gdi32: Change an ERR to a WARN for fonts with too-long names.
[wine/multimedia.git] / dlls / wined3d / utils.c
blob9e9fc4974fa1796efe580e4b2d517765fa215a66
1 /*
2 * Utility functions for the WineD3D Library
4 * Copyright 2002-2004 Jason Edmeades
5 * Copyright 2003-2004 Raphael Junqueira
6 * Copyright 2004 Christian Costa
7 * Copyright 2005 Oliver Stieber
8 * Copyright 2006-2008 Henri Verbeet
9 * Copyright 2007-2008 Stefan Dösinger for CodeWeavers
10 * Copyright 2009-2010 Henri Verbeet for CodeWeavers
12 * This library is free software; you can redistribute it and/or
13 * modify it under the terms of the GNU Lesser General Public
14 * License as published by the Free Software Foundation; either
15 * version 2.1 of the License, or (at your option) any later version.
17 * This library is distributed in the hope that it will be useful,
18 * but WITHOUT ANY WARRANTY; without even the implied warranty of
19 * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the GNU
20 * Lesser General Public License for more details.
22 * You should have received a copy of the GNU Lesser General Public
23 * License along with this library; if not, write to the Free Software
24 * Foundation, Inc., 51 Franklin St, Fifth Floor, Boston, MA 02110-1301, USA
27 #include "config.h"
28 #include "wine/port.h"
30 #include <stdio.h>
32 #include "wined3d_private.h"
34 WINE_DEFAULT_DEBUG_CHANNEL(d3d);
36 struct wined3d_format_channels
38 enum wined3d_format_id id;
39 DWORD red_size, green_size, blue_size, alpha_size;
40 DWORD red_offset, green_offset, blue_offset, alpha_offset;
41 UINT bpp;
42 BYTE depth_size, stencil_size;
45 static const struct wined3d_format_channels formats[] =
47 /* size offset
48 * format id r g b a r g b a bpp depth stencil */
49 {WINED3DFMT_UNKNOWN, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0},
50 /* FourCC formats */
51 {WINED3DFMT_UYVY, 0, 0, 0, 0, 0, 0, 0, 0, 2, 0, 0},
52 {WINED3DFMT_YUY2, 0, 0, 0, 0, 0, 0, 0, 0, 2, 0, 0},
53 {WINED3DFMT_YV12, 0, 0, 0, 0, 0, 0, 0, 0, 1, 0, 0},
54 {WINED3DFMT_NV12, 0, 0, 0, 0, 0, 0, 0, 0, 1, 0, 0},
55 {WINED3DFMT_DXT1, 0, 0, 0, 0, 0, 0, 0, 0, 1, 0, 0},
56 {WINED3DFMT_DXT2, 0, 0, 0, 0, 0, 0, 0, 0, 1, 0, 0},
57 {WINED3DFMT_DXT3, 0, 0, 0, 0, 0, 0, 0, 0, 1, 0, 0},
58 {WINED3DFMT_DXT4, 0, 0, 0, 0, 0, 0, 0, 0, 1, 0, 0},
59 {WINED3DFMT_DXT5, 0, 0, 0, 0, 0, 0, 0, 0, 1, 0, 0},
60 {WINED3DFMT_MULTI2_ARGB8, 0, 0, 0, 0, 0, 0, 0, 0, 1, 0, 0},
61 {WINED3DFMT_G8R8_G8B8, 0, 0, 0, 0, 0, 0, 0, 0, 1, 0, 0},
62 {WINED3DFMT_R8G8_B8G8, 0, 0, 0, 0, 0, 0, 0, 0, 1, 0, 0},
63 /* IEEE formats */
64 {WINED3DFMT_R32_FLOAT, 32, 0, 0, 0, 0, 0, 0, 0, 4, 0, 0},
65 {WINED3DFMT_R32G32_FLOAT, 32, 32, 0, 0, 0, 32, 0, 0, 8, 0, 0},
66 {WINED3DFMT_R32G32B32_FLOAT, 32, 32, 32, 0, 0, 32, 64, 0, 12, 0, 0},
67 {WINED3DFMT_R32G32B32A32_FLOAT, 32, 32, 32, 32, 0, 32, 64, 96, 16, 0, 0},
68 /* Hmm? */
69 {WINED3DFMT_R8G8_SNORM_Cx, 0, 0, 0, 0, 0, 0, 0, 0, 2, 0, 0},
70 /* Float */
71 {WINED3DFMT_R16_FLOAT, 16, 0, 0, 0, 0, 0, 0, 0, 2, 0, 0},
72 {WINED3DFMT_R16G16_FLOAT, 16, 16, 0, 0, 0, 16, 0, 0, 4, 0, 0},
73 {WINED3DFMT_R16G16_SINT, 16, 16, 0, 0, 0, 16, 0, 0, 4, 0, 0},
74 {WINED3DFMT_R16G16B16A16_FLOAT, 16, 16, 16, 16, 0, 16, 32, 48, 8, 0, 0},
75 {WINED3DFMT_R16G16B16A16_SINT, 16, 16, 16, 16, 0, 16, 32, 48, 8, 0, 0},
76 /* Palettized formats */
77 {WINED3DFMT_P8_UINT_A8_UNORM, 0, 0, 0, 8, 0, 0, 0, 8, 2, 0, 0},
78 {WINED3DFMT_P8_UINT, 0, 0, 0, 0, 0, 0, 0, 0, 1, 0, 0},
79 /* Standard ARGB formats. */
80 {WINED3DFMT_B8G8R8_UNORM, 8, 8, 8, 0, 16, 8, 0, 0, 3, 0, 0},
81 {WINED3DFMT_B8G8R8A8_UNORM, 8, 8, 8, 8, 16, 8, 0, 24, 4, 0, 0},
82 {WINED3DFMT_B8G8R8X8_UNORM, 8, 8, 8, 0, 16, 8, 0, 0, 4, 0, 0},
83 {WINED3DFMT_B5G6R5_UNORM, 5, 6, 5, 0, 11, 5, 0, 0, 2, 0, 0},
84 {WINED3DFMT_B5G5R5X1_UNORM, 5, 5, 5, 0, 10, 5, 0, 0, 2, 0, 0},
85 {WINED3DFMT_B5G5R5A1_UNORM, 5, 5, 5, 1, 10, 5, 0, 15, 2, 0, 0},
86 {WINED3DFMT_B4G4R4A4_UNORM, 4, 4, 4, 4, 8, 4, 0, 12, 2, 0, 0},
87 {WINED3DFMT_B2G3R3_UNORM, 3, 3, 2, 0, 5, 2, 0, 0, 1, 0, 0},
88 {WINED3DFMT_R8_UNORM, 8, 0, 0, 0, 0, 0, 0, 0, 1, 0, 0},
89 {WINED3DFMT_A8_UNORM, 0, 0, 0, 8, 0, 0, 0, 0, 1, 0, 0},
90 {WINED3DFMT_B2G3R3A8_UNORM, 3, 3, 2, 8, 5, 2, 0, 8, 2, 0, 0},
91 {WINED3DFMT_B4G4R4X4_UNORM, 4, 4, 4, 0, 8, 4, 0, 0, 2, 0, 0},
92 {WINED3DFMT_R10G10B10A2_UNORM, 10, 10, 10, 2, 0, 10, 20, 30, 4, 0, 0},
93 {WINED3DFMT_R10G10B10A2_UINT, 10, 10, 10, 2, 0, 10, 20, 30, 4, 0, 0},
94 {WINED3DFMT_R10G10B10A2_SNORM, 10, 10, 10, 2, 0, 10, 20, 30, 4, 0, 0},
95 {WINED3DFMT_R8G8B8A8_UNORM, 8, 8, 8, 8, 0, 8, 16, 24, 4, 0, 0},
96 {WINED3DFMT_R8G8B8A8_UINT, 8, 8, 8, 8, 0, 8, 16, 24, 4, 0, 0},
97 {WINED3DFMT_R8G8B8X8_UNORM, 8, 8, 8, 0, 0, 8, 16, 0, 4, 0, 0},
98 {WINED3DFMT_R16G16_UNORM, 16, 16, 0, 0, 0, 16, 0, 0, 4, 0, 0},
99 {WINED3DFMT_B10G10R10A2_UNORM, 10, 10, 10, 2, 20, 10, 0, 30, 4, 0, 0},
100 {WINED3DFMT_R16G16B16A16_UNORM, 16, 16, 16, 16, 0, 16, 32, 48, 8, 0, 0},
101 /* Luminance */
102 {WINED3DFMT_L8_UNORM, 0, 0, 0, 0, 0, 0, 0, 0, 1, 0, 0},
103 {WINED3DFMT_L8A8_UNORM, 0, 0, 0, 8, 0, 0, 0, 8, 2, 0, 0},
104 {WINED3DFMT_L4A4_UNORM, 0, 0, 0, 4, 0, 0, 0, 4, 1, 0, 0},
105 {WINED3DFMT_L16_UNORM, 0, 0, 0, 0, 0, 0, 0, 0, 2, 0, 0},
106 /* Bump mapping stuff */
107 {WINED3DFMT_R8G8_SNORM, 8, 8, 0, 0, 0, 8, 0, 0, 2, 0, 0},
108 {WINED3DFMT_R5G5_SNORM_L6_UNORM, 5, 5, 0, 0, 0, 5, 0, 0, 2, 0, 0},
109 {WINED3DFMT_R8G8_SNORM_L8X8_UNORM, 8, 8, 0, 0, 0, 8, 0, 0, 4, 0, 0},
110 {WINED3DFMT_R8G8B8A8_SNORM, 8, 8, 8, 8, 0, 8, 16, 24, 4, 0, 0},
111 {WINED3DFMT_R16G16_SNORM, 16, 16, 0, 0, 0, 16, 0, 0, 4, 0, 0},
112 {WINED3DFMT_R10G11B11_SNORM, 10, 11, 11, 0, 0, 10, 21, 0, 4, 0, 0},
113 {WINED3DFMT_R10G10B10_SNORM_A2_UNORM, 10, 10, 10, 2, 0, 10, 20, 30, 4, 0, 0},
114 /* Depth stencil formats */
115 {WINED3DFMT_D16_LOCKABLE, 0, 0, 0, 0, 0, 0, 0, 0, 2, 16, 0},
116 {WINED3DFMT_D32_UNORM, 0, 0, 0, 0, 0, 0, 0, 0, 4, 32, 0},
117 {WINED3DFMT_S1_UINT_D15_UNORM, 0, 0, 0, 0, 0, 0, 0, 0, 2, 15, 1},
118 {WINED3DFMT_D24_UNORM_S8_UINT, 0, 0, 0, 0, 0, 0, 0, 0, 4, 24, 8},
119 {WINED3DFMT_X8D24_UNORM, 0, 0, 0, 0, 0, 0, 0, 0, 4, 24, 0},
120 {WINED3DFMT_S4X4_UINT_D24_UNORM, 0, 0, 0, 0, 0, 0, 0, 0, 4, 24, 4},
121 {WINED3DFMT_D16_UNORM, 0, 0, 0, 0, 0, 0, 0, 0, 2, 16, 0},
122 {WINED3DFMT_D32_FLOAT, 0, 0, 0, 0, 0, 0, 0, 0, 4, 32, 0},
123 {WINED3DFMT_S8_UINT_D24_FLOAT, 0, 0, 0, 0, 0, 0, 0, 0, 4, 24, 8},
124 {WINED3DFMT_VERTEXDATA, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0},
125 {WINED3DFMT_R16_UINT, 16, 0, 0, 0, 0, 0, 0, 0, 2, 0, 0},
126 {WINED3DFMT_R32_UINT, 32, 0, 0, 0, 0, 0, 0, 0, 4, 0, 0},
127 {WINED3DFMT_R32G32_UINT, 32, 32, 0, 0, 0, 32, 0, 0, 8, 0, 0},
128 {WINED3DFMT_R32G32B32_UINT, 32, 32, 32, 0, 0, 32, 64, 0, 12, 0, 0},
129 {WINED3DFMT_R32G32B32A32_UINT, 32, 32, 32, 32, 0, 32, 64, 96, 16, 0, 0},
130 {WINED3DFMT_R16G16B16A16_SNORM, 16, 16, 16, 16, 0, 16, 32, 48, 8, 0, 0},
131 /* Vendor-specific formats */
132 {WINED3DFMT_ATI1N, 0, 0, 0, 0, 0, 0, 0, 0, 1, 0, 0},
133 {WINED3DFMT_ATI2N, 0, 0, 0, 0, 0, 0, 0, 0, 1, 0, 0},
134 {WINED3DFMT_NVDB, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0},
135 {WINED3DFMT_INST, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0},
136 {WINED3DFMT_INTZ, 0, 0, 0, 0, 0, 0, 0, 0, 4, 24, 8},
137 {WINED3DFMT_RESZ, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0},
138 {WINED3DFMT_NVHU, 0, 0, 0, 0, 0, 0, 0, 0, 2, 0, 0},
139 {WINED3DFMT_NVHS, 0, 0, 0, 0, 0, 0, 0, 0, 2, 0, 0},
140 {WINED3DFMT_NULL, 8, 8, 8, 8, 0, 8, 16, 24, 4, 0, 0},
141 /* Unsure about them, could not find a Windows driver that supports them */
142 {WINED3DFMT_R16, 16, 0, 0, 0, 0, 0, 0, 0, 2, 0, 0},
143 {WINED3DFMT_AL16, 0, 0, 0, 16, 0, 0, 0, 16, 4, 0, 0},
144 /* Typeless */
145 {WINED3DFMT_R8_TYPELESS, 8, 0, 0, 0, 0, 0, 0, 0, 1, 0, 0},
146 {WINED3DFMT_R8G8_TYPELESS, 8, 8, 0, 0, 0, 8, 0, 0, 2, 0, 0},
147 {WINED3DFMT_R8G8B8A8_TYPELESS, 8, 8, 8, 8, 0, 8, 16, 24, 4, 0, 0},
148 {WINED3DFMT_R16_TYPELESS, 16, 0, 0, 0, 0, 0, 0, 0, 2, 0, 0},
149 {WINED3DFMT_R16G16_TYPELESS, 16, 16, 0, 0, 0, 16, 0, 0, 4, 0, 0},
150 {WINED3DFMT_R16G16B16A16_TYPELESS, 16, 16, 16, 16, 0, 16, 32, 48, 8, 0, 0},
151 {WINED3DFMT_R32_TYPELESS, 32, 0, 0, 0, 0, 0, 0, 0, 4, 0, 0},
152 {WINED3DFMT_R32G32_TYPELESS, 32, 32, 0, 0, 0, 32, 0, 0, 8, 0, 0},
153 {WINED3DFMT_R32G32B32_TYPELESS, 32, 32, 32, 0, 0, 32, 64, 0, 12, 0, 0},
154 {WINED3DFMT_R32G32B32A32_TYPELESS, 32, 32, 32, 32, 0, 32, 64, 96, 16, 0, 0},
157 struct wined3d_format_base_flags
159 enum wined3d_format_id id;
160 DWORD flags;
163 /* The ATI2N format behaves like an uncompressed format in LockRect(), but
164 * still needs to use the correct block based calculation for e.g. the
165 * resource size. */
166 static const struct wined3d_format_base_flags format_base_flags[] =
168 {WINED3DFMT_P8_UINT, WINED3DFMT_FLAG_GETDC},
169 {WINED3DFMT_B8G8R8_UNORM, WINED3DFMT_FLAG_GETDC},
170 {WINED3DFMT_B8G8R8A8_UNORM, WINED3DFMT_FLAG_GETDC},
171 {WINED3DFMT_B8G8R8X8_UNORM, WINED3DFMT_FLAG_GETDC},
172 {WINED3DFMT_B5G6R5_UNORM, WINED3DFMT_FLAG_GETDC},
173 {WINED3DFMT_B5G5R5X1_UNORM, WINED3DFMT_FLAG_GETDC},
174 {WINED3DFMT_B5G5R5A1_UNORM, WINED3DFMT_FLAG_GETDC},
175 {WINED3DFMT_B4G4R4A4_UNORM, WINED3DFMT_FLAG_GETDC},
176 {WINED3DFMT_B4G4R4X4_UNORM, WINED3DFMT_FLAG_GETDC},
177 {WINED3DFMT_R8G8B8A8_UNORM, WINED3DFMT_FLAG_GETDC},
178 {WINED3DFMT_R8G8B8X8_UNORM, WINED3DFMT_FLAG_GETDC},
179 {WINED3DFMT_ATI1N, WINED3DFMT_FLAG_BROKEN_PITCH},
180 {WINED3DFMT_ATI2N, WINED3DFMT_FLAG_BROKEN_PITCH},
181 {WINED3DFMT_R32_FLOAT, WINED3DFMT_FLAG_FLOAT},
182 {WINED3DFMT_R32G32_FLOAT, WINED3DFMT_FLAG_FLOAT},
183 {WINED3DFMT_R32G32B32_FLOAT, WINED3DFMT_FLAG_FLOAT},
184 {WINED3DFMT_R32G32B32A32_FLOAT, WINED3DFMT_FLAG_FLOAT},
185 {WINED3DFMT_R16_FLOAT, WINED3DFMT_FLAG_FLOAT},
186 {WINED3DFMT_R16G16_FLOAT, WINED3DFMT_FLAG_FLOAT},
187 {WINED3DFMT_R16G16B16A16_FLOAT, WINED3DFMT_FLAG_FLOAT},
188 {WINED3DFMT_D32_FLOAT, WINED3DFMT_FLAG_FLOAT},
189 {WINED3DFMT_S8_UINT_D24_FLOAT, WINED3DFMT_FLAG_FLOAT},
192 struct wined3d_format_block_info
194 enum wined3d_format_id id;
195 UINT block_width;
196 UINT block_height;
197 UINT block_byte_count;
198 BOOL verify;
201 static const struct wined3d_format_block_info format_block_info[] =
203 {WINED3DFMT_DXT1, 4, 4, 8, TRUE},
204 {WINED3DFMT_DXT2, 4, 4, 16, TRUE},
205 {WINED3DFMT_DXT3, 4, 4, 16, TRUE},
206 {WINED3DFMT_DXT4, 4, 4, 16, TRUE},
207 {WINED3DFMT_DXT5, 4, 4, 16, TRUE},
208 {WINED3DFMT_ATI1N, 4, 4, 8, FALSE},
209 {WINED3DFMT_ATI2N, 4, 4, 16, FALSE},
210 {WINED3DFMT_YUY2, 2, 1, 4, FALSE},
211 {WINED3DFMT_UYVY, 2, 1, 4, FALSE},
214 struct wined3d_format_vertex_info
216 enum wined3d_format_id id;
217 enum wined3d_ffp_emit_idx emit_idx;
218 GLint component_count;
219 GLenum gl_vtx_type;
220 GLint gl_vtx_format;
221 GLboolean gl_normalized;
222 unsigned int component_size;
225 static const struct wined3d_format_vertex_info format_vertex_info[] =
227 {WINED3DFMT_R32_FLOAT, WINED3D_FFP_EMIT_FLOAT1, 1, GL_FLOAT, 1, GL_FALSE, sizeof(float)},
228 {WINED3DFMT_R32G32_FLOAT, WINED3D_FFP_EMIT_FLOAT2, 2, GL_FLOAT, 2, GL_FALSE, sizeof(float)},
229 {WINED3DFMT_R32G32B32_FLOAT, WINED3D_FFP_EMIT_FLOAT3, 3, GL_FLOAT, 3, GL_FALSE, sizeof(float)},
230 {WINED3DFMT_R32G32B32A32_FLOAT, WINED3D_FFP_EMIT_FLOAT4, 4, GL_FLOAT, 4, GL_FALSE, sizeof(float)},
231 {WINED3DFMT_B8G8R8A8_UNORM, WINED3D_FFP_EMIT_D3DCOLOR, 4, GL_UNSIGNED_BYTE, 4, GL_TRUE, sizeof(BYTE)},
232 {WINED3DFMT_R8G8B8A8_UINT, WINED3D_FFP_EMIT_UBYTE4, 4, GL_UNSIGNED_BYTE, 4, GL_FALSE, sizeof(BYTE)},
233 {WINED3DFMT_R16G16_SINT, WINED3D_FFP_EMIT_SHORT2, 2, GL_SHORT, 2, GL_FALSE, sizeof(short int)},
234 {WINED3DFMT_R16G16B16A16_SINT, WINED3D_FFP_EMIT_SHORT4, 4, GL_SHORT, 4, GL_FALSE, sizeof(short int)},
235 {WINED3DFMT_R8G8B8A8_UNORM, WINED3D_FFP_EMIT_UBYTE4N, 4, GL_UNSIGNED_BYTE, 4, GL_TRUE, sizeof(BYTE)},
236 {WINED3DFMT_R16G16_SNORM, WINED3D_FFP_EMIT_SHORT2N, 2, GL_SHORT, 2, GL_TRUE, sizeof(short int)},
237 {WINED3DFMT_R16G16B16A16_SNORM, WINED3D_FFP_EMIT_SHORT4N, 4, GL_SHORT, 4, GL_TRUE, sizeof(short int)},
238 {WINED3DFMT_R16G16_UNORM, WINED3D_FFP_EMIT_USHORT2N, 2, GL_UNSIGNED_SHORT, 2, GL_TRUE, sizeof(short int)},
239 {WINED3DFMT_R16G16B16A16_UNORM, WINED3D_FFP_EMIT_USHORT4N, 4, GL_UNSIGNED_SHORT, 4, GL_TRUE, sizeof(short int)},
240 {WINED3DFMT_R10G10B10A2_UINT, WINED3D_FFP_EMIT_UDEC3, 3, GL_UNSIGNED_SHORT, 3, GL_FALSE, sizeof(short int)},
241 {WINED3DFMT_R10G10B10A2_SNORM, WINED3D_FFP_EMIT_DEC3N, 3, GL_SHORT, 3, GL_TRUE, sizeof(short int)},
242 {WINED3DFMT_R16G16_FLOAT, WINED3D_FFP_EMIT_FLOAT16_2, 2, GL_FLOAT, 2, GL_FALSE, sizeof(GLhalfNV)},
243 {WINED3DFMT_R16G16B16A16_FLOAT, WINED3D_FFP_EMIT_FLOAT16_4, 4, GL_FLOAT, 4, GL_FALSE, sizeof(GLhalfNV)},
244 {WINED3DFMT_R32_UINT, WINED3D_FFP_EMIT_INVALID, 1, GL_UNSIGNED_INT, 1, GL_FALSE, sizeof(UINT)},
245 {WINED3DFMT_R32G32_UINT, WINED3D_FFP_EMIT_INVALID, 2, GL_UNSIGNED_INT, 2, GL_FALSE, sizeof(UINT)},
246 {WINED3DFMT_R32G32B32_UINT, WINED3D_FFP_EMIT_INVALID, 3, GL_UNSIGNED_INT, 3, GL_FALSE, sizeof(UINT)},
247 {WINED3DFMT_R32G32B32A32_UINT, WINED3D_FFP_EMIT_INVALID, 4, GL_UNSIGNED_INT, 4, GL_FALSE, sizeof(UINT)},
250 struct wined3d_format_texture_info
252 enum wined3d_format_id id;
253 GLint gl_internal;
254 GLint gl_srgb_internal;
255 GLint gl_rt_internal;
256 GLint gl_format;
257 GLint gl_type;
258 unsigned int conv_byte_count;
259 unsigned int flags;
260 enum wined3d_gl_extension extension;
261 void (*convert)(const BYTE *src, BYTE *dst, UINT src_row_pitch, UINT src_slice_pitch,
262 UINT dst_row_pitch, UINT dst_slice_pitch, UINT width, UINT height, UINT depth);
265 static void convert_l4a4_unorm(const BYTE *src, BYTE *dst, UINT src_row_pitch, UINT src_slice_pitch,
266 UINT dst_row_pitch, UINT dst_slice_pitch, UINT width, UINT height, UINT depth)
268 /* WINED3DFMT_L4A4_UNORM exists as an internal gl format, but for some reason there is not
269 * format+type combination to load it. Thus convert it to A8L8, then load it
270 * with A4L4 internal, but A8L8 format+type
272 unsigned int x, y, z;
273 const unsigned char *Source;
274 unsigned char *Dest;
276 for (z = 0; z < depth; z++)
278 for (y = 0; y < height; y++)
280 Source = src + z * src_slice_pitch + y * src_row_pitch;
281 Dest = dst + z * dst_slice_pitch + y * dst_row_pitch;
282 for (x = 0; x < width; x++ )
284 unsigned char color = (*Source++);
285 /* A */ Dest[1] = (color & 0xf0) << 0;
286 /* L */ Dest[0] = (color & 0x0f) << 4;
287 Dest += 2;
293 static void convert_r5g5_snorm_l6_unorm(const BYTE *src, BYTE *dst, UINT src_row_pitch, UINT src_slice_pitch,
294 UINT dst_row_pitch, UINT dst_slice_pitch, UINT width, UINT height, UINT depth)
296 unsigned int x, y, z;
297 const WORD *Source;
299 for (z = 0; z < depth; z++)
301 for (y = 0; y < height; y++)
303 unsigned short *Dest_s = (unsigned short *) (dst + z * dst_slice_pitch + y * dst_row_pitch);
304 Source = (const WORD *)(src + z * src_slice_pitch + y * src_row_pitch);
305 for (x = 0; x < width; x++ )
307 short color = (*Source++);
308 unsigned char l = ((color >> 10) & 0xfc);
309 short v = ((color >> 5) & 0x3e);
310 short u = ((color ) & 0x1f);
311 short v_conv = v + 16;
312 short u_conv = u + 16;
314 *Dest_s = ((v_conv << 11) & 0xf800) | ((l << 5) & 0x7e0) | (u_conv & 0x1f);
315 Dest_s += 1;
321 static void convert_r5g5_snorm_l6_unorm_nv(const BYTE *src, BYTE *dst, UINT src_row_pitch, UINT src_slice_pitch,
322 UINT dst_row_pitch, UINT dst_slice_pitch, UINT width, UINT height, UINT depth)
324 unsigned int x, y, z;
325 const WORD *Source;
326 unsigned char *Dest;
328 /* This makes the gl surface bigger(24 bit instead of 16), but it works with
329 * fixed function and shaders without further conversion once the surface is
330 * loaded
332 for (z = 0; z < depth; z++)
334 for (y = 0; y < height; y++)
336 Source = (const WORD *)(src + z * src_slice_pitch + y * src_row_pitch);
337 Dest = dst + z * dst_slice_pitch + y * dst_row_pitch;
338 for (x = 0; x < width; x++ )
340 short color = (*Source++);
341 unsigned char l = ((color >> 10) & 0xfc);
342 char v = ((color >> 5) & 0x3e);
343 char u = ((color ) & 0x1f);
345 /* 8 bits destination, 6 bits source, 8th bit is the sign. gl ignores the sign
346 * and doubles the positive range. Thus shift left only once, gl does the 2nd
347 * shift. GL reads a signed value and converts it into an unsigned value.
349 /* M */ Dest[2] = l << 1;
351 /* Those are read as signed, but kept signed. Just left-shift 3 times to scale
352 * from 5 bit values to 8 bit values.
354 /* V */ Dest[1] = v << 3;
355 /* U */ Dest[0] = u << 3;
356 Dest += 3;
362 static void convert_r8g8_snorm(const BYTE *src, BYTE *dst, UINT src_row_pitch, UINT src_slice_pitch,
363 UINT dst_row_pitch, UINT dst_slice_pitch, UINT width, UINT height, UINT depth)
365 unsigned int x, y, z;
366 const short *Source;
367 unsigned char *Dest;
369 for (z = 0; z < depth; z++)
371 for (y = 0; y < height; y++)
373 Source = (const short *)(src + z * src_slice_pitch + y * src_row_pitch);
374 Dest = dst + z * dst_slice_pitch + y * dst_row_pitch;
375 for (x = 0; x < width; x++ )
377 const short color = (*Source++);
378 /* B */ Dest[0] = 0xff;
379 /* G */ Dest[1] = (color >> 8) + 128; /* V */
380 /* R */ Dest[2] = (color & 0xff) + 128; /* U */
381 Dest += 3;
387 static void convert_r8g8_snorm_l8x8_unorm(const BYTE *src, BYTE *dst, UINT src_row_pitch, UINT src_slice_pitch,
388 UINT dst_row_pitch, UINT dst_slice_pitch, UINT width, UINT height, UINT depth)
390 unsigned int x, y, z;
391 const DWORD *Source;
392 unsigned char *Dest;
394 /* Doesn't work correctly with the fixed function pipeline, but can work in
395 * shaders if the shader is adjusted. (There's no use for this format in gl's
396 * standard fixed function pipeline anyway).
398 for (z = 0; z < depth; z++)
400 for (y = 0; y < height; y++)
402 Source = (const DWORD *)(src + z * src_slice_pitch + y * src_row_pitch);
403 Dest = dst + z * dst_slice_pitch + y * dst_row_pitch;
404 for (x = 0; x < width; x++ )
406 LONG color = (*Source++);
407 /* B */ Dest[0] = ((color >> 16) & 0xff); /* L */
408 /* G */ Dest[1] = ((color >> 8 ) & 0xff) + 128; /* V */
409 /* R */ Dest[2] = (color & 0xff) + 128; /* U */
410 Dest += 4;
416 static void convert_r8g8_snorm_l8x8_unorm_nv(const BYTE *src, BYTE *dst, UINT src_row_pitch, UINT src_slice_pitch,
417 UINT dst_row_pitch, UINT dst_slice_pitch, UINT width, UINT height, UINT depth)
419 unsigned int x, y, z;
420 const DWORD *Source;
421 unsigned char *Dest;
423 /* This implementation works with the fixed function pipeline and shaders
424 * without further modification after converting the surface.
