oledb32/tests: Improve IDataSourceLocator tests a bit.
[wine/multimedia.git] / dlls / wined3d / utils.c
blob44ba7ad8f7be49c5e1f16af5695df40ce475c6ee
1 /*
2 * Utility functions for the WineD3D Library
4 * Copyright 2002-2004 Jason Edmeades
5 * Copyright 2003-2004 Raphael Junqueira
6 * Copyright 2004 Christian Costa
7 * Copyright 2005 Oliver Stieber
8 * Copyright 2006-2008 Henri Verbeet
9 * Copyright 2007-2008 Stefan Dösinger for CodeWeavers
10 * Copyright 2009-2010 Henri Verbeet for CodeWeavers
12 * This library is free software; you can redistribute it and/or
13 * modify it under the terms of the GNU Lesser General Public
14 * License as published by the Free Software Foundation; either
15 * version 2.1 of the License, or (at your option) any later version.
17 * This library is distributed in the hope that it will be useful,
18 * but WITHOUT ANY WARRANTY; without even the implied warranty of
19 * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the GNU
20 * Lesser General Public License for more details.
22 * You should have received a copy of the GNU Lesser General Public
23 * License along with this library; if not, write to the Free Software
24 * Foundation, Inc., 51 Franklin St, Fifth Floor, Boston, MA 02110-1301, USA
27 #include "config.h"
28 #include "wine/port.h"
30 #include <stdio.h>
32 #include "wined3d_private.h"
34 WINE_DEFAULT_DEBUG_CHANNEL(d3d);
36 struct wined3d_format_channels
38 enum wined3d_format_id id;
39 DWORD red_size, green_size, blue_size, alpha_size;
40 DWORD red_offset, green_offset, blue_offset, alpha_offset;
41 UINT bpp;
42 BYTE depth_size, stencil_size;
45 static const struct wined3d_format_channels formats[] =
47 /* size offset
48 * format id r g b a r g b a bpp depth stencil */
49 {WINED3DFMT_UNKNOWN, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0},
50 /* FourCC formats */
51 {WINED3DFMT_UYVY, 0, 0, 0, 0, 0, 0, 0, 0, 2, 0, 0},
52 {WINED3DFMT_YUY2, 0, 0, 0, 0, 0, 0, 0, 0, 2, 0, 0},
53 {WINED3DFMT_YV12, 0, 0, 0, 0, 0, 0, 0, 0, 1, 0, 0},
54 {WINED3DFMT_NV12, 0, 0, 0, 0, 0, 0, 0, 0, 1, 0, 0},
55 {WINED3DFMT_DXT1, 0, 0, 0, 0, 0, 0, 0, 0, 1, 0, 0},
56 {WINED3DFMT_DXT2, 0, 0, 0, 0, 0, 0, 0, 0, 1, 0, 0},
57 {WINED3DFMT_DXT3, 0, 0, 0, 0, 0, 0, 0, 0, 1, 0, 0},
58 {WINED3DFMT_DXT4, 0, 0, 0, 0, 0, 0, 0, 0, 1, 0, 0},
59 {WINED3DFMT_DXT5, 0, 0, 0, 0, 0, 0, 0, 0, 1, 0, 0},
60 {WINED3DFMT_MULTI2_ARGB8, 0, 0, 0, 0, 0, 0, 0, 0, 1, 0, 0},
61 {WINED3DFMT_G8R8_G8B8, 0, 0, 0, 0, 0, 0, 0, 0, 1, 0, 0},
62 {WINED3DFMT_R8G8_B8G8, 0, 0, 0, 0, 0, 0, 0, 0, 1, 0, 0},
63 /* IEEE formats */
64 {WINED3DFMT_R32_FLOAT, 32, 0, 0, 0, 0, 0, 0, 0, 4, 0, 0},
65 {WINED3DFMT_R32G32_FLOAT, 32, 32, 0, 0, 0, 32, 0, 0, 8, 0, 0},
66 {WINED3DFMT_R32G32B32_FLOAT, 32, 32, 32, 0, 0, 32, 64, 0, 12, 0, 0},
67 {WINED3DFMT_R32G32B32A32_FLOAT, 32, 32, 32, 32, 0, 32, 64, 96, 16, 0, 0},
68 /* Hmm? */
69 {WINED3DFMT_R8G8_SNORM_Cx, 0, 0, 0, 0, 0, 0, 0, 0, 2, 0, 0},
70 /* Float */
71 {WINED3DFMT_R16_FLOAT, 16, 0, 0, 0, 0, 0, 0, 0, 2, 0, 0},
72 {WINED3DFMT_R16G16_FLOAT, 16, 16, 0, 0, 0, 16, 0, 0, 4, 0, 0},
73 {WINED3DFMT_R16G16_SINT, 16, 16, 0, 0, 0, 16, 0, 0, 4, 0, 0},
74 {WINED3DFMT_R16G16B16A16_FLOAT, 16, 16, 16, 16, 0, 16, 32, 48, 8, 0, 0},
75 {WINED3DFMT_R16G16B16A16_SINT, 16, 16, 16, 16, 0, 16, 32, 48, 8, 0, 0},
76 /* Palettized formats */
77 {WINED3DFMT_P8_UINT_A8_UNORM, 0, 0, 0, 8, 0, 0, 0, 8, 2, 0, 0},
78 {WINED3DFMT_P8_UINT, 0, 0, 0, 0, 0, 0, 0, 0, 1, 0, 0},
79 /* Standard ARGB formats. */
80 {WINED3DFMT_B8G8R8_UNORM, 8, 8, 8, 0, 16, 8, 0, 0, 3, 0, 0},
81 {WINED3DFMT_B8G8R8A8_UNORM, 8, 8, 8, 8, 16, 8, 0, 24, 4, 0, 0},
82 {WINED3DFMT_B8G8R8X8_UNORM, 8, 8, 8, 0, 16, 8, 0, 0, 4, 0, 0},
83 {WINED3DFMT_B5G6R5_UNORM, 5, 6, 5, 0, 11, 5, 0, 0, 2, 0, 0},
84 {WINED3DFMT_B5G5R5X1_UNORM, 5, 5, 5, 0, 10, 5, 0, 0, 2, 0, 0},
85 {WINED3DFMT_B5G5R5A1_UNORM, 5, 5, 5, 1, 10, 5, 0, 15, 2, 0, 0},
86 {WINED3DFMT_B4G4R4A4_UNORM, 4, 4, 4, 4, 8, 4, 0, 12, 2, 0, 0},
87 {WINED3DFMT_B2G3R3_UNORM, 3, 3, 2, 0, 5, 2, 0, 0, 1, 0, 0},
88 {WINED3DFMT_R8_UNORM, 8, 0, 0, 0, 0, 0, 0, 0, 1, 0, 0},
89 {WINED3DFMT_A8_UNORM, 0, 0, 0, 8, 0, 0, 0, 0, 1, 0, 0},
90 {WINED3DFMT_B2G3R3A8_UNORM, 3, 3, 2, 8, 5, 2, 0, 8, 2, 0, 0},
91 {WINED3DFMT_B4G4R4X4_UNORM, 4, 4, 4, 0, 8, 4, 0, 0, 2, 0, 0},
92 {WINED3DFMT_R10G10B10A2_UNORM, 10, 10, 10, 2, 0, 10, 20, 30, 4, 0, 0},
93 {WINED3DFMT_R10G10B10A2_UINT, 10, 10, 10, 2, 0, 10, 20, 30, 4, 0, 0},
94 {WINED3DFMT_R10G10B10A2_SNORM, 10, 10, 10, 2, 0, 10, 20, 30, 4, 0, 0},
95 {WINED3DFMT_R8G8B8A8_UNORM, 8, 8, 8, 8, 0, 8, 16, 24, 4, 0, 0},
96 {WINED3DFMT_R8G8B8A8_UINT, 8, 8, 8, 8, 0, 8, 16, 24, 4, 0, 0},
97 {WINED3DFMT_R8G8B8X8_UNORM, 8, 8, 8, 0, 0, 8, 16, 0, 4, 0, 0},
98 {WINED3DFMT_R16G16_UNORM, 16, 16, 0, 0, 0, 16, 0, 0, 4, 0, 0},
99 {WINED3DFMT_B10G10R10A2_UNORM, 10, 10, 10, 2, 20, 10, 0, 30, 4, 0, 0},
100 {WINED3DFMT_R16G16B16A16_UNORM, 16, 16, 16, 16, 0, 16, 32, 48, 8, 0, 0},
101 /* Luminance */
102 {WINED3DFMT_L8_UNORM, 0, 0, 0, 0, 0, 0, 0, 0, 1, 0, 0},
103 {WINED3DFMT_L8A8_UNORM, 0, 0, 0, 8, 0, 0, 0, 8, 2, 0, 0},
104 {WINED3DFMT_L4A4_UNORM, 0, 0, 0, 4, 0, 0, 0, 4, 1, 0, 0},
105 {WINED3DFMT_L16_UNORM, 0, 0, 0, 0, 0, 0, 0, 0, 2, 0, 0},
106 /* Bump mapping stuff */
107 {WINED3DFMT_R8G8_SNORM, 8, 8, 0, 0, 0, 8, 0, 0, 2, 0, 0},
108 {WINED3DFMT_R5G5_SNORM_L6_UNORM, 5, 5, 0, 0, 0, 5, 0, 0, 2, 0, 0},
109 {WINED3DFMT_R8G8_SNORM_L8X8_UNORM, 8, 8, 0, 0, 0, 8, 0, 0, 4, 0, 0},
110 {WINED3DFMT_R8G8B8A8_SNORM, 8, 8, 8, 8, 0, 8, 16, 24, 4, 0, 0},
111 {WINED3DFMT_R16G16_SNORM, 16, 16, 0, 0, 0, 16, 0, 0, 4, 0, 0},
112 {WINED3DFMT_R10G11B11_SNORM, 10, 11, 11, 0, 0, 10, 21, 0, 4, 0, 0},
113 {WINED3DFMT_R10G10B10_SNORM_A2_UNORM, 10, 10, 10, 2, 0, 10, 20, 30, 4, 0, 0},
114 /* Depth stencil formats */
115 {WINED3DFMT_D16_LOCKABLE, 0, 0, 0, 0, 0, 0, 0, 0, 2, 16, 0},
116 {WINED3DFMT_D32_UNORM, 0, 0, 0, 0, 0, 0, 0, 0, 4, 32, 0},
117 {WINED3DFMT_S1_UINT_D15_UNORM, 0, 0, 0, 0, 0, 0, 0, 0, 2, 15, 1},
118 {WINED3DFMT_D24_UNORM_S8_UINT, 0, 0, 0, 0, 0, 0, 0, 0, 4, 24, 8},
119 {WINED3DFMT_X8D24_UNORM, 0, 0, 0, 0, 0, 0, 0, 0, 4, 24, 0},
120 {WINED3DFMT_S4X4_UINT_D24_UNORM, 0, 0, 0, 0, 0, 0, 0, 0, 4, 24, 4},
121 {WINED3DFMT_D16_UNORM, 0, 0, 0, 0, 0, 0, 0, 0, 2, 16, 0},
122 {WINED3DFMT_D32_FLOAT, 0, 0, 0, 0, 0, 0, 0, 0, 4, 32, 0},
123 {WINED3DFMT_S8_UINT_D24_FLOAT, 0, 0, 0, 0, 0, 0, 0, 0, 4, 24, 8},
124 {WINED3DFMT_VERTEXDATA, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0},
125 {WINED3DFMT_R16_UINT, 16, 0, 0, 0, 0, 0, 0, 0, 2, 0, 0},
126 {WINED3DFMT_R32_UINT, 32, 0, 0, 0, 0, 0, 0, 0, 4, 0, 0},
127 {WINED3DFMT_R32G32_UINT, 32, 32, 0, 0, 0, 32, 0, 0, 8, 0, 0},
128 {WINED3DFMT_R32G32B32_UINT, 32, 32, 32, 0, 0, 32, 64, 0, 12, 0, 0},
129 {WINED3DFMT_R32G32B32A32_UINT, 32, 32, 32, 32, 0, 32, 64, 96, 16, 0, 0},
130 {WINED3DFMT_R16G16B16A16_SNORM, 16, 16, 16, 16, 0, 16, 32, 48, 8, 0, 0},
131 /* Vendor-specific formats */
132 {WINED3DFMT_ATI1N, 0, 0, 0, 0, 0, 0, 0, 0, 1, 0, 0},
133 {WINED3DFMT_ATI2N, 0, 0, 0, 0, 0, 0, 0, 0, 1, 0, 0},
134 {WINED3DFMT_NVDB, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0},
135 {WINED3DFMT_INST, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0},
136 {WINED3DFMT_INTZ, 0, 0, 0, 0, 0, 0, 0, 0, 4, 24, 8},
137 {WINED3DFMT_RESZ, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0},
138 {WINED3DFMT_NVHU, 0, 0, 0, 0, 0, 0, 0, 0, 2, 0, 0},
139 {WINED3DFMT_NVHS, 0, 0, 0, 0, 0, 0, 0, 0, 2, 0, 0},
140 {WINED3DFMT_NULL, 8, 8, 8, 8, 0, 8, 16, 24, 4, 0, 0},
141 /* Unsure about them, could not find a Windows driver that supports them */
142 {WINED3DFMT_R16, 16, 0, 0, 0, 0, 0, 0, 0, 2, 0, 0},
143 {WINED3DFMT_AL16, 0, 0, 0, 16, 0, 0, 0, 16, 4, 0, 0},
144 /* Typeless */
145 {WINED3DFMT_R8_TYPELESS, 8, 0, 0, 0, 0, 0, 0, 0, 1, 0, 0},
146 {WINED3DFMT_R8G8_TYPELESS, 8, 8, 0, 0, 0, 8, 0, 0, 2, 0, 0},
147 {WINED3DFMT_R8G8B8A8_TYPELESS, 8, 8, 8, 8, 0, 8, 16, 24, 4, 0, 0},
148 {WINED3DFMT_R16_TYPELESS, 16, 0, 0, 0, 0, 0, 0, 0, 2, 0, 0},
149 {WINED3DFMT_R16G16_TYPELESS, 16, 16, 0, 0, 0, 16, 0, 0, 4, 0, 0},
150 {WINED3DFMT_R16G16B16A16_TYPELESS, 16, 16, 16, 16, 0, 16, 32, 48, 8, 0, 0},
151 {WINED3DFMT_R32_TYPELESS, 32, 0, 0, 0, 0, 0, 0, 0, 4, 0, 0},
152 {WINED3DFMT_R32G32_TYPELESS, 32, 32, 0, 0, 0, 32, 0, 0, 8, 0, 0},
153 {WINED3DFMT_R32G32B32_TYPELESS, 32, 32, 32, 0, 0, 32, 64, 0, 12, 0, 0},
154 {WINED3DFMT_R32G32B32A32_TYPELESS, 32, 32, 32, 32, 0, 32, 64, 96, 16, 0, 0},
157 struct wined3d_format_base_flags
159 enum wined3d_format_id id;
160 DWORD flags;
163 /* The ATI2N format behaves like an uncompressed format in LockRect(), but
164 * still needs to use the correct block based calculation for e.g. the
165 * resource size. */
166 static const struct wined3d_format_base_flags format_base_flags[] =
168 {WINED3DFMT_P8_UINT, WINED3DFMT_FLAG_GETDC},
169 {WINED3DFMT_B8G8R8_UNORM, WINED3DFMT_FLAG_GETDC},
170 {WINED3DFMT_B8G8R8A8_UNORM, WINED3DFMT_FLAG_GETDC},
171 {WINED3DFMT_B8G8R8X8_UNORM, WINED3DFMT_FLAG_GETDC},
172 {WINED3DFMT_B5G6R5_UNORM, WINED3DFMT_FLAG_GETDC},
173 {WINED3DFMT_B5G5R5X1_UNORM, WINED3DFMT_FLAG_GETDC},
174 {WINED3DFMT_B5G5R5A1_UNORM, WINED3DFMT_FLAG_GETDC},
175 {WINED3DFMT_B4G4R4A4_UNORM, WINED3DFMT_FLAG_GETDC},
176 {WINED3DFMT_B4G4R4X4_UNORM, WINED3DFMT_FLAG_GETDC},
177 {WINED3DFMT_R8G8B8A8_UNORM, WINED3DFMT_FLAG_GETDC},
178 {WINED3DFMT_R8G8B8X8_UNORM, WINED3DFMT_FLAG_GETDC},
179 {WINED3DFMT_ATI1N, WINED3DFMT_FLAG_BROKEN_PITCH},
180 {WINED3DFMT_ATI2N, WINED3DFMT_FLAG_BROKEN_PITCH},
181 {WINED3DFMT_R32_FLOAT, WINED3DFMT_FLAG_FLOAT},
182 {WINED3DFMT_R32G32_FLOAT, WINED3DFMT_FLAG_FLOAT},
183 {WINED3DFMT_R32G32B32_FLOAT, WINED3DFMT_FLAG_FLOAT},
184 {WINED3DFMT_R32G32B32A32_FLOAT, WINED3DFMT_FLAG_FLOAT},
185 {WINED3DFMT_R16_FLOAT, WINED3DFMT_FLAG_FLOAT},
186 {WINED3DFMT_R16G16_FLOAT, WINED3DFMT_FLAG_FLOAT},
187 {WINED3DFMT_R16G16B16A16_FLOAT, WINED3DFMT_FLAG_FLOAT},
188 {WINED3DFMT_D32_FLOAT, WINED3DFMT_FLAG_FLOAT},
189 {WINED3DFMT_S8_UINT_D24_FLOAT, WINED3DFMT_FLAG_FLOAT},
192 struct wined3d_format_block_info
194 enum wined3d_format_id id;
195 UINT block_width;
196 UINT block_height;
197 UINT block_byte_count;
198 BOOL verify;
201 static const struct wined3d_format_block_info format_block_info[] =
203 {WINED3DFMT_DXT1, 4, 4, 8, TRUE},
204 {WINED3DFMT_DXT2, 4, 4, 16, TRUE},
205 {WINED3DFMT_DXT3, 4, 4, 16, TRUE},
206 {WINED3DFMT_DXT4, 4, 4, 16, TRUE},
207 {WINED3DFMT_DXT5, 4, 4, 16, TRUE},
208 {WINED3DFMT_ATI1N, 4, 4, 8, FALSE},
209 {WINED3DFMT_ATI2N, 4, 4, 16, FALSE},
210 {WINED3DFMT_YUY2, 2, 1, 4, FALSE},
211 {WINED3DFMT_UYVY, 2, 1, 4, FALSE},
214 struct wined3d_format_vertex_info
216 enum wined3d_format_id id;
217 enum wined3d_ffp_emit_idx emit_idx;
218 GLint component_count;
219 GLenum gl_vtx_type;
220 GLint gl_vtx_format;
221 GLboolean gl_normalized;
222 unsigned int component_size;
225 static const struct wined3d_format_vertex_info format_vertex_info[] =
227 {WINED3DFMT_R32_FLOAT, WINED3D_FFP_EMIT_FLOAT1, 1, GL_FLOAT, 1, GL_FALSE, sizeof(float)},
228 {WINED3DFMT_R32G32_FLOAT, WINED3D_FFP_EMIT_FLOAT2, 2, GL_FLOAT, 2, GL_FALSE, sizeof(float)},
229 {WINED3DFMT_R32G32B32_FLOAT, WINED3D_FFP_EMIT_FLOAT3, 3, GL_FLOAT, 3, GL_FALSE, sizeof(float)},
230 {WINED3DFMT_R32G32B32A32_FLOAT, WINED3D_FFP_EMIT_FLOAT4, 4, GL_FLOAT, 4, GL_FALSE, sizeof(float)},
231 {WINED3DFMT_B8G8R8A8_UNORM, WINED3D_FFP_EMIT_D3DCOLOR, 4, GL_UNSIGNED_BYTE, 4, GL_TRUE, sizeof(BYTE)},
232 {WINED3DFMT_R8G8B8A8_UINT, WINED3D_FFP_EMIT_UBYTE4, 4, GL_UNSIGNED_BYTE, 4, GL_FALSE, sizeof(BYTE)},
233 {WINED3DFMT_R16G16_SINT, WINED3D_FFP_EMIT_SHORT2, 2, GL_SHORT, 2, GL_FALSE, sizeof(short int)},
234 {WINED3DFMT_R16G16B16A16_SINT, WINED3D_FFP_EMIT_SHORT4, 4, GL_SHORT, 4, GL_FALSE, sizeof(short int)},
235 {WINED3DFMT_R8G8B8A8_UNORM, WINED3D_FFP_EMIT_UBYTE4N, 4, GL_UNSIGNED_BYTE, 4, GL_TRUE, sizeof(BYTE)},
236 {WINED3DFMT_R16G16_SNORM, WINED3D_FFP_EMIT_SHORT2N, 2, GL_SHORT, 2, GL_TRUE, sizeof(short int)},
237 {WINED3DFMT_R16G16B16A16_SNORM, WINED3D_FFP_EMIT_SHORT4N, 4, GL_SHORT, 4, GL_TRUE, sizeof(short int)},
238 {WINED3DFMT_R16G16_UNORM, WINED3D_FFP_EMIT_USHORT2N, 2, GL_UNSIGNED_SHORT, 2, GL_TRUE, sizeof(short int)},
239 {WINED3DFMT_R16G16B16A16_UNORM, WINED3D_FFP_EMIT_USHORT4N, 4, GL_UNSIGNED_SHORT, 4, GL_TRUE, sizeof(short int)},
240 {WINED3DFMT_R10G10B10A2_UINT, WINED3D_FFP_EMIT_UDEC3, 3, GL_UNSIGNED_SHORT, 3, GL_FALSE, sizeof(short int)},
241 {WINED3DFMT_R10G10B10A2_SNORM, WINED3D_FFP_EMIT_DEC3N, 3, GL_SHORT, 3, GL_TRUE, sizeof(short int)},
242 {WINED3DFMT_R16G16_FLOAT, WINED3D_FFP_EMIT_FLOAT16_2, 2, GL_FLOAT, 2, GL_FALSE, sizeof(GLhalfNV)},
243 {WINED3DFMT_R16G16B16A16_FLOAT, WINED3D_FFP_EMIT_FLOAT16_4, 4, GL_FLOAT, 4, GL_FALSE, sizeof(GLhalfNV)},
244 {WINED3DFMT_R32_UINT, WINED3D_FFP_EMIT_INVALID, 1, GL_UNSIGNED_INT, 1, GL_FALSE, sizeof(UINT)},
245 {WINED3DFMT_R32G32_UINT, WINED3D_FFP_EMIT_INVALID, 2, GL_UNSIGNED_INT, 2, GL_FALSE, sizeof(UINT)},
246 {WINED3DFMT_R32G32B32_UINT, WINED3D_FFP_EMIT_INVALID, 3, GL_UNSIGNED_INT, 3, GL_FALSE, sizeof(UINT)},
247 {WINED3DFMT_R32G32B32A32_UINT, WINED3D_FFP_EMIT_INVALID, 4, GL_UNSIGNED_INT, 4, GL_FALSE, sizeof(UINT)},
250 struct wined3d_format_texture_info
252 enum wined3d_format_id id;
253 GLint gl_internal;
254 GLint gl_srgb_internal;
255 GLint gl_rt_internal;
256 GLint gl_format;
257 GLint gl_type;
258 unsigned int conv_byte_count;
259 unsigned int flags;
260 enum wined3d_gl_extension extension;
261 void (*convert)(const BYTE *src, BYTE *dst, UINT src_row_pitch, UINT src_slice_pitch,
262 UINT dst_row_pitch, UINT dst_slice_pitch, UINT width, UINT height, UINT depth);
265 static void convert_l4a4_unorm(const BYTE *src, BYTE *dst, UINT src_row_pitch, UINT src_slice_pitch,
266 UINT dst_row_pitch, UINT dst_slice_pitch, UINT width, UINT height, UINT depth)
268 /* WINED3DFMT_L4A4_UNORM exists as an internal gl format, but for some reason there is not
269 * format+type combination to load it. Thus convert it to A8L8, then load it
270 * with A4L4 internal, but A8L8 format+type
272 unsigned int x, y, z;
273 const unsigned char *Source;
274 unsigned char *Dest;
276 for (z = 0; z < depth; z++)
278 for (y = 0; y < height; y++)
280 Source = src + z * src_slice_pitch + y * src_row_pitch;
281 Dest = dst + z * dst_slice_pitch + y * dst_row_pitch;
282 for (x = 0; x < width; x++ )
284 unsigned char color = (*Source++);
285 /* A */ Dest[1] = (color & 0xf0) << 0;
286 /* L */ Dest[0] = (color & 0x0f) << 4;
287 Dest += 2;
293 static void convert_r5g5_snorm_l6_unorm(const BYTE *src, BYTE *dst, UINT src_row_pitch, UINT src_slice_pitch,
294 UINT dst_row_pitch, UINT dst_slice_pitch, UINT width, UINT height, UINT depth)
296 unsigned int x, y, z;
297 unsigned char r_in, g_in, l_in;
298 const unsigned short *texel_in;
299 unsigned short *texel_out;
301 /* Emulating signed 5 bit values with unsigned 5 bit values has some precision problems by design:
302 * E.g. the signed input value 0 becomes 16. GL normalizes it to 16 / 31 = 0.516. We convert it
303 * back to a signed value by subtracting 0.5 and multiplying by 2.0. The resulting value is
304 * ((16 / 31) - 0.5) * 2.0 = 0.032, which is quite different from the intended result 0.000. */
305 for (z = 0; z < depth; z++)
307 for (y = 0; y < height; y++)
309 texel_out = (unsigned short *) (dst + z * dst_slice_pitch + y * dst_row_pitch);
310 texel_in = (const unsigned short *)(src + z * src_slice_pitch + y * src_row_pitch);
311 for (x = 0; x < width; x++ )
313 l_in = (*texel_in & 0xfc00) >> 10;
314 g_in = (*texel_in & 0x03e0) >> 5;
315 r_in = *texel_in & 0x001f;
317 *texel_out = ((r_in + 16) << 11) | (l_in << 5) | (g_in + 16);
318 texel_out++;
319 texel_in++;
325 static void convert_r5g5_snorm_l6_unorm_ext(const BYTE *src, BYTE *dst, UINT src_row_pitch, UINT src_slice_pitch,
326 UINT dst_row_pitch, UINT dst_slice_pitch, UINT width, UINT height, UINT depth)
328 unsigned int x, y, z;
329 unsigned char *texel_out, r_out, g_out, r_in, g_in, l_in;
330 const unsigned short *texel_in;
332 for (z = 0; z < depth; z++)
334 for (y = 0; y < height; y++)
336 texel_in = (const unsigned short *)(src + z * src_slice_pitch + y * src_row_pitch);
337 texel_out = dst + z * dst_slice_pitch + y * dst_row_pitch;
338 for (x = 0; x < width; x++ )
340 l_in = (*texel_in & 0xfc00) >> 10;
341 g_in = (*texel_in & 0x03e0) >> 5;
342 r_in = *texel_in & 0x001f;
344 r_out = r_in << 3;
345 if (!(r_in & 0x10)) /* r > 0 */
346 r_out |= r_in >> 1;
348 g_out = g_in << 3;
349 if (!(g_in & 0x10)) /* g > 0 */
350 g_out |= g_in >> 1;
352 texel_out[0] = r_out;
353 texel_out[1] = g_out;
354 texel_out[2] = l_in << 1 | l_in >> 5;
355 texel_out[3] = 0;
357 texel_out += 4;
358 texel_in++;
364 static void convert_r5g5_snorm_l6_unorm_nv(const BYTE *src, BYTE *dst, UINT src_row_pitch, UINT src_slice_pitch,
365 UINT dst_row_pitch, UINT dst_slice_pitch, UINT width, UINT height, UINT depth)
367 unsigned int x, y, z;
368 unsigned char *texel_out, ds_out, dt_out, r_in, g_in, l_in;
369 const unsigned short *texel_in;
371 /* This makes the gl surface bigger(24 bit instead of 16), but it works with
372 * fixed function and shaders without further conversion once the surface is
373 * loaded.
375 * The difference between this function and convert_r5g5_snorm_l6_unorm_ext
376 * is that convert_r5g5_snorm_l6_unorm_ext creates a 32 bit XRGB texture and
377 * this function creates a 24 bit DSDT_MAG texture. Trying to load a DSDT_MAG
378 * internal with a 32 bit DSDT_MAG_INTENSITY or DSDT_MAG_VIB format fails. */
379 for (z = 0; z < depth; z++)
381 for (y = 0; y < height; y++)
383 texel_in = (const unsigned short *)(src + z * src_slice_pitch + y * src_row_pitch);
384 texel_out = dst + z * dst_slice_pitch + y * dst_row_pitch;
385 for (x = 0; x < width; x++ )
387 l_in = (*texel_in & 0xfc00) >> 10;
388 g_in = (*texel_in & 0x03e0) >> 5;
389 r_in = *texel_in & 0x001f;
391 ds_out = r_in << 3;
392 if (!(r_in & 0x10)) /* r > 0 */
393 ds_out |= r_in >> 1;
395 dt_out = g_in << 3;
396 if (!(g_in & 0x10)) /* g > 0 */
397 dt_out |= g_in >> 1;
399 texel_out[0] = ds_out;
400 texel_out[1] = dt_out;
401 texel_out[2] = l_in << 1 | l_in >> 5;
403 texel_out += 3;
404 texel_in++;
410 static void convert_r8g8_snorm(const BYTE *src, BYTE *dst, UINT src_row_pitch, UINT src_slice_pitch,
411 UINT dst_row_pitch, UINT dst_slice_pitch, UINT width, UINT height, UINT depth)
413 unsigned int x, y, z;
414 const short *Source;
415 unsigned char *Dest;
417 for (z = 0; z < depth; z++)
419 for (y = 0; y < height; y++)
421 Source = (const short *)(src + z * src_slice_pitch + y * src_row_pitch);
422 Dest = dst + z * dst_slice_pitch + y * dst_row_pitch;
423 for (x = 0; x < width; x++ )
425 const short color = (*Source++);
426 /* B */ Dest[0] = 0xff;
427 /* G */ Dest[1] = (color >> 8) + 128; /* V */
428 /* R */ Dest[2] = (color & 0xff) + 128; /* U */
429 Dest += 3;
435 static void convert_r8g8_snorm_l8x8_unorm(const BYTE *src, BYTE *dst, UINT src_row_pitch, UINT src_slice_pitch,
436 UINT dst_row_pitch, UINT dst_slice_pitch, UINT width, UINT height, UINT depth)
438 unsigned int x, y, z;
439 const DWORD *Source;
440 unsigned char *Dest;
442 /* Doesn't work correctly with the fixed function pipeline, but can work in
443 * shaders if the shader is adjusted. (There's no use for this format in gl's
444 * standard fixed function pipeline anyway).
446 for (z = 0; z < depth; z++)
448 for (y = 0; y < height; y++)
450 Source = (const DWORD *)(src + z * src_slice_pitch + y * src_row_pitch);
451 Dest = dst + z * dst_slice_pitch + y * dst_row_pitch;
452 for (x = 0; x < width; x++ )
454 LONG color = (*Source++);
455 /* B */ Dest[0] = ((color >> 16) & 0xff); /* L */
456 /* G */ Dest[1] = ((color >> 8 ) & 0xff) + 128; /* V */
457 /* R */ Dest[2] = (color & 0xff) + 128; /* U */
458 Dest += 4;
464 static void convert_r8g8_snorm_l8x8_unorm_nv(const BYTE *src, BYTE *dst, UINT src_row_pitch, UINT src_slice_pitch,
465 UINT dst_row_pitch, UINT dst_slice_pitch, UINT width, UINT height, UINT depth)
467 unsigned int x, y, z;
468 const DWORD *Source;
469 unsigned char *Dest;
471 /* This implementation works with the fixed function pipeline and shaders
472 * without further modification after converting the surface.
