2 * Utility functions for the WineD3D Library
4 * Copyright 2002-2004 Jason Edmeades
5 * Copyright 2003-2004 Raphael Junqueira
6 * Copyright 2004 Christian Costa
7 * Copyright 2005 Oliver Stieber
8 * Copyright 2006-2008 Henri Verbeet
9 * Copyright 2007-2008 Stefan Dösinger for CodeWeavers
10 * Copyright 2009-2010 Henri Verbeet for CodeWeavers
12 * This library is free software; you can redistribute it and/or
13 * modify it under the terms of the GNU Lesser General Public
14 * License as published by the Free Software Foundation; either
15 * version 2.1 of the License, or (at your option) any later version.
17 * This library is distributed in the hope that it will be useful,
18 * but WITHOUT ANY WARRANTY; without even the implied warranty of
19 * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the GNU
20 * Lesser General Public License for more details.
22 * You should have received a copy of the GNU Lesser General Public
23 * License along with this library; if not, write to the Free Software
24 * Foundation, Inc., 51 Franklin St, Fifth Floor, Boston, MA 02110-1301, USA
27 #include "wined3d_private.h"
29 WINE_DEFAULT_DEBUG_CHANNEL(d3d
);
31 struct wined3d_format_channels
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
;
37 BYTE depth_size
, stencil_size
;
40 static const struct wined3d_format_channels formats
[] =
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},
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},
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},
64 {WINED3DFMT_R8G8_SNORM_Cx
, 0, 0, 0, 0, 0, 0, 0, 0, 2, 0, 0},
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},
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},
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},
153 struct wined3d_format_base_flags
155 enum wined3d_format_id id
;
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
162 static const struct wined3d_format_base_flags format_base_flags
[] =
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
},
188 struct wined3d_format_block_info
190 enum wined3d_format_id id
;
193 UINT block_byte_count
;
197 static const struct wined3d_format_block_info format_block_info
[] =
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
},
210 struct wined3d_format_vertex_info
212 enum wined3d_format_id id
;
213 enum wined3d_ffp_emit_idx emit_idx
;
214 GLint component_count
;
217 GLboolean gl_normalized
;
218 unsigned int component_size
;
221 static const struct wined3d_format_vertex_info format_vertex_info
[] =
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
)},
246 struct wined3d_format_texture_info
248 enum wined3d_format_id id
;
250 GLint gl_srgb_internal
;
251 GLint gl_rt_internal
;
254 unsigned int conv_byte_count
;
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
);
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
)
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
268 unsigned int x
, y
, z
;
269 const unsigned char *Source
;
272 for (z
= 0; z
< depth
; z
++)
274 for (y
= 0; y
< height
; y
++)
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
++ )
280 unsigned char color
= (*Source
++);
281 /* A */ Dest
[1] = (color
& 0xf0u
) << 0;
282 /* L */ Dest
[0] = (color
& 0x0fu
) << 4;
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
)
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
;
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
++)
303 for (y
= 0; y
< height
; y
++)
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
++ )
309 l_in
= (*texel_in
& 0xfc00u
) >> 10;
310 g_in
= (*texel_in
& 0x03e0u
) >> 5;
311 r_in
= *texel_in
& 0x001fu
;
313 *texel_out
= ((r_in
+ 16) << 11) | (l_in
<< 5) | (g_in
+ 16);
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
)
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
;
328 for (z
= 0; z
< depth
; z
++)
330 for (y
= 0; y
< height
; y
++)
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
++ )
336 l_in
= (*texel_in
& 0xfc00u
) >> 10;
337 g_in
= (*texel_in
& 0x03e0u
) >> 5;
338 r_in
= *texel_in
& 0x001fu
;
341 if (!(r_in
& 0x10)) /* r > 0 */
345 if (!(g_in
& 0x10)) /* g > 0 */
348 texel_out
[0] = r_out
;
349 texel_out
[1] = g_out
;
350 texel_out
[2] = l_in
<< 1 | l_in
>> 5;
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
)
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
;
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
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
++)
377 for (y
= 0; y
< height
; y
++)
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
++ )
383 l_in
= (*texel_in
& 0xfc00u
) >> 10;
384 g_in
= (*texel_in
& 0x03e0u
) >> 5;
385 r_in
= *texel_in
& 0x001fu
;
388 if (!(r_in
& 0x10)) /* r > 0 */
392 if (!(g_in
& 0x10)) /* g > 0 */
395 texel_out
[0] = ds_out
;
396 texel_out
[1] = dt_out
;
397 texel_out
[2] = l_in
<< 1 | l_in
>> 5;
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
)
409 unsigned int x
, y
, z
;
413 for (z
= 0; z
< depth
; z
++)
415 for (y
= 0; y
< height
; y
++)
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
++ )
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 */
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
)
434 unsigned int x
, y
, z
;
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).
442 for (z
= 0; z
< depth
; z
++)
444 for (y
= 0; y
< height
; y
++)
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
++ )
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 */
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
)
463 unsigned int x
, y
, z
;
467 /* This implementation works with the fixed function pipeline and shaders
468 * without further modification after converting the surface.
470 for (z
= 0; z
< depth
; z
++)
472 for (y
= 0; y
< height
; y
++)
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
++ )
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 */
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
)
492 unsigned int x
, y
, z
;
496 for (z
= 0; z
< depth
; z
++)
498 for (y
= 0; y
< height
; y
++)
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
++ )
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 */
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
)
518 unsigned int x
, y
, z
;
520 unsigned short *Dest
;
522 for (z
= 0; z
< depth
; z
++)
524 for (y
= 0; y
< height
; y
++)
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
++ )
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 */
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
)
543 unsigned int x
, y
, z
;
547 for (z
= 0; z
< depth
; z
++)
549 for (y
= 0; y
< height
; y
++)
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
++ )
555 WORD green
= (*Source
++);
556 WORD red
= (*Source
++);
559 /* Strictly speaking not correct for R16G16F, but it doesn't matter because the
560 * shader overwrites it anyway */
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
)
571 unsigned int x
, y
, z
;
575 for (z
= 0; z
< depth
; z
++)
577 for (y
= 0; y
< height
; y
++)
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
++ )
583 float green
= (*Source
++);
584 float red
= (*Source
++);
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
)
597 unsigned int x
, y
, z
;
599 for (z
= 0; z
< depth
; z
++)
601 for (y
= 0; y
< height
; ++y
)
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
);
606 for (x
= 0; x
< width
; ++x
)
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);
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
)
622 unsigned int x
, y
, z
;
624 for (z
= 0; z
< depth
; z
++)
626 for (y
= 0; y
< height
; ++y
)
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
);
631 for (x
= 0; x
< width
; ++x
)
633 /* Just need to clear out the X4 part. */
634 dest
[x
] = source
[x
] & ~0xf0;
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
)
643 unsigned int x
, y
, z
;
645 for (z
= 0; z
< depth
; z
++)
647 for (y
= 0; y
< height
; ++y
)
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
;
653 for (x
= 0; x
< width
; ++x
)
655 dest_f
[x
* 2] = float_24_to_32((source
[x
] & 0xffffff00u
) >> 8);
656 dest_s
[x
* 2 + 1] = source
[x
] & 0xff;
662 static BOOL
color_in_range(const struct wined3d_color_key
*color_key
, DWORD color
)
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
;
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
)
680 /* FIXME: This should probably use the system palette. */
681 FIXME("P8 surface loaded without a palette.\n");
683 for (y
= 0; y
< height
; ++y
)
685 memset(&dst
[dst_pitch
* y
], 0, width
* 4);
691 for (y
= 0; y
< height
; ++y
)
693 src_row
= &src
[src_pitch
* y
];
694 dst_row
= (DWORD
*)&dst
[dst_pitch
* y
];
695 for (x
= 0; x
< width
; ++x
)
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
;
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
)
714 for (y
= 0; y
< height
; ++y
)
716 src_row
= (WORD
*)&src
[src_pitch
* y
];
717 dst_row
= (WORD
*)&dst
[dst_pitch
* y
];
718 for (x
= 0; x
< width
; ++x
)
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
);
724 dst_row
[x
] = ((src_color
& 0xffc0u
) >> 1) | (src_color
& 0x1fu
);
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
)
737 for (y
= 0; y
< height
; ++y
)
739 src_row
= (WORD
*)&src
[src_pitch
* y
];
740 dst_row
= (WORD
*)&dst
[dst_pitch
* y
];
741 for (x
= 0; x
< width
; ++x
)
743 WORD src_color
= src_row
[x
];
744 if (color_in_range(color_key
, src_color
))
745 dst_row
[x
] = src_color
& ~0x8000;
747 dst_row
[x
] = src_color
| 0x8000;
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
)
760 for (y
= 0; y
< height
; ++y
)
762 src_row
= &src
[src_pitch
* y
];
763 dst_row
= (DWORD
*)&dst
[dst_pitch
* y
];
764 for (x
= 0; x
< width
; ++x
)
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;
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
)
777 const DWORD
*src_row
;
781 for (y
= 0; y
< height
; ++y
)
783 src_row
= (DWORD
*)&src
[src_pitch
* y
];
784 dst_row
= (DWORD
*)&dst
[dst_pitch
* y
];
785 for (x
= 0; x
< width
; ++x
)
787 DWORD src_color
= src_row
[x
];
788 if (color_in_range(color_key
, src_color
))
789 dst_row
[x
] = src_color
& ~0xff000000;
791 dst_row
[x
] = src_color
| 0xff000000;
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
)
800 const DWORD
*src_row
;
804 for (y
= 0; y
< height
; ++y
)
806 src_row
= (DWORD
*)&src
[src_pitch
* y
];
807 dst_row
= (DWORD
*)&dst
[dst_pitch
* y
];
808 for (x
= 0; x
< width
; ++x
)
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
;
818 const struct wined3d_color_key_conversion
* wined3d_format_get_color_key_conversion(
819 const struct wined3d_texture
*texture
, BOOL need_alpha_ck
)
821 const struct wined3d_format
*format
= texture
->resource
.format
;
826 enum wined3d_format_id src_format
;
827 struct wined3d_color_key_conversion conversion
;
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
}},
837 static const struct wined3d_color_key_conversion convert_p8
=
839 WINED3DFMT_B8G8R8A8_UNORM
, convert_p8_uint_b8g8r8a8_unorm
842 if (need_alpha_ck
&& (texture
->async
.flags
& WINED3D_TEXTURE_ASYNC_COLOR_KEY
))
844 for (i
= 0; i
< sizeof(color_key_info
) / sizeof(*color_key_info
); ++i
)
846 if (color_key_info
[i
].src_format
== format
->id
)
847 return &color_key_info
[i
].conversion
;
850 FIXME("Color-keying not supported with format %s.\n", debug_d3dformat(format
->id
));
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
))
863 /* The following formats explicitly don't have WINED3DFMT_FLAG_TEXTURE set:
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
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.
