2 * Utility functions for the WineD3D Library
4 * Copyright 2002-2004 Jason Edmeades
5 * Copyright 2003-2004 Raphael Junqueira
6 * Copyright 2004 Christian Costa
7 * Copyright 2005 Oliver Stieber
8 * Copyright 2006-2008 Henri Verbeet
9 * Copyright 2007-2008 Stefan Dösinger for CodeWeavers
10 * Copyright 2009-2010 Henri Verbeet for CodeWeavers
12 * This library is free software; you can redistribute it and/or
13 * modify it under the terms of the GNU Lesser General Public
14 * License as published by the Free Software Foundation; either
15 * version 2.1 of the License, or (at your option) any later version.
17 * This library is distributed in the hope that it will be useful,
18 * but WITHOUT ANY WARRANTY; without even the implied warranty of
19 * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the GNU
20 * Lesser General Public License for more details.
22 * You should have received a copy of the GNU Lesser General Public
23 * License along with this library; if not, write to the Free Software
24 * Foundation, Inc., 51 Franklin St, Fifth Floor, Boston, MA 02110-1301, USA
27 #include "wined3d_private.h"
29 WINE_DEFAULT_DEBUG_CHANNEL(d3d
);
31 #define WINED3D_FORMAT_FOURCC_BASE (WINED3DFMT_BC7_UNORM_SRGB + 1)
35 enum wined3d_format_id id
;
38 format_index_remap
[] =
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},
65 #define WINED3D_FORMAT_COUNT (WINED3D_FORMAT_FOURCC_BASE + ARRAY_SIZE(format_index_remap))
67 struct wined3d_format_channels
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
;
73 BYTE depth_size
, stencil_size
;
76 static const struct wined3d_format_channels formats
[] =
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},
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},
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},
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},
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},
170 enum wined3d_channel_type
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
,
182 struct wined3d_typed_format_info
184 enum wined3d_format_id id
;
185 enum wined3d_format_id typeless_id
;
186 const char *channels
;
190 * The last entry for a given typeless format defines its internal format.
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
200 static const struct wined3d_typed_format_info typed_formats
[] =
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"},
245 struct wined3d_format_base_flags
247 enum wined3d_format_id id
;
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
254 static const struct wined3d_format_base_flags format_base_flags
[] =
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
},
273 struct wined3d_format_block_info
275 enum wined3d_format_id id
;
278 UINT block_byte_count
;
282 static const struct wined3d_format_block_info format_block_info
[] =
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
},
298 struct wined3d_format_vertex_info
300 enum wined3d_format_id id
;
301 enum wined3d_ffp_emit_idx emit_idx
;
302 GLint component_count
;
305 GLboolean gl_normalized
;
306 unsigned int component_size
;
309 static const struct wined3d_format_vertex_info format_vertex_info
[] =
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
)},
334 struct wined3d_format_texture_info
336 enum wined3d_format_id id
;
338 GLint gl_srgb_internal
;
339 GLint gl_rt_internal
;
342 unsigned int conv_byte_count
;
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
);
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
)
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
356 unsigned int x
, y
, z
;
357 const unsigned char *Source
;
360 for (z
= 0; z
< depth
; z
++)
362 for (y
= 0; y
< height
; y
++)
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
++ )
368 unsigned char color
= (*Source
++);
369 /* A */ Dest
[1] = (color
& 0xf0u
) << 0;
370 /* L */ Dest
[0] = (color
& 0x0fu
) << 4;
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
)
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
;
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
++)
391 for (y
= 0; y
< height
; y
++)
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
++ )
397 l_in
= (*texel_in
& 0xfc00u
) >> 10;
398 g_in
= (*texel_in
& 0x03e0u
) >> 5;
399 r_in
= *texel_in
& 0x001fu
;
401 *texel_out
= ((r_in
+ 16) << 11) | (l_in
<< 5) | (g_in
+ 16);
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
)
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
;
416 for (z
= 0; z
< depth
; z
++)
418 for (y
= 0; y
< height
; y
++)
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
++ )
424 l_in
= (*texel_in
& 0xfc00u
) >> 10;
425 g_in
= (*texel_in
& 0x03e0u
) >> 5;
426 r_in
= *texel_in
& 0x001fu
;
429 if (!(r_in
& 0x10)) /* r > 0 */
433 if (!(g_in
& 0x10)) /* g > 0 */
436 texel_out
[0] = r_out
;
437 texel_out
[1] = g_out
;
438 texel_out
[2] = l_in
<< 1 | l_in
>> 5;
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
)
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
;
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
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
++)
465 for (y
= 0; y
< height
; y
++)
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
++ )
471 l_in
= (*texel_in
& 0xfc00u
) >> 10;
472 g_in
= (*texel_in
& 0x03e0u
) >> 5;
473 r_in
= *texel_in
& 0x001fu
;
476 if (!(r_in
& 0x10)) /* r > 0 */
480 if (!(g_in
& 0x10)) /* g > 0 */
483 texel_out
[0] = ds_out
;
484 texel_out
[1] = dt_out
;
485 texel_out
[2] = l_in
<< 1 | l_in
>> 5;
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
)
497 unsigned int x
, y
, z
;
501 for (z
= 0; z
< depth
; z
++)
503 for (y
= 0; y
< height
; y
++)
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
++ )
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 */
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
)
522 unsigned int x
, y
, z
;
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).
530 for (z
= 0; z
< depth
; z
++)
532 for (y
= 0; y
< height
; y
++)
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
++ )
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 */
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
)
551 unsigned int x
, y
, z
;
555 /* This implementation works with the fixed function pipeline and shaders
556 * without further modification after converting the surface.
558 for (z
= 0; z
< depth
; z
++)
560 for (y
= 0; y
< height
; y
++)
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
++ )
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 */
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
)
580 unsigned int x
, y
, z
;
584 for (z
= 0; z
< depth
; z
++)
586 for (y
= 0; y
< height
; y
++)
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
++ )
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 */
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
)
606 unsigned int x
, y
, z
;
608 unsigned short *Dest
;
610 for (z
= 0; z
< depth
; z
++)
612 for (y
= 0; y
< height
; y
++)
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
++ )
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 */
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
)
631 unsigned int x
, y
, z
;
635 for (z
= 0; z
< depth
; z
++)
637 for (y
= 0; y
< height
; y
++)
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
++ )
643 WORD green
= (*Source
++);
644 WORD red
= (*Source
++);
647 /* Strictly speaking not correct for R16G16F, but it doesn't matter because the
648 * shader overwrites it anyway */
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
)
659 unsigned int x
, y
, z
;
663 for (z
= 0; z
< depth
; z
++)
665 for (y
= 0; y
< height
; y
++)
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
++ )
671 float green
= (*Source
++);
672 float red
= (*Source
++);
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
)
685 unsigned int x
, y
, z
;
687 for (z
= 0; z
< depth
; z
++)
689 for (y
= 0; y
< height
; ++y
)
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
);
694 for (x
= 0; x
< width
; ++x
)
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);
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
)
710 unsigned int x
, y
, z
;
712 for (z
= 0; z
< depth
; z
++)
714 for (y
= 0; y
< height
; ++y
)
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
);
719 for (x
= 0; x
< width
; ++x
)
721 /* Just need to clear out the X4 part. */
722 dest
[x
] = source
[x
] & ~0xf0;
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
)
731 unsigned int x
, y
, z
;
733 for (z
= 0; z
< depth
; z
++)
735 for (y
= 0; y
< height
; ++y
)
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
;
741 for (x
= 0; x
< width
; ++x
)
743 dest_f
[x
* 2] = float_24_to_32((source
[x
] & 0xffffff00u
) >> 8);
744 dest_s
[x
* 2 + 1] = source
[x
] & 0xff;
750 static BOOL
color_in_range(const struct wined3d_color_key
*color_key
, DWORD color
)
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
;
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
)
768 /* FIXME: This should probably use the system palette. */
769 FIXME("P8 surface loaded without a palette.\n");
771 for (y
= 0; y
< height
; ++y
)
773 memset(&dst
[dst_pitch
* y
], 0, width
* 4);
779 for (y
= 0; y
< height
; ++y
)
781 src_row
= &src
[src_pitch
* y
];
782 dst_row
= (DWORD
*)&dst
[dst_pitch
* y
];
783 for (x
= 0; x
< width
; ++x
)
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
;
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
)
802 for (y
= 0; y
< height
; ++y
)
804 src_row
= (WORD
*)&src
[src_pitch
* y
];
805 dst_row
= (WORD
*)&dst
[dst_pitch
* y
];
806 for (x
= 0; x
< width
; ++x
)
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
);
812 dst_row
[x
] = ((src_color
& 0xffc0u
) >> 1) | (src_color
& 0x1fu
);
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
)
825 for (y
= 0; y
< height
; ++y
)
827 src_row
= (WORD
*)&src
[src_pitch
* y
];
828 dst_row
= (WORD
*)&dst
[dst_pitch
* y
];
829 for (x
= 0; x
< width
; ++x
)
831 WORD src_color
= src_row
[x
];
832 if (color_in_range(color_key
, src_color
))
833 dst_row
[x
] = src_color
& ~0x8000;
835 dst_row
[x
] = src_color
| 0x8000;
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
)
848 for (y
= 0; y
< height
; ++y
)
850 src_row
= &src
[src_pitch
* y
];
851 dst_row
= (DWORD
*)&dst
[dst_pitch
* y
];
852 for (x
= 0; x
< width
; ++x
)
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;
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
)
865 const DWORD
*src_row
;
869 for (y
= 0; y
< height
; ++y
)
871 src_row
= (DWORD
*)&src
[src_pitch
* y
];
872 dst_row
= (DWORD
*)&dst
[dst_pitch
* y
];
873 for (x
= 0; x
< width
; ++x
)
875 DWORD src_color
= src_row
[x
];
876 if (color_in_range(color_key
, src_color
))
877 dst_row
[x
] = src_color
& ~0xff000000;
879 dst_row
[x
] = src_color
| 0xff000000;
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
)
888 const DWORD
*src_row
;
892 for (y
= 0; y
< height
; ++y
)
894 src_row
= (DWORD
*)&src
[src_pitch
* y
];
895 dst_row
= (DWORD
*)&dst
[dst_pitch
* y
];
896 for (x
= 0; x
< width
; ++x
)
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
;
906 const struct wined3d_color_key_conversion
* wined3d_format_get_color_key_conversion(
907 const struct wined3d_texture
*texture
, BOOL need_alpha_ck
)
909 const struct wined3d_format
*format
= texture
->resource
.format
;
914 enum wined3d_format_id src_format
;
915 struct wined3d_color_key_conversion conversion
;
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
}},
925 static const struct wined3d_color_key_conversion convert_p8
=
927 WINED3DFMT_B8G8R8A8_UNORM
, convert_p8_uint_b8g8r8a8_unorm
930 if (need_alpha_ck
&& (texture
->async
.flags
& WINED3D_TEXTURE_ASYNC_COLOR_KEY
))
932 for (i
= 0; i
< sizeof(color_key_info
) / sizeof(*color_key_info
); ++i
)
934 if (color_key_info
[i
].src_format
== format
->id
)
935 return &color_key_info
[i
].conversion
;
938 FIXME("Color-keying not supported with format %s.\n", debug_d3dformat(format
->id
));
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
))
951 /* The following formats explicitly don't have WINED3DFMT_FLAG_TEXTURE set:
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
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.