474 for (z = 0; z < depth; z++)
476 for (y = 0; y < height; y++)
478 Source = (const DWORD *)(src + z * src_slice_pitch + y * src_row_pitch);
479 Dest = dst + z * dst_slice_pitch + y * dst_row_pitch;
480 for (x = 0; x < width; x++ )
482 LONG color = (*Source++);
483 /* L */ Dest[2] = ((color >> 16) & 0xff); /* L */
484 /* V */ Dest[1] = ((color >> 8 ) & 0xff); /* V */
485 /* U */ Dest[0] = (color & 0xff); /* U */
486 /* I */ Dest[3] = 255; /* X */
487 Dest += 4;
493 static void convert_r8g8b8a8_snorm(const BYTE *src, BYTE *dst, UINT src_row_pitch, UINT src_slice_pitch,
494 UINT dst_row_pitch, UINT dst_slice_pitch, UINT width, UINT height, UINT depth)
496 unsigned int x, y, z;
497 const DWORD *Source;
498 unsigned char *Dest;
500 for (z = 0; z < depth; z++)
502 for (y = 0; y < height; y++)
504 Source = (const DWORD *)(src + z * src_slice_pitch + y * src_row_pitch);
505 Dest = dst + z * dst_slice_pitch + y * dst_row_pitch;
506 for (x = 0; x < width; x++ )
508 LONG color = (*Source++);
509 /* B */ Dest[0] = ((color >> 16) & 0xff) + 128; /* W */
510 /* G */ Dest[1] = ((color >> 8 ) & 0xff) + 128; /* V */
511 /* R */ Dest[2] = (color & 0xff) + 128; /* U */
512 /* A */ Dest[3] = ((color >> 24) & 0xff) + 128; /* Q */
513 Dest += 4;
519 static void convert_r16g16_snorm(const BYTE *src, BYTE *dst, UINT src_row_pitch, UINT src_slice_pitch,
520 UINT dst_row_pitch, UINT dst_slice_pitch, UINT width, UINT height, UINT depth)
522 unsigned int x, y, z;
523 const DWORD *Source;
524 unsigned short *Dest;
526 for (z = 0; z < depth; z++)
528 for (y = 0; y < height; y++)
530 Source = (const DWORD *)(src + z * src_slice_pitch + y * src_row_pitch);
531 Dest = (unsigned short *) (dst + z * dst_slice_pitch + y * dst_row_pitch);
532 for (x = 0; x < width; x++ )
534 const DWORD color = (*Source++);
535 /* B */ Dest[0] = 0xffff;
536 /* G */ Dest[1] = (color >> 16) + 32768; /* V */
537 /* R */ Dest[2] = (color & 0xffff) + 32768; /* U */
538 Dest += 3;
544 static void convert_r16g16(const BYTE *src, BYTE *dst, UINT src_row_pitch, UINT src_slice_pitch,
545 UINT dst_row_pitch, UINT dst_slice_pitch, UINT width, UINT height, UINT depth)
547 unsigned int x, y, z;
548 const WORD *Source;
549 WORD *Dest;
551 for (z = 0; z < depth; z++)
553 for (y = 0; y < height; y++)
555 Source = (const WORD *)(src + z * src_slice_pitch + y * src_row_pitch);
556 Dest = (WORD *) (dst + z * dst_slice_pitch + y * dst_row_pitch);
557 for (x = 0; x < width; x++ )
559 WORD green = (*Source++);
560 WORD red = (*Source++);
561 Dest[0] = green;
562 Dest[1] = red;
563 /* Strictly speaking not correct for R16G16F, but it doesn't matter because the
564 * shader overwrites it anyway */
565 Dest[2] = 0xffff;
566 Dest += 3;
572 static void convert_r32g32_float(const BYTE *src, BYTE *dst, UINT src_row_pitch, UINT src_slice_pitch,
573 UINT dst_row_pitch, UINT dst_slice_pitch, UINT width, UINT height, UINT depth)
575 unsigned int x, y, z;
576 const float *Source;
577 float *Dest;
579 for (z = 0; z < depth; z++)
581 for (y = 0; y < height; y++)
583 Source = (const float *)(src + z * src_slice_pitch + y * src_row_pitch);
584 Dest = (float *) (dst + z * dst_slice_pitch + y * dst_row_pitch);
585 for (x = 0; x < width; x++ )
587 float green = (*Source++);
588 float red = (*Source++);
589 Dest[0] = green;
590 Dest[1] = red;
591 Dest[2] = 1.0f;
592 Dest += 3;
598 static void convert_s1_uint_d15_unorm(const BYTE *src, BYTE *dst, UINT src_row_pitch, UINT src_slice_pitch,
599 UINT dst_row_pitch, UINT dst_slice_pitch, UINT width, UINT height, UINT depth)
601 unsigned int x, y, z;
603 for (z = 0; z < depth; z++)
605 for (y = 0; y < height; ++y)
607 const WORD *source = (const WORD *)(src + z * src_slice_pitch + y * src_row_pitch);
608 DWORD *dest = (DWORD *)(dst + z * dst_slice_pitch + y * dst_row_pitch);
610 for (x = 0; x < width; ++x)
612 /* The depth data is normalized, so needs to be scaled,
613 * the stencil data isn't. Scale depth data by
614 * (2^24-1)/(2^15-1) ~~ (2^9 + 2^-6). */
615 WORD d15 = source[x] >> 1;
616 DWORD d24 = (d15 << 9) + (d15 >> 6);
617 dest[x] = (d24 << 8) | (source[x] & 0x1);
623 static void convert_s4x4_uint_d24_unorm(const BYTE *src, BYTE *dst, UINT src_row_pitch, UINT src_slice_pitch,
624 UINT dst_row_pitch, UINT dst_slice_pitch, UINT width, UINT height, UINT depth)
626 unsigned int x, y, z;
628 for (z = 0; z < depth; z++)
630 for (y = 0; y < height; ++y)
632 const DWORD *source = (const DWORD *)(src + z * src_slice_pitch + y * src_row_pitch);
633 DWORD *dest = (DWORD *)(dst + z * dst_slice_pitch + y * dst_row_pitch);
635 for (x = 0; x < width; ++x)
637 /* Just need to clear out the X4 part. */
638 dest[x] = source[x] & ~0xf0;
644 static void convert_s8_uint_d24_float(const BYTE *src, BYTE *dst, UINT src_row_pitch, UINT src_slice_pitch,
645 UINT dst_row_pitch, UINT dst_slice_pitch, UINT width, UINT height, UINT depth)
647 unsigned int x, y, z;
649 for (z = 0; z < depth; z++)
651 for (y = 0; y < height; ++y)
653 const DWORD *source = (const DWORD *)(src + z * src_slice_pitch + y * src_row_pitch);
654 float *dest_f = (float *)(dst + z * dst_slice_pitch + y * dst_row_pitch);
655 DWORD *dest_s = (DWORD *)dest_f;
657 for (x = 0; x < width; ++x)
659 dest_f[x * 2] = float_24_to_32((source[x] & 0xffffff00) >> 8);
660 dest_s[x * 2 + 1] = source[x] & 0xff;
666 static BOOL color_in_range(const struct wined3d_color_key *color_key, DWORD color)
668 /* FIXME: Is this really how color keys are supposed to work? I think it
669 * makes more sense to compare the individual channels. */
670 return color >= color_key->color_space_low_value
671 && color <= color_key->color_space_high_value;
674 static void convert_p8_uint_b8g8r8a8_unorm(const BYTE *src, unsigned int src_pitch,
675 BYTE *dst, unsigned int dst_pitch, unsigned int width, unsigned int height,
676 const struct wined3d_palette *palette, const struct wined3d_color_key *color_key)
678 const BYTE *src_row;
679 unsigned int x, y;
680 DWORD *dst_row;
682 if (!palette)
684 /* FIXME: This should probably use the system palette. */
685 FIXME("P8 surface loaded without a palette.\n");
687 for (y = 0; y < height; ++y)
689 memset(&dst[dst_pitch * y], 0, width * 4);
692 return;
695 for (y = 0; y < height; ++y)
697 src_row = &src[src_pitch * y];
698 dst_row = (DWORD *)&dst[dst_pitch * y];
699 for (x = 0; x < width; ++x)
701 BYTE src_color = src_row[x];
702 dst_row[x] = 0xff000000
703 | (palette->colors[src_color].rgbRed << 16)
704 | (palette->colors[src_color].rgbGreen << 8)
705 | palette->colors[src_color].rgbBlue;
710 static void convert_b5g6r5_unorm_b5g5r5a1_unorm_color_key(const BYTE *src, unsigned int src_pitch,
711 BYTE *dst, unsigned int dst_pitch, unsigned int width, unsigned int height,
712 const struct wined3d_palette *palette, const struct wined3d_color_key *color_key)
714 const WORD *src_row;
715 unsigned int x, y;
716 WORD *dst_row;
718 for (y = 0; y < height; ++y)
720 src_row = (WORD *)&src[src_pitch * y];
721 dst_row = (WORD *)&dst[dst_pitch * y];
722 for (x = 0; x < width; ++x)
724 WORD src_color = src_row[x];
725 if (!color_in_range(color_key, src_color))
726 dst_row[x] = 0x8000 | ((src_color & 0xffc0) >> 1) | (src_color & 0x1f);
727 else
728 dst_row[x] = ((src_color & 0xffc0) >> 1) | (src_color & 0x1f);
733 static void convert_b5g5r5x1_unorm_b5g5r5a1_unorm_color_key(const BYTE *src, unsigned int src_pitch,
734 BYTE *dst, unsigned int dst_pitch, unsigned int width, unsigned int height,
735 const struct wined3d_palette *palette, const struct wined3d_color_key *color_key)
737 const WORD *src_row;
738 unsigned int x, y;
739 WORD *dst_row;
741 for (y = 0; y < height; ++y)
743 src_row = (WORD *)&src[src_pitch * y];
744 dst_row = (WORD *)&dst[dst_pitch * y];
745 for (x = 0; x < width; ++x)
747 WORD src_color = src_row[x];
748 if (color_in_range(color_key, src_color))
749 dst_row[x] = src_color & ~0x8000;
750 else
751 dst_row[x] = src_color | 0x8000;
756 static void convert_b8g8r8_unorm_b8g8r8a8_unorm_color_key(const BYTE *src, unsigned int src_pitch,
757 BYTE *dst, unsigned int dst_pitch, unsigned int width, unsigned int height,
758 const struct wined3d_palette *palette, const struct wined3d_color_key *color_key)
760 const BYTE *src_row;
761 unsigned int x, y;
762 DWORD *dst_row;
764 for (y = 0; y < height; ++y)
766 src_row = &src[src_pitch * y];
767 dst_row = (DWORD *)&dst[dst_pitch * y];
768 for (x = 0; x < width; ++x)
770 DWORD src_color = (src_row[x * 3 + 2] << 16) | (src_row[x * 3 + 1] << 8) | src_row[x * 3];
771 if (!color_in_range(color_key, src_color))
772 dst_row[x] = src_color | 0xff000000;
777 static void convert_b8g8r8x8_unorm_b8g8r8a8_unorm_color_key(const BYTE *src, unsigned int src_pitch,
778 BYTE *dst, unsigned int dst_pitch, unsigned int width, unsigned int height,
779 const struct wined3d_palette *palette, const struct wined3d_color_key *color_key)
781 const DWORD *src_row;
782 unsigned int x, y;
783 DWORD *dst_row;
785 for (y = 0; y < height; ++y)
787 src_row = (DWORD *)&src[src_pitch * y];
788 dst_row = (DWORD *)&dst[dst_pitch * y];
789 for (x = 0; x < width; ++x)
791 DWORD src_color = src_row[x];
792 if (color_in_range(color_key, src_color))
793 dst_row[x] = src_color & ~0xff000000;
794 else
795 dst_row[x] = src_color | 0xff000000;
800 static void convert_b8g8r8a8_unorm_b8g8r8a8_unorm_color_key(const BYTE *src, unsigned int src_pitch,
801 BYTE *dst, unsigned int dst_pitch, unsigned int width, unsigned int height,
802 const struct wined3d_palette *palette, const struct wined3d_color_key *color_key)
804 const DWORD *src_row;
805 unsigned int x, y;
806 DWORD *dst_row;
808 for (y = 0; y < height; ++y)
810 src_row = (DWORD *)&src[src_pitch * y];
811 dst_row = (DWORD *)&dst[dst_pitch * y];
812 for (x = 0; x < width; ++x)
814 DWORD src_color = src_row[x];
815 if (color_in_range(color_key, src_color))
816 src_color &= ~0xff000000;
817 dst_row[x] = src_color;
822 const struct wined3d_color_key_conversion * wined3d_format_get_color_key_conversion(
823 const struct wined3d_texture *texture, BOOL need_alpha_ck)
825 const struct wined3d_format *format = texture->resource.format;
826 unsigned int i;
828 static const struct
830 enum wined3d_format_id src_format;
831 struct wined3d_color_key_conversion conversion;
833 color_key_info[] =
835 {WINED3DFMT_B5G6R5_UNORM, {WINED3DFMT_B5G5R5A1_UNORM, convert_b5g6r5_unorm_b5g5r5a1_unorm_color_key }},
836 {WINED3DFMT_B5G5R5X1_UNORM, {WINED3DFMT_B5G5R5A1_UNORM, convert_b5g5r5x1_unorm_b5g5r5a1_unorm_color_key }},
837 {WINED3DFMT_B8G8R8_UNORM, {WINED3DFMT_B8G8R8A8_UNORM, convert_b8g8r8_unorm_b8g8r8a8_unorm_color_key }},
838 {WINED3DFMT_B8G8R8X8_UNORM, {WINED3DFMT_B8G8R8A8_UNORM, convert_b8g8r8x8_unorm_b8g8r8a8_unorm_color_key }},
839 {WINED3DFMT_B8G8R8A8_UNORM, {WINED3DFMT_B8G8R8A8_UNORM, convert_b8g8r8a8_unorm_b8g8r8a8_unorm_color_key }},
841 static const struct wined3d_color_key_conversion convert_p8 =
843 WINED3DFMT_B8G8R8A8_UNORM, convert_p8_uint_b8g8r8a8_unorm
846 if (need_alpha_ck && (texture->async.flags & WINED3D_TEXTURE_ASYNC_COLOR_KEY))
848 for (i = 0; i < sizeof(color_key_info) / sizeof(*color_key_info); ++i)
850 if (color_key_info[i].src_format == format->id)
851 return &color_key_info[i].conversion;
854 FIXME("Color-keying not supported with format %s.\n", debug_d3dformat(format->id));
857 /* FIXME: This should check if the blitter backend can do P8 conversion,
858 * instead of checking for ARB_fragment_program. */
859 if (format->id == WINED3DFMT_P8_UINT
860 && !(texture->resource.device->adapter->gl_info.supported[ARB_FRAGMENT_PROGRAM]
861 && texture->swapchain && texture == texture->swapchain->front_buffer))
862 return &convert_p8;
864 return NULL;
867 /* The following formats explicitly don't have WINED3DFMT_FLAG_TEXTURE set:
869 * These are never supported on native.
870 * WINED3DFMT_B8G8R8_UNORM
871 * WINED3DFMT_B2G3R3_UNORM
872 * WINED3DFMT_L4A4_UNORM
873 * WINED3DFMT_S1_UINT_D15_UNORM
874 * WINED3DFMT_S4X4_UINT_D24_UNORM
876 * Only some Geforce/Voodoo3/G400 cards offer 8-bit textures in case of ddraw.
877 * Since it is not widely available, don't offer it. Further no Windows driver
878 * offers WINED3DFMT_P8_UINT_A8_NORM, so don't offer it either.
879 * WINED3DFMT_P8_UINT
880 * WINED3DFMT_P8_UINT_A8_UNORM
882 * These formats seem to be similar to the HILO formats in
883 * GL_NV_texture_shader. NVHU is said to be GL_UNSIGNED_HILO16,
884 * NVHS GL_SIGNED_HILO16. Rumours say that D3D computes a 3rd channel
885 * similarly to D3DFMT_CxV8U8 (So NVHS could be called D3DFMT_CxV16U16). ATI
886 * refused to support formats which can easily be emulated with pixel shaders,
887 * so applications have to deal with not having NVHS and NVHU.
888 * WINED3DFMT_NVHU
889 * WINED3DFMT_NVHS */
890 static const struct wined3d_format_texture_info format_texture_info[] =
892 /* format id gl_internal gl_srgb_internal gl_rt_internal
893 gl_format gl_type conv_byte_count
894 flags
895 extension convert */
896 /* FourCC formats */
897 /* GL_APPLE_ycbcr_422 claims that its '2YUV' format, which is supported via the UNSIGNED_SHORT_8_8_REV_APPLE type
898 * is equivalent to 'UYVY' format on Windows, and the 'YUVS' via UNSIGNED_SHORT_8_8_APPLE equates to 'YUY2'. The
899 * d3d9 test however shows that the opposite is true. Since the extension is from 2002, it predates the x86 based
900 * Macs, so probably the endianness differs. This could be tested as soon as we have a Windows and MacOS on a big
901 * endian machine
903 {WINED3DFMT_UYVY, GL_LUMINANCE_ALPHA, GL_LUMINANCE_ALPHA, 0,
904 GL_LUMINANCE_ALPHA, GL_UNSIGNED_BYTE, 0,
905 WINED3DFMT_FLAG_FILTERING,
906 WINED3D_GL_EXT_NONE, NULL},
907 {WINED3DFMT_UYVY, GL_RGB, GL_RGB, 0,
908 GL_YCBCR_422_APPLE, GL_UNSIGNED_SHORT_8_8_APPLE, 0,
909 WINED3DFMT_FLAG_TEXTURE | WINED3DFMT_FLAG_FILTERING,
910 APPLE_YCBCR_422, NULL},
911 {WINED3DFMT_YUY2, GL_LUMINANCE_ALPHA, GL_LUMINANCE_ALPHA, 0,
912 GL_LUMINANCE_ALPHA, GL_UNSIGNED_BYTE, 0,
913 WINED3DFMT_FLAG_FILTERING,
914 WINED3D_GL_EXT_NONE, NULL},
915 {WINED3DFMT_YUY2, GL_RGB, GL_RGB, 0,
916 GL_YCBCR_422_APPLE, GL_UNSIGNED_SHORT_8_8_REV_APPLE, 0,
917 WINED3DFMT_FLAG_TEXTURE | WINED3DFMT_FLAG_FILTERING,
918 APPLE_YCBCR_422, NULL},
919 {WINED3DFMT_YV12, GL_ALPHA, GL_ALPHA, 0,
920 GL_ALPHA, GL_UNSIGNED_BYTE, 0,
921 WINED3DFMT_FLAG_FILTERING,
922 WINED3D_GL_EXT_NONE, NULL},
923 {WINED3DFMT_NV12, GL_ALPHA, GL_ALPHA, 0,
924 GL_ALPHA, GL_UNSIGNED_BYTE, 0,
925 WINED3DFMT_FLAG_FILTERING,
926 WINED3D_GL_EXT_NONE, NULL},
927 {WINED3DFMT_DXT1, GL_COMPRESSED_RGBA_S3TC_DXT1_EXT, GL_COMPRESSED_SRGB_ALPHA_S3TC_DXT1_EXT, 0,
928 GL_RGBA, GL_UNSIGNED_BYTE, 0,
929 WINED3DFMT_FLAG_TEXTURE | WINED3DFMT_FLAG_POSTPIXELSHADER_BLENDING | WINED3DFMT_FLAG_FILTERING
930 | WINED3DFMT_FLAG_SRGB_READ | WINED3DFMT_FLAG_COMPRESSED,
931 EXT_TEXTURE_COMPRESSION_S3TC, NULL},
932 {WINED3DFMT_DXT2, GL_COMPRESSED_RGBA_S3TC_DXT3_EXT, GL_COMPRESSED_SRGB_ALPHA_S3TC_DXT3_EXT, 0,
933 GL_RGBA, GL_UNSIGNED_BYTE, 0,
934 WINED3DFMT_FLAG_TEXTURE | WINED3DFMT_FLAG_POSTPIXELSHADER_BLENDING | WINED3DFMT_FLAG_FILTERING
935 | WINED3DFMT_FLAG_SRGB_READ | WINED3DFMT_FLAG_COMPRESSED,
936 EXT_TEXTURE_COMPRESSION_S3TC, NULL},
937 {WINED3DFMT_DXT3, GL_COMPRESSED_RGBA_S3TC_DXT3_EXT, GL_COMPRESSED_SRGB_ALPHA_S3TC_DXT3_EXT, 0,
938 GL_RGBA, GL_UNSIGNED_BYTE, 0,
939 WINED3DFMT_FLAG_TEXTURE | WINED3DFMT_FLAG_POSTPIXELSHADER_BLENDING | WINED3DFMT_FLAG_FILTERING
940 | WINED3DFMT_FLAG_SRGB_READ | WINED3DFMT_FLAG_COMPRESSED,
941 EXT_TEXTURE_COMPRESSION_S3TC, NULL},
942 {WINED3DFMT_DXT4, GL_COMPRESSED_RGBA_S3TC_DXT5_EXT, GL_COMPRESSED_SRGB_ALPHA_S3TC_DXT5_EXT, 0,
943 GL_RGBA, GL_UNSIGNED_BYTE, 0,
944 WINED3DFMT_FLAG_TEXTURE | WINED3DFMT_FLAG_POSTPIXELSHADER_BLENDING | WINED3DFMT_FLAG_FILTERING
945 | WINED3DFMT_FLAG_SRGB_READ | WINED3DFMT_FLAG_COMPRESSED,
946 EXT_TEXTURE_COMPRESSION_S3TC, NULL},
947 {WINED3DFMT_DXT5, GL_COMPRESSED_RGBA_S3TC_DXT5_EXT, GL_COMPRESSED_SRGB_ALPHA_S3TC_DXT5_EXT, 0,
948 GL_RGBA, GL_UNSIGNED_BYTE, 0,
949 WINED3DFMT_FLAG_TEXTURE | WINED3DFMT_FLAG_POSTPIXELSHADER_BLENDING | WINED3DFMT_FLAG_FILTERING
950 | WINED3DFMT_FLAG_SRGB_READ | WINED3DFMT_FLAG_COMPRESSED,
951 EXT_TEXTURE_COMPRESSION_S3TC, NULL},
952 /* IEEE formats */
953 {WINED3DFMT_R32_FLOAT, GL_RGB32F_ARB, GL_RGB32F_ARB, 0,
954 GL_RED, GL_FLOAT, 0,
955 WINED3DFMT_FLAG_TEXTURE | WINED3DFMT_FLAG_RENDERTARGET | WINED3DFMT_FLAG_VTF,
956 ARB_TEXTURE_FLOAT, NULL},
957 {WINED3DFMT_R32_FLOAT, GL_R32F, GL_R32F, 0,
958 GL_RED, GL_FLOAT, 0,
959 WINED3DFMT_FLAG_TEXTURE | WINED3DFMT_FLAG_RENDERTARGET | WINED3DFMT_FLAG_VTF,
960 ARB_TEXTURE_RG, NULL},
961 {WINED3DFMT_R32G32_FLOAT, GL_RGB32F_ARB, GL_RGB32F_ARB, 0,
962 GL_RGB, GL_FLOAT, 12,
963 WINED3DFMT_FLAG_TEXTURE | WINED3DFMT_FLAG_RENDERTARGET | WINED3DFMT_FLAG_VTF,
964 ARB_TEXTURE_FLOAT, convert_r32g32_float},
965 {WINED3DFMT_R32G32_FLOAT, GL_RG32F, GL_RG32F, 0,
966 GL_RG, GL_FLOAT, 0,
967 WINED3DFMT_FLAG_TEXTURE | WINED3DFMT_FLAG_RENDERTARGET | WINED3DFMT_FLAG_VTF,
968 ARB_TEXTURE_RG, NULL},
969 {WINED3DFMT_R32G32B32A32_FLOAT, GL_RGBA32F_ARB, GL_RGBA32F_ARB, 0,
970 GL_RGBA, GL_FLOAT, 0,
971 WINED3DFMT_FLAG_TEXTURE | WINED3DFMT_FLAG_RENDERTARGET | WINED3DFMT_FLAG_VTF,
972 ARB_TEXTURE_FLOAT, NULL},
973 /* Float */
974 {WINED3DFMT_R16_FLOAT, GL_RGB16F_ARB, GL_RGB16F_ARB, 0,
975 GL_RED, GL_HALF_FLOAT_ARB, 0,
976 WINED3DFMT_FLAG_TEXTURE | WINED3DFMT_FLAG_RENDERTARGET | WINED3DFMT_FLAG_VTF,
977 ARB_TEXTURE_FLOAT, NULL},
978 {WINED3DFMT_R16_FLOAT, GL_R16F, GL_R16F, 0,
979 GL_RED, GL_HALF_FLOAT_ARB, 0,
980 WINED3DFMT_FLAG_TEXTURE | WINED3DFMT_FLAG_RENDERTARGET | WINED3DFMT_FLAG_VTF,
981 ARB_TEXTURE_RG, NULL},
982 {WINED3DFMT_R16G16_FLOAT, GL_RGB16F_ARB, GL_RGB16F_ARB, 0,
983 GL_RGB, GL_HALF_FLOAT_ARB, 6,
984 WINED3DFMT_FLAG_TEXTURE | WINED3DFMT_FLAG_RENDERTARGET | WINED3DFMT_FLAG_VTF,
985 ARB_TEXTURE_FLOAT, convert_r16g16},
986 {WINED3DFMT_R16G16_FLOAT, GL_RG16F, GL_RG16F, 0,
987 GL_RG, GL_HALF_FLOAT_ARB, 0,
988 WINED3DFMT_FLAG_TEXTURE | WINED3DFMT_FLAG_RENDERTARGET | WINED3DFMT_FLAG_VTF,
989 ARB_TEXTURE_RG, NULL},
990 {WINED3DFMT_R16G16B16A16_FLOAT, GL_RGBA16F_ARB, GL_RGBA16F_ARB, 0,
991 GL_RGBA, GL_HALF_FLOAT_ARB, 0,
992 WINED3DFMT_FLAG_TEXTURE | WINED3DFMT_FLAG_POSTPIXELSHADER_BLENDING | WINED3DFMT_FLAG_RENDERTARGET
993 | WINED3DFMT_FLAG_VTF,
994 ARB_TEXTURE_FLOAT, NULL},
995 /* Palettized formats */
996 {WINED3DFMT_P8_UINT, GL_ALPHA8, GL_ALPHA8, 0,
997 GL_ALPHA, GL_UNSIGNED_BYTE, 0,
999 0, NULL},
1000 /* Standard ARGB formats */
1001 {WINED3DFMT_B8G8R8_UNORM, GL_RGB8, GL_RGB8, 0,
1002 GL_BGR, GL_UNSIGNED_BYTE, 0,
1003 WINED3DFMT_FLAG_POSTPIXELSHADER_BLENDING | WINED3DFMT_FLAG_FILTERING | WINED3DFMT_FLAG_RENDERTARGET,
1004 WINED3D_GL_EXT_NONE, NULL},
1005 {WINED3DFMT_B8G8R8A8_UNORM, GL_RGBA8, GL_SRGB8_ALPHA8_EXT, 0,
1006 GL_BGRA, GL_UNSIGNED_INT_8_8_8_8_REV, 0,
1007 WINED3DFMT_FLAG_TEXTURE | WINED3DFMT_FLAG_POSTPIXELSHADER_BLENDING | WINED3DFMT_FLAG_FILTERING
1008 | WINED3DFMT_FLAG_RENDERTARGET | WINED3DFMT_FLAG_SRGB_READ | WINED3DFMT_FLAG_SRGB_WRITE
1009 | WINED3DFMT_FLAG_VTF,
1010 WINED3D_GL_EXT_NONE, NULL},
1011 {WINED3DFMT_B8G8R8X8_UNORM, GL_RGB8, GL_SRGB8_EXT, 0,
1012 GL_BGRA, GL_UNSIGNED_INT_8_8_8_8_REV, 0,
1013 WINED3DFMT_FLAG_TEXTURE | WINED3DFMT_FLAG_POSTPIXELSHADER_BLENDING | WINED3DFMT_FLAG_FILTERING
1014 | WINED3DFMT_FLAG_RENDERTARGET | WINED3DFMT_FLAG_SRGB_READ | WINED3DFMT_FLAG_SRGB_WRITE,
1015 WINED3D_GL_EXT_NONE, NULL},
1016 {WINED3DFMT_B5G6R5_UNORM, GL_RGB5, GL_RGB5, GL_RGB8,
1017 GL_RGB, GL_UNSIGNED_SHORT_5_6_5, 0,
1018 WINED3DFMT_FLAG_TEXTURE | WINED3DFMT_FLAG_POSTPIXELSHADER_BLENDING | WINED3DFMT_FLAG_FILTERING
1019 | WINED3DFMT_FLAG_RENDERTARGET,
1020 WINED3D_GL_EXT_NONE, NULL},
1021 {WINED3DFMT_B5G5R5X1_UNORM, GL_RGB5, GL_RGB5_A1, 0,
1022 GL_BGRA, GL_UNSIGNED_SHORT_1_5_5_5_REV, 0,
1023 WINED3DFMT_FLAG_TEXTURE | WINED3DFMT_FLAG_POSTPIXELSHADER_BLENDING | WINED3DFMT_FLAG_FILTERING,
1024 WINED3D_GL_EXT_NONE, NULL},
1025 {WINED3DFMT_B5G5R5A1_UNORM, GL_RGB5_A1, GL_RGB5_A1, 0,
1026 GL_BGRA, GL_UNSIGNED_SHORT_1_5_5_5_REV, 0,
1027 WINED3DFMT_FLAG_TEXTURE | WINED3DFMT_FLAG_POSTPIXELSHADER_BLENDING | WINED3DFMT_FLAG_FILTERING,
1028 WINED3D_GL_EXT_NONE, NULL},
1029 {WINED3DFMT_B4G4R4A4_UNORM, GL_RGBA4, GL_SRGB8_ALPHA8_EXT, 0,
1030 GL_BGRA, GL_UNSIGNED_SHORT_4_4_4_4_REV, 0,
1031 WINED3DFMT_FLAG_TEXTURE | WINED3DFMT_FLAG_POSTPIXELSHADER_BLENDING | WINED3DFMT_FLAG_FILTERING
1032 | WINED3DFMT_FLAG_SRGB_READ,
1033 WINED3D_GL_EXT_NONE, NULL},
1034 {WINED3DFMT_B2G3R3_UNORM, GL_R3_G3_B2, GL_R3_G3_B2, 0,
1035 GL_RGB, GL_UNSIGNED_BYTE_3_3_2, 0,
1036 WINED3DFMT_FLAG_POSTPIXELSHADER_BLENDING | WINED3DFMT_FLAG_FILTERING,
1037 WINED3D_GL_EXT_NONE, NULL},
1038 {WINED3DFMT_R8_UNORM, GL_R8, GL_R8, 0,
1039 GL_RED, GL_UNSIGNED_BYTE, 0,
1040 WINED3DFMT_FLAG_TEXTURE | WINED3DFMT_FLAG_POSTPIXELSHADER_BLENDING | WINED3DFMT_FLAG_FILTERING
1041 | WINED3DFMT_FLAG_RENDERTARGET | WINED3DFMT_FLAG_VTF,
1042 ARB_TEXTURE_RG, NULL},
1043 {WINED3DFMT_A8_UNORM, GL_ALPHA8, GL_ALPHA8, 0,
1044 GL_ALPHA, GL_UNSIGNED_BYTE, 0,
1045 WINED3DFMT_FLAG_TEXTURE | WINED3DFMT_FLAG_POSTPIXELSHADER_BLENDING | WINED3DFMT_FLAG_FILTERING,
1046 WINED3D_GL_EXT_NONE, NULL},
1047 {WINED3DFMT_B4G4R4X4_UNORM, GL_RGB4, GL_RGB4, 0,
1048 GL_BGRA, GL_UNSIGNED_SHORT_4_4_4_4_REV, 0,
1049 WINED3DFMT_FLAG_TEXTURE | WINED3DFMT_FLAG_POSTPIXELSHADER_BLENDING | WINED3DFMT_FLAG_FILTERING,
1050 WINED3D_GL_EXT_NONE, NULL},
1051 {WINED3DFMT_R10G10B10A2_UNORM, GL_RGB10_A2, GL_RGB10_A2, 0,
1052 GL_RGBA, GL_UNSIGNED_INT_2_10_10_10_REV, 0,
1053 WINED3DFMT_FLAG_TEXTURE | WINED3DFMT_FLAG_POSTPIXELSHADER_BLENDING | WINED3DFMT_FLAG_FILTERING
1054 | WINED3DFMT_FLAG_RENDERTARGET,
1055 WINED3D_GL_EXT_NONE, NULL},
1056 {WINED3DFMT_R8G8B8A8_UNORM, GL_RGBA8, GL_SRGB8_ALPHA8_EXT, 0,
1057 GL_RGBA, GL_UNSIGNED_INT_8_8_8_8_REV, 0,
1058 WINED3DFMT_FLAG_TEXTURE | WINED3DFMT_FLAG_POSTPIXELSHADER_BLENDING | WINED3DFMT_FLAG_FILTERING
1059 | WINED3DFMT_FLAG_RENDERTARGET | WINED3DFMT_FLAG_SRGB_READ | WINED3DFMT_FLAG_SRGB_WRITE
1060 | WINED3DFMT_FLAG_VTF,
1061 WINED3D_GL_EXT_NONE, NULL},
1062 {WINED3DFMT_R8G8B8X8_UNORM, GL_RGB8, GL_RGB8, 0,
1063 GL_RGBA, GL_UNSIGNED_INT_8_8_8_8_REV, 0,
1064 WINED3DFMT_FLAG_TEXTURE | WINED3DFMT_FLAG_POSTPIXELSHADER_BLENDING | WINED3DFMT_FLAG_FILTERING,
1065 WINED3D_GL_EXT_NONE, NULL},
1066 {WINED3DFMT_R16G16_UNORM, GL_RGB16, GL_RGB16, GL_RGBA16,
1067 GL_RGB, GL_UNSIGNED_SHORT, 6,
1068 WINED3DFMT_FLAG_TEXTURE | WINED3DFMT_FLAG_POSTPIXELSHADER_BLENDING | WINED3DFMT_FLAG_FILTERING,
1069 WINED3D_GL_EXT_NONE, convert_r16g16},
1070 {WINED3DFMT_R16G16_UNORM, GL_RG16, GL_RG16, 0,
1071 GL_RG, GL_UNSIGNED_SHORT, 0,
