wined3d: Don't allow 3D depth textures.
[wine/multimedia.git] / dlls / wined3d / utils.c
blob94ed858123a247da09ff93a0626719438f9ddd5b
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->async.flags & WINED3D_TEXTURE_ASYNC_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 void format_set_flag(struct wined3d_format *format, unsigned int flag)
1312 unsigned int i;
1314 for (i = 0; i < ARRAY_SIZE(format->flags); ++i)
1315 format->flags[i] |= flag;
1318 static void format_clear_flag(struct wined3d_format *format, unsigned int flag)
1320 unsigned int i;
1322 for (i = 0; i < ARRAY_SIZE(format->flags); ++i)
1323 format->flags[i] &= ~flag;
1326 static BOOL init_format_base_info(struct wined3d_gl_info *gl_info)
1328 UINT format_count = sizeof(formats) / sizeof(*formats);
1329 UINT i;
1331 gl_info->formats = HeapAlloc(GetProcessHeap(), HEAP_ZERO_MEMORY, format_count * sizeof(*gl_info->formats));
1332 if (!gl_info->formats)
1334 ERR("Failed to allocate memory.\n");
1335 return FALSE;
1338 for (i = 0; i < format_count; ++i)
1340 struct wined3d_format *format = &gl_info->formats[i];
1341 format->id = formats[i].id;
1342 format->red_size = formats[i].red_size;
1343 format->green_size = formats[i].green_size;
1344 format->blue_size = formats[i].blue_size;
1345 format->alpha_size = formats[i].alpha_size;
1346 format->red_offset = formats[i].red_offset;
1347 format->green_offset = formats[i].green_offset;
1348 format->blue_offset = formats[i].blue_offset;
1349 format->alpha_offset = formats[i].alpha_offset;
1350 format->byte_count = formats[i].bpp;
1351 format->depth_size = formats[i].depth_size;
1352 format->stencil_size = formats[i].stencil_size;
1353 format->block_width = 1;
1354 format->block_height = 1;
1355 format->block_byte_count = formats[i].bpp;
1358 for (i = 0; i < (sizeof(format_base_flags) / sizeof(*format_base_flags)); ++i)
1360 int fmt_idx = getFmtIdx(format_base_flags[i].id);
1362 if (fmt_idx == -1)
1364 ERR("Format %s (%#x) not found.\n",
1365 debug_d3dformat(format_base_flags[i].id), format_base_flags[i].id);
1366 HeapFree(GetProcessHeap(), 0, gl_info->formats);
1367 return FALSE;
1370 format_set_flag(&gl_info->formats[fmt_idx], format_base_flags[i].flags);
1373 return TRUE;
1376 static BOOL init_format_block_info(struct wined3d_gl_info *gl_info)
1378 unsigned int i;
1380 for (i = 0; i < (sizeof(format_block_info) / sizeof(*format_block_info)); ++i)
1382 struct wined3d_format *format;
1383 int fmt_idx = getFmtIdx(format_block_info[i].id);
1385 if (fmt_idx == -1)
1387 ERR("Format %s (%#x) not found.\n",
1388 debug_d3dformat(format_block_info[i].id), format_block_info[i].id);
1389 return FALSE;
1392 format = &gl_info->formats[fmt_idx];
1393 format->block_width = format_block_info[i].block_width;
1394 format->block_height = format_block_info[i].block_height;
1395 format->block_byte_count = format_block_info[i].block_byte_count;
1396 format_set_flag(&gl_info->formats[fmt_idx], WINED3DFMT_FLAG_BLOCKS);
1397 if (!format_block_info[i].verify)
1398 format_set_flag(&gl_info->formats[fmt_idx], WINED3DFMT_FLAG_BLOCKS_NO_VERIFY);
1401 return TRUE;
1404 /* Context activation is done by the caller. */
1405 static void check_fbo_compat(const struct wined3d_gl_info *gl_info, struct wined3d_format *format)
1407 /* Check if the default internal format is supported as a frame buffer
1408 * target, otherwise fall back to the render target internal.
1410 * Try to stick to the standard format if possible, this limits precision differences. */
1411 GLenum status;
1412 GLuint tex;
1414 while (gl_info->gl_ops.gl.p_glGetError());
1415 gl_info->gl_ops.gl.p_glDisable(GL_BLEND);
1417 gl_info->gl_ops.gl.p_glGenTextures(1, &tex);
1418 gl_info->gl_ops.gl.p_glBindTexture(GL_TEXTURE_2D, tex);
1420 gl_info->gl_ops.gl.p_glTexImage2D(GL_TEXTURE_2D, 0, format->glInternal, 16, 16, 0,
1421 format->glFormat, format->glType, NULL);
1422 gl_info->gl_ops.gl.p_glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_NEAREST);
1423 gl_info->gl_ops.gl.p_glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_NEAREST);
1425 gl_info->fbo_ops.glFramebufferTexture2D(GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT0, GL_TEXTURE_2D, tex, 0);
1427 status = gl_info->fbo_ops.glCheckFramebufferStatus(GL_FRAMEBUFFER);
1428 checkGLcall("Framebuffer format check");
1430 if (status == GL_FRAMEBUFFER_COMPLETE)
1432 TRACE("Format %s is supported as FBO color attachment.\n", debug_d3dformat(format->id));
1433 format_set_flag(format, WINED3DFMT_FLAG_FBO_ATTACHABLE);
1434 format->rtInternal = format->glInternal;
1436 else
1438 if (!format->rtInternal)
1440 if (format->flags[WINED3D_GL_RES_TYPE_TEX_2D] & WINED3DFMT_FLAG_RENDERTARGET)
1442 FIXME("Format %s with rendertarget flag is not supported as FBO color attachment,"
1443 " and no fallback specified.\n", debug_d3dformat(format->id));
1444 format_clear_flag(format, WINED3DFMT_FLAG_RENDERTARGET);
1446 else
1448 TRACE("Format %s is not supported as FBO color attachment.\n", debug_d3dformat(format->id));
1450 format->rtInternal = format->glInternal;
1452 else
1454 TRACE("Format %s is not supported as FBO color attachment, trying rtInternal format as fallback.\n",
1455 debug_d3dformat(format->id));
1457 while (gl_info->gl_ops.gl.p_glGetError());
1459 gl_info->fbo_ops.glFramebufferTexture2D(GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT0, GL_TEXTURE_2D, 0, 0);
1461 gl_info->gl_ops.gl.p_glTexImage2D(GL_TEXTURE_2D, 0, format->rtInternal, 16, 16, 0,
1462 format->glFormat, format->glType, NULL);
1463 gl_info->gl_ops.gl.p_glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_NEAREST);
1464 gl_info->gl_ops.gl.p_glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_NEAREST);
1466 gl_info->fbo_ops.glFramebufferTexture2D(GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT0, GL_TEXTURE_2D, tex, 0);
1468 status = gl_info->fbo_ops.glCheckFramebufferStatus(GL_FRAMEBUFFER);
1469 checkGLcall("Framebuffer format check");
1471 if (status == GL_FRAMEBUFFER_COMPLETE)
1473 TRACE("Format %s rtInternal format is supported as FBO color attachment.\n",
1474 debug_d3dformat(format->id));
1476 else
1478 FIXME("Format %s rtInternal format is not supported as FBO color attachment.\n",
1479 debug_d3dformat(format->id));
1480 format_clear_flag(format, WINED3DFMT_FLAG_RENDERTARGET);
1485 if (status == GL_FRAMEBUFFER_COMPLETE
1486 && ((format->flags[WINED3D_GL_RES_TYPE_TEX_2D] & WINED3DFMT_FLAG_POSTPIXELSHADER_BLENDING)
1487 || !(gl_info->quirks & WINED3D_QUIRK_LIMITED_TEX_FILTERING))
1488 && format->id != WINED3DFMT_NULL && format->id != WINED3DFMT_P8_UINT
1489 && format->glFormat != GL_LUMINANCE && format->glFormat != GL_LUMINANCE_ALPHA
1490 && (format->red_size || format->alpha_size))
1492 DWORD readback[16 * 16], color, r_range, a_range;
1493 BYTE r, a;
1494 BOOL match = TRUE;
1495 GLuint rb;
1497 if (gl_info->supported[ARB_FRAMEBUFFER_OBJECT]
1498 || gl_info->supported[EXT_PACKED_DEPTH_STENCIL])
1500 gl_info->fbo_ops.glGenRenderbuffers(1, &rb);
1501 gl_info->fbo_ops.glBindRenderbuffer(GL_RENDERBUFFER, rb);
1502 gl_info->fbo_ops.glRenderbufferStorage(GL_RENDERBUFFER, GL_DEPTH24_STENCIL8, 16, 16);
1503 gl_info->fbo_ops.glFramebufferRenderbuffer(GL_FRAMEBUFFER, GL_DEPTH_ATTACHMENT, GL_RENDERBUFFER, rb);
1504 gl_info->fbo_ops.glFramebufferRenderbuffer(GL_FRAMEBUFFER, GL_STENCIL_ATTACHMENT, GL_RENDERBUFFER, rb);
1505 checkGLcall("RB attachment");
1508 gl_info->gl_ops.gl.p_glEnable(GL_BLEND);
1509 gl_info->gl_ops.gl.p_glClearColor(0.0f, 0.0f, 0.0f, 1.0f);
1510 gl_info->gl_ops.gl.p_glClear(GL_COLOR_BUFFER_BIT);
1511 if (gl_info->gl_ops.gl.p_glGetError() == GL_INVALID_FRAMEBUFFER_OPERATION)
1513 while (gl_info->gl_ops.gl.p_glGetError());
1514 TRACE("Format doesn't support post-pixelshader blending.\n");
1515 format_clear_flag(format, WINED3DFMT_FLAG_POSTPIXELSHADER_BLENDING);
1517 else
1519 gl_info->gl_ops.gl.p_glDisable(GL_BLEND);
1520 gl_info->gl_ops.gl.p_glViewport(0, 0, 16, 16);
1521 gl_info->gl_ops.gl.p_glDisable(GL_LIGHTING);
1522 gl_info->gl_ops.gl.p_glMatrixMode(GL_MODELVIEW);
1523 gl_info->gl_ops.gl.p_glLoadIdentity();
1524 gl_info->gl_ops.gl.p_glMatrixMode(GL_PROJECTION);
1525 gl_info->gl_ops.gl.p_glLoadIdentity();
1527 gl_info->gl_ops.gl.p_glBlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
1529 /* Draw a full-black quad */
1530 gl_info->gl_ops.gl.p_glBegin(GL_TRIANGLE_STRIP);
1531 gl_info->gl_ops.gl.p_glColor4f(0.0f, 0.0f, 0.0f, 1.0f);
1532 gl_info->gl_ops.gl.p_glVertex3f(-1.0f, -1.0f, 0.0f);
1533 gl_info->gl_ops.gl.p_glVertex3f(1.0f, -1.0f, 0.0f);
1534 gl_info->gl_ops.gl.p_glVertex3f(-1.0f, 1.0f, 0.0f);
1535 gl_info->gl_ops.gl.p_glVertex3f(1.0f, 1.0f, 0.0f);
1536 gl_info->gl_ops.gl.p_glEnd();
1538 gl_info->gl_ops.gl.p_glEnable(GL_BLEND);
1539 /* Draw a half-transparent red quad */
1540 gl_info->gl_ops.gl.p_glBegin(GL_TRIANGLE_STRIP);
1541 gl_info->gl_ops.gl.p_glColor4f(1.0f, 0.0f, 0.0f, 0.5f);
1542 gl_info->gl_ops.gl.p_glVertex3f(-1.0f, -1.0f, 0.0f);
1543 gl_info->gl_ops.gl.p_glVertex3f(1.0f, -1.0f, 0.0f);
1544 gl_info->gl_ops.gl.p_glVertex3f(-1.0f, 1.0f, 0.0f);
1545 gl_info->gl_ops.gl.p_glVertex3f(1.0f, 1.0f, 0.0f);
1546 gl_info->gl_ops.gl.p_glEnd();
1548 gl_info->gl_ops.gl.p_glDisable(GL_BLEND);
1550 /* Rebinding texture to workaround a fglrx bug. */
1551 gl_info->gl_ops.gl.p_glBindTexture(GL_TEXTURE_2D, tex);
1552 gl_info->gl_ops.gl.p_glGetTexImage(GL_TEXTURE_2D, 0, GL_BGRA, GL_UNSIGNED_INT_8_8_8_8_REV, readback);
1553 checkGLcall("Post-pixelshader blending check");
1555 color = readback[7 * 16 + 7];
1556 a = color >> 24;
1557 r = (color & 0x00ff0000) >> 16;
1559 r_range = format->red_size < 8 ? 1 << (8 - format->red_size) : 1;
1560 a_range = format->alpha_size < 8 ? 1 << (8 - format->alpha_size) : 1;
1561 if (format->red_size && (r < 0x7f - r_range || r > 0x7f + r_range))
1562 match = FALSE;
1563 else if (format->alpha_size > 1 && (a < 0xbf - a_range || a > 0xbf + a_range))
1564 match = FALSE;
1565 if (!match)
1567 TRACE("Format doesn't support post-pixelshader blending.\n");
1568 TRACE("Color output: %#x\n", color);
1569 format_clear_flag(format, WINED3DFMT_FLAG_POSTPIXELSHADER_BLENDING);
1571 else
1573 TRACE("Format supports post-pixelshader blending.\n");
1574 TRACE("Color output: %#x\n", color);
1575 format_set_flag(format, WINED3DFMT_FLAG_POSTPIXELSHADER_BLENDING);
1579 if (gl_info->supported[ARB_FRAMEBUFFER_OBJECT]
1580 || gl_info->supported[EXT_PACKED_DEPTH_STENCIL])
1582 gl_info->fbo_ops.glFramebufferRenderbuffer(GL_FRAMEBUFFER, GL_DEPTH_ATTACHMENT, GL_RENDERBUFFER, 0);
1583 gl_info->fbo_ops.glFramebufferRenderbuffer(GL_FRAMEBUFFER, GL_STENCIL_ATTACHMENT, GL_RENDERBUFFER, 0);
1584 gl_info->fbo_ops.glDeleteRenderbuffers(1, &rb);
1585 checkGLcall("RB cleanup");
1589 if (format->glInternal != format->glGammaInternal)
1591 gl_info->gl_ops.gl.p_glTexImage2D(GL_TEXTURE_2D, 0, format->glGammaInternal, 16, 16, 0,
1592 format->glFormat, format->glType, NULL);
1593 gl_info->fbo_ops.glFramebufferTexture2D(GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT0, GL_TEXTURE_2D, tex, 0);
1595 status = gl_info->fbo_ops.glCheckFramebufferStatus(GL_FRAMEBUFFER);
1596 checkGLcall("Framebuffer format check");
1598 if (status == GL_FRAMEBUFFER_COMPLETE)
1600 TRACE("Format %s's sRGB format is FBO attachable.\n", debug_d3dformat(format->id));
1601 format_set_flag(format, WINED3DFMT_FLAG_FBO_ATTACHABLE_SRGB);
1603 else
1605 WARN("Format %s's sRGB format is not FBO attachable.\n", debug_d3dformat(format->id));
1608 else if (status == GL_FRAMEBUFFER_COMPLETE)
1609 format_set_flag(format, WINED3DFMT_FLAG_FBO_ATTACHABLE_SRGB);
1611 gl_info->gl_ops.gl.p_glDeleteTextures(1, &tex);
1614 static GLenum wined3d_gl_type_to_enum(enum wined3d_gl_resource_type type)
1616 switch (type)
1618 case WINED3D_GL_RES_TYPE_TEX_1D:
1619 return GL_TEXTURE_1D;
1620 case WINED3D_GL_RES_TYPE_TEX_2D:
1621 return GL_TEXTURE_2D;
1622 case WINED3D_GL_RES_TYPE_TEX_3D:
1623 return GL_TEXTURE_3D;
1624 case WINED3D_GL_RES_TYPE_TEX_CUBE:
1625 return GL_TEXTURE_CUBE_MAP_ARB;
1626 case WINED3D_GL_RES_TYPE_TEX_RECT:
1627 return GL_TEXTURE_RECTANGLE_ARB;
1628 case WINED3D_GL_RES_TYPE_BUFFER:
1629 return GL_TEXTURE_2D; /* TODO: GL_TEXTURE_BUFFER. */
1630 case WINED3D_GL_RES_TYPE_COUNT:
1631 break;
1633 ERR("Unexpected GL resource type %u.\n", type);
1634 return 0;
1637 static void query_format_flag(struct wined3d_gl_info *gl_info, struct wined3d_format *format,
1638 GLint internal, GLenum pname, DWORD flag, const char *string)
1640 GLint value;
1641 enum wined3d_gl_resource_type type;
1643 for (type = 0; type < ARRAY_SIZE(format->flags); ++type)
1645 gl_info->gl_ops.ext.p_glGetInternalformativ(wined3d_gl_type_to_enum(type), internal, pname, 1, &value);
1646 if (value == GL_FULL_SUPPORT)
1648 TRACE("Format %s supports %s, resource type %u.\n", debug_d3dformat(format->id), string, type);
1649 format->flags[type] |= flag;
1651 else
1653 TRACE("Format %s doesn't support %s, resource type %u.\n", debug_d3dformat(format->id), string, type);
1654 format->flags[type] &= ~flag;
1659 /* Context activation is done by the caller. */
1660 static void init_format_fbo_compat_info(struct wined3d_gl_info *gl_info)
1662 unsigned int i, type;
1663 GLuint fbo;
1665 if (gl_info->supported[ARB_INTERNALFORMAT_QUERY2])
1667 for (i = 0; i < sizeof(formats) / sizeof(*formats); ++i)
1669 GLint value;
1670 struct wined3d_format *format = &gl_info->formats[i];
1671 BOOL fallback_fmt_used = FALSE, regular_fmt_used = FALSE;
1672 GLenum rt_internal = format->rtInternal;
1674 if (!format->glInternal)
1675 continue;
1676 if (format->flags[WINED3D_GL_RES_TYPE_TEX_2D] & (WINED3DFMT_FLAG_DEPTH | WINED3DFMT_FLAG_STENCIL))
1677 continue;
1679 for (type = 0; type < ARRAY_SIZE(format->flags); ++type)
1681 gl_info->gl_ops.ext.p_glGetInternalformativ(wined3d_gl_type_to_enum(type),
1682 format->glInternal, GL_FRAMEBUFFER_RENDERABLE, 1, &value);
1683 if (value == GL_FULL_SUPPORT)
1685 TRACE("Format %s is supported as FBO color attachment, resource type %u.\n",
1686 debug_d3dformat(format->id), type);
1687 format->flags[type] |= WINED3DFMT_FLAG_FBO_ATTACHABLE;
1688 format->rtInternal = format->glInternal;
1689 regular_fmt_used = TRUE;
1691 gl_info->gl_ops.ext.p_glGetInternalformativ(wined3d_gl_type_to_enum(type),
1692 format->glInternal, GL_FRAMEBUFFER_BLEND, 1, &value);
1693 if (value == GL_FULL_SUPPORT)
1695 TRACE("Format %s supports post-pixelshader blending, resource type %u.\n",
1696 debug_d3dformat(format->id), type);
1697 format->flags[type] |= WINED3DFMT_FLAG_POSTPIXELSHADER_BLENDING;
1699 else
1701 TRACE("Format %s doesn't support post-pixelshader blending, resource typed %u.\n",
1702 debug_d3dformat(format->id), type);
1703 format->flags[type] &= ~WINED3DFMT_FLAG_POSTPIXELSHADER_BLENDING;
1706 else
1708 if (!rt_internal)
1710 if (format->flags[type] & WINED3DFMT_FLAG_RENDERTARGET)
1712 WARN("Format %s with rendertarget flag is not supported as FBO color attachment"
1713 " and no fallback specified, resource type %u.\n",
1714 debug_d3dformat(format->id), type);
1715 format->flags[type] &= ~WINED3DFMT_FLAG_RENDERTARGET;
1717 else
1718 TRACE("Format %s is not supported as FBO color attachment,"
1719 " resource type %u.\n", debug_d3dformat(format->id), type);
1720 format->rtInternal = format->glInternal;
1722 else
1724 gl_info->gl_ops.ext.p_glGetInternalformativ(wined3d_gl_type_to_enum(type),
1725 rt_internal, GL_FRAMEBUFFER_RENDERABLE, 1, &value);
1726 if (value == GL_FULL_SUPPORT)
1728 TRACE("Format %s rtInternal format is supported as FBO color attachment,"
1729 " resource type %u.\n", debug_d3dformat(format->id), type);
1730 fallback_fmt_used = TRUE;
1732 else
1734 WARN("Format %s rtInternal format is not supported as FBO color attachment,"
1735 " resource type %u.\n", debug_d3dformat(format->id), type);
1736 format->flags[type] &= ~WINED3DFMT_FLAG_RENDERTARGET;
1741 if (format->glInternal != format->glGammaInternal)
1743 gl_info->gl_ops.ext.p_glGetInternalformativ(wined3d_gl_type_to_enum(type),
1744 format->glGammaInternal, GL_FRAMEBUFFER_RENDERABLE, 1, &value);
1745 if (value == GL_FULL_SUPPORT)
1747 TRACE("Format %s's sRGB format is FBO attachable, resource type %u.\n",
1748 debug_d3dformat(format->id), type);
1749 format->flags[type] |= WINED3DFMT_FLAG_FBO_ATTACHABLE_SRGB;
1751 else
1753 WARN("Format %s's sRGB format is not FBO attachable, resource type %u.\n",
1754 debug_d3dformat(format->id), type);
1757 else if (format->flags[type] & WINED3DFMT_FLAG_FBO_ATTACHABLE)
1758 format->flags[type] |= WINED3DFMT_FLAG_FBO_ATTACHABLE_SRGB;
1761 if (fallback_fmt_used && regular_fmt_used)
1763 FIXME("Format %s needs different render target formats for different resource types.\n",
1764 debug_d3dformat(format->id));
1765 format_clear_flag(format, WINED3DFMT_FLAG_RENDERTARGET | WINED3DFMT_FLAG_FBO_ATTACHABLE
1766 | WINED3DFMT_FLAG_FBO_ATTACHABLE_SRGB | WINED3DFMT_FLAG_POSTPIXELSHADER_BLENDING);
1769 return;
1772 if (wined3d_settings.offscreen_rendering_mode == ORM_FBO)
1774 gl_info->fbo_ops.glGenFramebuffers(1, &fbo);
1775 gl_info->fbo_ops.glBindFramebuffer(GL_FRAMEBUFFER, fbo);
1776 gl_info->gl_ops.gl.p_glDrawBuffer(GL_COLOR_ATTACHMENT0);
1777 gl_info->gl_ops.gl.p_glReadBuffer(GL_COLOR_ATTACHMENT0);
1780 for (i = 0; i < sizeof(formats) / sizeof(*formats); ++i)
1782 struct wined3d_format *format = &gl_info->formats[i];
1784 if (!format->glInternal) continue;
1786 if (format->flags[WINED3D_GL_RES_TYPE_TEX_2D] & (WINED3DFMT_FLAG_DEPTH | WINED3DFMT_FLAG_STENCIL))
1788 TRACE("Skipping format %s because it's a depth/stencil format.\n",
1789 debug_d3dformat(format->id));
1790 continue;