964 * WINED3DFMT_P8_UINT_A8_UNORM
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.
974 static const struct wined3d_format_texture_info format_texture_info
[] =
976 /* format id gl_internal gl_srgb_internal gl_rt_internal
977 gl_format gl_type conv_byte_count
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
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
},
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,
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
},
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,
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
},
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,
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,
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
},
1432 struct wined3d_format_srgb_info
1434 enum wined3d_format_id srgb_format_id
;
1435 enum wined3d_format_id base_format_id
;
1438 static const struct wined3d_format_srgb_info format_srgb_info
[] =
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
},
1449 static inline int get_format_idx(enum wined3d_format_id format_id
)
1453 if (format_id
< WINED3D_FORMAT_FOURCC_BASE
)
1456 for (i
= 0; i
< ARRAY_SIZE(format_index_remap
); ++i
)
1458 if (format_index_remap
[i
].id
== format_id
)
1459 return format_index_remap
[i
].idx
;
1465 static void format_set_flag(struct wined3d_format
*format
, unsigned int flag
)
1469 for (i
= 0; i
< ARRAY_SIZE(format
->flags
); ++i
)
1470 format
->flags
[i
] |= flag
;
1473 static void format_clear_flag(struct wined3d_format
*format
, unsigned int flag
)
1477 for (i
= 0; i
< ARRAY_SIZE(format
->flags
); ++i
)
1478 format
->flags
[i
] &= ~flag
;
1481 static enum wined3d_channel_type
map_channel_type(char t
)
1486 return WINED3D_CHANNEL_TYPE_UNORM
;
1488 return WINED3D_CHANNEL_TYPE_SNORM
;
1490 return WINED3D_CHANNEL_TYPE_UINT
;
1492 return WINED3D_CHANNEL_TYPE_SINT
;
1494 return WINED3D_CHANNEL_TYPE_FLOAT
;
1496 return WINED3D_CHANNEL_TYPE_DEPTH
;
1498 return WINED3D_CHANNEL_TYPE_STENCIL
;
1500 ERR("Invalid channel type '%c'.\n", t
);
1501 return WINED3D_CHANNEL_TYPE_NONE
;
1505 static BOOL
init_format_base_info(struct wined3d_gl_info
*gl_info
)
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
))))
1513 ERR("Failed to allocate memory.\n");
1517 for (i
= 0; i
< ARRAY_SIZE(formats
); ++i
)
1519 struct wined3d_format
*format
;
1522 fmt_idx
= get_format_idx(formats
[i
].id
);
1525 ERR("Could not allocate index for format %s %#x.\n",
1526 debug_d3dformat(formats
[i
].id
), formats
[i
].id
);
1529 format
= &gl_info
->formats
[fmt_idx
];
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
;
1548 for (i
= 0; i
< ARRAY_SIZE(typed_formats
); ++i
)
1550 const struct wined3d_format
*typeless_format
;
1551 struct wined3d_format
*format
;
1555 fmt_idx
= get_format_idx(typed_formats
[i
].id
);
1558 ERR("Could not allocate index for format %s %#x.\n",
1559 debug_d3dformat(typed_formats
[i
].id
), typed_formats
[i
].id
);
1562 format
= &gl_info
->formats
[fmt_idx
];
1564 typeless_format
= wined3d_get_format(gl_info
, typed_formats
[i
].typeless_id
);
1565 if (typeless_format
->id
== WINED3DFMT_UNKNOWN
)
1567 ERR("Typeless format %s (%#x) not found.\n",
1568 debug_d3dformat(typed_formats
[i
].typeless_id
), typed_formats
[i
].typeless_id
);
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
;
1588 for (j
= 0; j
< strlen(typed_formats
[i
].channels
); ++j
)
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
;
1597 format_set_flag(format
, flags
);
1600 for (i
= 0; i
< ARRAY_SIZE(format_base_flags
); ++i
)
1602 int fmt_idx
= get_format_idx(format_base_flags
[i
].id
);
1606 ERR("Format %s (%#x) not found.\n",
1607 debug_d3dformat(format_base_flags
[i
].id
), format_base_flags
[i
].id
);
1611 format_set_flag(&gl_info
->formats
[fmt_idx
], format_base_flags
[i
].flags
);
1617 HeapFree(GetProcessHeap(), 0, gl_info
->formats
);
1621 static BOOL
init_format_block_info(struct wined3d_gl_info
*gl_info
)
1625 for (i
= 0; i
< (sizeof(format_block_info
) / sizeof(*format_block_info
)); ++i
)
1627 struct wined3d_format
*format
;
1628 int fmt_idx
= get_format_idx(format_block_info
[i
].id
);
1632 ERR("Format %s (%#x) not found.\n",
1633 debug_d3dformat(format_block_info
[i
].id
), format_block_info
[i
].id
);
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
);
1649 static GLenum
wined3d_gl_type_to_enum(enum wined3d_gl_resource_type type
)
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
:
1670 ERR("Unexpected GL resource type %u.\n", type
);
1674 static void delete_fbo_attachment(const struct wined3d_gl_info
*gl_info
,
1675 enum wined3d_gl_resource_type d3d_type
, GLuint object
)
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
);
1687 case WINED3D_GL_RES_TYPE_RB
:
1688 gl_info
->fbo_ops
.glDeleteRenderbuffers(1, &object
);
1691 case WINED3D_GL_RES_TYPE_BUFFER
:
1692 case WINED3D_GL_RES_TYPE_COUNT
:
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
)
1701 GLenum attach_type
= flags
& WINED3DFMT_FLAG_DEPTH
?
1702 GL_DEPTH_ATTACHMENT
: GL_COLOR_ATTACHMENT0
;
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
);
1713 gl_info
->fbo_ops
.glFramebufferTexture1D(GL_FRAMEBUFFER
, attach_type
, GL_TEXTURE_1D
,
1715 if (flags
& WINED3DFMT_FLAG_STENCIL
)
1716 gl_info
->fbo_ops
.glFramebufferTexture1D(GL_FRAMEBUFFER
, GL_STENCIL_ATTACHMENT
, GL_TEXTURE_1D
,
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
);
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);
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
);
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);
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
);
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);
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
,
1782 if (flags
& WINED3DFMT_FLAG_STENCIL
)
1783 gl_info
->fbo_ops
.glFramebufferRenderbuffer(GL_FRAMEBUFFER
, GL_STENCIL_ATTACHMENT
, GL_RENDERBUFFER
,
1787 case WINED3D_GL_RES_TYPE_BUFFER
:
1788 case WINED3D_GL_RES_TYPE_COUNT
:
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());
1800 static void draw_test_quad(struct wined3d_caps_gl_ctx
*ctx
, const struct wined3d_vec3
*geometry
,
1801 const struct wined3d_color
*color
)
1803 const struct wined3d_gl_info
*gl_info
= ctx
->gl_info
;
1804 static const struct wined3d_vec3 default_geometry
[] =
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
},
1811 static const char vs_core_header
[] =
1815 "out vec4 out_color;\n"
1817 static const char vs_legacy_header
[] =
1819 "attribute vec4 pos;\n"
1820 "attribute vec4 color;\n"
1821 "varying vec4 out_color;\n"
1823 static const char vs_body
[] =
1826 " gl_Position = pos;\n"
1827 " out_color = color;\n"
1829 static const char fs_core
[] =
1831 "in vec4 out_color;\n"
1832 "out vec4 fragment_color;\n"
1836 " fragment_color = out_color;\n"
1838 static const char fs_legacy
[] =
1840 "varying vec4 out_color;\n"
1844 " gl_FragData[0] = out_color;\n"
1846 const char *source
[2];
1847 GLuint vs_id
, fs_id
;
1851 geometry
= default_geometry
;
1853 if (!gl_info
->supported
[ARB_VERTEX_BUFFER_OBJECT
] || !gl_info
->supported
[ARB_VERTEX_SHADER
]
1854 || !gl_info
->supported
[ARB_FRAGMENT_SHADER
])
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();
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");
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));
1880 if (!ctx
->test_program_id
)
1882 ctx
->test_program_id
= GL_EXTCALL(glCreateProgram());
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
));
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
));
1897 GL_EXTCALL(glBindAttribLocation(ctx
->test_program_id
, 0, "pos"));
1898 GL_EXTCALL(glBindAttribLocation(ctx
->test_program_id
, 1, "color"));
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
);
1907 GL_EXTCALL(glUseProgram(ctx
->test_program_id
));
1909 gl_info
->gl_ops
.gl
.p_glDrawArrays(GL_TRIANGLE_STRIP
, 0, 4);
1911 GL_EXTCALL(glUseProgram(0));
1912 GL_EXTCALL(glDisableVertexAttribArray(0));
1913 GL_EXTCALL(glBindBuffer(GL_ARRAY_BUFFER
, 0));
1914 checkGLcall("Drawing a quad");
1917 /* Context activation is done by the caller. */
1918 static void check_fbo_compat(struct wined3d_caps_gl_ctx
*ctx
, struct wined3d_format
*format
)
1920 /* Check if the default internal format is supported as a frame buffer
1921 * target, otherwise fall back to the render target internal.
