wined3d: Implement d3d10 style instance data step rates.
[wine/multimedia.git] / dlls / wined3d / utils.c
bloba772af8714472413852db6b678de3121fe07956d
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 "wine/port.h"
30 #include <stdio.h>
32 #include "wined3d_private.h"
34 WINE_DEFAULT_DEBUG_CHANNEL(d3d);
36 struct wined3d_format_channels
38 enum wined3d_format_id id;
39 DWORD red_size, green_size, blue_size, alpha_size;
40 DWORD red_offset, green_offset, blue_offset, alpha_offset;
41 UINT bpp;
42 BYTE depth_size, stencil_size;
45 static const struct wined3d_format_channels formats[] =
47 /* size offset
48 * format id r g b a r g b a bpp depth stencil */
49 {WINED3DFMT_UNKNOWN, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0},
50 /* FourCC formats */
51 {WINED3DFMT_UYVY, 0, 0, 0, 0, 0, 0, 0, 0, 2, 0, 0},
52 {WINED3DFMT_YUY2, 0, 0, 0, 0, 0, 0, 0, 0, 2, 0, 0},
53 {WINED3DFMT_YV12, 0, 0, 0, 0, 0, 0, 0, 0, 1, 0, 0},
54 {WINED3DFMT_NV12, 0, 0, 0, 0, 0, 0, 0, 0, 1, 0, 0},
55 {WINED3DFMT_DXT1, 0, 0, 0, 0, 0, 0, 0, 0, 1, 0, 0},
56 {WINED3DFMT_DXT2, 0, 0, 0, 0, 0, 0, 0, 0, 1, 0, 0},
57 {WINED3DFMT_DXT3, 0, 0, 0, 0, 0, 0, 0, 0, 1, 0, 0},
58 {WINED3DFMT_DXT4, 0, 0, 0, 0, 0, 0, 0, 0, 1, 0, 0},
59 {WINED3DFMT_DXT5, 0, 0, 0, 0, 0, 0, 0, 0, 1, 0, 0},
60 {WINED3DFMT_MULTI2_ARGB8, 0, 0, 0, 0, 0, 0, 0, 0, 1, 0, 0},
61 {WINED3DFMT_G8R8_G8B8, 0, 0, 0, 0, 0, 0, 0, 0, 1, 0, 0},
62 {WINED3DFMT_R8G8_B8G8, 0, 0, 0, 0, 0, 0, 0, 0, 1, 0, 0},
63 /* IEEE formats */
64 {WINED3DFMT_R32_FLOAT, 32, 0, 0, 0, 0, 0, 0, 0, 4, 0, 0},
65 {WINED3DFMT_R32G32_FLOAT, 32, 32, 0, 0, 0, 32, 0, 0, 8, 0, 0},
66 {WINED3DFMT_R32G32B32_FLOAT, 32, 32, 32, 0, 0, 32, 64, 0, 12, 0, 0},
67 {WINED3DFMT_R32G32B32A32_FLOAT, 32, 32, 32, 32, 0, 32, 64, 96, 16, 0, 0},
68 /* Hmm? */
69 {WINED3DFMT_R8G8_SNORM_Cx, 0, 0, 0, 0, 0, 0, 0, 0, 2, 0, 0},
70 /* Float */
71 {WINED3DFMT_R16_FLOAT, 16, 0, 0, 0, 0, 0, 0, 0, 2, 0, 0},
72 {WINED3DFMT_R16G16_FLOAT, 16, 16, 0, 0, 0, 16, 0, 0, 4, 0, 0},
73 {WINED3DFMT_R16G16_SINT, 16, 16, 0, 0, 0, 16, 0, 0, 4, 0, 0},
74 {WINED3DFMT_R16G16B16A16_FLOAT, 16, 16, 16, 16, 0, 16, 32, 48, 8, 0, 0},
75 {WINED3DFMT_R16G16B16A16_SINT, 16, 16, 16, 16, 0, 16, 32, 48, 8, 0, 0},
76 /* Palettized formats */
77 {WINED3DFMT_P8_UINT_A8_UNORM, 0, 0, 0, 8, 0, 0, 0, 8, 2, 0, 0},
78 {WINED3DFMT_P8_UINT, 0, 0, 0, 0, 0, 0, 0, 0, 1, 0, 0},
79 /* Standard ARGB formats. */
80 {WINED3DFMT_B8G8R8_UNORM, 8, 8, 8, 0, 16, 8, 0, 0, 3, 0, 0},
81 {WINED3DFMT_B8G8R8A8_UNORM, 8, 8, 8, 8, 16, 8, 0, 24, 4, 0, 0},
82 {WINED3DFMT_B8G8R8X8_UNORM, 8, 8, 8, 0, 16, 8, 0, 0, 4, 0, 0},
83 {WINED3DFMT_B5G6R5_UNORM, 5, 6, 5, 0, 11, 5, 0, 0, 2, 0, 0},
84 {WINED3DFMT_B5G5R5X1_UNORM, 5, 5, 5, 0, 10, 5, 0, 0, 2, 0, 0},
85 {WINED3DFMT_B5G5R5A1_UNORM, 5, 5, 5, 1, 10, 5, 0, 15, 2, 0, 0},
86 {WINED3DFMT_B4G4R4A4_UNORM, 4, 4, 4, 4, 8, 4, 0, 12, 2, 0, 0},
87 {WINED3DFMT_B2G3R3_UNORM, 3, 3, 2, 0, 5, 2, 0, 0, 1, 0, 0},
88 {WINED3DFMT_R8_UNORM, 8, 0, 0, 0, 0, 0, 0, 0, 1, 0, 0},
89 {WINED3DFMT_A8_UNORM, 0, 0, 0, 8, 0, 0, 0, 0, 1, 0, 0},
90 {WINED3DFMT_B2G3R3A8_UNORM, 3, 3, 2, 8, 5, 2, 0, 8, 2, 0, 0},
91 {WINED3DFMT_B4G4R4X4_UNORM, 4, 4, 4, 0, 8, 4, 0, 0, 2, 0, 0},
92 {WINED3DFMT_R10G10B10A2_UNORM, 10, 10, 10, 2, 0, 10, 20, 30, 4, 0, 0},
93 {WINED3DFMT_R10G10B10A2_UINT, 10, 10, 10, 2, 0, 10, 20, 30, 4, 0, 0},
94 {WINED3DFMT_R10G10B10A2_SNORM, 10, 10, 10, 2, 0, 10, 20, 30, 4, 0, 0},
95 {WINED3DFMT_R8G8B8A8_UNORM, 8, 8, 8, 8, 0, 8, 16, 24, 4, 0, 0},
96 {WINED3DFMT_R8G8B8A8_UINT, 8, 8, 8, 8, 0, 8, 16, 24, 4, 0, 0},
97 {WINED3DFMT_R8G8B8X8_UNORM, 8, 8, 8, 0, 0, 8, 16, 0, 4, 0, 0},
98 {WINED3DFMT_R16G16_UNORM, 16, 16, 0, 0, 0, 16, 0, 0, 4, 0, 0},
99 {WINED3DFMT_B10G10R10A2_UNORM, 10, 10, 10, 2, 20, 10, 0, 30, 4, 0, 0},
100 {WINED3DFMT_R16G16B16A16_UNORM, 16, 16, 16, 16, 0, 16, 32, 48, 8, 0, 0},
101 /* Luminance */
102 {WINED3DFMT_L8_UNORM, 0, 0, 0, 0, 0, 0, 0, 0, 1, 0, 0},
103 {WINED3DFMT_L8A8_UNORM, 0, 0, 0, 8, 0, 0, 0, 8, 2, 0, 0},
104 {WINED3DFMT_L4A4_UNORM, 0, 0, 0, 4, 0, 0, 0, 4, 1, 0, 0},
105 {WINED3DFMT_L16_UNORM, 0, 0, 0, 0, 0, 0, 0, 0, 2, 0, 0},
106 /* Bump mapping stuff */
107 {WINED3DFMT_R8G8_SNORM, 8, 8, 0, 0, 0, 8, 0, 0, 2, 0, 0},
108 {WINED3DFMT_R5G5_SNORM_L6_UNORM, 5, 5, 0, 0, 0, 5, 0, 0, 2, 0, 0},
109 {WINED3DFMT_R8G8_SNORM_L8X8_UNORM, 8, 8, 0, 0, 0, 8, 0, 0, 4, 0, 0},
110 {WINED3DFMT_R8G8B8A8_SNORM, 8, 8, 8, 8, 0, 8, 16, 24, 4, 0, 0},
111 {WINED3DFMT_R16G16_SNORM, 16, 16, 0, 0, 0, 16, 0, 0, 4, 0, 0},
112 {WINED3DFMT_R10G11B11_SNORM, 10, 11, 11, 0, 0, 10, 21, 0, 4, 0, 0},
113 {WINED3DFMT_R10G10B10_SNORM_A2_UNORM, 10, 10, 10, 2, 0, 10, 20, 30, 4, 0, 0},
114 /* Depth stencil formats */
115 {WINED3DFMT_D16_LOCKABLE, 0, 0, 0, 0, 0, 0, 0, 0, 2, 16, 0},
116 {WINED3DFMT_D32_UNORM, 0, 0, 0, 0, 0, 0, 0, 0, 4, 32, 0},
117 {WINED3DFMT_S1_UINT_D15_UNORM, 0, 0, 0, 0, 0, 0, 0, 0, 2, 15, 1},
118 {WINED3DFMT_D24_UNORM_S8_UINT, 0, 0, 0, 0, 0, 0, 0, 0, 4, 24, 8},
119 {WINED3DFMT_X8D24_UNORM, 0, 0, 0, 0, 0, 0, 0, 0, 4, 24, 0},
120 {WINED3DFMT_S4X4_UINT_D24_UNORM, 0, 0, 0, 0, 0, 0, 0, 0, 4, 24, 4},
121 {WINED3DFMT_D16_UNORM, 0, 0, 0, 0, 0, 0, 0, 0, 2, 16, 0},
122 {WINED3DFMT_D32_FLOAT, 0, 0, 0, 0, 0, 0, 0, 0, 4, 32, 0},
123 {WINED3DFMT_S8_UINT_D24_FLOAT, 0, 0, 0, 0, 0, 0, 0, 0, 4, 24, 8},
124 {WINED3DFMT_VERTEXDATA, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0},
125 {WINED3DFMT_R16_UINT, 16, 0, 0, 0, 0, 0, 0, 0, 2, 0, 0},
126 {WINED3DFMT_R32_UINT, 32, 0, 0, 0, 0, 0, 0, 0, 4, 0, 0},
127 {WINED3DFMT_R32G32_UINT, 32, 32, 0, 0, 0, 32, 0, 0, 8, 0, 0},
128 {WINED3DFMT_R32G32B32_UINT, 32, 32, 32, 0, 0, 32, 64, 0, 12, 0, 0},
129 {WINED3DFMT_R32G32B32A32_UINT, 32, 32, 32, 32, 0, 32, 64, 96, 16, 0, 0},
130 {WINED3DFMT_R16G16B16A16_SNORM, 16, 16, 16, 16, 0, 16, 32, 48, 8, 0, 0},
131 /* Vendor-specific formats */
132 {WINED3DFMT_ATI1N, 0, 0, 0, 0, 0, 0, 0, 0, 1, 0, 0},
133 {WINED3DFMT_ATI2N, 0, 0, 0, 0, 0, 0, 0, 0, 1, 0, 0},
134 {WINED3DFMT_NVDB, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0},
135 {WINED3DFMT_INST, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0},
136 {WINED3DFMT_INTZ, 0, 0, 0, 0, 0, 0, 0, 0, 4, 24, 8},
137 {WINED3DFMT_RESZ, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0},
138 {WINED3DFMT_NVHU, 0, 0, 0, 0, 0, 0, 0, 0, 2, 0, 0},
139 {WINED3DFMT_NVHS, 0, 0, 0, 0, 0, 0, 0, 0, 2, 0, 0},
140 {WINED3DFMT_NULL, 8, 8, 8, 8, 0, 8, 16, 24, 4, 0, 0},
141 /* Unsure about them, could not find a Windows driver that supports them */
142 {WINED3DFMT_R16, 16, 0, 0, 0, 0, 0, 0, 0, 2, 0, 0},
143 {WINED3DFMT_AL16, 0, 0, 0, 16, 0, 0, 0, 16, 4, 0, 0},
144 /* Typeless */
145 {WINED3DFMT_R8_TYPELESS, 8, 0, 0, 0, 0, 0, 0, 0, 1, 0, 0},
146 {WINED3DFMT_R8G8_TYPELESS, 8, 8, 0, 0, 0, 8, 0, 0, 2, 0, 0},
147 {WINED3DFMT_R8G8B8A8_TYPELESS, 8, 8, 8, 8, 0, 8, 16, 24, 4, 0, 0},
148 {WINED3DFMT_R16_TYPELESS, 16, 0, 0, 0, 0, 0, 0, 0, 2, 0, 0},
149 {WINED3DFMT_R16G16_TYPELESS, 16, 16, 0, 0, 0, 16, 0, 0, 4, 0, 0},
150 {WINED3DFMT_R16G16B16A16_TYPELESS, 16, 16, 16, 16, 0, 16, 32, 48, 8, 0, 0},
151 {WINED3DFMT_R32_TYPELESS, 32, 0, 0, 0, 0, 0, 0, 0, 4, 0, 0},
152 {WINED3DFMT_R32G32_TYPELESS, 32, 32, 0, 0, 0, 32, 0, 0, 8, 0, 0},
153 {WINED3DFMT_R32G32B32_TYPELESS, 32, 32, 32, 0, 0, 32, 64, 0, 12, 0, 0},
154 {WINED3DFMT_R32G32B32A32_TYPELESS, 32, 32, 32, 32, 0, 32, 64, 96, 16, 0, 0},
157 struct wined3d_format_base_flags
159 enum wined3d_format_id id;
160 DWORD flags;
163 /* The ATI2N format behaves like an uncompressed format in LockRect(), but
164 * still needs to use the correct block based calculation for e.g. the
165 * resource size. */
166 static const struct wined3d_format_base_flags format_base_flags[] =
168 {WINED3DFMT_P8_UINT, WINED3DFMT_FLAG_GETDC},
169 {WINED3DFMT_B8G8R8_UNORM, WINED3DFMT_FLAG_GETDC},
170 {WINED3DFMT_B8G8R8A8_UNORM, WINED3DFMT_FLAG_GETDC},
171 {WINED3DFMT_B8G8R8X8_UNORM, WINED3DFMT_FLAG_GETDC},
172 {WINED3DFMT_B5G6R5_UNORM, WINED3DFMT_FLAG_GETDC},
173 {WINED3DFMT_B5G5R5X1_UNORM, WINED3DFMT_FLAG_GETDC},
174 {WINED3DFMT_B5G5R5A1_UNORM, WINED3DFMT_FLAG_GETDC},
175 {WINED3DFMT_B4G4R4A4_UNORM, WINED3DFMT_FLAG_GETDC},
176 {WINED3DFMT_B4G4R4X4_UNORM, WINED3DFMT_FLAG_GETDC},
177 {WINED3DFMT_R8G8B8A8_UNORM, WINED3DFMT_FLAG_GETDC},
178 {WINED3DFMT_R8G8B8X8_UNORM, WINED3DFMT_FLAG_GETDC},
179 {WINED3DFMT_ATI1N, WINED3DFMT_FLAG_BROKEN_PITCH},
180 {WINED3DFMT_ATI2N, WINED3DFMT_FLAG_BROKEN_PITCH},
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;
198 BOOL verify;
201 static const struct wined3d_format_block_info format_block_info[] =
203 {WINED3DFMT_DXT1, 4, 4, 8, TRUE},
204 {WINED3DFMT_DXT2, 4, 4, 16, TRUE},
205 {WINED3DFMT_DXT3, 4, 4, 16, TRUE},
206 {WINED3DFMT_DXT4, 4, 4, 16, TRUE},
207 {WINED3DFMT_DXT5, 4, 4, 16, TRUE},
208 {WINED3DFMT_ATI1N, 4, 4, 8, FALSE},
209 {WINED3DFMT_ATI2N, 4, 4, 16, FALSE},
210 {WINED3DFMT_YUY2, 2, 1, 4, FALSE},
211 {WINED3DFMT_UYVY, 2, 1, 4, FALSE},
214 struct wined3d_format_vertex_info
216 enum wined3d_format_id id;
217 enum wined3d_ffp_emit_idx emit_idx;
218 GLint component_count;
219 GLenum gl_vtx_type;
220 GLint gl_vtx_format;
221 GLboolean gl_normalized;
222 unsigned int component_size;
225 static const struct wined3d_format_vertex_info format_vertex_info[] =
227 {WINED3DFMT_R32_FLOAT, WINED3D_FFP_EMIT_FLOAT1, 1, GL_FLOAT, 1, GL_FALSE, sizeof(float)},
228 {WINED3DFMT_R32G32_FLOAT, WINED3D_FFP_EMIT_FLOAT2, 2, GL_FLOAT, 2, GL_FALSE, sizeof(float)},
229 {WINED3DFMT_R32G32B32_FLOAT, WINED3D_FFP_EMIT_FLOAT3, 3, GL_FLOAT, 3, GL_FALSE, sizeof(float)},
230 {WINED3DFMT_R32G32B32A32_FLOAT, WINED3D_FFP_EMIT_FLOAT4, 4, GL_FLOAT, 4, GL_FALSE, sizeof(float)},
231 {WINED3DFMT_B8G8R8A8_UNORM, WINED3D_FFP_EMIT_D3DCOLOR, 4, GL_UNSIGNED_BYTE, 4, GL_TRUE, sizeof(BYTE)},
232 {WINED3DFMT_R8G8B8A8_UINT, WINED3D_FFP_EMIT_UBYTE4, 4, GL_UNSIGNED_BYTE, 4, GL_FALSE, sizeof(BYTE)},
233 {WINED3DFMT_R16G16_SINT, WINED3D_FFP_EMIT_SHORT2, 2, GL_SHORT, 2, GL_FALSE, sizeof(short int)},
234 {WINED3DFMT_R16G16B16A16_SINT, WINED3D_FFP_EMIT_SHORT4, 4, GL_SHORT, 4, GL_FALSE, sizeof(short int)},
235 {WINED3DFMT_R8G8B8A8_UNORM, WINED3D_FFP_EMIT_UBYTE4N, 4, GL_UNSIGNED_BYTE, 4, GL_TRUE, sizeof(BYTE)},
236 {WINED3DFMT_R16G16_SNORM, WINED3D_FFP_EMIT_SHORT2N, 2, GL_SHORT, 2, GL_TRUE, sizeof(short int)},
237 {WINED3DFMT_R16G16B16A16_SNORM, WINED3D_FFP_EMIT_SHORT4N, 4, GL_SHORT, 4, GL_TRUE, sizeof(short int)},
238 {WINED3DFMT_R16G16_UNORM, WINED3D_FFP_EMIT_USHORT2N, 2, GL_UNSIGNED_SHORT, 2, GL_TRUE, sizeof(short int)},
239 {WINED3DFMT_R16G16B16A16_UNORM, WINED3D_FFP_EMIT_USHORT4N, 4, GL_UNSIGNED_SHORT, 4, GL_TRUE, sizeof(short int)},
240 {WINED3DFMT_R10G10B10A2_UINT, WINED3D_FFP_EMIT_UDEC3, 3, GL_UNSIGNED_SHORT, 3, GL_FALSE, sizeof(short int)},
241 {WINED3DFMT_R10G10B10A2_SNORM, WINED3D_FFP_EMIT_DEC3N, 3, GL_SHORT, 3, GL_TRUE, sizeof(short int)},
242 {WINED3DFMT_R16G16_FLOAT, WINED3D_FFP_EMIT_FLOAT16_2, 2, GL_FLOAT, 2, GL_FALSE, sizeof(GLhalfNV)},
243 {WINED3DFMT_R16G16B16A16_FLOAT, WINED3D_FFP_EMIT_FLOAT16_4, 4, GL_FLOAT, 4, GL_FALSE, sizeof(GLhalfNV)},
244 {WINED3DFMT_R32_UINT, WINED3D_FFP_EMIT_INVALID, 1, GL_UNSIGNED_INT, 1, GL_FALSE, sizeof(UINT)},
245 {WINED3DFMT_R32G32_UINT, WINED3D_FFP_EMIT_INVALID, 2, GL_UNSIGNED_INT, 2, GL_FALSE, sizeof(UINT)},
246 {WINED3DFMT_R32G32B32_UINT, WINED3D_FFP_EMIT_INVALID, 3, GL_UNSIGNED_INT, 3, GL_FALSE, sizeof(UINT)},
247 {WINED3DFMT_R32G32B32A32_UINT, WINED3D_FFP_EMIT_INVALID, 4, GL_UNSIGNED_INT, 4, GL_FALSE, sizeof(UINT)},
250 struct wined3d_format_texture_info
252 enum wined3d_format_id id;
253 GLint gl_internal;
254 GLint gl_srgb_internal;
255 GLint gl_rt_internal;
256 GLint gl_format;
257 GLint gl_type;
258 unsigned int conv_byte_count;
259 unsigned int flags;
260 enum wined3d_gl_extension extension;
261 void (*convert)(const BYTE *src, BYTE *dst, UINT src_row_pitch, UINT src_slice_pitch,
262 UINT dst_row_pitch, UINT dst_slice_pitch, UINT width, UINT height, UINT depth);
265 static void convert_l4a4_unorm(const BYTE *src, BYTE *dst, UINT src_row_pitch, UINT src_slice_pitch,
266 UINT dst_row_pitch, UINT dst_slice_pitch, UINT width, UINT height, UINT depth)
268 /* WINED3DFMT_L4A4_UNORM exists as an internal gl format, but for some reason there is not
269 * format+type combination to load it. Thus convert it to A8L8, then load it
270 * with A4L4 internal, but A8L8 format+type
272 unsigned int x, y, z;
273 const unsigned char *Source;
274 unsigned char *Dest;
276 for (z = 0; z < depth; z++)
278 for (y = 0; y < height; y++)
280 Source = src + z * src_slice_pitch + y * src_row_pitch;
281 Dest = dst + z * dst_slice_pitch + y * dst_row_pitch;
282 for (x = 0; x < width; x++ )
284 unsigned char color = (*Source++);
285 /* A */ Dest[1] = (color & 0xf0) << 0;
286 /* L */ Dest[0] = (color & 0x0f) << 4;
287 Dest += 2;
293 static void convert_r5g5_snorm_l6_unorm(const BYTE *src, BYTE *dst, UINT src_row_pitch, UINT src_slice_pitch,
294 UINT dst_row_pitch, UINT dst_slice_pitch, UINT width, UINT height, UINT depth)
296 unsigned int x, y, z;
297 unsigned char r_in, g_in, l_in;
298 const unsigned short *texel_in;
299 unsigned short *texel_out;
301 /* Emulating signed 5 bit values with unsigned 5 bit values has some precision problems by design:
302 * E.g. the signed input value 0 becomes 16. GL normalizes it to 16 / 31 = 0.516. We convert it
303 * back to a signed value by subtracting 0.5 and multiplying by 2.0. The resulting value is
304 * ((16 / 31) - 0.5) * 2.0 = 0.032, which is quite different from the intended result 0.000. */
305 for (z = 0; z < depth; z++)
307 for (y = 0; y < height; y++)
309 texel_out = (unsigned short *) (dst + z * dst_slice_pitch + y * dst_row_pitch);
310 texel_in = (const unsigned short *)(src + z * src_slice_pitch + y * src_row_pitch);
311 for (x = 0; x < width; x++ )
313 l_in = (*texel_in & 0xfc00) >> 10;
314 g_in = (*texel_in & 0x03e0) >> 5;
315 r_in = *texel_in & 0x001f;
317 *texel_out = ((r_in + 16) << 11) | (l_in << 5) | (g_in + 16);
318 texel_out++;
319 texel_in++;
325 static void convert_r5g5_snorm_l6_unorm_ext(const BYTE *src, BYTE *dst, UINT src_row_pitch, UINT src_slice_pitch,
326 UINT dst_row_pitch, UINT dst_slice_pitch, UINT width, UINT height, UINT depth)
328 unsigned int x, y, z;
329 unsigned char *texel_out, r_out, g_out, r_in, g_in, l_in;
330 const unsigned short *texel_in;
332 for (z = 0; z < depth; z++)
334 for (y = 0; y < height; y++)
336 texel_in = (const unsigned short *)(src + z * src_slice_pitch + y * src_row_pitch);
337 texel_out = dst + z * dst_slice_pitch + y * dst_row_pitch;
338 for (x = 0; x < width; x++ )
340 l_in = (*texel_in & 0xfc00) >> 10;
341 g_in = (*texel_in & 0x03e0) >> 5;
342 r_in = *texel_in & 0x001f;
344 r_out = r_in << 3;
345 if (!(r_in & 0x10)) /* r > 0 */
346 r_out |= r_in >> 1;
348 g_out = g_in << 3;
349 if (!(g_in & 0x10)) /* g > 0 */
350 g_out |= g_in >> 1;
352 texel_out[0] = r_out;
353 texel_out[1] = g_out;
354 texel_out[2] = l_in << 1 | l_in >> 5;
355 texel_out[3] = 0;
357 texel_out += 4;
358 texel_in++;
364 static void convert_r5g5_snorm_l6_unorm_nv(const BYTE *src, BYTE *dst, UINT src_row_pitch, UINT src_slice_pitch,
365 UINT dst_row_pitch, UINT dst_slice_pitch, UINT width, UINT height, UINT depth)
367 unsigned int x, y, z;
368 unsigned char *texel_out, ds_out, dt_out, r_in, g_in, l_in;
369 const unsigned short *texel_in;
371 /* This makes the gl surface bigger(24 bit instead of 16), but it works with
372 * fixed function and shaders without further conversion once the surface is
373 * loaded.
375 * The difference between this function and convert_r5g5_snorm_l6_unorm_ext
376 * is that convert_r5g5_snorm_l6_unorm_ext creates a 32 bit XRGB texture and
377 * this function creates a 24 bit DSDT_MAG texture. Trying to load a DSDT_MAG
378 * internal with a 32 bit DSDT_MAG_INTENSITY or DSDT_MAG_VIB format fails. */
379 for (z = 0; z < depth; z++)
381 for (y = 0; y < height; y++)
383 texel_in = (const unsigned short *)(src + z * src_slice_pitch + y * src_row_pitch);
384 texel_out = dst + z * dst_slice_pitch + y * dst_row_pitch;
385 for (x = 0; x < width; x++ )
387 l_in = (*texel_in & 0xfc00) >> 10;
388 g_in = (*texel_in & 0x03e0) >> 5;
389 r_in = *texel_in & 0x001f;
391 ds_out = r_in << 3;
392 if (!(r_in & 0x10)) /* r > 0 */
393 ds_out |= r_in >> 1;
395 dt_out = g_in << 3;
396 if (!(g_in & 0x10)) /* g > 0 */
397 dt_out |= g_in >> 1;
399 texel_out[0] = ds_out;
400 texel_out[1] = dt_out;
401 texel_out[2] = l_in << 1 | l_in >> 5;
403 texel_out += 3;
404 texel_in++;
410 static void convert_r8g8_snorm(const BYTE *src, BYTE *dst, UINT src_row_pitch, UINT src_slice_pitch,
411 UINT dst_row_pitch, UINT dst_slice_pitch, UINT width, UINT height, UINT depth)
413 unsigned int x, y, z;
414 const short *Source;
415 unsigned char *Dest;
417 for (z = 0; z < depth; z++)
419 for (y = 0; y < height; y++)
421 Source = (const short *)(src + z * src_slice_pitch + y * src_row_pitch);
422 Dest = dst + z * dst_slice_pitch + y * dst_row_pitch;
423 for (x = 0; x < width; x++ )
425 const short color = (*Source++);
426 /* B */ Dest[0] = 0xff;
427 /* G */ Dest[1] = (color >> 8) + 128; /* V */
428 /* R */ Dest[2] = (color & 0xff) + 128; /* U */
429 Dest += 3;
435 static void convert_r8g8_snorm_l8x8_unorm(const BYTE *src, BYTE *dst, UINT src_row_pitch, UINT src_slice_pitch,
436 UINT dst_row_pitch, UINT dst_slice_pitch, UINT width, UINT height, UINT depth)
438 unsigned int x, y, z;
439 const DWORD *Source;
440 unsigned char *Dest;
442 /* Doesn't work correctly with the fixed function pipeline, but can work in
443 * shaders if the shader is adjusted. (There's no use for this format in gl's
444 * standard fixed function pipeline anyway).
446 for (z = 0; z < depth; z++)
448 for (y = 0; y < height; y++)
450 Source = (const DWORD *)(src + z * src_slice_pitch + y * src_row_pitch);
451 Dest = dst + z * dst_slice_pitch + y * dst_row_pitch;
452 for (x = 0; x < width; x++ )
454 LONG color = (*Source++);
455 /* B */ Dest[0] = ((color >> 16) & 0xff); /* L */
456 /* G */ Dest[1] = ((color >> 8 ) & 0xff) + 128; /* V */
457 /* R */ Dest[2] = (color & 0xff) + 128; /* U */
458 Dest += 4;
464 static void convert_r8g8_snorm_l8x8_unorm_nv(const BYTE *src, BYTE *dst, UINT src_row_pitch, UINT src_slice_pitch,
465 UINT dst_row_pitch, UINT dst_slice_pitch, UINT width, UINT height, UINT depth)
467 unsigned int x, y, z;
468 const DWORD *Source;
469 unsigned char *Dest;
471 /* This implementation works with the fixed function pipeline and shaders
472 * without further modification after converting the surface.
