[D3D8][D3D9][DDRAW][WINED3D] Sync with Wine Staging 1.7.47. CORE-9924
[reactos.git] / reactos / dll / directx / wine / wined3d / utils.c
1 /*
2 * Utility functions for the WineD3D Library
3 *
4 * Copyright 2002-2004 Jason Edmeades
5 * Copyright 2003-2004 Raphael Junqueira
6 * Copyright 2004 Christian Costa
7 * Copyright 2005 Oliver Stieber
8 * Copyright 2006-2008 Henri Verbeet
9 * Copyright 2007-2008 Stefan Dösinger for CodeWeavers
10 * Copyright 2009-2010 Henri Verbeet for CodeWeavers
11 *
12 * This library is free software; you can redistribute it and/or
13 * modify it under the terms of the GNU Lesser General Public
14 * License as published by the Free Software Foundation; either
15 * version 2.1 of the License, or (at your option) any later version.
16 *
17 * This library is distributed in the hope that it will be useful,
18 * but WITHOUT ANY WARRANTY; without even the implied warranty of
19 * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the GNU
20 * Lesser General Public License for more details.
21 *
22 * You should have received a copy of the GNU Lesser General Public
23 * License along with this library; if not, write to the Free Software
24 * Foundation, Inc., 51 Franklin St, Fifth Floor, Boston, MA 02110-1301, USA
25 */
26
27 #include "wined3d_private.h"
28
29 WINE_DEFAULT_DEBUG_CHANNEL(d3d);
30
31 struct wined3d_format_channels
32 {
33 enum wined3d_format_id id;
34 DWORD red_size, green_size, blue_size, alpha_size;
35 DWORD red_offset, green_offset, blue_offset, alpha_offset;
36 UINT bpp;
37 BYTE depth_size, stencil_size;
38 };
39
40 static const struct wined3d_format_channels formats[] =
41 {
42 /* size offset
43 * format id r g b a r g b a bpp depth stencil */
44 {WINED3DFMT_UNKNOWN, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0},
45 /* FourCC formats */
46 {WINED3DFMT_UYVY, 0, 0, 0, 0, 0, 0, 0, 0, 2, 0, 0},
47 {WINED3DFMT_YUY2, 0, 0, 0, 0, 0, 0, 0, 0, 2, 0, 0},
48 {WINED3DFMT_YV12, 0, 0, 0, 0, 0, 0, 0, 0, 1, 0, 0},
49 {WINED3DFMT_NV12, 0, 0, 0, 0, 0, 0, 0, 0, 1, 0, 0},
50 {WINED3DFMT_DXT1, 0, 0, 0, 0, 0, 0, 0, 0, 1, 0, 0},
51 {WINED3DFMT_DXT2, 0, 0, 0, 0, 0, 0, 0, 0, 1, 0, 0},
52 {WINED3DFMT_DXT3, 0, 0, 0, 0, 0, 0, 0, 0, 1, 0, 0},
53 {WINED3DFMT_DXT4, 0, 0, 0, 0, 0, 0, 0, 0, 1, 0, 0},
54 {WINED3DFMT_DXT5, 0, 0, 0, 0, 0, 0, 0, 0, 1, 0, 0},
55 {WINED3DFMT_MULTI2_ARGB8, 0, 0, 0, 0, 0, 0, 0, 0, 1, 0, 0},
56 {WINED3DFMT_G8R8_G8B8, 0, 0, 0, 0, 0, 0, 0, 0, 1, 0, 0},
57 {WINED3DFMT_R8G8_B8G8, 0, 0, 0, 0, 0, 0, 0, 0, 1, 0, 0},
58 /* IEEE formats */
59 {WINED3DFMT_R32_FLOAT, 32, 0, 0, 0, 0, 0, 0, 0, 4, 0, 0},
60 {WINED3DFMT_R32G32_FLOAT, 32, 32, 0, 0, 0, 32, 0, 0, 8, 0, 0},
61 {WINED3DFMT_R32G32B32_FLOAT, 32, 32, 32, 0, 0, 32, 64, 0, 12, 0, 0},
62 {WINED3DFMT_R32G32B32A32_FLOAT, 32, 32, 32, 32, 0, 32, 64, 96, 16, 0, 0},
63 /* Hmm? */
64 {WINED3DFMT_R8G8_SNORM_Cx, 0, 0, 0, 0, 0, 0, 0, 0, 2, 0, 0},
65 /* Float */
66 {WINED3DFMT_R16_FLOAT, 16, 0, 0, 0, 0, 0, 0, 0, 2, 0, 0},
67 {WINED3DFMT_R16G16_FLOAT, 16, 16, 0, 0, 0, 16, 0, 0, 4, 0, 0},
68 {WINED3DFMT_R16G16_SINT, 16, 16, 0, 0, 0, 16, 0, 0, 4, 0, 0},
69 {WINED3DFMT_R16G16B16A16_FLOAT, 16, 16, 16, 16, 0, 16, 32, 48, 8, 0, 0},
70 {WINED3DFMT_R16G16B16A16_SINT, 16, 16, 16, 16, 0, 16, 32, 48, 8, 0, 0},
71 /* Palettized formats */
72 {WINED3DFMT_P8_UINT_A8_UNORM, 0, 0, 0, 8, 0, 0, 0, 8, 2, 0, 0},
73 {WINED3DFMT_P8_UINT, 0, 0, 0, 0, 0, 0, 0, 0, 1, 0, 0},
74 /* Standard ARGB formats. */
75 {WINED3DFMT_B8G8R8_UNORM, 8, 8, 8, 0, 16, 8, 0, 0, 3, 0, 0},
76 {WINED3DFMT_B8G8R8A8_UNORM, 8, 8, 8, 8, 16, 8, 0, 24, 4, 0, 0},
77 {WINED3DFMT_B8G8R8X8_UNORM, 8, 8, 8, 0, 16, 8, 0, 0, 4, 0, 0},
78 {WINED3DFMT_B5G6R5_UNORM, 5, 6, 5, 0, 11, 5, 0, 0, 2, 0, 0},
79 {WINED3DFMT_B5G5R5X1_UNORM, 5, 5, 5, 0, 10, 5, 0, 0, 2, 0, 0},
80 {WINED3DFMT_B5G5R5A1_UNORM, 5, 5, 5, 1, 10, 5, 0, 15, 2, 0, 0},
81 {WINED3DFMT_B4G4R4A4_UNORM, 4, 4, 4, 4, 8, 4, 0, 12, 2, 0, 0},
82 {WINED3DFMT_B2G3R3_UNORM, 3, 3, 2, 0, 5, 2, 0, 0, 1, 0, 0},
83 {WINED3DFMT_R8_UNORM, 8, 0, 0, 0, 0, 0, 0, 0, 1, 0, 0},
84 {WINED3DFMT_A8_UNORM, 0, 0, 0, 8, 0, 0, 0, 0, 1, 0, 0},
85 {WINED3DFMT_B2G3R3A8_UNORM, 3, 3, 2, 8, 5, 2, 0, 8, 2, 0, 0},
86 {WINED3DFMT_B4G4R4X4_UNORM, 4, 4, 4, 0, 8, 4, 0, 0, 2, 0, 0},
87 {WINED3DFMT_R10G10B10A2_UNORM, 10, 10, 10, 2, 0, 10, 20, 30, 4, 0, 0},
88 {WINED3DFMT_R10G10B10A2_UINT, 10, 10, 10, 2, 0, 10, 20, 30, 4, 0, 0},
89 {WINED3DFMT_R10G10B10A2_SNORM, 10, 10, 10, 2, 0, 10, 20, 30, 4, 0, 0},
90 {WINED3DFMT_R8G8B8A8_UNORM, 8, 8, 8, 8, 0, 8, 16, 24, 4, 0, 0},
91 {WINED3DFMT_R8G8B8A8_UINT, 8, 8, 8, 8, 0, 8, 16, 24, 4, 0, 0},
92 {WINED3DFMT_R8G8B8X8_UNORM, 8, 8, 8, 0, 0, 8, 16, 0, 4, 0, 0},
93 {WINED3DFMT_R16G16_UNORM, 16, 16, 0, 0, 0, 16, 0, 0, 4, 0, 0},
94 {WINED3DFMT_B10G10R10A2_UNORM, 10, 10, 10, 2, 20, 10, 0, 30, 4, 0, 0},
95 {WINED3DFMT_R16G16B16A16_UNORM, 16, 16, 16, 16, 0, 16, 32, 48, 8, 0, 0},
96 /* Luminance */
97 {WINED3DFMT_L8_UNORM, 0, 0, 0, 0, 0, 0, 0, 0, 1, 0, 0},
98 {WINED3DFMT_L8A8_UNORM, 0, 0, 0, 8, 0, 0, 0, 8, 2, 0, 0},
99 {WINED3DFMT_L4A4_UNORM, 0, 0, 0, 4, 0, 0, 0, 4, 1, 0, 0},
100 {WINED3DFMT_L16_UNORM, 0, 0, 0, 0, 0, 0, 0, 0, 2, 0, 0},
101 /* Bump mapping stuff */
102 {WINED3DFMT_R8G8_SNORM, 8, 8, 0, 0, 0, 8, 0, 0, 2, 0, 0},
103 {WINED3DFMT_R5G5_SNORM_L6_UNORM, 5, 5, 0, 0, 0, 5, 0, 0, 2, 0, 0},
104 {WINED3DFMT_R8G8_SNORM_L8X8_UNORM, 8, 8, 0, 0, 0, 8, 0, 0, 4, 0, 0},
105 {WINED3DFMT_R8G8B8A8_SNORM, 8, 8, 8, 8, 0, 8, 16, 24, 4, 0, 0},
106 {WINED3DFMT_R16G16_SNORM, 16, 16, 0, 0, 0, 16, 0, 0, 4, 0, 0},
107 {WINED3DFMT_R10G11B11_SNORM, 10, 11, 11, 0, 0, 10, 21, 0, 4, 0, 0},
108 {WINED3DFMT_R10G10B10_SNORM_A2_UNORM, 10, 10, 10, 2, 0, 10, 20, 30, 4, 0, 0},
109 /* Depth stencil formats */
110 {WINED3DFMT_D16_LOCKABLE, 0, 0, 0, 0, 0, 0, 0, 0, 2, 16, 0},
111 {WINED3DFMT_D32_UNORM, 0, 0, 0, 0, 0, 0, 0, 0, 4, 32, 0},
112 {WINED3DFMT_S1_UINT_D15_UNORM, 0, 0, 0, 0, 0, 0, 0, 0, 2, 15, 1},
113 {WINED3DFMT_D24_UNORM_S8_UINT, 0, 0, 0, 0, 0, 0, 0, 0, 4, 24, 8},
114 {WINED3DFMT_X8D24_UNORM, 0, 0, 0, 0, 0, 0, 0, 0, 4, 24, 0},
115 {WINED3DFMT_S4X4_UINT_D24_UNORM, 0, 0, 0, 0, 0, 0, 0, 0, 4, 24, 4},
116 {WINED3DFMT_D16_UNORM, 0, 0, 0, 0, 0, 0, 0, 0, 2, 16, 0},
117 {WINED3DFMT_D32_FLOAT, 0, 0, 0, 0, 0, 0, 0, 0, 4, 32, 0},
118 {WINED3DFMT_S8_UINT_D24_FLOAT, 0, 0, 0, 0, 0, 0, 0, 0, 4, 24, 8},
119 {WINED3DFMT_VERTEXDATA, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0},
120 {WINED3DFMT_R16_UINT, 16, 0, 0, 0, 0, 0, 0, 0, 2, 0, 0},
121 {WINED3DFMT_R32_UINT, 32, 0, 0, 0, 0, 0, 0, 0, 4, 0, 0},
122 {WINED3DFMT_R32G32_UINT, 32, 32, 0, 0, 0, 32, 0, 0, 8, 0, 0},
123 {WINED3DFMT_R32G32B32_UINT, 32, 32, 32, 0, 0, 32, 64, 0, 12, 0, 0},
124 {WINED3DFMT_R32G32B32A32_UINT, 32, 32, 32, 32, 0, 32, 64, 96, 16, 0, 0},
125 {WINED3DFMT_R16G16B16A16_SNORM, 16, 16, 16, 16, 0, 16, 32, 48, 8, 0, 0},
126 /* Vendor-specific formats */
127 {WINED3DFMT_ATI1N, 0, 0, 0, 0, 0, 0, 0, 0, 1, 0, 0},
128 {WINED3DFMT_ATI2N, 0, 0, 0, 0, 0, 0, 0, 0, 1, 0, 0},
129 {WINED3DFMT_NVDB, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0},
130 {WINED3DFMT_INST, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0},
131 {WINED3DFMT_INTZ, 0, 0, 0, 0, 0, 0, 0, 0, 4, 24, 8},
132 {WINED3DFMT_RESZ, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0},
133 {WINED3DFMT_NVHU, 0, 0, 0, 0, 0, 0, 0, 0, 2, 0, 0},
134 {WINED3DFMT_NVHS, 0, 0, 0, 0, 0, 0, 0, 0, 2, 0, 0},
135 {WINED3DFMT_NULL, 8, 8, 8, 8, 0, 8, 16, 24, 4, 0, 0},
136 /* Unsure about them, could not find a Windows driver that supports them */
137 {WINED3DFMT_R16, 16, 0, 0, 0, 0, 0, 0, 0, 2, 0, 0},
138 {WINED3DFMT_AL16, 0, 0, 0, 16, 0, 0, 0, 16, 4, 0, 0},
139 /* Typeless */
140 {WINED3DFMT_R8_TYPELESS, 8, 0, 0, 0, 0, 0, 0, 0, 1, 0, 0},
141 {WINED3DFMT_R8G8_TYPELESS, 8, 8, 0, 0, 0, 8, 0, 0, 2, 0, 0},
142 {WINED3DFMT_R8G8B8A8_TYPELESS, 8, 8, 8, 8, 0, 8, 16, 24, 4, 0, 0},
143 {WINED3DFMT_R16_TYPELESS, 16, 0, 0, 0, 0, 0, 0, 0, 2, 0, 0},
144 {WINED3DFMT_R16G16_TYPELESS, 16, 16, 0, 0, 0, 16, 0, 0, 4, 0, 0},
145 {WINED3DFMT_R16G16B16A16_TYPELESS, 16, 16, 16, 16, 0, 16, 32, 48, 8, 0, 0},
146 {WINED3DFMT_R32_TYPELESS, 32, 0, 0, 0, 0, 0, 0, 0, 4, 0, 0},
147 {WINED3DFMT_R32G32_TYPELESS, 32, 32, 0, 0, 0, 32, 0, 0, 8, 0, 0},
148 {WINED3DFMT_R32G32B32_TYPELESS, 32, 32, 32, 0, 0, 32, 64, 0, 12, 0, 0},
149 {WINED3DFMT_R32G32B32A32_TYPELESS, 32, 32, 32, 32, 0, 32, 64, 96, 16, 0, 0},
150 };
151
152 struct wined3d_format_base_flags
153 {
154 enum wined3d_format_id id;
155 DWORD flags;
156 };
157
158 /* The ATI2N format behaves like an uncompressed format in LockRect(), but
159 * still needs to use the correct block based calculation for e.g. the
160 * resource size. */
161 static const struct wined3d_format_base_flags format_base_flags[] =
162 {
163 {WINED3DFMT_P8_UINT, WINED3DFMT_FLAG_GETDC},
164 {WINED3DFMT_B8G8R8_UNORM, WINED3DFMT_FLAG_GETDC},
165 {WINED3DFMT_B8G8R8A8_UNORM, WINED3DFMT_FLAG_GETDC},
166 {WINED3DFMT_B8G8R8X8_UNORM, WINED3DFMT_FLAG_GETDC},
167 {WINED3DFMT_B5G6R5_UNORM, WINED3DFMT_FLAG_GETDC},
168 {WINED3DFMT_B5G5R5X1_UNORM, WINED3DFMT_FLAG_GETDC},
169 {WINED3DFMT_B5G5R5A1_UNORM, WINED3DFMT_FLAG_GETDC},
170 {WINED3DFMT_B4G4R4A4_UNORM, WINED3DFMT_FLAG_GETDC},
171 {WINED3DFMT_B4G4R4X4_UNORM, WINED3DFMT_FLAG_GETDC},
172 {WINED3DFMT_R8G8B8A8_UNORM, WINED3DFMT_FLAG_GETDC},
173 {WINED3DFMT_R8G8B8X8_UNORM, WINED3DFMT_FLAG_GETDC},
174 {WINED3DFMT_ATI1N, WINED3DFMT_FLAG_BROKEN_PITCH},
175 {WINED3DFMT_ATI2N, WINED3DFMT_FLAG_BROKEN_PITCH},
176 {WINED3DFMT_R32_FLOAT, WINED3DFMT_FLAG_FLOAT},
177 {WINED3DFMT_R32G32_FLOAT, WINED3DFMT_FLAG_FLOAT},
178 {WINED3DFMT_R32G32B32_FLOAT, WINED3DFMT_FLAG_FLOAT},
179 {WINED3DFMT_R32G32B32A32_FLOAT, WINED3DFMT_FLAG_FLOAT},
180 {WINED3DFMT_R16_FLOAT, WINED3DFMT_FLAG_FLOAT},
181 {WINED3DFMT_R16G16_FLOAT, WINED3DFMT_FLAG_FLOAT},
182 {WINED3DFMT_R16G16B16A16_FLOAT, WINED3DFMT_FLAG_FLOAT},
183 {WINED3DFMT_D32_FLOAT, WINED3DFMT_FLAG_FLOAT},
184 {WINED3DFMT_S8_UINT_D24_FLOAT, WINED3DFMT_FLAG_FLOAT},
185 };
186
187 struct wined3d_format_block_info
188 {
189 enum wined3d_format_id id;
190 UINT block_width;
191 UINT block_height;
192 UINT block_byte_count;
193 BOOL verify;
194 };
195
196 static const struct wined3d_format_block_info format_block_info[] =
197 {
198 {WINED3DFMT_DXT1, 4, 4, 8, TRUE},
199 {WINED3DFMT_DXT2, 4, 4, 16, TRUE},
200 {WINED3DFMT_DXT3, 4, 4, 16, TRUE},
201 {WINED3DFMT_DXT4, 4, 4, 16, TRUE},
202 {WINED3DFMT_DXT5, 4, 4, 16, TRUE},
203 {WINED3DFMT_ATI1N, 4, 4, 8, FALSE},
204 {WINED3DFMT_ATI2N, 4, 4, 16, FALSE},
205 {WINED3DFMT_YUY2, 2, 1, 4, FALSE},
206 {WINED3DFMT_UYVY, 2, 1, 4, FALSE},
207 };
208
209 struct wined3d_format_vertex_info
210 {
211 enum wined3d_format_id id;
212 enum wined3d_ffp_emit_idx emit_idx;
213 GLint component_count;
214 GLenum gl_vtx_type;
215 GLint gl_vtx_format;
216 GLboolean gl_normalized;
217 unsigned int component_size;
218 };
219
220 static const struct wined3d_format_vertex_info format_vertex_info[] =
221 {
222 {WINED3DFMT_R32_FLOAT, WINED3D_FFP_EMIT_FLOAT1, 1, GL_FLOAT, 1, GL_FALSE, sizeof(float)},
223 {WINED3DFMT_R32G32_FLOAT, WINED3D_FFP_EMIT_FLOAT2, 2, GL_FLOAT, 2, GL_FALSE, sizeof(float)},
224 {WINED3DFMT_R32G32B32_FLOAT, WINED3D_FFP_EMIT_FLOAT3, 3, GL_FLOAT, 3, GL_FALSE, sizeof(float)},
225 {WINED3DFMT_R32G32B32A32_FLOAT, WINED3D_FFP_EMIT_FLOAT4, 4, GL_FLOAT, 4, GL_FALSE, sizeof(float)},
226 {WINED3DFMT_B8G8R8A8_UNORM, WINED3D_FFP_EMIT_D3DCOLOR, 4, GL_UNSIGNED_BYTE, 4, GL_TRUE, sizeof(BYTE)},
227 {WINED3DFMT_R8G8B8A8_UINT, WINED3D_FFP_EMIT_UBYTE4, 4, GL_UNSIGNED_BYTE, 4, GL_FALSE, sizeof(BYTE)},
228 {WINED3DFMT_R16G16_SINT, WINED3D_FFP_EMIT_SHORT2, 2, GL_SHORT, 2, GL_FALSE, sizeof(short int)},
229 {WINED3DFMT_R16G16B16A16_SINT, WINED3D_FFP_EMIT_SHORT4, 4, GL_SHORT, 4, GL_FALSE, sizeof(short int)},
230 {WINED3DFMT_R8G8B8A8_UNORM, WINED3D_FFP_EMIT_UBYTE4N, 4, GL_UNSIGNED_BYTE, 4, GL_TRUE, sizeof(BYTE)},
231 {WINED3DFMT_R16G16_SNORM, WINED3D_FFP_EMIT_SHORT2N, 2, GL_SHORT, 2, GL_TRUE, sizeof(short int)},
232 {WINED3DFMT_R16G16B16A16_SNORM, WINED3D_FFP_EMIT_SHORT4N, 4, GL_SHORT, 4, GL_TRUE, sizeof(short int)},
233 {WINED3DFMT_R16G16_UNORM, WINED3D_FFP_EMIT_USHORT2N, 2, GL_UNSIGNED_SHORT, 2, GL_TRUE, sizeof(short int)},
234 {WINED3DFMT_R16G16B16A16_UNORM, WINED3D_FFP_EMIT_USHORT4N, 4, GL_UNSIGNED_SHORT, 4, GL_TRUE, sizeof(short int)},
235 {WINED3DFMT_R10G10B10A2_UINT, WINED3D_FFP_EMIT_UDEC3, 3, GL_UNSIGNED_SHORT, 3, GL_FALSE, sizeof(short int)},
236 {WINED3DFMT_R10G10B10A2_SNORM, WINED3D_FFP_EMIT_DEC3N, 3, GL_SHORT, 3, GL_TRUE, sizeof(short int)},
237 {WINED3DFMT_R16G16_FLOAT, WINED3D_FFP_EMIT_FLOAT16_2, 2, GL_FLOAT, 2, GL_FALSE, sizeof(GLhalfNV)},
238 {WINED3DFMT_R16G16B16A16_FLOAT, WINED3D_FFP_EMIT_FLOAT16_4, 4, GL_FLOAT, 4, GL_FALSE, sizeof(GLhalfNV)},
239 {WINED3DFMT_R32_UINT, WINED3D_FFP_EMIT_INVALID, 1, GL_UNSIGNED_INT, 1, GL_FALSE, sizeof(UINT)},
240 {WINED3DFMT_R32G32_UINT, WINED3D_FFP_EMIT_INVALID, 2, GL_UNSIGNED_INT, 2, GL_FALSE, sizeof(UINT)},
241 {WINED3DFMT_R32G32B32_UINT, WINED3D_FFP_EMIT_INVALID, 3, GL_UNSIGNED_INT, 3, GL_FALSE, sizeof(UINT)},
242 {WINED3DFMT_R32G32B32A32_UINT, WINED3D_FFP_EMIT_INVALID, 4, GL_UNSIGNED_INT, 4, GL_FALSE, sizeof(UINT)},
243 };
244
245 struct wined3d_format_texture_info
246 {
247 enum wined3d_format_id id;
248 GLint gl_internal;
249 GLint gl_srgb_internal;
250 GLint gl_rt_internal;
251 GLint gl_format;
252 GLint gl_type;
253 unsigned int conv_byte_count;
254 unsigned int flags;
255 enum wined3d_gl_extension extension;
256 void (*convert)(const BYTE *src, BYTE *dst, UINT src_row_pitch, UINT src_slice_pitch,
257 UINT dst_row_pitch, UINT dst_slice_pitch, UINT width, UINT height, UINT depth);
258 };
259
260 static void convert_l4a4_unorm(const BYTE *src, BYTE *dst, UINT src_row_pitch, UINT src_slice_pitch,
261 UINT dst_row_pitch, UINT dst_slice_pitch, UINT width, UINT height, UINT depth)
262 {
263 /* WINED3DFMT_L4A4_UNORM exists as an internal gl format, but for some reason there is not
264 * format+type combination to load it. Thus convert it to A8L8, then load it
265 * with A4L4 internal, but A8L8 format+type
266 */
267 unsigned int x, y, z;
268 const unsigned char *Source;
269 unsigned char *Dest;
270
271 for (z = 0; z < depth; z++)
272 {
273 for (y = 0; y < height; y++)
274 {
275 Source = src + z * src_slice_pitch + y * src_row_pitch;
276 Dest = dst + z * dst_slice_pitch + y * dst_row_pitch;
277 for (x = 0; x < width; x++ )
278 {
279 unsigned char color = (*Source++);
280 /* A */ Dest[1] = (color & 0xf0) << 0;
281 /* L */ Dest[0] = (color & 0x0f) << 4;
282 Dest += 2;
283 }
284 }
285 }
286 }
287
288 static void convert_r5g5_snorm_l6_unorm(const BYTE *src, BYTE *dst, UINT src_row_pitch, UINT src_slice_pitch,
289 UINT dst_row_pitch, UINT dst_slice_pitch, UINT width, UINT height, UINT depth)
290 {
291 unsigned int x, y, z;
292 unsigned char r_in, g_in, l_in;
293 const unsigned short *texel_in;
294 unsigned short *texel_out;
295
296 /* Emulating signed 5 bit values with unsigned 5 bit values has some precision problems by design:
297 * E.g. the signed input value 0 becomes 16. GL normalizes it to 16 / 31 = 0.516. We convert it
298 * back to a signed value by subtracting 0.5 and multiplying by 2.0. The resulting value is
299 * ((16 / 31) - 0.5) * 2.0 = 0.032, which is quite different from the intended result 0.000. */
300 for (z = 0; z < depth; z++)
301 {
302 for (y = 0; y < height; y++)
303 {
304 texel_out = (unsigned short *) (dst + z * dst_slice_pitch + y * dst_row_pitch);
305 texel_in = (const unsigned short *)(src + z * src_slice_pitch + y * src_row_pitch);
306 for (x = 0; x < width; x++ )
307 {
308 l_in = (*texel_in & 0xfc00) >> 10;
309 g_in = (*texel_in & 0x03e0) >> 5;
310 r_in = *texel_in & 0x001f;
311
312 *texel_out = ((r_in + 16) << 11) | (l_in << 5) | (g_in + 16);
313 texel_out++;
314 texel_in++;
315 }
316 }
317 }
318 }
319
320 static void convert_r5g5_snorm_l6_unorm_ext(const BYTE *src, BYTE *dst, UINT src_row_pitch, UINT src_slice_pitch,
321 UINT dst_row_pitch, UINT dst_slice_pitch, UINT width, UINT height, UINT depth)
322 {
323 unsigned int x, y, z;
324 unsigned char *texel_out, r_out, g_out, r_in, g_in, l_in;
325 const unsigned short *texel_in;
326
327 for (z = 0; z < depth; z++)
328 {
329 for (y = 0; y < height; y++)
330 {
331 texel_in = (const unsigned short *)(src + z * src_slice_pitch + y * src_row_pitch);
332 texel_out = dst + z * dst_slice_pitch + y * dst_row_pitch;
333 for (x = 0; x < width; x++ )
334 {
335 l_in = (*texel_in & 0xfc00) >> 10;
336 g_in = (*texel_in & 0x03e0) >> 5;
337 r_in = *texel_in & 0x001f;
338
339 r_out = r_in << 3;
340 if (!(r_in & 0x10)) /* r > 0 */
341 r_out |= r_in >> 1;
342
343 g_out = g_in << 3;
344 if (!(g_in & 0x10)) /* g > 0 */
345 g_out |= g_in >> 1;
346
347 texel_out[0] = r_out;
348 texel_out[1] = g_out;
349 texel_out[2] = l_in << 1 | l_in >> 5;
350 texel_out[3] = 0;
351
352 texel_out += 4;
353 texel_in++;
354 }
355 }
356 }
357 }
358
359 static void convert_r5g5_snorm_l6_unorm_nv(const BYTE *src, BYTE *dst, UINT src_row_pitch, UINT src_slice_pitch,
360 UINT dst_row_pitch, UINT dst_slice_pitch, UINT width, UINT height, UINT depth)
361 {
362 unsigned int x, y, z;
363 unsigned char *texel_out, ds_out, dt_out, r_in, g_in, l_in;
364 const unsigned short *texel_in;
365
366 /* This makes the gl surface bigger(24 bit instead of 16), but it works with
367 * fixed function and shaders without further conversion once the surface is
368 * loaded.
369 *
370 * The difference between this function and convert_r5g5_snorm_l6_unorm_ext
371 * is that convert_r5g5_snorm_l6_unorm_ext creates a 32 bit XRGB texture and
372 * this function creates a 24 bit DSDT_MAG texture. Trying to load a DSDT_MAG
373 * internal with a 32 bit DSDT_MAG_INTENSITY or DSDT_MAG_VIB format fails. */
374 for (z = 0; z < depth; z++)
375 {
376 for (y = 0; y < height; y++)
377 {
378 texel_in = (const unsigned short *)(src + z * src_slice_pitch + y * src_row_pitch);
379 texel_out = dst + z * dst_slice_pitch + y * dst_row_pitch;
380 for (x = 0; x < width; x++ )
381 {
382 l_in = (*texel_in & 0xfc00) >> 10;
383 g_in = (*texel_in & 0x03e0) >> 5;
384 r_in = *texel_in & 0x001f;
385
386 ds_out = r_in << 3;
387 if (!(r_in & 0x10)) /* r > 0 */
388 ds_out |= r_in >> 1;
389
390 dt_out = g_in << 3;
391 if (!(g_in & 0x10)) /* g > 0 */
392 dt_out |= g_in >> 1;
393
394 texel_out[0] = ds_out;
395 texel_out[1] = dt_out;
396 texel_out[2] = l_in << 1 | l_in >> 5;
397
398 texel_out += 3;
399 texel_in++;
400 }
401 }
402 }
403 }
404
405 static void convert_r8g8_snorm(const BYTE *src, BYTE *dst, UINT src_row_pitch, UINT src_slice_pitch,
406 UINT dst_row_pitch, UINT dst_slice_pitch, UINT width, UINT height, UINT depth)
407 {
408 unsigned int x, y, z;
409 const short *Source;
410 unsigned char *Dest;
411
412 for (z = 0; z < depth; z++)
413 {
414 for (y = 0; y < height; y++)
415 {
416 Source = (const short *)(src + z * src_slice_pitch + y * src_row_pitch);
417 Dest = dst + z * dst_slice_pitch + y * dst_row_pitch;
418 for (x = 0; x < width; x++ )
419 {
420 const short color = (*Source++);
421 /* B */ Dest[0] = 0xff;
422 /* G */ Dest[1] = (color >> 8) + 128; /* V */
423 /* R */ Dest[2] = (color & 0xff) + 128; /* U */
424 Dest += 3;
425 }
426 }
427 }
428 }
429
430 static void convert_r8g8_snorm_l8x8_unorm(const BYTE *src, BYTE *dst, UINT src_row_pitch, UINT src_slice_pitch,
431 UINT dst_row_pitch, UINT dst_slice_pitch, UINT width, UINT height, UINT depth)
432 {
433 unsigned int x, y, z;
434 const DWORD *Source;
435 unsigned char *Dest;
436
437 /* Doesn't work correctly with the fixed function pipeline, but can work in
438 * shaders if the shader is adjusted. (There's no use for this format in gl's
439 * standard fixed function pipeline anyway).
440 */
441 for (z = 0; z < depth; z++)
442 {
443 for (y = 0; y < height; y++)
444 {
445 Source = (const DWORD *)(src + z * src_slice_pitch + y * src_row_pitch);
446 Dest = dst + z * dst_slice_pitch + y * dst_row_pitch;
447 for (x = 0; x < width; x++ )
448 {
449 LONG color = (*Source++);
450 /* B */ Dest[0] = ((color >> 16) & 0xff); /* L */
451 /* G */ Dest[1] = ((color >> 8 ) & 0xff) + 128; /* V */
452 /* R */ Dest[2] = (color & 0xff) + 128; /* U */
453 Dest += 4;
454 }
455 }
456 }
457 }
458
459 static void convert_r8g8_snorm_l8x8_unorm_nv(const BYTE *src, BYTE *dst, UINT src_row_pitch, UINT src_slice_pitch,
460 UINT dst_row_pitch, UINT dst_slice_pitch, UINT width, UINT height, UINT depth)
461 {
462 unsigned int x, y, z;
463 const DWORD *Source;
464 unsigned char *Dest;
465
466 /* This implementation works with the fixed function pipeline and shaders
467 * without further modification after converting the surface.