1793 if (format->flags[WINED3D_GL_RES_TYPE_TEX_2D] & WINED3DFMT_FLAG_COMPRESSED)
1795 TRACE("Skipping format %s because it's a compressed format.\n",
1796 debug_d3dformat(format->id));
1797 continue;
1800 if (wined3d_settings.offscreen_rendering_mode == ORM_FBO)
1802 TRACE("Checking if format %s is supported as FBO color attachment...\n", debug_d3dformat(format->id));
1803 check_fbo_compat(gl_info, format);
1805 else
1807 format->rtInternal = format->glInternal;
1811 if (wined3d_settings.offscreen_rendering_mode == ORM_FBO)
1812 gl_info->fbo_ops.glDeleteFramebuffers(1, &fbo);
1815 static BOOL init_format_texture_info(struct wined3d_adapter *adapter, struct wined3d_gl_info *gl_info)
1817 struct fragment_caps fragment_caps;
1818 struct shader_caps shader_caps;
1819 BOOL srgb_write;
1820 unsigned int i;
1822 adapter->fragment_pipe->get_caps(gl_info, &fragment_caps);
1823 adapter->shader_backend->shader_get_caps(gl_info, &shader_caps);
1824 srgb_write = (fragment_caps.wined3d_caps & WINED3D_FRAGMENT_CAP_SRGB_WRITE)
1825 && (shader_caps.wined3d_caps & WINED3D_SHADER_CAP_SRGB_WRITE);
1827 for (i = 0; i < sizeof(format_texture_info) / sizeof(*format_texture_info); ++i)
1829 int fmt_idx = getFmtIdx(format_texture_info[i].id);
1830 struct wined3d_format *format;
1832 if (fmt_idx == -1)
1834 ERR("Format %s (%#x) not found.\n",
1835 debug_d3dformat(format_texture_info[i].id), format_texture_info[i].id);
1836 return FALSE;
1839 if (!gl_info->supported[format_texture_info[i].extension]) continue;
1841 format = &gl_info->formats[fmt_idx];
1843 /* ARB_texture_rg defines floating point formats, but only if
1844 * ARB_texture_float is also supported. */
1845 if (!gl_info->supported[ARB_TEXTURE_FLOAT]
1846 && (format->flags[WINED3D_GL_RES_TYPE_TEX_2D] & WINED3DFMT_FLAG_FLOAT))
1847 continue;
1849 format->glInternal = format_texture_info[i].gl_internal;
1850 format->glGammaInternal = format_texture_info[i].gl_srgb_internal;
1851 format->rtInternal = format_texture_info[i].gl_rt_internal;
1852 format->glFormat = format_texture_info[i].gl_format;
1853 format->glType = format_texture_info[i].gl_type;
1854 format->color_fixup = COLOR_FIXUP_IDENTITY;
1855 format->height_scale.numerator = 1;
1856 format->height_scale.denominator = 1;
1858 format->flags[WINED3D_GL_RES_TYPE_TEX_1D] |= format_texture_info[i].flags;
1859 format->flags[WINED3D_GL_RES_TYPE_TEX_2D] |= format_texture_info[i].flags;
1860 format->flags[WINED3D_GL_RES_TYPE_BUFFER] |= format_texture_info[i].flags;
1862 /* GL_ARB_depth_texture does not support 3D textures. It also says "cube textures are
1863 * problematic", but doesn't explicitly mandate that an error is generated. */
1864 if (gl_info->supported[EXT_TEXTURE3D]
1865 && !(format_texture_info[i].flags & (WINED3DFMT_FLAG_DEPTH | WINED3DFMT_FLAG_STENCIL)))
1866 format->flags[WINED3D_GL_RES_TYPE_TEX_3D] |= format_texture_info[i].flags;
1868 if (gl_info->supported[ARB_TEXTURE_CUBE_MAP])
1869 format->flags[WINED3D_GL_RES_TYPE_TEX_CUBE] |= format_texture_info[i].flags;
1871 if (gl_info->supported[ARB_TEXTURE_RECTANGLE])
1872 format->flags[WINED3D_GL_RES_TYPE_TEX_RECT] |= format_texture_info[i].flags;
1874 if (gl_info->supported[ARB_INTERNALFORMAT_QUERY2])
1876 query_format_flag(gl_info, format, format->glInternal, GL_VERTEX_TEXTURE,
1877 WINED3DFMT_FLAG_VTF, "vertex texture usage");
1878 query_format_flag(gl_info, format, format->glInternal, GL_FILTER,
1879 WINED3DFMT_FLAG_FILTERING, "filtering");
1881 if (format->glGammaInternal != format->glInternal)
1883 query_format_flag(gl_info, format, format->glGammaInternal, GL_SRGB_READ,
1884 WINED3DFMT_FLAG_SRGB_READ, "sRGB read");
1886 if (srgb_write)
1887 query_format_flag(gl_info, format, format->glGammaInternal, GL_SRGB_WRITE,
1888 WINED3DFMT_FLAG_SRGB_WRITE, "sRGB write");
1889 else
1890 format_clear_flag(format, WINED3DFMT_FLAG_SRGB_WRITE);
1892 if (!(format->flags[WINED3D_GL_RES_TYPE_TEX_2D] & (WINED3DFMT_FLAG_SRGB_READ | WINED3DFMT_FLAG_SRGB_WRITE)))
1893 format->glGammaInternal = format->glInternal;
1894 else if (gl_info->supported[EXT_TEXTURE_SRGB_DECODE])
1895 format->glInternal = format->glGammaInternal;
1898 else
1900 if (!gl_info->limits.vertex_samplers)
1901 format_clear_flag(format, WINED3DFMT_FLAG_VTF);
1903 if (!(gl_info->quirks & WINED3D_QUIRK_LIMITED_TEX_FILTERING))
1904 format_set_flag(format, WINED3DFMT_FLAG_FILTERING);
1905 else if (format->id != WINED3DFMT_R32G32B32A32_FLOAT && format->id != WINED3DFMT_R32_FLOAT)
1906 format_clear_flag(format, WINED3DFMT_FLAG_VTF);
1908 if (format->glGammaInternal != format->glInternal)
1910 /* Filter sRGB capabilities if EXT_texture_sRGB is not supported. */
1911 if (!gl_info->supported[EXT_TEXTURE_SRGB])
1913 format->glGammaInternal = format->glInternal;
1914 format_clear_flag(format, WINED3DFMT_FLAG_SRGB_READ | WINED3DFMT_FLAG_SRGB_WRITE);
1916 else if (gl_info->supported[EXT_TEXTURE_SRGB_DECODE])
1918 format->glInternal = format->glGammaInternal;
1922 if ((format->flags[WINED3D_GL_RES_TYPE_TEX_2D] & WINED3DFMT_FLAG_SRGB_WRITE) && !srgb_write)
1923 format_clear_flag(format, WINED3DFMT_FLAG_SRGB_WRITE);
1926 /* Texture conversion stuff */
1927 format->convert = format_texture_info[i].convert;
1928 format->conv_byte_count = format_texture_info[i].conv_byte_count;
1931 return TRUE;
1934 static BOOL color_match(DWORD c1, DWORD c2, BYTE max_diff)
1936 if (abs((c1 & 0xff) - (c2 & 0xff)) > max_diff) return FALSE;
1937 c1 >>= 8; c2 >>= 8;
1938 if (abs((c1 & 0xff) - (c2 & 0xff)) > max_diff) return FALSE;
1939 c1 >>= 8; c2 >>= 8;
1940 if (abs((c1 & 0xff) - (c2 & 0xff)) > max_diff) return FALSE;
1941 c1 >>= 8; c2 >>= 8;
1942 if (abs((c1 & 0xff) - (c2 & 0xff)) > max_diff) return FALSE;
1943 return TRUE;
1946 /* A context is provided by the caller */
1947 static BOOL check_filter(const struct wined3d_gl_info *gl_info, GLenum internal)
1949 static const DWORD data[] = {0x00000000, 0xffffffff};
1950 GLuint tex, fbo, buffer;
1951 DWORD readback[16 * 1];
1952 BOOL ret = FALSE;
1954 /* Render a filtered texture and see what happens. This is intended to detect the lack of
1955 * float16 filtering on ATI X1000 class cards. The drivers disable filtering instead of
1956 * falling back to software. If this changes in the future this code will get fooled and
1957 * apps might hit the software path due to incorrectly advertised caps.
1959 * Its unlikely that this changes however. GL Games like Mass Effect depend on the filter
1960 * disable fallback, if Apple or ATI ever change the driver behavior they will break more
1961 * than Wine. The Linux binary <= r500 driver is not maintained any more anyway
1964 while (gl_info->gl_ops.gl.p_glGetError());
1966 gl_info->gl_ops.gl.p_glGenTextures(1, &buffer);
1967 gl_info->gl_ops.gl.p_glBindTexture(GL_TEXTURE_2D, buffer);
1968 memset(readback, 0x7e, sizeof(readback));
1969 gl_info->gl_ops.gl.p_glTexImage2D(GL_TEXTURE_2D, 0, GL_RGBA8, 16, 1, 0,
1970 GL_RGBA, GL_UNSIGNED_INT_8_8_8_8, readback);
1971 gl_info->gl_ops.gl.p_glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_NEAREST);
1972 gl_info->gl_ops.gl.p_glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_NEAREST);
1973 gl_info->gl_ops.gl.p_glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_CLAMP_TO_EDGE);
1974 gl_info->gl_ops.gl.p_glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_CLAMP_TO_EDGE);
1975 gl_info->gl_ops.gl.p_glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_R, GL_CLAMP_TO_EDGE);
1977 gl_info->gl_ops.gl.p_glGenTextures(1, &tex);
1978 gl_info->gl_ops.gl.p_glBindTexture(GL_TEXTURE_2D, tex);
1979 gl_info->gl_ops.gl.p_glTexImage2D(GL_TEXTURE_2D, 0, internal, 2, 1, 0,
1980 GL_BGRA, GL_UNSIGNED_INT_8_8_8_8_REV, data);
1981 gl_info->gl_ops.gl.p_glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR);
1982 gl_info->gl_ops.gl.p_glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_LINEAR);
1983 gl_info->gl_ops.gl.p_glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_CLAMP_TO_EDGE);
1984 gl_info->gl_ops.gl.p_glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_CLAMP_TO_EDGE);
1985 gl_info->gl_ops.gl.p_glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_R, GL_CLAMP_TO_EDGE);
1986 gl_info->gl_ops.gl.p_glEnable(GL_TEXTURE_2D);
1988 gl_info->fbo_ops.glGenFramebuffers(1, &fbo);
1989 gl_info->fbo_ops.glBindFramebuffer(GL_FRAMEBUFFER, fbo);
1990 gl_info->fbo_ops.glFramebufferTexture2D(GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT0, GL_TEXTURE_2D, buffer, 0);
1991 gl_info->gl_ops.gl.p_glDrawBuffer(GL_COLOR_ATTACHMENT0);
1993 gl_info->gl_ops.gl.p_glViewport(0, 0, 16, 1);
1994 gl_info->gl_ops.gl.p_glDisable(GL_LIGHTING);
1995 gl_info->gl_ops.gl.p_glMatrixMode(GL_MODELVIEW);
1996 gl_info->gl_ops.gl.p_glLoadIdentity();
1997 gl_info->gl_ops.gl.p_glMatrixMode(GL_PROJECTION);
1998 gl_info->gl_ops.gl.p_glLoadIdentity();
2000 gl_info->gl_ops.gl.p_glClearColor(0, 1, 0, 0);
2001 gl_info->gl_ops.gl.p_glClear(GL_COLOR_BUFFER_BIT);
2003 gl_info->gl_ops.gl.p_glBegin(GL_TRIANGLE_STRIP);
2004 gl_info->gl_ops.gl.p_glTexCoord2f(0.0, 0.0);
2005 gl_info->gl_ops.gl.p_glVertex2f(-1.0f, -1.0f);
2006 gl_info->gl_ops.gl.p_glTexCoord2f(1.0, 0.0);
2007 gl_info->gl_ops.gl.p_glVertex2f(1.0f, -1.0f);
2008 gl_info->gl_ops.gl.p_glTexCoord2f(0.0, 1.0);
2009 gl_info->gl_ops.gl.p_glVertex2f(-1.0f, 1.0f);
2010 gl_info->gl_ops.gl.p_glTexCoord2f(1.0, 1.0);
2011 gl_info->gl_ops.gl.p_glVertex2f(1.0f, 1.0f);
2012 gl_info->gl_ops.gl.p_glEnd();
2014 gl_info->gl_ops.gl.p_glBindTexture(GL_TEXTURE_2D, buffer);
2015 memset(readback, 0x7f, sizeof(readback));
2016 gl_info->gl_ops.gl.p_glGetTexImage(GL_TEXTURE_2D, 0, GL_BGRA, GL_UNSIGNED_INT_8_8_8_8_REV, readback);
2017 if (color_match(readback[6], 0xffffffff, 5) || color_match(readback[6], 0x00000000, 5)
2018 || color_match(readback[9], 0xffffffff, 5) || color_match(readback[9], 0x00000000, 5))
2020 TRACE("Read back colors 0x%08x and 0x%08x close to unfiltered color, assuming no filtering\n",
2021 readback[6], readback[9]);
2022 ret = FALSE;
2024 else
2026 TRACE("Read back colors are 0x%08x and 0x%08x, assuming texture is filtered\n",
2027 readback[6], readback[9]);
2028 ret = TRUE;
2031 gl_info->fbo_ops.glBindFramebuffer(GL_FRAMEBUFFER, 0);
2032 gl_info->fbo_ops.glDeleteFramebuffers(1, &fbo);
2033 gl_info->gl_ops.gl.p_glDeleteTextures(1, &tex);
2034 gl_info->gl_ops.gl.p_glDeleteTextures(1, &buffer);
2036 if (gl_info->gl_ops.gl.p_glGetError())
2038 FIXME("Error during filtering test for format %x, returning no filtering\n", internal);
2039 ret = FALSE;
2042 return ret;
2045 static void init_format_filter_info(struct wined3d_gl_info *gl_info, enum wined3d_pci_vendor vendor)
2047 struct wined3d_format *format;
2048 unsigned int fmt_idx, i;
2049 static const enum wined3d_format_id fmts16[] =
2051 WINED3DFMT_R16_FLOAT,
2052 WINED3DFMT_R16G16_FLOAT,
2053 WINED3DFMT_R16G16B16A16_FLOAT,
2055 BOOL filtered;
2057 if (gl_info->supported[ARB_INTERNALFORMAT_QUERY2])
2058 /* This was already handled by init_format_texture_info(). */
2059 return;
2061 if(wined3d_settings.offscreen_rendering_mode != ORM_FBO)
2063 WARN("No FBO support, or no FBO ORM, guessing filter info from GL caps\n");
2064 if (vendor == HW_VENDOR_NVIDIA && gl_info->supported[ARB_TEXTURE_FLOAT])
2066 TRACE("Nvidia card with texture_float support: Assuming float16 blending\n");
2067 filtered = TRUE;
2069 else if (gl_info->limits.glsl_varyings > 44)
2071 TRACE("More than 44 GLSL varyings - assuming d3d10 card with float16 blending\n");
2072 filtered = TRUE;
2074 else
2076 TRACE("Assuming no float16 blending\n");
2077 filtered = FALSE;
2080 if(filtered)
2082 for(i = 0; i < (sizeof(fmts16) / sizeof(*fmts16)); i++)
2084 fmt_idx = getFmtIdx(fmts16[i]);
2085 format_set_flag(&gl_info->formats[fmt_idx], WINED3DFMT_FLAG_FILTERING);
2088 return;
2091 for(i = 0; i < (sizeof(fmts16) / sizeof(*fmts16)); i++)
2093 fmt_idx = getFmtIdx(fmts16[i]);
2094 format = &gl_info->formats[fmt_idx];
2095 if (!format->glInternal) continue; /* Not supported by GL */
2097 filtered = check_filter(gl_info, gl_info->formats[fmt_idx].glInternal);
2098 if(filtered)
2100 TRACE("Format %s supports filtering\n", debug_d3dformat(fmts16[i]));
2101 format_set_flag(format, WINED3DFMT_FLAG_FILTERING);
2103 else
2105 TRACE("Format %s does not support filtering\n", debug_d3dformat(fmts16[i]));
2110 static void apply_format_fixups(struct wined3d_adapter *adapter, struct wined3d_gl_info *gl_info)
2112 unsigned int i;
2113 int idx;
2115 idx = getFmtIdx(WINED3DFMT_R16_FLOAT);
2116 gl_info->formats[idx].color_fixup = create_color_fixup_desc(
2117 0, CHANNEL_SOURCE_X, 0, CHANNEL_SOURCE_ONE, 0, CHANNEL_SOURCE_ONE, 0, CHANNEL_SOURCE_W);
2119 idx = getFmtIdx(WINED3DFMT_R32_FLOAT);
2120 gl_info->formats[idx].color_fixup = create_color_fixup_desc(
2121 0, CHANNEL_SOURCE_X, 0, CHANNEL_SOURCE_ONE, 0, CHANNEL_SOURCE_ONE, 0, CHANNEL_SOURCE_W);
2123 idx = getFmtIdx(WINED3DFMT_R16G16_UNORM);
2124 gl_info->formats[idx].color_fixup = create_color_fixup_desc(
2125 0, CHANNEL_SOURCE_X, 0, CHANNEL_SOURCE_Y, 0, CHANNEL_SOURCE_ONE, 0, CHANNEL_SOURCE_W);
2127 idx = getFmtIdx(WINED3DFMT_R16G16_FLOAT);
2128 gl_info->formats[idx].color_fixup = create_color_fixup_desc(
2129 0, CHANNEL_SOURCE_X, 0, CHANNEL_SOURCE_Y, 0, CHANNEL_SOURCE_ONE, 0, CHANNEL_SOURCE_W);
2131 idx = getFmtIdx(WINED3DFMT_R32G32_FLOAT);
2132 gl_info->formats[idx].color_fixup = create_color_fixup_desc(
2133 0, CHANNEL_SOURCE_X, 0, CHANNEL_SOURCE_Y, 0, CHANNEL_SOURCE_ONE, 0, CHANNEL_SOURCE_W);
2135 /* GL_ATI_envmap_bumpmap in theory supports R8G8_SNORM but is no longer supported by
2136 * any driver. */
2137 if (gl_info->supported[NV_TEXTURE_SHADER] || gl_info->supported[EXT_TEXTURE_SNORM])
2139 /* R8G8_SNORM and R16G16_SNORM need a fixup of the undefined blue channel. OpenGL
2140 * returns 0.0 when sampling from it, DirectX 1.0. So we always have in-shader
2141 * conversion for this format. */
2142 idx = getFmtIdx(WINED3DFMT_R8G8_SNORM);
2143 gl_info->formats[idx].color_fixup = create_color_fixup_desc(
2144 0, CHANNEL_SOURCE_X, 0, CHANNEL_SOURCE_Y, 0, CHANNEL_SOURCE_ONE, 0, CHANNEL_SOURCE_ONE);
2145 idx = getFmtIdx(WINED3DFMT_R16G16_SNORM);
2146 gl_info->formats[idx].color_fixup = create_color_fixup_desc(
2147 0, CHANNEL_SOURCE_X, 0, CHANNEL_SOURCE_Y, 0, CHANNEL_SOURCE_ONE, 0, CHANNEL_SOURCE_ONE);
2149 else
2151 /* Emulate using unsigned formats. This requires load-time conversion in addition to the
2152 * fixups here. */
2153 idx = getFmtIdx(WINED3DFMT_R8G8_SNORM);
2154 gl_info->formats[idx].color_fixup = create_color_fixup_desc(
2155 1, CHANNEL_SOURCE_X, 1, CHANNEL_SOURCE_Y, 0, CHANNEL_SOURCE_ONE, 0, CHANNEL_SOURCE_ONE);
2156 idx = getFmtIdx(WINED3DFMT_R16G16_SNORM);
2157 gl_info->formats[idx].color_fixup = create_color_fixup_desc(
2158 1, CHANNEL_SOURCE_X, 1, CHANNEL_SOURCE_Y, 0, CHANNEL_SOURCE_ONE, 0, CHANNEL_SOURCE_ONE);
2159 idx = getFmtIdx(WINED3DFMT_R8G8B8A8_SNORM);
2160 gl_info->formats[idx].color_fixup = create_color_fixup_desc(
2161 1, CHANNEL_SOURCE_X, 1, CHANNEL_SOURCE_Y, 1, CHANNEL_SOURCE_Z, 1, CHANNEL_SOURCE_W);
2162 idx = getFmtIdx(WINED3DFMT_R5G5_SNORM_L6_UNORM);
2163 gl_info->formats[idx].color_fixup = create_color_fixup_desc(
2164 1, CHANNEL_SOURCE_X, 1, CHANNEL_SOURCE_Z, 0, CHANNEL_SOURCE_Y, 0, CHANNEL_SOURCE_ONE);
2167 if (!gl_info->supported[NV_TEXTURE_SHADER])
2169 idx = getFmtIdx(WINED3DFMT_R8G8_SNORM_L8X8_UNORM);
2170 gl_info->formats[idx].color_fixup = create_color_fixup_desc(
2171 1, CHANNEL_SOURCE_X, 1, CHANNEL_SOURCE_Y, 0, CHANNEL_SOURCE_Z, 0, CHANNEL_SOURCE_W);
2174 if (gl_info->supported[ARB_TEXTURE_COMPRESSION_RGTC])
2176 idx = getFmtIdx(WINED3DFMT_ATI1N);
2177 gl_info->formats[idx].color_fixup = create_color_fixup_desc(
2178 0, CHANNEL_SOURCE_X, 0, CHANNEL_SOURCE_X, 0, CHANNEL_SOURCE_X, 0, CHANNEL_SOURCE_X);
2180 idx = getFmtIdx(WINED3DFMT_ATI2N);
2181 gl_info->formats[idx].color_fixup = create_color_fixup_desc(
2182 0, CHANNEL_SOURCE_Y, 0, CHANNEL_SOURCE_X, 0, CHANNEL_SOURCE_ONE, 0, CHANNEL_SOURCE_ONE);
2184 else if (gl_info->supported[ATI_TEXTURE_COMPRESSION_3DC])
2186 idx = getFmtIdx(WINED3DFMT_ATI2N);
2187 gl_info->formats[idx].color_fixup= create_color_fixup_desc(
2188 0, CHANNEL_SOURCE_X, 0, CHANNEL_SOURCE_W, 0, CHANNEL_SOURCE_ONE, 0, CHANNEL_SOURCE_ONE);
2191 if (!gl_info->supported[APPLE_YCBCR_422])
2193 idx = getFmtIdx(WINED3DFMT_YUY2);
2194 gl_info->formats[idx].color_fixup = create_complex_fixup_desc(COMPLEX_FIXUP_YUY2);
2196 idx = getFmtIdx(WINED3DFMT_UYVY);
2197 gl_info->formats[idx].color_fixup = create_complex_fixup_desc(COMPLEX_FIXUP_UYVY);
2200 idx = getFmtIdx(WINED3DFMT_YV12);
2201 format_set_flag(&gl_info->formats[idx], WINED3DFMT_FLAG_HEIGHT_SCALE);
2202 gl_info->formats[idx].height_scale.numerator = 3;
2203 gl_info->formats[idx].height_scale.denominator = 2;
2204 gl_info->formats[idx].color_fixup = create_complex_fixup_desc(COMPLEX_FIXUP_YV12);
2206 idx = getFmtIdx(WINED3DFMT_NV12);
2207 format_set_flag(&gl_info->formats[idx], WINED3DFMT_FLAG_HEIGHT_SCALE);
2208 gl_info->formats[idx].height_scale.numerator = 3;
2209 gl_info->formats[idx].height_scale.denominator = 2;
2210 gl_info->formats[idx].color_fixup = create_complex_fixup_desc(COMPLEX_FIXUP_NV12);
2212 if (gl_info->supported[ARB_FRAGMENT_PROGRAM])
2214 idx = getFmtIdx(WINED3DFMT_P8_UINT);
2215 gl_info->formats[idx].color_fixup = create_complex_fixup_desc(COMPLEX_FIXUP_P8);
2218 if (gl_info->supported[ARB_VERTEX_ARRAY_BGRA])
2220 idx = getFmtIdx(WINED3DFMT_B8G8R8A8_UNORM);
2221 gl_info->formats[idx].gl_vtx_format = GL_BGRA;
2224 if (gl_info->supported[ARB_HALF_FLOAT_VERTEX])
2226 /* Do not change the size of the type, it is CPU side. We have to change the GPU-side information though.
