[D3D8][D3D9][DDRAW][WINED3D] Sync with Wine Staging 1.9.4. CORE-10912
[reactos.git] / reactos / 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 "wined3d_private.h"
28
29 WINE_DEFAULT_DEBUG_CHANNEL(d3d);
30
31 #define WINED3D_FORMAT_FOURCC_BASE (WINED3DFMT_BC7_UNORM_SRGB + 1)
32
33 static const struct
34 {
35 enum wined3d_format_id id;
36 unsigned int idx;
37 }
38 format_index_remap[] =
39 {
40 {WINED3DFMT_UYVY, WINED3D_FORMAT_FOURCC_BASE},
41 {WINED3DFMT_YUY2, WINED3D_FORMAT_FOURCC_BASE + 1},
42 {WINED3DFMT_YV12, WINED3D_FORMAT_FOURCC_BASE + 2},
43 {WINED3DFMT_DXT1, WINED3D_FORMAT_FOURCC_BASE + 3},
44 {WINED3DFMT_DXT2, WINED3D_FORMAT_FOURCC_BASE + 4},
45 {WINED3DFMT_DXT3, WINED3D_FORMAT_FOURCC_BASE + 5},
46 {WINED3DFMT_DXT4, WINED3D_FORMAT_FOURCC_BASE + 6},
47 {WINED3DFMT_DXT5, WINED3D_FORMAT_FOURCC_BASE + 7},
48 {WINED3DFMT_MULTI2_ARGB8, WINED3D_FORMAT_FOURCC_BASE + 8},
49 {WINED3DFMT_G8R8_G8B8, WINED3D_FORMAT_FOURCC_BASE + 9},
50 {WINED3DFMT_R8G8_B8G8, WINED3D_FORMAT_FOURCC_BASE + 10},
51 {WINED3DFMT_ATI1N, WINED3D_FORMAT_FOURCC_BASE + 11},
52 {WINED3DFMT_ATI2N, WINED3D_FORMAT_FOURCC_BASE + 12},
53 {WINED3DFMT_INST, WINED3D_FORMAT_FOURCC_BASE + 13},
54 {WINED3DFMT_NVDB, WINED3D_FORMAT_FOURCC_BASE + 14},
55 {WINED3DFMT_NVHU, WINED3D_FORMAT_FOURCC_BASE + 15},
56 {WINED3DFMT_NVHS, WINED3D_FORMAT_FOURCC_BASE + 16},
57 {WINED3DFMT_INTZ, WINED3D_FORMAT_FOURCC_BASE + 17},
58 {WINED3DFMT_RESZ, WINED3D_FORMAT_FOURCC_BASE + 18},
59 {WINED3DFMT_NULL, WINED3D_FORMAT_FOURCC_BASE + 19},
60 {WINED3DFMT_R16, WINED3D_FORMAT_FOURCC_BASE + 20},
61 {WINED3DFMT_AL16, WINED3D_FORMAT_FOURCC_BASE + 21},
62 {WINED3DFMT_NV12, WINED3D_FORMAT_FOURCC_BASE + 22},
63 };
64
65 #define WINED3D_FORMAT_COUNT (WINED3D_FORMAT_FOURCC_BASE + ARRAY_SIZE(format_index_remap))
66
67 struct wined3d_format_channels
68 {
69 enum wined3d_format_id id;
70 DWORD red_size, green_size, blue_size, alpha_size;
71 DWORD red_offset, green_offset, blue_offset, alpha_offset;
72 UINT bpp;
73 BYTE depth_size, stencil_size;
74 };
75
76 static const struct wined3d_format_channels formats[] =
77 {
78 /* size offset
79 * format id r g b a r g b a bpp depth stencil */
80 {WINED3DFMT_UNKNOWN, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0},
81 /* FourCC formats */
82 {WINED3DFMT_UYVY, 0, 0, 0, 0, 0, 0, 0, 0, 2, 0, 0},
83 {WINED3DFMT_YUY2, 0, 0, 0, 0, 0, 0, 0, 0, 2, 0, 0},
84 {WINED3DFMT_YV12, 0, 0, 0, 0, 0, 0, 0, 0, 1, 0, 0},
85 {WINED3DFMT_NV12, 0, 0, 0, 0, 0, 0, 0, 0, 1, 0, 0},
86 {WINED3DFMT_DXT1, 0, 0, 0, 0, 0, 0, 0, 0, 1, 0, 0},
87 {WINED3DFMT_DXT2, 0, 0, 0, 0, 0, 0, 0, 0, 1, 0, 0},
88 {WINED3DFMT_DXT3, 0, 0, 0, 0, 0, 0, 0, 0, 1, 0, 0},
89 {WINED3DFMT_DXT4, 0, 0, 0, 0, 0, 0, 0, 0, 1, 0, 0},
90 {WINED3DFMT_DXT5, 0, 0, 0, 0, 0, 0, 0, 0, 1, 0, 0},
91 {WINED3DFMT_MULTI2_ARGB8, 0, 0, 0, 0, 0, 0, 0, 0, 1, 0, 0},
92 {WINED3DFMT_G8R8_G8B8, 0, 0, 0, 0, 0, 0, 0, 0, 1, 0, 0},
93 {WINED3DFMT_R8G8_B8G8, 0, 0, 0, 0, 0, 0, 0, 0, 1, 0, 0},
94 /* Hmm? */
95 {WINED3DFMT_R8G8_SNORM_Cx, 0, 0, 0, 0, 0, 0, 0, 0, 2, 0, 0},
96 {WINED3DFMT_R16G16_SINT, 16, 16, 0, 0, 0, 16, 0, 0, 4, 0, 0},
97 {WINED3DFMT_R16G16B16A16_SINT, 16, 16, 16, 16, 0, 16, 32, 48, 8, 0, 0},
98 /* Palettized formats */
99 {WINED3DFMT_P8_UINT_A8_UNORM, 0, 0, 0, 8, 0, 0, 0, 8, 2, 0, 0},
100 {WINED3DFMT_P8_UINT, 0, 0, 0, 0, 0, 0, 0, 0, 1, 0, 0},
101 /* Standard ARGB formats. */
102 {WINED3DFMT_B8G8R8_UNORM, 8, 8, 8, 0, 16, 8, 0, 0, 3, 0, 0},
103 {WINED3DFMT_B5G6R5_UNORM, 5, 6, 5, 0, 11, 5, 0, 0, 2, 0, 0},
104 {WINED3DFMT_B5G5R5X1_UNORM, 5, 5, 5, 0, 10, 5, 0, 0, 2, 0, 0},
105 {WINED3DFMT_B5G5R5A1_UNORM, 5, 5, 5, 1, 10, 5, 0, 15, 2, 0, 0},
106 {WINED3DFMT_B4G4R4A4_UNORM, 4, 4, 4, 4, 8, 4, 0, 12, 2, 0, 0},
107 {WINED3DFMT_B2G3R3_UNORM, 3, 3, 2, 0, 5, 2, 0, 0, 1, 0, 0},
108 {WINED3DFMT_A8_UNORM, 0, 0, 0, 8, 0, 0, 0, 0, 1, 0, 0},
109 {WINED3DFMT_B2G3R3A8_UNORM, 3, 3, 2, 8, 5, 2, 0, 8, 2, 0, 0},
110 {WINED3DFMT_B4G4R4X4_UNORM, 4, 4, 4, 0, 8, 4, 0, 0, 2, 0, 0},
111 {WINED3DFMT_R8G8B8X8_UNORM, 8, 8, 8, 0, 0, 8, 16, 0, 4, 0, 0},
112 {WINED3DFMT_B10G10R10A2_UNORM, 10, 10, 10, 2, 20, 10, 0, 30, 4, 0, 0},
113 /* Luminance */
114 {WINED3DFMT_L8_UNORM, 0, 0, 0, 0, 0, 0, 0, 0, 1, 0, 0},
115 {WINED3DFMT_L8A8_UNORM, 0, 0, 0, 8, 0, 0, 0, 8, 2, 0, 0},
116 {WINED3DFMT_L4A4_UNORM, 0, 0, 0, 4, 0, 0, 0, 4, 1, 0, 0},
117 {WINED3DFMT_L16_UNORM, 0, 0, 0, 0, 0, 0, 0, 0, 2, 0, 0},
118 /* Bump mapping stuff */
119 {WINED3DFMT_R5G5_SNORM_L6_UNORM, 5, 5, 0, 0, 0, 5, 0, 0, 2, 0, 0},
120 {WINED3DFMT_R8G8_SNORM_L8X8_UNORM, 8, 8, 0, 0, 0, 8, 0, 0, 4, 0, 0},
121 {WINED3DFMT_R8G8B8A8_SNORM, 8, 8, 8, 8, 0, 8, 16, 24, 4, 0, 0},
122 {WINED3DFMT_R10G11B11_SNORM, 10, 11, 11, 0, 0, 10, 21, 0, 4, 0, 0},
123 {WINED3DFMT_R10G10B10_SNORM_A2_UNORM, 10, 10, 10, 2, 0, 10, 20, 30, 4, 0, 0},
124 /* Depth stencil formats */
125 {WINED3DFMT_D16_LOCKABLE, 0, 0, 0, 0, 0, 0, 0, 0, 2, 16, 0},
126 {WINED3DFMT_D32_UNORM, 0, 0, 0, 0, 0, 0, 0, 0, 4, 32, 0},
127 {WINED3DFMT_S1_UINT_D15_UNORM, 0, 0, 0, 0, 0, 0, 0, 0, 2, 15, 1},
128 {WINED3DFMT_X8D24_UNORM, 0, 0, 0, 0, 0, 0, 0, 0, 4, 24, 0},
129 {WINED3DFMT_S4X4_UINT_D24_UNORM, 0, 0, 0, 0, 0, 0, 0, 0, 4, 24, 4},
130 {WINED3DFMT_D16_UNORM, 0, 0, 0, 0, 0, 0, 0, 0, 2, 16, 0},
131 {WINED3DFMT_D32_FLOAT, 0, 0, 0, 0, 0, 0, 0, 0, 4, 32, 0},
132 {WINED3DFMT_S8_UINT_D24_FLOAT, 0, 0, 0, 0, 0, 0, 0, 0, 4, 24, 8},
133 {WINED3DFMT_VERTEXDATA, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0},
134 /* Vendor-specific formats */
135 {WINED3DFMT_ATI1N, 0, 0, 0, 0, 0, 0, 0, 0, 1, 0, 0},
136 {WINED3DFMT_ATI2N, 0, 0, 0, 0, 0, 0, 0, 0, 1, 0, 0},
137 {WINED3DFMT_NVDB, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0},
138 {WINED3DFMT_INST, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0},
139 {WINED3DFMT_INTZ, 0, 0, 0, 0, 0, 0, 0, 0, 4, 24, 8},
140 {WINED3DFMT_RESZ, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0},
141 {WINED3DFMT_NVHU, 0, 0, 0, 0, 0, 0, 0, 0, 2, 0, 0},
142 {WINED3DFMT_NVHS, 0, 0, 0, 0, 0, 0, 0, 0, 2, 0, 0},
143 {WINED3DFMT_NULL, 8, 8, 8, 8, 0, 8, 16, 24, 4, 0, 0},
144 /* Unsure about them, could not find a Windows driver that supports them */
145 {WINED3DFMT_R16, 16, 0, 0, 0, 0, 0, 0, 0, 2, 0, 0},
146 {WINED3DFMT_AL16, 0, 0, 0, 16, 0, 0, 0, 16, 4, 0, 0},
147 /* Typeless */
148 {WINED3DFMT_R32G32B32A32_TYPELESS, 32, 32, 32, 32, 0, 32, 64, 96, 16, 0, 0},
149 {WINED3DFMT_R32G32B32_TYPELESS, 32, 32, 32, 0, 0, 32, 64, 0, 12, 0, 0},
150 {WINED3DFMT_R16G16B16A16_TYPELESS, 16, 16, 16, 16, 0, 16, 32, 48, 8, 0, 0},
151 {WINED3DFMT_R32G32_TYPELESS, 32, 32, 0, 0, 0, 32, 0, 0, 8, 0, 0},
152 {WINED3DFMT_R32G8X24_TYPELESS, 0, 0, 0, 0, 0, 0, 0, 0, 8, 32, 8},
153 {WINED3DFMT_R10G10B10A2_TYPELESS, 10, 10, 10, 2, 0, 10, 20, 30, 4, 0, 0},
154 {WINED3DFMT_R8G8B8A8_TYPELESS, 8, 8, 8, 8, 0, 8, 16, 24, 4, 0, 0},
155 {WINED3DFMT_R16G16_TYPELESS, 16, 16, 0, 0, 0, 16, 0, 0, 4, 0, 0},
156 {WINED3DFMT_R32_TYPELESS, 32, 0, 0, 0, 0, 0, 0, 0, 4, 0, 0},
157 {WINED3DFMT_R24G8_TYPELESS, 0, 0, 0, 0, 0, 0, 0, 0, 4, 24, 8},
158 {WINED3DFMT_R8G8_TYPELESS, 8, 8, 0, 0, 0, 8, 0, 0, 2, 0, 0},
159 {WINED3DFMT_R16_TYPELESS, 16, 0, 0, 0, 0, 0, 0, 0, 2, 0, 0},
160 {WINED3DFMT_R8_TYPELESS, 8, 0, 0, 0, 0, 0, 0, 0, 1, 0, 0},
161 {WINED3DFMT_BC1_TYPELESS, 0, 0, 0, 0, 0, 0, 0, 0, 1, 0, 0},
162 {WINED3DFMT_BC2_TYPELESS, 0, 0, 0, 0, 0, 0, 0, 0, 1, 0, 0},
163 {WINED3DFMT_BC3_TYPELESS, 0, 0, 0, 0, 0, 0, 0, 0, 1, 0, 0},
164 {WINED3DFMT_BC4_TYPELESS, 0, 0, 0, 0, 0, 0, 0, 0, 1, 0, 0},
165 {WINED3DFMT_BC5_TYPELESS, 0, 0, 0, 0, 0, 0, 0, 0, 1, 0, 0},
166 {WINED3DFMT_B8G8R8A8_TYPELESS, 8, 8, 8, 8, 16, 8, 0, 24, 4, 0, 0},
167 {WINED3DFMT_B8G8R8X8_TYPELESS, 8, 8, 8, 0, 16, 8, 0, 0, 4, 0, 0},
168 };
169
170 enum wined3d_channel_type
171 {
172 WINED3D_CHANNEL_TYPE_NONE,
173 WINED3D_CHANNEL_TYPE_UNORM,
174 WINED3D_CHANNEL_TYPE_SNORM,
175 WINED3D_CHANNEL_TYPE_UINT,
176 WINED3D_CHANNEL_TYPE_SINT,
177 WINED3D_CHANNEL_TYPE_FLOAT,
178 WINED3D_CHANNEL_TYPE_DEPTH,
179 WINED3D_CHANNEL_TYPE_STENCIL,
180 };
181
182 struct wined3d_typed_format_info
183 {
184 enum wined3d_format_id id;
185 enum wined3d_format_id typeless_id;
186 const char *channels;
187 };
188
189 /**
190 * The last entry for a given typeless format defines its internal format.
191 *
192 * u - WINED3D_CHANNEL_TYPE_UNORM
193 * i - WINED3D_CHANNEL_TYPE_SNORM
194 * U - WINED3D_CHANNEL_TYPE_UINT
195 * I - WINED3D_CHANNEL_TYPE_SINT
196 * F - WINED3D_CHANNEL_TYPE_FLOAT
197 * D - WINED3D_CHANNEL_TYPE_DEPTH
198 * S - WINED3D_CHANNEL_TYPE_STENCIL
199 */
200 static const struct wined3d_typed_format_info typed_formats[] =
201 {
202 {WINED3DFMT_R32G32B32A32_UINT, WINED3DFMT_R32G32B32A32_TYPELESS, "UUUU"},
203 {WINED3DFMT_R32G32B32A32_SINT, WINED3DFMT_R32G32B32A32_TYPELESS, "IIII"},
204 {WINED3DFMT_R32G32B32A32_FLOAT, WINED3DFMT_R32G32B32A32_TYPELESS, "FFFF"},
205 {WINED3DFMT_R32G32B32_UINT, WINED3DFMT_R32G32B32_TYPELESS, "UUU"},
206 {WINED3DFMT_R32G32B32_FLOAT, WINED3DFMT_R32G32B32_TYPELESS, "FFF"},
207 {WINED3DFMT_R16G16B16A16_UNORM, WINED3DFMT_R16G16B16A16_TYPELESS, "uuuu"},
208 {WINED3DFMT_R16G16B16A16_SNORM, WINED3DFMT_R16G16B16A16_TYPELESS, "iiii"},
209 {WINED3DFMT_R16G16B16A16_SINT, WINED3DFMT_R16G16B16A16_TYPELESS, "IIII"},
210 {WINED3DFMT_R16G16B16A16_FLOAT, WINED3DFMT_R16G16B16A16_TYPELESS, "FFFF"},
211 {WINED3DFMT_R32G32_UINT, WINED3DFMT_R32G32_TYPELESS, "UU"},
212 {WINED3DFMT_R32G32_FLOAT, WINED3DFMT_R32G32_TYPELESS, "FF"},
213 {WINED3DFMT_R10G10B10A2_SNORM, WINED3DFMT_R10G10B10A2_TYPELESS, "iiii"},
214 {WINED3DFMT_R10G10B10A2_UINT, WINED3DFMT_R10G10B10A2_TYPELESS, "UUUU"},
215 {WINED3DFMT_R10G10B10A2_UNORM, WINED3DFMT_R10G10B10A2_TYPELESS, "uuuu"},
216 {WINED3DFMT_R8G8B8A8_UINT, WINED3DFMT_R8G8B8A8_TYPELESS, "UUUU"},
217 {WINED3DFMT_R8G8B8A8_SINT, WINED3DFMT_R8G8B8A8_TYPELESS, "IIII"},
218 {WINED3DFMT_R8G8B8A8_UNORM_SRGB, WINED3DFMT_R8G8B8A8_TYPELESS, "uuuu"},
219 {WINED3DFMT_R8G8B8A8_UNORM, WINED3DFMT_R8G8B8A8_TYPELESS, "uuuu"},
220 {WINED3DFMT_R16G16_UNORM, WINED3DFMT_R16G16_TYPELESS, "uu"},
221 {WINED3DFMT_R16G16_SNORM, WINED3DFMT_R16G16_TYPELESS, "ii"},
222 {WINED3DFMT_R16G16_SINT, WINED3DFMT_R16G16_TYPELESS, "II"},
223 {WINED3DFMT_R16G16_FLOAT, WINED3DFMT_R16G16_TYPELESS, "FF"},
224 {WINED3DFMT_R32_UINT, WINED3DFMT_R32_TYPELESS, "U"},
225 {WINED3DFMT_R32_FLOAT, WINED3DFMT_R32_TYPELESS, "F"},
226 {WINED3DFMT_D24_UNORM_S8_UINT, WINED3DFMT_R24G8_TYPELESS, "DS"},
227 {WINED3DFMT_R8G8_SNORM, WINED3DFMT_R8G8_TYPELESS, "ii"},
228 {WINED3DFMT_R8G8_UNORM, WINED3DFMT_R8G8_TYPELESS, "uu"},
229 {WINED3DFMT_R16_UNORM, WINED3DFMT_R16_TYPELESS, "u"},
230 {WINED3DFMT_R16_UINT, WINED3DFMT_R16_TYPELESS, "U"},
231 {WINED3DFMT_R16_FLOAT, WINED3DFMT_R16_TYPELESS, "F"},
232 {WINED3DFMT_R8_UNORM, WINED3DFMT_R8_TYPELESS, "u"},
233 {WINED3DFMT_BC1_UNORM_SRGB, WINED3DFMT_BC1_TYPELESS, ""},
234 {WINED3DFMT_BC1_UNORM, WINED3DFMT_BC1_TYPELESS, ""},
235 {WINED3DFMT_BC2_UNORM_SRGB, WINED3DFMT_BC2_TYPELESS, ""},
236 {WINED3DFMT_BC2_UNORM, WINED3DFMT_BC2_TYPELESS, ""},
237 {WINED3DFMT_BC3_UNORM_SRGB, WINED3DFMT_BC3_TYPELESS, ""},
238 {WINED3DFMT_BC3_UNORM, WINED3DFMT_BC3_TYPELESS, ""},
239 {WINED3DFMT_B8G8R8A8_UNORM_SRGB, WINED3DFMT_B8G8R8A8_TYPELESS, "uuuu"},
240 {WINED3DFMT_B8G8R8A8_UNORM, WINED3DFMT_B8G8R8A8_TYPELESS, "uuuu"},
241 {WINED3DFMT_B8G8R8X8_UNORM_SRGB, WINED3DFMT_B8G8R8X8_TYPELESS, "uuu"},
242 {WINED3DFMT_B8G8R8X8_UNORM, WINED3DFMT_B8G8R8X8_TYPELESS, "uuu"},
243 };
244
245 struct wined3d_format_base_flags
246 {
247 enum wined3d_format_id id;
248 DWORD flags;
249 };
250
251 /* The ATI2N format behaves like an uncompressed format in LockRect(), but
252 * still needs to use the correct block based calculation for e.g. the
253 * resource size. */
254 static const struct wined3d_format_base_flags format_base_flags[] =
255 {
256 {WINED3DFMT_P8_UINT, WINED3DFMT_FLAG_GETDC},
257 {WINED3DFMT_B8G8R8_UNORM, WINED3DFMT_FLAG_GETDC},
258 {WINED3DFMT_B8G8R8A8_UNORM, WINED3DFMT_FLAG_GETDC},
259 {WINED3DFMT_B8G8R8X8_UNORM, WINED3DFMT_FLAG_GETDC},
260 {WINED3DFMT_B5G6R5_UNORM, WINED3DFMT_FLAG_GETDC},
261 {WINED3DFMT_B5G5R5X1_UNORM, WINED3DFMT_FLAG_GETDC},
262 {WINED3DFMT_B5G5R5A1_UNORM, WINED3DFMT_FLAG_GETDC},
263 {WINED3DFMT_B4G4R4A4_UNORM, WINED3DFMT_FLAG_GETDC},
264 {WINED3DFMT_B4G4R4X4_UNORM, WINED3DFMT_FLAG_GETDC},
265 {WINED3DFMT_R8G8B8A8_UNORM, WINED3DFMT_FLAG_GETDC},
266 {WINED3DFMT_R8G8B8X8_UNORM, WINED3DFMT_FLAG_GETDC},
267 {WINED3DFMT_ATI1N, WINED3DFMT_FLAG_BROKEN_PITCH},
268 {WINED3DFMT_ATI2N, WINED3DFMT_FLAG_BROKEN_PITCH},
269 {WINED3DFMT_D32_FLOAT, WINED3DFMT_FLAG_FLOAT},
270 {WINED3DFMT_S8_UINT_D24_FLOAT, WINED3DFMT_FLAG_FLOAT},
271 };
272
273 struct wined3d_format_block_info
274 {
275 enum wined3d_format_id id;
276 UINT block_width;
277 UINT block_height;
278 UINT block_byte_count;
279 BOOL verify;
280 };
281
282 static const struct wined3d_format_block_info format_block_info[] =
283 {
284 {WINED3DFMT_DXT1, 4, 4, 8, TRUE},
285 {WINED3DFMT_DXT2, 4, 4, 16, TRUE},
286 {WINED3DFMT_DXT3, 4, 4, 16, TRUE},
287 {WINED3DFMT_DXT4, 4, 4, 16, TRUE},
288 {WINED3DFMT_DXT5, 4, 4, 16, TRUE},
289 {WINED3DFMT_BC1_UNORM, 4, 4, 8, TRUE},
290 {WINED3DFMT_BC2_UNORM, 4, 4, 16, TRUE},
291 {WINED3DFMT_BC3_UNORM, 4, 4, 16, TRUE},
292 {WINED3DFMT_ATI1N, 4, 4, 8, FALSE},
293 {WINED3DFMT_ATI2N, 4, 4, 16, FALSE},
294 {WINED3DFMT_YUY2, 2, 1, 4, FALSE},
295 {WINED3DFMT_UYVY, 2, 1, 4, FALSE},
296 };
297
298 struct wined3d_format_vertex_info
299 {
300 enum wined3d_format_id id;
301 enum wined3d_ffp_emit_idx emit_idx;
302 GLint component_count;
303 GLenum gl_vtx_type;
304 GLint gl_vtx_format;
305 GLboolean gl_normalized;
306 unsigned int component_size;
307 };
308
309 static const struct wined3d_format_vertex_info format_vertex_info[] =
310 {
311 {WINED3DFMT_R32_FLOAT, WINED3D_FFP_EMIT_FLOAT1, 1, GL_FLOAT, 1, GL_FALSE, sizeof(float)},
312 {WINED3DFMT_R32G32_FLOAT, WINED3D_FFP_EMIT_FLOAT2, 2, GL_FLOAT, 2, GL_FALSE, sizeof(float)},
313 {WINED3DFMT_R32G32B32_FLOAT, WINED3D_FFP_EMIT_FLOAT3, 3, GL_FLOAT, 3, GL_FALSE, sizeof(float)},
314 {WINED3DFMT_R32G32B32A32_FLOAT, WINED3D_FFP_EMIT_FLOAT4, 4, GL_FLOAT, 4, GL_FALSE, sizeof(float)},
315 {WINED3DFMT_B8G8R8A8_UNORM, WINED3D_FFP_EMIT_D3DCOLOR, 4, GL_UNSIGNED_BYTE, 4, GL_TRUE, sizeof(BYTE)},
316 {WINED3DFMT_R8G8B8A8_UINT, WINED3D_FFP_EMIT_UBYTE4, 4, GL_UNSIGNED_BYTE, 4, GL_FALSE, sizeof(BYTE)},
317 {WINED3DFMT_R16G16_SINT, WINED3D_FFP_EMIT_SHORT2, 2, GL_SHORT, 2, GL_FALSE, sizeof(short int)},
318 {WINED3DFMT_R16G16B16A16_SINT, WINED3D_FFP_EMIT_SHORT4, 4, GL_SHORT, 4, GL_FALSE, sizeof(short int)},
319 {WINED3DFMT_R8G8B8A8_UNORM, WINED3D_FFP_EMIT_UBYTE4N, 4, GL_UNSIGNED_BYTE, 4, GL_TRUE, sizeof(BYTE)},
320 {WINED3DFMT_R16G16_SNORM, WINED3D_FFP_EMIT_SHORT2N, 2, GL_SHORT, 2, GL_TRUE, sizeof(short int)},
321 {WINED3DFMT_R16G16B16A16_SNORM, WINED3D_FFP_EMIT_SHORT4N, 4, GL_SHORT, 4, GL_TRUE, sizeof(short int)},
322 {WINED3DFMT_R16G16_UNORM, WINED3D_FFP_EMIT_USHORT2N, 2, GL_UNSIGNED_SHORT, 2, GL_TRUE, sizeof(short int)},
323 {WINED3DFMT_R16G16B16A16_UNORM, WINED3D_FFP_EMIT_USHORT4N, 4, GL_UNSIGNED_SHORT, 4, GL_TRUE, sizeof(short int)},
324 {WINED3DFMT_R10G10B10A2_UINT, WINED3D_FFP_EMIT_UDEC3, 3, GL_UNSIGNED_SHORT, 3, GL_FALSE, sizeof(short int)},
325 {WINED3DFMT_R10G10B10A2_SNORM, WINED3D_FFP_EMIT_DEC3N, 3, GL_SHORT, 3, GL_TRUE, sizeof(short int)},
326 {WINED3DFMT_R16G16_FLOAT, WINED3D_FFP_EMIT_FLOAT16_2, 2, GL_FLOAT, 2, GL_FALSE, sizeof(GLhalfNV)},
327 {WINED3DFMT_R16G16B16A16_FLOAT, WINED3D_FFP_EMIT_FLOAT16_4, 4, GL_FLOAT, 4, GL_FALSE, sizeof(GLhalfNV)},
328 {WINED3DFMT_R32_UINT, WINED3D_FFP_EMIT_INVALID, 1, GL_UNSIGNED_INT, 1, GL_FALSE, sizeof(UINT)},
329 {WINED3DFMT_R32G32_UINT, WINED3D_FFP_EMIT_INVALID, 2, GL_UNSIGNED_INT, 2, GL_FALSE, sizeof(UINT)},
330 {WINED3DFMT_R32G32B32_UINT, WINED3D_FFP_EMIT_INVALID, 3, GL_UNSIGNED_INT, 3, GL_FALSE, sizeof(UINT)},
331 {WINED3DFMT_R32G32B32A32_UINT, WINED3D_FFP_EMIT_INVALID, 4, GL_UNSIGNED_INT, 4, GL_FALSE, sizeof(UINT)},
332 };
333
334 struct wined3d_format_texture_info
335 {
336 enum wined3d_format_id id;
337 GLint gl_internal;
338 GLint gl_srgb_internal;
339 GLint gl_rt_internal;
340 GLint gl_format;
341 GLint gl_type;
342 unsigned int conv_byte_count;
343 unsigned int flags;
344 enum wined3d_gl_extension extension;
345 void (*convert)(const BYTE *src, BYTE *dst, UINT src_row_pitch, UINT src_slice_pitch,
346 UINT dst_row_pitch, UINT dst_slice_pitch, UINT width, UINT height, UINT depth);
347 };
348
349 static void convert_l4a4_unorm(const BYTE *src, BYTE *dst, UINT src_row_pitch, UINT src_slice_pitch,
350 UINT dst_row_pitch, UINT dst_slice_pitch, UINT width, UINT height, UINT depth)
351 {
352 /* WINED3DFMT_L4A4_UNORM exists as an internal gl format, but for some reason there is not
353 * format+type combination to load it. Thus convert it to A8L8, then load it
354 * with A4L4 internal, but A8L8 format+type
355 */
356 unsigned int x, y, z;
357 const unsigned char *Source;
358 unsigned char *Dest;
359
360 for (z = 0; z < depth; z++)
361 {
362 for (y = 0; y < height; y++)
363 {
364 Source = src + z * src_slice_pitch + y * src_row_pitch;
365 Dest = dst + z * dst_slice_pitch + y * dst_row_pitch;
366 for (x = 0; x < width; x++ )
367 {
368 unsigned char color = (*Source++);
369 /* A */ Dest[1] = (color & 0xf0u) << 0;
370 /* L */ Dest[0] = (color & 0x0fu) << 4;
371 Dest += 2;
372 }
373 }
374 }
375 }
376
377 static void convert_r5g5_snorm_l6_unorm(const BYTE *src, BYTE *dst, UINT src_row_pitch, UINT src_slice_pitch,
378 UINT dst_row_pitch, UINT dst_slice_pitch, UINT width, UINT height, UINT depth)
379 {
380 unsigned int x, y, z;
381 unsigned char r_in, g_in, l_in;
382 const unsigned short *texel_in;
383 unsigned short *texel_out;
384
385 /* Emulating signed 5 bit values with unsigned 5 bit values has some precision problems by design:
386 * E.g. the signed input value 0 becomes 16. GL normalizes it to 16 / 31 = 0.516. We convert it
387 * back to a signed value by subtracting 0.5 and multiplying by 2.0. The resulting value is
388 * ((16 / 31) - 0.5) * 2.0 = 0.032, which is quite different from the intended result 0.000. */
389 for (z = 0; z < depth; z++)
390 {
391 for (y = 0; y < height; y++)
392 {
393 texel_out = (unsigned short *) (dst + z * dst_slice_pitch + y * dst_row_pitch);
394 texel_in = (const unsigned short *)(src + z * src_slice_pitch + y * src_row_pitch);
395 for (x = 0; x < width; x++ )
396 {
397 l_in = (*texel_in & 0xfc00u) >> 10;
398 g_in = (*texel_in & 0x03e0u) >> 5;
399 r_in = *texel_in & 0x001fu;
400
401 *texel_out = ((r_in + 16) << 11) | (l_in << 5) | (g_in + 16);
402 texel_out++;
403 texel_in++;
404 }
405 }
406 }
407 }
408
409 static void convert_r5g5_snorm_l6_unorm_ext(const BYTE *src, BYTE *dst, UINT src_row_pitch, UINT src_slice_pitch,
410 UINT dst_row_pitch, UINT dst_slice_pitch, UINT width, UINT height, UINT depth)
411 {
412 unsigned int x, y, z;
413 unsigned char *texel_out, r_out, g_out, r_in, g_in, l_in;
414 const unsigned short *texel_in;
415
416 for (z = 0; z < depth; z++)
417 {
418 for (y = 0; y < height; y++)
419 {
420 texel_in = (const unsigned short *)(src + z * src_slice_pitch + y * src_row_pitch);
421 texel_out = dst + z * dst_slice_pitch + y * dst_row_pitch;
422 for (x = 0; x < width; x++ )
423 {
424 l_in = (*texel_in & 0xfc00u) >> 10;
425 g_in = (*texel_in & 0x03e0u) >> 5;
426 r_in = *texel_in & 0x001fu;
427
428 r_out = r_in << 3;
429 if (!(r_in & 0x10)) /* r > 0 */
430 r_out |= r_in >> 1;
431
432 g_out = g_in << 3;
433 if (!(g_in & 0x10)) /* g > 0 */
434 g_out |= g_in >> 1;
435
436 texel_out[0] = r_out;
437 texel_out[1] = g_out;
438 texel_out[2] = l_in << 1 | l_in >> 5;
439 texel_out[3] = 0;
440
441 texel_out += 4;
442 texel_in++;
443 }
444 }
445 }
446 }
447
448 static void convert_r5g5_snorm_l6_unorm_nv(const BYTE *src, BYTE *dst, UINT src_row_pitch, UINT src_slice_pitch,
449 UINT dst_row_pitch, UINT dst_slice_pitch, UINT width, UINT height, UINT depth)
450 {
451 unsigned int x, y, z;
452 unsigned char *texel_out, ds_out, dt_out, r_in, g_in, l_in;
453 const unsigned short *texel_in;
454
455 /* This makes the gl surface bigger(24 bit instead of 16), but it works with
456 * fixed function and shaders without further conversion once the surface is
457 * loaded.
458 *
459 * The difference between this function and convert_r5g5_snorm_l6_unorm_ext
460 * is that convert_r5g5_snorm_l6_unorm_ext creates a 32 bit XRGB texture and
461 * this function creates a 24 bit DSDT_MAG texture. Trying to load a DSDT_MAG
462 * internal with a 32 bit DSDT_MAG_INTENSITY or DSDT_MAG_VIB format fails. */
463 for (z = 0; z < depth; z++)
464 {
465 for (y = 0; y < height; y++)
466 {
467 texel_in = (const unsigned short *)(src + z * src_slice_pitch + y * src_row_pitch);
468 texel_out = dst + z * dst_slice_pitch + y * dst_row_pitch;
469 for (x = 0; x < width; x++ )
470 {
471 l_in = (*texel_in & 0xfc00u) >> 10;
472 g_in = (*texel_in & 0x03e0u) >> 5;
473 r_in = *texel_in & 0x001fu;
474
475 ds_out = r_in << 3;
476 if (!(r_in & 0x10)) /* r > 0 */
477 ds_out |= r_in >> 1;
478
479 dt_out = g_in << 3;
480 if (!(g_in & 0x10)) /* g > 0 */
481 dt_out |= g_in >> 1;
482
483 texel_out[0] = ds_out;
484 texel_out[1] = dt_out;
485 texel_out[2] = l_in << 1 | l_in >> 5;
486
487 texel_out += 3;
488 texel_in++;
489 }
490 }
491 }
492 }
493
494 static void convert_r8g8_snorm(const BYTE *src, BYTE *dst, UINT src_row_pitch, UINT src_slice_pitch,
495 UINT dst_row_pitch, UINT dst_slice_pitch, UINT width, UINT height, UINT depth)
496 {
497 unsigned int x, y, z;
498 const short *Source;
499 unsigned char *Dest;
500
501 for (z = 0; z < depth; z++)
502 {
503 for (y = 0; y < height; y++)
504 {
505 Source = (const short *)(src + z * src_slice_pitch + y * src_row_pitch);
506 Dest = dst + z * dst_slice_pitch + y * dst_row_pitch;
507 for (x = 0; x < width; x++ )
508 {
509 const short color = (*Source++);
510 /* B */ Dest[0] = 0xff;
511 /* G */ Dest[1] = (color >> 8) + 128; /* V */
512 /* R */ Dest[2] = (color & 0xff) + 128; /* U */
513 Dest += 3;
514 }
515 }
516 }
517 }
518
519 static void convert_r8g8_snorm_l8x8_unorm(const BYTE *src, BYTE *dst, UINT src_row_pitch, UINT src_slice_pitch,
520 UINT dst_row_pitch, UINT dst_slice_pitch, UINT width, UINT height, UINT depth)
521 {
522 unsigned int x, y, z;
523 const DWORD *Source;
524 unsigned char *Dest;
525
526 /* Doesn't work correctly with the fixed function pipeline, but can work in
527 * shaders if the shader is adjusted. (There's no use for this format in gl's
528 * standard fixed function pipeline anyway).
529 */
530 for (z = 0; z < depth; z++)
531 {
532 for (y = 0; y < height; y++)
533 {
534 Source = (const DWORD *)(src + z * src_slice_pitch + y * src_row_pitch);
535 Dest = dst + z * dst_slice_pitch + y * dst_row_pitch;
536 for (x = 0; x < width; x++ )
537 {
538 LONG color = (*Source++);
539 /* B */ Dest[0] = ((color >> 16) & 0xff); /* L */
540 /* G */ Dest[1] = ((color >> 8 ) & 0xff) + 128; /* V */
541 /* R */ Dest[2] = (color & 0xff) + 128; /* U */
542 Dest += 4;
543 }
544 }
545 }
546 }
547
548 static void convert_r8g8_snorm_l8x8_unorm_nv(const BYTE *src, BYTE *dst, UINT src_row_pitch, UINT src_slice_pitch,
549 UINT dst_row_pitch, UINT dst_slice_pitch, UINT width, UINT height, UINT depth)
550 {
551 unsigned int x, y, z;
552 const DWORD *Source;
553 unsigned char *Dest;
554
555 /* This implementation works with the fixed function pipeline and shaders
556 * without further modification after converting the surface.
