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"
30 #define copysignf(x, y) ((x) < 0.0f ? -fabsf(y) : fabsf(y))
33 WINE_DEFAULT_DEBUG_CHANNEL(d3d
);
35 struct wined3d_format_channels
37 enum wined3d_format_id id
;
38 DWORD red_size
, green_size
, blue_size
, alpha_size
;
39 DWORD red_offset
, green_offset
, blue_offset
, alpha_offset
;
41 BYTE depth_size
, stencil_size
;
44 static const struct wined3d_format_channels formats
[] =
47 * format id r g b a r g b a bpp depth stencil */
48 {WINED3DFMT_UNKNOWN
, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0},
50 {WINED3DFMT_UYVY
, 0, 0, 0, 0, 0, 0, 0, 0, 2, 0, 0},
51 {WINED3DFMT_YUY2
, 0, 0, 0, 0, 0, 0, 0, 0, 2, 0, 0},
52 {WINED3DFMT_YV12
, 0, 0, 0, 0, 0, 0, 0, 0, 1, 0, 0},
53 {WINED3DFMT_NV12
, 0, 0, 0, 0, 0, 0, 0, 0, 1, 0, 0},
54 {WINED3DFMT_DXT1
, 0, 0, 0, 0, 0, 0, 0, 0, 1, 0, 0},
55 {WINED3DFMT_DXT2
, 0, 0, 0, 0, 0, 0, 0, 0, 1, 0, 0},
56 {WINED3DFMT_DXT3
, 0, 0, 0, 0, 0, 0, 0, 0, 1, 0, 0},
57 {WINED3DFMT_DXT4
, 0, 0, 0, 0, 0, 0, 0, 0, 1, 0, 0},
58 {WINED3DFMT_DXT5
, 0, 0, 0, 0, 0, 0, 0, 0, 1, 0, 0},
59 {WINED3DFMT_MULTI2_ARGB8
, 0, 0, 0, 0, 0, 0, 0, 0, 1, 0, 0},
60 {WINED3DFMT_G8R8_G8B8
, 0, 0, 0, 0, 0, 0, 0, 0, 1, 0, 0},
61 {WINED3DFMT_R8G8_B8G8
, 0, 0, 0, 0, 0, 0, 0, 0, 1, 0, 0},
63 {WINED3DFMT_R32_FLOAT
, 32, 0, 0, 0, 0, 0, 0, 0, 4, 0, 0},
64 {WINED3DFMT_R32G32_FLOAT
, 32, 32, 0, 0, 0, 32, 0, 0, 8, 0, 0},
65 {WINED3DFMT_R32G32B32_FLOAT
, 32, 32, 32, 0, 0, 32, 64, 0, 12, 0, 0},
66 {WINED3DFMT_R32G32B32A32_FLOAT
, 32, 32, 32, 32, 0, 32, 64, 96, 16, 0, 0},
68 {WINED3DFMT_R8G8_SNORM_Cx
, 0, 0, 0, 0, 0, 0, 0, 0, 2, 0, 0},
70 {WINED3DFMT_R16_FLOAT
, 16, 0, 0, 0, 0, 0, 0, 0, 2, 0, 0},
71 {WINED3DFMT_R16G16_FLOAT
, 16, 16, 0, 0, 0, 16, 0, 0, 4, 0, 0},
72 {WINED3DFMT_R16G16_SINT
, 16, 16, 0, 0, 0, 16, 0, 0, 4, 0, 0},
73 {WINED3DFMT_R16G16B16A16_FLOAT
, 16, 16, 16, 16, 0, 16, 32, 48, 8, 0, 0},
74 {WINED3DFMT_R16G16B16A16_SINT
, 16, 16, 16, 16, 0, 16, 32, 48, 8, 0, 0},
75 /* Palettized formats */
76 {WINED3DFMT_P8_UINT_A8_UNORM
, 0, 0, 0, 8, 0, 0, 0, 8, 2, 0, 0},
77 {WINED3DFMT_P8_UINT
, 0, 0, 0, 0, 0, 0, 0, 0, 1, 0, 0},
78 /* Standard ARGB formats. */
79 {WINED3DFMT_B8G8R8_UNORM
, 8, 8, 8, 0, 16, 8, 0, 0, 3, 0, 0},
80 {WINED3DFMT_B8G8R8A8_UNORM
, 8, 8, 8, 8, 16, 8, 0, 24, 4, 0, 0},
81 {WINED3DFMT_B8G8R8X8_UNORM
, 8, 8, 8, 0, 16, 8, 0, 0, 4, 0, 0},
82 {WINED3DFMT_B5G6R5_UNORM
, 5, 6, 5, 0, 11, 5, 0, 0, 2, 0, 0},
83 {WINED3DFMT_B5G5R5X1_UNORM
, 5, 5, 5, 0, 10, 5, 0, 0, 2, 0, 0},
84 {WINED3DFMT_B5G5R5A1_UNORM
, 5, 5, 5, 1, 10, 5, 0, 15, 2, 0, 0},
85 {WINED3DFMT_B4G4R4A4_UNORM
, 4, 4, 4, 4, 8, 4, 0, 12, 2, 0, 0},
86 {WINED3DFMT_B2G3R3_UNORM
, 3, 3, 2, 0, 5, 2, 0, 0, 1, 0, 0},
87 {WINED3DFMT_R8_UNORM
, 8, 0, 0, 0, 0, 0, 0, 0, 1, 0, 0},
88 {WINED3DFMT_A8_UNORM
, 0, 0, 0, 8, 0, 0, 0, 0, 1, 0, 0},
89 {WINED3DFMT_B2G3R3A8_UNORM
, 3, 3, 2, 8, 5, 2, 0, 8, 2, 0, 0},
90 {WINED3DFMT_B4G4R4X4_UNORM
, 4, 4, 4, 0, 8, 4, 0, 0, 2, 0, 0},
91 {WINED3DFMT_R10G10B10A2_UNORM
, 10, 10, 10, 2, 0, 10, 20, 30, 4, 0, 0},
92 {WINED3DFMT_R10G10B10A2_UINT
, 10, 10, 10, 2, 0, 10, 20, 30, 4, 0, 0},
93 {WINED3DFMT_R10G10B10A2_SNORM
, 10, 10, 10, 2, 0, 10, 20, 30, 4, 0, 0},
94 {WINED3DFMT_R8G8B8A8_UNORM
, 8, 8, 8, 8, 0, 8, 16, 24, 4, 0, 0},
95 {WINED3DFMT_R8G8B8A8_UINT
, 8, 8, 8, 8, 0, 8, 16, 24, 4, 0, 0},
96 {WINED3DFMT_R8G8B8X8_UNORM
, 8, 8, 8, 0, 0, 8, 16, 0, 4, 0, 0},
97 {WINED3DFMT_R16G16_UNORM
, 16, 16, 0, 0, 0, 16, 0, 0, 4, 0, 0},
98 {WINED3DFMT_B10G10R10A2_UNORM
, 10, 10, 10, 2, 20, 10, 0, 30, 4, 0, 0},
99 {WINED3DFMT_R16G16B16A16_UNORM
, 16, 16, 16, 16, 0, 16, 32, 48, 8, 0, 0},
101 {WINED3DFMT_L8_UNORM
, 0, 0, 0, 0, 0, 0, 0, 0, 1, 0, 0},
102 {WINED3DFMT_L8A8_UNORM
, 0, 0, 0, 8, 0, 0, 0, 8, 2, 0, 0},
103 {WINED3DFMT_L4A4_UNORM
, 0, 0, 0, 4, 0, 0, 0, 4, 1, 0, 0},
104 {WINED3DFMT_L16_UNORM
, 0, 0, 0, 0, 0, 0, 0, 0, 2, 0, 0},
105 /* Bump mapping stuff */
106 {WINED3DFMT_R8G8_SNORM
, 8, 8, 0, 0, 0, 8, 0, 0, 2, 0, 0},
107 {WINED3DFMT_R5G5_SNORM_L6_UNORM
, 5, 5, 0, 0, 0, 5, 0, 0, 2, 0, 0},
108 {WINED3DFMT_R8G8_SNORM_L8X8_UNORM
, 8, 8, 0, 0, 0, 8, 0, 0, 4, 0, 0},
109 {WINED3DFMT_R8G8B8A8_SNORM
, 8, 8, 8, 8, 0, 8, 16, 24, 4, 0, 0},
110 {WINED3DFMT_R16G16_SNORM
, 16, 16, 0, 0, 0, 16, 0, 0, 4, 0, 0},
111 {WINED3DFMT_R10G11B11_SNORM
, 10, 11, 11, 0, 0, 10, 21, 0, 4, 0, 0},
112 {WINED3DFMT_R10G10B10_SNORM_A2_UNORM
, 10, 10, 10, 2, 0, 10, 20, 30, 4, 0, 0},
113 /* Depth stencil formats */
114 {WINED3DFMT_D16_LOCKABLE
, 0, 0, 0, 0, 0, 0, 0, 0, 2, 16, 0},
115 {WINED3DFMT_D32_UNORM
, 0, 0, 0, 0, 0, 0, 0, 0, 4, 32, 0},
116 {WINED3DFMT_S1_UINT_D15_UNORM
, 0, 0, 0, 0, 0, 0, 0, 0, 2, 15, 1},
117 {WINED3DFMT_D24_UNORM_S8_UINT
, 0, 0, 0, 0, 0, 0, 0, 0, 4, 24, 8},
118 {WINED3DFMT_X8D24_UNORM
, 0, 0, 0, 0, 0, 0, 0, 0, 4, 24, 0},
119 {WINED3DFMT_S4X4_UINT_D24_UNORM
, 0, 0, 0, 0, 0, 0, 0, 0, 4, 24, 4},
120 {WINED3DFMT_D16_UNORM
, 0, 0, 0, 0, 0, 0, 0, 0, 2, 16, 0},
121 {WINED3DFMT_D32_FLOAT
, 0, 0, 0, 0, 0, 0, 0, 0, 4, 32, 0},
122 {WINED3DFMT_S8_UINT_D24_FLOAT
, 0, 0, 0, 0, 0, 0, 0, 0, 4, 24, 8},
123 {WINED3DFMT_VERTEXDATA
, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0},
124 {WINED3DFMT_R16_UINT
, 16, 0, 0, 0, 0, 0, 0, 0, 2, 0, 0},
125 {WINED3DFMT_R32_UINT
, 32, 0, 0, 0, 0, 0, 0, 0, 4, 0, 0},
126 {WINED3DFMT_R32G32_UINT
, 32, 32, 0, 0, 0, 32, 0, 0, 8, 0, 0},
127 {WINED3DFMT_R32G32B32_UINT
, 32, 32, 32, 0, 0, 32, 64, 0, 12, 0, 0},
128 {WINED3DFMT_R32G32B32A32_UINT
, 32, 32, 32, 32, 0, 32, 64, 96, 16, 0, 0},
129 {WINED3DFMT_R16G16B16A16_SNORM
, 16, 16, 16, 16, 0, 16, 32, 48, 8, 0, 0},
130 /* Vendor-specific formats */
131 {WINED3DFMT_ATI1N
, 0, 0, 0, 0, 0, 0, 0, 0, 1, 0, 0},
132 {WINED3DFMT_ATI2N
, 0, 0, 0, 0, 0, 0, 0, 0, 1, 0, 0},
133 {WINED3DFMT_NVDB
, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0},
134 {WINED3DFMT_INST
, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0},
135 {WINED3DFMT_INTZ
, 0, 0, 0, 0, 0, 0, 0, 0, 4, 24, 8},
136 {WINED3DFMT_RESZ
, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0},
137 {WINED3DFMT_NVHU
, 0, 0, 0, 0, 0, 0, 0, 0, 2, 0, 0},
138 {WINED3DFMT_NVHS
, 0, 0, 0, 0, 0, 0, 0, 0, 2, 0, 0},
139 {WINED3DFMT_NULL
, 8, 8, 8, 8, 0, 8, 16, 24, 4, 0, 0},
140 /* Unsure about them, could not find a Windows driver that supports them */
141 {WINED3DFMT_R16
, 16, 0, 0, 0, 0, 0, 0, 0, 2, 0, 0},
142 {WINED3DFMT_AL16
, 0, 0, 0, 16, 0, 0, 0, 16, 4, 0, 0},
144 {WINED3DFMT_R8_TYPELESS
, 8, 0, 0, 0, 0, 0, 0, 0, 1, 0, 0},
145 {WINED3DFMT_R8G8_TYPELESS
, 8, 8, 0, 0, 0, 8, 0, 0, 2, 0, 0},
146 {WINED3DFMT_R8G8B8A8_TYPELESS
, 8, 8, 8, 8, 0, 8, 16, 24, 4, 0, 0},
147 {WINED3DFMT_R16_TYPELESS
, 16, 0, 0, 0, 0, 0, 0, 0, 2, 0, 0},
148 {WINED3DFMT_R16G16_TYPELESS
, 16, 16, 0, 0, 0, 16, 0, 0, 4, 0, 0},
149 {WINED3DFMT_R16G16B16A16_TYPELESS
, 16, 16, 16, 16, 0, 16, 32, 48, 8, 0, 0},
150 {WINED3DFMT_R32_TYPELESS
, 32, 0, 0, 0, 0, 0, 0, 0, 4, 0, 0},
151 {WINED3DFMT_R32G32_TYPELESS
, 32, 32, 0, 0, 0, 32, 0, 0, 8, 0, 0},
152 {WINED3DFMT_R32G32B32_TYPELESS
, 32, 32, 32, 0, 0, 32, 64, 0, 12, 0, 0},
153 {WINED3DFMT_R32G32B32A32_TYPELESS
, 32, 32, 32, 32, 0, 32, 64, 96, 16, 0, 0},
156 struct wined3d_format_base_flags
158 enum wined3d_format_id id
;
162 /* The ATI2N format behaves like an uncompressed format in LockRect(), but
163 * still needs to use the correct block based calculation for e.g. the
165 static const struct wined3d_format_base_flags format_base_flags
[] =
167 {WINED3DFMT_P8_UINT
, WINED3DFMT_FLAG_GETDC
},
168 {WINED3DFMT_B8G8R8_UNORM
, WINED3DFMT_FLAG_GETDC
},
169 {WINED3DFMT_B8G8R8A8_UNORM
, WINED3DFMT_FLAG_GETDC
},
170 {WINED3DFMT_B8G8R8X8_UNORM
, WINED3DFMT_FLAG_GETDC
},
171 {WINED3DFMT_B5G6R5_UNORM
, WINED3DFMT_FLAG_GETDC
},
172 {WINED3DFMT_B5G5R5X1_UNORM
, WINED3DFMT_FLAG_GETDC
},
173 {WINED3DFMT_B5G5R5A1_UNORM
, WINED3DFMT_FLAG_GETDC
},
174 {WINED3DFMT_B4G4R4A4_UNORM
, WINED3DFMT_FLAG_GETDC
},
175 {WINED3DFMT_B4G4R4X4_UNORM
, WINED3DFMT_FLAG_GETDC
},
176 {WINED3DFMT_R8G8B8A8_UNORM
, WINED3DFMT_FLAG_GETDC
},
177 {WINED3DFMT_R8G8B8X8_UNORM
, WINED3DFMT_FLAG_GETDC
},
178 {WINED3DFMT_ATI1N
, WINED3DFMT_FLAG_BROKEN_PITCH
},
179 {WINED3DFMT_ATI2N
, WINED3DFMT_FLAG_BROKEN_PITCH
},
180 {WINED3DFMT_R32_FLOAT
, WINED3DFMT_FLAG_FLOAT
},
181 {WINED3DFMT_R32G32_FLOAT
, WINED3DFMT_FLAG_FLOAT
},
182 {WINED3DFMT_R32G32B32_FLOAT
, WINED3DFMT_FLAG_FLOAT
},
183 {WINED3DFMT_R32G32B32A32_FLOAT
, WINED3DFMT_FLAG_FLOAT
},
184 {WINED3DFMT_R16_FLOAT
, WINED3DFMT_FLAG_FLOAT
},
185 {WINED3DFMT_R16G16_FLOAT
, WINED3DFMT_FLAG_FLOAT
},
186 {WINED3DFMT_R16G16B16A16_FLOAT
, WINED3DFMT_FLAG_FLOAT
},
187 {WINED3DFMT_D32_FLOAT
, WINED3DFMT_FLAG_FLOAT
},
188 {WINED3DFMT_S8_UINT_D24_FLOAT
, WINED3DFMT_FLAG_FLOAT
},
191 struct wined3d_format_block_info
193 enum wined3d_format_id id
;
196 UINT block_byte_count
;
200 static const struct wined3d_format_block_info format_block_info
[] =
202 {WINED3DFMT_DXT1
, 4, 4, 8, TRUE
},
203 {WINED3DFMT_DXT2
, 4, 4, 16, TRUE
},
204 {WINED3DFMT_DXT3
, 4, 4, 16, TRUE
},
205 {WINED3DFMT_DXT4
, 4, 4, 16, TRUE
},
206 {WINED3DFMT_DXT5
, 4, 4, 16, TRUE
},
207 {WINED3DFMT_ATI1N
, 4, 4, 8, FALSE
},
208 {WINED3DFMT_ATI2N
, 4, 4, 16, FALSE
},
209 {WINED3DFMT_YUY2
, 2, 1, 4, FALSE
},
210 {WINED3DFMT_UYVY
, 2, 1, 4, FALSE
},
213 struct wined3d_format_vertex_info
215 enum wined3d_format_id id
;
216 enum wined3d_ffp_emit_idx emit_idx
;
217 GLint component_count
;
220 GLboolean gl_normalized
;
221 unsigned int component_size
;
224 static const struct wined3d_format_vertex_info format_vertex_info
[] =
226 {WINED3DFMT_R32_FLOAT
, WINED3D_FFP_EMIT_FLOAT1
, 1, GL_FLOAT
, 1, GL_FALSE
, sizeof(float)},
227 {WINED3DFMT_R32G32_FLOAT
, WINED3D_FFP_EMIT_FLOAT2
, 2, GL_FLOAT
, 2, GL_FALSE
, sizeof(float)},
228 {WINED3DFMT_R32G32B32_FLOAT
, WINED3D_FFP_EMIT_FLOAT3
, 3, GL_FLOAT
, 3, GL_FALSE
, sizeof(float)},
229 {WINED3DFMT_R32G32B32A32_FLOAT
, WINED3D_FFP_EMIT_FLOAT4
, 4, GL_FLOAT
, 4, GL_FALSE
, sizeof(float)},
230 {WINED3DFMT_B8G8R8A8_UNORM
, WINED3D_FFP_EMIT_D3DCOLOR
, 4, GL_UNSIGNED_BYTE
, 4, GL_TRUE
, sizeof(BYTE
)},
231 {WINED3DFMT_R8G8B8A8_UINT
, WINED3D_FFP_EMIT_UBYTE4
, 4, GL_UNSIGNED_BYTE
, 4, GL_FALSE
, sizeof(BYTE
)},
232 {WINED3DFMT_R16G16_SINT
, WINED3D_FFP_EMIT_SHORT2
, 2, GL_SHORT
, 2, GL_FALSE
, sizeof(short int)},
233 {WINED3DFMT_R16G16B16A16_SINT
, WINED3D_FFP_EMIT_SHORT4
, 4, GL_SHORT
, 4, GL_FALSE
, sizeof(short int)},
234 {WINED3DFMT_R8G8B8A8_UNORM
, WINED3D_FFP_EMIT_UBYTE4N
, 4, GL_UNSIGNED_BYTE
, 4, GL_TRUE
, sizeof(BYTE
)},
235 {WINED3DFMT_R16G16_SNORM
, WINED3D_FFP_EMIT_SHORT2N
, 2, GL_SHORT
, 2, GL_TRUE
, sizeof(short int)},
236 {WINED3DFMT_R16G16B16A16_SNORM
, WINED3D_FFP_EMIT_SHORT4N
, 4, GL_SHORT
, 4, GL_TRUE
, sizeof(short int)},
237 {WINED3DFMT_R16G16_UNORM
, WINED3D_FFP_EMIT_USHORT2N
, 2, GL_UNSIGNED_SHORT
, 2, GL_TRUE
, sizeof(short int)},
238 {WINED3DFMT_R16G16B16A16_UNORM
, WINED3D_FFP_EMIT_USHORT4N
, 4, GL_UNSIGNED_SHORT
, 4, GL_TRUE
, sizeof(short int)},
239 {WINED3DFMT_R10G10B10A2_UINT
, WINED3D_FFP_EMIT_UDEC3
, 3, GL_UNSIGNED_SHORT
, 3, GL_FALSE
, sizeof(short int)},
240 {WINED3DFMT_R10G10B10A2_SNORM
, WINED3D_FFP_EMIT_DEC3N
, 3, GL_SHORT
, 3, GL_TRUE
, sizeof(short int)},
241 {WINED3DFMT_R16G16_FLOAT
, WINED3D_FFP_EMIT_FLOAT16_2
, 2, GL_FLOAT
, 2, GL_FALSE
, sizeof(GLhalfNV
)},
242 {WINED3DFMT_R16G16B16A16_FLOAT
, WINED3D_FFP_EMIT_FLOAT16_4
, 4, GL_FLOAT
, 4, GL_FALSE
, sizeof(GLhalfNV
)},
243 {WINED3DFMT_R32_UINT
, WINED3D_FFP_EMIT_INVALID
, 1, GL_UNSIGNED_INT
, 1, GL_FALSE
, sizeof(UINT
)},
244 {WINED3DFMT_R32G32_UINT
, WINED3D_FFP_EMIT_INVALID
, 2, GL_UNSIGNED_INT
, 2, GL_FALSE
, sizeof(UINT
)},
245 {WINED3DFMT_R32G32B32_UINT
, WINED3D_FFP_EMIT_INVALID
, 3, GL_UNSIGNED_INT
, 3, GL_FALSE
, sizeof(UINT
)},
246 {WINED3DFMT_R32G32B32A32_UINT
, WINED3D_FFP_EMIT_INVALID
, 4, GL_UNSIGNED_INT
, 4, GL_FALSE
, sizeof(UINT
)},
249 struct wined3d_format_texture_info
251 enum wined3d_format_id id
;
253 GLint gl_srgb_internal
;
254 GLint gl_rt_internal
;
257 unsigned int conv_byte_count
;
259 enum wined3d_gl_extension extension
;
260 void (*convert
)(const BYTE
*src
, BYTE
*dst
, UINT src_row_pitch
, UINT src_slice_pitch
,
261 UINT dst_row_pitch
, UINT dst_slice_pitch
, UINT width
, UINT height
, UINT depth
);
264 static void convert_l4a4_unorm(const BYTE
*src
, BYTE
*dst
, UINT src_row_pitch
, UINT src_slice_pitch
,
265 UINT dst_row_pitch
, UINT dst_slice_pitch
, UINT width
, UINT height
, UINT depth
)
267 /* WINED3DFMT_L4A4_UNORM exists as an internal gl format, but for some reason there is not
268 * format+type combination to load it. Thus convert it to A8L8, then load it
269 * with A4L4 internal, but A8L8 format+type
271 unsigned int x
, y
, z
;
272 const unsigned char *Source
;
275 for (z
= 0; z
< depth
; z
++)
277 for (y
= 0; y
< height
; y
++)
279 Source
= src
+ z
* src_slice_pitch
+ y
* src_row_pitch
;
280 Dest
= dst
+ z
* dst_slice_pitch
+ y
* dst_row_pitch
;
281 for (x
= 0; x
< width
; x
++ )
283 unsigned char color
= (*Source
++);
284 /* A */ Dest
[1] = (color
& 0xf0) << 0;
285 /* L */ Dest
[0] = (color
& 0x0f) << 4;
292 static void convert_r5g5_snorm_l6_unorm(const BYTE
*src
, BYTE
*dst
, UINT src_row_pitch
, UINT src_slice_pitch
,
293 UINT dst_row_pitch
, UINT dst_slice_pitch
, UINT width
, UINT height
, UINT depth
)
295 unsigned int x
, y
, z
;
298 for (z
= 0; z
< depth
; z
++)
300 for (y
= 0; y
< height
; y
++)
302 unsigned short *Dest_s
= (unsigned short *) (dst
+ z
* dst_slice_pitch
+ y
* dst_row_pitch
);
303 Source
= (const WORD
*)(src
+ z
* src_slice_pitch
+ y
* src_row_pitch
);
304 for (x
= 0; x
< width
; x
++ )
306 short color
= (*Source
++);
307 unsigned char l
= ((color
>> 10) & 0xfc);
308 short v
= ((color
>> 5) & 0x3e);
309 short u
= ((color
) & 0x1f);
310 short v_conv
= v
+ 16;
311 short u_conv
= u
+ 16;
313 *Dest_s
= ((v_conv
<< 11) & 0xf800) | ((l
<< 5) & 0x7e0) | (u_conv
& 0x1f);
320 static void convert_r5g5_snorm_l6_unorm_nv(const BYTE
*src
, BYTE
*dst
, UINT src_row_pitch
, UINT src_slice_pitch
,
321 UINT dst_row_pitch
, UINT dst_slice_pitch
, UINT width
, UINT height
, UINT depth
)
323 unsigned int x
, y
, z
;
327 /* This makes the gl surface bigger(24 bit instead of 16), but it works with
328 * fixed function and shaders without further conversion once the surface is
331 for (z
= 0; z
< depth
; z
++)
333 for (y
= 0; y
< height
; y
++)
335 Source
= (const WORD
*)(src
+ z
* src_slice_pitch
+ y
* src_row_pitch
);
336 Dest
= dst
+ z
* dst_slice_pitch
+ y
* dst_row_pitch
;
337 for (x
= 0; x
< width
; x
++ )
339 short color
= (*Source
++);
340 unsigned char l
= ((color
>> 10) & 0xfc);
341 char v
= ((color
>> 5) & 0x3e);
342 char u
= ((color
) & 0x1f);
344 /* 8 bits destination, 6 bits source, 8th bit is the sign. gl ignores the sign
345 * and doubles the positive range. Thus shift left only once, gl does the 2nd
346 * shift. GL reads a signed value and converts it into an unsigned value.
348 /* M */ Dest
[2] = l
<< 1;
350 /* Those are read as signed, but kept signed. Just left-shift 3 times to scale
351 * from 5 bit values to 8 bit values.
353 /* V */ Dest
[1] = v
<< 3;
354 /* U */ Dest
[0] = u
<< 3;
361 static void convert_r8g8_snorm(const BYTE
*src
, BYTE
*dst
, UINT src_row_pitch
, UINT src_slice_pitch
,
362 UINT dst_row_pitch
, UINT dst_slice_pitch
, UINT width
, UINT height
, UINT depth
)
364 unsigned int x
, y
, z
;
368 for (z
= 0; z
< depth
; z
++)
370 for (y
= 0; y
< height
; y
++)
372 Source
= (const short *)(src
+ z
* src_slice_pitch
+ y
* src_row_pitch
);
373 Dest
= dst
+ z
* dst_slice_pitch
+ y
* dst_row_pitch
;
374 for (x
= 0; x
< width
; x
++ )
376 const short color
= (*Source
++);
377 /* B */ Dest
[0] = 0xff;
378 /* G */ Dest
[1] = (color
>> 8) + 128; /* V */
379 /* R */ Dest
[2] = (color
& 0xff) + 128; /* U */
386 static void convert_r8g8_snorm_l8x8_unorm(const BYTE
*src
, BYTE
*dst
, UINT src_row_pitch
, UINT src_slice_pitch
,
387 UINT dst_row_pitch
, UINT dst_slice_pitch
, UINT width
, UINT height
, UINT depth
)
389 unsigned int x
, y
, z
;
393 /* Doesn't work correctly with the fixed function pipeline, but can work in
394 * shaders if the shader is adjusted. (There's no use for this format in gl's
395 * standard fixed function pipeline anyway).
397 for (z
= 0; z
< depth
; z
++)
399 for (y
= 0; y
< height
; y
++)
401 Source
= (const DWORD
*)(src
+ z
* src_slice_pitch
+ y
* src_row_pitch
);
402 Dest
= dst
+ z
* dst_slice_pitch
+ y
* dst_row_pitch
;
403 for (x
= 0; x
< width
; x
++ )
405 LONG color
= (*Source
++);
406 /* B */ Dest
[0] = ((color
>> 16) & 0xff); /* L */
407 /* G */ Dest
[1] = ((color
>> 8 ) & 0xff) + 128; /* V */
408 /* R */ Dest
[2] = (color
& 0xff) + 128; /* U */
415 static void convert_r8g8_snorm_l8x8_unorm_nv(const BYTE
*src
, BYTE
*dst
, UINT src_row_pitch
, UINT src_slice_pitch
,
416 UINT dst_row_pitch
, UINT dst_slice_pitch
, UINT width
, UINT height
, UINT depth
)
418 unsigned int x
, y
, z
;
422 /* This implementation works with the fixed function pipeline and shaders
423 * without further modification after converting the surface.
