[WINED3D] Workaround regression CORE-15408
[reactos.git] / dll / directx / wine / wined3d / utils.c
1 /*
2 * Utility functions for the WineD3D Library
3 *
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
11 *
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.
16 *
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.
21 *
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
25 */
26
27 #include "config.h"
28 #include "wine/port.h"
29
30 #include <stdio.h>
31
32 #include "wined3d_private.h"
33
34 WINE_DEFAULT_DEBUG_CHANNEL(d3d);
35
36 #define WINED3D_FORMAT_FOURCC_BASE (WINED3DFMT_BC7_UNORM_SRGB + 1)
37
38 static const struct
39 {
40 enum wined3d_format_id id;
41 unsigned int idx;
42 }
43 format_index_remap[] =
44 {
45 {WINED3DFMT_UYVY, WINED3D_FORMAT_FOURCC_BASE},
46 {WINED3DFMT_YUY2, WINED3D_FORMAT_FOURCC_BASE + 1},
47 {WINED3DFMT_YV12, WINED3D_FORMAT_FOURCC_BASE + 2},
48 {WINED3DFMT_DXT1, WINED3D_FORMAT_FOURCC_BASE + 3},
49 {WINED3DFMT_DXT2, WINED3D_FORMAT_FOURCC_BASE + 4},
50 {WINED3DFMT_DXT3, WINED3D_FORMAT_FOURCC_BASE + 5},
51 {WINED3DFMT_DXT4, WINED3D_FORMAT_FOURCC_BASE + 6},
52 {WINED3DFMT_DXT5, WINED3D_FORMAT_FOURCC_BASE + 7},
53 {WINED3DFMT_MULTI2_ARGB8, WINED3D_FORMAT_FOURCC_BASE + 8},
54 {WINED3DFMT_G8R8_G8B8, WINED3D_FORMAT_FOURCC_BASE + 9},
55 {WINED3DFMT_R8G8_B8G8, WINED3D_FORMAT_FOURCC_BASE + 10},
56 {WINED3DFMT_ATI1N, WINED3D_FORMAT_FOURCC_BASE + 11},
57 {WINED3DFMT_ATI2N, WINED3D_FORMAT_FOURCC_BASE + 12},
58 {WINED3DFMT_INST, WINED3D_FORMAT_FOURCC_BASE + 13},
59 {WINED3DFMT_NVDB, WINED3D_FORMAT_FOURCC_BASE + 14},
60 {WINED3DFMT_NVHU, WINED3D_FORMAT_FOURCC_BASE + 15},
61 {WINED3DFMT_NVHS, WINED3D_FORMAT_FOURCC_BASE + 16},
62 {WINED3DFMT_INTZ, WINED3D_FORMAT_FOURCC_BASE + 17},
63 {WINED3DFMT_RESZ, WINED3D_FORMAT_FOURCC_BASE + 18},
64 {WINED3DFMT_NULL, WINED3D_FORMAT_FOURCC_BASE + 19},
65 {WINED3DFMT_R16, WINED3D_FORMAT_FOURCC_BASE + 20},
66 {WINED3DFMT_AL16, WINED3D_FORMAT_FOURCC_BASE + 21},
67 {WINED3DFMT_NV12, WINED3D_FORMAT_FOURCC_BASE + 22},
68 };
69
70 #define WINED3D_FORMAT_COUNT (WINED3D_FORMAT_FOURCC_BASE + ARRAY_SIZE(format_index_remap))
71
72 struct wined3d_format_channels
73 {
74 enum wined3d_format_id id;
75 DWORD red_size, green_size, blue_size, alpha_size;
76 DWORD red_offset, green_offset, blue_offset, alpha_offset;
77 UINT bpp;
78 BYTE depth_size, stencil_size;
79 };
80
81 static const struct wined3d_format_channels formats[] =
82 {
83 /* size offset
84 * format id r g b a r g b a bpp depth stencil */
85 {WINED3DFMT_UNKNOWN, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0},
86 /* FourCC formats */
87 {WINED3DFMT_UYVY, 0, 0, 0, 0, 0, 0, 0, 0, 2, 0, 0},
88 {WINED3DFMT_YUY2, 0, 0, 0, 0, 0, 0, 0, 0, 2, 0, 0},
89 {WINED3DFMT_YV12, 0, 0, 0, 0, 0, 0, 0, 0, 1, 0, 0},
90 {WINED3DFMT_NV12, 0, 0, 0, 0, 0, 0, 0, 0, 1, 0, 0},
91 {WINED3DFMT_DXT1, 0, 0, 0, 0, 0, 0, 0, 0, 1, 0, 0},
92 {WINED3DFMT_DXT2, 0, 0, 0, 0, 0, 0, 0, 0, 1, 0, 0},
93 {WINED3DFMT_DXT3, 0, 0, 0, 0, 0, 0, 0, 0, 1, 0, 0},
94 {WINED3DFMT_DXT4, 0, 0, 0, 0, 0, 0, 0, 0, 1, 0, 0},
95 {WINED3DFMT_DXT5, 0, 0, 0, 0, 0, 0, 0, 0, 1, 0, 0},
96 {WINED3DFMT_MULTI2_ARGB8, 0, 0, 0, 0, 0, 0, 0, 0, 1, 0, 0},
97 {WINED3DFMT_G8R8_G8B8, 0, 0, 0, 0, 0, 0, 0, 0, 1, 0, 0},
98 {WINED3DFMT_R8G8_B8G8, 0, 0, 0, 0, 0, 0, 0, 0, 1, 0, 0},
99 /* Hmm? */
100 {WINED3DFMT_R8G8_SNORM_Cx, 0, 0, 0, 0, 0, 0, 0, 0, 2, 0, 0},
101 {WINED3DFMT_R11G11B10_FLOAT, 11, 11, 10, 0, 0, 11, 22, 0, 4, 0, 0},
102 /* Palettized formats */
103 {WINED3DFMT_P8_UINT_A8_UNORM, 0, 0, 0, 8, 0, 0, 0, 8, 2, 0, 0},
104 {WINED3DFMT_P8_UINT, 0, 0, 0, 0, 0, 0, 0, 0, 1, 0, 0},
105 /* Standard ARGB formats. */
106 {WINED3DFMT_B8G8R8_UNORM, 8, 8, 8, 0, 16, 8, 0, 0, 3, 0, 0},
107 {WINED3DFMT_B5G6R5_UNORM, 5, 6, 5, 0, 11, 5, 0, 0, 2, 0, 0},
108 {WINED3DFMT_B5G5R5X1_UNORM, 5, 5, 5, 0, 10, 5, 0, 0, 2, 0, 0},
109 {WINED3DFMT_B5G5R5A1_UNORM, 5, 5, 5, 1, 10, 5, 0, 15, 2, 0, 0},
110 {WINED3DFMT_B4G4R4A4_UNORM, 4, 4, 4, 4, 8, 4, 0, 12, 2, 0, 0},
111 {WINED3DFMT_B2G3R3_UNORM, 3, 3, 2, 0, 5, 2, 0, 0, 1, 0, 0},
112 {WINED3DFMT_A8_UNORM, 0, 0, 0, 8, 0, 0, 0, 0, 1, 0, 0},
113 {WINED3DFMT_B2G3R3A8_UNORM, 3, 3, 2, 8, 5, 2, 0, 8, 2, 0, 0},
114 {WINED3DFMT_B4G4R4X4_UNORM, 4, 4, 4, 0, 8, 4, 0, 0, 2, 0, 0},
115 {WINED3DFMT_R8G8B8X8_UNORM, 8, 8, 8, 0, 0, 8, 16, 0, 4, 0, 0},
116 {WINED3DFMT_B10G10R10A2_UNORM, 10, 10, 10, 2, 20, 10, 0, 30, 4, 0, 0},
117 /* Luminance */
118 {WINED3DFMT_L8_UNORM, 0, 0, 0, 0, 0, 0, 0, 0, 1, 0, 0},
119 {WINED3DFMT_L8A8_UNORM, 0, 0, 0, 8, 0, 0, 0, 8, 2, 0, 0},
120 {WINED3DFMT_L4A4_UNORM, 0, 0, 0, 4, 0, 0, 0, 4, 1, 0, 0},
121 {WINED3DFMT_L16_UNORM, 0, 0, 0, 0, 0, 0, 0, 0, 2, 0, 0},
122 /* Bump mapping stuff */
123 {WINED3DFMT_R5G5_SNORM_L6_UNORM, 5, 5, 0, 0, 0, 5, 0, 0, 2, 0, 0},
124 {WINED3DFMT_R8G8_SNORM_L8X8_UNORM, 8, 8, 0, 0, 0, 8, 0, 0, 4, 0, 0},
125 {WINED3DFMT_R8G8B8A8_SNORM, 8, 8, 8, 8, 0, 8, 16, 24, 4, 0, 0},
126 {WINED3DFMT_R10G11B11_SNORM, 10, 11, 11, 0, 0, 10, 21, 0, 4, 0, 0},
127 {WINED3DFMT_R10G10B10X2_UINT, 10, 10, 10, 0, 0, 10, 20, 0, 4, 0, 0},
128 {WINED3DFMT_R10G10B10X2_SNORM, 10, 10, 10, 0, 0, 10, 20, 0, 4, 0, 0},
129 {WINED3DFMT_R10G10B10_SNORM_A2_UNORM, 10, 10, 10, 2, 0, 10, 20, 30, 4, 0, 0},
130 /* Depth stencil formats */
131 {WINED3DFMT_D16_LOCKABLE, 0, 0, 0, 0, 0, 0, 0, 0, 2, 16, 0},
132 {WINED3DFMT_D32_UNORM, 0, 0, 0, 0, 0, 0, 0, 0, 4, 32, 0},
133 {WINED3DFMT_S1_UINT_D15_UNORM, 0, 0, 0, 0, 0, 0, 0, 0, 2, 15, 1},
134 {WINED3DFMT_X8D24_UNORM, 0, 0, 0, 0, 0, 0, 0, 0, 4, 24, 0},
135 {WINED3DFMT_S4X4_UINT_D24_UNORM, 0, 0, 0, 0, 0, 0, 0, 0, 4, 24, 4},
136 {WINED3DFMT_D16_UNORM, 0, 0, 0, 0, 0, 0, 0, 0, 2, 16, 0},
137 {WINED3DFMT_D32_FLOAT, 0, 0, 0, 0, 0, 0, 0, 0, 4, 32, 0},
138 {WINED3DFMT_S8_UINT_D24_FLOAT, 0, 0, 0, 0, 0, 0, 0, 0, 4, 24, 8},
139 /* Vendor-specific formats */
140 {WINED3DFMT_ATI1N, 0, 0, 0, 0, 0, 0, 0, 0, 1, 0, 0},
141 {WINED3DFMT_ATI2N, 0, 0, 0, 0, 0, 0, 0, 0, 1, 0, 0},
142 {WINED3DFMT_NVDB, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0},
143 {WINED3DFMT_INST, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0},
144 {WINED3DFMT_INTZ, 0, 0, 0, 0, 0, 0, 0, 0, 4, 24, 8},
145 {WINED3DFMT_RESZ, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0},
146 {WINED3DFMT_NVHU, 0, 0, 0, 0, 0, 0, 0, 0, 2, 0, 0},
147 {WINED3DFMT_NVHS, 0, 0, 0, 0, 0, 0, 0, 0, 2, 0, 0},
148 {WINED3DFMT_NULL, 8, 8, 8, 8, 0, 8, 16, 24, 4, 0, 0},
149 /* Unsure about them, could not find a Windows driver that supports them */
150 {WINED3DFMT_R16, 16, 0, 0, 0, 0, 0, 0, 0, 2, 0, 0},
151 {WINED3DFMT_AL16, 0, 0, 0, 16, 0, 0, 0, 16, 4, 0, 0},
152 /* DirectX 10 HDR formats */
153 {WINED3DFMT_R9G9B9E5_SHAREDEXP, 0, 0, 0, 0, 0, 0, 0, 0, 4, 0, 0},
154 /* Typeless */
155 {WINED3DFMT_R32G32B32A32_TYPELESS, 32, 32, 32, 32, 0, 32, 64, 96, 16, 0, 0},
156 {WINED3DFMT_R32G32B32_TYPELESS, 32, 32, 32, 0, 0, 32, 64, 0, 12, 0, 0},
157 {WINED3DFMT_R16G16B16A16_TYPELESS, 16, 16, 16, 16, 0, 16, 32, 48, 8, 0, 0},
158 {WINED3DFMT_R32G32_TYPELESS, 32, 32, 0, 0, 0, 32, 0, 0, 8, 0, 0},
159 {WINED3DFMT_R32G8X24_TYPELESS, 0, 0, 0, 0, 0, 0, 0, 0, 8, 32, 8},
160 {WINED3DFMT_R10G10B10A2_TYPELESS, 10, 10, 10, 2, 0, 10, 20, 30, 4, 0, 0},
161 {WINED3DFMT_R8G8B8A8_TYPELESS, 8, 8, 8, 8, 0, 8, 16, 24, 4, 0, 0},
162 {WINED3DFMT_R16G16_TYPELESS, 16, 16, 0, 0, 0, 16, 0, 0, 4, 0, 0},
163 {WINED3DFMT_R32_TYPELESS, 32, 0, 0, 0, 0, 0, 0, 0, 4, 0, 0},
164 {WINED3DFMT_R24G8_TYPELESS, 0, 0, 0, 0, 0, 0, 0, 0, 4, 24, 8},
165 {WINED3DFMT_R8G8_TYPELESS, 8, 8, 0, 0, 0, 8, 0, 0, 2, 0, 0},
166 {WINED3DFMT_R16_TYPELESS, 16, 0, 0, 0, 0, 0, 0, 0, 2, 0, 0},
167 {WINED3DFMT_R8_TYPELESS, 8, 0, 0, 0, 0, 0, 0, 0, 1, 0, 0},
168 {WINED3DFMT_BC1_TYPELESS, 0, 0, 0, 0, 0, 0, 0, 0, 1, 0, 0},
169 {WINED3DFMT_BC2_TYPELESS, 0, 0, 0, 0, 0, 0, 0, 0, 1, 0, 0},
170 {WINED3DFMT_BC3_TYPELESS, 0, 0, 0, 0, 0, 0, 0, 0, 1, 0, 0},
171 {WINED3DFMT_BC4_TYPELESS, 0, 0, 0, 0, 0, 0, 0, 0, 1, 0, 0},
172 {WINED3DFMT_BC5_TYPELESS, 0, 0, 0, 0, 0, 0, 0, 0, 1, 0, 0},
173 {WINED3DFMT_BC6H_TYPELESS, 0, 0, 0, 0, 0, 0, 0, 0, 1, 0, 0},
174 {WINED3DFMT_BC7_TYPELESS, 0, 0, 0, 0, 0, 0, 0, 0, 1, 0, 0},
175 {WINED3DFMT_B8G8R8A8_TYPELESS, 8, 8, 8, 8, 16, 8, 0, 24, 4, 0, 0},
176 {WINED3DFMT_B8G8R8X8_TYPELESS, 8, 8, 8, 0, 16, 8, 0, 0, 4, 0, 0},
177 };
178
179 enum wined3d_channel_type
180 {
181 WINED3D_CHANNEL_TYPE_NONE,
182 WINED3D_CHANNEL_TYPE_UNORM,
183 WINED3D_CHANNEL_TYPE_SNORM,
184 WINED3D_CHANNEL_TYPE_UINT,
185 WINED3D_CHANNEL_TYPE_SINT,
186 WINED3D_CHANNEL_TYPE_FLOAT,
187 WINED3D_CHANNEL_TYPE_DEPTH,
188 WINED3D_CHANNEL_TYPE_STENCIL,
189 WINED3D_CHANNEL_TYPE_UNUSED,
190 };
191
192 struct wined3d_typed_format_info
193 {
194 enum wined3d_format_id id;
195 enum wined3d_format_id typeless_id;
196 const char *channels;
197 };
198
199 /**
200 * The last entry for a given typeless format defines its internal format.
201 *
202 * u - WINED3D_CHANNEL_TYPE_UNORM
203 * i - WINED3D_CHANNEL_TYPE_SNORM
204 * U - WINED3D_CHANNEL_TYPE_UINT
205 * I - WINED3D_CHANNEL_TYPE_SINT
206 * F - WINED3D_CHANNEL_TYPE_FLOAT
207 * D - WINED3D_CHANNEL_TYPE_DEPTH
208 * S - WINED3D_CHANNEL_TYPE_STENCIL
209 * X - WINED3D_CHANNEL_TYPE_UNUSED
210 */
211 static const struct wined3d_typed_format_info typed_formats[] =
212 {
213 {WINED3DFMT_R32G32B32A32_UINT, WINED3DFMT_R32G32B32A32_TYPELESS, "UUUU"},
214 {WINED3DFMT_R32G32B32A32_SINT, WINED3DFMT_R32G32B32A32_TYPELESS, "IIII"},
215 {WINED3DFMT_R32G32B32A32_FLOAT, WINED3DFMT_R32G32B32A32_TYPELESS, "FFFF"},
216 {WINED3DFMT_R32G32B32_UINT, WINED3DFMT_R32G32B32_TYPELESS, "UUU"},
217 {WINED3DFMT_R32G32B32_SINT, WINED3DFMT_R32G32B32_TYPELESS, "III"},
218 {WINED3DFMT_R32G32B32_FLOAT, WINED3DFMT_R32G32B32_TYPELESS, "FFF"},
219 {WINED3DFMT_R16G16B16A16_UNORM, WINED3DFMT_R16G16B16A16_TYPELESS, "uuuu"},
220 {WINED3DFMT_R16G16B16A16_SNORM, WINED3DFMT_R16G16B16A16_TYPELESS, "iiii"},
221 {WINED3DFMT_R16G16B16A16_UINT, WINED3DFMT_R16G16B16A16_TYPELESS, "UUUU"},
222 {WINED3DFMT_R16G16B16A16_SINT, WINED3DFMT_R16G16B16A16_TYPELESS, "IIII"},
223 {WINED3DFMT_R16G16B16A16_FLOAT, WINED3DFMT_R16G16B16A16_TYPELESS, "FFFF"},
224 {WINED3DFMT_R32G32_UINT, WINED3DFMT_R32G32_TYPELESS, "UU"},
225 {WINED3DFMT_R32G32_SINT, WINED3DFMT_R32G32_TYPELESS, "II"},
226 {WINED3DFMT_R32G32_FLOAT, WINED3DFMT_R32G32_TYPELESS, "FF"},
227 {WINED3DFMT_R32_FLOAT_X8X24_TYPELESS, WINED3DFMT_R32G8X24_TYPELESS, "DX"},
228 {WINED3DFMT_X32_TYPELESS_G8X24_UINT, WINED3DFMT_R32G8X24_TYPELESS, "XS"},
229 {WINED3DFMT_D32_FLOAT_S8X24_UINT, WINED3DFMT_R32G8X24_TYPELESS, "DS"},
230 {WINED3DFMT_R10G10B10A2_SNORM, WINED3DFMT_R10G10B10A2_TYPELESS, "iiii"},
231 {WINED3DFMT_R10G10B10A2_UINT, WINED3DFMT_R10G10B10A2_TYPELESS, "UUUU"},
232 {WINED3DFMT_R10G10B10A2_UNORM, WINED3DFMT_R10G10B10A2_TYPELESS, "uuuu"},
233 {WINED3DFMT_R8G8B8A8_UINT, WINED3DFMT_R8G8B8A8_TYPELESS, "UUUU"},
234 {WINED3DFMT_R8G8B8A8_SINT, WINED3DFMT_R8G8B8A8_TYPELESS, "IIII"},
235 {WINED3DFMT_R8G8B8A8_SNORM, WINED3DFMT_R8G8B8A8_TYPELESS, "iiii"},
236 {WINED3DFMT_R8G8B8A8_UNORM_SRGB, WINED3DFMT_R8G8B8A8_TYPELESS, "uuuu"},
237 {WINED3DFMT_R8G8B8A8_UNORM, WINED3DFMT_R8G8B8A8_TYPELESS, "uuuu"},
238 {WINED3DFMT_R16G16_UNORM, WINED3DFMT_R16G16_TYPELESS, "uu"},
239 {WINED3DFMT_R16G16_SNORM, WINED3DFMT_R16G16_TYPELESS, "ii"},
240 {WINED3DFMT_R16G16_UINT, WINED3DFMT_R16G16_TYPELESS, "UU"},
241 {WINED3DFMT_R16G16_SINT, WINED3DFMT_R16G16_TYPELESS, "II"},
242 {WINED3DFMT_R16G16_FLOAT, WINED3DFMT_R16G16_TYPELESS, "FF"},
243 {WINED3DFMT_D32_FLOAT, WINED3DFMT_R32_TYPELESS, "D"},
244 {WINED3DFMT_R32_FLOAT, WINED3DFMT_R32_TYPELESS, "F"},
245 {WINED3DFMT_R32_UINT, WINED3DFMT_R32_TYPELESS, "U"},
246 {WINED3DFMT_R32_SINT, WINED3DFMT_R32_TYPELESS, "I"},
247 {WINED3DFMT_R24_UNORM_X8_TYPELESS, WINED3DFMT_R24G8_TYPELESS, "DX"},
248 {WINED3DFMT_X24_TYPELESS_G8_UINT, WINED3DFMT_R24G8_TYPELESS, "XS"},
249 {WINED3DFMT_D24_UNORM_S8_UINT, WINED3DFMT_R24G8_TYPELESS, "DS"},
250 {WINED3DFMT_R8G8_SNORM, WINED3DFMT_R8G8_TYPELESS, "ii"},
251 {WINED3DFMT_R8G8_UNORM, WINED3DFMT_R8G8_TYPELESS, "uu"},
252 {WINED3DFMT_R8G8_UINT, WINED3DFMT_R8G8_TYPELESS, "UU"},
253 {WINED3DFMT_R8G8_SINT, WINED3DFMT_R8G8_TYPELESS, "II"},
254 {WINED3DFMT_D16_UNORM, WINED3DFMT_R16_TYPELESS, "D"},
255 {WINED3DFMT_R16_UNORM, WINED3DFMT_R16_TYPELESS, "u"},
256 {WINED3DFMT_R16_SNORM, WINED3DFMT_R16_TYPELESS, "i"},
257 {WINED3DFMT_R16_UINT, WINED3DFMT_R16_TYPELESS, "U"},
258 {WINED3DFMT_R16_SINT, WINED3DFMT_R16_TYPELESS, "I"},
259 {WINED3DFMT_R16_FLOAT, WINED3DFMT_R16_TYPELESS, "F"},
260 {WINED3DFMT_R8_UNORM, WINED3DFMT_R8_TYPELESS, "u"},
261 {WINED3DFMT_R8_SNORM, WINED3DFMT_R8_TYPELESS, "i"},
262 {WINED3DFMT_R8_UINT, WINED3DFMT_R8_TYPELESS, "U"},
263 {WINED3DFMT_R8_SINT, WINED3DFMT_R8_TYPELESS, "I"},
264 {WINED3DFMT_BC1_UNORM_SRGB, WINED3DFMT_BC1_TYPELESS, ""},
265 {WINED3DFMT_BC1_UNORM, WINED3DFMT_BC1_TYPELESS, ""},
266 {WINED3DFMT_BC2_UNORM_SRGB, WINED3DFMT_BC2_TYPELESS, ""},
267 {WINED3DFMT_BC2_UNORM, WINED3DFMT_BC2_TYPELESS, ""},
268 {WINED3DFMT_BC3_UNORM_SRGB, WINED3DFMT_BC3_TYPELESS, ""},
269 {WINED3DFMT_BC3_UNORM, WINED3DFMT_BC3_TYPELESS, ""},
270 {WINED3DFMT_BC4_UNORM, WINED3DFMT_BC4_TYPELESS, ""},
271 {WINED3DFMT_BC4_SNORM, WINED3DFMT_BC4_TYPELESS, ""},
272 {WINED3DFMT_BC5_UNORM, WINED3DFMT_BC5_TYPELESS, ""},
273 {WINED3DFMT_BC5_SNORM, WINED3DFMT_BC5_TYPELESS, ""},
274 {WINED3DFMT_BC6H_UF16, WINED3DFMT_BC6H_TYPELESS, ""},
275 {WINED3DFMT_BC6H_SF16, WINED3DFMT_BC6H_TYPELESS, ""},
276 {WINED3DFMT_BC7_UNORM_SRGB, WINED3DFMT_BC7_TYPELESS, ""},
277 {WINED3DFMT_BC7_UNORM, WINED3DFMT_BC7_TYPELESS, ""},
278 {WINED3DFMT_B8G8R8A8_UNORM_SRGB, WINED3DFMT_B8G8R8A8_TYPELESS, "uuuu"},
279 {WINED3DFMT_B8G8R8A8_UNORM, WINED3DFMT_B8G8R8A8_TYPELESS, "uuuu"},
280 {WINED3DFMT_B8G8R8X8_UNORM_SRGB, WINED3DFMT_B8G8R8X8_TYPELESS, "uuuX"},
281 {WINED3DFMT_B8G8R8X8_UNORM, WINED3DFMT_B8G8R8X8_TYPELESS, "uuuX"},
282 };
283
284 struct wined3d_typeless_format_depth_stencil_info
285 {
286 enum wined3d_format_id typeless_id;
287 enum wined3d_format_id depth_stencil_id;
288 enum wined3d_format_id depth_view_id;
289 enum wined3d_format_id stencil_view_id;
290 BOOL separate_depth_view_format;
291 };
292
293 static const struct wined3d_typeless_format_depth_stencil_info typeless_depth_stencil_formats[] =
294 {
295 {WINED3DFMT_R32G8X24_TYPELESS, WINED3DFMT_D32_FLOAT_S8X24_UINT,
296 WINED3DFMT_R32_FLOAT_X8X24_TYPELESS, WINED3DFMT_X32_TYPELESS_G8X24_UINT, TRUE},
297 {WINED3DFMT_R24G8_TYPELESS, WINED3DFMT_D24_UNORM_S8_UINT,
298 WINED3DFMT_R24_UNORM_X8_TYPELESS, WINED3DFMT_X24_TYPELESS_G8_UINT, TRUE},
299 {WINED3DFMT_R32_TYPELESS, WINED3DFMT_D32_FLOAT, WINED3DFMT_R32_FLOAT},
300 {WINED3DFMT_R16_TYPELESS, WINED3DFMT_D16_UNORM, WINED3DFMT_R16_UNORM},
301 };
302
303 struct wined3d_format_ddi_info
304 {
305 enum wined3d_format_id id;
306 D3DDDIFORMAT ddi_format;
307 };
308
309 static const struct wined3d_format_ddi_info ddi_formats[] =
310 {
311 {WINED3DFMT_B8G8R8_UNORM, D3DDDIFMT_R8G8B8},
312 {WINED3DFMT_B8G8R8A8_UNORM, D3DDDIFMT_A8R8G8B8},
313 {WINED3DFMT_B8G8R8X8_UNORM, D3DDDIFMT_X8R8G8B8},
314 {WINED3DFMT_B5G6R5_UNORM, D3DDDIFMT_R5G6B5},
315 {WINED3DFMT_B5G5R5X1_UNORM, D3DDDIFMT_X1R5G5B5},
316 {WINED3DFMT_B5G5R5A1_UNORM, D3DDDIFMT_A1R5G5B5},
317 {WINED3DFMT_B4G4R4A4_UNORM, D3DDDIFMT_A4R4G4B4},
318 {WINED3DFMT_B4G4R4X4_UNORM, D3DDDIFMT_X4R4G4B4},
319 {WINED3DFMT_P8_UINT, D3DDDIFMT_P8},
320 };
321
322 struct wined3d_format_base_flags
323 {
324 enum wined3d_format_id id;
325 DWORD flags;
326 };
327
328 /* The ATI2N format behaves like an uncompressed format in LockRect(), but
329 * still needs to use the correct block based calculation for e.g. the
330 * resource size. */
331 static const struct wined3d_format_base_flags format_base_flags[] =
332 {
333 {WINED3DFMT_ATI1N, WINED3DFMT_FLAG_BROKEN_PITCH},
334 {WINED3DFMT_ATI2N, WINED3DFMT_FLAG_BROKEN_PITCH},
335 {WINED3DFMT_R11G11B10_FLOAT, WINED3DFMT_FLAG_FLOAT},
336 {WINED3DFMT_D32_FLOAT, WINED3DFMT_FLAG_FLOAT},
337 {WINED3DFMT_S8_UINT_D24_FLOAT, WINED3DFMT_FLAG_FLOAT},
338 {WINED3DFMT_D32_FLOAT_S8X24_UINT, WINED3DFMT_FLAG_FLOAT},
339 {WINED3DFMT_INST, WINED3DFMT_FLAG_EXTENSION},
340 {WINED3DFMT_NULL, WINED3DFMT_FLAG_EXTENSION},
341 {WINED3DFMT_NVDB, WINED3DFMT_FLAG_EXTENSION},
342 {WINED3DFMT_RESZ, WINED3DFMT_FLAG_EXTENSION},
343 };
344
345 struct wined3d_format_block_info
346 {
347 enum wined3d_format_id id;
348 UINT block_width;
349 UINT block_height;
350 UINT block_byte_count;
351 BOOL verify;
352 };
353
354 static const struct wined3d_format_block_info format_block_info[] =
355 {
356 {WINED3DFMT_DXT1, 4, 4, 8, TRUE},
357 {WINED3DFMT_DXT2, 4, 4, 16, TRUE},
358 {WINED3DFMT_DXT3, 4, 4, 16, TRUE},
359 {WINED3DFMT_DXT4, 4, 4, 16, TRUE},
360 {WINED3DFMT_DXT5, 4, 4, 16, TRUE},
361 {WINED3DFMT_BC1_UNORM, 4, 4, 8, TRUE},
362 {WINED3DFMT_BC2_UNORM, 4, 4, 16, TRUE},
363 {WINED3DFMT_BC3_UNORM, 4, 4, 16, TRUE},
364 {WINED3DFMT_BC4_UNORM, 4, 4, 8, TRUE},
365 {WINED3DFMT_BC4_SNORM, 4, 4, 8, TRUE},
366 {WINED3DFMT_BC5_UNORM, 4, 4, 16, TRUE},
367 {WINED3DFMT_BC5_SNORM, 4, 4, 16, TRUE},
368 {WINED3DFMT_BC6H_UF16, 4, 4, 16, TRUE},
369 {WINED3DFMT_BC6H_SF16, 4, 4, 16, TRUE},
370 {WINED3DFMT_BC7_UNORM, 4, 4, 16, TRUE},
371 {WINED3DFMT_ATI1N, 4, 4, 8, FALSE},
372 {WINED3DFMT_ATI2N, 4, 4, 16, FALSE},
373 {WINED3DFMT_YUY2, 2, 1, 4, FALSE},
374 {WINED3DFMT_UYVY, 2, 1, 4, FALSE},
375 };
376
377 struct wined3d_format_vertex_info
378 {
379 enum wined3d_format_id id;
380 enum wined3d_ffp_emit_idx emit_idx;
381 unsigned int component_count;
382 GLenum gl_vtx_type;
383 GLboolean gl_normalized;
384 enum wined3d_gl_extension extension;
385 };
386
387 static const struct wined3d_format_vertex_info format_vertex_info[] =
388 {
389 {WINED3DFMT_R32_FLOAT, WINED3D_FFP_EMIT_FLOAT1, 1, GL_FLOAT, GL_FALSE},
390 {WINED3DFMT_R32G32_FLOAT, WINED3D_FFP_EMIT_FLOAT2, 2, GL_FLOAT, GL_FALSE},
391 {WINED3DFMT_R32G32B32_FLOAT, WINED3D_FFP_EMIT_FLOAT3, 3, GL_FLOAT, GL_FALSE},
392 {WINED3DFMT_R32G32B32A32_FLOAT, WINED3D_FFP_EMIT_FLOAT4, 4, GL_FLOAT, GL_FALSE},
393 {WINED3DFMT_B8G8R8A8_UNORM, WINED3D_FFP_EMIT_D3DCOLOR, 4, GL_UNSIGNED_BYTE, GL_TRUE },
394 {WINED3DFMT_R8G8B8A8_UINT, WINED3D_FFP_EMIT_UBYTE4, 4, GL_UNSIGNED_BYTE, GL_FALSE},
395 {WINED3DFMT_R16G16_UINT, WINED3D_FFP_EMIT_INVALID, 2, GL_UNSIGNED_SHORT, GL_FALSE},
396 {WINED3DFMT_R16G16_SINT, WINED3D_FFP_EMIT_SHORT2, 2, GL_SHORT, GL_FALSE},
397 {WINED3DFMT_R16G16B16A16_SINT, WINED3D_FFP_EMIT_SHORT4, 4, GL_SHORT, GL_FALSE},
398 {WINED3DFMT_R8G8B8A8_UNORM, WINED3D_FFP_EMIT_UBYTE4N, 4, GL_UNSIGNED_BYTE, GL_TRUE },
399 {WINED3DFMT_R16G16_SNORM, WINED3D_FFP_EMIT_SHORT2N, 2, GL_SHORT, GL_TRUE },
400 {WINED3DFMT_R16G16B16A16_SNORM, WINED3D_FFP_EMIT_SHORT4N, 4, GL_SHORT, GL_TRUE },
401 {WINED3DFMT_R16G16_UNORM, WINED3D_FFP_EMIT_USHORT2N, 2, GL_UNSIGNED_SHORT, GL_TRUE },
402 {WINED3DFMT_R16G16B16A16_UNORM, WINED3D_FFP_EMIT_USHORT4N, 4, GL_UNSIGNED_SHORT, GL_TRUE },
403 {WINED3DFMT_R10G10B10X2_UINT, WINED3D_FFP_EMIT_UDEC3, 3, GL_UNSIGNED_SHORT, GL_FALSE},
404 {WINED3DFMT_R10G10B10X2_SNORM, WINED3D_FFP_EMIT_DEC3N, 3, GL_SHORT, GL_TRUE },
405 {WINED3DFMT_R10G10B10A2_UNORM, WINED3D_FFP_EMIT_INVALID, 4, GL_UNSIGNED_INT_2_10_10_10_REV, GL_TRUE,
406 ARB_VERTEX_TYPE_2_10_10_10_REV},
407 {WINED3DFMT_R16G16_FLOAT, WINED3D_FFP_EMIT_FLOAT16_2, 2, GL_HALF_FLOAT, GL_FALSE},
408 {WINED3DFMT_R16G16B16A16_FLOAT, WINED3D_FFP_EMIT_FLOAT16_4, 4, GL_HALF_FLOAT, GL_FALSE},
409 {WINED3DFMT_R8G8B8A8_SNORM, WINED3D_FFP_EMIT_INVALID, 4, GL_BYTE, GL_TRUE },
410 {WINED3DFMT_R8G8B8A8_SINT, WINED3D_FFP_EMIT_INVALID, 4, GL_BYTE, GL_FALSE},
411 {WINED3DFMT_R16G16B16A16_UINT, WINED3D_FFP_EMIT_INVALID, 4, GL_UNSIGNED_SHORT, GL_FALSE},
412 {WINED3DFMT_R8_UNORM, WINED3D_FFP_EMIT_INVALID, 1, GL_UNSIGNED_BYTE, GL_TRUE},
413 {WINED3DFMT_R8_UINT, WINED3D_FFP_EMIT_INVALID, 1, GL_UNSIGNED_BYTE, GL_FALSE},
414 {WINED3DFMT_R8_SINT, WINED3D_FFP_EMIT_INVALID, 1, GL_BYTE, GL_FALSE},
415 {WINED3DFMT_R16_UINT, WINED3D_FFP_EMIT_INVALID, 1, GL_UNSIGNED_SHORT, GL_FALSE},
416 {WINED3DFMT_R16_SINT, WINED3D_FFP_EMIT_INVALID, 1, GL_SHORT, GL_FALSE},
417 {WINED3DFMT_R32_UINT, WINED3D_FFP_EMIT_INVALID, 1, GL_UNSIGNED_INT, GL_FALSE},
418 {WINED3DFMT_R32_SINT, WINED3D_FFP_EMIT_INVALID, 1, GL_INT, GL_FALSE},
419 {WINED3DFMT_R32G32_UINT, WINED3D_FFP_EMIT_INVALID, 2, GL_UNSIGNED_INT, GL_FALSE},
420 {WINED3DFMT_R32G32_SINT, WINED3D_FFP_EMIT_INVALID, 2, GL_INT, GL_FALSE},
421 {WINED3DFMT_R32G32B32_UINT, WINED3D_FFP_EMIT_INVALID, 3, GL_UNSIGNED_INT, GL_FALSE},
422 {WINED3DFMT_R32G32B32A32_UINT, WINED3D_FFP_EMIT_INVALID, 4, GL_UNSIGNED_INT, GL_FALSE},
423 {WINED3DFMT_R32G32B32A32_SINT, WINED3D_FFP_EMIT_INVALID, 4, GL_INT, GL_FALSE},
424 };
425
426 struct wined3d_format_texture_info
427 {
428 enum wined3d_format_id id;
429 GLint gl_internal;
430 GLint gl_srgb_internal;
431 GLint gl_rt_internal;
432 GLint gl_format;
433 GLint gl_type;
434 unsigned int conv_byte_count;
435 unsigned int flags;
436 enum wined3d_gl_extension extension;
437 void (*upload)(const BYTE *src, BYTE *dst, unsigned int src_row_pitch, unsigned int src_slice_pitch,
438 unsigned int dst_row_pitch, unsigned int dst_slice_pitch,
439 unsigned int width, unsigned int height, unsigned int depth);
440 void (*download)(const BYTE *src, BYTE *dst, unsigned int src_row_pitch, unsigned int src_slice_pitch,
441 unsigned int dst_row_pitch, unsigned int dst_slice_pitch,
442 unsigned int width, unsigned int height, unsigned int depth);
443 };
444
445 static void convert_l4a4_unorm(const BYTE *src, BYTE *dst, UINT src_row_pitch, UINT src_slice_pitch,
446 UINT dst_row_pitch, UINT dst_slice_pitch, UINT width, UINT height, UINT depth)
447 {
448 /* WINED3DFMT_L4A4_UNORM exists as an internal gl format, but for some reason there is not
449 * format+type combination to load it. Thus convert it to A8L8, then load it
450 * with A4L4 internal, but A8L8 format+type
451 */
452 unsigned int x, y, z;
453 const unsigned char *Source;
454 unsigned char *Dest;
455
456 for (z = 0; z < depth; z++)
457 {
458 for (y = 0; y < height; y++)
459 {
460 Source = src + z * src_slice_pitch + y * src_row_pitch;
461 Dest = dst + z * dst_slice_pitch + y * dst_row_pitch;
462 for (x = 0; x < width; x++ )
463 {
464 unsigned char color = (*Source++);
465 /* A */ Dest[1] = (color & 0xf0u) << 0;
466 /* L */ Dest[0] = (color & 0x0fu) << 4;
467 Dest += 2;
468 }
469 }
470 }
471 }
472
473 static void convert_r5g5_snorm_l6_unorm(const BYTE *src, BYTE *dst, UINT src_row_pitch, UINT src_slice_pitch,
474 UINT dst_row_pitch, UINT dst_slice_pitch, UINT width, UINT height, UINT depth)
475 {
476 unsigned int x, y, z;
477 unsigned char r_in, g_in, l_in;
478 const unsigned short *texel_in;
479 unsigned short *texel_out;
480
481 /* Emulating signed 5 bit values with unsigned 5 bit values has some precision problems by design:
482 * E.g. the signed input value 0 becomes 16. GL normalizes it to 16 / 31 = 0.516. We convert it
483 * back to a signed value by subtracting 0.5 and multiplying by 2.0. The resulting value is
484 * ((16 / 31) - 0.5) * 2.0 = 0.032, which is quite different from the intended result 0.000. */
485 for (z = 0; z < depth; z++)
486 {
487 for (y = 0; y < height; y++)
488 {
489 texel_out = (unsigned short *) (dst + z * dst_slice_pitch + y * dst_row_pitch);
490 texel_in = (const unsigned short *)(src + z * src_slice_pitch + y * src_row_pitch);
491 for (x = 0; x < width; x++ )
492 {
493 l_in = (*texel_in & 0xfc00u) >> 10;
494 g_in = (*texel_in & 0x03e0u) >> 5;
495 r_in = *texel_in & 0x001fu;
496
497 *texel_out = ((r_in + 16) << 11) | (l_in << 5) | (g_in + 16);
498 texel_out++;
499 texel_in++;
500 }
501 }
502 }
503 }
504
505 static void convert_r5g5_snorm_l6_unorm_ext(const BYTE *src, BYTE *dst, UINT src_row_pitch, UINT src_slice_pitch,
506 UINT dst_row_pitch, UINT dst_slice_pitch, UINT width, UINT height, UINT depth)
507 {
508 unsigned int x, y, z;
509 unsigned char *texel_out, r_out, g_out, r_in, g_in, l_in;
510 const unsigned short *texel_in;
511
512 for (z = 0; z < depth; z++)
513 {
514 for (y = 0; y < height; y++)
515 {
516 texel_in = (const unsigned short *)(src + z * src_slice_pitch + y * src_row_pitch);
517 texel_out = dst + z * dst_slice_pitch + y * dst_row_pitch;
518 for (x = 0; x < width; x++ )
519 {
520 l_in = (*texel_in & 0xfc00u) >> 10;
521 g_in = (*texel_in & 0x03e0u) >> 5;
522 r_in = *texel_in & 0x001fu;
523
524 r_out = r_in << 3;
525 if (!(r_in & 0x10)) /* r > 0 */
526 r_out |= r_in >> 1;
527
528 g_out = g_in << 3;
529 if (!(g_in & 0x10)) /* g > 0 */
530 g_out |= g_in >> 1;
531
532 texel_out[0] = r_out;
533 texel_out[1] = g_out;
534 texel_out[2] = l_in << 1 | l_in >> 5;
535 texel_out[3] = 0;
536
537 texel_out += 4;
538 texel_in++;
539 }
540 }
541 }
542 }
543
544 static void convert_r5g5_snorm_l6_unorm_nv(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)
546 {
547 unsigned int x, y, z;
548 unsigned char *texel_out, ds_out, dt_out, r_in, g_in, l_in;
549 const unsigned short *texel_in;
550
551 /* This makes the gl surface bigger(24 bit instead of 16), but it works with
552 * fixed function and shaders without further conversion once the surface is
553 * loaded.
554 *
555 * The difference between this function and convert_r5g5_snorm_l6_unorm_ext
556 * is that convert_r5g5_snorm_l6_unorm_ext creates a 32 bit XRGB texture and
557 * this function creates a 24 bit DSDT_MAG texture. Trying to load a DSDT_MAG
558 * internal with a 32 bit DSDT_MAG_INTENSITY or DSDT_MAG_VIB format fails. */
559 for (z = 0; z < depth; z++)
560 {
561 for (y = 0; y < height; y++)
562 {
563 texel_in = (const unsigned short *)(src + z * src_slice_pitch + y * src_row_pitch);
564 texel_out = dst + z * dst_slice_pitch + y * dst_row_pitch;
565 for (x = 0; x < width; x++ )
566 {
567 l_in = (*texel_in & 0xfc00u) >> 10;
568 g_in = (*texel_in & 0x03e0u) >> 5;
569 r_in = *texel_in & 0x001fu;
570
571 ds_out = r_in << 3;
572 if (!(r_in & 0x10)) /* r > 0 */
573 ds_out |= r_in >> 1;
574
575 dt_out = g_in << 3;
576 if (!(g_in & 0x10)) /* g > 0 */
577 dt_out |= g_in >> 1;
578
579 texel_out[0] = ds_out;
580 texel_out[1] = dt_out;
581 texel_out[2] = l_in << 1 | l_in >> 5;
582
583 texel_out += 3;
584 texel_in++;
585 }
586 }
587 }
588 }
589
590 static void convert_r8g8_snorm(const BYTE *src, BYTE *dst, UINT src_row_pitch, UINT src_slice_pitch,
591 UINT dst_row_pitch, UINT dst_slice_pitch, UINT width, UINT height, UINT depth)
592 {
593 unsigned int x, y, z;
594 const short *Source;
595 unsigned char *Dest;
596
597 for (z = 0; z < depth; z++)
598 {
599 for (y = 0; y < height; y++)
600 {
601 Source = (const short *)(src + z * src_slice_pitch + y * src_row_pitch);
602 Dest = dst + z * dst_slice_pitch + y * dst_row_pitch;
603 for (x = 0; x < width; x++ )
604 {
605 const short color = (*Source++);
606 /* B */ Dest[0] = 0xff;
607 /* G */ Dest[1] = (color >> 8) + 128; /* V */
608 /* R */ Dest[2] = (color & 0xff) + 128; /* U */
609 Dest += 3;
610 }
611 }
612 }
613 }
614
615 static void convert_r8g8_snorm_l8x8_unorm(const BYTE *src, BYTE *dst, UINT src_row_pitch, UINT src_slice_pitch,
616 UINT dst_row_pitch, UINT dst_slice_pitch, UINT width, UINT height, UINT depth)
617 {
618 unsigned int x, y, z;
619 const DWORD *Source;
620 unsigned char *Dest;
621
622 /* Doesn't work correctly with the fixed function pipeline, but can work in
623 * shaders if the shader is adjusted. (There's no use for this format in gl's
624 * standard fixed function pipeline anyway).
625 */
626 for (z = 0; z < depth; z++)
627 {
628 for (y = 0; y < height; y++)
629 {
630 Source = (const DWORD *)(src + z * src_slice_pitch + y * src_row_pitch);
631 Dest = dst + z * dst_slice_pitch + y * dst_row_pitch;
632 for (x = 0; x < width; x++ )
633 {
634 LONG color = (*Source++);
635 /* B */ Dest[0] = ((color >> 16) & 0xff); /* L */
636 /* G */ Dest[1] = ((color >> 8 ) & 0xff) + 128; /* V */
637 /* R */ Dest[2] = (color & 0xff) + 128; /* U */
638 Dest += 4;
639 }
640 }
641 }
642 }
643
644 static void convert_r8g8_snorm_l8x8_unorm_nv(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)
646 {
647 unsigned int x, y, z;
648 const DWORD *Source;
649 unsigned char *Dest;
650
651 /* This implementation works with the fixed function pipeline and shaders
652 * without further modification after converting the surface.
