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
28 #include "wine/port.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
;
42 BYTE depth_size
, stencil_size
;
45 static const struct wined3d_format_channels formats
[] =
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},
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},
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},
69 {WINED3DFMT_R8G8_SNORM_Cx
, 0, 0, 0, 0, 0, 0, 0, 0, 2, 0, 0},
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},
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},
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
;
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
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
;
197 UINT block_byte_count
;
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
;
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
;
254 GLint gl_srgb_internal
;
255 GLint gl_rt_internal
;
258 unsigned int conv_byte_count
;
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
;
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;
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);
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;
345 if (!(r_in
& 0x10)) /* r > 0 */
349 if (!(g_in
& 0x10)) /* g > 0 */
352 texel_out
[0] = r_out
;
353 texel_out
[1] = g_out
;
354 texel_out
[2] = l_in
<< 1 | l_in
>> 5;
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
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;
392 if (!(r_in
& 0x10)) /* r > 0 */
396 if (!(g_in
& 0x10)) /* g > 0 */
399 texel_out
[0] = ds_out
;
400 texel_out
[1] = dt_out
;
401 texel_out
[2] = l_in
<< 1 | l_in
>> 5;
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
;
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 */
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
;
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 */
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
;
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 */
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
;
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 */
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
;
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 */
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
;
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
++);
563 /* Strictly speaking not correct for R16G16F, but it doesn't matter because the
564 * shader overwrites it anyway */
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
;
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
++);
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
)
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);
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
)
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);
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
)
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;
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
)
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
;
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;
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
;
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
;
830 enum wined3d_format_id src_format
;
831 struct wined3d_color_key_conversion conversion
;
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
))
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.
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.
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
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
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
},
953 {WINED3DFMT_R32_FLOAT
, GL_RGB32F_ARB
, GL_RGB32F_ARB
, 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,
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,
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
},
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,
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
},
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,
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,
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
)
1302 for (i
= 0; i
< (sizeof(formats
) / sizeof(*formats
)); ++i
)
1304 if (formats
[i
].id
== format_id
) return i
;
1310 static void format_set_flag(struct wined3d_format
*format
, unsigned int flag
)
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
)
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
);
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");
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
);
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
);
1370 format_set_flag(&gl_info
->formats
[fmt_idx
], format_base_flags
[i
].flags
);
1376 static BOOL
init_format_block_info(struct wined3d_gl_info
*gl_info
)
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
);
1387 ERR("Format %s (%#x) not found.\n",
1388 debug_d3dformat(format_block_info
[i
].id
), format_block_info
[i
].id
);
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
);
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. */
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
;
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
);
1448 TRACE("Format %s is not supported as FBO color attachment.\n", debug_d3dformat(format
->id
));
1450 format
->rtInternal
= format
->glInternal
;
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
));
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
;
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
);
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];
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
))
1563 else if (format
->alpha_size
> 1 && (a
< 0xbf - a_range
|| a
> 0xbf + a_range
))
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
);
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
);
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
)
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
:
1633 ERR("Unexpected GL resource type %u.\n", type
);
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
)
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
;
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
;
1665 if (gl_info
->supported
[ARB_INTERNALFORMAT_QUERY2
])
1667 for (i
= 0; i
< sizeof(formats
) / sizeof(*formats
); ++i
)
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
)
1676 if (format
->flags
[WINED3D_GL_RES_TYPE_TEX_2D
] & (WINED3DFMT_FLAG_DEPTH
| WINED3DFMT_FLAG_STENCIL
))
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
;
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
;
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
;
