2 * Utility functions for the WineD3D Library
4 * Copyright 2002-2004 Jason Edmeades
5 * Copyright 2003-2004 Raphael Junqueira
6 * Copyright 2004 Christian Costa
7 * Copyright 2005 Oliver Stieber
8 * Copyright 2006-2008 Henri Verbeet
9 * Copyright 2007-2008 Stefan Dösinger for CodeWeavers
10 * Copyright 2009-2010 Henri Verbeet for CodeWeavers
12 * This library is free software; you can redistribute it and/or
13 * modify it under the terms of the GNU Lesser General Public
14 * License as published by the Free Software Foundation; either
15 * version 2.1 of the License, or (at your option) any later version.
17 * This library is distributed in the hope that it will be useful,
18 * but WITHOUT ANY WARRANTY; without even the implied warranty of
19 * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the GNU
20 * Lesser General Public License for more details.
22 * You should have received a copy of the GNU Lesser General Public
23 * License along with this library; if not, write to the Free Software
24 * Foundation, Inc., 51 Franklin St, Fifth Floor, Boston, MA 02110-1301, USA
27 #include "wined3d_private.h"
29 WINE_DEFAULT_DEBUG_CHANNEL(d3d
);
31 struct wined3d_format_channels
33 enum wined3d_format_id id
;
34 DWORD red_size
, green_size
, blue_size
, alpha_size
;
35 DWORD red_offset
, green_offset
, blue_offset
, alpha_offset
;
37 BYTE depth_size
, stencil_size
;
40 static const struct wined3d_format_channels formats
[] =
43 * format id r g b a r g b a bpp depth stencil */
44 {WINED3DFMT_UNKNOWN
, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0},
46 {WINED3DFMT_UYVY
, 0, 0, 0, 0, 0, 0, 0, 0, 2, 0, 0},
47 {WINED3DFMT_YUY2
, 0, 0, 0, 0, 0, 0, 0, 0, 2, 0, 0},
48 {WINED3DFMT_YV12
, 0, 0, 0, 0, 0, 0, 0, 0, 1, 0, 0},
49 {WINED3DFMT_NV12
, 0, 0, 0, 0, 0, 0, 0, 0, 1, 0, 0},
50 {WINED3DFMT_DXT1
, 0, 0, 0, 0, 0, 0, 0, 0, 1, 0, 0},
51 {WINED3DFMT_DXT2
, 0, 0, 0, 0, 0, 0, 0, 0, 1, 0, 0},
52 {WINED3DFMT_DXT3
, 0, 0, 0, 0, 0, 0, 0, 0, 1, 0, 0},
53 {WINED3DFMT_DXT4
, 0, 0, 0, 0, 0, 0, 0, 0, 1, 0, 0},
54 {WINED3DFMT_DXT5
, 0, 0, 0, 0, 0, 0, 0, 0, 1, 0, 0},
55 {WINED3DFMT_MULTI2_ARGB8
, 0, 0, 0, 0, 0, 0, 0, 0, 1, 0, 0},
56 {WINED3DFMT_G8R8_G8B8
, 0, 0, 0, 0, 0, 0, 0, 0, 1, 0, 0},
57 {WINED3DFMT_R8G8_B8G8
, 0, 0, 0, 0, 0, 0, 0, 0, 1, 0, 0},
59 {WINED3DFMT_R32_FLOAT
, 32, 0, 0, 0, 0, 0, 0, 0, 4, 0, 0},
60 {WINED3DFMT_R32G32_FLOAT
, 32, 32, 0, 0, 0, 32, 0, 0, 8, 0, 0},
61 {WINED3DFMT_R32G32B32_FLOAT
, 32, 32, 32, 0, 0, 32, 64, 0, 12, 0, 0},
62 {WINED3DFMT_R32G32B32A32_FLOAT
, 32, 32, 32, 32, 0, 32, 64, 96, 16, 0, 0},
64 {WINED3DFMT_R8G8_SNORM_Cx
, 0, 0, 0, 0, 0, 0, 0, 0, 2, 0, 0},
66 {WINED3DFMT_R16_FLOAT
, 16, 0, 0, 0, 0, 0, 0, 0, 2, 0, 0},
67 {WINED3DFMT_R16G16_FLOAT
, 16, 16, 0, 0, 0, 16, 0, 0, 4, 0, 0},
68 {WINED3DFMT_R16G16_SINT
, 16, 16, 0, 0, 0, 16, 0, 0, 4, 0, 0},
69 {WINED3DFMT_R16G16B16A16_FLOAT
, 16, 16, 16, 16, 0, 16, 32, 48, 8, 0, 0},
70 {WINED3DFMT_R16G16B16A16_SINT
, 16, 16, 16, 16, 0, 16, 32, 48, 8, 0, 0},
71 /* Palettized formats */
72 {WINED3DFMT_P8_UINT_A8_UNORM
, 0, 0, 0, 8, 0, 0, 0, 8, 2, 0, 0},
73 {WINED3DFMT_P8_UINT
, 0, 0, 0, 0, 0, 0, 0, 0, 1, 0, 0},
74 /* Standard ARGB formats. */
75 {WINED3DFMT_B8G8R8_UNORM
, 8, 8, 8, 0, 16, 8, 0, 0, 3, 0, 0},
76 {WINED3DFMT_B8G8R8A8_UNORM
, 8, 8, 8, 8, 16, 8, 0, 24, 4, 0, 0},
77 {WINED3DFMT_B8G8R8X8_UNORM
, 8, 8, 8, 0, 16, 8, 0, 0, 4, 0, 0},
78 {WINED3DFMT_B5G6R5_UNORM
, 5, 6, 5, 0, 11, 5, 0, 0, 2, 0, 0},
79 {WINED3DFMT_B5G5R5X1_UNORM
, 5, 5, 5, 0, 10, 5, 0, 0, 2, 0, 0},
80 {WINED3DFMT_B5G5R5A1_UNORM
, 5, 5, 5, 1, 10, 5, 0, 15, 2, 0, 0},
81 {WINED3DFMT_B4G4R4A4_UNORM
, 4, 4, 4, 4, 8, 4, 0, 12, 2, 0, 0},
82 {WINED3DFMT_B2G3R3_UNORM
, 3, 3, 2, 0, 5, 2, 0, 0, 1, 0, 0},
83 {WINED3DFMT_R8_UNORM
, 8, 0, 0, 0, 0, 0, 0, 0, 1, 0, 0},
84 {WINED3DFMT_A8_UNORM
, 0, 0, 0, 8, 0, 0, 0, 0, 1, 0, 0},
85 {WINED3DFMT_B2G3R3A8_UNORM
, 3, 3, 2, 8, 5, 2, 0, 8, 2, 0, 0},
86 {WINED3DFMT_B4G4R4X4_UNORM
, 4, 4, 4, 0, 8, 4, 0, 0, 2, 0, 0},
87 {WINED3DFMT_R10G10B10A2_UNORM
, 10, 10, 10, 2, 0, 10, 20, 30, 4, 0, 0},
88 {WINED3DFMT_R10G10B10A2_UINT
, 10, 10, 10, 2, 0, 10, 20, 30, 4, 0, 0},
89 {WINED3DFMT_R10G10B10A2_SNORM
, 10, 10, 10, 2, 0, 10, 20, 30, 4, 0, 0},
90 {WINED3DFMT_R8G8B8A8_UNORM
, 8, 8, 8, 8, 0, 8, 16, 24, 4, 0, 0},
91 {WINED3DFMT_R8G8B8A8_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},
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},
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},
152 struct wined3d_format_base_flags
154 enum wined3d_format_id id
;
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
161 static const struct wined3d_format_base_flags format_base_flags
[] =
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
},
187 struct wined3d_format_block_info
189 enum wined3d_format_id id
;
192 UINT block_byte_count
;
196 static const struct wined3d_format_block_info format_block_info
[] =
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
},
209 struct wined3d_format_vertex_info
211 enum wined3d_format_id id
;
212 enum wined3d_ffp_emit_idx emit_idx
;
213 GLint component_count
;
216 GLboolean gl_normalized
;
217 unsigned int component_size
;
220 static const struct wined3d_format_vertex_info format_vertex_info
[] =
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
)},
245 struct wined3d_format_texture_info
247 enum wined3d_format_id id
;
249 GLint gl_srgb_internal
;
250 GLint gl_rt_internal
;
253 unsigned int conv_byte_count
;
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
);
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
)
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
267 unsigned int x
, y
, z
;
268 const unsigned char *Source
;
271 for (z
= 0; z
< depth
; z
++)
273 for (y
= 0; y
< height
; y
++)
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
++ )
279 unsigned char color
= (*Source
++);
280 /* A */ Dest
[1] = (color
& 0xf0) << 0;
281 /* L */ Dest
[0] = (color
& 0x0f) << 4;
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
)
291 unsigned int x
, y
, z
;
294 for (z
= 0; z
< depth
; z
++)
296 for (y
= 0; y
< height
; y
++)
298 unsigned short *Dest_s
= (unsigned short *) (dst
+ z
* dst_slice_pitch
+ y
* dst_row_pitch
);
299 Source
= (const WORD
*)(src
+ z
* src_slice_pitch
+ y
* src_row_pitch
);
300 for (x
= 0; x
< width
; x
++ )
302 short color
= (*Source
++);
303 unsigned char l
= ((color
>> 10) & 0xfc);
304 short v
= ((color
>> 5) & 0x3e);
305 short u
= ((color
) & 0x1f);
306 short v_conv
= v
+ 16;
307 short u_conv
= u
+ 16;
309 *Dest_s
= ((v_conv
<< 11) & 0xf800) | ((l
<< 5) & 0x7e0) | (u_conv
& 0x1f);
316 static void convert_r5g5_snorm_l6_unorm_nv(const BYTE
*src
, BYTE
*dst
, UINT src_row_pitch
, UINT src_slice_pitch
,
317 UINT dst_row_pitch
, UINT dst_slice_pitch
, UINT width
, UINT height
, UINT depth
)
319 unsigned int x
, y
, z
;
323 /* This makes the gl surface bigger(24 bit instead of 16), but it works with
324 * fixed function and shaders without further conversion once the surface is
327 for (z
= 0; z
< depth
; z
++)
329 for (y
= 0; y
< height
; y
++)
331 Source
= (const WORD
*)(src
+ z
* src_slice_pitch
+ y
* src_row_pitch
);
332 Dest
= dst
+ z
* dst_slice_pitch
+ y
* dst_row_pitch
;
333 for (x
= 0; x
< width
; x
++ )
335 short color
= (*Source
++);
336 unsigned char l
= ((color
>> 10) & 0xfc);
337 char v
= ((color
>> 5) & 0x3e);
338 char u
= ((color
) & 0x1f);
340 /* 8 bits destination, 6 bits source, 8th bit is the sign. gl ignores the sign
341 * and doubles the positive range. Thus shift left only once, gl does the 2nd
342 * shift. GL reads a signed value and converts it into an unsigned value.
344 /* M */ Dest
[2] = l
<< 1;
346 /* Those are read as signed, but kept signed. Just left-shift 3 times to scale
347 * from 5 bit values to 8 bit values.
349 /* V */ Dest
[1] = v
<< 3;
350 /* U */ Dest
[0] = u
<< 3;
357 static void convert_r8g8_snorm(const BYTE
*src
, BYTE
*dst
, UINT src_row_pitch
, UINT src_slice_pitch
,
358 UINT dst_row_pitch
, UINT dst_slice_pitch
, UINT width
, UINT height
, UINT depth
)
360 unsigned int x
, y
, z
;
364 for (z
= 0; z
< depth
; z
++)
366 for (y
= 0; y
< height
; y
++)
368 Source
= (const short *)(src
+ z
* src_slice_pitch
+ y
* src_row_pitch
);
369 Dest
= dst
+ z
* dst_slice_pitch
+ y
* dst_row_pitch
;
370 for (x
= 0; x
< width
; x
++ )
372 const short color
= (*Source
++);
373 /* B */ Dest
[0] = 0xff;
374 /* G */ Dest
[1] = (color
>> 8) + 128; /* V */
375 /* R */ Dest
[2] = (color
& 0xff) + 128; /* U */
382 static void convert_r8g8_snorm_l8x8_unorm(const BYTE
*src
, BYTE
*dst
, UINT src_row_pitch
, UINT src_slice_pitch
,
383 UINT dst_row_pitch
, UINT dst_slice_pitch
, UINT width
, UINT height
, UINT depth
)
385 unsigned int x
, y
, z
;
389 /* Doesn't work correctly with the fixed function pipeline, but can work in
390 * shaders if the shader is adjusted. (There's no use for this format in gl's
391 * standard fixed function pipeline anyway).
393 for (z
= 0; z
< depth
; z
++)
395 for (y
= 0; y
< height
; y
++)
397 Source
= (const DWORD
*)(src
+ z
* src_slice_pitch
+ y
* src_row_pitch
);
398 Dest
= dst
+ z
* dst_slice_pitch
+ y
* dst_row_pitch
;
399 for (x
= 0; x
< width
; x
++ )
401 LONG color
= (*Source
++);
402 /* B */ Dest
[0] = ((color
>> 16) & 0xff); /* L */
403 /* G */ Dest
[1] = ((color
>> 8 ) & 0xff) + 128; /* V */
404 /* R */ Dest
[2] = (color
& 0xff) + 128; /* U */
411 static void convert_r8g8_snorm_l8x8_unorm_nv(const BYTE
*src
, BYTE
*dst
, UINT src_row_pitch
, UINT src_slice_pitch
,
412 UINT dst_row_pitch
, UINT dst_slice_pitch
, UINT width
, UINT height
, UINT depth
)
414 unsigned int x
, y
, z
;
418 /* This implementation works with the fixed function pipeline and shaders
419 * without further modification after converting the surface.
421 for (z
= 0; z
< depth
; z
++)
423 for (y
= 0; y
< height
; y
++)
425 Source
= (const DWORD
*)(src
+ z
* src_slice_pitch
+ y
* src_row_pitch
);
426 Dest
= dst
+ z
* dst_slice_pitch
+ y
* dst_row_pitch
;
427 for (x
= 0; x
< width
; x
++ )
429 LONG color
= (*Source
++);
430 /* L */ Dest
[2] = ((color
>> 16) & 0xff); /* L */
431 /* V */ Dest
[1] = ((color
>> 8 ) & 0xff); /* V */
432 /* U */ Dest
[0] = (color
& 0xff); /* U */
433 /* I */ Dest
[3] = 255; /* X */
440 static void convert_r8g8b8a8_snorm(const BYTE
*src
, BYTE
*dst
, UINT src_row_pitch
, UINT src_slice_pitch
,
441 UINT dst_row_pitch
, UINT dst_slice_pitch
, UINT width
, UINT height
, UINT depth
)
443 unsigned int x
, y
, z
;
447 for (z
= 0; z
< depth
; z
++)
449 for (y
= 0; y
< height
; y
++)
451 Source
= (const DWORD
*)(src
+ z
* src_slice_pitch
+ y
* src_row_pitch
);
452 Dest
= dst
+ z
* dst_slice_pitch
+ y
* dst_row_pitch
;
453 for (x
= 0; x
< width
; x
++ )
455 LONG color
= (*Source
++);
456 /* B */ Dest
[0] = ((color
>> 16) & 0xff) + 128; /* W */
457 /* G */ Dest
[1] = ((color
>> 8 ) & 0xff) + 128; /* V */
458 /* R */ Dest
[2] = (color
& 0xff) + 128; /* U */
459 /* A */ Dest
[3] = ((color
>> 24) & 0xff) + 128; /* Q */
466 static void convert_r16g16_snorm(const BYTE
*src
, BYTE
*dst
, UINT src_row_pitch
, UINT src_slice_pitch
,
467 UINT dst_row_pitch
, UINT dst_slice_pitch
, UINT width
, UINT height
, UINT depth
)
469 unsigned int x
, y
, z
;
471 unsigned short *Dest
;
473 for (z
= 0; z
< depth
; z
++)
475 for (y
= 0; y
< height
; y
++)
477 Source
= (const DWORD
*)(src
+ z
* src_slice_pitch
+ y
* src_row_pitch
);
478 Dest
= (unsigned short *) (dst
+ z
* dst_slice_pitch
+ y
* dst_row_pitch
);
479 for (x
= 0; x
< width
; x
++ )
481 const DWORD color
= (*Source
++);
482 /* B */ Dest
[0] = 0xffff;
483 /* G */ Dest
[1] = (color
>> 16) + 32768; /* V */
484 /* R */ Dest
[2] = (color
& 0xffff) + 32768; /* U */
491 static void convert_r16g16(const BYTE
*src
, BYTE
*dst
, UINT src_row_pitch
, UINT src_slice_pitch
,
492 UINT dst_row_pitch
, UINT dst_slice_pitch
, UINT width
, UINT height
, UINT depth
)
494 unsigned int x
, y
, z
;
498 for (z
= 0; z
< depth
; z
++)
500 for (y
= 0; y
< height
; y
++)
502 Source
= (const WORD
*)(src
+ z
* src_slice_pitch
+ y
* src_row_pitch
);
503 Dest
= (WORD
*) (dst
+ z
* dst_slice_pitch
+ y
* dst_row_pitch
);
504 for (x
= 0; x
< width
; x
++ )
506 WORD green
= (*Source
++);
507 WORD red
= (*Source
++);
510 /* Strictly speaking not correct for R16G16F, but it doesn't matter because the
511 * shader overwrites it anyway */
519 static void convert_r32g32_float(const BYTE
*src
, BYTE
*dst
, UINT src_row_pitch
, UINT src_slice_pitch
,
520 UINT dst_row_pitch
, UINT dst_slice_pitch
, UINT width
, UINT height
, UINT depth
)
522 unsigned int x
, y
, z
;
526 for (z
= 0; z
< depth
; z
++)
528 for (y
= 0; y
< height
; y
++)
530 Source
= (const float *)(src
+ z
* src_slice_pitch
+ y
* src_row_pitch
);
531 Dest
= (float *) (dst
+ z
* dst_slice_pitch
+ y
* dst_row_pitch
);
532 for (x
= 0; x
< width
; x
++ )
534 float green
= (*Source
++);
535 float red
= (*Source
++);
545 static void convert_s1_uint_d15_unorm(const BYTE
*src
, BYTE
*dst
, UINT src_row_pitch
, UINT src_slice_pitch
,
546 UINT dst_row_pitch
, UINT dst_slice_pitch
, UINT width
, UINT height
, UINT depth
)
548 unsigned int x
, y
, z
;
550 for (z
= 0; z
< depth
; z
++)
552 for (y
= 0; y
< height
; ++y
)
554 const WORD
*source
= (const WORD
*)(src
+ z
* src_slice_pitch
+ y
* src_row_pitch
);
555 DWORD
*dest
= (DWORD
*)(dst
+ z
* dst_slice_pitch
+ y
* dst_row_pitch
);
557 for (x
= 0; x
< width
; ++x
)
559 /* The depth data is normalized, so needs to be scaled,
560 * the stencil data isn't. Scale depth data by
561 * (2^24-1)/(2^15-1) ~~ (2^9 + 2^-6). */
562 WORD d15
= source
[x
] >> 1;
563 DWORD d24
= (d15
<< 9) + (d15
>> 6);
564 dest
[x
] = (d24
<< 8) | (source
[x
] & 0x1);
570 static void convert_s4x4_uint_d24_unorm(const BYTE
*src
, BYTE
*dst
, UINT src_row_pitch
, UINT src_slice_pitch
,
571 UINT dst_row_pitch
, UINT dst_slice_pitch
, UINT width
, UINT height
, UINT depth
)
573 unsigned int x
, y
, z
;
575 for (z
= 0; z
< depth
; z
++)
577 for (y
= 0; y
< height
; ++y
)
579 const DWORD
*source
= (const DWORD
*)(src
+ z
* src_slice_pitch
+ y
* src_row_pitch
);
580 DWORD
*dest
= (DWORD
*)(dst
+ z
* dst_slice_pitch
+ y
* dst_row_pitch
);
582 for (x
= 0; x
< width
; ++x
)
584 /* Just need to clear out the X4 part. */
585 dest
[x
] = source
[x
] & ~0xf0;
591 static void convert_s8_uint_d24_float(const BYTE
*src
, BYTE
*dst
, UINT src_row_pitch
, UINT src_slice_pitch
,
592 UINT dst_row_pitch
, UINT dst_slice_pitch
, UINT width
, UINT height
, UINT depth
)
594 unsigned int x
, y
, z
;
596 for (z
= 0; z
< depth
; z
++)
598 for (y
= 0; y
< height
; ++y
)
600 const DWORD
*source
= (const DWORD
*)(src
+ z
* src_slice_pitch
+ y
* src_row_pitch
);
601 float *dest_f
= (float *)(dst
+ z
* dst_slice_pitch
+ y
* dst_row_pitch
);
602 DWORD
*dest_s
= (DWORD
*)dest_f
;
604 for (x
= 0; x
< width
; ++x
)
606 dest_f
[x
* 2] = float_24_to_32((source
[x
] & 0xffffff00) >> 8);
607 dest_s
[x
* 2 + 1] = source
[x
] & 0xff;
613 static BOOL
color_in_range(const struct wined3d_color_key
*color_key
, DWORD color
)
615 /* FIXME: Is this really how color keys are supposed to work? I think it
616 * makes more sense to compare the individual channels. */
617 return color
>= color_key
->color_space_low_value
618 && color
<= color_key
->color_space_high_value
;
621 static void convert_p8_uint_b8g8r8a8_unorm(const BYTE
*src
, unsigned int src_pitch
,
622 BYTE
*dst
, unsigned int dst_pitch
, unsigned int width
, unsigned int height
,
623 const struct wined3d_palette
*palette
, const struct wined3d_color_key
*color_key
)
631 /* FIXME: This should probably use the system palette. */
632 FIXME("P8 surface loaded without a palette.\n");
634 for (y
= 0; y
< height
; ++y
)
636 memset(&dst
[dst_pitch
* y
], 0, width
* 4);
642 for (y
= 0; y
< height
; ++y
)
644 src_row
= &src
[src_pitch
* y
];
645 dst_row
= (DWORD
*)&dst
[dst_pitch
* y
];
646 for (x
= 0; x
< width
; ++x
)
648 BYTE src_color
= src_row
[x
];
649 dst_row
[x
] = 0xff000000
650 | (palette
->colors
[src_color
].rgbRed
<< 16)
651 | (palette
->colors
[src_color
].rgbGreen
<< 8)
652 | palette
->colors
[src_color
].rgbBlue
;
657 static void convert_b5g6r5_unorm_b5g5r5a1_unorm_color_key(const BYTE
*src
, unsigned int src_pitch
,
658 BYTE
*dst
, unsigned int dst_pitch
, unsigned int width
, unsigned int height
,
659 const struct wined3d_palette
*palette
, const struct wined3d_color_key
*color_key
)
665 for (y
= 0; y
< height
; ++y
)
667 src_row
= (WORD
*)&src
[src_pitch
* y
];
668 dst_row
= (WORD
*)&dst
[dst_pitch
* y
];
669 for (x
= 0; x
< width
; ++x
)
671 WORD src_color
= src_row
[x
];
672 if (!color_in_range(color_key
, src_color
))
673 dst_row
[x
] = 0x8000 | ((src_color
& 0xffc0) >> 1) | (src_color
& 0x1f);
675 dst_row
[x
] = ((src_color
& 0xffc0) >> 1) | (src_color
& 0x1f);
680 static void convert_b5g5r5x1_unorm_b5g5r5a1_unorm_color_key(const BYTE
*src
, unsigned int src_pitch
,
681 BYTE
*dst
, unsigned int dst_pitch
, unsigned int width
, unsigned int height
,
682 const struct wined3d_palette
*palette
, const struct wined3d_color_key
*color_key
)
688 for (y
= 0; y
< height
; ++y
)
690 src_row
= (WORD
*)&src
[src_pitch
* y
];
691 dst_row
= (WORD
*)&dst
[dst_pitch
* y
];
692 for (x
= 0; x
< width
; ++x
)
694 WORD src_color
= src_row
[x
];
695 if (color_in_range(color_key
, src_color
))
696 dst_row
[x
] = src_color
& ~0x8000;
698 dst_row
[x
] = src_color
| 0x8000;
703 static void convert_b8g8r8_unorm_b8g8r8a8_unorm_color_key(const BYTE
*src
, unsigned int src_pitch
,
704 BYTE
*dst
, unsigned int dst_pitch
, unsigned int width
, unsigned int height
,
705 const struct wined3d_palette
*palette
, const struct wined3d_color_key
*color_key
)
711 for (y
= 0; y
< height
; ++y
)
713 src_row
= &src
[src_pitch
* y
];
714 dst_row
= (DWORD
*)&dst
[dst_pitch
* y
];
715 for (x
= 0; x
< width
; ++x
)
717 DWORD src_color
= (src_row
[x
* 3 + 2] << 16) | (src_row
[x
* 3 + 1] << 8) | src_row
[x
* 3];
718 if (!color_in_range(color_key
, src_color
))
719 dst_row
[x
] = src_color
| 0xff000000;
724 static void convert_b8g8r8x8_unorm_b8g8r8a8_unorm_color_key(const BYTE
*src
, unsigned int src_pitch
,
725 BYTE
*dst
, unsigned int dst_pitch
, unsigned int width
, unsigned int height
,
726 const struct wined3d_palette
*palette
, const struct wined3d_color_key
*color_key
)
728 const DWORD
*src_row
;
732 for (y
= 0; y
< height
; ++y
)
734 src_row
= (DWORD
*)&src
[src_pitch
* y
];
735 dst_row
= (DWORD
*)&dst
[dst_pitch
* y
];
736 for (x
= 0; x
< width
; ++x
)
738 DWORD src_color
= src_row
[x
];
739 if (color_in_range(color_key
, src_color
))
740 dst_row
[x
] = src_color
& ~0xff000000;
742 dst_row
[x
] = src_color
| 0xff000000;
747 static void convert_b8g8r8a8_unorm_b8g8r8a8_unorm_color_key(const BYTE
*src
, unsigned int src_pitch
,
748 BYTE
*dst
, unsigned int dst_pitch
, unsigned int width
, unsigned int height
,
749 const struct wined3d_palette
*palette
, const struct wined3d_color_key
*color_key
)
751 const DWORD
*src_row
;
755 for (y
= 0; y
< height
; ++y
)
757 src_row
= (DWORD
*)&src
[src_pitch
* y
];
758 dst_row
= (DWORD
*)&dst
[dst_pitch
* y
];
759 for (x
= 0; x
< width
; ++x
)
761 DWORD src_color
= src_row
[x
];
762 if (color_in_range(color_key
, src_color
))
763 src_color
&= ~0xff000000;
764 dst_row
[x
] = src_color
;
769 const struct wined3d_color_key_conversion
* wined3d_format_get_color_key_conversion(
770 const struct wined3d_texture
*texture
, BOOL need_alpha_ck
)
772 const struct wined3d_format
*format
= texture
->resource
.format
;
777 enum wined3d_format_id src_format
;
778 struct wined3d_color_key_conversion conversion
;
782 {WINED3DFMT_B5G6R5_UNORM
, {WINED3DFMT_B5G5R5A1_UNORM
, convert_b5g6r5_unorm_b5g5r5a1_unorm_color_key
}},
783 {WINED3DFMT_B5G5R5X1_UNORM
, {WINED3DFMT_B5G5R5A1_UNORM
, convert_b5g5r5x1_unorm_b5g5r5a1_unorm_color_key
}},
784 {WINED3DFMT_B8G8R8_UNORM
, {WINED3DFMT_B8G8R8A8_UNORM
, convert_b8g8r8_unorm_b8g8r8a8_unorm_color_key
}},
785 {WINED3DFMT_B8G8R8X8_UNORM
, {WINED3DFMT_B8G8R8A8_UNORM
, convert_b8g8r8x8_unorm_b8g8r8a8_unorm_color_key
}},
786 {WINED3DFMT_B8G8R8A8_UNORM
, {WINED3DFMT_B8G8R8A8_UNORM
, convert_b8g8r8a8_unorm_b8g8r8a8_unorm_color_key
}},
788 static const struct wined3d_color_key_conversion convert_p8
=
790 WINED3DFMT_B8G8R8A8_UNORM
, convert_p8_uint_b8g8r8a8_unorm
793 if (need_alpha_ck
&& (texture
->flags
& WINED3D_TEXTURE_COLOR_KEY
))
795 for (i
= 0; i
< sizeof(color_key_info
) / sizeof(*color_key_info
); ++i
)
797 if (color_key_info
[i
].src_format
== format
->id
)
798 return &color_key_info
[i
].conversion
;
801 FIXME("Color-keying not supported with format %s.\n", debug_d3dformat(format
->id
));
804 /* FIXME: This should check if the blitter backend can do P8 conversion,
805 * instead of checking for ARB_fragment_program. */
806 if (format
->id
== WINED3DFMT_P8_UINT
807 && !(texture
->resource
.device
->adapter
->gl_info
.supported
[ARB_FRAGMENT_PROGRAM
]
808 && texture
->swapchain
&& texture
== texture
->swapchain
->front_buffer
))
814 /* The following formats explicitly don't have WINED3DFMT_FLAG_TEXTURE set:
816 * These are never supported on native.