426 for (z = 0; z < depth; z++)
428 for (y = 0; y < height; y++)
430 Source = (const DWORD *)(src + z * src_slice_pitch + y * src_row_pitch);
431 Dest = dst + z * dst_slice_pitch + y * dst_row_pitch;
432 for (x = 0; x < width; x++ )
434 LONG color = (*Source++);
435 /* L */ Dest[2] = ((color >> 16) & 0xff); /* L */
436 /* V */ Dest[1] = ((color >> 8 ) & 0xff); /* V */
437 /* U */ Dest[0] = (color & 0xff); /* U */
438 /* I */ Dest[3] = 255; /* X */
439 Dest += 4;
445 static void convert_r8g8b8a8_snorm(const BYTE *src, BYTE *dst, UINT src_row_pitch, UINT src_slice_pitch,
446 UINT dst_row_pitch, UINT dst_slice_pitch, UINT width, UINT height, UINT depth)
448 unsigned int x, y, z;
449 const DWORD *Source;
450 unsigned char *Dest;
452 for (z = 0; z < depth; z++)
454 for (y = 0; y < height; y++)
456 Source = (const DWORD *)(src + z * src_slice_pitch + y * src_row_pitch);
457 Dest = dst + z * dst_slice_pitch + y * dst_row_pitch;
458 for (x = 0; x < width; x++ )
460 LONG color = (*Source++);
461 /* B */ Dest[0] = ((color >> 16) & 0xff) + 128; /* W */
462 /* G */ Dest[1] = ((color >> 8 ) & 0xff) + 128; /* V */
463 /* R */ Dest[2] = (color & 0xff) + 128; /* U */
464 /* A */ Dest[3] = ((color >> 24) & 0xff) + 128; /* Q */
465 Dest += 4;
471 static void convert_r16g16_snorm(const BYTE *src, BYTE *dst, UINT src_row_pitch, UINT src_slice_pitch,
472 UINT dst_row_pitch, UINT dst_slice_pitch, UINT width, UINT height, UINT depth)
474 unsigned int x, y, z;
475 const DWORD *Source;
476 unsigned short *Dest;
478 for (z = 0; z < depth; z++)
480 for (y = 0; y < height; y++)
482 Source = (const DWORD *)(src + z * src_slice_pitch + y * src_row_pitch);
483 Dest = (unsigned short *) (dst + z * dst_slice_pitch + y * dst_row_pitch);
484 for (x = 0; x < width; x++ )
486 const DWORD color = (*Source++);
487 /* B */ Dest[0] = 0xffff;
488 /* G */ Dest[1] = (color >> 16) + 32768; /* V */
489 /* R */ Dest[2] = (color & 0xffff) + 32768; /* U */
490 Dest += 3;
496 static void convert_r16g16(const BYTE *src, BYTE *dst, UINT src_row_pitch, UINT src_slice_pitch,
497 UINT dst_row_pitch, UINT dst_slice_pitch, UINT width, UINT height, UINT depth)
499 unsigned int x, y, z;
500 const WORD *Source;
501 WORD *Dest;
503 for (z = 0; z < depth; z++)
505 for (y = 0; y < height; y++)
507 Source = (const WORD *)(src + z * src_slice_pitch + y * src_row_pitch);
508 Dest = (WORD *) (dst + z * dst_slice_pitch + y * dst_row_pitch);
509 for (x = 0; x < width; x++ )
511 WORD green = (*Source++);
512 WORD red = (*Source++);
513 Dest[0] = green;
514 Dest[1] = red;
515 /* Strictly speaking not correct for R16G16F, but it doesn't matter because the
516 * shader overwrites it anyway */
517 Dest[2] = 0xffff;
518 Dest += 3;
524 static void convert_r32g32_float(const BYTE *src, BYTE *dst, UINT src_row_pitch, UINT src_slice_pitch,
525 UINT dst_row_pitch, UINT dst_slice_pitch, UINT width, UINT height, UINT depth)
527 unsigned int x, y, z;
528 const float *Source;
529 float *Dest;
531 for (z = 0; z < depth; z++)
533 for (y = 0; y < height; y++)
535 Source = (const float *)(src + z * src_slice_pitch + y * src_row_pitch);
536 Dest = (float *) (dst + z * dst_slice_pitch + y * dst_row_pitch);
537 for (x = 0; x < width; x++ )
539 float green = (*Source++);
540 float red = (*Source++);
541 Dest[0] = green;
542 Dest[1] = red;
543 Dest[2] = 1.0f;
544 Dest += 3;
550 static void convert_s1_uint_d15_unorm(const BYTE *src, BYTE *dst, UINT src_row_pitch, UINT src_slice_pitch,
551 UINT dst_row_pitch, UINT dst_slice_pitch, UINT width, UINT height, UINT depth)
553 unsigned int x, y, z;
555 for (z = 0; z < depth; z++)
557 for (y = 0; y < height; ++y)
559 const WORD *source = (const WORD *)(src + z * src_slice_pitch + y * src_row_pitch);
560 DWORD *dest = (DWORD *)(dst + z * dst_slice_pitch + y * dst_row_pitch);
562 for (x = 0; x < width; ++x)
564 /* The depth data is normalized, so needs to be scaled,
565 * the stencil data isn't. Scale depth data by
566 * (2^24-1)/(2^15-1) ~~ (2^9 + 2^-6). */
567 WORD d15 = source[x] >> 1;
568 DWORD d24 = (d15 << 9) + (d15 >> 6);
569 dest[x] = (d24 << 8) | (source[x] & 0x1);
575 static void convert_s4x4_uint_d24_unorm(const BYTE *src, BYTE *dst, UINT src_row_pitch, UINT src_slice_pitch,
576 UINT dst_row_pitch, UINT dst_slice_pitch, UINT width, UINT height, UINT depth)
578 unsigned int x, y, z;
580 for (z = 0; z < depth; z++)
582 for (y = 0; y < height; ++y)
584 const DWORD *source = (const DWORD *)(src + z * src_slice_pitch + y * src_row_pitch);
585 DWORD *dest = (DWORD *)(dst + z * dst_slice_pitch + y * dst_row_pitch);
587 for (x = 0; x < width; ++x)
589 /* Just need to clear out the X4 part. */
590 dest[x] = source[x] & ~0xf0;
596 static void convert_s8_uint_d24_float(const BYTE *src, BYTE *dst, UINT src_row_pitch, UINT src_slice_pitch,
597 UINT dst_row_pitch, UINT dst_slice_pitch, UINT width, UINT height, UINT depth)
599 unsigned int x, y, z;
601 for (z = 0; z < depth; z++)
603 for (y = 0; y < height; ++y)
605 const DWORD *source = (const DWORD *)(src + z * src_slice_pitch + y * src_row_pitch);
606 float *dest_f = (float *)(dst + z * dst_slice_pitch + y * dst_row_pitch);
607 DWORD *dest_s = (DWORD *)dest_f;
609 for (x = 0; x < width; ++x)
611 dest_f[x * 2] = float_24_to_32((source[x] & 0xffffff00) >> 8);
612 dest_s[x * 2 + 1] = source[x] & 0xff;
618 static BOOL color_in_range(const struct wined3d_color_key *color_key, DWORD color)
620 /* FIXME: Is this really how color keys are supposed to work? I think it
621 * makes more sense to compare the individual channels. */
622 return color >= color_key->color_space_low_value
623 && color <= color_key->color_space_high_value;
626 static void convert_p8_uint_b8g8r8a8_unorm(const BYTE *src, unsigned int src_pitch,
627 BYTE *dst, unsigned int dst_pitch, unsigned int width, unsigned int height,
628 const struct wined3d_palette *palette, const struct wined3d_color_key *color_key)
630 const BYTE *src_row;
631 unsigned int x, y;
632 DWORD *dst_row;
634 if (!palette)
636 /* FIXME: This should probably use the system palette. */
637 FIXME("P8 surface loaded without a palette.\n");
639 for (y = 0; y < height; ++y)
641 memset(&dst[dst_pitch * y], 0, width * 4);
644 return;
647 for (y = 0; y < height; ++y)
649 src_row = &src[src_pitch * y];
650 dst_row = (DWORD *)&dst[dst_pitch * y];
651 for (x = 0; x < width; ++x)
653 BYTE src_color = src_row[x];
654 dst_row[x] = 0xff000000
655 | (palette->colors[src_color].rgbRed << 16)
656 | (palette->colors[src_color].rgbGreen << 8)
657 | palette->colors[src_color].rgbBlue;
662 static void convert_b5g6r5_unorm_b5g5r5a1_unorm_color_key(const BYTE *src, unsigned int src_pitch,
663 BYTE *dst, unsigned int dst_pitch, unsigned int width, unsigned int height,
664 const struct wined3d_palette *palette, const struct wined3d_color_key *color_key)
666 const WORD *src_row;
667 unsigned int x, y;
668 WORD *dst_row;
670 for (y = 0; y < height; ++y)
672 src_row = (WORD *)&src[src_pitch * y];
673 dst_row = (WORD *)&dst[dst_pitch * y];
674 for (x = 0; x < width; ++x)
676 WORD src_color = src_row[x];
677 if (!color_in_range(color_key, src_color))
678 dst_row[x] = 0x8000 | ((src_color & 0xffc0) >> 1) | (src_color & 0x1f);
679 else
680 dst_row[x] = ((src_color & 0xffc0) >> 1) | (src_color & 0x1f);
685 static void convert_b5g5r5x1_unorm_b5g5r5a1_unorm_color_key(const BYTE *src, unsigned int src_pitch,
686 BYTE *dst, unsigned int dst_pitch, unsigned int width, unsigned int height,
687 const struct wined3d_palette *palette, const struct wined3d_color_key *color_key)
689 const WORD *src_row;
690 unsigned int x, y;
691 WORD *dst_row;
693 for (y = 0; y < height; ++y)
695 src_row = (WORD *)&src[src_pitch * y];
696 dst_row = (WORD *)&dst[dst_pitch * y];
697 for (x = 0; x < width; ++x)
699 WORD src_color = src_row[x];
700 if (color_in_range(color_key, src_color))
701 dst_row[x] = src_color & ~0x8000;
702 else
703 dst_row[x] = src_color | 0x8000;
708 static void convert_b8g8r8_unorm_b8g8r8a8_unorm_color_key(const BYTE *src, unsigned int src_pitch,
709 BYTE *dst, unsigned int dst_pitch, unsigned int width, unsigned int height,
710 const struct wined3d_palette *palette, const struct wined3d_color_key *color_key)
712 const BYTE *src_row;
713 unsigned int x, y;
714 DWORD *dst_row;
716 for (y = 0; y < height; ++y)
718 src_row = &src[src_pitch * y];
719 dst_row = (DWORD *)&dst[dst_pitch * y];
720 for (x = 0; x < width; ++x)
722 DWORD src_color = (src_row[x * 3 + 2] << 16) | (src_row[x * 3 + 1] << 8) | src_row[x * 3];
723 if (!color_in_range(color_key, src_color))
724 dst_row[x] = src_color | 0xff000000;
729 static void convert_b8g8r8x8_unorm_b8g8r8a8_unorm_color_key(const BYTE *src, unsigned int src_pitch,
730 BYTE *dst, unsigned int dst_pitch, unsigned int width, unsigned int height,
731 const struct wined3d_palette *palette, const struct wined3d_color_key *color_key)
733 const DWORD *src_row;
734 unsigned int x, y;
735 DWORD *dst_row;
737 for (y = 0; y < height; ++y)
739 src_row = (DWORD *)&src[src_pitch * y];
740 dst_row = (DWORD *)&dst[dst_pitch * y];
741 for (x = 0; x < width; ++x)
743 DWORD src_color = src_row[x];
744 if (color_in_range(color_key, src_color))
745 dst_row[x] = src_color & ~0xff000000;
746 else
747 dst_row[x] = src_color | 0xff000000;
752 static void convert_b8g8r8a8_unorm_b8g8r8a8_unorm_color_key(const BYTE *src, unsigned int src_pitch,
753 BYTE *dst, unsigned int dst_pitch, unsigned int width, unsigned int height,
754 const struct wined3d_palette *palette, const struct wined3d_color_key *color_key)
756 const DWORD *src_row;
757 unsigned int x, y;
758 DWORD *dst_row;
760 for (y = 0; y < height; ++y)
762 src_row = (DWORD *)&src[src_pitch * y];
763 dst_row = (DWORD *)&dst[dst_pitch * y];
764 for (x = 0; x < width; ++x)
766 DWORD src_color = src_row[x];
767 if (color_in_range(color_key, src_color))
768 src_color &= ~0xff000000;
769 dst_row[x] = src_color;
774 const struct wined3d_color_key_conversion * wined3d_format_get_color_key_conversion(
775 const struct wined3d_texture *texture, BOOL need_alpha_ck)
777 const struct wined3d_format *format = texture->resource.format;
778 unsigned int i;
780 static const struct
782 enum wined3d_format_id src_format;
783 struct wined3d_color_key_conversion conversion;
785 color_key_info[] =
787 {WINED3DFMT_B5G6R5_UNORM, {WINED3DFMT_B5G5R5A1_UNORM, convert_b5g6r5_unorm_b5g5r5a1_unorm_color_key }},
788 {WINED3DFMT_B5G5R5X1_UNORM, {WINED3DFMT_B5G5R5A1_UNORM, convert_b5g5r5x1_unorm_b5g5r5a1_unorm_color_key }},
789 {WINED3DFMT_B8G8R8_UNORM, {WINED3DFMT_B8G8R8A8_UNORM, convert_b8g8r8_unorm_b8g8r8a8_unorm_color_key }},
790 {WINED3DFMT_B8G8R8X8_UNORM, {WINED3DFMT_B8G8R8A8_UNORM, convert_b8g8r8x8_unorm_b8g8r8a8_unorm_color_key }},
791 {WINED3DFMT_B8G8R8A8_UNORM, {WINED3DFMT_B8G8R8A8_UNORM, convert_b8g8r8a8_unorm_b8g8r8a8_unorm_color_key }},
793 static const struct wined3d_color_key_conversion convert_p8 =
795 WINED3DFMT_B8G8R8A8_UNORM, convert_p8_uint_b8g8r8a8_unorm
798 if (need_alpha_ck && (texture->color_key_flags & WINED3D_CKEY_SRC_BLT))
800 for (i = 0; i < sizeof(color_key_info) / sizeof(*color_key_info); ++i)
802 if (color_key_info[i].src_format == format->id)
803 return &color_key_info[i].conversion;
806 FIXME("Color-keying not supported with format %s.\n", debug_d3dformat(format->id));
809 /* FIXME: This should check if the blitter backend can do P8 conversion,
810 * instead of checking for ARB_fragment_program. */
811 if (format->id == WINED3DFMT_P8_UINT
812 && !(texture->resource.device->adapter->gl_info.supported[ARB_FRAGMENT_PROGRAM]
813 && texture->swapchain && texture == texture->swapchain->front_buffer))
814 return &convert_p8;
816 return NULL;
819 /* The following formats explicitly don't have WINED3DFMT_FLAG_TEXTURE set:
821 * These are never supported on native.
822 * WINED3DFMT_B8G8R8_UNORM
823 * WINED3DFMT_B2G3R3_UNORM
824 * WINED3DFMT_L4A4_UNORM
825 * WINED3DFMT_S1_UINT_D15_UNORM
826 * WINED3DFMT_S4X4_UINT_D24_UNORM
828 * Only some Geforce/Voodoo3/G400 cards offer 8-bit textures in case of ddraw.
829 * Since it is not widely available, don't offer it. Further no Windows driver
830 * offers WINED3DFMT_P8_UINT_A8_NORM, so don't offer it either.
831 * WINED3DFMT_P8_UINT
832 * WINED3DFMT_P8_UINT_A8_UNORM
834 * These formats seem to be similar to the HILO formats in
835 * GL_NV_texture_shader. NVHU is said to be GL_UNSIGNED_HILO16,
836 * NVHS GL_SIGNED_HILO16. Rumours say that D3D computes a 3rd channel
837 * similarly to D3DFMT_CxV8U8 (So NVHS could be called D3DFMT_CxV16U16). ATI
838 * refused to support formats which can easily be emulated with pixel shaders,
839 * so applications have to deal with not having NVHS and NVHU.
840 * WINED3DFMT_NVHU
841 * WINED3DFMT_NVHS */
842 static const struct wined3d_format_texture_info format_texture_info[] =
844 /* format id gl_internal gl_srgb_internal gl_rt_internal
845 gl_format gl_type conv_byte_count
846 flags
847 extension convert */
848 /* FourCC formats */
849 /* GL_APPLE_ycbcr_422 claims that its '2YUV' format, which is supported via the UNSIGNED_SHORT_8_8_REV_APPLE type
850 * is equivalent to 'UYVY' format on Windows, and the 'YUVS' via UNSIGNED_SHORT_8_8_APPLE equates to 'YUY2'. The
851 * d3d9 test however shows that the opposite is true. Since the extension is from 2002, it predates the x86 based
852 * Macs, so probably the endianness differs. This could be tested as soon as we have a Windows and MacOS on a big
853 * endian machine
855 {WINED3DFMT_UYVY, GL_LUMINANCE_ALPHA, GL_LUMINANCE_ALPHA, 0,
856 GL_LUMINANCE_ALPHA, GL_UNSIGNED_BYTE, 0,
857 WINED3DFMT_FLAG_FILTERING,
858 WINED3D_GL_EXT_NONE, NULL},
859 {WINED3DFMT_UYVY, GL_RGB, GL_RGB, 0,
860 GL_YCBCR_422_APPLE, GL_UNSIGNED_SHORT_8_8_APPLE, 0,
861 WINED3DFMT_FLAG_TEXTURE | WINED3DFMT_FLAG_FILTERING,
862 APPLE_YCBCR_422, NULL},
863 {WINED3DFMT_YUY2, GL_LUMINANCE_ALPHA, GL_LUMINANCE_ALPHA, 0,
864 GL_LUMINANCE_ALPHA, GL_UNSIGNED_BYTE, 0,
865 WINED3DFMT_FLAG_FILTERING,
866 WINED3D_GL_EXT_NONE, NULL},
867 {WINED3DFMT_YUY2, GL_RGB, GL_RGB, 0,
868 GL_YCBCR_422_APPLE, GL_UNSIGNED_SHORT_8_8_REV_APPLE, 0,
869 WINED3DFMT_FLAG_TEXTURE | WINED3DFMT_FLAG_FILTERING,
870 APPLE_YCBCR_422, NULL},
871 {WINED3DFMT_YV12, GL_ALPHA, GL_ALPHA, 0,
872 GL_ALPHA, GL_UNSIGNED_BYTE, 0,
873 WINED3DFMT_FLAG_FILTERING,
874 WINED3D_GL_EXT_NONE, NULL},
875 {WINED3DFMT_NV12, GL_ALPHA, GL_ALPHA, 0,
876 GL_ALPHA, GL_UNSIGNED_BYTE, 0,
877 WINED3DFMT_FLAG_FILTERING,
878 WINED3D_GL_EXT_NONE, NULL},
879 {WINED3DFMT_DXT1, GL_COMPRESSED_RGBA_S3TC_DXT1_EXT, GL_COMPRESSED_SRGB_ALPHA_S3TC_DXT1_EXT, 0,
880 GL_RGBA, GL_UNSIGNED_BYTE, 0,
881 WINED3DFMT_FLAG_TEXTURE | WINED3DFMT_FLAG_POSTPIXELSHADER_BLENDING | WINED3DFMT_FLAG_FILTERING
882 | WINED3DFMT_FLAG_SRGB_READ | WINED3DFMT_FLAG_COMPRESSED,
883 EXT_TEXTURE_COMPRESSION_S3TC, NULL},
884 {WINED3DFMT_DXT2, GL_COMPRESSED_RGBA_S3TC_DXT3_EXT, GL_COMPRESSED_SRGB_ALPHA_S3TC_DXT3_EXT, 0,
885 GL_RGBA, GL_UNSIGNED_BYTE, 0,
886 WINED3DFMT_FLAG_TEXTURE | WINED3DFMT_FLAG_POSTPIXELSHADER_BLENDING | WINED3DFMT_FLAG_FILTERING
887 | WINED3DFMT_FLAG_SRGB_READ | WINED3DFMT_FLAG_COMPRESSED,
888 EXT_TEXTURE_COMPRESSION_S3TC, NULL},
889 {WINED3DFMT_DXT3, GL_COMPRESSED_RGBA_S3TC_DXT3_EXT, GL_COMPRESSED_SRGB_ALPHA_S3TC_DXT3_EXT, 0,
890 GL_RGBA, GL_UNSIGNED_BYTE, 0,
891 WINED3DFMT_FLAG_TEXTURE | WINED3DFMT_FLAG_POSTPIXELSHADER_BLENDING | WINED3DFMT_FLAG_FILTERING
892 | WINED3DFMT_FLAG_SRGB_READ | WINED3DFMT_FLAG_COMPRESSED,
893 EXT_TEXTURE_COMPRESSION_S3TC, NULL},
894 {WINED3DFMT_DXT4, GL_COMPRESSED_RGBA_S3TC_DXT5_EXT, GL_COMPRESSED_SRGB_ALPHA_S3TC_DXT5_EXT, 0,
895 GL_RGBA, GL_UNSIGNED_BYTE, 0,
896 WINED3DFMT_FLAG_TEXTURE | WINED3DFMT_FLAG_POSTPIXELSHADER_BLENDING | WINED3DFMT_FLAG_FILTERING
897 | WINED3DFMT_FLAG_SRGB_READ | WINED3DFMT_FLAG_COMPRESSED,
898 EXT_TEXTURE_COMPRESSION_S3TC, NULL},
899 {WINED3DFMT_DXT5, GL_COMPRESSED_RGBA_S3TC_DXT5_EXT, GL_COMPRESSED_SRGB_ALPHA_S3TC_DXT5_EXT, 0,
900 GL_RGBA, GL_UNSIGNED_BYTE, 0,
901 WINED3DFMT_FLAG_TEXTURE | WINED3DFMT_FLAG_POSTPIXELSHADER_BLENDING | WINED3DFMT_FLAG_FILTERING
902 | WINED3DFMT_FLAG_SRGB_READ | WINED3DFMT_FLAG_COMPRESSED,
903 EXT_TEXTURE_COMPRESSION_S3TC, NULL},
904 /* IEEE formats */
905 {WINED3DFMT_R32_FLOAT, GL_RGB32F_ARB, GL_RGB32F_ARB, 0,
906 GL_RED, GL_FLOAT, 0,
907 WINED3DFMT_FLAG_TEXTURE | WINED3DFMT_FLAG_RENDERTARGET | WINED3DFMT_FLAG_VTF,
908 ARB_TEXTURE_FLOAT, NULL},
909 {WINED3DFMT_R32_FLOAT, GL_R32F, GL_R32F, 0,
910 GL_RED, GL_FLOAT, 0,
911 WINED3DFMT_FLAG_TEXTURE | WINED3DFMT_FLAG_RENDERTARGET | WINED3DFMT_FLAG_VTF,
912 ARB_TEXTURE_RG, NULL},
913 {WINED3DFMT_R32G32_FLOAT, GL_RGB32F_ARB, GL_RGB32F_ARB, 0,
914 GL_RGB, GL_FLOAT, 12,
915 WINED3DFMT_FLAG_TEXTURE | WINED3DFMT_FLAG_RENDERTARGET | WINED3DFMT_FLAG_VTF,
916 ARB_TEXTURE_FLOAT, convert_r32g32_float},
917 {WINED3DFMT_R32G32_FLOAT, GL_RG32F, GL_RG32F, 0,
918 GL_RG, GL_FLOAT, 0,
919 WINED3DFMT_FLAG_TEXTURE | WINED3DFMT_FLAG_RENDERTARGET | WINED3DFMT_FLAG_VTF,
920 ARB_TEXTURE_RG, NULL},
921 {WINED3DFMT_R32G32B32A32_FLOAT, GL_RGBA32F_ARB, GL_RGBA32F_ARB, 0,
922 GL_RGBA, GL_FLOAT, 0,
923 WINED3DFMT_FLAG_TEXTURE | WINED3DFMT_FLAG_RENDERTARGET | WINED3DFMT_FLAG_VTF,
924 ARB_TEXTURE_FLOAT, NULL},
925 /* Float */
926 {WINED3DFMT_R16_FLOAT, GL_RGB16F_ARB, GL_RGB16F_ARB, 0,
927 GL_RED, GL_HALF_FLOAT_ARB, 0,
928 WINED3DFMT_FLAG_TEXTURE | WINED3DFMT_FLAG_RENDERTARGET | WINED3DFMT_FLAG_VTF,
929 ARB_TEXTURE_FLOAT, NULL},
930 {WINED3DFMT_R16_FLOAT, GL_R16F, GL_R16F, 0,
931 GL_RED, GL_HALF_FLOAT_ARB, 0,
932 WINED3DFMT_FLAG_TEXTURE | WINED3DFMT_FLAG_RENDERTARGET | WINED3DFMT_FLAG_VTF,
933 ARB_TEXTURE_RG, NULL},
934 {WINED3DFMT_R16G16_FLOAT, GL_RGB16F_ARB, GL_RGB16F_ARB, 0,
935 GL_RGB, GL_HALF_FLOAT_ARB, 6,
936 WINED3DFMT_FLAG_TEXTURE | WINED3DFMT_FLAG_RENDERTARGET | WINED3DFMT_FLAG_VTF,
937 ARB_TEXTURE_FLOAT, convert_r16g16},
938 {WINED3DFMT_R16G16_FLOAT, GL_RG16F, GL_RG16F, 0,
939 GL_RG, GL_HALF_FLOAT_ARB, 0,
940 WINED3DFMT_FLAG_TEXTURE | WINED3DFMT_FLAG_RENDERTARGET | WINED3DFMT_FLAG_VTF,
941 ARB_TEXTURE_RG, NULL},
942 {WINED3DFMT_R16G16B16A16_FLOAT, GL_RGBA16F_ARB, GL_RGBA16F_ARB, 0,
943 GL_RGBA, GL_HALF_FLOAT_ARB, 0,
944 WINED3DFMT_FLAG_TEXTURE | WINED3DFMT_FLAG_POSTPIXELSHADER_BLENDING | WINED3DFMT_FLAG_RENDERTARGET
945 | WINED3DFMT_FLAG_VTF,
946 ARB_TEXTURE_FLOAT, NULL},
947 /* Palettized formats */
948 {WINED3DFMT_P8_UINT, GL_ALPHA8, GL_ALPHA8, 0,