557 */
558 for (z = 0; z < depth; z++)
559 {
560 for (y = 0; y < height; y++)
561 {
562 Source = (const DWORD *)(src + z * src_slice_pitch + y * src_row_pitch);
563 Dest = dst + z * dst_slice_pitch + y * dst_row_pitch;
564 for (x = 0; x < width; x++ )
565 {
566 LONG color = (*Source++);
567 /* L */ Dest[2] = ((color >> 16) & 0xff); /* L */
568 /* V */ Dest[1] = ((color >> 8 ) & 0xff); /* V */
569 /* U */ Dest[0] = (color & 0xff); /* U */
570 /* I */ Dest[3] = 255; /* X */
571 Dest += 4;
572 }
573 }
574 }
575 }
576
577 static void convert_r8g8b8a8_snorm(const BYTE *src, BYTE *dst, UINT src_row_pitch, UINT src_slice_pitch,
578 UINT dst_row_pitch, UINT dst_slice_pitch, UINT width, UINT height, UINT depth)
579 {
580 unsigned int x, y, z;
581 const DWORD *Source;
582 unsigned char *Dest;
583
584 for (z = 0; z < depth; z++)
585 {
586 for (y = 0; y < height; y++)
587 {
588 Source = (const DWORD *)(src + z * src_slice_pitch + y * src_row_pitch);
589 Dest = dst + z * dst_slice_pitch + y * dst_row_pitch;
590 for (x = 0; x < width; x++ )
591 {
592 LONG color = (*Source++);
593 /* B */ Dest[0] = ((color >> 16) & 0xff) + 128; /* W */
594 /* G */ Dest[1] = ((color >> 8 ) & 0xff) + 128; /* V */
595 /* R */ Dest[2] = (color & 0xff) + 128; /* U */
596 /* A */ Dest[3] = ((color >> 24) & 0xff) + 128; /* Q */
597 Dest += 4;
598 }
599 }
600 }
601 }
602
603 static void convert_r16g16_snorm(const BYTE *src, BYTE *dst, UINT src_row_pitch, UINT src_slice_pitch,
604 UINT dst_row_pitch, UINT dst_slice_pitch, UINT width, UINT height, UINT depth)
605 {
606 unsigned int x, y, z;
607 const DWORD *Source;
608 unsigned short *Dest;
609
610 for (z = 0; z < depth; z++)
611 {
612 for (y = 0; y < height; y++)
613 {
614 Source = (const DWORD *)(src + z * src_slice_pitch + y * src_row_pitch);
615 Dest = (unsigned short *) (dst + z * dst_slice_pitch + y * dst_row_pitch);
616 for (x = 0; x < width; x++ )
617 {
618 const DWORD color = (*Source++);
619 /* B */ Dest[0] = 0xffff;
620 /* G */ Dest[1] = (color >> 16) + 32768; /* V */
621 /* R */ Dest[2] = (color & 0xffff) + 32768; /* U */
622 Dest += 3;
623 }
624 }
625 }
626 }
627
628 static void convert_r16g16(const BYTE *src, BYTE *dst, UINT src_row_pitch, UINT src_slice_pitch,
629 UINT dst_row_pitch, UINT dst_slice_pitch, UINT width, UINT height, UINT depth)
630 {
631 unsigned int x, y, z;
632 const WORD *Source;
633 WORD *Dest;
634
635 for (z = 0; z < depth; z++)
636 {
637 for (y = 0; y < height; y++)
638 {
639 Source = (const WORD *)(src + z * src_slice_pitch + y * src_row_pitch);
640 Dest = (WORD *) (dst + z * dst_slice_pitch + y * dst_row_pitch);
641 for (x = 0; x < width; x++ )
642 {
643 WORD green = (*Source++);
644 WORD red = (*Source++);
645 Dest[0] = green;
646 Dest[1] = red;
647 /* Strictly speaking not correct for R16G16F, but it doesn't matter because the
648 * shader overwrites it anyway */
649 Dest[2] = 0xffff;
650 Dest += 3;
651 }
652 }
653 }
654 }
655
656 static void convert_r32g32_float(const BYTE *src, BYTE *dst, UINT src_row_pitch, UINT src_slice_pitch,
657 UINT dst_row_pitch, UINT dst_slice_pitch, UINT width, UINT height, UINT depth)
658 {
659 unsigned int x, y, z;
660 const float *Source;
661 float *Dest;
662
663 for (z = 0; z < depth; z++)
664 {
665 for (y = 0; y < height; y++)
666 {
667 Source = (const float *)(src + z * src_slice_pitch + y * src_row_pitch);
668 Dest = (float *) (dst + z * dst_slice_pitch + y * dst_row_pitch);
669 for (x = 0; x < width; x++ )
670 {
671 float green = (*Source++);
672 float red = (*Source++);
673 Dest[0] = green;
674 Dest[1] = red;
675 Dest[2] = 1.0f;
676 Dest += 3;
677 }
678 }
679 }
680 }
681
682 static void convert_s1_uint_d15_unorm(const BYTE *src, BYTE *dst, UINT src_row_pitch, UINT src_slice_pitch,
683 UINT dst_row_pitch, UINT dst_slice_pitch, UINT width, UINT height, UINT depth)
684 {
685 unsigned int x, y, z;
686
687 for (z = 0; z < depth; z++)
688 {
689 for (y = 0; y < height; ++y)
690 {
691 const WORD *source = (const WORD *)(src + z * src_slice_pitch + y * src_row_pitch);
692 DWORD *dest = (DWORD *)(dst + z * dst_slice_pitch + y * dst_row_pitch);
693
694 for (x = 0; x < width; ++x)
695 {
696 /* The depth data is normalized, so needs to be scaled,
697 * the stencil data isn't. Scale depth data by
698 * (2^24-1)/(2^15-1) ~~ (2^9 + 2^-6). */
699 WORD d15 = source[x] >> 1;
700 DWORD d24 = (d15 << 9) + (d15 >> 6);
701 dest[x] = (d24 << 8) | (source[x] & 0x1);
702 }
703 }
704 }
705 }
706
707 static void convert_s4x4_uint_d24_unorm(const BYTE *src, BYTE *dst, UINT src_row_pitch, UINT src_slice_pitch,
708 UINT dst_row_pitch, UINT dst_slice_pitch, UINT width, UINT height, UINT depth)
709 {
710 unsigned int x, y, z;
711
712 for (z = 0; z < depth; z++)
713 {
714 for (y = 0; y < height; ++y)
715 {
716 const DWORD *source = (const DWORD *)(src + z * src_slice_pitch + y * src_row_pitch);
717 DWORD *dest = (DWORD *)(dst + z * dst_slice_pitch + y * dst_row_pitch);
718
719 for (x = 0; x < width; ++x)
720 {
721 /* Just need to clear out the X4 part. */
722 dest[x] = source[x] & ~0xf0;
723 }
724 }
725 }
726 }
727
728 static void convert_s8_uint_d24_float(const BYTE *src, BYTE *dst, UINT src_row_pitch, UINT src_slice_pitch,
729 UINT dst_row_pitch, UINT dst_slice_pitch, UINT width, UINT height, UINT depth)
730 {
731 unsigned int x, y, z;
732
733 for (z = 0; z < depth; z++)
734 {
735 for (y = 0; y < height; ++y)
736 {
737 const DWORD *source = (const DWORD *)(src + z * src_slice_pitch + y * src_row_pitch);
738 float *dest_f = (float *)(dst + z * dst_slice_pitch + y * dst_row_pitch);
739 DWORD *dest_s = (DWORD *)dest_f;
740
741 for (x = 0; x < width; ++x)
742 {
743 dest_f[x * 2] = float_24_to_32((source[x] & 0xffffff00u) >> 8);
744 dest_s[x * 2 + 1] = source[x] & 0xff;
745 }
746 }
747 }
748 }
749
750 static BOOL color_in_range(const struct wined3d_color_key *color_key, DWORD color)
751 {
752 /* FIXME: Is this really how color keys are supposed to work? I think it
753 * makes more sense to compare the individual channels. */
754 return color >= color_key->color_space_low_value
755 && color <= color_key->color_space_high_value;
756 }
757
758 static void convert_p8_uint_b8g8r8a8_unorm(const BYTE *src, unsigned int src_pitch,
759 BYTE *dst, unsigned int dst_pitch, unsigned int width, unsigned int height,
760 const struct wined3d_palette *palette, const struct wined3d_color_key *color_key)
761 {
762 const BYTE *src_row;
763 unsigned int x, y;
764 DWORD *dst_row;
765
766 if (!palette)
767 {
768 /* FIXME: This should probably use the system palette. */
769 FIXME("P8 surface loaded without a palette.\n");
770
771 for (y = 0; y < height; ++y)
772 {
773 memset(&dst[dst_pitch * y], 0, width * 4);
774 }
775
776 return;
777 }
778
779 for (y = 0; y < height; ++y)
780 {
781 src_row = &src[src_pitch * y];
782 dst_row = (DWORD *)&dst[dst_pitch * y];
783 for (x = 0; x < width; ++x)
784 {
785 BYTE src_color = src_row[x];
786 dst_row[x] = 0xff000000
787 | (palette->colors[src_color].rgbRed << 16)
788 | (palette->colors[src_color].rgbGreen << 8)
789 | palette->colors[src_color].rgbBlue;
790 }
791 }
792 }
793
794 static void convert_b5g6r5_unorm_b5g5r5a1_unorm_color_key(const BYTE *src, unsigned int src_pitch,
795 BYTE *dst, unsigned int dst_pitch, unsigned int width, unsigned int height,
796 const struct wined3d_palette *palette, const struct wined3d_color_key *color_key)
797 {
798 const WORD *src_row;
799 unsigned int x, y;
800 WORD *dst_row;
801
802 for (y = 0; y < height; ++y)
803 {
804 src_row = (WORD *)&src[src_pitch * y];
805 dst_row = (WORD *)&dst[dst_pitch * y];
806 for (x = 0; x < width; ++x)
807 {
808 WORD src_color = src_row[x];
809 if (!color_in_range(color_key, src_color))
810 dst_row[x] = 0x8000u | ((src_color & 0xffc0u) >> 1) | (src_color & 0x1fu);
811 else
812 dst_row[x] = ((src_color & 0xffc0u) >> 1) | (src_color & 0x1fu);
813 }
814 }
815 }
816
817 static void convert_b5g5r5x1_unorm_b5g5r5a1_unorm_color_key(const BYTE *src, unsigned int src_pitch,
818 BYTE *dst, unsigned int dst_pitch, unsigned int width, unsigned int height,
819 const struct wined3d_palette *palette, const struct wined3d_color_key *color_key)
820 {
821 const WORD *src_row;
822 unsigned int x, y;
823 WORD *dst_row;
824
825 for (y = 0; y < height; ++y)
826 {
827 src_row = (WORD *)&src[src_pitch * y];
828 dst_row = (WORD *)&dst[dst_pitch * y];
829 for (x = 0; x < width; ++x)
830 {
831 WORD src_color = src_row[x];
832 if (color_in_range(color_key, src_color))
833 dst_row[x] = src_color & ~0x8000;
834 else
835 dst_row[x] = src_color | 0x8000;
836 }
837 }
838 }
839
840 static void convert_b8g8r8_unorm_b8g8r8a8_unorm_color_key(const BYTE *src, unsigned int src_pitch,
841 BYTE *dst, unsigned int dst_pitch, unsigned int width, unsigned int height,
842 const struct wined3d_palette *palette, const struct wined3d_color_key *color_key)
843 {
844 const BYTE *src_row;
845 unsigned int x, y;
846 DWORD *dst_row;
847
848 for (y = 0; y < height; ++y)
849 {
850 src_row = &src[src_pitch * y];
851 dst_row = (DWORD *)&dst[dst_pitch * y];
852 for (x = 0; x < width; ++x)
853 {
854 DWORD src_color = (src_row[x * 3 + 2] << 16) | (src_row[x * 3 + 1] << 8) | src_row[x * 3];
855 if (!color_in_range(color_key, src_color))
856 dst_row[x] = src_color | 0xff000000;
857 }
858 }
859 }
860
861 static void convert_b8g8r8x8_unorm_b8g8r8a8_unorm_color_key(const BYTE *src, unsigned int src_pitch,
862 BYTE *dst, unsigned int dst_pitch, unsigned int width, unsigned int height,
863 const struct wined3d_palette *palette, const struct wined3d_color_key *color_key)
864 {
865 const DWORD *src_row;
866 unsigned int x, y;
867 DWORD *dst_row;
868
869 for (y = 0; y < height; ++y)
870 {
871 src_row = (DWORD *)&src[src_pitch * y];
872 dst_row = (DWORD *)&dst[dst_pitch * y];
873 for (x = 0; x < width; ++x)
874 {
875 DWORD src_color = src_row[x];
876 if (color_in_range(color_key, src_color))
877 dst_row[x] = src_color & ~0xff000000;
878 else
879 dst_row[x] = src_color | 0xff000000;
880 }
881 }
882 }
883
884 static void convert_b8g8r8a8_unorm_b8g8r8a8_unorm_color_key(const BYTE *src, unsigned int src_pitch,
885 BYTE *dst, unsigned int dst_pitch, unsigned int width, unsigned int height,
886 const struct wined3d_palette *palette, const struct wined3d_color_key *color_key)
887 {
888 const DWORD *src_row;
889 unsigned int x, y;
890 DWORD *dst_row;
891
892 for (y = 0; y < height; ++y)
893 {
894 src_row = (DWORD *)&src[src_pitch * y];
895 dst_row = (DWORD *)&dst[dst_pitch * y];
896 for (x = 0; x < width; ++x)
897 {
898 DWORD src_color = src_row[x];
899 if (color_in_range(color_key, src_color))
900 src_color &= ~0xff000000;
901 dst_row[x] = src_color;
902 }
903 }
904 }
905
906 const struct wined3d_color_key_conversion * wined3d_format_get_color_key_conversion(
907 const struct wined3d_texture *texture, BOOL need_alpha_ck)
908 {
909 const struct wined3d_format *format = texture->resource.format;
910 unsigned int i;
911
912 static const struct
913 {
914 enum wined3d_format_id src_format;
915 struct wined3d_color_key_conversion conversion;
916 }
917 color_key_info[] =
918 {
919 {WINED3DFMT_B5G6R5_UNORM, {WINED3DFMT_B5G5R5A1_UNORM, convert_b5g6r5_unorm_b5g5r5a1_unorm_color_key }},
920 {WINED3DFMT_B5G5R5X1_UNORM, {WINED3DFMT_B5G5R5A1_UNORM, convert_b5g5r5x1_unorm_b5g5r5a1_unorm_color_key }},
921 {WINED3DFMT_B8G8R8_UNORM, {WINED3DFMT_B8G8R8A8_UNORM, convert_b8g8r8_unorm_b8g8r8a8_unorm_color_key }},
922 {WINED3DFMT_B8G8R8X8_UNORM, {WINED3DFMT_B8G8R8A8_UNORM, convert_b8g8r8x8_unorm_b8g8r8a8_unorm_color_key }},
923 {WINED3DFMT_B8G8R8A8_UNORM, {WINED3DFMT_B8G8R8A8_UNORM, convert_b8g8r8a8_unorm_b8g8r8a8_unorm_color_key }},
924 };
925 static const struct wined3d_color_key_conversion convert_p8 =
926 {
927 WINED3DFMT_B8G8R8A8_UNORM, convert_p8_uint_b8g8r8a8_unorm
928 };
929
930 if (need_alpha_ck && (texture->async.flags & WINED3D_TEXTURE_ASYNC_COLOR_KEY))
931 {
932 for (i = 0; i < sizeof(color_key_info) / sizeof(*color_key_info); ++i)
933 {
934 if (color_key_info[i].src_format == format->id)
935 return &color_key_info[i].conversion;
936 }
937
938 FIXME("Color-keying not supported with format %s.\n", debug_d3dformat(format->id));
939 }
940
941 /* FIXME: This should check if the blitter backend can do P8 conversion,
942 * instead of checking for ARB_fragment_program. */
943 if (format->id == WINED3DFMT_P8_UINT
944 && !(texture->resource.device->adapter->gl_info.supported[ARB_FRAGMENT_PROGRAM]
945 && texture->swapchain && texture == texture->swapchain->front_buffer))
946 return &convert_p8;
947
948 return NULL;
949 }
950
951 /* The following formats explicitly don't have WINED3DFMT_FLAG_TEXTURE set:
952 *
953 * These are never supported on native.
954 * WINED3DFMT_B8G8R8_UNORM
955 * WINED3DFMT_B2G3R3_UNORM
956 * WINED3DFMT_L4A4_UNORM
957 * WINED3DFMT_S1_UINT_D15_UNORM
958 * WINED3DFMT_S4X4_UINT_D24_UNORM
959 *
960 * Only some Geforce/Voodoo3/G400 cards offer 8-bit textures in case of ddraw.
961 * Since it is not widely available, don't offer it. Further no Windows driver
962 * offers WINED3DFMT_P8_UINT_A8_NORM, so don't offer it either.
963 * WINED3DFMT_P8_UINT
964 * WINED3DFMT_P8_UINT_A8_UNORM
965 *
966 * These formats seem to be similar to the HILO formats in
967 * GL_NV_texture_shader. NVHU is said to be GL_UNSIGNED_HILO16,
968 * NVHS GL_SIGNED_HILO16. Rumours say that D3D computes a 3rd channel
969 * similarly to D3DFMT_CxV8U8 (So NVHS could be called D3DFMT_CxV16U16). ATI
970 * refused to support formats which can easily be emulated with pixel shaders,
971 * so applications have to deal with not having NVHS and NVHU.
972 * WINED3DFMT_NVHU
973 * WINED3DFMT_NVHS */
974 static const struct wined3d_format_texture_info format_texture_info[] =
975 {
976 /* format id gl_internal gl_srgb_internal gl_rt_internal
977 gl_format gl_type conv_byte_count
978 flags
979 extension convert */
980 /* FourCC formats */
981 /* GL_APPLE_ycbcr_422 claims that its '2YUV' format, which is supported via the UNSIGNED_SHORT_8_8_REV_APPLE type
982 * is equivalent to 'UYVY' format on Windows, and the 'YUVS' via UNSIGNED_SHORT_8_8_APPLE equates to 'YUY2'. The
983 * d3d9 test however shows that the opposite is true. Since the extension is from 2002, it predates the x86 based
984 * Macs, so probably the endianness differs. This could be tested as soon as we have a Windows and MacOS on a big
985 * endian machine
986 */
987 {WINED3DFMT_UYVY, GL_LUMINANCE_ALPHA, GL_LUMINANCE_ALPHA, 0,
988 GL_LUMINANCE_ALPHA, GL_UNSIGNED_BYTE, 0,
989 WINED3DFMT_FLAG_FILTERING,
990 WINED3D_GL_EXT_NONE, NULL},
991 {WINED3DFMT_UYVY, GL_RGB, GL_RGB, 0,
992 GL_YCBCR_422_APPLE, GL_UNSIGNED_SHORT_8_8_APPLE, 0,
993 WINED3DFMT_FLAG_TEXTURE | WINED3DFMT_FLAG_FILTERING,
994 APPLE_YCBCR_422, NULL},
995 {WINED3DFMT_YUY2, GL_LUMINANCE_ALPHA, GL_LUMINANCE_ALPHA, 0,
996 GL_LUMINANCE_ALPHA, GL_UNSIGNED_BYTE, 0,
997 WINED3DFMT_FLAG_FILTERING,
998 WINED3D_GL_EXT_NONE, NULL},
999 {WINED3DFMT_YUY2, GL_RGB, GL_RGB, 0,
1000 GL_YCBCR_422_APPLE, GL_UNSIGNED_SHORT_8_8_REV_APPLE, 0,
1001 WINED3DFMT_FLAG_TEXTURE | WINED3DFMT_FLAG_FILTERING,
1002 APPLE_YCBCR_422, NULL},
1003 {WINED3DFMT_YV12, GL_ALPHA, GL_ALPHA, 0,
1004 GL_ALPHA, GL_UNSIGNED_BYTE, 0,
1005 WINED3DFMT_FLAG_FILTERING,
1006 WINED3D_GL_EXT_NONE, NULL},
1007 {WINED3DFMT_NV12, GL_ALPHA, GL_ALPHA, 0,
1008 GL_ALPHA, GL_UNSIGNED_BYTE, 0,
1009 WINED3DFMT_FLAG_FILTERING,
1010 WINED3D_GL_EXT_NONE, NULL},
1011 {WINED3DFMT_DXT1, GL_COMPRESSED_RGBA_S3TC_DXT1_EXT, GL_COMPRESSED_SRGB_ALPHA_S3TC_DXT1_EXT, 0,
1012 GL_RGBA, GL_UNSIGNED_BYTE, 0,
1013 WINED3DFMT_FLAG_TEXTURE | WINED3DFMT_FLAG_POSTPIXELSHADER_BLENDING | WINED3DFMT_FLAG_FILTERING
1014 | WINED3DFMT_FLAG_SRGB_READ | WINED3DFMT_FLAG_COMPRESSED,
1015 EXT_TEXTURE_COMPRESSION_S3TC, NULL},
1016 {WINED3DFMT_DXT2, GL_COMPRESSED_RGBA_S3TC_DXT3_EXT, GL_COMPRESSED_SRGB_ALPHA_S3TC_DXT3_EXT, 0,
1017 GL_RGBA, GL_UNSIGNED_BYTE, 0,
1018 WINED3DFMT_FLAG_TEXTURE | WINED3DFMT_FLAG_POSTPIXELSHADER_BLENDING | WINED3DFMT_FLAG_FILTERING
1019 | WINED3DFMT_FLAG_SRGB_READ | WINED3DFMT_FLAG_COMPRESSED,
1020 EXT_TEXTURE_COMPRESSION_S3TC, NULL},
1021 {WINED3DFMT_DXT3, GL_COMPRESSED_RGBA_S3TC_DXT3_EXT, GL_COMPRESSED_SRGB_ALPHA_S3TC_DXT3_EXT, 0,
1022 GL_RGBA, GL_UNSIGNED_BYTE, 0,
1023 WINED3DFMT_FLAG_TEXTURE | WINED3DFMT_FLAG_POSTPIXELSHADER_BLENDING | WINED3DFMT_FLAG_FILTERING
1024 | WINED3DFMT_FLAG_SRGB_READ | WINED3DFMT_FLAG_COMPRESSED,
1025 EXT_TEXTURE_COMPRESSION_S3TC, NULL},
1026 {WINED3DFMT_DXT4, GL_COMPRESSED_RGBA_S3TC_DXT5_EXT, GL_COMPRESSED_SRGB_ALPHA_S3TC_DXT5_EXT, 0,
1027 GL_RGBA, GL_UNSIGNED_BYTE, 0,
1028 WINED3DFMT_FLAG_TEXTURE | WINED3DFMT_FLAG_POSTPIXELSHADER_BLENDING | WINED3DFMT_FLAG_FILTERING
1029 | WINED3DFMT_FLAG_SRGB_READ | WINED3DFMT_FLAG_COMPRESSED,
1030 EXT_TEXTURE_COMPRESSION_S3TC, NULL},
1031 {WINED3DFMT_DXT5, GL_COMPRESSED_RGBA_S3TC_DXT5_EXT, GL_COMPRESSED_SRGB_ALPHA_S3TC_DXT5_EXT, 0,
1032 GL_RGBA, GL_UNSIGNED_BYTE, 0,
1033 WINED3DFMT_FLAG_TEXTURE | WINED3DFMT_FLAG_POSTPIXELSHADER_BLENDING | WINED3DFMT_FLAG_FILTERING
1034 | WINED3DFMT_FLAG_SRGB_READ | WINED3DFMT_FLAG_COMPRESSED,
1035 EXT_TEXTURE_COMPRESSION_S3TC, NULL},
1036 {WINED3DFMT_BC1_UNORM, GL_COMPRESSED_RGBA_S3TC_DXT1_EXT, GL_COMPRESSED_SRGB_ALPHA_S3TC_DXT1_EXT, 0,
1037 GL_RGBA, GL_UNSIGNED_BYTE, 0,
1038 WINED3DFMT_FLAG_TEXTURE | WINED3DFMT_FLAG_POSTPIXELSHADER_BLENDING | WINED3DFMT_FLAG_FILTERING
1039 | WINED3DFMT_FLAG_COMPRESSED,
1040 EXT_TEXTURE_COMPRESSION_S3TC, NULL},
1041 {WINED3DFMT_BC2_UNORM, GL_COMPRESSED_RGBA_S3TC_DXT3_EXT, GL_COMPRESSED_SRGB_ALPHA_S3TC_DXT3_EXT, 0,
1042 GL_RGBA, GL_UNSIGNED_BYTE, 0,
1043 WINED3DFMT_FLAG_TEXTURE | WINED3DFMT_FLAG_POSTPIXELSHADER_BLENDING | WINED3DFMT_FLAG_FILTERING
1044 | WINED3DFMT_FLAG_COMPRESSED,
1045 EXT_TEXTURE_COMPRESSION_S3TC, NULL},
1046 {WINED3DFMT_BC3_UNORM, GL_COMPRESSED_RGBA_S3TC_DXT5_EXT, GL_COMPRESSED_SRGB_ALPHA_S3TC_DXT5_EXT, 0,
1047 GL_RGBA, GL_UNSIGNED_BYTE, 0,
1048 WINED3DFMT_FLAG_TEXTURE | WINED3DFMT_FLAG_POSTPIXELSHADER_BLENDING | WINED3DFMT_FLAG_FILTERING
1049 | WINED3DFMT_FLAG_COMPRESSED,
1050 EXT_TEXTURE_COMPRESSION_S3TC, NULL},
1051 /* IEEE formats */
1052 {WINED3DFMT_R32_FLOAT, GL_RGB32F_ARB, GL_RGB32F_ARB, 0,
1053 GL_RED, GL_FLOAT, 0,
1054 WINED3DFMT_FLAG_TEXTURE | WINED3DFMT_FLAG_RENDERTARGET | WINED3DFMT_FLAG_VTF,
1055 ARB_TEXTURE_FLOAT, NULL},
1056 {WINED3DFMT_R32_FLOAT, GL_R32F, GL_R32F, 0,
1057 GL_RED, GL_FLOAT, 0,
1058 WINED3DFMT_FLAG_TEXTURE | WINED3DFMT_FLAG_RENDERTARGET | WINED3DFMT_FLAG_VTF,
1059 ARB_TEXTURE_RG, NULL},
1060 {WINED3DFMT_R32G32_FLOAT, GL_RGB32F_ARB, GL_RGB32F_ARB, 0,
1061 GL_RGB, GL_FLOAT, 12,
1062 WINED3DFMT_FLAG_TEXTURE | WINED3DFMT_FLAG_RENDERTARGET | WINED3DFMT_FLAG_VTF,
1063 ARB_TEXTURE_FLOAT, convert_r32g32_float},
1064 {WINED3DFMT_R32G32_FLOAT, GL_RG32F, GL_RG32F, 0,
1065 GL_RG, GL_FLOAT, 0,
1066 WINED3DFMT_FLAG_TEXTURE | WINED3DFMT_FLAG_RENDERTARGET | WINED3DFMT_FLAG_VTF,
1067 ARB_TEXTURE_RG, NULL},
1068 {WINED3DFMT_R32G32B32_FLOAT, GL_RGB32F, GL_RGB32F, 0,
1069 GL_RGB, GL_FLOAT, 0,
1070 WINED3DFMT_FLAG_TEXTURE | WINED3DFMT_FLAG_RENDERTARGET,
1071 ARB_TEXTURE_FLOAT, NULL},
1072 {WINED3DFMT_R32G32B32A32_FLOAT, GL_RGBA32F_ARB, GL_RGBA32F_ARB, 0,
1073 GL_RGBA, GL_FLOAT, 0,
1074 WINED3DFMT_FLAG_TEXTURE | WINED3DFMT_FLAG_RENDERTARGET | WINED3DFMT_FLAG_VTF,
1075 ARB_TEXTURE_FLOAT, NULL},
1076 /* Float */
1077 {WINED3DFMT_R16_FLOAT, GL_RGB16F_ARB, GL_RGB16F_ARB, 0,
1078 GL_RED, GL_HALF_FLOAT_ARB, 0,
1079 WINED3DFMT_FLAG_TEXTURE | WINED3DFMT_FLAG_RENDERTARGET | WINED3DFMT_FLAG_VTF,
1080 ARB_TEXTURE_FLOAT, NULL},
1081 {WINED3DFMT_R16_FLOAT, GL_R16F, GL_R16F, 0,
1082 GL_RED, GL_HALF_FLOAT_ARB, 0,
1083 WINED3DFMT_FLAG_TEXTURE | WINED3DFMT_FLAG_RENDERTARGET | WINED3DFMT_FLAG_VTF,
1084 ARB_TEXTURE_RG, NULL},
1085 {WINED3DFMT_R16G16_FLOAT, GL_RGB16F_ARB, GL_RGB16F_ARB, 0,
1086 GL_RGB, GL_HALF_FLOAT_ARB, 6,
1087 WINED3DFMT_FLAG_TEXTURE | WINED3DFMT_FLAG_RENDERTARGET | WINED3DFMT_FLAG_VTF,
1088 ARB_TEXTURE_FLOAT, convert_r16g16},
1089 {WINED3DFMT_R16G16_FLOAT, GL_RG16F, GL_RG16F, 0,
1090 GL_RG, GL_HALF_FLOAT_ARB, 0,
1091 WINED3DFMT_FLAG_TEXTURE | WINED3DFMT_FLAG_RENDERTARGET | WINED3DFMT_FLAG_VTF,
1092 ARB_TEXTURE_RG, NULL},
1093 {WINED3DFMT_R16G16B16A16_FLOAT, GL_RGBA16F_ARB, GL_RGBA16F_ARB, 0,
1094 GL_RGBA, GL_HALF_FLOAT_ARB, 0,
1095 WINED3DFMT_FLAG_TEXTURE | WINED3DFMT_FLAG_POSTPIXELSHADER_BLENDING | WINED3DFMT_FLAG_RENDERTARGET
1096 | WINED3DFMT_FLAG_VTF,
1097 ARB_TEXTURE_FLOAT, NULL},
1098 /* Palettized formats */
1099 {WINED3DFMT_P8_UINT, GL_ALPHA8, GL_ALPHA8, 0,
1100 GL_ALPHA, GL_UNSIGNED_BYTE, 0,
1101 0,
1102 0, NULL},
1103 /* Standard ARGB formats */
1104 {WINED3DFMT_B8G8R8_UNORM, GL_RGB8, GL_RGB8, 0,
1105 GL_BGR, GL_UNSIGNED_BYTE, 0,
1106 WINED3DFMT_FLAG_POSTPIXELSHADER_BLENDING | WINED3DFMT_FLAG_FILTERING | WINED3DFMT_FLAG_RENDERTARGET,
1107 WINED3D_GL_EXT_NONE, NULL},
1108 {WINED3DFMT_B8G8R8A8_UNORM, GL_RGBA8, GL_SRGB8_ALPHA8_EXT, 0,
1109 GL_BGRA, GL_UNSIGNED_INT_8_8_8_8_REV, 0,
1110 WINED3DFMT_FLAG_TEXTURE | WINED3DFMT_FLAG_POSTPIXELSHADER_BLENDING | WINED3DFMT_FLAG_FILTERING
1111 | WINED3DFMT_FLAG_RENDERTARGET | WINED3DFMT_FLAG_SRGB_READ | WINED3DFMT_FLAG_SRGB_WRITE
1112 | WINED3DFMT_FLAG_VTF,
1113 WINED3D_GL_EXT_NONE, NULL},
1114 {WINED3DFMT_B8G8R8X8_UNORM, GL_RGB8, GL_SRGB8_EXT, 0,
1115 GL_BGRA, GL_UNSIGNED_INT_8_8_8_8_REV, 0,
1116 WINED3DFMT_FLAG_TEXTURE | WINED3DFMT_FLAG_POSTPIXELSHADER_BLENDING | WINED3DFMT_FLAG_FILTERING
1117 | WINED3DFMT_FLAG_RENDERTARGET | WINED3DFMT_FLAG_SRGB_READ | WINED3DFMT_FLAG_SRGB_WRITE,
1118 WINED3D_GL_EXT_NONE, NULL},
1119 {WINED3DFMT_B5G6R5_UNORM, GL_RGB5, GL_RGB5, GL_RGB8,
1120 GL_RGB, GL_UNSIGNED_SHORT_5_6_5, 0,
1121 WINED3DFMT_FLAG_TEXTURE | WINED3DFMT_FLAG_POSTPIXELSHADER_BLENDING | WINED3DFMT_FLAG_FILTERING
1122 | WINED3DFMT_FLAG_RENDERTARGET,
1123 WINED3D_GL_EXT_NONE, NULL},
1124 {WINED3DFMT_B5G6R5_UNORM, GL_RGB565, GL_RGB565, GL_RGB8,
1125 GL_RGB, GL_UNSIGNED_SHORT_5_6_5, 0,
1126 WINED3DFMT_FLAG_TEXTURE | WINED3DFMT_FLAG_POSTPIXELSHADER_BLENDING | WINED3DFMT_FLAG_FILTERING
1127 | WINED3DFMT_FLAG_RENDERTARGET,
1128 ARB_ES2_COMPATIBILITY, NULL},
1129 {WINED3DFMT_B5G5R5X1_UNORM, GL_RGB5, GL_RGB5, 0,
1130 GL_BGRA, GL_UNSIGNED_SHORT_1_5_5_5_REV, 0,
1131 WINED3DFMT_FLAG_TEXTURE | WINED3DFMT_FLAG_POSTPIXELSHADER_BLENDING | WINED3DFMT_FLAG_FILTERING
1132 | WINED3DFMT_FLAG_RENDERTARGET,
1133 WINED3D_GL_EXT_NONE, NULL},
1134 {WINED3DFMT_B5G5R5A1_UNORM, GL_RGB5_A1, GL_RGB5_A1, 0,
1135 GL_BGRA, GL_UNSIGNED_SHORT_1_5_5_5_REV, 0,
1136 WINED3DFMT_FLAG_TEXTURE | WINED3DFMT_FLAG_POSTPIXELSHADER_BLENDING | WINED3DFMT_FLAG_FILTERING,
1137 WINED3D_GL_EXT_NONE, NULL},
1138 {WINED3DFMT_B4G4R4A4_UNORM, GL_RGBA4, GL_SRGB8_ALPHA8_EXT, 0,
1139 GL_BGRA, GL_UNSIGNED_SHORT_4_4_4_4_REV, 0,
1140 WINED3DFMT_FLAG_TEXTURE | WINED3DFMT_FLAG_POSTPIXELSHADER_BLENDING | WINED3DFMT_FLAG_FILTERING
1141 | WINED3DFMT_FLAG_SRGB_READ,
1142 WINED3D_GL_EXT_NONE, NULL},
1143 {WINED3DFMT_B2G3R3_UNORM, GL_R3_G3_B2, GL_R3_G3_B2, 0,
1144 GL_RGB, GL_UNSIGNED_BYTE_3_3_2, 0,
1145 WINED3DFMT_FLAG_POSTPIXELSHADER_BLENDING | WINED3DFMT_FLAG_FILTERING,
1146 WINED3D_GL_EXT_NONE, NULL},
1147 {WINED3DFMT_R8_UNORM, GL_R8, GL_R8, 0,
1148 GL_RED, GL_UNSIGNED_BYTE, 0,
1149 WINED3DFMT_FLAG_TEXTURE | WINED3DFMT_FLAG_POSTPIXELSHADER_BLENDING | WINED3DFMT_FLAG_FILTERING
1150 | WINED3DFMT_FLAG_RENDERTARGET | WINED3DFMT_FLAG_VTF,
1151 ARB_TEXTURE_RG, NULL},
1152 {WINED3DFMT_A8_UNORM, GL_ALPHA8, GL_ALPHA8, 0,
1153 GL_ALPHA, GL_UNSIGNED_BYTE, 0,
1154 WINED3DFMT_FLAG_TEXTURE | WINED3DFMT_FLAG_POSTPIXELSHADER_BLENDING | WINED3DFMT_FLAG_FILTERING,
1155 WINED3D_GL_EXT_NONE, NULL},
1156 {WINED3DFMT_B4G4R4X4_UNORM, GL_RGB4, GL_RGB4, 0,
1157 GL_BGRA, GL_UNSIGNED_SHORT_4_4_4_4_REV, 0,
1158 WINED3DFMT_FLAG_TEXTURE | WINED3DFMT_FLAG_POSTPIXELSHADER_BLENDING | WINED3DFMT_FLAG_FILTERING,
1159 WINED3D_GL_EXT_NONE, NULL},
1160 {WINED3DFMT_R10G10B10A2_UNORM, GL_RGB10_A2, GL_RGB10_A2, 0,
1161 GL_RGBA, GL_UNSIGNED_INT_2_10_10_10_REV, 0,
1162 WINED3DFMT_FLAG_TEXTURE | WINED3DFMT_FLAG_POSTPIXELSHADER_BLENDING | WINED3DFMT_FLAG_FILTERING
1163 | WINED3DFMT_FLAG_RENDERTARGET,
1164 WINED3D_GL_EXT_NONE, NULL},
1165 {WINED3DFMT_R8G8B8A8_UNORM, GL_RGBA8, GL_SRGB8_ALPHA8_EXT, 0,
1166 GL_RGBA, GL_UNSIGNED_INT_8_8_8_8_REV, 0,
1167 WINED3DFMT_FLAG_TEXTURE | WINED3DFMT_FLAG_POSTPIXELSHADER_BLENDING | WINED3DFMT_FLAG_FILTERING
1168 | WINED3DFMT_FLAG_RENDERTARGET | WINED3DFMT_FLAG_SRGB_READ | WINED3DFMT_FLAG_SRGB_WRITE
1169 | WINED3DFMT_FLAG_VTF,
1170 WINED3D_GL_EXT_NONE, NULL},
1171 {WINED3DFMT_R8G8B8A8_UINT, GL_RGBA8UI, GL_RGBA8UI, 0,
1172 GL_RGBA_INTEGER, GL_UNSIGNED_INT_8_8_8_8_REV, 0,
1173 WINED3DFMT_FLAG_TEXTURE,
1174 ARB_TEXTURE_RGB10_A2UI, NULL},
1175 {WINED3DFMT_R8G8B8A8_SINT, GL_RGBA8I, GL_RGBA8I, 0,
1176 GL_RGBA_INTEGER, GL_BYTE, 0,
1177 WINED3DFMT_FLAG_TEXTURE,
1178 EXT_TEXTURE_INTEGER, NULL},
1179 {WINED3DFMT_R8G8B8X8_UNORM, GL_RGB8, GL_RGB8, 0,
1180 GL_RGBA, GL_UNSIGNED_INT_8_8_8_8_REV, 0,
1181 WINED3DFMT_FLAG_TEXTURE | WINED3DFMT_FLAG_POSTPIXELSHADER_BLENDING | WINED3DFMT_FLAG_FILTERING,
1182 WINED3D_GL_EXT_NONE, NULL},
1183 {WINED3DFMT_R16G16_UNORM, GL_RGB16, GL_RGB16, GL_RGBA16,
1184 GL_RGB, GL_UNSIGNED_SHORT, 6,
1185 WINED3DFMT_FLAG_TEXTURE | WINED3DFMT_FLAG_POSTPIXELSHADER_BLENDING | WINED3DFMT_FLAG_FILTERING,
1186 WINED3D_GL_EXT_NONE, convert_r16g16},
1187 {WINED3DFMT_R16G16_UNORM, GL_RG16, GL_RG16, 0,
1188 GL_RG, GL_UNSIGNED_SHORT, 0,
1189 WINED3DFMT_FLAG_TEXTURE | WINED3DFMT_FLAG_POSTPIXELSHADER_BLENDING | WINED3DFMT_FLAG_FILTERING
1190 | WINED3DFMT_FLAG_RENDERTARGET,
1191 ARB_TEXTURE_RG, NULL},
1192 {WINED3DFMT_B10G10R10A2_UNORM, GL_RGB10_A2, GL_RGB10_A2, 0,
1193 GL_BGRA, GL_UNSIGNED_INT_2_10_10_10_REV, 0,
1194 WINED3DFMT_FLAG_TEXTURE | WINED3DFMT_FLAG_POSTPIXELSHADER_BLENDING | WINED3DFMT_FLAG_FILTERING
1195 | WINED3DFMT_FLAG_RENDERTARGET,
1196 WINED3D_GL_EXT_NONE, NULL},
1197 {WINED3DFMT_R16G16B16A16_UNORM, GL_RGBA16, GL_RGBA16, 0,
1198 GL_RGBA, GL_UNSIGNED_SHORT, 0,
1199 WINED3DFMT_FLAG_TEXTURE | WINED3DFMT_FLAG_POSTPIXELSHADER_BLENDING | WINED3DFMT_FLAG_FILTERING
1200 | WINED3DFMT_FLAG_RENDERTARGET,
1201 WINED3D_GL_EXT_NONE, NULL},
1202 {WINED3DFMT_R8G8_UNORM, GL_RG8, GL_RG8, 0,
1203 GL_RG, GL_UNSIGNED_BYTE, 0,
1204 WINED3DFMT_FLAG_TEXTURE | WINED3DFMT_FLAG_POSTPIXELSHADER_BLENDING | WINED3DFMT_FLAG_FILTERING,
1205 ARB_TEXTURE_RG, NULL},
1206 {WINED3DFMT_R16_UNORM, GL_R16, GL_R16, 0,
1207 GL_RED, GL_UNSIGNED_SHORT, 0,
1208 WINED3DFMT_FLAG_TEXTURE | WINED3DFMT_FLAG_POSTPIXELSHADER_BLENDING | WINED3DFMT_FLAG_FILTERING
1209 | WINED3DFMT_FLAG_RENDERTARGET,
1210 ARB_TEXTURE_RG, NULL},
1211 {WINED3DFMT_R16_UINT, GL_R16UI, GL_R16UI, 0,
1212 GL_RED_INTEGER, GL_UNSIGNED_SHORT, 0,
1213 WINED3DFMT_FLAG_TEXTURE,
1214 ARB_TEXTURE_RG, NULL},
1215 /* Luminance */
1216 {WINED3DFMT_L8_UNORM, GL_LUMINANCE8, GL_SLUMINANCE8_EXT, 0,
1217 GL_LUMINANCE, GL_UNSIGNED_BYTE, 0,
1218 WINED3DFMT_FLAG_TEXTURE | WINED3DFMT_FLAG_POSTPIXELSHADER_BLENDING | WINED3DFMT_FLAG_FILTERING
1219 | WINED3DFMT_FLAG_SRGB_READ,
1220 WINED3D_GL_EXT_NONE, NULL},
1221 {WINED3DFMT_L8A8_UNORM, GL_LUMINANCE8_ALPHA8, GL_SLUMINANCE8_ALPHA8_EXT, 0,
1222 GL_LUMINANCE_ALPHA, GL_UNSIGNED_BYTE, 0,
1223 WINED3DFMT_FLAG_TEXTURE | WINED3DFMT_FLAG_POSTPIXELSHADER_BLENDING | WINED3DFMT_FLAG_FILTERING
1224 | WINED3DFMT_FLAG_SRGB_READ,
1225 WINED3D_GL_EXT_NONE, NULL},
1226 {WINED3DFMT_L4A4_UNORM, GL_LUMINANCE4_ALPHA4, GL_LUMINANCE4_ALPHA4, 0,
1227 GL_LUMINANCE_ALPHA, GL_UNSIGNED_BYTE, 2,
1228 WINED3DFMT_FLAG_FILTERING,
1229 WINED3D_GL_EXT_NONE, convert_l4a4_unorm},
1230 /* Bump mapping stuff */
1231 {WINED3DFMT_R8G8_SNORM, GL_RGB8, GL_RGB8, 0,
1232 GL_BGR, GL_UNSIGNED_BYTE, 3,
1233 WINED3DFMT_FLAG_TEXTURE | WINED3DFMT_FLAG_POSTPIXELSHADER_BLENDING | WINED3DFMT_FLAG_FILTERING
1234 | WINED3DFMT_FLAG_BUMPMAP,
1235 WINED3D_GL_EXT_NONE, convert_r8g8_snorm},
1236 {WINED3DFMT_R8G8_SNORM, GL_DSDT8_NV, GL_DSDT8_NV, 0,
1237 GL_DSDT_NV, GL_BYTE, 0,
1238 WINED3DFMT_FLAG_TEXTURE | WINED3DFMT_FLAG_POSTPIXELSHADER_BLENDING | WINED3DFMT_FLAG_FILTERING
1239 | WINED3DFMT_FLAG_BUMPMAP,
1240 NV_TEXTURE_SHADER, NULL},
1241 {WINED3DFMT_R8G8_SNORM, GL_RG8_SNORM, GL_RG8_SNORM, 0,
1242 GL_RG, GL_BYTE, 0,
1243 WINED3DFMT_FLAG_TEXTURE | WINED3DFMT_FLAG_POSTPIXELSHADER_BLENDING | WINED3DFMT_FLAG_FILTERING
1244 | WINED3DFMT_FLAG_BUMPMAP,
1245 EXT_TEXTURE_SNORM, NULL},
1246 {WINED3DFMT_R5G5_SNORM_L6_UNORM, GL_RGB5, GL_RGB5, 0,
1247 GL_RGB, GL_UNSIGNED_SHORT_5_6_5, 2,
1248 WINED3DFMT_FLAG_TEXTURE | WINED3DFMT_FLAG_POSTPIXELSHADER_BLENDING | WINED3DFMT_FLAG_FILTERING
1249 | WINED3DFMT_FLAG_BUMPMAP,
1250 WINED3D_GL_EXT_NONE, convert_r5g5_snorm_l6_unorm},
1251 {WINED3DFMT_R5G5_SNORM_L6_UNORM, GL_DSDT8_MAG8_NV, GL_DSDT8_MAG8_NV, 0,