817 * WINED3DFMT_B8G8R8_UNORM
818 * WINED3DFMT_B2G3R3_UNORM
819 * WINED3DFMT_L4A4_UNORM
820 * WINED3DFMT_S1_UINT_D15_UNORM
821 * WINED3DFMT_S4X4_UINT_D24_UNORM
823 * Only some Geforce/Voodoo3/G400 cards offer 8-bit textures in case of ddraw.
824 * Since it is not widely available, don't offer it. Further no Windows driver
825 * offers WINED3DFMT_P8_UINT_A8_NORM, so don't offer it either.
827 * WINED3DFMT_P8_UINT_A8_UNORM
829 * These formats seem to be similar to the HILO formats in
830 * GL_NV_texture_shader. NVHU is said to be GL_UNSIGNED_HILO16,
831 * NVHS GL_SIGNED_HILO16. Rumours say that D3D computes a 3rd channel
832 * similarly to D3DFMT_CxV8U8 (So NVHS could be called D3DFMT_CxV16U16). ATI
833 * refused to support formats which can easily be emulated with pixel shaders,
834 * so applications have to deal with not having NVHS and NVHU.
837 static const struct wined3d_format_texture_info format_texture_info
[] =
839 /* format id gl_internal gl_srgb_internal gl_rt_internal
840 gl_format gl_type conv_byte_count
844 /* GL_APPLE_ycbcr_422 claims that its '2YUV' format, which is supported via the UNSIGNED_SHORT_8_8_REV_APPLE type
845 * is equivalent to 'UYVY' format on Windows, and the 'YUVS' via UNSIGNED_SHORT_8_8_APPLE equates to 'YUY2'. The
846 * d3d9 test however shows that the opposite is true. Since the extension is from 2002, it predates the x86 based
847 * Macs, so probably the endianness differs. This could be tested as soon as we have a Windows and MacOS on a big
850 {WINED3DFMT_UYVY
, GL_LUMINANCE_ALPHA
, GL_LUMINANCE_ALPHA
, 0,
851 GL_LUMINANCE_ALPHA
, GL_UNSIGNED_BYTE
, 0,
852 WINED3DFMT_FLAG_FILTERING
,
853 WINED3D_GL_EXT_NONE
, NULL
},
854 {WINED3DFMT_UYVY
, GL_RGB
, GL_RGB
, 0,
855 GL_YCBCR_422_APPLE
, GL_UNSIGNED_SHORT_8_8_APPLE
, 0,
856 WINED3DFMT_FLAG_TEXTURE
| WINED3DFMT_FLAG_FILTERING
,
857 APPLE_YCBCR_422
, NULL
},
858 {WINED3DFMT_YUY2
, GL_LUMINANCE_ALPHA
, GL_LUMINANCE_ALPHA
, 0,
859 GL_LUMINANCE_ALPHA
, GL_UNSIGNED_BYTE
, 0,
860 WINED3DFMT_FLAG_FILTERING
,
861 WINED3D_GL_EXT_NONE
, NULL
},
862 {WINED3DFMT_YUY2
, GL_RGB
, GL_RGB
, 0,
863 GL_YCBCR_422_APPLE
, GL_UNSIGNED_SHORT_8_8_REV_APPLE
, 0,
864 WINED3DFMT_FLAG_TEXTURE
| WINED3DFMT_FLAG_FILTERING
,
865 APPLE_YCBCR_422
, NULL
},
866 {WINED3DFMT_YV12
, GL_ALPHA
, GL_ALPHA
, 0,
867 GL_ALPHA
, GL_UNSIGNED_BYTE
, 0,
868 WINED3DFMT_FLAG_FILTERING
,
869 WINED3D_GL_EXT_NONE
, NULL
},
870 {WINED3DFMT_NV12
, GL_ALPHA
, GL_ALPHA
, 0,
871 GL_ALPHA
, GL_UNSIGNED_BYTE
, 0,
872 WINED3DFMT_FLAG_FILTERING
,
873 WINED3D_GL_EXT_NONE
, NULL
},
874 {WINED3DFMT_DXT1
, GL_COMPRESSED_RGBA_S3TC_DXT1_EXT
, GL_COMPRESSED_SRGB_ALPHA_S3TC_DXT1_EXT
, 0,
875 GL_RGBA
, GL_UNSIGNED_BYTE
, 0,
876 WINED3DFMT_FLAG_TEXTURE
| WINED3DFMT_FLAG_POSTPIXELSHADER_BLENDING
| WINED3DFMT_FLAG_FILTERING
877 | WINED3DFMT_FLAG_SRGB_READ
| WINED3DFMT_FLAG_COMPRESSED
,
878 EXT_TEXTURE_COMPRESSION_S3TC
, NULL
},
879 {WINED3DFMT_DXT2
, GL_COMPRESSED_RGBA_S3TC_DXT3_EXT
, GL_COMPRESSED_SRGB_ALPHA_S3TC_DXT3_EXT
, 0,
880 GL_RGBA
, GL_UNSIGNED_BYTE
, 0,
881 WINED3DFMT_FLAG_TEXTURE
| WINED3DFMT_FLAG_POSTPIXELSHADER_BLENDING
| WINED3DFMT_FLAG_FILTERING
882 | WINED3DFMT_FLAG_SRGB_READ
| WINED3DFMT_FLAG_COMPRESSED
,
883 EXT_TEXTURE_COMPRESSION_S3TC
, NULL
},
884 {WINED3DFMT_DXT3
, GL_COMPRESSED_RGBA_S3TC_DXT3_EXT
, GL_COMPRESSED_SRGB_ALPHA_S3TC_DXT3_EXT
, 0,
885 GL_RGBA
, GL_UNSIGNED_BYTE
, 0,
886 WINED3DFMT_FLAG_TEXTURE
| WINED3DFMT_FLAG_POSTPIXELSHADER_BLENDING
| WINED3DFMT_FLAG_FILTERING
887 | WINED3DFMT_FLAG_SRGB_READ
| WINED3DFMT_FLAG_COMPRESSED
,
888 EXT_TEXTURE_COMPRESSION_S3TC
, NULL
},
889 {WINED3DFMT_DXT4
, GL_COMPRESSED_RGBA_S3TC_DXT5_EXT
, GL_COMPRESSED_SRGB_ALPHA_S3TC_DXT5_EXT
, 0,
890 GL_RGBA
, GL_UNSIGNED_BYTE
, 0,
891 WINED3DFMT_FLAG_TEXTURE
| WINED3DFMT_FLAG_POSTPIXELSHADER_BLENDING
| WINED3DFMT_FLAG_FILTERING
892 | WINED3DFMT_FLAG_SRGB_READ
| WINED3DFMT_FLAG_COMPRESSED
,
893 EXT_TEXTURE_COMPRESSION_S3TC
, NULL
},
894 {WINED3DFMT_DXT5
, GL_COMPRESSED_RGBA_S3TC_DXT5_EXT
, GL_COMPRESSED_SRGB_ALPHA_S3TC_DXT5_EXT
, 0,
895 GL_RGBA
, GL_UNSIGNED_BYTE
, 0,
896 WINED3DFMT_FLAG_TEXTURE
| WINED3DFMT_FLAG_POSTPIXELSHADER_BLENDING
| WINED3DFMT_FLAG_FILTERING
897 | WINED3DFMT_FLAG_SRGB_READ
| WINED3DFMT_FLAG_COMPRESSED
,
898 EXT_TEXTURE_COMPRESSION_S3TC
, NULL
},
900 {WINED3DFMT_R32_FLOAT
, GL_RGB32F_ARB
, GL_RGB32F_ARB
, 0,
902 WINED3DFMT_FLAG_TEXTURE
| WINED3DFMT_FLAG_RENDERTARGET
| WINED3DFMT_FLAG_VTF
,
903 ARB_TEXTURE_FLOAT
, NULL
},
904 {WINED3DFMT_R32_FLOAT
, GL_R32F
, GL_R32F
, 0,
906 WINED3DFMT_FLAG_TEXTURE
| WINED3DFMT_FLAG_RENDERTARGET
| WINED3DFMT_FLAG_VTF
,
907 ARB_TEXTURE_RG
, NULL
},
908 {WINED3DFMT_R32G32_FLOAT
, GL_RGB32F_ARB
, GL_RGB32F_ARB
, 0,
909 GL_RGB
, GL_FLOAT
, 12,
910 WINED3DFMT_FLAG_TEXTURE
| WINED3DFMT_FLAG_RENDERTARGET
| WINED3DFMT_FLAG_VTF
,
911 ARB_TEXTURE_FLOAT
, convert_r32g32_float
},
912 {WINED3DFMT_R32G32_FLOAT
, GL_RG32F
, GL_RG32F
, 0,
914 WINED3DFMT_FLAG_TEXTURE
| WINED3DFMT_FLAG_RENDERTARGET
| WINED3DFMT_FLAG_VTF
,
915 ARB_TEXTURE_RG
, NULL
},
916 {WINED3DFMT_R32G32B32A32_FLOAT
, GL_RGBA32F_ARB
, GL_RGBA32F_ARB
, 0,
917 GL_RGBA
, GL_FLOAT
, 0,
918 WINED3DFMT_FLAG_TEXTURE
| WINED3DFMT_FLAG_RENDERTARGET
| WINED3DFMT_FLAG_VTF
,
919 ARB_TEXTURE_FLOAT
, NULL
},
921 {WINED3DFMT_R16_FLOAT
, GL_RGB16F_ARB
, GL_RGB16F_ARB
, 0,
922 GL_RED
, GL_HALF_FLOAT_ARB
, 0,
923 WINED3DFMT_FLAG_TEXTURE
| WINED3DFMT_FLAG_RENDERTARGET
| WINED3DFMT_FLAG_VTF
,
924 ARB_TEXTURE_FLOAT
, NULL
},
925 {WINED3DFMT_R16_FLOAT
, GL_R16F
, GL_R16F
, 0,
926 GL_RED
, GL_HALF_FLOAT_ARB
, 0,
927 WINED3DFMT_FLAG_TEXTURE
| WINED3DFMT_FLAG_RENDERTARGET
| WINED3DFMT_FLAG_VTF
,
928 ARB_TEXTURE_RG
, NULL
},
929 {WINED3DFMT_R16G16_FLOAT
, GL_RGB16F_ARB
, GL_RGB16F_ARB
, 0,
930 GL_RGB
, GL_HALF_FLOAT_ARB
, 6,
931 WINED3DFMT_FLAG_TEXTURE
| WINED3DFMT_FLAG_RENDERTARGET
| WINED3DFMT_FLAG_VTF
,
932 ARB_TEXTURE_FLOAT
, convert_r16g16
},
933 {WINED3DFMT_R16G16_FLOAT
, GL_RG16F
, GL_RG16F
, 0,
934 GL_RG
, GL_HALF_FLOAT_ARB
, 0,
935 WINED3DFMT_FLAG_TEXTURE
| WINED3DFMT_FLAG_RENDERTARGET
| WINED3DFMT_FLAG_VTF
,
936 ARB_TEXTURE_RG
, NULL
},
937 {WINED3DFMT_R16G16B16A16_FLOAT
, GL_RGBA16F_ARB
, GL_RGBA16F_ARB
, 0,
938 GL_RGBA
, GL_HALF_FLOAT_ARB
, 0,
939 WINED3DFMT_FLAG_TEXTURE
| WINED3DFMT_FLAG_POSTPIXELSHADER_BLENDING
| WINED3DFMT_FLAG_RENDERTARGET
940 | WINED3DFMT_FLAG_VTF
,
941 ARB_TEXTURE_FLOAT
, NULL
},
942 /* Palettized formats */
943 {WINED3DFMT_P8_UINT
, GL_ALPHA8
, GL_ALPHA8
, 0,
944 GL_ALPHA
, GL_UNSIGNED_BYTE
, 0,
947 /* Standard ARGB formats */
948 {WINED3DFMT_B8G8R8_UNORM
, GL_RGB8
, GL_RGB8
, 0,
949 GL_BGR
, GL_UNSIGNED_BYTE
, 0,
950 WINED3DFMT_FLAG_POSTPIXELSHADER_BLENDING
| WINED3DFMT_FLAG_FILTERING
| WINED3DFMT_FLAG_RENDERTARGET
,
951 WINED3D_GL_EXT_NONE
, NULL
},
952 {WINED3DFMT_B8G8R8A8_UNORM
, GL_RGBA8
, GL_SRGB8_ALPHA8_EXT
, 0,
953 GL_BGRA
, GL_UNSIGNED_INT_8_8_8_8_REV
, 0,
954 WINED3DFMT_FLAG_TEXTURE
| WINED3DFMT_FLAG_POSTPIXELSHADER_BLENDING
| WINED3DFMT_FLAG_FILTERING
955 | WINED3DFMT_FLAG_RENDERTARGET
| WINED3DFMT_FLAG_SRGB_READ
| WINED3DFMT_FLAG_SRGB_WRITE
956 | WINED3DFMT_FLAG_VTF
,
957 WINED3D_GL_EXT_NONE
, NULL
},
958 {WINED3DFMT_B8G8R8X8_UNORM
, GL_RGB8
, GL_SRGB8_EXT
, 0,
959 GL_BGRA
, GL_UNSIGNED_INT_8_8_8_8_REV
, 0,
960 WINED3DFMT_FLAG_TEXTURE
| WINED3DFMT_FLAG_POSTPIXELSHADER_BLENDING
| WINED3DFMT_FLAG_FILTERING
961 | WINED3DFMT_FLAG_RENDERTARGET
| WINED3DFMT_FLAG_SRGB_READ
| WINED3DFMT_FLAG_SRGB_WRITE
,
962 WINED3D_GL_EXT_NONE
, NULL
},
963 {WINED3DFMT_B5G6R5_UNORM
, GL_RGB5
, GL_RGB5
, GL_RGB8
,
964 GL_RGB
, GL_UNSIGNED_SHORT_5_6_5
, 0,
965 WINED3DFMT_FLAG_TEXTURE
| WINED3DFMT_FLAG_POSTPIXELSHADER_BLENDING
| WINED3DFMT_FLAG_FILTERING
966 | WINED3DFMT_FLAG_RENDERTARGET
,
967 WINED3D_GL_EXT_NONE
, NULL
},
968 {WINED3DFMT_B5G5R5X1_UNORM
, GL_RGB5
, GL_RGB5_A1
, 0,
969 GL_BGRA
, GL_UNSIGNED_SHORT_1_5_5_5_REV
, 0,
970 WINED3DFMT_FLAG_TEXTURE
| WINED3DFMT_FLAG_POSTPIXELSHADER_BLENDING
| WINED3DFMT_FLAG_FILTERING
,
971 WINED3D_GL_EXT_NONE
, NULL
},
972 {WINED3DFMT_B5G5R5A1_UNORM
, GL_RGB5_A1
, GL_RGB5_A1
, 0,
973 GL_BGRA
, GL_UNSIGNED_SHORT_1_5_5_5_REV
, 0,
974 WINED3DFMT_FLAG_TEXTURE
| WINED3DFMT_FLAG_POSTPIXELSHADER_BLENDING
| WINED3DFMT_FLAG_FILTERING
,
975 WINED3D_GL_EXT_NONE
, NULL
},
976 {WINED3DFMT_B4G4R4A4_UNORM
, GL_RGBA4
, GL_SRGB8_ALPHA8_EXT
, 0,
977 GL_BGRA
, GL_UNSIGNED_SHORT_4_4_4_4_REV
, 0,
978 WINED3DFMT_FLAG_TEXTURE
| WINED3DFMT_FLAG_POSTPIXELSHADER_BLENDING
| WINED3DFMT_FLAG_FILTERING
979 | WINED3DFMT_FLAG_SRGB_READ
,
980 WINED3D_GL_EXT_NONE
, NULL
},
981 {WINED3DFMT_B2G3R3_UNORM
, GL_R3_G3_B2
, GL_R3_G3_B2
, 0,
982 GL_RGB
, GL_UNSIGNED_BYTE_3_3_2
, 0,
983 WINED3DFMT_FLAG_POSTPIXELSHADER_BLENDING
| WINED3DFMT_FLAG_FILTERING
,
984 WINED3D_GL_EXT_NONE
, NULL
},
985 {WINED3DFMT_R8_UNORM
, GL_R8
, GL_R8
, 0,
986 GL_RED
, GL_UNSIGNED_BYTE
, 0,
987 WINED3DFMT_FLAG_TEXTURE
| WINED3DFMT_FLAG_POSTPIXELSHADER_BLENDING
| WINED3DFMT_FLAG_FILTERING
988 | WINED3DFMT_FLAG_RENDERTARGET
| WINED3DFMT_FLAG_VTF
,
989 ARB_TEXTURE_RG
, NULL
},
990 {WINED3DFMT_A8_UNORM
, GL_ALPHA8
, GL_ALPHA8
, 0,
991 GL_ALPHA
, GL_UNSIGNED_BYTE
, 0,
992 WINED3DFMT_FLAG_TEXTURE
| WINED3DFMT_FLAG_POSTPIXELSHADER_BLENDING
| WINED3DFMT_FLAG_FILTERING
,
993 WINED3D_GL_EXT_NONE
, NULL
},
994 {WINED3DFMT_B4G4R4X4_UNORM
, GL_RGB4
, GL_RGB4
, 0,
995 GL_BGRA
, GL_UNSIGNED_SHORT_4_4_4_4_REV
, 0,
996 WINED3DFMT_FLAG_TEXTURE
| WINED3DFMT_FLAG_POSTPIXELSHADER_BLENDING
| WINED3DFMT_FLAG_FILTERING
,
997 WINED3D_GL_EXT_NONE
, NULL
},
998 {WINED3DFMT_R10G10B10A2_UNORM
, GL_RGB10_A2
, GL_RGB10_A2
, 0,
999 GL_RGBA
, GL_UNSIGNED_INT_2_10_10_10_REV
, 0,
1000 WINED3DFMT_FLAG_TEXTURE
| WINED3DFMT_FLAG_POSTPIXELSHADER_BLENDING
| WINED3DFMT_FLAG_FILTERING
1001 | WINED3DFMT_FLAG_RENDERTARGET
,
1002 WINED3D_GL_EXT_NONE
, NULL
},
1003 {WINED3DFMT_R8G8B8A8_UNORM
, GL_RGBA8
, GL_SRGB8_ALPHA8_EXT
, 0,
1004 GL_RGBA
, GL_UNSIGNED_INT_8_8_8_8_REV
, 0,
1005 WINED3DFMT_FLAG_TEXTURE
| WINED3DFMT_FLAG_POSTPIXELSHADER_BLENDING
| WINED3DFMT_FLAG_FILTERING
1006 | WINED3DFMT_FLAG_RENDERTARGET
| WINED3DFMT_FLAG_SRGB_READ
| WINED3DFMT_FLAG_SRGB_WRITE
1007 | WINED3DFMT_FLAG_VTF
,
1008 WINED3D_GL_EXT_NONE
, NULL
},
1009 {WINED3DFMT_R8G8B8X8_UNORM
, GL_RGB8
, GL_RGB8
, 0,
1010 GL_RGBA
, GL_UNSIGNED_INT_8_8_8_8_REV
, 0,
1011 WINED3DFMT_FLAG_TEXTURE
| WINED3DFMT_FLAG_POSTPIXELSHADER_BLENDING
| WINED3DFMT_FLAG_FILTERING
,
1012 WINED3D_GL_EXT_NONE
, NULL
},
1013 {WINED3DFMT_R16G16_UNORM
, GL_RGB16
, GL_RGB16
, GL_RGBA16
,
1014 GL_RGB
, GL_UNSIGNED_SHORT
, 6,
1015 WINED3DFMT_FLAG_TEXTURE
| WINED3DFMT_FLAG_POSTPIXELSHADER_BLENDING
| WINED3DFMT_FLAG_FILTERING
,
1016 WINED3D_GL_EXT_NONE
, convert_r16g16
},
1017 {WINED3DFMT_R16G16_UNORM
, GL_RG16
, GL_RG16
, 0,
1018 GL_RG
, GL_UNSIGNED_SHORT
, 0,
1019 WINED3DFMT_FLAG_TEXTURE
| WINED3DFMT_FLAG_POSTPIXELSHADER_BLENDING
| WINED3DFMT_FLAG_FILTERING
1020 | WINED3DFMT_FLAG_RENDERTARGET
,
1021 ARB_TEXTURE_RG
, NULL
},
1022 {WINED3DFMT_B10G10R10A2_UNORM
, GL_RGB10_A2
, GL_RGB10_A2
, 0,
1023 GL_BGRA
, GL_UNSIGNED_INT_2_10_10_10_REV
, 0,
1024 WINED3DFMT_FLAG_TEXTURE
| WINED3DFMT_FLAG_POSTPIXELSHADER_BLENDING
| WINED3DFMT_FLAG_FILTERING
1025 | WINED3DFMT_FLAG_RENDERTARGET
,
1026 WINED3D_GL_EXT_NONE
, NULL
},
1027 {WINED3DFMT_R16G16B16A16_UNORM
, GL_RGBA16
, GL_RGBA16
, 0,
1028 GL_RGBA
, GL_UNSIGNED_SHORT
, 0,
1029 WINED3DFMT_FLAG_TEXTURE
| WINED3DFMT_FLAG_POSTPIXELSHADER_BLENDING
| WINED3DFMT_FLAG_FILTERING
1030 | WINED3DFMT_FLAG_RENDERTARGET
,
1031 WINED3D_GL_EXT_NONE
, NULL
},
1033 {WINED3DFMT_L8_UNORM
, GL_LUMINANCE8
, GL_SLUMINANCE8_EXT
, 0,
1034 GL_LUMINANCE
, GL_UNSIGNED_BYTE
, 0,
1035 WINED3DFMT_FLAG_TEXTURE
| WINED3DFMT_FLAG_POSTPIXELSHADER_BLENDING
| WINED3DFMT_FLAG_FILTERING
1036 | WINED3DFMT_FLAG_SRGB_READ
,
1037 WINED3D_GL_EXT_NONE
, NULL
},
1038 {WINED3DFMT_L8A8_UNORM
, GL_LUMINANCE8_ALPHA8
, GL_SLUMINANCE8_ALPHA8_EXT
, 0,
1039 GL_LUMINANCE_ALPHA
, GL_UNSIGNED_BYTE
, 0,
1040 WINED3DFMT_FLAG_TEXTURE
| WINED3DFMT_FLAG_POSTPIXELSHADER_BLENDING
| WINED3DFMT_FLAG_FILTERING
1041 | WINED3DFMT_FLAG_SRGB_READ
,
1042 WINED3D_GL_EXT_NONE
, NULL
},
1043 {WINED3DFMT_L4A4_UNORM
, GL_LUMINANCE4_ALPHA4
, GL_LUMINANCE4_ALPHA4
, 0,
1044 GL_LUMINANCE_ALPHA
, GL_UNSIGNED_BYTE
, 2,
1045 WINED3DFMT_FLAG_FILTERING
,
1046 WINED3D_GL_EXT_NONE
, convert_l4a4_unorm
},
1047 /* Bump mapping stuff */
1048 {WINED3DFMT_R8G8_SNORM
, GL_RGB8
, GL_RGB8
, 0,
1049 GL_BGR
, GL_UNSIGNED_BYTE
, 3,
1050 WINED3DFMT_FLAG_TEXTURE
| WINED3DFMT_FLAG_POSTPIXELSHADER_BLENDING
| WINED3DFMT_FLAG_FILTERING
1051 | WINED3DFMT_FLAG_BUMPMAP
,
1052 WINED3D_GL_EXT_NONE
, convert_r8g8_snorm
},
1053 {WINED3DFMT_R8G8_SNORM
, GL_DSDT8_NV
, GL_DSDT8_NV
, 0,
1054 GL_DSDT_NV
, GL_BYTE
, 0,
1055 WINED3DFMT_FLAG_TEXTURE
| WINED3DFMT_FLAG_POSTPIXELSHADER_BLENDING
| WINED3DFMT_FLAG_FILTERING
1056 | WINED3DFMT_FLAG_BUMPMAP
,
1057 NV_TEXTURE_SHADER
, NULL
},
1058 {WINED3DFMT_R5G5_SNORM_L6_UNORM
, GL_RGB5
, GL_RGB5
, 0,
1059 GL_RGB
, GL_UNSIGNED_SHORT_5_6_5
, 2,
1060 WINED3DFMT_FLAG_TEXTURE
| WINED3DFMT_FLAG_POSTPIXELSHADER_BLENDING
| WINED3DFMT_FLAG_FILTERING
1061 | WINED3DFMT_FLAG_BUMPMAP
,
1062 WINED3D_GL_EXT_NONE
, convert_r5g5_snorm_l6_unorm
},
1063 {WINED3DFMT_R5G5_SNORM_L6_UNORM
, GL_DSDT8_MAG8_NV
, GL_DSDT8_MAG8_NV
, 0,
1064 GL_DSDT_MAG_NV
, GL_BYTE
, 3,
1065 WINED3DFMT_FLAG_TEXTURE
| WINED3DFMT_FLAG_POSTPIXELSHADER_BLENDING
| WINED3DFMT_FLAG_FILTERING
1066 | WINED3DFMT_FLAG_BUMPMAP
,
1067 NV_TEXTURE_SHADER
, convert_r5g5_snorm_l6_unorm_nv
},
1068 {WINED3DFMT_R8G8_SNORM_L8X8_UNORM
, GL_RGB8
, GL_RGB8
, 0,
1069 GL_BGRA
, GL_UNSIGNED_INT_8_8_8_8_REV
, 4,
1070 WINED3DFMT_FLAG_TEXTURE
| WINED3DFMT_FLAG_POSTPIXELSHADER_BLENDING
| WINED3DFMT_FLAG_FILTERING
1071 | WINED3DFMT_FLAG_BUMPMAP
,
1072 WINED3D_GL_EXT_NONE
, convert_r8g8_snorm_l8x8_unorm
},
1073 {WINED3DFMT_R8G8_SNORM_L8X8_UNORM
, GL_DSDT8_MAG8_INTENSITY8_NV
, GL_DSDT8_MAG8_INTENSITY8_NV
, 0,
1074 GL_DSDT_MAG_VIB_NV
, GL_UNSIGNED_INT_8_8_S8_S8_REV_NV
, 4,
1075 WINED3DFMT_FLAG_TEXTURE
| WINED3DFMT_FLAG_POSTPIXELSHADER_BLENDING
| WINED3DFMT_FLAG_FILTERING
1076 | WINED3DFMT_FLAG_BUMPMAP
,
1077 NV_TEXTURE_SHADER
, convert_r8g8_snorm_l8x8_unorm_nv
},
1078 {WINED3DFMT_R8G8B8A8_SNORM
, GL_RGBA8
, GL_RGBA8
, 0,
1079 GL_BGRA
, GL_UNSIGNED_BYTE
, 4,
1080 WINED3DFMT_FLAG_TEXTURE
| WINED3DFMT_FLAG_POSTPIXELSHADER_BLENDING
| WINED3DFMT_FLAG_FILTERING
1081 | WINED3DFMT_FLAG_BUMPMAP
,
1082 WINED3D_GL_EXT_NONE
, convert_r8g8b8a8_snorm
},
1083 {WINED3DFMT_R8G8B8A8_SNORM
, GL_SIGNED_RGBA8_NV
, GL_SIGNED_RGBA8_NV
, 0,
1084 GL_RGBA
, GL_BYTE
, 0,
1085 WINED3DFMT_FLAG_TEXTURE
| WINED3DFMT_FLAG_POSTPIXELSHADER_BLENDING
| WINED3DFMT_FLAG_FILTERING
1086 | WINED3DFMT_FLAG_BUMPMAP
,
1087 NV_TEXTURE_SHADER
, NULL
},
1088 {WINED3DFMT_R16G16_SNORM
, GL_RGB16
, GL_RGB16
, 0,
1089 GL_BGR
, GL_UNSIGNED_SHORT
, 6,
1090 WINED3DFMT_FLAG_TEXTURE
| WINED3DFMT_FLAG_POSTPIXELSHADER_BLENDING
| WINED3DFMT_FLAG_FILTERING
1091 | WINED3DFMT_FLAG_BUMPMAP
,
1092 WINED3D_GL_EXT_NONE
, convert_r16g16_snorm
},
1093 {WINED3DFMT_R16G16_SNORM
, GL_SIGNED_HILO16_NV
, GL_SIGNED_HILO16_NV
, 0,
1094 GL_HILO_NV
, GL_SHORT
, 0,
1095 WINED3DFMT_FLAG_TEXTURE
| WINED3DFMT_FLAG_POSTPIXELSHADER_BLENDING
| WINED3DFMT_FLAG_FILTERING
1096 | WINED3DFMT_FLAG_BUMPMAP
,
1097 NV_TEXTURE_SHADER
, NULL
},
1098 /* Depth stencil formats */
1099 {WINED3DFMT_D16_LOCKABLE
, GL_DEPTH_COMPONENT
, GL_DEPTH_COMPONENT
, 0,
1100 GL_DEPTH_COMPONENT
, GL_UNSIGNED_SHORT
, 0,
1101 WINED3DFMT_FLAG_DEPTH
,
1102 WINED3D_GL_EXT_NONE
, NULL
},
1103 {WINED3DFMT_D16_LOCKABLE
, GL_DEPTH_COMPONENT24_ARB
, GL_DEPTH_COMPONENT24_ARB
, 0,
1104 GL_DEPTH_COMPONENT
, GL_UNSIGNED_SHORT
, 0,
1105 WINED3DFMT_FLAG_TEXTURE
| WINED3DFMT_FLAG_DEPTH
| WINED3DFMT_FLAG_SHADOW
,
1106 ARB_DEPTH_TEXTURE
, NULL
},
1107 {WINED3DFMT_D32_UNORM
, GL_DEPTH_COMPONENT
, GL_DEPTH_COMPONENT
, 0,
1108 GL_DEPTH_COMPONENT
, GL_UNSIGNED_INT
, 0,
1109 WINED3DFMT_FLAG_DEPTH
,
1110 WINED3D_GL_EXT_NONE
, NULL
},
1111 {WINED3DFMT_D32_UNORM
, GL_DEPTH_COMPONENT32_ARB
, GL_DEPTH_COMPONENT32_ARB
, 0,
1112 GL_DEPTH_COMPONENT
, GL_UNSIGNED_INT
, 0,
1113 WINED3DFMT_FLAG_TEXTURE
| WINED3DFMT_FLAG_DEPTH
| WINED3DFMT_FLAG_SHADOW
,
1114 ARB_DEPTH_TEXTURE
, NULL
},
1115 {WINED3DFMT_S1_UINT_D15_UNORM
, GL_DEPTH_COMPONENT24_ARB
, GL_DEPTH_COMPONENT24_ARB
, 0,
1116 GL_DEPTH_COMPONENT
, GL_UNSIGNED_SHORT
, 0,
1117 WINED3DFMT_FLAG_DEPTH
| WINED3DFMT_FLAG_SHADOW
,
1118 ARB_DEPTH_TEXTURE
, NULL
},
1119 {WINED3DFMT_S1_UINT_D15_UNORM
, GL_DEPTH24_STENCIL8_EXT
, GL_DEPTH24_STENCIL8_EXT
, 0,
1120 GL_DEPTH_STENCIL_EXT
, GL_UNSIGNED_INT_24_8_EXT
, 4,
1121 WINED3DFMT_FLAG_DEPTH
| WINED3DFMT_FLAG_STENCIL
| WINED3DFMT_FLAG_SHADOW
,
1122 EXT_PACKED_DEPTH_STENCIL