2227 * It is the job of the vertex buffer code to make sure that the vbos have the right format */
2228 idx = getFmtIdx(WINED3DFMT_R16G16_FLOAT);
2229 gl_info->formats[idx].gl_vtx_type = GL_HALF_FLOAT; /* == GL_HALF_FLOAT_NV */
2231 idx = getFmtIdx(WINED3DFMT_R16G16B16A16_FLOAT);
2232 gl_info->formats[idx].gl_vtx_type = GL_HALF_FLOAT;
2235 if (!gl_info->supported[ARB_HALF_FLOAT_PIXEL])
2237 idx = getFmtIdx(WINED3DFMT_R16_FLOAT);
2238 format_clear_flag(&gl_info->formats[idx], WINED3DFMT_FLAG_TEXTURE);
2240 idx = getFmtIdx(WINED3DFMT_R16G16_FLOAT);
2241 format_clear_flag(&gl_info->formats[idx], WINED3DFMT_FLAG_TEXTURE);
2243 idx = getFmtIdx(WINED3DFMT_R16G16B16A16_FLOAT);
2244 format_clear_flag(&gl_info->formats[idx], WINED3DFMT_FLAG_TEXTURE);
2247 if (gl_info->quirks & WINED3D_QUIRK_BROKEN_RGBA16)
2249 idx = getFmtIdx(WINED3DFMT_R16G16B16A16_UNORM);
2250 format_clear_flag(&gl_info->formats[idx], WINED3DFMT_FLAG_TEXTURE);
2253 /* ATI instancing hack: Although ATI cards do not support Shader Model
2254 * 3.0, they support instancing. To query if the card supports instancing
2255 * CheckDeviceFormat() with the special format MAKEFOURCC('I','N','S','T')
2256 * is used. Should an application check for this, provide a proper return
2257 * value. We can do instancing with all shader versions, but we need
2258 * vertex shaders.
2260 * Additionally applications have to set the D3DRS_POINTSIZE render state
2261 * to MAKEFOURCC('I','N','S','T') once to enable instancing. Wined3d
2262 * doesn't need that and just ignores it.
2264 * With Shader Model 3.0 capable cards Instancing 'just works' in Windows. */
2265 /* FIXME: This should just check the shader backend caps. */
2266 if (gl_info->supported[ARB_VERTEX_PROGRAM] || gl_info->supported[ARB_VERTEX_SHADER])
2268 idx = getFmtIdx(WINED3DFMT_INST);
2269 format_set_flag(&gl_info->formats[idx], WINED3DFMT_FLAG_TEXTURE);
2272 /* Depth bound test. To query if the card supports it CheckDeviceFormat()
2273 * with the special format MAKEFOURCC('N','V','D','B') is used. It is
2274 * enabled by setting D3DRS_ADAPTIVETESS_X render state to
2275 * MAKEFOURCC('N','V','D','B') and then controlled by setting
2276 * D3DRS_ADAPTIVETESS_Z (zMin) and D3DRS_ADAPTIVETESS_W (zMax) to test
2277 * value. */
2278 if (gl_info->supported[EXT_DEPTH_BOUNDS_TEST])
2280 idx = getFmtIdx(WINED3DFMT_NVDB);
2281 format_set_flag(&gl_info->formats[idx], WINED3DFMT_FLAG_TEXTURE);
2284 /* RESZ aka AMD DX9-level hack for multisampled depth buffer resolve. You query for RESZ
2285 * support by checking for availability of MAKEFOURCC('R','E','S','Z') surfaces with
2286 * RENDERTARGET usage. */
2287 if (gl_info->supported[ARB_FRAMEBUFFER_OBJECT])
2289 idx = getFmtIdx(WINED3DFMT_RESZ);
2290 format_set_flag(&gl_info->formats[idx], WINED3DFMT_FLAG_TEXTURE | WINED3DFMT_FLAG_RENDERTARGET);
2293 for (i = 0; i < sizeof(formats) / sizeof(*formats); ++i)
2295 struct wined3d_format *format = &gl_info->formats[i];
2297 if (!(format->flags[WINED3D_GL_RES_TYPE_TEX_2D] & WINED3DFMT_FLAG_TEXTURE))
2298 continue;
2300 if (!adapter->shader_backend->shader_color_fixup_supported(format->color_fixup)
2301 || !adapter->fragment_pipe->color_fixup_supported(format->color_fixup))
2302 format_clear_flag(&gl_info->formats[idx], WINED3DFMT_FLAG_TEXTURE);
2305 /* GL_EXT_texture_compression_s3tc does not support 3D textures. Some Windows drivers
2306 * for dx9 GPUs support it, some do not, so not supporting DXTn volumes is OK for d3d9.
2308 * Note that GL_NV_texture_compression_vtc adds this functionality to OpenGL, but the
2309 * block layout is not compatible with the one used by d3d. See volume_dxt5_test. */
2310 idx = getFmtIdx(WINED3DFMT_DXT1);
2311 gl_info->formats[idx].flags[WINED3D_GL_RES_TYPE_TEX_3D] &= ~WINED3DFMT_FLAG_TEXTURE;
2312 idx = getFmtIdx(WINED3DFMT_DXT2);
2313 gl_info->formats[idx].flags[WINED3D_GL_RES_TYPE_TEX_3D] &= ~WINED3DFMT_FLAG_TEXTURE;
2314 idx = getFmtIdx(WINED3DFMT_DXT3);
2315 gl_info->formats[idx].flags[WINED3D_GL_RES_TYPE_TEX_3D] &= ~WINED3DFMT_FLAG_TEXTURE;
2316 idx = getFmtIdx(WINED3DFMT_DXT4);
2317 gl_info->formats[idx].flags[WINED3D_GL_RES_TYPE_TEX_3D] &= ~WINED3DFMT_FLAG_TEXTURE;
2318 idx = getFmtIdx(WINED3DFMT_DXT5);
2319 gl_info->formats[idx].flags[WINED3D_GL_RES_TYPE_TEX_3D] &= ~WINED3DFMT_FLAG_TEXTURE;
2320 /* Similarly with ATI1N / ATI2N and GL_ARB_texture_compression_rgtc. */
2321 idx = getFmtIdx(WINED3DFMT_ATI1N);
2322 gl_info->formats[idx].flags[WINED3D_GL_RES_TYPE_TEX_3D] &= ~WINED3DFMT_FLAG_TEXTURE;
2323 idx = getFmtIdx(WINED3DFMT_ATI2N);
2324 gl_info->formats[idx].flags[WINED3D_GL_RES_TYPE_TEX_3D] &= ~WINED3DFMT_FLAG_TEXTURE;
2327 static BOOL init_format_vertex_info(struct wined3d_gl_info *gl_info)
2329 unsigned int i;
2331 for (i = 0; i < (sizeof(format_vertex_info) / sizeof(*format_vertex_info)); ++i)
2333 struct wined3d_format *format;
2334 int fmt_idx = getFmtIdx(format_vertex_info[i].id);
2336 if (fmt_idx == -1)
2338 ERR("Format %s (%#x) not found.\n",
2339 debug_d3dformat(format_vertex_info[i].id), format_vertex_info[i].id);
2340 return FALSE;
2343 format = &gl_info->formats[fmt_idx];
2344 format->emit_idx = format_vertex_info[i].emit_idx;
2345 format->component_count = format_vertex_info[i].component_count;
2346 format->gl_vtx_type = format_vertex_info[i].gl_vtx_type;
2347 format->gl_vtx_format = format_vertex_info[i].gl_vtx_format;
2348 format->gl_normalized = format_vertex_info[i].gl_normalized;
2349 format->component_size = format_vertex_info[i].component_size;
2352 return TRUE;
2355 BOOL initPixelFormatsNoGL(struct wined3d_gl_info *gl_info)
2357 if (!init_format_base_info(gl_info)) return FALSE;
2359 if (!init_format_block_info(gl_info))
2361 HeapFree(GetProcessHeap(), 0, gl_info->formats);
2362 gl_info->formats = NULL;
2363 return FALSE;
2366 return TRUE;
2369 /* Context activation is done by the caller. */
2370 BOOL wined3d_adapter_init_format_info(struct wined3d_adapter *adapter)
2372 struct wined3d_gl_info *gl_info = &adapter->gl_info;
2374 if (!init_format_base_info(gl_info)) return FALSE;
2376 if (!init_format_block_info(gl_info)) goto fail;
2377 if (!init_format_texture_info(adapter, gl_info)) goto fail;
2378 if (!init_format_vertex_info(gl_info)) goto fail;
2380 apply_format_fixups(adapter, gl_info);
2381 init_format_fbo_compat_info(gl_info);
2382 init_format_filter_info(gl_info, adapter->driver_info.vendor);
2384 return TRUE;
2386 fail:
2387 HeapFree(GetProcessHeap(), 0, gl_info->formats);
2388 gl_info->formats = NULL;
2389 return FALSE;
2392 const struct wined3d_format *wined3d_get_format(const struct wined3d_gl_info *gl_info,
2393 enum wined3d_format_id format_id)
2395 int idx = getFmtIdx(format_id);
2397 if (idx == -1)
2399 FIXME("Can't find format %s (%#x) in the format lookup table\n",
2400 debug_d3dformat(format_id), format_id);
2401 /* Get the caller a valid pointer */
2402 idx = getFmtIdx(WINED3DFMT_UNKNOWN);
2405 return &gl_info->formats[idx];
2408 UINT wined3d_format_calculate_pitch(const struct wined3d_format *format, UINT width)
2410 /* For block based formats, pitch means the amount of bytes to the next
2411 * row of blocks rather than the next row of pixels. */
2412 if (format->flags[WINED3D_GL_RES_TYPE_TEX_2D] & WINED3DFMT_FLAG_BLOCKS)
2413 return format->block_byte_count * ((width + format->block_width - 1) / format->block_width);
2415 return format->byte_count * width;
2418 UINT wined3d_format_calculate_size(const struct wined3d_format *format, UINT alignment,
2419 UINT width, UINT height, UINT depth)
2421 UINT pitch = wined3d_format_calculate_pitch(format, width);
2422 UINT size;
2424 if (format->id == WINED3DFMT_UNKNOWN)
2426 size = 0;
2428 else if (format->flags[WINED3D_GL_RES_TYPE_TEX_2D] & WINED3DFMT_FLAG_BLOCKS)
2430 UINT row_count = (height + format->block_height - 1) / format->block_height;
2431 size = row_count * ((pitch + alignment - 1) & ~(alignment - 1));
2433 else
2435 size = height * ((pitch + alignment - 1) & ~(alignment - 1));
2438 if (format->flags[WINED3D_GL_RES_TYPE_TEX_2D] & WINED3DFMT_FLAG_HEIGHT_SCALE)
2440 /* The D3D format requirements make sure that the resulting format is an integer again */
2441 size *= format->height_scale.numerator;
2442 size /= format->height_scale.denominator;
2445 size *= depth;
2447 return size;
2450 /*****************************************************************************
2451 * Trace formatting of useful values
2453 const char *debug_d3dformat(enum wined3d_format_id format_id)
2455 switch (format_id)
2457 #define FMT_TO_STR(format_id) case format_id: return #format_id
2458 FMT_TO_STR(WINED3DFMT_UNKNOWN);
2459 FMT_TO_STR(WINED3DFMT_B8G8R8_UNORM);
2460 FMT_TO_STR(WINED3DFMT_B5G5R5X1_UNORM);
2461 FMT_TO_STR(WINED3DFMT_B4G4R4A4_UNORM);
2462 FMT_TO_STR(WINED3DFMT_B2G3R3_UNORM);
2463 FMT_TO_STR(WINED3DFMT_B2G3R3A8_UNORM);
2464 FMT_TO_STR(WINED3DFMT_B4G4R4X4_UNORM);
2465 FMT_TO_STR(WINED3DFMT_R8G8B8X8_UNORM);
2466 FMT_TO_STR(WINED3DFMT_B10G10R10A2_UNORM);
2467 FMT_TO_STR(WINED3DFMT_P8_UINT_A8_UNORM);
2468 FMT_TO_STR(WINED3DFMT_P8_UINT);
2469 FMT_TO_STR(WINED3DFMT_L8_UNORM);
2470 FMT_TO_STR(WINED3DFMT_L8A8_UNORM);
2471 FMT_TO_STR(WINED3DFMT_L4A4_UNORM);
2472 FMT_TO_STR(WINED3DFMT_R5G5_SNORM_L6_UNORM);
2473 FMT_TO_STR(WINED3DFMT_R8G8_SNORM_L8X8_UNORM);
2474 FMT_TO_STR(WINED3DFMT_R10G11B11_SNORM);
2475 FMT_TO_STR(WINED3DFMT_R10G10B10_SNORM_A2_UNORM);
2476 FMT_TO_STR(WINED3DFMT_UYVY);
2477 FMT_TO_STR(WINED3DFMT_YUY2);
2478 FMT_TO_STR(WINED3DFMT_YV12);
2479 FMT_TO_STR(WINED3DFMT_NV12);
2480 FMT_TO_STR(WINED3DFMT_DXT1);
2481 FMT_TO_STR(WINED3DFMT_DXT2);
2482 FMT_TO_STR(WINED3DFMT_DXT3);
2483 FMT_TO_STR(WINED3DFMT_DXT4);
2484 FMT_TO_STR(WINED3DFMT_DXT5);
2485 FMT_TO_STR(WINED3DFMT_MULTI2_ARGB8);
2486 FMT_TO_STR(WINED3DFMT_G8R8_G8B8);
2487 FMT_TO_STR(WINED3DFMT_R8G8_B8G8);
2488 FMT_TO_STR(WINED3DFMT_D16_LOCKABLE);
2489 FMT_TO_STR(WINED3DFMT_D32_UNORM);
2490 FMT_TO_STR(WINED3DFMT_S1_UINT_D15_UNORM);
2491 FMT_TO_STR(WINED3DFMT_X8D24_UNORM);
2492 FMT_TO_STR(WINED3DFMT_S4X4_UINT_D24_UNORM);
2493 FMT_TO_STR(WINED3DFMT_L16_UNORM);
2494 FMT_TO_STR(WINED3DFMT_S8_UINT_D24_FLOAT);
2495 FMT_TO_STR(WINED3DFMT_VERTEXDATA);
2496 FMT_TO_STR(WINED3DFMT_R8G8_SNORM_Cx);
2497 FMT_TO_STR(WINED3DFMT_ATI1N);
2498 FMT_TO_STR(WINED3DFMT_ATI2N);
2499 FMT_TO_STR(WINED3DFMT_NVDB);
2500 FMT_TO_STR(WINED3DFMT_NVHU);
2501 FMT_TO_STR(WINED3DFMT_NVHS);
2502 FMT_TO_STR(WINED3DFMT_R32G32B32A32_TYPELESS);
2503 FMT_TO_STR(WINED3DFMT_R32G32B32A32_FLOAT);
2504 FMT_TO_STR(WINED3DFMT_R32G32B32A32_UINT);
2505 FMT_TO_STR(WINED3DFMT_R32G32B32A32_SINT);
2506 FMT_TO_STR(WINED3DFMT_R32G32B32_TYPELESS);
2507 FMT_TO_STR(WINED3DFMT_R32G32B32_FLOAT);
2508 FMT_TO_STR(WINED3DFMT_R32G32B32_UINT);
2509 FMT_TO_STR(WINED3DFMT_R32G32B32_SINT);
2510 FMT_TO_STR(WINED3DFMT_R16G16B16A16_TYPELESS);
2511 FMT_TO_STR(WINED3DFMT_R16G16B16A16_FLOAT);
2512 FMT_TO_STR(WINED3DFMT_R16G16B16A16_UNORM);
2513 FMT_TO_STR(WINED3DFMT_R16G16B16A16_UINT);
2514 FMT_TO_STR(WINED3DFMT_R16G16B16A16_SNORM);
2515 FMT_TO_STR(WINED3DFMT_R16G16B16A16_SINT);
2516 FMT_TO_STR(WINED3DFMT_R32G32_TYPELESS);
2517 FMT_TO_STR(WINED3DFMT_R32G32_FLOAT);
2518 FMT_TO_STR(WINED3DFMT_R32G32_UINT);
2519 FMT_TO_STR(WINED3DFMT_R32G32_SINT);
2520 FMT_TO_STR(WINED3DFMT_R32G8X24_TYPELESS);
2521 FMT_TO_STR(WINED3DFMT_D32_FLOAT_S8X24_UINT);
2522 FMT_TO_STR(WINED3DFMT_R32_FLOAT_X8X24_TYPELESS);
2523 FMT_TO_STR(WINED3DFMT_X32_TYPELESS_G8X24_UINT);
2524 FMT_TO_STR(WINED3DFMT_R10G10B10A2_TYPELESS);
2525 FMT_TO_STR(WINED3DFMT_R10G10B10A2_UNORM);
2526 FMT_TO_STR(WINED3DFMT_R10G10B10A2_UINT);
2527 FMT_TO_STR(WINED3DFMT_R10G10B10A2_SNORM);
2528 FMT_TO_STR(WINED3DFMT_R11G11B10_FLOAT);
2529 FMT_TO_STR(WINED3DFMT_R8G8B8A8_TYPELESS);
2530 FMT_TO_STR(WINED3DFMT_R8G8B8A8_UNORM);
2531 FMT_TO_STR(WINED3DFMT_R8G8B8A8_UNORM_SRGB);
2532 FMT_TO_STR(WINED3DFMT_R8G8B8A8_UINT);
2533 FMT_TO_STR(WINED3DFMT_R8G8B8A8_SNORM);
2534 FMT_TO_STR(WINED3DFMT_R8G8B8A8_SINT);
2535 FMT_TO_STR(WINED3DFMT_R16G16_TYPELESS);
2536 FMT_TO_STR(WINED3DFMT_R16G16_FLOAT);
