[D3D8][D3D9][DDRAW][WINED3D] Sync with Wine Staging 1.7.55. CORE-10536
[reactos.git] / reactos / dll / directx / wine / wined3d / utils.c
1 /*
2 * Utility functions for the WineD3D Library
3 *
4 * Copyright 2002-2004 Jason Edmeades
5 * Copyright 2003-2004 Raphael Junqueira
6 * Copyright 2004 Christian Costa
7 * Copyright 2005 Oliver Stieber
8 * Copyright 2006-2008 Henri Verbeet
9 * Copyright 2007-2008 Stefan Dösinger for CodeWeavers
10 * Copyright 2009-2010 Henri Verbeet for CodeWeavers
11 *
12 * This library is free software; you can redistribute it and/or
13 * modify it under the terms of the GNU Lesser General Public
14 * License as published by the Free Software Foundation; either
15 * version 2.1 of the License, or (at your option) any later version.
16 *
17 * This library is distributed in the hope that it will be useful,
18 * but WITHOUT ANY WARRANTY; without even the implied warranty of
19 * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the GNU
20 * Lesser General Public License for more details.
21 *
22 * You should have received a copy of the GNU Lesser General Public
23 * License along with this library; if not, write to the Free Software
24 * Foundation, Inc., 51 Franklin St, Fifth Floor, Boston, MA 02110-1301, USA
25 */
26
27 #include "wined3d_private.h"
28
29 WINE_DEFAULT_DEBUG_CHANNEL(d3d);
30
31 struct wined3d_format_channels
32 {
33 enum wined3d_format_id id;
34 DWORD red_size, green_size, blue_size, alpha_size;
35 DWORD red_offset, green_offset, blue_offset, alpha_offset;
36 UINT bpp;
37 BYTE depth_size, stencil_size;
38 };
39
40 static const struct wined3d_format_channels formats[] =
41 {
42 /* size offset
43 * format id r g b a r g b a bpp depth stencil */
44 {WINED3DFMT_UNKNOWN, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0},
45 /* FourCC formats */
46 {WINED3DFMT_UYVY, 0, 0, 0, 0, 0, 0, 0, 0, 2, 0, 0},
47 {WINED3DFMT_YUY2, 0, 0, 0, 0, 0, 0, 0, 0, 2, 0, 0},
48 {WINED3DFMT_YV12, 0, 0, 0, 0, 0, 0, 0, 0, 1, 0, 0},
49 {WINED3DFMT_NV12, 0, 0, 0, 0, 0, 0, 0, 0, 1, 0, 0},
50 {WINED3DFMT_DXT1, 0, 0, 0, 0, 0, 0, 0, 0, 1, 0, 0},
51 {WINED3DFMT_DXT2, 0, 0, 0, 0, 0, 0, 0, 0, 1, 0, 0},
52 {WINED3DFMT_DXT3, 0, 0, 0, 0, 0, 0, 0, 0, 1, 0, 0},
53 {WINED3DFMT_DXT4, 0, 0, 0, 0, 0, 0, 0, 0, 1, 0, 0},
54 {WINED3DFMT_DXT5, 0, 0, 0, 0, 0, 0, 0, 0, 1, 0, 0},
55 {WINED3DFMT_MULTI2_ARGB8, 0, 0, 0, 0, 0, 0, 0, 0, 1, 0, 0},
56 {WINED3DFMT_G8R8_G8B8, 0, 0, 0, 0, 0, 0, 0, 0, 1, 0, 0},
57 {WINED3DFMT_R8G8_B8G8, 0, 0, 0, 0, 0, 0, 0, 0, 1, 0, 0},
58 /* IEEE formats */
59 {WINED3DFMT_R32_FLOAT, 32, 0, 0, 0, 0, 0, 0, 0, 4, 0, 0},
60 {WINED3DFMT_R32G32_FLOAT, 32, 32, 0, 0, 0, 32, 0, 0, 8, 0, 0},
61 {WINED3DFMT_R32G32B32_FLOAT, 32, 32, 32, 0, 0, 32, 64, 0, 12, 0, 0},
62 {WINED3DFMT_R32G32B32A32_FLOAT, 32, 32, 32, 32, 0, 32, 64, 96, 16, 0, 0},
63 /* Hmm? */
64 {WINED3DFMT_R8G8_SNORM_Cx, 0, 0, 0, 0, 0, 0, 0, 0, 2, 0, 0},
65 /* Float */
66 {WINED3DFMT_R16_FLOAT, 16, 0, 0, 0, 0, 0, 0, 0, 2, 0, 0},
67 {WINED3DFMT_R16G16_FLOAT, 16, 16, 0, 0, 0, 16, 0, 0, 4, 0, 0},
68 {WINED3DFMT_R16G16_SINT, 16, 16, 0, 0, 0, 16, 0, 0, 4, 0, 0},
69 {WINED3DFMT_R16G16B16A16_FLOAT, 16, 16, 16, 16, 0, 16, 32, 48, 8, 0, 0},
70 {WINED3DFMT_R16G16B16A16_SINT, 16, 16, 16, 16, 0, 16, 32, 48, 8, 0, 0},
71 /* Palettized formats */
72 {WINED3DFMT_P8_UINT_A8_UNORM, 0, 0, 0, 8, 0, 0, 0, 8, 2, 0, 0},
73 {WINED3DFMT_P8_UINT, 0, 0, 0, 0, 0, 0, 0, 0, 1, 0, 0},
74 /* Standard ARGB formats. */
75 {WINED3DFMT_B8G8R8_UNORM, 8, 8, 8, 0, 16, 8, 0, 0, 3, 0, 0},
76 {WINED3DFMT_B8G8R8A8_UNORM, 8, 8, 8, 8, 16, 8, 0, 24, 4, 0, 0},
77 {WINED3DFMT_B8G8R8X8_UNORM, 8, 8, 8, 0, 16, 8, 0, 0, 4, 0, 0},
78 {WINED3DFMT_B5G6R5_UNORM, 5, 6, 5, 0, 11, 5, 0, 0, 2, 0, 0},
79 {WINED3DFMT_B5G5R5X1_UNORM, 5, 5, 5, 0, 10, 5, 0, 0, 2, 0, 0},
80 {WINED3DFMT_B5G5R5A1_UNORM, 5, 5, 5, 1, 10, 5, 0, 15, 2, 0, 0},
81 {WINED3DFMT_B4G4R4A4_UNORM, 4, 4, 4, 4, 8, 4, 0, 12, 2, 0, 0},
82 {WINED3DFMT_B2G3R3_UNORM, 3, 3, 2, 0, 5, 2, 0, 0, 1, 0, 0},
83 {WINED3DFMT_R8_UNORM, 8, 0, 0, 0, 0, 0, 0, 0, 1, 0, 0},
84 {WINED3DFMT_A8_UNORM, 0, 0, 0, 8, 0, 0, 0, 0, 1, 0, 0},
85 {WINED3DFMT_B2G3R3A8_UNORM, 3, 3, 2, 8, 5, 2, 0, 8, 2, 0, 0},
86 {WINED3DFMT_B4G4R4X4_UNORM, 4, 4, 4, 0, 8, 4, 0, 0, 2, 0, 0},
87 {WINED3DFMT_R10G10B10A2_UNORM, 10, 10, 10, 2, 0, 10, 20, 30, 4, 0, 0},
88 {WINED3DFMT_R10G10B10A2_UINT, 10, 10, 10, 2, 0, 10, 20, 30, 4, 0, 0},
89 {WINED3DFMT_R10G10B10A2_SNORM, 10, 10, 10, 2, 0, 10, 20, 30, 4, 0, 0},
90 {WINED3DFMT_R8G8B8A8_UNORM, 8, 8, 8, 8, 0, 8, 16, 24, 4, 0, 0},
91 {WINED3DFMT_R8G8B8A8_UNORM_SRGB, 8, 8, 8, 8, 0, 8, 16, 24, 4, 0, 0},
92 {WINED3DFMT_R8G8B8A8_UINT, 8, 8, 8, 8, 0, 8, 16, 24, 4, 0, 0},
93 {WINED3DFMT_R8G8B8X8_UNORM, 8, 8, 8, 0, 0, 8, 16, 0, 4, 0, 0},
94 {WINED3DFMT_R16G16_UNORM, 16, 16, 0, 0, 0, 16, 0, 0, 4, 0, 0},
95 {WINED3DFMT_B10G10R10A2_UNORM, 10, 10, 10, 2, 20, 10, 0, 30, 4, 0, 0},
96 {WINED3DFMT_R16G16B16A16_UNORM, 16, 16, 16, 16, 0, 16, 32, 48, 8, 0, 0},
97 /* Luminance */
98 {WINED3DFMT_L8_UNORM, 0, 0, 0, 0, 0, 0, 0, 0, 1, 0, 0},
99 {WINED3DFMT_L8A8_UNORM, 0, 0, 0, 8, 0, 0, 0, 8, 2, 0, 0},
100 {WINED3DFMT_L4A4_UNORM, 0, 0, 0, 4, 0, 0, 0, 4, 1, 0, 0},
101 {WINED3DFMT_L16_UNORM, 0, 0, 0, 0, 0, 0, 0, 0, 2, 0, 0},
102 /* Bump mapping stuff */
103 {WINED3DFMT_R8G8_SNORM, 8, 8, 0, 0, 0, 8, 0, 0, 2, 0, 0},
104 {WINED3DFMT_R5G5_SNORM_L6_UNORM, 5, 5, 0, 0, 0, 5, 0, 0, 2, 0, 0},
105 {WINED3DFMT_R8G8_SNORM_L8X8_UNORM, 8, 8, 0, 0, 0, 8, 0, 0, 4, 0, 0},
106 {WINED3DFMT_R8G8B8A8_SNORM, 8, 8, 8, 8, 0, 8, 16, 24, 4, 0, 0},
107 {WINED3DFMT_R16G16_SNORM, 16, 16, 0, 0, 0, 16, 0, 0, 4, 0, 0},
108 {WINED3DFMT_R10G11B11_SNORM, 10, 11, 11, 0, 0, 10, 21, 0, 4, 0, 0},
109 {WINED3DFMT_R10G10B10_SNORM_A2_UNORM, 10, 10, 10, 2, 0, 10, 20, 30, 4, 0, 0},
110 /* Depth stencil formats */
111 {WINED3DFMT_D16_LOCKABLE, 0, 0, 0, 0, 0, 0, 0, 0, 2, 16, 0},
112 {WINED3DFMT_D32_UNORM, 0, 0, 0, 0, 0, 0, 0, 0, 4, 32, 0},
113 {WINED3DFMT_S1_UINT_D15_UNORM, 0, 0, 0, 0, 0, 0, 0, 0, 2, 15, 1},
114 {WINED3DFMT_D24_UNORM_S8_UINT, 0, 0, 0, 0, 0, 0, 0, 0, 4, 24, 8},
115 {WINED3DFMT_X8D24_UNORM, 0, 0, 0, 0, 0, 0, 0, 0, 4, 24, 0},
116 {WINED3DFMT_S4X4_UINT_D24_UNORM, 0, 0, 0, 0, 0, 0, 0, 0, 4, 24, 4},
117 {WINED3DFMT_D16_UNORM, 0, 0, 0, 0, 0, 0, 0, 0, 2, 16, 0},
118 {WINED3DFMT_D32_FLOAT, 0, 0, 0, 0, 0, 0, 0, 0, 4, 32, 0},
119 {WINED3DFMT_S8_UINT_D24_FLOAT, 0, 0, 0, 0, 0, 0, 0, 0, 4, 24, 8},
120 {WINED3DFMT_VERTEXDATA, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0},
121 {WINED3DFMT_R16_UINT, 16, 0, 0, 0, 0, 0, 0, 0, 2, 0, 0},
122 {WINED3DFMT_R32_UINT, 32, 0, 0, 0, 0, 0, 0, 0, 4, 0, 0},
123 {WINED3DFMT_R32G32_UINT, 32, 32, 0, 0, 0, 32, 0, 0, 8, 0, 0},
124 {WINED3DFMT_R32G32B32_UINT, 32, 32, 32, 0, 0, 32, 64, 0, 12, 0, 0},
125 {WINED3DFMT_R32G32B32A32_UINT, 32, 32, 32, 32, 0, 32, 64, 96, 16, 0, 0},
126 {WINED3DFMT_R16G16B16A16_SNORM, 16, 16, 16, 16, 0, 16, 32, 48, 8, 0, 0},
127 /* Vendor-specific formats */
128 {WINED3DFMT_ATI1N, 0, 0, 0, 0, 0, 0, 0, 0, 1, 0, 0},
129 {WINED3DFMT_ATI2N, 0, 0, 0, 0, 0, 0, 0, 0, 1, 0, 0},
130 {WINED3DFMT_NVDB, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0},
131 {WINED3DFMT_INST, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0},
132 {WINED3DFMT_INTZ, 0, 0, 0, 0, 0, 0, 0, 0, 4, 24, 8},
133 {WINED3DFMT_RESZ, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0},
134 {WINED3DFMT_NVHU, 0, 0, 0, 0, 0, 0, 0, 0, 2, 0, 0},
135 {WINED3DFMT_NVHS, 0, 0, 0, 0, 0, 0, 0, 0, 2, 0, 0},
136 {WINED3DFMT_NULL, 8, 8, 8, 8, 0, 8, 16, 24, 4, 0, 0},
137 /* Unsure about them, could not find a Windows driver that supports them */
138 {WINED3DFMT_R16, 16, 0, 0, 0, 0, 0, 0, 0, 2, 0, 0},
139 {WINED3DFMT_AL16, 0, 0, 0, 16, 0, 0, 0, 16, 4, 0, 0},
140 /* Typeless */
141 {WINED3DFMT_R8_TYPELESS, 8, 0, 0, 0, 0, 0, 0, 0, 1, 0, 0},
142 {WINED3DFMT_R8G8_TYPELESS, 8, 8, 0, 0, 0, 8, 0, 0, 2, 0, 0},
143 {WINED3DFMT_R8G8B8A8_TYPELESS, 8, 8, 8, 8, 0, 8, 16, 24, 4, 0, 0},
144 {WINED3DFMT_R16_TYPELESS, 16, 0, 0, 0, 0, 0, 0, 0, 2, 0, 0},
145 {WINED3DFMT_R16G16_TYPELESS, 16, 16, 0, 0, 0, 16, 0, 0, 4, 0, 0},
146 {WINED3DFMT_R16G16B16A16_TYPELESS, 16, 16, 16, 16, 0, 16, 32, 48, 8, 0, 0},
147 {WINED3DFMT_R32_TYPELESS, 32, 0, 0, 0, 0, 0, 0, 0, 4, 0, 0},
148 {WINED3DFMT_R32G32_TYPELESS, 32, 32, 0, 0, 0, 32, 0, 0, 8, 0, 0},
149 {WINED3DFMT_R32G32B32_TYPELESS, 32, 32, 32, 0, 0, 32, 64, 0, 12, 0, 0},
150 {WINED3DFMT_R32G32B32A32_TYPELESS, 32, 32, 32, 32, 0, 32, 64, 96, 16, 0, 0},
151 };
152
153 struct wined3d_format_base_flags
154 {
155 enum wined3d_format_id id;
156 DWORD flags;
157 };
158
159 /* The ATI2N format behaves like an uncompressed format in LockRect(), but
160 * still needs to use the correct block based calculation for e.g. the
161 * resource size. */
162 static const struct wined3d_format_base_flags format_base_flags[] =
163 {
164 {WINED3DFMT_P8_UINT, WINED3DFMT_FLAG_GETDC},
165 {WINED3DFMT_B8G8R8_UNORM, WINED3DFMT_FLAG_GETDC},
166 {WINED3DFMT_B8G8R8A8_UNORM, WINED3DFMT_FLAG_GETDC},
167 {WINED3DFMT_B8G8R8X8_UNORM, WINED3DFMT_FLAG_GETDC},
168 {WINED3DFMT_B5G6R5_UNORM, WINED3DFMT_FLAG_GETDC},
169 {WINED3DFMT_B5G5R5X1_UNORM, WINED3DFMT_FLAG_GETDC},
170 {WINED3DFMT_B5G5R5A1_UNORM, WINED3DFMT_FLAG_GETDC},
171 {WINED3DFMT_B4G4R4A4_UNORM, WINED3DFMT_FLAG_GETDC},
172 {WINED3DFMT_B4G4R4X4_UNORM, WINED3DFMT_FLAG_GETDC},
173 {WINED3DFMT_R8G8B8A8_UNORM, WINED3DFMT_FLAG_GETDC},
174 {WINED3DFMT_R8G8B8X8_UNORM, WINED3DFMT_FLAG_GETDC},
175 {WINED3DFMT_ATI1N, WINED3DFMT_FLAG_BROKEN_PITCH},
176 {WINED3DFMT_ATI2N, WINED3DFMT_FLAG_BROKEN_PITCH},
177 {WINED3DFMT_R32_FLOAT, WINED3DFMT_FLAG_FLOAT},
178 {WINED3DFMT_R32G32_FLOAT, WINED3DFMT_FLAG_FLOAT},
179 {WINED3DFMT_R32G32B32_FLOAT, WINED3DFMT_FLAG_FLOAT},
180 {WINED3DFMT_R32G32B32A32_FLOAT, WINED3DFMT_FLAG_FLOAT},
181 {WINED3DFMT_R16_FLOAT, WINED3DFMT_FLAG_FLOAT},
182 {WINED3DFMT_R16G16_FLOAT, WINED3DFMT_FLAG_FLOAT},
183 {WINED3DFMT_R16G16B16A16_FLOAT, WINED3DFMT_FLAG_FLOAT},
184 {WINED3DFMT_D32_FLOAT, WINED3DFMT_FLAG_FLOAT},
185 {WINED3DFMT_S8_UINT_D24_FLOAT, WINED3DFMT_FLAG_FLOAT},
186 };
187
188 struct wined3d_format_block_info
189 {
190 enum wined3d_format_id id;
191 UINT block_width;
192 UINT block_height;
193 UINT block_byte_count;
194 BOOL verify;
195 };
196
197 static const struct wined3d_format_block_info format_block_info[] =
198 {
199 {WINED3DFMT_DXT1, 4, 4, 8, TRUE},
200 {WINED3DFMT_DXT2, 4, 4, 16, TRUE},
201 {WINED3DFMT_DXT3, 4, 4, 16, TRUE},
202 {WINED3DFMT_DXT4, 4, 4, 16, TRUE},
203 {WINED3DFMT_DXT5, 4, 4, 16, TRUE},
204 {WINED3DFMT_ATI1N, 4, 4, 8, FALSE},
205 {WINED3DFMT_ATI2N, 4, 4, 16, FALSE},
206 {WINED3DFMT_YUY2, 2, 1, 4, FALSE},
207 {WINED3DFMT_UYVY, 2, 1, 4, FALSE},
208 };
209
210 struct wined3d_format_vertex_info
211 {
212 enum wined3d_format_id id;
213 enum wined3d_ffp_emit_idx emit_idx;
214 GLint component_count;
215 GLenum gl_vtx_type;
216 GLint gl_vtx_format;
217 GLboolean gl_normalized;
218 unsigned int component_size;
219 };
220
221 static const struct wined3d_format_vertex_info format_vertex_info[] =
222 {
223 {WINED3DFMT_R32_FLOAT, WINED3D_FFP_EMIT_FLOAT1, 1, GL_FLOAT, 1, GL_FALSE, sizeof(float)},
224 {WINED3DFMT_R32G32_FLOAT, WINED3D_FFP_EMIT_FLOAT2, 2, GL_FLOAT, 2, GL_FALSE, sizeof(float)},
225 {WINED3DFMT_R32G32B32_FLOAT, WINED3D_FFP_EMIT_FLOAT3, 3, GL_FLOAT, 3, GL_FALSE, sizeof(float)},
226 {WINED3DFMT_R32G32B32A32_FLOAT, WINED3D_FFP_EMIT_FLOAT4, 4, GL_FLOAT, 4, GL_FALSE, sizeof(float)},
227 {WINED3DFMT_B8G8R8A8_UNORM, WINED3D_FFP_EMIT_D3DCOLOR, 4, GL_UNSIGNED_BYTE, 4, GL_TRUE, sizeof(BYTE)},
228 {WINED3DFMT_R8G8B8A8_UINT, WINED3D_FFP_EMIT_UBYTE4, 4, GL_UNSIGNED_BYTE, 4, GL_FALSE, sizeof(BYTE)},
229 {WINED3DFMT_R16G16_SINT, WINED3D_FFP_EMIT_SHORT2, 2, GL_SHORT, 2, GL_FALSE, sizeof(short int)},
230 {WINED3DFMT_R16G16B16A16_SINT, WINED3D_FFP_EMIT_SHORT4, 4, GL_SHORT, 4, GL_FALSE, sizeof(short int)},
231 {WINED3DFMT_R8G8B8A8_UNORM, WINED3D_FFP_EMIT_UBYTE4N, 4, GL_UNSIGNED_BYTE, 4, GL_TRUE, sizeof(BYTE)},
232 {WINED3DFMT_R16G16_SNORM, WINED3D_FFP_EMIT_SHORT2N, 2, GL_SHORT, 2, GL_TRUE, sizeof(short int)},
233 {WINED3DFMT_R16G16B16A16_SNORM, WINED3D_FFP_EMIT_SHORT4N, 4, GL_SHORT, 4, GL_TRUE, sizeof(short int)},
234 {WINED3DFMT_R16G16_UNORM, WINED3D_FFP_EMIT_USHORT2N, 2, GL_UNSIGNED_SHORT, 2, GL_TRUE, sizeof(short int)},
235 {WINED3DFMT_R16G16B16A16_UNORM, WINED3D_FFP_EMIT_USHORT4N, 4, GL_UNSIGNED_SHORT, 4, GL_TRUE, sizeof(short int)},
236 {WINED3DFMT_R10G10B10A2_UINT, WINED3D_FFP_EMIT_UDEC3, 3, GL_UNSIGNED_SHORT, 3, GL_FALSE, sizeof(short int)},
237 {WINED3DFMT_R10G10B10A2_SNORM, WINED3D_FFP_EMIT_DEC3N, 3, GL_SHORT, 3, GL_TRUE, sizeof(short int)},
238 {WINED3DFMT_R16G16_FLOAT, WINED3D_FFP_EMIT_FLOAT16_2, 2, GL_FLOAT, 2, GL_FALSE, sizeof(GLhalfNV)},
239 {WINED3DFMT_R16G16B16A16_FLOAT, WINED3D_FFP_EMIT_FLOAT16_4, 4, GL_FLOAT, 4, GL_FALSE, sizeof(GLhalfNV)},
240 {WINED3DFMT_R32_UINT, WINED3D_FFP_EMIT_INVALID, 1, GL_UNSIGNED_INT, 1, GL_FALSE, sizeof(UINT)},
241 {WINED3DFMT_R32G32_UINT, WINED3D_FFP_EMIT_INVALID, 2, GL_UNSIGNED_INT, 2, GL_FALSE, sizeof(UINT)},
242 {WINED3DFMT_R32G32B32_UINT, WINED3D_FFP_EMIT_INVALID, 3, GL_UNSIGNED_INT, 3, GL_FALSE, sizeof(UINT)},
243 {WINED3DFMT_R32G32B32A32_UINT, WINED3D_FFP_EMIT_INVALID, 4, GL_UNSIGNED_INT, 4, GL_FALSE, sizeof(UINT)},
244 };
245
246 struct wined3d_format_texture_info
247 {
248 enum wined3d_format_id id;
249 GLint gl_internal;
250 GLint gl_srgb_internal;
251 GLint gl_rt_internal;
252 GLint gl_format;
253 GLint gl_type;
254 unsigned int conv_byte_count;
255 unsigned int flags;
256 enum wined3d_gl_extension extension;
257 void (*convert)(const BYTE *src, BYTE *dst, UINT src_row_pitch, UINT src_slice_pitch,
258 UINT dst_row_pitch, UINT dst_slice_pitch, UINT width, UINT height, UINT depth);
259 };
260
261 static void convert_l4a4_unorm(const BYTE *src, BYTE *dst, UINT src_row_pitch, UINT src_slice_pitch,
262 UINT dst_row_pitch, UINT dst_slice_pitch, UINT width, UINT height, UINT depth)
263 {
264 /* WINED3DFMT_L4A4_UNORM exists as an internal gl format, but for some reason there is not
265 * format+type combination to load it. Thus convert it to A8L8, then load it
266 * with A4L4 internal, but A8L8 format+type
267 */
268 unsigned int x, y, z;
269 const unsigned char *Source;
270 unsigned char *Dest;
271
272 for (z = 0; z < depth; z++)
273 {
274 for (y = 0; y < height; y++)
275 {
276 Source = src + z * src_slice_pitch + y * src_row_pitch;
277 Dest = dst + z * dst_slice_pitch + y * dst_row_pitch;
278 for (x = 0; x < width; x++ )
279 {
280 unsigned char color = (*Source++);
281 /* A */ Dest[1] = (color & 0xf0u) << 0;
282 /* L */ Dest[0] = (color & 0x0fu) << 4;
283 Dest += 2;
284 }
285 }
286 }
287 }
288
289 static void convert_r5g5_snorm_l6_unorm(const BYTE *src, BYTE *dst, UINT src_row_pitch, UINT src_slice_pitch,
290 UINT dst_row_pitch, UINT dst_slice_pitch, UINT width, UINT height, UINT depth)
291 {
292 unsigned int x, y, z;
293 unsigned char r_in, g_in, l_in;
294 const unsigned short *texel_in;
295 unsigned short *texel_out;
296
297 /* Emulating signed 5 bit values with unsigned 5 bit values has some precision problems by design:
298 * E.g. the signed input value 0 becomes 16. GL normalizes it to 16 / 31 = 0.516. We convert it
299 * back to a signed value by subtracting 0.5 and multiplying by 2.0. The resulting value is
300 * ((16 / 31) - 0.5) * 2.0 = 0.032, which is quite different from the intended result 0.000. */
301 for (z = 0; z < depth; z++)
302 {
303 for (y = 0; y < height; y++)
304 {
305 texel_out = (unsigned short *) (dst + z * dst_slice_pitch + y * dst_row_pitch);
306 texel_in = (const unsigned short *)(src + z * src_slice_pitch + y * src_row_pitch);
307 for (x = 0; x < width; x++ )
308 {
309 l_in = (*texel_in & 0xfc00u) >> 10;
310 g_in = (*texel_in & 0x03e0u) >> 5;
311 r_in = *texel_in & 0x001fu;
312
313 *texel_out = ((r_in + 16) << 11) | (l_in << 5) | (g_in + 16);
314 texel_out++;
315 texel_in++;
316 }
317 }
318 }
319 }
320
321 static void convert_r5g5_snorm_l6_unorm_ext(const BYTE *src, BYTE *dst, UINT src_row_pitch, UINT src_slice_pitch,
322 UINT dst_row_pitch, UINT dst_slice_pitch, UINT width, UINT height, UINT depth)
323 {
324 unsigned int x, y, z;
325 unsigned char *texel_out, r_out, g_out, r_in, g_in, l_in;
326 const unsigned short *texel_in;
327
328 for (z = 0; z < depth; z++)
329 {
330 for (y = 0; y < height; y++)
331 {
332 texel_in = (const unsigned short *)(src + z * src_slice_pitch + y * src_row_pitch);
333 texel_out = dst + z * dst_slice_pitch + y * dst_row_pitch;
334 for (x = 0; x < width; x++ )
335 {
336 l_in = (*texel_in & 0xfc00u) >> 10;
337 g_in = (*texel_in & 0x03e0u) >> 5;
338 r_in = *texel_in & 0x001fu;
339
340 r_out = r_in << 3;
341 if (!(r_in & 0x10)) /* r > 0 */
342 r_out |= r_in >> 1;
343
344 g_out = g_in << 3;
345 if (!(g_in & 0x10)) /* g > 0 */
346 g_out |= g_in >> 1;
347
348 texel_out[0] = r_out;
349 texel_out[1] = g_out;
350 texel_out[2] = l_in << 1 | l_in >> 5;
351 texel_out[3] = 0;
352
353 texel_out += 4;
354 texel_in++;
355 }
356 }
357 }
358 }
359
360 static void convert_r5g5_snorm_l6_unorm_nv(const BYTE *src, BYTE *dst, UINT src_row_pitch, UINT src_slice_pitch,
361 UINT dst_row_pitch, UINT dst_slice_pitch, UINT width, UINT height, UINT depth)
362 {
363 unsigned int x, y, z;
364 unsigned char *texel_out, ds_out, dt_out, r_in, g_in, l_in;
365 const unsigned short *texel_in;
366
367 /* This makes the gl surface bigger(24 bit instead of 16), but it works with
368 * fixed function and shaders without further conversion once the surface is
369 * loaded.
370 *
371 * The difference between this function and convert_r5g5_snorm_l6_unorm_ext
372 * is that convert_r5g5_snorm_l6_unorm_ext creates a 32 bit XRGB texture and
373 * this function creates a 24 bit DSDT_MAG texture. Trying to load a DSDT_MAG
374 * internal with a 32 bit DSDT_MAG_INTENSITY or DSDT_MAG_VIB format fails. */
375 for (z = 0; z < depth; z++)
376 {
377 for (y = 0; y < height; y++)
378 {
379 texel_in = (const unsigned short *)(src + z * src_slice_pitch + y * src_row_pitch);
380 texel_out = dst + z * dst_slice_pitch + y * dst_row_pitch;
381 for (x = 0; x < width; x++ )
382 {
383 l_in = (*texel_in & 0xfc00u) >> 10;
384 g_in = (*texel_in & 0x03e0u) >> 5;
385 r_in = *texel_in & 0x001fu;
386
387 ds_out = r_in << 3;
388 if (!(r_in & 0x10)) /* r > 0 */
389 ds_out |= r_in >> 1;
390
391 dt_out = g_in << 3;
392 if (!(g_in & 0x10)) /* g > 0 */
393 dt_out |= g_in >> 1;
394
395 texel_out[0] = ds_out;
396 texel_out[1] = dt_out;
397 texel_out[2] = l_in << 1 | l_in >> 5;
398
399 texel_out += 3;
400 texel_in++;
401 }
402 }
403 }
404 }
405
406 static void convert_r8g8_snorm(const BYTE *src, BYTE *dst, UINT src_row_pitch, UINT src_slice_pitch,
407 UINT dst_row_pitch, UINT dst_slice_pitch, UINT width, UINT height, UINT depth)
408 {
409 unsigned int x, y, z;
410 const short *Source;
411 unsigned char *Dest;
412
413 for (z = 0; z < depth; z++)
414 {
415 for (y = 0; y < height; y++)
416 {
417 Source = (const short *)(src + z * src_slice_pitch + y * src_row_pitch);
418 Dest = dst + z * dst_slice_pitch + y * dst_row_pitch;
419 for (x = 0; x < width; x++ )
420 {
421 const short color = (*Source++);
422 /* B */ Dest[0] = 0xff;
423 /* G */ Dest[1] = (color >> 8) + 128; /* V */
424 /* R */ Dest[2] = (color & 0xff) + 128; /* U */
425 Dest += 3;
426 }
427 }
428 }
429 }
430
431 static void convert_r8g8_snorm_l8x8_unorm(const BYTE *src, BYTE *dst, UINT src_row_pitch, UINT src_slice_pitch,
432 UINT dst_row_pitch, UINT dst_slice_pitch, UINT width, UINT height, UINT depth)
433 {
434 unsigned int x, y, z;
435 const DWORD *Source;
436 unsigned char *Dest;
437
438 /* Doesn't work correctly with the fixed function pipeline, but can work in
439 * shaders if the shader is adjusted. (There's no use for this format in gl's
440 * standard fixed function pipeline anyway).
441 */
442 for (z = 0; z < depth; z++)
443 {
444 for (y = 0; y < height; y++)
445 {
446 Source = (const DWORD *)(src + z * src_slice_pitch + y * src_row_pitch);
447 Dest = dst + z * dst_slice_pitch + y * dst_row_pitch;
448 for (x = 0; x < width; x++ )
449 {
450 LONG color = (*Source++);
451 /* B */ Dest[0] = ((color >> 16) & 0xff); /* L */
452 /* G */ Dest[1] = ((color >> 8 ) & 0xff) + 128; /* V */
453 /* R */ Dest[2] = (color & 0xff) + 128; /* U */
454 Dest += 4;
455 }
456 }
457 }
458 }
459
460 static void convert_r8g8_snorm_l8x8_unorm_nv(const BYTE *src, BYTE *dst, UINT src_row_pitch, UINT src_slice_pitch,
461 UINT dst_row_pitch, UINT dst_slice_pitch, UINT width, UINT height, UINT depth)
462 {
463 unsigned int x, y, z;
464 const DWORD *Source;
465 unsigned char *Dest;
466
467 /* This implementation works with the fixed function pipeline and shaders
468 * without further modification after converting the surface.