, convert_s1_uint_d15_unorm
},
1123 {WINED3DFMT_S1_UINT_D15_UNORM
, GL_DEPTH24_STENCIL8
, GL_DEPTH24_STENCIL8
, 0,
1124 GL_DEPTH_STENCIL
, GL_UNSIGNED_INT_24_8
, 4,
1125 WINED3DFMT_FLAG_DEPTH
| WINED3DFMT_FLAG_STENCIL
| WINED3DFMT_FLAG_SHADOW
,
1126 ARB_FRAMEBUFFER_OBJECT
, convert_s1_uint_d15_unorm
},
1127 {WINED3DFMT_D24_UNORM_S8_UINT
, GL_DEPTH_COMPONENT24_ARB
, GL_DEPTH_COMPONENT24_ARB
, 0,
1128 GL_DEPTH_COMPONENT
, GL_UNSIGNED_INT
, 0,
1129 WINED3DFMT_FLAG_TEXTURE
| WINED3DFMT_FLAG_POSTPIXELSHADER_BLENDING
| WINED3DFMT_FLAG_FILTERING
1130 | WINED3DFMT_FLAG_DEPTH
| WINED3DFMT_FLAG_SHADOW
,
1131 ARB_DEPTH_TEXTURE
, NULL
},
1132 {WINED3DFMT_D24_UNORM_S8_UINT
, GL_DEPTH24_STENCIL8_EXT
, GL_DEPTH24_STENCIL8_EXT
, 0,
1133 GL_DEPTH_STENCIL_EXT
, GL_UNSIGNED_INT_24_8_EXT
, 0,
1134 WINED3DFMT_FLAG_TEXTURE
| WINED3DFMT_FLAG_POSTPIXELSHADER_BLENDING
| WINED3DFMT_FLAG_FILTERING
1135 | WINED3DFMT_FLAG_DEPTH
| WINED3DFMT_FLAG_STENCIL
| WINED3DFMT_FLAG_SHADOW
,
1136 EXT_PACKED_DEPTH_STENCIL
, NULL
},
1137 {WINED3DFMT_D24_UNORM_S8_UINT
, GL_DEPTH24_STENCIL8
, GL_DEPTH24_STENCIL8
, 0,
1138 GL_DEPTH_STENCIL
, GL_UNSIGNED_INT_24_8
, 0,
1139 WINED3DFMT_FLAG_TEXTURE
| WINED3DFMT_FLAG_POSTPIXELSHADER_BLENDING
| WINED3DFMT_FLAG_FILTERING
1140 | WINED3DFMT_FLAG_DEPTH
| WINED3DFMT_FLAG_STENCIL
| WINED3DFMT_FLAG_SHADOW
,
1141 ARB_FRAMEBUFFER_OBJECT
, NULL
},
1142 {WINED3DFMT_X8D24_UNORM
, GL_DEPTH_COMPONENT
, GL_DEPTH_COMPONENT
, 0,
1143 GL_DEPTH_COMPONENT
, GL_UNSIGNED_INT
, 0,
1144 WINED3DFMT_FLAG_DEPTH
,
1145 WINED3D_GL_EXT_NONE
, NULL
},
1146 {WINED3DFMT_X8D24_UNORM
, GL_DEPTH_COMPONENT24_ARB
, GL_DEPTH_COMPONENT24_ARB
, 0,
1147 GL_DEPTH_COMPONENT
, GL_UNSIGNED_INT
, 0,
1148 WINED3DFMT_FLAG_TEXTURE
| WINED3DFMT_FLAG_POSTPIXELSHADER_BLENDING
| WINED3DFMT_FLAG_FILTERING
1149 | WINED3DFMT_FLAG_DEPTH
| WINED3DFMT_FLAG_SHADOW
,
1150 ARB_DEPTH_TEXTURE
, NULL
},
1151 {WINED3DFMT_S4X4_UINT_D24_UNORM
, GL_DEPTH_COMPONENT24_ARB
, GL_DEPTH_COMPONENT24_ARB
, 0,
1152 GL_DEPTH_COMPONENT
, GL_UNSIGNED_INT
, 0,
1153 WINED3DFMT_FLAG_DEPTH
| WINED3DFMT_FLAG_SHADOW
,
1154 ARB_DEPTH_TEXTURE
, NULL
},
1155 {WINED3DFMT_S4X4_UINT_D24_UNORM
, GL_DEPTH24_STENCIL8_EXT
, GL_DEPTH24_STENCIL8_EXT
, 0,
1156 GL_DEPTH_STENCIL_EXT
, GL_UNSIGNED_INT_24_8_EXT
, 4,
1157 WINED3DFMT_FLAG_DEPTH
| WINED3DFMT_FLAG_STENCIL
| WINED3DFMT_FLAG_SHADOW
,
1158 EXT_PACKED_DEPTH_STENCIL
, convert_s4x4_uint_d24_unorm
},
1159 {WINED3DFMT_S4X4_UINT_D24_UNORM
, GL_DEPTH24_STENCIL8
, GL_DEPTH24_STENCIL8
, 0,
1160 GL_DEPTH_STENCIL
, GL_UNSIGNED_INT_24_8
, 4,
1161 WINED3DFMT_FLAG_DEPTH
| WINED3DFMT_FLAG_STENCIL
| WINED3DFMT_FLAG_SHADOW
,
1162 ARB_FRAMEBUFFER_OBJECT
, convert_s4x4_uint_d24_unorm
},
1163 {WINED3DFMT_D16_UNORM
, GL_DEPTH_COMPONENT
, GL_DEPTH_COMPONENT
, 0,
1164 GL_DEPTH_COMPONENT
, GL_UNSIGNED_SHORT
, 0,
1165 WINED3DFMT_FLAG_DEPTH
,
1166 WINED3D_GL_EXT_NONE
, NULL
},
1167 {WINED3DFMT_D16_UNORM
, GL_DEPTH_COMPONENT24_ARB
, GL_DEPTH_COMPONENT24_ARB
, 0,
1168 GL_DEPTH_COMPONENT
, GL_UNSIGNED_SHORT
, 0,
1169 WINED3DFMT_FLAG_TEXTURE
| WINED3DFMT_FLAG_POSTPIXELSHADER_BLENDING
| WINED3DFMT_FLAG_FILTERING
1170 | WINED3DFMT_FLAG_DEPTH
| WINED3DFMT_FLAG_SHADOW
,
1171 ARB_DEPTH_TEXTURE
, NULL
},
1172 {WINED3DFMT_L16_UNORM
, GL_LUMINANCE16
, GL_LUMINANCE16
, 0,
1173 GL_LUMINANCE
, GL_UNSIGNED_SHORT
, 0,
1174 WINED3DFMT_FLAG_TEXTURE
| WINED3DFMT_FLAG_POSTPIXELSHADER_BLENDING
| WINED3DFMT_FLAG_FILTERING
,
1175 WINED3D_GL_EXT_NONE
, NULL
},
1176 {WINED3DFMT_D32_FLOAT
, GL_DEPTH_COMPONENT32F
, GL_DEPTH_COMPONENT32F
, 0,
1177 GL_DEPTH_COMPONENT
, GL_FLOAT
, 0,
1178 WINED3DFMT_FLAG_TEXTURE
| WINED3DFMT_FLAG_DEPTH
| WINED3DFMT_FLAG_SHADOW
,
1179 ARB_DEPTH_BUFFER_FLOAT
, NULL
},
1180 {WINED3DFMT_S8_UINT_D24_FLOAT
, GL_DEPTH32F_STENCIL8
, GL_DEPTH32F_STENCIL8
, 0,
1181 GL_DEPTH_STENCIL
, GL_FLOAT_32_UNSIGNED_INT_24_8_REV
, 8,
1182 WINED3DFMT_FLAG_TEXTURE
| WINED3DFMT_FLAG_DEPTH
| WINED3DFMT_FLAG_STENCIL
| WINED3DFMT_FLAG_SHADOW
,
1183 ARB_DEPTH_BUFFER_FLOAT
, convert_s8_uint_d24_float
},
1184 /* Vendor-specific formats */
1185 {WINED3DFMT_ATI1N
, GL_COMPRESSED_RED_RGTC1
, GL_COMPRESSED_RED_RGTC1
, 0,
1186 GL_RED
, GL_UNSIGNED_BYTE
, 0,
1187 WINED3DFMT_FLAG_TEXTURE
| WINED3DFMT_FLAG_POSTPIXELSHADER_BLENDING
| WINED3DFMT_FLAG_FILTERING
1188 | WINED3DFMT_FLAG_COMPRESSED
,
1189 ARB_TEXTURE_COMPRESSION_RGTC
, NULL
},
1190 {WINED3DFMT_ATI2N
, GL_COMPRESSED_LUMINANCE_ALPHA_3DC_ATI
, GL_COMPRESSED_LUMINANCE_ALPHA_3DC_ATI
, 0,
1191 GL_LUMINANCE_ALPHA
, GL_UNSIGNED_BYTE
, 0,
1192 WINED3DFMT_FLAG_TEXTURE
| WINED3DFMT_FLAG_POSTPIXELSHADER_BLENDING
| WINED3DFMT_FLAG_FILTERING
1193 | WINED3DFMT_FLAG_COMPRESSED
,
1194 ATI_TEXTURE_COMPRESSION_3DC
, NULL
},
1195 {WINED3DFMT_ATI2N
, GL_COMPRESSED_RG_RGTC2
, GL_COMPRESSED_RG_RGTC2
, 0,
1196 GL_LUMINANCE_ALPHA
, GL_UNSIGNED_BYTE
, 0,
1197 WINED3DFMT_FLAG_TEXTURE
| WINED3DFMT_FLAG_POSTPIXELSHADER_BLENDING
| WINED3DFMT_FLAG_FILTERING
1198 | WINED3DFMT_FLAG_COMPRESSED
,
1199 ARB_TEXTURE_COMPRESSION_RGTC
, NULL
},
1200 {WINED3DFMT_INTZ
, 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
,
1204 EXT_PACKED_DEPTH_STENCIL
, NULL
},
1205 {WINED3DFMT_INTZ
, 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
,
1209 ARB_FRAMEBUFFER_OBJECT
, NULL
},
1210 {WINED3DFMT_NULL
, 0, 0, 0,
1211 GL_RGBA
, GL_UNSIGNED_INT_8_8_8_8_REV
, 0,
1212 WINED3DFMT_FLAG_TEXTURE
| WINED3DFMT_FLAG_RENDERTARGET
,
1213 ARB_FRAMEBUFFER_OBJECT
, NULL
},
1216 static inline int getFmtIdx(enum wined3d_format_id format_id
)
1218 /* First check if the format is at the position of its value.
1219 * This will catch the argb formats before the loop is entered. */
1220 if (format_id
< (sizeof(formats
) / sizeof(*formats
))
1221 && formats
[format_id
].id
== format_id
)
1229 for (i
= 0; i
< (sizeof(formats
) / sizeof(*formats
)); ++i
)
1231 if (formats
[i
].id
== format_id
) return i
;
1237 static BOOL
init_format_base_info(struct wined3d_gl_info
*gl_info
)
1239 UINT format_count
= sizeof(formats
) / sizeof(*formats
);
1242 gl_info
->formats
= HeapAlloc(GetProcessHeap(), HEAP_ZERO_MEMORY
, format_count
* sizeof(*gl_info
->formats
));
1243 if (!gl_info
->formats
)
1245 ERR("Failed to allocate memory.\n");
1249 for (i
= 0; i
< format_count
; ++i
)
1251 struct wined3d_format
*format
= &gl_info
->formats
[i
];
1252 format
->id
= formats
[i
].id
;
1253 format
->red_size
= formats
[i
].red_size
;
1254 format
->green_size
= formats
[i
].green_size
;
1255 format
->blue_size
= formats
[i
].blue_size
;
1256 format
->alpha_size
= formats
[i
].alpha_size
;
1257 format
->red_offset
= formats
[i
].red_offset
;
1258 format
->green_offset
= formats
[i
].green_offset
;
1259 format
->blue_offset
= formats
[i
].blue_offset
;
1260 format
->alpha_offset
= formats
[i
].alpha_offset
;
1261 format
->byte_count
= formats
[i
].bpp
;
1262 format
->depth_size
= formats
[i
].depth_size
;
1263 format
->stencil_size
= formats
[i
].stencil_size
;
1264 format
->block_width
= 1;
1265 format
->block_height
= 1;
1266 format
->block_byte_count
= formats
[i
].bpp
;
1269 for (i
= 0; i
< (sizeof(format_base_flags
) / sizeof(*format_base_flags
)); ++i
)
1271 int fmt_idx
= getFmtIdx(format_base_flags
[i
].id
);
1275 ERR("Format %s (%#x) not found.\n",
1276 debug_d3dformat(format_base_flags
[i
].id
), format_base_flags
[i
].id
);
1277 HeapFree(GetProcessHeap(), 0, gl_info
->formats
);
1281 gl_info
->formats
[fmt_idx
].flags
|= format_base_flags
[i
].flags
;
1287 static BOOL
init_format_block_info(struct wined3d_gl_info
*gl_info
)
1291 for (i
= 0; i
< (sizeof(format_block_info
) / sizeof(*format_block_info
)); ++i
)
1293 struct wined3d_format
*format
;
1294 int fmt_idx
= getFmtIdx(format_block_info
[i
].id
);
1298 ERR("Format %s (%#x) not found.\n",
1299 debug_d3dformat(format_block_info
[i
].id
), format_block_info
[i
].id
);
1303 format
= &gl_info
->formats
[fmt_idx
];
1304 format
->block_width
= format_block_info
[i
].block_width
;
1305 format
->block_height
= format_block_info
[i
].block_height
;
1306 format
->block_byte_count
= format_block_info
[i
].block_byte_count
;
1307 format
->flags
|= WINED3DFMT_FLAG_BLOCKS
;
1308 if (!format_block_info
[i
].verify
)
1309 format
->flags
|= WINED3DFMT_FLAG_BLOCKS_NO_VERIFY
;
1315 /* Context activation is done by the caller. */
1316 static void check_fbo_compat(const struct wined3d_gl_info
*gl_info
, struct wined3d_format
*format
)
1318 /* Check if the default internal format is supported as a frame buffer
1319 * target, otherwise fall back to the render target internal.
1321 * Try to stick to the standard format if possible, this limits precision differences. */
1325 while (gl_info
->gl_ops
.gl
.p_glGetError());
1326 gl_info
->gl_ops
.gl
.p_glDisable(GL_BLEND
);
1328 gl_info
->gl_ops
.gl
.p_glGenTextures(1, &tex
);
1329 gl_info
->gl_ops
.gl
.p_glBindTexture(GL_TEXTURE_2D
, tex
);
1331 gl_info
->gl_ops
.gl
.p_glTexImage2D(GL_TEXTURE_2D
, 0, format
->glInternal
, 16, 16, 0,
1332 format
->glFormat
, format
->glType
, NULL
);
1333 gl_info
->gl_ops
.gl
.p_glTexParameteri(GL_TEXTURE_2D
, GL_TEXTURE_MIN_FILTER
, GL_NEAREST
);
1334 gl_info
->gl_ops
.gl
.p_glTexParameteri(GL_TEXTURE_2D
, GL_TEXTURE_MAG_FILTER
, GL_NEAREST
);
1336 gl_info
->fbo_ops
.glFramebufferTexture2D(GL_FRAMEBUFFER
, GL_COLOR_ATTACHMENT0
, GL_TEXTURE_2D
, tex
, 0);
1338 status
= gl_info
->fbo_ops
.glCheckFramebufferStatus(GL_FRAMEBUFFER
);
1339 checkGLcall("Framebuffer format check");
1341 if (status
== GL_FRAMEBUFFER_COMPLETE
)
1343 TRACE("Format %s is supported as FBO color attachment.\n", debug_d3dformat(format
->id
));
1344 format
->flags
|= WINED3DFMT_FLAG_FBO_ATTACHABLE
;
1345 format
->rtInternal
= format
->glInternal
;
1349 if (!format
->rtInternal
)
1351 if (format
->flags
& WINED3DFMT_FLAG_RENDERTARGET
)
1353 FIXME("Format %s with rendertarget flag is not supported as FBO color attachment,"
1354 " and no fallback specified.\n", debug_d3dformat(format
->id
));
1355 format
->flags
&= ~WINED3DFMT_FLAG_RENDERTARGET
;
1359 TRACE("Format %s is not supported as FBO color attachment.\n", debug_d3dformat(format
->id
));
1361 format
->rtInternal
= format
->glInternal
;
1365 TRACE("Format %s is not supported as FBO color attachment, trying rtInternal format as fallback.\n",
1366 debug_d3dformat(format
->id
));
1368 while (gl_info
->gl_ops
.gl
.p_glGetError());
1370 gl_info
->fbo_ops
.glFramebufferTexture2D(GL_FRAMEBUFFER
, GL_COLOR_ATTACHMENT0
, GL_TEXTURE_2D
, 0, 0);
1372 gl_info
->gl_ops
.gl
.p_glTexImage2D(GL_TEXTURE_2D
, 0, format
->rtInternal
, 16, 16, 0,
1373 format
->glFormat
, format
->glType
, NULL
);
1374 gl_info
->gl_ops
.gl
.p_glTexParameteri(GL_TEXTURE_2D
, GL_TEXTURE_MIN_FILTER
, GL_NEAREST
);
1375 gl_info
->gl_ops
.gl
.p_glTexParameteri(GL_TEXTURE_2D
, GL_TEXTURE_MAG_FILTER
, GL_NEAREST
);
1377 gl_info
->fbo_ops
.glFramebufferTexture2D(GL_FRAMEBUFFER
, GL_COLOR_ATTACHMENT0
, GL_TEXTURE_2D
, tex
, 0);
1379 status
= gl_info
->fbo_ops
.glCheckFramebufferStatus(GL_FRAMEBUFFER
);
1380 checkGLcall("Framebuffer format check");
1382 if (status
== GL_FRAMEBUFFER_COMPLETE
)
1384 TRACE("Format %s rtInternal format is supported as FBO color attachment.\n",
1385 debug_d3dformat(format
->id
));
1389 FIXME("Format %s rtInternal format is not supported as FBO color attachment.\n",
1390 debug_d3dformat(format
->id
));
1391 format
->flags
&= ~WINED3DFMT_FLAG_RENDERTARGET
;
1396 if (status
== GL_FRAMEBUFFER_COMPLETE
&& ((format
->flags
& WINED3DFMT_FLAG_POSTPIXELSHADER_BLENDING
)
1397 || !(gl_info
->quirks
& WINED3D_QUIRK_LIMITED_TEX_FILTERING
))
1398 && format
->id
!= WINED3DFMT_NULL
&& format
->id
!= WINED3DFMT_P8_UINT
1399 && format
->glFormat
!= GL_LUMINANCE
&& format
->glFormat
!= GL_LUMINANCE_ALPHA
1400 && (format
->red_size
|| format
->alpha_size
))
1402 DWORD readback
[16 * 16], color
, r_range
, a_range
;
1407 if (gl_info
->supported
[ARB_FRAMEBUFFER_OBJECT
]
1408 || gl_info
->supported
[EXT_PACKED_DEPTH_STENCIL
])
1410 gl_info
->fbo_ops
.glGenRenderbuffers(1, &rb
);
1411 gl_info
->fbo_ops
.glBindRenderbuffer(GL_RENDERBUFFER
, rb
);
1412 gl_info
->fbo_ops
.glRenderbufferStorage(GL_RENDERBUFFER
, GL_DEPTH24_STENCIL8
, 16, 16);
1413 gl_info
->fbo_ops
.glFramebufferRenderbuffer(GL_FRAMEBUFFER
, GL_DEPTH_ATTACHMENT
, GL_RENDERBUFFER
, rb
);
1414 gl_info
->fbo_ops
.glFramebufferRenderbuffer(GL_FRAMEBUFFER
, GL_STENCIL_ATTACHMENT
, GL_RENDERBUFFER
, rb
);
1415 checkGLcall("RB attachment");
1418 gl_info
->gl_ops
.gl
.p_glEnable(GL_BLEND
);
1419 gl_info
->gl_ops
.gl
.p_glClearColor(0.0f
, 0.0f
, 0.0f
, 1.0f
);
1420 gl_info
->gl_ops
.gl
.p_glClear(GL_COLOR_BUFFER_BIT
);
1421 if (gl_info
->gl_ops
.gl
.p_glGetError() == GL_INVALID_FRAMEBUFFER_OPERATION
)
1423 while (gl_info
->gl_ops
.gl
.p_glGetError());
1424 TRACE("Format doesn't support post-pixelshader blending.\n");
1425 format
->flags
&= ~WINED3DFMT_FLAG_POSTPIXELSHADER_BLENDING
;
1429 gl_info
->gl_ops
.gl
.p_glDisable(GL_BLEND
);
1430 gl_info
->gl_ops
.gl
.p_glViewport(0, 0, 16, 16);
1431 gl_info
->gl_ops
.gl
.p_glDisable(GL_LIGHTING
);
1432 gl_info
->gl_ops
.gl
.p_glMatrixMode(GL_MODELVIEW
);
1433 gl_info
->gl_ops
.gl
.p_glLoadIdentity();
1434 gl_info
->gl_ops
.gl
.p_glMatrixMode(GL_PROJECTION
);
1435 gl_info
->gl_ops
.gl
.p_glLoadIdentity();
1437 gl_info
->gl_ops
.gl
.p_glBlendFunc(GL_SRC_ALPHA
, GL_ONE_MINUS_SRC_ALPHA
);
1439 /* Draw a full-black quad */
1440 gl_info
->gl_ops
.gl
.p_glBegin(GL_TRIANGLE_STRIP
);
1441 gl_info
->gl_ops
.gl
.p_glColor4f(0.0f
, 0.0f
, 0.0f
, 1.0f
);
1442 gl_info
->gl_ops
.gl
.p_glVertex3f(-1.0f
, -1.0f
, 0.0f
);
1443 gl_info
->gl_ops
.gl
.p_glVertex3f(1.0f
, -1.0f
, 0.0f
);
1444 gl_info
->gl_ops
.gl
.p_glVertex3f(-1.0f
, 1.0f
, 0.0f
);
1445 gl_info
->gl_ops
.gl
.p_glVertex3f(1.0f
, 1.0f
, 0.0f
);
1446 gl_info
->gl_ops
.gl
.p_glEnd();
1448 gl_info
->gl_ops
.gl
.p_glEnable(GL_BLEND
);
1449 /* Draw a half-transparent red quad */
1450 gl_info
->gl_ops
.gl
.p_glBegin(GL_TRIANGLE_STRIP
);
1451 gl_info
->gl_ops
.gl
.p_glColor4f(1.0f
, 0.0f
, 0.0f
, 0.5f
);
1452 gl_info
->gl_ops
.gl
.p_glVertex3f(-1.0f
, -1.0f
, 0.0f
);
1453 gl_info
->gl_ops
.gl
.p_glVertex3f(1.0f
, -1.0f
, 0.0f
);
1454 gl_info
->gl_ops
.gl
.p_glVertex3f(-1.0f
, 1.0f
, 0.0f
);
1455 gl_info
->gl_ops
.gl
.p_glVertex3f(1.0f
, 1.0f
, 0.0f
);
1456 gl_info
->gl_ops
.gl
.p_glEnd();
1458 gl_info
->gl_ops
.gl
.p_glDisable(GL_BLEND
);
1460 /* Rebinding texture to workaround a fglrx bug. */
1461 gl_info
->gl_ops
.gl
.p_glBindTexture(GL_TEXTURE_2D
, tex
);
1462 gl_info
->gl_ops
.gl
.p_glGetTexImage(GL_TEXTURE_2D
, 0, GL_BGRA
, GL_UNSIGNED_INT_8_8_8_8_REV
, readback
);
1463 checkGLcall("Post-pixelshader blending check");
1465 color
= readback
[7 * 16 + 7];
1467 r
= (color
& 0x00ff0000) >> 16;
1469 r_range
= format
->red_size
< 8 ? 1 << (8 - format
->red_size
) : 1;
1470 a_range
= format
->alpha_size
< 8 ? 1 << (8 - format
->alpha_size
) : 1;
1471 if (format
->red_size
&& (r
< 0x7f - r_range
|| r
> 0x7f + r_range
))
1473 else if (format
->alpha_size
> 1 && (a
< 0xbf - a_range
|| a
> 0xbf + a_range
))
1477 TRACE("Format doesn't support post-pixelshader blending.\n");
1478 TRACE("Color output: %#x\n", color
);
1479 format
->flags
&= ~WINED3DFMT_FLAG_POSTPIXELSHADER_BLENDING
;
1483 TRACE("Format supports post-pixelshader blending.\n");
1484 TRACE("Color output: %#x\n", color
);
1485 format
->flags
|= WINED3DFMT_FLAG_POSTPIXELSHADER_BLENDING
;
1489 if (gl_info
->supported
[ARB_FRAMEBUFFER_OBJECT
]
1490 || gl_info
->supported
[EXT_PACKED_DEPTH_STENCIL
])
1492 gl_info
->fbo_ops
.glFramebufferRenderbuffer(GL_FRAMEBUFFER
, GL_DEPTH_ATTACHMENT
, GL_RENDERBUFFER
, 0);
1493 gl_info
->fbo_ops
.glFramebufferRenderbuffer(GL_FRAMEBUFFER
, GL_STENCIL_ATTACHMENT
, GL_RENDERBUFFER
, 0);
1494 gl_info
->fbo_ops
.glDeleteRenderbuffers(1, &rb
);
1495 checkGLcall("RB cleanup");
1499 if (format
->glInternal
!= format
->glGammaInternal
)
1501 gl_info
->gl_ops
.gl
.p_glTexImage2D(GL_TEXTURE_2D
, 0, format
->glGammaInternal
, 16, 16, 0,
1502 format
->glFormat
, format
->glType
, NULL
);
1503 gl_info
->fbo_ops
.glFramebufferTexture2D(GL_FRAMEBUFFER
, GL_COLOR_ATTACHMENT0
, GL_TEXTURE_2D
, tex
, 0);
1505 status
= gl_info
->fbo_ops
.glCheckFramebufferStatus(GL_FRAMEBUFFER
);
1506 checkGLcall("Framebuffer format check");
1508 if (status
== GL_FRAMEBUFFER_COMPLETE
)
1510 TRACE("Format %s's sRGB format is FBO attachable.\n", debug_d3dformat(format
->id
));
1511 format
->flags
|= WINED3DFMT_FLAG_FBO_ATTACHABLE_SRGB
;
1515 WARN("Format %s's sRGB format is not FBO attachable.\n", debug_d3dformat(format
->id
));
1518 else if (status
== GL_FRAMEBUFFER_COMPLETE
)
1519 format
->flags
|= WINED3DFMT_FLAG_FBO_ATTACHABLE_SRGB
;
1521 gl_info
->gl_ops