1252 GL_DSDT_MAG_NV, GL_BYTE, 3,
1253 WINED3DFMT_FLAG_TEXTURE | WINED3DFMT_FLAG_POSTPIXELSHADER_BLENDING | WINED3DFMT_FLAG_FILTERING
1254 | WINED3DFMT_FLAG_BUMPMAP,
1255 NV_TEXTURE_SHADER, convert_r5g5_snorm_l6_unorm_nv},
1256 {WINED3DFMT_R5G5_SNORM_L6_UNORM, GL_RGB8_SNORM, GL_RGB8_SNORM, 0,
1257 GL_RGBA, GL_BYTE, 4,
1258 WINED3DFMT_FLAG_TEXTURE | WINED3DFMT_FLAG_POSTPIXELSHADER_BLENDING | WINED3DFMT_FLAG_FILTERING
1259 | WINED3DFMT_FLAG_BUMPMAP,
1260 EXT_TEXTURE_SNORM, convert_r5g5_snorm_l6_unorm_ext},
1261 {WINED3DFMT_R8G8_SNORM_L8X8_UNORM, GL_RGB8, GL_RGB8, 0,
1262 GL_BGRA, GL_UNSIGNED_INT_8_8_8_8_REV, 4,
1263 WINED3DFMT_FLAG_TEXTURE | WINED3DFMT_FLAG_POSTPIXELSHADER_BLENDING | WINED3DFMT_FLAG_FILTERING
1264 | WINED3DFMT_FLAG_BUMPMAP,
1265 WINED3D_GL_EXT_NONE, convert_r8g8_snorm_l8x8_unorm},
1266 {WINED3DFMT_R8G8_SNORM_L8X8_UNORM, GL_DSDT8_MAG8_INTENSITY8_NV, GL_DSDT8_MAG8_INTENSITY8_NV, 0,
1267 GL_DSDT_MAG_VIB_NV, GL_UNSIGNED_INT_8_8_S8_S8_REV_NV, 4,
1268 WINED3DFMT_FLAG_TEXTURE | WINED3DFMT_FLAG_POSTPIXELSHADER_BLENDING | WINED3DFMT_FLAG_FILTERING
1269 | WINED3DFMT_FLAG_BUMPMAP,
1270 NV_TEXTURE_SHADER, convert_r8g8_snorm_l8x8_unorm_nv},
1271 {WINED3DFMT_R8G8B8A8_SNORM, GL_RGBA8, GL_RGBA8, 0,
1272 GL_BGRA, GL_UNSIGNED_BYTE, 4,
1273 WINED3DFMT_FLAG_TEXTURE | WINED3DFMT_FLAG_POSTPIXELSHADER_BLENDING | WINED3DFMT_FLAG_FILTERING
1274 | WINED3DFMT_FLAG_BUMPMAP,
1275 WINED3D_GL_EXT_NONE, convert_r8g8b8a8_snorm},
1276 {WINED3DFMT_R8G8B8A8_SNORM, GL_SIGNED_RGBA8_NV, GL_SIGNED_RGBA8_NV, 0,
1277 GL_RGBA, GL_BYTE, 0,
1278 WINED3DFMT_FLAG_TEXTURE | WINED3DFMT_FLAG_POSTPIXELSHADER_BLENDING | WINED3DFMT_FLAG_FILTERING
1279 | WINED3DFMT_FLAG_BUMPMAP,
1280 NV_TEXTURE_SHADER, NULL},
1281 {WINED3DFMT_R8G8B8A8_SNORM, GL_RGBA8_SNORM, GL_RGBA8_SNORM, 0,
1282 GL_RGBA, GL_BYTE, 0,
1283 WINED3DFMT_FLAG_TEXTURE | WINED3DFMT_FLAG_POSTPIXELSHADER_BLENDING | WINED3DFMT_FLAG_FILTERING
1284 | WINED3DFMT_FLAG_BUMPMAP,
1285 EXT_TEXTURE_SNORM, NULL},
1286 {WINED3DFMT_R16G16_SNORM, GL_RGB16, GL_RGB16, 0,
1287 GL_BGR, GL_UNSIGNED_SHORT, 6,
1288 WINED3DFMT_FLAG_TEXTURE | WINED3DFMT_FLAG_POSTPIXELSHADER_BLENDING | WINED3DFMT_FLAG_FILTERING
1289 | WINED3DFMT_FLAG_BUMPMAP,
1290 WINED3D_GL_EXT_NONE, convert_r16g16_snorm},
1291 {WINED3DFMT_R16G16_SNORM, GL_SIGNED_HILO16_NV, GL_SIGNED_HILO16_NV, 0,
1292 GL_HILO_NV, GL_SHORT, 0,
1293 WINED3DFMT_FLAG_TEXTURE | WINED3DFMT_FLAG_POSTPIXELSHADER_BLENDING | WINED3DFMT_FLAG_FILTERING
1294 | WINED3DFMT_FLAG_BUMPMAP,
1295 NV_TEXTURE_SHADER, NULL},
1296 {WINED3DFMT_R16G16_SNORM, GL_RG16_SNORM, GL_RG16_SNORM, 0,
1297 GL_RG, GL_SHORT, 0,
1298 WINED3DFMT_FLAG_TEXTURE | WINED3DFMT_FLAG_POSTPIXELSHADER_BLENDING | WINED3DFMT_FLAG_FILTERING
1299 | WINED3DFMT_FLAG_BUMPMAP,
1300 EXT_TEXTURE_SNORM, NULL},
1301 /* Depth stencil formats */
1302 {WINED3DFMT_D16_LOCKABLE, GL_DEPTH_COMPONENT, GL_DEPTH_COMPONENT, 0,
1303 GL_DEPTH_COMPONENT, GL_UNSIGNED_SHORT, 0,
1304 WINED3DFMT_FLAG_DEPTH,
1305 WINED3D_GL_EXT_NONE, NULL},
1306 {WINED3DFMT_D16_LOCKABLE, GL_DEPTH_COMPONENT24_ARB, GL_DEPTH_COMPONENT24_ARB, 0,
1307 GL_DEPTH_COMPONENT, GL_UNSIGNED_SHORT, 0,
1308 WINED3DFMT_FLAG_TEXTURE | WINED3DFMT_FLAG_DEPTH | WINED3DFMT_FLAG_SHADOW,
1309 ARB_DEPTH_TEXTURE, NULL},
1310 {WINED3DFMT_D32_UNORM, GL_DEPTH_COMPONENT, GL_DEPTH_COMPONENT, 0,
1311 GL_DEPTH_COMPONENT, GL_UNSIGNED_INT, 0,
1312 WINED3DFMT_FLAG_DEPTH,
1313 WINED3D_GL_EXT_NONE, NULL},
1314 {WINED3DFMT_D32_UNORM, GL_DEPTH_COMPONENT32_ARB, GL_DEPTH_COMPONENT32_ARB, 0,
1315 GL_DEPTH_COMPONENT, GL_UNSIGNED_INT, 0,
1316 WINED3DFMT_FLAG_TEXTURE | WINED3DFMT_FLAG_DEPTH | WINED3DFMT_FLAG_SHADOW,
1317 ARB_DEPTH_TEXTURE, NULL},
1318 {WINED3DFMT_S1_UINT_D15_UNORM, GL_DEPTH_COMPONENT24_ARB, GL_DEPTH_COMPONENT24_ARB, 0,
1319 GL_DEPTH_COMPONENT, GL_UNSIGNED_SHORT, 0,
1320 WINED3DFMT_FLAG_DEPTH | WINED3DFMT_FLAG_SHADOW,
1321 ARB_DEPTH_TEXTURE, NULL},
1322 {WINED3DFMT_S1_UINT_D15_UNORM, GL_DEPTH24_STENCIL8_EXT, GL_DEPTH24_STENCIL8_EXT, 0,
1323 GL_DEPTH_STENCIL_EXT, GL_UNSIGNED_INT_24_8_EXT, 4,
1324 WINED3DFMT_FLAG_DEPTH | WINED3DFMT_FLAG_STENCIL | WINED3DFMT_FLAG_SHADOW,
1325 EXT_PACKED_DEPTH_STENCIL, convert_s1_uint_d15_unorm},
1326 {WINED3DFMT_S1_UINT_D15_UNORM, GL_DEPTH24_STENCIL8, GL_DEPTH24_STENCIL8, 0,
1327 GL_DEPTH_STENCIL, GL_UNSIGNED_INT_24_8, 4,
1328 WINED3DFMT_FLAG_DEPTH | WINED3DFMT_FLAG_STENCIL | WINED3DFMT_FLAG_SHADOW,
1329 ARB_FRAMEBUFFER_OBJECT, convert_s1_uint_d15_unorm},
1330 {WINED3DFMT_D24_UNORM_S8_UINT, GL_DEPTH_COMPONENT24_ARB, GL_DEPTH_COMPONENT24_ARB, 0,
1331 GL_DEPTH_COMPONENT, GL_UNSIGNED_INT, 0,
1332 WINED3DFMT_FLAG_TEXTURE | WINED3DFMT_FLAG_POSTPIXELSHADER_BLENDING | WINED3DFMT_FLAG_FILTERING
1333 | WINED3DFMT_FLAG_DEPTH | WINED3DFMT_FLAG_SHADOW,
1334 ARB_DEPTH_TEXTURE, NULL},
1335 {WINED3DFMT_D24_UNORM_S8_UINT, GL_DEPTH24_STENCIL8_EXT, GL_DEPTH24_STENCIL8_EXT, 0,
1336 GL_DEPTH_STENCIL_EXT, GL_UNSIGNED_INT_24_8_EXT, 0,
1337 WINED3DFMT_FLAG_TEXTURE | WINED3DFMT_FLAG_POSTPIXELSHADER_BLENDING | WINED3DFMT_FLAG_FILTERING
1338 | WINED3DFMT_FLAG_DEPTH | WINED3DFMT_FLAG_STENCIL | WINED3DFMT_FLAG_SHADOW,
1339 EXT_PACKED_DEPTH_STENCIL, NULL},
1340 {WINED3DFMT_D24_UNORM_S8_UINT, GL_DEPTH24_STENCIL8, GL_DEPTH24_STENCIL8, 0,
1341 GL_DEPTH_STENCIL, GL_UNSIGNED_INT_24_8, 0,
1342 WINED3DFMT_FLAG_TEXTURE | WINED3DFMT_FLAG_POSTPIXELSHADER_BLENDING | WINED3DFMT_FLAG_FILTERING
1343 | WINED3DFMT_FLAG_DEPTH | WINED3DFMT_FLAG_STENCIL | WINED3DFMT_FLAG_SHADOW,
1344 ARB_FRAMEBUFFER_OBJECT, NULL},
1345 {WINED3DFMT_X8D24_UNORM, GL_DEPTH_COMPONENT, GL_DEPTH_COMPONENT, 0,
1346 GL_DEPTH_COMPONENT, GL_UNSIGNED_INT, 0,
1347 WINED3DFMT_FLAG_DEPTH,
1348 WINED3D_GL_EXT_NONE, NULL},
1349 {WINED3DFMT_X8D24_UNORM, GL_DEPTH_COMPONENT24_ARB, GL_DEPTH_COMPONENT24_ARB, 0,
1350 GL_DEPTH_COMPONENT, GL_UNSIGNED_INT, 0,
1351 WINED3DFMT_FLAG_TEXTURE | WINED3DFMT_FLAG_POSTPIXELSHADER_BLENDING | WINED3DFMT_FLAG_FILTERING
1352 | WINED3DFMT_FLAG_DEPTH | WINED3DFMT_FLAG_SHADOW,
1353 ARB_DEPTH_TEXTURE, NULL},
1354 {WINED3DFMT_S4X4_UINT_D24_UNORM, GL_DEPTH_COMPONENT24_ARB, GL_DEPTH_COMPONENT24_ARB, 0,
1355 GL_DEPTH_COMPONENT, GL_UNSIGNED_INT, 0,
1356 WINED3DFMT_FLAG_DEPTH | WINED3DFMT_FLAG_SHADOW,
1357 ARB_DEPTH_TEXTURE, NULL},
1358 {WINED3DFMT_S4X4_UINT_D24_UNORM, GL_DEPTH24_STENCIL8_EXT, GL_DEPTH24_STENCIL8_EXT, 0,
1359 GL_DEPTH_STENCIL_EXT, GL_UNSIGNED_INT_24_8_EXT, 4,
1360 WINED3DFMT_FLAG_DEPTH | WINED3DFMT_FLAG_STENCIL | WINED3DFMT_FLAG_SHADOW,
1361 EXT_PACKED_DEPTH_STENCIL, convert_s4x4_uint_d24_unorm},
1362 {WINED3DFMT_S4X4_UINT_D24_UNORM, GL_DEPTH24_STENCIL8, GL_DEPTH24_STENCIL8, 0,
1363 GL_DEPTH_STENCIL, GL_UNSIGNED_INT_24_8, 4,
1364 WINED3DFMT_FLAG_DEPTH | WINED3DFMT_FLAG_STENCIL | WINED3DFMT_FLAG_SHADOW,
1365 ARB_FRAMEBUFFER_OBJECT, convert_s4x4_uint_d24_unorm},
1366 {WINED3DFMT_D16_UNORM, GL_DEPTH_COMPONENT, GL_DEPTH_COMPONENT, 0,
1367 GL_DEPTH_COMPONENT, GL_UNSIGNED_SHORT, 0,
1368 WINED3DFMT_FLAG_DEPTH,
1369 WINED3D_GL_EXT_NONE, NULL},
1370 {WINED3DFMT_D16_UNORM, GL_DEPTH_COMPONENT24_ARB, GL_DEPTH_COMPONENT24_ARB, 0,
1371 GL_DEPTH_COMPONENT, GL_UNSIGNED_SHORT, 0,
1372 WINED3DFMT_FLAG_TEXTURE | WINED3DFMT_FLAG_POSTPIXELSHADER_BLENDING | WINED3DFMT_FLAG_FILTERING
1373 | WINED3DFMT_FLAG_DEPTH | WINED3DFMT_FLAG_SHADOW,
1374 ARB_DEPTH_TEXTURE, NULL},
1375 {WINED3DFMT_L16_UNORM, GL_LUMINANCE16, GL_LUMINANCE16, 0,
1376 GL_LUMINANCE, GL_UNSIGNED_SHORT, 0,
1377 WINED3DFMT_FLAG_TEXTURE | WINED3DFMT_FLAG_POSTPIXELSHADER_BLENDING | WINED3DFMT_FLAG_FILTERING,
1378 WINED3D_GL_EXT_NONE, NULL},
1379 {WINED3DFMT_D32_FLOAT, GL_DEPTH_COMPONENT32F, GL_DEPTH_COMPONENT32F, 0,
1380 GL_DEPTH_COMPONENT, GL_FLOAT, 0,
1381 WINED3DFMT_FLAG_TEXTURE | WINED3DFMT_FLAG_DEPTH | WINED3DFMT_FLAG_SHADOW,
1382 ARB_DEPTH_BUFFER_FLOAT, NULL},
1383 {WINED3DFMT_S8_UINT_D24_FLOAT, GL_DEPTH32F_STENCIL8, GL_DEPTH32F_STENCIL8, 0,
1384 GL_DEPTH_STENCIL, GL_FLOAT_32_UNSIGNED_INT_24_8_REV, 8,
1385 WINED3DFMT_FLAG_TEXTURE | WINED3DFMT_FLAG_DEPTH | WINED3DFMT_FLAG_STENCIL | WINED3DFMT_FLAG_SHADOW,
1386 ARB_DEPTH_BUFFER_FLOAT, convert_s8_uint_d24_float},
1387 {WINED3DFMT_R32G32B32A32_UINT, GL_RGBA32UI, GL_RGBA32UI, 0,
1388 GL_RGBA_INTEGER, GL_UNSIGNED_INT, 0,
1389 WINED3DFMT_FLAG_TEXTURE,
1390 EXT_TEXTURE_INTEGER, NULL},
1391 {WINED3DFMT_R32G32B32A32_SINT, GL_RGBA32I, GL_RGBA32I, 0,
1392 GL_RGBA_INTEGER, GL_INT, 0,
1393 WINED3DFMT_FLAG_TEXTURE,
1394 EXT_TEXTURE_INTEGER, NULL},
1395 /* Vendor-specific formats */
1396 {WINED3DFMT_ATI1N, GL_COMPRESSED_RED_RGTC1, GL_COMPRESSED_RED_RGTC1, 0,
1397 GL_RED, GL_UNSIGNED_BYTE, 0,
1398 WINED3DFMT_FLAG_TEXTURE | WINED3DFMT_FLAG_POSTPIXELSHADER_BLENDING | WINED3DFMT_FLAG_FILTERING
1399 | WINED3DFMT_FLAG_COMPRESSED,
1400 ARB_TEXTURE_COMPRESSION_RGTC, NULL},
1401 {WINED3DFMT_ATI2N, GL_COMPRESSED_LUMINANCE_ALPHA_3DC_ATI, GL_COMPRESSED_LUMINANCE_ALPHA_3DC_ATI, 0,
1402 GL_LUMINANCE_ALPHA, GL_UNSIGNED_BYTE, 0,
1403 WINED3DFMT_FLAG_TEXTURE | WINED3DFMT_FLAG_POSTPIXELSHADER_BLENDING | WINED3DFMT_FLAG_FILTERING
1404 | WINED3DFMT_FLAG_COMPRESSED,
1405 ATI_TEXTURE_COMPRESSION_3DC, NULL},
1406 {WINED3DFMT_ATI2N, GL_COMPRESSED_RG_RGTC2, GL_COMPRESSED_RG_RGTC2, 0,
1407 GL_LUMINANCE_ALPHA, GL_UNSIGNED_BYTE, 0,
1408 WINED3DFMT_FLAG_TEXTURE | WINED3DFMT_FLAG_POSTPIXELSHADER_BLENDING | WINED3DFMT_FLAG_FILTERING
1409 | WINED3DFMT_FLAG_COMPRESSED,
1410 EXT_TEXTURE_COMPRESSION_RGTC, NULL},
1411 {WINED3DFMT_ATI2N, GL_COMPRESSED_RG_RGTC2, GL_COMPRESSED_RG_RGTC2, 0,
1412 GL_RG, GL_UNSIGNED_BYTE, 0,
1413 WINED3DFMT_FLAG_TEXTURE | WINED3DFMT_FLAG_POSTPIXELSHADER_BLENDING | WINED3DFMT_FLAG_FILTERING
1414 | WINED3DFMT_FLAG_COMPRESSED,
1415 ARB_TEXTURE_COMPRESSION_RGTC, NULL},
1416 {WINED3DFMT_INTZ, GL_DEPTH24_STENCIL8_EXT, GL_DEPTH24_STENCIL8_EXT, 0,
1417 GL_DEPTH_STENCIL_EXT, GL_UNSIGNED_INT_24_8_EXT, 0,
1418 WINED3DFMT_FLAG_TEXTURE | WINED3DFMT_FLAG_POSTPIXELSHADER_BLENDING | WINED3DFMT_FLAG_FILTERING
1419 | WINED3DFMT_FLAG_DEPTH | WINED3DFMT_FLAG_STENCIL,
1420 EXT_PACKED_DEPTH_STENCIL, NULL},
1421 {WINED3DFMT_INTZ, GL_DEPTH24_STENCIL8, GL_DEPTH24_STENCIL8, 0,
1422 GL_DEPTH_STENCIL, GL_UNSIGNED_INT_24_8, 0,
1423 WINED3DFMT_FLAG_TEXTURE | WINED3DFMT_FLAG_POSTPIXELSHADER_BLENDING | WINED3DFMT_FLAG_FILTERING
1424 | WINED3DFMT_FLAG_DEPTH | WINED3DFMT_FLAG_STENCIL,
1425 ARB_FRAMEBUFFER_OBJECT, NULL},
1426 {WINED3DFMT_NULL, 0, 0, 0,
1427 GL_RGBA, GL_UNSIGNED_INT_8_8_8_8_REV, 0,
1428 WINED3DFMT_FLAG_TEXTURE | WINED3DFMT_FLAG_RENDERTARGET | WINED3DFMT_FLAG_FBO_ATTACHABLE,
1429 ARB_FRAMEBUFFER_OBJECT, NULL},
1430 };
1431
1432 struct wined3d_format_srgb_info
1433 {
1434 enum wined3d_format_id srgb_format_id;
1435 enum wined3d_format_id base_format_id;
1436 };
1437
1438 static const struct wined3d_format_srgb_info format_srgb_info[] =
1439 {
1440 {WINED3DFMT_R8G8B8A8_UNORM_SRGB, WINED3DFMT_R8G8B8A8_UNORM},
1441 {WINED3DFMT_BC1_UNORM_SRGB, WINED3DFMT_BC1_UNORM},
1442 {WINED3DFMT_BC2_UNORM_SRGB, WINED3DFMT_BC2_UNORM},
1443 {WINED3DFMT_BC3_UNORM_SRGB, WINED3DFMT_BC3_UNORM},
1444 {WINED3DFMT_B8G8R8A8_UNORM_SRGB, WINED3DFMT_B8G8R8A8_UNORM},
1445 {WINED3DFMT_B8G8R8X8_UNORM_SRGB, WINED3DFMT_B8G8R8X8_UNORM},
1446 {WINED3DFMT_BC7_UNORM_SRGB, WINED3DFMT_BC7_UNORM},
1447 };
1448
1449 static inline int get_format_idx(enum wined3d_format_id format_id)
1450 {
1451 unsigned int i;
1452
1453 if (format_id < WINED3D_FORMAT_FOURCC_BASE)
1454 return format_id;
1455
1456 for (i = 0; i < ARRAY_SIZE(format_index_remap); ++i)
1457 {
1458 if (format_index_remap[i].id == format_id)
1459 return format_index_remap[i].idx;
1460 }
1461
1462 return -1;
1463 }
1464
1465 static void format_set_flag(struct wined3d_format *format, unsigned int flag)
1466 {
1467 unsigned int i;
1468
1469 for (i = 0; i < ARRAY_SIZE(format->flags); ++i)
1470 format->flags[i] |= flag;
1471 }
1472
1473 static void format_clear_flag(struct wined3d_format *format, unsigned int flag)
1474 {
1475 unsigned int i;
1476
1477 for (i = 0; i < ARRAY_SIZE(format->flags); ++i)
1478 format->flags[i] &= ~flag;
1479 }
1480
1481 static enum wined3d_channel_type map_channel_type(char t)
1482 {
1483 switch (t)
1484 {
1485 case 'u':
1486 return WINED3D_CHANNEL_TYPE_UNORM;
1487 case 'i':
1488 return WINED3D_CHANNEL_TYPE_SNORM;
1489 case 'U':
1490 return WINED3D_CHANNEL_TYPE_UINT;
1491 case 'I':
1492 return WINED3D_CHANNEL_TYPE_SINT;
1493 case 'F':
1494 return WINED3D_CHANNEL_TYPE_FLOAT;
1495 case 'D':
1496 return WINED3D_CHANNEL_TYPE_DEPTH;
1497 case 'S':
1498 return WINED3D_CHANNEL_TYPE_STENCIL;
1499 default:
1500 ERR("Invalid channel type '%c'.\n", t);
1501 return WINED3D_CHANNEL_TYPE_NONE;
1502 }
1503 }
1504
1505 static BOOL init_format_base_info(struct wined3d_gl_info *gl_info)
1506 {
1507 unsigned int i, j;
1508
1509 gl_info->format_count = WINED3D_FORMAT_COUNT;
1510 if (!(gl_info->formats = HeapAlloc(GetProcessHeap(), HEAP_ZERO_MEMORY,
1511 gl_info->format_count * sizeof(*gl_info->formats))))
1512 {
1513 ERR("Failed to allocate memory.\n");
1514 return FALSE;
1515 }
1516
1517 for (i = 0; i < ARRAY_SIZE(formats); ++i)
1518 {
1519 struct wined3d_format *format;
1520 int fmt_idx;
1521
1522 fmt_idx = get_format_idx(formats[i].id);
1523 if (fmt_idx == -1)
1524 {
1525 ERR("Could not allocate index for format %s %#x.\n",
1526 debug_d3dformat(formats[i].id), formats[i].id);
1527 goto fail;
1528 }
1529 format = &gl_info->formats[fmt_idx];
1530
1531 format->id = formats[i].id;
1532 format->red_size = formats[i].red_size;
1533 format->green_size = formats[i].green_size;
1534 format->blue_size = formats[i].blue_size;
1535 format->alpha_size = formats[i].alpha_size;
1536 format->red_offset = formats[i].red_offset;
1537 format->green_offset = formats[i].green_offset;
1538 format->blue_offset = formats[i].blue_offset;
1539 format->alpha_offset = formats[i].alpha_offset;
1540 format->byte_count = formats[i].bpp;
1541 format->depth_size = formats[i].depth_size;
1542 format->stencil_size = formats[i].stencil_size;
1543 format->block_width = 1;
1544 format->block_height = 1;
1545 format->block_byte_count = formats[i].bpp;
1546 }
1547
1548 for (i = 0; i < ARRAY_SIZE(typed_formats); ++i)
1549 {
1550 const struct wined3d_format *typeless_format;
1551 struct wined3d_format *format;
1552 DWORD flags = 0;
1553 int fmt_idx;
1554
1555 fmt_idx = get_format_idx(typed_formats[i].id);
1556 if (fmt_idx == -1)
1557 {
1558 ERR("Could not allocate index for format %s %#x.\n",
1559 debug_d3dformat(typed_formats[i].id), typed_formats[i].id);
1560 goto fail;
1561 }
1562 format = &gl_info->formats[fmt_idx];
1563
1564 typeless_format = wined3d_get_format(gl_info, typed_formats[i].typeless_id);
1565 if (typeless_format->id == WINED3DFMT_UNKNOWN)
1566 {
1567 ERR("Typeless format %s (%#x) not found.\n",
1568 debug_d3dformat(typed_formats[i].typeless_id), typed_formats[i].typeless_id);
1569 goto fail;
1570 }
1571
1572 format->id = typed_formats[i].id;
1573 format->red_size = typeless_format->red_size;
1574 format->green_size = typeless_format->green_size;
1575 format->blue_size = typeless_format->blue_size;
1576 format->alpha_size = typeless_format->alpha_size;
1577 format->red_offset = typeless_format->red_offset;
1578 format->green_offset = typeless_format->green_offset;
1579 format->blue_offset = typeless_format->blue_offset;
1580 format->alpha_offset = typeless_format->alpha_offset;
1581 format->byte_count = typeless_format->byte_count;
1582 format->depth_size = typeless_format->depth_size;
1583 format->stencil_size = typeless_format->stencil_size;
1584 format->block_width = typeless_format->block_width;
1585 format->block_height = typeless_format->block_height;
1586 format->block_byte_count = typeless_format->block_byte_count;
1587
1588 for (j = 0; j < strlen(typed_formats[i].channels); ++j)
1589 {
1590 enum wined3d_channel_type channel_type = map_channel_type(typed_formats[i].channels[j]);
1591 if (channel_type == WINED3D_CHANNEL_TYPE_UINT || channel_type == WINED3D_CHANNEL_TYPE_SINT)
1592 flags |= WINED3DFMT_FLAG_INTEGER;
1593 if (channel_type == WINED3D_CHANNEL_TYPE_FLOAT)
1594 flags |= WINED3DFMT_FLAG_FLOAT;
1595 }
1596
1597 format_set_flag(format, flags);
1598 }
1599
1600 for (i = 0; i < ARRAY_SIZE(format_base_flags); ++i)
1601 {
1602 int fmt_idx = get_format_idx(format_base_flags[i].id);
1603
1604 if (fmt_idx == -1)
1605 {
1606 ERR("Format %s (%#x) not found.\n",
1607 debug_d3dformat(format_base_flags[i].id), format_base_flags[i].id);
1608 goto fail;
1609 }
1610
1611 format_set_flag(&gl_info->formats[fmt_idx], format_base_flags[i].flags);
1612 }
1613
1614 return TRUE;
1615
1616 fail:
1617 HeapFree(GetProcessHeap(), 0, gl_info->formats);
1618 return FALSE;
1619 }
1620
1621 static BOOL init_format_block_info(struct wined3d_gl_info *gl_info)
1622 {
1623 unsigned int i;
1624
1625 for (i = 0; i < (sizeof(format_block_info) / sizeof(*format_block_info)); ++i)
1626 {
1627 struct wined3d_format *format;
1628 int fmt_idx = get_format_idx(format_block_info[i].id);
1629
1630 if (fmt_idx == -1)
1631 {
1632 ERR("Format %s (%#x) not found.\n",
1633 debug_d3dformat(format_block_info[i].id), format_block_info[i].id);
1634 return FALSE;
1635 }
1636
1637 format = &gl_info->formats[fmt_idx];
1638 format->block_width = format_block_info[i].block_width;
1639 format->block_height = format_block_info[i].block_height;
1640 format->block_byte_count = format_block_info[i].block_byte_count;
1641 format_set_flag(&gl_info->formats[fmt_idx], WINED3DFMT_FLAG_BLOCKS);
1642 if (!format_block_info[i].verify)
1643 format_set_flag(&gl_info->formats[fmt_idx], WINED3DFMT_FLAG_BLOCKS_NO_VERIFY);
1644 }
1645
1646 return TRUE;
1647 }
1648
1649 static GLenum wined3d_gl_type_to_enum(enum wined3d_gl_resource_type type)
1650 {
1651 switch (type)
1652 {
1653 case WINED3D_GL_RES_TYPE_TEX_1D:
1654 return GL_TEXTURE_1D;
1655 case WINED3D_GL_RES_TYPE_TEX_2D:
1656 return GL_TEXTURE_2D;
1657 case WINED3D_GL_RES_TYPE_TEX_3D:
1658 return GL_TEXTURE_3D;
1659 case WINED3D_GL_RES_TYPE_TEX_CUBE:
1660 return GL_TEXTURE_CUBE_MAP_ARB;
1661 case WINED3D_GL_RES_TYPE_TEX_RECT:
1662 return GL_TEXTURE_RECTANGLE_ARB;
1663 case WINED3D_GL_RES_TYPE_BUFFER:
1664 return GL_TEXTURE_2D; /* TODO: GL_TEXTURE_BUFFER. */
1665 case WINED3D_GL_RES_TYPE_RB:
1666 return GL_RENDERBUFFER;
1667 case WINED3D_GL_RES_TYPE_COUNT:
1668 break;
1669 }
1670 ERR("Unexpected GL resource type %u.\n", type);
1671 return 0;
1672 }
1673
1674 static void delete_fbo_attachment(const struct wined3d_gl_info *gl_info,
1675 enum wined3d_gl_resource_type d3d_type, GLuint object)
1676 {
1677 switch (d3d_type)
1678 {
1679 case WINED3D_GL_RES_TYPE_TEX_1D:
1680 case WINED3D_GL_RES_TYPE_TEX_2D:
1681 case WINED3D_GL_RES_TYPE_TEX_RECT:
1682 case WINED3D_GL_RES_TYPE_TEX_3D:
1683 case WINED3D_GL_RES_TYPE_TEX_CUBE:
1684 gl_info->gl_ops.gl.p_glDeleteTextures(1, &object);
1685 break;
1686
1687 case WINED3D_GL_RES_TYPE_RB:
1688 gl_info->fbo_ops.glDeleteRenderbuffers(1, &object);
1689 break;
1690
1691 case WINED3D_GL_RES_TYPE_BUFFER:
1692 case WINED3D_GL_RES_TYPE_COUNT:
1693 break;
1694 }
1695 }
1696
1697 /* Context activation is done by the caller. */
1698 static void create_and_bind_fbo_attachment(const struct wined3d_gl_info *gl_info, unsigned int flags,
1699 enum wined3d_gl_resource_type d3d_type, GLuint *object, GLenum internal, GLenum format, GLenum type)
1700 {
1701 GLenum attach_type = flags & WINED3DFMT_FLAG_DEPTH ?
1702 GL_DEPTH_ATTACHMENT : GL_COLOR_ATTACHMENT0;
1703
1704 switch (d3d_type)
1705 {
1706 case WINED3D_GL_RES_TYPE_TEX_1D:
1707 gl_info->gl_ops.gl.p_glGenTextures(1, object);
1708 gl_info->gl_ops.gl.p_glBindTexture(GL_TEXTURE_1D, *object);
1709 gl_info->gl_ops.gl.p_glTexImage1D(GL_TEXTURE_1D, 0, internal, 16, 0, format, type, NULL);
1710 gl_info->gl_ops.gl.p_glTexParameteri(GL_TEXTURE_1D, GL_TEXTURE_MIN_FILTER, GL_NEAREST);
1711 gl_info->gl_ops.gl.p_glTexParameteri(GL_TEXTURE_1D, GL_TEXTURE_MAG_FILTER, GL_NEAREST);
1712
1713 gl_info->fbo_ops.glFramebufferTexture1D(GL_FRAMEBUFFER, attach_type, GL_TEXTURE_1D,
1714 *object, 0);
1715 if (flags & WINED3DFMT_FLAG_STENCIL)
1716 gl_info->fbo_ops.glFramebufferTexture1D(GL_FRAMEBUFFER, GL_STENCIL_ATTACHMENT, GL_TEXTURE_1D,
1717 *object, 0);
1718 break;
1719
1720 case WINED3D_GL_RES_TYPE_TEX_2D:
1721 case WINED3D_GL_RES_TYPE_TEX_RECT:
1722 gl_info->gl_ops.gl.p_glGenTextures(1, object);
1723 gl_info->gl_ops.gl.p_glBindTexture(wined3d_gl_type_to_enum(d3d_type), *object);
1724 gl_info->gl_ops.gl.p_glTexImage2D(wined3d_gl_type_to_enum(d3d_type), 0, internal, 16, 16, 0,
1725 format, type, NULL);
1726 gl_info->gl_ops.gl.p_glTexParameteri(wined3d_gl_type_to_enum(d3d_type), GL_TEXTURE_MIN_FILTER, GL_NEAREST);
1727 gl_info->gl_ops.gl.p_glTexParameteri(wined3d_gl_type_to_enum(d3d_type), GL_TEXTURE_MAG_FILTER, GL_NEAREST);
1728
1729 gl_info->fbo_ops.glFramebufferTexture2D(GL_FRAMEBUFFER, attach_type,
1730 wined3d_gl_type_to_enum(d3d_type), *object, 0);
1731 if (flags & WINED3DFMT_FLAG_STENCIL)
1732 gl_info->fbo_ops.glFramebufferTexture2D(GL_FRAMEBUFFER, GL_STENCIL_ATTACHMENT,
1733 wined3d_gl_type_to_enum(d3d_type), *object, 0);
1734 break;
1735
1736 case WINED3D_GL_RES_TYPE_TEX_3D:
1737 gl_info->gl_ops.gl.p_glGenTextures(1, object);
1738 gl_info->gl_ops.gl.p_glBindTexture(GL_TEXTURE_3D, *object);
1739 GL_EXTCALL(glTexImage3D)(GL_TEXTURE_3D, 0, internal, 16, 16, 16, 0,
1740 format, type, NULL);
1741 gl_info->gl_ops.gl.p_glTexParameteri(GL_TEXTURE_3D, GL_TEXTURE_MIN_FILTER, GL_NEAREST);
1742 gl_info->gl_ops.gl.p_glTexParameteri(GL_TEXTURE_3D, GL_TEXTURE_MAG_FILTER, GL_NEAREST);
1743
1744 gl_info->fbo_ops.glFramebufferTexture3D(GL_FRAMEBUFFER, attach_type,
1745 GL_TEXTURE_3D, *object, 0, 0);
1746 if (flags & WINED3DFMT_FLAG_STENCIL)
1747 gl_info->fbo_ops.glFramebufferTexture3D(GL_FRAMEBUFFER, GL_STENCIL_ATTACHMENT,
1748 GL_TEXTURE_3D, *object, 0, 0);
1749 break;
1750
1751 case WINED3D_GL_RES_TYPE_TEX_CUBE:
1752 gl_info->gl_ops.gl.p_glGenTextures(1, object);
1753 gl_info->gl_ops.gl.p_glBindTexture(GL_TEXTURE_CUBE_MAP_ARB, *object);
1754 gl_info->gl_ops.gl.p_glTexImage2D(GL_TEXTURE_CUBE_MAP_POSITIVE_X_ARB, 0, internal, 16, 16, 0,
1755 format, type, NULL);
1756 gl_info->gl_ops.gl.p_glTexImage2D(GL_TEXTURE_CUBE_MAP_NEGATIVE_X_ARB, 0, internal, 16, 16, 0,
1757 format, type, NULL);
1758 gl_info->gl_ops.gl.p_glTexImage2D(GL_TEXTURE_CUBE_MAP_POSITIVE_Y_ARB, 0, internal, 16, 16, 0,
1759 format, type, NULL);
1760 gl_info->gl_ops.gl.p_glTexImage2D(GL_TEXTURE_CUBE_MAP_NEGATIVE_Y_ARB, 0, internal, 16, 16, 0,
1761 format, type, NULL);
1762 gl_info->gl_ops.gl.p_glTexImage2D(GL_TEXTURE_CUBE_MAP_POSITIVE_Z_ARB, 0, internal, 16, 16, 0,
1763 format, type, NULL);
1764 gl_info->gl_ops.gl.p_glTexImage2D(GL_TEXTURE_CUBE_MAP_NEGATIVE_Z_ARB, 0, internal, 16, 16, 0,
1765 format, type, NULL);
1766 gl_info->gl_ops.gl.p_glTexParameteri(GL_TEXTURE_CUBE_MAP_ARB, GL_TEXTURE_MIN_FILTER, GL_NEAREST);
1767 gl_info->gl_ops.gl.p_glTexParameteri(GL_TEXTURE_CUBE_MAP_ARB, GL_TEXTURE_MAG_FILTER, GL_NEAREST);
1768
1769 gl_info->fbo_ops.glFramebufferTexture2D(GL_FRAMEBUFFER, attach_type,
1770 GL_TEXTURE_CUBE_MAP_POSITIVE_X_ARB, *object, 0);
1771 if (flags & WINED3DFMT_FLAG_STENCIL)
1772 gl_info->fbo_ops.glFramebufferTexture2D(GL_FRAMEBUFFER, GL_STENCIL_ATTACHMENT,
1773 GL_TEXTURE_CUBE_MAP_POSITIVE_X_ARB, *object, 0);
1774 break;
1775
1776 case WINED3D_GL_RES_TYPE_RB:
1777 gl_info->fbo_ops.glGenRenderbuffers(1, object);
1778 gl_info->fbo_ops.glBindRenderbuffer(GL_RENDERBUFFER, *object);
1779 gl_info->fbo_ops.glRenderbufferStorage(GL_RENDERBUFFER, internal, 16, 16);
1780 gl_info->fbo_ops.glFramebufferRenderbuffer(GL_FRAMEBUFFER, attach_type, GL_RENDERBUFFER,
1781 *object);
1782 if (flags & WINED3DFMT_FLAG_STENCIL)
1783 gl_info->fbo_ops.glFramebufferRenderbuffer(GL_FRAMEBUFFER, GL_STENCIL_ATTACHMENT, GL_RENDERBUFFER,
1784 *object);
1785 break;
1786
1787 case WINED3D_GL_RES_TYPE_BUFFER:
1788 case WINED3D_GL_RES_TYPE_COUNT:
1789 break;
1790 }
1791
1792 /* Ideally we'd skip all formats already known not to work on textures
1793 * by checking for WINED3DFMT_FLAG_TEXTURE here. However, we want to
1794 * know if we can attach WINED3DFMT_P8_UINT textures to FBOs, and this
1795 * format never has WINED3DFMT_FLAG_TEXTURE set. Instead, swallow GL
1796 * errors generated by invalid formats. */
1797 while (gl_info->gl_ops.gl.p_glGetError());
1798 }
1799
1800 static void draw_test_quad(struct wined3d_caps_gl_ctx *ctx, const struct wined3d_vec3 *geometry,
1801 const struct wined3d_color *color)
1802 {
1803 const struct wined3d_gl_info *gl_info = ctx->gl_info;
1804 static const struct wined3d_vec3 default_geometry[] =
1805 {
1806 {-1.0f, -1.0f, 0.0f},
1807 { 1.0f, -1.0f, 0.0f},
1808 {-1.0f, 1.0f, 0.0f},
1809 { 1.0f, 1.0f, 0.0f},
1810 };
1811 static const char vs_core_header[] =
1812 "#version 150\n"
1813 "in vec4 pos;\n"
1814 "in vec4 color;\n"
1815 "out vec4 out_color;\n"
1816 "\n";
1817 static const char vs_legacy_header[] =
1818 "#version 120\n"
1819 "attribute vec4 pos;\n"
1820 "attribute vec4 color;\n"
1821 "varying vec4 out_color;\n"
1822 "\n";
1823 static const char vs_body[] =
1824 "void main()\n"
1825 "{\n"
1826 " gl_Position = pos;\n"
1827 " out_color = color;\n"
1828 "}\n";
1829 static const char fs_core[] =
1830 "#version 150\n"
1831 "in vec4 out_color;\n"
1832 "out vec4 fragment_color;\n"
1833 "\n"
1834 "void main()\n"
1835 "{\n"
1836 " fragment_color = out_color;\n"
1837 "}\n";
1838 static const char fs_legacy[] =
1839 "#version 120\n"
1840 "varying vec4 out_color;\n"
1841 "\n"
1842 "void main()\n"
1843 "{\n"
1844 " gl_FragData[0] = out_color;\n"
1845 "}\n";
1846 const char *source[2];
1847 GLuint vs_id, fs_id;
1848 unsigned int i;
1849
1850 if (!geometry)
1851 geometry = default_geometry;
1852
1853 if (!gl_info->supported[ARB_VERTEX_BUFFER_OBJECT] || !gl_info->supported[ARB_VERTEX_SHADER]
1854 || !gl_info->supported[ARB_FRAGMENT_SHADER])
1855 {
1856 gl_info->gl_ops.gl.p_glDisable(GL_LIGHTING);
1857 gl_info->gl_ops.gl.p_glMatrixMode(GL_MODELVIEW);
1858 gl_info->gl_ops.gl.p_glLoadIdentity();
1859 gl_info->gl_ops.gl.p_glMatrixMode(GL_PROJECTION);
1860 gl_info->gl_ops.gl.p_glLoadIdentity();
1861
1862 gl_info->gl_ops.gl.p_glBegin(GL_TRIANGLE_STRIP);
1863 gl_info->gl_ops.gl.p_glColor4f(color->r, color->g, color->b, color->a);
1864 for (i = 0; i < 4; ++i)
1865 gl_info->gl_ops.gl.p_glVertex3fv(&geometry[i].x);
1866 gl_info->gl_ops.gl.p_glEnd();
1867 checkGLcall("Drawing a quad");
1868 return;
1869 }
1870
1871 if (!ctx->test_vbo)
1872 GL_EXTCALL(glGenBuffers(1, &ctx->test_vbo));
1873 GL_EXTCALL(glBindBuffer(GL_ARRAY_BUFFER, ctx->test_vbo));
1874 GL_EXTCALL(glBufferData(GL_ARRAY_BUFFER, sizeof(struct wined3d_vec3) * 4, geometry, GL_STREAM_DRAW));
1875 GL_EXTCALL(glVertexAttribPointer(0, 3, GL_FLOAT, FALSE, 0, NULL));
1876 GL_EXTCALL(glVertexAttrib4f(1, color->r, color->g, color->b, color->a));
1877 GL_EXTCALL(glEnableVertexAttribArray(0));
1878 GL_EXTCALL(glDisableVertexAttribArray(1));
1879
1880 if (!ctx->test_program_id)
1881 {
1882 ctx->test_program_id = GL_EXTCALL(glCreateProgram());
1883
1884 vs_id = GL_EXTCALL(glCreateShader(GL_VERTEX_SHADER));
1885 source[0] = gl_info->supported[WINED3D_GL_LEGACY_CONTEXT] ? vs_legacy_header : vs_core_header;
1886 source[1] = vs_body;
1887 GL_EXTCALL(glShaderSource(vs_id, 2, source, NULL));
1888 GL_EXTCALL(glAttachShader(ctx->test_program_id, vs_id));
1889 GL_EXTCALL(glDeleteShader(vs_id));
1890
1891 fs_id = GL_EXTCALL(glCreateShader(GL_FRAGMENT_SHADER));
1892 source[0] = gl_info->supported[WINED3D_GL_LEGACY_CONTEXT] ? fs_legacy : fs_core;
1893 GL_EXTCALL(glShaderSource(fs_id, 1, source, NULL));
1894 GL_EXTCALL(glAttachShader(ctx->test_program_id, fs_id));
1895 GL_EXTCALL(glDeleteShader(fs_id));
1896
1897 GL_EXTCALL(glBindAttribLocation(ctx->test_program_id, 0, "pos"));
1898 GL_EXTCALL(glBindAttribLocation(ctx->test_program_id, 1, "color"));
1899
1900 GL_EXTCALL(glCompileShader(vs_id));
1901 print_glsl_info_log(gl_info, vs_id, FALSE);
1902 GL_EXTCALL(glCompileShader(fs_id));
1903 print_glsl_info_log(gl_info, fs_id, FALSE);
1904 GL_EXTCALL(glLinkProgram(ctx->test_program_id));
1905 shader_glsl_validate_link(gl_info, ctx->test_program_id);
1906 }
1907 GL_EXTCALL(glUseProgram(ctx->test_program_id));
1908
1909 gl_info->gl_ops.gl.p_glDrawArrays(GL_TRIANGLE_STRIP, 0, 4);
1910
1911 GL_EXTCALL(glUseProgram(0));
1912 GL_EXTCALL(glDisableVertexAttribArray(0));
1913 GL_EXTCALL(glBindBuffer(GL_ARRAY_BUFFER, 0));
1914 checkGLcall("Drawing a quad");
1915 }
1916
1917 /* Context activation is done by the caller. */
1918 static void check_fbo_compat(struct wined3d_caps_gl_ctx *ctx, struct wined3d_format *format)
1919 {
1920 /* Check if the default internal format is supported as a frame buffer
1921 * target, otherwise fall back to the render target internal.