469 */
470 for (z = 0; z < depth; z++)
471 {
472 for (y = 0; y < height; y++)
473 {
474 Source = (const DWORD *)(src + z * src_slice_pitch + y * src_row_pitch);
475 Dest = dst + z * dst_slice_pitch + y * dst_row_pitch;
476 for (x = 0; x < width; x++ )
477 {
478 LONG color = (*Source++);
479 /* L */ Dest[2] = ((color >> 16) & 0xff); /* L */
480 /* V */ Dest[1] = ((color >> 8 ) & 0xff); /* V */
481 /* U */ Dest[0] = (color & 0xff); /* U */
482 /* I */ Dest[3] = 255; /* X */
483 Dest += 4;
484 }
485 }
486 }
487 }
488
489 static void convert_r8g8b8a8_snorm(const BYTE *src, BYTE *dst, UINT src_row_pitch, UINT src_slice_pitch,
490 UINT dst_row_pitch, UINT dst_slice_pitch, UINT width, UINT height, UINT depth)
491 {
492 unsigned int x, y, z;
493 const DWORD *Source;
494 unsigned char *Dest;
495
496 for (z = 0; z < depth; z++)
497 {
498 for (y = 0; y < height; y++)
499 {
500 Source = (const DWORD *)(src + z * src_slice_pitch + y * src_row_pitch);
501 Dest = dst + z * dst_slice_pitch + y * dst_row_pitch;
502 for (x = 0; x < width; x++ )
503 {
504 LONG color = (*Source++);
505 /* B */ Dest[0] = ((color >> 16) & 0xff) + 128; /* W */
506 /* G */ Dest[1] = ((color >> 8 ) & 0xff) + 128; /* V */
507 /* R */ Dest[2] = (color & 0xff) + 128; /* U */
508 /* A */ Dest[3] = ((color >> 24) & 0xff) + 128; /* Q */
509 Dest += 4;
510 }
511 }
512 }
513 }
514
515 static void convert_r16g16_snorm(const BYTE *src, BYTE *dst, UINT src_row_pitch, UINT src_slice_pitch,
516 UINT dst_row_pitch, UINT dst_slice_pitch, UINT width, UINT height, UINT depth)
517 {
518 unsigned int x, y, z;
519 const DWORD *Source;
520 unsigned short *Dest;
521
522 for (z = 0; z < depth; z++)
523 {
524 for (y = 0; y < height; y++)
525 {
526 Source = (const DWORD *)(src + z * src_slice_pitch + y * src_row_pitch);
527 Dest = (unsigned short *) (dst + z * dst_slice_pitch + y * dst_row_pitch);
528 for (x = 0; x < width; x++ )
529 {
530 const DWORD color = (*Source++);
531 /* B */ Dest[0] = 0xffff;
532 /* G */ Dest[1] = (color >> 16) + 32768; /* V */
533 /* R */ Dest[2] = (color & 0xffff) + 32768; /* U */
534 Dest += 3;
535 }
536 }
537 }
538 }
539
540 static void convert_r16g16(const BYTE *src, BYTE *dst, UINT src_row_pitch, UINT src_slice_pitch,
541 UINT dst_row_pitch, UINT dst_slice_pitch, UINT width, UINT height, UINT depth)
542 {
543 unsigned int x, y, z;
544 const WORD *Source;
545 WORD *Dest;
546
547 for (z = 0; z < depth; z++)
548 {
549 for (y = 0; y < height; y++)
550 {
551 Source = (const WORD *)(src + z * src_slice_pitch + y * src_row_pitch);
552 Dest = (WORD *) (dst + z * dst_slice_pitch + y * dst_row_pitch);
553 for (x = 0; x < width; x++ )
554 {
555 WORD green = (*Source++);
556 WORD red = (*Source++);
557 Dest[0] = green;
558 Dest[1] = red;
559 /* Strictly speaking not correct for R16G16F, but it doesn't matter because the
560 * shader overwrites it anyway */
561 Dest[2] = 0xffff;
562 Dest += 3;
563 }
564 }
565 }
566 }
567
568 static void convert_r32g32_float(const BYTE *src, BYTE *dst, UINT src_row_pitch, UINT src_slice_pitch,
569 UINT dst_row_pitch, UINT dst_slice_pitch, UINT width, UINT height, UINT depth)
570 {
571 unsigned int x, y, z;
572 const float *Source;
573 float *Dest;
574
575 for (z = 0; z < depth; z++)
576 {
577 for (y = 0; y < height; y++)
578 {
579 Source = (const float *)(src + z * src_slice_pitch + y * src_row_pitch);
580 Dest = (float *) (dst + z * dst_slice_pitch + y * dst_row_pitch);
581 for (x = 0; x < width; x++ )
582 {
583 float green = (*Source++);
584 float red = (*Source++);
585 Dest[0] = green;
586 Dest[1] = red;
587 Dest[2] = 1.0f;
588 Dest += 3;
589 }
590 }
591 }
592 }
593
594 static void convert_s1_uint_d15_unorm(const BYTE *src, BYTE *dst, UINT src_row_pitch, UINT src_slice_pitch,
595 UINT dst_row_pitch, UINT dst_slice_pitch, UINT width, UINT height, UINT depth)
596 {
597 unsigned int x, y, z;
598
599 for (z = 0; z < depth; z++)
600 {
601 for (y = 0; y < height; ++y)
602 {
603 const WORD *source = (const WORD *)(src + z * src_slice_pitch + y * src_row_pitch);
604 DWORD *dest = (DWORD *)(dst + z * dst_slice_pitch + y * dst_row_pitch);
605
606 for (x = 0; x < width; ++x)
607 {
608 /* The depth data is normalized, so needs to be scaled,
609 * the stencil data isn't. Scale depth data by
610 * (2^24-1)/(2^15-1) ~~ (2^9 + 2^-6). */
611 WORD d15 = source[x] >> 1;
612 DWORD d24 = (d15 << 9) + (d15 >> 6);
613 dest[x] = (d24 << 8) | (source[x] & 0x1);
614 }
615 }
616 }
617 }
618
619 static void convert_s4x4_uint_d24_unorm(const BYTE *src, BYTE *dst, UINT src_row_pitch, UINT src_slice_pitch,
620 UINT dst_row_pitch, UINT dst_slice_pitch, UINT width, UINT height, UINT depth)
621 {
622 unsigned int x, y, z;
623
624 for (z = 0; z < depth; z++)
625 {
626 for (y = 0; y < height; ++y)
627 {
628 const DWORD *source = (const DWORD *)(src + z * src_slice_pitch + y * src_row_pitch);
629 DWORD *dest = (DWORD *)(dst + z * dst_slice_pitch + y * dst_row_pitch);
630
631 for (x = 0; x < width; ++x)
632 {
633 /* Just need to clear out the X4 part. */
634 dest[x] = source[x] & ~0xf0;
635 }
636 }
637 }
638 }
639
640 static void convert_s8_uint_d24_float(const BYTE *src, BYTE *dst, UINT src_row_pitch, UINT src_slice_pitch,
641 UINT dst_row_pitch, UINT dst_slice_pitch, UINT width, UINT height, UINT depth)
642 {
643 unsigned int x, y, z;
644
645 for (z = 0; z < depth; z++)
646 {
647 for (y = 0; y < height; ++y)
648 {
649 const DWORD *source = (const DWORD *)(src + z * src_slice_pitch + y * src_row_pitch);
650 float *dest_f = (float *)(dst + z * dst_slice_pitch + y * dst_row_pitch);
651 DWORD *dest_s = (DWORD *)dest_f;
652
653 for (x = 0; x < width; ++x)
654 {
655 dest_f[x * 2] = float_24_to_32((source[x] & 0xffffff00u) >> 8);
656 dest_s[x * 2 + 1] = source[x] & 0xff;
657 }
658 }
659 }
660 }
661
662 static BOOL color_in_range(const struct wined3d_color_key *color_key, DWORD color)
663 {
664 /* FIXME: Is this really how color keys are supposed to work? I think it
665 * makes more sense to compare the individual channels. */
666 return color >= color_key->color_space_low_value
667 && color <= color_key->color_space_high_value;
668 }
669
670 static void convert_p8_uint_b8g8r8a8_unorm(const BYTE *src, unsigned int src_pitch,
671 BYTE *dst, unsigned int dst_pitch, unsigned int width, unsigned int height,
672 const struct wined3d_palette *palette, const struct wined3d_color_key *color_key)
673 {
674 const BYTE *src_row;
675 unsigned int x, y;
676 DWORD *dst_row;
677
678 if (!palette)
679 {
680 /* FIXME: This should probably use the system palette. */
681 FIXME("P8 surface loaded without a palette.\n");
682
683 for (y = 0; y < height; ++y)
684 {
685 memset(&dst[dst_pitch * y], 0, width * 4);
686 }
687
688 return;
689 }
690
691 for (y = 0; y < height; ++y)
692 {
693 src_row = &src[src_pitch * y];
694 dst_row = (DWORD *)&dst[dst_pitch * y];
695 for (x = 0; x < width; ++x)
696 {
697 BYTE src_color = src_row[x];
698 dst_row[x] = 0xff000000
699 | (palette->colors[src_color].rgbRed << 16)
700 | (palette->colors[src_color].rgbGreen << 8)
701 | palette->colors[src_color].rgbBlue;
702 }
703 }
704 }
705
706 static void convert_b5g6r5_unorm_b5g5r5a1_unorm_color_key(const BYTE *src, unsigned int src_pitch,
707 BYTE *dst, unsigned int dst_pitch, unsigned int width, unsigned int height,
708 const struct wined3d_palette *palette, const struct wined3d_color_key *color_key)
709 {
710 const WORD *src_row;
711 unsigned int x, y;
712 WORD *dst_row;
713
714 for (y = 0; y < height; ++y)
715 {
716 src_row = (WORD *)&src[src_pitch * y];
717 dst_row = (WORD *)&dst[dst_pitch * y];
718 for (x = 0; x < width; ++x)
719 {
720 WORD src_color = src_row[x];
721 if (!color_in_range(color_key, src_color))
722 dst_row[x] = 0x8000u | ((src_color & 0xffc0u) >> 1) | (src_color & 0x1fu);
723 else
724 dst_row[x] = ((src_color & 0xffc0u) >> 1) | (src_color & 0x1fu);
725 }
726 }
727 }
728
729 static void convert_b5g5r5x1_unorm_b5g5r5a1_unorm_color_key(const BYTE *src, unsigned int src_pitch,
730 BYTE *dst, unsigned int dst_pitch, unsigned int width, unsigned int height,
731 const struct wined3d_palette *palette, const struct wined3d_color_key *color_key)
732 {
733 const WORD *src_row;
734 unsigned int x, y;
735 WORD *dst_row;
736
737 for (y = 0; y < height; ++y)
738 {
739 src_row = (WORD *)&src[src_pitch * y];
740 dst_row = (WORD *)&dst[dst_pitch * y];
741 for (x = 0; x < width; ++x)
742 {
743 WORD src_color = src_row[x];
744 if (color_in_range(color_key, src_color))
745 dst_row[x] = src_color & ~0x8000;
746 else
747 dst_row[x] = src_color | 0x8000;
748 }
749 }
750 }
751
752 static void convert_b8g8r8_unorm_b8g8r8a8_unorm_color_key(const BYTE *src, unsigned int src_pitch,
753 BYTE *dst, unsigned int dst_pitch, unsigned int width, unsigned int height,
754 const struct wined3d_palette *palette, const struct wined3d_color_key *color_key)
755 {
756 const BYTE *src_row;
757 unsigned int x, y;
758 DWORD *dst_row;
759
760 for (y = 0; y < height; ++y)
761 {
762 src_row = &src[src_pitch * y];
763 dst_row = (DWORD *)&dst[dst_pitch * y];
764 for (x = 0; x < width; ++x)
765 {
766 DWORD src_color = (src_row[x * 3 + 2] << 16) | (src_row[x * 3 + 1] << 8) | src_row[x * 3];
767 if (!color_in_range(color_key, src_color))
768 dst_row[x] = src_color | 0xff000000;
769 }
770 }
771 }
772
773 static void convert_b8g8r8x8_unorm_b8g8r8a8_unorm_color_key(const BYTE *src, unsigned int src_pitch,
774 BYTE *dst, unsigned int dst_pitch, unsigned int width, unsigned int height,
775 const struct wined3d_palette *palette, const struct wined3d_color_key *color_key)
776 {
777 const DWORD *src_row;
778 unsigned int x, y;
779 DWORD *dst_row;
780
781 for (y = 0; y < height; ++y)
782 {
783 src_row = (DWORD *)&src[src_pitch * y];
784 dst_row = (DWORD *)&dst[dst_pitch * y];
785 for (x = 0; x < width; ++x)
786 {
787 DWORD src_color = src_row[x];
788 if (color_in_range(color_key, src_color))
789 dst_row[x] = src_color & ~0xff000000;
790 else
791 dst_row[x] = src_color | 0xff000000;
792 }
793 }
794 }
795
796 static void convert_b8g8r8a8_unorm_b8g8r8a8_unorm_color_key(const BYTE *src, unsigned int src_pitch,
797 BYTE *dst, unsigned int dst_pitch, unsigned int width, unsigned int height,
798 const struct wined3d_palette *palette, const struct wined3d_color_key *color_key)
799 {
800 const DWORD *src_row;
801 unsigned int x, y;
802 DWORD *dst_row;
803
804 for (y = 0; y < height; ++y)
805 {
806 src_row = (DWORD *)&src[src_pitch * y];
807 dst_row = (DWORD *)&dst[dst_pitch * y];
808 for (x = 0; x < width; ++x)
809 {
810 DWORD src_color = src_row[x];
811 if (color_in_range(color_key, src_color))
812 src_color &= ~0xff000000;
813 dst_row[x] = src_color;
814 }
815 }
816 }
817
818 const struct wined3d_color_key_conversion * wined3d_format_get_color_key_conversion(
819 const struct wined3d_texture *texture, BOOL need_alpha_ck)
820 {
821 const struct wined3d_format *format = texture->resource.format;
822 unsigned int i;
823
824 static const struct
825 {
826 enum wined3d_format_id src_format;
827 struct wined3d_color_key_conversion conversion;
828 }
829 color_key_info[] =
830 {
831 {WINED3DFMT_B5G6R5_UNORM, {WINED3DFMT_B5G5R5A1_UNORM, convert_b5g6r5_unorm_b5g5r5a1_unorm_color_key }},
832 {WINED3DFMT_B5G5R5X1_UNORM, {WINED3DFMT_B5G5R5A1_UNORM, convert_b5g5r5x1_unorm_b5g5r5a1_unorm_color_key }},
833 {WINED3DFMT_B8G8R8_UNORM, {WINED3DFMT_B8G8R8A8_UNORM, convert_b8g8r8_unorm_b8g8r8a8_unorm_color_key }},
834 {WINED3DFMT_B8G8R8X8_UNORM, {WINED3DFMT_B8G8R8A8_UNORM, convert_b8g8r8x8_unorm_b8g8r8a8_unorm_color_key }},
835 {WINED3DFMT_B8G8R8A8_UNORM, {WINED3DFMT_B8G8R8A8_UNORM, convert_b8g8r8a8_unorm_b8g8r8a8_unorm_color_key }},
836 };
837 static const struct wined3d_color_key_conversion convert_p8 =
838 {
839 WINED3DFMT_B8G8R8A8_UNORM, convert_p8_uint_b8g8r8a8_unorm
840 };
841
842 if (need_alpha_ck && (texture->async.flags & WINED3D_TEXTURE_ASYNC_COLOR_KEY))
843 {
844 for (i = 0; i < sizeof(color_key_info) / sizeof(*color_key_info); ++i)
845 {
846 if (color_key_info[i].src_format == format->id)
847 return &color_key_info[i].conversion;
848 }
849
850 FIXME("Color-keying not supported with format %s.\n", debug_d3dformat(format->id));
851 }
852
853 /* FIXME: This should check if the blitter backend can do P8 conversion,
854 * instead of checking for ARB_fragment_program. */
855 if (format->id == WINED3DFMT_P8_UINT
856 && !(texture->resource.device->adapter->gl_info.supported[ARB_FRAGMENT_PROGRAM]
857 && texture->swapchain && texture == texture->swapchain->front_buffer))
858 return &convert_p8;
859
860 return NULL;
861 }
862
863 /* The following formats explicitly don't have WINED3DFMT_FLAG_TEXTURE set:
864 *
865 * These are never supported on native.
866 * WINED3DFMT_B8G8R8_UNORM
867 * WINED3DFMT_B2G3R3_UNORM
868 * WINED3DFMT_L4A4_UNORM
869 * WINED3DFMT_S1_UINT_D15_UNORM
870 * WINED3DFMT_S4X4_UINT_D24_UNORM
871 *
872 * Only some Geforce/Voodoo3/G400 cards offer 8-bit textures in case of ddraw.
873 * Since it is not widely available, don't offer it. Further no Windows driver
874 * offers WINED3DFMT_P8_UINT_A8_NORM, so don't offer it either.
875 * WINED3DFMT_P8_UINT
876 * WINED3DFMT_P8_UINT_A8_UNORM
877 *
878 * These formats seem to be similar to the HILO formats in
879 * GL_NV_texture_shader. NVHU is said to be GL_UNSIGNED_HILO16,
880 * NVHS GL_SIGNED_HILO16. Rumours say that D3D computes a 3rd channel
881 * similarly to D3DFMT_CxV8U8 (So NVHS could be called D3DFMT_CxV16U16). ATI
882 * refused to support formats which can easily be emulated with pixel shaders,
883 * so applications have to deal with not having NVHS and NVHU.
884 * WINED3DFMT_NVHU
885 * WINED3DFMT_NVHS */
886 static const struct wined3d_format_texture_info format_texture_info[] =
887 {
888 /* format id gl_internal gl_srgb_internal gl_rt_internal
889 gl_format gl_type conv_byte_count
890 flags
891 extension convert */
892 /* FourCC formats */
893 /* GL_APPLE_ycbcr_422 claims that its '2YUV' format, which is supported via the UNSIGNED_SHORT_8_8_REV_APPLE type
894 * is equivalent to 'UYVY' format on Windows, and the 'YUVS' via UNSIGNED_SHORT_8_8_APPLE equates to 'YUY2'. The
895 * d3d9 test however shows that the opposite is true. Since the extension is from 2002, it predates the x86 based
896 * Macs, so probably the endianness differs. This could be tested as soon as we have a Windows and MacOS on a big
897 * endian machine
898 */
899 {WINED3DFMT_UYVY, GL_LUMINANCE_ALPHA, GL_LUMINANCE_ALPHA, 0,
900 GL_LUMINANCE_ALPHA, GL_UNSIGNED_BYTE, 0,
901 WINED3DFMT_FLAG_FILTERING,
902 WINED3D_GL_EXT_NONE, NULL},
903 {WINED3DFMT_UYVY, GL_RGB, GL_RGB, 0,
904 GL_YCBCR_422_APPLE, GL_UNSIGNED_SHORT_8_8_APPLE, 0,
905 WINED3DFMT_FLAG_TEXTURE | WINED3DFMT_FLAG_FILTERING,
906 APPLE_YCBCR_422, NULL},
907 {WINED3DFMT_YUY2, GL_LUMINANCE_ALPHA, GL_LUMINANCE_ALPHA, 0,
908 GL_LUMINANCE_ALPHA, GL_UNSIGNED_BYTE, 0,
909 WINED3DFMT_FLAG_FILTERING,
910 WINED3D_GL_EXT_NONE, NULL},
911 {WINED3DFMT_YUY2, GL_RGB, GL_RGB, 0,
912 GL_YCBCR_422_APPLE, GL_UNSIGNED_SHORT_8_8_REV_APPLE, 0,
913 WINED3DFMT_FLAG_TEXTURE | WINED3DFMT_FLAG_FILTERING,
914 APPLE_YCBCR_422, NULL},
915 {WINED3DFMT_YV12, GL_ALPHA, GL_ALPHA, 0,
916 GL_ALPHA, GL_UNSIGNED_BYTE, 0,
917 WINED3DFMT_FLAG_FILTERING,
918 WINED3D_GL_EXT_NONE, NULL},
919 {WINED3DFMT_NV12, GL_ALPHA, GL_ALPHA, 0,
920 GL_ALPHA, GL_UNSIGNED_BYTE, 0,
921 WINED3DFMT_FLAG_FILTERING,
922 WINED3D_GL_EXT_NONE, NULL},
923 {WINED3DFMT_DXT1, GL_COMPRESSED_RGBA_S3TC_DXT1_EXT, GL_COMPRESSED_SRGB_ALPHA_S3TC_DXT1_EXT, 0,
924 GL_RGBA, GL_UNSIGNED_BYTE, 0,
925 WINED3DFMT_FLAG_TEXTURE | WINED3DFMT_FLAG_POSTPIXELSHADER_BLENDING | WINED3DFMT_FLAG_FILTERING
926 | WINED3DFMT_FLAG_SRGB_READ | WINED3DFMT_FLAG_COMPRESSED,
927 EXT_TEXTURE_COMPRESSION_S3TC, NULL},
928 {WINED3DFMT_DXT2, GL_COMPRESSED_RGBA_S3TC_DXT3_EXT, GL_COMPRESSED_SRGB_ALPHA_S3TC_DXT3_EXT, 0,
929 GL_RGBA, GL_UNSIGNED_BYTE, 0,
930 WINED3DFMT_FLAG_TEXTURE | WINED3DFMT_FLAG_POSTPIXELSHADER_BLENDING | WINED3DFMT_FLAG_FILTERING
931 | WINED3DFMT_FLAG_SRGB_READ | WINED3DFMT_FLAG_COMPRESSED,
932 EXT_TEXTURE_COMPRESSION_S3TC, NULL},
933 {WINED3DFMT_DXT3, GL_COMPRESSED_RGBA_S3TC_DXT3_EXT, GL_COMPRESSED_SRGB_ALPHA_S3TC_DXT3_EXT, 0,
934 GL_RGBA, GL_UNSIGNED_BYTE, 0,
935 WINED3DFMT_FLAG_TEXTURE | WINED3DFMT_FLAG_POSTPIXELSHADER_BLENDING | WINED3DFMT_FLAG_FILTERING
936 | WINED3DFMT_FLAG_SRGB_READ | WINED3DFMT_FLAG_COMPRESSED,
937 EXT_TEXTURE_COMPRESSION_S3TC, NULL},
938 {WINED3DFMT_DXT4, GL_COMPRESSED_RGBA_S3TC_DXT5_EXT, GL_COMPRESSED_SRGB_ALPHA_S3TC_DXT5_EXT, 0,
939 GL_RGBA, GL_UNSIGNED_BYTE, 0,
940 WINED3DFMT_FLAG_TEXTURE | WINED3DFMT_FLAG_POSTPIXELSHADER_BLENDING | WINED3DFMT_FLAG_FILTERING
941 | WINED3DFMT_FLAG_SRGB_READ | WINED3DFMT_FLAG_COMPRESSED,
942 EXT_TEXTURE_COMPRESSION_S3TC, NULL},
943 {WINED3DFMT_DXT5, GL_COMPRESSED_RGBA_S3TC_DXT5_EXT, GL_COMPRESSED_SRGB_ALPHA_S3TC_DXT5_EXT, 0,
944 GL_RGBA, GL_UNSIGNED_BYTE, 0,
945 WINED3DFMT_FLAG_TEXTURE | WINED3DFMT_FLAG_POSTPIXELSHADER_BLENDING | WINED3DFMT_FLAG_FILTERING
946 | WINED3DFMT_FLAG_SRGB_READ | WINED3DFMT_FLAG_COMPRESSED,
947 EXT_TEXTURE_COMPRESSION_S3TC, NULL},
948 /* IEEE formats */
949 {WINED3DFMT_R32_FLOAT, GL_RGB32F_ARB, GL_RGB32F_ARB, 0,
950 GL_RED, GL_FLOAT, 0,
951 WINED3DFMT_FLAG_TEXTURE | WINED3DFMT_FLAG_RENDERTARGET | WINED3DFMT_FLAG_VTF,
952 ARB_TEXTURE_FLOAT, NULL},
953 {WINED3DFMT_R32_FLOAT, GL_R32F, GL_R32F, 0,
954 GL_RED, GL_FLOAT, 0,
955 WINED3DFMT_FLAG_TEXTURE | WINED3DFMT_FLAG_RENDERTARGET | WINED3DFMT_FLAG_VTF,
956 ARB_TEXTURE_RG, NULL},
957 {WINED3DFMT_R32G32_FLOAT, GL_RGB32F_ARB, GL_RGB32F_ARB, 0,
958 GL_RGB, GL_FLOAT, 12,
959 WINED3DFMT_FLAG_TEXTURE | WINED3DFMT_FLAG_RENDERTARGET | WINED3DFMT_FLAG_VTF,
960 ARB_TEXTURE_FLOAT, convert_r32g32_float},
961 {WINED3DFMT_R32G32_FLOAT, GL_RG32F, GL_RG32F, 0,
962 GL_RG, GL_FLOAT, 0,
963 WINED3DFMT_FLAG_TEXTURE | WINED3DFMT_FLAG_RENDERTARGET | WINED3DFMT_FLAG_VTF,
964 ARB_TEXTURE_RG, NULL},
965 {WINED3DFMT_R32G32B32A32_FLOAT, GL_RGBA32F_ARB, GL_RGBA32F_ARB, 0,
966 GL_RGBA, GL_FLOAT, 0,
967 WINED3DFMT_FLAG_TEXTURE | WINED3DFMT_FLAG_RENDERTARGET | WINED3DFMT_FLAG_VTF,
968 ARB_TEXTURE_FLOAT, NULL},
969 /* Float */
970 {WINED3DFMT_R16_FLOAT, GL_RGB16F_ARB, GL_RGB16F_ARB, 0,
971 GL_RED, GL_HALF_FLOAT_ARB, 0,
972 WINED3DFMT_FLAG_TEXTURE | WINED3DFMT_FLAG_RENDERTARGET | WINED3DFMT_FLAG_VTF,
973 ARB_TEXTURE_FLOAT, NULL},
974 {WINED3DFMT_R16_FLOAT, GL_R16F, GL_R16F, 0,
975 GL_RED, GL_HALF_FLOAT_ARB, 0,
976 WINED3DFMT_FLAG_TEXTURE | WINED3DFMT_FLAG_RENDERTARGET | WINED3DFMT_FLAG_VTF,
977 ARB_TEXTURE_RG, NULL},
978 {WINED3DFMT_R16G16_FLOAT, GL_RGB16F_ARB, GL_RGB16F_ARB, 0,
979 GL_RGB, GL_HALF_FLOAT_ARB, 6,
980 WINED3DFMT_FLAG_TEXTURE | WINED3DFMT_FLAG_RENDERTARGET | WINED3DFMT_FLAG_VTF,
981 ARB_TEXTURE_FLOAT, convert_r16g16},
982 {WINED3DFMT_R16G16_FLOAT, GL_RG16F, GL_RG16F, 0,
983 GL_RG, GL_HALF_FLOAT_ARB, 0,
984 WINED3DFMT_FLAG_TEXTURE | WINED3DFMT_FLAG_RENDERTARGET | WINED3DFMT_FLAG_VTF,
985 ARB_TEXTURE_RG, NULL},
986 {WINED3DFMT_R16G16B16A16_FLOAT, GL_RGBA16F_ARB, GL_RGBA16F_ARB, 0,
987 GL_RGBA, GL_HALF_FLOAT_ARB, 0,
988 WINED3DFMT_FLAG_TEXTURE | WINED3DFMT_FLAG_POSTPIXELSHADER_BLENDING | WINED3DFMT_FLAG_RENDERTARGET
989 | WINED3DFMT_FLAG_VTF,
990 ARB_TEXTURE_FLOAT, NULL},
991 /* Palettized formats */
992 {WINED3DFMT_P8_UINT, GL_ALPHA8, GL_ALPHA8, 0,
993 GL_ALPHA, GL_UNSIGNED_BYTE, 0,
994 0,
995 0, NULL},
996 /* Standard ARGB formats */
997 {WINED3DFMT_B8G8R8_UNORM, GL_RGB8, GL_RGB8, 0,
998 GL_BGR, GL_UNSIGNED_BYTE, 0,
999 WINED3DFMT_FLAG_POSTPIXELSHADER_BLENDING | WINED3DFMT_FLAG_FILTERING | WINED3DFMT_FLAG_RENDERTARGET,
1000 WINED3D_GL_EXT_NONE, NULL},
1001 {WINED3DFMT_B8G8R8A8_UNORM, GL_RGBA8, GL_SRGB8_ALPHA8_EXT, 0,
1002 GL_BGRA, GL_UNSIGNED_INT_8_8_8_8_REV, 0,
1003 WINED3DFMT_FLAG_TEXTURE | WINED3DFMT_FLAG_POSTPIXELSHADER_BLENDING | WINED3DFMT_FLAG_FILTERING
1004 | WINED3DFMT_FLAG_RENDERTARGET | WINED3DFMT_FLAG_SRGB_READ | WINED3DFMT_FLAG_SRGB_WRITE
1005 | WINED3DFMT_FLAG_VTF,
1006 WINED3D_GL_EXT_NONE, NULL},
1007 {WINED3DFMT_B8G8R8X8_UNORM, GL_RGB8, GL_SRGB8_EXT, 0,
1008 GL_BGRA, 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 WINED3D_GL_EXT_NONE, NULL},
1012 {WINED3DFMT_B5G6R5_UNORM, GL_RGB5, GL_RGB5, GL_RGB8,
1013 GL_RGB, GL_UNSIGNED_SHORT_5_6_5, 0,
1014 WINED3DFMT_FLAG_TEXTURE | WINED3DFMT_FLAG_POSTPIXELSHADER_BLENDING | WINED3DFMT_FLAG_FILTERING
1015 | WINED3DFMT_FLAG_RENDERTARGET,
1016 WINED3D_GL_EXT_NONE, NULL},
1017 {WINED3DFMT_B5G6R5_UNORM, GL_RGB565, GL_RGB565, GL_RGB8,
1018 GL_RGB, GL_UNSIGNED_SHORT_5_6_5, 0,
1019 WINED3DFMT_FLAG_TEXTURE | WINED3DFMT_FLAG_POSTPIXELSHADER_BLENDING | WINED3DFMT_FLAG_FILTERING
1020 | WINED3DFMT_FLAG_RENDERTARGET,
1021 ARB_ES2_COMPATIBILITY, NULL},
1022 {WINED3DFMT_B5G5R5X1_UNORM, GL_RGB5, GL_RGB5, 0,
1023 GL_BGRA, GL_UNSIGNED_SHORT_1_5_5_5_REV, 0,
1024 WINED3DFMT_FLAG_TEXTURE | WINED3DFMT_FLAG_POSTPIXELSHADER_BLENDING | WINED3DFMT_FLAG_FILTERING,
1025 WINED3D_GL_EXT_NONE, NULL},
1026 {WINED3DFMT_B5G5R5A1_UNORM, GL_RGB5_A1, GL_RGB5_A1, 0,
1027 GL_BGRA, GL_UNSIGNED_SHORT_1_5_5_5_REV, 0,
1028 WINED3DFMT_FLAG_TEXTURE | WINED3DFMT_FLAG_POSTPIXELSHADER_BLENDING | WINED3DFMT_FLAG_FILTERING,
1029 WINED3D_GL_EXT_NONE, NULL},
1030 {WINED3DFMT_B4G4R4A4_UNORM, GL_RGBA4, GL_SRGB8_ALPHA8_EXT, 0,
1031 GL_BGRA, GL_UNSIGNED_SHORT_4_4_4_4_REV, 0,
1032 WINED3DFMT_FLAG_TEXTURE | WINED3DFMT_FLAG_POSTPIXELSHADER_BLENDING | WINED3DFMT_FLAG_FILTERING
1033 | WINED3DFMT_FLAG_SRGB_READ,
1034 WINED3D_GL_EXT_NONE, NULL},
1035 {WINED3DFMT_B2G3R3_UNORM, GL_R3_G3_B2, GL_R3_G3_B2, 0,
1036 GL_RGB, GL_UNSIGNED_BYTE_3_3_2, 0,
1037 WINED3DFMT_FLAG_POSTPIXELSHADER_BLENDING | WINED3DFMT_FLAG_FILTERING,
1038 WINED3D_GL_EXT_NONE, NULL},
1039 {WINED3DFMT_R8_UNORM, GL_R8, GL_R8, 0,
1040 GL_RED, GL_UNSIGNED_BYTE, 0,
1041 WINED3DFMT_FLAG_TEXTURE | WINED3DFMT_FLAG_POSTPIXELSHADER_BLENDING | WINED3DFMT_FLAG_FILTERING
1042 | WINED3DFMT_FLAG_RENDERTARGET | WINED3DFMT_FLAG_VTF,
1043 ARB_TEXTURE_RG, NULL},
1044 {WINED3DFMT_A8_UNORM, GL_ALPHA8, GL_ALPHA8, 0,
1045 GL_ALPHA, GL_UNSIGNED_BYTE, 0,
1046 WINED3DFMT_FLAG_TEXTURE | WINED3DFMT_FLAG_POSTPIXELSHADER_BLENDING | WINED3DFMT_FLAG_FILTERING,
1047 WINED3D_GL_EXT_NONE, NULL},
1048 {WINED3DFMT_B4G4R4X4_UNORM, GL_RGB4, GL_RGB4, 0,
1049 GL_BGRA, GL_UNSIGNED_SHORT_4_4_4_4_REV, 0,
1050 WINED3DFMT_FLAG_TEXTURE | WINED3DFMT_FLAG_POSTPIXELSHADER_BLENDING | WINED3DFMT_FLAG_FILTERING,
1051 WINED3D_GL_EXT_NONE, NULL},
1052 {WINED3DFMT_R10G10B10A2_UNORM, GL_RGB10_A2, GL_RGB10_A2, 0,
1053 GL_RGBA, GL_UNSIGNED_INT_2_10_10_10_REV, 0,
1054 WINED3DFMT_FLAG_TEXTURE | WINED3DFMT_FLAG_POSTPIXELSHADER_BLENDING | WINED3DFMT_FLAG_FILTERING
1055 | WINED3DFMT_FLAG_RENDERTARGET,
1056 WINED3D_GL_EXT_NONE, NULL},
1057 {WINED3DFMT_R8G8B8A8_UNORM, GL_RGBA8, GL_SRGB8_ALPHA8_EXT, 0,
1058 GL_RGBA, GL_UNSIGNED_INT_8_8_8_8_REV, 0,
1059 WINED3DFMT_FLAG_TEXTURE | WINED3DFMT_FLAG_POSTPIXELSHADER_BLENDING | WINED3DFMT_FLAG_FILTERING
1060 | WINED3DFMT_FLAG_RENDERTARGET | WINED3DFMT_FLAG_SRGB_READ | WINED3DFMT_FLAG_SRGB_WRITE
1061 | WINED3DFMT_FLAG_VTF,
1062 WINED3D_GL_EXT_NONE, NULL},
1063 {WINED3DFMT_R8G8B8X8_UNORM, GL_RGB8, GL_RGB8, 0,
1064 GL_RGBA, GL_UNSIGNED_INT_8_8_8_8_REV, 0,
1065 WINED3DFMT_FLAG_TEXTURE | WINED3DFMT_FLAG_POSTPIXELSHADER_BLENDING | WINED3DFMT_FLAG_FILTERING,
1066 WINED3D_GL_EXT_NONE, NULL},
1067 {WINED3DFMT_R16G16_UNORM, GL_RGB16, GL_RGB16, GL_RGBA16,
1068 GL_RGB, GL_UNSIGNED_SHORT, 6,
1069 WINED3DFMT_FLAG_TEXTURE | WINED3DFMT_FLAG_POSTPIXELSHADER_BLENDING | WINED3DFMT_FLAG_FILTERING,
1070 WINED3D_GL_EXT_NONE, convert_r16g16},
1071 {WINED3DFMT_R16G16_UNORM, GL_RG16, GL_RG16, 0,
1072 GL_RG, GL_UNSIGNED_SHORT, 0,
1073 WINED3DFMT_FLAG_TEXTURE | WINED3DFMT_FLAG_POSTPIXELSHADER_BLENDING | WINED3DFMT_FLAG_FILTERING
1074 | WINED3DFMT_FLAG_RENDERTARGET,
1075 ARB_TEXTURE_RG, NULL},
1076 {WINED3DFMT_B10G10R10A2_UNORM, GL_RGB10_A2, GL_RGB10_A2, 0,
1077 GL_BGRA, GL_UNSIGNED_INT_2_10_10_10_REV, 0,
1078 WINED3DFMT_FLAG_TEXTURE | WINED3DFMT_FLAG_POSTPIXELSHADER_BLENDING | WINED3DFMT_FLAG_FILTERING
1079 | WINED3DFMT_FLAG_RENDERTARGET,
1080 WINED3D_GL_EXT_NONE, NULL},
1081 {WINED3DFMT_R16G16B16A16_UNORM, GL_RGBA16, GL_RGBA16, 0,
1082 GL_RGBA, GL_UNSIGNED_SHORT, 0,
1083 WINED3DFMT_FLAG_TEXTURE | WINED3DFMT_FLAG_POSTPIXELSHADER_BLENDING | WINED3DFMT_FLAG_FILTERING
1084 | WINED3DFMT_FLAG_RENDERTARGET,
1085 WINED3D_GL_EXT_NONE, NULL},
1086 /* Luminance */
1087 {WINED3DFMT_L8_UNORM, GL_LUMINANCE8, GL_SLUMINANCE8_EXT, 0,
1088 GL_LUMINANCE, GL_UNSIGNED_BYTE, 0,
1089 WINED3DFMT_FLAG_TEXTURE | WINED3DFMT_FLAG_POSTPIXELSHADER_BLENDING | WINED3DFMT_FLAG_FILTERING
1090 | WINED3DFMT_FLAG_SRGB_READ,
1091 WINED3D_GL_EXT_NONE, NULL},
1092 {WINED3DFMT_L8A8_UNORM, GL_LUMINANCE8_ALPHA8, GL_SLUMINANCE8_ALPHA8_EXT, 0,
1093 GL_LUMINANCE_ALPHA, GL_UNSIGNED_BYTE, 0,
1094 WINED3DFMT_FLAG_TEXTURE | WINED3DFMT_FLAG_POSTPIXELSHADER_BLENDING | WINED3DFMT_FLAG_FILTERING
1095 | WINED3DFMT_FLAG_SRGB_READ,
1096 WINED3D_GL_EXT_NONE, NULL},
1097 {WINED3DFMT_L4A4_UNORM, GL_LUMINANCE4_ALPHA4, GL_LUMINANCE4_ALPHA4, 0,
1098 GL_LUMINANCE_ALPHA, GL_UNSIGNED_BYTE, 2,
1099 WINED3DFMT_FLAG_FILTERING,
1100 WINED3D_GL_EXT_NONE, convert_l4a4_unorm},
1101 /* Bump mapping stuff */
1102 {WINED3DFMT_R8G8_SNORM, GL_RGB8, GL_RGB8, 0,
1103 GL_BGR, GL_UNSIGNED_BYTE, 3,
1104 WINED3DFMT_FLAG_TEXTURE | WINED3DFMT_FLAG_POSTPIXELSHADER_BLENDING | WINED3DFMT_FLAG_FILTERING
1105 | WINED3DFMT_FLAG_BUMPMAP,
1106 WINED3D_GL_EXT_NONE, convert_r8g8_snorm},
1107 {WINED3DFMT_R8G8_SNORM, GL_DSDT8_NV, GL_DSDT8_NV, 0,
1108 GL_DSDT_NV, GL_BYTE, 0,
1109 WINED3DFMT_FLAG_TEXTURE | WINED3DFMT_FLAG_POSTPIXELSHADER_BLENDING | WINED3DFMT_FLAG_FILTERING