.gl
.p_glDeleteTextures(1, &tex
);
1524 static void query_format_flag(struct wined3d_gl_info
*gl_info
, struct wined3d_format
*format
,
1525 GLint internal
, GLenum pname
, DWORD flag
, const char *string
)
1529 gl_info
->gl_ops
.ext
.p_glGetInternalformativ(GL_TEXTURE_2D
, internal
, pname
, 1, &value
);
1530 if (value
== GL_FULL_SUPPORT
)
1532 TRACE("Format %s supports %s.\n", debug_d3dformat(format
->id
), string
);
1533 format
->flags
|= flag
;
1537 TRACE("Format %s doesn't support %s.\n", debug_d3dformat(format
->id
), string
);
1538 format
->flags
&= ~flag
;
1542 /* Context activation is done by the caller. */
1543 static void init_format_fbo_compat_info(struct wined3d_gl_info
*gl_info
)
1548 if (gl_info
->supported
[ARB_INTERNALFORMAT_QUERY2
])
1550 for (i
= 0; i
< sizeof(formats
) / sizeof(*formats
); ++i
)
1553 struct wined3d_format
*format
= &gl_info
->formats
[i
];
1555 if (!format
->glInternal
)
1557 if (format
->flags
& (WINED3DFMT_FLAG_DEPTH
| WINED3DFMT_FLAG_STENCIL
))
1560 gl_info
->gl_ops
.ext
.p_glGetInternalformativ(GL_TEXTURE_2D
, format
->glInternal
,
1561 GL_FRAMEBUFFER_RENDERABLE
, 1, &value
);
1562 if (value
== GL_FULL_SUPPORT
)
1564 TRACE("Format %s is supported as FBO color attachment.\n", debug_d3dformat(format
->id
));
1565 format
->flags
|= WINED3DFMT_FLAG_FBO_ATTACHABLE
;
1566 format
->rtInternal
= format
->glInternal
;
1568 query_format_flag(gl_info
, format
, format
->glInternal
, GL_FRAMEBUFFER_BLEND
,
1569 WINED3DFMT_FLAG_POSTPIXELSHADER_BLENDING
, "post-pixelshader blending");
1573 if (!format
->rtInternal
)
1575 if (format
->flags
& WINED3DFMT_FLAG_RENDERTARGET
)
1577 WARN("Format %s with rendertarget flag is not supported as FBO color attachment"
1578 " and no fallback specified.\n", debug_d3dformat(format
->id
));
1579 format
->flags
&= ~WINED3DFMT_FLAG_RENDERTARGET
;
1582 TRACE("Format %s is not supported as FBO color attachment.\n", debug_d3dformat(format
->id
));
1583 format
->rtInternal
= format
->glInternal
;
1587 gl_info
->gl_ops
.ext
.p_glGetInternalformativ(GL_TEXTURE_2D
, format
->rtInternal
,
1588 GL_FRAMEBUFFER_RENDERABLE
, 1, &value
);
1589 if (value
== GL_FULL_SUPPORT
)
1591 TRACE("Format %s rtInternal format is supported as FBO color attachment.\n",
1592 debug_d3dformat(format
->id
));
1596 WARN("Format %s rtInternal format is not supported as FBO color attachment.\n",
1597 debug_d3dformat(format
->id
));
1598 format
->flags
&= ~WINED3DFMT_FLAG_RENDERTARGET
;
1603 if (format
->glInternal
!= format
->glGammaInternal
)
1605 gl_info
->gl_ops
.ext
.p_glGetInternalformativ(GL_TEXTURE_2D
, format
->glGammaInternal
,
1606 GL_FRAMEBUFFER_RENDERABLE
, 1, &value
);
1607 if (value
== GL_FULL_SUPPORT
)
1609 TRACE("Format %s's sRGB format is FBO attachable.\n", debug_d3dformat(format
->id
));
1610 format
->flags
|= WINED3DFMT_FLAG_FBO_ATTACHABLE_SRGB
;
1614 WARN("Format %s's sRGB format is not FBO attachable.\n", debug_d3dformat(format
->id
));
1617 else if (format
->flags
& WINED3DFMT_FLAG_FBO_ATTACHABLE
)
1618 format
->flags
|= WINED3DFMT_FLAG_FBO_ATTACHABLE_SRGB
;
1623 if (wined3d_settings
.offscreen_rendering_mode
== ORM_FBO
)
1625 gl_info
->fbo_ops
.glGenFramebuffers(1, &fbo
);
1626 gl_info
->fbo_ops
.glBindFramebuffer(GL_FRAMEBUFFER
, fbo
);
1627 gl_info
->gl_ops
.gl
.p_glDrawBuffer(GL_COLOR_ATTACHMENT0
);
1628 gl_info
->gl_ops
.gl
.p_glReadBuffer(GL_COLOR_ATTACHMENT0
);
1631 for (i
= 0; i
< sizeof(formats
) / sizeof(*formats
); ++i
)
1633 struct wined3d_format
*format
= &gl_info
->formats
[i
];
1635 if (!format
->glInternal
) continue;
1637 if (format
->flags
& (WINED3DFMT_FLAG_DEPTH
| WINED3DFMT_FLAG_STENCIL
))
1639 TRACE("Skipping format %s because it's a depth/stencil format.\n",
1640 debug_d3dformat(format
->id
));
1644 if (format
->flags
& WINED3DFMT_FLAG_COMPRESSED
)
1646 TRACE("Skipping format %s because it's a compressed format.\n",
1647 debug_d3dformat(format
->id
));
1651 if (wined3d_settings
.offscreen_rendering_mode
== ORM_FBO
)
1653 TRACE("Checking if format %s is supported as FBO color attachment...\n", debug_d3dformat(format
->id
));
1654 check_fbo_compat(gl_info
, format
);
1658 format
->rtInternal
= format
->glInternal
;
1662 if (wined3d_settings
.offscreen_rendering_mode
== ORM_FBO
)
1663 gl_info
->fbo_ops
.glDeleteFramebuffers(1, &fbo
);
1666 static BOOL
init_format_texture_info(struct wined3d_adapter
*adapter
, struct wined3d_gl_info
*gl_info
)
1668 struct fragment_caps fragment_caps
;
1669 struct shader_caps shader_caps
;
1673 adapter
->fragment_pipe
->get_caps(gl_info
, &fragment_caps
);
1674 adapter
->shader_backend
->shader_get_caps(gl_info
, &shader_caps
);
1675 srgb_write
= (fragment_caps
.wined3d_caps
& WINED3D_FRAGMENT_CAP_SRGB_WRITE
)
1676 && (shader_caps
.wined3d_caps
& WINED3D_SHADER_CAP_SRGB_WRITE
);
1678 for (i
= 0; i
< sizeof(format_texture_info
) / sizeof(*format_texture_info
); ++i
)
1680 int fmt_idx
= getFmtIdx(format_texture_info
[i
].id
);
1681 struct wined3d_format
*format
;
1685 ERR("Format %s (%#x) not found.\n",
1686 debug_d3dformat(format_texture_info
[i
].id
), format_texture_info
[i
].id
);
1690 if (!gl_info
->supported
[format_texture_info
[i
].extension
]) continue;
1692 format
= &gl_info
->formats
[fmt_idx
];
1694 /* ARB_texture_rg defines floating point formats, but only if
1695 * ARB_texture_float is also supported. */
1696 if (!gl_info
->supported
[ARB_TEXTURE_FLOAT
]
1697 && (format
->flags
& WINED3DFMT_FLAG_FLOAT
))
1700 format
->glInternal
= format_texture_info
[i
].gl_internal
;
1701 format
->glGammaInternal
= format_texture_info
[i
].gl_srgb_internal
;
1702 format
->rtInternal
= format_texture_info
[i
].gl_rt_internal
;
1703 format
->glFormat
= format_texture_info
[i
].gl_format
;
1704 format
->glType
= format_texture_info
[i
].gl_type
;
1705 format
->color_fixup
= COLOR_FIXUP_IDENTITY
;
1706 format
->flags
|= format_texture_info
[i
].flags
;
1707 format
->height_scale
.numerator
= 1;
1708 format
->height_scale
.denominator
= 1;
1710 if (gl_info
->supported
[ARB_INTERNALFORMAT_QUERY2
])
1712 query_format_flag(gl_info
, format
, format
->glInternal
, GL_VERTEX_TEXTURE
,
1713 WINED3DFMT_FLAG_VTF
, "vertex texture usage");
1714 query_format_flag(gl_info
, format
, format
->glInternal
, GL_FILTER
,
1715 WINED3DFMT_FLAG_FILTERING
, "filtering");
1717 if (format
->glGammaInternal
!= format
->glInternal
)
1719 query_format_flag(gl_info
, format
, format
->glGammaInternal
, GL_SRGB_READ
,
1720 WINED3DFMT_FLAG_SRGB_READ
, "sRGB read");
1723 query_format_flag(gl_info
, format
, format
->glGammaInternal
, GL_SRGB_WRITE
,
1724 WINED3DFMT_FLAG_SRGB_WRITE
, "sRGB write");
1726 format
->flags
&= ~WINED3DFMT_FLAG_SRGB_WRITE
;
1728 if (!(format
->flags
& (WINED3DFMT_FLAG_SRGB_READ
| WINED3DFMT_FLAG_SRGB_WRITE
)))
1729 format
->glGammaInternal
= format
->glInternal
;
1730 else if (gl_info
->supported
[EXT_TEXTURE_SRGB_DECODE
])
1731 format
->glInternal
= format
->glGammaInternal
;
1736 if (!gl_info
->limits
.vertex_samplers
)
1737 format
->flags
&= ~WINED3DFMT_FLAG_VTF
;
1739 if (!(gl_info
->quirks
& WINED3D_QUIRK_LIMITED_TEX_FILTERING
))
1740 format
->flags
|= WINED3DFMT_FLAG_FILTERING
;
1741 else if (format
->id
!= WINED3DFMT_R32G32B32A32_FLOAT
&& format
->id
!= WINED3DFMT_R32_FLOAT
)
1742 format
->flags
&= ~WINED3DFMT_FLAG_VTF
;
1744 if (format
->glGammaInternal
!= format
->glInternal
)
1746 /* Filter sRGB capabilities if EXT_texture_sRGB is not supported. */
1747 if (!gl_info
->supported
[EXT_TEXTURE_SRGB
])
1749 format
->glGammaInternal
= format
->glInternal
;
1750 format
->flags
&= ~(WINED3DFMT_FLAG_SRGB_READ
| WINED3DFMT_FLAG_SRGB_WRITE
);
1752 else if (gl_info
->supported
[EXT_TEXTURE_SRGB_DECODE
])
1754 format
->glInternal
= format
->glGammaInternal
;
1758 if ((format
->flags
& WINED3DFMT_FLAG_SRGB_WRITE
) && !srgb_write
)
1759 format
->flags
&= ~WINED3DFMT_FLAG_SRGB_WRITE
;
1762 /* Texture conversion stuff */
1763 format
->convert
= format_texture_info
[i
].convert
;
1764 format
->conv_byte_count
= format_texture_info
[i
].conv_byte_count
;
1770 static BOOL
color_match(DWORD c1
, DWORD c2
, BYTE max_diff
)
1772 if (abs((c1
& 0xff) - (c2
& 0xff)) > max_diff
) return FALSE
;
1774 if (abs((c1
& 0xff) - (c2
& 0xff)) > max_diff
) return FALSE
;
1776 if (abs((c1
& 0xff) - (c2
& 0xff)) > max_diff
) return FALSE
;
1778 if (abs((c1
& 0xff) - (c2
& 0xff)) > max_diff
) return FALSE
;
1782 /* A context is provided by the caller */
1783 static BOOL
check_filter(const struct wined3d_gl_info
*gl_info
, GLenum internal
)
1785 static const DWORD data
[] = {0x00000000, 0xffffffff};
1786 GLuint tex
, fbo
, buffer
;
1787 DWORD readback
[16 * 1];
1790 /* Render a filtered texture and see what happens. This is intended to detect the lack of
1791 * float16 filtering on ATI X1000 class cards. The drivers disable filtering instead of
1792 * falling back to software. If this changes in the future this code will get fooled and
1793 * apps might hit the software path due to incorrectly advertised caps.
1795 * Its unlikely that this changes however. GL Games like Mass Effect depend on the filter
1796 * disable fallback, if Apple or ATI ever change the driver behavior they will break more
1797 * than Wine. The Linux binary <= r500 driver is not maintained any more anyway
1800 while (gl_info
->gl_ops
.gl
.p_glGetError());
1802 gl_info
->gl_ops
.gl
.p_glGenTextures(1, &buffer
);
1803 gl_info
->gl_ops
.gl
.p_glBindTexture(GL_TEXTURE_2D
, buffer
);
1804 memset(readback
, 0x7e, sizeof(readback
));
1805 gl_info
->gl_ops
.gl
.p_glTexImage2D(GL_TEXTURE_2D
, 0, GL_RGBA8
, 16, 1, 0,
1806 GL_RGBA
, GL_UNSIGNED_INT_8_8_8_8
, readback
);
1807 gl_info
->gl_ops
.gl
.p_glTexParameteri(GL_TEXTURE_2D
, GL_TEXTURE_MIN_FILTER
, GL_NEAREST
);
1808 gl_info
->gl_ops
.gl
.p_glTexParameteri(GL_TEXTURE_2D
, GL_TEXTURE_MAG_FILTER
, GL_NEAREST
);
1809 gl_info
->gl_ops
.gl
.p_glTexParameteri(GL_TEXTURE_2D
, GL_TEXTURE_WRAP_S
, GL_CLAMP_TO_EDGE
);
1810 gl_info
->gl_ops
.gl
.p_glTexParameteri(GL_TEXTURE_2D
, GL_TEXTURE_WRAP_T
, GL_CLAMP_TO_EDGE
);
1811 gl_info
->gl_ops
.gl
.p_glTexParameteri(GL_TEXTURE_2D
, GL_TEXTURE_WRAP_R
, GL_CLAMP_TO_EDGE
);
1813 gl_info
->gl_ops
.gl
.p_glGenTextures(1, &tex
);
1814 gl_info
->gl_ops
.gl
.p_glBindTexture(GL_TEXTURE_2D
, tex
);
1815 gl_info
->gl_ops
.gl
.p_glTexImage2D(GL_TEXTURE_2D
, 0, internal
, 2, 1, 0,
1816 GL_BGRA
, GL_UNSIGNED_INT_8_8_8_8_REV
, data
);
1817 gl_info
->gl_ops
.gl
.p_glTexParameteri(GL_TEXTURE_2D
, GL_TEXTURE_MIN_FILTER
, GL_LINEAR
);
1818 gl_info
->gl_ops
.gl
.p_glTexParameteri(GL_TEXTURE_2D
, GL_TEXTURE_MAG_FILTER
, GL_LINEAR
);
1819 gl_info
->gl_ops
.gl
.p_glTexParameteri(GL_TEXTURE_2D
, GL_TEXTURE_WRAP_S
, GL_CLAMP_TO_EDGE
);
1820 gl_info
->gl_ops
.gl
.p_glTexParameteri(GL_TEXTURE_2D
, GL_TEXTURE_WRAP_T
, GL_CLAMP_TO_EDGE
);
1821 gl_info
->gl_ops
.gl
.p_glTexParameteri(GL_TEXTURE_2D
, GL_TEXTURE_WRAP_R
, GL_CLAMP_TO_EDGE
);
1822 gl_info
->gl_ops
.gl
.p_glEnable(GL_TEXTURE_2D
);
1824 gl_info
->fbo_ops
.glGenFramebuffers(1, &fbo
);
1825 gl_info
->fbo_ops
.glBindFramebuffer(GL_FRAMEBUFFER
, fbo
);
1826 gl_info
->fbo_ops
.glFramebufferTexture2D(GL_FRAMEBUFFER
, GL_COLOR_ATTACHMENT0
, GL_TEXTURE_2D
, buffer
, 0);
1827 gl_info
->gl_ops
.gl
.p_glDrawBuffer(GL_COLOR_ATTACHMENT0
);
1829 gl_info
->gl_ops
.gl
.p_glViewport(0, 0, 16, 1);
1830 gl_info
->gl_ops
.gl
.p_glDisable(GL_LIGHTING
);
1831 gl_info
->gl_ops
.gl
.p_glMatrixMode(GL_MODELVIEW
);
1832 gl_info
->gl_ops
.gl
.p_glLoadIdentity();
1833 gl_info
->gl_ops
.gl
.p_glMatrixMode(GL_PROJECTION
);
1834 gl_info
->gl_ops
.gl
.p_glLoadIdentity();
1836 gl_info
->gl_ops
.gl
.p_glClearColor(0, 1, 0, 0);
1837 gl_info
->gl_ops
.gl
.p_glClear(GL_COLOR_BUFFER_BIT
);
1839 gl_info
->gl_ops
.gl
.p_glBegin(GL_TRIANGLE_STRIP
);
1840 gl_info
->gl_ops
.gl
.p_glTexCoord2f(0.0, 0.0);
1841 gl_info
->gl_ops
.gl
.p_glVertex2f(-1.0f
, -1.0f
);
1842 gl_info
->gl_ops
.gl
.p_glTexCoord2f(1.0, 0.0);
1843 gl_info
->gl_ops
.gl
.p_glVertex2f(1.0f
, -1.0f
);
1844 gl_info
->gl_ops
.gl
.p_glTexCoord2f(0.0, 1.0);
1845 gl_info
->gl_ops
.gl
.p_glVertex2f(-1.0f
, 1.0f
);
1846 gl_info
->gl_ops
.gl
.p_glTexCoord2f(1.0, 1.0);
1847 gl_info
->gl_ops
.gl
.p_glVertex2f(1.0f
, 1.0f
);
1848 gl_info
->gl_ops
.gl
.p_glEnd();
1850 gl_info
->gl_ops
.gl
.p_glBindTexture(GL_TEXTURE_2D
, buffer
);
1851 memset(readback
, 0x7f, sizeof(readback
));
1852 gl_info
->gl_ops
.gl
.p_glGetTexImage(GL_TEXTURE_2D
, 0, GL_BGRA
, GL_UNSIGNED_INT_8_8_8_8_REV
, readback
);
1853 if (color_match(readback
[6], 0xffffffff, 5) || color_match(readback
[6], 0x00000000, 5)
1854 || color_match(readback
[9], 0xffffffff, 5) || color_match(readback
[9], 0x00000000, 5))
1856 TRACE("Read back colors 0x%08x and 0x%08x close to unfiltered color, assuming no filtering\n",
1857 readback
[6], readback
[9]);
1862 TRACE("Read back colors are 0x%08x and 0x%08x, assuming texture is filtered\n",
1863 readback
[6], readback
[9]);
1867 gl_info
->fbo_ops
.glBindFramebuffer(GL_FRAMEBUFFER
, 0);
1868 gl_info
->fbo_ops
.glDeleteFramebuffers(1, &fbo
);
1869 gl_info
->gl_ops
.gl
.p_glDeleteTextures(1, &tex
);
1870 gl_info
->gl_ops
.gl
.p_glDeleteTextures(1, &buffer
);
1872 if (gl_info
->gl_ops
.gl
.p_glGetError())
1874 FIXME("Error during filtering test for format %x, returning no filtering\n", internal
);
1881 static void init_format_filter_info(struct wined3d_gl_info
*gl_info
, enum wined3d_pci_vendor vendor
)
1883 struct wined3d_format
*format
;
1884 unsigned int fmt_idx
, i
;
1885 static const enum wined3d_format_id fmts16
[] =
1887 WINED3DFMT_R16_FLOAT
,
1888 WINED3DFMT_R16G16_FLOAT
,
1889 WINED3DFMT_R16G16B16A16_FLOAT
,
1893 if (gl_info
->supported
[ARB_INTERNALFORMAT_QUERY2
])
1894 /* This was already handled by init_format_texture_info(). */
1897 if(wined3d_settings
.offscreen_rendering_mode
!= ORM_FBO
)
1899 WARN("No FBO support, or no FBO ORM, guessing filter info from GL caps\n");
1900 if (vendor
== HW_VENDOR_NVIDIA
&& gl_info
->supported
[ARB_TEXTURE_FLOAT
])
1902 TRACE("Nvidia card with texture_float support: Assuming float16 blending\n");
1905 else if (gl_info
->limits
.glsl_varyings
> 44)
1907 TRACE("More than 44 GLSL varyings - assuming d3d10 card with float16 blending\n");
1912 TRACE("Assuming no float16 blending\n");
1918 for(i
= 0; i
< (sizeof(fmts16
) / sizeof(*fmts16
)); i
++)
1920 fmt_idx
= getFmtIdx(fmts16
[i
]);
1921 gl_info
->formats
[fmt_idx
].flags
|= WINED3DFMT_FLAG_FILTERING
;
1927 for(i
= 0; i
< (sizeof(fmts16
) / sizeof(*fmts16
)); i
++)
1929 fmt_idx
= getFmtIdx(fmts16
[i
]);
1930 format
= &gl_info
->formats
[fmt_idx
];
1931 if (!format
->glInternal
) continue; /* Not supported by GL */
1933 filtered
= check_filter(gl_info
, gl_info
->formats
[fmt_idx
].glInternal
);
1936 TRACE("Format %s supports filtering\n", debug_d3dformat(fmts16
[i
]));
1937 format
->flags
|= WINED3DFMT_FLAG_FILTERING
;
1941 TRACE("Format %s does not support filtering\n", debug_d3dformat(fmts16
[i
]));
1946 static void apply_format_fixups(struct wined3d_adapter
*adapter
, struct wined3d_gl_info
*gl_info
)
1951 idx
= getFmtIdx(WINED3DFMT_R16_FLOAT
);
1952 gl_info
->formats
[idx
].color_fixup
= create_color_fixup_desc(
1953 0, CHANNEL_SOURCE_X
, 0, CHANNEL_SOURCE_ONE
, 0, CHANNEL_SOURCE_ONE
, 0, CHANNEL_SOURCE_W
);
1955 idx
= getFmtIdx(WINED3DFMT_R32_FLOAT
);
1956 gl_info
->formats
[idx
].color_fixup
= create_color_fixup_desc(
1957 0, CHANNEL_SOURCE_X
, 0, CHANNEL_SOURCE_ONE
, 0, CHANNEL_SOURCE_ONE
, 0, CHANNEL_SOURCE_W
);
1959 idx
= getFmtIdx(WINED3DFMT_R16G16_UNORM
);
1960 gl_info
->formats
[idx
].color_fixup
= create_color_fixup_desc(
1961 0, CHANNEL_SOURCE_X
, 0, CHANNEL_SOURCE_Y
, 0, CHANNEL_SOURCE_ONE
, 0, CHANNEL_SOURCE_W
);
1963 idx
= getFmtIdx(WINED3DFMT_R16G16_FLOAT
);
1964 gl_info
->formats
[idx
].color_fixup
= create_color_fixup_desc(
1965 0, CHANNEL_SOURCE_X
, 0, CHANNEL_SOURCE_Y
, 0, CHANNEL_SOURCE_ONE
, 0, CHANNEL_SOURCE_W
);
1967 idx
= getFmtIdx(WINED3DFMT_R32G32_FLOAT
);
1968 gl_info
->formats
[idx
].color_fixup
= create_color_fixup_desc(
1969 0, CHANNEL_SOURCE_X
, 0, CHANNEL_SOURCE_Y
, 0, CHANNEL_SOURCE_ONE
, 0, CHANNEL_SOURCE_W
);
1971 /* V8U8 is supported natively by GL_ATI_envmap_bumpmap and GL_NV_texture_shader.
1972 * V16U16 is only supported by GL_NV_texture_shader. The formats need fixup if
1973 * their extensions are not available. GL_ATI_envmap_bumpmap is not used because
1974 * the only driver that implements it(fglrx) has a buggy implementation.
1976 * V8U8 and V16U16 need a fixup of the undefined blue channel. OpenGL
1977 * returns 0.0 when sampling from it, DirectX 1.0. So we always have in-shader
1978 * conversion for this format.