1922 *
1923 * Try to stick to the standard format if possible, this limits precision differences. */
1924 static const struct wined3d_color black = {0.0f, 0.0f, 0.0f, 1.0f};
1925 static const struct wined3d_color half_transparent_red = {1.0f, 0.0f, 0.0f, 0.5f};
1926 const struct wined3d_gl_info *gl_info = ctx->gl_info;
1927 GLenum status, rt_internal = format->rtInternal;
1928 GLuint object, color_rb;
1929 enum wined3d_gl_resource_type type;
1930 BOOL fallback_fmt_used = FALSE, regular_fmt_used = FALSE;
1931
1932 gl_info->gl_ops.gl.p_glDisable(GL_BLEND);
1933
1934 for (type = 0; type < ARRAY_SIZE(format->flags); ++type)
1935 {
1936 const char *type_string = "color";
1937
1938 if (type == WINED3D_GL_RES_TYPE_BUFFER)
1939 continue;
1940
1941 create_and_bind_fbo_attachment(gl_info, format->flags[type], type, &object, format->glInternal,
1942 format->glFormat, format->glType);
1943
1944 if (format->flags[type] & (WINED3DFMT_FLAG_DEPTH | WINED3DFMT_FLAG_STENCIL))
1945 {
1946 gl_info->fbo_ops.glGenRenderbuffers(1, &color_rb);
1947 gl_info->fbo_ops.glBindRenderbuffer(GL_RENDERBUFFER, color_rb);
1948 if (type == WINED3D_GL_RES_TYPE_TEX_1D)
1949 gl_info->fbo_ops.glRenderbufferStorage(GL_RENDERBUFFER, GL_RGBA8, 16, 1);
1950 else
1951 gl_info->fbo_ops.glRenderbufferStorage(GL_RENDERBUFFER, GL_RGBA8, 16, 16);
1952
1953 gl_info->fbo_ops.glFramebufferRenderbuffer(GL_FRAMEBUFFER,
1954 GL_COLOR_ATTACHMENT0, GL_RENDERBUFFER, color_rb);
1955 checkGLcall("Create and attach color rb attachment");
1956 type_string = "depth / stencil";
1957 }
1958
1959 status = gl_info->fbo_ops.glCheckFramebufferStatus(GL_FRAMEBUFFER);
1960 checkGLcall("Framebuffer format check");
1961
1962 if (status == GL_FRAMEBUFFER_COMPLETE)
1963 {
1964 TRACE("Format %s is supported as FBO %s attachment, type %u.\n",
1965 debug_d3dformat(format->id), type_string, type);
1966 format->flags[type] |= WINED3DFMT_FLAG_FBO_ATTACHABLE;
1967 format->rtInternal = format->glInternal;
1968 regular_fmt_used = TRUE;
1969 }
1970 else
1971 {
1972 if (!rt_internal)
1973 {
1974 if (format->flags[type] & WINED3DFMT_FLAG_RENDERTARGET)
1975 {
1976 WARN("Format %s with rendertarget flag is not supported as FBO color attachment (type %u),"
1977 " and no fallback specified.\n", debug_d3dformat(format->id), type);
1978 format->flags[type] &= ~WINED3DFMT_FLAG_RENDERTARGET;
1979 }
1980 else
1981 {
1982 TRACE("Format %s is not supported as FBO %s attachment, type %u.\n",
1983 debug_d3dformat(format->id), type_string, type);
1984 }
1985 format->rtInternal = format->glInternal;
1986 }
1987 else
1988 {
1989 TRACE("Format %s is not supported as FBO %s attachment (type %u),"
1990 " trying rtInternal format as fallback.\n",
1991 debug_d3dformat(format->id), type_string, type);
1992
1993 while (gl_info->gl_ops.gl.p_glGetError());
1994
1995 delete_fbo_attachment(gl_info, type, object);
1996 create_and_bind_fbo_attachment(gl_info, format->flags[type], type, &object, format->rtInternal,
1997 format->glFormat, format->glType);
1998
1999 status = gl_info->fbo_ops.glCheckFramebufferStatus(GL_FRAMEBUFFER);
2000 checkGLcall("Framebuffer format check");
2001
2002 if (status == GL_FRAMEBUFFER_COMPLETE)
2003 {
2004 TRACE("Format %s rtInternal format is supported as FBO %s attachment, type %u.\n",
2005 debug_d3dformat(format->id), type_string, type);
2006 fallback_fmt_used = TRUE;
2007 }
2008 else
2009 {
2010 WARN("Format %s rtInternal format is not supported as FBO %s attachment, type %u.\n",
2011 debug_d3dformat(format->id), type_string, type);
2012 format->flags[type] &= ~WINED3DFMT_FLAG_RENDERTARGET;
2013 }
2014 }
2015 }
2016
2017 if (status == GL_FRAMEBUFFER_COMPLETE
2018 && ((format->flags[type] & WINED3DFMT_FLAG_POSTPIXELSHADER_BLENDING)
2019 || !(gl_info->quirks & WINED3D_QUIRK_LIMITED_TEX_FILTERING))
2020 && !(format->flags[type] & WINED3DFMT_FLAG_INTEGER)
2021 && format->id != WINED3DFMT_NULL && format->id != WINED3DFMT_P8_UINT
2022 && format->glFormat != GL_LUMINANCE && format->glFormat != GL_LUMINANCE_ALPHA
2023 && (format->red_size || format->alpha_size))
2024 {
2025 DWORD readback[16 * 16 * 16], color, r_range, a_range;
2026 BYTE r, a;
2027 BOOL match = TRUE;
2028 GLuint rb;
2029
2030 if (gl_info->supported[ARB_FRAMEBUFFER_OBJECT]
2031 || gl_info->supported[EXT_PACKED_DEPTH_STENCIL])
2032 {
2033 gl_info->fbo_ops.glGenRenderbuffers(1, &rb);
2034 gl_info->fbo_ops.glBindRenderbuffer(GL_RENDERBUFFER, rb);
2035 if (type == WINED3D_GL_RES_TYPE_TEX_1D)
2036 gl_info->fbo_ops.glRenderbufferStorage(GL_RENDERBUFFER, GL_DEPTH24_STENCIL8, 16, 1);
2037 else
2038 gl_info->fbo_ops.glRenderbufferStorage(GL_RENDERBUFFER, GL_DEPTH24_STENCIL8, 16, 16);
2039 gl_info->fbo_ops.glFramebufferRenderbuffer(GL_FRAMEBUFFER, GL_DEPTH_ATTACHMENT, GL_RENDERBUFFER, rb);
2040 gl_info->fbo_ops.glFramebufferRenderbuffer(GL_FRAMEBUFFER, GL_STENCIL_ATTACHMENT, GL_RENDERBUFFER, rb);
2041 checkGLcall("RB attachment");
2042 }
2043
2044 gl_info->gl_ops.gl.p_glEnable(GL_BLEND);
2045 gl_info->gl_ops.gl.p_glClearColor(0.0f, 0.0f, 0.0f, 1.0f);
2046 gl_info->gl_ops.gl.p_glClear(GL_COLOR_BUFFER_BIT);
2047 if (gl_info->gl_ops.gl.p_glGetError() == GL_INVALID_FRAMEBUFFER_OPERATION)
2048 {
2049 while (gl_info->gl_ops.gl.p_glGetError());
2050 TRACE("Format %s doesn't support post-pixelshader blending, type %u.\n",
2051 debug_d3dformat(format->id), type);
2052 format->flags[type] &= ~WINED3DFMT_FLAG_POSTPIXELSHADER_BLENDING;
2053 }
2054 else
2055 {
2056 gl_info->gl_ops.gl.p_glDisable(GL_BLEND);
2057 if (type == WINED3D_GL_RES_TYPE_TEX_1D)
2058 gl_info->gl_ops.gl.p_glViewport(0, 0, 16, 1);
2059 else
2060 gl_info->gl_ops.gl.p_glViewport(0, 0, 16, 16);
2061 gl_info->gl_ops.gl.p_glBlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
2062
2063 draw_test_quad(ctx, NULL, &black);
2064
2065 gl_info->gl_ops.gl.p_glEnable(GL_BLEND);
2066
2067 draw_test_quad(ctx, NULL, &half_transparent_red);
2068
2069 gl_info->gl_ops.gl.p_glDisable(GL_BLEND);
2070
2071 switch (type)
2072 {
2073 case WINED3D_GL_RES_TYPE_TEX_1D:
2074 /* Rebinding texture to workaround a fglrx bug. */
2075 gl_info->gl_ops.gl.p_glBindTexture(GL_TEXTURE_1D, object);
2076 gl_info->gl_ops.gl.p_glGetTexImage(GL_TEXTURE_1D, 0, GL_BGRA,
2077 GL_UNSIGNED_INT_8_8_8_8_REV, readback);
2078 color = readback[7];
2079 break;
2080
2081 case WINED3D_GL_RES_TYPE_TEX_2D:
2082 case WINED3D_GL_RES_TYPE_TEX_3D:
2083 case WINED3D_GL_RES_TYPE_TEX_RECT:
2084 /* Rebinding texture to workaround a fglrx bug. */
2085 gl_info->gl_ops.gl.p_glBindTexture(wined3d_gl_type_to_enum(type), object);
2086 gl_info->gl_ops.gl.p_glGetTexImage(wined3d_gl_type_to_enum(type), 0, GL_BGRA,
2087 GL_UNSIGNED_INT_8_8_8_8_REV, readback);
2088 color = readback[7 * 16 + 7];
2089 break;
2090
2091 case WINED3D_GL_RES_TYPE_TEX_CUBE:
2092 /* Rebinding texture to workaround a fglrx bug. */
2093 gl_info->gl_ops.gl.p_glBindTexture(GL_TEXTURE_CUBE_MAP_ARB, object);
2094 gl_info->gl_ops.gl.p_glGetTexImage(GL_TEXTURE_CUBE_MAP_POSITIVE_X_ARB, 0, GL_BGRA,
2095 GL_UNSIGNED_INT_8_8_8_8_REV, readback);
2096 color = readback[7 * 16 + 7];
2097 break;
2098
2099 case WINED3D_GL_RES_TYPE_RB:
2100 gl_info->gl_ops.gl.p_glReadPixels(0, 0, 16, 16,
2101 GL_BGRA, GL_UNSIGNED_INT_8_8_8_8_REV, readback);
2102 color = readback[7 * 16 + 7];
2103 break;
2104
2105 case WINED3D_GL_RES_TYPE_BUFFER:
2106 case WINED3D_GL_RES_TYPE_COUNT:
2107 color = 0;
2108 break;
2109 }
2110 checkGLcall("Post-pixelshader blending check");
2111
2112 a = color >> 24;
2113 r = (color & 0x00ff0000u) >> 16;
2114
2115 r_range = format->red_size < 8 ? 1u << (8 - format->red_size) : 1;
2116 a_range = format->alpha_size < 8 ? 1u << (8 - format->alpha_size) : 1;
2117 if (format->red_size && (r < 0x7f - r_range || r > 0x7f + r_range))
2118 match = FALSE;
2119 else if (format->alpha_size > 1 && (a < 0xbf - a_range || a > 0xbf + a_range))
2120 match = FALSE;
2121 if (!match)
2122 {
2123 TRACE("Format %s doesn't support post-pixelshader blending, type %u.\n",
2124 debug_d3dformat(format->id), type);
2125 TRACE("Color output: %#x\n", color);
2126 format->flags[type] &= ~WINED3DFMT_FLAG_POSTPIXELSHADER_BLENDING;
2127 }
2128 else
2129 {
2130 TRACE("Format %s supports post-pixelshader blending, type %u.\n",
2131 debug_d3dformat(format->id), type);
2132 TRACE("Color output: %#x\n", color);
2133 format->flags[type] |= WINED3DFMT_FLAG_POSTPIXELSHADER_BLENDING;
2134 }
2135 }
2136
2137 if (gl_info->supported[ARB_FRAMEBUFFER_OBJECT]
2138 || gl_info->supported[EXT_PACKED_DEPTH_STENCIL])
2139 {
2140 gl_info->fbo_ops.glFramebufferRenderbuffer(GL_FRAMEBUFFER, GL_DEPTH_ATTACHMENT, GL_RENDERBUFFER, 0);
2141 gl_info->fbo_ops.glFramebufferRenderbuffer(GL_FRAMEBUFFER, GL_STENCIL_ATTACHMENT, GL_RENDERBUFFER, 0);
2142 gl_info->fbo_ops.glDeleteRenderbuffers(1, &rb);
2143 checkGLcall("RB cleanup");
2144 }
2145 }
2146
2147 if (format->glInternal != format->glGammaInternal)
2148 {
2149 delete_fbo_attachment(gl_info, type, object);
2150 create_and_bind_fbo_attachment(gl_info, format->flags[type], type, &object, format->glGammaInternal,
2151 format->glFormat, format->glType);
2152
2153 status = gl_info->fbo_ops.glCheckFramebufferStatus(GL_FRAMEBUFFER);
2154 checkGLcall("Framebuffer format check");
2155
2156 if (status == GL_FRAMEBUFFER_COMPLETE)
2157 {
2158 TRACE("Format %s's sRGB format is FBO attachable, type %u.\n",
2159 debug_d3dformat(format->id), type);
2160 format->flags[type] |= WINED3DFMT_FLAG_FBO_ATTACHABLE_SRGB;
2161 }
2162 else
2163 {
2164 WARN("Format %s's sRGB format is not FBO attachable, type %u.\n",
2165 debug_d3dformat(format->id), type);
2166 }
2167 }
2168 else if (status == GL_FRAMEBUFFER_COMPLETE)
2169 format->flags[type] |= WINED3DFMT_FLAG_FBO_ATTACHABLE_SRGB;
2170
2171 if (format->flags[type] & (WINED3DFMT_FLAG_DEPTH | WINED3DFMT_FLAG_STENCIL))
2172 {
2173 gl_info->fbo_ops.glFramebufferRenderbuffer(GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT0, GL_RENDERBUFFER, 0);
2174 gl_info->fbo_ops.glDeleteRenderbuffers(1, &color_rb);
2175 }
2176
2177 delete_fbo_attachment(gl_info, type, object);
2178 checkGLcall("Framebuffer format check cleaup");
2179 }
2180
2181 if (fallback_fmt_used && regular_fmt_used)
2182 {
2183 FIXME("Format %s needs different render target formats for different resource types.\n",
2184 debug_d3dformat(format->id));
2185 format_clear_flag(format, WINED3DFMT_FLAG_RENDERTARGET | WINED3DFMT_FLAG_FBO_ATTACHABLE
2186 | WINED3DFMT_FLAG_FBO_ATTACHABLE_SRGB | WINED3DFMT_FLAG_POSTPIXELSHADER_BLENDING);
2187 }
2188 }
2189
2190 static void query_format_flag(struct wined3d_gl_info *gl_info, struct wined3d_format *format,
2191 GLint internal, GLenum pname, DWORD flag, const char *string)
2192 {
2193 GLint value;
2194 enum wined3d_gl_resource_type type;
2195
2196 for (type = 0; type < ARRAY_SIZE(format->flags); ++type)
2197 {
2198 gl_info->gl_ops.ext.p_glGetInternalformativ(wined3d_gl_type_to_enum(type), internal, pname, 1, &value);
2199 if (value == GL_FULL_SUPPORT)
2200 {
2201 TRACE("Format %s supports %s, resource type %u.\n", debug_d3dformat(format->id), string, type);
2202 format->flags[type] |= flag;
2203 }
2204 else
2205 {
2206 TRACE("Format %s doesn't support %s, resource type %u.\n", debug_d3dformat(format->id), string, type);
2207 format->flags[type] &= ~flag;
2208 }
2209 }
2210 }
2211
2212 /* Context activation is done by the caller. */
2213 static void init_format_fbo_compat_info(struct wined3d_caps_gl_ctx *ctx)
2214 {
2215 const struct wined3d_gl_info *gl_info = ctx->gl_info;
2216 unsigned int i, type;
2217 GLuint fbo;
2218
2219 if (gl_info->supported[ARB_INTERNALFORMAT_QUERY2])
2220 {
2221 for (i = 0; i < gl_info->format_count; ++i)
2222 {
2223 GLint value;
2224 struct wined3d_format *format = &gl_info->formats[i];
2225 BOOL fallback_fmt_used = FALSE, regular_fmt_used = FALSE;
2226 GLenum rt_internal = format->rtInternal;
2227
2228 if (!format->glInternal)
2229 continue;
2230
2231 for (type = 0; type < ARRAY_SIZE(format->flags); ++type)
2232 {
2233 gl_info->gl_ops.ext.p_glGetInternalformativ(wined3d_gl_type_to_enum(type),
2234 format->glInternal, GL_FRAMEBUFFER_RENDERABLE, 1, &value);
2235 if (value == GL_FULL_SUPPORT)
2236 {
2237 TRACE("Format %s is supported as FBO color attachment, resource type %u.\n",
2238 debug_d3dformat(format->id), type);
2239 format->flags[type] |= WINED3DFMT_FLAG_FBO_ATTACHABLE;
2240 format->rtInternal = format->glInternal;
2241 regular_fmt_used = TRUE;
2242
2243 gl_info->gl_ops.ext.p_glGetInternalformativ(wined3d_gl_type_to_enum(type),
2244 format->glInternal, GL_FRAMEBUFFER_BLEND, 1, &value);
2245 if (value == GL_FULL_SUPPORT)
2246 {
2247 TRACE("Format %s supports post-pixelshader blending, resource type %u.\n",
2248 debug_d3dformat(format->id), type);
2249 format->flags[type] |= WINED3DFMT_FLAG_POSTPIXELSHADER_BLENDING;
2250 }
2251 else
2252 {
2253 TRACE("Format %s doesn't support post-pixelshader blending, resource typed %u.\n",
2254 debug_d3dformat(format->id), type);
2255 format->flags[type] &= ~WINED3DFMT_FLAG_POSTPIXELSHADER_BLENDING;
2256 }
2257 }
2258 else
2259 {
2260 if (!rt_internal)
2261 {
2262 if (format->flags[type] & WINED3DFMT_FLAG_RENDERTARGET)
2263 {
2264 WARN("Format %s with rendertarget flag is not supported as FBO color attachment"
2265 " and no fallback specified, resource type %u.\n",
2266 debug_d3dformat(format->id), type);
2267 format->flags[type] &= ~WINED3DFMT_FLAG_RENDERTARGET;
2268 }
2269 else
2270 TRACE("Format %s is not supported as FBO color attachment,"
2271 " resource type %u.\n", debug_d3dformat(format->id), type);
2272 format->rtInternal = format->glInternal;
2273 }
2274 else
2275 {
2276 gl_info->gl_ops.ext.p_glGetInternalformativ(wined3d_gl_type_to_enum(type),
2277 rt_internal, GL_FRAMEBUFFER_RENDERABLE, 1, &value);
2278 if (value == GL_FULL_SUPPORT)
2279 {
2280 TRACE("Format %s rtInternal format is supported as FBO color attachment,"
2281 " resource type %u.\n", debug_d3dformat(format->id), type);
2282 fallback_fmt_used = TRUE;
2283 }
2284 else
2285 {
2286 WARN("Format %s rtInternal format is not supported as FBO color attachment,"
2287 " resource type %u.\n", debug_d3dformat(format->id), type);
2288 format->flags[type] &= ~WINED3DFMT_FLAG_RENDERTARGET;
2289 }
2290 }
2291 }
2292
2293 if (format->glInternal != format->glGammaInternal)
2294 {
2295 gl_info->gl_ops.ext.p_glGetInternalformativ(wined3d_gl_type_to_enum(type),
2296 format->glGammaInternal, GL_FRAMEBUFFER_RENDERABLE, 1, &value);
2297 if (value == GL_FULL_SUPPORT)
2298 {
2299 TRACE("Format %s's sRGB format is FBO attachable, resource type %u.\n",
2300 debug_d3dformat(format->id), type);
2301 format->flags[type] |= WINED3DFMT_FLAG_FBO_ATTACHABLE_SRGB;
2302 }
2303 else
2304 {
2305 WARN("Format %s's sRGB format is not FBO attachable, resource type %u.\n",
2306 debug_d3dformat(format->id), type);
2307 }
2308 }
2309 else if (format->flags[type] & WINED3DFMT_FLAG_FBO_ATTACHABLE)
2310 format->flags[type] |= WINED3DFMT_FLAG_FBO_ATTACHABLE_SRGB;
2311 }
2312
2313 if (fallback_fmt_used && regular_fmt_used)
2314 {
2315 FIXME("Format %s needs different render target formats for different resource types.\n",
2316 debug_d3dformat(format->id));
2317 format_clear_flag(format, WINED3DFMT_FLAG_RENDERTARGET | WINED3DFMT_FLAG_FBO_ATTACHABLE
2318 | WINED3DFMT_FLAG_FBO_ATTACHABLE_SRGB | WINED3DFMT_FLAG_POSTPIXELSHADER_BLENDING);
2319 }
2320 }
2321 return;
2322 }
2323
2324 if (wined3d_settings.offscreen_rendering_mode == ORM_FBO)
2325 {
2326 gl_info->fbo_ops.glGenFramebuffers(1, &fbo);
2327 gl_info->fbo_ops.glBindFramebuffer(GL_FRAMEBUFFER, fbo);
2328 gl_info->gl_ops.gl.p_glDrawBuffer(GL_COLOR_ATTACHMENT0);
2329 gl_info->gl_ops.gl.p_glReadBuffer(GL_COLOR_ATTACHMENT0);
2330 }
2331
2332 for (i = 0; i < gl_info->format_count; ++i)
2333 {
2334 struct wined3d_format *format = &gl_info->formats[i];
2335
2336 if (!format->glInternal) continue;
2337
2338 if (format->flags[WINED3D_GL_RES_TYPE_TEX_2D] & WINED3DFMT_FLAG_COMPRESSED)
2339 {
2340 TRACE("Skipping format %s because it's a compressed format.\n",
2341 debug_d3dformat(format->id));
2342 continue;
2343 }
2344
2345 if (wined3d_settings.offscreen_rendering_mode == ORM_FBO)
2346 {
2347 TRACE("Checking if format %s is supported as FBO color attachment...\n", debug_d3dformat(format->id));
2348 check_fbo_compat(ctx, format);
2349 }
2350 else
2351 {
2352 format->rtInternal = format->glInternal;
2353 }
2354 }
2355
2356 if (wined3d_settings.offscreen_rendering_mode == ORM_FBO)
2357 gl_info->fbo_ops.glDeleteFramebuffers(1, &fbo);
2358 }
2359
2360 static void query_internal_format(struct wined3d_adapter *adapter,
2361 struct wined3d_format *format, const struct wined3d_format_texture_info *texture_info,
2362 struct wined3d_gl_info *gl_info, BOOL srgb_write_supported, BOOL srgb_format)
2363 {
2364 GLint count, multisample_types[MAX_MULTISAMPLE_TYPES];
2365 unsigned int i, max_log2;
2366
2367 if (gl_info->supported[ARB_INTERNALFORMAT_QUERY2])
2368 {
2369 query_format_flag(gl_info, format, format->glInternal, GL_VERTEX_TEXTURE,
2370 WINED3DFMT_FLAG_VTF, "vertex texture usage");
2371 query_format_flag(gl_info, format, format->glInternal, GL_FILTER,
2372 WINED3DFMT_FLAG_FILTERING, "filtering");
2373
2374 if (srgb_format || format->glGammaInternal != format->glInternal)
2375 {
2376 query_format_flag(gl_info, format, format->glGammaInternal, GL_SRGB_READ,
2377 WINED3DFMT_FLAG_SRGB_READ, "sRGB read");
2378
2379 if (srgb_write_supported)
2380 query_format_flag(gl_info, format, format->glGammaInternal, GL_SRGB_WRITE,
2381 WINED3DFMT_FLAG_SRGB_WRITE, "sRGB write");
2382 else
2383 format_clear_flag(format, WINED3DFMT_FLAG_SRGB_WRITE);
2384
2385 if (!(format->flags[WINED3D_GL_RES_TYPE_TEX_2D] & (WINED3DFMT_FLAG_SRGB_READ | WINED3DFMT_FLAG_SRGB_WRITE)))
2386 format->glGammaInternal = format->glInternal;
2387 else if (gl_info->supported[EXT_TEXTURE_SRGB_DECODE])
2388 format->glInternal = format->glGammaInternal;
2389 }
2390 }
2391 else
2392 {
2393 if (!gl_info->limits.vertex_samplers)
2394 format_clear_flag(format, WINED3DFMT_FLAG_VTF);
2395
2396 if (!(gl_info->quirks & WINED3D_QUIRK_LIMITED_TEX_FILTERING))
2397 format_set_flag(format, WINED3DFMT_FLAG_FILTERING);
2398 else if (format->id != WINED3DFMT_R32G32B32A32_FLOAT && format->id != WINED3DFMT_R32_FLOAT)
2399 format_clear_flag(format, WINED3DFMT_FLAG_VTF);
2400
2401 if (srgb_format || format->glGammaInternal != format->glInternal)
2402 {
2403 /* Filter sRGB capabilities if EXT_texture_sRGB is not supported. */
2404 if (!gl_info->supported[EXT_TEXTURE_SRGB])
2405 {
2406 format->glGammaInternal = format->glInternal;
2407 format_clear_flag(format, WINED3DFMT_FLAG_SRGB_READ | WINED3DFMT_FLAG_SRGB_WRITE);
2408 }
2409 else if (gl_info->supported[EXT_TEXTURE_SRGB_DECODE])
2410 {
2411 format->glInternal = format->glGammaInternal;
2412 }
2413 }
2414
2415 if ((format->flags[WINED3D_GL_RES_TYPE_TEX_2D] & WINED3DFMT_FLAG_SRGB_WRITE) && !srgb_write_supported)
2416 format_clear_flag(format, WINED3DFMT_FLAG_SRGB_WRITE);
2417
2418 if (!gl_info->supported[ARB_DEPTH_TEXTURE]
2419 && texture_info->flags & (WINED3DFMT_FLAG_DEPTH | WINED3DFMT_FLAG_STENCIL))
2420 {
2421 format->flags[WINED3D_GL_RES_TYPE_TEX_1D] &= ~WINED3DFMT_FLAG_TEXTURE;
2422 format->flags[WINED3D_GL_RES_TYPE_TEX_2D] &= ~WINED3DFMT_FLAG_TEXTURE;
2423 format->flags[WINED3D_GL_RES_TYPE_TEX_3D] &= ~WINED3DFMT_FLAG_TEXTURE;
2424 format->flags[WINED3D_GL_RES_TYPE_TEX_CUBE] &= ~WINED3DFMT_FLAG_TEXTURE;
2425 format->flags[WINED3D_GL_RES_TYPE_TEX_RECT] &= ~WINED3DFMT_FLAG_TEXTURE;
2426 }
2427 }
2428
2429 if (format->glInternal && format->flags[WINED3D_GL_RES_TYPE_RB]
2430 & (WINED3DFMT_FLAG_RENDERTARGET | WINED3DFMT_FLAG_DEPTH | WINED3DFMT_FLAG_STENCIL))
2431 {
2432 if (gl_info->supported[ARB_INTERNALFORMAT_QUERY])
2433 {
2434 GL_EXTCALL(glGetInternalformativ(GL_RENDERBUFFER, format->glInternal,
2435 GL_NUM_SAMPLE_COUNTS, 1, &count));
2436 checkGLcall("glGetInternalformativ(GL_NUM_SAMPLE_COUNTS)");
2437 count = min(count, MAX_MULTISAMPLE_TYPES);
2438 GL_EXTCALL(glGetInternalformativ(GL_RENDERBUFFER, format->glInternal,
2439 GL_SAMPLES, count, multisample_types));
2440 checkGLcall("glGetInternalformativ(GL_SAMPLES)");
2441 for (i = 0; i < count; ++i)
2442 {
2443 if (multisample_types[i] > sizeof(format->multisample_types) * 8)
2444 continue;
2445 format->multisample_types |= 1u << (multisample_types[i] - 1);
2446 }
2447 }
2448 else
2449 {
2450 max_log2 = wined3d_log2i(min(gl_info->limits.samples,
2451 sizeof(format->multisample_types) * 8));
2452 for (i = 1; i <= max_log2; ++i)
2453 format->multisample_types |= 1u << ((1u << i) - 1);
2454 }
2455 }
2456 }
2457
2458 static BOOL init_format_texture_info(struct wined3d_adapter *adapter, struct wined3d_gl_info *gl_info)
2459 {
2460 struct fragment_caps fragment_caps;
2461 struct shader_caps shader_caps;
2462 unsigned int i, j;
2463 BOOL srgb_write;
2464
2465 adapter->fragment_pipe->get_caps(gl_info, &fragment_caps);
2466 adapter->shader_backend->shader_get_caps(gl_info, &shader_caps);
2467 srgb_write = (fragment_caps.wined3d_caps & WINED3D_FRAGMENT_CAP_SRGB_WRITE)
2468 && (shader_caps.wined3d_caps & WINED3D_SHADER_CAP_SRGB_WRITE);
2469
2470 for (i = 0; i < sizeof(format_texture_info) / sizeof(*format_texture_info); ++i)
2471 {
2472 int srgb_fmt_idx = -1, fmt_idx = get_format_idx(format_texture_info[i].id);
2473 struct wined3d_format *format, *srgb_format;
2474
2475 if (fmt_idx == -1)
2476 {
2477 ERR("Format %s (%#x) not found.\n",
2478 debug_d3dformat(format_texture_info[i].id), format_texture_info[i].id);
2479 return FALSE;
2480 }
2481
2482 if (!gl_info->supported[format_texture_info[i].extension]) continue;
2483
2484 format = &gl_info->formats[fmt_idx];
2485
2486 /* ARB_texture_rg defines floating point formats, but only if
2487 * ARB_texture_float is also supported. */
2488 if (!gl_info->supported[ARB_TEXTURE_FLOAT]
2489 && (format->flags[WINED3D_GL_RES_TYPE_TEX_2D] & WINED3DFMT_FLAG_FLOAT))
2490 continue;
2491
2492 /* ARB_texture_rg defines integer formats if EXT_texture_integer is also supported. */
2493 if (!gl_info->supported[EXT_TEXTURE_INTEGER]
2494 && (format->flags[WINED3D_GL_RES_TYPE_TEX_2D] & WINED3DFMT_FLAG_INTEGER))
2495 continue;
2496
2497 format->glInternal = format_texture_info[i].gl_internal;
2498 format->glGammaInternal = format_texture_info[i].gl_srgb_internal;
2499 format->rtInternal = format_texture_info[i].gl_rt_internal;
2500 format->glFormat = format_texture_info[i].gl_format;
2501 format->glType = format_texture_info[i].gl_type;
2502 format->color_fixup = COLOR_FIXUP_IDENTITY;
2503 format->height_scale.numerator = 1;
2504 format->height_scale.denominator = 1;
2505
2506 format->flags[WINED3D_GL_RES_TYPE_TEX_1D] |= format_texture_info[i].flags;
2507 format->flags[WINED3D_GL_RES_TYPE_TEX_2D] |= format_texture_info[i].flags;
2508 format->flags[WINED3D_GL_RES_TYPE_BUFFER] |= format_texture_info[i].flags;
2509
2510 /* GL_ARB_depth_texture does not support 3D textures. It also says "cube textures are
2511 * problematic", but doesn't explicitly mandate that an error is generated. */
2512 if (gl_info->supported[EXT_TEXTURE3D]
2513 && !(format_texture_info[i].flags & (WINED3DFMT_FLAG_DEPTH | WINED3DFMT_FLAG_STENCIL)))
2514 format->flags[WINED3D_GL_RES_TYPE_TEX_3D] |= format_texture_info[i].flags;
2515
2516 if (gl_info->supported[ARB_TEXTURE_CUBE_MAP])
2517 format->flags[WINED3D_GL_RES_TYPE_TEX_CUBE] |= format_texture_info[i].flags;
2518
2519 if (gl_info->supported[ARB_TEXTURE_RECTANGLE])
2520 format->flags[WINED3D_GL_RES_TYPE_TEX_RECT] |= format_texture_info[i].flags;
2521
2522 format->flags[WINED3D_GL_RES_TYPE_RB] |= format_texture_info[i].flags;
2523 format->flags[WINED3D_GL_RES_TYPE_RB] &= ~WINED3DFMT_FLAG_TEXTURE;
2524
2525 if (format->glGammaInternal != format->glInternal
2526 && !(adapter->d3d_info.wined3d_creation_flags & WINED3D_SRGB_READ_WRITE_CONTROL))
2527 {
2528 format->glGammaInternal = format->glInternal;
2529 format_clear_flag(format, WINED3DFMT_FLAG_SRGB_READ | WINED3DFMT_FLAG_SRGB_WRITE);
2530 }
2531
2532 query_internal_format(adapter, format, &format_texture_info[i], gl_info, srgb_write, FALSE);
2533
2534 /* Texture conversion stuff */
2535 format->convert = format_texture_info[i].convert;
2536 format->conv_byte_count = format_texture_info[i].conv_byte_count;
2537
2538 for (j = 0; j < sizeof(format_srgb_info) / sizeof(*format_srgb_info); ++j)
2539 {
2540 if (format_srgb_info[j].base_format_id == format->id)
2541 {
2542 srgb_fmt_idx = get_format_idx(format_srgb_info[j].srgb_format_id);
2543 if (srgb_fmt_idx == -1)
2544 {
2545 ERR("Format %s (%#x) not found.\n",
2546 debug_d3dformat(format_srgb_info[j].srgb_format_id),
2547 format_srgb_info[j].srgb_format_id);
2548 return FALSE;
2549 }
2550 break;
2551 }
2552 }
2553
2554 if (srgb_fmt_idx == -1)
2555 continue;
2556
2557 srgb_format = &gl_info->formats[srgb_fmt_idx];
2558
2559 *srgb_format = *format;
2560 srgb_format->id = format_srgb_info[j].srgb_format_id;
2561
2562 if (gl_info->supported[EXT_TEXTURE_SRGB]
2563 && !(adapter->d3d_info.wined3d_creation_flags & WINED3D_SRGB_READ_WRITE_CONTROL))
2564 {
2565 srgb_format->glInternal = format_texture_info[i].gl_srgb_internal;
2566 srgb_format->glGammaInternal = format_texture_info[i].gl_srgb_internal;
2567 format_set_flag(srgb_format, WINED3DFMT_FLAG_SRGB_READ | WINED3DFMT_FLAG_SRGB_WRITE);
2568 query_internal_format(adapter, srgb_format, &format_texture_info[i], gl_info, srgb_write, TRUE);
2569 }
2570 }
2571
2572 return TRUE;
2573 }
2574
2575 static BOOL color_match(DWORD c1, DWORD c2, BYTE max_diff)
2576 {
2577 if (abs((c1 & 0xff) - (c2 & 0xff)) > max_diff) return FALSE;
2578 c1 >>= 8; c2 >>= 8;
2579 if (abs((c1 & 0xff) - (c2 & 0xff)) > max_diff) return FALSE;
2580 c1 >>= 8; c2 >>= 8;
2581 if (abs((c1 & 0xff) - (c2 & 0xff)) > max_diff) return FALSE;
2582 c1 >>= 8; c2 >>= 8;
2583 if (abs((c1 & 0xff) - (c2 & 0xff)) > max_diff) return FALSE;
2584 return TRUE;
2585 }
2586
2587 /* A context is provided by the caller */
2588 static BOOL check_filter(const struct wined3d_gl_info *gl_info, GLenum internal)
2589 {
2590 static const DWORD data[] = {0x00000000, 0xffffffff};
2591 GLuint tex, fbo, buffer;
2592 DWORD readback[16 * 1];
2593 BOOL ret = FALSE;
2594
2595 /* Render a filtered texture and see what happens. This is intended to detect the lack of
2596 * float16 filtering on ATI X1000 class cards. The drivers disable filtering instead of
2597 * falling back to software. If this changes in the future this code will get fooled and
2598 * apps might hit the software path due to incorrectly advertised caps.