876 * WINED3DFMT_P8_UINT_A8_UNORM
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.
886 static const struct wined3d_format_texture_info format_texture_info
[] =
888 /* format id gl_internal gl_srgb_internal gl_rt_internal
889 gl_format gl_type conv_byte_count
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
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
},
949 {WINED3DFMT_R32_FLOAT
, GL_RGB32F_ARB
, GL_RGB32F_ARB
, 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,
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,
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
},
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,
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
},
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,
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,
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
},
1295 static inline int getFmtIdx(enum wined3d_format_id format_id
)
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
)
1308 for (i
= 0; i
< (sizeof(formats
) / sizeof(*formats
)); ++i
)
1310 if (formats
[i
].id
== format_id
) return i
;
1316 static void format_set_flag(struct wined3d_format
*format
, unsigned int flag
)
1320 for (i
= 0; i
< ARRAY_SIZE(format
->flags
); ++i
)
1321 format
->flags
[i
] |= flag
;
1324 static void format_clear_flag(struct wined3d_format
*format
, unsigned int flag
)
1328 for (i
= 0; i
< ARRAY_SIZE(format
->flags
); ++i
)
1329 format
->flags
[i
] &= ~flag
;
1332 static BOOL
init_format_base_info(struct wined3d_gl_info
*gl_info
)
1334 UINT format_count
= sizeof(formats
) / sizeof(*formats
);
1337 gl_info
->formats
= HeapAlloc(GetProcessHeap(), HEAP_ZERO_MEMORY
, format_count
* sizeof(*gl_info
->formats
));
1338 if (!gl_info
->formats
)
1340 ERR("Failed to allocate memory.\n");
1344 for (i
= 0; i
< format_count
; ++i
)
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
;
1364 for (i
= 0; i
< (sizeof(format_base_flags
) / sizeof(*format_base_flags
)); ++i
)
1366 int fmt_idx
= getFmtIdx(format_base_flags
[i
].id
);
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
);
1376 format_set_flag(&gl_info
->formats
[fmt_idx
], format_base_flags
[i
].flags
);
1382 static BOOL
init_format_block_info(struct wined3d_gl_info
*gl_info
)
1386 for (i
= 0; i
< (sizeof(format_block_info
) / sizeof(*format_block_info
)); ++i
)
1388 struct wined3d_format
*format
;
1389 int fmt_idx
= getFmtIdx(format_block_info
[i
].id
);
1393 ERR("Format %s (%#x) not found.\n",
1394 debug_d3dformat(format_block_info
[i
].id
), format_block_info
[i
].id
);
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
);
1410 static GLenum
wined3d_gl_type_to_enum(enum wined3d_gl_resource_type type
)
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
:
1431 ERR("Unexpected GL resource type %u.\n", type
);
1435 static void delete_fbo_attachment(const struct wined3d_gl_info
*gl_info
,
1436 enum wined3d_gl_resource_type d3d_type
, GLuint object
)
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
);
1448 case WINED3D_GL_RES_TYPE_RB
:
1449 gl_info
->fbo_ops
.glDeleteRenderbuffers(1, &object
);
1452 case WINED3D_GL_RES_TYPE_BUFFER
:
1453 case WINED3D_GL_RES_TYPE_COUNT
:
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
)
1462 GLenum attach_type
= flags
& WINED3DFMT_FLAG_DEPTH
?
1463 GL_DEPTH_ATTACHMENT
: GL_COLOR_ATTACHMENT0
;
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
);
1474 gl_info
->fbo_ops
.glFramebufferTexture1D(GL_FRAMEBUFFER
, attach_type
, GL_TEXTURE_1D
,
1476 if (flags
& WINED3DFMT_FLAG_STENCIL
)
1477 gl_info
->fbo_ops
.glFramebufferTexture1D(GL_FRAMEBUFFER
, GL_STENCIL_ATTACHMENT
, GL_TEXTURE_1D
,
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
);
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);
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
);
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);
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
);
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);
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
,
1543 if (flags
& WINED3DFMT_FLAG_STENCIL
)
1544 gl_info
->fbo_ops
.glFramebufferRenderbuffer(GL_FRAMEBUFFER
, GL_STENCIL_ATTACHMENT
, GL_RENDERBUFFER
,
1548 case WINED3D_GL_RES_TYPE_BUFFER
:
1549 case WINED3D_GL_RES_TYPE_COUNT
:
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());
1561 static void draw_test_quad(struct wined3d_caps_gl_ctx
*ctx
, const struct wined3d_vec3
*geometry
,
1562 const struct wined3d_color
*color
)
1564 const struct wined3d_gl_info
*gl_info
= ctx
->gl_info
;
1565 static const struct wined3d_vec3 default_geometry
[] =
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
},
1572 static const char vs_core_header
[] =
1576 "out vec4 out_color;\n"
1578 static const char vs_legacy_header
[] =
1580 "attribute vec4 pos;\n"
1581 "attribute vec4 color;\n"
1582 "varying vec4 out_color;\n"
1584 static const char vs_body
[] =
1587 " gl_Position = pos;\n"
1588 " out_color = color;\n"
1590 static const char fs_core
[] =
1592 "in vec4 out_color;\n"
1593 "out vec4 fragment_color;\n"
1597 " fragment_color = out_color;\n"
1599 static const char fs_legacy
[] =
1601 "varying vec4 out_color;\n"
1605 " gl_FragData[0] = out_color;\n"
1607 const char *source
[2];
1608 GLuint vs_id
, fs_id
;
1612 geometry
= default_geometry
;
1614 if (!gl_info
->supported
[ARB_VERTEX_BUFFER_OBJECT
] || !gl_info
->supported
[ARB_VERTEX_SHADER
]
1615 || !gl_info
->supported
[ARB_FRAGMENT_SHADER
])
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();
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");
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));
1641 if (!ctx
->test_program_id
)
1643 ctx
->test_program_id
= GL_EXTCALL(glCreateProgram());
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
));
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
));
1658 GL_EXTCALL(glBindAttribLocation(ctx
->test_program_id
, 0, "pos"));
1659 GL_EXTCALL(glBindAttribLocation(ctx
->test_program_id
, 1, "color"));
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
);
1668 GL_EXTCALL(glUseProgram(ctx
->test_program_id
));
1670 gl_info
->gl_ops
.gl
.p_glDrawArrays(GL_TRIANGLE_STRIP
, 0, 4);
1672 GL_EXTCALL(glUseProgram(0));
1673 GL_EXTCALL(glDisableVertexAttribArray(0));
1674 GL_EXTCALL(glBindBuffer(GL_ARRAY_BUFFER
, 0));
1675 checkGLcall("Drawing a quad");
1678 /* Context activation is done by the caller. */
1679 static void check_fbo_compat(struct wined3d_caps_gl_ctx
*ctx
, struct wined3d_format
*format
)
1681 /* Check if the default internal format is supported as a frame buffer
1682 * target, otherwise fall back to the render target internal.