425 for (z
= 0; z
< depth
; z
++)
427 for (y
= 0; y
< height
; y
++)
429 Source
= (const DWORD
*)(src
+ z
* src_slice_pitch
+ y
* src_row_pitch
);
430 Dest
= dst
+ z
* dst_slice_pitch
+ y
* dst_row_pitch
;
431 for (x
= 0; x
< width
; x
++ )
433 LONG color
= (*Source
++);
434 /* L */ Dest
[2] = ((color
>> 16) & 0xff); /* L */
435 /* V */ Dest
[1] = ((color
>> 8 ) & 0xff); /* V */
436 /* U */ Dest
[0] = (color
& 0xff); /* U */
437 /* I */ Dest
[3] = 255; /* X */
444 static void convert_r8g8b8a8_snorm(const BYTE
*src
, BYTE
*dst
, UINT src_row_pitch
, UINT src_slice_pitch
,
445 UINT dst_row_pitch
, UINT dst_slice_pitch
, UINT width
, UINT height
, UINT depth
)
447 unsigned int x
, y
, z
;
451 for (z
= 0; z
< depth
; z
++)
453 for (y
= 0; y
< height
; y
++)
455 Source
= (const DWORD
*)(src
+ z
* src_slice_pitch
+ y
* src_row_pitch
);
456 Dest
= dst
+ z
* dst_slice_pitch
+ y
* dst_row_pitch
;
457 for (x
= 0; x
< width
; x
++ )
459 LONG color
= (*Source
++);
460 /* B */ Dest
[0] = ((color
>> 16) & 0xff) + 128; /* W */
461 /* G */ Dest
[1] = ((color
>> 8 ) & 0xff) + 128; /* V */
462 /* R */ Dest
[2] = (color
& 0xff) + 128; /* U */
463 /* A */ Dest
[3] = ((color
>> 24) & 0xff) + 128; /* Q */
470 static void convert_r16g16_snorm(const BYTE
*src
, BYTE
*dst
, UINT src_row_pitch
, UINT src_slice_pitch
,
471 UINT dst_row_pitch
, UINT dst_slice_pitch
, UINT width
, UINT height
, UINT depth
)
473 unsigned int x
, y
, z
;
475 unsigned short *Dest
;
477 for (z
= 0; z
< depth
; z
++)
479 for (y
= 0; y
< height
; y
++)
481 Source
= (const DWORD
*)(src
+ z
* src_slice_pitch
+ y
* src_row_pitch
);
482 Dest
= (unsigned short *) (dst
+ z
* dst_slice_pitch
+ y
* dst_row_pitch
);
483 for (x
= 0; x
< width
; x
++ )
485 const DWORD color
= (*Source
++);
486 /* B */ Dest
[0] = 0xffff;
487 /* G */ Dest
[1] = (color
>> 16) + 32768; /* V */
488 /* R */ Dest
[2] = (color
& 0xffff) + 32768; /* U */
495 static void convert_r16g16(const BYTE
*src
, BYTE
*dst
, UINT src_row_pitch
, UINT src_slice_pitch
,
496 UINT dst_row_pitch
, UINT dst_slice_pitch
, UINT width
, UINT height
, UINT depth
)
498 unsigned int x
, y
, z
;
502 for (z
= 0; z
< depth
; z
++)
504 for (y
= 0; y
< height
; y
++)
506 Source
= (const WORD
*)(src
+ z
* src_slice_pitch
+ y
* src_row_pitch
);
507 Dest
= (WORD
*) (dst
+ z
* dst_slice_pitch
+ y
* dst_row_pitch
);
508 for (x
= 0; x
< width
; x
++ )
510 WORD green
= (*Source
++);
511 WORD red
= (*Source
++);
514 /* Strictly speaking not correct for R16G16F, but it doesn't matter because the
515 * shader overwrites it anyway */
523 static void convert_r32g32_float(const BYTE
*src
, BYTE
*dst
, UINT src_row_pitch
, UINT src_slice_pitch
,
524 UINT dst_row_pitch
, UINT dst_slice_pitch
, UINT width
, UINT height
, UINT depth
)
526 unsigned int x
, y
, z
;
530 for (z
= 0; z
< depth
; z
++)
532 for (y
= 0; y
< height
; y
++)
534 Source
= (const float *)(src
+ z
* src_slice_pitch
+ y
* src_row_pitch
);
535 Dest
= (float *) (dst
+ z
* dst_slice_pitch
+ y
* dst_row_pitch
);
536 for (x
= 0; x
< width
; x
++ )
538 float green
= (*Source
++);
539 float red
= (*Source
++);
549 static void convert_s1_uint_d15_unorm(const BYTE
*src
, BYTE
*dst
, UINT src_row_pitch
, UINT src_slice_pitch
,
550 UINT dst_row_pitch
, UINT dst_slice_pitch
, UINT width
, UINT height
, UINT depth
)
552 unsigned int x
, y
, z
;
554 for (z
= 0; z
< depth
; z
++)
556 for (y
= 0; y
< height
; ++y
)
558 const WORD
*source
= (const WORD
*)(src
+ z
* src_slice_pitch
+ y
* src_row_pitch
);
559 DWORD
*dest
= (DWORD
*)(dst
+ z
* dst_slice_pitch
+ y
* dst_row_pitch
);
561 for (x
= 0; x
< width
; ++x
)
563 /* The depth data is normalized, so needs to be scaled,
564 * the stencil data isn't. Scale depth data by
565 * (2^24-1)/(2^15-1) ~~ (2^9 + 2^-6). */
566 WORD d15
= source
[x
] >> 1;
567 DWORD d24
= (d15
<< 9) + (d15
>> 6);
568 dest
[x
] = (d24
<< 8) | (source
[x
] & 0x1);
574 static void convert_s4x4_uint_d24_unorm(const BYTE
*src
, BYTE
*dst
, UINT src_row_pitch
, UINT src_slice_pitch
,
575 UINT dst_row_pitch
, UINT dst_slice_pitch
, UINT width
, UINT height
, UINT depth
)
577 unsigned int x
, y
, z
;
579 for (z
= 0; z
< depth
; z
++)
581 for (y
= 0; y
< height
; ++y
)
583 const DWORD
*source
= (const DWORD
*)(src
+ z
* src_slice_pitch
+ y
* src_row_pitch
);
584 DWORD
*dest
= (DWORD
*)(dst
+ z
* dst_slice_pitch
+ y
* dst_row_pitch
);
586 for (x
= 0; x
< width
; ++x
)
588 /* Just need to clear out the X4 part. */
589 dest
[x
] = source
[x
] & ~0xf0;
595 static void convert_s8_uint_d24_float(const BYTE
*src
, BYTE
*dst
, UINT src_row_pitch
, UINT src_slice_pitch
,
596 UINT dst_row_pitch
, UINT dst_slice_pitch
, UINT width
, UINT height
, UINT depth
)
598 unsigned int x
, y
, z
;
600 for (z
= 0; z
< depth
; z
++)
602 for (y
= 0; y
< height
; ++y
)
604 const DWORD
*source
= (const DWORD
*)(src
+ z
* src_slice_pitch
+ y
* src_row_pitch
);
605 float *dest_f
= (float *)(dst
+ z
* dst_slice_pitch
+ y
* dst_row_pitch
);
606 DWORD
*dest_s
= (DWORD
*)dest_f
;
608 for (x
= 0; x
< width
; ++x
)
610 dest_f
[x
* 2] = float_24_to_32((source
[x
] & 0xffffff00) >> 8);
611 dest_s
[x
* 2 + 1] = source
[x
] & 0xff;
617 static BOOL
color_in_range(const struct wined3d_color_key
*color_key
, DWORD color
)
619 /* FIXME: Is this really how color keys are supposed to work? I think it
620 * makes more sense to compare the individual channels. */
621 return color
>= color_key
->color_space_low_value
622 && color
<= color_key
->color_space_high_value
;
625 static void convert_p8_uint_b8g8r8a8_unorm(const BYTE
*src
, unsigned int src_pitch
,
626 BYTE
*dst
, unsigned int dst_pitch
, unsigned int width
, unsigned int height
,
627 const struct wined3d_palette
*palette
, const struct wined3d_color_key
*color_key
)
635 /* FIXME: This should probably use the system palette. */
636 FIXME("P8 surface loaded without a palette.\n");
638 for (y
= 0; y
< height
; ++y
)
640 memset(&dst
[dst_pitch
* y
], 0, width
* 4);
646 for (y
= 0; y
< height
; ++y
)
648 src_row
= &src
[src_pitch
* y
];
649 dst_row
= (DWORD
*)&dst
[dst_pitch
* y
];
650 for (x
= 0; x
< width
; ++x
)
652 BYTE src_color
= src_row
[x
];
653 dst_row
[x
] = 0xff000000
654 | (palette
->colors
[src_color
].rgbRed
<< 16)
655 | (palette
->colors
[src_color
].rgbGreen
<< 8)
656 | palette
->colors
[src_color
].rgbBlue
;
661 static void convert_b5g6r5_unorm_b5g5r5a1_unorm_color_key(const BYTE
*src
, unsigned int src_pitch
,
662 BYTE
*dst
, unsigned int dst_pitch
, unsigned int width
, unsigned int height
,
663 const struct wined3d_palette
*palette
, const struct wined3d_color_key
*color_key
)
669 for (y
= 0; y
< height
; ++y
)
671 src_row
= (WORD
*)&src
[src_pitch
* y
];
672 dst_row
= (WORD
*)&dst
[dst_pitch
* y
];
673 for (x
= 0; x
< width
; ++x
)
675 WORD src_color
= src_row
[x
];
676 if (!color_in_range(color_key
, src_color
))
677 dst_row
[x
] = 0x8000 | ((src_color
& 0xffc0) >> 1) | (src_color
& 0x1f);
679 dst_row
[x
] = ((src_color
& 0xffc0) >> 1) | (src_color
& 0x1f);
684 static void convert_b5g5r5x1_unorm_b5g5r5a1_unorm_color_key(const BYTE
*src
, unsigned int src_pitch
,
685 BYTE
*dst
, unsigned int dst_pitch
, unsigned int width
, unsigned int height
,
686 const struct wined3d_palette
*palette
, const struct wined3d_color_key
*color_key
)
692 for (y
= 0; y
< height
; ++y
)
694 src_row
= (WORD
*)&src
[src_pitch
* y
];
695 dst_row
= (WORD
*)&dst
[dst_pitch
* y
];
696 for (x
= 0; x
< width
; ++x
)
698 WORD src_color
= src_row
[x
];
699 if (color_in_range(color_key
, src_color
))
700 dst_row
[x
] = src_color
& ~0x8000;
702 dst_row
[x
] = src_color
| 0x8000;
707 static void convert_b8g8r8_unorm_b8g8r8a8_unorm_color_key(const BYTE
*src
, unsigned int src_pitch
,
708 BYTE
*dst
, unsigned int dst_pitch
, unsigned int width
, unsigned int height
,
709 const struct wined3d_palette
*palette
, const struct wined3d_color_key
*color_key
)
715 for (y
= 0; y
< height
; ++y
)
717 src_row
= &src
[src_pitch
* y
];
718 dst_row
= (DWORD
*)&dst
[dst_pitch
* y
];
719 for (x
= 0; x
< width
; ++x
)
721 DWORD src_color
= (src_row
[x
* 3 + 2] << 16) | (src_row
[x
* 3 + 1] << 8) | src_row
[x
* 3];
722 if (!color_in_range(color_key
, src_color
))
723 dst_row
[x
] = src_color
| 0xff000000;
728 static void convert_b8g8r8x8_unorm_b8g8r8a8_unorm_color_key(const BYTE
*src
, unsigned int src_pitch
,
729 BYTE
*dst
, unsigned int dst_pitch
, unsigned int width
, unsigned int height
,
730 const struct wined3d_palette
*palette
, const struct wined3d_color_key
*color_key
)
732 const DWORD
*src_row
;
736 for (y
= 0; y
< height
; ++y
)
738 src_row
= (DWORD
*)&src
[src_pitch
* y
];
739 dst_row
= (DWORD
*)&dst
[dst_pitch
* y
];
740 for (x
= 0; x
< width
; ++x
)
742 DWORD src_color
= src_row
[x
];
743 if (color_in_range(color_key
, src_color
))
744 dst_row
[x
] = src_color
& ~0xff000000;
746 dst_row
[x
] = src_color
| 0xff000000;
751 static void convert_b8g8r8a8_unorm_b8g8r8a8_unorm_color_key(const BYTE
*src
, unsigned int src_pitch
,
752 BYTE
*dst
, unsigned int dst_pitch
, unsigned int width
, unsigned int height
,
753 const struct wined3d_palette
*palette
, const struct wined3d_color_key
*color_key
)
755 const DWORD
*src_row
;
759 for (y
= 0; y
< height
; ++y
)
761 src_row
= (DWORD
*)&src
[src_pitch
* y
];
762 dst_row
= (DWORD
*)&dst
[dst_pitch
* y
];
763 for (x
= 0; x
< width
; ++x
)
765 DWORD src_color
= src_row
[x
];
766 if (color_in_range(color_key
, src_color
))
767 src_color
&= ~0xff000000;
768 dst_row
[x
] = src_color
;
773 const struct wined3d_color_key_conversion
* wined3d_format_get_color_key_conversion(
774 const struct wined3d_texture
*texture
, BOOL need_alpha_ck
)
776 const struct wined3d_format
*format
= texture
->resource
.format
;
781 enum wined3d_format_id src_format
;
782 struct wined3d_color_key_conversion conversion
;
786 {WINED3DFMT_B5G6R5_UNORM
, {WINED3DFMT_B5G5R5A1_UNORM
, convert_b5g6r5_unorm_b5g5r5a1_unorm_color_key
}},
787 {WINED3DFMT_B5G5R5X1_UNORM
, {WINED3DFMT_B5G5R5A1_UNORM
, convert_b5g5r5x1_unorm_b5g5r5a1_unorm_color_key
}},
788 {WINED3DFMT_B8G8R8_UNORM
, {WINED3DFMT_B8G8R8A8_UNORM
, convert_b8g8r8_unorm_b8g8r8a8_unorm_color_key
}},
789 {WINED3DFMT_B8G8R8X8_UNORM
, {WINED3DFMT_B8G8R8A8_UNORM
, convert_b8g8r8x8_unorm_b8g8r8a8_unorm_color_key
}},
790 {WINED3DFMT_B8G8R8A8_UNORM
, {WINED3DFMT_B8G8R8A8_UNORM
, convert_b8g8r8a8_unorm_b8g8r8a8_unorm_color_key
}},
792 static const struct wined3d_color_key_conversion convert_p8
=
794 WINED3DFMT_B8G8R8A8_UNORM
, convert_p8_uint_b8g8r8a8_unorm
797 if (need_alpha_ck
&& (texture
->flags
& WINED3D_TEXTURE_COLOR_KEY
))
799 for (i
= 0; i
< sizeof(color_key_info
) / sizeof(*color_key_info
); ++i
)
801 if (color_key_info
[i
].src_format
== format
->id
)
802 return &color_key_info
[i
].conversion
;
805 FIXME("Color-keying not supported with format %s.\n", debug_d3dformat(format
->id
));
808 /* FIXME: This should check if the blitter backend can do P8 conversion,
809 * instead of checking for ARB_fragment_program. */
810 if (format
->id
== WINED3DFMT_P8_UINT
811 && !(texture
->resource
.device
->adapter
->gl_info
.supported
[ARB_FRAGMENT_PROGRAM
]
812 && texture
->swapchain
&& texture
== texture
->swapchain
->front_buffer
))
818 /* The following formats explicitly don't have WINED3DFMT_FLAG_TEXTURE set:
820 * These are never supported on native.
821 * WINED3DFMT_B8G8R8_UNORM
822 * WINED3DFMT_B2G3R3_UNORM
823 * WINED3DFMT_L4A4_UNORM
824 * WINED3DFMT_S1_UINT_D15_UNORM
825 * WINED3DFMT_S4X4_UINT_D24_UNORM
827 * Only some Geforce/Voodoo3/G400 cards offer 8-bit textures in case of ddraw.
828 * Since it is not widely available, don't offer it. Further no Windows driver
829 * offers WINED3DFMT_P8_UINT_A8_NORM, so don't offer it either.
831 * WINED3DFMT_P8_UINT_A8_UNORM
833 * These formats seem to be similar to the HILO formats in
834 * GL_NV_texture_shader. NVHU is said to be GL_UNSIGNED_HILO16,
835 * NVHS GL_SIGNED_HILO16. Rumours say that D3D computes a 3rd channel
836 * similarly to D3DFMT_CxV8U8 (So NVHS could be called D3DFMT_CxV16U16). ATI
837 * refused to support formats which can easily be emulated with pixel shaders,
838 * so applications have to deal with not having NVHS and NVHU.
841 static const struct wined3d_format_texture_info format_texture_info
[] =
843 /* format id gl_internal gl_srgb_internal gl_rt_internal
844 gl_format gl_type conv_byte_count
848 /* GL_APPLE_ycbcr_422 claims that its '2YUV' format, which is supported via the UNSIGNED_SHORT_8_8_REV_APPLE type
849 * is equivalent to 'UYVY' format on Windows, and the 'YUVS' via UNSIGNED_SHORT_8_8_APPLE equates to 'YUY2'. The
850 * d3d9 test however shows that the opposite is true. Since the extension is from 2002, it predates the x86 based
851 * Macs, so probably the endianness differs. This could be tested as soon as we have a Windows and MacOS on a big
854 {WINED3DFMT_UYVY
, GL_LUMINANCE_ALPHA
, GL_LUMINANCE_ALPHA
, 0,
855 GL_LUMINANCE_ALPHA
, GL_UNSIGNED_BYTE
, 0,
856 WINED3DFMT_FLAG_FILTERING
,
857 WINED3D_GL_EXT_NONE
, NULL
},
858 {WINED3DFMT_UYVY
, GL_RGB
, GL_RGB
, 0,
859 GL_YCBCR_422_APPLE
, GL_UNSIGNED_SHORT_8_8_APPLE
, 0,
860 WINED3DFMT_FLAG_TEXTURE
| WINED3DFMT_FLAG_FILTERING
,
861 APPLE_YCBCR_422
, NULL
},
862 {WINED3DFMT_YUY2
, GL_LUMINANCE_ALPHA
, GL_LUMINANCE_ALPHA
, 0,
863 GL_LUMINANCE_ALPHA
, GL_UNSIGNED_BYTE
, 0,
864 WINED3DFMT_FLAG_FILTERING
,
865 WINED3D_GL_EXT_NONE
, NULL
},
866 {WINED3DFMT_YUY2
, GL_RGB
, GL_RGB
, 0,
867 GL_YCBCR_422_APPLE
, GL_UNSIGNED_SHORT_8_8_REV_APPLE
, 0,
868 WINED3DFMT_FLAG_TEXTURE
| WINED3DFMT_FLAG_FILTERING
,
869 APPLE_YCBCR_422
, NULL
},
870 {WINED3DFMT_YV12
, GL_ALPHA
, GL_ALPHA
, 0,
871 GL_ALPHA
, GL_UNSIGNED_BYTE
, 0,
872 WINED3DFMT_FLAG_FILTERING
,
873 WINED3D_GL_EXT_NONE
, NULL
},
874 {WINED3DFMT_NV12
, GL_ALPHA
, GL_ALPHA
, 0,
875 GL_ALPHA
, GL_UNSIGNED_BYTE
, 0,
876 WINED3DFMT_FLAG_FILTERING
,
877 WINED3D_GL_EXT_NONE
, NULL
},
878 {WINED3DFMT_DXT1
, GL_COMPRESSED_RGBA_S3TC_DXT1_EXT
, GL_COMPRESSED_SRGB_ALPHA_S3TC_DXT1_EXT
, 0,
879 GL_RGBA
, GL_UNSIGNED_BYTE
, 0,
880 WINED3DFMT_FLAG_TEXTURE
| WINED3DFMT_FLAG_POSTPIXELSHADER_BLENDING
| WINED3DFMT_FLAG_FILTERING
881 | WINED3DFMT_FLAG_SRGB_READ
| WINED3DFMT_FLAG_COMPRESSED
,
882 EXT_TEXTURE_COMPRESSION_S3TC
, NULL
},
883 {WINED3DFMT_DXT2
, GL_COMPRESSED_RGBA_S3TC_DXT3_EXT
, GL_COMPRESSED_SRGB_ALPHA_S3TC_DXT3_EXT
, 0,
884 GL_RGBA
, GL_UNSIGNED_BYTE
, 0,
885 WINED3DFMT_FLAG_TEXTURE
| WINED3DFMT_FLAG_POSTPIXELSHADER_BLENDING
| WINED3DFMT_FLAG_FILTERING
886 | WINED3DFMT_FLAG_SRGB_READ
| WINED3DFMT_FLAG_COMPRESSED
,
887 EXT_TEXTURE_COMPRESSION_S3TC
, NULL
},
888 {WINED3DFMT_DXT3
, GL_COMPRESSED_RGBA_S3TC_DXT3_EXT
, GL_COMPRESSED_SRGB_ALPHA_S3TC_DXT3_EXT
, 0,
889 GL_RGBA
, GL_UNSIGNED_BYTE
, 0,
890 WINED3DFMT_FLAG_TEXTURE
| WINED3DFMT_FLAG_POSTPIXELSHADER_BLENDING
| WINED3DFMT_FLAG_FILTERING
891 | WINED3DFMT_FLAG_SRGB_READ
| WINED3DFMT_FLAG_COMPRESSED
,
892 EXT_TEXTURE_COMPRESSION_S3TC
, NULL
},
893 {WINED3DFMT_DXT4
, GL_COMPRESSED_RGBA_S3TC_DXT5_EXT
, GL_COMPRESSED_SRGB_ALPHA_S3TC_DXT5_EXT
, 0,
894 GL_RGBA
, GL_UNSIGNED_BYTE
, 0,
895 WINED3DFMT_FLAG_TEXTURE
| WINED3DFMT_FLAG_POSTPIXELSHADER_BLENDING
| WINED3DFMT_FLAG_FILTERING
896 | WINED3DFMT_FLAG_SRGB_READ
| WINED3DFMT_FLAG_COMPRESSED
,
897 EXT_TEXTURE_COMPRESSION_S3TC
, NULL
},
898 {WINED3DFMT_DXT5
, GL_COMPRESSED_RGBA_S3TC_DXT5_EXT
, GL_COMPRESSED_SRGB_ALPHA_S3TC_DXT5_EXT
, 0,
899 GL_RGBA
, GL_UNSIGNED_BYTE
, 0,
900 WINED3DFMT_FLAG_TEXTURE
| WINED3DFMT_FLAG_POSTPIXELSHADER_BLENDING
| WINED3DFMT_FLAG_FILTERING
901 | WINED3DFMT_FLAG_SRGB_READ
| WINED3DFMT_FLAG_COMPRESSED
,
902 EXT_TEXTURE_COMPRESSION_S3TC
, NULL
},
904 {WINED3DFMT_R32_FLOAT
, GL_RGB32F_ARB
, GL_RGB32F_ARB
, 0,
906 WINED3DFMT_FLAG_TEXTURE
| WINED3DFMT_FLAG_RENDERTARGET
| WINED3DFMT_FLAG_VTF
,
907 ARB_TEXTURE_FLOAT
, NULL
},
908 {WINED3DFMT_R32_FLOAT
, GL_R32F
, GL_R32F
, 0,
910 WINED3DFMT_FLAG_TEXTURE
| WINED3DFMT_FLAG_RENDERTARGET
| WINED3DFMT_FLAG_VTF
,
911 ARB_TEXTURE_RG
, NULL
},
912 {WINED3DFMT_R32G32_FLOAT
, GL_RGB32F_ARB
, GL_RGB32F_ARB
, 0,
913 GL_RGB
, GL_FLOAT
, 12,
914 WINED3DFMT_FLAG_TEXTURE
| WINED3DFMT_FLAG_RENDERTARGET
| WINED3DFMT_FLAG_VTF
,
915 ARB_TEXTURE_FLOAT
, convert_r32g32_float
},
916 {WINED3DFMT_R32G32_FLOAT
, GL_RG32F
, GL_RG32F
, 0,
918 WINED3DFMT_FLAG_TEXTURE
| WINED3DFMT_FLAG_RENDERTARGET
| WINED3DFMT_FLAG_VTF
,
919 ARB_TEXTURE_RG
, NULL
},
920 {WINED3DFMT_R32G32B32A32_FLOAT
, GL_RGBA32F_ARB
, GL_RGBA32F_ARB
, 0,
921 GL_RGBA
, GL_FLOAT
, 0,
922 WINED3DFMT_FLAG_TEXTURE
| WINED3DFMT_FLAG_RENDERTARGET
| WINED3DFMT_FLAG_VTF
,
923 ARB_TEXTURE_FLOAT
, NULL
},
925 {WINED3DFMT_R16_FLOAT
, GL_RGB16F_ARB
, GL_RGB16F_ARB
, 0,
926 GL_RED
, GL_HALF_FLOAT_ARB
, 0,
927 WINED3DFMT_FLAG_TEXTURE
| WINED3DFMT_FLAG_RENDERTARGET
| WINED3DFMT_FLAG_VTF
,
928 ARB_TEXTURE_FLOAT
, NULL
},
929 {WINED3DFMT_R16_FLOAT
, GL_R16F
, GL_R16F
, 0,
930 GL_RED
, GL_HALF_FLOAT_ARB
, 0,
931 WINED3DFMT_FLAG_TEXTURE
| WINED3DFMT_FLAG_RENDERTARGET
| WINED3DFMT_FLAG_VTF
,
932 ARB_TEXTURE_RG
, NULL
},
933 {WINED3DFMT_R16G16_FLOAT
, GL_RGB16F_ARB
, GL_RGB16F_ARB
, 0,
934 GL_RGB
, GL_HALF_FLOAT_ARB
, 6,
935 WINED3DFMT_FLAG_TEXTURE
| WINED3DFMT_FLAG_RENDERTARGET
| WINED3DFMT_FLAG_VTF
,
936 ARB_TEXTURE_FLOAT
, convert_r16g16
},
937 {WINED3DFMT_R16G16_FLOAT
, GL_RG16F
, GL_RG16F
, 0,
938 GL_RG
, GL_HALF_FLOAT_ARB
, 0,
939 WINED3DFMT_FLAG_TEXTURE
| WINED3DFMT_FLAG_RENDERTARGET
| WINED3DFMT_FLAG_VTF
,
940 ARB_TEXTURE_RG
, NULL
},
941 {WINED3DFMT_R16G16B16A16_FLOAT
, GL_RGBA16F_ARB
, GL_RGBA16F_ARB
, 0,
942 GL_RGBA
, GL_HALF_FLOAT_ARB
, 0,
943 WINED3DFMT_FLAG_TEXTURE
| WINED3DFMT_FLAG_POSTPIXELSHADER_BLENDING
| WINED3DFMT_FLAG_RENDERTARGET
944 | WINED3DFMT_FLAG_VTF
,
945 ARB_TEXTURE_FLOAT
, NULL
},
946 /* Palettized formats */
947 {WINED3DFMT_P8_UINT
, GL_ALPHA8
, GL_ALPHA8
, 0,
948 GL_ALPHA
, GL_UNSIGNED_BYTE
, 0,
951 /* Standard ARGB formats */
952 {WINED3DFMT_B8G8R8_UNORM
, GL_RGB8
, GL_RGB8
, 0,
953 GL_BGR
, GL_UNSIGNED_BYTE
, 0,
954 WINED3DFMT_FLAG_POSTPIXELSHADER_BLENDING
| WINED3DFMT_FLAG_FILTERING
| WINED3DFMT_FLAG_RENDERTARGET
,
955 WINED3D_GL_EXT_NONE
, NULL
},
956 {WINED3DFMT_B8G8R8A8_UNORM
, GL_RGBA8
, GL_SRGB8_ALPHA8_EXT
, 0,
957 GL_BGRA
, GL_UNSIGNED_INT_8_8_8_8_REV
, 0,
958 WINED3DFMT_FLAG_TEXTURE
| WINED3DFMT_FLAG_POSTPIXELSHADER_BLENDING
| WINED3DFMT_FLAG_FILTERING
959 | WINED3DFMT_FLAG_RENDERTARGET
| WINED3DFMT_FLAG_SRGB_READ
| WINED3DFMT_FLAG_SRGB_WRITE
960 | WINED3DFMT_FLAG_VTF
,
961 WINED3D_GL_EXT_NONE