1980 if (!gl_info
->supported
[NV_TEXTURE_SHADER
])
1982 idx
= getFmtIdx(WINED3DFMT_R8G8_SNORM
);
1983 gl_info
->formats
[idx
].color_fixup
= create_color_fixup_desc(
1984 1, CHANNEL_SOURCE_X
, 1, CHANNEL_SOURCE_Y
, 0, CHANNEL_SOURCE_ONE
, 0, CHANNEL_SOURCE_ONE
);
1985 idx
= getFmtIdx(WINED3DFMT_R16G16_SNORM
);
1986 gl_info
->formats
[idx
].color_fixup
= create_color_fixup_desc(
1987 1, CHANNEL_SOURCE_X
, 1, CHANNEL_SOURCE_Y
, 0, CHANNEL_SOURCE_ONE
, 0, CHANNEL_SOURCE_ONE
);
1991 idx
= getFmtIdx(WINED3DFMT_R8G8_SNORM
);
1992 gl_info
->formats
[idx
].color_fixup
= create_color_fixup_desc(
1993 0, CHANNEL_SOURCE_X
, 0, CHANNEL_SOURCE_Y
, 0, CHANNEL_SOURCE_ONE
, 0, CHANNEL_SOURCE_ONE
);
1995 idx
= getFmtIdx(WINED3DFMT_R16G16_SNORM
);
1996 gl_info
->formats
[idx
].color_fixup
= create_color_fixup_desc(
1997 0, CHANNEL_SOURCE_X
, 0, CHANNEL_SOURCE_Y
, 0, CHANNEL_SOURCE_ONE
, 0, CHANNEL_SOURCE_ONE
);
2000 if (!gl_info
->supported
[NV_TEXTURE_SHADER
])
2002 /* If GL_NV_texture_shader is not supported, those formats are converted, incompatibly
2005 idx
= getFmtIdx(WINED3DFMT_R5G5_SNORM_L6_UNORM
);
2006 gl_info
->formats
[idx
].color_fixup
= create_color_fixup_desc(
2007 1, CHANNEL_SOURCE_X
, 1, CHANNEL_SOURCE_Z
, 0, CHANNEL_SOURCE_Y
, 0, CHANNEL_SOURCE_ONE
);
2008 idx
= getFmtIdx(WINED3DFMT_R8G8_SNORM_L8X8_UNORM
);
2009 gl_info
->formats
[idx
].color_fixup
= create_color_fixup_desc(
2010 1, CHANNEL_SOURCE_X
, 1, CHANNEL_SOURCE_Y
, 0, CHANNEL_SOURCE_Z
, 0, CHANNEL_SOURCE_W
);
2011 idx
= getFmtIdx(WINED3DFMT_R8G8B8A8_SNORM
);
2012 gl_info
->formats
[idx
].color_fixup
= create_color_fixup_desc(
2013 1, CHANNEL_SOURCE_X
, 1, CHANNEL_SOURCE_Y
, 1, CHANNEL_SOURCE_Z
, 1, CHANNEL_SOURCE_W
);
2017 /* If GL_NV_texture_shader is supported, WINED3DFMT_L6V5U5 and WINED3DFMT_X8L8V8U8
2018 * are converted at surface loading time, but they do not need any modification in
2019 * the shader, thus they are compatible with all WINED3DFMT_UNKNOWN group formats.
2020 * WINED3DFMT_Q8W8V8U8 doesn't even need load-time conversion
2024 if (gl_info
->supported
[ARB_TEXTURE_COMPRESSION_RGTC
])
2026 idx
= getFmtIdx(WINED3DFMT_ATI1N
);
2027 gl_info
->formats
[idx
].color_fixup
= create_color_fixup_desc(
2028 0, CHANNEL_SOURCE_X
, 0, CHANNEL_SOURCE_X
, 0, CHANNEL_SOURCE_X
, 0, CHANNEL_SOURCE_X
);
2030 idx
= getFmtIdx(WINED3DFMT_ATI2N
);
2031 gl_info
->formats
[idx
].color_fixup
= create_color_fixup_desc(
2032 0, CHANNEL_SOURCE_Y
, 0, CHANNEL_SOURCE_X
, 0, CHANNEL_SOURCE_ONE
, 0, CHANNEL_SOURCE_ONE
);
2034 else if (gl_info
->supported
[ATI_TEXTURE_COMPRESSION_3DC
])
2036 idx
= getFmtIdx(WINED3DFMT_ATI2N
);
2037 gl_info
->formats
[idx
].color_fixup
= create_color_fixup_desc(
2038 0, CHANNEL_SOURCE_X
, 0, CHANNEL_SOURCE_W
, 0, CHANNEL_SOURCE_ONE
, 0, CHANNEL_SOURCE_ONE
);
2041 if (!gl_info
->supported
[APPLE_YCBCR_422
])
2043 idx
= getFmtIdx(WINED3DFMT_YUY2
);
2044 gl_info
->formats
[idx
].color_fixup
= create_complex_fixup_desc(COMPLEX_FIXUP_YUY2
);
2046 idx
= getFmtIdx(WINED3DFMT_UYVY
);
2047 gl_info
->formats
[idx
].color_fixup
= create_complex_fixup_desc(COMPLEX_FIXUP_UYVY
);
2050 idx
= getFmtIdx(WINED3DFMT_YV12
);
2051 gl_info
->formats
[idx
].flags
|= WINED3DFMT_FLAG_HEIGHT_SCALE
;
2052 gl_info
->formats
[idx
].height_scale
.numerator
= 3;
2053 gl_info
->formats
[idx
].height_scale
.denominator
= 2;
2054 gl_info
->formats
[idx
].color_fixup
= create_complex_fixup_desc(COMPLEX_FIXUP_YV12
);
2056 idx
= getFmtIdx(WINED3DFMT_NV12
);
2057 gl_info
->formats
[idx
].flags
|= WINED3DFMT_FLAG_HEIGHT_SCALE
;
2058 gl_info
->formats
[idx
].height_scale
.numerator
= 3;
2059 gl_info
->formats
[idx
].height_scale
.denominator
= 2;
2060 gl_info
->formats
[idx
].color_fixup
= create_complex_fixup_desc(COMPLEX_FIXUP_NV12
);
2062 if (gl_info
->supported
[ARB_FRAGMENT_PROGRAM
])
2064 idx
= getFmtIdx(WINED3DFMT_P8_UINT
);
2065 gl_info
->formats
[idx
].color_fixup
= create_complex_fixup_desc(COMPLEX_FIXUP_P8
);
2068 if (gl_info
->supported
[ARB_VERTEX_ARRAY_BGRA
])
2070 idx
= getFmtIdx(WINED3DFMT_B8G8R8A8_UNORM
);
2071 gl_info
->formats
[idx
].gl_vtx_format
= GL_BGRA
;
2074 if (gl_info
->supported
[ARB_HALF_FLOAT_VERTEX
])
2076 /* Do not change the size of the type, it is CPU side. We have to change the GPU-side information though.
2077 * It is the job of the vertex buffer code to make sure that the vbos have the right format */
2078 idx
= getFmtIdx(WINED3DFMT_R16G16_FLOAT
);
2079 gl_info
->formats
[idx
].gl_vtx_type
= GL_HALF_FLOAT
; /* == GL_HALF_FLOAT_NV */
2081 idx
= getFmtIdx(WINED3DFMT_R16G16B16A16_FLOAT
);
2082 gl_info
->formats
[idx
].gl_vtx_type
= GL_HALF_FLOAT
;
2085 if (!gl_info
->supported
[ARB_HALF_FLOAT_PIXEL
])
2087 idx
= getFmtIdx(WINED3DFMT_R16_FLOAT
);
2088 gl_info
->formats
[idx
].flags
&= ~WINED3DFMT_FLAG_TEXTURE
;
2090 idx
= getFmtIdx(WINED3DFMT_R16G16_FLOAT
);
2091 gl_info
->formats
[idx
].flags
&= ~WINED3DFMT_FLAG_TEXTURE
;
2093 idx
= getFmtIdx(WINED3DFMT_R16G16B16A16_FLOAT
);
2094 gl_info
->formats
[idx
].flags
&= ~WINED3DFMT_FLAG_TEXTURE
;
2097 if (gl_info
->quirks
& WINED3D_QUIRK_BROKEN_RGBA16
)
2099 idx
= getFmtIdx(WINED3DFMT_R16G16B16A16_UNORM
);
2100 gl_info
->formats
[idx
].flags
&= ~WINED3DFMT_FLAG_TEXTURE
;
2103 /* ATI instancing hack: Although ATI cards do not support Shader Model
2104 * 3.0, they support instancing. To query if the card supports instancing
2105 * CheckDeviceFormat() with the special format MAKEFOURCC('I','N','S','T')
2106 * is used. Should an application check for this, provide a proper return
2107 * value. We can do instancing with all shader versions, but we need
2110 * Additionally applications have to set the D3DRS_POINTSIZE render state
2111 * to MAKEFOURCC('I','N','S','T') once to enable instancing. Wined3d
2112 * doesn't need that and just ignores it.
2114 * With Shader Model 3.0 capable cards Instancing 'just works' in Windows. */
2115 /* FIXME: This should just check the shader backend caps. */
2116 if (gl_info
->supported
[ARB_VERTEX_PROGRAM
] || gl_info
->supported
[ARB_VERTEX_SHADER
])
2118 idx
= getFmtIdx(WINED3DFMT_INST
);
2119 gl_info
->formats
[idx
].flags
|= WINED3DFMT_FLAG_TEXTURE
;
2122 /* Depth bound test. To query if the card supports it CheckDeviceFormat()
2123 * with the special format MAKEFOURCC('N','V','D','B') is used. It is
2124 * enabled by setting D3DRS_ADAPTIVETESS_X render state to
2125 * MAKEFOURCC('N','V','D','B') and then controlled by setting
2126 * D3DRS_ADAPTIVETESS_Z (zMin) and D3DRS_ADAPTIVETESS_W (zMax) to test
2128 if (gl_info
->supported
[EXT_DEPTH_BOUNDS_TEST
])
2130 idx
= getFmtIdx(WINED3DFMT_NVDB
);
2131 gl_info
->formats
[idx
].flags
|= WINED3DFMT_FLAG_TEXTURE
;
2134 /* RESZ aka AMD DX9-level hack for multisampled depth buffer resolve. You query for RESZ
2135 * support by checking for availability of MAKEFOURCC('R','E','S','Z') surfaces with
2136 * RENDERTARGET usage. */
2137 if (gl_info
->supported
[ARB_FRAMEBUFFER_OBJECT
])
2139 idx
= getFmtIdx(WINED3DFMT_RESZ
);
2140 gl_info
->formats
[idx
].flags
|= WINED3DFMT_FLAG_TEXTURE
| WINED3DFMT_FLAG_RENDERTARGET
;
2143 for (i
= 0; i
< sizeof(formats
) / sizeof(*formats
); ++i
)
2145 struct wined3d_format
*format
= &gl_info
->formats
[i
];
2147 if (!(format
->flags
& WINED3DFMT_FLAG_TEXTURE
))
2150 if (!adapter
->shader_backend
->shader_color_fixup_supported(format
->color_fixup
)
2151 || !adapter
->fragment_pipe
->color_fixup_supported(format
->color_fixup
))
2152 format
->flags
&= ~WINED3DFMT_FLAG_TEXTURE
;
2156 static BOOL
init_format_vertex_info(struct wined3d_gl_info
*gl_info
)
2160 for (i
= 0; i
< (sizeof(format_vertex_info
) / sizeof(*format_vertex_info
)); ++i
)
2162 struct wined3d_format
*format
;
2163 int fmt_idx
= getFmtIdx(format_vertex_info
[i
].id
);
2167 ERR("Format %s (%#x) not found.\n",
2168 debug_d3dformat(format_vertex_info
[i
].id
), format_vertex_info
[i
].id
);
2172 format
= &gl_info
->formats
[fmt_idx
];
2173 format
->emit_idx
= format_vertex_info
[i
].emit_idx
;
2174 format
->component_count
= format_vertex_info
[i
].component_count
;
2175 format
->gl_vtx_type
= format_vertex_info
[i
].gl_vtx_type
;
2176 format
->gl_vtx_format
= format_vertex_info
[i
].gl_vtx_format
;
2177 format
->gl_normalized
= format_vertex_info
[i
].gl_normalized
;
2178 format
->component_size
= format_vertex_info
[i
].component_size
;
2184 BOOL
initPixelFormatsNoGL(struct wined3d_gl_info
*gl_info
)
2186 if (!init_format_base_info(gl_info
)) return FALSE
;
2188 if (!init_format_block_info(gl_info
))
2190 HeapFree(GetProcessHeap(), 0, gl_info
->formats
);
2191 gl_info
->formats
= NULL
;
2198 /* Context activation is done by the caller. */
2199 BOOL
wined3d_adapter_init_format_info(struct wined3d_adapter
*adapter
)
2201 struct wined3d_gl_info
*gl_info
= &adapter
->gl_info
;
2203 if (!init_format_base_info(gl_info
)) return FALSE
;
2205 if (!init_format_block_info(gl_info
)) goto fail
;
2206 if (!init_format_texture_info(adapter
, gl_info
)) goto fail
;
2207 if (!init_format_vertex_info(gl_info
)) goto fail
;
2209 apply_format_fixups(adapter
, gl_info
);
2210 init_format_fbo_compat_info(gl_info
);
2211 init_format_filter_info(gl_info
, adapter
->driver_info
.vendor
);
2216 HeapFree(GetProcessHeap(), 0, gl_info
->formats
);
2217 gl_info
->formats
= NULL
;
2221 const struct wined3d_format
*wined3d_get_format(const struct wined3d_gl_info
*gl_info
,
2222 enum wined3d_format_id format_id
)
2224 int idx
= getFmtIdx(format_id
);
2228 FIXME("Can't find format %s (%#x) in the format lookup table\n",
2229 debug_d3dformat(format_id
), format_id
);
2230 /* Get the caller a valid pointer */
2231 idx
= getFmtIdx(WINED3DFMT_UNKNOWN
);
2234 return &gl_info
->formats
[idx
];
2237 UINT
wined3d_format_calculate_pitch(const struct wined3d_format
*format
, UINT width
)
2239 /* For block based formats, pitch means the amount of bytes to the next
2240 * row of blocks rather than the next row of pixels. */
2241 if (format
->flags
& WINED3DFMT_FLAG_BLOCKS
)
2242 return format
->block_byte_count
* ((width
+ format
->block_width
- 1) / format
->block_width
);
2244 return format
->byte_count
* width
;
2247 UINT
wined3d_format_calculate_size(const struct wined3d_format
*format
, UINT alignment
,
2248 UINT width
, UINT height
, UINT depth
)
2250 UINT pitch
= wined3d_format_calculate_pitch(format
, width
);
2253 if (format
->id
== WINED3DFMT_UNKNOWN
)
2257 else if (format
->flags
& WINED3DFMT_FLAG_BLOCKS
)
2259 UINT row_count
= (height
+ format
->block_height
- 1) / format
->block_height
;
2260 size
= row_count
* ((pitch
+ alignment
- 1) & ~(alignment
- 1));
2264 size
= height
* ((pitch
+ alignment
- 1) & ~(alignment
- 1));
2267 if (format
->flags
& WINED3DFMT_FLAG_HEIGHT_SCALE
)
2269 /* The D3D format requirements make sure that the resulting format is an integer again */
2270 size
*= format
->height_scale
.numerator
;
2271 size
/= format
->height_scale
.denominator
;
2279 /*****************************************************************************
2280 * Trace formatting of useful values
2282 const char *debug_d3dformat(enum wined3d_format_id format_id
)
2286 #define FMT_TO_STR(format_id) case format_id: return #format_id
2287 FMT_TO_STR(WINED3DFMT_UNKNOWN
);
2288 FMT_TO_STR(WINED3DFMT_B8G8R8_UNORM
);
2289 FMT_TO_STR(WINED3DFMT_B5G5R5X1_UNORM
);
2290 FMT_TO_STR(WINED3DFMT_B4G4R4A4_UNORM
);
2291 FMT_TO_STR(WINED3DFMT_B2G3R3_UNORM
);
2292 FMT_TO_STR(WINED3DFMT_B2G3R3A8_UNORM
);
2293 FMT_TO_STR(WINED3DFMT_B4G4R4X4_UNORM
);
2294 FMT_TO_STR(WINED3DFMT_R8G8B8X8_UNORM
);
2295 FMT_TO_STR(WINED3DFMT_B10G10R10A2_UNORM
);
2296 FMT_TO_STR(WINED3DFMT_P8_UINT_A8_UNORM
);
2297 FMT_TO_STR(WINED3DFMT_P8_UINT
);
2298 FMT_TO_STR(WINED3DFMT_L8_UNORM
);
2299 FMT_TO_STR(WINED3DFMT_L8A8_UNORM
);
2300 FMT_TO_STR(WINED3DFMT_L4A4_UNORM
);
2301 FMT_TO_STR(WINED3DFMT_R5G5_SNORM_L6_UNORM
);
2302 FMT_TO_STR(WINED3DFMT_R8G8_SNORM_L8X8_UNORM
);
2303 FMT_TO_STR(WINED3DFMT_R10G11B11_SNORM
);
2304 FMT_TO_STR(WINED3DFMT_R10G10B10_SNORM_A2_UNORM
);
2305 FMT_TO_STR(WINED3DFMT_UYVY
);
2306 FMT_TO_STR(WINED3DFMT_YUY2
);
2307 FMT_TO_STR(WINED3DFMT_YV12
);
2308 FMT_TO_STR(WINED3DFMT_NV12
);
2309 FMT_TO_STR(WINED3DFMT_DXT1
);
2310 FMT_TO_STR(WINED3DFMT_DXT2
);
2311 FMT_TO_STR(WINED3DFMT_DXT3
);
2312 FMT_TO_STR(WINED3DFMT_DXT4
);
2313 FMT_TO_STR(WINED3DFMT_DXT5
);
2314 FMT_TO_STR(WINED3DFMT_MULTI2_ARGB8
);
2315 FMT_TO_STR(WINED3DFMT_G8R8_G8B8
);
2316 FMT_TO_STR(WINED3DFMT_R8G8_B8G8
);
2317 FMT_TO_STR(WINED3DFMT_D16_LOCKABLE
);
2318 FMT_TO_STR(WINED3DFMT_D32_UNORM
);
2319 FMT_TO_STR(WINED3DFMT_S1_UINT_D15_UNORM
);
2320 FMT_TO_STR(WINED3DFMT_X8D24_UNORM
);
2321 FMT_TO_STR(WINED3DFMT_S4X4_UINT_D24_UNORM
);
2322 FMT_TO_STR(WINED3DFMT_L16_UNORM
);
2323 FMT_TO_STR(WINED3DFMT_S8_UINT_D24_FLOAT
);
2324 FMT_TO_STR(WINED3DFMT_VERTEXDATA
);
2325 FMT_TO_STR(WINED3DFMT_R8G8_SNORM_Cx
);
2326 FMT_TO_STR(WINED3DFMT_ATI1N
);
2327 FMT_TO_STR(WINED3DFMT_ATI2N
);
2328 FMT_TO_STR(WINED3DFMT_NVDB
);
2329 FMT_TO_STR(WINED3DFMT_NVHU
);
2330 FMT_TO_STR(WINED3DFMT_NVHS
);
2331 FMT_TO_STR(WINED3DFMT_R32G32B32A32_TYPELESS
);
2332 FMT_TO_STR(WINED3DFMT_R32G32B32A32_FLOAT
);
2333 FMT_TO_STR(WINED3DFMT_R32G32B32A32_UINT
);
2334 FMT_TO_STR(WINED3DFMT_R32G32B32A32_SINT
);
2335 FMT_TO_STR(WINED3DFMT_R32G32B32_TYPELESS
);
2336 FMT_TO_STR(WINED3DFMT_R32G32B32_FLOAT
);
2337 FMT_TO_STR(WINED3DFMT_R32G32B32_UINT
);
2338 FMT_TO_STR(WINED3DFMT_R32G32B32_SINT
);
2339 FMT_TO_STR(WINED3DFMT_R16G16B16A16_TYPELESS
);
2340 FMT_TO_STR(WINED3DFMT_R16G16B16A16_FLOAT
);
2341 FMT_TO_STR(WINED3DFMT_R16G16B16A16_UNORM
);
2342 FMT_TO_STR(WINED3DFMT_R16G16B16A16_UINT
);
2343 FMT_TO_STR(WINED3DFMT_R16G16B16A16_SNORM
);
2344 FMT_TO_STR(WINED3DFMT_R16G16B16A16_SINT
);
2345 FMT_TO_STR(WINED3DFMT_R32G32_TYPELESS
);
2346 FMT_TO_STR(WINED3DFMT_R32G32_FLOAT
);
2347 FMT_TO_STR(WINED3DFMT_R32G32_UINT
);
2348 FMT_TO_STR(WINED3DFMT_R32G32_SINT
);
2349 FMT_TO_STR(WINED3DFMT_R32G8X24_TYPELESS
);
2350 FMT_TO_STR(WINED3DFMT_D32_FLOAT_S8X24_UINT
);
2351 FMT_TO_STR(WINED3DFMT_R32_FLOAT_X8X24_TYPELESS
);
2352 FMT_TO_STR(WINED3DFMT_X32_TYPELESS_G8X24_UINT
);
2353 FMT_TO_STR(WINED3DFMT_R10G10B10A2_TYPELESS
);
2354 FMT_TO_STR(WINED3DFMT_R10G10B10A2_UNORM
);
2355 FMT_TO_STR(WINED3DFMT_R10G10B10A2_UINT
);
2356 FMT_TO_STR(WINED3DFMT_R10G10B10A2_SNORM
);
2357 FMT_TO_STR(WINED3DFMT_R11G11B10_FLOAT
);
2358 FMT_TO_STR(WINED3DFMT_R8G8B8A8_TYPELESS
);
2359 FMT_TO_STR(WINED3DFMT_R8G8B8A8_UNORM
);
2360 FMT_TO_STR(WINED3DFMT_R8G8B8A8_UNORM_SRGB
);
2361 FMT_TO_STR(WINED3DFMT_R8G8B8A8_UINT
);
2362 FMT_TO_STR(WINED3DFMT_R8G8B8A8_SNORM
);
2363 FMT_TO_STR(WINED3DFMT_R8G8B8A8_SINT
);
2364 FMT_TO_STR(WINED3DFMT_R16G16_TYPELESS
);
2365 FMT_TO_STR(WINED3DFMT_R16G16_FLOAT
);
2366 FMT_TO_STR(WINED3DFMT_R16G16_UNORM
);
2367 FMT_TO_STR(WINED3DFMT_R16G16_UINT
);
2368 FMT_TO_STR(WINED3DFMT_R16G16_SNORM
);
2369 FMT_TO_STR(WINED3DFMT_R16G16_SINT
);
2370 FMT_TO_STR(WINED3DFMT_R32_TYPELESS
);
2371 FMT_TO_STR(WINED3DFMT_D32_FLOAT
);
2372 FMT_TO_STR(WINED3DFMT_R32_FLOAT
);
2373 FMT_TO_STR(WINED3DFMT_R32_UINT
);
2374 FMT_TO_STR(WINED3DFMT_R32_SINT
);
2375 FMT_TO_STR(WINED3DFMT_R24G8_TYPELESS
);
2376 FMT_TO_STR(WINED3DFMT_D24_UNORM_S8_UINT
);
2377 FMT_TO_STR(WINED3DFMT_R24_UNORM_X8_TYPELESS
);
2378 FMT_TO_STR(WINED3DFMT_X24_TYPELESS_G8_UINT
);
2379 FMT_TO_STR(WINED3DFMT_R8G8_TYPELESS
);
2380 FMT_TO_STR(WINED3DFMT_R8G8_UNORM
);
2381 FMT_TO_STR(WINED3DFMT_R8G8_UINT
);
2382 FMT_TO_STR(WINED3DFMT_R8G8_SNORM
);
2383 FMT_TO_STR(WINED3DFMT_R8G8_SINT
);
2384 FMT_TO_STR(WINED3DFMT_R16_TYPELESS
);
2385 FMT_TO_STR(WINED3DFMT_R16_FLOAT
);
2386 FMT_TO_STR(WINED3DFMT_D16_UNORM
);
2387 FMT_TO_STR(WINED3DFMT_R16_UNORM
);
2388 FMT_TO_STR(WINED3DFMT_R16_UINT
);
2389 FMT_TO_STR(WINED3DFMT_R16_SNORM
);
2390 FMT_TO_STR(WINED3DFMT_R16_SINT
);
2391 FMT_TO_STR(WINED3DFMT_R8_TYPELESS
);
2392 FMT_TO_STR(WINED3DFMT_R8_UNORM
);
2393 FMT_TO_STR(WINED3DFMT_R8_UINT
);
2394 FMT_TO_STR(WINED3DFMT_R8_SNORM
);
2395 FMT_TO_STR(WINED3DFMT_R8_SINT
);
2396 FMT_TO_STR(WINED3DFMT_A8_UNORM
);
2397 FMT_TO_STR(WINED3DFMT_R1_UNORM
);
2398 FMT_TO_STR(WINED3DFMT_R9G9B9E5_SHAREDEXP
);
2399 FMT_TO_STR(WINED3DFMT_R8G8_B8G8_UNORM
);
2400 FMT_TO_STR(WINED3DFMT_G8R8_G8B8_UNORM
);
2401 FMT_TO_STR(WINED3DFMT_BC1_TYPELESS
);
2402 FMT_TO_STR(WINED3DFMT_BC1_UNORM
);
2403 FMT_TO_STR(WINED3DFMT_BC1_UNORM_SRGB
);
2404 FMT_TO_STR(WINED3DFMT_BC2_TYPELESS
);
2405 FMT_TO_STR(WINED3DFMT_BC2_UNORM
);
2406 FMT_TO_STR(WINED3DFMT_BC2_UNORM_SRGB
);
2407 FMT_TO_STR(WINED3DFMT_BC3_TYPELESS
);
2408 FMT_TO_STR(WINED3DFMT_BC3_UNORM
);
2409 FMT_TO_STR(WINED3DFMT_BC3_UNORM_SRGB
);
2410 FMT_TO_STR(WINED3DFMT_BC4_TYPELESS
);
2411 FMT_TO_STR(WINED3DFMT_BC4_UNORM
);
2412 FMT_TO_STR(WINED3DFMT_BC4_SNORM
);
2413 FMT_TO_STR(WINED3DFMT_BC5_TYPELESS
);