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
;
1932 gl_info
->gl_ops
.gl
.p_glDisable(GL_BLEND
);
1934 for (type
= 0; type
< ARRAY_SIZE(format
->flags
); ++type
)
1936 const char *type_string
= "color";
1938 if (type
== WINED3D_GL_RES_TYPE_BUFFER
)
1941 create_and_bind_fbo_attachment(gl_info
, format
->flags
[type
], type
, &object
, format
->glInternal
,
1942 format
->glFormat
, format
->glType
);
1944 if (format
->flags
[type
] & (WINED3DFMT_FLAG_DEPTH
| WINED3DFMT_FLAG_STENCIL
))
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);
1951 gl_info
->fbo_ops
.glRenderbufferStorage(GL_RENDERBUFFER
, GL_RGBA8
, 16, 16);
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";
1959 status
= gl_info
->fbo_ops
.glCheckFramebufferStatus(GL_FRAMEBUFFER
);
1960 checkGLcall("Framebuffer format check");
1962 if (status
== GL_FRAMEBUFFER_COMPLETE
)
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
;
1974 if (format
->flags
[type
] & WINED3DFMT_FLAG_RENDERTARGET
)
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
;
1982 TRACE("Format %s is not supported as FBO %s attachment, type %u.\n",
1983 debug_d3dformat(format
->id
), type_string
, type
);
1985 format
->rtInternal
= format
->glInternal
;
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
);
1993 while (gl_info
->gl_ops
.gl
.p_glGetError());
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
);
1999 status
= gl_info
->fbo_ops
.glCheckFramebufferStatus(GL_FRAMEBUFFER
);
2000 checkGLcall("Framebuffer format check");
2002 if (status
== GL_FRAMEBUFFER_COMPLETE
)
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
;
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
;
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
))
2025 DWORD readback
[16 * 16 * 16], color
, r_range
, a_range
;
2030 if (gl_info
->supported
[ARB_FRAMEBUFFER_OBJECT
]
2031 || gl_info
->supported
[EXT_PACKED_DEPTH_STENCIL
])
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);
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");
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
)
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
;
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);
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
);
2063 draw_test_quad(ctx
, NULL
, &black
);
2065 gl_info
->gl_ops
.gl
.p_glEnable(GL_BLEND
);
2067 draw_test_quad(ctx
, NULL
, &half_transparent_red
);
2069 gl_info
->gl_ops
.gl
.p_glDisable(GL_BLEND
);
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];
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];
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];
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];
2105 case WINED3D_GL_RES_TYPE_BUFFER
:
2106 case WINED3D_GL_RES_TYPE_COUNT
:
2110 checkGLcall("Post-pixelshader blending check");
2113 r
= (color
& 0x00ff0000u
) >> 16;
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
))
2119 else if (format
->alpha_size
> 1 && (a
< 0xbf - a_range
|| a
> 0xbf + a_range
))
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
;
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
;
2137 if (gl_info
->supported
[ARB_FRAMEBUFFER_OBJECT
]
2138 || gl_info
->supported
[EXT_PACKED_DEPTH_STENCIL
])
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");
2147 if (format
->glInternal
!= format
->glGammaInternal
)
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
);
2153 status
= gl_info
->fbo_ops
.glCheckFramebufferStatus(GL_FRAMEBUFFER
);
2154 checkGLcall("Framebuffer format check");
2156 if (status
== GL_FRAMEBUFFER_COMPLETE
)
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
;
2164 WARN("Format %s's sRGB format is not FBO attachable, type %u.\n",
2165 debug_d3dformat(format
->id
), type
);
2168 else if (status
== GL_FRAMEBUFFER_COMPLETE
)
2169 format
->flags
[type
] |= WINED3DFMT_FLAG_FBO_ATTACHABLE_SRGB
;
2171 if (format
->flags
[type
] & (WINED3DFMT_FLAG_DEPTH
| WINED3DFMT_FLAG_STENCIL
))
2173 gl_info
->fbo_ops
.glFramebufferRenderbuffer(GL_FRAMEBUFFER
, GL_COLOR_ATTACHMENT0
, GL_RENDERBUFFER
, 0);
2174 gl_info
->fbo_ops
.glDeleteRenderbuffers(1, &color_rb
);
2177 delete_fbo_attachment(gl_info
, type
, object
);
2178 checkGLcall("Framebuffer format check cleaup");
2181 if (fallback_fmt_used
&& regular_fmt_used
)
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
);
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
)
2194 enum wined3d_gl_resource_type type
;
2196 for (type
= 0; type
< ARRAY_SIZE(format
->flags
); ++type
)
2198 gl_info
->gl_ops
.ext
.p_glGetInternalformativ(wined3d_gl_type_to_enum(type
), internal
, pname
, 1, &value
);
2199 if (value
== GL_FULL_SUPPORT
)
2201 TRACE("Format %s supports %s, resource type %u.\n", debug_d3dformat(format
->id
), string
, type
);
2202 format
->flags
[type
] |= flag
;
2206 TRACE("Format %s doesn't support %s, resource type %u.\n", debug_d3dformat(format
->id
), string
, type
);
2207 format
->flags
[type
] &= ~flag
;
2212 /* Context activation is done by the caller. */
2213 static void init_format_fbo_compat_info(struct wined3d_caps_gl_ctx
*ctx
)
2215 const struct wined3d_gl_info
*gl_info
= ctx
->gl_info
;
2216 unsigned int i
, type
;
2219 if (gl_info
->supported
[ARB_INTERNALFORMAT_QUERY2
])
2221 for (i
= 0; i
< gl_info
->format_count
; ++i
)
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
;
2228 if (!format
->glInternal
)
2231 for (type
= 0; type
< ARRAY_SIZE(format
->flags
); ++type
)
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
)
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
;
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
)
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
;
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
;
2262 if (format
->flags
[type
] & WINED3DFMT_FLAG_RENDERTARGET
)
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
;
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
;
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
)
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
;
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
;
2293 if (format
->glInternal
!= format
->glGammaInternal
)
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
)
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
;
2305 WARN("Format %s's sRGB format is not FBO attachable, resource type %u.\n",
2306 debug_d3dformat(format
->id
), type
);
2309 else if (format
->flags
[type
] & WINED3DFMT_FLAG_FBO_ATTACHABLE
)
2310 format
->flags
[type
] |= WINED3DFMT_FLAG_FBO_ATTACHABLE_SRGB
;
2313 if (fallback_fmt_used
&& regular_fmt_used
)
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
);
2324 if (wined3d_settings
.offscreen_rendering_mode
== ORM_FBO
)
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
);
2332 for (i
= 0; i
< gl_info
->format_count
; ++i
)
2334 struct wined3d_format
*format
= &gl_info
->formats
[i
];
2336 if (!format
->glInternal
) continue;
2338 if (format
->flags
[WINED3D_GL_RES_TYPE_TEX_2D
] & WINED3DFMT_FLAG_COMPRESSED
)
2340 TRACE("Skipping format %s because it's a compressed format.\n",
2341 debug_d3dformat(format
->id
));
2345 if (wined3d_settings
.offscreen_rendering_mode
== ORM_FBO
)
2347 TRACE("Checking if format %s is supported as FBO color attachment...\n", debug_d3dformat(format
->id
));
2348 check_fbo_compat(ctx
, format
);
2352 format
->rtInternal
= format
->glInternal
;
2356 if (wined3d_settings
.offscreen_rendering_mode
== ORM_FBO
)
2357 gl_info
->fbo_ops
.glDeleteFramebuffers(1, &fbo
);
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
)
2364 GLint count
, multisample_types
[MAX_MULTISAMPLE_TYPES
];
2365 unsigned int i
, max_log2
;
2367 if (gl_info
->supported
[ARB_INTERNALFORMAT_QUERY2
])
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");
2374 if (srgb_format
|| format
->glGammaInternal
!= format
->glInternal
)
2376 query_format_flag(gl_info
, format
, format
->glGammaInternal
, GL_SRGB_READ
,
2377 WINED3DFMT_FLAG_SRGB_READ
, "sRGB read");
2379 if (srgb_write_supported
)
2380 query_format_flag(gl_info
, format
, format
->glGammaInternal
, GL_SRGB_WRITE
,
2381 WINED3DFMT_FLAG_SRGB_WRITE
, "sRGB write");
2383 format_clear_flag(format
, WINED3DFMT_FLAG_SRGB_WRITE
);
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
;
2393 if (!gl_info
->limits
.vertex_samplers
)
2394 format_clear_flag(format
, WINED3DFMT_FLAG_VTF
);
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
);
2401 if (srgb_format
|| format
->glGammaInternal
!= format
->glInternal
)
2403 /* Filter sRGB capabilities if EXT_texture_sRGB is not supported. */
2404 if (!gl_info
->supported
[EXT_TEXTURE_SRGB
])
2406 format
->glGammaInternal
= format
->glInternal
;
2407 format_clear_flag(format
, WINED3DFMT_FLAG_SRGB_READ
| WINED3DFMT_FLAG_SRGB_WRITE
);
2409 else if (gl_info
->supported
[EXT_TEXTURE_SRGB_DECODE
])
2411 format
->glInternal
= format
->glGammaInternal
;
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
);
2418 if (!gl_info
->supported
[ARB_DEPTH_TEXTURE
]
2419 && texture_info
->flags
& (WINED3DFMT_FLAG_DEPTH
| WINED3DFMT_FLAG_STENCIL
))
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
;
2429 if (format
->glInternal
&& format
->flags
[WINED3D_GL_RES_TYPE_RB
]
2430 & (WINED3DFMT_FLAG_RENDERTARGET
| WINED3DFMT_FLAG_DEPTH
| WINED3DFMT_FLAG_STENCIL
))
2432 if (gl_info
->supported
[ARB_INTERNALFORMAT_QUERY
])
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