1110 | WINED3DFMT_FLAG_BUMPMAP,
1111 NV_TEXTURE_SHADER, NULL},
1112 {WINED3DFMT_R8G8_SNORM, GL_RG8_SNORM, GL_RG8_SNORM, 0,
1113 GL_RG, GL_BYTE, 0,
1114 WINED3DFMT_FLAG_TEXTURE | WINED3DFMT_FLAG_POSTPIXELSHADER_BLENDING | WINED3DFMT_FLAG_FILTERING
1115 | WINED3DFMT_FLAG_BUMPMAP,
1116 EXT_TEXTURE_SNORM, NULL},
1117 {WINED3DFMT_R5G5_SNORM_L6_UNORM, GL_RGB5, GL_RGB5, 0,
1118 GL_RGB, GL_UNSIGNED_SHORT_5_6_5, 2,
1119 WINED3DFMT_FLAG_TEXTURE | WINED3DFMT_FLAG_POSTPIXELSHADER_BLENDING | WINED3DFMT_FLAG_FILTERING
1120 | WINED3DFMT_FLAG_BUMPMAP,
1121 WINED3D_GL_EXT_NONE, convert_r5g5_snorm_l6_unorm},
1122 {WINED3DFMT_R5G5_SNORM_L6_UNORM, GL_DSDT8_MAG8_NV, GL_DSDT8_MAG8_NV, 0,
1123 GL_DSDT_MAG_NV, GL_BYTE, 3,
1124 WINED3DFMT_FLAG_TEXTURE | WINED3DFMT_FLAG_POSTPIXELSHADER_BLENDING | WINED3DFMT_FLAG_FILTERING
1125 | WINED3DFMT_FLAG_BUMPMAP,
1126 NV_TEXTURE_SHADER, convert_r5g5_snorm_l6_unorm_nv},
1127 {WINED3DFMT_R5G5_SNORM_L6_UNORM, GL_RGB8_SNORM, GL_RGB8_SNORM, 0,
1128 GL_RGBA, GL_BYTE, 4,
1129 WINED3DFMT_FLAG_TEXTURE | WINED3DFMT_FLAG_POSTPIXELSHADER_BLENDING | WINED3DFMT_FLAG_FILTERING
1130 | WINED3DFMT_FLAG_BUMPMAP,
1131 EXT_TEXTURE_SNORM, convert_r5g5_snorm_l6_unorm_ext},
1132 {WINED3DFMT_R8G8_SNORM_L8X8_UNORM, GL_RGB8, GL_RGB8, 0,
1133 GL_BGRA, GL_UNSIGNED_INT_8_8_8_8_REV, 4,
1134 WINED3DFMT_FLAG_TEXTURE | WINED3DFMT_FLAG_POSTPIXELSHADER_BLENDING | WINED3DFMT_FLAG_FILTERING
1135 | WINED3DFMT_FLAG_BUMPMAP,
1136 WINED3D_GL_EXT_NONE, convert_r8g8_snorm_l8x8_unorm},
1137 {WINED3DFMT_R8G8_SNORM_L8X8_UNORM, GL_DSDT8_MAG8_INTENSITY8_NV, GL_DSDT8_MAG8_INTENSITY8_NV, 0,
1138 GL_DSDT_MAG_VIB_NV, GL_UNSIGNED_INT_8_8_S8_S8_REV_NV, 4,
1139 WINED3DFMT_FLAG_TEXTURE | WINED3DFMT_FLAG_POSTPIXELSHADER_BLENDING | WINED3DFMT_FLAG_FILTERING
1140 | WINED3DFMT_FLAG_BUMPMAP,
1141 NV_TEXTURE_SHADER, convert_r8g8_snorm_l8x8_unorm_nv},
1142 {WINED3DFMT_R8G8B8A8_SNORM, GL_RGBA8, GL_RGBA8, 0,
1143 GL_BGRA, GL_UNSIGNED_BYTE, 4,
1144 WINED3DFMT_FLAG_TEXTURE | WINED3DFMT_FLAG_POSTPIXELSHADER_BLENDING | WINED3DFMT_FLAG_FILTERING
1145 | WINED3DFMT_FLAG_BUMPMAP,
1146 WINED3D_GL_EXT_NONE, convert_r8g8b8a8_snorm},
1147 {WINED3DFMT_R8G8B8A8_SNORM, GL_SIGNED_RGBA8_NV, GL_SIGNED_RGBA8_NV, 0,
1148 GL_RGBA, GL_BYTE, 0,
1149 WINED3DFMT_FLAG_TEXTURE | WINED3DFMT_FLAG_POSTPIXELSHADER_BLENDING | WINED3DFMT_FLAG_FILTERING
1150 | WINED3DFMT_FLAG_BUMPMAP,
1151 NV_TEXTURE_SHADER, NULL},
1152 {WINED3DFMT_R8G8B8A8_SNORM, GL_RGBA8_SNORM, GL_RGBA8_SNORM, 0,
1153 GL_RGBA, GL_BYTE, 0,
1154 WINED3DFMT_FLAG_TEXTURE | WINED3DFMT_FLAG_POSTPIXELSHADER_BLENDING | WINED3DFMT_FLAG_FILTERING
1155 | WINED3DFMT_FLAG_BUMPMAP,
1156 EXT_TEXTURE_SNORM, NULL},
1157 {WINED3DFMT_R16G16_SNORM, GL_RGB16, GL_RGB16, 0,
1158 GL_BGR, GL_UNSIGNED_SHORT, 6,
1159 WINED3DFMT_FLAG_TEXTURE | WINED3DFMT_FLAG_POSTPIXELSHADER_BLENDING | WINED3DFMT_FLAG_FILTERING
1160 | WINED3DFMT_FLAG_BUMPMAP,
1161 WINED3D_GL_EXT_NONE, convert_r16g16_snorm},
1162 {WINED3DFMT_R16G16_SNORM, GL_SIGNED_HILO16_NV, GL_SIGNED_HILO16_NV, 0,
1163 GL_HILO_NV, GL_SHORT, 0,
1164 WINED3DFMT_FLAG_TEXTURE | WINED3DFMT_FLAG_POSTPIXELSHADER_BLENDING | WINED3DFMT_FLAG_FILTERING
1165 | WINED3DFMT_FLAG_BUMPMAP,
1166 NV_TEXTURE_SHADER, NULL},
1167 {WINED3DFMT_R16G16_SNORM, GL_RG16_SNORM, GL_RG16_SNORM, 0,
1168 GL_RG, GL_SHORT, 0,
1169 WINED3DFMT_FLAG_TEXTURE | WINED3DFMT_FLAG_POSTPIXELSHADER_BLENDING | WINED3DFMT_FLAG_FILTERING
1170 | WINED3DFMT_FLAG_BUMPMAP,
1171 EXT_TEXTURE_SNORM, NULL},
1172 /* Depth stencil formats */
1173 {WINED3DFMT_D16_LOCKABLE, GL_DEPTH_COMPONENT, GL_DEPTH_COMPONENT, 0,
1174 GL_DEPTH_COMPONENT, GL_UNSIGNED_SHORT, 0,
1175 WINED3DFMT_FLAG_DEPTH,
1176 WINED3D_GL_EXT_NONE, NULL},
1177 {WINED3DFMT_D16_LOCKABLE, GL_DEPTH_COMPONENT24_ARB, GL_DEPTH_COMPONENT24_ARB, 0,
1178 GL_DEPTH_COMPONENT, GL_UNSIGNED_SHORT, 0,
1179 WINED3DFMT_FLAG_TEXTURE | WINED3DFMT_FLAG_DEPTH | WINED3DFMT_FLAG_SHADOW,
1180 ARB_DEPTH_TEXTURE, NULL},
1181 {WINED3DFMT_D32_UNORM, GL_DEPTH_COMPONENT, GL_DEPTH_COMPONENT, 0,
1182 GL_DEPTH_COMPONENT, GL_UNSIGNED_INT, 0,
1183 WINED3DFMT_FLAG_DEPTH,
1184 WINED3D_GL_EXT_NONE, NULL},
1185 {WINED3DFMT_D32_UNORM, GL_DEPTH_COMPONENT32_ARB, GL_DEPTH_COMPONENT32_ARB, 0,
1186 GL_DEPTH_COMPONENT, GL_UNSIGNED_INT, 0,
1187 WINED3DFMT_FLAG_TEXTURE | WINED3DFMT_FLAG_DEPTH | WINED3DFMT_FLAG_SHADOW,
1188 ARB_DEPTH_TEXTURE, NULL},
1189 {WINED3DFMT_S1_UINT_D15_UNORM, GL_DEPTH_COMPONENT24_ARB, GL_DEPTH_COMPONENT24_ARB, 0,
1190 GL_DEPTH_COMPONENT, GL_UNSIGNED_SHORT, 0,
1191 WINED3DFMT_FLAG_DEPTH | WINED3DFMT_FLAG_SHADOW,
1192 ARB_DEPTH_TEXTURE, NULL},
1193 {WINED3DFMT_S1_UINT_D15_UNORM, GL_DEPTH24_STENCIL8_EXT, GL_DEPTH24_STENCIL8_EXT, 0,
1194 GL_DEPTH_STENCIL_EXT, GL_UNSIGNED_INT_24_8_EXT, 4,
1195 WINED3DFMT_FLAG_DEPTH | WINED3DFMT_FLAG_STENCIL | WINED3DFMT_FLAG_SHADOW,
1196 EXT_PACKED_DEPTH_STENCIL, convert_s1_uint_d15_unorm},
1197 {WINED3DFMT_S1_UINT_D15_UNORM, GL_DEPTH24_STENCIL8, GL_DEPTH24_STENCIL8, 0,
1198 GL_DEPTH_STENCIL, GL_UNSIGNED_INT_24_8, 4,
1199 WINED3DFMT_FLAG_DEPTH | WINED3DFMT_FLAG_STENCIL | WINED3DFMT_FLAG_SHADOW,
1200 ARB_FRAMEBUFFER_OBJECT, convert_s1_uint_d15_unorm},
1201 {WINED3DFMT_D24_UNORM_S8_UINT, GL_DEPTH_COMPONENT24_ARB, GL_DEPTH_COMPONENT24_ARB, 0,
1202 GL_DEPTH_COMPONENT, GL_UNSIGNED_INT, 0,
1203 WINED3DFMT_FLAG_TEXTURE | WINED3DFMT_FLAG_POSTPIXELSHADER_BLENDING | WINED3DFMT_FLAG_FILTERING
1204 | WINED3DFMT_FLAG_DEPTH | WINED3DFMT_FLAG_SHADOW,
1205 ARB_DEPTH_TEXTURE, NULL},
1206 {WINED3DFMT_D24_UNORM_S8_UINT, GL_DEPTH24_STENCIL8_EXT, GL_DEPTH24_STENCIL8_EXT, 0,
1207 GL_DEPTH_STENCIL_EXT, GL_UNSIGNED_INT_24_8_EXT, 0,
1208 WINED3DFMT_FLAG_TEXTURE | WINED3DFMT_FLAG_POSTPIXELSHADER_BLENDING | WINED3DFMT_FLAG_FILTERING
1209 | WINED3DFMT_FLAG_DEPTH | WINED3DFMT_FLAG_STENCIL | WINED3DFMT_FLAG_SHADOW,
1210 EXT_PACKED_DEPTH_STENCIL, NULL},
1211 {WINED3DFMT_D24_UNORM_S8_UINT, GL_DEPTH24_STENCIL8, GL_DEPTH24_STENCIL8, 0,
1212 GL_DEPTH_STENCIL, GL_UNSIGNED_INT_24_8, 0,
1213 WINED3DFMT_FLAG_TEXTURE | WINED3DFMT_FLAG_POSTPIXELSHADER_BLENDING | WINED3DFMT_FLAG_FILTERING
1214 | WINED3DFMT_FLAG_DEPTH | WINED3DFMT_FLAG_STENCIL | WINED3DFMT_FLAG_SHADOW,
1215 ARB_FRAMEBUFFER_OBJECT, NULL},
1216 {WINED3DFMT_X8D24_UNORM, GL_DEPTH_COMPONENT, GL_DEPTH_COMPONENT, 0,
1217 GL_DEPTH_COMPONENT, GL_UNSIGNED_INT, 0,
1218 WINED3DFMT_FLAG_DEPTH,
1219 WINED3D_GL_EXT_NONE, NULL},
1220 {WINED3DFMT_X8D24_UNORM, GL_DEPTH_COMPONENT24_ARB, GL_DEPTH_COMPONENT24_ARB, 0,
1221 GL_DEPTH_COMPONENT, GL_UNSIGNED_INT, 0,
1222 WINED3DFMT_FLAG_TEXTURE | WINED3DFMT_FLAG_POSTPIXELSHADER_BLENDING | WINED3DFMT_FLAG_FILTERING
1223 | WINED3DFMT_FLAG_DEPTH | WINED3DFMT_FLAG_SHADOW,
1224 ARB_DEPTH_TEXTURE, NULL},
1225 {WINED3DFMT_S4X4_UINT_D24_UNORM, GL_DEPTH_COMPONENT24_ARB, GL_DEPTH_COMPONENT24_ARB, 0,
1226 GL_DEPTH_COMPONENT, GL_UNSIGNED_INT, 0,
1227 WINED3DFMT_FLAG_DEPTH | WINED3DFMT_FLAG_SHADOW,
1228 ARB_DEPTH_TEXTURE, NULL},
1229 {WINED3DFMT_S4X4_UINT_D24_UNORM, GL_DEPTH24_STENCIL8_EXT, GL_DEPTH24_STENCIL8_EXT, 0,
1230 GL_DEPTH_STENCIL_EXT, GL_UNSIGNED_INT_24_8_EXT, 4,
1231 WINED3DFMT_FLAG_DEPTH | WINED3DFMT_FLAG_STENCIL | WINED3DFMT_FLAG_SHADOW,
1232 EXT_PACKED_DEPTH_STENCIL, convert_s4x4_uint_d24_unorm},
1233 {WINED3DFMT_S4X4_UINT_D24_UNORM, GL_DEPTH24_STENCIL8, GL_DEPTH24_STENCIL8, 0,
1234 GL_DEPTH_STENCIL, GL_UNSIGNED_INT_24_8, 4,
1235 WINED3DFMT_FLAG_DEPTH | WINED3DFMT_FLAG_STENCIL | WINED3DFMT_FLAG_SHADOW,
1236 ARB_FRAMEBUFFER_OBJECT, convert_s4x4_uint_d24_unorm},
1237 {WINED3DFMT_D16_UNORM, GL_DEPTH_COMPONENT, GL_DEPTH_COMPONENT, 0,
1238 GL_DEPTH_COMPONENT, GL_UNSIGNED_SHORT, 0,
1239 WINED3DFMT_FLAG_DEPTH,
1240 WINED3D_GL_EXT_NONE, NULL},
1241 {WINED3DFMT_D16_UNORM, GL_DEPTH_COMPONENT24_ARB, GL_DEPTH_COMPONENT24_ARB, 0,
1242 GL_DEPTH_COMPONENT, GL_UNSIGNED_SHORT, 0,
1243 WINED3DFMT_FLAG_TEXTURE | WINED3DFMT_FLAG_POSTPIXELSHADER_BLENDING | WINED3DFMT_FLAG_FILTERING
1244 | WINED3DFMT_FLAG_DEPTH | WINED3DFMT_FLAG_SHADOW,
1245 ARB_DEPTH_TEXTURE, NULL},
1246 {WINED3DFMT_L16_UNORM, GL_LUMINANCE16, GL_LUMINANCE16, 0,
1247 GL_LUMINANCE, GL_UNSIGNED_SHORT, 0,
1248 WINED3DFMT_FLAG_TEXTURE | WINED3DFMT_FLAG_POSTPIXELSHADER_BLENDING | WINED3DFMT_FLAG_FILTERING,
1249 WINED3D_GL_EXT_NONE, NULL},
1250 {WINED3DFMT_D32_FLOAT, GL_DEPTH_COMPONENT32F, GL_DEPTH_COMPONENT32F, 0,
1251 GL_DEPTH_COMPONENT, GL_FLOAT, 0,
1252 WINED3DFMT_FLAG_TEXTURE | WINED3DFMT_FLAG_DEPTH | WINED3DFMT_FLAG_SHADOW,
1253 ARB_DEPTH_BUFFER_FLOAT, NULL},
1254 {WINED3DFMT_S8_UINT_D24_FLOAT, GL_DEPTH32F_STENCIL8, GL_DEPTH32F_STENCIL8, 0,
1255 GL_DEPTH_STENCIL, GL_FLOAT_32_UNSIGNED_INT_24_8_REV, 8,
1256 WINED3DFMT_FLAG_TEXTURE | WINED3DFMT_FLAG_DEPTH | WINED3DFMT_FLAG_STENCIL | WINED3DFMT_FLAG_SHADOW,
1257 ARB_DEPTH_BUFFER_FLOAT, convert_s8_uint_d24_float},
1258 /* Vendor-specific formats */
1259 {WINED3DFMT_ATI1N, GL_COMPRESSED_RED_RGTC1, GL_COMPRESSED_RED_RGTC1, 0,
1260 GL_RED, GL_UNSIGNED_BYTE, 0,
1261 WINED3DFMT_FLAG_TEXTURE | WINED3DFMT_FLAG_POSTPIXELSHADER_BLENDING | WINED3DFMT_FLAG_FILTERING
1262 | WINED3DFMT_FLAG_COMPRESSED,
1263 ARB_TEXTURE_COMPRESSION_RGTC, NULL},
1264 {WINED3DFMT_ATI2N, GL_COMPRESSED_LUMINANCE_ALPHA_3DC_ATI, GL_COMPRESSED_LUMINANCE_ALPHA_3DC_ATI, 0,
1265 GL_LUMINANCE_ALPHA, GL_UNSIGNED_BYTE, 0,
1266 WINED3DFMT_FLAG_TEXTURE | WINED3DFMT_FLAG_POSTPIXELSHADER_BLENDING | WINED3DFMT_FLAG_FILTERING
1267 | WINED3DFMT_FLAG_COMPRESSED,
1268 ATI_TEXTURE_COMPRESSION_3DC, NULL},
1269 {WINED3DFMT_ATI2N, GL_COMPRESSED_RG_RGTC2, GL_COMPRESSED_RG_RGTC2, 0,
1270 GL_LUMINANCE_ALPHA, GL_UNSIGNED_BYTE, 0,
1271 WINED3DFMT_FLAG_TEXTURE | WINED3DFMT_FLAG_POSTPIXELSHADER_BLENDING | WINED3DFMT_FLAG_FILTERING
1272 | WINED3DFMT_FLAG_COMPRESSED,
1273 EXT_TEXTURE_COMPRESSION_RGTC, NULL},
1274 {WINED3DFMT_ATI2N, GL_COMPRESSED_RG_RGTC2, GL_COMPRESSED_RG_RGTC2, 0,
1275 GL_RG, GL_UNSIGNED_BYTE, 0,
1276 WINED3DFMT_FLAG_TEXTURE | WINED3DFMT_FLAG_POSTPIXELSHADER_BLENDING | WINED3DFMT_FLAG_FILTERING
1277 | WINED3DFMT_FLAG_COMPRESSED,
1278 ARB_TEXTURE_COMPRESSION_RGTC, NULL},
1279 {WINED3DFMT_INTZ, GL_DEPTH24_STENCIL8_EXT, GL_DEPTH24_STENCIL8_EXT, 0,
1280 GL_DEPTH_STENCIL_EXT, GL_UNSIGNED_INT_24_8_EXT, 0,
1281 WINED3DFMT_FLAG_TEXTURE | WINED3DFMT_FLAG_POSTPIXELSHADER_BLENDING | WINED3DFMT_FLAG_FILTERING
1282 | WINED3DFMT_FLAG_DEPTH | WINED3DFMT_FLAG_STENCIL,
1283 EXT_PACKED_DEPTH_STENCIL, NULL},
1284 {WINED3DFMT_INTZ, GL_DEPTH24_STENCIL8, GL_DEPTH24_STENCIL8, 0,
1285 GL_DEPTH_STENCIL, GL_UNSIGNED_INT_24_8, 0,
1286 WINED3DFMT_FLAG_TEXTURE | WINED3DFMT_FLAG_POSTPIXELSHADER_BLENDING | WINED3DFMT_FLAG_FILTERING
1287 | WINED3DFMT_FLAG_DEPTH | WINED3DFMT_FLAG_STENCIL,
1288 ARB_FRAMEBUFFER_OBJECT, NULL},
1289 {WINED3DFMT_NULL, 0, 0, 0,
1290 GL_RGBA, GL_UNSIGNED_INT_8_8_8_8_REV, 0,
1291 WINED3DFMT_FLAG_TEXTURE | WINED3DFMT_FLAG_RENDERTARGET | WINED3DFMT_FLAG_FBO_ATTACHABLE,
1292 ARB_FRAMEBUFFER_OBJECT, NULL},
1293 };
1294
1295 static inline int getFmtIdx(enum wined3d_format_id format_id)
1296 {
1297 /* First check if the format is at the position of its value.
1298 * This will catch the argb formats before the loop is entered. */
1299 if (format_id < (sizeof(formats) / sizeof(*formats))
1300 && formats[format_id].id == format_id)
1301 {
1302 return format_id;
1303 }
1304 else
1305 {
1306 unsigned int i;
1307
1308 for (i = 0; i < (sizeof(formats) / sizeof(*formats)); ++i)
1309 {
1310 if (formats[i].id == format_id) return i;
1311 }
1312 }
1313 return -1;
1314 }
1315
1316 static void format_set_flag(struct wined3d_format *format, unsigned int flag)
1317 {
1318 unsigned int i;
1319
1320 for (i = 0; i < ARRAY_SIZE(format->flags); ++i)
1321 format->flags[i] |= flag;
1322 }
1323
1324 static void format_clear_flag(struct wined3d_format *format, unsigned int flag)
1325 {
1326 unsigned int i;
1327
1328 for (i = 0; i < ARRAY_SIZE(format->flags); ++i)
1329 format->flags[i] &= ~flag;
1330 }
1331
1332 static BOOL init_format_base_info(struct wined3d_gl_info *gl_info)
1333 {
1334 UINT format_count = sizeof(formats) / sizeof(*formats);
1335 UINT i;
1336
1337 gl_info->formats = HeapAlloc(GetProcessHeap(), HEAP_ZERO_MEMORY, format_count * sizeof(*gl_info->formats));
1338 if (!gl_info->formats)
1339 {
1340 ERR("Failed to allocate memory.\n");
1341 return FALSE;
1342 }
1343
1344 for (i = 0; i < format_count; ++i)
1345 {
1346 struct wined3d_format *format = &gl_info->formats[i];
1347 format->id = formats[i].id;
1348 format->red_size = formats[i].red_size;
1349 format->green_size = formats[i].green_size;
1350 format->blue_size = formats[i].blue_size;
1351 format->alpha_size = formats[i].alpha_size;
1352 format->red_offset = formats[i].red_offset;
1353 format->green_offset = formats[i].green_offset;
1354 format->blue_offset = formats[i].blue_offset;
1355 format->alpha_offset = formats[i].alpha_offset;
1356 format->byte_count = formats[i].bpp;
1357 format->depth_size = formats[i].depth_size;
1358 format->stencil_size = formats[i].stencil_size;
1359 format->block_width = 1;
1360 format->block_height = 1;
1361 format->block_byte_count = formats[i].bpp;
1362 }
1363
1364 for (i = 0; i < (sizeof(format_base_flags) / sizeof(*format_base_flags)); ++i)
1365 {
1366 int fmt_idx = getFmtIdx(format_base_flags[i].id);
1367
1368 if (fmt_idx == -1)
1369 {
1370 ERR("Format %s (%#x) not found.\n",
1371 debug_d3dformat(format_base_flags[i].id), format_base_flags[i].id);
1372 HeapFree(GetProcessHeap(), 0, gl_info->formats);
1373 return FALSE;
1374 }
1375
1376 format_set_flag(&gl_info->formats[fmt_idx], format_base_flags[i].flags);
1377 }
1378
1379 return TRUE;
1380 }
1381
1382 static BOOL init_format_block_info(struct wined3d_gl_info *gl_info)
1383 {
1384 unsigned int i;
1385
1386 for (i = 0; i < (sizeof(format_block_info) / sizeof(*format_block_info)); ++i)
1387 {
1388 struct wined3d_format *format;
1389 int fmt_idx = getFmtIdx(format_block_info[i].id);
1390
1391 if (fmt_idx == -1)
1392 {
1393 ERR("Format %s (%#x) not found.\n",
1394 debug_d3dformat(format_block_info[i].id), format_block_info[i].id);
1395 return FALSE;
1396 }
1397
1398 format = &gl_info->formats[fmt_idx];
1399 format->block_width = format_block_info[i].block_width;
1400 format->block_height = format_block_info[i].block_height;
1401 format->block_byte_count = format_block_info[i].block_byte_count;
1402 format_set_flag(&gl_info->formats[fmt_idx], WINED3DFMT_FLAG_BLOCKS);
1403 if (!format_block_info[i].verify)
1404 format_set_flag(&gl_info->formats[fmt_idx], WINED3DFMT_FLAG_BLOCKS_NO_VERIFY);
1405 }
1406
1407 return TRUE;
1408 }
1409
1410 static GLenum wined3d_gl_type_to_enum(enum wined3d_gl_resource_type type)
1411 {
1412 switch (type)
1413 {
1414 case WINED3D_GL_RES_TYPE_TEX_1D:
1415 return GL_TEXTURE_1D;
1416 case WINED3D_GL_RES_TYPE_TEX_2D:
1417 return GL_TEXTURE_2D;
1418 case WINED3D_GL_RES_TYPE_TEX_3D:
1419 return GL_TEXTURE_3D;
1420 case WINED3D_GL_RES_TYPE_TEX_CUBE:
1421 return GL_TEXTURE_CUBE_MAP_ARB;
1422 case WINED3D_GL_RES_TYPE_TEX_RECT:
1423 return GL_TEXTURE_RECTANGLE_ARB;
1424 case WINED3D_GL_RES_TYPE_BUFFER:
1425 return GL_TEXTURE_2D; /* TODO: GL_TEXTURE_BUFFER. */
1426 case WINED3D_GL_RES_TYPE_RB:
1427 return GL_RENDERBUFFER;
1428 case WINED3D_GL_RES_TYPE_COUNT:
1429 break;
1430 }
1431 ERR("Unexpected GL resource type %u.\n", type);
1432 return 0;
1433 }
1434
1435 static void delete_fbo_attachment(const struct wined3d_gl_info *gl_info,
1436 enum wined3d_gl_resource_type d3d_type, GLuint object)
1437 {
1438 switch (d3d_type)
1439 {
1440 case WINED3D_GL_RES_TYPE_TEX_1D:
1441 case WINED3D_GL_RES_TYPE_TEX_2D:
1442 case WINED3D_GL_RES_TYPE_TEX_RECT:
1443 case WINED3D_GL_RES_TYPE_TEX_3D:
1444 case WINED3D_GL_RES_TYPE_TEX_CUBE:
1445 gl_info->gl_ops.gl.p_glDeleteTextures(1, &object);
1446 break;
1447
1448 case WINED3D_GL_RES_TYPE_RB:
1449 gl_info->fbo_ops.glDeleteRenderbuffers(1, &object);
1450 break;
1451
1452 case WINED3D_GL_RES_TYPE_BUFFER:
1453 case WINED3D_GL_RES_TYPE_COUNT:
1454 break;
1455 }
1456 }
1457
1458 /* Context activation is done by the caller. */
1459 static void create_and_bind_fbo_attachment(const struct wined3d_gl_info *gl_info, unsigned int flags,
1460 enum wined3d_gl_resource_type d3d_type, GLuint *object, GLenum internal, GLenum format, GLenum type)
1461 {
1462 GLenum attach_type = flags & WINED3DFMT_FLAG_DEPTH ?
1463 GL_DEPTH_ATTACHMENT : GL_COLOR_ATTACHMENT0;
1464
1465 switch (d3d_type)
1466 {
1467 case WINED3D_GL_RES_TYPE_TEX_1D:
1468 gl_info->gl_ops.gl.p_glGenTextures(1, object);
1469 gl_info->gl_ops.gl.p_glBindTexture(GL_TEXTURE_1D, *object);
1470 gl_info->gl_ops.gl.p_glTexImage1D(GL_TEXTURE_1D, 0, internal, 16, 0, format, type, NULL);
1471 gl_info->gl_ops.gl.p_glTexParameteri(GL_TEXTURE_1D, GL_TEXTURE_MIN_FILTER, GL_NEAREST);
1472 gl_info->gl_ops.gl.p_glTexParameteri(GL_TEXTURE_1D, GL_TEXTURE_MAG_FILTER, GL_NEAREST);
1473
1474 gl_info->fbo_ops.glFramebufferTexture1D(GL_FRAMEBUFFER, attach_type, GL_TEXTURE_1D,
1475 *object, 0);
1476 if (flags & WINED3DFMT_FLAG_STENCIL)
1477 gl_info->fbo_ops.glFramebufferTexture1D(GL_FRAMEBUFFER, GL_STENCIL_ATTACHMENT, GL_TEXTURE_1D,
1478 *object, 0);
1479 break;
1480
1481 case WINED3D_GL_RES_TYPE_TEX_2D:
1482 case WINED3D_GL_RES_TYPE_TEX_RECT:
1483 gl_info->gl_ops.gl.p_glGenTextures(1, object);
1484 gl_info->gl_ops.gl.p_glBindTexture(wined3d_gl_type_to_enum(d3d_type), *object);
1485 gl_info->gl_ops.gl.p_glTexImage2D(wined3d_gl_type_to_enum(d3d_type), 0, internal, 16, 16, 0,
1486 format, type, NULL);
1487 gl_info->gl_ops.gl.p_glTexParameteri(wined3d_gl_type_to_enum(d3d_type), GL_TEXTURE_MIN_FILTER, GL_NEAREST);
1488 gl_info->gl_ops.gl.p_glTexParameteri(wined3d_gl_type_to_enum(d3d_type), GL_TEXTURE_MAG_FILTER, GL_NEAREST);
1489
1490 gl_info->fbo_ops.glFramebufferTexture2D(GL_FRAMEBUFFER, attach_type,
1491 wined3d_gl_type_to_enum(d3d_type), *object, 0);
1492 if (flags & WINED3DFMT_FLAG_STENCIL)
1493 gl_info->fbo_ops.glFramebufferTexture2D(GL_FRAMEBUFFER, GL_STENCIL_ATTACHMENT,
1494 wined3d_gl_type_to_enum(d3d_type), *object, 0);
1495 break;
1496
1497 case WINED3D_GL_RES_TYPE_TEX_3D:
1498 gl_info->gl_ops.gl.p_glGenTextures(1, object);
1499 gl_info->gl_ops.gl.p_glBindTexture(GL_TEXTURE_3D, *object);
1500 GL_EXTCALL(glTexImage3D)(GL_TEXTURE_3D, 0, internal, 16, 16, 16, 0,
1501 format, type, NULL);
1502 gl_info->gl_ops.gl.p_glTexParameteri(GL_TEXTURE_3D, GL_TEXTURE_MIN_FILTER, GL_NEAREST);
1503 gl_info->gl_ops.gl.p_glTexParameteri(GL_TEXTURE_3D, GL_TEXTURE_MAG_FILTER, GL_NEAREST);
1504
1505 gl_info->fbo_ops.glFramebufferTexture3D(GL_FRAMEBUFFER, attach_type,
1506 GL_TEXTURE_3D, *object, 0, 0);
1507 if (flags & WINED3DFMT_FLAG_STENCIL)
1508 gl_info->fbo_ops.glFramebufferTexture3D(GL_FRAMEBUFFER, GL_STENCIL_ATTACHMENT,
1509 GL_TEXTURE_3D, *object, 0, 0);
1510 break;
1511
1512 case WINED3D_GL_RES_TYPE_TEX_CUBE:
1513 gl_info->gl_ops.gl.p_glGenTextures(1, object);
1514 gl_info->gl_ops.gl.p_glBindTexture(GL_TEXTURE_CUBE_MAP_ARB, *object);
1515 gl_info->gl_ops.gl.p_glTexImage2D(GL_TEXTURE_CUBE_MAP_POSITIVE_X_ARB, 0, internal, 16, 16, 0,
1516 format, type, NULL);
1517 gl_info->gl_ops.gl.p_glTexImage2D(GL_TEXTURE_CUBE_MAP_NEGATIVE_X_ARB, 0, internal, 16, 16, 0,
1518 format, type, NULL);
1519 gl_info->gl_ops.gl.p_glTexImage2D(GL_TEXTURE_CUBE_MAP_POSITIVE_Y_ARB, 0, internal, 16, 16, 0,
1520 format, type, NULL);
1521 gl_info->gl_ops.gl.p_glTexImage2D(GL_TEXTURE_CUBE_MAP_NEGATIVE_Y_ARB, 0, internal, 16, 16, 0,
1522 format, type, NULL);
1523 gl_info->gl_ops.gl.p_glTexImage2D(GL_TEXTURE_CUBE_MAP_POSITIVE_Z_ARB, 0, internal, 16, 16, 0,
1524 format, type, NULL);
1525 gl_info->gl_ops.gl.p_glTexImage2D(GL_TEXTURE_CUBE_MAP_NEGATIVE_Z_ARB, 0, internal, 16, 16, 0,
1526 format, type, NULL);
1527 gl_info->gl_ops.gl.p_glTexParameteri(GL_TEXTURE_CUBE_MAP_ARB, GL_TEXTURE_MIN_FILTER, GL_NEAREST);
1528 gl_info->gl_ops.gl.p_glTexParameteri(GL_TEXTURE_CUBE_MAP_ARB, GL_TEXTURE_MAG_FILTER, GL_NEAREST);
1529
1530 gl_info->fbo_ops.glFramebufferTexture2D(GL_FRAMEBUFFER, attach_type,
1531 GL_TEXTURE_CUBE_MAP_POSITIVE_X_ARB, *object, 0);
1532 if (flags & WINED3DFMT_FLAG_STENCIL)
1533 gl_info->fbo_ops.glFramebufferTexture2D(GL_FRAMEBUFFER, GL_STENCIL_ATTACHMENT,
1534 GL_TEXTURE_CUBE_MAP_POSITIVE_X_ARB, *object, 0);
1535 break;
1536
1537 case WINED3D_GL_RES_TYPE_RB:
1538 gl_info->fbo_ops.glGenRenderbuffers(1, object);
1539 gl_info->fbo_ops.glBindRenderbuffer(GL_RENDERBUFFER, *object);
1540 gl_info->fbo_ops.glRenderbufferStorage(GL_RENDERBUFFER, internal, 16, 16);
1541 gl_info->fbo_ops.glFramebufferRenderbuffer(GL_FRAMEBUFFER, attach_type, GL_RENDERBUFFER,
1542 *object);
1543 if (flags & WINED3DFMT_FLAG_STENCIL)
1544 gl_info->fbo_ops.glFramebufferRenderbuffer(GL_FRAMEBUFFER, GL_STENCIL_ATTACHMENT, GL_RENDERBUFFER,
1545 *object);
1546 break;
1547
1548 case WINED3D_GL_RES_TYPE_BUFFER:
1549 case WINED3D_GL_RES_TYPE_COUNT:
1550 break;
1551 }
1552
1553 /* Ideally we'd skip all formats already known not to work on textures
1554 * by checking for WINED3DFMT_FLAG_TEXTURE here. However, we want to
1555 * know if we can attach WINED3DFMT_P8_UINT textures to FBOs, and this
1556 * format never has WINED3DFMT_FLAG_TEXTURE set. Instead, swallow GL
1557 * errors generated by invalid formats. */
1558 while (gl_info->gl_ops.gl.p_glGetError());
1559 }
1560
1561 static void draw_test_quad(struct wined3d_caps_gl_ctx *ctx, const struct wined3d_vec3 *geometry,
1562 const struct wined3d_color *color)
1563 {
1564 const struct wined3d_gl_info *gl_info = ctx->gl_info;
1565 static const struct wined3d_vec3 default_geometry[] =
1566 {
1567 {-1.0f, -1.0f, 0.0f},
1568 { 1.0f, -1.0f, 0.0f},
1569 {-1.0f, 1.0f, 0.0f},
1570 { 1.0f, 1.0f, 0.0f},
1571 };
1572 static const char vs_core_header[] =
1573 "#version 150\n"
1574 "in vec4 pos;\n"
1575 "in vec4 color;\n"
1576 "out vec4 out_color;\n"
1577 "\n";
1578 static const char vs_legacy_header[] =
1579 "#version 120\n"
1580 "attribute vec4 pos;\n"
1581 "attribute vec4 color;\n"
1582 "varying vec4 out_color;\n"
1583 "\n";
1584 static const char vs_body[] =
1585 "void main()\n"
1586 "{\n"
1587 " gl_Position = pos;\n"
1588 " out_color = color;\n"
1589 "}\n";
1590 static const char fs_core[] =
1591 "#version 150\n"
1592 "in vec4 out_color;\n"
1593 "out vec4 fragment_color;\n"
1594 "\n"
1595 "void main()\n"
1596 "{\n"
1597 " fragment_color = out_color;\n"
1598 "}\n";
1599 static const char fs_legacy[] =
1600 "#version 120\n"
1601 "varying vec4 out_color;\n"
1602 "\n"
1603 "void main()\n"
1604 "{\n"
1605 " gl_FragData[0] = out_color;\n"
1606 "}\n";
1607 const char *source[2];
1608 GLuint vs_id, fs_id;
1609 unsigned int i;
1610
1611 if (!geometry)
1612 geometry = default_geometry;
1613
1614 if (!gl_info->supported[ARB_VERTEX_BUFFER_OBJECT] || !gl_info->supported[ARB_VERTEX_SHADER]
1615 || !gl_info->supported[ARB_FRAGMENT_SHADER])
1616 {
1617 gl_info->gl_ops.gl.p_glDisable(GL_LIGHTING);
1618 gl_info->gl_ops.gl.p_glMatrixMode(GL_MODELVIEW);
1619 gl_info->gl_ops.gl.p_glLoadIdentity();
1620 gl_info->gl_ops.gl.p_glMatrixMode(GL_PROJECTION);
1621 gl_info->gl_ops.gl.p_glLoadIdentity();
1622
1623 gl_info->gl_ops.gl.p_glBegin(GL_TRIANGLE_STRIP);
1624 gl_info->gl_ops.gl.p_glColor4f(color->r, color->g, color->b, color->a);
1625 for (i = 0; i < 4; ++i)
1626 gl_info->gl_ops.gl.p_glVertex3fv(&geometry[i].x);
1627 gl_info->gl_ops.gl.p_glEnd();
1628 checkGLcall("Drawing a quad");
1629 return;
1630 }
1631
1632 if (!ctx->test_vbo)
1633 GL_EXTCALL(glGenBuffers(1, &ctx->test_vbo));
1634 GL_EXTCALL(glBindBuffer(GL_ARRAY_BUFFER, ctx->test_vbo));
1635 GL_EXTCALL(glBufferData(GL_ARRAY_BUFFER, sizeof(struct wined3d_vec3) * 4, geometry, GL_STREAM_DRAW));
1636 GL_EXTCALL(glVertexAttribPointer(0, 3, GL_FLOAT, FALSE, 0, NULL));
1637 GL_EXTCALL(glVertexAttrib4f(1, color->r, color->g, color->b, color->a));
1638 GL_EXTCALL(glEnableVertexAttribArray(0));
1639 GL_EXTCALL(glDisableVertexAttribArray(1));
1640
1641 if (!ctx->test_program_id)
1642 {
1643 ctx->test_program_id = GL_EXTCALL(glCreateProgram());
1644
1645 vs_id = GL_EXTCALL(glCreateShader(GL_VERTEX_SHADER));
1646 source[0] = gl_info->supported[WINED3D_GL_LEGACY_CONTEXT] ? vs_legacy_header : vs_core_header;
1647 source[1] = vs_body;
1648 GL_EXTCALL(glShaderSource(vs_id, 2, source, NULL));
1649 GL_EXTCALL(glAttachShader(ctx->test_program_id, vs_id));
1650 GL_EXTCALL(glDeleteShader(vs_id));
1651
1652 fs_id = GL_EXTCALL(glCreateShader(GL_FRAGMENT_SHADER));
1653 source[0] = gl_info->supported[WINED3D_GL_LEGACY_CONTEXT] ? fs_legacy : fs_core;
1654 GL_EXTCALL(glShaderSource(fs_id, 1, source, NULL));
1655 GL_EXTCALL(glAttachShader(ctx->test_program_id, fs_id));
1656 GL_EXTCALL(glDeleteShader(fs_id));
1657
1658 GL_EXTCALL(glBindAttribLocation(ctx->test_program_id, 0, "pos"));
1659 GL_EXTCALL(glBindAttribLocation(ctx->test_program_id, 1, "color"));
1660
1661 GL_EXTCALL(glCompileShader(vs_id));
1662 print_glsl_info_log(gl_info, vs_id, FALSE);
1663 GL_EXTCALL(glCompileShader(fs_id));
1664 print_glsl_info_log(gl_info, fs_id, FALSE);
1665 GL_EXTCALL(glLinkProgram(ctx->test_program_id));
1666 shader_glsl_validate_link(gl_info, ctx->test_program_id);
1667 }
1668 GL_EXTCALL(glUseProgram(ctx->test_program_id));
1669
1670 gl_info->gl_ops.gl.p_glDrawArrays(GL_TRIANGLE_STRIP, 0, 4);
1671
1672 GL_EXTCALL(glUseProgram(0));
1673 GL_EXTCALL(glDisableVertexAttribArray(0));
1674 GL_EXTCALL(glBindBuffer(GL_ARRAY_BUFFER, 0));
1675 checkGLcall("Drawing a quad");
1676 }
1677
1678 /* Context activation is done by the caller. */
1679 static void check_fbo_compat(struct wined3d_caps_gl_ctx *ctx, struct wined3d_format *format)
1680 {
1681 /* Check if the default internal format is supported as a frame buffer
1682 * target, otherwise fall back to the render target internal.