474 for (z = 0; z < depth; z++)
476 for (y = 0; y < height; y++)
478 Source = (const DWORD *)(src + z * src_slice_pitch + y * src_row_pitch);
479 Dest = dst + z * dst_slice_pitch + y * dst_row_pitch;
480 for (x = 0; x < width; x++ )
482 LONG color = (*Source++);
483 /* L */ Dest[2] = ((color >> 16) & 0xff); /* L */
484 /* V */ Dest[1] = ((color >> 8 ) & 0xff); /* V */
485 /* U */ Dest[0] = (color & 0xff); /* U */
486 /* I */ Dest[3] = 255; /* X */
487 Dest += 4;
493 static void convert_r8g8b8a8_snorm(const BYTE *src, BYTE *dst, UINT src_row_pitch, UINT src_slice_pitch,
494 UINT dst_row_pitch, UINT dst_slice_pitch, UINT width, UINT height, UINT depth)
496 unsigned int x, y, z;
497 const DWORD *Source;
498 unsigned char *Dest;
500 for (z = 0; z < depth; z++)
502 for (y = 0; y < height; y++)
504 Source = (const DWORD *)(src + z * src_slice_pitch + y * src_row_pitch);
505 Dest = dst + z * dst_slice_pitch + y * dst_row_pitch;
506 for (x = 0; x < width; x++ )
508 LONG color = (*Source++);
509 /* B */ Dest[0] = ((color >> 16) & 0xff) + 128; /* W */
510 /* G */ Dest[1] = ((color >> 8 ) & 0xff) + 128; /* V */
511 /* R */ Dest[2] = (color & 0xff) + 128; /* U */
512 /* A */ Dest[3] = ((color >> 24) & 0xff) + 128; /* Q */
513 Dest += 4;
519 static void convert_r16g16_snorm(const BYTE *src, BYTE *dst, UINT src_row_pitch, UINT src_slice_pitch,
520 UINT dst_row_pitch, UINT dst_slice_pitch, UINT width, UINT height, UINT depth)
522 unsigned int x, y, z;
523 const DWORD *Source;
524 unsigned short *Dest;
526 for (z = 0; z < depth; z++)
528 for (y = 0; y < height; y++)
530 Source = (const DWORD *)(src + z * src_slice_pitch + y * src_row_pitch);
531 Dest = (unsigned short *) (dst + z * dst_slice_pitch + y * dst_row_pitch);
532 for (x = 0; x < width; x++ )
534 const DWORD color = (*Source++);
535 /* B */ Dest[0] = 0xffff;
536 /* G */ Dest[1] = (color >> 16) + 32768; /* V */
537 /* R */ Dest[2] = (color & 0xffff) + 32768; /* U */
538 Dest += 3;
544 static void convert_r16g16(const BYTE *src, BYTE *dst, UINT src_row_pitch, UINT src_slice_pitch,
545 UINT dst_row_pitch, UINT dst_slice_pitch, UINT width, UINT height, UINT depth)
547 unsigned int x, y, z;
548 const WORD *Source;
549 WORD *Dest;
551 for (z = 0; z < depth; z++)
553 for (y = 0; y < height; y++)
555 Source = (const WORD *)(src + z * src_slice_pitch + y * src_row_pitch);
556 Dest = (WORD *) (dst + z * dst_slice_pitch + y * dst_row_pitch);
557 for (x = 0; x < width; x++ )
559 WORD green = (*Source++);
560 WORD red = (*Source++);
561 Dest[0] = green;
562 Dest[1] = red;
563 /* Strictly speaking not correct for R16G16F, but it doesn't matter because the
564 * shader overwrites it anyway */
565 Dest[2] = 0xffff;
566 Dest += 3;
572 static void convert_r32g32_float(const BYTE *src, BYTE *dst, UINT src_row_pitch, UINT src_slice_pitch,
573 UINT dst_row_pitch, UINT dst_slice_pitch, UINT width, UINT height, UINT depth)
575 unsigned int x, y, z;
576 const float *Source;
577 float *Dest;
579 for (z = 0; z < depth; z++)
581 for (y = 0; y < height; y++)
583 Source = (const float *)(src + z * src_slice_pitch + y * src_row_pitch);
584 Dest = (float *) (dst + z * dst_slice_pitch + y * dst_row_pitch);
585 for (x = 0; x < width; x++ )
587 float green = (*Source++);
588 float red = (*Source++);
589 Dest[0] = green;
590 Dest[1] = red;
591 Dest[2] = 1.0f;
592 Dest += 3;
598 static void convert_s1_uint_d15_unorm(const BYTE *src, BYTE *dst, UINT src_row_pitch, UINT src_slice_pitch,
599 UINT dst_row_pitch, UINT dst_slice_pitch, UINT width, UINT height, UINT depth)
601 unsigned int x, y, z;
603 for (z = 0; z < depth; z++)
605 for (y = 0; y < height; ++y)
607 const WORD *source = (const WORD *)(src + z * src_slice_pitch + y * src_row_pitch);
608 DWORD *dest = (DWORD *)(dst + z * dst_slice_pitch + y * dst_row_pitch);
610 for (x = 0; x < width; ++x)
612 /* The depth data is normalized, so needs to be scaled,
613 * the stencil data isn't. Scale depth data by
614 * (2^24-1)/(2^15-1) ~~ (2^9 + 2^-6). */
615 WORD d15 = source[x] >> 1;
616 DWORD d24 = (d15 << 9) + (d15 >> 6);
617 dest[x] = (d24 << 8) | (source[x] & 0x1);
623 static void convert_s4x4_uint_d24_unorm(const BYTE *src, BYTE *dst, UINT src_row_pitch, UINT src_slice_pitch,
624 UINT dst_row_pitch, UINT dst_slice_pitch, UINT width, UINT height, UINT depth)
626 unsigned int x, y, z;
628 for (z = 0; z < depth; z++)
630 for (y = 0; y < height; ++y)
632 const DWORD *source = (const DWORD *)(src + z * src_slice_pitch + y * src_row_pitch);
633 DWORD *dest = (DWORD *)(dst + z * dst_slice_pitch + y * dst_row_pitch);
635 for (x = 0; x < width; ++x)
637 /* Just need to clear out the X4 part. */
638 dest[x] = source[x] & ~0xf0;
644 static void convert_s8_uint_d24_float(const BYTE *src, BYTE *dst, UINT src_row_pitch, UINT src_slice_pitch,
645 UINT dst_row_pitch, UINT dst_slice_pitch, UINT width, UINT height, UINT depth)
647 unsigned int x, y, z;
649 for (z = 0; z < depth; z++)
651 for (y = 0; y < height; ++y)
653 const DWORD *source = (const DWORD *)(src + z * src_slice_pitch + y * src_row_pitch);
654 float *dest_f = (float *)(dst + z * dst_slice_pitch + y * dst_row_pitch);
655 DWORD *dest_s = (DWORD *)dest_f;
657 for (x = 0; x < width; ++x)
659 dest_f[x * 2] = float_24_to_32((source[x] & 0xffffff00) >> 8);
660 dest_s[x * 2 + 1] = source[x] & 0xff;
666 static BOOL color_in_range(const struct wined3d_color_key *color_key, DWORD color)
668 /* FIXME: Is this really how color keys are supposed to work? I think it
669 * makes more sense to compare the individual channels. */
670 return color >= color_key->color_space_low_value
671 && color <= color_key->color_space_high_value;
674 static void convert_p8_uint_b8g8r8a8_unorm(const BYTE *src, unsigned int src_pitch,
675 BYTE *dst, unsigned int dst_pitch, unsigned int width, unsigned int height,
676 const struct wined3d_palette *palette, const struct wined3d_color_key *color_key)
678 const BYTE *src_row;
679 unsigned int x, y;
680 DWORD *dst_row;
682 if (!palette)
684 /* FIXME: This should probably use the system palette. */
685 FIXME("P8 surface loaded without a palette.\n");
687 for (y = 0; y < height; ++y)
689 memset(&dst[dst_pitch * y], 0, width * 4);
692 return;
695 for (y = 0; y < height; ++y)
697 src_row = &src[src_pitch * y];
698 dst_row = (DWORD *)&dst[dst_pitch * y];
699 for (x = 0; x < width; ++x)
701 BYTE src_color = src_row[x];
702 dst_row[x] = 0xff000000
703 | (palette->colors[src_color].rgbRed << 16)
704 | (palette->colors[src_color].rgbGreen << 8)
705 | palette->colors[src_color].rgbBlue;
710 static void convert_b5g6r5_unorm_b5g5r5a1_unorm_color_key(const BYTE *src, unsigned int src_pitch,
711 BYTE *dst, unsigned int dst_pitch, unsigned int width, unsigned int height,
712 const struct wined3d_palette *palette, const struct wined3d_color_key *color_key)
714 const WORD *src_row;
715 unsigned int x, y;
716 WORD *dst_row;
718 for (y = 0; y < height; ++y)
720 src_row = (WORD *)&src[src_pitch * y];
721 dst_row = (WORD *)&dst[dst_pitch * y];
722 for (x = 0; x < width; ++x)
724 WORD src_color = src_row[x];
725 if (!color_in_range(color_key, src_color))
726 dst_row[x] = 0x8000 | ((src_color & 0xffc0) >> 1) | (src_color & 0x1f);
727 else
728 dst_row[x] = ((src_color & 0xffc0) >> 1) | (src_color & 0x1f);
733 static void convert_b5g5r5x1_unorm_b5g5r5a1_unorm_color_key(const BYTE *src, unsigned int src_pitch,
734 BYTE *dst, unsigned int dst_pitch, unsigned int width, unsigned int height,
735 const struct wined3d_palette *palette, const struct wined3d_color_key *color_key)
737 const WORD *src_row;
738 unsigned int x, y;
739 WORD *dst_row;
741 for (y = 0; y < height; ++y)
743 src_row = (WORD *)&src[src_pitch * y];
744 dst_row = (WORD *)&dst[dst_pitch * y];
745 for (x = 0; x < width; ++x)
747 WORD src_color = src_row[x];
748 if (color_in_range(color_key, src_color))
749 dst_row[x] = src_color & ~0x8000;
750 else
751 dst_row[x] = src_color | 0x8000;
756 static void convert_b8g8r8_unorm_b8g8r8a8_unorm_color_key(const BYTE *src, unsigned int src_pitch,
757 BYTE *dst, unsigned int dst_pitch, unsigned int width, unsigned int height,
758 const struct wined3d_palette *palette, const struct wined3d_color_key *color_key)
760 const BYTE *src_row;
761 unsigned int x, y;
762 DWORD *dst_row;
764 for (y = 0; y < height; ++y)
766 src_row = &src[src_pitch * y];
767 dst_row = (DWORD *)&dst[dst_pitch * y];
768 for (x = 0; x < width; ++x)
770 DWORD src_color = (src_row[x * 3 + 2] << 16) | (src_row[x * 3 + 1] << 8) | src_row[x * 3];
771 if (!color_in_range(color_key, src_color))
772 dst_row[x] = src_color | 0xff000000;
777 static void convert_b8g8r8x8_unorm_b8g8r8a8_unorm_color_key(const BYTE *src, unsigned int src_pitch,
778 BYTE *dst, unsigned int dst_pitch, unsigned int width, unsigned int height,
779 const struct wined3d_palette *palette, const struct wined3d_color_key *color_key)
781 const DWORD *src_row;
782 unsigned int x, y;
783 DWORD *dst_row;
785 for (y = 0; y < height; ++y)
787 src_row = (DWORD *)&src[src_pitch * y];
788 dst_row = (DWORD *)&dst[dst_pitch * y];
789 for (x = 0; x < width; ++x)
791 DWORD src_color = src_row[x];
792 if (color_in_range(color_key, src_color))
793 dst_row[x] = src_color & ~0xff000000;
794 else
795 dst_row[x] = src_color | 0xff000000;
800 static void convert_b8g8r8a8_unorm_b8g8r8a8_unorm_color_key(const BYTE *src, unsigned int src_pitch,
801 BYTE *dst, unsigned int dst_pitch, unsigned int width, unsigned int height,
802 const struct wined3d_palette *palette, const struct wined3d_color_key *color_key)
804 const DWORD *src_row;
805 unsigned int x, y;
806 DWORD *dst_row;
808 for (y = 0; y < height; ++y)
810 src_row = (DWORD *)&src[src_pitch * y];
811 dst_row = (DWORD *)&dst[dst_pitch * y];
812 for (x = 0; x < width; ++x)
814 DWORD src_color = src_row[x];
815 if (color_in_range(color_key, src_color))
816 src_color &= ~0xff000000;
817 dst_row[x] = src_color;
822 const struct wined3d_color_key_conversion * wined3d_format_get_color_key_conversion(
823 const struct wined3d_texture *texture, BOOL need_alpha_ck)
825 const struct wined3d_format *format = texture->resource.format;
826 unsigned int i;
828 static const struct
830 enum wined3d_format_id src_format;
831 struct wined3d_color_key_conversion conversion;
833 color_key_info[] =
835 {WINED3DFMT_B5G6R5_UNORM, {WINED3DFMT_B5G5R5A1_UNORM, convert_b5g6r5_unorm_b5g5r5a1_unorm_color_key }},
836 {WINED3DFMT_B5G5R5X1_UNORM, {WINED3DFMT_B5G5R5A1_UNORM, convert_b5g5r5x1_unorm_b5g5r5a1_unorm_color_key }},
837 {WINED3DFMT_B8G8R8_UNORM, {WINED3DFMT_B8G8R8A8_UNORM, convert_b8g8r8_unorm_b8g8r8a8_unorm_color_key }},
838 {WINED3DFMT_B8G8R8X8_UNORM, {WINED3DFMT_B8G8R8A8_UNORM, convert_b8g8r8x8_unorm_b8g8r8a8_unorm_color_key }},
839 {WINED3DFMT_B8G8R8A8_UNORM, {WINED3DFMT_B8G8R8A8_UNORM, convert_b8g8r8a8_unorm_b8g8r8a8_unorm_color_key }},
841 static const struct wined3d_color_key_conversion convert_p8 =
843 WINED3DFMT_B8G8R8A8_UNORM, convert_p8_uint_b8g8r8a8_unorm
846 if (need_alpha_ck && (texture->flags & WINED3D_TEXTURE_COLOR_KEY))
848 for (i = 0; i < sizeof(color_key_info) / sizeof(*color_key_info); ++i)
850 if (color_key_info[i].src_format == format->id)
851 return &color_key_info[i].conversion;
854 FIXME("Color-keying not supported with format %s.\n", debug_d3dformat(format->id));
857 /* FIXME: This should check if the blitter backend can do P8 conversion,
858 * instead of checking for ARB_fragment_program. */
859 if (format->id == WINED3DFMT_P8_UINT
860 && !(texture->resource.device->adapter->gl_info.supported[ARB_FRAGMENT_PROGRAM]
861 && texture->swapchain && texture == texture->swapchain->front_buffer))
862 return &convert_p8;
864 return NULL;
867 /* The following formats explicitly don't have WINED3DFMT_FLAG_TEXTURE set:
869 * These are never supported on native.
870 * WINED3DFMT_B8G8R8_UNORM
871 * WINED3DFMT_B2G3R3_UNORM
872 * WINED3DFMT_L4A4_UNORM
873 * WINED3DFMT_S1_UINT_D15_UNORM
874 * WINED3DFMT_S4X4_UINT_D24_UNORM
876 * Only some Geforce/Voodoo3/G400 cards offer 8-bit textures in case of ddraw.
877 * Since it is not widely available, don't offer it. Further no Windows driver
878 * offers WINED3DFMT_P8_UINT_A8_NORM, so don't offer it either.
879 * WINED3DFMT_P8_UINT
880 * WINED3DFMT_P8_UINT_A8_UNORM
882 * These formats seem to be similar to the HILO formats in
883 * GL_NV_texture_shader. NVHU is said to be GL_UNSIGNED_HILO16,
884 * NVHS GL_SIGNED_HILO16. Rumours say that D3D computes a 3rd channel
885 * similarly to D3DFMT_CxV8U8 (So NVHS could be called D3DFMT_CxV16U16). ATI
886 * refused to support formats which can easily be emulated with pixel shaders,
887 * so applications have to deal with not having NVHS and NVHU.
888 * WINED3DFMT_NVHU
889 * WINED3DFMT_NVHS */
890 static const struct wined3d_format_texture_info format_texture_info[] =
892 /* format id gl_internal gl_srgb_internal gl_rt_internal
893 gl_format gl_type conv_byte_count
894 flags
895 extension convert */
896 /* FourCC formats */
897 /* GL_APPLE_ycbcr_422 claims that its '2YUV' format, which is supported via the UNSIGNED_SHORT_8_8_REV_APPLE type
898 * is equivalent to 'UYVY' format on Windows, and the 'YUVS' via UNSIGNED_SHORT_8_8_APPLE equates to 'YUY2'. The
899 * d3d9 test however shows that the opposite is true. Since the extension is from 2002, it predates the x86 based
900 * Macs, so probably the endianness differs. This could be tested as soon as we have a Windows and MacOS on a big
901 * endian machine
903 {WINED3DFMT_UYVY, GL_LUMINANCE_ALPHA, GL_LUMINANCE_ALPHA, 0,
904 GL_LUMINANCE_ALPHA, GL_UNSIGNED_BYTE, 0,
905 WINED3DFMT_FLAG_FILTERING,
906 WINED3D_GL_EXT_NONE, NULL},
907 {WINED3DFMT_UYVY, GL_RGB, GL_RGB, 0,
908 GL_YCBCR_422_APPLE, GL_UNSIGNED_SHORT_8_8_APPLE, 0,
909 WINED3DFMT_FLAG_TEXTURE | WINED3DFMT_FLAG_FILTERING,
910 APPLE_YCBCR_422, NULL},
911 {WINED3DFMT_YUY2, GL_LUMINANCE_ALPHA, GL_LUMINANCE_ALPHA, 0,
912 GL_LUMINANCE_ALPHA, GL_UNSIGNED_BYTE, 0,
913 WINED3DFMT_FLAG_FILTERING,
914 WINED3D_GL_EXT_NONE, NULL},
915 {WINED3DFMT_YUY2, GL_RGB, GL_RGB, 0,
916 GL_YCBCR_422_APPLE, GL_UNSIGNED_SHORT_8_8_REV_APPLE, 0,
917 WINED3DFMT_FLAG_TEXTURE | WINED3DFMT_FLAG_FILTERING,
918 APPLE_YCBCR_422, NULL},
919 {WINED3DFMT_YV12, GL_ALPHA, GL_ALPHA, 0,
920 GL_ALPHA, GL_UNSIGNED_BYTE, 0,
921 WINED3DFMT_FLAG_FILTERING,
922 WINED3D_GL_EXT_NONE, NULL},
923 {WINED3DFMT_NV12, GL_ALPHA, GL_ALPHA, 0,
924 GL_ALPHA, GL_UNSIGNED_BYTE, 0,
925 WINED3DFMT_FLAG_FILTERING,
926 WINED3D_GL_EXT_NONE, NULL},
927 {WINED3DFMT_DXT1, GL_COMPRESSED_RGBA_S3TC_DXT1_EXT, GL_COMPRESSED_SRGB_ALPHA_S3TC_DXT1_EXT, 0,
928 GL_RGBA, GL_UNSIGNED_BYTE, 0,
929 WINED3DFMT_FLAG_TEXTURE | WINED3DFMT_FLAG_POSTPIXELSHADER_BLENDING | WINED3DFMT_FLAG_FILTERING
930 | WINED3DFMT_FLAG_SRGB_READ | WINED3DFMT_FLAG_COMPRESSED,
931 EXT_TEXTURE_COMPRESSION_S3TC, NULL},
932 {WINED3DFMT_DXT2, GL_COMPRESSED_RGBA_S3TC_DXT3_EXT, GL_COMPRESSED_SRGB_ALPHA_S3TC_DXT3_EXT, 0,
933 GL_RGBA, GL_UNSIGNED_BYTE, 0,
934 WINED3DFMT_FLAG_TEXTURE | WINED3DFMT_FLAG_POSTPIXELSHADER_BLENDING | WINED3DFMT_FLAG_FILTERING
935 | WINED3DFMT_FLAG_SRGB_READ | WINED3DFMT_FLAG_COMPRESSED,
936 EXT_TEXTURE_COMPRESSION_S3TC, NULL},
937 {WINED3DFMT_DXT3, GL_COMPRESSED_RGBA_S3TC_DXT3_EXT, GL_COMPRESSED_SRGB_ALPHA_S3TC_DXT3_EXT, 0,
938 GL_RGBA, GL_UNSIGNED_BYTE, 0,
939 WINED3DFMT_FLAG_TEXTURE | WINED3DFMT_FLAG_POSTPIXELSHADER_BLENDING | WINED3DFMT_FLAG_FILTERING
940 | WINED3DFMT_FLAG_SRGB_READ | WINED3DFMT_FLAG_COMPRESSED,
941 EXT_TEXTURE_COMPRESSION_S3TC, NULL},
942 {WINED3DFMT_DXT4, GL_COMPRESSED_RGBA_S3TC_DXT5_EXT, GL_COMPRESSED_SRGB_ALPHA_S3TC_DXT5_EXT, 0,
943 GL_RGBA, GL_UNSIGNED_BYTE, 0,
944 WINED3DFMT_FLAG_TEXTURE | WINED3DFMT_FLAG_POSTPIXELSHADER_BLENDING | WINED3DFMT_FLAG_FILTERING
945 | WINED3DFMT_FLAG_SRGB_READ | WINED3DFMT_FLAG_COMPRESSED,
946 EXT_TEXTURE_COMPRESSION_S3TC, NULL},
947 {WINED3DFMT_DXT5, GL_COMPRESSED_RGBA_S3TC_DXT5_EXT, GL_COMPRESSED_SRGB_ALPHA_S3TC_DXT5_EXT, 0,
948 GL_RGBA, GL_UNSIGNED_BYTE, 0,
949 WINED3DFMT_FLAG_TEXTURE | WINED3DFMT_FLAG_POSTPIXELSHADER_BLENDING | WINED3DFMT_FLAG_FILTERING
950 | WINED3DFMT_FLAG_SRGB_READ | WINED3DFMT_FLAG_COMPRESSED,
951 EXT_TEXTURE_COMPRESSION_S3TC, NULL},
952 /* IEEE formats */
953 {WINED3DFMT_R32_FLOAT, GL_RGB32F_ARB, GL_RGB32F_ARB, 0,
954 GL_RED, GL_FLOAT, 0,
955 WINED3DFMT_FLAG_TEXTURE | WINED3DFMT_FLAG_RENDERTARGET | WINED3DFMT_FLAG_VTF,
956 ARB_TEXTURE_FLOAT, NULL},
957 {WINED3DFMT_R32_FLOAT, GL_R32F, GL_R32F, 0,
958 GL_RED, GL_FLOAT, 0,
959 WINED3DFMT_FLAG_TEXTURE | WINED3DFMT_FLAG_RENDERTARGET | WINED3DFMT_FLAG_VTF,
960 ARB_TEXTURE_RG, NULL},
961 {WINED3DFMT_R32G32_FLOAT, GL_RGB32F_ARB, GL_RGB32F_ARB, 0,
962 GL_RGB, GL_FLOAT, 12,
963 WINED3DFMT_FLAG_TEXTURE | WINED3DFMT_FLAG_RENDERTARGET | WINED3DFMT_FLAG_VTF,
964 ARB_TEXTURE_FLOAT, convert_r32g32_float},
965 {WINED3DFMT_R32G32_FLOAT, GL_RG32F, GL_RG32F, 0,
966 GL_RG, GL_FLOAT, 0,
967 WINED3DFMT_FLAG_TEXTURE | WINED3DFMT_FLAG_RENDERTARGET | WINED3DFMT_FLAG_VTF,
968 ARB_TEXTURE_RG, NULL},
969 {WINED3DFMT_R32G32B32A32_FLOAT, GL_RGBA32F_ARB, GL_RGBA32F_ARB, 0,
970 GL_RGBA, GL_FLOAT, 0,
971 WINED3DFMT_FLAG_TEXTURE | WINED3DFMT_FLAG_RENDERTARGET | WINED3DFMT_FLAG_VTF,
972 ARB_TEXTURE_FLOAT, NULL},
973 /* Float */
974 {WINED3DFMT_R16_FLOAT, GL_RGB16F_ARB, GL_RGB16F_ARB, 0,
975 GL_RED, GL_HALF_FLOAT_ARB, 0,
976 WINED3DFMT_FLAG_TEXTURE | WINED3DFMT_FLAG_RENDERTARGET | WINED3DFMT_FLAG_VTF,
977 ARB_TEXTURE_FLOAT, NULL},
978 {WINED3DFMT_R16_FLOAT, GL_R16F, GL_R16F, 0,
979 GL_RED, GL_HALF_FLOAT_ARB, 0,
980 WINED3DFMT_FLAG_TEXTURE | WINED3DFMT_FLAG_RENDERTARGET | WINED3DFMT_FLAG_VTF,
981 ARB_TEXTURE_RG, NULL},
982 {WINED3DFMT_R16G16_FLOAT, GL_RGB16F_ARB, GL_RGB16F_ARB, 0,
983 GL_RGB, GL_HALF_FLOAT_ARB, 6,
984 WINED3DFMT_FLAG_TEXTURE | WINED3DFMT_FLAG_RENDERTARGET | WINED3DFMT_FLAG_VTF,
985 ARB_TEXTURE_FLOAT, convert_r16g16},
986 {WINED3DFMT_R16G16_FLOAT, GL_RG16F, GL_RG16F, 0,
987 GL_RG, GL_HALF_FLOAT_ARB, 0,
988 WINED3DFMT_FLAG_TEXTURE | WINED3DFMT_FLAG_RENDERTARGET | WINED3DFMT_FLAG_VTF,
989 ARB_TEXTURE_RG, NULL},
990 {WINED3DFMT_R16G16B16A16_FLOAT, GL_RGBA16F_ARB, GL_RGBA16F_ARB, 0,
991 GL_RGBA, GL_HALF_FLOAT_ARB, 0,
992 WINED3DFMT_FLAG_TEXTURE | WINED3DFMT_FLAG_POSTPIXELSHADER_BLENDING | WINED3DFMT_FLAG_RENDERTARGET
993 | WINED3DFMT_FLAG_VTF,
994 ARB_TEXTURE_FLOAT, NULL},
995 /* Palettized formats */
996 {WINED3DFMT_P8_UINT, GL_ALPHA8, GL_ALPHA8, 0,
997 GL_ALPHA, GL_UNSIGNED_BYTE, 0,
999 0, NULL},
1000 /* Standard ARGB formats */
1001 {WINED3DFMT_B8G8R8_UNORM, GL_RGB8, GL_RGB8, 0,
1002 GL_BGR, GL_UNSIGNED_BYTE, 0,
1003 WINED3DFMT_FLAG_POSTPIXELSHADER_BLENDING | WINED3DFMT_FLAG_FILTERING | WINED3DFMT_FLAG_RENDERTARGET,
1004 WINED3D_GL_EXT_NONE, NULL},
1005 {WINED3DFMT_B8G8R8A8_UNORM, GL_RGBA8, GL_SRGB8_ALPHA8_EXT, 0,
1006 GL_BGRA, GL_UNSIGNED_INT_8_8_8_8_REV, 0,
1007 WINED3DFMT_FLAG_TEXTURE | WINED3DFMT_FLAG_POSTPIXELSHADER_BLENDING | WINED3DFMT_FLAG_FILTERING
1008 | WINED3DFMT_FLAG_RENDERTARGET | WINED3DFMT_FLAG_SRGB_READ | WINED3DFMT_FLAG_SRGB_WRITE
1009 | WINED3DFMT_FLAG_VTF,
1010 WINED3D_GL_EXT_NONE, NULL},
1011 {WINED3DFMT_B8G8R8X8_UNORM, GL_RGB8, GL_SRGB8_EXT, 0,