468 */
469 for (z = 0; z < depth; z++)
470 {
471 for (y = 0; y < height; y++)
472 {
473 Source = (const DWORD *)(src + z * src_slice_pitch + y * src_row_pitch);
474 Dest = dst + z * dst_slice_pitch + y * dst_row_pitch;
475 for (x = 0; x < width; x++ )
476 {
477 LONG color = (*Source++);
478 /* L */ Dest[2] = ((color >> 16) & 0xff); /* L */
479 /* V */ Dest[1] = ((color >> 8 ) & 0xff); /* V */
480 /* U */ Dest[0] = (color & 0xff); /* U */
481 /* I */ Dest[3] = 255; /* X */
482 Dest += 4;
483 }
484 }
485 }
486 }
487
488 static void convert_r8g8b8a8_snorm(const BYTE *src, BYTE *dst, UINT src_row_pitch, UINT src_slice_pitch,
489 UINT dst_row_pitch, UINT dst_slice_pitch, UINT width, UINT height, UINT depth)
490 {
491 unsigned int x, y, z;
492 const DWORD *Source;
493 unsigned char *Dest;
494
495 for (z = 0; z < depth; z++)
496 {
497 for (y = 0; y < height; y++)
498 {
499 Source = (const DWORD *)(src + z * src_slice_pitch + y * src_row_pitch);
500 Dest = dst + z * dst_slice_pitch + y * dst_row_pitch;
501 for (x = 0; x < width; x++ )
502 {
503 LONG color = (*Source++);
504 /* B */ Dest[0] = ((color >> 16) & 0xff) + 128; /* W */
505 /* G */ Dest[1] = ((color >> 8 ) & 0xff) + 128; /* V */
506 /* R */ Dest[2] = (color & 0xff) + 128; /* U */
507 /* A */ Dest[3] = ((color >> 24) & 0xff) + 128; /* Q */
508 Dest += 4;
509 }
510 }
511 }
512 }
513
514 static void convert_r16g16_snorm(const BYTE *src, BYTE *dst, UINT src_row_pitch, UINT src_slice_pitch,
515 UINT dst_row_pitch, UINT dst_slice_pitch, UINT width, UINT height, UINT depth)
516 {
517 unsigned int x, y, z;
518 const DWORD *Source;
519 unsigned short *Dest;
520
521 for (z = 0; z < depth; z++)
522 {
523 for (y = 0; y < height; y++)
524 {
525 Source = (const DWORD *)(src + z * src_slice_pitch + y * src_row_pitch);
526 Dest = (unsigned short *) (dst + z * dst_slice_pitch + y * dst_row_pitch);
527 for (x = 0; x < width; x++ )
528 {
529 const DWORD color = (*Source++);
530 /* B */ Dest[0] = 0xffff;
531 /* G */ Dest[1] = (color >> 16) + 32768; /* V */
532 /* R */ Dest[2] = (color & 0xffff) + 32768; /* U */
533 Dest += 3;
534 }
535 }
536 }
537 }
538
539 static void convert_r16g16(const BYTE *src, BYTE *dst, UINT src_row_pitch, UINT src_slice_pitch,
540 UINT dst_row_pitch, UINT dst_slice_pitch, UINT width, UINT height, UINT depth)
541 {
542 unsigned int x, y, z;
543 const WORD *Source;
544 WORD *Dest;
545
546 for (z = 0; z < depth; z++)
547 {
548 for (y = 0; y < height; y++)
549 {
550 Source = (const WORD *)(src + z * src_slice_pitch + y * src_row_pitch);
551 Dest = (WORD *) (dst + z * dst_slice_pitch + y * dst_row_pitch);
552 for (x = 0; x < width; x++ )
553 {
554 WORD green = (*Source++);
555 WORD red = (*Source++);
556 Dest[0] = green;
557 Dest[1] = red;
558 /* Strictly speaking not correct for R16G16F, but it doesn't matter because the
559 * shader overwrites it anyway */
560 Dest[2] = 0xffff;
561 Dest += 3;
562 }
563 }
564 }
565 }
566
567 static void convert_r32g32_float(const BYTE *src, BYTE *dst, UINT src_row_pitch, UINT src_slice_pitch,
568 UINT dst_row_pitch, UINT dst_slice_pitch, UINT width, UINT height, UINT depth)
569 {
570 unsigned int x, y, z;
571 const float *Source;
572 float *Dest;
573
574 for (z = 0; z < depth; z++)
575 {
576 for (y = 0; y < height; y++)
577 {
578 Source = (const float *)(src + z * src_slice_pitch + y * src_row_pitch);
579 Dest = (float *) (dst + z * dst_slice_pitch + y * dst_row_pitch);
580 for (x = 0; x < width; x++ )
581 {
582 float green = (*Source++);
583 float red = (*Source++);
584 Dest[0] = green;
585 Dest[1] = red;
586 Dest[2] = 1.0f;
587 Dest += 3;
588 }
589 }
590 }
591 }
592
593 static void convert_s1_uint_d15_unorm(const BYTE *src, BYTE *dst, UINT src_row_pitch, UINT src_slice_pitch,
594 UINT dst_row_pitch, UINT dst_slice_pitch, UINT width, UINT height, UINT depth)
595 {
596 unsigned int x, y, z;
597
598 for (z = 0; z < depth; z++)
599 {
600 for (y = 0; y < height; ++y)
601 {
602 const WORD *source = (const WORD *)(src + z * src_slice_pitch + y * src_row_pitch);
603 DWORD *dest = (DWORD *)(dst + z * dst_slice_pitch + y * dst_row_pitch);
604
605 for (x = 0; x < width; ++x)
606 {
607 /* The depth data is normalized, so needs to be scaled,
608 * the stencil data isn't. Scale depth data by
609 * (2^24-1)/(2^15-1) ~~ (2^9 + 2^-6). */
610 WORD d15 = source[x] >> 1;
611 DWORD d24 = (d15 << 9) + (d15 >> 6);
612 dest[x] = (d24 << 8) | (source[x] & 0x1);
613 }
614 }
615 }
616 }
617
618 static void convert_s4x4_uint_d24_unorm(const BYTE *src, BYTE *dst, UINT src_row_pitch, UINT src_slice_pitch,
619 UINT dst_row_pitch, UINT dst_slice_pitch, UINT width, UINT height, UINT depth)
620 {
621 unsigned int x, y, z;
622
623 for (z = 0; z < depth; z++)
624 {
625 for (y = 0; y < height; ++y)
626 {
627 const DWORD *source = (const DWORD *)(src + z * src_slice_pitch + y * src_row_pitch);
628 DWORD *dest = (DWORD *)(dst + z * dst_slice_pitch + y * dst_row_pitch);
629
630 for (x = 0; x < width; ++x)
631 {
632 /* Just need to clear out the X4 part. */
633 dest[x] = source[x] & ~0xf0;
634 }
635 }
636 }
637 }
638
639 static void convert_s8_uint_d24_float(const BYTE *src, BYTE *dst, UINT src_row_pitch, UINT src_slice_pitch,
640 UINT dst_row_pitch, UINT dst_slice_pitch, UINT width, UINT height, UINT depth)
641 {
642 unsigned int x, y, z;
643
644 for (z = 0; z < depth; z++)
645 {
646 for (y = 0; y < height; ++y)
647 {
648 const DWORD *source = (const DWORD *)(src + z * src_slice_pitch + y * src_row_pitch);
649 float *dest_f = (float *)(dst + z * dst_slice_pitch + y * dst_row_pitch);
650 DWORD *dest_s = (DWORD *)dest_f;
651
652 for (x = 0; x < width; ++x)
653 {
654 dest_f[x * 2] = float_24_to_32((source[x] & 0xffffff00) >> 8);
655 dest_s[x * 2 + 1] = source[x] & 0xff;
656 }
657 }
658 }
659 }
660
661 static BOOL color_in_range(const struct wined3d_color_key *color_key, DWORD color)
662 {
663 /* FIXME: Is this really how color keys are supposed to work? I think it
664 * makes more sense to compare the individual channels. */
665 return color >= color_key->color_space_low_value
666 && color <= color_key->color_space_high_value;
667 }
668
669 static void convert_p8_uint_b8g8r8a8_unorm(const BYTE *src, unsigned int src_pitch,
670 BYTE *dst, unsigned int dst_pitch, unsigned int width, unsigned int height,
671 const struct wined3d_palette *palette, const struct wined3d_color_key *color_key)
672 {
673 const BYTE *src_row;
674 unsigned int x, y;
675 DWORD *dst_row;
676
677 if (!palette)
678 {
679 /* FIXME: This should probably use the system palette. */
680 FIXME("P8 surface loaded without a palette.\n");
681
682 for (y = 0; y < height; ++y)
683 {
684 memset(&dst[dst_pitch * y], 0, width * 4);
685 }
686
687 return;
688 }
689
690 for (y = 0; y < height; ++y)
691 {
692 src_row = &src[src_pitch * y];
693 dst_row = (DWORD *)&dst[dst_pitch * y];
694 for (x = 0; x < width; ++x)
695 {
696 BYTE src_color = src_row[x];
697 dst_row[x] = 0xff000000
698 | (palette->colors[src_color].rgbRed << 16)
699 | (palette->colors[src_color].rgbGreen << 8)
700 | palette->colors[src_color].rgbBlue;
701 }
702 }
703 }
704
705 static void convert_b5g6r5_unorm_b5g5r5a1_unorm_color_key(const BYTE *src, unsigned int src_pitch,
706 BYTE *dst, unsigned int dst_pitch, unsigned int width, unsigned int height,
707 const struct wined3d_palette *palette, const struct wined3d_color_key *color_key)
708 {
709 const WORD *src_row;
710 unsigned int x, y;
711 WORD *dst_row;
712
713 for (y = 0; y < height; ++y)
714 {
715 src_row = (WORD *)&src[src_pitch * y];
716 dst_row = (WORD *)&dst[dst_pitch * y];
717 for (x = 0; x < width; ++x)
718 {
719 WORD src_color = src_row[x];
720 if (!color_in_range(color_key, src_color))
721 dst_row[x] = 0x8000 | ((src_color & 0xffc0) >> 1) | (src_color & 0x1f);
722 else
723 dst_row[x] = ((src_color & 0xffc0) >> 1) | (src_color & 0x1f);
724 }
725 }
726 }
727
728 static void convert_b5g5r5x1_unorm_b5g5r5a1_unorm_color_key(const BYTE *src, unsigned int src_pitch,
729 BYTE *dst, unsigned int dst_pitch, unsigned int width, unsigned int height,
730 const struct wined3d_palette *palette, const struct wined3d_color_key *color_key)
731 {
732 const WORD *src_row;
733 unsigned int x, y;
734 WORD *dst_row;
735
736 for (y = 0; y < height; ++y)
737 {
738 src_row = (WORD *)&src[src_pitch * y];
739 dst_row = (WORD *)&dst[dst_pitch * y];
740 for (x = 0; x < width; ++x)
741 {
742 WORD src_color = src_row[x];
743 if (color_in_range(color_key, src_color))
744 dst_row[x] = src_color & ~0x8000;
745 else
746 dst_row[x] = src_color | 0x8000;
747 }
748 }
749 }
750
751 static void convert_b8g8r8_unorm_b8g8r8a8_unorm_color_key(const BYTE *src, unsigned int src_pitch,
752 BYTE *dst, unsigned int dst_pitch, unsigned int width, unsigned int height,
753 const struct wined3d_palette *palette, const struct wined3d_color_key *color_key)
754 {
755 const BYTE *src_row;
756 unsigned int x, y;
757 DWORD *dst_row;
758
759 for (y = 0; y < height; ++y)
760 {
761 src_row = &src[src_pitch * y];
762 dst_row = (DWORD *)&dst[dst_pitch * y];
763 for (x = 0; x < width; ++x)
764 {
765 DWORD src_color = (src_row[x * 3 + 2] << 16) | (src_row[x * 3 + 1] << 8) | src_row[x * 3];
766 if (!color_in_range(color_key, src_color))
767 dst_row[x] = src_color | 0xff000000;
768 }
769 }
770 }
771
772 static void convert_b8g8r8x8_unorm_b8g8r8a8_unorm_color_key(const BYTE *src, unsigned int src_pitch,
773 BYTE *dst, unsigned int dst_pitch, unsigned int width, unsigned int height,
774 const struct wined3d_palette *palette, const struct wined3d_color_key *color_key)
775 {
776 const DWORD *src_row;
777 unsigned int x, y;
778 DWORD *dst_row;
779
780 for (y = 0; y < height; ++y)
781 {
782 src_row = (DWORD *)&src[src_pitch * y];
783 dst_row = (DWORD *)&dst[dst_pitch * y];
784 for (x = 0; x < width; ++x)
785 {
786 DWORD src_color = src_row[x];
787 if (color_in_range(color_key, src_color))
788 dst_row[x] = src_color & ~0xff000000;
789 else
790 dst_row[x] = src_color | 0xff000000;
791 }
792 }
793 }
794
795 static void convert_b8g8r8a8_unorm_b8g8r8a8_unorm_color_key(const BYTE *src, unsigned int src_pitch,
796 BYTE *dst, unsigned int dst_pitch, unsigned int width, unsigned int height,
797 const struct wined3d_palette *palette, const struct wined3d_color_key *color_key)
798 {
799 const DWORD *src_row;
800 unsigned int x, y;
801 DWORD *dst_row;
802
803 for (y = 0; y < height; ++y)
804 {
805 src_row = (DWORD *)&src[src_pitch * y];
806 dst_row = (DWORD *)&dst[dst_pitch * y];
807 for (x = 0; x < width; ++x)
808 {
809 DWORD src_color = src_row[x];
810 if (color_in_range(color_key, src_color))
811 src_color &= ~0xff000000;
812 dst_row[x] = src_color;
813 }
814 }
815 }
816
817 const struct wined3d_color_key_conversion * wined3d_format_get_color_key_conversion(
818 const struct wined3d_texture *texture, BOOL need_alpha_ck)
819 {
820 const struct wined3d_format *format = texture->resource.format;
821 unsigned int i;
822
823 static const struct
824 {
825 enum wined3d_format_id src_format;
826 struct wined3d_color_key_conversion conversion;
827 }
828 color_key_info[] =
829 {
830 {WINED3DFMT_B5G6R5_UNORM, {WINED3DFMT_B5G5R5A1_UNORM, convert_b5g6r5_unorm_b5g5r5a1_unorm_color_key }},
831 {WINED3DFMT_B5G5R5X1_UNORM, {WINED3DFMT_B5G5R5A1_UNORM, convert_b5g5r5x1_unorm_b5g5r5a1_unorm_color_key }},
832 {WINED3DFMT_B8G8R8_UNORM, {WINED3DFMT_B8G8R8A8_UNORM, convert_b8g8r8_unorm_b8g8r8a8_unorm_color_key }},
833 {WINED3DFMT_B8G8R8X8_UNORM, {WINED3DFMT_B8G8R8A8_UNORM, convert_b8g8r8x8_unorm_b8g8r8a8_unorm_color_key }},
834 {WINED3DFMT_B8G8R8A8_UNORM, {WINED3DFMT_B8G8R8A8_UNORM, convert_b8g8r8a8_unorm_b8g8r8a8_unorm_color_key }},
835 };
836 static const struct wined3d_color_key_conversion convert_p8 =
837 {
838 WINED3DFMT_B8G8R8A8_UNORM, convert_p8_uint_b8g8r8a8_unorm
839 };
840
841 if (need_alpha_ck && (texture->async.flags & WINED3D_TEXTURE_ASYNC_COLOR_KEY))
842 {
843 for (i = 0; i < sizeof(color_key_info) / sizeof(*color_key_info); ++i)
844 {
845 if (color_key_info[i].src_format == format->id)
846 return &color_key_info[i].conversion;
847 }
848
849 FIXME("Color-keying not supported with format %s.\n", debug_d3dformat(format->id));
850 }
851
852 /* FIXME: This should check if the blitter backend can do P8 conversion,
853 * instead of checking for ARB_fragment_program. */
854 if (format->id == WINED3DFMT_P8_UINT
855 && !(texture->resource.device->adapter->gl_info.supported[ARB_FRAGMENT_PROGRAM]
856 && texture->swapchain && texture == texture->swapchain->front_buffer))
857 return &convert_p8;
858
859 return NULL;
860 }
861
862 /* The following formats explicitly don't have WINED3DFMT_FLAG_TEXTURE set:
863 *
864 * These are never supported on native.
865 * WINED3DFMT_B8G8R8_UNORM
866 * WINED3DFMT_B2G3R3_UNORM
867 * WINED3DFMT_L4A4_UNORM
868 * WINED3DFMT_S1_UINT_D15_UNORM
869 * WINED3DFMT_S4X4_UINT_D24_UNORM
870 *
871 * Only some Geforce/Voodoo3/G400 cards offer 8-bit textures in case of ddraw.
872 * Since it is not widely available, don't offer it. Further no Windows driver
873 * offers WINED3DFMT_P8_UINT_A8_NORM, so don't offer it either.
874 * WINED3DFMT_P8_UINT
875 * WINED3DFMT_P8_UINT_A8_UNORM
876 *
877 * These formats seem to be similar to the HILO formats in
878 * GL_NV_texture_shader. NVHU is said to be GL_UNSIGNED_HILO16,
879 * NVHS GL_SIGNED_HILO16. Rumours say that D3D computes a 3rd channel
880 * similarly to D3DFMT_CxV8U8 (So NVHS could be called D3DFMT_CxV16U16). ATI
881 * refused to support formats which can easily be emulated with pixel shaders,
882 * so applications have to deal with not having NVHS and NVHU.
883 * WINED3DFMT_NVHU
884 * WINED3DFMT_NVHS */
885 static const struct wined3d_format_texture_info format_texture_info[] =
886 {
887 /* format id gl_internal gl_srgb_internal gl_rt_internal
888 gl_format gl_type conv_byte_count
889 flags
890 extension convert */
891 /* FourCC formats */
892 /* GL_APPLE_ycbcr_422 claims that its '2YUV' format, which is supported via the UNSIGNED_SHORT_8_8_REV_APPLE type
893 * is equivalent to 'UYVY' format on Windows, and the 'YUVS' via UNSIGNED_SHORT_8_8_APPLE equates to 'YUY2'. The
894 * d3d9 test however shows that the opposite is true. Since the extension is from 2002, it predates the x86 based
895 * Macs, so probably the endianness differs. This could be tested as soon as we have a Windows and MacOS on a big
896 * endian machine
897 */
898 {WINED3DFMT_UYVY, GL_LUMINANCE_ALPHA, GL_LUMINANCE_ALPHA, 0,
899 GL_LUMINANCE_ALPHA, GL_UNSIGNED_BYTE, 0,
900 WINED3DFMT_FLAG_FILTERING,
901 WINED3D_GL_EXT_NONE, NULL},
902 {WINED3DFMT_UYVY, GL_RGB, GL_RGB, 0,
903 GL_YCBCR_422_APPLE, GL_UNSIGNED_SHORT_8_8_APPLE, 0,
904 WINED3DFMT_FLAG_TEXTURE | WINED3DFMT_FLAG_FILTERING,
905 APPLE_YCBCR_422, NULL},
906 {WINED3DFMT_YUY2, GL_LUMINANCE_ALPHA, GL_LUMINANCE_ALPHA, 0,
907 GL_LUMINANCE_ALPHA, GL_UNSIGNED_BYTE, 0,
908 WINED3DFMT_FLAG_FILTERING,
909 WINED3D_GL_EXT_NONE, NULL},
910 {WINED3DFMT_YUY2, GL_RGB, GL_RGB, 0,
911 GL_YCBCR_422_APPLE, GL_UNSIGNED_SHORT_8_8_REV_APPLE, 0,
912 WINED3DFMT_FLAG_TEXTURE | WINED3DFMT_FLAG_FILTERING,
913 APPLE_YCBCR_422, NULL},
914 {WINED3DFMT_YV12, GL_ALPHA, GL_ALPHA, 0,
915 GL_ALPHA, GL_UNSIGNED_BYTE, 0,
916 WINED3DFMT_FLAG_FILTERING,
917 WINED3D_GL_EXT_NONE, NULL},
918 {WINED3DFMT_NV12, GL_ALPHA, GL_ALPHA, 0,
919 GL_ALPHA, GL_UNSIGNED_BYTE, 0,
920 WINED3DFMT_FLAG_FILTERING,
921 WINED3D_GL_EXT_NONE, NULL},
922 {WINED3DFMT_DXT1, GL_COMPRESSED_RGBA_S3TC_DXT1_EXT, GL_COMPRESSED_SRGB_ALPHA_S3TC_DXT1_EXT, 0,
923 GL_RGBA, GL_UNSIGNED_BYTE, 0,
924 WINED3DFMT_FLAG_TEXTURE | WINED3DFMT_FLAG_POSTPIXELSHADER_BLENDING | WINED3DFMT_FLAG_FILTERING
925 | WINED3DFMT_FLAG_SRGB_READ | WINED3DFMT_FLAG_COMPRESSED,
926 EXT_TEXTURE_COMPRESSION_S3TC, NULL},
927 {WINED3DFMT_DXT2, GL_COMPRESSED_RGBA_S3TC_DXT3_EXT, GL_COMPRESSED_SRGB_ALPHA_S3TC_DXT3_EXT, 0,
928 GL_RGBA, GL_UNSIGNED_BYTE, 0,
929 WINED3DFMT_FLAG_TEXTURE | WINED3DFMT_FLAG_POSTPIXELSHADER_BLENDING | WINED3DFMT_FLAG_FILTERING
930 | WINED3DFMT_FLAG_SRGB_READ | WINED3DFMT_FLAG_COMPRESSED,
931 EXT_TEXTURE_COMPRESSION_S3TC, NULL},
932 {WINED3DFMT_DXT3, GL_COMPRESSED_RGBA_S3TC_DXT3_EXT, GL_COMPRESSED_SRGB_ALPHA_S3TC_DXT3_EXT, 0,
933 GL_RGBA, GL_UNSIGNED_BYTE, 0,
934 WINED3DFMT_FLAG_TEXTURE | WINED3DFMT_FLAG_POSTPIXELSHADER_BLENDING | WINED3DFMT_FLAG_FILTERING
935 | WINED3DFMT_FLAG_SRGB_READ | WINED3DFMT_FLAG_COMPRESSED,
936 EXT_TEXTURE_COMPRESSION_S3TC, NULL},
937 {WINED3DFMT_DXT4, GL_COMPRESSED_RGBA_S3TC_DXT5_EXT, GL_COMPRESSED_SRGB_ALPHA_S3TC_DXT5_EXT, 0,
938 GL_RGBA, GL_UNSIGNED_BYTE, 0,
939 WINED3DFMT_FLAG_TEXTURE | WINED3DFMT_FLAG_POSTPIXELSHADER_BLENDING | WINED3DFMT_FLAG_FILTERING
940 | WINED3DFMT_FLAG_SRGB_READ | WINED3DFMT_FLAG_COMPRESSED,
941 EXT_TEXTURE_COMPRESSION_S3TC, NULL},
942 {WINED3DFMT_DXT5, GL_COMPRESSED_RGBA_S3TC_DXT5_EXT, GL_COMPRESSED_SRGB_ALPHA_S3TC_DXT5_EXT, 0,
943 GL_RGBA, GL_UNSIGNED_BYTE, 0,
944 WINED3DFMT_FLAG_TEXTURE | WINED3DFMT_FLAG_POSTPIXELSHADER_BLENDING | WINED3DFMT_FLAG_FILTERING
945 | WINED3DFMT_FLAG_SRGB_READ | WINED3DFMT_FLAG_COMPRESSED,
946 EXT_TEXTURE_COMPRESSION_S3TC, NULL},
947 /* IEEE formats */
948 {WINED3DFMT_R32_FLOAT, GL_RGB32F_ARB, GL_RGB32F_ARB, 0,
949 GL_RED, GL_FLOAT, 0,
950 WINED3DFMT_FLAG_TEXTURE | WINED3DFMT_FLAG_RENDERTARGET | WINED3DFMT_FLAG_VTF,
951 ARB_TEXTURE_FLOAT, NULL},
952 {WINED3DFMT_R32_FLOAT, GL_R32F, GL_R32F, 0,
953 GL_RED, GL_FLOAT, 0,
954 WINED3DFMT_FLAG_TEXTURE | WINED3DFMT_FLAG_RENDERTARGET | WINED3DFMT_FLAG_VTF,
955 ARB_TEXTURE_RG, NULL},
956 {WINED3DFMT_R32G32_FLOAT, GL_RGB32F_ARB, GL_RGB32F_ARB, 0,
957 GL_RGB, GL_FLOAT, 12,
958 WINED3DFMT_FLAG_TEXTURE | WINED3DFMT_FLAG_RENDERTARGET | WINED3DFMT_FLAG_VTF,
959 ARB_TEXTURE_FLOAT, convert_r32g32_float},
960 {WINED3DFMT_R32G32_FLOAT, GL_RG32F, GL_RG32F, 0,
961 GL_RG, GL_FLOAT, 0,
962 WINED3DFMT_FLAG_TEXTURE | WINED3DFMT_FLAG_RENDERTARGET | WINED3DFMT_FLAG_VTF,
963 ARB_TEXTURE_RG, NULL},
964 {WINED3DFMT_R32G32B32A32_FLOAT, GL_RGBA32F_ARB, GL_RGBA32F_ARB, 0,
965 GL_RGBA, GL_FLOAT, 0,
966 WINED3DFMT_FLAG_TEXTURE | WINED3DFMT_FLAG_RENDERTARGET | WINED3DFMT_FLAG_VTF,
967 ARB_TEXTURE_FLOAT, NULL},
968 /* Float */
969 {WINED3DFMT_R16_FLOAT, GL_RGB16F_ARB, GL_RGB16F_ARB, 0,
970 GL_RED, GL_HALF_FLOAT_ARB, 0,
971 WINED3DFMT_FLAG_TEXTURE | WINED3DFMT_FLAG_RENDERTARGET | WINED3DFMT_FLAG_VTF,
972 ARB_TEXTURE_FLOAT, NULL},
973 {WINED3DFMT_R16_FLOAT, GL_R16F, GL_R16F, 0,
974 GL_RED, GL_HALF_FLOAT_ARB, 0,
975 WINED3DFMT_FLAG_TEXTURE | WINED3DFMT_FLAG_RENDERTARGET | WINED3DFMT_FLAG_VTF,
976 ARB_TEXTURE_RG, NULL},
977 {WINED3DFMT_R16G16_FLOAT, GL_RGB16F_ARB, GL_RGB16F_ARB, 0,
978 GL_RGB, GL_HALF_FLOAT_ARB, 6,
979 WINED3DFMT_FLAG_TEXTURE | WINED3DFMT_FLAG_RENDERTARGET | WINED3DFMT_FLAG_VTF,
980 ARB_TEXTURE_FLOAT, convert_r16g16},
981 {WINED3DFMT_R16G16_FLOAT, GL_RG16F, GL_RG16F, 0,
982 GL_RG, GL_HALF_FLOAT_ARB, 0,
983 WINED3DFMT_FLAG_TEXTURE | WINED3DFMT_FLAG_RENDERTARGET | WINED3DFMT_FLAG_VTF,
984 ARB_TEXTURE_RG, NULL},
985 {WINED3DFMT_R16G16B16A16_FLOAT, GL_RGBA16F_ARB, GL_RGBA16F_ARB, 0,
986 GL_RGBA, GL_HALF_FLOAT_ARB, 0,
987 WINED3DFMT_FLAG_TEXTURE | WINED3DFMT_FLAG_POSTPIXELSHADER_BLENDING | WINED3DFMT_FLAG_RENDERTARGET
988 | WINED3DFMT_FLAG_VTF,
989 ARB_TEXTURE_FLOAT, NULL},
990 /* Palettized formats */
991 {WINED3DFMT_P8_UINT, GL_ALPHA8, GL_ALPHA8, 0,
992 GL_ALPHA, GL_UNSIGNED_BYTE, 0,
993 0,
994 0, NULL},
995 /* Standard ARGB formats */
996 {WINED3DFMT_B8G8R8_UNORM, GL_RGB8, GL_RGB8, 0,
997 GL_BGR, GL_UNSIGNED_BYTE, 0,
998 WINED3DFMT_FLAG_POSTPIXELSHADER_BLENDING | WINED3DFMT_FLAG_FILTERING | WINED3DFMT_FLAG_RENDERTARGET,
999 WINED3D_GL_EXT_NONE, NULL},
1000 {WINED3DFMT_B8G8R8A8_UNORM, GL_RGBA8, GL_SRGB8_ALPHA8_EXT, 0,
1001 GL_BGRA, GL_UNSIGNED_INT_8_8_8_8_REV, 0,
1002 WINED3DFMT_FLAG_TEXTURE | WINED3DFMT_FLAG_POSTPIXELSHADER_BLENDING | WINED3DFMT_FLAG_FILTERING
1003 | WINED3DFMT_FLAG_RENDERTARGET | WINED3DFMT_FLAG_SRGB_READ | WINED3DFMT_FLAG_SRGB_WRITE
1004 | WINED3DFMT_FLAG_VTF,
1005 WINED3D_GL_EXT_NONE, NULL},
1006 {WINED3DFMT_B8G8R8X8_UNORM, GL_RGB8, GL_SRGB8_EXT, 0,
1007 GL_BGRA, GL_UNSIGNED_INT_8_8_8_8_REV, 0,
1008 WINED3DFMT_FLAG_TEXTURE | WINED3DFMT_FLAG_POSTPIXELSHADER_BLENDING | WINED3DFMT_FLAG_FILTERING
1009 | WINED3DFMT_FLAG_RENDERTARGET | WINED3DFMT_FLAG_SRGB_READ | WINED3DFMT_FLAG_SRGB_WRITE,
1010 WINED3D_GL_EXT_NONE, NULL},
1011 {WINED3DFMT_B5G6R5_UNORM, GL_RGB5, GL_RGB5, GL_RGB8,
1012 GL_RGB, GL_UNSIGNED_SHORT_5_6_5, 0,
1013 WINED3DFMT_FLAG_TEXTURE | WINED3DFMT_FLAG_POSTPIXELSHADER_BLENDING | WINED3DFMT_FLAG_FILTERING
1014 | WINED3DFMT_FLAG_RENDERTARGET,
1015 WINED3D_GL_EXT_NONE, NULL},
1016 {WINED3DFMT_B5G5R5X1_UNORM, GL_RGB5, GL_RGB5_A1, 0,
1017 GL_BGRA, GL_UNSIGNED_SHORT_1_5_5_5_REV, 0,
1018 WINED3DFMT_FLAG_TEXTURE | WINED3DFMT_FLAG_POSTPIXELSHADER_BLENDING | WINED3DFMT_FLAG_FILTERING,
1019 WINED3D_GL_EXT_NONE, NULL},
1020 {WINED3DFMT_B5G5R5A1_UNORM, GL_RGB5_A1, GL_RGB5_A1, 0,
1021 GL_BGRA, GL_UNSIGNED_SHORT_1_5_5_5_REV, 0,
1022 WINED3DFMT_FLAG_TEXTURE | WINED3DFMT_FLAG_POSTPIXELSHADER_BLENDING | WINED3DFMT_FLAG_FILTERING,
1023 WINED3D_GL_EXT_NONE, NULL},
1024 {WINED3DFMT_B4G4R4A4_UNORM, GL_RGBA4, GL_SRGB8_ALPHA8_EXT, 0,
1025 GL_BGRA, GL_UNSIGNED_SHORT_4_4_4_4_REV, 0,
1026 WINED3DFMT_FLAG_TEXTURE | WINED3DFMT_FLAG_POSTPIXELSHADER_BLENDING | WINED3DFMT_FLAG_FILTERING
1027 | WINED3DFMT_FLAG_SRGB_READ,
1028 WINED3D_GL_EXT_NONE, NULL},
1029 {WINED3DFMT_B2G3R3_UNORM, GL_R3_G3_B2, GL_R3_G3_B2, 0,
1030 GL_RGB, GL_UNSIGNED_BYTE_3_3_2, 0,
1031 WINED3DFMT_FLAG_POSTPIXELSHADER_BLENDING | WINED3DFMT_FLAG_FILTERING,
1032 WINED3D_GL_EXT_NONE, NULL},
1033 {WINED3DFMT_R8_UNORM, GL_R8, GL_R8, 0,
1034 GL_RED, GL_UNSIGNED_BYTE, 0,
1035 WINED3DFMT_FLAG_TEXTURE | WINED3DFMT_FLAG_POSTPIXELSHADER_BLENDING | WINED3DFMT_FLAG_FILTERING
1036 | WINED3DFMT_FLAG_RENDERTARGET | WINED3DFMT_FLAG_VTF,
1037 ARB_TEXTURE_RG, NULL},
1038 {WINED3DFMT_A8_UNORM, GL_ALPHA8, GL_ALPHA8, 0,
1039 GL_ALPHA, GL_UNSIGNED_BYTE, 0,
1040 WINED3DFMT_FLAG_TEXTURE | WINED3DFMT_FLAG_POSTPIXELSHADER_BLENDING | WINED3DFMT_FLAG_FILTERING,
1041 WINED3D_GL_EXT_NONE, NULL},
1042 {WINED3DFMT_B4G4R4X4_UNORM, GL_RGB4, GL_RGB4, 0,
1043 GL_BGRA, GL_UNSIGNED_SHORT_4_4_4_4_REV, 0,
1044 WINED3DFMT_FLAG_TEXTURE | WINED3DFMT_FLAG_POSTPIXELSHADER_BLENDING | WINED3DFMT_FLAG_FILTERING,
1045 WINED3D_GL_EXT_NONE, NULL},
1046 {WINED3DFMT_R10G10B10A2_UNORM, GL_RGB10_A2, GL_RGB10_A2, 0,
1047 GL_RGBA, GL_UNSIGNED_INT_2_10_10_10_REV, 0,
1048 WINED3DFMT_FLAG_TEXTURE | WINED3DFMT_FLAG_POSTPIXELSHADER_BLENDING | WINED3DFMT_FLAG_FILTERING
1049 | WINED3DFMT_FLAG_RENDERTARGET,
1050 WINED3D_GL_EXT_NONE, NULL},
1051 {WINED3DFMT_R8G8B8A8_UNORM, GL_RGBA8, GL_SRGB8_ALPHA8_EXT, 0,
1052 GL_RGBA, GL_UNSIGNED_INT_8_8_8_8_REV, 0,
1053 WINED3DFMT_FLAG_TEXTURE | WINED3DFMT_FLAG_POSTPIXELSHADER_BLENDING | WINED3DFMT_FLAG_FILTERING
1054 | WINED3DFMT_FLAG_RENDERTARGET | WINED3DFMT_FLAG_SRGB_READ | WINED3DFMT_FLAG_SRGB_WRITE
1055 | WINED3DFMT_FLAG_VTF,
1056 WINED3D_GL_EXT_NONE, NULL},
1057 {WINED3DFMT_R8G8B8X8_UNORM, GL_RGB8, GL_RGB8, 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 WINED3D_GL_EXT_NONE, NULL},
1061 {WINED3DFMT_R16G16_UNORM, GL_RGB16, GL_RGB16, GL_RGBA16,
1062 GL_RGB, GL_UNSIGNED_SHORT, 6,
1063 WINED3DFMT_FLAG_TEXTURE | WINED3DFMT_FLAG_POSTPIXELSHADER_BLENDING | WINED3DFMT_FLAG_FILTERING,
1064 WINED3D_GL_EXT_NONE, convert_r16g16},
1065 {WINED3DFMT_R16G16_UNORM, GL_RG16, GL_RG16, 0,
1066 GL_RG, GL_UNSIGNED_SHORT, 0,