)
2443 if (multisample_types
[i
] > sizeof(format
->multisample_types
) * 8)
2445 format
->multisample_types
|= 1u << (multisample_types
[i
] - 1);
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);
2458 static BOOL
init_format_texture_info(struct wined3d_adapter
*adapter
, struct wined3d_gl_info
*gl_info
)
2460 struct fragment_caps fragment_caps
;
2461 struct shader_caps shader_caps
;
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
);
2470 for (i
= 0; i
< sizeof(format_texture_info
) / sizeof(*format_texture_info
); ++i
)
2472 int srgb_fmt_idx
= -1, fmt_idx
= get_format_idx(format_texture_info
[i
].id
);
2473 struct wined3d_format
*format
, *srgb_format
;
2477 ERR("Format %s (%#x) not found.\n",
2478 debug_d3dformat(format_texture_info
[i
].id
), format_texture_info
[i
].id
);
2482 if (!gl_info
->supported
[format_texture_info
[i
].extension
]) continue;
2484 format
= &gl_info
->formats
[fmt_idx
];
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
))
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
))
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;
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
;
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
;
2516 if (gl_info
->supported
[ARB_TEXTURE_CUBE_MAP
])
2517 format
->flags
[WINED3D_GL_RES_TYPE_TEX_CUBE
] |= format_texture_info
[i
].flags
;
2519 if (gl_info
->supported
[ARB_TEXTURE_RECTANGLE
])
2520 format
->flags
[WINED3D_GL_RES_TYPE_TEX_RECT
] |= format_texture_info
[i
].flags
;
2522 format
->flags
[WINED3D_GL_RES_TYPE_RB
] |= format_texture_info
[i
].flags
;
2523 format
->flags
[WINED3D_GL_RES_TYPE_RB
] &= ~WINED3DFMT_FLAG_TEXTURE
;
2525 if (format
->glGammaInternal
!= format
->glInternal
2526 && !(adapter
->d3d_info
.wined3d_creation_flags
& WINED3D_SRGB_READ_WRITE_CONTROL
))
2528 format
->glGammaInternal
= format
->glInternal
;
2529 format_clear_flag(format
, WINED3DFMT_FLAG_SRGB_READ
| WINED3DFMT_FLAG_SRGB_WRITE
);
2532 query_internal_format(adapter
, format
, &format_texture_info
[i
], gl_info
, srgb_write
, FALSE
);
2534 /* Texture conversion stuff */
2535 format
->convert
= format_texture_info
[i
].convert
;
2536 format
->conv_byte_count
= format_texture_info
[i
].conv_byte_count
;
2538 for (j
= 0; j
< sizeof(format_srgb_info
) / sizeof(*format_srgb_info
); ++j
)
2540 if (format_srgb_info
[j
].base_format_id
== format
->id
)
2542 srgb_fmt_idx
= get_format_idx(format_srgb_info
[j
].srgb_format_id
);
2543 if (srgb_fmt_idx
== -1)
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
);
2554 if (srgb_fmt_idx
== -1)
2557 srgb_format
= &gl_info
->formats
[srgb_fmt_idx
];
2559 *srgb_format
= *format
;
2560 srgb_format
->id
= format_srgb_info
[j
].srgb_format_id
;
2562 if (gl_info
->supported
[EXT_TEXTURE_SRGB
]
2563 && !(adapter
->d3d_info
.wined3d_creation_flags
& WINED3D_SRGB_READ_WRITE_CONTROL
))
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
);
2575 static BOOL
color_match(DWORD c1
, DWORD c2
, BYTE max_diff
)
2577 if (abs((c1
& 0xff) - (c2
& 0xff)) > max_diff
) return FALSE
;
2579 if (abs((c1
& 0xff) - (c2
& 0xff)) > max_diff
) return FALSE
;
2581 if (abs((c1
& 0xff) - (c2
& 0xff)) > max_diff
) return FALSE
;
2583 if (abs((c1
& 0xff) - (c2
& 0xff)) > max_diff
) return FALSE
;
2587 /* A context is provided by the caller */
2588 static BOOL
check_filter(const struct wined3d_gl_info
*gl_info
, GLenum internal
)
2590 static const DWORD data
[] = {0x00000000, 0xffffffff};
2591 GLuint tex
, fbo
, buffer
;
2592 DWORD readback
[16 * 1];
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.
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
2605 while (gl_info
->gl_ops
.gl
.p_glGetError());
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
);
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
);
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
);
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();
2641 gl_info
->gl_ops
.gl
.p_glClearColor(0, 1, 0, 0);
2642 gl_info
->gl_ops
.gl
.p_glClear(GL_COLOR_BUFFER_BIT
);
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();
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))
2661 TRACE("Read back colors 0x%08x and 0x%08x close to unfiltered color, assuming no filtering\n",
2662 readback
[6], readback
[9]);
2667 TRACE("Read back colors are 0x%08x and 0x%08x, assuming texture is filtered\n",
2668 readback
[6], readback
[9]);
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
);
2677 if (gl_info
->gl_ops
.gl
.p_glGetError())
2679 FIXME("Error during filtering test for format %x, returning no filtering\n", internal
);
2686 static void init_format_filter_info(struct wined3d_gl_info
*gl_info
, enum wined3d_pci_vendor vendor
)
2688 struct wined3d_format
*format
;
2689 unsigned int fmt_idx
, i
;
2690 static const enum wined3d_format_id fmts16
[] =
2692 WINED3DFMT_R16_FLOAT
,
2693 WINED3DFMT_R16G16_FLOAT
,
2694 WINED3DFMT_R16G16B16A16_FLOAT
,
2698 if (gl_info
->supported
[ARB_INTERNALFORMAT_QUERY2
])
2699 /* This was already handled by init_format_texture_info(). */
2702 if (wined3d_settings
.offscreen_rendering_mode
!= ORM_FBO
2703 || !gl_info
->supported
[WINED3D_GL_LEGACY_CONTEXT
])
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
])
2708 TRACE("Nvidia card with texture_float support: Assuming float16 blending\n");
2711 else if (gl_info
->limits
.glsl_varyings
> 44)
2713 TRACE("More than 44 GLSL varyings - assuming d3d10 card with float16 blending\n");
2718 TRACE("Assuming no float16 blending\n");
2724 for(i
= 0; i
< (sizeof(fmts16
) / sizeof(*fmts16
)); i
++)
2726 fmt_idx
= get_format_idx(fmts16
[i
]);
2727 format_set_flag(&gl_info
->formats
[fmt_idx
], WINED3DFMT_FLAG_FILTERING
);
2733 for(i
= 0; i
< (sizeof(fmts16
) / sizeof(*fmts16
)); i
++)
2735 fmt_idx
= get_format_idx(fmts16
[i
]);
2736 format
= &gl_info
->formats
[fmt_idx
];
2737 if (!format
->glInternal
) continue; /* Not supported by GL */
2739 filtered
= check_filter(gl_info
, gl_info
->formats
[fmt_idx
].glInternal
);
2742 TRACE("Format %s supports filtering\n", debug_d3dformat(fmts16
[i
]));
2743 format_set_flag(format
, WINED3DFMT_FLAG_FILTERING
);
2747 TRACE("Format %s does not support filtering\n", debug_d3dformat(fmts16
[i
]));
2752 static void apply_format_fixups(struct wined3d_adapter
*adapter
, struct wined3d_gl_info
*gl_info
)
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
);
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
);
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
);
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
);
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
);
2777 /* GL_ATI_envmap_bumpmap in theory supports R8G8_SNORM but is no longer supported by
2779 if (gl_info
->supported
[NV_TEXTURE_SHADER
] || gl_info
->supported
[EXT_TEXTURE_SNORM
])
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
);
2793 /* Emulate using unsigned formats. This requires load-time conversion in addition to the
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
);
2809 if (!gl_info
->supported
[NV_TEXTURE_SHADER
])
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
);
2816 if (gl_info
->supported
[ARB_TEXTURE_COMPRESSION_RGTC
] || gl_info
->supported
[EXT_TEXTURE_COMPRESSION_RGTC
])
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
);
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
);
2826 else if (gl_info
->supported
[ATI_TEXTURE_COMPRESSION_3DC
])
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
);
2833 if (!gl_info
->supported
[APPLE_YCBCR_422
])
2835 idx
= get_format_idx(WINED3DFMT_YUY2
);
2836 gl_info
->formats
[idx
].color_fixup
= create_complex_fixup_desc(COMPLEX_FIXUP_YUY2
);
2838 idx
= get_format_idx(WINED3DFMT_UYVY
);
2839 gl_info
->formats
[idx
].color_fixup
= create_complex_fixup_desc(COMPLEX_FIXUP_UYVY
);
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
);
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
);
2854 if (!gl_info
->supported
[WINED3D_GL_LEGACY_CONTEXT
])
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
);
2861 if (gl_info
->supported
[ARB_FRAGMENT_PROGRAM
])
2863 idx
= get_format_idx(WINED3DFMT_P8_UINT
);
2864 gl_info
->formats
[idx
].color_fixup
= create_complex_fixup_desc(COMPLEX_FIXUP_P8
);
2867 if (gl_info
->supported
[ARB_VERTEX_ARRAY_BGRA
])
2869 idx
= get_format_idx(WINED3DFMT_B8G8R8A8_UNORM
);
2870 gl_info
->formats
[idx
].gl_vtx_format
= GL_BGRA
;
2873 if (gl_info
->supported
[ARB_HALF_FLOAT_VERTEX
])
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 */
2880 idx
= get_format_idx(WINED3DFMT_R16G16B16A16_FLOAT
);
2881 gl_info
->formats
[idx
].gl_vtx_type
= GL_HALF_FLOAT
;
2884 if (!gl_info
->supported
[ARB_HALF_FLOAT_PIXEL
])
2886 idx
= get_format_idx(WINED3DFMT_R16_FLOAT
);
2887 format_clear_flag(&gl_info
->formats
[idx
], WINED3DFMT_FLAG_TEXTURE
);
2889 idx
= get_format_idx(WINED3DFMT_R16G16_FLOAT
);
2890 format_clear_flag(&gl_info
->formats
[idx
], WINED3DFMT_FLAG_TEXTURE
);
2892 idx
= get_format_idx(WINED3DFMT_R16G16B16A16_FLOAT
);
2893 format_clear_flag(&gl_info
->formats
[idx
], WINED3DFMT_FLAG_TEXTURE
);
2896 if (gl_info
->quirks
& WINED3D_QUIRK_BROKEN_RGBA16
)
2898 idx
= get_format_idx(WINED3DFMT_R16G16B16A16_UNORM
);
2899 format_clear_flag(&gl_info
->formats
[idx
], WINED3DFMT_FLAG_TEXTURE
);
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
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.
