(enum wined3d_pool pool)
2360 switch (pool)
2362 #define POOL_TO_STR(p) case p: return #p
2363 POOL_TO_STR(WINED3D_POOL_DEFAULT);
2364 POOL_TO_STR(WINED3D_POOL_MANAGED);
2365 POOL_TO_STR(WINED3D_POOL_SYSTEM_MEM);
2366 POOL_TO_STR(WINED3D_POOL_SCRATCH);
2367 #undef POOL_TO_STR
2368 default:
2369 FIXME("Unrecognized pool %#x.\n", pool);
2370 return "unrecognized";
2374 const char *debug_fbostatus(GLenum status) {
2375 switch(status) {
2376 #define FBOSTATUS_TO_STR(u) case u: return #u
2377 FBOSTATUS_TO_STR(GL_FRAMEBUFFER_COMPLETE);
2378 FBOSTATUS_TO_STR(GL_FRAMEBUFFER_INCOMPLETE_ATTACHMENT);
2379 FBOSTATUS_TO_STR(GL_FRAMEBUFFER_INCOMPLETE_MISSING_ATTACHMENT);
2380 FBOSTATUS_TO_STR(GL_FRAMEBUFFER_INCOMPLETE_DIMENSIONS_EXT);
2381 FBOSTATUS_TO_STR(GL_FRAMEBUFFER_INCOMPLETE_FORMATS_EXT);
2382 FBOSTATUS_TO_STR(GL_FRAMEBUFFER_INCOMPLETE_DRAW_BUFFER);
2383 FBOSTATUS_TO_STR(GL_FRAMEBUFFER_INCOMPLETE_READ_BUFFER);
2384 FBOSTATUS_TO_STR(GL_FRAMEBUFFER_INCOMPLETE_MULTISAMPLE);
2385 FBOSTATUS_TO_STR(GL_FRAMEBUFFER_UNSUPPORTED);
2386 FBOSTATUS_TO_STR(GL_FRAMEBUFFER_UNDEFINED);
2387 #undef FBOSTATUS_TO_STR
2388 default:
2389 FIXME("Unrecognied FBO status 0x%08x\n", status);
2390 return "unrecognized";
2394 const char *debug_glerror(GLenum error) {
2395 switch(error) {
2396 #define GLERROR_TO_STR(u) case u: return #u
2397 GLERROR_TO_STR(GL_NO_ERROR);
2398 GLERROR_TO_STR(GL_INVALID_ENUM);
2399 GLERROR_TO_STR(GL_INVALID_VALUE);
2400 GLERROR_TO_STR(GL_INVALID_OPERATION);
2401 GLERROR_TO_STR(GL_STACK_OVERFLOW);
2402 GLERROR_TO_STR(GL_STACK_UNDERFLOW);
2403 GLERROR_TO_STR(GL_OUT_OF_MEMORY);
2404 GLERROR_TO_STR(GL_INVALID_FRAMEBUFFER_OPERATION);
2405 #undef GLERROR_TO_STR
2406 default:
2407 FIXME("Unrecognied GL error 0x%08x\n", error);
2408 return "unrecognized";
2412 const char *debug_d3dbasis(enum wined3d_basis_type basis)
2414 switch (basis)
2416 case WINED3D_BASIS_BEZIER: return "WINED3D_BASIS_BEZIER";
2417 case WINED3D_BASIS_BSPLINE: return "WINED3D_BASIS_BSPLINE";
2418 case WINED3D_BASIS_INTERPOLATE: return "WINED3D_BASIS_INTERPOLATE";
2419 default: return "unrecognized";
2423 const char *debug_d3ddegree(enum wined3d_degree_type degree)
2425 switch (degree)
2427 case WINED3D_DEGREE_LINEAR: return "WINED3D_DEGREE_LINEAR";
2428 case WINED3D_DEGREE_QUADRATIC: return "WINED3D_DEGREE_QUADRATIC";
2429 case WINED3D_DEGREE_CUBIC: return "WINED3D_DEGREE_CUBIC";
2430 case WINED3D_DEGREE_QUINTIC: return "WINED3D_DEGREE_QUINTIC";
2431 default: return "unrecognized";
2435 static const char *debug_fixup_channel_source(enum fixup_channel_source source)
2437 switch(source)
2439 #define WINED3D_TO_STR(x) case x: return #x
2440 WINED3D_TO_STR(CHANNEL_SOURCE_ZERO);
2441 WINED3D_TO_STR(CHANNEL_SOURCE_ONE);
2442 WINED3D_TO_STR(CHANNEL_SOURCE_X);
2443 WINED3D_TO_STR(CHANNEL_SOURCE_Y);
2444 WINED3D_TO_STR(CHANNEL_SOURCE_Z);
2445 WINED3D_TO_STR(CHANNEL_SOURCE_W);
2446 WINED3D_TO_STR(CHANNEL_SOURCE_COMPLEX0);
2447 WINED3D_TO_STR(CHANNEL_SOURCE_COMPLEX1);
2448 #undef WINED3D_TO_STR
2449 default:
2450 FIXME("Unrecognized fixup_channel_source %#x\n", source);
2451 return "unrecognized";
2455 static const char *debug_complex_fixup(enum complex_fixup fixup)
2457 switch(fixup)
2459 #define WINED3D_TO_STR(x) case x: return #x
2460 WINED3D_TO_STR(COMPLEX_FIXUP_YUY2);
2461 WINED3D_TO_STR(COMPLEX_FIXUP_UYVY);
2462 WINED3D_TO_STR(COMPLEX_FIXUP_YV12);
2463 WINED3D_TO_STR(COMPLEX_FIXUP_P8);
2464 #undef WINED3D_TO_STR
2465 default:
2466 FIXME("Unrecognized complex fixup %#x\n", fixup);
2467 return "unrecognized";
2471 void dump_color_fixup_desc(struct color_fixup_desc fixup)
2473 if (is_complex_fixup(fixup))
2475 TRACE("\tComplex: %s\n", debug_complex_fixup(get_complex_fixup(fixup)));
2476 return;
2479 TRACE("\tX: %s%s\n", debug_fixup_channel_source(fixup.x_source), fixup.x_sign_fixup ? ", SIGN_FIXUP" : "");
2480 TRACE("\tY: %s%s\n", debug_fixup_channel_source(fixup.y_source), fixup.y_sign_fixup ? ", SIGN_FIXUP" : "");
2481 TRACE("\tZ: %s%s\n", debug_fixup_channel_source(fixup.z_source), fixup.z_sign_fixup ? ", SIGN_FIXUP" : "");
2482 TRACE("\tW: %s%s\n", debug_fixup_channel_source(fixup.w_source), fixup.w_sign_fixup ? ", SIGN_FIXUP" : "");
2485 const char *debug_surflocation(DWORD flag) {
2486 char buf[128];