1012 GL_BGRA, GL_UNSIGNED_INT_8_8_8_8_REV, 0,
1013 WINED3DFMT_FLAG_TEXTURE | WINED3DFMT_FLAG_POSTPIXELSHADER_BLENDING | WINED3DFMT_FLAG_FILTERING
1014 | WINED3DFMT_FLAG_RENDERTARGET | WINED3DFMT_FLAG_SRGB_READ | WINED3DFMT_FLAG_SRGB_WRITE,
1015 WINED3D_GL_EXT_NONE, NULL},
1016 {WINED3DFMT_B5G6R5_UNORM, GL_RGB5, GL_RGB5, GL_RGB8,
1017 GL_RGB, GL_UNSIGNED_SHORT_5_6_5, 0,
1018 WINED3DFMT_FLAG_TEXTURE | WINED3DFMT_FLAG_POSTPIXELSHADER_BLENDING | WINED3DFMT_FLAG_FILTERING
1019 | WINED3DFMT_FLAG_RENDERTARGET,
1020 WINED3D_GL_EXT_NONE, NULL},
1021 {WINED3DFMT_B5G5R5X1_UNORM, GL_RGB5, GL_RGB5_A1, 0,
1022 GL_BGRA, GL_UNSIGNED_SHORT_1_5_5_5_REV, 0,
1023 WINED3DFMT_FLAG_TEXTURE | WINED3DFMT_FLAG_POSTPIXELSHADER_BLENDING | WINED3DFMT_FLAG_FILTERING,
1024 WINED3D_GL_EXT_NONE, NULL},
1025 {WINED3DFMT_B5G5R5A1_UNORM, GL_RGB5_A1, GL_RGB5_A1, 0,
1026 GL_BGRA, GL_UNSIGNED_SHORT_1_5_5_5_REV, 0,
1027 WINED3DFMT_FLAG_TEXTURE | WINED3DFMT_FLAG_POSTPIXELSHADER_BLENDING | WINED3DFMT_FLAG_FILTERING,
1028 WINED3D_GL_EXT_NONE, NULL},
1029 {WINED3DFMT_B4G4R4A4_UNORM, GL_RGBA4, GL_SRGB8_ALPHA8_EXT, 0,
1030 GL_BGRA, GL_UNSIGNED_SHORT_4_4_4_4_REV, 0,
1031 WINED3DFMT_FLAG_TEXTURE | WINED3DFMT_FLAG_POSTPIXELSHADER_BLENDING | WINED3DFMT_FLAG_FILTERING
1032 | WINED3DFMT_FLAG_SRGB_READ,
1033 WINED3D_GL_EXT_NONE, NULL},
1034 {WINED3DFMT_B2G3R3_UNORM, GL_R3_G3_B2, GL_R3_G3_B2, 0,
1035 GL_RGB, GL_UNSIGNED_BYTE_3_3_2, 0,
1036 WINED3DFMT_FLAG_POSTPIXELSHADER_BLENDING | WINED3DFMT_FLAG_FILTERING,
1037 WINED3D_GL_EXT_NONE, NULL},
1038 {WINED3DFMT_R8_UNORM, GL_R8, GL_R8, 0,
1039 GL_RED, GL_UNSIGNED_BYTE, 0,
1040 WINED3DFMT_FLAG_TEXTURE | WINED3DFMT_FLAG_POSTPIXELSHADER_BLENDING | WINED3DFMT_FLAG_FILTERING
1041 | WINED3DFMT_FLAG_RENDERTARGET | WINED3DFMT_FLAG_VTF,
1042 ARB_TEXTURE_RG, NULL},
1043 {WINED3DFMT_A8_UNORM, GL_ALPHA8, GL_ALPHA8, 0,
1044 GL_ALPHA, GL_UNSIGNED_BYTE, 0,
1045 WINED3DFMT_FLAG_TEXTURE | WINED3DFMT_FLAG_POSTPIXELSHADER_BLENDING | WINED3DFMT_FLAG_FILTERING,
1046 WINED3D_GL_EXT_NONE, NULL},
1047 {WINED3DFMT_B4G4R4X4_UNORM, GL_RGB4, GL_RGB4, 0,
1048 GL_BGRA, GL_UNSIGNED_SHORT_4_4_4_4_REV, 0,
1049 WINED3DFMT_FLAG_TEXTURE | WINED3DFMT_FLAG_POSTPIXELSHADER_BLENDING | WINED3DFMT_FLAG_FILTERING,
1050 WINED3D_GL_EXT_NONE, NULL},
1051 {WINED3DFMT_R10G10B10A2_UNORM, GL_RGB10_A2, GL_RGB10_A2, 0,
1052 GL_RGBA, GL_UNSIGNED_INT_2_10_10_10_REV, 0,
1053 WINED3DFMT_FLAG_TEXTURE | WINED3DFMT_FLAG_POSTPIXELSHADER_BLENDING | WINED3DFMT_FLAG_FILTERING
1054 | WINED3DFMT_FLAG_RENDERTARGET,
1055 WINED3D_GL_EXT_NONE, NULL},
1056 {WINED3DFMT_R8G8B8A8_UNORM, GL_RGBA8, GL_SRGB8_ALPHA8_EXT, 0,
1057 GL_RGBA, GL_UNSIGNED_INT_8_8_8_8_REV, 0,
1058 WINED3DFMT_FLAG_TEXTURE | WINED3DFMT_FLAG_POSTPIXELSHADER_BLENDING | WINED3DFMT_FLAG_FILTERING
1059 | WINED3DFMT_FLAG_RENDERTARGET | WINED3DFMT_FLAG_SRGB_READ | WINED3DFMT_FLAG_SRGB_WRITE
1060 | WINED3DFMT_FLAG_VTF,
1061 WINED3D_GL_EXT_NONE, NULL},
1062 {WINED3DFMT_R8G8B8X8_UNORM, GL_RGB8, GL_RGB8, 0,
1063 GL_RGBA, GL_UNSIGNED_INT_8_8_8_8_REV, 0,
1064 WINED3DFMT_FLAG_TEXTURE | WINED3DFMT_FLAG_POSTPIXELSHADER_BLENDING | WINED3DFMT_FLAG_FILTERING,
1065 WINED3D_GL_EXT_NONE, NULL},
1066 {WINED3DFMT_R16G16_UNORM, GL_RGB16, GL_RGB16, GL_RGBA16,
1067 GL_RGB, GL_UNSIGNED_SHORT, 6,
1068 WINED3DFMT_FLAG_TEXTURE | WINED3DFMT_FLAG_POSTPIXELSHADER_BLENDING | WINED3DFMT_FLAG_FILTERING,
1069 WINED3D_GL_EXT_NONE, convert_r16g16},
1070 {WINED3DFMT_R16G16_UNORM, GL_RG16, GL_RG16, 0,
1071 GL_RG, GL_UNSIGNED_SHORT, 0,
1072 WINED3DFMT_FLAG_TEXTURE | WINED3DFMT_FLAG_POSTPIXELSHADER_BLENDING | WINED3DFMT_FLAG_FILTERING
1073 | WINED3DFMT_FLAG_RENDERTARGET,
1074 ARB_TEXTURE_RG, NULL},
1075 {WINED3DFMT_B10G10R10A2_UNORM, GL_RGB10_A2, GL_RGB10_A2, 0,
1076 GL_BGRA, GL_UNSIGNED_INT_2_10_10_10_REV, 0,
1077 WINED3DFMT_FLAG_TEXTURE | WINED3DFMT_FLAG_POSTPIXELSHADER_BLENDING | WINED3DFMT_FLAG_FILTERING
1078 | WINED3DFMT_FLAG_RENDERTARGET,
1079 WINED3D_GL_EXT_NONE, NULL},
1080 {WINED3DFMT_R16G16B16A16_UNORM, GL_RGBA16, GL_RGBA16, 0,
1081 GL_RGBA, GL_UNSIGNED_SHORT, 0,
1082 WINED3DFMT_FLAG_TEXTURE | WINED3DFMT_FLAG_POSTPIXELSHADER_BLENDING | WINED3DFMT_FLAG_FILTERING
1083 | WINED3DFMT_FLAG_RENDERTARGET,
1084 WINED3D_GL_EXT_NONE, NULL},
1085 /* Luminance */
1086 {WINED3DFMT_L8_UNORM, GL_LUMINANCE8, GL_SLUMINANCE8_EXT, 0,
1087 GL_LUMINANCE, GL_UNSIGNED_BYTE, 0,
1088 WINED3DFMT_FLAG_TEXTURE | WINED3DFMT_FLAG_POSTPIXELSHADER_BLENDING | WINED3DFMT_FLAG_FILTERING
1089 | WINED3DFMT_FLAG_SRGB_READ,
1090 WINED3D_GL_EXT_NONE, NULL},
1091 {WINED3DFMT_L8A8_UNORM, GL_LUMINANCE8_ALPHA8, GL_SLUMINANCE8_ALPHA8_EXT, 0,
1092 GL_LUMINANCE_ALPHA, GL_UNSIGNED_BYTE, 0,
1093 WINED3DFMT_FLAG_TEXTURE | WINED3DFMT_FLAG_POSTPIXELSHADER_BLENDING | WINED3DFMT_FLAG_FILTERING
1094 | WINED3DFMT_FLAG_SRGB_READ,
1095 WINED3D_GL_EXT_NONE, NULL},
1096 {WINED3DFMT_L4A4_UNORM, GL_LUMINANCE4_ALPHA4, GL_LUMINANCE4_ALPHA4, 0,
1097 GL_LUMINANCE_ALPHA, GL_UNSIGNED_BYTE, 2,
1098 WINED3DFMT_FLAG_FILTERING,
1099 WINED3D_GL_EXT_NONE, convert_l4a4_unorm},
1100 /* Bump mapping stuff */
1101 {WINED3DFMT_R8G8_SNORM, GL_RGB8, GL_RGB8, 0,
1102 GL_BGR, GL_UNSIGNED_BYTE, 3,
1103 WINED3DFMT_FLAG_TEXTURE | WINED3DFMT_FLAG_POSTPIXELSHADER_BLENDING | WINED3DFMT_FLAG_FILTERING
1104 | WINED3DFMT_FLAG_BUMPMAP,
1105 WINED3D_GL_EXT_NONE, convert_r8g8_snorm},
1106 {WINED3DFMT_R8G8_SNORM, GL_DSDT8_NV, GL_DSDT8_NV, 0,
1107 GL_DSDT_NV, GL_BYTE, 0,
1108 WINED3DFMT_FLAG_TEXTURE | WINED3DFMT_FLAG_POSTPIXELSHADER_BLENDING | WINED3DFMT_FLAG_FILTERING
1109 | WINED3DFMT_FLAG_BUMPMAP,
1110 NV_TEXTURE_SHADER, NULL},
1111 {WINED3DFMT_R8G8_SNORM, GL_RG8_SNORM, GL_RG8_SNORM, 0,
1112 GL_RG, GL_BYTE, 0,
1113 WINED3DFMT_FLAG_TEXTURE | WINED3DFMT_FLAG_POSTPIXELSHADER_BLENDING | WINED3DFMT_FLAG_FILTERING
1114 | WINED3DFMT_FLAG_BUMPMAP,
1115 EXT_TEXTURE_SNORM, NULL},
1116 {WINED3DFMT_R5G5_SNORM_L6_UNORM, GL_RGB5, GL_RGB5, 0,
1117 GL_RGB, GL_UNSIGNED_SHORT_5_6_5, 2,
1118 WINED3DFMT_FLAG_TEXTURE | WINED3DFMT_FLAG_POSTPIXELSHADER_BLENDING | WINED3DFMT_FLAG_FILTERING
1119 | WINED3DFMT_FLAG_BUMPMAP,
1120 WINED3D_GL_EXT_NONE, convert_r5g5_snorm_l6_unorm},
1121 {WINED3DFMT_R5G5_SNORM_L6_UNORM, GL_DSDT8_MAG8_NV, GL_DSDT8_MAG8_NV, 0,
1122 GL_DSDT_MAG_NV, GL_BYTE, 3,
1123 WINED3DFMT_FLAG_TEXTURE | WINED3DFMT_FLAG_POSTPIXELSHADER_BLENDING | WINED3DFMT_FLAG_FILTERING
1124 | WINED3DFMT_FLAG_BUMPMAP,
1125 NV_TEXTURE_SHADER, convert_r5g5_snorm_l6_unorm_nv},
1126 {WINED3DFMT_R5G5_SNORM_L6_UNORM, GL_RGB8_SNORM, GL_RGB8_SNORM, 0,
1127 GL_RGBA, GL_BYTE, 4,
1128 WINED3DFMT_FLAG_TEXTURE | WINED3DFMT_FLAG_POSTPIXELSHADER_BLENDING | WINED3DFMT_FLAG_FILTERING
1129 | WINED3DFMT_FLAG_BUMPMAP,
1130 EXT_TEXTURE_SNORM, convert_r5g5_snorm_l6_unorm_ext},
1131 {WINED3DFMT_R8G8_SNORM_L8X8_UNORM, GL_RGB8, GL_RGB8, 0,
1132 GL_BGRA, GL_UNSIGNED_INT_8_8_8_8_REV, 4,
1133 WINED3DFMT_FLAG_TEXTURE | WINED3DFMT_FLAG_POSTPIXELSHADER_BLENDING | WINED3DFMT_FLAG_FILTERING
1134 | WINED3DFMT_FLAG_BUMPMAP,
1135 WINED3D_GL_EXT_NONE, convert_r8g8_snorm_l8x8_unorm},
1136 {WINED3DFMT_R8G8_SNORM_L8X8_UNORM, GL_DSDT8_MAG8_INTENSITY8_NV, GL_DSDT8_MAG8_INTENSITY8_NV, 0,
1137 GL_DSDT_MAG_VIB_NV, GL_UNSIGNED_INT_8_8_S8_S8_REV_NV, 4,
1138 WINED3DFMT_FLAG_TEXTURE | WINED3DFMT_FLAG_POSTPIXELSHADER_BLENDING | WINED3DFMT_FLAG_FILTERING
1139 | WINED3DFMT_FLAG_BUMPMAP,
1140 NV_TEXTURE_SHADER, convert_r8g8_snorm_l8x8_unorm_nv},
1141 {WINED3DFMT_R8G8B8A8_SNORM, GL_RGBA8, GL_RGBA8, 0,
1142 GL_BGRA, GL_UNSIGNED_BYTE, 4,
1143 WINED3DFMT_FLAG_TEXTURE | WINED3DFMT_FLAG_POSTPIXELSHADER_BLENDING | WINED3DFMT_FLAG_FILTERING
1144 | WINED3DFMT_FLAG_BUMPMAP,
1145 WINED3D_GL_EXT_NONE, convert_r8g8b8a8_snorm},
1146 {WINED3DFMT_R8G8B8A8_SNORM, GL_SIGNED_RGBA8_NV, GL_SIGNED_RGBA8_NV, 0,
1147 GL_RGBA, GL_BYTE, 0,
1148 WINED3DFMT_FLAG_TEXTURE | WINED3DFMT_FLAG_POSTPIXELSHADER_BLENDING | WINED3DFMT_FLAG_FILTERING
1149 | WINED3DFMT_FLAG_BUMPMAP,
1150 NV_TEXTURE_SHADER, NULL},
1151 {WINED3DFMT_R8G8B8A8_SNORM, GL_RGBA8_SNORM, GL_RGBA8_SNORM, 0,
1152 GL_RGBA, GL_BYTE, 0,
1153 WINED3DFMT_FLAG_TEXTURE | WINED3DFMT_FLAG_POSTPIXELSHADER_BLENDING | WINED3DFMT_FLAG_FILTERING
1154 | WINED3DFMT_FLAG_BUMPMAP,
1155 EXT_TEXTURE_SNORM, NULL},
1156 {WINED3DFMT_R16G16_SNORM, GL_RGB16, GL_RGB16, 0,
1157 GL_BGR, GL_UNSIGNED_SHORT, 6,
1158 WINED3DFMT_FLAG_TEXTURE | WINED3DFMT_FLAG_POSTPIXELSHADER_BLENDING | WINED3DFMT_FLAG_FILTERING
1159 | WINED3DFMT_FLAG_BUMPMAP,
1160 WINED3D_GL_EXT_NONE, convert_r16g16_snorm},
1161 {WINED3DFMT_R16G16_SNORM, GL_SIGNED_HILO16_NV, GL_SIGNED_HILO16_NV, 0,
1162 GL_HILO_NV, GL_SHORT, 0,
1163 WINED3DFMT_FLAG_TEXTURE | WINED3DFMT_FLAG_POSTPIXELSHADER_BLENDING | WINED3DFMT_FLAG_FILTERING
1164 | WINED3DFMT_FLAG_BUMPMAP,
1165 NV_TEXTURE_SHADER, NULL},
1166 {WINED3DFMT_R16G16_SNORM, GL_RG16_SNORM, GL_RG16_SNORM, 0,
1167 GL_RG, GL_SHORT, 0,
1168 WINED3DFMT_FLAG_TEXTURE | WINED3DFMT_FLAG_POSTPIXELSHADER_BLENDING | WINED3DFMT_FLAG_FILTERING
1169 | WINED3DFMT_FLAG_BUMPMAP,
1170 EXT_TEXTURE_SNORM, NULL},
1171 /* Depth stencil formats */
1172 {WINED3DFMT_D16_LOCKABLE, GL_DEPTH_COMPONENT, GL_DEPTH_COMPONENT, 0,
1173 GL_DEPTH_COMPONENT, GL_UNSIGNED_SHORT, 0,
1174 WINED3DFMT_FLAG_DEPTH,
1175 WINED3D_GL_EXT_NONE, NULL},
1176 {WINED3DFMT_D16_LOCKABLE, GL_DEPTH_COMPONENT24_ARB, GL_DEPTH_COMPONENT24_ARB, 0,
1177 GL_DEPTH_COMPONENT, GL_UNSIGNED_SHORT, 0,
1178 WINED3DFMT_FLAG_TEXTURE | WINED3DFMT_FLAG_DEPTH | WINED3DFMT_FLAG_SHADOW,
1179 ARB_DEPTH_TEXTURE, NULL},
1180 {WINED3DFMT_D32_UNORM, GL_DEPTH_COMPONENT, GL_DEPTH_COMPONENT, 0,
1181 GL_DEPTH_COMPONENT, GL_UNSIGNED_INT, 0,
1182 WINED3DFMT_FLAG_DEPTH,
1183 WINED3D_GL_EXT_NONE, NULL},
1184 {WINED3DFMT_D32_UNORM, GL_DEPTH_COMPONENT32_ARB, GL_DEPTH_COMPONENT32_ARB, 0,
1185 GL_DEPTH_COMPONENT, GL_UNSIGNED_INT, 0,
1186 WINED3DFMT_FLAG_TEXTURE | WINED3DFMT_FLAG_DEPTH | WINED3DFMT_FLAG_SHADOW,
1187 ARB_DEPTH_TEXTURE, NULL},
1188 {WINED3DFMT_S1_UINT_D15_UNORM, GL_DEPTH_COMPONENT24_ARB, GL_DEPTH_COMPONENT24_ARB, 0,
1189 GL_DEPTH_COMPONENT, GL_UNSIGNED_SHORT, 0,
1190 WINED3DFMT_FLAG_DEPTH | WINED3DFMT_FLAG_SHADOW,
1191 ARB_DEPTH_TEXTURE, NULL},
1192 {WINED3DFMT_S1_UINT_D15_UNORM, GL_DEPTH24_STENCIL8_EXT, GL_DEPTH24_STENCIL8_EXT, 0,
1193 GL_DEPTH_STENCIL_EXT, GL_UNSIGNED_INT_24_8_EXT, 4,
1194 WINED3DFMT_FLAG_DEPTH | WINED3DFMT_FLAG_STENCIL | WINED3DFMT_FLAG_SHADOW,
1195 EXT_PACKED_DEPTH_STENCIL, convert_s1_uint_d15_unorm},
1196 {WINED3DFMT_S1_UINT_D15_UNORM, GL_DEPTH24_STENCIL8, GL_DEPTH24_STENCIL8, 0,
1197 GL_DEPTH_STENCIL, GL_UNSIGNED_INT_24_8, 4,
1198 WINED3DFMT_FLAG_DEPTH | WINED3DFMT_FLAG_STENCIL | WINED3DFMT_FLAG_SHADOW,
1199 ARB_FRAMEBUFFER_OBJECT, convert_s1_uint_d15_unorm},
1200 {WINED3DFMT_D24_UNORM_S8_UINT, GL_DEPTH_COMPONENT24_ARB, GL_DEPTH_COMPONENT24_ARB, 0,
1201 GL_DEPTH_COMPONENT, GL_UNSIGNED_INT, 0,
1202 WINED3DFMT_FLAG_TEXTURE | WINED3DFMT_FLAG_POSTPIXELSHADER_BLENDING | WINED3DFMT_FLAG_FILTERING
1203 | WINED3DFMT_FLAG_DEPTH | WINED3DFMT_FLAG_SHADOW,
1204 ARB_DEPTH_TEXTURE, NULL},
1205 {WINED3DFMT_D24_UNORM_S8_UINT, GL_DEPTH24_STENCIL8_EXT, GL_DEPTH24_STENCIL8_EXT, 0,
1206 GL_DEPTH_STENCIL_EXT, GL_UNSIGNED_INT_24_8_EXT, 0,
1207 WINED3DFMT_FLAG_TEXTURE | WINED3DFMT_FLAG_POSTPIXELSHADER_BLENDING | WINED3DFMT_FLAG_FILTERING
1208 | WINED3DFMT_FLAG_DEPTH | WINED3DFMT_FLAG_STENCIL | WINED3DFMT_FLAG_SHADOW,
1209 EXT_PACKED_DEPTH_STENCIL, NULL},
1210 {WINED3DFMT_D24_UNORM_S8_UINT, GL_DEPTH24_STENCIL8, GL_DEPTH24_STENCIL8, 0,
1211 GL_DEPTH_STENCIL, GL_UNSIGNED_INT_24_8, 0,
1212 WINED3DFMT_FLAG_TEXTURE | WINED3DFMT_FLAG_POSTPIXELSHADER_BLENDING | WINED3DFMT_FLAG_FILTERING
1213 | WINED3DFMT_FLAG_DEPTH | WINED3DFMT_FLAG_STENCIL | WINED3DFMT_FLAG_SHADOW,
1214 ARB_FRAMEBUFFER_OBJECT, NULL},
1215 {WINED3DFMT_X8D24_UNORM, GL_DEPTH_COMPONENT, GL_DEPTH_COMPONENT, 0,
1216 GL_DEPTH_COMPONENT, GL_UNSIGNED_INT, 0,
1217 WINED3DFMT_FLAG_DEPTH,
1218 WINED3D_GL_EXT_NONE, NULL},
1219 {WINED3DFMT_X8D24_UNORM, GL_DEPTH_COMPONENT24_ARB, GL_DEPTH_COMPONENT24_ARB, 0,
1220 GL_DEPTH_COMPONENT, GL_UNSIGNED_INT, 0,
1221 WINED3DFMT_FLAG_TEXTURE | WINED3DFMT_FLAG_POSTPIXELSHADER_BLENDING | WINED3DFMT_FLAG_FILTERING
1222 | WINED3DFMT_FLAG_DEPTH | WINED3DFMT_FLAG_SHADOW,
1223 ARB_DEPTH_TEXTURE, NULL},
1224 {WINED3DFMT_S4X4_UINT_D24_UNORM, GL_DEPTH_COMPONENT24_ARB, GL_DEPTH_COMPONENT24_ARB, 0,
1225 GL_DEPTH_COMPONENT, GL_UNSIGNED_INT, 0,
1226 WINED3DFMT_FLAG_DEPTH | WINED3DFMT_FLAG_SHADOW,
1227 ARB_DEPTH_TEXTURE, NULL},
1228 {WINED3DFMT_S4X4_UINT_D24_UNORM, GL_DEPTH24_STENCIL8_EXT, GL_DEPTH24_STENCIL8_EXT, 0,
1229 GL_DEPTH_STENCIL_EXT, GL_UNSIGNED_INT_24_8_EXT, 4,
1230 WINED3DFMT_FLAG_DEPTH | WINED3DFMT_FLAG_STENCIL | WINED3DFMT_FLAG_SHADOW,
1231 EXT_PACKED_DEPTH_STENCIL, convert_s4x4_uint_d24_unorm},
1232 {WINED3DFMT_S4X4_UINT_D24_UNORM, GL_DEPTH24_STENCIL8, GL_DEPTH24_STENCIL8, 0,
1233 GL_DEPTH_STENCIL, GL_UNSIGNED_INT_24_8, 4,
1234 WINED3DFMT_FLAG_DEPTH | WINED3DFMT_FLAG_STENCIL | WINED3DFMT_FLAG_SHADOW,
1235 ARB_FRAMEBUFFER_OBJECT, convert_s4x4_uint_d24_unorm},
1236 {WINED3DFMT_D16_UNORM, GL_DEPTH_COMPONENT, GL_DEPTH_COMPONENT, 0,
1237 GL_DEPTH_COMPONENT, GL_UNSIGNED_SHORT, 0,
1238 WINED3DFMT_FLAG_DEPTH,
1239 WINED3D_GL_EXT_NONE, NULL},
1240 {WINED3DFMT_D16_UNORM, GL_DEPTH_COMPONENT24_ARB, GL_DEPTH_COMPONENT24_ARB, 0,
1241 GL_DEPTH_COMPONENT, GL_UNSIGNED_SHORT, 0,
1242 WINED3DFMT_FLAG_TEXTURE | WINED3DFMT_FLAG_POSTPIXELSHADER_BLENDING | WINED3DFMT_FLAG_FILTERING
1243 | WINED3DFMT_FLAG_DEPTH | WINED3DFMT_FLAG_SHADOW,
1244 ARB_DEPTH_TEXTURE, NULL},
1245 {WINED3DFMT_L16_UNORM, GL_LUMINANCE16, GL_LUMINANCE16, 0,
1246 GL_LUMINANCE, GL_UNSIGNED_SHORT, 0,
1247 WINED3DFMT_FLAG_TEXTURE | WINED3DFMT_FLAG_POSTPIXELSHADER_BLENDING | WINED3DFMT_FLAG_FILTERING,
1248 WINED3D_GL_EXT_NONE, NULL},
1249 {WINED3DFMT_D32_FLOAT, GL_DEPTH_COMPONENT32F, GL_DEPTH_COMPONENT32F, 0,
1250 GL_DEPTH_COMPONENT, GL_FLOAT, 0,
1251 WINED3DFMT_FLAG_TEXTURE | WINED3DFMT_FLAG_DEPTH | WINED3DFMT_FLAG_SHADOW,
1252 ARB_DEPTH_BUFFER_FLOAT, NULL},
1253 {WINED3DFMT_S8_UINT_D24_FLOAT, GL_DEPTH32F_STENCIL8, GL_DEPTH32F_STENCIL8, 0,
1254 GL_DEPTH_STENCIL, GL_FLOAT_32_UNSIGNED_INT_24_8_REV, 8,
1255 WINED3DFMT_FLAG_TEXTURE | WINED3DFMT_FLAG_DEPTH | WINED3DFMT_FLAG_STENCIL | WINED3DFMT_FLAG_SHADOW,
1256 ARB_DEPTH_BUFFER_FLOAT, convert_s8_uint_d24_float},
1257 /* Vendor-specific formats */
1258 {WINED3DFMT_ATI1N, GL_COMPRESSED_RED_RGTC1, GL_COMPRESSED_RED_RGTC1, 0,
1259 GL_RED, GL_UNSIGNED_BYTE, 0,
1260 WINED3DFMT_FLAG_TEXTURE | WINED3DFMT_FLAG_POSTPIXELSHADER_BLENDING | WINED3DFMT_FLAG_FILTERING
1261 | WINED3DFMT_FLAG_COMPRESSED,
1262 ARB_TEXTURE_COMPRESSION_RGTC, NULL},
1263 {WINED3DFMT_ATI2N, GL_COMPRESSED_LUMINANCE_ALPHA_3DC_ATI, GL_COMPRESSED_LUMINANCE_ALPHA_3DC_ATI, 0,
1264 GL_LUMINANCE_ALPHA, GL_UNSIGNED_BYTE, 0,
1265 WINED3DFMT_FLAG_TEXTURE | WINED3DFMT_FLAG_POSTPIXELSHADER_BLENDING | WINED3DFMT_FLAG_FILTERING
1266 | WINED3DFMT_FLAG_COMPRESSED,
1267 ATI_TEXTURE_COMPRESSION_3DC, NULL},
1268 {WINED3DFMT_ATI2N, GL_COMPRESSED_RG_RGTC2, GL_COMPRESSED_RG_RGTC2, 0,
1269 GL_LUMINANCE_ALPHA, GL_UNSIGNED_BYTE, 0,
1270 WINED3DFMT_FLAG_TEXTURE | WINED3DFMT_FLAG_POSTPIXELSHADER_BLENDING | WINED3DFMT_FLAG_FILTERING
1271 | WINED3DFMT_FLAG_COMPRESSED,
1272 ARB_TEXTURE_COMPRESSION_RGTC, NULL},
1273 {WINED3DFMT_INTZ, GL_DEPTH24_STENCIL8_EXT, GL_DEPTH24_STENCIL8_EXT, 0,
1274 GL_DEPTH_STENCIL_EXT, GL_UNSIGNED_INT_24_8_EXT, 0,
1275 WINED3DFMT_FLAG_TEXTURE | WINED3DFMT_FLAG_POSTPIXELSHADER_BLENDING | WINED3DFMT_FLAG_FILTERING
1276 | WINED3DFMT_FLAG_DEPTH | WINED3DFMT_FLAG_STENCIL,
1277 EXT_PACKED_DEPTH_STENCIL, NULL},
1278 {WINED3DFMT_INTZ, GL_DEPTH24_STENCIL8, GL_DEPTH24_STENCIL8, 0,
1279 GL_DEPTH_STENCIL, GL_UNSIGNED_INT_24_8, 0,
1280 WINED3DFMT_FLAG_TEXTURE | WINED3DFMT_FLAG_POSTPIXELSHADER_BLENDING | WINED3DFMT_FLAG_FILTERING
1281 | WINED3DFMT_FLAG_DEPTH | WINED3DFMT_FLAG_STENCIL,
1282 ARB_FRAMEBUFFER_OBJECT, NULL},
1283 {WINED3DFMT_NULL, 0, 0, 0,
1284 GL_RGBA, GL_UNSIGNED_INT_8_8_8_8_REV, 0,
1285 WINED3DFMT_FLAG_TEXTURE | WINED3DFMT_FLAG_RENDERTARGET,
1286 ARB_FRAMEBUFFER_OBJECT, NULL},
1289 static inline int getFmtIdx(enum wined3d_format_id format_id)
1291 /* First check if the format is at the position of its value.
1292 * This will catch the argb formats before the loop is entered. */
1293 if (format_id < (sizeof(formats) / sizeof(*formats))
1294 && formats[format_id].id == format_id)
1296 return format_id;
1298 else
1300 unsigned int i;
1302 for (i = 0; i < (sizeof(formats) / sizeof(*formats)); ++i)
1304 if (formats[i].id == format_id) return i;
1307 return -1;
1310 static BOOL init_format_base_info(struct wined3d_gl_info *gl_info)
1312 UINT format_count = sizeof(formats) / sizeof(*formats);
1313 UINT i;
1315 gl_info->formats = HeapAlloc(GetProcessHeap(), HEAP_ZERO_MEMORY, format_count * sizeof(*gl_info->formats));
1316 if (!gl_info->formats)
1318 ERR("Failed to allocate memory.\n");
1319 return FALSE;
1322 for (i = 0; i < format_count; ++i)
1324 struct wined3d_format *format = &gl_info->formats[i];
1325 format->id = formats[i].id;
1326 format->red_size = formats[i].red_size;
1327 format->green_size = formats[i].green_size;
1328 format->blue_size = formats[i].blue_size;
1329 format->alpha_size = formats[i].alpha_size;
1330 format->red_offset = formats[i].red_offset;
1331 format->green_offset = formats[i].green_offset;
1332 format->blue_offset = formats[i].blue_offset;
1333 format->alpha_offset = formats[i].alpha_offset;
1334 format->byte_count = formats[i].bpp;
1335 format->depth_size = formats[i].depth_size;
1336 format->stencil_size = formats[i].stencil_size;
1337 format->block_width = 1;
1338 format->block_height = 1;
1339 format->block_byte_count = formats[i].bpp;
1342 for (i = 0; i < (sizeof(format_base_flags) / sizeof(*format_base_flags)); ++i)
1344 int fmt_idx = getFmtIdx(format_base_flags[i].id);
1346 if (fmt_idx == -1)
1348 ERR("Format %s (%#x) not found.\n",
1349 debug_d3dformat(format_base_flags[i].id), format_base_flags[i].id);
1350 HeapFree(GetProcessHeap(), 0, gl_info->formats);
1351 return FALSE;
1354 gl_info->formats[fmt_idx].flags |= format_base_flags[i].flags;
1357 return TRUE;
1360 static BOOL init_format_block_info(struct wined3d_gl_info *gl_info)
1362 unsigned int i;
1364 for (i = 0; i < (sizeof(format_block_info) / sizeof(*format_block_info)); ++i)
1366 struct wined3d_format *format;
1367 int fmt_idx = getFmtIdx(format_block_info[i].id);
1369 if (fmt_idx == -1)
1371 ERR("Format %s (%#x) not found.\n",
1372 debug_d3dformat(format_block_info[i].id), format_block_info[i].id);
1373 return FALSE;
1376 format = &gl_info->formats[fmt_idx];
1377 format->block_width = format_block_info[i].block_width;
1378 format->block_height = format_block_info[i].block_height;
1379 format->block_byte_count = format_block_info[i].block_byte_count;
1380 format->flags |= WINED3DFMT_FLAG_BLOCKS;
1381 if (!format_block_info[i].verify)
1382 format->flags |= WINED3DFMT_FLAG_BLOCKS_NO_VERIFY;
1385 return TRUE;
1388 /* Context activation is done by the caller. */
1389 static void check_fbo_compat(const struct wined3d_gl_info *gl_info, struct wined3d_format *format)
1391 /* Check if the default internal format is supported as a frame buffer
1392 * target, otherwise fall back to the render target internal.