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
;
1693 gl_info
->gl_ops
.gl
.p_glDisable(GL_BLEND
);
1695 for (type
= 0; type
< ARRAY_SIZE(format
->flags
); ++type
)
1697 const char *type_string
= "color";
1699 if (type
== WINED3D_GL_RES_TYPE_BUFFER
)
1702 create_and_bind_fbo_attachment(gl_info
, format
->flags
[type
], type
, &object
, format
->glInternal
,
1703 format
->glFormat
, format
->glType
);
1705 if (format
->flags
[type
] & (WINED3DFMT_FLAG_DEPTH
| WINED3DFMT_FLAG_STENCIL
))
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);
1712 gl_info
->fbo_ops
.glRenderbufferStorage(GL_RENDERBUFFER
, GL_RGBA8
, 16, 16);
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";
1720 status
= gl_info
->fbo_ops
.glCheckFramebufferStatus(GL_FRAMEBUFFER
);
1721 checkGLcall("Framebuffer format check");
1723 if (status
== GL_FRAMEBUFFER_COMPLETE
)
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
;
1735 if (format
->flags
[type
] & WINED3DFMT_FLAG_RENDERTARGET
)
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
;
1743 TRACE("Format %s is not supported as FBO %s attachment, type %u.\n",
1744 debug_d3dformat(format
->id
), type_string
, type
);
1746 format
->rtInternal
= format
->glInternal
;
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
);
1754 while (gl_info
->gl_ops
.gl
.p_glGetError());
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
);
1760 status
= gl_info
->fbo_ops
.glCheckFramebufferStatus(GL_FRAMEBUFFER
);
1761 checkGLcall("Framebuffer format check");
1763 if (status
== GL_FRAMEBUFFER_COMPLETE
)
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
;
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
;
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
))
1785 DWORD readback
[16 * 16 * 16], color
, r_range
, a_range
;
1790 if (gl_info
->supported
[ARB_FRAMEBUFFER_OBJECT
]
1791 || gl_info
->supported
[EXT_PACKED_DEPTH_STENCIL
])
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);
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");
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
)
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
;
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);
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
);
1823 draw_test_quad(ctx
, NULL
, &black
);
1825 gl_info
->gl_ops
.gl
.p_glEnable(GL_BLEND
);
1827 draw_test_quad(ctx
, NULL
, &half_transparent_red
);
1829 gl_info
->gl_ops
.gl
.p_glDisable(GL_BLEND
);
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];
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];
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];
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];
1865 case WINED3D_GL_RES_TYPE_BUFFER
:
1866 case WINED3D_GL_RES_TYPE_COUNT
:
1870 checkGLcall("Post-pixelshader blending check");
1873 r
= (color
& 0x00ff0000u
) >> 16;
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
))
1879 else if (format
->alpha_size
> 1 && (a
< 0xbf - a_range
|| a
> 0xbf + a_range
))
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
;
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
;
1897 if (gl_info
->supported
[ARB_FRAMEBUFFER_OBJECT
]
1898 || gl_info
->supported
[EXT_PACKED_DEPTH_STENCIL
])
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");
1907 if (format
->glInternal
!= format
->glGammaInternal
)
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
);
1913 status
= gl_info
->fbo_ops
.glCheckFramebufferStatus(GL_FRAMEBUFFER
);
1914 checkGLcall("Framebuffer format check");
1916 if (status
== GL_FRAMEBUFFER_COMPLETE
)
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
;
1924 WARN("Format %s's sRGB format is not FBO attachable, type %u.\n",
1925 debug_d3dformat(format
->id
), type
);
1928 else if (status
== GL_FRAMEBUFFER_COMPLETE
)
1929 format
->flags
[type
] |= WINED3DFMT_FLAG_FBO_ATTACHABLE_SRGB
;
1931 if (format
->flags
[type
] & (WINED3DFMT_FLAG_DEPTH
| WINED3DFMT_FLAG_STENCIL
))
1933 gl_info
->fbo_ops
.glFramebufferRenderbuffer(GL_FRAMEBUFFER
, GL_COLOR_ATTACHMENT0
, GL_RENDERBUFFER
, 0);
1934 gl_info
->fbo_ops
.glDeleteRenderbuffers(1, &color_rb
);
1937 delete_fbo_attachment(gl_info
, type
, object
);
1938 checkGLcall("Framebuffer format check cleaup");
1941 if (fallback_fmt_used
&& regular_fmt_used
)
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
);
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
)
1954 enum wined3d_gl_resource_type type
;
1956 for (type
= 0; type
< ARRAY_SIZE(format
->flags
); ++type
)
1958 gl_info
->gl_ops
.ext
.p_glGetInternalformativ(wined3d_gl_type_to_enum(type
), internal
, pname
, 1, &value
);
1959 if (value
== GL_FULL_SUPPORT
)
1961 TRACE("Format %s supports %s, resource type %u.\n", debug_d3dformat(format
->id
), string
, type
);
1962 format
->flags
[type
] |= flag
;
1966 TRACE("Format %s doesn't support %s, resource type %u.\n", debug_d3dformat(format
->id
), string
, type
);
1967 format
->flags
[type
] &= ~flag
;
1972 /* Context activation is done by the caller. */
1973 static void init_format_fbo_compat_info(struct wined3d_caps_gl_ctx
*ctx
)
1975 const struct wined3d_gl_info
*gl_info
= ctx
->gl_info
;
1976 unsigned int i
, type
;
1979 if (gl_info
->supported
[ARB_INTERNALFORMAT_QUERY2
])
1981 for (i
= 0; i
< sizeof(formats
) / sizeof(*formats
); ++i
)
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
;
1988 if (!format
->glInternal
)
1991 for (type
= 0; type
< ARRAY_SIZE(format
->flags
); ++type
)
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
)
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
;
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
)
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
;
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
;
2022 if (format
->flags
[type
] & WINED3DFMT_FLAG_RENDERTARGET
)
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
;
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
;
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
)
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
;
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
;
2053 if (format
->glInternal
!= format
->glGammaInternal
)
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
)
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
;
2065 WARN("Format %s's sRGB format is not FBO attachable, resource type %u.\n",
2066 debug_d3dformat(format
->id
), type
);
2069 else if (format
->flags
[type
] & WINED3DFMT_FLAG_FBO_ATTACHABLE
)
2070 format
->flags
[type
] |= WINED3DFMT_FLAG_FBO_ATTACHABLE_SRGB
;
2073 if (fallback_fmt_used
&& regular_fmt_used
)
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
);
2084 if (wined3d_settings
.offscreen_rendering_mode
== ORM_FBO
)
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
);
2092 for (i
= 0; i
< sizeof(formats
) / sizeof(*formats
); ++i
)
2094 struct wined3d_format
*format
= &gl_info
->formats
[i
];
2096 if (!format
->glInternal
) continue;
2098 if (format
->flags
[WINED3D_GL_RES_TYPE_TEX_2D
] & WINED3DFMT_FLAG_COMPRESSED
)
2100 TRACE("Skipping format %s because it's a compressed format.\n",
2101 debug_d3dformat(format
->id
));
2105 if (wined3d_settings
.offscreen_rendering_mode
== ORM_FBO
)
2107 TRACE("Checking if format %s is supported as FBO color attachment...\n", debug_d3dformat(format
->id
));
2108 check_fbo_compat(ctx
, format
);
2112 format
->rtInternal
= format
->glInternal
;
2116 if (wined3d_settings
.offscreen_rendering_mode
== ORM_FBO
)
2117 gl_info
->fbo_ops
.glDeleteFramebuffers(1, &fbo
);
2120 static BOOL
init_format_texture_info(struct wined3d_adapter
*adapter
, struct wined3d_gl_info
*gl_info
)
2122 struct fragment_caps fragment_caps
;
2123 struct shader_caps shader_caps
;
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
);
2132 for (i
= 0; i
< sizeof(format_texture_info
) / sizeof(*format_texture_info
); ++i
)
2134 int fmt_idx
= getFmtIdx(format_texture_info
[i
].id
);
2135 struct wined3d_format
*format
;
2139 ERR("Format %s (%#x) not found.\n",
2140 debug_d3dformat(format_texture_info
[i
].id
), format_texture_info
[i
].id
);
2144 if (!gl_info
->supported
[format_texture_info
[i
].extension
]) continue;
2146 format
= &gl_info
->formats
[fmt_idx
];
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
))
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;
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
;
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
;
2173 if (gl_info
->supported