949 GL_ALPHA, GL_UNSIGNED_BYTE, 0,
951 0, NULL},
952 /* Standard ARGB formats */
953 {WINED3DFMT_B8G8R8_UNORM, GL_RGB8, GL_RGB8, 0,
954 GL_BGR, GL_UNSIGNED_BYTE, 0,
955 WINED3DFMT_FLAG_POSTPIXELSHADER_BLENDING | WINED3DFMT_FLAG_FILTERING | WINED3DFMT_FLAG_RENDERTARGET,
956 WINED3D_GL_EXT_NONE, NULL},
957 {WINED3DFMT_B8G8R8A8_UNORM, GL_RGBA8, GL_SRGB8_ALPHA8_EXT, 0,
958 GL_BGRA, GL_UNSIGNED_INT_8_8_8_8_REV, 0,
959 WINED3DFMT_FLAG_TEXTURE | WINED3DFMT_FLAG_POSTPIXELSHADER_BLENDING | WINED3DFMT_FLAG_FILTERING
960 | WINED3DFMT_FLAG_RENDERTARGET | WINED3DFMT_FLAG_SRGB_READ | WINED3DFMT_FLAG_SRGB_WRITE
961 | WINED3DFMT_FLAG_VTF,
962 WINED3D_GL_EXT_NONE, NULL},
963 {WINED3DFMT_B8G8R8X8_UNORM, GL_RGB8, GL_SRGB8_EXT, 0,
964 GL_BGRA, GL_UNSIGNED_INT_8_8_8_8_REV, 0,
965 WINED3DFMT_FLAG_TEXTURE | WINED3DFMT_FLAG_POSTPIXELSHADER_BLENDING | WINED3DFMT_FLAG_FILTERING
966 | WINED3DFMT_FLAG_RENDERTARGET | WINED3DFMT_FLAG_SRGB_READ | WINED3DFMT_FLAG_SRGB_WRITE,
967 WINED3D_GL_EXT_NONE, NULL},
968 {WINED3DFMT_B5G6R5_UNORM, GL_RGB5, GL_RGB5, GL_RGB8,
969 GL_RGB, GL_UNSIGNED_SHORT_5_6_5, 0,
970 WINED3DFMT_FLAG_TEXTURE | WINED3DFMT_FLAG_POSTPIXELSHADER_BLENDING | WINED3DFMT_FLAG_FILTERING
971 | WINED3DFMT_FLAG_RENDERTARGET,
972 WINED3D_GL_EXT_NONE, NULL},
973 {WINED3DFMT_B5G5R5X1_UNORM, GL_RGB5, GL_RGB5_A1, 0,
974 GL_BGRA, GL_UNSIGNED_SHORT_1_5_5_5_REV, 0,
975 WINED3DFMT_FLAG_TEXTURE | WINED3DFMT_FLAG_POSTPIXELSHADER_BLENDING | WINED3DFMT_FLAG_FILTERING,
976 WINED3D_GL_EXT_NONE, NULL},
977 {WINED3DFMT_B5G5R5A1_UNORM, GL_RGB5_A1, GL_RGB5_A1, 0,
978 GL_BGRA, GL_UNSIGNED_SHORT_1_5_5_5_REV, 0,
979 WINED3DFMT_FLAG_TEXTURE | WINED3DFMT_FLAG_POSTPIXELSHADER_BLENDING | WINED3DFMT_FLAG_FILTERING,
980 WINED3D_GL_EXT_NONE, NULL},
981 {WINED3DFMT_B4G4R4A4_UNORM, GL_RGBA4, GL_SRGB8_ALPHA8_EXT, 0,
982 GL_BGRA, GL_UNSIGNED_SHORT_4_4_4_4_REV, 0,
983 WINED3DFMT_FLAG_TEXTURE | WINED3DFMT_FLAG_POSTPIXELSHADER_BLENDING | WINED3DFMT_FLAG_FILTERING
984 | WINED3DFMT_FLAG_SRGB_READ,
985 WINED3D_GL_EXT_NONE, NULL},
986 {WINED3DFMT_B2G3R3_UNORM, GL_R3_G3_B2, GL_R3_G3_B2, 0,
987 GL_RGB, GL_UNSIGNED_BYTE_3_3_2, 0,
988 WINED3DFMT_FLAG_POSTPIXELSHADER_BLENDING | WINED3DFMT_FLAG_FILTERING,
989 WINED3D_GL_EXT_NONE, NULL},
990 {WINED3DFMT_R8_UNORM, GL_R8, GL_R8, 0,
991 GL_RED, GL_UNSIGNED_BYTE, 0,
992 WINED3DFMT_FLAG_TEXTURE | WINED3DFMT_FLAG_POSTPIXELSHADER_BLENDING | WINED3DFMT_FLAG_FILTERING
993 | WINED3DFMT_FLAG_RENDERTARGET | WINED3DFMT_FLAG_VTF,
994 ARB_TEXTURE_RG, NULL},
995 {WINED3DFMT_A8_UNORM, GL_ALPHA8, GL_ALPHA8, 0,
996 GL_ALPHA, GL_UNSIGNED_BYTE, 0,
997 WINED3DFMT_FLAG_TEXTURE | WINED3DFMT_FLAG_POSTPIXELSHADER_BLENDING | WINED3DFMT_FLAG_FILTERING,
998 WINED3D_GL_EXT_NONE, NULL},
999 {WINED3DFMT_B4G4R4X4_UNORM, GL_RGB4, GL_RGB4, 0,
1000 GL_BGRA, GL_UNSIGNED_SHORT_4_4_4_4_REV, 0,
1001 WINED3DFMT_FLAG_TEXTURE | WINED3DFMT_FLAG_POSTPIXELSHADER_BLENDING | WINED3DFMT_FLAG_FILTERING,
1002 WINED3D_GL_EXT_NONE, NULL},
1003 {WINED3DFMT_R10G10B10A2_UNORM, GL_RGB10_A2, GL_RGB10_A2, 0,
1004 GL_RGBA, GL_UNSIGNED_INT_2_10_10_10_REV, 0,
1005 WINED3DFMT_FLAG_TEXTURE | WINED3DFMT_FLAG_POSTPIXELSHADER_BLENDING | WINED3DFMT_FLAG_FILTERING
1006 | WINED3DFMT_FLAG_RENDERTARGET,
1007 WINED3D_GL_EXT_NONE, NULL},
1008 {WINED3DFMT_R8G8B8A8_UNORM, GL_RGBA8, GL_SRGB8_ALPHA8_EXT, 0,
1009 GL_RGBA, GL_UNSIGNED_INT_8_8_8_8_REV, 0,
1010 WINED3DFMT_FLAG_TEXTURE | WINED3DFMT_FLAG_POSTPIXELSHADER_BLENDING | WINED3DFMT_FLAG_FILTERING
1011 | WINED3DFMT_FLAG_RENDERTARGET | WINED3DFMT_FLAG_SRGB_READ | WINED3DFMT_FLAG_SRGB_WRITE
1012 | WINED3DFMT_FLAG_VTF,
1013 WINED3D_GL_EXT_NONE, NULL},
1014 {WINED3DFMT_R8G8B8X8_UNORM, GL_RGB8, GL_RGB8, 0,
1015 GL_RGBA, GL_UNSIGNED_INT_8_8_8_8_REV, 0,
1016 WINED3DFMT_FLAG_TEXTURE | WINED3DFMT_FLAG_POSTPIXELSHADER_BLENDING | WINED3DFMT_FLAG_FILTERING,
1017 WINED3D_GL_EXT_NONE, NULL},
1018 {WINED3DFMT_R16G16_UNORM, GL_RGB16, GL_RGB16, GL_RGBA16,
1019 GL_RGB, GL_UNSIGNED_SHORT, 6,
1020 WINED3DFMT_FLAG_TEXTURE | WINED3DFMT_FLAG_POSTPIXELSHADER_BLENDING | WINED3DFMT_FLAG_FILTERING,
1021 WINED3D_GL_EXT_NONE, convert_r16g16},
1022 {WINED3DFMT_R16G16_UNORM, GL_RG16, GL_RG16, 0,
1023 GL_RG, GL_UNSIGNED_SHORT, 0,
1024 WINED3DFMT_FLAG_TEXTURE | WINED3DFMT_FLAG_POSTPIXELSHADER_BLENDING | WINED3DFMT_FLAG_FILTERING
1025 | WINED3DFMT_FLAG_RENDERTARGET,
1026 ARB_TEXTURE_RG, NULL},
1027 {WINED3DFMT_B10G10R10A2_UNORM, GL_RGB10_A2, GL_RGB10_A2, 0,
1028 GL_BGRA, GL_UNSIGNED_INT_2_10_10_10_REV, 0,
1029 WINED3DFMT_FLAG_TEXTURE | WINED3DFMT_FLAG_POSTPIXELSHADER_BLENDING | WINED3DFMT_FLAG_FILTERING
1030 | WINED3DFMT_FLAG_RENDERTARGET,
1031 WINED3D_GL_EXT_NONE, NULL},
1032 {WINED3DFMT_R16G16B16A16_UNORM, GL_RGBA16, GL_RGBA16, 0,
1033 GL_RGBA, GL_UNSIGNED_SHORT, 0,
1034 WINED3DFMT_FLAG_TEXTURE | WINED3DFMT_FLAG_POSTPIXELSHADER_BLENDING | WINED3DFMT_FLAG_FILTERING
1035 | WINED3DFMT_FLAG_RENDERTARGET,
1036 WINED3D_GL_EXT_NONE, NULL},
1037 /* Luminance */
1038 {WINED3DFMT_L8_UNORM, GL_LUMINANCE8, GL_SLUMINANCE8_EXT, 0,
1039 GL_LUMINANCE, GL_UNSIGNED_BYTE, 0,
1040 WINED3DFMT_FLAG_TEXTURE | WINED3DFMT_FLAG_POSTPIXELSHADER_BLENDING | WINED3DFMT_FLAG_FILTERING
1041 | WINED3DFMT_FLAG_SRGB_READ,
1042 WINED3D_GL_EXT_NONE, NULL},
1043 {WINED3DFMT_L8A8_UNORM, GL_LUMINANCE8_ALPHA8, GL_SLUMINANCE8_ALPHA8_EXT, 0,
1044 GL_LUMINANCE_ALPHA, GL_UNSIGNED_BYTE, 0,
1045 WINED3DFMT_FLAG_TEXTURE | WINED3DFMT_FLAG_POSTPIXELSHADER_BLENDING | WINED3DFMT_FLAG_FILTERING
1046 | WINED3DFMT_FLAG_SRGB_READ,
1047 WINED3D_GL_EXT_NONE, NULL},
1048 {WINED3DFMT_L4A4_UNORM, GL_LUMINANCE4_ALPHA4, GL_LUMINANCE4_ALPHA4, 0,
1049 GL_LUMINANCE_ALPHA, GL_UNSIGNED_BYTE, 2,
1050 WINED3DFMT_FLAG_FILTERING,
1051 WINED3D_GL_EXT_NONE, convert_l4a4_unorm},
1052 /* Bump mapping stuff */
1053 {WINED3DFMT_R8G8_SNORM, GL_RGB8, GL_RGB8, 0,
1054 GL_BGR, GL_UNSIGNED_BYTE, 3,
1055 WINED3DFMT_FLAG_TEXTURE | WINED3DFMT_FLAG_POSTPIXELSHADER_BLENDING | WINED3DFMT_FLAG_FILTERING
1056 | WINED3DFMT_FLAG_BUMPMAP,
1057 WINED3D_GL_EXT_NONE, convert_r8g8_snorm},
1058 {WINED3DFMT_R8G8_SNORM, GL_DSDT8_NV, GL_DSDT8_NV, 0,
1059 GL_DSDT_NV, GL_BYTE, 0,
1060 WINED3DFMT_FLAG_TEXTURE | WINED3DFMT_FLAG_POSTPIXELSHADER_BLENDING | WINED3DFMT_FLAG_FILTERING
1061 | WINED3DFMT_FLAG_BUMPMAP,
1062 NV_TEXTURE_SHADER, NULL},
1063 {WINED3DFMT_R5G5_SNORM_L6_UNORM, GL_RGB5, GL_RGB5, 0,
1064 GL_RGB, GL_UNSIGNED_SHORT_5_6_5, 2,
1065 WINED3DFMT_FLAG_TEXTURE | WINED3DFMT_FLAG_POSTPIXELSHADER_BLENDING | WINED3DFMT_FLAG_FILTERING
1066 | WINED3DFMT_FLAG_BUMPMAP,
1067 WINED3D_GL_EXT_NONE, convert_r5g5_snorm_l6_unorm},
1068 {WINED3DFMT_R5G5_SNORM_L6_UNORM, GL_DSDT8_MAG8_NV, GL_DSDT8_MAG8_NV, 0,
1069 GL_DSDT_MAG_NV, GL_BYTE, 3,
1070 WINED3DFMT_FLAG_TEXTURE | WINED3DFMT_FLAG_POSTPIXELSHADER_BLENDING | WINED3DFMT_FLAG_FILTERING
1071 | WINED3DFMT_FLAG_BUMPMAP,
1072 NV_TEXTURE_SHADER, convert_r5g5_snorm_l6_unorm_nv},
1073 {WINED3DFMT_R8G8_SNORM_L8X8_UNORM, GL_RGB8, GL_RGB8, 0,
1074 GL_BGRA, GL_UNSIGNED_INT_8_8_8_8_REV, 4,
1075 WINED3DFMT_FLAG_TEXTURE | WINED3DFMT_FLAG_POSTPIXELSHADER_BLENDING | WINED3DFMT_FLAG_FILTERING
1076 | WINED3DFMT_FLAG_BUMPMAP,
1077 WINED3D_GL_EXT_NONE, convert_r8g8_snorm_l8x8_unorm},
1078 {WINED3DFMT_R8G8_SNORM_L8X8_UNORM, GL_DSDT8_MAG8_INTENSITY8_NV, GL_DSDT8_MAG8_INTENSITY8_NV, 0,
1079 GL_DSDT_MAG_VIB_NV, GL_UNSIGNED_INT_8_8_S8_S8_REV_NV, 4,
1080 WINED3DFMT_FLAG_TEXTURE | WINED3DFMT_FLAG_POSTPIXELSHADER_BLENDING | WINED3DFMT_FLAG_FILTERING
1081 | WINED3DFMT_FLAG_BUMPMAP,
1082 NV_TEXTURE_SHADER, convert_r8g8_snorm_l8x8_unorm_nv},
1083 {WINED3DFMT_R8G8B8A8_SNORM, GL_RGBA8, GL_RGBA8, 0,
1084 GL_BGRA, GL_UNSIGNED_BYTE, 4,
1085 WINED3DFMT_FLAG_TEXTURE | WINED3DFMT_FLAG_POSTPIXELSHADER_BLENDING | WINED3DFMT_FLAG_FILTERING
1086 | WINED3DFMT_FLAG_BUMPMAP,
1087 WINED3D_GL_EXT_NONE, convert_r8g8b8a8_snorm},
1088 {WINED3DFMT_R8G8B8A8_SNORM, GL_SIGNED_RGBA8_NV, GL_SIGNED_RGBA8_NV, 0,
1089 GL_RGBA, GL_BYTE, 0,
1090 WINED3DFMT_FLAG_TEXTURE | WINED3DFMT_FLAG_POSTPIXELSHADER_BLENDING | WINED3DFMT_FLAG_FILTERING
1091 | WINED3DFMT_FLAG_BUMPMAP,
1092 NV_TEXTURE_SHADER, NULL},
1093 {WINED3DFMT_R16G16_SNORM, GL_RGB16, GL_RGB16, 0,
1094 GL_BGR, GL_UNSIGNED_SHORT, 6,
1095 WINED3DFMT_FLAG_TEXTURE | WINED3DFMT_FLAG_POSTPIXELSHADER_BLENDING | WINED3DFMT_FLAG_FILTERING
1096 | WINED3DFMT_FLAG_BUMPMAP,
1097 WINED3D_GL_EXT_NONE, convert_r16g16_snorm},
1098 {WINED3DFMT_R16G16_SNORM, GL_SIGNED_HILO16_NV, GL_SIGNED_HILO16_NV, 0,
1099 GL_HILO_NV, GL_SHORT, 0,
1100 WINED3DFMT_FLAG_TEXTURE | WINED3DFMT_FLAG_POSTPIXELSHADER_BLENDING | WINED3DFMT_FLAG_FILTERING
1101 | WINED3DFMT_FLAG_BUMPMAP,
1102 NV_TEXTURE_SHADER, NULL},
1103 /* Depth stencil formats */
1104 {WINED3DFMT_D16_LOCKABLE, GL_DEPTH_COMPONENT, GL_DEPTH_COMPONENT, 0,
1105 GL_DEPTH_COMPONENT, GL_UNSIGNED_SHORT, 0,
1106 WINED3DFMT_FLAG_DEPTH,
1107 WINED3D_GL_EXT_NONE, NULL},
1108 {WINED3DFMT_D16_LOCKABLE, GL_DEPTH_COMPONENT24_ARB, GL_DEPTH_COMPONENT24_ARB, 0,
1109 GL_DEPTH_COMPONENT, GL_UNSIGNED_SHORT, 0,
1110 WINED3DFMT_FLAG_TEXTURE | WINED3DFMT_FLAG_DEPTH | WINED3DFMT_FLAG_SHADOW,
1111 ARB_DEPTH_TEXTURE, NULL},
1112 {WINED3DFMT_D32_UNORM, GL_DEPTH_COMPONENT, GL_DEPTH_COMPONENT, 0,
1113 GL_DEPTH_COMPONENT, GL_UNSIGNED_INT, 0,
1114 WINED3DFMT_FLAG_DEPTH,
1115 WINED3D_GL_EXT_NONE, NULL},
1116 {WINED3DFMT_D32_UNORM, GL_DEPTH_COMPONENT32_ARB, GL_DEPTH_COMPONENT32_ARB, 0,
1117 GL_DEPTH_COMPONENT, GL_UNSIGNED_INT, 0,
1118 WINED3DFMT_FLAG_TEXTURE | WINED3DFMT_FLAG_DEPTH | WINED3DFMT_FLAG_SHADOW,
1119 ARB_DEPTH_TEXTURE, NULL},
1120 {WINED3DFMT_S1_UINT_D15_UNORM, GL_DEPTH_COMPONENT24_ARB, GL_DEPTH_COMPONENT24_ARB, 0,
1121 GL_DEPTH_COMPONENT, GL_UNSIGNED_SHORT, 0,
1122 WINED3DFMT_FLAG_DEPTH | WINED3DFMT_FLAG_SHADOW,
1123 ARB_DEPTH_TEXTURE, NULL},
1124 {WINED3DFMT_S1_UINT_D15_UNORM, GL_DEPTH24_STENCIL8_EXT, GL_DEPTH24_STENCIL8_EXT, 0,
1125 GL_DEPTH_STENCIL_EXT, GL_UNSIGNED_INT_24_8_EXT, 4,
1126 WINED3DFMT_FLAG_DEPTH | WINED3DFMT_FLAG_STENCIL | WINED3DFMT_FLAG_SHADOW,
1127 EXT_PACKED_DEPTH_STENCIL, convert_s1_uint_d15_unorm},
1128 {WINED3DFMT_S1_UINT_D15_UNORM, GL_DEPTH24_STENCIL8, GL_DEPTH24_STENCIL8, 0,
1129 GL_DEPTH_STENCIL, GL_UNSIGNED_INT_24_8, 4,
1130 WINED3DFMT_FLAG_DEPTH | WINED3DFMT_FLAG_STENCIL | WINED3DFMT_FLAG_SHADOW,
1131 ARB_FRAMEBUFFER_OBJECT, convert_s1_uint_d15_unorm},
1132 {WINED3DFMT_D24_UNORM_S8_UINT, GL_DEPTH_COMPONENT24_ARB, GL_DEPTH_COMPONENT24_ARB, 0,
1133 GL_DEPTH_COMPONENT, GL_UNSIGNED_INT, 0,
1134 WINED3DFMT_FLAG_TEXTURE | WINED3DFMT_FLAG_POSTPIXELSHADER_BLENDING | WINED3DFMT_FLAG_FILTERING
1135 | WINED3DFMT_FLAG_DEPTH | WINED3DFMT_FLAG_SHADOW,
1136 ARB_DEPTH_TEXTURE, NULL},
1137 {WINED3DFMT_D24_UNORM_S8_UINT, GL_DEPTH24_STENCIL8_EXT, GL_DEPTH24_STENCIL8_EXT, 0,
1138 GL_DEPTH_STENCIL_EXT, GL_UNSIGNED_INT_24_8_EXT, 0,
1139 WINED3DFMT_FLAG_TEXTURE | WINED3DFMT_FLAG_POSTPIXELSHADER_BLENDING | WINED3DFMT_FLAG_FILTERING
1140 | WINED3DFMT_FLAG_DEPTH | WINED3DFMT_FLAG_STENCIL | WINED3DFMT_FLAG_SHADOW,
1141 EXT_PACKED_DEPTH_STENCIL, NULL},
1142 {WINED3DFMT_D24_UNORM_S8_UINT, GL_DEPTH24_STENCIL8, GL_DEPTH24_STENCIL8, 0,
1143 GL_DEPTH_STENCIL, GL_UNSIGNED_INT_24_8, 0,
1144 WINED3DFMT_FLAG_TEXTURE | WINED3DFMT_FLAG_POSTPIXELSHADER_BLENDING | WINED3DFMT_FLAG_FILTERING
1145 | WINED3DFMT_FLAG_DEPTH | WINED3DFMT_FLAG_STENCIL | WINED3DFMT_FLAG_SHADOW,
1146 ARB_FRAMEBUFFER_OBJECT, NULL},
1147 {WINED3DFMT_X8D24_UNORM, GL_DEPTH_COMPONENT, GL_DEPTH_COMPONENT, 0,
1148 GL_DEPTH_COMPONENT, GL_UNSIGNED_INT, 0,
1149 WINED3DFMT_FLAG_DEPTH,
1150 WINED3D_GL_EXT_NONE, NULL},
1151 {WINED3DFMT_X8D24_UNORM, GL_DEPTH_COMPONENT24_ARB, GL_DEPTH_COMPONENT24_ARB, 0,
1152 GL_DEPTH_COMPONENT, GL_UNSIGNED_INT, 0,
1153 WINED3DFMT_FLAG_TEXTURE | WINED3DFMT_FLAG_POSTPIXELSHADER_BLENDING | WINED3DFMT_FLAG_FILTERING
1154 | WINED3DFMT_FLAG_DEPTH | WINED3DFMT_FLAG_SHADOW,
1155 ARB_DEPTH_TEXTURE, NULL},
1156 {WINED3DFMT_S4X4_UINT_D24_UNORM, GL_DEPTH_COMPONENT24_ARB, GL_DEPTH_COMPONENT24_ARB, 0,
1157 GL_DEPTH_COMPONENT, GL_UNSIGNED_INT, 0,
1158 WINED3DFMT_FLAG_DEPTH | WINED3DFMT_FLAG_SHADOW,
1159 ARB_DEPTH_TEXTURE, NULL},
1160 {WINED3DFMT_S4X4_UINT_D24_UNORM, GL_DEPTH24_STENCIL8_EXT, GL_DEPTH24_STENCIL8_EXT, 0,
1161 GL_DEPTH_STENCIL_EXT, GL_UNSIGNED_INT_24_8_EXT, 4,
1162 WINED3DFMT_FLAG_DEPTH | WINED3DFMT_FLAG_STENCIL | WINED3DFMT_FLAG_SHADOW,
1163 EXT_PACKED_DEPTH_STENCIL, convert_s4x4_uint_d24_unorm},
1164 {WINED3DFMT_S4X4_UINT_D24_UNORM, GL_DEPTH24_STENCIL8, GL_DEPTH24_STENCIL8, 0,
1165 GL_DEPTH_STENCIL, GL_UNSIGNED_INT_24_8, 4,
1166 WINED3DFMT_FLAG_DEPTH | WINED3DFMT_FLAG_STENCIL | WINED3DFMT_FLAG_SHADOW,
1167 ARB_FRAMEBUFFER_OBJECT, convert_s4x4_uint_d24_unorm},
1168 {WINED3DFMT_D16_UNORM, GL_DEPTH_COMPONENT, GL_DEPTH_COMPONENT, 0,
1169 GL_DEPTH_COMPONENT, GL_UNSIGNED_SHORT, 0,
1170 WINED3DFMT_FLAG_DEPTH,
1171 WINED3D_GL_EXT_NONE, NULL},
1172 {WINED3DFMT_D16_UNORM, GL_DEPTH_COMPONENT24_ARB, GL_DEPTH_COMPONENT24_ARB, 0,
1173 GL_DEPTH_COMPONENT, GL_UNSIGNED_SHORT, 0,
1174 WINED3DFMT_FLAG_TEXTURE | WINED3DFMT_FLAG_POSTPIXELSHADER_BLENDING | WINED3DFMT_FLAG_FILTERING
1175 | WINED3DFMT_FLAG_DEPTH | WINED3DFMT_FLAG_SHADOW,
1176 ARB_DEPTH_TEXTURE, NULL},
1177 {WINED3DFMT_L16_UNORM, GL_LUMINANCE16, GL_LUMINANCE16, 0,
1178 GL_LUMINANCE, GL_UNSIGNED_SHORT, 0,
1179 WINED3DFMT_FLAG_TEXTURE | WINED3DFMT_FLAG_POSTPIXELSHADER_BLENDING | WINED3DFMT_FLAG_FILTERING,
1180 WINED3D_GL_EXT_NONE, NULL},
1181 {WINED3DFMT_D32_FLOAT, GL_DEPTH_COMPONENT32F, GL_DEPTH_COMPONENT32F, 0,
1182 GL_DEPTH_COMPONENT, GL_FLOAT, 0,
1183 WINED3DFMT_FLAG_TEXTURE | WINED3DFMT_FLAG_DEPTH | WINED3DFMT_FLAG_SHADOW,
1184 ARB_DEPTH_BUFFER_FLOAT, NULL},
1185 {WINED3DFMT_S8_UINT_D24_FLOAT, GL_DEPTH32F_STENCIL8, GL_DEPTH32F_STENCIL8, 0,
1186 GL_DEPTH_STENCIL, GL_FLOAT_32_UNSIGNED_INT_24_8_REV, 8,
1187 WINED3DFMT_FLAG_TEXTURE | WINED3DFMT_FLAG_DEPTH | WINED3DFMT_FLAG_STENCIL | WINED3DFMT_FLAG_SHADOW,
1188 ARB_DEPTH_BUFFER_FLOAT, convert_s8_uint_d24_float},
1189 /* Vendor-specific formats */
1190 {WINED3DFMT_ATI1N, GL_COMPRESSED_RED_RGTC1, GL_COMPRESSED_RED_RGTC1, 0,
1191 GL_RED, GL_UNSIGNED_BYTE, 0,
1192 WINED3DFMT_FLAG_TEXTURE | WINED3DFMT_FLAG_POSTPIXELSHADER_BLENDING | WINED3DFMT_FLAG_FILTERING
1193 | WINED3DFMT_FLAG_COMPRESSED,
1194 ARB_TEXTURE_COMPRESSION_RGTC, NULL},
1195 {WINED3DFMT_ATI2N, GL_COMPRESSED_LUMINANCE_ALPHA_3DC_ATI, GL_COMPRESSED_LUMINANCE_ALPHA_3DC_ATI, 0,
1196 GL_LUMINANCE_ALPHA, GL_UNSIGNED_BYTE, 0,
1197 WINED3DFMT_FLAG_TEXTURE | WINED3DFMT_FLAG_POSTPIXELSHADER_BLENDING | WINED3DFMT_FLAG_FILTERING
1198 | WINED3DFMT_FLAG_COMPRESSED,
1199 ATI_TEXTURE_COMPRESSION_3DC, NULL},
1200 {WINED3DFMT_ATI2N, GL_COMPRESSED_RG_RGTC2, GL_COMPRESSED_RG_RGTC2, 0,
1201 GL_LUMINANCE_ALPHA, GL_UNSIGNED_BYTE, 0,
1202 WINED3DFMT_FLAG_TEXTURE | WINED3DFMT_FLAG_POSTPIXELSHADER_BLENDING | WINED3DFMT_FLAG_FILTERING
1203 | WINED3DFMT_FLAG_COMPRESSED,
1204 ARB_TEXTURE_COMPRESSION_RGTC, NULL},
1205 {WINED3DFMT_INTZ, 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,
1209 EXT_PACKED_DEPTH_STENCIL, NULL},
1210 {WINED3DFMT_INTZ, 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,
1214 ARB_FRAMEBUFFER_OBJECT, NULL},
1215 {WINED3DFMT_NULL, 0, 0, 0,
1216 GL_RGBA, GL_UNSIGNED_INT_8_8_8_8_REV, 0,
1217 WINED3DFMT_FLAG_TEXTURE | WINED3DFMT_FLAG_RENDERTARGET,
1218 ARB_FRAMEBUFFER_OBJECT, NULL},
1221 static inline int getFmtIdx(enum wined3d_format_id format_id)
1223 /* First check if the format is at the position of its value.
1224 * This will catch the argb formats before the loop is entered. */
1225 if (format_id < (sizeof(formats) / sizeof(*formats))
1226 && formats[format_id].id == format_id)
1228 return format_id;
1230 else
1232 unsigned int i;
1234 for (i = 0; i < (sizeof(formats) / sizeof(*formats)); ++i)
1236 if (formats[i].id == format_id) return i;
1239 return -1;
1242 static BOOL init_format_base_info(struct wined3d_gl_info *gl_info)
1244 UINT format_count = sizeof(formats) / sizeof(*formats);
1245 UINT i;
1247 gl_info->formats = HeapAlloc(GetProcessHeap(), HEAP_ZERO_MEMORY, format_count * sizeof(*gl_info->formats));
1248 if (!gl_info->formats)
1250 ERR("Failed to allocate memory.\n");
1251 return FALSE;
1254 for (i = 0; i < format_count; ++i)
1256 struct wined3d_format *format = &gl_info->formats[i];
1257 format->id = formats[i].id;
1258 format->red_size = formats[i].red_size;
1259 format->green_size = formats[i].green_size;
1260 format->blue_size = formats[i].blue_size;
1261 format->alpha_size = formats[i].alpha_size;
1262 format->red_offset = formats[i].red_offset;
1263 format->green_offset = formats[i].green_offset;
1264 format->blue_offset = formats[i].blue_offset;
1265 format->alpha_offset = formats[i].alpha_offset;
1266 format->byte_count = formats[i].bpp;
1267 format->depth_size = formats[i].depth_size;
1268 format->stencil_size = formats[i].stencil_size;
1269 format->block_width = 1;
1270 format->block_height = 1;
1271 format->block_byte_count = formats[i].bpp;
1274 for (i = 0; i < (sizeof(format_base_flags) / sizeof(*format_base_flags)); ++i)
1276 int fmt_idx = getFmtIdx(format_base_flags[i].id);
1278 if (fmt_idx == -1)
1280 ERR("Format %s (%#x) not found.\n",
1281 debug_d3dformat(format_base_flags[i].id), format_base_flags[i].id);
1282 HeapFree(GetProcessHeap(), 0, gl_info->formats);
1283 return FALSE;
1286 gl_info->formats[fmt_idx].flags |= format_base_flags[i].flags;
1289 return TRUE;
1292 static BOOL init_format_block_info(struct wined3d_gl_info *gl_info)
1294 unsigned int i;
1296 for (i = 0; i < (sizeof(format_block_info) / sizeof(*format_block_info)); ++i)
1298 struct wined3d_format *format;
1299 int fmt_idx = getFmtIdx(format_block_info[i].id);
1301 if (fmt_idx == -1)
1303 ERR("Format %s (%#x) not found.\n",
1304 debug_d3dformat(format_block_info[i].id), format_block_info[i].id);
1305 return FALSE;
1308 format = &gl_info->formats[fmt_idx];
1309 format->block_width = format_block_info[i].block_width;
1310 format->block_height = format_block_info[i].block_height;
1311 format->block_byte_count = format_block_info[i].block_byte_count;
1312 format->flags |= WINED3DFMT_FLAG_BLOCKS;
1313 if (!format_block_info[i].verify)
1314 format->flags |= WINED3DFMT_FLAG_BLOCKS_NO_VERIFY;
1317 return TRUE;
1320 /* Context activation is done by the caller. */
1321 static void check_fbo_compat(const struct wined3d_gl_info *gl_info, struct wined3d_format *format)
1323 /* Check if the default internal format is supported as a frame buffer
1324 * target, otherwise fall back to the render target internal.