2488 buf[0] = 0;
2489 if (flag & SFLAG_INSYSMEM) strcat(buf, " | SFLAG_INSYSMEM"); /* 17 */
2490 if (flag & SFLAG_INDRAWABLE) strcat(buf, " | SFLAG_INDRAWABLE"); /* 19 */
2491 if (flag & SFLAG_INTEXTURE) strcat(buf, " | SFLAG_INTEXTURE"); /* 18 */
2492 if (flag & SFLAG_INSRGBTEX) strcat(buf, " | SFLAG_INSRGBTEX"); /* 18 */
2493 if (flag & SFLAG_INRB_MULTISAMPLE) strcat(buf, " | SFLAG_INRB_MULTISAMPLE"); /* 25 */
2494 if (flag & SFLAG_INRB_RESOLVED) strcat(buf, " | SFLAG_INRB_RESOLVED"); /* 22 */
2495 return wine_dbg_sprintf("%s", buf[0] ? buf + 3 : "0");
2498 BOOL is_invalid_op(const struct wined3d_state *state, int stage,
2499 enum wined3d_texture_op op, DWORD arg1, DWORD arg2, DWORD arg3)
2501 if (op == WINED3D_TOP_DISABLE)
2502 return FALSE;
2503 if (state->textures[stage])
2504 return FALSE;
2506 if ((arg1 & WINED3DTA_SELECTMASK) == WINED3DTA_TEXTURE
2507 && op != WINED3D_TOP_SELECT_ARG2)
2508 return TRUE;
2509 if ((arg2 & WINED3DTA_SELECTMASK) == WINED3DTA_TEXTURE
2510 && op != WINED3D_TOP_SELECT_ARG1)
2511 return TRUE;
2512 if ((arg3 & WINED3DTA_SELECTMASK) == WINED3DTA_TEXTURE
2513 && (op == WINED3D_TOP_MULTIPLY_ADD || op == WINED3D_TOP_LERP))
2514 return TRUE;
2516 return FALSE;
2519 /* Setup this textures matrix according to the texture flags*/
2520 /* GL locking is done by the caller (state handler) */
2521 void set_texture_matrix(const float *smat, DWORD flags, BOOL calculatedCoords, BOOL transformed,
2522 enum wined3d_format_id vtx_fmt, BOOL ffp_proj_control)
2524 float mat[16];
2526 glMatrixMode(GL_TEXTURE);
2527 checkGLcall("glMatrixMode(GL_TEXTURE)");
2529 if (flags == WINED3D_TTFF_DISABLE || flags == WINED3D_TTFF_COUNT1 || transformed)
2531 glLoadIdentity();
2532 checkGLcall("glLoadIdentity()");
2533 return;
2536 if (flags == (WINED3D_TTFF_COUNT1 | WINED3D_TTFF_PROJECTED))
2538 ERR("Invalid texture transform flags: WINED3D_TTFF_COUNT1 | WINED3D_TTFF_PROJECTED.\n");
2539 return;
2542 memcpy(mat, smat, 16 * sizeof(float));
2544 if (flags & WINED3D_TTFF_PROJECTED)
2546 if (!ffp_proj_control)
2548 switch (flags & ~WINED3D_TTFF_PROJECTED)
2550 case WINED3D_TTFF_COUNT2:
2551 mat[ 3] = mat[ 1];
2552 mat[ 7] = mat[ 5];
2553 mat[11] = mat[ 9];
2554 mat[15] = mat[13];
2555 mat[ 1] = mat[ 5] = mat[ 9] = mat[13] = 0.0f;
2556 break;
2557 case WINED3D_TTFF_COUNT3:
2558 mat[ 3] = mat[ 2];
2559 mat[ 7] = mat[ 6];
2560 mat[11] = mat[10];
2561 mat[15] = mat[14];
2562 mat[ 2] = mat[ 6] = mat[10] = mat[14] = 0.0f;
2563 break;
2566 } else { /* under directx the R/Z coord can be used for translation, under opengl we use the Q coord instead */
2567 if(!calculatedCoords) {
2568 switch(vtx_fmt)
2570 case WINED3DFMT_R32_FLOAT:
2571 /* Direct3D passes the default 1.0 in the 2nd coord, while gl passes it in the 4th.
2572 * swap 2nd and 4th coord. No need to store the value of mat[12] in mat[4] because
2573 * the input value to the transformation will be 0, so the matrix value is irrelevant
2575 mat[12] = mat[4];
2576 mat[13] = mat[5];
2577 mat[14] = mat[6];
2578 mat[15] = mat[7];
2579 break;
2580 case WINED3DFMT_R32G32_FLOAT:
2581 /* See above, just 3rd and 4th coord
2583 mat[12] = mat[8];
2584 mat[13] = mat[9];
2585 mat[14] = mat[10];
2586 mat[15] = mat[11];
2587 break;
2588 case WINED3DFMT_R32G32B32_FLOAT: /* Opengl defaults match dx defaults */
2589 case WINED3DFMT_R32G32B32A32_FLOAT: /* No defaults apply, all app defined */
2591 /* This is to prevent swapping the matrix lines and put the default 4th coord = 1.0
2592 * into a bad place. The division elimination below will apply to make sure the
2593 * 1.0 doesn't do anything bad. The caller will set this value if the stride is 0
2595 case WINED3DFMT_UNKNOWN: /* No texture coords, 0/0/0/1 defaults are passed */
2596 break;
2597 default:
2598 FIXME("Unexpected fixed function texture coord input\n");
2601 if (!ffp_proj_control)
2603 switch (flags & ~WINED3D_TTFF_PROJECTED)
2605 /* case WINED3D_TTFF_COUNT1: Won't ever get here. */
2606 case WINED3D_TTFF_COUNT2:
2607 mat[2] = mat[6] = mat[10] = mat[14] = 0;
2608 /* OpenGL divides the first 3 vertex coord by the 4th by default,
2609 * which is essentially the same as D3DTTFF_PROJECTED. Make sure that
2610 * the 4th coord evaluates to 1.0 to eliminate that.