1067 WINED3DFMT_FLAG_TEXTURE | WINED3DFMT_FLAG_POSTPIXELSHADER_BLENDING | WINED3DFMT_FLAG_FILTERING
1068 | WINED3DFMT_FLAG_RENDERTARGET,
1069 ARB_TEXTURE_RG, NULL},
1070 {WINED3DFMT_B10G10R10A2_UNORM, GL_RGB10_A2, GL_RGB10_A2, 0,
1071 GL_BGRA, GL_UNSIGNED_INT_2_10_10_10_REV, 0,
1072 WINED3DFMT_FLAG_TEXTURE | WINED3DFMT_FLAG_POSTPIXELSHADER_BLENDING | WINED3DFMT_FLAG_FILTERING
1073 | WINED3DFMT_FLAG_RENDERTARGET,
1074 WINED3D_GL_EXT_NONE, NULL},
1075 {WINED3DFMT_R16G16B16A16_UNORM, GL_RGBA16, GL_RGBA16, 0,
1076 GL_RGBA, GL_UNSIGNED_SHORT, 0,
1077 WINED3DFMT_FLAG_TEXTURE | WINED3DFMT_FLAG_POSTPIXELSHADER_BLENDING | WINED3DFMT_FLAG_FILTERING
1078 | WINED3DFMT_FLAG_RENDERTARGET,
1079 WINED3D_GL_EXT_NONE, NULL},
1080 /* Luminance */
1081 {WINED3DFMT_L8_UNORM, GL_LUMINANCE8, GL_SLUMINANCE8_EXT, 0,
1082 GL_LUMINANCE, GL_UNSIGNED_BYTE, 0,
1083 WINED3DFMT_FLAG_TEXTURE | WINED3DFMT_FLAG_POSTPIXELSHADER_BLENDING | WINED3DFMT_FLAG_FILTERING
1084 | WINED3DFMT_FLAG_SRGB_READ,
1085 WINED3D_GL_EXT_NONE, NULL},
1086 {WINED3DFMT_L8A8_UNORM, GL_LUMINANCE8_ALPHA8, GL_SLUMINANCE8_ALPHA8_EXT, 0,
1087 GL_LUMINANCE_ALPHA, GL_UNSIGNED_BYTE, 0,
1088 WINED3DFMT_FLAG_TEXTURE | WINED3DFMT_FLAG_POSTPIXELSHADER_BLENDING | WINED3DFMT_FLAG_FILTERING
1089 | WINED3DFMT_FLAG_SRGB_READ,
1090 WINED3D_GL_EXT_NONE, NULL},
1091 {WINED3DFMT_L4A4_UNORM, GL_LUMINANCE4_ALPHA4, GL_LUMINANCE4_ALPHA4, 0,
1092 GL_LUMINANCE_ALPHA, GL_UNSIGNED_BYTE, 2,
1093 WINED3DFMT_FLAG_FILTERING,
1094 WINED3D_GL_EXT_NONE, convert_l4a4_unorm},
1095 /* Bump mapping stuff */
1096 {WINED3DFMT_R8G8_SNORM, GL_RGB8, GL_RGB8, 0,
1097 GL_BGR, GL_UNSIGNED_BYTE, 3,
1098 WINED3DFMT_FLAG_TEXTURE | WINED3DFMT_FLAG_POSTPIXELSHADER_BLENDING | WINED3DFMT_FLAG_FILTERING
1099 | WINED3DFMT_FLAG_BUMPMAP,
1100 WINED3D_GL_EXT_NONE, convert_r8g8_snorm},
1101 {WINED3DFMT_R8G8_SNORM, GL_DSDT8_NV, GL_DSDT8_NV, 0,
1102 GL_DSDT_NV, GL_BYTE, 0,
1103 WINED3DFMT_FLAG_TEXTURE | WINED3DFMT_FLAG_POSTPIXELSHADER_BLENDING | WINED3DFMT_FLAG_FILTERING
1104 | WINED3DFMT_FLAG_BUMPMAP,
1105 NV_TEXTURE_SHADER, NULL},
1106 {WINED3DFMT_R8G8_SNORM, GL_RG8_SNORM, GL_RG8_SNORM, 0,
1107 GL_RG, GL_BYTE, 0,
1108 WINED3DFMT_FLAG_TEXTURE | WINED3DFMT_FLAG_POSTPIXELSHADER_BLENDING | WINED3DFMT_FLAG_FILTERING
1109 | WINED3DFMT_FLAG_BUMPMAP,
1110 EXT_TEXTURE_SNORM, NULL},
1111 {WINED3DFMT_R5G5_SNORM_L6_UNORM, GL_RGB5, GL_RGB5, 0,
1112 GL_RGB, GL_UNSIGNED_SHORT_5_6_5, 2,
1113 WINED3DFMT_FLAG_TEXTURE | WINED3DFMT_FLAG_POSTPIXELSHADER_BLENDING | WINED3DFMT_FLAG_FILTERING
1114 | WINED3DFMT_FLAG_BUMPMAP,
1115 WINED3D_GL_EXT_NONE, convert_r5g5_snorm_l6_unorm},
1116 {WINED3DFMT_R5G5_SNORM_L6_UNORM, GL_DSDT8_MAG8_NV, GL_DSDT8_MAG8_NV, 0,
1117 GL_DSDT_MAG_NV, GL_BYTE, 3,
1118 WINED3DFMT_FLAG_TEXTURE | WINED3DFMT_FLAG_POSTPIXELSHADER_BLENDING | WINED3DFMT_FLAG_FILTERING
1119 | WINED3DFMT_FLAG_BUMPMAP,
1120 NV_TEXTURE_SHADER, convert_r5g5_snorm_l6_unorm_nv},
1121 {WINED3DFMT_R5G5_SNORM_L6_UNORM, GL_RGB8_SNORM, GL_RGB8_SNORM, 0,
1122 GL_RGBA, GL_BYTE, 4,
1123 WINED3DFMT_FLAG_TEXTURE | WINED3DFMT_FLAG_POSTPIXELSHADER_BLENDING | WINED3DFMT_FLAG_FILTERING
1124 | WINED3DFMT_FLAG_BUMPMAP,
1125 EXT_TEXTURE_SNORM, convert_r5g5_snorm_l6_unorm_ext},
1126 {WINED3DFMT_R8G8_SNORM_L8X8_UNORM, GL_RGB8, GL_RGB8, 0,
1127 GL_BGRA, GL_UNSIGNED_INT_8_8_8_8_REV, 4,
1128 WINED3DFMT_FLAG_TEXTURE | WINED3DFMT_FLAG_POSTPIXELSHADER_BLENDING | WINED3DFMT_FLAG_FILTERING
1129 | WINED3DFMT_FLAG_BUMPMAP,
1130 WINED3D_GL_EXT_NONE, convert_r8g8_snorm_l8x8_unorm},
1131 {WINED3DFMT_R8G8_SNORM_L8X8_UNORM, GL_DSDT8_MAG8_INTENSITY8_NV, GL_DSDT8_MAG8_INTENSITY8_NV, 0,
1132 GL_DSDT_MAG_VIB_NV, GL_UNSIGNED_INT_8_8_S8_S8_REV_NV, 4,
1133 WINED3DFMT_FLAG_TEXTURE | WINED3DFMT_FLAG_POSTPIXELSHADER_BLENDING | WINED3DFMT_FLAG_FILTERING
1134 | WINED3DFMT_FLAG_BUMPMAP,
1135 NV_TEXTURE_SHADER, convert_r8g8_snorm_l8x8_unorm_nv},
1136 {WINED3DFMT_R8G8B8A8_SNORM, GL_RGBA8, GL_RGBA8, 0,
1137 GL_BGRA, GL_UNSIGNED_BYTE, 4,
1138 WINED3DFMT_FLAG_TEXTURE | WINED3DFMT_FLAG_POSTPIXELSHADER_BLENDING | WINED3DFMT_FLAG_FILTERING
1139 | WINED3DFMT_FLAG_BUMPMAP,
1140 WINED3D_GL_EXT_NONE, convert_r8g8b8a8_snorm},
1141 {WINED3DFMT_R8G8B8A8_SNORM, GL_SIGNED_RGBA8_NV, GL_SIGNED_RGBA8_NV, 0,
1142 GL_RGBA, GL_BYTE, 0,
1143 WINED3DFMT_FLAG_TEXTURE | WINED3DFMT_FLAG_POSTPIXELSHADER_BLENDING | WINED3DFMT_FLAG_FILTERING
1144 | WINED3DFMT_FLAG_BUMPMAP,
1145 NV_TEXTURE_SHADER, NULL},
1146 {WINED3DFMT_R8G8B8A8_SNORM, GL_RGBA8_SNORM, GL_RGBA8_SNORM, 0,
1147 GL_RGBA, GL_BYTE, 0,
1148 WINED3DFMT_FLAG_TEXTURE | WINED3DFMT_FLAG_POSTPIXELSHADER_BLENDING | WINED3DFMT_FLAG_FILTERING
1149 | WINED3DFMT_FLAG_BUMPMAP,
1150 EXT_TEXTURE_SNORM, NULL},
1151 {WINED3DFMT_R16G16_SNORM, GL_RGB16, GL_RGB16, 0,
1152 GL_BGR, GL_UNSIGNED_SHORT, 6,
1153 WINED3DFMT_FLAG_TEXTURE | WINED3DFMT_FLAG_POSTPIXELSHADER_BLENDING | WINED3DFMT_FLAG_FILTERING
1154 | WINED3DFMT_FLAG_BUMPMAP,
1155 WINED3D_GL_EXT_NONE, convert_r16g16_snorm},
1156 {WINED3DFMT_R16G16_SNORM, GL_SIGNED_HILO16_NV, GL_SIGNED_HILO16_NV, 0,
1157 GL_HILO_NV, GL_SHORT, 0,
1158 WINED3DFMT_FLAG_TEXTURE | WINED3DFMT_FLAG_POSTPIXELSHADER_BLENDING | WINED3DFMT_FLAG_FILTERING
1159 | WINED3DFMT_FLAG_BUMPMAP,
1160 NV_TEXTURE_SHADER, NULL},
1161 {WINED3DFMT_R16G16_SNORM, GL_RG16_SNORM, GL_RG16_SNORM, 0,
1162 GL_RG, GL_SHORT, 0,
1163 WINED3DFMT_FLAG_TEXTURE | WINED3DFMT_FLAG_POSTPIXELSHADER_BLENDING | WINED3DFMT_FLAG_FILTERING
1164 | WINED3DFMT_FLAG_BUMPMAP,
1165 EXT_TEXTURE_SNORM, NULL},
1166 /* Depth stencil formats */
1167 {WINED3DFMT_D16_LOCKABLE, GL_DEPTH_COMPONENT, GL_DEPTH_COMPONENT, 0,
1168 GL_DEPTH_COMPONENT, GL_UNSIGNED_SHORT, 0,
1169 WINED3DFMT_FLAG_DEPTH,
1170 WINED3D_GL_EXT_NONE, NULL},
1171 {WINED3DFMT_D16_LOCKABLE, GL_DEPTH_COMPONENT24_ARB, GL_DEPTH_COMPONENT24_ARB, 0,
1172 GL_DEPTH_COMPONENT, GL_UNSIGNED_SHORT, 0,
1173 WINED3DFMT_FLAG_TEXTURE | WINED3DFMT_FLAG_DEPTH | WINED3DFMT_FLAG_SHADOW,
1174 ARB_DEPTH_TEXTURE, NULL},
1175 {WINED3DFMT_D32_UNORM, GL_DEPTH_COMPONENT, GL_DEPTH_COMPONENT, 0,
1176 GL_DEPTH_COMPONENT, GL_UNSIGNED_INT, 0,
1177 WINED3DFMT_FLAG_DEPTH,
1178 WINED3D_GL_EXT_NONE, NULL},
1179 {WINED3DFMT_D32_UNORM, GL_DEPTH_COMPONENT32_ARB, GL_DEPTH_COMPONENT32_ARB, 0,
1180 GL_DEPTH_COMPONENT, GL_UNSIGNED_INT, 0,
1181 WINED3DFMT_FLAG_TEXTURE | WINED3DFMT_FLAG_DEPTH | WINED3DFMT_FLAG_SHADOW,
1182 ARB_DEPTH_TEXTURE, NULL},
1183 {WINED3DFMT_S1_UINT_D15_UNORM, GL_DEPTH_COMPONENT24_ARB, GL_DEPTH_COMPONENT24_ARB, 0,
1184 GL_DEPTH_COMPONENT, GL_UNSIGNED_SHORT, 0,
1185 WINED3DFMT_FLAG_DEPTH | WINED3DFMT_FLAG_SHADOW,
1186 ARB_DEPTH_TEXTURE, NULL},
1187 {WINED3DFMT_S1_UINT_D15_UNORM, GL_DEPTH24_STENCIL8_EXT, GL_DEPTH24_STENCIL8_EXT, 0,
1188 GL_DEPTH_STENCIL_EXT, GL_UNSIGNED_INT_24_8_EXT, 4,
1189 WINED3DFMT_FLAG_DEPTH | WINED3DFMT_FLAG_STENCIL | WINED3DFMT_FLAG_SHADOW,
1190 EXT_PACKED_DEPTH_STENCIL, convert_s1_uint_d15_unorm},
1191 {WINED3DFMT_S1_UINT_D15_UNORM, GL_DEPTH24_STENCIL8, GL_DEPTH24_STENCIL8, 0,
1192 GL_DEPTH_STENCIL, GL_UNSIGNED_INT_24_8, 4,
1193 WINED3DFMT_FLAG_DEPTH | WINED3DFMT_FLAG_STENCIL | WINED3DFMT_FLAG_SHADOW,
1194 ARB_FRAMEBUFFER_OBJECT, convert_s1_uint_d15_unorm},
1195 {WINED3DFMT_D24_UNORM_S8_UINT, GL_DEPTH_COMPONENT24_ARB, GL_DEPTH_COMPONENT24_ARB, 0,
1196 GL_DEPTH_COMPONENT, GL_UNSIGNED_INT, 0,
1197 WINED3DFMT_FLAG_TEXTURE | WINED3DFMT_FLAG_POSTPIXELSHADER_BLENDING | WINED3DFMT_FLAG_FILTERING
1198 | WINED3DFMT_FLAG_DEPTH | WINED3DFMT_FLAG_SHADOW,
1199 ARB_DEPTH_TEXTURE, NULL},
1200 {WINED3DFMT_D24_UNORM_S8_UINT, GL_DEPTH24_STENCIL8_EXT, GL_DEPTH24_STENCIL8_EXT, 0,
1201 GL_DEPTH_STENCIL_EXT, GL_UNSIGNED_INT_24_8_EXT, 0,
1202 WINED3DFMT_FLAG_TEXTURE | WINED3DFMT_FLAG_POSTPIXELSHADER_BLENDING | WINED3DFMT_FLAG_FILTERING
1203 | WINED3DFMT_FLAG_DEPTH | WINED3DFMT_FLAG_STENCIL | WINED3DFMT_FLAG_SHADOW,
1204 EXT_PACKED_DEPTH_STENCIL, NULL},
1205 {WINED3DFMT_D24_UNORM_S8_UINT, GL_DEPTH24_STENCIL8, GL_DEPTH24_STENCIL8, 0,
1206 GL_DEPTH_STENCIL, GL_UNSIGNED_INT_24_8, 0,
1207 WINED3DFMT_FLAG_TEXTURE | WINED3DFMT_FLAG_POSTPIXELSHADER_BLENDING | WINED3DFMT_FLAG_FILTERING
1208 | WINED3DFMT_FLAG_DEPTH | WINED3DFMT_FLAG_STENCIL | WINED3DFMT_FLAG_SHADOW,
1209 ARB_FRAMEBUFFER_OBJECT, NULL},
1210 {WINED3DFMT_X8D24_UNORM, GL_DEPTH_COMPONENT, GL_DEPTH_COMPONENT, 0,
1211 GL_DEPTH_COMPONENT, GL_UNSIGNED_INT, 0,
1212 WINED3DFMT_FLAG_DEPTH,
1213 WINED3D_GL_EXT_NONE, NULL},
1214 {WINED3DFMT_X8D24_UNORM, GL_DEPTH_COMPONENT24_ARB, GL_DEPTH_COMPONENT24_ARB, 0,
1215 GL_DEPTH_COMPONENT, GL_UNSIGNED_INT, 0,
1216 WINED3DFMT_FLAG_TEXTURE | WINED3DFMT_FLAG_POSTPIXELSHADER_BLENDING | WINED3DFMT_FLAG_FILTERING
1217 | WINED3DFMT_FLAG_DEPTH | WINED3DFMT_FLAG_SHADOW,
1218 ARB_DEPTH_TEXTURE, NULL},
1219 {WINED3DFMT_S4X4_UINT_D24_UNORM, GL_DEPTH_COMPONENT24_ARB, GL_DEPTH_COMPONENT24_ARB, 0,
1220 GL_DEPTH_COMPONENT, GL_UNSIGNED_INT, 0,
1221 WINED3DFMT_FLAG_DEPTH | WINED3DFMT_FLAG_SHADOW,
1222 ARB_DEPTH_TEXTURE, NULL},
1223 {WINED3DFMT_S4X4_UINT_D24_UNORM, GL_DEPTH24_STENCIL8_EXT, GL_DEPTH24_STENCIL8_EXT, 0,
1224 GL_DEPTH_STENCIL_EXT, GL_UNSIGNED_INT_24_8_EXT, 4,
1225 WINED3DFMT_FLAG_DEPTH | WINED3DFMT_FLAG_STENCIL | WINED3DFMT_FLAG_SHADOW,
1226 EXT_PACKED_DEPTH_STENCIL, convert_s4x4_uint_d24_unorm},
1227 {WINED3DFMT_S4X4_UINT_D24_UNORM, GL_DEPTH24_STENCIL8, GL_DEPTH24_STENCIL8, 0,
1228 GL_DEPTH_STENCIL, GL_UNSIGNED_INT_24_8, 4,
1229 WINED3DFMT_FLAG_DEPTH | WINED3DFMT_FLAG_STENCIL | WINED3DFMT_FLAG_SHADOW,
1230 ARB_FRAMEBUFFER_OBJECT, convert_s4x4_uint_d24_unorm},
1231 {WINED3DFMT_D16_UNORM, GL_DEPTH_COMPONENT, GL_DEPTH_COMPONENT, 0,
1232 GL_DEPTH_COMPONENT, GL_UNSIGNED_SHORT, 0,
1233 WINED3DFMT_FLAG_DEPTH,
1234 WINED3D_GL_EXT_NONE, NULL},
1235 {WINED3DFMT_D16_UNORM, GL_DEPTH_COMPONENT24_ARB, GL_DEPTH_COMPONENT24_ARB, 0,
1236 GL_DEPTH_COMPONENT, GL_UNSIGNED_SHORT, 0,
1237 WINED3DFMT_FLAG_TEXTURE | WINED3DFMT_FLAG_POSTPIXELSHADER_BLENDING | WINED3DFMT_FLAG_FILTERING
1238 | WINED3DFMT_FLAG_DEPTH | WINED3DFMT_FLAG_SHADOW,
1239 ARB_DEPTH_TEXTURE, NULL},
1240 {WINED3DFMT_L16_UNORM, GL_LUMINANCE16, GL_LUMINANCE16, 0,
1241 GL_LUMINANCE, GL_UNSIGNED_SHORT, 0,
1242 WINED3DFMT_FLAG_TEXTURE | WINED3DFMT_FLAG_POSTPIXELSHADER_BLENDING | WINED3DFMT_FLAG_FILTERING,
1243 WINED3D_GL_EXT_NONE, NULL},
1244 {WINED3DFMT_D32_FLOAT, GL_DEPTH_COMPONENT32F, GL_DEPTH_COMPONENT32F, 0,
1245 GL_DEPTH_COMPONENT, GL_FLOAT, 0,
1246 WINED3DFMT_FLAG_TEXTURE | WINED3DFMT_FLAG_DEPTH | WINED3DFMT_FLAG_SHADOW,
1247 ARB_DEPTH_BUFFER_FLOAT, NULL},
1248 {WINED3DFMT_S8_UINT_D24_FLOAT, GL_DEPTH32F_STENCIL8, GL_DEPTH32F_STENCIL8, 0,
1249 GL_DEPTH_STENCIL, GL_FLOAT_32_UNSIGNED_INT_24_8_REV, 8,
1250 WINED3DFMT_FLAG_TEXTURE | WINED3DFMT_FLAG_DEPTH | WINED3DFMT_FLAG_STENCIL | WINED3DFMT_FLAG_SHADOW,
1251 ARB_DEPTH_BUFFER_FLOAT, convert_s8_uint_d24_float},
1252 /* Vendor-specific formats */
1253 {WINED3DFMT_ATI1N, GL_COMPRESSED_RED_RGTC1, GL_COMPRESSED_RED_RGTC1, 0,
1254 GL_RED, GL_UNSIGNED_BYTE, 0,
1255 WINED3DFMT_FLAG_TEXTURE | WINED3DFMT_FLAG_POSTPIXELSHADER_BLENDING | WINED3DFMT_FLAG_FILTERING
1256 | WINED3DFMT_FLAG_COMPRESSED,
1257 ARB_TEXTURE_COMPRESSION_RGTC, NULL},
1258 {WINED3DFMT_ATI2N, GL_COMPRESSED_LUMINANCE_ALPHA_3DC_ATI, GL_COMPRESSED_LUMINANCE_ALPHA_3DC_ATI, 0,
1259 GL_LUMINANCE_ALPHA, GL_UNSIGNED_BYTE, 0,
1260 WINED3DFMT_FLAG_TEXTURE | WINED3DFMT_FLAG_POSTPIXELSHADER_BLENDING | WINED3DFMT_FLAG_FILTERING
1261 | WINED3DFMT_FLAG_COMPRESSED,
1262 ATI_TEXTURE_COMPRESSION_3DC, NULL},
1263 {WINED3DFMT_ATI2N, GL_COMPRESSED_RG_RGTC2, GL_COMPRESSED_RG_RGTC2, 0,
1264 GL_LUMINANCE_ALPHA, GL_UNSIGNED_BYTE, 0,
1265 WINED3DFMT_FLAG_TEXTURE | WINED3DFMT_FLAG_POSTPIXELSHADER_BLENDING | WINED3DFMT_FLAG_FILTERING
1266 | WINED3DFMT_FLAG_COMPRESSED,
1267 EXT_TEXTURE_COMPRESSION_RGTC, NULL},
1268 {WINED3DFMT_ATI2N, GL_COMPRESSED_RG_RGTC2, GL_COMPRESSED_RG_RGTC2, 0,
1269 GL_RG, GL_UNSIGNED_BYTE, 0,
1270 WINED3DFMT_FLAG_TEXTURE | WINED3DFMT_FLAG_POSTPIXELSHADER_BLENDING | WINED3DFMT_FLAG_FILTERING
1271 | WINED3DFMT_FLAG_COMPRESSED,
1272 ARB_TEXTURE_COMPRESSION_RGTC, NULL},
1273 {WINED3DFMT_INTZ, GL_DEPTH24_STENCIL8_EXT, GL_DEPTH24_STENCIL8_EXT, 0,
1274 GL_DEPTH_STENCIL_EXT, GL_UNSIGNED_INT_24_8_EXT, 0,
1275 WINED3DFMT_FLAG_TEXTURE | WINED3DFMT_FLAG_POSTPIXELSHADER_BLENDING | WINED3DFMT_FLAG_FILTERING
1276 | WINED3DFMT_FLAG_DEPTH | WINED3DFMT_FLAG_STENCIL,
1277 EXT_PACKED_DEPTH_STENCIL, NULL},
1278 {WINED3DFMT_INTZ, GL_DEPTH24_STENCIL8, GL_DEPTH24_STENCIL8, 0,
1279 GL_DEPTH_STENCIL, GL_UNSIGNED_INT_24_8, 0,
1280 WINED3DFMT_FLAG_TEXTURE | WINED3DFMT_FLAG_POSTPIXELSHADER_BLENDING | WINED3DFMT_FLAG_FILTERING
1281 | WINED3DFMT_FLAG_DEPTH | WINED3DFMT_FLAG_STENCIL,
1282 ARB_FRAMEBUFFER_OBJECT, NULL},
1283 {WINED3DFMT_NULL, 0, 0, 0,
1284 GL_RGBA, GL_UNSIGNED_INT_8_8_8_8_REV, 0,
1285 WINED3DFMT_FLAG_TEXTURE | WINED3DFMT_FLAG_RENDERTARGET | WINED3DFMT_FLAG_FBO_ATTACHABLE,
1286 ARB_FRAMEBUFFER_OBJECT, NULL},
1287 };
1288
1289 static inline int getFmtIdx(enum wined3d_format_id format_id)
1290 {
1291 /* First check if the format is at the position of its value.
1292 * This will catch the argb formats before the loop is entered. */
1293 if (format_id < (sizeof(formats) / sizeof(*formats))
1294 && formats[format_id].id == format_id)
1295 {
1296 return format_id;
1297 }
1298 else
1299 {
1300 unsigned int i;
1301
1302 for (i = 0; i < (sizeof(formats) / sizeof(*formats)); ++i)
1303 {
1304 if (formats[i].id == format_id) return i;
1305 }
1306 }
1307 return -1;
1308 }
1309
1310 static void format_set_flag(struct wined3d_format *format, unsigned int flag)
1311 {
1312 unsigned int i;
1313
1314 for (i = 0; i < ARRAY_SIZE(format->flags); ++i)
1315 format->flags[i] |= flag;
1316 }
1317
1318 static void format_clear_flag(struct wined3d_format *format, unsigned int flag)
1319 {
1320 unsigned int i;
1321
1322 for (i = 0; i < ARRAY_SIZE(format->flags); ++i)
1323 format->flags[i] &= ~flag;
1324 }
1325
1326 static BOOL init_format_base_info(struct wined3d_gl_info *gl_info)
1327 {
1328 UINT format_count = sizeof(formats) / sizeof(*formats);
1329 UINT i;
1330
1331 gl_info->formats = HeapAlloc(GetProcessHeap(), HEAP_ZERO_MEMORY, format_count * sizeof(*gl_info->formats));
1332 if (!gl_info->formats)
1333 {
1334 ERR("Failed to allocate memory.\n");
1335 return FALSE;
1336 }
1337
1338 for (i = 0; i < format_count; ++i)
1339 {
1340 struct wined3d_format *format = &gl_info->formats[i];
1341 format->id = formats[i].id;
1342 format->red_size = formats[i].red_size;
1343 format->green_size = formats[i].green_size;
1344 format->blue_size = formats[i].blue_size;
1345 format->alpha_size = formats[i].alpha_size;
1346 format->red_offset = formats[i].red_offset;
1347 format->green_offset = formats[i].green_offset;
1348 format->blue_offset = formats[i].blue_offset;
1349 format->alpha_offset = formats[i].alpha_offset;
1350 format->byte_count = formats[i].bpp;
1351 format->depth_size = formats[i].depth_size;
1352 format->stencil_size = formats[i].stencil_size;
1353 format->block_width = 1;
1354 format->block_height = 1;
1355 format->block_byte_count = formats[i].bpp;
1356 }
1357
1358 for (i = 0; i < (sizeof(format_base_flags) / sizeof(*format_base_flags)); ++i)
1359 {
1360 int fmt_idx = getFmtIdx(format_base_flags[i].id);
1361
1362 if (fmt_idx == -1)
1363 {
1364 ERR("Format %s (%#x) not found.\n",
1365 debug_d3dformat(format_base_flags[i].id), format_base_flags[i].id);
1366 HeapFree(GetProcessHeap(), 0, gl_info->formats);
1367 return FALSE;
1368 }
1369
1370 format_set_flag(&gl_info->formats[fmt_idx], format_base_flags[i].flags);
1371 }
1372
1373 return TRUE;
1374 }
1375
1376 static BOOL init_format_block_info(struct wined3d_gl_info *gl_info)
1377 {
1378 unsigned int i;
1379
1380 for (i = 0; i < (sizeof(format_block_info) / sizeof(*format_block_info)); ++i)
1381 {
1382 struct wined3d_format *format;
1383 int fmt_idx = getFmtIdx(format_block_info[i].id);
1384
1385 if (fmt_idx == -1)
1386 {
1387 ERR("Format %s (%#x) not found.\n",
1388 debug_d3dformat(format_block_info[i].id), format_block_info[i].id);
1389 return FALSE;
1390 }
1391
1392 format = &gl_info->formats[fmt_idx];
1393 format->block_width = format_block_info[i].block_width;
1394 format->block_height = format_block_info[i].block_height;
1395 format->block_byte_count = format_block_info[i].block_byte_count;
1396 format_set_flag(&gl_info->formats[fmt_idx], WINED3DFMT_FLAG_BLOCKS);
1397 if (!format_block_info[i].verify)
1398 format_set_flag(&gl_info->formats[fmt_idx], WINED3DFMT_FLAG_BLOCKS_NO_VERIFY);
1399 }
1400
1401 return TRUE;
1402 }
1403
1404 static GLenum wined3d_gl_type_to_enum(enum wined3d_gl_resource_type type)
1405 {
1406 switch (type)
1407 {
1408 case WINED3D_GL_RES_TYPE_TEX_1D:
1409 return GL_TEXTURE_1D;
1410 case WINED3D_GL_RES_TYPE_TEX_2D:
1411 return GL_TEXTURE_2D;
1412 case WINED3D_GL_RES_TYPE_TEX_3D:
1413 return GL_TEXTURE_3D;
1414 case WINED3D_GL_RES_TYPE_TEX_CUBE:
1415 return GL_TEXTURE_CUBE_MAP_ARB;
1416 case WINED3D_GL_RES_TYPE_TEX_RECT:
1417 return GL_TEXTURE_RECTANGLE_ARB;
1418 case WINED3D_GL_RES_TYPE_BUFFER:
1419 return GL_TEXTURE_2D; /* TODO: GL_TEXTURE_BUFFER. */
1420 case WINED3D_GL_RES_TYPE_RB:
1421 return GL_RENDERBUFFER;
1422 case WINED3D_GL_RES_TYPE_COUNT:
1423 break;
1424 }
1425 ERR("Unexpected GL resource type %u.\n", type);
1426 return 0;
1427 }
1428
1429 static void delete_fbo_attachment(const struct wined3d_gl_info *gl_info,
1430 enum wined3d_gl_resource_type d3d_type, GLuint object)
1431 {
1432 switch (d3d_type)
1433 {
1434 case WINED3D_GL_RES_TYPE_TEX_1D:
1435 case WINED3D_GL_RES_TYPE_TEX_2D:
1436 case WINED3D_GL_RES_TYPE_TEX_RECT:
1437 case WINED3D_GL_RES_TYPE_TEX_3D:
1438 case WINED3D_GL_RES_TYPE_TEX_CUBE:
1439 gl_info->gl_ops.gl.p_glDeleteTextures(1, &object);
1440 break;
1441
1442 case WINED3D_GL_RES_TYPE_RB:
1443 gl_info->fbo_ops.glDeleteRenderbuffers(1, &object);
1444 break;
1445
1446 case WINED3D_GL_RES_TYPE_BUFFER:
1447 case WINED3D_GL_RES_TYPE_COUNT:
1448 break;
1449 }
1450 }
1451
1452 /* Context activation is done by the caller. */
1453 static void create_and_bind_fbo_attachment(const struct wined3d_gl_info *gl_info, unsigned int flags,
1454 enum wined3d_gl_resource_type d3d_type, GLuint *object, GLenum internal, GLenum format, GLenum type)
1455 {
1456 GLenum attach_type = flags & WINED3DFMT_FLAG_DEPTH ?
1457 GL_DEPTH_ATTACHMENT : GL_COLOR_ATTACHMENT0;
1458
1459 switch (d3d_type)
1460 {
1461 case WINED3D_GL_RES_TYPE_TEX_1D:
1462 gl_info->gl_ops.gl.p_glGenTextures(1, object);
1463 gl_info->gl_ops.gl.p_glBindTexture(GL_TEXTURE_1D, *object);
1464 gl_info->gl_ops.gl.p_glTexImage1D(GL_TEXTURE_1D, 0, internal, 16, 0, format, type, NULL);
1465 gl_info->gl_ops.gl.p_glTexParameteri(GL_TEXTURE_1D, GL_TEXTURE_MIN_FILTER, GL_NEAREST);
1466 gl_info->gl_ops.gl.p_glTexParameteri(GL_TEXTURE_1D, GL_TEXTURE_MAG_FILTER, GL_NEAREST);
1467
1468 gl_info->fbo_ops.glFramebufferTexture1D(GL_FRAMEBUFFER, attach_type, GL_TEXTURE_1D,
1469 *object, 0);
1470 if (flags & WINED3DFMT_FLAG_STENCIL)
1471 gl_info->fbo_ops.glFramebufferTexture1D(GL_FRAMEBUFFER, GL_STENCIL_ATTACHMENT, GL_TEXTURE_1D,
1472 *object, 0);
1473 break;
1474
1475 case WINED3D_GL_RES_TYPE_TEX_2D:
1476 case WINED3D_GL_RES_TYPE_TEX_RECT:
1477 gl_info->gl_ops.gl.p_glGenTextures(1, object);
1478 gl_info->gl_ops.gl.p_glBindTexture(wined3d_gl_type_to_enum(d3d_type), *object);
1479 gl_info->gl_ops.gl.p_glTexImage2D(wined3d_gl_type_to_enum(d3d_type), 0, internal, 16, 16, 0,
1480 format, type, NULL);
1481 gl_info->gl_ops.gl.p_glTexParameteri(wined3d_gl_type_to_enum(d3d_type), GL_TEXTURE_MIN_FILTER, GL_NEAREST);
1482 gl_info->gl_ops.gl.p_glTexParameteri(wined3d_gl_type_to_enum(d3d_type), GL_TEXTURE_MAG_FILTER, GL_NEAREST);
1483
1484 gl_info->fbo_ops.glFramebufferTexture2D(GL_FRAMEBUFFER, attach_type,
1485 wined3d_gl_type_to_enum(d3d_type), *object, 0);
1486 if (flags & WINED3DFMT_FLAG_STENCIL)
1487 gl_info->fbo_ops.glFramebufferTexture2D(GL_FRAMEBUFFER, GL_STENCIL_ATTACHMENT,
1488 wined3d_gl_type_to_enum(d3d_type), *object, 0);
1489 break;
1490
1491 case WINED3D_GL_RES_TYPE_TEX_3D:
1492 gl_info->gl_ops.gl.p_glGenTextures(1, object);
1493 gl_info->gl_ops.gl.p_glBindTexture(GL_TEXTURE_3D, *object);
1494 GL_EXTCALL(glTexImage3D)(GL_TEXTURE_3D, 0, internal, 16, 16, 16, 0,
1495 format, type, NULL);
1496 gl_info->gl_ops.gl.p_glTexParameteri(GL_TEXTURE_3D, GL_TEXTURE_MIN_FILTER, GL_NEAREST);
1497 gl_info->gl_ops.gl.p_glTexParameteri(GL_TEXTURE_3D, GL_TEXTURE_MAG_FILTER, GL_NEAREST);
1498
1499 gl_info->fbo_ops.glFramebufferTexture3D(GL_FRAMEBUFFER, attach_type,
1500 GL_TEXTURE_3D, *object, 0, 0);
1501 if (flags & WINED3DFMT_FLAG_STENCIL)
1502 gl_info->fbo_ops.glFramebufferTexture3D(GL_FRAMEBUFFER, GL_STENCIL_ATTACHMENT,
1503 GL_TEXTURE_3D, *object, 0, 0);
1504 break;
1505
1506 case WINED3D_GL_RES_TYPE_TEX_CUBE:
1507 gl_info->gl_ops.gl.p_glGenTextures(1, object);
1508 gl_info->gl_ops.gl.p_glBindTexture(GL_TEXTURE_CUBE_MAP_ARB, *object);
1509 gl_info->gl_ops.gl.p_glTexImage2D(GL_TEXTURE_CUBE_MAP_POSITIVE_X_ARB, 0, internal, 16, 16, 0,
1510 format, type, NULL);
1511 gl_info->gl_ops.gl.p_glTexImage2D(GL_TEXTURE_CUBE_MAP_NEGATIVE_X_ARB, 0, internal, 16, 16, 0,
1512 format, type, NULL);
1513 gl_info->gl_ops.gl.p_glTexImage2D(GL_TEXTURE_CUBE_MAP_POSITIVE_Y_ARB, 0, internal, 16, 16, 0,
1514 format, type, NULL);
1515 gl_info->gl_ops.gl.p_glTexImage2D(GL_TEXTURE_CUBE_MAP_NEGATIVE_Y_ARB, 0, internal, 16, 16, 0,
1516 format, type, NULL);
1517 gl_info->gl_ops.gl.p_glTexImage2D(GL_TEXTURE_CUBE_MAP_POSITIVE_Z_ARB, 0, internal, 16, 16, 0,
1518 format, type, NULL);
1519 gl_info->gl_ops.gl.p_glTexImage2D(GL_TEXTURE_CUBE_MAP_NEGATIVE_Z_ARB, 0, internal, 16, 16, 0,
1520 format, type, NULL);
1521 gl_info->gl_ops.gl.p_glTexParameteri(GL_TEXTURE_CUBE_MAP_ARB, GL_TEXTURE_MIN_FILTER, GL_NEAREST);
1522 gl_info->gl_ops.gl.p_glTexParameteri(GL_TEXTURE_CUBE_MAP_ARB, GL_TEXTURE_MAG_FILTER, GL_NEAREST);
1523
1524 gl_info->fbo_ops.glFramebufferTexture2D(GL_FRAMEBUFFER, attach_type,
1525 GL_TEXTURE_CUBE_MAP_POSITIVE_X_ARB, *object, 0);
1526 if (flags & WINED3DFMT_FLAG_STENCIL)
1527 gl_info->fbo_ops.glFramebufferTexture2D(GL_FRAMEBUFFER, GL_STENCIL_ATTACHMENT,
1528 GL_TEXTURE_CUBE_MAP_POSITIVE_X_ARB, *object, 0);
1529 break;
1530
1531 case WINED3D_GL_RES_TYPE_RB:
1532 gl_info->fbo_ops.glGenRenderbuffers(1, object);
1533 gl_info->fbo_ops.glBindRenderbuffer(GL_RENDERBUFFER, *object);
1534 gl_info->fbo_ops.glRenderbufferStorage(GL_RENDERBUFFER, internal, 16, 16);
1535 gl_info->fbo_ops.glFramebufferRenderbuffer(GL_FRAMEBUFFER, attach_type, GL_RENDERBUFFER,
1536 *object);
1537 if (flags & WINED3DFMT_FLAG_STENCIL)
1538 gl_info->fbo_ops.glFramebufferRenderbuffer(GL_FRAMEBUFFER, GL_STENCIL_ATTACHMENT, GL_RENDERBUFFER,
1539 *object);
1540 break;
1541
1542 case WINED3D_GL_RES_TYPE_BUFFER:
1543 case WINED3D_GL_RES_TYPE_COUNT:
1544 break;
1545 }
1546
1547 /* Ideally we'd skip all formats already known not to work on textures
1548 * by checking for WINED3DFMT_FLAG_TEXTURE here. However, we want to
1549 * know if we can attach WINED3DFMT_P8_UINT textures to FBOs, and this
1550 * format never has WINED3DFMT_FLAG_TEXTURE set. Instead, swallow GL
1551 * errors generated by invalid formats. */
1552 while (gl_info->gl_ops.gl.p_glGetError());
1553 }
1554
1555 /* Context activation is done by the caller. */
1556 static void check_fbo_compat(const struct wined3d_gl_info *gl_info, struct wined3d_format *format)
1557 {
1558 /* Check if the default internal format is supported as a frame buffer
1559 * target, otherwise fall back to the render target internal.