1072 WINED3DFMT_FLAG_TEXTURE | WINED3DFMT_FLAG_POSTPIXELSHADER_BLENDING | WINED3DFMT_FLAG_FILTERING
1073 | WINED3DFMT_FLAG_RENDERTARGET,
1074 ARB_TEXTURE_RG, NULL},
1075 {WINED3DFMT_B10G10R10A2_UNORM, GL_RGB10_A2, GL_RGB10_A2, 0,
1076 GL_BGRA, GL_UNSIGNED_INT_2_10_10_10_REV, 0,
1077 WINED3DFMT_FLAG_TEXTURE | WINED3DFMT_FLAG_POSTPIXELSHADER_BLENDING | WINED3DFMT_FLAG_FILTERING
1078 | WINED3DFMT_FLAG_RENDERTARGET,
1079 WINED3D_GL_EXT_NONE, NULL},
1080 {WINED3DFMT_R16G16B16A16_UNORM, GL_RGBA16, GL_RGBA16, 0,
1081 GL_RGBA, GL_UNSIGNED_SHORT, 0,
1082 WINED3DFMT_FLAG_TEXTURE | WINED3DFMT_FLAG_POSTPIXELSHADER_BLENDING | WINED3DFMT_FLAG_FILTERING
1083 | WINED3DFMT_FLAG_RENDERTARGET,
1084 WINED3D_GL_EXT_NONE, NULL},
1085 /* Luminance */
1086 {WINED3DFMT_L8_UNORM, GL_LUMINANCE8, GL_SLUMINANCE8_EXT, 0,
1087 GL_LUMINANCE, GL_UNSIGNED_BYTE, 0,
1088 WINED3DFMT_FLAG_TEXTURE | WINED3DFMT_FLAG_POSTPIXELSHADER_BLENDING | WINED3DFMT_FLAG_FILTERING
1089 | WINED3DFMT_FLAG_SRGB_READ,
1090 WINED3D_GL_EXT_NONE, NULL},
1091 {WINED3DFMT_L8A8_UNORM, GL_LUMINANCE8_ALPHA8, GL_SLUMINANCE8_ALPHA8_EXT, 0,
1092 GL_LUMINANCE_ALPHA, GL_UNSIGNED_BYTE, 0,
1093 WINED3DFMT_FLAG_TEXTURE | WINED3DFMT_FLAG_POSTPIXELSHADER_BLENDING | WINED3DFMT_FLAG_FILTERING
1094 | WINED3DFMT_FLAG_SRGB_READ,
1095 WINED3D_GL_EXT_NONE, NULL},
1096 {WINED3DFMT_L4A4_UNORM, GL_LUMINANCE4_ALPHA4, GL_LUMINANCE4_ALPHA4, 0,
1097 GL_LUMINANCE_ALPHA, GL_UNSIGNED_BYTE, 2,
1098 WINED3DFMT_FLAG_FILTERING,
1099 WINED3D_GL_EXT_NONE, convert_l4a4_unorm},
1100 /* Bump mapping stuff */
1101 {WINED3DFMT_R8G8_SNORM, GL_RGB8, GL_RGB8, 0,
1102 GL_BGR, GL_UNSIGNED_BYTE, 3,
1103 WINED3DFMT_FLAG_TEXTURE | WINED3DFMT_FLAG_POSTPIXELSHADER_BLENDING | WINED3DFMT_FLAG_FILTERING
1104 | WINED3DFMT_FLAG_BUMPMAP,
1105 WINED3D_GL_EXT_NONE, convert_r8g8_snorm},
1106 {WINED3DFMT_R8G8_SNORM, GL_DSDT8_NV, GL_DSDT8_NV, 0,
1107 GL_DSDT_NV, GL_BYTE, 0,
1108 WINED3DFMT_FLAG_TEXTURE | WINED3DFMT_FLAG_POSTPIXELSHADER_BLENDING | WINED3DFMT_FLAG_FILTERING
1109 | WINED3DFMT_FLAG_BUMPMAP,
1110 NV_TEXTURE_SHADER, NULL},
1111 {WINED3DFMT_R8G8_SNORM, GL_RG8_SNORM, GL_RG8_SNORM, 0,
1112 GL_RG, GL_BYTE, 0,
1113 WINED3DFMT_FLAG_TEXTURE | WINED3DFMT_FLAG_POSTPIXELSHADER_BLENDING | WINED3DFMT_FLAG_FILTERING
1114 | WINED3DFMT_FLAG_BUMPMAP,
1115 EXT_TEXTURE_SNORM, NULL},
1116 {WINED3DFMT_R5G5_SNORM_L6_UNORM, GL_RGB5, GL_RGB5, 0,
1117 GL_RGB, GL_UNSIGNED_SHORT_5_6_5, 2,
1118 WINED3DFMT_FLAG_TEXTURE | WINED3DFMT_FLAG_POSTPIXELSHADER_BLENDING | WINED3DFMT_FLAG_FILTERING
1119 | WINED3DFMT_FLAG_BUMPMAP,
1120 WINED3D_GL_EXT_NONE, convert_r5g5_snorm_l6_unorm},
1121 {WINED3DFMT_R5G5_SNORM_L6_UNORM, GL_DSDT8_MAG8_NV, GL_DSDT8_MAG8_NV, 0,
1122 GL_DSDT_MAG_NV, GL_BYTE, 3,
1123 WINED3DFMT_FLAG_TEXTURE | WINED3DFMT_FLAG_POSTPIXELSHADER_BLENDING | WINED3DFMT_FLAG_FILTERING
1124 | WINED3DFMT_FLAG_BUMPMAP,
1125 NV_TEXTURE_SHADER, convert_r5g5_snorm_l6_unorm_nv},
1126 {WINED3DFMT_R5G5_SNORM_L6_UNORM, GL_RGB8_SNORM, GL_RGB8_SNORM, 0,
1127 GL_RGBA, GL_BYTE, 4,
1128 WINED3DFMT_FLAG_TEXTURE | WINED3DFMT_FLAG_POSTPIXELSHADER_BLENDING | WINED3DFMT_FLAG_FILTERING
1129 | WINED3DFMT_FLAG_BUMPMAP,
1130 EXT_TEXTURE_SNORM, convert_r5g5_snorm_l6_unorm_ext},
1131 {WINED3DFMT_R8G8_SNORM_L8X8_UNORM, GL_RGB8, GL_RGB8, 0,
1132 GL_BGRA, GL_UNSIGNED_INT_8_8_8_8_REV, 4,
1133 WINED3DFMT_FLAG_TEXTURE | WINED3DFMT_FLAG_POSTPIXELSHADER_BLENDING | WINED3DFMT_FLAG_FILTERING
1134 | WINED3DFMT_FLAG_BUMPMAP,
1135 WINED3D_GL_EXT_NONE, convert_r8g8_snorm_l8x8_unorm},
1136 {WINED3DFMT_R8G8_SNORM_L8X8_UNORM, GL_DSDT8_MAG8_INTENSITY8_NV, GL_DSDT8_MAG8_INTENSITY8_NV, 0,
1137 GL_DSDT_MAG_VIB_NV, GL_UNSIGNED_INT_8_8_S8_S8_REV_NV, 4,
1138 WINED3DFMT_FLAG_TEXTURE | WINED3DFMT_FLAG_POSTPIXELSHADER_BLENDING | WINED3DFMT_FLAG_FILTERING
1139 | WINED3DFMT_FLAG_BUMPMAP,
1140 NV_TEXTURE_SHADER, convert_r8g8_snorm_l8x8_unorm_nv},
1141 {WINED3DFMT_R8G8B8A8_SNORM, GL_RGBA8, GL_RGBA8, 0,
1142 GL_BGRA, GL_UNSIGNED_BYTE, 4,
1143 WINED3DFMT_FLAG_TEXTURE | WINED3DFMT_FLAG_POSTPIXELSHADER_BLENDING | WINED3DFMT_FLAG_FILTERING
1144 | WINED3DFMT_FLAG_BUMPMAP,
1145 WINED3D_GL_EXT_NONE, convert_r8g8b8a8_snorm},
1146 {WINED3DFMT_R8G8B8A8_SNORM, GL_SIGNED_RGBA8_NV, GL_SIGNED_RGBA8_NV, 0,
1147 GL_RGBA, GL_BYTE, 0,
1148 WINED3DFMT_FLAG_TEXTURE | WINED3DFMT_FLAG_POSTPIXELSHADER_BLENDING | WINED3DFMT_FLAG_FILTERING
1149 | WINED3DFMT_FLAG_BUMPMAP,
1150 NV_TEXTURE_SHADER, NULL},
1151 {WINED3DFMT_R8G8B8A8_SNORM, GL_RGBA8_SNORM, GL_RGBA8_SNORM, 0,
1152 GL_RGBA, GL_BYTE, 0,
1153 WINED3DFMT_FLAG_TEXTURE | WINED3DFMT_FLAG_POSTPIXELSHADER_BLENDING | WINED3DFMT_FLAG_FILTERING
1154 | WINED3DFMT_FLAG_BUMPMAP,
1155 EXT_TEXTURE_SNORM, NULL},
1156 {WINED3DFMT_R16G16_SNORM, GL_RGB16, GL_RGB16, 0,
1157 GL_BGR, GL_UNSIGNED_SHORT, 6,
1158 WINED3DFMT_FLAG_TEXTURE | WINED3DFMT_FLAG_POSTPIXELSHADER_BLENDING | WINED3DFMT_FLAG_FILTERING
1159 | WINED3DFMT_FLAG_BUMPMAP,
1160 WINED3D_GL_EXT_NONE, convert_r16g16_snorm},
1161 {WINED3DFMT_R16G16_SNORM, GL_SIGNED_HILO16_NV, GL_SIGNED_HILO16_NV, 0,
1162 GL_HILO_NV, GL_SHORT, 0,
1163 WINED3DFMT_FLAG_TEXTURE | WINED3DFMT_FLAG_POSTPIXELSHADER_BLENDING | WINED3DFMT_FLAG_FILTERING
1164 | WINED3DFMT_FLAG_BUMPMAP,
1165 NV_TEXTURE_SHADER, NULL},
1166 {WINED3DFMT_R16G16_SNORM, GL_RG16_SNORM, GL_RG16_SNORM, 0,
1167 GL_RG, GL_SHORT, 0,
1168 WINED3DFMT_FLAG_TEXTURE | WINED3DFMT_FLAG_POSTPIXELSHADER_BLENDING | WINED3DFMT_FLAG_FILTERING
1169 | WINED3DFMT_FLAG_BUMPMAP,
1170 EXT_TEXTURE_SNORM, NULL},
1171 /* Depth stencil formats */
1172 {WINED3DFMT_D16_LOCKABLE, GL_DEPTH_COMPONENT, GL_DEPTH_COMPONENT, 0,
1173 GL_DEPTH_COMPONENT, GL_UNSIGNED_SHORT, 0,
1174 WINED3DFMT_FLAG_DEPTH,
1175 WINED3D_GL_EXT_NONE, NULL},
1176 {WINED3DFMT_D16_LOCKABLE, GL_DEPTH_COMPONENT24_ARB, GL_DEPTH_COMPONENT24_ARB, 0,
1177 GL_DEPTH_COMPONENT, GL_UNSIGNED_SHORT, 0,
1178 WINED3DFMT_FLAG_TEXTURE | WINED3DFMT_FLAG_DEPTH | WINED3DFMT_FLAG_SHADOW,
1179 ARB_DEPTH_TEXTURE, NULL},
1180 {WINED3DFMT_D32_UNORM, GL_DEPTH_COMPONENT, GL_DEPTH_COMPONENT, 0,
1181 GL_DEPTH_COMPONENT, GL_UNSIGNED_INT, 0,
1182 WINED3DFMT_FLAG_DEPTH,
1183 WINED3D_GL_EXT_NONE, NULL},
1184 {WINED3DFMT_D32_UNORM, GL_DEPTH_COMPONENT32_ARB, GL_DEPTH_COMPONENT32_ARB, 0,
1185 GL_DEPTH_COMPONENT, GL_UNSIGNED_INT, 0,
1186 WINED3DFMT_FLAG_TEXTURE | WINED3DFMT_FLAG_DEPTH | WINED3DFMT_FLAG_SHADOW,
1187 ARB_DEPTH_TEXTURE, NULL},
1188 {WINED3DFMT_S1_UINT_D15_UNORM, GL_DEPTH_COMPONENT24_ARB, GL_DEPTH_COMPONENT24_ARB, 0,
1189 GL_DEPTH_COMPONENT, GL_UNSIGNED_SHORT, 0,
1190 WINED3DFMT_FLAG_DEPTH | WINED3DFMT_FLAG_SHADOW,
1191 ARB_DEPTH_TEXTURE, NULL},
1192 {WINED3DFMT_S1_UINT_D15_UNORM, GL_DEPTH24_STENCIL8_EXT, GL_DEPTH24_STENCIL8_EXT, 0,
1193 GL_DEPTH_STENCIL_EXT, GL_UNSIGNED_INT_24_8_EXT, 4,
1194 WINED3DFMT_FLAG_DEPTH | WINED3DFMT_FLAG_STENCIL | WINED3DFMT_FLAG_SHADOW,
1195 EXT_PACKED_DEPTH_STENCIL, convert_s1_uint_d15_unorm},
1196 {WINED3DFMT_S1_UINT_D15_UNORM, GL_DEPTH24_STENCIL8, GL_DEPTH24_STENCIL8, 0,
1197 GL_DEPTH_STENCIL, GL_UNSIGNED_INT_24_8, 4,
1198 WINED3DFMT_FLAG_DEPTH | WINED3DFMT_FLAG_STENCIL | WINED3DFMT_FLAG_SHADOW,
1199 ARB_FRAMEBUFFER_OBJECT, convert_s1_uint_d15_unorm},
1200 {WINED3DFMT_D24_UNORM_S8_UINT, GL_DEPTH_COMPONENT24_ARB, GL_DEPTH_COMPONENT24_ARB, 0,
1201 GL_DEPTH_COMPONENT, GL_UNSIGNED_INT, 0,
1202 WINED3DFMT_FLAG_TEXTURE | WINED3DFMT_FLAG_POSTPIXELSHADER_BLENDING | WINED3DFMT_FLAG_FILTERING
1203 | WINED3DFMT_FLAG_DEPTH | WINED3DFMT_FLAG_SHADOW,
1204 ARB_DEPTH_TEXTURE, NULL},
1205 {WINED3DFMT_D24_UNORM_S8_UINT, GL_DEPTH24_STENCIL8_EXT, GL_DEPTH24_STENCIL8_EXT, 0,
1206 GL_DEPTH_STENCIL_EXT, GL_UNSIGNED_INT_24_8_EXT, 0,
1207 WINED3DFMT_FLAG_TEXTURE | WINED3DFMT_FLAG_POSTPIXELSHADER_BLENDING | WINED3DFMT_FLAG_FILTERING
1208 | WINED3DFMT_FLAG_DEPTH | WINED3DFMT_FLAG_STENCIL | WINED3DFMT_FLAG_SHADOW,
1209 EXT_PACKED_DEPTH_STENCIL, NULL},
1210 {WINED3DFMT_D24_UNORM_S8_UINT, GL_DEPTH24_STENCIL8, GL_DEPTH24_STENCIL8, 0,
1211 GL_DEPTH_STENCIL, GL_UNSIGNED_INT_24_8, 0,
1212 WINED3DFMT_FLAG_TEXTURE | WINED3DFMT_FLAG_POSTPIXELSHADER_BLENDING | WINED3DFMT_FLAG_FILTERING
1213 | WINED3DFMT_FLAG_DEPTH | WINED3DFMT_FLAG_STENCIL | WINED3DFMT_FLAG_SHADOW,
1214 ARB_FRAMEBUFFER_OBJECT, NULL},
1215 {WINED3DFMT_X8D24_UNORM, GL_DEPTH_COMPONENT, GL_DEPTH_COMPONENT, 0,
1216 GL_DEPTH_COMPONENT, GL_UNSIGNED_INT, 0,
1217 WINED3DFMT_FLAG_DEPTH,
1218 WINED3D_GL_EXT_NONE, NULL},
1219 {WINED3DFMT_X8D24_UNORM, GL_DEPTH_COMPONENT24_ARB, GL_DEPTH_COMPONENT24_ARB, 0,
1220 GL_DEPTH_COMPONENT, GL_UNSIGNED_INT, 0,
1221 WINED3DFMT_FLAG_TEXTURE | WINED3DFMT_FLAG_POSTPIXELSHADER_BLENDING | WINED3DFMT_FLAG_FILTERING
1222 | WINED3DFMT_FLAG_DEPTH | WINED3DFMT_FLAG_SHADOW,
1223 ARB_DEPTH_TEXTURE, NULL},
1224 {WINED3DFMT_S4X4_UINT_D24_UNORM, GL_DEPTH_COMPONENT24_ARB, GL_DEPTH_COMPONENT24_ARB, 0,
1225 GL_DEPTH_COMPONENT, GL_UNSIGNED_INT, 0,
1226 WINED3DFMT_FLAG_DEPTH | WINED3DFMT_FLAG_SHADOW,
1227 ARB_DEPTH_TEXTURE, NULL},
1228 {WINED3DFMT_S4X4_UINT_D24_UNORM, GL_DEPTH24_STENCIL8_EXT, GL_DEPTH24_STENCIL8_EXT, 0,
1229 GL_DEPTH_STENCIL_EXT, GL_UNSIGNED_INT_24_8_EXT, 4,
1230 WINED3DFMT_FLAG_DEPTH | WINED3DFMT_FLAG_STENCIL | WINED3DFMT_FLAG_SHADOW,
1231 EXT_PACKED_DEPTH_STENCIL, convert_s4x4_uint_d24_unorm},
1232 {WINED3DFMT_S4X4_UINT_D24_UNORM, GL_DEPTH24_STENCIL8, GL_DEPTH24_STENCIL8, 0,
1233 GL_DEPTH_STENCIL, GL_UNSIGNED_INT_24_8, 4,
1234 WINED3DFMT_FLAG_DEPTH | WINED3DFMT_FLAG_STENCIL | WINED3DFMT_FLAG_SHADOW,
1235 ARB_FRAMEBUFFER_OBJECT, convert_s4x4_uint_d24_unorm},
1236 {WINED3DFMT_D16_UNORM, GL_DEPTH_COMPONENT, GL_DEPTH_COMPONENT, 0,
1237 GL_DEPTH_COMPONENT, GL_UNSIGNED_SHORT, 0,
1238 WINED3DFMT_FLAG_DEPTH,
1239 WINED3D_GL_EXT_NONE, NULL},
1240 {WINED3DFMT_D16_UNORM, GL_DEPTH_COMPONENT24_ARB, GL_DEPTH_COMPONENT24_ARB, 0,
1241 GL_DEPTH_COMPONENT, GL_UNSIGNED_SHORT, 0,
1242 WINED3DFMT_FLAG_TEXTURE | WINED3DFMT_FLAG_POSTPIXELSHADER_BLENDING | WINED3DFMT_FLAG_FILTERING
1243 | WINED3DFMT_FLAG_DEPTH | WINED3DFMT_FLAG_SHADOW,
1244 ARB_DEPTH_TEXTURE, NULL},
1245 {WINED3DFMT_L16_UNORM, GL_LUMINANCE16, GL_LUMINANCE16, 0,
1246 GL_LUMINANCE, GL_UNSIGNED_SHORT, 0,
1247 WINED3DFMT_FLAG_TEXTURE | WINED3DFMT_FLAG_POSTPIXELSHADER_BLENDING | WINED3DFMT_FLAG_FILTERING,
1248 WINED3D_GL_EXT_NONE, NULL},
1249 {WINED3DFMT_D32_FLOAT, GL_DEPTH_COMPONENT32F, GL_DEPTH_COMPONENT32F, 0,
1250 GL_DEPTH_COMPONENT, GL_FLOAT, 0,
1251 WINED3DFMT_FLAG_TEXTURE | WINED3DFMT_FLAG_DEPTH | WINED3DFMT_FLAG_SHADOW,
1252 ARB_DEPTH_BUFFER_FLOAT, NULL},
1253 {WINED3DFMT_S8_UINT_D24_FLOAT, GL_DEPTH32F_STENCIL8, GL_DEPTH32F_STENCIL8, 0,
1254 GL_DEPTH_STENCIL, GL_FLOAT_32_UNSIGNED_INT_24_8_REV, 8,
1255 WINED3DFMT_FLAG_TEXTURE | WINED3DFMT_FLAG_DEPTH | WINED3DFMT_FLAG_STENCIL | WINED3DFMT_FLAG_SHADOW,
1256 ARB_DEPTH_BUFFER_FLOAT, convert_s8_uint_d24_float},
1257 /* Vendor-specific formats */
1258 {WINED3DFMT_ATI1N, GL_COMPRESSED_RED_RGTC1, GL_COMPRESSED_RED_RGTC1, 0,
1259 GL_RED, GL_UNSIGNED_BYTE, 0,
1260 WINED3DFMT_FLAG_TEXTURE | WINED3DFMT_FLAG_POSTPIXELSHADER_BLENDING | WINED3DFMT_FLAG_FILTERING
1261 | WINED3DFMT_FLAG_COMPRESSED,
1262 ARB_TEXTURE_COMPRESSION_RGTC, NULL},
1263 {WINED3DFMT_ATI2N, GL_COMPRESSED_LUMINANCE_ALPHA_3DC_ATI, GL_COMPRESSED_LUMINANCE_ALPHA_3DC_ATI, 0,
1264 GL_LUMINANCE_ALPHA, GL_UNSIGNED_BYTE, 0,
1265 WINED3DFMT_FLAG_TEXTURE | WINED3DFMT_FLAG_POSTPIXELSHADER_BLENDING | WINED3DFMT_FLAG_FILTERING
1266 | WINED3DFMT_FLAG_COMPRESSED,
1267 ATI_TEXTURE_COMPRESSION_3DC, NULL},
1268 {WINED3DFMT_ATI2N, GL_COMPRESSED_RG_RGTC2, GL_COMPRESSED_RG_RGTC2, 0,
1269 GL_LUMINANCE_ALPHA, GL_UNSIGNED_BYTE, 0,
1270 WINED3DFMT_FLAG_TEXTURE | WINED3DFMT_FLAG_POSTPIXELSHADER_BLENDING | WINED3DFMT_FLAG_FILTERING
1271 | WINED3DFMT_FLAG_COMPRESSED,
1272 ARB_TEXTURE_COMPRESSION_RGTC, NULL},
1273 {WINED3DFMT_INTZ, GL_DEPTH24_STENCIL8_EXT, GL_DEPTH24_STENCIL8_EXT, 0,
1274 GL_DEPTH_STENCIL_EXT, GL_UNSIGNED_INT_24_8_EXT, 0,
1275 WINED3DFMT_FLAG_TEXTURE | WINED3DFMT_FLAG_POSTPIXELSHADER_BLENDING | WINED3DFMT_FLAG_FILTERING
1276 | WINED3DFMT_FLAG_DEPTH | WINED3DFMT_FLAG_STENCIL,
1277 EXT_PACKED_DEPTH_STENCIL, NULL},
1278 {WINED3DFMT_INTZ, GL_DEPTH24_STENCIL8, GL_DEPTH24_STENCIL8, 0,
1279 GL_DEPTH_STENCIL, GL_UNSIGNED_INT_24_8, 0,
1280 WINED3DFMT_FLAG_TEXTURE | WINED3DFMT_FLAG_POSTPIXELSHADER_BLENDING | WINED3DFMT_FLAG_FILTERING
1281 | WINED3DFMT_FLAG_DEPTH | WINED3DFMT_FLAG_STENCIL,
1282 ARB_FRAMEBUFFER_OBJECT, NULL},
1283 {WINED3DFMT_NULL, 0, 0, 0,
1284 GL_RGBA, GL_UNSIGNED_INT_8_8_8_8_REV, 0,
1285 WINED3DFMT_FLAG_TEXTURE | WINED3DFMT_FLAG_RENDERTARGET | WINED3DFMT_FLAG_FBO_ATTACHABLE,
1286 ARB_FRAMEBUFFER_OBJECT, NULL},
1289 static inline int getFmtIdx(enum wined3d_format_id format_id)
1291 /* First check if the format is at the position of its value.
1292 * This will catch the argb formats before the loop is entered. */
1293 if (format_id < (sizeof(formats) / sizeof(*formats))
1294 && formats[format_id].id == format_id)
1296 return format_id;
1298 else
1300 unsigned int i;
1302 for (i = 0; i < (sizeof(formats) / sizeof(*formats)); ++i)
1304 if (formats[i].id == format_id) return i;
1307 return -1;
1310 static void format_set_flag(struct wined3d_format *format, unsigned int flag)
1312 unsigned int i;
1314 for (i = 0; i < ARRAY_SIZE(format->flags); ++i)
1315 format->flags[i] |= flag;
1318 static void format_clear_flag(struct wined3d_format *format, unsigned int flag)
1320 unsigned int i;
1322 for (i = 0; i < ARRAY_SIZE(format->flags); ++i)
1323 format->flags[i] &= ~flag;
1326 static BOOL init_format_base_info(struct wined3d_gl_info *gl_info)
1328 UINT format_count = sizeof(formats) / sizeof(*formats);
1329 UINT i;
1331 gl_info->formats = HeapAlloc(GetProcessHeap(), HEAP_ZERO_MEMORY, format_count * sizeof(*gl_info->formats));
1332 if (!gl_info->formats)
1334 ERR("Failed to allocate memory.\n");
1335 return FALSE;
1338 for (i = 0; i < format_count; ++i)
1340 struct wined3d_format *format = &gl_info->formats[i];
1341 format->id = formats[i].id;
1342 format->red_size = formats[i].red_size;
1343 format->green_size = formats[i].green_size;
1344 format->blue_size = formats[i].blue_size;
1345 format->alpha_size = formats[i].alpha_size;
1346 format->red_offset = formats[i].red_offset;
1347 format->green_offset = formats[i].green_offset;
1348 format->blue_offset = formats[i].blue_offset;
1349 format->alpha_offset = formats[i].alpha_offset;
1350 format->byte_count = formats[i].bpp;
1351 format->depth_size = formats[i].depth_size;
1352 format->stencil_size = formats[i].stencil_size;
1353 format->block_width = 1;
1354 format->block_height = 1;
1355 format->block_byte_count = formats[i].bpp;
1358 for (i = 0; i < (sizeof(format_base_flags) / sizeof(*format_base_flags)); ++i)
1360 int fmt_idx = getFmtIdx(format_base_flags[i].id);
1362 if (fmt_idx == -1)
1364 ERR("Format %s (%#x) not found.\n",
1365 debug_d3dformat(format_base_flags[i].id), format_base_flags[i].id);
1366 HeapFree(GetProcessHeap(), 0, gl_info->formats);
1367 return FALSE;
1370 format_set_flag(&gl_info->formats[fmt_idx], format_base_flags[i].flags);
1373 return TRUE;
1376 static BOOL init_format_block_info(struct wined3d_gl_info *gl_info)
1378 unsigned int i;
1380 for (i = 0; i < (sizeof(format_block_info) / sizeof(*format_block_info)); ++i)
1382 struct wined3d_format *format;
1383 int fmt_idx = getFmtIdx(format_block_info[i].id);
1385 if (fmt_idx == -1)
1387 ERR("Format %s (%#x) not found.\n",
1388 debug_d3dformat(format_block_info[i].id), format_block_info[i].id);
1389 return FALSE;
1392 format = &gl_info->formats[fmt_idx];
1393 format->block_width = format_block_info[i].block_width;
1394 format->block_height = format_block_info[i].block_height;
1395 format->block_byte_count = format_block_info[i].block_byte_count;
1396 format_set_flag(&gl_info->formats[fmt_idx], WINED3DFMT_FLAG_BLOCKS);
1397 if (!format_block_info[i].verify)
1398 format_set_flag(&gl_info->formats[fmt_idx], WINED3DFMT_FLAG_BLOCKS_NO_VERIFY);
1401 return TRUE;
1404 static GLenum wined3d_gl_type_to_enum(enum wined3d_gl_resource_type type)
1406 switch (type)
1408 case WINED3D_GL_RES_TYPE_TEX_1D:
1409 return GL_TEXTURE_1D;
1410 case WINED3D_GL_RES_TYPE_TEX_2D:
1411 return GL_TEXTURE_2D;
1412 case WINED3D_GL_RES_TYPE_TEX_3D:
1413 return GL_TEXTURE_3D;
1414 case WINED3D_GL_RES_TYPE_TEX_CUBE:
1415 return GL_TEXTURE_CUBE_MAP_ARB;
1416 case WINED3D_GL_RES_TYPE_TEX_RECT:
1417 return GL_TEXTURE_RECTANGLE_ARB;
1418 case WINED3D_GL_RES_TYPE_BUFFER:
1419 return GL_TEXTURE_2D; /* TODO: GL_TEXTURE_BUFFER. */
1420 case WINED3D_GL_RES_TYPE_RB:
1421 return GL_RENDERBUFFER;
1422 case WINED3D_GL_RES_TYPE_COUNT:
1423 break;
1425 ERR("Unexpected GL resource type %u.\n", type);
1426 return 0;
1429 static void delete_fbo_attachment(const struct wined3d_gl_info *gl_info,
1430 enum wined3d_gl_resource_type d3d_type, GLuint object)
1432 switch (d3d_type)
1434 case WINED3D_GL_RES_TYPE_TEX_1D:
1435 case WINED3D_GL_RES_TYPE_TEX_2D:
1436 case WINED3D_GL_RES_TYPE_TEX_RECT:
1437 case WINED3D_GL_RES_TYPE_TEX_3D:
1438 case WINED3D_GL_RES_TYPE_TEX_CUBE:
1439 gl_info->gl_ops.gl.p_glDeleteTextures(1, &object);
1440 break;
1442 case WINED3D_GL_RES_TYPE_RB:
1443 gl_info->fbo_ops.glDeleteRenderbuffers(1, &object);
1444 break;
1446 case WINED3D_GL_RES_TYPE_BUFFER:
1447 case WINED3D_GL_RES_TYPE_COUNT:
1448 break;
1452 /* Context activation is done by the caller. */
1453 static void create_and_bind_fbo_attachment(const struct wined3d_gl_info *gl_info, unsigned int flags,
1454 enum wined3d_gl_resource_type d3d_type, GLuint *object, GLenum internal, GLenum format, GLenum type)
1456 GLenum attach_type = flags & WINED3DFMT_FLAG_DEPTH ?
1457 GL_DEPTH_ATTACHMENT : GL_COLOR_ATTACHMENT0;
1459 switch (d3d_type)
1461 case WINED3D_GL_RES_TYPE_TEX_1D:
1462 gl_info->gl_ops.gl.p_glGenTextures(1, object);
1463 gl_info->gl_ops.gl.p_glBindTexture(GL_TEXTURE_1D, *object);
1464 gl_info->gl_ops.gl.p_glTexImage1D(GL_TEXTURE_1D, 0, internal, 16, 0, format, type, NULL);
1465 gl_info->gl_ops.gl.p_glTexParameteri(GL_TEXTURE_1D, GL_TEXTURE_MIN_FILTER, GL_NEAREST);
1466 gl_info->gl_ops.gl.p_glTexParameteri(GL_TEXTURE_1D, GL_TEXTURE_MAG_FILTER, GL_NEAREST);
1468 gl_info->fbo_ops.glFramebufferTexture1D(GL_FRAMEBUFFER, attach_type, GL_TEXTURE_1D,
1469 *object, 0);
1470 if (flags & WINED3DFMT_FLAG_STENCIL)
1471 gl_info->fbo_ops.glFramebufferTexture1D(GL_FRAMEBUFFER, GL_STENCIL_ATTACHMENT, GL_TEXTURE_1D,
1472 *object, 0);
1473 break;
1475 case WINED3D_GL_RES_TYPE_TEX_2D:
1476 case WINED3D_GL_RES_TYPE_TEX_RECT:
1477 gl_info->gl_ops.gl.p_glGenTextures(1, object);
1478 gl_info->gl_ops.gl.p_glBindTexture(wined3d_gl_type_to_enum(d3d_type), *object);
1479 gl_info->gl_ops.gl.p_glTexImage2D(wined3d_gl_type_to_enum(d3d_type), 0, internal, 16, 16, 0,
1480 format, type, NULL);
1481 gl_info->gl_ops.gl.p_glTexParameteri(wined3d_gl_type_to_enum(d3d_type), GL_TEXTURE_MIN_FILTER, GL_NEAREST);
1482 gl_info->gl_ops.gl.p_glTexParameteri(wined3d_gl_type_to_enum(d3d_type), GL_TEXTURE_MAG_FILTER, GL_NEAREST);
1484 gl_info->fbo_ops.glFramebufferTexture2D(GL_FRAMEBUFFER, attach_type,
1485 wined3d_gl_type_to_enum(d3d_type), *object, 0);
1486 if (flags & WINED3DFMT_FLAG_STENCIL)
1487 gl_info->fbo_ops.glFramebufferTexture2D(GL_FRAMEBUFFER, GL_STENCIL_ATTACHMENT,
1488 wined3d_gl_type_to_enum(d3d_type), *object, 0);
1489 break;
1491 case WINED3D_GL_RES_TYPE_TEX_3D:
1492 gl_info->gl_ops.gl.p_glGenTextures(1, object);
1493 gl_info->gl_ops.gl.p_glBindTexture(GL_TEXTURE_3D, *object);
1494 GL_EXTCALL(glTexImage3D)(GL_TEXTURE_3D, 0, internal, 16, 16, 16, 0,
1495 format, type, NULL);
1496 gl_info->gl_ops.gl.p_glTexParameteri(GL_TEXTURE_3D, GL_TEXTURE_MIN_FILTER, GL_NEAREST);
1497 gl_info->gl_ops.gl.p_glTexParameteri(GL_TEXTURE_3D, GL_TEXTURE_MAG_FILTER, GL_NEAREST);
1499 gl_info->fbo_ops.glFramebufferTexture3D(GL_FRAMEBUFFER, attach_type,
1500 GL_TEXTURE_3D, *object, 0, 0);
1501 if (flags & WINED3DFMT_FLAG_STENCIL)
1502 gl_info->fbo_ops.glFramebufferTexture3D(GL_FRAMEBUFFER, GL_STENCIL_ATTACHMENT,
1503 GL_TEXTURE_3D, *object, 0, 0);
1504 break;
1506 case WINED3D_GL_RES_TYPE_TEX_CUBE:
1507 gl_info->gl_ops.gl.p_glGenTextures(1, object);
1508 gl_info->gl_ops.gl.p_glBindTexture(GL_TEXTURE_CUBE_MAP_ARB, *object);
1509 gl_info->gl_ops.gl.p_glTexImage2D(GL_TEXTURE_CUBE_MAP_POSITIVE_X_ARB, 0, internal, 16, 16, 0,
1510 format, type, NULL);
1511 gl_info->gl_ops.gl.p_glTexImage2D(GL_TEXTURE_CUBE_MAP_NEGATIVE_X_ARB, 0, internal, 16, 16, 0,
1512 format, type, NULL);
1513 gl_info->gl_ops.gl.p_glTexImage2D(GL_TEXTURE_CUBE_MAP_POSITIVE_Y_ARB, 0, internal, 16, 16, 0,
1514 format, type, NULL);
1515 gl_info->gl_ops.gl.p_glTexImage2D(GL_TEXTURE_CUBE_MAP_NEGATIVE_Y_ARB, 0, internal, 16, 16, 0,
1516 format, type, NULL);
1517 gl_info->gl_ops.gl.p_glTexImage2D(GL_TEXTURE_CUBE_MAP_POSITIVE_Z_ARB, 0, internal, 16, 16, 0,
1518 format, type, NULL);
1519 gl_info->gl_ops.gl.p_glTexImage2D(GL_TEXTURE_CUBE_MAP_NEGATIVE_Z_ARB, 0, internal, 16, 16, 0,
1520 format, type, NULL);
1521 gl_info->gl_ops.gl.p_glTexParameteri(GL_TEXTURE_CUBE_MAP_ARB, GL_TEXTURE_MIN_FILTER, GL_NEAREST);
1522 gl_info->gl_ops.gl.p_glTexParameteri(GL_TEXTURE_CUBE_MAP_ARB, GL_TEXTURE_MAG_FILTER, GL_NEAREST);
1524 gl_info->fbo_ops.glFramebufferTexture2D(GL_FRAMEBUFFER, attach_type,
1525 GL_TEXTURE_CUBE_MAP_POSITIVE_X_ARB, *object, 0);
1526 if (flags & WINED3DFMT_FLAG_STENCIL)
1527 gl_info->fbo_ops.glFramebufferTexture2D(GL_FRAMEBUFFER, GL_STENCIL_ATTACHMENT,
1528 GL_TEXTURE_CUBE_MAP_POSITIVE_X_ARB, *object, 0);
1529 break;
1531 case WINED3D_GL_RES_TYPE_RB:
1532 gl_info->fbo_ops.glGenRenderbuffers(1, object);
1533 gl_info->fbo_ops.glBindRenderbuffer(GL_RENDERBUFFER, *object);
1534 gl_info->fbo_ops.glRenderbufferStorage(GL_RENDERBUFFER, internal, 16, 16);
1535 gl_info->fbo_ops.glFramebufferRenderbuffer(GL_FRAMEBUFFER, attach_type, GL_RENDERBUFFER,
1536 *object);
1537 if (flags & WINED3DFMT_FLAG_STENCIL)
1538 gl_info->fbo_ops.glFramebufferRenderbuffer(GL_FRAMEBUFFER, GL_STENCIL_ATTACHMENT, GL_RENDERBUFFER,
1539 *object);
1540 break;
1542 case WINED3D_GL_RES_TYPE_BUFFER:
1543 case WINED3D_GL_RES_TYPE_COUNT:
1544 break;
1547 /* Ideally we'd skip all formats already known not to work on textures
1548 * by checking for WINED3DFMT_FLAG_TEXTURE here. However, we want to
1549 * know if we can attach WINED3DFMT_P8_UINT textures to FBOs, and this
1550 * format never has WINED3DFMT_FLAG_TEXTURE set. Instead, swallow GL
1551 * errors generated by invalid formats. */
1552 while (gl_info->gl_ops.gl.p_glGetError());
1555 /* Context activation is done by the caller. */
1556 static void check_fbo_compat(const struct wined3d_gl_info *gl_info, struct wined3d_format *format)
1558 /* Check if the default internal format is supported as a frame buffer
1559 * target, otherwise fall back to the render target internal.