, NULL
},
962 {WINED3DFMT_B8G8R8X8_UNORM
, GL_RGB8
, GL_SRGB8_EXT
, 0,
963 GL_BGRA
, GL_UNSIGNED_INT_8_8_8_8_REV
, 0,
964 WINED3DFMT_FLAG_TEXTURE
| WINED3DFMT_FLAG_POSTPIXELSHADER_BLENDING
| WINED3DFMT_FLAG_FILTERING
965 | WINED3DFMT_FLAG_RENDERTARGET
| WINED3DFMT_FLAG_SRGB_READ
| WINED3DFMT_FLAG_SRGB_WRITE
,
966 WINED3D_GL_EXT_NONE
, NULL
},
967 {WINED3DFMT_B5G6R5_UNORM
, GL_RGB5
, GL_RGB5
, GL_RGB8
,
968 GL_RGB
, GL_UNSIGNED_SHORT_5_6_5
, 0,
969 WINED3DFMT_FLAG_TEXTURE
| WINED3DFMT_FLAG_POSTPIXELSHADER_BLENDING
| WINED3DFMT_FLAG_FILTERING
970 | WINED3DFMT_FLAG_RENDERTARGET
,
971 WINED3D_GL_EXT_NONE
, NULL
},
972 {WINED3DFMT_B5G5R5X1_UNORM
, GL_RGB5
, GL_RGB5_A1
, 0,
973 GL_BGRA
, GL_UNSIGNED_SHORT_1_5_5_5_REV
, 0,
974 WINED3DFMT_FLAG_TEXTURE
| WINED3DFMT_FLAG_POSTPIXELSHADER_BLENDING
| WINED3DFMT_FLAG_FILTERING
,
975 WINED3D_GL_EXT_NONE
, NULL
},
976 {WINED3DFMT_B5G5R5A1_UNORM
, GL_RGB5_A1
, GL_RGB5_A1
, 0,
977 GL_BGRA
, GL_UNSIGNED_SHORT_1_5_5_5_REV
, 0,
978 WINED3DFMT_FLAG_TEXTURE
| WINED3DFMT_FLAG_POSTPIXELSHADER_BLENDING
| WINED3DFMT_FLAG_FILTERING
,
979 WINED3D_GL_EXT_NONE
, NULL
},
980 {WINED3DFMT_B4G4R4A4_UNORM
, GL_RGBA4
, GL_SRGB8_ALPHA8_EXT
, 0,
981 GL_BGRA
, GL_UNSIGNED_SHORT_4_4_4_4_REV
, 0,
982 WINED3DFMT_FLAG_TEXTURE
| WINED3DFMT_FLAG_POSTPIXELSHADER_BLENDING
| WINED3DFMT_FLAG_FILTERING
983 | WINED3DFMT_FLAG_SRGB_READ
,
984 WINED3D_GL_EXT_NONE
, NULL
},
985 {WINED3DFMT_B2G3R3_UNORM
, GL_R3_G3_B2
, GL_R3_G3_B2
, 0,
986 GL_RGB
, GL_UNSIGNED_BYTE_3_3_2
, 0,
987 WINED3DFMT_FLAG_POSTPIXELSHADER_BLENDING
| WINED3DFMT_FLAG_FILTERING
,
988 WINED3D_GL_EXT_NONE
, NULL
},
989 {WINED3DFMT_R8_UNORM
, GL_R8
, GL_R8
, 0,
990 GL_RED
, GL_UNSIGNED_BYTE
, 0,
991 WINED3DFMT_FLAG_TEXTURE
| WINED3DFMT_FLAG_POSTPIXELSHADER_BLENDING
| WINED3DFMT_FLAG_FILTERING
992 | WINED3DFMT_FLAG_RENDERTARGET
| WINED3DFMT_FLAG_VTF
,
993 ARB_TEXTURE_RG
, NULL
},
994 {WINED3DFMT_A8_UNORM
, GL_ALPHA8
, GL_ALPHA8
, 0,
995 GL_ALPHA
, GL_UNSIGNED_BYTE
, 0,
996 WINED3DFMT_FLAG_TEXTURE
| WINED3DFMT_FLAG_POSTPIXELSHADER_BLENDING
| WINED3DFMT_FLAG_FILTERING
,
997 WINED3D_GL_EXT_NONE
, NULL
},
998 {WINED3DFMT_B4G4R4X4_UNORM
, GL_RGB4
, GL_RGB4
, 0,
999 GL_BGRA
, GL_UNSIGNED_SHORT_4_4_4_4_REV
, 0,
1000 WINED3DFMT_FLAG_TEXTURE
| WINED3DFMT_FLAG_POSTPIXELSHADER_BLENDING
| WINED3DFMT_FLAG_FILTERING
,
1001 WINED3D_GL_EXT_NONE
, NULL
},
1002 {WINED3DFMT_R10G10B10A2_UNORM
, GL_RGB10_A2
, GL_RGB10_A2
, 0,
1003 GL_RGBA
, GL_UNSIGNED_INT_2_10_10_10_REV
, 0,
1004 WINED3DFMT_FLAG_TEXTURE
| WINED3DFMT_FLAG_POSTPIXELSHADER_BLENDING
| WINED3DFMT_FLAG_FILTERING
1005 | WINED3DFMT_FLAG_RENDERTARGET
,
1006 WINED3D_GL_EXT_NONE
, NULL
},
1007 {WINED3DFMT_R8G8B8A8_UNORM
, GL_RGBA8
, GL_SRGB8_ALPHA8_EXT
, 0,
1008 GL_RGBA
, GL_UNSIGNED_INT_8_8_8_8_REV
, 0,
1009 WINED3DFMT_FLAG_TEXTURE
| WINED3DFMT_FLAG_POSTPIXELSHADER_BLENDING
| WINED3DFMT_FLAG_FILTERING
1010 | WINED3DFMT_FLAG_RENDERTARGET
| WINED3DFMT_FLAG_SRGB_READ
| WINED3DFMT_FLAG_SRGB_WRITE
1011 | WINED3DFMT_FLAG_VTF
,
1012 WINED3D_GL_EXT_NONE
, NULL
},
1013 {WINED3DFMT_R8G8B8X8_UNORM
, GL_RGB8
, GL_RGB8
, 0,
1014 GL_RGBA
, GL_UNSIGNED_INT_8_8_8_8_REV
, 0,
1015 WINED3DFMT_FLAG_TEXTURE
| WINED3DFMT_FLAG_POSTPIXELSHADER_BLENDING
| WINED3DFMT_FLAG_FILTERING
,
1016 WINED3D_GL_EXT_NONE
, NULL
},
1017 {WINED3DFMT_R16G16_UNORM
, GL_RGB16
, GL_RGB16
, GL_RGBA16
,
1018 GL_RGB
, GL_UNSIGNED_SHORT
, 6,
1019 WINED3DFMT_FLAG_TEXTURE
| WINED3DFMT_FLAG_POSTPIXELSHADER_BLENDING
| WINED3DFMT_FLAG_FILTERING
,
1020 WINED3D_GL_EXT_NONE
, convert_r16g16
},
1021 {WINED3DFMT_R16G16_UNORM
, GL_RG16
, GL_RG16
, 0,
1022 GL_RG
, GL_UNSIGNED_SHORT
, 0,
1023 WINED3DFMT_FLAG_TEXTURE
| WINED3DFMT_FLAG_POSTPIXELSHADER_BLENDING
| WINED3DFMT_FLAG_FILTERING
1024 | WINED3DFMT_FLAG_RENDERTARGET
,
1025 ARB_TEXTURE_RG
, NULL
},
1026 {WINED3DFMT_B10G10R10A2_UNORM
, GL_RGB10_A2
, GL_RGB10_A2
, 0,
1027 GL_BGRA
, GL_UNSIGNED_INT_2_10_10_10_REV
, 0,
1028 WINED3DFMT_FLAG_TEXTURE
| WINED3DFMT_FLAG_POSTPIXELSHADER_BLENDING
| WINED3DFMT_FLAG_FILTERING
1029 | WINED3DFMT_FLAG_RENDERTARGET
,
1030 WINED3D_GL_EXT_NONE
, NULL
},
1031 {WINED3DFMT_R16G16B16A16_UNORM
, GL_RGBA16
, GL_RGBA16
, 0,
1032 GL_RGBA
, GL_UNSIGNED_SHORT
, 0,
1033 WINED3DFMT_FLAG_TEXTURE
| WINED3DFMT_FLAG_POSTPIXELSHADER_BLENDING
| WINED3DFMT_FLAG_FILTERING
1034 | WINED3DFMT_FLAG_RENDERTARGET
,
1035 WINED3D_GL_EXT_NONE
, NULL
},
1037 {WINED3DFMT_L8_UNORM
, GL_LUMINANCE8
, GL_SLUMINANCE8_EXT
, 0,
1038 GL_LUMINANCE
, GL_UNSIGNED_BYTE
, 0,
1039 WINED3DFMT_FLAG_TEXTURE
| WINED3DFMT_FLAG_POSTPIXELSHADER_BLENDING
| WINED3DFMT_FLAG_FILTERING
1040 | WINED3DFMT_FLAG_SRGB_READ
,
1041 WINED3D_GL_EXT_NONE
, NULL
},
1042 {WINED3DFMT_L8A8_UNORM
, GL_LUMINANCE8_ALPHA8
, GL_SLUMINANCE8_ALPHA8_EXT
, 0,
1043 GL_LUMINANCE_ALPHA
, GL_UNSIGNED_BYTE
, 0,
1044 WINED3DFMT_FLAG_TEXTURE
| WINED3DFMT_FLAG_POSTPIXELSHADER_BLENDING
| WINED3DFMT_FLAG_FILTERING
1045 | WINED3DFMT_FLAG_SRGB_READ
,
1046 WINED3D_GL_EXT_NONE
, NULL
},
1047 {WINED3DFMT_L4A4_UNORM
, GL_LUMINANCE4_ALPHA4
, GL_LUMINANCE4_ALPHA4
, 0,
1048 GL_LUMINANCE_ALPHA
, GL_UNSIGNED_BYTE
, 2,
1049 WINED3DFMT_FLAG_FILTERING
,
1050 WINED3D_GL_EXT_NONE
, convert_l4a4_unorm
},
1051 /* Bump mapping stuff */
1052 {WINED3DFMT_R8G8_SNORM
, GL_RGB8
, GL_RGB8
, 0,
1053 GL_BGR
, GL_UNSIGNED_BYTE
, 3,
1054 WINED3DFMT_FLAG_TEXTURE
| WINED3DFMT_FLAG_POSTPIXELSHADER_BLENDING
| WINED3DFMT_FLAG_FILTERING
1055 | WINED3DFMT_FLAG_BUMPMAP
,
1056 WINED3D_GL_EXT_NONE
, convert_r8g8_snorm
},
1057 {WINED3DFMT_R8G8_SNORM
, GL_DSDT8_NV
, GL_DSDT8_NV
, 0,
1058 GL_DSDT_NV
, GL_BYTE
, 0,
1059 WINED3DFMT_FLAG_TEXTURE
| WINED3DFMT_FLAG_POSTPIXELSHADER_BLENDING
| WINED3DFMT_FLAG_FILTERING
1060 | WINED3DFMT_FLAG_BUMPMAP
,
1061 NV_TEXTURE_SHADER
, NULL
},
1062 {WINED3DFMT_R5G5_SNORM_L6_UNORM
, GL_RGB5
, GL_RGB5
, 0,
1063 GL_RGB
, GL_UNSIGNED_SHORT_5_6_5
, 2,
1064 WINED3DFMT_FLAG_TEXTURE
| WINED3DFMT_FLAG_POSTPIXELSHADER_BLENDING
| WINED3DFMT_FLAG_FILTERING
1065 | WINED3DFMT_FLAG_BUMPMAP
,
1066 WINED3D_GL_EXT_NONE
, convert_r5g5_snorm_l6_unorm
},
1067 {WINED3DFMT_R5G5_SNORM_L6_UNORM
, GL_DSDT8_MAG8_NV
, GL_DSDT8_MAG8_NV
, 0,
1068 GL_DSDT_MAG_NV
, GL_BYTE
, 3,
1069 WINED3DFMT_FLAG_TEXTURE
| WINED3DFMT_FLAG_POSTPIXELSHADER_BLENDING
| WINED3DFMT_FLAG_FILTERING
1070 | WINED3DFMT_FLAG_BUMPMAP
,
1071 NV_TEXTURE_SHADER
, convert_r5g5_snorm_l6_unorm_nv
},
1072 {WINED3DFMT_R8G8_SNORM_L8X8_UNORM
, GL_RGB8
, GL_RGB8
, 0,
1073 GL_BGRA
, GL_UNSIGNED_INT_8_8_8_8_REV
, 4,
1074 WINED3DFMT_FLAG_TEXTURE
| WINED3DFMT_FLAG_POSTPIXELSHADER_BLENDING
| WINED3DFMT_FLAG_FILTERING
1075 | WINED3DFMT_FLAG_BUMPMAP
,
1076 WINED3D_GL_EXT_NONE
, convert_r8g8_snorm_l8x8_unorm
},
1077 {WINED3DFMT_R8G8_SNORM_L8X8_UNORM
, GL_DSDT8_MAG8_INTENSITY8_NV
, GL_DSDT8_MAG8_INTENSITY8_NV
, 0,
1078 GL_DSDT_MAG_VIB_NV
, GL_UNSIGNED_INT_8_8_S8_S8_REV_NV
, 4,
1079 WINED3DFMT_FLAG_TEXTURE
| WINED3DFMT_FLAG_POSTPIXELSHADER_BLENDING
| WINED3DFMT_FLAG_FILTERING
1080 | WINED3DFMT_FLAG_BUMPMAP
,
1081 NV_TEXTURE_SHADER
, convert_r8g8_snorm_l8x8_unorm_nv
},
1082 {WINED3DFMT_R8G8B8A8_SNORM
, GL_RGBA8
, GL_RGBA8
, 0,
1083 GL_BGRA
, GL_UNSIGNED_BYTE
, 4,
1084 WINED3DFMT_FLAG_TEXTURE
| WINED3DFMT_FLAG_POSTPIXELSHADER_BLENDING
| WINED3DFMT_FLAG_FILTERING
1085 | WINED3DFMT_FLAG_BUMPMAP
,
1086 WINED3D_GL_EXT_NONE
, convert_r8g8b8a8_snorm
},
1087 {WINED3DFMT_R8G8B8A8_SNORM
, GL_SIGNED_RGBA8_NV
, GL_SIGNED_RGBA8_NV
, 0,
1088 GL_RGBA
, GL_BYTE
, 0,
1089 WINED3DFMT_FLAG_TEXTURE
| WINED3DFMT_FLAG_POSTPIXELSHADER_BLENDING
| WINED3DFMT_FLAG_FILTERING
1090 | WINED3DFMT_FLAG_BUMPMAP
,
1091 NV_TEXTURE_SHADER
, NULL
},
1092 {WINED3DFMT_R16G16_SNORM
, GL_RGB16
, GL_RGB16
, 0,
1093 GL_BGR
, GL_UNSIGNED_SHORT
, 6,
1094 WINED3DFMT_FLAG_TEXTURE
| WINED3DFMT_FLAG_POSTPIXELSHADER_BLENDING
| WINED3DFMT_FLAG_FILTERING
1095 | WINED3DFMT_FLAG_BUMPMAP
,
1096 WINED3D_GL_EXT_NONE
, convert_r16g16_snorm
},
1097 {WINED3DFMT_R16G16_SNORM
, GL_SIGNED_HILO16_NV
, GL_SIGNED_HILO16_NV
, 0,
1098 GL_HILO_NV
, GL_SHORT
, 0,
1099 WINED3DFMT_FLAG_TEXTURE
| WINED3DFMT_FLAG_POSTPIXELSHADER_BLENDING
| WINED3DFMT_FLAG_FILTERING
1100 | WINED3DFMT_FLAG_BUMPMAP
,
1101 NV_TEXTURE_SHADER
, NULL
},
1102 /* Depth stencil formats */
1103 {WINED3DFMT_D16_LOCKABLE
, GL_DEPTH_COMPONENT
, GL_DEPTH_COMPONENT
, 0,
1104 GL_DEPTH_COMPONENT
, GL_UNSIGNED_SHORT
, 0,
1105 WINED3DFMT_FLAG_DEPTH
,
1106 WINED3D_GL_EXT_NONE
, NULL
},
1107 {WINED3DFMT_D16_LOCKABLE
, GL_DEPTH_COMPONENT24_ARB
, GL_DEPTH_COMPONENT24_ARB
, 0,
1108 GL_DEPTH_COMPONENT
, GL_UNSIGNED_SHORT
, 0,
1109 WINED3DFMT_FLAG_TEXTURE
| WINED3DFMT_FLAG_DEPTH
| WINED3DFMT_FLAG_SHADOW
,
1110 ARB_DEPTH_TEXTURE
, NULL
},
1111 {WINED3DFMT_D32_UNORM
, GL_DEPTH_COMPONENT
, GL_DEPTH_COMPONENT
, 0,
1112 GL_DEPTH_COMPONENT
, GL_UNSIGNED_INT
, 0,
1113 WINED3DFMT_FLAG_DEPTH
,
1114 WINED3D_GL_EXT_NONE
, NULL
},
1115 {WINED3DFMT_D32_UNORM
, GL_DEPTH_COMPONENT32_ARB
, GL_DEPTH_COMPONENT32_ARB
, 0,
1116 GL_DEPTH_COMPONENT
, GL_UNSIGNED_INT
, 0,
1117 WINED3DFMT_FLAG_TEXTURE
| WINED3DFMT_FLAG_DEPTH
| WINED3DFMT_FLAG_SHADOW
,
1118 ARB_DEPTH_TEXTURE
, NULL
},
1119 {WINED3DFMT_S1_UINT_D15_UNORM
, GL_DEPTH_COMPONENT24_ARB
, GL_DEPTH_COMPONENT24_ARB
, 0,
1120 GL_DEPTH_COMPONENT
, GL_UNSIGNED_SHORT
, 0,
1121 WINED3DFMT_FLAG_DEPTH
| WINED3DFMT_FLAG_SHADOW
,
1122 ARB_DEPTH_TEXTURE
, NULL
},
1123 {WINED3DFMT_S1_UINT_D15_UNORM
, GL_DEPTH24_STENCIL8_EXT
, GL_DEPTH24_STENCIL8_EXT
, 0,
1124 GL_DEPTH_STENCIL_EXT
, GL_UNSIGNED_INT_24_8_EXT
, 4,
1125 WINED3DFMT_FLAG_DEPTH
| WINED3DFMT_FLAG_STENCIL
| WINED3DFMT_FLAG_SHADOW
,
1126 EXT_PACKED_DEPTH_STENCIL
, convert_s1_uint_d15_unorm
},
1127 {WINED3DFMT_S1_UINT_D15_UNORM
, GL_DEPTH24_STENCIL8
, GL_DEPTH24_STENCIL8
, 0,
1128 GL_DEPTH_STENCIL
, GL_UNSIGNED_INT_24_8
, 4,
1129 WINED3DFMT_FLAG_DEPTH
| WINED3DFMT_FLAG_STENCIL
| WINED3DFMT_FLAG_SHADOW
,
1130 ARB_FRAMEBUFFER_OBJECT
, convert_s1_uint_d15_unorm
},
1131 {WINED3DFMT_D24_UNORM_S8_UINT
, GL_DEPTH_COMPONENT24_ARB
, GL_DEPTH_COMPONENT24_ARB
, 0,
1132 GL_DEPTH_COMPONENT
, GL_UNSIGNED_INT
, 0,
1133 WINED3DFMT_FLAG_TEXTURE
| WINED3DFMT_FLAG_POSTPIXELSHADER_BLENDING
| WINED3DFMT_FLAG_FILTERING
1134 | WINED3DFMT_FLAG_DEPTH
| WINED3DFMT_FLAG_SHADOW
,
1135 ARB_DEPTH_TEXTURE
, NULL
},
1136 {WINED3DFMT_D24_UNORM_S8_UINT
, GL_DEPTH24_STENCIL8_EXT
, GL_DEPTH24_STENCIL8_EXT
, 0,
1137 GL_DEPTH_STENCIL_EXT
, GL_UNSIGNED_INT_24_8_EXT
, 0,
1138 WINED3DFMT_FLAG_TEXTURE
| WINED3DFMT_FLAG_POSTPIXELSHADER_BLENDING
| WINED3DFMT_FLAG_FILTERING
1139 | WINED3DFMT_FLAG_DEPTH
| WINED3DFMT_FLAG_STENCIL
| WINED3DFMT_FLAG_SHADOW
,
1140 EXT_PACKED_DEPTH_STENCIL
, NULL
},
1141 {WINED3DFMT_D24_UNORM_S8_UINT
, GL_DEPTH24_STENCIL8
, GL_DEPTH24_STENCIL8
, 0,
1142 GL_DEPTH_STENCIL
, GL_UNSIGNED_INT_24_8
, 0,
1143 WINED3DFMT_FLAG_TEXTURE
| WINED3DFMT_FLAG_POSTPIXELSHADER_BLENDING
| WINED3DFMT_FLAG_FILTERING
1144 | WINED3DFMT_FLAG_DEPTH
| WINED3DFMT_FLAG_STENCIL
| WINED3DFMT_FLAG_SHADOW
,
1145 ARB_FRAMEBUFFER_OBJECT
, NULL
},
1146 {WINED3DFMT_X8D24_UNORM
, GL_DEPTH_COMPONENT
, GL_DEPTH_COMPONENT
, 0,
1147 GL_DEPTH_COMPONENT
, GL_UNSIGNED_INT
, 0,
1148 WINED3DFMT_FLAG_DEPTH
,
1149 WINED3D_GL_EXT_NONE
, NULL
},
1150 {WINED3DFMT_X8D24_UNORM
, GL_DEPTH_COMPONENT24_ARB
, GL_DEPTH_COMPONENT24_ARB
, 0,
1151 GL_DEPTH_COMPONENT
, GL_UNSIGNED_INT
, 0,
1152 WINED3DFMT_FLAG_TEXTURE
| WINED3DFMT_FLAG_POSTPIXELSHADER_BLENDING
| WINED3DFMT_FLAG_FILTERING
1153 | WINED3DFMT_FLAG_DEPTH
| WINED3DFMT_FLAG_SHADOW
,
1154 ARB_DEPTH_TEXTURE
, NULL
},
1155 {WINED3DFMT_S4X4_UINT_D24_UNORM
, GL_DEPTH_COMPONENT24_ARB
, GL_DEPTH_COMPONENT24_ARB
, 0,
1156 GL_DEPTH_COMPONENT
, GL_UNSIGNED_INT
, 0,
1157 WINED3DFMT_FLAG_DEPTH
| WINED3DFMT_FLAG_SHADOW
,
1158 ARB_DEPTH_TEXTURE
, NULL
},
1159 {WINED3DFMT_S4X4_UINT_D24_UNORM
, GL_DEPTH24_STENCIL8_EXT
, GL_DEPTH24_STENCIL8_EXT
, 0,
1160 GL_DEPTH_STENCIL_EXT
, GL_UNSIGNED_INT_24_8_EXT
, 4,
1161 WINED3DFMT_FLAG_DEPTH
| WINED3DFMT_FLAG_STENCIL
| WINED3DFMT_FLAG_SHADOW
,
1162 EXT_PACKED_DEPTH_STENCIL
, convert_s4x4_uint_d24_unorm
},
1163 {WINED3DFMT_S4X4_UINT_D24_UNORM
, GL_DEPTH24_STENCIL8
, GL_DEPTH24_STENCIL8
, 0,
1164 GL_DEPTH_STENCIL
, GL_UNSIGNED_INT_24_8
, 4,
1165 WINED3DFMT_FLAG_DEPTH
| WINED3DFMT_FLAG_STENCIL
| WINED3DFMT_FLAG_SHADOW
,
1166 ARB_FRAMEBUFFER_OBJECT
, convert_s4x4_uint_d24_unorm
},
1167 {WINED3DFMT_D16_UNORM
, GL_DEPTH_COMPONENT
, GL_DEPTH_COMPONENT
, 0,
1168 GL_DEPTH_COMPONENT
, GL_UNSIGNED_SHORT
, 0,
1169 WINED3DFMT_FLAG_DEPTH
,
1170 WINED3D_GL_EXT_NONE
, NULL
},
1171 {WINED3DFMT_D16_UNORM
, GL_DEPTH_COMPONENT24_ARB
, GL_DEPTH_COMPONENT24_ARB
, 0,
1172 GL_DEPTH_COMPONENT
, GL_UNSIGNED_SHORT
, 0,
1173 WINED3DFMT_FLAG_TEXTURE
| WINED3DFMT_FLAG_POSTPIXELSHADER_BLENDING
| WINED3DFMT_FLAG_FILTERING
1174 | WINED3DFMT_FLAG_DEPTH
| WINED3DFMT_FLAG_SHADOW
,
1175 ARB_DEPTH_TEXTURE
, NULL
},
1176 {WINED3DFMT_L16_UNORM
, GL_LUMINANCE16
, GL_LUMINANCE16
, 0,
1177 GL_LUMINANCE
, GL_UNSIGNED_SHORT
, 0,
1178 WINED3DFMT_FLAG_TEXTURE
| WINED3DFMT_FLAG_POSTPIXELSHADER_BLENDING
| WINED3DFMT_FLAG_FILTERING
,
1179 WINED3D_GL_EXT_NONE
, NULL
},
1180 {WINED3DFMT_D32_FLOAT
, GL_DEPTH_COMPONENT32F
, GL_DEPTH_COMPONENT32F
, 0,
1181 GL_DEPTH_COMPONENT
, GL_FLOAT
, 0,
1182 WINED3DFMT_FLAG_TEXTURE
| WINED3DFMT_FLAG_DEPTH
| WINED3DFMT_FLAG_SHADOW
,
1183 ARB_DEPTH_BUFFER_FLOAT
, NULL
},
1184 {WINED3DFMT_S8_UINT_D24_FLOAT
, GL_DEPTH32F_STENCIL8
, GL_DEPTH32F_STENCIL8
, 0,
1185 GL_DEPTH_STENCIL
, GL_FLOAT_32_UNSIGNED_INT_24_8_REV
, 8,
1186 WINED3DFMT_FLAG_TEXTURE
| WINED3DFMT_FLAG_DEPTH
| WINED3DFMT_FLAG_STENCIL
| WINED3DFMT_FLAG_SHADOW
,
1187 ARB_DEPTH_BUFFER_FLOAT
, convert_s8_uint_d24_float
},
1188 /* Vendor-specific formats */
1189 {WINED3DFMT_ATI1N
, GL_COMPRESSED_RED_RGTC1
, GL_COMPRESSED_RED_RGTC1
, 0,
1190 GL_RED
, GL_UNSIGNED_BYTE
, 0,
1191 WINED3DFMT_FLAG_TEXTURE
| WINED3DFMT_FLAG_POSTPIXELSHADER_BLENDING
| WINED3DFMT_FLAG_FILTERING
1192 | WINED3DFMT_FLAG_COMPRESSED
,
1193 ARB_TEXTURE_COMPRESSION_RGTC
, NULL
},
1194 {WINED3DFMT_ATI2N
, GL_COMPRESSED_LUMINANCE_ALPHA_3DC_ATI
, GL_COMPRESSED_LUMINANCE_ALPHA_3DC_ATI
, 0,
1195 GL_LUMINANCE_ALPHA
, GL_UNSIGNED_BYTE
, 0,
1196 WINED3DFMT_FLAG_TEXTURE
| WINED3DFMT_FLAG_POSTPIXELSHADER_BLENDING
| WINED3DFMT_FLAG_FILTERING
1197 | WINED3DFMT_FLAG_COMPRESSED
,
1198 ATI_TEXTURE_COMPRESSION_3DC
, NULL
},
1199 {WINED3DFMT_ATI2N
, GL_COMPRESSED_RG_RGTC2
, GL_COMPRESSED_RG_RGTC2
, 0,
1200 GL_LUMINANCE_ALPHA
, GL_UNSIGNED_BYTE
, 0,
1201 WINED3DFMT_FLAG_TEXTURE
| WINED3DFMT_FLAG_POSTPIXELSHADER_BLENDING
| WINED3DFMT_FLAG_FILTERING
1202 | WINED3DFMT_FLAG_COMPRESSED
,
1203 ARB_TEXTURE_COMPRESSION_RGTC
, NULL
},
1204 {WINED3DFMT_INTZ
, GL_DEPTH24_STENCIL8_EXT
, GL_DEPTH24_STENCIL8_EXT
, 0,
1205 GL_DEPTH_STENCIL_EXT
, GL_UNSIGNED_INT_24_8_EXT
, 0,
1206 WINED3DFMT_FLAG_TEXTURE
| WINED3DFMT_FLAG_POSTPIXELSHADER_BLENDING
| WINED3DFMT_FLAG_FILTERING
1207 | WINED3DFMT_FLAG_DEPTH
| WINED3DFMT_FLAG_STENCIL
,
1208 EXT_PACKED_DEPTH_STENCIL
, NULL
},
1209 {WINED3DFMT_INTZ
, GL_DEPTH24_STENCIL8
, GL_DEPTH24_STENCIL8
, 0,
1210 GL_DEPTH_STENCIL
, GL_UNSIGNED_INT_24_8
, 0,
1211 WINED3DFMT_FLAG_TEXTURE
| WINED3DFMT_FLAG_POSTPIXELSHADER_BLENDING
| WINED3DFMT_FLAG_FILTERING
1212 | WINED3DFMT_FLAG_DEPTH
| WINED3DFMT_FLAG_STENCIL
,
1213 ARB_FRAMEBUFFER_OBJECT
, NULL
},
1214 {WINED3DFMT_NULL
, 0, 0, 0,
1215 GL_RGBA
, GL_UNSIGNED_INT_8_8_8_8_REV
, 0,
1216 WINED3DFMT_FLAG_TEXTURE
| WINED3DFMT_FLAG_RENDERTARGET
,
1217 ARB_FRAMEBUFFER_OBJECT
, NULL
},
1220 static inline int getFmtIdx(enum wined3d_format_id format_id
)
1222 /* First check if the format is at the position of its value.
1223 * This will catch the argb formats before the loop is entered. */
1224 if (format_id
< (sizeof(formats
) / sizeof(*formats
))
1225 && formats
[format_id
].id
== format_id
)
1233 for (i
= 0; i
< (sizeof(formats
) / sizeof(*formats
)); ++i
)
1235 if (formats
[i
].id
== format_id
) return i
;
1241 static BOOL
init_format_base_info(struct wined3d_gl_info
*gl_info
)
1243 UINT format_count
= sizeof(formats
) / sizeof(*formats
);
1246 gl_info
->formats
= HeapAlloc(GetProcessHeap(), HEAP_ZERO_MEMORY
, format_count
* sizeof(*gl_info
->formats
));
1247 if (!gl_info
->formats
)
1249 ERR("Failed to allocate memory.\n");
1253 for (i
= 0; i
< format_count
; ++i
)
1255 struct wined3d_format
*format
= &gl_info
->formats
[i
];
1256 format
->id
= formats
[i
].id
;
1257 format
->red_size
= formats
[i
].red_size
;
1258 format
->green_size
= formats
[i
].green_size
;
1259 format
->blue_size
= formats
[i
].blue_size
;
1260 format
->alpha_size
= formats
[i
].alpha_size
;
1261 format
->red_offset
= formats
[i
].red_offset
;
1262 format
->green_offset
= formats
[i
].green_offset
;
1263 format
->blue_offset
= formats
[i
].blue_offset
;
1264 format
->alpha_offset
= formats
[i
].alpha_offset
;
1265 format
->byte_count
= formats
[i
].bpp
;
1266 format
->depth_size
= formats
[i
].depth_size
;
1267 format
->stencil_size
= formats
[i
].stencil_size
;
1268 format
->block_width
= 1;
1269 format
->block_height
= 1;
1270 format
->block_byte_count
= formats
[i
].bpp
;
1273 for (i
= 0; i
< (sizeof(format_base_flags
) / sizeof(*format_base_flags
)); ++i
)
1275 int fmt_idx
= getFmtIdx(format_base_flags
[i
].id
);
1279 ERR("Format %s (%#x) not found.\n",
1280 debug_d3dformat(format_base_flags
[i
].id
), format_base_flags
[i
].id
);
1281 HeapFree(GetProcessHeap(), 0, gl_info
->formats
);
1285 gl_info
->formats
[fmt_idx
].flags
|= format_base_flags
[i
].flags
;
1291 static BOOL
init_format_block_info(struct wined3d_gl_info
*gl_info
)
1295 for (i
= 0; i
< (sizeof(format_block_info
) / sizeof(*format_block_info
)); ++i
)
1297 struct wined3d_format
*format
;
1298 int fmt_idx
= getFmtIdx(format_block_info
[i
].id
);
1302 ERR("Format %s (%#x) not found.\n",
1303 debug_d3dformat(format_block_info
[i
].id
), format_block_info
[i
].id
);
1307 format
= &gl_info
->formats
[fmt_idx
];
1308 format
->block_width
= format_block_info
[i
].block_width
;
1309 format
->block_height
= format_block_info
[i
].block_height
;
1310 format
->block_byte_count
= format_block_info
[i
].block_byte_count
;
1311 format
->flags
|= WINED3DFMT_FLAG_BLOCKS
;
1312 if (!format_block_info
[i
].verify
)
1313 format
->flags
|= WINED3DFMT_FLAG_BLOCKS_NO_VERIFY
;
1319 /* Context activation is done by the caller. */
1320 static void check_fbo_compat(const struct wined3d_gl_info
*gl_info
, struct wined3d_format
*format
)
1322 /* Check if the default internal format is supported as a frame buffer
1323 * target, otherwise fall back to the render target internal.