[ARB_TEXTURE_CUBE_MAP
])
2174 format
->flags
[WINED3D_GL_RES_TYPE_TEX_CUBE
] |= format_texture_info
[i
].flags
;
2176 if (gl_info
->supported
[ARB_TEXTURE_RECTANGLE
])
2177 format
->flags
[WINED3D_GL_RES_TYPE_TEX_RECT
] |= format_texture_info
[i
].flags
;
2179 format
->flags
[WINED3D_GL_RES_TYPE_RB
] |= format_texture_info
[i
].flags
;
2180 format
->flags
[WINED3D_GL_RES_TYPE_RB
] &= ~WINED3DFMT_FLAG_TEXTURE
;
2182 if (gl_info
->supported
[ARB_INTERNALFORMAT_QUERY2
])
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");
2189 if (format
->glGammaInternal
!= format
->glInternal
)
2191 query_format_flag(gl_info
, format
, format
->glGammaInternal
, GL_SRGB_READ
,
2192 WINED3DFMT_FLAG_SRGB_READ
, "sRGB read");
2195 query_format_flag(gl_info
, format
, format
->glGammaInternal
, GL_SRGB_WRITE
,
2196 WINED3DFMT_FLAG_SRGB_WRITE
, "sRGB write");
2198 format_clear_flag(format
, WINED3DFMT_FLAG_SRGB_WRITE
);
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
;
2208 if (!gl_info
->limits
.vertex_samplers
)
2209 format_clear_flag(format
, WINED3DFMT_FLAG_VTF
);
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
);
2216 if (format
->glGammaInternal
!= format
->glInternal
)
2218 /* Filter sRGB capabilities if EXT_texture_sRGB is not supported. */
2219 if (!gl_info
->supported
[EXT_TEXTURE_SRGB
])
2221 format
->glGammaInternal
= format
->glInternal
;
2222 format_clear_flag(format
, WINED3DFMT_FLAG_SRGB_READ
| WINED3DFMT_FLAG_SRGB_WRITE
);
2224 else if (gl_info
->supported
[EXT_TEXTURE_SRGB_DECODE
])
2226 format
->glInternal
= format
->glGammaInternal
;
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
);
2233 if (!gl_info
->supported
[ARB_DEPTH_TEXTURE
]
2234 && format_texture_info
[i
].flags
& (WINED3DFMT_FLAG_DEPTH
| WINED3DFMT_FLAG_STENCIL
))
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
;
2244 /* Texture conversion stuff */
2245 format
->convert
= format_texture_info
[i
].convert
;
2246 format
->conv_byte_count
= format_texture_info
[i
].conv_byte_count
;
2252 static BOOL
color_match(DWORD c1
, DWORD c2
, BYTE max_diff
)
2254 if (abs((c1
& 0xff) - (c2
& 0xff)) > max_diff
) return FALSE
;
2256 if (abs((c1
& 0xff) - (c2
& 0xff)) > max_diff
) return FALSE
;
2258 if (abs((c1
& 0xff) - (c2
& 0xff)) > max_diff
) return FALSE
;
2260 if (abs((c1
& 0xff) - (c2
& 0xff)) > max_diff
) return FALSE
;
2264 /* A context is provided by the caller */
2265 static BOOL
check_filter(const struct wined3d_gl_info
*gl_info
, GLenum internal
)
2267 static const DWORD data
[] = {0x00000000, 0xffffffff};
2268 GLuint tex
, fbo
, buffer
;
2269 DWORD readback
[16 * 1];
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.
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
2282 while (gl_info
->gl_ops
.gl
.p_glGetError());
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
);
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
);
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
);
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();
2318 gl_info
->gl_ops
.gl
.p_glClearColor(0, 1, 0, 0);
2319 gl_info
->gl_ops
.gl
.p_glClear(GL_COLOR_BUFFER_BIT
);
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();
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))
2338 TRACE("Read back colors 0x%08x and 0x%08x close to unfiltered color, assuming no filtering\n",
2339 readback
[6], readback
[9]);
2344 TRACE("Read back colors are 0x%08x and 0x%08x, assuming texture is filtered\n",
2345 readback
[6], readback
[9]);
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
);
2354 if (gl_info
->gl_ops
.gl
.p_glGetError())
2356 FIXME("Error during filtering test for format %x, returning no filtering\n", internal
);
2363 static void init_format_filter_info(struct wined3d_gl_info
*gl_info
, enum wined3d_pci_vendor vendor
)
2365 struct wined3d_format
*format
;
2366 unsigned int fmt_idx
, i
;
2367 static const enum wined3d_format_id fmts16
[] =
2369 WINED3DFMT_R16_FLOAT
,
2370 WINED3DFMT_R16G16_FLOAT
,
2371 WINED3DFMT_R16G16B16A16_FLOAT
,
2375 if (gl_info
->supported
[ARB_INTERNALFORMAT_QUERY2
])
2376 /* This was already handled by init_format_texture_info(). */
2379 if (wined3d_settings
.offscreen_rendering_mode
!= ORM_FBO
2380 || !gl_info
->supported
[WINED3D_GL_LEGACY_CONTEXT
])
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
])
2385 TRACE("Nvidia card with texture_float support: Assuming float16 blending\n");
2388 else if (gl_info
->limits
.glsl_varyings
> 44)
2390 TRACE("More than 44 GLSL varyings - assuming d3d10 card with float16 blending\n");
2395 TRACE("Assuming no float16 blending\n");
2401 for(i
= 0; i
< (sizeof(fmts16
) / sizeof(*fmts16
)); i
++)
2403 fmt_idx
= getFmtIdx(fmts16
[i
]);
2404 format_set_flag(&gl_info
->formats
[fmt_idx
], WINED3DFMT_FLAG_FILTERING
);
2410 for(i
= 0; i
< (sizeof(fmts16
) / sizeof(*fmts16
)); i
++)
2412 fmt_idx
= getFmtIdx(fmts16
[i
]);
2413 format
= &gl_info
->formats
[fmt_idx
];
2414 if (!format
->glInternal
) continue; /* Not supported by GL */
2416 filtered
= check_filter(gl_info
, gl_info
->formats
[fmt_idx
].glInternal
);
2419 TRACE("Format %s supports filtering\n", debug_d3dformat(fmts16
[i
]));
2420 format_set_flag(format
, WINED3DFMT_FLAG_FILTERING
);
2424 TRACE("Format %s does not support filtering\n", debug_d3dformat(fmts16
[i
]));
2429 static void apply_format_fixups(struct wined3d_adapter
*adapter
, struct wined3d_gl_info
*gl_info
)
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
);
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
);
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
);
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
);
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
);
2454 /* GL_ATI_envmap_bumpmap in theory supports R8G8_SNORM but is no longer supported by
2456 if (gl_info
->supported
[NV_TEXTURE_SHADER
] || gl_info
->supported
[EXT_TEXTURE_SNORM
])
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
);
2470 /* Emulate using unsigned formats. This requires load-time conversion in addition to the
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
);
2486 if (!gl_info
->supported
[NV_TEXTURE_SHADER
])
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
);
2493 if (gl_info
->supported
[ARB_TEXTURE_COMPRESSION_RGTC
] || gl_info
->supported
[EXT_TEXTURE_COMPRESSION_RGTC
])
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
);
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
);
2503 else if (gl_info
->supported
[ATI_TEXTURE_COMPRESSION_3DC
])
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
);
2510 if (!gl_info
->supported
[APPLE_YCBCR_422
])
2512 idx
= getFmtIdx(WINED3DFMT_YUY2
);
2513 gl_info
->formats
[idx
].color_fixup
= create_complex_fixup_desc(COMPLEX_FIXUP_YUY2
);
2515 idx
= getFmtIdx(WINED3DFMT_UYVY
);
2516 gl_info
->formats
[idx
].color_fixup
= create_complex_fixup_desc(COMPLEX_FIXUP_UYVY
);
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
);
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
);
2531 if (!gl_info
->supported
[WINED3D_GL_LEGACY_CONTEXT
])
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
);
2538 if (gl_info
->supported
[ARB_FRAGMENT_PROGRAM
])
2540 idx
= getFmtIdx(WINED3DFMT_P8_UINT
);
2541 gl_info
->formats
[idx
].color_fixup
= create_complex_fixup_desc(COMPLEX_FIXUP_P8
);
2544 if (gl_info
->supported
[ARB_VERTEX_ARRAY_BGRA
])
2546 idx
= getFmtIdx(WINED3DFMT_B8G8R8A8_UNORM
);
2547 gl_info
->formats
[idx
].gl_vtx_format
= GL_BGRA
;
2550 if (gl_info
->supported
[ARB_HALF_FLOAT_VERTEX
])
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 */
2557 idx
= getFmtIdx(WINED3DFMT_R16G16B16A16_FLOAT
);
2558 gl_info
->formats
[idx
].gl_vtx_type
= GL_HALF_FLOAT
;
2561 if (!gl_info
->supported
[ARB_HALF_FLOAT_PIXEL
])
2563 idx
= getFmtIdx(WINED3DFMT_R16_FLOAT
);
2564 format_clear_flag(&gl_info
->formats
[idx
], WINED3DFMT_FLAG_TEXTURE
);
2566 idx
= getFmtIdx(WINED3DFMT_R16G16_FLOAT
);
2567 format_clear_flag(&gl_info
->formats
[idx
], WINED3DFMT_FLAG_TEXTURE
);
2569 idx
= getFmtIdx(WINED3DFMT_R16G16B16A16_FLOAT
);
2570 format_clear_flag(&gl_info
->formats
[idx
], WINED3DFMT_FLAG_TEXTURE
);
2573 if (gl_info
->quirks
& WINED3D_QUIRK_BROKEN_RGBA16
)
2575 idx
= getFmtIdx(WINED3DFMT_R16G16B16A16_UNORM
);
2576 format_clear_flag(&gl_info
->formats
[idx
], WINED3DFMT_FLAG_TEXTURE
);
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
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.