1561 * Try to stick to the standard format if possible, this limits precision differences. */
1562 GLenum status, rt_internal = format->rtInternal;
1563 GLuint object, color_rb;
1564 enum wined3d_gl_resource_type type;
1565 BOOL fallback_fmt_used = FALSE, regular_fmt_used = FALSE;
1567 gl_info->gl_ops.gl.p_glDisable(GL_BLEND);
1569 for (type = 0; type < ARRAY_SIZE(format->flags); ++type)
1571 const char *type_string = "color";
1573 if (type == WINED3D_GL_RES_TYPE_BUFFER)
1574 continue;
1576 create_and_bind_fbo_attachment(gl_info, format->flags[type], type, &object, format->glInternal,
1577 format->glFormat, format->glType);
1579 if (format->flags[type] & (WINED3DFMT_FLAG_DEPTH | WINED3DFMT_FLAG_STENCIL))
1581 gl_info->fbo_ops.glGenRenderbuffers(1, &color_rb);
1582 gl_info->fbo_ops.glBindRenderbuffer(GL_RENDERBUFFER, color_rb);
1583 if (type == WINED3D_GL_RES_TYPE_TEX_1D)
1584 gl_info->fbo_ops.glRenderbufferStorage(GL_RENDERBUFFER, GL_RGBA8, 16, 1);
1585 else
1586 gl_info->fbo_ops.glRenderbufferStorage(GL_RENDERBUFFER, GL_RGBA8, 16, 16);
1588 gl_info->fbo_ops.glFramebufferRenderbuffer(GL_FRAMEBUFFER,
1589 GL_COLOR_ATTACHMENT0, GL_RENDERBUFFER, color_rb);
1590 checkGLcall("Create and attach color rb attachment");
1591 type_string = "depth / stencil";
1594 status = gl_info->fbo_ops.glCheckFramebufferStatus(GL_FRAMEBUFFER);
1595 checkGLcall("Framebuffer format check");
1597 if (status == GL_FRAMEBUFFER_COMPLETE)
1599 TRACE("Format %s is supported as FBO %s attachment, type %u.\n",
1600 debug_d3dformat(format->id), type_string, type);
1601 format->flags[type] |= WINED3DFMT_FLAG_FBO_ATTACHABLE;
1602 format->rtInternal = format->glInternal;
1603 regular_fmt_used = TRUE;
1605 else
1607 if (!rt_internal)
1609 if (format->flags[type] & WINED3DFMT_FLAG_RENDERTARGET)
1611 WARN("Format %s with rendertarget flag is not supported as FBO color attachment (type %u),"
1612 " and no fallback specified.\n", debug_d3dformat(format->id), type);
1613 format->flags[type] &= ~WINED3DFMT_FLAG_RENDERTARGET;
1615 else
1617 TRACE("Format %s is not supported as FBO %s attachment, type %u.\n",
1618 debug_d3dformat(format->id), type_string, type);
1620 format->rtInternal = format->glInternal;
1622 else
1624 TRACE("Format %s is not supported as FBO %s attachment (type %u),"
1625 " trying rtInternal format as fallback.\n",
1626 debug_d3dformat(format->id), type_string, type);
1628 while (gl_info->gl_ops.gl.p_glGetError());
1630 delete_fbo_attachment(gl_info, type, object);
1631 create_and_bind_fbo_attachment(gl_info, format->flags[type], type, &object, format->rtInternal,
1632 format->glFormat, format->glType);
1634 status = gl_info->fbo_ops.glCheckFramebufferStatus(GL_FRAMEBUFFER);
1635 checkGLcall("Framebuffer format check");
1637 if (status == GL_FRAMEBUFFER_COMPLETE)
1639 TRACE("Format %s rtInternal format is supported as FBO %s attachment, type %u.\n",
1640 debug_d3dformat(format->id), type_string, type);
1641 fallback_fmt_used = TRUE;
1643 else
1645 WARN("Format %s rtInternal format is not supported as FBO %s attachment, type %u.\n",
1646 debug_d3dformat(format->id), type_string, type);
1647 format->flags[type] &= ~WINED3DFMT_FLAG_RENDERTARGET;
1652 if (status == GL_FRAMEBUFFER_COMPLETE
1653 && ((format->flags[type] & WINED3DFMT_FLAG_POSTPIXELSHADER_BLENDING)
1654 || !(gl_info->quirks & WINED3D_QUIRK_LIMITED_TEX_FILTERING))
1655 && format->id != WINED3DFMT_NULL && format->id != WINED3DFMT_P8_UINT
1656 && format->glFormat != GL_LUMINANCE && format->glFormat != GL_LUMINANCE_ALPHA
1657 && (format->red_size || format->alpha_size))
1659 DWORD readback[16 * 16 * 16], color, r_range, a_range;
1660 BYTE r, a;
1661 BOOL match = TRUE;
1662 GLuint rb;
1664 if (gl_info->supported[ARB_FRAMEBUFFER_OBJECT]
1665 || gl_info->supported[EXT_PACKED_DEPTH_STENCIL])
1667 gl_info->fbo_ops.glGenRenderbuffers(1, &rb);
1668 gl_info->fbo_ops.glBindRenderbuffer(GL_RENDERBUFFER, rb);
1669 if (type == WINED3D_GL_RES_TYPE_TEX_1D)
1670 gl_info->fbo_ops.glRenderbufferStorage(GL_RENDERBUFFER, GL_DEPTH24_STENCIL8, 16, 1);
1671 else
1672 gl_info->fbo_ops.glRenderbufferStorage(GL_RENDERBUFFER, GL_DEPTH24_STENCIL8, 16, 16);
1673 gl_info->fbo_ops.glFramebufferRenderbuffer(GL_FRAMEBUFFER, GL_DEPTH_ATTACHMENT, GL_RENDERBUFFER, rb);
1674 gl_info->fbo_ops.glFramebufferRenderbuffer(GL_FRAMEBUFFER, GL_STENCIL_ATTACHMENT, GL_RENDERBUFFER, rb);
1675 checkGLcall("RB attachment");
1678 gl_info->gl_ops.gl.p_glEnable(GL_BLEND);
1679 gl_info->gl_ops.gl.p_glClearColor(0.0f, 0.0f, 0.0f, 1.0f);
1680 gl_info->gl_ops.gl.p_glClear(GL_COLOR_BUFFER_BIT);
1681 if (gl_info->gl_ops.gl.p_glGetError() == GL_INVALID_FRAMEBUFFER_OPERATION)
1683 while (gl_info->gl_ops.gl.p_glGetError());
1684 TRACE("Format %s doesn't support post-pixelshader blending, type %u.\n",
1685 debug_d3dformat(format->id), type);
1686 format->flags[type] &= ~WINED3DFMT_FLAG_POSTPIXELSHADER_BLENDING;
1688 else
1690 gl_info->gl_ops.gl.p_glDisable(GL_BLEND);
1691 if (type == WINED3D_GL_RES_TYPE_TEX_1D)
1692 gl_info->gl_ops.gl.p_glViewport(0, 0, 16, 1);
1693 else
1694 gl_info->gl_ops.gl.p_glViewport(0, 0, 16, 16);
1695 gl_info->gl_ops.gl.p_glDisable(GL_LIGHTING);
1696 gl_info->gl_ops.gl.p_glMatrixMode(GL_MODELVIEW);
1697 gl_info->gl_ops.gl.p_glLoadIdentity();
1698 gl_info->gl_ops.gl.p_glMatrixMode(GL_PROJECTION);
1699 gl_info->gl_ops.gl.p_glLoadIdentity();
1701 gl_info->gl_ops.gl.p_glBlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
1703 /* Draw a full-black quad */
1704 gl_info->gl_ops.gl.p_glBegin(GL_TRIANGLE_STRIP);
1705 gl_info->gl_ops.gl.p_glColor4f(0.0f, 0.0f, 0.0f, 1.0f);
1706 gl_info->gl_ops.gl.p_glVertex3f(-1.0f, -1.0f, 0.0f);
1707 gl_info->gl_ops.gl.p_glVertex3f(1.0f, -1.0f, 0.0f);
1708 gl_info->gl_ops.gl.p_glVertex3f(-1.0f, 1.0f, 0.0f);
1709 gl_info->gl_ops.gl.p_glVertex3f(1.0f, 1.0f, 0.0f);
1710 gl_info->gl_ops.gl.p_glEnd();
1712 gl_info->gl_ops.gl.p_glEnable(GL_BLEND);
1713 /* Draw a half-transparent red quad */
1714 gl_info->gl_ops.gl.p_glBegin(GL_TRIANGLE_STRIP);
1715 gl_info->gl_ops.gl.p_glColor4f(1.0f, 0.0f, 0.0f, 0.5f);
1716 gl_info->gl_ops.gl.p_glVertex3f(-1.0f, -1.0f, 0.0f);
1717 gl_info->gl_ops.gl.p_glVertex3f(1.0f, -1.0f, 0.0f);
1718 gl_info->gl_ops.gl.p_glVertex3f(-1.0f, 1.0f, 0.0f);
1719 gl_info->gl_ops.gl.p_glVertex3f(1.0f, 1.0f, 0.0f);
1720 gl_info->gl_ops.gl.p_glEnd();
1722 gl_info->gl_ops.gl.p_glDisable(GL_BLEND);
1724 switch (type)
1726 case WINED3D_GL_RES_TYPE_TEX_1D:
1727 /* Rebinding texture to workaround a fglrx bug. */
1728 gl_info->gl_ops.gl.p_glBindTexture(GL_TEXTURE_1D, object);
1729 gl_info->gl_ops.gl.p_glGetTexImage(GL_TEXTURE_1D, 0, GL_BGRA,
1730 GL_UNSIGNED_INT_8_8_8_8_REV, readback);
1731 color = readback[7];
1732 break;
1734 case WINED3D_GL_RES_TYPE_TEX_2D:
1735 case WINED3D_GL_RES_TYPE_TEX_3D:
1736 case WINED3D_GL_RES_TYPE_TEX_RECT:
1737 /* Rebinding texture to workaround a fglrx bug. */
1738 gl_info->gl_ops.gl.p_glBindTexture(wined3d_gl_type_to_enum(type), object);
1739 gl_info->gl_ops.gl.p_glGetTexImage(wined3d_gl_type_to_enum(type), 0, GL_BGRA,
1740 GL_UNSIGNED_INT_8_8_8_8_REV, readback);
1741 color = readback[7 * 16 + 7];
1742 break;
1744 case WINED3D_GL_RES_TYPE_TEX_CUBE:
1745 /* Rebinding texture to workaround a fglrx bug. */
1746 gl_info->gl_ops.gl.p_glBindTexture(GL_TEXTURE_CUBE_MAP_ARB, object);
1747 gl_info->gl_ops.gl.p_glGetTexImage(GL_TEXTURE_CUBE_MAP_POSITIVE_X_ARB, 0, GL_BGRA,
1748 GL_UNSIGNED_INT_8_8_8_8_REV, readback);
1749 color = readback[7 * 16 + 7];
1750 break;
1752 case WINED3D_GL_RES_TYPE_RB:
1753 gl_info->gl_ops.gl.p_glReadPixels(0, 0, 16, 16,
1754 GL_BGRA, GL_UNSIGNED_INT_8_8_8_8_REV, readback);
1755 color = readback[7 * 16 + 7];
1756 break;
1758 case WINED3D_GL_RES_TYPE_BUFFER:
1759 case WINED3D_GL_RES_TYPE_COUNT:
1760 color = 0;
1761 break;
1763 checkGLcall("Post-pixelshader blending check");
1765 a = color >> 24;
1766 r = (color & 0x00ff0000) >> 16;
1768 r_range = format->red_size < 8 ? 1 << (8 - format->red_size) : 1;
1769 a_range = format->alpha_size < 8 ? 1 << (8 - format->alpha_size) : 1;
1770 if (format->red_size && (r < 0x7f - r_range || r > 0x7f + r_range))
1771 match = FALSE;
1772 else if (format->alpha_size > 1 && (a < 0xbf - a_range || a > 0xbf + a_range))
1773 match = FALSE;
1774 if (!match)
1776 TRACE("Format %s doesn't support post-pixelshader blending, type %u.\n",
1777 debug_d3dformat(format->id), type);
1778 TRACE("Color output: %#x\n", color);
1779 format->flags[type] &= ~WINED3DFMT_FLAG_POSTPIXELSHADER_BLENDING;
1781 else
1783 TRACE("Format %s supports post-pixelshader blending, type %u.\n",
1784 debug_d3dformat(format->id), type);
1785 TRACE("Color output: %#x\n", color);
1786 format->flags[type] |= WINED3DFMT_FLAG_POSTPIXELSHADER_BLENDING;
1790 if (gl_info->supported[ARB_FRAMEBUFFER_OBJECT]
1791 || gl_info->supported[EXT_PACKED_DEPTH_STENCIL])
1793 gl_info->fbo_ops.glFramebufferRenderbuffer(GL_FRAMEBUFFER, GL_DEPTH_ATTACHMENT, GL_RENDERBUFFER, 0);
1794 gl_info->fbo_ops.glFramebufferRenderbuffer(GL_FRAMEBUFFER, GL_STENCIL_ATTACHMENT, GL_RENDERBUFFER, 0);
1795 gl_info->fbo_ops.glDeleteRenderbuffers(1, &rb);
1796 checkGLcall("RB cleanup");
1800 if (format->glInternal != format->glGammaInternal)
1802 delete_fbo_attachment(gl_info, type, object);
1803 create_and_bind_fbo_attachment(gl_info, format->flags[type], type, &object, format->glGammaInternal,
1804 format->glFormat, format->glType);
1806 status = gl_info->fbo_ops.glCheckFramebufferStatus(GL_FRAMEBUFFER);
1807 checkGLcall("Framebuffer format check");
1809 if (status == GL_FRAMEBUFFER_COMPLETE)
1811 TRACE("Format %s's sRGB format is FBO attachable, type %u.\n",
1812 debug_d3dformat(format->id), type);
1813 format->flags[type] |= WINED3DFMT_FLAG_FBO_ATTACHABLE_SRGB;
1815 else
1817 WARN("Format %s's sRGB format is not FBO attachable, type %u.\n",
1818 debug_d3dformat(format->id), type);
1821 else if (status == GL_FRAMEBUFFER_COMPLETE)
1822 format->flags[type] |= WINED3DFMT_FLAG_FBO_ATTACHABLE_SRGB;
1824 if (format->flags[type] & (WINED3DFMT_FLAG_DEPTH | WINED3DFMT_FLAG_STENCIL))
1826 gl_info->fbo_ops.glFramebufferRenderbuffer(GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT0, GL_RENDERBUFFER, 0);
1827 gl_info->fbo_ops.glDeleteRenderbuffers(1, &color_rb);
1830 delete_fbo_attachment(gl_info, type, object);
1831 checkGLcall("Framebuffer format check cleaup");
1834 if (fallback_fmt_used && regular_fmt_used)
1836 FIXME("Format %s needs different render target formats for different resource types.\n",
1837 debug_d3dformat(format->id));
1838 format_clear_flag(format, WINED3DFMT_FLAG_RENDERTARGET | WINED3DFMT_FLAG_FBO_ATTACHABLE
1839 | WINED3DFMT_FLAG_FBO_ATTACHABLE_SRGB | WINED3DFMT_FLAG_POSTPIXELSHADER_BLENDING);
1843 static void query_format_flag(struct wined3d_gl_info *gl_info, struct wined3d_format *format,
1844 GLint internal, GLenum pname, DWORD flag, const char *string)
1846 GLint value;
1847 enum wined3d_gl_resource_type type;
1849 for (type = 0; type < ARRAY_SIZE(format->flags); ++type)
1851 gl_info->gl_ops.ext.p_glGetInternalformativ(wined3d_gl_type_to_enum(type), internal, pname, 1, &value);
1852 if (value == GL_FULL_SUPPORT)
1854 TRACE("Format %s supports %s, resource type %u.\n", debug_d3dformat(format->id), string, type);
1855 format->flags[type] |= flag;
1857 else
1859 TRACE("Format %s doesn't support %s, resource type %u.\n", debug_d3dformat(format->id), string, type);
1860 format->flags[type] &= ~flag;
1865 /* Context activation is done by the caller. */
1866 static void init_format_fbo_compat_info(struct wined3d_gl_info *gl_info)
1868 unsigned int i, type;
1869 GLuint fbo;
1871 if (gl_info->supported[ARB_INTERNALFORMAT_QUERY2])
1873 for (i = 0; i < sizeof(formats) / sizeof(*formats); ++i)
1875 GLint value;
1876 struct wined3d_format *format = &gl_info->formats[i];
1877 BOOL fallback_fmt_used = FALSE, regular_fmt_used = FALSE;
1878 GLenum rt_internal = format->rtInternal;
1880 if (!format->glInternal)
1881 continue;
1883 for (type = 0; type < ARRAY_SIZE(format->flags); ++type)
1885 gl_info->gl_ops.ext.p_glGetInternalformativ(wined3d_gl_type_to_enum(type),
1886 format->glInternal, GL_FRAMEBUFFER_RENDERABLE, 1, &value);
1887 if (value == GL_FULL_SUPPORT)
1889 TRACE("Format %s is supported as FBO color attachment, resource type %u.\n",
1890 debug_d3dformat(format->id), type);
1891 format->flags[type] |= WINED3DFMT_FLAG_FBO_ATTACHABLE;
1892 format->rtInternal = format->glInternal;
1893 regular_fmt_used = TRUE;
1895 gl_info->gl_ops.ext.p_glGetInternalformativ(wined3d_gl_type_to_enum(type),
1896 format->glInternal, GL_FRAMEBUFFER_BLEND, 1, &value);
1897 if (value == GL_FULL_SUPPORT)
1899 TRACE("Format %s supports post-pixelshader blending, resource type %u.\n",
1900 debug_d3dformat(format->id), type);
1901 format->flags[type] |= WINED3DFMT_FLAG_POSTPIXELSHADER_BLENDING;
1903 else
1905 TRACE("Format %s doesn't support post-pixelshader blending, resource typed %u.\n",
1906 debug_d3dformat(format->id), type);
1907 format->flags[type] &= ~WINED3DFMT_FLAG_POSTPIXELSHADER_BLENDING;
1910 else
1912 if (!rt_internal)
1914 if (format->flags[type] & WINED3DFMT_FLAG_RENDERTARGET)
1916 WARN("Format %s with rendertarget flag is not supported as FBO color attachment"
1917 " and no fallback specified, resource type %u.\n",
1918 debug_d3dformat(format->id), type);
1919 format->flags[type] &= ~WINED3DFMT_FLAG_RENDERTARGET;
1921 else
1922 TRACE("Format %s is not supported as FBO color attachment,"
1923 " resource type %u.\n", debug_d3dformat(format->id), type);
1924 format->rtInternal = format->glInternal;
1926 else
1928 gl_info->gl_ops.ext.p_glGetInternalformativ(wined3d_gl_type_to_enum(type),
1929 rt_internal, GL_FRAMEBUFFER_RENDERABLE, 1, &value);
1930 if (value == GL_FULL_SUPPORT)
1932 TRACE("Format %s rtInternal format is supported as FBO color attachment,"
1933 " resource type %u.\n", debug_d3dformat(format->id), type);
1934 fallback_fmt_used = TRUE;
1936 else
1938 WARN("Format %s rtInternal format is not supported as FBO color attachment,"
1939 " resource type %u.\n", debug_d3dformat(format->id), type);
1940 format->flags[type] &= ~WINED3DFMT_FLAG_RENDERTARGET;
1945 if (format->glInternal != format->glGammaInternal)
1947 gl_info->gl_ops.ext.p_glGetInternalformativ(wined3d_gl_type_to_enum(type),
1948 format->glGammaInternal, GL_FRAMEBUFFER_RENDERABLE, 1, &value);
1949 if (value == GL_FULL_SUPPORT)
1951 TRACE("Format %s's sRGB format is FBO attachable, resource type %u.\n",
1952 debug_d3dformat(format->id), type);
1953 format->flags[type] |= WINED3DFMT_FLAG_FBO_ATTACHABLE_SRGB;
1955 else
1957 WARN("Format %s's sRGB format is not FBO attachable, resource type %u.\n",
1958 debug_d3dformat(format->id), type);
1961 else if (format->flags[type] & WINED3DFMT_FLAG_FBO_ATTACHABLE)
1962 format->flags[type] |= WINED3DFMT_FLAG_FBO_ATTACHABLE_SRGB;
1965 if (fallback_fmt_used && regular_fmt_used)
1967 FIXME("Format %s needs different render target formats for different resource types.\n",
1968 debug_d3dformat(format->id));
1969 format_clear_flag(format, WINED3DFMT_FLAG_RENDERTARGET | WINED3DFMT_FLAG_FBO_ATTACHABLE
1970 | WINED3DFMT_FLAG_FBO_ATTACHABLE_SRGB | WINED3DFMT_FLAG_POSTPIXELSHADER_BLENDING);
1973 return;
1976 if (wined3d_settings.offscreen_rendering_mode == ORM_FBO)
1978 gl_info->fbo_ops.glGenFramebuffers(1, &fbo);
1979 gl_info->fbo_ops.glBindFramebuffer(GL_FRAMEBUFFER, fbo);
1980 gl_info->gl_ops.gl.p_glDrawBuffer(GL_COLOR_ATTACHMENT0);
1981 gl_info->gl_ops.gl.p_glReadBuffer(GL_COLOR_ATTACHMENT0);
1984 for (i = 0; i < sizeof(formats) / sizeof(*formats); ++i)
1986 struct wined3d_format *format = &gl_info->formats[i];
1988 if (!format->glInternal) continue;
1990 if (format->flags[WINED3D_GL_RES_TYPE_TEX_2D] & WINED3DFMT_FLAG_COMPRESSED)
1992 TRACE("Skipping format %s because it's a compressed format.\n",
1993 debug_d3dformat(format->id));
1994 continue;
1997 if (wined3d_settings.offscreen_rendering_mode == ORM_FBO)
1999 TRACE("Checking if format %s is supported as FBO color attachment...\n", debug_d3dformat(format->id));
2000 check_fbo_compat(gl_info, format);
2002 else
2004 format->rtInternal = format->glInternal;
2008 if (wined3d_settings.offscreen_rendering_mode == ORM_FBO)
2009 gl_info->fbo_ops.glDeleteFramebuffers(1, &fbo);
2012 static BOOL init_format_texture_info(struct wined3d_adapter *adapter, struct wined3d_gl_info *gl_info)
2014 struct fragment_caps fragment_caps;
2015 struct shader_caps shader_caps;
2016 BOOL srgb_write;
2017 unsigned int i;
2019 adapter->fragment_pipe->get_caps(gl_info, &fragment_caps);
2020 adapter->shader_backend->shader_get_caps(gl_info, &shader_caps);
2021 srgb_write = (fragment_caps.wined3d_caps & WINED3D_FRAGMENT_CAP_SRGB_WRITE)
2022 && (shader_caps.wined3d_caps & WINED3D_SHADER_CAP_SRGB_WRITE);
2024 for (i = 0; i < sizeof(format_texture_info) / sizeof(*format_texture_info); ++i)
2026 int fmt_idx = getFmtIdx(format_texture_info[i].id);
2027 struct wined3d_format *format;
2029 if (fmt_idx == -1)
2031 ERR("Format %s (%#x) not found.\n",
2032 debug_d3dformat(format_texture_info[i].id), format_texture_info[i].id);
2033 return FALSE;
2036 if (!gl_info->supported[format_texture_info[i].extension]) continue;
2038 format = &gl_info->formats[fmt_idx];
2040 /* ARB_texture_rg defines floating point formats, but only if
2041 * ARB_texture_float is also supported. */
2042 if (!gl_info->supported[ARB_TEXTURE_FLOAT]
2043 && (format->flags[WINED3D_GL_RES_TYPE_TEX_2D] & WINED3DFMT_FLAG_FLOAT))
2044 continue;
2046 format->glInternal = format_texture_info[i].gl_internal;
2047 format->glGammaInternal = format_texture_info[i].gl_srgb_internal;
2048 format->rtInternal = format_texture_info[i].gl_rt_internal;
2049 format->glFormat = format_texture_info[i].gl_format;
2050 format->glType = format_texture_info[i].gl_type;
2051 format->color_fixup = COLOR_FIXUP_IDENTITY;
2052 format->height_scale.numerator = 1;
2053 format->height_scale.denominator = 1;
2055 format->flags[WINED3D_GL_RES_TYPE_TEX_1D] |= format_texture_info[i].flags;
2056 format->flags[WINED3D_GL_RES_TYPE_TEX_2D] |= format_texture_info[i].flags;
2057 format->flags[WINED3D_GL_RES_TYPE_BUFFER] |= format_texture_info[i].flags;
2059 /* GL_ARB_depth_texture does not support 3D textures. It also says "cube textures are
2060 * problematic", but doesn't explicitly mandate that an error is generated. */
2061 if (gl_info->supported[EXT_TEXTURE3D]
2062 && !(format_texture_info[i].flags & (WINED3DFMT_FLAG_DEPTH | WINED3DFMT_FLAG_STENCIL)))
2063 format->flags[WINED3D_GL_RES_TYPE_TEX_3D] |= format_texture_info[i].flags;
2065 if (gl_info->supported[ARB_TEXTURE_CUBE_MAP])
2066 format->flags[WINED3D_GL_RES_TYPE_TEX_CUBE] |= format_texture_info[i].flags;
2068 if (gl_info->supported[ARB_TEXTURE_RECTANGLE])
2069 format->flags[WINED3D_GL_RES_TYPE_TEX_RECT] |= format_texture_info[i].flags;
2071 format->flags[WINED3D_GL_RES_TYPE_RB] |= format_texture_info[i].flags;
2072 format->flags[WINED3D_GL_RES_TYPE_RB] &= ~WINED3DFMT_FLAG_TEXTURE;
2074 if (gl_info->supported[ARB_INTERNALFORMAT_QUERY2])
2076 query_format_flag(gl_info, format, format->glInternal, GL_VERTEX_TEXTURE,
2077 WINED3DFMT_FLAG_VTF, "vertex texture usage");
2078 query_format_flag(gl_info, format, format->glInternal, GL_FILTER,
2079 WINED3DFMT_FLAG_FILTERING, "filtering");
2081 if (format->glGammaInternal != format->glInternal)
2083 query_format_flag(gl_info, format, format->glGammaInternal, GL_SRGB_READ,
2084 WINED3DFMT_FLAG_SRGB_READ, "sRGB read");
2086 if (srgb_write)
2087 query_format_flag(gl_info, format, format->glGammaInternal, GL_SRGB_WRITE,
2088 WINED3DFMT_FLAG_SRGB_WRITE, "sRGB write");
2089 else
2090 format_clear_flag(format, WINED3DFMT_FLAG_SRGB_WRITE);
2092 if (!(format->flags[WINED3D_GL_RES_TYPE_TEX_2D] & (WINED3DFMT_FLAG_SRGB_READ | WINED3DFMT_FLAG_SRGB_WRITE)))
2093 format->glGammaInternal = format->glInternal;
2094 else if (gl_info->supported[EXT_TEXTURE_SRGB_DECODE])
2095 format->glInternal = format->glGammaInternal;
2098 else
2100 if (!gl_info->limits.vertex_samplers)
2101 format_clear_flag(format, WINED3DFMT_FLAG_VTF);
2103 if (!(gl_info->quirks & WINED3D_QUIRK_LIMITED_TEX_FILTERING))
2104 format_set_flag(format, WINED3DFMT_FLAG_FILTERING);
2105 else if (format->id != WINED3DFMT_R32G32B32A32_FLOAT && format->id != WINED3DFMT_R32_FLOAT)
2106 format_clear_flag(format, WINED3DFMT_FLAG_VTF);
2108 if (format->glGammaInternal != format->glInternal)
2110 /* Filter sRGB capabilities if EXT_texture_sRGB is not supported. */
2111 if (!gl_info->supported[EXT_TEXTURE_SRGB])
2113 format->glGammaInternal = format->glInternal;
2114 format_clear_flag(format, WINED3DFMT_FLAG_SRGB_READ | WINED3DFMT_FLAG_SRGB_WRITE);
2116 else if (gl_info->supported[EXT_TEXTURE_SRGB_DECODE])
2118 format->glInternal = format->glGammaInternal;
2122 if ((format->flags[WINED3D_GL_RES_TYPE_TEX_2D] & WINED3DFMT_FLAG_SRGB_WRITE) && !srgb_write)
2123 format_clear_flag(format, WINED3DFMT_FLAG_SRGB_WRITE);
2125 if (!gl_info->supported[ARB_DEPTH_TEXTURE]
2126 && format_texture_info[i].flags & (WINED3DFMT_FLAG_DEPTH | WINED3DFMT_FLAG_STENCIL))
2128 format->flags[WINED3D_GL_RES_TYPE_TEX_1D] &= ~WINED3DFMT_FLAG_TEXTURE;
2129 format->flags[WINED3D_GL_RES_TYPE_TEX_2D] &= ~WINED3DFMT_FLAG_TEXTURE;
2130 format->flags[WINED3D_GL_RES_TYPE_TEX_3D] &= ~WINED3DFMT_FLAG_TEXTURE;
2131 format->flags[WINED3D_GL_RES_TYPE_TEX_CUBE] &= ~WINED3DFMT_FLAG_TEXTURE;
2132 format->flags[WINED3D_GL_RES_TYPE_TEX_RECT] &= ~WINED3DFMT_FLAG_TEXTURE;
2136 /* Texture conversion stuff */
2137 format->convert = format_texture_info[i].convert;
2138 format->conv_byte_count = format_texture_info[i].conv_byte_count;
2141 return TRUE;
2144 static BOOL color_match(DWORD c1, DWORD c2, BYTE max_diff)
2146 if (abs((c1 & 0xff) - (c2 & 0xff)) > max_diff) return FALSE;
2147 c1 >>= 8; c2 >>= 8;
2148 if (abs((c1 & 0xff) - (c2 & 0xff)) > max_diff) return FALSE;
2149 c1 >>= 8; c2 >>= 8;
2150 if (abs((c1 & 0xff) - (c2 & 0xff)) > max_diff) return FALSE;
2151 c1 >>= 8; c2 >>= 8;
2152 if (abs((c1 & 0xff) - (c2 & 0xff)) > max_diff) return FALSE;
2153 return TRUE;
2156 /* A context is provided by the caller */
2157 static BOOL check_filter(const struct wined3d_gl_info *gl_info, GLenum internal)
2159 static const DWORD data[] = {0x00000000, 0xffffffff};
2160 GLuint tex, fbo, buffer;
2161 DWORD readback[16 * 1];
2162 BOOL ret = FALSE;
2164 /* Render a filtered texture and see what happens. This is intended to detect the lack of
2165 * float16 filtering on ATI X1000 class cards. The drivers disable filtering instead of
2166 * falling back to software. If this changes in the future this code will get fooled and
2167 * apps might hit the software path due to incorrectly advertised caps.