653 */
654 for (z = 0; z < depth; z++)
655 {
656 for (y = 0; y < height; y++)
657 {
658 Source = (const DWORD *)(src + z * src_slice_pitch + y * src_row_pitch);
659 Dest = dst + z * dst_slice_pitch + y * dst_row_pitch;
660 for (x = 0; x < width; x++ )
661 {
662 LONG color = (*Source++);
663 /* L */ Dest[2] = ((color >> 16) & 0xff); /* L */
664 /* V */ Dest[1] = ((color >> 8 ) & 0xff); /* V */
665 /* U */ Dest[0] = (color & 0xff); /* U */
666 /* I */ Dest[3] = 255; /* X */
667 Dest += 4;
668 }
669 }
670 }
671 }
672
673 static void convert_r8g8b8a8_snorm(const BYTE *src, BYTE *dst, UINT src_row_pitch, UINT src_slice_pitch,
674 UINT dst_row_pitch, UINT dst_slice_pitch, UINT width, UINT height, UINT depth)
675 {
676 unsigned int x, y, z;
677 const DWORD *Source;
678 unsigned char *Dest;
679
680 for (z = 0; z < depth; z++)
681 {
682 for (y = 0; y < height; y++)
683 {
684 Source = (const DWORD *)(src + z * src_slice_pitch + y * src_row_pitch);
685 Dest = dst + z * dst_slice_pitch + y * dst_row_pitch;
686 for (x = 0; x < width; x++ )
687 {
688 LONG color = (*Source++);
689 /* B */ Dest[0] = ((color >> 16) & 0xff) + 128; /* W */
690 /* G */ Dest[1] = ((color >> 8 ) & 0xff) + 128; /* V */
691 /* R */ Dest[2] = (color & 0xff) + 128; /* U */
692 /* A */ Dest[3] = ((color >> 24) & 0xff) + 128; /* Q */
693 Dest += 4;
694 }
695 }
696 }
697 }
698
699 static void convert_r16g16_snorm(const BYTE *src, BYTE *dst, UINT src_row_pitch, UINT src_slice_pitch,
700 UINT dst_row_pitch, UINT dst_slice_pitch, UINT width, UINT height, UINT depth)
701 {
702 unsigned int x, y, z;
703 const DWORD *Source;
704 unsigned short *Dest;
705
706 for (z = 0; z < depth; z++)
707 {
708 for (y = 0; y < height; y++)
709 {
710 Source = (const DWORD *)(src + z * src_slice_pitch + y * src_row_pitch);
711 Dest = (unsigned short *) (dst + z * dst_slice_pitch + y * dst_row_pitch);
712 for (x = 0; x < width; x++ )
713 {
714 const DWORD color = (*Source++);
715 /* B */ Dest[0] = 0xffff;
716 /* G */ Dest[1] = (color >> 16) + 32768; /* V */
717 /* R */ Dest[2] = (color & 0xffff) + 32768; /* U */
718 Dest += 3;
719 }
720 }
721 }
722 }
723
724 static void convert_r16g16(const BYTE *src, BYTE *dst, UINT src_row_pitch, UINT src_slice_pitch,
725 UINT dst_row_pitch, UINT dst_slice_pitch, UINT width, UINT height, UINT depth)
726 {
727 unsigned int x, y, z;
728 const WORD *Source;
729 WORD *Dest;
730
731 for (z = 0; z < depth; z++)
732 {
733 for (y = 0; y < height; y++)
734 {
735 Source = (const WORD *)(src + z * src_slice_pitch + y * src_row_pitch);
736 Dest = (WORD *) (dst + z * dst_slice_pitch + y * dst_row_pitch);
737 for (x = 0; x < width; x++ )
738 {
739 WORD green = (*Source++);
740 WORD red = (*Source++);
741 Dest[0] = green;
742 Dest[1] = red;
743 /* Strictly speaking not correct for R16G16F, but it doesn't matter because the
744 * shader overwrites it anyway */
745 Dest[2] = 0xffff;
746 Dest += 3;
747 }
748 }
749 }
750 }
751
752 static void convert_r32g32_float(const BYTE *src, BYTE *dst, UINT src_row_pitch, UINT src_slice_pitch,
753 UINT dst_row_pitch, UINT dst_slice_pitch, UINT width, UINT height, UINT depth)
754 {
755 unsigned int x, y, z;
756 const float *Source;
757 float *Dest;
758
759 for (z = 0; z < depth; z++)
760 {
761 for (y = 0; y < height; y++)
762 {
763 Source = (const float *)(src + z * src_slice_pitch + y * src_row_pitch);
764 Dest = (float *) (dst + z * dst_slice_pitch + y * dst_row_pitch);
765 for (x = 0; x < width; x++ )
766 {
767 float green = (*Source++);
768 float red = (*Source++);
769 Dest[0] = green;
770 Dest[1] = red;
771 Dest[2] = 1.0f;
772 Dest += 3;
773 }
774 }
775 }
776 }
777
778 static void convert_s1_uint_d15_unorm(const BYTE *src, BYTE *dst, UINT src_row_pitch, UINT src_slice_pitch,
779 UINT dst_row_pitch, UINT dst_slice_pitch, UINT width, UINT height, UINT depth)
780 {
781 unsigned int x, y, z;
782
783 for (z = 0; z < depth; z++)
784 {
785 for (y = 0; y < height; ++y)
786 {
787 const WORD *source = (const WORD *)(src + z * src_slice_pitch + y * src_row_pitch);
788 DWORD *dest = (DWORD *)(dst + z * dst_slice_pitch + y * dst_row_pitch);
789
790 for (x = 0; x < width; ++x)
791 {
792 /* The depth data is normalized, so needs to be scaled,
793 * the stencil data isn't. Scale depth data by
794 * (2^24-1)/(2^15-1) ~~ (2^9 + 2^-6). */
795 WORD d15 = source[x] >> 1;
796 DWORD d24 = (d15 << 9) + (d15 >> 6);
797 dest[x] = (d24 << 8) | (source[x] & 0x1);
798 }
799 }
800 }
801 }
802
803 static void convert_s4x4_uint_d24_unorm(const BYTE *src, BYTE *dst, UINT src_row_pitch, UINT src_slice_pitch,
804 UINT dst_row_pitch, UINT dst_slice_pitch, UINT width, UINT height, UINT depth)
805 {
806 unsigned int x, y, z;
807
808 for (z = 0; z < depth; z++)
809 {
810 for (y = 0; y < height; ++y)
811 {
812 const DWORD *source = (const DWORD *)(src + z * src_slice_pitch + y * src_row_pitch);
813 DWORD *dest = (DWORD *)(dst + z * dst_slice_pitch + y * dst_row_pitch);
814
815 for (x = 0; x < width; ++x)
816 {
817 /* Just need to clear out the X4 part. */
818 dest[x] = source[x] & ~0xf0;
819 }
820 }
821 }
822 }
823
824 static void convert_s8_uint_d24_float(const BYTE *src, BYTE *dst, UINT src_row_pitch, UINT src_slice_pitch,
825 UINT dst_row_pitch, UINT dst_slice_pitch, UINT width, UINT height, UINT depth)
826 {
827 unsigned int x, y, z;
828
829 for (z = 0; z < depth; z++)
830 {
831 for (y = 0; y < height; ++y)
832 {
833 const DWORD *source = (const DWORD *)(src + z * src_slice_pitch + y * src_row_pitch);
834 float *dest_f = (float *)(dst + z * dst_slice_pitch + y * dst_row_pitch);
835 DWORD *dest_s = (DWORD *)dest_f;
836
837 for (x = 0; x < width; ++x)
838 {
839 dest_f[x * 2] = float_24_to_32((source[x] & 0xffffff00u) >> 8);
840 dest_s[x * 2 + 1] = source[x] & 0xff;
841 }
842 }
843 }
844 }
845
846 static void x8_d24_unorm_upload(const BYTE *src, BYTE *dst,
847 unsigned int src_row_pitch, unsigned int src_slice_pitch,
848 unsigned int dst_row_pitch, unsigned int dst_slice_pitch,
849 unsigned int width, unsigned int height, unsigned int depth)
850 {
851 unsigned int x, y, z;
852
853 for (z = 0; z < depth; ++z)
854 {
855 for (y = 0; y < height; ++y)
856 {
857 const DWORD *source = (const DWORD *)(src + z * src_slice_pitch + y * src_row_pitch);
858 DWORD *dest = (DWORD *)(dst + z * dst_slice_pitch + y * dst_row_pitch);
859
860 for (x = 0; x < width; ++x)
861 {
862 dest[x] = source[x] << 8 | ((source[x] >> 16) & 0xff);
863 }
864 }
865 }
866 }
867
868 static void x8_d24_unorm_download(const BYTE *src, BYTE *dst,
869 unsigned int src_row_pitch, unsigned int src_slice_pitch,
870 unsigned int dst_row_pitch, unsigned int dst_slice_pitch,
871 unsigned int width, unsigned int height, unsigned int depth)
872 {
873 unsigned int x, y, z;
874
875 for (z = 0; z < depth; ++z)
876 {
877 for (y = 0; y < height; ++y)
878 {
879 const DWORD *source = (const DWORD *)(src + z * src_slice_pitch + y * src_row_pitch);
880 DWORD *dest = (DWORD *)(dst + z * dst_slice_pitch + y * dst_row_pitch);
881
882 for (x = 0; x < width; ++x)
883 {
884 dest[x] = source[x] >> 8;
885 }
886 }
887 }
888 }
889
890 static BOOL color_in_range(const struct wined3d_color_key *color_key, DWORD color)
891 {
892 /* FIXME: Is this really how color keys are supposed to work? I think it
893 * makes more sense to compare the individual channels. */
894 return color >= color_key->color_space_low_value
895 && color <= color_key->color_space_high_value;
896 }
897
898 static void convert_p8_uint_b8g8r8a8_unorm(const BYTE *src, unsigned int src_pitch,
899 BYTE *dst, unsigned int dst_pitch, unsigned int width, unsigned int height,
900 const struct wined3d_palette *palette, const struct wined3d_color_key *color_key)
901 {
902 const BYTE *src_row;
903 unsigned int x, y;
904 DWORD *dst_row;
905
906 if (!palette)
907 {
908 /* FIXME: This should probably use the system palette. */
909 FIXME("P8 surface loaded without a palette.\n");
910
911 for (y = 0; y < height; ++y)
912 {
913 memset(&dst[dst_pitch * y], 0, width * 4);
914 }
915
916 return;
917 }
918
919 for (y = 0; y < height; ++y)
920 {
921 src_row = &src[src_pitch * y];
922 dst_row = (DWORD *)&dst[dst_pitch * y];
923 for (x = 0; x < width; ++x)
924 {
925 BYTE src_color = src_row[x];
926 dst_row[x] = 0xff000000
927 | (palette->colors[src_color].rgbRed << 16)
928 | (palette->colors[src_color].rgbGreen << 8)
929 | palette->colors[src_color].rgbBlue;
930 }
931 }
932 }
933
934 static void convert_b5g6r5_unorm_b5g5r5a1_unorm_color_key(const BYTE *src, unsigned int src_pitch,
935 BYTE *dst, unsigned int dst_pitch, unsigned int width, unsigned int height,
936 const struct wined3d_palette *palette, const struct wined3d_color_key *color_key)
937 {
938 const WORD *src_row;
939 unsigned int x, y;
940 WORD *dst_row;
941
942 for (y = 0; y < height; ++y)
943 {
944 src_row = (WORD *)&src[src_pitch * y];
945 dst_row = (WORD *)&dst[dst_pitch * y];
946 for (x = 0; x < width; ++x)
947 {
948 WORD src_color = src_row[x];
949 if (!color_in_range(color_key, src_color))
950 dst_row[x] = 0x8000u | ((src_color & 0xffc0u) >> 1) | (src_color & 0x1fu);
951 else
952 dst_row[x] = ((src_color & 0xffc0u) >> 1) | (src_color & 0x1fu);
953 }
954 }
955 }
956
957 static void convert_b5g5r5x1_unorm_b5g5r5a1_unorm_color_key(const BYTE *src, unsigned int src_pitch,
958 BYTE *dst, unsigned int dst_pitch, unsigned int width, unsigned int height,
959 const struct wined3d_palette *palette, const struct wined3d_color_key *color_key)
960 {
961 const WORD *src_row;
962 unsigned int x, y;
963 WORD *dst_row;
964
965 for (y = 0; y < height; ++y)
966 {
967 src_row = (WORD *)&src[src_pitch * y];
968 dst_row = (WORD *)&dst[dst_pitch * y];
969 for (x = 0; x < width; ++x)
970 {
971 WORD src_color = src_row[x];
972 if (color_in_range(color_key, src_color))
973 dst_row[x] = src_color & ~0x8000;
974 else
975 dst_row[x] = src_color | 0x8000;
976 }
977 }
978 }
979
980 static void convert_b8g8r8_unorm_b8g8r8a8_unorm_color_key(const BYTE *src, unsigned int src_pitch,
981 BYTE *dst, unsigned int dst_pitch, unsigned int width, unsigned int height,
982 const struct wined3d_palette *palette, const struct wined3d_color_key *color_key)
983 {
984 const BYTE *src_row;
985 unsigned int x, y;
986 DWORD *dst_row;
987
988 for (y = 0; y < height; ++y)
989 {
990 src_row = &src[src_pitch * y];
991 dst_row = (DWORD *)&dst[dst_pitch * y];
992 for (x = 0; x < width; ++x)
993 {
994 DWORD src_color = (src_row[x * 3 + 2] << 16) | (src_row[x * 3 + 1] << 8) | src_row[x * 3];
995 if (!color_in_range(color_key, src_color))
996 dst_row[x] = src_color | 0xff000000;
997 }
998 }
999 }
1000
1001 static void convert_b8g8r8x8_unorm_b8g8r8a8_unorm_color_key(const BYTE *src, unsigned int src_pitch,
1002 BYTE *dst, unsigned int dst_pitch, unsigned int width, unsigned int height,
1003 const struct wined3d_palette *palette, const struct wined3d_color_key *color_key)
1004 {
1005 const DWORD *src_row;
1006 unsigned int x, y;
1007 DWORD *dst_row;
1008
1009 for (y = 0; y < height; ++y)
1010 {
1011 src_row = (DWORD *)&src[src_pitch * y];
1012 dst_row = (DWORD *)&dst[dst_pitch * y];
1013 for (x = 0; x < width; ++x)
1014 {
1015 DWORD src_color = src_row[x];
1016 if (color_in_range(color_key, src_color))
1017 dst_row[x] = src_color & ~0xff000000;
1018 else
1019 dst_row[x] = src_color | 0xff000000;
1020 }
1021 }
1022 }
1023
1024 static void convert_b8g8r8a8_unorm_b8g8r8a8_unorm_color_key(const BYTE *src, unsigned int src_pitch,
1025 BYTE *dst, unsigned int dst_pitch, unsigned int width, unsigned int height,
1026 const struct wined3d_palette *palette, const struct wined3d_color_key *color_key)
1027 {
1028 const DWORD *src_row;
1029 unsigned int x, y;
1030 DWORD *dst_row;
1031
1032 for (y = 0; y < height; ++y)
1033 {
1034 src_row = (DWORD *)&src[src_pitch * y];
1035 dst_row = (DWORD *)&dst[dst_pitch * y];
1036 for (x = 0; x < width; ++x)
1037 {
1038 DWORD src_color = src_row[x];
1039 if (color_in_range(color_key, src_color))
1040 src_color &= ~0xff000000;
1041 dst_row[x] = src_color;
1042 }
1043 }
1044 }
1045
1046 const struct wined3d_color_key_conversion * wined3d_format_get_color_key_conversion(
1047 const struct wined3d_texture *texture, BOOL need_alpha_ck)
1048 {
1049 const struct wined3d_format *format = texture->resource.format;
1050 unsigned int i;
1051
1052 static const struct
1053 {
1054 enum wined3d_format_id src_format;
1055 struct wined3d_color_key_conversion conversion;
1056 }
1057 color_key_info[] =
1058 {
1059 {WINED3DFMT_B5G6R5_UNORM, {WINED3DFMT_B5G5R5A1_UNORM, convert_b5g6r5_unorm_b5g5r5a1_unorm_color_key }},
1060 {WINED3DFMT_B5G5R5X1_UNORM, {WINED3DFMT_B5G5R5A1_UNORM, convert_b5g5r5x1_unorm_b5g5r5a1_unorm_color_key }},
1061 {WINED3DFMT_B8G8R8_UNORM, {WINED3DFMT_B8G8R8A8_UNORM, convert_b8g8r8_unorm_b8g8r8a8_unorm_color_key }},
1062 {WINED3DFMT_B8G8R8X8_UNORM, {WINED3DFMT_B8G8R8A8_UNORM, convert_b8g8r8x8_unorm_b8g8r8a8_unorm_color_key }},
1063 {WINED3DFMT_B8G8R8A8_UNORM, {WINED3DFMT_B8G8R8A8_UNORM, convert_b8g8r8a8_unorm_b8g8r8a8_unorm_color_key }},
1064 };
1065 static const struct wined3d_color_key_conversion convert_p8 =
1066 {
1067 WINED3DFMT_B8G8R8A8_UNORM, convert_p8_uint_b8g8r8a8_unorm
1068 };
1069
1070 if (need_alpha_ck && (texture->async.flags & WINED3D_TEXTURE_ASYNC_COLOR_KEY))
1071 {
1072 for (i = 0; i < ARRAY_SIZE(color_key_info); ++i)
1073 {
1074 if (color_key_info[i].src_format == format->id)
1075 return &color_key_info[i].conversion;
1076 }
1077
1078 FIXME("Color-keying not supported with format %s.\n", debug_d3dformat(format->id));
1079 }
1080
1081 /* FIXME: This should check if the blitter backend can do P8 conversion,
1082 * instead of checking for ARB_fragment_program. */
1083 if (format->id == WINED3DFMT_P8_UINT
1084 && !(texture->resource.device->adapter->gl_info.supported[ARB_FRAGMENT_PROGRAM]
1085 && texture->swapchain && texture == texture->swapchain->front_buffer))
1086 return &convert_p8;
1087
1088 return NULL;
1089 }
1090
1091 /* The following formats explicitly don't have WINED3DFMT_FLAG_TEXTURE set:
1092 *
1093 * These are never supported on native.
1094 * WINED3DFMT_B8G8R8_UNORM
1095 * WINED3DFMT_B2G3R3_UNORM
1096 * WINED3DFMT_L4A4_UNORM
1097 * WINED3DFMT_S1_UINT_D15_UNORM
1098 * WINED3DFMT_S4X4_UINT_D24_UNORM
1099 *
1100 * Only some Geforce/Voodoo3/G400 cards offer 8-bit textures in case of ddraw.
1101 * Since it is not widely available, don't offer it. Further no Windows driver
1102 * offers WINED3DFMT_P8_UINT_A8_NORM, so don't offer it either.
1103 * WINED3DFMT_P8_UINT
1104 * WINED3DFMT_P8_UINT_A8_UNORM
1105 *
1106 * These formats seem to be similar to the HILO formats in
1107 * GL_NV_texture_shader. NVHU is said to be GL_UNSIGNED_HILO16,
1108 * NVHS GL_SIGNED_HILO16. Rumours say that D3D computes a 3rd channel
1109 * similarly to D3DFMT_CxV8U8 (So NVHS could be called D3DFMT_CxV16U16). ATI
1110 * refused to support formats which can easily be emulated with pixel shaders,
1111 * so applications have to deal with not having NVHS and NVHU.
1112 * WINED3DFMT_NVHU
1113 * WINED3DFMT_NVHS */
1114 static const struct wined3d_format_texture_info format_texture_info[] =
1115 {
1116 /* format id gl_internal gl_srgb_internal gl_rt_internal
1117 gl_format gl_type conv_byte_count
1118 flags
1119 extension upload download */
1120 /* FourCC formats */
1121 /* GL_APPLE_ycbcr_422 claims that its '2YUV' format, which is supported via the UNSIGNED_SHORT_8_8_REV_APPLE type
1122 * is equivalent to 'UYVY' format on Windows, and the 'YUVS' via UNSIGNED_SHORT_8_8_APPLE equates to 'YUY2'. The
1123 * d3d9 test however shows that the opposite is true. Since the extension is from 2002, it predates the x86 based
1124 * Macs, so probably the endianness differs. This could be tested as soon as we have a Windows and MacOS on a big
1125 * endian machine
1126 */
1127 {WINED3DFMT_UYVY, GL_RG8, GL_RG8, 0,
1128 GL_RG, GL_UNSIGNED_BYTE, 0,
1129 WINED3DFMT_FLAG_FILTERING,
1130 ARB_TEXTURE_RG, NULL},
1131 {WINED3DFMT_UYVY, GL_LUMINANCE8_ALPHA8, GL_LUMINANCE8_ALPHA8, 0,
1132 GL_LUMINANCE_ALPHA, GL_UNSIGNED_BYTE, 0,
1133 WINED3DFMT_FLAG_FILTERING,
1134 WINED3D_GL_LEGACY_CONTEXT, NULL},
1135 {WINED3DFMT_UYVY, GL_RGB, GL_RGB, 0,
1136 GL_YCBCR_422_APPLE, GL_UNSIGNED_SHORT_8_8_APPLE, 0,
1137 WINED3DFMT_FLAG_TEXTURE | WINED3DFMT_FLAG_FILTERING,
1138 APPLE_YCBCR_422, NULL},
1139 {WINED3DFMT_YUY2, GL_RG8, GL_RG8, 0,
1140 GL_RG, GL_UNSIGNED_BYTE, 0,
1141 WINED3DFMT_FLAG_FILTERING,
1142 ARB_TEXTURE_RG, NULL},
1143 {WINED3DFMT_YUY2, GL_LUMINANCE8_ALPHA8, GL_LUMINANCE8_ALPHA8, 0,
1144 GL_LUMINANCE_ALPHA, GL_UNSIGNED_BYTE, 0,
1145 WINED3DFMT_FLAG_FILTERING,
1146 WINED3D_GL_LEGACY_CONTEXT, NULL},
1147 {WINED3DFMT_YUY2, GL_RGB, GL_RGB, 0,
1148 GL_YCBCR_422_APPLE, GL_UNSIGNED_SHORT_8_8_REV_APPLE, 0,
1149 WINED3DFMT_FLAG_TEXTURE | WINED3DFMT_FLAG_FILTERING,
1150 APPLE_YCBCR_422, NULL},
1151 {WINED3DFMT_YV12, GL_R8, GL_R8, 0,
1152 GL_RED, GL_UNSIGNED_BYTE, 0,
1153 WINED3DFMT_FLAG_FILTERING,
1154 ARB_TEXTURE_RG, NULL},
1155 {WINED3DFMT_YV12, GL_ALPHA8, GL_ALPHA8, 0,
1156 GL_ALPHA, GL_UNSIGNED_BYTE, 0,
1157 WINED3DFMT_FLAG_FILTERING,
1158 WINED3D_GL_LEGACY_CONTEXT, NULL},
1159 {WINED3DFMT_NV12, GL_R8, GL_R8, 0,
1160 GL_RED, GL_UNSIGNED_BYTE, 0,
1161 WINED3DFMT_FLAG_FILTERING,
1162 ARB_TEXTURE_RG, NULL},
1163 {WINED3DFMT_NV12, GL_ALPHA8, GL_ALPHA8, 0,
1164 GL_ALPHA, GL_UNSIGNED_BYTE, 0,
1165 WINED3DFMT_FLAG_FILTERING,
1166 WINED3D_GL_LEGACY_CONTEXT, NULL},
1167 {WINED3DFMT_DXT1, GL_COMPRESSED_RGBA_S3TC_DXT1_EXT, GL_COMPRESSED_SRGB_ALPHA_S3TC_DXT1_EXT, 0,
1168 GL_RGBA, GL_UNSIGNED_BYTE, 0,
1169 WINED3DFMT_FLAG_TEXTURE | WINED3DFMT_FLAG_POSTPIXELSHADER_BLENDING | WINED3DFMT_FLAG_FILTERING
1170 | WINED3DFMT_FLAG_SRGB_READ | WINED3DFMT_FLAG_COMPRESSED,
1171 EXT_TEXTURE_COMPRESSION_S3TC, NULL},
1172 {WINED3DFMT_DXT2, GL_COMPRESSED_RGBA_S3TC_DXT3_EXT, GL_COMPRESSED_SRGB_ALPHA_S3TC_DXT3_EXT, 0,
1173 GL_RGBA, GL_UNSIGNED_BYTE, 0,
1174 WINED3DFMT_FLAG_TEXTURE | WINED3DFMT_FLAG_POSTPIXELSHADER_BLENDING | WINED3DFMT_FLAG_FILTERING
1175 | WINED3DFMT_FLAG_SRGB_READ | WINED3DFMT_FLAG_COMPRESSED,
1176 EXT_TEXTURE_COMPRESSION_S3TC, NULL},
1177 {WINED3DFMT_DXT3, GL_COMPRESSED_RGBA_S3TC_DXT3_EXT, GL_COMPRESSED_SRGB_ALPHA_S3TC_DXT3_EXT, 0,
1178 GL_RGBA, GL_UNSIGNED_BYTE, 0,
1179 WINED3DFMT_FLAG_TEXTURE | WINED3DFMT_FLAG_POSTPIXELSHADER_BLENDING | WINED3DFMT_FLAG_FILTERING
1180 | WINED3DFMT_FLAG_SRGB_READ | WINED3DFMT_FLAG_COMPRESSED,
1181 EXT_TEXTURE_COMPRESSION_S3TC, NULL},
1182 {WINED3DFMT_DXT4, GL_COMPRESSED_RGBA_S3TC_DXT5_EXT, GL_COMPRESSED_SRGB_ALPHA_S3TC_DXT5_EXT, 0,
1183 GL_RGBA, GL_UNSIGNED_BYTE, 0,
1184 WINED3DFMT_FLAG_TEXTURE | WINED3DFMT_FLAG_POSTPIXELSHADER_BLENDING | WINED3DFMT_FLAG_FILTERING
1185 | WINED3DFMT_FLAG_SRGB_READ | WINED3DFMT_FLAG_COMPRESSED,
1186 EXT_TEXTURE_COMPRESSION_S3TC, NULL},
1187 {WINED3DFMT_DXT5, GL_COMPRESSED_RGBA_S3TC_DXT5_EXT, GL_COMPRESSED_SRGB_ALPHA_S3TC_DXT5_EXT, 0,
1188 GL_RGBA, GL_UNSIGNED_BYTE, 0,
1189 WINED3DFMT_FLAG_TEXTURE | WINED3DFMT_FLAG_POSTPIXELSHADER_BLENDING | WINED3DFMT_FLAG_FILTERING
1190 | WINED3DFMT_FLAG_SRGB_READ | WINED3DFMT_FLAG_COMPRESSED,
1191 EXT_TEXTURE_COMPRESSION_S3TC, NULL},
1192 {WINED3DFMT_BC1_UNORM, GL_COMPRESSED_RGBA_S3TC_DXT1_EXT, GL_COMPRESSED_SRGB_ALPHA_S3TC_DXT1_EXT, 0,
1193 GL_RGBA, GL_UNSIGNED_BYTE, 0,
1194 WINED3DFMT_FLAG_TEXTURE | WINED3DFMT_FLAG_POSTPIXELSHADER_BLENDING | WINED3DFMT_FLAG_FILTERING
1195 | WINED3DFMT_FLAG_COMPRESSED,
1196 EXT_TEXTURE_COMPRESSION_S3TC, NULL},
1197 {WINED3DFMT_BC2_UNORM, GL_COMPRESSED_RGBA_S3TC_DXT3_EXT, GL_COMPRESSED_SRGB_ALPHA_S3TC_DXT3_EXT, 0,
1198 GL_RGBA, GL_UNSIGNED_BYTE, 0,
1199 WINED3DFMT_FLAG_TEXTURE | WINED3DFMT_FLAG_POSTPIXELSHADER_BLENDING | WINED3DFMT_FLAG_FILTERING
1200 | WINED3DFMT_FLAG_COMPRESSED,
1201 EXT_TEXTURE_COMPRESSION_S3TC, NULL},
1202 {WINED3DFMT_BC3_UNORM, GL_COMPRESSED_RGBA_S3TC_DXT5_EXT, GL_COMPRESSED_SRGB_ALPHA_S3TC_DXT5_EXT, 0,
1203 GL_RGBA, GL_UNSIGNED_BYTE, 0,
1204 WINED3DFMT_FLAG_TEXTURE | WINED3DFMT_FLAG_POSTPIXELSHADER_BLENDING | WINED3DFMT_FLAG_FILTERING
1205 | WINED3DFMT_FLAG_COMPRESSED,
1206 EXT_TEXTURE_COMPRESSION_S3TC, NULL},
1207 {WINED3DFMT_BC4_UNORM, GL_COMPRESSED_RED_RGTC1, GL_COMPRESSED_RED_RGTC1, 0,
1208 GL_RED, GL_UNSIGNED_BYTE, 0,
1209 WINED3DFMT_FLAG_TEXTURE | WINED3DFMT_FLAG_POSTPIXELSHADER_BLENDING | WINED3DFMT_FLAG_FILTERING
1210 | WINED3DFMT_FLAG_COMPRESSED,
1211 ARB_TEXTURE_COMPRESSION_RGTC, NULL},
1212 {WINED3DFMT_BC4_SNORM, GL_COMPRESSED_SIGNED_RED_RGTC1, GL_COMPRESSED_SIGNED_RED_RGTC1, 0,
1213 GL_RED, GL_UNSIGNED_BYTE, 0,
1214 WINED3DFMT_FLAG_TEXTURE | WINED3DFMT_FLAG_POSTPIXELSHADER_BLENDING | WINED3DFMT_FLAG_FILTERING
1215 | WINED3DFMT_FLAG_COMPRESSED,
1216 ARB_TEXTURE_COMPRESSION_RGTC, NULL},
1217 {WINED3DFMT_BC5_UNORM, GL_COMPRESSED_RG_RGTC2, GL_COMPRESSED_RG_RGTC2, 0,
1218 GL_RG, GL_UNSIGNED_BYTE, 0,
1219 WINED3DFMT_FLAG_TEXTURE | WINED3DFMT_FLAG_POSTPIXELSHADER_BLENDING | WINED3DFMT_FLAG_FILTERING
1220 | WINED3DFMT_FLAG_COMPRESSED,
1221 ARB_TEXTURE_COMPRESSION_RGTC, NULL},
1222 {WINED3DFMT_BC5_SNORM, GL_COMPRESSED_SIGNED_RG_RGTC2, GL_COMPRESSED_SIGNED_RG_RGTC2, 0,
1223 GL_RG, GL_UNSIGNED_BYTE, 0,
1224 WINED3DFMT_FLAG_TEXTURE | WINED3DFMT_FLAG_POSTPIXELSHADER_BLENDING | WINED3DFMT_FLAG_FILTERING
1225 | WINED3DFMT_FLAG_COMPRESSED,
1226 ARB_TEXTURE_COMPRESSION_RGTC, NULL},
1227 {WINED3DFMT_BC6H_UF16, GL_COMPRESSED_RGB_BPTC_UNSIGNED_FLOAT_ARB, GL_COMPRESSED_RGB_BPTC_UNSIGNED_FLOAT_ARB, 0,
1228 GL_RGB, GL_UNSIGNED_BYTE, 0,
1229 WINED3DFMT_FLAG_TEXTURE | WINED3DFMT_FLAG_POSTPIXELSHADER_BLENDING | WINED3DFMT_FLAG_FILTERING
1230 | WINED3DFMT_FLAG_COMPRESSED,
1231 ARB_TEXTURE_COMPRESSION_BPTC, NULL},
1232 {WINED3DFMT_BC6H_SF16, GL_COMPRESSED_RGB_BPTC_SIGNED_FLOAT_ARB, GL_COMPRESSED_RGB_BPTC_SIGNED_FLOAT_ARB, 0,
1233 GL_RGB, GL_UNSIGNED_BYTE, 0,
1234 WINED3DFMT_FLAG_TEXTURE | WINED3DFMT_FLAG_POSTPIXELSHADER_BLENDING | WINED3DFMT_FLAG_FILTERING
1235 | WINED3DFMT_FLAG_COMPRESSED,
1236 ARB_TEXTURE_COMPRESSION_BPTC, NULL},
1237 {WINED3DFMT_BC7_UNORM, GL_COMPRESSED_RGBA_BPTC_UNORM_ARB, GL_COMPRESSED_SRGB_ALPHA_BPTC_UNORM_ARB, 0,
1238 GL_RGBA, GL_UNSIGNED_BYTE, 0,
1239 WINED3DFMT_FLAG_TEXTURE | WINED3DFMT_FLAG_POSTPIXELSHADER_BLENDING | WINED3DFMT_FLAG_FILTERING
1240 | WINED3DFMT_FLAG_COMPRESSED,
1241 ARB_TEXTURE_COMPRESSION_BPTC, NULL},
1242 /* IEEE formats */
1243 {WINED3DFMT_R32_FLOAT, GL_RGB32F_ARB, GL_RGB32F_ARB, 0,
1244 GL_RED, GL_FLOAT, 0,
1245 WINED3DFMT_FLAG_TEXTURE | WINED3DFMT_FLAG_RENDERTARGET | WINED3DFMT_FLAG_VTF,
1246 ARB_TEXTURE_FLOAT, NULL},
1247 {WINED3DFMT_R32_FLOAT, GL_R32F, GL_R32F, 0,
1248 GL_RED, GL_FLOAT, 0,
1249 WINED3DFMT_FLAG_TEXTURE | WINED3DFMT_FLAG_RENDERTARGET | WINED3DFMT_FLAG_VTF,
1250 ARB_TEXTURE_RG, NULL},
1251 {WINED3DFMT_R32G32_FLOAT, GL_RGB32F_ARB, GL_RGB32F_ARB, 0,
1252 GL_RGB, GL_FLOAT, 12,
1253 WINED3DFMT_FLAG_TEXTURE | WINED3DFMT_FLAG_RENDERTARGET | WINED3DFMT_FLAG_VTF,
1254 ARB_TEXTURE_FLOAT, convert_r32g32_float},
1255 {WINED3DFMT_R32G32_FLOAT, GL_RG32F, GL_RG32F, 0,
1256 GL_RG, GL_FLOAT, 0,
1257 WINED3DFMT_FLAG_TEXTURE | WINED3DFMT_FLAG_RENDERTARGET | WINED3DFMT_FLAG_VTF,
1258 ARB_TEXTURE_RG, NULL},
1259 {WINED3DFMT_R32G32B32_FLOAT, GL_RGB32F, GL_RGB32F, 0,
1260 GL_RGB, GL_FLOAT, 0,
1261 WINED3DFMT_FLAG_TEXTURE | WINED3DFMT_FLAG_RENDERTARGET,
1262 ARB_TEXTURE_FLOAT, NULL},
1263 {WINED3DFMT_R32G32B32A32_FLOAT, GL_RGBA32F_ARB, GL_RGBA32F_ARB, 0,
1264 GL_RGBA, GL_FLOAT, 0,
1265 WINED3DFMT_FLAG_TEXTURE | WINED3DFMT_FLAG_RENDERTARGET | WINED3DFMT_FLAG_VTF,
1266 ARB_TEXTURE_FLOAT, NULL},
1267 /* Float */
1268 {WINED3DFMT_R16_FLOAT, GL_RGB16F_ARB, GL_RGB16F_ARB, 0,
1269 GL_RED, GL_HALF_FLOAT_ARB, 0,
1270 WINED3DFMT_FLAG_TEXTURE | WINED3DFMT_FLAG_RENDERTARGET | WINED3DFMT_FLAG_VTF,
1271 ARB_TEXTURE_FLOAT, NULL},
1272 {WINED3DFMT_R16_FLOAT, GL_R16F, GL_R16F, 0,
1273 GL_RED, GL_HALF_FLOAT_ARB, 0,
1274 WINED3DFMT_FLAG_TEXTURE | WINED3DFMT_FLAG_RENDERTARGET | WINED3DFMT_FLAG_VTF,
1275 ARB_TEXTURE_RG, NULL},
1276 {WINED3DFMT_R16G16_FLOAT, GL_RGB16F_ARB, GL_RGB16F_ARB, 0,
1277 GL_RGB, GL_HALF_FLOAT_ARB, 6,
1278 WINED3DFMT_FLAG_TEXTURE | WINED3DFMT_FLAG_RENDERTARGET | WINED3DFMT_FLAG_VTF,
1279 ARB_TEXTURE_FLOAT, convert_r16g16},
1280 {WINED3DFMT_R16G16_FLOAT, GL_RG16F, GL_RG16F, 0,
1281 GL_RG, GL_HALF_FLOAT_ARB, 0,
1282 WINED3DFMT_FLAG_TEXTURE | WINED3DFMT_FLAG_RENDERTARGET | WINED3DFMT_FLAG_VTF,
1283 ARB_TEXTURE_RG, NULL},
1284 {WINED3DFMT_R16G16B16A16_FLOAT, GL_RGBA16F_ARB, GL_RGBA16F_ARB, 0,
1285 GL_RGBA, GL_HALF_FLOAT_ARB, 0,
1286 WINED3DFMT_FLAG_TEXTURE | WINED3DFMT_FLAG_POSTPIXELSHADER_BLENDING | WINED3DFMT_FLAG_RENDERTARGET
1287 | WINED3DFMT_FLAG_VTF,
1288 ARB_TEXTURE_FLOAT, NULL},
1289 {WINED3DFMT_R11G11B10_FLOAT, GL_R11F_G11F_B10F, GL_R11F_G11F_B10F, 0,
1290 GL_RGB, GL_UNSIGNED_INT_10F_11F_11F_REV, 0,
1291 WINED3DFMT_FLAG_TEXTURE | WINED3DFMT_FLAG_POSTPIXELSHADER_BLENDING | WINED3DFMT_FLAG_RENDERTARGET,
1292 EXT_PACKED_FLOAT},
1293 /* Palettized formats */
1294 {WINED3DFMT_P8_UINT, GL_R8, GL_R8, 0,
1295 GL_RED, GL_UNSIGNED_BYTE, 0,
1296 0,
1297 ARB_TEXTURE_RG, NULL},
1298 {WINED3DFMT_P8_UINT, GL_ALPHA8, GL_ALPHA8, 0,
1299 GL_ALPHA, GL_UNSIGNED_BYTE, 0,
1300 0,
1301 WINED3D_GL_LEGACY_CONTEXT, NULL},
1302 /* Standard ARGB formats */
1303 {WINED3DFMT_B8G8R8_UNORM, GL_RGB8, GL_RGB8, 0,
1304 GL_BGR, GL_UNSIGNED_BYTE, 0,
1305 WINED3DFMT_FLAG_POSTPIXELSHADER_BLENDING | WINED3DFMT_FLAG_FILTERING | WINED3DFMT_FLAG_RENDERTARGET,
1306 WINED3D_GL_EXT_NONE, NULL},
1307 {WINED3DFMT_B8G8R8A8_UNORM, GL_RGBA8, GL_SRGB8_ALPHA8_EXT, 0,
1308 GL_BGRA, GL_UNSIGNED_INT_8_8_8_8_REV, 0,
1309 WINED3DFMT_FLAG_TEXTURE | WINED3DFMT_FLAG_POSTPIXELSHADER_BLENDING | WINED3DFMT_FLAG_FILTERING
1310 | WINED3DFMT_FLAG_RENDERTARGET | WINED3DFMT_FLAG_SRGB_READ | WINED3DFMT_FLAG_SRGB_WRITE
1311 | WINED3DFMT_FLAG_VTF,
1312 WINED3D_GL_EXT_NONE, NULL},
1313 {WINED3DFMT_B8G8R8X8_UNORM, GL_RGB8, GL_SRGB8_EXT, 0,
1314 GL_BGRA, GL_UNSIGNED_INT_8_8_8_8_REV, 0,
1315 WINED3DFMT_FLAG_TEXTURE | WINED3DFMT_FLAG_POSTPIXELSHADER_BLENDING | WINED3DFMT_FLAG_FILTERING
1316 | WINED3DFMT_FLAG_RENDERTARGET | WINED3DFMT_FLAG_SRGB_READ | WINED3DFMT_FLAG_SRGB_WRITE,
1317 WINED3D_GL_EXT_NONE, NULL},
1318 {WINED3DFMT_B5G6R5_UNORM, GL_RGB5, GL_RGB5, GL_RGB8,
1319 GL_RGB, GL_UNSIGNED_SHORT_5_6_5, 0,
1320 WINED3DFMT_FLAG_TEXTURE | WINED3DFMT_FLAG_POSTPIXELSHADER_BLENDING | WINED3DFMT_FLAG_FILTERING
1321 | WINED3DFMT_FLAG_RENDERTARGET,
1322 WINED3D_GL_EXT_NONE, NULL},
1323 {WINED3DFMT_B5G6R5_UNORM, GL_RGB565, GL_RGB565, GL_RGB8,
1324 GL_RGB, GL_UNSIGNED_SHORT_5_6_5, 0,
1325 WINED3DFMT_FLAG_TEXTURE | WINED3DFMT_FLAG_POSTPIXELSHADER_BLENDING | WINED3DFMT_FLAG_FILTERING
1326 | WINED3DFMT_FLAG_RENDERTARGET,
1327 ARB_ES2_COMPATIBILITY, NULL},
1328 {WINED3DFMT_B5G5R5X1_UNORM, GL_RGB5, GL_RGB5, 0,
1329 GL_BGRA, GL_UNSIGNED_SHORT_1_5_5_5_REV, 0,
1330 WINED3DFMT_FLAG_TEXTURE | WINED3DFMT_FLAG_POSTPIXELSHADER_BLENDING | WINED3DFMT_FLAG_FILTERING
1331 | WINED3DFMT_FLAG_RENDERTARGET,
1332 WINED3D_GL_EXT_NONE, NULL},
1333 {WINED3DFMT_B5G5R5A1_UNORM, GL_RGB5_A1, GL_RGB5_A1, 0,
1334 GL_BGRA, GL_UNSIGNED_SHORT_1_5_5_5_REV, 0,
1335 WINED3DFMT_FLAG_TEXTURE | WINED3DFMT_FLAG_POSTPIXELSHADER_BLENDING | WINED3DFMT_FLAG_FILTERING,
1336 WINED3D_GL_EXT_NONE, NULL},
1337 {WINED3DFMT_B4G4R4A4_UNORM, GL_RGBA4, GL_SRGB8_ALPHA8_EXT, 0,
1338 GL_BGRA, GL_UNSIGNED_SHORT_4_4_4_4_REV, 0,
1339 WINED3DFMT_FLAG_TEXTURE | WINED3DFMT_FLAG_POSTPIXELSHADER_BLENDING | WINED3DFMT_FLAG_FILTERING
1340 | WINED3DFMT_FLAG_SRGB_READ,
1341 WINED3D_GL_EXT_NONE, NULL},
1342 {WINED3DFMT_B2G3R3_UNORM, GL_R3_G3_B2, GL_R3_G3_B2, 0,
1343 GL_RGB, GL_UNSIGNED_BYTE_3_3_2, 0,
1344 WINED3DFMT_FLAG_POSTPIXELSHADER_BLENDING | WINED3DFMT_FLAG_FILTERING,
1345 WINED3D_GL_EXT_NONE, NULL},
1346 {WINED3DFMT_R8_UNORM, GL_R8, GL_R8, 0,
1347 GL_RED, GL_UNSIGNED_BYTE, 0,
1348 WINED3DFMT_FLAG_TEXTURE | WINED3DFMT_FLAG_POSTPIXELSHADER_BLENDING | WINED3DFMT_FLAG_FILTERING
1349 | WINED3DFMT_FLAG_RENDERTARGET | WINED3DFMT_FLAG_VTF,
1350 ARB_TEXTURE_RG, NULL},
1351 {WINED3DFMT_A8_UNORM, GL_R8, GL_R8, 0,
1352 GL_RED, GL_UNSIGNED_BYTE, 0,
1353 WINED3DFMT_FLAG_TEXTURE | WINED3DFMT_FLAG_POSTPIXELSHADER_BLENDING | WINED3DFMT_FLAG_FILTERING,
1354 ARB_TEXTURE_RG, NULL},
1355 {WINED3DFMT_A8_UNORM, GL_ALPHA8, GL_ALPHA8, 0,
1356 GL_ALPHA, GL_UNSIGNED_BYTE, 0,
1357 WINED3DFMT_FLAG_TEXTURE | WINED3DFMT_FLAG_POSTPIXELSHADER_BLENDING | WINED3DFMT_FLAG_FILTERING,
1358 WINED3D_GL_LEGACY_CONTEXT, NULL},
1359 {WINED3DFMT_B4G4R4X4_UNORM, GL_RGB4, GL_RGB4, 0,
1360 GL_BGRA, GL_UNSIGNED_SHORT_4_4_4_4_REV, 0,
1361 WINED3DFMT_FLAG_TEXTURE | WINED3DFMT_FLAG_POSTPIXELSHADER_BLENDING | WINED3DFMT_FLAG_FILTERING,
1362 WINED3D_GL_EXT_NONE, NULL},
1363 {WINED3DFMT_R10G10B10A2_UNORM, GL_RGB10_A2, GL_RGB10_A2, 0,
1364 GL_RGBA, GL_UNSIGNED_INT_2_10_10_10_REV, 0,
1365 WINED3DFMT_FLAG_TEXTURE | WINED3DFMT_FLAG_POSTPIXELSHADER_BLENDING | WINED3DFMT_FLAG_FILTERING
1366 | WINED3DFMT_FLAG_RENDERTARGET,
1367 WINED3D_GL_EXT_NONE, NULL},
1368 {WINED3DFMT_R8G8B8A8_UNORM, GL_RGBA8, GL_SRGB8_ALPHA8_EXT, 0,
1369 GL_RGBA, GL_UNSIGNED_INT_8_8_8_8_REV, 0,
1370 WINED3DFMT_FLAG_TEXTURE | WINED3DFMT_FLAG_POSTPIXELSHADER_BLENDING | WINED3DFMT_FLAG_FILTERING
1371 | WINED3DFMT_FLAG_RENDERTARGET | WINED3DFMT_FLAG_SRGB_READ | WINED3DFMT_FLAG_SRGB_WRITE
1372 | WINED3DFMT_FLAG_VTF,
1373 WINED3D_GL_EXT_NONE, NULL},
1374 {WINED3DFMT_R8G8B8A8_UINT, GL_RGBA8UI, GL_RGBA8UI, 0,
1375 GL_RGBA_INTEGER, GL_UNSIGNED_INT_8_8_8_8_REV, 0,
1376 WINED3DFMT_FLAG_TEXTURE | WINED3DFMT_FLAG_RENDERTARGET,
1377 ARB_TEXTURE_RGB10_A2UI, NULL},
1378 {WINED3DFMT_R8G8B8A8_SINT, GL_RGBA8I, GL_RGBA8I, 0,
1379 GL_RGBA_INTEGER, GL_BYTE, 0,
1380 WINED3DFMT_FLAG_TEXTURE | WINED3DFMT_FLAG_RENDERTARGET,
1381 EXT_TEXTURE_INTEGER, NULL},
1382 {WINED3DFMT_R8G8B8X8_UNORM, GL_RGB8, GL_RGB8, 0,
1383 GL_RGBA, GL_UNSIGNED_INT_8_8_8_8_REV, 0,
1384 WINED3DFMT_FLAG_TEXTURE | WINED3DFMT_FLAG_POSTPIXELSHADER_BLENDING | WINED3DFMT_FLAG_FILTERING,
1385 WINED3D_GL_EXT_NONE, NULL},
1386 {WINED3DFMT_R16G16_UNORM, GL_RGB16, GL_RGB16, GL_RGBA16,
1387 GL_RGB, GL_UNSIGNED_SHORT, 6,
1388 WINED3DFMT_FLAG_TEXTURE | WINED3DFMT_FLAG_POSTPIXELSHADER_BLENDING | WINED3DFMT_FLAG_FILTERING,
1389 WINED3D_GL_EXT_NONE, convert_r16g16},
1390 {WINED3DFMT_R16G16_UNORM, GL_RG16, GL_RG16, 0,
1391 GL_RG, GL_UNSIGNED_SHORT, 0,
1392 WINED3DFMT_FLAG_TEXTURE | WINED3DFMT_FLAG_POSTPIXELSHADER_BLENDING | WINED3DFMT_FLAG_FILTERING
1393 | WINED3DFMT_FLAG_RENDERTARGET,
1394 ARB_TEXTURE_RG, NULL},
1395 {WINED3DFMT_B10G10R10A2_UNORM, GL_RGB10_A2, GL_RGB10_A2, 0,
1396 GL_BGRA, GL_UNSIGNED_INT_2_10_10_10_REV, 0,
1397 WINED3DFMT_FLAG_TEXTURE | WINED3DFMT_FLAG_POSTPIXELSHADER_BLENDING | WINED3DFMT_FLAG_FILTERING
1398 | WINED3DFMT_FLAG_RENDERTARGET,
1399 WINED3D_GL_EXT_NONE, NULL},
1400 {WINED3DFMT_R16G16B16A16_UNORM, GL_RGBA16, GL_RGBA16, 0,
1401 GL_RGBA, GL_UNSIGNED_SHORT, 0,
1402 WINED3DFMT_FLAG_TEXTURE | WINED3DFMT_FLAG_POSTPIXELSHADER_BLENDING | WINED3DFMT_FLAG_FILTERING
1403 | WINED3DFMT_FLAG_RENDERTARGET,
1404 WINED3D_GL_EXT_NONE, NULL},
1405 {WINED3DFMT_R8G8_UNORM, GL_RG8, GL_RG8, 0,
1406 GL_RG, GL_UNSIGNED_BYTE, 0,
1407 WINED3DFMT_FLAG_TEXTURE | WINED3DFMT_FLAG_POSTPIXELSHADER_BLENDING | WINED3DFMT_FLAG_FILTERING
1408 | WINED3DFMT_FLAG_RENDERTARGET,
1409 ARB_TEXTURE_RG, NULL},
1410 {WINED3DFMT_R8G8_UINT, GL_RG8UI, GL_RG8UI, 0,
1411 GL_RG_INTEGER, GL_UNSIGNED_BYTE, 0,
1412 WINED3DFMT_FLAG_TEXTURE | WINED3DFMT_FLAG_RENDERTARGET,
1413 ARB_TEXTURE_RG, NULL},
1414 {WINED3DFMT_R8G8_SINT, GL_RG8I, GL_RG8I, 0,
1415 GL_RG_INTEGER, GL_BYTE, 0,
1416 WINED3DFMT_FLAG_TEXTURE | WINED3DFMT_FLAG_RENDERTARGET,
1417 ARB_TEXTURE_RG, NULL},
1418 {WINED3DFMT_R16G16B16A16_UINT, GL_RGBA16UI, GL_RGBA16UI, 0,
1419 GL_RGBA_INTEGER, GL_UNSIGNED_SHORT, 0,
1420 WINED3DFMT_FLAG_TEXTURE | WINED3DFMT_FLAG_RENDERTARGET,
1421 EXT_TEXTURE_INTEGER, NULL},
1422 {WINED3DFMT_R16G16B16A16_SINT, GL_RGBA16I, GL_RGBA16I, 0,
1423 GL_RGBA_INTEGER, GL_SHORT, 0,
1424 WINED3DFMT_FLAG_TEXTURE | WINED3DFMT_FLAG_RENDERTARGET,
1425 EXT_TEXTURE_INTEGER, NULL},
1426 {WINED3DFMT_R32G32_UINT, GL_RG32UI, GL_RG32UI, 0,
1427 GL_RG_INTEGER, GL_UNSIGNED_INT, 0,
1428 WINED3DFMT_FLAG_TEXTURE | WINED3DFMT_FLAG_RENDERTARGET,
1429 ARB_TEXTURE_RG, NULL},
1430 {WINED3DFMT_R32G32_SINT, GL_RG32I, GL_RG32I, 0,
1431 GL_RG_INTEGER, GL_INT, 0,
1432 WINED3DFMT_FLAG_TEXTURE | WINED3DFMT_FLAG_RENDERTARGET,
1433 ARB_TEXTURE_RG, NULL},
1434 {WINED3DFMT_R16G16_UINT, GL_RG16UI, GL_RG16UI, 0,
1435 GL_RG_INTEGER, GL_UNSIGNED_SHORT, 0,
1436 WINED3DFMT_FLAG_TEXTURE | WINED3DFMT_FLAG_RENDERTARGET,
1437 ARB_TEXTURE_RG, NULL},
1438 {WINED3DFMT_R16G16_SINT, GL_RG16I, GL_RG16I, 0,
1439 GL_RG_INTEGER, GL_SHORT, 0,
1440 WINED3DFMT_FLAG_TEXTURE | WINED3DFMT_FLAG_RENDERTARGET,
1441 ARB_TEXTURE_RG, NULL},
1442 {WINED3DFMT_R32_UINT, GL_R32UI, GL_R32UI, 0,
1443 GL_RED_INTEGER, GL_UNSIGNED_INT, 0,
1444 WINED3DFMT_FLAG_TEXTURE | WINED3DFMT_FLAG_RENDERTARGET,