1325 * Try to stick to the standard format if possible, this limits precision differences. */
1329 while (gl_info
->gl_ops
.gl
.p_glGetError());
1330 gl_info
->gl_ops
.gl
.p_glDisable(GL_BLEND
);
1332 gl_info
->gl_ops
.gl
.p_glGenTextures(1, &tex
);
1333 gl_info
->gl_ops
.gl
.p_glBindTexture(GL_TEXTURE_2D
, tex
);
1335 gl_info
->gl_ops
.gl
.p_glTexImage2D(GL_TEXTURE_2D
, 0, format
->glInternal
, 16, 16, 0,
1336 format
->glFormat
, format
->glType
, NULL
);
1337 gl_info
->gl_ops
.gl
.p_glTexParameteri(GL_TEXTURE_2D
, GL_TEXTURE_MIN_FILTER
, GL_NEAREST
);
1338 gl_info
->gl_ops
.gl
.p_glTexParameteri(GL_TEXTURE_2D
, GL_TEXTURE_MAG_FILTER
, GL_NEAREST
);
1340 gl_info
->fbo_ops
.glFramebufferTexture2D(GL_FRAMEBUFFER
, GL_COLOR_ATTACHMENT0
, GL_TEXTURE_2D
, tex
, 0);
1342 status
= gl_info
->fbo_ops
.glCheckFramebufferStatus(GL_FRAMEBUFFER
);
1343 checkGLcall("Framebuffer format check");
1345 if (status
== GL_FRAMEBUFFER_COMPLETE
)
1347 TRACE("Format %s is supported as FBO color attachment.\n", debug_d3dformat(format
->id
));
1348 format
->flags
|= WINED3DFMT_FLAG_FBO_ATTACHABLE
;
1349 format
->rtInternal
= format
->glInternal
;
1353 if (!format
->rtInternal
)
1355 if (format
->flags
& WINED3DFMT_FLAG_RENDERTARGET
)
1357 FIXME("Format %s with rendertarget flag is not supported as FBO color attachment,"
1358 " and no fallback specified.\n", debug_d3dformat(format
->id
));
1359 format
->flags
&= ~WINED3DFMT_FLAG_RENDERTARGET
;
1363 TRACE("Format %s is not supported as FBO color attachment.\n", debug_d3dformat(format
->id
));
1365 format
->rtInternal
= format
->glInternal
;
1369 TRACE("Format %s is not supported as FBO color attachment, trying rtInternal format as fallback.\n",
1370 debug_d3dformat(format
->id
));
1372 while (gl_info
->gl_ops
.gl
.p_glGetError());
1374 gl_info
->fbo_ops
.glFramebufferTexture2D(GL_FRAMEBUFFER
, GL_COLOR_ATTACHMENT0
, GL_TEXTURE_2D
, 0, 0);
1376 gl_info
->gl_ops
.gl
.p_glTexImage2D(GL_TEXTURE_2D
, 0, format
->rtInternal
, 16, 16, 0,
1377 format
->glFormat
, format
->glType
, NULL
);
1378 gl_info
->gl_ops
.gl
.p_glTexParameteri(GL_TEXTURE_2D
, GL_TEXTURE_MIN_FILTER
, GL_NEAREST
);
1379 gl_info
->gl_ops
.gl
.p_glTexParameteri(GL_TEXTURE_2D
, GL_TEXTURE_MAG_FILTER
, GL_NEAREST
);
1381 gl_info
->fbo_ops
.glFramebufferTexture2D(GL_FRAMEBUFFER
, GL_COLOR_ATTACHMENT0
, GL_TEXTURE_2D
, tex
, 0);
1383 status
= gl_info
->fbo_ops
.glCheckFramebufferStatus(GL_FRAMEBUFFER
);
1384 checkGLcall("Framebuffer format check");
1386 if (status
== GL_FRAMEBUFFER_COMPLETE
)
1388 TRACE("Format %s rtInternal format is supported as FBO color attachment.\n",
1389 debug_d3dformat(format
->id
));
1393 FIXME("Format %s rtInternal format is not supported as FBO color attachment.\n",
1394 debug_d3dformat(format
->id
));
1395 format
->flags
&= ~WINED3DFMT_FLAG_RENDERTARGET
;
1400 if (status
== GL_FRAMEBUFFER_COMPLETE
&& ((format
->flags
& WINED3DFMT_FLAG_POSTPIXELSHADER_BLENDING
)
1401 || !(gl_info
->quirks
& WINED3D_QUIRK_LIMITED_TEX_FILTERING
))
1402 && format
->id
!= WINED3DFMT_NULL
&& format
->id
!= WINED3DFMT_P8_UINT
1403 && format
->glFormat
!= GL_LUMINANCE
&& format
->glFormat
!= GL_LUMINANCE_ALPHA
1404 && (format
->red_size
|| format
->alpha_size
))
1406 DWORD readback
[16 * 16], color
, r_range
, a_range
;
1411 if (gl_info
->supported
[ARB_FRAMEBUFFER_OBJECT
]
1412 || gl_info
->supported
[EXT_PACKED_DEPTH_STENCIL
])
1414 gl_info
->fbo_ops
.glGenRenderbuffers(1, &rb
);
1415 gl_info
->fbo_ops
.glBindRenderbuffer(GL_RENDERBUFFER
, rb
);
1416 gl_info
->fbo_ops
.glRenderbufferStorage(GL_RENDERBUFFER
, GL_DEPTH24_STENCIL8
, 16, 16);
1417 gl_info
->fbo_ops
.glFramebufferRenderbuffer(GL_FRAMEBUFFER
, GL_DEPTH_ATTACHMENT
, GL_RENDERBUFFER
, rb
);
1418 gl_info
->fbo_ops
.glFramebufferRenderbuffer(GL_FRAMEBUFFER
, GL_STENCIL_ATTACHMENT
, GL_RENDERBUFFER
, rb
);
1419 checkGLcall("RB attachment");
1422 gl_info
->gl_ops
.gl
.p_glEnable(GL_BLEND
);
1423 gl_info
->gl_ops
.gl
.p_glClearColor(0.0f
, 0.0f
, 0.0f
, 1.0f
);
1424 gl_info
->gl_ops
.gl
.p_glClear(GL_COLOR_BUFFER_BIT
);
1425 if (gl_info
->gl_ops
.gl
.p_glGetError() == GL_INVALID_FRAMEBUFFER_OPERATION
)
1427 while (gl_info
->gl_ops
.gl
.p_glGetError());
1428 TRACE("Format doesn't support post-pixelshader blending.\n");
1429 format
->flags
&= ~WINED3DFMT_FLAG_POSTPIXELSHADER_BLENDING
;
1433 gl_info
->gl_ops
.gl
.p_glDisable(GL_BLEND
);
1434 gl_info
->gl_ops
.gl
.p_glViewport(0, 0, 16, 16);
1435 gl_info
->gl_ops
.gl
.p_glDisable(GL_LIGHTING
);
1436 gl_info
->gl_ops
.gl
.p_glMatrixMode(GL_MODELVIEW
);
1437 gl_info
->gl_ops
.gl
.p_glLoadIdentity();
1438 gl_info
->gl_ops
.gl
.p_glMatrixMode(GL_PROJECTION
);
1439 gl_info
->gl_ops
.gl
.p_glLoadIdentity();
1441 gl_info
->gl_ops
.gl
.p_glBlendFunc(GL_SRC_ALPHA
, GL_ONE_MINUS_SRC_ALPHA
);
1443 /* Draw a full-black quad */
1444 gl_info
->gl_ops
.gl
.p_glBegin(GL_TRIANGLE_STRIP
);
1445 gl_info
->gl_ops
.gl
.p_glColor4f(0.0f
, 0.0f
, 0.0f
, 1.0f
);
1446 gl_info
->gl_ops
.gl
.p_glVertex3f(-1.0f
, -1.0f
, 0.0f
);
1447 gl_info
->gl_ops
.gl
.p_glVertex3f(1.0f
, -1.0f
, 0.0f
);
1448 gl_info
->gl_ops
.gl
.p_glVertex3f(-1.0f
, 1.0f
, 0.0f
);
1449 gl_info
->gl_ops
.gl
.p_glVertex3f(1.0f
, 1.0f
, 0.0f
);
1450 gl_info
->gl_ops
.gl
.p_glEnd();
1452 gl_info
->gl_ops
.gl
.p_glEnable(GL_BLEND
);
1453 /* Draw a half-transparent red quad */
1454 gl_info
->gl_ops
.gl
.p_glBegin(GL_TRIANGLE_STRIP
);
1455 gl_info
->gl_ops
.gl
.p_glColor4f(1.0f
, 0.0f
, 0.0f
, 0.5f
);
1456 gl_info
->gl_ops
.gl
.p_glVertex3f(-1.0f
, -1.0f
, 0.0f
);
1457 gl_info
->gl_ops
.gl
.p_glVertex3f(1.0f
, -1.0f
, 0.0f
);
1458 gl_info
->gl_ops
.gl
.p_glVertex3f(-1.0f
, 1.0f
, 0.0f
);
1459 gl_info
->gl_ops
.gl
.p_glVertex3f(1.0f
, 1.0f
, 0.0f
);
1460 gl_info
->gl_ops
.gl
.p_glEnd();
1462 gl_info
->gl_ops
.gl
.p_glDisable(GL_BLEND
);
1464 /* Rebinding texture to workaround a fglrx bug. */
1465 gl_info
->gl_ops
.gl
.p_glBindTexture(GL_TEXTURE_2D
, tex
);
1466 gl_info
->gl_ops
.gl
.p_glGetTexImage(GL_TEXTURE_2D
, 0, GL_BGRA
, GL_UNSIGNED_INT_8_8_8_8_REV
, readback
);
1467 checkGLcall("Post-pixelshader blending check");
1469 color
= readback
[7 * 16 + 7];
1471 r
= (color
& 0x00ff0000) >> 16;
1473 r_range
= format
->red_size
< 8 ? 1 << (8 - format
->red_size
) : 1;
1474 a_range
= format
->alpha_size
< 8 ? 1 << (8 - format
->alpha_size
) : 1;
1475 if (format
->red_size
&& (r
< 0x7f - r_range
|| r
> 0x7f + r_range
))
1477 else if (format
->alpha_size
> 1 && (a
< 0xbf - a_range
|| a
> 0xbf + a_range
))
1481 TRACE("Format doesn't support post-pixelshader blending.\n");
1482 TRACE("Color output: %#x\n", color
);
1483 format
->flags
&= ~WINED3DFMT_FLAG_POSTPIXELSHADER_BLENDING
;
1487 TRACE("Format supports post-pixelshader blending.\n");
1488 TRACE("Color output: %#x\n", color
);
1489 format
->flags
|= WINED3DFMT_FLAG_POSTPIXELSHADER_BLENDING
;
1493 if (gl_info
->supported
[ARB_FRAMEBUFFER_OBJECT
]
1494 || gl_info
->supported
[EXT_PACKED_DEPTH_STENCIL
])
1496 gl_info
->fbo_ops
.glFramebufferRenderbuffer(GL_FRAMEBUFFER
, GL_DEPTH_ATTACHMENT
, GL_RENDERBUFFER
, 0);
1497 gl_info
->fbo_ops
.glFramebufferRenderbuffer(GL_FRAMEBUFFER
, GL_STENCIL_ATTACHMENT
, GL_RENDERBUFFER
, 0);
1498 gl_info
->fbo_ops
.glDeleteRenderbuffers(1, &rb
);
1499 checkGLcall("RB cleanup");
1503 if (format
->glInternal
!= format
->glGammaInternal
)
1505 gl_info
->gl_ops
.gl
.p_glTexImage2D(GL_TEXTURE_2D
, 0, format
->glGammaInternal
, 16, 16, 0,
1506 format
->glFormat
, format
->glType
, NULL
);
1507 gl_info
->fbo_ops
.glFramebufferTexture2D(GL_FRAMEBUFFER
, GL_COLOR_ATTACHMENT0
, GL_TEXTURE_2D
, tex
, 0);
1509 status
= gl_info
->fbo_ops
.glCheckFramebufferStatus(GL_FRAMEBUFFER
);
1510 checkGLcall("Framebuffer format check");
1512 if (status
== GL_FRAMEBUFFER_COMPLETE
)
1514 TRACE("Format %s's sRGB format is FBO attachable.\n", debug_d3dformat(format
->id
));
1515 format
->flags
|= WINED3DFMT_FLAG_FBO_ATTACHABLE_SRGB
;
1519 WARN("Format %s's sRGB format is not FBO attachable.\n", debug_d3dformat(format
->id
));
1522 else if (status
== GL_FRAMEBUFFER_COMPLETE
)
1523 format
->flags
|= WINED3DFMT_FLAG_FBO_ATTACHABLE_SRGB
;
1525 gl_info
->gl_ops
.gl
.p_glDeleteTextures(1, &tex
);
1528 static void query_format_flag(struct wined3d_gl_info
*gl_info
, struct wined3d_format
*format
,
1529 GLint internal
, GLenum pname
, DWORD flag
, const char *string
)
1533 gl_info
->gl_ops
.ext
.p_glGetInternalformativ(GL_TEXTURE_2D
, internal
, pname
, 1, &value
);
1534 if (value
== GL_FULL_SUPPORT
)
1536 TRACE("Format %s supports %s.\n", debug_d3dformat(format
->id
), string
);
1537 format
->flags
|= flag
;
1541 TRACE("Format %s doesn't support %s.\n", debug_d3dformat(format
->id
), string
);
1542 format
->flags
&= ~flag
;
1546 /* Context activation is done by the caller. */
1547 static void init_format_fbo_compat_info(struct wined3d_gl_info
*gl_info
)
1552 if (gl_info
->supported
[ARB_INTERNALFORMAT_QUERY2
])
1554 for (i
= 0; i
< sizeof(formats
) / sizeof(*formats
); ++i
)
1557 struct wined3d_format
*format
= &gl_info
->formats
[i
];
1559 if (!format
->glInternal
)
1561 if (format
->flags
& (WINED3DFMT_FLAG_DEPTH
| WINED3DFMT_FLAG_STENCIL
))
1564 gl_info
->gl_ops
.ext
.p_glGetInternalformativ(GL_TEXTURE_2D
, format
->glInternal
,
1565 GL_FRAMEBUFFER_RENDERABLE
, 1, &value
);
1566 if (value
== GL_FULL_SUPPORT
)
1568 TRACE("Format %s is supported as FBO color attachment.\n", debug_d3dformat(format
->id
));
1569 format
->flags
|= WINED3DFMT_FLAG_FBO_ATTACHABLE
;
1570 format
->rtInternal
= format
->glInternal
;
1572 query_format_flag(gl_info
, format
, format
->glInternal
, GL_FRAMEBUFFER_BLEND
,
1573 WINED3DFMT_FLAG_POSTPIXELSHADER_BLENDING
, "post-pixelshader blending");
1577 if (!format
->rtInternal
)
1579 if (format
->flags
& WINED3DFMT_FLAG_RENDERTARGET
)
1581 WARN("Format %s with rendertarget flag is not supported as FBO color attachment"
1582 " and no fallback specified.\n", debug_d3dformat(format
->id
));
1583 format
->flags
&= ~WINED3DFMT_FLAG_RENDERTARGET
;
1586 TRACE("Format %s is not supported as FBO color attachment.\n", debug_d3dformat(format
->id
));
1587 format
->rtInternal
= format
->glInternal
;
1591 gl_info
->gl_ops
.ext
.p_glGetInternalformativ(GL_TEXTURE_2D
, format
->rtInternal
,
1592 GL_FRAMEBUFFER_RENDERABLE
, 1, &value
);
1593 if (value
== GL_FULL_SUPPORT
)
1595 TRACE("Format %s rtInternal format is supported as FBO color attachment.\n",
1596 debug_d3dformat(format
->id
));
1600 WARN("Format %s rtInternal format is not supported as FBO color attachment.\n",
1601 debug_d3dformat(format
->id
));
1602 format
->flags
&= ~WINED3DFMT_FLAG_RENDERTARGET
;
1607 if (format
->glInternal
!= format
->glGammaInternal
)
1609 gl_info
->gl_ops
.ext
.p_glGetInternalformativ(GL_TEXTURE_2D
, format
->glGammaInternal
,
1610 GL_FRAMEBUFFER_RENDERABLE
, 1, &value
);
1611 if (value
== GL_FULL_SUPPORT
)
1613 TRACE("Format %s's sRGB format is FBO attachable.\n", debug_d3dformat(format
->id
));
1614 format
->flags
|= WINED3DFMT_FLAG_FBO_ATTACHABLE_SRGB
;
1618 WARN("Format %s's sRGB format is not FBO attachable.\n", debug_d3dformat(format
->id
));
1621 else if (format
->flags
& WINED3DFMT_FLAG_FBO_ATTACHABLE
)
1622 format
->flags
|= WINED3DFMT_FLAG_FBO_ATTACHABLE_SRGB
;
1627 if (wined3d_settings
.offscreen_rendering_mode
== ORM_FBO
)
1629 gl_info
->fbo_ops
.glGenFramebuffers(1, &fbo
);
1630 gl_info
->fbo_ops
.glBindFramebuffer(GL_FRAMEBUFFER
, fbo
);
1631 gl_info
->gl_ops
.gl
.p_glDrawBuffer(GL_COLOR_ATTACHMENT0
);
1632 gl_info
->gl_ops
.gl
.p_glReadBuffer(GL_COLOR_ATTACHMENT0
);
1635 for (i
= 0; i
< sizeof(formats
) / sizeof(*formats
); ++i
)
1637 struct wined3d_format
*format
= &gl_info
->formats
[i
];
1639 if (!format
->glInternal
) continue;
1641 if (format
->flags
& (WINED3DFMT_FLAG_DEPTH
| WINED3DFMT_FLAG_STENCIL
))
1643 TRACE("Skipping format %s because it's a depth/stencil format.\n",
1644 debug_d3dformat(format
->id
));
1648 if (format
->flags
& WINED3DFMT_FLAG_COMPRESSED
)
1650 TRACE("Skipping format %s because it's a compressed format.\n",
1651 debug_d3dformat(format
->id
));
1655 if (wined3d_settings
.offscreen_rendering_mode
== ORM_FBO
)
1657 TRACE("Checking if format %s is supported as FBO color attachment...\n", debug_d3dformat(format
->id
));
1658 check_fbo_compat(gl_info
, format
);
1662 format
->rtInternal
= format
->glInternal
;
1666 if (wined3d_settings
.offscreen_rendering_mode
== ORM_FBO
)
1667 gl_info
->fbo_ops
.glDeleteFramebuffers(1, &fbo
);
1670 static BOOL
init_format_texture_info(struct wined3d_adapter
*adapter
, struct wined3d_gl_info
*gl_info
)
1672 struct fragment_caps fragment_caps
;
1673 struct shader_caps shader_caps
;
1677 adapter
->fragment_pipe
->get_caps(gl_info
, &fragment_caps
);
1678 adapter
->shader_backend
->shader_get_caps(gl_info
, &shader_caps
);
1679 srgb_write
= (fragment_caps
.wined3d_caps
& WINED3D_FRAGMENT_CAP_SRGB_WRITE
)
1680 && (shader_caps
.wined3d_caps
& WINED3D_SHADER_CAP_SRGB_WRITE
);
1682 for (i
= 0; i
< sizeof(format_texture_info
) / sizeof(*format_texture_info
); ++i
)
1684 int fmt_idx
= getFmtIdx(format_texture_info
[i
].id
);
1685 struct wined3d_format
*format
;
1689 ERR("Format %s (%#x) not found.\n",
1690 debug_d3dformat(format_texture_info
[i
].id
), format_texture_info
[i
].id
);
1694 if (!gl_info
->supported
[format_texture_info
[i
].extension
]) continue;
1696 format
= &gl_info
->formats
[fmt_idx
];
1698 /* ARB_texture_rg defines floating point formats, but only if
1699 * ARB_texture_float is also supported. */
1700 if (!gl_info
->supported
[ARB_TEXTURE_FLOAT
]
1701 && (format
->flags
& WINED3DFMT_FLAG_FLOAT
))
1704 format
->glInternal
= format_texture_info
[i
].gl_internal
;
1705 format
->glGammaInternal
= format_texture_info
[i
].gl_srgb_internal
;
1706 format
->rtInternal
= format_texture_info
[i
].gl_rt_internal
;
1707 format
->glFormat
= format_texture_info
[i
].gl_format
;
1708 format
->glType
= format_texture_info
[i
].gl_type
;
1709 format
->color_fixup
= COLOR_FIXUP_IDENTITY
;
1710 format
->flags
|= format_texture_info
[i
].flags
;
1711 format
->height_scale
.numerator
= 1;
1712 format
->height_scale
.denominator
= 1;
1714 if (gl_info
->supported
[ARB_INTERNALFORMAT_QUERY2
])
1716 query_format_flag(gl_info
, format
, format
->glInternal
, GL_VERTEX_TEXTURE
,
1717 WINED3DFMT_FLAG_VTF
, "vertex texture usage");
1718 query_format_flag(gl_info
, format
, format
->glInternal
, GL_FILTER
,
1719 WINED3DFMT_FLAG_FILTERING
, "filtering");
1721 if (format
->glGammaInternal
!= format
->glInternal
)
1723 query_format_flag(gl_info
, format
, format
->glGammaInternal
, GL_SRGB_READ
,
1724 WINED3DFMT_FLAG_SRGB_READ
, "sRGB read");
1727 query_format_flag(gl_info
, format
, format
->glGammaInternal
, GL_SRGB_WRITE
,
1728 WINED3DFMT_FLAG_SRGB_WRITE
, "sRGB write");
1730 format
->flags
&= ~WINED3DFMT_FLAG_SRGB_WRITE
;
1732 if (!(format
->flags
& (WINED3DFMT_FLAG_SRGB_READ
| WINED3DFMT_FLAG_SRGB_WRITE
)))
1733 format
->glGammaInternal
= format
->glInternal
;
1734 else if (gl_info
->supported
[EXT_TEXTURE_SRGB_DECODE
])
1735 format
->glInternal
= format
->glGammaInternal
;
1740 if (!gl_info
->limits
.vertex_samplers
)
1741 format
->flags
&= ~WINED3DFMT_FLAG_VTF
;
1743 if (!(gl_info
->quirks
& WINED3D_QUIRK_LIMITED_TEX_FILTERING
))
1744 format
->flags
|= WINED3DFMT_FLAG_FILTERING
;
1745 else if (format
->id
!= WINED3DFMT_R32G32B32A32_FLOAT
&& format
->id
!= WINED3DFMT_R32_FLOAT
)
1746 format
->flags
&= ~WINED3DFMT_FLAG_VTF
;
1748 if (format
->glGammaInternal
!= format
->glInternal
)
1750 /* Filter sRGB capabilities if EXT_texture_sRGB is not supported. */
1751 if (!gl_info
->supported
[EXT_TEXTURE_SRGB
])
1753 format
->glGammaInternal
= format
->glInternal
;
1754 format
->flags
&= ~(WINED3DFMT_FLAG_SRGB_READ
| WINED3DFMT_FLAG_SRGB_WRITE
);
1756 else if (gl_info
->supported
[EXT_TEXTURE_SRGB_DECODE
])
1758 format
->glInternal
= format
->glGammaInternal
;
1762 if ((format
->flags
& WINED3DFMT_FLAG_SRGB_WRITE
) && !srgb_write
)
1763 format
->flags
&= ~WINED3DFMT_FLAG_SRGB_WRITE
;
1766 /* Texture conversion stuff */
1767 format
->convert
= format_texture_info
[i
].convert
;
1768 format
->conv_byte_count
= format_texture_info
[i
].conv_byte_count
;
1774 static BOOL
color_match(DWORD c1
, DWORD c2
, BYTE max_diff
)
1776 if (abs((c1
& 0xff) - (c2
& 0xff)) > max_diff
) return FALSE
;
1778 if (abs((c1
& 0xff) - (c2
& 0xff)) > max_diff
) return FALSE
;
1780 if (abs((c1
& 0xff) - (c2
& 0xff)) > max_diff
) return FALSE
;
1782 if (abs((c1
& 0xff) - (c2
& 0xff)) > max_diff
) return FALSE
;
1786 /* A context is provided by the caller */
1787 static BOOL
check_filter(const struct wined3d_gl_info
*gl_info
, GLenum internal
)
1789 static const DWORD data
[] = {0x00000000, 0xffffffff};
1790 GLuint tex
, fbo
, buffer
;
1791 DWORD readback
[16 * 1];
1794 /* Render a filtered texture and see what happens. This is intended to detect the lack of
1795 * float16 filtering on ATI X1000 class cards. The drivers disable filtering instead of
1796 * falling back to software. If this changes in the future this code will get fooled and
1797 * apps might hit the software path due to incorrectly advertised caps.
1799 * Its unlikely that this changes however. GL Games like Mass Effect depend on the filter
1800 * disable fallback, if Apple or ATI ever change the driver behavior they will break more
1801 * than Wine. The Linux binary <= r500 driver is not maintained any more anyway
1804 while (gl_info
->gl_ops
.gl
.p_glGetError());
1806 gl_info
->gl_ops
.gl
.p_glGenTextures(1, &buffer
);
1807 gl_info
->gl_ops
.gl
.p_glBindTexture(GL_TEXTURE_2D
, buffer
);
1808 memset(readback
, 0x7e, sizeof(readback
));
1809 gl_info
->gl_ops
.gl
.p_glTexImage2D(GL_TEXTURE_2D
, 0, GL_RGBA8
, 16, 1, 0,
1810 GL_RGBA
, GL_UNSIGNED_INT_8_8_8_8
, readback
);
1811 gl_info
->gl_ops
.gl
.p_glTexParameteri(GL_TEXTURE_2D
, GL_TEXTURE_MIN_FILTER
, GL_NEAREST
);
1812 gl_info
->gl_ops
.gl
.p_glTexParameteri(GL_TEXTURE_2D
, GL_TEXTURE_MAG_FILTER
, GL_NEAREST
);
1813 gl_info
->gl_ops
.gl
.p_glTexParameteri(GL_TEXTURE_2D
, GL_TEXTURE_WRAP_S
, GL_CLAMP_TO_EDGE
);
1814 gl_info
->gl_ops
.gl
.p_glTexParameteri(GL_TEXTURE_2D
, GL_TEXTURE_WRAP_T
, GL_CLAMP_TO_EDGE
);
1815 gl_info
->gl_ops
.gl
.p_glTexParameteri(GL_TEXTURE_2D
, GL_TEXTURE_WRAP_R
, GL_CLAMP_TO_EDGE
);
1817 gl_info
->gl_ops
.gl
.p_glGenTextures(1, &tex
);
1818 gl_info
->gl_ops
.gl
.p_glBindTexture(GL_TEXTURE_2D
, tex
);
1819 gl_info
->gl_ops
.gl
.p_glTexImage2D(GL_TEXTURE_2D
, 0, internal
, 2, 1, 0,
1820 GL_BGRA
, GL_UNSIGNED_INT_8_8_8_8_REV
, data
);
1821 gl_info
->gl_ops
.gl
.p_glTexParameteri(GL_TEXTURE_2D
, GL_TEXTURE_MIN_FILTER
, GL_LINEAR
);
1822 gl_info
->gl_ops
.gl
.p_glTexParameteri(GL_TEXTURE_2D
, GL_TEXTURE_MAG_FILTER
, GL_LINEAR
);
1823 gl_info
->gl_ops
.gl
.p_glTexParameteri(GL_TEXTURE_2D
, GL_TEXTURE_WRAP_S
, GL_CLAMP_TO_EDGE
);
1824 gl_info
->gl_ops
.gl
.p_glTexParameteri(GL_TEXTURE_2D
, GL_TEXTURE_WRAP_T
, GL_CLAMP_TO_EDGE
);
1825 gl_info
->gl_ops
.gl
.p_glTexParameteri(GL_TEXTURE_2D
, GL_TEXTURE_WRAP_R
, GL_CLAMP_TO_EDGE
);
1826 gl_info
->gl_ops
.gl
.p_glEnable(GL_TEXTURE_2D
);
1828 gl_info
->fbo_ops
.glGenFramebuffers(1, &fbo
);
1829 gl_info
->fbo_ops
.glBindFramebuffer(GL_FRAMEBUFFER
, fbo
);
1830 gl_info
->fbo_ops
.glFramebufferTexture2D(GL_FRAMEBUFFER
, GL_COLOR_ATTACHMENT0
, GL_TEXTURE_2D
, buffer
, 0);
1831 gl_info
->gl_ops
.gl
.p_glDrawBuffer(GL_COLOR_ATTACHMENT0
);
1833 gl_info
->gl_ops
.gl
.p_glViewport(0, 0, 16, 1);
1834 gl_info
->gl_ops
.gl
.p_glDisable(GL_LIGHTING
);
1835 gl_info
->gl_ops
.gl
.p_glMatrixMode(GL_MODELVIEW
);
1836 gl_info
->gl_ops
.gl
.p_glLoadIdentity();
1837 gl_info
->gl_ops
.gl
.p_glMatrixMode(GL_PROJECTION
);
1838 gl_info
->gl_ops
.gl
.p_glLoadIdentity();
1840 gl_info
->gl_ops
.gl
.p_glClearColor(0, 1, 0, 0);
1841 gl_info
->gl_ops
.gl
.p_glClear(GL_COLOR_BUFFER_BIT
);
1843 gl_info
->gl_ops
.gl
.p_glBegin(GL_TRIANGLE_STRIP
);
1844 gl_info
->gl_ops
.gl
.p_glTexCoord2f(0.0, 0.0);
1845 gl_info
->gl_ops
.gl
.p_glVertex2f(-1.0f
, -1.0f
);
1846 gl_info
->gl_ops
.gl
.p_glTexCoord2f(1.0, 0.0);
1847 gl_info
->gl_ops
.gl
.p_glVertex2f(1.0f
, -1.0f
);
1848 gl_info
->gl_ops
.gl
.p_glTexCoord2f(0.0, 1.0);
1849 gl_info
->gl_ops
.gl
.p_glVertex2f(-1.0f
, 1.0f
);
1850 gl_info
->gl_ops
.gl
.p_glTexCoord2f(1.0, 1.0);
1851 gl_info
->gl_ops
.gl
.p_glVertex2f(1.0f
, 1.0f
);
1852 gl_info
->gl_ops
.gl
.p_glEnd();
1854 gl_info
->gl_ops
.gl
.p_glBindTexture(GL_TEXTURE_2D
, buffer
);
1855 memset(readback
, 0x7f, sizeof(readback
));
1856 gl_info
->gl_ops
.gl
.p_glGetTexImage(GL_TEXTURE_2D
, 0, GL_BGRA
, GL_UNSIGNED_INT_8_8_8_8_REV
, readback
);
1857 if (color_match(readback
[6], 0xffffffff, 5) || color_match(readback
[6], 0x00000000, 5)
1858 || color_match(readback
[9], 0xffffffff, 5) || color_match(readback
[9], 0x00000000, 5))
1860 TRACE("Read back colors 0x%08x and 0x%08x close to unfiltered color, assuming no filtering\n",
1861 readback
[6], readback
[9]);
1866 TRACE("Read back colors are 0x%08x and 0x%08x, assuming texture is filtered\n",
1867 readback
[6], readback
[9]);
1871 gl_info
->fbo_ops
.glBindFramebuffer(GL_FRAMEBUFFER
, 0);
1872 gl_info
->fbo_ops
.glDeleteFramebuffers(1, &fbo
);
1873 gl_info
->gl_ops
.gl
.p_glDeleteTextures(1, &tex
);
1874 gl_info
->gl_ops
.gl
.p_glDeleteTextures(1, &buffer
);
1876 if (gl_info
->gl_ops
.gl
.p_glGetError())
1878 FIXME("Error during filtering test for format %x, returning no filtering\n", internal
);
1885 static void init_format_filter_info(struct wined3d_gl_info
*gl_info
, enum wined3d_pci_vendor vendor
)
1887 struct wined3d_format
*format
;
1888 unsigned int fmt_idx
, i
;
1889 static const enum wined3d_format_id fmts16
[] =
1891 WINED3DFMT_R16_FLOAT
,
1892 WINED3DFMT_R16G16_FLOAT
,
1893 WINED3DFMT_R16G16B16A16_FLOAT
,
1897 if (gl_info
->supported
[ARB_INTERNALFORMAT_QUERY2
])
1898 /* This was already handled by init_format_texture_info(). */
1901 if(wined3d_settings
.offscreen_rendering_mode
!= ORM_FBO
)
1903 WARN("No FBO support, or no FBO ORM, guessing filter info from GL caps\n");
1904 if (vendor
== HW_VENDOR_NVIDIA
&& gl_info
->supported
[ARB_TEXTURE_FLOAT
])
1906 TRACE("Nvidia card with texture_float support: Assuming float16 blending\n");
1909 else if (gl_info
->limits
.glsl_varyings
> 44)
1911 TRACE("More than 44 GLSL varyings - assuming d3d10 card with float16 blending\n");
1916 TRACE("Assuming no float16 blending\n");
1922 for(i
= 0; i
< (sizeof(fmts16
) / sizeof(*fmts16
)); i
++)
1924 fmt_idx
= getFmtIdx(fmts16
[i
]);
1925 gl_info
->formats
[fmt_idx
].flags
|= WINED3DFMT_FLAG_FILTERING
;
1931 for(i
= 0; i
< (sizeof(fmts16
) / sizeof(*fmts16
)); i
++)
1933 fmt_idx
= getFmtIdx(fmts16
[i
]);
1934 format
= &gl_info
->formats
[fmt_idx
];
1935 if (!format
->glInternal
) continue; /* Not supported by GL */
1937 filtered
= check_filter(gl_info
, gl_info
->formats
[fmt_idx
].glInternal
);
1940 TRACE("Format %s supports filtering\n", debug_d3dformat(fmts16
[i
]));
1941 format
->flags
|= WINED3DFMT_FLAG_FILTERING
;
1945 TRACE("Format %s does not support filtering\n", debug_d3dformat(fmts16
[i
]));
1950 static void apply_format_fixups(struct wined3d_adapter
*adapter
, struct wined3d_gl_info
*gl_info
)
1955 idx
= getFmtIdx(WINED3DFMT_R16_FLOAT
);
1956 gl_info
->formats
[idx
].color_fixup
= create_color_fixup_desc(
1957 0, CHANNEL_SOURCE_X
, 0, CHANNEL_SOURCE_ONE
, 0, CHANNEL_SOURCE_ONE
, 0, CHANNEL_SOURCE_W
);
1959 idx
= getFmtIdx(WINED3DFMT_R32_FLOAT
);
1960 gl_info
->formats
[idx
].color_fixup
= create_color_fixup_desc(
1961 0, CHANNEL_SOURCE_X
, 0, CHANNEL_SOURCE_ONE
, 0, CHANNEL_SOURCE_ONE
, 0, CHANNEL_SOURCE_W
);
1963 idx
= getFmtIdx(WINED3DFMT_R16G16_UNORM
);
1964 gl_info
->formats
[idx
].color_fixup
= create_color_fixup_desc(
1965 0, CHANNEL_SOURCE_X
, 0, CHANNEL_SOURCE_Y
, 0, CHANNEL_SOURCE_ONE
, 0, CHANNEL_SOURCE_W
);
1967 idx
= getFmtIdx(WINED3DFMT_R16G16_FLOAT
);
1968 gl_info
->formats
[idx
].color_fixup
= create_color_fixup_desc(
1969 0, CHANNEL_SOURCE_X
, 0, CHANNEL_SOURCE_Y
, 0, CHANNEL_SOURCE_ONE
, 0, CHANNEL_SOURCE_W
);
1971 idx
= getFmtIdx(WINED3DFMT_R32G32_FLOAT
);
1972 gl_info
->formats
[idx
].color_fixup
= create_color_fixup_desc(
1973 0, CHANNEL_SOURCE_X
, 0, CHANNEL_SOURCE_Y
, 0, CHANNEL_SOURCE_ONE
, 0, CHANNEL_SOURCE_W
);
1975 /* V8U8 is supported natively by GL_ATI_envmap_bumpmap and GL_NV_texture_shader.