2169 * Its unlikely that this changes however. GL Games like Mass Effect depend on the filter
2170 * disable fallback, if Apple or ATI ever change the driver behavior they will break more
2171 * than Wine. The Linux binary <= r500 driver is not maintained any more anyway
2174 while (gl_info->gl_ops.gl.p_glGetError());
2176 gl_info->gl_ops.gl.p_glGenTextures(1, &buffer);
2177 gl_info->gl_ops.gl.p_glBindTexture(GL_TEXTURE_2D, buffer);
2178 memset(readback, 0x7e, sizeof(readback));
2179 gl_info->gl_ops.gl.p_glTexImage2D(GL_TEXTURE_2D, 0, GL_RGBA8, 16, 1, 0,
2180 GL_RGBA, GL_UNSIGNED_INT_8_8_8_8, readback);
2181 gl_info->gl_ops.gl.p_glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_NEAREST);
2182 gl_info->gl_ops.gl.p_glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_NEAREST);
2183 gl_info->gl_ops.gl.p_glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_CLAMP_TO_EDGE);
2184 gl_info->gl_ops.gl.p_glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_CLAMP_TO_EDGE);
2185 gl_info->gl_ops.gl.p_glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_R, GL_CLAMP_TO_EDGE);
2187 gl_info->gl_ops.gl.p_glGenTextures(1, &tex);
2188 gl_info->gl_ops.gl.p_glBindTexture(GL_TEXTURE_2D, tex);
2189 gl_info->gl_ops.gl.p_glTexImage2D(GL_TEXTURE_2D, 0, internal, 2, 1, 0,
2190 GL_BGRA, GL_UNSIGNED_INT_8_8_8_8_REV, data);
2191 gl_info->gl_ops.gl.p_glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR);
2192 gl_info->gl_ops.gl.p_glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_LINEAR);
2193 gl_info->gl_ops.gl.p_glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_CLAMP_TO_EDGE);
2194 gl_info->gl_ops.gl.p_glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_CLAMP_TO_EDGE);
2195 gl_info->gl_ops.gl.p_glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_R, GL_CLAMP_TO_EDGE);
2196 gl_info->gl_ops.gl.p_glEnable(GL_TEXTURE_2D);
2198 gl_info->fbo_ops.glGenFramebuffers(1, &fbo);
2199 gl_info->fbo_ops.glBindFramebuffer(GL_FRAMEBUFFER, fbo);
2200 gl_info->fbo_ops.glFramebufferTexture2D(GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT0, GL_TEXTURE_2D, buffer, 0);
2201 gl_info->gl_ops.gl.p_glDrawBuffer(GL_COLOR_ATTACHMENT0);
2203 gl_info->gl_ops.gl.p_glViewport(0, 0, 16, 1);
2204 gl_info->gl_ops.gl.p_glDisable(GL_LIGHTING);
2205 gl_info->gl_ops.gl.p_glMatrixMode(GL_MODELVIEW);
2206 gl_info->gl_ops.gl.p_glLoadIdentity();
2207 gl_info->gl_ops.gl.p_glMatrixMode(GL_PROJECTION);
2208 gl_info->gl_ops.gl.p_glLoadIdentity();
2210 gl_info->gl_ops.gl.p_glClearColor(0, 1, 0, 0);
2211 gl_info->gl_ops.gl.p_glClear(GL_COLOR_BUFFER_BIT);
2213 gl_info->gl_ops.gl.p_glBegin(GL_TRIANGLE_STRIP);
2214 gl_info->gl_ops.gl.p_glTexCoord2f(0.0, 0.0);
2215 gl_info->gl_ops.gl.p_glVertex2f(-1.0f, -1.0f);
2216 gl_info->gl_ops.gl.p_glTexCoord2f(1.0, 0.0);
2217 gl_info->gl_ops.gl.p_glVertex2f(1.0f, -1.0f);
2218 gl_info->gl_ops.gl.p_glTexCoord2f(0.0, 1.0);
2219 gl_info->gl_ops.gl.p_glVertex2f(-1.0f, 1.0f);
2220 gl_info->gl_ops.gl.p_glTexCoord2f(1.0, 1.0);
2221 gl_info->gl_ops.gl.p_glVertex2f(1.0f, 1.0f);
2222 gl_info->gl_ops.gl.p_glEnd();
2224 gl_info->gl_ops.gl.p_glBindTexture(GL_TEXTURE_2D, buffer);
2225 memset(readback, 0x7f, sizeof(readback));
2226 gl_info->gl_ops.gl.p_glGetTexImage(GL_TEXTURE_2D, 0, GL_BGRA, GL_UNSIGNED_INT_8_8_8_8_REV, readback);
2227 if (color_match(readback[6], 0xffffffff, 5) || color_match(readback[6], 0x00000000, 5)
2228 || color_match(readback[9], 0xffffffff, 5) || color_match(readback[9], 0x00000000, 5))
2230 TRACE("Read back colors 0x%08x and 0x%08x close to unfiltered color, assuming no filtering\n",
2231 readback[6], readback[9]);
2232 ret = FALSE;
2234 else
2236 TRACE("Read back colors are 0x%08x and 0x%08x, assuming texture is filtered\n",
2237 readback[6], readback[9]);
2238 ret = TRUE;
2241 gl_info->fbo_ops.glBindFramebuffer(GL_FRAMEBUFFER, 0);
2242 gl_info->fbo_ops.glDeleteFramebuffers(1, &fbo);
2243 gl_info->gl_ops.gl.p_glDeleteTextures(1, &tex);
2244 gl_info->gl_ops.gl.p_glDeleteTextures(1, &buffer);
2246 if (gl_info->gl_ops.gl.p_glGetError())
2248 FIXME("Error during filtering test for format %x, returning no filtering\n", internal);
2249 ret = FALSE;
2252 return ret;
2255 static void init_format_filter_info(struct wined3d_gl_info *gl_info, enum wined3d_pci_vendor vendor)
2257 struct wined3d_format *format;
2258 unsigned int fmt_idx, i;
2259 static const enum wined3d_format_id fmts16[] =
2261 WINED3DFMT_R16_FLOAT,
2262 WINED3DFMT_R16G16_FLOAT,
2263 WINED3DFMT_R16G16B16A16_FLOAT,
2265 BOOL filtered;
2267 if (gl_info->supported[ARB_INTERNALFORMAT_QUERY2])
2268 /* This was already handled by init_format_texture_info(). */
2269 return;
2271 if(wined3d_settings.offscreen_rendering_mode != ORM_FBO)
2273 WARN("No FBO support, or no FBO ORM, guessing filter info from GL caps\n");
2274 if (vendor == HW_VENDOR_NVIDIA && gl_info->supported[ARB_TEXTURE_FLOAT])
2276 TRACE("Nvidia card with texture_float support: Assuming float16 blending\n");
2277 filtered = TRUE;
2279 else if (gl_info->limits.glsl_varyings > 44)
2281 TRACE("More than 44 GLSL varyings - assuming d3d10 card with float16 blending\n");
2282 filtered = TRUE;
2284 else
2286 TRACE("Assuming no float16 blending\n");
2287 filtered = FALSE;
2290 if(filtered)
2292 for(i = 0; i < (sizeof(fmts16) / sizeof(*fmts16)); i++)
2294 fmt_idx = getFmtIdx(fmts16[i]);
2295 format_set_flag(&gl_info->formats[fmt_idx], WINED3DFMT_FLAG_FILTERING);
2298 return;
2301 for(i = 0; i < (sizeof(fmts16) / sizeof(*fmts16)); i++)
2303 fmt_idx = getFmtIdx(fmts16[i]);
2304 format = &gl_info->formats[fmt_idx];
2305 if (!format->glInternal) continue; /* Not supported by GL */
2307 filtered = check_filter(gl_info, gl_info->formats[fmt_idx].glInternal);
2308 if(filtered)
2310 TRACE("Format %s supports filtering\n", debug_d3dformat(fmts16[i]));
2311 format_set_flag(format, WINED3DFMT_FLAG_FILTERING);
2313 else
2315 TRACE("Format %s does not support filtering\n", debug_d3dformat(fmts16[i]));
2320 static void apply_format_fixups(struct wined3d_adapter *adapter, struct wined3d_gl_info *gl_info)
2322 unsigned int i;
2323 int idx;
2325 idx = getFmtIdx(WINED3DFMT_R16_FLOAT);
2326 gl_info->formats[idx].color_fixup = create_color_fixup_desc(
2327 0, CHANNEL_SOURCE_X, 0, CHANNEL_SOURCE_ONE, 0, CHANNEL_SOURCE_ONE, 0, CHANNEL_SOURCE_W);
2329 idx = getFmtIdx(WINED3DFMT_R32_FLOAT);
2330 gl_info->formats[idx].color_fixup = create_color_fixup_desc(
2331 0, CHANNEL_SOURCE_X, 0, CHANNEL_SOURCE_ONE, 0, CHANNEL_SOURCE_ONE, 0, CHANNEL_SOURCE_W);
2333 idx = getFmtIdx(WINED3DFMT_R16G16_UNORM);
2334 gl_info->formats[idx].color_fixup = create_color_fixup_desc(
2335 0, CHANNEL_SOURCE_X, 0, CHANNEL_SOURCE_Y, 0, CHANNEL_SOURCE_ONE, 0, CHANNEL_SOURCE_W);
2337 idx = getFmtIdx(WINED3DFMT_R16G16_FLOAT);
2338 gl_info->formats[idx].color_fixup = create_color_fixup_desc(
2339 0, CHANNEL_SOURCE_X, 0, CHANNEL_SOURCE_Y, 0, CHANNEL_SOURCE_ONE, 0, CHANNEL_SOURCE_W);
2341 idx = getFmtIdx(WINED3DFMT_R32G32_FLOAT);
2342 gl_info->formats[idx].color_fixup = create_color_fixup_desc(
2343 0, CHANNEL_SOURCE_X, 0, CHANNEL_SOURCE_Y, 0, CHANNEL_SOURCE_ONE, 0, CHANNEL_SOURCE_W);
2345 /* GL_ATI_envmap_bumpmap in theory supports R8G8_SNORM but is no longer supported by
2346 * any driver. */
2347 if (gl_info->supported[NV_TEXTURE_SHADER] || gl_info->supported[EXT_TEXTURE_SNORM])
2349 /* R8G8_SNORM and R16G16_SNORM need a fixup of the undefined blue channel. OpenGL
2350 * returns 0.0 when sampling from it, DirectX 1.0. So we always have in-shader
2351 * conversion for this format. */
2352 idx = getFmtIdx(WINED3DFMT_R8G8_SNORM);
2353 gl_info->formats[idx].color_fixup = create_color_fixup_desc(
2354 0, CHANNEL_SOURCE_X, 0, CHANNEL_SOURCE_Y, 0, CHANNEL_SOURCE_ONE, 0, CHANNEL_SOURCE_ONE);
2355 idx = getFmtIdx(WINED3DFMT_R16G16_SNORM);
2356 gl_info->formats[idx].color_fixup = create_color_fixup_desc(
2357 0, CHANNEL_SOURCE_X, 0, CHANNEL_SOURCE_Y, 0, CHANNEL_SOURCE_ONE, 0, CHANNEL_SOURCE_ONE);
2359 else
2361 /* Emulate using unsigned formats. This requires load-time conversion in addition to the
2362 * fixups here. */
2363 idx = getFmtIdx(WINED3DFMT_R8G8_SNORM);
2364 gl_info->formats[idx].color_fixup = create_color_fixup_desc(
2365 1, CHANNEL_SOURCE_X, 1, CHANNEL_SOURCE_Y, 0, CHANNEL_SOURCE_ONE, 0, CHANNEL_SOURCE_ONE);
2366 idx = getFmtIdx(WINED3DFMT_R16G16_SNORM);
2367 gl_info->formats[idx].color_fixup = create_color_fixup_desc(
2368 1, CHANNEL_SOURCE_X, 1, CHANNEL_SOURCE_Y, 0, CHANNEL_SOURCE_ONE, 0, CHANNEL_SOURCE_ONE);
2369 idx = getFmtIdx(WINED3DFMT_R8G8B8A8_SNORM);
2370 gl_info->formats[idx].color_fixup = create_color_fixup_desc(
2371 1, CHANNEL_SOURCE_X, 1, CHANNEL_SOURCE_Y, 1, CHANNEL_SOURCE_Z, 1, CHANNEL_SOURCE_W);
2372 idx = getFmtIdx(WINED3DFMT_R5G5_SNORM_L6_UNORM);
2373 gl_info->formats[idx].color_fixup = create_color_fixup_desc(
2374 1, CHANNEL_SOURCE_X, 1, CHANNEL_SOURCE_Z, 0, CHANNEL_SOURCE_Y, 0, CHANNEL_SOURCE_ONE);
2377 if (!gl_info->supported[NV_TEXTURE_SHADER])
2379 idx = getFmtIdx(WINED3DFMT_R8G8_SNORM_L8X8_UNORM);
2380 gl_info->formats[idx].color_fixup = create_color_fixup_desc(
2381 1, CHANNEL_SOURCE_X, 1, CHANNEL_SOURCE_Y, 0, CHANNEL_SOURCE_Z, 0, CHANNEL_SOURCE_W);
2384 if (gl_info->supported[ARB_TEXTURE_COMPRESSION_RGTC])
2386 idx = getFmtIdx(WINED3DFMT_ATI1N);
2387 gl_info->formats[idx].color_fixup = create_color_fixup_desc(
2388 0, CHANNEL_SOURCE_X, 0, CHANNEL_SOURCE_X, 0, CHANNEL_SOURCE_X, 0, CHANNEL_SOURCE_X);
2390 idx = getFmtIdx(WINED3DFMT_ATI2N);
2391 gl_info->formats[idx].color_fixup = create_color_fixup_desc(
2392 0, CHANNEL_SOURCE_Y, 0, CHANNEL_SOURCE_X, 0, CHANNEL_SOURCE_ONE, 0, CHANNEL_SOURCE_ONE);
2394 else if (gl_info->supported[ATI_TEXTURE_COMPRESSION_3DC])
2396 idx = getFmtIdx(WINED3DFMT_ATI2N);
2397 gl_info->formats[idx].color_fixup= create_color_fixup_desc(
2398 0, CHANNEL_SOURCE_X, 0, CHANNEL_SOURCE_W, 0, CHANNEL_SOURCE_ONE, 0, CHANNEL_SOURCE_ONE);
2401 if (!gl_info->supported[APPLE_YCBCR_422])
2403 idx = getFmtIdx(WINED3DFMT_YUY2);
2404 gl_info->formats[idx].color_fixup = create_complex_fixup_desc(COMPLEX_FIXUP_YUY2);
2406 idx = getFmtIdx(WINED3DFMT_UYVY);
2407 gl_info->formats[idx].color_fixup = create_complex_fixup_desc(COMPLEX_FIXUP_UYVY);
2410 idx = getFmtIdx(WINED3DFMT_YV12);
2411 format_set_flag(&gl_info->formats[idx], WINED3DFMT_FLAG_HEIGHT_SCALE);
2412 gl_info->formats[idx].height_scale.numerator = 3;
2413 gl_info->formats[idx].height_scale.denominator = 2;
2414 gl_info->formats[idx].color_fixup = create_complex_fixup_desc(COMPLEX_FIXUP_YV12);
2416 idx = getFmtIdx(WINED3DFMT_NV12);
2417 format_set_flag(&gl_info->formats[idx], WINED3DFMT_FLAG_HEIGHT_SCALE);
2418 gl_info->formats[idx].height_scale.numerator = 3;
2419 gl_info->formats[idx].height_scale.denominator = 2;
2420 gl_info->formats[idx].color_fixup = create_complex_fixup_desc(COMPLEX_FIXUP_NV12);
2422 if (gl_info->supported[ARB_FRAGMENT_PROGRAM])
2424 idx = getFmtIdx(WINED3DFMT_P8_UINT);
2425 gl_info->formats[idx].color_fixup = create_complex_fixup_desc(COMPLEX_FIXUP_P8);
2428 if (gl_info->supported[ARB_VERTEX_ARRAY_BGRA])
2430 idx = getFmtIdx(WINED3DFMT_B8G8R8A8_UNORM);
2431 gl_info->formats[idx].gl_vtx_format = GL_BGRA;
2434 if (gl_info->supported[ARB_HALF_FLOAT_VERTEX])
2436 /* Do not change the size of the type, it is CPU side. We have to change the GPU-side information though.
2437 * It is the job of the vertex buffer code to make sure that the vbos have the right format */
2438 idx = getFmtIdx(WINED3DFMT_R16G16_FLOAT);
2439 gl_info->formats[idx].gl_vtx_type = GL_HALF_FLOAT; /* == GL_HALF_FLOAT_NV */
2441 idx = getFmtIdx(WINED3DFMT_R16G16B16A16_FLOAT);
2442 gl_info->formats[idx].gl_vtx_type = GL_HALF_FLOAT;
2445 if (!gl_info->supported[ARB_HALF_FLOAT_PIXEL])
2447 idx = getFmtIdx(WINED3DFMT_R16_FLOAT);
2448 format_clear_flag(&gl_info->formats[idx], WINED3DFMT_FLAG_TEXTURE);
2450 idx = getFmtIdx(WINED3DFMT_R16G16_FLOAT);
2451 format_clear_flag(&gl_info->formats[idx], WINED3DFMT_FLAG_TEXTURE);
2453 idx = getFmtIdx(WINED3DFMT_R16G16B16A16_FLOAT);
2454 format_clear_flag(&gl_info->formats[idx], WINED3DFMT_FLAG_TEXTURE);
2457 if (gl_info->quirks & WINED3D_QUIRK_BROKEN_RGBA16)
2459 idx = getFmtIdx(WINED3DFMT_R16G16B16A16_UNORM);
2460 format_clear_flag(&gl_info->formats[idx], WINED3DFMT_FLAG_TEXTURE);
2463 /* ATI instancing hack: Although ATI cards do not support Shader Model
2464 * 3.0, they support instancing. To query if the card supports instancing
2465 * CheckDeviceFormat() with the special format MAKEFOURCC('I','N','S','T')
2466 * is used. Should an application check for this, provide a proper return
2467 * value. We can do instancing with all shader versions, but we need
2468 * vertex shaders.
2470 * Additionally applications have to set the D3DRS_POINTSIZE render state
2471 * to MAKEFOURCC('I','N','S','T') once to enable instancing. Wined3d
2472 * doesn't need that and just ignores it.
2474 * With Shader Model 3.0 capable cards Instancing 'just works' in Windows. */
2475 /* FIXME: This should just check the shader backend caps. */
2476 if (gl_info->supported[ARB_VERTEX_PROGRAM] || gl_info->supported[ARB_VERTEX_SHADER])
2478 idx = getFmtIdx(WINED3DFMT_INST);
2479 format_set_flag(&gl_info->formats[idx], WINED3DFMT_FLAG_TEXTURE);
2482 /* Depth bound test. To query if the card supports it CheckDeviceFormat()
2483 * with the special format MAKEFOURCC('N','V','D','B') is used. It is
2484 * enabled by setting D3DRS_ADAPTIVETESS_X render state to
2485 * MAKEFOURCC('N','V','D','B') and then controlled by setting
2486 * D3DRS_ADAPTIVETESS_Z (zMin) and D3DRS_ADAPTIVETESS_W (zMax) to test
2487 * value. */
2488 if (gl_info->supported[EXT_DEPTH_BOUNDS_TEST])
2490 idx = getFmtIdx(WINED3DFMT_NVDB);
2491 format_set_flag(&gl_info->formats[idx], WINED3DFMT_FLAG_TEXTURE);
2494 /* RESZ aka AMD DX9-level hack for multisampled depth buffer resolve. You query for RESZ
2495 * support by checking for availability of MAKEFOURCC('R','E','S','Z') surfaces with
2496 * RENDERTARGET usage. */
2497 if (gl_info->supported[ARB_FRAMEBUFFER_OBJECT])
2499 idx = getFmtIdx(WINED3DFMT_RESZ);
2500 format_set_flag(&gl_info->formats[idx], WINED3DFMT_FLAG_TEXTURE | WINED3DFMT_FLAG_RENDERTARGET);
2503 for (i = 0; i < sizeof(formats) / sizeof(*formats); ++i)
2505 struct wined3d_format *format = &gl_info->formats[i];
2507 if (!(format->flags[WINED3D_GL_RES_TYPE_TEX_2D] & WINED3DFMT_FLAG_TEXTURE))
2508 continue;
2510 if (!adapter->shader_backend->shader_color_fixup_supported(format->color_fixup)
2511 || !adapter->fragment_pipe->color_fixup_supported(format->color_fixup))
2512 format_clear_flag(&gl_info->formats[idx], WINED3DFMT_FLAG_TEXTURE);
2515 /* GL_EXT_texture_compression_s3tc does not support 3D textures. Some Windows drivers
2516 * for dx9 GPUs support it, some do not, so not supporting DXTn volumes is OK for d3d9.
2518 * Note that GL_NV_texture_compression_vtc adds this functionality to OpenGL, but the
2519 * block layout is not compatible with the one used by d3d. See volume_dxt5_test. */
2520 idx = getFmtIdx(WINED3DFMT_DXT1);
2521 gl_info->formats[idx].flags[WINED3D_GL_RES_TYPE_TEX_3D] &= ~WINED3DFMT_FLAG_TEXTURE;
2522 idx = getFmtIdx(WINED3DFMT_DXT2);
2523 gl_info->formats[idx].flags[WINED3D_GL_RES_TYPE_TEX_3D] &= ~WINED3DFMT_FLAG_TEXTURE;
2524 idx = getFmtIdx(WINED3DFMT_DXT3);
2525 gl_info->formats[idx].flags[WINED3D_GL_RES_TYPE_TEX_3D] &= ~WINED3DFMT_FLAG_TEXTURE;
2526 idx = getFmtIdx(WINED3DFMT_DXT4);
2527 gl_info->formats[idx].flags[WINED3D_GL_RES_TYPE_TEX_3D] &= ~WINED3DFMT_FLAG_TEXTURE;
2528 idx = getFmtIdx(WINED3DFMT_DXT5);
2529 gl_info->formats[idx].flags[WINED3D_GL_RES_TYPE_TEX_3D] &= ~WINED3DFMT_FLAG_TEXTURE;
2530 /* Similarly with ATI1N / ATI2N and GL_ARB_texture_compression_rgtc. */
2531 idx = getFmtIdx(WINED3DFMT_ATI1N);
2532 gl_info->formats[idx].flags[WINED3D_GL_RES_TYPE_TEX_3D] &= ~WINED3DFMT_FLAG_TEXTURE;
2533 idx = getFmtIdx(WINED3DFMT_ATI2N);
2534 gl_info->formats[idx].flags[WINED3D_GL_RES_TYPE_TEX_3D] &= ~WINED3DFMT_FLAG_TEXTURE;
2537 static BOOL init_format_vertex_info(struct wined3d_gl_info *gl_info)
2539 unsigned int i;
2541 for (i = 0; i < (sizeof(format_vertex_info) / sizeof(*format_vertex_info)); ++i)
2543 struct wined3d_format *format;
2544 int fmt_idx = getFmtIdx(format_vertex_info[i].id);
2546 if (fmt_idx == -1)
2548 ERR("Format %s (%#x) not found.\n",
2549 debug_d3dformat(format_vertex_info[i].id), format_vertex_info[i].id);
2550 return FALSE;
2553 format = &gl_info->formats[fmt_idx];
2554 format->emit_idx = format_vertex_info[i].emit_idx;
2555 format->component_count = format_vertex_info[i].component_count;
2556 format->gl_vtx_type = format_vertex_info[i].gl_vtx_type;
2557 format->gl_vtx_format = format_vertex_info[i].gl_vtx_format;
2558 format->gl_normalized = format_vertex_info[i].gl_normalized;
2559 format->component_size = format_vertex_info[i].component_size;
2562 return TRUE;
2565 BOOL initPixelFormatsNoGL(struct wined3d_gl_info *gl_info)
2567 if (!init_format_base_info(gl_info)) return FALSE;
2569 if (!init_format_block_info(gl_info))
2571 HeapFree(GetProcessHeap(), 0, gl_info->formats);
2572 gl_info->formats = NULL;
2573 return FALSE;
2576 return TRUE;
2579 /* Context activation is done by the caller. */
2580 BOOL wined3d_adapter_init_format_info(struct wined3d_adapter *adapter)
2582 struct wined3d_gl_info *gl_info = &adapter->gl_info;
2584 if (!init_format_base_info(gl_info)) return FALSE;
2586 if (!init_format_block_info(gl_info)) goto fail;
2587 if (!init_format_texture_info(adapter, gl_info)) goto fail;
2588 if (!init_format_vertex_info(gl_info)) goto fail;
2590 apply_format_fixups(adapter, gl_info);
2591 init_format_fbo_compat_info(gl_info);
2592 init_format_filter_info(gl_info, adapter->driver_info.vendor);
2594 return TRUE;
2596 fail:
2597 HeapFree(GetProcessHeap(), 0, gl_info->formats);
2598 gl_info->formats = NULL;
2599 return FALSE;
2602 const struct wined3d_format *wined3d_get_format(const struct wined3d_gl_info *gl_info,
2603 enum wined3d_format_id format_id)
2605 int idx = getFmtIdx(format_id);
2607 if (idx == -1)
2609 FIXME("Can't find format %s (%#x) in the format lookup table\n",
2610 debug_d3dformat(format_id), format_id);
2611 /* Get the caller a valid pointer */
2612 idx = getFmtIdx(WINED3DFMT_UNKNOWN);
2615 return &gl_info->formats[idx];
2618 UINT wined3d_format_calculate_pitch(const struct wined3d_format *format, UINT width)
2620 /* For block based formats, pitch means the amount of bytes to the next
2621 * row of blocks rather than the next row of pixels. */
2622 if (format->flags[WINED3D_GL_RES_TYPE_TEX_2D] & WINED3DFMT_FLAG_BLOCKS)
2623 return format->block_byte_count * ((width + format->block_width - 1) / format->block_width);
2625 return format->byte_count * width;
2628 UINT wined3d_format_calculate_size(const struct wined3d_format *format, UINT alignment,
2629 UINT width, UINT height, UINT depth)
2631 UINT pitch = wined3d_format_calculate_pitch(format, width);
2632 UINT size;
2634 if (format->id == WINED3DFMT_UNKNOWN)
2636 size = 0;
2638 else if (format->flags[WINED3D_GL_RES_TYPE_TEX_2D] & WINED3DFMT_FLAG_BLOCKS)
2640 UINT row_count = (height + format->block_height - 1) / format->block_height;
2641 size = row_count * ((pitch + alignment - 1) & ~(alignment - 1));
2643 else
2645 size = height * ((pitch + alignment - 1) & ~(alignment - 1));
2648 if (format->flags[WINED3D_GL_RES_TYPE_TEX_2D] & WINED3DFMT_FLAG_HEIGHT_SCALE)
2650 /* The D3D format requirements make sure that the resulting format is an integer again */
2651 size *= format->height_scale.numerator;
2652 size /= format->height_scale.denominator;
2655 size *= depth;
2657 return size;
2660 /*****************************************************************************
2661 * Trace formatting of useful values
2663 const char *debug_d3dformat(enum wined3d_format_id format_id)
2665 switch (format_id)
2667 #define FMT_TO_STR(format_id) case format_id: return #format_id
2668 FMT_TO_STR(WINED3DFMT_UNKNOWN);
2669 FMT_TO_STR(WINED3DFMT_B8G8R8_UNORM);
2670 FMT_TO_STR(WINED3DFMT_B5G5R5X1_UNORM);
2671 FMT_TO_STR(WINED3DFMT_B4G4R4A4_UNORM);
2672 FMT_TO_STR(WINED3DFMT_B2G3R3_UNORM);
2673 FMT_TO_STR(WINED3DFMT_B2G3R3A8_UNORM);
2674 FMT_TO_STR(WINED3DFMT_B4G4R4X4_UNORM);
2675 FMT_TO_STR(WINED3DFMT_R8G8B8X8_UNORM);
2676 FMT_TO_STR(WINED3DFMT_B10G10R10A2_UNORM);
2677 FMT_TO_STR(WINED3DFMT_P8_UINT_A8_UNORM);
2678 FMT_TO_STR(WINED3DFMT_P8_UINT);
2679 FMT_TO_STR(WINED3DFMT_L8_UNORM);
2680 FMT_TO_STR(WINED3DFMT_L8A8_UNORM);
2681 FMT_TO_STR(WINED3DFMT_L4A4_UNORM);
2682 FMT_TO_STR(WINED3DFMT_R5G5_SNORM_L6_UNORM);
2683 FMT_TO_STR(WINED3DFMT_R8G8_SNORM_L8X8_UNORM);
2684 FMT_TO_STR(WINED3DFMT_R10G11B11_SNORM);
2685 FMT_TO_STR(WINED3DFMT_R10G10B10_SNORM_A2_UNORM);
2686 FMT_TO_STR(WINED3DFMT_UYVY);
2687 FMT_TO_STR(WINED3DFMT_YUY2);
2688 FMT_TO_STR(WINED3DFMT_YV12);
2689 FMT_TO_STR(WINED3DFMT_NV12);
2690 FMT_TO_STR(WINED3DFMT_DXT1);
2691 FMT_TO_STR(WINED3DFMT_DXT2);
2692 FMT_TO_STR(WINED3DFMT_DXT3);
2693 FMT_TO_STR(WINED3DFMT_DXT4);
2694 FMT_TO_STR(WINED3DFMT_DXT5);
2695 FMT_TO_STR(WINED3DFMT_MULTI2_ARGB8);
2696 FMT_TO_STR(WINED3DFMT_G8R8_G8B8);
2697 FMT_TO_STR(WINED3DFMT_R8G8_B8G8);
2698 FMT_TO_STR(WINED3DFMT_D16_LOCKABLE);
2699 FMT_TO_STR(WINED3DFMT_D32_UNORM);
2700 FMT_TO_STR(WINED3DFMT_S1_UINT_D15_UNORM);
2701 FMT_TO_STR(WINED3DFMT_X8D24_UNORM);
2702 FMT_TO_STR(WINED3DFMT_S4X4_UINT_D24_UNORM);
2703 FMT_TO_STR(WINED3DFMT_L16_UNORM);
2704 FMT_TO_STR(WINED3DFMT_S8_UINT_D24_FLOAT);
2705 FMT_TO_STR(WINED3DFMT_VERTEXDATA);
2706 FMT_TO_STR(WINED3DFMT_R8G8_SNORM_Cx);
2707 FMT_TO_STR(WINED3DFMT_ATI1N);
2708 FMT_TO_STR(WINED3DFMT_ATI2N);
2709 FMT_TO_STR(WINED3DFMT_NVDB);
2710 FMT_TO_STR(WINED3DFMT_NVHU);
2711 FMT_TO_STR(WINED3DFMT_NVHS);
2712 FMT_TO_STR(WINED3DFMT_R32G32B32A32_TYPELESS);
2713 FMT_TO_STR(WINED3DFMT_R32G32B32A32_FLOAT);
2714 FMT_TO_STR(WINED3DFMT_R32G32B32A32_UINT);
2715 FMT_TO_STR(WINED3DFMT_R32G32B32A32_SINT);
2716 FMT_TO_STR(WINED3DFMT_R32G32B32_TYPELESS);
2717 FMT_TO_STR(WINED3DFMT_R32G32B32_FLOAT);
2718 FMT_TO_STR(WINED3DFMT_R32G32B32_UINT);
2719 FMT_TO_STR(WINED3DFMT_R32G32B32_SINT);
2720 FMT_TO_STR(WINED3DFMT_R16G16B16A16_TYPELESS);
2721 FMT_TO_STR(WINED3DFMT_R16G16B16A16_FLOAT);
2722 FMT_TO_STR(WINED3DFMT_R16G16B16A16_UNORM);
2723 FMT_TO_STR(WINED3DFMT_R16G16B16A16_UINT);
2724 FMT_TO_STR(WINED3DFMT_R16G16B16A16_SNORM);
2725 FMT_TO_STR(WINED3DFMT_R16G16B16A16_SINT);
2726 FMT_TO_STR(WINED3DFMT_R32G32_TYPELESS);
2727 FMT_TO_STR(WINED3DFMT_R32G32_FLOAT);
2728 FMT_TO_STR(WINED3DFMT_R32G32_UINT);
2729 FMT_TO_STR(WINED3DFMT_R32G32_SINT);
2730 FMT_TO_STR(WINED3DFMT_R32G8X24_TYPELESS);
2731 FMT_TO_STR(WINED3DFMT_D32_FLOAT_S8X24_UINT);
2732 FMT_TO_STR(WINED3DFMT_R32_FLOAT_X8X24_TYPELESS);
2733 FMT_TO_STR(WINED3DFMT_X32_TYPELESS_G8X24_UINT);
2734 FMT_TO_STR(WINED3DFMT_R10G10B10A2_TYPELESS);
2735 FMT_TO_STR(WINED3DFMT_R10G10B10A2_UNORM);
2736 FMT_TO_STR(WINED3DFMT_R10G10B10A2_UINT);
2737 FMT_TO_STR(WINED3DFMT_R10G10B10A2_SNORM);
2738 FMT_TO_STR(WINED3DFMT_R11G11B10_FLOAT);
2739 FMT_TO_STR(WINED3DFMT_R8G8B8A8_TYPELESS);
2740 FMT_TO_STR(WINED3DFMT_R8G8B8A8_UNORM);
2741 FMT_TO_STR(WINED3DFMT_R8G8B8A8_UNORM_SRGB);
2742 FMT_TO_STR(WINED3DFMT_R8G8B8A8_UINT);
2743 FMT_TO_STR(WINED3DFMT_R8G8B8A8_SNORM);
2744 FMT_TO_STR(WINED3DFMT_R8G8B8A8_SINT);
2745 FMT_TO_STR(WINED3DFMT_R16G16_TYPELESS);
2746 FMT_TO_STR(WINED3DFMT_R16G16_FLOAT);
2747 FMT_TO_STR(WINED3DFMT_R16G16_UNORM);
2748 FMT_TO_STR(WINED3DFMT_R16G16_UINT);
2749 FMT_TO_STR(WINED3DFMT_R16G16_SNORM);
2750 FMT_TO_STR(WINED3DFMT_R16G16_SINT);
2751 FMT_TO_STR(WINED3DFMT_R32_TYPELESS);
2752 FMT_TO_STR(WINED3DFMT_D32_FLOAT);
2753 FMT_TO_STR(WINED3DFMT_R32_FLOAT);
2754 FMT_TO_STR(WINED3DFMT_R32_UINT);
2755 FMT_TO_STR(WINED3DFMT_R32_SINT);
2756 FMT_TO_STR(WINED3DFMT_R24G8_TYPELESS);
2757 FMT_TO_STR(WINED3DFMT_D24_UNORM_S8_UINT);
2758 FMT_TO_STR(WINED3DFMT_R24_UNORM_X8_TYPELESS);
2759 FMT_TO_STR(WINED3DFMT_X24_TYPELESS_G8_UINT);
2760 FMT_TO_STR(WINED3DFMT_R8G8_TYPELESS);
2761 FMT_TO_STR(WINED3DFMT_R8G8_UNORM);
2762 FMT_TO_STR(WINED3DFMT_R8G8_UINT);
2763 FMT_TO_STR(WINED3DFMT_R8G8_SNORM);
2764 FMT_TO_STR(WINED3DFMT_R8G8_SINT);
2765 FMT_TO_STR(WINED3DFMT_R16_TYPELESS);
2766 FMT_TO_STR(WINED3DFMT_R16_FLOAT);
2767 FMT_TO_STR(WINED3DFMT_D16_UNORM);
2768 FMT_TO_STR(WINED3DFMT_R16_UNORM);
2769 FMT_TO_STR(WINED3DFMT_R16_UINT);
2770 FMT_TO_STR(WINED3DFMT_R16_SNORM);
2771 FMT_TO_STR(WINED3DFMT_R16_SINT);
2772 FMT_TO_STR(WINED3DFMT_R8_TYPELESS);
2773 FMT_TO_STR(WINED3DFMT_R8_UNORM);
2774 FMT_TO_STR(WINED3DFMT_R8_UINT);
2775 FMT_TO_STR(WINED3DFMT_R8_SNORM);
2776 FMT_TO_STR(WINED3DFMT_R8_SINT);
2777 FMT_TO_STR(WINED3DFMT_A8_UNORM);
2778 FMT_TO_STR(WINED3DFMT_R1_UNORM);
2779 FMT_TO_STR(WINED3DFMT_R9G9B9E5_SHAREDEXP);
2780 FMT_TO_STR(WINED3DFMT_R8G8_B8G8_UNORM);
2781 FMT_TO_STR(WINED3DFMT_G8R8_G8B8_UNORM);
2782 FMT_TO_STR(WINED3DFMT_BC1_TYPELESS);
2783 FMT_TO_STR(WINED3DFMT_BC1_UNORM);
2784 FMT_TO_STR(WINED3DFMT_BC1_UNORM_SRGB);
2785 FMT_TO_STR(WINED3DFMT_BC2_TYPELESS);
2786 FMT_TO_STR(WINED3DFMT_BC2_UNORM);
2787 FMT_TO_STR(WINED3DFMT_BC2_UNORM_SRGB);
2788 FMT_TO_STR(WINED3DFMT_BC3_TYPELESS);
2789 FMT_TO_STR(WINED3DFMT_BC3_UNORM);
2790 FMT_TO_STR(WINED3DFMT_BC3_UNORM_SRGB);
2791 FMT_TO_STR(WINED3DFMT_BC4_TYPELESS);
2792 FMT_TO_STR(WINED3DFMT_BC4_UNORM);
2793 FMT_TO_STR(WINED3DFMT_BC4_SNORM);
2794 FMT_TO_STR(WINED3DFMT_BC5_TYPELESS);
2795 FMT_TO_STR(WINED3DFMT_BC5_UNORM);
2796 FMT_TO_STR(WINED3DFMT_BC5_SNORM);
2797 FMT_TO_STR(WINED3DFMT_B5G6R5_UNORM);
2798 FMT_TO_STR(WINED3DFMT_B5G5R5A1_UNORM);
2799 FMT_TO_STR(WINED3DFMT_B8G8R8A8_UNORM);
2800 FMT_TO_STR(WINED3DFMT_B8G8R8X8_UNORM);
2801 FMT_TO_STR(WINED3DFMT_INTZ);
2802 FMT_TO_STR(WINED3DFMT_RESZ);
2803 FMT_TO_STR(WINED3DFMT_NULL);
2804 FMT_TO_STR(WINED3DFMT_R16);
2805 FMT_TO_STR(WINED3DFMT_AL16);
2806 #undef FMT_TO_STR