1560 *
1561 * Try to stick to the standard format if possible, this limits precision differences. */
1562 GLenum status, rt_internal = format->rtInternal;
1563 GLuint object, color_rb;
1564 enum wined3d_gl_resource_type type;
1565 BOOL fallback_fmt_used = FALSE, regular_fmt_used = FALSE;
1566
1567 gl_info->gl_ops.gl.p_glDisable(GL_BLEND);
1568
1569 for (type = 0; type < ARRAY_SIZE(format->flags); ++type)
1570 {
1571 const char *type_string = "color";
1572
1573 if (type == WINED3D_GL_RES_TYPE_BUFFER)
1574 continue;
1575
1576 create_and_bind_fbo_attachment(gl_info, format->flags[type], type, &object, format->glInternal,
1577 format->glFormat, format->glType);
1578
1579 if (format->flags[type] & (WINED3DFMT_FLAG_DEPTH | WINED3DFMT_FLAG_STENCIL))
1580 {
1581 gl_info->fbo_ops.glGenRenderbuffers(1, &color_rb);
1582 gl_info->fbo_ops.glBindRenderbuffer(GL_RENDERBUFFER, color_rb);
1583 if (type == WINED3D_GL_RES_TYPE_TEX_1D)
1584 gl_info->fbo_ops.glRenderbufferStorage(GL_RENDERBUFFER, GL_RGBA8, 16, 1);
1585 else
1586 gl_info->fbo_ops.glRenderbufferStorage(GL_RENDERBUFFER, GL_RGBA8, 16, 16);
1587
1588 gl_info->fbo_ops.glFramebufferRenderbuffer(GL_FRAMEBUFFER,
1589 GL_COLOR_ATTACHMENT0, GL_RENDERBUFFER, color_rb);
1590 checkGLcall("Create and attach color rb attachment");
1591 type_string = "depth / stencil";
1592 }
1593
1594 status = gl_info->fbo_ops.glCheckFramebufferStatus(GL_FRAMEBUFFER);
1595 checkGLcall("Framebuffer format check");
1596
1597 if (status == GL_FRAMEBUFFER_COMPLETE)
1598 {
1599 TRACE("Format %s is supported as FBO %s attachment, type %u.\n",
1600 debug_d3dformat(format->id), type_string, type);
1601 format->flags[type] |= WINED3DFMT_FLAG_FBO_ATTACHABLE;
1602 format->rtInternal = format->glInternal;
1603 regular_fmt_used = TRUE;
1604 }
1605 else
1606 {
1607 if (!rt_internal)
1608 {
1609 if (format->flags[type] & WINED3DFMT_FLAG_RENDERTARGET)
1610 {
1611 WARN("Format %s with rendertarget flag is not supported as FBO color attachment (type %u),"
1612 " and no fallback specified.\n", debug_d3dformat(format->id), type);
1613 format->flags[type] &= ~WINED3DFMT_FLAG_RENDERTARGET;
1614 }
1615 else
1616 {
1617 TRACE("Format %s is not supported as FBO %s attachment, type %u.\n",
1618 debug_d3dformat(format->id), type_string, type);
1619 }
1620 format->rtInternal = format->glInternal;
1621 }
1622 else
1623 {
1624 TRACE("Format %s is not supported as FBO %s attachment (type %u),"
1625 " trying rtInternal format as fallback.\n",
1626 debug_d3dformat(format->id), type_string, type);
1627
1628 while (gl_info->gl_ops.gl.p_glGetError());
1629
1630 delete_fbo_attachment(gl_info, type, object);
1631 create_and_bind_fbo_attachment(gl_info, format->flags[type], type, &object, format->rtInternal,
1632 format->glFormat, format->glType);
1633
1634 status = gl_info->fbo_ops.glCheckFramebufferStatus(GL_FRAMEBUFFER);
1635 checkGLcall("Framebuffer format check");
1636
1637 if (status == GL_FRAMEBUFFER_COMPLETE)
1638 {
1639 TRACE("Format %s rtInternal format is supported as FBO %s attachment, type %u.\n",
1640 debug_d3dformat(format->id), type_string, type);
1641 fallback_fmt_used = TRUE;
1642 }
1643 else
1644 {
1645 WARN("Format %s rtInternal format is not supported as FBO %s attachment, type %u.\n",
1646 debug_d3dformat(format->id), type_string, type);
1647 format->flags[type] &= ~WINED3DFMT_FLAG_RENDERTARGET;
1648 }
1649 }
1650 }
1651
1652 if (status == GL_FRAMEBUFFER_COMPLETE
1653 && ((format->flags[type] & WINED3DFMT_FLAG_POSTPIXELSHADER_BLENDING)
1654 || !(gl_info->quirks & WINED3D_QUIRK_LIMITED_TEX_FILTERING))
1655 && format->id != WINED3DFMT_NULL && format->id != WINED3DFMT_P8_UINT
1656 && format->glFormat != GL_LUMINANCE && format->glFormat != GL_LUMINANCE_ALPHA
1657 && (format->red_size || format->alpha_size))
1658 {
1659 DWORD readback[16 * 16 * 16], color, r_range, a_range;
1660 BYTE r, a;
1661 BOOL match = TRUE;
1662 GLuint rb;
1663
1664 if (gl_info->supported[ARB_FRAMEBUFFER_OBJECT]
1665 || gl_info->supported[EXT_PACKED_DEPTH_STENCIL])
1666 {
1667 gl_info->fbo_ops.glGenRenderbuffers(1, &rb);
1668 gl_info->fbo_ops.glBindRenderbuffer(GL_RENDERBUFFER, rb);
1669 if (type == WINED3D_GL_RES_TYPE_TEX_1D)
1670 gl_info->fbo_ops.glRenderbufferStorage(GL_RENDERBUFFER, GL_DEPTH24_STENCIL8, 16, 1);
1671 else
1672 gl_info->fbo_ops.glRenderbufferStorage(GL_RENDERBUFFER, GL_DEPTH24_STENCIL8, 16, 16);
1673 gl_info->fbo_ops.glFramebufferRenderbuffer(GL_FRAMEBUFFER, GL_DEPTH_ATTACHMENT, GL_RENDERBUFFER, rb);
1674 gl_info->fbo_ops.glFramebufferRenderbuffer(GL_FRAMEBUFFER, GL_STENCIL_ATTACHMENT, GL_RENDERBUFFER, rb);
1675 checkGLcall("RB attachment");
1676 }
1677
1678 gl_info->gl_ops.gl.p_glEnable(GL_BLEND);
1679 gl_info->gl_ops.gl.p_glClearColor(0.0f, 0.0f, 0.0f, 1.0f);
1680 gl_info->gl_ops.gl.p_glClear(GL_COLOR_BUFFER_BIT);
1681 if (gl_info->gl_ops.gl.p_glGetError() == GL_INVALID_FRAMEBUFFER_OPERATION)
1682 {
1683 while (gl_info->gl_ops.gl.p_glGetError());
1684 TRACE("Format %s doesn't support post-pixelshader blending, type %u.\n",
1685 debug_d3dformat(format->id), type);
1686 format->flags[type] &= ~WINED3DFMT_FLAG_POSTPIXELSHADER_BLENDING;
1687 }
1688 else
1689 {
1690 gl_info->gl_ops.gl.p_glDisable(GL_BLEND);
1691 if (type == WINED3D_GL_RES_TYPE_TEX_1D)
1692 gl_info->gl_ops.gl.p_glViewport(0, 0, 16, 1);
1693 else
1694 gl_info->gl_ops.gl.p_glViewport(0, 0, 16, 16);
1695 gl_info->gl_ops.gl.p_glDisable(GL_LIGHTING);
1696 gl_info->gl_ops.gl.p_glMatrixMode(GL_MODELVIEW);
1697 gl_info->gl_ops.gl.p_glLoadIdentity();
1698 gl_info->gl_ops.gl.p_glMatrixMode(GL_PROJECTION);
1699 gl_info->gl_ops.gl.p_glLoadIdentity();
1700
1701 gl_info->gl_ops.gl.p_glBlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
1702
1703 /* Draw a full-black quad */
1704 gl_info->gl_ops.gl.p_glBegin(GL_TRIANGLE_STRIP);
1705 gl_info->gl_ops.gl.p_glColor4f(0.0f, 0.0f, 0.0f, 1.0f);
1706 gl_info->gl_ops.gl.p_glVertex3f(-1.0f, -1.0f, 0.0f);
1707 gl_info->gl_ops.gl.p_glVertex3f(1.0f, -1.0f, 0.0f);
1708 gl_info->gl_ops.gl.p_glVertex3f(-1.0f, 1.0f, 0.0f);
1709 gl_info->gl_ops.gl.p_glVertex3f(1.0f, 1.0f, 0.0f);
1710 gl_info->gl_ops.gl.p_glEnd();
1711
1712 gl_info->gl_ops.gl.p_glEnable(GL_BLEND);
1713 /* Draw a half-transparent red quad */
1714 gl_info->gl_ops.gl.p_glBegin(GL_TRIANGLE_STRIP);
1715 gl_info->gl_ops.gl.p_glColor4f(1.0f, 0.0f, 0.0f, 0.5f);
1716 gl_info->gl_ops.gl.p_glVertex3f(-1.0f, -1.0f, 0.0f);
1717 gl_info->gl_ops.gl.p_glVertex3f(1.0f, -1.0f, 0.0f);
1718 gl_info->gl_ops.gl.p_glVertex3f(-1.0f, 1.0f, 0.0f);
1719 gl_info->gl_ops.gl.p_glVertex3f(1.0f, 1.0f, 0.0f);
1720 gl_info->gl_ops.gl.p_glEnd();
1721
1722 gl_info->gl_ops.gl.p_glDisable(GL_BLEND);
1723
1724 switch (type)
1725 {
1726 case WINED3D_GL_RES_TYPE_TEX_1D:
1727 /* Rebinding texture to workaround a fglrx bug. */
1728 gl_info->gl_ops.gl.p_glBindTexture(GL_TEXTURE_1D, object);
1729 gl_info->gl_ops.gl.p_glGetTexImage(GL_TEXTURE_1D, 0, GL_BGRA,
1730 GL_UNSIGNED_INT_8_8_8_8_REV, readback);
1731 color = readback[7];
1732 break;
1733
1734 case WINED3D_GL_RES_TYPE_TEX_2D:
1735 case WINED3D_GL_RES_TYPE_TEX_3D:
1736 case WINED3D_GL_RES_TYPE_TEX_RECT:
1737 /* Rebinding texture to workaround a fglrx bug. */
1738 gl_info->gl_ops.gl.p_glBindTexture(wined3d_gl_type_to_enum(type), object);
1739 gl_info->gl_ops.gl.p_glGetTexImage(wined3d_gl_type_to_enum(type), 0, GL_BGRA,
1740 GL_UNSIGNED_INT_8_8_8_8_REV, readback);
1741 color = readback[7 * 16 + 7];
1742 break;
1743
1744 case WINED3D_GL_RES_TYPE_TEX_CUBE:
1745 /* Rebinding texture to workaround a fglrx bug. */
1746 gl_info->gl_ops.gl.p_glBindTexture(GL_TEXTURE_CUBE_MAP_ARB, object);
1747 gl_info->gl_ops.gl.p_glGetTexImage(GL_TEXTURE_CUBE_MAP_POSITIVE_X_ARB, 0, GL_BGRA,
1748 GL_UNSIGNED_INT_8_8_8_8_REV, readback);
1749 color = readback[7 * 16 + 7];
1750 break;
1751
1752 case WINED3D_GL_RES_TYPE_RB:
1753 gl_info->gl_ops.gl.p_glReadPixels(0, 0, 16, 16,
1754 GL_BGRA, GL_UNSIGNED_INT_8_8_8_8_REV, readback);
1755 color = readback[7 * 16 + 7];
1756 break;
1757
1758 case WINED3D_GL_RES_TYPE_BUFFER:
1759 case WINED3D_GL_RES_TYPE_COUNT:
1760 color = 0;
1761 break;
1762 }
1763 checkGLcall("Post-pixelshader blending check");
1764
1765 a = color >> 24;
1766 r = (color & 0x00ff0000) >> 16;
1767
1768 r_range = format->red_size < 8 ? 1 << (8 - format->red_size) : 1;
1769 a_range = format->alpha_size < 8 ? 1 << (8 - format->alpha_size) : 1;
1770 if (format->red_size && (r < 0x7f - r_range || r > 0x7f + r_range))
1771 match = FALSE;
1772 else if (format->alpha_size > 1 && (a < 0xbf - a_range || a > 0xbf + a_range))
1773 match = FALSE;
1774 if (!match)
1775 {
1776 TRACE("Format %s doesn't support post-pixelshader blending, type %u.\n",
1777 debug_d3dformat(format->id), type);
1778 TRACE("Color output: %#x\n", color);
1779 format->flags[type] &= ~WINED3DFMT_FLAG_POSTPIXELSHADER_BLENDING;
1780 }
1781 else
1782 {
1783 TRACE("Format %s supports post-pixelshader blending, type %u.\n",
1784 debug_d3dformat(format->id), type);
1785 TRACE("Color output: %#x\n", color);
1786 format->flags[type] |= WINED3DFMT_FLAG_POSTPIXELSHADER_BLENDING;
1787 }
1788 }
1789
1790 if (gl_info->supported[ARB_FRAMEBUFFER_OBJECT]
1791 || gl_info->supported[EXT_PACKED_DEPTH_STENCIL])
1792 {
1793 gl_info->fbo_ops.glFramebufferRenderbuffer(GL_FRAMEBUFFER, GL_DEPTH_ATTACHMENT, GL_RENDERBUFFER, 0);
1794 gl_info->fbo_ops.glFramebufferRenderbuffer(GL_FRAMEBUFFER, GL_STENCIL_ATTACHMENT, GL_RENDERBUFFER, 0);
1795 gl_info->fbo_ops.glDeleteRenderbuffers(1, &rb);
1796 checkGLcall("RB cleanup");
1797 }
1798 }
1799
1800 if (format->glInternal != format->glGammaInternal)
1801 {
1802 delete_fbo_attachment(gl_info, type, object);
1803 create_and_bind_fbo_attachment(gl_info, format->flags[type], type, &object, format->glGammaInternal,
1804 format->glFormat, format->glType);
1805
1806 status = gl_info->fbo_ops.glCheckFramebufferStatus(GL_FRAMEBUFFER);
1807 checkGLcall("Framebuffer format check");
1808
1809 if (status == GL_FRAMEBUFFER_COMPLETE)
1810 {
1811 TRACE("Format %s's sRGB format is FBO attachable, type %u.\n",
1812 debug_d3dformat(format->id), type);
1813 format->flags[type] |= WINED3DFMT_FLAG_FBO_ATTACHABLE_SRGB;
1814 }
1815 else
1816 {
1817 WARN("Format %s's sRGB format is not FBO attachable, type %u.\n",
1818 debug_d3dformat(format->id), type);
1819 }
1820 }
1821 else if (status == GL_FRAMEBUFFER_COMPLETE)
1822 format->flags[type] |= WINED3DFMT_FLAG_FBO_ATTACHABLE_SRGB;
1823
1824 if (format->flags[type] & (WINED3DFMT_FLAG_DEPTH | WINED3DFMT_FLAG_STENCIL))
1825 {
1826 gl_info->fbo_ops.glFramebufferRenderbuffer(GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT0, GL_RENDERBUFFER, 0);
1827 gl_info->fbo_ops.glDeleteRenderbuffers(1, &color_rb);
1828 }
1829
1830 delete_fbo_attachment(gl_info, type, object);
1831 checkGLcall("Framebuffer format check cleaup");
1832 }
1833
1834 if (fallback_fmt_used && regular_fmt_used)
1835 {
1836 FIXME("Format %s needs different render target formats for different resource types.\n",
1837 debug_d3dformat(format->id));
1838 format_clear_flag(format, WINED3DFMT_FLAG_RENDERTARGET | WINED3DFMT_FLAG_FBO_ATTACHABLE
1839 | WINED3DFMT_FLAG_FBO_ATTACHABLE_SRGB | WINED3DFMT_FLAG_POSTPIXELSHADER_BLENDING);
1840 }
1841 }
1842
1843 static void query_format_flag(struct wined3d_gl_info *gl_info, struct wined3d_format *format,
1844 GLint internal, GLenum pname, DWORD flag, const char *string)
1845 {
1846 GLint value;
1847 enum wined3d_gl_resource_type type;
1848
1849 for (type = 0; type < ARRAY_SIZE(format->flags); ++type)
1850 {
1851 gl_info->gl_ops.ext.p_glGetInternalformativ(wined3d_gl_type_to_enum(type), internal, pname, 1, &value);
1852 if (value == GL_FULL_SUPPORT)
1853 {
1854 TRACE("Format %s supports %s, resource type %u.\n", debug_d3dformat(format->id), string, type);
1855 format->flags[type] |= flag;
1856 }
1857 else
1858 {
1859 TRACE("Format %s doesn't support %s, resource type %u.\n", debug_d3dformat(format->id), string, type);
1860 format->flags[type] &= ~flag;
1861 }
1862 }
1863 }
1864
1865 /* Context activation is done by the caller. */
1866 static void init_format_fbo_compat_info(struct wined3d_gl_info *gl_info)
1867 {
1868 unsigned int i, type;
1869 GLuint fbo;
1870
1871 if (gl_info->supported[ARB_INTERNALFORMAT_QUERY2])
1872 {
1873 for (i = 0; i < sizeof(formats) / sizeof(*formats); ++i)
1874 {
1875 GLint value;
1876 struct wined3d_format *format = &gl_info->formats[i];
1877 BOOL fallback_fmt_used = FALSE, regular_fmt_used = FALSE;
1878 GLenum rt_internal = format->rtInternal;
1879
1880 if (!format->glInternal)
1881 continue;
1882
1883 for (type = 0; type < ARRAY_SIZE(format->flags); ++type)
1884 {
1885 gl_info->gl_ops.ext.p_glGetInternalformativ(wined3d_gl_type_to_enum(type),
1886 format->glInternal, GL_FRAMEBUFFER_RENDERABLE, 1, &value);
1887 if (value == GL_FULL_SUPPORT)
1888 {
1889 TRACE("Format %s is supported as FBO color attachment, resource type %u.\n",
1890 debug_d3dformat(format->id), type);
1891 format->flags[type] |= WINED3DFMT_FLAG_FBO_ATTACHABLE;
1892 format->rtInternal = format->glInternal;
1893 regular_fmt_used = TRUE;
1894
1895 gl_info->gl_ops.ext.p_glGetInternalformativ(wined3d_gl_type_to_enum(type),
1896 format->glInternal, GL_FRAMEBUFFER_BLEND, 1, &value);
1897 if (value == GL_FULL_SUPPORT)
1898 {
1899 TRACE("Format %s supports post-pixelshader blending, resource type %u.\n",
1900 debug_d3dformat(format->id), type);
1901 format->flags[type] |= WINED3DFMT_FLAG_POSTPIXELSHADER_BLENDING;
1902 }
1903 else
1904 {
1905 TRACE("Format %s doesn't support post-pixelshader blending, resource typed %u.\n",
1906 debug_d3dformat(format->id), type);
1907 format->flags[type] &= ~WINED3DFMT_FLAG_POSTPIXELSHADER_BLENDING;
1908 }
1909 }
1910 else
1911 {
1912 if (!rt_internal)
1913 {
1914 if (format->flags[type] & WINED3DFMT_FLAG_RENDERTARGET)
1915 {
1916 WARN("Format %s with rendertarget flag is not supported as FBO color attachment"
1917 " and no fallback specified, resource type %u.\n",
1918 debug_d3dformat(format->id), type);
1919 format->flags[type] &= ~WINED3DFMT_FLAG_RENDERTARGET;
1920 }
1921 else
1922 TRACE("Format %s is not supported as FBO color attachment,"
1923 " resource type %u.\n", debug_d3dformat(format->id), type);
1924 format->rtInternal = format->glInternal;
1925 }
1926 else
1927 {
1928 gl_info->gl_ops.ext.p_glGetInternalformativ(wined3d_gl_type_to_enum(type),
1929 rt_internal, GL_FRAMEBUFFER_RENDERABLE, 1, &value);
1930 if (value == GL_FULL_SUPPORT)
1931 {
1932 TRACE("Format %s rtInternal format is supported as FBO color attachment,"
1933 " resource type %u.\n", debug_d3dformat(format->id), type);
1934 fallback_fmt_used = TRUE;
1935 }
1936 else
1937 {
1938 WARN("Format %s rtInternal format is not supported as FBO color attachment,"
1939 " resource type %u.\n", debug_d3dformat(format->id), type);
1940 format->flags[type] &= ~WINED3DFMT_FLAG_RENDERTARGET;
1941 }
1942 }
1943 }
1944
1945 if (format->glInternal != format->glGammaInternal)
1946 {
1947 gl_info->gl_ops.ext.p_glGetInternalformativ(wined3d_gl_type_to_enum(type),
1948 format->glGammaInternal, GL_FRAMEBUFFER_RENDERABLE, 1, &value);
1949 if (value == GL_FULL_SUPPORT)
1950 {
1951 TRACE("Format %s's sRGB format is FBO attachable, resource type %u.\n",
1952 debug_d3dformat(format->id), type);
1953 format->flags[type] |= WINED3DFMT_FLAG_FBO_ATTACHABLE_SRGB;
1954 }
1955 else
1956 {
1957 WARN("Format %s's sRGB format is not FBO attachable, resource type %u.\n",
1958 debug_d3dformat(format->id), type);
1959 }
1960 }
1961 else if (format->flags[type] & WINED3DFMT_FLAG_FBO_ATTACHABLE)
1962 format->flags[type] |= WINED3DFMT_FLAG_FBO_ATTACHABLE_SRGB;
1963 }
1964
1965 if (fallback_fmt_used && regular_fmt_used)
1966 {
1967 FIXME("Format %s needs different render target formats for different resource types.\n",
1968 debug_d3dformat(format->id));
1969 format_clear_flag(format, WINED3DFMT_FLAG_RENDERTARGET | WINED3DFMT_FLAG_FBO_ATTACHABLE
1970 | WINED3DFMT_FLAG_FBO_ATTACHABLE_SRGB | WINED3DFMT_FLAG_POSTPIXELSHADER_BLENDING);
1971 }
1972 }
1973 return;
1974 }
1975
1976 if (wined3d_settings.offscreen_rendering_mode == ORM_FBO)
1977 {
1978 gl_info->fbo_ops.glGenFramebuffers(1, &fbo);
1979 gl_info->fbo_ops.glBindFramebuffer(GL_FRAMEBUFFER, fbo);
1980 gl_info->gl_ops.gl.p_glDrawBuffer(GL_COLOR_ATTACHMENT0);
1981 gl_info->gl_ops.gl.p_glReadBuffer(GL_COLOR_ATTACHMENT0);
1982 }
1983
1984 for (i = 0; i < sizeof(formats) / sizeof(*formats); ++i)
1985 {
1986 struct wined3d_format *format = &gl_info->formats[i];
1987
1988 if (!format->glInternal) continue;
1989
1990 if (format->flags[WINED3D_GL_RES_TYPE_TEX_2D] & WINED3DFMT_FLAG_COMPRESSED)
1991 {
1992 TRACE("Skipping format %s because it's a compressed format.\n",
1993 debug_d3dformat(format->id));
1994 continue;
1995 }
1996
1997 if (wined3d_settings.offscreen_rendering_mode == ORM_FBO)
1998 {
1999 TRACE("Checking if format %s is supported as FBO color attachment...\n", debug_d3dformat(format->id));
2000 check_fbo_compat(gl_info, format);
2001 }
2002 else
2003 {
2004 format->rtInternal = format->glInternal;
2005 }
2006 }
2007
2008 if (wined3d_settings.offscreen_rendering_mode == ORM_FBO)
2009 gl_info->fbo_ops.glDeleteFramebuffers(1, &fbo);
2010 }
2011
2012 static BOOL init_format_texture_info(struct wined3d_adapter *adapter, struct wined3d_gl_info *gl_info)
2013 {
2014 struct fragment_caps fragment_caps;
2015 struct shader_caps shader_caps;
2016 BOOL srgb_write;
2017 unsigned int i;
2018
2019 adapter->fragment_pipe->get_caps(gl_info, &fragment_caps);
2020 adapter->shader_backend->shader_get_caps(gl_info, &shader_caps);
2021 srgb_write = (fragment_caps.wined3d_caps & WINED3D_FRAGMENT_CAP_SRGB_WRITE)
2022 && (shader_caps.wined3d_caps & WINED3D_SHADER_CAP_SRGB_WRITE);
2023
2024 for (i = 0; i < sizeof(format_texture_info) / sizeof(*format_texture_info); ++i)
2025 {
2026 int fmt_idx = getFmtIdx(format_texture_info[i].id);
2027 struct wined3d_format *format;
2028
2029 if (fmt_idx == -1)
2030 {
2031 ERR("Format %s (%#x) not found.\n",
2032 debug_d3dformat(format_texture_info[i].id), format_texture_info[i].id);
2033 return FALSE;
2034 }
2035
2036 if (!gl_info->supported[format_texture_info[i].extension]) continue;
2037
2038 format = &gl_info->formats[fmt_idx];
2039
2040 /* ARB_texture_rg defines floating point formats, but only if
2041 * ARB_texture_float is also supported. */
2042 if (!gl_info->supported[ARB_TEXTURE_FLOAT]
2043 && (format->flags[WINED3D_GL_RES_TYPE_TEX_2D] & WINED3DFMT_FLAG_FLOAT))
2044 continue;
2045
2046 format->glInternal = format_texture_info[i].gl_internal;
2047 format->glGammaInternal = format_texture_info[i].gl_srgb_internal;
2048 format->rtInternal = format_texture_info[i].gl_rt_internal;
2049 format->glFormat = format_texture_info[i].gl_format;
2050 format->glType = format_texture_info[i].gl_type;
2051 format->color_fixup = COLOR_FIXUP_IDENTITY;
2052 format->height_scale.numerator = 1;
2053 format->height_scale.denominator = 1;
2054
2055 format->flags[WINED3D_GL_RES_TYPE_TEX_1D] |= format_texture_info[i].flags;
2056 format->flags[WINED3D_GL_RES_TYPE_TEX_2D] |= format_texture_info[i].flags;
2057 format->flags[WINED3D_GL_RES_TYPE_BUFFER] |= format_texture_info[i].flags;
2058
2059 /* GL_ARB_depth_texture does not support 3D textures. It also says "cube textures are
2060 * problematic", but doesn't explicitly mandate that an error is generated. */
2061 if (gl_info->supported[EXT_TEXTURE3D]
2062 && !(format_texture_info[i].flags & (WINED3DFMT_FLAG_DEPTH | WINED3DFMT_FLAG_STENCIL)))
2063 format->flags[WINED3D_GL_RES_TYPE_TEX_3D] |= format_texture_info[i].flags;
2064
2065 if (gl_info->supported[ARB_TEXTURE_CUBE_MAP])
2066 format->flags[WINED3D_GL_RES_TYPE_TEX_CUBE] |= format_texture_info[i].flags;
2067
2068 if (gl_info->supported[ARB_TEXTURE_RECTANGLE])
2069 format->flags[WINED3D_GL_RES_TYPE_TEX_RECT] |= format_texture_info[i].flags;
2070
2071 format->flags[WINED3D_GL_RES_TYPE_RB] |= format_texture_info[i].flags;
2072 format->flags[WINED3D_GL_RES_TYPE_RB] &= ~WINED3DFMT_FLAG_TEXTURE;
2073
2074 if (gl_info->supported[ARB_INTERNALFORMAT_QUERY2])
2075 {
2076 query_format_flag(gl_info, format, format->glInternal, GL_VERTEX_TEXTURE,
2077 WINED3DFMT_FLAG_VTF, "vertex texture usage");
2078 query_format_flag(gl_info, format, format->glInternal, GL_FILTER,
2079 WINED3DFMT_FLAG_FILTERING, "filtering");
2080
2081 if (format->glGammaInternal != format->glInternal)
2082 {
2083 query_format_flag(gl_info, format, format->glGammaInternal, GL_SRGB_READ,
2084 WINED3DFMT_FLAG_SRGB_READ, "sRGB read");
2085
2086 if (srgb_write)
2087 query_format_flag(gl_info, format, format->glGammaInternal, GL_SRGB_WRITE,
2088 WINED3DFMT_FLAG_SRGB_WRITE, "sRGB write");
2089 else
2090 format_clear_flag(format, WINED3DFMT_FLAG_SRGB_WRITE);
2091
2092 if (!(format->flags[WINED3D_GL_RES_TYPE_TEX_2D] & (WINED3DFMT_FLAG_SRGB_READ | WINED3DFMT_FLAG_SRGB_WRITE)))
2093 format->glGammaInternal = format->glInternal;
2094 else if (gl_info->supported[EXT_TEXTURE_SRGB_DECODE])
2095 format->glInternal = format->glGammaInternal;
2096 }
2097 }
2098 else
2099 {
2100 if (!gl_info->limits.vertex_samplers)
2101 format_clear_flag(format, WINED3DFMT_FLAG_VTF);
2102
2103 if (!(gl_info->quirks & WINED3D_QUIRK_LIMITED_TEX_FILTERING))
2104 format_set_flag(format, WINED3DFMT_FLAG_FILTERING);
2105 else if (format->id != WINED3DFMT_R32G32B32A32_FLOAT && format->id != WINED3DFMT_R32_FLOAT)
2106 format_clear_flag(format, WINED3DFMT_FLAG_VTF);
2107
2108 if (format->glGammaInternal != format->glInternal)
2109 {
2110 /* Filter sRGB capabilities if EXT_texture_sRGB is not supported. */
2111 if (!gl_info->supported[EXT_TEXTURE_SRGB])
2112 {
2113 format->glGammaInternal = format->glInternal;
2114 format_clear_flag(format, WINED3DFMT_FLAG_SRGB_READ | WINED3DFMT_FLAG_SRGB_WRITE);
2115 }
2116 else if (gl_info->supported[EXT_TEXTURE_SRGB_DECODE])
2117 {
2118 format->glInternal = format->glGammaInternal;
2119 }
2120 }
2121
2122 if ((format->flags[WINED3D_GL_RES_TYPE_TEX_2D] & WINED3DFMT_FLAG_SRGB_WRITE) && !srgb_write)
2123 format_clear_flag(format, WINED3DFMT_FLAG_SRGB_WRITE);
2124
2125 if (!gl_info->supported[ARB_DEPTH_TEXTURE]
2126 && format_texture_info[i].flags & (WINED3DFMT_FLAG_DEPTH | WINED3DFMT_FLAG_STENCIL))
2127 {
2128 format->flags[WINED3D_GL_RES_TYPE_TEX_1D] &= ~WINED3DFMT_FLAG_TEXTURE;
2129 format->flags[WINED3D_GL_RES_TYPE_TEX_2D] &= ~WINED3DFMT_FLAG_TEXTURE;
2130 format->flags[WINED3D_GL_RES_TYPE_TEX_3D] &= ~WINED3DFMT_FLAG_TEXTURE;
2131 format->flags[WINED3D_GL_RES_TYPE_TEX_CUBE] &= ~WINED3DFMT_FLAG_TEXTURE;
2132 format->flags[WINED3D_GL_RES_TYPE_TEX_RECT] &= ~WINED3DFMT_FLAG_TEXTURE;
2133 }
2134 }
2135
2136 /* Texture conversion stuff */
2137 format->convert = format_texture_info[i].convert;
2138 format->conv_byte_count = format_texture_info[i].conv_byte_count;
2139 }
2140
2141 return TRUE;
2142 }
2143
2144 static BOOL color_match(DWORD c1, DWORD c2, BYTE max_diff)
2145 {
2146 if (abs((c1 & 0xff) - (c2 & 0xff)) > max_diff) return FALSE;
2147 c1 >>= 8; c2 >>= 8;
2148 if (abs((c1 & 0xff) - (c2 & 0xff)) > max_diff) return FALSE;
2149 c1 >>= 8; c2 >>= 8;
2150 if (abs((c1 & 0xff) - (c2 & 0xff)) > max_diff) return FALSE;
2151 c1 >>= 8; c2 >>= 8;
2152 if (abs((c1 & 0xff) - (c2 & 0xff)) > max_diff) return FALSE;
2153 return TRUE;
2154 }
2155
2156 /* A context is provided by the caller */
2157 static BOOL check_filter(const struct wined3d_gl_info *gl_info, GLenum internal)
2158 {
2159 static const DWORD data[] = {0x00000000, 0xffffffff};
2160 GLuint tex, fbo, buffer;
2161 DWORD readback[16 * 1];
2162 BOOL ret = FALSE;
2163
2164 /* Render a filtered texture and see what happens. This is intended to detect the lack of
2165 * float16 filtering on ATI X1000 class cards. The drivers disable filtering instead of
2166 * falling back to software. If this changes in the future this code will get fooled and
2167 * apps might hit the software path due to incorrectly advertised caps.