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
])
2594 idx
= getFmtIdx(WINED3DFMT_INST
);
2595 format_set_flag(&gl_info
->formats
[idx
], WINED3DFMT_FLAG_TEXTURE
);
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
2604 if (gl_info
->supported
[EXT_DEPTH_BOUNDS_TEST
])
2606 idx
= getFmtIdx(WINED3DFMT_NVDB
);
2607 format_set_flag(&gl_info
->formats
[idx
], WINED3DFMT_FLAG_TEXTURE
);
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
])
2615 idx
= getFmtIdx(WINED3DFMT_RESZ
);
2616 format_set_flag(&gl_info
->formats
[idx
], WINED3DFMT_FLAG_TEXTURE
| WINED3DFMT_FLAG_RENDERTARGET
);
2619 for (i
= 0; i
< sizeof(formats
) / sizeof(*formats
); ++i
)
2621 struct wined3d_format
*format
= &gl_info
->formats
[i
];
2623 if (!(format
->flags
[WINED3D_GL_RES_TYPE_TEX_2D
] & WINED3DFMT_FLAG_TEXTURE
))
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
);
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.
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
;
2653 static BOOL
init_format_vertex_info(struct wined3d_gl_info
*gl_info
)
2657 for (i
= 0; i
< (sizeof(format_vertex_info
) / sizeof(*format_vertex_info
)); ++i
)
2659 struct wined3d_format
*format
;
2660 int fmt_idx
= getFmtIdx(format_vertex_info
[i
].id
);
2664 ERR("Format %s (%#x) not found.\n",
2665 debug_d3dformat(format_vertex_info
[i
].id
), format_vertex_info
[i
].id
);
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
;
2681 BOOL
initPixelFormatsNoGL(struct wined3d_gl_info
*gl_info
)
2683 if (!init_format_base_info(gl_info
)) return FALSE
;
2685 if (!init_format_block_info(gl_info
))
2687 HeapFree(GetProcessHeap(), 0, gl_info
->formats
);
2688 gl_info
->formats
= NULL
;
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
)
2698 struct wined3d_gl_info
*gl_info
= &adapter
->gl_info
;
2700 if (!init_format_base_info(gl_info
)) return FALSE
;
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
;
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
);
2713 HeapFree(GetProcessHeap(), 0, gl_info
->formats
);
2714 gl_info
->formats
= NULL
;
2718 float wined3d_adapter_find_polyoffset_scale(struct wined3d_caps_gl_ctx
*ctx
, GLenum format
)
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
[] =
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
},
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;
2737 if (wined3d_settings
.offscreen_rendering_mode
!= ORM_FBO
)
2739 FIXME("No FBOs, assuming polyoffset scale of 2^%u.\n", fallback
);
2740 return (float)(1u << fallback
);
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);
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);
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");
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");
2767 if (high
- low
<= 1)
2769 ERR("PolygonOffset scale factor detection failed, using fallback value 2^%u.\n", fallback
);
2773 cur
= (low
+ high
) / 2;
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");
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");
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]);
2790 if ((readback
[125] & 0xff) < 0xa0)
2792 else if ((readback
[131] & 0xff) > 0xa0)
2796 TRACE("Found scale factor 2^%u for format %x\n", cur
, format
);
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");
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
);
2812 const struct wined3d_format
*wined3d_get_format(const struct wined3d_gl_info
*gl_info
,
2813 enum wined3d_format_id format_id
)
2815 int idx
= getFmtIdx(format_id
);
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
);
2825 return &gl_info
->formats
[idx
];
2828 UINT
wined3d_format_calculate_pitch(const struct wined3d_format
*format
, UINT width
)
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
);
2835 return format
->byte_count
* width
;
2838 UINT
wined3d_format_calculate_size(const struct wined3d_format
*format
, UINT alignment
,
2839 UINT width
, UINT height
, UINT depth
)
2841 UINT pitch
= wined3d_format_calculate_pitch(format
, width
);
2844 if (format
->id
== WINED3DFMT_UNKNOWN
)
2848 else if (format
->flags
[WINED3D_GL_RES_TYPE_TEX_2D
] & WINED3DFMT_FLAG_BLOCKS
)
2850 UINT row_count
= (height
+ format
->block_height
- 1) / format
->block_height
;
2851 size
= row_count
* ((pitch
+ alignment
- 1) & ~(alignment
- 1));
2855 size
= height
* ((pitch
+ alignment
- 1) & ~(alignment
- 1));
2858 if (format
->flags
[WINED3D_GL_RES_TYPE_TEX_2D
] & WINED3DFMT_FLAG_HEIGHT_SCALE
)
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
;
2870 /*****************************************************************************
2871 * Trace formatting of useful values
2873 const char *debug_d3dformat(enum wined3d_format_id format_id
)
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
);
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);
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
);
3028 FIXME("Unrecognized %#x WINED3DFORMAT!\n", format_id
);
3030 return "unrecognized";
3034 const char *debug_d3ddevicetype(enum wined3d_device_type device_type
)
3036 switch (device_type
)
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
3044 FIXME("Unrecognized device type %#x.\n", device_type
);
3045 return "unrecognized";
3049 const char *debug_d3dusage(DWORD usage
)
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
);
3071 return buf
[0] ? wine_dbg_sprintf("%s", &buf
[3]) : "0";
3074 const char *debug_d3dusagequery(DWORD usagequery
)
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
);
3090 return buf
[0] ? wine_dbg_sprintf("%s", &buf
[3]) : "0";
3093 const char *debug_d3ddeclmethod(enum wined3d_decl_method method
)
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
3107 FIXME("Unrecognized declaration method %#x.\n", method
);
3108 return "unrecognized";
3112 const char *debug_d3ddeclusage(enum wined3d_decl_usage usage
)
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
3133 FIXME("Unrecognized %u declaration usage!\n", usage
);
3134 return "unrecognized";
3138 const char *debug_d3dinput_classification(enum wined3d_input_classification classification
)
3140 switch (classification
)
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
3147 FIXME("Unrecognized input classification %#x.\n", classification
);
3148 return "unrecognized";
3152 const char *debug_d3dresourcetype(enum wined3d_resource_type resource_type
)
3154 switch (resource_type
)
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
);
3165 FIXME("Unrecognized resource type %#x.\n", resource_type
);
3166 return "unrecognized";
3170 const char *debug_d3dprimitivetype(enum wined3d_primitive_type primitive_type
)
3172 switch (primitive_type
)
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
);
3188 FIXME("Unrecognized %u primitive type!\n", primitive_type
);
3189 return "unrecognized";
3193 const char *debug_d3drenderstate(enum wined3d_render_state state
)
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
3326 FIXME("Unrecognized %u render state!\n", state
);
3327 return "unrecognized";
3331 const char *debug_d3dsamplerstate(enum wined3d_sampler_state state
)
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
3351 FIXME("Unrecognized %u sampler state!\n", state
);
3352 return "unrecognized";
3356 const char *debug_d3dtexturefiltertype(enum wined3d_texture_filter_type filter_type
)
3358 switch (filter_type
)
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
3371 FIXME("Unrecognied texture filter type 0x%08x.\n", filter_type
);
3372 return "unrecognized";
3376 const char *debug_d3dtexturestate(enum wined3d_texture_stage_state state
)
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
3401 FIXME("Unrecognized %u texture state!\n", state
);
3402 return "unrecognized";
3406 const char *debug_d3dtop(enum wined3d_texture_op d3dtop
)
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
3439 FIXME("Unrecognized texture op %#x.\n", d3dtop
);
3440 return "unrecognized";
3444 const char *debug_d3dtstype(enum wined3d_transform_state tstype
)
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
3465 if (tstype
> 256 && tstype
< 512)