2537 FMT_TO_STR(WINED3DFMT_R16G16_UNORM);
2538 FMT_TO_STR(WINED3DFMT_R16G16_UINT);
2539 FMT_TO_STR(WINED3DFMT_R16G16_SNORM);
2540 FMT_TO_STR(WINED3DFMT_R16G16_SINT);
2541 FMT_TO_STR(WINED3DFMT_R32_TYPELESS);
2542 FMT_TO_STR(WINED3DFMT_D32_FLOAT);
2543 FMT_TO_STR(WINED3DFMT_R32_FLOAT);
2544 FMT_TO_STR(WINED3DFMT_R32_UINT);
2545 FMT_TO_STR(WINED3DFMT_R32_SINT);
2546 FMT_TO_STR(WINED3DFMT_R24G8_TYPELESS);
2547 FMT_TO_STR(WINED3DFMT_D24_UNORM_S8_UINT);
2548 FMT_TO_STR(WINED3DFMT_R24_UNORM_X8_TYPELESS);
2549 FMT_TO_STR(WINED3DFMT_X24_TYPELESS_G8_UINT);
2550 FMT_TO_STR(WINED3DFMT_R8G8_TYPELESS);
2551 FMT_TO_STR(WINED3DFMT_R8G8_UNORM);
2552 FMT_TO_STR(WINED3DFMT_R8G8_UINT);
2553 FMT_TO_STR(WINED3DFMT_R8G8_SNORM);
2554 FMT_TO_STR(WINED3DFMT_R8G8_SINT);
2555 FMT_TO_STR(WINED3DFMT_R16_TYPELESS);
2556 FMT_TO_STR(WINED3DFMT_R16_FLOAT);
2557 FMT_TO_STR(WINED3DFMT_D16_UNORM);
2558 FMT_TO_STR(WINED3DFMT_R16_UNORM);
2559 FMT_TO_STR(WINED3DFMT_R16_UINT);
2560 FMT_TO_STR(WINED3DFMT_R16_SNORM);
2561 FMT_TO_STR(WINED3DFMT_R16_SINT);
2562 FMT_TO_STR(WINED3DFMT_R8_TYPELESS);
2563 FMT_TO_STR(WINED3DFMT_R8_UNORM);
2564 FMT_TO_STR(WINED3DFMT_R8_UINT);
2565 FMT_TO_STR(WINED3DFMT_R8_SNORM);
2566 FMT_TO_STR(WINED3DFMT_R8_SINT);
2567 FMT_TO_STR(WINED3DFMT_A8_UNORM);
2568 FMT_TO_STR(WINED3DFMT_R1_UNORM);
2569 FMT_TO_STR(WINED3DFMT_R9G9B9E5_SHAREDEXP);
2570 FMT_TO_STR(WINED3DFMT_R8G8_B8G8_UNORM);
2571 FMT_TO_STR(WINED3DFMT_G8R8_G8B8_UNORM);
2572 FMT_TO_STR(WINED3DFMT_BC1_TYPELESS);
2573 FMT_TO_STR(WINED3DFMT_BC1_UNORM);
2574 FMT_TO_STR(WINED3DFMT_BC1_UNORM_SRGB);
2575 FMT_TO_STR(WINED3DFMT_BC2_TYPELESS);
2576 FMT_TO_STR(WINED3DFMT_BC2_UNORM);
2577 FMT_TO_STR(WINED3DFMT_BC2_UNORM_SRGB);
2578 FMT_TO_STR(WINED3DFMT_BC3_TYPELESS);
2579 FMT_TO_STR(WINED3DFMT_BC3_UNORM);
2580 FMT_TO_STR(WINED3DFMT_BC3_UNORM_SRGB);
2581 FMT_TO_STR(WINED3DFMT_BC4_TYPELESS);
2582 FMT_TO_STR(WINED3DFMT_BC4_UNORM);
2583 FMT_TO_STR(WINED3DFMT_BC4_SNORM);
2584 FMT_TO_STR(WINED3DFMT_BC5_TYPELESS);
2585 FMT_TO_STR(WINED3DFMT_BC5_UNORM);
2586 FMT_TO_STR(WINED3DFMT_BC5_SNORM);
2587 FMT_TO_STR(WINED3DFMT_B5G6R5_UNORM);
2588 FMT_TO_STR(WINED3DFMT_B5G5R5A1_UNORM);
2589 FMT_TO_STR(WINED3DFMT_B8G8R8A8_UNORM);
2590 FMT_TO_STR(WINED3DFMT_B8G8R8X8_UNORM);
2591 FMT_TO_STR(WINED3DFMT_INTZ);
2592 FMT_TO_STR(WINED3DFMT_RESZ);
2593 FMT_TO_STR(WINED3DFMT_NULL);
2594 FMT_TO_STR(WINED3DFMT_R16);
2595 FMT_TO_STR(WINED3DFMT_AL16);
2596 #undef FMT_TO_STR
2597 default:
2599 char fourcc[5];
2600 fourcc[0] = (char)(format_id);
2601 fourcc[1] = (char)(format_id >> 8);
2602 fourcc[2] = (char)(format_id >> 16);
2603 fourcc[3] = (char)(format_id >> 24);
2604 fourcc[4] = 0;
2605 if (isprint(fourcc[0]) && isprint(fourcc[1]) && isprint(fourcc[2]) && isprint(fourcc[3]))
2606 FIXME("Unrecognized %#x (as fourcc: %s) WINED3DFORMAT!\n", format_id, fourcc);
2607 else
2608 FIXME("Unrecognized %#x WINED3DFORMAT!\n", format_id);
2610 return "unrecognized";
2614 const char *debug_d3ddevicetype(enum wined3d_device_type device_type)
2616 switch (device_type)
2618 #define DEVTYPE_TO_STR(dev) case dev: return #dev
2619 DEVTYPE_TO_STR(WINED3D_DEVICE_TYPE_HAL);
2620 DEVTYPE_TO_STR(WINED3D_DEVICE_TYPE_REF);
2621 DEVTYPE_TO_STR(WINED3D_DEVICE_TYPE_SW);
2622 #undef DEVTYPE_TO_STR
2623 default:
2624 FIXME("Unrecognized device type %#x.\n", device_type);
2625 return "unrecognized";
2629 const char *debug_d3dusage(DWORD usage)
2631 char buf[333];
2633 buf[0] = '\0';
2634 #define WINED3DUSAGE_TO_STR(u) if (usage & u) { strcat(buf, " | "#u); usage &= ~u; }
2635 WINED3DUSAGE_TO_STR(WINED3DUSAGE_RENDERTARGET);
2636 WINED3DUSAGE_TO_STR(WINED3DUSAGE_DEPTHSTENCIL);
2637 WINED3DUSAGE_TO_STR(WINED3DUSAGE_WRITEONLY);
2638 WINED3DUSAGE_TO_STR(WINED3DUSAGE_SOFTWAREPROCESSING);
2639 WINED3DUSAGE_TO_STR(WINED3DUSAGE_DONOTCLIP);
2640 WINED3DUSAGE_TO_STR(WINED3DUSAGE_POINTS);
2641 WINED3DUSAGE_TO_STR(WINED3DUSAGE_RTPATCHES);
2642 WINED3DUSAGE_TO_STR(WINED3DUSAGE_NPATCHES);
2643 WINED3DUSAGE_TO_STR(WINED3DUSAGE_DYNAMIC);
2644 WINED3DUSAGE_TO_STR(WINED3DUSAGE_AUTOGENMIPMAP);
2645 WINED3DUSAGE_TO_STR(WINED3DUSAGE_DMAP);
2646 WINED3DUSAGE_TO_STR(WINED3DUSAGE_STATICDECL);
2647 WINED3DUSAGE_TO_STR(WINED3DUSAGE_OVERLAY);
2648 #undef WINED3DUSAGE_TO_STR
2649 if (usage) FIXME("Unrecognized usage flag(s) %#x\n", usage);
2651 return buf[0] ? wine_dbg_sprintf("%s", &buf[3]) : "0";
2654 const char *debug_d3dusagequery(DWORD usagequery)
2656 char buf[238];
2658 buf[0] = '\0';
2659 #define WINED3DUSAGEQUERY_TO_STR(u) if (usagequery & u) { strcat(buf, " | "#u); usagequery &= ~u; }
2660 WINED3DUSAGEQUERY_TO_STR(WINED3DUSAGE_QUERY_FILTER);
2661 WINED3DUSAGEQUERY_TO_STR(WINED3DUSAGE_QUERY_LEGACYBUMPMAP);
2662 WINED3DUSAGEQUERY_TO_STR(WINED3DUSAGE_QUERY_POSTPIXELSHADER_BLENDING);
2663 WINED3DUSAGEQUERY_TO_STR(WINED3DUSAGE_QUERY_SRGBREAD);
2664 WINED3DUSAGEQUERY_TO_STR(WINED3DUSAGE_QUERY_SRGBWRITE);
2665 WINED3DUSAGEQUERY_TO_STR(WINED3DUSAGE_QUERY_VERTEXTEXTURE);
2666 WINED3DUSAGEQUERY_TO_STR(WINED3DUSAGE_QUERY_WRAPANDMIP);
2667 #undef WINED3DUSAGEQUERY_TO_STR
2668 if (usagequery) FIXME("Unrecognized usage query flag(s) %#x\n", usagequery);
2670 return buf[0] ? wine_dbg_sprintf("%s", &buf[3]) : "0";
2673 const char *debug_d3ddeclmethod(enum wined3d_decl_method method)
2675 switch (method)
2677 #define WINED3DDECLMETHOD_TO_STR(u) case u: return #u
2678 WINED3DDECLMETHOD_TO_STR(WINED3D_DECL_METHOD_DEFAULT);
2679 WINED3DDECLMETHOD_TO_STR(WINED3D_DECL_METHOD_PARTIAL_U);
2680 WINED3DDECLMETHOD_TO_STR(WINED3D_DECL_METHOD_PARTIAL_V);
2681 WINED3DDECLMETHOD_TO_STR(WINED3D_DECL_METHOD_CROSS_UV);
2682 WINED3DDECLMETHOD_TO_STR(WINED3D_DECL_METHOD_UV);
2683 WINED3DDECLMETHOD_TO_STR(WINED3D_DECL_METHOD_LOOKUP);
2684 WINED3DDECLMETHOD_TO_STR(WINED3D_DECL_METHOD_LOOKUP_PRESAMPLED);
2685 #undef WINED3DDECLMETHOD_TO_STR
2686 default:
2687 FIXME("Unrecognized declaration method %#x.\n", method);
2688 return "unrecognized";
2692 const char *debug_d3ddeclusage(enum wined3d_decl_usage usage)
2694 switch (usage)
2696 #define WINED3DDECLUSAGE_TO_STR(u) case u: return #u
2697 WINED3DDECLUSAGE_TO_STR(WINED3D_DECL_USAGE_POSITION);
2698 WINED3DDECLUSAGE_TO_STR(WINED3D_DECL_USAGE_BLEND_WEIGHT);
2699 WINED3DDECLUSAGE_TO_STR(WINED3D_DECL_USAGE_BLEND_INDICES);
2700 WINED3DDECLUSAGE_TO_STR(WINED3D_DECL_USAGE_NORMAL);
2701 WINED3DDECLUSAGE_TO_STR(WINED3D_DECL_USAGE_PSIZE);
2702 WINED3DDECLUSAGE_TO_STR(WINED3D_DECL_USAGE_TEXCOORD);
2703 WINED3DDECLUSAGE_TO_STR(WINED3D_DECL_USAGE_TANGENT);
2704 WINED3DDECLUSAGE_TO_STR(WINED3D_DECL_USAGE_BINORMAL);
2705 WINED3DDECLUSAGE_TO_STR(WINED3D_DECL_USAGE_TESS_FACTOR);
2706 WINED3DDECLUSAGE_TO_STR(WINED3D_DECL_USAGE_POSITIONT);
2707 WINED3DDECLUSAGE_TO_STR(WINED3D_DECL_USAGE_COLOR);
2708 WINED3DDECLUSAGE_TO_STR(WINED3D_DECL_USAGE_FOG);
2709 WINED3DDECLUSAGE_TO_STR(WINED3D_DECL_USAGE_DEPTH);
2710 WINED3DDECLUSAGE_TO_STR(WINED3D_DECL_USAGE_SAMPLE);
2711 #undef WINED3DDECLUSAGE_TO_STR
2712 default:
2713 FIXME("Unrecognized %u declaration usage!\n", usage);
2714 return "unrecognized";
2718 const char *debug_d3dinput_classification(enum wined3d_input_classification classification)
2720 switch (classification)
2722 #define WINED3D_TO_STR(x) case x: return #x
2723 WINED3D_TO_STR(WINED3D_INPUT_PER_VERTEX_DATA);
2724 WINED3D_TO_STR(WINED3D_INPUT_PER_INSTANCE_DATA);
2725 #undef WINED3D_TO_STR
2726 default:
2727 FIXME("Unrecognized input classification %#x.\n", classification);
2728 return "unrecognized";
2732 const char *debug_d3dresourcetype(enum wined3d_resource_type resource_type)
2734 switch (resource_type)
2736 #define RES_TO_STR(res) case res: return #res
2737 RES_TO_STR(WINED3D_RTYPE_SURFACE);
2738 RES_TO_STR(WINED3D_RTYPE_VOLUME);
2739 RES_TO_STR(WINED3D_RTYPE_TEXTURE);
2740 RES_TO_STR(WINED3D_RTYPE_VOLUME_TEXTURE);
2741 RES_TO_STR(WINED3D_RTYPE_CUBE_TEXTURE);
2742 RES_TO_STR(WINED3D_RTYPE_BUFFER);
2743 #undef RES_TO_STR
2744 default:
2745 FIXME("Unrecognized resource type %#x.\n", resource_type);
2746 return "unrecognized";
2750 const char *debug_d3dprimitivetype(enum wined3d_primitive_type primitive_type)
2752 switch (primitive_type)
2754 #define PRIM_TO_STR(prim) case prim: return #prim
2755 PRIM_TO_STR(WINED3D_PT_UNDEFINED);
2756 PRIM_TO_STR(WINED3D_PT_POINTLIST);
2757 PRIM_TO_STR(WINED3D_PT_LINELIST);
2758 PRIM_TO_STR(WINED3D_PT_LINESTRIP);
2759 PRIM_TO_STR(WINED3D_PT_TRIANGLELIST);
2760 PRIM_TO_STR(WINED3D_PT_TRIANGLESTRIP);
2761 PRIM_TO_STR(WINED3D_PT_TRIANGLEFAN);
2762 PRIM_TO_STR(WINED3D_PT_LINELIST_ADJ);
2763 PRIM_TO_STR(WINED3D_PT_LINESTRIP_ADJ);
2764 PRIM_TO_STR(WINED3D_PT_TRIANGLELIST_ADJ);
2765 PRIM_TO_STR(WINED3D_PT_TRIANGLESTRIP_ADJ);
2766 #undef PRIM_TO_STR
2767 default:
2768 FIXME("Unrecognized %u primitive type!\n", primitive_type);
2769 return "unrecognized";
2773 const char *debug_d3drenderstate(enum wined3d_render_state state)
2775 switch (state)
2777 #define D3DSTATE_TO_STR(u) case u: return #u
2778 D3DSTATE_TO_STR(WINED3D_RS_ANTIALIAS);
2779 D3DSTATE_TO_STR(WINED3D_RS_TEXTUREPERSPECTIVE);
2780 D3DSTATE_TO_STR(WINED3D_RS_WRAPU);
2781 D3DSTATE_TO_STR(WINED3D_RS_WRAPV);
2782 D3DSTATE_TO_STR(WINED3D_RS_ZENABLE);
2783 D3DSTATE_TO_STR(WINED3D_RS_FILLMODE);
2784 D3DSTATE_TO_STR(WINED3D_RS_SHADEMODE);
2785 D3DSTATE_TO_STR(WINED3D_RS_LINEPATTERN);
2786 D3DSTATE_TO_STR(WINED3D_RS_MONOENABLE);
2787 D3DSTATE_TO_STR(WINED3D_RS_ROP2);
2788 D3DSTATE_TO_STR(WINED3D_RS_PLANEMASK);
2789 D3DSTATE_TO_STR(WINED3D_RS_ZWRITEENABLE);
2790 D3DSTATE_TO_STR(WINED3D_RS_ALPHATESTENABLE);
2791 D3DSTATE_TO_STR(WINED3D_RS_LASTPIXEL);
2792 D3DSTATE_TO_STR(WINED3D_RS_SRCBLEND);
2793 D3DSTATE_TO_STR(WINED3D_RS_DESTBLEND);
2794 D3DSTATE_TO_STR(WINED3D_RS_CULLMODE);
2795 D3DSTATE_TO_STR(WINED3D_RS_ZFUNC);
2796 D3DSTATE_TO_STR(WINED3D_RS_ALPHAREF);
2797 D3DSTATE_TO_STR(WINED3D_RS_ALPHAFUNC);
2798 D3DSTATE_TO_STR(WINED3D_RS_DITHERENABLE);
2799 D3DSTATE_TO_STR(WINED3D_RS_ALPHABLENDENABLE);
2800 D3DSTATE_TO_STR(WINED3D_RS_FOGENABLE);
2801 D3DSTATE_TO_STR(WINED3D_RS_SPECULARENABLE);
2802 D3DSTATE_TO_STR(WINED3D_RS_ZVISIBLE);
2803 D3DSTATE_TO_STR(WINED3D_RS_SUBPIXEL);
2804 D3DSTATE_TO_STR(WINED3D_RS_SUBPIXELX);
2805 D3DSTATE_TO_STR(WINED3D_RS_STIPPLEDALPHA);
2806 D3DSTATE_TO_STR(WINED3D_RS_FOGCOLOR);
2807 D3DSTATE_TO_STR(WINED3D_RS_FOGTABLEMODE);
2808 D3DSTATE_TO_STR(WINED3D_RS_FOGSTART);
2809 D3DSTATE_TO_STR(WINED3D_RS_FOGEND);
2810 D3DSTATE_TO_STR(WINED3D_RS_FOGDENSITY);
2811 D3DSTATE_TO_STR(WINED3D_RS_STIPPLEENABLE);
2812 D3DSTATE_TO_STR(WINED3D_RS_EDGEANTIALIAS);
2813 D3DSTATE_TO_STR(WINED3D_RS_COLORKEYENABLE);
2814 D3DSTATE_TO_STR(WINED3D_RS_MIPMAPLODBIAS);
2815 D3DSTATE_TO_STR(WINED3D_RS_RANGEFOGENABLE);
2816 D3DSTATE_TO_STR(WINED3D_RS_ANISOTROPY);
2817 D3DSTATE_TO_STR(WINED3D_RS_FLUSHBATCH);
2818 D3DSTATE_TO_STR(WINED3D_RS_TRANSLUCENTSORTINDEPENDENT);
2819 D3DSTATE_TO_STR(WINED3D_RS_STENCILENABLE);
2820 D3DSTATE_TO_STR(WINED3D_RS_STENCILFAIL);
2821 D3DSTATE_TO_STR(WINED3D_RS_STENCILZFAIL);
2822 D3DSTATE_TO_STR(WINED3D_RS_STENCILPASS);
2823 D3DSTATE_TO_STR(WINED3D_RS_STENCILFUNC);
2824 D3DSTATE_TO_STR(WINED3D_RS_STENCILREF);
2825 D3DSTATE_TO_STR(WINED3D_RS_STENCILMASK);
2826 D3DSTATE_TO_STR(WINED3D_RS_STENCILWRITEMASK);
2827 D3DSTATE_TO_STR(WINED3D_RS_TEXTUREFACTOR);
2828 D3DSTATE_TO_STR(WINED3D_RS_WRAP0);
2829 D3DSTATE_TO_STR(WINED3D_RS_WRAP1);
2830 D3DSTATE_TO_STR(WINED3D_RS_WRAP2);
2831 D3DSTATE_TO_STR(WINED3D_RS_WRAP3);
2832 D3DSTATE_TO_STR(WINED3D_RS_WRAP4);
2833 D3DSTATE_TO_STR(WINED3D_RS_WRAP5);
2834 D3DSTATE_TO_STR(WINED3D_RS_WRAP6);
2835 D3DSTATE_TO_STR(WINED3D_RS_WRAP7);
2836 D3DSTATE_TO_STR(WINED3D_RS_CLIPPING);
2837 D3DSTATE_TO_STR(WINED3D_RS_LIGHTING);
2838 D3DSTATE_TO_STR(WINED3D_RS_EXTENTS);
2839 D3DSTATE_TO_STR(WINED3D_RS_AMBIENT);
2840 D3DSTATE_TO_STR(WINED3D_RS_FOGVERTEXMODE);
2841 D3DSTATE_TO_STR(WINED3D_RS_COLORVERTEX);
2842 D3DSTATE_TO_STR(WINED3D_RS_LOCALVIEWER);
2843 D3DSTATE_TO_STR(WINED3D_RS_NORMALIZENORMALS);
2844 D3DSTATE_TO_STR(WINED3D_RS_COLORKEYBLENDENABLE);
2845 D3DSTATE_TO_STR(WINED3D_RS_DIFFUSEMATERIALSOURCE);
2846 D3DSTATE_TO_STR(WINED3D_RS_SPECULARMATERIALSOURCE);