2599 *
2600 * Its unlikely that this changes however. GL Games like Mass Effect depend on the filter
2601 * disable fallback, if Apple or ATI ever change the driver behavior they will break more
2602 * than Wine. The Linux binary <= r500 driver is not maintained any more anyway
2603 */
2604
2605 while (gl_info->gl_ops.gl.p_glGetError());
2606
2607 gl_info->gl_ops.gl.p_glGenTextures(1, &buffer);
2608 gl_info->gl_ops.gl.p_glBindTexture(GL_TEXTURE_2D, buffer);
2609 memset(readback, 0x7e, sizeof(readback));
2610 gl_info->gl_ops.gl.p_glTexImage2D(GL_TEXTURE_2D, 0, GL_RGBA8, 16, 1, 0,
2611 GL_RGBA, GL_UNSIGNED_INT_8_8_8_8, readback);
2612 gl_info->gl_ops.gl.p_glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_NEAREST);
2613 gl_info->gl_ops.gl.p_glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_NEAREST);
2614 gl_info->gl_ops.gl.p_glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_CLAMP_TO_EDGE);
2615 gl_info->gl_ops.gl.p_glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_CLAMP_TO_EDGE);
2616 gl_info->gl_ops.gl.p_glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_R, GL_CLAMP_TO_EDGE);
2617
2618 gl_info->gl_ops.gl.p_glGenTextures(1, &tex);
2619 gl_info->gl_ops.gl.p_glBindTexture(GL_TEXTURE_2D, tex);
2620 gl_info->gl_ops.gl.p_glTexImage2D(GL_TEXTURE_2D, 0, internal, 2, 1, 0,
2621 GL_BGRA, GL_UNSIGNED_INT_8_8_8_8_REV, data);
2622 gl_info->gl_ops.gl.p_glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR);
2623 gl_info->gl_ops.gl.p_glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_LINEAR);
2624 gl_info->gl_ops.gl.p_glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_CLAMP_TO_EDGE);
2625 gl_info->gl_ops.gl.p_glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_CLAMP_TO_EDGE);
2626 gl_info->gl_ops.gl.p_glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_R, GL_CLAMP_TO_EDGE);
2627 gl_info->gl_ops.gl.p_glEnable(GL_TEXTURE_2D);
2628
2629 gl_info->fbo_ops.glGenFramebuffers(1, &fbo);
2630 gl_info->fbo_ops.glBindFramebuffer(GL_FRAMEBUFFER, fbo);
2631 gl_info->fbo_ops.glFramebufferTexture2D(GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT0, GL_TEXTURE_2D, buffer, 0);
2632 gl_info->gl_ops.gl.p_glDrawBuffer(GL_COLOR_ATTACHMENT0);
2633
2634 gl_info->gl_ops.gl.p_glViewport(0, 0, 16, 1);
2635 gl_info->gl_ops.gl.p_glDisable(GL_LIGHTING);
2636 gl_info->gl_ops.gl.p_glMatrixMode(GL_MODELVIEW);
2637 gl_info->gl_ops.gl.p_glLoadIdentity();
2638 gl_info->gl_ops.gl.p_glMatrixMode(GL_PROJECTION);
2639 gl_info->gl_ops.gl.p_glLoadIdentity();
2640
2641 gl_info->gl_ops.gl.p_glClearColor(0, 1, 0, 0);
2642 gl_info->gl_ops.gl.p_glClear(GL_COLOR_BUFFER_BIT);
2643
2644 gl_info->gl_ops.gl.p_glBegin(GL_TRIANGLE_STRIP);
2645 gl_info->gl_ops.gl.p_glTexCoord2f(0.0, 0.0);
2646 gl_info->gl_ops.gl.p_glVertex2f(-1.0f, -1.0f);
2647 gl_info->gl_ops.gl.p_glTexCoord2f(1.0, 0.0);
2648 gl_info->gl_ops.gl.p_glVertex2f(1.0f, -1.0f);
2649 gl_info->gl_ops.gl.p_glTexCoord2f(0.0, 1.0);
2650 gl_info->gl_ops.gl.p_glVertex2f(-1.0f, 1.0f);
2651 gl_info->gl_ops.gl.p_glTexCoord2f(1.0, 1.0);
2652 gl_info->gl_ops.gl.p_glVertex2f(1.0f, 1.0f);
2653 gl_info->gl_ops.gl.p_glEnd();
2654
2655 gl_info->gl_ops.gl.p_glBindTexture(GL_TEXTURE_2D, buffer);
2656 memset(readback, 0x7f, sizeof(readback));
2657 gl_info->gl_ops.gl.p_glGetTexImage(GL_TEXTURE_2D, 0, GL_BGRA, GL_UNSIGNED_INT_8_8_8_8_REV, readback);
2658 if (color_match(readback[6], 0xffffffff, 5) || color_match(readback[6], 0x00000000, 5)
2659 || color_match(readback[9], 0xffffffff, 5) || color_match(readback[9], 0x00000000, 5))
2660 {
2661 TRACE("Read back colors 0x%08x and 0x%08x close to unfiltered color, assuming no filtering\n",
2662 readback[6], readback[9]);
2663 ret = FALSE;
2664 }
2665 else
2666 {
2667 TRACE("Read back colors are 0x%08x and 0x%08x, assuming texture is filtered\n",
2668 readback[6], readback[9]);
2669 ret = TRUE;
2670 }
2671
2672 gl_info->fbo_ops.glBindFramebuffer(GL_FRAMEBUFFER, 0);
2673 gl_info->fbo_ops.glDeleteFramebuffers(1, &fbo);
2674 gl_info->gl_ops.gl.p_glDeleteTextures(1, &tex);
2675 gl_info->gl_ops.gl.p_glDeleteTextures(1, &buffer);
2676
2677 if (gl_info->gl_ops.gl.p_glGetError())
2678 {
2679 FIXME("Error during filtering test for format %x, returning no filtering\n", internal);
2680 ret = FALSE;
2681 }
2682
2683 return ret;
2684 }
2685
2686 static void init_format_filter_info(struct wined3d_gl_info *gl_info, enum wined3d_pci_vendor vendor)
2687 {
2688 struct wined3d_format *format;
2689 unsigned int fmt_idx, i;
2690 static const enum wined3d_format_id fmts16[] =
2691 {
2692 WINED3DFMT_R16_FLOAT,
2693 WINED3DFMT_R16G16_FLOAT,
2694 WINED3DFMT_R16G16B16A16_FLOAT,
2695 };
2696 BOOL filtered;
2697
2698 if (gl_info->supported[ARB_INTERNALFORMAT_QUERY2])
2699 /* This was already handled by init_format_texture_info(). */
2700 return;
2701
2702 if (wined3d_settings.offscreen_rendering_mode != ORM_FBO
2703 || !gl_info->supported[WINED3D_GL_LEGACY_CONTEXT])
2704 {
2705 WARN("No FBO support, or no FBO ORM, guessing filter info from GL caps\n");
2706 if (vendor == HW_VENDOR_NVIDIA && gl_info->supported[ARB_TEXTURE_FLOAT])
2707 {
2708 TRACE("Nvidia card with texture_float support: Assuming float16 blending\n");
2709 filtered = TRUE;
2710 }
2711 else if (gl_info->limits.glsl_varyings > 44)
2712 {
2713 TRACE("More than 44 GLSL varyings - assuming d3d10 card with float16 blending\n");
2714 filtered = TRUE;
2715 }
2716 else
2717 {
2718 TRACE("Assuming no float16 blending\n");
2719 filtered = FALSE;
2720 }
2721
2722 if(filtered)
2723 {
2724 for(i = 0; i < (sizeof(fmts16) / sizeof(*fmts16)); i++)
2725 {
2726 fmt_idx = get_format_idx(fmts16[i]);
2727 format_set_flag(&gl_info->formats[fmt_idx], WINED3DFMT_FLAG_FILTERING);
2728 }
2729 }
2730 return;
2731 }
2732
2733 for(i = 0; i < (sizeof(fmts16) / sizeof(*fmts16)); i++)
2734 {
2735 fmt_idx = get_format_idx(fmts16[i]);
2736 format = &gl_info->formats[fmt_idx];
2737 if (!format->glInternal) continue; /* Not supported by GL */
2738
2739 filtered = check_filter(gl_info, gl_info->formats[fmt_idx].glInternal);
2740 if(filtered)
2741 {
2742 TRACE("Format %s supports filtering\n", debug_d3dformat(fmts16[i]));
2743 format_set_flag(format, WINED3DFMT_FLAG_FILTERING);
2744 }
2745 else
2746 {
2747 TRACE("Format %s does not support filtering\n", debug_d3dformat(fmts16[i]));
2748 }
2749 }
2750 }
2751
2752 static void apply_format_fixups(struct wined3d_adapter *adapter, struct wined3d_gl_info *gl_info)
2753 {
2754 unsigned int i;
2755 int idx;
2756
2757 idx = get_format_idx(WINED3DFMT_R16_FLOAT);
2758 gl_info->formats[idx].color_fixup = create_color_fixup_desc(
2759 0, CHANNEL_SOURCE_X, 0, CHANNEL_SOURCE_ONE, 0, CHANNEL_SOURCE_ONE, 0, CHANNEL_SOURCE_W);
2760
2761 idx = get_format_idx(WINED3DFMT_R32_FLOAT);
2762 gl_info->formats[idx].color_fixup = create_color_fixup_desc(
2763 0, CHANNEL_SOURCE_X, 0, CHANNEL_SOURCE_ONE, 0, CHANNEL_SOURCE_ONE, 0, CHANNEL_SOURCE_W);
2764
2765 idx = get_format_idx(WINED3DFMT_R16G16_UNORM);
2766 gl_info->formats[idx].color_fixup = create_color_fixup_desc(
2767 0, CHANNEL_SOURCE_X, 0, CHANNEL_SOURCE_Y, 0, CHANNEL_SOURCE_ONE, 0, CHANNEL_SOURCE_W);
2768
2769 idx = get_format_idx(WINED3DFMT_R16G16_FLOAT);
2770 gl_info->formats[idx].color_fixup = create_color_fixup_desc(
2771 0, CHANNEL_SOURCE_X, 0, CHANNEL_SOURCE_Y, 0, CHANNEL_SOURCE_ONE, 0, CHANNEL_SOURCE_W);
2772
2773 idx = get_format_idx(WINED3DFMT_R32G32_FLOAT);
2774 gl_info->formats[idx].color_fixup = create_color_fixup_desc(
2775 0, CHANNEL_SOURCE_X, 0, CHANNEL_SOURCE_Y, 0, CHANNEL_SOURCE_ONE, 0, CHANNEL_SOURCE_W);
2776
2777 /* GL_ATI_envmap_bumpmap in theory supports R8G8_SNORM but is no longer supported by
2778 * any driver. */
2779 if (gl_info->supported[NV_TEXTURE_SHADER] || gl_info->supported[EXT_TEXTURE_SNORM])
2780 {
2781 /* R8G8_SNORM and R16G16_SNORM need a fixup of the undefined blue channel. OpenGL
2782 * returns 0.0 when sampling from it, DirectX 1.0. So we always have in-shader
2783 * conversion for this format. */
2784 idx = get_format_idx(WINED3DFMT_R8G8_SNORM);
2785 gl_info->formats[idx].color_fixup = create_color_fixup_desc(
2786 0, CHANNEL_SOURCE_X, 0, CHANNEL_SOURCE_Y, 0, CHANNEL_SOURCE_ONE, 0, CHANNEL_SOURCE_ONE);
2787 idx = get_format_idx(WINED3DFMT_R16G16_SNORM);
2788 gl_info->formats[idx].color_fixup = create_color_fixup_desc(
2789 0, CHANNEL_SOURCE_X, 0, CHANNEL_SOURCE_Y, 0, CHANNEL_SOURCE_ONE, 0, CHANNEL_SOURCE_ONE);
2790 }
2791 else
2792 {
2793 /* Emulate using unsigned formats. This requires load-time conversion in addition to the
2794 * fixups here. */
2795 idx = get_format_idx(WINED3DFMT_R8G8_SNORM);
2796 gl_info->formats[idx].color_fixup = create_color_fixup_desc(
2797 1, CHANNEL_SOURCE_X, 1, CHANNEL_SOURCE_Y, 0, CHANNEL_SOURCE_ONE, 0, CHANNEL_SOURCE_ONE);
2798 idx = get_format_idx(WINED3DFMT_R16G16_SNORM);
2799 gl_info->formats[idx].color_fixup = create_color_fixup_desc(
2800 1, CHANNEL_SOURCE_X, 1, CHANNEL_SOURCE_Y, 0, CHANNEL_SOURCE_ONE, 0, CHANNEL_SOURCE_ONE);
2801 idx = get_format_idx(WINED3DFMT_R8G8B8A8_SNORM);
2802 gl_info->formats[idx].color_fixup = create_color_fixup_desc(
2803 1, CHANNEL_SOURCE_X, 1, CHANNEL_SOURCE_Y, 1, CHANNEL_SOURCE_Z, 1, CHANNEL_SOURCE_W);
2804 idx = get_format_idx(WINED3DFMT_R5G5_SNORM_L6_UNORM);
2805 gl_info->formats[idx].color_fixup = create_color_fixup_desc(
2806 1, CHANNEL_SOURCE_X, 1, CHANNEL_SOURCE_Z, 0, CHANNEL_SOURCE_Y, 0, CHANNEL_SOURCE_ONE);
2807 }
2808
2809 if (!gl_info->supported[NV_TEXTURE_SHADER])
2810 {
2811 idx = get_format_idx(WINED3DFMT_R8G8_SNORM_L8X8_UNORM);
2812 gl_info->formats[idx].color_fixup = create_color_fixup_desc(
2813 1, CHANNEL_SOURCE_X, 1, CHANNEL_SOURCE_Y, 0, CHANNEL_SOURCE_Z, 0, CHANNEL_SOURCE_W);
2814 }
2815
2816 if (gl_info->supported[ARB_TEXTURE_COMPRESSION_RGTC] || gl_info->supported[EXT_TEXTURE_COMPRESSION_RGTC])
2817 {
2818 idx = get_format_idx(WINED3DFMT_ATI1N);
2819 gl_info->formats[idx].color_fixup = create_color_fixup_desc(
2820 0, CHANNEL_SOURCE_X, 0, CHANNEL_SOURCE_X, 0, CHANNEL_SOURCE_X, 0, CHANNEL_SOURCE_X);
2821
2822 idx = get_format_idx(WINED3DFMT_ATI2N);
2823 gl_info->formats[idx].color_fixup = create_color_fixup_desc(
2824 0, CHANNEL_SOURCE_Y, 0, CHANNEL_SOURCE_X, 0, CHANNEL_SOURCE_ONE, 0, CHANNEL_SOURCE_ONE);
2825 }
2826 else if (gl_info->supported[ATI_TEXTURE_COMPRESSION_3DC])
2827 {
2828 idx = get_format_idx(WINED3DFMT_ATI2N);
2829 gl_info->formats[idx].color_fixup= create_color_fixup_desc(
2830 0, CHANNEL_SOURCE_X, 0, CHANNEL_SOURCE_W, 0, CHANNEL_SOURCE_ONE, 0, CHANNEL_SOURCE_ONE);
2831 }
2832
2833 if (!gl_info->supported[APPLE_YCBCR_422])
2834 {
2835 idx = get_format_idx(WINED3DFMT_YUY2);
2836 gl_info->formats[idx].color_fixup = create_complex_fixup_desc(COMPLEX_FIXUP_YUY2);
2837
2838 idx = get_format_idx(WINED3DFMT_UYVY);
2839 gl_info->formats[idx].color_fixup = create_complex_fixup_desc(COMPLEX_FIXUP_UYVY);
2840 }
2841
2842 idx = get_format_idx(WINED3DFMT_YV12);
2843 format_set_flag(&gl_info->formats[idx], WINED3DFMT_FLAG_HEIGHT_SCALE);
2844 gl_info->formats[idx].height_scale.numerator = 3;
2845 gl_info->formats[idx].height_scale.denominator = 2;
2846 gl_info->formats[idx].color_fixup = create_complex_fixup_desc(COMPLEX_FIXUP_YV12);
2847
2848 idx = get_format_idx(WINED3DFMT_NV12);
2849 format_set_flag(&gl_info->formats[idx], WINED3DFMT_FLAG_HEIGHT_SCALE);
2850 gl_info->formats[idx].height_scale.numerator = 3;
2851 gl_info->formats[idx].height_scale.denominator = 2;
2852 gl_info->formats[idx].color_fixup = create_complex_fixup_desc(COMPLEX_FIXUP_NV12);
2853
2854 if (!gl_info->supported[WINED3D_GL_LEGACY_CONTEXT])
2855 {
2856 idx = get_format_idx(WINED3DFMT_INTZ);
2857 gl_info->formats[idx].color_fixup = create_color_fixup_desc(
2858 0, CHANNEL_SOURCE_X, 0, CHANNEL_SOURCE_X, 0, CHANNEL_SOURCE_X, 0, CHANNEL_SOURCE_X);
2859 }
2860
2861 if (gl_info->supported[ARB_FRAGMENT_PROGRAM])
2862 {
2863 idx = get_format_idx(WINED3DFMT_P8_UINT);
2864 gl_info->formats[idx].color_fixup = create_complex_fixup_desc(COMPLEX_FIXUP_P8);
2865 }
2866
2867 if (gl_info->supported[ARB_VERTEX_ARRAY_BGRA])
2868 {
2869 idx = get_format_idx(WINED3DFMT_B8G8R8A8_UNORM);
2870 gl_info->formats[idx].gl_vtx_format = GL_BGRA;
2871 }
2872
2873 if (gl_info->supported[ARB_HALF_FLOAT_VERTEX])
2874 {
2875 /* Do not change the size of the type, it is CPU side. We have to change the GPU-side information though.
2876 * It is the job of the vertex buffer code to make sure that the vbos have the right format */
2877 idx = get_format_idx(WINED3DFMT_R16G16_FLOAT);
2878 gl_info->formats[idx].gl_vtx_type = GL_HALF_FLOAT; /* == GL_HALF_FLOAT_NV */
2879
2880 idx = get_format_idx(WINED3DFMT_R16G16B16A16_FLOAT);
2881 gl_info->formats[idx].gl_vtx_type = GL_HALF_FLOAT;
2882 }
2883
2884 if (!gl_info->supported[ARB_HALF_FLOAT_PIXEL])
2885 {
2886 idx = get_format_idx(WINED3DFMT_R16_FLOAT);
2887 format_clear_flag(&gl_info->formats[idx], WINED3DFMT_FLAG_TEXTURE);
2888
2889 idx = get_format_idx(WINED3DFMT_R16G16_FLOAT);
2890 format_clear_flag(&gl_info->formats[idx], WINED3DFMT_FLAG_TEXTURE);
2891
2892 idx = get_format_idx(WINED3DFMT_R16G16B16A16_FLOAT);
2893 format_clear_flag(&gl_info->formats[idx], WINED3DFMT_FLAG_TEXTURE);
2894 }
2895
2896 if (gl_info->quirks & WINED3D_QUIRK_BROKEN_RGBA16)
2897 {
2898 idx = get_format_idx(WINED3DFMT_R16G16B16A16_UNORM);
2899 format_clear_flag(&gl_info->formats[idx], WINED3DFMT_FLAG_TEXTURE);
2900 }
2901
2902 /* ATI instancing hack: Although ATI cards do not support Shader Model
2903 * 3.0, they support instancing. To query if the card supports instancing
2904 * CheckDeviceFormat() with the special format MAKEFOURCC('I','N','S','T')
2905 * is used. Should an application check for this, provide a proper return
2906 * value. We can do instancing with all shader versions, but we need
2907 * vertex shaders.
2908 *
2909 * Additionally applications have to set the D3DRS_POINTSIZE render state
2910 * to MAKEFOURCC('I','N','S','T') once to enable instancing. Wined3d
2911 * doesn't need that and just ignores it.
2912 *
2913 * With Shader Model 3.0 capable cards Instancing 'just works' in Windows. */
2914 /* FIXME: This should just check the shader backend caps. */
2915 if (gl_info->supported[ARB_VERTEX_PROGRAM] || gl_info->supported[ARB_VERTEX_SHADER])
2916 {
2917 idx = get_format_idx(WINED3DFMT_INST);
2918 format_set_flag(&gl_info->formats[idx], WINED3DFMT_FLAG_TEXTURE);
2919 }
2920
2921 /* Depth bound test. To query if the card supports it CheckDeviceFormat()
2922 * with the special format MAKEFOURCC('N','V','D','B') is used. It is
2923 * enabled by setting D3DRS_ADAPTIVETESS_X render state to
2924 * MAKEFOURCC('N','V','D','B') and then controlled by setting
2925 * D3DRS_ADAPTIVETESS_Z (zMin) and D3DRS_ADAPTIVETESS_W (zMax) to test
2926 * value. */
2927 if (gl_info->supported[EXT_DEPTH_BOUNDS_TEST])
2928 {
2929 idx = get_format_idx(WINED3DFMT_NVDB);
2930 format_set_flag(&gl_info->formats[idx], WINED3DFMT_FLAG_TEXTURE);
2931 }
2932
2933 /* RESZ aka AMD DX9-level hack for multisampled depth buffer resolve. You query for RESZ
2934 * support by checking for availability of MAKEFOURCC('R','E','S','Z') surfaces with
2935 * RENDERTARGET usage. */
2936 if (gl_info->supported[ARB_FRAMEBUFFER_OBJECT])
2937 {
2938 idx = get_format_idx(WINED3DFMT_RESZ);
2939 format_set_flag(&gl_info->formats[idx], WINED3DFMT_FLAG_TEXTURE | WINED3DFMT_FLAG_RENDERTARGET);
2940 }
2941
2942 for (i = 0; i < gl_info->format_count; ++i)
2943 {
2944 struct wined3d_format *format = &gl_info->formats[i];
2945
2946 if (!(format->flags[WINED3D_GL_RES_TYPE_TEX_2D] & WINED3DFMT_FLAG_TEXTURE))
2947 continue;
2948
2949 if (!adapter->shader_backend->shader_color_fixup_supported(format->color_fixup)
2950 || !adapter->fragment_pipe->color_fixup_supported(format->color_fixup))
2951 format_clear_flag(&gl_info->formats[idx], WINED3DFMT_FLAG_TEXTURE);
2952 }
2953
2954 /* GL_EXT_texture_compression_s3tc does not support 3D textures. Some Windows drivers
2955 * for dx9 GPUs support it, some do not, so not supporting DXTn volumes is OK for d3d9.
2956 *
2957 * Note that GL_NV_texture_compression_vtc adds this functionality to OpenGL, but the
2958 * block layout is not compatible with the one used by d3d. See volume_dxt5_test. */
2959 idx = get_format_idx(WINED3DFMT_DXT1);
2960 gl_info->formats[idx].flags[WINED3D_GL_RES_TYPE_TEX_3D] &= ~WINED3DFMT_FLAG_TEXTURE;
2961 idx = get_format_idx(WINED3DFMT_DXT2);
2962 gl_info->formats[idx].flags[WINED3D_GL_RES_TYPE_TEX_3D] &= ~WINED3DFMT_FLAG_TEXTURE;
2963 idx = get_format_idx(WINED3DFMT_DXT3);
2964 gl_info->formats[idx].flags[WINED3D_GL_RES_TYPE_TEX_3D] &= ~WINED3DFMT_FLAG_TEXTURE;
2965 idx = get_format_idx(WINED3DFMT_DXT4);
2966 gl_info->formats[idx].flags[WINED3D_GL_RES_TYPE_TEX_3D] &= ~WINED3DFMT_FLAG_TEXTURE;
2967 idx = get_format_idx(WINED3DFMT_DXT5);
2968 gl_info->formats[idx].flags[WINED3D_GL_RES_TYPE_TEX_3D] &= ~WINED3DFMT_FLAG_TEXTURE;
2969 idx = get_format_idx(WINED3DFMT_BC1_UNORM);
2970 gl_info->formats[idx].flags[WINED3D_GL_RES_TYPE_TEX_3D] &= ~WINED3DFMT_FLAG_TEXTURE;
2971 idx = get_format_idx(WINED3DFMT_BC2_UNORM);
2972 gl_info->formats[idx].flags[WINED3D_GL_RES_TYPE_TEX_3D] &= ~WINED3DFMT_FLAG_TEXTURE;
2973 idx = get_format_idx(WINED3DFMT_BC3_UNORM);
2974 gl_info->formats[idx].flags[WINED3D_GL_RES_TYPE_TEX_3D] &= ~WINED3DFMT_FLAG_TEXTURE;
2975 /* Similarly with ATI1N / ATI2N and GL_ARB_texture_compression_rgtc. */
2976 idx = get_format_idx(WINED3DFMT_ATI1N);
2977 gl_info->formats[idx].flags[WINED3D_GL_RES_TYPE_TEX_3D] &= ~WINED3DFMT_FLAG_TEXTURE;
2978 idx = get_format_idx(WINED3DFMT_ATI2N);
2979 gl_info->formats[idx].flags[WINED3D_GL_RES_TYPE_TEX_3D] &= ~WINED3DFMT_FLAG_TEXTURE;
2980 }
2981
2982 static BOOL init_format_vertex_info(struct wined3d_gl_info *gl_info)
2983 {
2984 unsigned int i;
2985
2986 for (i = 0; i < (sizeof(format_vertex_info) / sizeof(*format_vertex_info)); ++i)
2987 {
2988 struct wined3d_format *format;
2989 int fmt_idx = get_format_idx(format_vertex_info[i].id);
2990
2991 if (fmt_idx == -1)
2992 {
2993 ERR("Format %s (%#x) not found.\n",
2994 debug_d3dformat(format_vertex_info[i].id), format_vertex_info[i].id);
2995 return FALSE;
2996 }
2997
2998 format = &gl_info->formats[fmt_idx];
2999 format->emit_idx = format_vertex_info[i].emit_idx;
3000 format->component_count = format_vertex_info[i].component_count;
3001 format->gl_vtx_type = format_vertex_info[i].gl_vtx_type;
3002 format->gl_vtx_format = format_vertex_info[i].gl_vtx_format;
3003 format->gl_normalized = format_vertex_info[i].gl_normalized;
3004 format->component_size = format_vertex_info[i].component_size;
3005 }
3006
3007 return TRUE;
3008 }
3009
3010 static BOOL init_typeless_formats(struct wined3d_gl_info *gl_info)
3011 {
3012 unsigned int flags[WINED3D_GL_RES_TYPE_COUNT];
3013 unsigned int i, j;
3014
3015 for (i = 0; i < ARRAY_SIZE(typed_formats); ++i)
3016 {
3017 struct wined3d_format *format, *typeless_format;
3018 int fmt_idx = get_format_idx(typed_formats[i].id);
3019 int typeless_fmt_idx = get_format_idx(typed_formats[i].typeless_id);
3020
3021 if (fmt_idx == -1)
3022 {
3023 ERR("Format %s (%#x) not found.\n",
3024 debug_d3dformat(typed_formats[i].id),
3025 typed_formats[i].id);
3026 return FALSE;
3027 }
3028 if (typeless_fmt_idx == -1)
3029 {
3030 ERR("Format %s (%#x) not found.\n",
3031 debug_d3dformat(typed_formats[i].typeless_id),
3032 typed_formats[i].typeless_id);
3033 return FALSE;
3034 }
3035
3036 format = &gl_info->formats[fmt_idx];
3037 typeless_format = &gl_info->formats[typeless_fmt_idx];
3038
3039 memcpy(flags, typeless_format->flags, sizeof(flags));
3040 *typeless_format = *format;
3041 typeless_format->id = typed_formats[i].typeless_id;
3042 for (j = 0; j < ARRAY_SIZE(typeless_format->flags); ++j)
3043 typeless_format->flags[j] |= flags[j];
3044 }
3045
3046 return TRUE;
3047 }
3048
3049 BOOL initPixelFormatsNoGL(struct wined3d_gl_info *gl_info)
3050 {
3051 if (!init_format_base_info(gl_info)) return FALSE;
3052
3053 if (!init_format_block_info(gl_info))
3054 {
3055 HeapFree(GetProcessHeap(), 0, gl_info->formats);
3056 gl_info->formats = NULL;
3057 return FALSE;
3058 }
3059
3060 return TRUE;
3061 }
3062
3063 /* Context activation is done by the caller. */
3064 BOOL wined3d_adapter_init_format_info(struct wined3d_adapter *adapter, struct wined3d_caps_gl_ctx *ctx)
3065 {
3066 struct wined3d_gl_info *gl_info = &adapter->gl_info;
3067
3068 if (!init_format_base_info(gl_info)) return FALSE;
3069
3070 if (!init_format_block_info(gl_info)) goto fail;
3071 if (!init_format_texture_info(adapter, gl_info)) goto fail;
3072 if (!init_format_vertex_info(gl_info)) goto fail;
3073
3074 apply_format_fixups(adapter, gl_info);
3075 init_format_fbo_compat_info(ctx);
3076 init_format_filter_info(gl_info, adapter->driver_info.vendor);
3077 if (!init_typeless_formats(gl_info)) goto fail;
3078
3079 return TRUE;
3080
3081 fail:
3082 HeapFree(GetProcessHeap(), 0, gl_info->formats);
3083 gl_info->formats = NULL;
3084 return FALSE;
3085 }
3086
3087 float wined3d_adapter_find_polyoffset_scale(struct wined3d_caps_gl_ctx *ctx, GLenum format)
3088 {
3089 const struct wined3d_gl_info *gl_info = ctx->gl_info;
3090 static const struct wined3d_color blue = {0.0f, 0.0f, 1.0f, 1.0f};
3091 GLuint fbo, color, depth;
3092 unsigned int low = 0, high = 32, cur;
3093 DWORD readback[256];
3094 static const struct wined3d_vec3 geometry[] =
3095 {
3096 {-1.0f, -1.0f, -1.0f},
3097 { 1.0f, -1.0f, 0.0f},
3098 {-1.0f, 1.0f, -1.0f},
3099 { 1.0f, 1.0f, 0.0f},
3100 };
3101
3102 /* Most drivers want 2^23 for fixed point depth buffers, including r300g, r600g,
3103 * Nvidia. Use this as a fallback if the detection fails. */
3104 unsigned int fallback = 23;
3105
3106 if (wined3d_settings.offscreen_rendering_mode != ORM_FBO)
3107 {
3108 FIXME("No FBOs, assuming polyoffset scale of 2^%u.\n", fallback);
3109 return (float)(1u << fallback);
3110 }
3111
3112 gl_info->gl_ops.gl.p_glGenTextures(1, &color);
3113 gl_info->gl_ops.gl.p_glBindTexture(GL_TEXTURE_2D, color);
3114 gl_info->gl_ops.gl.p_glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAX_LEVEL, 0);
3115 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);
3116
3117 gl_info->fbo_ops.glGenRenderbuffers(1, &depth);
3118 gl_info->fbo_ops.glBindRenderbuffer(GL_RENDERBUFFER, depth);
3119 gl_info->fbo_ops.glRenderbufferStorage(GL_RENDERBUFFER, format, 256, 1);
3120
3121 gl_info->fbo_ops.glGenFramebuffers(1, &fbo);
3122 gl_info->fbo_ops.glBindFramebuffer(GL_FRAMEBUFFER, fbo);
3123 gl_info->fbo_ops.glFramebufferTexture2D(GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT0, GL_TEXTURE_2D, color, 0);
3124 gl_info->fbo_ops.glFramebufferRenderbuffer(GL_FRAMEBUFFER, GL_DEPTH_ATTACHMENT, GL_RENDERBUFFER, depth);
3125 checkGLcall("Setup framebuffer");
3126
3127 gl_info->gl_ops.gl.p_glClearColor(0.0f, 0.0f, 0.5f, 0.0f);
3128 gl_info->gl_ops.gl.p_glClearDepth(0.5f);
3129 gl_info->gl_ops.gl.p_glEnable(GL_DEPTH_TEST);
3130 gl_info->gl_ops.gl.p_glEnable(GL_POLYGON_OFFSET_FILL);
3131 gl_info->gl_ops.gl.p_glViewport(0, 0, 256, 1);
3132 checkGLcall("Misc parameters");
3133
3134 for (;;)
3135 {
3136 if (high - low <= 1)
3137 {
3138 ERR("PolygonOffset scale factor detection failed, using fallback value 2^%u.\n", fallback);
3139 cur = fallback;
3140 break;
3141 }
3142 cur = (low + high) / 2;
3143
3144 gl_info->gl_ops.gl.p_glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT);
3145 /* The post viewport transform Z of the geometry runs from 0.0 to 0.5. We want to push it another
3146 * 0.25 so that the Z buffer content (0.5) cuts the quad off at half the screen. */
3147 gl_info->gl_ops.gl.p_glPolygonOffset(0.0f, (float)(1u << cur) * 0.25f);
3148 draw_test_quad(ctx, geometry, &blue);
3149 checkGLcall("Test draw");
3150
3151 /* Rebinding texture to workaround a fglrx bug. */
3152 gl_info->gl_ops.gl.p_glBindTexture(GL_TEXTURE_2D, color);
3153 gl_info->gl_ops.gl.p_glGetTexImage(GL_TEXTURE_2D, 0, GL_BGRA, GL_UNSIGNED_INT_8_8_8_8_REV, readback);
3154 checkGLcall("readback");
3155
3156 TRACE("low %02u, high %02u, cur %2u, 0=0x%08x, 125=0x%08x, 131=0x%08x, 255=0x%08x\n",
3157 low, high, cur, readback[0], readback[125], readback[131], readback[255]);
3158
3159 if ((readback[125] & 0xff) < 0xa0)
3160 high = cur;
3161 else if ((readback[131] & 0xff) > 0xa0)
3162 low = cur;
3163 else
3164 {
3165 TRACE("Found scale factor 2^%u for format %x\n", cur, format);
3166 break;
3167 }
3168 }
3169
3170 gl_info->gl_ops.gl.p_glDeleteTextures(1, &color);
3171 gl_info->fbo_ops.glDeleteRenderbuffers(1, &depth);
3172 gl_info->fbo_ops.glDeleteFramebuffers(1, &fbo);
3173 gl_info->fbo_ops.glBindFramebuffer(GL_FRAMEBUFFER, 0);
3174 checkGLcall("Delete framebuffer");
3175
3176 gl_info->gl_ops.gl.p_glDisable(GL_DEPTH_TEST);
3177 gl_info->gl_ops.gl.p_glDisable(GL_POLYGON_OFFSET_FILL);
3178 return (float)(1u << cur);
3179 }
3180
3181 const struct wined3d_format *wined3d_get_format(const struct wined3d_gl_info *gl_info,
3182 enum wined3d_format_id format_id)
3183 {
3184 int idx = get_format_idx(format_id);
3185
3186 if (idx == -1)
3187 {
3188 FIXME("Can't find format %s (%#x) in the format lookup table\n",
3189 debug_d3dformat(format_id), format_id);
3190 /* Get the caller a valid pointer */
3191 idx = get_format_idx(WINED3DFMT_UNKNOWN);
3192 }
3193
3194 return &gl_info->formats[idx];
3195 }
3196
3197 #if defined(STAGING_CSMT)
3198 UINT wined3d_format_calculate_pitch(const struct wined3d_format *format, UINT width)
3199 {
3200 /* For block based formats, pitch means the amount of bytes to the next
3201 * row of blocks rather than the next row of pixels. */
3202 if (format->flags[WINED3D_GL_RES_TYPE_TEX_2D] & WINED3DFMT_FLAG_BLOCKS)
3203 return format->block_byte_count * ((width + format->block_width - 1) / format->block_width);
3204
3205 return format->byte_count * width;
3206 }
3207
3208 UINT wined3d_format_calculate_size(const struct wined3d_format *format, UINT alignment,
3209 UINT width, UINT height, UINT depth)
3210 {
3211 UINT pitch = wined3d_format_calculate_pitch(format, width);
3212 UINT size;
3213
3214 if (format->id == WINED3DFMT_UNKNOWN)
3215 {
3216 size = 0;
3217 }
3218 else if (format->flags[WINED3D_GL_RES_TYPE_TEX_2D] & WINED3DFMT_FLAG_BLOCKS)
3219 {
3220 UINT row_count = (height + format->block_height - 1) / format->block_height;
3221 size = row_count * ((pitch + alignment - 1) & ~(alignment - 1));
3222 }
3223 else
3224 {
3225 size = height * ((pitch + alignment - 1) & ~(alignment - 1));
3226 }
3227
3228 if (format->flags[WINED3D_GL_RES_TYPE_TEX_2D] & WINED3DFMT_FLAG_HEIGHT_SCALE)
3229 {
3230 /* The D3D format requirements make sure that the resulting format is an integer again */
3231 size *= format->height_scale.numerator;
3232 size /= format->height_scale.denominator;
3233 }
3234
3235 size *= depth;
3236
3237 return size;
3238 #else /* STAGING_CSMT */
3239 void wined3d_format_calculate_pitch(const struct wined3d_format *format, unsigned int alignment,
3240 unsigned int width, unsigned int height, unsigned int *row_pitch, unsigned int *slice_pitch)
3241 {
3242 /* For block based formats, pitch means the amount of bytes to the next
3243 * row of blocks rather than the next row of pixels. */
3244 if (format->flags[WINED3D_GL_RES_TYPE_TEX_2D] & WINED3DFMT_FLAG_BLOCKS)
3245 {
3246 unsigned int row_block_count = (width + format->block_width - 1) / format->block_width;