1326 * Try to stick to the standard format if possible, this limits precision differences. */
1327 GLenum status;
1328 GLuint tex;
1330 while (gl_info->gl_ops.gl.p_glGetError());
1331 gl_info->gl_ops.gl.p_glDisable(GL_BLEND);
1333 gl_info->gl_ops.gl.p_glGenTextures(1, &tex);
1334 gl_info->gl_ops.gl.p_glBindTexture(GL_TEXTURE_2D, tex);
1336 gl_info->gl_ops.gl.p_glTexImage2D(GL_TEXTURE_2D, 0, format->glInternal, 16, 16, 0,
1337 format->glFormat, format->glType, NULL);
1338 gl_info->gl_ops.gl.p_glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_NEAREST);
1339 gl_info->gl_ops.gl.p_glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_NEAREST);
1341 gl_info->fbo_ops.glFramebufferTexture2D(GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT0, GL_TEXTURE_2D, tex, 0);
1343 status = gl_info->fbo_ops.glCheckFramebufferStatus(GL_FRAMEBUFFER);
1344 checkGLcall("Framebuffer format check");
1346 if (status == GL_FRAMEBUFFER_COMPLETE)
1348 TRACE("Format %s is supported as FBO color attachment.\n", debug_d3dformat(format->id));
1349 format->flags |= WINED3DFMT_FLAG_FBO_ATTACHABLE;
1350 format->rtInternal = format->glInternal;
1352 else
1354 if (!format->rtInternal)
1356 if (format->flags & WINED3DFMT_FLAG_RENDERTARGET)
1358 FIXME("Format %s with rendertarget flag is not supported as FBO color attachment,"
1359 " and no fallback specified.\n", debug_d3dformat(format->id));
1360 format->flags &= ~WINED3DFMT_FLAG_RENDERTARGET;
1362 else
1364 TRACE("Format %s is not supported as FBO color attachment.\n", debug_d3dformat(format->id));
1366 format->rtInternal = format->glInternal;
1368 else
1370 TRACE("Format %s is not supported as FBO color attachment, trying rtInternal format as fallback.\n",
1371 debug_d3dformat(format->id));
1373 while (gl_info->gl_ops.gl.p_glGetError());
1375 gl_info->fbo_ops.glFramebufferTexture2D(GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT0, GL_TEXTURE_2D, 0, 0);
1377 gl_info->gl_ops.gl.p_glTexImage2D(GL_TEXTURE_2D, 0, format->rtInternal, 16, 16, 0,
1378 format->glFormat, format->glType, NULL);
1379 gl_info->gl_ops.gl.p_glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_NEAREST);
1380 gl_info->gl_ops.gl.p_glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_NEAREST);
1382 gl_info->fbo_ops.glFramebufferTexture2D(GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT0, GL_TEXTURE_2D, tex, 0);
1384 status = gl_info->fbo_ops.glCheckFramebufferStatus(GL_FRAMEBUFFER);
1385 checkGLcall("Framebuffer format check");
1387 if (status == GL_FRAMEBUFFER_COMPLETE)
1389 TRACE("Format %s rtInternal format is supported as FBO color attachment.\n",
1390 debug_d3dformat(format->id));
1392 else
1394 FIXME("Format %s rtInternal format is not supported as FBO color attachment.\n",
1395 debug_d3dformat(format->id));
1396 format->flags &= ~WINED3DFMT_FLAG_RENDERTARGET;
1401 if (status == GL_FRAMEBUFFER_COMPLETE && ((format->flags & WINED3DFMT_FLAG_POSTPIXELSHADER_BLENDING)
1402 || !(gl_info->quirks & WINED3D_QUIRK_LIMITED_TEX_FILTERING))
1403 && format->id != WINED3DFMT_NULL && format->id != WINED3DFMT_P8_UINT
1404 && format->glFormat != GL_LUMINANCE && format->glFormat != GL_LUMINANCE_ALPHA
1405 && (format->red_size || format->alpha_size))
1407 DWORD readback[16 * 16], color, r_range, a_range;
1408 BYTE r, a;
1409 BOOL match = TRUE;
1410 GLuint rb;
1412 if (gl_info->supported[ARB_FRAMEBUFFER_OBJECT]
1413 || gl_info->supported[EXT_PACKED_DEPTH_STENCIL])
1415 gl_info->fbo_ops.glGenRenderbuffers(1, &rb);
1416 gl_info->fbo_ops.glBindRenderbuffer(GL_RENDERBUFFER, rb);
1417 gl_info->fbo_ops.glRenderbufferStorage(GL_RENDERBUFFER, GL_DEPTH24_STENCIL8, 16, 16);
1418 gl_info->fbo_ops.glFramebufferRenderbuffer(GL_FRAMEBUFFER, GL_DEPTH_ATTACHMENT, GL_RENDERBUFFER, rb);
1419 gl_info->fbo_ops.glFramebufferRenderbuffer(GL_FRAMEBUFFER, GL_STENCIL_ATTACHMENT, GL_RENDERBUFFER, rb);
1420 checkGLcall("RB attachment");
1423 gl_info->gl_ops.gl.p_glEnable(GL_BLEND);
1424 gl_info->gl_ops.gl.p_glClearColor(0.0f, 0.0f, 0.0f, 1.0f);
1425 gl_info->gl_ops.gl.p_glClear(GL_COLOR_BUFFER_BIT);
1426 if (gl_info->gl_ops.gl.p_glGetError() == GL_INVALID_FRAMEBUFFER_OPERATION)
1428 while (gl_info->gl_ops.gl.p_glGetError());
1429 TRACE("Format doesn't support post-pixelshader blending.\n");
1430 format->flags &= ~WINED3DFMT_FLAG_POSTPIXELSHADER_BLENDING;
1432 else
1434 gl_info->gl_ops.gl.p_glDisable(GL_BLEND);
1435 gl_info->gl_ops.gl.p_glViewport(0, 0, 16, 16);
1436 gl_info->gl_ops.gl.p_glDisable(GL_LIGHTING);
1437 gl_info->gl_ops.gl.p_glMatrixMode(GL_MODELVIEW);
1438 gl_info->gl_ops.gl.p_glLoadIdentity();
1439 gl_info->gl_ops.gl.p_glMatrixMode(GL_PROJECTION);
1440 gl_info->gl_ops.gl.p_glLoadIdentity();
1442 gl_info->gl_ops.gl.p_glBlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
1444 /* Draw a full-black quad */
1445 gl_info->gl_ops.gl.p_glBegin(GL_TRIANGLE_STRIP);
1446 gl_info->gl_ops.gl.p_glColor4f(0.0f, 0.0f, 0.0f, 1.0f);
1447 gl_info->gl_ops.gl.p_glVertex3f(-1.0f, -1.0f, 0.0f);
1448 gl_info->gl_ops.gl.p_glVertex3f(1.0f, -1.0f, 0.0f);
1449 gl_info->gl_ops.gl.p_glVertex3f(-1.0f, 1.0f, 0.0f);
1450 gl_info->gl_ops.gl.p_glVertex3f(1.0f, 1.0f, 0.0f);
1451 gl_info->gl_ops.gl.p_glEnd();
1453 gl_info->gl_ops.gl.p_glEnable(GL_BLEND);
1454 /* Draw a half-transparent red quad */
1455 gl_info->gl_ops.gl.p_glBegin(GL_TRIANGLE_STRIP);
1456 gl_info->gl_ops.gl.p_glColor4f(1.0f, 0.0f, 0.0f, 0.5f);
1457 gl_info->gl_ops.gl.p_glVertex3f(-1.0f, -1.0f, 0.0f);
1458 gl_info->gl_ops.gl.p_glVertex3f(1.0f, -1.0f, 0.0f);
1459 gl_info->gl_ops.gl.p_glVertex3f(-1.0f, 1.0f, 0.0f);
1460 gl_info->gl_ops.gl.p_glVertex3f(1.0f, 1.0f, 0.0f);
1461 gl_info->gl_ops.gl.p_glEnd();
1463 gl_info->gl_ops.gl.p_glDisable(GL_BLEND);
1465 /* Rebinding texture to workaround a fglrx bug. */
1466 gl_info->gl_ops.gl.p_glBindTexture(GL_TEXTURE_2D, tex);
1467 gl_info->gl_ops.gl.p_glGetTexImage(GL_TEXTURE_2D, 0, GL_BGRA, GL_UNSIGNED_INT_8_8_8_8_REV, readback);
1468 checkGLcall("Post-pixelshader blending check");
1470 color = readback[7 * 16 + 7];
1471 a = color >> 24;
1472 r = (color & 0x00ff0000) >> 16;
1474 r_range = format->red_size < 8 ? 1 << (8 - format->red_size) : 1;
1475 a_range = format->alpha_size < 8 ? 1 << (8 - format->alpha_size) : 1;
1476 if (format->red_size && (r < 0x7f - r_range || r > 0x7f + r_range))
1477 match = FALSE;
1478 else if (format->alpha_size > 1 && (a < 0xbf - a_range || a > 0xbf + a_range))
1479 match = FALSE;
1480 if (!match)
1482 TRACE("Format doesn't support post-pixelshader blending.\n");
1483 TRACE("Color output: %#x\n", color);
1484 format->flags &= ~WINED3DFMT_FLAG_POSTPIXELSHADER_BLENDING;
1486 else
1488 TRACE("Format supports post-pixelshader blending.\n");
1489 TRACE("Color output: %#x\n", color);
1490 format->flags |= WINED3DFMT_FLAG_POSTPIXELSHADER_BLENDING;
1494 if (gl_info->supported[ARB_FRAMEBUFFER_OBJECT]
1495 || gl_info->supported[EXT_PACKED_DEPTH_STENCIL])
1497 gl_info->fbo_ops.glFramebufferRenderbuffer(GL_FRAMEBUFFER, GL_DEPTH_ATTACHMENT, GL_RENDERBUFFER, 0);
1498 gl_info->fbo_ops.glFramebufferRenderbuffer(GL_FRAMEBUFFER, GL_STENCIL_ATTACHMENT, GL_RENDERBUFFER, 0);
1499 gl_info->fbo_ops.glDeleteRenderbuffers(1, &rb);
1500 checkGLcall("RB cleanup");
1504 if (format->glInternal != format->glGammaInternal)
1506 gl_info->gl_ops.gl.p_glTexImage2D(GL_TEXTURE_2D, 0, format->glGammaInternal, 16, 16, 0,
1507 format->glFormat, format->glType, NULL);
1508 gl_info->fbo_ops.glFramebufferTexture2D(GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT0, GL_TEXTURE_2D, tex, 0);
1510 status = gl_info->fbo_ops.glCheckFramebufferStatus(GL_FRAMEBUFFER);
1511 checkGLcall("Framebuffer format check");
1513 if (status == GL_FRAMEBUFFER_COMPLETE)
1515 TRACE("Format %s's sRGB format is FBO attachable.\n", debug_d3dformat(format->id));
1516 format->flags |= WINED3DFMT_FLAG_FBO_ATTACHABLE_SRGB;
1518 else
1520 WARN("Format %s's sRGB format is not FBO attachable.\n", debug_d3dformat(format->id));
1523 else if (status == GL_FRAMEBUFFER_COMPLETE)
1524 format->flags |= WINED3DFMT_FLAG_FBO_ATTACHABLE_SRGB;
1526 gl_info->gl_ops.gl.p_glDeleteTextures(1, &tex);
1529 static void query_format_flag(struct wined3d_gl_info *gl_info, struct wined3d_format *format,
1530 GLint internal, GLenum pname, DWORD flag, const char *string)
1532 GLint value;
1534 gl_info->gl_ops.ext.p_glGetInternalformativ(GL_TEXTURE_2D, internal, pname, 1, &value);
1535 if (value == GL_FULL_SUPPORT)
1537 TRACE("Format %s supports %s.\n", debug_d3dformat(format->id), string);
1538 format->flags |= flag;
1540 else
1542 TRACE("Format %s doesn't support %s.\n", debug_d3dformat(format->id), string);
1543 format->flags &= ~flag;
1547 /* Context activation is done by the caller. */
1548 static void init_format_fbo_compat_info(struct wined3d_gl_info *gl_info)
1550 unsigned int i;
1551 GLuint fbo;
1553 if (gl_info->supported[ARB_INTERNALFORMAT_QUERY2])
1555 for (i = 0; i < sizeof(formats) / sizeof(*formats); ++i)
1557 GLint value;
1558 struct wined3d_format *format = &gl_info->formats[i];
1560 if (!format->glInternal)
1561 continue;
1562 if (format->flags & (WINED3DFMT_FLAG_DEPTH | WINED3DFMT_FLAG_STENCIL))
1563 continue;
1565 gl_info->gl_ops.ext.p_glGetInternalformativ(GL_TEXTURE_2D, format->glInternal,
1566 GL_FRAMEBUFFER_RENDERABLE, 1, &value);
1567 if (value == GL_FULL_SUPPORT)
1569 TRACE("Format %s is supported as FBO color attachment.\n", debug_d3dformat(format->id));
1570 format->flags |= WINED3DFMT_FLAG_FBO_ATTACHABLE;
1571 format->rtInternal = format->glInternal;
1573 query_format_flag(gl_info, format, format->glInternal, GL_FRAMEBUFFER_BLEND,
1574 WINED3DFMT_FLAG_POSTPIXELSHADER_BLENDING, "post-pixelshader blending");
1576 else
1578 if (!format->rtInternal)
1580 if (format->flags & WINED3DFMT_FLAG_RENDERTARGET)
1582 WARN("Format %s with rendertarget flag is not supported as FBO color attachment"
1583 " and no fallback specified.\n", debug_d3dformat(format->id));
1584 format->flags &= ~WINED3DFMT_FLAG_RENDERTARGET;
1586 else
1587 TRACE("Format %s is not supported as FBO color attachment.\n", debug_d3dformat(format->id));
1588 format->rtInternal = format->glInternal;
1590 else
1592 gl_info->gl_ops.ext.p_glGetInternalformativ(GL_TEXTURE_2D, format->rtInternal,
1593 GL_FRAMEBUFFER_RENDERABLE, 1, &value);
1594 if (value == GL_FULL_SUPPORT)
1596 TRACE("Format %s rtInternal format is supported as FBO color attachment.\n",
1597 debug_d3dformat(format->id));
1599 else
1601 WARN("Format %s rtInternal format is not supported as FBO color attachment.\n",
1602 debug_d3dformat(format->id));
1603 format->flags &= ~WINED3DFMT_FLAG_RENDERTARGET;
1608 if (format->glInternal != format->glGammaInternal)
1610 gl_info->gl_ops.ext.p_glGetInternalformativ(GL_TEXTURE_2D, format->glGammaInternal,
1611 GL_FRAMEBUFFER_RENDERABLE, 1, &value);
1612 if (value == GL_FULL_SUPPORT)
1614 TRACE("Format %s's sRGB format is FBO attachable.\n", debug_d3dformat(format->id));
1615 format->flags |= WINED3DFMT_FLAG_FBO_ATTACHABLE_SRGB;
1617 else
1619 WARN("Format %s's sRGB format is not FBO attachable.\n", debug_d3dformat(format->id));
1622 else if (format->flags & WINED3DFMT_FLAG_FBO_ATTACHABLE)
1623 format->flags |= WINED3DFMT_FLAG_FBO_ATTACHABLE_SRGB;
1625 return;
1628 if (wined3d_settings.offscreen_rendering_mode == ORM_FBO)
1630 gl_info->fbo_ops.glGenFramebuffers(1, &fbo);
1631 gl_info->fbo_ops.glBindFramebuffer(GL_FRAMEBUFFER, fbo);
1632 gl_info->gl_ops.gl.p_glDrawBuffer(GL_COLOR_ATTACHMENT0);
1633 gl_info->gl_ops.gl.p_glReadBuffer(GL_COLOR_ATTACHMENT0);
1636 for (i = 0; i < sizeof(formats) / sizeof(*formats); ++i)
1638 struct wined3d_format *format = &gl_info->formats[i];
1640 if (!format->glInternal) continue;
1642 if (format->flags & (WINED3DFMT_FLAG_DEPTH | WINED3DFMT_FLAG_STENCIL))
1644 TRACE("Skipping format %s because it's a depth/stencil format.\n",
1645 debug_d3dformat(format->id));
1646 continue;
1649 if (format->flags & WINED3DFMT_FLAG_COMPRESSED)
1651 TRACE("Skipping format %s because it's a compressed format.\n",
1652 debug_d3dformat(format->id));
1653 continue;
1656 if (wined3d_settings.offscreen_rendering_mode == ORM_FBO)
1658 TRACE("Checking if format %s is supported as FBO color attachment...\n", debug_d3dformat(format->id));
1659 check_fbo_compat(gl_info, format);
1661 else
1663 format->rtInternal = format->glInternal;
1667 if (wined3d_settings.offscreen_rendering_mode == ORM_FBO)
1668 gl_info->fbo_ops.glDeleteFramebuffers(1, &fbo);
1671 static BOOL init_format_texture_info(struct wined3d_adapter *adapter, struct wined3d_gl_info *gl_info)
1673 struct fragment_caps fragment_caps;
1674 struct shader_caps shader_caps;
1675 BOOL srgb_write;
1676 unsigned int i;
1678 adapter->fragment_pipe->get_caps(gl_info, &fragment_caps);
1679 adapter->shader_backend->shader_get_caps(gl_info, &shader_caps);
1680 srgb_write = (fragment_caps.wined3d_caps & WINED3D_FRAGMENT_CAP_SRGB_WRITE)
1681 && (shader_caps.wined3d_caps & WINED3D_SHADER_CAP_SRGB_WRITE);
1683 for (i = 0; i < sizeof(format_texture_info) / sizeof(*format_texture_info); ++i)
1685 int fmt_idx = getFmtIdx(format_texture_info[i].id);
1686 struct wined3d_format *format;
1688 if (fmt_idx == -1)
1690 ERR("Format %s (%#x) not found.\n",
1691 debug_d3dformat(format_texture_info[i].id), format_texture_info[i].id);
1692 return FALSE;
1695 if (!gl_info->supported[format_texture_info[i].extension]) continue;
1697 format = &gl_info->formats[fmt_idx];
1699 /* ARB_texture_rg defines floating point formats, but only if
1700 * ARB_texture_float is also supported. */
1701 if (!gl_info->supported[ARB_TEXTURE_FLOAT]
1702 && (format->flags & WINED3DFMT_FLAG_FLOAT))
1703 continue;
1705 format->glInternal = format_texture_info[i].gl_internal;
1706 format->glGammaInternal = format_texture_info[i].gl_srgb_internal;
1707 format->rtInternal = format_texture_info[i].gl_rt_internal;
1708 format->glFormat = format_texture_info[i].gl_format;
1709 format->glType = format_texture_info[i].gl_type;
1710 format->color_fixup = COLOR_FIXUP_IDENTITY;
1711 format->flags |= format_texture_info[i].flags;
1712 format->height_scale.numerator = 1;
1713 format->height_scale.denominator = 1;
1715 if (gl_info->supported[ARB_INTERNALFORMAT_QUERY2])
1717 query_format_flag(gl_info, format, format->glInternal, GL_VERTEX_TEXTURE,
1718 WINED3DFMT_FLAG_VTF, "vertex texture usage");
1719 query_format_flag(gl_info, format, format->glInternal, GL_FILTER,
1720 WINED3DFMT_FLAG_FILTERING, "filtering");
1722 if (format->glGammaInternal != format->glInternal)
1724 query_format_flag(gl_info, format, format->glGammaInternal, GL_SRGB_READ,
1725 WINED3DFMT_FLAG_SRGB_READ, "sRGB read");
1727 if (srgb_write)
1728 query_format_flag(gl_info, format, format->glGammaInternal, GL_SRGB_WRITE,
1729 WINED3DFMT_FLAG_SRGB_WRITE, "sRGB write");
1730 else
1731 format->flags &= ~WINED3DFMT_FLAG_SRGB_WRITE;
1733 if (!(format->flags & (WINED3DFMT_FLAG_SRGB_READ | WINED3DFMT_FLAG_SRGB_WRITE)))
1734 format->glGammaInternal = format->glInternal;
1735 else if (gl_info->supported[EXT_TEXTURE_SRGB_DECODE])
1736 format->glInternal = format->glGammaInternal;
1739 else
1741 if (!gl_info->limits.vertex_samplers)
1742 format->flags &= ~WINED3DFMT_FLAG_VTF;
1744 if (!(gl_info->quirks & WINED3D_QUIRK_LIMITED_TEX_FILTERING))
1745 format->flags |= WINED3DFMT_FLAG_FILTERING;
1746 else if (format->id != WINED3DFMT_R32G32B32A32_FLOAT && format->id != WINED3DFMT_R32_FLOAT)
1747 format->flags &= ~WINED3DFMT_FLAG_VTF;
1749 if (format->glGammaInternal != format->glInternal)
1751 /* Filter sRGB capabilities if EXT_texture_sRGB is not supported. */
1752 if (!gl_info->supported[EXT_TEXTURE_SRGB])
1754 format->glGammaInternal = format->glInternal;
1755 format->flags &= ~(WINED3DFMT_FLAG_SRGB_READ | WINED3DFMT_FLAG_SRGB_WRITE);
1757 else if (gl_info->supported[EXT_TEXTURE_SRGB_DECODE])
1759 format->glInternal = format->glGammaInternal;
1763 if ((format->flags & WINED3DFMT_FLAG_SRGB_WRITE) && !srgb_write)
1764 format->flags &= ~WINED3DFMT_FLAG_SRGB_WRITE;
1767 /* Texture conversion stuff */
1768 format->convert = format_texture_info[i].convert;
1769 format->conv_byte_count = format_texture_info[i].conv_byte_count;
1772 return TRUE;
1775 static BOOL color_match(DWORD c1, DWORD c2, BYTE max_diff)
1777 if (abs((c1 & 0xff) - (c2 & 0xff)) > max_diff) return FALSE;
1778 c1 >>= 8; c2 >>= 8;
1779 if (abs((c1 & 0xff) - (c2 & 0xff)) > max_diff) return FALSE;
1780 c1 >>= 8; c2 >>= 8;
1781 if (abs((c1 & 0xff) - (c2 & 0xff)) > max_diff) return FALSE;
1782 c1 >>= 8; c2 >>= 8;
1783 if (abs((c1 & 0xff) - (c2 & 0xff)) > max_diff) return FALSE;
1784 return TRUE;
1787 /* A context is provided by the caller */
1788 static BOOL check_filter(const struct wined3d_gl_info *gl_info, GLenum internal)
1790 static const DWORD data[] = {0x00000000, 0xffffffff};
1791 GLuint tex, fbo, buffer;
1792 DWORD readback[16 * 1];
1793 BOOL ret = FALSE;
1795 /* Render a filtered texture and see what happens. This is intended to detect the lack of
1796 * float16 filtering on ATI X1000 class cards. The drivers disable filtering instead of
1797 * falling back to software. If this changes in the future this code will get fooled and
1798 * apps might hit the software path due to incorrectly advertised caps.
1800 * Its unlikely that this changes however. GL Games like Mass Effect depend on the filter
1801 * disable fallback, if Apple or ATI ever change the driver behavior they will break more
1802 * than Wine. The Linux binary <= r500 driver is not maintained any more anyway
1805 while (gl_info->gl_ops.gl.p_glGetError());
1807 gl_info->gl_ops.gl.p_glGenTextures(1, &buffer);
1808 gl_info->gl_ops.gl.p_glBindTexture(GL_TEXTURE_2D, buffer);
1809 memset(readback, 0x7e, sizeof(readback));
1810 gl_info->gl_ops.gl.p_glTexImage2D(GL_TEXTURE_2D, 0, GL_RGBA8, 16, 1, 0,
1811 GL_RGBA, GL_UNSIGNED_INT_8_8_8_8, readback);
1812 gl_info->gl_ops.gl.p_glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_NEAREST);
1813 gl_info->gl_ops.gl.p_glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_NEAREST);
1814 gl_info->gl_ops.gl.p_glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_CLAMP_TO_EDGE);
1815 gl_info->gl_ops.gl.p_glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_CLAMP_TO_EDGE);
1816 gl_info->gl_ops.gl.p_glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_R, GL_CLAMP_TO_EDGE);
1818 gl_info->gl_ops.gl.p_glGenTextures(1, &tex);
1819 gl_info->gl_ops.gl.p_glBindTexture(GL_TEXTURE_2D, tex);
1820 gl_info->gl_ops.gl.p_glTexImage2D(GL_TEXTURE_2D, 0, internal, 2, 1, 0,
1821 GL_BGRA, GL_UNSIGNED_INT_8_8_8_8_REV, data);
1822 gl_info->gl_ops.gl.p_glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR);
1823 gl_info->gl_ops.gl.p_glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_LINEAR);
1824 gl_info->gl_ops.gl.p_glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_CLAMP_TO_EDGE);
1825 gl_info->gl_ops.gl.p_glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_CLAMP_TO_EDGE);
1826 gl_info->gl_ops.gl.p_glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_R, GL_CLAMP_TO_EDGE);
1827 gl_info->gl_ops.gl.p_glEnable(GL_TEXTURE_2D);
1829 gl_info->fbo_ops.glGenFramebuffers(1, &fbo);
1830 gl_info->fbo_ops.glBindFramebuffer(GL_FRAMEBUFFER, fbo);
1831 gl_info->fbo_ops.glFramebufferTexture2D(GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT0, GL_TEXTURE_2D, buffer, 0);
1832 gl_info->gl_ops.gl.p_glDrawBuffer(GL_COLOR_ATTACHMENT0);
1834 gl_info->gl_ops.gl.p_glViewport(0, 0, 16, 1);
1835 gl_info->gl_ops.gl.p_glDisable(GL_LIGHTING);
1836 gl_info->gl_ops.gl.p_glMatrixMode(GL_MODELVIEW);
1837 gl_info->gl_ops.gl.p_glLoadIdentity();
1838 gl_info->gl_ops.gl.p_glMatrixMode(GL_PROJECTION);
1839 gl_info->gl_ops.gl.p_glLoadIdentity();
1841 gl_info->gl_ops.gl.p_glClearColor(0, 1, 0, 0);
1842 gl_info->gl_ops.gl.p_glClear(GL_COLOR_BUFFER_BIT);
1844 gl_info->gl_ops.gl.p_glBegin(GL_TRIANGLE_STRIP);
1845 gl_info->gl_ops.gl.p_glTexCoord2f(0.0, 0.0);
1846 gl_info->gl_ops.gl.p_glVertex2f(-1.0f, -1.0f);
1847 gl_info->gl_ops.gl.p_glTexCoord2f(1.0, 0.0);
1848 gl_info->gl_ops.gl.p_glVertex2f(1.0f, -1.0f);
1849 gl_info->gl_ops.gl.p_glTexCoord2f(0.0, 1.0);
1850 gl_info->gl_ops.gl.p_glVertex2f(-1.0f, 1.0f);
1851 gl_info->gl_ops.gl.p_glTexCoord2f(1.0, 1.0);
1852 gl_info->gl_ops.gl.p_glVertex2f(1.0f, 1.0f);
1853 gl_info->gl_ops.gl.p_glEnd();
1855 gl_info->gl_ops.gl.p_glBindTexture(GL_TEXTURE_2D, buffer);
1856 memset(readback, 0x7f, sizeof(readback));
1857 gl_info->gl_ops.gl.p_glGetTexImage(GL_TEXTURE_2D, 0, GL_BGRA, GL_UNSIGNED_INT_8_8_8_8_REV, readback);
1858 if (color_match(readback[6], 0xffffffff, 5) || color_match(readback[6], 0x00000000, 5)
1859 || color_match(readback[9], 0xffffffff, 5) || color_match(readback[9], 0x00000000, 5))
1861 TRACE("Read back colors 0x%08x and 0x%08x close to unfiltered color, assuming no filtering\n",
1862 readback[6], readback[9]);
1863 ret = FALSE;
1865 else
1867 TRACE("Read back colors are 0x%08x and 0x%08x, assuming texture is filtered\n",
1868 readback[6], readback[9]);
1869 ret = TRUE;
1872 gl_info->fbo_ops.glBindFramebuffer(GL_FRAMEBUFFER, 0);
1873 gl_info->fbo_ops.glDeleteFramebuffers(1, &fbo);
1874 gl_info->gl_ops.gl.p_glDeleteTextures(1, &tex);
1875 gl_info->gl_ops.gl.p_glDeleteTextures(1, &buffer);
1877 if (gl_info->gl_ops.gl.p_glGetError())
1879 FIXME("Error during filtering test for format %x, returning no filtering\n", internal);
1880 ret = FALSE;
1883 return ret;
1886 static void init_format_filter_info(struct wined3d_gl_info *gl_info, enum wined3d_pci_vendor vendor)
1888 struct wined3d_format *format;
1889 unsigned int fmt_idx, i;
1890 static const enum wined3d_format_id fmts16[] =
1892 WINED3DFMT_R16_FLOAT,
1893 WINED3DFMT_R16G16_FLOAT,
1894 WINED3DFMT_R16G16B16A16_FLOAT,
1896 BOOL filtered;
1898 if (gl_info->supported[ARB_INTERNALFORMAT_QUERY2])
1899 /* This was already handled by init_format_texture_info(). */
1900 return;
1902 if(wined3d_settings.offscreen_rendering_mode != ORM_FBO)
1904 WARN("No FBO support, or no FBO ORM, guessing filter info from GL caps\n");
1905 if (vendor == HW_VENDOR_NVIDIA && gl_info->supported[ARB_TEXTURE_FLOAT])
1907 TRACE("Nvidia card with texture_float support: Assuming float16 blending\n");
1908 filtered = TRUE;
1910 else if (gl_info->limits.glsl_varyings > 44)
1912 TRACE("More than 44 GLSL varyings - assuming d3d10 card with float16 blending\n");
1913 filtered = TRUE;
1915 else
1917 TRACE("Assuming no float16 blending\n");
1918 filtered = FALSE;
1921 if(filtered)
1923 for(i = 0; i < (sizeof(fmts16) / sizeof(*fmts16)); i++)
1925 fmt_idx = getFmtIdx(fmts16[i]);
1926 gl_info->formats[fmt_idx].flags |= WINED3DFMT_FLAG_FILTERING;
1929 return;
1932 for(i = 0; i < (sizeof(fmts16) / sizeof(*fmts16)); i++)
1934 fmt_idx = getFmtIdx(fmts16[i]);
1935 format = &gl_info->formats[fmt_idx];
1936 if (!format->glInternal) continue; /* Not supported by GL */
1938 filtered = check_filter(gl_info, gl_info->formats[fmt_idx].glInternal);
1939 if(filtered)
1941 TRACE("Format %s supports filtering\n", debug_d3dformat(fmts16[i]));
1942 format->flags |= WINED3DFMT_FLAG_FILTERING;
1944 else
1946 TRACE("Format %s does not support filtering\n", debug_d3dformat(fmts16[i]));
1951 static void apply_format_fixups(struct wined3d_adapter *adapter, struct wined3d_gl_info *gl_info)
1953 unsigned int i;
1954 int idx;
1956 idx = getFmtIdx(WINED3DFMT_R16_FLOAT);
1957 gl_info->formats[idx].color_fixup = create_color_fixup_desc(
1958 0, CHANNEL_SOURCE_X, 0, CHANNEL_SOURCE_ONE, 0, CHANNEL_SOURCE_ONE, 0, CHANNEL_SOURCE_W);
1960 idx = getFmtIdx(WINED3DFMT_R32_FLOAT);
1961 gl_info->formats[idx].color_fixup = create_color_fixup_desc(
1962 0, CHANNEL_SOURCE_X, 0, CHANNEL_SOURCE_ONE, 0, CHANNEL_SOURCE_ONE, 0, CHANNEL_SOURCE_W);
1964 idx = getFmtIdx(WINED3DFMT_R16G16_UNORM);
1965 gl_info->formats[idx].color_fixup = create_color_fixup_desc(
1966 0, CHANNEL_SOURCE_X, 0, CHANNEL_SOURCE_Y, 0, CHANNEL_SOURCE_ONE, 0, CHANNEL_SOURCE_W);
1968 idx = getFmtIdx(WINED3DFMT_R16G16_FLOAT);
1969 gl_info->formats[idx].color_fixup = create_color_fixup_desc(
1970 0, CHANNEL_SOURCE_X, 0, CHANNEL_SOURCE_Y, 0, CHANNEL_SOURCE_ONE, 0, CHANNEL_SOURCE_W);
1972 idx = getFmtIdx(WINED3DFMT_R32G32_FLOAT);
1973 gl_info->formats[idx].color_fixup = create_color_fixup_desc(
1974 0, CHANNEL_SOURCE_X, 0, CHANNEL_SOURCE_Y, 0, CHANNEL_SOURCE_ONE, 0, CHANNEL_SOURCE_W);
1976 /* V8U8 is supported natively by GL_ATI_envmap_bumpmap and GL_NV_texture_shader.