1394 * Try to stick to the standard format if possible, this limits precision differences. */
1395 GLenum status;
1396 GLuint tex;
1398 while (gl_info->gl_ops.gl.p_glGetError());
1399 gl_info->gl_ops.gl.p_glDisable(GL_BLEND);
1401 gl_info->gl_ops.gl.p_glGenTextures(1, &tex);
1402 gl_info->gl_ops.gl.p_glBindTexture(GL_TEXTURE_2D, tex);
1404 gl_info->gl_ops.gl.p_glTexImage2D(GL_TEXTURE_2D, 0, format->glInternal, 16, 16, 0,
1405 format->glFormat, format->glType, NULL);
1406 gl_info->gl_ops.gl.p_glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_NEAREST);
1407 gl_info->gl_ops.gl.p_glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_NEAREST);
1409 gl_info->fbo_ops.glFramebufferTexture2D(GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT0, GL_TEXTURE_2D, tex, 0);
1411 status = gl_info->fbo_ops.glCheckFramebufferStatus(GL_FRAMEBUFFER);
1412 checkGLcall("Framebuffer format check");
1414 if (status == GL_FRAMEBUFFER_COMPLETE)
1416 TRACE("Format %s is supported as FBO color attachment.\n", debug_d3dformat(format->id));
1417 format->flags |= WINED3DFMT_FLAG_FBO_ATTACHABLE;
1418 format->rtInternal = format->glInternal;
1420 else
1422 if (!format->rtInternal)
1424 if (format->flags & WINED3DFMT_FLAG_RENDERTARGET)
1426 FIXME("Format %s with rendertarget flag is not supported as FBO color attachment,"
1427 " and no fallback specified.\n", debug_d3dformat(format->id));
1428 format->flags &= ~WINED3DFMT_FLAG_RENDERTARGET;
1430 else
1432 TRACE("Format %s is not supported as FBO color attachment.\n", debug_d3dformat(format->id));
1434 format->rtInternal = format->glInternal;
1436 else
1438 TRACE("Format %s is not supported as FBO color attachment, trying rtInternal format as fallback.\n",
1439 debug_d3dformat(format->id));
1441 while (gl_info->gl_ops.gl.p_glGetError());
1443 gl_info->fbo_ops.glFramebufferTexture2D(GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT0, GL_TEXTURE_2D, 0, 0);
1445 gl_info->gl_ops.gl.p_glTexImage2D(GL_TEXTURE_2D, 0, format->rtInternal, 16, 16, 0,
1446 format->glFormat, format->glType, NULL);
1447 gl_info->gl_ops.gl.p_glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_NEAREST);
1448 gl_info->gl_ops.gl.p_glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_NEAREST);
1450 gl_info->fbo_ops.glFramebufferTexture2D(GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT0, GL_TEXTURE_2D, tex, 0);
1452 status = gl_info->fbo_ops.glCheckFramebufferStatus(GL_FRAMEBUFFER);
1453 checkGLcall("Framebuffer format check");
1455 if (status == GL_FRAMEBUFFER_COMPLETE)
1457 TRACE("Format %s rtInternal format is supported as FBO color attachment.\n",
1458 debug_d3dformat(format->id));
1460 else
1462 FIXME("Format %s rtInternal format is not supported as FBO color attachment.\n",
1463 debug_d3dformat(format->id));
1464 format->flags &= ~WINED3DFMT_FLAG_RENDERTARGET;
1469 if (status == GL_FRAMEBUFFER_COMPLETE && ((format->flags & WINED3DFMT_FLAG_POSTPIXELSHADER_BLENDING)
1470 || !(gl_info->quirks & WINED3D_QUIRK_LIMITED_TEX_FILTERING))
1471 && format->id != WINED3DFMT_NULL && format->id != WINED3DFMT_P8_UINT
1472 && format->glFormat != GL_LUMINANCE && format->glFormat != GL_LUMINANCE_ALPHA
1473 && (format->red_size || format->alpha_size))
1475 DWORD readback[16 * 16], color, r_range, a_range;
1476 BYTE r, a;
1477 BOOL match = TRUE;
1478 GLuint rb;
1480 if (gl_info->supported[ARB_FRAMEBUFFER_OBJECT]
1481 || gl_info->supported[EXT_PACKED_DEPTH_STENCIL])
1483 gl_info->fbo_ops.glGenRenderbuffers(1, &rb);
1484 gl_info->fbo_ops.glBindRenderbuffer(GL_RENDERBUFFER, rb);
1485 gl_info->fbo_ops.glRenderbufferStorage(GL_RENDERBUFFER, GL_DEPTH24_STENCIL8, 16, 16);
1486 gl_info->fbo_ops.glFramebufferRenderbuffer(GL_FRAMEBUFFER, GL_DEPTH_ATTACHMENT, GL_RENDERBUFFER, rb);
1487 gl_info->fbo_ops.glFramebufferRenderbuffer(GL_FRAMEBUFFER, GL_STENCIL_ATTACHMENT, GL_RENDERBUFFER, rb);
1488 checkGLcall("RB attachment");
1491 gl_info->gl_ops.gl.p_glEnable(GL_BLEND);
1492 gl_info->gl_ops.gl.p_glClearColor(0.0f, 0.0f, 0.0f, 1.0f);
1493 gl_info->gl_ops.gl.p_glClear(GL_COLOR_BUFFER_BIT);
1494 if (gl_info->gl_ops.gl.p_glGetError() == GL_INVALID_FRAMEBUFFER_OPERATION)
1496 while (gl_info->gl_ops.gl.p_glGetError());
1497 TRACE("Format doesn't support post-pixelshader blending.\n");
1498 format->flags &= ~WINED3DFMT_FLAG_POSTPIXELSHADER_BLENDING;
1500 else
1502 gl_info->gl_ops.gl.p_glDisable(GL_BLEND);
1503 gl_info->gl_ops.gl.p_glViewport(0, 0, 16, 16);
1504 gl_info->gl_ops.gl.p_glDisable(GL_LIGHTING);
1505 gl_info->gl_ops.gl.p_glMatrixMode(GL_MODELVIEW);
1506 gl_info->gl_ops.gl.p_glLoadIdentity();
1507 gl_info->gl_ops.gl.p_glMatrixMode(GL_PROJECTION);
1508 gl_info->gl_ops.gl.p_glLoadIdentity();
1510 gl_info->gl_ops.gl.p_glBlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
1512 /* Draw a full-black quad */
1513 gl_info->gl_ops.gl.p_glBegin(GL_TRIANGLE_STRIP);
1514 gl_info->gl_ops.gl.p_glColor4f(0.0f, 0.0f, 0.0f, 1.0f);
1515 gl_info->gl_ops.gl.p_glVertex3f(-1.0f, -1.0f, 0.0f);
1516 gl_info->gl_ops.gl.p_glVertex3f(1.0f, -1.0f, 0.0f);
1517 gl_info->gl_ops.gl.p_glVertex3f(-1.0f, 1.0f, 0.0f);
1518 gl_info->gl_ops.gl.p_glVertex3f(1.0f, 1.0f, 0.0f);
1519 gl_info->gl_ops.gl.p_glEnd();
1521 gl_info->gl_ops.gl.p_glEnable(GL_BLEND);
1522 /* Draw a half-transparent red quad */
1523 gl_info->gl_ops.gl.p_glBegin(GL_TRIANGLE_STRIP);
1524 gl_info->gl_ops.gl.p_glColor4f(1.0f, 0.0f, 0.0f, 0.5f);
1525 gl_info->gl_ops.gl.p_glVertex3f(-1.0f, -1.0f, 0.0f);
1526 gl_info->gl_ops.gl.p_glVertex3f(1.0f, -1.0f, 0.0f);
1527 gl_info->gl_ops.gl.p_glVertex3f(-1.0f, 1.0f, 0.0f);
1528 gl_info->gl_ops.gl.p_glVertex3f(1.0f, 1.0f, 0.0f);
1529 gl_info->gl_ops.gl.p_glEnd();
1531 gl_info->gl_ops.gl.p_glDisable(GL_BLEND);
1533 /* Rebinding texture to workaround a fglrx bug. */
1534 gl_info->gl_ops.gl.p_glBindTexture(GL_TEXTURE_2D, tex);
1535 gl_info->gl_ops.gl.p_glGetTexImage(GL_TEXTURE_2D, 0, GL_BGRA, GL_UNSIGNED_INT_8_8_8_8_REV, readback);
1536 checkGLcall("Post-pixelshader blending check");
1538 color = readback[7 * 16 + 7];
1539 a = color >> 24;
1540 r = (color & 0x00ff0000) >> 16;
1542 r_range = format->red_size < 8 ? 1 << (8 - format->red_size) : 1;
1543 a_range = format->alpha_size < 8 ? 1 << (8 - format->alpha_size) : 1;
1544 if (format->red_size && (r < 0x7f - r_range || r > 0x7f + r_range))
1545 match = FALSE;
1546 else if (format->alpha_size > 1 && (a < 0xbf - a_range || a > 0xbf + a_range))
1547 match = FALSE;
1548 if (!match)
1550 TRACE("Format doesn't support post-pixelshader blending.\n");
1551 TRACE("Color output: %#x\n", color);
1552 format->flags &= ~WINED3DFMT_FLAG_POSTPIXELSHADER_BLENDING;
1554 else
1556 TRACE("Format supports post-pixelshader blending.\n");
1557 TRACE("Color output: %#x\n", color);
1558 format->flags |= WINED3DFMT_FLAG_POSTPIXELSHADER_BLENDING;
1562 if (gl_info->supported[ARB_FRAMEBUFFER_OBJECT]
1563 || gl_info->supported[EXT_PACKED_DEPTH_STENCIL])
1565 gl_info->fbo_ops.glFramebufferRenderbuffer(GL_FRAMEBUFFER, GL_DEPTH_ATTACHMENT, GL_RENDERBUFFER, 0);
1566 gl_info->fbo_ops.glFramebufferRenderbuffer(GL_FRAMEBUFFER, GL_STENCIL_ATTACHMENT, GL_RENDERBUFFER, 0);
1567 gl_info->fbo_ops.glDeleteRenderbuffers(1, &rb);
1568 checkGLcall("RB cleanup");
1572 if (format->glInternal != format->glGammaInternal)
1574 gl_info->gl_ops.gl.p_glTexImage2D(GL_TEXTURE_2D, 0, format->glGammaInternal, 16, 16, 0,
1575 format->glFormat, format->glType, NULL);
1576 gl_info->fbo_ops.glFramebufferTexture2D(GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT0, GL_TEXTURE_2D, tex, 0);
1578 status = gl_info->fbo_ops.glCheckFramebufferStatus(GL_FRAMEBUFFER);
1579 checkGLcall("Framebuffer format check");
1581 if (status == GL_FRAMEBUFFER_COMPLETE)
1583 TRACE("Format %s's sRGB format is FBO attachable.\n", debug_d3dformat(format->id));
1584 format->flags |= WINED3DFMT_FLAG_FBO_ATTACHABLE_SRGB;
1586 else
1588 WARN("Format %s's sRGB format is not FBO attachable.\n", debug_d3dformat(format->id));
1591 else if (status == GL_FRAMEBUFFER_COMPLETE)
1592 format->flags |= WINED3DFMT_FLAG_FBO_ATTACHABLE_SRGB;
1594 gl_info->gl_ops.gl.p_glDeleteTextures(1, &tex);
1597 static void query_format_flag(struct wined3d_gl_info *gl_info, struct wined3d_format *format,
1598 GLint internal, GLenum pname, DWORD flag, const char *string)
1600 GLint value;
1602 gl_info->gl_ops.ext.p_glGetInternalformativ(GL_TEXTURE_2D, internal, pname, 1, &value);
1603 if (value == GL_FULL_SUPPORT)
1605 TRACE("Format %s supports %s.\n", debug_d3dformat(format->id), string);
1606 format->flags |= flag;
1608 else
1610 TRACE("Format %s doesn't support %s.\n", debug_d3dformat(format->id), string);
1611 format->flags &= ~flag;
1615 /* Context activation is done by the caller. */
1616 static void init_format_fbo_compat_info(struct wined3d_gl_info *gl_info)
1618 unsigned int i;
1619 GLuint fbo;
1621 if (gl_info->supported[ARB_INTERNALFORMAT_QUERY2])
1623 for (i = 0; i < sizeof(formats) / sizeof(*formats); ++i)
1625 GLint value;
1626 struct wined3d_format *format = &gl_info->formats[i];
1628 if (!format->glInternal)
1629 continue;
1630 if (format->flags & (WINED3DFMT_FLAG_DEPTH | WINED3DFMT_FLAG_STENCIL))
1631 continue;
1633 gl_info->gl_ops.ext.p_glGetInternalformativ(GL_TEXTURE_2D, format->glInternal,
1634 GL_FRAMEBUFFER_RENDERABLE, 1, &value);
1635 if (value == GL_FULL_SUPPORT)
1637 TRACE("Format %s is supported as FBO color attachment.\n", debug_d3dformat(format->id));
1638 format->flags |= WINED3DFMT_FLAG_FBO_ATTACHABLE;
1639 format->rtInternal = format->glInternal;
1641 query_format_flag(gl_info, format, format->glInternal, GL_FRAMEBUFFER_BLEND,
1642 WINED3DFMT_FLAG_POSTPIXELSHADER_BLENDING, "post-pixelshader blending");
1644 else
1646 if (!format->rtInternal)
1648 if (format->flags & WINED3DFMT_FLAG_RENDERTARGET)
1650 WARN("Format %s with rendertarget flag is not supported as FBO color attachment"
1651 " and no fallback specified.\n", debug_d3dformat(format->id));
1652 format->flags &= ~WINED3DFMT_FLAG_RENDERTARGET;
1654 else
1655 TRACE("Format %s is not supported as FBO color attachment.\n", debug_d3dformat(format->id));
1656 format->rtInternal = format->glInternal;
1658 else
1660 gl_info->gl_ops.ext.p_glGetInternalformativ(GL_TEXTURE_2D, format->rtInternal,
1661 GL_FRAMEBUFFER_RENDERABLE, 1, &value);
1662 if (value == GL_FULL_SUPPORT)
1664 TRACE("Format %s rtInternal format is supported as FBO color attachment.\n",
1665 debug_d3dformat(format->id));
1667 else
1669 WARN("Format %s rtInternal format is not supported as FBO color attachment.\n",
1670 debug_d3dformat(format->id));
1671 format->flags &= ~WINED3DFMT_FLAG_RENDERTARGET;
1676 if (format->glInternal != format->glGammaInternal)
1678 gl_info->gl_ops.ext.p_glGetInternalformativ(GL_TEXTURE_2D, format->glGammaInternal,
1679 GL_FRAMEBUFFER_RENDERABLE, 1, &value);
1680 if (value == GL_FULL_SUPPORT)
1682 TRACE("Format %s's sRGB format is FBO attachable.\n", debug_d3dformat(format->id));
1683 format->flags |= WINED3DFMT_FLAG_FBO_ATTACHABLE_SRGB;
1685 else
1687 WARN("Format %s's sRGB format is not FBO attachable.\n", debug_d3dformat(format->id));
1690 else if (format->flags & WINED3DFMT_FLAG_FBO_ATTACHABLE)
1691 format->flags |= WINED3DFMT_FLAG_FBO_ATTACHABLE_SRGB;
1693 return;
1696 if (wined3d_settings.offscreen_rendering_mode == ORM_FBO)
1698 gl_info->fbo_ops.glGenFramebuffers(1, &fbo);
1699 gl_info->fbo_ops.glBindFramebuffer(GL_FRAMEBUFFER, fbo);
1700 gl_info->gl_ops.gl.p_glDrawBuffer(GL_COLOR_ATTACHMENT0);
1701 gl_info->gl_ops.gl.p_glReadBuffer(GL_COLOR_ATTACHMENT0);
1704 for (i = 0; i < sizeof(formats) / sizeof(*formats); ++i)
1706 struct wined3d_format *format = &gl_info->formats[i];
1708 if (!format->glInternal) continue;
1710 if (format->flags & (WINED3DFMT_FLAG_DEPTH | WINED3DFMT_FLAG_STENCIL))
1712 TRACE("Skipping format %s because it's a depth/stencil format.\n",
1713 debug_d3dformat(format->id));
1714 continue;
1717 if (format->flags & WINED3DFMT_FLAG_COMPRESSED)
1719 TRACE("Skipping format %s because it's a compressed format.\n",
1720 debug_d3dformat(format->id));
1721 continue;
1724 if (wined3d_settings.offscreen_rendering_mode == ORM_FBO)
1726 TRACE("Checking if format %s is supported as FBO color attachment...\n", debug_d3dformat(format->id));
1727 check_fbo_compat(gl_info, format);
1729 else
1731 format->rtInternal = format->glInternal;
1735 if (wined3d_settings.offscreen_rendering_mode == ORM_FBO)
1736 gl_info->fbo_ops.glDeleteFramebuffers(1, &fbo);
1739 static BOOL init_format_texture_info(struct wined3d_adapter *adapter, struct wined3d_gl_info *gl_info)
1741 struct fragment_caps fragment_caps;
1742 struct shader_caps shader_caps;
1743 BOOL srgb_write;
1744 unsigned int i;
1746 adapter->fragment_pipe->get_caps(gl_info, &fragment_caps);
1747 adapter->shader_backend->shader_get_caps(gl_info, &shader_caps);
1748 srgb_write = (fragment_caps.wined3d_caps & WINED3D_FRAGMENT_CAP_SRGB_WRITE)
1749 && (shader_caps.wined3d_caps & WINED3D_SHADER_CAP_SRGB_WRITE);
1751 for (i = 0; i < sizeof(format_texture_info) / sizeof(*format_texture_info); ++i)
1753 int fmt_idx = getFmtIdx(format_texture_info[i].id);
1754 struct wined3d_format *format;
1756 if (fmt_idx == -1)
1758 ERR("Format %s (%#x) not found.\n",
1759 debug_d3dformat(format_texture_info[i].id), format_texture_info[i].id);
1760 return FALSE;
1763 if (!gl_info->supported[format_texture_info[i].extension]) continue;
1765 format = &gl_info->formats[fmt_idx];
1767 /* ARB_texture_rg defines floating point formats, but only if
1768 * ARB_texture_float is also supported. */
1769 if (!gl_info->supported[ARB_TEXTURE_FLOAT]
1770 && (format->flags & WINED3DFMT_FLAG_FLOAT))
1771 continue;
1773 format->glInternal = format_texture_info[i].gl_internal;
1774 format->glGammaInternal = format_texture_info[i].gl_srgb_internal;
1775 format->rtInternal = format_texture_info[i].gl_rt_internal;
1776 format->glFormat = format_texture_info[i].gl_format;
1777 format->glType = format_texture_info[i].gl_type;
1778 format->color_fixup = COLOR_FIXUP_IDENTITY;
1779 format->flags |= format_texture_info[i].flags;
1780 format->height_scale.numerator = 1;
1781 format->height_scale.denominator = 1;
1783 if (gl_info->supported[ARB_INTERNALFORMAT_QUERY2])
1785 query_format_flag(gl_info, format, format->glInternal, GL_VERTEX_TEXTURE,
1786 WINED3DFMT_FLAG_VTF, "vertex texture usage");
1787 query_format_flag(gl_info, format, format->glInternal, GL_FILTER,
1788 WINED3DFMT_FLAG_FILTERING, "filtering");
1790 if (format->glGammaInternal != format->glInternal)
1792 query_format_flag(gl_info, format, format->glGammaInternal, GL_SRGB_READ,
1793 WINED3DFMT_FLAG_SRGB_READ, "sRGB read");
1795 if (srgb_write)
1796 query_format_flag(gl_info, format, format->glGammaInternal, GL_SRGB_WRITE,
1797 WINED3DFMT_FLAG_SRGB_WRITE, "sRGB write");
1798 else
1799 format->flags &= ~WINED3DFMT_FLAG_SRGB_WRITE;
1801 if (!(format->flags & (WINED3DFMT_FLAG_SRGB_READ | WINED3DFMT_FLAG_SRGB_WRITE)))
1802 format->glGammaInternal = format->glInternal;
1803 else if (gl_info->supported[EXT_TEXTURE_SRGB_DECODE])
1804 format->glInternal = format->glGammaInternal;
1807 else
1809 if (!gl_info->limits.vertex_samplers)
1810 format->flags &= ~WINED3DFMT_FLAG_VTF;
1812 if (!(gl_info->quirks & WINED3D_QUIRK_LIMITED_TEX_FILTERING))
1813 format->flags |= WINED3DFMT_FLAG_FILTERING;
1814 else if (format->id != WINED3DFMT_R32G32B32A32_FLOAT && format->id != WINED3DFMT_R32_FLOAT)
1815 format->flags &= ~WINED3DFMT_FLAG_VTF;
1817 if (format->glGammaInternal != format->glInternal)
1819 /* Filter sRGB capabilities if EXT_texture_sRGB is not supported. */
1820 if (!gl_info->supported[EXT_TEXTURE_SRGB])
1822 format->glGammaInternal = format->glInternal;
1823 format->flags &= ~(WINED3DFMT_FLAG_SRGB_READ | WINED3DFMT_FLAG_SRGB_WRITE);
1825 else if (gl_info->supported[EXT_TEXTURE_SRGB_DECODE])
1827 format->glInternal = format->glGammaInternal;
1831 if ((format->flags & WINED3DFMT_FLAG_SRGB_WRITE) && !srgb_write)
1832 format->flags &= ~WINED3DFMT_FLAG_SRGB_WRITE;
1835 /* Texture conversion stuff */
1836 format->convert = format_texture_info[i].convert;
1837 format->conv_byte_count = format_texture_info[i].conv_byte_count;
1840 return TRUE;
1843 static BOOL color_match(DWORD c1, DWORD c2, BYTE max_diff)
1845 if (abs((c1 & 0xff) - (c2 & 0xff)) > max_diff) return FALSE;
1846 c1 >>= 8; c2 >>= 8;
1847 if (abs((c1 & 0xff) - (c2 & 0xff)) > max_diff) return FALSE;
1848 c1 >>= 8; c2 >>= 8;
1849 if (abs((c1 & 0xff) - (c2 & 0xff)) > max_diff) return FALSE;
1850 c1 >>= 8; c2 >>= 8;
1851 if (abs((c1 & 0xff) - (c2 & 0xff)) > max_diff) return FALSE;
1852 return TRUE;
1855 /* A context is provided by the caller */
1856 static BOOL check_filter(const struct wined3d_gl_info *gl_info, GLenum internal)
1858 static const DWORD data[] = {0x00000000, 0xffffffff};
1859 GLuint tex, fbo, buffer;
1860 DWORD readback[16 * 1];
1861 BOOL ret = FALSE;
1863 /* Render a filtered texture and see what happens. This is intended to detect the lack of
1864 * float16 filtering on ATI X1000 class cards. The drivers disable filtering instead of
1865 * falling back to software. If this changes in the future this code will get fooled and
1866 * apps might hit the software path due to incorrectly advertised caps.
1868 * Its unlikely that this changes however. GL Games like Mass Effect depend on the filter
1869 * disable fallback, if Apple or ATI ever change the driver behavior they will break more
1870 * than Wine. The Linux binary <= r500 driver is not maintained any more anyway
1873 while (gl_info->gl_ops.gl.p_glGetError());
1875 gl_info->gl_ops.gl.p_glGenTextures(1, &buffer);
1876 gl_info->gl_ops.gl.p_glBindTexture(GL_TEXTURE_2D, buffer);
1877 memset(readback, 0x7e, sizeof(readback));
1878 gl_info->gl_ops.gl.p_glTexImage2D(GL_TEXTURE_2D, 0, GL_RGBA8, 16, 1, 0,
1879 GL_RGBA, GL_UNSIGNED_INT_8_8_8_8, readback);
1880 gl_info->gl_ops.gl.p_glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_NEAREST);
1881 gl_info->gl_ops.gl.p_glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_NEAREST);
1882 gl_info->gl_ops.gl.p_glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_CLAMP_TO_EDGE);
1883 gl_info->gl_ops.gl.p_glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_CLAMP_TO_EDGE);
1884 gl_info->gl_ops.gl.p_glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_R, GL_CLAMP_TO_EDGE);
1886 gl_info->gl_ops.gl.p_glGenTextures(1, &tex);
1887 gl_info->gl_ops.gl.p_glBindTexture(GL_TEXTURE_2D, tex);
1888 gl_info->gl_ops.gl.p_glTexImage2D(GL_TEXTURE_2D, 0, internal, 2, 1, 0,
1889 GL_BGRA, GL_UNSIGNED_INT_8_8_8_8_REV, data);
1890 gl_info->gl_ops.gl.p_glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR);
1891 gl_info->gl_ops.gl.p_glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_LINEAR);
1892 gl_info->gl_ops.gl.p_glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_CLAMP_TO_EDGE);
1893 gl_info->gl_ops.gl.p_glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_CLAMP_TO_EDGE);
1894 gl_info->gl_ops.gl.p_glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_R, GL_CLAMP_TO_EDGE);
1895 gl_info->gl_ops.gl.p_glEnable(GL_TEXTURE_2D);
1897 gl_info->fbo_ops.glGenFramebuffers(1, &fbo);
1898 gl_info->fbo_ops.glBindFramebuffer(GL_FRAMEBUFFER, fbo);
1899 gl_info->fbo_ops.glFramebufferTexture2D(GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT0, GL_TEXTURE_2D, buffer, 0);
1900 gl_info->gl_ops.gl.p_glDrawBuffer(GL_COLOR_ATTACHMENT0);
1902 gl_info->gl_ops.gl.p_glViewport(0, 0, 16, 1);
1903 gl_info->gl_ops.gl.p_glDisable(GL_LIGHTING);
1904 gl_info->gl_ops.gl.p_glMatrixMode(GL_MODELVIEW);
1905 gl_info->gl_ops.gl.p_glLoadIdentity();
1906 gl_info->gl_ops.gl.p_glMatrixMode(GL_PROJECTION);
1907 gl_info->gl_ops.gl.p_glLoadIdentity();
1909 gl_info->gl_ops.gl.p_glClearColor(0, 1, 0, 0);
1910 gl_info->gl_ops.gl.p_glClear(GL_COLOR_BUFFER_BIT);
1912 gl_info->gl_ops.gl.p_glBegin(GL_TRIANGLE_STRIP);
1913 gl_info->gl_ops.gl.p_glTexCoord2f(0.0, 0.0);
1914 gl_info->gl_ops.gl.p_glVertex2f(-1.0f, -1.0f);
1915 gl_info->gl_ops.gl.p_glTexCoord2f(1.0, 0.0);
1916 gl_info->gl_ops.gl.p_glVertex2f(1.0f, -1.0f);
1917 gl_info->gl_ops.gl.p_glTexCoord2f(0.0, 1.0);
1918 gl_info->gl_ops.gl.p_glVertex2f(-1.0f, 1.0f);
1919 gl_info->gl_ops.gl.p_glTexCoord2f(1.0, 1.0);
1920 gl_info->gl_ops.gl.p_glVertex2f(1.0f, 1.0f);
1921 gl_info->gl_ops.gl.p_glEnd();
1923 gl_info->gl_ops.gl.p_glBindTexture(GL_TEXTURE_2D, buffer);
1924 memset(readback, 0x7f, sizeof(readback));
1925 gl_info->gl_ops.gl.p_glGetTexImage(GL_TEXTURE_2D, 0, GL_BGRA, GL_UNSIGNED_INT_8_8_8_8_REV, readback);
1926 if (color_match(readback[6], 0xffffffff, 5) || color_match(readback[6], 0x00000000, 5)
1927 || color_match(readback[9], 0xffffffff, 5) || color_match(readback[9], 0x00000000, 5))
1929 TRACE("Read back colors 0x%08x and 0x%08x close to unfiltered color, assuming no filtering\n",
1930 readback[6], readback[9]);
1931 ret = FALSE;
1933 else
1935 TRACE("Read back colors are 0x%08x and 0x%08x, assuming texture is filtered\n",
1936 readback[6], readback[9]);
1937 ret = TRUE;
1940 gl_info->fbo_ops.glBindFramebuffer(GL_FRAMEBUFFER, 0);
1941 gl_info->fbo_ops.glDeleteFramebuffers(1, &fbo);
1942 gl_info->gl_ops.gl.p_glDeleteTextures(1, &tex);
1943 gl_info->gl_ops.gl.p_glDeleteTextures(1, &buffer);
1945 if (gl_info->gl_ops.gl.p_glGetError())
1947 FIXME("Error during filtering test for format %x, returning no filtering\n", internal);
1948 ret = FALSE;
1951 return ret;
1954 static void init_format_filter_info(struct wined3d_gl_info *gl_info, enum wined3d_pci_vendor vendor)
1956 struct wined3d_format *format;
1957 unsigned int fmt_idx, i;
1958 static const enum wined3d_format_id fmts16[] =
1960 WINED3DFMT_R16_FLOAT,
1961 WINED3DFMT_R16G16_FLOAT,
1962 WINED3DFMT_R16G16B16A16_FLOAT,
1964 BOOL filtered;
1966 if (gl_info->supported[ARB_INTERNALFORMAT_QUERY2])
1967 /* This was already handled by init_format_texture_info(). */
1968 return;
1970 if(wined3d_settings.offscreen_rendering_mode != ORM_FBO)
1972 WARN("No FBO support, or no FBO ORM, guessing filter info from GL caps\n");
1973 if (vendor == HW_VENDOR_NVIDIA && gl_info->supported[ARB_TEXTURE_FLOAT])
1975 TRACE("Nvidia card with texture_float support: Assuming float16 blending\n");
1976 filtered = TRUE;
1978 else if (gl_info->limits.glsl_varyings > 44)
1980 TRACE("More than 44 GLSL varyings - assuming d3d10 card with float16 blending\n");
1981 filtered = TRUE;
1983 else
1985 TRACE("Assuming no float16 blending\n");
1986 filtered = FALSE;
1989 if(filtered)
1991 for(i = 0; i < (sizeof(fmts16) / sizeof(*fmts16)); i++)
1993 fmt_idx = getFmtIdx(fmts16[i]);
1994 gl_info->formats[fmt_idx].flags |= WINED3DFMT_FLAG_FILTERING;
1997 return;
2000 for(i = 0; i < (sizeof(fmts16) / sizeof(*fmts16)); i++)
2002 fmt_idx = getFmtIdx(fmts16[i]);
2003 format = &gl_info->formats[fmt_idx];
2004 if (!format->glInternal) continue; /* Not supported by GL */
2006 filtered = check_filter(gl_info, gl_info->formats[fmt_idx].glInternal);
2007 if(filtered)
2009 TRACE("Format %s supports filtering\n", debug_d3dformat(fmts16[i]));
2010 format->flags |= WINED3DFMT_FLAG_FILTERING;
2012 else
2014 TRACE("Format %s does not support filtering\n", debug_d3dformat(fmts16[i]));
2019 static void apply_format_fixups(struct wined3d_adapter *adapter, struct wined3d_gl_info *gl_info)
2021 unsigned int i;
2022 int idx;
2024 idx = getFmtIdx(WINED3DFMT_R16_FLOAT);
2025 gl_info->formats[idx].color_fixup = create_color_fixup_desc(
2026 0, CHANNEL_SOURCE_X, 0, CHANNEL_SOURCE_ONE, 0, CHANNEL_SOURCE_ONE, 0, CHANNEL_SOURCE_W);
2028 idx = getFmtIdx(WINED3DFMT_R32_FLOAT);
2029 gl_info->formats[idx].color_fixup = create_color_fixup_desc(
2030 0, CHANNEL_SOURCE_X, 0, CHANNEL_SOURCE_ONE, 0, CHANNEL_SOURCE_ONE, 0, CHANNEL_SOURCE_W);
2032 idx = getFmtIdx(WINED3DFMT_R16G16_UNORM);
2033 gl_info->formats[idx].color_fixup = create_color_fixup_desc(
2034 0, CHANNEL_SOURCE_X, 0, CHANNEL_SOURCE_Y, 0, CHANNEL_SOURCE_ONE, 0, CHANNEL_SOURCE_W);
2036 idx = getFmtIdx(WINED3DFMT_R16G16_FLOAT);
2037 gl_info->formats[idx].color_fixup = create_color_fixup_desc(
2038 0, CHANNEL_SOURCE_X, 0, CHANNEL_SOURCE_Y, 0, CHANNEL_SOURCE_ONE, 0, CHANNEL_SOURCE_W);
2040 idx = getFmtIdx(WINED3DFMT_R32G32_FLOAT);
2041 gl_info->formats[idx].color_fixup = create_color_fixup_desc(
2042 0, CHANNEL_SOURCE_X, 0, CHANNEL_SOURCE_Y, 0, CHANNEL_SOURCE_ONE, 0, CHANNEL_SOURCE_W);
2044 /* GL_ATI_envmap_bumpmap in theory supports R8G8_SNORM but is no longer supported by
2045 * any driver. */
2046 if (gl_info->supported[NV_TEXTURE_SHADER] || gl_info->supported[EXT_TEXTURE_SNORM])
2048 /* R8G8_SNORM and R16G16_SNORM need a fixup of the undefined blue channel. OpenGL
2049 * returns 0.0 when sampling from it, DirectX 1.0. So we always have in-shader
2050 * conversion for this format. */
2051 idx = getFmtIdx(WINED3DFMT_R8G8_SNORM);
2052 gl_info->formats[idx].color_fixup = create_color_fixup_desc(
2053 0, CHANNEL_SOURCE_X, 0, CHANNEL_SOURCE_Y, 0, CHANNEL_SOURCE_ONE, 0, CHANNEL_SOURCE_ONE);
2054 idx = getFmtIdx(WINED3DFMT_R16G16_SNORM);
2055 gl_info->formats[idx].color_fixup = create_color_fixup_desc(
2056 0, CHANNEL_SOURCE_X, 0, CHANNEL_SOURCE_Y, 0, CHANNEL_SOURCE_ONE, 0, CHANNEL_SOURCE_ONE);
2058 else
2060 /* Emulate using unsigned formats. This requires load-time conversion in addition to the
2061 * fixups here. */
2062 idx = getFmtIdx(WINED3DFMT_R8G8_SNORM);
2063 gl_info->formats[idx].color_fixup = create_color_fixup_desc(
2064 1, CHANNEL_SOURCE_X, 1, CHANNEL_SOURCE_Y, 0, CHANNEL_SOURCE_ONE, 0, CHANNEL_SOURCE_ONE);
2065 idx = getFmtIdx(WINED3DFMT_R16G16_SNORM);
2066 gl_info->formats[idx].color_fixup = create_color_fixup_desc(
2067 1, CHANNEL_SOURCE_X, 1, CHANNEL_SOURCE_Y, 0, CHANNEL_SOURCE_ONE, 0, CHANNEL_SOURCE_ONE);
2068 idx = getFmtIdx(WINED3DFMT_R8G8B8A8_SNORM);
2069 gl_info->formats[idx].color_fixup = create_color_fixup_desc(
2070 1, CHANNEL_SOURCE_X, 1, CHANNEL_SOURCE_Y, 1, CHANNEL_SOURCE_Z, 1, CHANNEL_SOURCE_W);
2071 idx = getFmtIdx(WINED3DFMT_R5G5_SNORM_L6_UNORM);
2072 gl_info->formats[idx].color_fixup = create_color_fixup_desc(
2073 1, CHANNEL_SOURCE_X, 1, CHANNEL_SOURCE_Z, 0, CHANNEL_SOURCE_Y, 0, CHANNEL_SOURCE_ONE);
2076 if (!gl_info->supported[NV_TEXTURE_SHADER])
2078 idx = getFmtIdx(WINED3DFMT_R8G8_SNORM_L8X8_UNORM);
2079 gl_info->formats[idx].color_fixup = create_color_fixup_desc(
2080 1, CHANNEL_SOURCE_X, 1, CHANNEL_SOURCE_Y, 0, CHANNEL_SOURCE_Z, 0, CHANNEL_SOURCE_W);
2083 if (gl_info->supported[ARB_TEXTURE_COMPRESSION_RGTC])
2085 idx = getFmtIdx(WINED3DFMT_ATI1N);
2086 gl_info->formats[idx].color_fixup = create_color_fixup_desc(
2087 0, CHANNEL_SOURCE_X, 0, CHANNEL_SOURCE_X, 0, CHANNEL_SOURCE_X, 0, CHANNEL_SOURCE_X);
2089 idx = getFmtIdx(WINED3DFMT_ATI2N);
2090 gl_info->formats[idx].color_fixup = create_color_fixup_desc(
2091 0, CHANNEL_SOURCE_Y, 0, CHANNEL_SOURCE_X, 0, CHANNEL_SOURCE_ONE, 0, CHANNEL_SOURCE_ONE);
2093 else if (gl_info->supported[ATI_TEXTURE_COMPRESSION_3DC])
2095 idx = getFmtIdx(WINED3DFMT_ATI2N);
2096 gl_info->formats[idx].color_fixup= create_color_fixup_desc(
2097 0, CHANNEL_SOURCE_X, 0, CHANNEL_SOURCE_W, 0, CHANNEL_SOURCE_ONE, 0, CHANNEL_SOURCE_ONE);
2100 if (!gl_info->supported[APPLE_YCBCR_422])
2102 idx = getFmtIdx(WINED3DFMT_YUY2);
2103 gl_info->formats[idx].color_fixup = create_complex_fixup_desc(COMPLEX_FIXUP_YUY2);
2105 idx = getFmtIdx(WINED3DFMT_UYVY);
2106 gl_info->formats[idx].color_fixup = create_complex_fixup_desc(COMPLEX_FIXUP_UYVY);
2109 idx = getFmtIdx(WINED3DFMT_YV12);
2110 gl_info->formats[idx].flags |= WINED3DFMT_FLAG_HEIGHT_SCALE;
2111 gl_info->formats[idx].height_scale.numerator = 3;
2112 gl_info->formats[idx].height_scale.denominator = 2;
2113 gl_info->formats[idx].color_fixup = create_complex_fixup_desc(COMPLEX_FIXUP_YV12);
2115 idx = getFmtIdx(WINED3DFMT_NV12);
2116 gl_info->formats[idx].flags |= WINED3DFMT_FLAG_HEIGHT_SCALE;
2117 gl_info->formats[idx].height_scale.numerator = 3;
2118 gl_info->formats[idx].height_scale.denominator = 2;
2119 gl_info->formats[idx].color_fixup = create_complex_fixup_desc(COMPLEX_FIXUP_NV12);
2121 if (gl_info->supported[ARB_FRAGMENT_PROGRAM])
2123 idx = getFmtIdx(WINED3DFMT_P8_UINT);
2124 gl_info->formats[idx].color_fixup = create_complex_fixup_desc(COMPLEX_FIXUP_P8);
2127 if (gl_info->supported[ARB_VERTEX_ARRAY_BGRA])
2129 idx = getFmtIdx(WINED3DFMT_B8G8R8A8_UNORM);
2130 gl_info->formats[idx].gl_vtx_format = GL_BGRA;
2133 if (gl_info->supported[ARB_HALF_FLOAT_VERTEX])
2135 /* Do not change the size of the type, it is CPU side. We have to change the GPU-side information though.