2847 D3DSTATE_TO_STR(WINED3D_RS_AMBIENTMATERIALSOURCE);
2848 D3DSTATE_TO_STR(WINED3D_RS_EMISSIVEMATERIALSOURCE);
2849 D3DSTATE_TO_STR(WINED3D_RS_VERTEXBLEND);
2850 D3DSTATE_TO_STR(WINED3D_RS_CLIPPLANEENABLE);
2851 D3DSTATE_TO_STR(WINED3D_RS_SOFTWAREVERTEXPROCESSING);
2852 D3DSTATE_TO_STR(WINED3D_RS_POINTSIZE);
2853 D3DSTATE_TO_STR(WINED3D_RS_POINTSIZE_MIN);
2854 D3DSTATE_TO_STR(WINED3D_RS_POINTSPRITEENABLE);
2855 D3DSTATE_TO_STR(WINED3D_RS_POINTSCALEENABLE);
2856 D3DSTATE_TO_STR(WINED3D_RS_POINTSCALE_A);
2857 D3DSTATE_TO_STR(WINED3D_RS_POINTSCALE_B);
2858 D3DSTATE_TO_STR(WINED3D_RS_POINTSCALE_C);
2859 D3DSTATE_TO_STR(WINED3D_RS_MULTISAMPLEANTIALIAS);
2860 D3DSTATE_TO_STR(WINED3D_RS_MULTISAMPLEMASK);
2861 D3DSTATE_TO_STR(WINED3D_RS_PATCHEDGESTYLE);
2862 D3DSTATE_TO_STR(WINED3D_RS_PATCHSEGMENTS);
2863 D3DSTATE_TO_STR(WINED3D_RS_DEBUGMONITORTOKEN);
2864 D3DSTATE_TO_STR(WINED3D_RS_POINTSIZE_MAX);
2865 D3DSTATE_TO_STR(WINED3D_RS_INDEXEDVERTEXBLENDENABLE);
2866 D3DSTATE_TO_STR(WINED3D_RS_COLORWRITEENABLE);
2867 D3DSTATE_TO_STR(WINED3D_RS_TWEENFACTOR);
2868 D3DSTATE_TO_STR(WINED3D_RS_BLENDOP);
2869 D3DSTATE_TO_STR(WINED3D_RS_POSITIONDEGREE);
2870 D3DSTATE_TO_STR(WINED3D_RS_NORMALDEGREE);
2871 D3DSTATE_TO_STR(WINED3D_RS_SCISSORTESTENABLE);
2872 D3DSTATE_TO_STR(WINED3D_RS_SLOPESCALEDEPTHBIAS);
2873 D3DSTATE_TO_STR(WINED3D_RS_ANTIALIASEDLINEENABLE);
2874 D3DSTATE_TO_STR(WINED3D_RS_MINTESSELLATIONLEVEL);
2875 D3DSTATE_TO_STR(WINED3D_RS_MAXTESSELLATIONLEVEL);
2876 D3DSTATE_TO_STR(WINED3D_RS_ADAPTIVETESS_X);
2877 D3DSTATE_TO_STR(WINED3D_RS_ADAPTIVETESS_Y);
2878 D3DSTATE_TO_STR(WINED3D_RS_ADAPTIVETESS_Z);
2879 D3DSTATE_TO_STR(WINED3D_RS_ADAPTIVETESS_W);
2880 D3DSTATE_TO_STR(WINED3D_RS_ENABLEADAPTIVETESSELLATION);
2881 D3DSTATE_TO_STR(WINED3D_RS_TWOSIDEDSTENCILMODE);
2882 D3DSTATE_TO_STR(WINED3D_RS_CCW_STENCILFAIL);
2883 D3DSTATE_TO_STR(WINED3D_RS_CCW_STENCILZFAIL);
2884 D3DSTATE_TO_STR(WINED3D_RS_CCW_STENCILPASS);
2885 D3DSTATE_TO_STR(WINED3D_RS_CCW_STENCILFUNC);
2886 D3DSTATE_TO_STR(WINED3D_RS_COLORWRITEENABLE1);
2887 D3DSTATE_TO_STR(WINED3D_RS_COLORWRITEENABLE2);
2888 D3DSTATE_TO_STR(WINED3D_RS_COLORWRITEENABLE3);
2889 D3DSTATE_TO_STR(WINED3D_RS_BLENDFACTOR);
2890 D3DSTATE_TO_STR(WINED3D_RS_SRGBWRITEENABLE);
2891 D3DSTATE_TO_STR(WINED3D_RS_DEPTHBIAS);
2892 D3DSTATE_TO_STR(WINED3D_RS_WRAP8);
2893 D3DSTATE_TO_STR(WINED3D_RS_WRAP9);
2894 D3DSTATE_TO_STR(WINED3D_RS_WRAP10);
2895 D3DSTATE_TO_STR(WINED3D_RS_WRAP11);
2896 D3DSTATE_TO_STR(WINED3D_RS_WRAP12);
2897 D3DSTATE_TO_STR(WINED3D_RS_WRAP13);
2898 D3DSTATE_TO_STR(WINED3D_RS_WRAP14);
2899 D3DSTATE_TO_STR(WINED3D_RS_WRAP15);
2900 D3DSTATE_TO_STR(WINED3D_RS_SEPARATEALPHABLENDENABLE);
2901 D3DSTATE_TO_STR(WINED3D_RS_SRCBLENDALPHA);
2902 D3DSTATE_TO_STR(WINED3D_RS_DESTBLENDALPHA);
2903 D3DSTATE_TO_STR(WINED3D_RS_BLENDOPALPHA);
2904 #undef D3DSTATE_TO_STR
2905 default:
2906 FIXME("Unrecognized %u render state!\n", state);
2907 return "unrecognized";
2911 const char *debug_d3dsamplerstate(enum wined3d_sampler_state state)
2913 switch (state)
2915 #define D3DSTATE_TO_STR(u) case u: return #u
2916 D3DSTATE_TO_STR(WINED3D_SAMP_BORDER_COLOR);
2917 D3DSTATE_TO_STR(WINED3D_SAMP_ADDRESS_U);
2918 D3DSTATE_TO_STR(WINED3D_SAMP_ADDRESS_V);
2919 D3DSTATE_TO_STR(WINED3D_SAMP_ADDRESS_W);
2920 D3DSTATE_TO_STR(WINED3D_SAMP_MAG_FILTER);
2921 D3DSTATE_TO_STR(WINED3D_SAMP_MIN_FILTER);
2922 D3DSTATE_TO_STR(WINED3D_SAMP_MIP_FILTER);
2923 D3DSTATE_TO_STR(WINED3D_SAMP_MIPMAP_LOD_BIAS);
2924 D3DSTATE_TO_STR(WINED3D_SAMP_MAX_MIP_LEVEL);
2925 D3DSTATE_TO_STR(WINED3D_SAMP_MAX_ANISOTROPY);
2926 D3DSTATE_TO_STR(WINED3D_SAMP_SRGB_TEXTURE);
2927 D3DSTATE_TO_STR(WINED3D_SAMP_ELEMENT_INDEX);
2928 D3DSTATE_TO_STR(WINED3D_SAMP_DMAP_OFFSET);
2929 #undef D3DSTATE_TO_STR
2930 default:
2931 FIXME("Unrecognized %u sampler state!\n", state);
2932 return "unrecognized";
2936 const char *debug_d3dtexturefiltertype(enum wined3d_texture_filter_type filter_type)
2938 switch (filter_type)
2940 #define D3DTEXTUREFILTERTYPE_TO_STR(u) case u: return #u
2941 D3DTEXTUREFILTERTYPE_TO_STR(WINED3D_TEXF_NONE);
2942 D3DTEXTUREFILTERTYPE_TO_STR(WINED3D_TEXF_POINT);
2943 D3DTEXTUREFILTERTYPE_TO_STR(WINED3D_TEXF_LINEAR);
2944 D3DTEXTUREFILTERTYPE_TO_STR(WINED3D_TEXF_ANISOTROPIC);
2945 D3DTEXTUREFILTERTYPE_TO_STR(WINED3D_TEXF_FLAT_CUBIC);
2946 D3DTEXTUREFILTERTYPE_TO_STR(WINED3D_TEXF_GAUSSIAN_CUBIC);
2947 D3DTEXTUREFILTERTYPE_TO_STR(WINED3D_TEXF_PYRAMIDAL_QUAD);
2948 D3DTEXTUREFILTERTYPE_TO_STR(WINED3D_TEXF_GAUSSIAN_QUAD);
2949 #undef D3DTEXTUREFILTERTYPE_TO_STR
2950 default:
2951 FIXME("Unrecognied texture filter type 0x%08x.\n", filter_type);
2952 return "unrecognized";
2956 const char *debug_d3dtexturestate(enum wined3d_texture_stage_state state)
2958 switch (state)
2960 #define D3DSTATE_TO_STR(u) case u: return #u
2961 D3DSTATE_TO_STR(WINED3D_TSS_COLOR_OP);
2962 D3DSTATE_TO_STR(WINED3D_TSS_COLOR_ARG1);
2963 D3DSTATE_TO_STR(WINED3D_TSS_COLOR_ARG2);
2964 D3DSTATE_TO_STR(WINED3D_TSS_ALPHA_OP);
2965 D3DSTATE_TO_STR(WINED3D_TSS_ALPHA_ARG1);
2966 D3DSTATE_TO_STR(WINED3D_TSS_ALPHA_ARG2);
2967 D3DSTATE_TO_STR(WINED3D_TSS_BUMPENV_MAT00);
2968 D3DSTATE_TO_STR(WINED3D_TSS_BUMPENV_MAT01);
2969 D3DSTATE_TO_STR(WINED3D_TSS_BUMPENV_MAT10);
2970 D3DSTATE_TO_STR(WINED3D_TSS_BUMPENV_MAT11);
2971 D3DSTATE_TO_STR(WINED3D_TSS_TEXCOORD_INDEX);
2972 D3DSTATE_TO_STR(WINED3D_TSS_BUMPENV_LSCALE);
2973 D3DSTATE_TO_STR(WINED3D_TSS_BUMPENV_LOFFSET);
2974 D3DSTATE_TO_STR(WINED3D_TSS_TEXTURE_TRANSFORM_FLAGS);
2975 D3DSTATE_TO_STR(WINED3D_TSS_COLOR_ARG0);
2976 D3DSTATE_TO_STR(WINED3D_TSS_ALPHA_ARG0);
2977 D3DSTATE_TO_STR(WINED3D_TSS_RESULT_ARG);
2978 D3DSTATE_TO_STR(WINED3D_TSS_CONSTANT);
2979 #undef D3DSTATE_TO_STR
2980 default:
2981 FIXME("Unrecognized %u texture state!\n", state);
2982 return "unrecognized";
2986 const char *debug_d3dtop(enum wined3d_texture_op d3dtop)
2988 switch (d3dtop)
2990 #define D3DTOP_TO_STR(u) case u: return #u
2991 D3DTOP_TO_STR(WINED3D_TOP_DISABLE);
2992 D3DTOP_TO_STR(WINED3D_TOP_SELECT_ARG1);
2993 D3DTOP_TO_STR(WINED3D_TOP_SELECT_ARG2);
2994 D3DTOP_TO_STR(WINED3D_TOP_MODULATE);
2995 D3DTOP_TO_STR(WINED3D_TOP_MODULATE_2X);
2996 D3DTOP_TO_STR(WINED3D_TOP_MODULATE_4X);
2997 D3DTOP_TO_STR(WINED3D_TOP_ADD);
2998 D3DTOP_TO_STR(WINED3D_TOP_ADD_SIGNED);
2999 D3DTOP_TO_STR(WINED3D_TOP_ADD_SIGNED_2X);
3000 D3DTOP_TO_STR(WINED3D_TOP_SUBTRACT);
3001 D3DTOP_TO_STR(WINED3D_TOP_ADD_SMOOTH);
3002 D3DTOP_TO_STR(WINED3D_TOP_BLEND_DIFFUSE_ALPHA);
3003 D3DTOP_TO_STR(WINED3D_TOP_BLEND_TEXTURE_ALPHA);
3004 D3DTOP_TO_STR(WINED3D_TOP_BLEND_FACTOR_ALPHA);
3005 D3DTOP_TO_STR(WINED3D_TOP_BLEND_TEXTURE_ALPHA_PM);
3006 D3DTOP_TO_STR(WINED3D_TOP_BLEND_CURRENT_ALPHA);
3007 D3DTOP_TO_STR(WINED3D_TOP_PREMODULATE);
3008 D3DTOP_TO_STR(WINED3D_TOP_MODULATE_ALPHA_ADD_COLOR);
3009 D3DTOP_TO_STR(WINED3D_TOP_MODULATE_COLOR_ADD_ALPHA);
3010 D3DTOP_TO_STR(WINED3D_TOP_MODULATE_INVALPHA_ADD_COLOR);
3011 D3DTOP_TO_STR(WINED3D_TOP_MODULATE_INVCOLOR_ADD_ALPHA);
3012 D3DTOP_TO_STR(WINED3D_TOP_BUMPENVMAP);
3013 D3DTOP_TO_STR(WINED3D_TOP_BUMPENVMAP_LUMINANCE);
3014 D3DTOP_TO_STR(WINED3D_TOP_DOTPRODUCT3);
3015 D3DTOP_TO_STR(WINED3D_TOP_MULTIPLY_ADD);
3016 D3DTOP_TO_STR(WINED3D_TOP_LERP);
3017 #undef D3DTOP_TO_STR
3018 default:
3019 FIXME("Unrecognized texture op %#x.\n", d3dtop);
3020 return "unrecognized";
3024 const char *debug_d3dtstype(enum wined3d_transform_state tstype)
3026 switch (tstype)
3028 #define TSTYPE_TO_STR(tstype) case tstype: return #tstype
3029 TSTYPE_TO_STR(WINED3D_TS_VIEW);
3030 TSTYPE_TO_STR(WINED3D_TS_PROJECTION);
3031 TSTYPE_TO_STR(WINED3D_TS_TEXTURE0);
3032 TSTYPE_TO_STR(WINED3D_TS_TEXTURE1);
3033 TSTYPE_TO_STR(WINED3D_TS_TEXTURE2);
3034 TSTYPE_TO_STR(WINED3D_TS_TEXTURE3);
3035 TSTYPE_TO_STR(WINED3D_TS_TEXTURE4);
3036 TSTYPE_TO_STR(WINED3D_TS_TEXTURE5);
3037 TSTYPE_TO_STR(WINED3D_TS_TEXTURE6);
3038 TSTYPE_TO_STR(WINED3D_TS_TEXTURE7);
3039 TSTYPE_TO_STR(WINED3D_TS_WORLD_MATRIX(0));
3040 #undef TSTYPE_TO_STR
3041 default:
3042 if (tstype > 256 && tstype < 512)
3044 FIXME("WINED3D_TS_WORLD_MATRIX(%u). 1..255 not currently supported.\n", tstype);
3045 return ("WINED3D_TS_WORLD_MATRIX > 0");
3047 FIXME("Unrecognized transform state %#x.\n", tstype);
3048 return "unrecognized";
3052 static const char *debug_shader_type(enum wined3d_shader_type type)
3054 switch(type)
3056 #define WINED3D_TO_STR(type) case type: return #type
3057 WINED3D_TO_STR(WINED3D_SHADER_TYPE_PIXEL);
3058 WINED3D_TO_STR(WINED3D_SHADER_TYPE_VERTEX);
3059 WINED3D_TO_STR(WINED3D_SHADER_TYPE_GEOMETRY);
3060 #undef WINED3D_TO_STR
3061 default:
3062 FIXME("Unrecognized shader type %#x.\n", type);
3063 return "unrecognized";
3067 const char *debug_d3dstate(DWORD state)
3069 if (STATE_IS_RENDER(state))
3070 return wine_dbg_sprintf("STATE_RENDER(%s)", debug_d3drenderstate(state - STATE_RENDER(0)));
3071 if (STATE_IS_TEXTURESTAGE(state))
3073 DWORD texture_stage = (state - STATE_TEXTURESTAGE(0, 0)) / (WINED3D_HIGHEST_TEXTURE_STATE + 1);
3074 DWORD texture_state = state - STATE_TEXTURESTAGE(texture_stage, 0);
3075 return wine_dbg_sprintf("STATE_TEXTURESTAGE(%#x, %s)",
3076 texture_stage, debug_d3dtexturestate(texture_state));
3078 if (STATE_IS_SAMPLER(state))
3079 return wine_dbg_sprintf("STATE_SAMPLER(%#x)", state - STATE_SAMPLER(0));
3080 if (STATE_IS_SHADER(state))
3081 return wine_dbg_sprintf("STATE_SHADER(%s)", debug_shader_type(state - STATE_SHADER(0)));
3082 if (STATE_IS_CONSTANT_BUFFER(state))
3083 return wine_dbg_sprintf("STATE_CONSTANT_BUFFER(%s)", debug_shader_type(state - STATE_CONSTANT_BUFFER(0)));
3084 if (STATE_IS_SHADER_RESOURCE_BINDING(state))
3085 return "STATE_SHADER_RESOURCE_BINDING";
3086 if (STATE_IS_TRANSFORM(state))
3087 return wine_dbg_sprintf("STATE_TRANSFORM(%s)", debug_d3dtstype(state - STATE_TRANSFORM(0)));
3088 if (STATE_IS_STREAMSRC(state))
3089 return "STATE_STREAMSRC";
3090 if (STATE_IS_INDEXBUFFER(state))
3091 return "STATE_INDEXBUFFER";
3092 if (STATE_IS_VDECL(state))
3093 return "STATE_VDECL";
3094 if (STATE_IS_VIEWPORT(state))
3095 return "STATE_VIEWPORT";
3096 if (STATE_IS_LIGHT_TYPE(state))
3097 return "STATE_LIGHT_TYPE";
3098 if (STATE_IS_ACTIVELIGHT(state))
3099 return wine_dbg_sprintf("STATE_ACTIVELIGHT(%#x)", state - STATE_ACTIVELIGHT(0));
3100 if (STATE_IS_SCISSORRECT(state))
3101 return "STATE_SCISSORRECT";
3102 if (STATE_IS_CLIPPLANE(state))
3103 return wine_dbg_sprintf("STATE_CLIPPLANE(%#x)", state - STATE_CLIPPLANE(0));
3104 if (STATE_IS_MATERIAL(state))
3105 return "STATE_MATERIAL";
3106 if (STATE_IS_FRONTFACE(state))
3107 return "STATE_FRONTFACE";
3108 if (STATE_IS_POINTSPRITECOORDORIGIN(state))
3109 return "STATE_POINTSPRITECOORDORIGIN";
3110 if (STATE_IS_BASEVERTEXINDEX(state))
3111 return "STATE_BASEVERTEXINDEX";
3112 if (STATE_IS_FRAMEBUFFER(state))
3113 return "STATE_FRAMEBUFFER";
3114 if (STATE_IS_POINT_SIZE_ENABLE(state))
3115 return "STATE_POINT_SIZE_ENABLE";
3116 if (STATE_IS_COLOR_KEY(state))
3117 return "STATE_COLOR_KEY";
3119 return wine_dbg_sprintf("UNKNOWN_STATE(%#x)", state);
3122 const char *debug_d3dpool(enum wined3d_pool pool)
3124 switch (pool)
3126 #define POOL_TO_STR(p) case p: return #p
3127 POOL_TO_STR(WINED3D_POOL_DEFAULT);
3128 POOL_TO_STR(WINED3D_POOL_MANAGED);
3129 POOL_TO_STR(WINED3D_POOL_SYSTEM_MEM);
3130 POOL_TO_STR(WINED3D_POOL_SCRATCH);
3131 #undef POOL_TO_STR
3132 default:
3133 FIXME("Unrecognized pool %#x.\n", pool);
3134 return "unrecognized";
3138 const char *debug_fbostatus(GLenum status) {
3139 switch(status) {
3140 #define FBOSTATUS_TO_STR(u) case u: return #u
3141 FBOSTATUS_TO_STR(GL_FRAMEBUFFER_COMPLETE);
3142 FBOSTATUS_TO_STR(GL_FRAMEBUFFER_INCOMPLETE_ATTACHMENT);
3143 FBOSTATUS_TO_STR(GL_FRAMEBUFFER_INCOMPLETE_MISSING_ATTACHMENT);
3144 FBOSTATUS_TO_STR(GL_FRAMEBUFFER_INCOMPLETE_DIMENSIONS_EXT);
3145 FBOSTATUS_TO_STR(GL_FRAMEBUFFER_INCOMPLETE_FORMATS_EXT);
3146 FBOSTATUS_TO_STR(GL_FRAMEBUFFER_INCOMPLETE_DRAW_BUFFER);
3147 FBOSTATUS_TO_STR(GL_FRAMEBUFFER_INCOMPLETE_READ_BUFFER);
3148 FBOSTATUS_TO_STR(GL_FRAMEBUFFER_INCOMPLETE_MULTISAMPLE);