1445 ARB_TEXTURE_RG, NULL},
1446 {WINED3DFMT_R32_SINT, GL_R32I, GL_R32I, 0,
1447 GL_RED_INTEGER, GL_INT, 0,
1448 WINED3DFMT_FLAG_TEXTURE | WINED3DFMT_FLAG_RENDERTARGET,
1449 ARB_TEXTURE_RG, NULL},
1450 {WINED3DFMT_R16_UNORM, GL_R16, GL_R16, 0,
1451 GL_RED, GL_UNSIGNED_SHORT, 0,
1452 WINED3DFMT_FLAG_TEXTURE | WINED3DFMT_FLAG_POSTPIXELSHADER_BLENDING | WINED3DFMT_FLAG_FILTERING
1453 | WINED3DFMT_FLAG_RENDERTARGET,
1454 ARB_TEXTURE_RG, NULL},
1455 {WINED3DFMT_R16_UINT, GL_R16UI, GL_R16UI, 0,
1456 GL_RED_INTEGER, GL_UNSIGNED_SHORT, 0,
1457 WINED3DFMT_FLAG_TEXTURE | WINED3DFMT_FLAG_RENDERTARGET,
1458 ARB_TEXTURE_RG, NULL},
1459 {WINED3DFMT_R16_SINT, GL_R16I, GL_R16I, 0,
1460 GL_RED_INTEGER, GL_SHORT, 0,
1461 WINED3DFMT_FLAG_TEXTURE | WINED3DFMT_FLAG_RENDERTARGET,
1462 ARB_TEXTURE_RG, NULL},
1463 {WINED3DFMT_R8_UINT, GL_R8UI, GL_R8UI, 0,
1464 GL_RED_INTEGER, GL_UNSIGNED_BYTE, 0,
1465 WINED3DFMT_FLAG_TEXTURE | WINED3DFMT_FLAG_RENDERTARGET,
1466 ARB_TEXTURE_RG, NULL},
1467 {WINED3DFMT_R8_SINT, GL_R8I, GL_R8I, 0,
1468 GL_RED_INTEGER, GL_BYTE, 0,
1469 WINED3DFMT_FLAG_TEXTURE | WINED3DFMT_FLAG_RENDERTARGET,
1470 ARB_TEXTURE_RG, NULL},
1471 /* Luminance */
1472 {WINED3DFMT_L8_UNORM, GL_LUMINANCE8, GL_SLUMINANCE8_EXT, 0,
1473 GL_LUMINANCE, GL_UNSIGNED_BYTE, 0,
1474 WINED3DFMT_FLAG_TEXTURE | WINED3DFMT_FLAG_POSTPIXELSHADER_BLENDING | WINED3DFMT_FLAG_FILTERING
1475 | WINED3DFMT_FLAG_SRGB_READ,
1476 WINED3D_GL_LEGACY_CONTEXT, NULL},
1477 {WINED3DFMT_L8_UNORM, GL_R8, GL_R8, 0,
1478 GL_RED, GL_UNSIGNED_BYTE, 0,
1479 WINED3DFMT_FLAG_TEXTURE | WINED3DFMT_FLAG_POSTPIXELSHADER_BLENDING | WINED3DFMT_FLAG_FILTERING
1480 | WINED3DFMT_FLAG_RENDERTARGET,
1481 ARB_TEXTURE_RG, NULL},
1482 {WINED3DFMT_L8A8_UNORM, GL_RG8, GL_RG8, 0,
1483 GL_RG, GL_UNSIGNED_BYTE, 0,
1484 WINED3DFMT_FLAG_TEXTURE | WINED3DFMT_FLAG_POSTPIXELSHADER_BLENDING | WINED3DFMT_FLAG_FILTERING,
1485 ARB_TEXTURE_RG, NULL},
1486 {WINED3DFMT_L8A8_UNORM, GL_LUMINANCE8_ALPHA8, GL_SLUMINANCE8_ALPHA8_EXT, 0,
1487 GL_LUMINANCE_ALPHA, GL_UNSIGNED_BYTE, 0,
1488 WINED3DFMT_FLAG_TEXTURE | WINED3DFMT_FLAG_POSTPIXELSHADER_BLENDING | WINED3DFMT_FLAG_FILTERING
1489 | WINED3DFMT_FLAG_SRGB_READ,
1490 WINED3D_GL_LEGACY_CONTEXT, NULL},
1491 {WINED3DFMT_L4A4_UNORM, GL_RG8, GL_RG8, 0,
1492 GL_RG, GL_UNSIGNED_BYTE, 2,
1493 WINED3DFMT_FLAG_FILTERING,
1494 ARB_TEXTURE_RG, convert_l4a4_unorm},
1495 {WINED3DFMT_L4A4_UNORM, GL_LUMINANCE4_ALPHA4, GL_LUMINANCE4_ALPHA4, 0,
1496 GL_LUMINANCE_ALPHA, GL_UNSIGNED_BYTE, 2,
1497 WINED3DFMT_FLAG_FILTERING,
1498 WINED3D_GL_LEGACY_CONTEXT, convert_l4a4_unorm},
1499 {WINED3DFMT_L16_UNORM, GL_R16, GL_R16, 0,
1500 GL_RED, GL_UNSIGNED_SHORT, 0,
1501 WINED3DFMT_FLAG_TEXTURE | WINED3DFMT_FLAG_POSTPIXELSHADER_BLENDING | WINED3DFMT_FLAG_FILTERING,
1502 ARB_TEXTURE_RG, NULL},
1503 {WINED3DFMT_L16_UNORM, GL_LUMINANCE16, GL_LUMINANCE16, 0,
1504 GL_LUMINANCE, GL_UNSIGNED_SHORT, 0,
1505 WINED3DFMT_FLAG_TEXTURE | WINED3DFMT_FLAG_POSTPIXELSHADER_BLENDING | WINED3DFMT_FLAG_FILTERING,
1506 WINED3D_GL_LEGACY_CONTEXT, NULL},
1507 /* Bump mapping stuff */
1508 {WINED3DFMT_R8G8_SNORM, GL_RGB8, GL_RGB8, 0,
1509 GL_BGR, GL_UNSIGNED_BYTE, 3,
1510 WINED3DFMT_FLAG_TEXTURE | WINED3DFMT_FLAG_POSTPIXELSHADER_BLENDING | WINED3DFMT_FLAG_FILTERING
1511 | WINED3DFMT_FLAG_BUMPMAP,
1512 WINED3D_GL_EXT_NONE, convert_r8g8_snorm},
1513 {WINED3DFMT_R8G8_SNORM, GL_DSDT8_NV, GL_DSDT8_NV, 0,
1514 GL_DSDT_NV, GL_BYTE, 0,
1515 WINED3DFMT_FLAG_TEXTURE | WINED3DFMT_FLAG_POSTPIXELSHADER_BLENDING | WINED3DFMT_FLAG_FILTERING
1516 | WINED3DFMT_FLAG_BUMPMAP,
1517 NV_TEXTURE_SHADER, NULL},
1518 {WINED3DFMT_R8G8_SNORM, GL_RG8_SNORM, GL_RG8_SNORM, 0,
1519 GL_RG, GL_BYTE, 0,
1520 WINED3DFMT_FLAG_TEXTURE | WINED3DFMT_FLAG_POSTPIXELSHADER_BLENDING | WINED3DFMT_FLAG_FILTERING
1521 | WINED3DFMT_FLAG_RENDERTARGET | WINED3DFMT_FLAG_BUMPMAP,
1522 EXT_TEXTURE_SNORM, NULL},
1523 {WINED3DFMT_R5G5_SNORM_L6_UNORM, GL_RGB5, GL_RGB5, 0,
1524 GL_RGB, GL_UNSIGNED_SHORT_5_6_5, 2,
1525 WINED3DFMT_FLAG_TEXTURE | WINED3DFMT_FLAG_POSTPIXELSHADER_BLENDING | WINED3DFMT_FLAG_FILTERING
1526 | WINED3DFMT_FLAG_BUMPMAP,
1527 WINED3D_GL_EXT_NONE, convert_r5g5_snorm_l6_unorm},
1528 {WINED3DFMT_R5G5_SNORM_L6_UNORM, GL_DSDT8_MAG8_NV, GL_DSDT8_MAG8_NV, 0,
1529 GL_DSDT_MAG_NV, GL_BYTE, 3,
1530 WINED3DFMT_FLAG_TEXTURE | WINED3DFMT_FLAG_POSTPIXELSHADER_BLENDING | WINED3DFMT_FLAG_FILTERING
1531 | WINED3DFMT_FLAG_BUMPMAP,
1532 NV_TEXTURE_SHADER, convert_r5g5_snorm_l6_unorm_nv},
1533 {WINED3DFMT_R5G5_SNORM_L6_UNORM, GL_RGB8_SNORM, GL_RGB8_SNORM, 0,
1534 GL_RGBA, GL_BYTE, 4,
1535 WINED3DFMT_FLAG_TEXTURE | WINED3DFMT_FLAG_POSTPIXELSHADER_BLENDING | WINED3DFMT_FLAG_FILTERING
1536 | WINED3DFMT_FLAG_BUMPMAP,
1537 EXT_TEXTURE_SNORM, convert_r5g5_snorm_l6_unorm_ext},
1538 {WINED3DFMT_R8G8_SNORM_L8X8_UNORM, GL_RGB8, GL_RGB8, 0,
1539 GL_BGRA, GL_UNSIGNED_INT_8_8_8_8_REV, 4,
1540 WINED3DFMT_FLAG_TEXTURE | WINED3DFMT_FLAG_POSTPIXELSHADER_BLENDING | WINED3DFMT_FLAG_FILTERING
1541 | WINED3DFMT_FLAG_BUMPMAP,
1542 WINED3D_GL_EXT_NONE, convert_r8g8_snorm_l8x8_unorm},
1543 {WINED3DFMT_R8G8_SNORM_L8X8_UNORM, GL_DSDT8_MAG8_INTENSITY8_NV, GL_DSDT8_MAG8_INTENSITY8_NV, 0,
1544 GL_DSDT_MAG_VIB_NV, GL_UNSIGNED_INT_8_8_S8_S8_REV_NV, 4,
1545 WINED3DFMT_FLAG_TEXTURE | WINED3DFMT_FLAG_POSTPIXELSHADER_BLENDING | WINED3DFMT_FLAG_FILTERING
1546 | WINED3DFMT_FLAG_BUMPMAP,
1547 NV_TEXTURE_SHADER, convert_r8g8_snorm_l8x8_unorm_nv},
1548 {WINED3DFMT_R8G8B8A8_SNORM, GL_RGBA8, GL_RGBA8, 0,
1549 GL_BGRA, GL_UNSIGNED_BYTE, 4,
1550 WINED3DFMT_FLAG_TEXTURE | WINED3DFMT_FLAG_POSTPIXELSHADER_BLENDING | WINED3DFMT_FLAG_FILTERING
1551 | WINED3DFMT_FLAG_BUMPMAP,
1552 WINED3D_GL_EXT_NONE, convert_r8g8b8a8_snorm},
1553 {WINED3DFMT_R8G8B8A8_SNORM, GL_SIGNED_RGBA8_NV, GL_SIGNED_RGBA8_NV, 0,
1554 GL_RGBA, GL_BYTE, 0,
1555 WINED3DFMT_FLAG_TEXTURE | WINED3DFMT_FLAG_POSTPIXELSHADER_BLENDING | WINED3DFMT_FLAG_FILTERING
1556 | WINED3DFMT_FLAG_BUMPMAP,
1557 NV_TEXTURE_SHADER, NULL},
1558 {WINED3DFMT_R8G8B8A8_SNORM, GL_RGBA8_SNORM, GL_RGBA8_SNORM, 0,
1559 GL_RGBA, GL_BYTE, 0,
1560 WINED3DFMT_FLAG_TEXTURE | WINED3DFMT_FLAG_POSTPIXELSHADER_BLENDING | WINED3DFMT_FLAG_FILTERING
1561 | WINED3DFMT_FLAG_RENDERTARGET | WINED3DFMT_FLAG_BUMPMAP,
1562 EXT_TEXTURE_SNORM, NULL},
1563 {WINED3DFMT_R16G16_SNORM, GL_RGB16, GL_RGB16, 0,
1564 GL_BGR, GL_UNSIGNED_SHORT, 6,
1565 WINED3DFMT_FLAG_TEXTURE | WINED3DFMT_FLAG_POSTPIXELSHADER_BLENDING | WINED3DFMT_FLAG_FILTERING
1566 | WINED3DFMT_FLAG_BUMPMAP,
1567 WINED3D_GL_EXT_NONE, convert_r16g16_snorm},
1568 {WINED3DFMT_R16G16_SNORM, GL_SIGNED_HILO16_NV, GL_SIGNED_HILO16_NV, 0,
1569 GL_HILO_NV, GL_SHORT, 0,
1570 WINED3DFMT_FLAG_TEXTURE | WINED3DFMT_FLAG_POSTPIXELSHADER_BLENDING | WINED3DFMT_FLAG_FILTERING
1571 | WINED3DFMT_FLAG_BUMPMAP,
1572 NV_TEXTURE_SHADER, NULL},
1573 {WINED3DFMT_R16G16_SNORM, GL_RG16_SNORM, GL_RG16_SNORM, 0,
1574 GL_RG, GL_SHORT, 0,
1575 WINED3DFMT_FLAG_TEXTURE | WINED3DFMT_FLAG_POSTPIXELSHADER_BLENDING | WINED3DFMT_FLAG_FILTERING
1576 | WINED3DFMT_FLAG_RENDERTARGET | WINED3DFMT_FLAG_BUMPMAP,
1577 EXT_TEXTURE_SNORM, NULL},
1578 {WINED3DFMT_R16G16B16A16_SNORM, GL_RGBA16_SNORM, GL_RGBA16_SNORM, 0,
1579 GL_RGBA, GL_SHORT, 0,
1580 WINED3DFMT_FLAG_TEXTURE | WINED3DFMT_FLAG_POSTPIXELSHADER_BLENDING | WINED3DFMT_FLAG_FILTERING
1581 | WINED3DFMT_FLAG_RENDERTARGET,
1582 EXT_TEXTURE_SNORM, NULL},
1583 {WINED3DFMT_R16_SNORM, GL_R16_SNORM, GL_R16_SNORM, 0,
1584 GL_RED, GL_SHORT, 0,
1585 WINED3DFMT_FLAG_TEXTURE | WINED3DFMT_FLAG_POSTPIXELSHADER_BLENDING | WINED3DFMT_FLAG_FILTERING
1586 | WINED3DFMT_FLAG_RENDERTARGET,
1587 EXT_TEXTURE_SNORM, NULL},
1588 {WINED3DFMT_R8_SNORM, GL_R8_SNORM, GL_R8_SNORM, 0,
1589 GL_RED, GL_BYTE, 0,
1590 WINED3DFMT_FLAG_TEXTURE | WINED3DFMT_FLAG_POSTPIXELSHADER_BLENDING | WINED3DFMT_FLAG_FILTERING
1591 | WINED3DFMT_FLAG_RENDERTARGET,
1592 EXT_TEXTURE_SNORM, NULL},
1593 /* Depth stencil formats */
1594 {WINED3DFMT_D16_LOCKABLE, GL_DEPTH_COMPONENT, GL_DEPTH_COMPONENT, 0,
1595 GL_DEPTH_COMPONENT, GL_UNSIGNED_SHORT, 0,
1596 WINED3DFMT_FLAG_DEPTH,
1597 WINED3D_GL_EXT_NONE, NULL},
1598 {WINED3DFMT_D16_LOCKABLE, GL_DEPTH_COMPONENT16, GL_DEPTH_COMPONENT16, 0,
1599 GL_DEPTH_COMPONENT, GL_UNSIGNED_SHORT, 0,
1600 WINED3DFMT_FLAG_TEXTURE | WINED3DFMT_FLAG_DEPTH | WINED3DFMT_FLAG_SHADOW,
1601 ARB_DEPTH_TEXTURE, NULL},
1602 {WINED3DFMT_D32_UNORM, GL_DEPTH_COMPONENT, GL_DEPTH_COMPONENT, 0,
1603 GL_DEPTH_COMPONENT, GL_UNSIGNED_INT, 0,
1604 WINED3DFMT_FLAG_DEPTH,
1605 WINED3D_GL_EXT_NONE, NULL},
1606 {WINED3DFMT_D32_UNORM, GL_DEPTH_COMPONENT32_ARB, GL_DEPTH_COMPONENT32_ARB, 0,
1607 GL_DEPTH_COMPONENT, GL_UNSIGNED_INT, 0,
1608 WINED3DFMT_FLAG_TEXTURE | WINED3DFMT_FLAG_DEPTH | WINED3DFMT_FLAG_SHADOW,
1609 ARB_DEPTH_TEXTURE, NULL},
1610 {WINED3DFMT_S1_UINT_D15_UNORM, GL_DEPTH_COMPONENT16, GL_DEPTH_COMPONENT16, 0,
1611 GL_DEPTH_COMPONENT, GL_UNSIGNED_SHORT, 0,
1612 WINED3DFMT_FLAG_DEPTH | WINED3DFMT_FLAG_SHADOW,
1613 ARB_DEPTH_TEXTURE, NULL},
1614 {WINED3DFMT_S1_UINT_D15_UNORM, GL_DEPTH24_STENCIL8_EXT, GL_DEPTH24_STENCIL8_EXT, 0,
1615 GL_DEPTH_STENCIL_EXT, GL_UNSIGNED_INT_24_8_EXT, 4,
1616 WINED3DFMT_FLAG_DEPTH | WINED3DFMT_FLAG_STENCIL | WINED3DFMT_FLAG_SHADOW,
1617 EXT_PACKED_DEPTH_STENCIL, convert_s1_uint_d15_unorm},
1618 {WINED3DFMT_S1_UINT_D15_UNORM, GL_DEPTH24_STENCIL8, GL_DEPTH24_STENCIL8, 0,
1619 GL_DEPTH_STENCIL, GL_UNSIGNED_INT_24_8, 4,
1620 WINED3DFMT_FLAG_DEPTH | WINED3DFMT_FLAG_STENCIL | WINED3DFMT_FLAG_SHADOW,
1621 ARB_FRAMEBUFFER_OBJECT, convert_s1_uint_d15_unorm},
1622 {WINED3DFMT_D24_UNORM_S8_UINT, GL_DEPTH_COMPONENT24_ARB, GL_DEPTH_COMPONENT24_ARB, 0,
1623 GL_DEPTH_COMPONENT, GL_UNSIGNED_INT, 0,
1624 WINED3DFMT_FLAG_TEXTURE | WINED3DFMT_FLAG_POSTPIXELSHADER_BLENDING | WINED3DFMT_FLAG_FILTERING
1625 | WINED3DFMT_FLAG_DEPTH | WINED3DFMT_FLAG_SHADOW,
1626 ARB_DEPTH_TEXTURE, NULL},
1627 {WINED3DFMT_D24_UNORM_S8_UINT, GL_DEPTH24_STENCIL8_EXT, GL_DEPTH24_STENCIL8_EXT, 0,
1628 GL_DEPTH_STENCIL_EXT, GL_UNSIGNED_INT_24_8_EXT, 0,
1629 WINED3DFMT_FLAG_TEXTURE | WINED3DFMT_FLAG_POSTPIXELSHADER_BLENDING | WINED3DFMT_FLAG_FILTERING
1630 | WINED3DFMT_FLAG_DEPTH | WINED3DFMT_FLAG_STENCIL | WINED3DFMT_FLAG_SHADOW,
1631 EXT_PACKED_DEPTH_STENCIL, NULL},
1632 {WINED3DFMT_D24_UNORM_S8_UINT, GL_DEPTH24_STENCIL8, GL_DEPTH24_STENCIL8, 0,
1633 GL_DEPTH_STENCIL, GL_UNSIGNED_INT_24_8, 0,
1634 WINED3DFMT_FLAG_TEXTURE | WINED3DFMT_FLAG_POSTPIXELSHADER_BLENDING | WINED3DFMT_FLAG_FILTERING
1635 | WINED3DFMT_FLAG_DEPTH | WINED3DFMT_FLAG_STENCIL | WINED3DFMT_FLAG_SHADOW,
1636 ARB_FRAMEBUFFER_OBJECT, NULL},
1637 {WINED3DFMT_X8D24_UNORM, GL_DEPTH_COMPONENT, GL_DEPTH_COMPONENT, 0,
1638 GL_DEPTH_COMPONENT, GL_UNSIGNED_INT, 4,
1639 WINED3DFMT_FLAG_DEPTH,
1640 WINED3D_GL_EXT_NONE, x8_d24_unorm_upload, x8_d24_unorm_download},
1641 {WINED3DFMT_X8D24_UNORM, GL_DEPTH_COMPONENT24_ARB, GL_DEPTH_COMPONENT24_ARB, 0,
1642 GL_DEPTH_COMPONENT, GL_UNSIGNED_INT, 4,
1643 WINED3DFMT_FLAG_TEXTURE | WINED3DFMT_FLAG_POSTPIXELSHADER_BLENDING | WINED3DFMT_FLAG_FILTERING
1644 | WINED3DFMT_FLAG_DEPTH | WINED3DFMT_FLAG_SHADOW,
1645 ARB_DEPTH_TEXTURE, x8_d24_unorm_upload, x8_d24_unorm_download},
1646 {WINED3DFMT_S4X4_UINT_D24_UNORM, GL_DEPTH_COMPONENT24_ARB, GL_DEPTH_COMPONENT24_ARB, 0,
1647 GL_DEPTH_COMPONENT, GL_UNSIGNED_INT, 0,
1648 WINED3DFMT_FLAG_DEPTH | WINED3DFMT_FLAG_SHADOW,
1649 ARB_DEPTH_TEXTURE, NULL},
1650 {WINED3DFMT_S4X4_UINT_D24_UNORM, GL_DEPTH24_STENCIL8_EXT, GL_DEPTH24_STENCIL8_EXT, 0,
1651 GL_DEPTH_STENCIL_EXT, GL_UNSIGNED_INT_24_8_EXT, 4,
1652 WINED3DFMT_FLAG_DEPTH | WINED3DFMT_FLAG_STENCIL | WINED3DFMT_FLAG_SHADOW,
1653 EXT_PACKED_DEPTH_STENCIL, convert_s4x4_uint_d24_unorm},
1654 {WINED3DFMT_S4X4_UINT_D24_UNORM, GL_DEPTH24_STENCIL8, GL_DEPTH24_STENCIL8, 0,
1655 GL_DEPTH_STENCIL, GL_UNSIGNED_INT_24_8, 4,
1656 WINED3DFMT_FLAG_DEPTH | WINED3DFMT_FLAG_STENCIL | WINED3DFMT_FLAG_SHADOW,
1657 ARB_FRAMEBUFFER_OBJECT, convert_s4x4_uint_d24_unorm},
1658 {WINED3DFMT_D16_UNORM, GL_DEPTH_COMPONENT, GL_DEPTH_COMPONENT, 0,
1659 GL_DEPTH_COMPONENT, GL_UNSIGNED_SHORT, 0,
1660 WINED3DFMT_FLAG_DEPTH,
1661 WINED3D_GL_EXT_NONE, NULL},
1662 {WINED3DFMT_D16_UNORM, GL_DEPTH_COMPONENT16, GL_DEPTH_COMPONENT16, 0,
1663 GL_DEPTH_COMPONENT, GL_UNSIGNED_SHORT, 0,
1664 WINED3DFMT_FLAG_TEXTURE | WINED3DFMT_FLAG_POSTPIXELSHADER_BLENDING | WINED3DFMT_FLAG_FILTERING
1665 | WINED3DFMT_FLAG_DEPTH | WINED3DFMT_FLAG_SHADOW,
1666 ARB_DEPTH_TEXTURE, NULL},
1667 {WINED3DFMT_D32_FLOAT, GL_DEPTH_COMPONENT32F, GL_DEPTH_COMPONENT32F, 0,
1668 GL_DEPTH_COMPONENT, GL_FLOAT, 0,
1669 WINED3DFMT_FLAG_TEXTURE | WINED3DFMT_FLAG_DEPTH | WINED3DFMT_FLAG_SHADOW,
1670 ARB_DEPTH_BUFFER_FLOAT, NULL},
1671 {WINED3DFMT_D32_FLOAT_S8X24_UINT, GL_DEPTH32F_STENCIL8, GL_DEPTH32F_STENCIL8, 0,
1672 GL_DEPTH_STENCIL, GL_FLOAT_32_UNSIGNED_INT_24_8_REV, 0,
1673 WINED3DFMT_FLAG_TEXTURE | WINED3DFMT_FLAG_DEPTH | WINED3DFMT_FLAG_STENCIL | WINED3DFMT_FLAG_SHADOW,
1674 ARB_DEPTH_BUFFER_FLOAT, NULL},
1675 {WINED3DFMT_S8_UINT_D24_FLOAT, GL_DEPTH32F_STENCIL8, GL_DEPTH32F_STENCIL8, 0,
1676 GL_DEPTH_STENCIL, GL_FLOAT_32_UNSIGNED_INT_24_8_REV, 8,
1677 WINED3DFMT_FLAG_TEXTURE | WINED3DFMT_FLAG_DEPTH | WINED3DFMT_FLAG_STENCIL | WINED3DFMT_FLAG_SHADOW,
1678 ARB_DEPTH_BUFFER_FLOAT, convert_s8_uint_d24_float},
1679 {WINED3DFMT_R32G32B32A32_UINT, GL_RGBA32UI, GL_RGBA32UI, 0,
1680 GL_RGBA_INTEGER, GL_UNSIGNED_INT, 0,
1681 WINED3DFMT_FLAG_TEXTURE | WINED3DFMT_FLAG_RENDERTARGET,
1682 EXT_TEXTURE_INTEGER, NULL},
1683 {WINED3DFMT_R32G32B32A32_SINT, GL_RGBA32I, GL_RGBA32I, 0,
1684 GL_RGBA_INTEGER, GL_INT, 0,
1685 WINED3DFMT_FLAG_TEXTURE | WINED3DFMT_FLAG_RENDERTARGET,
1686 EXT_TEXTURE_INTEGER, NULL},
1687 {WINED3DFMT_R24_UNORM_X8_TYPELESS, GL_DEPTH_COMPONENT24_ARB, GL_DEPTH_COMPONENT24_ARB, 0,
1688 GL_DEPTH_COMPONENT, GL_UNSIGNED_INT_24_8, 0,
1689 WINED3DFMT_FLAG_TEXTURE | WINED3DFMT_FLAG_DEPTH,
1690 ARB_DEPTH_TEXTURE, NULL},
1691 /* Vendor-specific formats */
1692 {WINED3DFMT_ATI1N, GL_COMPRESSED_RED_RGTC1, GL_COMPRESSED_RED_RGTC1, 0,
1693 GL_RED, GL_UNSIGNED_BYTE, 0,
1694 WINED3DFMT_FLAG_TEXTURE | WINED3DFMT_FLAG_POSTPIXELSHADER_BLENDING | WINED3DFMT_FLAG_FILTERING
1695 | WINED3DFMT_FLAG_COMPRESSED,
1696 ARB_TEXTURE_COMPRESSION_RGTC, NULL},
1697 {WINED3DFMT_ATI2N, GL_COMPRESSED_LUMINANCE_ALPHA_3DC_ATI, GL_COMPRESSED_LUMINANCE_ALPHA_3DC_ATI, 0,
1698 GL_LUMINANCE_ALPHA, GL_UNSIGNED_BYTE, 0,
1699 WINED3DFMT_FLAG_TEXTURE | WINED3DFMT_FLAG_POSTPIXELSHADER_BLENDING | WINED3DFMT_FLAG_FILTERING
1700 | WINED3DFMT_FLAG_COMPRESSED,
1701 ATI_TEXTURE_COMPRESSION_3DC, NULL},
1702 {WINED3DFMT_ATI2N, GL_COMPRESSED_RG_RGTC2, GL_COMPRESSED_RG_RGTC2, 0,
1703 GL_LUMINANCE_ALPHA, GL_UNSIGNED_BYTE, 0,
1704 WINED3DFMT_FLAG_TEXTURE | WINED3DFMT_FLAG_POSTPIXELSHADER_BLENDING | WINED3DFMT_FLAG_FILTERING
1705 | WINED3DFMT_FLAG_COMPRESSED,
1706 EXT_TEXTURE_COMPRESSION_RGTC, NULL},
1707 {WINED3DFMT_ATI2N, GL_COMPRESSED_RG_RGTC2, GL_COMPRESSED_RG_RGTC2, 0,
1708 GL_RG, GL_UNSIGNED_BYTE, 0,
1709 WINED3DFMT_FLAG_TEXTURE | WINED3DFMT_FLAG_POSTPIXELSHADER_BLENDING | WINED3DFMT_FLAG_FILTERING
1710 | WINED3DFMT_FLAG_COMPRESSED,
1711 ARB_TEXTURE_COMPRESSION_RGTC, NULL},
1712 {WINED3DFMT_INTZ, GL_DEPTH24_STENCIL8_EXT, GL_DEPTH24_STENCIL8_EXT, 0,
1713 GL_DEPTH_STENCIL_EXT, GL_UNSIGNED_INT_24_8_EXT, 0,
1714 WINED3DFMT_FLAG_TEXTURE | WINED3DFMT_FLAG_POSTPIXELSHADER_BLENDING | WINED3DFMT_FLAG_FILTERING
1715 | WINED3DFMT_FLAG_DEPTH | WINED3DFMT_FLAG_STENCIL,
1716 EXT_PACKED_DEPTH_STENCIL, NULL},
1717 {WINED3DFMT_INTZ, GL_DEPTH24_STENCIL8, GL_DEPTH24_STENCIL8, 0,
1718 GL_DEPTH_STENCIL, GL_UNSIGNED_INT_24_8, 0,
1719 WINED3DFMT_FLAG_TEXTURE | WINED3DFMT_FLAG_POSTPIXELSHADER_BLENDING | WINED3DFMT_FLAG_FILTERING
1720 | WINED3DFMT_FLAG_DEPTH | WINED3DFMT_FLAG_STENCIL,
1721 ARB_FRAMEBUFFER_OBJECT, NULL},
1722 {WINED3DFMT_NULL, 0, 0, 0,
1723 GL_RGBA, GL_UNSIGNED_INT_8_8_8_8_REV, 0,
1724 WINED3DFMT_FLAG_TEXTURE | WINED3DFMT_FLAG_RENDERTARGET | WINED3DFMT_FLAG_FBO_ATTACHABLE,
1725 ARB_FRAMEBUFFER_OBJECT, NULL},
1726 /* DirectX 10 HDR formats */
1727 {WINED3DFMT_R9G9B9E5_SHAREDEXP, GL_RGB9_E5_EXT, GL_RGB9_E5_EXT, 0,
1728 GL_RGB, GL_UNSIGNED_INT_5_9_9_9_REV_EXT, 0,
1729 WINED3DFMT_FLAG_TEXTURE | WINED3DFMT_FLAG_POSTPIXELSHADER_BLENDING | WINED3DFMT_FLAG_FILTERING,
1730 EXT_TEXTURE_SHARED_EXPONENT, NULL},
1731 };
1732
1733 struct wined3d_format_srgb_info
1734 {
1735 enum wined3d_format_id srgb_format_id;
1736 enum wined3d_format_id base_format_id;
1737 };
1738
1739 static const struct wined3d_format_srgb_info format_srgb_info[] =
1740 {
1741 {WINED3DFMT_R8G8B8A8_UNORM_SRGB, WINED3DFMT_R8G8B8A8_UNORM},
1742 {WINED3DFMT_BC1_UNORM_SRGB, WINED3DFMT_BC1_UNORM},
1743 {WINED3DFMT_BC2_UNORM_SRGB, WINED3DFMT_BC2_UNORM},
1744 {WINED3DFMT_BC3_UNORM_SRGB, WINED3DFMT_BC3_UNORM},
1745 {WINED3DFMT_B8G8R8A8_UNORM_SRGB, WINED3DFMT_B8G8R8A8_UNORM},
1746 {WINED3DFMT_B8G8R8X8_UNORM_SRGB, WINED3DFMT_B8G8R8X8_UNORM},
1747 {WINED3DFMT_BC7_UNORM_SRGB, WINED3DFMT_BC7_UNORM},
1748 };
1749
1750 static inline int get_format_idx(enum wined3d_format_id format_id)
1751 {
1752 unsigned int i;
1753
1754 if (format_id < WINED3D_FORMAT_FOURCC_BASE)
1755 return format_id;
1756
1757 for (i = 0; i < ARRAY_SIZE(format_index_remap); ++i)
1758 {
1759 if (format_index_remap[i].id == format_id)
1760 return format_index_remap[i].idx;
1761 }
1762
1763 return -1;
1764 }
1765
1766 static struct wined3d_format *get_format_internal(struct wined3d_gl_info *gl_info,
1767 enum wined3d_format_id format_id)
1768 {
1769 int fmt_idx;
1770
1771 if ((fmt_idx = get_format_idx(format_id)) == -1)
1772 {
1773 ERR("Format %s (%#x) not found.\n", debug_d3dformat(format_id), format_id);
1774 return NULL;
1775 }
1776
1777 return &gl_info->formats[fmt_idx];
1778 }
1779
1780 static void copy_format(struct wined3d_format *dst_format, const struct wined3d_format *src_format)
1781 {
1782 enum wined3d_format_id id = dst_format->id;
1783 *dst_format = *src_format;
1784 dst_format->id = id;
1785 }
1786
1787 static void format_set_flag(struct wined3d_format *format, unsigned int flag)
1788 {
1789 unsigned int i;
1790
1791 for (i = 0; i < ARRAY_SIZE(format->flags); ++i)
1792 format->flags[i] |= flag;
1793 }
1794
1795 static void format_clear_flag(struct wined3d_format *format, unsigned int flag)
1796 {
1797 unsigned int i;
1798
1799 for (i = 0; i < ARRAY_SIZE(format->flags); ++i)
1800 format->flags[i] &= ~flag;
1801 }
1802
1803 static enum wined3d_channel_type map_channel_type(char t)
1804 {
1805 switch (t)
1806 {
1807 case 'u':
1808 return WINED3D_CHANNEL_TYPE_UNORM;
1809 case 'i':
1810 return WINED3D_CHANNEL_TYPE_SNORM;
1811 case 'U':
1812 return WINED3D_CHANNEL_TYPE_UINT;
1813 case 'I':
1814 return WINED3D_CHANNEL_TYPE_SINT;
1815 case 'F':
1816 return WINED3D_CHANNEL_TYPE_FLOAT;
1817 case 'D':
1818 return WINED3D_CHANNEL_TYPE_DEPTH;
1819 case 'S':
1820 return WINED3D_CHANNEL_TYPE_STENCIL;
1821 case 'X':
1822 return WINED3D_CHANNEL_TYPE_UNUSED;
1823 default:
1824 ERR("Invalid channel type '%c'.\n", t);
1825 return WINED3D_CHANNEL_TYPE_NONE;
1826 }
1827 }
1828
1829 static BOOL init_format_base_info(struct wined3d_gl_info *gl_info)
1830 {
1831 struct wined3d_format *format;
1832 unsigned int i, j;
1833
1834 gl_info->format_count = WINED3D_FORMAT_COUNT;
1835 if (!(gl_info->formats = heap_calloc(gl_info->format_count
1836 + ARRAY_SIZE(typeless_depth_stencil_formats), sizeof(*gl_info->formats))))
1837 {
1838 ERR("Failed to allocate memory.\n");
1839 return FALSE;
1840 }
1841
1842 for (i = 0; i < ARRAY_SIZE(formats); ++i)
1843 {
1844 if (!(format = get_format_internal(gl_info, formats[i].id)))
1845 goto fail;
1846
1847 format->id = formats[i].id;
1848 format->red_size = formats[i].red_size;
1849 format->green_size = formats[i].green_size;
1850 format->blue_size = formats[i].blue_size;
1851 format->alpha_size = formats[i].alpha_size;
1852 format->red_offset = formats[i].red_offset;
1853 format->green_offset = formats[i].green_offset;
1854 format->blue_offset = formats[i].blue_offset;
1855 format->alpha_offset = formats[i].alpha_offset;
1856 format->byte_count = formats[i].bpp;
1857 format->depth_size = formats[i].depth_size;
1858 format->stencil_size = formats[i].stencil_size;
1859 format->block_width = 1;
1860 format->block_height = 1;
1861 format->block_byte_count = formats[i].bpp;
1862 }
1863
1864 for (i = 0; i < ARRAY_SIZE(typed_formats); ++i)
1865 {
1866 const struct wined3d_format *typeless_format;
1867 DWORD flags = 0;
1868
1869 if (!(format = get_format_internal(gl_info, typed_formats[i].id)))
1870 goto fail;
1871
1872 if (!(typeless_format = get_format_internal(gl_info, typed_formats[i].typeless_id)))
1873 goto fail;
1874
1875 format->id = typed_formats[i].id;
1876 format->red_size = typeless_format->red_size;
1877 format->green_size = typeless_format->green_size;
1878 format->blue_size = typeless_format->blue_size;
1879 format->alpha_size = typeless_format->alpha_size;
1880 format->red_offset = typeless_format->red_offset;
1881 format->green_offset = typeless_format->green_offset;
1882 format->blue_offset = typeless_format->blue_offset;
1883 format->alpha_offset = typeless_format->alpha_offset;
1884 format->byte_count = typeless_format->byte_count;
1885 format->depth_size = typeless_format->depth_size;
1886 format->stencil_size = typeless_format->stencil_size;
1887 format->block_width = typeless_format->block_width;
1888 format->block_height = typeless_format->block_height;
1889 format->block_byte_count = typeless_format->block_byte_count;
1890 format->typeless_id = typeless_format->id;
1891
1892 for (j = 0; j < strlen(typed_formats[i].channels); ++j)
1893 {
1894 enum wined3d_channel_type channel_type = map_channel_type(typed_formats[i].channels[j]);
1895 if (channel_type == WINED3D_CHANNEL_TYPE_UINT || channel_type == WINED3D_CHANNEL_TYPE_SINT)
1896 flags |= WINED3DFMT_FLAG_INTEGER;
1897 if (channel_type == WINED3D_CHANNEL_TYPE_FLOAT)
1898 flags |= WINED3DFMT_FLAG_FLOAT;
1899
1900 if (channel_type == WINED3D_CHANNEL_TYPE_DEPTH && !format->depth_size)
1901 {
1902 format->depth_size = format->red_size;
1903 format->red_size = format->red_offset = 0;
1904 }
1905 }
1906
1907 format_set_flag(format, flags);
1908 }
1909
1910 for (i = 0; i < ARRAY_SIZE(ddi_formats); ++i)
1911 {
1912 if (!(format = get_format_internal(gl_info, ddi_formats[i].id)))
1913 goto fail;
1914
1915 format->ddi_format = ddi_formats[i].ddi_format;
1916 }
1917
1918 for (i = 0; i < ARRAY_SIZE(format_base_flags); ++i)
1919 {
1920 if (!(format = get_format_internal(gl_info, format_base_flags[i].id)))
1921 goto fail;
1922
1923 format_set_flag(format, format_base_flags[i].flags);
1924 }
1925
1926 return TRUE;
1927
1928 fail:
1929 heap_free(gl_info->formats);
1930 return FALSE;
1931 }
1932
1933 static BOOL init_format_block_info(struct wined3d_gl_info *gl_info)
1934 {
1935 struct wined3d_format *format;
1936 unsigned int i;
1937
1938 for (i = 0; i < ARRAY_SIZE(format_block_info); ++i)
1939 {
1940 if (!(format = get_format_internal(gl_info, format_block_info[i].id)))
1941 return FALSE;
1942
1943 format->block_width = format_block_info[i].block_width;
1944 format->block_height = format_block_info[i].block_height;
1945 format->block_byte_count = format_block_info[i].block_byte_count;
1946 format_set_flag(format, WINED3DFMT_FLAG_BLOCKS);
1947 if (!format_block_info[i].verify)
1948 format_set_flag(format, WINED3DFMT_FLAG_BLOCKS_NO_VERIFY);
1949 }
1950
1951 return TRUE;
1952 }
1953
1954 static GLenum wined3d_gl_type_to_enum(enum wined3d_gl_resource_type type)
1955 {
1956 switch (type)
1957 {
1958 case WINED3D_GL_RES_TYPE_TEX_1D:
1959 return GL_TEXTURE_1D;
1960 case WINED3D_GL_RES_TYPE_TEX_2D:
1961 return GL_TEXTURE_2D;
1962 case WINED3D_GL_RES_TYPE_TEX_3D:
1963 return GL_TEXTURE_3D;
1964 case WINED3D_GL_RES_TYPE_TEX_CUBE:
1965 return GL_TEXTURE_CUBE_MAP_ARB;
1966 case WINED3D_GL_RES_TYPE_TEX_RECT:
1967 return GL_TEXTURE_RECTANGLE_ARB;
1968 case WINED3D_GL_RES_TYPE_BUFFER:
1969 return GL_TEXTURE_2D; /* TODO: GL_TEXTURE_BUFFER. */
1970 case WINED3D_GL_RES_TYPE_RB:
1971 return GL_RENDERBUFFER;
1972 case WINED3D_GL_RES_TYPE_COUNT:
1973 break;
1974 }
1975 ERR("Unexpected GL resource type %u.\n", type);
1976 return 0;
1977 }
1978
1979 static void delete_fbo_attachment(const struct wined3d_gl_info *gl_info,
1980 enum wined3d_gl_resource_type d3d_type, GLuint object)
1981 {
1982 switch (d3d_type)
1983 {
1984 case WINED3D_GL_RES_TYPE_TEX_1D:
1985 case WINED3D_GL_RES_TYPE_TEX_2D:
1986 case WINED3D_GL_RES_TYPE_TEX_RECT:
1987 case WINED3D_GL_RES_TYPE_TEX_3D:
1988 case WINED3D_GL_RES_TYPE_TEX_CUBE:
1989 gl_info->gl_ops.gl.p_glDeleteTextures(1, &object);
1990 break;
1991
1992 case WINED3D_GL_RES_TYPE_RB:
1993 gl_info->fbo_ops.glDeleteRenderbuffers(1, &object);
1994 break;
1995
1996 case WINED3D_GL_RES_TYPE_BUFFER:
1997 case WINED3D_GL_RES_TYPE_COUNT:
1998 break;
1999 }
2000 }
2001
2002 /* Context activation is done by the caller. */
2003 static void create_and_bind_fbo_attachment(const struct wined3d_gl_info *gl_info, unsigned int flags,
2004 enum wined3d_gl_resource_type d3d_type, GLuint *object, GLenum internal, GLenum format, GLenum type)
2005 {
2006 GLenum attach_type = flags & WINED3DFMT_FLAG_DEPTH ?
2007 GL_DEPTH_ATTACHMENT : GL_COLOR_ATTACHMENT0;
2008
2009 switch (d3d_type)
2010 {
2011 case WINED3D_GL_RES_TYPE_TEX_1D:
2012 gl_info->gl_ops.gl.p_glGenTextures(1, object);
2013 gl_info->gl_ops.gl.p_glBindTexture(GL_TEXTURE_1D, *object);
2014 gl_info->gl_ops.gl.p_glTexImage1D(GL_TEXTURE_1D, 0, internal, 16, 0, format, type, NULL);
2015 gl_info->gl_ops.gl.p_glTexParameteri(GL_TEXTURE_1D, GL_TEXTURE_MIN_FILTER, GL_NEAREST);
2016 gl_info->gl_ops.gl.p_glTexParameteri(GL_TEXTURE_1D, GL_TEXTURE_MAG_FILTER, GL_NEAREST);
2017
2018 gl_info->fbo_ops.glFramebufferTexture1D(GL_FRAMEBUFFER, attach_type, GL_TEXTURE_1D,
2019 *object, 0);
2020 if (flags & WINED3DFMT_FLAG_STENCIL)
2021 gl_info->fbo_ops.glFramebufferTexture1D(GL_FRAMEBUFFER, GL_STENCIL_ATTACHMENT, GL_TEXTURE_1D,
2022 *object, 0);
2023 break;
2024
2025 case WINED3D_GL_RES_TYPE_TEX_2D:
2026 case WINED3D_GL_RES_TYPE_TEX_RECT:
2027 gl_info->gl_ops.gl.p_glGenTextures(1, object);
2028 gl_info->gl_ops.gl.p_glBindTexture(wined3d_gl_type_to_enum(d3d_type), *object);
2029 gl_info->gl_ops.gl.p_glTexImage2D(wined3d_gl_type_to_enum(d3d_type), 0, internal, 16, 16, 0,
2030 format, type, NULL);
2031 gl_info->gl_ops.gl.p_glTexParameteri(wined3d_gl_type_to_enum(d3d_type), GL_TEXTURE_MIN_FILTER, GL_NEAREST);
2032 gl_info->gl_ops.gl.p_glTexParameteri(wined3d_gl_type_to_enum(d3d_type), GL_TEXTURE_MAG_FILTER, GL_NEAREST);
2033
2034 gl_info->fbo_ops.glFramebufferTexture2D(GL_FRAMEBUFFER, attach_type,
2035 wined3d_gl_type_to_enum(d3d_type), *object, 0);
2036 if (flags & WINED3DFMT_FLAG_STENCIL)
2037 gl_info->fbo_ops.glFramebufferTexture2D(GL_FRAMEBUFFER, GL_STENCIL_ATTACHMENT,
2038 wined3d_gl_type_to_enum(d3d_type), *object, 0);
2039 break;
2040
2041 case WINED3D_GL_RES_TYPE_TEX_3D:
2042 gl_info->gl_ops.gl.p_glGenTextures(1, object);
2043 gl_info->gl_ops.gl.p_glBindTexture(GL_TEXTURE_3D, *object);
2044 GL_EXTCALL(glTexImage3D(GL_TEXTURE_3D, 0, internal, 16, 16, 16, 0, format, type, NULL));
2045 gl_info->gl_ops.gl.p_glTexParameteri(GL_TEXTURE_3D, GL_TEXTURE_MIN_FILTER, GL_NEAREST);
2046 gl_info->gl_ops.gl.p_glTexParameteri(GL_TEXTURE_3D, GL_TEXTURE_MAG_FILTER, GL_NEAREST);
2047
2048 gl_info->fbo_ops.glFramebufferTexture3D(GL_FRAMEBUFFER, attach_type,
2049 GL_TEXTURE_3D, *object, 0, 0);
2050 if (flags & WINED3DFMT_FLAG_STENCIL)
2051 gl_info->fbo_ops.glFramebufferTexture3D(GL_FRAMEBUFFER, GL_STENCIL_ATTACHMENT,
2052 GL_TEXTURE_3D, *object, 0, 0);
2053 break;
2054
2055 case WINED3D_GL_RES_TYPE_TEX_CUBE:
2056 gl_info->gl_ops.gl.p_glGenTextures(1, object);
2057 gl_info->gl_ops.gl.p_glBindTexture(GL_TEXTURE_CUBE_MAP_ARB, *object);
2058 gl_info->gl_ops.gl.p_glTexImage2D(GL_TEXTURE_CUBE_MAP_POSITIVE_X_ARB, 0, internal, 16, 16, 0,
2059 format, type, NULL);
2060 gl_info->gl_ops.gl.p_glTexImage2D(GL_TEXTURE_CUBE_MAP_NEGATIVE_X_ARB, 0, internal, 16, 16, 0,
2061 format, type, NULL);
2062 gl_info->gl_ops.gl.p_glTexImage2D(GL_TEXTURE_CUBE_MAP_POSITIVE_Y_ARB, 0, internal, 16, 16, 0,
2063 format, type, NULL);
2064 gl_info->gl_ops.gl.p_glTexImage2D(GL_TEXTURE_CUBE_MAP_NEGATIVE_Y_ARB, 0, internal, 16, 16, 0,
2065 format, type, NULL);
2066 gl_info->gl_ops.gl.p_glTexImage2D(GL_TEXTURE_CUBE_MAP_POSITIVE_Z_ARB, 0, internal, 16, 16, 0,
2067 format, type, NULL);
2068 gl_info->gl_ops.gl.p_glTexImage2D(GL_TEXTURE_CUBE_MAP_NEGATIVE_Z_ARB, 0, internal, 16, 16, 0,
2069 format, type, NULL);
2070 gl_info->gl_ops.gl.p_glTexParameteri(GL_TEXTURE_CUBE_MAP_ARB, GL_TEXTURE_MIN_FILTER, GL_NEAREST);
2071 gl_info->gl_ops.gl.p_glTexParameteri(GL_TEXTURE_CUBE_MAP_ARB, GL_TEXTURE_MAG_FILTER, GL_NEAREST);
2072
2073 gl_info->fbo_ops.glFramebufferTexture2D(GL_FRAMEBUFFER, attach_type,
2074 GL_TEXTURE_CUBE_MAP_POSITIVE_X_ARB, *object, 0);
2075 if (flags & WINED3DFMT_FLAG_STENCIL)
2076 gl_info->fbo_ops.glFramebufferTexture2D(GL_FRAMEBUFFER, GL_STENCIL_ATTACHMENT,
2077 GL_TEXTURE_CUBE_MAP_POSITIVE_X_ARB, *object, 0);
2078 break;
2079
2080 case WINED3D_GL_RES_TYPE_RB:
2081 gl_info->fbo_ops.glGenRenderbuffers(1, object);
2082 gl_info->fbo_ops.glBindRenderbuffer(GL_RENDERBUFFER, *object);
2083 gl_info->fbo_ops.glRenderbufferStorage(GL_RENDERBUFFER, internal, 16, 16);
2084 gl_info->fbo_ops.glFramebufferRenderbuffer(GL_FRAMEBUFFER, attach_type, GL_RENDERBUFFER,
2085 *object);
2086 if (flags & WINED3DFMT_FLAG_STENCIL)
2087 gl_info->fbo_ops.glFramebufferRenderbuffer(GL_FRAMEBUFFER, GL_STENCIL_ATTACHMENT, GL_RENDERBUFFER,
2088 *object);
2089 break;
2090
2091 case WINED3D_GL_RES_TYPE_BUFFER:
2092 case WINED3D_GL_RES_TYPE_COUNT:
2093 break;
2094 }
2095
2096 /* Ideally we'd skip all formats already known not to work on textures
2097 * by checking for WINED3DFMT_FLAG_TEXTURE here. However, we want to
2098 * know if we can attach WINED3DFMT_P8_UINT textures to FBOs, and this
2099 * format never has WINED3DFMT_FLAG_TEXTURE set. Instead, swallow GL
2100 * errors generated by invalid formats. */
2101 while (gl_info->gl_ops.gl.p_glGetError());
2102 }
2103
2104 static void draw_test_quad(struct wined3d_caps_gl_ctx *ctx, const struct wined3d_vec3 *geometry,
2105 const struct wined3d_color *color)
2106 {
2107 const struct wined3d_gl_info *gl_info = ctx->gl_info;
2108 static const struct wined3d_vec3 default_geometry[] =
2109 {
2110 {-1.0f, -1.0f, 0.0f},
2111 { 1.0f, -1.0f, 0.0f},
2112 {-1.0f, 1.0f, 0.0f},
2113 { 1.0f, 1.0f, 0.0f},
2114 };
2115 static const char vs_core_header[] =
2116 "#version 150\n"
2117 "in vec4 pos;\n"
2118 "in vec4 color;\n"
2119 "out vec4 out_color;\n"
2120 "\n";
2121 static const char vs_legacy_header[] =
2122 "#version 120\n"
2123 "attribute vec4 pos;\n"
2124 "attribute vec4 color;\n"
2125 "varying vec4 out_color;\n"
2126 "\n";
2127 static const char vs_body[] =
2128 "void main()\n"
2129 "{\n"
2130 " gl_Position = pos;\n"
2131 " out_color = color;\n"
2132 "}\n";
2133 static const char fs_core[] =
2134 "#version 150\n"
2135 "in vec4 out_color;\n"
2136 "out vec4 fragment_color;\n"
2137 "\n"
2138 "void main()\n"
2139 "{\n"
2140 " fragment_color = out_color;\n"
2141 "}\n";
2142 static const char fs_legacy[] =
2143 "#version 120\n"
2144 "varying vec4 out_color;\n"
2145 "\n"
2146 "void main()\n"
2147 "{\n"
2148 " gl_FragData[0] = out_color;\n"
2149 "}\n";
2150 const char *source[2];
2151 GLuint vs_id, fs_id;
2152 unsigned int i;
2153
2154 if (!geometry)
2155 geometry = default_geometry;
2156
2157 if (!gl_info->supported[ARB_VERTEX_BUFFER_OBJECT] || !gl_info->supported[ARB_VERTEX_SHADER]
2158 || !gl_info->supported[ARB_FRAGMENT_SHADER])
2159 {
2160 gl_info->gl_ops.gl.p_glDisable(GL_LIGHTING);
2161 gl_info->gl_ops.gl.p_glMatrixMode(GL_MODELVIEW);
2162 gl_info->gl_ops.gl.p_glLoadIdentity();
2163 gl_info->gl_ops.gl.p_glMatrixMode(GL_PROJECTION);
2164 gl_info->gl_ops.gl.p_glLoadIdentity();
2165
2166 gl_info->gl_ops.gl.p_glBegin(GL_TRIANGLE_STRIP);
2167 gl_info->gl_ops.gl.p_glColor4f(color->r, color->g, color->b, color->a);
2168 for (i = 0; i < 4; ++i)
2169 gl_info->gl_ops.gl.p_glVertex3fv(&geometry[i].x);
2170 gl_info->gl_ops.gl.p_glEnd();
2171 checkGLcall("draw quad");
2172 return;
2173 }
2174
2175 if (!ctx->test_vbo)
2176 GL_EXTCALL(glGenBuffers(1, &ctx->test_vbo));
2177 GL_EXTCALL(glBindBuffer(GL_ARRAY_BUFFER, ctx->test_vbo));
2178 GL_EXTCALL(glBufferData(GL_ARRAY_BUFFER, sizeof(struct wined3d_vec3) * 4, geometry, GL_STREAM_DRAW));
2179 GL_EXTCALL(glVertexAttribPointer(0, 3, GL_FLOAT, FALSE, 0, NULL));
2180 GL_EXTCALL(glVertexAttrib4f(1, color->r, color->g, color->b, color->a));
2181 GL_EXTCALL(glEnableVertexAttribArray(0));
2182 GL_EXTCALL(glDisableVertexAttribArray(1));
2183
2184 if (!ctx->test_program_id)
2185 {
2186 #ifdef __REACTOS__
2187 /* workaround CORE-15408 crash for many 3D applications.