2612 * If the fixed function pipeline is used, the 4th value remains unused,
2613 * so there is no danger in doing this. With vertex shaders we have a
2614 * problem. Should an app hit that problem, the code here would have to
2615 * check for pixel shaders, and the shader has to undo the default gl divide.
2617 * A more serious problem occurs if the app passes 4 coordinates in, and the
2618 * 4th is != 1.0(opengl default). This would have to be fixed in drawStridedSlow
2619 * or a replacement shader. */
2620 default:
2621 mat[3] = mat[7] = mat[11] = 0; mat[15] = 1;
2626 glLoadMatrixf(mat);
2627 checkGLcall("glLoadMatrixf(mat)");
2630 /* This small helper function is used to convert a bitmask into the number of masked bits */
2631 unsigned int count_bits(unsigned int mask)
2633 unsigned int count;
2634 for (count = 0; mask; ++count)
2636 mask &= mask - 1;
2638 return count;
2641 /* Helper function for retrieving color info for ChoosePixelFormat and wglChoosePixelFormatARB.
2642 * The later function requires individual color components. */
2643 BOOL getColorBits(const struct wined3d_format *format,
2644 BYTE *redSize, BYTE *greenSize, BYTE *blueSize, BYTE *alphaSize, BYTE *totalSize)
2646 TRACE("format %s.\n", debug_d3dformat(format->id));
2648 switch (format->id)
2650 case WINED3DFMT_B10G10R10A2_UNORM:
2651 case WINED3DFMT_R10G10B10A2_UNORM:
2652 case WINED3DFMT_B8G8R8X8_UNORM:
2653 case WINED3DFMT_B8G8R8_UNORM:
2654 case WINED3DFMT_B8G8R8A8_UNORM:
2655 case WINED3DFMT_R8G8B8A8_UNORM:
2656 case WINED3DFMT_B5G5R5X1_UNORM:
2657 case WINED3DFMT_B5G5R5A1_UNORM:
2658 case WINED3DFMT_B5G6R5_UNORM:
2659 case WINED3DFMT_B4G4R4X4_UNORM:
2660 case WINED3DFMT_B4G4R4A4_UNORM:
2661 case WINED3DFMT_B2G3R3_UNORM:
2662 case WINED3DFMT_P8_UINT_A8_UNORM:
2663 case WINED3DFMT_P8_UINT:
2664 break;
2665 default:
2666 FIXME("Unsupported format %s.\n", debug_d3dformat(format->id));
2667 return FALSE;
2670 *redSize = count_bits(format->red_mask);
2671 *greenSize = count_bits(format->green_mask);
2672 *blueSize = count_bits(format->blue_mask);
2673 *alphaSize = count_bits(format->alpha_mask);
2674 *totalSize = *redSize + *greenSize + *blueSize + *alphaSize;
2676 TRACE("Returning red: %d, green: %d, blue: %d, alpha: %d, total: %d for format %s.\n",
2677 *redSize, *greenSize, *blueSize, *alphaSize, *totalSize, debug_d3dformat(format->id));
2678 return TRUE;
2681 /* Helper function for retrieving depth/stencil info for ChoosePixelFormat and wglChoosePixelFormatARB */
2682 BOOL getDepthStencilBits(const struct wined3d_format *format, BYTE *depthSize, BYTE *stencilSize)
2684 TRACE("format %s.\n", debug_d3dformat(format->id));
2686 switch (format->id)
2688 case WINED3DFMT_D16_LOCKABLE:
2689 case WINED3DFMT_D16_UNORM:
2690 case WINED3DFMT_S1_UINT_D15_UNORM:
2691 case WINED3DFMT_X8D24_UNORM:
2692 case WINED3DFMT_S4X4_UINT_D24_UNORM:
2693 case WINED3DFMT_D24_UNORM_S8_UINT:
2694 case WINED3DFMT_S8_UINT_D24_FLOAT:
2695 case WINED3DFMT_D32_UNORM:
2696 case WINED3DFMT_D32_FLOAT:
2697 case WINED3DFMT_INTZ:
2698 break;
2699 default:
2700 FIXME("Unsupported depth/stencil format %s.\n", debug_d3dformat(format->id));
2701 return FALSE;
2704 *depthSize = format->depth_size;
2705 *stencilSize = format->stencil_size;
2707 TRACE("Returning depthSize: %d and stencilSize: %d for format %s.\n",
2708 *depthSize, *stencilSize, debug_d3dformat(format->id));
2709 return TRUE;
2712 /* Note: It's the caller's responsibility to ensure values can be expressed
2713 * in the requested format. UNORM formats for example can only express values
2714 * in the range 0.0f -> 1.0f. */
2715 DWORD wined3d_format_convert_from_float(const struct wined3d_surface *surface, const struct wined3d_color *color)
2717 static const struct
2719 enum wined3d_format_id format_id;
2720 float r_mul;
2721 float g_mul;
2722 float b_mul;
2723 float a_mul;
2724 BYTE r_shift;
2725 BYTE g_shift;
2726 BYTE b_shift;
2727 BYTE a_shift;
2729 conv[] =
2731 {WINED3DFMT_B8G8R8A8_UNORM, 255.0f, 255.0f, 255.0f, 255.0f, 16, 8, 0, 24},
2732 {WINED3DFMT_B8G8R8X8_UNORM, 255.0f, 255.0f, 255.0f, 255.0f, 16, 8, 0, 24},
2733 {WINED3DFMT_B8G8R8_UNORM, 255.0f, 255.0f, 255.0f, 255.0f, 16, 8, 0, 24},
2734 {WINED3DFMT_B5G6R5_UNORM, 31.0f, 63.0f, 31.0f, 0.0f, 11, 5, 0, 0},
2735 {WINED3DFMT_B5G5R5A1_UNORM, 31.0f, 31.0f, 31.0f, 1.0f, 10, 5, 0, 15},
2736 {WINED3DFMT_B5G5R5X1_UNORM, 31.0f, 31.0f, 31.0f, 1.0f, 10, 5, 0, 15},
2737 {WINED3DFMT_A8_UNORM, 0.0f, 0.0f, 0.0f, 255.0f, 0, 0, 0, 0},
2738 {WINED3DFMT_B4G4R4A4_UNORM, 15.0f, 15.0f, 15.0f, 15.0f, 8, 4, 0, 12},
2739 {WINED3DFMT_B4G4R4X4_UNORM, 15.0f, 15.0f, 15.0f, 15.0f, 8, 4, 0, 12},
2740 {WINED3DFMT_B2G3R3_UNORM, 7.0f, 7.0f, 3.0f, 0.0f, 5, 2, 0, 0},