2807 default:
2809 char fourcc[5];
2810 fourcc[0] = (char)(format_id);
2811 fourcc[1] = (char)(format_id >> 8);
2812 fourcc[2] = (char)(format_id >> 16);
2813 fourcc[3] = (char)(format_id >> 24);
2814 fourcc[4] = 0;
2815 if (isprint(fourcc[0]) && isprint(fourcc[1]) && isprint(fourcc[2]) && isprint(fourcc[3]))
2816 FIXME("Unrecognized %#x (as fourcc: %s) WINED3DFORMAT!\n", format_id, fourcc);
2817 else
2818 FIXME("Unrecognized %#x WINED3DFORMAT!\n", format_id);
2820 return "unrecognized";
2824 const char *debug_d3ddevicetype(enum wined3d_device_type device_type)
2826 switch (device_type)
2828 #define DEVTYPE_TO_STR(dev) case dev: return #dev
2829 DEVTYPE_TO_STR(WINED3D_DEVICE_TYPE_HAL);
2830 DEVTYPE_TO_STR(WINED3D_DEVICE_TYPE_REF);
2831 DEVTYPE_TO_STR(WINED3D_DEVICE_TYPE_SW);
2832 #undef DEVTYPE_TO_STR
2833 default:
2834 FIXME("Unrecognized device type %#x.\n", device_type);
2835 return "unrecognized";
2839 const char *debug_d3dusage(DWORD usage)
2841 char buf[333];
2843 buf[0] = '\0';
2844 #define WINED3DUSAGE_TO_STR(u) if (usage & u) { strcat(buf, " | "#u); usage &= ~u; }
2845 WINED3DUSAGE_TO_STR(WINED3DUSAGE_RENDERTARGET);
2846 WINED3DUSAGE_TO_STR(WINED3DUSAGE_DEPTHSTENCIL);
2847 WINED3DUSAGE_TO_STR(WINED3DUSAGE_WRITEONLY);
2848 WINED3DUSAGE_TO_STR(WINED3DUSAGE_SOFTWAREPROCESSING);
2849 WINED3DUSAGE_TO_STR(WINED3DUSAGE_DONOTCLIP);
2850 WINED3DUSAGE_TO_STR(WINED3DUSAGE_POINTS);
2851 WINED3DUSAGE_TO_STR(WINED3DUSAGE_RTPATCHES);
2852 WINED3DUSAGE_TO_STR(WINED3DUSAGE_NPATCHES);
2853 WINED3DUSAGE_TO_STR(WINED3DUSAGE_DYNAMIC);
2854 WINED3DUSAGE_TO_STR(WINED3DUSAGE_AUTOGENMIPMAP);
2855 WINED3DUSAGE_TO_STR(WINED3DUSAGE_DMAP);
2856 WINED3DUSAGE_TO_STR(WINED3DUSAGE_STATICDECL);
2857 WINED3DUSAGE_TO_STR(WINED3DUSAGE_OVERLAY);
2858 #undef WINED3DUSAGE_TO_STR
2859 if (usage) FIXME("Unrecognized usage flag(s) %#x\n", usage);
2861 return buf[0] ? wine_dbg_sprintf("%s", &buf[3]) : "0";
2864 const char *debug_d3dusagequery(DWORD usagequery)
2866 char buf[238];
2868 buf[0] = '\0';
2869 #define WINED3DUSAGEQUERY_TO_STR(u) if (usagequery & u) { strcat(buf, " | "#u); usagequery &= ~u; }
2870 WINED3DUSAGEQUERY_TO_STR(WINED3DUSAGE_QUERY_FILTER);
2871 WINED3DUSAGEQUERY_TO_STR(WINED3DUSAGE_QUERY_LEGACYBUMPMAP);
2872 WINED3DUSAGEQUERY_TO_STR(WINED3DUSAGE_QUERY_POSTPIXELSHADER_BLENDING);
2873 WINED3DUSAGEQUERY_TO_STR(WINED3DUSAGE_QUERY_SRGBREAD);
2874 WINED3DUSAGEQUERY_TO_STR(WINED3DUSAGE_QUERY_SRGBWRITE);
2875 WINED3DUSAGEQUERY_TO_STR(WINED3DUSAGE_QUERY_VERTEXTEXTURE);
2876 WINED3DUSAGEQUERY_TO_STR(WINED3DUSAGE_QUERY_WRAPANDMIP);
2877 #undef WINED3DUSAGEQUERY_TO_STR
2878 if (usagequery) FIXME("Unrecognized usage query flag(s) %#x\n", usagequery);
2880 return buf[0] ? wine_dbg_sprintf("%s", &buf[3]) : "0";
2883 const char *debug_d3ddeclmethod(enum wined3d_decl_method method)
2885 switch (method)
2887 #define WINED3DDECLMETHOD_TO_STR(u) case u: return #u
2888 WINED3DDECLMETHOD_TO_STR(WINED3D_DECL_METHOD_DEFAULT);
2889 WINED3DDECLMETHOD_TO_STR(WINED3D_DECL_METHOD_PARTIAL_U);
2890 WINED3DDECLMETHOD_TO_STR(WINED3D_DECL_METHOD_PARTIAL_V);
2891 WINED3DDECLMETHOD_TO_STR(WINED3D_DECL_METHOD_CROSS_UV);
2892 WINED3DDECLMETHOD_TO_STR(WINED3D_DECL_METHOD_UV);
2893 WINED3DDECLMETHOD_TO_STR(WINED3D_DECL_METHOD_LOOKUP);
2894 WINED3DDECLMETHOD_TO_STR(WINED3D_DECL_METHOD_LOOKUP_PRESAMPLED);
2895 #undef WINED3DDECLMETHOD_TO_STR
2896 default:
2897 FIXME("Unrecognized declaration method %#x.\n", method);
2898 return "unrecognized";
2902 const char *debug_d3ddeclusage(enum wined3d_decl_usage usage)
2904 switch (usage)
2906 #define WINED3DDECLUSAGE_TO_STR(u) case u: return #u
2907 WINED3DDECLUSAGE_TO_STR(WINED3D_DECL_USAGE_POSITION);
2908 WINED3DDECLUSAGE_TO_STR(WINED3D_DECL_USAGE_BLEND_WEIGHT);
2909 WINED3DDECLUSAGE_TO_STR(WINED3D_DECL_USAGE_BLEND_INDICES);
2910 WINED3DDECLUSAGE_TO_STR(WINED3D_DECL_USAGE_NORMAL);
2911 WINED3DDECLUSAGE_TO_STR(WINED3D_DECL_USAGE_PSIZE);
2912 WINED3DDECLUSAGE_TO_STR(WINED3D_DECL_USAGE_TEXCOORD);
2913 WINED3DDECLUSAGE_TO_STR(WINED3D_DECL_USAGE_TANGENT);
2914 WINED3DDECLUSAGE_TO_STR(WINED3D_DECL_USAGE_BINORMAL);
2915 WINED3DDECLUSAGE_TO_STR(WINED3D_DECL_USAGE_TESS_FACTOR);
2916 WINED3DDECLUSAGE_TO_STR(WINED3D_DECL_USAGE_POSITIONT);
2917 WINED3DDECLUSAGE_TO_STR(WINED3D_DECL_USAGE_COLOR);
2918 WINED3DDECLUSAGE_TO_STR(WINED3D_DECL_USAGE_FOG);
2919 WINED3DDECLUSAGE_TO_STR(WINED3D_DECL_USAGE_DEPTH);
2920 WINED3DDECLUSAGE_TO_STR(WINED3D_DECL_USAGE_SAMPLE);
2921 #undef WINED3DDECLUSAGE_TO_STR
2922 default:
2923 FIXME("Unrecognized %u declaration usage!\n", usage);
2924 return "unrecognized";
2928 const char *debug_d3dinput_classification(enum wined3d_input_classification classification)
2930 switch (classification)
2932 #define WINED3D_TO_STR(x) case x: return #x
2933 WINED3D_TO_STR(WINED3D_INPUT_PER_VERTEX_DATA);
2934 WINED3D_TO_STR(WINED3D_INPUT_PER_INSTANCE_DATA);
2935 #undef WINED3D_TO_STR
2936 default:
2937 FIXME("Unrecognized input classification %#x.\n", classification);
2938 return "unrecognized";
2942 const char *debug_d3dresourcetype(enum wined3d_resource_type resource_type)
2944 switch (resource_type)
2946 #define RES_TO_STR(res) case res: return #res
2947 RES_TO_STR(WINED3D_RTYPE_SURFACE);
2948 RES_TO_STR(WINED3D_RTYPE_VOLUME);
2949 RES_TO_STR(WINED3D_RTYPE_TEXTURE);
2950 RES_TO_STR(WINED3D_RTYPE_VOLUME_TEXTURE);
2951 RES_TO_STR(WINED3D_RTYPE_CUBE_TEXTURE);
2952 RES_TO_STR(WINED3D_RTYPE_BUFFER);
2953 #undef RES_TO_STR
2954 default:
2955 FIXME("Unrecognized resource type %#x.\n", resource_type);
2956 return "unrecognized";
2960 const char *debug_d3dprimitivetype(enum wined3d_primitive_type primitive_type)
2962 switch (primitive_type)
2964 #define PRIM_TO_STR(prim) case prim: return #prim
2965 PRIM_TO_STR(WINED3D_PT_UNDEFINED);
2966 PRIM_TO_STR(WINED3D_PT_POINTLIST);
2967 PRIM_TO_STR(WINED3D_PT_LINELIST);
2968 PRIM_TO_STR(WINED3D_PT_LINESTRIP);
2969 PRIM_TO_STR(WINED3D_PT_TRIANGLELIST);
2970 PRIM_TO_STR(WINED3D_PT_TRIANGLESTRIP);
2971 PRIM_TO_STR(WINED3D_PT_TRIANGLEFAN);
2972 PRIM_TO_STR(WINED3D_PT_LINELIST_ADJ);
2973 PRIM_TO_STR(WINED3D_PT_LINESTRIP_ADJ);
2974 PRIM_TO_STR(WINED3D_PT_TRIANGLELIST_ADJ);
2975 PRIM_TO_STR(WINED3D_PT_TRIANGLESTRIP_ADJ);
2976 #undef PRIM_TO_STR
2977 default:
2978 FIXME("Unrecognized %u primitive type!\n", primitive_type);
2979 return "unrecognized";
2983 const char *debug_d3drenderstate(enum wined3d_render_state state)
2985 switch (state)
2987 #define D3DSTATE_TO_STR(u) case u: return #u
2988 D3DSTATE_TO_STR(WINED3D_RS_ANTIALIAS);
2989 D3DSTATE_TO_STR(WINED3D_RS_TEXTUREPERSPECTIVE);
2990 D3DSTATE_TO_STR(WINED3D_RS_WRAPU);
2991 D3DSTATE_TO_STR(WINED3D_RS_WRAPV);
2992 D3DSTATE_TO_STR(WINED3D_RS_ZENABLE);
2993 D3DSTATE_TO_STR(WINED3D_RS_FILLMODE);
2994 D3DSTATE_TO_STR(WINED3D_RS_SHADEMODE);
2995 D3DSTATE_TO_STR(WINED3D_RS_LINEPATTERN);
2996 D3DSTATE_TO_STR(WINED3D_RS_MONOENABLE);
2997 D3DSTATE_TO_STR(WINED3D_RS_ROP2);
2998 D3DSTATE_TO_STR(WINED3D_RS_PLANEMASK);
2999 D3DSTATE_TO_STR(WINED3D_RS_ZWRITEENABLE);
3000 D3DSTATE_TO_STR(WINED3D_RS_ALPHATESTENABLE);
3001 D3DSTATE_TO_STR(WINED3D_RS_LASTPIXEL);
3002 D3DSTATE_TO_STR(WINED3D_RS_SRCBLEND);
3003 D3DSTATE_TO_STR(WINED3D_RS_DESTBLEND);
3004 D3DSTATE_TO_STR(WINED3D_RS_CULLMODE);
3005 D3DSTATE_TO_STR(WINED3D_RS_ZFUNC);
3006 D3DSTATE_TO_STR(WINED3D_RS_ALPHAREF);
3007 D3DSTATE_TO_STR(WINED3D_RS_ALPHAFUNC);
3008 D3DSTATE_TO_STR(WINED3D_RS_DITHERENABLE);
3009 D3DSTATE_TO_STR(WINED3D_RS_ALPHABLENDENABLE);
3010 D3DSTATE_TO_STR(WINED3D_RS_FOGENABLE);
3011 D3DSTATE_TO_STR(WINED3D_RS_SPECULARENABLE);
3012 D3DSTATE_TO_STR(WINED3D_RS_ZVISIBLE);
3013 D3DSTATE_TO_STR(WINED3D_RS_SUBPIXEL);
3014 D3DSTATE_TO_STR(WINED3D_RS_SUBPIXELX);
3015 D3DSTATE_TO_STR(WINED3D_RS_STIPPLEDALPHA);
3016 D3DSTATE_TO_STR(WINED3D_RS_FOGCOLOR);
3017 D3DSTATE_TO_STR(WINED3D_RS_FOGTABLEMODE);
3018 D3DSTATE_TO_STR(WINED3D_RS_FOGSTART);
3019 D3DSTATE_TO_STR(WINED3D_RS_FOGEND);
3020 D3DSTATE_TO_STR(WINED3D_RS_FOGDENSITY);
3021 D3DSTATE_TO_STR(WINED3D_RS_STIPPLEENABLE);
3022 D3DSTATE_TO_STR(WINED3D_RS_EDGEANTIALIAS);
3023 D3DSTATE_TO_STR(WINED3D_RS_COLORKEYENABLE);
3024 D3DSTATE_TO_STR(WINED3D_RS_MIPMAPLODBIAS);
3025 D3DSTATE_TO_STR(WINED3D_RS_RANGEFOGENABLE);
3026 D3DSTATE_TO_STR(WINED3D_RS_ANISOTROPY);
3027 D3DSTATE_TO_STR(WINED3D_RS_FLUSHBATCH);
3028 D3DSTATE_TO_STR(WINED3D_RS_TRANSLUCENTSORTINDEPENDENT);
3029 D3DSTATE_TO_STR(WINED3D_RS_STENCILENABLE);
3030 D3DSTATE_TO_STR(WINED3D_RS_STENCILFAIL);
3031 D3DSTATE_TO_STR(WINED3D_RS_STENCILZFAIL);
3032 D3DSTATE_TO_STR(WINED3D_RS_STENCILPASS);
3033 D3DSTATE_TO_STR(WINED3D_RS_STENCILFUNC);
3034 D3DSTATE_TO_STR(WINED3D_RS_STENCILREF);
3035 D3DSTATE_TO_STR(WINED3D_RS_STENCILMASK);
3036 D3DSTATE_TO_STR(WINED3D_RS_STENCILWRITEMASK);
3037 D3DSTATE_TO_STR(WINED3D_RS_TEXTUREFACTOR);
3038 D3DSTATE_TO_STR(WINED3D_RS_WRAP0);
3039 D3DSTATE_TO_STR(WINED3D_RS_WRAP1);
3040 D3DSTATE_TO_STR(WINED3D_RS_WRAP2);
3041 D3DSTATE_TO_STR(WINED3D_RS_WRAP3);
3042 D3DSTATE_TO_STR(WINED3D_RS_WRAP4);
3043 D3DSTATE_TO_STR(WINED3D_RS_WRAP5);
3044 D3DSTATE_TO_STR(WINED3D_RS_WRAP6);
3045 D3DSTATE_TO_STR(WINED3D_RS_WRAP7);
3046 D3DSTATE_TO_STR(WINED3D_RS_CLIPPING);
3047 D3DSTATE_TO_STR(WINED3D_RS_LIGHTING);
3048 D3DSTATE_TO_STR(WINED3D_RS_EXTENTS);
3049 D3DSTATE_TO_STR(WINED3D_RS_AMBIENT);
3050 D3DSTATE_TO_STR(WINED3D_RS_FOGVERTEXMODE);
3051 D3DSTATE_TO_STR(WINED3D_RS_COLORVERTEX);
3052 D3DSTATE_TO_STR(WINED3D_RS_LOCALVIEWER);
3053 D3DSTATE_TO_STR(WINED3D_RS_NORMALIZENORMALS);
3054 D3DSTATE_TO_STR(WINED3D_RS_COLORKEYBLENDENABLE);
3055 D3DSTATE_TO_STR(WINED3D_RS_DIFFUSEMATERIALSOURCE);
3056 D3DSTATE_TO_STR(WINED3D_RS_SPECULARMATERIALSOURCE);
3057 D3DSTATE_TO_STR(WINED3D_RS_AMBIENTMATERIALSOURCE);
3058 D3DSTATE_TO_STR(WINED3D_RS_EMISSIVEMATERIALSOURCE);
3059 D3DSTATE_TO_STR(WINED3D_RS_VERTEXBLEND);
3060 D3DSTATE_TO_STR(WINED3D_RS_CLIPPLANEENABLE);
3061 D3DSTATE_TO_STR(WINED3D_RS_SOFTWAREVERTEXPROCESSING);
3062 D3DSTATE_TO_STR(WINED3D_RS_POINTSIZE);
3063 D3DSTATE_TO_STR(WINED3D_RS_POINTSIZE_MIN);
3064 D3DSTATE_TO_STR(WINED3D_RS_POINTSPRITEENABLE);
3065 D3DSTATE_TO_STR(WINED3D_RS_POINTSCALEENABLE);
3066 D3DSTATE_TO_STR(WINED3D_RS_POINTSCALE_A);
3067 D3DSTATE_TO_STR(WINED3D_RS_POINTSCALE_B);
3068 D3DSTATE_TO_STR(WINED3D_RS_POINTSCALE_C);
3069 D3DSTATE_TO_STR(WINED3D_RS_MULTISAMPLEANTIALIAS);
3070 D3DSTATE_TO_STR(WINED3D_RS_MULTISAMPLEMASK);
3071 D3DSTATE_TO_STR(WINED3D_RS_PATCHEDGESTYLE);
3072 D3DSTATE_TO_STR(WINED3D_RS_PATCHSEGMENTS);
3073 D3DSTATE_TO_STR(WINED3D_RS_DEBUGMONITORTOKEN);
3074 D3DSTATE_TO_STR(WINED3D_RS_POINTSIZE_MAX);
3075 D3DSTATE_TO_STR(WINED3D_RS_INDEXEDVERTEXBLENDENABLE);
3076 D3DSTATE_TO_STR(WINED3D_RS_COLORWRITEENABLE);
3077 D3DSTATE_TO_STR(WINED3D_RS_TWEENFACTOR);
3078 D3DSTATE_TO_STR(WINED3D_RS_BLENDOP);
3079 D3DSTATE_TO_STR(WINED3D_RS_POSITIONDEGREE);
3080 D3DSTATE_TO_STR(WINED3D_RS_NORMALDEGREE);
3081 D3DSTATE_TO_STR(WINED3D_RS_SCISSORTESTENABLE);
3082 D3DSTATE_TO_STR(WINED3D_RS_SLOPESCALEDEPTHBIAS);
3083 D3DSTATE_TO_STR(WINED3D_RS_ANTIALIASEDLINEENABLE);
3084 D3DSTATE_TO_STR(WINED3D_RS_MINTESSELLATIONLEVEL);
3085 D3DSTATE_TO_STR(WINED3D_RS_MAXTESSELLATIONLEVEL);
3086 D3DSTATE_TO_STR(WINED3D_RS_ADAPTIVETESS_X);
3087 D3DSTATE_TO_STR(WINED3D_RS_ADAPTIVETESS_Y);
3088 D3DSTATE_TO_STR(WINED3D_RS_ADAPTIVETESS_Z);
3089 D3DSTATE_TO_STR(WINED3D_RS_ADAPTIVETESS_W);
3090 D3DSTATE_TO_STR(WINED3D_RS_ENABLEADAPTIVETESSELLATION);
3091 D3DSTATE_TO_STR(WINED3D_RS_TWOSIDEDSTENCILMODE);
3092 D3DSTATE_TO_STR(WINED3D_RS_CCW_STENCILFAIL);
3093 D3DSTATE_TO_STR(WINED3D_RS_CCW_STENCILZFAIL);
3094 D3DSTATE_TO_STR(WINED3D_RS_CCW_STENCILPASS);
3095 D3DSTATE_TO_STR(WINED3D_RS_CCW_STENCILFUNC);
3096 D3DSTATE_TO_STR(WINED3D_RS_COLORWRITEENABLE1);
3097 D3DSTATE_TO_STR(WINED3D_RS_COLORWRITEENABLE2);
3098 D3DSTATE_TO_STR(WINED3D_RS_COLORWRITEENABLE3);
3099 D3DSTATE_TO_STR(WINED3D_RS_BLENDFACTOR);
3100 D3DSTATE_TO_STR(WINED3D_RS_SRGBWRITEENABLE);
3101 D3DSTATE_TO_STR(WINED3D_RS_DEPTHBIAS);
3102 D3DSTATE_TO_STR(WINED3D_RS_WRAP8);
3103 D3DSTATE_TO_STR(WINED3D_RS_WRAP9);
3104 D3DSTATE_TO_STR(WINED3D_RS_WRAP10);
3105 D3DSTATE_TO_STR(WINED3D_RS_WRAP11);
3106 D3DSTATE_TO_STR(WINED3D_RS_WRAP12);
3107 D3DSTATE_TO_STR(WINED3D_RS_WRAP13);
3108 D3DSTATE_TO_STR(WINED3D_RS_WRAP14);
3109 D3DSTATE_TO_STR(WINED3D_RS_WRAP15);
3110 D3DSTATE_TO_STR(WINED3D_RS_SEPARATEALPHABLENDENABLE);
3111 D3DSTATE_TO_STR(WINED3D_RS_SRCBLENDALPHA);
3112 D3DSTATE_TO_STR(WINED3D_RS_DESTBLENDALPHA);
3113 D3DSTATE_TO_STR(WINED3D_RS_BLENDOPALPHA);
3114 #undef D3DSTATE_TO_STR
3115 default:
3116 FIXME("Unrecognized %u render state!\n", state);
3117 return "unrecognized";
3121 const char *debug_d3dsamplerstate(enum wined3d_sampler_state state)
3123 switch (state)
3125 #define D3DSTATE_TO_STR(u) case u: return #u
3126 D3DSTATE_TO_STR(WINED3D_SAMP_BORDER_COLOR);
3127 D3DSTATE_TO_STR(WINED3D_SAMP_ADDRESS_U);
3128 D3DSTATE_TO_STR(WINED3D_SAMP_ADDRESS_V);
3129 D3DSTATE_TO_STR(WINED3D_SAMP_ADDRESS_W);
3130 D3DSTATE_TO_STR(WINED3D_SAMP_MAG_FILTER);
3131 D3DSTATE_TO_STR(WINED3D_SAMP_MIN_FILTER);
3132 D3DSTATE_TO_STR(WINED3D_SAMP_MIP_FILTER);
3133 D3DSTATE_TO_STR(WINED3D_SAMP_MIPMAP_LOD_BIAS);
3134 D3DSTATE_TO_STR(WINED3D_SAMP_MAX_MIP_LEVEL);
3135 D3DSTATE_TO_STR(WINED3D_SAMP_MAX_ANISOTROPY);
3136 D3DSTATE_TO_STR(WINED3D_SAMP_SRGB_TEXTURE);
3137 D3DSTATE_TO_STR(WINED3D_SAMP_ELEMENT_INDEX);
3138 D3DSTATE_TO_STR(WINED3D_SAMP_DMAP_OFFSET);
3139 #undef D3DSTATE_TO_STR
3140 default:
3141 FIXME("Unrecognized %u sampler state!\n", state);
3142 return "unrecognized";
3146 const char *debug_d3dtexturefiltertype(enum wined3d_texture_filter_type filter_type)
3148 switch (filter_type)
3150 #define D3DTEXTUREFILTERTYPE_TO_STR(u) case u: return #u
3151 D3DTEXTUREFILTERTYPE_TO_STR(WINED3D_TEXF_NONE);
3152 D3DTEXTUREFILTERTYPE_TO_STR(WINED3D_TEXF_POINT);
3153 D3DTEXTUREFILTERTYPE_TO_STR(WINED3D_TEXF_LINEAR);
3154 D3DTEXTUREFILTERTYPE_TO_STR(WINED3D_TEXF_ANISOTROPIC);
3155 D3DTEXTUREFILTERTYPE_TO_STR(WINED3D_TEXF_FLAT_CUBIC);
3156 D3DTEXTUREFILTERTYPE_TO_STR(WINED3D_TEXF_GAUSSIAN_CUBIC);
3157 D3DTEXTUREFILTERTYPE_TO_STR(WINED3D_TEXF_PYRAMIDAL_QUAD);
3158 D3DTEXTUREFILTERTYPE_TO_STR(WINED3D_TEXF_GAUSSIAN_QUAD);
3159 #undef D3DTEXTUREFILTERTYPE_TO_STR
3160 default:
3161 FIXME("Unrecognied texture filter type 0x%08x.\n", filter_type);
3162 return "unrecognized";
3166 const char *debug_d3dtexturestate(enum wined3d_texture_stage_state state)
3168 switch (state)
3170 #define D3DSTATE_TO_STR(u) case u: return #u
3171 D3DSTATE_TO_STR(WINED3D_TSS_COLOR_OP);
3172 D3DSTATE_TO_STR(WINED3D_TSS_COLOR_ARG1);
3173 D3DSTATE_TO_STR(WINED3D_TSS_COLOR_ARG2);
3174 D3DSTATE_TO_STR(WINED3D_TSS_ALPHA_OP);
3175 D3DSTATE_TO_STR(WINED3D_TSS_ALPHA_ARG1);
3176 D3DSTATE_TO_STR(WINED3D_TSS_ALPHA_ARG2);
3177 D3DSTATE_TO_STR(WINED3D_TSS_BUMPENV_MAT00);
3178 D3DSTATE_TO_STR(WINED3D_TSS_BUMPENV_MAT01);
3179 D3DSTATE_TO_STR(WINED3D_TSS_BUMPENV_MAT10);
3180 D3DSTATE_TO_STR(WINED3D_TSS_BUMPENV_MAT11);
3181 D3DSTATE_TO_STR(WINED3D_TSS_TEXCOORD_INDEX);
3182 D3DSTATE_TO_STR(WINED3D_TSS_BUMPENV_LSCALE);
3183 D3DSTATE_TO_STR(WINED3D_TSS_BUMPENV_LOFFSET);
3184 D3DSTATE_TO_STR(WINED3D_TSS_TEXTURE_TRANSFORM_FLAGS);
3185 D3DSTATE_TO_STR(WINED3D_TSS_COLOR_ARG0);
3186 D3DSTATE_TO_STR(WINED3D_TSS_ALPHA_ARG0);
3187 D3DSTATE_TO_STR(WINED3D_TSS_RESULT_ARG);
3188 D3DSTATE_TO_STR(WINED3D_TSS_CONSTANT);
3189 #undef D3DSTATE_TO_STR
3190 default:
3191 FIXME("Unrecognized %u texture state!\n", state);
3192 return "unrecognized";
3196 const char *debug_d3dtop(enum wined3d_texture_op d3dtop)
3198 switch (d3dtop)
3200 #define D3DTOP_TO_STR(u) case u: return #u
3201 D3DTOP_TO_STR(WINED3D_TOP_DISABLE);
3202 D3DTOP_TO_STR(WINED3D_TOP_SELECT_ARG1);
3203 D3DTOP_TO_STR(WINED3D_TOP_SELECT_ARG2);
3204 D3DTOP_TO_STR(WINED3D_TOP_MODULATE);
3205 D3DTOP_TO_STR(WINED3D_TOP_MODULATE_2X);
3206 D3DTOP_TO_STR(WINED3D_TOP_MODULATE_4X);
3207 D3DTOP_TO_STR(WINED3D_TOP_ADD);
3208 D3DTOP_TO_STR(WINED3D_TOP_ADD_SIGNED);
3209 D3DTOP_TO_STR(WINED3D_TOP_ADD_SIGNED_2X);
3210 D3DTOP_TO_STR(WINED3D_TOP_SUBTRACT);
3211 D3DTOP_TO_STR(WINED3D_TOP_ADD_SMOOTH);
3212 D3DTOP_TO_STR(WINED3D_TOP_BLEND_DIFFUSE_ALPHA);
3213 D3DTOP_TO_STR(WINED3D_TOP_BLEND_TEXTURE_ALPHA);
3214 D3DTOP_TO_STR(WINED3D_TOP_BLEND_FACTOR_ALPHA);
3215 D3DTOP_TO_STR(WINED3D_TOP_BLEND_TEXTURE_ALPHA_PM);
3216 D3DTOP_TO_STR(WINED3D_TOP_BLEND_CURRENT_ALPHA);
3217 D3DTOP_TO_STR(WINED3D_TOP_PREMODULATE);
3218 D3DTOP_TO_STR(WINED3D_TOP_MODULATE_ALPHA_ADD_COLOR);
3219 D3DTOP_TO_STR(WINED3D_TOP_MODULATE_COLOR_ADD_ALPHA);
3220 D3DTOP_TO_STR(WINED3D_TOP_MODULATE_INVALPHA_ADD_COLOR);
3221 D3DTOP_TO_STR(WINED3D_TOP_MODULATE_INVCOLOR_ADD_ALPHA);
3222 D3DTOP_TO_STR(WINED3D_TOP_BUMPENVMAP);
3223 D3DTOP_TO_STR(WINED3D_TOP_BUMPENVMAP_LUMINANCE);
3224 D3DTOP_TO_STR(WINED3D_TOP_DOTPRODUCT3);
3225 D3DTOP_TO_STR(WINED3D_TOP_MULTIPLY_ADD);
3226 D3DTOP_TO_STR(WINED3D_TOP_LERP);
3227 #undef D3DTOP_TO_STR
3228 default:
3229 FIXME("Unrecognized texture op %#x.\n", d3dtop);
3230 return "unrecognized";
3234 const char *debug_d3dtstype(enum wined3d_transform_state tstype)
3236 switch (tstype)
3238 #define TSTYPE_TO_STR(tstype) case tstype: return #tstype
3239 TSTYPE_TO_STR(WINED3D_TS_VIEW);
3240 TSTYPE_TO_STR(WINED3D_TS_PROJECTION);
3241 TSTYPE_TO_STR(WINED3D_TS_TEXTURE0);
3242 TSTYPE_TO_STR(WINED3D_TS_TEXTURE1);
3243 TSTYPE_TO_STR(WINED3D_TS_TEXTURE2);
3244 TSTYPE_TO_STR(WINED3D_TS_TEXTURE3);
3245 TSTYPE_TO_STR(WINED3D_TS_TEXTURE4);
3246 TSTYPE_TO_STR(WINED3D_TS_TEXTURE5);
3247 TSTYPE_TO_STR(WINED3D_TS_TEXTURE6);
3248 TSTYPE_TO_STR(WINED3D_TS_TEXTURE7);
3249 TSTYPE_TO_STR(WINED3D_TS_WORLD_MATRIX(0));
3250 #undef TSTYPE_TO_STR
3251 default:
3252 if (tstype > 256 && tstype < 512)
3254 FIXME("WINED3D_TS_WORLD_MATRIX(%u). 1..255 not currently supported.\n", tstype);
3255 return ("WINED3D_TS_WORLD_MATRIX > 0");
3257 FIXME("Unrecognized transform state %#x.\n", tstype);
3258 return "unrecognized";
3262 static const char *debug_shader_type(enum wined3d_shader_type type)
3264 switch(type)
3266 #define WINED3D_TO_STR(type) case type: return #type
3267 WINED3D_TO_STR(WINED3D_SHADER_TYPE_PIXEL);
3268 WINED3D_TO_STR(WINED3D_SHADER_TYPE_VERTEX);
3269 WINED3D_TO_STR(WINED3D_SHADER_TYPE_GEOMETRY);
3270 #undef WINED3D_TO_STR
3271 default:
3272 FIXME("Unrecognized shader type %#x.\n", type);
3273 return "unrecognized";
3277 const char *debug_d3dstate(DWORD state)
3279 if (STATE_IS_RENDER(state))
3280 return wine_dbg_sprintf("STATE_RENDER(%s)", debug_d3drenderstate(state - STATE_RENDER(0)));
3281 if (STATE_IS_TEXTURESTAGE(state))
3283 DWORD texture_stage = (state - STATE_TEXTURESTAGE(0, 0)) / (WINED3D_HIGHEST_TEXTURE_STATE + 1);
3284 DWORD texture_state = state - STATE_TEXTURESTAGE(texture_stage, 0);
3285 return wine_dbg_sprintf("STATE_TEXTURESTAGE(%#x, %s)",
3286 texture_stage, debug_d3dtexturestate(texture_state));
3288 if (STATE_IS_SAMPLER(state))
3289 return wine_dbg_sprintf("STATE_SAMPLER(%#x)", state - STATE_SAMPLER(0));
3290 if (STATE_IS_SHADER(state))
3291 return wine_dbg_sprintf("STATE_SHADER(%s)", debug_shader_type(state - STATE_SHADER(0)));
3292 if (STATE_IS_CONSTANT_BUFFER(state))
3293 return wine_dbg_sprintf("STATE_CONSTANT_BUFFER(%s)", debug_shader_type(state - STATE_CONSTANT_BUFFER(0)));
3294 if (STATE_IS_SHADER_RESOURCE_BINDING(state))
3295 return "STATE_SHADER_RESOURCE_BINDING";
3296 if (STATE_IS_TRANSFORM(state))
3297 return wine_dbg_sprintf("STATE_TRANSFORM(%s)", debug_d3dtstype(state - STATE_TRANSFORM(0)));
3298 if (STATE_IS_STREAMSRC(state))
3299 return "STATE_STREAMSRC";
3300 if (STATE_IS_INDEXBUFFER(state))
3301 return "STATE_INDEXBUFFER";
3302 if (STATE_IS_VDECL(state))
3303 return "STATE_VDECL";
3304 if (STATE_IS_VIEWPORT(state))
3305 return "STATE_VIEWPORT";
3306 if (STATE_IS_LIGHT_TYPE(state))
3307 return "STATE_LIGHT_TYPE";
3308 if (STATE_IS_ACTIVELIGHT(state))
3309 return wine_dbg_sprintf("STATE_ACTIVELIGHT(%#x)", state - STATE_ACTIVELIGHT(0));
3310 if (STATE_IS_SCISSORRECT(state))
3311 return "STATE_SCISSORRECT";
3312 if (STATE_IS_CLIPPLANE(state))
3313 return wine_dbg_sprintf("STATE_CLIPPLANE(%#x)", state - STATE_CLIPPLANE(0));
3314 if (STATE_IS_MATERIAL(state))
3315 return "STATE_MATERIAL";
3316 if (STATE_IS_FRONTFACE(state))
3317 return "STATE_FRONTFACE";
3318 if (STATE_IS_POINTSPRITECOORDORIGIN(state))
3319 return "STATE_POINTSPRITECOORDORIGIN";
3320 if (STATE_IS_BASEVERTEXINDEX(state))
3321 return "STATE_BASEVERTEXINDEX";
3322 if (STATE_IS_FRAMEBUFFER(state))
3323 return "STATE_FRAMEBUFFER";
3324 if (STATE_IS_POINT_ENABLE(state))
3325 return "STATE_POINT_ENABLE";
3326 if (STATE_IS_COLOR_KEY(state))
3327 return "STATE_COLOR_KEY";
3329 return wine_dbg_sprintf("UNKNOWN_STATE(%#x)", state);
3332 const char *debug_d3dpool(enum wined3d_pool pool)
3334 switch (pool)
3336 #define POOL_TO_STR(p) case p: return #p
3337 POOL_TO_STR(WINED3D_POOL_DEFAULT);
3338 POOL_TO_STR(WINED3D_POOL_MANAGED);
3339 POOL_TO_STR(WINED3D_POOL_SYSTEM_MEM);
3340 POOL_TO_STR(WINED3D_POOL_SCRATCH);
3341 #undef POOL_TO_STR
3342 default:
3343 FIXME("Unrecognized pool %#x.\n", pool);
3344 return "unrecognized";
3348 const char *debug_fbostatus(GLenum status) {
3349 switch(status) {
3350 #define FBOSTATUS_TO_STR(u) case u: return #u
3351 FBOSTATUS_TO_STR(GL_FRAMEBUFFER_COMPLETE);
3352 FBOSTATUS_TO_STR(GL_FRAMEBUFFER_INCOMPLETE_ATTACHMENT);
3353 FBOSTATUS_TO_STR(GL_FRAMEBUFFER_INCOMPLETE_MISSING_ATTACHMENT);
3354 FBOSTATUS_TO_STR(GL_FRAMEBUFFER_INCOMPLETE_DIMENSIONS_EXT);
3355 FBOSTATUS_TO_STR(GL_FRAMEBUFFER_INCOMPLETE_FORMATS_EXT);
3356 FBOSTATUS_TO_STR(GL_FRAMEBUFFER_INCOMPLETE_DRAW_BUFFER);
3357 FBOSTATUS_TO_STR(GL_FRAMEBUFFER_INCOMPLETE_READ_BUFFER);
3358 FBOSTATUS_TO_STR(GL_FRAMEBUFFER_INCOMPLETE_MULTISAMPLE);
3359 FBOSTATUS_TO_STR(GL_FRAMEBUFFER_UNSUPPORTED);
3360 FBOSTATUS_TO_STR(GL_FRAMEBUFFER_UNDEFINED);
3361 #undef FBOSTATUS_TO_STR
3362 default:
3363 FIXME("Unrecognied FBO status 0x%08x\n", status);
3364 return "unrecognized";
3368 const char *debug_glerror(GLenum error) {
3369 switch(error) {
3370 #define GLERROR_TO_STR(u) case u: return #u
3371 GLERROR_TO_STR(GL_NO_ERROR);
3372 GLERROR_TO_STR(GL_INVALID_ENUM);
3373 GLERROR_TO_STR(GL_INVALID_VALUE);
3374 GLERROR_TO_STR(GL_INVALID_OPERATION);
3375 GLERROR_TO_STR(GL_STACK_OVERFLOW);
3376 GLERROR_TO_STR(GL_STACK_UNDERFLOW);
3377 GLERROR_TO_STR(GL_OUT_OF_MEMORY);
3378 GLERROR_TO_STR(GL_INVALID_FRAMEBUFFER_OPERATION);
3379 #undef GLERROR_TO_STR
3380 default:
3381 FIXME("Unrecognied GL error 0x%08x\n", error);
3382 return "unrecognized";
3386 static const char *debug_fixup_channel_source(enum fixup_channel_source source)
3388 switch(source)
3390 #define WINED3D_TO_STR(x) case x: return #x
3391 WINED3D_TO_STR(CHANNEL_SOURCE_ZERO);
3392 WINED3D_TO_STR(CHANNEL_SOURCE_ONE);
3393 WINED3D_TO_STR(CHANNEL_SOURCE_X);
3394 WINED3D_TO_STR(CHANNEL_SOURCE_Y);
3395 WINED3D_TO_STR(CHANNEL_SOURCE_Z);
3396 WINED3D_TO_STR(CHANNEL_SOURCE_W);
3397 WINED3D_TO_STR(CHANNEL_SOURCE_COMPLEX0);
3398 WINED3D_TO_STR(CHANNEL_SOURCE_COMPLEX1);
3399 #undef WINED3D_TO_STR
3400 default:
3401 FIXME("Unrecognized fixup_channel_source %#x\n", source);
3402 return "unrecognized";
3406 static const char *debug_complex_fixup(enum complex_fixup fixup)
3408 switch(fixup)
3410 #define WINED3D_TO_STR(x) case x: return #x
3411 WINED3D_TO_STR(COMPLEX_FIXUP_YUY2);
3412 WINED3D_TO_STR(COMPLEX_FIXUP_UYVY);
3413 WINED3D_TO_STR(COMPLEX_FIXUP_YV12);
3414 WINED3D_TO_STR(COMPLEX_FIXUP_NV12);
3415 WINED3D_TO_STR(COMPLEX_FIXUP_P8);
3416 #undef WINED3D_TO_STR
3417 default:
3418 FIXME("Unrecognized complex fixup %#x\n", fixup);
3419 return "unrecognized";
3423 void dump_color_fixup_desc(struct color_fixup_desc fixup)
3425 if (is_complex_fixup(fixup))
3427 TRACE("\tComplex: %s\n", debug_complex_fixup(get_complex_fixup(fixup)));
3428 return;
3431 TRACE("\tX: %s%s\n", debug_fixup_channel_source(fixup.x_source), fixup.x_sign_fixup ? ", SIGN_FIXUP" : "");
3432 TRACE("\tY: %s%s\n", debug_fixup_channel_source(fixup.y_source), fixup.y_sign_fixup ? ", SIGN_FIXUP" : "");
3433 TRACE("\tZ: %s%s\n", debug_fixup_channel_source(fixup.z_source), fixup.z_sign_fixup ? ", SIGN_FIXUP" : "");
3434 TRACE("\tW: %s%s\n", debug_fixup_channel_source(fixup.w_source), fixup.w_sign_fixup ? ", SIGN_FIXUP" : "");
3437 BOOL is_invalid_op(const struct wined3d_state *state, int stage,
3438 enum wined3d_texture_op op, DWORD arg1, DWORD arg2, DWORD arg3)
3440 if (op == WINED3D_TOP_DISABLE)
3441 return FALSE;
3442 if (state->textures[stage])
3443 return FALSE;
3445 if ((arg1 & WINED3DTA_SELECTMASK) == WINED3DTA_TEXTURE
3446 && op != WINED3D_TOP_SELECT_ARG2)
3447 return TRUE;
3448 if ((arg2 & WINED3DTA_SELECTMASK) == WINED3DTA_TEXTURE
3449 && op != WINED3D_TOP_SELECT_ARG1)
3450 return TRUE;
3451 if ((arg3 & WINED3DTA_SELECTMASK) == WINED3DTA_TEXTURE
3452 && (op == WINED3D_TOP_MULTIPLY_ADD || op == WINED3D_TOP_LERP))
3453 return TRUE;
3455 return FALSE;
3458 void get_identity_matrix(struct wined3d_matrix *mat)
3460 static const struct wined3d_matrix identity =
3462 1.0f, 0.0f, 0.0f, 0.0f,
3463 0.0f, 1.0f, 0.0f, 0.0f,
3464 0.0f, 0.0f, 1.0f, 0.0f,
3465 0.0f, 0.0f, 0.0f, 1.0f,
3468 *mat = identity;
3471 void get_modelview_matrix(const struct wined3d_context *context, const struct wined3d_state *state, struct wined3d_matrix *mat)
3473 if (context->last_was_rhw)
3474 get_identity_matrix(mat);
3475 else
3476 multiply_matrix(mat, &state->transforms[WINED3D_TS_VIEW], &state->transforms[WINED3D_TS_WORLD_MATRIX(0)]);
3479 void get_projection_matrix(const struct wined3d_context *context, const struct wined3d_state *state,
3480 struct wined3d_matrix *mat)
3482 float center_offset;
3484 /* There are a couple of additional things we have to take into account
3485 * here besides the projection transformation itself:
3486 * - We need to flip along the y-axis in case of offscreen rendering.