2188 VBoxDisp with enabled 3D acceleration only supports OpenGL 2.1 (GLSL 120).
2189 Wine must not use shaders for OpenGL 3.2 (GLSL 150). */
2190 BOOL use_glsl_150 = FALSE;
2191 #else
2192 BOOL use_glsl_150 = gl_info->glsl_version >= MAKEDWORD_VERSION(1, 50);
2193 #endif
2194
2195 ctx->test_program_id = GL_EXTCALL(glCreateProgram());
2196
2197 vs_id = GL_EXTCALL(glCreateShader(GL_VERTEX_SHADER));
2198 source[0] = use_glsl_150 ? vs_core_header : vs_legacy_header;
2199 source[1] = vs_body;
2200 GL_EXTCALL(glShaderSource(vs_id, 2, source, NULL));
2201 GL_EXTCALL(glAttachShader(ctx->test_program_id, vs_id));
2202 GL_EXTCALL(glDeleteShader(vs_id));
2203
2204 fs_id = GL_EXTCALL(glCreateShader(GL_FRAGMENT_SHADER));
2205 source[0] = use_glsl_150 ? fs_core : fs_legacy;
2206 GL_EXTCALL(glShaderSource(fs_id, 1, source, NULL));
2207 GL_EXTCALL(glAttachShader(ctx->test_program_id, fs_id));
2208 GL_EXTCALL(glDeleteShader(fs_id));
2209
2210 GL_EXTCALL(glBindAttribLocation(ctx->test_program_id, 0, "pos"));
2211 GL_EXTCALL(glBindAttribLocation(ctx->test_program_id, 1, "color"));
2212
2213 if (use_glsl_150)
2214 GL_EXTCALL(glBindFragDataLocation(ctx->test_program_id, 0, "fragment_color"));
2215
2216 GL_EXTCALL(glCompileShader(vs_id));
2217 print_glsl_info_log(gl_info, vs_id, FALSE);
2218 GL_EXTCALL(glCompileShader(fs_id));
2219 print_glsl_info_log(gl_info, fs_id, FALSE);
2220 GL_EXTCALL(glLinkProgram(ctx->test_program_id));
2221 shader_glsl_validate_link(gl_info, ctx->test_program_id);
2222 }
2223 GL_EXTCALL(glUseProgram(ctx->test_program_id));
2224
2225 gl_info->gl_ops.gl.p_glDrawArrays(GL_TRIANGLE_STRIP, 0, 4);
2226
2227 GL_EXTCALL(glUseProgram(0));
2228 GL_EXTCALL(glDisableVertexAttribArray(0));
2229 GL_EXTCALL(glBindBuffer(GL_ARRAY_BUFFER, 0));
2230 checkGLcall("draw quad");
2231 }
2232
2233 /* Context activation is done by the caller. */
2234 static void check_fbo_compat(struct wined3d_caps_gl_ctx *ctx, struct wined3d_format *format)
2235 {
2236 /* Check if the default internal format is supported as a frame buffer
2237 * target, otherwise fall back to the render target internal.
2238 *
2239 * Try to stick to the standard format if possible, this limits precision differences. */
2240 static const struct wined3d_color black = {0.0f, 0.0f, 0.0f, 1.0f};
2241 static const struct wined3d_color half_transparent_red = {1.0f, 0.0f, 0.0f, 0.5f};
2242 const struct wined3d_gl_info *gl_info = ctx->gl_info;
2243 GLenum status, rt_internal = format->rtInternal;
2244 GLuint object, color_rb;
2245 enum wined3d_gl_resource_type type;
2246 BOOL fallback_fmt_used = FALSE, regular_fmt_used = FALSE;
2247
2248 gl_info->gl_ops.gl.p_glDisable(GL_BLEND);
2249
2250 for (type = 0; type < ARRAY_SIZE(format->flags); ++type)
2251 {
2252 const char *type_string = "color";
2253
2254 if (type == WINED3D_GL_RES_TYPE_BUFFER)
2255 continue;
2256
2257 create_and_bind_fbo_attachment(gl_info, format->flags[type], type, &object, format->glInternal,
2258 format->glFormat, format->glType);
2259
2260 if (format->flags[type] & (WINED3DFMT_FLAG_DEPTH | WINED3DFMT_FLAG_STENCIL))
2261 {
2262 gl_info->fbo_ops.glGenRenderbuffers(1, &color_rb);
2263 gl_info->fbo_ops.glBindRenderbuffer(GL_RENDERBUFFER, color_rb);
2264 if (type == WINED3D_GL_RES_TYPE_TEX_1D)
2265 gl_info->fbo_ops.glRenderbufferStorage(GL_RENDERBUFFER, GL_RGBA8, 16, 1);
2266 else
2267 gl_info->fbo_ops.glRenderbufferStorage(GL_RENDERBUFFER, GL_RGBA8, 16, 16);
2268
2269 gl_info->fbo_ops.glFramebufferRenderbuffer(GL_FRAMEBUFFER,
2270 GL_COLOR_ATTACHMENT0, GL_RENDERBUFFER, color_rb);
2271 checkGLcall("Create and attach color rb attachment");
2272 type_string = "depth / stencil";
2273 }
2274
2275 status = gl_info->fbo_ops.glCheckFramebufferStatus(GL_FRAMEBUFFER);
2276 checkGLcall("Framebuffer format check");
2277
2278 if (status == GL_FRAMEBUFFER_COMPLETE)
2279 {
2280 TRACE("Format %s is supported as FBO %s attachment, type %u.\n",
2281 debug_d3dformat(format->id), type_string, type);
2282 format->flags[type] |= WINED3DFMT_FLAG_FBO_ATTACHABLE;
2283 format->rtInternal = format->glInternal;
2284 regular_fmt_used = TRUE;
2285 }
2286 else
2287 {
2288 if (!rt_internal)
2289 {
2290 if (format->flags[type] & WINED3DFMT_FLAG_RENDERTARGET)
2291 {
2292 WARN("Format %s with rendertarget flag is not supported as FBO color attachment (type %u),"
2293 " and no fallback specified.\n", debug_d3dformat(format->id), type);
2294 format->flags[type] &= ~WINED3DFMT_FLAG_RENDERTARGET;
2295 }
2296 else
2297 {
2298 TRACE("Format %s is not supported as FBO %s attachment, type %u.\n",
2299 debug_d3dformat(format->id), type_string, type);
2300 }
2301 format->rtInternal = format->glInternal;
2302 }
2303 else
2304 {
2305 TRACE("Format %s is not supported as FBO %s attachment (type %u),"
2306 " trying rtInternal format as fallback.\n",
2307 debug_d3dformat(format->id), type_string, type);
2308
2309 while (gl_info->gl_ops.gl.p_glGetError());
2310
2311 delete_fbo_attachment(gl_info, type, object);
2312 create_and_bind_fbo_attachment(gl_info, format->flags[type], type, &object, format->rtInternal,
2313 format->glFormat, format->glType);
2314
2315 status = gl_info->fbo_ops.glCheckFramebufferStatus(GL_FRAMEBUFFER);
2316 checkGLcall("Framebuffer format check");
2317
2318 if (status == GL_FRAMEBUFFER_COMPLETE)
2319 {
2320 TRACE("Format %s rtInternal format is supported as FBO %s attachment, type %u.\n",
2321 debug_d3dformat(format->id), type_string, type);
2322 fallback_fmt_used = TRUE;
2323 }
2324 else
2325 {
2326 WARN("Format %s rtInternal format is not supported as FBO %s attachment, type %u.\n",
2327 debug_d3dformat(format->id), type_string, type);
2328 format->flags[type] &= ~WINED3DFMT_FLAG_RENDERTARGET;
2329 }
2330 }
2331 }
2332
2333 if (status == GL_FRAMEBUFFER_COMPLETE
2334 && ((format->flags[type] & WINED3DFMT_FLAG_POSTPIXELSHADER_BLENDING)
2335 || !(gl_info->quirks & WINED3D_QUIRK_LIMITED_TEX_FILTERING))
2336 && !(format->flags[type] & WINED3DFMT_FLAG_INTEGER)
2337 && format->id != WINED3DFMT_NULL && format->id != WINED3DFMT_P8_UINT
2338 && format->glFormat != GL_LUMINANCE && format->glFormat != GL_LUMINANCE_ALPHA
2339 && (format->red_size || format->alpha_size))
2340 {
2341 DWORD readback[16 * 16 * 16], color, r_range, a_range;
2342 BYTE r, a;
2343 BOOL match = TRUE;
2344 GLuint rb;
2345
2346 if (gl_info->supported[ARB_FRAMEBUFFER_OBJECT]
2347 || gl_info->supported[EXT_PACKED_DEPTH_STENCIL])
2348 {
2349 gl_info->fbo_ops.glGenRenderbuffers(1, &rb);
2350 gl_info->fbo_ops.glBindRenderbuffer(GL_RENDERBUFFER, rb);
2351 if (type == WINED3D_GL_RES_TYPE_TEX_1D)
2352 gl_info->fbo_ops.glRenderbufferStorage(GL_RENDERBUFFER, GL_DEPTH24_STENCIL8, 16, 1);
2353 else
2354 gl_info->fbo_ops.glRenderbufferStorage(GL_RENDERBUFFER, GL_DEPTH24_STENCIL8, 16, 16);
2355 gl_info->fbo_ops.glFramebufferRenderbuffer(GL_FRAMEBUFFER, GL_DEPTH_ATTACHMENT, GL_RENDERBUFFER, rb);
2356 gl_info->fbo_ops.glFramebufferRenderbuffer(GL_FRAMEBUFFER, GL_STENCIL_ATTACHMENT, GL_RENDERBUFFER, rb);
2357 checkGLcall("RB attachment");
2358 }
2359
2360 gl_info->gl_ops.gl.p_glEnable(GL_BLEND);
2361 gl_info->gl_ops.gl.p_glClearColor(0.0f, 0.0f, 0.0f, 1.0f);
2362 gl_info->gl_ops.gl.p_glClear(GL_COLOR_BUFFER_BIT);
2363 if (gl_info->gl_ops.gl.p_glGetError() == GL_INVALID_FRAMEBUFFER_OPERATION)
2364 {
2365 while (gl_info->gl_ops.gl.p_glGetError());
2366 TRACE("Format %s doesn't support post-pixelshader blending, type %u.\n",
2367 debug_d3dformat(format->id), type);
2368 format->flags[type] &= ~WINED3DFMT_FLAG_POSTPIXELSHADER_BLENDING;
2369 }
2370 else
2371 {
2372 gl_info->gl_ops.gl.p_glDisable(GL_BLEND);
2373 if (type == WINED3D_GL_RES_TYPE_TEX_1D)
2374 gl_info->gl_ops.gl.p_glViewport(0, 0, 16, 1);
2375 else
2376 gl_info->gl_ops.gl.p_glViewport(0, 0, 16, 16);
2377 gl_info->gl_ops.gl.p_glBlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
2378
2379 draw_test_quad(ctx, NULL, &black);
2380
2381 gl_info->gl_ops.gl.p_glEnable(GL_BLEND);
2382
2383 draw_test_quad(ctx, NULL, &half_transparent_red);
2384
2385 gl_info->gl_ops.gl.p_glDisable(GL_BLEND);
2386
2387 switch (type)
2388 {
2389 case WINED3D_GL_RES_TYPE_TEX_1D:
2390 /* Rebinding texture to workaround a fglrx bug. */
2391 gl_info->gl_ops.gl.p_glBindTexture(GL_TEXTURE_1D, object);
2392 gl_info->gl_ops.gl.p_glGetTexImage(GL_TEXTURE_1D, 0, GL_BGRA,
2393 GL_UNSIGNED_INT_8_8_8_8_REV, readback);
2394 color = readback[7];
2395 break;
2396
2397 case WINED3D_GL_RES_TYPE_TEX_2D:
2398 case WINED3D_GL_RES_TYPE_TEX_3D:
2399 case WINED3D_GL_RES_TYPE_TEX_RECT:
2400 /* Rebinding texture to workaround a fglrx bug. */
2401 gl_info->gl_ops.gl.p_glBindTexture(wined3d_gl_type_to_enum(type), object);
2402 gl_info->gl_ops.gl.p_glGetTexImage(wined3d_gl_type_to_enum(type), 0, GL_BGRA,
2403 GL_UNSIGNED_INT_8_8_8_8_REV, readback);
2404 color = readback[7 * 16 + 7];
2405 break;
2406
2407 case WINED3D_GL_RES_TYPE_TEX_CUBE:
2408 /* Rebinding texture to workaround a fglrx bug. */
2409 gl_info->gl_ops.gl.p_glBindTexture(GL_TEXTURE_CUBE_MAP_ARB, object);
2410 gl_info->gl_ops.gl.p_glGetTexImage(GL_TEXTURE_CUBE_MAP_POSITIVE_X_ARB, 0, GL_BGRA,
2411 GL_UNSIGNED_INT_8_8_8_8_REV, readback);
2412 color = readback[7 * 16 + 7];
2413 break;
2414
2415 case WINED3D_GL_RES_TYPE_RB:
2416 gl_info->gl_ops.gl.p_glReadPixels(0, 0, 16, 16,
2417 GL_BGRA, GL_UNSIGNED_INT_8_8_8_8_REV, readback);
2418 color = readback[7 * 16 + 7];
2419 break;
2420
2421 case WINED3D_GL_RES_TYPE_BUFFER:
2422 case WINED3D_GL_RES_TYPE_COUNT:
2423 color = 0;
2424 break;
2425 }
2426 checkGLcall("Post-pixelshader blending check");
2427
2428 a = color >> 24;
2429 r = (color & 0x00ff0000u) >> 16;
2430
2431 r_range = format->red_size < 8 ? 1u << (8 - format->red_size) : 1;
2432 a_range = format->alpha_size < 8 ? 1u << (8 - format->alpha_size) : 1;
2433 if (format->red_size && (r < 0x7f - r_range || r > 0x7f + r_range))
2434 match = FALSE;
2435 else if (format->alpha_size > 1 && (a < 0xbf - a_range || a > 0xbf + a_range))
2436 match = FALSE;
2437 if (!match)
2438 {
2439 TRACE("Format %s doesn't support post-pixelshader blending, type %u.\n",
2440 debug_d3dformat(format->id), type);
2441 TRACE("Color output: %#x\n", color);
2442 format->flags[type] &= ~WINED3DFMT_FLAG_POSTPIXELSHADER_BLENDING;
2443 }
2444 else
2445 {
2446 TRACE("Format %s supports post-pixelshader blending, type %u.\n",
2447 debug_d3dformat(format->id), type);
2448 TRACE("Color output: %#x\n", color);
2449 format->flags[type] |= WINED3DFMT_FLAG_POSTPIXELSHADER_BLENDING;
2450 }
2451 }
2452
2453 if (gl_info->supported[ARB_FRAMEBUFFER_OBJECT]
2454 || gl_info->supported[EXT_PACKED_DEPTH_STENCIL])
2455 {
2456 gl_info->fbo_ops.glFramebufferRenderbuffer(GL_FRAMEBUFFER, GL_DEPTH_ATTACHMENT, GL_RENDERBUFFER, 0);
2457 gl_info->fbo_ops.glFramebufferRenderbuffer(GL_FRAMEBUFFER, GL_STENCIL_ATTACHMENT, GL_RENDERBUFFER, 0);
2458 gl_info->fbo_ops.glDeleteRenderbuffers(1, &rb);
2459 checkGLcall("RB cleanup");
2460 }
2461 }
2462
2463 if (format->glInternal != format->glGammaInternal)
2464 {
2465 delete_fbo_attachment(gl_info, type, object);
2466 create_and_bind_fbo_attachment(gl_info, format->flags[type], type, &object, format->glGammaInternal,
2467 format->glFormat, format->glType);
2468
2469 status = gl_info->fbo_ops.glCheckFramebufferStatus(GL_FRAMEBUFFER);
2470 checkGLcall("Framebuffer format check");
2471
2472 if (status == GL_FRAMEBUFFER_COMPLETE)
2473 {
2474 TRACE("Format %s's sRGB format is FBO attachable, type %u.\n",
2475 debug_d3dformat(format->id), type);
2476 format->flags[type] |= WINED3DFMT_FLAG_FBO_ATTACHABLE_SRGB;
2477 if (gl_info->supported[EXT_TEXTURE_SRGB_DECODE])
2478 format->glInternal = format->glGammaInternal;
2479 }
2480 else
2481 {
2482 WARN("Format %s's sRGB format is not FBO attachable, type %u.\n",
2483 debug_d3dformat(format->id), type);
2484 format_clear_flag(format, WINED3DFMT_FLAG_SRGB_WRITE);
2485 }
2486 }
2487 else if (status == GL_FRAMEBUFFER_COMPLETE)
2488 format->flags[type] |= WINED3DFMT_FLAG_FBO_ATTACHABLE_SRGB;
2489
2490 if (format->flags[type] & (WINED3DFMT_FLAG_DEPTH | WINED3DFMT_FLAG_STENCIL))
2491 {
2492 gl_info->fbo_ops.glFramebufferRenderbuffer(GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT0, GL_RENDERBUFFER, 0);
2493 gl_info->fbo_ops.glDeleteRenderbuffers(1, &color_rb);
2494 }
2495
2496 delete_fbo_attachment(gl_info, type, object);
2497 checkGLcall("Framebuffer format check cleanup");
2498 }
2499
2500 if (fallback_fmt_used && regular_fmt_used)
2501 {
2502 FIXME("Format %s needs different render target formats for different resource types.\n",
2503 debug_d3dformat(format->id));
2504 format_clear_flag(format, WINED3DFMT_FLAG_RENDERTARGET | WINED3DFMT_FLAG_FBO_ATTACHABLE
2505 | WINED3DFMT_FLAG_FBO_ATTACHABLE_SRGB | WINED3DFMT_FLAG_POSTPIXELSHADER_BLENDING);
2506 }
2507 }
2508
2509 static void query_format_flag(struct wined3d_gl_info *gl_info, struct wined3d_format *format,
2510 GLint internal, GLenum pname, DWORD flag, const char *string)
2511 {
2512 GLint value;
2513 enum wined3d_gl_resource_type type;
2514
2515 for (type = 0; type < ARRAY_SIZE(format->flags); ++type)
2516 {
2517 gl_info->gl_ops.ext.p_glGetInternalformativ(wined3d_gl_type_to_enum(type), internal, pname, 1, &value);
2518 if (value == GL_FULL_SUPPORT)
2519 {
2520 TRACE("Format %s supports %s, resource type %u.\n", debug_d3dformat(format->id), string, type);
2521 format->flags[type] |= flag;
2522 }
2523 else
2524 {
2525 TRACE("Format %s doesn't support %s, resource type %u.\n", debug_d3dformat(format->id), string, type);
2526 format->flags[type] &= ~flag;
2527 }
2528 }
2529 }
2530
2531 /* Context activation is done by the caller. */
2532 static void init_format_fbo_compat_info(struct wined3d_caps_gl_ctx *ctx)
2533 {
2534 const struct wined3d_gl_info *gl_info = ctx->gl_info;
2535 unsigned int i, type;
2536 GLuint fbo;
2537
2538 if (gl_info->supported[ARB_INTERNALFORMAT_QUERY2])
2539 {
2540 for (i = 0; i < gl_info->format_count; ++i)
2541 {
2542 GLint value;
2543 struct wined3d_format *format = &gl_info->formats[i];
2544 BOOL fallback_fmt_used = FALSE, regular_fmt_used = FALSE;
2545 GLenum rt_internal = format->rtInternal;
2546
2547 if (!format->glInternal)
2548 continue;
2549
2550 for (type = 0; type < ARRAY_SIZE(format->flags); ++type)
2551 {
2552 gl_info->gl_ops.ext.p_glGetInternalformativ(wined3d_gl_type_to_enum(type),
2553 format->glInternal, GL_FRAMEBUFFER_RENDERABLE, 1, &value);
2554 if (value == GL_FULL_SUPPORT)
2555 {
2556 TRACE("Format %s is supported as FBO color attachment, resource type %u.\n",
2557 debug_d3dformat(format->id), type);
2558 format->flags[type] |= WINED3DFMT_FLAG_FBO_ATTACHABLE;
2559 format->rtInternal = format->glInternal;
2560 regular_fmt_used = TRUE;
2561
2562 gl_info->gl_ops.ext.p_glGetInternalformativ(wined3d_gl_type_to_enum(type),
2563 format->glInternal, GL_FRAMEBUFFER_BLEND, 1, &value);
2564 if (value == GL_FULL_SUPPORT)
2565 {
2566 TRACE("Format %s supports post-pixelshader blending, resource type %u.\n",
2567 debug_d3dformat(format->id), type);
2568 format->flags[type] |= WINED3DFMT_FLAG_POSTPIXELSHADER_BLENDING;
2569 }
2570 else
2571 {
2572 TRACE("Format %s doesn't support post-pixelshader blending, resource typed %u.\n",
2573 debug_d3dformat(format->id), type);
2574 format->flags[type] &= ~WINED3DFMT_FLAG_POSTPIXELSHADER_BLENDING;
2575 }
2576 }
2577 else
2578 {
2579 if (!rt_internal)
2580 {
2581 if (format->flags[type] & WINED3DFMT_FLAG_RENDERTARGET)
2582 {
2583 WARN("Format %s with rendertarget flag is not supported as FBO color attachment"
2584 " and no fallback specified, resource type %u.\n",
2585 debug_d3dformat(format->id), type);
2586 format->flags[type] &= ~WINED3DFMT_FLAG_RENDERTARGET;
2587 }
2588 else
2589 TRACE("Format %s is not supported as FBO color attachment,"
2590 " resource type %u.\n", debug_d3dformat(format->id), type);
2591 format->rtInternal = format->glInternal;
2592 }
2593 else
2594 {
2595 gl_info->gl_ops.ext.p_glGetInternalformativ(wined3d_gl_type_to_enum(type),
2596 rt_internal, GL_FRAMEBUFFER_RENDERABLE, 1, &value);
2597 if (value == GL_FULL_SUPPORT)
2598 {
2599 TRACE("Format %s rtInternal format is supported as FBO color attachment,"
2600 " resource type %u.\n", debug_d3dformat(format->id), type);
2601 fallback_fmt_used = TRUE;
2602 }
2603 else
2604 {
2605 WARN("Format %s rtInternal format is not supported as FBO color attachment,"
2606 " resource type %u.\n", debug_d3dformat(format->id), type);
2607 format->flags[type] &= ~WINED3DFMT_FLAG_RENDERTARGET;
2608 }
2609 }
2610 }
2611
2612 if (format->glInternal != format->glGammaInternal)
2613 {
2614 gl_info->gl_ops.ext.p_glGetInternalformativ(wined3d_gl_type_to_enum(type),
2615 format->glGammaInternal, GL_FRAMEBUFFER_RENDERABLE, 1, &value);
2616 if (value == GL_FULL_SUPPORT)
2617 {
2618 TRACE("Format %s's sRGB format is FBO attachable, resource type %u.\n",
2619 debug_d3dformat(format->id), type);
2620 format->flags[type] |= WINED3DFMT_FLAG_FBO_ATTACHABLE_SRGB;
2621 if (gl_info->supported[EXT_TEXTURE_SRGB_DECODE])
2622 format->glInternal = format->glGammaInternal;
2623 }
2624 else
2625 {
2626 WARN("Format %s's sRGB format is not FBO attachable, resource type %u.\n",
2627 debug_d3dformat(format->id), type);
2628 format_clear_flag(format, WINED3DFMT_FLAG_SRGB_WRITE);
2629 }
2630 }
2631 else if (format->flags[type] & WINED3DFMT_FLAG_FBO_ATTACHABLE)
2632 format->flags[type] |= WINED3DFMT_FLAG_FBO_ATTACHABLE_SRGB;
2633 }
2634
2635 if (fallback_fmt_used && regular_fmt_used)
2636 {
2637 FIXME("Format %s needs different render target formats for different resource types.\n",
2638 debug_d3dformat(format->id));
2639 format_clear_flag(format, WINED3DFMT_FLAG_RENDERTARGET | WINED3DFMT_FLAG_FBO_ATTACHABLE
2640 | WINED3DFMT_FLAG_FBO_ATTACHABLE_SRGB | WINED3DFMT_FLAG_POSTPIXELSHADER_BLENDING);
2641 }
2642 }
2643 return;
2644 }
2645
2646 if (wined3d_settings.offscreen_rendering_mode == ORM_FBO)
2647 {
2648 gl_info->fbo_ops.glGenFramebuffers(1, &fbo);
2649 gl_info->fbo_ops.glBindFramebuffer(GL_FRAMEBUFFER, fbo);
2650 gl_info->gl_ops.gl.p_glDrawBuffer(GL_COLOR_ATTACHMENT0);
2651 gl_info->gl_ops.gl.p_glReadBuffer(GL_COLOR_ATTACHMENT0);
2652 }
2653
2654 for (i = 0; i < gl_info->format_count; ++i)
2655 {
2656 struct wined3d_format *format = &gl_info->formats[i];
2657
2658 if (!format->glInternal) continue;
2659
2660 if (format->flags[WINED3D_GL_RES_TYPE_TEX_2D] & WINED3DFMT_FLAG_COMPRESSED)
2661 {
2662 TRACE("Skipping format %s because it's a compressed format.\n",
2663 debug_d3dformat(format->id));
2664 continue;
2665 }
2666
2667 if (wined3d_settings.offscreen_rendering_mode == ORM_FBO)
2668 {
2669 TRACE("Checking if format %s is supported as FBO color attachment...\n", debug_d3dformat(format->id));
2670 check_fbo_compat(ctx, format);
2671 }
2672 else
2673 {
2674 format->rtInternal = format->glInternal;
2675 }
2676 }
2677
2678 if (wined3d_settings.offscreen_rendering_mode == ORM_FBO)
2679 gl_info->fbo_ops.glDeleteFramebuffers(1, &fbo);
2680 }
2681
2682 static GLenum lookup_gl_view_class(GLenum internal_format)
2683 {
2684 static const struct
2685 {
2686 GLenum internal_format;
2687 GLenum view_class;
2688 }
2689 view_classes[] =
2690 {
2691 /* 128-bit */
2692 {GL_RGBA32F, GL_VIEW_CLASS_128_BITS},
2693 {GL_RGBA32UI, GL_VIEW_CLASS_128_BITS},
2694 {GL_RGBA32I, GL_VIEW_CLASS_128_BITS},
2695 /* 96-bit */
2696 {GL_RGB32F, GL_VIEW_CLASS_96_BITS},
2697 {GL_RGB32UI, GL_VIEW_CLASS_96_BITS},
2698 {GL_RGB32I, GL_VIEW_CLASS_96_BITS},
2699 /* 64-bit */
2700 {GL_RGBA16F, GL_VIEW_CLASS_64_BITS},
2701 {GL_RG32F, GL_VIEW_CLASS_64_BITS},
2702 {GL_RGBA16UI, GL_VIEW_CLASS_64_BITS},
2703 {GL_RG32UI, GL_VIEW_CLASS_64_BITS},
2704 {GL_RGBA16I, GL_VIEW_CLASS_64_BITS},
2705 {GL_RG32I, GL_VIEW_CLASS_64_BITS},
2706 {GL_RGBA16, GL_VIEW_CLASS_64_BITS},
2707 {GL_RGBA16_SNORM, GL_VIEW_CLASS_64_BITS},
2708 /* 48-bit */
2709 {GL_RGB16, GL_VIEW_CLASS_48_BITS},
2710 {GL_RGB16_SNORM, GL_VIEW_CLASS_48_BITS},
2711 {GL_RGB16F, GL_VIEW_CLASS_48_BITS},
2712 {GL_RGB16UI, GL_VIEW_CLASS_48_BITS},
2713 {GL_RGB16I, GL_VIEW_CLASS_48_BITS},
2714 /* 32-bit */
2715 {GL_RG16F, GL_VIEW_CLASS_32_BITS},
2716 {GL_R11F_G11F_B10F, GL_VIEW_CLASS_32_BITS},
2717 {GL_R32F, GL_VIEW_CLASS_32_BITS},
2718 {GL_RGB10_A2UI, GL_VIEW_CLASS_32_BITS},
2719 {GL_RGBA8UI, GL_VIEW_CLASS_32_BITS},
2720 {GL_RG16UI, GL_VIEW_CLASS_32_BITS},
2721 {GL_R32UI, GL_VIEW_CLASS_32_BITS},
2722 {GL_RGBA8I, GL_VIEW_CLASS_32_BITS},
2723 {GL_RG16I, GL_VIEW_CLASS_32_BITS},
2724 {GL_R32I, GL_VIEW_CLASS_32_BITS},
2725 {GL_RGB10_A2, GL_VIEW_CLASS_32_BITS},
2726 {GL_RGBA8, GL_VIEW_CLASS_32_BITS},
2727 {GL_RG16, GL_VIEW_CLASS_32_BITS},
2728 {GL_RGBA8_SNORM, GL_VIEW_CLASS_32_BITS},
2729 {GL_RG16_SNORM, GL_VIEW_CLASS_32_BITS},
2730 {GL_SRGB8_ALPHA8, GL_VIEW_CLASS_32_BITS},
2731 {GL_RGB9_E5, GL_VIEW_CLASS_32_BITS},
2732 /* 24-bit */
2733 {GL_RGB8, GL_VIEW_CLASS_24_BITS},
2734 {GL_RGB8_SNORM, GL_VIEW_CLASS_24_BITS},
2735 {GL_SRGB8, GL_VIEW_CLASS_24_BITS},
2736 {GL_RGB8UI, GL_VIEW_CLASS_24_BITS},
2737 {GL_RGB8I, GL_VIEW_CLASS_24_BITS},
2738 /* 16-bit */
2739 {GL_R16F, GL_VIEW_CLASS_16_BITS},
2740 {GL_RG8UI, GL_VIEW_CLASS_16_BITS},
2741 {GL_R16UI, GL_VIEW_CLASS_16_BITS},
2742 {GL_RG8I, GL_VIEW_CLASS_16_BITS},
2743 {GL_R16I, GL_VIEW_CLASS_16_BITS},
2744 {GL_RG8, GL_VIEW_CLASS_16_BITS},
2745 {GL_R16, GL_VIEW_CLASS_16_BITS},
2746 {GL_RG8_SNORM, GL_VIEW_CLASS_16_BITS},
2747 {GL_R16_SNORM, GL_VIEW_CLASS_16_BITS},
2748 /* 8-bit */
2749 {GL_R8UI, GL_VIEW_CLASS_8_BITS},
2750 {GL_R8I, GL_VIEW_CLASS_8_BITS},
2751 {GL_R8, GL_VIEW_CLASS_8_BITS},
2752 {GL_R8_SNORM, GL_VIEW_CLASS_8_BITS},
2753
2754 /* RGTC1 */
2755 {GL_COMPRESSED_RED_RGTC1, GL_VIEW_CLASS_RGTC1_RED},
2756 {GL_COMPRESSED_SIGNED_RED_RGTC1, GL_VIEW_CLASS_RGTC1_RED},
2757 /* RGTC2 */
2758 {GL_COMPRESSED_RG_RGTC2, GL_VIEW_CLASS_RGTC2_RG},
2759 {GL_COMPRESSED_SIGNED_RG_RGTC2, GL_VIEW_CLASS_RGTC2_RG},
2760
2761 /* BPTC unorm */
2762 {GL_COMPRESSED_RGBA_BPTC_UNORM, GL_VIEW_CLASS_BPTC_UNORM},
2763 {GL_COMPRESSED_SRGB_ALPHA_BPTC_UNORM, GL_VIEW_CLASS_BPTC_UNORM},
2764 /* BPTC float */
2765 {GL_COMPRESSED_RGB_BPTC_SIGNED_FLOAT, GL_VIEW_CLASS_BPTC_FLOAT},
2766 {GL_COMPRESSED_RGB_BPTC_UNSIGNED_FLOAT, GL_VIEW_CLASS_BPTC_FLOAT},
2767
2768 /* DXT1 RGB */
2769 {GL_COMPRESSED_RGB_S3TC_DXT1_EXT, GL_VIEW_CLASS_S3TC_DXT1_RGB},
2770 {GL_COMPRESSED_SRGB_S3TC_DXT1_EXT, GL_VIEW_CLASS_S3TC_DXT1_RGB},
2771 /* DXT1 RGBA */
2772 {GL_COMPRESSED_RGBA_S3TC_DXT1_EXT, GL_VIEW_CLASS_S3TC_DXT1_RGBA},
2773 {GL_COMPRESSED_SRGB_ALPHA_S3TC_DXT1_EXT, GL_VIEW_CLASS_S3TC_DXT1_RGBA},
2774 /* DXT3 */
2775 {GL_COMPRESSED_RGBA_S3TC_DXT3_EXT, GL_VIEW_CLASS_S3TC_DXT3_RGBA},
2776 {GL_COMPRESSED_SRGB_ALPHA_S3TC_DXT3_EXT, GL_VIEW_CLASS_S3TC_DXT3_RGBA},
2777 /* DXT5 */
2778 {GL_COMPRESSED_RGBA_S3TC_DXT5_EXT, GL_VIEW_CLASS_S3TC_DXT5_RGBA},
2779 {GL_COMPRESSED_SRGB_ALPHA_S3TC_DXT5_EXT, GL_VIEW_CLASS_S3TC_DXT5_RGBA},
2780 };
2781
2782 unsigned int i;
2783
2784 for (i = 0; i < ARRAY_SIZE(view_classes); ++i)
2785 {
2786 if (view_classes[i].internal_format == internal_format)
2787 return view_classes[i].view_class;
2788 }
2789
2790 return GL_NONE;
2791 }
2792
2793 static void query_view_class(struct wined3d_format *format)
2794 {
2795 GLenum internal_view_class, gamma_view_class, rt_view_class;
2796
2797 internal_view_class = lookup_gl_view_class(format->glInternal);
2798 gamma_view_class = lookup_gl_view_class(format->glGammaInternal);
2799 rt_view_class = lookup_gl_view_class(format->rtInternal);
2800
2801 if (internal_view_class == gamma_view_class || gamma_view_class == rt_view_class)
2802 {
2803 format->gl_view_class = internal_view_class;
2804 TRACE("Format %s is member of GL view class %#x.\n",
2805 debug_d3dformat(format->id), format->gl_view_class);
2806 }
2807 else
2808 {
2809 format->gl_view_class = GL_NONE;
2810 }
2811 }
2812
2813 static void query_internal_format(struct wined3d_adapter *adapter,
2814 struct wined3d_format *format, const struct wined3d_format_texture_info *texture_info,
2815 struct wined3d_gl_info *gl_info, BOOL srgb_write_supported, BOOL srgb_format)
2816 {
2817 GLint count, multisample_types[MAX_MULTISAMPLE_TYPES];
2818 unsigned int i, max_log2;
2819 GLenum target;
2820
2821 if (gl_info->supported[ARB_INTERNALFORMAT_QUERY2])
2822 {
2823 query_format_flag(gl_info, format, format->glInternal, GL_VERTEX_TEXTURE,
2824 WINED3DFMT_FLAG_VTF, "vertex texture usage");
2825 query_format_flag(gl_info, format, format->glInternal, GL_FILTER,
2826 WINED3DFMT_FLAG_FILTERING, "filtering");
2827
2828 if (srgb_format || format->glGammaInternal != format->glInternal)
2829 {
2830 query_format_flag(gl_info, format, format->glGammaInternal, GL_SRGB_READ,
2831 WINED3DFMT_FLAG_SRGB_READ, "sRGB read");
2832
2833 if (srgb_write_supported)
2834 query_format_flag(gl_info, format, format->glGammaInternal, GL_SRGB_WRITE,
2835 WINED3DFMT_FLAG_SRGB_WRITE, "sRGB write");
2836 else
2837 format_clear_flag(format, WINED3DFMT_FLAG_SRGB_WRITE);
2838
2839 if (!(format->flags[WINED3D_GL_RES_TYPE_TEX_2D] & (WINED3DFMT_FLAG_SRGB_READ | WINED3DFMT_FLAG_SRGB_WRITE)))
2840 format->glGammaInternal = format->glInternal;
2841 else if (wined3d_settings.offscreen_rendering_mode != ORM_FBO
2842 && gl_info->supported[EXT_TEXTURE_SRGB_DECODE])
2843 format->glInternal = format->glGammaInternal;
2844 }
2845 }
2846 else
2847 {
2848 if (!gl_info->limits.samplers[WINED3D_SHADER_TYPE_VERTEX])
2849 format_clear_flag(format, WINED3DFMT_FLAG_VTF);
2850
2851 if (!(gl_info->quirks & WINED3D_QUIRK_LIMITED_TEX_FILTERING))
2852 format_set_flag(format, WINED3DFMT_FLAG_FILTERING);
2853 else if (format->id != WINED3DFMT_R32G32B32A32_FLOAT && format->id != WINED3DFMT_R32_FLOAT)
2854 format_clear_flag(format, WINED3DFMT_FLAG_VTF);
2855
2856 if (srgb_format || format->glGammaInternal != format->glInternal)
2857 {
2858 /* Filter sRGB capabilities if EXT_texture_sRGB is not supported. */
2859 if (!gl_info->supported[EXT_TEXTURE_SRGB])
2860 {
2861 format->glGammaInternal = format->glInternal;
2862 format_clear_flag(format, WINED3DFMT_FLAG_SRGB_READ | WINED3DFMT_FLAG_SRGB_WRITE);
2863 }
2864 else if (wined3d_settings.offscreen_rendering_mode != ORM_FBO
2865 && gl_info->supported[EXT_TEXTURE_SRGB_DECODE])
2866 {
2867 format->glInternal = format->glGammaInternal;
2868 }
2869 }
2870
2871 if ((format->flags[WINED3D_GL_RES_TYPE_TEX_2D] & WINED3DFMT_FLAG_SRGB_WRITE) && !srgb_write_supported)
2872 format_clear_flag(format, WINED3DFMT_FLAG_SRGB_WRITE);
2873
2874 if (!gl_info->supported[ARB_DEPTH_TEXTURE]
2875 && texture_info->flags & (WINED3DFMT_FLAG_DEPTH | WINED3DFMT_FLAG_STENCIL))
2876 {
2877 format->flags[WINED3D_GL_RES_TYPE_TEX_1D] &= ~WINED3DFMT_FLAG_TEXTURE;
2878 format->flags[WINED3D_GL_RES_TYPE_TEX_2D] &= ~WINED3DFMT_FLAG_TEXTURE;
2879 format->flags[WINED3D_GL_RES_TYPE_TEX_3D] &= ~WINED3DFMT_FLAG_TEXTURE;
2880 format->flags[WINED3D_GL_RES_TYPE_TEX_CUBE] &= ~WINED3DFMT_FLAG_TEXTURE;
2881 format->flags[WINED3D_GL_RES_TYPE_TEX_RECT] &= ~WINED3DFMT_FLAG_TEXTURE;
2882 }
2883 }
2884
2885 query_view_class(format);
2886
2887 if (format->glInternal && format->flags[WINED3D_GL_RES_TYPE_RB]
2888 & (WINED3DFMT_FLAG_RENDERTARGET | WINED3DFMT_FLAG_DEPTH | WINED3DFMT_FLAG_STENCIL))
2889 {
2890 if (gl_info->supported[ARB_INTERNALFORMAT_QUERY])
2891 {
2892 target = gl_info->supported[ARB_TEXTURE_MULTISAMPLE] ? GL_TEXTURE_2D_MULTISAMPLE : GL_RENDERBUFFER;
2893 count = 0;
2894 GL_EXTCALL(glGetInternalformativ(target, format->glInternal,
2895 GL_NUM_SAMPLE_COUNTS, 1, &count));
2896 count = min(count, MAX_MULTISAMPLE_TYPES);
2897 GL_EXTCALL(glGetInternalformativ(target, format->glInternal,
2898 GL_SAMPLES, count, multisample_types));
2899 checkGLcall("query sample counts");
2900 for (i = 0; i < count; ++i)
2901 {
2902 if (multisample_types[i] > sizeof(format->multisample_types) * CHAR_BIT)
2903 continue;
2904 format->multisample_types |= 1u << (multisample_types[i] - 1);
2905 }
2906 }
2907 else
2908 {
2909 #ifdef __REACTOS__
2910 if (gl_info->limits.samples) {
2911 #endif
2912 max_log2 = wined3d_log2i(min(gl_info->limits.samples,
2913 sizeof(format->multisample_types) * CHAR_BIT));
2914 for (i = 1; i <= max_log2; ++i)
2915 format->multisample_types |= 1u << ((1u << i) - 1);
2916 #ifdef __REACTOS__
2917 }
2918 #endif
2919 }
2920 }
2921 }
2922
2923 static BOOL init_format_texture_info(struct wined3d_adapter *adapter, struct wined3d_gl_info *gl_info)
2924 {
2925 struct wined3d_format *format, *srgb_format;
2926 struct fragment_caps fragment_caps;
2927 struct shader_caps shader_caps;
2928 unsigned int i, j;
2929 BOOL srgb_write;
2930
2931 adapter->fragment_pipe->get_caps(gl_info, &fragment_caps);
2932 adapter->shader_backend->shader_get_caps(gl_info, &shader_caps);
2933 srgb_write = (fragment_caps.wined3d_caps & WINED3D_FRAGMENT_CAP_SRGB_WRITE)
2934 && (shader_caps.wined3d_caps & WINED3D_SHADER_CAP_SRGB_WRITE);
2935
2936 for (i = 0; i < ARRAY_SIZE(format_texture_info); ++i)
2937 {
2938 if (!(format = get_format_internal(gl_info, format_texture_info[i].id)))
2939 return FALSE;
2940
2941 if (!gl_info->supported[format_texture_info[i].extension])
2942 continue;
2943
2944 /* ARB_texture_rg defines floating point formats, but only if
2945 * ARB_texture_float is also supported. */
2946 if (!gl_info->supported[ARB_TEXTURE_FLOAT]
2947 && (format->flags[WINED3D_GL_RES_TYPE_TEX_2D] & WINED3DFMT_FLAG_FLOAT))
2948 continue;
2949
2950 /* ARB_texture_rg defines integer formats if EXT_texture_integer is also supported. */
2951 if (!gl_info->supported[EXT_TEXTURE_INTEGER]
2952 && (format->flags[WINED3D_GL_RES_TYPE_TEX_2D] & WINED3DFMT_FLAG_INTEGER))
2953 continue;
2954
2955 format->glInternal = format_texture_info[i].gl_internal;
2956 format->glGammaInternal = format_texture_info[i].gl_srgb_internal;
2957 format->rtInternal = format_texture_info[i].gl_rt_internal;
2958 format->glFormat = format_texture_info[i].gl_format;
2959 format->glType = format_texture_info[i].gl_type;
2960 format->color_fixup = COLOR_FIXUP_IDENTITY;
2961 format->height_scale.numerator = 1;
2962 format->height_scale.denominator = 1;
2963
2964 format->flags[WINED3D_GL_RES_TYPE_TEX_1D] |= format_texture_info[i].flags;
2965 format->flags[WINED3D_GL_RES_TYPE_TEX_2D] |= format_texture_info[i].flags;
2966 format->flags[WINED3D_GL_RES_TYPE_BUFFER] |= format_texture_info[i].flags;
2967
2968 /* GL_ARB_depth_texture does not support 3D textures. It also says "cube textures are
2969 * problematic", but doesn't explicitly mandate that an error is generated. */
2970 if (gl_info->supported[EXT_TEXTURE3D]
2971 && !(format_texture_info[i].flags & (WINED3DFMT_FLAG_DEPTH | WINED3DFMT_FLAG_STENCIL)))
2972 format->flags[WINED3D_GL_RES_TYPE_TEX_3D] |= format_texture_info[i].flags;
2973
2974 if (gl_info->supported[ARB_TEXTURE_CUBE_MAP])
2975 format->flags[WINED3D_GL_RES_TYPE_TEX_CUBE] |= format_texture_info[i].flags;
2976
2977 if (gl_info->supported[ARB_TEXTURE_RECTANGLE])
2978 format->flags[WINED3D_GL_RES_TYPE_TEX_RECT] |= format_texture_info[i].flags;
2979
2980 format->flags[WINED3D_GL_RES_TYPE_RB] |= format_texture_info[i].flags;
2981 format->flags[WINED3D_GL_RES_TYPE_RB] &= ~WINED3DFMT_FLAG_TEXTURE;
2982
2983 if (format->glGammaInternal != format->glInternal
2984 && !(adapter->d3d_info.wined3d_creation_flags & WINED3D_SRGB_READ_WRITE_CONTROL))
2985 {
2986 format->glGammaInternal = format->glInternal;
2987 format_clear_flag(format, WINED3DFMT_FLAG_SRGB_READ | WINED3DFMT_FLAG_SRGB_WRITE);
2988 }
2989
2990 query_internal_format(adapter, format, &format_texture_info[i], gl_info, srgb_write, FALSE);
2991
2992 /* Texture conversion stuff */
2993 format->conv_byte_count = format_texture_info[i].conv_byte_count;
2994 format->upload = format_texture_info[i].upload;
2995 format->download = format_texture_info[i].download;
2996
2997 srgb_format = NULL;
2998 for (j = 0; j < ARRAY_SIZE(format_srgb_info); ++j)
2999 {
3000 if (format_srgb_info[j].base_format_id == format->id)
3001 {
3002 if (!(srgb_format = get_format_internal(gl_info, format_srgb_info[j].srgb_format_id)))
3003 return FALSE;
3004 break;
3005 }
3006 }
3007 if (!srgb_format)
3008 continue;
3009
3010 copy_format(srgb_format, format);
3011
3012 if (gl_info->supported[EXT_TEXTURE_SRGB]
3013 && !(adapter->d3d_info.wined3d_creation_flags & WINED3D_SRGB_READ_WRITE_CONTROL))
3014 {
3015 srgb_format->glInternal = format_texture_info[i].gl_srgb_internal;
3016 srgb_format->glGammaInternal = format_texture_info[i].gl_srgb_internal;
3017 format_set_flag(srgb_format, WINED3DFMT_FLAG_SRGB_READ | WINED3DFMT_FLAG_SRGB_WRITE);
3018 query_internal_format(adapter, srgb_format, &format_texture_info[i], gl_info, srgb_write, TRUE);
3019 }
3020 }
3021
3022 return TRUE;
3023 }
3024
3025 static BOOL color_match(DWORD c1, DWORD c2, BYTE max_diff)
3026 {
3027 if (abs((c1 & 0xff) - (c2 & 0xff)) > max_diff) return FALSE;
3028 c1 >>= 8; c2 >>= 8;
3029 if (abs((c1 & 0xff) - (c2 & 0xff)) > max_diff) return FALSE;
3030 c1 >>= 8; c2 >>= 8;
3031 if (abs((c1 & 0xff) - (c2 & 0xff)) > max_diff) return FALSE;
3032 c1 >>= 8; c2 >>= 8;
3033 if (abs((c1 & 0xff) - (c2 & 0xff)) > max_diff) return FALSE;
3034 return TRUE;
3035 }
3036
3037 /* A context is provided by the caller */
3038 static BOOL check_filter(const struct wined3d_gl_info *gl_info, GLenum internal)
3039 {
3040 static const DWORD data[] = {0x00000000, 0xffffffff};
3041 GLuint tex, fbo, buffer;
3042 DWORD readback[16 * 1];
3043 BOOL ret = FALSE;
3044
3045 /* Render a filtered texture and see what happens. This is intended to detect the lack of
3046 * float16 filtering on ATI X1000 class cards. The drivers disable filtering instead of
3047 * falling back to software. If this changes in the future this code will get fooled and
3048 * apps might hit the software path due to incorrectly advertised caps.