2136 * It is the job of the vertex buffer code to make sure that the vbos have the right format */
2137 idx = getFmtIdx(WINED3DFMT_R16G16_FLOAT);
2138 gl_info->formats[idx].gl_vtx_type = GL_HALF_FLOAT; /* == GL_HALF_FLOAT_NV */
2140 idx = getFmtIdx(WINED3DFMT_R16G16B16A16_FLOAT);
2141 gl_info->formats[idx].gl_vtx_type = GL_HALF_FLOAT;
2144 if (!gl_info->supported[ARB_HALF_FLOAT_PIXEL])
2146 idx = getFmtIdx(WINED3DFMT_R16_FLOAT);
2147 gl_info->formats[idx].flags &= ~WINED3DFMT_FLAG_TEXTURE;
2149 idx = getFmtIdx(WINED3DFMT_R16G16_FLOAT);
2150 gl_info->formats[idx].flags &= ~WINED3DFMT_FLAG_TEXTURE;
2152 idx = getFmtIdx(WINED3DFMT_R16G16B16A16_FLOAT);
2153 gl_info->formats[idx].flags &= ~WINED3DFMT_FLAG_TEXTURE;
2156 if (gl_info->quirks & WINED3D_QUIRK_BROKEN_RGBA16)
2158 idx = getFmtIdx(WINED3DFMT_R16G16B16A16_UNORM);
2159 gl_info->formats[idx].flags &= ~WINED3DFMT_FLAG_TEXTURE;
2162 /* ATI instancing hack: Although ATI cards do not support Shader Model
2163 * 3.0, they support instancing. To query if the card supports instancing
2164 * CheckDeviceFormat() with the special format MAKEFOURCC('I','N','S','T')
2165 * is used. Should an application check for this, provide a proper return
2166 * value. We can do instancing with all shader versions, but we need
2167 * vertex shaders.
2169 * Additionally applications have to set the D3DRS_POINTSIZE render state
2170 * to MAKEFOURCC('I','N','S','T') once to enable instancing. Wined3d
2171 * doesn't need that and just ignores it.
2173 * With Shader Model 3.0 capable cards Instancing 'just works' in Windows. */
2174 /* FIXME: This should just check the shader backend caps. */
2175 if (gl_info->supported[ARB_VERTEX_PROGRAM] || gl_info->supported[ARB_VERTEX_SHADER])
2177 idx = getFmtIdx(WINED3DFMT_INST);
2178 gl_info->formats[idx].flags |= WINED3DFMT_FLAG_TEXTURE;
2181 /* Depth bound test. To query if the card supports it CheckDeviceFormat()
2182 * with the special format MAKEFOURCC('N','V','D','B') is used. It is
2183 * enabled by setting D3DRS_ADAPTIVETESS_X render state to
2184 * MAKEFOURCC('N','V','D','B') and then controlled by setting
2185 * D3DRS_ADAPTIVETESS_Z (zMin) and D3DRS_ADAPTIVETESS_W (zMax) to test
2186 * value. */
2187 if (gl_info->supported[EXT_DEPTH_BOUNDS_TEST])
2189 idx = getFmtIdx(WINED3DFMT_NVDB);
2190 gl_info->formats[idx].flags |= WINED3DFMT_FLAG_TEXTURE;
2193 /* RESZ aka AMD DX9-level hack for multisampled depth buffer resolve. You query for RESZ
2194 * support by checking for availability of MAKEFOURCC('R','E','S','Z') surfaces with
2195 * RENDERTARGET usage. */
2196 if (gl_info->supported[ARB_FRAMEBUFFER_OBJECT])
2198 idx = getFmtIdx(WINED3DFMT_RESZ);
2199 gl_info->formats[idx].flags |= WINED3DFMT_FLAG_TEXTURE | WINED3DFMT_FLAG_RENDERTARGET;
2202 for (i = 0; i < sizeof(formats) / sizeof(*formats); ++i)
2204 struct wined3d_format *format = &gl_info->formats[i];
2206 if (!(format->flags & WINED3DFMT_FLAG_TEXTURE))
2207 continue;
2209 if (!adapter->shader_backend->shader_color_fixup_supported(format->color_fixup)
2210 || !adapter->fragment_pipe->color_fixup_supported(format->color_fixup))
2211 format->flags &= ~WINED3DFMT_FLAG_TEXTURE;
2215 static BOOL init_format_vertex_info(struct wined3d_gl_info *gl_info)
2217 unsigned int i;
2219 for (i = 0; i < (sizeof(format_vertex_info) / sizeof(*format_vertex_info)); ++i)
2221 struct wined3d_format *format;
2222 int fmt_idx = getFmtIdx(format_vertex_info[i].id);
2224 if (fmt_idx == -1)
2226 ERR("Format %s (%#x) not found.\n",
2227 debug_d3dformat(format_vertex_info[i].id), format_vertex_info[i].id);
2228 return FALSE;
2231 format = &gl_info->formats[fmt_idx];
2232 format->emit_idx = format_vertex_info[i].emit_idx;
2233 format->component_count = format_vertex_info[i].component_count;
2234 format->gl_vtx_type = format_vertex_info[i].gl_vtx_type;
2235 format->gl_vtx_format = format_vertex_info[i].gl_vtx_format;
2236 format->gl_normalized = format_vertex_info[i].gl_normalized;
2237 format->component_size = format_vertex_info[i].component_size;
2240 return TRUE;
2243 BOOL initPixelFormatsNoGL(struct wined3d_gl_info *gl_info)
2245 if (!init_format_base_info(gl_info)) return FALSE;
2247 if (!init_format_block_info(gl_info))
2249 HeapFree(GetProcessHeap(), 0, gl_info->formats);
2250 gl_info->formats = NULL;
2251 return FALSE;
2254 return TRUE;
2257 /* Context activation is done by the caller. */
2258 BOOL wined3d_adapter_init_format_info(struct wined3d_adapter *adapter)
2260 struct wined3d_gl_info *gl_info = &adapter->gl_info;
2262 if (!init_format_base_info(gl_info)) return FALSE;
2264 if (!init_format_block_info(gl_info)) goto fail;
2265 if (!init_format_texture_info(adapter, gl_info)) goto fail;
2266 if (!init_format_vertex_info(gl_info)) goto fail;
2268 apply_format_fixups(adapter, gl_info);
2269 init_format_fbo_compat_info(gl_info);
2270 init_format_filter_info(gl_info, adapter->driver_info.vendor);
2272 return TRUE;
2274 fail:
2275 HeapFree(GetProcessHeap(), 0, gl_info->formats);
2276 gl_info->formats = NULL;
2277 return FALSE;
2280 const struct wined3d_format *wined3d_get_format(const struct wined3d_gl_info *gl_info,
2281 enum wined3d_format_id format_id)
2283 int idx = getFmtIdx(format_id);
2285 if (idx == -1)
2287 FIXME("Can't find format %s (%#x) in the format lookup table\n",
2288 debug_d3dformat(format_id), format_id);
2289 /* Get the caller a valid pointer */
2290 idx = getFmtIdx(WINED3DFMT_UNKNOWN);
2293 return &gl_info->formats[idx];
2296 UINT wined3d_format_calculate_pitch(const struct wined3d_format *format, UINT width)
2298 /* For block based formats, pitch means the amount of bytes to the next
2299 * row of blocks rather than the next row of pixels. */
2300 if (format->flags & WINED3DFMT_FLAG_BLOCKS)
2301 return format->block_byte_count * ((width + format->block_width - 1) / format->block_width);
2303 return format->byte_count * width;
2306 UINT wined3d_format_calculate_size(const struct wined3d_format *format, UINT alignment,
2307 UINT width, UINT height, UINT depth)
2309 UINT pitch = wined3d_format_calculate_pitch(format, width);
2310 UINT size;
2312 if (format->id == WINED3DFMT_UNKNOWN)
2314 size = 0;
2316 else if (format->flags & WINED3DFMT_FLAG_BLOCKS)
2318 UINT row_count = (height + format->block_height - 1) / format->block_height;
2319 size = row_count * ((pitch + alignment - 1) & ~(alignment - 1));
2321 else
2323 size = height * ((pitch + alignment - 1) & ~(alignment - 1));
2326 if (format->flags & WINED3DFMT_FLAG_HEIGHT_SCALE)
2328 /* The D3D format requirements make sure that the resulting format is an integer again */
2329 size *= format->height_scale.numerator;
2330 size /= format->height_scale.denominator;
2333 size *= depth;
2335 return size;
2338 /*****************************************************************************
2339 * Trace formatting of useful values
2341 const char *debug_d3dformat(enum wined3d_format_id format_id)
2343 switch (format_id)
2345 #define FMT_TO_STR(format_id) case format_id: return #format_id
2346 FMT_TO_STR(WINED3DFMT_UNKNOWN);
2347 FMT_TO_STR(WINED3DFMT_B8G8R8_UNORM);
2348 FMT_TO_STR(WINED3DFMT_B5G5R5X1_UNORM);
2349 FMT_TO_STR(WINED3DFMT_B4G4R4A4_UNORM);
2350 FMT_TO_STR(WINED3DFMT_B2G3R3_UNORM);
2351 FMT_TO_STR(WINED3DFMT_B2G3R3A8_UNORM);
2352 FMT_TO_STR(WINED3DFMT_B4G4R4X4_UNORM);
2353 FMT_TO_STR(WINED3DFMT_R8G8B8X8_UNORM);
2354 FMT_TO_STR(WINED3DFMT_B10G10R10A2_UNORM);
2355 FMT_TO_STR(WINED3DFMT_P8_UINT_A8_UNORM);
2356 FMT_TO_STR(WINED3DFMT_P8_UINT);
2357 FMT_TO_STR(WINED3DFMT_L8_UNORM);
2358 FMT_TO_STR(WINED3DFMT_L8A8_UNORM);
2359 FMT_TO_STR(WINED3DFMT_L4A4_UNORM);
2360 FMT_TO_STR(WINED3DFMT_R5G5_SNORM_L6_UNORM);
2361 FMT_TO_STR(WINED3DFMT_R8G8_SNORM_L8X8_UNORM);
2362 FMT_TO_STR(WINED3DFMT_R10G11B11_SNORM);
2363 FMT_TO_STR(WINED3DFMT_R10G10B10_SNORM_A2_UNORM);
2364 FMT_TO_STR(WINED3DFMT_UYVY);
2365 FMT_TO_STR(WINED3DFMT_YUY2);
2366 FMT_TO_STR(WINED3DFMT_YV12);
2367 FMT_TO_STR(WINED3DFMT_NV12);
2368 FMT_TO_STR(WINED3DFMT_DXT1);
2369 FMT_TO_STR(WINED3DFMT_DXT2);
2370 FMT_TO_STR(WINED3DFMT_DXT3);
2371 FMT_TO_STR(WINED3DFMT_DXT4);
2372 FMT_TO_STR(WINED3DFMT_DXT5);
2373 FMT_TO_STR(WINED3DFMT_MULTI2_ARGB8);
2374 FMT_TO_STR(WINED3DFMT_G8R8_G8B8);
2375 FMT_TO_STR(WINED3DFMT_R8G8_B8G8);
2376 FMT_TO_STR(WINED3DFMT_D16_LOCKABLE);
2377 FMT_TO_STR(WINED3DFMT_D32_UNORM);
2378 FMT_TO_STR(WINED3DFMT_S1_UINT_D15_UNORM);
2379 FMT_TO_STR(WINED3DFMT_X8D24_UNORM);
2380 FMT_TO_STR(WINED3DFMT_S4X4_UINT_D24_UNORM);
2381 FMT_TO_STR(WINED3DFMT_L16_UNORM);
2382 FMT_TO_STR(WINED3DFMT_S8_UINT_D24_FLOAT);
2383 FMT_TO_STR(WINED3DFMT_VERTEXDATA);
2384 FMT_TO_STR(WINED3DFMT_R8G8_SNORM_Cx);
2385 FMT_TO_STR(WINED3DFMT_ATI1N);
2386 FMT_TO_STR(WINED3DFMT_ATI2N);
2387 FMT_TO_STR(WINED3DFMT_NVDB);
2388 FMT_TO_STR(WINED3DFMT_NVHU);
2389 FMT_TO_STR(WINED3DFMT_NVHS);
2390 FMT_TO_STR(WINED3DFMT_R32G32B32A32_TYPELESS);
2391 FMT_TO_STR(WINED3DFMT_R32G32B32A32_FLOAT);
2392 FMT_TO_STR(WINED3DFMT_R32G32B32A32_UINT);
2393 FMT_TO_STR(WINED3DFMT_R32G32B32A32_SINT);
2394 FMT_TO_STR(WINED3DFMT_R32G32B32_TYPELESS);
2395 FMT_TO_STR(WINED3DFMT_R32G32B32_FLOAT);
2396 FMT_TO_STR(WINED3DFMT_R32G32B32_UINT);
2397 FMT_TO_STR(WINED3DFMT_R32G32B32_SINT);
2398 FMT_TO_STR(WINED3DFMT_R16G16B16A16_TYPELESS);
2399 FMT_TO_STR(WINED3DFMT_R16G16B16A16_FLOAT);
2400 FMT_TO_STR(WINED3DFMT_R16G16B16A16_UNORM);
2401 FMT_TO_STR(WINED3DFMT_R16G16B16A16_UINT);
2402 FMT_TO_STR(WINED3DFMT_R16G16B16A16_SNORM);
2403 FMT_TO_STR(WINED3DFMT_R16G16B16A16_SINT);
2404 FMT_TO_STR(WINED3DFMT_R32G32_TYPELESS);
2405 FMT_TO_STR(WINED3DFMT_R32G32_FLOAT);
2406 FMT_TO_STR(WINED3DFMT_R32G32_UINT);
2407 FMT_TO_STR(WINED3DFMT_R32G32_SINT);
2408 FMT_TO_STR(WINED3DFMT_R32G8X24_TYPELESS);
2409 FMT_TO_STR(WINED3DFMT_D32_FLOAT_S8X24_UINT);
2410 FMT_TO_STR(WINED3DFMT_R32_FLOAT_X8X24_TYPELESS);
2411 FMT_TO_STR(WINED3DFMT_X32_TYPELESS_G8X24_UINT);
2412 FMT_TO_STR(WINED3DFMT_R10G10B10A2_TYPELESS);
2413 FMT_TO_STR(WINED3DFMT_R10G10B10A2_UNORM);
2414 FMT_TO_STR(WINED3DFMT_R10G10B10A2_UINT);
2415 FMT_TO_STR(WINED3DFMT_R10G10B10A2_SNORM);
2416 FMT_TO_STR(WINED3DFMT_R11G11B10_FLOAT);
2417 FMT_TO_STR(WINED3DFMT_R8G8B8A8_TYPELESS);
2418 FMT_TO_STR(WINED3DFMT_R8G8B8A8_UNORM);
2419 FMT_TO_STR(WINED3DFMT_R8G8B8A8_UNORM_SRGB);
2420 FMT_TO_STR(WINED3DFMT_R8G8B8A8_UINT);
2421 FMT_TO_STR(WINED3DFMT_R8G8B8A8_SNORM);
2422 FMT_TO_STR(WINED3DFMT_R8G8B8A8_SINT);
2423 FMT_TO_STR(WINED3DFMT_R16G16_TYPELESS);
2424 FMT_TO_STR(WINED3DFMT_R16G16_FLOAT);
2425 FMT_TO_STR(WINED3DFMT_R16G16_UNORM);
2426 FMT_TO_STR(WINED3DFMT_R16G16_UINT);
2427 FMT_TO_STR(WINED3DFMT_R16G16_SNORM);
2428 FMT_TO_STR(WINED3DFMT_R16G16_SINT);
2429 FMT_TO_STR(WINED3DFMT_R32_TYPELESS);
2430 FMT_TO_STR(WINED3DFMT_D32_FLOAT);
2431 FMT_TO_STR(WINED3DFMT_R32_FLOAT);
2432 FMT_TO_STR(WINED3DFMT_R32_UINT);
2433 FMT_TO_STR(WINED3DFMT_R32_SINT);
2434 FMT_TO_STR(WINED3DFMT_R24G8_TYPELESS);
2435 FMT_TO_STR(WINED3DFMT_D24_UNORM_S8_UINT);
2436 FMT_TO_STR(WINED3DFMT_R24_UNORM_X8_TYPELESS);
2437 FMT_TO_STR(WINED3DFMT_X24_TYPELESS_G8_UINT);
2438 FMT_TO_STR(WINED3DFMT_R8G8_TYPELESS);
2439 FMT_TO_STR(WINED3DFMT_R8G8_UNORM);
2440 FMT_TO_STR(WINED3DFMT_R8G8_UINT);
2441 FMT_TO_STR(WINED3DFMT_R8G8_SNORM);
2442 FMT_TO_STR(WINED3DFMT_R8G8_SINT);
2443 FMT_TO_STR(WINED3DFMT_R16_TYPELESS);
2444 FMT_TO_STR(WINED3DFMT_R16_FLOAT);
2445 FMT_TO_STR(WINED3DFMT_D16_UNORM);
2446 FMT_TO_STR(WINED3DFMT_R16_UNORM);
2447 FMT_TO_STR(WINED3DFMT_R16_UINT);
2448 FMT_TO_STR(WINED3DFMT_R16_SNORM);
2449 FMT_TO_STR(WINED3DFMT_R16_SINT);
2450 FMT_TO_STR(WINED3DFMT_R8_TYPELESS);
2451 FMT_TO_STR(WINED3DFMT_R8_UNORM);
2452 FMT_TO_STR(WINED3DFMT_R8_UINT);
2453 FMT_TO_STR(WINED3DFMT_R8_SNORM);
2454 FMT_TO_STR(WINED3DFMT_R8_SINT);
2455 FMT_TO_STR(WINED3DFMT_A8_UNORM);
2456 FMT_TO_STR(WINED3DFMT_R1_UNORM);
2457 FMT_TO_STR(WINED3DFMT_R9G9B9E5_SHAREDEXP);
2458 FMT_TO_STR(WINED3DFMT_R8G8_B8G8_UNORM);
2459 FMT_TO_STR(WINED3DFMT_G8R8_G8B8_UNORM);
2460 FMT_TO_STR(WINED3DFMT_BC1_TYPELESS);
2461 FMT_TO_STR(WINED3DFMT_BC1_UNORM);
2462 FMT_TO_STR(WINED3DFMT_BC1_UNORM_SRGB);
2463 FMT_TO_STR(WINED3DFMT_BC2_TYPELESS);
2464 FMT_TO_STR(WINED3DFMT_BC2_UNORM);
2465 FMT_TO_STR(WINED3DFMT_BC2_UNORM_SRGB);
2466 FMT_TO_STR(WINED3DFMT_BC3_TYPELESS);
2467 FMT_TO_STR(WINED3DFMT_BC3_UNORM);
2468 FMT_TO_STR(WINED3DFMT_BC3_UNORM_SRGB);
2469 FMT_TO_STR(WINED3DFMT_BC4_TYPELESS);
2470 FMT_TO_STR(WINED3DFMT_BC4_UNORM);
2471 FMT_TO_STR(WINED3DFMT_BC4_SNORM);
2472 FMT_TO_STR(WINED3DFMT_BC5_TYPELESS);
2473 FMT_TO_STR(WINED3DFMT_BC5_UNORM);
2474 FMT_TO_STR(WINED3DFMT_BC5_SNORM);
2475 FMT_TO_STR(WINED3DFMT_B5G6R5_UNORM);
2476 FMT_TO_STR(WINED3DFMT_B5G5R5A1_UNORM);
2477 FMT_TO_STR(WINED3DFMT_B8G8R8A8_UNORM);
2478 FMT_TO_STR(WINED3DFMT_B8G8R8X8_UNORM);
2479 FMT_TO_STR(WINED3DFMT_INTZ);
2480 FMT_TO_STR(WINED3DFMT_RESZ);
2481 FMT_TO_STR(WINED3DFMT_NULL);
2482 FMT_TO_STR(WINED3DFMT_R16);
2483 FMT_TO_STR(WINED3DFMT_AL16);
2484 #undef FMT_TO_STR
2485 default:
2487 char fourcc[5];
2488 fourcc[0] = (char)(format_id);
2489 fourcc[1] = (char)(format_id >> 8);
2490 fourcc[2] = (char)(format_id >> 16);
2491 fourcc[3] = (char)(format_id >> 24);
2492 fourcc[4] = 0;
2493 if (isprint(fourcc[0]) && isprint(fourcc[1]) && isprint(fourcc[2]) && isprint(fourcc[3]))
2494 FIXME("Unrecognized %#x (as fourcc: %s) WINED3DFORMAT!\n", format_id, fourcc);
2495 else
2496 FIXME("Unrecognized %#x WINED3DFORMAT!\n", format_id);
2498 return "unrecognized";
2502 const char *debug_d3ddevicetype(enum wined3d_device_type device_type)
2504 switch (device_type)
2506 #define DEVTYPE_TO_STR(dev) case dev: return #dev
2507 DEVTYPE_TO_STR(WINED3D_DEVICE_TYPE_HAL);
2508 DEVTYPE_TO_STR(WINED3D_DEVICE_TYPE_REF);
2509 DEVTYPE_TO_STR(WINED3D_DEVICE_TYPE_SW);
2510 #undef DEVTYPE_TO_STR
2511 default:
2512 FIXME("Unrecognized device type %#x.\n", device_type);
2513 return "unrecognized";
2517 const char *debug_d3dusage(DWORD usage)
2519 char buf[333];
2521 buf[0] = '\0';
2522 #define WINED3DUSAGE_TO_STR(u) if (usage & u) { strcat(buf, " | "#u); usage &= ~u; }
2523 WINED3DUSAGE_TO_STR(WINED3DUSAGE_RENDERTARGET);
2524 WINED3DUSAGE_TO_STR(WINED3DUSAGE_DEPTHSTENCIL);
2525 WINED3DUSAGE_TO_STR(WINED3DUSAGE_WRITEONLY);
2526 WINED3DUSAGE_TO_STR(WINED3DUSAGE_SOFTWAREPROCESSING);
2527 WINED3DUSAGE_TO_STR(WINED3DUSAGE_DONOTCLIP);
2528 WINED3DUSAGE_TO_STR(WINED3DUSAGE_POINTS);
2529 WINED3DUSAGE_TO_STR(WINED3DUSAGE_RTPATCHES);
2530 WINED3DUSAGE_TO_STR(WINED3DUSAGE_NPATCHES);
2531 WINED3DUSAGE_TO_STR(WINED3DUSAGE_DYNAMIC);
2532 WINED3DUSAGE_TO_STR(WINED3DUSAGE_AUTOGENMIPMAP);
2533 WINED3DUSAGE_TO_STR(WINED3DUSAGE_DMAP);
2534 WINED3DUSAGE_TO_STR(WINED3DUSAGE_STATICDECL);
2535 WINED3DUSAGE_TO_STR(WINED3DUSAGE_OVERLAY);
2536 #undef WINED3DUSAGE_TO_STR
2537 if (usage) FIXME("Unrecognized usage flag(s) %#x\n", usage);
2539 return buf[0] ? wine_dbg_sprintf("%s", &buf[3]) : "0";
2542 const char *debug_d3dusagequery(DWORD usagequery)
2544 char buf[238];
2546 buf[0] = '\0';
2547 #define WINED3DUSAGEQUERY_TO_STR(u) if (usagequery & u) { strcat(buf, " | "#u); usagequery &= ~u; }
2548 WINED3DUSAGEQUERY_TO_STR(WINED3DUSAGE_QUERY_FILTER);
2549 WINED3DUSAGEQUERY_TO_STR(WINED3DUSAGE_QUERY_LEGACYBUMPMAP);
2550 WINED3DUSAGEQUERY_TO_STR(WINED3DUSAGE_QUERY_POSTPIXELSHADER_BLENDING);
2551 WINED3DUSAGEQUERY_TO_STR(WINED3DUSAGE_QUERY_SRGBREAD);
2552 WINED3DUSAGEQUERY_TO_STR(WINED3DUSAGE_QUERY_SRGBWRITE);
2553 WINED3DUSAGEQUERY_TO_STR(WINED3DUSAGE_QUERY_VERTEXTEXTURE);
2554 WINED3DUSAGEQUERY_TO_STR(WINED3DUSAGE_QUERY_WRAPANDMIP);
2555 #undef WINED3DUSAGEQUERY_TO_STR
2556 if (usagequery) FIXME("Unrecognized usage query flag(s) %#x\n", usagequery);
2558 return buf[0] ? wine_dbg_sprintf("%s", &buf[3]) : "0";
2561 const char *debug_d3ddeclmethod(enum wined3d_decl_method method)
2563 switch (method)
2565 #define WINED3DDECLMETHOD_TO_STR(u) case u: return #u
2566 WINED3DDECLMETHOD_TO_STR(WINED3D_DECL_METHOD_DEFAULT);
2567 WINED3DDECLMETHOD_TO_STR(WINED3D_DECL_METHOD_PARTIAL_U);
2568 WINED3DDECLMETHOD_TO_STR(WINED3D_DECL_METHOD_PARTIAL_V);
2569 WINED3DDECLMETHOD_TO_STR(WINED3D_DECL_METHOD_CROSS_UV);
2570 WINED3DDECLMETHOD_TO_STR(WINED3D_DECL_METHOD_UV);
2571 WINED3DDECLMETHOD_TO_STR(WINED3D_DECL_METHOD_LOOKUP);
2572 WINED3DDECLMETHOD_TO_STR(WINED3D_DECL_METHOD_LOOKUP_PRESAMPLED);
2573 #undef WINED3DDECLMETHOD_TO_STR
2574 default:
2575 FIXME("Unrecognized declaration method %#x.\n", method);
2576 return "unrecognized";
2580 const char *debug_d3ddeclusage(enum wined3d_decl_usage usage)
2582 switch (usage)
2584 #define WINED3DDECLUSAGE_TO_STR(u) case u: return #u
2585 WINED3DDECLUSAGE_TO_STR(WINED3D_DECL_USAGE_POSITION);
2586 WINED3DDECLUSAGE_TO_STR(WINED3D_DECL_USAGE_BLEND_WEIGHT);
2587 WINED3DDECLUSAGE_TO_STR(WINED3D_DECL_USAGE_BLEND_INDICES);
2588 WINED3DDECLUSAGE_TO_STR(WINED3D_DECL_USAGE_NORMAL);
2589 WINED3DDECLUSAGE_TO_STR(WINED3D_DECL_USAGE_PSIZE);
2590 WINED3DDECLUSAGE_TO_STR(WINED3D_DECL_USAGE_TEXCOORD);
2591 WINED3DDECLUSAGE_TO_STR(WINED3D_DECL_USAGE_TANGENT);
2592 WINED3DDECLUSAGE_TO_STR(WINED3D_DECL_USAGE_BINORMAL);
2593 WINED3DDECLUSAGE_TO_STR(WINED3D_DECL_USAGE_TESS_FACTOR);
2594 WINED3DDECLUSAGE_TO_STR(WINED3D_DECL_USAGE_POSITIONT);
2595 WINED3DDECLUSAGE_TO_STR(WINED3D_DECL_USAGE_COLOR);
2596 WINED3DDECLUSAGE_TO_STR(WINED3D_DECL_USAGE_FOG);
2597 WINED3DDECLUSAGE_TO_STR(WINED3D_DECL_USAGE_DEPTH);
2598 WINED3DDECLUSAGE_TO_STR(WINED3D_DECL_USAGE_SAMPLE);
2599 #undef WINED3DDECLUSAGE_TO_STR
2600 default:
2601 FIXME("Unrecognized %u declaration usage!\n", usage);
2602 return "unrecognized";
2606 const char *debug_d3dinput_classification(enum wined3d_input_classification classification)
2608 switch (classification)
2610 #define WINED3D_TO_STR(x) case x: return #x
2611 WINED3D_TO_STR(WINED3D_INPUT_PER_VERTEX_DATA);
2612 WINED3D_TO_STR(WINED3D_INPUT_PER_INSTANCE_DATA);
2613 #undef WINED3D_TO_STR
2614 default:
2615 FIXME("Unrecognized input classification %#x.\n", classification);
2616 return "unrecognized";
2620 const char *debug_d3dresourcetype(enum wined3d_resource_type resource_type)
2622 switch (resource_type)
2624 #define RES_TO_STR(res) case res: return #res
2625 RES_TO_STR(WINED3D_RTYPE_SURFACE);
2626 RES_TO_STR(WINED3D_RTYPE_VOLUME);
2627 RES_TO_STR(WINED3D_RTYPE_TEXTURE);
2628 RES_TO_STR(WINED3D_RTYPE_VOLUME_TEXTURE);
2629 RES_TO_STR(WINED3D_RTYPE_CUBE_TEXTURE);
2630 RES_TO_STR(WINED3D_RTYPE_BUFFER);
2631 #undef RES_TO_STR
2632 default:
2633 FIXME("Unrecognized resource type %#x.\n", resource_type);
2634 return "unrecognized";
2638 const char *debug_d3dprimitivetype(enum wined3d_primitive_type primitive_type)
2640 switch (primitive_type)
2642 #define PRIM_TO_STR(prim) case prim: return #prim
2643 PRIM_TO_STR(WINED3D_PT_UNDEFINED);
2644 PRIM_TO_STR(WINED3D_PT_POINTLIST);
2645 PRIM_TO_STR(WINED3D_PT_LINELIST);
2646 PRIM_TO_STR(WINED3D_PT_LINESTRIP);
2647 PRIM_TO_STR(WINED3D_PT_TRIANGLELIST);
2648 PRIM_TO_STR(WINED3D_PT_TRIANGLESTRIP);
2649 PRIM_TO_STR(WINED3D_PT_TRIANGLEFAN);
2650 PRIM_TO_STR(WINED3D_PT_LINELIST_ADJ);
2651 PRIM_TO_STR(WINED3D_PT_LINESTRIP_ADJ);
2652 PRIM_TO_STR(WINED3D_PT_TRIANGLELIST_ADJ);
2653 PRIM_TO_STR(WINED3D_PT_TRIANGLESTRIP_ADJ);
2654 #undef PRIM_TO_STR
2655 default:
2656 FIXME("Unrecognized %u primitive type!\n", primitive_type);
2657 return "unrecognized";
2661 const char *debug_d3drenderstate(enum wined3d_render_state state)