1683 *
1684 * Try to stick to the standard format if possible, this limits precision differences. */
1685 static const struct wined3d_color black = {0.0f, 0.0f, 0.0f, 1.0f};
1686 static const struct wined3d_color half_transparent_red = {1.0f, 0.0f, 0.0f, 0.5f};
1687 const struct wined3d_gl_info *gl_info = ctx->gl_info;
1688 GLenum status, rt_internal = format->rtInternal;
1689 GLuint object, color_rb;
1690 enum wined3d_gl_resource_type type;
1691 BOOL fallback_fmt_used = FALSE, regular_fmt_used = FALSE;
1692
1693 gl_info->gl_ops.gl.p_glDisable(GL_BLEND);
1694
1695 for (type = 0; type < ARRAY_SIZE(format->flags); ++type)
1696 {
1697 const char *type_string = "color";
1698
1699 if (type == WINED3D_GL_RES_TYPE_BUFFER)
1700 continue;
1701
1702 create_and_bind_fbo_attachment(gl_info, format->flags[type], type, &object, format->glInternal,
1703 format->glFormat, format->glType);
1704
1705 if (format->flags[type] & (WINED3DFMT_FLAG_DEPTH | WINED3DFMT_FLAG_STENCIL))
1706 {
1707 gl_info->fbo_ops.glGenRenderbuffers(1, &color_rb);
1708 gl_info->fbo_ops.glBindRenderbuffer(GL_RENDERBUFFER, color_rb);
1709 if (type == WINED3D_GL_RES_TYPE_TEX_1D)
1710 gl_info->fbo_ops.glRenderbufferStorage(GL_RENDERBUFFER, GL_RGBA8, 16, 1);
1711 else
1712 gl_info->fbo_ops.glRenderbufferStorage(GL_RENDERBUFFER, GL_RGBA8, 16, 16);
1713
1714 gl_info->fbo_ops.glFramebufferRenderbuffer(GL_FRAMEBUFFER,
1715 GL_COLOR_ATTACHMENT0, GL_RENDERBUFFER, color_rb);
1716 checkGLcall("Create and attach color rb attachment");
1717 type_string = "depth / stencil";
1718 }
1719
1720 status = gl_info->fbo_ops.glCheckFramebufferStatus(GL_FRAMEBUFFER);
1721 checkGLcall("Framebuffer format check");
1722
1723 if (status == GL_FRAMEBUFFER_COMPLETE)
1724 {
1725 TRACE("Format %s is supported as FBO %s attachment, type %u.\n",
1726 debug_d3dformat(format->id), type_string, type);
1727 format->flags[type] |= WINED3DFMT_FLAG_FBO_ATTACHABLE;
1728 format->rtInternal = format->glInternal;
1729 regular_fmt_used = TRUE;
1730 }
1731 else
1732 {
1733 if (!rt_internal)
1734 {
1735 if (format->flags[type] & WINED3DFMT_FLAG_RENDERTARGET)
1736 {
1737 WARN("Format %s with rendertarget flag is not supported as FBO color attachment (type %u),"
1738 " and no fallback specified.\n", debug_d3dformat(format->id), type);
1739 format->flags[type] &= ~WINED3DFMT_FLAG_RENDERTARGET;
1740 }
1741 else
1742 {
1743 TRACE("Format %s is not supported as FBO %s attachment, type %u.\n",
1744 debug_d3dformat(format->id), type_string, type);
1745 }
1746 format->rtInternal = format->glInternal;
1747 }
1748 else
1749 {
1750 TRACE("Format %s is not supported as FBO %s attachment (type %u),"
1751 " trying rtInternal format as fallback.\n",
1752 debug_d3dformat(format->id), type_string, type);
1753
1754 while (gl_info->gl_ops.gl.p_glGetError());
1755
1756 delete_fbo_attachment(gl_info, type, object);
1757 create_and_bind_fbo_attachment(gl_info, format->flags[type], type, &object, format->rtInternal,
1758 format->glFormat, format->glType);
1759
1760 status = gl_info->fbo_ops.glCheckFramebufferStatus(GL_FRAMEBUFFER);
1761 checkGLcall("Framebuffer format check");
1762
1763 if (status == GL_FRAMEBUFFER_COMPLETE)
1764 {
1765 TRACE("Format %s rtInternal format is supported as FBO %s attachment, type %u.\n",
1766 debug_d3dformat(format->id), type_string, type);
1767 fallback_fmt_used = TRUE;
1768 }
1769 else
1770 {
1771 WARN("Format %s rtInternal format is not supported as FBO %s attachment, type %u.\n",
1772 debug_d3dformat(format->id), type_string, type);
1773 format->flags[type] &= ~WINED3DFMT_FLAG_RENDERTARGET;
1774 }
1775 }
1776 }
1777
1778 if (status == GL_FRAMEBUFFER_COMPLETE
1779 && ((format->flags[type] & WINED3DFMT_FLAG_POSTPIXELSHADER_BLENDING)
1780 || !(gl_info->quirks & WINED3D_QUIRK_LIMITED_TEX_FILTERING))
1781 && format->id != WINED3DFMT_NULL && format->id != WINED3DFMT_P8_UINT
1782 && format->glFormat != GL_LUMINANCE && format->glFormat != GL_LUMINANCE_ALPHA
1783 && (format->red_size || format->alpha_size))
1784 {
1785 DWORD readback[16 * 16 * 16], color, r_range, a_range;
1786 BYTE r, a;
1787 BOOL match = TRUE;
1788 GLuint rb;
1789
1790 if (gl_info->supported[ARB_FRAMEBUFFER_OBJECT]
1791 || gl_info->supported[EXT_PACKED_DEPTH_STENCIL])
1792 {
1793 gl_info->fbo_ops.glGenRenderbuffers(1, &rb);
1794 gl_info->fbo_ops.glBindRenderbuffer(GL_RENDERBUFFER, rb);
1795 if (type == WINED3D_GL_RES_TYPE_TEX_1D)
1796 gl_info->fbo_ops.glRenderbufferStorage(GL_RENDERBUFFER, GL_DEPTH24_STENCIL8, 16, 1);
1797 else
1798 gl_info->fbo_ops.glRenderbufferStorage(GL_RENDERBUFFER, GL_DEPTH24_STENCIL8, 16, 16);
1799 gl_info->fbo_ops.glFramebufferRenderbuffer(GL_FRAMEBUFFER, GL_DEPTH_ATTACHMENT, GL_RENDERBUFFER, rb);
1800 gl_info->fbo_ops.glFramebufferRenderbuffer(GL_FRAMEBUFFER, GL_STENCIL_ATTACHMENT, GL_RENDERBUFFER, rb);
1801 checkGLcall("RB attachment");
1802 }
1803
1804 gl_info->gl_ops.gl.p_glEnable(GL_BLEND);
1805 gl_info->gl_ops.gl.p_glClearColor(0.0f, 0.0f, 0.0f, 1.0f);
1806 gl_info->gl_ops.gl.p_glClear(GL_COLOR_BUFFER_BIT);
1807 if (gl_info->gl_ops.gl.p_glGetError() == GL_INVALID_FRAMEBUFFER_OPERATION)
1808 {
1809 while (gl_info->gl_ops.gl.p_glGetError());
1810 TRACE("Format %s doesn't support post-pixelshader blending, type %u.\n",
1811 debug_d3dformat(format->id), type);
1812 format->flags[type] &= ~WINED3DFMT_FLAG_POSTPIXELSHADER_BLENDING;
1813 }
1814 else
1815 {
1816 gl_info->gl_ops.gl.p_glDisable(GL_BLEND);
1817 if (type == WINED3D_GL_RES_TYPE_TEX_1D)
1818 gl_info->gl_ops.gl.p_glViewport(0, 0, 16, 1);
1819 else
1820 gl_info->gl_ops.gl.p_glViewport(0, 0, 16, 16);
1821 gl_info->gl_ops.gl.p_glBlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
1822
1823 draw_test_quad(ctx, NULL, &black);
1824
1825 gl_info->gl_ops.gl.p_glEnable(GL_BLEND);
1826
1827 draw_test_quad(ctx, NULL, &half_transparent_red);
1828
1829 gl_info->gl_ops.gl.p_glDisable(GL_BLEND);
1830
1831 switch (type)
1832 {
1833 case WINED3D_GL_RES_TYPE_TEX_1D:
1834 /* Rebinding texture to workaround a fglrx bug. */
1835 gl_info->gl_ops.gl.p_glBindTexture(GL_TEXTURE_1D, object);
1836 gl_info->gl_ops.gl.p_glGetTexImage(GL_TEXTURE_1D, 0, GL_BGRA,
1837 GL_UNSIGNED_INT_8_8_8_8_REV, readback);
1838 color = readback[7];
1839 break;
1840
1841 case WINED3D_GL_RES_TYPE_TEX_2D:
1842 case WINED3D_GL_RES_TYPE_TEX_3D:
1843 case WINED3D_GL_RES_TYPE_TEX_RECT:
1844 /* Rebinding texture to workaround a fglrx bug. */
1845 gl_info->gl_ops.gl.p_glBindTexture(wined3d_gl_type_to_enum(type), object);
1846 gl_info->gl_ops.gl.p_glGetTexImage(wined3d_gl_type_to_enum(type), 0, GL_BGRA,
1847 GL_UNSIGNED_INT_8_8_8_8_REV, readback);
1848 color = readback[7 * 16 + 7];
1849 break;
1850
1851 case WINED3D_GL_RES_TYPE_TEX_CUBE:
1852 /* Rebinding texture to workaround a fglrx bug. */
1853 gl_info->gl_ops.gl.p_glBindTexture(GL_TEXTURE_CUBE_MAP_ARB, object);
1854 gl_info->gl_ops.gl.p_glGetTexImage(GL_TEXTURE_CUBE_MAP_POSITIVE_X_ARB, 0, GL_BGRA,
1855 GL_UNSIGNED_INT_8_8_8_8_REV, readback);
1856 color = readback[7 * 16 + 7];
1857 break;
1858
1859 case WINED3D_GL_RES_TYPE_RB:
1860 gl_info->gl_ops.gl.p_glReadPixels(0, 0, 16, 16,
1861 GL_BGRA, GL_UNSIGNED_INT_8_8_8_8_REV, readback);
1862 color = readback[7 * 16 + 7];
1863 break;
1864
1865 case WINED3D_GL_RES_TYPE_BUFFER:
1866 case WINED3D_GL_RES_TYPE_COUNT:
1867 color = 0;
1868 break;
1869 }
1870 checkGLcall("Post-pixelshader blending check");
1871
1872 a = color >> 24;
1873 r = (color & 0x00ff0000u) >> 16;
1874
1875 r_range = format->red_size < 8 ? 1u << (8 - format->red_size) : 1;
1876 a_range = format->alpha_size < 8 ? 1u << (8 - format->alpha_size) : 1;
1877 if (format->red_size && (r < 0x7f - r_range || r > 0x7f + r_range))
1878 match = FALSE;
1879 else if (format->alpha_size > 1 && (a < 0xbf - a_range || a > 0xbf + a_range))
1880 match = FALSE;
1881 if (!match)
1882 {
1883 TRACE("Format %s doesn't support post-pixelshader blending, type %u.\n",
1884 debug_d3dformat(format->id), type);
1885 TRACE("Color output: %#x\n", color);
1886 format->flags[type] &= ~WINED3DFMT_FLAG_POSTPIXELSHADER_BLENDING;
1887 }
1888 else
1889 {
1890 TRACE("Format %s supports post-pixelshader blending, type %u.\n",
1891 debug_d3dformat(format->id), type);
1892 TRACE("Color output: %#x\n", color);
1893 format->flags[type] |= WINED3DFMT_FLAG_POSTPIXELSHADER_BLENDING;
1894 }
1895 }
1896
1897 if (gl_info->supported[ARB_FRAMEBUFFER_OBJECT]
1898 || gl_info->supported[EXT_PACKED_DEPTH_STENCIL])
1899 {
1900 gl_info->fbo_ops.glFramebufferRenderbuffer(GL_FRAMEBUFFER, GL_DEPTH_ATTACHMENT, GL_RENDERBUFFER, 0);
1901 gl_info->fbo_ops.glFramebufferRenderbuffer(GL_FRAMEBUFFER, GL_STENCIL_ATTACHMENT, GL_RENDERBUFFER, 0);
1902 gl_info->fbo_ops.glDeleteRenderbuffers(1, &rb);
1903 checkGLcall("RB cleanup");
1904 }
1905 }
1906
1907 if (format->glInternal != format->glGammaInternal)
1908 {
1909 delete_fbo_attachment(gl_info, type, object);
1910 create_and_bind_fbo_attachment(gl_info, format->flags[type], type, &object, format->glGammaInternal,
1911 format->glFormat, format->glType);
1912
1913 status = gl_info->fbo_ops.glCheckFramebufferStatus(GL_FRAMEBUFFER);
1914 checkGLcall("Framebuffer format check");
1915
1916 if (status == GL_FRAMEBUFFER_COMPLETE)
1917 {
1918 TRACE("Format %s's sRGB format is FBO attachable, type %u.\n",
1919 debug_d3dformat(format->id), type);
1920 format->flags[type] |= WINED3DFMT_FLAG_FBO_ATTACHABLE_SRGB;
1921 }
1922 else
1923 {
1924 WARN("Format %s's sRGB format is not FBO attachable, type %u.\n",
1925 debug_d3dformat(format->id), type);
1926 }
1927 }
1928 else if (status == GL_FRAMEBUFFER_COMPLETE)
1929 format->flags[type] |= WINED3DFMT_FLAG_FBO_ATTACHABLE_SRGB;
1930
1931 if (format->flags[type] & (WINED3DFMT_FLAG_DEPTH | WINED3DFMT_FLAG_STENCIL))
1932 {
1933 gl_info->fbo_ops.glFramebufferRenderbuffer(GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT0, GL_RENDERBUFFER, 0);
1934 gl_info->fbo_ops.glDeleteRenderbuffers(1, &color_rb);
1935 }
1936
1937 delete_fbo_attachment(gl_info, type, object);
1938 checkGLcall("Framebuffer format check cleaup");
1939 }
1940
1941 if (fallback_fmt_used && regular_fmt_used)
1942 {
1943 FIXME("Format %s needs different render target formats for different resource types.\n",
1944 debug_d3dformat(format->id));
1945 format_clear_flag(format, WINED3DFMT_FLAG_RENDERTARGET | WINED3DFMT_FLAG_FBO_ATTACHABLE
1946 | WINED3DFMT_FLAG_FBO_ATTACHABLE_SRGB | WINED3DFMT_FLAG_POSTPIXELSHADER_BLENDING);
1947 }
1948 }
1949
1950 static void query_format_flag(struct wined3d_gl_info *gl_info, struct wined3d_format *format,
1951 GLint internal, GLenum pname, DWORD flag, const char *string)
1952 {
1953 GLint value;
1954 enum wined3d_gl_resource_type type;
1955
1956 for (type = 0; type < ARRAY_SIZE(format->flags); ++type)
1957 {
1958 gl_info->gl_ops.ext.p_glGetInternalformativ(wined3d_gl_type_to_enum(type), internal, pname, 1, &value);
1959 if (value == GL_FULL_SUPPORT)
1960 {
1961 TRACE("Format %s supports %s, resource type %u.\n", debug_d3dformat(format->id), string, type);
1962 format->flags[type] |= flag;
1963 }
1964 else
1965 {
1966 TRACE("Format %s doesn't support %s, resource type %u.\n", debug_d3dformat(format->id), string, type);
1967 format->flags[type] &= ~flag;
1968 }
1969 }
1970 }
1971
1972 /* Context activation is done by the caller. */
1973 static void init_format_fbo_compat_info(struct wined3d_caps_gl_ctx *ctx)
1974 {
1975 const struct wined3d_gl_info *gl_info = ctx->gl_info;
1976 unsigned int i, type;
1977 GLuint fbo;
1978
1979 if (gl_info->supported[ARB_INTERNALFORMAT_QUERY2])
1980 {
1981 for (i = 0; i < sizeof(formats) / sizeof(*formats); ++i)
1982 {
1983 GLint value;
1984 struct wined3d_format *format = &gl_info->formats[i];
1985 BOOL fallback_fmt_used = FALSE, regular_fmt_used = FALSE;
1986 GLenum rt_internal = format->rtInternal;
1987
1988 if (!format->glInternal)
1989 continue;
1990
1991 for (type = 0; type < ARRAY_SIZE(format->flags); ++type)
1992 {
1993 gl_info->gl_ops.ext.p_glGetInternalformativ(wined3d_gl_type_to_enum(type),
1994 format->glInternal, GL_FRAMEBUFFER_RENDERABLE, 1, &value);
1995 if (value == GL_FULL_SUPPORT)
1996 {
1997 TRACE("Format %s is supported as FBO color attachment, resource type %u.\n",
1998 debug_d3dformat(format->id), type);
1999 format->flags[type] |= WINED3DFMT_FLAG_FBO_ATTACHABLE;
2000 format->rtInternal = format->glInternal;
2001 regular_fmt_used = TRUE;
2002
2003 gl_info->gl_ops.ext.p_glGetInternalformativ(wined3d_gl_type_to_enum(type),
2004 format->glInternal, GL_FRAMEBUFFER_BLEND, 1, &value);
2005 if (value == GL_FULL_SUPPORT)
2006 {
2007 TRACE("Format %s supports post-pixelshader blending, resource type %u.\n",
2008 debug_d3dformat(format->id), type);
2009 format->flags[type] |= WINED3DFMT_FLAG_POSTPIXELSHADER_BLENDING;
2010 }
2011 else
2012 {
2013 TRACE("Format %s doesn't support post-pixelshader blending, resource typed %u.\n",
2014 debug_d3dformat(format->id), type);
2015 format->flags[type] &= ~WINED3DFMT_FLAG_POSTPIXELSHADER_BLENDING;
2016 }
2017 }
2018 else
2019 {
2020 if (!rt_internal)
2021 {
2022 if (format->flags[type] & WINED3DFMT_FLAG_RENDERTARGET)
2023 {
2024 WARN("Format %s with rendertarget flag is not supported as FBO color attachment"
2025 " and no fallback specified, resource type %u.\n",
2026 debug_d3dformat(format->id), type);
2027 format->flags[type] &= ~WINED3DFMT_FLAG_RENDERTARGET;
2028 }
2029 else
2030 TRACE("Format %s is not supported as FBO color attachment,"
2031 " resource type %u.\n", debug_d3dformat(format->id), type);
2032 format->rtInternal = format->glInternal;
2033 }
2034 else
2035 {
2036 gl_info->gl_ops.ext.p_glGetInternalformativ(wined3d_gl_type_to_enum(type),
2037 rt_internal, GL_FRAMEBUFFER_RENDERABLE, 1, &value);
2038 if (value == GL_FULL_SUPPORT)
2039 {
2040 TRACE("Format %s rtInternal format is supported as FBO color attachment,"
2041 " resource type %u.\n", debug_d3dformat(format->id), type);
2042 fallback_fmt_used = TRUE;
2043 }
2044 else
2045 {
2046 WARN("Format %s rtInternal format is not supported as FBO color attachment,"
2047 " resource type %u.\n", debug_d3dformat(format->id), type);
2048 format->flags[type] &= ~WINED3DFMT_FLAG_RENDERTARGET;
2049 }
2050 }
2051 }
2052
2053 if (format->glInternal != format->glGammaInternal)
2054 {
2055 gl_info->gl_ops.ext.p_glGetInternalformativ(wined3d_gl_type_to_enum(type),
2056 format->glGammaInternal, GL_FRAMEBUFFER_RENDERABLE, 1, &value);
2057 if (value == GL_FULL_SUPPORT)
2058 {
2059 TRACE("Format %s's sRGB format is FBO attachable, resource type %u.\n",
2060 debug_d3dformat(format->id), type);
2061 format->flags[type] |= WINED3DFMT_FLAG_FBO_ATTACHABLE_SRGB;
2062 }
2063 else
2064 {
2065 WARN("Format %s's sRGB format is not FBO attachable, resource type %u.\n",
2066 debug_d3dformat(format->id), type);
2067 }
2068 }
2069 else if (format->flags[type] & WINED3DFMT_FLAG_FBO_ATTACHABLE)
2070 format->flags[type] |= WINED3DFMT_FLAG_FBO_ATTACHABLE_SRGB;
2071 }
2072
2073 if (fallback_fmt_used && regular_fmt_used)
2074 {
2075 FIXME("Format %s needs different render target formats for different resource types.\n",
2076 debug_d3dformat(format->id));
2077 format_clear_flag(format, WINED3DFMT_FLAG_RENDERTARGET | WINED3DFMT_FLAG_FBO_ATTACHABLE
2078 | WINED3DFMT_FLAG_FBO_ATTACHABLE_SRGB | WINED3DFMT_FLAG_POSTPIXELSHADER_BLENDING);
2079 }
2080 }
2081 return;
2082 }
2083
2084 if (wined3d_settings.offscreen_rendering_mode == ORM_FBO)
2085 {
2086 gl_info->fbo_ops.glGenFramebuffers(1, &fbo);
2087 gl_info->fbo_ops.glBindFramebuffer(GL_FRAMEBUFFER, fbo);
2088 gl_info->gl_ops.gl.p_glDrawBuffer(GL_COLOR_ATTACHMENT0);
2089 gl_info->gl_ops.gl.p_glReadBuffer(GL_COLOR_ATTACHMENT0);
2090 }
2091
2092 for (i = 0; i < sizeof(formats) / sizeof(*formats); ++i)
2093 {
2094 struct wined3d_format *format = &gl_info->formats[i];
2095
2096 if (!format->glInternal) continue;
2097
2098 if (format->flags[WINED3D_GL_RES_TYPE_TEX_2D] & WINED3DFMT_FLAG_COMPRESSED)
2099 {
2100 TRACE("Skipping format %s because it's a compressed format.\n",
2101 debug_d3dformat(format->id));
2102 continue;
2103 }
2104
2105 if (wined3d_settings.offscreen_rendering_mode == ORM_FBO)
2106 {
2107 TRACE("Checking if format %s is supported as FBO color attachment...\n", debug_d3dformat(format->id));
2108 check_fbo_compat(ctx, format);
2109 }
2110 else
2111 {
2112 format->rtInternal = format->glInternal;
2113 }
2114 }
2115
2116 if (wined3d_settings.offscreen_rendering_mode == ORM_FBO)
2117 gl_info->fbo_ops.glDeleteFramebuffers(1, &fbo);
2118 }
2119
2120 static BOOL init_format_texture_info(struct wined3d_adapter *adapter, struct wined3d_gl_info *gl_info)
2121 {
2122 struct fragment_caps fragment_caps;
2123 struct shader_caps shader_caps;
2124 BOOL srgb_write;
2125 unsigned int i;
2126
2127 adapter->fragment_pipe->get_caps(gl_info, &fragment_caps);
2128 adapter->shader_backend->shader_get_caps(gl_info, &shader_caps);
2129 srgb_write = (fragment_caps.wined3d_caps & WINED3D_FRAGMENT_CAP_SRGB_WRITE)
2130 && (shader_caps.wined3d_caps & WINED3D_SHADER_CAP_SRGB_WRITE);
2131
2132 for (i = 0; i < sizeof(format_texture_info) / sizeof(*format_texture_info); ++i)
2133 {
2134 int fmt_idx = getFmtIdx(format_texture_info[i].id);
2135 struct wined3d_format *format;
2136
2137 if (fmt_idx == -1)
2138 {
2139 ERR("Format %s (%#x) not found.\n",
2140 debug_d3dformat(format_texture_info[i].id), format_texture_info[i].id);
2141 return FALSE;
2142 }
2143
2144 if (!gl_info->supported[format_texture_info[i].extension]) continue;
2145
2146 format = &gl_info->formats[fmt_idx];
2147
2148 /* ARB_texture_rg defines floating point formats, but only if
2149 * ARB_texture_float is also supported. */
2150 if (!gl_info->supported[ARB_TEXTURE_FLOAT]
2151 && (format->flags[WINED3D_GL_RES_TYPE_TEX_2D] & WINED3DFMT_FLAG_FLOAT))
2152 continue;
2153
2154 format->glInternal = format_texture_info[i].gl_internal;
2155 format->glGammaInternal = format_texture_info[i].gl_srgb_internal;
2156 format->rtInternal = format_texture_info[i].gl_rt_internal;
2157 format->glFormat = format_texture_info[i].gl_format;
2158 format->glType = format_texture_info[i].gl_type;
2159 format->color_fixup = COLOR_FIXUP_IDENTITY;
2160 format->height_scale.numerator = 1;
2161 format->height_scale.denominator = 1;
2162
2163 format->flags[WINED3D_GL_RES_TYPE_TEX_1D] |= format_texture_info[i].flags;
2164 format->flags[WINED3D_GL_RES_TYPE_TEX_2D] |= format_texture_info[i].flags;
2165 format->flags[WINED3D_GL_RES_TYPE_BUFFER] |= format_texture_info[i].flags;
2166
2167 /* GL_ARB_depth_texture does not support 3D textures. It also says "cube textures are
2168 * problematic", but doesn't explicitly mandate that an error is generated. */
2169 if (gl_info->supported[EXT_TEXTURE3D]
2170 && !(format_texture_info[i].flags & (WINED3DFMT_FLAG_DEPTH | WINED3DFMT_FLAG_STENCIL)))
2171 format->flags[WINED3D_GL_RES_TYPE_TEX_3D] |= format_texture_info[i].flags;
2172
2173 if (gl_info->supported[ARB_TEXTURE_CUBE_MAP])
2174 format->flags[WINED3D_GL_RES_TYPE_TEX_CUBE] |= format_texture_info[i].flags;
2175
2176 if (gl_info->supported[ARB_TEXTURE_RECTANGLE])
2177 format->flags[WINED3D_GL_RES_TYPE_TEX_RECT] |= format_texture_info[i].flags;
2178
2179 format->flags[WINED3D_GL_RES_TYPE_RB] |= format_texture_info[i].flags;
2180 format->flags[WINED3D_GL_RES_TYPE_RB] &= ~WINED3DFMT_FLAG_TEXTURE;
2181
2182 if (gl_info->supported[ARB_INTERNALFORMAT_QUERY2])
2183 {
2184 query_format_flag(gl_info, format, format->glInternal, GL_VERTEX_TEXTURE,
2185 WINED3DFMT_FLAG_VTF, "vertex texture usage");
2186 query_format_flag(gl_info, format, format->glInternal, GL_FILTER,
2187 WINED3DFMT_FLAG_FILTERING, "filtering");
2188
2189 if (format->glGammaInternal != format->glInternal)
2190 {
2191 query_format_flag(gl_info, format, format->glGammaInternal, GL_SRGB_READ,
2192 WINED3DFMT_FLAG_SRGB_READ, "sRGB read");
2193
2194 if (srgb_write)
2195 query_format_flag(gl_info, format, format->glGammaInternal, GL_SRGB_WRITE,
2196 WINED3DFMT_FLAG_SRGB_WRITE, "sRGB write");
2197 else
2198 format_clear_flag(format, WINED3DFMT_FLAG_SRGB_WRITE);
2199
2200 if (!(format->flags[WINED3D_GL_RES_TYPE_TEX_2D] & (WINED3DFMT_FLAG_SRGB_READ | WINED3DFMT_FLAG_SRGB_WRITE)))
2201 format->glGammaInternal = format->glInternal;
2202 else if (gl_info->supported[EXT_TEXTURE_SRGB_DECODE])
2203 format->glInternal = format->glGammaInternal;
2204 }
2205 }
2206 else
2207 {
2208 if (!gl_info->limits.vertex_samplers)
2209 format_clear_flag(format, WINED3DFMT_FLAG_VTF);
2210
2211 if (!(gl_info->quirks & WINED3D_QUIRK_LIMITED_TEX_FILTERING))
2212 format_set_flag(format, WINED3DFMT_FLAG_FILTERING);
2213 else if (format->id != WINED3DFMT_R32G32B32A32_FLOAT && format->id != WINED3DFMT_R32_FLOAT)
2214 format_clear_flag(format, WINED3DFMT_FLAG_VTF);
2215
2216 if (format->glGammaInternal != format->glInternal)
2217 {
2218 /* Filter sRGB capabilities if EXT_texture_sRGB is not supported. */
2219 if (!gl_info->supported[EXT_TEXTURE_SRGB])
2220 {
2221 format->glGammaInternal = format->glInternal;
2222 format_clear_flag(format, WINED3DFMT_FLAG_SRGB_READ | WINED3DFMT_FLAG_SRGB_WRITE);
2223 }
2224 else if (gl_info->supported[EXT_TEXTURE_SRGB_DECODE])
2225 {
2226 format->glInternal = format->glGammaInternal;
2227 }
2228 }
2229
2230 if ((format->flags[WINED3D_GL_RES_TYPE_TEX_2D] & WINED3DFMT_FLAG_SRGB_WRITE) && !srgb_write)
2231 format_clear_flag(format, WINED3DFMT_FLAG_SRGB_WRITE);
2232
2233 if (!gl_info->supported[ARB_DEPTH_TEXTURE]
2234 && format_texture_info[i].flags & (WINED3DFMT_FLAG_DEPTH | WINED3DFMT_FLAG_STENCIL))
2235 {
2236 format->flags[WINED3D_GL_RES_TYPE_TEX_1D] &= ~WINED3DFMT_FLAG_TEXTURE;
2237 format->flags[WINED3D_GL_RES_TYPE_TEX_2D] &= ~WINED3DFMT_FLAG_TEXTURE;
2238 format->flags[WINED3D_GL_RES_TYPE_TEX_3D] &= ~WINED3DFMT_FLAG_TEXTURE;
2239 format->flags[WINED3D_GL_RES_TYPE_TEX_CUBE] &= ~WINED3DFMT_FLAG_TEXTURE;
2240 format->flags[WINED3D_GL_RES_TYPE_TEX_RECT] &= ~WINED3DFMT_FLAG_TEXTURE;
2241 }
2242 }
2243
2244 /* Texture conversion stuff */
2245 format->convert = format_texture_info[i].convert;
2246 format->conv_byte_count = format_texture_info[i].conv_byte_count;
2247 }
2248
2249 return TRUE;
2250 }
2251
2252 static BOOL color_match(DWORD c1, DWORD c2, BYTE max_diff)
2253 {
2254 if (abs((c1 & 0xff) - (c2 & 0xff)) > max_diff) return FALSE;
2255 c1 >>= 8; c2 >>= 8;
2256 if (abs((c1 & 0xff) - (c2 & 0xff)) > max_diff) return FALSE;
2257 c1 >>= 8; c2 >>= 8;
2258 if (abs((c1 & 0xff) - (c2 & 0xff)) > max_diff) return FALSE;
2259 c1 >>= 8; c2 >>= 8;
2260 if (abs((c1 & 0xff) - (c2 & 0xff)) > max_diff) return FALSE;
2261 return TRUE;
2262 }
2263
2264 /* A context is provided by the caller */
2265 static BOOL check_filter(const struct wined3d_gl_info *gl_info, GLenum internal)
2266 {
2267 static const DWORD data[] = {0x00000000, 0xffffffff};
2268 GLuint tex, fbo, buffer;
2269 DWORD readback[16 * 1];
2270 BOOL ret = FALSE;
2271
2272 /* Render a filtered texture and see what happens. This is intended to detect the lack of
2273 * float16 filtering on ATI X1000 class cards. The drivers disable filtering instead of
2274 * falling back to software. If this changes in the future this code will get fooled and
2275 * apps might hit the software path due to incorrectly advertised caps.