3049 *
3050 * Its unlikely that this changes however. GL Games like Mass Effect depend on the filter
3051 * disable fallback, if Apple or ATI ever change the driver behavior they will break more
3052 * than Wine. The Linux binary <= r500 driver is not maintained any more anyway
3053 */
3054
3055 while (gl_info->gl_ops.gl.p_glGetError());
3056
3057 gl_info->gl_ops.gl.p_glGenTextures(1, &buffer);
3058 gl_info->gl_ops.gl.p_glBindTexture(GL_TEXTURE_2D, buffer);
3059 memset(readback, 0x7e, sizeof(readback));
3060 gl_info->gl_ops.gl.p_glTexImage2D(GL_TEXTURE_2D, 0, GL_RGBA8, 16, 1, 0,
3061 GL_RGBA, GL_UNSIGNED_INT_8_8_8_8, readback);
3062 gl_info->gl_ops.gl.p_glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_NEAREST);
3063 gl_info->gl_ops.gl.p_glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_NEAREST);
3064 gl_info->gl_ops.gl.p_glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_CLAMP_TO_EDGE);
3065 gl_info->gl_ops.gl.p_glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_CLAMP_TO_EDGE);
3066 gl_info->gl_ops.gl.p_glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_R, GL_CLAMP_TO_EDGE);
3067
3068 gl_info->gl_ops.gl.p_glGenTextures(1, &tex);
3069 gl_info->gl_ops.gl.p_glBindTexture(GL_TEXTURE_2D, tex);
3070 gl_info->gl_ops.gl.p_glTexImage2D(GL_TEXTURE_2D, 0, internal, 2, 1, 0,
3071 GL_BGRA, GL_UNSIGNED_INT_8_8_8_8_REV, data);
3072 gl_info->gl_ops.gl.p_glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR);
3073 gl_info->gl_ops.gl.p_glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_LINEAR);
3074 gl_info->gl_ops.gl.p_glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_CLAMP_TO_EDGE);
3075 gl_info->gl_ops.gl.p_glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_CLAMP_TO_EDGE);
3076 gl_info->gl_ops.gl.p_glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_R, GL_CLAMP_TO_EDGE);
3077 gl_info->gl_ops.gl.p_glEnable(GL_TEXTURE_2D);
3078
3079 gl_info->fbo_ops.glGenFramebuffers(1, &fbo);
3080 gl_info->fbo_ops.glBindFramebuffer(GL_FRAMEBUFFER, fbo);
3081 gl_info->fbo_ops.glFramebufferTexture2D(GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT0, GL_TEXTURE_2D, buffer, 0);
3082 gl_info->gl_ops.gl.p_glDrawBuffer(GL_COLOR_ATTACHMENT0);
3083
3084 gl_info->gl_ops.gl.p_glViewport(0, 0, 16, 1);
3085 gl_info->gl_ops.gl.p_glDisable(GL_LIGHTING);
3086 gl_info->gl_ops.gl.p_glMatrixMode(GL_MODELVIEW);
3087 gl_info->gl_ops.gl.p_glLoadIdentity();
3088 gl_info->gl_ops.gl.p_glMatrixMode(GL_PROJECTION);
3089 gl_info->gl_ops.gl.p_glLoadIdentity();
3090
3091 gl_info->gl_ops.gl.p_glClearColor(0, 1, 0, 0);
3092 gl_info->gl_ops.gl.p_glClear(GL_COLOR_BUFFER_BIT);
3093
3094 gl_info->gl_ops.gl.p_glBegin(GL_TRIANGLE_STRIP);
3095 gl_info->gl_ops.gl.p_glTexCoord2f(0.0, 0.0);
3096 gl_info->gl_ops.gl.p_glVertex2f(-1.0f, -1.0f);
3097 gl_info->gl_ops.gl.p_glTexCoord2f(1.0, 0.0);
3098 gl_info->gl_ops.gl.p_glVertex2f(1.0f, -1.0f);
3099 gl_info->gl_ops.gl.p_glTexCoord2f(0.0, 1.0);
3100 gl_info->gl_ops.gl.p_glVertex2f(-1.0f, 1.0f);
3101 gl_info->gl_ops.gl.p_glTexCoord2f(1.0, 1.0);
3102 gl_info->gl_ops.gl.p_glVertex2f(1.0f, 1.0f);
3103 gl_info->gl_ops.gl.p_glEnd();
3104
3105 gl_info->gl_ops.gl.p_glBindTexture(GL_TEXTURE_2D, buffer);
3106 memset(readback, 0x7f, sizeof(readback));
3107 gl_info->gl_ops.gl.p_glGetTexImage(GL_TEXTURE_2D, 0, GL_BGRA, GL_UNSIGNED_INT_8_8_8_8_REV, readback);
3108 if (color_match(readback[6], 0xffffffff, 5) || color_match(readback[6], 0x00000000, 5)
3109 || color_match(readback[9], 0xffffffff, 5) || color_match(readback[9], 0x00000000, 5))
3110 {
3111 TRACE("Read back colors 0x%08x and 0x%08x close to unfiltered color, assuming no filtering\n",
3112 readback[6], readback[9]);
3113 ret = FALSE;
3114 }
3115 else
3116 {
3117 TRACE("Read back colors are 0x%08x and 0x%08x, assuming texture is filtered\n",
3118 readback[6], readback[9]);
3119 ret = TRUE;
3120 }
3121
3122 gl_info->fbo_ops.glBindFramebuffer(GL_FRAMEBUFFER, 0);
3123 gl_info->fbo_ops.glDeleteFramebuffers(1, &fbo);
3124 gl_info->gl_ops.gl.p_glDeleteTextures(1, &tex);
3125 gl_info->gl_ops.gl.p_glDeleteTextures(1, &buffer);
3126 gl_info->gl_ops.gl.p_glDisable(GL_TEXTURE_2D);
3127
3128 if (gl_info->gl_ops.gl.p_glGetError())
3129 {
3130 FIXME("Error during filtering test for format %x, returning no filtering\n", internal);
3131 ret = FALSE;
3132 }
3133
3134 return ret;
3135 }
3136
3137 static void init_format_filter_info(struct wined3d_gl_info *gl_info, enum wined3d_pci_vendor vendor)
3138 {
3139 struct wined3d_format *format;
3140 unsigned int fmt_idx, i;
3141 static const enum wined3d_format_id fmts16[] =
3142 {
3143 WINED3DFMT_R16_FLOAT,
3144 WINED3DFMT_R16G16_FLOAT,
3145 WINED3DFMT_R16G16B16A16_FLOAT,
3146 };
3147 BOOL filtered;
3148
3149 if (gl_info->supported[ARB_INTERNALFORMAT_QUERY2])
3150 /* This was already handled by init_format_texture_info(). */
3151 return;
3152
3153 if (wined3d_settings.offscreen_rendering_mode != ORM_FBO
3154 || !gl_info->supported[WINED3D_GL_LEGACY_CONTEXT])
3155 {
3156 WARN("No FBO support, or no FBO ORM, guessing filter info from GL caps\n");
3157 if (vendor == HW_VENDOR_NVIDIA && gl_info->supported[ARB_TEXTURE_FLOAT])
3158 {
3159 TRACE("Nvidia card with texture_float support: Assuming float16 blending\n");
3160 filtered = TRUE;
3161 }
3162 else if (gl_info->limits.glsl_varyings > 44)
3163 {
3164 TRACE("More than 44 GLSL varyings - assuming d3d10 card with float16 blending\n");
3165 filtered = TRUE;
3166 }
3167 else
3168 {
3169 TRACE("Assuming no float16 blending\n");
3170 filtered = FALSE;
3171 }
3172
3173 if (filtered)
3174 {
3175 for (i = 0; i < ARRAY_SIZE(fmts16); ++i)
3176 {
3177 fmt_idx = get_format_idx(fmts16[i]);
3178 format_set_flag(&gl_info->formats[fmt_idx], WINED3DFMT_FLAG_FILTERING);
3179 }
3180 }
3181 return;
3182 }
3183
3184 for (i = 0; i < ARRAY_SIZE(fmts16); ++i)
3185 {
3186 fmt_idx = get_format_idx(fmts16[i]);
3187 format = &gl_info->formats[fmt_idx];
3188 if (!format->glInternal) continue; /* Not supported by GL */
3189
3190 filtered = check_filter(gl_info, gl_info->formats[fmt_idx].glInternal);
3191 if (filtered)
3192 {
3193 TRACE("Format %s supports filtering\n", debug_d3dformat(fmts16[i]));
3194 format_set_flag(format, WINED3DFMT_FLAG_FILTERING);
3195 }
3196 else
3197 {
3198 TRACE("Format %s does not support filtering\n", debug_d3dformat(fmts16[i]));
3199 }
3200 }
3201 }
3202
3203 static void apply_format_fixups(struct wined3d_adapter *adapter, struct wined3d_gl_info *gl_info)
3204 {
3205 unsigned int i;
3206 int idx;
3207
3208 idx = get_format_idx(WINED3DFMT_R16_FLOAT);
3209 gl_info->formats[idx].color_fixup = create_color_fixup_desc(
3210 0, CHANNEL_SOURCE_X, 0, CHANNEL_SOURCE_ONE, 0, CHANNEL_SOURCE_ONE, 0, CHANNEL_SOURCE_W);
3211
3212 idx = get_format_idx(WINED3DFMT_R32_FLOAT);
3213 gl_info->formats[idx].color_fixup = create_color_fixup_desc(
3214 0, CHANNEL_SOURCE_X, 0, CHANNEL_SOURCE_ONE, 0, CHANNEL_SOURCE_ONE, 0, CHANNEL_SOURCE_W);
3215
3216 idx = get_format_idx(WINED3DFMT_R16G16_UNORM);
3217 gl_info->formats[idx].color_fixup = create_color_fixup_desc(
3218 0, CHANNEL_SOURCE_X, 0, CHANNEL_SOURCE_Y, 0, CHANNEL_SOURCE_ONE, 0, CHANNEL_SOURCE_W);
3219
3220 idx = get_format_idx(WINED3DFMT_R16G16_FLOAT);
3221 gl_info->formats[idx].color_fixup = create_color_fixup_desc(
3222 0, CHANNEL_SOURCE_X, 0, CHANNEL_SOURCE_Y, 0, CHANNEL_SOURCE_ONE, 0, CHANNEL_SOURCE_W);
3223
3224 idx = get_format_idx(WINED3DFMT_R32G32_FLOAT);
3225 gl_info->formats[idx].color_fixup = create_color_fixup_desc(
3226 0, CHANNEL_SOURCE_X, 0, CHANNEL_SOURCE_Y, 0, CHANNEL_SOURCE_ONE, 0, CHANNEL_SOURCE_W);
3227
3228 /* GL_ATI_envmap_bumpmap in theory supports R8G8_SNORM but is no longer supported by
3229 * any driver. */
3230 if (gl_info->supported[NV_TEXTURE_SHADER] || gl_info->supported[EXT_TEXTURE_SNORM])
3231 {
3232 /* R8G8_SNORM and R16G16_SNORM need a fixup of the undefined blue channel. OpenGL
3233 * returns 0.0 when sampling from it, DirectX 1.0. So we always have in-shader
3234 * conversion for this format. */
3235 idx = get_format_idx(WINED3DFMT_R8G8_SNORM);
3236 gl_info->formats[idx].color_fixup = create_color_fixup_desc(
3237 0, CHANNEL_SOURCE_X, 0, CHANNEL_SOURCE_Y, 0, CHANNEL_SOURCE_ONE, 0, CHANNEL_SOURCE_ONE);
3238 idx = get_format_idx(WINED3DFMT_R16G16_SNORM);
3239 gl_info->formats[idx].color_fixup = create_color_fixup_desc(
3240 0, CHANNEL_SOURCE_X, 0, CHANNEL_SOURCE_Y, 0, CHANNEL_SOURCE_ONE, 0, CHANNEL_SOURCE_ONE);
3241 }
3242 else
3243 {
3244 /* Emulate using unsigned formats. This requires load-time conversion in addition to the
3245 * fixups here. */
3246 idx = get_format_idx(WINED3DFMT_R8G8_SNORM);
3247 gl_info->formats[idx].color_fixup = create_color_fixup_desc(
3248 1, CHANNEL_SOURCE_X, 1, CHANNEL_SOURCE_Y, 0, CHANNEL_SOURCE_ONE, 0, CHANNEL_SOURCE_ONE);
3249 idx = get_format_idx(WINED3DFMT_R16G16_SNORM);
3250 gl_info->formats[idx].color_fixup = create_color_fixup_desc(
3251 1, CHANNEL_SOURCE_X, 1, CHANNEL_SOURCE_Y, 0, CHANNEL_SOURCE_ONE, 0, CHANNEL_SOURCE_ONE);
3252 idx = get_format_idx(WINED3DFMT_R8G8B8A8_SNORM);
3253 gl_info->formats[idx].color_fixup = create_color_fixup_desc(
3254 1, CHANNEL_SOURCE_X, 1, CHANNEL_SOURCE_Y, 1, CHANNEL_SOURCE_Z, 1, CHANNEL_SOURCE_W);
3255 idx = get_format_idx(WINED3DFMT_R5G5_SNORM_L6_UNORM);
3256 gl_info->formats[idx].color_fixup = create_color_fixup_desc(
3257 1, CHANNEL_SOURCE_X, 1, CHANNEL_SOURCE_Z, 0, CHANNEL_SOURCE_Y, 0, CHANNEL_SOURCE_ONE);
3258 }
3259
3260 if (!gl_info->supported[NV_TEXTURE_SHADER])
3261 {
3262 idx = get_format_idx(WINED3DFMT_R8G8_SNORM_L8X8_UNORM);
3263 gl_info->formats[idx].color_fixup = create_color_fixup_desc(
3264 1, CHANNEL_SOURCE_X, 1, CHANNEL_SOURCE_Y, 0, CHANNEL_SOURCE_Z, 0, CHANNEL_SOURCE_W);
3265 }
3266
3267 if (gl_info->supported[ARB_TEXTURE_COMPRESSION_RGTC] || gl_info->supported[EXT_TEXTURE_COMPRESSION_RGTC])
3268 {
3269 idx = get_format_idx(WINED3DFMT_ATI1N);
3270 gl_info->formats[idx].color_fixup = create_color_fixup_desc(
3271 0, CHANNEL_SOURCE_X, 0, CHANNEL_SOURCE_X, 0, CHANNEL_SOURCE_X, 0, CHANNEL_SOURCE_X);
3272
3273 idx = get_format_idx(WINED3DFMT_ATI2N);
3274 gl_info->formats[idx].color_fixup = create_color_fixup_desc(
3275 0, CHANNEL_SOURCE_Y, 0, CHANNEL_SOURCE_X, 0, CHANNEL_SOURCE_ONE, 0, CHANNEL_SOURCE_ONE);
3276 }
3277 else if (gl_info->supported[ATI_TEXTURE_COMPRESSION_3DC])
3278 {
3279 idx = get_format_idx(WINED3DFMT_ATI2N);
3280 gl_info->formats[idx].color_fixup= create_color_fixup_desc(
3281 0, CHANNEL_SOURCE_X, 0, CHANNEL_SOURCE_W, 0, CHANNEL_SOURCE_ONE, 0, CHANNEL_SOURCE_ONE);
3282 }
3283
3284 if (!gl_info->supported[APPLE_YCBCR_422] && gl_info->supported[ARB_FRAGMENT_PROGRAM]
3285 && gl_info->supported[WINED3D_GL_LEGACY_CONTEXT])
3286 {
3287 idx = get_format_idx(WINED3DFMT_YUY2);
3288 gl_info->formats[idx].color_fixup = create_complex_fixup_desc(COMPLEX_FIXUP_YUY2);
3289
3290 idx = get_format_idx(WINED3DFMT_UYVY);
3291 gl_info->formats[idx].color_fixup = create_complex_fixup_desc(COMPLEX_FIXUP_UYVY);
3292 }
3293 else if (!gl_info->supported[APPLE_YCBCR_422] && (!gl_info->supported[ARB_FRAGMENT_PROGRAM]
3294 || !gl_info->supported[WINED3D_GL_LEGACY_CONTEXT]))
3295 {
3296 idx = get_format_idx(WINED3DFMT_YUY2);
3297 gl_info->formats[idx].glInternal = 0;
3298
3299 idx = get_format_idx(WINED3DFMT_UYVY);
3300 gl_info->formats[idx].glInternal = 0;
3301 }
3302
3303 if (gl_info->supported[ARB_FRAGMENT_PROGRAM] && gl_info->supported[WINED3D_GL_LEGACY_CONTEXT])
3304 {
3305 idx = get_format_idx(WINED3DFMT_YV12);
3306 format_set_flag(&gl_info->formats[idx], WINED3DFMT_FLAG_HEIGHT_SCALE);
3307 gl_info->formats[idx].height_scale.numerator = 3;
3308 gl_info->formats[idx].height_scale.denominator = 2;
3309 gl_info->formats[idx].color_fixup = create_complex_fixup_desc(COMPLEX_FIXUP_YV12);
3310
3311 idx = get_format_idx(WINED3DFMT_NV12);
3312 format_set_flag(&gl_info->formats[idx], WINED3DFMT_FLAG_HEIGHT_SCALE);
3313 gl_info->formats[idx].height_scale.numerator = 3;
3314 gl_info->formats[idx].height_scale.denominator = 2;
3315 gl_info->formats[idx].color_fixup = create_complex_fixup_desc(COMPLEX_FIXUP_NV12);
3316 }
3317 else
3318 {
3319 idx = get_format_idx(WINED3DFMT_YV12);
3320 gl_info->formats[idx].glInternal = 0;
3321
3322 idx = get_format_idx(WINED3DFMT_NV12);
3323 gl_info->formats[idx].glInternal = 0;
3324 }
3325
3326 if (!gl_info->supported[WINED3D_GL_LEGACY_CONTEXT])
3327 {
3328 idx = get_format_idx(WINED3DFMT_A8_UNORM);
3329 gl_info->formats[idx].color_fixup = create_color_fixup_desc(
3330 0, CHANNEL_SOURCE_ZERO, 0, CHANNEL_SOURCE_ZERO, 0, CHANNEL_SOURCE_ZERO, 0, CHANNEL_SOURCE_X);
3331 idx = get_format_idx(WINED3DFMT_L8A8_UNORM);
3332 gl_info->formats[idx].color_fixup = create_color_fixup_desc(
3333 0, CHANNEL_SOURCE_X, 0, CHANNEL_SOURCE_X, 0, CHANNEL_SOURCE_X, 0, CHANNEL_SOURCE_Y);
3334 idx = get_format_idx(WINED3DFMT_L4A4_UNORM);
3335 gl_info->formats[idx].color_fixup = create_color_fixup_desc(
3336 0, CHANNEL_SOURCE_X, 0, CHANNEL_SOURCE_X, 0, CHANNEL_SOURCE_X, 0, CHANNEL_SOURCE_Y);
3337 idx = get_format_idx(WINED3DFMT_L16_UNORM);
3338 gl_info->formats[idx].color_fixup = create_color_fixup_desc(
3339 0, CHANNEL_SOURCE_X, 0, CHANNEL_SOURCE_X, 0, CHANNEL_SOURCE_X, 0, CHANNEL_SOURCE_ONE);
3340 idx = get_format_idx(WINED3DFMT_INTZ);
3341 gl_info->formats[idx].color_fixup = create_color_fixup_desc(
3342 0, CHANNEL_SOURCE_X, 0, CHANNEL_SOURCE_X, 0, CHANNEL_SOURCE_X, 0, CHANNEL_SOURCE_X);
3343 }
3344
3345 if (gl_info->supported[ARB_TEXTURE_RG])
3346 {
3347 idx = get_format_idx(WINED3DFMT_L8_UNORM);
3348 gl_info->formats[idx].color_fixup = create_color_fixup_desc(
3349 0, CHANNEL_SOURCE_X, 0, CHANNEL_SOURCE_X, 0, CHANNEL_SOURCE_X, 0, CHANNEL_SOURCE_ONE);
3350 }
3351
3352 if (gl_info->supported[ARB_FRAGMENT_PROGRAM])
3353 {
3354 idx = get_format_idx(WINED3DFMT_P8_UINT);
3355 gl_info->formats[idx].color_fixup = create_complex_fixup_desc(COMPLEX_FIXUP_P8);
3356 }
3357
3358 if (gl_info->supported[ARB_VERTEX_ARRAY_BGRA])
3359 {
3360 idx = get_format_idx(WINED3DFMT_B8G8R8A8_UNORM);
3361 gl_info->formats[idx].gl_vtx_format = GL_BGRA;
3362 }
3363
3364 if (!gl_info->supported[ARB_HALF_FLOAT_VERTEX])
3365 {
3366 /* Do not change the size of the type, it is CPU side. We have to change the GPU-side information though.
3367 * It is the job of the vertex buffer code to make sure that the vbos have the right format */
3368 idx = get_format_idx(WINED3DFMT_R16G16_FLOAT);
3369 gl_info->formats[idx].gl_vtx_type = GL_FLOAT;
3370
3371 idx = get_format_idx(WINED3DFMT_R16G16B16A16_FLOAT);
3372 gl_info->formats[idx].gl_vtx_type = GL_FLOAT;
3373 }
3374
3375 if (!gl_info->supported[ARB_HALF_FLOAT_PIXEL])
3376 {
3377 idx = get_format_idx(WINED3DFMT_R16_FLOAT);
3378 format_clear_flag(&gl_info->formats[idx], WINED3DFMT_FLAG_TEXTURE);
3379
3380 idx = get_format_idx(WINED3DFMT_R16G16_FLOAT);
3381 format_clear_flag(&gl_info->formats[idx], WINED3DFMT_FLAG_TEXTURE);
3382
3383 idx = get_format_idx(WINED3DFMT_R16G16B16A16_FLOAT);
3384 format_clear_flag(&gl_info->formats[idx], WINED3DFMT_FLAG_TEXTURE);
3385 }
3386
3387 if (gl_info->quirks & WINED3D_QUIRK_BROKEN_RGBA16)
3388 {
3389 idx = get_format_idx(WINED3DFMT_R16G16B16A16_UNORM);
3390 format_clear_flag(&gl_info->formats[idx], WINED3DFMT_FLAG_TEXTURE);
3391 }
3392
3393 /* ATI instancing hack: Although ATI cards do not support Shader Model
3394 * 3.0, they support instancing. To query if the card supports instancing
3395 * CheckDeviceFormat() with the special format MAKEFOURCC('I','N','S','T')
3396 * is used. Should an application check for this, provide a proper return
3397 * value. We can do instancing with all shader versions, but we need
3398 * vertex shaders.
3399 *
3400 * Additionally applications have to set the D3DRS_POINTSIZE render state
3401 * to MAKEFOURCC('I','N','S','T') once to enable instancing. Wined3d
3402 * doesn't need that and just ignores it.
3403 *
3404 * With Shader Model 3.0 capable cards Instancing 'just works' in Windows. */
3405 /* FIXME: This should just check the shader backend caps. */
3406 if (gl_info->supported[ARB_VERTEX_PROGRAM] || gl_info->supported[ARB_VERTEX_SHADER])
3407 {
3408 idx = get_format_idx(WINED3DFMT_INST);
3409 format_set_flag(&gl_info->formats[idx], WINED3DFMT_FLAG_TEXTURE);
3410 }
3411
3412 /* Depth bound test. To query if the card supports it CheckDeviceFormat()
3413 * with the special format MAKEFOURCC('N','V','D','B') is used. It is
3414 * enabled by setting D3DRS_ADAPTIVETESS_X render state to
3415 * MAKEFOURCC('N','V','D','B') and then controlled by setting
3416 * D3DRS_ADAPTIVETESS_Z (zMin) and D3DRS_ADAPTIVETESS_W (zMax) to test
3417 * value. */
3418 if (gl_info->supported[EXT_DEPTH_BOUNDS_TEST])
3419 {
3420 idx = get_format_idx(WINED3DFMT_NVDB);
3421 format_set_flag(&gl_info->formats[idx], WINED3DFMT_FLAG_TEXTURE);
3422 }
3423
3424 /* RESZ aka AMD DX9-level hack for multisampled depth buffer resolve. You query for RESZ
3425 * support by checking for availability of MAKEFOURCC('R','E','S','Z') surfaces with
3426 * RENDERTARGET usage. */
3427 if (gl_info->supported[ARB_FRAMEBUFFER_OBJECT])
3428 {
3429 idx = get_format_idx(WINED3DFMT_RESZ);
3430 format_set_flag(&gl_info->formats[idx], WINED3DFMT_FLAG_TEXTURE | WINED3DFMT_FLAG_RENDERTARGET);
3431 }
3432
3433 for (i = 0; i < gl_info->format_count; ++i)
3434 {
3435 struct wined3d_format *format = &gl_info->formats[i];
3436
3437 if (!(format->flags[WINED3D_GL_RES_TYPE_TEX_2D] & WINED3DFMT_FLAG_TEXTURE))
3438 continue;
3439
3440 if (is_identity_fixup(format->color_fixup))
3441 continue;
3442
3443 TRACE("Checking support for fixup:\n");
3444 dump_color_fixup_desc(format->color_fixup);
3445 if (!adapter->shader_backend->shader_color_fixup_supported(format->color_fixup)
3446 || !adapter->fragment_pipe->color_fixup_supported(format->color_fixup))
3447 {
3448 TRACE("[FAILED]\n");
3449 format_clear_flag(format, WINED3DFMT_FLAG_TEXTURE);
3450 }
3451 else
3452 {
3453 TRACE("[OK]\n");
3454 }
3455 }
3456
3457 /* GL_EXT_texture_compression_s3tc does not support 3D textures. Some Windows drivers
3458 * for dx9 GPUs support it, some do not, so not supporting DXTn volumes is OK for d3d9.
3459 *
3460 * Note that GL_NV_texture_compression_vtc adds this functionality to OpenGL, but the
3461 * block layout is not compatible with the one used by d3d. See volume_dxt5_test. */
3462 idx = get_format_idx(WINED3DFMT_DXT1);
3463 gl_info->formats[idx].flags[WINED3D_GL_RES_TYPE_TEX_3D] &= ~WINED3DFMT_FLAG_TEXTURE;
3464 idx = get_format_idx(WINED3DFMT_DXT2);
3465 gl_info->formats[idx].flags[WINED3D_GL_RES_TYPE_TEX_3D] &= ~WINED3DFMT_FLAG_TEXTURE;
3466 idx = get_format_idx(WINED3DFMT_DXT3);
3467 gl_info->formats[idx].flags[WINED3D_GL_RES_TYPE_TEX_3D] &= ~WINED3DFMT_FLAG_TEXTURE;
3468 idx = get_format_idx(WINED3DFMT_DXT4);
3469 gl_info->formats[idx].flags[WINED3D_GL_RES_TYPE_TEX_3D] &= ~WINED3DFMT_FLAG_TEXTURE;
3470 idx = get_format_idx(WINED3DFMT_DXT5);
3471 gl_info->formats[idx].flags[WINED3D_GL_RES_TYPE_TEX_3D] &= ~WINED3DFMT_FLAG_TEXTURE;
3472 idx = get_format_idx(WINED3DFMT_BC1_UNORM);
3473 gl_info->formats[idx].flags[WINED3D_GL_RES_TYPE_TEX_3D] &= ~WINED3DFMT_FLAG_TEXTURE;
3474 idx = get_format_idx(WINED3DFMT_BC1_UNORM_SRGB);
3475 gl_info->formats[idx].flags[WINED3D_GL_RES_TYPE_TEX_3D] &= ~WINED3DFMT_FLAG_TEXTURE;
3476 idx = get_format_idx(WINED3DFMT_BC2_UNORM);
3477 gl_info->formats[idx].flags[WINED3D_GL_RES_TYPE_TEX_3D] &= ~WINED3DFMT_FLAG_TEXTURE;
3478 idx = get_format_idx(WINED3DFMT_BC2_UNORM_SRGB);
3479 gl_info->formats[idx].flags[WINED3D_GL_RES_TYPE_TEX_3D] &= ~WINED3DFMT_FLAG_TEXTURE;
3480 idx = get_format_idx(WINED3DFMT_BC3_UNORM);
3481 gl_info->formats[idx].flags[WINED3D_GL_RES_TYPE_TEX_3D] &= ~WINED3DFMT_FLAG_TEXTURE;
3482 idx = get_format_idx(WINED3DFMT_BC3_UNORM_SRGB);
3483 gl_info->formats[idx].flags[WINED3D_GL_RES_TYPE_TEX_3D] &= ~WINED3DFMT_FLAG_TEXTURE;
3484 /* Similarly with ATI1N / ATI2N and GL_ARB_texture_compression_rgtc. */
3485 idx = get_format_idx(WINED3DFMT_ATI1N);
3486 gl_info->formats[idx].flags[WINED3D_GL_RES_TYPE_TEX_3D] &= ~WINED3DFMT_FLAG_TEXTURE;
3487 idx = get_format_idx(WINED3DFMT_ATI2N);
3488 gl_info->formats[idx].flags[WINED3D_GL_RES_TYPE_TEX_3D] &= ~WINED3DFMT_FLAG_TEXTURE;
3489 idx = get_format_idx(WINED3DFMT_BC4_UNORM);
3490 gl_info->formats[idx].flags[WINED3D_GL_RES_TYPE_TEX_3D] &= ~WINED3DFMT_FLAG_TEXTURE;
3491 idx = get_format_idx(WINED3DFMT_BC4_SNORM);
3492 gl_info->formats[idx].flags[WINED3D_GL_RES_TYPE_TEX_3D] &= ~WINED3DFMT_FLAG_TEXTURE;
3493 idx = get_format_idx(WINED3DFMT_BC5_UNORM);
3494 gl_info->formats[idx].flags[WINED3D_GL_RES_TYPE_TEX_3D] &= ~WINED3DFMT_FLAG_TEXTURE;
3495 idx = get_format_idx(WINED3DFMT_BC5_SNORM);
3496 gl_info->formats[idx].flags[WINED3D_GL_RES_TYPE_TEX_3D] &= ~WINED3DFMT_FLAG_TEXTURE;
3497 }
3498
3499 static unsigned int calculate_vertex_attribute_size(GLenum type, unsigned int component_count)
3500 {
3501 switch (type)
3502 {
3503 case GL_HALF_FLOAT:
3504 return component_count * sizeof(GLhalfNV);
3505 case GL_FLOAT:
3506 return component_count * sizeof(GLfloat);
3507 case GL_BYTE:
3508 return component_count * sizeof(GLbyte);
3509 case GL_UNSIGNED_BYTE:
3510 return component_count * sizeof(GLubyte);
3511 case GL_SHORT:
3512 return component_count * sizeof(GLshort);
3513 case GL_UNSIGNED_SHORT:
3514 return component_count * sizeof(GLushort);
3515 case GL_INT:
3516 return component_count * sizeof(GLint);
3517 case GL_UNSIGNED_INT:
3518 return component_count * sizeof(GLuint);
3519 case GL_UNSIGNED_INT_2_10_10_10_REV:
3520 return sizeof(GLuint);
3521 default:
3522 FIXME("Unhandled GL type %#x.\n", type);
3523 return 0;
3524 }
3525 }
3526
3527 static BOOL init_format_vertex_info(struct wined3d_gl_info *gl_info)
3528 {
3529 struct wined3d_format *format;
3530 unsigned int i;
3531
3532 for (i = 0; i < ARRAY_SIZE(format_vertex_info); ++i)
3533 {
3534 if (!(format = get_format_internal(gl_info, format_vertex_info[i].id)))
3535 return FALSE;
3536
3537 if (!gl_info->supported[format_vertex_info[i].extension])
3538 continue;
3539
3540 format->emit_idx = format_vertex_info[i].emit_idx;
3541 format->component_count = format_vertex_info[i].component_count;
3542 format->gl_vtx_type = format_vertex_info[i].gl_vtx_type;
3543 format->gl_vtx_format = format_vertex_info[i].component_count;
3544 format->gl_normalized = format_vertex_info[i].gl_normalized;
3545 if (!(format->attribute_size = calculate_vertex_attribute_size(format->gl_vtx_type,
3546 format->component_count)))
3547 {
3548 ERR("Invalid attribute size for vertex format %s (%#x).\n",
3549 debug_d3dformat(format_vertex_info[i].id), format_vertex_info[i].id);
3550 return FALSE;
3551 }
3552 }
3553
3554 return TRUE;
3555 }
3556
3557 static BOOL init_typeless_formats(struct wined3d_gl_info *gl_info)
3558 {
3559 unsigned int flags[WINED3D_GL_RES_TYPE_COUNT];
3560 unsigned int i, j;
3561
3562 for (i = 0; i < ARRAY_SIZE(typed_formats); ++i)
3563 {
3564 struct wined3d_format *format, *typeless_format;
3565
3566 if (!(format = get_format_internal(gl_info, typed_formats[i].id)))
3567 return FALSE;
3568 if (!(typeless_format = get_format_internal(gl_info, typed_formats[i].typeless_id)))
3569 return FALSE;
3570
3571 memcpy(flags, typeless_format->flags, sizeof(flags));
3572 copy_format(typeless_format, format);
3573 for (j = 0; j < ARRAY_SIZE(typeless_format->flags); ++j)
3574 typeless_format->flags[j] |= flags[j];
3575 }
3576
3577 for (i = 0; i < ARRAY_SIZE(typeless_depth_stencil_formats); ++i)
3578 {
3579 struct wined3d_format *typeless_format, *typeless_ds_format, *ds_format;
3580 struct wined3d_format *depth_view_format, *stencil_view_format;
3581 enum wined3d_format_id format_id;
3582
3583 if (!(typeless_format = get_format_internal(gl_info, typeless_depth_stencil_formats[i].typeless_id)))
3584 return FALSE;
3585 if (!(ds_format = get_format_internal(gl_info, typeless_depth_stencil_formats[i].depth_stencil_id)))
3586 return FALSE;
3587
3588 typeless_ds_format = &gl_info->formats[WINED3D_FORMAT_COUNT + i];
3589 typeless_ds_format->id = typeless_depth_stencil_formats[i].typeless_id;
3590 copy_format(typeless_ds_format, ds_format);
3591 for (j = 0; j < ARRAY_SIZE(typeless_ds_format->flags); ++j)
3592 {
3593 typeless_ds_format->flags[j] = typeless_format->flags[j];
3594 typeless_format->flags[j] &= ~(WINED3DFMT_FLAG_DEPTH | WINED3DFMT_FLAG_STENCIL);
3595 }
3596
3597 if ((format_id = typeless_depth_stencil_formats[i].depth_view_id)
3598 && typeless_depth_stencil_formats[i].separate_depth_view_format)
3599 {
3600 if (!(depth_view_format = get_format_internal(gl_info, format_id)))
3601 return FALSE;
3602 copy_format(depth_view_format, ds_format);
3603 }
3604 if ((format_id = typeless_depth_stencil_formats[i].stencil_view_id))
3605 {
3606 if (!(stencil_view_format = get_format_internal(gl_info, format_id)))
3607 return FALSE;
3608 copy_format(stencil_view_format, ds_format);
3609 }
3610 }
3611
3612 return TRUE;
3613 }
3614
3615 static void init_format_gen_mipmap_info(struct wined3d_gl_info *gl_info)
3616 {
3617 unsigned int i, j;
3618
3619 if (!gl_info->fbo_ops.glGenerateMipmap)
3620 return;
3621
3622 for (i = 0; i < gl_info->format_count; ++i)
3623 {
3624 struct wined3d_format *format = &gl_info->formats[i];
3625
3626 for (j = 0; j < ARRAY_SIZE(format->flags); ++j)
3627 if (!(~format->flags[j] & (WINED3DFMT_FLAG_RENDERTARGET | WINED3DFMT_FLAG_FILTERING)))
3628 format->flags[j] |= WINED3DFMT_FLAG_GEN_MIPMAP;
3629 }
3630 }
3631
3632 BOOL wined3d_caps_gl_ctx_test_viewport_subpixel_bits(struct wined3d_caps_gl_ctx *ctx)
3633 {
3634 static const struct wined3d_color red = {1.0f, 0.0f, 0.0f, 1.0f};
3635 const struct wined3d_gl_info *gl_info = ctx->gl_info;
3636 static const float offset = -63.0f / 128.0f;
3637 GLuint texture, fbo;
3638 DWORD readback[4];
3639 unsigned int i;
3640
3641 gl_info->gl_ops.gl.p_glGenTextures(1, &texture);
3642 gl_info->gl_ops.gl.p_glBindTexture(GL_TEXTURE_2D, texture);
3643 gl_info->gl_ops.gl.p_glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAX_LEVEL, 0);
3644 gl_info->gl_ops.gl.p_glTexImage2D(GL_TEXTURE_2D, 0, GL_RGBA8, ARRAY_SIZE(readback), 1, 0,
3645 GL_BGRA, GL_UNSIGNED_INT_8_8_8_8_REV, NULL);
3646 gl_info->fbo_ops.glGenFramebuffers(1, &fbo);
3647 gl_info->fbo_ops.glBindFramebuffer(GL_FRAMEBUFFER, fbo);
3648 gl_info->fbo_ops.glFramebufferTexture2D(GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT0,
3649 GL_TEXTURE_2D, texture, 0);
3650 checkGLcall("create resources");
3651
3652 gl_info->gl_ops.gl.p_glClearColor(1.0f, 1.0f, 1.0f, 1.0f);
3653 gl_info->gl_ops.gl.p_glClear(GL_COLOR_BUFFER_BIT);
3654 GL_EXTCALL(glViewportIndexedf(0, offset, offset, 4.0f, 1.0f));
3655 draw_test_quad(ctx, NULL, &red);
3656 checkGLcall("draw");
3657
3658 gl_info->gl_ops.gl.p_glBindTexture(GL_TEXTURE_2D, texture);
3659 gl_info->gl_ops.gl.p_glGetTexImage(GL_TEXTURE_2D, 0,
3660 GL_BGRA, GL_UNSIGNED_INT_8_8_8_8_REV, readback);
3661 checkGLcall("readback");
3662
3663 TRACE("Readback colors are 0x%08x, 0x%08x, 0x%08x, 0x%08x.\n",
3664 readback[0], readback[1], readback[2], readback[3]);
3665
3666 gl_info->gl_ops.gl.p_glDeleteTextures(1, &texture);
3667 gl_info->fbo_ops.glDeleteFramebuffers(1, &fbo);
3668 gl_info->fbo_ops.glBindFramebuffer(GL_FRAMEBUFFER, 0);
3669 checkGLcall("delete resources");
3670
3671 for (i = 0; i < ARRAY_SIZE(readback); ++i)
3672 {
3673 if (readback[i] != 0xffff0000)
3674 return FALSE;
3675 }
3676 return TRUE;
3677 }
3678
3679 static float wined3d_adapter_find_polyoffset_scale(struct wined3d_caps_gl_ctx *ctx, GLenum format)
3680 {
3681 const struct wined3d_gl_info *gl_info = ctx->gl_info;
3682 static const struct wined3d_color blue = {0.0f, 0.0f, 1.0f, 1.0f};
3683 GLuint fbo, color, depth;
3684 unsigned int low = 0, high = 32, cur;
3685 DWORD readback[256];
3686 static const struct wined3d_vec3 geometry[] =
3687 {
3688 {-1.0f, -1.0f, -1.0f},
3689 { 1.0f, -1.0f, 0.0f},
3690 {-1.0f, 1.0f, -1.0f},
3691 { 1.0f, 1.0f, 0.0f},
3692 };
3693
3694 /* Most drivers want 2^23 for fixed point depth buffers, including r300g, r600g,
3695 * Nvidia. Use this as a fallback if the detection fails. */
3696 unsigned int fallback = 23;
3697
3698 if (wined3d_settings.offscreen_rendering_mode != ORM_FBO)
3699 {
3700 FIXME("No FBOs, assuming polyoffset scale of 2^%u.\n", fallback);
3701 return (float)(1u << fallback);
3702 }
3703
3704 gl_info->gl_ops.gl.p_glGenTextures(1, &color);
3705 gl_info->gl_ops.gl.p_glBindTexture(GL_TEXTURE_2D, color);
3706 gl_info->gl_ops.gl.p_glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAX_LEVEL, 0);
3707 gl_info->gl_ops.gl.p_glTexImage2D(GL_TEXTURE_2D, 0, GL_RGBA8, 256, 1, 0, GL_BGRA, GL_UNSIGNED_INT_8_8_8_8_REV, 0);
3708
3709 gl_info->fbo_ops.glGenRenderbuffers(1, &depth);
3710 gl_info->fbo_ops.glBindRenderbuffer(GL_RENDERBUFFER, depth);
3711 gl_info->fbo_ops.glRenderbufferStorage(GL_RENDERBUFFER, format, 256, 1);
3712
3713 gl_info->fbo_ops.glGenFramebuffers(1, &fbo);
3714 gl_info->fbo_ops.glBindFramebuffer(GL_FRAMEBUFFER, fbo);
3715 gl_info->fbo_ops.glFramebufferTexture2D(GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT0, GL_TEXTURE_2D, color, 0);
3716 gl_info->fbo_ops.glFramebufferRenderbuffer(GL_FRAMEBUFFER, GL_DEPTH_ATTACHMENT, GL_RENDERBUFFER, depth);
3717 checkGLcall("Setup framebuffer");
3718
3719 gl_info->gl_ops.gl.p_glClearColor(0.0f, 0.0f, 0.5f, 0.0f);
3720 gl_info->gl_ops.gl.p_glClearDepth(0.5f);
3721 gl_info->gl_ops.gl.p_glEnable(GL_DEPTH_TEST);
3722 gl_info->gl_ops.gl.p_glEnable(GL_POLYGON_OFFSET_FILL);
3723 gl_info->gl_ops.gl.p_glViewport(0, 0, 256, 1);
3724 checkGLcall("Misc parameters");
3725
3726 for (;;)
3727 {
3728 if (high - low <= 1)
3729 {
3730 ERR("PolygonOffset scale factor detection failed, using fallback value 2^%u.\n", fallback);
3731 cur = fallback;
3732 break;
3733 }
3734 cur = (low + high) / 2;
3735
3736 gl_info->gl_ops.gl.p_glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT);
3737 /* The post viewport transform Z of the geometry runs from 0.0 to 0.5. We want to push it another
3738 * 0.25 so that the Z buffer content (0.5) cuts the quad off at half the screen. */
3739 gl_info->gl_ops.gl.p_glPolygonOffset(0.0f, (float)(1u << cur) * 0.25f);
3740 draw_test_quad(ctx, geometry, &blue);
3741 checkGLcall("Test draw");
3742
3743 /* Rebinding texture to workaround a fglrx bug. */
3744 gl_info->gl_ops.gl.p_glBindTexture(GL_TEXTURE_2D, color);
3745 gl_info->gl_ops.gl.p_glGetTexImage(GL_TEXTURE_2D, 0, GL_BGRA, GL_UNSIGNED_INT_8_8_8_8_REV, readback);
3746 checkGLcall("readback");
3747
3748 TRACE("low %02u, high %02u, cur %2u, 0=0x%08x, 125=0x%08x, 131=0x%08x, 255=0x%08x\n",
3749 low, high, cur, readback[0], readback[125], readback[131], readback[255]);
3750
3751 if ((readback[125] & 0xff) < 0xa0)
3752 high = cur;
3753 else if ((readback[131] & 0xff) > 0xa0)
3754 low = cur;
3755 else
3756 {
3757 TRACE("Found scale factor 2^%u for format %x.\n", cur, format);
3758 break;
3759 }
3760 }
3761
3762 gl_info->gl_ops.gl.p_glDeleteTextures(1, &color);
3763 gl_info->fbo_ops.glDeleteRenderbuffers(1, &depth);
3764 gl_info->fbo_ops.glDeleteFramebuffers(1, &fbo);
3765 gl_info->fbo_ops.glBindFramebuffer(GL_FRAMEBUFFER, 0);
3766 checkGLcall("Delete framebuffer");
3767
3768 gl_info->gl_ops.gl.p_glDisable(GL_DEPTH_TEST);
3769 gl_info->gl_ops.gl.p_glDisable(GL_POLYGON_OFFSET_FILL);
3770 return (float)(1u << cur);
3771 }
3772
3773 static void init_format_depth_bias_scale(struct wined3d_caps_gl_ctx *ctx,
3774 const struct wined3d_d3d_info *d3d_info)
3775 {
3776 const struct wined3d_gl_info *gl_info = ctx->gl_info;
3777 unsigned int i;
3778
3779 for (i = 0; i < gl_info->format_count; ++i)
3780 {
3781 struct wined3d_format *format = &gl_info->formats[i];
3782
3783 if (format->flags[WINED3D_GL_RES_TYPE_RB] & WINED3DFMT_FLAG_DEPTH)
3784 {
3785 TRACE("Testing depth bias scale for format %s.\n", debug_d3dformat(format->id));
3786 format->depth_bias_scale = wined3d_adapter_find_polyoffset_scale(ctx, format->glInternal);
3787
3788 if (!(d3d_info->wined3d_creation_flags & WINED3D_NORMALIZED_DEPTH_BIAS))
3789 {
3790 /* The single-precision binary floating-point format has
3791 * a significand precision of 24 bits.