3487 * - OpenGL Z range is {-Wc,...,Wc} while D3D Z range is {0,...,Wc}.
3488 * - D3D coordinates refer to pixel centers while GL coordinates refer
3489 * to pixel corners.
3490 * - D3D has a top-left filling convention. We need to maintain this
3491 * even after the y-flip mentioned above.
3492 * In order to handle the last two points, we translate by
3493 * (63.0 / 128.0) / VPw and (63.0 / 128.0) / VPh. This is equivalent to
3494 * translating slightly less than half a pixel. We want the difference to
3495 * be large enough that it doesn't get lost due to rounding inside the
3496 * driver, but small enough to prevent it from interfering with any
3497 * anti-aliasing. */
3499 if (context->swapchain->device->wined3d->flags & WINED3D_PIXEL_CENTER_INTEGER)
3500 center_offset = 63.0f / 64.0f;
3501 else
3502 center_offset = -1.0f / 64.0f;
3504 if (context->last_was_rhw)
3506 /* Transform D3D RHW coordinates to OpenGL clip coordinates. */
3507 float x = state->viewport.x;
3508 float y = state->viewport.y;
3509 float w = state->viewport.width;
3510 float h = state->viewport.height;
3511 float x_scale = 2.0f / w;
3512 float x_offset = (center_offset - (2.0f * x) - w) / w;
3513 float y_scale = context->render_offscreen ? 2.0f / h : 2.0f / -h;
3514 float y_offset = context->render_offscreen
3515 ? (center_offset - (2.0f * y) - h) / h
3516 : (center_offset - (2.0f * y) - h) / -h;
3517 enum wined3d_depth_buffer_type zenable = state->fb->depth_stencil ?
3518 state->render_states[WINED3D_RS_ZENABLE] : WINED3D_ZB_FALSE;
3519 float z_scale = zenable ? 2.0f : 0.0f;
3520 float z_offset = zenable ? -1.0f : 0.0f;
3521 const struct wined3d_matrix projection =
3523 x_scale, 0.0f, 0.0f, 0.0f,
3524 0.0f, y_scale, 0.0f, 0.0f,
3525 0.0f, 0.0f, z_scale, 0.0f,
3526 x_offset, y_offset, z_offset, 1.0f,
3529 *mat = projection;
3531 else
3533 float y_scale = context->render_offscreen ? -1.0f : 1.0f;
3534 float x_offset = center_offset / state->viewport.width;
3535 float y_offset = context->render_offscreen
3536 ? center_offset / state->viewport.height
3537 : -center_offset / state->viewport.height;
3538 const struct wined3d_matrix projection =
3540 1.0f, 0.0f, 0.0f, 0.0f,
3541 0.0f, y_scale, 0.0f, 0.0f,
3542 0.0f, 0.0f, 2.0f, 0.0f,
3543 x_offset, y_offset, -1.0f, 1.0f,
3546 multiply_matrix(mat, &projection, &state->transforms[WINED3D_TS_PROJECTION]);
3550 /* Setup this textures matrix according to the texture flags. */
3551 static void compute_texture_matrix(const struct wined3d_gl_info *gl_info, const struct wined3d_matrix *matrix,
3552 DWORD flags, BOOL calculated_coords, BOOL transformed, enum wined3d_format_id format_id,
3553 BOOL ffp_proj_control, struct wined3d_matrix *out_matrix)
3555 struct wined3d_matrix mat;
3557 if (flags == WINED3D_TTFF_DISABLE || flags == WINED3D_TTFF_COUNT1 || transformed)
3559 get_identity_matrix(out_matrix);
3560 return;
3563 if (flags == (WINED3D_TTFF_COUNT1 | WINED3D_TTFF_PROJECTED))
3565 ERR("Invalid texture transform flags: WINED3D_TTFF_COUNT1 | WINED3D_TTFF_PROJECTED.\n");
3566 return;
3569 mat = *matrix;
3571 if (flags & WINED3D_TTFF_PROJECTED)
3573 if (!ffp_proj_control)
3575 switch (flags & ~WINED3D_TTFF_PROJECTED)
3577 case WINED3D_TTFF_COUNT2:
3578 mat._14 = mat._12;
3579 mat._24 = mat._22;
3580 mat._34 = mat._32;
3581 mat._44 = mat._42;
3582 mat._12 = mat._22 = mat._32 = mat._42 = 0.0f;
3583 break;
3584 case WINED3D_TTFF_COUNT3:
3585 mat._14 = mat._13;
3586 mat._24 = mat._23;
3587 mat._34 = mat._33;
3588 mat._44 = mat._43;
3589 mat._13 = mat._23 = mat._33 = mat._43 = 0.0f;
3590 break;
3594 else
3596 /* Under Direct3D the R/Z coord can be used for translation, under
3597 * OpenGL we use the Q coord instead. */
3598 if (!calculated_coords)
3600 switch (format_id)
3602 /* Direct3D passes the default 1.0 in the 2nd coord, while GL
3603 * passes it in the 4th. Swap 2nd and 4th coord. No need to
3604 * store the value of mat._41 in mat._21 because the input
3605 * value to the transformation will be 0, so the matrix value
3606 * is irrelevant. */
3607 case WINED3DFMT_R32_FLOAT:
3608 mat._41 = mat._21;
3609 mat._42 = mat._22;
3610 mat._43 = mat._23;
3611 mat._44 = mat._24;
3612 break;
3613 /* See above, just 3rd and 4th coord. */
3614 case WINED3DFMT_R32G32_FLOAT:
3615 mat._41 = mat._31;
3616 mat._42 = mat._32;
3617 mat._43 = mat._33;
3618 mat._44 = mat._34;
3619 break;
3620 case WINED3DFMT_R32G32B32_FLOAT: /* Opengl defaults match dx defaults */
3621 case WINED3DFMT_R32G32B32A32_FLOAT: /* No defaults apply, all app defined */
3623 /* This is to prevent swapping the matrix lines and put the default 4th coord = 1.0
3624 * into a bad place. The division elimination below will apply to make sure the
3625 * 1.0 doesn't do anything bad. The caller will set this value if the stride is 0
3627 case WINED3DFMT_UNKNOWN: /* No texture coords, 0/0/0/1 defaults are passed */
3628 break;
3629 default:
3630 FIXME("Unexpected fixed function texture coord input\n");
3633 if (!ffp_proj_control)
3635 switch (flags & ~WINED3D_TTFF_PROJECTED)
3637 /* case WINED3D_TTFF_COUNT1: Won't ever get here. */
3638 case WINED3D_TTFF_COUNT2:
3639 mat._13 = mat._23 = mat._33 = mat._43 = 0.0f;
3640 /* OpenGL divides the first 3 vertex coord by the 4th by default,
3641 * which is essentially the same as D3DTTFF_PROJECTED. Make sure that
3642 * the 4th coord evaluates to 1.0 to eliminate that.
3644 * If the fixed function pipeline is used, the 4th value remains unused,
3645 * so there is no danger in doing this. With vertex shaders we have a
3646 * problem. Should an app hit that problem, the code here would have to
3647 * check for pixel shaders, and the shader has to undo the default gl divide.
3649 * A more serious problem occurs if the app passes 4 coordinates in, and the
3650 * 4th is != 1.0(opengl default). This would have to be fixed in drawStridedSlow
3651 * or a replacement shader. */
3652 default:
3653 mat._14 = mat._24 = mat._34 = 0.0f; mat._44 = 1.0f;
3658 *out_matrix = mat;
3661 void get_texture_matrix(const struct wined3d_context *context, const struct wined3d_state *state,
3662 unsigned int tex, struct wined3d_matrix *mat)
3664 const struct wined3d_device *device = context->swapchain->device;
3665 const struct wined3d_gl_info *gl_info = context->gl_info;
3666 BOOL generated = (state->texture_states[tex][WINED3D_TSS_TEXCOORD_INDEX] & 0xffff0000)
3667 != WINED3DTSS_TCI_PASSTHRU;
3668 unsigned int coord_idx = min(state->texture_states[tex][WINED3D_TSS_TEXCOORD_INDEX & 0x0000ffff],
3669 MAX_TEXTURES - 1);
3671 compute_texture_matrix(gl_info, &state->transforms[WINED3D_TS_TEXTURE0 + tex],
3672 state->texture_states[tex][WINED3D_TSS_TEXTURE_TRANSFORM_FLAGS],
3673 generated, context->last_was_rhw,
3674 context->stream_info.use_map & (1 << (WINED3D_FFP_TEXCOORD0 + coord_idx))
3675 ? context->stream_info.elements[WINED3D_FFP_TEXCOORD0 + coord_idx].format->id
3676 : WINED3DFMT_UNKNOWN,
3677 device->shader_backend->shader_has_ffp_proj_control(device->shader_priv), mat);
3679 if ((context->lastWasPow2Texture & (1 << tex)) && state->textures[tex])
3681 if (generated)
3682 FIXME("Non-power-of-two texture being used with generated texture coords.\n");
3683 /* NP2 texcoord fixup is implemented for pixelshaders so only enable the
3684 * fixed-function-pipeline fixup via pow2Matrix when no PS is used. */
3685 if (!use_ps(state))
3687 TRACE("Non-power-of-two texture matrix multiply fixup.\n");
3688 multiply_matrix(mat, mat, (struct wined3d_matrix *)state->textures[tex]->pow2_matrix);
3693 void get_pointsize_minmax(const struct wined3d_context *context, const struct wined3d_state *state,
3694 float *out_min, float *out_max)
3696 union
3698 DWORD d;
3699 float f;
3700 } min, max;
3702 min.d = state->render_states[WINED3D_RS_POINTSIZE_MIN];
3703 max.d = state->render_states[WINED3D_RS_POINTSIZE_MAX];
3705 if (min.f > max.f)
3706 min.f = max.f;
3708 *out_min = min.f;
3709 *out_max = max.f;
3712 void get_pointsize(const struct wined3d_context *context, const struct wined3d_state *state,
3713 float *out_pointsize, float *out_att)
3715 /* POINTSCALEENABLE controls how point size value is treated. If set to
3716 * true, the point size is scaled with respect to height of viewport.
3717 * When set to false point size is in pixels. */
3718 union
3720 DWORD d;
3721 float f;
3722 } pointsize, a, b, c;
3724 out_att[0] = 1.0f;
3725 out_att[1] = 0.0f;
3726 out_att[2] = 0.0f;
3728 pointsize.d = state->render_states[WINED3D_RS_POINTSIZE];
3729 a.d = state->render_states[WINED3D_RS_POINTSCALE_A];
3730 b.d = state->render_states[WINED3D_RS_POINTSCALE_B];
3731 c.d = state->render_states[WINED3D_RS_POINTSCALE_C];
3733 if (state->render_states[WINED3D_RS_POINTSCALEENABLE])
3735 float scale_factor = state->viewport.height * state->viewport.height;
3737 out_att[0] = a.f / scale_factor;
3738 out_att[1] = b.f / scale_factor;
3739 out_att[2] = c.f / scale_factor;
3741 *out_pointsize = pointsize.f;
3744 void get_fog_start_end(const struct wined3d_context *context, const struct wined3d_state *state,
3745 float *start, float *end)
3747 union
3749 DWORD d;
3750 float f;
3751 } tmpvalue;
3753 switch (context->fog_source)
3755 case FOGSOURCE_VS:
3756 *start = 1.0f;
3757 *end = 0.0f;
3758 break;
3760 case FOGSOURCE_COORD:
3761 *start = 255.0f;
3762 *end = 0.0f;
3763 break;
3765 case FOGSOURCE_FFP:
3766 tmpvalue.d = state->render_states[WINED3D_RS_FOGSTART];
3767 *start = tmpvalue.f;
3768 tmpvalue.d = state->render_states[WINED3D_RS_FOGEND];
3769 *end = tmpvalue.f;
3770 /* Special handling for fog_start == fog_end. In d3d with vertex
3771 * fog, everything is fogged. With table fog, everything with
3772 * fog_coord < fog_start is unfogged, and fog_coord > fog_start
3773 * is fogged. Windows drivers disagree when fog_coord == fog_start. */
3774 if (state->render_states[WINED3D_RS_FOGTABLEMODE] == WINED3D_FOG_NONE && *start == *end)
3776 *start = -INFINITY;
3777 *end = 0.0f;
3779 break;
3781 default:
3782 /* This should not happen, context->fog_source is set in wined3d, not the app. */
3783 ERR("Unexpected fog coordinate source.\n");
3784 *start = 0.0f;
3785 *end = 0.0f;
3789 /* This small helper function is used to convert a bitmask into the number of masked bits */
3790 unsigned int count_bits(unsigned int mask)
3792 unsigned int count;
3793 for (count = 0; mask; ++count)
3795 mask &= mask - 1;
3797 return count;
3800 /* Helper function for retrieving color info for ChoosePixelFormat and wglChoosePixelFormatARB.
3801 * The later function requires individual color components. */
3802 BOOL getColorBits(const struct wined3d_format *format,
3803 BYTE *redSize, BYTE *greenSize, BYTE *blueSize, BYTE *alphaSize, BYTE *totalSize)
3805 TRACE("format %s.\n", debug_d3dformat(format->id));
3807 switch (format->id)
3809 case WINED3DFMT_B10G10R10A2_UNORM:
3810 case WINED3DFMT_R10G10B10A2_UNORM:
3811 case WINED3DFMT_B8G8R8X8_UNORM:
3812 case WINED3DFMT_B8G8R8_UNORM:
3813 case WINED3DFMT_B8G8R8A8_UNORM:
3814 case WINED3DFMT_R8G8B8A8_UNORM:
3815 case WINED3DFMT_B5G5R5X1_UNORM:
3816 case WINED3DFMT_B5G5R5A1_UNORM:
3817 case WINED3DFMT_B5G6R5_UNORM:
3818 case WINED3DFMT_B4G4R4X4_UNORM:
3819 case WINED3DFMT_B4G4R4A4_UNORM:
3820 case WINED3DFMT_B2G3R3_UNORM:
3821 case WINED3DFMT_P8_UINT_A8_UNORM:
3822 case WINED3DFMT_P8_UINT:
3823 break;
3824 default:
3825 FIXME("Unsupported format %s.\n", debug_d3dformat(format->id));
3826 return FALSE;
3829 *redSize = format->red_size;
3830 *greenSize = format->green_size;
3831 *blueSize = format->blue_size;
3832 *alphaSize = format->alpha_size;
3833 *totalSize = *redSize + *greenSize + *blueSize + *alphaSize;
3835 TRACE("Returning red: %d, green: %d, blue: %d, alpha: %d, total: %d for format %s.\n",
3836 *redSize, *greenSize, *blueSize, *alphaSize, *totalSize, debug_d3dformat(format->id));
3837 return TRUE;
3840 /* Helper function for retrieving depth/stencil info for ChoosePixelFormat and wglChoosePixelFormatARB */
3841 BOOL getDepthStencilBits(const struct wined3d_format *format, BYTE *depthSize, BYTE *stencilSize)
3843 TRACE("format %s.\n", debug_d3dformat(format->id));
3845 switch (format->id)
3847 case WINED3DFMT_D16_LOCKABLE:
3848 case WINED3DFMT_D16_UNORM:
3849 case WINED3DFMT_S1_UINT_D15_UNORM:
3850 case WINED3DFMT_X8D24_UNORM:
3851 case WINED3DFMT_S4X4_UINT_D24_UNORM:
3852 case WINED3DFMT_D24_UNORM_S8_UINT:
3853 case WINED3DFMT_S8_UINT_D24_FLOAT:
3854 case WINED3DFMT_D32_UNORM:
3855 case WINED3DFMT_D32_FLOAT:
3856 case WINED3DFMT_INTZ:
3857 break;
3858 default:
3859 FIXME("Unsupported depth/stencil format %s.\n", debug_d3dformat(format->id));
3860 return FALSE;
3863 *depthSize = format->depth_size;
3864 *stencilSize = format->stencil_size;
3866 TRACE("Returning depthSize: %d and stencilSize: %d for format %s.\n",
3867 *depthSize, *stencilSize, debug_d3dformat(format->id));
3868 return TRUE;
3871 /* Note: It's the caller's responsibility to ensure values can be expressed
3872 * in the requested format. UNORM formats for example can only express values
3873 * in the range 0.0f -> 1.0f. */
3874 DWORD wined3d_format_convert_from_float(const struct wined3d_surface *surface, const struct wined3d_color *color)
3876 static const struct
3878 enum wined3d_format_id format_id;
3879 float r_mul;
3880 float g_mul;
3881 float b_mul;
3882 float a_mul;
3883 BYTE r_shift;
3884 BYTE g_shift;
3885 BYTE b_shift;
3886 BYTE a_shift;
3888 conv[] =
3890 {WINED3DFMT_B8G8R8A8_UNORM, 255.0f, 255.0f, 255.0f, 255.0f, 16, 8, 0, 24},
3891 {WINED3DFMT_B8G8R8X8_UNORM, 255.0f, 255.0f, 255.0f, 255.0f, 16, 8, 0, 24},
3892 {WINED3DFMT_B8G8R8_UNORM, 255.0f, 255.0f, 255.0f, 255.0f, 16, 8, 0, 24},
3893 {WINED3DFMT_B5G6R5_UNORM, 31.0f, 63.0f, 31.0f, 0.0f, 11, 5, 0, 0},
3894 {WINED3DFMT_B5G5R5A1_UNORM, 31.0f, 31.0f, 31.0f, 1.0f, 10, 5, 0, 15},
3895 {WINED3DFMT_B5G5R5X1_UNORM, 31.0f, 31.0f, 31.0f, 1.0f, 10, 5, 0, 15},
3896 {WINED3DFMT_R8_UNORM, 255.0f, 0.0f, 0.0f, 0.0f, 0, 0, 0, 0},
3897 {WINED3DFMT_A8_UNORM, 0.0f, 0.0f, 0.0f, 255.0f, 0, 0, 0, 0},
3898 {WINED3DFMT_B4G4R4A4_UNORM, 15.0f, 15.0f, 15.0f, 15.0f, 8, 4, 0, 12},
3899 {WINED3DFMT_B4G4R4X4_UNORM, 15.0f, 15.0f, 15.0f, 15.0f, 8, 4, 0, 12},
3900 {WINED3DFMT_B2G3R3_UNORM, 7.0f, 7.0f, 3.0f, 0.0f, 5, 2, 0, 0},
3901 {WINED3DFMT_R8G8B8A8_UNORM, 255.0f, 255.0f, 255.0f, 255.0f, 0, 8, 16, 24},
3902 {WINED3DFMT_R8G8B8X8_UNORM, 255.0f, 255.0f, 255.0f, 255.0f, 0, 8, 16, 24},
3903 {WINED3DFMT_B10G10R10A2_UNORM, 1023.0f, 1023.0f, 1023.0f, 3.0f, 20, 10, 0, 30},
3904 {WINED3DFMT_R10G10B10A2_UNORM, 1023.0f, 1023.0f, 1023.0f, 3.0f, 0, 10, 20, 30},
3905 {WINED3DFMT_P8_UINT, 0.0f, 0.0f, 0.0f, 255.0f, 0, 0, 0, 0},
3907 const struct wined3d_format *format = surface->resource.format;
3908 unsigned int i;
3910 TRACE("Converting color {%.8e %.8e %.8e %.8e} to format %s.\n",
3911 color->r, color->g, color->b, color->a, debug_d3dformat(format->id));
3913 for (i = 0; i < sizeof(conv) / sizeof(*conv); ++i)
3915 DWORD ret;
3917 if (format->id != conv[i].format_id) continue;
3919 ret = ((DWORD)((color->r * conv[i].r_mul) + 0.5f)) << conv[i].r_shift;
3920 ret |= ((DWORD)((color->g * conv[i].g_mul) + 0.5f)) << conv[i].g_shift;
3921 ret |= ((DWORD)((color->b * conv[i].b_mul) + 0.5f)) << conv[i].b_shift;
3922 ret |= ((DWORD)((color->a * conv[i].a_mul) + 0.5f)) << conv[i].a_shift;
3924 TRACE("Returning 0x%08x.\n", ret);
3926 return ret;
3929 FIXME("Conversion for format %s not implemented.\n", debug_d3dformat(format->id));
3931 return 0;
3934 static float color_to_float(DWORD color, DWORD size, DWORD offset)
3936 DWORD mask = (1 << size) - 1;
3938 if (!size)
3939 return 1.0f;
3941 color >>= offset;
3942 color &= mask;
3944 return (float)color / (float)mask;
3947 BOOL wined3d_format_convert_color_to_float(const struct wined3d_format *format,
3948 const struct wined3d_palette *palette, DWORD color, struct wined3d_color *float_color)
3950 switch (format->id)
3952 case WINED3DFMT_B8G8R8_UNORM:
3953 case WINED3DFMT_B8G8R8A8_UNORM:
3954 case WINED3DFMT_B8G8R8X8_UNORM:
3955 case WINED3DFMT_B5G6R5_UNORM:
3956 case WINED3DFMT_B5G5R5X1_UNORM:
3957 case WINED3DFMT_B5G5R5A1_UNORM:
3958 case WINED3DFMT_B4G4R4A4_UNORM:
3959 case WINED3DFMT_B2G3R3_UNORM:
3960 case WINED3DFMT_R8_UNORM:
3961 case WINED3DFMT_A8_UNORM:
3962 case WINED3DFMT_B2G3R3A8_UNORM:
3963 case WINED3DFMT_B4G4R4X4_UNORM:
3964 case WINED3DFMT_R10G10B10A2_UNORM:
3965 case WINED3DFMT_R10G10B10A2_SNORM:
3966 case WINED3DFMT_R8G8B8A8_UNORM:
3967 case WINED3DFMT_R8G8B8X8_UNORM:
3968 case WINED3DFMT_R16G16_UNORM:
3969 case WINED3DFMT_B10G10R10A2_UNORM:
3970 float_color->r = color_to_float(color, format->red_size, format->red_offset);
3971 float_color->g = color_to_float(color, format->green_size, format->green_offset);
3972 float_color->b = color_to_float(color, format->blue_size, format->blue_offset);
3973 float_color->a = color_to_float(color, format->alpha_size, format->alpha_offset);
3974 return TRUE;
3976 case WINED3DFMT_P8_UINT:
3977 if (palette)
3979 float_color->r = palette->colors[color].rgbRed / 255.0f;
3980 float_color->g = palette->colors[color].rgbGreen / 255.0f;
3981 float_color->b = palette->colors[color].rgbBlue / 255.0f;
3983 else
3985 float_color->r = 0.0f;
3986 float_color->g = 0.0f;
3987 float_color->b = 0.0f;
3989 float_color->a = color / 255.0f;
3990 return TRUE;
3992 default:
3993 ERR("Unhandled conversion from %s to floating point.\n", debug_d3dformat(format->id));
3994 return FALSE;
3998 /* DirectDraw stuff */
3999 enum wined3d_format_id pixelformat_for_depth(DWORD depth)
4001 switch (depth)
4003 case 8: return WINED3DFMT_P8_UINT;
4004 case 15: return WINED3DFMT_B5G5R5X1_UNORM;
4005 case 16: return WINED3DFMT_B5G6R5_UNORM;
4006 case 24: return WINED3DFMT_B8G8R8X8_UNORM; /* Robots needs 24bit to be WINED3DFMT_B8G8R8X8_UNORM */
4007 case 32: return WINED3DFMT_B8G8R8X8_UNORM; /* EVE online and the Fur demo need 32bit AdapterDisplayMode to return WINED3DFMT_B8G8R8X8_UNORM */
4008 default: return WINED3DFMT_UNKNOWN;
4012 void multiply_matrix(struct wined3d_matrix *dst, const struct wined3d_matrix *src1, const struct wined3d_matrix *src2)
4014 struct wined3d_matrix tmp;
4016 /* Now do the multiplication 'by hand'.