2276 *
2277 * Its unlikely that this changes however. GL Games like Mass Effect depend on the filter
2278 * disable fallback, if Apple or ATI ever change the driver behavior they will break more
2279 * than Wine. The Linux binary <= r500 driver is not maintained any more anyway
2280 */
2281
2282 while (gl_info->gl_ops.gl.p_glGetError());
2283
2284 gl_info->gl_ops.gl.p_glGenTextures(1, &buffer);
2285 gl_info->gl_ops.gl.p_glBindTexture(GL_TEXTURE_2D, buffer);
2286 memset(readback, 0x7e, sizeof(readback));
2287 gl_info->gl_ops.gl.p_glTexImage2D(GL_TEXTURE_2D, 0, GL_RGBA8, 16, 1, 0,
2288 GL_RGBA, GL_UNSIGNED_INT_8_8_8_8, readback);
2289 gl_info->gl_ops.gl.p_glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_NEAREST);
2290 gl_info->gl_ops.gl.p_glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_NEAREST);
2291 gl_info->gl_ops.gl.p_glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_CLAMP_TO_EDGE);
2292 gl_info->gl_ops.gl.p_glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_CLAMP_TO_EDGE);
2293 gl_info->gl_ops.gl.p_glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_R, GL_CLAMP_TO_EDGE);
2294
2295 gl_info->gl_ops.gl.p_glGenTextures(1, &tex);
2296 gl_info->gl_ops.gl.p_glBindTexture(GL_TEXTURE_2D, tex);
2297 gl_info->gl_ops.gl.p_glTexImage2D(GL_TEXTURE_2D, 0, internal, 2, 1, 0,
2298 GL_BGRA, GL_UNSIGNED_INT_8_8_8_8_REV, data);
2299 gl_info->gl_ops.gl.p_glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR);
2300 gl_info->gl_ops.gl.p_glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_LINEAR);
2301 gl_info->gl_ops.gl.p_glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_CLAMP_TO_EDGE);
2302 gl_info->gl_ops.gl.p_glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_CLAMP_TO_EDGE);
2303 gl_info->gl_ops.gl.p_glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_R, GL_CLAMP_TO_EDGE);
2304 gl_info->gl_ops.gl.p_glEnable(GL_TEXTURE_2D);
2305
2306 gl_info->fbo_ops.glGenFramebuffers(1, &fbo);
2307 gl_info->fbo_ops.glBindFramebuffer(GL_FRAMEBUFFER, fbo);
2308 gl_info->fbo_ops.glFramebufferTexture2D(GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT0, GL_TEXTURE_2D, buffer, 0);
2309 gl_info->gl_ops.gl.p_glDrawBuffer(GL_COLOR_ATTACHMENT0);
2310
2311 gl_info->gl_ops.gl.p_glViewport(0, 0, 16, 1);
2312 gl_info->gl_ops.gl.p_glDisable(GL_LIGHTING);
2313 gl_info->gl_ops.gl.p_glMatrixMode(GL_MODELVIEW);
2314 gl_info->gl_ops.gl.p_glLoadIdentity();
2315 gl_info->gl_ops.gl.p_glMatrixMode(GL_PROJECTION);
2316 gl_info->gl_ops.gl.p_glLoadIdentity();
2317
2318 gl_info->gl_ops.gl.p_glClearColor(0, 1, 0, 0);
2319 gl_info->gl_ops.gl.p_glClear(GL_COLOR_BUFFER_BIT);
2320
2321 gl_info->gl_ops.gl.p_glBegin(GL_TRIANGLE_STRIP);
2322 gl_info->gl_ops.gl.p_glTexCoord2f(0.0, 0.0);
2323 gl_info->gl_ops.gl.p_glVertex2f(-1.0f, -1.0f);
2324 gl_info->gl_ops.gl.p_glTexCoord2f(1.0, 0.0);
2325 gl_info->gl_ops.gl.p_glVertex2f(1.0f, -1.0f);
2326 gl_info->gl_ops.gl.p_glTexCoord2f(0.0, 1.0);
2327 gl_info->gl_ops.gl.p_glVertex2f(-1.0f, 1.0f);
2328 gl_info->gl_ops.gl.p_glTexCoord2f(1.0, 1.0);
2329 gl_info->gl_ops.gl.p_glVertex2f(1.0f, 1.0f);
2330 gl_info->gl_ops.gl.p_glEnd();
2331
2332 gl_info->gl_ops.gl.p_glBindTexture(GL_TEXTURE_2D, buffer);
2333 memset(readback, 0x7f, sizeof(readback));
2334 gl_info->gl_ops.gl.p_glGetTexImage(GL_TEXTURE_2D, 0, GL_BGRA, GL_UNSIGNED_INT_8_8_8_8_REV, readback);
2335 if (color_match(readback[6], 0xffffffff, 5) || color_match(readback[6], 0x00000000, 5)
2336 || color_match(readback[9], 0xffffffff, 5) || color_match(readback[9], 0x00000000, 5))
2337 {
2338 TRACE("Read back colors 0x%08x and 0x%08x close to unfiltered color, assuming no filtering\n",
2339 readback[6], readback[9]);
2340 ret = FALSE;
2341 }
2342 else
2343 {
2344 TRACE("Read back colors are 0x%08x and 0x%08x, assuming texture is filtered\n",
2345 readback[6], readback[9]);
2346 ret = TRUE;
2347 }
2348
2349 gl_info->fbo_ops.glBindFramebuffer(GL_FRAMEBUFFER, 0);
2350 gl_info->fbo_ops.glDeleteFramebuffers(1, &fbo);
2351 gl_info->gl_ops.gl.p_glDeleteTextures(1, &tex);
2352 gl_info->gl_ops.gl.p_glDeleteTextures(1, &buffer);
2353
2354 if (gl_info->gl_ops.gl.p_glGetError())
2355 {
2356 FIXME("Error during filtering test for format %x, returning no filtering\n", internal);
2357 ret = FALSE;
2358 }
2359
2360 return ret;
2361 }
2362
2363 static void init_format_filter_info(struct wined3d_gl_info *gl_info, enum wined3d_pci_vendor vendor)
2364 {
2365 struct wined3d_format *format;
2366 unsigned int fmt_idx, i;
2367 static const enum wined3d_format_id fmts16[] =
2368 {
2369 WINED3DFMT_R16_FLOAT,
2370 WINED3DFMT_R16G16_FLOAT,
2371 WINED3DFMT_R16G16B16A16_FLOAT,
2372 };
2373 BOOL filtered;
2374
2375 if (gl_info->supported[ARB_INTERNALFORMAT_QUERY2])
2376 /* This was already handled by init_format_texture_info(). */
2377 return;
2378
2379 if (wined3d_settings.offscreen_rendering_mode != ORM_FBO
2380 || !gl_info->supported[WINED3D_GL_LEGACY_CONTEXT])
2381 {
2382 WARN("No FBO support, or no FBO ORM, guessing filter info from GL caps\n");
2383 if (vendor == HW_VENDOR_NVIDIA && gl_info->supported[ARB_TEXTURE_FLOAT])
2384 {
2385 TRACE("Nvidia card with texture_float support: Assuming float16 blending\n");
2386 filtered = TRUE;
2387 }
2388 else if (gl_info->limits.glsl_varyings > 44)
2389 {
2390 TRACE("More than 44 GLSL varyings - assuming d3d10 card with float16 blending\n");
2391 filtered = TRUE;
2392 }
2393 else
2394 {
2395 TRACE("Assuming no float16 blending\n");
2396 filtered = FALSE;
2397 }
2398
2399 if(filtered)
2400 {
2401 for(i = 0; i < (sizeof(fmts16) / sizeof(*fmts16)); i++)
2402 {
2403 fmt_idx = getFmtIdx(fmts16[i]);
2404 format_set_flag(&gl_info->formats[fmt_idx], WINED3DFMT_FLAG_FILTERING);
2405 }
2406 }
2407 return;
2408 }
2409
2410 for(i = 0; i < (sizeof(fmts16) / sizeof(*fmts16)); i++)
2411 {
2412 fmt_idx = getFmtIdx(fmts16[i]);
2413 format = &gl_info->formats[fmt_idx];
2414 if (!format->glInternal) continue; /* Not supported by GL */
2415
2416 filtered = check_filter(gl_info, gl_info->formats[fmt_idx].glInternal);
2417 if(filtered)
2418 {
2419 TRACE("Format %s supports filtering\n", debug_d3dformat(fmts16[i]));
2420 format_set_flag(format, WINED3DFMT_FLAG_FILTERING);
2421 }
2422 else
2423 {
2424 TRACE("Format %s does not support filtering\n", debug_d3dformat(fmts16[i]));
2425 }
2426 }
2427 }
2428
2429 static void apply_format_fixups(struct wined3d_adapter *adapter, struct wined3d_gl_info *gl_info)
2430 {
2431 unsigned int i;
2432 int idx;
2433
2434 idx = getFmtIdx(WINED3DFMT_R16_FLOAT);
2435 gl_info->formats[idx].color_fixup = create_color_fixup_desc(
2436 0, CHANNEL_SOURCE_X, 0, CHANNEL_SOURCE_ONE, 0, CHANNEL_SOURCE_ONE, 0, CHANNEL_SOURCE_W);
2437
2438 idx = getFmtIdx(WINED3DFMT_R32_FLOAT);
2439 gl_info->formats[idx].color_fixup = create_color_fixup_desc(
2440 0, CHANNEL_SOURCE_X, 0, CHANNEL_SOURCE_ONE, 0, CHANNEL_SOURCE_ONE, 0, CHANNEL_SOURCE_W);
2441
2442 idx = getFmtIdx(WINED3DFMT_R16G16_UNORM);
2443 gl_info->formats[idx].color_fixup = create_color_fixup_desc(
2444 0, CHANNEL_SOURCE_X, 0, CHANNEL_SOURCE_Y, 0, CHANNEL_SOURCE_ONE, 0, CHANNEL_SOURCE_W);
2445
2446 idx = getFmtIdx(WINED3DFMT_R16G16_FLOAT);
2447 gl_info->formats[idx].color_fixup = create_color_fixup_desc(
2448 0, CHANNEL_SOURCE_X, 0, CHANNEL_SOURCE_Y, 0, CHANNEL_SOURCE_ONE, 0, CHANNEL_SOURCE_W);
2449
2450 idx = getFmtIdx(WINED3DFMT_R32G32_FLOAT);
2451 gl_info->formats[idx].color_fixup = create_color_fixup_desc(
2452 0, CHANNEL_SOURCE_X, 0, CHANNEL_SOURCE_Y, 0, CHANNEL_SOURCE_ONE, 0, CHANNEL_SOURCE_W);
2453
2454 /* GL_ATI_envmap_bumpmap in theory supports R8G8_SNORM but is no longer supported by
2455 * any driver. */
2456 if (gl_info->supported[NV_TEXTURE_SHADER] || gl_info->supported[EXT_TEXTURE_SNORM])
2457 {
2458 /* R8G8_SNORM and R16G16_SNORM need a fixup of the undefined blue channel. OpenGL
2459 * returns 0.0 when sampling from it, DirectX 1.0. So we always have in-shader
2460 * conversion for this format. */
2461 idx = getFmtIdx(WINED3DFMT_R8G8_SNORM);
2462 gl_info->formats[idx].color_fixup = create_color_fixup_desc(
2463 0, CHANNEL_SOURCE_X, 0, CHANNEL_SOURCE_Y, 0, CHANNEL_SOURCE_ONE, 0, CHANNEL_SOURCE_ONE);
2464 idx = getFmtIdx(WINED3DFMT_R16G16_SNORM);
2465 gl_info->formats[idx].color_fixup = create_color_fixup_desc(
2466 0, CHANNEL_SOURCE_X, 0, CHANNEL_SOURCE_Y, 0, CHANNEL_SOURCE_ONE, 0, CHANNEL_SOURCE_ONE);
2467 }
2468 else
2469 {
2470 /* Emulate using unsigned formats. This requires load-time conversion in addition to the
2471 * fixups here. */
2472 idx = getFmtIdx(WINED3DFMT_R8G8_SNORM);
2473 gl_info->formats[idx].color_fixup = create_color_fixup_desc(
2474 1, CHANNEL_SOURCE_X, 1, CHANNEL_SOURCE_Y, 0, CHANNEL_SOURCE_ONE, 0, CHANNEL_SOURCE_ONE);
2475 idx = getFmtIdx(WINED3DFMT_R16G16_SNORM);
2476 gl_info->formats[idx].color_fixup = create_color_fixup_desc(
2477 1, CHANNEL_SOURCE_X, 1, CHANNEL_SOURCE_Y, 0, CHANNEL_SOURCE_ONE, 0, CHANNEL_SOURCE_ONE);
2478 idx = getFmtIdx(WINED3DFMT_R8G8B8A8_SNORM);
2479 gl_info->formats[idx].color_fixup = create_color_fixup_desc(
2480 1, CHANNEL_SOURCE_X, 1, CHANNEL_SOURCE_Y, 1, CHANNEL_SOURCE_Z, 1, CHANNEL_SOURCE_W);
2481 idx = getFmtIdx(WINED3DFMT_R5G5_SNORM_L6_UNORM);
2482 gl_info->formats[idx].color_fixup = create_color_fixup_desc(
2483 1, CHANNEL_SOURCE_X, 1, CHANNEL_SOURCE_Z, 0, CHANNEL_SOURCE_Y, 0, CHANNEL_SOURCE_ONE);
2484 }
2485
2486 if (!gl_info->supported[NV_TEXTURE_SHADER])
2487 {
2488 idx = getFmtIdx(WINED3DFMT_R8G8_SNORM_L8X8_UNORM);
2489 gl_info->formats[idx].color_fixup = create_color_fixup_desc(
2490 1, CHANNEL_SOURCE_X, 1, CHANNEL_SOURCE_Y, 0, CHANNEL_SOURCE_Z, 0, CHANNEL_SOURCE_W);
2491 }
2492
2493 if (gl_info->supported[ARB_TEXTURE_COMPRESSION_RGTC] || gl_info->supported[EXT_TEXTURE_COMPRESSION_RGTC])
2494 {
2495 idx = getFmtIdx(WINED3DFMT_ATI1N);
2496 gl_info->formats[idx].color_fixup = create_color_fixup_desc(
2497 0, CHANNEL_SOURCE_X, 0, CHANNEL_SOURCE_X, 0, CHANNEL_SOURCE_X, 0, CHANNEL_SOURCE_X);
2498
2499 idx = getFmtIdx(WINED3DFMT_ATI2N);
2500 gl_info->formats[idx].color_fixup = create_color_fixup_desc(
2501 0, CHANNEL_SOURCE_Y, 0, CHANNEL_SOURCE_X, 0, CHANNEL_SOURCE_ONE, 0, CHANNEL_SOURCE_ONE);
2502 }
2503 else if (gl_info->supported[ATI_TEXTURE_COMPRESSION_3DC])
2504 {
2505 idx = getFmtIdx(WINED3DFMT_ATI2N);
2506 gl_info->formats[idx].color_fixup= create_color_fixup_desc(
2507 0, CHANNEL_SOURCE_X, 0, CHANNEL_SOURCE_W, 0, CHANNEL_SOURCE_ONE, 0, CHANNEL_SOURCE_ONE);
2508 }
2509
2510 if (!gl_info->supported[APPLE_YCBCR_422])
2511 {
2512 idx = getFmtIdx(WINED3DFMT_YUY2);
2513 gl_info->formats[idx].color_fixup = create_complex_fixup_desc(COMPLEX_FIXUP_YUY2);
2514
2515 idx = getFmtIdx(WINED3DFMT_UYVY);
2516 gl_info->formats[idx].color_fixup = create_complex_fixup_desc(COMPLEX_FIXUP_UYVY);
2517 }
2518
2519 idx = getFmtIdx(WINED3DFMT_YV12);
2520 format_set_flag(&gl_info->formats[idx], WINED3DFMT_FLAG_HEIGHT_SCALE);
2521 gl_info->formats[idx].height_scale.numerator = 3;
2522 gl_info->formats[idx].height_scale.denominator = 2;
2523 gl_info->formats[idx].color_fixup = create_complex_fixup_desc(COMPLEX_FIXUP_YV12);
2524
2525 idx = getFmtIdx(WINED3DFMT_NV12);
2526 format_set_flag(&gl_info->formats[idx], WINED3DFMT_FLAG_HEIGHT_SCALE);
2527 gl_info->formats[idx].height_scale.numerator = 3;
2528 gl_info->formats[idx].height_scale.denominator = 2;
2529 gl_info->formats[idx].color_fixup = create_complex_fixup_desc(COMPLEX_FIXUP_NV12);
2530
2531 if (!gl_info->supported[WINED3D_GL_LEGACY_CONTEXT])
2532 {
2533 idx = getFmtIdx(WINED3DFMT_INTZ);
2534 gl_info->formats[idx].color_fixup = create_color_fixup_desc(
2535 0, CHANNEL_SOURCE_X, 0, CHANNEL_SOURCE_X, 0, CHANNEL_SOURCE_X, 0, CHANNEL_SOURCE_X);
2536 }
2537
2538 if (gl_info->supported[ARB_FRAGMENT_PROGRAM])
2539 {
2540 idx = getFmtIdx(WINED3DFMT_P8_UINT);
2541 gl_info->formats[idx].color_fixup = create_complex_fixup_desc(COMPLEX_FIXUP_P8);
2542 }
2543
2544 if (gl_info->supported[ARB_VERTEX_ARRAY_BGRA])
2545 {
2546 idx = getFmtIdx(WINED3DFMT_B8G8R8A8_UNORM);
2547 gl_info->formats[idx].gl_vtx_format = GL_BGRA;
2548 }
2549
2550 if (gl_info->supported[ARB_HALF_FLOAT_VERTEX])
2551 {
2552 /* Do not change the size of the type, it is CPU side. We have to change the GPU-side information though.
2553 * It is the job of the vertex buffer code to make sure that the vbos have the right format */
2554 idx = getFmtIdx(WINED3DFMT_R16G16_FLOAT);
2555 gl_info->formats[idx].gl_vtx_type = GL_HALF_FLOAT; /* == GL_HALF_FLOAT_NV */
2556
2557 idx = getFmtIdx(WINED3DFMT_R16G16B16A16_FLOAT);
2558 gl_info->formats[idx].gl_vtx_type = GL_HALF_FLOAT;
2559 }
2560
2561 if (!gl_info->supported[ARB_HALF_FLOAT_PIXEL])
2562 {
2563 idx = getFmtIdx(WINED3DFMT_R16_FLOAT);
2564 format_clear_flag(&gl_info->formats[idx], WINED3DFMT_FLAG_TEXTURE);
2565
2566 idx = getFmtIdx(WINED3DFMT_R16G16_FLOAT);
2567 format_clear_flag(&gl_info->formats[idx], WINED3DFMT_FLAG_TEXTURE);
2568
2569 idx = getFmtIdx(WINED3DFMT_R16G16B16A16_FLOAT);
2570 format_clear_flag(&gl_info->formats[idx], WINED3DFMT_FLAG_TEXTURE);
2571 }
2572
2573 if (gl_info->quirks & WINED3D_QUIRK_BROKEN_RGBA16)
2574 {
2575 idx = getFmtIdx(WINED3DFMT_R16G16B16A16_UNORM);
2576 format_clear_flag(&gl_info->formats[idx], WINED3DFMT_FLAG_TEXTURE);
2577 }
2578
2579 /* ATI instancing hack: Although ATI cards do not support Shader Model
2580 * 3.0, they support instancing. To query if the card supports instancing
2581 * CheckDeviceFormat() with the special format MAKEFOURCC('I','N','S','T')
2582 * is used. Should an application check for this, provide a proper return
2583 * value. We can do instancing with all shader versions, but we need
2584 * vertex shaders.
2585 *
2586 * Additionally applications have to set the D3DRS_POINTSIZE render state
2587 * to MAKEFOURCC('I','N','S','T') once to enable instancing. Wined3d
2588 * doesn't need that and just ignores it.
2589 *
2590 * With Shader Model 3.0 capable cards Instancing 'just works' in Windows. */
2591 /* FIXME: This should just check the shader backend caps. */
2592 if (gl_info->supported[ARB_VERTEX_PROGRAM] || gl_info->supported[ARB_VERTEX_SHADER])
2593 {
2594 idx = getFmtIdx(WINED3DFMT_INST);
2595 format_set_flag(&gl_info->formats[idx], WINED3DFMT_FLAG_TEXTURE);
2596 }
2597
2598 /* Depth bound test. To query if the card supports it CheckDeviceFormat()
2599 * with the special format MAKEFOURCC('N','V','D','B') is used. It is
2600 * enabled by setting D3DRS_ADAPTIVETESS_X render state to
2601 * MAKEFOURCC('N','V','D','B') and then controlled by setting
2602 * D3DRS_ADAPTIVETESS_Z (zMin) and D3DRS_ADAPTIVETESS_W (zMax) to test
2603 * value. */
2604 if (gl_info->supported[EXT_DEPTH_BOUNDS_TEST])
2605 {
2606 idx = getFmtIdx(WINED3DFMT_NVDB);
2607 format_set_flag(&gl_info->formats[idx], WINED3DFMT_FLAG_TEXTURE);
2608 }
2609
2610 /* RESZ aka AMD DX9-level hack for multisampled depth buffer resolve. You query for RESZ
2611 * support by checking for availability of MAKEFOURCC('R','E','S','Z') surfaces with
2612 * RENDERTARGET usage. */
2613 if (gl_info->supported[ARB_FRAMEBUFFER_OBJECT])
2614 {
2615 idx = getFmtIdx(WINED3DFMT_RESZ);
2616 format_set_flag(&gl_info->formats[idx], WINED3DFMT_FLAG_TEXTURE | WINED3DFMT_FLAG_RENDERTARGET);
2617 }
2618
2619 for (i = 0; i < sizeof(formats) / sizeof(*formats); ++i)
2620 {
2621 struct wined3d_format *format = &gl_info->formats[i];
2622
2623 if (!(format->flags[WINED3D_GL_RES_TYPE_TEX_2D] & WINED3DFMT_FLAG_TEXTURE))
2624 continue;
2625
2626 if (!adapter->shader_backend->shader_color_fixup_supported(format->color_fixup)
2627 || !adapter->fragment_pipe->color_fixup_supported(format->color_fixup))
2628 format_clear_flag(&gl_info->formats[idx], WINED3DFMT_FLAG_TEXTURE);
2629 }
2630
2631 /* GL_EXT_texture_compression_s3tc does not support 3D textures. Some Windows drivers
2632 * for dx9 GPUs support it, some do not, so not supporting DXTn volumes is OK for d3d9.
2633 *
2634 * Note that GL_NV_texture_compression_vtc adds this functionality to OpenGL, but the
2635 * block layout is not compatible with the one used by d3d. See volume_dxt5_test. */
2636 idx = getFmtIdx(WINED3DFMT_DXT1);
2637 gl_info->formats[idx].flags[WINED3D_GL_RES_TYPE_TEX_3D] &= ~WINED3DFMT_FLAG_TEXTURE;
2638 idx = getFmtIdx(WINED3DFMT_DXT2);
2639 gl_info->formats[idx].flags[WINED3D_GL_RES_TYPE_TEX_3D] &= ~WINED3DFMT_FLAG_TEXTURE;
2640 idx = getFmtIdx(WINED3DFMT_DXT3);
2641 gl_info->formats[idx].flags[WINED3D_GL_RES_TYPE_TEX_3D] &= ~WINED3DFMT_FLAG_TEXTURE;
2642 idx = getFmtIdx(WINED3DFMT_DXT4);
2643 gl_info->formats[idx].flags[WINED3D_GL_RES_TYPE_TEX_3D] &= ~WINED3DFMT_FLAG_TEXTURE;
2644 idx = getFmtIdx(WINED3DFMT_DXT5);
2645 gl_info->formats[idx].flags[WINED3D_GL_RES_TYPE_TEX_3D] &= ~WINED3DFMT_FLAG_TEXTURE;
2646 /* Similarly with ATI1N / ATI2N and GL_ARB_texture_compression_rgtc. */
2647 idx = getFmtIdx(WINED3DFMT_ATI1N);
2648 gl_info->formats[idx].flags[WINED3D_GL_RES_TYPE_TEX_3D] &= ~WINED3DFMT_FLAG_TEXTURE;
2649 idx = getFmtIdx(WINED3DFMT_ATI2N);
2650 gl_info->formats[idx].flags[WINED3D_GL_RES_TYPE_TEX_3D] &= ~WINED3DFMT_FLAG_TEXTURE;
2651 }
2652
2653 static BOOL init_format_vertex_info(struct wined3d_gl_info *gl_info)
2654 {
2655 unsigned int i;
2656
2657 for (i = 0; i < (sizeof(format_vertex_info) / sizeof(*format_vertex_info)); ++i)
2658 {
2659 struct wined3d_format *format;
2660 int fmt_idx = getFmtIdx(format_vertex_info[i].id);
2661
2662 if (fmt_idx == -1)
2663 {
2664 ERR("Format %s (%#x) not found.\n",
2665 debug_d3dformat(format_vertex_info[i].id), format_vertex_info[i].id);
2666 return FALSE;
2667 }
2668
2669 format = &gl_info->formats[fmt_idx];
2670 format->emit_idx = format_vertex_info[i].emit_idx;
2671 format->component_count = format_vertex_info[i].component_count;
2672 format->gl_vtx_type = format_vertex_info[i].gl_vtx_type;
2673 format->gl_vtx_format = format_vertex_info[i].gl_vtx_format;
2674 format->gl_normalized = format_vertex_info[i].gl_normalized;
2675 format->component_size = format_vertex_info[i].component_size;
2676 }
2677
2678 return TRUE;
2679 }
2680
2681 BOOL initPixelFormatsNoGL(struct wined3d_gl_info *gl_info)
2682 {
2683 if (!init_format_base_info(gl_info)) return FALSE;
2684
2685 if (!init_format_block_info(gl_info))
2686 {
2687 HeapFree(GetProcessHeap(), 0, gl_info->formats);
2688 gl_info->formats = NULL;
2689 return FALSE;
2690 }
2691
2692 return TRUE;
2693 }
2694
2695 /* Context activation is done by the caller. */
2696 BOOL wined3d_adapter_init_format_info(struct wined3d_adapter *adapter, struct wined3d_caps_gl_ctx *ctx)
2697 {
2698 struct wined3d_gl_info *gl_info = &adapter->gl_info;
2699
2700 if (!init_format_base_info(gl_info)) return FALSE;
2701
2702 if (!init_format_block_info(gl_info)) goto fail;
2703 if (!init_format_texture_info(adapter, gl_info)) goto fail;
2704 if (!init_format_vertex_info(gl_info)) goto fail;
2705
2706 apply_format_fixups(adapter, gl_info);
2707 init_format_fbo_compat_info(ctx);
2708 init_format_filter_info(gl_info, adapter->driver_info.vendor);
2709
2710 return TRUE;
2711
2712 fail:
2713 HeapFree(GetProcessHeap(), 0, gl_info->formats);
2714 gl_info->formats = NULL;
2715 return FALSE;
2716 }
2717
2718 float wined3d_adapter_find_polyoffset_scale(struct wined3d_caps_gl_ctx *ctx, GLenum format)
2719 {
2720 const struct wined3d_gl_info *gl_info = ctx->gl_info;
2721 static const struct wined3d_color blue = {0.0f, 0.0f, 1.0f, 1.0f};
2722 GLuint fbo, color, depth;
2723 unsigned int low = 0, high = 32, cur;
2724 DWORD readback[256];
2725 static const struct wined3d_vec3 geometry[] =
2726 {
2727 {-1.0f, -1.0f, -1.0f},
2728 { 1.0f, -1.0f, 0.0f},
2729 {-1.0f, 1.0f, -1.0f},
2730 { 1.0f, 1.0f, 0.0f},
2731 };
2732
2733 /* Most drivers want 2^23 for fixed point depth buffers, including r300g, r600g,
2734 * Nvidia. Use this as a fallback if the detection fails. */
2735 unsigned int fallback = 23;
2736
2737 if (wined3d_settings.offscreen_rendering_mode != ORM_FBO)
2738 {
2739 FIXME("No FBOs, assuming polyoffset scale of 2^%u.\n", fallback);
2740 return (float)(1u << fallback);
2741 }
2742
2743 gl_info->gl_ops.gl.p_glGenTextures(1, &color);
2744 gl_info->gl_ops.gl.p_glBindTexture(GL_TEXTURE_2D, color);
2745 gl_info->gl_ops.gl.p_glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAX_LEVEL, 0);
2746 gl_info->gl_ops.gl.p_glTexImage2D(GL_TEXTURE_2D, 0, GL_RGBA8, 256, 1, 0, GL_BGRA, GL_UNSIGNED_INT_8_8_8_8_REV, 0);
2747
2748 gl_info->fbo_ops.glGenRenderbuffers(1, &depth);
2749 gl_info->fbo_ops.glBindRenderbuffer(GL_RENDERBUFFER, depth);
2750 gl_info->fbo_ops.glRenderbufferStorage(GL_RENDERBUFFER, format, 256, 1);
2751
2752 gl_info->fbo_ops.glGenFramebuffers(1, &fbo);
2753 gl_info->fbo_ops.glBindFramebuffer(GL_FRAMEBUFFER, fbo);
2754 gl_info->fbo_ops.glFramebufferTexture2D(GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT0, GL_TEXTURE_2D, color, 0);
2755 gl_info->fbo_ops.glFramebufferRenderbuffer(GL_FRAMEBUFFER, GL_DEPTH_ATTACHMENT, GL_RENDERBUFFER, depth);
2756 checkGLcall("Setup framebuffer");
2757
2758 gl_info->gl_ops.gl.p_glClearColor(0.0f, 0.0f, 0.5f, 0.0f);
2759 gl_info->gl_ops.gl.p_glClearDepth(0.5f);
2760 gl_info->gl_ops.gl.p_glEnable(GL_DEPTH_TEST);
2761 gl_info->gl_ops.gl.p_glEnable(GL_POLYGON_OFFSET_FILL);
2762 gl_info->gl_ops.gl.p_glViewport(0, 0, 256, 1);
2763 checkGLcall("Misc parameters");
2764
2765 for (;;)
2766 {
2767 if (high - low <= 1)
2768 {
2769 ERR("PolygonOffset scale factor detection failed, using fallback value 2^%u.\n", fallback);
2770 cur = fallback;
2771 break;
2772 }
2773 cur = (low + high) / 2;
2774
2775 gl_info->gl_ops.gl.p_glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT);
2776 /* The post viewport transform Z of the geometry runs from 0.0 to 0.5. We want to push it another
2777 * 0.25 so that the Z buffer content (0.5) cuts the quad off at half the screen. */
2778 gl_info->gl_ops.gl.p_glPolygonOffset(0.0f, (float)(1u << cur) * 0.25f);
2779 draw_test_quad(ctx, geometry, &blue);
2780 checkGLcall("Test draw");
2781
2782 /* Rebinding texture to workaround a fglrx bug. */
2783 gl_info->gl_ops.gl.p_glBindTexture(GL_TEXTURE_2D, color);
2784 gl_info->gl_ops.gl.p_glGetTexImage(GL_TEXTURE_2D, 0, GL_BGRA, GL_UNSIGNED_INT_8_8_8_8_REV, readback);
2785 checkGLcall("readback");
2786
2787 TRACE("low %02u, high %02u, cur %2u, 0=0x%08x, 125=0x%08x, 131=0x%08x, 255=0x%08x\n",
2788 low, high, cur, readback[0], readback[125], readback[131], readback[255]);
2789
2790 if ((readback[125] & 0xff) < 0xa0)
2791 high = cur;
2792 else if ((readback[131] & 0xff) > 0xa0)
2793 low = cur;
2794 else
2795 {
2796 TRACE("Found scale factor 2^%u for format %x\n", cur, format);
2797 break;
2798 }
2799 }
2800
2801 gl_info->gl_ops.gl.p_glDeleteTextures(1, &color);
2802 gl_info->fbo_ops.glDeleteRenderbuffers(1, &depth);
2803 gl_info->fbo_ops.glDeleteFramebuffers(1, &fbo);
2804 gl_info->fbo_ops.glBindFramebuffer(GL_FRAMEBUFFER, 0);
2805 checkGLcall("Delete framebuffer");
2806
2807 gl_info->gl_ops.gl.p_glDisable(GL_DEPTH_TEST);
2808 gl_info->gl_ops.gl.p_glDisable(GL_POLYGON_OFFSET_FILL);
2809 return (float)(1u << cur);
2810 }
2811
2812 const struct wined3d_format *wined3d_get_format(const struct wined3d_gl_info *gl_info,
2813 enum wined3d_format_id format_id)
2814 {
2815 int idx = getFmtIdx(format_id);
2816
2817 if (idx == -1)
2818 {
2819 FIXME("Can't find format %s (%#x) in the format lookup table\n",
2820 debug_d3dformat(format_id), format_id);
2821 /* Get the caller a valid pointer */
2822 idx = getFmtIdx(WINED3DFMT_UNKNOWN);
2823 }
2824
2825 return &gl_info->formats[idx];
2826 }
2827
2828 UINT wined3d_format_calculate_pitch(const struct wined3d_format *format, UINT width)
2829 {
2830 /* For block based formats, pitch means the amount of bytes to the next
2831 * row of blocks rather than the next row of pixels. */
2832 if (format->flags[WINED3D_GL_RES_TYPE_TEX_2D] & WINED3DFMT_FLAG_BLOCKS)
2833 return format->block_byte_count * ((width + format->block_width - 1) / format->block_width);
2834
2835 return format->byte_count * width;
2836 }
2837
2838 UINT wined3d_format_calculate_size(const struct wined3d_format *format, UINT alignment,
2839 UINT width, UINT height, UINT depth)
2840 {
2841 UINT pitch = wined3d_format_calculate_pitch(format, width);
2842 UINT size;
2843
2844 if (format->id == WINED3DFMT_UNKNOWN)
2845 {
2846 size = 0;
2847 }
2848 else if (format->flags[WINED3D_GL_RES_TYPE_TEX_2D] & WINED3DFMT_FLAG_BLOCKS)
2849 {
2850 UINT row_count = (height + format->block_height - 1) / format->block_height;
2851 size = row_count * ((pitch + alignment - 1) & ~(alignment - 1));
2852 }
2853 else
2854 {
2855 size = height * ((pitch + alignment - 1) & ~(alignment - 1));
2856 }
2857
2858 if (format->flags[WINED3D_GL_RES_TYPE_TEX_2D] & WINED3DFMT_FLAG_HEIGHT_SCALE)
2859 {
2860 /* The D3D format requirements make sure that the resulting format is an integer again */
2861 size *= format->height_scale.numerator;
2862 size /= format->height_scale.denominator;
2863 }
2864
2865 size *= depth;
2866
2867 return size;
2868 }
2869
2870 /*****************************************************************************
2871 * Trace formatting of useful values
2872 */
2873 const char *debug_d3dformat(enum wined3d_format_id format_id)
2874 {
2875 switch (format_id)
2876 {
2877 #define FMT_TO_STR(format_id) case format_id: return #format_id
2878 FMT_TO_STR(WINED3DFMT_UNKNOWN);
2879 FMT_TO_STR(WINED3DFMT_B8G8R8_UNORM);
2880 FMT_TO_STR(WINED3DFMT_B5G5R5X1_UNORM);
2881 FMT_TO_STR(WINED3DFMT_B4G4R4A4_UNORM);
2882 FMT_TO_STR(WINED3DFMT_B2G3R3_UNORM);
2883 FMT_TO_STR(WINED3DFMT_B2G3R3A8_UNORM);
2884 FMT_TO_STR(WINED3DFMT_B4G4R4X4_UNORM);
2885 FMT_TO_STR(WINED3DFMT_R8G8B8X8_UNORM);
2886 FMT_TO_STR(WINED3DFMT_B10G10R10A2_UNORM);
2887 FMT_TO_STR(WINED3DFMT_P8_UINT_A8_UNORM);
2888 FMT_TO_STR(WINED3DFMT_P8_UINT);
2889 FMT_TO_STR(WINED3DFMT_L8_UNORM);
2890 FMT_TO_STR(WINED3DFMT_L8A8_UNORM);
2891 FMT_TO_STR(WINED3DFMT_L4A4_UNORM);
2892 FMT_TO_STR(WINED3DFMT_R5G5_SNORM_L6_UNORM);
2893 FMT_TO_STR(WINED3DFMT_R8G8_SNORM_L8X8_UNORM);
2894 FMT_TO_STR(WINED3DFMT_R10G11B11_SNORM);
2895 FMT_TO_STR(WINED3DFMT_R10G10B10_SNORM_A2_UNORM);
2896 FMT_TO_STR(WINED3DFMT_UYVY);
2897 FMT_TO_STR(WINED3DFMT_YUY2);
2898 FMT_TO_STR(WINED3DFMT_YV12);
2899 FMT_TO_STR(WINED3DFMT_NV12);
2900 FMT_TO_STR(WINED3DFMT_DXT1);
2901 FMT_TO_STR(WINED3DFMT_DXT2);
2902 FMT_TO_STR(WINED3DFMT_DXT3);
2903 FMT_TO_STR(WINED3DFMT_DXT4);
2904 FMT_TO_STR(WINED3DFMT_DXT5);
2905 FMT_TO_STR(WINED3DFMT_MULTI2_ARGB8);
2906 FMT_TO_STR(WINED3DFMT_G8R8_G8B8);
2907 FMT_TO_STR(WINED3DFMT_R8G8_B8G8);
2908 FMT_TO_STR(WINED3DFMT_D16_LOCKABLE);
2909 FMT_TO_STR(WINED3DFMT_D32_UNORM);
2910 FMT_TO_STR(WINED3DFMT_S1_UINT_D15_UNORM);
2911 FMT_TO_STR(WINED3DFMT_X8D24_UNORM);
2912 FMT_TO_STR(WINED3DFMT_S4X4_UINT_D24_UNORM);
2913 FMT_TO_STR(WINED3DFMT_L16_UNORM);
2914 FMT_TO_STR(WINED3DFMT_S8_UINT_D24_FLOAT);
2915 FMT_TO_STR(WINED3DFMT_VERTEXDATA);
2916 FMT_TO_STR(WINED3DFMT_R8G8_SNORM_Cx);
2917 FMT_TO_STR(WINED3DFMT_ATI1N);
2918 FMT_TO_STR(WINED3DFMT_ATI2N);
2919 FMT_TO_STR(WINED3DFMT_NVDB);
2920 FMT_TO_STR(WINED3DFMT_NVHU);
2921 FMT_TO_STR(WINED3DFMT_NVHS);
2922 FMT_TO_STR(WINED3DFMT_R32G32B32A32_TYPELESS);
2923 FMT_TO_STR(WINED3DFMT_R32G32B32A32_FLOAT);
2924 FMT_TO_STR(WINED3DFMT_R32G32B32A32_UINT);
2925 FMT_TO_STR(WINED3DFMT_R32G32B32A32_SINT);
2926 FMT_TO_STR(WINED3DFMT_R32G32B32_TYPELESS);
2927 FMT_TO_STR(WINED3DFMT_R32G32B32_FLOAT);
2928 FMT_TO_STR(WINED3DFMT_R32G32B32_UINT);
2929 FMT_TO_STR(WINED3DFMT_R32G32B32_SINT);
2930 FMT_TO_STR(WINED3DFMT_R16G16B16A16_TYPELESS);
2931 FMT_TO_STR(WINED3DFMT_R16G16B16A16_FLOAT);
2932 FMT_TO_STR(WINED3DFMT_R16G16B16A16_UNORM);
2933 FMT_TO_STR(WINED3DFMT_R16G16B16A16_UINT);
2934 FMT_TO_STR(WINED3DFMT_R16G16B16A16_SNORM);
2935 FMT_TO_STR(WINED3DFMT_R16G16B16A16_SINT);
2936 FMT_TO_STR(WINED3DFMT_R32G32_TYPELESS);
2937 FMT_TO_STR(WINED3DFMT_R32G32_FLOAT);
2938 FMT_TO_STR(WINED3DFMT_R32G32_UINT);
2939 FMT_TO_STR(WINED3DFMT_R32G32_SINT);
2940 FMT_TO_STR(WINED3DFMT_R32G8X24_TYPELESS);
2941 FMT_TO_STR(WINED3DFMT_D32_FLOAT_S8X24_UINT);
2942 FMT_TO_STR(WINED3DFMT_R32_FLOAT_X8X24_TYPELESS);
2943 FMT_TO_STR(WINED3DFMT_X32_TYPELESS_G8X24_UINT);
2944 FMT_TO_STR(WINED3DFMT_R10G10B10A2_TYPELESS);
2945 FMT_TO_STR(WINED3DFMT_R10G10B10A2_UNORM);
2946 FMT_TO_STR(WINED3DFMT_R10G10B10A2_UINT);
2947 FMT_TO_STR(WINED3DFMT_R10G10B10A2_SNORM);
2948 FMT_TO_STR(WINED3DFMT_R11G11B10_FLOAT);
2949 FMT_TO_STR(WINED3DFMT_R8G8B8A8_TYPELESS);
2950 FMT_TO_STR(WINED3DFMT_R8G8B8A8_UNORM);
2951 FMT_TO_STR(WINED3DFMT_R8G8B8A8_UNORM_SRGB);
2952 FMT_TO_STR(WINED3DFMT_R8G8B8A8_UINT);
2953 FMT_TO_STR(WINED3DFMT_R8G8B8A8_SNORM);
2954 FMT_TO_STR(WINED3DFMT_R8G8B8A8_SINT);
2955 FMT_TO_STR(WINED3DFMT_R16G16_TYPELESS);
2956 FMT_TO_STR(WINED3DFMT_R16G16_FLOAT);
2957 FMT_TO_STR(WINED3DFMT_R16G16_UNORM);
2958 FMT_TO_STR(WINED3DFMT_R16G16_UINT);
2959 FMT_TO_STR(WINED3DFMT_R16G16_SNORM);
2960 FMT_TO_STR(WINED3DFMT_R16G16_SINT);
2961 FMT_TO_STR(WINED3DFMT_R32_TYPELESS);
2962 FMT_TO_STR(WINED3DFMT_D32_FLOAT);