3467 FIXME("WINED3D_TS_WORLD_MATRIX(%u). 1..255 not currently supported.\n", tstype
);
3468 return ("WINED3D_TS_WORLD_MATRIX > 0");
3470 FIXME("Unrecognized transform state %#x.\n", tstype
);
3471 return "unrecognized";
3475 static const char *debug_shader_type(enum wined3d_shader_type type
)
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
3485 FIXME("Unrecognized shader type %#x.\n", type
);
3486 return "unrecognized";
3490 const char *debug_d3dstate(DWORD state
)
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
))
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
));
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";
3542 return wine_dbg_sprintf("UNKNOWN_STATE(%#x)", state
);
3545 const char *debug_d3dpool(enum wined3d_pool pool
)
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
);
3556 FIXME("Unrecognized pool %#x.\n", pool
);
3557 return "unrecognized";
3561 const char *debug_fbostatus(GLenum 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
3576 FIXME("Unrecognied FBO status 0x%08x\n", status
);
3577 return "unrecognized";
3581 const char *debug_glerror(GLenum 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
3594 FIXME("Unrecognied GL error 0x%08x\n", error
);
3595 return "unrecognized";
3599 static const char *debug_fixup_channel_source(enum fixup_channel_source source
)
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
3614 FIXME("Unrecognized fixup_channel_source %#x\n", source
);
3615 return "unrecognized";
3619 static const char *debug_complex_fixup(enum complex_fixup fixup
)
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
3631 FIXME("Unrecognized complex fixup %#x\n", fixup
);
3632 return "unrecognized";
3636 void dump_color_fixup_desc(struct color_fixup_desc fixup
)
3638 if (is_complex_fixup(fixup
))
3640 TRACE("\tComplex: %s\n", debug_complex_fixup(get_complex_fixup(fixup
)));
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" : "");
3650 BOOL
is_invalid_op(const struct wined3d_state
*state
, int stage
,
3651 enum wined3d_texture_op op
, DWORD arg1
, DWORD arg2
, DWORD arg3
)
3653 if (op
== WINED3D_TOP_DISABLE
)
3655 if (state
->textures
[stage
])
3658 if ((arg1
& WINED3DTA_SELECTMASK
) == WINED3DTA_TEXTURE
3659 && op
!= WINED3D_TOP_SELECT_ARG2
)
3661 if ((arg2
& WINED3DTA_SELECTMASK
) == WINED3DTA_TEXTURE
3662 && op
!= WINED3D_TOP_SELECT_ARG1
)
3664 if ((arg3
& WINED3DTA_SELECTMASK
) == WINED3DTA_TEXTURE
3665 && (op
== WINED3D_TOP_MULTIPLY_ADD
|| op
== WINED3D_TOP_LERP
))
3671 void get_identity_matrix(struct wined3d_matrix
*mat
)
3673 static const struct wined3d_matrix identity
=
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
,
3684 void get_modelview_matrix(const struct wined3d_context
*context
, const struct wined3d_state
*state
,
3685 unsigned int index
, struct wined3d_matrix
*mat
)
3687 if (context
->last_was_rhw
)
3688 get_identity_matrix(mat
);
3690 multiply_matrix(mat
, &state
->transforms
[WINED3D_TS_VIEW
], &state
->transforms
[WINED3D_TS_WORLD_MATRIX(index
)]);
3693 void get_projection_matrix(const struct wined3d_context
*context
, const struct wined3d_state
*state
,
3694 struct wined3d_matrix
*mat
)
3696 float center_offset
;
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
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
3713 if (context
->swapchain
->device
->wined3d
->flags
& WINED3D_PIXEL_CENTER_INTEGER
)
3714 center_offset
= 63.0f
/ 64.0f
;
3716 center_offset
= -1.0f
/ 64.0f
;
3718 if (context
->last_was_rhw
)
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
=
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
,
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
=
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
,
3764 multiply_matrix(mat
, &projection
, &state
->transforms
[WINED3D_TS_PROJECTION
]);
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
)
3773 struct wined3d_matrix mat
;
3775 if (flags
== WINED3D_TTFF_DISABLE
|| flags
== WINED3D_TTFF_COUNT1
|| transformed
)
3777 get_identity_matrix(out_matrix
);
3781 if (flags
== (WINED3D_TTFF_COUNT1
| WINED3D_TTFF_PROJECTED
))
3783 ERR("Invalid texture transform flags: WINED3D_TTFF_COUNT1 | WINED3D_TTFF_PROJECTED.\n");
3789 if (flags
& WINED3D_TTFF_PROJECTED
)
3791 if (!ffp_proj_control
)
3793 switch (flags
& ~WINED3D_TTFF_PROJECTED
)
3795 case WINED3D_TTFF_COUNT2
:
3800 mat
._12
= mat
._22
= mat
._32
= mat
._42
= 0.0f
;
3802 case WINED3D_TTFF_COUNT3
:
3807 mat
._13
= mat
._23
= mat
._33
= mat
._43
= 0.0f
;
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
)
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
3825 case WINED3DFMT_R32_FLOAT
:
3831 /* See above, just 3rd and 4th coord. */
3832 case WINED3DFMT_R32G32_FLOAT
:
3838 case WINED3DFMT_R32G32B32_FLOAT
: /* Opengl defaults match dx defaults */
3839 case WINED3DFMT_R32G32B32A32_FLOAT
: /* No defaults apply, all app defined */
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
3845 case WINED3DFMT_UNKNOWN
: /* No texture coords, 0/0/0/1 defaults are passed */
3848 FIXME("Unexpected fixed function texture coord input\n");
3851 if (!ffp_proj_control
)
3853 switch (flags
& ~WINED3D_TTFF_PROJECTED
)
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.
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.
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.
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.
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 */
3886 mat
._14
= mat
._24
= mat
._34
= 0.0f
; mat
._44
= 1.0f
;
3894 void get_texture_matrix(const struct wined3d_context
*context
, const struct wined3d_state
*state
,
3895 unsigned int tex
, struct wined3d_matrix
*mat
)
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],
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
);
3912 if ((context
->lastWasPow2Texture
& (1u << tex
)) && state
->textures
[tex
])
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. */
3920 TRACE("Non-power-of-two texture matrix multiply fixup.\n");
3921 multiply_matrix(mat
, mat
, (struct wined3d_matrix
*)state
->textures
[tex
]->pow2_matrix
);
3926 void get_pointsize_minmax(const struct wined3d_context
*context
, const struct wined3d_state
*state
,
3927 float *out_min
, float *out_max
)
3935 min
.d
= state
->render_states
[WINED3D_RS_POINTSIZE_MIN
];
3936 max
.d
= state
->render_states
[WINED3D_RS_POINTSIZE_MAX
];
3945 void get_pointsize(const struct wined3d_context
*context
, const struct wined3d_state
*state
,
3946 float *out_pointsize
, float *out_att
)
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. */
3955 } pointsize
, a
, b
, c
;
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
];
3966 if (state
->render_states
[WINED3D_RS_POINTSCALEENABLE
])
3968 float scale_factor
= state
->viewport
.height
* state
->viewport
.height
;
3970 out_att
[0] = a
.f
/ scale_factor
;
3971 out_att
[1] = b
.f
/ scale_factor
;
3972 out_att
[2] = c
.f
/ scale_factor
;
3974 *out_pointsize
= pointsize
.f
;
3977 void get_fog_start_end(const struct wined3d_context
*context
, const struct wined3d_state
*state
,
3978 float *start
, float *end
)
3986 switch (context
->fog_source
)
3993 case FOGSOURCE_COORD
:
3999 tmpvalue
.d
= state
->render_states
[WINED3D_RS_FOGSTART
];
4000 *start
= tmpvalue
.f
;
4001 tmpvalue
.d
= state
->render_states
[WINED3D_RS_FOGEND
];
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
)
4015 /* This should not happen, context->fog_source is set in wined3d, not the app. */
4016 ERR("Unexpected fog coordinate source.\n");
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
)
4026 for (count
= 0; mask
; ++count
)
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
)
4040 enum wined3d_format_id format_id
;
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},
4069 const struct wined3d_format
*format
= surface
->resource
.format
;
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
));
4075 for (i
= 0; i
< sizeof(conv
) / sizeof(*conv
); ++i
)
4079 if (format
->id
!= conv
[i
].format_id
) continue;
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
;
4086 TRACE("Returning 0x%08x.\n", ret
);
4091 FIXME("Conversion for format %s not implemented.\n", debug_d3dformat(format