4017 I know that all this could be optimised, but this will be done later :-) */
4018 tmp._11 = (src1->_11 * src2->_11) + (src1->_21 * src2->_12) + (src1->_31 * src2->_13) + (src1->_41 * src2->_14);
4019 tmp._21 = (src1->_11 * src2->_21) + (src1->_21 * src2->_22) + (src1->_31 * src2->_23) + (src1->_41 * src2->_24);
4020 tmp._31 = (src1->_11 * src2->_31) + (src1->_21 * src2->_32) + (src1->_31 * src2->_33) + (src1->_41 * src2->_34);
4021 tmp._41 = (src1->_11 * src2->_41) + (src1->_21 * src2->_42) + (src1->_31 * src2->_43) + (src1->_41 * src2->_44);
4023 tmp._12 = (src1->_12 * src2->_11) + (src1->_22 * src2->_12) + (src1->_32 * src2->_13) + (src1->_42 * src2->_14);
4024 tmp._22 = (src1->_12 * src2->_21) + (src1->_22 * src2->_22) + (src1->_32 * src2->_23) + (src1->_42 * src2->_24);
4025 tmp._32 = (src1->_12 * src2->_31) + (src1->_22 * src2->_32) + (src1->_32 * src2->_33) + (src1->_42 * src2->_34);
4026 tmp._42 = (src1->_12 * src2->_41) + (src1->_22 * src2->_42) + (src1->_32 * src2->_43) + (src1->_42 * src2->_44);
4028 tmp._13 = (src1->_13 * src2->_11) + (src1->_23 * src2->_12) + (src1->_33 * src2->_13) + (src1->_43 * src2->_14);
4029 tmp._23 = (src1->_13 * src2->_21) + (src1->_23 * src2->_22) + (src1->_33 * src2->_23) + (src1->_43 * src2->_24);
4030 tmp._33 = (src1->_13 * src2->_31) + (src1->_23 * src2->_32) + (src1->_33 * src2->_33) + (src1->_43 * src2->_34);
4031 tmp._43 = (src1->_13 * src2->_41) + (src1->_23 * src2->_42) + (src1->_33 * src2->_43) + (src1->_43 * src2->_44);
4033 tmp._14 = (src1->_14 * src2->_11) + (src1->_24 * src2->_12) + (src1->_34 * src2->_13) + (src1->_44 * src2->_14);
4034 tmp._24 = (src1->_14 * src2->_21) + (src1->_24 * src2->_22) + (src1->_34 * src2->_23) + (src1->_44 * src2->_24);
4035 tmp._34 = (src1->_14 * src2->_31) + (src1->_24 * src2->_32) + (src1->_34 * src2->_33) + (src1->_44 * src2->_34);
4036 tmp._44 = (src1->_14 * src2->_41) + (src1->_24 * src2->_42) + (src1->_34 * src2->_43) + (src1->_44 * src2->_44);
4038 *dst = tmp;
4041 DWORD get_flexible_vertex_size(DWORD d3dvtVertexType) {
4042 DWORD size = 0;
4043 int i;
4044 int numTextures = (d3dvtVertexType & WINED3DFVF_TEXCOUNT_MASK) >> WINED3DFVF_TEXCOUNT_SHIFT;
4046 if (d3dvtVertexType & WINED3DFVF_NORMAL) size += 3 * sizeof(float);
4047 if (d3dvtVertexType & WINED3DFVF_DIFFUSE) size += sizeof(DWORD);
4048 if (d3dvtVertexType & WINED3DFVF_SPECULAR) size += sizeof(DWORD);
4049 if (d3dvtVertexType & WINED3DFVF_PSIZE) size += sizeof(DWORD);
4050 switch (d3dvtVertexType & WINED3DFVF_POSITION_MASK) {
4051 case WINED3DFVF_XYZ: size += 3 * sizeof(float); break;
4052 case WINED3DFVF_XYZRHW: size += 4 * sizeof(float); break;
4053 case WINED3DFVF_XYZB1: size += 4 * sizeof(float); break;
4054 case WINED3DFVF_XYZB2: size += 5 * sizeof(float); break;
4055 case WINED3DFVF_XYZB3: size += 6 * sizeof(float); break;
4056 case WINED3DFVF_XYZB4: size += 7 * sizeof(float); break;
4057 case WINED3DFVF_XYZB5: size += 8 * sizeof(float); break;
4058 case WINED3DFVF_XYZW: size += 4 * sizeof(float); break;
4059 default: ERR("Unexpected position mask\n");
4061 for (i = 0; i < numTextures; i++) {
4062 size += GET_TEXCOORD_SIZE_FROM_FVF(d3dvtVertexType, i) * sizeof(float);
4065 return size;
4068 void gen_ffp_frag_op(const struct wined3d_context *context, const struct wined3d_state *state,
4069 struct ffp_frag_settings *settings, BOOL ignore_textype)
4071 #define ARG1 0x01
4072 #define ARG2 0x02
4073 #define ARG0 0x04
4074 static const unsigned char args[WINED3D_TOP_LERP + 1] =
4076 /* undefined */ 0,
4077 /* D3DTOP_DISABLE */ 0,
4078 /* D3DTOP_SELECTARG1 */ ARG1,
4079 /* D3DTOP_SELECTARG2 */ ARG2,
4080 /* D3DTOP_MODULATE */ ARG1 | ARG2,
4081 /* D3DTOP_MODULATE2X */ ARG1 | ARG2,
4082 /* D3DTOP_MODULATE4X */ ARG1 | ARG2,
4083 /* D3DTOP_ADD */ ARG1 | ARG2,
4084 /* D3DTOP_ADDSIGNED */ ARG1 | ARG2,
4085 /* D3DTOP_ADDSIGNED2X */ ARG1 | ARG2,
4086 /* D3DTOP_SUBTRACT */ ARG1 | ARG2,
4087 /* D3DTOP_ADDSMOOTH */ ARG1 | ARG2,
4088 /* D3DTOP_BLENDDIFFUSEALPHA */ ARG1 | ARG2,
4089 /* D3DTOP_BLENDTEXTUREALPHA */ ARG1 | ARG2,
4090 /* D3DTOP_BLENDFACTORALPHA */ ARG1 | ARG2,
4091 /* D3DTOP_BLENDTEXTUREALPHAPM */ ARG1 | ARG2,
4092 /* D3DTOP_BLENDCURRENTALPHA */ ARG1 | ARG2,
4093 /* D3DTOP_PREMODULATE */ ARG1 | ARG2,
4094 /* D3DTOP_MODULATEALPHA_ADDCOLOR */ ARG1 | ARG2,
4095 /* D3DTOP_MODULATECOLOR_ADDALPHA */ ARG1 | ARG2,
4096 /* D3DTOP_MODULATEINVALPHA_ADDCOLOR */ ARG1 | ARG2,
4097 /* D3DTOP_MODULATEINVCOLOR_ADDALPHA */ ARG1 | ARG2,
4098 /* D3DTOP_BUMPENVMAP */ ARG1 | ARG2,
4099 /* D3DTOP_BUMPENVMAPLUMINANCE */ ARG1 | ARG2,
4100 /* D3DTOP_DOTPRODUCT3 */ ARG1 | ARG2,
4101 /* D3DTOP_MULTIPLYADD */ ARG1 | ARG2 | ARG0,
4102 /* D3DTOP_LERP */ ARG1 | ARG2 | ARG0
4104 unsigned int i;
4105 DWORD ttff;
4106 DWORD cop, aop, carg0, carg1, carg2, aarg0, aarg1, aarg2;
4107 unsigned int rt_fmt_flags = state->fb->render_targets[0]->format_flags;
4108 const struct wined3d_gl_info *gl_info = context->gl_info;
4109 const struct wined3d_d3d_info *d3d_info = context->d3d_info;
4111 settings->padding = 0;
4113 for (i = 0; i < d3d_info->limits.ffp_blend_stages; ++i)
4115 const struct wined3d_texture *texture;
4117 settings->op[i].padding = 0;
4118 if (state->texture_states[i][WINED3D_TSS_COLOR_OP] == WINED3D_TOP_DISABLE)
4120 settings->op[i].cop = WINED3D_TOP_DISABLE;
4121 settings->op[i].aop = WINED3D_TOP_DISABLE;
4122 settings->op[i].carg0 = settings->op[i].carg1 = settings->op[i].carg2 = ARG_UNUSED;
4123 settings->op[i].aarg0 = settings->op[i].aarg1 = settings->op[i].aarg2 = ARG_UNUSED;
4124 settings->op[i].color_fixup = COLOR_FIXUP_IDENTITY;
4125 settings->op[i].dst = resultreg;
4126 settings->op[i].tex_type = WINED3D_GL_RES_TYPE_TEX_1D;
4127 settings->op[i].projected = proj_none;
4128 i++;
4129 break;
4132 if ((texture = state->textures[i]))
4134 settings->op[i].color_fixup = texture->resource.format->color_fixup;
4135 if (ignore_textype)
4137 settings->op[i].tex_type = WINED3D_GL_RES_TYPE_TEX_1D;
4139 else
4141 switch (texture->target)
4143 case GL_TEXTURE_1D:
4144 settings->op[i].tex_type = WINED3D_GL_RES_TYPE_TEX_1D;
4145 break;
4146 case GL_TEXTURE_2D:
4147 settings->op[i].tex_type = WINED3D_GL_RES_TYPE_TEX_2D;
4148 break;
4149 case GL_TEXTURE_3D:
4150 settings->op[i].tex_type = WINED3D_GL_RES_TYPE_TEX_3D;
4151 break;
4152 case GL_TEXTURE_CUBE_MAP_ARB:
4153 settings->op[i].tex_type = WINED3D_GL_RES_TYPE_TEX_CUBE;
4154 break;
4155 case GL_TEXTURE_RECTANGLE_ARB:
4156 settings->op[i].tex_type = WINED3D_GL_RES_TYPE_TEX_RECT;
4157 break;
4160 } else {
4161 settings->op[i].color_fixup = COLOR_FIXUP_IDENTITY;
4162 settings->op[i].tex_type = WINED3D_GL_RES_TYPE_TEX_1D;
4165 cop = state->texture_states[i][WINED3D_TSS_COLOR_OP];
4166 aop = state->texture_states[i][WINED3D_TSS_ALPHA_OP];
4168 carg1 = (args[cop] & ARG1) ? state->texture_states[i][WINED3D_TSS_COLOR_ARG1] : ARG_UNUSED;
4169 carg2 = (args[cop] & ARG2) ? state->texture_states[i][WINED3D_TSS_COLOR_ARG2] : ARG_UNUSED;
4170 carg0 = (args[cop] & ARG0) ? state->texture_states[i][WINED3D_TSS_COLOR_ARG0] : ARG_UNUSED;
4172 if (is_invalid_op(state, i, cop, carg1, carg2, carg0))
4174 carg0 = ARG_UNUSED;
4175 carg2 = ARG_UNUSED;
4176 carg1 = WINED3DTA_CURRENT;
4177 cop = WINED3D_TOP_SELECT_ARG1;
4180 if (cop == WINED3D_TOP_DOTPRODUCT3)
4182 /* A dotproduct3 on the colorop overwrites the alphaop operation and replicates
4183 * the color result to the alpha component of the destination
4185 aop = cop;
4186 aarg1 = carg1;
4187 aarg2 = carg2;
4188 aarg0 = carg0;
4190 else
4192 aarg1 = (args[aop] & ARG1) ? state->texture_states[i][WINED3D_TSS_ALPHA_ARG1] : ARG_UNUSED;
4193 aarg2 = (args[aop] & ARG2) ? state->texture_states[i][WINED3D_TSS_ALPHA_ARG2] : ARG_UNUSED;
4194 aarg0 = (args[aop] & ARG0) ? state->texture_states[i][WINED3D_TSS_ALPHA_ARG0] : ARG_UNUSED;
4197 if (!i && state->textures[0] && state->render_states[WINED3D_RS_COLORKEYENABLE])
4199 GLenum texture_dimensions;
4201 texture = state->textures[0];
4202 texture_dimensions = texture->target;
4204 if (texture_dimensions == GL_TEXTURE_2D || texture_dimensions == GL_TEXTURE_RECTANGLE_ARB)
4206 if (texture->async.color_key_flags & WINED3D_CKEY_SRC_BLT && !texture->resource.format->alpha_size)
4208 if (aop == WINED3D_TOP_DISABLE)
4210 aarg1 = WINED3DTA_TEXTURE;
4211 aop = WINED3D_TOP_SELECT_ARG1;
4213 else if (aop == WINED3D_TOP_SELECT_ARG1 && aarg1 != WINED3DTA_TEXTURE)
4215 if (state->render_states[WINED3D_RS_ALPHABLENDENABLE])
4217 aarg2 = WINED3DTA_TEXTURE;
4218 aop = WINED3D_TOP_MODULATE;
4220 else aarg1 = WINED3DTA_TEXTURE;
4222 else if (aop == WINED3D_TOP_SELECT_ARG2 && aarg2 != WINED3DTA_TEXTURE)
4224 if (state->render_states[WINED3D_RS_ALPHABLENDENABLE])
4226 aarg1 = WINED3DTA_TEXTURE;
4227 aop = WINED3D_TOP_MODULATE;
4229 else aarg2 = WINED3DTA_TEXTURE;
4235 if (is_invalid_op(state, i, aop, aarg1, aarg2, aarg0))
4237 aarg0 = ARG_UNUSED;
4238 aarg2 = ARG_UNUSED;
4239 aarg1 = WINED3DTA_CURRENT;
4240 aop = WINED3D_TOP_SELECT_ARG1;
4243 if (carg1 == WINED3DTA_TEXTURE || carg2 == WINED3DTA_TEXTURE || carg0 == WINED3DTA_TEXTURE
4244 || aarg1 == WINED3DTA_TEXTURE || aarg2 == WINED3DTA_TEXTURE || aarg0 == WINED3DTA_TEXTURE)
4246 ttff = state->texture_states[i][WINED3D_TSS_TEXTURE_TRANSFORM_FLAGS];
4247 if (ttff == (WINED3D_TTFF_PROJECTED | WINED3D_TTFF_COUNT3))
4248 settings->op[i].projected = proj_count3;
4249 else if (ttff & WINED3D_TTFF_PROJECTED)
4250 settings->op[i].projected = proj_count4;
4251 else
4252 settings->op[i].projected = proj_none;
4254 else
4256 settings->op[i].projected = proj_none;
4259 settings->op[i].cop = cop;
4260 settings->op[i].aop = aop;
4261 settings->op[i].carg0 = carg0;
4262 settings->op[i].carg1 = carg1;
4263 settings->op[i].carg2 = carg2;
4264 settings->op[i].aarg0 = aarg0;
4265 settings->op[i].aarg1 = aarg1;
4266 settings->op[i].aarg2 = aarg2;
4268 if (state->texture_states[i][WINED3D_TSS_RESULT_ARG] == WINED3DTA_TEMP)
4269 settings->op[i].dst = tempreg;
4270 else
4271 settings->op[i].dst = resultreg;
4274 /* Clear unsupported stages */
4275 for(; i < MAX_TEXTURES; i++) {
4276 memset(&settings->op[i], 0xff, sizeof(settings->op[i]));
4279 if (!state->render_states[WINED3D_RS_FOGENABLE])
4281 settings->fog = WINED3D_FFP_PS_FOG_OFF;
4283 else if (state->render_states[WINED3D_RS_FOGTABLEMODE] == WINED3D_FOG_NONE)
4285 if (use_vs(state) || state->vertex_declaration->position_transformed)
4287 settings->fog = WINED3D_FFP_PS_FOG_LINEAR;
4289 else
4291 switch (state->render_states[WINED3D_RS_FOGVERTEXMODE])
4293 case WINED3D_FOG_NONE:
4294 case WINED3D_FOG_LINEAR:
4295 settings->fog = WINED3D_FFP_PS_FOG_LINEAR;
4296 break;
4297 case WINED3D_FOG_EXP:
4298 settings->fog = WINED3D_FFP_PS_FOG_EXP;
4299 break;
4300 case WINED3D_FOG_EXP2:
4301 settings->fog = WINED3D_FFP_PS_FOG_EXP2;
4302 break;
4306 else
4308 switch (state->render_states[WINED3D_RS_FOGTABLEMODE])
4310 case WINED3D_FOG_LINEAR:
4311 settings->fog = WINED3D_FFP_PS_FOG_LINEAR;
4312 break;
4313 case WINED3D_FOG_EXP:
4314 settings->fog = WINED3D_FFP_PS_FOG_EXP;
4315 break;
4316 case WINED3D_FOG_EXP2:
4317 settings->fog = WINED3D_FFP_PS_FOG_EXP2;
4318 break;
4321 if (!gl_info->supported[ARB_FRAMEBUFFER_SRGB]
4322 && state->render_states[WINED3D_RS_SRGBWRITEENABLE]
4323 && rt_fmt_flags & WINED3DFMT_FLAG_SRGB_WRITE)
4325 settings->sRGB_write = 1;
4326 } else {
4327 settings->sRGB_write = 0;
4329 if (d3d_info->vs_clipping || !use_vs(state) || !state->render_states[WINED3D_RS_CLIPPING]
4330 || !state->render_states[WINED3D_RS_CLIPPLANEENABLE])
4332 /* No need to emulate clipplanes if GL supports native vertex shader clipping or if
4333 * the fixed function vertex pipeline is used(which always supports clipplanes), or
4334 * if no clipplane is enabled
4336 settings->emul_clipplanes = 0;
4337 } else {
4338 settings->emul_clipplanes = 1;
4341 if (state->render_states[WINED3D_RS_COLORKEYENABLE] && state->textures[0]
4342 && state->textures[0]->async.color_key_flags & WINED3D_CKEY_SRC_BLT
4343 && settings->op[0].cop != WINED3D_TOP_DISABLE)
4344 settings->color_key_enabled = 1;
4345 else
4346 settings->color_key_enabled = 0;
4349 const struct ffp_frag_desc *find_ffp_frag_shader(const struct wine_rb_tree *fragment_shaders,
4350 const struct ffp_frag_settings *settings)
4352 struct wine_rb_entry *entry = wine_rb_get(fragment_shaders, settings);
4353 return entry ? WINE_RB_ENTRY_VALUE(entry, struct ffp_frag_desc, entry) : NULL;
4356 void add_ffp_frag_shader(struct wine_rb_tree *shaders, struct ffp_frag_desc *desc)
4358 /* Note that the key is the implementation independent part of the ffp_frag_desc structure,
4359 * whereas desc points to an extended structure with implementation specific parts. */
4360 if (wine_rb_put(shaders, &desc->settings, &desc->entry) == -1)
4362 ERR("Failed to insert ffp frag shader.\n");
4366 /* Activates the texture dimension according to the bound D3D texture. Does
4367 * not care for the colorop or correct gl texture unit (when using nvrc).
4368 * Requires the caller to activate the correct unit. */
4369 /* Context activation is done by the caller (state handler). */
4370 void texture_activate_dimensions(const struct wined3d_texture *texture, const struct wined3d_gl_info *gl_info)
4372 if (texture)
4374 switch (texture->target)
4376 case GL_TEXTURE_2D:
4377 gl_info->gl_ops.gl.p_glDisable(GL_TEXTURE_3D);
4378 checkGLcall("glDisable(GL_TEXTURE_3D)");
4379 if (gl_info->supported[ARB_TEXTURE_CUBE_MAP])
4381 gl_info->gl_ops.gl.p_glDisable(GL_TEXTURE_CUBE_MAP_ARB);
4382 checkGLcall("glDisable(GL_TEXTURE_CUBE_MAP_ARB)");
4384 if (gl_info->supported[ARB_TEXTURE_RECTANGLE])
4386 gl_info->gl_ops.gl.p_glDisable(GL_TEXTURE_RECTANGLE_ARB);
4387 checkGLcall("glDisable(GL_TEXTURE_RECTANGLE_ARB)");
4389 gl_info->gl_ops.gl.p_glEnable(GL_TEXTURE_2D);
4390 checkGLcall("glEnable(GL_TEXTURE_2D)");
4391 break;
4392 case GL_TEXTURE_RECTANGLE_ARB:
4393 gl_info->gl_ops.gl.p_glDisable(GL_TEXTURE_2D);
4394 checkGLcall("glDisable(GL_TEXTURE_2D)");
4395 gl_info->gl_ops.gl.p_glDisable(GL_TEXTURE_3D);
4396 checkGLcall("glDisable(GL_TEXTURE_3D)");
4397 if (gl_info->supported[ARB_TEXTURE_CUBE_MAP])
4399 gl_info->gl_ops.gl.p_glDisable(GL_TEXTURE_CUBE_MAP_ARB);
4400 checkGLcall("glDisable(GL_TEXTURE_CUBE_MAP_ARB)");
4402 gl_info->gl_ops.gl.p_glEnable(GL_TEXTURE_RECTANGLE_ARB);
4403 checkGLcall("glEnable(GL_TEXTURE_RECTANGLE_ARB)");
4404 break;
4405 case GL_TEXTURE_3D:
4406 if (gl_info->supported[ARB_TEXTURE_CUBE_MAP])
4408 gl_info->gl_ops.gl.p_glDisable(GL_TEXTURE_CUBE_MAP_ARB);
4409 checkGLcall("glDisable(GL_TEXTURE_CUBE_MAP_ARB)");
4411 if (gl_info->supported[ARB_TEXTURE_RECTANGLE])
4413 gl_info->gl_ops.gl.p_glDisable(GL_TEXTURE_RECTANGLE_ARB);
4414 checkGLcall("glDisable(GL_TEXTURE_RECTANGLE_ARB)");
4416 gl_info->gl_ops.gl.p_glDisable(GL_TEXTURE_2D);
4417 checkGLcall("glDisable(GL_TEXTURE_2D)");
4418 gl_info->gl_ops.gl.p_glEnable(GL_TEXTURE_3D);
4419 checkGLcall("glEnable(GL_TEXTURE_3D)");
4420 break;
4421 case GL_TEXTURE_CUBE_MAP_ARB:
4422 gl_info->gl_ops.gl.p_glDisable(GL_TEXTURE_2D);
4423 checkGLcall("glDisable(GL_TEXTURE_2D)");
4424 gl_info->gl_ops.gl.p_glDisable(GL_TEXTURE_3D);
4425 checkGLcall("glDisable(GL_TEXTURE_3D)");
4426 if (gl_info->supported[ARB_TEXTURE_RECTANGLE])
4428 gl_info->gl_ops.gl.p_glDisable(GL_TEXTURE_RECTANGLE_ARB);
4429 checkGLcall("glDisable(GL_TEXTURE_RECTANGLE_ARB)");
4431 gl_info->gl_ops.gl.p_glEnable(GL_TEXTURE_CUBE_MAP_ARB);
4432 checkGLcall("glEnable(GL_TEXTURE_CUBE_MAP_ARB)");
4433 break;
4436 else
4438 gl_info->gl_ops.gl.p_glEnable(GL_TEXTURE_2D);
4439 checkGLcall("glEnable(GL_TEXTURE_2D)");
4440 gl_info->gl_ops.gl.p_glDisable(GL_TEXTURE_3D);
4441 checkGLcall("glDisable(GL_TEXTURE_3D)");
4442 if (gl_info->supported[ARB_TEXTURE_CUBE_MAP])
4444 gl_info->gl_ops.gl.p_glDisable(GL_TEXTURE_CUBE_MAP_ARB);
4445 checkGLcall("glDisable(GL_TEXTURE_CUBE_MAP_ARB)");
4447 if (gl_info->supported[ARB_TEXTURE_RECTANGLE])
4449 gl_info->gl_ops.gl.p_glDisable(GL_TEXTURE_RECTANGLE_ARB);
4450 checkGLcall("glDisable(GL_TEXTURE_RECTANGLE_ARB)");
4452 /* Binding textures is done by samplers. A dummy texture will be bound */
4456 /* Context activation is done by the caller (state handler). */
4457 void sampler_texdim(struct wined3d_context *context, const struct wined3d_state *state, DWORD state_id)
4459 DWORD sampler = state_id - STATE_SAMPLER(0);
4460 DWORD mapped_stage = context->tex_unit_map[sampler];
4462 /* No need to enable / disable anything here for unused samplers. The
4463 * tex_colorop handler takes care. Also no action is needed with pixel
4464 * shaders, or if tex_colorop will take care of this business. */
4465 if (mapped_stage == WINED3D_UNMAPPED_STAGE || mapped_stage >= context->gl_info->limits.textures)
4466 return;
4467 if (sampler >= context->lowest_disabled_stage)
4468 return;
4469 if (isStateDirty(context, STATE_TEXTURESTAGE(sampler, WINED3D_TSS_COLOR_OP)))
4470 return;
4472 texture_activate_dimensions(state->textures[sampler], context->gl_info);
4475 void *wined3d_rb_alloc(size_t size)
4477 return HeapAlloc(GetProcessHeap(), 0, size);
4480 void *wined3d_rb_realloc(void *ptr, size_t size)
4482 return HeapReAlloc(GetProcessHeap(), 0, ptr, size);
4485 void wined3d_rb_free(void *ptr)
4487 HeapFree(GetProcessHeap(), 0, ptr);
4490 static int ffp_frag_program_key_compare(const void *key, const struct wine_rb_entry *entry)
4492 const struct ffp_frag_settings *ka = key;
4493 const struct ffp_frag_settings *kb = &WINE_RB_ENTRY_VALUE(entry, const struct ffp_frag_desc, entry)->settings;
4495 return memcmp(ka, kb, sizeof(*ka));
4498 const struct wine_rb_functions wined3d_ffp_frag_program_rb_functions =
4500 wined3d_rb_alloc,
4501 wined3d_rb_realloc,
4502 wined3d_rb_free,
4503 ffp_frag_program_key_compare,
4506 void wined3d_ffp_get_vs_settings(const struct wined3d_state *state, const struct wined3d_stream_info *si,
4507 struct wined3d_ffp_vs_settings *settings)
4509 unsigned int coord_idx, i;
4511 if (si->position_transformed)
4513 memset(settings, 0, sizeof(*settings));
4515 settings->transformed = 1;
4516 settings->point_size = state->gl_primitive_type == GL_POINTS;
4517 if (!state->render_states[WINED3D_RS_FOGENABLE])
4518 settings->fog_mode = WINED3D_FFP_VS_FOG_OFF;
4519 else if (state->render_states[WINED3D_RS_FOGTABLEMODE] != WINED3D_FOG_NONE)
4520 settings->fog_mode = WINED3D_FFP_VS_FOG_DEPTH;
4521 else
4522 settings->fog_mode = WINED3D_FFP_VS_FOG_FOGCOORD;
4524 for (i = 0; i < MAX_TEXTURES; ++i)
4526 coord_idx = state->texture_states[i][WINED3D_TSS_TEXCOORD_INDEX];
4527 if (coord_idx < MAX_TEXTURES && (si->use_map & (1 << (WINED3D_FFP_TEXCOORD0 + coord_idx))))
4528 settings->texcoords |= 1 << i;
4529 settings->texgen[i] = (state->texture_states[i][WINED3D_TSS_TEXCOORD_INDEX] >> WINED3D_FFP_TCI_SHIFT)
4530 & WINED3D_FFP_TCI_MASK;
4532 return;
4535 settings->transformed = 0;
4536 settings->clipping = state->render_states[WINED3D_RS_CLIPPING]
4537 && state->render_states[WINED3D_RS_CLIPPLANEENABLE];
4538 settings->normal = !!(si->use_map & (1 << WINED3D_FFP_NORMAL));
4539 settings->normalize = settings->normal && state->render_states[WINED3D_RS_NORMALIZENORMALS];
4540 settings->lighting = !!state->render_states[WINED3D_RS_LIGHTING];
4541 settings->localviewer = !!state->render_states[WINED3D_RS_LOCALVIEWER];
4542 settings->point_size = state->gl_primitive_type == GL_POINTS;
4544 if (state->render_states[WINED3D_RS_COLORVERTEX] && (si->use_map & (1 << WINED3D_FFP_DIFFUSE)))
4546 settings->diffuse_source = state->render_states[WINED3D_RS_DIFFUSEMATERIALSOURCE];
4547 settings->emissive_source = state->render_states[WINED3D_RS_EMISSIVEMATERIALSOURCE];
4548 settings->ambient_source = state->render_states[WINED3D_RS_AMBIENTMATERIALSOURCE];
4549 settings->specular_source = state->render_states[WINED3D_RS_SPECULARMATERIALSOURCE];
4551 else
4553 settings->diffuse_source = WINED3D_MCS_MATERIAL;
4554 settings->emissive_source = WINED3D_MCS_MATERIAL;
4555 settings->ambient_source = WINED3D_MCS_MATERIAL;
4556 settings->specular_source = WINED3D_MCS_MATERIAL;
4559 settings->texcoords = 0;
4560 for (i = 0; i < MAX_TEXTURES; ++i)
4562 coord_idx = state->texture_states[i][WINED3D_TSS_TEXCOORD_INDEX];
4563 if (coord_idx < MAX_TEXTURES && (si->use_map & (1 << (WINED3D_FFP_TEXCOORD0 + coord_idx))))
4564 settings->texcoords |= 1 << i;
4565 settings->texgen[i] = (state->texture_states[i][WINED3D_TSS_TEXCOORD_INDEX] >> WINED3D_FFP_TCI_SHIFT)
4566 & WINED3D_FFP_TCI_MASK;
4569 settings->light_type = 0;
4570 for (i = 0; i < MAX_ACTIVE_LIGHTS; ++i)
4572 if (state->lights[i])
4573 settings->light_type |= (state->lights[i]->OriginalParms.type
4574 & WINED3D_FFP_LIGHT_TYPE_MASK) << WINED3D_FFP_LIGHT_TYPE_SHIFT(i);
4577 settings->ortho_fog = 0;
4578 if (!state->render_states[WINED3D_RS_FOGENABLE])
4579 settings->fog_mode = WINED3D_FFP_VS_FOG_OFF;
4580 else if (state->render_states[WINED3D_RS_FOGTABLEMODE] != WINED3D_FOG_NONE)
4582 settings->fog_mode = WINED3D_FFP_VS_FOG_DEPTH;
4584 if (state->transforms[WINED3D_TS_PROJECTION]._14 == 0.0f
4585 && state->transforms[WINED3D_TS_PROJECTION]._24 == 0.0f
4586 && state->transforms[WINED3D_TS_PROJECTION]._34 == 0.0f
4587 && state->transforms[WINED3D_TS_PROJECTION]._44 == 1.0f)
4588 settings->ortho_fog = 1;
4590 else if (state->render_states[WINED3D_RS_FOGVERTEXMODE] == WINED3D_FOG_NONE)
4591 settings->fog_mode = WINED3D_FFP_VS_FOG_FOGCOORD;
4592 else if (state->render_states[WINED3D_RS_RANGEFOGENABLE])
4593 settings->fog_mode = WINED3D_FFP_VS_FOG_RANGE;
4594 else
4595 settings->fog_mode = WINED3D_FFP_VS_FOG_DEPTH;
4597 settings->padding = 0;
4600 static int wined3d_ffp_vertex_program_key_compare(const void *key, const struct wine_rb_entry *entry)
4602 const struct wined3d_ffp_vs_settings *ka = key;
4603 const struct wined3d_ffp_vs_settings *kb = &WINE_RB_ENTRY_VALUE(entry,
4604 const struct wined3d_ffp_vs_desc, entry)->settings;
4606 return memcmp(ka, kb, sizeof(*ka));
4609 const struct wine_rb_functions wined3d_ffp_vertex_program_rb_functions =
4611 wined3d_rb_alloc,
4612 wined3d_rb_realloc,
4613 wined3d_rb_free,
4614 wined3d_ffp_vertex_program_key_compare,
4617 const struct blit_shader *wined3d_select_blitter(const struct wined3d_gl_info *gl_info,
4618 const struct wined3d_d3d_info *d3d_info, enum wined3d_blit_op blit_op,
4619 const RECT *src_rect, DWORD src_usage, enum wined3d_pool src_pool, const struct wined3d_format *src_format,
4620 const RECT *dst_rect, DWORD dst_usage, enum wined3d_pool dst_pool, const struct wined3d_format *dst_format)
4622 static const struct blit_shader * const blitters[] =
4624 &arbfp_blit,
4625 &ffp_blit,
4626 &cpu_blit,
4628 unsigned int i;
4630 for (i = 0; i < sizeof(blitters) / sizeof(*blitters); ++i)
4632 if (blitters[i]->blit_supported(gl_info, d3d_info, blit_op,
4633 src_rect, src_usage, src_pool, src_format,
4634 dst_rect, dst_usage, dst_pool, dst_format))
4635 return blitters[i];
4638 return NULL;
4641 void wined3d_get_draw_rect(const struct wined3d_state *state, RECT *rect)
4643 const struct wined3d_viewport *vp = &state->viewport;
4645 SetRect(rect, vp->x, vp->y, vp->x + vp->width, vp->y + vp->height);
4647 if (state->render_states[WINED3D_RS_SCISSORTESTENABLE])
4648 IntersectRect(rect, rect, &state->scissor_rect);
4651 const char *wined3d_debug_location(DWORD location)
4653 char buf[294];
4655 buf[0] = '\0';
4656 #define LOCATION_TO_STR(u) if (location & u) { strcat(buf, " | "#u); location &= ~u; }
4657 LOCATION_TO_STR(WINED3D_LOCATION_DISCARDED);
4658 LOCATION_TO_STR(WINED3D_LOCATION_SYSMEM);
4659 LOCATION_TO_STR(WINED3D_LOCATION_USER_MEMORY);
4660 LOCATION_TO_STR(WINED3D_LOCATION_DIB);
4661 LOCATION_TO_STR(WINED3D_LOCATION_BUFFER);
4662 LOCATION_TO_STR(WINED3D_LOCATION_TEXTURE_RGB);
4663 LOCATION_TO_STR(WINED3D_LOCATION_TEXTURE_SRGB);
4664 LOCATION_TO_STR(WINED3D_LOCATION_DRAWABLE);
4665 LOCATION_TO_STR(WINED3D_LOCATION_RB_MULTISAMPLE);
4666 LOCATION_TO_STR(WINED3D_LOCATION_RB_RESOLVED);
4667 #undef LOCATION_TO_STR
4668 if (location) FIXME("Unrecognized location flag(s) %#x.\n", location);
4670 return buf[0] ? wine_dbg_sprintf("%s", &buf[3]) : "0";
4673 /* Print a floating point value with the %.8e format specifier, always using
4674 * '.' as decimal separator. */
4675 void wined3d_ftoa(float value, char *s)
4677 int idx = 1;
4679 if (copysignf(1.0f, value) < 0.0f)
4680 ++idx;
4682 /* Be sure to allocate a buffer of at least 17 characters for the result
4683 as sprintf may return a 3 digit exponent when using the MSVC runtime
4684 instead of a 2 digit exponent. */
4685 sprintf(s, "%.8e", value);
4686 if (isfinite(value))
4687 s[idx] = '.';
4690 void wined3d_release_dc(HWND window, HDC dc)
4692 /* You'd figure ReleaseDC() would fail if the DC doesn't match the window.
4693 * However, that's not what actually happens, and there are user32 tests
4694 * that confirm ReleaseDC() with the wrong window is supposed to succeed.
4695 * So explicitly check that the DC belongs to the window, since we want to
4696 * avoid releasing a DC that belongs to some other window if the original
4697 * window was already destroyed. */
4698 if (WindowFromDC(dc) != window)
4699 WARN("DC %p does not belong to window %p.\n", dc, window);
4700 else if (!ReleaseDC(window, dc))
4701 ERR("Failed to release device context %p, last error %#x.\n", dc, GetLastError());