2414 FMT_TO_STR(WINED3DFMT_BC5_UNORM
);
2415 FMT_TO_STR(WINED3DFMT_BC5_SNORM
);
2416 FMT_TO_STR(WINED3DFMT_B5G6R5_UNORM
);
2417 FMT_TO_STR(WINED3DFMT_B5G5R5A1_UNORM
);
2418 FMT_TO_STR(WINED3DFMT_B8G8R8A8_UNORM
);
2419 FMT_TO_STR(WINED3DFMT_B8G8R8X8_UNORM
);
2420 FMT_TO_STR(WINED3DFMT_INTZ
);
2421 FMT_TO_STR(WINED3DFMT_RESZ
);
2422 FMT_TO_STR(WINED3DFMT_NULL
);
2423 FMT_TO_STR(WINED3DFMT_R16
);
2424 FMT_TO_STR(WINED3DFMT_AL16
);
2429 fourcc
[0] = (char)(format_id
);
2430 fourcc
[1] = (char)(format_id
>> 8);
2431 fourcc
[2] = (char)(format_id
>> 16);
2432 fourcc
[3] = (char)(format_id
>> 24);
2434 if (isprint(fourcc
[0]) && isprint(fourcc
[1]) && isprint(fourcc
[2]) && isprint(fourcc
[3]))
2435 FIXME("Unrecognized %#x (as fourcc: %s) WINED3DFORMAT!\n", format_id
, fourcc
);
2437 FIXME("Unrecognized %#x WINED3DFORMAT!\n", format_id
);
2439 return "unrecognized";
2443 const char *debug_d3ddevicetype(enum wined3d_device_type device_type
)
2445 switch (device_type
)
2447 #define DEVTYPE_TO_STR(dev) case dev: return #dev
2448 DEVTYPE_TO_STR(WINED3D_DEVICE_TYPE_HAL
);
2449 DEVTYPE_TO_STR(WINED3D_DEVICE_TYPE_REF
);
2450 DEVTYPE_TO_STR(WINED3D_DEVICE_TYPE_SW
);
2451 #undef DEVTYPE_TO_STR
2453 FIXME("Unrecognized device type %#x.\n", device_type
);
2454 return "unrecognized";
2458 const char *debug_d3dusage(DWORD usage
)
2463 #define WINED3DUSAGE_TO_STR(u) if (usage & u) { strcat(buf, " | "#u); usage &= ~u; }
2464 WINED3DUSAGE_TO_STR(WINED3DUSAGE_RENDERTARGET
);
2465 WINED3DUSAGE_TO_STR(WINED3DUSAGE_DEPTHSTENCIL
);
2466 WINED3DUSAGE_TO_STR(WINED3DUSAGE_WRITEONLY
);
2467 WINED3DUSAGE_TO_STR(WINED3DUSAGE_SOFTWAREPROCESSING
);
2468 WINED3DUSAGE_TO_STR(WINED3DUSAGE_DONOTCLIP
);
2469 WINED3DUSAGE_TO_STR(WINED3DUSAGE_POINTS
);
2470 WINED3DUSAGE_TO_STR(WINED3DUSAGE_RTPATCHES
);
2471 WINED3DUSAGE_TO_STR(WINED3DUSAGE_NPATCHES
);
2472 WINED3DUSAGE_TO_STR(WINED3DUSAGE_DYNAMIC
);
2473 WINED3DUSAGE_TO_STR(WINED3DUSAGE_AUTOGENMIPMAP
);
2474 WINED3DUSAGE_TO_STR(WINED3DUSAGE_DMAP
);
2475 WINED3DUSAGE_TO_STR(WINED3DUSAGE_STATICDECL
);
2476 WINED3DUSAGE_TO_STR(WINED3DUSAGE_OVERLAY
);
2477 #undef WINED3DUSAGE_TO_STR
2478 if (usage
) FIXME("Unrecognized usage flag(s) %#x\n", usage
);
2480 return buf
[0] ? wine_dbg_sprintf("%s", &buf
[3]) : "0";
2483 const char *debug_d3dusagequery(DWORD usagequery
)
2488 #define WINED3DUSAGEQUERY_TO_STR(u) if (usagequery & u) { strcat(buf, " | "#u); usagequery &= ~u; }
2489 WINED3DUSAGEQUERY_TO_STR(WINED3DUSAGE_QUERY_FILTER
);
2490 WINED3DUSAGEQUERY_TO_STR(WINED3DUSAGE_QUERY_LEGACYBUMPMAP
);
2491 WINED3DUSAGEQUERY_TO_STR(WINED3DUSAGE_QUERY_POSTPIXELSHADER_BLENDING
);
2492 WINED3DUSAGEQUERY_TO_STR(WINED3DUSAGE_QUERY_SRGBREAD
);
2493 WINED3DUSAGEQUERY_TO_STR(WINED3DUSAGE_QUERY_SRGBWRITE
);
2494 WINED3DUSAGEQUERY_TO_STR(WINED3DUSAGE_QUERY_VERTEXTEXTURE
);
2495 WINED3DUSAGEQUERY_TO_STR(WINED3DUSAGE_QUERY_WRAPANDMIP
);
2496 #undef WINED3DUSAGEQUERY_TO_STR
2497 if (usagequery
) FIXME("Unrecognized usage query flag(s) %#x\n", usagequery
);
2499 return buf
[0] ? wine_dbg_sprintf("%s", &buf
[3]) : "0";
2502 const char *debug_d3ddeclmethod(enum wined3d_decl_method method
)
2506 #define WINED3DDECLMETHOD_TO_STR(u) case u: return #u
2507 WINED3DDECLMETHOD_TO_STR(WINED3D_DECL_METHOD_DEFAULT
);
2508 WINED3DDECLMETHOD_TO_STR(WINED3D_DECL_METHOD_PARTIAL_U
);
2509 WINED3DDECLMETHOD_TO_STR(WINED3D_DECL_METHOD_PARTIAL_V
);
2510 WINED3DDECLMETHOD_TO_STR(WINED3D_DECL_METHOD_CROSS_UV
);
2511 WINED3DDECLMETHOD_TO_STR(WINED3D_DECL_METHOD_UV
);
2512 WINED3DDECLMETHOD_TO_STR(WINED3D_DECL_METHOD_LOOKUP
);
2513 WINED3DDECLMETHOD_TO_STR(WINED3D_DECL_METHOD_LOOKUP_PRESAMPLED
);
2514 #undef WINED3DDECLMETHOD_TO_STR
2516 FIXME("Unrecognized declaration method %#x.\n", method
);
2517 return "unrecognized";
2521 const char *debug_d3ddeclusage(enum wined3d_decl_usage usage
)
2525 #define WINED3DDECLUSAGE_TO_STR(u) case u: return #u
2526 WINED3DDECLUSAGE_TO_STR(WINED3D_DECL_USAGE_POSITION
);
2527 WINED3DDECLUSAGE_TO_STR(WINED3D_DECL_USAGE_BLEND_WEIGHT
);
2528 WINED3DDECLUSAGE_TO_STR(WINED3D_DECL_USAGE_BLEND_INDICES
);
2529 WINED3DDECLUSAGE_TO_STR(WINED3D_DECL_USAGE_NORMAL
);
2530 WINED3DDECLUSAGE_TO_STR(WINED3D_DECL_USAGE_PSIZE
);
2531 WINED3DDECLUSAGE_TO_STR(WINED3D_DECL_USAGE_TEXCOORD
);
2532 WINED3DDECLUSAGE_TO_STR(WINED3D_DECL_USAGE_TANGENT
);
2533 WINED3DDECLUSAGE_TO_STR(WINED3D_DECL_USAGE_BINORMAL
);
2534 WINED3DDECLUSAGE_TO_STR(WINED3D_DECL_USAGE_TESS_FACTOR
);
2535 WINED3DDECLUSAGE_TO_STR(WINED3D_DECL_USAGE_POSITIONT
);
2536 WINED3DDECLUSAGE_TO_STR(WINED3D_DECL_USAGE_COLOR
);
2537 WINED3DDECLUSAGE_TO_STR(WINED3D_DECL_USAGE_FOG
);
2538 WINED3DDECLUSAGE_TO_STR(WINED3D_DECL_USAGE_DEPTH
);
2539 WINED3DDECLUSAGE_TO_STR(WINED3D_DECL_USAGE_SAMPLE
);
2540 #undef WINED3DDECLUSAGE_TO_STR
2542 FIXME("Unrecognized %u declaration usage!\n", usage
);
2543 return "unrecognized";
2547 const char *debug_d3dresourcetype(enum wined3d_resource_type resource_type
)
2549 switch (resource_type
)
2551 #define RES_TO_STR(res) case res: return #res
2552 RES_TO_STR(WINED3D_RTYPE_SURFACE
);
2553 RES_TO_STR(WINED3D_RTYPE_VOLUME
);
2554 RES_TO_STR(WINED3D_RTYPE_TEXTURE
);
2555 RES_TO_STR(WINED3D_RTYPE_VOLUME_TEXTURE
);
2556 RES_TO_STR(WINED3D_RTYPE_CUBE_TEXTURE
);
2557 RES_TO_STR(WINED3D_RTYPE_BUFFER
);
2560 FIXME("Unrecognized resource type %#x.\n", resource_type
);
2561 return "unrecognized";
2565 const char *debug_d3dprimitivetype(enum wined3d_primitive_type primitive_type
)
2567 switch (primitive_type
)
2569 #define PRIM_TO_STR(prim) case prim: return #prim
2570 PRIM_TO_STR(WINED3D_PT_UNDEFINED
);
2571 PRIM_TO_STR(WINED3D_PT_POINTLIST
);
2572 PRIM_TO_STR(WINED3D_PT_LINELIST
);
2573 PRIM_TO_STR(WINED3D_PT_LINESTRIP
);
2574 PRIM_TO_STR(WINED3D_PT_TRIANGLELIST
);
2575 PRIM_TO_STR(WINED3D_PT_TRIANGLESTRIP
);
2576 PRIM_TO_STR(WINED3D_PT_TRIANGLEFAN
);
2577 PRIM_TO_STR(WINED3D_PT_LINELIST_ADJ
);
2578 PRIM_TO_STR(WINED3D_PT_LINESTRIP_ADJ
);
2579 PRIM_TO_STR(WINED3D_PT_TRIANGLELIST_ADJ
);
2580 PRIM_TO_STR(WINED3D_PT_TRIANGLESTRIP_ADJ
);
2583 FIXME("Unrecognized %u primitive type!\n", primitive_type
);
2584 return "unrecognized";
2588 const char *debug_d3drenderstate(enum wined3d_render_state state
)
2592 #define D3DSTATE_TO_STR(u) case u: return #u
2593 D3DSTATE_TO_STR(WINED3D_RS_ANTIALIAS
);
2594 D3DSTATE_TO_STR(WINED3D_RS_TEXTUREPERSPECTIVE
);
2595 D3DSTATE_TO_STR(WINED3D_RS_WRAPU
);
2596 D3DSTATE_TO_STR(WINED3D_RS_WRAPV
);
2597 D3DSTATE_TO_STR(WINED3D_RS_ZENABLE
);
2598 D3DSTATE_TO_STR(WINED3D_RS_FILLMODE
);
2599 D3DSTATE_TO_STR(WINED3D_RS_SHADEMODE
);
2600 D3DSTATE_TO_STR(WINED3D_RS_LINEPATTERN
);
2601 D3DSTATE_TO_STR(WINED3D_RS_MONOENABLE
);
2602 D3DSTATE_TO_STR(WINED3D_RS_ROP2
);
2603 D3DSTATE_TO_STR(WINED3D_RS_PLANEMASK
);
2604 D3DSTATE_TO_STR(WINED3D_RS_ZWRITEENABLE
);
2605 D3DSTATE_TO_STR(WINED3D_RS_ALPHATESTENABLE
);
2606 D3DSTATE_TO_STR(WINED3D_RS_LASTPIXEL
);
2607 D3DSTATE_TO_STR(WINED3D_RS_SRCBLEND
);
2608 D3DSTATE_TO_STR(WINED3D_RS_DESTBLEND
);
2609 D3DSTATE_TO_STR(WINED3D_RS_CULLMODE
);
2610 D3DSTATE_TO_STR(WINED3D_RS_ZFUNC
);
2611 D3DSTATE_TO_STR(WINED3D_RS_ALPHAREF
);
2612 D3DSTATE_TO_STR(WINED3D_RS_ALPHAFUNC
);
2613 D3DSTATE_TO_STR(WINED3D_RS_DITHERENABLE
);
2614 D3DSTATE_TO_STR(WINED3D_RS_ALPHABLENDENABLE
);
2615 D3DSTATE_TO_STR(WINED3D_RS_FOGENABLE
);
2616 D3DSTATE_TO_STR(WINED3D_RS_SPECULARENABLE
);
2617 D3DSTATE_TO_STR(WINED3D_RS_ZVISIBLE
);
2618 D3DSTATE_TO_STR(WINED3D_RS_SUBPIXEL
);
2619 D3DSTATE_TO_STR(WINED3D_RS_SUBPIXELX
);
2620 D3DSTATE_TO_STR(WINED3D_RS_STIPPLEDALPHA
);
2621 D3DSTATE_TO_STR(WINED3D_RS_FOGCOLOR
);
2622 D3DSTATE_TO_STR(WINED3D_RS_FOGTABLEMODE
);
2623 D3DSTATE_TO_STR(WINED3D_RS_FOGSTART
);
2624 D3DSTATE_TO_STR(WINED3D_RS_FOGEND
);
2625 D3DSTATE_TO_STR(WINED3D_RS_FOGDENSITY
);
2626 D3DSTATE_TO_STR(WINED3D_RS_STIPPLEENABLE
);
2627 D3DSTATE_TO_STR(WINED3D_RS_EDGEANTIALIAS
);
2628 D3DSTATE_TO_STR(WINED3D_RS_COLORKEYENABLE
);
2629 D3DSTATE_TO_STR(WINED3D_RS_MIPMAPLODBIAS
);
2630 D3DSTATE_TO_STR(WINED3D_RS_RANGEFOGENABLE
);
2631 D3DSTATE_TO_STR(WINED3D_RS_ANISOTROPY
);
2632 D3DSTATE_TO_STR(WINED3D_RS_FLUSHBATCH
);
2633 D3DSTATE_TO_STR(WINED3D_RS_TRANSLUCENTSORTINDEPENDENT
);
2634 D3DSTATE_TO_STR(WINED3D_RS_STENCILENABLE
);
2635 D3DSTATE_TO_STR(WINED3D_RS_STENCILFAIL
);
2636 D3DSTATE_TO_STR(WINED3D_RS_STENCILZFAIL
);
2637 D3DSTATE_TO_STR(WINED3D_RS_STENCILPASS
);
2638 D3DSTATE_TO_STR(WINED3D_RS_STENCILFUNC
);
2639 D3DSTATE_TO_STR(WINED3D_RS_STENCILREF
);
2640 D3DSTATE_TO_STR(WINED3D_RS_STENCILMASK
);
2641 D3DSTATE_TO_STR(WINED3D_RS_STENCILWRITEMASK
);
2642 D3DSTATE_TO_STR(WINED3D_RS_TEXTUREFACTOR
);
2643 D3DSTATE_TO_STR(WINED3D_RS_WRAP0
);
2644 D3DSTATE_TO_STR(WINED3D_RS_WRAP1
);
2645 D3DSTATE_TO_STR(WINED3D_RS_WRAP2
);
2646 D3DSTATE_TO_STR(WINED3D_RS_WRAP3
);
2647 D3DSTATE_TO_STR(WINED3D_RS_WRAP4
);
2648 D3DSTATE_TO_STR(WINED3D_RS_WRAP5
);
2649 D3DSTATE_TO_STR(WINED3D_RS_WRAP6
);
2650 D3DSTATE_TO_STR(WINED3D_RS_WRAP7
);
2651 D3DSTATE_TO_STR(WINED3D_RS_CLIPPING
);
2652 D3DSTATE_TO_STR(WINED3D_RS_LIGHTING
);
2653 D3DSTATE_TO_STR(WINED3D_RS_EXTENTS
);
2654 D3DSTATE_TO_STR(WINED3D_RS_AMBIENT
);
2655 D3DSTATE_TO_STR(WINED3D_RS_FOGVERTEXMODE
);
2656 D3DSTATE_TO_STR(WINED3D_RS_COLORVERTEX
);
2657 D3DSTATE_TO_STR(WINED3D_RS_LOCALVIEWER
);
2658 D3DSTATE_TO_STR(WINED3D_RS_NORMALIZENORMALS
);
2659 D3DSTATE_TO_STR(WINED3D_RS_COLORKEYBLENDENABLE
);
2660 D3DSTATE_TO_STR(WINED3D_RS_DIFFUSEMATERIALSOURCE
);
2661 D3DSTATE_TO_STR(WINED3D_RS_SPECULARMATERIALSOURCE
);
2662 D3DSTATE_TO_STR(WINED3D_RS_AMBIENTMATERIALSOURCE
);
2663 D3DSTATE_TO_STR(WINED3D_RS_EMISSIVEMATERIALSOURCE
);
2664 D3DSTATE_TO_STR(WINED3D_RS_VERTEXBLEND
);
2665 D3DSTATE_TO_STR(WINED3D_RS_CLIPPLANEENABLE
);
2666 D3DSTATE_TO_STR(WINED3D_RS_SOFTWAREVERTEXPROCESSING
);
2667 D3DSTATE_TO_STR(WINED3D_RS_POINTSIZE
);
2668 D3DSTATE_TO_STR(WINED3D_RS_POINTSIZE_MIN
);
2669 D3DSTATE_TO_STR(WINED3D_RS_POINTSPRITEENABLE
);
2670 D3DSTATE_TO_STR(WINED3D_RS_POINTSCALEENABLE
);
2671 D3DSTATE_TO_STR(WINED3D_RS_POINTSCALE_A
);
2672 D3DSTATE_TO_STR(WINED3D_RS_POINTSCALE_B
);
2673 D3DSTATE_TO_STR(WINED3D_RS_POINTSCALE_C
);
2674 D3DSTATE_TO_STR(WINED3D_RS_MULTISAMPLEANTIALIAS
);
2675 D3DSTATE_TO_STR(WINED3D_RS_MULTISAMPLEMASK
);
2676 D3DSTATE_TO_STR(WINED3D_RS_PATCHEDGESTYLE
);
2677 D3DSTATE_TO_STR(WINED3D_RS_PATCHSEGMENTS
);
2678 D3DSTATE_TO_STR(WINED3D_RS_DEBUGMONITORTOKEN
);
2679 D3DSTATE_TO_STR(WINED3D_RS_POINTSIZE_MAX
);
2680 D3DSTATE_TO_STR(WINED3D_RS_INDEXEDVERTEXBLENDENABLE
);
2681 D3DSTATE_TO_STR(WINED3D_RS_COLORWRITEENABLE
);
2682 D3DSTATE_TO_STR(WINED3D_RS_TWEENFACTOR
);
2683 D3DSTATE_TO_STR(WINED3D_RS_BLENDOP
);
2684 D3DSTATE_TO_STR(WINED3D_RS_POSITIONDEGREE
);
2685 D3DSTATE_TO_STR(WINED3D_RS_NORMALDEGREE
);
2686 D3DSTATE_TO_STR(WINED3D_RS_SCISSORTESTENABLE
);
2687 D3DSTATE_TO_STR(WINED3D_RS_SLOPESCALEDEPTHBIAS
);
2688 D3DSTATE_TO_STR(WINED3D_RS_ANTIALIASEDLINEENABLE
);
2689 D3DSTATE_TO_STR(WINED3D_RS_MINTESSELLATIONLEVEL
);
2690 D3DSTATE_TO_STR(WINED3D_RS_MAXTESSELLATIONLEVEL
);
2691 D3DSTATE_TO_STR(WINED3D_RS_ADAPTIVETESS_X
);
2692 D3DSTATE_TO_STR(WINED3D_RS_ADAPTIVETESS_Y
);
2693 D3DSTATE_TO_STR(WINED3D_RS_ADAPTIVETESS_Z
);
2694 D3DSTATE_TO_STR(WINED3D_RS_ADAPTIVETESS_W
);
2695 D3DSTATE_TO_STR(WINED3D_RS_ENABLEADAPTIVETESSELLATION
);
2696 D3DSTATE_TO_STR(WINED3D_RS_TWOSIDEDSTENCILMODE
);
2697 D3DSTATE_TO_STR(WINED3D_RS_CCW_STENCILFAIL
);
2698 D3DSTATE_TO_STR(WINED3D_RS_CCW_STENCILZFAIL
);
2699 D3DSTATE_TO_STR(WINED3D_RS_CCW_STENCILPASS
);
2700 D3DSTATE_TO_STR(WINED3D_RS_CCW_STENCILFUNC
);
2701 D3DSTATE_TO_STR(WINED3D_RS_COLORWRITEENABLE1
);
2702 D3DSTATE_TO_STR(WINED3D_RS_COLORWRITEENABLE2
);
2703 D3DSTATE_TO_STR(WINED3D_RS_COLORWRITEENABLE3
);
2704 D3DSTATE_TO_STR(WINED3D_RS_BLENDFACTOR
);
2705 D3DSTATE_TO_STR(WINED3D_RS_SRGBWRITEENABLE
);
2706 D3DSTATE_TO_STR(WINED3D_RS_DEPTHBIAS
);
2707 D3DSTATE_TO_STR(WINED3D_RS_WRAP8
);
2708 D3DSTATE_TO_STR(WINED3D_RS_WRAP9
);
2709 D3DSTATE_TO_STR(WINED3D_RS_WRAP10
);
2710 D3DSTATE_TO_STR(WINED3D_RS_WRAP11
);
2711 D3DSTATE_TO_STR(WINED3D_RS_WRAP12
);
2712 D3DSTATE_TO_STR(WINED3D_RS_WRAP13
);
2713 D3DSTATE_TO_STR(WINED3D_RS_WRAP14
);
2714 D3DSTATE_TO_STR(WINED3D_RS_WRAP15
);
2715 D3DSTATE_TO_STR(WINED3D_RS_SEPARATEALPHABLENDENABLE
);
2716 D3DSTATE_TO_STR(WINED3D_RS_SRCBLENDALPHA
);
2717 D3DSTATE_TO_STR(WINED3D_RS_DESTBLENDALPHA
);
2718 D3DSTATE_TO_STR(WINED3D_RS_BLENDOPALPHA
);
2719 #undef D3DSTATE_TO_STR
2721 FIXME("Unrecognized %u render state!\n", state
);
2722 return "unrecognized";
2726 const char *debug_d3dsamplerstate(enum wined3d_sampler_state state
)
2730 #define D3DSTATE_TO_STR(u) case u: return #u
2731 D3DSTATE_TO_STR(WINED3D_SAMP_BORDER_COLOR
);
2732 D3DSTATE_TO_STR(WINED3D_SAMP_ADDRESS_U
);
2733 D3DSTATE_TO_STR(WINED3D_SAMP_ADDRESS_V
);
2734 D3DSTATE_TO_STR(WINED3D_SAMP_ADDRESS_W
);
2735 D3DSTATE_TO_STR(WINED3D_SAMP_MAG_FILTER
);
2736 D3DSTATE_TO_STR(WINED3D_SAMP_MIN_FILTER
);
2737 D3DSTATE_TO_STR(WINED3D_SAMP_MIP_FILTER
);
2738 D3DSTATE_TO_STR(WINED3D_SAMP_MIPMAP_LOD_BIAS
);
2739 D3DSTATE_TO_STR(WINED3D_SAMP_MAX_MIP_LEVEL
);
2740 D3DSTATE_TO_STR(WINED3D_SAMP_MAX_ANISOTROPY
);
2741 D3DSTATE_TO_STR(WINED3D_SAMP_SRGB_TEXTURE
);
2742 D3DSTATE_TO_STR(WINED3D_SAMP_ELEMENT_INDEX
);
2743 D3DSTATE_TO_STR(WINED3D_SAMP_DMAP_OFFSET
);
2744 #undef D3DSTATE_TO_STR
2746 FIXME("Unrecognized %u sampler state!\n", state
);
2747 return "unrecognized";
2751 const char *debug_d3dtexturefiltertype(enum wined3d_texture_filter_type filter_type
)
2753 switch (filter_type
)
2755 #define D3DTEXTUREFILTERTYPE_TO_STR(u) case u: return #u
2756 D3DTEXTUREFILTERTYPE_TO_STR(WINED3D_TEXF_NONE
);
2757 D3DTEXTUREFILTERTYPE_TO_STR(WINED3D_TEXF_POINT
);
2758 D3DTEXTUREFILTERTYPE_TO_STR(WINED3D_TEXF_LINEAR
);
2759 D3DTEXTUREFILTERTYPE_TO_STR(WINED3D_TEXF_ANISOTROPIC
);
2760 D3DTEXTUREFILTERTYPE_TO_STR(WINED3D_TEXF_FLAT_CUBIC
);
2761 D3DTEXTUREFILTERTYPE_TO_STR(WINED3D_TEXF_GAUSSIAN_CUBIC
);
2762 D3DTEXTUREFILTERTYPE_TO_STR(WINED3D_TEXF_PYRAMIDAL_QUAD
);
2763 D3DTEXTUREFILTERTYPE_TO_STR(WINED3D_TEXF_GAUSSIAN_QUAD
);
2764 #undef D3DTEXTUREFILTERTYPE_TO_STR
2766 FIXME("Unrecognied texture filter type 0x%08x.\n", filter_type
);
2767 return "unrecognized";
2771 const char *debug_d3dtexturestate(enum wined3d_texture_stage_state state
)
2775 #define D3DSTATE_TO_STR(u) case u: return #u
2776 D3DSTATE_TO_STR(WINED3D_TSS_COLOR_OP
);
2777 D3DSTATE_TO_STR(WINED3D_TSS_COLOR_ARG1
);
2778 D3DSTATE_TO_STR(WINED3D_TSS_COLOR_ARG2
);
2779 D3DSTATE_TO_STR(WINED3D_TSS_ALPHA_OP
);
2780 D3DSTATE_TO_STR(WINED3D_TSS_ALPHA_ARG1
);
2781 D3DSTATE_TO_STR(WINED3D_TSS_ALPHA_ARG2
);
2782 D3DSTATE_TO_STR(WINED3D_TSS_BUMPENV_MAT00
);
2783 D3DSTATE_TO_STR(WINED3D_TSS_BUMPENV_MAT01
);
2784 D3DSTATE_TO_STR(WINED3D_TSS_BUMPENV_MAT10
);
2785 D3DSTATE_TO_STR(WINED3D_TSS_BUMPENV_MAT11
);
2786 D3DSTATE_TO_STR(WINED3D_TSS_TEXCOORD_INDEX
);
2787 D3DSTATE_TO_STR(WINED3D_TSS_BUMPENV_LSCALE
);
2788 D3DSTATE_TO_STR(WINED3D_TSS_BUMPENV_LOFFSET
);
2789 D3DSTATE_TO_STR(WINED3D_TSS_TEXTURE_TRANSFORM_FLAGS
);
2790 D3DSTATE_TO_STR(WINED3D_TSS_COLOR_ARG0
);
2791 D3DSTATE_TO_STR(WINED3D_TSS_ALPHA_ARG0
);
2792 D3DSTATE_TO_STR(WINED3D_TSS_RESULT_ARG
);
2793 D3DSTATE_TO_STR(WINED3D_TSS_CONSTANT
);
2794 #undef D3DSTATE_TO_STR
2796 FIXME("Unrecognized %u texture state!\n", state
);
2797 return "unrecognized";
2801 const char *debug_d3dtop(enum wined3d_texture_op d3dtop
)
2805 #define D3DTOP_TO_STR(u) case u: return #u
2806 D3DTOP_TO_STR(WINED3D_TOP_DISABLE
);
2807 D3DTOP_TO_STR(WINED3D_TOP_SELECT_ARG1
);
2808 D3DTOP_TO_STR(WINED3D_TOP_SELECT_ARG2
);
2809 D3DTOP_TO_STR(WINED3D_TOP_MODULATE
);
2810 D3DTOP_TO_STR(WINED3D_TOP_MODULATE_2X
);
2811 D3DTOP_TO_STR(WINED3D_TOP_MODULATE_4X
);
2812 D3DTOP_TO_STR(WINED3D_TOP_ADD
);
2813 D3DTOP_TO_STR(WINED3D_TOP_ADD_SIGNED
);
2814 D3DTOP_TO_STR(WINED3D_TOP_ADD_SIGNED_2X
);
2815 D3DTOP_TO_STR(WINED3D_TOP_SUBTRACT
);
2816 D3DTOP_TO_STR(WINED3D_TOP_ADD_SMOOTH
);
2817 D3DTOP_TO_STR(WINED3D_TOP_BLEND_DIFFUSE_ALPHA
);
2818 D3DTOP_TO_STR(WINED3D_TOP_BLEND_TEXTURE_ALPHA
);
2819 D3DTOP_TO_STR(WINED3D_TOP_BLEND_FACTOR_ALPHA
);
2820 D3DTOP_TO_STR(WINED3D_TOP_BLEND_TEXTURE_ALPHA_PM
);
2821 D3DTOP_TO_STR(WINED3D_TOP_BLEND_CURRENT_ALPHA
);
2822 D3DTOP_TO_STR(WINED3D_TOP_PREMODULATE
);
2823 D3DTOP_TO_STR(WINED3D_TOP_MODULATE_ALPHA_ADD_COLOR
);
2824 D3DTOP_TO_STR(WINED3D_TOP_MODULATE_COLOR_ADD_ALPHA
);
2825 D3DTOP_TO_STR(WINED3D_TOP_MODULATE_INVALPHA_ADD_COLOR
);
2826 D3DTOP_TO_STR(WINED3D_TOP_MODULATE_INVCOLOR_ADD_ALPHA
);
2827 D3DTOP_TO_STR(WINED3D_TOP_BUMPENVMAP
);
2828 D3DTOP_TO_STR(WINED3D_TOP_BUMPENVMAP_LUMINANCE
);
2829 D3DTOP_TO_STR(WINED3D_TOP_DOTPRODUCT3
);
2830 D3DTOP_TO_STR(WINED3D_TOP_MULTIPLY_ADD
);
2831 D3DTOP_TO_STR(WINED3D_TOP_LERP
);
2832 #undef D3DTOP_TO_STR