3247 unsigned int slice_block_count = (height + format->block_height - 1) / format->block_height;
3248 *row_pitch = row_block_count * format->block_byte_count;
3249 *row_pitch = (*row_pitch + alignment - 1) & ~(alignment - 1);
3250 *slice_pitch = *row_pitch * slice_block_count;
3251 }
3252 else
3253 {
3254 *row_pitch = format->byte_count * width; /* Bytes / row */
3255 *row_pitch = (*row_pitch + alignment - 1) & ~(alignment - 1);
3256 *slice_pitch = *row_pitch * height;
3257 }
3258
3259 if (format->flags[WINED3D_GL_RES_TYPE_TEX_2D] & WINED3DFMT_FLAG_HEIGHT_SCALE)
3260 {
3261 /* The D3D format requirements make sure that the resulting format is an integer again */
3262 *slice_pitch *= format->height_scale.numerator;
3263 *slice_pitch /= format->height_scale.denominator;
3264 }
3265
3266 TRACE("Returning row pitch %u, slice pitch %u.\n", *row_pitch, *slice_pitch);
3267 }
3268
3269 UINT wined3d_format_calculate_size(const struct wined3d_format *format, UINT alignment,
3270 UINT width, UINT height, UINT depth)
3271 {
3272 unsigned int row_pitch, slice_pitch;
3273
3274 if (format->id == WINED3DFMT_UNKNOWN)
3275 return 0;
3276
3277 wined3d_format_calculate_pitch(format, alignment, width, height, &row_pitch, &slice_pitch);
3278
3279 return slice_pitch * depth;
3280 #endif /* STAGING_CSMT */
3281 }
3282
3283 /*****************************************************************************
3284 * Trace formatting of useful values
3285 */
3286 const char *debug_box(const struct wined3d_box *box)
3287 {
3288 if (!box)
3289 return "(null)";
3290 return wine_dbg_sprintf("(%u, %u, %u)-(%u, %u, %u)",
3291 box->left, box->top, box->front,
3292 box->right, box->bottom, box->back);
3293 }
3294
3295 const char *debug_d3dformat(enum wined3d_format_id format_id)
3296 {
3297 switch (format_id)
3298 {
3299 #define FMT_TO_STR(format_id) case format_id: return #format_id
3300 FMT_TO_STR(WINED3DFMT_UNKNOWN);
3301 FMT_TO_STR(WINED3DFMT_B8G8R8_UNORM);
3302 FMT_TO_STR(WINED3DFMT_B5G5R5X1_UNORM);
3303 FMT_TO_STR(WINED3DFMT_B4G4R4A4_UNORM);
3304 FMT_TO_STR(WINED3DFMT_B2G3R3_UNORM);
3305 FMT_TO_STR(WINED3DFMT_B2G3R3A8_UNORM);
3306 FMT_TO_STR(WINED3DFMT_B4G4R4X4_UNORM);
3307 FMT_TO_STR(WINED3DFMT_R8G8B8X8_UNORM);
3308 FMT_TO_STR(WINED3DFMT_B10G10R10A2_UNORM);
3309 FMT_TO_STR(WINED3DFMT_P8_UINT_A8_UNORM);
3310 FMT_TO_STR(WINED3DFMT_P8_UINT);
3311 FMT_TO_STR(WINED3DFMT_L8_UNORM);
3312 FMT_TO_STR(WINED3DFMT_L8A8_UNORM);
3313 FMT_TO_STR(WINED3DFMT_L4A4_UNORM);
3314 FMT_TO_STR(WINED3DFMT_R5G5_SNORM_L6_UNORM);
3315 FMT_TO_STR(WINED3DFMT_R8G8_SNORM_L8X8_UNORM);
3316 FMT_TO_STR(WINED3DFMT_R10G11B11_SNORM);
3317 FMT_TO_STR(WINED3DFMT_R10G10B10_SNORM_A2_UNORM);
3318 FMT_TO_STR(WINED3DFMT_UYVY);
3319 FMT_TO_STR(WINED3DFMT_YUY2);
3320 FMT_TO_STR(WINED3DFMT_YV12);
3321 FMT_TO_STR(WINED3DFMT_NV12);
3322 FMT_TO_STR(WINED3DFMT_DXT1);
3323 FMT_TO_STR(WINED3DFMT_DXT2);
3324 FMT_TO_STR(WINED3DFMT_DXT3);
3325 FMT_TO_STR(WINED3DFMT_DXT4);
3326 FMT_TO_STR(WINED3DFMT_DXT5);
3327 FMT_TO_STR(WINED3DFMT_MULTI2_ARGB8);
3328 FMT_TO_STR(WINED3DFMT_G8R8_G8B8);
3329 FMT_TO_STR(WINED3DFMT_R8G8_B8G8);
3330 FMT_TO_STR(WINED3DFMT_D16_LOCKABLE);
3331 FMT_TO_STR(WINED3DFMT_D32_UNORM);
3332 FMT_TO_STR(WINED3DFMT_S1_UINT_D15_UNORM);
3333 FMT_TO_STR(WINED3DFMT_X8D24_UNORM);
3334 FMT_TO_STR(WINED3DFMT_S4X4_UINT_D24_UNORM);
3335 FMT_TO_STR(WINED3DFMT_L16_UNORM);
3336 FMT_TO_STR(WINED3DFMT_S8_UINT_D24_FLOAT);
3337 FMT_TO_STR(WINED3DFMT_VERTEXDATA);
3338 FMT_TO_STR(WINED3DFMT_R8G8_SNORM_Cx);
3339 FMT_TO_STR(WINED3DFMT_ATI1N);
3340 FMT_TO_STR(WINED3DFMT_ATI2N);
3341 FMT_TO_STR(WINED3DFMT_NVDB);
3342 FMT_TO_STR(WINED3DFMT_NVHU);
3343 FMT_TO_STR(WINED3DFMT_NVHS);
3344 FMT_TO_STR(WINED3DFMT_R32G32B32A32_TYPELESS);
3345 FMT_TO_STR(WINED3DFMT_R32G32B32A32_FLOAT);
3346 FMT_TO_STR(WINED3DFMT_R32G32B32A32_UINT);
3347 FMT_TO_STR(WINED3DFMT_R32G32B32A32_SINT);
3348 FMT_TO_STR(WINED3DFMT_R32G32B32_TYPELESS);
3349 FMT_TO_STR(WINED3DFMT_R32G32B32_FLOAT);
3350 FMT_TO_STR(WINED3DFMT_R32G32B32_UINT);
3351 FMT_TO_STR(WINED3DFMT_R32G32B32_SINT);
3352 FMT_TO_STR(WINED3DFMT_R16G16B16A16_TYPELESS);
3353 FMT_TO_STR(WINED3DFMT_R16G16B16A16_FLOAT);
3354 FMT_TO_STR(WINED3DFMT_R16G16B16A16_UNORM);
3355 FMT_TO_STR(WINED3DFMT_R16G16B16A16_UINT);
3356 FMT_TO_STR(WINED3DFMT_R16G16B16A16_SNORM);
3357 FMT_TO_STR(WINED3DFMT_R16G16B16A16_SINT);
3358 FMT_TO_STR(WINED3DFMT_R32G32_TYPELESS);
3359 FMT_TO_STR(WINED3DFMT_R32G32_FLOAT);
3360 FMT_TO_STR(WINED3DFMT_R32G32_UINT);
3361 FMT_TO_STR(WINED3DFMT_R32G32_SINT);
3362 FMT_TO_STR(WINED3DFMT_R32G8X24_TYPELESS);
3363 FMT_TO_STR(WINED3DFMT_D32_FLOAT_S8X24_UINT);
3364 FMT_TO_STR(WINED3DFMT_R32_FLOAT_X8X24_TYPELESS);
3365 FMT_TO_STR(WINED3DFMT_X32_TYPELESS_G8X24_UINT);
3366 FMT_TO_STR(WINED3DFMT_R10G10B10A2_TYPELESS);
3367 FMT_TO_STR(WINED3DFMT_R10G10B10A2_UNORM);
3368 FMT_TO_STR(WINED3DFMT_R10G10B10A2_UINT);
3369 FMT_TO_STR(WINED3DFMT_R10G10B10A2_SNORM);
3370 FMT_TO_STR(WINED3DFMT_R11G11B10_FLOAT);
3371 FMT_TO_STR(WINED3DFMT_R8G8B8A8_TYPELESS);
3372 FMT_TO_STR(WINED3DFMT_R8G8B8A8_UNORM);
3373 FMT_TO_STR(WINED3DFMT_R8G8B8A8_UNORM_SRGB);
3374 FMT_TO_STR(WINED3DFMT_R8G8B8A8_UINT);
3375 FMT_TO_STR(WINED3DFMT_R8G8B8A8_SNORM);
3376 FMT_TO_STR(WINED3DFMT_R8G8B8A8_SINT);
3377 FMT_TO_STR(WINED3DFMT_R16G16_TYPELESS);
3378 FMT_TO_STR(WINED3DFMT_R16G16_FLOAT);
3379 FMT_TO_STR(WINED3DFMT_R16G16_UNORM);
3380 FMT_TO_STR(WINED3DFMT_R16G16_UINT);
3381 FMT_TO_STR(WINED3DFMT_R16G16_SNORM);
3382 FMT_TO_STR(WINED3DFMT_R16G16_SINT);
3383 FMT_TO_STR(WINED3DFMT_R32_TYPELESS);
3384 FMT_TO_STR(WINED3DFMT_D32_FLOAT);
3385 FMT_TO_STR(WINED3DFMT_R32_FLOAT);
3386 FMT_TO_STR(WINED3DFMT_R32_UINT);
3387 FMT_TO_STR(WINED3DFMT_R32_SINT);
3388 FMT_TO_STR(WINED3DFMT_R24G8_TYPELESS);
3389 FMT_TO_STR(WINED3DFMT_D24_UNORM_S8_UINT);
3390 FMT_TO_STR(WINED3DFMT_R24_UNORM_X8_TYPELESS);
3391 FMT_TO_STR(WINED3DFMT_X24_TYPELESS_G8_UINT);
3392 FMT_TO_STR(WINED3DFMT_R8G8_TYPELESS);
3393 FMT_TO_STR(WINED3DFMT_R8G8_UNORM);
3394 FMT_TO_STR(WINED3DFMT_R8G8_UINT);
3395 FMT_TO_STR(WINED3DFMT_R8G8_SNORM);
3396 FMT_TO_STR(WINED3DFMT_R8G8_SINT);
3397 FMT_TO_STR(WINED3DFMT_R16_TYPELESS);
3398 FMT_TO_STR(WINED3DFMT_R16_FLOAT);
3399 FMT_TO_STR(WINED3DFMT_D16_UNORM);
3400 FMT_TO_STR(WINED3DFMT_R16_UNORM);
3401 FMT_TO_STR(WINED3DFMT_R16_UINT);
3402 FMT_TO_STR(WINED3DFMT_R16_SNORM);
3403 FMT_TO_STR(WINED3DFMT_R16_SINT);
3404 FMT_TO_STR(WINED3DFMT_R8_TYPELESS);
3405 FMT_TO_STR(WINED3DFMT_R8_UNORM);
3406 FMT_TO_STR(WINED3DFMT_R8_UINT);
3407 FMT_TO_STR(WINED3DFMT_R8_SNORM);
3408 FMT_TO_STR(WINED3DFMT_R8_SINT);
3409 FMT_TO_STR(WINED3DFMT_A8_UNORM);
3410 FMT_TO_STR(WINED3DFMT_R1_UNORM);
3411 FMT_TO_STR(WINED3DFMT_R9G9B9E5_SHAREDEXP);
3412 FMT_TO_STR(WINED3DFMT_R8G8_B8G8_UNORM);
3413 FMT_TO_STR(WINED3DFMT_G8R8_G8B8_UNORM);
3414 FMT_TO_STR(WINED3DFMT_BC1_TYPELESS);
3415 FMT_TO_STR(WINED3DFMT_BC1_UNORM);
3416 FMT_TO_STR(WINED3DFMT_BC1_UNORM_SRGB);
3417 FMT_TO_STR(WINED3DFMT_BC2_TYPELESS);
3418 FMT_TO_STR(WINED3DFMT_BC2_UNORM);
3419 FMT_TO_STR(WINED3DFMT_BC2_UNORM_SRGB);
3420 FMT_TO_STR(WINED3DFMT_BC3_TYPELESS);
3421 FMT_TO_STR(WINED3DFMT_BC3_UNORM);
3422 FMT_TO_STR(WINED3DFMT_BC3_UNORM_SRGB);
3423 FMT_TO_STR(WINED3DFMT_BC4_TYPELESS);
3424 FMT_TO_STR(WINED3DFMT_BC4_UNORM);
3425 FMT_TO_STR(WINED3DFMT_BC4_SNORM);
3426 FMT_TO_STR(WINED3DFMT_BC5_TYPELESS);
3427 FMT_TO_STR(WINED3DFMT_BC5_UNORM);
3428 FMT_TO_STR(WINED3DFMT_BC5_SNORM);
3429 FMT_TO_STR(WINED3DFMT_B5G6R5_UNORM);
3430 FMT_TO_STR(WINED3DFMT_B5G5R5A1_UNORM);
3431 FMT_TO_STR(WINED3DFMT_B8G8R8A8_UNORM);
3432 FMT_TO_STR(WINED3DFMT_B8G8R8X8_UNORM);
3433 FMT_TO_STR(WINED3DFMT_B8G8R8A8_TYPELESS);
3434 FMT_TO_STR(WINED3DFMT_B8G8R8A8_UNORM_SRGB);
3435 FMT_TO_STR(WINED3DFMT_B8G8R8X8_TYPELESS);
3436 FMT_TO_STR(WINED3DFMT_B8G8R8X8_UNORM_SRGB);
3437 FMT_TO_STR(WINED3DFMT_BC7_TYPELESS);
3438 FMT_TO_STR(WINED3DFMT_BC7_UNORM);
3439 FMT_TO_STR(WINED3DFMT_BC7_UNORM_SRGB);
3440 FMT_TO_STR(WINED3DFMT_INTZ);
3441 FMT_TO_STR(WINED3DFMT_RESZ);
3442 FMT_TO_STR(WINED3DFMT_NULL);
3443 FMT_TO_STR(WINED3DFMT_R16);
3444 FMT_TO_STR(WINED3DFMT_AL16);
3445 #undef FMT_TO_STR
3446 default:
3447 {
3448 char fourcc[5];
3449 fourcc[0] = (char)(format_id);
3450 fourcc[1] = (char)(format_id >> 8);
3451 fourcc[2] = (char)(format_id >> 16);
3452 fourcc[3] = (char)(format_id >> 24);
3453 fourcc[4] = 0;
3454 if (isprint(fourcc[0]) && isprint(fourcc[1]) && isprint(fourcc[2]) && isprint(fourcc[3]))
3455 FIXME("Unrecognized %#x (as fourcc: %s) WINED3DFORMAT!\n", format_id, fourcc);
3456 else
3457 FIXME("Unrecognized %#x WINED3DFORMAT!\n", format_id);
3458 }
3459 return "unrecognized";
3460 }
3461 }
3462
3463 const char *debug_d3ddevicetype(enum wined3d_device_type device_type)
3464 {
3465 switch (device_type)
3466 {
3467 #define DEVTYPE_TO_STR(dev) case dev: return #dev
3468 DEVTYPE_TO_STR(WINED3D_DEVICE_TYPE_HAL);
3469 DEVTYPE_TO_STR(WINED3D_DEVICE_TYPE_REF);
3470 DEVTYPE_TO_STR(WINED3D_DEVICE_TYPE_SW);
3471 #undef DEVTYPE_TO_STR
3472 default:
3473 FIXME("Unrecognized device type %#x.\n", device_type);
3474 return "unrecognized";
3475 }
3476 }
3477
3478 const char *debug_d3dusage(DWORD usage)
3479 {
3480 char buf[333];
3481
3482 buf[0] = '\0';
3483 #define WINED3DUSAGE_TO_STR(u) if (usage & u) { strcat(buf, " | "#u); usage &= ~u; }
3484 WINED3DUSAGE_TO_STR(WINED3DUSAGE_RENDERTARGET);
3485 WINED3DUSAGE_TO_STR(WINED3DUSAGE_DEPTHSTENCIL);
3486 WINED3DUSAGE_TO_STR(WINED3DUSAGE_WRITEONLY);
3487 WINED3DUSAGE_TO_STR(WINED3DUSAGE_SOFTWAREPROCESSING);
3488 WINED3DUSAGE_TO_STR(WINED3DUSAGE_DONOTCLIP);
3489 WINED3DUSAGE_TO_STR(WINED3DUSAGE_POINTS);
3490 WINED3DUSAGE_TO_STR(WINED3DUSAGE_RTPATCHES);
3491 WINED3DUSAGE_TO_STR(WINED3DUSAGE_NPATCHES);
3492 WINED3DUSAGE_TO_STR(WINED3DUSAGE_DYNAMIC);
3493 WINED3DUSAGE_TO_STR(WINED3DUSAGE_AUTOGENMIPMAP);
3494 WINED3DUSAGE_TO_STR(WINED3DUSAGE_DMAP);
3495 WINED3DUSAGE_TO_STR(WINED3DUSAGE_STATICDECL);
3496 WINED3DUSAGE_TO_STR(WINED3DUSAGE_OVERLAY);
3497 #undef WINED3DUSAGE_TO_STR
3498 if (usage) FIXME("Unrecognized usage flag(s) %#x\n", usage);
3499
3500 return buf[0] ? wine_dbg_sprintf("%s", &buf[3]) : "0";
3501 }
3502
3503 const char *debug_d3dusagequery(DWORD usagequery)
3504 {
3505 char buf[238];
3506
3507 buf[0] = '\0';
3508 #define WINED3DUSAGEQUERY_TO_STR(u) if (usagequery & u) { strcat(buf, " | "#u); usagequery &= ~u; }
3509 WINED3DUSAGEQUERY_TO_STR(WINED3DUSAGE_QUERY_FILTER);
3510 WINED3DUSAGEQUERY_TO_STR(WINED3DUSAGE_QUERY_LEGACYBUMPMAP);
3511 WINED3DUSAGEQUERY_TO_STR(WINED3DUSAGE_QUERY_POSTPIXELSHADER_BLENDING);
3512 WINED3DUSAGEQUERY_TO_STR(WINED3DUSAGE_QUERY_SRGBREAD);
3513 WINED3DUSAGEQUERY_TO_STR(WINED3DUSAGE_QUERY_SRGBWRITE);
3514 WINED3DUSAGEQUERY_TO_STR(WINED3DUSAGE_QUERY_VERTEXTEXTURE);
3515 WINED3DUSAGEQUERY_TO_STR(WINED3DUSAGE_QUERY_WRAPANDMIP);
3516 #undef WINED3DUSAGEQUERY_TO_STR
3517 if (usagequery) FIXME("Unrecognized usage query flag(s) %#x\n", usagequery);
3518
3519 return buf[0] ? wine_dbg_sprintf("%s", &buf[3]) : "0";
3520 }
3521
3522 const char *debug_d3ddeclmethod(enum wined3d_decl_method method)
3523 {
3524 switch (method)
3525 {
3526 #define WINED3DDECLMETHOD_TO_STR(u) case u: return #u
3527 WINED3DDECLMETHOD_TO_STR(WINED3D_DECL_METHOD_DEFAULT);
3528 WINED3DDECLMETHOD_TO_STR(WINED3D_DECL_METHOD_PARTIAL_U);
3529 WINED3DDECLMETHOD_TO_STR(WINED3D_DECL_METHOD_PARTIAL_V);
3530 WINED3DDECLMETHOD_TO_STR(WINED3D_DECL_METHOD_CROSS_UV);
3531 WINED3DDECLMETHOD_TO_STR(WINED3D_DECL_METHOD_UV);
3532 WINED3DDECLMETHOD_TO_STR(WINED3D_DECL_METHOD_LOOKUP);
3533 WINED3DDECLMETHOD_TO_STR(WINED3D_DECL_METHOD_LOOKUP_PRESAMPLED);
3534 #undef WINED3DDECLMETHOD_TO_STR
3535 default:
3536 FIXME("Unrecognized declaration method %#x.\n", method);
3537 return "unrecognized";
3538 }
3539 }
3540
3541 const char *debug_d3ddeclusage(enum wined3d_decl_usage usage)
3542 {
3543 switch (usage)
3544 {
3545 #define WINED3DDECLUSAGE_TO_STR(u) case u: return #u
3546 WINED3DDECLUSAGE_TO_STR(WINED3D_DECL_USAGE_POSITION);
3547 WINED3DDECLUSAGE_TO_STR(WINED3D_DECL_USAGE_BLEND_WEIGHT);
3548 WINED3DDECLUSAGE_TO_STR(WINED3D_DECL_USAGE_BLEND_INDICES);
3549 WINED3DDECLUSAGE_TO_STR(WINED3D_DECL_USAGE_NORMAL);
3550 WINED3DDECLUSAGE_TO_STR(WINED3D_DECL_USAGE_PSIZE);
3551 WINED3DDECLUSAGE_TO_STR(WINED3D_DECL_USAGE_TEXCOORD);
3552 WINED3DDECLUSAGE_TO_STR(WINED3D_DECL_USAGE_TANGENT);
3553 WINED3DDECLUSAGE_TO_STR(WINED3D_DECL_USAGE_BINORMAL);
3554 WINED3DDECLUSAGE_TO_STR(WINED3D_DECL_USAGE_TESS_FACTOR);
3555 WINED3DDECLUSAGE_TO_STR(WINED3D_DECL_USAGE_POSITIONT);
3556 WINED3DDECLUSAGE_TO_STR(WINED3D_DECL_USAGE_COLOR);
3557 WINED3DDECLUSAGE_TO_STR(WINED3D_DECL_USAGE_FOG);
3558 WINED3DDECLUSAGE_TO_STR(WINED3D_DECL_USAGE_DEPTH);
3559 WINED3DDECLUSAGE_TO_STR(WINED3D_DECL_USAGE_SAMPLE);
3560 #undef WINED3DDECLUSAGE_TO_STR
3561 default:
3562 FIXME("Unrecognized %u declaration usage!\n", usage);
3563 return "unrecognized";
3564 }
3565 }
3566
3567 const char *debug_d3dinput_classification(enum wined3d_input_classification classification)
3568 {
3569 switch (classification)
3570 {
3571 #define WINED3D_TO_STR(x) case x: return #x
3572 WINED3D_TO_STR(WINED3D_INPUT_PER_VERTEX_DATA);
3573 WINED3D_TO_STR(WINED3D_INPUT_PER_INSTANCE_DATA);
3574 #undef WINED3D_TO_STR
3575 default:
3576 FIXME("Unrecognized input classification %#x.\n", classification);
3577 return "unrecognized";
3578 }
3579 }
3580
3581 const char *debug_d3dresourcetype(enum wined3d_resource_type resource_type)
3582 {
3583 switch (resource_type)
3584 {
3585 #define WINED3D_TO_STR(x) case x: return #x
3586 WINED3D_TO_STR(WINED3D_RTYPE_SURFACE);
3587 WINED3D_TO_STR(WINED3D_RTYPE_VOLUME);
3588 WINED3D_TO_STR(WINED3D_RTYPE_BUFFER);
3589 WINED3D_TO_STR(WINED3D_RTYPE_TEXTURE_2D);
3590 WINED3D_TO_STR(WINED3D_RTYPE_TEXTURE_3D);
3591 #undef WINED3D_TO_STR
3592 default:
3593 FIXME("Unrecognized resource type %#x.\n", resource_type);
3594 return "unrecognized";
3595 }
3596 }
3597
3598 const char *debug_d3dprimitivetype(enum wined3d_primitive_type primitive_type)
3599 {
3600 switch (primitive_type)
3601 {
3602 #define PRIM_TO_STR(prim) case prim: return #prim
3603 PRIM_TO_STR(WINED3D_PT_UNDEFINED);
3604 PRIM_TO_STR(WINED3D_PT_POINTLIST);
3605 PRIM_TO_STR(WINED3D_PT_LINELIST);
3606 PRIM_TO_STR(WINED3D_PT_LINESTRIP);
3607 PRIM_TO_STR(WINED3D_PT_TRIANGLELIST);
3608 PRIM_TO_STR(WINED3D_PT_TRIANGLESTRIP);
3609 PRIM_TO_STR(WINED3D_PT_TRIANGLEFAN);
3610 PRIM_TO_STR(WINED3D_PT_LINELIST_ADJ);
3611 PRIM_TO_STR(WINED3D_PT_LINESTRIP_ADJ);
3612 PRIM_TO_STR(WINED3D_PT_TRIANGLELIST_ADJ);
3613 PRIM_TO_STR(WINED3D_PT_TRIANGLESTRIP_ADJ);
3614 #undef PRIM_TO_STR
3615 default:
3616 FIXME("Unrecognized %u primitive type!\n", primitive_type);
3617 return "unrecognized";
3618 }
3619 }
3620
3621 const char *debug_d3drenderstate(enum wined3d_render_state state)
3622 {
3623 switch (state)
3624 {
3625 #define D3DSTATE_TO_STR(u) case u: return #u
3626 D3DSTATE_TO_STR(WINED3D_RS_ANTIALIAS);
3627 D3DSTATE_TO_STR(WINED3D_RS_TEXTUREPERSPECTIVE);
3628 D3DSTATE_TO_STR(WINED3D_RS_WRAPU);
3629 D3DSTATE_TO_STR(WINED3D_RS_WRAPV);
3630 D3DSTATE_TO_STR(WINED3D_RS_ZENABLE);
3631 D3DSTATE_TO_STR(WINED3D_RS_FILLMODE);
3632 D3DSTATE_TO_STR(WINED3D_RS_SHADEMODE);
3633 D3DSTATE_TO_STR(WINED3D_RS_LINEPATTERN);
3634 D3DSTATE_TO_STR(WINED3D_RS_MONOENABLE);
3635 D3DSTATE_TO_STR(WINED3D_RS_ROP2);
3636 D3DSTATE_TO_STR(WINED3D_RS_PLANEMASK);
3637 D3DSTATE_TO_STR(WINED3D_RS_ZWRITEENABLE);
3638 D3DSTATE_TO_STR(WINED3D_RS_ALPHATESTENABLE);
3639 D3DSTATE_TO_STR(WINED3D_RS_LASTPIXEL);
3640 D3DSTATE_TO_STR(WINED3D_RS_SRCBLEND);
3641 D3DSTATE_TO_STR(WINED3D_RS_DESTBLEND);
3642 D3DSTATE_TO_STR(WINED3D_RS_CULLMODE);
3643 D3DSTATE_TO_STR(WINED3D_RS_ZFUNC);
3644 D3DSTATE_TO_STR(WINED3D_RS_ALPHAREF);
3645 D3DSTATE_TO_STR(WINED3D_RS_ALPHAFUNC);
3646 D3DSTATE_TO_STR(WINED3D_RS_DITHERENABLE);
3647 D3DSTATE_TO_STR(WINED3D_RS_ALPHABLENDENABLE);
3648 D3DSTATE_TO_STR(WINED3D_RS_FOGENABLE);
3649 D3DSTATE_TO_STR(WINED3D_RS_SPECULARENABLE);
3650 D3DSTATE_TO_STR(WINED3D_RS_ZVISIBLE);
3651 D3DSTATE_TO_STR(WINED3D_RS_SUBPIXEL);
3652 D3DSTATE_TO_STR(WINED3D_RS_SUBPIXELX);
3653 D3DSTATE_TO_STR(WINED3D_RS_STIPPLEDALPHA);
3654 D3DSTATE_TO_STR(WINED3D_RS_FOGCOLOR);
3655 D3DSTATE_TO_STR(WINED3D_RS_FOGTABLEMODE);
3656 D3DSTATE_TO_STR(WINED3D_RS_FOGSTART);
3657 D3DSTATE_TO_STR(WINED3D_RS_FOGEND);
3658 D3DSTATE_TO_STR(WINED3D_RS_FOGDENSITY);
3659 D3DSTATE_TO_STR(WINED3D_RS_STIPPLEENABLE);
3660 D3DSTATE_TO_STR(WINED3D_RS_EDGEANTIALIAS);
3661 D3DSTATE_TO_STR(WINED3D_RS_COLORKEYENABLE);
3662 D3DSTATE_TO_STR(WINED3D_RS_MIPMAPLODBIAS);
3663 D3DSTATE_TO_STR(WINED3D_RS_RANGEFOGENABLE);
3664 D3DSTATE_TO_STR(WINED3D_RS_ANISOTROPY);
3665 D3DSTATE_TO_STR(WINED3D_RS_FLUSHBATCH);
3666 D3DSTATE_TO_STR(WINED3D_RS_TRANSLUCENTSORTINDEPENDENT);
3667 D3DSTATE_TO_STR(WINED3D_RS_STENCILENABLE);
3668 D3DSTATE_TO_STR(WINED3D_RS_STENCILFAIL);
3669 D3DSTATE_TO_STR(WINED3D_RS_STENCILZFAIL);
3670 D3DSTATE_TO_STR(WINED3D_RS_STENCILPASS);
3671 D3DSTATE_TO_STR(WINED3D_RS_STENCILFUNC);
3672 D3DSTATE_TO_STR(WINED3D_RS_STENCILREF);
3673 D3DSTATE_TO_STR(WINED3D_RS_STENCILMASK);
3674 D3DSTATE_TO_STR(WINED3D_RS_STENCILWRITEMASK);
3675 D3DSTATE_TO_STR(WINED3D_RS_TEXTUREFACTOR);
3676 D3DSTATE_TO_STR(WINED3D_RS_WRAP0);
3677 D3DSTATE_TO_STR(WINED3D_RS_WRAP1);
3678 D3DSTATE_TO_STR(WINED3D_RS_WRAP2);
3679 D3DSTATE_TO_STR(WINED3D_RS_WRAP3);
3680 D3DSTATE_TO_STR(WINED3D_RS_WRAP4);
3681 D3DSTATE_TO_STR(WINED3D_RS_WRAP5);
3682 D3DSTATE_TO_STR(WINED3D_RS_WRAP6);
3683 D3DSTATE_TO_STR(WINED3D_RS_WRAP7);
3684 D3DSTATE_TO_STR(WINED3D_RS_CLIPPING);
3685 D3DSTATE_TO_STR(WINED3D_RS_LIGHTING);
3686 D3DSTATE_TO_STR(WINED3D_RS_EXTENTS);
3687 D3DSTATE_TO_STR(WINED3D_RS_AMBIENT);
3688 D3DSTATE_TO_STR(WINED3D_RS_FOGVERTEXMODE);
3689 D3DSTATE_TO_STR(WINED3D_RS_COLORVERTEX);
3690 D3DSTATE_TO_STR(WINED3D_RS_LOCALVIEWER);
3691 D3DSTATE_TO_STR(WINED3D_RS_NORMALIZENORMALS);
3692 D3DSTATE_TO_STR(WINED3D_RS_COLORKEYBLENDENABLE);
3693 D3DSTATE_TO_STR(WINED3D_RS_DIFFUSEMATERIALSOURCE);
3694 D3DSTATE_TO_STR(WINED3D_RS_SPECULARMATERIALSOURCE);
3695 D3DSTATE_TO_STR(WINED3D_RS_AMBIENTMATERIALSOURCE);
3696 D3DSTATE_TO_STR(WINED3D_RS_EMISSIVEMATERIALSOURCE);
3697 D3DSTATE_TO_STR(WINED3D_RS_VERTEXBLEND);
3698 D3DSTATE_TO_STR(WINED3D_RS_CLIPPLANEENABLE);
3699 D3DSTATE_TO_STR(WINED3D_RS_SOFTWAREVERTEXPROCESSING);
3700 D3DSTATE_TO_STR(WINED3D_RS_POINTSIZE);
3701 D3DSTATE_TO_STR(WINED3D_RS_POINTSIZE_MIN);
3702 D3DSTATE_TO_STR(WINED3D_RS_POINTSPRITEENABLE);
3703 D3DSTATE_TO_STR(WINED3D_RS_POINTSCALEENABLE);
3704 D3DSTATE_TO_STR(WINED3D_RS_POINTSCALE_A);
3705 D3DSTATE_TO_STR(WINED3D_RS_POINTSCALE_B);
3706 D3DSTATE_TO_STR(WINED3D_RS_POINTSCALE_C);
3707 D3DSTATE_TO_STR(WINED3D_RS_MULTISAMPLEANTIALIAS);
3708 D3DSTATE_TO_STR(WINED3D_RS_MULTISAMPLEMASK);
3709 D3DSTATE_TO_STR(WINED3D_RS_PATCHEDGESTYLE);
3710 D3DSTATE_TO_STR(WINED3D_RS_PATCHSEGMENTS);
3711 D3DSTATE_TO_STR(WINED3D_RS_DEBUGMONITORTOKEN);
3712 D3DSTATE_TO_STR(WINED3D_RS_POINTSIZE_MAX);
3713 D3DSTATE_TO_STR(WINED3D_RS_INDEXEDVERTEXBLENDENABLE);
3714 D3DSTATE_TO_STR(WINED3D_RS_COLORWRITEENABLE);
3715 D3DSTATE_TO_STR(WINED3D_RS_TWEENFACTOR);
3716 D3DSTATE_TO_STR(WINED3D_RS_BLENDOP);
3717 D3DSTATE_TO_STR(WINED3D_RS_POSITIONDEGREE);
3718 D3DSTATE_TO_STR(WINED3D_RS_NORMALDEGREE);
3719 D3DSTATE_TO_STR(WINED3D_RS_SCISSORTESTENABLE);
3720 D3DSTATE_TO_STR(WINED3D_RS_SLOPESCALEDEPTHBIAS);
3721 D3DSTATE_TO_STR(WINED3D_RS_ANTIALIASEDLINEENABLE);
3722 D3DSTATE_TO_STR(WINED3D_RS_MINTESSELLATIONLEVEL);
3723 D3DSTATE_TO_STR(WINED3D_RS_MAXTESSELLATIONLEVEL);
3724 D3DSTATE_TO_STR(WINED3D_RS_ADAPTIVETESS_X);
3725 D3DSTATE_TO_STR(WINED3D_RS_ADAPTIVETESS_Y);
3726 D3DSTATE_TO_STR(WINED3D_RS_ADAPTIVETESS_Z);
3727 D3DSTATE_TO_STR(WINED3D_RS_ADAPTIVETESS_W);
3728 D3DSTATE_TO_STR(WINED3D_RS_ENABLEADAPTIVETESSELLATION);
3729 D3DSTATE_TO_STR(WINED3D_RS_TWOSIDEDSTENCILMODE);
3730 D3DSTATE_TO_STR(WINED3D_RS_CCW_STENCILFAIL);
3731 D3DSTATE_TO_STR(WINED3D_RS_CCW_STENCILZFAIL);
3732 D3DSTATE_TO_STR(WINED3D_RS_CCW_STENCILPASS);
3733 D3DSTATE_TO_STR(WINED3D_RS_CCW_STENCILFUNC);
3734 D3DSTATE_TO_STR(WINED3D_RS_COLORWRITEENABLE1);
3735 D3DSTATE_TO_STR(WINED3D_RS_COLORWRITEENABLE2);
3736 D3DSTATE_TO_STR(WINED3D_RS_COLORWRITEENABLE3);
3737 D3DSTATE_TO_STR(WINED3D_RS_BLENDFACTOR);
3738 D3DSTATE_TO_STR(WINED3D_RS_SRGBWRITEENABLE);
3739 D3DSTATE_TO_STR(WINED3D_RS_DEPTHBIAS);
3740 D3DSTATE_TO_STR(WINED3D_RS_WRAP8);
3741 D3DSTATE_TO_STR(WINED3D_RS_WRAP9);
3742 D3DSTATE_TO_STR(WINED3D_RS_WRAP10);
3743 D3DSTATE_TO_STR(WINED3D_RS_WRAP11);
3744 D3DSTATE_TO_STR(WINED3D_RS_WRAP12);
3745 D3DSTATE_TO_STR(WINED3D_RS_WRAP13);
3746 D3DSTATE_TO_STR(WINED3D_RS_WRAP14);
3747 D3DSTATE_TO_STR(WINED3D_RS_WRAP15);
3748 D3DSTATE_TO_STR(WINED3D_RS_SEPARATEALPHABLENDENABLE);
3749 D3DSTATE_TO_STR(WINED3D_RS_SRCBLENDALPHA);
3750 D3DSTATE_TO_STR(WINED3D_RS_DESTBLENDALPHA);
3751 D3DSTATE_TO_STR(WINED3D_RS_BLENDOPALPHA);
3752 #undef D3DSTATE_TO_STR
3753 default:
3754 FIXME("Unrecognized %u render state!\n", state);
3755 return "unrecognized";
3756 }
3757 }
3758
3759 const char *debug_d3dsamplerstate(enum wined3d_sampler_state state)
3760 {
3761 switch (state)
3762 {
3763 #define D3DSTATE_TO_STR(u) case u: return #u
3764 D3DSTATE_TO_STR(WINED3D_SAMP_BORDER_COLOR);
3765 D3DSTATE_TO_STR(WINED3D_SAMP_ADDRESS_U);
3766 D3DSTATE_TO_STR(WINED3D_SAMP_ADDRESS_V);
3767 D3DSTATE_TO_STR(WINED3D_SAMP_ADDRESS_W);
3768 D3DSTATE_TO_STR(WINED3D_SAMP_MAG_FILTER);
3769 D3DSTATE_TO_STR(WINED3D_SAMP_MIN_FILTER);
3770 D3DSTATE_TO_STR(WINED3D_SAMP_MIP_FILTER);
3771 D3DSTATE_TO_STR(WINED3D_SAMP_MIPMAP_LOD_BIAS);
3772 D3DSTATE_TO_STR(WINED3D_SAMP_MAX_MIP_LEVEL);
3773 D3DSTATE_TO_STR(WINED3D_SAMP_MAX_ANISOTROPY);
3774 D3DSTATE_TO_STR(WINED3D_SAMP_SRGB_TEXTURE);
3775 D3DSTATE_TO_STR(WINED3D_SAMP_ELEMENT_INDEX);
3776 D3DSTATE_TO_STR(WINED3D_SAMP_DMAP_OFFSET);
3777 #undef D3DSTATE_TO_STR
3778 default:
3779 FIXME("Unrecognized %u sampler state!\n", state);
3780 return "unrecognized";
3781 }
3782 }
3783
3784 const char *debug_d3dtexturefiltertype(enum wined3d_texture_filter_type filter_type)
3785 {
3786 switch (filter_type)
3787 {
3788 #define D3DTEXTUREFILTERTYPE_TO_STR(u) case u: return #u
3789 D3DTEXTUREFILTERTYPE_TO_STR(WINED3D_TEXF_NONE);
3790 D3DTEXTUREFILTERTYPE_TO_STR(WINED3D_TEXF_POINT);
3791 D3DTEXTUREFILTERTYPE_TO_STR(WINED3D_TEXF_LINEAR);
3792 D3DTEXTUREFILTERTYPE_TO_STR(WINED3D_TEXF_ANISOTROPIC);
3793 D3DTEXTUREFILTERTYPE_TO_STR(WINED3D_TEXF_FLAT_CUBIC);
3794 D3DTEXTUREFILTERTYPE_TO_STR(WINED3D_TEXF_GAUSSIAN_CUBIC);
3795 D3DTEXTUREFILTERTYPE_TO_STR(WINED3D_TEXF_PYRAMIDAL_QUAD);
3796 D3DTEXTUREFILTERTYPE_TO_STR(WINED3D_TEXF_GAUSSIAN_QUAD);
3797 #undef D3DTEXTUREFILTERTYPE_TO_STR
3798 default:
3799 FIXME("Unrecognied texture filter type 0x%08x.\n", filter_type);
3800 return "unrecognized";
3801 }
3802 }
3803
3804 const char *debug_d3dtexturestate(enum wined3d_texture_stage_state state)
3805 {
3806 switch (state)
3807 {
3808 #define D3DSTATE_TO_STR(u) case u: return #u
3809 D3DSTATE_TO_STR(WINED3D_TSS_COLOR_OP);
3810 D3DSTATE_TO_STR(WINED3D_TSS_COLOR_ARG1);
3811 D3DSTATE_TO_STR(WINED3D_TSS_COLOR_ARG2);
3812 D3DSTATE_TO_STR(WINED3D_TSS_ALPHA_OP);
3813 D3DSTATE_TO_STR(WINED3D_TSS_ALPHA_ARG1);
3814 D3DSTATE_TO_STR(WINED3D_TSS_ALPHA_ARG2);
3815 D3DSTATE_TO_STR(WINED3D_TSS_BUMPENV_MAT00);
3816 D3DSTATE_TO_STR(WINED3D_TSS_BUMPENV_MAT01);
3817 D3DSTATE_TO_STR(WINED3D_TSS_BUMPENV_MAT10);
3818 D3DSTATE_TO_STR(WINED3D_TSS_BUMPENV_MAT11);
3819 D3DSTATE_TO_STR(WINED3D_TSS_TEXCOORD_INDEX);
3820 D3DSTATE_TO_STR(WINED3D_TSS_BUMPENV_LSCALE);
3821 D3DSTATE_TO_STR(WINED3D_TSS_BUMPENV_LOFFSET);
3822 D3DSTATE_TO_STR(WINED3D_TSS_TEXTURE_TRANSFORM_FLAGS);
3823 D3DSTATE_TO_STR(WINED3D_TSS_COLOR_ARG0);
3824 D3DSTATE_TO_STR(WINED3D_TSS_ALPHA_ARG0);
3825 D3DSTATE_TO_STR(WINED3D_TSS_RESULT_ARG);
3826 D3DSTATE_TO_STR(WINED3D_TSS_CONSTANT);
3827 #undef D3DSTATE_TO_STR
3828 default:
3829 FIXME("Unrecognized %u texture state!\n", state);
3830 return "unrecognized";
3831 }
3832 }
3833
3834 const char *debug_d3dtop(enum wined3d_texture_op d3dtop)
3835 {
3836 switch (d3dtop)
3837 {
3838 #define D3DTOP_TO_STR(u) case u: return #u
3839 D3DTOP_TO_STR(WINED3D_TOP_DISABLE);
3840 D3DTOP_TO_STR(WINED3D_TOP_SELECT_ARG1);
3841 D3DTOP_TO_STR(WINED3D_TOP_SELECT_ARG2);
3842 D3DTOP_TO_STR(WINED3D_TOP_MODULATE);
3843 D3DTOP_TO_STR(WINED3D_TOP_MODULATE_2X);
3844 D3DTOP_TO_STR(WINED3D_TOP_MODULATE_4X);
3845 D3DTOP_TO_STR(WINED3D_TOP_ADD);
3846 D3DTOP_TO_STR(WINED3D_TOP_ADD_SIGNED);
3847 D3DTOP_TO_STR(WINED3D_TOP_ADD_SIGNED_2X);
3848 D3DTOP_TO_STR(WINED3D_TOP_SUBTRACT);
3849 D3DTOP_TO_STR(WINED3D_TOP_ADD_SMOOTH);
3850 D3DTOP_TO_STR(WINED3D_TOP_BLEND_DIFFUSE_ALPHA);
3851 D3DTOP_TO_STR(WINED3D_TOP_BLEND_TEXTURE_ALPHA);
3852 D3DTOP_TO_STR(WINED3D_TOP_BLEND_FACTOR_ALPHA);
3853 D3DTOP_TO_STR(WINED3D_TOP_BLEND_TEXTURE_ALPHA_PM);
3854 D3DTOP_TO_STR(WINED3D_TOP_BLEND_CURRENT_ALPHA);
3855 D3DTOP_TO_STR(WINED3D_TOP_PREMODULATE);
3856 D3DTOP_TO_STR(WINED3D_TOP_MODULATE_ALPHA_ADD_COLOR);
3857 D3DTOP_TO_STR(WINED3D_TOP_MODULATE_COLOR_ADD_ALPHA);
3858 D3DTOP_TO_STR(WINED3D_TOP_MODULATE_INVALPHA_ADD_COLOR);
3859 D3DTOP_TO_STR(WINED3D_TOP_MODULATE_INVCOLOR_ADD_ALPHA);
3860 D3DTOP_TO_STR(WINED3D_TOP_BUMPENVMAP);
3861 D3DTOP_TO_STR(WINED3D_TOP_BUMPENVMAP_LUMINANCE);
3862 D3DTOP_TO_STR(WINED3D_TOP_DOTPRODUCT3);
3863 D3DTOP_TO_STR(WINED3D_TOP_MULTIPLY_ADD);
3864 D3DTOP_TO_STR(WINED3D_TOP_LERP);
3865 #undef D3DTOP_TO_STR
3866 default:
3867 FIXME("Unrecognized texture op %#x.\n", d3dtop);
3868 return "unrecognized";
3869 }
3870 }
3871
3872 const char *debug_d3dtstype(enum wined3d_transform_state tstype)
3873 {
3874 switch (tstype)
3875 {
3876 #define TSTYPE_TO_STR(tstype) case tstype: return #tstype
3877 TSTYPE_TO_STR(WINED3D_TS_VIEW);
3878 TSTYPE_TO_STR(WINED3D_TS_PROJECTION);
3879 TSTYPE_TO_STR(WINED3D_TS_TEXTURE0);
3880 TSTYPE_TO_STR(WINED3D_TS_TEXTURE1);
3881 TSTYPE_TO_STR(WINED3D_TS_TEXTURE2);
3882 TSTYPE_TO_STR(WINED3D_TS_TEXTURE3);
3883 TSTYPE_TO_STR(WINED3D_TS_TEXTURE4);
3884 TSTYPE_TO_STR(WINED3D_TS_TEXTURE5);
3885 TSTYPE_TO_STR(WINED3D_TS_TEXTURE6);
3886 TSTYPE_TO_STR(WINED3D_TS_TEXTURE7);
3887 TSTYPE_TO_STR(WINED3D_TS_WORLD_MATRIX(0));
3888 TSTYPE_TO_STR(WINED3D_TS_WORLD_MATRIX(1));
3889 TSTYPE_TO_STR(WINED3D_TS_WORLD_MATRIX(2));
3890 TSTYPE_TO_STR(WINED3D_TS_WORLD_MATRIX(3));
3891 #undef TSTYPE_TO_STR
3892 default:
3893 if (tstype > 256 && tstype < 512)
3894 {
3895 FIXME("WINED3D_TS_WORLD_MATRIX(%u). 1..255 not currently supported.\n", tstype);
3896 return ("WINED3D_TS_WORLD_MATRIX > 0");
3897 }
3898 FIXME("Unrecognized transform state %#x.\n", tstype);
3899 return "unrecognized";
3900 }
3901 }
3902
3903 static const char *debug_shader_type(enum wined3d_shader_type type)
3904 {
3905 switch(type)
3906 {
3907 #define WINED3D_TO_STR(type) case type: return #type
3908 WINED3D_TO_STR(WINED3D_SHADER_TYPE_PIXEL);
3909 WINED3D_TO_STR(WINED3D_SHADER_TYPE_VERTEX);
3910 WINED3D_TO_STR(WINED3D_SHADER_TYPE_GEOMETRY);
3911 #undef WINED3D_TO_STR
3912 default:
3913 FIXME("Unrecognized shader type %#x.\n", type);
3914 return "unrecognized";
3915 }
3916 }
3917
3918 const char *debug_d3dstate(DWORD state)
3919 {
3920 if (STATE_IS_RENDER(state))
3921 return wine_dbg_sprintf("STATE_RENDER(%s)", debug_d3drenderstate(state - STATE_RENDER(0)));
3922 if (STATE_IS_TEXTURESTAGE(state))
3923 {
3924 DWORD texture_stage = (state - STATE_TEXTURESTAGE(0, 0)) / (WINED3D_HIGHEST_TEXTURE_STATE + 1);
3925 DWORD texture_state = state - STATE_TEXTURESTAGE(texture_stage, 0);