2168 *
2169 * Its unlikely that this changes however. GL Games like Mass Effect depend on the filter
2170 * disable fallback, if Apple or ATI ever change the driver behavior they will break more
2171 * than Wine. The Linux binary <= r500 driver is not maintained any more anyway
2172 */
2173
2174 while (gl_info->gl_ops.gl.p_glGetError());
2175
2176 gl_info->gl_ops.gl.p_glGenTextures(1, &buffer);
2177 gl_info->gl_ops.gl.p_glBindTexture(GL_TEXTURE_2D, buffer);
2178 memset(readback, 0x7e, sizeof(readback));
2179 gl_info->gl_ops.gl.p_glTexImage2D(GL_TEXTURE_2D, 0, GL_RGBA8, 16, 1, 0,
2180 GL_RGBA, GL_UNSIGNED_INT_8_8_8_8, readback);
2181 gl_info->gl_ops.gl.p_glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_NEAREST);
2182 gl_info->gl_ops.gl.p_glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_NEAREST);
2183 gl_info->gl_ops.gl.p_glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_CLAMP_TO_EDGE);
2184 gl_info->gl_ops.gl.p_glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_CLAMP_TO_EDGE);
2185 gl_info->gl_ops.gl.p_glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_R, GL_CLAMP_TO_EDGE);
2186
2187 gl_info->gl_ops.gl.p_glGenTextures(1, &tex);
2188 gl_info->gl_ops.gl.p_glBindTexture(GL_TEXTURE_2D, tex);
2189 gl_info->gl_ops.gl.p_glTexImage2D(GL_TEXTURE_2D, 0, internal, 2, 1, 0,
2190 GL_BGRA, GL_UNSIGNED_INT_8_8_8_8_REV, data);
2191 gl_info->gl_ops.gl.p_glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR);
2192 gl_info->gl_ops.gl.p_glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_LINEAR);
2193 gl_info->gl_ops.gl.p_glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_CLAMP_TO_EDGE);
2194 gl_info->gl_ops.gl.p_glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_CLAMP_TO_EDGE);
2195 gl_info->gl_ops.gl.p_glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_R, GL_CLAMP_TO_EDGE);
2196 gl_info->gl_ops.gl.p_glEnable(GL_TEXTURE_2D);
2197
2198 gl_info->fbo_ops.glGenFramebuffers(1, &fbo);
2199 gl_info->fbo_ops.glBindFramebuffer(GL_FRAMEBUFFER, fbo);
2200 gl_info->fbo_ops.glFramebufferTexture2D(GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT0, GL_TEXTURE_2D, buffer, 0);
2201 gl_info->gl_ops.gl.p_glDrawBuffer(GL_COLOR_ATTACHMENT0);
2202
2203 gl_info->gl_ops.gl.p_glViewport(0, 0, 16, 1);
2204 gl_info->gl_ops.gl.p_glDisable(GL_LIGHTING);
2205 gl_info->gl_ops.gl.p_glMatrixMode(GL_MODELVIEW);
2206 gl_info->gl_ops.gl.p_glLoadIdentity();
2207 gl_info->gl_ops.gl.p_glMatrixMode(GL_PROJECTION);
2208 gl_info->gl_ops.gl.p_glLoadIdentity();
2209
2210 gl_info->gl_ops.gl.p_glClearColor(0, 1, 0, 0);
2211 gl_info->gl_ops.gl.p_glClear(GL_COLOR_BUFFER_BIT);
2212
2213 gl_info->gl_ops.gl.p_glBegin(GL_TRIANGLE_STRIP);
2214 gl_info->gl_ops.gl.p_glTexCoord2f(0.0, 0.0);
2215 gl_info->gl_ops.gl.p_glVertex2f(-1.0f, -1.0f);
2216 gl_info->gl_ops.gl.p_glTexCoord2f(1.0, 0.0);
2217 gl_info->gl_ops.gl.p_glVertex2f(1.0f, -1.0f);
2218 gl_info->gl_ops.gl.p_glTexCoord2f(0.0, 1.0);
2219 gl_info->gl_ops.gl.p_glVertex2f(-1.0f, 1.0f);
2220 gl_info->gl_ops.gl.p_glTexCoord2f(1.0, 1.0);
2221 gl_info->gl_ops.gl.p_glVertex2f(1.0f, 1.0f);
2222 gl_info->gl_ops.gl.p_glEnd();
2223
2224 gl_info->gl_ops.gl.p_glBindTexture(GL_TEXTURE_2D, buffer);
2225 memset(readback, 0x7f, sizeof(readback));
2226 gl_info->gl_ops.gl.p_glGetTexImage(GL_TEXTURE_2D, 0, GL_BGRA, GL_UNSIGNED_INT_8_8_8_8_REV, readback);
2227 if (color_match(readback[6], 0xffffffff, 5) || color_match(readback[6], 0x00000000, 5)
2228 || color_match(readback[9], 0xffffffff, 5) || color_match(readback[9], 0x00000000, 5))
2229 {
2230 TRACE("Read back colors 0x%08x and 0x%08x close to unfiltered color, assuming no filtering\n",
2231 readback[6], readback[9]);
2232 ret = FALSE;
2233 }
2234 else
2235 {
2236 TRACE("Read back colors are 0x%08x and 0x%08x, assuming texture is filtered\n",
2237 readback[6], readback[9]);
2238 ret = TRUE;
2239 }
2240
2241 gl_info->fbo_ops.glBindFramebuffer(GL_FRAMEBUFFER, 0);
2242 gl_info->fbo_ops.glDeleteFramebuffers(1, &fbo);
2243 gl_info->gl_ops.gl.p_glDeleteTextures(1, &tex);
2244 gl_info->gl_ops.gl.p_glDeleteTextures(1, &buffer);
2245
2246 if (gl_info->gl_ops.gl.p_glGetError())
2247 {
2248 FIXME("Error during filtering test for format %x, returning no filtering\n", internal);
2249 ret = FALSE;
2250 }
2251
2252 return ret;
2253 }
2254
2255 static void init_format_filter_info(struct wined3d_gl_info *gl_info, enum wined3d_pci_vendor vendor)
2256 {
2257 struct wined3d_format *format;
2258 unsigned int fmt_idx, i;
2259 static const enum wined3d_format_id fmts16[] =
2260 {
2261 WINED3DFMT_R16_FLOAT,
2262 WINED3DFMT_R16G16_FLOAT,
2263 WINED3DFMT_R16G16B16A16_FLOAT,
2264 };
2265 BOOL filtered;
2266
2267 if (gl_info->supported[ARB_INTERNALFORMAT_QUERY2])
2268 /* This was already handled by init_format_texture_info(). */
2269 return;
2270
2271 if(wined3d_settings.offscreen_rendering_mode != ORM_FBO)
2272 {
2273 WARN("No FBO support, or no FBO ORM, guessing filter info from GL caps\n");
2274 if (vendor == HW_VENDOR_NVIDIA && gl_info->supported[ARB_TEXTURE_FLOAT])
2275 {
2276 TRACE("Nvidia card with texture_float support: Assuming float16 blending\n");
2277 filtered = TRUE;
2278 }
2279 else if (gl_info->limits.glsl_varyings > 44)
2280 {
2281 TRACE("More than 44 GLSL varyings - assuming d3d10 card with float16 blending\n");
2282 filtered = TRUE;
2283 }
2284 else
2285 {
2286 TRACE("Assuming no float16 blending\n");
2287 filtered = FALSE;
2288 }
2289
2290 if(filtered)
2291 {
2292 for(i = 0; i < (sizeof(fmts16) / sizeof(*fmts16)); i++)
2293 {
2294 fmt_idx = getFmtIdx(fmts16[i]);
2295 format_set_flag(&gl_info->formats[fmt_idx], WINED3DFMT_FLAG_FILTERING);
2296 }
2297 }
2298 return;
2299 }
2300
2301 for(i = 0; i < (sizeof(fmts16) / sizeof(*fmts16)); i++)
2302 {
2303 fmt_idx = getFmtIdx(fmts16[i]);
2304 format = &gl_info->formats[fmt_idx];
2305 if (!format->glInternal) continue; /* Not supported by GL */
2306
2307 filtered = check_filter(gl_info, gl_info->formats[fmt_idx].glInternal);
2308 if(filtered)
2309 {
2310 TRACE("Format %s supports filtering\n", debug_d3dformat(fmts16[i]));
2311 format_set_flag(format, WINED3DFMT_FLAG_FILTERING);
2312 }
2313 else
2314 {
2315 TRACE("Format %s does not support filtering\n", debug_d3dformat(fmts16[i]));
2316 }
2317 }
2318 }
2319
2320 static void apply_format_fixups(struct wined3d_adapter *adapter, struct wined3d_gl_info *gl_info)
2321 {
2322 unsigned int i;
2323 int idx;
2324
2325 idx = getFmtIdx(WINED3DFMT_R16_FLOAT);
2326 gl_info->formats[idx].color_fixup = create_color_fixup_desc(
2327 0, CHANNEL_SOURCE_X, 0, CHANNEL_SOURCE_ONE, 0, CHANNEL_SOURCE_ONE, 0, CHANNEL_SOURCE_W);
2328
2329 idx = getFmtIdx(WINED3DFMT_R32_FLOAT);
2330 gl_info->formats[idx].color_fixup = create_color_fixup_desc(
2331 0, CHANNEL_SOURCE_X, 0, CHANNEL_SOURCE_ONE, 0, CHANNEL_SOURCE_ONE, 0, CHANNEL_SOURCE_W);
2332
2333 idx = getFmtIdx(WINED3DFMT_R16G16_UNORM);
2334 gl_info->formats[idx].color_fixup = create_color_fixup_desc(
2335 0, CHANNEL_SOURCE_X, 0, CHANNEL_SOURCE_Y, 0, CHANNEL_SOURCE_ONE, 0, CHANNEL_SOURCE_W);
2336
2337 idx = getFmtIdx(WINED3DFMT_R16G16_FLOAT);
2338 gl_info->formats[idx].color_fixup = create_color_fixup_desc(
2339 0, CHANNEL_SOURCE_X, 0, CHANNEL_SOURCE_Y, 0, CHANNEL_SOURCE_ONE, 0, CHANNEL_SOURCE_W);
2340
2341 idx = getFmtIdx(WINED3DFMT_R32G32_FLOAT);
2342 gl_info->formats[idx].color_fixup = create_color_fixup_desc(
2343 0, CHANNEL_SOURCE_X, 0, CHANNEL_SOURCE_Y, 0, CHANNEL_SOURCE_ONE, 0, CHANNEL_SOURCE_W);
2344
2345 /* GL_ATI_envmap_bumpmap in theory supports R8G8_SNORM but is no longer supported by
2346 * any driver. */
2347 if (gl_info->supported[NV_TEXTURE_SHADER] || gl_info->supported[EXT_TEXTURE_SNORM])
2348 {
2349 /* R8G8_SNORM and R16G16_SNORM need a fixup of the undefined blue channel. OpenGL
2350 * returns 0.0 when sampling from it, DirectX 1.0. So we always have in-shader
2351 * conversion for this format. */
2352 idx = getFmtIdx(WINED3DFMT_R8G8_SNORM);
2353 gl_info->formats[idx].color_fixup = create_color_fixup_desc(
2354 0, CHANNEL_SOURCE_X, 0, CHANNEL_SOURCE_Y, 0, CHANNEL_SOURCE_ONE, 0, CHANNEL_SOURCE_ONE);
2355 idx = getFmtIdx(WINED3DFMT_R16G16_SNORM);
2356 gl_info->formats[idx].color_fixup = create_color_fixup_desc(
2357 0, CHANNEL_SOURCE_X, 0, CHANNEL_SOURCE_Y, 0, CHANNEL_SOURCE_ONE, 0, CHANNEL_SOURCE_ONE);
2358 }
2359 else
2360 {
2361 /* Emulate using unsigned formats. This requires load-time conversion in addition to the
2362 * fixups here. */
2363 idx = getFmtIdx(WINED3DFMT_R8G8_SNORM);
2364 gl_info->formats[idx].color_fixup = create_color_fixup_desc(
2365 1, CHANNEL_SOURCE_X, 1, CHANNEL_SOURCE_Y, 0, CHANNEL_SOURCE_ONE, 0, CHANNEL_SOURCE_ONE);
2366 idx = getFmtIdx(WINED3DFMT_R16G16_SNORM);
2367 gl_info->formats[idx].color_fixup = create_color_fixup_desc(
2368 1, CHANNEL_SOURCE_X, 1, CHANNEL_SOURCE_Y, 0, CHANNEL_SOURCE_ONE, 0, CHANNEL_SOURCE_ONE);
2369 idx = getFmtIdx(WINED3DFMT_R8G8B8A8_SNORM);
2370 gl_info->formats[idx].color_fixup = create_color_fixup_desc(
2371 1, CHANNEL_SOURCE_X, 1, CHANNEL_SOURCE_Y, 1, CHANNEL_SOURCE_Z, 1, CHANNEL_SOURCE_W);
2372 idx = getFmtIdx(WINED3DFMT_R5G5_SNORM_L6_UNORM);
2373 gl_info->formats[idx].color_fixup = create_color_fixup_desc(
2374 1, CHANNEL_SOURCE_X, 1, CHANNEL_SOURCE_Z, 0, CHANNEL_SOURCE_Y, 0, CHANNEL_SOURCE_ONE);
2375 }
2376
2377 if (!gl_info->supported[NV_TEXTURE_SHADER])
2378 {
2379 idx = getFmtIdx(WINED3DFMT_R8G8_SNORM_L8X8_UNORM);
2380 gl_info->formats[idx].color_fixup = create_color_fixup_desc(
2381 1, CHANNEL_SOURCE_X, 1, CHANNEL_SOURCE_Y, 0, CHANNEL_SOURCE_Z, 0, CHANNEL_SOURCE_W);
2382 }
2383
2384 if (gl_info->supported[ARB_TEXTURE_COMPRESSION_RGTC] || gl_info->supported[EXT_TEXTURE_COMPRESSION_RGTC])
2385 {
2386 idx = getFmtIdx(WINED3DFMT_ATI1N);
2387 gl_info->formats[idx].color_fixup = create_color_fixup_desc(
2388 0, CHANNEL_SOURCE_X, 0, CHANNEL_SOURCE_X, 0, CHANNEL_SOURCE_X, 0, CHANNEL_SOURCE_X);
2389
2390 idx = getFmtIdx(WINED3DFMT_ATI2N);
2391 gl_info->formats[idx].color_fixup = create_color_fixup_desc(
2392 0, CHANNEL_SOURCE_Y, 0, CHANNEL_SOURCE_X, 0, CHANNEL_SOURCE_ONE, 0, CHANNEL_SOURCE_ONE);
2393 }
2394 else if (gl_info->supported[ATI_TEXTURE_COMPRESSION_3DC])
2395 {
2396 idx = getFmtIdx(WINED3DFMT_ATI2N);
2397 gl_info->formats[idx].color_fixup= create_color_fixup_desc(
2398 0, CHANNEL_SOURCE_X, 0, CHANNEL_SOURCE_W, 0, CHANNEL_SOURCE_ONE, 0, CHANNEL_SOURCE_ONE);
2399 }
2400
2401 if (!gl_info->supported[APPLE_YCBCR_422])
2402 {
2403 idx = getFmtIdx(WINED3DFMT_YUY2);
2404 gl_info->formats[idx].color_fixup = create_complex_fixup_desc(COMPLEX_FIXUP_YUY2);
2405
2406 idx = getFmtIdx(WINED3DFMT_UYVY);
2407 gl_info->formats[idx].color_fixup = create_complex_fixup_desc(COMPLEX_FIXUP_UYVY);
2408 }
2409
2410 idx = getFmtIdx(WINED3DFMT_YV12);
2411 format_set_flag(&gl_info->formats[idx], WINED3DFMT_FLAG_HEIGHT_SCALE);
2412 gl_info->formats[idx].height_scale.numerator = 3;
2413 gl_info->formats[idx].height_scale.denominator = 2;
2414 gl_info->formats[idx].color_fixup = create_complex_fixup_desc(COMPLEX_FIXUP_YV12);
2415
2416 idx = getFmtIdx(WINED3DFMT_NV12);
2417 format_set_flag(&gl_info->formats[idx], WINED3DFMT_FLAG_HEIGHT_SCALE);
2418 gl_info->formats[idx].height_scale.numerator = 3;
2419 gl_info->formats[idx].height_scale.denominator = 2;
2420 gl_info->formats[idx].color_fixup = create_complex_fixup_desc(COMPLEX_FIXUP_NV12);
2421
2422 if (gl_info->supported[ARB_FRAGMENT_PROGRAM])
2423 {
2424 idx = getFmtIdx(WINED3DFMT_P8_UINT);
2425 gl_info->formats[idx].color_fixup = create_complex_fixup_desc(COMPLEX_FIXUP_P8);
2426 }
2427
2428 if (gl_info->supported[ARB_VERTEX_ARRAY_BGRA])
2429 {
2430 idx = getFmtIdx(WINED3DFMT_B8G8R8A8_UNORM);
2431 gl_info->formats[idx].gl_vtx_format = GL_BGRA;
2432 }
2433
2434 if (gl_info->supported[ARB_HALF_FLOAT_VERTEX])
2435 {
2436 /* Do not change the size of the type, it is CPU side. We have to change the GPU-side information though.
2437 * It is the job of the vertex buffer code to make sure that the vbos have the right format */
2438 idx = getFmtIdx(WINED3DFMT_R16G16_FLOAT);
2439 gl_info->formats[idx].gl_vtx_type = GL_HALF_FLOAT; /* == GL_HALF_FLOAT_NV */
2440
2441 idx = getFmtIdx(WINED3DFMT_R16G16B16A16_FLOAT);
2442 gl_info->formats[idx].gl_vtx_type = GL_HALF_FLOAT;
2443 }
2444
2445 if (!gl_info->supported[ARB_HALF_FLOAT_PIXEL])
2446 {
2447 idx = getFmtIdx(WINED3DFMT_R16_FLOAT);
2448 format_clear_flag(&gl_info->formats[idx], WINED3DFMT_FLAG_TEXTURE);
2449
2450 idx = getFmtIdx(WINED3DFMT_R16G16_FLOAT);
2451 format_clear_flag(&gl_info->formats[idx], WINED3DFMT_FLAG_TEXTURE);
2452
2453 idx = getFmtIdx(WINED3DFMT_R16G16B16A16_FLOAT);
2454 format_clear_flag(&gl_info->formats[idx], WINED3DFMT_FLAG_TEXTURE);
2455 }
2456
2457 if (gl_info->quirks & WINED3D_QUIRK_BROKEN_RGBA16)
2458 {
2459 idx = getFmtIdx(WINED3DFMT_R16G16B16A16_UNORM);
2460 format_clear_flag(&gl_info->formats[idx], WINED3DFMT_FLAG_TEXTURE);
2461 }
2462
2463 /* ATI instancing hack: Although ATI cards do not support Shader Model
2464 * 3.0, they support instancing. To query if the card supports instancing
2465 * CheckDeviceFormat() with the special format MAKEFOURCC('I','N','S','T')
2466 * is used. Should an application check for this, provide a proper return
2467 * value. We can do instancing with all shader versions, but we need
2468 * vertex shaders.
2469 *
2470 * Additionally applications have to set the D3DRS_POINTSIZE render state
2471 * to MAKEFOURCC('I','N','S','T') once to enable instancing. Wined3d
2472 * doesn't need that and just ignores it.
2473 *
2474 * With Shader Model 3.0 capable cards Instancing 'just works' in Windows. */
2475 /* FIXME: This should just check the shader backend caps. */
2476 if (gl_info->supported[ARB_VERTEX_PROGRAM] || gl_info->supported[ARB_VERTEX_SHADER])
2477 {
2478 idx = getFmtIdx(WINED3DFMT_INST);
2479 format_set_flag(&gl_info->formats[idx], WINED3DFMT_FLAG_TEXTURE);
2480 }
2481
2482 /* Depth bound test. To query if the card supports it CheckDeviceFormat()
2483 * with the special format MAKEFOURCC('N','V','D','B') is used. It is
2484 * enabled by setting D3DRS_ADAPTIVETESS_X render state to
2485 * MAKEFOURCC('N','V','D','B') and then controlled by setting
2486 * D3DRS_ADAPTIVETESS_Z (zMin) and D3DRS_ADAPTIVETESS_W (zMax) to test
2487 * value. */
2488 if (gl_info->supported[EXT_DEPTH_BOUNDS_TEST])
2489 {
2490 idx = getFmtIdx(WINED3DFMT_NVDB);
2491 format_set_flag(&gl_info->formats[idx], WINED3DFMT_FLAG_TEXTURE);
2492 }
2493
2494 /* RESZ aka AMD DX9-level hack for multisampled depth buffer resolve. You query for RESZ
2495 * support by checking for availability of MAKEFOURCC('R','E','S','Z') surfaces with
2496 * RENDERTARGET usage. */
2497 if (gl_info->supported[ARB_FRAMEBUFFER_OBJECT])
2498 {
2499 idx = getFmtIdx(WINED3DFMT_RESZ);
2500 format_set_flag(&gl_info->formats[idx], WINED3DFMT_FLAG_TEXTURE | WINED3DFMT_FLAG_RENDERTARGET);
2501 }
2502
2503 for (i = 0; i < sizeof(formats) / sizeof(*formats); ++i)
2504 {
2505 struct wined3d_format *format = &gl_info->formats[i];
2506
2507 if (!(format->flags[WINED3D_GL_RES_TYPE_TEX_2D] & WINED3DFMT_FLAG_TEXTURE))
2508 continue;
2509
2510 if (!adapter->shader_backend->shader_color_fixup_supported(format->color_fixup)
2511 || !adapter->fragment_pipe->color_fixup_supported(format->color_fixup))
2512 format_clear_flag(&gl_info->formats[idx], WINED3DFMT_FLAG_TEXTURE);
2513 }
2514
2515 /* GL_EXT_texture_compression_s3tc does not support 3D textures. Some Windows drivers
2516 * for dx9 GPUs support it, some do not, so not supporting DXTn volumes is OK for d3d9.
2517 *
2518 * Note that GL_NV_texture_compression_vtc adds this functionality to OpenGL, but the
2519 * block layout is not compatible with the one used by d3d. See volume_dxt5_test. */
2520 idx = getFmtIdx(WINED3DFMT_DXT1);
2521 gl_info->formats[idx].flags[WINED3D_GL_RES_TYPE_TEX_3D] &= ~WINED3DFMT_FLAG_TEXTURE;
2522 idx = getFmtIdx(WINED3DFMT_DXT2);
2523 gl_info->formats[idx].flags[WINED3D_GL_RES_TYPE_TEX_3D] &= ~WINED3DFMT_FLAG_TEXTURE;
2524 idx = getFmtIdx(WINED3DFMT_DXT3);
2525 gl_info->formats[idx].flags[WINED3D_GL_RES_TYPE_TEX_3D] &= ~WINED3DFMT_FLAG_TEXTURE;
2526 idx = getFmtIdx(WINED3DFMT_DXT4);
2527 gl_info->formats[idx].flags[WINED3D_GL_RES_TYPE_TEX_3D] &= ~WINED3DFMT_FLAG_TEXTURE;
2528 idx = getFmtIdx(WINED3DFMT_DXT5);
2529 gl_info->formats[idx].flags[WINED3D_GL_RES_TYPE_TEX_3D] &= ~WINED3DFMT_FLAG_TEXTURE;
2530 /* Similarly with ATI1N / ATI2N and GL_ARB_texture_compression_rgtc. */
2531 idx = getFmtIdx(WINED3DFMT_ATI1N);
2532 gl_info->formats[idx].flags[WINED3D_GL_RES_TYPE_TEX_3D] &= ~WINED3DFMT_FLAG_TEXTURE;
2533 idx = getFmtIdx(WINED3DFMT_ATI2N);
2534 gl_info->formats[idx].flags[WINED3D_GL_RES_TYPE_TEX_3D] &= ~WINED3DFMT_FLAG_TEXTURE;
2535 }
2536
2537 static BOOL init_format_vertex_info(struct wined3d_gl_info *gl_info)
2538 {
2539 unsigned int i;
2540
2541 for (i = 0; i < (sizeof(format_vertex_info) / sizeof(*format_vertex_info)); ++i)
2542 {
2543 struct wined3d_format *format;
2544 int fmt_idx = getFmtIdx(format_vertex_info[i].id);
2545
2546 if (fmt_idx == -1)
2547 {
2548 ERR("Format %s (%#x) not found.\n",
2549 debug_d3dformat(format_vertex_info[i].id), format_vertex_info[i].id);
2550 return FALSE;
2551 }
2552
2553 format = &gl_info->formats[fmt_idx];
2554 format->emit_idx = format_vertex_info[i].emit_idx;
2555 format->component_count = format_vertex_info[i].component_count;
2556 format->gl_vtx_type = format_vertex_info[i].gl_vtx_type;
2557 format->gl_vtx_format = format_vertex_info[i].gl_vtx_format;
2558 format->gl_normalized = format_vertex_info[i].gl_normalized;
2559 format->component_size = format_vertex_info[i].component_size;
2560 }
2561
2562 return TRUE;
2563 }
2564
2565 BOOL initPixelFormatsNoGL(struct wined3d_gl_info *gl_info)
2566 {
2567 if (!init_format_base_info(gl_info)) return FALSE;
2568
2569 if (!init_format_block_info(gl_info))
2570 {
2571 HeapFree(GetProcessHeap(), 0, gl_info->formats);
2572 gl_info->formats = NULL;
2573 return FALSE;
2574 }
2575
2576 return TRUE;
2577 }
2578
2579 /* Context activation is done by the caller. */
2580 BOOL wined3d_adapter_init_format_info(struct wined3d_adapter *adapter)
2581 {
2582 struct wined3d_gl_info *gl_info = &adapter->gl_info;
2583
2584 if (!init_format_base_info(gl_info)) return FALSE;
2585
2586 if (!init_format_block_info(gl_info)) goto fail;
2587 if (!init_format_texture_info(adapter, gl_info)) goto fail;
2588 if (!init_format_vertex_info(gl_info)) goto fail;
2589
2590 apply_format_fixups(adapter, gl_info);
2591 init_format_fbo_compat_info(gl_info);
2592 init_format_filter_info(gl_info, adapter->driver_info.vendor);
2593
2594 return TRUE;
2595
2596 fail:
2597 HeapFree(GetProcessHeap(), 0, gl_info->formats);
2598 gl_info->formats = NULL;
2599 return FALSE;
2600 }
2601
2602 const struct wined3d_format *wined3d_get_format(const struct wined3d_gl_info *gl_info,
2603 enum wined3d_format_id format_id)
2604 {
2605 int idx = getFmtIdx(format_id);
2606
2607 if (idx == -1)
2608 {
2609 FIXME("Can't find format %s (%#x) in the format lookup table\n",
2610 debug_d3dformat(format_id), format_id);
2611 /* Get the caller a valid pointer */
2612 idx = getFmtIdx(WINED3DFMT_UNKNOWN);
2613 }
2614
2615 return &gl_info->formats[idx];
2616 }
2617
2618 UINT wined3d_format_calculate_pitch(const struct wined3d_format *format, UINT width)
2619 {
2620 /* For block based formats, pitch means the amount of bytes to the next
2621 * row of blocks rather than the next row of pixels. */
2622 if (format->flags[WINED3D_GL_RES_TYPE_TEX_2D] & WINED3DFMT_FLAG_BLOCKS)
2623 return format->block_byte_count * ((width + format->block_width - 1) / format->block_width);
2624
2625 return format->byte_count * width;
2626 }
2627
2628 UINT wined3d_format_calculate_size(const struct wined3d_format *format, UINT alignment,
2629 UINT width, UINT height, UINT depth)
2630 {
2631 UINT pitch = wined3d_format_calculate_pitch(format, width);
2632 UINT size;
2633
2634 if (format->id == WINED3DFMT_UNKNOWN)
2635 {
2636 size = 0;
2637 }
2638 else if (format->flags[WINED3D_GL_RES_TYPE_TEX_2D] & WINED3DFMT_FLAG_BLOCKS)
2639 {
2640 UINT row_count = (height + format->block_height - 1) / format->block_height;
2641 size = row_count * ((pitch + alignment - 1) & ~(alignment - 1));
2642 }
2643 else
2644 {
2645 size = height * ((pitch + alignment - 1) & ~(alignment - 1));
2646 }
2647
2648 if (format->flags[WINED3D_GL_RES_TYPE_TEX_2D] & WINED3DFMT_FLAG_HEIGHT_SCALE)
2649 {
2650 /* The D3D format requirements make sure that the resulting format is an integer again */
2651 size *= format->height_scale.numerator;
2652 size /= format->height_scale.denominator;
2653 }
2654
2655 size *= depth;
2656
2657 return size;
2658 }
2659
2660 /*****************************************************************************
2661 * Trace formatting of useful values
2662 */
2663 const char *debug_d3dformat(enum wined3d_format_id format_id)
2664 {
2665 switch (format_id)
2666 {
2667 #define FMT_TO_STR(format_id) case format_id: return #format_id
2668 FMT_TO_STR(WINED3DFMT_UNKNOWN);
2669 FMT_TO_STR(WINED3DFMT_B8G8R8_UNORM);
2670 FMT_TO_STR(WINED3DFMT_B5G5R5X1_UNORM);
2671 FMT_TO_STR(WINED3DFMT_B4G4R4A4_UNORM);
2672 FMT_TO_STR(WINED3DFMT_B2G3R3_UNORM);
2673 FMT_TO_STR(WINED3DFMT_B2G3R3A8_UNORM);
2674 FMT_TO_STR(WINED3DFMT_B4G4R4X4_UNORM);
2675 FMT_TO_STR(WINED3DFMT_R8G8B8X8_UNORM);
2676 FMT_TO_STR(WINED3DFMT_B10G10R10A2_UNORM);
2677 FMT_TO_STR(WINED3DFMT_P8_UINT_A8_UNORM);
2678 FMT_TO_STR(WINED3DFMT_P8_UINT);
2679 FMT_TO_STR(WINED3DFMT_L8_UNORM);
2680 FMT_TO_STR(WINED3DFMT_L8A8_UNORM);
2681 FMT_TO_STR(WINED3DFMT_L4A4_UNORM);
2682 FMT_TO_STR(WINED3DFMT_R5G5_SNORM_L6_UNORM);
2683 FMT_TO_STR(WINED3DFMT_R8G8_SNORM_L8X8_UNORM);
2684 FMT_TO_STR(WINED3DFMT_R10G11B11_SNORM);
2685 FMT_TO_STR(WINED3DFMT_R10G10B10_SNORM_A2_UNORM);
2686 FMT_TO_STR(WINED3DFMT_UYVY);
2687 FMT_TO_STR(WINED3DFMT_YUY2);
2688 FMT_TO_STR(WINED3DFMT_YV12);
2689 FMT_TO_STR(WINED3DFMT_NV12);
2690 FMT_TO_STR(WINED3DFMT_DXT1);
2691 FMT_TO_STR(WINED3DFMT_DXT2);
2692 FMT_TO_STR(WINED3DFMT_DXT3);
2693 FMT_TO_STR(WINED3DFMT_DXT4);
2694 FMT_TO_STR(WINED3DFMT_DXT5);
2695 FMT_TO_STR(WINED3DFMT_MULTI2_ARGB8);
2696 FMT_TO_STR(WINED3DFMT_G8R8_G8B8);
2697 FMT_TO_STR(WINED3DFMT_R8G8_B8G8);
2698 FMT_TO_STR(WINED3DFMT_D16_LOCKABLE);
2699 FMT_TO_STR(WINED3DFMT_D32_UNORM);
2700 FMT_TO_STR(WINED3DFMT_S1_UINT_D15_UNORM);
2701 FMT_TO_STR(WINED3DFMT_X8D24_UNORM);
2702 FMT_TO_STR(WINED3DFMT_S4X4_UINT_D24_UNORM);
2703 FMT_TO_STR(WINED3DFMT_L16_UNORM);
2704 FMT_TO_STR(WINED3DFMT_S8_UINT_D24_FLOAT);
2705 FMT_TO_STR(WINED3DFMT_VERTEXDATA);
2706 FMT_TO_STR(WINED3DFMT_R8G8_SNORM_Cx);
2707 FMT_TO_STR(WINED3DFMT_ATI1N);
2708 FMT_TO_STR(WINED3DFMT_ATI2N);
2709 FMT_TO_STR(WINED3DFMT_NVDB);
2710 FMT_TO_STR(WINED3DFMT_NVHU);
2711 FMT_TO_STR(WINED3DFMT_NVHS);
2712 FMT_TO_STR(WINED3DFMT_R32G32B32A32_TYPELESS);
2713 FMT_TO_STR(WINED3DFMT_R32G32B32A32_FLOAT);
2714 FMT_TO_STR(WINED3DFMT_R32G32B32A32_UINT);
2715 FMT_TO_STR(WINED3DFMT_R32G32B32A32_SINT);
2716 FMT_TO_STR(WINED3DFMT_R32G32B32_TYPELESS);
2717 FMT_TO_STR(WINED3DFMT_R32G32B32_FLOAT);
2718 FMT_TO_STR(WINED3DFMT_R32G32B32_UINT);
2719 FMT_TO_STR(WINED3DFMT_R32G32B32_SINT);
2720 FMT_TO_STR(WINED3DFMT_R16G16B16A16_TYPELESS);
2721 FMT_TO_STR(WINED3DFMT_R16G16B16A16_FLOAT);
2722 FMT_TO_STR(WINED3DFMT_R16G16B16A16_UNORM);
2723 FMT_TO_STR(WINED3DFMT_R16G16B16A16_UINT);
2724 FMT_TO_STR(WINED3DFMT_R16G16B16A16_SNORM);
2725 FMT_TO_STR(WINED3DFMT_R16G16B16A16_SINT);
2726 FMT_TO_STR(WINED3DFMT_R32G32_TYPELESS);
2727 FMT_TO_STR(WINED3DFMT_R32G32_FLOAT);
2728 FMT_TO_STR(WINED3DFMT_R32G32_UINT);
2729 FMT_TO_STR(WINED3DFMT_R32G32_SINT);
2730 FMT_TO_STR(WINED3DFMT_R32G8X24_TYPELESS);
2731 FMT_TO_STR(WINED3DFMT_D32_FLOAT_S8X24_UINT);
2732 FMT_TO_STR(WINED3DFMT_R32_FLOAT_X8X24_TYPELESS);
2733 FMT_TO_STR(WINED3DFMT_X32_TYPELESS_G8X24_UINT);
2734 FMT_TO_STR(WINED3DFMT_R10G10B10A2_TYPELESS);
2735 FMT_TO_STR(WINED3DFMT_R10G10B10A2_UNORM);
2736 FMT_TO_STR(WINED3DFMT_R10G10B10A2_UINT);
2737 FMT_TO_STR(WINED3DFMT_R10G10B10A2_SNORM);
2738 FMT_TO_STR(WINED3DFMT_R11G11B10_FLOAT);
2739 FMT_TO_STR(WINED3DFMT_R8G8B8A8_TYPELESS);
2740 FMT_TO_STR(WINED3DFMT_R8G8B8A8_UNORM);
2741 FMT_TO_STR(WINED3DFMT_R8G8B8A8_UNORM_SRGB);
2742 FMT_TO_STR(WINED3DFMT_R8G8B8A8_UINT);
2743 FMT_TO_STR(WINED3DFMT_R8G8B8A8_SNORM);
2744 FMT_TO_STR(WINED3DFMT_R8G8B8A8_SINT);
2745 FMT_TO_STR(WINED3DFMT_R16G16_TYPELESS);
2746 FMT_TO_STR(WINED3DFMT_R16G16_FLOAT);
2747 FMT_TO_STR(WINED3DFMT_R16G16_UNORM);
2748 FMT_TO_STR(WINED3DFMT_R16G16_UINT);
2749 FMT_TO_STR(WINED3DFMT_R16G16_SNORM);
2750 FMT_TO_STR(WINED3DFMT_R16G16_SINT);
2751 FMT_TO_STR(WINED3DFMT_R32_TYPELESS);
2752 FMT_TO_STR(WINED3DFMT_D32_FLOAT);
2753 FMT_TO_STR(WINED3DFMT_R32_FLOAT);
2754 FMT_TO_STR(WINED3DFMT_R32_UINT);
2755 FMT_TO_STR(WINED3DFMT_R32_SINT);
2756 FMT_TO_STR(WINED3DFMT_R24G8_TYPELESS);
2757 FMT_TO_STR(WINED3DFMT_D24_UNORM_S8_UINT);
2758 FMT_TO_STR(WINED3DFMT_R24_UNORM_X8_TYPELESS);
2759 FMT_TO_STR(WINED3DFMT_X24_TYPELESS_G8_UINT);
2760 FMT_TO_STR(WINED3DFMT_R8G8_TYPELESS);
2761 FMT_TO_STR(WINED3DFMT_R8G8_UNORM);
2762 FMT_TO_STR(WINED3DFMT_R8G8_UINT);
2763 FMT_TO_STR(WINED3DFMT_R8G8_SNORM);
2764 FMT_TO_STR(WINED3DFMT_R8G8_SINT);
2765 FMT_TO_STR(WINED3DFMT_R16_TYPELESS);
2766 FMT_TO_STR(WINED3DFMT_R16_FLOAT);
2767 FMT_TO_STR(WINED3DFMT_D16_UNORM);
2768 FMT_TO_STR(WINED3DFMT_R16_UNORM);
2769 FMT_TO_STR(WINED3DFMT_R16_UINT);
2770 FMT_TO_STR(WINED3DFMT_R16_SNORM);
2771 FMT_TO_STR(WINED3DFMT_R16_SINT);
2772 FMT_TO_STR(WINED3DFMT_R8_TYPELESS);
2773 FMT_TO_STR(WINED3DFMT_R8_UNORM);
2774 FMT_TO_STR(WINED3DFMT_R8_UINT);
2775 FMT_TO_STR(WINED3DFMT_R8_SNORM);
2776 FMT_TO_STR(WINED3DFMT_R8_SINT);
2777 FMT_TO_STR(WINED3DFMT_A8_UNORM);
2778 FMT_TO_STR(WINED3DFMT_R1_UNORM);
2779 FMT_TO_STR(WINED3DFMT_R9G9B9E5_SHAREDEXP);
2780 FMT_TO_STR(WINED3DFMT_R8G8_B8G8_UNORM);
2781 FMT_TO_STR(WINED3DFMT_G8R8_G8B8_UNORM);
2782 FMT_TO_STR(WINED3DFMT_BC1_TYPELESS);
2783 FMT_TO_STR(WINED3DFMT_BC1_UNORM);
2784 FMT_TO_STR(WINED3DFMT_BC1_UNORM_SRGB);
2785 FMT_TO_STR(WINED3DFMT_BC2_TYPELESS);
2786 FMT_TO_STR(WINED3DFMT_BC2_UNORM);
2787 FMT_TO_STR(WINED3DFMT_BC2_UNORM_SRGB);
2788 FMT_TO_STR(WINED3DFMT_BC3_TYPELESS);
2789 FMT_TO_STR(WINED3DFMT_BC3_UNORM);
2790 FMT_TO_STR(WINED3DFMT_BC3_UNORM_SRGB);
2791 FMT_TO_STR(WINED3DFMT_BC4_TYPELESS);
2792 FMT_TO_STR(WINED3DFMT_BC4_UNORM);
2793 FMT_TO_STR(WINED3DFMT_BC4_SNORM);
2794 FMT_TO_STR(WINED3DFMT_BC5_TYPELESS);
2795 FMT_TO_STR(WINED3DFMT_BC5_UNORM);
2796 FMT_TO_STR(WINED3DFMT_BC5_SNORM);
2797 FMT_TO_STR(WINED3DFMT_B5G6R5_UNORM);
2798 FMT_TO_STR(WINED3DFMT_B5G5R5A1_UNORM);
2799 FMT_TO_STR(WINED3DFMT_B8G8R8A8_UNORM);
2800 FMT_TO_STR(WINED3DFMT_B8G8R8X8_UNORM);
2801 FMT_TO_STR(WINED3DFMT_INTZ);
2802 FMT_TO_STR(WINED3DFMT_RESZ);
2803 FMT_TO_STR(WINED3DFMT_NULL);
2804 FMT_TO_STR(WINED3DFMT_R16);