3149 FBOSTATUS_TO_STR(GL_FRAMEBUFFER_UNSUPPORTED);
3150 FBOSTATUS_TO_STR(GL_FRAMEBUFFER_UNDEFINED);
3151 #undef FBOSTATUS_TO_STR
3152 default:
3153 FIXME("Unrecognied FBO status 0x%08x\n", status);
3154 return "unrecognized";
3158 const char *debug_glerror(GLenum error) {
3159 switch(error) {
3160 #define GLERROR_TO_STR(u) case u: return #u
3161 GLERROR_TO_STR(GL_NO_ERROR);
3162 GLERROR_TO_STR(GL_INVALID_ENUM);
3163 GLERROR_TO_STR(GL_INVALID_VALUE);
3164 GLERROR_TO_STR(GL_INVALID_OPERATION);
3165 GLERROR_TO_STR(GL_STACK_OVERFLOW);
3166 GLERROR_TO_STR(GL_STACK_UNDERFLOW);
3167 GLERROR_TO_STR(GL_OUT_OF_MEMORY);
3168 GLERROR_TO_STR(GL_INVALID_FRAMEBUFFER_OPERATION);
3169 #undef GLERROR_TO_STR
3170 default:
3171 FIXME("Unrecognied GL error 0x%08x\n", error);
3172 return "unrecognized";
3176 static const char *debug_fixup_channel_source(enum fixup_channel_source source)
3178 switch(source)
3180 #define WINED3D_TO_STR(x) case x: return #x
3181 WINED3D_TO_STR(CHANNEL_SOURCE_ZERO);
3182 WINED3D_TO_STR(CHANNEL_SOURCE_ONE);
3183 WINED3D_TO_STR(CHANNEL_SOURCE_X);
3184 WINED3D_TO_STR(CHANNEL_SOURCE_Y);
3185 WINED3D_TO_STR(CHANNEL_SOURCE_Z);
3186 WINED3D_TO_STR(CHANNEL_SOURCE_W);
3187 WINED3D_TO_STR(CHANNEL_SOURCE_COMPLEX0);
3188 WINED3D_TO_STR(CHANNEL_SOURCE_COMPLEX1);
3189 #undef WINED3D_TO_STR
3190 default:
3191 FIXME("Unrecognized fixup_channel_source %#x\n", source);
3192 return "unrecognized";
3196 static const char *debug_complex_fixup(enum complex_fixup fixup)
3198 switch(fixup)
3200 #define WINED3D_TO_STR(x) case x: return #x
3201 WINED3D_TO_STR(COMPLEX_FIXUP_YUY2);
3202 WINED3D_TO_STR(COMPLEX_FIXUP_UYVY);
3203 WINED3D_TO_STR(COMPLEX_FIXUP_YV12);
3204 WINED3D_TO_STR(COMPLEX_FIXUP_NV12);
3205 WINED3D_TO_STR(COMPLEX_FIXUP_P8);
3206 #undef WINED3D_TO_STR
3207 default:
3208 FIXME("Unrecognized complex fixup %#x\n", fixup);
3209 return "unrecognized";
3213 void dump_color_fixup_desc(struct color_fixup_desc fixup)
3215 if (is_complex_fixup(fixup))
3217 TRACE("\tComplex: %s\n", debug_complex_fixup(get_complex_fixup(fixup)));
3218 return;
3221 TRACE("\tX: %s%s\n", debug_fixup_channel_source(fixup.x_source), fixup.x_sign_fixup ? ", SIGN_FIXUP" : "");
3222 TRACE("\tY: %s%s\n", debug_fixup_channel_source(fixup.y_source), fixup.y_sign_fixup ? ", SIGN_FIXUP" : "");
3223 TRACE("\tZ: %s%s\n", debug_fixup_channel_source(fixup.z_source), fixup.z_sign_fixup ? ", SIGN_FIXUP" : "");
3224 TRACE("\tW: %s%s\n", debug_fixup_channel_source(fixup.w_source), fixup.w_sign_fixup ? ", SIGN_FIXUP" : "");
3227 BOOL is_invalid_op(const struct wined3d_state *state, int stage,
3228 enum wined3d_texture_op op, DWORD arg1, DWORD arg2, DWORD arg3)
3230 if (op == WINED3D_TOP_DISABLE)
3231 return FALSE;
3232 if (state->textures[stage])
3233 return FALSE;
3235 if ((arg1 & WINED3DTA_SELECTMASK) == WINED3DTA_TEXTURE
3236 && op != WINED3D_TOP_SELECT_ARG2)
3237 return TRUE;
3238 if ((arg2 & WINED3DTA_SELECTMASK) == WINED3DTA_TEXTURE
3239 && op != WINED3D_TOP_SELECT_ARG1)
3240 return TRUE;
3241 if ((arg3 & WINED3DTA_SELECTMASK) == WINED3DTA_TEXTURE
3242 && (op == WINED3D_TOP_MULTIPLY_ADD || op == WINED3D_TOP_LERP))
3243 return TRUE;
3245 return FALSE;
3248 void get_identity_matrix(struct wined3d_matrix *mat)
3250 static const struct wined3d_matrix identity =
3252 1.0f, 0.0f, 0.0f, 0.0f,
3253 0.0f, 1.0f, 0.0f, 0.0f,
3254 0.0f, 0.0f, 1.0f, 0.0f,
3255 0.0f, 0.0f, 0.0f, 1.0f,
3258 *mat = identity;
3261 void get_modelview_matrix(const struct wined3d_context *context, const struct wined3d_state *state, struct wined3d_matrix *mat)
3263 if (context->last_was_rhw)
3264 get_identity_matrix(mat);
3265 else
3266 multiply_matrix(mat, &state->transforms[WINED3D_TS_VIEW], &state->transforms[WINED3D_TS_WORLD_MATRIX(0)]);
3269 void get_projection_matrix(const struct wined3d_context *context, const struct wined3d_state *state,
3270 struct wined3d_matrix *mat)
3272 float center_offset;
3274 /* There are a couple of additional things we have to take into account
3275 * here besides the projection transformation itself:
3276 * - We need to flip along the y-axis in case of offscreen rendering.
3277 * - OpenGL Z range is {-Wc,...,Wc} while D3D Z range is {0,...,Wc}.
3278 * - D3D coordinates refer to pixel centers while GL coordinates refer
3279 * to pixel corners.
3280 * - D3D has a top-left filling convention. We need to maintain this
3281 * even after the y-flip mentioned above.
3282 * In order to handle the last two points, we translate by
3283 * (63.0 / 128.0) / VPw and (63.0 / 128.0) / VPh. This is equivalent to
3284 * translating slightly less than half a pixel. We want the difference to
3285 * be large enough that it doesn't get lost due to rounding inside the
3286 * driver, but small enough to prevent it from interfering with any
3287 * anti-aliasing. */
3289 if (context->swapchain->device->wined3d->flags & WINED3D_PIXEL_CENTER_INTEGER)
3290 center_offset = 63.0f / 64.0f;
3291 else
3292 center_offset = -1.0f / 64.0f;
3294 if (context->last_was_rhw)
3296 /* Transform D3D RHW coordinates to OpenGL clip coordinates. */
3297 float x = state->viewport.x;
3298 float y = state->viewport.y;
3299 float w = state->viewport.width;
3300 float h = state->viewport.height;
3301 float x_scale = 2.0f / w;
3302 float x_offset = (center_offset - (2.0f * x) - w) / w;
3303 float y_scale = context->render_offscreen ? 2.0f / h : 2.0f / -h;
3304 float y_offset = context->render_offscreen
3305 ? (center_offset - (2.0f * y) - h) / h
3306 : (center_offset - (2.0f * y) - h) / -h;
3307 enum wined3d_depth_buffer_type zenable = state->fb->depth_stencil ?
3308 state->render_states[WINED3D_RS_ZENABLE] : WINED3D_ZB_FALSE;
3309 float z_scale = zenable ? 2.0f : 0.0f;
3310 float z_offset = zenable ? -1.0f : 0.0f;
3311 const struct wined3d_matrix projection =
3313 x_scale, 0.0f, 0.0f, 0.0f,
3314 0.0f, y_scale, 0.0f, 0.0f,
3315 0.0f, 0.0f, z_scale, 0.0f,
3316 x_offset, y_offset, z_offset, 1.0f,
3319 *mat = projection;
3321 else
3323 float y_scale = context->render_offscreen ? -1.0f : 1.0f;
3324 float x_offset = center_offset / state->viewport.width;
3325 float y_offset = context->render_offscreen
3326 ? center_offset / state->viewport.height
3327 : -center_offset / state->viewport.height;
3328 const struct wined3d_matrix projection =
3330 1.0f, 0.0f, 0.0f, 0.0f,
3331 0.0f, y_scale, 0.0f, 0.0f,
3332 0.0f, 0.0f, 2.0f, 0.0f,
3333 x_offset, y_offset, -1.0f, 1.0f,
3336 multiply_matrix(mat, &projection, &state->transforms[WINED3D_TS_PROJECTION]);
3340 /* Setup this textures matrix according to the texture flags. */
3341 static void compute_texture_matrix(const struct wined3d_gl_info *gl_info, const struct wined3d_matrix *matrix,
3342 DWORD flags, BOOL calculated_coords, BOOL transformed, enum wined3d_format_id format_id,
3343 BOOL ffp_proj_control, struct wined3d_matrix *out_matrix)
3345 struct wined3d_matrix mat;
3347 if (flags == WINED3D_TTFF_DISABLE || flags == WINED3D_TTFF_COUNT1 || transformed)
3349 get_identity_matrix(out_matrix);
3350 return;
3353 if (flags == (WINED3D_TTFF_COUNT1 | WINED3D_TTFF_PROJECTED))
3355 ERR("Invalid texture transform flags: WINED3D_TTFF_COUNT1 | WINED3D_TTFF_PROJECTED.\n");
3356 return;
3359 mat = *matrix;
3361 if (flags & WINED3D_TTFF_PROJECTED)
3363 if (!ffp_proj_control)
3365 switch (flags & ~WINED3D_TTFF_PROJECTED)
3367 case WINED3D_TTFF_COUNT2:
3368 mat._14 = mat._12;
3369 mat._24 = mat._22;
3370 mat._34 = mat._32;
3371 mat._44 = mat._42;
3372 mat._12 = mat._22 = mat._32 = mat._42 = 0.0f;
3373 break;
3374 case WINED3D_TTFF_COUNT3:
3375 mat._14 = mat._13;
3376 mat._24 = mat._23;
3377 mat._34 = mat._33;
3378 mat._44 = mat._43;
3379 mat._13 = mat._23 = mat._33 = mat._43 = 0.0f;
3380 break;
3384 else
3386 /* Under Direct3D the R/Z coord can be used for translation, under
3387 * OpenGL we use the Q coord instead. */
3388 if (!calculated_coords)
3390 switch (format_id)
3392 /* Direct3D passes the default 1.0 in the 2nd coord, while GL
3393 * passes it in the 4th. Swap 2nd and 4th coord. No need to
3394 * store the value of mat._41 in mat._21 because the input
3395 * value to the transformation will be 0, so the matrix value
3396 * is irrelevant. */
3397 case WINED3DFMT_R32_FLOAT:
3398 mat._41 = mat._21;
3399 mat._42 = mat._22;
3400 mat._43 = mat._23;
3401 mat._44 = mat._24;
3402 break;
3403 /* See above, just 3rd and 4th coord. */
3404 case WINED3DFMT_R32G32_FLOAT:
3405 mat._41 = mat._31;
3406 mat._42 = mat._32;
3407 mat._43 = mat._33;
3408 mat._44 = mat._34;
3409 break;
3410 case WINED3DFMT_R32G32B32_FLOAT: /* Opengl defaults match dx defaults */
3411 case WINED3DFMT_R32G32B32A32_FLOAT: /* No defaults apply, all app defined */
3413 /* This is to prevent swapping the matrix lines and put the default 4th coord = 1.0
3414 * into a bad place. The division elimination below will apply to make sure the
3415 * 1.0 doesn't do anything bad. The caller will set this value if the stride is 0
3417 case WINED3DFMT_UNKNOWN: /* No texture coords, 0/0/0/1 defaults are passed */
3418 break;
3419 default:
3420 FIXME("Unexpected fixed function texture coord input\n");
3423 if (!ffp_proj_control)
3425 switch (flags & ~WINED3D_TTFF_PROJECTED)
3427 /* case WINED3D_TTFF_COUNT1: Won't ever get here. */
3428 case WINED3D_TTFF_COUNT2:
3429 mat._13 = mat._23 = mat._33 = mat._43 = 0.0f;
3430 /* OpenGL divides the first 3 vertex coord by the 4th by default,
3431 * which is essentially the same as D3DTTFF_PROJECTED. Make sure that
3432 * the 4th coord evaluates to 1.0 to eliminate that.
3434 * If the fixed function pipeline is used, the 4th value remains unused,
3435 * so there is no danger in doing this. With vertex shaders we have a
3436 * problem. Should an app hit that problem, the code here would have to
3437 * check for pixel shaders, and the shader has to undo the default gl divide.
3439 * A more serious problem occurs if the app passes 4 coordinates in, and the
3440 * 4th is != 1.0(opengl default). This would have to be fixed in drawStridedSlow
3441 * or a replacement shader. */
3442 default:
3443 mat._14 = mat._24 = mat._34 = 0.0f; mat._44 = 1.0f;
3448 *out_matrix = mat;
3451 void get_texture_matrix(const struct wined3d_context *context, const struct wined3d_state *state,
3452 unsigned int tex, struct wined3d_matrix *mat)
3454 const struct wined3d_device *device = context->swapchain->device;
3455 const struct wined3d_gl_info *gl_info = context->gl_info;
3456 BOOL generated = (state->texture_states[tex][WINED3D_TSS_TEXCOORD_INDEX] & 0xffff0000)
3457 != WINED3DTSS_TCI_PASSTHRU;
3458 unsigned int coord_idx = min(state->texture_states[tex][WINED3D_TSS_TEXCOORD_INDEX & 0x0000ffff],
3459 MAX_TEXTURES - 1);
3461 compute_texture_matrix(gl_info, &state->transforms[WINED3D_TS_TEXTURE0 + tex],
3462 state->texture_states[tex][WINED3D_TSS_TEXTURE_TRANSFORM_FLAGS],
3463 generated, context->last_was_rhw,
3464 context->stream_info.use_map & (1 << (WINED3D_FFP_TEXCOORD0 + coord_idx))
3465 ? context->stream_info.elements[WINED3D_FFP_TEXCOORD0 + coord_idx].format->id
3466 : WINED3DFMT_UNKNOWN,
3467 device->shader_backend->shader_has_ffp_proj_control(device->shader_priv), mat);
3469 if ((context->lastWasPow2Texture & (1 << tex)) && state->textures[tex])
3471 if (generated)
3472 FIXME("Non-power-of-two texture being used with generated texture coords.\n");
3473 /* NP2 texcoord fixup is implemented for pixelshaders so only enable the
3474 * fixed-function-pipeline fixup via pow2Matrix when no PS is used. */
3475 if (!use_ps(state))
3477 TRACE("Non-power-of-two texture matrix multiply fixup.\n");
3478 multiply_matrix(mat, mat, (struct wined3d_matrix *)state->textures[tex]->pow2_matrix);
3483 /* This small helper function is used to convert a bitmask into the number of masked bits */
3484 unsigned int count_bits(unsigned int mask)
3486 unsigned int count;
3487 for (count = 0; mask; ++count)
3489 mask &= mask - 1;
3491 return count;
3494 /* Helper function for retrieving color info for ChoosePixelFormat and wglChoosePixelFormatARB.