3792 */
3793 if (format->flags[WINED3D_GL_RES_TYPE_TEX_2D] & WINED3DFMT_FLAG_FLOAT)
3794 format->depth_bias_scale /= 1u << 24;
3795 else
3796 format->depth_bias_scale /= 1u << format->depth_size;
3797 }
3798 }
3799 }
3800 }
3801
3802 /* Context activation is done by the caller. */
3803 BOOL wined3d_adapter_init_format_info(struct wined3d_adapter *adapter, struct wined3d_caps_gl_ctx *ctx)
3804 {
3805 struct wined3d_gl_info *gl_info = &adapter->gl_info;
3806
3807 if (!init_format_base_info(gl_info)) return FALSE;
3808 if (!init_format_block_info(gl_info)) goto fail;
3809
3810 if (!ctx) /* WINED3D_NO3D */
3811 return TRUE;
3812
3813 if (!init_format_texture_info(adapter, gl_info)) goto fail;
3814 if (!init_format_vertex_info(gl_info)) goto fail;
3815
3816 apply_format_fixups(adapter, gl_info);
3817 init_format_fbo_compat_info(ctx);
3818 init_format_filter_info(gl_info, adapter->driver_info.vendor);
3819 if (!init_typeless_formats(gl_info)) goto fail;
3820 init_format_gen_mipmap_info(gl_info);
3821 init_format_depth_bias_scale(ctx, &adapter->d3d_info);
3822
3823 return TRUE;
3824
3825 fail:
3826 heap_free(gl_info->formats);
3827 gl_info->formats = NULL;
3828 return FALSE;
3829 }
3830
3831 const struct wined3d_format *wined3d_get_format(const struct wined3d_gl_info *gl_info,
3832 enum wined3d_format_id format_id, unsigned int resource_usage)
3833 {
3834 const struct wined3d_format *format;
3835 int idx = get_format_idx(format_id);
3836 unsigned int i;
3837
3838 if (idx == -1)
3839 {
3840 FIXME("Can't find format %s (%#x) in the format lookup table.\n",
3841 debug_d3dformat(format_id), format_id);
3842 return &gl_info->formats[get_format_idx(WINED3DFMT_UNKNOWN)];
3843 }
3844
3845 format = &gl_info->formats[idx];
3846
3847 if (resource_usage & WINED3DUSAGE_DEPTHSTENCIL && wined3d_format_is_typeless(format))
3848 {
3849 for (i = 0; i < ARRAY_SIZE(typeless_depth_stencil_formats); ++i)
3850 {
3851 if (typeless_depth_stencil_formats[i].typeless_id == format_id)
3852 return &gl_info->formats[WINED3D_FORMAT_COUNT + i];
3853 }
3854
3855 FIXME("Cannot find depth/stencil typeless format %s (%#x).\n",
3856 debug_d3dformat(format_id), format_id);
3857 return &gl_info->formats[get_format_idx(WINED3DFMT_UNKNOWN)];
3858 }
3859
3860 return format;
3861 }
3862
3863 BOOL wined3d_format_is_depth_view(enum wined3d_format_id resource_format_id,
3864 enum wined3d_format_id view_format_id)
3865 {
3866 unsigned int i;
3867
3868 for (i = 0; i < ARRAY_SIZE(typeless_depth_stencil_formats); ++i)
3869 {
3870 if (typeless_depth_stencil_formats[i].typeless_id == resource_format_id)
3871 return typeless_depth_stencil_formats[i].depth_view_id == view_format_id;
3872 }
3873 return FALSE;
3874 }
3875
3876 void wined3d_format_calculate_pitch(const struct wined3d_format *format, unsigned int alignment,
3877 unsigned int width, unsigned int height, unsigned int *row_pitch, unsigned int *slice_pitch)
3878 {
3879 /* For block based formats, pitch means the amount of bytes to the next
3880 * row of blocks rather than the next row of pixels. */
3881 if (format->flags[WINED3D_GL_RES_TYPE_TEX_2D] & WINED3DFMT_FLAG_BLOCKS)
3882 {
3883 unsigned int row_block_count = (width + format->block_width - 1) / format->block_width;
3884 unsigned int slice_block_count = (height + format->block_height - 1) / format->block_height;
3885 *row_pitch = row_block_count * format->block_byte_count;
3886 *row_pitch = (*row_pitch + alignment - 1) & ~(alignment - 1);
3887 *slice_pitch = *row_pitch * slice_block_count;
3888 }
3889 else
3890 {
3891 *row_pitch = format->byte_count * width; /* Bytes / row */
3892 *row_pitch = (*row_pitch + alignment - 1) & ~(alignment - 1);
3893 *slice_pitch = *row_pitch * height;
3894 }
3895
3896 if (format->flags[WINED3D_GL_RES_TYPE_TEX_2D] & WINED3DFMT_FLAG_HEIGHT_SCALE)
3897 {
3898 /* The D3D format requirements make sure that the resulting format is an integer again */
3899 *slice_pitch *= format->height_scale.numerator;
3900 *slice_pitch /= format->height_scale.denominator;
3901 }
3902
3903 TRACE("Returning row pitch %u, slice pitch %u.\n", *row_pitch, *slice_pitch);
3904 }
3905
3906 UINT wined3d_format_calculate_size(const struct wined3d_format *format, UINT alignment,
3907 UINT width, UINT height, UINT depth)
3908 {
3909 unsigned int row_pitch, slice_pitch;
3910
3911 if (format->id == WINED3DFMT_UNKNOWN)
3912 return 0;
3913
3914 if (format->flags[WINED3D_GL_RES_TYPE_TEX_2D] & WINED3DFMT_FLAG_BROKEN_PITCH)
3915 return width * height * depth * format->byte_count;
3916
3917 wined3d_format_calculate_pitch(format, alignment, width, height, &row_pitch, &slice_pitch);
3918
3919 return slice_pitch * depth;
3920 }
3921
3922 BOOL wined3d_formats_are_srgb_variants(enum wined3d_format_id format1, enum wined3d_format_id format2)
3923 {
3924 unsigned int i;
3925
3926 for (i = 0; i < ARRAY_SIZE(format_srgb_info); ++i)
3927 {
3928 if (format1 == format_srgb_info[i].srgb_format_id)
3929 return format2 == format_srgb_info[i].base_format_id;
3930 if (format1 == format_srgb_info[i].base_format_id)
3931 return format2 == format_srgb_info[i].srgb_format_id;
3932 }
3933 return FALSE;
3934 }
3935
3936 /*****************************************************************************
3937 * Trace formatting of useful values
3938 */
3939 const char *debug_box(const struct wined3d_box *box)
3940 {
3941 if (!box)
3942 return "(null)";
3943 return wine_dbg_sprintf("(%u, %u, %u)-(%u, %u, %u)",
3944 box->left, box->top, box->front,
3945 box->right, box->bottom, box->back);
3946 }
3947
3948 const char *debug_color(const struct wined3d_color *color)
3949 {
3950 if (!color)
3951 return "(null)";
3952 return wine_dbg_sprintf("{%.8e, %.8e, %.8e, %.8e}",
3953 color->r, color->g, color->b, color->a);
3954 }
3955
3956 const char *debug_ivec4(const struct wined3d_ivec4 *v)
3957 {
3958 if (!v)
3959 return "(null)";
3960 return wine_dbg_sprintf("{%d, %d, %d, %d}",
3961 v->x, v->y, v->z, v->w);
3962 }
3963
3964 const char *debug_uvec4(const struct wined3d_uvec4 *v)
3965 {
3966 if (!v)
3967 return "(null)";
3968 return wine_dbg_sprintf("{%u, %u, %u, %u}",
3969 v->x, v->y, v->z, v->w);
3970 }
3971
3972 const char *debug_vec4(const struct wined3d_vec4 *v)
3973 {
3974 if (!v)
3975 return "(null)";
3976 return wine_dbg_sprintf("{%.8e, %.8e, %.8e, %.8e}",
3977 v->x, v->y, v->z, v->w);
3978 }
3979
3980 const char *debug_d3dformat(enum wined3d_format_id format_id)
3981 {
3982 switch (format_id)
3983 {
3984 #define FMT_TO_STR(format_id) case format_id: return #format_id
3985 FMT_TO_STR(WINED3DFMT_UNKNOWN);
3986 FMT_TO_STR(WINED3DFMT_B8G8R8_UNORM);
3987 FMT_TO_STR(WINED3DFMT_B5G5R5X1_UNORM);
3988 FMT_TO_STR(WINED3DFMT_B4G4R4A4_UNORM);
3989 FMT_TO_STR(WINED3DFMT_B2G3R3_UNORM);
3990 FMT_TO_STR(WINED3DFMT_B2G3R3A8_UNORM);
3991 FMT_TO_STR(WINED3DFMT_B4G4R4X4_UNORM);
3992 FMT_TO_STR(WINED3DFMT_R8G8B8X8_UNORM);
3993 FMT_TO_STR(WINED3DFMT_B10G10R10A2_UNORM);
3994 FMT_TO_STR(WINED3DFMT_P8_UINT_A8_UNORM);
3995 FMT_TO_STR(WINED3DFMT_P8_UINT);
3996 FMT_TO_STR(WINED3DFMT_L8_UNORM);
3997 FMT_TO_STR(WINED3DFMT_L8A8_UNORM);
3998 FMT_TO_STR(WINED3DFMT_L4A4_UNORM);
3999 FMT_TO_STR(WINED3DFMT_R5G5_SNORM_L6_UNORM);
4000 FMT_TO_STR(WINED3DFMT_R8G8_SNORM_L8X8_UNORM);
4001 FMT_TO_STR(WINED3DFMT_R10G11B11_SNORM);
4002 FMT_TO_STR(WINED3DFMT_R10G10B10X2_UINT);
4003 FMT_TO_STR(WINED3DFMT_R10G10B10X2_SNORM);
4004 FMT_TO_STR(WINED3DFMT_R10G10B10_SNORM_A2_UNORM);
4005 FMT_TO_STR(WINED3DFMT_UYVY);
4006 FMT_TO_STR(WINED3DFMT_YUY2);
4007 FMT_TO_STR(WINED3DFMT_YV12);
4008 FMT_TO_STR(WINED3DFMT_NV12);
4009 FMT_TO_STR(WINED3DFMT_DXT1);
4010 FMT_TO_STR(WINED3DFMT_DXT2);
4011 FMT_TO_STR(WINED3DFMT_DXT3);
4012 FMT_TO_STR(WINED3DFMT_DXT4);
4013 FMT_TO_STR(WINED3DFMT_DXT5);
4014 FMT_TO_STR(WINED3DFMT_MULTI2_ARGB8);
4015 FMT_TO_STR(WINED3DFMT_G8R8_G8B8);
4016 FMT_TO_STR(WINED3DFMT_R8G8_B8G8);
4017 FMT_TO_STR(WINED3DFMT_D16_LOCKABLE);
4018 FMT_TO_STR(WINED3DFMT_D32_UNORM);
4019 FMT_TO_STR(WINED3DFMT_S1_UINT_D15_UNORM);
4020 FMT_TO_STR(WINED3DFMT_X8D24_UNORM);
4021 FMT_TO_STR(WINED3DFMT_S4X4_UINT_D24_UNORM);
4022 FMT_TO_STR(WINED3DFMT_L16_UNORM);
4023 FMT_TO_STR(WINED3DFMT_S8_UINT_D24_FLOAT);
4024 FMT_TO_STR(WINED3DFMT_R8G8_SNORM_Cx);
4025 FMT_TO_STR(WINED3DFMT_ATI1N);
4026 FMT_TO_STR(WINED3DFMT_ATI2N);
4027 FMT_TO_STR(WINED3DFMT_NVDB);
4028 FMT_TO_STR(WINED3DFMT_NVHU);
4029 FMT_TO_STR(WINED3DFMT_NVHS);
4030 FMT_TO_STR(WINED3DFMT_R32G32B32A32_TYPELESS);
4031 FMT_TO_STR(WINED3DFMT_R32G32B32A32_FLOAT);
4032 FMT_TO_STR(WINED3DFMT_R32G32B32A32_UINT);
4033 FMT_TO_STR(WINED3DFMT_R32G32B32A32_SINT);
4034 FMT_TO_STR(WINED3DFMT_R32G32B32_TYPELESS);
4035 FMT_TO_STR(WINED3DFMT_R32G32B32_FLOAT);
4036 FMT_TO_STR(WINED3DFMT_R32G32B32_UINT);
4037 FMT_TO_STR(WINED3DFMT_R32G32B32_SINT);
4038 FMT_TO_STR(WINED3DFMT_R16G16B16A16_TYPELESS);
4039 FMT_TO_STR(WINED3DFMT_R16G16B16A16_FLOAT);
4040 FMT_TO_STR(WINED3DFMT_R16G16B16A16_UNORM);
4041 FMT_TO_STR(WINED3DFMT_R16G16B16A16_UINT);
4042 FMT_TO_STR(WINED3DFMT_R16G16B16A16_SNORM);
4043 FMT_TO_STR(WINED3DFMT_R16G16B16A16_SINT);
4044 FMT_TO_STR(WINED3DFMT_R32G32_TYPELESS);
4045 FMT_TO_STR(WINED3DFMT_R32G32_FLOAT);
4046 FMT_TO_STR(WINED3DFMT_R32G32_UINT);
4047 FMT_TO_STR(WINED3DFMT_R32G32_SINT);
4048 FMT_TO_STR(WINED3DFMT_R32G8X24_TYPELESS);
4049 FMT_TO_STR(WINED3DFMT_D32_FLOAT_S8X24_UINT);
4050 FMT_TO_STR(WINED3DFMT_R32_FLOAT_X8X24_TYPELESS);
4051 FMT_TO_STR(WINED3DFMT_X32_TYPELESS_G8X24_UINT);
4052 FMT_TO_STR(WINED3DFMT_R10G10B10A2_TYPELESS);
4053 FMT_TO_STR(WINED3DFMT_R10G10B10A2_UNORM);
4054 FMT_TO_STR(WINED3DFMT_R10G10B10A2_UINT);
4055 FMT_TO_STR(WINED3DFMT_R10G10B10A2_SNORM);
4056 FMT_TO_STR(WINED3DFMT_R10G10B10_XR_BIAS_A2_UNORM);
4057 FMT_TO_STR(WINED3DFMT_R11G11B10_FLOAT);
4058 FMT_TO_STR(WINED3DFMT_R8G8B8A8_TYPELESS);
4059 FMT_TO_STR(WINED3DFMT_R8G8B8A8_UNORM);
4060 FMT_TO_STR(WINED3DFMT_R8G8B8A8_UNORM_SRGB);
4061 FMT_TO_STR(WINED3DFMT_R8G8B8A8_UINT);
4062 FMT_TO_STR(WINED3DFMT_R8G8B8A8_SNORM);
4063 FMT_TO_STR(WINED3DFMT_R8G8B8A8_SINT);
4064 FMT_TO_STR(WINED3DFMT_R16G16_TYPELESS);
4065 FMT_TO_STR(WINED3DFMT_R16G16_FLOAT);
4066 FMT_TO_STR(WINED3DFMT_R16G16_UNORM);
4067 FMT_TO_STR(WINED3DFMT_R16G16_UINT);
4068 FMT_TO_STR(WINED3DFMT_R16G16_SNORM);
4069 FMT_TO_STR(WINED3DFMT_R16G16_SINT);
4070 FMT_TO_STR(WINED3DFMT_R32_TYPELESS);
4071 FMT_TO_STR(WINED3DFMT_D32_FLOAT);
4072 FMT_TO_STR(WINED3DFMT_R32_FLOAT);
4073 FMT_TO_STR(WINED3DFMT_R32_UINT);
4074 FMT_TO_STR(WINED3DFMT_R32_SINT);
4075 FMT_TO_STR(WINED3DFMT_R24G8_TYPELESS);
4076 FMT_TO_STR(WINED3DFMT_D24_UNORM_S8_UINT);
4077 FMT_TO_STR(WINED3DFMT_R24_UNORM_X8_TYPELESS);
4078 FMT_TO_STR(WINED3DFMT_X24_TYPELESS_G8_UINT);
4079 FMT_TO_STR(WINED3DFMT_R8G8_TYPELESS);
4080 FMT_TO_STR(WINED3DFMT_R8G8_UNORM);
4081 FMT_TO_STR(WINED3DFMT_R8G8_UINT);
4082 FMT_TO_STR(WINED3DFMT_R8G8_SNORM);
4083 FMT_TO_STR(WINED3DFMT_R8G8_SINT);
4084 FMT_TO_STR(WINED3DFMT_R16_TYPELESS);
4085 FMT_TO_STR(WINED3DFMT_R16_FLOAT);
4086 FMT_TO_STR(WINED3DFMT_D16_UNORM);
4087 FMT_TO_STR(WINED3DFMT_R16_UNORM);
4088 FMT_TO_STR(WINED3DFMT_R16_UINT);
4089 FMT_TO_STR(WINED3DFMT_R16_SNORM);
4090 FMT_TO_STR(WINED3DFMT_R16_SINT);
4091 FMT_TO_STR(WINED3DFMT_R8_TYPELESS);
4092 FMT_TO_STR(WINED3DFMT_R8_UNORM);
4093 FMT_TO_STR(WINED3DFMT_R8_UINT);
4094 FMT_TO_STR(WINED3DFMT_R8_SNORM);
4095 FMT_TO_STR(WINED3DFMT_R8_SINT);
4096 FMT_TO_STR(WINED3DFMT_A8_UNORM);
4097 FMT_TO_STR(WINED3DFMT_R1_UNORM);
4098 FMT_TO_STR(WINED3DFMT_R9G9B9E5_SHAREDEXP);
4099 FMT_TO_STR(WINED3DFMT_R8G8_B8G8_UNORM);
4100 FMT_TO_STR(WINED3DFMT_G8R8_G8B8_UNORM);
4101 FMT_TO_STR(WINED3DFMT_BC1_TYPELESS);
4102 FMT_TO_STR(WINED3DFMT_BC1_UNORM);
4103 FMT_TO_STR(WINED3DFMT_BC1_UNORM_SRGB);
4104 FMT_TO_STR(WINED3DFMT_BC2_TYPELESS);
4105 FMT_TO_STR(WINED3DFMT_BC2_UNORM);
4106 FMT_TO_STR(WINED3DFMT_BC2_UNORM_SRGB);
4107 FMT_TO_STR(WINED3DFMT_BC3_TYPELESS);
4108 FMT_TO_STR(WINED3DFMT_BC3_UNORM);
4109 FMT_TO_STR(WINED3DFMT_BC3_UNORM_SRGB);
4110 FMT_TO_STR(WINED3DFMT_BC4_TYPELESS);
4111 FMT_TO_STR(WINED3DFMT_BC4_UNORM);
4112 FMT_TO_STR(WINED3DFMT_BC4_SNORM);
4113 FMT_TO_STR(WINED3DFMT_BC5_TYPELESS);
4114 FMT_TO_STR(WINED3DFMT_BC5_UNORM);
4115 FMT_TO_STR(WINED3DFMT_BC5_SNORM);
4116 FMT_TO_STR(WINED3DFMT_B5G6R5_UNORM);
4117 FMT_TO_STR(WINED3DFMT_B5G5R5A1_UNORM);
4118 FMT_TO_STR(WINED3DFMT_B8G8R8A8_UNORM);
4119 FMT_TO_STR(WINED3DFMT_B8G8R8X8_UNORM);
4120 FMT_TO_STR(WINED3DFMT_B8G8R8A8_TYPELESS);
4121 FMT_TO_STR(WINED3DFMT_B8G8R8A8_UNORM_SRGB);
4122 FMT_TO_STR(WINED3DFMT_B8G8R8X8_TYPELESS);
4123 FMT_TO_STR(WINED3DFMT_B8G8R8X8_UNORM_SRGB);
4124 FMT_TO_STR(WINED3DFMT_BC6H_TYPELESS);
4125 FMT_TO_STR(WINED3DFMT_BC6H_UF16);
4126 FMT_TO_STR(WINED3DFMT_BC6H_SF16);
4127 FMT_TO_STR(WINED3DFMT_BC7_TYPELESS);
4128 FMT_TO_STR(WINED3DFMT_BC7_UNORM);
4129 FMT_TO_STR(WINED3DFMT_BC7_UNORM_SRGB);
4130 FMT_TO_STR(WINED3DFMT_INTZ);
4131 FMT_TO_STR(WINED3DFMT_RESZ);
4132 FMT_TO_STR(WINED3DFMT_NULL);
4133 FMT_TO_STR(WINED3DFMT_R16);
4134 FMT_TO_STR(WINED3DFMT_AL16);
4135 #undef FMT_TO_STR
4136 default:
4137 {
4138 char fourcc[5];
4139 fourcc[0] = (char)(format_id);
4140 fourcc[1] = (char)(format_id >> 8);
4141 fourcc[2] = (char)(format_id >> 16);
4142 fourcc[3] = (char)(format_id >> 24);
4143 fourcc[4] = 0;
4144 if (isprint(fourcc[0]) && isprint(fourcc[1]) && isprint(fourcc[2]) && isprint(fourcc[3]))
4145 FIXME("Unrecognized %#x (as fourcc: %s) WINED3DFORMAT!\n", format_id, fourcc);
4146 else
4147 FIXME("Unrecognized %#x WINED3DFORMAT!\n", format_id);
4148 }
4149 return "unrecognized";
4150 }
4151 }
4152
4153 const char *debug_d3ddevicetype(enum wined3d_device_type device_type)
4154 {
4155 switch (device_type)
4156 {
4157 #define DEVTYPE_TO_STR(dev) case dev: return #dev
4158 DEVTYPE_TO_STR(WINED3D_DEVICE_TYPE_HAL);
4159 DEVTYPE_TO_STR(WINED3D_DEVICE_TYPE_REF);
4160 DEVTYPE_TO_STR(WINED3D_DEVICE_TYPE_SW);
4161 #undef DEVTYPE_TO_STR
4162 default:
4163 FIXME("Unrecognized device type %#x.\n", device_type);
4164 return "unrecognized";
4165 }
4166 }
4167
4168 struct debug_buffer
4169 {
4170 char str[200]; /* wine_dbg_sprintf() limits string size to 200 */
4171 char *ptr;
4172 int size;
4173 };
4174
4175 static void init_debug_buffer(struct debug_buffer *buffer, const char *default_string)
4176 {
4177 strcpy(buffer->str, default_string);
4178 buffer->ptr = buffer->str;
4179 buffer->size = ARRAY_SIZE(buffer->str);
4180 }
4181
4182 static void debug_append(struct debug_buffer *buffer, const char *str, const char *separator)
4183 {
4184 int size;
4185
4186 if (!separator || buffer->ptr == buffer->str)
4187 separator = "";
4188 size = snprintf(buffer->ptr, buffer->size, "%s%s", separator, str);
4189 if (size == -1 || size >= buffer->size)
4190 {
4191 buffer->size = 0;
4192 strcpy(&buffer->str[ARRAY_SIZE(buffer->str) - 4], "...");
4193 return;
4194 }
4195
4196 buffer->ptr += size;
4197 buffer->size -= size;
4198 }
4199
4200 const char *wined3d_debug_resource_access(DWORD access)
4201 {
4202 struct debug_buffer buffer;
4203
4204 init_debug_buffer(&buffer, "0");
4205 #define ACCESS_TO_STR(x) if (access & x) { debug_append(&buffer, #x, " | "); access &= ~x; }
4206 ACCESS_TO_STR(WINED3D_RESOURCE_ACCESS_GPU);
4207 ACCESS_TO_STR(WINED3D_RESOURCE_ACCESS_CPU);
4208 ACCESS_TO_STR(WINED3D_RESOURCE_ACCESS_MAP_R);
4209 ACCESS_TO_STR(WINED3D_RESOURCE_ACCESS_MAP_W);
4210 #undef ACCESS_TO_STR
4211 if (access)
4212 FIXME("Unrecognised access flag(s) %#x.\n", access);
4213
4214 return wine_dbg_sprintf("%s", buffer.str);
4215 }
4216
4217 const char *debug_d3dusage(DWORD usage)
4218 {
4219 struct debug_buffer buffer;
4220
4221 init_debug_buffer(&buffer, "0");
4222 #define WINED3DUSAGE_TO_STR(x) if (usage & x) { debug_append(&buffer, #x, " | "); usage &= ~x; }
4223 WINED3DUSAGE_TO_STR(WINED3DUSAGE_RENDERTARGET);
4224 WINED3DUSAGE_TO_STR(WINED3DUSAGE_DEPTHSTENCIL);
4225 WINED3DUSAGE_TO_STR(WINED3DUSAGE_WRITEONLY);
4226 WINED3DUSAGE_TO_STR(WINED3DUSAGE_SOFTWAREPROCESSING);
4227 WINED3DUSAGE_TO_STR(WINED3DUSAGE_DONOTCLIP);
4228 WINED3DUSAGE_TO_STR(WINED3DUSAGE_POINTS);
4229 WINED3DUSAGE_TO_STR(WINED3DUSAGE_RTPATCHES);
4230 WINED3DUSAGE_TO_STR(WINED3DUSAGE_NPATCHES);
4231 WINED3DUSAGE_TO_STR(WINED3DUSAGE_DYNAMIC);
4232 WINED3DUSAGE_TO_STR(WINED3DUSAGE_RESTRICTED_CONTENT);
4233 WINED3DUSAGE_TO_STR(WINED3DUSAGE_RESTRICT_SHARED_RESOURCE_DRIVER);
4234 WINED3DUSAGE_TO_STR(WINED3DUSAGE_RESTRICT_SHARED_RESOURCE);
4235 WINED3DUSAGE_TO_STR(WINED3DUSAGE_DMAP);
4236 WINED3DUSAGE_TO_STR(WINED3DUSAGE_TEXTAPI);
4237 WINED3DUSAGE_TO_STR(WINED3DUSAGE_LEGACY_CUBEMAP);
4238 WINED3DUSAGE_TO_STR(WINED3DUSAGE_TEXTURE);
4239 WINED3DUSAGE_TO_STR(WINED3DUSAGE_OWNDC);
4240 WINED3DUSAGE_TO_STR(WINED3DUSAGE_STATICDECL);
4241 WINED3DUSAGE_TO_STR(WINED3DUSAGE_OVERLAY);
4242 #undef WINED3DUSAGE_TO_STR
4243 if (usage)
4244 FIXME("Unrecognized usage flag(s) %#x.\n", usage);
4245
4246 return wine_dbg_sprintf("%s", buffer.str);
4247 }
4248
4249 const char *debug_d3dusagequery(DWORD usage)
4250 {
4251 struct debug_buffer buffer;
4252
4253 init_debug_buffer(&buffer, "0");
4254 #define WINED3DUSAGEQUERY_TO_STR(x) if (usage & x) { debug_append(&buffer, #x, " | "); usage &= ~x; }
4255 WINED3DUSAGEQUERY_TO_STR(WINED3DUSAGE_QUERY_FILTER);
4256 WINED3DUSAGEQUERY_TO_STR(WINED3DUSAGE_QUERY_GENMIPMAP);
4257 WINED3DUSAGEQUERY_TO_STR(WINED3DUSAGE_QUERY_LEGACYBUMPMAP);
4258 WINED3DUSAGEQUERY_TO_STR(WINED3DUSAGE_QUERY_POSTPIXELSHADER_BLENDING);
4259 WINED3DUSAGEQUERY_TO_STR(WINED3DUSAGE_QUERY_SRGBREAD);
4260 WINED3DUSAGEQUERY_TO_STR(WINED3DUSAGE_QUERY_SRGBWRITE);
4261 WINED3DUSAGEQUERY_TO_STR(WINED3DUSAGE_QUERY_VERTEXTEXTURE);
4262 WINED3DUSAGEQUERY_TO_STR(WINED3DUSAGE_QUERY_WRAPANDMIP);
4263 #undef WINED3DUSAGEQUERY_TO_STR
4264 if (usage)
4265 FIXME("Unrecognized usage query flag(s) %#x.\n", usage);
4266
4267 return wine_dbg_sprintf("%s", buffer.str);
4268 }
4269
4270 const char *debug_d3ddeclmethod(enum wined3d_decl_method method)
4271 {
4272 switch (method)
4273 {
4274 #define WINED3DDECLMETHOD_TO_STR(u) case u: return #u
4275 WINED3DDECLMETHOD_TO_STR(WINED3D_DECL_METHOD_DEFAULT);
4276 WINED3DDECLMETHOD_TO_STR(WINED3D_DECL_METHOD_PARTIAL_U);
4277 WINED3DDECLMETHOD_TO_STR(WINED3D_DECL_METHOD_PARTIAL_V);
4278 WINED3DDECLMETHOD_TO_STR(WINED3D_DECL_METHOD_CROSS_UV);
4279 WINED3DDECLMETHOD_TO_STR(WINED3D_DECL_METHOD_UV);
4280 WINED3DDECLMETHOD_TO_STR(WINED3D_DECL_METHOD_LOOKUP);
4281 WINED3DDECLMETHOD_TO_STR(WINED3D_DECL_METHOD_LOOKUP_PRESAMPLED);
4282 #undef WINED3DDECLMETHOD_TO_STR
4283 default:
4284 FIXME("Unrecognized declaration method %#x.\n", method);
4285 return "unrecognized";
4286 }
4287 }
4288
4289 const char *debug_d3ddeclusage(enum wined3d_decl_usage usage)
4290 {
4291 switch (usage)
4292 {
4293 #define WINED3DDECLUSAGE_TO_STR(u) case u: return #u
4294 WINED3DDECLUSAGE_TO_STR(WINED3D_DECL_USAGE_POSITION);
4295 WINED3DDECLUSAGE_TO_STR(WINED3D_DECL_USAGE_BLEND_WEIGHT);
4296 WINED3DDECLUSAGE_TO_STR(WINED3D_DECL_USAGE_BLEND_INDICES);
4297 WINED3DDECLUSAGE_TO_STR(WINED3D_DECL_USAGE_NORMAL);
4298 WINED3DDECLUSAGE_TO_STR(WINED3D_DECL_USAGE_PSIZE);
4299 WINED3DDECLUSAGE_TO_STR(WINED3D_DECL_USAGE_TEXCOORD);
4300 WINED3DDECLUSAGE_TO_STR(WINED3D_DECL_USAGE_TANGENT);
4301 WINED3DDECLUSAGE_TO_STR(WINED3D_DECL_USAGE_BINORMAL);
4302 WINED3DDECLUSAGE_TO_STR(WINED3D_DECL_USAGE_TESS_FACTOR);
4303 WINED3DDECLUSAGE_TO_STR(WINED3D_DECL_USAGE_POSITIONT);
4304 WINED3DDECLUSAGE_TO_STR(WINED3D_DECL_USAGE_COLOR);
4305 WINED3DDECLUSAGE_TO_STR(WINED3D_DECL_USAGE_FOG);
4306 WINED3DDECLUSAGE_TO_STR(WINED3D_DECL_USAGE_DEPTH);
4307 WINED3DDECLUSAGE_TO_STR(WINED3D_DECL_USAGE_SAMPLE);
4308 #undef WINED3DDECLUSAGE_TO_STR
4309 default:
4310 FIXME("Unrecognized %u declaration usage!\n", usage);
4311 return "unrecognized";
4312 }
4313 }
4314
4315 const char *debug_d3dinput_classification(enum wined3d_input_classification classification)
4316 {
4317 switch (classification)
4318 {
4319 #define WINED3D_TO_STR(x) case x: return #x
4320 WINED3D_TO_STR(WINED3D_INPUT_PER_VERTEX_DATA);
4321 WINED3D_TO_STR(WINED3D_INPUT_PER_INSTANCE_DATA);
4322 #undef WINED3D_TO_STR
4323 default:
4324 FIXME("Unrecognized input classification %#x.\n", classification);
4325 return "unrecognized";
4326 }
4327 }
4328
4329 const char *debug_d3dresourcetype(enum wined3d_resource_type resource_type)
4330 {
4331 switch (resource_type)
4332 {
4333 #define WINED3D_TO_STR(x) case x: return #x
4334 WINED3D_TO_STR(WINED3D_RTYPE_NONE);
4335 WINED3D_TO_STR(WINED3D_RTYPE_BUFFER);
4336 WINED3D_TO_STR(WINED3D_RTYPE_TEXTURE_1D);
4337 WINED3D_TO_STR(WINED3D_RTYPE_TEXTURE_2D);
4338 WINED3D_TO_STR(WINED3D_RTYPE_TEXTURE_3D);
4339 #undef WINED3D_TO_STR
4340 default:
4341 FIXME("Unrecognized resource type %#x.\n", resource_type);
4342 return "unrecognized";
4343 }
4344 }
4345
4346 const char *debug_d3dprimitivetype(enum wined3d_primitive_type primitive_type)
4347 {
4348 switch (primitive_type)
4349 {
4350 #define PRIM_TO_STR(prim) case prim: return #prim
4351 PRIM_TO_STR(WINED3D_PT_UNDEFINED);
4352 PRIM_TO_STR(WINED3D_PT_POINTLIST);
4353 PRIM_TO_STR(WINED3D_PT_LINELIST);
4354 PRIM_TO_STR(WINED3D_PT_LINESTRIP);
4355 PRIM_TO_STR(WINED3D_PT_TRIANGLELIST);
4356 PRIM_TO_STR(WINED3D_PT_TRIANGLESTRIP);
4357 PRIM_TO_STR(WINED3D_PT_TRIANGLEFAN);
4358 PRIM_TO_STR(WINED3D_PT_LINELIST_ADJ);
4359 PRIM_TO_STR(WINED3D_PT_LINESTRIP_ADJ);
4360 PRIM_TO_STR(WINED3D_PT_TRIANGLELIST_ADJ);
4361 PRIM_TO_STR(WINED3D_PT_TRIANGLESTRIP_ADJ);
4362 PRIM_TO_STR(WINED3D_PT_PATCH);
4363 #undef PRIM_TO_STR
4364 default:
4365 FIXME("Unrecognized primitive type %#x.\n", primitive_type);
4366 return "unrecognized";
4367 }
4368 }
4369
4370 const char *debug_d3drenderstate(enum wined3d_render_state state)
4371 {
4372 switch (state)
4373 {
4374 #define D3DSTATE_TO_STR(u) case u: return #u
4375 D3DSTATE_TO_STR(WINED3D_RS_ANTIALIAS);
4376 D3DSTATE_TO_STR(WINED3D_RS_TEXTUREPERSPECTIVE);
4377 D3DSTATE_TO_STR(WINED3D_RS_WRAPU);
4378 D3DSTATE_TO_STR(WINED3D_RS_WRAPV);
4379 D3DSTATE_TO_STR(WINED3D_RS_ZENABLE);
4380 D3DSTATE_TO_STR(WINED3D_RS_FILLMODE);
4381 D3DSTATE_TO_STR(WINED3D_RS_SHADEMODE);
4382 D3DSTATE_TO_STR(WINED3D_RS_LINEPATTERN);
4383 D3DSTATE_TO_STR(WINED3D_RS_MONOENABLE);
4384 D3DSTATE_TO_STR(WINED3D_RS_ROP2);
4385 D3DSTATE_TO_STR(WINED3D_RS_PLANEMASK);
4386 D3DSTATE_TO_STR(WINED3D_RS_ZWRITEENABLE);
4387 D3DSTATE_TO_STR(WINED3D_RS_ALPHATESTENABLE);
4388 D3DSTATE_TO_STR(WINED3D_RS_LASTPIXEL);
4389 D3DSTATE_TO_STR(WINED3D_RS_SRCBLEND);
4390 D3DSTATE_TO_STR(WINED3D_RS_DESTBLEND);
4391 D3DSTATE_TO_STR(WINED3D_RS_CULLMODE);
4392 D3DSTATE_TO_STR(WINED3D_RS_ZFUNC);
4393 D3DSTATE_TO_STR(WINED3D_RS_ALPHAREF);
4394 D3DSTATE_TO_STR(WINED3D_RS_ALPHAFUNC);
4395 D3DSTATE_TO_STR(WINED3D_RS_DITHERENABLE);
4396 D3DSTATE_TO_STR(WINED3D_RS_ALPHABLENDENABLE);
4397 D3DSTATE_TO_STR(WINED3D_RS_FOGENABLE);
4398 D3DSTATE_TO_STR(WINED3D_RS_SPECULARENABLE);
4399 D3DSTATE_TO_STR(WINED3D_RS_ZVISIBLE);
4400 D3DSTATE_TO_STR(WINED3D_RS_SUBPIXEL);
4401 D3DSTATE_TO_STR(WINED3D_RS_SUBPIXELX);
4402 D3DSTATE_TO_STR(WINED3D_RS_STIPPLEDALPHA);
4403 D3DSTATE_TO_STR(WINED3D_RS_FOGCOLOR);
4404 D3DSTATE_TO_STR(WINED3D_RS_FOGTABLEMODE);
4405 D3DSTATE_TO_STR(WINED3D_RS_FOGSTART);
4406 D3DSTATE_TO_STR(WINED3D_RS_FOGEND);
4407 D3DSTATE_TO_STR(WINED3D_RS_FOGDENSITY);
4408 D3DSTATE_TO_STR(WINED3D_RS_STIPPLEENABLE);
4409 D3DSTATE_TO_STR(WINED3D_RS_EDGEANTIALIAS);
4410 D3DSTATE_TO_STR(WINED3D_RS_COLORKEYENABLE);
4411 D3DSTATE_TO_STR(WINED3D_RS_MIPMAPLODBIAS);
4412 D3DSTATE_TO_STR(WINED3D_RS_RANGEFOGENABLE);
4413 D3DSTATE_TO_STR(WINED3D_RS_ANISOTROPY);
4414 D3DSTATE_TO_STR(WINED3D_RS_FLUSHBATCH);
4415 D3DSTATE_TO_STR(WINED3D_RS_TRANSLUCENTSORTINDEPENDENT);
4416 D3DSTATE_TO_STR(WINED3D_RS_STENCILENABLE);
4417 D3DSTATE_TO_STR(WINED3D_RS_STENCILFAIL);
4418 D3DSTATE_TO_STR(WINED3D_RS_STENCILZFAIL);
4419 D3DSTATE_TO_STR(WINED3D_RS_STENCILPASS);
4420 D3DSTATE_TO_STR(WINED3D_RS_STENCILFUNC);
4421 D3DSTATE_TO_STR(WINED3D_RS_STENCILREF);
4422 D3DSTATE_TO_STR(WINED3D_RS_STENCILMASK);
4423 D3DSTATE_TO_STR(WINED3D_RS_STENCILWRITEMASK);
4424 D3DSTATE_TO_STR(WINED3D_RS_TEXTUREFACTOR);
4425 D3DSTATE_TO_STR(WINED3D_RS_WRAP0);
4426 D3DSTATE_TO_STR(WINED3D_RS_WRAP1);
4427 D3DSTATE_TO_STR(WINED3D_RS_WRAP2);
4428 D3DSTATE_TO_STR(WINED3D_RS_WRAP3);
4429 D3DSTATE_TO_STR(WINED3D_RS_WRAP4);
4430 D3DSTATE_TO_STR(WINED3D_RS_WRAP5);
4431 D3DSTATE_TO_STR(WINED3D_RS_WRAP6);
4432 D3DSTATE_TO_STR(WINED3D_RS_WRAP7);
4433 D3DSTATE_TO_STR(WINED3D_RS_CLIPPING);
4434 D3DSTATE_TO_STR(WINED3D_RS_LIGHTING);
4435 D3DSTATE_TO_STR(WINED3D_RS_EXTENTS);
4436 D3DSTATE_TO_STR(WINED3D_RS_AMBIENT);
4437 D3DSTATE_TO_STR(WINED3D_RS_FOGVERTEXMODE);
4438 D3DSTATE_TO_STR(WINED3D_RS_COLORVERTEX);
4439 D3DSTATE_TO_STR(WINED3D_RS_LOCALVIEWER);
4440 D3DSTATE_TO_STR(WINED3D_RS_NORMALIZENORMALS);
4441 D3DSTATE_TO_STR(WINED3D_RS_COLORKEYBLENDENABLE);
4442 D3DSTATE_TO_STR(WINED3D_RS_DIFFUSEMATERIALSOURCE);
4443 D3DSTATE_TO_STR(WINED3D_RS_SPECULARMATERIALSOURCE);
4444 D3DSTATE_TO_STR(WINED3D_RS_AMBIENTMATERIALSOURCE);
4445 D3DSTATE_TO_STR(WINED3D_RS_EMISSIVEMATERIALSOURCE);
4446 D3DSTATE_TO_STR(WINED3D_RS_VERTEXBLEND);
4447 D3DSTATE_TO_STR(WINED3D_RS_CLIPPLANEENABLE);
4448 D3DSTATE_TO_STR(WINED3D_RS_SOFTWAREVERTEXPROCESSING);
4449 D3DSTATE_TO_STR(WINED3D_RS_POINTSIZE);
4450 D3DSTATE_TO_STR(WINED3D_RS_POINTSIZE_MIN);
4451 D3DSTATE_TO_STR(WINED3D_RS_POINTSPRITEENABLE);
4452 D3DSTATE_TO_STR(WINED3D_RS_POINTSCALEENABLE);
4453 D3DSTATE_TO_STR(WINED3D_RS_POINTSCALE_A);
4454 D3DSTATE_TO_STR(WINED3D_RS_POINTSCALE_B);
4455 D3DSTATE_TO_STR(WINED3D_RS_POINTSCALE_C);
4456 D3DSTATE_TO_STR(WINED3D_RS_MULTISAMPLEANTIALIAS);
4457 D3DSTATE_TO_STR(WINED3D_RS_MULTISAMPLEMASK);
4458 D3DSTATE_TO_STR(WINED3D_RS_PATCHEDGESTYLE);
4459 D3DSTATE_TO_STR(WINED3D_RS_PATCHSEGMENTS);
4460 D3DSTATE_TO_STR(WINED3D_RS_DEBUGMONITORTOKEN);
4461 D3DSTATE_TO_STR(WINED3D_RS_POINTSIZE_MAX);
4462 D3DSTATE_TO_STR(WINED3D_RS_INDEXEDVERTEXBLENDENABLE);
4463 D3DSTATE_TO_STR(WINED3D_RS_TWEENFACTOR);
4464 D3DSTATE_TO_STR(WINED3D_RS_BLENDOP);
4465 D3DSTATE_TO_STR(WINED3D_RS_POSITIONDEGREE);
4466 D3DSTATE_TO_STR(WINED3D_RS_NORMALDEGREE);
4467 D3DSTATE_TO_STR(WINED3D_RS_SCISSORTESTENABLE);
4468 D3DSTATE_TO_STR(WINED3D_RS_SLOPESCALEDEPTHBIAS);
4469 D3DSTATE_TO_STR(WINED3D_RS_ANTIALIASEDLINEENABLE);
4470 D3DSTATE_TO_STR(WINED3D_RS_MINTESSELLATIONLEVEL);
4471 D3DSTATE_TO_STR(WINED3D_RS_MAXTESSELLATIONLEVEL);
4472 D3DSTATE_TO_STR(WINED3D_RS_ADAPTIVETESS_X);
4473 D3DSTATE_TO_STR(WINED3D_RS_ADAPTIVETESS_Y);
4474 D3DSTATE_TO_STR(WINED3D_RS_ADAPTIVETESS_Z);
4475 D3DSTATE_TO_STR(WINED3D_RS_ADAPTIVETESS_W);
4476 D3DSTATE_TO_STR(WINED3D_RS_ENABLEADAPTIVETESSELLATION);
4477 D3DSTATE_TO_STR(WINED3D_RS_TWOSIDEDSTENCILMODE);
4478 D3DSTATE_TO_STR(WINED3D_RS_BACK_STENCILFAIL);
4479 D3DSTATE_TO_STR(WINED3D_RS_BACK_STENCILZFAIL);
4480 D3DSTATE_TO_STR(WINED3D_RS_BACK_STENCILPASS);
4481 D3DSTATE_TO_STR(WINED3D_RS_BACK_STENCILFUNC);
4482 D3DSTATE_TO_STR(WINED3D_RS_COLORWRITEENABLE);
4483 D3DSTATE_TO_STR(WINED3D_RS_COLORWRITEENABLE1);
4484 D3DSTATE_TO_STR(WINED3D_RS_COLORWRITEENABLE2);
4485 D3DSTATE_TO_STR(WINED3D_RS_COLORWRITEENABLE3);
4486 D3DSTATE_TO_STR(WINED3D_RS_COLORWRITEENABLE4);
4487 D3DSTATE_TO_STR(WINED3D_RS_COLORWRITEENABLE5);
4488 D3DSTATE_TO_STR(WINED3D_RS_COLORWRITEENABLE6);
4489 D3DSTATE_TO_STR(WINED3D_RS_COLORWRITEENABLE7);
4490 D3DSTATE_TO_STR(WINED3D_RS_BLENDFACTOR);
4491 D3DSTATE_TO_STR(WINED3D_RS_SRGBWRITEENABLE);
4492 D3DSTATE_TO_STR(WINED3D_RS_DEPTHBIAS);
4493 D3DSTATE_TO_STR(WINED3D_RS_DEPTHBIASCLAMP);
4494 D3DSTATE_TO_STR(WINED3D_RS_WRAP8);
4495 D3DSTATE_TO_STR(WINED3D_RS_WRAP9);
4496 D3DSTATE_TO_STR(WINED3D_RS_WRAP10);
4497 D3DSTATE_TO_STR(WINED3D_RS_WRAP11);
4498 D3DSTATE_TO_STR(WINED3D_RS_WRAP12);
4499 D3DSTATE_TO_STR(WINED3D_RS_WRAP13);
4500 D3DSTATE_TO_STR(WINED3D_RS_WRAP14);
4501 D3DSTATE_TO_STR(WINED3D_RS_WRAP15);
4502 D3DSTATE_TO_STR(WINED3D_RS_SEPARATEALPHABLENDENABLE);
4503 D3DSTATE_TO_STR(WINED3D_RS_SRCBLENDALPHA);
4504 D3DSTATE_TO_STR(WINED3D_RS_DESTBLENDALPHA);
4505 D3DSTATE_TO_STR(WINED3D_RS_BLENDOPALPHA);
4506 D3DSTATE_TO_STR(WINED3D_RS_DEPTHCLIP);
4507 #undef D3DSTATE_TO_STR
4508 default:
4509 FIXME("Unrecognized %u render state!\n", state);
4510 return "unrecognized";
4511 }
4512 }
4513
4514 const char *debug_d3dsamplerstate(enum wined3d_sampler_state state)
4515 {
4516 switch (state)
4517 {
4518 #define D3DSTATE_TO_STR(u) case u: return #u
4519 D3DSTATE_TO_STR(WINED3D_SAMP_BORDER_COLOR);
4520 D3DSTATE_TO_STR(WINED3D_SAMP_ADDRESS_U);
4521 D3DSTATE_TO_STR(WINED3D_SAMP_ADDRESS_V);
4522 D3DSTATE_TO_STR(WINED3D_SAMP_ADDRESS_W);
4523 D3DSTATE_TO_STR(WINED3D_SAMP_MAG_FILTER);
4524 D3DSTATE_TO_STR(WINED3D_SAMP_MIN_FILTER);
4525 D3DSTATE_TO_STR(WINED3D_SAMP_MIP_FILTER);
4526 D3DSTATE_TO_STR(WINED3D_SAMP_MIPMAP_LOD_BIAS);
4527 D3DSTATE_TO_STR(WINED3D_SAMP_MAX_MIP_LEVEL);
4528 D3DSTATE_TO_STR(WINED3D_SAMP_MAX_ANISOTROPY);
4529 D3DSTATE_TO_STR(WINED3D_SAMP_SRGB_TEXTURE);
4530 D3DSTATE_TO_STR(WINED3D_SAMP_ELEMENT_INDEX);
4531 D3DSTATE_TO_STR(WINED3D_SAMP_DMAP_OFFSET);
4532 #undef D3DSTATE_TO_STR
4533 default:
4534 FIXME("Unrecognized %u sampler state!\n", state);
4535 return "unrecognized";
4536 }
4537 }
4538
4539 const char *debug_d3dtexturefiltertype(enum wined3d_texture_filter_type filter_type)
4540 {
4541 switch (filter_type)
4542 {
4543 #define D3DTEXTUREFILTERTYPE_TO_STR(u) case u: return #u
4544 D3DTEXTUREFILTERTYPE_TO_STR(WINED3D_TEXF_NONE);
4545 D3DTEXTUREFILTERTYPE_TO_STR(WINED3D_TEXF_POINT);
4546 D3DTEXTUREFILTERTYPE_TO_STR(WINED3D_TEXF_LINEAR);
4547 D3DTEXTUREFILTERTYPE_TO_STR(WINED3D_TEXF_ANISOTROPIC);
4548 D3DTEXTUREFILTERTYPE_TO_STR(WINED3D_TEXF_FLAT_CUBIC);
4549 D3DTEXTUREFILTERTYPE_TO_STR(WINED3D_TEXF_GAUSSIAN_CUBIC);
4550 D3DTEXTUREFILTERTYPE_TO_STR(WINED3D_TEXF_PYRAMIDAL_QUAD);
4551 D3DTEXTUREFILTERTYPE_TO_STR(WINED3D_TEXF_GAUSSIAN_QUAD);
4552 #undef D3DTEXTUREFILTERTYPE_TO_STR
4553 default:
4554 FIXME("Unrecognized texture filter type 0x%08x.\n", filter_type);
4555 return "unrecognized";
4556 }
4557 }
4558
4559 const char *debug_d3dtexturestate(enum wined3d_texture_stage_state state)
4560 {
4561 switch (state)
4562 {
4563 #define D3DSTATE_TO_STR(u) case u: return #u
4564 D3DSTATE_TO_STR(WINED3D_TSS_COLOR_OP);
4565 D3DSTATE_TO_STR(WINED3D_TSS_COLOR_ARG1);
4566 D3DSTATE_TO_STR(WINED3D_TSS_COLOR_ARG2);
4567 D3DSTATE_TO_STR(WINED3D_TSS_ALPHA_OP);
4568 D3DSTATE_TO_STR(WINED3D_TSS_ALPHA_ARG1);
4569 D3DSTATE_TO_STR(WINED3D_TSS_ALPHA_ARG2);
4570 D3DSTATE_TO_STR(WINED3D_TSS_BUMPENV_MAT00);
4571 D3DSTATE_TO_STR(WINED3D_TSS_BUMPENV_MAT01);
4572 D3DSTATE_TO_STR(WINED3D_TSS_BUMPENV_MAT10);
4573 D3DSTATE_TO_STR(WINED3D_TSS_BUMPENV_MAT11);
4574 D3DSTATE_TO_STR(WINED3D_TSS_TEXCOORD_INDEX);
4575 D3DSTATE_TO_STR(WINED3D_TSS_BUMPENV_LSCALE);
4576 D3DSTATE_TO_STR(WINED3D_TSS_BUMPENV_LOFFSET);
4577 D3DSTATE_TO_STR(WINED3D_TSS_TEXTURE_TRANSFORM_FLAGS);
4578 D3DSTATE_TO_STR(WINED3D_TSS_COLOR_ARG0);
4579 D3DSTATE_TO_STR(WINED3D_TSS_ALPHA_ARG0);
4580 D3DSTATE_TO_STR(WINED3D_TSS_RESULT_ARG);
4581 D3DSTATE_TO_STR(WINED3D_TSS_CONSTANT);
4582 #undef D3DSTATE_TO_STR
4583 default:
4584 FIXME("Unrecognized %u texture state!\n", state);
4585 return "unrecognized";
4586 }
4587 }
4588
4589 const char *debug_d3dtop(enum wined3d_texture_op d3dtop)