3926 return wine_dbg_sprintf("STATE_TEXTURESTAGE(%#x, %s)",
3927 texture_stage, debug_d3dtexturestate(texture_state));
3928 }
3929 if (STATE_IS_SAMPLER(state))
3930 return wine_dbg_sprintf("STATE_SAMPLER(%#x)", state - STATE_SAMPLER(0));
3931 if (STATE_IS_SHADER(state))
3932 return wine_dbg_sprintf("STATE_SHADER(%s)", debug_shader_type(state - STATE_SHADER(0)));
3933 if (STATE_IS_CONSTANT_BUFFER(state))
3934 return wine_dbg_sprintf("STATE_CONSTANT_BUFFER(%s)", debug_shader_type(state - STATE_CONSTANT_BUFFER(0)));
3935 if (STATE_IS_SHADER_RESOURCE_BINDING(state))
3936 return "STATE_SHADER_RESOURCE_BINDING";
3937 if (STATE_IS_TRANSFORM(state))
3938 return wine_dbg_sprintf("STATE_TRANSFORM(%s)", debug_d3dtstype(state - STATE_TRANSFORM(0)));
3939 if (STATE_IS_STREAMSRC(state))
3940 return "STATE_STREAMSRC";
3941 if (STATE_IS_INDEXBUFFER(state))
3942 return "STATE_INDEXBUFFER";
3943 if (STATE_IS_VDECL(state))
3944 return "STATE_VDECL";
3945 if (STATE_IS_VIEWPORT(state))
3946 return "STATE_VIEWPORT";
3947 if (STATE_IS_LIGHT_TYPE(state))
3948 return "STATE_LIGHT_TYPE";
3949 if (STATE_IS_ACTIVELIGHT(state))
3950 return wine_dbg_sprintf("STATE_ACTIVELIGHT(%#x)", state - STATE_ACTIVELIGHT(0));
3951 if (STATE_IS_SCISSORRECT(state))
3952 return "STATE_SCISSORRECT";
3953 if (STATE_IS_CLIPPLANE(state))
3954 return wine_dbg_sprintf("STATE_CLIPPLANE(%#x)", state - STATE_CLIPPLANE(0));
3955 if (STATE_IS_MATERIAL(state))
3956 return "STATE_MATERIAL";
3957 if (STATE_IS_FRONTFACE(state))
3958 return "STATE_FRONTFACE";
3959 if (STATE_IS_POINTSPRITECOORDORIGIN(state))
3960 return "STATE_POINTSPRITECOORDORIGIN";
3961 if (STATE_IS_BASEVERTEXINDEX(state))
3962 return "STATE_BASEVERTEXINDEX";
3963 if (STATE_IS_FRAMEBUFFER(state))
3964 return "STATE_FRAMEBUFFER";
3965 if (STATE_IS_POINT_ENABLE(state))
3966 return "STATE_POINT_ENABLE";
3967 if (STATE_IS_COLOR_KEY(state))
3968 return "STATE_COLOR_KEY";
3969
3970 return wine_dbg_sprintf("UNKNOWN_STATE(%#x)", state);
3971 }
3972
3973 const char *debug_d3dpool(enum wined3d_pool pool)
3974 {
3975 switch (pool)
3976 {
3977 #define POOL_TO_STR(p) case p: return #p
3978 POOL_TO_STR(WINED3D_POOL_DEFAULT);
3979 POOL_TO_STR(WINED3D_POOL_MANAGED);
3980 POOL_TO_STR(WINED3D_POOL_SYSTEM_MEM);
3981 POOL_TO_STR(WINED3D_POOL_SCRATCH);
3982 #undef POOL_TO_STR
3983 default:
3984 FIXME("Unrecognized pool %#x.\n", pool);
3985 return "unrecognized";
3986 }
3987 }
3988
3989 const char *debug_fbostatus(GLenum status) {
3990 switch(status) {
3991 #define FBOSTATUS_TO_STR(u) case u: return #u
3992 FBOSTATUS_TO_STR(GL_FRAMEBUFFER_COMPLETE);
3993 FBOSTATUS_TO_STR(GL_FRAMEBUFFER_INCOMPLETE_ATTACHMENT);
3994 FBOSTATUS_TO_STR(GL_FRAMEBUFFER_INCOMPLETE_MISSING_ATTACHMENT);
3995 FBOSTATUS_TO_STR(GL_FRAMEBUFFER_INCOMPLETE_DIMENSIONS_EXT);
3996 FBOSTATUS_TO_STR(GL_FRAMEBUFFER_INCOMPLETE_FORMATS_EXT);
3997 FBOSTATUS_TO_STR(GL_FRAMEBUFFER_INCOMPLETE_DRAW_BUFFER);
3998 FBOSTATUS_TO_STR(GL_FRAMEBUFFER_INCOMPLETE_READ_BUFFER);
3999 FBOSTATUS_TO_STR(GL_FRAMEBUFFER_INCOMPLETE_MULTISAMPLE);
4000 FBOSTATUS_TO_STR(GL_FRAMEBUFFER_UNSUPPORTED);
4001 FBOSTATUS_TO_STR(GL_FRAMEBUFFER_UNDEFINED);
4002 #undef FBOSTATUS_TO_STR
4003 default:
4004 FIXME("Unrecognied FBO status 0x%08x\n", status);
4005 return "unrecognized";
4006 }
4007 }
4008
4009 const char *debug_glerror(GLenum error) {
4010 switch(error) {
4011 #define GLERROR_TO_STR(u) case u: return #u
4012 GLERROR_TO_STR(GL_NO_ERROR);
4013 GLERROR_TO_STR(GL_INVALID_ENUM);
4014 GLERROR_TO_STR(GL_INVALID_VALUE);
4015 GLERROR_TO_STR(GL_INVALID_OPERATION);
4016 GLERROR_TO_STR(GL_STACK_OVERFLOW);
4017 GLERROR_TO_STR(GL_STACK_UNDERFLOW);
4018 GLERROR_TO_STR(GL_OUT_OF_MEMORY);
4019 GLERROR_TO_STR(GL_INVALID_FRAMEBUFFER_OPERATION);
4020 #undef GLERROR_TO_STR
4021 default:
4022 FIXME("Unrecognied GL error 0x%08x\n", error);
4023 return "unrecognized";
4024 }
4025 }
4026
4027 static const char *debug_fixup_channel_source(enum fixup_channel_source source)
4028 {
4029 switch(source)
4030 {
4031 #define WINED3D_TO_STR(x) case x: return #x
4032 WINED3D_TO_STR(CHANNEL_SOURCE_ZERO);
4033 WINED3D_TO_STR(CHANNEL_SOURCE_ONE);
4034 WINED3D_TO_STR(CHANNEL_SOURCE_X);
4035 WINED3D_TO_STR(CHANNEL_SOURCE_Y);
4036 WINED3D_TO_STR(CHANNEL_SOURCE_Z);
4037 WINED3D_TO_STR(CHANNEL_SOURCE_W);
4038 WINED3D_TO_STR(CHANNEL_SOURCE_COMPLEX0);
4039 WINED3D_TO_STR(CHANNEL_SOURCE_COMPLEX1);
4040 #undef WINED3D_TO_STR
4041 default:
4042 FIXME("Unrecognized fixup_channel_source %#x\n", source);
4043 return "unrecognized";
4044 }
4045 }
4046
4047 static const char *debug_complex_fixup(enum complex_fixup fixup)
4048 {
4049 switch(fixup)
4050 {
4051 #define WINED3D_TO_STR(x) case x: return #x
4052 WINED3D_TO_STR(COMPLEX_FIXUP_YUY2);
4053 WINED3D_TO_STR(COMPLEX_FIXUP_UYVY);
4054 WINED3D_TO_STR(COMPLEX_FIXUP_YV12);
4055 WINED3D_TO_STR(COMPLEX_FIXUP_NV12);
4056 WINED3D_TO_STR(COMPLEX_FIXUP_P8);
4057 #undef WINED3D_TO_STR
4058 default:
4059 FIXME("Unrecognized complex fixup %#x\n", fixup);
4060 return "unrecognized";
4061 }
4062 }
4063
4064 void dump_color_fixup_desc(struct color_fixup_desc fixup)
4065 {
4066 if (is_complex_fixup(fixup))
4067 {
4068 TRACE("\tComplex: %s\n", debug_complex_fixup(get_complex_fixup(fixup)));
4069 return;
4070 }
4071
4072 TRACE("\tX: %s%s\n", debug_fixup_channel_source(fixup.x_source), fixup.x_sign_fixup ? ", SIGN_FIXUP" : "");
4073 TRACE("\tY: %s%s\n", debug_fixup_channel_source(fixup.y_source), fixup.y_sign_fixup ? ", SIGN_FIXUP" : "");
4074 TRACE("\tZ: %s%s\n", debug_fixup_channel_source(fixup.z_source), fixup.z_sign_fixup ? ", SIGN_FIXUP" : "");
4075 TRACE("\tW: %s%s\n", debug_fixup_channel_source(fixup.w_source), fixup.w_sign_fixup ? ", SIGN_FIXUP" : "");
4076 }
4077
4078 BOOL is_invalid_op(const struct wined3d_state *state, int stage,
4079 enum wined3d_texture_op op, DWORD arg1, DWORD arg2, DWORD arg3)
4080 {
4081 if (op == WINED3D_TOP_DISABLE)
4082 return FALSE;
4083 if (state->textures[stage])
4084 return FALSE;
4085
4086 if ((arg1 & WINED3DTA_SELECTMASK) == WINED3DTA_TEXTURE
4087 && op != WINED3D_TOP_SELECT_ARG2)
4088 return TRUE;
4089 if ((arg2 & WINED3DTA_SELECTMASK) == WINED3DTA_TEXTURE
4090 && op != WINED3D_TOP_SELECT_ARG1)
4091 return TRUE;
4092 if ((arg3 & WINED3DTA_SELECTMASK) == WINED3DTA_TEXTURE
4093 && (op == WINED3D_TOP_MULTIPLY_ADD || op == WINED3D_TOP_LERP))
4094 return TRUE;
4095
4096 return FALSE;
4097 }
4098
4099 void get_identity_matrix(struct wined3d_matrix *mat)
4100 {
4101 static const struct wined3d_matrix identity =
4102 {
4103 1.0f, 0.0f, 0.0f, 0.0f,
4104 0.0f, 1.0f, 0.0f, 0.0f,
4105 0.0f, 0.0f, 1.0f, 0.0f,
4106 0.0f, 0.0f, 0.0f, 1.0f,
4107 };
4108
4109 *mat = identity;
4110 }
4111
4112 void get_modelview_matrix(const struct wined3d_context *context, const struct wined3d_state *state,
4113 unsigned int index, struct wined3d_matrix *mat)
4114 {
4115 if (context->last_was_rhw)
4116 get_identity_matrix(mat);
4117 else
4118 multiply_matrix(mat, &state->transforms[WINED3D_TS_VIEW], &state->transforms[WINED3D_TS_WORLD_MATRIX(index)]);
4119 }
4120
4121 void get_projection_matrix(const struct wined3d_context *context, const struct wined3d_state *state,
4122 struct wined3d_matrix *mat)
4123 {
4124 float center_offset;
4125
4126 /* There are a couple of additional things we have to take into account
4127 * here besides the projection transformation itself:
4128 * - We need to flip along the y-axis in case of offscreen rendering.
4129 * - OpenGL Z range is {-Wc,...,Wc} while D3D Z range is {0,...,Wc}.
4130 * - D3D coordinates refer to pixel centers while GL coordinates refer
4131 * to pixel corners.
4132 * - D3D has a top-left filling convention. We need to maintain this
4133 * even after the y-flip mentioned above.
4134 * In order to handle the last two points, we translate by
4135 * (63.0 / 128.0) / VPw and (63.0 / 128.0) / VPh. This is equivalent to
4136 * translating slightly less than half a pixel. We want the difference to
4137 * be large enough that it doesn't get lost due to rounding inside the
4138 * driver, but small enough to prevent it from interfering with any
4139 * anti-aliasing. */
4140
4141 if (context->swapchain->device->wined3d->flags & WINED3D_PIXEL_CENTER_INTEGER)
4142 center_offset = 63.0f / 64.0f;
4143 else
4144 center_offset = -1.0f / 64.0f;
4145
4146 if (context->last_was_rhw)
4147 {
4148 /* Transform D3D RHW coordinates to OpenGL clip coordinates. */
4149 float x = state->viewport.x;
4150 float y = state->viewport.y;
4151 float w = state->viewport.width;
4152 float h = state->viewport.height;
4153 float x_scale = 2.0f / w;
4154 float x_offset = (center_offset - (2.0f * x) - w) / w;
4155 float y_scale = context->render_offscreen ? 2.0f / h : 2.0f / -h;
4156 float y_offset = context->render_offscreen
4157 ? (center_offset - (2.0f * y) - h) / h
4158 : (center_offset - (2.0f * y) - h) / -h;
4159 #if defined(STAGING_CSMT)
4160 enum wined3d_depth_buffer_type zenable = state->fb.depth_stencil ?
4161 #else /* STAGING_CSMT */
4162 enum wined3d_depth_buffer_type zenable = state->fb->depth_stencil ?
4163 #endif /* STAGING_CSMT */
4164 state->render_states[WINED3D_RS_ZENABLE] : WINED3D_ZB_FALSE;
4165 float z_scale = zenable ? 2.0f : 0.0f;
4166 float z_offset = zenable ? -1.0f : 0.0f;
4167 const struct wined3d_matrix projection =
4168 {
4169 x_scale, 0.0f, 0.0f, 0.0f,
4170 0.0f, y_scale, 0.0f, 0.0f,
4171 0.0f, 0.0f, z_scale, 0.0f,
4172 x_offset, y_offset, z_offset, 1.0f,
4173 };
4174
4175 *mat = projection;
4176 }
4177 else
4178 {
4179 float y_scale = context->render_offscreen ? -1.0f : 1.0f;
4180 float x_offset = center_offset / state->viewport.width;
4181 float y_offset = context->render_offscreen
4182 ? center_offset / state->viewport.height
4183 : -center_offset / state->viewport.height;
4184 const struct wined3d_matrix projection =
4185 {
4186 1.0f, 0.0f, 0.0f, 0.0f,
4187 0.0f, y_scale, 0.0f, 0.0f,
4188 0.0f, 0.0f, 2.0f, 0.0f,
4189 x_offset, y_offset, -1.0f, 1.0f,
4190 };
4191
4192 multiply_matrix(mat, &projection, &state->transforms[WINED3D_TS_PROJECTION]);
4193 }
4194 }
4195
4196 /* Setup this textures matrix according to the texture flags. */
4197 static void compute_texture_matrix(const struct wined3d_gl_info *gl_info, const struct wined3d_matrix *matrix,
4198 DWORD flags, BOOL calculated_coords, BOOL transformed, enum wined3d_format_id format_id,
4199 BOOL ffp_proj_control, struct wined3d_matrix *out_matrix)
4200 {
4201 struct wined3d_matrix mat;
4202
4203 if (flags == WINED3D_TTFF_DISABLE || flags == WINED3D_TTFF_COUNT1 || transformed)
4204 {
4205 get_identity_matrix(out_matrix);
4206 return;
4207 }
4208
4209 if (flags == (WINED3D_TTFF_COUNT1 | WINED3D_TTFF_PROJECTED))
4210 {
4211 ERR("Invalid texture transform flags: WINED3D_TTFF_COUNT1 | WINED3D_TTFF_PROJECTED.\n");
4212 return;
4213 }
4214
4215 mat = *matrix;
4216
4217 if (flags & WINED3D_TTFF_PROJECTED)
4218 {
4219 if (!ffp_proj_control)
4220 {
4221 switch (flags & ~WINED3D_TTFF_PROJECTED)
4222 {
4223 case WINED3D_TTFF_COUNT2:
4224 mat._14 = mat._12;
4225 mat._24 = mat._22;
4226 mat._34 = mat._32;
4227 mat._44 = mat._42;
4228 mat._12 = mat._22 = mat._32 = mat._42 = 0.0f;
4229 break;
4230 case WINED3D_TTFF_COUNT3:
4231 mat._14 = mat._13;
4232 mat._24 = mat._23;
4233 mat._34 = mat._33;
4234 mat._44 = mat._43;
4235 mat._13 = mat._23 = mat._33 = mat._43 = 0.0f;
4236 break;
4237 }
4238 }
4239 }
4240 else
4241 {
4242 /* Under Direct3D the R/Z coord can be used for translation, under
4243 * OpenGL we use the Q coord instead. */
4244 if (!calculated_coords)
4245 {
4246 switch (format_id)
4247 {
4248 /* Direct3D passes the default 1.0 in the 2nd coord, while GL
4249 * passes it in the 4th. Swap 2nd and 4th coord. No need to
4250 * store the value of mat._41 in mat._21 because the input
4251 * value to the transformation will be 0, so the matrix value
4252 * is irrelevant. */
4253 case WINED3DFMT_R32_FLOAT:
4254 mat._41 = mat._21;
4255 mat._42 = mat._22;
4256 mat._43 = mat._23;
4257 mat._44 = mat._24;
4258 break;
4259 /* See above, just 3rd and 4th coord. */
4260 case WINED3DFMT_R32G32_FLOAT:
4261 mat._41 = mat._31;
4262 mat._42 = mat._32;
4263 mat._43 = mat._33;
4264 mat._44 = mat._34;
4265 break;
4266 case WINED3DFMT_R32G32B32_FLOAT: /* Opengl defaults match dx defaults */
4267 case WINED3DFMT_R32G32B32A32_FLOAT: /* No defaults apply, all app defined */
4268
4269 /* This is to prevent swapping the matrix lines and put the default 4th coord = 1.0
4270 * into a bad place. The division elimination below will apply to make sure the
4271 * 1.0 doesn't do anything bad. The caller will set this value if the stride is 0
4272 */
4273 case WINED3DFMT_UNKNOWN: /* No texture coords, 0/0/0/1 defaults are passed */
4274 break;
4275 default:
4276 FIXME("Unexpected fixed function texture coord input\n");
4277 }
4278 }
4279 if (!ffp_proj_control)
4280 {
4281 switch (flags & ~WINED3D_TTFF_PROJECTED)
4282 {
4283 /* case WINED3D_TTFF_COUNT1: Won't ever get here. */
4284 case WINED3D_TTFF_COUNT2:
4285 mat._13 = mat._23 = mat._33 = mat._43 = 0.0f;
4286 #if defined(STAGING_CSMT)
4287 /* OpenGL divides the first 3 vertex coord by the 4th by default,
4288 * which is essentially the same as D3DTTFF_PROJECTED. Make sure that
4289 * the 4th coord evaluates to 1.0 to eliminate that.
4290 *
4291 * If the fixed function pipeline is used, the 4th value remains unused,
4292 * so there is no danger in doing this. With vertex shaders we have a
4293 * problem. Should an app hit that problem, the code here would have to
4294 * check for pixel shaders, and the shader has to undo the default gl divide.
4295 *
4296 * A more serious problem occurs if the app passes 4 coordinates in, and the
4297 * 4th is != 1.0(opengl default). This would have to be fixed in draw_strided_slow
4298 * or a replacement shader. */
4299 #else /* STAGING_CSMT */
4300 /* OpenGL divides the first 3 vertex coord by the 4th by default,
4301 * which is essentially the same as D3DTTFF_PROJECTED. Make sure that
4302 * the 4th coord evaluates to 1.0 to eliminate that.
4303 *
4304 * If the fixed function pipeline is used, the 4th value remains unused,
4305 * so there is no danger in doing this. With vertex shaders we have a
4306 * problem. Should an app hit that problem, the code here would have to
4307 * check for pixel shaders, and the shader has to undo the default gl divide.
4308 *
4309 * A more serious problem occurs if the app passes 4 coordinates in, and the
4310 * 4th is != 1.0(opengl default). This would have to be fixed in drawStridedSlow
4311 * or a replacement shader. */
4312 #endif /* STAGING_CSMT */
4313 default:
4314 mat._14 = mat._24 = mat._34 = 0.0f; mat._44 = 1.0f;
4315 }
4316 }
4317 }
4318
4319 *out_matrix = mat;
4320 }
4321
4322 void get_texture_matrix(const struct wined3d_context *context, const struct wined3d_state *state,
4323 unsigned int tex, struct wined3d_matrix *mat)
4324 {
4325 const struct wined3d_device *device = context->swapchain->device;
4326 const struct wined3d_gl_info *gl_info = context->gl_info;
4327 BOOL generated = (state->texture_states[tex][WINED3D_TSS_TEXCOORD_INDEX] & 0xffff0000)
4328 != WINED3DTSS_TCI_PASSTHRU;
4329 unsigned int coord_idx = min(state->texture_states[tex][WINED3D_TSS_TEXCOORD_INDEX & 0x0000ffff],
4330 MAX_TEXTURES - 1);
4331
4332 compute_texture_matrix(gl_info, &state->transforms[WINED3D_TS_TEXTURE0 + tex],
4333 state->texture_states[tex][WINED3D_TSS_TEXTURE_TRANSFORM_FLAGS],
4334 generated, context->last_was_rhw,
4335 context->stream_info.use_map & (1u << (WINED3D_FFP_TEXCOORD0 + coord_idx))
4336 ? context->stream_info.elements[WINED3D_FFP_TEXCOORD0 + coord_idx].format->id
4337 : WINED3DFMT_UNKNOWN,
4338 device->shader_backend->shader_has_ffp_proj_control(device->shader_priv), mat);
4339
4340 if ((context->lastWasPow2Texture & (1u << tex)) && state->textures[tex])
4341 {
4342 if (generated)
4343 FIXME("Non-power-of-two texture being used with generated texture coords.\n");
4344 /* NP2 texcoord fixup is implemented for pixelshaders so only enable the
4345 * fixed-function-pipeline fixup via pow2Matrix when no PS is used. */
4346 if (!use_ps(state))
4347 {
4348 TRACE("Non-power-of-two texture matrix multiply fixup.\n");
4349 multiply_matrix(mat, mat, (struct wined3d_matrix *)state->textures[tex]->pow2_matrix);
4350 }
4351 }
4352 }
4353
4354 void get_pointsize_minmax(const struct wined3d_context *context, const struct wined3d_state *state,
4355 float *out_min, float *out_max)
4356 {
4357 union
4358 {
4359 DWORD d;
4360 float f;
4361 } min, max;
4362
4363 min.d = state->render_states[WINED3D_RS_POINTSIZE_MIN];
4364 max.d = state->render_states[WINED3D_RS_POINTSIZE_MAX];
4365
4366 if (min.f > max.f)
4367 min.f = max.f;
4368
4369 *out_min = min.f;
4370 *out_max = max.f;
4371 }
4372
4373 void get_pointsize(const struct wined3d_context *context, const struct wined3d_state *state,
4374 float *out_pointsize, float *out_att)
4375 {
4376 /* POINTSCALEENABLE controls how point size value is treated. If set to
4377 * true, the point size is scaled with respect to height of viewport.
4378 * When set to false point size is in pixels. */
4379 union
4380 {
4381 DWORD d;
4382 float f;
4383 } pointsize, a, b, c;
4384
4385 out_att[0] = 1.0f;
4386 out_att[1] = 0.0f;
4387 out_att[2] = 0.0f;
4388
4389 pointsize.d = state->render_states[WINED3D_RS_POINTSIZE];
4390 a.d = state->render_states[WINED3D_RS_POINTSCALE_A];
4391 b.d = state->render_states[WINED3D_RS_POINTSCALE_B];
4392 c.d = state->render_states[WINED3D_RS_POINTSCALE_C];
4393
4394 if (state->render_states[WINED3D_RS_POINTSCALEENABLE])
4395 {
4396 float scale_factor = state->viewport.height * state->viewport.height;
4397
4398 out_att[0] = a.f / scale_factor;
4399 out_att[1] = b.f / scale_factor;
4400 out_att[2] = c.f / scale_factor;
4401 }
4402 *out_pointsize = pointsize.f;
4403 }
4404
4405 void get_fog_start_end(const struct wined3d_context *context, const struct wined3d_state *state,
4406 float *start, float *end)
4407 {
4408 union
4409 {
4410 DWORD d;
4411 float f;
4412 } tmpvalue;
4413
4414 switch (context->fog_source)
4415 {
4416 case FOGSOURCE_VS:
4417 *start = 1.0f;
4418 *end = 0.0f;
4419 break;
4420
4421 case FOGSOURCE_COORD:
4422 *start = 255.0f;
4423 *end = 0.0f;
4424 break;
4425
4426 case FOGSOURCE_FFP:
4427 tmpvalue.d = state->render_states[WINED3D_RS_FOGSTART];
4428 *start = tmpvalue.f;
4429 tmpvalue.d = state->render_states[WINED3D_RS_FOGEND];
4430 *end = tmpvalue.f;
4431 /* Special handling for fog_start == fog_end. In d3d with vertex
4432 * fog, everything is fogged. With table fog, everything with
4433 * fog_coord < fog_start is unfogged, and fog_coord > fog_start
4434 * is fogged. Windows drivers disagree when fog_coord == fog_start. */
4435 if (state->render_states[WINED3D_RS_FOGTABLEMODE] == WINED3D_FOG_NONE && *start == *end)
4436 {
4437 *start = -INFINITY;
4438 *end = 0.0f;
4439 }
4440 break;
4441
4442 default:
4443 /* This should not happen, context->fog_source is set in wined3d, not the app. */
4444 ERR("Unexpected fog coordinate source.\n");
4445 *start = 0.0f;
4446 *end = 0.0f;
4447 }
4448 }
4449
4450 /* Note: It's the caller's responsibility to ensure values can be expressed
4451 * in the requested format. UNORM formats for example can only express values
4452 * in the range 0.0f -> 1.0f. */
4453 DWORD wined3d_format_convert_from_float(const struct wined3d_surface *surface, const struct wined3d_color *color)
4454 {
4455 static const struct
4456 {
4457 enum wined3d_format_id format_id;
4458 float r_mul;
4459 float g_mul;
4460 float b_mul;
4461 float a_mul;
4462 BYTE r_shift;
4463 BYTE g_shift;
4464 BYTE b_shift;
4465 BYTE a_shift;
4466 }
4467 conv[] =
4468 {
4469 {WINED3DFMT_B8G8R8A8_UNORM, 255.0f, 255.0f, 255.0f, 255.0f, 16, 8, 0, 24},
4470 {WINED3DFMT_B8G8R8X8_UNORM, 255.0f, 255.0f, 255.0f, 255.0f, 16, 8, 0, 24},
4471 {WINED3DFMT_B8G8R8_UNORM, 255.0f, 255.0f, 255.0f, 255.0f, 16, 8, 0, 24},
4472 {WINED3DFMT_B5G6R5_UNORM, 31.0f, 63.0f, 31.0f, 0.0f, 11, 5, 0, 0},
4473 {WINED3DFMT_B5G5R5A1_UNORM, 31.0f, 31.0f, 31.0f, 1.0f, 10, 5, 0, 15},
4474 {WINED3DFMT_B5G5R5X1_UNORM, 31.0f, 31.0f, 31.0f, 1.0f, 10, 5, 0, 15},
4475 {WINED3DFMT_R8_UNORM, 255.0f, 0.0f, 0.0f, 0.0f, 0, 0, 0, 0},
4476 {WINED3DFMT_A8_UNORM, 0.0f, 0.0f, 0.0f, 255.0f, 0, 0, 0, 0},
4477 {WINED3DFMT_B4G4R4A4_UNORM, 15.0f, 15.0f, 15.0f, 15.0f, 8, 4, 0, 12},
4478 {WINED3DFMT_B4G4R4X4_UNORM, 15.0f, 15.0f, 15.0f, 15.0f, 8, 4, 0, 12},
4479 {WINED3DFMT_B2G3R3_UNORM, 7.0f, 7.0f, 3.0f, 0.0f, 5, 2, 0, 0},
4480 {WINED3DFMT_R8G8B8A8_UNORM, 255.0f, 255.0f, 255.0f, 255.0f, 0, 8, 16, 24},
4481 {WINED3DFMT_R8G8B8X8_UNORM, 255.0f, 255.0f, 255.0f, 255.0f, 0, 8, 16, 24},
4482 {WINED3DFMT_B10G10R10A2_UNORM, 1023.0f, 1023.0f, 1023.0f, 3.0f, 20, 10, 0, 30},
4483 {WINED3DFMT_R10G10B10A2_UNORM, 1023.0f, 1023.0f, 1023.0f, 3.0f, 0, 10, 20, 30},
4484 {WINED3DFMT_P8_UINT, 0.0f, 0.0f, 0.0f, 255.0f, 0, 0, 0, 0},
4485 };
4486 const struct wined3d_format *format = surface->resource.format;
4487 unsigned int i;
4488
4489 TRACE("Converting color {%.8e %.8e %.8e %.8e} to format %s.\n",
4490 color->r, color->g, color->b, color->a, debug_d3dformat(format->id));
4491
4492 for (i = 0; i < sizeof(conv) / sizeof(*conv); ++i)
4493 {
4494 DWORD ret;
4495
4496 if (format->id != conv[i].format_id) continue;
4497
4498 ret = ((DWORD)((color->r * conv[i].r_mul) + 0.5f)) << conv[i].r_shift;
4499 ret |= ((DWORD)((color->g * conv[i].g_mul) + 0.5f)) << conv[i].g_shift;
4500 ret |= ((DWORD)((color->b * conv[i].b_mul) + 0.5f)) << conv[i].b_shift;
4501 ret |= ((DWORD)((color->a * conv[i].a_mul) + 0.5f)) << conv[i].a_shift;
4502
4503 TRACE("Returning 0x%08x.\n", ret);
4504
4505 return ret;
4506 }
4507
4508 FIXME("Conversion for format %s not implemented.\n", debug_d3dformat(format->id));
4509
4510 return 0;
4511 }
4512
4513 static float color_to_float(DWORD color, DWORD size, DWORD offset)
4514 {
4515 DWORD mask = (1u << size) - 1;
4516
4517 if (!size)
4518 return 1.0f;
4519
4520 color >>= offset;
4521 color &= mask;
4522
4523 return (float)color / (float)mask;
4524 }
4525
4526 BOOL wined3d_format_convert_color_to_float(const struct wined3d_format *format,
4527 const struct wined3d_palette *palette, DWORD color, struct wined3d_color *float_color)
4528 {
4529 switch (format->id)
4530 {
4531 case WINED3DFMT_B8G8R8_UNORM:
4532 case WINED3DFMT_B8G8R8A8_UNORM:
4533 case WINED3DFMT_B8G8R8X8_UNORM:
4534 case WINED3DFMT_B5G6R5_UNORM:
4535 case WINED3DFMT_B5G5R5X1_UNORM:
4536 case WINED3DFMT_B5G5R5A1_UNORM:
4537 case WINED3DFMT_B4G4R4A4_UNORM:
4538 case WINED3DFMT_B2G3R3_UNORM:
4539 case WINED3DFMT_R8_UNORM:
4540 case WINED3DFMT_A8_UNORM:
4541 case WINED3DFMT_B2G3R3A8_UNORM:
4542 case WINED3DFMT_B4G4R4X4_UNORM:
4543 case WINED3DFMT_R10G10B10A2_UNORM:
4544 case WINED3DFMT_R10G10B10A2_SNORM:
4545 case WINED3DFMT_R8G8B8A8_UNORM:
4546 case WINED3DFMT_R8G8B8X8_UNORM:
4547 case WINED3DFMT_R16G16_UNORM:
4548 case WINED3DFMT_B10G10R10A2_UNORM:
4549 float_color->r = color_to_float(color, format->red_size, format->red_offset);
4550 float_color->g = color_to_float(color, format->green_size, format->green_offset);
4551 float_color->b = color_to_float(color, format->blue_size, format->blue_offset);
4552 float_color->a = color_to_float(color, format->alpha_size, format->alpha_offset);
4553 return TRUE;
4554
4555 case WINED3DFMT_P8_UINT:
4556 if (palette)
4557 {
4558 float_color->r = palette->colors[color].rgbRed / 255.0f;
4559 float_color->g = palette->colors[color].rgbGreen / 255.0f;
4560 float_color->b = palette->colors[color].rgbBlue / 255.0f;
4561 }
4562 else
4563 {
4564 float_color->r = 0.0f;
4565 float_color->g = 0.0f;
4566 float_color->b = 0.0f;
4567 }
4568 float_color->a = color / 255.0f;
4569 return TRUE;
4570
4571 default:
4572 ERR("Unhandled conversion from %s to floating point.\n", debug_d3dformat(format->id));
4573 return FALSE;
4574 }
4575 }
4576
4577 void wined3d_format_get_float_color_key(const struct wined3d_format *format,
4578 const struct wined3d_color_key *key, struct wined3d_color *float_colors)
4579 {
4580 struct wined3d_color slop;
4581
4582 switch (format->id)
4583 {
4584 case WINED3DFMT_B8G8R8_UNORM:
4585 case WINED3DFMT_B8G8R8A8_UNORM:
4586 case WINED3DFMT_B8G8R8X8_UNORM:
4587 case WINED3DFMT_B5G6R5_UNORM:
4588 case WINED3DFMT_B5G5R5X1_UNORM:
4589 case WINED3DFMT_B5G5R5A1_UNORM:
4590 case WINED3DFMT_B4G4R4A4_UNORM:
4591 case WINED3DFMT_B2G3R3_UNORM:
4592 case WINED3DFMT_R8_UNORM:
4593 case WINED3DFMT_A8_UNORM:
4594 case WINED3DFMT_B2G3R3A8_UNORM:
4595 case WINED3DFMT_B4G4R4X4_UNORM:
4596 case WINED3DFMT_R10G10B10A2_UNORM:
4597 case WINED3DFMT_R10G10B10A2_SNORM:
4598 case WINED3DFMT_R8G8B8A8_UNORM:
4599 case WINED3DFMT_R8G8B8X8_UNORM:
4600 case WINED3DFMT_R16G16_UNORM:
4601 case WINED3DFMT_B10G10R10A2_UNORM:
4602 slop.r = 0.5f / ((1 << format->red_size) - 1);
4603 slop.g = 0.5f / ((1 << format->green_size) - 1);
4604 slop.b = 0.5f / ((1 << format->blue_size) - 1);
4605 slop.a = 0.5f / ((1 << format->alpha_size) - 1);
4606
4607 float_colors[0].r = color_to_float(key->color_space_low_value, format->red_size, format->red_offset)
4608 - slop.r;
4609 float_colors[0].g = color_to_float(key->color_space_low_value, format->green_size, format->green_offset)
4610 - slop.g;
4611 float_colors[0].b = color_to_float(key->color_space_low_value, format->blue_size, format->blue_offset)
4612 - slop.b;
4613 float_colors[0].a = color_to_float(key->color_space_low_value, format->alpha_size, format->alpha_offset)
4614 - slop.a;
4615
4616 float_colors[1].r = color_to_float(key->color_space_high_value, format->red_size, format->red_offset)
4617 + slop.r;
4618 float_colors[1].g = color_to_float(key->color_space_high_value, format->green_size, format->green_offset)
4619 + slop.g;
4620 float_colors[1].b = color_to_float(key->color_space_high_value, format->blue_size, format->blue_offset)
4621 + slop.b;
4622 float_colors[1].a = color_to_float(key->color_space_high_value, format->alpha_size, format->alpha_offset)
4623 + slop.a;
4624 break;
4625
4626 case WINED3DFMT_P8_UINT:
4627 float_colors[0].r = 0.0f;
4628 float_colors[0].g = 0.0f;
4629 float_colors[0].b = 0.0f;
4630 float_colors[0].a = (key->color_space_low_value - 0.5f) / 255.0f;
4631
4632 float_colors[1].r = 0.0f;
4633 float_colors[1].g = 0.0f;
4634 float_colors[1].b = 0.0f;
4635 float_colors[1].a = (key->color_space_high_value + 0.5f) / 255.0f;
4636 break;
4637
4638 default:
4639 ERR("Unhandled color key to float conversion for format %s.\n", debug_d3dformat(format->id));
4640 }
4641 }
4642
4643 /* DirectDraw stuff */
4644 enum wined3d_format_id pixelformat_for_depth(DWORD depth)
4645 {
4646 switch (depth)
4647 {
4648 case 8: return WINED3DFMT_P8_UINT;
4649 case 15: return WINED3DFMT_B5G5R5X1_UNORM;
4650 case 16: return WINED3DFMT_B5G6R5_UNORM;
4651 case 24: return WINED3DFMT_B8G8R8X8_UNORM; /* Robots needs 24bit to be WINED3DFMT_B8G8R8X8_UNORM */
4652 case 32: return WINED3DFMT_B8G8R8X8_UNORM; /* EVE online and the Fur demo need 32bit AdapterDisplayMode to return WINED3DFMT_B8G8R8X8_UNORM */
4653 default: return WINED3DFMT_UNKNOWN;
4654 }
4655 }
4656
4657 void multiply_matrix(struct wined3d_matrix *dst, const struct wined3d_matrix *src1, const struct wined3d_matrix *src2)
4658 {
4659 struct wined3d_matrix tmp;
4660
4661 /* Now do the multiplication 'by hand'.