3495 * The later function requires individual color components. */
3496 BOOL getColorBits(const struct wined3d_format *format,
3497 BYTE *redSize, BYTE *greenSize, BYTE *blueSize, BYTE *alphaSize, BYTE *totalSize)
3499 TRACE("format %s.\n", debug_d3dformat(format->id));
3501 switch (format->id)
3503 case WINED3DFMT_B10G10R10A2_UNORM:
3504 case WINED3DFMT_R10G10B10A2_UNORM:
3505 case WINED3DFMT_B8G8R8X8_UNORM:
3506 case WINED3DFMT_B8G8R8_UNORM:
3507 case WINED3DFMT_B8G8R8A8_UNORM:
3508 case WINED3DFMT_R8G8B8A8_UNORM:
3509 case WINED3DFMT_B5G5R5X1_UNORM:
3510 case WINED3DFMT_B5G5R5A1_UNORM:
3511 case WINED3DFMT_B5G6R5_UNORM:
3512 case WINED3DFMT_B4G4R4X4_UNORM:
3513 case WINED3DFMT_B4G4R4A4_UNORM:
3514 case WINED3DFMT_B2G3R3_UNORM:
3515 case WINED3DFMT_P8_UINT_A8_UNORM:
3516 case WINED3DFMT_P8_UINT:
3517 break;
3518 default:
3519 FIXME("Unsupported format %s.\n", debug_d3dformat(format->id));
3520 return FALSE;
3523 *redSize = format->red_size;
3524 *greenSize = format->green_size;
3525 *blueSize = format->blue_size;
3526 *alphaSize = format->alpha_size;
3527 *totalSize = *redSize + *greenSize + *blueSize + *alphaSize;
3529 TRACE("Returning red: %d, green: %d, blue: %d, alpha: %d, total: %d for format %s.\n",
3530 *redSize, *greenSize, *blueSize, *alphaSize, *totalSize, debug_d3dformat(format->id));
3531 return TRUE;
3534 /* Helper function for retrieving depth/stencil info for ChoosePixelFormat and wglChoosePixelFormatARB */
3535 BOOL getDepthStencilBits(const struct wined3d_format *format, BYTE *depthSize, BYTE *stencilSize)
3537 TRACE("format %s.\n", debug_d3dformat(format->id));
3539 switch (format->id)
3541 case WINED3DFMT_D16_LOCKABLE:
3542 case WINED3DFMT_D16_UNORM:
3543 case WINED3DFMT_S1_UINT_D15_UNORM:
3544 case WINED3DFMT_X8D24_UNORM:
3545 case WINED3DFMT_S4X4_UINT_D24_UNORM:
3546 case WINED3DFMT_D24_UNORM_S8_UINT:
3547 case WINED3DFMT_S8_UINT_D24_FLOAT:
3548 case WINED3DFMT_D32_UNORM:
3549 case WINED3DFMT_D32_FLOAT:
3550 case WINED3DFMT_INTZ:
3551 break;
3552 default:
3553 FIXME("Unsupported depth/stencil format %s.\n", debug_d3dformat(format->id));
3554 return FALSE;
3557 *depthSize = format->depth_size;
3558 *stencilSize = format->stencil_size;
3560 TRACE("Returning depthSize: %d and stencilSize: %d for format %s.\n",
3561 *depthSize, *stencilSize, debug_d3dformat(format->id));
3562 return TRUE;
3565 /* Note: It's the caller's responsibility to ensure values can be expressed
3566 * in the requested format. UNORM formats for example can only express values
3567 * in the range 0.0f -> 1.0f. */
3568 DWORD wined3d_format_convert_from_float(const struct wined3d_surface *surface, const struct wined3d_color *color)
3570 static const struct
3572 enum wined3d_format_id format_id;
3573 float r_mul;
3574 float g_mul;
3575 float b_mul;
3576 float a_mul;
3577 BYTE r_shift;
3578 BYTE g_shift;
3579 BYTE b_shift;
3580 BYTE a_shift;
3582 conv[] =
3584 {WINED3DFMT_B8G8R8A8_UNORM, 255.0f, 255.0f, 255.0f, 255.0f, 16, 8, 0, 24},
3585 {WINED3DFMT_B8G8R8X8_UNORM, 255.0f, 255.0f, 255.0f, 255.0f, 16, 8, 0, 24},
3586 {WINED3DFMT_B8G8R8_UNORM, 255.0f, 255.0f, 255.0f, 255.0f, 16, 8, 0, 24},
3587 {WINED3DFMT_B5G6R5_UNORM, 31.0f, 63.0f, 31.0f, 0.0f, 11, 5, 0, 0},
3588 {WINED3DFMT_B5G5R5A1_UNORM, 31.0f, 31.0f, 31.0f, 1.0f, 10, 5, 0, 15},
3589 {WINED3DFMT_B5G5R5X1_UNORM, 31.0f, 31.0f, 31.0f, 1.0f, 10, 5, 0, 15},
3590 {WINED3DFMT_R8_UNORM, 255.0f, 0.0f, 0.0f, 0.0f, 0, 0, 0, 0},
3591 {WINED3DFMT_A8_UNORM, 0.0f, 0.0f, 0.0f, 255.0f, 0, 0, 0, 0},
3592 {WINED3DFMT_B4G4R4A4_UNORM, 15.0f, 15.0f, 15.0f, 15.0f, 8, 4, 0, 12},
3593 {WINED3DFMT_B4G4R4X4_UNORM, 15.0f, 15.0f, 15.0f, 15.0f, 8, 4, 0, 12},
3594 {WINED3DFMT_B2G3R3_UNORM, 7.0f, 7.0f, 3.0f, 0.0f, 5, 2, 0, 0},
3595 {WINED3DFMT_R8G8B8A8_UNORM, 255.0f, 255.0f, 255.0f, 255.0f, 0, 8, 16, 24},
3596 {WINED3DFMT_R8G8B8X8_UNORM, 255.0f, 255.0f, 255.0f, 255.0f, 0, 8, 16, 24},
3597 {WINED3DFMT_B10G10R10A2_UNORM, 1023.0f, 1023.0f, 1023.0f, 3.0f, 20, 10, 0, 30},
3598 {WINED3DFMT_R10G10B10A2_UNORM, 1023.0f, 1023.0f, 1023.0f, 3.0f, 0, 10, 20, 30},
3599 {WINED3DFMT_P8_UINT, 0.0f, 0.0f, 0.0f, 255.0f, 0, 0, 0, 0},
3601 const struct wined3d_format *format = surface->resource.format;
3602 unsigned int i;
3604 TRACE("Converting color {%.8e %.8e %.8e %.8e} to format %s.\n",
3605 color->r, color->g, color->b, color->a, debug_d3dformat(format->id));
3607 for (i = 0; i < sizeof(conv) / sizeof(*conv); ++i)
3609 DWORD ret;
3611 if (format->id != conv[i].format_id) continue;
3613 ret = ((DWORD)((color->r * conv[i].r_mul) + 0.5f)) << conv[i].r_shift;
3614 ret |= ((DWORD)((color->g * conv[i].g_mul) + 0.5f)) << conv[i].g_shift;
3615 ret |= ((DWORD)((color->b * conv[i].b_mul) + 0.5f)) << conv[i].b_shift;
3616 ret |= ((DWORD)((color->a * conv[i].a_mul) + 0.5f)) << conv[i].a_shift;
3618 TRACE("Returning 0x%08x.\n", ret);
3620 return ret;
3623 FIXME("Conversion for format %s not implemented.\n", debug_d3dformat(format->id));
3625 return 0;
3628 static float color_to_float(DWORD color, DWORD size, DWORD offset)
3630 DWORD mask = (1 << size) - 1;
3632 if (!size)
3633 return 1.0f;
3635 color >>= offset;
3636 color &= mask;
3638 return (float)color / (float)mask;
3641 BOOL wined3d_format_convert_color_to_float(const struct wined3d_format *format,
3642 const struct wined3d_palette *palette, DWORD color, struct wined3d_color *float_color)
3644 switch (format->id)
3646 case WINED3DFMT_B8G8R8_UNORM:
3647 case WINED3DFMT_B8G8R8A8_UNORM:
3648 case WINED3DFMT_B8G8R8X8_UNORM:
3649 case WINED3DFMT_B5G6R5_UNORM:
3650 case WINED3DFMT_B5G5R5X1_UNORM:
3651 case WINED3DFMT_B5G5R5A1_UNORM:
3652 case WINED3DFMT_B4G4R4A4_UNORM:
3653 case WINED3DFMT_B2G3R3_UNORM:
3654 case WINED3DFMT_R8_UNORM:
3655 case WINED3DFMT_A8_UNORM:
3656 case WINED3DFMT_B2G3R3A8_UNORM:
3657 case WINED3DFMT_B4G4R4X4_UNORM:
3658 case WINED3DFMT_R10G10B10A2_UNORM:
3659 case WINED3DFMT_R10G10B10A2_SNORM:
3660 case WINED3DFMT_R8G8B8A8_UNORM:
3661 case WINED3DFMT_R8G8B8X8_UNORM:
3662 case WINED3DFMT_R16G16_UNORM:
3663 case WINED3DFMT_B10G10R10A2_UNORM:
3664 float_color->r = color_to_float(color, format->red_size, format->red_offset);
3665 float_color->g = color_to_float(color, format->green_size, format->green_offset);
3666 float_color->b = color_to_float(color, format->blue_size, format->blue_offset);
3667 float_color->a = color_to_float(color, format->alpha_size, format->alpha_offset);
3668 return TRUE;
3670 case WINED3DFMT_P8_UINT:
3671 if (palette)
3673 float_color->r = palette->colors[color].rgbRed / 255.0f;
3674 float_color->g = palette->colors[color].rgbGreen / 255.0f;
3675 float_color->b = palette->colors[color].rgbBlue / 255.0f;
3677 else
3679 float_color->r = 0.0f;
3680 float_color->g = 0.0f;
3681 float_color->b = 0.0f;
3683 float_color->a = color / 255.0f;
3684 return TRUE;
3686 default:
3687 ERR("Unhandled conversion from %s to floating point.\n", debug_d3dformat(format->id));
3688 return FALSE;
3692 /* DirectDraw stuff */
3693 enum wined3d_format_id pixelformat_for_depth(DWORD depth)
3695 switch (depth)
3697 case 8: return WINED3DFMT_P8_UINT;
3698 case 15: return WINED3DFMT_B5G5R5X1_UNORM;
3699 case 16: return WINED3DFMT_B5G6R5_UNORM;
3700 case 24: return WINED3DFMT_B8G8R8X8_UNORM; /* Robots needs 24bit to be WINED3DFMT_B8G8R8X8_UNORM */
3701 case 32: return WINED3DFMT_B8G8R8X8_UNORM; /* EVE online and the Fur demo need 32bit AdapterDisplayMode to return WINED3DFMT_B8G8R8X8_UNORM */
3702 default: return WINED3DFMT_UNKNOWN;
3706 void multiply_matrix(struct wined3d_matrix *dst, const struct wined3d_matrix *src1, const struct wined3d_matrix *src2)
3708 struct wined3d_matrix tmp;
3710 /* Now do the multiplication 'by hand'.
3711 I know that all this could be optimised, but this will be done later :-) */
3712 tmp._11 = (src1->_11 * src2->_11) + (src1->_21 * src2->_12) + (src1->_31 * src2->_13) + (src1->_41 * src2->_14);
3713 tmp._21 = (src1->_11 * src2->_21) + (src1->_21 * src2->_22) + (src1->_31 * src2->_23) + (src1->_41 * src2->_24);
3714 tmp._31 = (src1->_11 * src2->_31) + (src1->_21 * src2->_32) + (src1->_31 * src2->_33) + (src1->_41 * src2->_34);
3715 tmp._41 = (src1->_11 * src2->_41) + (src1->_21 * src2->_42) + (src1->_31 * src2->_43) + (src1->_41 * src2->_44);
3717 tmp._12 = (src1->_12 * src2->_11) + (src1->_22 * src2->_12) + (src1->_32 * src2->_13) + (src1->_42 * src2->_14);
3718 tmp._22 = (src1->_12 * src2->_21) + (src1->_22 * src2->_22) + (src1->_32 * src2->_23) + (src1->_42 * src2->_24);
3719 tmp._32 = (src1->_12 * src2->_31) + (src1->_22 * src2->_32) + (src1->_32 * src2->_33) + (src1->_42 * src2->_34);
3720 tmp._42 = (src1->_12 * src2->_41) + (src1->_22 * src2->_42) + (src1->_32 * src2->_43) + (src1->_42 * src2->_44);
3722 tmp._13 = (src1->_13 * src2->_11) + (src1->_23 * src2->_12) + (src1->_33 * src2->_13) + (src1->_43 * src2->_14);
3723 tmp._23 = (src1->_13 * src2->_21) + (src1->_23 * src2->_22) + (src1->_33 * src2->_23) + (src1->_43 * src2->_24);
3724 tmp._33 = (src1->_13 * src2->_31) + (src1->_23 * src2->_32) + (src1->_33 * src2->_33) + (src1->_43 * src2->_34);
3725 tmp._43 = (src1->_13 * src2->_41) + (src1->_23 * src2->_42) + (src1->_33 * src2->_43) + (src1->_43 * src2->_44);
3727 tmp._14 = (src1->_14 * src2->_11) + (src1->_24 * src2->_12) + (src1->_34 * src2->_13) + (src1->_44 * src2->_14);
3728 tmp._24 = (src1->_14 * src2->_21) + (src1->_24 * src2->_22) + (src1->_34 * src2->_23) + (src1->_44 * src2->_24);
3729 tmp._34 = (src1->_14 * src2->_31) + (src1->_24 * src2->_32) + (src1->_34 * src2->_33) + (src1->_44 * src2->_34);
3730 tmp._44 = (src1->_14 * src2->_41) + (src1->_24 * src2->_42) + (src1->_34 * src2->_43) + (src1->_44 * src2->_44);
3732 *dst = tmp;
3735 DWORD get_flexible_vertex_size(DWORD d3dvtVertexType) {
3736 DWORD size = 0;
3737 int i;
3738 int numTextures = (d3dvtVertexType & WINED3DFVF_TEXCOUNT_MASK) >> WINED3DFVF_TEXCOUNT_SHIFT;
3740 if (d3dvtVertexType & WINED3DFVF_NORMAL) size += 3 * sizeof(float);
3741 if (d3dvtVertexType & WINED3DFVF_DIFFUSE) size += sizeof(DWORD);
3742 if (d3dvtVertexType & WINED3DFVF_SPECULAR) size += sizeof(DWORD);
3743 if (d3dvtVertexType & WINED3DFVF_PSIZE) size += sizeof(DWORD);
3744 switch (d3dvtVertexType & WINED3DFVF_POSITION_MASK) {
3745 case WINED3DFVF_XYZ: size += 3 * sizeof(float); break;
3746 case WINED3DFVF_XYZRHW: size += 4 * sizeof(float); break;
3747 case WINED3DFVF_XYZB1: size += 4 * sizeof(float); break;
3748 case WINED3DFVF_XYZB2: size += 5 * sizeof(float); break;
3749 case WINED3DFVF_XYZB3: size += 6 * sizeof(float); break;
3750 case WINED3DFVF_XYZB4: size += 7 * sizeof(float); break;
3751 case WINED3DFVF_XYZB5: size += 8 * sizeof(float); break;
3752 case WINED3DFVF_XYZW: size += 4 * sizeof(float); break;
3753 default: ERR("Unexpected position mask\n");
3755 for (i = 0; i < numTextures; i++) {
3756 size += GET_TEXCOORD_SIZE_FROM_FVF(d3dvtVertexType, i) * sizeof(float);
3759 return size;
3762 void gen_ffp_frag_op(const struct wined3d_context *context, const struct wined3d_state *state,
3763 struct ffp_frag_settings *settings, BOOL ignore_textype)
3765 #define ARG1 0x01
3766 #define ARG2 0x02
3767 #define ARG0 0x04
3768 static const unsigned char args[WINED3D_TOP_LERP + 1] =
3770 /* undefined */ 0,
3771 /* D3DTOP_DISABLE */ 0,
3772 /* D3DTOP_SELECTARG1 */ ARG1,
3773 /* D3DTOP_SELECTARG2 */ ARG2,
3774 /* D3DTOP_MODULATE */ ARG1 | ARG2,
3775 /* D3DTOP_MODULATE2X */ ARG1 | ARG2,
3776 /* D3DTOP_MODULATE4X */ ARG1 | ARG2,
3777 /* D3DTOP_ADD */ ARG1 | ARG2,
3778 /* D3DTOP_ADDSIGNED */ ARG1 | ARG2,
3779 /* D3DTOP_ADDSIGNED2X */ ARG1 | ARG2,
3780 /* D3DTOP_SUBTRACT */ ARG1 | ARG2,
3781 /* D3DTOP_ADDSMOOTH */ ARG1 | ARG2,
3782 /* D3DTOP_BLENDDIFFUSEALPHA */ ARG1 | ARG2,
3783 /* D3DTOP_BLENDTEXTUREALPHA */ ARG1 | ARG2,
3784 /* D3DTOP_BLENDFACTORALPHA */ ARG1 | ARG2,
3785 /* D3DTOP_BLENDTEXTUREALPHAPM */ ARG1 | ARG2,
3786 /* D3DTOP_BLENDCURRENTALPHA */ ARG1 | ARG2,
3787 /* D3DTOP_PREMODULATE */ ARG1 | ARG2,
3788 /* D3DTOP_MODULATEALPHA_ADDCOLOR */ ARG1 | ARG2,
3789 /* D3DTOP_MODULATECOLOR_ADDALPHA */ ARG1 | ARG2,
3790 /* D3DTOP_MODULATEINVALPHA_ADDCOLOR */ ARG1 | ARG2,
3791 /* D3DTOP_MODULATEINVCOLOR_ADDALPHA */ ARG1 | ARG2,
3792 /* D3DTOP_BUMPENVMAP */ ARG1 | ARG2,
3793 /* D3DTOP_BUMPENVMAPLUMINANCE */ ARG1 | ARG2,
3794 /* D3DTOP_DOTPRODUCT3 */ ARG1 | ARG2,
3795 /* D3DTOP_MULTIPLYADD */ ARG1 | ARG2 | ARG0,
3796 /* D3DTOP_LERP */ ARG1 | ARG2 | ARG0
3798 unsigned int i;
3799 DWORD ttff;
3800 DWORD cop, aop, carg0, carg1, carg2, aarg0, aarg1, aarg2;
3801 unsigned int rt_fmt_flags = state->fb->render_targets[0]->format_flags;
3802 const struct wined3d_gl_info *gl_info = context->gl_info;
3803 const struct wined3d_d3d_info *d3d_info = context->d3d_info;
3805 settings->padding = 0;
3807 for (i = 0; i < d3d_info->limits.ffp_blend_stages; ++i)
3809 const struct wined3d_texture *texture;
3811 settings->op[i].padding = 0;
3812 if (state->texture_states[i][WINED3D_TSS_COLOR_OP] == WINED3D_TOP_DISABLE)
3814 settings->op[i].cop = WINED3D_TOP_DISABLE;
3815 settings->op[i].aop = WINED3D_TOP_DISABLE;
3816 settings->op[i].carg0 = settings->op[i].carg1 = settings->op[i].carg2 = ARG_UNUSED;
3817 settings->op[i].aarg0 = settings->op[i].aarg1 = settings->op[i].aarg2 = ARG_UNUSED;
3818 settings->op[i].color_fixup = COLOR_FIXUP_IDENTITY;
3819 settings->op[i].dst = resultreg;
3820 settings->op[i].tex_type = WINED3D_GL_RES_TYPE_TEX_1D;
3821 settings->op[i].projected = proj_none;
3822 i++;
3823 break;
3826 if ((texture = state->textures[i]))
3828 settings->op[i].color_fixup = texture->resource.format->color_fixup;
3829 if (ignore_textype)
3831 settings->op[i].tex_type = WINED3D_GL_RES_TYPE_TEX_1D;
3833 else
3835 switch (texture->target)
3837 case GL_TEXTURE_1D:
3838 settings->op[i].tex_type = WINED3D_GL_RES_TYPE_TEX_1D;
3839 break;
3840 case GL_TEXTURE_2D:
3841 settings->op[i].tex_type = WINED3D_GL_RES_TYPE_TEX_2D;
3842 break;
3843 case GL_TEXTURE_3D:
3844 settings->op[i].tex_type = WINED3D_GL_RES_TYPE_TEX_3D;
3845 break;
3846 case GL_TEXTURE_CUBE_MAP_ARB:
3847 settings->op[i].tex_type = WINED3D_GL_RES_TYPE_TEX_CUBE;
3848 break;
3849 case GL_TEXTURE_RECTANGLE_ARB:
3850 settings->op[i].tex_type = WINED3D_GL_RES_TYPE_TEX_RECT;
3851 break;
3854 } else {
3855 settings->op[i].color_fixup = COLOR_FIXUP_IDENTITY;
3856 settings->op[i].tex_type = WINED3D_GL_RES_TYPE_TEX_1D;
3859 cop = state->texture_states[i][WINED3D_TSS_COLOR_OP];
3860 aop = state->texture_states[i][WINED3D_TSS_ALPHA_OP];
3862 carg1 = (args[cop] & ARG1) ? state->texture_states[i][WINED3D_TSS_COLOR_ARG1] : ARG_UNUSED;
3863 carg2 = (args[cop] & ARG2) ? state->texture_states[i][WINED3D_TSS_COLOR_ARG2] : ARG_UNUSED;
3864 carg0 = (args[cop] & ARG0) ? state->texture_states[i][WINED3D_TSS_COLOR_ARG0] : ARG_UNUSED;
3866 if (is_invalid_op(state, i, cop, carg1, carg2, carg0))
3868 carg0 = ARG_UNUSED;
3869 carg2 = ARG_UNUSED;
3870 carg1 = WINED3DTA_CURRENT;
3871 cop = WINED3D_TOP_SELECT_ARG1;
3874 if (cop == WINED3D_TOP_DOTPRODUCT3)
3876 /* A dotproduct3 on the colorop overwrites the alphaop operation and replicates
3877 * the color result to the alpha component of the destination
3879 aop = cop;
3880 aarg1 = carg1;
3881 aarg2 = carg2;
3882 aarg0 = carg0;
3884 else
3886 aarg1 = (args[aop] & ARG1) ? state->texture_states[i][WINED3D_TSS_ALPHA_ARG1] : ARG_UNUSED;
3887 aarg2 = (args[aop] & ARG2) ? state->texture_states[i][WINED3D_TSS_ALPHA_ARG2] : ARG_UNUSED;
3888 aarg0 = (args[aop] & ARG0) ? state->texture_states[i][WINED3D_TSS_ALPHA_ARG0] : ARG_UNUSED;
3891 if (!i && state->textures[0] && state->render_states[WINED3D_RS_COLORKEYENABLE])
3893 GLenum texture_dimensions;
3895 texture = state->textures[0];
3896 texture_dimensions = texture->target;
3898 if (texture_dimensions == GL_TEXTURE_2D || texture_dimensions == GL_TEXTURE_RECTANGLE_ARB)
3900 if (texture->async.color_key_flags & WINED3D_CKEY_SRC_BLT && !texture->resource.format->alpha_size)
3902 if (aop == WINED3D_TOP_DISABLE)
3904 aarg1 = WINED3DTA_TEXTURE;
3905 aop = WINED3D_TOP_SELECT_ARG1;
3907 else if (aop == WINED3D_TOP_SELECT_ARG1 && aarg1 != WINED3DTA_TEXTURE)
3909 if (state->render_states[WINED3D_RS_ALPHABLENDENABLE])
3911 aarg2 = WINED3DTA_TEXTURE;
3912 aop = WINED3D_TOP_MODULATE;
3914 else aarg1 = WINED3DTA_TEXTURE;
3916 else if (aop == WINED3D_TOP_SELECT_ARG2 && aarg2 != WINED3DTA_TEXTURE)
3918 if (state->render_states[WINED3D_RS_ALPHABLENDENABLE])
3920 aarg1 = WINED3DTA_TEXTURE;
3921 aop = WINED3D_TOP_MODULATE;
3923 else aarg2 = WINED3DTA_TEXTURE;
3929 if (is_invalid_op(state, i, aop, aarg1, aarg2, aarg0))
3931 aarg0 = ARG_UNUSED;
3932 aarg2 = ARG_UNUSED;
3933 aarg1 = WINED3DTA_CURRENT;
3934 aop = WINED3D_TOP_SELECT_ARG1;
3937 if (carg1 == WINED3DTA_TEXTURE || carg2 == WINED3DTA_TEXTURE || carg0 == WINED3DTA_TEXTURE
3938 || aarg1 == WINED3DTA_TEXTURE || aarg2 == WINED3DTA_TEXTURE || aarg0 == WINED3DTA_TEXTURE)
3940 ttff = state->texture_states[i][WINED3D_TSS_TEXTURE_TRANSFORM_FLAGS];
3941 if (ttff == (WINED3D_TTFF_PROJECTED | WINED3D_TTFF_COUNT3))
3942 settings->op[i].projected = proj_count3;
3943 else if (ttff & WINED3D_TTFF_PROJECTED)
3944 settings->op[i].projected = proj_count4;
3945 else
3946 settings->op[i].projected = proj_none;
3948 else
3950 settings->op[i].projected = proj_none;
3953 settings->op[i].cop = cop;
3954 settings->op[i].aop = aop;
3955 settings->op[i].carg0 = carg0;
3956 settings->op[i].carg1 = carg1;
3957 settings->op[i].carg2 = carg2;
3958 settings->op[i].aarg0 = aarg0;
3959 settings->op[i].aarg1 = aarg1;
3960 settings->op[i].aarg2 = aarg2;
3962 if (state->texture_states[i][WINED3D_TSS_RESULT_ARG] == WINED3DTA_TEMP)
3963 settings->op[i].dst = tempreg;
3964 else
3965 settings->op[i].dst = resultreg;
3968 /* Clear unsupported stages */
3969 for(; i < MAX_TEXTURES; i++) {
3970 memset(&settings->op[i], 0xff, sizeof(settings->op[i]));
3973 if (!state->render_states[WINED3D_RS_FOGENABLE])
3975 settings->fog = WINED3D_FFP_PS_FOG_OFF;
3977 else if (state->render_states[WINED3D_RS_FOGTABLEMODE] == WINED3D_FOG_NONE)
3979 if (use_vs(state) || state->vertex_declaration->position_transformed)
3981 settings->fog = WINED3D_FFP_PS_FOG_LINEAR;
3983 else
3985 switch (state->render_states[WINED3D_RS_FOGVERTEXMODE])
3987 case WINED3D_FOG_NONE:
3988 case WINED3D_FOG_LINEAR:
3989 settings->fog = WINED3D_FFP_PS_FOG_LINEAR;
3990 break;
3991 case WINED3D_FOG_EXP:
3992 settings->fog = WINED3D_FFP_PS_FOG_EXP;
3993 break;
3994 case WINED3D_FOG_EXP2:
3995 settings->fog = WINED3D_FFP_PS_FOG_EXP2;
3996 break;
4000 else
4002 switch (state->render_states[WINED3D_RS_FOGTABLEMODE])
4004 case WINED3D_FOG_LINEAR:
4005 settings->fog = WINED3D_FFP_PS_FOG_LINEAR;
4006 break;
4007 case WINED3D_FOG_EXP:
4008 settings->fog = WINED3D_FFP_PS_FOG_EXP;
4009 break;
4010 case WINED3D_FOG_EXP2:
4011 settings->fog = WINED3D_FFP_PS_FOG_EXP2;
4012 break;
4015 if (!gl_info->supported[ARB_FRAMEBUFFER_SRGB]
4016 && state->render_states[WINED3D_RS_SRGBWRITEENABLE]
4017 && rt_fmt_flags & WINED3DFMT_FLAG_SRGB_WRITE)
4019 settings->sRGB_write = 1;
4020 } else {
4021 settings->sRGB_write = 0;
4023 if (d3d_info->vs_clipping || !use_vs(state) || !state->render_states[WINED3D_RS_CLIPPING]
4024 || !state->render_states[WINED3D_RS_CLIPPLANEENABLE])
4026 /* No need to emulate clipplanes if GL supports native vertex shader clipping or if
4027 * the fixed function vertex pipeline is used(which always supports clipplanes), or
4028 * if no clipplane is enabled
4030 settings->emul_clipplanes = 0;
4031 } else {
4032 settings->emul_clipplanes = 1;
4035 if (state->render_states[WINED3D_RS_COLORKEYENABLE] && state->textures[0]
4036 && state->textures[0]->async.color_key_flags & WINED3D_CKEY_SRC_BLT
4037 && settings->op[0].cop != WINED3D_TOP_DISABLE)
4038 settings->color_key_enabled = 1;
4039 else
4040 settings->color_key_enabled = 0;
4043 const struct ffp_frag_desc *find_ffp_frag_shader(const struct wine_rb_tree *fragment_shaders,
4044 const struct ffp_frag_settings *settings)
4046 struct wine_rb_entry *entry = wine_rb_get(fragment_shaders, settings);
4047 return entry ? WINE_RB_ENTRY_VALUE(entry, struct ffp_frag_desc, entry) : NULL;
4050 void add_ffp_frag_shader(struct wine_rb_tree *shaders, struct ffp_frag_desc *desc)
4052 /* Note that the key is the implementation independent part of the ffp_frag_desc structure,
4053 * whereas desc points to an extended structure with implementation specific parts. */
4054 if (wine_rb_put(shaders, &desc->settings, &desc->entry) == -1)
4056 ERR("Failed to insert ffp frag shader.\n");
4060 /* Activates the texture dimension according to the bound D3D texture. Does
4061 * not care for the colorop or correct gl texture unit (when using nvrc).