1977 * V16U16 is only supported by GL_NV_texture_shader. The formats need fixup if
1978 * their extensions are not available. GL_ATI_envmap_bumpmap is not used because
1979 * the only driver that implements it(fglrx) has a buggy implementation.
1981 * V8U8 and V16U16 need a fixup of the undefined blue channel. OpenGL
1982 * returns 0.0 when sampling from it, DirectX 1.0. So we always have in-shader
1983 * conversion for this format.
1985 if (!gl_info->supported[NV_TEXTURE_SHADER])
1987 idx = getFmtIdx(WINED3DFMT_R8G8_SNORM);
1988 gl_info->formats[idx].color_fixup = create_color_fixup_desc(
1989 1, CHANNEL_SOURCE_X, 1, CHANNEL_SOURCE_Y, 0, CHANNEL_SOURCE_ONE, 0, CHANNEL_SOURCE_ONE);
1990 idx = getFmtIdx(WINED3DFMT_R16G16_SNORM);
1991 gl_info->formats[idx].color_fixup = create_color_fixup_desc(
1992 1, CHANNEL_SOURCE_X, 1, CHANNEL_SOURCE_Y, 0, CHANNEL_SOURCE_ONE, 0, CHANNEL_SOURCE_ONE);
1994 else
1996 idx = getFmtIdx(WINED3DFMT_R8G8_SNORM);
1997 gl_info->formats[idx].color_fixup = create_color_fixup_desc(
1998 0, CHANNEL_SOURCE_X, 0, CHANNEL_SOURCE_Y, 0, CHANNEL_SOURCE_ONE, 0, CHANNEL_SOURCE_ONE);
2000 idx = getFmtIdx(WINED3DFMT_R16G16_SNORM);
2001 gl_info->formats[idx].color_fixup = create_color_fixup_desc(
2002 0, CHANNEL_SOURCE_X, 0, CHANNEL_SOURCE_Y, 0, CHANNEL_SOURCE_ONE, 0, CHANNEL_SOURCE_ONE);
2005 if (!gl_info->supported[NV_TEXTURE_SHADER])
2007 /* If GL_NV_texture_shader is not supported, those formats are converted, incompatibly
2008 * with each other
2010 idx = getFmtIdx(WINED3DFMT_R5G5_SNORM_L6_UNORM);
2011 gl_info->formats[idx].color_fixup = create_color_fixup_desc(
2012 1, CHANNEL_SOURCE_X, 1, CHANNEL_SOURCE_Z, 0, CHANNEL_SOURCE_Y, 0, CHANNEL_SOURCE_ONE);
2013 idx = getFmtIdx(WINED3DFMT_R8G8_SNORM_L8X8_UNORM);
2014 gl_info->formats[idx].color_fixup = create_color_fixup_desc(
2015 1, CHANNEL_SOURCE_X, 1, CHANNEL_SOURCE_Y, 0, CHANNEL_SOURCE_Z, 0, CHANNEL_SOURCE_W);
2016 idx = getFmtIdx(WINED3DFMT_R8G8B8A8_SNORM);
2017 gl_info->formats[idx].color_fixup = create_color_fixup_desc(
2018 1, CHANNEL_SOURCE_X, 1, CHANNEL_SOURCE_Y, 1, CHANNEL_SOURCE_Z, 1, CHANNEL_SOURCE_W);
2020 else
2022 /* If GL_NV_texture_shader is supported, WINED3DFMT_L6V5U5 and WINED3DFMT_X8L8V8U8
2023 * are converted at surface loading time, but they do not need any modification in
2024 * the shader, thus they are compatible with all WINED3DFMT_UNKNOWN group formats.
2025 * WINED3DFMT_Q8W8V8U8 doesn't even need load-time conversion
2029 if (gl_info->supported[ARB_TEXTURE_COMPRESSION_RGTC])
2031 idx = getFmtIdx(WINED3DFMT_ATI1N);
2032 gl_info->formats[idx].color_fixup = create_color_fixup_desc(
2033 0, CHANNEL_SOURCE_X, 0, CHANNEL_SOURCE_X, 0, CHANNEL_SOURCE_X, 0, CHANNEL_SOURCE_X);
2035 idx = getFmtIdx(WINED3DFMT_ATI2N);
2036 gl_info->formats[idx].color_fixup = create_color_fixup_desc(
2037 0, CHANNEL_SOURCE_Y, 0, CHANNEL_SOURCE_X, 0, CHANNEL_SOURCE_ONE, 0, CHANNEL_SOURCE_ONE);
2039 else if (gl_info->supported[ATI_TEXTURE_COMPRESSION_3DC])
2041 idx = getFmtIdx(WINED3DFMT_ATI2N);
2042 gl_info->formats[idx].color_fixup= create_color_fixup_desc(
2043 0, CHANNEL_SOURCE_X, 0, CHANNEL_SOURCE_W, 0, CHANNEL_SOURCE_ONE, 0, CHANNEL_SOURCE_ONE);
2046 if (!gl_info->supported[APPLE_YCBCR_422])
2048 idx = getFmtIdx(WINED3DFMT_YUY2);
2049 gl_info->formats[idx].color_fixup = create_complex_fixup_desc(COMPLEX_FIXUP_YUY2);
2051 idx = getFmtIdx(WINED3DFMT_UYVY);
2052 gl_info->formats[idx].color_fixup = create_complex_fixup_desc(COMPLEX_FIXUP_UYVY);
2055 idx = getFmtIdx(WINED3DFMT_YV12);
2056 gl_info->formats[idx].flags |= WINED3DFMT_FLAG_HEIGHT_SCALE;
2057 gl_info->formats[idx].height_scale.numerator = 3;
2058 gl_info->formats[idx].height_scale.denominator = 2;
2059 gl_info->formats[idx].color_fixup = create_complex_fixup_desc(COMPLEX_FIXUP_YV12);
2061 idx = getFmtIdx(WINED3DFMT_NV12);
2062 gl_info->formats[idx].flags |= WINED3DFMT_FLAG_HEIGHT_SCALE;
2063 gl_info->formats[idx].height_scale.numerator = 3;
2064 gl_info->formats[idx].height_scale.denominator = 2;
2065 gl_info->formats[idx].color_fixup = create_complex_fixup_desc(COMPLEX_FIXUP_NV12);
2067 if (gl_info->supported[ARB_FRAGMENT_PROGRAM])
2069 idx = getFmtIdx(WINED3DFMT_P8_UINT);
2070 gl_info->formats[idx].color_fixup = create_complex_fixup_desc(COMPLEX_FIXUP_P8);
2073 if (gl_info->supported[ARB_VERTEX_ARRAY_BGRA])
2075 idx = getFmtIdx(WINED3DFMT_B8G8R8A8_UNORM);
2076 gl_info->formats[idx].gl_vtx_format = GL_BGRA;
2079 if (gl_info->supported[ARB_HALF_FLOAT_VERTEX])
2081 /* Do not change the size of the type, it is CPU side. We have to change the GPU-side information though.
2082 * It is the job of the vertex buffer code to make sure that the vbos have the right format */
2083 idx = getFmtIdx(WINED3DFMT_R16G16_FLOAT);
2084 gl_info->formats[idx].gl_vtx_type = GL_HALF_FLOAT; /* == GL_HALF_FLOAT_NV */
2086 idx = getFmtIdx(WINED3DFMT_R16G16B16A16_FLOAT);
2087 gl_info->formats[idx].gl_vtx_type = GL_HALF_FLOAT;
2090 if (!gl_info->supported[ARB_HALF_FLOAT_PIXEL])
2092 idx = getFmtIdx(WINED3DFMT_R16_FLOAT);
2093 gl_info->formats[idx].flags &= ~WINED3DFMT_FLAG_TEXTURE;
2095 idx = getFmtIdx(WINED3DFMT_R16G16_FLOAT);
2096 gl_info->formats[idx].flags &= ~WINED3DFMT_FLAG_TEXTURE;
2098 idx = getFmtIdx(WINED3DFMT_R16G16B16A16_FLOAT);
2099 gl_info->formats[idx].flags &= ~WINED3DFMT_FLAG_TEXTURE;
2102 if (gl_info->quirks & WINED3D_QUIRK_BROKEN_RGBA16)
2104 idx = getFmtIdx(WINED3DFMT_R16G16B16A16_UNORM);
2105 gl_info->formats[idx].flags &= ~WINED3DFMT_FLAG_TEXTURE;
2108 /* ATI instancing hack: Although ATI cards do not support Shader Model
2109 * 3.0, they support instancing. To query if the card supports instancing
2110 * CheckDeviceFormat() with the special format MAKEFOURCC('I','N','S','T')
2111 * is used. Should an application check for this, provide a proper return
2112 * value. We can do instancing with all shader versions, but we need
2113 * vertex shaders.
2115 * Additionally applications have to set the D3DRS_POINTSIZE render state
2116 * to MAKEFOURCC('I','N','S','T') once to enable instancing. Wined3d
2117 * doesn't need that and just ignores it.
2119 * With Shader Model 3.0 capable cards Instancing 'just works' in Windows. */
2120 /* FIXME: This should just check the shader backend caps. */
2121 if (gl_info->supported[ARB_VERTEX_PROGRAM] || gl_info->supported[ARB_VERTEX_SHADER])
2123 idx = getFmtIdx(WINED3DFMT_INST);
2124 gl_info->formats[idx].flags |= WINED3DFMT_FLAG_TEXTURE;
2127 /* Depth bound test. To query if the card supports it CheckDeviceFormat()
2128 * with the special format MAKEFOURCC('N','V','D','B') is used. It is
2129 * enabled by setting D3DRS_ADAPTIVETESS_X render state to
2130 * MAKEFOURCC('N','V','D','B') and then controlled by setting
2131 * D3DRS_ADAPTIVETESS_Z (zMin) and D3DRS_ADAPTIVETESS_W (zMax) to test
2132 * value. */
2133 if (gl_info->supported[EXT_DEPTH_BOUNDS_TEST])
2135 idx = getFmtIdx(WINED3DFMT_NVDB);
2136 gl_info->formats[idx].flags |= WINED3DFMT_FLAG_TEXTURE;
2139 /* RESZ aka AMD DX9-level hack for multisampled depth buffer resolve. You query for RESZ
2140 * support by checking for availability of MAKEFOURCC('R','E','S','Z') surfaces with
2141 * RENDERTARGET usage. */
2142 if (gl_info->supported[ARB_FRAMEBUFFER_OBJECT])
2144 idx = getFmtIdx(WINED3DFMT_RESZ);
2145 gl_info->formats[idx].flags |= WINED3DFMT_FLAG_TEXTURE | WINED3DFMT_FLAG_RENDERTARGET;
2148 for (i = 0; i < sizeof(formats) / sizeof(*formats); ++i)
2150 struct wined3d_format *format = &gl_info->formats[i];
2152 if (!(format->flags & WINED3DFMT_FLAG_TEXTURE))
2153 continue;
2155 if (!adapter->shader_backend->shader_color_fixup_supported(format->color_fixup)
2156 || !adapter->fragment_pipe->color_fixup_supported(format->color_fixup))
2157 format->flags &= ~WINED3DFMT_FLAG_TEXTURE;
2161 static BOOL init_format_vertex_info(struct wined3d_gl_info *gl_info)
2163 unsigned int i;
2165 for (i = 0; i < (sizeof(format_vertex_info) / sizeof(*format_vertex_info)); ++i)
2167 struct wined3d_format *format;
2168 int fmt_idx = getFmtIdx(format_vertex_info[i].id);
2170 if (fmt_idx == -1)
2172 ERR("Format %s (%#x) not found.\n",
2173 debug_d3dformat(format_vertex_info[i].id), format_vertex_info[i].id);
2174 return FALSE;
2177 format = &gl_info->formats[fmt_idx];
2178 format->emit_idx = format_vertex_info[i].emit_idx;
2179 format->component_count = format_vertex_info[i].component_count;
2180 format->gl_vtx_type = format_vertex_info[i].gl_vtx_type;
2181 format->gl_vtx_format = format_vertex_info[i].gl_vtx_format;
2182 format->gl_normalized = format_vertex_info[i].gl_normalized;
2183 format->component_size = format_vertex_info[i].component_size;
2186 return TRUE;
2189 BOOL initPixelFormatsNoGL(struct wined3d_gl_info *gl_info)
2191 if (!init_format_base_info(gl_info)) return FALSE;
2193 if (!init_format_block_info(gl_info))
2195 HeapFree(GetProcessHeap(), 0, gl_info->formats);
2196 gl_info->formats = NULL;
2197 return FALSE;
2200 return TRUE;
2203 /* Context activation is done by the caller. */
2204 BOOL wined3d_adapter_init_format_info(struct wined3d_adapter *adapter)
2206 struct wined3d_gl_info *gl_info = &adapter->gl_info;
2208 if (!init_format_base_info(gl_info)) return FALSE;
2210 if (!init_format_block_info(gl_info)) goto fail;
2211 if (!init_format_texture_info(adapter, gl_info)) goto fail;
2212 if (!init_format_vertex_info(gl_info)) goto fail;
2214 apply_format_fixups(adapter, gl_info);
2215 init_format_fbo_compat_info(gl_info);
2216 init_format_filter_info(gl_info, adapter->driver_info.vendor);
2218 return TRUE;
2220 fail:
2221 HeapFree(GetProcessHeap(), 0, gl_info->formats);
2222 gl_info->formats = NULL;
2223 return FALSE;
2226 const struct wined3d_format *wined3d_get_format(const struct wined3d_gl_info *gl_info,
2227 enum wined3d_format_id format_id)
2229 int idx = getFmtIdx(format_id);
2231 if (idx == -1)
2233 FIXME("Can't find format %s (%#x) in the format lookup table\n",
2234 debug_d3dformat(format_id), format_id);
2235 /* Get the caller a valid pointer */
2236 idx = getFmtIdx(WINED3DFMT_UNKNOWN);
2239 return &gl_info->formats[idx];
2242 UINT wined3d_format_calculate_pitch(const struct wined3d_format *format, UINT width)
2244 /* For block based formats, pitch means the amount of bytes to the next
2245 * row of blocks rather than the next row of pixels. */
2246 if (format->flags & WINED3DFMT_FLAG_BLOCKS)
2247 return format->block_byte_count * ((width + format->block_width - 1) / format->block_width);
2249 return format->byte_count * width;
2252 UINT wined3d_format_calculate_size(const struct wined3d_format *format, UINT alignment,
2253 UINT width, UINT height, UINT depth)
2255 UINT pitch = wined3d_format_calculate_pitch(format, width);
2256 UINT size;
2258 if (format->id == WINED3DFMT_UNKNOWN)
2260 size = 0;
2262 else if (format->flags & WINED3DFMT_FLAG_BLOCKS)
2264 UINT row_count = (height + format->block_height - 1) / format->block_height;
2265 size = row_count * ((pitch + alignment - 1) & ~(alignment - 1));
2267 else
2269 size = height * ((pitch + alignment - 1) & ~(alignment - 1));
2272 if (format->flags & WINED3DFMT_FLAG_HEIGHT_SCALE)
2274 /* The D3D format requirements make sure that the resulting format is an integer again */
2275 size *= format->height_scale.numerator;
2276 size /= format->height_scale.denominator;
2279 size *= depth;
2281 return size;
2284 /*****************************************************************************
2285 * Trace formatting of useful values
2287 const char *debug_d3dformat(enum wined3d_format_id format_id)
2289 switch (format_id)
2291 #define FMT_TO_STR(format_id) case format_id: return #format_id
2292 FMT_TO_STR(WINED3DFMT_UNKNOWN);
2293 FMT_TO_STR(WINED3DFMT_B8G8R8_UNORM);
2294 FMT_TO_STR(WINED3DFMT_B5G5R5X1_UNORM);
2295 FMT_TO_STR(WINED3DFMT_B4G4R4A4_UNORM);
2296 FMT_TO_STR(WINED3DFMT_B2G3R3_UNORM);
2297 FMT_TO_STR(WINED3DFMT_B2G3R3A8_UNORM);
2298 FMT_TO_STR(WINED3DFMT_B4G4R4X4_UNORM);
2299 FMT_TO_STR(WINED3DFMT_R8G8B8X8_UNORM);
2300 FMT_TO_STR(WINED3DFMT_B10G10R10A2_UNORM);
2301 FMT_TO_STR(WINED3DFMT_P8_UINT_A8_UNORM);
2302 FMT_TO_STR(WINED3DFMT_P8_UINT);
2303 FMT_TO_STR(WINED3DFMT_L8_UNORM);
2304 FMT_TO_STR(WINED3DFMT_L8A8_UNORM);
2305 FMT_TO_STR(WINED3DFMT_L4A4_UNORM);
2306 FMT_TO_STR(WINED3DFMT_R5G5_SNORM_L6_UNORM);
2307 FMT_TO_STR(WINED3DFMT_R8G8_SNORM_L8X8_UNORM);
2308 FMT_TO_STR(WINED3DFMT_R10G11B11_SNORM);
2309 FMT_TO_STR(WINED3DFMT_R10G10B10_SNORM_A2_UNORM);
2310 FMT_TO_STR(WINED3DFMT_UYVY);
2311 FMT_TO_STR(WINED3DFMT_YUY2);
2312 FMT_TO_STR(WINED3DFMT_YV12);
2313 FMT_TO_STR(WINED3DFMT_NV12);
2314 FMT_TO_STR(WINED3DFMT_DXT1);
2315 FMT_TO_STR(WINED3DFMT_DXT2);
2316 FMT_TO_STR(WINED3DFMT_DXT3);
2317 FMT_TO_STR(WINED3DFMT_DXT4);
2318 FMT_TO_STR(WINED3DFMT_DXT5);
2319 FMT_TO_STR(WINED3DFMT_MULTI2_ARGB8);
2320 FMT_TO_STR(WINED3DFMT_G8R8_G8B8);
2321 FMT_TO_STR(WINED3DFMT_R8G8_B8G8);
2322 FMT_TO_STR(WINED3DFMT_D16_LOCKABLE);
2323 FMT_TO_STR(WINED3DFMT_D32_UNORM);
2324 FMT_TO_STR(WINED3DFMT_S1_UINT_D15_UNORM);
2325 FMT_TO_STR(WINED3DFMT_X8D24_UNORM);
2326 FMT_TO_STR(WINED3DFMT_S4X4_UINT_D24_UNORM);
2327 FMT_TO_STR(WINED3DFMT_L16_UNORM);
2328 FMT_TO_STR(WINED3DFMT_S8_UINT_D24_FLOAT);
2329 FMT_TO_STR(WINED3DFMT_VERTEXDATA);
2330 FMT_TO_STR(WINED3DFMT_R8G8_SNORM_Cx);
2331 FMT_TO_STR(WINED3DFMT_ATI1N);
2332 FMT_TO_STR(WINED3DFMT_ATI2N);
2333 FMT_TO_STR(WINED3DFMT_NVDB);
2334 FMT_TO_STR(WINED3DFMT_NVHU);
2335 FMT_TO_STR(WINED3DFMT_NVHS);
2336 FMT_TO_STR(WINED3DFMT_R32G32B32A32_TYPELESS);
2337 FMT_TO_STR(WINED3DFMT_R32G32B32A32_FLOAT);
2338 FMT_TO_STR(WINED3DFMT_R32G32B32A32_UINT);
2339 FMT_TO_STR(WINED3DFMT_R32G32B32A32_SINT);
2340 FMT_TO_STR(WINED3DFMT_R32G32B32_TYPELESS);
2341 FMT_TO_STR(WINED3DFMT_R32G32B32_FLOAT);
2342 FMT_TO_STR(WINED3DFMT_R32G32B32_UINT);
2343 FMT_TO_STR(WINED3DFMT_R32G32B32_SINT);
2344 FMT_TO_STR(WINED3DFMT_R16G16B16A16_TYPELESS);
2345 FMT_TO_STR(WINED3DFMT_R16G16B16A16_FLOAT);
2346 FMT_TO_STR(WINED3DFMT_R16G16B16A16_UNORM);
2347 FMT_TO_STR(WINED3DFMT_R16G16B16A16_UINT);
2348 FMT_TO_STR(WINED3DFMT_R16G16B16A16_SNORM);
2349 FMT_TO_STR(WINED3DFMT_R16G16B16A16_SINT);
2350 FMT_TO_STR(WINED3DFMT_R32G32_TYPELESS);
2351 FMT_TO_STR(WINED3DFMT_R32G32_FLOAT);
2352 FMT_TO_STR(WINED3DFMT_R32G32_UINT);
2353 FMT_TO_STR(WINED3DFMT_R32G32_SINT);
2354 FMT_TO_STR(WINED3DFMT_R32G8X24_TYPELESS);
2355 FMT_TO_STR(WINED3DFMT_D32_FLOAT_S8X24_UINT);
2356 FMT_TO_STR(WINED3DFMT_R32_FLOAT_X8X24_TYPELESS);
2357 FMT_TO_STR(WINED3DFMT_X32_TYPELESS_G8X24_UINT);
2358 FMT_TO_STR(WINED3DFMT_R10G10B10A2_TYPELESS);
2359 FMT_TO_STR(WINED3DFMT_R10G10B10A2_UNORM);
2360 FMT_TO_STR(WINED3DFMT_R10G10B10A2_UINT);
2361 FMT_TO_STR(WINED3DFMT_R10G10B10A2_SNORM);
2362 FMT_TO_STR(WINED3DFMT_R11G11B10_FLOAT);
2363 FMT_TO_STR(WINED3DFMT_R8G8B8A8_TYPELESS);
2364 FMT_TO_STR(WINED3DFMT_R8G8B8A8_UNORM);
2365 FMT_TO_STR(WINED3DFMT_R8G8B8A8_UNORM_SRGB);
2366 FMT_TO_STR(WINED3DFMT_R8G8B8A8_UINT);
2367 FMT_TO_STR(WINED3DFMT_R8G8B8A8_SNORM);
2368 FMT_TO_STR(WINED3DFMT_R8G8B8A8_SINT);
2369 FMT_TO_STR(WINED3DFMT_R16G16_TYPELESS);
2370 FMT_TO_STR(WINED3DFMT_R16G16_FLOAT);
2371 FMT_TO_STR(WINED3DFMT_R16G16_UNORM);
2372 FMT_TO_STR(WINED3DFMT_R16G16_UINT);
2373 FMT_TO_STR(WINED3DFMT_R16G16_SNORM);
2374 FMT_TO_STR(WINED3DFMT_R16G16_SINT);
2375 FMT_TO_STR(WINED3DFMT_R32_TYPELESS);
2376 FMT_TO_STR(WINED3DFMT_D32_FLOAT);
2377 FMT_TO_STR(WINED3DFMT_R32_FLOAT);
2378 FMT_TO_STR(WINED3DFMT_R32_UINT);
2379 FMT_TO_STR(WINED3DFMT_R32_SINT);
2380 FMT_TO_STR(WINED3DFMT_R24G8_TYPELESS);
2381 FMT_TO_STR(WINED3DFMT_D24_UNORM_S8_UINT);
2382 FMT_TO_STR(WINED3DFMT_R24_UNORM_X8_TYPELESS);
2383 FMT_TO_STR(WINED3DFMT_X24_TYPELESS_G8_UINT);
2384 FMT_TO_STR(WINED3DFMT_R8G8_TYPELESS);
2385 FMT_TO_STR(WINED3DFMT_R8G8_UNORM);
2386 FMT_TO_STR(WINED3DFMT_R8G8_UINT);
2387 FMT_TO_STR(WINED3DFMT_R8G8_SNORM);
2388 FMT_TO_STR(WINED3DFMT_R8G8_SINT);
2389 FMT_TO_STR(WINED3DFMT_R16_TYPELESS);
2390 FMT_TO_STR(WINED3DFMT_R16_FLOAT);
2391 FMT_TO_STR(WINED3DFMT_D16_UNORM);
2392 FMT_TO_STR(WINED3DFMT_R16_UNORM);
2393 FMT_TO_STR(WINED3DFMT_R16_UINT);
2394 FMT_TO_STR(WINED3DFMT_R16_SNORM);
2395 FMT_TO_STR(WINED3DFMT_R16_SINT);
2396 FMT_TO_STR(WINED3DFMT_R8_TYPELESS);
2397 FMT_TO_STR(WINED3DFMT_R8_UNORM);
2398 FMT_TO_STR(WINED3DFMT_R8_UINT);
2399 FMT_TO_STR(WINED3DFMT_R8_SNORM);
2400 FMT_TO_STR(WINED3DFMT_R8_SINT);
2401 FMT_TO_STR(WINED3DFMT_A8_UNORM);
2402 FMT_TO_STR(WINED3DFMT_R1_UNORM);
2403 FMT_TO_STR(WINED3DFMT_R9G9B9E5_SHAREDEXP);
2404 FMT_TO_STR(WINED3DFMT_R8G8_B8G8_UNORM);
2405 FMT_TO_STR(WINED3DFMT_G8R8_G8B8_UNORM);
2406 FMT_TO_STR(WINED3DFMT_BC1_TYPELESS);
2407 FMT_TO_STR(WINED3DFMT_BC1_UNORM);
2408 FMT_TO_STR(WINED3DFMT_BC1_UNORM_SRGB);
2409 FMT_TO_STR(WINED3DFMT_BC2_TYPELESS);
2410 FMT_TO_STR(WINED3DFMT_BC2_UNORM);
2411 FMT_TO_STR(WINED3DFMT_BC2_UNORM_SRGB);
2412 FMT_TO_STR(WINED3DFMT_BC3_TYPELESS);
2413 FMT_TO_STR(WINED3DFMT_BC3_UNORM);
2414 FMT_TO_STR(WINED3DFMT_BC3_UNORM_SRGB);
2415 FMT_TO_STR(WINED3DFMT_BC4_TYPELESS);
2416 FMT_TO_STR(WINED3DFMT_BC4_UNORM);
2417 FMT_TO_STR(WINED3DFMT_BC4_SNORM);
2418 FMT_TO_STR(WINED3DFMT_BC5_TYPELESS);
2419 FMT_TO_STR(WINED3DFMT_BC5_UNORM);
2420 FMT_TO_STR(WINED3DFMT_BC5_SNORM);
2421 FMT_TO_STR(WINED3DFMT_B5G6R5_UNORM);
2422 FMT_TO_STR(WINED3DFMT_B5G5R5A1_UNORM);
2423 FMT_TO_STR(WINED3DFMT_B8G8R8A8_UNORM);