4662 I know that all this could be optimised, but this will be done later :-) */
4663 tmp._11 = (src1->_11 * src2->_11) + (src1->_21 * src2->_12) + (src1->_31 * src2->_13) + (src1->_41 * src2->_14);
4664 tmp._21 = (src1->_11 * src2->_21) + (src1->_21 * src2->_22) + (src1->_31 * src2->_23) + (src1->_41 * src2->_24);
4665 tmp._31 = (src1->_11 * src2->_31) + (src1->_21 * src2->_32) + (src1->_31 * src2->_33) + (src1->_41 * src2->_34);
4666 tmp._41 = (src1->_11 * src2->_41) + (src1->_21 * src2->_42) + (src1->_31 * src2->_43) + (src1->_41 * src2->_44);
4667
4668 tmp._12 = (src1->_12 * src2->_11) + (src1->_22 * src2->_12) + (src1->_32 * src2->_13) + (src1->_42 * src2->_14);
4669 tmp._22 = (src1->_12 * src2->_21) + (src1->_22 * src2->_22) + (src1->_32 * src2->_23) + (src1->_42 * src2->_24);
4670 tmp._32 = (src1->_12 * src2->_31) + (src1->_22 * src2->_32) + (src1->_32 * src2->_33) + (src1->_42 * src2->_34);
4671 tmp._42 = (src1->_12 * src2->_41) + (src1->_22 * src2->_42) + (src1->_32 * src2->_43) + (src1->_42 * src2->_44);
4672
4673 tmp._13 = (src1->_13 * src2->_11) + (src1->_23 * src2->_12) + (src1->_33 * src2->_13) + (src1->_43 * src2->_14);
4674 tmp._23 = (src1->_13 * src2->_21) + (src1->_23 * src2->_22) + (src1->_33 * src2->_23) + (src1->_43 * src2->_24);
4675 tmp._33 = (src1->_13 * src2->_31) + (src1->_23 * src2->_32) + (src1->_33 * src2->_33) + (src1->_43 * src2->_34);
4676 tmp._43 = (src1->_13 * src2->_41) + (src1->_23 * src2->_42) + (src1->_33 * src2->_43) + (src1->_43 * src2->_44);
4677
4678 tmp._14 = (src1->_14 * src2->_11) + (src1->_24 * src2->_12) + (src1->_34 * src2->_13) + (src1->_44 * src2->_14);
4679 tmp._24 = (src1->_14 * src2->_21) + (src1->_24 * src2->_22) + (src1->_34 * src2->_23) + (src1->_44 * src2->_24);
4680 tmp._34 = (src1->_14 * src2->_31) + (src1->_24 * src2->_32) + (src1->_34 * src2->_33) + (src1->_44 * src2->_34);
4681 tmp._44 = (src1->_14 * src2->_41) + (src1->_24 * src2->_42) + (src1->_34 * src2->_43) + (src1->_44 * src2->_44);
4682
4683 *dst = tmp;
4684 }
4685
4686 DWORD get_flexible_vertex_size(DWORD d3dvtVertexType) {
4687 DWORD size = 0;
4688 int i;
4689 int numTextures = (d3dvtVertexType & WINED3DFVF_TEXCOUNT_MASK) >> WINED3DFVF_TEXCOUNT_SHIFT;
4690
4691 if (d3dvtVertexType & WINED3DFVF_NORMAL) size += 3 * sizeof(float);
4692 if (d3dvtVertexType & WINED3DFVF_DIFFUSE) size += sizeof(DWORD);
4693 if (d3dvtVertexType & WINED3DFVF_SPECULAR) size += sizeof(DWORD);
4694 if (d3dvtVertexType & WINED3DFVF_PSIZE) size += sizeof(DWORD);
4695 switch (d3dvtVertexType & WINED3DFVF_POSITION_MASK) {
4696 case WINED3DFVF_XYZ: size += 3 * sizeof(float); break;
4697 case WINED3DFVF_XYZRHW: size += 4 * sizeof(float); break;
4698 case WINED3DFVF_XYZB1: size += 4 * sizeof(float); break;
4699 case WINED3DFVF_XYZB2: size += 5 * sizeof(float); break;
4700 case WINED3DFVF_XYZB3: size += 6 * sizeof(float); break;
4701 case WINED3DFVF_XYZB4: size += 7 * sizeof(float); break;
4702 case WINED3DFVF_XYZB5: size += 8 * sizeof(float); break;
4703 case WINED3DFVF_XYZW: size += 4 * sizeof(float); break;
4704 default: ERR("Unexpected position mask\n");
4705 }
4706 for (i = 0; i < numTextures; i++) {
4707 size += GET_TEXCOORD_SIZE_FROM_FVF(d3dvtVertexType, i) * sizeof(float);
4708 }
4709
4710 return size;
4711 }
4712
4713 unsigned int wined3d_max_compat_varyings(const struct wined3d_gl_info *gl_info)
4714 {
4715 /* On core profile we have to also count diffuse and specular colors and the
4716 * fog coordinate. */
4717 return gl_info->supported[WINED3D_GL_LEGACY_CONTEXT] ? MAX_TEXTURES * 4 : (MAX_TEXTURES + 2) * 4 + 1;
4718 }
4719
4720 void gen_ffp_frag_op(const struct wined3d_context *context, const struct wined3d_state *state,
4721 struct ffp_frag_settings *settings, BOOL ignore_textype)
4722 {
4723 #define ARG1 0x01
4724 #define ARG2 0x02
4725 #define ARG0 0x04
4726 static const unsigned char args[WINED3D_TOP_LERP + 1] =
4727 {
4728 /* undefined */ 0,
4729 /* D3DTOP_DISABLE */ 0,
4730 /* D3DTOP_SELECTARG1 */ ARG1,
4731 /* D3DTOP_SELECTARG2 */ ARG2,
4732 /* D3DTOP_MODULATE */ ARG1 | ARG2,
4733 /* D3DTOP_MODULATE2X */ ARG1 | ARG2,
4734 /* D3DTOP_MODULATE4X */ ARG1 | ARG2,
4735 /* D3DTOP_ADD */ ARG1 | ARG2,
4736 /* D3DTOP_ADDSIGNED */ ARG1 | ARG2,
4737 /* D3DTOP_ADDSIGNED2X */ ARG1 | ARG2,
4738 /* D3DTOP_SUBTRACT */ ARG1 | ARG2,
4739 /* D3DTOP_ADDSMOOTH */ ARG1 | ARG2,
4740 /* D3DTOP_BLENDDIFFUSEALPHA */ ARG1 | ARG2,
4741 /* D3DTOP_BLENDTEXTUREALPHA */ ARG1 | ARG2,
4742 /* D3DTOP_BLENDFACTORALPHA */ ARG1 | ARG2,
4743 /* D3DTOP_BLENDTEXTUREALPHAPM */ ARG1 | ARG2,
4744 /* D3DTOP_BLENDCURRENTALPHA */ ARG1 | ARG2,
4745 /* D3DTOP_PREMODULATE */ ARG1 | ARG2,
4746 /* D3DTOP_MODULATEALPHA_ADDCOLOR */ ARG1 | ARG2,
4747 /* D3DTOP_MODULATECOLOR_ADDALPHA */ ARG1 | ARG2,
4748 /* D3DTOP_MODULATEINVALPHA_ADDCOLOR */ ARG1 | ARG2,
4749 /* D3DTOP_MODULATEINVCOLOR_ADDALPHA */ ARG1 | ARG2,
4750 /* D3DTOP_BUMPENVMAP */ ARG1 | ARG2,
4751 /* D3DTOP_BUMPENVMAPLUMINANCE */ ARG1 | ARG2,
4752 /* D3DTOP_DOTPRODUCT3 */ ARG1 | ARG2,
4753 /* D3DTOP_MULTIPLYADD */ ARG1 | ARG2 | ARG0,
4754 /* D3DTOP_LERP */ ARG1 | ARG2 | ARG0
4755 };
4756 unsigned int i;
4757 DWORD ttff;
4758 DWORD cop, aop, carg0, carg1, carg2, aarg0, aarg1, aarg2;
4759 const struct wined3d_gl_info *gl_info = context->gl_info;
4760 const struct wined3d_d3d_info *d3d_info = context->d3d_info;
4761
4762 settings->padding = 0;
4763
4764 for (i = 0; i < d3d_info->limits.ffp_blend_stages; ++i)
4765 {
4766 const struct wined3d_texture *texture;
4767
4768 settings->op[i].padding = 0;
4769 if (state->texture_states[i][WINED3D_TSS_COLOR_OP] == WINED3D_TOP_DISABLE)
4770 {
4771 settings->op[i].cop = WINED3D_TOP_DISABLE;
4772 settings->op[i].aop = WINED3D_TOP_DISABLE;
4773 settings->op[i].carg0 = settings->op[i].carg1 = settings->op[i].carg2 = ARG_UNUSED;
4774 settings->op[i].aarg0 = settings->op[i].aarg1 = settings->op[i].aarg2 = ARG_UNUSED;
4775 settings->op[i].color_fixup = COLOR_FIXUP_IDENTITY;
4776 settings->op[i].dst = resultreg;
4777 settings->op[i].tex_type = WINED3D_GL_RES_TYPE_TEX_1D;
4778 settings->op[i].projected = proj_none;
4779 i++;
4780 break;
4781 }
4782
4783 if ((texture = state->textures[i]))
4784 {
4785 settings->op[i].color_fixup = texture->resource.format->color_fixup;
4786 if (ignore_textype)
4787 {
4788 settings->op[i].tex_type = WINED3D_GL_RES_TYPE_TEX_1D;
4789 }
4790 else
4791 {
4792 switch (texture->target)
4793 {
4794 case GL_TEXTURE_1D:
4795 settings->op[i].tex_type = WINED3D_GL_RES_TYPE_TEX_1D;
4796 break;
4797 case GL_TEXTURE_2D:
4798 settings->op[i].tex_type = WINED3D_GL_RES_TYPE_TEX_2D;
4799 break;
4800 case GL_TEXTURE_3D:
4801 settings->op[i].tex_type = WINED3D_GL_RES_TYPE_TEX_3D;
4802 break;
4803 case GL_TEXTURE_CUBE_MAP_ARB:
4804 settings->op[i].tex_type = WINED3D_GL_RES_TYPE_TEX_CUBE;
4805 break;
4806 case GL_TEXTURE_RECTANGLE_ARB:
4807 settings->op[i].tex_type = WINED3D_GL_RES_TYPE_TEX_RECT;
4808 break;
4809 }
4810 }
4811 } else {
4812 settings->op[i].color_fixup = COLOR_FIXUP_IDENTITY;
4813 settings->op[i].tex_type = WINED3D_GL_RES_TYPE_TEX_1D;
4814 }
4815
4816 cop = state->texture_states[i][WINED3D_TSS_COLOR_OP];
4817 aop = state->texture_states[i][WINED3D_TSS_ALPHA_OP];
4818
4819 carg1 = (args[cop] & ARG1) ? state->texture_states[i][WINED3D_TSS_COLOR_ARG1] : ARG_UNUSED;
4820 carg2 = (args[cop] & ARG2) ? state->texture_states[i][WINED3D_TSS_COLOR_ARG2] : ARG_UNUSED;
4821 carg0 = (args[cop] & ARG0) ? state->texture_states[i][WINED3D_TSS_COLOR_ARG0] : ARG_UNUSED;
4822
4823 if (is_invalid_op(state, i, cop, carg1, carg2, carg0))
4824 {
4825 carg0 = ARG_UNUSED;
4826 carg2 = ARG_UNUSED;
4827 carg1 = WINED3DTA_CURRENT;
4828 cop = WINED3D_TOP_SELECT_ARG1;
4829 }
4830
4831 if (cop == WINED3D_TOP_DOTPRODUCT3)
4832 {
4833 /* A dotproduct3 on the colorop overwrites the alphaop operation and replicates
4834 * the color result to the alpha component of the destination
4835 */
4836 aop = cop;
4837 aarg1 = carg1;
4838 aarg2 = carg2;
4839 aarg0 = carg0;
4840 }
4841 else
4842 {
4843 aarg1 = (args[aop] & ARG1) ? state->texture_states[i][WINED3D_TSS_ALPHA_ARG1] : ARG_UNUSED;
4844 aarg2 = (args[aop] & ARG2) ? state->texture_states[i][WINED3D_TSS_ALPHA_ARG2] : ARG_UNUSED;
4845 aarg0 = (args[aop] & ARG0) ? state->texture_states[i][WINED3D_TSS_ALPHA_ARG0] : ARG_UNUSED;
4846 }
4847
4848 if (!i && state->textures[0] && state->render_states[WINED3D_RS_COLORKEYENABLE])
4849 {
4850 GLenum texture_dimensions;
4851
4852 texture = state->textures[0];
4853 texture_dimensions = texture->target;
4854
4855 if (texture_dimensions == GL_TEXTURE_2D || texture_dimensions == GL_TEXTURE_RECTANGLE_ARB)
4856 {
4857 if (texture->async.color_key_flags & WINED3D_CKEY_SRC_BLT && !texture->resource.format->alpha_size)
4858 {
4859 if (aop == WINED3D_TOP_DISABLE)
4860 {
4861 aarg1 = WINED3DTA_TEXTURE;
4862 aop = WINED3D_TOP_SELECT_ARG1;
4863 }
4864 else if (aop == WINED3D_TOP_SELECT_ARG1 && aarg1 != WINED3DTA_TEXTURE)
4865 {
4866 if (state->render_states[WINED3D_RS_ALPHABLENDENABLE])
4867 {
4868 aarg2 = WINED3DTA_TEXTURE;
4869 aop = WINED3D_TOP_MODULATE;
4870 }
4871 else aarg1 = WINED3DTA_TEXTURE;
4872 }
4873 else if (aop == WINED3D_TOP_SELECT_ARG2 && aarg2 != WINED3DTA_TEXTURE)
4874 {
4875 if (state->render_states[WINED3D_RS_ALPHABLENDENABLE])
4876 {
4877 aarg1 = WINED3DTA_TEXTURE;
4878 aop = WINED3D_TOP_MODULATE;
4879 }
4880 else aarg2 = WINED3DTA_TEXTURE;
4881 }
4882 }
4883 }
4884 }
4885
4886 if (is_invalid_op(state, i, aop, aarg1, aarg2, aarg0))
4887 {
4888 aarg0 = ARG_UNUSED;
4889 aarg2 = ARG_UNUSED;
4890 aarg1 = WINED3DTA_CURRENT;
4891 aop = WINED3D_TOP_SELECT_ARG1;
4892 }
4893
4894 if (carg1 == WINED3DTA_TEXTURE || carg2 == WINED3DTA_TEXTURE || carg0 == WINED3DTA_TEXTURE
4895 || aarg1 == WINED3DTA_TEXTURE || aarg2 == WINED3DTA_TEXTURE || aarg0 == WINED3DTA_TEXTURE)
4896 {
4897 ttff = state->texture_states[i][WINED3D_TSS_TEXTURE_TRANSFORM_FLAGS];
4898 if (ttff == (WINED3D_TTFF_PROJECTED | WINED3D_TTFF_COUNT3))
4899 settings->op[i].projected = proj_count3;
4900 else if (ttff & WINED3D_TTFF_PROJECTED)
4901 settings->op[i].projected = proj_count4;
4902 else
4903 settings->op[i].projected = proj_none;
4904 }
4905 else
4906 {
4907 settings->op[i].projected = proj_none;
4908 }
4909
4910 settings->op[i].cop = cop;
4911 settings->op[i].aop = aop;
4912 settings->op[i].carg0 = carg0;
4913 settings->op[i].carg1 = carg1;
4914 settings->op[i].carg2 = carg2;
4915 settings->op[i].aarg0 = aarg0;
4916 settings->op[i].aarg1 = aarg1;
4917 settings->op[i].aarg2 = aarg2;
4918
4919 if (state->texture_states[i][WINED3D_TSS_RESULT_ARG] == WINED3DTA_TEMP)
4920 settings->op[i].dst = tempreg;
4921 else
4922 settings->op[i].dst = resultreg;
4923 }
4924
4925 /* Clear unsupported stages */
4926 for(; i < MAX_TEXTURES; i++) {
4927 memset(&settings->op[i], 0xff, sizeof(settings->op[i]));
4928 }
4929
4930 if (!state->render_states[WINED3D_RS_FOGENABLE])
4931 {
4932 settings->fog = WINED3D_FFP_PS_FOG_OFF;
4933 }
4934 else if (state->render_states[WINED3D_RS_FOGTABLEMODE] == WINED3D_FOG_NONE)
4935 {
4936 if (use_vs(state) || state->vertex_declaration->position_transformed)
4937 {
4938 settings->fog = WINED3D_FFP_PS_FOG_LINEAR;
4939 }
4940 else
4941 {
4942 switch (state->render_states[WINED3D_RS_FOGVERTEXMODE])
4943 {
4944 case WINED3D_FOG_NONE:
4945 case WINED3D_FOG_LINEAR:
4946 settings->fog = WINED3D_FFP_PS_FOG_LINEAR;
4947 break;
4948 case WINED3D_FOG_EXP:
4949 settings->fog = WINED3D_FFP_PS_FOG_EXP;
4950 break;
4951 case WINED3D_FOG_EXP2:
4952 settings->fog = WINED3D_FFP_PS_FOG_EXP2;
4953 break;
4954 }
4955 }
4956 }
4957 else
4958 {
4959 switch (state->render_states[WINED3D_RS_FOGTABLEMODE])
4960 {
4961 case WINED3D_FOG_LINEAR:
4962 settings->fog = WINED3D_FFP_PS_FOG_LINEAR;
4963 break;
4964 case WINED3D_FOG_EXP:
4965 settings->fog = WINED3D_FFP_PS_FOG_EXP;
4966 break;
4967 case WINED3D_FOG_EXP2:
4968 settings->fog = WINED3D_FFP_PS_FOG_EXP2;
4969 break;
4970 }
4971 }
4972 #if defined(STAGING_CSMT)
4973 settings->sRGB_write = !gl_info->supported[ARB_FRAMEBUFFER_SRGB] && needs_srgb_write(context, state, &state->fb);
4974 #else /* STAGING_CSMT */
4975 settings->sRGB_write = !gl_info->supported[ARB_FRAMEBUFFER_SRGB] && needs_srgb_write(context, state, state->fb);
4976 #endif /* STAGING_CSMT */
4977 if (d3d_info->vs_clipping || !use_vs(state) || !state->render_states[WINED3D_RS_CLIPPING]
4978 || !state->render_states[WINED3D_RS_CLIPPLANEENABLE])
4979 {
4980 /* No need to emulate clipplanes if GL supports native vertex shader clipping or if
4981 * the fixed function vertex pipeline is used(which always supports clipplanes), or
4982 * if no clipplane is enabled
4983 */
4984 settings->emul_clipplanes = 0;
4985 } else {
4986 settings->emul_clipplanes = 1;
4987 }
4988
4989 if (state->render_states[WINED3D_RS_COLORKEYENABLE] && state->textures[0]
4990 && state->textures[0]->async.color_key_flags & WINED3D_CKEY_SRC_BLT
4991 && settings->op[0].cop != WINED3D_TOP_DISABLE)
4992 settings->color_key_enabled = 1;
4993 else
4994 settings->color_key_enabled = 0;
4995
4996 /* texcoords_initialized is set to meaningful values only when GL doesn't
4997 * support enough varyings to always pass around all the possible texture
4998 * coordinates.
4999 * This is used to avoid reading a varying not written by the vertex shader.
5000 * Reading uninitialized varyings on core profile contexts results in an
5001 * error while with builtin varyings on legacy contexts you get undefined
5002 * behavior. */
5003 if (d3d_info->limits.varying_count
5004 && d3d_info->limits.varying_count < wined3d_max_compat_varyings(gl_info))
5005 {
5006 settings->texcoords_initialized = 0;
5007 for (i = 0; i < MAX_TEXTURES; ++i)
5008 {
5009 if (use_vs(state))
5010 {
5011 if (state->shader[WINED3D_SHADER_TYPE_VERTEX]->reg_maps.output_registers & (1u << i))
5012 settings->texcoords_initialized |= 1u << i;
5013 }
5014 else
5015 {
5016 const struct wined3d_stream_info *si = &context->stream_info;
5017 unsigned int coord_idx = state->texture_states[i][WINED3D_TSS_TEXCOORD_INDEX];
5018 if ((state->texture_states[i][WINED3D_TSS_TEXCOORD_INDEX] >> WINED3D_FFP_TCI_SHIFT)
5019 & WINED3D_FFP_TCI_MASK
5020 || (coord_idx < MAX_TEXTURES && (si->use_map & (1u << (WINED3D_FFP_TEXCOORD0 + coord_idx)))))
5021 settings->texcoords_initialized |= 1u << i;
5022 }
5023 }
5024 }
5025 else
5026 {
5027 settings->texcoords_initialized = (1u << MAX_TEXTURES) - 1;
5028 }
5029
5030 settings->pointsprite = state->render_states[WINED3D_RS_POINTSPRITEENABLE]
5031 && state->gl_primitive_type == GL_POINTS;
5032
5033 if (d3d_info->emulated_flatshading)
5034 settings->flatshading = state->render_states[WINED3D_RS_SHADEMODE] == WINED3D_SHADE_FLAT;
5035 else
5036 settings->flatshading = FALSE;
5037 }
5038
5039 const struct ffp_frag_desc *find_ffp_frag_shader(const struct wine_rb_tree *fragment_shaders,
5040 const struct ffp_frag_settings *settings)
5041 {
5042 struct wine_rb_entry *entry = wine_rb_get(fragment_shaders, settings);
5043 return entry ? WINE_RB_ENTRY_VALUE(entry, struct ffp_frag_desc, entry) : NULL;
5044 }
5045
5046 void add_ffp_frag_shader(struct wine_rb_tree *shaders, struct ffp_frag_desc *desc)
5047 {
5048 /* Note that the key is the implementation independent part of the ffp_frag_desc structure,
5049 * whereas desc points to an extended structure with implementation specific parts. */
5050 if (wine_rb_put(shaders, &desc->settings, &desc->entry) == -1)
5051 {
5052 ERR("Failed to insert ffp frag shader.\n");
5053 }
5054 }
5055
5056 /* Activates the texture dimension according to the bound D3D texture. Does
5057 * not care for the colorop or correct gl texture unit (when using nvrc).
5058 * Requires the caller to activate the correct unit. */
5059 /* Context activation is done by the caller (state handler). */
5060 void texture_activate_dimensions(const struct wined3d_texture *texture, const struct wined3d_gl_info *gl_info)
5061 {
5062 if (texture)
5063 {
5064 switch (texture->target)
5065 {
5066 case GL_TEXTURE_2D:
5067 gl_info->gl_ops.gl.p_glDisable(GL_TEXTURE_3D);
5068 checkGLcall("glDisable(GL_TEXTURE_3D)");
5069 if (gl_info->supported[ARB_TEXTURE_CUBE_MAP])
5070 {
5071 gl_info->gl_ops.gl.p_glDisable(GL_TEXTURE_CUBE_MAP_ARB);
5072 checkGLcall("glDisable(GL_TEXTURE_CUBE_MAP_ARB)");
5073 }
5074 if (gl_info->supported[ARB_TEXTURE_RECTANGLE])
5075 {
5076 gl_info->gl_ops.gl.p_glDisable(GL_TEXTURE_RECTANGLE_ARB);
5077 checkGLcall("glDisable(GL_TEXTURE_RECTANGLE_ARB)");
5078 }
5079 gl_info->gl_ops.gl.p_glEnable(GL_TEXTURE_2D);
5080 checkGLcall("glEnable(GL_TEXTURE_2D)");
5081 break;
5082 case GL_TEXTURE_RECTANGLE_ARB:
5083 gl_info->gl_ops.gl.p_glDisable(GL_TEXTURE_2D);
5084 checkGLcall("glDisable(GL_TEXTURE_2D)");
5085 gl_info->gl_ops.gl.p_glDisable(GL_TEXTURE_3D);
5086 checkGLcall("glDisable(GL_TEXTURE_3D)");
5087 if (gl_info->supported[ARB_TEXTURE_CUBE_MAP])
5088 {
5089 gl_info->gl_ops.gl.p_glDisable(GL_TEXTURE_CUBE_MAP_ARB);
5090 checkGLcall("glDisable(GL_TEXTURE_CUBE_MAP_ARB)");
5091 }
5092 gl_info->gl_ops.gl.p_glEnable(GL_TEXTURE_RECTANGLE_ARB);
5093 checkGLcall("glEnable(GL_TEXTURE_RECTANGLE_ARB)");
5094 break;
5095 case GL_TEXTURE_3D:
5096 if (gl_info->supported[ARB_TEXTURE_CUBE_MAP])
5097 {
5098 gl_info->gl_ops.gl.p_glDisable(GL_TEXTURE_CUBE_MAP_ARB);
5099 checkGLcall("glDisable(GL_TEXTURE_CUBE_MAP_ARB)");
5100 }
5101 if (gl_info->supported[ARB_TEXTURE_RECTANGLE])
5102 {
5103 gl_info->gl_ops.gl.p_glDisable(GL_TEXTURE_RECTANGLE_ARB);
5104 checkGLcall("glDisable(GL_TEXTURE_RECTANGLE_ARB)");
5105 }
5106 gl_info->gl_ops.gl.p_glDisable(GL_TEXTURE_2D);
5107 checkGLcall("glDisable(GL_TEXTURE_2D)");
5108 gl_info->gl_ops.gl.p_glEnable(GL_TEXTURE_3D);
5109 checkGLcall("glEnable(GL_TEXTURE_3D)");
5110 break;
5111 case GL_TEXTURE_CUBE_MAP_ARB:
5112 gl_info->gl_ops.gl.p_glDisable(GL_TEXTURE_2D);
5113 checkGLcall("glDisable(GL_TEXTURE_2D)");
5114 gl_info->gl_ops.gl.p_glDisable(GL_TEXTURE_3D);
5115 checkGLcall("glDisable(GL_TEXTURE_3D)");
5116 if (gl_info->supported[ARB_TEXTURE_RECTANGLE])
5117 {
5118 gl_info->gl_ops.gl.p_glDisable(GL_TEXTURE_RECTANGLE_ARB);
5119 checkGLcall("glDisable(GL_TEXTURE_RECTANGLE_ARB)");
5120 }
5121 gl_info->gl_ops.gl.p_glEnable(GL_TEXTURE_CUBE_MAP_ARB);
5122 checkGLcall("glEnable(GL_TEXTURE_CUBE_MAP_ARB)");
5123 break;
5124 }
5125 }
5126 else
5127 {
5128 gl_info->gl_ops.gl.p_glEnable(GL_TEXTURE_2D);
5129 checkGLcall("glEnable(GL_TEXTURE_2D)");
5130 gl_info->gl_ops.gl.p_glDisable(GL_TEXTURE_3D);
5131 checkGLcall("glDisable(GL_TEXTURE_3D)");
5132 if (gl_info->supported[ARB_TEXTURE_CUBE_MAP])
5133 {
5134 gl_info->gl_ops.gl.p_glDisable(GL_TEXTURE_CUBE_MAP_ARB);
5135 checkGLcall("glDisable(GL_TEXTURE_CUBE_MAP_ARB)");
5136 }
5137 if (gl_info->supported[ARB_TEXTURE_RECTANGLE])
5138 {
5139 gl_info->gl_ops.gl.p_glDisable(GL_TEXTURE_RECTANGLE_ARB);
5140 checkGLcall("glDisable(GL_TEXTURE_RECTANGLE_ARB)");
5141 }
5142 /* Binding textures is done by samplers. A dummy texture will be bound */
5143 }
5144 }
5145
5146 /* Context activation is done by the caller (state handler). */
5147 void sampler_texdim(struct wined3d_context *context, const struct wined3d_state *state, DWORD state_id)
5148 {
5149 DWORD sampler = state_id - STATE_SAMPLER(0);
5150 DWORD mapped_stage = context->tex_unit_map[sampler];
5151
5152 /* No need to enable / disable anything here for unused samplers. The
5153 * tex_colorop handler takes care. Also no action is needed with pixel
5154 * shaders, or if tex_colorop will take care of this business. */
5155 if (mapped_stage == WINED3D_UNMAPPED_STAGE || mapped_stage >= context->gl_info->limits.textures)
5156 return;
5157 if (sampler >= context->lowest_disabled_stage)
5158 return;
5159 if (isStateDirty(context, STATE_TEXTURESTAGE(sampler, WINED3D_TSS_COLOR_OP)))
5160 return;
5161
5162 texture_activate_dimensions(state->textures[sampler], context->gl_info);
5163 }
5164
5165 void *wined3d_rb_alloc(size_t size)
5166 {
5167 return HeapAlloc(GetProcessHeap(), 0, size);
5168 }
5169
5170 void *wined3d_rb_realloc(void *ptr, size_t size)
5171 {
5172 return HeapReAlloc(GetProcessHeap(), 0, ptr, size);
5173 }
5174
5175 void wined3d_rb_free(void *ptr)
5176 {
5177 HeapFree(GetProcessHeap(), 0, ptr);
5178 }
5179
5180 static int ffp_frag_program_key_compare(const void *key, const struct wine_rb_entry *entry)
5181 {
5182 const struct ffp_frag_settings *ka = key;
5183 const struct ffp_frag_settings *kb = &WINE_RB_ENTRY_VALUE(entry, const struct ffp_frag_desc, entry)->settings;
5184
5185 return memcmp(ka, kb, sizeof(*ka));
5186 }
5187
5188 const struct wine_rb_functions wined3d_ffp_frag_program_rb_functions =
5189 {
5190 wined3d_rb_alloc,
5191 wined3d_rb_realloc,
5192 wined3d_rb_free,
5193 ffp_frag_program_key_compare,
5194 };
5195
5196 void wined3d_ffp_get_vs_settings(const struct wined3d_context *context,
5197 const struct wined3d_state *state, struct wined3d_ffp_vs_settings *settings)
5198 {
5199 const struct wined3d_stream_info *si = &context->stream_info;
5200 const struct wined3d_gl_info *gl_info = context->gl_info;
5201 const struct wined3d_d3d_info *d3d_info = context->d3d_info;
5202 unsigned int coord_idx, i;
5203
5204 if (si->position_transformed)
5205 {
5206 memset(settings, 0, sizeof(*settings));
5207
5208 settings->transformed = 1;
5209 settings->point_size = state->gl_primitive_type == GL_POINTS;
5210 settings->per_vertex_point_size = !!(si->use_map & 1u << WINED3D_FFP_PSIZE);
5211 if (!state->render_states[WINED3D_RS_FOGENABLE])
5212 settings->fog_mode = WINED3D_FFP_VS_FOG_OFF;
5213 else if (state->render_states[WINED3D_RS_FOGTABLEMODE] != WINED3D_FOG_NONE)
5214 settings->fog_mode = WINED3D_FFP_VS_FOG_DEPTH;
5215 else
5216 settings->fog_mode = WINED3D_FFP_VS_FOG_FOGCOORD;
5217
5218 for (i = 0; i < MAX_TEXTURES; ++i)
5219 {
5220 coord_idx = state->texture_states[i][WINED3D_TSS_TEXCOORD_INDEX];
5221 if (coord_idx < MAX_TEXTURES && (si->use_map & (1u << (WINED3D_FFP_TEXCOORD0 + coord_idx))))
5222 settings->texcoords |= 1u << i;
5223 settings->texgen[i] = state->texture_states[i][WINED3D_TSS_TEXCOORD_INDEX];
5224 }
5225 if (d3d_info->limits.varying_count >= wined3d_max_compat_varyings(gl_info))
5226 settings->texcoords = (1u << MAX_TEXTURES) - 1;
5227
5228 if (d3d_info->emulated_flatshading)
5229 settings->flatshading = state->render_states[WINED3D_RS_SHADEMODE] == WINED3D_SHADE_FLAT;
5230 else
5231 settings->flatshading = FALSE;
5232
5233 return;
5234 }
5235
5236 switch (state->render_states[WINED3D_RS_VERTEXBLEND])
5237 {
5238 case WINED3D_VBF_DISABLE:
5239 case WINED3D_VBF_1WEIGHTS:
5240 case WINED3D_VBF_2WEIGHTS:
5241 case WINED3D_VBF_3WEIGHTS:
5242 settings->vertexblends = state->render_states[WINED3D_RS_VERTEXBLEND];
5243 break;
5244 default:
5245 FIXME("Unsupported vertex blending: %d\n", state->render_states[WINED3D_RS_VERTEXBLEND]);
5246 break;
5247 }
5248
5249 settings->transformed = 0;
5250 settings->clipping = state->render_states[WINED3D_RS_CLIPPING]
5251 && state->render_states[WINED3D_RS_CLIPPLANEENABLE];
5252 settings->normal = !!(si->use_map & (1u << WINED3D_FFP_NORMAL));
5253 settings->normalize = settings->normal && state->render_states[WINED3D_RS_NORMALIZENORMALS];
5254 settings->lighting = !!state->render_states[WINED3D_RS_LIGHTING];
5255 settings->localviewer = !!state->render_states[WINED3D_RS_LOCALVIEWER];
5256 settings->point_size = state->gl_primitive_type == GL_POINTS;
5257 settings->per_vertex_point_size = !!(si->use_map & 1u << WINED3D_FFP_PSIZE);
5258
5259 if (state->render_states[WINED3D_RS_COLORVERTEX] && (si->use_map & (1u << WINED3D_FFP_DIFFUSE)))
5260 {
5261 settings->diffuse_source = state->render_states[WINED3D_RS_DIFFUSEMATERIALSOURCE];
5262 settings->emissive_source = state->render_states[WINED3D_RS_EMISSIVEMATERIALSOURCE];
5263 settings->ambient_source = state->render_states[WINED3D_RS_AMBIENTMATERIALSOURCE];
5264 settings->specular_source = state->render_states[WINED3D_RS_SPECULARMATERIALSOURCE];
5265 }
5266 else
5267 {
5268 settings->diffuse_source = WINED3D_MCS_MATERIAL;
5269 settings->emissive_source = WINED3D_MCS_MATERIAL;
5270 settings->ambient_source = WINED3D_MCS_MATERIAL;
5271 settings->specular_source = WINED3D_MCS_MATERIAL;
5272 }
5273
5274 settings->texcoords = 0;
5275 for (i = 0; i < MAX_TEXTURES; ++i)
5276 {
5277 coord_idx = state->texture_states[i][WINED3D_TSS_TEXCOORD_INDEX];
5278 if (coord_idx < MAX_TEXTURES && (si->use_map & (1u << (WINED3D_FFP_TEXCOORD0 + coord_idx))))
5279 settings->texcoords |= 1u << i;
5280 settings->texgen[i] = state->texture_states[i][WINED3D_TSS_TEXCOORD_INDEX];
5281 }
5282 if (d3d_info->limits.varying_count >= wined3d_max_compat_varyings(gl_info))
5283 settings->texcoords = (1u << MAX_TEXTURES) - 1;
5284
5285 settings->light_type = 0;
5286 for (i = 0; i < MAX_ACTIVE_LIGHTS; ++i)
5287 {
5288 if (state->lights[i])
5289 settings->light_type |= (state->lights[i]->OriginalParms.type
5290 & WINED3D_FFP_LIGHT_TYPE_MASK) << WINED3D_FFP_LIGHT_TYPE_SHIFT(i);
5291 }
5292
5293 settings->ortho_fog = 0;
5294 if (!state->render_states[WINED3D_RS_FOGENABLE])
5295 settings->fog_mode = WINED3D_FFP_VS_FOG_OFF;
5296 else if (state->render_states[WINED3D_RS_FOGTABLEMODE] != WINED3D_FOG_NONE)
5297 {
5298 settings->fog_mode = WINED3D_FFP_VS_FOG_DEPTH;
5299
5300 if (state->transforms[WINED3D_TS_PROJECTION]._14 == 0.0f
5301 && state->transforms[WINED3D_TS_PROJECTION]._24 == 0.0f
5302 && state->transforms[WINED3D_TS_PROJECTION]._34 == 0.0f
5303 && state->transforms[WINED3D_TS_PROJECTION]._44 == 1.0f)
5304 settings->ortho_fog = 1;
5305 }
5306 else if (state->render_states[WINED3D_RS_FOGVERTEXMODE] == WINED3D_FOG_NONE)
5307 settings->fog_mode = WINED3D_FFP_VS_FOG_FOGCOORD;
5308 else if (state->render_states[WINED3D_RS_RANGEFOGENABLE])
5309 settings->fog_mode = WINED3D_FFP_VS_FOG_RANGE;
5310 else
5311 settings->fog_mode = WINED3D_FFP_VS_FOG_DEPTH;
5312
5313 if (d3d_info->emulated_flatshading)
5314 settings->flatshading = state->render_states[WINED3D_RS_SHADEMODE] == WINED3D_SHADE_FLAT;
5315 else
5316 settings->flatshading = FALSE;
5317
5318 settings->padding = 0;
5319 }
5320
5321 static int wined3d_ffp_vertex_program_key_compare(const void *key, const struct wine_rb_entry *entry)
5322 {
5323 const struct wined3d_ffp_vs_settings *ka = key;
5324 const struct wined3d_ffp_vs_settings *kb = &WINE_RB_ENTRY_VALUE(entry,
5325 const struct wined3d_ffp_vs_desc, entry)->settings;
5326
5327 return memcmp(ka, kb, sizeof(*ka));
5328 }
5329
5330 const struct wine_rb_functions wined3d_ffp_vertex_program_rb_functions =
5331 {
5332 wined3d_rb_alloc,
5333 wined3d_rb_realloc,
5334 wined3d_rb_free,
5335 wined3d_ffp_vertex_program_key_compare,
5336 };
5337
5338 const struct blit_shader *wined3d_select_blitter(const struct wined3d_gl_info *gl_info,
5339 const struct wined3d_d3d_info *d3d_info, enum wined3d_blit_op blit_op,
5340 const RECT *src_rect, DWORD src_usage, enum wined3d_pool src_pool, const struct wined3d_format *src_format,
5341 const RECT *dst_rect, DWORD dst_usage, enum wined3d_pool dst_pool, const struct wined3d_format *dst_format)
5342 {
5343 static const struct blit_shader * const blitters[] =
5344 {
5345 &arbfp_blit,
5346 &ffp_blit,
5347 &cpu_blit,
5348 };
5349 unsigned int i;
5350
5351 for (i = 0; i < sizeof(blitters) / sizeof(*blitters); ++i)
5352 {
5353 if (blitters[i]->blit_supported(gl_info, d3d_info, blit_op,
5354 src_rect, src_usage, src_pool, src_format,
5355 dst_rect, dst_usage, dst_pool, dst_format))
5356 return blitters[i];
5357 }
5358
5359 return NULL;
5360 }
5361
5362 void wined3d_get_draw_rect(const struct wined3d_state *state, RECT *rect)
5363 {
5364 const struct wined3d_viewport *vp = &state->viewport;
5365
5366 SetRect(rect, vp->x, vp->y, vp->x + vp->width, vp->y + vp->height);
5367
5368 if (state->render_states[WINED3D_RS_SCISSORTESTENABLE])
5369 IntersectRect(rect, rect, &state->scissor_rect);
5370 }
5371
5372 const char *wined3d_debug_location(DWORD location)
5373 {
5374 char buf[294];
5375
5376 buf[0] = '\0';
5377 #define LOCATION_TO_STR(u) if (location & u) { strcat(buf, " | "#u); location &= ~u; }
5378 LOCATION_TO_STR(WINED3D_LOCATION_DISCARDED);
5379 LOCATION_TO_STR(WINED3D_LOCATION_SYSMEM);
5380 LOCATION_TO_STR(WINED3D_LOCATION_USER_MEMORY);
5381 LOCATION_TO_STR(WINED3D_LOCATION_DIB);
5382 LOCATION_TO_STR(WINED3D_LOCATION_BUFFER);
5383 LOCATION_TO_STR(WINED3D_LOCATION_TEXTURE_RGB);
5384 LOCATION_TO_STR(WINED3D_LOCATION_TEXTURE_SRGB);
5385 LOCATION_TO_STR(WINED3D_LOCATION_DRAWABLE);
5386 LOCATION_TO_STR(WINED3D_LOCATION_RB_MULTISAMPLE);
5387 LOCATION_TO_STR(WINED3D_LOCATION_RB_RESOLVED);
5388 #undef LOCATION_TO_STR
5389 if (location) FIXME("Unrecognized location flag(s) %#x.\n", location);
5390
5391 return buf[0] ? wine_dbg_sprintf("%s", &buf[3]) : "0";
5392 }
5393
5394 /* Print a floating point value with the %.8e format specifier, always using
5395 * '.' as decimal separator. */
5396 void wined3d_ftoa(float value, char *s)
5397 {
5398 int idx = 1;
5399
5400 if (copysignf(1.0f, value) < 0.0f)
5401 ++idx;
5402
5403 /* Be sure to allocate a buffer of at least 17 characters for the result
5404 as sprintf may return a 3 digit exponent when using the MSVC runtime
5405 instead of a 2 digit exponent. */
5406 sprintf(s, "%.8e", value);
5407 if (isfinite(value))
5408 s[idx] = '.';
5409 }
5410
5411 void wined3d_release_dc(HWND window, HDC dc)
5412 {
5413 /* You'd figure ReleaseDC() would fail if the DC doesn't match the window.
5414 * However, that's not what actually happens, and there are user32 tests
5415 * that confirm ReleaseDC() with the wrong window is supposed to succeed.
5416 * So explicitly check that the DC belongs to the window, since we want to
5417 * avoid releasing a DC that belongs to some other window if the original
5418 * window was already destroyed. */
5419 if (WindowFromDC(dc) != window)
5420 WARN("DC %p does not belong to window %p.\n", dc, window);
5421 else if (!ReleaseDC(window, dc))
5422 ERR("Failed to release device context %p, last error %#x.\n", dc, GetLastError());
5423 }
5424
5425 BOOL wined3d_clip_blit(const RECT *clip_rect, RECT *clipped, RECT *other)
5426 {
5427 RECT orig = *clipped;
5428 float scale_x = (float)(orig.right - orig.left) / (float)(other->right - other->left);
5429 float scale_y = (float)(orig.bottom - orig.top) / (float)(other->bottom - other->top);
5430
5431 IntersectRect(clipped, clipped, clip_rect);
5432
5433 if (IsRectEmpty(clipped))
5434 {
5435 SetRectEmpty(other);
5436 return FALSE;
5437 }
5438
5439 other->left += (LONG)((clipped->left - orig.left) / scale_x);
5440 other->top += (LONG)((clipped->top - orig.top) / scale_y);
5441 other->right -= (LONG)((orig.right - clipped->right) / scale_x);
5442 other->bottom -= (LONG)((orig.bottom - clipped->bottom) / scale_y);
5443
5444 return TRUE;
5445 }