2741 {WINED3DFMT_R8G8B8A8_UNORM, 255.0f, 255.0f, 255.0f, 255.0f, 0, 8, 16, 24},
2742 {WINED3DFMT_R8G8B8X8_UNORM, 255.0f, 255.0f, 255.0f, 255.0f, 0, 8, 16, 24},
2743 {WINED3DFMT_B10G10R10A2_UNORM, 1023.0f, 1023.0f, 1023.0f, 3.0f, 20, 10, 0, 30},
2744 {WINED3DFMT_R10G10B10A2_UNORM, 1023.0f, 1023.0f, 1023.0f, 3.0f, 0, 10, 20, 30},
2746 const struct wined3d_format *format = surface->resource.format;
2747 unsigned int i;
2749 TRACE("Converting color {%.8e %.8e %.8e %.8e} to format %s.\n",
2750 color->r, color->g, color->b, color->a, debug_d3dformat(format->id));
2752 for (i = 0; i < sizeof(conv) / sizeof(*conv); ++i)
2754 DWORD ret;
2756 if (format->id != conv[i].format_id) continue;
2758 ret = ((DWORD)((color->r * conv[i].r_mul) + 0.5f)) << conv[i].r_shift;
2759 ret |= ((DWORD)((color->g * conv[i].g_mul) + 0.5f)) << conv[i].g_shift;
2760 ret |= ((DWORD)((color->b * conv[i].b_mul) + 0.5f)) << conv[i].b_shift;
2761 ret |= ((DWORD)((color->a * conv[i].a_mul) + 0.5f)) << conv[i].a_shift;
2763 TRACE("Returning 0x%08x.\n", ret);
2765 return ret;
2768 if (format->id == WINED3DFMT_P8_UINT)
2770 PALETTEENTRY *e;
2771 BYTE r, g, b, a;
2773 if (!surface->palette)
2775 WARN("Surface doesn't have a palette, returning 0.\n");
2776 return 0;
2779 r = (BYTE)((color->r * 255.0f) + 0.5f);
2780 g = (BYTE)((color->g * 255.0f) + 0.5f);
2781 b = (BYTE)((color->b * 255.0f) + 0.5f);
2782 a = (BYTE)((color->a * 255.0f) + 0.5f);
2784 e = &surface->palette->palents[a];
2785 if (e->peRed == r && e->peGreen == g && e->peBlue == b)
2786 return a;
2788 WARN("Alpha didn't match index, searching full palette.\n");
2790 for (i = 0; i < 256; ++i)
2792 e = &surface->palette->palents[i];
2793 if (e->peRed == r && e->peGreen == g && e->peBlue == b)
2794 return i;
2797 FIXME("Unable to convert color to palette index.\n");
2799 return 0;
2802 FIXME("Conversion for format %s not implemented.\n", debug_d3dformat(format->id));
2804 return 0;
2807 /* DirectDraw stuff */
2808 enum wined3d_format_id pixelformat_for_depth(DWORD depth)
2810 switch (depth)
2812 case 8: return WINED3DFMT_P8_UINT;
2813 case 15: return WINED3DFMT_B5G5R5X1_UNORM;
2814 case 16: return WINED3DFMT_B5G6R5_UNORM;
2815 case 24: return WINED3DFMT_B8G8R8X8_UNORM; /* Robots needs 24bit to be WINED3DFMT_B8G8R8X8_UNORM */
2816 case 32: return WINED3DFMT_B8G8R8X8_UNORM; /* EVE online and the Fur demo need 32bit AdapterDisplayMode to return WINED3DFMT_B8G8R8X8_UNORM */
2817 default: return WINED3DFMT_UNKNOWN;
2821 void multiply_matrix(struct wined3d_matrix *dest, const struct wined3d_matrix *src1,
2822 const struct wined3d_matrix *src2)
2824 struct wined3d_matrix temp;
2826 /* Now do the multiplication 'by hand'.
2827 I know that all this could be optimised, but this will be done later :-) */
2828 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);
2829 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);
2830 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);
2831 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);
2833 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);
2834 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);
2835 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);
2836 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);
2838 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);
2839 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);
2840 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);
2841 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);
2843 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);
2844 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);
2845 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);
2846 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);
2848 /* And copy the new matrix in the good storage.. */
2849 memcpy(dest, &temp, 16 * sizeof(float));
2852 DWORD get_flexible_vertex_size(DWORD d3dvtVertexType) {
2853 DWORD size = 0;
2854 int i;
2855 int numTextures = (d3dvtVertexType & WINED3DFVF_TEXCOUNT_MASK) >> WINED3DFVF_TEXCOUNT_SHIFT;
2857 if (d3dvtVertexType & WINED3DFVF_NORMAL) size += 3 * sizeof(float);
2858 if (d3dvtVertexType & WINED3DFVF_DIFFUSE) size += sizeof(DWORD);
2859 if (d3dvtVertexType & WINED3DFVF_SPECULAR) size += sizeof(DWORD);
2860 if (d3dvtVertexType & WINED3DFVF_PSIZE) size += sizeof(DWORD);
2861 switch (d3dvtVertexType & WINED3DFVF_POSITION_MASK) {
2862 case WINED3DFVF_XYZ: size += 3 * sizeof(float); break;
2863 case WINED3DFVF_XYZRHW: size += 4 * sizeof(float); break;
2864 case WINED3DFVF_XYZB1: size += 4 * sizeof(float); break;
2865 case WINED3DFVF_XYZB2: size += 5 * sizeof(float); break;
2866 case WINED3DFVF_XYZB3: size += 6 * sizeof(float); break;