2424 FMT_TO_STR(WINED3DFMT_B8G8R8X8_UNORM);
2425 FMT_TO_STR(WINED3DFMT_INTZ);
2426 FMT_TO_STR(WINED3DFMT_RESZ);
2427 FMT_TO_STR(WINED3DFMT_NULL);
2428 FMT_TO_STR(WINED3DFMT_R16);
2429 FMT_TO_STR(WINED3DFMT_AL16);
2430 #undef FMT_TO_STR
2431 default:
2433 char fourcc[5];
2434 fourcc[0] = (char)(format_id);
2435 fourcc[1] = (char)(format_id >> 8);
2436 fourcc[2] = (char)(format_id >> 16);
2437 fourcc[3] = (char)(format_id >> 24);
2438 fourcc[4] = 0;
2439 if (isprint(fourcc[0]) && isprint(fourcc[1]) && isprint(fourcc[2]) && isprint(fourcc[3]))
2440 FIXME("Unrecognized %#x (as fourcc: %s) WINED3DFORMAT!\n", format_id, fourcc);
2441 else
2442 FIXME("Unrecognized %#x WINED3DFORMAT!\n", format_id);
2444 return "unrecognized";
2448 const char *debug_d3ddevicetype(enum wined3d_device_type device_type)
2450 switch (device_type)
2452 #define DEVTYPE_TO_STR(dev) case dev: return #dev
2453 DEVTYPE_TO_STR(WINED3D_DEVICE_TYPE_HAL);
2454 DEVTYPE_TO_STR(WINED3D_DEVICE_TYPE_REF);
2455 DEVTYPE_TO_STR(WINED3D_DEVICE_TYPE_SW);
2456 #undef DEVTYPE_TO_STR
2457 default:
2458 FIXME("Unrecognized device type %#x.\n", device_type);
2459 return "unrecognized";
2463 const char *debug_d3dusage(DWORD usage)
2465 char buf[333];
2467 buf[0] = '\0';
2468 #define WINED3DUSAGE_TO_STR(u) if (usage & u) { strcat(buf, " | "#u); usage &= ~u; }
2469 WINED3DUSAGE_TO_STR(WINED3DUSAGE_RENDERTARGET);
2470 WINED3DUSAGE_TO_STR(WINED3DUSAGE_DEPTHSTENCIL);
2471 WINED3DUSAGE_TO_STR(WINED3DUSAGE_WRITEONLY);
2472 WINED3DUSAGE_TO_STR(WINED3DUSAGE_SOFTWAREPROCESSING);
2473 WINED3DUSAGE_TO_STR(WINED3DUSAGE_DONOTCLIP);
2474 WINED3DUSAGE_TO_STR(WINED3DUSAGE_POINTS);
2475 WINED3DUSAGE_TO_STR(WINED3DUSAGE_RTPATCHES);
2476 WINED3DUSAGE_TO_STR(WINED3DUSAGE_NPATCHES);
2477 WINED3DUSAGE_TO_STR(WINED3DUSAGE_DYNAMIC);
2478 WINED3DUSAGE_TO_STR(WINED3DUSAGE_AUTOGENMIPMAP);
2479 WINED3DUSAGE_TO_STR(WINED3DUSAGE_DMAP);
2480 WINED3DUSAGE_TO_STR(WINED3DUSAGE_STATICDECL);
2481 WINED3DUSAGE_TO_STR(WINED3DUSAGE_OVERLAY);
2482 #undef WINED3DUSAGE_TO_STR
2483 if (usage) FIXME("Unrecognized usage flag(s) %#x\n", usage);
2485 return buf[0] ? wine_dbg_sprintf("%s", &buf[3]) : "0";
2488 const char *debug_d3dusagequery(DWORD usagequery)
2490 char buf[238];
2492 buf[0] = '\0';
2493 #define WINED3DUSAGEQUERY_TO_STR(u) if (usagequery & u) { strcat(buf, " | "#u); usagequery &= ~u; }
2494 WINED3DUSAGEQUERY_TO_STR(WINED3DUSAGE_QUERY_FILTER);
2495 WINED3DUSAGEQUERY_TO_STR(WINED3DUSAGE_QUERY_LEGACYBUMPMAP);
2496 WINED3DUSAGEQUERY_TO_STR(WINED3DUSAGE_QUERY_POSTPIXELSHADER_BLENDING);
2497 WINED3DUSAGEQUERY_TO_STR(WINED3DUSAGE_QUERY_SRGBREAD);
2498 WINED3DUSAGEQUERY_TO_STR(WINED3DUSAGE_QUERY_SRGBWRITE);
2499 WINED3DUSAGEQUERY_TO_STR(WINED3DUSAGE_QUERY_VERTEXTEXTURE);
2500 WINED3DUSAGEQUERY_TO_STR(WINED3DUSAGE_QUERY_WRAPANDMIP);
2501 #undef WINED3DUSAGEQUERY_TO_STR
2502 if (usagequery) FIXME("Unrecognized usage query flag(s) %#x\n", usagequery);
2504 return buf[0] ? wine_dbg_sprintf("%s", &buf[3]) : "0";
2507 const char *debug_d3ddeclmethod(enum wined3d_decl_method method)
2509 switch (method)
2511 #define WINED3DDECLMETHOD_TO_STR(u) case u: return #u
2512 WINED3DDECLMETHOD_TO_STR(WINED3D_DECL_METHOD_DEFAULT);
2513 WINED3DDECLMETHOD_TO_STR(WINED3D_DECL_METHOD_PARTIAL_U);
2514 WINED3DDECLMETHOD_TO_STR(WINED3D_DECL_METHOD_PARTIAL_V);
2515 WINED3DDECLMETHOD_TO_STR(WINED3D_DECL_METHOD_CROSS_UV);
2516 WINED3DDECLMETHOD_TO_STR(WINED3D_DECL_METHOD_UV);
2517 WINED3DDECLMETHOD_TO_STR(WINED3D_DECL_METHOD_LOOKUP);
2518 WINED3DDECLMETHOD_TO_STR(WINED3D_DECL_METHOD_LOOKUP_PRESAMPLED);
2519 #undef WINED3DDECLMETHOD_TO_STR
2520 default:
2521 FIXME("Unrecognized declaration method %#x.\n", method);
2522 return "unrecognized";
2526 const char *debug_d3ddeclusage(enum wined3d_decl_usage usage)
2528 switch (usage)
2530 #define WINED3DDECLUSAGE_TO_STR(u) case u: return #u
2531 WINED3DDECLUSAGE_TO_STR(WINED3D_DECL_USAGE_POSITION);
2532 WINED3DDECLUSAGE_TO_STR(WINED3D_DECL_USAGE_BLEND_WEIGHT);
2533 WINED3DDECLUSAGE_TO_STR(WINED3D_DECL_USAGE_BLEND_INDICES);
2534 WINED3DDECLUSAGE_TO_STR(WINED3D_DECL_USAGE_NORMAL);
2535 WINED3DDECLUSAGE_TO_STR(WINED3D_DECL_USAGE_PSIZE);
2536 WINED3DDECLUSAGE_TO_STR(WINED3D_DECL_USAGE_TEXCOORD);
2537 WINED3DDECLUSAGE_TO_STR(WINED3D_DECL_USAGE_TANGENT);
2538 WINED3DDECLUSAGE_TO_STR(WINED3D_DECL_USAGE_BINORMAL);
2539 WINED3DDECLUSAGE_TO_STR(WINED3D_DECL_USAGE_TESS_FACTOR);
2540 WINED3DDECLUSAGE_TO_STR(WINED3D_DECL_USAGE_POSITIONT);
2541 WINED3DDECLUSAGE_TO_STR(WINED3D_DECL_USAGE_COLOR);
2542 WINED3DDECLUSAGE_TO_STR(WINED3D_DECL_USAGE_FOG);
2543 WINED3DDECLUSAGE_TO_STR(WINED3D_DECL_USAGE_DEPTH);
2544 WINED3DDECLUSAGE_TO_STR(WINED3D_DECL_USAGE_SAMPLE);
2545 #undef WINED3DDECLUSAGE_TO_STR
2546 default:
2547 FIXME("Unrecognized %u declaration usage!\n", usage);
2548 return "unrecognized";
2552 const char *debug_d3dresourcetype(enum wined3d_resource_type resource_type)
2554 switch (resource_type)
2556 #define RES_TO_STR(res) case res: return #res
2557 RES_TO_STR(WINED3D_RTYPE_SURFACE);
2558 RES_TO_STR(WINED3D_RTYPE_VOLUME);
2559 RES_TO_STR(WINED3D_RTYPE_TEXTURE);
2560 RES_TO_STR(WINED3D_RTYPE_VOLUME_TEXTURE);
2561 RES_TO_STR(WINED3D_RTYPE_CUBE_TEXTURE);
2562 RES_TO_STR(WINED3D_RTYPE_BUFFER);
2563 #undef RES_TO_STR
2564 default:
2565 FIXME("Unrecognized resource type %#x.\n", resource_type);
2566 return "unrecognized";
2570 const char *debug_d3dprimitivetype(enum wined3d_primitive_type primitive_type)
2572 switch (primitive_type)
2574 #define PRIM_TO_STR(prim) case prim: return #prim
2575 PRIM_TO_STR(WINED3D_PT_UNDEFINED);
2576 PRIM_TO_STR(WINED3D_PT_POINTLIST);
2577 PRIM_TO_STR(WINED3D_PT_LINELIST);
2578 PRIM_TO_STR(WINED3D_PT_LINESTRIP);
2579 PRIM_TO_STR(WINED3D_PT_TRIANGLELIST);
2580 PRIM_TO_STR(WINED3D_PT_TRIANGLESTRIP);
2581 PRIM_TO_STR(WINED3D_PT_TRIANGLEFAN);
2582 PRIM_TO_STR(WINED3D_PT_LINELIST_ADJ);
2583 PRIM_TO_STR(WINED3D_PT_LINESTRIP_ADJ);
2584 PRIM_TO_STR(WINED3D_PT_TRIANGLELIST_ADJ);
2585 PRIM_TO_STR(WINED3D_PT_TRIANGLESTRIP_ADJ);
2586 #undef PRIM_TO_STR
2587 default:
2588 FIXME("Unrecognized %u primitive type!\n", primitive_type);
2589 return "unrecognized";
2593 const char *debug_d3drenderstate(enum wined3d_render_state state)
2595 switch (state)
2597 #define D3DSTATE_TO_STR(u) case u: return #u
2598 D3DSTATE_TO_STR(WINED3D_RS_ANTIALIAS);
2599 D3DSTATE_TO_STR(WINED3D_RS_TEXTUREPERSPECTIVE);
2600 D3DSTATE_TO_STR(WINED3D_RS_WRAPU);
2601 D3DSTATE_TO_STR(WINED3D_RS_WRAPV);
2602 D3DSTATE_TO_STR(WINED3D_RS_ZENABLE);
2603 D3DSTATE_TO_STR(WINED3D_RS_FILLMODE);
2604 D3DSTATE_TO_STR(WINED3D_RS_SHADEMODE);
2605 D3DSTATE_TO_STR(WINED3D_RS_LINEPATTERN);
2606 D3DSTATE_TO_STR(WINED3D_RS_MONOENABLE);
2607 D3DSTATE_TO_STR(WINED3D_RS_ROP2);
2608 D3DSTATE_TO_STR(WINED3D_RS_PLANEMASK);
2609 D3DSTATE_TO_STR(WINED3D_RS_ZWRITEENABLE);
2610 D3DSTATE_TO_STR(WINED3D_RS_ALPHATESTENABLE);
2611 D3DSTATE_TO_STR(WINED3D_RS_LASTPIXEL);
2612 D3DSTATE_TO_STR(WINED3D_RS_SRCBLEND);
2613 D3DSTATE_TO_STR(WINED3D_RS_DESTBLEND);
2614 D3DSTATE_TO_STR(WINED3D_RS_CULLMODE);
2615 D3DSTATE_TO_STR(WINED3D_RS_ZFUNC);
2616 D3DSTATE_TO_STR(WINED3D_RS_ALPHAREF);
2617 D3DSTATE_TO_STR(WINED3D_RS_ALPHAFUNC);
2618 D3DSTATE_TO_STR(WINED3D_RS_DITHERENABLE);
2619 D3DSTATE_TO_STR(WINED3D_RS_ALPHABLENDENABLE);
2620 D3DSTATE_TO_STR(WINED3D_RS_FOGENABLE);
2621 D3DSTATE_TO_STR(WINED3D_RS_SPECULARENABLE);
2622 D3DSTATE_TO_STR(WINED3D_RS_ZVISIBLE);
2623 D3DSTATE_TO_STR(WINED3D_RS_SUBPIXEL);
2624 D3DSTATE_TO_STR(WINED3D_RS_SUBPIXELX);
2625 D3DSTATE_TO_STR(WINED3D_RS_STIPPLEDALPHA);
2626 D3DSTATE_TO_STR(WINED3D_RS_FOGCOLOR);
2627 D3DSTATE_TO_STR(WINED3D_RS_FOGTABLEMODE);
2628 D3DSTATE_TO_STR(WINED3D_RS_FOGSTART);
2629 D3DSTATE_TO_STR(WINED3D_RS_FOGEND);
2630 D3DSTATE_TO_STR(WINED3D_RS_FOGDENSITY);
2631 D3DSTATE_TO_STR(WINED3D_RS_STIPPLEENABLE);
2632 D3DSTATE_TO_STR(WINED3D_RS_EDGEANTIALIAS);
2633 D3DSTATE_TO_STR(WINED3D_RS_COLORKEYENABLE);
2634 D3DSTATE_TO_STR(WINED3D_RS_MIPMAPLODBIAS);
2635 D3DSTATE_TO_STR(WINED3D_RS_RANGEFOGENABLE);
2636 D3DSTATE_TO_STR(WINED3D_RS_ANISOTROPY);
2637 D3DSTATE_TO_STR(WINED3D_RS_FLUSHBATCH);
2638 D3DSTATE_TO_STR(WINED3D_RS_TRANSLUCENTSORTINDEPENDENT);
2639 D3DSTATE_TO_STR(WINED3D_RS_STENCILENABLE);
2640 D3DSTATE_TO_STR(WINED3D_RS_STENCILFAIL);
2641 D3DSTATE_TO_STR(WINED3D_RS_STENCILZFAIL);
2642 D3DSTATE_TO_STR(WINED3D_RS_STENCILPASS);
2643 D3DSTATE_TO_STR(WINED3D_RS_STENCILFUNC);
2644 D3DSTATE_TO_STR(WINED3D_RS_STENCILREF);
2645 D3DSTATE_TO_STR(WINED3D_RS_STENCILMASK);
2646 D3DSTATE_TO_STR(WINED3D_RS_STENCILWRITEMASK);
2647 D3DSTATE_TO_STR(WINED3D_RS_TEXTUREFACTOR);
2648 D3DSTATE_TO_STR(WINED3D_RS_WRAP0);
2649 D3DSTATE_TO_STR(WINED3D_RS_WRAP1);
2650 D3DSTATE_TO_STR(WINED3D_RS_WRAP2);
2651 D3DSTATE_TO_STR(WINED3D_RS_WRAP3);
2652 D3DSTATE_TO_STR(WINED3D_RS_WRAP4);
2653 D3DSTATE_TO_STR(WINED3D_RS_WRAP5);
2654 D3DSTATE_TO_STR(WINED3D_RS_WRAP6);
2655 D3DSTATE_TO_STR(WINED3D_RS_WRAP7);
2656 D3DSTATE_TO_STR(WINED3D_RS_CLIPPING);
2657 D3DSTATE_TO_STR(WINED3D_RS_LIGHTING);
2658 D3DSTATE_TO_STR(WINED3D_RS_EXTENTS);
2659 D3DSTATE_TO_STR(WINED3D_RS_AMBIENT);
2660 D3DSTATE_TO_STR(WINED3D_RS_FOGVERTEXMODE);
2661 D3DSTATE_TO_STR(WINED3D_RS_COLORVERTEX);
2662 D3DSTATE_TO_STR(WINED3D_RS_LOCALVIEWER);
2663 D3DSTATE_TO_STR(WINED3D_RS_NORMALIZENORMALS);
2664 D3DSTATE_TO_STR(WINED3D_RS_COLORKEYBLENDENABLE);
2665 D3DSTATE_TO_STR(WINED3D_RS_DIFFUSEMATERIALSOURCE);
2666 D3DSTATE_TO_STR(WINED3D_RS_SPECULARMATERIALSOURCE);
2667 D3DSTATE_TO_STR(WINED3D_RS_AMBIENTMATERIALSOURCE);
2668 D3DSTATE_TO_STR(WINED3D_RS_EMISSIVEMATERIALSOURCE);
2669 D3DSTATE_TO_STR(WINED3D_RS_VERTEXBLEND);
2670 D3DSTATE_TO_STR(WINED3D_RS_CLIPPLANEENABLE);
2671 D3DSTATE_TO_STR(WINED3D_RS_SOFTWAREVERTEXPROCESSING);
2672 D3DSTATE_TO_STR(WINED3D_RS_POINTSIZE);
2673 D3DSTATE_TO_STR(WINED3D_RS_POINTSIZE_MIN);
2674 D3DSTATE_TO_STR(WINED3D_RS_POINTSPRITEENABLE);
2675 D3DSTATE_TO_STR(WINED3D_RS_POINTSCALEENABLE);
2676 D3DSTATE_TO_STR(WINED3D_RS_POINTSCALE_A);
2677 D3DSTATE_TO_STR(WINED3D_RS_POINTSCALE_B);
2678 D3DSTATE_TO_STR(WINED3D_RS_POINTSCALE_C);
2679 D3DSTATE_TO_STR(WINED3D_RS_MULTISAMPLEANTIALIAS);
2680 D3DSTATE_TO_STR(WINED3D_RS_MULTISAMPLEMASK);
2681 D3DSTATE_TO_STR(WINED3D_RS_PATCHEDGESTYLE);
2682 D3DSTATE_TO_STR(WINED3D_RS_PATCHSEGMENTS);
2683 D3DSTATE_TO_STR(WINED3D_RS_DEBUGMONITORTOKEN);
2684 D3DSTATE_TO_STR(WINED3D_RS_POINTSIZE_MAX);
2685 D3DSTATE_TO_STR(WINED3D_RS_INDEXEDVERTEXBLENDENABLE);
2686 D3DSTATE_TO_STR(WINED3D_RS_COLORWRITEENABLE);
2687 D3DSTATE_TO_STR(WINED3D_RS_TWEENFACTOR);
2688 D3DSTATE_TO_STR(WINED3D_RS_BLENDOP);
2689 D3DSTATE_TO_STR(WINED3D_RS_POSITIONDEGREE);
2690 D3DSTATE_TO_STR(WINED3D_RS_NORMALDEGREE);
2691 D3DSTATE_TO_STR(WINED3D_RS_SCISSORTESTENABLE);
2692 D3DSTATE_TO_STR(WINED3D_RS_SLOPESCALEDEPTHBIAS);
2693 D3DSTATE_TO_STR(WINED3D_RS_ANTIALIASEDLINEENABLE);
2694 D3DSTATE_TO_STR(WINED3D_RS_MINTESSELLATIONLEVEL);
2695 D3DSTATE_TO_STR(WINED3D_RS_MAXTESSELLATIONLEVEL);
2696 D3DSTATE_TO_STR(WINED3D_RS_ADAPTIVETESS_X);
2697 D3DSTATE_TO_STR(WINED3D_RS_ADAPTIVETESS_Y);
2698 D3DSTATE_TO_STR(WINED3D_RS_ADAPTIVETESS_Z);
2699 D3DSTATE_TO_STR(WINED3D_RS_ADAPTIVETESS_W);
2700 D3DSTATE_TO_STR(WINED3D_RS_ENABLEADAPTIVETESSELLATION);
2701 D3DSTATE_TO_STR(WINED3D_RS_TWOSIDEDSTENCILMODE);
2702 D3DSTATE_TO_STR(WINED3D_RS_CCW_STENCILFAIL);
2703 D3DSTATE_TO_STR(WINED3D_RS_CCW_STENCILZFAIL);
2704 D3DSTATE_TO_STR(WINED3D_RS_CCW_STENCILPASS);
2705 D3DSTATE_TO_STR(WINED3D_RS_CCW_STENCILFUNC);
2706 D3DSTATE_TO_STR(WINED3D_RS_COLORWRITEENABLE1);
2707 D3DSTATE_TO_STR(WINED3D_RS_COLORWRITEENABLE2);
2708 D3DSTATE_TO_STR(WINED3D_RS_COLORWRITEENABLE3);
2709 D3DSTATE_TO_STR(WINED3D_RS_BLENDFACTOR);
2710 D3DSTATE_TO_STR(WINED3D_RS_SRGBWRITEENABLE);
2711 D3DSTATE_TO_STR(WINED3D_RS_DEPTHBIAS);
2712 D3DSTATE_TO_STR(WINED3D_RS_WRAP8);
2713 D3DSTATE_TO_STR(WINED3D_RS_WRAP9);
2714 D3DSTATE_TO_STR(WINED3D_RS_WRAP10);
2715 D3DSTATE_TO_STR(WINED3D_RS_WRAP11);
2716 D3DSTATE_TO_STR(WINED3D_RS_WRAP12);
2717 D3DSTATE_TO_STR(WINED3D_RS_WRAP13);
2718 D3DSTATE_TO_STR(WINED3D_RS_WRAP14);
2719 D3DSTATE_TO_STR(WINED3D_RS_WRAP15);
2720 D3DSTATE_TO_STR(WINED3D_RS_SEPARATEALPHABLENDENABLE);
2721 D3DSTATE_TO_STR(WINED3D_RS_SRCBLENDALPHA);
2722 D3DSTATE_TO_STR(WINED3D_RS_DESTBLENDALPHA);
2723 D3DSTATE_TO_STR(WINED3D_RS_BLENDOPALPHA);
2724 #undef D3DSTATE_TO_STR
2725 default:
2726 FIXME("Unrecognized %u render state!\n", state);
2727 return "unrecognized";
2731 const char *debug_d3dsamplerstate(enum wined3d_sampler_state state)
2733 switch (state)
2735 #define D3DSTATE_TO_STR(u) case u: return #u
2736 D3DSTATE_TO_STR(WINED3D_SAMP_BORDER_COLOR);
2737 D3DSTATE_TO_STR(WINED3D_SAMP_ADDRESS_U);
2738 D3DSTATE_TO_STR(WINED3D_SAMP_ADDRESS_V);
2739 D3DSTATE_TO_STR(WINED3D_SAMP_ADDRESS_W);
2740 D3DSTATE_TO_STR(WINED3D_SAMP_MAG_FILTER);
2741 D3DSTATE_TO_STR(WINED3D_SAMP_MIN_FILTER);
2742 D3DSTATE_TO_STR(WINED3D_SAMP_MIP_FILTER);
2743 D3DSTATE_TO_STR(WINED3D_SAMP_MIPMAP_LOD_BIAS);
2744 D3DSTATE_TO_STR(WINED3D_SAMP_MAX_MIP_LEVEL);
2745 D3DSTATE_TO_STR(WINED3D_SAMP_MAX_ANISOTROPY);
2746 D3DSTATE_TO_STR(WINED3D_SAMP_SRGB_TEXTURE);
2747 D3DSTATE_TO_STR(WINED3D_SAMP_ELEMENT_INDEX);
2748 D3DSTATE_TO_STR(WINED3D_SAMP_DMAP_OFFSET);
2749 #undef D3DSTATE_TO_STR
2750 default:
2751 FIXME("Unrecognized %u sampler state!\n", state);
2752 return "unrecognized";
2756 const char *debug_d3dtexturefiltertype(enum wined3d_texture_filter_type filter_type)
2758 switch (filter_type)
2760 #define D3DTEXTUREFILTERTYPE_TO_STR(u) case u: return #u
2761 D3DTEXTUREFILTERTYPE_TO_STR(WINED3D_TEXF_NONE);
2762 D3DTEXTUREFILTERTYPE_TO_STR(WINED3D_TEXF_POINT);
2763 D3DTEXTUREFILTERTYPE_TO_STR(WINED3D_TEXF_LINEAR);
2764 D3DTEXTUREFILTERTYPE_TO_STR(WINED3D_TEXF_ANISOTROPIC);
2765 D3DTEXTUREFILTERTYPE_TO_STR(WINED3D_TEXF_FLAT_CUBIC);
2766 D3DTEXTUREFILTERTYPE_TO_STR(WINED3D_TEXF_GAUSSIAN_CUBIC);
2767 D3DTEXTUREFILTERTYPE_TO_STR(WINED3D_TEXF_PYRAMIDAL_QUAD);
2768 D3DTEXTUREFILTERTYPE_TO_STR(WINED3D_TEXF_GAUSSIAN_QUAD);
2769 #undef D3DTEXTUREFILTERTYPE_TO_STR
2770 default:
2771 FIXME("Unrecognied texture filter type 0x%08x.\n", filter_type);
2772 return "unrecognized";
2776 const char *debug_d3dtexturestate(enum wined3d_texture_stage_state state)
2778 switch (state)
2780 #define D3DSTATE_TO_STR(u) case u: return #u
2781 D3DSTATE_TO_STR(WINED3D_TSS_COLOR_OP);
2782 D3DSTATE_TO_STR(WINED3D_TSS_COLOR_ARG1);
2783 D3DSTATE_TO_STR(WINED3D_TSS_COLOR_ARG2);
2784 D3DSTATE_TO_STR(WINED3D_TSS_ALPHA_OP);
2785 D3DSTATE_TO_STR(WINED3D_TSS_ALPHA_ARG1);
2786 D3DSTATE_TO_STR(WINED3D_TSS_ALPHA_ARG2);
2787 D3DSTATE_TO_STR(WINED3D_TSS_BUMPENV_MAT00);
2788 D3DSTATE_TO_STR(WINED3D_TSS_BUMPENV_MAT01);
2789 D3DSTATE_TO_STR(WINED3D_TSS_BUMPENV_MAT10);
2790 D3DSTATE_TO_STR(WINED3D_TSS_BUMPENV_MAT11);
2791 D3DSTATE_TO_STR(WINED3D_TSS_TEXCOORD_INDEX);
2792 D3DSTATE_TO_STR(WINED3D_TSS_BUMPENV_LSCALE);
2793 D3DSTATE_TO_STR(WINED3D_TSS_BUMPENV_LOFFSET);
2794 D3DSTATE_TO_STR(WINED3D_TSS_TEXTURE_TRANSFORM_FLAGS);
2795 D3DSTATE_TO_STR(WINED3D_TSS_COLOR_ARG0);
2796 D3DSTATE_TO_STR(WINED3D_TSS_ALPHA_ARG0);
2797 D3DSTATE_TO_STR(WINED3D_TSS_RESULT_ARG);
2798 D3DSTATE_TO_STR(WINED3D_TSS_CONSTANT);
2799 #undef D3DSTATE_TO_STR
2800 default:
2801 FIXME("Unrecognized %u texture state!\n", state);
2802 return "unrecognized";
2806 const char *debug_d3dtop(enum wined3d_texture_op d3dtop)
2808 switch (d3dtop)
2810 #define D3DTOP_TO_STR(u) case u: return #u
2811 D3DTOP_TO_STR(WINED3D_TOP_DISABLE);
2812 D3DTOP_TO_STR(WINED3D_TOP_SELECT_ARG1);
2813 D3DTOP_TO_STR(WINED3D_TOP_SELECT_ARG2);
2814 D3DTOP_TO_STR(WINED3D_TOP_MODULATE);
2815 D3DTOP_TO_STR(WINED3D_TOP_MODULATE_2X);
2816 D3DTOP_TO_STR(WINED3D_TOP_MODULATE_4X);
2817 D3DTOP_TO_STR(WINED3D_TOP_ADD);
2818 D3DTOP_TO_STR(WINED3D_TOP_ADD_SIGNED);
2819 D3DTOP_TO_STR(WINED3D_TOP_ADD_SIGNED_2X);
2820 D3DTOP_TO_STR(WINED3D_TOP_SUBTRACT);
2821 D3DTOP_TO_STR(WINED3D_TOP_ADD_SMOOTH);
2822 D3DTOP_TO_STR(WINED3D_TOP_BLEND_DIFFUSE_ALPHA);
2823 D3DTOP_TO_STR(WINED3D_TOP_BLEND_TEXTURE_ALPHA);
2824 D3DTOP_TO_STR(WINED3D_TOP_BLEND_FACTOR_ALPHA);
2825 D3DTOP_TO_STR(WINED3D_TOP_BLEND_TEXTURE_ALPHA_PM);
2826 D3DTOP_TO_STR(WINED3D_TOP_BLEND_CURRENT_ALPHA);
2827 D3DTOP_TO_STR(WINED3D_TOP_PREMODULATE);
2828 D3DTOP_TO_STR(WINED3D_TOP_MODULATE_ALPHA_ADD_COLOR);
2829 D3DTOP_TO_STR(WINED3D_TOP_MODULATE_COLOR_ADD_ALPHA);
2830 D3DTOP_TO_STR(WINED3D_TOP_MODULATE_INVALPHA_ADD_COLOR);
2831 D3DTOP_TO_STR(WINED3D_TOP_MODULATE_INVCOLOR_ADD_ALPHA);
2832 D3DTOP_TO_STR(WINED3D_TOP_BUMPENVMAP);
2833 D3DTOP_TO_STR(WINED3D_TOP_BUMPENVMAP_LUMINANCE);
2834 D3DTOP_TO_STR(WINED3D_TOP_DOTPRODUCT3);
2835 D3DTOP_TO_STR(WINED3D_TOP_MULTIPLY_ADD);
2836 D3DTOP_TO_STR(WINED3D_TOP_LERP);
2837 #undef D3DTOP_TO_STR
2838 default:
2839 FIXME("Unrecognized texture op %#x.\n", d3dtop);
2840 return "unrecognized";
2844 const char *debug_d3dtstype(enum wined3d_transform_state tstype)
2846 switch (tstype)
2848 #define TSTYPE_TO_STR(tstype) case tstype: return #tstype
2849 TSTYPE_TO_STR(WINED3D_TS_VIEW);
2850 TSTYPE_TO_STR(WINED3D_TS_PROJECTION);
2851 TSTYPE_TO_STR(WINED3D_TS_TEXTURE0);
2852 TSTYPE_TO_STR(WINED3D_TS_TEXTURE1);
2853 TSTYPE_TO_STR(WINED3D_TS_TEXTURE2);
2854 TSTYPE_TO_STR(WINED3D_TS_TEXTURE3);
2855 TSTYPE_TO_STR(WINED3D_TS_TEXTURE4);