2663 switch (state)
2665 #define D3DSTATE_TO_STR(u) case u: return #u
2666 D3DSTATE_TO_STR(WINED3D_RS_ANTIALIAS);
2667 D3DSTATE_TO_STR(WINED3D_RS_TEXTUREPERSPECTIVE);
2668 D3DSTATE_TO_STR(WINED3D_RS_WRAPU);
2669 D3DSTATE_TO_STR(WINED3D_RS_WRAPV);
2670 D3DSTATE_TO_STR(WINED3D_RS_ZENABLE);
2671 D3DSTATE_TO_STR(WINED3D_RS_FILLMODE);
2672 D3DSTATE_TO_STR(WINED3D_RS_SHADEMODE);
2673 D3DSTATE_TO_STR(WINED3D_RS_LINEPATTERN);
2674 D3DSTATE_TO_STR(WINED3D_RS_MONOENABLE);
2675 D3DSTATE_TO_STR(WINED3D_RS_ROP2);
2676 D3DSTATE_TO_STR(WINED3D_RS_PLANEMASK);
2677 D3DSTATE_TO_STR(WINED3D_RS_ZWRITEENABLE);
2678 D3DSTATE_TO_STR(WINED3D_RS_ALPHATESTENABLE);
2679 D3DSTATE_TO_STR(WINED3D_RS_LASTPIXEL);
2680 D3DSTATE_TO_STR(WINED3D_RS_SRCBLEND);
2681 D3DSTATE_TO_STR(WINED3D_RS_DESTBLEND);
2682 D3DSTATE_TO_STR(WINED3D_RS_CULLMODE);
2683 D3DSTATE_TO_STR(WINED3D_RS_ZFUNC);
2684 D3DSTATE_TO_STR(WINED3D_RS_ALPHAREF);
2685 D3DSTATE_TO_STR(WINED3D_RS_ALPHAFUNC);
2686 D3DSTATE_TO_STR(WINED3D_RS_DITHERENABLE);
2687 D3DSTATE_TO_STR(WINED3D_RS_ALPHABLENDENABLE);
2688 D3DSTATE_TO_STR(WINED3D_RS_FOGENABLE);
2689 D3DSTATE_TO_STR(WINED3D_RS_SPECULARENABLE);
2690 D3DSTATE_TO_STR(WINED3D_RS_ZVISIBLE);
2691 D3DSTATE_TO_STR(WINED3D_RS_SUBPIXEL);
2692 D3DSTATE_TO_STR(WINED3D_RS_SUBPIXELX);
2693 D3DSTATE_TO_STR(WINED3D_RS_STIPPLEDALPHA);
2694 D3DSTATE_TO_STR(WINED3D_RS_FOGCOLOR);
2695 D3DSTATE_TO_STR(WINED3D_RS_FOGTABLEMODE);
2696 D3DSTATE_TO_STR(WINED3D_RS_FOGSTART);
2697 D3DSTATE_TO_STR(WINED3D_RS_FOGEND);
2698 D3DSTATE_TO_STR(WINED3D_RS_FOGDENSITY);
2699 D3DSTATE_TO_STR(WINED3D_RS_STIPPLEENABLE);
2700 D3DSTATE_TO_STR(WINED3D_RS_EDGEANTIALIAS);
2701 D3DSTATE_TO_STR(WINED3D_RS_COLORKEYENABLE);
2702 D3DSTATE_TO_STR(WINED3D_RS_MIPMAPLODBIAS);
2703 D3DSTATE_TO_STR(WINED3D_RS_RANGEFOGENABLE);
2704 D3DSTATE_TO_STR(WINED3D_RS_ANISOTROPY);
2705 D3DSTATE_TO_STR(WINED3D_RS_FLUSHBATCH);
2706 D3DSTATE_TO_STR(WINED3D_RS_TRANSLUCENTSORTINDEPENDENT);
2707 D3DSTATE_TO_STR(WINED3D_RS_STENCILENABLE);
2708 D3DSTATE_TO_STR(WINED3D_RS_STENCILFAIL);
2709 D3DSTATE_TO_STR(WINED3D_RS_STENCILZFAIL);
2710 D3DSTATE_TO_STR(WINED3D_RS_STENCILPASS);
2711 D3DSTATE_TO_STR(WINED3D_RS_STENCILFUNC);
2712 D3DSTATE_TO_STR(WINED3D_RS_STENCILREF);
2713 D3DSTATE_TO_STR(WINED3D_RS_STENCILMASK);
2714 D3DSTATE_TO_STR(WINED3D_RS_STENCILWRITEMASK);
2715 D3DSTATE_TO_STR(WINED3D_RS_TEXTUREFACTOR);
2716 D3DSTATE_TO_STR(WINED3D_RS_WRAP0);
2717 D3DSTATE_TO_STR(WINED3D_RS_WRAP1);
2718 D3DSTATE_TO_STR(WINED3D_RS_WRAP2);
2719 D3DSTATE_TO_STR(WINED3D_RS_WRAP3);
2720 D3DSTATE_TO_STR(WINED3D_RS_WRAP4);
2721 D3DSTATE_TO_STR(WINED3D_RS_WRAP5);
2722 D3DSTATE_TO_STR(WINED3D_RS_WRAP6);
2723 D3DSTATE_TO_STR(WINED3D_RS_WRAP7);
2724 D3DSTATE_TO_STR(WINED3D_RS_CLIPPING);
2725 D3DSTATE_TO_STR(WINED3D_RS_LIGHTING);
2726 D3DSTATE_TO_STR(WINED3D_RS_EXTENTS);
2727 D3DSTATE_TO_STR(WINED3D_RS_AMBIENT);
2728 D3DSTATE_TO_STR(WINED3D_RS_FOGVERTEXMODE);
2729 D3DSTATE_TO_STR(WINED3D_RS_COLORVERTEX);
2730 D3DSTATE_TO_STR(WINED3D_RS_LOCALVIEWER);
2731 D3DSTATE_TO_STR(WINED3D_RS_NORMALIZENORMALS);
2732 D3DSTATE_TO_STR(WINED3D_RS_COLORKEYBLENDENABLE);
2733 D3DSTATE_TO_STR(WINED3D_RS_DIFFUSEMATERIALSOURCE);
2734 D3DSTATE_TO_STR(WINED3D_RS_SPECULARMATERIALSOURCE);
2735 D3DSTATE_TO_STR(WINED3D_RS_AMBIENTMATERIALSOURCE);
2736 D3DSTATE_TO_STR(WINED3D_RS_EMISSIVEMATERIALSOURCE);
2737 D3DSTATE_TO_STR(WINED3D_RS_VERTEXBLEND);
2738 D3DSTATE_TO_STR(WINED3D_RS_CLIPPLANEENABLE);
2739 D3DSTATE_TO_STR(WINED3D_RS_SOFTWAREVERTEXPROCESSING);
2740 D3DSTATE_TO_STR(WINED3D_RS_POINTSIZE);
2741 D3DSTATE_TO_STR(WINED3D_RS_POINTSIZE_MIN);
2742 D3DSTATE_TO_STR(WINED3D_RS_POINTSPRITEENABLE);
2743 D3DSTATE_TO_STR(WINED3D_RS_POINTSCALEENABLE);
2744 D3DSTATE_TO_STR(WINED3D_RS_POINTSCALE_A);
2745 D3DSTATE_TO_STR(WINED3D_RS_POINTSCALE_B);
2746 D3DSTATE_TO_STR(WINED3D_RS_POINTSCALE_C);
2747 D3DSTATE_TO_STR(WINED3D_RS_MULTISAMPLEANTIALIAS);
2748 D3DSTATE_TO_STR(WINED3D_RS_MULTISAMPLEMASK);
2749 D3DSTATE_TO_STR(WINED3D_RS_PATCHEDGESTYLE);
2750 D3DSTATE_TO_STR(WINED3D_RS_PATCHSEGMENTS);
2751 D3DSTATE_TO_STR(WINED3D_RS_DEBUGMONITORTOKEN);
2752 D3DSTATE_TO_STR(WINED3D_RS_POINTSIZE_MAX);
2753 D3DSTATE_TO_STR(WINED3D_RS_INDEXEDVERTEXBLENDENABLE);
2754 D3DSTATE_TO_STR(WINED3D_RS_COLORWRITEENABLE);
2755 D3DSTATE_TO_STR(WINED3D_RS_TWEENFACTOR);
2756 D3DSTATE_TO_STR(WINED3D_RS_BLENDOP);
2757 D3DSTATE_TO_STR(WINED3D_RS_POSITIONDEGREE);
2758 D3DSTATE_TO_STR(WINED3D_RS_NORMALDEGREE);
2759 D3DSTATE_TO_STR(WINED3D_RS_SCISSORTESTENABLE);
2760 D3DSTATE_TO_STR(WINED3D_RS_SLOPESCALEDEPTHBIAS);
2761 D3DSTATE_TO_STR(WINED3D_RS_ANTIALIASEDLINEENABLE);
2762 D3DSTATE_TO_STR(WINED3D_RS_MINTESSELLATIONLEVEL);
2763 D3DSTATE_TO_STR(WINED3D_RS_MAXTESSELLATIONLEVEL);
2764 D3DSTATE_TO_STR(WINED3D_RS_ADAPTIVETESS_X);
2765 D3DSTATE_TO_STR(WINED3D_RS_ADAPTIVETESS_Y);
2766 D3DSTATE_TO_STR(WINED3D_RS_ADAPTIVETESS_Z);
2767 D3DSTATE_TO_STR(WINED3D_RS_ADAPTIVETESS_W);
2768 D3DSTATE_TO_STR(WINED3D_RS_ENABLEADAPTIVETESSELLATION);
2769 D3DSTATE_TO_STR(WINED3D_RS_TWOSIDEDSTENCILMODE);
2770 D3DSTATE_TO_STR(WINED3D_RS_CCW_STENCILFAIL);
2771 D3DSTATE_TO_STR(WINED3D_RS_CCW_STENCILZFAIL);
2772 D3DSTATE_TO_STR(WINED3D_RS_CCW_STENCILPASS);
2773 D3DSTATE_TO_STR(WINED3D_RS_CCW_STENCILFUNC);
2774 D3DSTATE_TO_STR(WINED3D_RS_COLORWRITEENABLE1);
2775 D3DSTATE_TO_STR(WINED3D_RS_COLORWRITEENABLE2);
2776 D3DSTATE_TO_STR(WINED3D_RS_COLORWRITEENABLE3);
2777 D3DSTATE_TO_STR(WINED3D_RS_BLENDFACTOR);
2778 D3DSTATE_TO_STR(WINED3D_RS_SRGBWRITEENABLE);
2779 D3DSTATE_TO_STR(WINED3D_RS_DEPTHBIAS);
2780 D3DSTATE_TO_STR(WINED3D_RS_WRAP8);
2781 D3DSTATE_TO_STR(WINED3D_RS_WRAP9);
2782 D3DSTATE_TO_STR(WINED3D_RS_WRAP10);
2783 D3DSTATE_TO_STR(WINED3D_RS_WRAP11);
2784 D3DSTATE_TO_STR(WINED3D_RS_WRAP12);
2785 D3DSTATE_TO_STR(WINED3D_RS_WRAP13);
2786 D3DSTATE_TO_STR(WINED3D_RS_WRAP14);
2787 D3DSTATE_TO_STR(WINED3D_RS_WRAP15);
2788 D3DSTATE_TO_STR(WINED3D_RS_SEPARATEALPHABLENDENABLE);
2789 D3DSTATE_TO_STR(WINED3D_RS_SRCBLENDALPHA);
2790 D3DSTATE_TO_STR(WINED3D_RS_DESTBLENDALPHA);
2791 D3DSTATE_TO_STR(WINED3D_RS_BLENDOPALPHA);
2792 #undef D3DSTATE_TO_STR
2793 default:
2794 FIXME("Unrecognized %u render state!\n", state);
2795 return "unrecognized";
2799 const char *debug_d3dsamplerstate(enum wined3d_sampler_state state)
2801 switch (state)
2803 #define D3DSTATE_TO_STR(u) case u: return #u
2804 D3DSTATE_TO_STR(WINED3D_SAMP_BORDER_COLOR);
2805 D3DSTATE_TO_STR(WINED3D_SAMP_ADDRESS_U);
2806 D3DSTATE_TO_STR(WINED3D_SAMP_ADDRESS_V);
2807 D3DSTATE_TO_STR(WINED3D_SAMP_ADDRESS_W);
2808 D3DSTATE_TO_STR(WINED3D_SAMP_MAG_FILTER);
2809 D3DSTATE_TO_STR(WINED3D_SAMP_MIN_FILTER);
2810 D3DSTATE_TO_STR(WINED3D_SAMP_MIP_FILTER);
2811 D3DSTATE_TO_STR(WINED3D_SAMP_MIPMAP_LOD_BIAS);
2812 D3DSTATE_TO_STR(WINED3D_SAMP_MAX_MIP_LEVEL);
2813 D3DSTATE_TO_STR(WINED3D_SAMP_MAX_ANISOTROPY);
2814 D3DSTATE_TO_STR(WINED3D_SAMP_SRGB_TEXTURE);
2815 D3DSTATE_TO_STR(WINED3D_SAMP_ELEMENT_INDEX);
2816 D3DSTATE_TO_STR(WINED3D_SAMP_DMAP_OFFSET);
2817 #undef D3DSTATE_TO_STR
2818 default:
2819 FIXME("Unrecognized %u sampler state!\n", state);
2820 return "unrecognized";
2824 const char *debug_d3dtexturefiltertype(enum wined3d_texture_filter_type filter_type)
2826 switch (filter_type)
2828 #define D3DTEXTUREFILTERTYPE_TO_STR(u) case u: return #u
2829 D3DTEXTUREFILTERTYPE_TO_STR(WINED3D_TEXF_NONE);
2830 D3DTEXTUREFILTERTYPE_TO_STR(WINED3D_TEXF_POINT);
2831 D3DTEXTUREFILTERTYPE_TO_STR(WINED3D_TEXF_LINEAR);
2832 D3DTEXTUREFILTERTYPE_TO_STR(WINED3D_TEXF_ANISOTROPIC);
2833 D3DTEXTUREFILTERTYPE_TO_STR(WINED3D_TEXF_FLAT_CUBIC);
2834 D3DTEXTUREFILTERTYPE_TO_STR(WINED3D_TEXF_GAUSSIAN_CUBIC);
2835 D3DTEXTUREFILTERTYPE_TO_STR(WINED3D_TEXF_PYRAMIDAL_QUAD);
2836 D3DTEXTUREFILTERTYPE_TO_STR(WINED3D_TEXF_GAUSSIAN_QUAD);
2837 #undef D3DTEXTUREFILTERTYPE_TO_STR
2838 default:
2839 FIXME("Unrecognied texture filter type 0x%08x.\n", filter_type);
2840 return "unrecognized";
2844 const char *debug_d3dtexturestate(enum wined3d_texture_stage_state state)
2846 switch (state)
2848 #define D3DSTATE_TO_STR(u) case u: return #u
2849 D3DSTATE_TO_STR(WINED3D_TSS_COLOR_OP);
2850 D3DSTATE_TO_STR(WINED3D_TSS_COLOR_ARG1);
2851 D3DSTATE_TO_STR(WINED3D_TSS_COLOR_ARG2);
2852 D3DSTATE_TO_STR(WINED3D_TSS_ALPHA_OP);
2853 D3DSTATE_TO_STR(WINED3D_TSS_ALPHA_ARG1);
2854 D3DSTATE_TO_STR(WINED3D_TSS_ALPHA_ARG2);
2855 D3DSTATE_TO_STR(WINED3D_TSS_BUMPENV_MAT00);
2856 D3DSTATE_TO_STR(WINED3D_TSS_BUMPENV_MAT01);
2857 D3DSTATE_TO_STR(WINED3D_TSS_BUMPENV_MAT10);
2858 D3DSTATE_TO_STR(WINED3D_TSS_BUMPENV_MAT11);
2859 D3DSTATE_TO_STR(WINED3D_TSS_TEXCOORD_INDEX);
2860 D3DSTATE_TO_STR(WINED3D_TSS_BUMPENV_LSCALE);
2861 D3DSTATE_TO_STR(WINED3D_TSS_BUMPENV_LOFFSET);
2862 D3DSTATE_TO_STR(WINED3D_TSS_TEXTURE_TRANSFORM_FLAGS);
2863 D3DSTATE_TO_STR(WINED3D_TSS_COLOR_ARG0);
2864 D3DSTATE_TO_STR(WINED3D_TSS_ALPHA_ARG0);
2865 D3DSTATE_TO_STR(WINED3D_TSS_RESULT_ARG);
2866 D3DSTATE_TO_STR(WINED3D_TSS_CONSTANT);
2867 #undef D3DSTATE_TO_STR
2868 default:
2869 FIXME("Unrecognized %u texture state!\n", state);
2870 return "unrecognized";
2874 const char *debug_d3dtop(enum wined3d_texture_op d3dtop)
2876 switch (d3dtop)
2878 #define D3DTOP_TO_STR(u) case u: return #u
2879 D3DTOP_TO_STR(WINED3D_TOP_DISABLE);
2880 D3DTOP_TO_STR(WINED3D_TOP_SELECT_ARG1);
2881 D3DTOP_TO_STR(WINED3D_TOP_SELECT_ARG2);
2882 D3DTOP_TO_STR(WINED3D_TOP_MODULATE);
2883 D3DTOP_TO_STR(WINED3D_TOP_MODULATE_2X);
2884 D3DTOP_TO_STR(WINED3D_TOP_MODULATE_4X);
2885 D3DTOP_TO_STR(WINED3D_TOP_ADD);
2886 D3DTOP_TO_STR(WINED3D_TOP_ADD_SIGNED);
2887 D3DTOP_TO_STR(WINED3D_TOP_ADD_SIGNED_2X);
2888 D3DTOP_TO_STR(WINED3D_TOP_SUBTRACT);
2889 D3DTOP_TO_STR(WINED3D_TOP_ADD_SMOOTH);
2890 D3DTOP_TO_STR(WINED3D_TOP_BLEND_DIFFUSE_ALPHA);
2891 D3DTOP_TO_STR(WINED3D_TOP_BLEND_TEXTURE_ALPHA);
2892 D3DTOP_TO_STR(WINED3D_TOP_BLEND_FACTOR_ALPHA);
2893 D3DTOP_TO_STR(WINED3D_TOP_BLEND_TEXTURE_ALPHA_PM);
2894 D3DTOP_TO_STR(WINED3D_TOP_BLEND_CURRENT_ALPHA);
2895 D3DTOP_TO_STR(WINED3D_TOP_PREMODULATE);
2896 D3DTOP_TO_STR(WINED3D_TOP_MODULATE_ALPHA_ADD_COLOR);
2897 D3DTOP_TO_STR(WINED3D_TOP_MODULATE_COLOR_ADD_ALPHA);
2898 D3DTOP_TO_STR(WINED3D_TOP_MODULATE_INVALPHA_ADD_COLOR);
2899 D3DTOP_TO_STR(WINED3D_TOP_MODULATE_INVCOLOR_ADD_ALPHA);
2900 D3DTOP_TO_STR(WINED3D_TOP_BUMPENVMAP);
2901 D3DTOP_TO_STR(WINED3D_TOP_BUMPENVMAP_LUMINANCE);
2902 D3DTOP_TO_STR(WINED3D_TOP_DOTPRODUCT3);
2903 D3DTOP_TO_STR(WINED3D_TOP_MULTIPLY_ADD);
2904 D3DTOP_TO_STR(WINED3D_TOP_LERP);
2905 #undef D3DTOP_TO_STR
2906 default:
2907 FIXME("Unrecognized texture op %#x.\n", d3dtop);
2908 return "unrecognized";
2912 const char *debug_d3dtstype(enum wined3d_transform_state tstype)
2914 switch (tstype)
2916 #define TSTYPE_TO_STR(tstype) case tstype: return #tstype
2917 TSTYPE_TO_STR(WINED3D_TS_VIEW);
2918 TSTYPE_TO_STR(WINED3D_TS_PROJECTION);
2919 TSTYPE_TO_STR(WINED3D_TS_TEXTURE0);
2920 TSTYPE_TO_STR(WINED3D_TS_TEXTURE1);
2921 TSTYPE_TO_STR(WINED3D_TS_TEXTURE2);
2922 TSTYPE_TO_STR(WINED3D_TS_TEXTURE3);
2923 TSTYPE_TO_STR(WINED3D_TS_TEXTURE4);
2924 TSTYPE_TO_STR(WINED3D_TS_TEXTURE5);
2925 TSTYPE_TO_STR(WINED3D_TS_TEXTURE6);
2926 TSTYPE_TO_STR(WINED3D_TS_TEXTURE7);
2927 TSTYPE_TO_STR(WINED3D_TS_WORLD_MATRIX(0));
2928 #undef TSTYPE_TO_STR
2929 default:
2930 if (tstype > 256 && tstype < 512)
2932 FIXME("WINED3D_TS_WORLD_MATRIX(%u). 1..255 not currently supported.\n", tstype);
2933 return ("WINED3D_TS_WORLD_MATRIX > 0");
2935 FIXME("Unrecognized transform state %#x.\n", tstype);
2936 return "unrecognized";
2940 static const char *debug_shader_type(enum wined3d_shader_type type)
2942 switch(type)
2944 #define WINED3D_TO_STR(type) case type: return #type
2945 WINED3D_TO_STR(WINED3D_SHADER_TYPE_PIXEL);
2946 WINED3D_TO_STR(WINED3D_SHADER_TYPE_VERTEX);
2947 WINED3D_TO_STR(WINED3D_SHADER_TYPE_GEOMETRY);
2948 #undef WINED3D_TO_STR
2949 default:
2950 FIXME("Unrecognized shader type %#x.\n", type);
2951 return "unrecognized";
2955 const char *debug_d3dstate(DWORD state)
2957 if (STATE_IS_RENDER(state))
2958 return wine_dbg_sprintf("STATE_RENDER(%s)", debug_d3drenderstate(state - STATE_RENDER(0)));
2959 if (STATE_IS_TEXTURESTAGE(state))
2961 DWORD texture_stage = (state - STATE_TEXTURESTAGE(0, 0)) / (WINED3D_HIGHEST_TEXTURE_STATE + 1);
2962 DWORD texture_state = state - STATE_TEXTURESTAGE(texture_stage, 0);
2963 return wine_dbg_sprintf("STATE_TEXTURESTAGE(%#x, %s)",
2964 texture_stage, debug_d3dtexturestate(texture_state));
2966 if (STATE_IS_SAMPLER(state))
2967 return wine_dbg_sprintf("STATE_SAMPLER(%#x)", state - STATE_SAMPLER(0));
2968 if (STATE_IS_SHADER(state))
2969 return wine_dbg_sprintf("STATE_SHADER(%s)", debug_shader_type(state - STATE_SHADER(0)));
2970 if (STATE_IS_CONSTANT_BUFFER(state))
2971 return wine_dbg_sprintf("STATE_CONSTANT_BUFFER(%s)", debug_shader_type(state - STATE_CONSTANT_BUFFER(0)));
2972 if (STATE_IS_SHADER_RESOURCE_BINDING(state))
2973 return "STATE_SHADER_RESOURCE_BINDING";
2974 if (STATE_IS_TRANSFORM(state))
2975 return wine_dbg_sprintf("STATE_TRANSFORM(%s)", debug_d3dtstype(state - STATE_TRANSFORM(0)));
2976 if (STATE_IS_STREAMSRC(state))
2977 return "STATE_STREAMSRC";
2978 if (STATE_IS_INDEXBUFFER(state))
2979 return "STATE_INDEXBUFFER";
2980 if (STATE_IS_VDECL(state))
2981 return "STATE_VDECL";
2982 if (STATE_IS_VIEWPORT(state))
2983 return "STATE_VIEWPORT";
2984 if (STATE_IS_LIGHT_TYPE(state))
2985 return "STATE_LIGHT_TYPE";
2986 if (STATE_IS_ACTIVELIGHT(state))
2987 return wine_dbg_sprintf("STATE_ACTIVELIGHT(%#x)", state - STATE_ACTIVELIGHT(0));
2988 if (STATE_IS_SCISSORRECT(state))
2989 return "STATE_SCISSORRECT";
2990 if (STATE_IS_CLIPPLANE(state))
2991 return wine_dbg_sprintf("STATE_CLIPPLANE(%#x)", state - STATE_CLIPPLANE(0));
2992 if (STATE_IS_MATERIAL(state))
2993 return "STATE_MATERIAL";
2994 if (STATE_IS_FRONTFACE(state))
2995 return "STATE_FRONTFACE";
2996 if (STATE_IS_POINTSPRITECOORDORIGIN(state))
2997 return "STATE_POINTSPRITECOORDORIGIN";
2998 if (STATE_IS_BASEVERTEXINDEX(state))
2999 return "STATE_BASEVERTEXINDEX";
3000 if (STATE_IS_FRAMEBUFFER(state))
3001 return "STATE_FRAMEBUFFER";
3002 if (STATE_IS_POINT_SIZE_ENABLE(state))
3003 return "STATE_POINT_SIZE_ENABLE";
3005 return wine_dbg_sprintf("UNKNOWN_STATE(%#x)", state);
3008 const char *debug_d3dpool(enum wined3d_pool pool)
3010 switch (pool)
3012 #define POOL_TO_STR(p) case p: return #p
3013 POOL_TO_STR(WINED3D_POOL_DEFAULT);
3014 POOL_TO_STR(WINED3D_POOL_MANAGED);
3015 POOL_TO_STR(WINED3D_POOL_SYSTEM_MEM);
3016 POOL_TO_STR(WINED3D_POOL_SCRATCH);
3017 #undef POOL_TO_STR
3018 default:
3019 FIXME("Unrecognized pool %#x.\n", pool);
3020 return "unrecognized";
3024 const char *debug_fbostatus(GLenum status) {
3025 switch(status) {
3026 #define FBOSTATUS_TO_STR(u) case u: return #u
3027 FBOSTATUS_TO_STR(GL_FRAMEBUFFER_COMPLETE);
3028 FBOSTATUS_TO_STR(GL_FRAMEBUFFER_INCOMPLETE_ATTACHMENT);
3029 FBOSTATUS_TO_STR(GL_FRAMEBUFFER_INCOMPLETE_MISSING_ATTACHMENT);
3030 FBOSTATUS_TO_STR(GL_FRAMEBUFFER_INCOMPLETE_DIMENSIONS_EXT);
3031 FBOSTATUS_TO_STR(GL_FRAMEBUFFER_INCOMPLETE_FORMATS_EXT);
3032 FBOSTATUS_TO_STR(GL_FRAMEBUFFER_INCOMPLETE_DRAW_BUFFER);
3033 FBOSTATUS_TO_STR(GL_FRAMEBUFFER_INCOMPLETE_READ_BUFFER);
3034 FBOSTATUS_TO_STR(GL_FRAMEBUFFER_INCOMPLETE_MULTISAMPLE);
3035 FBOSTATUS_TO_STR(GL_FRAMEBUFFER_UNSUPPORTED);
3036 FBOSTATUS_TO_STR(GL_FRAMEBUFFER_UNDEFINED);
3037 #undef FBOSTATUS_TO_STR
3038 default:
3039 FIXME("Unrecognied FBO status 0x%08x\n", status);
3040 return "unrecognized";
3044 const char *debug_glerror(GLenum error) {
3045 switch(error) {
3046 #define GLERROR_TO_STR(u) case u: return #u
3047 GLERROR_TO_STR(GL_NO_ERROR);
3048 GLERROR_TO_STR(GL_INVALID_ENUM);
3049 GLERROR_TO_STR(GL_INVALID_VALUE);
3050 GLERROR_TO_STR(GL_INVALID_OPERATION);
3051 GLERROR_TO_STR(GL_STACK_OVERFLOW);
3052 GLERROR_TO_STR(GL_STACK_UNDERFLOW);
3053 GLERROR_TO_STR(GL_OUT_OF_MEMORY);
3054 GLERROR_TO_STR(GL_INVALID_FRAMEBUFFER_OPERATION);
3055 #undef GLERROR_TO_STR
3056 default:
3057 FIXME("Unrecognied GL error 0x%08x\n", error);
3058 return "unrecognized";
3062 static const char *debug_fixup_channel_source(enum fixup_channel_source source)
3064 switch(source)
3066 #define WINED3D_TO_STR(x) case x: return #x
3067 WINED3D_TO_STR(CHANNEL_SOURCE_ZERO);
3068 WINED3D_TO_STR(CHANNEL_SOURCE_ONE);
3069 WINED3D_TO_STR(CHANNEL_SOURCE_X);
3070 WINED3D_TO_STR(CHANNEL_SOURCE_Y);
3071 WINED3D_TO_STR(CHANNEL_SOURCE_Z);
3072 WINED3D_TO_STR(CHANNEL_SOURCE_W);
3073 WINED3D_TO_STR(CHANNEL_SOURCE_COMPLEX0);
3074 WINED3D_TO_STR(CHANNEL_SOURCE_COMPLEX1);
3075 #undef WINED3D_TO_STR
3076 default:
3077 FIXME("Unrecognized fixup_channel_source %#x\n", source);
3078 return "unrecognized";
3082 static const char *debug_complex_fixup(enum complex_fixup fixup)
3084 switch(fixup)
3086 #define WINED3D_TO_STR(x) case x: return #x
3087 WINED3D_TO_STR(COMPLEX_FIXUP_YUY2);
3088 WINED3D_TO_STR(COMPLEX_FIXUP_UYVY);
3089 WINED3D_TO_STR(COMPLEX_FIXUP_YV12);
3090 WINED3D_TO_STR(COMPLEX_FIXUP_NV12);
3091 WINED3D_TO_STR(COMPLEX_FIXUP_P8);
3092 #undef WINED3D_TO_STR
3093 default:
3094 FIXME("Unrecognized complex fixup %#x\n", fixup);
3095 return "unrecognized";
3099 void dump_color_fixup_desc(struct color_fixup_desc fixup)
3101 if (is_complex_fixup(fixup))
3103 TRACE("\tComplex: %s\n", debug_complex_fixup(get_complex_fixup(fixup)));
3104 return;
3107 TRACE("\tX: %s%s\n", debug_fixup_channel_source(fixup.x_source), fixup.x_sign_fixup ? ", SIGN_FIXUP" : "");
3108 TRACE("\tY: %s%s\n", debug_fixup_channel_source(fixup.y_source), fixup.y_sign_fixup ? ", SIGN_FIXUP" : "");
3109 TRACE("\tZ: %s%s\n", debug_fixup_channel_source(fixup.z_source), fixup.z_sign_fixup ? ", SIGN_FIXUP" : "");
3110 TRACE("\tW: %s%s\n", debug_fixup_channel_source(fixup.w_source), fixup.w_sign_fixup ? ", SIGN_FIXUP" : "");
3113 BOOL is_invalid_op(const struct wined3d_state *state, int stage,
3114 enum wined3d_texture_op op, DWORD arg1, DWORD arg2, DWORD arg3)
3116 if (op == WINED3D_TOP_DISABLE)
3117 return FALSE;
3118 if (state->textures[stage])
3119 return FALSE;
3121 if ((arg1 & WINED3DTA_SELECTMASK) == WINED3DTA_TEXTURE
3122 && op != WINED3D_TOP_SELECT_ARG2)
3123 return TRUE;
3124 if ((arg2 & WINED3DTA_SELECTMASK) == WINED3DTA_TEXTURE
3125 && op != WINED3D_TOP_SELECT_ARG1)
3126 return TRUE;
3127 if ((arg3 & WINED3DTA_SELECTMASK) == WINED3DTA_TEXTURE
3128 && (op == WINED3D_TOP_MULTIPLY_ADD || op == WINED3D_TOP_LERP))
3129 return TRUE;
3131 return FALSE;
3134 void get_identity_matrix(struct wined3d_matrix *mat)
3136 static const struct wined3d_matrix identity =
3138 1.0f, 0.0f, 0.0f, 0.0f,
3139 0.0f, 1.0f, 0.0f, 0.0f,
3140 0.0f, 0.0f, 1.0f, 0.0f,
3141 0.0f, 0.0f, 0.0f, 1.0f,
3144 *mat = identity;
3147 void get_modelview_matrix(const struct wined3d_context *context, const struct wined3d_state *state, struct wined3d_matrix *mat)
3149 if (context->last_was_rhw)
3150 get_identity_matrix(mat);
3151 else
3152 multiply_matrix(mat, &state->transforms[WINED3D_TS_VIEW], &state->transforms[WINED3D_TS_WORLD_MATRIX(0)]);
3155 void get_projection_matrix(const struct wined3d_context *context, const struct wined3d_state *state,
3156 struct wined3d_matrix *mat)
3158 /* There are a couple of additional things we have to take into account
3159 * here besides the projection transformation itself:
3160 * - We need to flip along the y-axis in case of offscreen rendering.