4062 * Requires the caller to activate the correct unit. */
4063 /* Context activation is done by the caller (state handler). */
4064 void texture_activate_dimensions(const struct wined3d_texture *texture, const struct wined3d_gl_info *gl_info)
4066 if (texture)
4068 switch (texture->target)
4070 case GL_TEXTURE_2D:
4071 gl_info->gl_ops.gl.p_glDisable(GL_TEXTURE_3D);
4072 checkGLcall("glDisable(GL_TEXTURE_3D)");
4073 if (gl_info->supported[ARB_TEXTURE_CUBE_MAP])
4075 gl_info->gl_ops.gl.p_glDisable(GL_TEXTURE_CUBE_MAP_ARB);
4076 checkGLcall("glDisable(GL_TEXTURE_CUBE_MAP_ARB)");
4078 if (gl_info->supported[ARB_TEXTURE_RECTANGLE])
4080 gl_info->gl_ops.gl.p_glDisable(GL_TEXTURE_RECTANGLE_ARB);
4081 checkGLcall("glDisable(GL_TEXTURE_RECTANGLE_ARB)");
4083 gl_info->gl_ops.gl.p_glEnable(GL_TEXTURE_2D);
4084 checkGLcall("glEnable(GL_TEXTURE_2D)");
4085 break;
4086 case GL_TEXTURE_RECTANGLE_ARB:
4087 gl_info->gl_ops.gl.p_glDisable(GL_TEXTURE_2D);
4088 checkGLcall("glDisable(GL_TEXTURE_2D)");
4089 gl_info->gl_ops.gl.p_glDisable(GL_TEXTURE_3D);
4090 checkGLcall("glDisable(GL_TEXTURE_3D)");
4091 if (gl_info->supported[ARB_TEXTURE_CUBE_MAP])
4093 gl_info->gl_ops.gl.p_glDisable(GL_TEXTURE_CUBE_MAP_ARB);
4094 checkGLcall("glDisable(GL_TEXTURE_CUBE_MAP_ARB)");
4096 gl_info->gl_ops.gl.p_glEnable(GL_TEXTURE_RECTANGLE_ARB);
4097 checkGLcall("glEnable(GL_TEXTURE_RECTANGLE_ARB)");
4098 break;
4099 case GL_TEXTURE_3D:
4100 if (gl_info->supported[ARB_TEXTURE_CUBE_MAP])
4102 gl_info->gl_ops.gl.p_glDisable(GL_TEXTURE_CUBE_MAP_ARB);
4103 checkGLcall("glDisable(GL_TEXTURE_CUBE_MAP_ARB)");
4105 if (gl_info->supported[ARB_TEXTURE_RECTANGLE])
4107 gl_info->gl_ops.gl.p_glDisable(GL_TEXTURE_RECTANGLE_ARB);
4108 checkGLcall("glDisable(GL_TEXTURE_RECTANGLE_ARB)");
4110 gl_info->gl_ops.gl.p_glDisable(GL_TEXTURE_2D);
4111 checkGLcall("glDisable(GL_TEXTURE_2D)");
4112 gl_info->gl_ops.gl.p_glEnable(GL_TEXTURE_3D);
4113 checkGLcall("glEnable(GL_TEXTURE_3D)");
4114 break;
4115 case GL_TEXTURE_CUBE_MAP_ARB:
4116 gl_info->gl_ops.gl.p_glDisable(GL_TEXTURE_2D);
4117 checkGLcall("glDisable(GL_TEXTURE_2D)");
4118 gl_info->gl_ops.gl.p_glDisable(GL_TEXTURE_3D);
4119 checkGLcall("glDisable(GL_TEXTURE_3D)");
4120 if (gl_info->supported[ARB_TEXTURE_RECTANGLE])
4122 gl_info->gl_ops.gl.p_glDisable(GL_TEXTURE_RECTANGLE_ARB);
4123 checkGLcall("glDisable(GL_TEXTURE_RECTANGLE_ARB)");
4125 gl_info->gl_ops.gl.p_glEnable(GL_TEXTURE_CUBE_MAP_ARB);
4126 checkGLcall("glEnable(GL_TEXTURE_CUBE_MAP_ARB)");
4127 break;
4130 else
4132 gl_info->gl_ops.gl.p_glEnable(GL_TEXTURE_2D);
4133 checkGLcall("glEnable(GL_TEXTURE_2D)");
4134 gl_info->gl_ops.gl.p_glDisable(GL_TEXTURE_3D);
4135 checkGLcall("glDisable(GL_TEXTURE_3D)");
4136 if (gl_info->supported[ARB_TEXTURE_CUBE_MAP])
4138 gl_info->gl_ops.gl.p_glDisable(GL_TEXTURE_CUBE_MAP_ARB);
4139 checkGLcall("glDisable(GL_TEXTURE_CUBE_MAP_ARB)");
4141 if (gl_info->supported[ARB_TEXTURE_RECTANGLE])
4143 gl_info->gl_ops.gl.p_glDisable(GL_TEXTURE_RECTANGLE_ARB);
4144 checkGLcall("glDisable(GL_TEXTURE_RECTANGLE_ARB)");
4146 /* Binding textures is done by samplers. A dummy texture will be bound */
4150 /* Context activation is done by the caller (state handler). */
4151 void sampler_texdim(struct wined3d_context *context, const struct wined3d_state *state, DWORD state_id)
4153 DWORD sampler = state_id - STATE_SAMPLER(0);
4154 DWORD mapped_stage = context->tex_unit_map[sampler];
4156 /* No need to enable / disable anything here for unused samplers. The
4157 * tex_colorop handler takes care. Also no action is needed with pixel
4158 * shaders, or if tex_colorop will take care of this business. */
4159 if (mapped_stage == WINED3D_UNMAPPED_STAGE || mapped_stage >= context->gl_info->limits.textures)
4160 return;
4161 if (sampler >= context->lowest_disabled_stage)
4162 return;
4163 if (isStateDirty(context, STATE_TEXTURESTAGE(sampler, WINED3D_TSS_COLOR_OP)))
4164 return;
4166 texture_activate_dimensions(state->textures[sampler], context->gl_info);
4169 void *wined3d_rb_alloc(size_t size)
4171 return HeapAlloc(GetProcessHeap(), 0, size);
4174 void *wined3d_rb_realloc(void *ptr, size_t size)
4176 return HeapReAlloc(GetProcessHeap(), 0, ptr, size);
4179 void wined3d_rb_free(void *ptr)
4181 HeapFree(GetProcessHeap(), 0, ptr);
4184 static int ffp_frag_program_key_compare(const void *key, const struct wine_rb_entry *entry)
4186 const struct ffp_frag_settings *ka = key;
4187 const struct ffp_frag_settings *kb = &WINE_RB_ENTRY_VALUE(entry, const struct ffp_frag_desc, entry)->settings;
4189 return memcmp(ka, kb, sizeof(*ka));
4192 const struct wine_rb_functions wined3d_ffp_frag_program_rb_functions =
4194 wined3d_rb_alloc,
4195 wined3d_rb_realloc,
4196 wined3d_rb_free,
4197 ffp_frag_program_key_compare,
4200 void wined3d_ffp_get_vs_settings(const struct wined3d_state *state, const struct wined3d_stream_info *si,
4201 struct wined3d_ffp_vs_settings *settings)
4203 unsigned int coord_idx, i;
4205 if (si->position_transformed)
4207 memset(settings, 0, sizeof(*settings));
4209 settings->transformed = 1;
4210 settings->point_size = state->gl_primitive_type == GL_POINTS;
4211 if (!state->render_states[WINED3D_RS_FOGENABLE])
4212 settings->fog_mode = WINED3D_FFP_VS_FOG_OFF;
4213 else if (state->render_states[WINED3D_RS_FOGTABLEMODE] != WINED3D_FOG_NONE)
4214 settings->fog_mode = WINED3D_FFP_VS_FOG_DEPTH;
4215 else
4216 settings->fog_mode = WINED3D_FFP_VS_FOG_FOGCOORD;
4218 for (i = 0; i < MAX_TEXTURES; ++i)
4220 coord_idx = state->texture_states[i][WINED3D_TSS_TEXCOORD_INDEX];
4221 if (coord_idx < MAX_TEXTURES && (si->use_map & (1 << (WINED3D_FFP_TEXCOORD0 + coord_idx))))
4222 settings->texcoords |= 1 << i;
4223 settings->texgen[i] = (state->texture_states[i][WINED3D_TSS_TEXCOORD_INDEX] >> WINED3D_FFP_TCI_SHIFT)
4224 & WINED3D_FFP_TCI_MASK;
4226 return;
4229 settings->transformed = 0;
4230 settings->clipping = state->render_states[WINED3D_RS_CLIPPING]
4231 && state->render_states[WINED3D_RS_CLIPPLANEENABLE];
4232 settings->normal = !!(si->use_map & (1 << WINED3D_FFP_NORMAL));
4233 settings->normalize = settings->normal && state->render_states[WINED3D_RS_NORMALIZENORMALS];
4234 settings->lighting = !!state->render_states[WINED3D_RS_LIGHTING];
4235 settings->localviewer = !!state->render_states[WINED3D_RS_LOCALVIEWER];
4236 settings->point_size = state->gl_primitive_type == GL_POINTS;
4238 if (state->render_states[WINED3D_RS_COLORVERTEX] && (si->use_map & (1 << WINED3D_FFP_DIFFUSE)))
4240 settings->diffuse_source = state->render_states[WINED3D_RS_DIFFUSEMATERIALSOURCE];
4241 settings->emissive_source = state->render_states[WINED3D_RS_EMISSIVEMATERIALSOURCE];
4242 settings->ambient_source = state->render_states[WINED3D_RS_AMBIENTMATERIALSOURCE];
4243 settings->specular_source = state->render_states[WINED3D_RS_SPECULARMATERIALSOURCE];
4245 else
4247 settings->diffuse_source = WINED3D_MCS_MATERIAL;
4248 settings->emissive_source = WINED3D_MCS_MATERIAL;
4249 settings->ambient_source = WINED3D_MCS_MATERIAL;
4250 settings->specular_source = WINED3D_MCS_MATERIAL;
4253 settings->texcoords = 0;
4254 for (i = 0; i < MAX_TEXTURES; ++i)
4256 coord_idx = state->texture_states[i][WINED3D_TSS_TEXCOORD_INDEX];
4257 if (coord_idx < MAX_TEXTURES && (si->use_map & (1 << (WINED3D_FFP_TEXCOORD0 + coord_idx))))
4258 settings->texcoords |= 1 << i;
4259 settings->texgen[i] = (state->texture_states[i][WINED3D_TSS_TEXCOORD_INDEX] >> WINED3D_FFP_TCI_SHIFT)
4260 & WINED3D_FFP_TCI_MASK;
4263 settings->light_type = 0;
4264 for (i = 0; i < MAX_ACTIVE_LIGHTS; ++i)
4266 if (state->lights[i])
4267 settings->light_type |= (state->lights[i]->OriginalParms.type
4268 & WINED3D_FFP_LIGHT_TYPE_MASK) << WINED3D_FFP_LIGHT_TYPE_SHIFT(i);
4271 settings->ortho_fog = 0;
4272 if (!state->render_states[WINED3D_RS_FOGENABLE])
4273 settings->fog_mode = WINED3D_FFP_VS_FOG_OFF;
4274 else if (state->render_states[WINED3D_RS_FOGTABLEMODE] != WINED3D_FOG_NONE)
4276 settings->fog_mode = WINED3D_FFP_VS_FOG_DEPTH;
4278 if (state->transforms[WINED3D_TS_PROJECTION]._14 == 0.0f
4279 && state->transforms[WINED3D_TS_PROJECTION]._24 == 0.0f
4280 && state->transforms[WINED3D_TS_PROJECTION]._34 == 0.0f
4281 && state->transforms[WINED3D_TS_PROJECTION]._44 == 1.0f)
4282 settings->ortho_fog = 1;
4284 else if (state->render_states[WINED3D_RS_FOGVERTEXMODE] == WINED3D_FOG_NONE)
4285 settings->fog_mode = WINED3D_FFP_VS_FOG_FOGCOORD;
4286 else if (state->render_states[WINED3D_RS_RANGEFOGENABLE])
4287 settings->fog_mode = WINED3D_FFP_VS_FOG_RANGE;
4288 else
4289 settings->fog_mode = WINED3D_FFP_VS_FOG_DEPTH;
4291 settings->padding = 0;
4294 static int wined3d_ffp_vertex_program_key_compare(const void *key, const struct wine_rb_entry *entry)
4296 const struct wined3d_ffp_vs_settings *ka = key;
4297 const struct wined3d_ffp_vs_settings *kb = &WINE_RB_ENTRY_VALUE(entry,
4298 const struct wined3d_ffp_vs_desc, entry)->settings;
4300 return memcmp(ka, kb, sizeof(*ka));
4303 const struct wine_rb_functions wined3d_ffp_vertex_program_rb_functions =
4305 wined3d_rb_alloc,
4306 wined3d_rb_realloc,
4307 wined3d_rb_free,
4308 wined3d_ffp_vertex_program_key_compare,
4311 const struct blit_shader *wined3d_select_blitter(const struct wined3d_gl_info *gl_info,
4312 const struct wined3d_d3d_info *d3d_info, enum wined3d_blit_op blit_op,
4313 const RECT *src_rect, DWORD src_usage, enum wined3d_pool src_pool, const struct wined3d_format *src_format,
4314 const RECT *dst_rect, DWORD dst_usage, enum wined3d_pool dst_pool, const struct wined3d_format *dst_format)
4316 static const struct blit_shader * const blitters[] =
4318 &arbfp_blit,
4319 &ffp_blit,
4320 &cpu_blit,
4322 unsigned int i;
4324 for (i = 0; i < sizeof(blitters) / sizeof(*blitters); ++i)
4326 if (blitters[i]->blit_supported(gl_info, d3d_info, blit_op,
4327 src_rect, src_usage, src_pool, src_format,
4328 dst_rect, dst_usage, dst_pool, dst_format))
4329 return blitters[i];
4332 return NULL;
4335 void wined3d_get_draw_rect(const struct wined3d_state *state, RECT *rect)
4337 const struct wined3d_viewport *vp = &state->viewport;
4339 SetRect(rect, vp->x, vp->y, vp->x + vp->width, vp->y + vp->height);
4341 if (state->render_states[WINED3D_RS_SCISSORTESTENABLE])
4342 IntersectRect(rect, rect, &state->scissor_rect);
4345 const char *wined3d_debug_location(DWORD location)
4347 char buf[294];
4349 buf[0] = '\0';
4350 #define LOCATION_TO_STR(u) if (location & u) { strcat(buf, " | "#u); location &= ~u; }
4351 LOCATION_TO_STR(WINED3D_LOCATION_DISCARDED);
4352 LOCATION_TO_STR(WINED3D_LOCATION_SYSMEM);
4353 LOCATION_TO_STR(WINED3D_LOCATION_USER_MEMORY);
4354 LOCATION_TO_STR(WINED3D_LOCATION_DIB);
4355 LOCATION_TO_STR(WINED3D_LOCATION_BUFFER);
4356 LOCATION_TO_STR(WINED3D_LOCATION_TEXTURE_RGB);
4357 LOCATION_TO_STR(WINED3D_LOCATION_TEXTURE_SRGB);
4358 LOCATION_TO_STR(WINED3D_LOCATION_DRAWABLE);
4359 LOCATION_TO_STR(WINED3D_LOCATION_RB_MULTISAMPLE);
4360 LOCATION_TO_STR(WINED3D_LOCATION_RB_RESOLVED);
4361 #undef LOCATION_TO_STR
4362 if (location) FIXME("Unrecognized location flag(s) %#x.\n", location);
4364 return buf[0] ? wine_dbg_sprintf("%s", &buf[3]) : "0";
4367 /* Print a floating point value with the %.8e format specifier, always using
4368 * '.' as decimal separator. */
4369 void wined3d_ftoa(float value, char *s)
4371 int idx = 1;
4373 if (copysignf(1.0f, value) < 0.0f)
4374 ++idx;
4376 /* Be sure to allocate a buffer of at least 17 characters for the result
4377 as sprintf may return a 3 digit exponent when using the MSVC runtime
4378 instead of a 2 digit exponent. */
4379 sprintf(s, "%.8e", value);
4380 if (isfinite(value))
4381 s[idx] = '.';
4384 void wined3d_release_dc(HWND window, HDC dc)
4386 /* You'd figure ReleaseDC() would fail if the DC doesn't match the window.
4387 * However, that's not what actually happens, and there are user32 tests
4388 * that confirm ReleaseDC() with the wrong window is supposed to succeed.
4389 * So explicitly check that the DC belongs to the window, since we want to
4390 * avoid releasing a DC that belongs to some other window if the original
4391 * window was already destroyed. */
4392 if (WindowFromDC(dc) != window)
4393 WARN("DC %p does not belong to window %p.\n", dc, window);
4394 else if (!ReleaseDC(window, dc))
4395 ERR("Failed to release device context %p, last error %#x.\n", dc, GetLastError());