2856 TSTYPE_TO_STR(WINED3D_TS_TEXTURE5);
2857 TSTYPE_TO_STR(WINED3D_TS_TEXTURE6);
2858 TSTYPE_TO_STR(WINED3D_TS_TEXTURE7);
2859 TSTYPE_TO_STR(WINED3D_TS_WORLD_MATRIX(0));
2860 #undef TSTYPE_TO_STR
2861 default:
2862 if (tstype > 256 && tstype < 512)
2864 FIXME("WINED3D_TS_WORLD_MATRIX(%u). 1..255 not currently supported.\n", tstype);
2865 return ("WINED3D_TS_WORLD_MATRIX > 0");
2867 FIXME("Unrecognized transform state %#x.\n", tstype);
2868 return "unrecognized";
2872 static const char *debug_shader_type(enum wined3d_shader_type type)
2874 switch(type)
2876 #define WINED3D_TO_STR(type) case type: return #type
2877 WINED3D_TO_STR(WINED3D_SHADER_TYPE_PIXEL);
2878 WINED3D_TO_STR(WINED3D_SHADER_TYPE_VERTEX);
2879 WINED3D_TO_STR(WINED3D_SHADER_TYPE_GEOMETRY);
2880 #undef WINED3D_TO_STR
2881 default:
2882 FIXME("Unrecognized shader type %#x.\n", type);
2883 return "unrecognized";
2887 const char *debug_d3dstate(DWORD state)
2889 if (STATE_IS_RENDER(state))
2890 return wine_dbg_sprintf("STATE_RENDER(%s)", debug_d3drenderstate(state - STATE_RENDER(0)));
2891 if (STATE_IS_TEXTURESTAGE(state))
2893 DWORD texture_stage = (state - STATE_TEXTURESTAGE(0, 0)) / (WINED3D_HIGHEST_TEXTURE_STATE + 1);
2894 DWORD texture_state = state - STATE_TEXTURESTAGE(texture_stage, 0);
2895 return wine_dbg_sprintf("STATE_TEXTURESTAGE(%#x, %s)",
2896 texture_stage, debug_d3dtexturestate(texture_state));
2898 if (STATE_IS_SAMPLER(state))
2899 return wine_dbg_sprintf("STATE_SAMPLER(%#x)", state - STATE_SAMPLER(0));
2900 if (STATE_IS_SHADER(state))
2901 return wine_dbg_sprintf("STATE_SHADER(%s)", debug_shader_type(state - STATE_SHADER(0)));
2902 if (STATE_IS_CONSTANT_BUFFER(state))
2903 return wine_dbg_sprintf("STATE_CONSTANT_BUFFER(%s)", debug_shader_type(state - STATE_CONSTANT_BUFFER(0)));
2904 if (STATE_IS_SHADER_RESOURCE_BINDING(state))
2905 return "STATE_SHADER_RESOURCE_BINDING";
2906 if (STATE_IS_TRANSFORM(state))
2907 return wine_dbg_sprintf("STATE_TRANSFORM(%s)", debug_d3dtstype(state - STATE_TRANSFORM(0)));
2908 if (STATE_IS_STREAMSRC(state))
2909 return "STATE_STREAMSRC";
2910 if (STATE_IS_INDEXBUFFER(state))
2911 return "STATE_INDEXBUFFER";
2912 if (STATE_IS_VDECL(state))
2913 return "STATE_VDECL";
2914 if (STATE_IS_VIEWPORT(state))
2915 return "STATE_VIEWPORT";
2916 if (STATE_IS_LIGHT_TYPE(state))
2917 return "STATE_LIGHT_TYPE";
2918 if (STATE_IS_ACTIVELIGHT(state))
2919 return wine_dbg_sprintf("STATE_ACTIVELIGHT(%#x)", state - STATE_ACTIVELIGHT(0));
2920 if (STATE_IS_SCISSORRECT(state))
2921 return "STATE_SCISSORRECT";
2922 if (STATE_IS_CLIPPLANE(state))
2923 return wine_dbg_sprintf("STATE_CLIPPLANE(%#x)", state - STATE_CLIPPLANE(0));
2924 if (STATE_IS_MATERIAL(state))
2925 return "STATE_MATERIAL";
2926 if (STATE_IS_FRONTFACE(state))
2927 return "STATE_FRONTFACE";
2928 if (STATE_IS_POINTSPRITECOORDORIGIN(state))
2929 return "STATE_POINTSPRITECOORDORIGIN";
2930 if (STATE_IS_BASEVERTEXINDEX(state))
2931 return "STATE_BASEVERTEXINDEX";
2932 if (STATE_IS_FRAMEBUFFER(state))
2933 return "STATE_FRAMEBUFFER";
2934 if (STATE_IS_POINT_SIZE_ENABLE(state))
2935 return "STATE_POINT_SIZE_ENABLE";
2937 return wine_dbg_sprintf("UNKNOWN_STATE(%#x)", state);
2940 const char *debug_d3dpool(enum wined3d_pool pool)
2942 switch (pool)
2944 #define POOL_TO_STR(p) case p: return #p
2945 POOL_TO_STR(WINED3D_POOL_DEFAULT);
2946 POOL_TO_STR(WINED3D_POOL_MANAGED);
2947 POOL_TO_STR(WINED3D_POOL_SYSTEM_MEM);
2948 POOL_TO_STR(WINED3D_POOL_SCRATCH);
2949 #undef POOL_TO_STR
2950 default:
2951 FIXME("Unrecognized pool %#x.\n", pool);
2952 return "unrecognized";
2956 const char *debug_fbostatus(GLenum status) {
2957 switch(status) {
2958 #define FBOSTATUS_TO_STR(u) case u: return #u
2959 FBOSTATUS_TO_STR(GL_FRAMEBUFFER_COMPLETE);
2960 FBOSTATUS_TO_STR(GL_FRAMEBUFFER_INCOMPLETE_ATTACHMENT);
2961 FBOSTATUS_TO_STR(GL_FRAMEBUFFER_INCOMPLETE_MISSING_ATTACHMENT);
2962 FBOSTATUS_TO_STR(GL_FRAMEBUFFER_INCOMPLETE_DIMENSIONS_EXT);
2963 FBOSTATUS_TO_STR(GL_FRAMEBUFFER_INCOMPLETE_FORMATS_EXT);
2964 FBOSTATUS_TO_STR(GL_FRAMEBUFFER_INCOMPLETE_DRAW_BUFFER);
2965 FBOSTATUS_TO_STR(GL_FRAMEBUFFER_INCOMPLETE_READ_BUFFER);
2966 FBOSTATUS_TO_STR(GL_FRAMEBUFFER_INCOMPLETE_MULTISAMPLE);
2967 FBOSTATUS_TO_STR(GL_FRAMEBUFFER_UNSUPPORTED);
2968 FBOSTATUS_TO_STR(GL_FRAMEBUFFER_UNDEFINED);
2969 #undef FBOSTATUS_TO_STR
2970 default:
2971 FIXME("Unrecognied FBO status 0x%08x\n", status);
2972 return "unrecognized";
2976 const char *debug_glerror(GLenum error) {
2977 switch(error) {
2978 #define GLERROR_TO_STR(u) case u: return #u
2979 GLERROR_TO_STR(GL_NO_ERROR);
2980 GLERROR_TO_STR(GL_INVALID_ENUM);
2981 GLERROR_TO_STR(GL_INVALID_VALUE);
2982 GLERROR_TO_STR(GL_INVALID_OPERATION);
2983 GLERROR_TO_STR(GL_STACK_OVERFLOW);
2984 GLERROR_TO_STR(GL_STACK_UNDERFLOW);
2985 GLERROR_TO_STR(GL_OUT_OF_MEMORY);
2986 GLERROR_TO_STR(GL_INVALID_FRAMEBUFFER_OPERATION);
2987 #undef GLERROR_TO_STR
2988 default:
2989 FIXME("Unrecognied GL error 0x%08x\n", error);
2990 return "unrecognized";
2994 static const char *debug_fixup_channel_source(enum fixup_channel_source source)
2996 switch(source)
2998 #define WINED3D_TO_STR(x) case x: return #x
2999 WINED3D_TO_STR(CHANNEL_SOURCE_ZERO);
3000 WINED3D_TO_STR(CHANNEL_SOURCE_ONE);
3001 WINED3D_TO_STR(CHANNEL_SOURCE_X);
3002 WINED3D_TO_STR(CHANNEL_SOURCE_Y);
3003 WINED3D_TO_STR(CHANNEL_SOURCE_Z);
3004 WINED3D_TO_STR(CHANNEL_SOURCE_W);
3005 WINED3D_TO_STR(CHANNEL_SOURCE_COMPLEX0);
3006 WINED3D_TO_STR(CHANNEL_SOURCE_COMPLEX1);
3007 #undef WINED3D_TO_STR
3008 default:
3009 FIXME("Unrecognized fixup_channel_source %#x\n", source);
3010 return "unrecognized";
3014 static const char *debug_complex_fixup(enum complex_fixup fixup)
3016 switch(fixup)
3018 #define WINED3D_TO_STR(x) case x: return #x
3019 WINED3D_TO_STR(COMPLEX_FIXUP_YUY2);
3020 WINED3D_TO_STR(COMPLEX_FIXUP_UYVY);
3021 WINED3D_TO_STR(COMPLEX_FIXUP_YV12);
3022 WINED3D_TO_STR(COMPLEX_FIXUP_NV12);
3023 WINED3D_TO_STR(COMPLEX_FIXUP_P8);
3024 #undef WINED3D_TO_STR
3025 default:
3026 FIXME("Unrecognized complex fixup %#x\n", fixup);
3027 return "unrecognized";
3031 void dump_color_fixup_desc(struct color_fixup_desc fixup)
3033 if (is_complex_fixup(fixup))
3035 TRACE("\tComplex: %s\n", debug_complex_fixup(get_complex_fixup(fixup)));
3036 return;
3039 TRACE("\tX: %s%s\n", debug_fixup_channel_source(fixup.x_source), fixup.x_sign_fixup ? ", SIGN_FIXUP" : "");
3040 TRACE("\tY: %s%s\n", debug_fixup_channel_source(fixup.y_source), fixup.y_sign_fixup ? ", SIGN_FIXUP" : "");
3041 TRACE("\tZ: %s%s\n", debug_fixup_channel_source(fixup.z_source), fixup.z_sign_fixup ? ", SIGN_FIXUP" : "");
3042 TRACE("\tW: %s%s\n", debug_fixup_channel_source(fixup.w_source), fixup.w_sign_fixup ? ", SIGN_FIXUP" : "");
3045 BOOL is_invalid_op(const struct wined3d_state *state, int stage,
3046 enum wined3d_texture_op op, DWORD arg1, DWORD arg2, DWORD arg3)
3048 if (op == WINED3D_TOP_DISABLE)
3049 return FALSE;
3050 if (state->textures[stage])
3051 return FALSE;
3053 if ((arg1 & WINED3DTA_SELECTMASK) == WINED3DTA_TEXTURE
3054 && op != WINED3D_TOP_SELECT_ARG2)
3055 return TRUE;
3056 if ((arg2 & WINED3DTA_SELECTMASK) == WINED3DTA_TEXTURE
3057 && op != WINED3D_TOP_SELECT_ARG1)
3058 return TRUE;
3059 if ((arg3 & WINED3DTA_SELECTMASK) == WINED3DTA_TEXTURE
3060 && (op == WINED3D_TOP_MULTIPLY_ADD || op == WINED3D_TOP_LERP))
3061 return TRUE;
3063 return FALSE;
3066 /* Setup this textures matrix according to the texture flags. */
3067 /* Context activation is done by the caller (state handler). */
3068 void set_texture_matrix(const struct wined3d_gl_info *gl_info, const float *smat, DWORD flags,
3069 BOOL calculatedCoords, BOOL transformed, enum wined3d_format_id vtx_fmt, BOOL ffp_proj_control)
3071 float mat[16];
3073 gl_info->gl_ops.gl.p_glMatrixMode(GL_TEXTURE);
3074 checkGLcall("glMatrixMode(GL_TEXTURE)");
3076 if (flags == WINED3D_TTFF_DISABLE || flags == WINED3D_TTFF_COUNT1 || transformed)
3078 gl_info->gl_ops.gl.p_glLoadIdentity();
3079 checkGLcall("glLoadIdentity()");
3080 return;
3083 if (flags == (WINED3D_TTFF_COUNT1 | WINED3D_TTFF_PROJECTED))
3085 ERR("Invalid texture transform flags: WINED3D_TTFF_COUNT1 | WINED3D_TTFF_PROJECTED.\n");
3086 return;
3089 memcpy(mat, smat, 16 * sizeof(float));
3091 if (flags & WINED3D_TTFF_PROJECTED)
3093 if (!ffp_proj_control)
3095 switch (flags & ~WINED3D_TTFF_PROJECTED)
3097 case WINED3D_TTFF_COUNT2:
3098 mat[ 3] = mat[ 1];
3099 mat[ 7] = mat[ 5];
3100 mat[11] = mat[ 9];
3101 mat[15] = mat[13];
3102 mat[ 1] = mat[ 5] = mat[ 9] = mat[13] = 0.0f;
3103 break;
3104 case WINED3D_TTFF_COUNT3:
3105 mat[ 3] = mat[ 2];
3106 mat[ 7] = mat[ 6];
3107 mat[11] = mat[10];
3108 mat[15] = mat[14];
3109 mat[ 2] = mat[ 6] = mat[10] = mat[14] = 0.0f;
3110 break;
3113 } else { /* under directx the R/Z coord can be used for translation, under opengl we use the Q coord instead */
3114 if(!calculatedCoords) {
3115 switch(vtx_fmt)
3117 case WINED3DFMT_R32_FLOAT:
3118 /* Direct3D passes the default 1.0 in the 2nd coord, while gl passes it in the 4th.
3119 * swap 2nd and 4th coord. No need to store the value of mat[12] in mat[4] because
3120 * the input value to the transformation will be 0, so the matrix value is irrelevant
3122 mat[12] = mat[4];
3123 mat[13] = mat[5];
3124 mat[14] = mat[6];
3125 mat[15] = mat[7];
3126 break;
3127 case WINED3DFMT_R32G32_FLOAT:
3128 /* See above, just 3rd and 4th coord
3130 mat[12] = mat[8];
3131 mat[13] = mat[9];
3132 mat[14] = mat[10];
3133 mat[15] = mat[11];
3134 break;
3135 case WINED3DFMT_R32G32B32_FLOAT: /* Opengl defaults match dx defaults */
3136 case WINED3DFMT_R32G32B32A32_FLOAT: /* No defaults apply, all app defined */
3138 /* This is to prevent swapping the matrix lines and put the default 4th coord = 1.0
3139 * into a bad place. The division elimination below will apply to make sure the
3140 * 1.0 doesn't do anything bad. The caller will set this value if the stride is 0
3142 case WINED3DFMT_UNKNOWN: /* No texture coords, 0/0/0/1 defaults are passed */
3143 break;
3144 default:
3145 FIXME("Unexpected fixed function texture coord input\n");
3148 if (!ffp_proj_control)
3150 switch (flags & ~WINED3D_TTFF_PROJECTED)
3152 /* case WINED3D_TTFF_COUNT1: Won't ever get here. */
3153 case WINED3D_TTFF_COUNT2:
3154 mat[2] = mat[6] = mat[10] = mat[14] = 0;
3155 /* OpenGL divides the first 3 vertex coord by the 4th by default,
3156 * which is essentially the same as D3DTTFF_PROJECTED. Make sure that
3157 * the 4th coord evaluates to 1.0 to eliminate that.
3159 * If the fixed function pipeline is used, the 4th value remains unused,
3160 * so there is no danger in doing this. With vertex shaders we have a
3161 * problem. Should an app hit that problem, the code here would have to
3162 * check for pixel shaders, and the shader has to undo the default gl divide.
3164 * A more serious problem occurs if the app passes 4 coordinates in, and the
3165 * 4th is != 1.0(opengl default). This would have to be fixed in drawStridedSlow
3166 * or a replacement shader. */
3167 default:
3168 mat[3] = mat[7] = mat[11] = 0; mat[15] = 1;
3173 gl_info->gl_ops.gl.p_glLoadMatrixf(mat);
3174 checkGLcall("glLoadMatrixf(mat)");
3177 /* This small helper function is used to convert a bitmask into the number of masked bits */
3178 unsigned int count_bits(unsigned int mask)
3180 unsigned int count;
3181 for (count = 0; mask; ++count)
3183 mask &= mask - 1;
3185 return count;
3188 /* Helper function for retrieving color info for ChoosePixelFormat and wglChoosePixelFormatARB.
3189 * The later function requires individual color components. */
3190 BOOL getColorBits(const struct wined3d_format *format,
3191 BYTE *redSize, BYTE *greenSize, BYTE *blueSize, BYTE *alphaSize, BYTE *totalSize)
3193 TRACE("format %s.\n", debug_d3dformat(format->id));
3195 switch (format->id)
3197 case WINED3DFMT_B10G10R10A2_UNORM:
3198 case WINED3DFMT_R10G10B10A2_UNORM:
3199 case WINED3DFMT_B8G8R8X8_UNORM:
3200 case WINED3DFMT_B8G8R8_UNORM:
3201 case WINED3DFMT_B8G8R8A8_UNORM:
3202 case WINED3DFMT_R8G8B8A8_UNORM:
3203 case WINED3DFMT_B5G5R5X1_UNORM:
3204 case WINED3DFMT_B5G5R5A1_UNORM:
3205 case WINED3DFMT_B5G6R5_UNORM:
3206 case WINED3DFMT_B4G4R4X4_UNORM:
3207 case WINED3DFMT_B4G4R4A4_UNORM:
3208 case WINED3DFMT_B2G3R3_UNORM:
3209 case WINED3DFMT_P8_UINT_A8_UNORM:
3210 case WINED3DFMT_P8_UINT:
3211 break;
3212 default:
3213 FIXME("Unsupported format %s.\n", debug_d3dformat(format->id));
3214 return FALSE;
3217 *redSize = format->red_size;
3218 *greenSize = format->green_size;
3219 *blueSize = format->blue_size;
3220 *alphaSize = format->alpha_size;
3221 *totalSize = *redSize + *greenSize + *blueSize + *alphaSize;
3223 TRACE("Returning red: %d, green: %d, blue: %d, alpha: %d, total: %d for format %s.\n",
3224 *redSize, *greenSize, *blueSize, *alphaSize, *totalSize, debug_d3dformat(format->id));
3225 return TRUE;
3228 /* Helper function for retrieving depth/stencil info for ChoosePixelFormat and wglChoosePixelFormatARB */
3229 BOOL getDepthStencilBits(const struct wined3d_format *format, BYTE *depthSize, BYTE *stencilSize)
3231 TRACE("format %s.\n", debug_d3dformat(format->id));
3233 switch (format->id)
3235 case WINED3DFMT_D16_LOCKABLE:
3236 case WINED3DFMT_D16_UNORM:
3237 case WINED3DFMT_S1_UINT_D15_UNORM:
3238 case WINED3DFMT_X8D24_UNORM:
3239 case WINED3DFMT_S4X4_UINT_D24_UNORM:
3240 case WINED3DFMT_D24_UNORM_S8_UINT:
3241 case WINED3DFMT_S8_UINT_D24_FLOAT:
3242 case WINED3DFMT_D32_UNORM:
3243 case WINED3DFMT_D32_FLOAT:
3244 case WINED3DFMT_INTZ:
3245 break;
3246 default:
3247 FIXME("Unsupported depth/stencil format %s.\n", debug_d3dformat(format->id));
3248 return FALSE;
3251 *depthSize = format->depth_size;
3252 *stencilSize = format->stencil_size;
3254 TRACE("Returning depthSize: %d and stencilSize: %d for format %s.\n",
3255 *depthSize, *stencilSize, debug_d3dformat(format->id));
3256 return TRUE;
3259 /* Note: It's the caller's responsibility to ensure values can be expressed
3260 * in the requested format. UNORM formats for example can only express values
3261 * in the range 0.0f -> 1.0f. */
3262 DWORD wined3d_format_convert_from_float(const struct wined3d_surface *surface, const struct wined3d_color *color)
3264 static const struct
3266 enum wined3d_format_id format_id;
3267 float r_mul;
3268 float g_mul;
3269 float b_mul;
3270 float a_mul;
3271 BYTE r_shift;
3272 BYTE g_shift;
3273 BYTE b_shift;
3274 BYTE a_shift;
3276 conv[] =
3278 {WINED3DFMT_B8G8R8A8_UNORM, 255.0f, 255.0f, 255.0f, 255.0f, 16, 8, 0, 24},
3279 {WINED3DFMT_B8G8R8X8_UNORM, 255.0f, 255.0f, 255.0f, 255.0f, 16, 8, 0, 24},
3280 {WINED3DFMT_B8G8R8_UNORM, 255.0f, 255.0f, 255.0f, 255.0f, 16, 8, 0, 24},
3281 {WINED3DFMT_B5G6R5_UNORM, 31.0f, 63.0f, 31.0f, 0.0f, 11, 5, 0, 0},
3282 {WINED3DFMT_B5G5R5A1_UNORM, 31.0f, 31.0f, 31.0f, 1.0f, 10, 5, 0, 15},
3283 {WINED3DFMT_B5G5R5X1_UNORM, 31.0f, 31.0f, 31.0f, 1.0f, 10, 5, 0, 15},
3284 {WINED3DFMT_R8_UNORM, 255.0f, 0.0f, 0.0f, 0.0f, 0, 0, 0, 0},
3285 {WINED3DFMT_A8_UNORM, 0.0f, 0.0f, 0.0f, 255.0f, 0, 0, 0, 0},
3286 {WINED3DFMT_B4G4R4A4_UNORM, 15.0f, 15.0f, 15.0f, 15.0f, 8, 4, 0, 12},
3287 {WINED3DFMT_B4G4R4X4_UNORM, 15.0f, 15.0f, 15.0f, 15.0f, 8, 4, 0, 12},
3288 {WINED3DFMT_B2G3R3_UNORM, 7.0f, 7.0f, 3.0f, 0.0f, 5, 2, 0, 0},
3289 {WINED3DFMT_R8G8B8A8_UNORM, 255.0f, 255.0f, 255.0f, 255.0f, 0, 8, 16, 24},
3290 {WINED3DFMT_R8G8B8X8_UNORM, 255.0f, 255.0f, 255.0f, 255.0f, 0, 8, 16, 24},
3291 {WINED3DFMT_B10G10R10A2_UNORM, 1023.0f, 1023.0f, 1023.0f, 3.0f, 20, 10, 0, 30},
3292 {WINED3DFMT_R10G10B10A2_UNORM, 1023.0f, 1023.0f, 1023.0f, 3.0f, 0, 10, 20, 30},
3293 {WINED3DFMT_P8_UINT, 0.0f, 0.0f, 0.0f, 255.0f, 0, 0, 0, 0},
3295 const struct wined3d_format *format = surface->resource.format;
3296 unsigned int i;
3298 TRACE("Converting color {%.8e %.8e %.8e %.8e} to format %s.\n",
3299 color->r, color->g, color->b, color->a, debug_d3dformat(format->id));
3301 for (i = 0; i < sizeof(conv) / sizeof(*conv); ++i)
3303 DWORD ret;
3305 if (format->id != conv[i].format_id) continue;
3307 ret = ((DWORD)((color->r * conv[i].r_mul) + 0.5f)) << conv[i].r_shift;
3308 ret |= ((DWORD)((color->g * conv[i].g_mul) + 0.5f)) << conv[i].g_shift;
3309 ret |= ((DWORD)((color->b * conv[i].b_mul) + 0.5f)) << conv[i].b_shift;
3310 ret |= ((DWORD)((color->a * conv[i].a_mul) + 0.5f)) << conv[i].a_shift;
3312 TRACE("Returning 0x%08x.\n", ret);
3314 return ret;
3317 FIXME("Conversion for format %s not implemented.\n", debug_d3dformat(format->id));
3319 return 0;
3322 /* DirectDraw stuff */
3323 enum wined3d_format_id pixelformat_for_depth(DWORD depth)
3325 switch (depth)
3327 case 8: return WINED3DFMT_P8_UINT;
3328 case 15: return WINED3DFMT_B5G5R5X1_UNORM;
3329 case 16: return WINED3DFMT_B5G6R5_UNORM;
3330 case 24: return WINED3DFMT_B8G8R8X8_UNORM; /* Robots needs 24bit to be WINED3DFMT_B8G8R8X8_UNORM */
3331 case 32: return WINED3DFMT_B8G8R8X8_UNORM; /* EVE online and the Fur demo need 32bit AdapterDisplayMode to return WINED3DFMT_B8G8R8X8_UNORM */
3332 default: return WINED3DFMT_UNKNOWN;
3336 void multiply_matrix(struct wined3d_matrix *dest, const struct wined3d_matrix *src1,
3337 const struct wined3d_matrix *src2)
3339 struct wined3d_matrix temp;
3341 /* Now do the multiplication 'by hand'.