2867 case WINED3DFVF_XYZB4: size += 7 * sizeof(float); break;
2868 case WINED3DFVF_XYZB5: size += 8 * sizeof(float); break;
2869 case WINED3DFVF_XYZW: size += 4 * sizeof(float); break;
2870 default: ERR("Unexpected position mask\n");
2872 for (i = 0; i < numTextures; i++) {
2873 size += GET_TEXCOORD_SIZE_FROM_FVF(d3dvtVertexType, i) * sizeof(float);
2876 return size;
2879 void gen_ffp_frag_op(const struct wined3d_device *device, const struct wined3d_state *state,
2880 struct ffp_frag_settings *settings, BOOL ignore_textype)
2882 #define ARG1 0x01
2883 #define ARG2 0x02
2884 #define ARG0 0x04
2885 static const unsigned char args[WINED3D_TOP_LERP + 1] =
2887 /* undefined */ 0,
2888 /* D3DTOP_DISABLE */ 0,
2889 /* D3DTOP_SELECTARG1 */ ARG1,
2890 /* D3DTOP_SELECTARG2 */ ARG2,
2891 /* D3DTOP_MODULATE */ ARG1 | ARG2,
2892 /* D3DTOP_MODULATE2X */ ARG1 | ARG2,
2893 /* D3DTOP_MODULATE4X */ ARG1 | ARG2,
2894 /* D3DTOP_ADD */ ARG1 | ARG2,
2895 /* D3DTOP_ADDSIGNED */ ARG1 | ARG2,
2896 /* D3DTOP_ADDSIGNED2X */ ARG1 | ARG2,
2897 /* D3DTOP_SUBTRACT */ ARG1 | ARG2,
2898 /* D3DTOP_ADDSMOOTH */ ARG1 | ARG2,
2899 /* D3DTOP_BLENDDIFFUSEALPHA */ ARG1 | ARG2,
2900 /* D3DTOP_BLENDTEXTUREALPHA */ ARG1 | ARG2,
2901 /* D3DTOP_BLENDFACTORALPHA */ ARG1 | ARG2,
2902 /* D3DTOP_BLENDTEXTUREALPHAPM */ ARG1 | ARG2,
2903 /* D3DTOP_BLENDCURRENTALPHA */ ARG1 | ARG2,
2904 /* D3DTOP_PREMODULATE */ ARG1 | ARG2,
2905 /* D3DTOP_MODULATEALPHA_ADDCOLOR */ ARG1 | ARG2,
2906 /* D3DTOP_MODULATECOLOR_ADDALPHA */ ARG1 | ARG2,
2907 /* D3DTOP_MODULATEINVALPHA_ADDCOLOR */ ARG1 | ARG2,
2908 /* D3DTOP_MODULATEINVCOLOR_ADDALPHA */ ARG1 | ARG2,
2909 /* D3DTOP_BUMPENVMAP */ ARG1 | ARG2,
2910 /* D3DTOP_BUMPENVMAPLUMINANCE */ ARG1 | ARG2,
2911 /* D3DTOP_DOTPRODUCT3 */ ARG1 | ARG2,
2912 /* D3DTOP_MULTIPLYADD */ ARG1 | ARG2 | ARG0,
2913 /* D3DTOP_LERP */ ARG1 | ARG2 | ARG0
2915 unsigned int i;
2916 DWORD ttff;
2917 DWORD cop, aop, carg0, carg1, carg2, aarg0, aarg1, aarg2;
2918 const struct wined3d_surface *rt = state->fb->render_targets[0];
2919 const struct wined3d_gl_info *gl_info = &device->adapter->gl_info;
2921 for (i = 0; i < gl_info->limits.texture_stages; ++i)
2923 const struct wined3d_texture *texture;
2925 settings->op[i].padding = 0;
2926 if (state->texture_states[i][WINED3D_TSS_COLOR_OP] == WINED3D_TOP_DISABLE)
2928 settings->op[i].cop = WINED3D_TOP_DISABLE;
2929 settings->op[i].aop = WINED3D_TOP_DISABLE;
2930 settings->op[i].carg0 = settings->op[i].carg1 = settings->op[i].carg2 = ARG_UNUSED;
2931 settings->op[i].aarg0 = settings->op[i].aarg1 = settings->op[i].aarg2 = ARG_UNUSED;
2932 settings->op[i].color_fixup = COLOR_FIXUP_IDENTITY;
2933 settings->op[i].dst = resultreg;
2934 settings->op[i].tex_type = tex_1d;
2935 settings->op[i].projected = proj_none;
2936 i++;
2937 break;
2940 if ((texture = state->textures[i]))
2942 settings->op[i].color_fixup = texture->resource.format->color_fixup;
2943 if (ignore_textype)
2945 settings->op[i].tex_type = tex_1d;
2947 else
2949 switch (texture->target)
2951 case GL_TEXTURE_1D:
2952 settings->op[i].tex_type = tex_1d;
2953 break;
2954 case GL_TEXTURE_2D:
2955 settings->op[i].tex_type = tex_2d;
2956 break;
2957 case GL_TEXTURE_3D:
2958 settings->op[i].tex_type = tex_3d;
2959 break;
2960 case GL_TEXTURE_CUBE_MAP_ARB:
2961 settings->op[i].tex_type = tex_cube;
2962 break;
2963 case GL_TEXTURE_RECTANGLE_ARB:
2964 settings->op[i].tex_type = tex_rect;
2965 break;
2968 } else {
2969 settings->op[i].color_fixup = COLOR_FIXUP_IDENTITY;
2970 settings->op[i].tex_type = tex_1d;
2973 cop = state->texture_states[i][WINED3D_TSS_COLOR_OP];
2974 aop = state->texture_states[i][WINED3D_TSS_ALPHA_OP];
2976 carg1 = (args[cop] & ARG1) ? state->texture_states[i][WINED3D_TSS_COLOR_ARG1] : ARG_UNUSED;
2977 carg2 = (args[cop] & ARG2) ? state->texture_states[i][WINED3D_TSS_COLOR_ARG2] : ARG_UNUSED;
2978 carg0 = (args[cop] & ARG0) ? state->texture_states[i][WINED3D_TSS_COLOR_ARG0] : ARG_UNUSED;
2980 if (is_invalid_op(state, i, cop, carg1, carg2, carg0))
2982 carg0 = ARG_UNUSED;
2983 carg2 = ARG_UNUSED;
2984 carg1 = WINED3DTA_CURRENT;
2985 cop = WINED3D_TOP_SELECT_ARG1;
2988 if (cop == WINED3D_TOP_DOTPRODUCT3)
2990 /* A dotproduct3 on the colorop overwrites the alphaop operation and replicates
2991 * the color result to the alpha component of the destination
2993 aop = cop;
2994 aarg1 = carg1;
2995 aarg2 = carg2;
2996 aarg0 = carg0;
2998 else
3000 aarg1 = (args[aop] & ARG1) ? state->texture_states[i][WINED3D_TSS_ALPHA_ARG1] : ARG_UNUSED;
3001 aarg2 = (args[aop] & ARG2) ? state->texture_states[i][WINED3D_TSS_ALPHA_ARG2] : ARG_UNUSED;
3002 aarg0 = (args[aop] & ARG0) ? state->texture_states[i][WINED3D_TSS_ALPHA_ARG0] : ARG_UNUSED;