2963 FMT_TO_STR(WINED3DFMT_R32_FLOAT);
2964 FMT_TO_STR(WINED3DFMT_R32_UINT);
2965 FMT_TO_STR(WINED3DFMT_R32_SINT);
2966 FMT_TO_STR(WINED3DFMT_R24G8_TYPELESS);
2967 FMT_TO_STR(WINED3DFMT_D24_UNORM_S8_UINT);
2968 FMT_TO_STR(WINED3DFMT_R24_UNORM_X8_TYPELESS);
2969 FMT_TO_STR(WINED3DFMT_X24_TYPELESS_G8_UINT);
2970 FMT_TO_STR(WINED3DFMT_R8G8_TYPELESS);
2971 FMT_TO_STR(WINED3DFMT_R8G8_UNORM);
2972 FMT_TO_STR(WINED3DFMT_R8G8_UINT);
2973 FMT_TO_STR(WINED3DFMT_R8G8_SNORM);
2974 FMT_TO_STR(WINED3DFMT_R8G8_SINT);
2975 FMT_TO_STR(WINED3DFMT_R16_TYPELESS);
2976 FMT_TO_STR(WINED3DFMT_R16_FLOAT);
2977 FMT_TO_STR(WINED3DFMT_D16_UNORM);
2978 FMT_TO_STR(WINED3DFMT_R16_UNORM);
2979 FMT_TO_STR(WINED3DFMT_R16_UINT);
2980 FMT_TO_STR(WINED3DFMT_R16_SNORM);
2981 FMT_TO_STR(WINED3DFMT_R16_SINT);
2982 FMT_TO_STR(WINED3DFMT_R8_TYPELESS);
2983 FMT_TO_STR(WINED3DFMT_R8_UNORM);
2984 FMT_TO_STR(WINED3DFMT_R8_UINT);
2985 FMT_TO_STR(WINED3DFMT_R8_SNORM);
2986 FMT_TO_STR(WINED3DFMT_R8_SINT);
2987 FMT_TO_STR(WINED3DFMT_A8_UNORM);
2988 FMT_TO_STR(WINED3DFMT_R1_UNORM);
2989 FMT_TO_STR(WINED3DFMT_R9G9B9E5_SHAREDEXP);
2990 FMT_TO_STR(WINED3DFMT_R8G8_B8G8_UNORM);
2991 FMT_TO_STR(WINED3DFMT_G8R8_G8B8_UNORM);
2992 FMT_TO_STR(WINED3DFMT_BC1_TYPELESS);
2993 FMT_TO_STR(WINED3DFMT_BC1_UNORM);
2994 FMT_TO_STR(WINED3DFMT_BC1_UNORM_SRGB);
2995 FMT_TO_STR(WINED3DFMT_BC2_TYPELESS);
2996 FMT_TO_STR(WINED3DFMT_BC2_UNORM);
2997 FMT_TO_STR(WINED3DFMT_BC2_UNORM_SRGB);
2998 FMT_TO_STR(WINED3DFMT_BC3_TYPELESS);
2999 FMT_TO_STR(WINED3DFMT_BC3_UNORM);
3000 FMT_TO_STR(WINED3DFMT_BC3_UNORM_SRGB);
3001 FMT_TO_STR(WINED3DFMT_BC4_TYPELESS);
3002 FMT_TO_STR(WINED3DFMT_BC4_UNORM);
3003 FMT_TO_STR(WINED3DFMT_BC4_SNORM);
3004 FMT_TO_STR(WINED3DFMT_BC5_TYPELESS);
3005 FMT_TO_STR(WINED3DFMT_BC5_UNORM);
3006 FMT_TO_STR(WINED3DFMT_BC5_SNORM);
3007 FMT_TO_STR(WINED3DFMT_B5G6R5_UNORM);
3008 FMT_TO_STR(WINED3DFMT_B5G5R5A1_UNORM);
3009 FMT_TO_STR(WINED3DFMT_B8G8R8A8_UNORM);
3010 FMT_TO_STR(WINED3DFMT_B8G8R8X8_UNORM);
3011 FMT_TO_STR(WINED3DFMT_INTZ);
3012 FMT_TO_STR(WINED3DFMT_RESZ);
3013 FMT_TO_STR(WINED3DFMT_NULL);
3014 FMT_TO_STR(WINED3DFMT_R16);
3015 FMT_TO_STR(WINED3DFMT_AL16);
3016 #undef FMT_TO_STR
3017 default:
3018 {
3019 char fourcc[5];
3020 fourcc[0] = (char)(format_id);
3021 fourcc[1] = (char)(format_id >> 8);
3022 fourcc[2] = (char)(format_id >> 16);
3023 fourcc[3] = (char)(format_id >> 24);
3024 fourcc[4] = 0;
3025 if (isprint(fourcc[0]) && isprint(fourcc[1]) && isprint(fourcc[2]) && isprint(fourcc[3]))
3026 FIXME("Unrecognized %#x (as fourcc: %s) WINED3DFORMAT!\n", format_id, fourcc);
3027 else
3028 FIXME("Unrecognized %#x WINED3DFORMAT!\n", format_id);
3029 }
3030 return "unrecognized";
3031 }
3032 }
3033
3034 const char *debug_d3ddevicetype(enum wined3d_device_type device_type)
3035 {
3036 switch (device_type)
3037 {
3038 #define DEVTYPE_TO_STR(dev) case dev: return #dev
3039 DEVTYPE_TO_STR(WINED3D_DEVICE_TYPE_HAL);
3040 DEVTYPE_TO_STR(WINED3D_DEVICE_TYPE_REF);
3041 DEVTYPE_TO_STR(WINED3D_DEVICE_TYPE_SW);
3042 #undef DEVTYPE_TO_STR
3043 default:
3044 FIXME("Unrecognized device type %#x.\n", device_type);
3045 return "unrecognized";
3046 }
3047 }
3048
3049 const char *debug_d3dusage(DWORD usage)
3050 {
3051 char buf[333];
3052
3053 buf[0] = '\0';
3054 #define WINED3DUSAGE_TO_STR(u) if (usage & u) { strcat(buf, " | "#u); usage &= ~u; }
3055 WINED3DUSAGE_TO_STR(WINED3DUSAGE_RENDERTARGET);
3056 WINED3DUSAGE_TO_STR(WINED3DUSAGE_DEPTHSTENCIL);
3057 WINED3DUSAGE_TO_STR(WINED3DUSAGE_WRITEONLY);
3058 WINED3DUSAGE_TO_STR(WINED3DUSAGE_SOFTWAREPROCESSING);
3059 WINED3DUSAGE_TO_STR(WINED3DUSAGE_DONOTCLIP);
3060 WINED3DUSAGE_TO_STR(WINED3DUSAGE_POINTS);
3061 WINED3DUSAGE_TO_STR(WINED3DUSAGE_RTPATCHES);
3062 WINED3DUSAGE_TO_STR(WINED3DUSAGE_NPATCHES);
3063 WINED3DUSAGE_TO_STR(WINED3DUSAGE_DYNAMIC);
3064 WINED3DUSAGE_TO_STR(WINED3DUSAGE_AUTOGENMIPMAP);
3065 WINED3DUSAGE_TO_STR(WINED3DUSAGE_DMAP);
3066 WINED3DUSAGE_TO_STR(WINED3DUSAGE_STATICDECL);
3067 WINED3DUSAGE_TO_STR(WINED3DUSAGE_OVERLAY);
3068 #undef WINED3DUSAGE_TO_STR
3069 if (usage) FIXME("Unrecognized usage flag(s) %#x\n", usage);
3070
3071 return buf[0] ? wine_dbg_sprintf("%s", &buf[3]) : "0";
3072 }
3073
3074 const char *debug_d3dusagequery(DWORD usagequery)
3075 {
3076 char buf[238];
3077
3078 buf[0] = '\0';
3079 #define WINED3DUSAGEQUERY_TO_STR(u) if (usagequery & u) { strcat(buf, " | "#u); usagequery &= ~u; }
3080 WINED3DUSAGEQUERY_TO_STR(WINED3DUSAGE_QUERY_FILTER);
3081 WINED3DUSAGEQUERY_TO_STR(WINED3DUSAGE_QUERY_LEGACYBUMPMAP);
3082 WINED3DUSAGEQUERY_TO_STR(WINED3DUSAGE_QUERY_POSTPIXELSHADER_BLENDING);
3083 WINED3DUSAGEQUERY_TO_STR(WINED3DUSAGE_QUERY_SRGBREAD);
3084 WINED3DUSAGEQUERY_TO_STR(WINED3DUSAGE_QUERY_SRGBWRITE);
3085 WINED3DUSAGEQUERY_TO_STR(WINED3DUSAGE_QUERY_VERTEXTEXTURE);
3086 WINED3DUSAGEQUERY_TO_STR(WINED3DUSAGE_QUERY_WRAPANDMIP);
3087 #undef WINED3DUSAGEQUERY_TO_STR
3088 if (usagequery) FIXME("Unrecognized usage query flag(s) %#x\n", usagequery);
3089
3090 return buf[0] ? wine_dbg_sprintf("%s", &buf[3]) : "0";
3091 }
3092
3093 const char *debug_d3ddeclmethod(enum wined3d_decl_method method)
3094 {
3095 switch (method)
3096 {
3097 #define WINED3DDECLMETHOD_TO_STR(u) case u: return #u
3098 WINED3DDECLMETHOD_TO_STR(WINED3D_DECL_METHOD_DEFAULT);
3099 WINED3DDECLMETHOD_TO_STR(WINED3D_DECL_METHOD_PARTIAL_U);
3100 WINED3DDECLMETHOD_TO_STR(WINED3D_DECL_METHOD_PARTIAL_V);
3101 WINED3DDECLMETHOD_TO_STR(WINED3D_DECL_METHOD_CROSS_UV);
3102 WINED3DDECLMETHOD_TO_STR(WINED3D_DECL_METHOD_UV);
3103 WINED3DDECLMETHOD_TO_STR(WINED3D_DECL_METHOD_LOOKUP);
3104 WINED3DDECLMETHOD_TO_STR(WINED3D_DECL_METHOD_LOOKUP_PRESAMPLED);
3105 #undef WINED3DDECLMETHOD_TO_STR
3106 default:
3107 FIXME("Unrecognized declaration method %#x.\n", method);
3108 return "unrecognized";
3109 }
3110 }
3111
3112 const char *debug_d3ddeclusage(enum wined3d_decl_usage usage)
3113 {
3114 switch (usage)
3115 {
3116 #define WINED3DDECLUSAGE_TO_STR(u) case u: return #u
3117 WINED3DDECLUSAGE_TO_STR(WINED3D_DECL_USAGE_POSITION);
3118 WINED3DDECLUSAGE_TO_STR(WINED3D_DECL_USAGE_BLEND_WEIGHT);
3119 WINED3DDECLUSAGE_TO_STR(WINED3D_DECL_USAGE_BLEND_INDICES);
3120 WINED3DDECLUSAGE_TO_STR(WINED3D_DECL_USAGE_NORMAL);
3121 WINED3DDECLUSAGE_TO_STR(WINED3D_DECL_USAGE_PSIZE);
3122 WINED3DDECLUSAGE_TO_STR(WINED3D_DECL_USAGE_TEXCOORD);
3123 WINED3DDECLUSAGE_TO_STR(WINED3D_DECL_USAGE_TANGENT);
3124 WINED3DDECLUSAGE_TO_STR(WINED3D_DECL_USAGE_BINORMAL);
3125 WINED3DDECLUSAGE_TO_STR(WINED3D_DECL_USAGE_TESS_FACTOR);
3126 WINED3DDECLUSAGE_TO_STR(WINED3D_DECL_USAGE_POSITIONT);
3127 WINED3DDECLUSAGE_TO_STR(WINED3D_DECL_USAGE_COLOR);
3128 WINED3DDECLUSAGE_TO_STR(WINED3D_DECL_USAGE_FOG);
3129 WINED3DDECLUSAGE_TO_STR(WINED3D_DECL_USAGE_DEPTH);
3130 WINED3DDECLUSAGE_TO_STR(WINED3D_DECL_USAGE_SAMPLE);
3131 #undef WINED3DDECLUSAGE_TO_STR
3132 default:
3133 FIXME("Unrecognized %u declaration usage!\n", usage);
3134 return "unrecognized";
3135 }
3136 }
3137
3138 const char *debug_d3dinput_classification(enum wined3d_input_classification classification)
3139 {
3140 switch (classification)
3141 {
3142 #define WINED3D_TO_STR(x) case x: return #x
3143 WINED3D_TO_STR(WINED3D_INPUT_PER_VERTEX_DATA);
3144 WINED3D_TO_STR(WINED3D_INPUT_PER_INSTANCE_DATA);
3145 #undef WINED3D_TO_STR
3146 default:
3147 FIXME("Unrecognized input classification %#x.\n", classification);
3148 return "unrecognized";
3149 }
3150 }
3151
3152 const char *debug_d3dresourcetype(enum wined3d_resource_type resource_type)
3153 {
3154 switch (resource_type)
3155 {
3156 #define RES_TO_STR(res) case res: return #res
3157 RES_TO_STR(WINED3D_RTYPE_SURFACE);
3158 RES_TO_STR(WINED3D_RTYPE_VOLUME);
3159 RES_TO_STR(WINED3D_RTYPE_TEXTURE);
3160 RES_TO_STR(WINED3D_RTYPE_VOLUME_TEXTURE);
3161 RES_TO_STR(WINED3D_RTYPE_CUBE_TEXTURE);
3162 RES_TO_STR(WINED3D_RTYPE_BUFFER);
3163 #undef RES_TO_STR
3164 default:
3165 FIXME("Unrecognized resource type %#x.\n", resource_type);
3166 return "unrecognized";
3167 }
3168 }
3169
3170 const char *debug_d3dprimitivetype(enum wined3d_primitive_type primitive_type)
3171 {
3172 switch (primitive_type)
3173 {
3174 #define PRIM_TO_STR(prim) case prim: return #prim
3175 PRIM_TO_STR(WINED3D_PT_UNDEFINED);
3176 PRIM_TO_STR(WINED3D_PT_POINTLIST);
3177 PRIM_TO_STR(WINED3D_PT_LINELIST);
3178 PRIM_TO_STR(WINED3D_PT_LINESTRIP);
3179 PRIM_TO_STR(WINED3D_PT_TRIANGLELIST);
3180 PRIM_TO_STR(WINED3D_PT_TRIANGLESTRIP);
3181 PRIM_TO_STR(WINED3D_PT_TRIANGLEFAN);
3182 PRIM_TO_STR(WINED3D_PT_LINELIST_ADJ);
3183 PRIM_TO_STR(WINED3D_PT_LINESTRIP_ADJ);
3184 PRIM_TO_STR(WINED3D_PT_TRIANGLELIST_ADJ);
3185 PRIM_TO_STR(WINED3D_PT_TRIANGLESTRIP_ADJ);
3186 #undef PRIM_TO_STR
3187 default:
3188 FIXME("Unrecognized %u primitive type!\n", primitive_type);
3189 return "unrecognized";
3190 }
3191 }
3192
3193 const char *debug_d3drenderstate(enum wined3d_render_state state)
3194 {
3195 switch (state)
3196 {
3197 #define D3DSTATE_TO_STR(u) case u: return #u
3198 D3DSTATE_TO_STR(WINED3D_RS_ANTIALIAS);
3199 D3DSTATE_TO_STR(WINED3D_RS_TEXTUREPERSPECTIVE);
3200 D3DSTATE_TO_STR(WINED3D_RS_WRAPU);
3201 D3DSTATE_TO_STR(WINED3D_RS_WRAPV);
3202 D3DSTATE_TO_STR(WINED3D_RS_ZENABLE);
3203 D3DSTATE_TO_STR(WINED3D_RS_FILLMODE);
3204 D3DSTATE_TO_STR(WINED3D_RS_SHADEMODE);
3205 D3DSTATE_TO_STR(WINED3D_RS_LINEPATTERN);
3206 D3DSTATE_TO_STR(WINED3D_RS_MONOENABLE);
3207 D3DSTATE_TO_STR(WINED3D_RS_ROP2);
3208 D3DSTATE_TO_STR(WINED3D_RS_PLANEMASK);
3209 D3DSTATE_TO_STR(WINED3D_RS_ZWRITEENABLE);
3210 D3DSTATE_TO_STR(WINED3D_RS_ALPHATESTENABLE);
3211 D3DSTATE_TO_STR(WINED3D_RS_LASTPIXEL);
3212 D3DSTATE_TO_STR(WINED3D_RS_SRCBLEND);
3213 D3DSTATE_TO_STR(WINED3D_RS_DESTBLEND);
3214 D3DSTATE_TO_STR(WINED3D_RS_CULLMODE);
3215 D3DSTATE_TO_STR(WINED3D_RS_ZFUNC);
3216 D3DSTATE_TO_STR(WINED3D_RS_ALPHAREF);
3217 D3DSTATE_TO_STR(WINED3D_RS_ALPHAFUNC);
3218 D3DSTATE_TO_STR(WINED3D_RS_DITHERENABLE);
3219 D3DSTATE_TO_STR(WINED3D_RS_ALPHABLENDENABLE);
3220 D3DSTATE_TO_STR(WINED3D_RS_FOGENABLE);
3221 D3DSTATE_TO_STR(WINED3D_RS_SPECULARENABLE);
3222 D3DSTATE_TO_STR(WINED3D_RS_ZVISIBLE);
3223 D3DSTATE_TO_STR(WINED3D_RS_SUBPIXEL);
3224 D3DSTATE_TO_STR(WINED3D_RS_SUBPIXELX);
3225 D3DSTATE_TO_STR(WINED3D_RS_STIPPLEDALPHA);
3226 D3DSTATE_TO_STR(WINED3D_RS_FOGCOLOR);
3227 D3DSTATE_TO_STR(WINED3D_RS_FOGTABLEMODE);
3228 D3DSTATE_TO_STR(WINED3D_RS_FOGSTART);
3229 D3DSTATE_TO_STR(WINED3D_RS_FOGEND);
3230 D3DSTATE_TO_STR(WINED3D_RS_FOGDENSITY);
3231 D3DSTATE_TO_STR(WINED3D_RS_STIPPLEENABLE);
3232 D3DSTATE_TO_STR(WINED3D_RS_EDGEANTIALIAS);
3233 D3DSTATE_TO_STR(WINED3D_RS_COLORKEYENABLE);
3234 D3DSTATE_TO_STR(WINED3D_RS_MIPMAPLODBIAS);
3235 D3DSTATE_TO_STR(WINED3D_RS_RANGEFOGENABLE);
3236 D3DSTATE_TO_STR(WINED3D_RS_ANISOTROPY);
3237 D3DSTATE_TO_STR(WINED3D_RS_FLUSHBATCH);
3238 D3DSTATE_TO_STR(WINED3D_RS_TRANSLUCENTSORTINDEPENDENT);
3239 D3DSTATE_TO_STR(WINED3D_RS_STENCILENABLE);
3240 D3DSTATE_TO_STR(WINED3D_RS_STENCILFAIL);
3241 D3DSTATE_TO_STR(WINED3D_RS_STENCILZFAIL);
3242 D3DSTATE_TO_STR(WINED3D_RS_STENCILPASS);
3243 D3DSTATE_TO_STR(WINED3D_RS_STENCILFUNC);
3244 D3DSTATE_TO_STR(WINED3D_RS_STENCILREF);
3245 D3DSTATE_TO_STR(WINED3D_RS_STENCILMASK);
3246 D3DSTATE_TO_STR(WINED3D_RS_STENCILWRITEMASK);
3247 D3DSTATE_TO_STR(WINED3D_RS_TEXTUREFACTOR);
3248 D3DSTATE_TO_STR(WINED3D_RS_WRAP0);
3249 D3DSTATE_TO_STR(WINED3D_RS_WRAP1);
3250 D3DSTATE_TO_STR(WINED3D_RS_WRAP2);
3251 D3DSTATE_TO_STR(WINED3D_RS_WRAP3);
3252 D3DSTATE_TO_STR(WINED3D_RS_WRAP4);
3253 D3DSTATE_TO_STR(WINED3D_RS_WRAP5);
3254 D3DSTATE_TO_STR(WINED3D_RS_WRAP6);
3255 D3DSTATE_TO_STR(WINED3D_RS_WRAP7);
3256 D3DSTATE_TO_STR(WINED3D_RS_CLIPPING);
3257 D3DSTATE_TO_STR(WINED3D_RS_LIGHTING);
3258 D3DSTATE_TO_STR(WINED3D_RS_EXTENTS);
3259 D3DSTATE_TO_STR(WINED3D_RS_AMBIENT);
3260 D3DSTATE_TO_STR(WINED3D_RS_FOGVERTEXMODE);
3261 D3DSTATE_TO_STR(WINED3D_RS_COLORVERTEX);
3262 D3DSTATE_TO_STR(WINED3D_RS_LOCALVIEWER);
3263 D3DSTATE_TO_STR(WINED3D_RS_NORMALIZENORMALS);
3264 D3DSTATE_TO_STR(WINED3D_RS_COLORKEYBLENDENABLE);
3265 D3DSTATE_TO_STR(WINED3D_RS_DIFFUSEMATERIALSOURCE);
3266 D3DSTATE_TO_STR(WINED3D_RS_SPECULARMATERIALSOURCE);
3267 D3DSTATE_TO_STR(WINED3D_RS_AMBIENTMATERIALSOURCE);
3268 D3DSTATE_TO_STR(WINED3D_RS_EMISSIVEMATERIALSOURCE);
3269 D3DSTATE_TO_STR(WINED3D_RS_VERTEXBLEND);
3270 D3DSTATE_TO_STR(WINED3D_RS_CLIPPLANEENABLE);
3271 D3DSTATE_TO_STR(WINED3D_RS_SOFTWAREVERTEXPROCESSING);
3272 D3DSTATE_TO_STR(WINED3D_RS_POINTSIZE);
3273 D3DSTATE_TO_STR(WINED3D_RS_POINTSIZE_MIN);
3274 D3DSTATE_TO_STR(WINED3D_RS_POINTSPRITEENABLE);
3275 D3DSTATE_TO_STR(WINED3D_RS_POINTSCALEENABLE);
3276 D3DSTATE_TO_STR(WINED3D_RS_POINTSCALE_A);
3277 D3DSTATE_TO_STR(WINED3D_RS_POINTSCALE_B);
3278 D3DSTATE_TO_STR(WINED3D_RS_POINTSCALE_C);
3279 D3DSTATE_TO_STR(WINED3D_RS_MULTISAMPLEANTIALIAS);
3280 D3DSTATE_TO_STR(WINED3D_RS_MULTISAMPLEMASK);
3281 D3DSTATE_TO_STR(WINED3D_RS_PATCHEDGESTYLE);
3282 D3DSTATE_TO_STR(WINED3D_RS_PATCHSEGMENTS);
3283 D3DSTATE_TO_STR(WINED3D_RS_DEBUGMONITORTOKEN);
3284 D3DSTATE_TO_STR(WINED3D_RS_POINTSIZE_MAX);
3285 D3DSTATE_TO_STR(WINED3D_RS_INDEXEDVERTEXBLENDENABLE);
3286 D3DSTATE_TO_STR(WINED3D_RS_COLORWRITEENABLE);
3287 D3DSTATE_TO_STR(WINED3D_RS_TWEENFACTOR);
3288 D3DSTATE_TO_STR(WINED3D_RS_BLENDOP);
3289 D3DSTATE_TO_STR(WINED3D_RS_POSITIONDEGREE);
3290 D3DSTATE_TO_STR(WINED3D_RS_NORMALDEGREE);
3291 D3DSTATE_TO_STR(WINED3D_RS_SCISSORTESTENABLE);
3292 D3DSTATE_TO_STR(WINED3D_RS_SLOPESCALEDEPTHBIAS);
3293 D3DSTATE_TO_STR(WINED3D_RS_ANTIALIASEDLINEENABLE);
3294 D3DSTATE_TO_STR(WINED3D_RS_MINTESSELLATIONLEVEL);
3295 D3DSTATE_TO_STR(WINED3D_RS_MAXTESSELLATIONLEVEL);
3296 D3DSTATE_TO_STR(WINED3D_RS_ADAPTIVETESS_X);
3297 D3DSTATE_TO_STR(WINED3D_RS_ADAPTIVETESS_Y);
3298 D3DSTATE_TO_STR(WINED3D_RS_ADAPTIVETESS_Z);
3299 D3DSTATE_TO_STR(WINED3D_RS_ADAPTIVETESS_W);
3300 D3DSTATE_TO_STR(WINED3D_RS_ENABLEADAPTIVETESSELLATION);
3301 D3DSTATE_TO_STR(WINED3D_RS_TWOSIDEDSTENCILMODE);
3302 D3DSTATE_TO_STR(WINED3D_RS_CCW_STENCILFAIL);
3303 D3DSTATE_TO_STR(WINED3D_RS_CCW_STENCILZFAIL);
3304 D3DSTATE_TO_STR(WINED3D_RS_CCW_STENCILPASS);
3305 D3DSTATE_TO_STR(WINED3D_RS_CCW_STENCILFUNC);
3306 D3DSTATE_TO_STR(WINED3D_RS_COLORWRITEENABLE1);
3307 D3DSTATE_TO_STR(WINED3D_RS_COLORWRITEENABLE2);
3308 D3DSTATE_TO_STR(WINED3D_RS_COLORWRITEENABLE3);
3309 D3DSTATE_TO_STR(WINED3D_RS_BLENDFACTOR);
3310 D3DSTATE_TO_STR(WINED3D_RS_SRGBWRITEENABLE);
3311 D3DSTATE_TO_STR(WINED3D_RS_DEPTHBIAS);
3312 D3DSTATE_TO_STR(WINED3D_RS_WRAP8);
3313 D3DSTATE_TO_STR(WINED3D_RS_WRAP9);
3314 D3DSTATE_TO_STR(WINED3D_RS_WRAP10);
3315 D3DSTATE_TO_STR(WINED3D_RS_WRAP11);
3316 D3DSTATE_TO_STR(WINED3D_RS_WRAP12);
3317 D3DSTATE_TO_STR(WINED3D_RS_WRAP13);
3318 D3DSTATE_TO_STR(WINED3D_RS_WRAP14);
3319 D3DSTATE_TO_STR(WINED3D_RS_WRAP15);
3320 D3DSTATE_TO_STR(WINED3D_RS_SEPARATEALPHABLENDENABLE);
3321 D3DSTATE_TO_STR(WINED3D_RS_SRCBLENDALPHA);
3322 D3DSTATE_TO_STR(WINED3D_RS_DESTBLENDALPHA);
3323 D3DSTATE_TO_STR(WINED3D_RS_BLENDOPALPHA);
3324 #undef D3DSTATE_TO_STR
3325 default:
3326 FIXME("Unrecognized %u render state!\n", state);
3327 return "unrecognized";
3328 }
3329 }
3330
3331 const char *debug_d3dsamplerstate(enum wined3d_sampler_state state)
3332 {
3333 switch (state)
3334 {
3335 #define D3DSTATE_TO_STR(u) case u: return #u
3336 D3DSTATE_TO_STR(WINED3D_SAMP_BORDER_COLOR);
3337 D3DSTATE_TO_STR(WINED3D_SAMP_ADDRESS_U);
3338 D3DSTATE_TO_STR(WINED3D_SAMP_ADDRESS_V);
3339 D3DSTATE_TO_STR(WINED3D_SAMP_ADDRESS_W);
3340 D3DSTATE_TO_STR(WINED3D_SAMP_MAG_FILTER);
3341 D3DSTATE_TO_STR(WINED3D_SAMP_MIN_FILTER);
3342 D3DSTATE_TO_STR(WINED3D_SAMP_MIP_FILTER);
3343 D3DSTATE_TO_STR(WINED3D_SAMP_MIPMAP_LOD_BIAS);
3344 D3DSTATE_TO_STR(WINED3D_SAMP_MAX_MIP_LEVEL);
3345 D3DSTATE_TO_STR(WINED3D_SAMP_MAX_ANISOTROPY);
3346 D3DSTATE_TO_STR(WINED3D_SAMP_SRGB_TEXTURE);
3347 D3DSTATE_TO_STR(WINED3D_SAMP_ELEMENT_INDEX);
3348 D3DSTATE_TO_STR(WINED3D_SAMP_DMAP_OFFSET);
3349 #undef D3DSTATE_TO_STR
3350 default:
3351 FIXME("Unrecognized %u sampler state!\n", state);
3352 return "unrecognized";
3353 }
3354 }
3355
3356 const char *debug_d3dtexturefiltertype(enum wined3d_texture_filter_type filter_type)
3357 {
3358 switch (filter_type)
3359 {
3360 #define D3DTEXTUREFILTERTYPE_TO_STR(u) case u: return #u
3361 D3DTEXTUREFILTERTYPE_TO_STR(WINED3D_TEXF_NONE);
3362 D3DTEXTUREFILTERTYPE_TO_STR(WINED3D_TEXF_POINT);
3363 D3DTEXTUREFILTERTYPE_TO_STR(WINED3D_TEXF_LINEAR);
3364 D3DTEXTUREFILTERTYPE_TO_STR(WINED3D_TEXF_ANISOTROPIC);
3365 D3DTEXTUREFILTERTYPE_TO_STR(WINED3D_TEXF_FLAT_CUBIC);
3366 D3DTEXTUREFILTERTYPE_TO_STR(WINED3D_TEXF_GAUSSIAN_CUBIC);
3367 D3DTEXTUREFILTERTYPE_TO_STR(WINED3D_TEXF_PYRAMIDAL_QUAD);
3368 D3DTEXTUREFILTERTYPE_TO_STR(WINED3D_TEXF_GAUSSIAN_QUAD);
3369 #undef D3DTEXTUREFILTERTYPE_TO_STR
3370 default:
3371 FIXME("Unrecognied texture filter type 0x%08x.\n", filter_type);
3372 return "unrecognized";
3373 }
3374 }
3375
3376 const char *debug_d3dtexturestate(enum wined3d_texture_stage_state state)
3377 {
3378 switch (state)
3379 {
3380 #define D3DSTATE_TO_STR(u) case u: return #u
3381 D3DSTATE_TO_STR(WINED3D_TSS_COLOR_OP);
3382 D3DSTATE_TO_STR(WINED3D_TSS_COLOR_ARG1);
3383 D3DSTATE_TO_STR(WINED3D_TSS_COLOR_ARG2);
3384 D3DSTATE_TO_STR(WINED3D_TSS_ALPHA_OP);
3385 D3DSTATE_TO_STR(WINED3D_TSS_ALPHA_ARG1);
3386 D3DSTATE_TO_STR(WINED3D_TSS_ALPHA_ARG2);
3387 D3DSTATE_TO_STR(WINED3D_TSS_BUMPENV_MAT00);
3388 D3DSTATE_TO_STR(WINED3D_TSS_BUMPENV_MAT01);
3389 D3DSTATE_TO_STR(WINED3D_TSS_BUMPENV_MAT10);
3390 D3DSTATE_TO_STR(WINED3D_TSS_BUMPENV_MAT11);
3391 D3DSTATE_TO_STR(WINED3D_TSS_TEXCOORD_INDEX);
3392 D3DSTATE_TO_STR(WINED3D_TSS_BUMPENV_LSCALE);
3393 D3DSTATE_TO_STR(WINED3D_TSS_BUMPENV_LOFFSET);
3394 D3DSTATE_TO_STR(WINED3D_TSS_TEXTURE_TRANSFORM_FLAGS);
3395 D3DSTATE_TO_STR(WINED3D_TSS_COLOR_ARG0);
3396 D3DSTATE_TO_STR(WINED3D_TSS_ALPHA_ARG0);
3397 D3DSTATE_TO_STR(WINED3D_TSS_RESULT_ARG);
3398 D3DSTATE_TO_STR(WINED3D_TSS_CONSTANT);
3399 #undef D3DSTATE_TO_STR
3400 default:
3401 FIXME("Unrecognized %u texture state!\n", state);
3402 return "unrecognized";
3403 }
3404 }
3405
3406 const char *debug_d3dtop(enum wined3d_texture_op d3dtop)
3407 {
3408 switch (d3dtop)
3409 {
3410 #define D3DTOP_TO_STR(u) case u: return #u
3411 D3DTOP_TO_STR(WINED3D_TOP_DISABLE);
3412 D3DTOP_TO_STR(WINED3D_TOP_SELECT_ARG1);
3413 D3DTOP_TO_STR(WINED3D_TOP_SELECT_ARG2);
3414 D3DTOP_TO_STR(WINED3D_TOP_MODULATE);
3415 D3DTOP_TO_STR(WINED3D_TOP_MODULATE_2X);
3416 D3DTOP_TO_STR(WINED3D_TOP_MODULATE_4X);
3417 D3DTOP_TO_STR(WINED3D_TOP_ADD);
3418 D3DTOP_TO_STR(WINED3D_TOP_ADD_SIGNED);
3419 D3DTOP_TO_STR(WINED3D_TOP_ADD_SIGNED_2X);
3420 D3DTOP_TO_STR(WINED3D_TOP_SUBTRACT);
3421 D3DTOP_TO_STR(WINED3D_TOP_ADD_SMOOTH);
3422 D3DTOP_TO_STR(WINED3D_TOP_BLEND_DIFFUSE_ALPHA);
3423 D3DTOP_TO_STR(WINED3D_TOP_BLEND_TEXTURE_ALPHA);
3424 D3DTOP_TO_STR(WINED3D_TOP_BLEND_FACTOR_ALPHA);
3425 D3DTOP_TO_STR(WINED3D_TOP_BLEND_TEXTURE_ALPHA_PM);
3426 D3DTOP_TO_STR(WINED3D_TOP_BLEND_CURRENT_ALPHA);
3427 D3DTOP_TO_STR(WINED3D_TOP_PREMODULATE);
3428 D3DTOP_TO_STR(WINED3D_TOP_MODULATE_ALPHA_ADD_COLOR);
3429 D3DTOP_TO_STR(WINED3D_TOP_MODULATE_COLOR_ADD_ALPHA);
3430 D3DTOP_TO_STR(WINED3D_TOP_MODULATE_INVALPHA_ADD_COLOR);
3431 D3DTOP_TO_STR(WINED3D_TOP_MODULATE_INVCOLOR_ADD_ALPHA);
3432 D3DTOP_TO_STR(WINED3D_TOP_BUMPENVMAP);
3433 D3DTOP_TO_STR(WINED3D_TOP_BUMPENVMAP_LUMINANCE);
3434 D3DTOP_TO_STR(WINED3D_TOP_DOTPRODUCT3);
3435 D3DTOP_TO_STR(WINED3D_TOP_MULTIPLY_ADD);
3436 D3DTOP_TO_STR(WINED3D_TOP_LERP);
3437 #undef D3DTOP_TO_STR
3438 default:
3439 FIXME("Unrecognized texture op %#x.\n", d3dtop);
3440 return "unrecognized";
3441 }
3442 }
3443
3444 const char *debug_d3dtstype(enum wined3d_transform_state tstype)
3445 {
3446 switch (tstype)
3447 {
3448 #define TSTYPE_TO_STR(tstype) case tstype: return #tstype
3449 TSTYPE_TO_STR(WINED3D_TS_VIEW);
3450 TSTYPE_TO_STR(WINED3D_TS_PROJECTION);
3451 TSTYPE_TO_STR(WINED3D_TS_TEXTURE0);
3452 TSTYPE_TO_STR(WINED3D_TS_TEXTURE1);
3453 TSTYPE_TO_STR(WINED3D_TS_TEXTURE2);
3454 TSTYPE_TO_STR(WINED3D_TS_TEXTURE3);
3455 TSTYPE_TO_STR(WINED3D_TS_TEXTURE4);
3456 TSTYPE_TO_STR(WINED3D_TS_TEXTURE5);
3457 TSTYPE_TO_STR(WINED3D_TS_TEXTURE6);
3458 TSTYPE_TO_STR(WINED3D_TS_TEXTURE7);
3459 TSTYPE_TO_STR(WINED3D_TS_WORLD_MATRIX(0));
3460 TSTYPE_TO_STR(WINED3D_TS_WORLD_MATRIX(1));
3461 TSTYPE_TO_STR(WINED3D_TS_WORLD_MATRIX(2));
3462 TSTYPE_TO_STR(WINED3D_TS_WORLD_MATRIX(3));
3463 #undef TSTYPE_TO_STR
3464 default:
3465 if (tstype > 256 && tstype < 512)
3466 {
3467 FIXME("WINED3D_TS_WORLD_MATRIX(%u). 1..255 not currently supported.\n", tstype);
3468 return ("WINED3D_TS_WORLD_MATRIX > 0");
3469 }
3470 FIXME("Unrecognized transform state %#x.\n", tstype);
3471 return "unrecognized";
3472 }
3473 }
3474
3475 static const char *debug_shader_type(enum wined3d_shader_type type)
3476 {
3477 switch(type)
3478 {
3479 #define WINED3D_TO_STR(type) case type: return #type
3480 WINED3D_TO_STR(WINED3D_SHADER_TYPE_PIXEL);
3481 WINED3D_TO_STR(WINED3D_SHADER_TYPE_VERTEX);
3482 WINED3D_TO_STR(WINED3D_SHADER_TYPE_GEOMETRY);
3483 #undef WINED3D_TO_STR
3484 default:
3485 FIXME("Unrecognized shader type %#x.\n", type);
3486 return "unrecognized";
3487 }
3488 }
3489
3490 const char *debug_d3dstate(DWORD state)
3491 {
3492 if (STATE_IS_RENDER(state))
3493 return wine_dbg_sprintf("STATE_RENDER(%s)", debug_d3drenderstate(state - STATE_RENDER(0)));
3494 if (STATE_IS_TEXTURESTAGE(state))
3495 {
3496 DWORD texture_stage = (state - STATE_TEXTURESTAGE(0, 0)) / (WINED3D_HIGHEST_TEXTURE_STATE + 1);
3497 DWORD texture_state = state - STATE_TEXTURESTAGE(texture_stage, 0);
3498 return wine_dbg_sprintf("STATE_TEXTURESTAGE(%#x, %s)",
3499 texture_stage, debug_d3dtexturestate(texture_state));
3500 }
3501 if (STATE_IS_SAMPLER(state))
3502 return wine_dbg_sprintf("STATE_SAMPLER(%#x)", state - STATE_SAMPLER(0));
3503 if (STATE_IS_SHADER(state))
3504 return wine_dbg_sprintf("STATE_SHADER(%s)", debug_shader_type(state - STATE_SHADER(0)));
3505 if (STATE_IS_CONSTANT_BUFFER(state))
3506 return wine_dbg_sprintf("STATE_CONSTANT_BUFFER(%s)", debug_shader_type(state - STATE_CONSTANT_BUFFER(0)));
3507 if (STATE_IS_SHADER_RESOURCE_BINDING(state))
3508 return "STATE_SHADER_RESOURCE_BINDING";
3509 if (STATE_IS_TRANSFORM(state))
3510 return wine_dbg_sprintf("STATE_TRANSFORM(%s)", debug_d3dtstype(state - STATE_TRANSFORM(0)));
3511 if (STATE_IS_STREAMSRC(state))
3512 return "STATE_STREAMSRC";
3513 if (STATE_IS_INDEXBUFFER(state))
3514 return "STATE_INDEXBUFFER";
3515 if (STATE_IS_VDECL(state))
3516 return "STATE_VDECL";
3517 if (STATE_IS_VIEWPORT(state))
3518 return "STATE_VIEWPORT";
3519 if (STATE_IS_LIGHT_TYPE(state))
3520 return "STATE_LIGHT_TYPE";
3521 if (STATE_IS_ACTIVELIGHT(state))
3522 return wine_dbg_sprintf("STATE_ACTIVELIGHT(%#x)", state - STATE_ACTIVELIGHT(0));
3523 if (STATE_IS_SCISSORRECT(state))
3524 return "STATE_SCISSORRECT";
3525 if (STATE_IS_CLIPPLANE(state))
3526 return wine_dbg_sprintf("STATE_CLIPPLANE(%#x)", state - STATE_CLIPPLANE(0));
3527 if (STATE_IS_MATERIAL(state))
3528 return "STATE_MATERIAL";
3529 if (STATE_IS_FRONTFACE(state))
3530 return "STATE_FRONTFACE";
3531 if (STATE_IS_POINTSPRITECOORDORIGIN(state))
3532 return "STATE_POINTSPRITECOORDORIGIN";
3533 if (STATE_IS_BASEVERTEXINDEX(state))
3534 return "STATE_BASEVERTEXINDEX";
3535 if (STATE_IS_FRAMEBUFFER(state))
3536 return "STATE_FRAMEBUFFER";
3537 if (STATE_IS_POINT_ENABLE(state))
3538 return "STATE_POINT_ENABLE";
3539 if (STATE_IS_COLOR_KEY(state))
3540 return "STATE_COLOR_KEY";
3541
3542 return wine_dbg_sprintf("UNKNOWN_STATE(%#x)", state);
3543 }
3544
3545 const char *debug_d3dpool(enum wined3d_pool pool)
3546 {
3547 switch (pool)
3548 {
3549 #define POOL_TO_STR(p) case p: return #p
3550 POOL_TO_STR(WINED3D_POOL_DEFAULT);
3551 POOL_TO_STR(WINED3D_POOL_MANAGED);
3552 POOL_TO_STR(WINED3D_POOL_SYSTEM_MEM);
3553 POOL_TO_STR(WINED3D_POOL_SCRATCH);
3554 #undef POOL_TO_STR
3555 default:
3556 FIXME("Unrecognized pool %#x.\n", pool);
3557 return "unrecognized";
3558 }
3559 }
3560
3561 const char *debug_fbostatus(GLenum status) {
3562 switch(status) {
3563 #define FBOSTATUS_TO_STR(u) case u: return #u
3564 FBOSTATUS_TO_STR(GL_FRAMEBUFFER_COMPLETE);
3565 FBOSTATUS_TO_STR(GL_FRAMEBUFFER_INCOMPLETE_ATTACHMENT);
3566 FBOSTATUS_TO_STR(GL_FRAMEBUFFER_INCOMPLETE_MISSING_ATTACHMENT);
3567 FBOSTATUS_TO_STR(GL_FRAMEBUFFER_INCOMPLETE_DIMENSIONS_EXT);
3568 FBOSTATUS_TO_STR(GL_FRAMEBUFFER_INCOMPLETE_FORMATS_EXT);
3569 FBOSTATUS_TO_STR(GL_FRAMEBUFFER_INCOMPLETE_DRAW_BUFFER);
3570 FBOSTATUS_TO_STR(GL_FRAMEBUFFER_INCOMPLETE_READ_BUFFER);
3571 FBOSTATUS_TO_STR(GL_FRAMEBUFFER_INCOMPLETE_MULTISAMPLE);
3572 FBOSTATUS_TO_STR(GL_FRAMEBUFFER_UNSUPPORTED);
3573 FBOSTATUS_TO_STR(GL_FRAMEBUFFER_UNDEFINED);
3574 #undef FBOSTATUS_TO_STR
3575 default:
3576 FIXME("Unrecognied FBO status 0x%08x\n", status);
3577 return "unrecognized";
3578 }
3579 }
3580
3581 const char *debug_glerror(GLenum error) {
3582 switch(error) {
3583 #define GLERROR_TO_STR(u) case u: return #u
3584 GLERROR_TO_STR(GL_NO_ERROR);
3585 GLERROR_TO_STR(GL_INVALID_ENUM);
3586 GLERROR_TO_STR(GL_INVALID_VALUE);
3587 GLERROR_TO_STR(GL_INVALID_OPERATION);
3588 GLERROR_TO_STR(GL_STACK_OVERFLOW);
3589 GLERROR_TO_STR(GL_STACK_UNDERFLOW);
3590 GLERROR_TO_STR(GL_OUT_OF_MEMORY);
3591 GLERROR_TO_STR(GL_INVALID_FRAMEBUFFER_OPERATION);
3592 #undef GLERROR_TO_STR
3593 default:
3594 FIXME("Unrecognied GL error 0x%08x\n", error);
3595 return "unrecognized";
3596 }
3597 }
3598
3599 static const char *debug_fixup_channel_source(enum fixup_channel_source source)
3600 {
3601 switch(source)
3602 {
3603 #define WINED3D_TO_STR(x) case x: return #x
3604 WINED3D_TO_STR(CHANNEL_SOURCE_ZERO);
3605 WINED3D_TO_STR(CHANNEL_SOURCE_ONE);
3606 WINED3D_TO_STR(CHANNEL_SOURCE_X);
3607 WINED3D_TO_STR(CHANNEL_SOURCE_Y);
3608 WINED3D_TO_STR(CHANNEL_SOURCE_Z);
3609 WINED3D_TO_STR(CHANNEL_SOURCE_W);
3610 WINED3D_TO_STR(CHANNEL_SOURCE_COMPLEX0);
3611 WINED3D_TO_STR(CHANNEL_SOURCE_COMPLEX1);
3612 #undef WINED3D_TO_STR
3613 default:
3614 FIXME("Unrecognized fixup_channel_source %#x\n", source);
3615 return "unrecognized";
3616 }
3617 }
3618
3619 static const char *debug_complex_fixup(enum complex_fixup fixup)
3620 {
3621 switch(fixup)
3622 {
3623 #define WINED3D_TO_STR(x) case x: return #x
3624 WINED3D_TO_STR(COMPLEX_FIXUP_YUY2);
3625 WINED3D_TO_STR(COMPLEX_FIXUP_UYVY);
3626 WINED3D_TO_STR(COMPLEX_FIXUP_YV12);
3627 WINED3D_TO_STR(COMPLEX_FIXUP_NV12);
3628 WINED3D_TO_STR(COMPLEX_FIXUP_P8);
3629 #undef WINED3D_TO_STR
3630 default:
3631 FIXME("Unrecognized complex fixup %#x\n", fixup);
3632 return "unrecognized";
3633 }
3634 }
3635
3636 void dump_color_fixup_desc(struct color_fixup_desc fixup)
3637 {
3638 if (is_complex_fixup(fixup))
3639 {
3640 TRACE("\tComplex: %s\n", debug_complex_fixup(get_complex_fixup(fixup)));
3641 return;
3642 }
3643
3644 TRACE("\tX: %s%s\n", debug_fixup_channel_source(fixup.x_source), fixup.x_sign_fixup ? ", SIGN_FIXUP" : "");
3645 TRACE("\tY: %s%s\n", debug_fixup_channel_source(fixup.y_source), fixup.y_sign_fixup ? ", SIGN_FIXUP" : "");
3646 TRACE("\tZ: %s%s\n", debug_fixup_channel_source(fixup.z_source), fixup.z_sign_fixup ? ", SIGN_FIXUP" : "");
3647 TRACE("\tW: %s%s\n", debug_fixup_channel_source(fixup.w_source), fixup.w_sign_fixup ? ", SIGN_FIXUP" : "");
3648 }
3649
3650 BOOL is_invalid_op(const struct wined3d_state *state, int stage,
3651 enum wined3d_texture_op op, DWORD arg1, DWORD arg2, DWORD arg3)
3652 {
3653 if (op == WINED3D_TOP_DISABLE)
3654 return FALSE;
3655 if (state->textures[stage])
3656 return FALSE;
3657
3658 if ((arg1 & WINED3DTA_SELECTMASK) == WINED3DTA_TEXTURE
3659 && op != WINED3D_TOP_SELECT_ARG2)
3660 return TRUE;
3661 if ((arg2 & WINED3DTA_SELECTMASK) == WINED3DTA_TEXTURE
3662 && op != WINED3D_TOP_SELECT_ARG1)
3663 return TRUE;
3664 if ((arg3 & WINED3DTA_SELECTMASK) == WINED3DTA_TEXTURE
3665 && (op == WINED3D_TOP_MULTIPLY_ADD || op == WINED3D_TOP_LERP))
3666 return TRUE;
3667
3668 return FALSE;
3669 }
3670
3671 void get_identity_matrix(struct wined3d_matrix *mat)
3672 {
3673 static const struct wined3d_matrix identity =
3674 {
3675 1.0f, 0.0f, 0.0f, 0.0f,
3676 0.0f, 1.0f, 0.0f, 0.0f,
3677 0.0f, 0.0f, 1.0f, 0.0f,
3678 0.0f, 0.0f, 0.0f, 1.0f,
3679 };
3680
3681 *mat = identity;
3682 }
3683
3684 void get_modelview_matrix(const struct wined3d_context *context, const struct wined3d_state *state,
3685 unsigned int index, struct wined3d_matrix *mat)
3686 {
3687 if (context->last_was_rhw)
3688 get_identity_matrix(mat);
3689 else
3690 multiply_matrix(mat, &state->transforms[WINED3D_TS_VIEW], &state->transforms[WINED3D_TS_WORLD_MATRIX(index)]);
3691 }
3692
3693 void get_projection_matrix(const struct wined3d_context *context, const struct wined3d_state *state,
3694 struct wined3d_matrix *mat)
3695 {
3696 float center_offset;
3697
3698 /* There are a couple of additional things we have to take into account
3699 * here besides the projection transformation itself:
3700 * - We need to flip along the y-axis in case of offscreen rendering.