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
;
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
;
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
;
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
);
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
));
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
));
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
);
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
;
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
;
1834 ERR("Format %s (%#x) not found.\n",
1835 debug_d3dformat(format_texture_info
[i
].id
), format_texture_info
[i
].id
);
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
))
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");
1887 query_format_flag(gl_info
, format
, format
->glGammaInternal
, GL_SRGB_WRITE
,
1888 WINED3DFMT_FLAG_SRGB_WRITE
, "sRGB write");
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
;
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
;
1934 static BOOL
color_match(DWORD c1
, DWORD c2
, BYTE max_diff
)
1936 if (abs((c1
& 0xff) - (c2
& 0xff)) > max_diff
) return FALSE
;
1938 if (abs((c1
& 0xff) - (c2
& 0xff)) > max_diff
) return FALSE
;
1940 if (abs((c1
& 0xff) - (c2
& 0xff)) > max_diff
) return FALSE
;
1942 if (abs((c1
& 0xff) - (c2
& 0xff)) > max_diff
) return FALSE
;
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];
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]);
2026 TRACE("Read back colors are 0x%08x and 0x%08x, assuming texture is filtered\n",
2027 readback
[6], readback
[9]);
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
);
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
,
2057 if (gl_info
->supported
[ARB_INTERNALFORMAT_QUERY2
])
2058 /* This was already handled by init_format_texture_info(). */
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");
2069 else if (gl_info
->limits
.glsl_varyings
> 44)
2071 TRACE("More than 44 GLSL varyings - assuming d3d10 card with float16 blending\n");
2076 TRACE("Assuming no float16 blending\n");
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
);
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
);
2100 TRACE("Format %s supports filtering\n", debug_d3dformat(fmts16
[i
]));
2101 format_set_flag(format
, WINED3DFMT_FLAG_FILTERING
);
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
)
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
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
);
2151 /* Emulate using unsigned formats. This requires load-time conversion in addition to the
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
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
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
))
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
)
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
);
2338 ERR("Format %s (%#x) not found.\n",
2339 debug_d3dformat(format_vertex_info
[i
].id
), format_vertex_info
[i
].id
);
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
;
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
;
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
);
2387 HeapFree(GetProcessHeap(), 0, gl_info
->formats
);
2388 gl_info
->formats
= NULL
;
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
);
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
);
2424 if (format
->id
== WINED3DFMT_UNKNOWN
)
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));
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
;
2450 /*****************************************************************************
2451 * Trace formatting of useful values
2453 const char *debug_d3dformat(enum wined3d_format_id 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
);
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);
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
);
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
2624 FIXME("Unrecognized device type %#x.\n", device_type
);
2625 return "unrecognized";
2629 const char *debug_d3dusage(DWORD usage
)
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
)
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
)
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
2687 FIXME("Unrecognized declaration method %#x.\n", method
);
2688 return "unrecognized";
2692 const char *debug_d3ddeclusage(enum wined3d_decl_usage 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
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
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
);
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
);
2768 FIXME("Unrecognized %u primitive type!\n", primitive_type
);
2769 return "unrecognized";
2773 const char *debug_d3drenderstate(enum wined3d_render_state 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
2906 FIXME("Unrecognized %u render state!\n", state
);
2907 return "unrecognized";
2911 const char *debug_d3dsamplerstate(enum wined3d_sampler_state 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
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
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
)
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
2981 FIXME("Unrecognized %u texture state!\n", state
);
2982 return "unrecognized";
2986 const char *debug_d3dtop(enum wined3d_texture_op 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
3019 FIXME("Unrecognized texture op %#x.\n", d3dtop
);
3020 return "unrecognized";
3024 const char *debug_d3dtstype(enum wined3d_transform_state 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
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
)
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
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
)
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
);
3133 FIXME("Unrecognized pool %#x.\n", pool
);
3134 return "unrecognized";
3138 const char *debug_fbostatus(GLenum 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
3153 FIXME("Unrecognied FBO status 0x%08x\n", status
);
3154 return "unrecognized";
3158 const char *debug_glerror(GLenum 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
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
)
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
3191 FIXME("Unrecognized fixup_channel_source %#x\n", source
);
3192 return "unrecognized";
3196 static const char *debug_complex_fixup(enum complex_fixup 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
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
)));
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
)
3232 if (state
->textures
[stage
])
3235 if ((arg1
& WINED3DTA_SELECTMASK