->id
));
4096 static float color_to_float(DWORD color
, DWORD size
, DWORD offset
)
4098 DWORD mask
= (1u << size
) - 1;
4106 return (float)color
/ (float)mask
;
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
)
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
);
4138 case WINED3DFMT_P8_UINT
:
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
;
4147 float_color
->r
= 0.0f
;
4148 float_color
->g
= 0.0f
;
4149 float_color
->b
= 0.0f
;
4151 float_color
->a
= color
/ 255.0f
;
4155 ERR("Unhandled conversion from %s to floating point.\n", debug_d3dformat(format
->id
));
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
)
4163 struct wined3d_color slop
;
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);
4190 float_colors
[0].r
= color_to_float(key
->color_space_low_value
, format
->red_size
, format
->red_offset
)
4192 float_colors
[0].g
= color_to_float(key
->color_space_low_value
, format
->green_size
, format
->green_offset
)
4194 float_colors
[0].b
= color_to_float(key
->color_space_low_value
, format
->blue_size
, format
->blue_offset
)
4196 float_colors
[0].a
= color_to_float(key
->color_space_low_value
, format
->alpha_size
, format
->alpha_offset
)
4199 float_colors
[1].r
= color_to_float(key
->color_space_high_value
, format
->red_size
, format
->red_offset
)
4201 float_colors
[1].g
= color_to_float(key
->color_space_high_value
, format
->green_size
, format
->green_offset
)
4203 float_colors
[1].b
= color_to_float(key
->color_space_high_value
, format
->blue_size
, format
->blue_offset
)
4205 float_colors
[1].a
= color_to_float(key
->color_space_high_value
, format
->alpha_size
, format
->alpha_offset
)
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
;
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
;
4222 ERR("Unhandled color key to float conversion for format %s.\n", debug_d3dformat(format
->id
));
4226 /* DirectDraw stuff */
4227 enum wined3d_format_id
pixelformat_for_depth(DWORD depth
)
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
;
4240 void multiply_matrix(struct wined3d_matrix
*dst
, const struct wined3d_matrix
*src1
, const struct wined3d_matrix
*src2
)
4242 struct wined3d_matrix tmp
;
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
);
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
);
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
);
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
);
4269 DWORD
get_flexible_vertex_size(DWORD d3dvtVertexType
) {
4272 int numTextures
= (d3dvtVertexType
& WINED3DFVF_TEXCOUNT_MASK
) >> WINED3DFVF_TEXCOUNT_SHIFT
;
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");
4289 for (i
= 0; i
< numTextures
; i
++) {
4290 size
+= GET_TEXCOORD_SIZE_FROM_FVF(d3dvtVertexType
, i
) * sizeof(float);
4296 unsigned int wined3d_max_compat_varyings(const struct wined3d_gl_info
*gl_info
)
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;
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
)
4309 static const unsigned char args
[WINED3D_TOP_LERP
+ 1] =
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
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
;
4350 settings
->padding
= 0;
4352 for (i
= 0; i
< d3d_info
->limits
.ffp_blend_stages
; ++i
)
4354 const struct wined3d_texture
*texture
;
4356 settings
->op
[i
].padding
= 0;
4357 if (state
->texture_states
[i
][WINED3D_TSS_COLOR_OP
] == WINED3D_TOP_DISABLE
)
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
;
4371 if ((texture
= state
->textures
[i
]))
4373 settings
->op
[i
].color_fixup
= texture
->resource
.format
->color_fixup
;
4376 settings
->op
[i
].tex_type
= WINED3D_GL_RES_TYPE_TEX_1D
;
4380 switch (texture
->target
)
4383 settings
->op
[i
].tex_type
= WINED3D_GL_RES_TYPE_TEX_1D
;
4386 settings
->op
[i
].tex_type
= WINED3D_GL_RES_TYPE_TEX_2D
;
4389 settings
->op
[i
].tex_type
= WINED3D_GL_RES_TYPE_TEX_3D
;
4391 case GL_TEXTURE_CUBE_MAP_ARB
:
4392 settings
->op
[i
].tex_type
= WINED3D_GL_RES_TYPE_TEX_CUBE
;
4394 case GL_TEXTURE_RECTANGLE_ARB
:
4395 settings
->op
[i
].tex_type
= WINED3D_GL_RES_TYPE_TEX_RECT
;
4400 settings
->op
[i
].color_fixup
= COLOR_FIXUP_IDENTITY
;
4401 settings
->op
[i
].tex_type
= WINED3D_GL_RES_TYPE_TEX_1D
;
4404 cop
= state
->texture_states
[i
][WINED3D_TSS_COLOR_OP
];
4405 aop
= state
->texture_states
[i
][WINED3D_TSS_ALPHA_OP
];
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
;
4411 if (is_invalid_op(state
, i
, cop
, carg1
, carg2
, carg0
))
4415 carg1
= WINED3DTA_CURRENT
;
4416 cop
= WINED3D_TOP_SELECT_ARG1
;
4419 if (cop
== WINED3D_TOP_DOTPRODUCT3
)
4421 /* A dotproduct3 on the colorop overwrites the alphaop operation and replicates
4422 * the color result to the alpha component of the destination
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
;
4436 if (!i
&& state
->textures
[0] && state
->render_states
[WINED3D_RS_COLORKEYENABLE
])
4438 GLenum texture_dimensions
;
4440 texture
= state
->textures
[0];
4441 texture_dimensions
= texture
->target
;
4443 if (texture_dimensions
== GL_TEXTURE_2D
|| texture_dimensions
== GL_TEXTURE_RECTANGLE_ARB
)
4445 if (texture
->async
.color_key_flags
& WINED3D_CKEY_SRC_BLT
&& !texture
->resource
.format
->alpha_size
)
4447 if (aop
== WINED3D_TOP_DISABLE
)
4449 aarg1
= WINED3DTA_TEXTURE
;
4450 aop
= WINED3D_TOP_SELECT_ARG1
;
4452 else if (aop
== WINED3D_TOP_SELECT_ARG1
&& aarg1
!= WINED3DTA_TEXTURE
)
4454 if (state
->render_states
[WINED3D_RS_ALPHABLENDENABLE
])
4456 aarg2
= WINED3DTA_TEXTURE
;
4457 aop
= WINED3D_TOP_MODULATE
;
4459 else aarg1
= WINED3DTA_TEXTURE
;
4461 else if (aop
== WINED3D_TOP_SELECT_ARG2
&& aarg2
!= WINED3DTA_TEXTURE
)
4463 if (state
->render_states
[WINED3D_RS_ALPHABLENDENABLE
])
4465 aarg1
= WINED3DTA_TEXTURE
;
4466 aop
= WINED3D_TOP_MODULATE
;
4468 else aarg2
= WINED3DTA_TEXTURE
;
4474 if (is_invalid_op(state
, i
, aop
, aarg1
, aarg2
, aarg0
))
4478 aarg1
= WINED3DTA_CURRENT
;
4479 aop
= WINED3D_TOP_SELECT_ARG1
;
4482 if (carg1
== WINED3DTA_TEXTURE
|| carg2
== WINED3DTA_TEXTURE
|| carg0
== WINED3DTA_TEXTURE
4483 || aarg1
== WINED3DTA_TEXTURE
|| aarg2
== WINED3DTA_TEXTURE
|| aarg0
== WINED3DTA_TEXTURE
)
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
;
4491 settings
->op
[i
].projected
= proj_none
;
4495 settings
->op
[i
].projected
= proj_none
;
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
;
4507 if (state
->texture_states
[i
][WINED3D_TSS_RESULT_ARG
] == WINED3DTA_TEMP
)
4508 settings
->op
[i
].dst
= tempreg
;
4510 settings
->op
[i
].dst
= resultreg
;
4513 /* Clear unsupported stages */
4514 for(; i
< MAX_TEXTURES
; i
++) {
4515 memset(&settings
->op
[i
], 0xff, sizeof(settings
->op
[i
]));
4518 if (!state
->render_states
[WINED3D_RS_FOGENABLE
])
4520 settings
->fog
= WINED3D_FFP_PS_FOG_OFF
;
4522 else if (state
->render_states
[WINED3D_RS_FOGTABLEMODE
] == WINED3D_FOG_NONE
)
4524 if (use_vs(state
) || state
->vertex_declaration
->position_transformed
)
4526 settings
->fog
= WINED3D_FFP_PS_FOG_LINEAR
;
4530 switch (state
->render_states
[WINED3D_RS_FOGVERTEXMODE
])
4532 case WINED3D_FOG_NONE
:
4533 case WINED3D_FOG_LINEAR
:
4534 settings
->fog
= WINED3D_FFP_PS_FOG_LINEAR
;
4536 case WINED3D_FOG_EXP
:
4537 settings
->fog
= WINED3D_FFP_PS_FOG_EXP
;
4539 case WINED3D_FOG_EXP2
:
4540 settings
->fog
= WINED3D_FFP_PS_FOG_EXP2
;
4547 switch (state
->render_states
[WINED3D_RS_FOGTABLEMODE
])
4549 case WINED3D_FOG_LINEAR
:
4550 settings
->fog
= WINED3D_FFP_PS_FOG_LINEAR
;
4552 case WINED3D_FOG_EXP
:
4553 settings
->fog
= WINED3D_FFP_PS_FOG_EXP
;
4555 case WINED3D_FOG_EXP2
:
4556 settings
->fog
= WINED3D_FFP_PS_FOG_EXP2
;
4560 if (!gl_info
->supported
[ARB_FRAMEBUFFER_SRGB
]
4561 && state
->render_states
[WINED3D_RS_SRGBWRITEENABLE
]
4562 && rt_fmt_flags
& WINED3DFMT_FLAG_SRGB_WRITE
)
4564 settings
->sRGB_write
= 1;
4566 settings
->sRGB_write
= 0;
4568 if (d3d_info
->vs_clipping
|| !use_vs(state
) || !state
->render_states
[WINED3D_RS_CLIPPING
]
4569 || !state
->render_states
[WINED3D_RS_CLIPPLANEENABLE
])
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
4575 settings
->emul_clipplanes
= 0;