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
])
2917 idx
= get_format_idx(WINED3DFMT_INST
);
2918 format_set_flag(&gl_info
->formats
[idx
], WINED3DFMT_FLAG_TEXTURE
);
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
2927 if (gl_info
->supported
[EXT_DEPTH_BOUNDS_TEST
])
2929 idx
= get_format_idx(WINED3DFMT_NVDB
);
2930 format_set_flag(&gl_info
->formats
[idx
], WINED3DFMT_FLAG_TEXTURE
);
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
])
2938 idx
= get_format_idx(WINED3DFMT_RESZ
);
2939 format_set_flag(&gl_info
->formats
[idx
], WINED3DFMT_FLAG_TEXTURE
| WINED3DFMT_FLAG_RENDERTARGET
);
2942 for (i
= 0; i
< gl_info
->format_count
; ++i
)
2944 struct wined3d_format
*format
= &gl_info
->formats
[i
];
2946 if (!(format
->flags
[WINED3D_GL_RES_TYPE_TEX_2D
] & WINED3DFMT_FLAG_TEXTURE
))
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
);
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.
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
;
2982 static BOOL
init_format_vertex_info(struct wined3d_gl_info
*gl_info
)
2986 for (i
= 0; i
< (sizeof(format_vertex_info
) / sizeof(*format_vertex_info
)); ++i
)
2988 struct wined3d_format
*format
;
2989 int fmt_idx
= get_format_idx(format_vertex_info
[i
].id
);
2993 ERR("Format %s (%#x) not found.\n",
2994 debug_d3dformat(format_vertex_info
[i
].id
), format_vertex_info
[i
].id
);
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
;
3010 static BOOL
init_typeless_formats(struct wined3d_gl_info
*gl_info
)
3012 unsigned int flags
[WINED3D_GL_RES_TYPE_COUNT
];
3015 for (i
= 0; i
< ARRAY_SIZE(typed_formats
); ++i
)
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
);
3023 ERR("Format %s (%#x) not found.\n",
3024 debug_d3dformat(typed_formats
[i
].id
),
3025 typed_formats
[i
].id
);
3028 if (typeless_fmt_idx
== -1)
3030 ERR("Format %s (%#x) not found.\n",
3031 debug_d3dformat(typed_formats
[i
].typeless_id
),
3032 typed_formats
[i
].typeless_id
);
3036 format
= &gl_info
->formats
[fmt_idx
];
3037 typeless_format
= &gl_info
->formats
[typeless_fmt_idx
];
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
];
3049 BOOL
initPixelFormatsNoGL(struct wined3d_gl_info
*gl_info
)
3051 if (!init_format_base_info(gl_info
)) return FALSE
;
3053 if (!init_format_block_info(gl_info
))
3055 HeapFree(GetProcessHeap(), 0, gl_info
->formats
);
3056 gl_info
->formats
= NULL
;
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
)
3066 struct wined3d_gl_info
*gl_info
= &adapter
->gl_info
;
3068 if (!init_format_base_info(gl_info
)) return FALSE
;
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
;
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
;
3082 HeapFree(GetProcessHeap(), 0, gl_info
->formats
);
3083 gl_info
->formats
= NULL
;
3087 float wined3d_adapter_find_polyoffset_scale(struct wined3d_caps_gl_ctx
*ctx
, GLenum format
)
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
[] =
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
},
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;
3106 if (wined3d_settings
.offscreen_rendering_mode
!= ORM_FBO
)
3108 FIXME("No FBOs, assuming polyoffset scale of 2^%u.\n", fallback
);
3109 return (float)(1u << fallback
);
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);
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);
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");
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");
3136 if (high
- low
<= 1)
3138 ERR("PolygonOffset scale factor detection failed, using fallback value 2^%u.\n", fallback
);
3142 cur
= (low
+ high
) / 2;
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");
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");
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]);
3159 if ((readback
[125] & 0xff) < 0xa0)
3161 else if ((readback
[131] & 0xff) > 0xa0)
3165 TRACE("Found scale factor 2^%u for format %x\n", cur
, format
);
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");
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
);
3181 const struct wined3d_format
*wined3d_get_format(const struct wined3d_gl_info
*gl_info
,
3182 enum wined3d_format_id format_id
)
3184 int idx
= get_format_idx(format_id
);
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
);
3194 return &gl_info
->formats
[idx
];
3197 #if defined(STAGING_CSMT)
3198 UINT
wined3d_format_calculate_pitch(const struct wined3d_format
*format
, UINT width
)
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
);
3205 return format
->byte_count
* width
;
3208 UINT
wined3d_format_calculate_size(const struct wined3d_format
*format
, UINT alignment
,
3209 UINT width
, UINT height
, UINT depth
)
3211 UINT pitch
= wined3d_format_calculate_pitch(format
, width
);
3214 if (format
->id
== WINED3DFMT_UNKNOWN
)
3218 else if (format
->flags
[WINED3D_GL_RES_TYPE_TEX_2D
] & WINED3DFMT_FLAG_BLOCKS
)
3220 UINT row_count
= (height
+ format
->block_height
- 1) / format
->block_height
;
3221 size
= row_count
* ((pitch
+ alignment
- 1) & ~(alignment
- 1));
3225 size
= height
* ((pitch
+ alignment
- 1) & ~(alignment
- 1));
3228 if (format
->flags
[WINED3D_GL_RES_TYPE_TEX_2D
] & WINED3DFMT_FLAG_HEIGHT_SCALE
)
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
;
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
)
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
)
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
;
3254 *row_pitch
= format
->byte_count
* width
; /* Bytes / row */
3255 *row_pitch
= (*row_pitch
+ alignment
- 1) & ~(alignment
- 1);
3256 *slice_pitch
= *row_pitch
* height
;
3259 if (format
->flags
[WINED3D_GL_RES_TYPE_TEX_2D
] & WINED3DFMT_FLAG_HEIGHT_SCALE
)
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
;
3266 TRACE("Returning row pitch %u, slice pitch %u.\n", *row_pitch
, *slice_pitch
);
3269 UINT
wined3d_format_calculate_size(const struct wined3d_format
*format
, UINT alignment
,
3270 UINT width
, UINT height
, UINT depth
)
3272 unsigned int row_pitch
, slice_pitch
;
3274 if (format
->id
== WINED3DFMT_UNKNOWN
)
3277 wined3d_format_calculate_pitch(format
, alignment
, width
, height
, &row_pitch
, &slice_pitch
);
3279 return slice_pitch
* depth
;
3280 #endif /* STAGING_CSMT */
3283 /*****************************************************************************
3284 * Trace formatting of useful values
3286 const char *debug_box(const struct wined3d_box
*box
)
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
);
3295 const char *debug_d3dformat(enum wined3d_format_id format_id
)
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
);
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);
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
);
3457 FIXME("Unrecognized %#x WINED3DFORMAT!\n", format_id
);
3459 return "unrecognized";
3463 const char *debug_d3ddevicetype(enum wined3d_device_type device_type
)
3465 switch (device_type
)
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
3473 FIXME("Unrecognized device type %#x.\n", device_type
);
3474 return "unrecognized";
3478 const char *debug_d3dusage(DWORD usage
)
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
);
3500 return buf
[0] ? wine_dbg_sprintf("%s", &buf
[3]) : "0";
3503 const char *debug_d3dusagequery(DWORD usagequery
)
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
);
3519 return buf
[0] ? wine_dbg_sprintf("%s", &buf
[3]) : "0";
3522 const char *debug_d3ddeclmethod(enum wined3d_decl_method method
)
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
3536 FIXME("Unrecognized declaration method %#x.\n", method
);
3537 return "unrecognized";
3541 const char *debug_d3ddeclusage(enum wined3d_decl_usage usage