2834 FIXME("Unrecognized texture op %#x.\n", d3dtop
);
2835 return "unrecognized";
2839 const char *debug_d3dtstype(enum wined3d_transform_state tstype
)
2843 #define TSTYPE_TO_STR(tstype) case tstype: return #tstype
2844 TSTYPE_TO_STR(WINED3D_TS_VIEW
);
2845 TSTYPE_TO_STR(WINED3D_TS_PROJECTION
);
2846 TSTYPE_TO_STR(WINED3D_TS_TEXTURE0
);
2847 TSTYPE_TO_STR(WINED3D_TS_TEXTURE1
);
2848 TSTYPE_TO_STR(WINED3D_TS_TEXTURE2
);
2849 TSTYPE_TO_STR(WINED3D_TS_TEXTURE3
);
2850 TSTYPE_TO_STR(WINED3D_TS_TEXTURE4
);
2851 TSTYPE_TO_STR(WINED3D_TS_TEXTURE5
);
2852 TSTYPE_TO_STR(WINED3D_TS_TEXTURE6
);
2853 TSTYPE_TO_STR(WINED3D_TS_TEXTURE7
);
2854 TSTYPE_TO_STR(WINED3D_TS_WORLD_MATRIX(0));
2855 #undef TSTYPE_TO_STR
2857 if (tstype
> 256 && tstype
< 512)
2859 FIXME("WINED3D_TS_WORLD_MATRIX(%u). 1..255 not currently supported.\n", tstype
);
2860 return ("WINED3D_TS_WORLD_MATRIX > 0");
2862 FIXME("Unrecognized transform state %#x.\n", tstype
);
2863 return "unrecognized";
2867 static const char *debug_shader_type(enum wined3d_shader_type type
)
2871 #define WINED3D_TO_STR(type) case type: return #type
2872 WINED3D_TO_STR(WINED3D_SHADER_TYPE_PIXEL
);
2873 WINED3D_TO_STR(WINED3D_SHADER_TYPE_VERTEX
);
2874 WINED3D_TO_STR(WINED3D_SHADER_TYPE_GEOMETRY
);
2875 #undef WINED3D_TO_STR
2877 FIXME("Unrecognized shader type %#x.\n", type
);
2878 return "unrecognized";
2882 const char *debug_d3dstate(DWORD state
)
2884 if (STATE_IS_RENDER(state
))
2885 return wine_dbg_sprintf("STATE_RENDER(%s)", debug_d3drenderstate(state
- STATE_RENDER(0)));
2886 if (STATE_IS_TEXTURESTAGE(state
))
2888 DWORD texture_stage
= (state
- STATE_TEXTURESTAGE(0, 0)) / (WINED3D_HIGHEST_TEXTURE_STATE
+ 1);
2889 DWORD texture_state
= state
- STATE_TEXTURESTAGE(texture_stage
, 0);
2890 return wine_dbg_sprintf("STATE_TEXTURESTAGE(%#x, %s)",
2891 texture_stage
, debug_d3dtexturestate(texture_state
));
2893 if (STATE_IS_SAMPLER(state
))
2894 return wine_dbg_sprintf("STATE_SAMPLER(%#x)", state
- STATE_SAMPLER(0));
2895 if (STATE_IS_SHADER(state
))
2896 return wine_dbg_sprintf("STATE_SHADER(%s)", debug_shader_type(state
- STATE_SHADER(0)));
2897 if (STATE_IS_CONSTANT_BUFFER(state
))
2898 return wine_dbg_sprintf("STATE_CONSTANT_BUFFER(%s)", debug_shader_type(state
- STATE_CONSTANT_BUFFER(0)));
2899 if (STATE_IS_SHADER_RESOURCE_BINDING(state
))
2900 return "STATE_SHADER_RESOURCE_BINDING";
2901 if (STATE_IS_TRANSFORM(state
))
2902 return wine_dbg_sprintf("STATE_TRANSFORM(%s)", debug_d3dtstype(state
- STATE_TRANSFORM(0)));
2903 if (STATE_IS_STREAMSRC(state
))
2904 return "STATE_STREAMSRC";
2905 if (STATE_IS_INDEXBUFFER(state
))
2906 return "STATE_INDEXBUFFER";
2907 if (STATE_IS_VDECL(state
))
2908 return "STATE_VDECL";
2909 if (STATE_IS_VIEWPORT(state
))
2910 return "STATE_VIEWPORT";
2911 if (STATE_IS_LIGHT_TYPE(state
))
2912 return "STATE_LIGHT_TYPE";
2913 if (STATE_IS_ACTIVELIGHT(state
))
2914 return wine_dbg_sprintf("STATE_ACTIVELIGHT(%#x)", state
- STATE_ACTIVELIGHT(0));
2915 if (STATE_IS_SCISSORRECT(state
))
2916 return "STATE_SCISSORRECT";
2917 if (STATE_IS_CLIPPLANE(state
))
2918 return wine_dbg_sprintf("STATE_CLIPPLANE(%#x)", state
- STATE_CLIPPLANE(0));
2919 if (STATE_IS_MATERIAL(state
))
2920 return "STATE_MATERIAL";
2921 if (STATE_IS_FRONTFACE(state
))
2922 return "STATE_FRONTFACE";
2923 if (STATE_IS_POINTSPRITECOORDORIGIN(state
))
2924 return "STATE_POINTSPRITECOORDORIGIN";
2925 if (STATE_IS_BASEVERTEXINDEX(state
))
2926 return "STATE_BASEVERTEXINDEX";
2927 if (STATE_IS_FRAMEBUFFER(state
))
2928 return "STATE_FRAMEBUFFER";
2929 if (STATE_IS_POINT_SIZE_ENABLE(state
))
2930 return "STATE_POINT_SIZE_ENABLE";
2932 return wine_dbg_sprintf("UNKNOWN_STATE(%#x)", state
);
2935 const char *debug_d3dpool(enum wined3d_pool pool
)
2939 #define POOL_TO_STR(p) case p: return #p
2940 POOL_TO_STR(WINED3D_POOL_DEFAULT
);
2941 POOL_TO_STR(WINED3D_POOL_MANAGED
);
2942 POOL_TO_STR(WINED3D_POOL_SYSTEM_MEM
);
2943 POOL_TO_STR(WINED3D_POOL_SCRATCH
);
2946 FIXME("Unrecognized pool %#x.\n", pool
);
2947 return "unrecognized";
2951 const char *debug_fbostatus(GLenum status
) {
2953 #define FBOSTATUS_TO_STR(u) case u: return #u
2954 FBOSTATUS_TO_STR(GL_FRAMEBUFFER_COMPLETE
);
2955 FBOSTATUS_TO_STR(GL_FRAMEBUFFER_INCOMPLETE_ATTACHMENT
);
2956 FBOSTATUS_TO_STR(GL_FRAMEBUFFER_INCOMPLETE_MISSING_ATTACHMENT
);
2957 FBOSTATUS_TO_STR(GL_FRAMEBUFFER_INCOMPLETE_DIMENSIONS_EXT
);
2958 FBOSTATUS_TO_STR(GL_FRAMEBUFFER_INCOMPLETE_FORMATS_EXT
);
2959 FBOSTATUS_TO_STR(GL_FRAMEBUFFER_INCOMPLETE_DRAW_BUFFER
);
2960 FBOSTATUS_TO_STR(GL_FRAMEBUFFER_INCOMPLETE_READ_BUFFER
);
2961 FBOSTATUS_TO_STR(GL_FRAMEBUFFER_INCOMPLETE_MULTISAMPLE
);
2962 FBOSTATUS_TO_STR(GL_FRAMEBUFFER_UNSUPPORTED
);
2963 FBOSTATUS_TO_STR(GL_FRAMEBUFFER_UNDEFINED
);
2964 #undef FBOSTATUS_TO_STR
2966 FIXME("Unrecognied FBO status 0x%08x\n", status
);
2967 return "unrecognized";
2971 const char *debug_glerror(GLenum error
) {
2973 #define GLERROR_TO_STR(u) case u: return #u
2974 GLERROR_TO_STR(GL_NO_ERROR
);
2975 GLERROR_TO_STR(GL_INVALID_ENUM
);
2976 GLERROR_TO_STR(GL_INVALID_VALUE
);
2977 GLERROR_TO_STR(GL_INVALID_OPERATION
);
2978 GLERROR_TO_STR(GL_STACK_OVERFLOW
);
2979 GLERROR_TO_STR(GL_STACK_UNDERFLOW
);
2980 GLERROR_TO_STR(GL_OUT_OF_MEMORY
);
2981 GLERROR_TO_STR(GL_INVALID_FRAMEBUFFER_OPERATION
);
2982 #undef GLERROR_TO_STR
2984 FIXME("Unrecognied GL error 0x%08x\n", error
);
2985 return "unrecognized";
2989 static const char *debug_fixup_channel_source(enum fixup_channel_source source
)
2993 #define WINED3D_TO_STR(x) case x: return #x
2994 WINED3D_TO_STR(CHANNEL_SOURCE_ZERO
);
2995 WINED3D_TO_STR(CHANNEL_SOURCE_ONE
);
2996 WINED3D_TO_STR(CHANNEL_SOURCE_X
);
2997 WINED3D_TO_STR(CHANNEL_SOURCE_Y
);
2998 WINED3D_TO_STR(CHANNEL_SOURCE_Z
);
2999 WINED3D_TO_STR(CHANNEL_SOURCE_W
);
3000 WINED3D_TO_STR(CHANNEL_SOURCE_COMPLEX0
);
3001 WINED3D_TO_STR(CHANNEL_SOURCE_COMPLEX1
);
3002 #undef WINED3D_TO_STR
3004 FIXME("Unrecognized fixup_channel_source %#x\n", source
);
3005 return "unrecognized";
3009 static const char *debug_complex_fixup(enum complex_fixup fixup
)
3013 #define WINED3D_TO_STR(x) case x: return #x
3014 WINED3D_TO_STR(COMPLEX_FIXUP_YUY2
);
3015 WINED3D_TO_STR(COMPLEX_FIXUP_UYVY
);
3016 WINED3D_TO_STR(COMPLEX_FIXUP_YV12
);
3017 WINED3D_TO_STR(COMPLEX_FIXUP_NV12
);
3018 WINED3D_TO_STR(COMPLEX_FIXUP_P8
);
3019 #undef WINED3D_TO_STR
3021 FIXME("Unrecognized complex fixup %#x\n", fixup
);
3022 return "unrecognized";
3026 void dump_color_fixup_desc(struct color_fixup_desc fixup
)
3028 if (is_complex_fixup(fixup
))
3030 TRACE("\tComplex: %s\n", debug_complex_fixup(get_complex_fixup(fixup
)));
3034 TRACE("\tX: %s%s\n", debug_fixup_channel_source(fixup
.x_source
), fixup
.x_sign_fixup
? ", SIGN_FIXUP" : "");
3035 TRACE("\tY: %s%s\n", debug_fixup_channel_source(fixup
.y_source
), fixup
.y_sign_fixup
? ", SIGN_FIXUP" : "");
3036 TRACE("\tZ: %s%s\n", debug_fixup_channel_source(fixup
.z_source
), fixup
.z_sign_fixup
? ", SIGN_FIXUP" : "");
3037 TRACE("\tW: %s%s\n", debug_fixup_channel_source(fixup
.w_source
), fixup
.w_sign_fixup
? ", SIGN_FIXUP" : "");
3040 BOOL
is_invalid_op(const struct wined3d_state
*state
, int stage
,
3041 enum wined3d_texture_op op
, DWORD arg1
, DWORD arg2
, DWORD arg3
)
3043 if (op
== WINED3D_TOP_DISABLE
)
3045 if (state
->textures
[stage
])
3048 if ((arg1
& WINED3DTA_SELECTMASK
) == WINED3DTA_TEXTURE
3049 && op
!= WINED3D_TOP_SELECT_ARG2
)
3051 if ((arg2
& WINED3DTA_SELECTMASK
) == WINED3DTA_TEXTURE
3052 && op
!= WINED3D_TOP_SELECT_ARG1
)
3054 if ((arg3
& WINED3DTA_SELECTMASK
) == WINED3DTA_TEXTURE
3055 && (op
== WINED3D_TOP_MULTIPLY_ADD
|| op
== WINED3D_TOP_LERP
))
3061 /* Setup this textures matrix according to the texture flags. */
3062 /* Context activation is done by the caller (state handler). */
3063 void set_texture_matrix(const struct wined3d_gl_info
*gl_info
, const float *smat
, DWORD flags
,
3064 BOOL calculatedCoords
, BOOL transformed
, enum wined3d_format_id vtx_fmt
, BOOL ffp_proj_control
)
3068 gl_info
->gl_ops
.gl
.p_glMatrixMode(GL_TEXTURE
);
3069 checkGLcall("glMatrixMode(GL_TEXTURE)");
3071 if (flags
== WINED3D_TTFF_DISABLE
|| flags
== WINED3D_TTFF_COUNT1
|| transformed
)
3073 gl_info
->gl_ops
.gl
.p_glLoadIdentity();
3074 checkGLcall("glLoadIdentity()");
3078 if (flags
== (WINED3D_TTFF_COUNT1
| WINED3D_TTFF_PROJECTED
))
3080 ERR("Invalid texture transform flags: WINED3D_TTFF_COUNT1 | WINED3D_TTFF_PROJECTED.\n");
3084 memcpy(mat
, smat
, 16 * sizeof(float));
3086 if (flags
& WINED3D_TTFF_PROJECTED
)
3088 if (!ffp_proj_control
)
3090 switch (flags
& ~WINED3D_TTFF_PROJECTED
)
3092 case WINED3D_TTFF_COUNT2
:
3097 mat
[ 1] = mat
[ 5] = mat
[ 9] = mat
[13] = 0.0f
;
3099 case WINED3D_TTFF_COUNT3
:
3104 mat
[ 2] = mat
[ 6] = mat
[10] = mat
[14] = 0.0f
;
3108 } else { /* under directx the R/Z coord can be used for translation, under opengl we use the Q coord instead */
3109 if(!calculatedCoords
) {
3112 case WINED3DFMT_R32_FLOAT
:
3113 /* Direct3D passes the default 1.0 in the 2nd coord, while gl passes it in the 4th.
3114 * swap 2nd and 4th coord. No need to store the value of mat[12] in mat[4] because
3115 * the input value to the transformation will be 0, so the matrix value is irrelevant
3122 case WINED3DFMT_R32G32_FLOAT
:
3123 /* See above, just 3rd and 4th coord
3130 case WINED3DFMT_R32G32B32_FLOAT
: /* Opengl defaults match dx defaults */
3131 case WINED3DFMT_R32G32B32A32_FLOAT
: /* No defaults apply, all app defined */
3133 /* This is to prevent swapping the matrix lines and put the default 4th coord = 1.0
3134 * into a bad place. The division elimination below will apply to make sure the
3135 * 1.0 doesn't do anything bad. The caller will set this value if the stride is 0
3137 case WINED3DFMT_UNKNOWN
: /* No texture coords, 0/0/0/1 defaults are passed */
3140 FIXME("Unexpected fixed function texture coord input\n");
3143 if (!ffp_proj_control
)
3145 switch (flags
& ~WINED3D_TTFF_PROJECTED
)
3147 /* case WINED3D_TTFF_COUNT1: Won't ever get here. */
3148 case WINED3D_TTFF_COUNT2
:
3149 mat
[2] = mat
[6] = mat
[10] = mat
[14] = 0;
3150 /* OpenGL divides the first 3 vertex coord by the 4th by default,
3151 * which is essentially the same as D3DTTFF_PROJECTED. Make sure that
3152 * the 4th coord evaluates to 1.0 to eliminate that.
3154 * If the fixed function pipeline is used, the 4th value remains unused,
3155 * so there is no danger in doing this. With vertex shaders we have a
3156 * problem. Should an app hit that problem, the code here would have to
3157 * check for pixel shaders, and the shader has to undo the default gl divide.
3159 * A more serious problem occurs if the app passes 4 coordinates in, and the
3160 * 4th is != 1.0(opengl default). This would have to be fixed in drawStridedSlow
3161 * or a replacement shader. */
3163 mat
[3] = mat
[7] = mat
[11] = 0; mat
[15] = 1;
3168 gl_info
->gl_ops
.gl
.p_glLoadMatrixf(mat
);
3169 checkGLcall("glLoadMatrixf(mat)");
3172 /* This small helper function is used to convert a bitmask into the number of masked bits */
3173 unsigned int count_bits(unsigned int mask
)
3176 for (count
= 0; mask
; ++count
)
3183 /* Helper function for retrieving color info for ChoosePixelFormat and wglChoosePixelFormatARB.
3184 * The later function requires individual color components. */
3185 BOOL
getColorBits(const struct wined3d_format
*format
,
3186 BYTE
*redSize
, BYTE
*greenSize
, BYTE
*blueSize
, BYTE
*alphaSize
, BYTE
*totalSize
)
3188 TRACE("format %s.\n", debug_d3dformat(format
->id
));
3192 case WINED3DFMT_B10G10R10A2_UNORM
:
3193 case WINED3DFMT_R10G10B10A2_UNORM
:
3194 case WINED3DFMT_B8G8R8X8_UNORM
:
3195 case WINED3DFMT_B8G8R8_UNORM
:
3196 case WINED3DFMT_B8G8R8A8_UNORM
:
3197 case WINED3DFMT_R8G8B8A8_UNORM
:
3198 case WINED3DFMT_B5G5R5X1_UNORM
:
3199 case WINED3DFMT_B5G5R5A1_UNORM
:
3200 case WINED3DFMT_B5G6R5_UNORM
:
3201 case WINED3DFMT_B4G4R4X4_UNORM
:
3202 case WINED3DFMT_B4G4R4A4_UNORM
:
3203 case WINED3DFMT_B2G3R3_UNORM
:
3204 case WINED3DFMT_P8_UINT_A8_UNORM
:
3205 case WINED3DFMT_P8_UINT
:
3208 FIXME("Unsupported format %s.\n", debug_d3dformat(format
->id
));
3212 *redSize
= format
->red_size
;
3213 *greenSize
= format
->green_size
;
3214 *blueSize
= format
->blue_size
;
3215 *alphaSize
= format
->alpha_size
;
3216 *totalSize
= *redSize
+ *greenSize
+ *blueSize
+ *alphaSize
;
3218 TRACE("Returning red: %d, green: %d, blue: %d, alpha: %d, total: %d for format %s.\n",
3219 *redSize
, *greenSize
, *blueSize
, *alphaSize
, *totalSize
, debug_d3dformat(format
->id
));
3223 /* Helper function for retrieving depth/stencil info for ChoosePixelFormat and wglChoosePixelFormatARB */
3224 BOOL
getDepthStencilBits(const struct wined3d_format
*format
, BYTE
*depthSize
, BYTE
*stencilSize
)
3226 TRACE("format %s.\n", debug_d3dformat(format
->id
));
3230 case WINED3DFMT_D16_LOCKABLE
:
3231 case WINED3DFMT_D16_UNORM
:
3232 case WINED3DFMT_S1_UINT_D15_UNORM
:
3233 case WINED3DFMT_X8D24_UNORM
:
3234 case WINED3DFMT_S4X4_UINT_D24_UNORM
:
3235 case WINED3DFMT_D24_UNORM_S8_UINT
:
3236 case WINED3DFMT_S8_UINT_D24_FLOAT
:
3237 case WINED3DFMT_D32_UNORM
:
3238 case WINED3DFMT_D32_FLOAT
:
3239 case WINED3DFMT_INTZ
:
3242 FIXME("Unsupported depth/stencil format %s.\n", debug_d3dformat(format
->id
));
3246 *depthSize
= format
->depth_size
;
3247 *stencilSize
= format
->stencil_size
;
3249 TRACE("Returning depthSize: %d and stencilSize: %d for format %s.\n",
3250 *depthSize
, *stencilSize
, debug_d3dformat(format
->id
));
3254 /* Note: It's the caller's responsibility to ensure values can be expressed
3255 * in the requested format. UNORM formats for example can only express values
3256 * in the range 0.0f -> 1.0f. */
3257 DWORD
wined3d_format_convert_from_float(const struct wined3d_surface
*surface
, const struct wined3d_color
*color
)
3261 enum wined3d_format_id format_id
;
3273 {WINED3DFMT_B8G8R8A8_UNORM
, 255.0f
, 255.0f
, 255.0f
, 255.0f
, 16, 8, 0, 24},
3274 {WINED3DFMT_B8G8R8X8_UNORM
, 255.0f
, 255.0f
, 255.0f
, 255.0f
, 16, 8, 0, 24},
3275 {WINED3DFMT_B8G8R8_UNORM
, 255.0f
, 255.0f
, 255.0f
, 255.0f
, 16, 8, 0, 24},
3276 {WINED3DFMT_B5G6R5_UNORM
, 31.0f
, 63.0f
, 31.0f
, 0.0f
, 11, 5, 0, 0},
3277 {WINED3DFMT_B5G5R5A1_UNORM
, 31.0f
, 31.0f
, 31.0f
, 1.0f
, 10, 5, 0, 15},
3278 {WINED3DFMT_B5G5R5X1_UNORM
, 31.0f
, 31.0f
, 31.0f
, 1.0f
, 10, 5, 0, 15},
3279 {WINED3DFMT_R8_UNORM
, 255.0f
, 0.0f
, 0.0f
, 0.0f
, 0, 0, 0, 0},
3280 {WINED3DFMT_A8_UNORM
, 0.0f
, 0.0f
, 0.0f
, 255.0f
, 0, 0, 0, 0},
3281 {WINED3DFMT_B4G4R4A4_UNORM
, 15.0f
, 15.0f
, 15.0f
, 15.0f
, 8, 4, 0, 12},
3282 {WINED3DFMT_B4G4R4X4_UNORM
, 15.0f
, 15.0f
, 15.0f
, 15.0f
, 8, 4, 0, 12},
3283 {WINED3DFMT_B2G3R3_UNORM
, 7.0f
, 7.0f
, 3.0f
, 0.0f
, 5, 2, 0, 0},
3284 {WINED3DFMT_R8G8B8A8_UNORM
, 255.0f
, 255.0f
, 255.0f
, 255.0f
, 0, 8, 16, 24},
3285 {WINED3DFMT_R8G8B8X8_UNORM
, 255.0f
, 255.0f
, 255.0f
, 255.0f
, 0, 8, 16, 24},
3286 {WINED3DFMT_B10G10R10A2_UNORM
, 1023.0f
, 1023.0f
, 1023.0f
, 3.0f
, 20, 10, 0, 30},
3287 {WINED3DFMT_R10G10B10A2_UNORM
, 1023.0f
, 1023.0f
, 1023.0f
, 3.0f
, 0, 10, 20, 30},
3288 {WINED3DFMT_P8_UINT
, 0.0f
, 0.0f
, 0.0f
, 255.0f
, 0, 0, 0, 0},
3290 const struct wined3d_format
*format
= surface
->resource
.format
;
3293 TRACE("Converting color {%.8e %.8e %.8e %.8e} to format %s.\n",
3294 color
->r
, color
->g
, color
->b
, color
->a
, debug_d3dformat(format
->id
));
3296 for (i
= 0; i
< sizeof(conv
) / sizeof(*conv
); ++i
)
3300 if (format
->id
!= conv
[i
].format_id
) continue;
3302 ret
= ((DWORD
)((color
->r
* conv
[i
].r_mul
) + 0.5f
)) << conv
[i
].r_shift
;
3303 ret
|= ((DWORD
)((color
->g
* conv
[i
].g_mul
) + 0.5f
)) << conv
[i
].g_shift
;
3304 ret
|= ((DWORD
)((color
->b
* conv
[i
].b_mul
) + 0.5f
)) << conv
[i
].b_shift
;
3305 ret
|= ((DWORD
)((color
->a
* conv
[i
].a_mul
) + 0.5f
)) << conv
[i
].a_shift
;
3307 TRACE("Returning 0x%08x.\n", ret
);
3312 FIXME("Conversion for format %s not implemented.\n", debug_d3dformat(format
->id
));
3317 /* DirectDraw stuff */
3318 enum wined3d_format_id
pixelformat_for_depth(DWORD depth
)
3322 case 8: return WINED3DFMT_P8_UINT
;
3323 case 15: return WINED3DFMT_B5G5R5X1_UNORM
;
3324 case 16: return WINED3DFMT_B5G6R5_UNORM
;
3325 case 24: return WINED3DFMT_B8G8R8X8_UNORM
; /* Robots needs 24bit to be WINED3DFMT_B8G8R8X8_UNORM */
3326 case 32: return WINED3DFMT_B8G8R8X8_UNORM
; /* EVE online and the Fur demo need 32bit AdapterDisplayMode to return WINED3DFMT_B8G8R8X8_UNORM */
3327 default: return WINED3DFMT_UNKNOWN
;
3331 void multiply_matrix(struct wined3d_matrix
*dest
, const struct wined3d_matrix
*src1
,
3332 const struct wined3d_matrix
*src2
)
3334 struct wined3d_matrix temp
;
3336 /* Now do the multiplication 'by hand'.