3005 if (!i && state->textures[0] && state->render_states[WINED3D_RS_COLORKEYENABLE])
3007 GLenum texture_dimensions;
3009 texture = state->textures[0];
3010 texture_dimensions = texture->target;
3012 if (texture_dimensions == GL_TEXTURE_2D || texture_dimensions == GL_TEXTURE_RECTANGLE_ARB)
3014 struct wined3d_surface *surf = surface_from_resource(texture->sub_resources[0]);
3016 if (surf->CKeyFlags & WINEDDSD_CKSRCBLT && !surf->resource.format->alpha_mask)
3018 if (aop == WINED3D_TOP_DISABLE)
3020 aarg1 = WINED3DTA_TEXTURE;
3021 aop = WINED3D_TOP_SELECT_ARG1;
3023 else if (aop == WINED3D_TOP_SELECT_ARG1 && aarg1 != WINED3DTA_TEXTURE)
3025 if (state->render_states[WINED3D_RS_ALPHABLENDENABLE])
3027 aarg2 = WINED3DTA_TEXTURE;
3028 aop = WINED3D_TOP_MODULATE;
3030 else aarg1 = WINED3DTA_TEXTURE;
3032 else if (aop == WINED3D_TOP_SELECT_ARG2 && aarg2 != WINED3DTA_TEXTURE)
3034 if (state->render_states[WINED3D_RS_ALPHABLENDENABLE])
3036 aarg1 = WINED3DTA_TEXTURE;
3037 aop = WINED3D_TOP_MODULATE;
3039 else aarg2 = WINED3DTA_TEXTURE;
3045 if (is_invalid_op(state, i, aop, aarg1, aarg2, aarg0))
3047 aarg0 = ARG_UNUSED;
3048 aarg2 = ARG_UNUSED;
3049 aarg1 = WINED3DTA_CURRENT;
3050 aop = WINED3D_TOP_SELECT_ARG1;
3053 if (carg1 == WINED3DTA_TEXTURE || carg2 == WINED3DTA_TEXTURE || carg0 == WINED3DTA_TEXTURE
3054 || aarg1 == WINED3DTA_TEXTURE || aarg2 == WINED3DTA_TEXTURE || aarg0 == WINED3DTA_TEXTURE)
3056 ttff = state->texture_states[i][WINED3D_TSS_TEXTURE_TRANSFORM_FLAGS];
3057 if (ttff == (WINED3D_TTFF_PROJECTED | WINED3D_TTFF_COUNT3))
3058 settings->op[i].projected = proj_count3;
3059 else if (ttff & WINED3D_TTFF_PROJECTED)
3060 settings->op[i].projected = proj_count4;
3061 else
3062 settings->op[i].projected = proj_none;
3064 else
3066 settings->op[i].projected = proj_none;
3069 settings->op[i].cop = cop;
3070 settings->op[i].aop = aop;
3071 settings->op[i].carg0 = carg0;
3072 settings->op[i].carg1 = carg1;
3073 settings->op[i].carg2 = carg2;
3074 settings->op[i].aarg0 = aarg0;
3075 settings->op[i].aarg1 = aarg1;
3076 settings->op[i].aarg2 = aarg2;
3078 if (state->texture_states[i][WINED3D_TSS_RESULT_ARG] == WINED3DTA_TEMP)
3079 settings->op[i].dst = tempreg;
3080 else
3081 settings->op[i].dst = resultreg;
3084 /* Clear unsupported stages */
3085 for(; i < MAX_TEXTURES; i++) {
3086 memset(&settings->op[i], 0xff, sizeof(settings->op[i]));
3089 if (!state->render_states[WINED3D_RS_FOGENABLE])
3091 settings->fog = FOG_OFF;
3093 else if (state->render_states[WINED3D_RS_FOGTABLEMODE] == WINED3D_FOG_NONE)
3095 if (use_vs(state) || state->vertex_declaration->position_transformed)
3097 settings->fog = FOG_LINEAR;
3099 else
3101 switch (state->render_states[WINED3D_RS_FOGVERTEXMODE])
3103 case WINED3D_FOG_NONE:
3104 case WINED3D_FOG_LINEAR:
3105 settings->fog = FOG_LINEAR;
3106 break;
3107 case WINED3D_FOG_EXP:
3108 settings->fog = FOG_EXP;
3109 break;
3110 case WINED3D_FOG_EXP2:
3111 settings->fog = FOG_EXP2;
3112 break;
3116 else
3118 switch (state->render_states[WINED3D_RS_FOGTABLEMODE])
3120 case WINED3D_FOG_LINEAR:
3121 settings->fog = FOG_LINEAR;
3122 break;
3123 case WINED3D_FOG_EXP:
3124 settings->fog = FOG_EXP;
3125 break;
3126 case WINED3D_FOG_EXP2:
3127 settings->fog = FOG_EXP2;
3128 break;
3131 if (state->render_states[WINED3D_RS_SRGBWRITEENABLE]
3132 && rt->resource.format->flags & WINED3DFMT_FLAG_SRGB_WRITE)
3134 settings->sRGB_write = 1;
3135 } else {
3136 settings->sRGB_write = 0;
3138 if (device->vs_clipping || !use_vs(state) || !state->render_states[WINED3D_RS_CLIPPING]
3139 || !state->render_states[WINED3D_RS_CLIPPLANEENABLE])
3141 /* No need to emulate clipplanes if GL supports native vertex shader clipping or if
3142 * the fixed function vertex pipeline is used(which always supports clipplanes), or
3143 * if no clipplane is enabled
3145 settings->emul_clipplanes = 0;
3146 } else {
3147 settings->emul_clipplanes = 1;
3151 const struct ffp_frag_desc *find_ffp_frag_shader(const struct wine_rb_tree *fragment_shaders,
3152 const struct ffp_frag_settings *settings)
3154 struct wine_rb_entry *entry = wine_rb_get(fragment_shaders, settings);
3155 return entry ? WINE_RB_ENTRY_VALUE(entry, struct ffp_frag_desc, entry) : NULL;
3158 void add_ffp_frag_shader(struct wine_rb_tree *shaders, struct ffp_frag_desc *desc)
3160 /* Note that the key is the implementation independent part of the ffp_frag_desc structure,
3161 * whereas desc points to an extended structure with implementation specific parts. */
3162 if (wine_rb_put(shaders, &desc->settings, &desc->entry) == -1)
3164 ERR("Failed to insert ffp frag shader.\n");
3168 /* Activates the texture dimension according to the bound D3D texture.