)
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
3562 FIXME("Unrecognized %u declaration usage!\n", usage
);
3563 return "unrecognized";
3567 const char *debug_d3dinput_classification(enum wined3d_input_classification classification
)
3569 switch (classification
)
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
3576 FIXME("Unrecognized input classification %#x.\n", classification
);
3577 return "unrecognized";
3581 const char *debug_d3dresourcetype(enum wined3d_resource_type resource_type
)
3583 switch (resource_type
)
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
3593 FIXME("Unrecognized resource type %#x.\n", resource_type
);
3594 return "unrecognized";
3598 const char *debug_d3dprimitivetype(enum wined3d_primitive_type primitive_type
)
3600 switch (primitive_type
)
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
);
3616 FIXME("Unrecognized %u primitive type!\n", primitive_type
);
3617 return "unrecognized";
3621 const char *debug_d3drenderstate(enum wined3d_render_state state
)
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
3754 FIXME("Unrecognized %u render state!\n", state
);
3755 return "unrecognized";
3759 const char *debug_d3dsamplerstate(enum wined3d_sampler_state state
)
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
3779 FIXME("Unrecognized %u sampler state!\n", state
);
3780 return "unrecognized";
3784 const char *debug_d3dtexturefiltertype(enum wined3d_texture_filter_type filter_type
)
3786 switch (filter_type
)
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
3799 FIXME("Unrecognied texture filter type 0x%08x.\n", filter_type
);
3800 return "unrecognized";
3804 const char *debug_d3dtexturestate(enum wined3d_texture_stage_state state
)
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
3829 FIXME("Unrecognized %u texture state!\n", state
);
3830 return "unrecognized";
3834 const char *debug_d3dtop(enum wined3d_texture_op d3dtop
)
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
3867 FIXME("Unrecognized texture op %#x.\n", d3dtop
);
3868 return "unrecognized";
3872 const char *debug_d3dtstype(enum wined3d_transform_state tstype
)
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
3893 if (tstype
> 256 && tstype
< 512)
3895 FIXME("WINED3D_TS_WORLD_MATRIX(%u). 1..255 not currently supported.\n", tstype
);
3896 return ("WINED3D_TS_WORLD_MATRIX > 0");
3898 FIXME("Unrecognized transform state %#x.\n", tstype
);
3899 return "unrecognized";
3903 static const char *debug_shader_type(enum wined3d_shader_type type
)
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
3913 FIXME("Unrecognized shader type %#x.\n", type
);
3914 return "unrecognized";
3918 const char *debug_d3dstate(DWORD state
)
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
))
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
));
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";
3970 return wine_dbg_sprintf("UNKNOWN_STATE(%#x)", state
);
3973 const char *debug_d3dpool(enum wined3d_pool pool
)
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
);
3984 FIXME("Unrecognized pool %#x.\n", pool
);
3985 return "unrecognized";
3989 const char *debug_fbostatus(GLenum 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
4004 FIXME("Unrecognied FBO status 0x%08x\n", status
);
4005 return "unrecognized";
4009 const char *debug_glerror(GLenum 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
4022 FIXME("Unrecognied GL error 0x%08x\n", error
);
4023 return "unrecognized";
4027 static const char *debug_fixup_channel_source(enum fixup_channel_source source
)
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
4042 FIXME("Unrecognized fixup_channel_source %#x\n", source
);
4043 return "unrecognized";
4047 static const char *debug_complex_fixup(enum complex_fixup fixup
)
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
4059 FIXME("Unrecognized complex fixup %#x\n", fixup
);
4060 return "unrecognized";
4064 void dump_color_fixup_desc(struct color_fixup_desc fixup
)
4066 if (is_complex_fixup(fixup
))
4068 TRACE("\tComplex: %s\n", debug_complex_fixup(get_complex_fixup(fixup
)));
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" : "");
4078 BOOL
is_invalid_op(const struct wined3d_state
*state
, int stage
,
4079 enum wined3d_texture_op op
, DWORD arg1
, DWORD arg2
, DWORD arg3
)
4081 if (op
== WINED3D_TOP_DISABLE
)
4083 if (state
->textures
[stage
])
4086 if ((arg1
& WINED3DTA_SELECTMASK
) == WINED3DTA_TEXTURE
4087 && op
!= WINED3D_TOP_SELECT_ARG2
)
4089 if ((arg2
& WINED3DTA_SELECTMASK
) == WINED3DTA_TEXTURE
4090 && op
!= WINED3D_TOP_SELECT_ARG1
)
4092 if ((arg3
& WINED3DTA_SELECTMASK
) == WINED3DTA_TEXTURE
4093 && (op
== WINED3D_TOP_MULTIPLY_ADD
|| op
== WINED3D_TOP_LERP
))
4099 void get_identity_matrix(struct wined3d_matrix
*mat
)
4101 static const struct wined3d_matrix identity
=
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
,
4112 void get_modelview_matrix(const struct wined3d_context
*context
, const struct wined3d_state
*state
,
4113 unsigned int index
, struct wined3d_matrix
*mat
)
4115 if (context
->last_was_rhw
)
4116 get_identity_matrix(mat
);
4118 multiply_matrix(mat
, &state
->transforms
[WINED3D_TS_VIEW
], &state
->transforms
[WINED3D_TS_WORLD_MATRIX(index
)]);
4121 void get_projection_matrix(const struct wined3d_context
*context
, const struct wined3d_state
*state
,
4122 struct wined3d_matrix
*mat
)
4124 float center_offset
;
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
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
4141 if (context
->swapchain
->device
->wined3d
->flags
& WINED3D_PIXEL_CENTER_INTEGER
)
4142 center_offset
= 63.0f
/ 64.0f
;
4144 center_offset
= -1.0f
/ 64.0f
;
4146 if (context
->last_was_rhw
)
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
=
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
,
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
=
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
,
4192 multiply_matrix(mat
, &projection
, &state
->transforms
[WINED3D_TS_PROJECTION
]);
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
)
4201 struct wined3d_matrix mat
;
4203 if (flags
== WINED3D_TTFF_DISABLE
|| flags
== WINED3D_TTFF_COUNT1
|| transformed
)
4205 get_identity_matrix(out_matrix
);
4209 if (flags
== (WINED3D_TTFF_COUNT1
| WINED3D_TTFF_PROJECTED
))
4211 ERR("Invalid texture transform flags: WINED3D_TTFF_COUNT1 | WINED3D_TTFF_PROJECTED.\n");
4217 if (flags
& WINED3D_TTFF_PROJECTED
)
4219 if (!ffp_proj_control
)
4221 switch (flags
& ~WINED3D_TTFF_PROJECTED
)
4223 case WINED3D_TTFF_COUNT2
:
4228 mat
._12
= mat
._22
= mat
._32
= mat
._42
= 0.0f
;
4230 case WINED3D_TTFF_COUNT3
:
4235 mat
._13
= mat
._23
= mat
._33
= mat
._43
= 0.0f
;
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
)
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
4253 case WINED3DFMT_R32_FLOAT
:
4259 /* See above, just 3rd and 4th coord. */
4260 case WINED3DFMT_R32G32_FLOAT
:
4266 case WINED3DFMT_R32G32B32_FLOAT
: /* Opengl defaults match dx defaults */
4267 case WINED3DFMT_R32G32B32A32_FLOAT
: /* No defaults apply, all app defined */
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
4273 case WINED3DFMT_UNKNOWN
: /* No texture coords, 0/0/0/1 defaults are passed */
4276 FIXME("Unexpected fixed function texture coord input\n");
4279 if (!ffp_proj_control
)
4281 switch (flags
& ~WINED3D_TTFF_PROJECTED
)
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.
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.
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.
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.