4590 {
4591 switch (d3dtop)
4592 {
4593 #define D3DTOP_TO_STR(u) case u: return #u
4594 D3DTOP_TO_STR(WINED3D_TOP_DISABLE);
4595 D3DTOP_TO_STR(WINED3D_TOP_SELECT_ARG1);
4596 D3DTOP_TO_STR(WINED3D_TOP_SELECT_ARG2);
4597 D3DTOP_TO_STR(WINED3D_TOP_MODULATE);
4598 D3DTOP_TO_STR(WINED3D_TOP_MODULATE_2X);
4599 D3DTOP_TO_STR(WINED3D_TOP_MODULATE_4X);
4600 D3DTOP_TO_STR(WINED3D_TOP_ADD);
4601 D3DTOP_TO_STR(WINED3D_TOP_ADD_SIGNED);
4602 D3DTOP_TO_STR(WINED3D_TOP_ADD_SIGNED_2X);
4603 D3DTOP_TO_STR(WINED3D_TOP_SUBTRACT);
4604 D3DTOP_TO_STR(WINED3D_TOP_ADD_SMOOTH);
4605 D3DTOP_TO_STR(WINED3D_TOP_BLEND_DIFFUSE_ALPHA);
4606 D3DTOP_TO_STR(WINED3D_TOP_BLEND_TEXTURE_ALPHA);
4607 D3DTOP_TO_STR(WINED3D_TOP_BLEND_FACTOR_ALPHA);
4608 D3DTOP_TO_STR(WINED3D_TOP_BLEND_TEXTURE_ALPHA_PM);
4609 D3DTOP_TO_STR(WINED3D_TOP_BLEND_CURRENT_ALPHA);
4610 D3DTOP_TO_STR(WINED3D_TOP_PREMODULATE);
4611 D3DTOP_TO_STR(WINED3D_TOP_MODULATE_ALPHA_ADD_COLOR);
4612 D3DTOP_TO_STR(WINED3D_TOP_MODULATE_COLOR_ADD_ALPHA);
4613 D3DTOP_TO_STR(WINED3D_TOP_MODULATE_INVALPHA_ADD_COLOR);
4614 D3DTOP_TO_STR(WINED3D_TOP_MODULATE_INVCOLOR_ADD_ALPHA);
4615 D3DTOP_TO_STR(WINED3D_TOP_BUMPENVMAP);
4616 D3DTOP_TO_STR(WINED3D_TOP_BUMPENVMAP_LUMINANCE);
4617 D3DTOP_TO_STR(WINED3D_TOP_DOTPRODUCT3);
4618 D3DTOP_TO_STR(WINED3D_TOP_MULTIPLY_ADD);
4619 D3DTOP_TO_STR(WINED3D_TOP_LERP);
4620 #undef D3DTOP_TO_STR
4621 default:
4622 FIXME("Unrecognized texture op %#x.\n", d3dtop);
4623 return "unrecognized";
4624 }
4625 }
4626
4627 const char *debug_d3dtstype(enum wined3d_transform_state tstype)
4628 {
4629 switch (tstype)
4630 {
4631 #define TSTYPE_TO_STR(tstype) case tstype: return #tstype
4632 TSTYPE_TO_STR(WINED3D_TS_VIEW);
4633 TSTYPE_TO_STR(WINED3D_TS_PROJECTION);
4634 TSTYPE_TO_STR(WINED3D_TS_TEXTURE0);
4635 TSTYPE_TO_STR(WINED3D_TS_TEXTURE1);
4636 TSTYPE_TO_STR(WINED3D_TS_TEXTURE2);
4637 TSTYPE_TO_STR(WINED3D_TS_TEXTURE3);
4638 TSTYPE_TO_STR(WINED3D_TS_TEXTURE4);
4639 TSTYPE_TO_STR(WINED3D_TS_TEXTURE5);
4640 TSTYPE_TO_STR(WINED3D_TS_TEXTURE6);
4641 TSTYPE_TO_STR(WINED3D_TS_TEXTURE7);
4642 TSTYPE_TO_STR(WINED3D_TS_WORLD_MATRIX(0));
4643 TSTYPE_TO_STR(WINED3D_TS_WORLD_MATRIX(1));
4644 TSTYPE_TO_STR(WINED3D_TS_WORLD_MATRIX(2));
4645 TSTYPE_TO_STR(WINED3D_TS_WORLD_MATRIX(3));
4646 #undef TSTYPE_TO_STR
4647 default:
4648 if (tstype > 256 && tstype < 512)
4649 {
4650 FIXME("WINED3D_TS_WORLD_MATRIX(%u). 1..255 not currently supported.\n", tstype);
4651 return ("WINED3D_TS_WORLD_MATRIX > 0");
4652 }
4653 FIXME("Unrecognized transform state %#x.\n", tstype);
4654 return "unrecognized";
4655 }
4656 }
4657
4658 const char *debug_shader_type(enum wined3d_shader_type type)
4659 {
4660 switch(type)
4661 {
4662 #define WINED3D_TO_STR(type) case type: return #type
4663 WINED3D_TO_STR(WINED3D_SHADER_TYPE_PIXEL);
4664 WINED3D_TO_STR(WINED3D_SHADER_TYPE_VERTEX);
4665 WINED3D_TO_STR(WINED3D_SHADER_TYPE_GEOMETRY);
4666 WINED3D_TO_STR(WINED3D_SHADER_TYPE_HULL);
4667 WINED3D_TO_STR(WINED3D_SHADER_TYPE_DOMAIN);
4668 WINED3D_TO_STR(WINED3D_SHADER_TYPE_COMPUTE);
4669 #undef WINED3D_TO_STR
4670 default:
4671 FIXME("Unrecognized shader type %#x.\n", type);
4672 return "unrecognized";
4673 }
4674 }
4675
4676 const char *debug_d3dstate(DWORD state)
4677 {
4678 if (STATE_IS_RENDER(state))
4679 return wine_dbg_sprintf("STATE_RENDER(%s)", debug_d3drenderstate(state - STATE_RENDER(0)));
4680 if (STATE_IS_TEXTURESTAGE(state))
4681 {
4682 DWORD texture_stage = (state - STATE_TEXTURESTAGE(0, 0)) / (WINED3D_HIGHEST_TEXTURE_STATE + 1);
4683 DWORD texture_state = state - STATE_TEXTURESTAGE(texture_stage, 0);
4684 return wine_dbg_sprintf("STATE_TEXTURESTAGE(%#x, %s)",
4685 texture_stage, debug_d3dtexturestate(texture_state));
4686 }
4687 if (STATE_IS_SAMPLER(state))
4688 return wine_dbg_sprintf("STATE_SAMPLER(%#x)", state - STATE_SAMPLER(0));
4689 if (STATE_IS_COMPUTE_SHADER(state))
4690 return wine_dbg_sprintf("STATE_SHADER(%s)", debug_shader_type(WINED3D_SHADER_TYPE_COMPUTE));
4691 if (STATE_IS_GRAPHICS_SHADER(state))
4692 return wine_dbg_sprintf("STATE_SHADER(%s)", debug_shader_type(state - STATE_SHADER(0)));
4693 if (STATE_IS_COMPUTE_CONSTANT_BUFFER(state))
4694 return wine_dbg_sprintf("STATE_CONSTANT_BUFFER(%s)", debug_shader_type(WINED3D_SHADER_TYPE_COMPUTE));
4695 if (STATE_IS_GRAPHICS_CONSTANT_BUFFER(state))
4696 return wine_dbg_sprintf("STATE_CONSTANT_BUFFER(%s)", debug_shader_type(state - STATE_CONSTANT_BUFFER(0)));
4697 if (STATE_IS_COMPUTE_SHADER_RESOURCE_BINDING(state))
4698 return "STATE_COMPUTE_SHADER_RESOURCE_BINDING";
4699 if (STATE_IS_GRAPHICS_SHADER_RESOURCE_BINDING(state))
4700 return "STATE_GRAPHICS_SHADER_RESOURCE_BINDING";
4701 if (STATE_IS_COMPUTE_UNORDERED_ACCESS_VIEW_BINDING(state))
4702 return "STATE_COMPUTE_UNORDERED_ACCESS_VIEW_BINDING";
4703 if (STATE_IS_GRAPHICS_UNORDERED_ACCESS_VIEW_BINDING(state))
4704 return "STATE_GRAPHICS_UNORDERED_ACCESS_VIEW_BINDING";
4705 if (STATE_IS_TRANSFORM(state))
4706 return wine_dbg_sprintf("STATE_TRANSFORM(%s)", debug_d3dtstype(state - STATE_TRANSFORM(0)));
4707 if (STATE_IS_STREAMSRC(state))
4708 return "STATE_STREAMSRC";
4709 if (STATE_IS_INDEXBUFFER(state))
4710 return "STATE_INDEXBUFFER";
4711 if (STATE_IS_VDECL(state))
4712 return "STATE_VDECL";
4713 if (STATE_IS_VIEWPORT(state))
4714 return "STATE_VIEWPORT";
4715 if (STATE_IS_LIGHT_TYPE(state))
4716 return "STATE_LIGHT_TYPE";
4717 if (STATE_IS_ACTIVELIGHT(state))
4718 return wine_dbg_sprintf("STATE_ACTIVELIGHT(%#x)", state - STATE_ACTIVELIGHT(0));
4719 if (STATE_IS_SCISSORRECT(state))
4720 return "STATE_SCISSORRECT";
4721 if (STATE_IS_CLIPPLANE(state))
4722 return wine_dbg_sprintf("STATE_CLIPPLANE(%#x)", state - STATE_CLIPPLANE(0));
4723 if (STATE_IS_MATERIAL(state))
4724 return "STATE_MATERIAL";
4725 if (STATE_IS_FRONTFACE(state))
4726 return "STATE_FRONTFACE";
4727 if (STATE_IS_POINTSPRITECOORDORIGIN(state))
4728 return "STATE_POINTSPRITECOORDORIGIN";
4729 if (STATE_IS_BASEVERTEXINDEX(state))
4730 return "STATE_BASEVERTEXINDEX";
4731 if (STATE_IS_FRAMEBUFFER(state))
4732 return "STATE_FRAMEBUFFER";
4733 if (STATE_IS_POINT_ENABLE(state))
4734 return "STATE_POINT_ENABLE";
4735 if (STATE_IS_COLOR_KEY(state))
4736 return "STATE_COLOR_KEY";
4737 if (STATE_IS_STREAM_OUTPUT(state))
4738 return "STATE_STREAM_OUTPUT";
4739 if (STATE_IS_BLEND(state))
4740 return "STATE_BLEND";
4741
4742 return wine_dbg_sprintf("UNKNOWN_STATE(%#x)", state);
4743 }
4744
4745 const char *debug_fboattachment(GLenum attachment)
4746 {
4747 switch(attachment)
4748 {
4749 #define WINED3D_TO_STR(x) case x: return #x
4750 WINED3D_TO_STR(GL_COLOR_ATTACHMENT0);
4751 WINED3D_TO_STR(GL_COLOR_ATTACHMENT1);
4752 WINED3D_TO_STR(GL_COLOR_ATTACHMENT2);
4753 WINED3D_TO_STR(GL_COLOR_ATTACHMENT3);
4754 WINED3D_TO_STR(GL_COLOR_ATTACHMENT4);
4755 WINED3D_TO_STR(GL_COLOR_ATTACHMENT5);
4756 WINED3D_TO_STR(GL_COLOR_ATTACHMENT6);
4757 WINED3D_TO_STR(GL_COLOR_ATTACHMENT7);
4758 WINED3D_TO_STR(GL_COLOR_ATTACHMENT8);
4759 WINED3D_TO_STR(GL_COLOR_ATTACHMENT9);
4760 WINED3D_TO_STR(GL_COLOR_ATTACHMENT10);
4761 WINED3D_TO_STR(GL_COLOR_ATTACHMENT11);
4762 WINED3D_TO_STR(GL_COLOR_ATTACHMENT12);
4763 WINED3D_TO_STR(GL_COLOR_ATTACHMENT13);
4764 WINED3D_TO_STR(GL_COLOR_ATTACHMENT14);
4765 WINED3D_TO_STR(GL_COLOR_ATTACHMENT15);
4766 WINED3D_TO_STR(GL_DEPTH_ATTACHMENT);
4767 WINED3D_TO_STR(GL_STENCIL_ATTACHMENT);
4768 #undef WINED3D_TO_STR
4769 default:
4770 return wine_dbg_sprintf("Unknown FBO attachment %#x", attachment);
4771 }
4772 }
4773
4774 const char *debug_fbostatus(GLenum status) {
4775 switch(status) {
4776 #define FBOSTATUS_TO_STR(u) case u: return #u
4777 FBOSTATUS_TO_STR(GL_FRAMEBUFFER_COMPLETE);
4778 FBOSTATUS_TO_STR(GL_FRAMEBUFFER_INCOMPLETE_ATTACHMENT);
4779 FBOSTATUS_TO_STR(GL_FRAMEBUFFER_INCOMPLETE_MISSING_ATTACHMENT);
4780 FBOSTATUS_TO_STR(GL_FRAMEBUFFER_INCOMPLETE_DIMENSIONS_EXT);
4781 FBOSTATUS_TO_STR(GL_FRAMEBUFFER_INCOMPLETE_FORMATS_EXT);
4782 FBOSTATUS_TO_STR(GL_FRAMEBUFFER_INCOMPLETE_DRAW_BUFFER);
4783 FBOSTATUS_TO_STR(GL_FRAMEBUFFER_INCOMPLETE_READ_BUFFER);
4784 FBOSTATUS_TO_STR(GL_FRAMEBUFFER_INCOMPLETE_MULTISAMPLE);
4785 FBOSTATUS_TO_STR(GL_FRAMEBUFFER_INCOMPLETE_LAYER_TARGETS);
4786 FBOSTATUS_TO_STR(GL_FRAMEBUFFER_INCOMPLETE_LAYER_COUNT_ARB);
4787 FBOSTATUS_TO_STR(GL_FRAMEBUFFER_UNSUPPORTED);
4788 FBOSTATUS_TO_STR(GL_FRAMEBUFFER_UNDEFINED);
4789 #undef FBOSTATUS_TO_STR
4790 default:
4791 FIXME("Unrecognized FBO status 0x%08x.\n", status);
4792 return "unrecognized";
4793 }
4794 }
4795
4796 const char *debug_glerror(GLenum error) {
4797 switch(error) {
4798 #define GLERROR_TO_STR(u) case u: return #u
4799 GLERROR_TO_STR(GL_NO_ERROR);
4800 GLERROR_TO_STR(GL_INVALID_ENUM);
4801 GLERROR_TO_STR(GL_INVALID_VALUE);
4802 GLERROR_TO_STR(GL_INVALID_OPERATION);
4803 GLERROR_TO_STR(GL_STACK_OVERFLOW);
4804 GLERROR_TO_STR(GL_STACK_UNDERFLOW);
4805 GLERROR_TO_STR(GL_OUT_OF_MEMORY);
4806 GLERROR_TO_STR(GL_INVALID_FRAMEBUFFER_OPERATION);
4807 #undef GLERROR_TO_STR
4808 default:
4809 FIXME("Unrecognized GL error 0x%08x.\n", error);
4810 return "unrecognized";
4811 }
4812 }
4813
4814 static const char *debug_fixup_channel_source(enum fixup_channel_source source)
4815 {
4816 switch(source)
4817 {
4818 #define WINED3D_TO_STR(x) case x: return #x
4819 WINED3D_TO_STR(CHANNEL_SOURCE_ZERO);
4820 WINED3D_TO_STR(CHANNEL_SOURCE_ONE);
4821 WINED3D_TO_STR(CHANNEL_SOURCE_X);
4822 WINED3D_TO_STR(CHANNEL_SOURCE_Y);
4823 WINED3D_TO_STR(CHANNEL_SOURCE_Z);
4824 WINED3D_TO_STR(CHANNEL_SOURCE_W);
4825 WINED3D_TO_STR(CHANNEL_SOURCE_COMPLEX0);
4826 WINED3D_TO_STR(CHANNEL_SOURCE_COMPLEX1);
4827 #undef WINED3D_TO_STR
4828 default:
4829 FIXME("Unrecognized fixup_channel_source %#x\n", source);
4830 return "unrecognized";
4831 }
4832 }
4833
4834 static const char *debug_complex_fixup(enum complex_fixup fixup)
4835 {
4836 switch(fixup)
4837 {
4838 #define WINED3D_TO_STR(x) case x: return #x
4839 WINED3D_TO_STR(COMPLEX_FIXUP_YUY2);
4840 WINED3D_TO_STR(COMPLEX_FIXUP_UYVY);
4841 WINED3D_TO_STR(COMPLEX_FIXUP_YV12);
4842 WINED3D_TO_STR(COMPLEX_FIXUP_NV12);
4843 WINED3D_TO_STR(COMPLEX_FIXUP_P8);
4844 #undef WINED3D_TO_STR
4845 default:
4846 FIXME("Unrecognized complex fixup %#x\n", fixup);
4847 return "unrecognized";
4848 }
4849 }
4850
4851 void dump_color_fixup_desc(struct color_fixup_desc fixup)
4852 {
4853 if (is_complex_fixup(fixup))
4854 {
4855 TRACE("\tComplex: %s\n", debug_complex_fixup(get_complex_fixup(fixup)));
4856 return;
4857 }
4858
4859 TRACE("\tX: %s%s\n", debug_fixup_channel_source(fixup.x_source), fixup.x_sign_fixup ? ", SIGN_FIXUP" : "");
4860 TRACE("\tY: %s%s\n", debug_fixup_channel_source(fixup.y_source), fixup.y_sign_fixup ? ", SIGN_FIXUP" : "");
4861 TRACE("\tZ: %s%s\n", debug_fixup_channel_source(fixup.z_source), fixup.z_sign_fixup ? ", SIGN_FIXUP" : "");
4862 TRACE("\tW: %s%s\n", debug_fixup_channel_source(fixup.w_source), fixup.w_sign_fixup ? ", SIGN_FIXUP" : "");
4863 }
4864
4865 BOOL is_invalid_op(const struct wined3d_state *state, int stage,
4866 enum wined3d_texture_op op, DWORD arg1, DWORD arg2, DWORD arg3)
4867 {
4868 if (op == WINED3D_TOP_DISABLE)
4869 return FALSE;
4870 if (state->textures[stage])
4871 return FALSE;
4872
4873 if ((arg1 & WINED3DTA_SELECTMASK) == WINED3DTA_TEXTURE
4874 && op != WINED3D_TOP_SELECT_ARG2)
4875 return TRUE;
4876 if ((arg2 & WINED3DTA_SELECTMASK) == WINED3DTA_TEXTURE
4877 && op != WINED3D_TOP_SELECT_ARG1)
4878 return TRUE;
4879 if ((arg3 & WINED3DTA_SELECTMASK) == WINED3DTA_TEXTURE
4880 && (op == WINED3D_TOP_MULTIPLY_ADD || op == WINED3D_TOP_LERP))
4881 return TRUE;
4882
4883 return FALSE;
4884 }
4885
4886 void get_identity_matrix(struct wined3d_matrix *mat)
4887 {
4888 static const struct wined3d_matrix identity =
4889 {
4890 1.0f, 0.0f, 0.0f, 0.0f,
4891 0.0f, 1.0f, 0.0f, 0.0f,
4892 0.0f, 0.0f, 1.0f, 0.0f,
4893 0.0f, 0.0f, 0.0f, 1.0f,
4894 };
4895
4896 *mat = identity;
4897 }
4898
4899 void get_modelview_matrix(const struct wined3d_context *context, const struct wined3d_state *state,
4900 unsigned int index, struct wined3d_matrix *mat)
4901 {
4902 if (context->last_was_rhw)
4903 get_identity_matrix(mat);
4904 else
4905 multiply_matrix(mat, &state->transforms[WINED3D_TS_VIEW], &state->transforms[WINED3D_TS_WORLD_MATRIX(index)]);
4906 }
4907
4908 void get_projection_matrix(const struct wined3d_context *context, const struct wined3d_state *state,
4909 struct wined3d_matrix *mat)
4910 {
4911 BOOL clip_control = context->gl_info->supported[ARB_CLIP_CONTROL];
4912 BOOL flip = !clip_control && context->render_offscreen;
4913 float center_offset;
4914
4915 /* There are a couple of additional things we have to take into account
4916 * here besides the projection transformation itself:
4917 * - We need to flip along the y-axis in case of offscreen rendering.
4918 * - OpenGL Z range is {-Wc,...,Wc} while D3D Z range is {0,...,Wc}.
4919 * - <= D3D9 coordinates refer to pixel centers while GL coordinates
4920 * refer to pixel corners.
4921 * - D3D has a top-left filling convention. We need to maintain this
4922 * even after the y-flip mentioned above.
4923 * In order to handle the last two points, we translate by
4924 * (63.0 / 128.0) / VPw and (63.0 / 128.0) / VPh. This is equivalent to
4925 * translating slightly less than half a pixel. We want the difference to
4926 * be large enough that it doesn't get lost due to rounding inside the
4927 * driver, but small enough to prevent it from interfering with any
4928 * anti-aliasing. */
4929
4930 if (!clip_control && context->d3d_info->wined3d_creation_flags & WINED3D_PIXEL_CENTER_INTEGER)
4931 center_offset = 63.0f / 64.0f;
4932 else
4933 center_offset = -1.0f / 64.0f;
4934
4935 if (context->last_was_rhw)
4936 {
4937 /* Transform D3D RHW coordinates to OpenGL clip coordinates. */
4938 float x = state->viewport.x;
4939 float y = state->viewport.y;
4940 float w = state->viewport.width;
4941 float h = state->viewport.height;
4942 float x_scale = 2.0f / w;
4943 float x_offset = (center_offset - (2.0f * x) - w) / w;
4944 float y_scale = flip ? 2.0f / h : 2.0f / -h;
4945 float y_offset = flip
4946 ? (center_offset - (2.0f * y) - h) / h
4947 : (center_offset - (2.0f * y) - h) / -h;
4948 enum wined3d_depth_buffer_type zenable = state->fb->depth_stencil ?
4949 state->render_states[WINED3D_RS_ZENABLE] : WINED3D_ZB_FALSE;
4950 float z_scale = zenable ? clip_control ? 1.0f : 2.0f : 0.0f;
4951 float z_offset = zenable ? clip_control ? 0.0f : -1.0f : 0.0f;
4952 const struct wined3d_matrix projection =
4953 {
4954 x_scale, 0.0f, 0.0f, 0.0f,
4955 0.0f, y_scale, 0.0f, 0.0f,
4956 0.0f, 0.0f, z_scale, 0.0f,
4957 x_offset, y_offset, z_offset, 1.0f,
4958 };
4959
4960 *mat = projection;
4961 }
4962 else
4963 {
4964 float y_scale = flip ? -1.0f : 1.0f;
4965 float x_offset = center_offset / state->viewport.width;
4966 float y_offset = flip
4967 ? center_offset / state->viewport.height
4968 : -center_offset / state->viewport.height;
4969 float z_scale = clip_control ? 1.0f : 2.0f;
4970 float z_offset = clip_control ? 0.0f : -1.0f;
4971 const struct wined3d_matrix projection =
4972 {
4973 1.0f, 0.0f, 0.0f, 0.0f,
4974 0.0f, y_scale, 0.0f, 0.0f,
4975 0.0f, 0.0f, z_scale, 0.0f,
4976 x_offset, y_offset, z_offset, 1.0f,
4977 };
4978
4979 multiply_matrix(mat, &projection, &state->transforms[WINED3D_TS_PROJECTION]);
4980 }
4981 }
4982
4983 /* Setup this textures matrix according to the texture flags. */
4984 static void compute_texture_matrix(const struct wined3d_gl_info *gl_info, const struct wined3d_matrix *matrix,
4985 DWORD flags, BOOL calculated_coords, BOOL transformed, enum wined3d_format_id format_id,
4986 BOOL ffp_proj_control, struct wined3d_matrix *out_matrix)
4987 {
4988 struct wined3d_matrix mat;
4989
4990 if (flags == WINED3D_TTFF_DISABLE || flags == WINED3D_TTFF_COUNT1 || transformed)
4991 {
4992 get_identity_matrix(out_matrix);
4993 return;
4994 }
4995
4996 if (flags == (WINED3D_TTFF_COUNT1 | WINED3D_TTFF_PROJECTED))
4997 {
4998 ERR("Invalid texture transform flags: WINED3D_TTFF_COUNT1 | WINED3D_TTFF_PROJECTED.\n");
4999 return;
5000 }
5001
5002 mat = *matrix;
5003
5004 if (flags & WINED3D_TTFF_PROJECTED)
5005 {
5006 if (!ffp_proj_control)
5007 {
5008 switch (flags & ~WINED3D_TTFF_PROJECTED)
5009 {
5010 case WINED3D_TTFF_COUNT2:
5011 mat._14 = mat._12;
5012 mat._24 = mat._22;
5013 mat._34 = mat._32;
5014 mat._44 = mat._42;
5015 mat._12 = mat._22 = mat._32 = mat._42 = 0.0f;
5016 break;
5017 case WINED3D_TTFF_COUNT3:
5018 mat._14 = mat._13;
5019 mat._24 = mat._23;
5020 mat._34 = mat._33;
5021 mat._44 = mat._43;
5022 mat._13 = mat._23 = mat._33 = mat._43 = 0.0f;
5023 break;
5024 }
5025 }
5026 }
5027 else
5028 {
5029 /* Under Direct3D the R/Z coord can be used for translation, under
5030 * OpenGL we use the Q coord instead. */
5031 if (!calculated_coords)
5032 {
5033 switch (format_id)
5034 {
5035 /* Direct3D passes the default 1.0 in the 2nd coord, while GL
5036 * passes it in the 4th. Swap 2nd and 4th coord. No need to
5037 * store the value of mat._41 in mat._21 because the input
5038 * value to the transformation will be 0, so the matrix value
5039 * is irrelevant. */
5040 case WINED3DFMT_R32_FLOAT:
5041 mat._41 = mat._21;
5042 mat._42 = mat._22;
5043 mat._43 = mat._23;
5044 mat._44 = mat._24;
5045 break;
5046 /* See above, just 3rd and 4th coord. */
5047 case WINED3DFMT_R32G32_FLOAT:
5048 mat._41 = mat._31;
5049 mat._42 = mat._32;
5050 mat._43 = mat._33;
5051 mat._44 = mat._34;
5052 break;
5053 case WINED3DFMT_R32G32B32_FLOAT: /* Opengl defaults match dx defaults */
5054 case WINED3DFMT_R32G32B32A32_FLOAT: /* No defaults apply, all app defined */
5055
5056 /* This is to prevent swapping the matrix lines and put the default 4th coord = 1.0
5057 * into a bad place. The division elimination below will apply to make sure the
5058 * 1.0 doesn't do anything bad. The caller will set this value if the stride is 0
5059 */
5060 case WINED3DFMT_UNKNOWN: /* No texture coords, 0/0/0/1 defaults are passed */
5061 break;
5062 default:
5063 FIXME("Unexpected fixed function texture coord input\n");
5064 }
5065 }
5066 if (!ffp_proj_control)
5067 {
5068 switch (flags & ~WINED3D_TTFF_PROJECTED)
5069 {
5070 /* case WINED3D_TTFF_COUNT1: Won't ever get here. */
5071 case WINED3D_TTFF_COUNT2:
5072 mat._13 = mat._23 = mat._33 = mat._43 = 0.0f;
5073 /* OpenGL divides the first 3 vertex coordinates by the 4th by
5074 * default, which is essentially the same as D3DTTFF_PROJECTED.
5075 * Make sure that the 4th coordinate evaluates to 1.0 to
5076 * eliminate that.
5077 *
5078 * If the fixed function pipeline is used, the 4th value
5079 * remains unused, so there is no danger in doing this. With
5080 * vertex shaders we have a problem. Should an application hit
5081 * that problem, the code here would have to check for pixel
5082 * shaders, and the shader has to undo the default GL divide.
5083 *
5084 * A more serious problem occurs if the application passes 4
5085 * coordinates in, and the 4th is != 1.0 (OpenGL default).
5086 * This would have to be fixed with immediate mode draws. */
5087 default:
5088 mat._14 = mat._24 = mat._34 = 0.0f; mat._44 = 1.0f;
5089 }
5090 }
5091 }
5092
5093 *out_matrix = mat;
5094 }
5095
5096 void get_texture_matrix(const struct wined3d_context *context, const struct wined3d_state *state,
5097 unsigned int tex, struct wined3d_matrix *mat)
5098 {
5099 const struct wined3d_device *device = context->device;
5100 const struct wined3d_gl_info *gl_info = context->gl_info;
5101 BOOL generated = (state->texture_states[tex][WINED3D_TSS_TEXCOORD_INDEX] & 0xffff0000)
5102 != WINED3DTSS_TCI_PASSTHRU;
5103 unsigned int coord_idx = min(state->texture_states[tex][WINED3D_TSS_TEXCOORD_INDEX & 0x0000ffff],
5104 MAX_TEXTURES - 1);
5105
5106 compute_texture_matrix(gl_info, &state->transforms[WINED3D_TS_TEXTURE0 + tex],
5107 state->texture_states[tex][WINED3D_TSS_TEXTURE_TRANSFORM_FLAGS],
5108 generated, context->last_was_rhw,
5109 context->stream_info.use_map & (1u << (WINED3D_FFP_TEXCOORD0 + coord_idx))
5110 ? context->stream_info.elements[WINED3D_FFP_TEXCOORD0 + coord_idx].format->id
5111 : WINED3DFMT_UNKNOWN,
5112 device->shader_backend->shader_has_ffp_proj_control(device->shader_priv), mat);
5113
5114 if ((context->lastWasPow2Texture & (1u << tex)) && state->textures[tex])
5115 {
5116 if (generated)
5117 FIXME("Non-power-of-two texture being used with generated texture coords.\n");
5118 /* NP2 texcoord fixup is implemented for pixelshaders so only enable the
5119 * fixed-function-pipeline fixup via pow2Matrix when no PS is used. */
5120 if (!use_ps(state))
5121 {
5122 TRACE("Non-power-of-two texture matrix multiply fixup.\n");
5123 multiply_matrix(mat, mat, (struct wined3d_matrix *)state->textures[tex]->pow2_matrix);
5124 }
5125 }
5126 }
5127
5128 void get_pointsize_minmax(const struct wined3d_context *context, const struct wined3d_state *state,
5129 float *out_min, float *out_max)
5130 {
5131 union
5132 {
5133 DWORD d;
5134 float f;
5135 } min, max;
5136
5137 min.d = state->render_states[WINED3D_RS_POINTSIZE_MIN];
5138 max.d = state->render_states[WINED3D_RS_POINTSIZE_MAX];
5139
5140 if (min.f > max.f)
5141 min.f = max.f;
5142
5143 *out_min = min.f;
5144 *out_max = max.f;
5145 }
5146
5147 void get_pointsize(const struct wined3d_context *context, const struct wined3d_state *state,
5148 float *out_pointsize, float *out_att)
5149 {
5150 /* POINTSCALEENABLE controls how point size value is treated. If set to
5151 * true, the point size is scaled with respect to height of viewport.
5152 * When set to false point size is in pixels. */
5153 union
5154 {
5155 DWORD d;
5156 float f;
5157 } pointsize, a, b, c;
5158
5159 out_att[0] = 1.0f;
5160 out_att[1] = 0.0f;
5161 out_att[2] = 0.0f;
5162
5163 pointsize.d = state->render_states[WINED3D_RS_POINTSIZE];
5164 a.d = state->render_states[WINED3D_RS_POINTSCALE_A];
5165 b.d = state->render_states[WINED3D_RS_POINTSCALE_B];
5166 c.d = state->render_states[WINED3D_RS_POINTSCALE_C];
5167
5168 if (state->render_states[WINED3D_RS_POINTSCALEENABLE])
5169 {
5170 float scale_factor = state->viewport.height * state->viewport.height;
5171
5172 out_att[0] = a.f / scale_factor;
5173 out_att[1] = b.f / scale_factor;
5174 out_att[2] = c.f / scale_factor;
5175 }
5176 *out_pointsize = pointsize.f;
5177 }
5178
5179 void get_fog_start_end(const struct wined3d_context *context, const struct wined3d_state *state,
5180 float *start, float *end)
5181 {
5182 union
5183 {
5184 DWORD d;
5185 float f;
5186 } tmpvalue;
5187
5188 switch (context->fog_source)
5189 {
5190 case FOGSOURCE_VS:
5191 *start = 1.0f;
5192 *end = 0.0f;
5193 break;
5194
5195 case FOGSOURCE_COORD:
5196 *start = 255.0f;
5197 *end = 0.0f;
5198 break;
5199
5200 case FOGSOURCE_FFP:
5201 tmpvalue.d = state->render_states[WINED3D_RS_FOGSTART];
5202 *start = tmpvalue.f;
5203 tmpvalue.d = state->render_states[WINED3D_RS_FOGEND];
5204 *end = tmpvalue.f;
5205 /* Special handling for fog_start == fog_end. In d3d with vertex
5206 * fog, everything is fogged. With table fog, everything with
5207 * fog_coord < fog_start is unfogged, and fog_coord > fog_start
5208 * is fogged. Windows drivers disagree when fog_coord == fog_start. */
5209 if (state->render_states[WINED3D_RS_FOGTABLEMODE] == WINED3D_FOG_NONE && *start == *end)
5210 {
5211 *start = -INFINITY;
5212 *end = 0.0f;
5213 }
5214 break;
5215
5216 default:
5217 /* This should not happen, context->fog_source is set in wined3d, not the app. */
5218 ERR("Unexpected fog coordinate source.\n");
5219 *start = 0.0f;
5220 *end = 0.0f;
5221 }
5222 }
5223
5224 /* Note: It's the caller's responsibility to ensure values can be expressed
5225 * in the requested format. UNORM formats for example can only express values
5226 * in the range 0.0f -> 1.0f. */
5227 DWORD wined3d_format_convert_from_float(const struct wined3d_format *format, const struct wined3d_color *color)
5228 {
5229 static const struct
5230 {
5231 enum wined3d_format_id format_id;
5232 struct wined3d_vec4 mul;
5233 struct wined3d_uvec4 shift;
5234 }
5235 float_conv[] =
5236 {
5237 {WINED3DFMT_B8G8R8A8_UNORM, { 255.0f, 255.0f, 255.0f, 255.0f}, {16, 8, 0, 24}},
5238 {WINED3DFMT_B8G8R8X8_UNORM, { 255.0f, 255.0f, 255.0f, 255.0f}, {16, 8, 0, 24}},
5239 {WINED3DFMT_B8G8R8_UNORM, { 255.0f, 255.0f, 255.0f, 255.0f}, {16, 8, 0, 24}},
5240 {WINED3DFMT_B5G6R5_UNORM, { 31.0f, 63.0f, 31.0f, 0.0f}, {11, 5, 0, 0}},
5241 {WINED3DFMT_B5G5R5A1_UNORM, { 31.0f, 31.0f, 31.0f, 1.0f}, {10, 5, 0, 15}},
5242 {WINED3DFMT_B5G5R5X1_UNORM, { 31.0f, 31.0f, 31.0f, 1.0f}, {10, 5, 0, 15}},
5243 {WINED3DFMT_R8_UNORM, { 255.0f, 0.0f, 0.0f, 0.0f}, { 0, 0, 0, 0}},
5244 {WINED3DFMT_A8_UNORM, { 0.0f, 0.0f, 0.0f, 255.0f}, { 0, 0, 0, 0}},
5245 {WINED3DFMT_B4G4R4A4_UNORM, { 15.0f, 15.0f, 15.0f, 15.0f}, { 8, 4, 0, 12}},
5246 {WINED3DFMT_B4G4R4X4_UNORM, { 15.0f, 15.0f, 15.0f, 15.0f}, { 8, 4, 0, 12}},
5247 {WINED3DFMT_B2G3R3_UNORM, { 7.0f, 7.0f, 3.0f, 0.0f}, { 5, 2, 0, 0}},
5248 {WINED3DFMT_R8G8B8A8_UNORM, { 255.0f, 255.0f, 255.0f, 255.0f}, { 0, 8, 16, 24}},
5249 {WINED3DFMT_R8G8B8X8_UNORM, { 255.0f, 255.0f, 255.0f, 255.0f}, { 0, 8, 16, 24}},
5250 {WINED3DFMT_B10G10R10A2_UNORM, { 1023.0f, 1023.0f, 1023.0f, 3.0f}, {20, 10, 0, 30}},
5251 {WINED3DFMT_R10G10B10A2_UNORM, { 1023.0f, 1023.0f, 1023.0f, 3.0f}, { 0, 10, 20, 30}},
5252 {WINED3DFMT_P8_UINT, { 0.0f, 0.0f, 0.0f, 255.0f}, { 0, 0, 0, 0}},
5253 {WINED3DFMT_S1_UINT_D15_UNORM, { 32767.0f, 0.0f, 0.0f, 0.0f}, { 0, 0, 0, 0}},
5254 {WINED3DFMT_D16_UNORM, { 65535.0f, 0.0f, 0.0f, 0.0f}, { 0, 0, 0, 0}},
5255 };
5256 static const struct
5257 {
5258 enum wined3d_format_id format_id;
5259 struct wined3d_dvec4 mul;
5260 struct wined3d_uvec4 shift;
5261 }
5262 double_conv[] =
5263 {
5264 {WINED3DFMT_D24_UNORM_S8_UINT, { 16777215.0, 1.0, 0.0, 0.0}, {8, 0, 0, 0}},
5265 {WINED3DFMT_X8D24_UNORM, { 16777215.0, 0.0, 0.0, 0.0}, {0, 0, 0, 0}},
5266 {WINED3DFMT_D32_UNORM, {4294967295.0, 0.0, 0.0, 0.0}, {0, 0, 0, 0}},
5267 };
5268 unsigned int i;
5269 DWORD ret;
5270
5271 TRACE("Converting color %s to format %s.\n", debug_color(color), debug_d3dformat(format->id));
5272
5273 for (i = 0; i < ARRAY_SIZE(float_conv); ++i)
5274 {
5275 if (format->id != float_conv[i].format_id)
5276 continue;
5277
5278 ret = ((DWORD)((color->r * float_conv[i].mul.x) + 0.5f)) << float_conv[i].shift.x;
5279 ret |= ((DWORD)((color->g * float_conv[i].mul.y) + 0.5f)) << float_conv[i].shift.y;
5280 ret |= ((DWORD)((color->b * float_conv[i].mul.z) + 0.5f)) << float_conv[i].shift.z;
5281 ret |= ((DWORD)((color->a * float_conv[i].mul.w) + 0.5f)) << float_conv[i].shift.w;
5282
5283 TRACE("Returning 0x%08x.\n", ret);
5284
5285 return ret;
5286 }
5287
5288 for (i = 0; i < ARRAY_SIZE(double_conv); ++i)
5289 {
5290 if (format->id != double_conv[i].format_id)
5291 continue;
5292
5293 ret = ((DWORD)((color->r * double_conv[i].mul.x) + 0.5)) << double_conv[i].shift.x;
5294 ret |= ((DWORD)((color->g * double_conv[i].mul.y) + 0.5)) << double_conv[i].shift.y;
5295 ret |= ((DWORD)((color->b * double_conv[i].mul.z) + 0.5)) << double_conv[i].shift.z;
5296 ret |= ((DWORD)((color->a * double_conv[i].mul.w) + 0.5)) << double_conv[i].shift.w;
5297
5298 TRACE("Returning 0x%08x.\n", ret);
5299
5300 return ret;
5301 }
5302
5303 FIXME("Conversion for format %s not implemented.\n", debug_d3dformat(format->id));
5304
5305 return 0;
5306 }
5307
5308 static float color_to_float(DWORD color, DWORD size, DWORD offset)
5309 {
5310 DWORD mask = size < 32 ? (1u << size) - 1 : ~0u;
5311
5312 if (!size)
5313 return 1.0f;
5314
5315 color >>= offset;
5316 color &= mask;
5317
5318 return (float)color / (float)mask;
5319 }
5320
5321 void wined3d_format_get_float_color_key(const struct wined3d_format *format,
5322 const struct wined3d_color_key *key, struct wined3d_color *float_colors)
5323 {
5324 struct wined3d_color slop;
5325
5326 switch (format->id)
5327 {
5328 case WINED3DFMT_B8G8R8_UNORM:
5329 case WINED3DFMT_B8G8R8A8_UNORM:
5330 case WINED3DFMT_B8G8R8X8_UNORM:
5331 case WINED3DFMT_B5G6R5_UNORM:
5332 case WINED3DFMT_B5G5R5X1_UNORM:
5333 case WINED3DFMT_B5G5R5A1_UNORM:
5334 case WINED3DFMT_B4G4R4A4_UNORM:
5335 case WINED3DFMT_B2G3R3_UNORM:
5336 case WINED3DFMT_R8_UNORM:
5337 case WINED3DFMT_A8_UNORM:
5338 case WINED3DFMT_B2G3R3A8_UNORM:
5339 case WINED3DFMT_B4G4R4X4_UNORM:
5340 case WINED3DFMT_R10G10B10A2_UNORM:
5341 case WINED3DFMT_R10G10B10A2_SNORM:
5342 case WINED3DFMT_R8G8B8A8_UNORM:
5343 case WINED3DFMT_R8G8B8X8_UNORM:
5344 case WINED3DFMT_R16G16_UNORM:
5345 case WINED3DFMT_B10G10R10A2_UNORM:
5346 slop.r = 0.5f / ((1u << format->red_size) - 1);
5347 slop.g = 0.5f / ((1u << format->green_size) - 1);
5348 slop.b = 0.5f / ((1u << format->blue_size) - 1);
5349 slop.a = 0.5f / ((1u << format->alpha_size) - 1);
5350
5351 float_colors[0].r = color_to_float(key->color_space_low_value, format->red_size, format->red_offset)
5352 - slop.r;
5353 float_colors[0].g = color_to_float(key->color_space_low_value, format->green_size, format->green_offset)
5354 - slop.g;
5355 float_colors[0].b = color_to_float(key->color_space_low_value, format->blue_size, format->blue_offset)
5356 - slop.b;
5357 float_colors[0].a = color_to_float(key->color_space_low_value, format->alpha_size, format->alpha_offset)
5358 - slop.a;
5359
5360 float_colors[1].r = color_to_float(key->color_space_high_value, format->red_size, format->red_offset)
5361 + slop.r;
5362 float_colors[1].g = color_to_float(key->color_space_high_value, format->green_size, format->green_offset)
5363 + slop.g;
5364 float_colors[1].b = color_to_float(key->color_space_high_value, format->blue_size, format->blue_offset)
5365 + slop.b;
5366 float_colors[1].a = color_to_float(key->color_space_high_value, format->alpha_size, format->alpha_offset)
5367 + slop.a;
5368 break;
5369
5370 case WINED3DFMT_P8_UINT:
5371 float_colors[0].r = 0.0f;
5372 float_colors[0].g = 0.0f;
5373 float_colors[0].b = 0.0f;
5374 float_colors[0].a = (key->color_space_low_value - 0.5f) / 255.0f;
5375
5376 float_colors[1].r = 0.0f;
5377 float_colors[1].g = 0.0f;
5378 float_colors[1].b = 0.0f;
5379 float_colors[1].a = (key->color_space_high_value + 0.5f) / 255.0f;
5380 break;
5381
5382 default:
5383 ERR("Unhandled color key to float conversion for format %s.\n", debug_d3dformat(format->id));
5384 }
5385 }
5386
5387 /* DirectDraw stuff */
5388 enum wined3d_format_id pixelformat_for_depth(DWORD depth)
5389 {
5390 switch (depth)
5391 {
5392 case 8: return WINED3DFMT_P8_UINT;
5393 case 15: return WINED3DFMT_B5G5R5X1_UNORM;
5394 case 16: return WINED3DFMT_B5G6R5_UNORM;
5395 case 24: return WINED3DFMT_B8G8R8X8_UNORM; /* Robots needs 24bit to be WINED3DFMT_B8G8R8X8_UNORM */
5396 case 32: return WINED3DFMT_B8G8R8X8_UNORM; /* EVE online and the Fur demo need 32bit AdapterDisplayMode to return WINED3DFMT_B8G8R8X8_UNORM */
5397 default: return WINED3DFMT_UNKNOWN;
5398 }
5399 }
5400
5401 void multiply_matrix(struct wined3d_matrix *dst, const struct wined3d_matrix *src1, const struct wined3d_matrix *src2)
5402 {
5403 struct wined3d_matrix tmp;
5404
5405 /* Now do the multiplication 'by hand'.