3701 * - OpenGL Z range is {-Wc,...,Wc} while D3D Z range is {0,...,Wc}.
3702 * - D3D coordinates refer to pixel centers while GL coordinates refer
3703 * to pixel corners.
3704 * - D3D has a top-left filling convention. We need to maintain this
3705 * even after the y-flip mentioned above.
3706 * In order to handle the last two points, we translate by
3707 * (63.0 / 128.0) / VPw and (63.0 / 128.0) / VPh. This is equivalent to
3708 * translating slightly less than half a pixel. We want the difference to
3709 * be large enough that it doesn't get lost due to rounding inside the
3710 * driver, but small enough to prevent it from interfering with any
3711 * anti-aliasing. */
3712
3713 if (context->swapchain->device->wined3d->flags & WINED3D_PIXEL_CENTER_INTEGER)
3714 center_offset = 63.0f / 64.0f;
3715 else
3716 center_offset = -1.0f / 64.0f;
3717
3718 if (context->last_was_rhw)
3719 {
3720 /* Transform D3D RHW coordinates to OpenGL clip coordinates. */
3721 float x = state->viewport.x;
3722 float y = state->viewport.y;
3723 float w = state->viewport.width;
3724 float h = state->viewport.height;
3725 float x_scale = 2.0f / w;
3726 float x_offset = (center_offset - (2.0f * x) - w) / w;
3727 float y_scale = context->render_offscreen ? 2.0f / h : 2.0f / -h;
3728 float y_offset = context->render_offscreen
3729 ? (center_offset - (2.0f * y) - h) / h
3730 : (center_offset - (2.0f * y) - h) / -h;
3731 #if defined(STAGING_CSMT)
3732 enum wined3d_depth_buffer_type zenable = state->fb.depth_stencil ?
3733 #else /* STAGING_CSMT */
3734 enum wined3d_depth_buffer_type zenable = state->fb->depth_stencil ?
3735 #endif /* STAGING_CSMT */
3736 state->render_states[WINED3D_RS_ZENABLE] : WINED3D_ZB_FALSE;
3737 float z_scale = zenable ? 2.0f : 0.0f;
3738 float z_offset = zenable ? -1.0f : 0.0f;
3739 const struct wined3d_matrix projection =
3740 {
3741 x_scale, 0.0f, 0.0f, 0.0f,
3742 0.0f, y_scale, 0.0f, 0.0f,
3743 0.0f, 0.0f, z_scale, 0.0f,
3744 x_offset, y_offset, z_offset, 1.0f,
3745 };
3746
3747 *mat = projection;
3748 }
3749 else
3750 {
3751 float y_scale = context->render_offscreen ? -1.0f : 1.0f;
3752 float x_offset = center_offset / state->viewport.width;
3753 float y_offset = context->render_offscreen
3754 ? center_offset / state->viewport.height
3755 : -center_offset / state->viewport.height;
3756 const struct wined3d_matrix projection =
3757 {
3758 1.0f, 0.0f, 0.0f, 0.0f,
3759 0.0f, y_scale, 0.0f, 0.0f,
3760 0.0f, 0.0f, 2.0f, 0.0f,
3761 x_offset, y_offset, -1.0f, 1.0f,
3762 };
3763
3764 multiply_matrix(mat, &projection, &state->transforms[WINED3D_TS_PROJECTION]);
3765 }
3766 }
3767
3768 /* Setup this textures matrix according to the texture flags. */
3769 static void compute_texture_matrix(const struct wined3d_gl_info *gl_info, const struct wined3d_matrix *matrix,
3770 DWORD flags, BOOL calculated_coords, BOOL transformed, enum wined3d_format_id format_id,
3771 BOOL ffp_proj_control, struct wined3d_matrix *out_matrix)
3772 {
3773 struct wined3d_matrix mat;
3774
3775 if (flags == WINED3D_TTFF_DISABLE || flags == WINED3D_TTFF_COUNT1 || transformed)
3776 {
3777 get_identity_matrix(out_matrix);
3778 return;
3779 }
3780
3781 if (flags == (WINED3D_TTFF_COUNT1 | WINED3D_TTFF_PROJECTED))
3782 {
3783 ERR("Invalid texture transform flags: WINED3D_TTFF_COUNT1 | WINED3D_TTFF_PROJECTED.\n");
3784 return;
3785 }
3786
3787 mat = *matrix;
3788
3789 if (flags & WINED3D_TTFF_PROJECTED)
3790 {
3791 if (!ffp_proj_control)
3792 {
3793 switch (flags & ~WINED3D_TTFF_PROJECTED)
3794 {
3795 case WINED3D_TTFF_COUNT2:
3796 mat._14 = mat._12;
3797 mat._24 = mat._22;
3798 mat._34 = mat._32;
3799 mat._44 = mat._42;
3800 mat._12 = mat._22 = mat._32 = mat._42 = 0.0f;
3801 break;
3802 case WINED3D_TTFF_COUNT3:
3803 mat._14 = mat._13;
3804 mat._24 = mat._23;
3805 mat._34 = mat._33;
3806 mat._44 = mat._43;
3807 mat._13 = mat._23 = mat._33 = mat._43 = 0.0f;
3808 break;
3809 }
3810 }
3811 }
3812 else
3813 {
3814 /* Under Direct3D the R/Z coord can be used for translation, under
3815 * OpenGL we use the Q coord instead. */
3816 if (!calculated_coords)
3817 {
3818 switch (format_id)
3819 {
3820 /* Direct3D passes the default 1.0 in the 2nd coord, while GL
3821 * passes it in the 4th. Swap 2nd and 4th coord. No need to
3822 * store the value of mat._41 in mat._21 because the input
3823 * value to the transformation will be 0, so the matrix value
3824 * is irrelevant. */
3825 case WINED3DFMT_R32_FLOAT:
3826 mat._41 = mat._21;
3827 mat._42 = mat._22;
3828 mat._43 = mat._23;
3829 mat._44 = mat._24;
3830 break;
3831 /* See above, just 3rd and 4th coord. */
3832 case WINED3DFMT_R32G32_FLOAT:
3833 mat._41 = mat._31;
3834 mat._42 = mat._32;
3835 mat._43 = mat._33;
3836 mat._44 = mat._34;
3837 break;
3838 case WINED3DFMT_R32G32B32_FLOAT: /* Opengl defaults match dx defaults */
3839 case WINED3DFMT_R32G32B32A32_FLOAT: /* No defaults apply, all app defined */
3840
3841 /* This is to prevent swapping the matrix lines and put the default 4th coord = 1.0
3842 * into a bad place. The division elimination below will apply to make sure the
3843 * 1.0 doesn't do anything bad. The caller will set this value if the stride is 0
3844 */
3845 case WINED3DFMT_UNKNOWN: /* No texture coords, 0/0/0/1 defaults are passed */
3846 break;
3847 default:
3848 FIXME("Unexpected fixed function texture coord input\n");
3849 }
3850 }
3851 if (!ffp_proj_control)
3852 {
3853 switch (flags & ~WINED3D_TTFF_PROJECTED)
3854 {
3855 /* case WINED3D_TTFF_COUNT1: Won't ever get here. */
3856 case WINED3D_TTFF_COUNT2:
3857 mat._13 = mat._23 = mat._33 = mat._43 = 0.0f;
3858 #if defined(STAGING_CSMT)
3859 /* OpenGL divides the first 3 vertex coord by the 4th by default,
3860 * which is essentially the same as D3DTTFF_PROJECTED. Make sure that
3861 * the 4th coord evaluates to 1.0 to eliminate that.
3862 *
3863 * If the fixed function pipeline is used, the 4th value remains unused,
3864 * so there is no danger in doing this. With vertex shaders we have a
3865 * problem. Should an app hit that problem, the code here would have to
3866 * check for pixel shaders, and the shader has to undo the default gl divide.
3867 *
3868 * A more serious problem occurs if the app passes 4 coordinates in, and the
3869 * 4th is != 1.0(opengl default). This would have to be fixed in draw_strided_slow
3870 * or a replacement shader. */
3871 #else /* STAGING_CSMT */
3872 /* OpenGL divides the first 3 vertex coord by the 4th by default,
3873 * which is essentially the same as D3DTTFF_PROJECTED. Make sure that
3874 * the 4th coord evaluates to 1.0 to eliminate that.
3875 *
3876 * If the fixed function pipeline is used, the 4th value remains unused,
3877 * so there is no danger in doing this. With vertex shaders we have a
3878 * problem. Should an app hit that problem, the code here would have to
3879 * check for pixel shaders, and the shader has to undo the default gl divide.
3880 *
3881 * A more serious problem occurs if the app passes 4 coordinates in, and the
3882 * 4th is != 1.0(opengl default). This would have to be fixed in drawStridedSlow
3883 * or a replacement shader. */
3884 #endif /* STAGING_CSMT */
3885 default:
3886 mat._14 = mat._24 = mat._34 = 0.0f; mat._44 = 1.0f;
3887 }
3888 }
3889 }
3890
3891 *out_matrix = mat;
3892 }
3893
3894 void get_texture_matrix(const struct wined3d_context *context, const struct wined3d_state *state,
3895 unsigned int tex, struct wined3d_matrix *mat)
3896 {
3897 const struct wined3d_device *device = context->swapchain->device;
3898 const struct wined3d_gl_info *gl_info = context->gl_info;
3899 BOOL generated = (state->texture_states[tex][WINED3D_TSS_TEXCOORD_INDEX] & 0xffff0000)
3900 != WINED3DTSS_TCI_PASSTHRU;
3901 unsigned int coord_idx = min(state->texture_states[tex][WINED3D_TSS_TEXCOORD_INDEX & 0x0000ffff],
3902 MAX_TEXTURES - 1);
3903
3904 compute_texture_matrix(gl_info, &state->transforms[WINED3D_TS_TEXTURE0 + tex],
3905 state->texture_states[tex][WINED3D_TSS_TEXTURE_TRANSFORM_FLAGS],
3906 generated, context->last_was_rhw,
3907 context->stream_info.use_map & (1u << (WINED3D_FFP_TEXCOORD0 + coord_idx))
3908 ? context->stream_info.elements[WINED3D_FFP_TEXCOORD0 + coord_idx].format->id
3909 : WINED3DFMT_UNKNOWN,
3910 device->shader_backend->shader_has_ffp_proj_control(device->shader_priv), mat);
3911
3912 if ((context->lastWasPow2Texture & (1u << tex)) && state->textures[tex])
3913 {
3914 if (generated)
3915 FIXME("Non-power-of-two texture being used with generated texture coords.\n");
3916 /* NP2 texcoord fixup is implemented for pixelshaders so only enable the
3917 * fixed-function-pipeline fixup via pow2Matrix when no PS is used. */
3918 if (!use_ps(state))
3919 {
3920 TRACE("Non-power-of-two texture matrix multiply fixup.\n");
3921 multiply_matrix(mat, mat, (struct wined3d_matrix *)state->textures[tex]->pow2_matrix);
3922 }
3923 }
3924 }
3925
3926 void get_pointsize_minmax(const struct wined3d_context *context, const struct wined3d_state *state,
3927 float *out_min, float *out_max)
3928 {
3929 union
3930 {
3931 DWORD d;
3932 float f;
3933 } min, max;
3934
3935 min.d = state->render_states[WINED3D_RS_POINTSIZE_MIN];
3936 max.d = state->render_states[WINED3D_RS_POINTSIZE_MAX];
3937
3938 if (min.f > max.f)
3939 min.f = max.f;
3940
3941 *out_min = min.f;
3942 *out_max = max.f;
3943 }
3944
3945 void get_pointsize(const struct wined3d_context *context, const struct wined3d_state *state,
3946 float *out_pointsize, float *out_att)
3947 {
3948 /* POINTSCALEENABLE controls how point size value is treated. If set to
3949 * true, the point size is scaled with respect to height of viewport.
3950 * When set to false point size is in pixels. */
3951 union
3952 {
3953 DWORD d;
3954 float f;
3955 } pointsize, a, b, c;
3956
3957 out_att[0] = 1.0f;
3958 out_att[1] = 0.0f;
3959 out_att[2] = 0.0f;
3960
3961 pointsize.d = state->render_states[WINED3D_RS_POINTSIZE];
3962 a.d = state->render_states[WINED3D_RS_POINTSCALE_A];
3963 b.d = state->render_states[WINED3D_RS_POINTSCALE_B];
3964 c.d = state->render_states[WINED3D_RS_POINTSCALE_C];
3965
3966 if (state->render_states[WINED3D_RS_POINTSCALEENABLE])
3967 {
3968 float scale_factor = state->viewport.height * state->viewport.height;
3969
3970 out_att[0] = a.f / scale_factor;
3971 out_att[1] = b.f / scale_factor;
3972 out_att[2] = c.f / scale_factor;
3973 }
3974 *out_pointsize = pointsize.f;
3975 }
3976
3977 void get_fog_start_end(const struct wined3d_context *context, const struct wined3d_state *state,
3978 float *start, float *end)
3979 {
3980 union
3981 {
3982 DWORD d;
3983 float f;
3984 } tmpvalue;
3985
3986 switch (context->fog_source)
3987 {
3988 case FOGSOURCE_VS:
3989 *start = 1.0f;
3990 *end = 0.0f;
3991 break;
3992
3993 case FOGSOURCE_COORD:
3994 *start = 255.0f;
3995 *end = 0.0f;
3996 break;
3997
3998 case FOGSOURCE_FFP:
3999 tmpvalue.d = state->render_states[WINED3D_RS_FOGSTART];
4000 *start = tmpvalue.f;
4001 tmpvalue.d = state->render_states[WINED3D_RS_FOGEND];
4002 *end = tmpvalue.f;
4003 /* Special handling for fog_start == fog_end. In d3d with vertex
4004 * fog, everything is fogged. With table fog, everything with
4005 * fog_coord < fog_start is unfogged, and fog_coord > fog_start
4006 * is fogged. Windows drivers disagree when fog_coord == fog_start. */
4007 if (state->render_states[WINED3D_RS_FOGTABLEMODE] == WINED3D_FOG_NONE && *start == *end)
4008 {
4009 *start = -INFINITY;
4010 *end = 0.0f;
4011 }
4012 break;
4013
4014 default:
4015 /* This should not happen, context->fog_source is set in wined3d, not the app. */
4016 ERR("Unexpected fog coordinate source.\n");
4017 *start = 0.0f;
4018 *end = 0.0f;
4019 }
4020 }
4021
4022 /* This small helper function is used to convert a bitmask into the number of masked bits */
4023 unsigned int count_bits(unsigned int mask)
4024 {
4025 unsigned int count;
4026 for (count = 0; mask; ++count)
4027 {
4028 mask &= mask - 1;
4029 }
4030 return count;
4031 }
4032
4033 /* Note: It's the caller's responsibility to ensure values can be expressed
4034 * in the requested format. UNORM formats for example can only express values
4035 * in the range 0.0f -> 1.0f. */
4036 DWORD wined3d_format_convert_from_float(const struct wined3d_surface *surface, const struct wined3d_color *color)
4037 {
4038 static const struct
4039 {
4040 enum wined3d_format_id format_id;
4041 float r_mul;
4042 float g_mul;
4043 float b_mul;
4044 float a_mul;
4045 BYTE r_shift;
4046 BYTE g_shift;
4047 BYTE b_shift;
4048 BYTE a_shift;
4049 }
4050 conv[] =
4051 {
4052 {WINED3DFMT_B8G8R8A8_UNORM, 255.0f, 255.0f, 255.0f, 255.0f, 16, 8, 0, 24},
4053 {WINED3DFMT_B8G8R8X8_UNORM, 255.0f, 255.0f, 255.0f, 255.0f, 16, 8, 0, 24},
4054 {WINED3DFMT_B8G8R8_UNORM, 255.0f, 255.0f, 255.0f, 255.0f, 16, 8, 0, 24},
4055 {WINED3DFMT_B5G6R5_UNORM, 31.0f, 63.0f, 31.0f, 0.0f, 11, 5, 0, 0},
4056 {WINED3DFMT_B5G5R5A1_UNORM, 31.0f, 31.0f, 31.0f, 1.0f, 10, 5, 0, 15},
4057 {WINED3DFMT_B5G5R5X1_UNORM, 31.0f, 31.0f, 31.0f, 1.0f, 10, 5, 0, 15},
4058 {WINED3DFMT_R8_UNORM, 255.0f, 0.0f, 0.0f, 0.0f, 0, 0, 0, 0},
4059 {WINED3DFMT_A8_UNORM, 0.0f, 0.0f, 0.0f, 255.0f, 0, 0, 0, 0},
4060 {WINED3DFMT_B4G4R4A4_UNORM, 15.0f, 15.0f, 15.0f, 15.0f, 8, 4, 0, 12},
4061 {WINED3DFMT_B4G4R4X4_UNORM, 15.0f, 15.0f, 15.0f, 15.0f, 8, 4, 0, 12},
4062 {WINED3DFMT_B2G3R3_UNORM, 7.0f, 7.0f, 3.0f, 0.0f, 5, 2, 0, 0},
4063 {WINED3DFMT_R8G8B8A8_UNORM, 255.0f, 255.0f, 255.0f, 255.0f, 0, 8, 16, 24},
4064 {WINED3DFMT_R8G8B8X8_UNORM, 255.0f, 255.0f, 255.0f, 255.0f, 0, 8, 16, 24},
4065 {WINED3DFMT_B10G10R10A2_UNORM, 1023.0f, 1023.0f, 1023.0f, 3.0f, 20, 10, 0, 30},
4066 {WINED3DFMT_R10G10B10A2_UNORM, 1023.0f, 1023.0f, 1023.0f, 3.0f, 0, 10, 20, 30},
4067 {WINED3DFMT_P8_UINT, 0.0f, 0.0f, 0.0f, 255.0f, 0, 0, 0, 0},
4068 };
4069 const struct wined3d_format *format = surface->resource.format;
4070 unsigned int i;
4071
4072 TRACE("Converting color {%.8e %.8e %.8e %.8e} to format %s.\n",
4073 color->r, color->g, color->b, color->a, debug_d3dformat(format->id));
4074
4075 for (i = 0; i < sizeof(conv) / sizeof(*conv); ++i)
4076 {
4077 DWORD ret;
4078
4079 if (format->id != conv[i].format_id) continue;
4080
4081 ret = ((DWORD)((color->r * conv[i].r_mul) + 0.5f)) << conv[i].r_shift;
4082 ret |= ((DWORD)((color->g * conv[i].g_mul) + 0.5f)) << conv[i].g_shift;
4083 ret |= ((DWORD)((color->b * conv[i].b_mul) + 0.5f)) << conv[i].b_shift;
4084 ret |= ((DWORD)((color->a * conv[i].a_mul) + 0.5f)) << conv[i].a_shift;
4085
4086 TRACE("Returning 0x%08x.\n", ret);
4087
4088 return ret;
4089 }
4090
4091 FIXME("Conversion for format %s not implemented.\n", debug_d3dformat(format->id));
4092
4093 return 0;
4094 }
4095
4096 static float color_to_float(DWORD color, DWORD size, DWORD offset)
4097 {
4098 DWORD mask = (1u << size) - 1;
4099
4100 if (!size)
4101 return 1.0f;
4102
4103 color >>= offset;
4104 color &= mask;
4105
4106 return (float)color / (float)mask;
4107 }
4108
4109 BOOL wined3d_format_convert_color_to_float(const struct wined3d_format *format,
4110 const struct wined3d_palette *palette, DWORD color, struct wined3d_color *float_color)
4111 {
4112 switch (format->id)
4113 {
4114 case WINED3DFMT_B8G8R8_UNORM:
4115 case WINED3DFMT_B8G8R8A8_UNORM:
4116 case WINED3DFMT_B8G8R8X8_UNORM:
4117 case WINED3DFMT_B5G6R5_UNORM:
4118 case WINED3DFMT_B5G5R5X1_UNORM:
4119 case WINED3DFMT_B5G5R5A1_UNORM:
4120 case WINED3DFMT_B4G4R4A4_UNORM:
4121 case WINED3DFMT_B2G3R3_UNORM:
4122 case WINED3DFMT_R8_UNORM:
4123 case WINED3DFMT_A8_UNORM:
4124 case WINED3DFMT_B2G3R3A8_UNORM:
4125 case WINED3DFMT_B4G4R4X4_UNORM:
4126 case WINED3DFMT_R10G10B10A2_UNORM:
4127 case WINED3DFMT_R10G10B10A2_SNORM:
4128 case WINED3DFMT_R8G8B8A8_UNORM:
4129 case WINED3DFMT_R8G8B8X8_UNORM:
4130 case WINED3DFMT_R16G16_UNORM:
4131 case WINED3DFMT_B10G10R10A2_UNORM:
4132 float_color->r = color_to_float(color, format->red_size, format->red_offset);
4133 float_color->g = color_to_float(color, format->green_size, format->green_offset);
4134 float_color->b = color_to_float(color, format->blue_size, format->blue_offset);
4135 float_color->a = color_to_float(color, format->alpha_size, format->alpha_offset);
4136 return TRUE;
4137
4138 case WINED3DFMT_P8_UINT:
4139 if (palette)
4140 {
4141 float_color->r = palette->colors[color].rgbRed / 255.0f;
4142 float_color->g = palette->colors[color].rgbGreen / 255.0f;
4143 float_color->b = palette->colors[color].rgbBlue / 255.0f;
4144 }
4145 else
4146 {
4147 float_color->r = 0.0f;
4148 float_color->g = 0.0f;
4149 float_color->b = 0.0f;
4150 }
4151 float_color->a = color / 255.0f;
4152 return TRUE;
4153
4154 default:
4155 ERR("Unhandled conversion from %s to floating point.\n", debug_d3dformat(format->id));
4156 return FALSE;
4157 }
4158 }
4159
4160 void wined3d_format_get_float_color_key(const struct wined3d_format *format,
4161 const struct wined3d_color_key *key, struct wined3d_color *float_colors)
4162 {
4163 struct wined3d_color slop;
4164
4165 switch (format->id)
4166 {
4167 case WINED3DFMT_B8G8R8_UNORM:
4168 case WINED3DFMT_B8G8R8A8_UNORM:
4169 case WINED3DFMT_B8G8R8X8_UNORM:
4170 case WINED3DFMT_B5G6R5_UNORM:
4171 case WINED3DFMT_B5G5R5X1_UNORM:
4172 case WINED3DFMT_B5G5R5A1_UNORM:
4173 case WINED3DFMT_B4G4R4A4_UNORM:
4174 case WINED3DFMT_B2G3R3_UNORM:
4175 case WINED3DFMT_R8_UNORM:
4176 case WINED3DFMT_A8_UNORM:
4177 case WINED3DFMT_B2G3R3A8_UNORM:
4178 case WINED3DFMT_B4G4R4X4_UNORM:
4179 case WINED3DFMT_R10G10B10A2_UNORM:
4180 case WINED3DFMT_R10G10B10A2_SNORM:
4181 case WINED3DFMT_R8G8B8A8_UNORM:
4182 case WINED3DFMT_R8G8B8X8_UNORM:
4183 case WINED3DFMT_R16G16_UNORM:
4184 case WINED3DFMT_B10G10R10A2_UNORM:
4185 slop.r = 0.5f / ((1 << format->red_size) - 1);
4186 slop.g = 0.5f / ((1 << format->green_size) - 1);
4187 slop.b = 0.5f / ((1 << format->blue_size) - 1);
4188 slop.a = 0.5f / ((1 << format->alpha_size) - 1);
4189
4190 float_colors[0].r = color_to_float(key->color_space_low_value, format->red_size, format->red_offset)
4191 - slop.r;
4192 float_colors[0].g = color_to_float(key->color_space_low_value, format->green_size, format->green_offset)
4193 - slop.g;
4194 float_colors[0].b = color_to_float(key->color_space_low_value, format->blue_size, format->blue_offset)
4195 - slop.b;
4196 float_colors[0].a = color_to_float(key->color_space_low_value, format->alpha_size, format->alpha_offset)
4197 - slop.a;
4198
4199 float_colors[1].r = color_to_float(key->color_space_high_value, format->red_size, format->red_offset)
4200 + slop.r;
4201 float_colors[1].g = color_to_float(key->color_space_high_value, format->green_size, format->green_offset)
4202 + slop.g;
4203 float_colors[1].b = color_to_float(key->color_space_high_value, format->blue_size, format->blue_offset)
4204 + slop.b;
4205 float_colors[1].a = color_to_float(key->color_space_high_value, format->alpha_size, format->alpha_offset)
4206 + slop.a;
4207 break;
4208
4209 case WINED3DFMT_P8_UINT:
4210 float_colors[0].r = 0.0f;
4211 float_colors[0].g = 0.0f;
4212 float_colors[0].b = 0.0f;
4213 float_colors[0].a = (key->color_space_low_value - 0.5f) / 255.0f;
4214
4215 float_colors[1].r = 0.0f;
4216 float_colors[1].g = 0.0f;
4217 float_colors[1].b = 0.0f;
4218 float_colors[1].a = (key->color_space_high_value + 0.5f) / 255.0f;
4219 break;
4220
4221 default:
4222 ERR("Unhandled color key to float conversion for format %s.\n", debug_d3dformat(format->id));
4223 }
4224 }
4225
4226 /* DirectDraw stuff */
4227 enum wined3d_format_id pixelformat_for_depth(DWORD depth)
4228 {
4229 switch (depth)
4230 {
4231 case 8: return WINED3DFMT_P8_UINT;
4232 case 15: return WINED3DFMT_B5G5R5X1_UNORM;
4233 case 16: return WINED3DFMT_B5G6R5_UNORM;
4234 case 24: return WINED3DFMT_B8G8R8X8_UNORM; /* Robots needs 24bit to be WINED3DFMT_B8G8R8X8_UNORM */
4235 case 32: return WINED3DFMT_B8G8R8X8_UNORM; /* EVE online and the Fur demo need 32bit AdapterDisplayMode to return WINED3DFMT_B8G8R8X8_UNORM */
4236 default: return WINED3DFMT_UNKNOWN;
4237 }
4238 }
4239
4240 void multiply_matrix(struct wined3d_matrix *dst, const struct wined3d_matrix *src1, const struct wined3d_matrix *src2)
4241 {
4242 struct wined3d_matrix tmp;
4243
4244 /* Now do the multiplication 'by hand'.