2805 FMT_TO_STR(WINED3DFMT_AL16);
2806 #undef FMT_TO_STR
2807 default:
2808 {
2809 char fourcc[5];
2810 fourcc[0] = (char)(format_id);
2811 fourcc[1] = (char)(format_id >> 8);
2812 fourcc[2] = (char)(format_id >> 16);
2813 fourcc[3] = (char)(format_id >> 24);
2814 fourcc[4] = 0;
2815 if (isprint(fourcc[0]) && isprint(fourcc[1]) && isprint(fourcc[2]) && isprint(fourcc[3]))
2816 FIXME("Unrecognized %#x (as fourcc: %s) WINED3DFORMAT!\n", format_id, fourcc);
2817 else
2818 FIXME("Unrecognized %#x WINED3DFORMAT!\n", format_id);
2819 }
2820 return "unrecognized";
2821 }
2822 }
2823
2824 const char *debug_d3ddevicetype(enum wined3d_device_type device_type)
2825 {
2826 switch (device_type)
2827 {
2828 #define DEVTYPE_TO_STR(dev) case dev: return #dev
2829 DEVTYPE_TO_STR(WINED3D_DEVICE_TYPE_HAL);
2830 DEVTYPE_TO_STR(WINED3D_DEVICE_TYPE_REF);
2831 DEVTYPE_TO_STR(WINED3D_DEVICE_TYPE_SW);
2832 #undef DEVTYPE_TO_STR
2833 default:
2834 FIXME("Unrecognized device type %#x.\n", device_type);
2835 return "unrecognized";
2836 }
2837 }
2838
2839 const char *debug_d3dusage(DWORD usage)
2840 {
2841 char buf[333];
2842
2843 buf[0] = '\0';
2844 #define WINED3DUSAGE_TO_STR(u) if (usage & u) { strcat(buf, " | "#u); usage &= ~u; }
2845 WINED3DUSAGE_TO_STR(WINED3DUSAGE_RENDERTARGET);
2846 WINED3DUSAGE_TO_STR(WINED3DUSAGE_DEPTHSTENCIL);
2847 WINED3DUSAGE_TO_STR(WINED3DUSAGE_WRITEONLY);
2848 WINED3DUSAGE_TO_STR(WINED3DUSAGE_SOFTWAREPROCESSING);
2849 WINED3DUSAGE_TO_STR(WINED3DUSAGE_DONOTCLIP);
2850 WINED3DUSAGE_TO_STR(WINED3DUSAGE_POINTS);
2851 WINED3DUSAGE_TO_STR(WINED3DUSAGE_RTPATCHES);
2852 WINED3DUSAGE_TO_STR(WINED3DUSAGE_NPATCHES);
2853 WINED3DUSAGE_TO_STR(WINED3DUSAGE_DYNAMIC);
2854 WINED3DUSAGE_TO_STR(WINED3DUSAGE_AUTOGENMIPMAP);
2855 WINED3DUSAGE_TO_STR(WINED3DUSAGE_DMAP);
2856 WINED3DUSAGE_TO_STR(WINED3DUSAGE_STATICDECL);
2857 WINED3DUSAGE_TO_STR(WINED3DUSAGE_OVERLAY);
2858 #undef WINED3DUSAGE_TO_STR
2859 if (usage) FIXME("Unrecognized usage flag(s) %#x\n", usage);
2860
2861 return buf[0] ? wine_dbg_sprintf("%s", &buf[3]) : "0";
2862 }
2863
2864 const char *debug_d3dusagequery(DWORD usagequery)
2865 {
2866 char buf[238];
2867
2868 buf[0] = '\0';
2869 #define WINED3DUSAGEQUERY_TO_STR(u) if (usagequery & u) { strcat(buf, " | "#u); usagequery &= ~u; }
2870 WINED3DUSAGEQUERY_TO_STR(WINED3DUSAGE_QUERY_FILTER);
2871 WINED3DUSAGEQUERY_TO_STR(WINED3DUSAGE_QUERY_LEGACYBUMPMAP);
2872 WINED3DUSAGEQUERY_TO_STR(WINED3DUSAGE_QUERY_POSTPIXELSHADER_BLENDING);
2873 WINED3DUSAGEQUERY_TO_STR(WINED3DUSAGE_QUERY_SRGBREAD);
2874 WINED3DUSAGEQUERY_TO_STR(WINED3DUSAGE_QUERY_SRGBWRITE);
2875 WINED3DUSAGEQUERY_TO_STR(WINED3DUSAGE_QUERY_VERTEXTEXTURE);
2876 WINED3DUSAGEQUERY_TO_STR(WINED3DUSAGE_QUERY_WRAPANDMIP);
2877 #undef WINED3DUSAGEQUERY_TO_STR
2878 if (usagequery) FIXME("Unrecognized usage query flag(s) %#x\n", usagequery);
2879
2880 return buf[0] ? wine_dbg_sprintf("%s", &buf[3]) : "0";
2881 }
2882
2883 const char *debug_d3ddeclmethod(enum wined3d_decl_method method)
2884 {
2885 switch (method)
2886 {
2887 #define WINED3DDECLMETHOD_TO_STR(u) case u: return #u
2888 WINED3DDECLMETHOD_TO_STR(WINED3D_DECL_METHOD_DEFAULT);
2889 WINED3DDECLMETHOD_TO_STR(WINED3D_DECL_METHOD_PARTIAL_U);
2890 WINED3DDECLMETHOD_TO_STR(WINED3D_DECL_METHOD_PARTIAL_V);
2891 WINED3DDECLMETHOD_TO_STR(WINED3D_DECL_METHOD_CROSS_UV);
2892 WINED3DDECLMETHOD_TO_STR(WINED3D_DECL_METHOD_UV);
2893 WINED3DDECLMETHOD_TO_STR(WINED3D_DECL_METHOD_LOOKUP);
2894 WINED3DDECLMETHOD_TO_STR(WINED3D_DECL_METHOD_LOOKUP_PRESAMPLED);
2895 #undef WINED3DDECLMETHOD_TO_STR
2896 default:
2897 FIXME("Unrecognized declaration method %#x.\n", method);
2898 return "unrecognized";
2899 }
2900 }
2901
2902 const char *debug_d3ddeclusage(enum wined3d_decl_usage usage)
2903 {
2904 switch (usage)
2905 {
2906 #define WINED3DDECLUSAGE_TO_STR(u) case u: return #u
2907 WINED3DDECLUSAGE_TO_STR(WINED3D_DECL_USAGE_POSITION);
2908 WINED3DDECLUSAGE_TO_STR(WINED3D_DECL_USAGE_BLEND_WEIGHT);
2909 WINED3DDECLUSAGE_TO_STR(WINED3D_DECL_USAGE_BLEND_INDICES);
2910 WINED3DDECLUSAGE_TO_STR(WINED3D_DECL_USAGE_NORMAL);
2911 WINED3DDECLUSAGE_TO_STR(WINED3D_DECL_USAGE_PSIZE);
2912 WINED3DDECLUSAGE_TO_STR(WINED3D_DECL_USAGE_TEXCOORD);
2913 WINED3DDECLUSAGE_TO_STR(WINED3D_DECL_USAGE_TANGENT);
2914 WINED3DDECLUSAGE_TO_STR(WINED3D_DECL_USAGE_BINORMAL);
2915 WINED3DDECLUSAGE_TO_STR(WINED3D_DECL_USAGE_TESS_FACTOR);
2916 WINED3DDECLUSAGE_TO_STR(WINED3D_DECL_USAGE_POSITIONT);
2917 WINED3DDECLUSAGE_TO_STR(WINED3D_DECL_USAGE_COLOR);
2918 WINED3DDECLUSAGE_TO_STR(WINED3D_DECL_USAGE_FOG);
2919 WINED3DDECLUSAGE_TO_STR(WINED3D_DECL_USAGE_DEPTH);
2920 WINED3DDECLUSAGE_TO_STR(WINED3D_DECL_USAGE_SAMPLE);
2921 #undef WINED3DDECLUSAGE_TO_STR
2922 default:
2923 FIXME("Unrecognized %u declaration usage!\n", usage);
2924 return "unrecognized";
2925 }
2926 }
2927
2928 const char *debug_d3dinput_classification(enum wined3d_input_classification classification)
2929 {
2930 switch (classification)
2931 {
2932 #define WINED3D_TO_STR(x) case x: return #x
2933 WINED3D_TO_STR(WINED3D_INPUT_PER_VERTEX_DATA);
2934 WINED3D_TO_STR(WINED3D_INPUT_PER_INSTANCE_DATA);
2935 #undef WINED3D_TO_STR
2936 default:
2937 FIXME("Unrecognized input classification %#x.\n", classification);
2938 return "unrecognized";
2939 }
2940 }
2941
2942 const char *debug_d3dresourcetype(enum wined3d_resource_type resource_type)
2943 {
2944 switch (resource_type)
2945 {
2946 #define RES_TO_STR(res) case res: return #res
2947 RES_TO_STR(WINED3D_RTYPE_SURFACE);
2948 RES_TO_STR(WINED3D_RTYPE_VOLUME);
2949 RES_TO_STR(WINED3D_RTYPE_TEXTURE);
2950 RES_TO_STR(WINED3D_RTYPE_VOLUME_TEXTURE);
2951 RES_TO_STR(WINED3D_RTYPE_CUBE_TEXTURE);
2952 RES_TO_STR(WINED3D_RTYPE_BUFFER);
2953 #undef RES_TO_STR
2954 default:
2955 FIXME("Unrecognized resource type %#x.\n", resource_type);
2956 return "unrecognized";
2957 }
2958 }
2959
2960 const char *debug_d3dprimitivetype(enum wined3d_primitive_type primitive_type)
2961 {
2962 switch (primitive_type)
2963 {
2964 #define PRIM_TO_STR(prim) case prim: return #prim
2965 PRIM_TO_STR(WINED3D_PT_UNDEFINED);
2966 PRIM_TO_STR(WINED3D_PT_POINTLIST);
2967 PRIM_TO_STR(WINED3D_PT_LINELIST);
2968 PRIM_TO_STR(WINED3D_PT_LINESTRIP);
2969 PRIM_TO_STR(WINED3D_PT_TRIANGLELIST);
2970 PRIM_TO_STR(WINED3D_PT_TRIANGLESTRIP);
2971 PRIM_TO_STR(WINED3D_PT_TRIANGLEFAN);
2972 PRIM_TO_STR(WINED3D_PT_LINELIST_ADJ);
2973 PRIM_TO_STR(WINED3D_PT_LINESTRIP_ADJ);
2974 PRIM_TO_STR(WINED3D_PT_TRIANGLELIST_ADJ);
2975 PRIM_TO_STR(WINED3D_PT_TRIANGLESTRIP_ADJ);
2976 #undef PRIM_TO_STR
2977 default:
2978 FIXME("Unrecognized %u primitive type!\n", primitive_type);
2979 return "unrecognized";
2980 }
2981 }
2982
2983 const char *debug_d3drenderstate(enum wined3d_render_state state)
2984 {
2985 switch (state)
2986 {
2987 #define D3DSTATE_TO_STR(u) case u: return #u
2988 D3DSTATE_TO_STR(WINED3D_RS_ANTIALIAS);
2989 D3DSTATE_TO_STR(WINED3D_RS_TEXTUREPERSPECTIVE);
2990 D3DSTATE_TO_STR(WINED3D_RS_WRAPU);
2991 D3DSTATE_TO_STR(WINED3D_RS_WRAPV);
2992 D3DSTATE_TO_STR(WINED3D_RS_ZENABLE);
2993 D3DSTATE_TO_STR(WINED3D_RS_FILLMODE);
2994 D3DSTATE_TO_STR(WINED3D_RS_SHADEMODE);
2995 D3DSTATE_TO_STR(WINED3D_RS_LINEPATTERN);
2996 D3DSTATE_TO_STR(WINED3D_RS_MONOENABLE);
2997 D3DSTATE_TO_STR(WINED3D_RS_ROP2);
2998 D3DSTATE_TO_STR(WINED3D_RS_PLANEMASK);
2999 D3DSTATE_TO_STR(WINED3D_RS_ZWRITEENABLE);
3000 D3DSTATE_TO_STR(WINED3D_RS_ALPHATESTENABLE);
3001 D3DSTATE_TO_STR(WINED3D_RS_LASTPIXEL);
3002 D3DSTATE_TO_STR(WINED3D_RS_SRCBLEND);
3003 D3DSTATE_TO_STR(WINED3D_RS_DESTBLEND);
3004 D3DSTATE_TO_STR(WINED3D_RS_CULLMODE);
3005 D3DSTATE_TO_STR(WINED3D_RS_ZFUNC);
3006 D3DSTATE_TO_STR(WINED3D_RS_ALPHAREF);
3007 D3DSTATE_TO_STR(WINED3D_RS_ALPHAFUNC);
3008 D3DSTATE_TO_STR(WINED3D_RS_DITHERENABLE);
3009 D3DSTATE_TO_STR(WINED3D_RS_ALPHABLENDENABLE);
3010 D3DSTATE_TO_STR(WINED3D_RS_FOGENABLE);
3011 D3DSTATE_TO_STR(WINED3D_RS_SPECULARENABLE);
3012 D3DSTATE_TO_STR(WINED3D_RS_ZVISIBLE);
3013 D3DSTATE_TO_STR(WINED3D_RS_SUBPIXEL);
3014 D3DSTATE_TO_STR(WINED3D_RS_SUBPIXELX);
3015 D3DSTATE_TO_STR(WINED3D_RS_STIPPLEDALPHA);
3016 D3DSTATE_TO_STR(WINED3D_RS_FOGCOLOR);
3017 D3DSTATE_TO_STR(WINED3D_RS_FOGTABLEMODE);
3018 D3DSTATE_TO_STR(WINED3D_RS_FOGSTART);
3019 D3DSTATE_TO_STR(WINED3D_RS_FOGEND);
3020 D3DSTATE_TO_STR(WINED3D_RS_FOGDENSITY);
3021 D3DSTATE_TO_STR(WINED3D_RS_STIPPLEENABLE);
3022 D3DSTATE_TO_STR(WINED3D_RS_EDGEANTIALIAS);
3023 D3DSTATE_TO_STR(WINED3D_RS_COLORKEYENABLE);
3024 D3DSTATE_TO_STR(WINED3D_RS_MIPMAPLODBIAS);
3025 D3DSTATE_TO_STR(WINED3D_RS_RANGEFOGENABLE);
3026 D3DSTATE_TO_STR(WINED3D_RS_ANISOTROPY);
3027 D3DSTATE_TO_STR(WINED3D_RS_FLUSHBATCH);
3028 D3DSTATE_TO_STR(WINED3D_RS_TRANSLUCENTSORTINDEPENDENT);
3029 D3DSTATE_TO_STR(WINED3D_RS_STENCILENABLE);
3030 D3DSTATE_TO_STR(WINED3D_RS_STENCILFAIL);
3031 D3DSTATE_TO_STR(WINED3D_RS_STENCILZFAIL);
3032 D3DSTATE_TO_STR(WINED3D_RS_STENCILPASS);
3033 D3DSTATE_TO_STR(WINED3D_RS_STENCILFUNC);
3034 D3DSTATE_TO_STR(WINED3D_RS_STENCILREF);
3035 D3DSTATE_TO_STR(WINED3D_RS_STENCILMASK);
3036 D3DSTATE_TO_STR(WINED3D_RS_STENCILWRITEMASK);
3037 D3DSTATE_TO_STR(WINED3D_RS_TEXTUREFACTOR);
3038 D3DSTATE_TO_STR(WINED3D_RS_WRAP0);
3039 D3DSTATE_TO_STR(WINED3D_RS_WRAP1);
3040 D3DSTATE_TO_STR(WINED3D_RS_WRAP2);
3041 D3DSTATE_TO_STR(WINED3D_RS_WRAP3);
3042 D3DSTATE_TO_STR(WINED3D_RS_WRAP4);
3043 D3DSTATE_TO_STR(WINED3D_RS_WRAP5);
3044 D3DSTATE_TO_STR(WINED3D_RS_WRAP6);
3045 D3DSTATE_TO_STR(WINED3D_RS_WRAP7);
3046 D3DSTATE_TO_STR(WINED3D_RS_CLIPPING);
3047 D3DSTATE_TO_STR(WINED3D_RS_LIGHTING);
3048 D3DSTATE_TO_STR(WINED3D_RS_EXTENTS);
3049 D3DSTATE_TO_STR(WINED3D_RS_AMBIENT);
3050 D3DSTATE_TO_STR(WINED3D_RS_FOGVERTEXMODE);
3051 D3DSTATE_TO_STR(WINED3D_RS_COLORVERTEX);
3052 D3DSTATE_TO_STR(WINED3D_RS_LOCALVIEWER);
3053 D3DSTATE_TO_STR(WINED3D_RS_NORMALIZENORMALS);
3054 D3DSTATE_TO_STR(WINED3D_RS_COLORKEYBLENDENABLE);
3055 D3DSTATE_TO_STR(WINED3D_RS_DIFFUSEMATERIALSOURCE);
3056 D3DSTATE_TO_STR(WINED3D_RS_SPECULARMATERIALSOURCE);
3057 D3DSTATE_TO_STR(WINED3D_RS_AMBIENTMATERIALSOURCE);
3058 D3DSTATE_TO_STR(WINED3D_RS_EMISSIVEMATERIALSOURCE);
3059 D3DSTATE_TO_STR(WINED3D_RS_VERTEXBLEND);
3060 D3DSTATE_TO_STR(WINED3D_RS_CLIPPLANEENABLE);
3061 D3DSTATE_TO_STR(WINED3D_RS_SOFTWAREVERTEXPROCESSING);
3062 D3DSTATE_TO_STR(WINED3D_RS_POINTSIZE);
3063 D3DSTATE_TO_STR(WINED3D_RS_POINTSIZE_MIN);
3064 D3DSTATE_TO_STR(WINED3D_RS_POINTSPRITEENABLE);
3065 D3DSTATE_TO_STR(WINED3D_RS_POINTSCALEENABLE);
3066 D3DSTATE_TO_STR(WINED3D_RS_POINTSCALE_A);
3067 D3DSTATE_TO_STR(WINED3D_RS_POINTSCALE_B);
3068 D3DSTATE_TO_STR(WINED3D_RS_POINTSCALE_C);
3069 D3DSTATE_TO_STR(WINED3D_RS_MULTISAMPLEANTIALIAS);
3070 D3DSTATE_TO_STR(WINED3D_RS_MULTISAMPLEMASK);
3071 D3DSTATE_TO_STR(WINED3D_RS_PATCHEDGESTYLE);
3072 D3DSTATE_TO_STR(WINED3D_RS_PATCHSEGMENTS);
3073 D3DSTATE_TO_STR(WINED3D_RS_DEBUGMONITORTOKEN);
3074 D3DSTATE_TO_STR(WINED3D_RS_POINTSIZE_MAX);
3075 D3DSTATE_TO_STR(WINED3D_RS_INDEXEDVERTEXBLENDENABLE);
3076 D3DSTATE_TO_STR(WINED3D_RS_COLORWRITEENABLE);
3077 D3DSTATE_TO_STR(WINED3D_RS_TWEENFACTOR);
3078 D3DSTATE_TO_STR(WINED3D_RS_BLENDOP);
3079 D3DSTATE_TO_STR(WINED3D_RS_POSITIONDEGREE);
3080 D3DSTATE_TO_STR(WINED3D_RS_NORMALDEGREE);
3081 D3DSTATE_TO_STR(WINED3D_RS_SCISSORTESTENABLE);
3082 D3DSTATE_TO_STR(WINED3D_RS_SLOPESCALEDEPTHBIAS);
3083 D3DSTATE_TO_STR(WINED3D_RS_ANTIALIASEDLINEENABLE);
3084 D3DSTATE_TO_STR(WINED3D_RS_MINTESSELLATIONLEVEL);
3085 D3DSTATE_TO_STR(WINED3D_RS_MAXTESSELLATIONLEVEL);
3086 D3DSTATE_TO_STR(WINED3D_RS_ADAPTIVETESS_X);
3087 D3DSTATE_TO_STR(WINED3D_RS_ADAPTIVETESS_Y);
3088 D3DSTATE_TO_STR(WINED3D_RS_ADAPTIVETESS_Z);
3089 D3DSTATE_TO_STR(WINED3D_RS_ADAPTIVETESS_W);
3090 D3DSTATE_TO_STR(WINED3D_RS_ENABLEADAPTIVETESSELLATION);
3091 D3DSTATE_TO_STR(WINED3D_RS_TWOSIDEDSTENCILMODE);
3092 D3DSTATE_TO_STR(WINED3D_RS_CCW_STENCILFAIL);
3093 D3DSTATE_TO_STR(WINED3D_RS_CCW_STENCILZFAIL);
3094 D3DSTATE_TO_STR(WINED3D_RS_CCW_STENCILPASS);
3095 D3DSTATE_TO_STR(WINED3D_RS_CCW_STENCILFUNC);
3096 D3DSTATE_TO_STR(WINED3D_RS_COLORWRITEENABLE1);
3097 D3DSTATE_TO_STR(WINED3D_RS_COLORWRITEENABLE2);
3098 D3DSTATE_TO_STR(WINED3D_RS_COLORWRITEENABLE3);
3099 D3DSTATE_TO_STR(WINED3D_RS_BLENDFACTOR);
3100 D3DSTATE_TO_STR(WINED3D_RS_SRGBWRITEENABLE);
3101 D3DSTATE_TO_STR(WINED3D_RS_DEPTHBIAS);
3102 D3DSTATE_TO_STR(WINED3D_RS_WRAP8);
3103 D3DSTATE_TO_STR(WINED3D_RS_WRAP9);
3104 D3DSTATE_TO_STR(WINED3D_RS_WRAP10);
3105 D3DSTATE_TO_STR(WINED3D_RS_WRAP11);
3106 D3DSTATE_TO_STR(WINED3D_RS_WRAP12);
3107 D3DSTATE_TO_STR(WINED3D_RS_WRAP13);
3108 D3DSTATE_TO_STR(WINED3D_RS_WRAP14);
3109 D3DSTATE_TO_STR(WINED3D_RS_WRAP15);
3110 D3DSTATE_TO_STR(WINED3D_RS_SEPARATEALPHABLENDENABLE);
3111 D3DSTATE_TO_STR(WINED3D_RS_SRCBLENDALPHA);
3112 D3DSTATE_TO_STR(WINED3D_RS_DESTBLENDALPHA);
3113 D3DSTATE_TO_STR(WINED3D_RS_BLENDOPALPHA);
3114 #undef D3DSTATE_TO_STR
3115 default:
3116 FIXME("Unrecognized %u render state!\n", state);
3117 return "unrecognized";
3118 }
3119 }
3120
3121 const char *debug_d3dsamplerstate(enum wined3d_sampler_state state)
3122 {
3123 switch (state)
3124 {
3125 #define D3DSTATE_TO_STR(u) case u: return #u
3126 D3DSTATE_TO_STR(WINED3D_SAMP_BORDER_COLOR);
3127 D3DSTATE_TO_STR(WINED3D_SAMP_ADDRESS_U);
3128 D3DSTATE_TO_STR(WINED3D_SAMP_ADDRESS_V);
3129 D3DSTATE_TO_STR(WINED3D_SAMP_ADDRESS_W);
3130 D3DSTATE_TO_STR(WINED3D_SAMP_MAG_FILTER);
3131 D3DSTATE_TO_STR(WINED3D_SAMP_MIN_FILTER);
3132 D3DSTATE_TO_STR(WINED3D_SAMP_MIP_FILTER);
3133 D3DSTATE_TO_STR(WINED3D_SAMP_MIPMAP_LOD_BIAS);
3134 D3DSTATE_TO_STR(WINED3D_SAMP_MAX_MIP_LEVEL);
3135 D3DSTATE_TO_STR(WINED3D_SAMP_MAX_ANISOTROPY);
3136 D3DSTATE_TO_STR(WINED3D_SAMP_SRGB_TEXTURE);
3137 D3DSTATE_TO_STR(WINED3D_SAMP_ELEMENT_INDEX);
3138 D3DSTATE_TO_STR(WINED3D_SAMP_DMAP_OFFSET);
3139 #undef D3DSTATE_TO_STR
3140 default:
3141 FIXME("Unrecognized %u sampler state!\n", state);
3142 return "unrecognized";
3143 }
3144 }
3145
3146 const char *debug_d3dtexturefiltertype(enum wined3d_texture_filter_type filter_type)
3147 {
3148 switch (filter_type)
3149 {
3150 #define D3DTEXTUREFILTERTYPE_TO_STR(u) case u: return #u
3151 D3DTEXTUREFILTERTYPE_TO_STR(WINED3D_TEXF_NONE);
3152 D3DTEXTUREFILTERTYPE_TO_STR(WINED3D_TEXF_POINT);
3153 D3DTEXTUREFILTERTYPE_TO_STR(WINED3D_TEXF_LINEAR);
3154 D3DTEXTUREFILTERTYPE_TO_STR(WINED3D_TEXF_ANISOTROPIC);
3155 D3DTEXTUREFILTERTYPE_TO_STR(WINED3D_TEXF_FLAT_CUBIC);
3156 D3DTEXTUREFILTERTYPE_TO_STR(WINED3D_TEXF_GAUSSIAN_CUBIC);
3157 D3DTEXTUREFILTERTYPE_TO_STR(WINED3D_TEXF_PYRAMIDAL_QUAD);
3158 D3DTEXTUREFILTERTYPE_TO_STR(WINED3D_TEXF_GAUSSIAN_QUAD);
3159 #undef D3DTEXTUREFILTERTYPE_TO_STR
3160 default:
3161 FIXME("Unrecognied texture filter type 0x%08x.\n", filter_type);
3162 return "unrecognized";
3163 }
3164 }
3165
3166 const char *debug_d3dtexturestate(enum wined3d_texture_stage_state state)
3167 {
3168 switch (state)
3169 {
3170 #define D3DSTATE_TO_STR(u) case u: return #u
3171 D3DSTATE_TO_STR(WINED3D_TSS_COLOR_OP);
3172 D3DSTATE_TO_STR(WINED3D_TSS_COLOR_ARG1);
3173 D3DSTATE_TO_STR(WINED3D_TSS_COLOR_ARG2);
3174 D3DSTATE_TO_STR(WINED3D_TSS_ALPHA_OP);
3175 D3DSTATE_TO_STR(WINED3D_TSS_ALPHA_ARG1);
3176 D3DSTATE_TO_STR(WINED3D_TSS_ALPHA_ARG2);
3177 D3DSTATE_TO_STR(WINED3D_TSS_BUMPENV_MAT00);
3178 D3DSTATE_TO_STR(WINED3D_TSS_BUMPENV_MAT01);
3179 D3DSTATE_TO_STR(WINED3D_TSS_BUMPENV_MAT10);
3180 D3DSTATE_TO_STR(WINED3D_TSS_BUMPENV_MAT11);
3181 D3DSTATE_TO_STR(WINED3D_TSS_TEXCOORD_INDEX);
3182 D3DSTATE_TO_STR(WINED3D_TSS_BUMPENV_LSCALE);
3183 D3DSTATE_TO_STR(WINED3D_TSS_BUMPENV_LOFFSET);
3184 D3DSTATE_TO_STR(WINED3D_TSS_TEXTURE_TRANSFORM_FLAGS);
3185 D3DSTATE_TO_STR(WINED3D_TSS_COLOR_ARG0);
3186 D3DSTATE_TO_STR(WINED3D_TSS_ALPHA_ARG0);
3187 D3DSTATE_TO_STR(WINED3D_TSS_RESULT_ARG);
3188 D3DSTATE_TO_STR(WINED3D_TSS_CONSTANT);
3189 #undef D3DSTATE_TO_STR
3190 default:
3191 FIXME("Unrecognized %u texture state!\n", state);
3192 return "unrecognized";
3193 }
3194 }
3195
3196 const char *debug_d3dtop(enum wined3d_texture_op d3dtop)
3197 {
3198 switch (d3dtop)
3199 {
3200 #define D3DTOP_TO_STR(u) case u: return #u
3201 D3DTOP_TO_STR(WINED3D_TOP_DISABLE);
3202 D3DTOP_TO_STR(WINED3D_TOP_SELECT_ARG1);
3203 D3DTOP_TO_STR(WINED3D_TOP_SELECT_ARG2);
3204 D3DTOP_TO_STR(WINED3D_TOP_MODULATE);
3205 D3DTOP_TO_STR(WINED3D_TOP_MODULATE_2X);
3206 D3DTOP_TO_STR(WINED3D_TOP_MODULATE_4X);
3207 D3DTOP_TO_STR(WINED3D_TOP_ADD);
3208 D3DTOP_TO_STR(WINED3D_TOP_ADD_SIGNED);
3209 D3DTOP_TO_STR(WINED3D_TOP_ADD_SIGNED_2X);
3210 D3DTOP_TO_STR(WINED3D_TOP_SUBTRACT);
3211 D3DTOP_TO_STR(WINED3D_TOP_ADD_SMOOTH);
3212 D3DTOP_TO_STR(WINED3D_TOP_BLEND_DIFFUSE_ALPHA);
3213 D3DTOP_TO_STR(WINED3D_TOP_BLEND_TEXTURE_ALPHA);
3214 D3DTOP_TO_STR(WINED3D_TOP_BLEND_FACTOR_ALPHA);
3215 D3DTOP_TO_STR(WINED3D_TOP_BLEND_TEXTURE_ALPHA_PM);
3216 D3DTOP_TO_STR(WINED3D_TOP_BLEND_CURRENT_ALPHA);
3217 D3DTOP_TO_STR(WINED3D_TOP_PREMODULATE);
3218 D3DTOP_TO_STR(WINED3D_TOP_MODULATE_ALPHA_ADD_COLOR);
3219 D3DTOP_TO_STR(WINED3D_TOP_MODULATE_COLOR_ADD_ALPHA);
3220 D3DTOP_TO_STR(WINED3D_TOP_MODULATE_INVALPHA_ADD_COLOR);
3221 D3DTOP_TO_STR(WINED3D_TOP_MODULATE_INVCOLOR_ADD_ALPHA);
3222 D3DTOP_TO_STR(WINED3D_TOP_BUMPENVMAP);
3223 D3DTOP_TO_STR(WINED3D_TOP_BUMPENVMAP_LUMINANCE);
3224 D3DTOP_TO_STR(WINED3D_TOP_DOTPRODUCT3);
3225 D3DTOP_TO_STR(WINED3D_TOP_MULTIPLY_ADD);
3226 D3DTOP_TO_STR(WINED3D_TOP_LERP);
3227 #undef D3DTOP_TO_STR
3228 default:
3229 FIXME("Unrecognized texture op %#x.\n", d3dtop);
3230 return "unrecognized";
3231 }
3232 }
3233
3234 const char *debug_d3dtstype(enum wined3d_transform_state tstype)
3235 {
3236 switch (tstype)
3237 {
3238 #define TSTYPE_TO_STR(tstype) case tstype: return #tstype
3239 TSTYPE_TO_STR(WINED3D_TS_VIEW);
3240 TSTYPE_TO_STR(WINED3D_TS_PROJECTION);
3241 TSTYPE_TO_STR(WINED3D_TS_TEXTURE0);
3242 TSTYPE_TO_STR(WINED3D_TS_TEXTURE1);
3243 TSTYPE_TO_STR(WINED3D_TS_TEXTURE2);
3244 TSTYPE_TO_STR(WINED3D_TS_TEXTURE3);
3245 TSTYPE_TO_STR(WINED3D_TS_TEXTURE4);
3246 TSTYPE_TO_STR(WINED3D_TS_TEXTURE5);
3247 TSTYPE_TO_STR(WINED3D_TS_TEXTURE6);
3248 TSTYPE_TO_STR(WINED3D_TS_TEXTURE7);
3249 TSTYPE_TO_STR(WINED3D_TS_WORLD_MATRIX(0));
3250 TSTYPE_TO_STR(WINED3D_TS_WORLD_MATRIX(1));
3251 TSTYPE_TO_STR(WINED3D_TS_WORLD_MATRIX(2));
3252 TSTYPE_TO_STR(WINED3D_TS_WORLD_MATRIX(3));
3253 #undef TSTYPE_TO_STR
3254 default:
3255 if (tstype > 256 && tstype < 512)
3256 {
3257 FIXME("WINED3D_TS_WORLD_MATRIX(%u). 1..255 not currently supported.\n", tstype);
3258 return ("WINED3D_TS_WORLD_MATRIX > 0");
3259 }
3260 FIXME("Unrecognized transform state %#x.\n", tstype);
3261 return "unrecognized";
3262 }
3263 }
3264
3265 static const char *debug_shader_type(enum wined3d_shader_type type)
3266 {
3267 switch(type)
3268 {
3269 #define WINED3D_TO_STR(type) case type: return #type
3270 WINED3D_TO_STR(WINED3D_SHADER_TYPE_PIXEL);
3271 WINED3D_TO_STR(WINED3D_SHADER_TYPE_VERTEX);
3272 WINED3D_TO_STR(WINED3D_SHADER_TYPE_GEOMETRY);
3273 #undef WINED3D_TO_STR
3274 default:
3275 FIXME("Unrecognized shader type %#x.\n", type);
3276 return "unrecognized";
3277 }
3278 }
3279
3280 const char *debug_d3dstate(DWORD state)
3281 {
3282 if (STATE_IS_RENDER(state))
3283 return wine_dbg_sprintf("STATE_RENDER(%s)", debug_d3drenderstate(state - STATE_RENDER(0)));
3284 if (STATE_IS_TEXTURESTAGE(state))
3285 {
3286 DWORD texture_stage = (state - STATE_TEXTURESTAGE(0, 0)) / (WINED3D_HIGHEST_TEXTURE_STATE + 1);
3287 DWORD texture_state = state - STATE_TEXTURESTAGE(texture_stage, 0);
3288 return wine_dbg_sprintf("STATE_TEXTURESTAGE(%#x, %s)",
3289 texture_stage, debug_d3dtexturestate(texture_state));
3290 }
3291 if (STATE_IS_SAMPLER(state))
3292 return wine_dbg_sprintf("STATE_SAMPLER(%#x)", state - STATE_SAMPLER(0));
3293 if (STATE_IS_SHADER(state))
3294 return wine_dbg_sprintf("STATE_SHADER(%s)", debug_shader_type(state - STATE_SHADER(0)));
3295 if (STATE_IS_CONSTANT_BUFFER(state))
3296 return wine_dbg_sprintf("STATE_CONSTANT_BUFFER(%s)", debug_shader_type(state - STATE_CONSTANT_BUFFER(0)));
3297 if (STATE_IS_SHADER_RESOURCE_BINDING(state))
3298 return "STATE_SHADER_RESOURCE_BINDING";
3299 if (STATE_IS_TRANSFORM(state))
3300 return wine_dbg_sprintf("STATE_TRANSFORM(%s)", debug_d3dtstype(state - STATE_TRANSFORM(0)));
3301 if (STATE_IS_STREAMSRC(state))
3302 return "STATE_STREAMSRC";
3303 if (STATE_IS_INDEXBUFFER(state))
3304 return "STATE_INDEXBUFFER";
3305 if (STATE_IS_VDECL(state))
3306 return "STATE_VDECL";
3307 if (STATE_IS_VIEWPORT(state))
3308 return "STATE_VIEWPORT";
3309 if (STATE_IS_LIGHT_TYPE(state))
3310 return "STATE_LIGHT_TYPE";
3311 if (STATE_IS_ACTIVELIGHT(state))
3312 return wine_dbg_sprintf("STATE_ACTIVELIGHT(%#x)", state - STATE_ACTIVELIGHT(0));
3313 if (STATE_IS_SCISSORRECT(state))
3314 return "STATE_SCISSORRECT";
3315 if (STATE_IS_CLIPPLANE(state))
3316 return wine_dbg_sprintf("STATE_CLIPPLANE(%#x)", state - STATE_CLIPPLANE(0));
3317 if (STATE_IS_MATERIAL(state))
3318 return "STATE_MATERIAL";
3319 if (STATE_IS_FRONTFACE(state))
3320 return "STATE_FRONTFACE";
3321 if (STATE_IS_POINTSPRITECOORDORIGIN(state))
3322 return "STATE_POINTSPRITECOORDORIGIN";
3323 if (STATE_IS_BASEVERTEXINDEX(state))
3324 return "STATE_BASEVERTEXINDEX";
3325 if (STATE_IS_FRAMEBUFFER(state))
3326 return "STATE_FRAMEBUFFER";
3327 if (STATE_IS_POINT_ENABLE(state))
3328 return "STATE_POINT_ENABLE";
3329 if (STATE_IS_COLOR_KEY(state))
3330 return "STATE_COLOR_KEY";
3331
3332 return wine_dbg_sprintf("UNKNOWN_STATE(%#x)", state);
3333 }
3334
3335 const char *debug_d3dpool(enum wined3d_pool pool)
3336 {
3337 switch (pool)
3338 {
3339 #define POOL_TO_STR(p) case p: return #p
3340 POOL_TO_STR(WINED3D_POOL_DEFAULT);
3341 POOL_TO_STR(WINED3D_POOL_MANAGED);
3342 POOL_TO_STR(WINED3D_POOL_SYSTEM_MEM);
3343 POOL_TO_STR(WINED3D_POOL_SCRATCH);
3344 #undef POOL_TO_STR
3345 default:
3346 FIXME("Unrecognized pool %#x.\n", pool);
3347 return "unrecognized";
3348 }
3349 }
3350
3351 const char *debug_fbostatus(GLenum status) {
3352 switch(status) {
3353 #define FBOSTATUS_TO_STR(u) case u: return #u
3354 FBOSTATUS_TO_STR(GL_FRAMEBUFFER_COMPLETE);
3355 FBOSTATUS_TO_STR(GL_FRAMEBUFFER_INCOMPLETE_ATTACHMENT);
3356 FBOSTATUS_TO_STR(GL_FRAMEBUFFER_INCOMPLETE_MISSING_ATTACHMENT);
3357 FBOSTATUS_TO_STR(GL_FRAMEBUFFER_INCOMPLETE_DIMENSIONS_EXT);
3358 FBOSTATUS_TO_STR(GL_FRAMEBUFFER_INCOMPLETE_FORMATS_EXT);
3359 FBOSTATUS_TO_STR(GL_FRAMEBUFFER_INCOMPLETE_DRAW_BUFFER);
3360 FBOSTATUS_TO_STR(GL_FRAMEBUFFER_INCOMPLETE_READ_BUFFER);
3361 FBOSTATUS_TO_STR(GL_FRAMEBUFFER_INCOMPLETE_MULTISAMPLE);
3362 FBOSTATUS_TO_STR(GL_FRAMEBUFFER_UNSUPPORTED);
3363 FBOSTATUS_TO_STR(GL_FRAMEBUFFER_UNDEFINED);
3364 #undef FBOSTATUS_TO_STR
3365 default:
3366 FIXME("Unrecognied FBO status 0x%08x\n", status);
3367 return "unrecognized";
3368 }
3369 }
3370
3371 const char *debug_glerror(GLenum error) {
3372 switch(error) {
3373 #define GLERROR_TO_STR(u) case u: return #u
3374 GLERROR_TO_STR(GL_NO_ERROR);
3375 GLERROR_TO_STR(GL_INVALID_ENUM);
3376 GLERROR_TO_STR(GL_INVALID_VALUE);
3377 GLERROR_TO_STR(GL_INVALID_OPERATION);
3378 GLERROR_TO_STR(GL_STACK_OVERFLOW);
3379 GLERROR_TO_STR(GL_STACK_UNDERFLOW);
3380 GLERROR_TO_STR(GL_OUT_OF_MEMORY);
3381 GLERROR_TO_STR(GL_INVALID_FRAMEBUFFER_OPERATION);
3382 #undef GLERROR_TO_STR
3383 default:
3384 FIXME("Unrecognied GL error 0x%08x\n", error);
3385 return "unrecognized";
3386 }
3387 }
3388
3389 static const char *debug_fixup_channel_source(enum fixup_channel_source source)
3390 {
3391 switch(source)
3392 {
3393 #define WINED3D_TO_STR(x) case x: return #x
3394 WINED3D_TO_STR(CHANNEL_SOURCE_ZERO);
3395 WINED3D_TO_STR(CHANNEL_SOURCE_ONE);
3396 WINED3D_TO_STR(CHANNEL_SOURCE_X);
3397 WINED3D_TO_STR(CHANNEL_SOURCE_Y);
3398 WINED3D_TO_STR(CHANNEL_SOURCE_Z);
3399 WINED3D_TO_STR(CHANNEL_SOURCE_W);
3400 WINED3D_TO_STR(CHANNEL_SOURCE_COMPLEX0);
3401 WINED3D_TO_STR(CHANNEL_SOURCE_COMPLEX1);
3402 #undef WINED3D_TO_STR
3403 default:
3404 FIXME("Unrecognized fixup_channel_source %#x\n", source);
3405 return "unrecognized";
3406 }
3407 }
3408
3409 static const char *debug_complex_fixup(enum complex_fixup fixup)
3410 {
3411 switch(fixup)
3412 {
3413 #define WINED3D_TO_STR(x) case x: return #x
3414 WINED3D_TO_STR(COMPLEX_FIXUP_YUY2);
3415 WINED3D_TO_STR(COMPLEX_FIXUP_UYVY);
3416 WINED3D_TO_STR(COMPLEX_FIXUP_YV12);
3417 WINED3D_TO_STR(COMPLEX_FIXUP_NV12);
3418 WINED3D_TO_STR(COMPLEX_FIXUP_P8);
3419 #undef WINED3D_TO_STR
3420 default:
3421 FIXME("Unrecognized complex fixup %#x\n", fixup);
3422 return "unrecognized";
3423 }
3424 }
3425
3426 void dump_color_fixup_desc(struct color_fixup_desc fixup)
3427 {
3428 if (is_complex_fixup(fixup))
3429 {
3430 TRACE("\tComplex: %s\n", debug_complex_fixup(get_complex_fixup(fixup)));
3431 return;
3432 }
3433
3434 TRACE("\tX: %s%s\n", debug_fixup_channel_source(fixup.x_source), fixup.x_sign_fixup ? ", SIGN_FIXUP" : "");
3435 TRACE("\tY: %s%s\n", debug_fixup_channel_source(fixup.y_source), fixup.y_sign_fixup ? ", SIGN_FIXUP" : "");
3436 TRACE("\tZ: %s%s\n", debug_fixup_channel_source(fixup.z_source), fixup.z_sign_fixup ? ", SIGN_FIXUP" : "");
3437 TRACE("\tW: %s%s\n", debug_fixup_channel_source(fixup.w_source), fixup.w_sign_fixup ? ", SIGN_FIXUP" : "");
3438 }
3439
3440 BOOL is_invalid_op(const struct wined3d_state *state, int stage,
3441 enum wined3d_texture_op op, DWORD arg1, DWORD arg2, DWORD arg3)
3442 {
3443 if (op == WINED3D_TOP_DISABLE)
3444 return FALSE;
3445 if (state->textures[stage])
3446 return FALSE;
3447
3448 if ((arg1 & WINED3DTA_SELECTMASK) == WINED3DTA_TEXTURE
3449 && op != WINED3D_TOP_SELECT_ARG2)
3450 return TRUE;
3451 if ((arg2 & WINED3DTA_SELECTMASK) == WINED3DTA_TEXTURE
3452 && op != WINED3D_TOP_SELECT_ARG1)
3453 return TRUE;
3454 if ((arg3 & WINED3DTA_SELECTMASK) == WINED3DTA_TEXTURE
3455 && (op == WINED3D_TOP_MULTIPLY_ADD || op == WINED3D_TOP_LERP))
3456 return TRUE;
3457
3458 return FALSE;
3459 }
3460
3461 void get_identity_matrix(struct wined3d_matrix *mat)
3462 {
3463 static const struct wined3d_matrix identity =
3464 {
3465 1.0f, 0.0f, 0.0f, 0.0f,
3466 0.0f, 1.0f, 0.0f, 0.0f,
3467 0.0f, 0.0f, 1.0f, 0.0f,
3468 0.0f, 0.0f, 0.0f, 1.0f,
3469 };
3470
3471 *mat = identity;
3472 }
3473
3474 void get_modelview_matrix(const struct wined3d_context *context, const struct wined3d_state *state,
3475 unsigned int index, struct wined3d_matrix *mat)
3476 {
3477 if (context->last_was_rhw)
3478 get_identity_matrix(mat);
3479 else
3480 multiply_matrix(mat, &state->transforms[WINED3D_TS_VIEW], &state->transforms[WINED3D_TS_WORLD_MATRIX(index)]);
3481 }
3482
3483 void get_projection_matrix(const struct wined3d_context *context, const struct wined3d_state *state,
3484 struct wined3d_matrix *mat)
3485 {
3486 float center_offset;
3487
3488 /* There are a couple of additional things we have to take into account
3489 * here besides the projection transformation itself:
3490 * - We need to flip along the y-axis in case of offscreen rendering.