1976 * V16U16 is only supported by GL_NV_texture_shader. The formats need fixup if
1977 * their extensions are not available. GL_ATI_envmap_bumpmap is not used because
1978 * the only driver that implements it(fglrx) has a buggy implementation.
1980 * V8U8 and V16U16 need a fixup of the undefined blue channel. OpenGL
1981 * returns 0.0 when sampling from it, DirectX 1.0. So we always have in-shader
1982 * conversion for this format.
1984 if (!gl_info
->supported
[NV_TEXTURE_SHADER
])
1986 idx
= getFmtIdx(WINED3DFMT_R8G8_SNORM
);
1987 gl_info
->formats
[idx
].color_fixup
= create_color_fixup_desc(
1988 1, CHANNEL_SOURCE_X
, 1, CHANNEL_SOURCE_Y
, 0, CHANNEL_SOURCE_ONE
, 0, CHANNEL_SOURCE_ONE
);
1989 idx
= getFmtIdx(WINED3DFMT_R16G16_SNORM
);
1990 gl_info
->formats
[idx
].color_fixup
= create_color_fixup_desc(
1991 1, CHANNEL_SOURCE_X
, 1, CHANNEL_SOURCE_Y
, 0, CHANNEL_SOURCE_ONE
, 0, CHANNEL_SOURCE_ONE
);
1995 idx
= getFmtIdx(WINED3DFMT_R8G8_SNORM
);
1996 gl_info
->formats
[idx
].color_fixup
= create_color_fixup_desc(
1997 0, CHANNEL_SOURCE_X
, 0, CHANNEL_SOURCE_Y
, 0, CHANNEL_SOURCE_ONE
, 0, CHANNEL_SOURCE_ONE
);
1999 idx
= getFmtIdx(WINED3DFMT_R16G16_SNORM
);
2000 gl_info
->formats
[idx
].color_fixup
= create_color_fixup_desc(
2001 0, CHANNEL_SOURCE_X
, 0, CHANNEL_SOURCE_Y
, 0, CHANNEL_SOURCE_ONE
, 0, CHANNEL_SOURCE_ONE
);
2004 if (!gl_info
->supported
[NV_TEXTURE_SHADER
])
2006 /* If GL_NV_texture_shader is not supported, those formats are converted, incompatibly
2009 idx
= getFmtIdx(WINED3DFMT_R5G5_SNORM_L6_UNORM
);
2010 gl_info
->formats
[idx
].color_fixup
= create_color_fixup_desc(
2011 1, CHANNEL_SOURCE_X
, 1, CHANNEL_SOURCE_Z
, 0, CHANNEL_SOURCE_Y
, 0, CHANNEL_SOURCE_ONE
);
2012 idx
= getFmtIdx(WINED3DFMT_R8G8_SNORM_L8X8_UNORM
);
2013 gl_info
->formats
[idx
].color_fixup
= create_color_fixup_desc(
2014 1, CHANNEL_SOURCE_X
, 1, CHANNEL_SOURCE_Y
, 0, CHANNEL_SOURCE_Z
, 0, CHANNEL_SOURCE_W
);
2015 idx
= getFmtIdx(WINED3DFMT_R8G8B8A8_SNORM
);
2016 gl_info
->formats
[idx
].color_fixup
= create_color_fixup_desc(
2017 1, CHANNEL_SOURCE_X
, 1, CHANNEL_SOURCE_Y
, 1, CHANNEL_SOURCE_Z
, 1, CHANNEL_SOURCE_W
);
2021 /* If GL_NV_texture_shader is supported, WINED3DFMT_L6V5U5 and WINED3DFMT_X8L8V8U8
2022 * are converted at surface loading time, but they do not need any modification in
2023 * the shader, thus they are compatible with all WINED3DFMT_UNKNOWN group formats.
2024 * WINED3DFMT_Q8W8V8U8 doesn't even need load-time conversion
2028 if (gl_info
->supported
[ARB_TEXTURE_COMPRESSION_RGTC
])
2030 idx
= getFmtIdx(WINED3DFMT_ATI1N
);
2031 gl_info
->formats
[idx
].color_fixup
= create_color_fixup_desc(
2032 0, CHANNEL_SOURCE_X
, 0, CHANNEL_SOURCE_X
, 0, CHANNEL_SOURCE_X
, 0, CHANNEL_SOURCE_X
);
2034 idx
= getFmtIdx(WINED3DFMT_ATI2N
);
2035 gl_info
->formats
[idx
].color_fixup
= create_color_fixup_desc(
2036 0, CHANNEL_SOURCE_Y
, 0, CHANNEL_SOURCE_X
, 0, CHANNEL_SOURCE_ONE
, 0, CHANNEL_SOURCE_ONE
);
2038 else if (gl_info
->supported
[ATI_TEXTURE_COMPRESSION_3DC
])
2040 idx
= getFmtIdx(WINED3DFMT_ATI2N
);
2041 gl_info
->formats
[idx
].color_fixup
= create_color_fixup_desc(
2042 0, CHANNEL_SOURCE_X
, 0, CHANNEL_SOURCE_W
, 0, CHANNEL_SOURCE_ONE
, 0, CHANNEL_SOURCE_ONE
);
2045 if (!gl_info
->supported
[APPLE_YCBCR_422
])
2047 idx
= getFmtIdx(WINED3DFMT_YUY2
);
2048 gl_info
->formats
[idx
].color_fixup
= create_complex_fixup_desc(COMPLEX_FIXUP_YUY2
);
2050 idx
= getFmtIdx(WINED3DFMT_UYVY
);
2051 gl_info
->formats
[idx
].color_fixup
= create_complex_fixup_desc(COMPLEX_FIXUP_UYVY
);
2054 idx
= getFmtIdx(WINED3DFMT_YV12
);
2055 gl_info
->formats
[idx
].flags
|= WINED3DFMT_FLAG_HEIGHT_SCALE
;
2056 gl_info
->formats
[idx
].height_scale
.numerator
= 3;
2057 gl_info
->formats
[idx
].height_scale
.denominator
= 2;
2058 gl_info
->formats
[idx
].color_fixup
= create_complex_fixup_desc(COMPLEX_FIXUP_YV12
);
2060 idx
= getFmtIdx(WINED3DFMT_NV12
);
2061 gl_info
->formats
[idx
].flags
|= WINED3DFMT_FLAG_HEIGHT_SCALE
;
2062 gl_info
->formats
[idx
].height_scale
.numerator
= 3;
2063 gl_info
->formats
[idx
].height_scale
.denominator
= 2;
2064 gl_info
->formats
[idx
].color_fixup
= create_complex_fixup_desc(COMPLEX_FIXUP_NV12
);
2066 if (gl_info
->supported
[ARB_FRAGMENT_PROGRAM
])
2068 idx
= getFmtIdx(WINED3DFMT_P8_UINT
);
2069 gl_info
->formats
[idx
].color_fixup
= create_complex_fixup_desc(COMPLEX_FIXUP_P8
);
2072 if (gl_info
->supported
[ARB_VERTEX_ARRAY_BGRA
])
2074 idx
= getFmtIdx(WINED3DFMT_B8G8R8A8_UNORM
);
2075 gl_info
->formats
[idx
].gl_vtx_format
= GL_BGRA
;
2078 if (gl_info
->supported
[ARB_HALF_FLOAT_VERTEX
])
2080 /* Do not change the size of the type, it is CPU side. We have to change the GPU-side information though.
2081 * It is the job of the vertex buffer code to make sure that the vbos have the right format */
2082 idx
= getFmtIdx(WINED3DFMT_R16G16_FLOAT
);
2083 gl_info
->formats
[idx
].gl_vtx_type
= GL_HALF_FLOAT
; /* == GL_HALF_FLOAT_NV */
2085 idx
= getFmtIdx(WINED3DFMT_R16G16B16A16_FLOAT
);
2086 gl_info
->formats
[idx
].gl_vtx_type
= GL_HALF_FLOAT
;
2089 if (!gl_info
->supported
[ARB_HALF_FLOAT_PIXEL
])
2091 idx
= getFmtIdx(WINED3DFMT_R16_FLOAT
);
2092 gl_info
->formats
[idx
].flags
&= ~WINED3DFMT_FLAG_TEXTURE
;
2094 idx
= getFmtIdx(WINED3DFMT_R16G16_FLOAT
);
2095 gl_info
->formats
[idx
].flags
&= ~WINED3DFMT_FLAG_TEXTURE
;
2097 idx
= getFmtIdx(WINED3DFMT_R16G16B16A16_FLOAT
);
2098 gl_info
->formats
[idx
].flags
&= ~WINED3DFMT_FLAG_TEXTURE
;
2101 if (gl_info
->quirks
& WINED3D_QUIRK_BROKEN_RGBA16
)
2103 idx
= getFmtIdx(WINED3DFMT_R16G16B16A16_UNORM
);
2104 gl_info
->formats
[idx
].flags
&= ~WINED3DFMT_FLAG_TEXTURE
;
2107 /* ATI instancing hack: Although ATI cards do not support Shader Model
2108 * 3.0, they support instancing. To query if the card supports instancing
2109 * CheckDeviceFormat() with the special format MAKEFOURCC('I','N','S','T')
2110 * is used. Should an application check for this, provide a proper return
2111 * value. We can do instancing with all shader versions, but we need
2114 * Additionally applications have to set the D3DRS_POINTSIZE render state
2115 * to MAKEFOURCC('I','N','S','T') once to enable instancing. Wined3d
2116 * doesn't need that and just ignores it.
2118 * With Shader Model 3.0 capable cards Instancing 'just works' in Windows. */
2119 /* FIXME: This should just check the shader backend caps. */
2120 if (gl_info
->supported
[ARB_VERTEX_PROGRAM
] || gl_info
->supported
[ARB_VERTEX_SHADER
])
2122 idx
= getFmtIdx(WINED3DFMT_INST
);
2123 gl_info
->formats
[idx
].flags
|= WINED3DFMT_FLAG_TEXTURE
;
2126 /* Depth bound test. To query if the card supports it CheckDeviceFormat()
2127 * with the special format MAKEFOURCC('N','V','D','B') is used. It is
2128 * enabled by setting D3DRS_ADAPTIVETESS_X render state to
2129 * MAKEFOURCC('N','V','D','B') and then controlled by setting
2130 * D3DRS_ADAPTIVETESS_Z (zMin) and D3DRS_ADAPTIVETESS_W (zMax) to test
2132 if (gl_info
->supported
[EXT_DEPTH_BOUNDS_TEST
])
2134 idx
= getFmtIdx(WINED3DFMT_NVDB
);
2135 gl_info
->formats
[idx
].flags
|= WINED3DFMT_FLAG_TEXTURE
;
2138 /* RESZ aka AMD DX9-level hack for multisampled depth buffer resolve. You query for RESZ
2139 * support by checking for availability of MAKEFOURCC('R','E','S','Z') surfaces with
2140 * RENDERTARGET usage. */
2141 if (gl_info
->supported
[ARB_FRAMEBUFFER_OBJECT
])
2143 idx
= getFmtIdx(WINED3DFMT_RESZ
);
2144 gl_info
->formats
[idx
].flags
|= WINED3DFMT_FLAG_TEXTURE
| WINED3DFMT_FLAG_RENDERTARGET
;
2147 for (i
= 0; i
< sizeof(formats
) / sizeof(*formats
); ++i
)
2149 struct wined3d_format
*format
= &gl_info
->formats
[i
];
2151 if (!(format
->flags
& WINED3DFMT_FLAG_TEXTURE
))
2154 if (!adapter
->shader_backend
->shader_color_fixup_supported(format
->color_fixup
)
2155 || !adapter
->fragment_pipe
->color_fixup_supported(format
->color_fixup
))
2156 format
->flags
&= ~WINED3DFMT_FLAG_TEXTURE
;
2160 static BOOL
init_format_vertex_info(struct wined3d_gl_info
*gl_info
)
2164 for (i
= 0; i
< (sizeof(format_vertex_info
) / sizeof(*format_vertex_info
)); ++i
)
2166 struct wined3d_format
*format
;
2167 int fmt_idx
= getFmtIdx(format_vertex_info
[i
].id
);
2171 ERR("Format %s (%#x) not found.\n",
2172 debug_d3dformat(format_vertex_info
[i
].id
), format_vertex_info
[i
].id
);
2176 format
= &gl_info
->formats
[fmt_idx
];
2177 format
->emit_idx
= format_vertex_info
[i
].emit_idx
;
2178 format
->component_count
= format_vertex_info
[i
].component_count
;
2179 format
->gl_vtx_type
= format_vertex_info
[i
].gl_vtx_type
;
2180 format
->gl_vtx_format
= format_vertex_info
[i
].gl_vtx_format
;
2181 format
->gl_normalized
= format_vertex_info
[i
].gl_normalized
;
2182 format
->component_size
= format_vertex_info
[i
].component_size
;
2188 BOOL
initPixelFormatsNoGL(struct wined3d_gl_info
*gl_info
)
2190 if (!init_format_base_info(gl_info
)) return FALSE
;
2192 if (!init_format_block_info(gl_info
))
2194 HeapFree(GetProcessHeap(), 0, gl_info
->formats
);
2195 gl_info
->formats
= NULL
;
2202 /* Context activation is done by the caller. */
2203 BOOL
wined3d_adapter_init_format_info(struct wined3d_adapter
*adapter
)
2205 struct wined3d_gl_info
*gl_info
= &adapter
->gl_info
;
2207 if (!init_format_base_info(gl_info
)) return FALSE
;
2209 if (!init_format_block_info(gl_info
)) goto fail
;
2210 if (!init_format_texture_info(adapter
, gl_info
)) goto fail
;
2211 if (!init_format_vertex_info(gl_info
)) goto fail
;
2213 apply_format_fixups(adapter
, gl_info
);
2214 init_format_fbo_compat_info(gl_info
);
2215 init_format_filter_info(gl_info
, adapter
->driver_info
.vendor
);
2220 HeapFree(GetProcessHeap(), 0, gl_info
->formats
);
2221 gl_info
->formats
= NULL
;
2225 const struct wined3d_format
*wined3d_get_format(const struct wined3d_gl_info
*gl_info
,
2226 enum wined3d_format_id format_id
)
2228 int idx
= getFmtIdx(format_id
);
2232 FIXME("Can't find format %s (%#x) in the format lookup table\n",
2233 debug_d3dformat(format_id
), format_id
);
2234 /* Get the caller a valid pointer */
2235 idx
= getFmtIdx(WINED3DFMT_UNKNOWN
);
2238 return &gl_info
->formats
[idx
];
2241 UINT
wined3d_format_calculate_pitch(const struct wined3d_format
*format
, UINT width
)
2243 /* For block based formats, pitch means the amount of bytes to the next
2244 * row of blocks rather than the next row of pixels. */
2245 if (format
->flags
& WINED3DFMT_FLAG_BLOCKS
)
2246 return format
->block_byte_count
* ((width
+ format
->block_width
- 1) / format
->block_width
);
2248 return format
->byte_count
* width
;
2251 UINT
wined3d_format_calculate_size(const struct wined3d_format
*format
, UINT alignment
,
2252 UINT width
, UINT height
, UINT depth
)
2254 UINT pitch
= wined3d_format_calculate_pitch(format
, width
);
2257 if (format
->id
== WINED3DFMT_UNKNOWN
)
2261 else if (format
->flags
& WINED3DFMT_FLAG_BLOCKS
)
2263 UINT row_count
= (height
+ format
->block_height
- 1) / format
->block_height
;
2264 size
= row_count
* ((pitch
+ alignment
- 1) & ~(alignment
- 1));
2268 size
= height
* ((pitch
+ alignment
- 1) & ~(alignment
- 1));
2271 if (format
->flags
& WINED3DFMT_FLAG_HEIGHT_SCALE
)
2273 /* The D3D format requirements make sure that the resulting format is an integer again */
2274 size
*= format
->height_scale
.numerator
;
2275 size
/= format
->height_scale
.denominator
;
2283 /*****************************************************************************
2284 * Trace formatting of useful values
2286 const char *debug_d3dformat(enum wined3d_format_id format_id
)
2290 #define FMT_TO_STR(format_id) case format_id: return #format_id
2291 FMT_TO_STR(WINED3DFMT_UNKNOWN
);
2292 FMT_TO_STR(WINED3DFMT_B8G8R8_UNORM
);
2293 FMT_TO_STR(WINED3DFMT_B5G5R5X1_UNORM
);
2294 FMT_TO_STR(WINED3DFMT_B4G4R4A4_UNORM
);
2295 FMT_TO_STR(WINED3DFMT_B2G3R3_UNORM
);
2296 FMT_TO_STR(WINED3DFMT_B2G3R3A8_UNORM
);
2297 FMT_TO_STR(WINED3DFMT_B4G4R4X4_UNORM
);
2298 FMT_TO_STR(WINED3DFMT_R8G8B8X8_UNORM
);
2299 FMT_TO_STR(WINED3DFMT_B10G10R10A2_UNORM
);
2300 FMT_TO_STR(WINED3DFMT_P8_UINT_A8_UNORM
);
2301 FMT_TO_STR(WINED3DFMT_P8_UINT
);
2302 FMT_TO_STR(WINED3DFMT_L8_UNORM
);
2303 FMT_TO_STR(WINED3DFMT_L8A8_UNORM
);
2304 FMT_TO_STR(WINED3DFMT_L4A4_UNORM
);
2305 FMT_TO_STR(WINED3DFMT_R5G5_SNORM_L6_UNORM
);
2306 FMT_TO_STR(WINED3DFMT_R8G8_SNORM_L8X8_UNORM
);
2307 FMT_TO_STR(WINED3DFMT_R10G11B11_SNORM
);
2308 FMT_TO_STR(WINED3DFMT_R10G10B10_SNORM_A2_UNORM
);
2309 FMT_TO_STR(WINED3DFMT_UYVY
);
2310 FMT_TO_STR(WINED3DFMT_YUY2
);
2311 FMT_TO_STR(WINED3DFMT_YV12
);
2312 FMT_TO_STR(WINED3DFMT_NV12
);
2313 FMT_TO_STR(WINED3DFMT_DXT1
);
2314 FMT_TO_STR(WINED3DFMT_DXT2
);
2315 FMT_TO_STR(WINED3DFMT_DXT3
);
2316 FMT_TO_STR(WINED3DFMT_DXT4
);
2317 FMT_TO_STR(WINED3DFMT_DXT5
);
2318 FMT_TO_STR(WINED3DFMT_MULTI2_ARGB8
);
2319 FMT_TO_STR(WINED3DFMT_G8R8_G8B8
);
2320 FMT_TO_STR(WINED3DFMT_R8G8_B8G8
);
2321 FMT_TO_STR(WINED3DFMT_D16_LOCKABLE
);
2322 FMT_TO_STR(WINED3DFMT_D32_UNORM
);
2323 FMT_TO_STR(WINED3DFMT_S1_UINT_D15_UNORM
);
2324 FMT_TO_STR(WINED3DFMT_X8D24_UNORM
);
2325 FMT_TO_STR(WINED3DFMT_S4X4_UINT_D24_UNORM
);
2326 FMT_TO_STR(WINED3DFMT_L16_UNORM
);
2327 FMT_TO_STR(WINED3DFMT_S8_UINT_D24_FLOAT
);
2328 FMT_TO_STR(WINED3DFMT_VERTEXDATA
);
2329 FMT_TO_STR(WINED3DFMT_R8G8_SNORM_Cx
);
2330 FMT_TO_STR(WINED3DFMT_ATI1N
);
2331 FMT_TO_STR(WINED3DFMT_ATI2N
);
2332 FMT_TO_STR(WINED3DFMT_NVDB
);
2333 FMT_TO_STR(WINED3DFMT_NVHU
);
2334 FMT_TO_STR(WINED3DFMT_NVHS
);
2335 FMT_TO_STR(WINED3DFMT_R32G32B32A32_TYPELESS
);
2336 FMT_TO_STR(WINED3DFMT_R32G32B32A32_FLOAT
);
2337 FMT_TO_STR(WINED3DFMT_R32G32B32A32_UINT
);
2338 FMT_TO_STR(WINED3DFMT_R32G32B32A32_SINT
);
2339 FMT_TO_STR(WINED3DFMT_R32G32B32_TYPELESS
);
2340 FMT_TO_STR(WINED3DFMT_R32G32B32_FLOAT
);
2341 FMT_TO_STR(WINED3DFMT_R32G32B32_UINT
);
2342 FMT_TO_STR(WINED3DFMT_R32G32B32_SINT
);
2343 FMT_TO_STR(WINED3DFMT_R16G16B16A16_TYPELESS
);
2344 FMT_TO_STR(WINED3DFMT_R16G16B16A16_FLOAT
);
2345 FMT_TO_STR(WINED3DFMT_R16G16B16A16_UNORM
);
2346 FMT_TO_STR(WINED3DFMT_R16G16B16A16_UINT
);
2347 FMT_TO_STR(WINED3DFMT_R16G16B16A16_SNORM
);
2348 FMT_TO_STR(WINED3DFMT_R16G16B16A16_SINT
);
2349 FMT_TO_STR(WINED3DFMT_R32G32_TYPELESS
);
2350 FMT_TO_STR(WINED3DFMT_R32G32_FLOAT
);
2351 FMT_TO_STR(WINED3DFMT_R32G32_UINT
);
2352 FMT_TO_STR(WINED3DFMT_R32G32_SINT
);
2353 FMT_TO_STR(WINED3DFMT_R32G8X24_TYPELESS
);
2354 FMT_TO_STR(WINED3DFMT_D32_FLOAT_S8X24_UINT
);
2355 FMT_TO_STR(WINED3DFMT_R32_FLOAT_X8X24_TYPELESS
);
2356 FMT_TO_STR(WINED3DFMT_X32_TYPELESS_G8X24_UINT
);
2357 FMT_TO_STR(WINED3DFMT_R10G10B10A2_TYPELESS
);
2358 FMT_TO_STR(WINED3DFMT_R10G10B10A2_UNORM
);
2359 FMT_TO_STR(WINED3DFMT_R10G10B10A2_UINT
);
2360 FMT_TO_STR(WINED3DFMT_R10G10B10A2_SNORM
);
2361 FMT_TO_STR(WINED3DFMT_R11G11B10_FLOAT
);
2362 FMT_TO_STR(WINED3DFMT_R8G8B8A8_TYPELESS
);
2363 FMT_TO_STR(WINED3DFMT_R8G8B8A8_UNORM
);
2364 FMT_TO_STR(WINED3DFMT_R8G8B8A8_UNORM_SRGB
);
2365 FMT_TO_STR(WINED3DFMT_R8G8B8A8_UINT
);
2366 FMT_TO_STR(WINED3DFMT_R8G8B8A8_SNORM
);
2367 FMT_TO_STR(WINED3DFMT_R8G8B8A8_SINT
);
2368 FMT_TO_STR(WINED3DFMT_R16G16_TYPELESS
);
2369 FMT_TO_STR(WINED3DFMT_R16G16_FLOAT
);
2370 FMT_TO_STR(WINED3DFMT_R16G16_UNORM
);
2371 FMT_TO_STR(WINED3DFMT_R16G16_UINT
);
2372 FMT_TO_STR(WINED3DFMT_R16G16_SNORM
);
2373 FMT_TO_STR(WINED3DFMT_R16G16_SINT
);
2374 FMT_TO_STR(WINED3DFMT_R32_TYPELESS
);
2375 FMT_TO_STR(WINED3DFMT_D32_FLOAT
);
2376 FMT_TO_STR(WINED3DFMT_R32_FLOAT
);
2377 FMT_TO_STR(WINED3DFMT_R32_UINT
);
2378 FMT_TO_STR(WINED3DFMT_R32_SINT
);
2379 FMT_TO_STR(WINED3DFMT_R24G8_TYPELESS
);
2380 FMT_TO_STR(WINED3DFMT_D24_UNORM_S8_UINT
);
2381 FMT_TO_STR(WINED3DFMT_R24_UNORM_X8_TYPELESS
);
2382 FMT_TO_STR(WINED3DFMT_X24_TYPELESS_G8_UINT
);
2383 FMT_TO_STR(WINED3DFMT_R8G8_TYPELESS
);
2384 FMT_TO_STR(WINED3DFMT_R8G8_UNORM
);
2385 FMT_TO_STR(WINED3DFMT_R8G8_UINT
);
2386 FMT_TO_STR(WINED3DFMT_R8G8_SNORM
);
2387 FMT_TO_STR(WINED3DFMT_R8G8_SINT
);
2388 FMT_TO_STR(WINED3DFMT_R16_TYPELESS
);
2389 FMT_TO_STR(WINED3DFMT_R16_FLOAT
);
2390 FMT_TO_STR(WINED3DFMT_D16_UNORM
);
2391 FMT_TO_STR(WINED3DFMT_R16_UNORM
);
2392 FMT_TO_STR(WINED3DFMT_R16_UINT
);
2393 FMT_TO_STR(WINED3DFMT_R16_SNORM
);
2394 FMT_TO_STR(WINED3DFMT_R16_SINT
);
2395 FMT_TO_STR(WINED3DFMT_R8_TYPELESS
);
2396 FMT_TO_STR(WINED3DFMT_R8_UNORM
);
2397 FMT_TO_STR(WINED3DFMT_R8_UINT
);
2398 FMT_TO_STR(WINED3DFMT_R8_SNORM
);
2399 FMT_TO_STR(WINED3DFMT_R8_SINT
);
2400 FMT_TO_STR(WINED3DFMT_A8_UNORM
);
2401 FMT_TO_STR(WINED3DFMT_R1_UNORM
);
2402 FMT_TO_STR(WINED3DFMT_R9G9B9E5_SHAREDEXP
);
2403 FMT_TO_STR(WINED3DFMT_R8G8_B8G8_UNORM
);
2404 FMT_TO_STR(WINED3DFMT_G8R8_G8B8_UNORM
);
2405 FMT_TO_STR(WINED3DFMT_BC1_TYPELESS
);
2406 FMT_TO_STR(WINED3DFMT_BC1_UNORM
);
2407 FMT_TO_STR(WINED3DFMT_BC1_UNORM_SRGB
);
2408 FMT_TO_STR(WINED3DFMT_BC2_TYPELESS
);
2409 FMT_TO_STR(WINED3DFMT_BC2_UNORM
);
2410 FMT_TO_STR(WINED3DFMT_BC2_UNORM_SRGB
);