3342 I know that all this could be optimised, but this will be done later :-) */
3343 temp.u.s._11 = (src1->u.s._11 * src2->u.s._11) + (src1->u.s._21 * src2->u.s._12) + (src1->u.s._31 * src2->u.s._13) + (src1->u.s._41 * src2->u.s._14);
3344 temp.u.s._21 = (src1->u.s._11 * src2->u.s._21) + (src1->u.s._21 * src2->u.s._22) + (src1->u.s._31 * src2->u.s._23) + (src1->u.s._41 * src2->u.s._24);
3345 temp.u.s._31 = (src1->u.s._11 * src2->u.s._31) + (src1->u.s._21 * src2->u.s._32) + (src1->u.s._31 * src2->u.s._33) + (src1->u.s._41 * src2->u.s._34);
3346 temp.u.s._41 = (src1->u.s._11 * src2->u.s._41) + (src1->u.s._21 * src2->u.s._42) + (src1->u.s._31 * src2->u.s._43) + (src1->u.s._41 * src2->u.s._44);
3348 temp.u.s._12 = (src1->u.s._12 * src2->u.s._11) + (src1->u.s._22 * src2->u.s._12) + (src1->u.s._32 * src2->u.s._13) + (src1->u.s._42 * src2->u.s._14);
3349 temp.u.s._22 = (src1->u.s._12 * src2->u.s._21) + (src1->u.s._22 * src2->u.s._22) + (src1->u.s._32 * src2->u.s._23) + (src1->u.s._42 * src2->u.s._24);
3350 temp.u.s._32 = (src1->u.s._12 * src2->u.s._31) + (src1->u.s._22 * src2->u.s._32) + (src1->u.s._32 * src2->u.s._33) + (src1->u.s._42 * src2->u.s._34);
3351 temp.u.s._42 = (src1->u.s._12 * src2->u.s._41) + (src1->u.s._22 * src2->u.s._42) + (src1->u.s._32 * src2->u.s._43) + (src1->u.s._42 * src2->u.s._44);
3353 temp.u.s._13 = (src1->u.s._13 * src2->u.s._11) + (src1->u.s._23 * src2->u.s._12) + (src1->u.s._33 * src2->u.s._13) + (src1->u.s._43 * src2->u.s._14);
3354 temp.u.s._23 = (src1->u.s._13 * src2->u.s._21) + (src1->u.s._23 * src2->u.s._22) + (src1->u.s._33 * src2->u.s._23) + (src1->u.s._43 * src2->u.s._24);
3355 temp.u.s._33 = (src1->u.s._13 * src2->u.s._31) + (src1->u.s._23 * src2->u.s._32) + (src1->u.s._33 * src2->u.s._33) + (src1->u.s._43 * src2->u.s._34);
3356 temp.u.s._43 = (src1->u.s._13 * src2->u.s._41) + (src1->u.s._23 * src2->u.s._42) + (src1->u.s._33 * src2->u.s._43) + (src1->u.s._43 * src2->u.s._44);
3358 temp.u.s._14 = (src1->u.s._14 * src2->u.s._11) + (src1->u.s._24 * src2->u.s._12) + (src1->u.s._34 * src2->u.s._13) + (src1->u.s._44 * src2->u.s._14);
3359 temp.u.s._24 = (src1->u.s._14 * src2->u.s._21) + (src1->u.s._24 * src2->u.s._22) + (src1->u.s._34 * src2->u.s._23) + (src1->u.s._44 * src2->u.s._24);
3360 temp.u.s._34 = (src1->u.s._14 * src2->u.s._31) + (src1->u.s._24 * src2->u.s._32) + (src1->u.s._34 * src2->u.s._33) + (src1->u.s._44 * src2->u.s._34);
3361 temp.u.s._44 = (src1->u.s._14 * src2->u.s._41) + (src1->u.s._24 * src2->u.s._42) + (src1->u.s._34 * src2->u.s._43) + (src1->u.s._44 * src2->u.s._44);
3363 /* And copy the new matrix in the good storage.. */
3364 memcpy(dest, &temp, 16 * sizeof(float));
3367 DWORD get_flexible_vertex_size(DWORD d3dvtVertexType) {
3368 DWORD size = 0;
3369 int i;
3370 int numTextures = (d3dvtVertexType & WINED3DFVF_TEXCOUNT_MASK) >> WINED3DFVF_TEXCOUNT_SHIFT;
3372 if (d3dvtVertexType & WINED3DFVF_NORMAL) size += 3 * sizeof(float);
3373 if (d3dvtVertexType & WINED3DFVF_DIFFUSE) size += sizeof(DWORD);
3374 if (d3dvtVertexType & WINED3DFVF_SPECULAR) size += sizeof(DWORD);
3375 if (d3dvtVertexType & WINED3DFVF_PSIZE) size += sizeof(DWORD);
3376 switch (d3dvtVertexType & WINED3DFVF_POSITION_MASK) {
3377 case WINED3DFVF_XYZ: size += 3 * sizeof(float); break;
3378 case WINED3DFVF_XYZRHW: size += 4 * sizeof(float); break;
3379 case WINED3DFVF_XYZB1: size += 4 * sizeof(float); break;
3380 case WINED3DFVF_XYZB2: size += 5 * sizeof(float); break;
3381 case WINED3DFVF_XYZB3: size += 6 * sizeof(float); break;
3382 case WINED3DFVF_XYZB4: size += 7 * sizeof(float); break;
3383 case WINED3DFVF_XYZB5: size += 8 * sizeof(float); break;
3384 case WINED3DFVF_XYZW: size += 4 * sizeof(float); break;
3385 default: ERR("Unexpected position mask\n");
3387 for (i = 0; i < numTextures; i++) {
3388 size += GET_TEXCOORD_SIZE_FROM_FVF(d3dvtVertexType, i) * sizeof(float);
3391 return size;
3394 void gen_ffp_frag_op(const struct wined3d_context *context, const struct wined3d_state *state,
3395 struct ffp_frag_settings *settings, BOOL ignore_textype)
3397 #define ARG1 0x01
3398 #define ARG2 0x02
3399 #define ARG0 0x04
3400 static const unsigned char args[WINED3D_TOP_LERP + 1] =
3402 /* undefined */ 0,
3403 /* D3DTOP_DISABLE */ 0,
3404 /* D3DTOP_SELECTARG1 */ ARG1,
3405 /* D3DTOP_SELECTARG2 */ ARG2,
3406 /* D3DTOP_MODULATE */ ARG1 | ARG2,
3407 /* D3DTOP_MODULATE2X */ ARG1 | ARG2,
3408 /* D3DTOP_MODULATE4X */ ARG1 | ARG2,
3409 /* D3DTOP_ADD */ ARG1 | ARG2,
3410 /* D3DTOP_ADDSIGNED */ ARG1 | ARG2,
3411 /* D3DTOP_ADDSIGNED2X */ ARG1 | ARG2,
3412 /* D3DTOP_SUBTRACT */ ARG1 | ARG2,
3413 /* D3DTOP_ADDSMOOTH */ ARG1 | ARG2,
3414 /* D3DTOP_BLENDDIFFUSEALPHA */ ARG1 | ARG2,
3415 /* D3DTOP_BLENDTEXTUREALPHA */ ARG1 | ARG2,
3416 /* D3DTOP_BLENDFACTORALPHA */ ARG1 | ARG2,
3417 /* D3DTOP_BLENDTEXTUREALPHAPM */ ARG1 | ARG2,
3418 /* D3DTOP_BLENDCURRENTALPHA */ ARG1 | ARG2,
3419 /* D3DTOP_PREMODULATE */ ARG1 | ARG2,
3420 /* D3DTOP_MODULATEALPHA_ADDCOLOR */ ARG1 | ARG2,
3421 /* D3DTOP_MODULATECOLOR_ADDALPHA */ ARG1 | ARG2,
3422 /* D3DTOP_MODULATEINVALPHA_ADDCOLOR */ ARG1 | ARG2,
3423 /* D3DTOP_MODULATEINVCOLOR_ADDALPHA */ ARG1 | ARG2,
3424 /* D3DTOP_BUMPENVMAP */ ARG1 | ARG2,
3425 /* D3DTOP_BUMPENVMAPLUMINANCE */ ARG1 | ARG2,
3426 /* D3DTOP_DOTPRODUCT3 */ ARG1 | ARG2,
3427 /* D3DTOP_MULTIPLYADD */ ARG1 | ARG2 | ARG0,
3428 /* D3DTOP_LERP */ ARG1 | ARG2 | ARG0
3430 unsigned int i;
3431 DWORD ttff;
3432 DWORD cop, aop, carg0, carg1, carg2, aarg0, aarg1, aarg2;
3433 const struct wined3d_format *rt_format = state->fb->render_targets[0]->format;
3434 const struct wined3d_gl_info *gl_info = context->gl_info;
3435 const struct wined3d_d3d_info *d3d_info = context->d3d_info;
3437 for (i = 0; i < d3d_info->limits.ffp_blend_stages; ++i)
3439 const struct wined3d_texture *texture;
3441 settings->op[i].padding = 0;
3442 if (state->texture_states[i][WINED3D_TSS_COLOR_OP] == WINED3D_TOP_DISABLE)
3444 settings->op[i].cop = WINED3D_TOP_DISABLE;
3445 settings->op[i].aop = WINED3D_TOP_DISABLE;
3446 settings->op[i].carg0 = settings->op[i].carg1 = settings->op[i].carg2 = ARG_UNUSED;
3447 settings->op[i].aarg0 = settings->op[i].aarg1 = settings->op[i].aarg2 = ARG_UNUSED;
3448 settings->op[i].color_fixup = COLOR_FIXUP_IDENTITY;
3449 settings->op[i].dst = resultreg;
3450 settings->op[i].tex_type = tex_1d;
3451 settings->op[i].projected = proj_none;
3452 i++;
3453 break;
3456 if ((texture = state->textures[i]))
3458 settings->op[i].color_fixup = texture->resource.format->color_fixup;
3459 if (ignore_textype)
3461 settings->op[i].tex_type = tex_1d;
3463 else
3465 switch (texture->target)
3467 case GL_TEXTURE_1D:
3468 settings->op[i].tex_type = tex_1d;
3469 break;
3470 case GL_TEXTURE_2D:
3471 settings->op[i].tex_type = tex_2d;
3472 break;
3473 case GL_TEXTURE_3D:
3474 settings->op[i].tex_type = tex_3d;
3475 break;
3476 case GL_TEXTURE_CUBE_MAP_ARB:
3477 settings->op[i].tex_type = tex_cube;
3478 break;
3479 case GL_TEXTURE_RECTANGLE_ARB:
3480 settings->op[i].tex_type = tex_rect;
3481 break;
3484 } else {
3485 settings->op[i].color_fixup = COLOR_FIXUP_IDENTITY;
3486 settings->op[i].tex_type = tex_1d;
3489 cop = state->texture_states[i][WINED3D_TSS_COLOR_OP];
3490 aop = state->texture_states[i][WINED3D_TSS_ALPHA_OP];
3492 carg1 = (args[cop] & ARG1) ? state->texture_states[i][WINED3D_TSS_COLOR_ARG1] : ARG_UNUSED;
3493 carg2 = (args[cop] & ARG2) ? state->texture_states[i][WINED3D_TSS_COLOR_ARG2] : ARG_UNUSED;
3494 carg0 = (args[cop] & ARG0) ? state->texture_states[i][WINED3D_TSS_COLOR_ARG0] : ARG_UNUSED;
3496 if (is_invalid_op(state, i, cop, carg1, carg2, carg0))
3498 carg0 = ARG_UNUSED;
3499 carg2 = ARG_UNUSED;
3500 carg1 = WINED3DTA_CURRENT;
3501 cop = WINED3D_TOP_SELECT_ARG1;
3504 if (cop == WINED3D_TOP_DOTPRODUCT3)
3506 /* A dotproduct3 on the colorop overwrites the alphaop operation and replicates
3507 * the color result to the alpha component of the destination
3509 aop = cop;
3510 aarg1 = carg1;
3511 aarg2 = carg2;
3512 aarg0 = carg0;
3514 else
3516 aarg1 = (args[aop] & ARG1) ? state->texture_states[i][WINED3D_TSS_ALPHA_ARG1] : ARG_UNUSED;
3517 aarg2 = (args[aop] & ARG2) ? state->texture_states[i][WINED3D_TSS_ALPHA_ARG2] : ARG_UNUSED;
3518 aarg0 = (args[aop] & ARG0) ? state->texture_states[i][WINED3D_TSS_ALPHA_ARG0] : ARG_UNUSED;
3521 if (!i && state->textures[0] && state->render_states[WINED3D_RS_COLORKEYENABLE])
3523 GLenum texture_dimensions;
3525 texture = state->textures[0];
3526 texture_dimensions = texture->target;
3528 if (texture_dimensions == GL_TEXTURE_2D || texture_dimensions == GL_TEXTURE_RECTANGLE_ARB)
3530 if (texture->color_key_flags & WINED3D_CKEY_SRC_BLT && !texture->resource.format->alpha_size)
3532 if (aop == WINED3D_TOP_DISABLE)
3534 aarg1 = WINED3DTA_TEXTURE;
3535 aop = WINED3D_TOP_SELECT_ARG1;
3537 else if (aop == WINED3D_TOP_SELECT_ARG1 && aarg1 != WINED3DTA_TEXTURE)
3539 if (state->render_states[WINED3D_RS_ALPHABLENDENABLE])
3541 aarg2 = WINED3DTA_TEXTURE;
3542 aop = WINED3D_TOP_MODULATE;
3544 else aarg1 = WINED3DTA_TEXTURE;
3546 else if (aop == WINED3D_TOP_SELECT_ARG2 && aarg2 != WINED3DTA_TEXTURE)
3548 if (state->render_states[WINED3D_RS_ALPHABLENDENABLE])
3550 aarg1 = WINED3DTA_TEXTURE;
3551 aop = WINED3D_TOP_MODULATE;
3553 else aarg2 = WINED3DTA_TEXTURE;
3559 if (is_invalid_op(state, i, aop, aarg1, aarg2, aarg0))
3561 aarg0 = ARG_UNUSED;
3562 aarg2 = ARG_UNUSED;
3563 aarg1 = WINED3DTA_CURRENT;
3564 aop = WINED3D_TOP_SELECT_ARG1;
3567 if (carg1 == WINED3DTA_TEXTURE || carg2 == WINED3DTA_TEXTURE || carg0 == WINED3DTA_TEXTURE
3568 || aarg1 == WINED3DTA_TEXTURE || aarg2 == WINED3DTA_TEXTURE || aarg0 == WINED3DTA_TEXTURE)
3570 ttff = state->texture_states[i][WINED3D_TSS_TEXTURE_TRANSFORM_FLAGS];
3571 if (ttff == (WINED3D_TTFF_PROJECTED | WINED3D_TTFF_COUNT3))
3572 settings->op[i].projected = proj_count3;
3573 else if (ttff & WINED3D_TTFF_PROJECTED)
3574 settings->op[i].projected = proj_count4;
3575 else
3576 settings->op[i].projected = proj_none;
3578 else
3580 settings->op[i].projected = proj_none;
3583 settings->op[i].cop = cop;
3584 settings->op[i].aop = aop;
3585 settings->op[i].carg0 = carg0;
3586 settings->op[i].carg1 = carg1;
3587 settings->op[i].carg2 = carg2;
3588 settings->op[i].aarg0 = aarg0;
3589 settings->op[i].aarg1 = aarg1;
3590 settings->op[i].aarg2 = aarg2;
3592 if (state->texture_states[i][WINED3D_TSS_RESULT_ARG] == WINED3DTA_TEMP)
3593 settings->op[i].dst = tempreg;
3594 else
3595 settings->op[i].dst = resultreg;
3598 /* Clear unsupported stages */
3599 for(; i < MAX_TEXTURES; i++) {
3600 memset(&settings->op[i], 0xff, sizeof(settings->op[i]));
3603 if (!state->render_states[WINED3D_RS_FOGENABLE])
3605 settings->fog = WINED3D_FFP_PS_FOG_OFF;
3607 else if (state->render_states[WINED3D_RS_FOGTABLEMODE] == WINED3D_FOG_NONE)
3609 if (use_vs(state) || state->vertex_declaration->position_transformed)
3611 settings->fog = WINED3D_FFP_PS_FOG_LINEAR;
3613 else
3615 switch (state->render_states[WINED3D_RS_FOGVERTEXMODE])
3617 case WINED3D_FOG_NONE:
3618 case WINED3D_FOG_LINEAR:
3619 settings->fog = WINED3D_FFP_PS_FOG_LINEAR;
3620 break;
3621 case WINED3D_FOG_EXP:
3622 settings->fog = WINED3D_FFP_PS_FOG_EXP;
3623 break;
3624 case WINED3D_FOG_EXP2:
3625 settings->fog = WINED3D_FFP_PS_FOG_EXP2;
3626 break;
3630 else
3632 switch (state->render_states[WINED3D_RS_FOGTABLEMODE])
3634 case WINED3D_FOG_LINEAR:
3635 settings->fog = WINED3D_FFP_PS_FOG_LINEAR;
3636 break;
3637 case WINED3D_FOG_EXP:
3638 settings->fog = WINED3D_FFP_PS_FOG_EXP;
3639 break;
3640 case WINED3D_FOG_EXP2:
3641 settings->fog = WINED3D_FFP_PS_FOG_EXP2;
3642 break;
3645 if (!gl_info->supported[ARB_FRAMEBUFFER_SRGB]
3646 && state->render_states[WINED3D_RS_SRGBWRITEENABLE]
3647 && rt_format->flags & WINED3DFMT_FLAG_SRGB_WRITE)
3649 settings->sRGB_write = 1;
3650 } else {
3651 settings->sRGB_write = 0;
3653 if (d3d_info->vs_clipping || !use_vs(state) || !state->render_states[WINED3D_RS_CLIPPING]
3654 || !state->render_states[WINED3D_RS_CLIPPLANEENABLE])
3656 /* No need to emulate clipplanes if GL supports native vertex shader clipping or if
3657 * the fixed function vertex pipeline is used(which always supports clipplanes), or
3658 * if no clipplane is enabled
3660 settings->emul_clipplanes = 0;
3661 } else {
3662 settings->emul_clipplanes = 1;
3666 const struct ffp_frag_desc *find_ffp_frag_shader(const struct wine_rb_tree *fragment_shaders,
3667 const struct ffp_frag_settings *settings)
3669 struct wine_rb_entry *entry = wine_rb_get(fragment_shaders, settings);
3670 return entry ? WINE_RB_ENTRY_VALUE(entry, struct ffp_frag_desc, entry) : NULL;
3673 void add_ffp_frag_shader(struct wine_rb_tree *shaders, struct ffp_frag_desc *desc)
3675 /* Note that the key is the implementation independent part of the ffp_frag_desc structure,
3676 * whereas desc points to an extended structure with implementation specific parts. */
3677 if (wine_rb_put(shaders, &desc->settings, &desc->entry) == -1)
3679 ERR("Failed to insert ffp frag shader.\n");
3683 /* Activates the texture dimension according to the bound D3D texture. Does
3684 * not care for the colorop or correct gl texture unit (when using nvrc).
3685 * Requires the caller to activate the correct unit. */
3686 /* Context activation is done by the caller (state handler). */
3687 void texture_activate_dimensions(const struct wined3d_texture *texture, const struct wined3d_gl_info *gl_info)
3689 if (texture)
3691 switch (texture->target)
3693 case GL_TEXTURE_2D:
3694 gl_info->gl_ops.gl.p_glDisable(GL_TEXTURE_3D);
3695 checkGLcall("glDisable(GL_TEXTURE_3D)");
3696 if (gl_info->supported[ARB_TEXTURE_CUBE_MAP])
3698 gl_info->gl_ops.gl.p_glDisable(GL_TEXTURE_CUBE_MAP_ARB);
3699 checkGLcall("glDisable(GL_TEXTURE_CUBE_MAP_ARB)");
3701 if (gl_info->supported[ARB_TEXTURE_RECTANGLE])
3703 gl_info->gl_ops.gl.p_glDisable(GL_TEXTURE_RECTANGLE_ARB);
3704 checkGLcall("glDisable(GL_TEXTURE_RECTANGLE_ARB)");
3706 gl_info->gl_ops.gl.p_glEnable(GL_TEXTURE_2D);
3707 checkGLcall("glEnable(GL_TEXTURE_2D)");
3708 break;
3709 case GL_TEXTURE_RECTANGLE_ARB:
3710 gl_info->gl_ops.gl.p_glDisable(GL_TEXTURE_2D);
3711 checkGLcall("glDisable(GL_TEXTURE_2D)");
3712 gl_info->gl_ops.gl.p_glDisable(GL_TEXTURE_3D);
3713 checkGLcall("glDisable(GL_TEXTURE_3D)");
3714 if (gl_info->supported[ARB_TEXTURE_CUBE_MAP])
3716 gl_info->gl_ops.gl.p_glDisable(GL_TEXTURE_CUBE_MAP_ARB);
3717 checkGLcall("glDisable(GL_TEXTURE_CUBE_MAP_ARB)");
3719 gl_info->gl_ops.gl.p_glEnable(GL_TEXTURE_RECTANGLE_ARB);
3720 checkGLcall("glEnable(GL_TEXTURE_RECTANGLE_ARB)");
3721 break;
3722 case GL_TEXTURE_3D:
3723 if (gl_info->supported[ARB_TEXTURE_CUBE_MAP])
3725 gl_info->gl_ops.gl.p_glDisable(GL_TEXTURE_CUBE_MAP_ARB);
3726 checkGLcall("glDisable(GL_TEXTURE_CUBE_MAP_ARB)");
3728 if (gl_info->supported[ARB_TEXTURE_RECTANGLE])
3730 gl_info->gl_ops.gl.p_glDisable(GL_TEXTURE_RECTANGLE_ARB);
3731 checkGLcall("glDisable(GL_TEXTURE_RECTANGLE_ARB)");
3733 gl_info->gl_ops.gl.p_glDisable(GL_TEXTURE_2D);
3734 checkGLcall("glDisable(GL_TEXTURE_2D)");
3735 gl_info->gl_ops.gl.p_glEnable(GL_TEXTURE_3D);
3736 checkGLcall("glEnable(GL_TEXTURE_3D)");
3737 break;
3738 case GL_TEXTURE_CUBE_MAP_ARB:
3739 gl_info->gl_ops.gl.p_glDisable(GL_TEXTURE_2D);
3740 checkGLcall("glDisable(GL_TEXTURE_2D)");
3741 gl_info->gl_ops.gl.p_glDisable(GL_TEXTURE_3D);
3742 checkGLcall("glDisable(GL_TEXTURE_3D)");
3743 if (gl_info->supported[ARB_TEXTURE_RECTANGLE])
3745 gl_info->gl_ops.gl.p_glDisable(GL_TEXTURE_RECTANGLE_ARB);
3746 checkGLcall("glDisable(GL_TEXTURE_RECTANGLE_ARB)");
3748 gl_info->gl_ops.gl.p_glEnable(GL_TEXTURE_CUBE_MAP_ARB);
3749 checkGLcall("glEnable(GL_TEXTURE_CUBE_MAP_ARB)");
3750 break;
3753 else
3755 gl_info->gl_ops.gl.p_glEnable(GL_TEXTURE_2D);
3756 checkGLcall("glEnable(GL_TEXTURE_2D)");
3757 gl_info->gl_ops.gl.p_glDisable(GL_TEXTURE_3D);
3758 checkGLcall("glDisable(GL_TEXTURE_3D)");
3759 if (gl_info->supported[ARB_TEXTURE_CUBE_MAP])
3761 gl_info->gl_ops.gl.p_glDisable(GL_TEXTURE_CUBE_MAP_ARB);
3762 checkGLcall("glDisable(GL_TEXTURE_CUBE_MAP_ARB)");
3764 if (gl_info->supported[ARB_TEXTURE_RECTANGLE])
3766 gl_info->gl_ops.gl.p_glDisable(GL_TEXTURE_RECTANGLE_ARB);
3767 checkGLcall("glDisable(GL_TEXTURE_RECTANGLE_ARB)");
3769 /* Binding textures is done by samplers. A dummy texture will be bound */
3773 /* Context activation is done by the caller (state handler). */
3774 void sampler_texdim(struct wined3d_context *context, const struct wined3d_state *state, DWORD state_id)
3776 DWORD sampler = state_id - STATE_SAMPLER(0);
3777 DWORD mapped_stage = context->tex_unit_map[sampler];
3779 /* No need to enable / disable anything here for unused samplers. The
3780 * tex_colorop handler takes care. Also no action is needed with pixel
3781 * shaders, or if tex_colorop will take care of this business. */
3782 if (mapped_stage == WINED3D_UNMAPPED_STAGE || mapped_stage >= context->gl_info->limits.textures)
3783 return;
3784 if (sampler >= context->lowest_disabled_stage)
3785 return;
3786 if (isStateDirty(context, STATE_TEXTURESTAGE(sampler, WINED3D_TSS_COLOR_OP)))
3787 return;
3789 texture_activate_dimensions(state->textures[sampler], context->gl_info);
3792 void *wined3d_rb_alloc(size_t size)
3794 return HeapAlloc(GetProcessHeap(), 0, size);
3797 void *wined3d_rb_realloc(void *ptr, size_t size)
3799 return HeapReAlloc(GetProcessHeap(), 0, ptr, size);
3802 void wined3d_rb_free(void *ptr)
3804 HeapFree(GetProcessHeap(), 0, ptr);
3807 static int ffp_frag_program_key_compare(const void *key, const struct wine_rb_entry *entry)
3809 const struct ffp_frag_settings *ka = key;
3810 const struct ffp_frag_settings *kb = &WINE_RB_ENTRY_VALUE(entry, const struct ffp_frag_desc, entry)->settings;
3812 return memcmp(ka, kb, sizeof(*ka));
3815 const struct wine_rb_functions wined3d_ffp_frag_program_rb_functions =
3817 wined3d_rb_alloc,
3818 wined3d_rb_realloc,
3819 wined3d_rb_free,
3820 ffp_frag_program_key_compare,
3823 void wined3d_ffp_get_vs_settings(const struct wined3d_state *state, const struct wined3d_stream_info *si,
3824 struct wined3d_ffp_vs_settings *settings)
3826 unsigned int coord_idx, i;
3828 if (si->position_transformed)
3830 memset(settings, 0, sizeof(*settings));
3832 settings->transformed = 1;
3833 settings->point_size = state->gl_primitive_type == GL_POINTS;
3834 if (!state->render_states[WINED3D_RS_FOGENABLE])
3835 settings->fog_mode = WINED3D_FFP_VS_FOG_OFF;
3836 else if (state->render_states[WINED3D_RS_FOGTABLEMODE] != WINED3D_FOG_NONE)
3837 settings->fog_mode = WINED3D_FFP_VS_FOG_DEPTH;
3838 else
3839 settings->fog_mode = WINED3D_FFP_VS_FOG_FOGCOORD;
3841 for (i = 0; i < MAX_TEXTURES; ++i)
3843 coord_idx = state->texture_states[i][WINED3D_TSS_TEXCOORD_INDEX];
3844 if (coord_idx < MAX_TEXTURES && (si->use_map & (1 << (WINED3D_FFP_TEXCOORD0 + coord_idx))))
3845 settings->texcoords |= 1 << i;
3846 settings->texgen[i] = (state->texture_states[i][WINED3D_TSS_TEXCOORD_INDEX] >> WINED3D_FFP_TCI_SHIFT)
3847 & WINED3D_FFP_TCI_MASK;
3849 return;
3852 settings->transformed = 0;
3853 settings->clipping = state->render_states[WINED3D_RS_CLIPPING]
3854 && state->render_states[WINED3D_RS_CLIPPLANEENABLE];
3855 settings->normal = !!(si->use_map & (1 << WINED3D_FFP_NORMAL));
3856 settings->normalize = settings->normal && state->render_states[WINED3D_RS_NORMALIZENORMALS];
3857 settings->lighting = !!state->render_states[WINED3D_RS_LIGHTING];
3858 settings->localviewer = !!state->render_states[WINED3D_RS_LOCALVIEWER];
3859 settings->point_size = state->gl_primitive_type == GL_POINTS;
3861 if (state->render_states[WINED3D_RS_COLORVERTEX] && (si->use_map & (1 << WINED3D_FFP_DIFFUSE)))
3863 settings->diffuse_source = state->render_states[WINED3D_RS_DIFFUSEMATERIALSOURCE];
3864 settings->emission_source = state->render_states[WINED3D_RS_EMISSIVEMATERIALSOURCE];
3865 settings->ambient_source = state->render_states[WINED3D_RS_AMBIENTMATERIALSOURCE];
3866 settings->specular_source = state->render_states[WINED3D_RS_SPECULARMATERIALSOURCE];
3868 else
3870 settings->diffuse_source = WINED3D_MCS_MATERIAL;
3871 settings->emission_source = WINED3D_MCS_MATERIAL;
3872 settings->ambient_source = WINED3D_MCS_MATERIAL;
3873 settings->specular_source = WINED3D_MCS_MATERIAL;
3876 settings->texcoords = 0;
3877 for (i = 0; i < MAX_TEXTURES; ++i)
3879 coord_idx = state->texture_states[i][WINED3D_TSS_TEXCOORD_INDEX];
3880 if (coord_idx < MAX_TEXTURES && (si->use_map & (1 << (WINED3D_FFP_TEXCOORD0 + coord_idx))))
3881 settings->texcoords |= 1 << i;
3882 settings->texgen[i] = (state->texture_states[i][WINED3D_TSS_TEXCOORD_INDEX] >> WINED3D_FFP_TCI_SHIFT)
3883 & WINED3D_FFP_TCI_MASK;
3886 settings->light_type = 0;
3887 for (i = 0; i < MAX_ACTIVE_LIGHTS; ++i)
3889 if (state->lights[i])
3890 settings->light_type |= (state->lights[i]->OriginalParms.type
3891 & WINED3D_FFP_LIGHT_TYPE_MASK) << WINED3D_FFP_LIGHT_TYPE_SHIFT(i);
3894 settings->ortho_fog = 0;
3895 if (!state->render_states[WINED3D_RS_FOGENABLE])
3896 settings->fog_mode = WINED3D_FFP_VS_FOG_OFF;
3897 else if (state->render_states[WINED3D_RS_FOGTABLEMODE] != WINED3D_FOG_NONE)
3899 settings->fog_mode = WINED3D_FFP_VS_FOG_DEPTH;
3901 if (state->transforms[WINED3D_TS_PROJECTION].u.m[0][3] == 0.0f
3902 && state->transforms[WINED3D_TS_PROJECTION].u.m[1][3] == 0.0f
3903 && state->transforms[WINED3D_TS_PROJECTION].u.m[2][3] == 0.0f
3904 && state->transforms[WINED3D_TS_PROJECTION].u.m[3][3] == 1.0f)
3905 settings->ortho_fog = 1;
3907 else if (state->render_states[WINED3D_RS_FOGVERTEXMODE] == WINED3D_FOG_NONE)
3908 settings->fog_mode = WINED3D_FFP_VS_FOG_FOGCOORD;
3909 else if (state->render_states[WINED3D_RS_RANGEFOGENABLE])
3910 settings->fog_mode = WINED3D_FFP_VS_FOG_RANGE;
3911 else
3912 settings->fog_mode = WINED3D_FFP_VS_FOG_DEPTH;
3914 settings->padding = 0;
3917 static int wined3d_ffp_vertex_program_key_compare(const void *key, const struct wine_rb_entry *entry)
3919 const struct wined3d_ffp_vs_settings *ka = key;
3920 const struct wined3d_ffp_vs_settings *kb = &WINE_RB_ENTRY_VALUE(entry,
3921 const struct wined3d_ffp_vs_desc, entry)->settings;
3923 return memcmp(ka, kb, sizeof(*ka));
3926 const struct wine_rb_functions wined3d_ffp_vertex_program_rb_functions =
3928 wined3d_rb_alloc,
3929 wined3d_rb_realloc,
3930 wined3d_rb_free,
3931 wined3d_ffp_vertex_program_key_compare,
3934 const struct blit_shader *wined3d_select_blitter(const struct wined3d_gl_info *gl_info, enum wined3d_blit_op blit_op,
3935 const RECT *src_rect, DWORD src_usage, enum wined3d_pool src_pool, const struct wined3d_format *src_format,
3936 const RECT *dst_rect, DWORD dst_usage, enum wined3d_pool dst_pool, const struct wined3d_format *dst_format)
3938 static const struct blit_shader * const blitters[] =
3940 &arbfp_blit,
3941 &ffp_blit,
3942 &cpu_blit,
3944 unsigned int i;
3946 for (i = 0; i < sizeof(blitters) / sizeof(*blitters); ++i)
3948 if (blitters[i]->blit_supported(gl_info, blit_op,
3949 src_rect, src_usage, src_pool, src_format,
3950 dst_rect, dst_usage, dst_pool, dst_format))
3951 return blitters[i];
3954 return NULL;
3957 void wined3d_get_draw_rect(const struct wined3d_state *state, RECT *rect)
3959 const struct wined3d_viewport *vp = &state->viewport;
3961 SetRect(rect, vp->x, vp->y, vp->x + vp->width, vp->y + vp->height);
3963 if (state->render_states[WINED3D_RS_SCISSORTESTENABLE])
3964 IntersectRect(rect, rect, &state->scissor_rect);
3967 const char *wined3d_debug_location(DWORD location)
3969 char buf[294];
3971 buf[0] = '\0';
3972 #define LOCATION_TO_STR(u) if (location & u) { strcat(buf, " | "#u); location &= ~u; }
3973 LOCATION_TO_STR(WINED3D_LOCATION_DISCARDED);
3974 LOCATION_TO_STR(WINED3D_LOCATION_SYSMEM);
3975 LOCATION_TO_STR(WINED3D_LOCATION_USER_MEMORY);
3976 LOCATION_TO_STR(WINED3D_LOCATION_DIB);
3977 LOCATION_TO_STR(WINED3D_LOCATION_BUFFER);
3978 LOCATION_TO_STR(WINED3D_LOCATION_TEXTURE_RGB);
3979 LOCATION_TO_STR(WINED3D_LOCATION_TEXTURE_SRGB);
3980 LOCATION_TO_STR(WINED3D_LOCATION_DRAWABLE);
3981 LOCATION_TO_STR(WINED3D_LOCATION_RB_MULTISAMPLE);
3982 LOCATION_TO_STR(WINED3D_LOCATION_RB_RESOLVED);
3983 #undef LOCATION_TO_STR
3984 if (location) FIXME("Unrecognized location flag(s) %#x.\n", location);
3986 return buf[0] ? wine_dbg_sprintf("%s", &buf[3]) : "0";
3989 /* Print a floating point value with the %.8e format specifier, always using
3990 * '.' as decimal separator. */
3991 void wined3d_ftoa(float value, char *s)
3993 int idx = 1;
3995 if (copysignf(1.0f, value) < 0.0f)
3996 ++idx;
3998 /* Be sure to allocate a buffer of at least 17 characters for the result
3999 as sprintf may return a 3 digit exponent when using the MSVC runtime
4000 instead of a 2 digit exponent. */
4001 sprintf(s, "%.8e", value);
4002 if (isfinite(value))
4003 s[idx] = '.';
4006 void wined3d_release_dc(HWND window, HDC dc)
4008 /* You'd figure ReleaseDC() would fail if the DC doesn't match the window.
4009 * However, that's not what actually happens, and there are user32 tests
4010 * that confirm ReleaseDC() with the wrong window is supposed to succeed.
4011 * So explicitly check that the DC belongs to the window, since we want to
4012 * avoid releasing a DC that belongs to some other window if the original
4013 * window was already destroyed. */
4014 if (WindowFromDC(dc) != window)
4015 WARN("DC %p does not belong to window %p.\n", dc, window);
4016 else if (!ReleaseDC(window, dc))
4017 ERR("Failed to release device context %p, last error %#x.\n", dc, GetLastError());