3491 * - OpenGL Z range is {-Wc,...,Wc} while D3D Z range is {0,...,Wc}.
3492 * - D3D coordinates refer to pixel centers while GL coordinates refer
3493 * to pixel corners.
3494 * - D3D has a top-left filling convention. We need to maintain this
3495 * even after the y-flip mentioned above.
3496 * In order to handle the last two points, we translate by
3497 * (63.0 / 128.0) / VPw and (63.0 / 128.0) / VPh. This is equivalent to
3498 * translating slightly less than half a pixel. We want the difference to
3499 * be large enough that it doesn't get lost due to rounding inside the
3500 * driver, but small enough to prevent it from interfering with any
3501 * anti-aliasing. */
3502
3503 if (context->swapchain->device->wined3d->flags & WINED3D_PIXEL_CENTER_INTEGER)
3504 center_offset = 63.0f / 64.0f;
3505 else
3506 center_offset = -1.0f / 64.0f;
3507
3508 if (context->last_was_rhw)
3509 {
3510 /* Transform D3D RHW coordinates to OpenGL clip coordinates. */
3511 float x = state->viewport.x;
3512 float y = state->viewport.y;
3513 float w = state->viewport.width;
3514 float h = state->viewport.height;
3515 float x_scale = 2.0f / w;
3516 float x_offset = (center_offset - (2.0f * x) - w) / w;
3517 float y_scale = context->render_offscreen ? 2.0f / h : 2.0f / -h;
3518 float y_offset = context->render_offscreen
3519 ? (center_offset - (2.0f * y) - h) / h
3520 : (center_offset - (2.0f * y) - h) / -h;
3521 #if defined(STAGING_CSMT)
3522 enum wined3d_depth_buffer_type zenable = state->fb.depth_stencil ?
3523 #else /* STAGING_CSMT */
3524 enum wined3d_depth_buffer_type zenable = state->fb->depth_stencil ?
3525 #endif /* STAGING_CSMT */
3526 state->render_states[WINED3D_RS_ZENABLE] : WINED3D_ZB_FALSE;
3527 float z_scale = zenable ? 2.0f : 0.0f;
3528 float z_offset = zenable ? -1.0f : 0.0f;
3529 const struct wined3d_matrix projection =
3530 {
3531 x_scale, 0.0f, 0.0f, 0.0f,
3532 0.0f, y_scale, 0.0f, 0.0f,
3533 0.0f, 0.0f, z_scale, 0.0f,
3534 x_offset, y_offset, z_offset, 1.0f,
3535 };
3536
3537 *mat = projection;
3538 }
3539 else
3540 {
3541 float y_scale = context->render_offscreen ? -1.0f : 1.0f;
3542 float x_offset = center_offset / state->viewport.width;
3543 float y_offset = context->render_offscreen
3544 ? center_offset / state->viewport.height
3545 : -center_offset / state->viewport.height;
3546 const struct wined3d_matrix projection =
3547 {
3548 1.0f, 0.0f, 0.0f, 0.0f,
3549 0.0f, y_scale, 0.0f, 0.0f,
3550 0.0f, 0.0f, 2.0f, 0.0f,
3551 x_offset, y_offset, -1.0f, 1.0f,
3552 };
3553
3554 multiply_matrix(mat, &projection, &state->transforms[WINED3D_TS_PROJECTION]);
3555 }
3556 }
3557
3558 /* Setup this textures matrix according to the texture flags. */
3559 static void compute_texture_matrix(const struct wined3d_gl_info *gl_info, const struct wined3d_matrix *matrix,
3560 DWORD flags, BOOL calculated_coords, BOOL transformed, enum wined3d_format_id format_id,
3561 BOOL ffp_proj_control, struct wined3d_matrix *out_matrix)
3562 {
3563 struct wined3d_matrix mat;
3564
3565 if (flags == WINED3D_TTFF_DISABLE || flags == WINED3D_TTFF_COUNT1 || transformed)
3566 {
3567 get_identity_matrix(out_matrix);
3568 return;
3569 }
3570
3571 if (flags == (WINED3D_TTFF_COUNT1 | WINED3D_TTFF_PROJECTED))
3572 {
3573 ERR("Invalid texture transform flags: WINED3D_TTFF_COUNT1 | WINED3D_TTFF_PROJECTED.\n");
3574 return;
3575 }
3576
3577 mat = *matrix;
3578
3579 if (flags & WINED3D_TTFF_PROJECTED)
3580 {
3581 if (!ffp_proj_control)
3582 {
3583 switch (flags & ~WINED3D_TTFF_PROJECTED)
3584 {
3585 case WINED3D_TTFF_COUNT2:
3586 mat._14 = mat._12;
3587 mat._24 = mat._22;
3588 mat._34 = mat._32;
3589 mat._44 = mat._42;
3590 mat._12 = mat._22 = mat._32 = mat._42 = 0.0f;
3591 break;
3592 case WINED3D_TTFF_COUNT3:
3593 mat._14 = mat._13;
3594 mat._24 = mat._23;
3595 mat._34 = mat._33;
3596 mat._44 = mat._43;
3597 mat._13 = mat._23 = mat._33 = mat._43 = 0.0f;
3598 break;
3599 }
3600 }
3601 }
3602 else
3603 {
3604 /* Under Direct3D the R/Z coord can be used for translation, under
3605 * OpenGL we use the Q coord instead. */
3606 if (!calculated_coords)
3607 {
3608 switch (format_id)
3609 {
3610 /* Direct3D passes the default 1.0 in the 2nd coord, while GL
3611 * passes it in the 4th. Swap 2nd and 4th coord. No need to
3612 * store the value of mat._41 in mat._21 because the input
3613 * value to the transformation will be 0, so the matrix value
3614 * is irrelevant. */
3615 case WINED3DFMT_R32_FLOAT:
3616 mat._41 = mat._21;
3617 mat._42 = mat._22;
3618 mat._43 = mat._23;
3619 mat._44 = mat._24;
3620 break;
3621 /* See above, just 3rd and 4th coord. */
3622 case WINED3DFMT_R32G32_FLOAT:
3623 mat._41 = mat._31;
3624 mat._42 = mat._32;
3625 mat._43 = mat._33;
3626 mat._44 = mat._34;
3627 break;
3628 case WINED3DFMT_R32G32B32_FLOAT: /* Opengl defaults match dx defaults */
3629 case WINED3DFMT_R32G32B32A32_FLOAT: /* No defaults apply, all app defined */
3630
3631 /* This is to prevent swapping the matrix lines and put the default 4th coord = 1.0
3632 * into a bad place. The division elimination below will apply to make sure the
3633 * 1.0 doesn't do anything bad. The caller will set this value if the stride is 0
3634 */
3635 case WINED3DFMT_UNKNOWN: /* No texture coords, 0/0/0/1 defaults are passed */
3636 break;
3637 default:
3638 FIXME("Unexpected fixed function texture coord input\n");
3639 }
3640 }
3641 if (!ffp_proj_control)
3642 {
3643 switch (flags & ~WINED3D_TTFF_PROJECTED)
3644 {
3645 /* case WINED3D_TTFF_COUNT1: Won't ever get here. */
3646 case WINED3D_TTFF_COUNT2:
3647 mat._13 = mat._23 = mat._33 = mat._43 = 0.0f;
3648 #if defined(STAGING_CSMT)
3649 /* OpenGL divides the first 3 vertex coord by the 4th by default,
3650 * which is essentially the same as D3DTTFF_PROJECTED. Make sure that
3651 * the 4th coord evaluates to 1.0 to eliminate that.
3652 *
3653 * If the fixed function pipeline is used, the 4th value remains unused,
3654 * so there is no danger in doing this. With vertex shaders we have a
3655 * problem. Should an app hit that problem, the code here would have to
3656 * check for pixel shaders, and the shader has to undo the default gl divide.
3657 *
3658 * A more serious problem occurs if the app passes 4 coordinates in, and the
3659 * 4th is != 1.0(opengl default). This would have to be fixed in draw_strided_slow
3660 * or a replacement shader. */
3661 #else /* STAGING_CSMT */
3662 /* OpenGL divides the first 3 vertex coord by the 4th by default,
3663 * which is essentially the same as D3DTTFF_PROJECTED. Make sure that
3664 * the 4th coord evaluates to 1.0 to eliminate that.
3665 *
3666 * If the fixed function pipeline is used, the 4th value remains unused,
3667 * so there is no danger in doing this. With vertex shaders we have a
3668 * problem. Should an app hit that problem, the code here would have to
3669 * check for pixel shaders, and the shader has to undo the default gl divide.
3670 *
3671 * A more serious problem occurs if the app passes 4 coordinates in, and the
3672 * 4th is != 1.0(opengl default). This would have to be fixed in drawStridedSlow
3673 * or a replacement shader. */
3674 #endif /* STAGING_CSMT */
3675 default:
3676 mat._14 = mat._24 = mat._34 = 0.0f; mat._44 = 1.0f;
3677 }
3678 }
3679 }
3680
3681 *out_matrix = mat;
3682 }
3683
3684 void get_texture_matrix(const struct wined3d_context *context, const struct wined3d_state *state,
3685 unsigned int tex, struct wined3d_matrix *mat)
3686 {
3687 const struct wined3d_device *device = context->swapchain->device;
3688 const struct wined3d_gl_info *gl_info = context->gl_info;
3689 BOOL generated = (state->texture_states[tex][WINED3D_TSS_TEXCOORD_INDEX] & 0xffff0000)
3690 != WINED3DTSS_TCI_PASSTHRU;
3691 unsigned int coord_idx = min(state->texture_states[tex][WINED3D_TSS_TEXCOORD_INDEX & 0x0000ffff],
3692 MAX_TEXTURES - 1);
3693
3694 compute_texture_matrix(gl_info, &state->transforms[WINED3D_TS_TEXTURE0 + tex],
3695 state->texture_states[tex][WINED3D_TSS_TEXTURE_TRANSFORM_FLAGS],
3696 generated, context->last_was_rhw,
3697 context->stream_info.use_map & (1 << (WINED3D_FFP_TEXCOORD0 + coord_idx))
3698 ? context->stream_info.elements[WINED3D_FFP_TEXCOORD0 + coord_idx].format->id
3699 : WINED3DFMT_UNKNOWN,
3700 device->shader_backend->shader_has_ffp_proj_control(device->shader_priv), mat);
3701
3702 if ((context->lastWasPow2Texture & (1 << tex)) && state->textures[tex])
3703 {
3704 if (generated)
3705 FIXME("Non-power-of-two texture being used with generated texture coords.\n");
3706 /* NP2 texcoord fixup is implemented for pixelshaders so only enable the
3707 * fixed-function-pipeline fixup via pow2Matrix when no PS is used. */
3708 if (!use_ps(state))
3709 {
3710 TRACE("Non-power-of-two texture matrix multiply fixup.\n");
3711 multiply_matrix(mat, mat, (struct wined3d_matrix *)state->textures[tex]->pow2_matrix);
3712 }
3713 }
3714 }
3715
3716 void get_pointsize_minmax(const struct wined3d_context *context, const struct wined3d_state *state,
3717 float *out_min, float *out_max)
3718 {
3719 union
3720 {
3721 DWORD d;
3722 float f;
3723 } min, max;
3724
3725 min.d = state->render_states[WINED3D_RS_POINTSIZE_MIN];
3726 max.d = state->render_states[WINED3D_RS_POINTSIZE_MAX];
3727
3728 if (min.f > max.f)
3729 min.f = max.f;
3730
3731 *out_min = min.f;
3732 *out_max = max.f;
3733 }
3734
3735 void get_pointsize(const struct wined3d_context *context, const struct wined3d_state *state,
3736 float *out_pointsize, float *out_att)
3737 {
3738 /* POINTSCALEENABLE controls how point size value is treated. If set to
3739 * true, the point size is scaled with respect to height of viewport.
3740 * When set to false point size is in pixels. */
3741 union
3742 {
3743 DWORD d;
3744 float f;
3745 } pointsize, a, b, c;
3746
3747 out_att[0] = 1.0f;
3748 out_att[1] = 0.0f;
3749 out_att[2] = 0.0f;
3750
3751 pointsize.d = state->render_states[WINED3D_RS_POINTSIZE];
3752 a.d = state->render_states[WINED3D_RS_POINTSCALE_A];
3753 b.d = state->render_states[WINED3D_RS_POINTSCALE_B];
3754 c.d = state->render_states[WINED3D_RS_POINTSCALE_C];
3755
3756 if (state->render_states[WINED3D_RS_POINTSCALEENABLE])
3757 {
3758 float scale_factor = state->viewport.height * state->viewport.height;
3759
3760 out_att[0] = a.f / scale_factor;
3761 out_att[1] = b.f / scale_factor;
3762 out_att[2] = c.f / scale_factor;
3763 }
3764 *out_pointsize = pointsize.f;
3765 }
3766
3767 void get_fog_start_end(const struct wined3d_context *context, const struct wined3d_state *state,
3768 float *start, float *end)
3769 {
3770 union
3771 {
3772 DWORD d;
3773 float f;
3774 } tmpvalue;
3775
3776 switch (context->fog_source)
3777 {
3778 case FOGSOURCE_VS:
3779 *start = 1.0f;
3780 *end = 0.0f;
3781 break;
3782
3783 case FOGSOURCE_COORD:
3784 *start = 255.0f;
3785 *end = 0.0f;
3786 break;
3787
3788 case FOGSOURCE_FFP:
3789 tmpvalue.d = state->render_states[WINED3D_RS_FOGSTART];
3790 *start = tmpvalue.f;
3791 tmpvalue.d = state->render_states[WINED3D_RS_FOGEND];
3792 *end = tmpvalue.f;
3793 /* Special handling for fog_start == fog_end. In d3d with vertex
3794 * fog, everything is fogged. With table fog, everything with
3795 * fog_coord < fog_start is unfogged, and fog_coord > fog_start
3796 * is fogged. Windows drivers disagree when fog_coord == fog_start. */
3797 if (state->render_states[WINED3D_RS_FOGTABLEMODE] == WINED3D_FOG_NONE && *start == *end)
3798 {
3799 *start = -INFINITY;
3800 *end = 0.0f;
3801 }
3802 break;
3803
3804 default:
3805 /* This should not happen, context->fog_source is set in wined3d, not the app. */
3806 ERR("Unexpected fog coordinate source.\n");
3807 *start = 0.0f;
3808 *end = 0.0f;
3809 }
3810 }
3811
3812 /* This small helper function is used to convert a bitmask into the number of masked bits */
3813 unsigned int count_bits(unsigned int mask)
3814 {
3815 unsigned int count;
3816 for (count = 0; mask; ++count)
3817 {
3818 mask &= mask - 1;
3819 }
3820 return count;
3821 }
3822
3823 /* Helper function for retrieving color info for ChoosePixelFormat and wglChoosePixelFormatARB.
3824 * The later function requires individual color components. */
3825 BOOL getColorBits(const struct wined3d_format *format,
3826 BYTE *redSize, BYTE *greenSize, BYTE *blueSize, BYTE *alphaSize, BYTE *totalSize)
3827 {
3828 TRACE("format %s.\n", debug_d3dformat(format->id));
3829
3830 switch (format->id)
3831 {
3832 case WINED3DFMT_B10G10R10A2_UNORM:
3833 case WINED3DFMT_R10G10B10A2_UNORM:
3834 case WINED3DFMT_B8G8R8X8_UNORM:
3835 case WINED3DFMT_B8G8R8_UNORM:
3836 case WINED3DFMT_B8G8R8A8_UNORM:
3837 case WINED3DFMT_R8G8B8A8_UNORM:
3838 case WINED3DFMT_B5G5R5X1_UNORM:
3839 case WINED3DFMT_B5G5R5A1_UNORM:
3840 case WINED3DFMT_B5G6R5_UNORM:
3841 case WINED3DFMT_B4G4R4X4_UNORM:
3842 case WINED3DFMT_B4G4R4A4_UNORM:
3843 case WINED3DFMT_B2G3R3_UNORM:
3844 case WINED3DFMT_P8_UINT_A8_UNORM:
3845 case WINED3DFMT_P8_UINT:
3846 break;
3847 default:
3848 FIXME("Unsupported format %s.\n", debug_d3dformat(format->id));
3849 return FALSE;
3850 }
3851
3852 *redSize = format->red_size;
3853 *greenSize = format->green_size;
3854 *blueSize = format->blue_size;
3855 *alphaSize = format->alpha_size;
3856 *totalSize = *redSize + *greenSize + *blueSize + *alphaSize;
3857
3858 TRACE("Returning red: %d, green: %d, blue: %d, alpha: %d, total: %d for format %s.\n",
3859 *redSize, *greenSize, *blueSize, *alphaSize, *totalSize, debug_d3dformat(format->id));
3860 return TRUE;
3861 }
3862
3863 /* Helper function for retrieving depth/stencil info for ChoosePixelFormat and wglChoosePixelFormatARB */
3864 BOOL getDepthStencilBits(const struct wined3d_format *format, BYTE *depthSize, BYTE *stencilSize)
3865 {
3866 TRACE("format %s.\n", debug_d3dformat(format->id));
3867
3868 switch (format->id)
3869 {
3870 case WINED3DFMT_D16_LOCKABLE:
3871 case WINED3DFMT_D16_UNORM:
3872 case WINED3DFMT_S1_UINT_D15_UNORM:
3873 case WINED3DFMT_X8D24_UNORM:
3874 case WINED3DFMT_S4X4_UINT_D24_UNORM:
3875 case WINED3DFMT_D24_UNORM_S8_UINT:
3876 case WINED3DFMT_S8_UINT_D24_FLOAT:
3877 case WINED3DFMT_D32_UNORM:
3878 case WINED3DFMT_D32_FLOAT:
3879 case WINED3DFMT_INTZ:
3880 break;
3881 default:
3882 FIXME("Unsupported depth/stencil format %s.\n", debug_d3dformat(format->id));
3883 return FALSE;
3884 }
3885
3886 *depthSize = format->depth_size;
3887 *stencilSize = format->stencil_size;
3888
3889 TRACE("Returning depthSize: %d and stencilSize: %d for format %s.\n",
3890 *depthSize, *stencilSize, debug_d3dformat(format->id));
3891 return TRUE;
3892 }
3893
3894 /* Note: It's the caller's responsibility to ensure values can be expressed
3895 * in the requested format. UNORM formats for example can only express values
3896 * in the range 0.0f -> 1.0f. */
3897 DWORD wined3d_format_convert_from_float(const struct wined3d_surface *surface, const struct wined3d_color *color)
3898 {
3899 static const struct
3900 {
3901 enum wined3d_format_id format_id;
3902 float r_mul;
3903 float g_mul;
3904 float b_mul;
3905 float a_mul;
3906 BYTE r_shift;
3907 BYTE g_shift;
3908 BYTE b_shift;
3909 BYTE a_shift;
3910 }
3911 conv[] =
3912 {
3913 {WINED3DFMT_B8G8R8A8_UNORM, 255.0f, 255.0f, 255.0f, 255.0f, 16, 8, 0, 24},
3914 {WINED3DFMT_B8G8R8X8_UNORM, 255.0f, 255.0f, 255.0f, 255.0f, 16, 8, 0, 24},
3915 {WINED3DFMT_B8G8R8_UNORM, 255.0f, 255.0f, 255.0f, 255.0f, 16, 8, 0, 24},
3916 {WINED3DFMT_B5G6R5_UNORM, 31.0f, 63.0f, 31.0f, 0.0f, 11, 5, 0, 0},
3917 {WINED3DFMT_B5G5R5A1_UNORM, 31.0f, 31.0f, 31.0f, 1.0f, 10, 5, 0, 15},
3918 {WINED3DFMT_B5G5R5X1_UNORM, 31.0f, 31.0f, 31.0f, 1.0f, 10, 5, 0, 15},
3919 {WINED3DFMT_R8_UNORM, 255.0f, 0.0f, 0.0f, 0.0f, 0, 0, 0, 0},
3920 {WINED3DFMT_A8_UNORM, 0.0f, 0.0f, 0.0f, 255.0f, 0, 0, 0, 0},
3921 {WINED3DFMT_B4G4R4A4_UNORM, 15.0f, 15.0f, 15.0f, 15.0f, 8, 4, 0, 12},
3922 {WINED3DFMT_B4G4R4X4_UNORM, 15.0f, 15.0f, 15.0f, 15.0f, 8, 4, 0, 12},
3923 {WINED3DFMT_B2G3R3_UNORM, 7.0f, 7.0f, 3.0f, 0.0f, 5, 2, 0, 0},
3924 {WINED3DFMT_R8G8B8A8_UNORM, 255.0f, 255.0f, 255.0f, 255.0f, 0, 8, 16, 24},
3925 {WINED3DFMT_R8G8B8X8_UNORM, 255.0f, 255.0f, 255.0f, 255.0f, 0, 8, 16, 24},
3926 {WINED3DFMT_B10G10R10A2_UNORM, 1023.0f, 1023.0f, 1023.0f, 3.0f, 20, 10, 0, 30},
3927 {WINED3DFMT_R10G10B10A2_UNORM, 1023.0f, 1023.0f, 1023.0f, 3.0f, 0, 10, 20, 30},
3928 {WINED3DFMT_P8_UINT, 0.0f, 0.0f, 0.0f, 255.0f, 0, 0, 0, 0},
3929 };
3930 const struct wined3d_format *format = surface->resource.format;
3931 unsigned int i;
3932
3933 TRACE("Converting color {%.8e %.8e %.8e %.8e} to format %s.\n",
3934 color->r, color->g, color->b, color->a, debug_d3dformat(format->id));
3935
3936 for (i = 0; i < sizeof(conv) / sizeof(*conv); ++i)
3937 {
3938 DWORD ret;
3939
3940 if (format->id != conv[i].format_id) continue;
3941
3942 ret = ((DWORD)((color->r * conv[i].r_mul) + 0.5f)) << conv[i].r_shift;
3943 ret |= ((DWORD)((color->g * conv[i].g_mul) + 0.5f)) << conv[i].g_shift;
3944 ret |= ((DWORD)((color->b * conv[i].b_mul) + 0.5f)) << conv[i].b_shift;
3945 ret |= ((DWORD)((color->a * conv[i].a_mul) + 0.5f)) << conv[i].a_shift;
3946
3947 TRACE("Returning 0x%08x.\n", ret);
3948
3949 return ret;
3950 }
3951
3952 FIXME("Conversion for format %s not implemented.\n", debug_d3dformat(format->id));
3953
3954 return 0;
3955 }
3956
3957 static float color_to_float(DWORD color, DWORD size, DWORD offset)
3958 {
3959 DWORD mask = (1 << size) - 1;
3960
3961 if (!size)
3962 return 1.0f;
3963
3964 color >>= offset;
3965 color &= mask;
3966
3967 return (float)color / (float)mask;
3968 }
3969
3970 BOOL wined3d_format_convert_color_to_float(const struct wined3d_format *format,
3971 const struct wined3d_palette *palette, DWORD color, struct wined3d_color *float_color)
3972 {
3973 switch (format->id)
3974 {
3975 case WINED3DFMT_B8G8R8_UNORM:
3976 case WINED3DFMT_B8G8R8A8_UNORM:
3977 case WINED3DFMT_B8G8R8X8_UNORM:
3978 case WINED3DFMT_B5G6R5_UNORM:
3979 case WINED3DFMT_B5G5R5X1_UNORM:
3980 case WINED3DFMT_B5G5R5A1_UNORM:
3981 case WINED3DFMT_B4G4R4A4_UNORM:
3982 case WINED3DFMT_B2G3R3_UNORM:
3983 case WINED3DFMT_R8_UNORM:
3984 case WINED3DFMT_A8_UNORM:
3985 case WINED3DFMT_B2G3R3A8_UNORM:
3986 case WINED3DFMT_B4G4R4X4_UNORM:
3987 case WINED3DFMT_R10G10B10A2_UNORM:
3988 case WINED3DFMT_R10G10B10A2_SNORM:
3989 case WINED3DFMT_R8G8B8A8_UNORM:
3990 case WINED3DFMT_R8G8B8X8_UNORM:
3991 case WINED3DFMT_R16G16_UNORM:
3992 case WINED3DFMT_B10G10R10A2_UNORM:
3993 float_color->r = color_to_float(color, format->red_size, format->red_offset);
3994 float_color->g = color_to_float(color, format->green_size, format->green_offset);
3995 float_color->b = color_to_float(color, format->blue_size, format->blue_offset);
3996 float_color->a = color_to_float(color, format->alpha_size, format->alpha_offset);
3997 return TRUE;
3998
3999 case WINED3DFMT_P8_UINT:
4000 if (palette)
4001 {
4002 float_color->r = palette->colors[color].rgbRed / 255.0f;
4003 float_color->g = palette->colors[color].rgbGreen / 255.0f;
4004 float_color->b = palette->colors[color].rgbBlue / 255.0f;
4005 }
4006 else
4007 {
4008 float_color->r = 0.0f;
4009 float_color->g = 0.0f;
4010 float_color->b = 0.0f;
4011 }
4012 float_color->a = color / 255.0f;
4013 return TRUE;
4014
4015 default:
4016 ERR("Unhandled conversion from %s to floating point.\n", debug_d3dformat(format->id));
4017 return FALSE;
4018 }
4019 }
4020
4021 /* DirectDraw stuff */
4022 enum wined3d_format_id pixelformat_for_depth(DWORD depth)
4023 {
4024 switch (depth)
4025 {
4026 case 8: return WINED3DFMT_P8_UINT;
4027 case 15: return WINED3DFMT_B5G5R5X1_UNORM;
4028 case 16: return WINED3DFMT_B5G6R5_UNORM;
4029 case 24: return WINED3DFMT_B8G8R8X8_UNORM; /* Robots needs 24bit to be WINED3DFMT_B8G8R8X8_UNORM */
4030 case 32: return WINED3DFMT_B8G8R8X8_UNORM; /* EVE online and the Fur demo need 32bit AdapterDisplayMode to return WINED3DFMT_B8G8R8X8_UNORM */
4031 default: return WINED3DFMT_UNKNOWN;
4032 }
4033 }
4034
4035 void multiply_matrix(struct wined3d_matrix *dst, const struct wined3d_matrix *src1, const struct wined3d_matrix *src2)
4036 {
4037 struct wined3d_matrix tmp;
4038
4039 /* Now do the multiplication 'by hand'.