3161 * - OpenGL Z range is {-Wc,...,Wc} while D3D Z range is {0,...,Wc}.
3162 * - D3D coordinates refer to pixel centers while GL coordinates refer
3163 * to pixel corners.
3164 * - D3D has a top-left filling convention. We need to maintain this
3165 * even after the y-flip mentioned above.
3166 * In order to handle the last two points, we translate by
3167 * (63.0 / 128.0) / VPw and (63.0 / 128.0) / VPh. This is equivalent to
3168 * translating slightly less than half a pixel. We want the difference to
3169 * be large enough that it doesn't get lost due to rounding inside the
3170 * driver, but small enough to prevent it from interfering with any
3171 * anti-aliasing. */
3173 if (context->last_was_rhw)
3175 /* Transform D3D RHW coordinates to OpenGL clip coordinates. */
3176 float x = state->viewport.x;
3177 float y = state->viewport.y;
3178 float w = state->viewport.width;
3179 float h = state->viewport.height;
3180 float x_scale = 2.0f / w;
3181 float x_offset = (float)((63.0 / 64.0 - (2.0 * x) - w) / w);
3182 float y_scale = context->render_offscreen ? 2.0f / h : 2.0f / -h;
3183 float y_offset = (float)(context->render_offscreen
3184 ? (63.0 / 64.0 - (2.0 * y) - h) / h
3185 : (63.0 / 64.0 - (2.0 * y) - h) / -h);
3186 enum wined3d_depth_buffer_type zenable = state->fb->depth_stencil ?
3187 state->render_states[WINED3D_RS_ZENABLE] : WINED3D_ZB_FALSE;
3188 float z_scale = zenable ? 2.0f : 0.0f;
3189 float z_offset = zenable ? -1.0f : 0.0f;
3190 const struct wined3d_matrix projection =
3192 x_scale, 0.0f, 0.0f, 0.0f,
3193 0.0f, y_scale, 0.0f, 0.0f,
3194 0.0f, 0.0f, z_scale, 0.0f,
3195 x_offset, y_offset, z_offset, 1.0f,
3198 *mat = projection;
3200 else
3202 float y_scale = context->render_offscreen ? -1.0f : 1.0f;
3203 float x_offset = 63.0f / 64.0f * (1.0f / state->viewport.width);
3204 float y_offset = context->render_offscreen
3205 ? 63.0f / 64.0f * (1.0f / state->viewport.height)
3206 : -63.0f / 64.0f * (1.0f / state->viewport.height);
3207 const struct wined3d_matrix projection =
3209 1.0f, 0.0f, 0.0f, 0.0f,
3210 0.0f, y_scale, 0.0f, 0.0f,
3211 0.0f, 0.0f, 2.0f, 0.0f,
3212 x_offset, y_offset, -1.0f, 1.0f,
3215 multiply_matrix(mat, &projection, &state->transforms[WINED3D_TS_PROJECTION]);
3219 /* Setup this textures matrix according to the texture flags. */
3220 static void compute_texture_matrix(const struct wined3d_gl_info *gl_info, const struct wined3d_matrix *matrix,
3221 DWORD flags, BOOL calculated_coords, BOOL transformed, enum wined3d_format_id format_id,
3222 BOOL ffp_proj_control, struct wined3d_matrix *out_matrix)
3224 struct wined3d_matrix mat;
3226 if (flags == WINED3D_TTFF_DISABLE || flags == WINED3D_TTFF_COUNT1 || transformed)
3228 get_identity_matrix(out_matrix);
3229 return;
3232 if (flags == (WINED3D_TTFF_COUNT1 | WINED3D_TTFF_PROJECTED))
3234 ERR("Invalid texture transform flags: WINED3D_TTFF_COUNT1 | WINED3D_TTFF_PROJECTED.\n");
3235 return;
3238 mat = *matrix;
3240 if (flags & WINED3D_TTFF_PROJECTED)
3242 if (!ffp_proj_control)
3244 switch (flags & ~WINED3D_TTFF_PROJECTED)
3246 case WINED3D_TTFF_COUNT2:
3247 mat._14 = mat._12;
3248 mat._24 = mat._22;
3249 mat._34 = mat._32;
3250 mat._44 = mat._42;
3251 mat._12 = mat._22 = mat._32 = mat._42 = 0.0f;
3252 break;
3253 case WINED3D_TTFF_COUNT3:
3254 mat._14 = mat._13;
3255 mat._24 = mat._23;
3256 mat._34 = mat._33;
3257 mat._44 = mat._43;
3258 mat._13 = mat._23 = mat._33 = mat._43 = 0.0f;
3259 break;
3263 else
3265 /* Under Direct3D the R/Z coord can be used for translation, under
3266 * OpenGL we use the Q coord instead. */
3267 if (!calculated_coords)
3269 switch (format_id)
3271 /* Direct3D passes the default 1.0 in the 2nd coord, while GL
3272 * passes it in the 4th. Swap 2nd and 4th coord. No need to
3273 * store the value of mat._41 in mat._21 because the input
3274 * value to the transformation will be 0, so the matrix value
3275 * is irrelevant. */
3276 case WINED3DFMT_R32_FLOAT:
3277 mat._41 = mat._21;
3278 mat._42 = mat._22;
3279 mat._43 = mat._23;
3280 mat._44 = mat._24;
3281 break;
3282 /* See above, just 3rd and 4th coord. */
3283 case WINED3DFMT_R32G32_FLOAT:
3284 mat._41 = mat._31;
3285 mat._42 = mat._32;
3286 mat._43 = mat._33;
3287 mat._44 = mat._34;
3288 break;
3289 case WINED3DFMT_R32G32B32_FLOAT: /* Opengl defaults match dx defaults */
3290 case WINED3DFMT_R32G32B32A32_FLOAT: /* No defaults apply, all app defined */
3292 /* This is to prevent swapping the matrix lines and put the default 4th coord = 1.0
3293 * into a bad place. The division elimination below will apply to make sure the
3294 * 1.0 doesn't do anything bad. The caller will set this value if the stride is 0
3296 case WINED3DFMT_UNKNOWN: /* No texture coords, 0/0/0/1 defaults are passed */
3297 break;
3298 default:
3299 FIXME("Unexpected fixed function texture coord input\n");
3302 if (!ffp_proj_control)
3304 switch (flags & ~WINED3D_TTFF_PROJECTED)
3306 /* case WINED3D_TTFF_COUNT1: Won't ever get here. */
3307 case WINED3D_TTFF_COUNT2:
3308 mat._13 = mat._23 = mat._33 = mat._43 = 0.0f;
3309 /* OpenGL divides the first 3 vertex coord by the 4th by default,
3310 * which is essentially the same as D3DTTFF_PROJECTED. Make sure that
3311 * the 4th coord evaluates to 1.0 to eliminate that.
3313 * If the fixed function pipeline is used, the 4th value remains unused,
3314 * so there is no danger in doing this. With vertex shaders we have a
3315 * problem. Should an app hit that problem, the code here would have to
3316 * check for pixel shaders, and the shader has to undo the default gl divide.
3318 * A more serious problem occurs if the app passes 4 coordinates in, and the
3319 * 4th is != 1.0(opengl default). This would have to be fixed in drawStridedSlow
3320 * or a replacement shader. */
3321 default:
3322 mat._14 = mat._24 = mat._34 = 0.0f; mat._44 = 1.0f;
3327 *out_matrix = mat;
3330 void get_texture_matrix(const struct wined3d_context *context, const struct wined3d_state *state,
3331 unsigned int tex, struct wined3d_matrix *mat)
3333 const struct wined3d_device *device = context->swapchain->device;
3334 const struct wined3d_gl_info *gl_info = context->gl_info;
3335 BOOL generated = (state->texture_states[tex][WINED3D_TSS_TEXCOORD_INDEX] & 0xffff0000)
3336 != WINED3DTSS_TCI_PASSTHRU;
3337 unsigned int coord_idx = min(state->texture_states[tex][WINED3D_TSS_TEXCOORD_INDEX & 0x0000ffff],
3338 MAX_TEXTURES - 1);
3340 compute_texture_matrix(gl_info, &state->transforms[WINED3D_TS_TEXTURE0 + tex],
3341 state->texture_states[tex][WINED3D_TSS_TEXTURE_TRANSFORM_FLAGS],
3342 generated, context->last_was_rhw,
3343 context->stream_info.use_map & (1 << (WINED3D_FFP_TEXCOORD0 + coord_idx))
3344 ? context->stream_info.elements[WINED3D_FFP_TEXCOORD0 + coord_idx].format->id
3345 : WINED3DFMT_UNKNOWN,
3346 device->shader_backend->shader_has_ffp_proj_control(device->shader_priv), mat);
3348 if ((context->lastWasPow2Texture & (1 << tex)) && state->textures[tex])
3350 if (generated)
3351 FIXME("Non-power-of-two texture being used with generated texture coords.\n");
3352 /* NP2 texcoord fixup is implemented for pixelshaders so only enable the
3353 * fixed-function-pipeline fixup via pow2Matrix when no PS is used. */
3354 if (!use_ps(state))
3356 TRACE("Non-power-of-two texture matrix multiply fixup.\n");
3357 multiply_matrix(mat, mat, (struct wined3d_matrix *)state->textures[tex]->pow2_matrix);
3362 /* This small helper function is used to convert a bitmask into the number of masked bits */
3363 unsigned int count_bits(unsigned int mask)
3365 unsigned int count;
3366 for (count = 0; mask; ++count)
3368 mask &= mask - 1;
3370 return count;
3373 /* Helper function for retrieving color info for ChoosePixelFormat and wglChoosePixelFormatARB.
3374 * The later function requires individual color components. */
3375 BOOL getColorBits(const struct wined3d_format *format,
3376 BYTE *redSize, BYTE *greenSize, BYTE *blueSize, BYTE *alphaSize, BYTE *totalSize)
3378 TRACE("format %s.\n", debug_d3dformat(format->id));
3380 switch (format->id)
3382 case WINED3DFMT_B10G10R10A2_UNORM:
3383 case WINED3DFMT_R10G10B10A2_UNORM:
3384 case WINED3DFMT_B8G8R8X8_UNORM:
3385 case WINED3DFMT_B8G8R8_UNORM:
3386 case WINED3DFMT_B8G8R8A8_UNORM:
3387 case WINED3DFMT_R8G8B8A8_UNORM:
3388 case WINED3DFMT_B5G5R5X1_UNORM:
3389 case WINED3DFMT_B5G5R5A1_UNORM:
3390 case WINED3DFMT_B5G6R5_UNORM:
3391 case WINED3DFMT_B4G4R4X4_UNORM:
3392 case WINED3DFMT_B4G4R4A4_UNORM:
3393 case WINED3DFMT_B2G3R3_UNORM:
3394 case WINED3DFMT_P8_UINT_A8_UNORM:
3395 case WINED3DFMT_P8_UINT:
3396 break;
3397 default:
3398 FIXME("Unsupported format %s.\n", debug_d3dformat(format->id));
3399 return FALSE;
3402 *redSize = format->red_size;
3403 *greenSize = format->green_size;
3404 *blueSize = format->blue_size;
3405 *alphaSize = format->alpha_size;
3406 *totalSize = *redSize + *greenSize + *blueSize + *alphaSize;
3408 TRACE("Returning red: %d, green: %d, blue: %d, alpha: %d, total: %d for format %s.\n",
3409 *redSize, *greenSize, *blueSize, *alphaSize, *totalSize, debug_d3dformat(format->id));
3410 return TRUE;
3413 /* Helper function for retrieving depth/stencil info for ChoosePixelFormat and wglChoosePixelFormatARB */
3414 BOOL getDepthStencilBits(const struct wined3d_format *format, BYTE *depthSize, BYTE *stencilSize)
3416 TRACE("format %s.\n", debug_d3dformat(format->id));
3418 switch (format->id)
3420 case WINED3DFMT_D16_LOCKABLE:
3421 case WINED3DFMT_D16_UNORM:
3422 case WINED3DFMT_S1_UINT_D15_UNORM:
3423 case WINED3DFMT_X8D24_UNORM:
3424 case WINED3DFMT_S4X4_UINT_D24_UNORM:
3425 case WINED3DFMT_D24_UNORM_S8_UINT:
3426 case WINED3DFMT_S8_UINT_D24_FLOAT:
3427 case WINED3DFMT_D32_UNORM:
3428 case WINED3DFMT_D32_FLOAT:
3429 case WINED3DFMT_INTZ:
3430 break;
3431 default:
3432 FIXME("Unsupported depth/stencil format %s.\n", debug_d3dformat(format->id));
3433 return FALSE;
3436 *depthSize = format->depth_size;
3437 *stencilSize = format->stencil_size;
3439 TRACE("Returning depthSize: %d and stencilSize: %d for format %s.\n",
3440 *depthSize, *stencilSize, debug_d3dformat(format->id));
3441 return TRUE;
3444 /* Note: It's the caller's responsibility to ensure values can be expressed
3445 * in the requested format. UNORM formats for example can only express values
3446 * in the range 0.0f -> 1.0f. */
3447 DWORD wined3d_format_convert_from_float(const struct wined3d_surface *surface, const struct wined3d_color *color)
3449 static const struct
3451 enum wined3d_format_id format_id;
3452 float r_mul;
3453 float g_mul;
3454 float b_mul;
3455 float a_mul;
3456 BYTE r_shift;
3457 BYTE g_shift;
3458 BYTE b_shift;
3459 BYTE a_shift;
3461 conv[] =
3463 {WINED3DFMT_B8G8R8A8_UNORM, 255.0f, 255.0f, 255.0f, 255.0f, 16, 8, 0, 24},
3464 {WINED3DFMT_B8G8R8X8_UNORM, 255.0f, 255.0f, 255.0f, 255.0f, 16, 8, 0, 24},
3465 {WINED3DFMT_B8G8R8_UNORM, 255.0f, 255.0f, 255.0f, 255.0f, 16, 8, 0, 24},
3466 {WINED3DFMT_B5G6R5_UNORM, 31.0f, 63.0f, 31.0f, 0.0f, 11, 5, 0, 0},
3467 {WINED3DFMT_B5G5R5A1_UNORM, 31.0f, 31.0f, 31.0f, 1.0f, 10, 5, 0, 15},
3468 {WINED3DFMT_B5G5R5X1_UNORM, 31.0f, 31.0f, 31.0f, 1.0f, 10, 5, 0, 15},
3469 {WINED3DFMT_R8_UNORM, 255.0f, 0.0f, 0.0f, 0.0f, 0, 0, 0, 0},
3470 {WINED3DFMT_A8_UNORM, 0.0f, 0.0f, 0.0f, 255.0f, 0, 0, 0, 0},
3471 {WINED3DFMT_B4G4R4A4_UNORM, 15.0f, 15.0f, 15.0f, 15.0f, 8, 4, 0, 12},
3472 {WINED3DFMT_B4G4R4X4_UNORM, 15.0f, 15.0f, 15.0f, 15.0f, 8, 4, 0, 12},
3473 {WINED3DFMT_B2G3R3_UNORM, 7.0f, 7.0f, 3.0f, 0.0f, 5, 2, 0, 0},
3474 {WINED3DFMT_R8G8B8A8_UNORM, 255.0f, 255.0f, 255.0f, 255.0f, 0, 8, 16, 24},
3475 {WINED3DFMT_R8G8B8X8_UNORM, 255.0f, 255.0f, 255.0f, 255.0f, 0, 8, 16, 24},
3476 {WINED3DFMT_B10G10R10A2_UNORM, 1023.0f, 1023.0f, 1023.0f, 3.0f, 20, 10, 0, 30},
3477 {WINED3DFMT_R10G10B10A2_UNORM, 1023.0f, 1023.0f, 1023.0f, 3.0f, 0, 10, 20, 30},
3478 {WINED3DFMT_P8_UINT, 0.0f, 0.0f, 0.0f, 255.0f, 0, 0, 0, 0},
3480 const struct wined3d_format *format = surface->resource.format;
3481 unsigned int i;
3483 TRACE("Converting color {%.8e %.8e %.8e %.8e} to format %s.\n",
3484 color->r, color->g, color->b, color->a, debug_d3dformat(format->id));
3486 for (i = 0; i < sizeof(conv) / sizeof(*conv); ++i)
3488 DWORD ret;
3490 if (format->id != conv[i].format_id) continue;
3492 ret = ((DWORD)((color->r * conv[i].r_mul) + 0.5f)) << conv[i].r_shift;
3493 ret |= ((DWORD)((color->g * conv[i].g_mul) + 0.5f)) << conv[i].g_shift;
3494 ret |= ((DWORD)((color->b * conv[i].b_mul) + 0.5f)) << conv[i].b_shift;
3495 ret |= ((DWORD)((color->a * conv[i].a_mul) + 0.5f)) << conv[i].a_shift;
3497 TRACE("Returning 0x%08x.\n", ret);
3499 return ret;
3502 FIXME("Conversion for format %s not implemented.\n", debug_d3dformat(format->id));
3504 return 0;
3507 /* DirectDraw stuff */
3508 enum wined3d_format_id pixelformat_for_depth(DWORD depth)
3510 switch (depth)
3512 case 8: return WINED3DFMT_P8_UINT;
3513 case 15: return WINED3DFMT_B5G5R5X1_UNORM;
3514 case 16: return WINED3DFMT_B5G6R5_UNORM;
3515 case 24: return WINED3DFMT_B8G8R8X8_UNORM; /* Robots needs 24bit to be WINED3DFMT_B8G8R8X8_UNORM */
3516 case 32: return WINED3DFMT_B8G8R8X8_UNORM; /* EVE online and the Fur demo need 32bit AdapterDisplayMode to return WINED3DFMT_B8G8R8X8_UNORM */
3517 default: return WINED3DFMT_UNKNOWN;
3521 void multiply_matrix(struct wined3d_matrix *dst, const struct wined3d_matrix *src1, const struct wined3d_matrix *src2)
3523 struct wined3d_matrix tmp;
3525 /* Now do the multiplication 'by hand'.