4577 settings
->emul_clipplanes
= 1;
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;
4585 settings
->color_key_enabled
= 0;
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
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
4594 if (d3d_info
->limits
.varying_count
4595 && d3d_info
->limits
.varying_count
< wined3d_max_compat_varyings(gl_info
))
4597 settings
->texcoords_initialized
= 0;
4598 for (i
= 0; i
< MAX_TEXTURES
; ++i
)
4602 if (state
->shader
[WINED3D_SHADER_TYPE_VERTEX
]->reg_maps
.output_registers
& (1u << i
))
4603 settings
->texcoords_initialized
|= 1u << i
;
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
;
4618 settings
->texcoords_initialized
= (1u << MAX_TEXTURES
) - 1;
4621 settings
->pointsprite
= state
->render_states
[WINED3D_RS_POINTSPRITEENABLE
]
4622 && state
->gl_primitive_type
== GL_POINTS
;
4624 if (d3d_info
->emulated_flatshading
)
4625 settings
->flatshading
= state
->render_states
[WINED3D_RS_SHADEMODE
] == WINED3D_SHADE_FLAT
;
4627 settings
->flatshading
= FALSE
;
4630 const struct ffp_frag_desc
*find_ffp_frag_shader(const struct wine_rb_tree
*fragment_shaders
,
4631 const struct ffp_frag_settings
*settings
)
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
;
4637 void add_ffp_frag_shader(struct wine_rb_tree
*shaders
, struct ffp_frag_desc
*desc
)
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)
4643 ERR("Failed to insert ffp frag shader.\n");
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
)
4655 switch (texture
->target
)
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
])
4662 gl_info
->gl_ops
.gl
.p_glDisable(GL_TEXTURE_CUBE_MAP_ARB
);
4663 checkGLcall("glDisable(GL_TEXTURE_CUBE_MAP_ARB)");
4665 if (gl_info
->supported
[ARB_TEXTURE_RECTANGLE
])
4667 gl_info
->gl_ops
.gl
.p_glDisable(GL_TEXTURE_RECTANGLE_ARB
);
4668 checkGLcall("glDisable(GL_TEXTURE_RECTANGLE_ARB)");
4670 gl_info
->gl_ops
.gl
.p_glEnable(GL_TEXTURE_2D
);
4671 checkGLcall("glEnable(GL_TEXTURE_2D)");
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
])
4680 gl_info
->gl_ops
.gl
.p_glDisable(GL_TEXTURE_CUBE_MAP_ARB
);
4681 checkGLcall("glDisable(GL_TEXTURE_CUBE_MAP_ARB)");
4683 gl_info
->gl_ops
.gl
.p_glEnable(GL_TEXTURE_RECTANGLE_ARB
);
4684 checkGLcall("glEnable(GL_TEXTURE_RECTANGLE_ARB)");
4687 if (gl_info
->supported
[ARB_TEXTURE_CUBE_MAP
])
4689 gl_info
->gl_ops
.gl
.p_glDisable(GL_TEXTURE_CUBE_MAP_ARB
);
4690 checkGLcall("glDisable(GL_TEXTURE_CUBE_MAP_ARB)");
4692 if (gl_info
->supported
[ARB_TEXTURE_RECTANGLE
])
4694 gl_info
->gl_ops
.gl
.p_glDisable(GL_TEXTURE_RECTANGLE_ARB
);
4695 checkGLcall("glDisable(GL_TEXTURE_RECTANGLE_ARB)");
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)");
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
])
4709 gl_info
->gl_ops
.gl
.p_glDisable(GL_TEXTURE_RECTANGLE_ARB
);
4710 checkGLcall("glDisable(GL_TEXTURE_RECTANGLE_ARB)");
4712 gl_info
->gl_ops
.gl
.p_glEnable(GL_TEXTURE_CUBE_MAP_ARB
);
4713 checkGLcall("glEnable(GL_TEXTURE_CUBE_MAP_ARB)");
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
])
4725 gl_info
->gl_ops
.gl
.p_glDisable(GL_TEXTURE_CUBE_MAP_ARB
);
4726 checkGLcall("glDisable(GL_TEXTURE_CUBE_MAP_ARB)");
4728 if (gl_info
->supported
[ARB_TEXTURE_RECTANGLE
])
4730 gl_info
->gl_ops
.gl
.p_glDisable(GL_TEXTURE_RECTANGLE_ARB
);
4731 checkGLcall("glDisable(GL_TEXTURE_RECTANGLE_ARB)");
4733 /* Binding textures is done by samplers. A dummy texture will be bound */
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
)
4740 DWORD sampler
= state_id
- STATE_SAMPLER(0);
4741 DWORD mapped_stage
= context
->tex_unit_map
[sampler
];
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
)
4748 if (sampler
>= context
->lowest_disabled_stage
)
4750 if (isStateDirty(context
, STATE_TEXTURESTAGE(sampler
, WINED3D_TSS_COLOR_OP
)))
4753 texture_activate_dimensions(state
->textures
[sampler
], context
->gl_info
);
4756 void *wined3d_rb_alloc(size_t size
)
4758 return HeapAlloc(GetProcessHeap(), 0, size
);
4761 void *wined3d_rb_realloc(void *ptr
, size_t size
)
4763 return HeapReAlloc(GetProcessHeap(), 0, ptr
, size
);
4766 void wined3d_rb_free(void *ptr
)
4768 HeapFree(GetProcessHeap(), 0, ptr
);
4771 static int ffp_frag_program_key_compare(const void *key
, const struct wine_rb_entry
*entry
)
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
;
4776 return memcmp(ka
, kb
, sizeof(*ka
));
4779 const struct wine_rb_functions wined3d_ffp_frag_program_rb_functions
=
4784 ffp_frag_program_key_compare
,
4787 void wined3d_ffp_get_vs_settings(const struct wined3d_context
*context
,
4788 const struct wined3d_state
*state
, struct wined3d_ffp_vs_settings
*settings
)
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
;
4795 if (si
->position_transformed
)
4797 memset(settings
, 0, sizeof(*settings
));
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
;
4807 settings
->fog_mode
= WINED3D_FFP_VS_FOG_FOGCOORD
;
4809 for (i
= 0; i
< MAX_TEXTURES
; ++i
)
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
];
4816 if (d3d_info
->limits
.varying_count
>= wined3d_max_compat_varyings(gl_info
))
4817 settings
->texcoords
= (1u << MAX_TEXTURES
) - 1;
4819 if (d3d_info
->emulated_flatshading
)
4820 settings
->flatshading
= state
->render_states
[WINED3D_RS_SHADEMODE
] == WINED3D_SHADE_FLAT
;
4822 settings
->flatshading
= FALSE
;
4827 switch (state
->render_states
[WINED3D_RS_VERTEXBLEND
])
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
];
4836 FIXME("Unsupported vertex blending: %d\n", state
->render_states
[WINED3D_RS_VERTEXBLEND
]);
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
);
4850 if (state
->render_states
[WINED3D_RS_COLORVERTEX
] && (si
->use_map
& (1u << WINED3D_FFP_DIFFUSE
)))
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
];
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
;
4865 settings
->texcoords
= 0;
4866 for (i
= 0; i
< MAX_TEXTURES
; ++i
)
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
];
4873 if (d3d_info
->limits
.varying_count
>= wined3d_max_compat_varyings(gl_info
))
4874 settings
->texcoords
= (1u << MAX_TEXTURES
) - 1;
4876 settings
->light_type
= 0;
4877 for (i
= 0; i
< MAX_ACTIVE_LIGHTS
; ++i
)
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
);
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
)
4889 settings
->fog_mode
= WINED3D_FFP_VS_FOG_DEPTH
;
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;
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
;
4902 settings
->fog_mode
= WINED3D_FFP_VS_FOG_DEPTH
;
4904 if (d3d_info
->emulated_flatshading
)
4905 settings
->flatshading
= state
->render_states
[WINED3D_RS_SHADEMODE
] == WINED3D_SHADE_FLAT
;
4907 settings
->flatshading
= FALSE
;
4909 settings
->padding
= 0;
4912 static int wined3d_ffp_vertex_program_key_compare(const void *key
, const struct wine_rb_entry
*entry
)
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
;
4918 return memcmp(ka
, kb
, sizeof(*ka
));
4921 const struct wine_rb_functions wined3d_ffp_vertex_program_rb_functions
=
4926 wined3d_ffp_vertex_program_key_compare
,
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
)
4934 static const struct blit_shader
* const blitters
[] =
4942 for (i
= 0; i
< sizeof(blitters
) / sizeof(*blitters
); ++i
)
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
))
4953 void wined3d_get_draw_rect(const struct wined3d_state
*state
, RECT
*rect
)
4955 const struct wined3d_viewport
*vp
= &state
->viewport
;
4957 SetRect(rect
, vp
->x
, vp
->y
, vp
->x
+ vp
->width
, vp
->y
+ vp
->height
);
4959 if (state
->render_states
[WINED3D_RS_SCISSORTESTENABLE
])
4960 IntersectRect(rect
, rect
, &state
->scissor_rect
);
4963 const char *wined3d_debug_location(DWORD location
)
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
);
4982 return buf
[0] ? wine_dbg_sprintf("%s", &buf
[3]) : "0";
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
)
4991 if (copysignf(1.0f
, value
) < 0.0f
)
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
))
5002 void wined3d_release_dc(HWND window
, HDC dc
)
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());