5406 I know that all this could be optimised, but this will be done later :-) */
5407 tmp._11 = (src1->_11 * src2->_11) + (src1->_21 * src2->_12) + (src1->_31 * src2->_13) + (src1->_41 * src2->_14);
5408 tmp._21 = (src1->_11 * src2->_21) + (src1->_21 * src2->_22) + (src1->_31 * src2->_23) + (src1->_41 * src2->_24);
5409 tmp._31 = (src1->_11 * src2->_31) + (src1->_21 * src2->_32) + (src1->_31 * src2->_33) + (src1->_41 * src2->_34);
5410 tmp._41 = (src1->_11 * src2->_41) + (src1->_21 * src2->_42) + (src1->_31 * src2->_43) + (src1->_41 * src2->_44);
5411
5412 tmp._12 = (src1->_12 * src2->_11) + (src1->_22 * src2->_12) + (src1->_32 * src2->_13) + (src1->_42 * src2->_14);
5413 tmp._22 = (src1->_12 * src2->_21) + (src1->_22 * src2->_22) + (src1->_32 * src2->_23) + (src1->_42 * src2->_24);
5414 tmp._32 = (src1->_12 * src2->_31) + (src1->_22 * src2->_32) + (src1->_32 * src2->_33) + (src1->_42 * src2->_34);
5415 tmp._42 = (src1->_12 * src2->_41) + (src1->_22 * src2->_42) + (src1->_32 * src2->_43) + (src1->_42 * src2->_44);
5416
5417 tmp._13 = (src1->_13 * src2->_11) + (src1->_23 * src2->_12) + (src1->_33 * src2->_13) + (src1->_43 * src2->_14);
5418 tmp._23 = (src1->_13 * src2->_21) + (src1->_23 * src2->_22) + (src1->_33 * src2->_23) + (src1->_43 * src2->_24);
5419 tmp._33 = (src1->_13 * src2->_31) + (src1->_23 * src2->_32) + (src1->_33 * src2->_33) + (src1->_43 * src2->_34);
5420 tmp._43 = (src1->_13 * src2->_41) + (src1->_23 * src2->_42) + (src1->_33 * src2->_43) + (src1->_43 * src2->_44);
5421
5422 tmp._14 = (src1->_14 * src2->_11) + (src1->_24 * src2->_12) + (src1->_34 * src2->_13) + (src1->_44 * src2->_14);
5423 tmp._24 = (src1->_14 * src2->_21) + (src1->_24 * src2->_22) + (src1->_34 * src2->_23) + (src1->_44 * src2->_24);
5424 tmp._34 = (src1->_14 * src2->_31) + (src1->_24 * src2->_32) + (src1->_34 * src2->_33) + (src1->_44 * src2->_34);
5425 tmp._44 = (src1->_14 * src2->_41) + (src1->_24 * src2->_42) + (src1->_34 * src2->_43) + (src1->_44 * src2->_44);
5426
5427 *dst = tmp;
5428 }
5429
5430 /* Taken and adapted from Mesa. */
5431 BOOL invert_matrix_3d(struct wined3d_matrix *out, const struct wined3d_matrix *in)
5432 {
5433 float pos, neg, t, det;
5434 struct wined3d_matrix temp;
5435
5436 /* Calculate the determinant of upper left 3x3 submatrix and
5437 * determine if the matrix is singular. */
5438 pos = neg = 0.0f;
5439 t = in->_11 * in->_22 * in->_33;
5440 if (t >= 0.0f)
5441 pos += t;
5442 else
5443 neg += t;
5444
5445 t = in->_21 * in->_32 * in->_13;
5446 if (t >= 0.0f)
5447 pos += t;
5448 else
5449 neg += t;
5450 t = in->_31 * in->_12 * in->_23;
5451 if (t >= 0.0f)
5452 pos += t;
5453 else
5454 neg += t;
5455
5456 t = -in->_31 * in->_22 * in->_13;
5457 if (t >= 0.0f)
5458 pos += t;
5459 else
5460 neg += t;
5461 t = -in->_21 * in->_12 * in->_33;
5462 if (t >= 0.0f)
5463 pos += t;
5464 else
5465 neg += t;
5466
5467 t = -in->_11 * in->_32 * in->_23;
5468 if (t >= 0.0f)
5469 pos += t;
5470 else
5471 neg += t;
5472
5473 det = pos + neg;
5474
5475 if (fabsf(det) < 1e-25f)
5476 return FALSE;
5477
5478 det = 1.0f / det;
5479 temp._11 = (in->_22 * in->_33 - in->_32 * in->_23) * det;
5480 temp._12 = -(in->_12 * in->_33 - in->_32 * in->_13) * det;
5481 temp._13 = (in->_12 * in->_23 - in->_22 * in->_13) * det;
5482 temp._21 = -(in->_21 * in->_33 - in->_31 * in->_23) * det;
5483 temp._22 = (in->_11 * in->_33 - in->_31 * in->_13) * det;
5484 temp._23 = -(in->_11 * in->_23 - in->_21 * in->_13) * det;
5485 temp._31 = (in->_21 * in->_32 - in->_31 * in->_22) * det;
5486 temp._32 = -(in->_11 * in->_32 - in->_31 * in->_12) * det;
5487 temp._33 = (in->_11 * in->_22 - in->_21 * in->_12) * det;
5488
5489 *out = temp;
5490 return TRUE;
5491 }
5492
5493 static void swap_rows(float **a, float **b)
5494 {
5495 float *tmp = *a;
5496
5497 *a = *b;
5498 *b = tmp;
5499 }
5500
5501 BOOL invert_matrix(struct wined3d_matrix *out, const struct wined3d_matrix *m)
5502 {
5503 float wtmp[4][8];
5504 float m0, m1, m2, m3, s;
5505 float *r0, *r1, *r2, *r3;
5506
5507 r0 = wtmp[0];
5508 r1 = wtmp[1];
5509 r2 = wtmp[2];
5510 r3 = wtmp[3];
5511
5512 r0[0] = m->_11;
5513 r0[1] = m->_12;
5514 r0[2] = m->_13;
5515 r0[3] = m->_14;
5516 r0[4] = 1.0f;
5517 r0[5] = r0[6] = r0[7] = 0.0f;
5518
5519 r1[0] = m->_21;
5520 r1[1] = m->_22;
5521 r1[2] = m->_23;
5522 r1[3] = m->_24;
5523 r1[5] = 1.0f;
5524 r1[4] = r1[6] = r1[7] = 0.0f;
5525
5526 r2[0] = m->_31;
5527 r2[1] = m->_32;
5528 r2[2] = m->_33;
5529 r2[3] = m->_34;
5530 r2[6] = 1.0f;
5531 r2[4] = r2[5] = r2[7] = 0.0f;
5532
5533 r3[0] = m->_41;
5534 r3[1] = m->_42;
5535 r3[2] = m->_43;
5536 r3[3] = m->_44;
5537 r3[7] = 1.0f;
5538 r3[4] = r3[5] = r3[6] = 0.0f;
5539
5540 /* Choose pivot - or die. */
5541 if (fabsf(r3[0]) > fabsf(r2[0]))
5542 swap_rows(&r3, &r2);
5543 if (fabsf(r2[0]) > fabsf(r1[0]))
5544 swap_rows(&r2, &r1);
5545 if (fabsf(r1[0]) > fabsf(r0[0]))
5546 swap_rows(&r1, &r0);
5547 if (r0[0] == 0.0f)
5548 return FALSE;
5549
5550 /* Eliminate first variable. */
5551 m1 = r1[0] / r0[0]; m2 = r2[0] / r0[0]; m3 = r3[0] / r0[0];
5552 s = r0[1]; r1[1] -= m1 * s; r2[1] -= m2 * s; r3[1] -= m3 * s;
5553 s = r0[2]; r1[2] -= m1 * s; r2[2] -= m2 * s; r3[2] -= m3 * s;
5554 s = r0[3]; r1[3] -= m1 * s; r2[3] -= m2 * s; r3[3] -= m3 * s;
5555 s = r0[4];
5556 if (s != 0.0f)
5557 {
5558 r1[4] -= m1 * s;
5559 r2[4] -= m2 * s;
5560 r3[4] -= m3 * s;
5561 }
5562 s = r0[5];
5563 if (s != 0.0f)
5564 {
5565 r1[5] -= m1 * s;
5566 r2[5] -= m2 * s;
5567 r3[5] -= m3 * s;
5568 }
5569 s = r0[6];
5570 if (s != 0.0f)
5571 {
5572 r1[6] -= m1 * s;
5573 r2[6] -= m2 * s;
5574 r3[6] -= m3 * s;
5575 }
5576 s = r0[7];
5577 if (s != 0.0f)
5578 {
5579 r1[7] -= m1 * s;
5580 r2[7] -= m2 * s;
5581 r3[7] -= m3 * s;
5582 }
5583
5584 /* Choose pivot - or die. */
5585 if (fabsf(r3[1]) > fabsf(r2[1]))
5586 swap_rows(&r3, &r2);
5587 if (fabsf(r2[1]) > fabsf(r1[1]))
5588 swap_rows(&r2, &r1);
5589 if (r1[1] == 0.0f)
5590 return FALSE;
5591
5592 /* Eliminate second variable. */
5593 m2 = r2[1] / r1[1]; m3 = r3[1] / r1[1];
5594 r2[2] -= m2 * r1[2]; r3[2] -= m3 * r1[2];
5595 r2[3] -= m2 * r1[3]; r3[3] -= m3 * r1[3];
5596 s = r1[4];
5597 if (s != 0.0f)
5598 {
5599 r2[4] -= m2 * s;
5600 r3[4] -= m3 * s;
5601 }
5602 s = r1[5];
5603 if (s != 0.0f)
5604 {
5605 r2[5] -= m2 * s;
5606 r3[5] -= m3 * s;
5607 }
5608 s = r1[6];
5609 if (s != 0.0f)
5610 {
5611 r2[6] -= m2 * s;
5612 r3[6] -= m3 * s;
5613 }
5614 s = r1[7];
5615 if (s != 0.0f)
5616 {
5617 r2[7] -= m2 * s;
5618 r3[7] -= m3 * s;
5619 }
5620
5621 /* Choose pivot - or die. */
5622 if (fabsf(r3[2]) > fabsf(r2[2]))
5623 swap_rows(&r3, &r2);
5624 if (r2[2] == 0.0f)
5625 return FALSE;
5626
5627 /* Eliminate third variable. */
5628 m3 = r3[2] / r2[2];
5629 r3[3] -= m3 * r2[3];
5630 r3[4] -= m3 * r2[4];
5631 r3[5] -= m3 * r2[5];
5632 r3[6] -= m3 * r2[6];
5633 r3[7] -= m3 * r2[7];
5634
5635 /* Last check. */
5636 if (r3[3] == 0.0f)
5637 return FALSE;
5638
5639 /* Back substitute row 3. */
5640 s = 1.0f / r3[3];
5641 r3[4] *= s;
5642 r3[5] *= s;
5643 r3[6] *= s;
5644 r3[7] *= s;
5645
5646 /* Back substitute row 2. */
5647 m2 = r2[3];
5648 s = 1.0f / r2[2];
5649 r2[4] = s * (r2[4] - r3[4] * m2);
5650 r2[5] = s * (r2[5] - r3[5] * m2);
5651 r2[6] = s * (r2[6] - r3[6] * m2);
5652 r2[7] = s * (r2[7] - r3[7] * m2);
5653 m1 = r1[3];
5654 r1[4] -= r3[4] * m1;
5655 r1[5] -= r3[5] * m1;
5656 r1[6] -= r3[6] * m1;
5657 r1[7] -= r3[7] * m1;
5658 m0 = r0[3];
5659 r0[4] -= r3[4] * m0;
5660 r0[5] -= r3[5] * m0;
5661 r0[6] -= r3[6] * m0;
5662 r0[7] -= r3[7] * m0;
5663
5664 /* Back substitute row 1. */
5665 m1 = r1[2];
5666 s = 1.0f / r1[1];
5667 r1[4] = s * (r1[4] - r2[4] * m1);
5668 r1[5] = s * (r1[5] - r2[5] * m1);
5669 r1[6] = s * (r1[6] - r2[6] * m1);
5670 r1[7] = s * (r1[7] - r2[7] * m1);
5671 m0 = r0[2];
5672 r0[4] -= r2[4] * m0;
5673 r0[5] -= r2[5] * m0;
5674 r0[6] -= r2[6] * m0;
5675 r0[7] -= r2[7] * m0;
5676
5677 /* Back substitute row 0. */
5678 m0 = r0[1];
5679 s = 1.0f / r0[0];
5680 r0[4] = s * (r0[4] - r1[4] * m0);
5681 r0[5] = s * (r0[5] - r1[5] * m0);
5682 r0[6] = s * (r0[6] - r1[6] * m0);
5683 r0[7] = s * (r0[7] - r1[7] * m0);
5684
5685 out->_11 = r0[4];
5686 out->_12 = r0[5];
5687 out->_13 = r0[6];
5688 out->_14 = r0[7];
5689 out->_21 = r1[4];
5690 out->_22 = r1[5];
5691 out->_23 = r1[6];
5692 out->_24 = r1[7];
5693 out->_31 = r2[4];
5694 out->_32 = r2[5];
5695 out->_33 = r2[6];
5696 out->_34 = r2[7];
5697 out->_41 = r3[4];
5698 out->_42 = r3[5];
5699 out->_43 = r3[6];
5700 out->_44 = r3[7];
5701
5702 return TRUE;
5703 }
5704
5705 void transpose_matrix(struct wined3d_matrix *out, const struct wined3d_matrix *m)
5706 {
5707 struct wined3d_matrix temp;
5708 unsigned int i, j;
5709
5710 for (i = 0; i < 4; ++i)
5711 for (j = 0; j < 4; ++j)
5712 (&temp._11)[4 * j + i] = (&m->_11)[4 * i + j];
5713
5714 *out = temp;
5715 }
5716
5717 DWORD get_flexible_vertex_size(DWORD d3dvtVertexType) {
5718 DWORD size = 0;
5719 int i;
5720 int numTextures = (d3dvtVertexType & WINED3DFVF_TEXCOUNT_MASK) >> WINED3DFVF_TEXCOUNT_SHIFT;
5721
5722 if (d3dvtVertexType & WINED3DFVF_NORMAL) size += 3 * sizeof(float);
5723 if (d3dvtVertexType & WINED3DFVF_DIFFUSE) size += sizeof(DWORD);
5724 if (d3dvtVertexType & WINED3DFVF_SPECULAR) size += sizeof(DWORD);
5725 if (d3dvtVertexType & WINED3DFVF_PSIZE) size += sizeof(DWORD);
5726 switch (d3dvtVertexType & WINED3DFVF_POSITION_MASK) {
5727 case WINED3DFVF_XYZ: size += 3 * sizeof(float); break;
5728 case WINED3DFVF_XYZRHW: size += 4 * sizeof(float); break;
5729 case WINED3DFVF_XYZB1: size += 4 * sizeof(float); break;
5730 case WINED3DFVF_XYZB2: size += 5 * sizeof(float); break;
5731 case WINED3DFVF_XYZB3: size += 6 * sizeof(float); break;
5732 case WINED3DFVF_XYZB4: size += 7 * sizeof(float); break;
5733 case WINED3DFVF_XYZB5: size += 8 * sizeof(float); break;
5734 case WINED3DFVF_XYZW: size += 4 * sizeof(float); break;
5735 default: ERR("Unexpected position mask\n");
5736 }
5737 for (i = 0; i < numTextures; i++) {
5738 size += GET_TEXCOORD_SIZE_FROM_FVF(d3dvtVertexType, i) * sizeof(float);
5739 }
5740
5741 return size;
5742 }
5743
5744 unsigned int wined3d_max_compat_varyings(const struct wined3d_gl_info *gl_info)
5745 {
5746 /* On core profile we have to also count diffuse and specular colors and the
5747 * fog coordinate. */
5748 return gl_info->supported[WINED3D_GL_LEGACY_CONTEXT] ? MAX_TEXTURES * 4 : (MAX_TEXTURES + 2) * 4 + 1;
5749 }
5750
5751 void gen_ffp_frag_op(const struct wined3d_context *context, const struct wined3d_state *state,
5752 struct ffp_frag_settings *settings, BOOL ignore_textype)
5753 {
5754 #define ARG1 0x01
5755 #define ARG2 0x02
5756 #define ARG0 0x04
5757 static const unsigned char args[WINED3D_TOP_LERP + 1] =
5758 {
5759 /* undefined */ 0,
5760 /* D3DTOP_DISABLE */ 0,
5761 /* D3DTOP_SELECTARG1 */ ARG1,
5762 /* D3DTOP_SELECTARG2 */ ARG2,
5763 /* D3DTOP_MODULATE */ ARG1 | ARG2,
5764 /* D3DTOP_MODULATE2X */ ARG1 | ARG2,
5765 /* D3DTOP_MODULATE4X */ ARG1 | ARG2,
5766 /* D3DTOP_ADD */ ARG1 | ARG2,
5767 /* D3DTOP_ADDSIGNED */ ARG1 | ARG2,
5768 /* D3DTOP_ADDSIGNED2X */ ARG1 | ARG2,
5769 /* D3DTOP_SUBTRACT */ ARG1 | ARG2,
5770 /* D3DTOP_ADDSMOOTH */ ARG1 | ARG2,
5771 /* D3DTOP_BLENDDIFFUSEALPHA */ ARG1 | ARG2,
5772 /* D3DTOP_BLENDTEXTUREALPHA */ ARG1 | ARG2,
5773 /* D3DTOP_BLENDFACTORALPHA */ ARG1 | ARG2,
5774 /* D3DTOP_BLENDTEXTUREALPHAPM */ ARG1 | ARG2,
5775 /* D3DTOP_BLENDCURRENTALPHA */ ARG1 | ARG2,
5776 /* D3DTOP_PREMODULATE */ ARG1 | ARG2,
5777 /* D3DTOP_MODULATEALPHA_ADDCOLOR */ ARG1 | ARG2,
5778 /* D3DTOP_MODULATECOLOR_ADDALPHA */ ARG1 | ARG2,
5779 /* D3DTOP_MODULATEINVALPHA_ADDCOLOR */ ARG1 | ARG2,
5780 /* D3DTOP_MODULATEINVCOLOR_ADDALPHA */ ARG1 | ARG2,
5781 /* D3DTOP_BUMPENVMAP */ ARG1 | ARG2,
5782 /* D3DTOP_BUMPENVMAPLUMINANCE */ ARG1 | ARG2,
5783 /* D3DTOP_DOTPRODUCT3 */ ARG1 | ARG2,
5784 /* D3DTOP_MULTIPLYADD */ ARG1 | ARG2 | ARG0,
5785 /* D3DTOP_LERP */ ARG1 | ARG2 | ARG0
5786 };
5787 unsigned int i;
5788 DWORD ttff;
5789 DWORD cop, aop, carg0, carg1, carg2, aarg0, aarg1, aarg2;
5790 const struct wined3d_gl_info *gl_info = context->gl_info;
5791 const struct wined3d_d3d_info *d3d_info = context->d3d_info;
5792
5793 settings->padding = 0;
5794
5795 for (i = 0; i < d3d_info->limits.ffp_blend_stages; ++i)
5796 {
5797 const struct wined3d_texture *texture;
5798
5799 settings->op[i].padding = 0;
5800 if (state->texture_states[i][WINED3D_TSS_COLOR_OP] == WINED3D_TOP_DISABLE)
5801 {
5802 settings->op[i].cop = WINED3D_TOP_DISABLE;
5803 settings->op[i].aop = WINED3D_TOP_DISABLE;
5804 settings->op[i].carg0 = settings->op[i].carg1 = settings->op[i].carg2 = ARG_UNUSED;
5805 settings->op[i].aarg0 = settings->op[i].aarg1 = settings->op[i].aarg2 = ARG_UNUSED;
5806 settings->op[i].color_fixup = COLOR_FIXUP_IDENTITY;
5807 settings->op[i].dst = resultreg;
5808 settings->op[i].tex_type = WINED3D_GL_RES_TYPE_TEX_1D;
5809 settings->op[i].projected = proj_none;
5810 i++;
5811 break;
5812 }
5813
5814 if ((texture = state->textures[i]))
5815 {
5816 if (can_use_texture_swizzle(gl_info, texture->resource.format))
5817 settings->op[i].color_fixup = COLOR_FIXUP_IDENTITY;
5818 else
5819 settings->op[i].color_fixup = texture->resource.format->color_fixup;
5820 if (ignore_textype)
5821 {
5822 settings->op[i].tex_type = WINED3D_GL_RES_TYPE_TEX_1D;
5823 }
5824 else
5825 {
5826 switch (texture->target)
5827 {
5828 case GL_TEXTURE_1D:
5829 settings->op[i].tex_type = WINED3D_GL_RES_TYPE_TEX_1D;
5830 break;
5831 case GL_TEXTURE_2D:
5832 settings->op[i].tex_type = WINED3D_GL_RES_TYPE_TEX_2D;
5833 break;
5834 case GL_TEXTURE_3D:
5835 settings->op[i].tex_type = WINED3D_GL_RES_TYPE_TEX_3D;
5836 break;
5837 case GL_TEXTURE_CUBE_MAP_ARB:
5838 settings->op[i].tex_type = WINED3D_GL_RES_TYPE_TEX_CUBE;
5839 break;
5840 case GL_TEXTURE_RECTANGLE_ARB:
5841 settings->op[i].tex_type = WINED3D_GL_RES_TYPE_TEX_RECT;
5842 break;
5843 }
5844 }
5845 } else {
5846 settings->op[i].color_fixup = COLOR_FIXUP_IDENTITY;
5847 settings->op[i].tex_type = WINED3D_GL_RES_TYPE_TEX_1D;
5848 }
5849
5850 cop = state->texture_states[i][WINED3D_TSS_COLOR_OP];
5851 aop = state->texture_states[i][WINED3D_TSS_ALPHA_OP];
5852
5853 carg1 = (args[cop] & ARG1) ? state->texture_states[i][WINED3D_TSS_COLOR_ARG1] : ARG_UNUSED;
5854 carg2 = (args[cop] & ARG2) ? state->texture_states[i][WINED3D_TSS_COLOR_ARG2] : ARG_UNUSED;
5855 carg0 = (args[cop] & ARG0) ? state->texture_states[i][WINED3D_TSS_COLOR_ARG0] : ARG_UNUSED;
5856
5857 if (is_invalid_op(state, i, cop, carg1, carg2, carg0))
5858 {
5859 carg0 = ARG_UNUSED;
5860 carg2 = ARG_UNUSED;
5861 carg1 = WINED3DTA_CURRENT;
5862 cop = WINED3D_TOP_SELECT_ARG1;
5863 }
5864
5865 if (cop == WINED3D_TOP_DOTPRODUCT3)
5866 {
5867 /* A dotproduct3 on the colorop overwrites the alphaop operation and replicates
5868 * the color result to the alpha component of the destination
5869 */
5870 aop = cop;
5871 aarg1 = carg1;
5872 aarg2 = carg2;
5873 aarg0 = carg0;
5874 }
5875 else
5876 {
5877 aarg1 = (args[aop] & ARG1) ? state->texture_states[i][WINED3D_TSS_ALPHA_ARG1] : ARG_UNUSED;
5878 aarg2 = (args[aop] & ARG2) ? state->texture_states[i][WINED3D_TSS_ALPHA_ARG2] : ARG_UNUSED;
5879 aarg0 = (args[aop] & ARG0) ? state->texture_states[i][WINED3D_TSS_ALPHA_ARG0] : ARG_UNUSED;
5880 }
5881
5882 if (!i && state->textures[0] && state->render_states[WINED3D_RS_COLORKEYENABLE])
5883 {
5884 GLenum texture_dimensions;
5885
5886 texture = state->textures[0];
5887 texture_dimensions = texture->target;
5888
5889 if (texture_dimensions == GL_TEXTURE_2D || texture_dimensions == GL_TEXTURE_RECTANGLE_ARB)
5890 {
5891 if (texture->async.color_key_flags & WINED3D_CKEY_SRC_BLT && !texture->resource.format->alpha_size)
5892 {
5893 if (aop == WINED3D_TOP_DISABLE)
5894 {
5895 aarg1 = WINED3DTA_TEXTURE;
5896 aop = WINED3D_TOP_SELECT_ARG1;
5897 }
5898 else if (aop == WINED3D_TOP_SELECT_ARG1 && aarg1 != WINED3DTA_TEXTURE)
5899 {
5900 if (state->render_states[WINED3D_RS_ALPHABLENDENABLE])
5901 {
5902 aarg2 = WINED3DTA_TEXTURE;
5903 aop = WINED3D_TOP_MODULATE;
5904 }
5905 else aarg1 = WINED3DTA_TEXTURE;
5906 }
5907 else if (aop == WINED3D_TOP_SELECT_ARG2 && aarg2 != WINED3DTA_TEXTURE)
5908 {
5909 if (state->render_states[WINED3D_RS_ALPHABLENDENABLE])
5910 {
5911 aarg1 = WINED3DTA_TEXTURE;
5912 aop = WINED3D_TOP_MODULATE;
5913 }
5914 else aarg2 = WINED3DTA_TEXTURE;
5915 }
5916 }
5917 }
5918 }
5919
5920 if (is_invalid_op(state, i, aop, aarg1, aarg2, aarg0))
5921 {
5922 aarg0 = ARG_UNUSED;
5923 aarg2 = ARG_UNUSED;
5924 aarg1 = WINED3DTA_CURRENT;
5925 aop = WINED3D_TOP_SELECT_ARG1;
5926 }
5927
5928 if (carg1 == WINED3DTA_TEXTURE || carg2 == WINED3DTA_TEXTURE || carg0 == WINED3DTA_TEXTURE
5929 || aarg1 == WINED3DTA_TEXTURE || aarg2 == WINED3DTA_TEXTURE || aarg0 == WINED3DTA_TEXTURE)
5930 {
5931 ttff = state->texture_states[i][WINED3D_TSS_TEXTURE_TRANSFORM_FLAGS];
5932 if (ttff == (WINED3D_TTFF_PROJECTED | WINED3D_TTFF_COUNT3))
5933 settings->op[i].projected = proj_count3;
5934 else if (ttff & WINED3D_TTFF_PROJECTED)
5935 settings->op[i].projected = proj_count4;
5936 else
5937 settings->op[i].projected = proj_none;
5938 }
5939 else
5940 {
5941 settings->op[i].projected = proj_none;
5942 }
5943
5944 settings->op[i].cop = cop;
5945 settings->op[i].aop = aop;
5946 settings->op[i].carg0 = carg0;
5947 settings->op[i].carg1 = carg1;
5948 settings->op[i].carg2 = carg2;
5949 settings->op[i].aarg0 = aarg0;
5950 settings->op[i].aarg1 = aarg1;
5951 settings->op[i].aarg2 = aarg2;
5952
5953 if (state->texture_states[i][WINED3D_TSS_RESULT_ARG] == WINED3DTA_TEMP)
5954 settings->op[i].dst = tempreg;
5955 else
5956 settings->op[i].dst = resultreg;
5957 }
5958
5959 /* Clear unsupported stages */
5960 for(; i < MAX_TEXTURES; i++) {
5961 memset(&settings->op[i], 0xff, sizeof(settings->op[i]));
5962 }
5963
5964 if (!state->render_states[WINED3D_RS_FOGENABLE])
5965 {
5966 settings->fog = WINED3D_FFP_PS_FOG_OFF;
5967 }
5968 else if (state->render_states[WINED3D_RS_FOGTABLEMODE] == WINED3D_FOG_NONE)
5969 {
5970 if (use_vs(state) || state->vertex_declaration->position_transformed)
5971 {
5972 settings->fog = WINED3D_FFP_PS_FOG_LINEAR;
5973 }
5974 else
5975 {
5976 switch (state->render_states[WINED3D_RS_FOGVERTEXMODE])
5977 {
5978 case WINED3D_FOG_NONE:
5979 case WINED3D_FOG_LINEAR:
5980 settings->fog = WINED3D_FFP_PS_FOG_LINEAR;
5981 break;
5982 case WINED3D_FOG_EXP:
5983 settings->fog = WINED3D_FFP_PS_FOG_EXP;
5984 break;
5985 case WINED3D_FOG_EXP2:
5986 settings->fog = WINED3D_FFP_PS_FOG_EXP2;
5987 break;
5988 }
5989 }
5990 }
5991 else
5992 {
5993 switch (state->render_states[WINED3D_RS_FOGTABLEMODE])
5994 {
5995 case WINED3D_FOG_LINEAR:
5996 settings->fog = WINED3D_FFP_PS_FOG_LINEAR;
5997 break;
5998 case WINED3D_FOG_EXP:
5999 settings->fog = WINED3D_FFP_PS_FOG_EXP;
6000 break;
6001 case WINED3D_FOG_EXP2:
6002 settings->fog = WINED3D_FFP_PS_FOG_EXP2;
6003 break;
6004 }
6005 }
6006 settings->sRGB_write = !gl_info->supported[ARB_FRAMEBUFFER_SRGB] && needs_srgb_write(context, state, state->fb);
6007 if (d3d_info->vs_clipping || !use_vs(state) || !state->render_states[WINED3D_RS_CLIPPING]
6008 || !state->render_states[WINED3D_RS_CLIPPLANEENABLE])
6009 {
6010 /* No need to emulate clipplanes if GL supports native vertex shader clipping or if
6011 * the fixed function vertex pipeline is used(which always supports clipplanes), or
6012 * if no clipplane is enabled
6013 */
6014 settings->emul_clipplanes = 0;
6015 } else {
6016 settings->emul_clipplanes = 1;
6017 }
6018
6019 if (state->render_states[WINED3D_RS_COLORKEYENABLE] && state->textures[0]
6020 && state->textures[0]->async.color_key_flags & WINED3D_CKEY_SRC_BLT
6021 && settings->op[0].cop != WINED3D_TOP_DISABLE)
6022 settings->color_key_enabled = 1;
6023 else
6024 settings->color_key_enabled = 0;
6025
6026 /* texcoords_initialized is set to meaningful values only when GL doesn't
6027 * support enough varyings to always pass around all the possible texture
6028 * coordinates.
6029 * This is used to avoid reading a varying not written by the vertex shader.
6030 * Reading uninitialized varyings on core profile contexts results in an
6031 * error while with builtin varyings on legacy contexts you get undefined
6032 * behavior. */
6033 if (d3d_info->limits.varying_count
6034 && d3d_info->limits.varying_count < wined3d_max_compat_varyings(gl_info))
6035 {
6036 settings->texcoords_initialized = 0;
6037 for (i = 0; i < MAX_TEXTURES; ++i)
6038 {
6039 if (use_vs(state))
6040 {
6041 if (state->shader[WINED3D_SHADER_TYPE_VERTEX]->reg_maps.output_registers & (1u << i))
6042 settings->texcoords_initialized |= 1u << i;
6043 }
6044 else
6045 {
6046 const struct wined3d_stream_info *si = &context->stream_info;
6047 unsigned int coord_idx = state->texture_states[i][WINED3D_TSS_TEXCOORD_INDEX];
6048 if ((state->texture_states[i][WINED3D_TSS_TEXCOORD_INDEX] >> WINED3D_FFP_TCI_SHIFT)
6049 & WINED3D_FFP_TCI_MASK
6050 || (coord_idx < MAX_TEXTURES && (si->use_map & (1u << (WINED3D_FFP_TEXCOORD0 + coord_idx)))))
6051 settings->texcoords_initialized |= 1u << i;
6052 }
6053 }
6054 }
6055 else
6056 {
6057 settings->texcoords_initialized = (1u << MAX_TEXTURES) - 1;
6058 }
6059
6060 settings->pointsprite = state->render_states[WINED3D_RS_POINTSPRITEENABLE]
6061 && state->gl_primitive_type == GL_POINTS;
6062
6063 if (gl_info->supported[WINED3D_GL_LEGACY_CONTEXT])
6064 settings->alpha_test_func = WINED3D_CMP_ALWAYS - 1;
6065 else
6066 settings->alpha_test_func = (state->render_states[WINED3D_RS_ALPHATESTENABLE]
6067 ? wined3d_sanitize_cmp_func(state->render_states[WINED3D_RS_ALPHAFUNC])
6068 : WINED3D_CMP_ALWAYS) - 1;
6069
6070 if (d3d_info->emulated_flatshading)
6071 settings->flatshading = state->render_states[WINED3D_RS_SHADEMODE] == WINED3D_SHADE_FLAT;
6072 else
6073 settings->flatshading = FALSE;
6074 }
6075
6076 const struct ffp_frag_desc *find_ffp_frag_shader(const struct wine_rb_tree *fragment_shaders,
6077 const struct ffp_frag_settings *settings)
6078 {
6079 struct wine_rb_entry *entry = wine_rb_get(fragment_shaders, settings);
6080 return entry ? WINE_RB_ENTRY_VALUE(entry, struct ffp_frag_desc, entry) : NULL;
6081 }
6082
6083 void add_ffp_frag_shader(struct wine_rb_tree *shaders, struct ffp_frag_desc *desc)
6084 {
6085 /* Note that the key is the implementation independent part of the ffp_frag_desc structure,
6086 * whereas desc points to an extended structure with implementation specific parts. */
6087 if (wine_rb_put(shaders, &desc->settings, &desc->entry) == -1)
6088 {
6089 ERR("Failed to insert ffp frag shader.\n");
6090 }
6091 }
6092
6093 /* Activates the texture dimension according to the bound D3D texture. Does
6094 * not care for the colorop or correct gl texture unit (when using nvrc).
6095 * Requires the caller to activate the correct unit. */
6096 /* Context activation is done by the caller (state handler). */
6097 void texture_activate_dimensions(const struct wined3d_texture *texture, const struct wined3d_gl_info *gl_info)
6098 {
6099 if (texture)
6100 {
6101 switch (texture->target)
6102 {
6103 case GL_TEXTURE_1D:
6104 gl_info->gl_ops.gl.p_glDisable(GL_TEXTURE_2D);
6105 checkGLcall("glDisable(GL_TEXTURE_2D)");
6106 gl_info->gl_ops.gl.p_glDisable(GL_TEXTURE_3D);
6107 checkGLcall("glDisable(GL_TEXTURE_3D)");
6108 if (gl_info->supported[ARB_TEXTURE_CUBE_MAP])
6109 {
6110 gl_info->gl_ops.gl.p_glDisable(GL_TEXTURE_CUBE_MAP_ARB);
6111 checkGLcall("glDisable(GL_TEXTURE_CUBE_MAP_ARB)");
6112 }
6113 if (gl_info->supported[ARB_TEXTURE_RECTANGLE])
6114 {
6115 gl_info->gl_ops.gl.p_glDisable(GL_TEXTURE_RECTANGLE_ARB);
6116 checkGLcall("glDisable(GL_TEXTURE_RECTANGLE_ARB)");
6117 }
6118 gl_info->gl_ops.gl.p_glEnable(GL_TEXTURE_1D);
6119 checkGLcall("glEnable(GL_TEXTURE_1D)");
6120 break;
6121 case GL_TEXTURE_2D:
6122 gl_info->gl_ops.gl.p_glDisable(GL_TEXTURE_1D);
6123 checkGLcall("glDisable(GL_TEXTURE_1D)");
6124 gl_info->gl_ops.gl.p_glDisable(GL_TEXTURE_3D);
6125 checkGLcall("glDisable(GL_TEXTURE_3D)");
6126 if (gl_info->supported[ARB_TEXTURE_CUBE_MAP])
6127 {
6128 gl_info->gl_ops.gl.p_glDisable(GL_TEXTURE_CUBE_MAP_ARB);
6129 checkGLcall("glDisable(GL_TEXTURE_CUBE_MAP_ARB)");
6130 }
6131 if (gl_info->supported[ARB_TEXTURE_RECTANGLE])
6132 {
6133 gl_info->gl_ops.gl.p_glDisable(GL_TEXTURE_RECTANGLE_ARB);
6134 checkGLcall("glDisable(GL_TEXTURE_RECTANGLE_ARB)");
6135 }
6136 gl_info->gl_ops.gl.p_glEnable(GL_TEXTURE_2D);
6137 checkGLcall("glEnable(GL_TEXTURE_2D)");
6138 break;
6139 case GL_TEXTURE_RECTANGLE_ARB:
6140 gl_info->gl_ops.gl.p_glDisable(GL_TEXTURE_1D);
6141 checkGLcall("glDisable(GL_TEXTURE_1D)");
6142 gl_info->gl_ops.gl.p_glDisable(GL_TEXTURE_2D);
6143 checkGLcall("glDisable(GL_TEXTURE_2D)");
6144 gl_info->gl_ops.gl.p_glDisable(GL_TEXTURE_3D);
6145 checkGLcall("glDisable(GL_TEXTURE_3D)");
6146 if (gl_info->supported[ARB_TEXTURE_CUBE_MAP])
6147 {
6148 gl_info->gl_ops.gl.p_glDisable(GL_TEXTURE_CUBE_MAP_ARB);
6149 checkGLcall("glDisable(GL_TEXTURE_CUBE_MAP_ARB)");
6150 }
6151 gl_info->gl_ops.gl.p_glEnable(GL_TEXTURE_RECTANGLE_ARB);
6152 checkGLcall("glEnable(GL_TEXTURE_RECTANGLE_ARB)");
6153 break;
6154 case GL_TEXTURE_3D:
6155 if (gl_info->supported[ARB_TEXTURE_CUBE_MAP])
6156 {
6157 gl_info->gl_ops.gl.p_glDisable(GL_TEXTURE_CUBE_MAP_ARB);
6158 checkGLcall("glDisable(GL_TEXTURE_CUBE_MAP_ARB)");
6159 }
6160 if (gl_info->supported[ARB_TEXTURE_RECTANGLE])
6161 {
6162 gl_info->gl_ops.gl.p_glDisable(GL_TEXTURE_RECTANGLE_ARB);
6163 checkGLcall("glDisable(GL_TEXTURE_RECTANGLE_ARB)");
6164 }
6165 gl_info->gl_ops.gl.p_glDisable(GL_TEXTURE_1D);
6166 checkGLcall("glDisable(GL_TEXTURE_1D)");
6167 gl_info->gl_ops.gl.p_glDisable(GL_TEXTURE_2D);
6168 checkGLcall("glDisable(GL_TEXTURE_2D)");
6169 gl_info->gl_ops.gl.p_glEnable(GL_TEXTURE_3D);
6170 checkGLcall("glEnable(GL_TEXTURE_3D)");
6171 break;
6172 case GL_TEXTURE_CUBE_MAP_ARB:
6173 gl_info->gl_ops.gl.p_glDisable(GL_TEXTURE_1D);
6174 checkGLcall("glDisable(GL_TEXTURE_1D)");
6175 gl_info->gl_ops.gl.p_glDisable(GL_TEXTURE_2D);
6176 checkGLcall("glDisable(GL_TEXTURE_2D)");
6177 gl_info->gl_ops.gl.p_glDisable(GL_TEXTURE_3D);
6178 checkGLcall("glDisable(GL_TEXTURE_3D)");
6179 if (gl_info->supported[ARB_TEXTURE_RECTANGLE])
6180 {
6181 gl_info->gl_ops.gl.p_glDisable(GL_TEXTURE_RECTANGLE_ARB);
6182 checkGLcall("glDisable(GL_TEXTURE_RECTANGLE_ARB)");
6183 }
6184 gl_info->gl_ops.gl.p_glEnable(GL_TEXTURE_CUBE_MAP_ARB);
6185 checkGLcall("glEnable(GL_TEXTURE_CUBE_MAP_ARB)");
6186 break;
6187 }
6188 }
6189 else
6190 {
6191 gl_info->gl_ops.gl.p_glDisable(GL_TEXTURE_1D);
6192 checkGLcall("glDisable(GL_TEXTURE_1D)");
6193 gl_info->gl_ops.gl.p_glEnable(GL_TEXTURE_2D);
6194 checkGLcall("glEnable(GL_TEXTURE_2D)");
6195 gl_info->gl_ops.gl.p_glDisable(GL_TEXTURE_3D);
6196 checkGLcall("glDisable(GL_TEXTURE_3D)");
6197 if (gl_info->supported[ARB_TEXTURE_CUBE_MAP])
6198 {
6199 gl_info->gl_ops.gl.p_glDisable(GL_TEXTURE_CUBE_MAP_ARB);
6200 checkGLcall("glDisable(GL_TEXTURE_CUBE_MAP_ARB)");
6201 }
6202 if (gl_info->supported[ARB_TEXTURE_RECTANGLE])
6203 {
6204 gl_info->gl_ops.gl.p_glDisable(GL_TEXTURE_RECTANGLE_ARB);
6205 checkGLcall("glDisable(GL_TEXTURE_RECTANGLE_ARB)");
6206 }
6207 /* Binding textures is done by samplers. A dummy texture will be bound */
6208 }
6209 }
6210
6211 /* Context activation is done by the caller (state handler). */
6212 void sampler_texdim(struct wined3d_context *context, const struct wined3d_state *state, DWORD state_id)
6213 {
6214 DWORD sampler = state_id - STATE_SAMPLER(0);
6215 DWORD mapped_stage = context->tex_unit_map[sampler];
6216
6217 /* No need to enable / disable anything here for unused samplers. The
6218 * tex_colorop handler takes care. Also no action is needed with pixel
6219 * shaders, or if tex_colorop will take care of this business. */
6220 if (mapped_stage == WINED3D_UNMAPPED_STAGE || mapped_stage >= context->gl_info->limits.textures)
6221 return;
6222 if (sampler >= context->lowest_disabled_stage)
6223 return;
6224 if (isStateDirty(context, STATE_TEXTURESTAGE(sampler, WINED3D_TSS_COLOR_OP)))
6225 return;
6226
6227 texture_activate_dimensions(state->textures[sampler], context->gl_info);
6228 }
6229
6230 int wined3d_ffp_frag_program_key_compare(const void *key, const struct wine_rb_entry *entry)
6231 {
6232 const struct ffp_frag_settings *ka = key;
6233 const struct ffp_frag_settings *kb = &WINE_RB_ENTRY_VALUE(entry, const struct ffp_frag_desc, entry)->settings;
6234
6235 return memcmp(ka, kb, sizeof(*ka));
6236 }
6237
6238 void wined3d_ffp_get_vs_settings(const struct wined3d_context *context,
6239 const struct wined3d_state *state, struct wined3d_ffp_vs_settings *settings)
6240 {
6241 const struct wined3d_stream_info *si = &context->stream_info;
6242 const struct wined3d_gl_info *gl_info = context->gl_info;
6243 const struct wined3d_d3d_info *d3d_info = context->d3d_info;
6244 unsigned int coord_idx, i;
6245
6246 memset(settings, 0, sizeof(*settings));
6247
6248 if (si->position_transformed)
6249 {
6250 settings->transformed = 1;
6251 settings->point_size = state->gl_primitive_type == GL_POINTS;
6252 settings->per_vertex_point_size = !!(si->use_map & 1u << WINED3D_FFP_PSIZE);
6253 if (!state->render_states[WINED3D_RS_FOGENABLE])
6254 settings->fog_mode = WINED3D_FFP_VS_FOG_OFF;
6255 else if (state->render_states[WINED3D_RS_FOGTABLEMODE] != WINED3D_FOG_NONE)
6256 settings->fog_mode = WINED3D_FFP_VS_FOG_DEPTH;
6257 else
6258 settings->fog_mode = WINED3D_FFP_VS_FOG_FOGCOORD;
6259
6260 for (i = 0; i < MAX_TEXTURES; ++i)
6261 {
6262 coord_idx = state->texture_states[i][WINED3D_TSS_TEXCOORD_INDEX];
6263 if (coord_idx < MAX_TEXTURES && (si->use_map & (1u << (WINED3D_FFP_TEXCOORD0 + coord_idx))))
6264 settings->texcoords |= 1u << i;
6265 settings->texgen[i] = state->texture_states[i][WINED3D_TSS_TEXCOORD_INDEX];
6266 }
6267 if (d3d_info->limits.varying_count >= wined3d_max_compat_varyings(gl_info))
6268 settings->texcoords = (1u << MAX_TEXTURES) - 1;
6269
6270 if (d3d_info->emulated_flatshading)
6271 settings->flatshading = state->render_states[WINED3D_RS_SHADEMODE] == WINED3D_SHADE_FLAT;
6272 else
6273 settings->flatshading = FALSE;
6274
6275 settings->swizzle_map = si->swizzle_map;
6276
6277 return;
6278 }
6279
6280 switch (state->render_states[WINED3D_RS_VERTEXBLEND])
6281 {
6282 case WINED3D_VBF_DISABLE:
6283 case WINED3D_VBF_1WEIGHTS:
6284 case WINED3D_VBF_2WEIGHTS:
6285 case WINED3D_VBF_3WEIGHTS:
6286 settings->vertexblends = state->render_states[WINED3D_RS_VERTEXBLEND];
6287 break;
6288 default:
6289 FIXME("Unsupported vertex blending: %d\n", state->render_states[WINED3D_RS_VERTEXBLEND]);
6290 break;
6291 }
6292
6293 if (use_indexed_vertex_blending(state, si))
6294 {
6295 if (use_software_vertex_processing(context->device))
6296 settings->sw_blending = 1;
6297 else
6298 settings->vb_indices = 1;
6299 }
6300
6301 settings->clipping = state->render_states[WINED3D_RS_CLIPPING]
6302 && state->render_states[WINED3D_RS_CLIPPLANEENABLE];
6303 settings->normal = !!(si->use_map & (1u << WINED3D_FFP_NORMAL));
6304 settings->normalize = settings->normal && state->render_states[WINED3D_RS_NORMALIZENORMALS];
6305 settings->lighting = !!state->render_states[WINED3D_RS_LIGHTING];
6306 settings->localviewer = !!state->render_states[WINED3D_RS_LOCALVIEWER];
6307 settings->point_size = state->gl_primitive_type == GL_POINTS;
6308 settings->per_vertex_point_size = !!(si->use_map & 1u << WINED3D_FFP_PSIZE);
6309
6310 if (state->render_states[WINED3D_RS_COLORVERTEX] && (si->use_map & (1u << WINED3D_FFP_DIFFUSE)))
6311 {
6312 settings->diffuse_source = state->render_states[WINED3D_RS_DIFFUSEMATERIALSOURCE];
6313 settings->emissive_source = state->render_states[WINED3D_RS_EMISSIVEMATERIALSOURCE];
6314 settings->ambient_source = state->render_states[WINED3D_RS_AMBIENTMATERIALSOURCE];
6315 settings->specular_source = state->render_states[WINED3D_RS_SPECULARMATERIALSOURCE];
6316 }
6317 else
6318 {
6319 settings->diffuse_source = WINED3D_MCS_MATERIAL;
6320 settings->emissive_source = WINED3D_MCS_MATERIAL;
6321 settings->ambient_source = WINED3D_MCS_MATERIAL;
6322 settings->specular_source = WINED3D_MCS_MATERIAL;
6323 }
6324
6325 for (i = 0; i < MAX_TEXTURES; ++i)
6326 {
6327 coord_idx = state->texture_states[i][WINED3D_TSS_TEXCOORD_INDEX];
6328 if (coord_idx < MAX_TEXTURES && (si->use_map & (1u << (WINED3D_FFP_TEXCOORD0 + coord_idx))))
6329 settings->texcoords |= 1u << i;
6330 settings->texgen[i] = state->texture_states[i][WINED3D_TSS_TEXCOORD_INDEX];
6331 }
6332 if (d3d_info->limits.varying_count >= wined3d_max_compat_varyings(gl_info))
6333 settings->texcoords = (1u << MAX_TEXTURES) - 1;
6334
6335 for (i = 0; i < MAX_ACTIVE_LIGHTS; ++i)
6336 {
6337 if (!state->lights[i])
6338 continue;
6339
6340 switch (state->lights[i]->OriginalParms.type)
6341 {
6342 case WINED3D_LIGHT_POINT:
6343 ++settings->point_light_count;
6344 break;
6345 case WINED3D_LIGHT_SPOT:
6346 ++settings->spot_light_count;
6347 break;
6348 case WINED3D_LIGHT_DIRECTIONAL:
6349 ++settings->directional_light_count;
6350 break;
6351 case WINED3D_LIGHT_PARALLELPOINT:
6352 ++settings->parallel_point_light_count;
6353 break;
6354 default:
6355 FIXME("Unhandled light type %#x.\n", state->lights[i]->OriginalParms.type);
6356 break;
6357 }
6358 }
6359
6360 if (!state->render_states[WINED3D_RS_FOGENABLE])
6361 settings->fog_mode = WINED3D_FFP_VS_FOG_OFF;
6362 else if (state->render_states[WINED3D_RS_FOGTABLEMODE] != WINED3D_FOG_NONE)
6363 {
6364 settings->fog_mode = WINED3D_FFP_VS_FOG_DEPTH;
6365
6366 if (state->transforms[WINED3D_TS_PROJECTION]._14 == 0.0f
6367 && state->transforms[WINED3D_TS_PROJECTION]._24 == 0.0f
6368 && state->transforms[WINED3D_TS_PROJECTION]._34 == 0.0f
6369 && state->transforms[WINED3D_TS_PROJECTION]._44 == 1.0f)
6370 settings->ortho_fog = 1;
6371 }
6372 else if (state->render_states[WINED3D_RS_FOGVERTEXMODE] == WINED3D_FOG_NONE)
6373 settings->fog_mode = WINED3D_FFP_VS_FOG_FOGCOORD;
6374 else if (state->render_states[WINED3D_RS_RANGEFOGENABLE])
6375 settings->fog_mode = WINED3D_FFP_VS_FOG_RANGE;
6376 else
6377 settings->fog_mode = WINED3D_FFP_VS_FOG_DEPTH;
6378
6379 if (d3d_info->emulated_flatshading)
6380 settings->flatshading = state->render_states[WINED3D_RS_SHADEMODE] == WINED3D_SHADE_FLAT;
6381 else
6382 settings->flatshading = FALSE;
6383
6384 settings->swizzle_map = si->swizzle_map;
6385 }
6386
6387 int wined3d_ffp_vertex_program_key_compare(const void *key, const struct wine_rb_entry *entry)
6388 {
6389 const struct wined3d_ffp_vs_settings *ka = key;
6390 const struct wined3d_ffp_vs_settings *kb = &WINE_RB_ENTRY_VALUE(entry,
6391 const struct wined3d_ffp_vs_desc, entry)->settings;
6392
6393 return memcmp(ka, kb, sizeof(*ka));
6394 }
6395
6396 const char *wined3d_debug_location(DWORD location)
6397 {
6398 struct debug_buffer buffer;
6399 const char *prefix = "";
6400 const char *suffix = "";
6401
6402 if (wined3d_popcount(location) > 16)
6403 {
6404 prefix = "~(";
6405 location = ~location;
6406 suffix = ")";
6407 }
6408
6409 init_debug_buffer(&buffer, "0");
6410 #define LOCATION_TO_STR(x) if (location & x) { debug_append(&buffer, #x, " | "); location &= ~x; }
6411 LOCATION_TO_STR(WINED3D_LOCATION_DISCARDED);
6412 LOCATION_TO_STR(WINED3D_LOCATION_SYSMEM);
6413 LOCATION_TO_STR(WINED3D_LOCATION_USER_MEMORY);
6414 LOCATION_TO_STR(WINED3D_LOCATION_BUFFER);
6415 LOCATION_TO_STR(WINED3D_LOCATION_TEXTURE_RGB);
6416 LOCATION_TO_STR(WINED3D_LOCATION_TEXTURE_SRGB);
6417 LOCATION_TO_STR(WINED3D_LOCATION_DRAWABLE);
6418 LOCATION_TO_STR(WINED3D_LOCATION_RB_MULTISAMPLE);
6419 LOCATION_TO_STR(WINED3D_LOCATION_RB_RESOLVED);
6420 #undef LOCATION_TO_STR
6421 if (location)
6422 FIXME("Unrecognized location flag(s) %#x.\n", location);
6423
6424 return wine_dbg_sprintf("%s%s%s", prefix, buffer.str, suffix);
6425 }
6426
6427 /* Print a floating point value with the %.8e format specifier, always using
6428 * '.' as decimal separator. */
6429 void wined3d_ftoa(float value, char *s)
6430 {
6431 int idx = 1;
6432
6433 if (copysignf(1.0f, value) < 0.0f)
6434 ++idx;
6435
6436 /* Be sure to allocate a buffer of at least 17 characters for the result
6437 as sprintf may return a 3 digit exponent when using the MSVC runtime
6438 instead of a 2 digit exponent. */
6439 sprintf(s, "%.8e", value);
6440 if (isfinite(value))
6441 s[idx] = '.';
6442 }
6443
6444 void wined3d_release_dc(HWND window, HDC dc)
6445 {
6446 /* You'd figure ReleaseDC() would fail if the DC doesn't match the window.
6447 * However, that's not what actually happens, and there are user32 tests
6448 * that confirm ReleaseDC() with the wrong window is supposed to succeed.
6449 * So explicitly check that the DC belongs to the window, since we want to
6450 * avoid releasing a DC that belongs to some other window if the original
6451 * window was already destroyed. */
6452 if (WindowFromDC(dc) != window)
6453 WARN("DC %p does not belong to window %p.\n", dc, window);
6454 else if (!ReleaseDC(window, dc))
6455 ERR("Failed to release device context %p, last error %#x.\n", dc, GetLastError());
6456 }
6457
6458 BOOL wined3d_clip_blit(const RECT *clip_rect, RECT *clipped, RECT *other)
6459 {
6460 RECT orig = *clipped;
6461 float scale_x = (float)(orig.right - orig.left) / (float)(other->right - other->left);
6462 float scale_y = (float)(orig.bottom - orig.top) / (float)(other->bottom - other->top);
6463
6464 IntersectRect(clipped, clipped, clip_rect);
6465
6466 if (IsRectEmpty(clipped))
6467 {
6468 SetRectEmpty(other);
6469 return FALSE;
6470 }
6471
6472 other->left += (LONG)((clipped->left - orig.left) / scale_x);
6473 other->top += (LONG)((clipped->top - orig.top) / scale_y);
6474 other->right -= (LONG)((orig.right - clipped->right) / scale_x);
6475 other->bottom -= (LONG)((orig.bottom - clipped->bottom) / scale_y);
6476
6477 return TRUE;
6478 }
6479
6480 void wined3d_gl_limits_get_uniform_block_range(const struct wined3d_gl_limits *gl_limits,
6481 enum wined3d_shader_type shader_type, unsigned int *base, unsigned int *count)
6482 {
6483 unsigned int i;
6484
6485 *base = 0;
6486 for (i = 0; i < WINED3D_SHADER_TYPE_COUNT; ++i)
6487 {
6488 *count = gl_limits->uniform_blocks[i];
6489 if (i == shader_type)
6490 return;
6491 *base += *count;
6492 }
6493
6494 ERR("Unrecognized shader type %#x.\n", shader_type);
6495 *count = 0;
6496 }
6497
6498 void wined3d_gl_limits_get_texture_unit_range(const struct wined3d_gl_limits *gl_limits,
6499 enum wined3d_shader_type shader_type, unsigned int *base, unsigned int *count)
6500 {
6501 unsigned int i;
6502
6503 if (shader_type == WINED3D_SHADER_TYPE_COMPUTE)
6504 {
6505 if (gl_limits->combined_samplers == gl_limits->graphics_samplers)
6506 *base = 0;
6507 else
6508 *base = gl_limits->graphics_samplers;
6509 *count = gl_limits->samplers[WINED3D_SHADER_TYPE_COMPUTE];
6510 return;
6511 }
6512
6513 *base = 0;
6514 for (i = 0; i < WINED3D_SHADER_TYPE_GRAPHICS_COUNT; ++i)
6515 {
6516 *count = gl_limits->samplers[i];
6517 if (i == shader_type)
6518 return;
6519 *base += *count;
6520 }
6521
6522 ERR("Unrecognized shader type %#x.\n", shader_type);
6523 *count = 0;
6524 }
6525
6526 BOOL wined3d_array_reserve(void **elements, SIZE_T *capacity, SIZE_T count, SIZE_T size)
6527 {
6528 SIZE_T max_capacity, new_capacity;
6529 void *new_elements;
6530
6531 if (count <= *capacity)
6532 return TRUE;
6533
6534 max_capacity = ~(SIZE_T)0 / size;
6535 if (count > max_capacity)
6536 return FALSE;
6537
6538 new_capacity = max(1, *capacity);
6539 while (new_capacity < count && new_capacity <= max_capacity / 2)
6540 new_capacity *= 2;
6541 if (new_capacity < count)
6542 new_capacity = count;
6543
6544 if (!*elements)
6545 new_elements = heap_alloc_zero(new_capacity * size);
6546 else
6547 new_elements = HeapReAlloc(GetProcessHeap(), HEAP_ZERO_MEMORY, *elements, new_capacity * size);
6548 if (!new_elements)
6549 return FALSE;
6550
6551 *elements = new_elements;
6552 *capacity = new_capacity;
6553 return TRUE;
6554 }