3526 I know that all this could be optimised, but this will be done later :-) */
3527 tmp._11 = (src1->_11 * src2->_11) + (src1->_21 * src2->_12) + (src1->_31 * src2->_13) + (src1->_41 * src2->_14);
3528 tmp._21 = (src1->_11 * src2->_21) + (src1->_21 * src2->_22) + (src1->_31 * src2->_23) + (src1->_41 * src2->_24);
3529 tmp._31 = (src1->_11 * src2->_31) + (src1->_21 * src2->_32) + (src1->_31 * src2->_33) + (src1->_41 * src2->_34);
3530 tmp._41 = (src1->_11 * src2->_41) + (src1->_21 * src2->_42) + (src1->_31 * src2->_43) + (src1->_41 * src2->_44);
3532 tmp._12 = (src1->_12 * src2->_11) + (src1->_22 * src2->_12) + (src1->_32 * src2->_13) + (src1->_42 * src2->_14);
3533 tmp._22 = (src1->_12 * src2->_21) + (src1->_22 * src2->_22) + (src1->_32 * src2->_23) + (src1->_42 * src2->_24);
3534 tmp._32 = (src1->_12 * src2->_31) + (src1->_22 * src2->_32) + (src1->_32 * src2->_33) + (src1->_42 * src2->_34);
3535 tmp._42 = (src1->_12 * src2->_41) + (src1->_22 * src2->_42) + (src1->_32 * src2->_43) + (src1->_42 * src2->_44);
3537 tmp._13 = (src1->_13 * src2->_11) + (src1->_23 * src2->_12) + (src1->_33 * src2->_13) + (src1->_43 * src2->_14);
3538 tmp._23 = (src1->_13 * src2->_21) + (src1->_23 * src2->_22) + (src1->_33 * src2->_23) + (src1->_43 * src2->_24);
3539 tmp._33 = (src1->_13 * src2->_31) + (src1->_23 * src2->_32) + (src1->_33 * src2->_33) + (src1->_43 * src2->_34);
3540 tmp._43 = (src1->_13 * src2->_41) + (src1->_23 * src2->_42) + (src1->_33 * src2->_43) + (src1->_43 * src2->_44);
3542 tmp._14 = (src1->_14 * src2->_11) + (src1->_24 * src2->_12) + (src1->_34 * src2->_13) + (src1->_44 * src2->_14);
3543 tmp._24 = (src1->_14 * src2->_21) + (src1->_24 * src2->_22) + (src1->_34 * src2->_23) + (src1->_44 * src2->_24);
3544 tmp._34 = (src1->_14 * src2->_31) + (src1->_24 * src2->_32) + (src1->_34 * src2->_33) + (src1->_44 * src2->_34);
3545 tmp._44 = (src1->_14 * src2->_41) + (src1->_24 * src2->_42) + (src1->_34 * src2->_43) + (src1->_44 * src2->_44);
3547 *dst = tmp;
3550 DWORD get_flexible_vertex_size(DWORD d3dvtVertexType) {
3551 DWORD size = 0;
3552 int i;
3553 int numTextures = (d3dvtVertexType & WINED3DFVF_TEXCOUNT_MASK) >> WINED3DFVF_TEXCOUNT_SHIFT;
3555 if (d3dvtVertexType & WINED3DFVF_NORMAL) size += 3 * sizeof(float);
3556 if (d3dvtVertexType & WINED3DFVF_DIFFUSE) size += sizeof(DWORD);
3557 if (d3dvtVertexType & WINED3DFVF_SPECULAR) size += sizeof(DWORD);
3558 if (d3dvtVertexType & WINED3DFVF_PSIZE) size += sizeof(DWORD);
3559 switch (d3dvtVertexType & WINED3DFVF_POSITION_MASK) {
3560 case WINED3DFVF_XYZ: size += 3 * sizeof(float); break;
3561 case WINED3DFVF_XYZRHW: size += 4 * sizeof(float); break;
3562 case WINED3DFVF_XYZB1: size += 4 * sizeof(float); break;
3563 case WINED3DFVF_XYZB2: size += 5 * sizeof(float); break;
3564 case WINED3DFVF_XYZB3: size += 6 * sizeof(float); break;
3565 case WINED3DFVF_XYZB4: size += 7 * sizeof(float); break;
3566 case WINED3DFVF_XYZB5: size += 8 * sizeof(float); break;
3567 case WINED3DFVF_XYZW: size += 4 * sizeof(float); break;
3568 default: ERR("Unexpected position mask\n");
3570 for (i = 0; i < numTextures; i++) {
3571 size += GET_TEXCOORD_SIZE_FROM_FVF(d3dvtVertexType, i) * sizeof(float);
3574 return size;
3577 void gen_ffp_frag_op(const struct wined3d_context *context, const struct wined3d_state *state,
3578 struct ffp_frag_settings *settings, BOOL ignore_textype)
3580 #define ARG1 0x01
3581 #define ARG2 0x02
3582 #define ARG0 0x04
3583 static const unsigned char args[WINED3D_TOP_LERP + 1] =
3585 /* undefined */ 0,
3586 /* D3DTOP_DISABLE */ 0,
3587 /* D3DTOP_SELECTARG1 */ ARG1,
3588 /* D3DTOP_SELECTARG2 */ ARG2,
3589 /* D3DTOP_MODULATE */ ARG1 | ARG2,
3590 /* D3DTOP_MODULATE2X */ ARG1 | ARG2,
3591 /* D3DTOP_MODULATE4X */ ARG1 | ARG2,
3592 /* D3DTOP_ADD */ ARG1 | ARG2,
3593 /* D3DTOP_ADDSIGNED */ ARG1 | ARG2,
3594 /* D3DTOP_ADDSIGNED2X */ ARG1 | ARG2,
3595 /* D3DTOP_SUBTRACT */ ARG1 | ARG2,
3596 /* D3DTOP_ADDSMOOTH */ ARG1 | ARG2,
3597 /* D3DTOP_BLENDDIFFUSEALPHA */ ARG1 | ARG2,
3598 /* D3DTOP_BLENDTEXTUREALPHA */ ARG1 | ARG2,
3599 /* D3DTOP_BLENDFACTORALPHA */ ARG1 | ARG2,
3600 /* D3DTOP_BLENDTEXTUREALPHAPM */ ARG1 | ARG2,
3601 /* D3DTOP_BLENDCURRENTALPHA */ ARG1 | ARG2,
3602 /* D3DTOP_PREMODULATE */ ARG1 | ARG2,
3603 /* D3DTOP_MODULATEALPHA_ADDCOLOR */ ARG1 | ARG2,
3604 /* D3DTOP_MODULATECOLOR_ADDALPHA */ ARG1 | ARG2,
3605 /* D3DTOP_MODULATEINVALPHA_ADDCOLOR */ ARG1 | ARG2,
3606 /* D3DTOP_MODULATEINVCOLOR_ADDALPHA */ ARG1 | ARG2,
3607 /* D3DTOP_BUMPENVMAP */ ARG1 | ARG2,
3608 /* D3DTOP_BUMPENVMAPLUMINANCE */ ARG1 | ARG2,
3609 /* D3DTOP_DOTPRODUCT3 */ ARG1 | ARG2,
3610 /* D3DTOP_MULTIPLYADD */ ARG1 | ARG2 | ARG0,
3611 /* D3DTOP_LERP */ ARG1 | ARG2 | ARG0
3613 unsigned int i;
3614 DWORD ttff;
3615 DWORD cop, aop, carg0, carg1, carg2, aarg0, aarg1, aarg2;
3616 const struct wined3d_format *rt_format = state->fb->render_targets[0]->format;
3617 const struct wined3d_gl_info *gl_info = context->gl_info;
3618 const struct wined3d_d3d_info *d3d_info = context->d3d_info;
3620 for (i = 0; i < d3d_info->limits.ffp_blend_stages; ++i)
3622 const struct wined3d_texture *texture;
3624 settings->op[i].padding = 0;
3625 if (state->texture_states[i][WINED3D_TSS_COLOR_OP] == WINED3D_TOP_DISABLE)
3627 settings->op[i].cop = WINED3D_TOP_DISABLE;
3628 settings->op[i].aop = WINED3D_TOP_DISABLE;
3629 settings->op[i].carg0 = settings->op[i].carg1 = settings->op[i].carg2 = ARG_UNUSED;
3630 settings->op[i].aarg0 = settings->op[i].aarg1 = settings->op[i].aarg2 = ARG_UNUSED;
3631 settings->op[i].color_fixup = COLOR_FIXUP_IDENTITY;
3632 settings->op[i].dst = resultreg;
3633 settings->op[i].tex_type = tex_1d;
3634 settings->op[i].projected = proj_none;
3635 i++;
3636 break;
3639 if ((texture = state->textures[i]))
3641 settings->op[i].color_fixup = texture->resource.format->color_fixup;
3642 if (ignore_textype)
3644 settings->op[i].tex_type = tex_1d;
3646 else
3648 switch (texture->target)
3650 case GL_TEXTURE_1D:
3651 settings->op[i].tex_type = tex_1d;
3652 break;
3653 case GL_TEXTURE_2D:
3654 settings->op[i].tex_type = tex_2d;
3655 break;
3656 case GL_TEXTURE_3D:
3657 settings->op[i].tex_type = tex_3d;
3658 break;
3659 case GL_TEXTURE_CUBE_MAP_ARB:
3660 settings->op[i].tex_type = tex_cube;
3661 break;
3662 case GL_TEXTURE_RECTANGLE_ARB:
3663 settings->op[i].tex_type = tex_rect;
3664 break;
3667 } else {
3668 settings->op[i].color_fixup = COLOR_FIXUP_IDENTITY;
3669 settings->op[i].tex_type = tex_1d;
3672 cop = state->texture_states[i][WINED3D_TSS_COLOR_OP];
3673 aop = state->texture_states[i][WINED3D_TSS_ALPHA_OP];
3675 carg1 = (args[cop] & ARG1) ? state->texture_states[i][WINED3D_TSS_COLOR_ARG1] : ARG_UNUSED;
3676 carg2 = (args[cop] & ARG2) ? state->texture_states[i][WINED3D_TSS_COLOR_ARG2] : ARG_UNUSED;
3677 carg0 = (args[cop] & ARG0) ? state->texture_states[i][WINED3D_TSS_COLOR_ARG0] : ARG_UNUSED;
3679 if (is_invalid_op(state, i, cop, carg1, carg2, carg0))
3681 carg0 = ARG_UNUSED;
3682 carg2 = ARG_UNUSED;
3683 carg1 = WINED3DTA_CURRENT;
3684 cop = WINED3D_TOP_SELECT_ARG1;
3687 if (cop == WINED3D_TOP_DOTPRODUCT3)
3689 /* A dotproduct3 on the colorop overwrites the alphaop operation and replicates
3690 * the color result to the alpha component of the destination
3692 aop = cop;
3693 aarg1 = carg1;
3694 aarg2 = carg2;
3695 aarg0 = carg0;
3697 else
3699 aarg1 = (args[aop] & ARG1) ? state->texture_states[i][WINED3D_TSS_ALPHA_ARG1] : ARG_UNUSED;
3700 aarg2 = (args[aop] & ARG2) ? state->texture_states[i][WINED3D_TSS_ALPHA_ARG2] : ARG_UNUSED;
3701 aarg0 = (args[aop] & ARG0) ? state->texture_states[i][WINED3D_TSS_ALPHA_ARG0] : ARG_UNUSED;
3704 if (!i && state->textures[0] && state->render_states[WINED3D_RS_COLORKEYENABLE])
3706 GLenum texture_dimensions;
3708 texture = state->textures[0];
3709 texture_dimensions = texture->target;
3711 if (texture_dimensions == GL_TEXTURE_2D || texture_dimensions == GL_TEXTURE_RECTANGLE_ARB)
3713 if (texture->color_key_flags & WINED3D_CKEY_SRC_BLT && !texture->resource.format->alpha_size)
3715 if (aop == WINED3D_TOP_DISABLE)
3717 aarg1 = WINED3DTA_TEXTURE;
3718 aop = WINED3D_TOP_SELECT_ARG1;
3720 else if (aop == WINED3D_TOP_SELECT_ARG1 && aarg1 != WINED3DTA_TEXTURE)
3722 if (state->render_states[WINED3D_RS_ALPHABLENDENABLE])
3724 aarg2 = WINED3DTA_TEXTURE;
3725 aop = WINED3D_TOP_MODULATE;
3727 else aarg1 = WINED3DTA_TEXTURE;
3729 else if (aop == WINED3D_TOP_SELECT_ARG2 && aarg2 != WINED3DTA_TEXTURE)
3731 if (state->render_states[WINED3D_RS_ALPHABLENDENABLE])
3733 aarg1 = WINED3DTA_TEXTURE;
3734 aop = WINED3D_TOP_MODULATE;
3736 else aarg2 = WINED3DTA_TEXTURE;
3742 if (is_invalid_op(state, i, aop, aarg1, aarg2, aarg0))
3744 aarg0 = ARG_UNUSED;
3745 aarg2 = ARG_UNUSED;
3746 aarg1 = WINED3DTA_CURRENT;
3747 aop = WINED3D_TOP_SELECT_ARG1;
3750 if (carg1 == WINED3DTA_TEXTURE || carg2 == WINED3DTA_TEXTURE || carg0 == WINED3DTA_TEXTURE
3751 || aarg1 == WINED3DTA_TEXTURE || aarg2 == WINED3DTA_TEXTURE || aarg0 == WINED3DTA_TEXTURE)
3753 ttff = state->texture_states[i][WINED3D_TSS_TEXTURE_TRANSFORM_FLAGS];
3754 if (ttff == (WINED3D_TTFF_PROJECTED | WINED3D_TTFF_COUNT3))
3755 settings->op[i].projected = proj_count3;
3756 else if (ttff & WINED3D_TTFF_PROJECTED)
3757 settings->op[i].projected = proj_count4;
3758 else
3759 settings->op[i].projected = proj_none;
3761 else
3763 settings->op[i].projected = proj_none;
3766 settings->op[i].cop = cop;
3767 settings->op[i].aop = aop;
3768 settings->op[i].carg0 = carg0;
3769 settings->op[i].carg1 = carg1;
3770 settings->op[i].carg2 = carg2;
3771 settings->op[i].aarg0 = aarg0;
3772 settings->op[i].aarg1 = aarg1;
3773 settings->op[i].aarg2 = aarg2;
3775 if (state->texture_states[i][WINED3D_TSS_RESULT_ARG] == WINED3DTA_TEMP)
3776 settings->op[i].dst = tempreg;
3777 else
3778 settings->op[i].dst = resultreg;
3781 /* Clear unsupported stages */
3782 for(; i < MAX_TEXTURES; i++) {
3783 memset(&settings->op[i], 0xff, sizeof(settings->op[i]));
3786 if (!state->render_states[WINED3D_RS_FOGENABLE])
3788 settings->fog = WINED3D_FFP_PS_FOG_OFF;
3790 else if (state->render_states[WINED3D_RS_FOGTABLEMODE] == WINED3D_FOG_NONE)
3792 if (use_vs(state) || state->vertex_declaration->position_transformed)
3794 settings->fog = WINED3D_FFP_PS_FOG_LINEAR;
3796 else
3798 switch (state->render_states[WINED3D_RS_FOGVERTEXMODE])
3800 case WINED3D_FOG_NONE:
3801 case WINED3D_FOG_LINEAR:
3802 settings->fog = WINED3D_FFP_PS_FOG_LINEAR;
3803 break;
3804 case WINED3D_FOG_EXP:
3805 settings->fog = WINED3D_FFP_PS_FOG_EXP;
3806 break;
3807 case WINED3D_FOG_EXP2:
3808 settings->fog = WINED3D_FFP_PS_FOG_EXP2;
3809 break;
3813 else
3815 switch (state->render_states[WINED3D_RS_FOGTABLEMODE])
3817 case WINED3D_FOG_LINEAR:
3818 settings->fog = WINED3D_FFP_PS_FOG_LINEAR;
3819 break;
3820 case WINED3D_FOG_EXP:
3821 settings->fog = WINED3D_FFP_PS_FOG_EXP;
3822 break;
3823 case WINED3D_FOG_EXP2:
3824 settings->fog = WINED3D_FFP_PS_FOG_EXP2;
3825 break;
3828 if (!gl_info->supported[ARB_FRAMEBUFFER_SRGB]
3829 && state->render_states[WINED3D_RS_SRGBWRITEENABLE]
3830 && rt_format->flags & WINED3DFMT_FLAG_SRGB_WRITE)
3832 settings->sRGB_write = 1;
3833 } else {
3834 settings->sRGB_write = 0;
3836 if (d3d_info->vs_clipping || !use_vs(state) || !state->render_states[WINED3D_RS_CLIPPING]
3837 || !state->render_states[WINED3D_RS_CLIPPLANEENABLE])
3839 /* No need to emulate clipplanes if GL supports native vertex shader clipping or if
3840 * the fixed function vertex pipeline is used(which always supports clipplanes), or
3841 * if no clipplane is enabled
3843 settings->emul_clipplanes = 0;
3844 } else {
3845 settings->emul_clipplanes = 1;
3849 const struct ffp_frag_desc *find_ffp_frag_shader(const struct wine_rb_tree *fragment_shaders,
3850 const struct ffp_frag_settings *settings)
3852 struct wine_rb_entry *entry = wine_rb_get(fragment_shaders, settings);
3853 return entry ? WINE_RB_ENTRY_VALUE(entry, struct ffp_frag_desc, entry) : NULL;
3856 void add_ffp_frag_shader(struct wine_rb_tree *shaders, struct ffp_frag_desc *desc)
3858 /* Note that the key is the implementation independent part of the ffp_frag_desc structure,
3859 * whereas desc points to an extended structure with implementation specific parts. */
3860 if (wine_rb_put(shaders, &desc->settings, &desc->entry) == -1)
3862 ERR("Failed to insert ffp frag shader.\n");
3866 /* Activates the texture dimension according to the bound D3D texture. Does
3867 * not care for the colorop or correct gl texture unit (when using nvrc).
3868 * Requires the caller to activate the correct unit. */
3869 /* Context activation is done by the caller (state handler). */
3870 void texture_activate_dimensions(const struct wined3d_texture *texture, const struct wined3d_gl_info *gl_info)
3872 if (texture)
3874 switch (texture->target)
3876 case GL_TEXTURE_2D:
3877 gl_info->gl_ops.gl.p_glDisable(GL_TEXTURE_3D);
3878 checkGLcall("glDisable(GL_TEXTURE_3D)");
3879 if (gl_info->supported[ARB_TEXTURE_CUBE_MAP])
3881 gl_info->gl_ops.gl.p_glDisable(GL_TEXTURE_CUBE_MAP_ARB);
3882 checkGLcall("glDisable(GL_TEXTURE_CUBE_MAP_ARB)");
3884 if (gl_info->supported[ARB_TEXTURE_RECTANGLE])
3886 gl_info->gl_ops.gl.p_glDisable(GL_TEXTURE_RECTANGLE_ARB);
3887 checkGLcall("glDisable(GL_TEXTURE_RECTANGLE_ARB)");
3889 gl_info->gl_ops.gl.p_glEnable(GL_TEXTURE_2D);
3890 checkGLcall("glEnable(GL_TEXTURE_2D)");
3891 break;
3892 case GL_TEXTURE_RECTANGLE_ARB:
3893 gl_info->gl_ops.gl.p_glDisable(GL_TEXTURE_2D);
3894 checkGLcall("glDisable(GL_TEXTURE_2D)");
3895 gl_info->gl_ops.gl.p_glDisable(GL_TEXTURE_3D);
3896 checkGLcall("glDisable(GL_TEXTURE_3D)");
3897 if (gl_info->supported[ARB_TEXTURE_CUBE_MAP])
3899 gl_info->gl_ops.gl.p_glDisable(GL_TEXTURE_CUBE_MAP_ARB);
3900 checkGLcall("glDisable(GL_TEXTURE_CUBE_MAP_ARB)");
3902 gl_info->gl_ops.gl.p_glEnable(GL_TEXTURE_RECTANGLE_ARB);
3903 checkGLcall("glEnable(GL_TEXTURE_RECTANGLE_ARB)");
3904 break;
3905 case GL_TEXTURE_3D:
3906 if (gl_info->supported[ARB_TEXTURE_CUBE_MAP])
3908 gl_info->gl_ops.gl.p_glDisable(GL_TEXTURE_CUBE_MAP_ARB);
3909 checkGLcall("glDisable(GL_TEXTURE_CUBE_MAP_ARB)");
3911 if (gl_info->supported[ARB_TEXTURE_RECTANGLE])
3913 gl_info->gl_ops.gl.p_glDisable(GL_TEXTURE_RECTANGLE_ARB);
3914 checkGLcall("glDisable(GL_TEXTURE_RECTANGLE_ARB)");
3916 gl_info->gl_ops.gl.p_glDisable(GL_TEXTURE_2D);
3917 checkGLcall("glDisable(GL_TEXTURE_2D)");
3918 gl_info->gl_ops.gl.p_glEnable(GL_TEXTURE_3D);
3919 checkGLcall("glEnable(GL_TEXTURE_3D)");
3920 break;
3921 case GL_TEXTURE_CUBE_MAP_ARB:
3922 gl_info->gl_ops.gl.p_glDisable(GL_TEXTURE_2D);
3923 checkGLcall("glDisable(GL_TEXTURE_2D)");
3924 gl_info->gl_ops.gl.p_glDisable(GL_TEXTURE_3D);
3925 checkGLcall("glDisable(GL_TEXTURE_3D)");
3926 if (gl_info->supported[ARB_TEXTURE_RECTANGLE])
3928 gl_info->gl_ops.gl.p_glDisable(GL_TEXTURE_RECTANGLE_ARB);
3929 checkGLcall("glDisable(GL_TEXTURE_RECTANGLE_ARB)");
3931 gl_info->gl_ops.gl.p_glEnable(GL_TEXTURE_CUBE_MAP_ARB);
3932 checkGLcall("glEnable(GL_TEXTURE_CUBE_MAP_ARB)");
3933 break;
3936 else
3938 gl_info->gl_ops.gl.p_glEnable(GL_TEXTURE_2D);
3939 checkGLcall("glEnable(GL_TEXTURE_2D)");
3940 gl_info->gl_ops.gl.p_glDisable(GL_TEXTURE_3D);
3941 checkGLcall("glDisable(GL_TEXTURE_3D)");
3942 if (gl_info->supported[ARB_TEXTURE_CUBE_MAP])
3944 gl_info->gl_ops.gl.p_glDisable(GL_TEXTURE_CUBE_MAP_ARB);
3945 checkGLcall("glDisable(GL_TEXTURE_CUBE_MAP_ARB)");
3947 if (gl_info->supported[ARB_TEXTURE_RECTANGLE])
3949 gl_info->gl_ops.gl.p_glDisable(GL_TEXTURE_RECTANGLE_ARB);
3950 checkGLcall("glDisable(GL_TEXTURE_RECTANGLE_ARB)");
3952 /* Binding textures is done by samplers. A dummy texture will be bound */
3956 /* Context activation is done by the caller (state handler). */
3957 void sampler_texdim(struct wined3d_context *context, const struct wined3d_state *state, DWORD state_id)
3959 DWORD sampler = state_id - STATE_SAMPLER(0);
3960 DWORD mapped_stage = context->tex_unit_map[sampler];
3962 /* No need to enable / disable anything here for unused samplers. The
3963 * tex_colorop handler takes care. Also no action is needed with pixel
3964 * shaders, or if tex_colorop will take care of this business. */
3965 if (mapped_stage == WINED3D_UNMAPPED_STAGE || mapped_stage >= context->gl_info->limits.textures)
3966 return;
3967 if (sampler >= context->lowest_disabled_stage)
3968 return;
3969 if (isStateDirty(context, STATE_TEXTURESTAGE(sampler, WINED3D_TSS_COLOR_OP)))
3970 return;
3972 texture_activate_dimensions(state->textures[sampler], context->gl_info);
3975 void *wined3d_rb_alloc(size_t size)
3977 return HeapAlloc(GetProcessHeap(), 0, size);
3980 void *wined3d_rb_realloc(void *ptr, size_t size)
3982 return HeapReAlloc(GetProcessHeap(), 0, ptr, size);
3985 void wined3d_rb_free(void *ptr)
3987 HeapFree(GetProcessHeap(), 0, ptr);
3990 static int ffp_frag_program_key_compare(const void *key, const struct wine_rb_entry *entry)
3992 const struct ffp_frag_settings *ka = key;
3993 const struct ffp_frag_settings *kb = &WINE_RB_ENTRY_VALUE(entry, const struct ffp_frag_desc, entry)->settings;
3995 return memcmp(ka, kb, sizeof(*ka));
3998 const struct wine_rb_functions wined3d_ffp_frag_program_rb_functions =
4000 wined3d_rb_alloc,
4001 wined3d_rb_realloc,
4002 wined3d_rb_free,
4003 ffp_frag_program_key_compare,
4006 void wined3d_ffp_get_vs_settings(const struct wined3d_state *state, const struct wined3d_stream_info *si,
4007 struct wined3d_ffp_vs_settings *settings)
4009 unsigned int coord_idx, i;
4011 if (si->position_transformed)
4013 memset(settings, 0, sizeof(*settings));
4015 settings->transformed = 1;
4016 settings->point_size = state->gl_primitive_type == GL_POINTS;
4017 if (!state->render_states[WINED3D_RS_FOGENABLE])
4018 settings->fog_mode = WINED3D_FFP_VS_FOG_OFF;
4019 else if (state->render_states[WINED3D_RS_FOGTABLEMODE] != WINED3D_FOG_NONE)
4020 settings->fog_mode = WINED3D_FFP_VS_FOG_DEPTH;
4021 else
4022 settings->fog_mode = WINED3D_FFP_VS_FOG_FOGCOORD;
4024 for (i = 0; i < MAX_TEXTURES; ++i)
4026 coord_idx = state->texture_states[i][WINED3D_TSS_TEXCOORD_INDEX];
4027 if (coord_idx < MAX_TEXTURES && (si->use_map & (1 << (WINED3D_FFP_TEXCOORD0 + coord_idx))))
4028 settings->texcoords |= 1 << i;
4029 settings->texgen[i] = (state->texture_states[i][WINED3D_TSS_TEXCOORD_INDEX] >> WINED3D_FFP_TCI_SHIFT)
4030 & WINED3D_FFP_TCI_MASK;
4032 return;
4035 settings->transformed = 0;
4036 settings->clipping = state->render_states[WINED3D_RS_CLIPPING]
4037 && state->render_states[WINED3D_RS_CLIPPLANEENABLE];
4038 settings->normal = !!(si->use_map & (1 << WINED3D_FFP_NORMAL));
4039 settings->normalize = settings->normal && state->render_states[WINED3D_RS_NORMALIZENORMALS];
4040 settings->lighting = !!state->render_states[WINED3D_RS_LIGHTING];
4041 settings->localviewer = !!state->render_states[WINED3D_RS_LOCALVIEWER];
4042 settings->point_size = state->gl_primitive_type == GL_POINTS;
4044 if (state->render_states[WINED3D_RS_COLORVERTEX] && (si->use_map & (1 << WINED3D_FFP_DIFFUSE)))
4046 settings->diffuse_source = state->render_states[WINED3D_RS_DIFFUSEMATERIALSOURCE];
4047 settings->emission_source = state->render_states[WINED3D_RS_EMISSIVEMATERIALSOURCE];
4048 settings->ambient_source = state->render_states[WINED3D_RS_AMBIENTMATERIALSOURCE];
4049 settings->specular_source = state->render_states[WINED3D_RS_SPECULARMATERIALSOURCE];
4051 else
4053 settings->diffuse_source = WINED3D_MCS_MATERIAL;
4054 settings->emission_source = WINED3D_MCS_MATERIAL;
4055 settings->ambient_source = WINED3D_MCS_MATERIAL;
4056 settings->specular_source = WINED3D_MCS_MATERIAL;
4059 settings->texcoords = 0;
4060 for (i = 0; i < MAX_TEXTURES; ++i)
4062 coord_idx = state->texture_states[i][WINED3D_TSS_TEXCOORD_INDEX];
4063 if (coord_idx < MAX_TEXTURES && (si->use_map & (1 << (WINED3D_FFP_TEXCOORD0 + coord_idx))))
4064 settings->texcoords |= 1 << i;
4065 settings->texgen[i] = (state->texture_states[i][WINED3D_TSS_TEXCOORD_INDEX] >> WINED3D_FFP_TCI_SHIFT)
4066 & WINED3D_FFP_TCI_MASK;
4069 settings->light_type = 0;
4070 for (i = 0; i < MAX_ACTIVE_LIGHTS; ++i)
4072 if (state->lights[i])
4073 settings->light_type |= (state->lights[i]->OriginalParms.type
4074 & WINED3D_FFP_LIGHT_TYPE_MASK) << WINED3D_FFP_LIGHT_TYPE_SHIFT(i);
4077 settings->ortho_fog = 0;
4078 if (!state->render_states[WINED3D_RS_FOGENABLE])
4079 settings->fog_mode = WINED3D_FFP_VS_FOG_OFF;
4080 else if (state->render_states[WINED3D_RS_FOGTABLEMODE] != WINED3D_FOG_NONE)
4082 settings->fog_mode = WINED3D_FFP_VS_FOG_DEPTH;
4084 if (state->transforms[WINED3D_TS_PROJECTION]._14 == 0.0f
4085 && state->transforms[WINED3D_TS_PROJECTION]._24 == 0.0f
4086 && state->transforms[WINED3D_TS_PROJECTION]._34 == 0.0f
4087 && state->transforms[WINED3D_TS_PROJECTION]._44 == 1.0f)
4088 settings->ortho_fog = 1;
4090 else if (state->render_states[WINED3D_RS_FOGVERTEXMODE] == WINED3D_FOG_NONE)
4091 settings->fog_mode = WINED3D_FFP_VS_FOG_FOGCOORD;
4092 else if (state->render_states[WINED3D_RS_RANGEFOGENABLE])
4093 settings->fog_mode = WINED3D_FFP_VS_FOG_RANGE;
4094 else
4095 settings->fog_mode = WINED3D_FFP_VS_FOG_DEPTH;
4097 settings->padding = 0;
4100 static int wined3d_ffp_vertex_program_key_compare(const void *key, const struct wine_rb_entry *entry)
4102 const struct wined3d_ffp_vs_settings *ka = key;
4103 const struct wined3d_ffp_vs_settings *kb = &WINE_RB_ENTRY_VALUE(entry,
4104 const struct wined3d_ffp_vs_desc, entry)->settings;
4106 return memcmp(ka, kb, sizeof(*ka));
4109 const struct wine_rb_functions wined3d_ffp_vertex_program_rb_functions =
4111 wined3d_rb_alloc,
4112 wined3d_rb_realloc,
4113 wined3d_rb_free,
4114 wined3d_ffp_vertex_program_key_compare,
4117 const struct blit_shader *wined3d_select_blitter(const struct wined3d_gl_info *gl_info, enum wined3d_blit_op blit_op,
4118 const RECT *src_rect, DWORD src_usage, enum wined3d_pool src_pool, const struct wined3d_format *src_format,
4119 const RECT *dst_rect, DWORD dst_usage, enum wined3d_pool dst_pool, const struct wined3d_format *dst_format)
4121 static const struct blit_shader * const blitters[] =
4123 &arbfp_blit,
4124 &ffp_blit,
4125 &cpu_blit,
4127 unsigned int i;
4129 for (i = 0; i < sizeof(blitters) / sizeof(*blitters); ++i)
4131 if (blitters[i]->blit_supported(gl_info, blit_op,
4132 src_rect, src_usage, src_pool, src_format,
4133 dst_rect, dst_usage, dst_pool, dst_format))
4134 return blitters[i];
4137 return NULL;
4140 void wined3d_get_draw_rect(const struct wined3d_state *state, RECT *rect)
4142 const struct wined3d_viewport *vp = &state->viewport;
4144 SetRect(rect, vp->x, vp->y, vp->x + vp->width, vp->y + vp->height);
4146 if (state->render_states[WINED3D_RS_SCISSORTESTENABLE])
4147 IntersectRect(rect, rect, &state->scissor_rect);
4150 const char *wined3d_debug_location(DWORD location)
4152 char buf[294];
4154 buf[0] = '\0';
4155 #define LOCATION_TO_STR(u) if (location & u) { strcat(buf, " | "#u); location &= ~u; }
4156 LOCATION_TO_STR(WINED3D_LOCATION_DISCARDED);
4157 LOCATION_TO_STR(WINED3D_LOCATION_SYSMEM);
4158 LOCATION_TO_STR(WINED3D_LOCATION_USER_MEMORY);
4159 LOCATION_TO_STR(WINED3D_LOCATION_DIB);
4160 LOCATION_TO_STR(WINED3D_LOCATION_BUFFER);
4161 LOCATION_TO_STR(WINED3D_LOCATION_TEXTURE_RGB);
4162 LOCATION_TO_STR(WINED3D_LOCATION_TEXTURE_SRGB);
4163 LOCATION_TO_STR(WINED3D_LOCATION_DRAWABLE);
4164 LOCATION_TO_STR(WINED3D_LOCATION_RB_MULTISAMPLE);
4165 LOCATION_TO_STR(WINED3D_LOCATION_RB_RESOLVED);
4166 #undef LOCATION_TO_STR
4167 if (location) FIXME("Unrecognized location flag(s) %#x.\n", location);
4169 return buf[0] ? wine_dbg_sprintf("%s", &buf[3]) : "0";
4172 /* Print a floating point value with the %.8e format specifier, always using
4173 * '.' as decimal separator. */
4174 void wined3d_ftoa(float value, char *s)
4176 int idx = 1;
4178 if (copysignf(1.0f, value) < 0.0f)
4179 ++idx;
4181 /* Be sure to allocate a buffer of at least 17 characters for the result
4182 as sprintf may return a 3 digit exponent when using the MSVC runtime
4183 instead of a 2 digit exponent. */
4184 sprintf(s, "%.8e", value);
4185 if (isfinite(value))
4186 s[idx] = '.';
4189 void wined3d_release_dc(HWND window, HDC dc)
4191 /* You'd figure ReleaseDC() would fail if the DC doesn't match the window.
4192 * However, that's not what actually happens, and there are user32 tests
4193 * that confirm ReleaseDC() with the wrong window is supposed to succeed.
4194 * So explicitly check that the DC belongs to the window, since we want to
4195 * avoid releasing a DC that belongs to some other window if the original
4196 * window was already destroyed. */
4197 if (WindowFromDC(dc) != window)
4198 WARN("DC %p does not belong to window %p.\n", dc, window);
4199 else if (!ReleaseDC(window, dc))
4200 ERR("Failed to release device context %p, last error %#x.\n", dc, GetLastError());