4245 I know that all this could be optimised, but this will be done later :-) */
4246 tmp._11 = (src1->_11 * src2->_11) + (src1->_21 * src2->_12) + (src1->_31 * src2->_13) + (src1->_41 * src2->_14);
4247 tmp._21 = (src1->_11 * src2->_21) + (src1->_21 * src2->_22) + (src1->_31 * src2->_23) + (src1->_41 * src2->_24);
4248 tmp._31 = (src1->_11 * src2->_31) + (src1->_21 * src2->_32) + (src1->_31 * src2->_33) + (src1->_41 * src2->_34);
4249 tmp._41 = (src1->_11 * src2->_41) + (src1->_21 * src2->_42) + (src1->_31 * src2->_43) + (src1->_41 * src2->_44);
4250
4251 tmp._12 = (src1->_12 * src2->_11) + (src1->_22 * src2->_12) + (src1->_32 * src2->_13) + (src1->_42 * src2->_14);
4252 tmp._22 = (src1->_12 * src2->_21) + (src1->_22 * src2->_22) + (src1->_32 * src2->_23) + (src1->_42 * src2->_24);
4253 tmp._32 = (src1->_12 * src2->_31) + (src1->_22 * src2->_32) + (src1->_32 * src2->_33) + (src1->_42 * src2->_34);
4254 tmp._42 = (src1->_12 * src2->_41) + (src1->_22 * src2->_42) + (src1->_32 * src2->_43) + (src1->_42 * src2->_44);
4255
4256 tmp._13 = (src1->_13 * src2->_11) + (src1->_23 * src2->_12) + (src1->_33 * src2->_13) + (src1->_43 * src2->_14);
4257 tmp._23 = (src1->_13 * src2->_21) + (src1->_23 * src2->_22) + (src1->_33 * src2->_23) + (src1->_43 * src2->_24);
4258 tmp._33 = (src1->_13 * src2->_31) + (src1->_23 * src2->_32) + (src1->_33 * src2->_33) + (src1->_43 * src2->_34);
4259 tmp._43 = (src1->_13 * src2->_41) + (src1->_23 * src2->_42) + (src1->_33 * src2->_43) + (src1->_43 * src2->_44);
4260
4261 tmp._14 = (src1->_14 * src2->_11) + (src1->_24 * src2->_12) + (src1->_34 * src2->_13) + (src1->_44 * src2->_14);
4262 tmp._24 = (src1->_14 * src2->_21) + (src1->_24 * src2->_22) + (src1->_34 * src2->_23) + (src1->_44 * src2->_24);
4263 tmp._34 = (src1->_14 * src2->_31) + (src1->_24 * src2->_32) + (src1->_34 * src2->_33) + (src1->_44 * src2->_34);
4264 tmp._44 = (src1->_14 * src2->_41) + (src1->_24 * src2->_42) + (src1->_34 * src2->_43) + (src1->_44 * src2->_44);
4265
4266 *dst = tmp;
4267 }
4268
4269 DWORD get_flexible_vertex_size(DWORD d3dvtVertexType) {
4270 DWORD size = 0;
4271 int i;
4272 int numTextures = (d3dvtVertexType & WINED3DFVF_TEXCOUNT_MASK) >> WINED3DFVF_TEXCOUNT_SHIFT;
4273
4274 if (d3dvtVertexType & WINED3DFVF_NORMAL) size += 3 * sizeof(float);
4275 if (d3dvtVertexType & WINED3DFVF_DIFFUSE) size += sizeof(DWORD);
4276 if (d3dvtVertexType & WINED3DFVF_SPECULAR) size += sizeof(DWORD);
4277 if (d3dvtVertexType & WINED3DFVF_PSIZE) size += sizeof(DWORD);
4278 switch (d3dvtVertexType & WINED3DFVF_POSITION_MASK) {
4279 case WINED3DFVF_XYZ: size += 3 * sizeof(float); break;
4280 case WINED3DFVF_XYZRHW: size += 4 * sizeof(float); break;
4281 case WINED3DFVF_XYZB1: size += 4 * sizeof(float); break;
4282 case WINED3DFVF_XYZB2: size += 5 * sizeof(float); break;
4283 case WINED3DFVF_XYZB3: size += 6 * sizeof(float); break;
4284 case WINED3DFVF_XYZB4: size += 7 * sizeof(float); break;
4285 case WINED3DFVF_XYZB5: size += 8 * sizeof(float); break;
4286 case WINED3DFVF_XYZW: size += 4 * sizeof(float); break;
4287 default: ERR("Unexpected position mask\n");
4288 }
4289 for (i = 0; i < numTextures; i++) {
4290 size += GET_TEXCOORD_SIZE_FROM_FVF(d3dvtVertexType, i) * sizeof(float);
4291 }
4292
4293 return size;
4294 }
4295
4296 unsigned int wined3d_max_compat_varyings(const struct wined3d_gl_info *gl_info)
4297 {
4298 /* On core profile we have to also count diffuse and specular colors and the
4299 * fog coordinate. */
4300 return gl_info->supported[WINED3D_GL_LEGACY_CONTEXT] ? MAX_TEXTURES * 4 : (MAX_TEXTURES + 2) * 4 + 1;
4301 }
4302
4303 void gen_ffp_frag_op(const struct wined3d_context *context, const struct wined3d_state *state,
4304 struct ffp_frag_settings *settings, BOOL ignore_textype)
4305 {
4306 #define ARG1 0x01
4307 #define ARG2 0x02
4308 #define ARG0 0x04
4309 static const unsigned char args[WINED3D_TOP_LERP + 1] =
4310 {
4311 /* undefined */ 0,
4312 /* D3DTOP_DISABLE */ 0,
4313 /* D3DTOP_SELECTARG1 */ ARG1,
4314 /* D3DTOP_SELECTARG2 */ ARG2,
4315 /* D3DTOP_MODULATE */ ARG1 | ARG2,
4316 /* D3DTOP_MODULATE2X */ ARG1 | ARG2,
4317 /* D3DTOP_MODULATE4X */ ARG1 | ARG2,
4318 /* D3DTOP_ADD */ ARG1 | ARG2,
4319 /* D3DTOP_ADDSIGNED */ ARG1 | ARG2,
4320 /* D3DTOP_ADDSIGNED2X */ ARG1 | ARG2,
4321 /* D3DTOP_SUBTRACT */ ARG1 | ARG2,
4322 /* D3DTOP_ADDSMOOTH */ ARG1 | ARG2,
4323 /* D3DTOP_BLENDDIFFUSEALPHA */ ARG1 | ARG2,
4324 /* D3DTOP_BLENDTEXTUREALPHA */ ARG1 | ARG2,
4325 /* D3DTOP_BLENDFACTORALPHA */ ARG1 | ARG2,
4326 /* D3DTOP_BLENDTEXTUREALPHAPM */ ARG1 | ARG2,
4327 /* D3DTOP_BLENDCURRENTALPHA */ ARG1 | ARG2,
4328 /* D3DTOP_PREMODULATE */ ARG1 | ARG2,
4329 /* D3DTOP_MODULATEALPHA_ADDCOLOR */ ARG1 | ARG2,
4330 /* D3DTOP_MODULATECOLOR_ADDALPHA */ ARG1 | ARG2,
4331 /* D3DTOP_MODULATEINVALPHA_ADDCOLOR */ ARG1 | ARG2,
4332 /* D3DTOP_MODULATEINVCOLOR_ADDALPHA */ ARG1 | ARG2,
4333 /* D3DTOP_BUMPENVMAP */ ARG1 | ARG2,
4334 /* D3DTOP_BUMPENVMAPLUMINANCE */ ARG1 | ARG2,
4335 /* D3DTOP_DOTPRODUCT3 */ ARG1 | ARG2,
4336 /* D3DTOP_MULTIPLYADD */ ARG1 | ARG2 | ARG0,
4337 /* D3DTOP_LERP */ ARG1 | ARG2 | ARG0
4338 };
4339 unsigned int i;
4340 DWORD ttff;
4341 DWORD cop, aop, carg0, carg1, carg2, aarg0, aarg1, aarg2;
4342 #if defined(STAGING_CSMT)
4343 unsigned int rt_fmt_flags = state->fb.render_targets[0]->format_flags;
4344 #else /* STAGING_CSMT */
4345 unsigned int rt_fmt_flags = state->fb->render_targets[0]->format_flags;
4346 #endif /* STAGING_CSMT */
4347 const struct wined3d_gl_info *gl_info = context->gl_info;
4348 const struct wined3d_d3d_info *d3d_info = context->d3d_info;
4349
4350 settings->padding = 0;
4351
4352 for (i = 0; i < d3d_info->limits.ffp_blend_stages; ++i)
4353 {
4354 const struct wined3d_texture *texture;
4355
4356 settings->op[i].padding = 0;
4357 if (state->texture_states[i][WINED3D_TSS_COLOR_OP] == WINED3D_TOP_DISABLE)
4358 {
4359 settings->op[i].cop = WINED3D_TOP_DISABLE;
4360 settings->op[i].aop = WINED3D_TOP_DISABLE;
4361 settings->op[i].carg0 = settings->op[i].carg1 = settings->op[i].carg2 = ARG_UNUSED;
4362 settings->op[i].aarg0 = settings->op[i].aarg1 = settings->op[i].aarg2 = ARG_UNUSED;
4363 settings->op[i].color_fixup = COLOR_FIXUP_IDENTITY;
4364 settings->op[i].dst = resultreg;
4365 settings->op[i].tex_type = WINED3D_GL_RES_TYPE_TEX_1D;
4366 settings->op[i].projected = proj_none;
4367 i++;
4368 break;
4369 }
4370
4371 if ((texture = state->textures[i]))
4372 {
4373 settings->op[i].color_fixup = texture->resource.format->color_fixup;
4374 if (ignore_textype)
4375 {
4376 settings->op[i].tex_type = WINED3D_GL_RES_TYPE_TEX_1D;
4377 }
4378 else
4379 {
4380 switch (texture->target)
4381 {
4382 case GL_TEXTURE_1D:
4383 settings->op[i].tex_type = WINED3D_GL_RES_TYPE_TEX_1D;
4384 break;
4385 case GL_TEXTURE_2D:
4386 settings->op[i].tex_type = WINED3D_GL_RES_TYPE_TEX_2D;
4387 break;
4388 case GL_TEXTURE_3D:
4389 settings->op[i].tex_type = WINED3D_GL_RES_TYPE_TEX_3D;
4390 break;
4391 case GL_TEXTURE_CUBE_MAP_ARB:
4392 settings->op[i].tex_type = WINED3D_GL_RES_TYPE_TEX_CUBE;
4393 break;
4394 case GL_TEXTURE_RECTANGLE_ARB:
4395 settings->op[i].tex_type = WINED3D_GL_RES_TYPE_TEX_RECT;
4396 break;
4397 }
4398 }
4399 } else {
4400 settings->op[i].color_fixup = COLOR_FIXUP_IDENTITY;
4401 settings->op[i].tex_type = WINED3D_GL_RES_TYPE_TEX_1D;
4402 }
4403
4404 cop = state->texture_states[i][WINED3D_TSS_COLOR_OP];
4405 aop = state->texture_states[i][WINED3D_TSS_ALPHA_OP];
4406
4407 carg1 = (args[cop] & ARG1) ? state->texture_states[i][WINED3D_TSS_COLOR_ARG1] : ARG_UNUSED;
4408 carg2 = (args[cop] & ARG2) ? state->texture_states[i][WINED3D_TSS_COLOR_ARG2] : ARG_UNUSED;
4409 carg0 = (args[cop] & ARG0) ? state->texture_states[i][WINED3D_TSS_COLOR_ARG0] : ARG_UNUSED;
4410
4411 if (is_invalid_op(state, i, cop, carg1, carg2, carg0))
4412 {
4413 carg0 = ARG_UNUSED;
4414 carg2 = ARG_UNUSED;
4415 carg1 = WINED3DTA_CURRENT;
4416 cop = WINED3D_TOP_SELECT_ARG1;
4417 }
4418
4419 if (cop == WINED3D_TOP_DOTPRODUCT3)
4420 {
4421 /* A dotproduct3 on the colorop overwrites the alphaop operation and replicates
4422 * the color result to the alpha component of the destination
4423 */
4424 aop = cop;
4425 aarg1 = carg1;
4426 aarg2 = carg2;
4427 aarg0 = carg0;
4428 }
4429 else
4430 {
4431 aarg1 = (args[aop] & ARG1) ? state->texture_states[i][WINED3D_TSS_ALPHA_ARG1] : ARG_UNUSED;
4432 aarg2 = (args[aop] & ARG2) ? state->texture_states[i][WINED3D_TSS_ALPHA_ARG2] : ARG_UNUSED;
4433 aarg0 = (args[aop] & ARG0) ? state->texture_states[i][WINED3D_TSS_ALPHA_ARG0] : ARG_UNUSED;
4434 }
4435
4436 if (!i && state->textures[0] && state->render_states[WINED3D_RS_COLORKEYENABLE])
4437 {
4438 GLenum texture_dimensions;
4439
4440 texture = state->textures[0];
4441 texture_dimensions = texture->target;
4442
4443 if (texture_dimensions == GL_TEXTURE_2D || texture_dimensions == GL_TEXTURE_RECTANGLE_ARB)
4444 {
4445 if (texture->async.color_key_flags & WINED3D_CKEY_SRC_BLT && !texture->resource.format->alpha_size)
4446 {
4447 if (aop == WINED3D_TOP_DISABLE)
4448 {
4449 aarg1 = WINED3DTA_TEXTURE;
4450 aop = WINED3D_TOP_SELECT_ARG1;
4451 }
4452 else if (aop == WINED3D_TOP_SELECT_ARG1 && aarg1 != WINED3DTA_TEXTURE)
4453 {
4454 if (state->render_states[WINED3D_RS_ALPHABLENDENABLE])
4455 {
4456 aarg2 = WINED3DTA_TEXTURE;
4457 aop = WINED3D_TOP_MODULATE;
4458 }
4459 else aarg1 = WINED3DTA_TEXTURE;
4460 }
4461 else if (aop == WINED3D_TOP_SELECT_ARG2 && aarg2 != WINED3DTA_TEXTURE)
4462 {
4463 if (state->render_states[WINED3D_RS_ALPHABLENDENABLE])
4464 {
4465 aarg1 = WINED3DTA_TEXTURE;
4466 aop = WINED3D_TOP_MODULATE;
4467 }
4468 else aarg2 = WINED3DTA_TEXTURE;
4469 }
4470 }
4471 }
4472 }
4473
4474 if (is_invalid_op(state, i, aop, aarg1, aarg2, aarg0))
4475 {
4476 aarg0 = ARG_UNUSED;
4477 aarg2 = ARG_UNUSED;
4478 aarg1 = WINED3DTA_CURRENT;
4479 aop = WINED3D_TOP_SELECT_ARG1;
4480 }
4481
4482 if (carg1 == WINED3DTA_TEXTURE || carg2 == WINED3DTA_TEXTURE || carg0 == WINED3DTA_TEXTURE
4483 || aarg1 == WINED3DTA_TEXTURE || aarg2 == WINED3DTA_TEXTURE || aarg0 == WINED3DTA_TEXTURE)
4484 {
4485 ttff = state->texture_states[i][WINED3D_TSS_TEXTURE_TRANSFORM_FLAGS];
4486 if (ttff == (WINED3D_TTFF_PROJECTED | WINED3D_TTFF_COUNT3))
4487 settings->op[i].projected = proj_count3;
4488 else if (ttff & WINED3D_TTFF_PROJECTED)
4489 settings->op[i].projected = proj_count4;
4490 else
4491 settings->op[i].projected = proj_none;
4492 }
4493 else
4494 {
4495 settings->op[i].projected = proj_none;
4496 }
4497
4498 settings->op[i].cop = cop;
4499 settings->op[i].aop = aop;
4500 settings->op[i].carg0 = carg0;
4501 settings->op[i].carg1 = carg1;
4502 settings->op[i].carg2 = carg2;
4503 settings->op[i].aarg0 = aarg0;
4504 settings->op[i].aarg1 = aarg1;
4505 settings->op[i].aarg2 = aarg2;
4506
4507 if (state->texture_states[i][WINED3D_TSS_RESULT_ARG] == WINED3DTA_TEMP)
4508 settings->op[i].dst = tempreg;
4509 else
4510 settings->op[i].dst = resultreg;
4511 }
4512
4513 /* Clear unsupported stages */
4514 for(; i < MAX_TEXTURES; i++) {
4515 memset(&settings->op[i], 0xff, sizeof(settings->op[i]));
4516 }
4517
4518 if (!state->render_states[WINED3D_RS_FOGENABLE])
4519 {
4520 settings->fog = WINED3D_FFP_PS_FOG_OFF;
4521 }
4522 else if (state->render_states[WINED3D_RS_FOGTABLEMODE] == WINED3D_FOG_NONE)
4523 {
4524 if (use_vs(state) || state->vertex_declaration->position_transformed)
4525 {
4526 settings->fog = WINED3D_FFP_PS_FOG_LINEAR;
4527 }
4528 else
4529 {
4530 switch (state->render_states[WINED3D_RS_FOGVERTEXMODE])
4531 {
4532 case WINED3D_FOG_NONE:
4533 case WINED3D_FOG_LINEAR:
4534 settings->fog = WINED3D_FFP_PS_FOG_LINEAR;
4535 break;
4536 case WINED3D_FOG_EXP:
4537 settings->fog = WINED3D_FFP_PS_FOG_EXP;
4538 break;
4539 case WINED3D_FOG_EXP2:
4540 settings->fog = WINED3D_FFP_PS_FOG_EXP2;
4541 break;
4542 }
4543 }
4544 }
4545 else
4546 {
4547 switch (state->render_states[WINED3D_RS_FOGTABLEMODE])
4548 {
4549 case WINED3D_FOG_LINEAR:
4550 settings->fog = WINED3D_FFP_PS_FOG_LINEAR;
4551 break;
4552 case WINED3D_FOG_EXP:
4553 settings->fog = WINED3D_FFP_PS_FOG_EXP;
4554 break;
4555 case WINED3D_FOG_EXP2:
4556 settings->fog = WINED3D_FFP_PS_FOG_EXP2;
4557 break;
4558 }
4559 }
4560 if (!gl_info->supported[ARB_FRAMEBUFFER_SRGB]
4561 && state->render_states[WINED3D_RS_SRGBWRITEENABLE]
4562 && rt_fmt_flags & WINED3DFMT_FLAG_SRGB_WRITE)
4563 {
4564 settings->sRGB_write = 1;
4565 } else {
4566 settings->sRGB_write = 0;
4567 }
4568 if (d3d_info->vs_clipping || !use_vs(state) || !state->render_states[WINED3D_RS_CLIPPING]
4569 || !state->render_states[WINED3D_RS_CLIPPLANEENABLE])
4570 {
4571 /* No need to emulate clipplanes if GL supports native vertex shader clipping or if
4572 * the fixed function vertex pipeline is used(which always supports clipplanes), or
4573 * if no clipplane is enabled
4574 */
4575 settings->emul_clipplanes = 0;
4576 } else {
4577 settings->emul_clipplanes = 1;
4578 }
4579
4580 if (state->render_states[WINED3D_RS_COLORKEYENABLE] && state->textures[0]
4581 && state->textures[0]->async.color_key_flags & WINED3D_CKEY_SRC_BLT
4582 && settings->op[0].cop != WINED3D_TOP_DISABLE)
4583 settings->color_key_enabled = 1;
4584 else
4585 settings->color_key_enabled = 0;
4586
4587 /* texcoords_initialized is set to meaningful values only when GL doesn't
4588 * support enough varyings to always pass around all the possible texture
4589 * coordinates.
4590 * This is used to avoid reading a varying not written by the vertex shader.
4591 * Reading uninitialized varyings on core profile contexts results in an
4592 * error while with builtin varyings on legacy contexts you get undefined
4593 * behavior. */
4594 if (d3d_info->limits.varying_count
4595 && d3d_info->limits.varying_count < wined3d_max_compat_varyings(gl_info))
4596 {
4597 settings->texcoords_initialized = 0;
4598 for (i = 0; i < MAX_TEXTURES; ++i)
4599 {
4600 if (use_vs(state))
4601 {
4602 if (state->shader[WINED3D_SHADER_TYPE_VERTEX]->reg_maps.output_registers & (1u << i))
4603 settings->texcoords_initialized |= 1u << i;
4604 }
4605 else
4606 {
4607 const struct wined3d_stream_info *si = &context->stream_info;
4608 unsigned int coord_idx = state->texture_states[i][WINED3D_TSS_TEXCOORD_INDEX];
4609 if ((state->texture_states[i][WINED3D_TSS_TEXCOORD_INDEX] >> WINED3D_FFP_TCI_SHIFT)
4610 & WINED3D_FFP_TCI_MASK
4611 || (coord_idx < MAX_TEXTURES && (si->use_map & (1u << (WINED3D_FFP_TEXCOORD0 + coord_idx)))))
4612 settings->texcoords_initialized |= 1u << i;
4613 }
4614 }
4615 }
4616 else
4617 {
4618 settings->texcoords_initialized = (1u << MAX_TEXTURES) - 1;
4619 }
4620
4621 settings->pointsprite = state->render_states[WINED3D_RS_POINTSPRITEENABLE]
4622 && state->gl_primitive_type == GL_POINTS;
4623
4624 if (d3d_info->emulated_flatshading)
4625 settings->flatshading = state->render_states[WINED3D_RS_SHADEMODE] == WINED3D_SHADE_FLAT;
4626 else
4627 settings->flatshading = FALSE;
4628 }
4629
4630 const struct ffp_frag_desc *find_ffp_frag_shader(const struct wine_rb_tree *fragment_shaders,
4631 const struct ffp_frag_settings *settings)
4632 {
4633 struct wine_rb_entry *entry = wine_rb_get(fragment_shaders, settings);
4634 return entry ? WINE_RB_ENTRY_VALUE(entry, struct ffp_frag_desc, entry) : NULL;
4635 }
4636
4637 void add_ffp_frag_shader(struct wine_rb_tree *shaders, struct ffp_frag_desc *desc)
4638 {
4639 /* Note that the key is the implementation independent part of the ffp_frag_desc structure,
4640 * whereas desc points to an extended structure with implementation specific parts. */
4641 if (wine_rb_put(shaders, &desc->settings, &desc->entry) == -1)
4642 {
4643 ERR("Failed to insert ffp frag shader.\n");
4644 }
4645 }
4646
4647 /* Activates the texture dimension according to the bound D3D texture. Does
4648 * not care for the colorop or correct gl texture unit (when using nvrc).
4649 * Requires the caller to activate the correct unit. */
4650 /* Context activation is done by the caller (state handler). */
4651 void texture_activate_dimensions(const struct wined3d_texture *texture, const struct wined3d_gl_info *gl_info)
4652 {
4653 if (texture)
4654 {
4655 switch (texture->target)
4656 {
4657 case GL_TEXTURE_2D:
4658 gl_info->gl_ops.gl.p_glDisable(GL_TEXTURE_3D);
4659 checkGLcall("glDisable(GL_TEXTURE_3D)");
4660 if (gl_info->supported[ARB_TEXTURE_CUBE_MAP])
4661 {
4662 gl_info->gl_ops.gl.p_glDisable(GL_TEXTURE_CUBE_MAP_ARB);
4663 checkGLcall("glDisable(GL_TEXTURE_CUBE_MAP_ARB)");
4664 }
4665 if (gl_info->supported[ARB_TEXTURE_RECTANGLE])
4666 {
4667 gl_info->gl_ops.gl.p_glDisable(GL_TEXTURE_RECTANGLE_ARB);
4668 checkGLcall("glDisable(GL_TEXTURE_RECTANGLE_ARB)");
4669 }
4670 gl_info->gl_ops.gl.p_glEnable(GL_TEXTURE_2D);
4671 checkGLcall("glEnable(GL_TEXTURE_2D)");
4672 break;
4673 case GL_TEXTURE_RECTANGLE_ARB:
4674 gl_info->gl_ops.gl.p_glDisable(GL_TEXTURE_2D);
4675 checkGLcall("glDisable(GL_TEXTURE_2D)");
4676 gl_info->gl_ops.gl.p_glDisable(GL_TEXTURE_3D);
4677 checkGLcall("glDisable(GL_TEXTURE_3D)");
4678 if (gl_info->supported[ARB_TEXTURE_CUBE_MAP])
4679 {
4680 gl_info->gl_ops.gl.p_glDisable(GL_TEXTURE_CUBE_MAP_ARB);
4681 checkGLcall("glDisable(GL_TEXTURE_CUBE_MAP_ARB)");
4682 }
4683 gl_info->gl_ops.gl.p_glEnable(GL_TEXTURE_RECTANGLE_ARB);
4684 checkGLcall("glEnable(GL_TEXTURE_RECTANGLE_ARB)");
4685 break;
4686 case GL_TEXTURE_3D:
4687 if (gl_info->supported[ARB_TEXTURE_CUBE_MAP])
4688 {
4689 gl_info->gl_ops.gl.p_glDisable(GL_TEXTURE_CUBE_MAP_ARB);
4690 checkGLcall("glDisable(GL_TEXTURE_CUBE_MAP_ARB)");
4691 }
4692 if (gl_info->supported[ARB_TEXTURE_RECTANGLE])
4693 {
4694 gl_info->gl_ops.gl.p_glDisable(GL_TEXTURE_RECTANGLE_ARB);
4695 checkGLcall("glDisable(GL_TEXTURE_RECTANGLE_ARB)");
4696 }
4697 gl_info->gl_ops.gl.p_glDisable(GL_TEXTURE_2D);
4698 checkGLcall("glDisable(GL_TEXTURE_2D)");
4699 gl_info->gl_ops.gl.p_glEnable(GL_TEXTURE_3D);
4700 checkGLcall("glEnable(GL_TEXTURE_3D)");
4701 break;
4702 case GL_TEXTURE_CUBE_MAP_ARB:
4703 gl_info->gl_ops.gl.p_glDisable(GL_TEXTURE_2D);
4704 checkGLcall("glDisable(GL_TEXTURE_2D)");
4705 gl_info->gl_ops.gl.p_glDisable(GL_TEXTURE_3D);
4706 checkGLcall("glDisable(GL_TEXTURE_3D)");
4707 if (gl_info->supported[ARB_TEXTURE_RECTANGLE])
4708 {
4709 gl_info->gl_ops.gl.p_glDisable(GL_TEXTURE_RECTANGLE_ARB);
4710 checkGLcall("glDisable(GL_TEXTURE_RECTANGLE_ARB)");
4711 }
4712 gl_info->gl_ops.gl.p_glEnable(GL_TEXTURE_CUBE_MAP_ARB);
4713 checkGLcall("glEnable(GL_TEXTURE_CUBE_MAP_ARB)");
4714 break;
4715 }
4716 }
4717 else
4718 {
4719 gl_info->gl_ops.gl.p_glEnable(GL_TEXTURE_2D);
4720 checkGLcall("glEnable(GL_TEXTURE_2D)");
4721 gl_info->gl_ops.gl.p_glDisable(GL_TEXTURE_3D);
4722 checkGLcall("glDisable(GL_TEXTURE_3D)");
4723 if (gl_info->supported[ARB_TEXTURE_CUBE_MAP])
4724 {
4725 gl_info->gl_ops.gl.p_glDisable(GL_TEXTURE_CUBE_MAP_ARB);
4726 checkGLcall("glDisable(GL_TEXTURE_CUBE_MAP_ARB)");
4727 }
4728 if (gl_info->supported[ARB_TEXTURE_RECTANGLE])
4729 {
4730 gl_info->gl_ops.gl.p_glDisable(GL_TEXTURE_RECTANGLE_ARB);
4731 checkGLcall("glDisable(GL_TEXTURE_RECTANGLE_ARB)");
4732 }
4733 /* Binding textures is done by samplers. A dummy texture will be bound */
4734 }
4735 }
4736
4737 /* Context activation is done by the caller (state handler). */
4738 void sampler_texdim(struct wined3d_context *context, const struct wined3d_state *state, DWORD state_id)
4739 {
4740 DWORD sampler = state_id - STATE_SAMPLER(0);
4741 DWORD mapped_stage = context->tex_unit_map[sampler];
4742
4743 /* No need to enable / disable anything here for unused samplers. The
4744 * tex_colorop handler takes care. Also no action is needed with pixel
4745 * shaders, or if tex_colorop will take care of this business. */
4746 if (mapped_stage == WINED3D_UNMAPPED_STAGE || mapped_stage >= context->gl_info->limits.textures)
4747 return;
4748 if (sampler >= context->lowest_disabled_stage)
4749 return;
4750 if (isStateDirty(context, STATE_TEXTURESTAGE(sampler, WINED3D_TSS_COLOR_OP)))
4751 return;
4752
4753 texture_activate_dimensions(state->textures[sampler], context->gl_info);
4754 }
4755
4756 void *wined3d_rb_alloc(size_t size)
4757 {
4758 return HeapAlloc(GetProcessHeap(), 0, size);
4759 }
4760
4761 void *wined3d_rb_realloc(void *ptr, size_t size)
4762 {
4763 return HeapReAlloc(GetProcessHeap(), 0, ptr, size);
4764 }
4765
4766 void wined3d_rb_free(void *ptr)
4767 {
4768 HeapFree(GetProcessHeap(), 0, ptr);
4769 }
4770
4771 static int ffp_frag_program_key_compare(const void *key, const struct wine_rb_entry *entry)
4772 {
4773 const struct ffp_frag_settings *ka = key;
4774 const struct ffp_frag_settings *kb = &WINE_RB_ENTRY_VALUE(entry, const struct ffp_frag_desc, entry)->settings;
4775
4776 return memcmp(ka, kb, sizeof(*ka));
4777 }
4778
4779 const struct wine_rb_functions wined3d_ffp_frag_program_rb_functions =
4780 {
4781 wined3d_rb_alloc,
4782 wined3d_rb_realloc,
4783 wined3d_rb_free,
4784 ffp_frag_program_key_compare,
4785 };
4786
4787 void wined3d_ffp_get_vs_settings(const struct wined3d_context *context,
4788 const struct wined3d_state *state, struct wined3d_ffp_vs_settings *settings)
4789 {
4790 const struct wined3d_stream_info *si = &context->stream_info;
4791 const struct wined3d_gl_info *gl_info = context->gl_info;
4792 const struct wined3d_d3d_info *d3d_info = context->d3d_info;
4793 unsigned int coord_idx, i;
4794
4795 if (si->position_transformed)
4796 {
4797 memset(settings, 0, sizeof(*settings));
4798
4799 settings->transformed = 1;
4800 settings->point_size = state->gl_primitive_type == GL_POINTS;
4801 settings->per_vertex_point_size = !!(si->use_map & 1u << WINED3D_FFP_PSIZE);
4802 if (!state->render_states[WINED3D_RS_FOGENABLE])
4803 settings->fog_mode = WINED3D_FFP_VS_FOG_OFF;
4804 else if (state->render_states[WINED3D_RS_FOGTABLEMODE] != WINED3D_FOG_NONE)
4805 settings->fog_mode = WINED3D_FFP_VS_FOG_DEPTH;
4806 else
4807 settings->fog_mode = WINED3D_FFP_VS_FOG_FOGCOORD;
4808
4809 for (i = 0; i < MAX_TEXTURES; ++i)
4810 {
4811 coord_idx = state->texture_states[i][WINED3D_TSS_TEXCOORD_INDEX];
4812 if (coord_idx < MAX_TEXTURES && (si->use_map & (1u << (WINED3D_FFP_TEXCOORD0 + coord_idx))))
4813 settings->texcoords |= 1u << i;
4814 settings->texgen[i] = state->texture_states[i][WINED3D_TSS_TEXCOORD_INDEX];
4815 }
4816 if (d3d_info->limits.varying_count >= wined3d_max_compat_varyings(gl_info))
4817 settings->texcoords = (1u << MAX_TEXTURES) - 1;
4818
4819 if (d3d_info->emulated_flatshading)
4820 settings->flatshading = state->render_states[WINED3D_RS_SHADEMODE] == WINED3D_SHADE_FLAT;
4821 else
4822 settings->flatshading = FALSE;
4823
4824 return;
4825 }
4826
4827 switch (state->render_states[WINED3D_RS_VERTEXBLEND])
4828 {
4829 case WINED3D_VBF_DISABLE:
4830 case WINED3D_VBF_1WEIGHTS:
4831 case WINED3D_VBF_2WEIGHTS:
4832 case WINED3D_VBF_3WEIGHTS:
4833 settings->vertexblends = state->render_states[WINED3D_RS_VERTEXBLEND];
4834 break;
4835 default:
4836 FIXME("Unsupported vertex blending: %d\n", state->render_states[WINED3D_RS_VERTEXBLEND]);
4837 break;
4838 }
4839
4840 settings->transformed = 0;
4841 settings->clipping = state->render_states[WINED3D_RS_CLIPPING]
4842 && state->render_states[WINED3D_RS_CLIPPLANEENABLE];
4843 settings->normal = !!(si->use_map & (1u << WINED3D_FFP_NORMAL));
4844 settings->normalize = settings->normal && state->render_states[WINED3D_RS_NORMALIZENORMALS];
4845 settings->lighting = !!state->render_states[WINED3D_RS_LIGHTING];
4846 settings->localviewer = !!state->render_states[WINED3D_RS_LOCALVIEWER];
4847 settings->point_size = state->gl_primitive_type == GL_POINTS;
4848 settings->per_vertex_point_size = !!(si->use_map & 1u << WINED3D_FFP_PSIZE);
4849
4850 if (state->render_states[WINED3D_RS_COLORVERTEX] && (si->use_map & (1u << WINED3D_FFP_DIFFUSE)))
4851 {
4852 settings->diffuse_source = state->render_states[WINED3D_RS_DIFFUSEMATERIALSOURCE];
4853 settings->emissive_source = state->render_states[WINED3D_RS_EMISSIVEMATERIALSOURCE];
4854 settings->ambient_source = state->render_states[WINED3D_RS_AMBIENTMATERIALSOURCE];
4855 settings->specular_source = state->render_states[WINED3D_RS_SPECULARMATERIALSOURCE];
4856 }
4857 else
4858 {
4859 settings->diffuse_source = WINED3D_MCS_MATERIAL;
4860 settings->emissive_source = WINED3D_MCS_MATERIAL;
4861 settings->ambient_source = WINED3D_MCS_MATERIAL;
4862 settings->specular_source = WINED3D_MCS_MATERIAL;
4863 }
4864
4865 settings->texcoords = 0;
4866 for (i = 0; i < MAX_TEXTURES; ++i)
4867 {
4868 coord_idx = state->texture_states[i][WINED3D_TSS_TEXCOORD_INDEX];
4869 if (coord_idx < MAX_TEXTURES && (si->use_map & (1u << (WINED3D_FFP_TEXCOORD0 + coord_idx))))
4870 settings->texcoords |= 1u << i;
4871 settings->texgen[i] = state->texture_states[i][WINED3D_TSS_TEXCOORD_INDEX];
4872 }
4873 if (d3d_info->limits.varying_count >= wined3d_max_compat_varyings(gl_info))
4874 settings->texcoords = (1u << MAX_TEXTURES) - 1;
4875
4876 settings->light_type = 0;
4877 for (i = 0; i < MAX_ACTIVE_LIGHTS; ++i)
4878 {
4879 if (state->lights[i])
4880 settings->light_type |= (state->lights[i]->OriginalParms.type
4881 & WINED3D_FFP_LIGHT_TYPE_MASK) << WINED3D_FFP_LIGHT_TYPE_SHIFT(i);
4882 }
4883
4884 settings->ortho_fog = 0;
4885 if (!state->render_states[WINED3D_RS_FOGENABLE])
4886 settings->fog_mode = WINED3D_FFP_VS_FOG_OFF;
4887 else if (state->render_states[WINED3D_RS_FOGTABLEMODE] != WINED3D_FOG_NONE)
4888 {
4889 settings->fog_mode = WINED3D_FFP_VS_FOG_DEPTH;
4890
4891 if (state->transforms[WINED3D_TS_PROJECTION]._14 == 0.0f
4892 && state->transforms[WINED3D_TS_PROJECTION]._24 == 0.0f
4893 && state->transforms[WINED3D_TS_PROJECTION]._34 == 0.0f
4894 && state->transforms[WINED3D_TS_PROJECTION]._44 == 1.0f)
4895 settings->ortho_fog = 1;
4896 }
4897 else if (state->render_states[WINED3D_RS_FOGVERTEXMODE] == WINED3D_FOG_NONE)
4898 settings->fog_mode = WINED3D_FFP_VS_FOG_FOGCOORD;
4899 else if (state->render_states[WINED3D_RS_RANGEFOGENABLE])
4900 settings->fog_mode = WINED3D_FFP_VS_FOG_RANGE;
4901 else
4902 settings->fog_mode = WINED3D_FFP_VS_FOG_DEPTH;
4903
4904 if (d3d_info->emulated_flatshading)
4905 settings->flatshading = state->render_states[WINED3D_RS_SHADEMODE] == WINED3D_SHADE_FLAT;
4906 else
4907 settings->flatshading = FALSE;
4908
4909 settings->padding = 0;
4910 }
4911
4912 static int wined3d_ffp_vertex_program_key_compare(const void *key, const struct wine_rb_entry *entry)
4913 {
4914 const struct wined3d_ffp_vs_settings *ka = key;
4915 const struct wined3d_ffp_vs_settings *kb = &WINE_RB_ENTRY_VALUE(entry,
4916 const struct wined3d_ffp_vs_desc, entry)->settings;
4917
4918 return memcmp(ka, kb, sizeof(*ka));
4919 }
4920
4921 const struct wine_rb_functions wined3d_ffp_vertex_program_rb_functions =
4922 {
4923 wined3d_rb_alloc,
4924 wined3d_rb_realloc,
4925 wined3d_rb_free,
4926 wined3d_ffp_vertex_program_key_compare,
4927 };
4928
4929 const struct blit_shader *wined3d_select_blitter(const struct wined3d_gl_info *gl_info,
4930 const struct wined3d_d3d_info *d3d_info, enum wined3d_blit_op blit_op,
4931 const RECT *src_rect, DWORD src_usage, enum wined3d_pool src_pool, const struct wined3d_format *src_format,
4932 const RECT *dst_rect, DWORD dst_usage, enum wined3d_pool dst_pool, const struct wined3d_format *dst_format)
4933 {
4934 static const struct blit_shader * const blitters[] =
4935 {
4936 &arbfp_blit,
4937 &ffp_blit,
4938 &cpu_blit,
4939 };
4940 unsigned int i;
4941
4942 for (i = 0; i < sizeof(blitters) / sizeof(*blitters); ++i)
4943 {
4944 if (blitters[i]->blit_supported(gl_info, d3d_info, blit_op,
4945 src_rect, src_usage, src_pool, src_format,
4946 dst_rect, dst_usage, dst_pool, dst_format))
4947 return blitters[i];
4948 }
4949
4950 return NULL;
4951 }
4952
4953 void wined3d_get_draw_rect(const struct wined3d_state *state, RECT *rect)
4954 {
4955 const struct wined3d_viewport *vp = &state->viewport;
4956
4957 SetRect(rect, vp->x, vp->y, vp->x + vp->width, vp->y + vp->height);
4958
4959 if (state->render_states[WINED3D_RS_SCISSORTESTENABLE])
4960 IntersectRect(rect, rect, &state->scissor_rect);
4961 }
4962
4963 const char *wined3d_debug_location(DWORD location)
4964 {
4965 char buf[294];
4966
4967 buf[0] = '\0';
4968 #define LOCATION_TO_STR(u) if (location & u) { strcat(buf, " | "#u); location &= ~u; }
4969 LOCATION_TO_STR(WINED3D_LOCATION_DISCARDED);
4970 LOCATION_TO_STR(WINED3D_LOCATION_SYSMEM);
4971 LOCATION_TO_STR(WINED3D_LOCATION_USER_MEMORY);
4972 LOCATION_TO_STR(WINED3D_LOCATION_DIB);
4973 LOCATION_TO_STR(WINED3D_LOCATION_BUFFER);
4974 LOCATION_TO_STR(WINED3D_LOCATION_TEXTURE_RGB);
4975 LOCATION_TO_STR(WINED3D_LOCATION_TEXTURE_SRGB);
4976 LOCATION_TO_STR(WINED3D_LOCATION_DRAWABLE);
4977 LOCATION_TO_STR(WINED3D_LOCATION_RB_MULTISAMPLE);
4978 LOCATION_TO_STR(WINED3D_LOCATION_RB_RESOLVED);
4979 #undef LOCATION_TO_STR
4980 if (location) FIXME("Unrecognized location flag(s) %#x.\n", location);
4981
4982 return buf[0] ? wine_dbg_sprintf("%s", &buf[3]) : "0";
4983 }
4984
4985 /* Print a floating point value with the %.8e format specifier, always using
4986 * '.' as decimal separator. */
4987 void wined3d_ftoa(float value, char *s)
4988 {
4989 int idx = 1;
4990
4991 if (copysignf(1.0f, value) < 0.0f)
4992 ++idx;
4993
4994 /* Be sure to allocate a buffer of at least 17 characters for the result
4995 as sprintf may return a 3 digit exponent when using the MSVC runtime
4996 instead of a 2 digit exponent. */
4997 sprintf(s, "%.8e", value);
4998 if (isfinite(value))
4999 s[idx] = '.';
5000 }
5001
5002 void wined3d_release_dc(HWND window, HDC dc)
5003 {
5004 /* You'd figure ReleaseDC() would fail if the DC doesn't match the window.
5005 * However, that's not what actually happens, and there are user32 tests
5006 * that confirm ReleaseDC() with the wrong window is supposed to succeed.
5007 * So explicitly check that the DC belongs to the window, since we want to
5008 * avoid releasing a DC that belongs to some other window if the original
5009 * window was already destroyed. */
5010 if (WindowFromDC(dc) != window)
5011 WARN("DC %p does not belong to window %p.\n", dc, window);
5012 else if (!ReleaseDC(window, dc))
5013 ERR("Failed to release device context %p, last error %#x.\n", dc, GetLastError());
5014 }