4040 I know that all this could be optimised, but this will be done later :-) */
4041 tmp._11 = (src1->_11 * src2->_11) + (src1->_21 * src2->_12) + (src1->_31 * src2->_13) + (src1->_41 * src2->_14);
4042 tmp._21 = (src1->_11 * src2->_21) + (src1->_21 * src2->_22) + (src1->_31 * src2->_23) + (src1->_41 * src2->_24);
4043 tmp._31 = (src1->_11 * src2->_31) + (src1->_21 * src2->_32) + (src1->_31 * src2->_33) + (src1->_41 * src2->_34);
4044 tmp._41 = (src1->_11 * src2->_41) + (src1->_21 * src2->_42) + (src1->_31 * src2->_43) + (src1->_41 * src2->_44);
4045
4046 tmp._12 = (src1->_12 * src2->_11) + (src1->_22 * src2->_12) + (src1->_32 * src2->_13) + (src1->_42 * src2->_14);
4047 tmp._22 = (src1->_12 * src2->_21) + (src1->_22 * src2->_22) + (src1->_32 * src2->_23) + (src1->_42 * src2->_24);
4048 tmp._32 = (src1->_12 * src2->_31) + (src1->_22 * src2->_32) + (src1->_32 * src2->_33) + (src1->_42 * src2->_34);
4049 tmp._42 = (src1->_12 * src2->_41) + (src1->_22 * src2->_42) + (src1->_32 * src2->_43) + (src1->_42 * src2->_44);
4050
4051 tmp._13 = (src1->_13 * src2->_11) + (src1->_23 * src2->_12) + (src1->_33 * src2->_13) + (src1->_43 * src2->_14);
4052 tmp._23 = (src1->_13 * src2->_21) + (src1->_23 * src2->_22) + (src1->_33 * src2->_23) + (src1->_43 * src2->_24);
4053 tmp._33 = (src1->_13 * src2->_31) + (src1->_23 * src2->_32) + (src1->_33 * src2->_33) + (src1->_43 * src2->_34);
4054 tmp._43 = (src1->_13 * src2->_41) + (src1->_23 * src2->_42) + (src1->_33 * src2->_43) + (src1->_43 * src2->_44);
4055
4056 tmp._14 = (src1->_14 * src2->_11) + (src1->_24 * src2->_12) + (src1->_34 * src2->_13) + (src1->_44 * src2->_14);
4057 tmp._24 = (src1->_14 * src2->_21) + (src1->_24 * src2->_22) + (src1->_34 * src2->_23) + (src1->_44 * src2->_24);
4058 tmp._34 = (src1->_14 * src2->_31) + (src1->_24 * src2->_32) + (src1->_34 * src2->_33) + (src1->_44 * src2->_34);
4059 tmp._44 = (src1->_14 * src2->_41) + (src1->_24 * src2->_42) + (src1->_34 * src2->_43) + (src1->_44 * src2->_44);
4060
4061 *dst = tmp;
4062 }
4063
4064 DWORD get_flexible_vertex_size(DWORD d3dvtVertexType) {
4065 DWORD size = 0;
4066 int i;
4067 int numTextures = (d3dvtVertexType & WINED3DFVF_TEXCOUNT_MASK) >> WINED3DFVF_TEXCOUNT_SHIFT;
4068
4069 if (d3dvtVertexType & WINED3DFVF_NORMAL) size += 3 * sizeof(float);
4070 if (d3dvtVertexType & WINED3DFVF_DIFFUSE) size += sizeof(DWORD);
4071 if (d3dvtVertexType & WINED3DFVF_SPECULAR) size += sizeof(DWORD);
4072 if (d3dvtVertexType & WINED3DFVF_PSIZE) size += sizeof(DWORD);
4073 switch (d3dvtVertexType & WINED3DFVF_POSITION_MASK) {
4074 case WINED3DFVF_XYZ: size += 3 * sizeof(float); break;
4075 case WINED3DFVF_XYZRHW: size += 4 * sizeof(float); break;
4076 case WINED3DFVF_XYZB1: size += 4 * sizeof(float); break;
4077 case WINED3DFVF_XYZB2: size += 5 * sizeof(float); break;
4078 case WINED3DFVF_XYZB3: size += 6 * sizeof(float); break;
4079 case WINED3DFVF_XYZB4: size += 7 * sizeof(float); break;
4080 case WINED3DFVF_XYZB5: size += 8 * sizeof(float); break;
4081 case WINED3DFVF_XYZW: size += 4 * sizeof(float); break;
4082 default: ERR("Unexpected position mask\n");
4083 }
4084 for (i = 0; i < numTextures; i++) {
4085 size += GET_TEXCOORD_SIZE_FROM_FVF(d3dvtVertexType, i) * sizeof(float);
4086 }
4087
4088 return size;
4089 }
4090
4091 void gen_ffp_frag_op(const struct wined3d_context *context, const struct wined3d_state *state,
4092 struct ffp_frag_settings *settings, BOOL ignore_textype)
4093 {
4094 #define ARG1 0x01
4095 #define ARG2 0x02
4096 #define ARG0 0x04
4097 static const unsigned char args[WINED3D_TOP_LERP + 1] =
4098 {
4099 /* undefined */ 0,
4100 /* D3DTOP_DISABLE */ 0,
4101 /* D3DTOP_SELECTARG1 */ ARG1,
4102 /* D3DTOP_SELECTARG2 */ ARG2,
4103 /* D3DTOP_MODULATE */ ARG1 | ARG2,
4104 /* D3DTOP_MODULATE2X */ ARG1 | ARG2,
4105 /* D3DTOP_MODULATE4X */ ARG1 | ARG2,
4106 /* D3DTOP_ADD */ ARG1 | ARG2,
4107 /* D3DTOP_ADDSIGNED */ ARG1 | ARG2,
4108 /* D3DTOP_ADDSIGNED2X */ ARG1 | ARG2,
4109 /* D3DTOP_SUBTRACT */ ARG1 | ARG2,
4110 /* D3DTOP_ADDSMOOTH */ ARG1 | ARG2,
4111 /* D3DTOP_BLENDDIFFUSEALPHA */ ARG1 | ARG2,
4112 /* D3DTOP_BLENDTEXTUREALPHA */ ARG1 | ARG2,
4113 /* D3DTOP_BLENDFACTORALPHA */ ARG1 | ARG2,
4114 /* D3DTOP_BLENDTEXTUREALPHAPM */ ARG1 | ARG2,
4115 /* D3DTOP_BLENDCURRENTALPHA */ ARG1 | ARG2,
4116 /* D3DTOP_PREMODULATE */ ARG1 | ARG2,
4117 /* D3DTOP_MODULATEALPHA_ADDCOLOR */ ARG1 | ARG2,
4118 /* D3DTOP_MODULATECOLOR_ADDALPHA */ ARG1 | ARG2,
4119 /* D3DTOP_MODULATEINVALPHA_ADDCOLOR */ ARG1 | ARG2,
4120 /* D3DTOP_MODULATEINVCOLOR_ADDALPHA */ ARG1 | ARG2,
4121 /* D3DTOP_BUMPENVMAP */ ARG1 | ARG2,
4122 /* D3DTOP_BUMPENVMAPLUMINANCE */ ARG1 | ARG2,
4123 /* D3DTOP_DOTPRODUCT3 */ ARG1 | ARG2,
4124 /* D3DTOP_MULTIPLYADD */ ARG1 | ARG2 | ARG0,
4125 /* D3DTOP_LERP */ ARG1 | ARG2 | ARG0
4126 };
4127 unsigned int i;
4128 DWORD ttff;
4129 DWORD cop, aop, carg0, carg1, carg2, aarg0, aarg1, aarg2;
4130 #if defined(STAGING_CSMT)
4131 unsigned int rt_fmt_flags = state->fb.render_targets[0]->format_flags;
4132 #else /* STAGING_CSMT */
4133 unsigned int rt_fmt_flags = state->fb->render_targets[0]->format_flags;
4134 #endif /* STAGING_CSMT */
4135 const struct wined3d_gl_info *gl_info = context->gl_info;
4136 const struct wined3d_d3d_info *d3d_info = context->d3d_info;
4137
4138 settings->padding = 0;
4139
4140 for (i = 0; i < d3d_info->limits.ffp_blend_stages; ++i)
4141 {
4142 const struct wined3d_texture *texture;
4143
4144 settings->op[i].padding = 0;
4145 if (state->texture_states[i][WINED3D_TSS_COLOR_OP] == WINED3D_TOP_DISABLE)
4146 {
4147 settings->op[i].cop = WINED3D_TOP_DISABLE;
4148 settings->op[i].aop = WINED3D_TOP_DISABLE;
4149 settings->op[i].carg0 = settings->op[i].carg1 = settings->op[i].carg2 = ARG_UNUSED;
4150 settings->op[i].aarg0 = settings->op[i].aarg1 = settings->op[i].aarg2 = ARG_UNUSED;
4151 settings->op[i].color_fixup = COLOR_FIXUP_IDENTITY;
4152 settings->op[i].dst = resultreg;
4153 settings->op[i].tex_type = WINED3D_GL_RES_TYPE_TEX_1D;
4154 settings->op[i].projected = proj_none;
4155 i++;
4156 break;
4157 }
4158
4159 if ((texture = state->textures[i]))
4160 {
4161 settings->op[i].color_fixup = texture->resource.format->color_fixup;
4162 if (ignore_textype)
4163 {
4164 settings->op[i].tex_type = WINED3D_GL_RES_TYPE_TEX_1D;
4165 }
4166 else
4167 {
4168 switch (texture->target)
4169 {
4170 case GL_TEXTURE_1D:
4171 settings->op[i].tex_type = WINED3D_GL_RES_TYPE_TEX_1D;
4172 break;
4173 case GL_TEXTURE_2D:
4174 settings->op[i].tex_type = WINED3D_GL_RES_TYPE_TEX_2D;
4175 break;
4176 case GL_TEXTURE_3D:
4177 settings->op[i].tex_type = WINED3D_GL_RES_TYPE_TEX_3D;
4178 break;
4179 case GL_TEXTURE_CUBE_MAP_ARB:
4180 settings->op[i].tex_type = WINED3D_GL_RES_TYPE_TEX_CUBE;
4181 break;
4182 case GL_TEXTURE_RECTANGLE_ARB:
4183 settings->op[i].tex_type = WINED3D_GL_RES_TYPE_TEX_RECT;
4184 break;
4185 }
4186 }
4187 } else {
4188 settings->op[i].color_fixup = COLOR_FIXUP_IDENTITY;
4189 settings->op[i].tex_type = WINED3D_GL_RES_TYPE_TEX_1D;
4190 }
4191
4192 cop = state->texture_states[i][WINED3D_TSS_COLOR_OP];
4193 aop = state->texture_states[i][WINED3D_TSS_ALPHA_OP];
4194
4195 carg1 = (args[cop] & ARG1) ? state->texture_states[i][WINED3D_TSS_COLOR_ARG1] : ARG_UNUSED;
4196 carg2 = (args[cop] & ARG2) ? state->texture_states[i][WINED3D_TSS_COLOR_ARG2] : ARG_UNUSED;
4197 carg0 = (args[cop] & ARG0) ? state->texture_states[i][WINED3D_TSS_COLOR_ARG0] : ARG_UNUSED;
4198
4199 if (is_invalid_op(state, i, cop, carg1, carg2, carg0))
4200 {
4201 carg0 = ARG_UNUSED;
4202 carg2 = ARG_UNUSED;
4203 carg1 = WINED3DTA_CURRENT;
4204 cop = WINED3D_TOP_SELECT_ARG1;
4205 }
4206
4207 if (cop == WINED3D_TOP_DOTPRODUCT3)
4208 {
4209 /* A dotproduct3 on the colorop overwrites the alphaop operation and replicates
4210 * the color result to the alpha component of the destination
4211 */
4212 aop = cop;
4213 aarg1 = carg1;
4214 aarg2 = carg2;
4215 aarg0 = carg0;
4216 }
4217 else
4218 {
4219 aarg1 = (args[aop] & ARG1) ? state->texture_states[i][WINED3D_TSS_ALPHA_ARG1] : ARG_UNUSED;
4220 aarg2 = (args[aop] & ARG2) ? state->texture_states[i][WINED3D_TSS_ALPHA_ARG2] : ARG_UNUSED;
4221 aarg0 = (args[aop] & ARG0) ? state->texture_states[i][WINED3D_TSS_ALPHA_ARG0] : ARG_UNUSED;
4222 }
4223
4224 if (!i && state->textures[0] && state->render_states[WINED3D_RS_COLORKEYENABLE])
4225 {
4226 GLenum texture_dimensions;
4227
4228 texture = state->textures[0];
4229 texture_dimensions = texture->target;
4230
4231 if (texture_dimensions == GL_TEXTURE_2D || texture_dimensions == GL_TEXTURE_RECTANGLE_ARB)
4232 {
4233 if (texture->async.color_key_flags & WINED3D_CKEY_SRC_BLT && !texture->resource.format->alpha_size)
4234 {
4235 if (aop == WINED3D_TOP_DISABLE)
4236 {
4237 aarg1 = WINED3DTA_TEXTURE;
4238 aop = WINED3D_TOP_SELECT_ARG1;
4239 }
4240 else if (aop == WINED3D_TOP_SELECT_ARG1 && aarg1 != WINED3DTA_TEXTURE)
4241 {
4242 if (state->render_states[WINED3D_RS_ALPHABLENDENABLE])
4243 {
4244 aarg2 = WINED3DTA_TEXTURE;
4245 aop = WINED3D_TOP_MODULATE;
4246 }
4247 else aarg1 = WINED3DTA_TEXTURE;
4248 }
4249 else if (aop == WINED3D_TOP_SELECT_ARG2 && aarg2 != WINED3DTA_TEXTURE)
4250 {
4251 if (state->render_states[WINED3D_RS_ALPHABLENDENABLE])
4252 {
4253 aarg1 = WINED3DTA_TEXTURE;
4254 aop = WINED3D_TOP_MODULATE;
4255 }
4256 else aarg2 = WINED3DTA_TEXTURE;
4257 }
4258 }
4259 }
4260 }
4261
4262 if (is_invalid_op(state, i, aop, aarg1, aarg2, aarg0))
4263 {
4264 aarg0 = ARG_UNUSED;
4265 aarg2 = ARG_UNUSED;
4266 aarg1 = WINED3DTA_CURRENT;
4267 aop = WINED3D_TOP_SELECT_ARG1;
4268 }
4269
4270 if (carg1 == WINED3DTA_TEXTURE || carg2 == WINED3DTA_TEXTURE || carg0 == WINED3DTA_TEXTURE
4271 || aarg1 == WINED3DTA_TEXTURE || aarg2 == WINED3DTA_TEXTURE || aarg0 == WINED3DTA_TEXTURE)
4272 {
4273 ttff = state->texture_states[i][WINED3D_TSS_TEXTURE_TRANSFORM_FLAGS];
4274 if (ttff == (WINED3D_TTFF_PROJECTED | WINED3D_TTFF_COUNT3))
4275 settings->op[i].projected = proj_count3;
4276 else if (ttff & WINED3D_TTFF_PROJECTED)
4277 settings->op[i].projected = proj_count4;
4278 else
4279 settings->op[i].projected = proj_none;
4280 }
4281 else
4282 {
4283 settings->op[i].projected = proj_none;
4284 }
4285
4286 settings->op[i].cop = cop;
4287 settings->op[i].aop = aop;
4288 settings->op[i].carg0 = carg0;
4289 settings->op[i].carg1 = carg1;
4290 settings->op[i].carg2 = carg2;
4291 settings->op[i].aarg0 = aarg0;
4292 settings->op[i].aarg1 = aarg1;
4293 settings->op[i].aarg2 = aarg2;
4294
4295 if (state->texture_states[i][WINED3D_TSS_RESULT_ARG] == WINED3DTA_TEMP)
4296 settings->op[i].dst = tempreg;
4297 else
4298 settings->op[i].dst = resultreg;
4299 }
4300
4301 /* Clear unsupported stages */
4302 for(; i < MAX_TEXTURES; i++) {
4303 memset(&settings->op[i], 0xff, sizeof(settings->op[i]));
4304 }
4305
4306 if (!state->render_states[WINED3D_RS_FOGENABLE])
4307 {
4308 settings->fog = WINED3D_FFP_PS_FOG_OFF;
4309 }
4310 else if (state->render_states[WINED3D_RS_FOGTABLEMODE] == WINED3D_FOG_NONE)
4311 {
4312 if (use_vs(state) || state->vertex_declaration->position_transformed)
4313 {
4314 settings->fog = WINED3D_FFP_PS_FOG_LINEAR;
4315 }
4316 else
4317 {
4318 switch (state->render_states[WINED3D_RS_FOGVERTEXMODE])
4319 {
4320 case WINED3D_FOG_NONE:
4321 case WINED3D_FOG_LINEAR:
4322 settings->fog = WINED3D_FFP_PS_FOG_LINEAR;
4323 break;
4324 case WINED3D_FOG_EXP:
4325 settings->fog = WINED3D_FFP_PS_FOG_EXP;
4326 break;
4327 case WINED3D_FOG_EXP2:
4328 settings->fog = WINED3D_FFP_PS_FOG_EXP2;
4329 break;
4330 }
4331 }
4332 }
4333 else
4334 {
4335 switch (state->render_states[WINED3D_RS_FOGTABLEMODE])
4336 {
4337 case WINED3D_FOG_LINEAR:
4338 settings->fog = WINED3D_FFP_PS_FOG_LINEAR;
4339 break;
4340 case WINED3D_FOG_EXP:
4341 settings->fog = WINED3D_FFP_PS_FOG_EXP;
4342 break;
4343 case WINED3D_FOG_EXP2:
4344 settings->fog = WINED3D_FFP_PS_FOG_EXP2;
4345 break;
4346 }
4347 }
4348 if (!gl_info->supported[ARB_FRAMEBUFFER_SRGB]
4349 && state->render_states[WINED3D_RS_SRGBWRITEENABLE]
4350 && rt_fmt_flags & WINED3DFMT_FLAG_SRGB_WRITE)
4351 {
4352 settings->sRGB_write = 1;
4353 } else {
4354 settings->sRGB_write = 0;
4355 }
4356 if (d3d_info->vs_clipping || !use_vs(state) || !state->render_states[WINED3D_RS_CLIPPING]
4357 || !state->render_states[WINED3D_RS_CLIPPLANEENABLE])
4358 {
4359 /* No need to emulate clipplanes if GL supports native vertex shader clipping or if
4360 * the fixed function vertex pipeline is used(which always supports clipplanes), or
4361 * if no clipplane is enabled
4362 */
4363 settings->emul_clipplanes = 0;
4364 } else {
4365 settings->emul_clipplanes = 1;
4366 }
4367
4368 if (state->render_states[WINED3D_RS_COLORKEYENABLE] && state->textures[0]
4369 && state->textures[0]->async.color_key_flags & WINED3D_CKEY_SRC_BLT
4370 && settings->op[0].cop != WINED3D_TOP_DISABLE)
4371 settings->color_key_enabled = 1;
4372 else
4373 settings->color_key_enabled = 0;
4374 }
4375
4376 const struct ffp_frag_desc *find_ffp_frag_shader(const struct wine_rb_tree *fragment_shaders,
4377 const struct ffp_frag_settings *settings)
4378 {
4379 struct wine_rb_entry *entry = wine_rb_get(fragment_shaders, settings);
4380 return entry ? WINE_RB_ENTRY_VALUE(entry, struct ffp_frag_desc, entry) : NULL;
4381 }
4382
4383 void add_ffp_frag_shader(struct wine_rb_tree *shaders, struct ffp_frag_desc *desc)
4384 {
4385 /* Note that the key is the implementation independent part of the ffp_frag_desc structure,
4386 * whereas desc points to an extended structure with implementation specific parts. */
4387 if (wine_rb_put(shaders, &desc->settings, &desc->entry) == -1)
4388 {
4389 ERR("Failed to insert ffp frag shader.\n");
4390 }
4391 }
4392
4393 /* Activates the texture dimension according to the bound D3D texture. Does
4394 * not care for the colorop or correct gl texture unit (when using nvrc).
4395 * Requires the caller to activate the correct unit. */
4396 /* Context activation is done by the caller (state handler). */
4397 void texture_activate_dimensions(const struct wined3d_texture *texture, const struct wined3d_gl_info *gl_info)
4398 {
4399 if (texture)
4400 {
4401 switch (texture->target)
4402 {
4403 case GL_TEXTURE_2D:
4404 gl_info->gl_ops.gl.p_glDisable(GL_TEXTURE_3D);
4405 checkGLcall("glDisable(GL_TEXTURE_3D)");
4406 if (gl_info->supported[ARB_TEXTURE_CUBE_MAP])
4407 {
4408 gl_info->gl_ops.gl.p_glDisable(GL_TEXTURE_CUBE_MAP_ARB);
4409 checkGLcall("glDisable(GL_TEXTURE_CUBE_MAP_ARB)");
4410 }
4411 if (gl_info->supported[ARB_TEXTURE_RECTANGLE])
4412 {
4413 gl_info->gl_ops.gl.p_glDisable(GL_TEXTURE_RECTANGLE_ARB);
4414 checkGLcall("glDisable(GL_TEXTURE_RECTANGLE_ARB)");
4415 }
4416 gl_info->gl_ops.gl.p_glEnable(GL_TEXTURE_2D);
4417 checkGLcall("glEnable(GL_TEXTURE_2D)");
4418 break;
4419 case GL_TEXTURE_RECTANGLE_ARB:
4420 gl_info->gl_ops.gl.p_glDisable(GL_TEXTURE_2D);
4421 checkGLcall("glDisable(GL_TEXTURE_2D)");
4422 gl_info->gl_ops.gl.p_glDisable(GL_TEXTURE_3D);
4423 checkGLcall("glDisable(GL_TEXTURE_3D)");
4424 if (gl_info->supported[ARB_TEXTURE_CUBE_MAP])
4425 {
4426 gl_info->gl_ops.gl.p_glDisable(GL_TEXTURE_CUBE_MAP_ARB);
4427 checkGLcall("glDisable(GL_TEXTURE_CUBE_MAP_ARB)");
4428 }
4429 gl_info->gl_ops.gl.p_glEnable(GL_TEXTURE_RECTANGLE_ARB);
4430 checkGLcall("glEnable(GL_TEXTURE_RECTANGLE_ARB)");
4431 break;
4432 case GL_TEXTURE_3D:
4433 if (gl_info->supported[ARB_TEXTURE_CUBE_MAP])
4434 {
4435 gl_info->gl_ops.gl.p_glDisable(GL_TEXTURE_CUBE_MAP_ARB);
4436 checkGLcall("glDisable(GL_TEXTURE_CUBE_MAP_ARB)");
4437 }
4438 if (gl_info->supported[ARB_TEXTURE_RECTANGLE])
4439 {
4440 gl_info->gl_ops.gl.p_glDisable(GL_TEXTURE_RECTANGLE_ARB);
4441 checkGLcall("glDisable(GL_TEXTURE_RECTANGLE_ARB)");
4442 }
4443 gl_info->gl_ops.gl.p_glDisable(GL_TEXTURE_2D);
4444 checkGLcall("glDisable(GL_TEXTURE_2D)");
4445 gl_info->gl_ops.gl.p_glEnable(GL_TEXTURE_3D);
4446 checkGLcall("glEnable(GL_TEXTURE_3D)");
4447 break;
4448 case GL_TEXTURE_CUBE_MAP_ARB:
4449 gl_info->gl_ops.gl.p_glDisable(GL_TEXTURE_2D);
4450 checkGLcall("glDisable(GL_TEXTURE_2D)");
4451 gl_info->gl_ops.gl.p_glDisable(GL_TEXTURE_3D);
4452 checkGLcall("glDisable(GL_TEXTURE_3D)");
4453 if (gl_info->supported[ARB_TEXTURE_RECTANGLE])
4454 {
4455 gl_info->gl_ops.gl.p_glDisable(GL_TEXTURE_RECTANGLE_ARB);
4456 checkGLcall("glDisable(GL_TEXTURE_RECTANGLE_ARB)");
4457 }
4458 gl_info->gl_ops.gl.p_glEnable(GL_TEXTURE_CUBE_MAP_ARB);
4459 checkGLcall("glEnable(GL_TEXTURE_CUBE_MAP_ARB)");
4460 break;
4461 }
4462 }
4463 else
4464 {
4465 gl_info->gl_ops.gl.p_glEnable(GL_TEXTURE_2D);
4466 checkGLcall("glEnable(GL_TEXTURE_2D)");
4467 gl_info->gl_ops.gl.p_glDisable(GL_TEXTURE_3D);
4468 checkGLcall("glDisable(GL_TEXTURE_3D)");
4469 if (gl_info->supported[ARB_TEXTURE_CUBE_MAP])
4470 {
4471 gl_info->gl_ops.gl.p_glDisable(GL_TEXTURE_CUBE_MAP_ARB);
4472 checkGLcall("glDisable(GL_TEXTURE_CUBE_MAP_ARB)");
4473 }
4474 if (gl_info->supported[ARB_TEXTURE_RECTANGLE])
4475 {
4476 gl_info->gl_ops.gl.p_glDisable(GL_TEXTURE_RECTANGLE_ARB);
4477 checkGLcall("glDisable(GL_TEXTURE_RECTANGLE_ARB)");
4478 }
4479 /* Binding textures is done by samplers. A dummy texture will be bound */
4480 }
4481 }
4482
4483 /* Context activation is done by the caller (state handler). */
4484 void sampler_texdim(struct wined3d_context *context, const struct wined3d_state *state, DWORD state_id)
4485 {
4486 DWORD sampler = state_id - STATE_SAMPLER(0);
4487 DWORD mapped_stage = context->tex_unit_map[sampler];
4488
4489 /* No need to enable / disable anything here for unused samplers. The
4490 * tex_colorop handler takes care. Also no action is needed with pixel
4491 * shaders, or if tex_colorop will take care of this business. */
4492 if (mapped_stage == WINED3D_UNMAPPED_STAGE || mapped_stage >= context->gl_info->limits.textures)
4493 return;
4494 if (sampler >= context->lowest_disabled_stage)
4495 return;
4496 if (isStateDirty(context, STATE_TEXTURESTAGE(sampler, WINED3D_TSS_COLOR_OP)))
4497 return;
4498
4499 texture_activate_dimensions(state->textures[sampler], context->gl_info);
4500 }
4501
4502 void *wined3d_rb_alloc(size_t size)
4503 {
4504 return HeapAlloc(GetProcessHeap(), 0, size);
4505 }
4506
4507 void *wined3d_rb_realloc(void *ptr, size_t size)
4508 {
4509 return HeapReAlloc(GetProcessHeap(), 0, ptr, size);
4510 }
4511
4512 void wined3d_rb_free(void *ptr)
4513 {
4514 HeapFree(GetProcessHeap(), 0, ptr);
4515 }
4516
4517 static int ffp_frag_program_key_compare(const void *key, const struct wine_rb_entry *entry)
4518 {
4519 const struct ffp_frag_settings *ka = key;
4520 const struct ffp_frag_settings *kb = &WINE_RB_ENTRY_VALUE(entry, const struct ffp_frag_desc, entry)->settings;
4521
4522 return memcmp(ka, kb, sizeof(*ka));
4523 }
4524
4525 const struct wine_rb_functions wined3d_ffp_frag_program_rb_functions =
4526 {
4527 wined3d_rb_alloc,
4528 wined3d_rb_realloc,
4529 wined3d_rb_free,
4530 ffp_frag_program_key_compare,
4531 };
4532
4533 void wined3d_ffp_get_vs_settings(const struct wined3d_state *state, const struct wined3d_stream_info *si,
4534 struct wined3d_ffp_vs_settings *settings)
4535 {
4536 unsigned int coord_idx, i;
4537
4538 if (si->position_transformed)
4539 {
4540 memset(settings, 0, sizeof(*settings));
4541
4542 settings->transformed = 1;
4543 settings->point_size = state->gl_primitive_type == GL_POINTS;
4544 settings->per_vertex_point_size = !!(si->use_map & 1 << WINED3D_FFP_PSIZE);
4545 if (!state->render_states[WINED3D_RS_FOGENABLE])
4546 settings->fog_mode = WINED3D_FFP_VS_FOG_OFF;
4547 else if (state->render_states[WINED3D_RS_FOGTABLEMODE] != WINED3D_FOG_NONE)
4548 settings->fog_mode = WINED3D_FFP_VS_FOG_DEPTH;
4549 else
4550 settings->fog_mode = WINED3D_FFP_VS_FOG_FOGCOORD;
4551
4552 for (i = 0; i < MAX_TEXTURES; ++i)
4553 {
4554 coord_idx = state->texture_states[i][WINED3D_TSS_TEXCOORD_INDEX];
4555 if (coord_idx < MAX_TEXTURES && (si->use_map & (1 << (WINED3D_FFP_TEXCOORD0 + coord_idx))))
4556 settings->texcoords |= 1 << i;
4557 settings->texgen[i] = state->texture_states[i][WINED3D_TSS_TEXCOORD_INDEX];
4558 }
4559 return;
4560 }
4561
4562 switch (state->render_states[WINED3D_RS_VERTEXBLEND])
4563 {
4564 case WINED3D_VBF_DISABLE:
4565 case WINED3D_VBF_1WEIGHTS:
4566 case WINED3D_VBF_2WEIGHTS:
4567 case WINED3D_VBF_3WEIGHTS:
4568 settings->vertexblends = state->render_states[WINED3D_RS_VERTEXBLEND];
4569 break;
4570 default:
4571 FIXME("Unsupported vertex blending: %d\n", state->render_states[WINED3D_RS_VERTEXBLEND]);
4572 break;
4573 }
4574
4575 settings->transformed = 0;
4576 settings->clipping = state->render_states[WINED3D_RS_CLIPPING]
4577 && state->render_states[WINED3D_RS_CLIPPLANEENABLE];
4578 settings->normal = !!(si->use_map & (1 << WINED3D_FFP_NORMAL));
4579 settings->normalize = settings->normal && state->render_states[WINED3D_RS_NORMALIZENORMALS];
4580 settings->lighting = !!state->render_states[WINED3D_RS_LIGHTING];
4581 settings->localviewer = !!state->render_states[WINED3D_RS_LOCALVIEWER];
4582 settings->point_size = state->gl_primitive_type == GL_POINTS;
4583 settings->per_vertex_point_size = !!(si->use_map & 1 << WINED3D_FFP_PSIZE);
4584
4585 if (state->render_states[WINED3D_RS_COLORVERTEX] && (si->use_map & (1 << WINED3D_FFP_DIFFUSE)))
4586 {
4587 settings->diffuse_source = state->render_states[WINED3D_RS_DIFFUSEMATERIALSOURCE];
4588 settings->emissive_source = state->render_states[WINED3D_RS_EMISSIVEMATERIALSOURCE];
4589 settings->ambient_source = state->render_states[WINED3D_RS_AMBIENTMATERIALSOURCE];
4590 settings->specular_source = state->render_states[WINED3D_RS_SPECULARMATERIALSOURCE];
4591 }
4592 else
4593 {
4594 settings->diffuse_source = WINED3D_MCS_MATERIAL;
4595 settings->emissive_source = WINED3D_MCS_MATERIAL;
4596 settings->ambient_source = WINED3D_MCS_MATERIAL;
4597 settings->specular_source = WINED3D_MCS_MATERIAL;
4598 }
4599
4600 settings->texcoords = 0;
4601 for (i = 0; i < MAX_TEXTURES; ++i)
4602 {
4603 coord_idx = state->texture_states[i][WINED3D_TSS_TEXCOORD_INDEX];
4604 if (coord_idx < MAX_TEXTURES && (si->use_map & (1 << (WINED3D_FFP_TEXCOORD0 + coord_idx))))
4605 settings->texcoords |= 1 << i;
4606 settings->texgen[i] = state->texture_states[i][WINED3D_TSS_TEXCOORD_INDEX];
4607 }
4608
4609 settings->light_type = 0;
4610 for (i = 0; i < MAX_ACTIVE_LIGHTS; ++i)
4611 {
4612 if (state->lights[i])
4613 settings->light_type |= (state->lights[i]->OriginalParms.type
4614 & WINED3D_FFP_LIGHT_TYPE_MASK) << WINED3D_FFP_LIGHT_TYPE_SHIFT(i);
4615 }
4616
4617 settings->ortho_fog = 0;
4618 if (!state->render_states[WINED3D_RS_FOGENABLE])
4619 settings->fog_mode = WINED3D_FFP_VS_FOG_OFF;
4620 else if (state->render_states[WINED3D_RS_FOGTABLEMODE] != WINED3D_FOG_NONE)
4621 {
4622 settings->fog_mode = WINED3D_FFP_VS_FOG_DEPTH;
4623
4624 if (state->transforms[WINED3D_TS_PROJECTION]._14 == 0.0f
4625 && state->transforms[WINED3D_TS_PROJECTION]._24 == 0.0f
4626 && state->transforms[WINED3D_TS_PROJECTION]._34 == 0.0f
4627 && state->transforms[WINED3D_TS_PROJECTION]._44 == 1.0f)
4628 settings->ortho_fog = 1;
4629 }
4630 else if (state->render_states[WINED3D_RS_FOGVERTEXMODE] == WINED3D_FOG_NONE)
4631 settings->fog_mode = WINED3D_FFP_VS_FOG_FOGCOORD;
4632 else if (state->render_states[WINED3D_RS_RANGEFOGENABLE])
4633 settings->fog_mode = WINED3D_FFP_VS_FOG_RANGE;
4634 else
4635 settings->fog_mode = WINED3D_FFP_VS_FOG_DEPTH;
4636
4637 settings->padding = 0;
4638 }
4639
4640 static int wined3d_ffp_vertex_program_key_compare(const void *key, const struct wine_rb_entry *entry)
4641 {
4642 const struct wined3d_ffp_vs_settings *ka = key;
4643 const struct wined3d_ffp_vs_settings *kb = &WINE_RB_ENTRY_VALUE(entry,
4644 const struct wined3d_ffp_vs_desc, entry)->settings;
4645
4646 return memcmp(ka, kb, sizeof(*ka));
4647 }
4648
4649 const struct wine_rb_functions wined3d_ffp_vertex_program_rb_functions =
4650 {
4651 wined3d_rb_alloc,
4652 wined3d_rb_realloc,
4653 wined3d_rb_free,
4654 wined3d_ffp_vertex_program_key_compare,
4655 };
4656
4657 const struct blit_shader *wined3d_select_blitter(const struct wined3d_gl_info *gl_info,
4658 const struct wined3d_d3d_info *d3d_info, enum wined3d_blit_op blit_op,
4659 const RECT *src_rect, DWORD src_usage, enum wined3d_pool src_pool, const struct wined3d_format *src_format,
4660 const RECT *dst_rect, DWORD dst_usage, enum wined3d_pool dst_pool, const struct wined3d_format *dst_format)
4661 {
4662 static const struct blit_shader * const blitters[] =
4663 {
4664 &arbfp_blit,
4665 &ffp_blit,
4666 &cpu_blit,
4667 };
4668 unsigned int i;
4669
4670 for (i = 0; i < sizeof(blitters) / sizeof(*blitters); ++i)
4671 {
4672 if (blitters[i]->blit_supported(gl_info, d3d_info, blit_op,
4673 src_rect, src_usage, src_pool, src_format,
4674 dst_rect, dst_usage, dst_pool, dst_format))
4675 return blitters[i];
4676 }
4677
4678 return NULL;
4679 }
4680
4681 void wined3d_get_draw_rect(const struct wined3d_state *state, RECT *rect)
4682 {
4683 const struct wined3d_viewport *vp = &state->viewport;
4684
4685 SetRect(rect, vp->x, vp->y, vp->x + vp->width, vp->y + vp->height);
4686
4687 if (state->render_states[WINED3D_RS_SCISSORTESTENABLE])
4688 IntersectRect(rect, rect, &state->scissor_rect);
4689 }
4690
4691 const char *wined3d_debug_location(DWORD location)
4692 {
4693 char buf[294];
4694
4695 buf[0] = '\0';
4696 #define LOCATION_TO_STR(u) if (location & u) { strcat(buf, " | "#u); location &= ~u; }
4697 LOCATION_TO_STR(WINED3D_LOCATION_DISCARDED);
4698 LOCATION_TO_STR(WINED3D_LOCATION_SYSMEM);
4699 LOCATION_TO_STR(WINED3D_LOCATION_USER_MEMORY);
4700 LOCATION_TO_STR(WINED3D_LOCATION_DIB);
4701 LOCATION_TO_STR(WINED3D_LOCATION_BUFFER);
4702 LOCATION_TO_STR(WINED3D_LOCATION_TEXTURE_RGB);
4703 LOCATION_TO_STR(WINED3D_LOCATION_TEXTURE_SRGB);
4704 LOCATION_TO_STR(WINED3D_LOCATION_DRAWABLE);
4705 LOCATION_TO_STR(WINED3D_LOCATION_RB_MULTISAMPLE);
4706 LOCATION_TO_STR(WINED3D_LOCATION_RB_RESOLVED);
4707 #undef LOCATION_TO_STR
4708 if (location) FIXME("Unrecognized location flag(s) %#x.\n", location);
4709
4710 return buf[0] ? wine_dbg_sprintf("%s", &buf[3]) : "0";
4711 }
4712
4713 /* Print a floating point value with the %.8e format specifier, always using
4714 * '.' as decimal separator. */
4715 void wined3d_ftoa(float value, char *s)
4716 {
4717 int idx = 1;
4718
4719 if (copysignf(1.0f, value) < 0.0f)
4720 ++idx;
4721
4722 /* Be sure to allocate a buffer of at least 17 characters for the result
4723 as sprintf may return a 3 digit exponent when using the MSVC runtime
4724 instead of a 2 digit exponent. */
4725 sprintf(s, "%.8e", value);
4726 if (isfinite(value))
4727 s[idx] = '.';
4728 }
4729
4730 void wined3d_release_dc(HWND window, HDC dc)
4731 {
4732 /* You'd figure ReleaseDC() would fail if the DC doesn't match the window.
4733 * However, that's not what actually happens, and there are user32 tests
4734 * that confirm ReleaseDC() with the wrong window is supposed to succeed.
4735 * So explicitly check that the DC belongs to the window, since we want to
4736 * avoid releasing a DC that belongs to some other window if the original
4737 * window was already destroyed. */
4738 if (WindowFromDC(dc) != window)
4739 WARN("DC %p does not belong to window %p.\n", dc, window);
4740 else if (!ReleaseDC(window, dc))
4741 ERR("Failed to release device context %p, last error %#x.\n", dc, GetLastError());
4742 }