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 */
4314 mat
._14
= mat
._24
= mat
._34
= 0.0f
; mat
._44
= 1.0f
;
4322 void get_texture_matrix(const struct wined3d_context
*context
, const struct wined3d_state
*state
,
4323 unsigned int tex
, struct wined3d_matrix
*mat
)
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],
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
);
4340 if ((context
->lastWasPow2Texture
& (1u << tex
)) && state
->textures
[tex
])
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. */
4348 TRACE("Non-power-of-two texture matrix multiply fixup.\n");
4349 multiply_matrix(mat
, mat
, (struct wined3d_matrix
*)state
->textures
[tex
]->pow2_matrix
);
4354 void get_pointsize_minmax(const struct wined3d_context
*context
, const struct wined3d_state
*state
,
4355 float *out_min
, float *out_max
)
4363 min
.d
= state
->render_states
[WINED3D_RS_POINTSIZE_MIN
];
4364 max
.d
= state
->render_states
[WINED3D_RS_POINTSIZE_MAX
];
4373 void get_pointsize(const struct wined3d_context
*context
, const struct wined3d_state
*state
,
4374 float *out_pointsize
, float *out_att
)
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. */
4383 } pointsize
, a
, b
, c
;
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
];
4394 if (state
->render_states
[WINED3D_RS_POINTSCALEENABLE
])
4396 float scale_factor
= state
->viewport
.height
* state
->viewport
.height
;
4398 out_att
[0] = a
.f
/ scale_factor
;
4399 out_att
[1] = b
.f
/ scale_factor
;
4400 out_att
[2] = c
.f
/ scale_factor
;
4402 *out_pointsize
= pointsize
.f
;
4405 void get_fog_start_end(const struct wined3d_context
*context
, const struct wined3d_state
*state
,
4406 float *start
, float *end
)
4414 switch (context
->fog_source
)
4421 case FOGSOURCE_COORD
:
4427 tmpvalue
.d
= state
->render_states
[WINED3D_RS_FOGSTART
];
4428 *start
= tmpvalue
.f
;
4429 tmpvalue
.d
= state
->render_states
[WINED3D_RS_FOGEND
];
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
)
4443 /* This should not happen, context->fog_source is set in wined3d, not the app. */
4444 ERR("Unexpected fog coordinate source.\n");
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
)
4457 enum wined3d_format_id format_id
;
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},
4486 const struct wined3d_format
*format
= surface
->resource
.format
;
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
));
4492 for (i
= 0; i
< sizeof(conv
) / sizeof(*conv
); ++i
)
4496 if (format
->id
!= conv
[i
].format_id
) continue;
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
;
4503 TRACE("Returning 0x%08x.\n", ret
);
4508 FIXME("Conversion for format %s not implemented.\n", debug_d3dformat(format
->id
));
4513 static float color_to_float(DWORD color
, DWORD size
, DWORD offset
)
4515 DWORD mask
= (1u << size
) - 1;
4523 return (float)color
/ (float)mask
;
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
)
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
);
4555 case WINED3DFMT_P8_UINT
:
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
;
4564 float_color
->r
= 0.0f
;
4565 float_color
->g
= 0.0f
;
4566 float_color
->b
= 0.0f
;
4568 float_color
->a
= color
/ 255.0f
;
4572 ERR("Unhandled conversion from %s to floating point.\n", debug_d3dformat(format
->id
));
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
)
4580 struct wined3d_color slop
;
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);
4607 float_colors
[0].r
= color_to_float(key
->color_space_low_value
, format
->red_size
, format
->red_offset
)
4609 float_colors
[0].g
= color_to_float(key
->color_space_low_value
, format
->green_size
, format
->green_offset
)
4611 float_colors
[0].b
= color_to_float(key
->color_space_low_value
, format
->blue_size
, format
->blue_offset
)
4613 float_colors
[0].a
= color_to_float(key
->color_space_low_value
, format
->alpha_size
, format
->alpha_offset
)
4616 float_colors
[1].r
= color_to_float(key
->color_space_high_value
, format
->red_size
, format
->red_offset
)
4618 float_colors
[1].g
= color_to_float(key
->color_space_high_value
, format
->green_size
, format
->green_offset
)
4620 float_colors
[1].b
= color_to_float(key
->color_space_high_value
, format
->blue_size
, format
->blue_offset
)
4622 float_colors
[1].a
= color_to_float(key
->color_space_high_value
, format
->alpha_size
, format
->alpha_offset
)
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
;
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
;
4639 ERR("Unhandled color key to float conversion for format %s.\n", debug_d3dformat(format
->id
));
4643 /* DirectDraw stuff */
4644 enum wined3d_format_id
pixelformat_for_depth(DWORD depth
)
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
;
4657 void multiply_matrix(struct wined3d_matrix
*dst
, const struct wined3d_matrix
*src1
, const struct wined3d_matrix
*src2
)
4659 struct wined3d_matrix tmp
;
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
);
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
);
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
);
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
);
4686 DWORD
get_flexible_vertex_size(DWORD d3dvtVertexType
) {
4689 int numTextures
= (d3dvtVertexType
& WINED3DFVF_TEXCOUNT_MASK
) >> WINED3DFVF_TEXCOUNT_SHIFT
;
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");
4706 for (i
= 0; i
< numTextures
; i
++) {
4707 size
+= GET_TEXCOORD_SIZE_FROM_FVF(d3dvtVertexType
, i
) * sizeof(float);
4713 unsigned int wined3d_max_compat_varyings(const struct wined3d_gl_info
*gl_info
)
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;
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
)
4726 static const unsigned char args
[WINED3D_TOP_LERP
+ 1] =
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
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
;
4762 settings
->padding
= 0;
4764 for (i
= 0; i
< d3d_info
->limits
.ffp_blend_stages
; ++i
)
4766 const struct wined3d_texture
*texture
;
4768 settings
->op
[i
].padding
= 0;
4769 if (state
->texture_states
[i
][WINED3D_TSS_COLOR_OP
] == WINED3D_TOP_DISABLE
)
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
;
4783 if ((texture
= state
->textures
[i
]))
4785 settings
->op
[i
].color_fixup
= texture
->resource
.format
->color_fixup
;
4788 settings
->op
[i
].tex_type
= WINED3D_GL_RES_TYPE_TEX_1D
;
4792 switch (texture
->target
)
4795 settings
->op
[i
].tex_type
= WINED3D_GL_RES_TYPE_TEX_1D
;
4798 settings
->op
[i
].tex_type
= WINED3D_GL_RES_TYPE_TEX_2D
;
4801 settings
->op
[i
].tex_type
= WINED3D_GL_RES_TYPE_TEX_3D
;
4803 case GL_TEXTURE_CUBE_MAP_ARB
:
4804 settings
->op
[i
].tex_type
= WINED3D_GL_RES_TYPE_TEX_CUBE
;
4806 case GL_TEXTURE_RECTANGLE_ARB
:
4807 settings
->op
[i
].tex_type
= WINED3D_GL_RES_TYPE_TEX_RECT
;
4812 settings
->op
[i
].color_fixup
= COLOR_FIXUP_IDENTITY
;
4813 settings
->op
[i
].tex_type
= WINED3D_GL_RES_TYPE_TEX_1D
;
4816 cop
= state
->texture_states
[i
][WINED3D_TSS_COLOR_OP
];
4817 aop
= state
->texture_states
[i
][WINED3D_TSS_ALPHA_OP
];
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
;
4823 if (is_invalid_op(state
, i
, cop
, carg1
, carg2
, carg0
))
4827 carg1
= WINED3DTA_CURRENT
;
4828 cop
= WINED3D_TOP_SELECT_ARG1
;
4831 if (cop
== WINED3D_TOP_DOTPRODUCT3
)
4833 /* A dotproduct3 on the colorop overwrites the alphaop operation and replicates
4834 * the color result to the alpha component of the destination
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
;
4848 if (!i
&& state
->textures
[0] && state
->render_states
[WINED3D_RS_COLORKEYENABLE
])
4850 GLenum texture_dimensions
;
4852 texture
= state
->textures
[0];
4853 texture_dimensions
= texture
->target
;
4855 if (texture_dimensions
== GL_TEXTURE_2D
|| texture_dimensions
== GL_TEXTURE_RECTANGLE_ARB
)
4857 if (texture
->async
.color_key_flags
& WINED3D_CKEY_SRC_BLT
&& !texture
->resource
.format
->alpha_size
)
4859 if (aop
== WINED3D_TOP_DISABLE
)
4861 aarg1
= WINED3DTA_TEXTURE
;
4862 aop
= WINED3D_TOP_SELECT_ARG1
;
4864 else if (aop
== WINED3D_TOP_SELECT_ARG1
&& aarg1
!= WINED3DTA_TEXTURE
)
4866 if (state
->render_states
[WINED3D_RS_ALPHABLENDENABLE
])
4868 aarg2
= WINED3DTA_TEXTURE
;
4869 aop
= WINED3D_TOP_MODULATE
;
4871 else aarg1
= WINED3DTA_TEXTURE
;
4873 else if (aop
== WINED3D_TOP_SELECT_ARG2
&& aarg2
!= WINED3DTA_TEXTURE
)
4875 if (state
->render_states
[WINED3D_RS_ALPHABLENDENABLE
])
4877 aarg1
= WINED3DTA_TEXTURE
;
4878 aop
= WINED3D_TOP_MODULATE
;
4880 else aarg2
= WINED3DTA_TEXTURE
;
4886 if (is_invalid_op(state
, i
, aop
, aarg1
, aarg2
, aarg0
))
4890 aarg1
= WINED3DTA_CURRENT
;
4891 aop
= WINED3D_TOP_SELECT_ARG1
;
4894 if (carg1
== WINED3DTA_TEXTURE
|| carg2
== WINED3DTA_TEXTURE
|| carg0
== WINED3DTA_TEXTURE
4895 || aarg1
== WINED3DTA_TEXTURE
|| aarg2
== WINED3DTA_TEXTURE
|| aarg0
== WINED3DTA_TEXTURE
)
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
;
4903 settings
->op
[i
].projected
= proj_none
;
4907 settings
->op
[i
].projected
= proj_none
;
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
;
4919 if (state
->texture_states
[i
][WINED3D_TSS_RESULT_ARG
] == WINED3DTA_TEMP
)
4920 settings
->op
[i
].dst
= tempreg
;
4922 settings
->op
[i
].dst
= resultreg
;
4925 /* Clear unsupported stages */
4926 for(; i
< MAX_TEXTURES
; i
++) {
4927 memset(&settings
->op
[i
], 0xff, sizeof(settings
->op
[i
]));
4930 if (!state
->render_states
[WINED3D_RS_FOGENABLE
])
4932 settings
->fog