2411 FMT_TO_STR(WINED3DFMT_BC3_TYPELESS
);
2412 FMT_TO_STR(WINED3DFMT_BC3_UNORM
);
2413 FMT_TO_STR(WINED3DFMT_BC3_UNORM_SRGB
);
2414 FMT_TO_STR(WINED3DFMT_BC4_TYPELESS
);
2415 FMT_TO_STR(WINED3DFMT_BC4_UNORM
);
2416 FMT_TO_STR(WINED3DFMT_BC4_SNORM
);
2417 FMT_TO_STR(WINED3DFMT_BC5_TYPELESS
);
2418 FMT_TO_STR(WINED3DFMT_BC5_UNORM
);
2419 FMT_TO_STR(WINED3DFMT_BC5_SNORM
);
2420 FMT_TO_STR(WINED3DFMT_B5G6R5_UNORM
);
2421 FMT_TO_STR(WINED3DFMT_B5G5R5A1_UNORM
);
2422 FMT_TO_STR(WINED3DFMT_B8G8R8A8_UNORM
);
2423 FMT_TO_STR(WINED3DFMT_B8G8R8X8_UNORM
);
2424 FMT_TO_STR(WINED3DFMT_INTZ
);
2425 FMT_TO_STR(WINED3DFMT_RESZ
);
2426 FMT_TO_STR(WINED3DFMT_NULL
);
2427 FMT_TO_STR(WINED3DFMT_R16
);
2428 FMT_TO_STR(WINED3DFMT_AL16
);
2433 fourcc
[0] = (char)(format_id
);
2434 fourcc
[1] = (char)(format_id
>> 8);
2435 fourcc
[2] = (char)(format_id
>> 16);
2436 fourcc
[3] = (char)(format_id
>> 24);
2438 if (isprint(fourcc
[0]) && isprint(fourcc
[1]) && isprint(fourcc
[2]) && isprint(fourcc
[3]))
2439 FIXME("Unrecognized %#x (as fourcc: %s) WINED3DFORMAT!\n", format_id
, fourcc
);
2441 FIXME("Unrecognized %#x WINED3DFORMAT!\n", format_id
);
2443 return "unrecognized";
2447 const char *debug_d3ddevicetype(enum wined3d_device_type device_type
)
2449 switch (device_type
)
2451 #define DEVTYPE_TO_STR(dev) case dev: return #dev
2452 DEVTYPE_TO_STR(WINED3D_DEVICE_TYPE_HAL
);
2453 DEVTYPE_TO_STR(WINED3D_DEVICE_TYPE_REF
);
2454 DEVTYPE_TO_STR(WINED3D_DEVICE_TYPE_SW
);
2455 #undef DEVTYPE_TO_STR
2457 FIXME("Unrecognized device type %#x.\n", device_type
);
2458 return "unrecognized";
2462 const char *debug_d3dusage(DWORD usage
)
2467 #define WINED3DUSAGE_TO_STR(u) if (usage & u) { strcat(buf, " | "#u); usage &= ~u; }
2468 WINED3DUSAGE_TO_STR(WINED3DUSAGE_RENDERTARGET
);
2469 WINED3DUSAGE_TO_STR(WINED3DUSAGE_DEPTHSTENCIL
);
2470 WINED3DUSAGE_TO_STR(WINED3DUSAGE_WRITEONLY
);
2471 WINED3DUSAGE_TO_STR(WINED3DUSAGE_SOFTWAREPROCESSING
);
2472 WINED3DUSAGE_TO_STR(WINED3DUSAGE_DONOTCLIP
);
2473 WINED3DUSAGE_TO_STR(WINED3DUSAGE_POINTS
);
2474 WINED3DUSAGE_TO_STR(WINED3DUSAGE_RTPATCHES
);
2475 WINED3DUSAGE_TO_STR(WINED3DUSAGE_NPATCHES
);
2476 WINED3DUSAGE_TO_STR(WINED3DUSAGE_DYNAMIC
);
2477 WINED3DUSAGE_TO_STR(WINED3DUSAGE_AUTOGENMIPMAP
);
2478 WINED3DUSAGE_TO_STR(WINED3DUSAGE_DMAP
);
2479 WINED3DUSAGE_TO_STR(WINED3DUSAGE_STATICDECL
);
2480 WINED3DUSAGE_TO_STR(WINED3DUSAGE_OVERLAY
);
2481 #undef WINED3DUSAGE_TO_STR
2482 if (usage
) FIXME("Unrecognized usage flag(s) %#x\n", usage
);
2484 return buf
[0] ? wine_dbg_sprintf("%s", &buf
[3]) : "0";
2487 const char *debug_d3dusagequery(DWORD usagequery
)
2492 #define WINED3DUSAGEQUERY_TO_STR(u) if (usagequery & u) { strcat(buf, " | "#u); usagequery &= ~u; }
2493 WINED3DUSAGEQUERY_TO_STR(WINED3DUSAGE_QUERY_FILTER
);
2494 WINED3DUSAGEQUERY_TO_STR(WINED3DUSAGE_QUERY_LEGACYBUMPMAP
);
2495 WINED3DUSAGEQUERY_TO_STR(WINED3DUSAGE_QUERY_POSTPIXELSHADER_BLENDING
);
2496 WINED3DUSAGEQUERY_TO_STR(WINED3DUSAGE_QUERY_SRGBREAD
);
2497 WINED3DUSAGEQUERY_TO_STR(WINED3DUSAGE_QUERY_SRGBWRITE
);
2498 WINED3DUSAGEQUERY_TO_STR(WINED3DUSAGE_QUERY_VERTEXTEXTURE
);
2499 WINED3DUSAGEQUERY_TO_STR(WINED3DUSAGE_QUERY_WRAPANDMIP
);
2500 #undef WINED3DUSAGEQUERY_TO_STR
2501 if (usagequery
) FIXME("Unrecognized usage query flag(s) %#x\n", usagequery
);
2503 return buf
[0] ? wine_dbg_sprintf("%s", &buf
[3]) : "0";
2506 const char *debug_d3ddeclmethod(enum wined3d_decl_method method
)
2510 #define WINED3DDECLMETHOD_TO_STR(u) case u: return #u
2511 WINED3DDECLMETHOD_TO_STR(WINED3D_DECL_METHOD_DEFAULT
);
2512 WINED3DDECLMETHOD_TO_STR(WINED3D_DECL_METHOD_PARTIAL_U
);
2513 WINED3DDECLMETHOD_TO_STR(WINED3D_DECL_METHOD_PARTIAL_V
);
2514 WINED3DDECLMETHOD_TO_STR(WINED3D_DECL_METHOD_CROSS_UV
);
2515 WINED3DDECLMETHOD_TO_STR(WINED3D_DECL_METHOD_UV
);
2516 WINED3DDECLMETHOD_TO_STR(WINED3D_DECL_METHOD_LOOKUP
);
2517 WINED3DDECLMETHOD_TO_STR(WINED3D_DECL_METHOD_LOOKUP_PRESAMPLED
);
2518 #undef WINED3DDECLMETHOD_TO_STR
2520 FIXME("Unrecognized declaration method %#x.\n", method
);
2521 return "unrecognized";
2525 const char *debug_d3ddeclusage(enum wined3d_decl_usage usage
)
2529 #define WINED3DDECLUSAGE_TO_STR(u) case u: return #u
2530 WINED3DDECLUSAGE_TO_STR(WINED3D_DECL_USAGE_POSITION
);
2531 WINED3DDECLUSAGE_TO_STR(WINED3D_DECL_USAGE_BLEND_WEIGHT
);
2532 WINED3DDECLUSAGE_TO_STR(WINED3D_DECL_USAGE_BLEND_INDICES
);
2533 WINED3DDECLUSAGE_TO_STR(WINED3D_DECL_USAGE_NORMAL
);
2534 WINED3DDECLUSAGE_TO_STR(WINED3D_DECL_USAGE_PSIZE
);
2535 WINED3DDECLUSAGE_TO_STR(WINED3D_DECL_USAGE_TEXCOORD
);
2536 WINED3DDECLUSAGE_TO_STR(WINED3D_DECL_USAGE_TANGENT
);
2537 WINED3DDECLUSAGE_TO_STR(WINED3D_DECL_USAGE_BINORMAL
);
2538 WINED3DDECLUSAGE_TO_STR(WINED3D_DECL_USAGE_TESS_FACTOR
);
2539 WINED3DDECLUSAGE_TO_STR(WINED3D_DECL_USAGE_POSITIONT
);
2540 WINED3DDECLUSAGE_TO_STR(WINED3D_DECL_USAGE_COLOR
);
2541 WINED3DDECLUSAGE_TO_STR(WINED3D_DECL_USAGE_FOG
);
2542 WINED3DDECLUSAGE_TO_STR(WINED3D_DECL_USAGE_DEPTH
);
2543 WINED3DDECLUSAGE_TO_STR(WINED3D_DECL_USAGE_SAMPLE
);
2544 #undef WINED3DDECLUSAGE_TO_STR
2546 FIXME("Unrecognized %u declaration usage!\n", usage
);
2547 return "unrecognized";
2551 const char *debug_d3dresourcetype(enum wined3d_resource_type resource_type
)
2553 switch (resource_type
)
2555 #define RES_TO_STR(res) case res: return #res
2556 RES_TO_STR(WINED3D_RTYPE_SURFACE
);
2557 RES_TO_STR(WINED3D_RTYPE_VOLUME
);
2558 RES_TO_STR(WINED3D_RTYPE_TEXTURE
);
2559 RES_TO_STR(WINED3D_RTYPE_VOLUME_TEXTURE
);
2560 RES_TO_STR(WINED3D_RTYPE_CUBE_TEXTURE
);
2561 RES_TO_STR(WINED3D_RTYPE_BUFFER
);
2564 FIXME("Unrecognized resource type %#x.\n", resource_type
);
2565 return "unrecognized";
2569 const char *debug_d3dprimitivetype(enum wined3d_primitive_type primitive_type
)
2571 switch (primitive_type
)
2573 #define PRIM_TO_STR(prim) case prim: return #prim
2574 PRIM_TO_STR(WINED3D_PT_UNDEFINED
);
2575 PRIM_TO_STR(WINED3D_PT_POINTLIST
);
2576 PRIM_TO_STR(WINED3D_PT_LINELIST
);
2577 PRIM_TO_STR(WINED3D_PT_LINESTRIP
);
2578 PRIM_TO_STR(WINED3D_PT_TRIANGLELIST
);
2579 PRIM_TO_STR(WINED3D_PT_TRIANGLESTRIP
);
2580 PRIM_TO_STR(WINED3D_PT_TRIANGLEFAN
);
2581 PRIM_TO_STR(WINED3D_PT_LINELIST_ADJ
);
2582 PRIM_TO_STR(WINED3D_PT_LINESTRIP_ADJ
);
2583 PRIM_TO_STR(WINED3D_PT_TRIANGLELIST_ADJ
);
2584 PRIM_TO_STR(WINED3D_PT_TRIANGLESTRIP_ADJ
);
2587 FIXME("Unrecognized %u primitive type!\n", primitive_type
);
2588 return "unrecognized";
2592 const char *debug_d3drenderstate(enum wined3d_render_state state
)
2596 #define D3DSTATE_TO_STR(u) case u: return #u
2597 D3DSTATE_TO_STR(WINED3D_RS_ANTIALIAS
);
2598 D3DSTATE_TO_STR(WINED3D_RS_TEXTUREPERSPECTIVE
);
2599 D3DSTATE_TO_STR(WINED3D_RS_WRAPU
);
2600 D3DSTATE_TO_STR(WINED3D_RS_WRAPV
);
2601 D3DSTATE_TO_STR(WINED3D_RS_ZENABLE
);
2602 D3DSTATE_TO_STR(WINED3D_RS_FILLMODE
);
2603 D3DSTATE_TO_STR(WINED3D_RS_SHADEMODE
);
2604 D3DSTATE_TO_STR(WINED3D_RS_LINEPATTERN
);
2605 D3DSTATE_TO_STR(WINED3D_RS_MONOENABLE
);
2606 D3DSTATE_TO_STR(WINED3D_RS_ROP2
);
2607 D3DSTATE_TO_STR(WINED3D_RS_PLANEMASK
);
2608 D3DSTATE_TO_STR(WINED3D_RS_ZWRITEENABLE
);
2609 D3DSTATE_TO_STR(WINED3D_RS_ALPHATESTENABLE
);
2610 D3DSTATE_TO_STR(WINED3D_RS_LASTPIXEL
);
2611 D3DSTATE_TO_STR(WINED3D_RS_SRCBLEND
);
2612 D3DSTATE_TO_STR(WINED3D_RS_DESTBLEND
);
2613 D3DSTATE_TO_STR(WINED3D_RS_CULLMODE
);
2614 D3DSTATE_TO_STR(WINED3D_RS_ZFUNC
);
2615 D3DSTATE_TO_STR(WINED3D_RS_ALPHAREF
);
2616 D3DSTATE_TO_STR(WINED3D_RS_ALPHAFUNC
);
2617 D3DSTATE_TO_STR(WINED3D_RS_DITHERENABLE
);
2618 D3DSTATE_TO_STR(WINED3D_RS_ALPHABLENDENABLE
);
2619 D3DSTATE_TO_STR(WINED3D_RS_FOGENABLE
);
2620 D3DSTATE_TO_STR(WINED3D_RS_SPECULARENABLE
);
2621 D3DSTATE_TO_STR(WINED3D_RS_ZVISIBLE
);
2622 D3DSTATE_TO_STR(WINED3D_RS_SUBPIXEL
);
2623 D3DSTATE_TO_STR(WINED3D_RS_SUBPIXELX
);
2624 D3DSTATE_TO_STR(WINED3D_RS_STIPPLEDALPHA
);
2625 D3DSTATE_TO_STR(WINED3D_RS_FOGCOLOR
);
2626 D3DSTATE_TO_STR(WINED3D_RS_FOGTABLEMODE
);
2627 D3DSTATE_TO_STR(WINED3D_RS_FOGSTART
);
2628 D3DSTATE_TO_STR(WINED3D_RS_FOGEND
);
2629 D3DSTATE_TO_STR(WINED3D_RS_FOGDENSITY
);
2630 D3DSTATE_TO_STR(WINED3D_RS_STIPPLEENABLE
);
2631 D3DSTATE_TO_STR(WINED3D_RS_EDGEANTIALIAS
);
2632 D3DSTATE_TO_STR(WINED3D_RS_COLORKEYENABLE
);
2633 D3DSTATE_TO_STR(WINED3D_RS_MIPMAPLODBIAS
);
2634 D3DSTATE_TO_STR(WINED3D_RS_RANGEFOGENABLE
);
2635 D3DSTATE_TO_STR(WINED3D_RS_ANISOTROPY
);
2636 D3DSTATE_TO_STR(WINED3D_RS_FLUSHBATCH
);
2637 D3DSTATE_TO_STR(WINED3D_RS_TRANSLUCENTSORTINDEPENDENT
);
2638 D3DSTATE_TO_STR(WINED3D_RS_STENCILENABLE
);
2639 D3DSTATE_TO_STR(WINED3D_RS_STENCILFAIL
);
2640 D3DSTATE_TO_STR(WINED3D_RS_STENCILZFAIL
);
2641 D3DSTATE_TO_STR(WINED3D_RS_STENCILPASS
);
2642 D3DSTATE_TO_STR(WINED3D_RS_STENCILFUNC
);
2643 D3DSTATE_TO_STR(WINED3D_RS_STENCILREF
);
2644 D3DSTATE_TO_STR(WINED3D_RS_STENCILMASK
);
2645 D3DSTATE_TO_STR(WINED3D_RS_STENCILWRITEMASK
);
2646 D3DSTATE_TO_STR(WINED3D_RS_TEXTUREFACTOR
);
2647 D3DSTATE_TO_STR(WINED3D_RS_WRAP0
);
2648 D3DSTATE_TO_STR(WINED3D_RS_WRAP1
);
2649 D3DSTATE_TO_STR(WINED3D_RS_WRAP2
);
2650 D3DSTATE_TO_STR(WINED3D_RS_WRAP3
);
2651 D3DSTATE_TO_STR(WINED3D_RS_WRAP4
);
2652 D3DSTATE_TO_STR(WINED3D_RS_WRAP5
);
2653 D3DSTATE_TO_STR(WINED3D_RS_WRAP6
);
2654 D3DSTATE_TO_STR(WINED3D_RS_WRAP7
);
2655 D3DSTATE_TO_STR(WINED3D_RS_CLIPPING
);
2656 D3DSTATE_TO_STR(WINED3D_RS_LIGHTING
);
2657 D3DSTATE_TO_STR(WINED3D_RS_EXTENTS
);
2658 D3DSTATE_TO_STR(WINED3D_RS_AMBIENT
);
2659 D3DSTATE_TO_STR(WINED3D_RS_FOGVERTEXMODE
);
2660 D3DSTATE_TO_STR(WINED3D_RS_COLORVERTEX
);
2661 D3DSTATE_TO_STR(WINED3D_RS_LOCALVIEWER
);
2662 D3DSTATE_TO_STR(WINED3D_RS_NORMALIZENORMALS
);
2663 D3DSTATE_TO_STR(WINED3D_RS_COLORKEYBLENDENABLE
);
2664 D3DSTATE_TO_STR(WINED3D_RS_DIFFUSEMATERIALSOURCE
);
2665 D3DSTATE_TO_STR(WINED3D_RS_SPECULARMATERIALSOURCE
);
2666 D3DSTATE_TO_STR(WINED3D_RS_AMBIENTMATERIALSOURCE
);
2667 D3DSTATE_TO_STR(WINED3D_RS_EMISSIVEMATERIALSOURCE
);
2668 D3DSTATE_TO_STR(WINED3D_RS_VERTEXBLEND
);
2669 D3DSTATE_TO_STR(WINED3D_RS_CLIPPLANEENABLE
);
2670 D3DSTATE_TO_STR(WINED3D_RS_SOFTWAREVERTEXPROCESSING
);
2671 D3DSTATE_TO_STR(WINED3D_RS_POINTSIZE
);
2672 D3DSTATE_TO_STR(WINED3D_RS_POINTSIZE_MIN
);
2673 D3DSTATE_TO_STR(WINED3D_RS_POINTSPRITEENABLE
);
2674 D3DSTATE_TO_STR(WINED3D_RS_POINTSCALEENABLE
);
2675 D3DSTATE_TO_STR(WINED3D_RS_POINTSCALE_A
);
2676 D3DSTATE_TO_STR(WINED3D_RS_POINTSCALE_B
);
2677 D3DSTATE_TO_STR(WINED3D_RS_POINTSCALE_C
);
2678 D3DSTATE_TO_STR(WINED3D_RS_MULTISAMPLEANTIALIAS
);
2679 D3DSTATE_TO_STR(WINED3D_RS_MULTISAMPLEMASK
);
2680 D3DSTATE_TO_STR(WINED3D_RS_PATCHEDGESTYLE
);
2681 D3DSTATE_TO_STR(WINED3D_RS_PATCHSEGMENTS
);
2682 D3DSTATE_TO_STR(WINED3D_RS_DEBUGMONITORTOKEN
);
2683 D3DSTATE_TO_STR(WINED3D_RS_POINTSIZE_MAX
);
2684 D3DSTATE_TO_STR(WINED3D_RS_INDEXEDVERTEXBLENDENABLE
);
2685 D3DSTATE_TO_STR(WINED3D_RS_COLORWRITEENABLE
);
2686 D3DSTATE_TO_STR(WINED3D_RS_TWEENFACTOR
);
2687 D3DSTATE_TO_STR(WINED3D_RS_BLENDOP
);
2688 D3DSTATE_TO_STR(WINED3D_RS_POSITIONDEGREE
);
2689 D3DSTATE_TO_STR(WINED3D_RS_NORMALDEGREE
);
2690 D3DSTATE_TO_STR(WINED3D_RS_SCISSORTESTENABLE
);
2691 D3DSTATE_TO_STR(WINED3D_RS_SLOPESCALEDEPTHBIAS
);
2692 D3DSTATE_TO_STR(WINED3D_RS_ANTIALIASEDLINEENABLE
);
2693 D3DSTATE_TO_STR(WINED3D_RS_MINTESSELLATIONLEVEL
);
2694 D3DSTATE_TO_STR(WINED3D_RS_MAXTESSELLATIONLEVEL
);
2695 D3DSTATE_TO_STR(WINED3D_RS_ADAPTIVETESS_X
);
2696 D3DSTATE_TO_STR(WINED3D_RS_ADAPTIVETESS_Y
);
2697 D3DSTATE_TO_STR(WINED3D_RS_ADAPTIVETESS_Z
);
2698 D3DSTATE_TO_STR(WINED3D_RS_ADAPTIVETESS_W
);
2699 D3DSTATE_TO_STR(WINED3D_RS_ENABLEADAPTIVETESSELLATION
);
2700 D3DSTATE_TO_STR(WINED3D_RS_TWOSIDEDSTENCILMODE
);
2701 D3DSTATE_TO_STR(WINED3D_RS_CCW_STENCILFAIL
);
2702 D3DSTATE_TO_STR(WINED3D_RS_CCW_STENCILZFAIL
);
2703 D3DSTATE_TO_STR(WINED3D_RS_CCW_STENCILPASS
);
2704 D3DSTATE_TO_STR(WINED3D_RS_CCW_STENCILFUNC
);
2705 D3DSTATE_TO_STR(WINED3D_RS_COLORWRITEENABLE1
);
2706 D3DSTATE_TO_STR(WINED3D_RS_COLORWRITEENABLE2
);
2707 D3DSTATE_TO_STR(WINED3D_RS_COLORWRITEENABLE3
);
2708 D3DSTATE_TO_STR(WINED3D_RS_BLENDFACTOR
);
2709 D3DSTATE_TO_STR(WINED3D_RS_SRGBWRITEENABLE
);
2710 D3DSTATE_TO_STR(WINED3D_RS_DEPTHBIAS
);
2711 D3DSTATE_TO_STR(WINED3D_RS_WRAP8
);
2712 D3DSTATE_TO_STR(WINED3D_RS_WRAP9
);
2713 D3DSTATE_TO_STR(WINED3D_RS_WRAP10
);
2714 D3DSTATE_TO_STR(WINED3D_RS_WRAP11
);
2715 D3DSTATE_TO_STR(WINED3D_RS_WRAP12
);
2716 D3DSTATE_TO_STR(WINED3D_RS_WRAP13
);
2717 D3DSTATE_TO_STR(WINED3D_RS_WRAP14
);
2718 D3DSTATE_TO_STR(WINED3D_RS_WRAP15
);
2719 D3DSTATE_TO_STR(WINED3D_RS_SEPARATEALPHABLENDENABLE
);
2720 D3DSTATE_TO_STR(WINED3D_RS_SRCBLENDALPHA
);
2721 D3DSTATE_TO_STR(WINED3D_RS_DESTBLENDALPHA
);
2722 D3DSTATE_TO_STR(WINED3D_RS_BLENDOPALPHA
);
2723 #undef D3DSTATE_TO_STR
2725 FIXME("Unrecognized %u render state!\n", state
);
2726 return "unrecognized";
2730 const char *debug_d3dsamplerstate(enum wined3d_sampler_state state
)
2734 #define D3DSTATE_TO_STR(u) case u: return #u
2735 D3DSTATE_TO_STR(WINED3D_SAMP_BORDER_COLOR
);
2736 D3DSTATE_TO_STR(WINED3D_SAMP_ADDRESS_U
);
2737 D3DSTATE_TO_STR(WINED3D_SAMP_ADDRESS_V
);
2738 D3DSTATE_TO_STR(WINED3D_SAMP_ADDRESS_W
);
2739 D3DSTATE_TO_STR(WINED3D_SAMP_MAG_FILTER
);
2740 D3DSTATE_TO_STR(WINED3D_SAMP_MIN_FILTER
);
2741 D3DSTATE_TO_STR(WINED3D_SAMP_MIP_FILTER
);
2742 D3DSTATE_TO_STR(WINED3D_SAMP_MIPMAP_LOD_BIAS
);
2743 D3DSTATE_TO_STR(WINED3D_SAMP_MAX_MIP_LEVEL
);
2744 D3DSTATE_TO_STR(WINED3D_SAMP_MAX_ANISOTROPY
);
2745 D3DSTATE_TO_STR(WINED3D_SAMP_SRGB_TEXTURE
);
2746 D3DSTATE_TO_STR(WINED3D_SAMP_ELEMENT_INDEX
);
2747 D3DSTATE_TO_STR(WINED3D_SAMP_DMAP_OFFSET
);
2748 #undef D3DSTATE_TO_STR
2750 FIXME("Unrecognized %u sampler state!\n", state
);
2751 return "unrecognized";
2755 const char *debug_d3dtexturefiltertype(enum wined3d_texture_filter_type filter_type
)
2757 switch (filter_type
)
2759 #define D3DTEXTUREFILTERTYPE_TO_STR(u) case u: return #u
2760 D3DTEXTUREFILTERTYPE_TO_STR(WINED3D_TEXF_NONE
);
2761 D3DTEXTUREFILTERTYPE_TO_STR(WINED3D_TEXF_POINT
);
2762 D3DTEXTUREFILTERTYPE_TO_STR(WINED3D_TEXF_LINEAR
);
2763 D3DTEXTUREFILTERTYPE_TO_STR(WINED3D_TEXF_ANISOTROPIC
);
2764 D3DTEXTUREFILTERTYPE_TO_STR(WINED3D_TEXF_FLAT_CUBIC
);
2765 D3DTEXTUREFILTERTYPE_TO_STR(WINED3D_TEXF_GAUSSIAN_CUBIC
);
2766 D3DTEXTUREFILTERTYPE_TO_STR(WINED3D_TEXF_PYRAMIDAL_QUAD
);
2767 D3DTEXTUREFILTERTYPE_TO_STR(WINED3D_TEXF_GAUSSIAN_QUAD
);
2768 #undef D3DTEXTUREFILTERTYPE_TO_STR
2770 FIXME("Unrecognied texture filter type 0x%08x.\n", filter_type
);
2771 return "unrecognized";
2775 const char *debug_d3dtexturestate(enum wined3d_texture_stage_state state
)
2779 #define D3DSTATE_TO_STR(u) case u: return #u
2780 D3DSTATE_TO_STR(WINED3D_TSS_COLOR_OP
);
2781 D3DSTATE_TO_STR(WINED3D_TSS_COLOR_ARG1
);
2782 D3DSTATE_TO_STR(WINED3D_TSS_COLOR_ARG2
);
2783 D3DSTATE_TO_STR(WINED3D_TSS_ALPHA_OP
);
2784 D3DSTATE_TO_STR(WINED3D_TSS_ALPHA_ARG1
);
2785 D3DSTATE_TO_STR(WINED3D_TSS_ALPHA_ARG2
);
2786 D3DSTATE_TO_STR(WINED3D_TSS_BUMPENV_MAT00
);
2787 D3DSTATE_TO_STR(WINED3D_TSS_BUMPENV_MAT01
);
2788 D3DSTATE_TO_STR(WINED3D_TSS_BUMPENV_MAT10
);
2789 D3DSTATE_TO_STR(WINED3D_TSS_BUMPENV_MAT11
);
2790 D3DSTATE_TO_STR(WINED3D_TSS_TEXCOORD_INDEX
);
2791 D3DSTATE_TO_STR(WINED3D_TSS_BUMPENV_LSCALE
);
2792 D3DSTATE_TO_STR(WINED3D_TSS_BUMPENV_LOFFSET
);
2793 D3DSTATE_TO_STR(WINED3D_TSS_TEXTURE_TRANSFORM_FLAGS
);
2794 D3DSTATE_TO_STR(WINED3D_TSS_COLOR_ARG0
);
2795 D3DSTATE_TO_STR(WINED3D_TSS_ALPHA_ARG0
);
2796 D3DSTATE_TO_STR(WINED3D_TSS_RESULT_ARG
);
2797 D3DSTATE_TO_STR(WINED3D_TSS_CONSTANT
);
2798 #undef D3DSTATE_TO_STR
2800 FIXME("Unrecognized %u texture state!\n", state
);
2801 return "unrecognized";
2805 const char *debug_d3dtop(enum wined3d_texture_op d3dtop
)
2809 #define D3DTOP_TO_STR(u) case u: return #u
2810 D3DTOP_TO_STR(WINED3D_TOP_DISABLE
);
2811 D3DTOP_TO_STR(WINED3D_TOP_SELECT_ARG1
);
2812 D3DTOP_TO_STR(WINED3D_TOP_SELECT_ARG2
);
2813 D3DTOP_TO_STR(WINED3D_TOP_MODULATE
);
2814 D3DTOP_TO_STR(WINED3D_TOP_MODULATE_2X
);
2815 D3DTOP_TO_STR(WINED3D_TOP_MODULATE_4X
);
2816 D3DTOP_TO_STR(WINED3D_TOP_ADD
);
2817 D3DTOP_TO_STR(WINED3D_TOP_ADD_SIGNED
);
2818 D3DTOP_TO_STR(WINED3D_TOP_ADD_SIGNED_2X
);
2819 D3DTOP_TO_STR(WINED3D_TOP_SUBTRACT
);
2820 D3DTOP_TO_STR(WINED3D_TOP_ADD_SMOOTH
);
2821 D3DTOP_TO_STR(WINED3D_TOP_BLEND_DIFFUSE_ALPHA
);
2822 D3DTOP_TO_STR(WINED3D_TOP_BLEND_TEXTURE_ALPHA
);
2823 D3DTOP_TO_STR(WINED3D_TOP_BLEND_FACTOR_ALPHA
);
2824 D3DTOP_TO_STR(WINED3D_TOP_BLEND_TEXTURE_ALPHA_PM
);
2825 D3DTOP_TO_STR(WINED3D_TOP_BLEND_CURRENT_ALPHA
);
2826 D3DTOP_TO_STR(WINED3D_TOP_PREMODULATE
);
2827 D3DTOP_TO_STR(WINED3D_TOP_MODULATE_ALPHA_ADD_COLOR
);
2828 D3DTOP_TO_STR(WINED3D_TOP_MODULATE_COLOR_ADD_ALPHA
);
2829 D3DTOP_TO_STR(WINED3D_TOP_MODULATE_INVALPHA_ADD_COLOR
);
2830 D3DTOP_TO_STR(WINED3D_TOP_MODULATE_INVCOLOR_ADD_ALPHA
);
2831 D3DTOP_TO_STR(WINED3D_TOP_BUMPENVMAP
);
2832 D3DTOP_TO_STR(WINED3D_TOP_BUMPENVMAP_LUMINANCE
);
2833 D3DTOP_TO_STR(WINED3D_TOP_DOTPRODUCT3