3169 * Does not care for the colorop or correct gl texture unit(when using nvrc)
3170 * Requires the caller to activate the correct unit before
3172 /* GL locking is done by the caller (state handler) */
3173 void texture_activate_dimensions(const struct wined3d_texture *texture, const struct wined3d_gl_info *gl_info)
3175 if (texture)
3177 switch (texture->target)
3179 case GL_TEXTURE_2D:
3180 glDisable(GL_TEXTURE_3D);
3181 checkGLcall("glDisable(GL_TEXTURE_3D)");
3182 if (gl_info->supported[ARB_TEXTURE_CUBE_MAP])
3184 glDisable(GL_TEXTURE_CUBE_MAP_ARB);
3185 checkGLcall("glDisable(GL_TEXTURE_CUBE_MAP_ARB)");
3187 if (gl_info->supported[ARB_TEXTURE_RECTANGLE])
3189 glDisable(GL_TEXTURE_RECTANGLE_ARB);
3190 checkGLcall("glDisable(GL_TEXTURE_RECTANGLE_ARB)");
3192 glEnable(GL_TEXTURE_2D);
3193 checkGLcall("glEnable(GL_TEXTURE_2D)");
3194 break;
3195 case GL_TEXTURE_RECTANGLE_ARB:
3196 glDisable(GL_TEXTURE_2D);
3197 checkGLcall("glDisable(GL_TEXTURE_2D)");
3198 glDisable(GL_TEXTURE_3D);
3199 checkGLcall("glDisable(GL_TEXTURE_3D)");
3200 if (gl_info->supported[ARB_TEXTURE_CUBE_MAP])
3202 glDisable(GL_TEXTURE_CUBE_MAP_ARB);
3203 checkGLcall("glDisable(GL_TEXTURE_CUBE_MAP_ARB)");
3205 glEnable(GL_TEXTURE_RECTANGLE_ARB);
3206 checkGLcall("glEnable(GL_TEXTURE_RECTANGLE_ARB)");
3207 break;
3208 case GL_TEXTURE_3D:
3209 if (gl_info->supported[ARB_TEXTURE_CUBE_MAP])
3211 glDisable(GL_TEXTURE_CUBE_MAP_ARB);
3212 checkGLcall("glDisable(GL_TEXTURE_CUBE_MAP_ARB)");
3214 if (gl_info->supported[ARB_TEXTURE_RECTANGLE])
3216 glDisable(GL_TEXTURE_RECTANGLE_ARB);
3217 checkGLcall("glDisable(GL_TEXTURE_RECTANGLE_ARB)");
3219 glDisable(GL_TEXTURE_2D);
3220 checkGLcall("glDisable(GL_TEXTURE_2D)");
3221 glEnable(GL_TEXTURE_3D);
3222 checkGLcall("glEnable(GL_TEXTURE_3D)");
3223 break;
3224 case GL_TEXTURE_CUBE_MAP_ARB:
3225 glDisable(GL_TEXTURE_2D);
3226 checkGLcall("glDisable(GL_TEXTURE_2D)");
3227 glDisable(GL_TEXTURE_3D);
3228 checkGLcall("glDisable(GL_TEXTURE_3D)");
3229 if (gl_info->supported[ARB_TEXTURE_RECTANGLE])
3231 glDisable(GL_TEXTURE_RECTANGLE_ARB);
3232 checkGLcall("glDisable(GL_TEXTURE_RECTANGLE_ARB)");
3234 glEnable(GL_TEXTURE_CUBE_MAP_ARB);
3235 checkGLcall("glEnable(GL_TEXTURE_CUBE_MAP_ARB)");
3236 break;
3238 } else {
3239 glEnable(GL_TEXTURE_2D);
3240 checkGLcall("glEnable(GL_TEXTURE_2D)");
3241 glDisable(GL_TEXTURE_3D);
3242 checkGLcall("glDisable(GL_TEXTURE_3D)");
3243 if (gl_info->supported[ARB_TEXTURE_CUBE_MAP])
3245 glDisable(GL_TEXTURE_CUBE_MAP_ARB);
3246 checkGLcall("glDisable(GL_TEXTURE_CUBE_MAP_ARB)");
3248 if (gl_info->supported[ARB_TEXTURE_RECTANGLE])
3250 glDisable(GL_TEXTURE_RECTANGLE_ARB);
3251 checkGLcall("glDisable(GL_TEXTURE_RECTANGLE_ARB)");
3253 /* Binding textures is done by samplers. A dummy texture will be bound */
3257 /* GL locking is done by the caller (state handler) */
3258 void sampler_texdim(struct wined3d_context *context, const struct wined3d_state *state, DWORD state_id)
3260 DWORD sampler = state_id - STATE_SAMPLER(0);
3261 DWORD mapped_stage = context->swapchain->device->texUnitMap[sampler];
3263 /* No need to enable / disable anything here for unused samplers. The
3264 * tex_colorop handler takes care. Also no action is needed with pixel
3265 * shaders, or if tex_colorop will take care of this business. */
3266 if (mapped_stage == WINED3D_UNMAPPED_STAGE || mapped_stage >= context->gl_info->limits.textures)
3267 return;
3268 if (sampler >= state->lowest_disabled_stage)
3269 return;
3270 if (isStateDirty(context, STATE_TEXTURESTAGE(sampler, WINED3D_TSS_COLOR_OP)))
3271 return;
3273 texture_activate_dimensions(state->textures[sampler], context->gl_info);
3276 void *wined3d_rb_alloc(size_t size)
3278 return HeapAlloc(GetProcessHeap(), 0, size);
3281 void *wined3d_rb_realloc(void *ptr, size_t size)
3283 return HeapReAlloc(GetProcessHeap(), 0, ptr, size);
3286 void wined3d_rb_free(void *ptr)
3288 HeapFree(GetProcessHeap(), 0, ptr);