= WINED3D_FFP_PS_FOG_OFF
;
4934 else if (state
->render_states
[WINED3D_RS_FOGTABLEMODE
] == WINED3D_FOG_NONE
)
4936 if (use_vs(state
) || state
->vertex_declaration
->position_transformed
)
4938 settings
->fog
= WINED3D_FFP_PS_FOG_LINEAR
;
4942 switch (state
->render_states
[WINED3D_RS_FOGVERTEXMODE
])
4944 case WINED3D_FOG_NONE
:
4945 case WINED3D_FOG_LINEAR
:
4946 settings
->fog
= WINED3D_FFP_PS_FOG_LINEAR
;
4948 case WINED3D_FOG_EXP
:
4949 settings
->fog
= WINED3D_FFP_PS_FOG_EXP
;
4951 case WINED3D_FOG_EXP2
:
4952 settings
->fog
= WINED3D_FFP_PS_FOG_EXP2
;
4959 switch (state
->render_states
[WINED3D_RS_FOGTABLEMODE
])
4961 case WINED3D_FOG_LINEAR
:
4962 settings
->fog
= WINED3D_FFP_PS_FOG_LINEAR
;
4964 case WINED3D_FOG_EXP
:
4965 settings
->fog
= WINED3D_FFP_PS_FOG_EXP
;
4967 case WINED3D_FOG_EXP2
:
4968 settings
->fog
= WINED3D_FFP_PS_FOG_EXP2
;
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
])
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
4984 settings
->emul_clipplanes
= 0;
4986 settings
->emul_clipplanes
= 1;
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;
4994 settings
->color_key_enabled
= 0;
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
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
5003 if (d3d_info
->limits
.varying_count
5004 && d3d_info
->limits
.varying_count
< wined3d_max_compat_varyings(gl_info
))
5006 settings
->texcoords_initialized
= 0;
5007 for (i
= 0; i
< MAX_TEXTURES
; ++i
)
5011 if (state
->shader
[WINED3D_SHADER_TYPE_VERTEX
]->reg_maps
.output_registers
& (1u << i
))
5012 settings
->texcoords_initialized
|= 1u << i
;
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
;
5027 settings
->texcoords_initialized
= (1u << MAX_TEXTURES
) - 1;
5030 settings
->pointsprite
= state
->render_states
[WINED3D_RS_POINTSPRITEENABLE
]
5031 && state
->gl_primitive_type
== GL_POINTS
;
5033 if (d3d_info
->emulated_flatshading
)
5034 settings
->flatshading
= state
->render_states
[WINED3D_RS_SHADEMODE
] == WINED3D_SHADE_FLAT
;
5036 settings
->flatshading
= FALSE
;
5039 const struct ffp_frag_desc
*find_ffp_frag_shader(const struct wine_rb_tree
*fragment_shaders
,
5040 const struct ffp_frag_settings
*settings
)
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
;
5046 void add_ffp_frag_shader(struct wine_rb_tree
*shaders
, struct ffp_frag_desc
*desc
)
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)
5052 ERR("Failed to insert ffp frag shader.\n");
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
)
5064 switch (texture
->target
)
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
])
5071 gl_info
->gl_ops
.gl
.p_glDisable(GL_TEXTURE_CUBE_MAP_ARB
);
5072 checkGLcall("glDisable(GL_TEXTURE_CUBE_MAP_ARB)");
5074 if (gl_info
->supported
[ARB_TEXTURE_RECTANGLE
])
5076 gl_info
->gl_ops
.gl
.p_glDisable(GL_TEXTURE_RECTANGLE_ARB
);
5077 checkGLcall("glDisable(GL_TEXTURE_RECTANGLE_ARB)");
5079 gl_info
->gl_ops
.gl
.p_glEnable(GL_TEXTURE_2D
);
5080 checkGLcall("glEnable(GL_TEXTURE_2D)");
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
])
5089 gl_info
->gl_ops
.gl
.p_glDisable(GL_TEXTURE_CUBE_MAP_ARB
);
5090 checkGLcall("glDisable(GL_TEXTURE_CUBE_MAP_ARB)");
5092 gl_info
->gl_ops
.gl
.p_glEnable(GL_TEXTURE_RECTANGLE_ARB
);
5093 checkGLcall("glEnable(GL_TEXTURE_RECTANGLE_ARB)");
5096 if (gl_info
->supported
[ARB_TEXTURE_CUBE_MAP
])
5098 gl_info
->gl_ops
.gl
.p_glDisable(GL_TEXTURE_CUBE_MAP_ARB
);
5099 checkGLcall("glDisable(GL_TEXTURE_CUBE_MAP_ARB)");
5101 if (gl_info
->supported
[ARB_TEXTURE_RECTANGLE
])
5103 gl_info
->gl_ops
.gl
.p_glDisable(GL_TEXTURE_RECTANGLE_ARB
);
5104 checkGLcall("glDisable(GL_TEXTURE_RECTANGLE_ARB)");
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)");
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
])
5118 gl_info
->gl_ops
.gl
.p_glDisable(GL_TEXTURE_RECTANGLE_ARB
);
5119 checkGLcall("glDisable(GL_TEXTURE_RECTANGLE_ARB)");
5121 gl_info
->gl_ops
.gl
.p_glEnable(GL_TEXTURE_CUBE_MAP_ARB
);
5122 checkGLcall("glEnable(GL_TEXTURE_CUBE_MAP_ARB)");
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
])
5134 gl_info
->gl_ops
.gl
.p_glDisable(GL_TEXTURE_CUBE_MAP_ARB
);
5135 checkGLcall("glDisable(GL_TEXTURE_CUBE_MAP_ARB)");
5137 if (gl_info
->supported
[ARB_TEXTURE_RECTANGLE
])
5139 gl_info
->gl_ops
.gl
.p_glDisable(GL_TEXTURE_RECTANGLE_ARB
);
5140 checkGLcall("glDisable(GL_TEXTURE_RECTANGLE_ARB)");
5142 /* Binding textures is done by samplers. A dummy texture will be bound */
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
)
5149 DWORD sampler
= state_id
- STATE_SAMPLER(0);
5150 DWORD mapped_stage
= context
->tex_unit_map
[sampler
];
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
)
5157 if (sampler
>= context
->lowest_disabled_stage
)
5159 if (isStateDirty(context
, STATE_TEXTURESTAGE(sampler
, WINED3D_TSS_COLOR_OP
)))
5162 texture_activate_dimensions(state
->textures
[sampler
], context
->gl_info
);
5165 void *wined3d_rb_alloc(size_t size
)
5167 return HeapAlloc(GetProcessHeap(), 0, size
);
5170 void *wined3d_rb_realloc(void *ptr
, size_t size
)
5172 return HeapReAlloc(GetProcessHeap(), 0, ptr
, size
);
5175 void wined3d_rb_free(void *ptr
)
5177 HeapFree(GetProcessHeap(), 0, ptr
);
5180 static int ffp_frag_program_key_compare(const void *key
, const struct wine_rb_entry
*entry
)
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
;
5185 return memcmp(ka
, kb
, sizeof(*ka
));
5188 const struct wine_rb_functions wined3d_ffp_frag_program_rb_functions
=
5193 ffp_frag_program_key_compare
,
5196 void wined3d_ffp_get_vs_settings(const struct wined3d_context
*context
,
5197 const struct wined3d_state
*state
, struct wined3d_ffp_vs_settings
*settings
)
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
;
5204 if (si
->position_transformed
)
5206 memset(settings
, 0, sizeof(*settings
));
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
;
5216 settings
->fog_mode
= WINED3D_FFP_VS_FOG_FOGCOORD
;
5218 for (i
= 0; i
< MAX_TEXTURES
; ++i
)
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
];
5225 if (d3d_info
->limits
.varying_count
>= wined3d_max_compat_varyings(gl_info
))
5226 settings
->texcoords
= (1u << MAX_TEXTURES
) - 1;
5228 if (d3d_info
->emulated_flatshading
)
5229 settings
->flatshading
= state
->render_states
[WINED3D_RS_SHADEMODE
] == WINED3D_SHADE_FLAT
;
5231 settings
->flatshading
= FALSE
;
5236 switch (state
->render_states
[WINED3D_RS_VERTEXBLEND
])
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
];
5245 FIXME("Unsupported vertex blending: %d\n", state
->render_states
[WINED3D_RS_VERTEXBLEND
]);
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
);
5259 if (state
->render_states
[WINED3D_RS_COLORVERTEX
] && (si
->use_map
& (1u << WINED3D_FFP_DIFFUSE
)))
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
];
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
;
5274 settings
->texcoords
= 0;
5275 for (i
= 0; i
< MAX_TEXTURES
; ++i
)
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
];
5282 if (d3d_info
->limits
.varying_count
>= wined3d_max_compat_varyings(gl_info
))
5283 settings
->texcoords
= (1u << MAX_TEXTURES
) - 1;
5285 settings
->light_type
= 0;
5286 for (i
= 0; i
< MAX_ACTIVE_LIGHTS
; ++i
)
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
);
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
)
5298 settings
->fog_mode
= WINED3D_FFP_VS_FOG_DEPTH
;
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;
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
;
5311 settings
->fog_mode
= WINED3D_FFP_VS_FOG_DEPTH
;
5313 if (d3d_info
->emulated_flatshading
)
5314 settings
->flatshading
= state
->render_states
[WINED3D_RS_SHADEMODE
] == WINED3D_SHADE_FLAT
;
5316 settings
->flatshading
= FALSE
;
5318 settings
->padding
= 0;
5321 static int wined3d_ffp_vertex_program_key_compare(const void *key
, const struct wine_rb_entry
*entry
)
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
;
5327 return memcmp(ka
, kb
, sizeof(*ka
));
5330 const struct wine_rb_functions wined3d_ffp_vertex_program_rb_functions
=
5335 wined3d_ffp_vertex_program_key_compare
,
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
)
5343 static const struct blit_shader
* const blitters
[] =
5351 for (i
= 0; i
< sizeof(blitters
) / sizeof(*blitters
); ++i
)
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
))
5362 void wined3d_get_draw_rect(const struct wined3d_state
*state
, RECT
*rect
)
5364 const struct wined3d_viewport
*vp
= &state
->viewport
;
5366 SetRect(rect
, vp
->x
, vp
->y
, vp
->x
+ vp
->width
, vp
->y
+ vp
->height
);
5368 if (state
->render_states
[WINED3D_RS_SCISSORTESTENABLE
])
5369 IntersectRect(rect
, rect
, &state
->scissor_rect
);
5372 const char *wined3d_debug_location(DWORD location
)
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
);
5391 return buf
[0] ? wine_dbg_sprintf("%s", &buf
[3]) : "0";
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
)
5400 if (copysignf(1.0f
, value
) < 0.0f
)
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
))
5411 void wined3d_release_dc(HWND window
, HDC dc
)
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());
5425 BOOL
wined3d_clip_blit(const RECT
*clip_rect
, RECT
*clipped
, RECT
*other
)
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
);
5431 IntersectRect(clipped
, clipped
, clip_rect
);
5433 if (IsRectEmpty(clipped
))
5435 SetRectEmpty(other
);
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
);