);
2834 D3DTOP_TO_STR(WINED3D_TOP_MULTIPLY_ADD
);
2835 D3DTOP_TO_STR(WINED3D_TOP_LERP
);
2836 #undef D3DTOP_TO_STR
2838 FIXME("Unrecognized texture op %#x.\n", d3dtop
);
2839 return "unrecognized";
2843 const char *debug_d3dtstype(enum wined3d_transform_state tstype
)
2847 #define TSTYPE_TO_STR(tstype) case tstype: return #tstype
2848 TSTYPE_TO_STR(WINED3D_TS_VIEW
);
2849 TSTYPE_TO_STR(WINED3D_TS_PROJECTION
);
2850 TSTYPE_TO_STR(WINED3D_TS_TEXTURE0
);
2851 TSTYPE_TO_STR(WINED3D_TS_TEXTURE1
);
2852 TSTYPE_TO_STR(WINED3D_TS_TEXTURE2
);
2853 TSTYPE_TO_STR(WINED3D_TS_TEXTURE3
);
2854 TSTYPE_TO_STR(WINED3D_TS_TEXTURE4
);
2855 TSTYPE_TO_STR(WINED3D_TS_TEXTURE5
);
2856 TSTYPE_TO_STR(WINED3D_TS_TEXTURE6
);
2857 TSTYPE_TO_STR(WINED3D_TS_TEXTURE7
);
2858 TSTYPE_TO_STR(WINED3D_TS_WORLD_MATRIX(0));
2859 #undef TSTYPE_TO_STR
2861 if (tstype
> 256 && tstype
< 512)
2863 FIXME("WINED3D_TS_WORLD_MATRIX(%u). 1..255 not currently supported.\n", tstype
);
2864 return ("WINED3D_TS_WORLD_MATRIX > 0");
2866 FIXME("Unrecognized transform state %#x.\n", tstype
);
2867 return "unrecognized";
2871 static const char *debug_shader_type(enum wined3d_shader_type type
)
2875 #define WINED3D_TO_STR(type) case type: return #type
2876 WINED3D_TO_STR(WINED3D_SHADER_TYPE_PIXEL
);
2877 WINED3D_TO_STR(WINED3D_SHADER_TYPE_VERTEX
);
2878 WINED3D_TO_STR(WINED3D_SHADER_TYPE_GEOMETRY
);
2879 #undef WINED3D_TO_STR
2881 FIXME("Unrecognized shader type %#x.\n", type
);
2882 return "unrecognized";
2886 const char *debug_d3dstate(DWORD state
)
2888 if (STATE_IS_RENDER(state
))
2889 return wine_dbg_sprintf("STATE_RENDER(%s)", debug_d3drenderstate(state
- STATE_RENDER(0)));
2890 if (STATE_IS_TEXTURESTAGE(state
))
2892 DWORD texture_stage
= (state
- STATE_TEXTURESTAGE(0, 0)) / (WINED3D_HIGHEST_TEXTURE_STATE
+ 1);
2893 DWORD texture_state
= state
- STATE_TEXTURESTAGE(texture_stage
, 0);
2894 return wine_dbg_sprintf("STATE_TEXTURESTAGE(%#x, %s)",
2895 texture_stage
, debug_d3dtexturestate(texture_state
));
2897 if (STATE_IS_SAMPLER(state
))
2898 return wine_dbg_sprintf("STATE_SAMPLER(%#x)", state
- STATE_SAMPLER(0));
2899 if (STATE_IS_SHADER(state
))
2900 return wine_dbg_sprintf("STATE_SHADER(%s)", debug_shader_type(state
- STATE_SHADER(0)));
2901 if (STATE_IS_CONSTANT_BUFFER(state
))
2902 return wine_dbg_sprintf("STATE_CONSTANT_BUFFER(%s)", debug_shader_type(state
- STATE_CONSTANT_BUFFER(0)));
2903 if (STATE_IS_SHADER_RESOURCE_BINDING(state
))
2904 return "STATE_SHADER_RESOURCE_BINDING";
2905 if (STATE_IS_TRANSFORM(state
))
2906 return wine_dbg_sprintf("STATE_TRANSFORM(%s)", debug_d3dtstype(state
- STATE_TRANSFORM(0)));
2907 if (STATE_IS_STREAMSRC(state
))
2908 return "STATE_STREAMSRC";
2909 if (STATE_IS_INDEXBUFFER(state
))
2910 return "STATE_INDEXBUFFER";
2911 if (STATE_IS_VDECL(state
))
2912 return "STATE_VDECL";
2913 if (STATE_IS_VIEWPORT(state
))
2914 return "STATE_VIEWPORT";
2915 if (STATE_IS_LIGHT_TYPE(state
))
2916 return "STATE_LIGHT_TYPE";
2917 if (STATE_IS_ACTIVELIGHT(state
))
2918 return wine_dbg_sprintf("STATE_ACTIVELIGHT(%#x)", state
- STATE_ACTIVELIGHT(0));
2919 if (STATE_IS_SCISSORRECT(state
))
2920 return "STATE_SCISSORRECT";
2921 if (STATE_IS_CLIPPLANE(state
))
2922 return wine_dbg_sprintf("STATE_CLIPPLANE(%#x)", state
- STATE_CLIPPLANE(0));
2923 if (STATE_IS_MATERIAL(state
))
2924 return "STATE_MATERIAL";
2925 if (STATE_IS_FRONTFACE(state
))
2926 return "STATE_FRONTFACE";
2927 if (STATE_IS_POINTSPRITECOORDORIGIN(state
))
2928 return "STATE_POINTSPRITECOORDORIGIN";
2929 if (STATE_IS_BASEVERTEXINDEX(state
))
2930 return "STATE_BASEVERTEXINDEX";
2931 if (STATE_IS_FRAMEBUFFER(state
))
2932 return "STATE_FRAMEBUFFER";
2933 if (STATE_IS_POINT_SIZE_ENABLE(state
))
2934 return "STATE_POINT_SIZE_ENABLE";
2936 return wine_dbg_sprintf("UNKNOWN_STATE(%#x)", state
);
2939 const char *debug_d3dpool(enum wined3d_pool pool
)
2943 #define POOL_TO_STR(p) case p: return #p
2944 POOL_TO_STR(WINED3D_POOL_DEFAULT
);
2945 POOL_TO_STR(WINED3D_POOL_MANAGED
);
2946 POOL_TO_STR(WINED3D_POOL_SYSTEM_MEM
);
2947 POOL_TO_STR(WINED3D_POOL_SCRATCH
);
2950 FIXME("Unrecognized pool %#x.\n", pool
);
2951 return "unrecognized";
2955 const char *debug_fbostatus(GLenum status
) {
2957 #define FBOSTATUS_TO_STR(u) case u: return #u
2958 FBOSTATUS_TO_STR(GL_FRAMEBUFFER_COMPLETE
);
2959 FBOSTATUS_TO_STR(GL_FRAMEBUFFER_INCOMPLETE_ATTACHMENT
);
2960 FBOSTATUS_TO_STR(GL_FRAMEBUFFER_INCOMPLETE_MISSING_ATTACHMENT
);
2961 FBOSTATUS_TO_STR(GL_FRAMEBUFFER_INCOMPLETE_DIMENSIONS_EXT
);
2962 FBOSTATUS_TO_STR(GL_FRAMEBUFFER_INCOMPLETE_FORMATS_EXT
);
2963 FBOSTATUS_TO_STR(GL_FRAMEBUFFER_INCOMPLETE_DRAW_BUFFER
);
2964 FBOSTATUS_TO_STR(GL_FRAMEBUFFER_INCOMPLETE_READ_BUFFER
);
2965 FBOSTATUS_TO_STR(GL_FRAMEBUFFER_INCOMPLETE_MULTISAMPLE
);
2966 FBOSTATUS_TO_STR(GL_FRAMEBUFFER_UNSUPPORTED
);
2967 FBOSTATUS_TO_STR(GL_FRAMEBUFFER_UNDEFINED
);
2968 #undef FBOSTATUS_TO_STR
2970 FIXME("Unrecognied FBO status 0x%08x\n", status
);
2971 return "unrecognized";
2975 const char *debug_glerror(GLenum error
) {
2977 #define GLERROR_TO_STR(u) case u: return #u
2978 GLERROR_TO_STR(GL_NO_ERROR
);
2979 GLERROR_TO_STR(GL_INVALID_ENUM
);
2980 GLERROR_TO_STR(GL_INVALID_VALUE
);
2981 GLERROR_TO_STR(GL_INVALID_OPERATION
);
2982 GLERROR_TO_STR(GL_STACK_OVERFLOW
);
2983 GLERROR_TO_STR(GL_STACK_UNDERFLOW
);
2984 GLERROR_TO_STR(GL_OUT_OF_MEMORY
);
2985 GLERROR_TO_STR(GL_INVALID_FRAMEBUFFER_OPERATION
);
2986 #undef GLERROR_TO_STR
2988 FIXME("Unrecognied GL error 0x%08x\n", error
);
2989 return "unrecognized";
2993 static const char *debug_fixup_channel_source(enum fixup_channel_source source
)
2997 #define WINED3D_TO_STR(x) case x: return #x
2998 WINED3D_TO_STR(CHANNEL_SOURCE_ZERO
);
2999 WINED3D_TO_STR(CHANNEL_SOURCE_ONE
);
3000 WINED3D_TO_STR(CHANNEL_SOURCE_X
);
3001 WINED3D_TO_STR(CHANNEL_SOURCE_Y
);
3002 WINED3D_TO_STR(CHANNEL_SOURCE_Z
);
3003 WINED3D_TO_STR(CHANNEL_SOURCE_W
);
3004 WINED3D_TO_STR(CHANNEL_SOURCE_COMPLEX0
);
3005 WINED3D_TO_STR(CHANNEL_SOURCE_COMPLEX1
);
3006 #undef WINED3D_TO_STR
3008 FIXME("Unrecognized fixup_channel_source %#x\n", source
);
3009 return "unrecognized";
3013 static const char *debug_complex_fixup(enum complex_fixup fixup
)
3017 #define WINED3D_TO_STR(x) case x: return #x
3018 WINED3D_TO_STR(COMPLEX_FIXUP_YUY2
);
3019 WINED3D_TO_STR(COMPLEX_FIXUP_UYVY
);
3020 WINED3D_TO_STR(COMPLEX_FIXUP_YV12
);
3021 WINED3D_TO_STR(COMPLEX_FIXUP_NV12
);
3022 WINED3D_TO_STR(COMPLEX_FIXUP_P8
);
3023 #undef WINED3D_TO_STR
3025 FIXME("Unrecognized complex fixup %#x\n", fixup
);
3026 return "unrecognized";
3030 void dump_color_fixup_desc(struct color_fixup_desc fixup
)
3032 if (is_complex_fixup(fixup
))
3034 TRACE("\tComplex: %s\n", debug_complex_fixup(get_complex_fixup(fixup
)));
3038 TRACE("\tX: %s%s\n", debug_fixup_channel_source(fixup
.x_source
), fixup
.x_sign_fixup
? ", SIGN_FIXUP" : "");
3039 TRACE("\tY: %s%s\n", debug_fixup_channel_source(fixup
.y_source
), fixup
.y_sign_fixup
? ", SIGN_FIXUP" : "");
3040 TRACE("\tZ: %s%s\n", debug_fixup_channel_source(fixup
.z_source
), fixup
.z_sign_fixup
? ", SIGN_FIXUP" : "");
3041 TRACE("\tW: %s%s\n", debug_fixup_channel_source(fixup
.w_source
), fixup
.w_sign_fixup
? ", SIGN_FIXUP" : "");
3044 BOOL
is_invalid_op(const struct wined3d_state
*state
, int stage
,
3045 enum wined3d_texture_op op
, DWORD arg1
, DWORD arg2
, DWORD arg3
)
3047 if (op
== WINED3D_TOP_DISABLE
)
3049 if (state
->textures
[stage
])
3052 if ((arg1
& WINED3DTA_SELECTMASK
) == WINED3DTA_TEXTURE
3053 && op
!= WINED3D_TOP_SELECT_ARG2
)
3055 if ((arg2
& WINED3DTA_SELECTMASK
) == WINED3DTA_TEXTURE
3056 && op
!= WINED3D_TOP_SELECT_ARG1
)
3058 if ((arg3
& WINED3DTA_SELECTMASK
) == WINED3DTA_TEXTURE
3059 && (op
== WINED3D_TOP_MULTIPLY_ADD
|| op
== WINED3D_TOP_LERP
))
3065 /* Setup this textures matrix according to the texture flags. */
3066 /* Context activation is done by the caller (state handler). */
3067 void set_texture_matrix(const struct wined3d_gl_info
*gl_info
, const float *smat
, DWORD flags
,
3068 BOOL calculatedCoords
, BOOL transformed
, enum wined3d_format_id vtx_fmt
, BOOL ffp_proj_control
)
3072 gl_info
->gl_ops
.gl
.p_glMatrixMode(GL_TEXTURE
);
3073 checkGLcall("glMatrixMode(GL_TEXTURE)");
3075 if (flags
== WINED3D_TTFF_DISABLE
|| flags
== WINED3D_TTFF_COUNT1
|| transformed
)
3077 gl_info
->gl_ops
.gl
.p_glLoadIdentity();
3078 checkGLcall("glLoadIdentity()");
3082 if (flags
== (WINED3D_TTFF_COUNT1
| WINED3D_TTFF_PROJECTED
))
3084 ERR("Invalid texture transform flags: WINED3D_TTFF_COUNT1 | WINED3D_TTFF_PROJECTED.\n");
3088 memcpy(mat
, smat
, 16 * sizeof(float));
3090 if (flags
& WINED3D_TTFF_PROJECTED
)
3092 if (!ffp_proj_control
)
3094 switch (flags
& ~WINED3D_TTFF_PROJECTED
)
3096 case WINED3D_TTFF_COUNT2
:
3101 mat
[ 1] = mat
[ 5] = mat
[ 9] = mat
[13] = 0.0f
;
3103 case WINED3D_TTFF_COUNT3
:
3108 mat
[ 2] = mat
[ 6] = mat
[10] = mat
[14] = 0.0f
;
3112 } else { /* under directx the R/Z coord can be used for translation, under opengl we use the Q coord instead */
3113 if(!calculatedCoords
) {
3116 case WINED3DFMT_R32_FLOAT
:
3117 /* Direct3D passes the default 1.0 in the 2nd coord, while gl passes it in the 4th.
3118 * swap 2nd and 4th coord. No need to store the value of mat[12] in mat[4] because
3119 * the input value to the transformation will be 0, so the matrix value is irrelevant
3126 case WINED3DFMT_R32G32_FLOAT
:
3127 /* See above, just 3rd and 4th coord
3134 case WINED3DFMT_R32G32B32_FLOAT
: /* Opengl defaults match dx defaults */
3135 case WINED3DFMT_R32G32B32A32_FLOAT
: /* No defaults apply, all app defined */
3137 /* This is to prevent swapping the matrix lines and put the default 4th coord = 1.0
3138 * into a bad place. The division elimination below will apply to make sure the
3139 * 1.0 doesn't do anything bad. The caller will set this value if the stride is 0
3141 case WINED3DFMT_UNKNOWN
: /* No texture coords, 0/0/0/1 defaults are passed */
3144 FIXME("Unexpected fixed function texture coord input\n");
3147 if (!ffp_proj_control
)
3149 switch (flags
& ~WINED3D_TTFF_PROJECTED
)
3151 /* case WINED3D_TTFF_COUNT1: Won't ever get here. */
3152 case WINED3D_TTFF_COUNT2
:
3153 mat
[2] = mat
[6] = mat
[10] = mat
[14] = 0;
3154 /* OpenGL divides the first 3 vertex coord by the 4th by default,
3155 * which is essentially the same as D3DTTFF_PROJECTED. Make sure that
3156 * the 4th coord evaluates to 1.0 to eliminate that.
3158 * If the fixed function pipeline is used, the 4th value remains unused,
3159 * so there is no danger in doing this. With vertex shaders we have a
3160 * problem. Should an app hit that problem, the code here would have to
3161 * check for pixel shaders, and the shader has to undo the default gl divide.
3163 * A more serious problem occurs if the app passes 4 coordinates in, and the
3164 * 4th is != 1.0(opengl default). This would have to be fixed in drawStridedSlow
3165 * or a replacement shader. */
3167 mat
[3] = mat
[7] = mat
[11] = 0; mat
[15] = 1;
3172 gl_info
->gl_ops
.gl
.p_glLoadMatrixf(mat
);
3173 checkGLcall("glLoadMatrixf(mat)");
3176 /* This small helper function is used to convert a bitmask into the number of masked bits */
3177 unsigned int count_bits(unsigned int mask
)
3180 for (count
= 0; mask
; ++count
)
3187 /* Helper function for retrieving color info for ChoosePixelFormat and wglChoosePixelFormatARB.
3188 * The later function requires individual color components. */
3189 BOOL
getColorBits(const struct wined3d_format
*format
,
3190 BYTE
*redSize
, BYTE
*greenSize
, BYTE
*blueSize
, BYTE
*alphaSize
, BYTE
*totalSize
)
3192 TRACE("format %s.\n", debug_d3dformat(format
->id
));
3196 case WINED3DFMT_B10G10R10A2_UNORM
:
3197 case WINED3DFMT_R10G10B10A2_UNORM
:
3198 case WINED3DFMT_B8G8R8X8_UNORM
:
3199 case WINED3DFMT_B8G8R8_UNORM
:
3200 case WINED3DFMT_B8G8R8A8_UNORM
:
3201 case WINED3DFMT_R8G8B8A8_UNORM
:
3202 case WINED3DFMT_B5G5R5X1_UNORM
:
3203 case WINED3DFMT_B5G5R5A1_UNORM
:
3204 case WINED3DFMT_B5G6R5_UNORM
:
3205 case WINED3DFMT_B4G4R4X4_UNORM
:
3206 case WINED3DFMT_B4G4R4A4_UNORM
:
3207 case WINED3DFMT_B2G3R3_UNORM
:
3208 case WINED3DFMT_P8_UINT_A8_UNORM
:
3209 case WINED3DFMT_P8_UINT
:
3212 FIXME("Unsupported format %s.\n", debug_d3dformat(format
->id
));
3216 *redSize
= format
->red_size
;
3217 *greenSize
= format
->green_size
;
3218 *blueSize
= format
->blue_size
;
3219 *alphaSize
= format
->alpha_size
;
3220 *totalSize
= *redSize
+ *greenSize
+ *blueSize
+ *alphaSize
;
3222 TRACE("Returning red: %d, green: %d, blue: %d, alpha: %d, total: %d for format %s.\n",
3223 *redSize
, *greenSize
, *blueSize
, *alphaSize
, *totalSize
, debug_d3dformat(format
->id
));
3227 /* Helper function for retrieving depth/stencil info for ChoosePixelFormat and wglChoosePixelFormatARB */
3228 BOOL
getDepthStencilBits(const struct wined3d_format
*format
, BYTE
*depthSize
, BYTE
*stencilSize
)
3230 TRACE("format %s.\n", debug_d3dformat(format
->id
));
3234 case WINED3DFMT_D16_LOCKABLE
:
3235 case WINED3DFMT_D16_UNORM
:
3236 case WINED3DFMT_S1_UINT_D15_UNORM
:
3237 case WINED3DFMT_X8D24_UNORM
:
3238 case WINED3DFMT_S4X4_UINT_D24_UNORM
:
3239 case WINED3DFMT_D24_UNORM_S8_UINT
:
3240 case WINED3DFMT_S8_UINT_D24_FLOAT
:
3241 case WINED3DFMT_D32_UNORM
:
3242 case WINED3DFMT_D32_FLOAT
:
3243 case WINED3DFMT_INTZ
:
3246 FIXME("Unsupported depth/stencil format %s.\n", debug_d3dformat(format
->id
));
3250 *depthSize
= format
->depth_size
;
3251 *stencilSize
= format
->stencil_size
;
3253 TRACE("Returning depthSize: %d and stencilSize: %d for format %s.\n",
3254 *depthSize
, *stencilSize
, debug_d3dformat(format
->id
));
3258 /* Note: It's the caller's responsibility to ensure values can be expressed
3259 * in the requested format. UNORM formats for example can only express values
3260 * in the range 0.0f -> 1.0f. */
3261 DWORD
wined3d_format_convert_from_float(const struct wined3d_surface
*surface
, const struct wined3d_color
*color
)
3265 enum wined3d_format_id format_id
;
3277 {WINED3DFMT_B8G8R8A8_UNORM
, 255.0f
, 255.0f
, 255.0f
, 255.0f
, 16, 8, 0, 24},
3278 {WINED3DFMT_B8G8R8X8_UNORM
, 255.0f
, 255.0f
, 255.0f
, 255.0f
, 16, 8, 0, 24},
3279 {WINED3DFMT_B8G8R8_UNORM
, 255.0f
, 255.0f
, 255.0f
, 255.0f
, 16, 8, 0, 24},
3280 {WINED3DFMT_B5G6R5_UNORM
, 31.0f
, 63.0f
, 31.0f
, 0.0f
, 11, 5, 0, 0},
3281 {WINED3DFMT_B5G5R5A1_UNORM
, 31.0f
, 31.0f
, 31.0f
, 1.0f
, 10, 5, 0, 15},
3282 {WINED3DFMT_B5G5R5X1_UNORM
, 31.0f
, 31.0f
, 31.0f
, 1.0f
, 10, 5, 0, 15},
3283 {WINED3DFMT_R8_UNORM
, 255.0f
, 0.0f
, 0.0f
, 0.0f
, 0, 0, 0, 0},
3284 {WINED3DFMT_A8_UNORM
, 0.0f
, 0.0f
, 0.0f
, 255.0f
, 0, 0, 0, 0},
3285 {WINED3DFMT_B4G4R4A4_UNORM
, 15.0f
, 15.0f
, 15.0f
, 15.0f
, 8, 4, 0, 12},
3286 {WINED3DFMT_B4G4R4X4_UNORM
, 15.0f
, 15.0f
, 15.0f
, 15.0f
, 8, 4, 0, 12},
3287 {WINED3DFMT_B2G3R3_UNORM
, 7.0f
, 7.0f
, 3.0f
, 0.0f
, 5, 2, 0, 0},
3288 {WINED3DFMT_R8G8B8A8_UNORM
, 255.0f
, 255.0f
, 255.0f
, 255.0f
, 0, 8, 16, 24},
3289 {WINED3DFMT_R8G8B8X8_UNORM
, 255.0f
, 255.0f
, 255.0f
, 255.0f
, 0, 8, 16, 24},
3290 {WINED3DFMT_B10G10R10A2_UNORM
, 1023.0f
, 1023.0f
, 1023.0f
, 3.0f
, 20, 10, 0, 30},
3291 {WINED3DFMT_R10G10B10A2_UNORM
, 1023.0f
, 1023.0f
, 1023.0f
, 3.0f
, 0, 10, 20, 30},
3292 {WINED3DFMT_P8_UINT
, 0.0f
, 0.0f
, 0.0f
, 255.0f
, 0, 0, 0, 0},
3294 const struct wined3d_format
*format
= surface
->resource
.format
;
3297 TRACE("Converting color {%.8e %.8e %.8e %.8e} to format %s.\n",
3298 color
->r
, color
->g
, color
->b
, color
->a
, debug_d3dformat(format
->id
));
3300 for (i
= 0; i
< sizeof(conv
) / sizeof(*conv
); ++i
)
3304 if (format
->id
!= conv
[i
].format_id
) continue;
3306 ret
= ((DWORD
)((color
->r
* conv
[i
].r_mul
) + 0.5f
)) << conv
[i
].r_shift
;
3307 ret
|= ((DWORD
)((color
->g
* conv
[i
].g_mul
) + 0.5f
)) << conv
[i
].g_shift
;
3308 ret
|= ((DWORD
)((color
->b
* conv
[i
].b_mul
) + 0.5f
)) << conv
[i
].b_shift
;
3309 ret
|= ((DWORD
)((color
->a
* conv
[i
].a_mul
) + 0.5f
)) << conv
[i
].a_shift
;
3311 TRACE("Returning 0x%08x.\n", ret
);
3316 FIXME("Conversion for format %s not implemented.\n", debug_d3dformat(format
->id
));
3321 /* DirectDraw stuff */
3322 enum wined3d_format_id
pixelformat_for_depth(DWORD depth
)
3326 case 8: return WINED3DFMT_P8_UINT
;
3327 case 15: return WINED3DFMT_B5G5R5X1_UNORM
;
3328 case 16: return WINED3DFMT_B5G6R5_UNORM
;
3329 case 24: return WINED3DFMT_B8G8R8X8_UNORM
; /* Robots needs 24bit to be WINED3DFMT_B8G8R8X8_UNORM */
3330 case 32: return WINED3DFMT_B8G8R8X8_UNORM
; /* EVE online and the Fur demo need 32bit AdapterDisplayMode to return WINED3DFMT_B8G8R8X8_UNORM */
3331 default: return WINED3DFMT_UNKNOWN
;
3335 void multiply_matrix(struct wined3d_matrix
*dest
, const struct wined3d_matrix
*src1
,
3336 const struct wined3d_matrix
*src2
)
3338 struct wined3d_matrix temp
;
3340 /* Now do the multiplication 'by hand'.