) == WINED3DTA_TEXTURE
3236 && op
!= WINED3D_TOP_SELECT_ARG2
)
3238 if ((arg2
& WINED3DTA_SELECTMASK
) == WINED3DTA_TEXTURE
3239 && op
!= WINED3D_TOP_SELECT_ARG1
)
3241 if ((arg3
& WINED3DTA_SELECTMASK
) == WINED3DTA_TEXTURE
3242 && (op
== WINED3D_TOP_MULTIPLY_ADD
|| op
== WINED3D_TOP_LERP
))
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
,
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
);
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
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
3289 if (context
->swapchain
->device
->wined3d
->flags
& WINED3D_PIXEL_CENTER_INTEGER
)
3290 center_offset
= 63.0f
/ 64.0f
;
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
,
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
);
3353 if (flags
== (WINED3D_TTFF_COUNT1
| WINED3D_TTFF_PROJECTED
))
3355 ERR("Invalid texture transform flags: WINED3D_TTFF_COUNT1 | WINED3D_TTFF_PROJECTED.\n");
3361 if (flags
& WINED3D_TTFF_PROJECTED
)
3363 if (!ffp_proj_control
)
3365 switch (flags
& ~WINED3D_TTFF_PROJECTED
)
3367 case WINED3D_TTFF_COUNT2
:
3372 mat
._12
= mat
._22
= mat
._32
= mat
._42
= 0.0f
;
3374 case WINED3D_TTFF_COUNT3
:
3379 mat
._13
= mat
._23
= mat
._33
= mat
._43
= 0.0f
;
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
)
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
3397 case WINED3DFMT_R32_FLOAT
:
3403 /* See above, just 3rd and 4th coord. */
3404 case WINED3DFMT_R32G32_FLOAT
:
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 */
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. */
3443 mat
._14
= mat
._24
= mat
._34
= 0.0f
; mat
._44
= 1.0f
;
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],
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
])
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. */
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
)
3487 for (count
= 0; mask
; ++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
));
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
:
3519 FIXME("Unsupported format %s.\n", debug_d3dformat(format
->id
));
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
));
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
));
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
:
3553 FIXME("Unsupported depth/stencil format %s.\n", debug_d3dformat(format
->id
));
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
));
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
)
3572 enum wined3d_format_id format_id
;
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
;
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
)
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
);
3623 FIXME("Conversion for format %s not implemented.\n", debug_d3dformat(format
->id
));
3628 static float color_to_float(DWORD color
, DWORD size
, DWORD offset
)
3630 DWORD mask
= (1 << size
) - 1;
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
)
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
);
3670 case WINED3DFMT_P8_UINT
:
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
;
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
;
3687 ERR("Unhandled conversion from %s to floating point.\n", debug_d3dformat(format
->id
));
3692 /* DirectDraw stuff */
3693 enum wined3d_format_id
pixelformat_for_depth(DWORD 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
);
3735 DWORD
get_flexible_vertex_size(DWORD d3dvtVertexType
) {
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);
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
)
3768 static const unsigned char args
[WINED3D_TOP_LERP
+ 1] =
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
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
;
3826 if ((texture
= state
->textures
[i
]))
3828 settings
->op
[i
].color_fixup
= texture
->resource
.format
->color_fixup
;
3831 settings
->op
[i
].tex_type
= WINED3D_GL_RES_TYPE_TEX_1D
;
3835 switch (texture
->target
)
3838 settings
->op
[i
].tex_type
= WINED3D_GL_RES_TYPE_TEX_1D
;
3841 settings
->op
[i
].tex_type
= WINED3D_GL_RES_TYPE_TEX_2D
;
3844 settings
->op
[i
].tex_type
= WINED3D_GL_RES_TYPE_TEX_3D
;
3846 case GL_TEXTURE_CUBE_MAP_ARB
:
3847 settings
->op
[i
].tex_type
= WINED3D_GL_RES_TYPE_TEX_CUBE
;
3849 case GL_TEXTURE_RECTANGLE_ARB
:
3850 settings
->op
[i
].tex_type
= WINED3D_GL_RES_TYPE_TEX_RECT
;
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
))
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
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
))
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
;
3946 settings
->op
[i
].projected
= proj_none
;
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
;
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
;
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
;
3991 case WINED3D_FOG_EXP
:
3992 settings
->fog
= WINED3D_FFP_PS_FOG_EXP
;
3994 case WINED3D_FOG_EXP2
:
3995 settings
->fog
= WINED3D_FFP_PS_FOG_EXP2
;
4002 switch (state
->render_states
[WINED3D_RS_FOGTABLEMODE
])
4004 case WINED3D_FOG_LINEAR
:
4005 settings
->fog
= WINED3D_FFP_PS_FOG_LINEAR
;
4007 case WINED3D_FOG_EXP
:
4008 settings
->fog
= WINED3D_FFP_PS_FOG_EXP
;
4010 case WINED3D_FOG_EXP2
:
4011 settings
->fog
= WINED3D_FFP_PS_FOG_EXP2
;
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;
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;
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;
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
)
4068 switch (texture
->target
)
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)");
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)");
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)");
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)");
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
)
4161 if (sampler
>= context
->lowest_disabled_stage
)
4163 if (isStateDirty(context
, STATE_TEXTURESTAGE(sampler
, WINED3D_TSS_COLOR_OP
)))
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
=
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
;
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
;
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
];
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
;
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
=
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
[] =
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
))
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
)
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
)
4373 if (copysignf(1.0f
, value
) < 0.0f
)
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
))
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());