3291 static int ffp_frag_program_key_compare(const void *key, const struct wine_rb_entry *entry)
3293 const struct ffp_frag_settings *ka = key;
3294 const struct ffp_frag_settings *kb = &WINE_RB_ENTRY_VALUE(entry, const struct ffp_frag_desc, entry)->settings;
3296 return memcmp(ka, kb, sizeof(*ka));
3299 const struct wine_rb_functions wined3d_ffp_frag_program_rb_functions =
3301 wined3d_rb_alloc,
3302 wined3d_rb_realloc,
3303 wined3d_rb_free,
3304 ffp_frag_program_key_compare,
3307 UINT wined3d_log2i(UINT32 x)
3309 static const UINT l[] =
3311 ~0U, 0, 1, 1, 2, 2, 2, 2, 3, 3, 3, 3, 3, 3, 3, 3,
3312 4, 4, 4, 4, 4, 4, 4, 4, 4, 4, 4, 4, 4, 4, 4, 4,
3313 5, 5, 5, 5, 5, 5, 5, 5, 5, 5, 5, 5, 5, 5, 5, 5,
3314 5, 5, 5, 5, 5, 5, 5, 5, 5, 5, 5, 5, 5, 5, 5, 5,
3315 6, 6, 6, 6, 6, 6, 6, 6, 6, 6, 6, 6, 6, 6, 6, 6,
3316 6, 6, 6, 6, 6, 6, 6, 6, 6, 6, 6, 6, 6, 6, 6, 6,
3317 6, 6, 6, 6, 6, 6, 6, 6, 6, 6, 6, 6, 6, 6, 6, 6,
3318 6, 6, 6, 6, 6, 6, 6, 6, 6, 6, 6, 6, 6, 6, 6, 6,
3319 7, 7, 7, 7, 7, 7, 7, 7, 7, 7, 7, 7, 7, 7, 7, 7,
3320 7, 7, 7, 7, 7, 7, 7, 7, 7, 7, 7, 7, 7, 7, 7, 7,
3321 7, 7, 7, 7, 7, 7, 7, 7, 7, 7, 7, 7, 7, 7, 7, 7,
3322 7, 7, 7, 7, 7, 7, 7, 7, 7, 7, 7, 7, 7, 7, 7, 7,
3323 7, 7, 7, 7, 7, 7, 7, 7, 7, 7, 7, 7, 7, 7, 7, 7,
3324 7, 7, 7, 7, 7, 7, 7, 7, 7, 7, 7, 7, 7, 7, 7, 7,
3325 7, 7, 7, 7, 7, 7, 7, 7, 7, 7, 7, 7, 7, 7, 7, 7,
3326 7, 7, 7, 7, 7, 7, 7, 7, 7, 7, 7, 7, 7, 7, 7, 7,
3328 UINT32 i;
3330 return (i = x >> 16) ? (x = i >> 8) ? l[x] + 24 : l[i] + 16 : (i = x >> 8) ? l[i] + 8 : l[x];
3333 /* Set the shader type for this device, depending on the given capabilities
3334 * and the user preferences in wined3d_settings. */
3335 void select_shader_mode(const struct wined3d_gl_info *gl_info, int *ps_selected, int *vs_selected)
3337 BOOL glsl = wined3d_settings.glslRequested && gl_info->glsl_version >= MAKEDWORD_VERSION(1, 20);
3339 if (wined3d_settings.vs_mode == VS_NONE) *vs_selected = SHADER_NONE;
3340 else if (gl_info->supported[ARB_VERTEX_SHADER] && glsl)
3342 /* Geforce4 cards support GLSL but for vertex shaders only. Further its reported GLSL caps are
3343 * wrong. This combined with the fact that glsl won't offer more features or performance, use ARB
3344 * shaders only on this card. */
3345 if (gl_info->supported[NV_VERTEX_PROGRAM] && !gl_info->supported[NV_VERTEX_PROGRAM2]) *vs_selected = SHADER_ARB;
3346 else *vs_selected = SHADER_GLSL;
3348 else if (gl_info->supported[ARB_VERTEX_PROGRAM]) *vs_selected = SHADER_ARB;
3349 else *vs_selected = SHADER_NONE;
3351 if (wined3d_settings.ps_mode == PS_NONE) *ps_selected = SHADER_NONE;
3352 else if (gl_info->supported[ARB_FRAGMENT_SHADER] && glsl) *ps_selected = SHADER_GLSL;
3353 else if (gl_info->supported[ARB_FRAGMENT_PROGRAM]) *ps_selected = SHADER_ARB;
3354 else if (gl_info->supported[ATI_FRAGMENT_SHADER]) *ps_selected = SHADER_ATI;
3355 else *ps_selected = SHADER_NONE;
3358 const struct blit_shader *wined3d_select_blitter(const struct wined3d_gl_info *gl_info, enum wined3d_blit_op blit_op,
3359 const RECT *src_rect, DWORD src_usage, enum wined3d_pool src_pool, const struct wined3d_format *src_format,
3360 const RECT *dst_rect, DWORD dst_usage, enum wined3d_pool dst_pool, const struct wined3d_format *dst_format)
3362 static const struct blit_shader * const blitters[] =
3364 &arbfp_blit,
3365 &ffp_blit,
3366 &cpu_blit,
3368 unsigned int i;
3370 for (i = 0; i < sizeof(blitters) / sizeof(*blitters); ++i)
3372 if (blitters[i]->blit_supported(gl_info, blit_op,
3373 src_rect, src_usage, src_pool, src_format,
3374 dst_rect, dst_usage, dst_pool, dst_format))
3375 return blitters[i];
3378 return NULL;
3381 void wined3d_get_draw_rect(const struct wined3d_state *state, RECT *rect)
3383 const struct wined3d_viewport *vp = &state->viewport;
3385 SetRect(rect, vp->x, vp->y, vp->x + vp->width, vp->y + vp->height);
3387 if (state->render_states[WINED3D_RS_SCISSORTESTENABLE])
3388 IntersectRect(rect, rect, &state->scissor_rect);