3341 I know that all this could be optimised, but this will be done later :-) */
3342 temp
.u
.s
._11
= (src1
->u
.s
._11
* src2
->u
.s
._11
) + (src1
->u
.s
._21
* src2
->u
.s
._12
) + (src1
->u
.s
._31
* src2
->u
.s
._13
) + (src1
->u
.s
._41
* src2
->u
.s
._14
);
3343 temp
.u
.s
._21
= (src1
->u
.s
._11
* src2
->u
.s
._21
) + (src1
->u
.s
._21
* src2
->u
.s
._22
) + (src1
->u
.s
._31
* src2
->u
.s
._23
) + (src1
->u
.s
._41
* src2
->u
.s
._24
);
3344 temp
.u
.s
._31
= (src1
->u
.s
._11
* src2
->u
.s
._31
) + (src1
->u
.s
._21
* src2
->u
.s
._32
) + (src1
->u
.s
._31
* src2
->u
.s
._33
) + (src1
->u
.s
._41
* src2
->u
.s
._34
);
3345 temp
.u
.s
._41
= (src1
->u
.s
._11
* src2
->u
.s
._41
) + (src1
->u
.s
._21
* src2
->u
.s
._42
) + (src1
->u
.s
._31
* src2
->u
.s
._43
) + (src1
->u
.s
._41
* src2
->u
.s
._44
);
3347 temp
.u
.s
._12
= (src1
->u
.s
._12
* src2
->u
.s
._11
) + (src1
->u
.s
._22
* src2
->u
.s
._12
) + (src1
->u
.s
._32
* src2
->u
.s
._13
) + (src1
->u
.s
._42
* src2
->u
.s
._14
);
3348 temp
.u
.s
._22
= (src1
->u
.s
._12
* src2
->u
.s
._21
) + (src1
->u
.s
._22
* src2
->u
.s
._22
) + (src1
->u
.s
._32
* src2
->u
.s
._23
) + (src1
->u
.s
._42
* src2
->u
.s
._24
);
3349 temp
.u
.s
._32
= (src1
->u
.s
._12
* src2
->u
.s
._31
) + (src1
->u
.s
._22
* src2
->u
.s
._32
) + (src1
->u
.s
._32
* src2
->u
.s
._33
) + (src1
->u
.s
._42
* src2
->u
.s
._34
);
3350 temp
.u
.s
._42
= (src1
->u
.s
._12
* src2
->u
.s
._41
) + (src1
->u
.s
._22
* src2
->u
.s
._42
) + (src1
->u
.s
._32
* src2
->u
.s
._43
) + (src1
->u
.s
._42
* src2
->u
.s
._44
);
3352 temp
.u
.s
._13
= (src1
->u
.s
._13
* src2
->u
.s
._11
) + (src1
->u
.s
._23
* src2
->u
.s
._12
) + (src1
->u
.s
._33
* src2
->u
.s
._13
) + (src1
->u
.s
._43
* src2
->u
.s
._14
);
3353 temp
.u
.s
._23
= (src1
->u
.s
._13
* src2
->u
.s
._21
) + (src1
->u
.s
._23
* src2
->u
.s
._22
) + (src1
->u
.s
._33
* src2
->u
.s
._23
) + (src1
->u
.s
._43
* src2
->u
.s
._24
);
3354 temp
.u
.s
._33
= (src1
->u
.s
._13
* src2
->u
.s
._31
) + (src1
->u
.s
._23
* src2
->u
.s
._32
) + (src1
->u
.s
._33
* src2
->u
.s
._33
) + (src1
->u
.s
._43
* src2
->u
.s
._34
);
3355 temp
.u
.s
._43
= (src1
->u
.s
._13
* src2
->u
.s
._41
) + (src1
->u
.s
._23
* src2
->u
.s
._42
) + (src1
->u
.s
._33
* src2
->u
.s
._43
) + (src1
->u
.s
._43
* src2
->u
.s
._44
);
3357 temp
.u
.s
._14
= (src1
->u
.s
._14
* src2
->u
.s
._11
) + (src1
->u
.s
._24
* src2
->u
.s
._12
) + (src1
->u
.s
._34
* src2
->u
.s
._13
) + (src1
->u
.s
._44
* src2
->u
.s
._14
);
3358 temp
.u
.s
._24
= (src1
->u
.s
._14
* src2
->u
.s
._21
) + (src1
->u
.s
._24
* src2
->u
.s
._22
) + (src1
->u
.s
._34
* src2
->u
.s
._23
) + (src1
->u
.s
._44
* src2
->u
.s
._24
);
3359 temp
.u
.s
._34
= (src1
->u
.s
._14
* src2
->u
.s
._31
) + (src1
->u
.s
._24
* src2
->u
.s
._32
) + (src1
->u
.s
._34
* src2
->u
.s
._33
) + (src1
->u
.s
._44
* src2
->u
.s
._34
);
3360 temp
.u
.s
._44
= (src1
->u
.s
._14
* src2
->u
.s
._41
) + (src1
->u
.s
._24
* src2
->u
.s
._42
) + (src1
->u
.s
._34
* src2
->u
.s
._43
) + (src1
->u
.s
._44
* src2
->u
.s
._44
);
3362 /* And copy the new matrix in the good storage.. */
3363 memcpy(dest
, &temp
, 16 * sizeof(float));
3366 DWORD
get_flexible_vertex_size(DWORD d3dvtVertexType
) {
3369 int numTextures
= (d3dvtVertexType
& WINED3DFVF_TEXCOUNT_MASK
) >> WINED3DFVF_TEXCOUNT_SHIFT
;
3371 if (d3dvtVertexType
& WINED3DFVF_NORMAL
) size
+= 3 * sizeof(float);
3372 if (d3dvtVertexType
& WINED3DFVF_DIFFUSE
) size
+= sizeof(DWORD
);
3373 if (d3dvtVertexType
& WINED3DFVF_SPECULAR
) size
+= sizeof(DWORD
);
3374 if (d3dvtVertexType
& WINED3DFVF_PSIZE
) size
+= sizeof(DWORD
);
3375 switch (d3dvtVertexType
& WINED3DFVF_POSITION_MASK
) {
3376 case WINED3DFVF_XYZ
: size
+= 3 * sizeof(float); break;
3377 case WINED3DFVF_XYZRHW
: size
+= 4 * sizeof(float); break;
3378 case WINED3DFVF_XYZB1
: size
+= 4 * sizeof(float); break;
3379 case WINED3DFVF_XYZB2
: size
+= 5 * sizeof(float); break;
3380 case WINED3DFVF_XYZB3
: size
+= 6 * sizeof(float); break;
3381 case WINED3DFVF_XYZB4
: size
+= 7 * sizeof(float); break;
3382 case WINED3DFVF_XYZB5
: size
+= 8 * sizeof(float); break;
3383 case WINED3DFVF_XYZW
: size
+= 4 * sizeof(float); break;
3384 default: ERR("Unexpected position mask\n");
3386 for (i
= 0; i
< numTextures
; i
++) {
3387 size
+= GET_TEXCOORD_SIZE_FROM_FVF(d3dvtVertexType
, i
) * sizeof(float);
3393 void gen_ffp_frag_op(const struct wined3d_context
*context
, const struct wined3d_state
*state
,
3394 struct ffp_frag_settings
*settings
, BOOL ignore_textype
)
3399 static const unsigned char args
[WINED3D_TOP_LERP
+ 1] =
3402 /* D3DTOP_DISABLE */ 0,
3403 /* D3DTOP_SELECTARG1 */ ARG1
,
3404 /* D3DTOP_SELECTARG2 */ ARG2
,
3405 /* D3DTOP_MODULATE */ ARG1
| ARG2
,
3406 /* D3DTOP_MODULATE2X */ ARG1
| ARG2
,
3407 /* D3DTOP_MODULATE4X */ ARG1
| ARG2
,
3408 /* D3DTOP_ADD */ ARG1
| ARG2
,
3409 /* D3DTOP_ADDSIGNED */ ARG1
| ARG2
,
3410 /* D3DTOP_ADDSIGNED2X */ ARG1
| ARG2
,
3411 /* D3DTOP_SUBTRACT */ ARG1
| ARG2
,
3412 /* D3DTOP_ADDSMOOTH */ ARG1
| ARG2
,
3413 /* D3DTOP_BLENDDIFFUSEALPHA */ ARG1
| ARG2
,
3414 /* D3DTOP_BLENDTEXTUREALPHA */ ARG1
| ARG2
,
3415 /* D3DTOP_BLENDFACTORALPHA */ ARG1
| ARG2
,
3416 /* D3DTOP_BLENDTEXTUREALPHAPM */ ARG1
| ARG2
,
3417 /* D3DTOP_BLENDCURRENTALPHA */ ARG1
| ARG2
,
3418 /* D3DTOP_PREMODULATE */ ARG1
| ARG2
,
3419 /* D3DTOP_MODULATEALPHA_ADDCOLOR */ ARG1
| ARG2
,
3420 /* D3DTOP_MODULATECOLOR_ADDALPHA */ ARG1
| ARG2
,
3421 /* D3DTOP_MODULATEINVALPHA_ADDCOLOR */ ARG1
| ARG2
,
3422 /* D3DTOP_MODULATEINVCOLOR_ADDALPHA */ ARG1
| ARG2
,
3423 /* D3DTOP_BUMPENVMAP */ ARG1
| ARG2
,
3424 /* D3DTOP_BUMPENVMAPLUMINANCE */ ARG1
| ARG2
,
3425 /* D3DTOP_DOTPRODUCT3 */ ARG1
| ARG2
,
3426 /* D3DTOP_MULTIPLYADD */ ARG1
| ARG2
| ARG0
,
3427 /* D3DTOP_LERP */ ARG1
| ARG2
| ARG0
3431 DWORD cop
, aop
, carg0
, carg1
, carg2
, aarg0
, aarg1
, aarg2
;
3432 const struct wined3d_format
*rt_format
= state
->fb
->render_targets
[0]->format
;
3433 const struct wined3d_gl_info
*gl_info
= context
->gl_info
;
3434 const struct wined3d_d3d_info
*d3d_info
= context
->d3d_info
;
3436 for (i
= 0; i
< d3d_info
->limits
.ffp_blend_stages
; ++i
)
3438 const struct wined3d_texture
*texture
;
3440 settings
->op
[i
].padding
= 0;
3441 if (state
->texture_states
[i
][WINED3D_TSS_COLOR_OP
] == WINED3D_TOP_DISABLE
)
3443 settings
->op
[i
].cop
= WINED3D_TOP_DISABLE
;
3444 settings
->op
[i
].aop
= WINED3D_TOP_DISABLE
;
3445 settings
->op
[i
].carg0
= settings
->op
[i
].carg1
= settings
->op
[i
].carg2
= ARG_UNUSED
;
3446 settings
->op
[i
].aarg0
= settings
->op
[i
].aarg1
= settings
->op
[i
].aarg2
= ARG_UNUSED
;
3447 settings
->op
[i
].color_fixup
= COLOR_FIXUP_IDENTITY
;
3448 settings
->op
[i
].dst
= resultreg
;
3449 settings
->op
[i
].tex_type
= tex_1d
;
3450 settings
->op
[i
].projected
= proj_none
;
3455 if ((texture
= state
->textures
[i
]))
3457 settings
->op
[i
].color_fixup
= texture
->resource
.format
->color_fixup
;
3460 settings
->op
[i
].tex_type
= tex_1d
;
3464 switch (texture
->target
)
3467 settings
->op
[i
].tex_type
= tex_1d
;
3470 settings
->op
[i
].tex_type
= tex_2d
;
3473 settings
->op
[i
].tex_type
= tex_3d
;
3475 case GL_TEXTURE_CUBE_MAP_ARB
:
3476 settings
->op
[i
].tex_type
= tex_cube
;
3478 case GL_TEXTURE_RECTANGLE_ARB
:
3479 settings
->op
[i
].tex_type
= tex_rect
;
3484 settings
->op
[i
].color_fixup
= COLOR_FIXUP_IDENTITY
;
3485 settings
->op
[i
].tex_type
= tex_1d
;
3488 cop
= state
->texture_states
[i
][WINED3D_TSS_COLOR_OP
];
3489 aop
= state
->texture_states
[i
][WINED3D_TSS_ALPHA_OP
];
3491 carg1
= (args
[cop
] & ARG1
) ? state
->texture_states
[i
][WINED3D_TSS_COLOR_ARG1
] : ARG_UNUSED
;
3492 carg2
= (args
[cop
] & ARG2
) ? state
->texture_states
[i
][WINED3D_TSS_COLOR_ARG2
] : ARG_UNUSED
;
3493 carg0
= (args
[cop
] & ARG0
) ? state
->texture_states
[i
][WINED3D_TSS_COLOR_ARG0
] : ARG_UNUSED
;
3495 if (is_invalid_op(state
, i
, cop
, carg1
, carg2
, carg0
))
3499 carg1
= WINED3DTA_CURRENT
;
3500 cop
= WINED3D_TOP_SELECT_ARG1
;
3503 if (cop
== WINED3D_TOP_DOTPRODUCT3
)
3505 /* A dotproduct3 on the colorop overwrites the alphaop operation and replicates
3506 * the color result to the alpha component of the destination
3515 aarg1
= (args
[aop
] & ARG1
) ? state
->texture_states
[i
][WINED3D_TSS_ALPHA_ARG1
] : ARG_UNUSED
;
3516 aarg2
= (args
[aop
] & ARG2
) ? state
->texture_states
[i
][WINED3D_TSS_ALPHA_ARG2
] : ARG_UNUSED
;
3517 aarg0
= (args
[aop
] & ARG0
) ? state
->texture_states
[i
][WINED3D_TSS_ALPHA_ARG0
] : ARG_UNUSED
;
3520 if (!i
&& state
->textures
[0] && state
->render_states
[WINED3D_RS_COLORKEYENABLE
])
3522 GLenum texture_dimensions
;
3524 texture
= state
->textures
[0];
3525 texture_dimensions
= texture
->target
;
3527 if (texture_dimensions
== GL_TEXTURE_2D
|| texture_dimensions
== GL_TEXTURE_RECTANGLE_ARB
)
3529 if (texture
->color_key_flags
& WINED3D_CKEY_SRC_BLT
&& !texture
->resource
.format
->alpha_size
)
3531 if (aop
== WINED3D_TOP_DISABLE
)
3533 aarg1
= WINED3DTA_TEXTURE
;
3534 aop
= WINED3D_TOP_SELECT_ARG1
;
3536 else if (aop
== WINED3D_TOP_SELECT_ARG1
&& aarg1
!= WINED3DTA_TEXTURE
)
3538 if (state
->render_states
[WINED3D_RS_ALPHABLENDENABLE
])
3540 aarg2
= WINED3DTA_TEXTURE
;
3541 aop
= WINED3D_TOP_MODULATE
;
3543 else aarg1
= WINED3DTA_TEXTURE
;
3545 else if (aop
== WINED3D_TOP_SELECT_ARG2
&& aarg2
!= WINED3DTA_TEXTURE
)
3547 if (state
->render_states
[WINED3D_RS_ALPHABLENDENABLE
])
3549 aarg1
= WINED3DTA_TEXTURE
;
3550 aop
= WINED3D_TOP_MODULATE
;
3552 else aarg2
= WINED3DTA_TEXTURE
;
3558 if (is_invalid_op(state
, i
, aop
, aarg1
, aarg2
, aarg0
))
3562 aarg1
= WINED3DTA_CURRENT
;
3563 aop
= WINED3D_TOP_SELECT_ARG1
;
3566 if (carg1
== WINED3DTA_TEXTURE
|| carg2
== WINED3DTA_TEXTURE
|| carg0
== WINED3DTA_TEXTURE
3567 || aarg1
== WINED3DTA_TEXTURE
|| aarg2
== WINED3DTA_TEXTURE
|| aarg0
== WINED3DTA_TEXTURE
)
3569 ttff
= state
->texture_states
[i
][WINED3D_TSS_TEXTURE_TRANSFORM_FLAGS
];
3570 if (ttff
== (WINED3D_TTFF_PROJECTED
| WINED3D_TTFF_COUNT3
))
3571 settings
->op
[i
].projected
= proj_count3
;
3572 else if (ttff
& WINED3D_TTFF_PROJECTED
)
3573 settings
->op
[i
].projected
= proj_count4
;
3575 settings
->op
[i
].projected
= proj_none
;
3579 settings
->op
[i
].projected
= proj_none
;
3582 settings
->op
[i
].cop
= cop
;
3583 settings
->op
[i
].aop
= aop
;
3584 settings
->op
[i
].carg0
= carg0
;
3585 settings
->op
[i
].carg1
= carg1
;
3586 settings
->op
[i
].carg2
= carg2
;
3587 settings
->op
[i
].aarg0
= aarg0
;
3588 settings
->op
[i
].aarg1
= aarg1
;
3589 settings
->op
[i
].aarg2
= aarg2
;
3591 if (state
->texture_states
[i
][WINED3D_TSS_RESULT_ARG
] == WINED3DTA_TEMP
)
3592 settings
->op
[i
].dst
= tempreg
;
3594 settings
->op
[i
].dst
= resultreg
;
3597 /* Clear unsupported stages */
3598 for(; i
< MAX_TEXTURES
; i
++) {
3599 memset(&settings
->op
[i
], 0xff, sizeof(settings
->op
[i
]));
3602 if (!state
->render_states
[WINED3D_RS_FOGENABLE
])
3604 settings
->fog
= WINED3D_FFP_PS_FOG_OFF
;
3606 else if (state
->render_states
[WINED3D_RS_FOGTABLEMODE
] == WINED3D_FOG_NONE
)
3608 if (use_vs(state
) || state
->vertex_declaration
->position_transformed
)
3610 settings
->fog
= WINED3D_FFP_PS_FOG_LINEAR
;
3614 switch (state
->render_states
[WINED3D_RS_FOGVERTEXMODE
])
3616 case WINED3D_FOG_NONE
:
3617 case WINED3D_FOG_LINEAR
:
3618 settings
->fog
= WINED3D_FFP_PS_FOG_LINEAR
;
3620 case WINED3D_FOG_EXP
:
3621 settings
->fog
= WINED3D_FFP_PS_FOG_EXP
;
3623 case WINED3D_FOG_EXP2
:
3624 settings
->fog
= WINED3D_FFP_PS_FOG_EXP2
;
3631 switch (state
->render_states
[WINED3D_RS_FOGTABLEMODE
])
3633 case WINED3D_FOG_LINEAR
:
3634 settings
->fog
= WINED3D_FFP_PS_FOG_LINEAR
;
3636 case WINED3D_FOG_EXP
:
3637 settings
->fog
= WINED3D_FFP_PS_FOG_EXP
;
3639 case WINED3D_FOG_EXP2
:
3640 settings
->fog
= WINED3D_FFP_PS_FOG_EXP2
;
3644 if (!gl_info
->supported
[ARB_FRAMEBUFFER_SRGB
]
3645 && state
->render_states
[WINED3D_RS_SRGBWRITEENABLE
]
3646 && rt_format
->flags
& WINED3DFMT_FLAG_SRGB_WRITE
)
3648 settings
->sRGB_write
= 1;
3650 settings
->sRGB_write
= 0;
3652 if (d3d_info
->vs_clipping
|| !use_vs(state
) || !state
->render_states
[WINED3D_RS_CLIPPING
]
3653 || !state
->render_states
[WINED3D_RS_CLIPPLANEENABLE
])
3655 /* No need to emulate clipplanes if GL supports native vertex shader clipping or if
3656 * the fixed function vertex pipeline is used(which always supports clipplanes), or
3657 * if no clipplane is enabled
3659 settings
->emul_clipplanes
= 0;
3661 settings
->emul_clipplanes
= 1;
3665 const struct ffp_frag_desc
*find_ffp_frag_shader(const struct wine_rb_tree
*fragment_shaders
,
3666 const struct ffp_frag_settings
*settings
)
3668 struct wine_rb_entry
*entry
= wine_rb_get(fragment_shaders
, settings
);
3669 return entry
? WINE_RB_ENTRY_VALUE(entry
, struct ffp_frag_desc
, entry
) : NULL
;
3672 void add_ffp_frag_shader(struct wine_rb_tree
*shaders
, struct ffp_frag_desc
*desc
)
3674 /* Note that the key is the implementation independent part of the ffp_frag_desc structure,
3675 * whereas desc points to an extended structure with implementation specific parts. */
3676 if (wine_rb_put(shaders
, &desc
->settings
, &desc
->entry
) == -1)
3678 ERR("Failed to insert ffp frag shader.\n");
3682 /* Activates the texture dimension according to the bound D3D texture. Does
3683 * not care for the colorop or correct gl texture unit (when using nvrc).
3684 * Requires the caller to activate the correct unit. */
3685 /* Context activation is done by the caller (state handler). */
3686 void texture_activate_dimensions(const struct wined3d_texture
*texture
, const struct wined3d_gl_info
*gl_info
)
3690 switch (texture
->target
)
3693 gl_info
->gl_ops
.gl
.p_glDisable(GL_TEXTURE_3D
);
3694 checkGLcall("glDisable(GL_TEXTURE_3D)");
3695 if (gl_info
->supported
[ARB_TEXTURE_CUBE_MAP
])
3697 gl_info
->gl_ops
.gl
.p_glDisable(GL_TEXTURE_CUBE_MAP_ARB
);
3698 checkGLcall("glDisable(GL_TEXTURE_CUBE_MAP_ARB)");
3700 if (gl_info
->supported
[ARB_TEXTURE_RECTANGLE
])
3702 gl_info
->gl_ops
.gl
.p_glDisable(GL_TEXTURE_RECTANGLE_ARB
);
3703 checkGLcall("glDisable(GL_TEXTURE_RECTANGLE_ARB)");
3705 gl_info
->gl_ops
.gl
.p_glEnable(GL_TEXTURE_2D
);
3706 checkGLcall("glEnable(GL_TEXTURE_2D)");
3708 case GL_TEXTURE_RECTANGLE_ARB
:
3709 gl_info
->gl_ops
.gl
.p_glDisable(GL_TEXTURE_2D
);
3710 checkGLcall("glDisable(GL_TEXTURE_2D)");
3711 gl_info
->gl_ops
.gl
.p_glDisable(GL_TEXTURE_3D
);
3712 checkGLcall("glDisable(GL_TEXTURE_3D)");
3713 if (gl_info
->supported
[ARB_TEXTURE_CUBE_MAP
])
3715 gl_info
->gl_ops
.gl
.p_glDisable(GL_TEXTURE_CUBE_MAP_ARB
);
3716 checkGLcall("glDisable(GL_TEXTURE_CUBE_MAP_ARB)");
3718 gl_info
->gl_ops
.gl
.p_glEnable(GL_TEXTURE_RECTANGLE_ARB
);
3719 checkGLcall("glEnable(GL_TEXTURE_RECTANGLE_ARB)");
3722 if (gl_info
->supported
[ARB_TEXTURE_CUBE_MAP
])
3724 gl_info
->gl_ops
.gl
.p_glDisable(GL_TEXTURE_CUBE_MAP_ARB
);
3725 checkGLcall("glDisable(GL_TEXTURE_CUBE_MAP_ARB)");
3727 if (gl_info
->supported
[ARB_TEXTURE_RECTANGLE
])
3729 gl_info
->gl_ops
.gl
.p_glDisable(GL_TEXTURE_RECTANGLE_ARB
);
3730 checkGLcall("glDisable(GL_TEXTURE_RECTANGLE_ARB)");
3732 gl_info
->gl_ops
.gl
.p_glDisable(GL_TEXTURE_2D
);
3733 checkGLcall("glDisable(GL_TEXTURE_2D)");
3734 gl_info
->gl_ops
.gl
.p_glEnable(GL_TEXTURE_3D
);
3735 checkGLcall("glEnable(GL_TEXTURE_3D)");
3737 case GL_TEXTURE_CUBE_MAP_ARB
:
3738 gl_info
->gl_ops
.gl
.p_glDisable(GL_TEXTURE_2D
);
3739 checkGLcall("glDisable(GL_TEXTURE_2D)");
3740 gl_info
->gl_ops
.gl
.p_glDisable(GL_TEXTURE_3D
);
3741 checkGLcall("glDisable(GL_TEXTURE_3D)");
3742 if (gl_info
->supported
[ARB_TEXTURE_RECTANGLE
])
3744 gl_info
->gl_ops
.gl
.p_glDisable(GL_TEXTURE_RECTANGLE_ARB
);
3745 checkGLcall("glDisable(GL_TEXTURE_RECTANGLE_ARB)");
3747 gl_info
->gl_ops
.gl
.p_glEnable(GL_TEXTURE_CUBE_MAP_ARB
);
3748 checkGLcall("glEnable(GL_TEXTURE_CUBE_MAP_ARB)");
3754 gl_info
->gl_ops
.gl
.p_glEnable(GL_TEXTURE_2D
);
3755 checkGLcall("glEnable(GL_TEXTURE_2D)");
3756 gl_info
->gl_ops
.gl
.p_glDisable(GL_TEXTURE_3D
);
3757 checkGLcall("glDisable(GL_TEXTURE_3D)");
3758 if (gl_info
->supported
[ARB_TEXTURE_CUBE_MAP
])
3760 gl_info
->gl_ops
.gl
.p_glDisable(GL_TEXTURE_CUBE_MAP_ARB
);
3761 checkGLcall("glDisable(GL_TEXTURE_CUBE_MAP_ARB)");
3763 if (gl_info
->supported
[ARB_TEXTURE_RECTANGLE
])
3765 gl_info
->gl_ops
.gl
.p_glDisable(GL_TEXTURE_RECTANGLE_ARB
);
3766 checkGLcall("glDisable(GL_TEXTURE_RECTANGLE_ARB)");
3768 /* Binding textures is done by samplers. A dummy texture will be bound */
3772 /* Context activation is done by the caller (state handler). */
3773 void sampler_texdim(struct wined3d_context
*context
, const struct wined3d_state
*state
, DWORD state_id
)
3775 DWORD sampler
= state_id
- STATE_SAMPLER(0);
3776 DWORD mapped_stage
= context
->tex_unit_map
[sampler
];
3778 /* No need to enable / disable anything here for unused samplers. The
3779 * tex_colorop handler takes care. Also no action is needed with pixel
3780 * shaders, or if tex_colorop will take care of this business. */
3781 if (mapped_stage
== WINED3D_UNMAPPED_STAGE
|| mapped_stage
>= context
->gl_info
->limits
.textures
)
3783 if (sampler
>= context
->lowest_disabled_stage
)
3785 if (isStateDirty(context
, STATE_TEXTURESTAGE(sampler
, WINED3D_TSS_COLOR_OP
)))
3788 texture_activate_dimensions(state
->textures
[sampler
], context
->gl_info
);
3791 void *wined3d_rb_alloc(size_t size
)
3793 return HeapAlloc(GetProcessHeap(), 0, size
);
3796 void *wined3d_rb_realloc(void *ptr
, size_t size
)
3798 return HeapReAlloc(GetProcessHeap(), 0, ptr
, size
);
3801 void wined3d_rb_free(void *ptr
)
3803 HeapFree(GetProcessHeap(), 0, ptr
);
3806 static int ffp_frag_program_key_compare(const void *key
, const struct wine_rb_entry
*entry
)
3808 const struct ffp_frag_settings
*ka
= key
;
3809 const struct ffp_frag_settings
*kb
= &WINE_RB_ENTRY_VALUE(entry
, const struct ffp_frag_desc
, entry
)->settings
;
3811 return memcmp(ka
, kb
, sizeof(*ka
));
3814 const struct wine_rb_functions wined3d_ffp_frag_program_rb_functions
=
3819 ffp_frag_program_key_compare
,
3822 void wined3d_ffp_get_vs_settings(const struct wined3d_state
*state
, const struct wined3d_stream_info
*si
,
3823 struct wined3d_ffp_vs_settings
*settings
)
3825 unsigned int coord_idx
, i
;
3827 if (si
->position_transformed
)
3829 memset(settings
, 0, sizeof(*settings
));
3831 settings
->transformed
= 1;
3832 settings
->point_size
= state
->gl_primitive_type
== GL_POINTS
;
3833 if (!state
->render_states
[WINED3D_RS_FOGENABLE
])
3834 settings
->fog_mode
= WINED3D_FFP_VS_FOG_OFF
;
3835 else if (state
->render_states
[WINED3D_RS_FOGTABLEMODE
] != WINED3D_FOG_NONE
)
3836 settings
->fog_mode
= WINED3D_FFP_VS_FOG_DEPTH
;
3838 settings
->fog_mode
= WINED3D_FFP_VS_FOG_FOGCOORD
;
3840 for (i
= 0; i
< MAX_TEXTURES
; ++i
)
3842 coord_idx
= state
->texture_states
[i
][WINED3D_TSS_TEXCOORD_INDEX
];
3843 if (coord_idx
< MAX_TEXTURES
&& (si
->use_map
& (1 << (WINED3D_FFP_TEXCOORD0
+ coord_idx
))))
3844 settings
->texcoords
|= 1 << i
;
3845 settings
->texgen
[i
] = (state
->texture_states
[i
][WINED3D_TSS_TEXCOORD_INDEX
] >> WINED3D_FFP_TCI_SHIFT
)
3846 & WINED3D_FFP_TCI_MASK
;
3851 settings
->transformed
= 0;
3852 settings
->clipping
= state
->render_states
[WINED3D_RS_CLIPPING
]
3853 && state
->render_states
[WINED3D_RS_CLIPPLANEENABLE
];
3854 settings
->normal
= !!(si
->use_map
& (1 << WINED3D_FFP_NORMAL
));
3855 settings
->normalize
= settings
->normal
&& state
->render_states
[WINED3D_RS_NORMALIZENORMALS
];
3856 settings
->lighting
= !!state
->render_states
[WINED3D_RS_LIGHTING
];
3857 settings
->localviewer
= !!state
->render_states
[WINED3D_RS_LOCALVIEWER
];
3858 settings
->point_size
= state
->gl_primitive_type
== GL_POINTS
;
3860 if (state
->render_states
[WINED3D_RS_COLORVERTEX
] && (si
->use_map
& (1 << WINED3D_FFP_DIFFUSE
)))
3862 settings
->diffuse_source
= state
->render_states
[WINED3D_RS_DIFFUSEMATERIALSOURCE
];
3863 settings
->emission_source
= state
->render_states
[WINED3D_RS_EMISSIVEMATERIALSOURCE
];
3864 settings
->ambient_source
= state
->render_states
[WINED3D_RS_AMBIENTMATERIALSOURCE
];
3865 settings
->specular_source
= state
->render_states
[WINED3D_RS_SPECULARMATERIALSOURCE
];
3869 settings
->diffuse_source
= WINED3D_MCS_MATERIAL
;
3870 settings
->emission_source
= WINED3D_MCS_MATERIAL
;
3871 settings
->ambient_source
= WINED3D_MCS_MATERIAL
;
3872 settings
->specular_source
= WINED3D_MCS_MATERIAL
;
3875 settings
->texcoords
= 0;
3876 for (i
= 0; i
< MAX_TEXTURES
; ++i
)
3878 coord_idx
= state
->texture_states
[i
][WINED3D_TSS_TEXCOORD_INDEX
];
3879 if (coord_idx
< MAX_TEXTURES
&& (si
->use_map
& (1 << (WINED3D_FFP_TEXCOORD0
+ coord_idx
))))
3880 settings
->texcoords
|= 1 << i
;
3881 settings
->texgen
[i
] = (state
->texture_states
[i
][WINED3D_TSS_TEXCOORD_INDEX
] >> WINED3D_FFP_TCI_SHIFT
)
3882 & WINED3D_FFP_TCI_MASK
;
3885 settings
->light_type
= 0;
3886 for (i
= 0; i
< MAX_ACTIVE_LIGHTS
; ++i
)
3888 if (state
->lights
[i
])
3889 settings
->light_type
|= (state
->lights
[i
]->OriginalParms
.type
3890 & WINED3D_FFP_LIGHT_TYPE_MASK
) << WINED3D_FFP_LIGHT_TYPE_SHIFT(i
);
3893 settings
->ortho_fog
= 0;
3894 if (!state
->render_states
[WINED3D_RS_FOGENABLE
])
3895 settings
->fog_mode
= WINED3D_FFP_VS_FOG_OFF
;
3896 else if (state
->render_states
[WINED3D_RS_FOGTABLEMODE
] != WINED3D_FOG_NONE
)
3898 settings
->fog_mode
= WINED3D_FFP_VS_FOG_DEPTH
;
3900 if (state
->transforms
[WINED3D_TS_PROJECTION
].u
.m
[0][3] == 0.0f
3901 && state
->transforms
[WINED3D_TS_PROJECTION
].u
.m
[1][3] == 0.0f
3902 && state
->transforms
[WINED3D_TS_PROJECTION
].u
.m
[2][3] == 0.0f
3903 && state
->transforms
[WINED3D_TS_PROJECTION
].u
.m
[3][3] == 1.0f
)
3904 settings
->ortho_fog
= 1;
3906 else if (state
->render_states
[WINED3D_RS_FOGVERTEXMODE
] == WINED3D_FOG_NONE
)
3907 settings
->fog_mode
= WINED3D_FFP_VS_FOG_FOGCOORD
;
3908 else if (state
->render_states
[WINED3D_RS_RANGEFOGENABLE
])
3909 settings
->fog_mode
= WINED3D_FFP_VS_FOG_RANGE
;
3911 settings
->fog_mode
= WINED3D_FFP_VS_FOG_DEPTH
;
3913 settings
->padding
= 0;
3916 static int wined3d_ffp_vertex_program_key_compare(const void *key
, const struct wine_rb_entry
*entry
)
3918 const struct wined3d_ffp_vs_settings
*ka
= key
;
3919 const struct wined3d_ffp_vs_settings
*kb
= &WINE_RB_ENTRY_VALUE(entry
,
3920 const struct wined3d_ffp_vs_desc
, entry
)->settings
;
3922 return memcmp(ka
, kb
, sizeof(*ka
));
3925 const struct wine_rb_functions wined3d_ffp_vertex_program_rb_functions
=
3930 wined3d_ffp_vertex_program_key_compare
,
3933 const struct blit_shader
*wined3d_select_blitter(const struct wined3d_gl_info
*gl_info
, enum wined3d_blit_op blit_op
,
3934 const RECT
*src_rect
, DWORD src_usage
, enum wined3d_pool src_pool
, const struct wined3d_format
*src_format
,
3935 const RECT
*dst_rect
, DWORD dst_usage
, enum wined3d_pool dst_pool
, const struct wined3d_format
*dst_format
)
3937 static const struct blit_shader
* const blitters
[] =
3945 for (i
= 0; i
< sizeof(blitters
) / sizeof(*blitters
); ++i
)
3947 if (blitters
[i
]->blit_supported(gl_info
, blit_op
,
3948 src_rect
, src_usage
, src_pool
, src_format
,
3949 dst_rect
, dst_usage
, dst_pool
, dst_format
))
3956 void wined3d_get_draw_rect(const struct wined3d_state
*state
, RECT
*rect
)
3958 const struct wined3d_viewport
*vp
= &state
->viewport
;
3960 SetRect(rect
, vp
->x
, vp
->y
, vp
->x
+ vp
->width
, vp
->y
+ vp
->height
);
3962 if (state
->render_states
[WINED3D_RS_SCISSORTESTENABLE
])
3963 IntersectRect(rect
, rect
, &state
->scissor_rect
);
3966 const char *wined3d_debug_location(DWORD location
)
3971 #define LOCATION_TO_STR(u) if (location & u) { strcat(buf, " | "#u); location &= ~u; }
3972 LOCATION_TO_STR(WINED3D_LOCATION_DISCARDED
);
3973 LOCATION_TO_STR(WINED3D_LOCATION_SYSMEM
);
3974 LOCATION_TO_STR(WINED3D_LOCATION_USER_MEMORY
);
3975 LOCATION_TO_STR(WINED3D_LOCATION_DIB
);
3976 LOCATION_TO_STR(WINED3D_LOCATION_BUFFER
);
3977 LOCATION_TO_STR(WINED3D_LOCATION_TEXTURE_RGB
);
3978 LOCATION_TO_STR(WINED3D_LOCATION_TEXTURE_SRGB
);
3979 LOCATION_TO_STR(WINED3D_LOCATION_DRAWABLE
);
3980 LOCATION_TO_STR(WINED3D_LOCATION_RB_MULTISAMPLE
);
3981 LOCATION_TO_STR(WINED3D_LOCATION_RB_RESOLVED
);
3982 #undef LOCATION_TO_STR
3983 if (location
) FIXME("Unrecognized location flag(s) %#x.\n", location
);
3985 return buf
[0] ? wine_dbg_sprintf("%s", &buf
[3]) : "0";
3988 /* Print a floating point value with the %.8e format specifier, always using
3989 * '.' as decimal separator. */
3990 void wined3d_ftoa(float value
, char *s
)
3994 if (copysignf(1.0f
, value
) < 0.0f
)
3997 /* Be sure to allocate a buffer of at least 17 characters for the result
3998 as sprintf may return a 3 digit exponent when using the MSVC runtime
3999 instead of a 2 digit exponent. */
4000 sprintf(s
, "%.8e", value
);
4001 if (isfinite(value
))
4005 void wined3d_release_dc(HWND window
, HDC dc
)
4007 /* You'd figure ReleaseDC() would fail if the DC doesn't match the window.
4008 * However, that's not what actually happens, and there are user32 tests
4009 * that confirm ReleaseDC() with the wrong window is supposed to succeed.
4010 * So explicitly check that the DC belongs to the window, since we want to
4011 * avoid releasing a DC that belongs to some other window if the original
4012 * window was already destroyed. */
4013 if (WindowFromDC(dc
) != window
)
4014 WARN("DC %p does not belong to window %p.\n", dc
, window
);
4015 else if (!ReleaseDC(window
, dc
))
4016 ERR("Failed to release device context %p, last error %#x.\n", dc
, GetLastError());