3337 I know that all this could be optimised, but this will be done later :-) */
3338 temp
.u
.s
._11
= (src1
->u
.s
._11
* src2
->u
.s
._11
) + (src1
->u
.s
._21
* src2
->u
.s
._12
) + (src1
->u
.s
._31
* src2
->u
.s
._13
) + (src1
->u
.s
._41
* src2
->u
.s
._14
);
3339 temp
.u
.s
._21
= (src1
->u
.s
._11
* src2
->u
.s
._21
) + (src1
->u
.s
._21
* src2
->u
.s
._22
) + (src1
->u
.s
._31
* src2
->u
.s
._23
) + (src1
->u
.s
._41
* src2
->u
.s
._24
);
3340 temp
.u
.s
._31
= (src1
->u
.s
._11
* src2
->u
.s
._31
) + (src1
->u
.s
._21
* src2
->u
.s
._32
) + (src1
->u
.s
._31
* src2
->u
.s
._33
) + (src1
->u
.s
._41
* src2
->u
.s
._34
);
3341 temp
.u
.s
._41
= (src1
->u
.s
._11
* src2
->u
.s
._41
) + (src1
->u
.s
._21
* src2
->u
.s
._42
) + (src1
->u
.s
._31
* src2
->u
.s
._43
) + (src1
->u
.s
._41
* src2
->u
.s
._44
);
3343 temp
.u
.s
._12
= (src1
->u
.s
._12
* src2
->u
.s
._11
) + (src1
->u
.s
._22
* src2
->u
.s
._12
) + (src1
->u
.s
._32
* src2
->u
.s
._13
) + (src1
->u
.s
._42
* src2
->u
.s
._14
);
3344 temp
.u
.s
._22
= (src1
->u
.s
._12
* src2
->u
.s
._21
) + (src1
->u
.s
._22
* src2
->u
.s
._22
) + (src1
->u
.s
._32
* src2
->u
.s
._23
) + (src1
->u
.s
._42
* src2
->u
.s
._24
);
3345 temp
.u
.s
._32
= (src1
->u
.s
._12
* src2
->u
.s
._31
) + (src1
->u
.s
._22
* src2
->u
.s
._32
) + (src1
->u
.s
._32
* src2
->u
.s
._33
) + (src1
->u
.s
._42
* src2
->u
.s
._34
);
3346 temp
.u
.s
._42
= (src1
->u
.s
._12
* src2
->u
.s
._41
) + (src1
->u
.s
._22
* src2
->u
.s
._42
) + (src1
->u
.s
._32
* src2
->u
.s
._43
) + (src1
->u
.s
._42
* src2
->u
.s
._44
);
3348 temp
.u
.s
._13
= (src1
->u
.s
._13
* src2
->u
.s
._11
) + (src1
->u
.s
._23
* src2
->u
.s
._12
) + (src1
->u
.s
._33
* src2
->u
.s
._13
) + (src1
->u
.s
._43
* src2
->u
.s
._14
);
3349 temp
.u
.s
._23
= (src1
->u
.s
._13
* src2
->u
.s
._21
) + (src1
->u
.s
._23
* src2
->u
.s
._22
) + (src1
->u
.s
._33
* src2
->u
.s
._23
) + (src1
->u
.s
._43
* src2
->u
.s
._24
);
3350 temp
.u
.s
._33
= (src1
->u
.s
._13
* src2
->u
.s
._31
) + (src1
->u
.s
._23
* src2
->u
.s
._32
) + (src1
->u
.s
._33
* src2
->u
.s
._33
) + (src1
->u
.s
._43
* src2
->u
.s
._34
);
3351 temp
.u
.s
._43
= (src1
->u
.s
._13
* src2
->u
.s
._41
) + (src1
->u
.s
._23
* src2
->u
.s
._42
) + (src1
->u
.s
._33
* src2
->u
.s
._43
) + (src1
->u
.s
._43
* src2
->u
.s
._44
);
3353 temp
.u
.s
._14
= (src1
->u
.s
._14
* src2
->u
.s
._11
) + (src1
->u
.s
._24
* src2
->u
.s
._12
) + (src1
->u
.s
._34
* src2
->u
.s
._13
) + (src1
->u
.s
._44
* src2
->u
.s
._14
);
3354 temp
.u
.s
._24
= (src1
->u
.s
._14
* src2
->u
.s
._21
) + (src1
->u
.s
._24
* src2
->u
.s
._22
) + (src1
->u
.s
._34
* src2
->u
.s
._23
) + (src1
->u
.s
._44
* src2
->u
.s
._24
);
3355 temp
.u
.s
._34
= (src1
->u
.s
._14
* src2
->u
.s
._31
) + (src1
->u
.s
._24
* src2
->u
.s
._32
) + (src1
->u
.s
._34
* src2
->u
.s
._33
) + (src1
->u
.s
._44
* src2
->u
.s
._34
);
3356 temp
.u
.s
._44
= (src1
->u
.s
._14
* src2
->u
.s
._41
) + (src1
->u
.s
._24
* src2
->u
.s
._42
) + (src1
->u
.s
._34
* src2
->u
.s
._43
) + (src1
->u
.s
._44
* src2
->u
.s
._44
);
3358 /* And copy the new matrix in the good storage.. */
3359 memcpy(dest
, &temp
, 16 * sizeof(float));
3362 DWORD
get_flexible_vertex_size(DWORD d3dvtVertexType
) {
3365 int numTextures
= (d3dvtVertexType
& WINED3DFVF_TEXCOUNT_MASK
) >> WINED3DFVF_TEXCOUNT_SHIFT
;
3367 if (d3dvtVertexType
& WINED3DFVF_NORMAL
) size
+= 3 * sizeof(float);
3368 if (d3dvtVertexType
& WINED3DFVF_DIFFUSE
) size
+= sizeof(DWORD
);
3369 if (d3dvtVertexType
& WINED3DFVF_SPECULAR
) size
+= sizeof(DWORD
);
3370 if (d3dvtVertexType
& WINED3DFVF_PSIZE
) size
+= sizeof(DWORD
);
3371 switch (d3dvtVertexType
& WINED3DFVF_POSITION_MASK
) {
3372 case WINED3DFVF_XYZ
: size
+= 3 * sizeof(float); break;
3373 case WINED3DFVF_XYZRHW
: size
+= 4 * sizeof(float); break;
3374 case WINED3DFVF_XYZB1
: size
+= 4 * sizeof(float); break;
3375 case WINED3DFVF_XYZB2
: size
+= 5 * sizeof(float); break;
3376 case WINED3DFVF_XYZB3
: size
+= 6 * sizeof(float); break;
3377 case WINED3DFVF_XYZB4
: size
+= 7 * sizeof(float); break;
3378 case WINED3DFVF_XYZB5
: size
+= 8 * sizeof(float); break;
3379 case WINED3DFVF_XYZW
: size
+= 4 * sizeof(float); break;
3380 default: ERR("Unexpected position mask\n");
3382 for (i
= 0; i
< numTextures
; i
++) {
3383 size
+= GET_TEXCOORD_SIZE_FROM_FVF(d3dvtVertexType
, i
) * sizeof(float);
3389 void gen_ffp_frag_op(const struct wined3d_context
*context
, const struct wined3d_state
*state
,
3390 struct ffp_frag_settings
*settings
, BOOL ignore_textype
)
3395 static const unsigned char args
[WINED3D_TOP_LERP
+ 1] =
3398 /* D3DTOP_DISABLE */ 0,
3399 /* D3DTOP_SELECTARG1 */ ARG1
,
3400 /* D3DTOP_SELECTARG2 */ ARG2
,
3401 /* D3DTOP_MODULATE */ ARG1
| ARG2
,
3402 /* D3DTOP_MODULATE2X */ ARG1
| ARG2
,
3403 /* D3DTOP_MODULATE4X */ ARG1
| ARG2
,
3404 /* D3DTOP_ADD */ ARG1
| ARG2
,
3405 /* D3DTOP_ADDSIGNED */ ARG1
| ARG2
,
3406 /* D3DTOP_ADDSIGNED2X */ ARG1
| ARG2
,
3407 /* D3DTOP_SUBTRACT */ ARG1
| ARG2
,
3408 /* D3DTOP_ADDSMOOTH */ ARG1
| ARG2
,
3409 /* D3DTOP_BLENDDIFFUSEALPHA */ ARG1
| ARG2
,
3410 /* D3DTOP_BLENDTEXTUREALPHA */ ARG1
| ARG2
,
3411 /* D3DTOP_BLENDFACTORALPHA */ ARG1
| ARG2
,
3412 /* D3DTOP_BLENDTEXTUREALPHAPM */ ARG1
| ARG2
,
3413 /* D3DTOP_BLENDCURRENTALPHA */ ARG1
| ARG2
,
3414 /* D3DTOP_PREMODULATE */ ARG1
| ARG2
,
3415 /* D3DTOP_MODULATEALPHA_ADDCOLOR */ ARG1
| ARG2
,
3416 /* D3DTOP_MODULATECOLOR_ADDALPHA */ ARG1
| ARG2
,
3417 /* D3DTOP_MODULATEINVALPHA_ADDCOLOR */ ARG1
| ARG2
,
3418 /* D3DTOP_MODULATEINVCOLOR_ADDALPHA */ ARG1
| ARG2
,
3419 /* D3DTOP_BUMPENVMAP */ ARG1
| ARG2
,
3420 /* D3DTOP_BUMPENVMAPLUMINANCE */ ARG1
| ARG2
,
3421 /* D3DTOP_DOTPRODUCT3 */ ARG1
| ARG2
,
3422 /* D3DTOP_MULTIPLYADD */ ARG1
| ARG2
| ARG0
,
3423 /* D3DTOP_LERP */ ARG1
| ARG2
| ARG0
3427 DWORD cop
, aop
, carg0
, carg1
, carg2
, aarg0
, aarg1
, aarg2
;
3428 const struct wined3d_format
*rt_format
= state
->fb
->render_targets
[0]->format
;
3429 const struct wined3d_gl_info
*gl_info
= context
->gl_info
;
3430 const struct wined3d_d3d_info
*d3d_info
= context
->d3d_info
;
3432 for (i
= 0; i
< d3d_info
->limits
.ffp_blend_stages
; ++i
)
3434 const struct wined3d_texture
*texture
;
3436 settings
->op
[i
].padding
= 0;
3437 if (state
->texture_states
[i
][WINED3D_TSS_COLOR_OP
] == WINED3D_TOP_DISABLE
)
3439 settings
->op
[i
].cop
= WINED3D_TOP_DISABLE
;
3440 settings
->op
[i
].aop
= WINED3D_TOP_DISABLE
;
3441 settings
->op
[i
].carg0
= settings
->op
[i
].carg1
= settings
->op
[i
].carg2
= ARG_UNUSED
;
3442 settings
->op
[i
].aarg0
= settings
->op
[i
].aarg1
= settings
->op
[i
].aarg2
= ARG_UNUSED
;
3443 settings
->op
[i
].color_fixup
= COLOR_FIXUP_IDENTITY
;
3444 settings
->op
[i
].dst
= resultreg
;
3445 settings
->op
[i
].tex_type
= tex_1d
;
3446 settings
->op
[i
].projected
= proj_none
;
3451 if ((texture
= state
->textures
[i
]))
3453 settings
->op
[i
].color_fixup
= texture
->resource
.format
->color_fixup
;
3456 settings
->op
[i
].tex_type
= tex_1d
;
3460 switch (texture
->target
)
3463 settings
->op
[i
].tex_type
= tex_1d
;
3466 settings
->op
[i
].tex_type
= tex_2d
;
3469 settings
->op
[i
].tex_type
= tex_3d
;
3471 case GL_TEXTURE_CUBE_MAP_ARB
:
3472 settings
->op
[i
].tex_type
= tex_cube
;
3474 case GL_TEXTURE_RECTANGLE_ARB
:
3475 settings
->op
[i
].tex_type
= tex_rect
;
3480 settings
->op
[i
].color_fixup
= COLOR_FIXUP_IDENTITY
;
3481 settings
->op
[i
].tex_type
= tex_1d
;
3484 cop
= state
->texture_states
[i
][WINED3D_TSS_COLOR_OP
];
3485 aop
= state
->texture_states
[i
][WINED3D_TSS_ALPHA_OP
];
3487 carg1
= (args
[cop
] & ARG1
) ? state
->texture_states
[i
][WINED3D_TSS_COLOR_ARG1
] : ARG_UNUSED
;
3488 carg2
= (args
[cop
] & ARG2
) ? state
->texture_states
[i
][WINED3D_TSS_COLOR_ARG2
] : ARG_UNUSED
;
3489 carg0
= (args
[cop
] & ARG0
) ? state
->texture_states
[i
][WINED3D_TSS_COLOR_ARG0
] : ARG_UNUSED
;
3491 if (is_invalid_op(state
, i
, cop
, carg1
, carg2
, carg0
))
3495 carg1
= WINED3DTA_CURRENT
;
3496 cop
= WINED3D_TOP_SELECT_ARG1
;
3499 if (cop
== WINED3D_TOP_DOTPRODUCT3
)
3501 /* A dotproduct3 on the colorop overwrites the alphaop operation and replicates
3502 * the color result to the alpha component of the destination
3511 aarg1
= (args
[aop
] & ARG1
) ? state
->texture_states
[i
][WINED3D_TSS_ALPHA_ARG1
] : ARG_UNUSED
;
3512 aarg2
= (args
[aop
] & ARG2
) ? state
->texture_states
[i
][WINED3D_TSS_ALPHA_ARG2
] : ARG_UNUSED
;
3513 aarg0
= (args
[aop
] & ARG0
) ? state
->texture_states
[i
][WINED3D_TSS_ALPHA_ARG0
] : ARG_UNUSED
;
3516 if (!i
&& state
->textures
[0] && state
->render_states
[WINED3D_RS_COLORKEYENABLE
])
3518 GLenum texture_dimensions
;
3520 texture
= state
->textures
[0];
3521 texture_dimensions
= texture
->target
;
3523 if (texture_dimensions
== GL_TEXTURE_2D
|| texture_dimensions
== GL_TEXTURE_RECTANGLE_ARB
)
3525 if (texture
->color_key_flags
& WINED3D_CKEY_SRC_BLT
&& !texture
->resource
.format
->alpha_size
)
3527 if (aop
== WINED3D_TOP_DISABLE
)
3529 aarg1
= WINED3DTA_TEXTURE
;
3530 aop
= WINED3D_TOP_SELECT_ARG1
;
3532 else if (aop
== WINED3D_TOP_SELECT_ARG1
&& aarg1
!= WINED3DTA_TEXTURE
)
3534 if (state
->render_states
[WINED3D_RS_ALPHABLENDENABLE
])
3536 aarg2
= WINED3DTA_TEXTURE
;
3537 aop
= WINED3D_TOP_MODULATE
;
3539 else aarg1
= WINED3DTA_TEXTURE
;
3541 else if (aop
== WINED3D_TOP_SELECT_ARG2
&& aarg2
!= WINED3DTA_TEXTURE
)
3543 if (state
->render_states
[WINED3D_RS_ALPHABLENDENABLE
])
3545 aarg1
= WINED3DTA_TEXTURE
;
3546 aop
= WINED3D_TOP_MODULATE
;
3548 else aarg2
= WINED3DTA_TEXTURE
;
3554 if (is_invalid_op(state
, i
, aop
, aarg1
, aarg2
, aarg0
))
3558 aarg1
= WINED3DTA_CURRENT
;
3559 aop
= WINED3D_TOP_SELECT_ARG1
;
3562 if (carg1
== WINED3DTA_TEXTURE
|| carg2
== WINED3DTA_TEXTURE
|| carg0
== WINED3DTA_TEXTURE
3563 || aarg1
== WINED3DTA_TEXTURE
|| aarg2
== WINED3DTA_TEXTURE
|| aarg0
== WINED3DTA_TEXTURE
)
3565 ttff
= state
->texture_states
[i
][WINED3D_TSS_TEXTURE_TRANSFORM_FLAGS
];
3566 if (ttff
== (WINED3D_TTFF_PROJECTED
| WINED3D_TTFF_COUNT3
))
3567 settings
->op
[i
].projected
= proj_count3
;
3568 else if (ttff
& WINED3D_TTFF_PROJECTED
)
3569 settings
->op
[i
].projected
= proj_count4
;
3571 settings
->op
[i
].projected
= proj_none
;
3575 settings
->op
[i
].projected
= proj_none
;
3578 settings
->op
[i
].cop
= cop
;
3579 settings
->op
[i
].aop
= aop
;
3580 settings
->op
[i
].carg0
= carg0
;
3581 settings
->op
[i
].carg1
= carg1
;
3582 settings
->op
[i
].carg2
= carg2
;
3583 settings
->op
[i
].aarg0
= aarg0
;
3584 settings
->op
[i
].aarg1
= aarg1
;
3585 settings
->op
[i
].aarg2
= aarg2
;
3587 if (state
->texture_states
[i
][WINED3D_TSS_RESULT_ARG
] == WINED3DTA_TEMP
)
3588 settings
->op
[i
].dst
= tempreg
;
3590 settings
->op
[i
].dst
= resultreg
;
3593 /* Clear unsupported stages */
3594 for(; i
< MAX_TEXTURES
; i
++) {
3595 memset(&settings
->op
[i
], 0xff, sizeof(settings
->op
[i
]));
3598 if (!state
->render_states
[WINED3D_RS_FOGENABLE
])
3600 settings
->fog
= WINED3D_FFP_PS_FOG_OFF
;
3602 else if (state
->render_states
[WINED3D_RS_FOGTABLEMODE
] == WINED3D_FOG_NONE
)
3604 if (use_vs(state
) || state
->vertex_declaration
->position_transformed
)
3606 settings
->fog
= WINED3D_FFP_PS_FOG_LINEAR
;
3610 switch (state
->render_states
[WINED3D_RS_FOGVERTEXMODE
])
3612 case WINED3D_FOG_NONE
:
3613 case WINED3D_FOG_LINEAR
:
3614 settings
->fog
= WINED3D_FFP_PS_FOG_LINEAR
;
3616 case WINED3D_FOG_EXP
:
3617 settings
->fog
= WINED3D_FFP_PS_FOG_EXP
;
3619 case WINED3D_FOG_EXP2
:
3620 settings
->fog
= WINED3D_FFP_PS_FOG_EXP2
;
3627 switch (state
->render_states
[WINED3D_RS_FOGTABLEMODE
])
3629 case WINED3D_FOG_LINEAR
:
3630 settings
->fog
= WINED3D_FFP_PS_FOG_LINEAR
;
3632 case WINED3D_FOG_EXP
:
3633 settings
->fog
= WINED3D_FFP_PS_FOG_EXP
;
3635 case WINED3D_FOG_EXP2
:
3636 settings
->fog
= WINED3D_FFP_PS_FOG_EXP2
;
3640 if (!gl_info
->supported
[ARB_FRAMEBUFFER_SRGB
]
3641 && state
->render_states
[WINED3D_RS_SRGBWRITEENABLE
]
3642 && rt_format
->flags
& WINED3DFMT_FLAG_SRGB_WRITE
)
3644 settings
->sRGB_write
= 1;
3646 settings
->sRGB_write
= 0;
3648 if (d3d_info
->vs_clipping
|| !use_vs(state
) || !state
->render_states
[WINED3D_RS_CLIPPING
]
3649 || !state
->render_states
[WINED3D_RS_CLIPPLANEENABLE
])
3651 /* No need to emulate clipplanes if GL supports native vertex shader clipping or if
3652 * the fixed function vertex pipeline is used(which always supports clipplanes), or
3653 * if no clipplane is enabled
3655 settings
->emul_clipplanes
= 0;
3657 settings
->emul_clipplanes
= 1;
3661 const struct ffp_frag_desc
*find_ffp_frag_shader(const struct wine_rb_tree
*fragment_shaders
,
3662 const struct ffp_frag_settings
*settings
)
3664 struct wine_rb_entry
*entry
= wine_rb_get(fragment_shaders
, settings
);
3665 return entry
? WINE_RB_ENTRY_VALUE(entry
, struct ffp_frag_desc
, entry
) : NULL
;
3668 void add_ffp_frag_shader(struct wine_rb_tree
*shaders
, struct ffp_frag_desc
*desc
)
3670 /* Note that the key is the implementation independent part of the ffp_frag_desc structure,
3671 * whereas desc points to an extended structure with implementation specific parts. */
3672 if (wine_rb_put(shaders
, &desc
->settings
, &desc
->entry
) == -1)
3674 ERR("Failed to insert ffp frag shader.\n");
3678 /* Activates the texture dimension according to the bound D3D texture. Does
3679 * not care for the colorop or correct gl texture unit (when using nvrc).
3680 * Requires the caller to activate the correct unit. */
3681 /* Context activation is done by the caller (state handler). */
3682 void texture_activate_dimensions(const struct wined3d_texture
*texture
, const struct wined3d_gl_info
*gl_info
)
3686 switch (texture
->target
)
3689 gl_info
->gl_ops
.gl
.p_glDisable(GL_TEXTURE_3D
);
3690 checkGLcall("glDisable(GL_TEXTURE_3D)");
3691 if (gl_info
->supported
[ARB_TEXTURE_CUBE_MAP
])
3693 gl_info
->gl_ops
.gl
.p_glDisable(GL_TEXTURE_CUBE_MAP_ARB
);
3694 checkGLcall("glDisable(GL_TEXTURE_CUBE_MAP_ARB)");
3696 if (gl_info
->supported
[ARB_TEXTURE_RECTANGLE
])
3698 gl_info
->gl_ops
.gl
.p_glDisable(GL_TEXTURE_RECTANGLE_ARB
);
3699 checkGLcall("glDisable(GL_TEXTURE_RECTANGLE_ARB)");
3701 gl_info
->gl_ops
.gl
.p_glEnable(GL_TEXTURE_2D
);
3702 checkGLcall("glEnable(GL_TEXTURE_2D)");
3704 case GL_TEXTURE_RECTANGLE_ARB
:
3705 gl_info
->gl_ops
.gl
.p_glDisable(GL_TEXTURE_2D
);
3706 checkGLcall("glDisable(GL_TEXTURE_2D)");
3707 gl_info
->gl_ops
.gl
.p_glDisable(GL_TEXTURE_3D
);
3708 checkGLcall("glDisable(GL_TEXTURE_3D)");
3709 if (gl_info
->supported
[ARB_TEXTURE_CUBE_MAP
])
3711 gl_info
->gl_ops
.gl
.p_glDisable(GL_TEXTURE_CUBE_MAP_ARB
);
3712 checkGLcall("glDisable(GL_TEXTURE_CUBE_MAP_ARB)");
3714 gl_info
->gl_ops
.gl
.p_glEnable(GL_TEXTURE_RECTANGLE_ARB
);
3715 checkGLcall("glEnable(GL_TEXTURE_RECTANGLE_ARB)");
3718 if (gl_info
->supported
[ARB_TEXTURE_CUBE_MAP
])
3720 gl_info
->gl_ops
.gl
.p_glDisable(GL_TEXTURE_CUBE_MAP_ARB
);
3721 checkGLcall("glDisable(GL_TEXTURE_CUBE_MAP_ARB)");
3723 if (gl_info
->supported
[ARB_TEXTURE_RECTANGLE
])
3725 gl_info
->gl_ops
.gl
.p_glDisable(GL_TEXTURE_RECTANGLE_ARB
);
3726 checkGLcall("glDisable(GL_TEXTURE_RECTANGLE_ARB)");
3728 gl_info
->gl_ops
.gl
.p_glDisable(GL_TEXTURE_2D
);
3729 checkGLcall("glDisable(GL_TEXTURE_2D)");
3730 gl_info
->gl_ops
.gl
.p_glEnable(GL_TEXTURE_3D
);
3731 checkGLcall("glEnable(GL_TEXTURE_3D)");
3733 case GL_TEXTURE_CUBE_MAP_ARB
:
3734 gl_info
->gl_ops
.gl
.p_glDisable(GL_TEXTURE_2D
);
3735 checkGLcall("glDisable(GL_TEXTURE_2D)");
3736 gl_info
->gl_ops
.gl
.p_glDisable(GL_TEXTURE_3D
);
3737 checkGLcall("glDisable(GL_TEXTURE_3D)");
3738 if (gl_info
->supported
[ARB_TEXTURE_RECTANGLE
])
3740 gl_info
->gl_ops
.gl
.p_glDisable(GL_TEXTURE_RECTANGLE_ARB
);
3741 checkGLcall("glDisable(GL_TEXTURE_RECTANGLE_ARB)");
3743 gl_info
->gl_ops
.gl
.p_glEnable(GL_TEXTURE_CUBE_MAP_ARB
);
3744 checkGLcall("glEnable(GL_TEXTURE_CUBE_MAP_ARB)");
3750 gl_info
->gl_ops
.gl
.p_glEnable(GL_TEXTURE_2D
);
3751 checkGLcall("glEnable(GL_TEXTURE_2D)");
3752 gl_info
->gl_ops
.gl
.p_glDisable(GL_TEXTURE_3D
);
3753 checkGLcall("glDisable(GL_TEXTURE_3D)");
3754 if (gl_info
->supported
[ARB_TEXTURE_CUBE_MAP
])
3756 gl_info
->gl_ops
.gl
.p_glDisable(GL_TEXTURE_CUBE_MAP_ARB
);
3757 checkGLcall("glDisable(GL_TEXTURE_CUBE_MAP_ARB)");
3759 if (gl_info
->supported
[ARB_TEXTURE_RECTANGLE
])
3761 gl_info
->gl_ops
.gl
.p_glDisable(GL_TEXTURE_RECTANGLE_ARB
);
3762 checkGLcall("glDisable(GL_TEXTURE_RECTANGLE_ARB)");
3764 /* Binding textures is done by samplers. A dummy texture will be bound */
3768 /* Context activation is done by the caller (state handler). */
3769 void sampler_texdim(struct wined3d_context
*context
, const struct wined3d_state
*state
, DWORD state_id
)
3771 DWORD sampler
= state_id
- STATE_SAMPLER(0);
3772 DWORD mapped_stage
= context
->tex_unit_map
[sampler
];
3774 /* No need to enable / disable anything here for unused samplers. The
3775 * tex_colorop handler takes care. Also no action is needed with pixel
3776 * shaders, or if tex_colorop will take care of this business. */
3777 if (mapped_stage
== WINED3D_UNMAPPED_STAGE
|| mapped_stage
>= context
->gl_info
->limits
.textures
)
3779 if (sampler
>= context
->lowest_disabled_stage
)
3781 if (isStateDirty(context
, STATE_TEXTURESTAGE(sampler
, WINED3D_TSS_COLOR_OP
)))
3784 texture_activate_dimensions(state
->textures
[sampler
], context
->gl_info
);
3787 void *wined3d_rb_alloc(size_t size
)
3789 return HeapAlloc(GetProcessHeap(), 0, size
);
3792 void *wined3d_rb_realloc(void *ptr
, size_t size
)
3794 return HeapReAlloc(GetProcessHeap(), 0, ptr
, size
);
3797 void wined3d_rb_free(void *ptr
)
3799 HeapFree(GetProcessHeap(), 0, ptr
);
3802 static int ffp_frag_program_key_compare(const void *key
, const struct wine_rb_entry
*entry
)
3804 const struct ffp_frag_settings
*ka
= key
;
3805 const struct ffp_frag_settings
*kb
= &WINE_RB_ENTRY_VALUE(entry
, const struct ffp_frag_desc
, entry
)->settings
;
3807 return memcmp(ka
, kb
, sizeof(*ka
));
3810 const struct wine_rb_functions wined3d_ffp_frag_program_rb_functions
=
3815 ffp_frag_program_key_compare
,
3818 void wined3d_ffp_get_vs_settings(const struct wined3d_state
*state
, const struct wined3d_stream_info
*si
,
3819 struct wined3d_ffp_vs_settings
*settings
)
3821 unsigned int coord_idx
, i
;
3823 if (si
->position_transformed
)
3825 memset(settings
, 0, sizeof(*settings
));
3827 settings
->transformed
= 1;
3828 settings
->point_size
= state
->gl_primitive_type
== GL_POINTS
;
3829 if (!state
->render_states
[WINED3D_RS_FOGENABLE
])
3830 settings
->fog_mode
= WINED3D_FFP_VS_FOG_OFF
;
3831 else if (state
->render_states
[WINED3D_RS_FOGTABLEMODE
] != WINED3D_FOG_NONE
)
3832 settings
->fog_mode
= WINED3D_FFP_VS_FOG_DEPTH
;
3834 settings
->fog_mode
= WINED3D_FFP_VS_FOG_FOGCOORD
;
3836 for (i
= 0; i
< MAX_TEXTURES
; ++i
)
3838 coord_idx
= state
->texture_states
[i
][WINED3D_TSS_TEXCOORD_INDEX
];
3839 if (coord_idx
< MAX_TEXTURES
&& (si
->use_map
& (1 << (WINED3D_FFP_TEXCOORD0
+ coord_idx
))))
3840 settings
->texcoords
|= 1 << i
;
3841 settings
->texgen
[i
] = (state
->texture_states
[i
][WINED3D_TSS_TEXCOORD_INDEX
] >> WINED3D_FFP_TCI_SHIFT
)
3842 & WINED3D_FFP_TCI_MASK
;
3847 settings
->transformed
= 0;
3848 settings
->clipping
= state
->render_states
[WINED3D_RS_CLIPPING
]
3849 && state
->render_states
[WINED3D_RS_CLIPPLANEENABLE
];
3850 settings
->normal
= !!(si
->use_map
& (1 << WINED3D_FFP_NORMAL
));
3851 settings
->normalize
= settings
->normal
&& state
->render_states
[WINED3D_RS_NORMALIZENORMALS
];
3852 settings
->lighting
= !!state
->render_states
[WINED3D_RS_LIGHTING
];
3853 settings
->localviewer
= !!state
->render_states
[WINED3D_RS_LOCALVIEWER
];
3854 settings
->point_size
= state
->gl_primitive_type
== GL_POINTS
;
3856 if (state
->render_states
[WINED3D_RS_COLORVERTEX
] && (si
->use_map
& (1 << WINED3D_FFP_DIFFUSE
)))
3858 settings
->diffuse_source
= state
->render_states
[WINED3D_RS_DIFFUSEMATERIALSOURCE
];
3859 settings
->emission_source
= state
->render_states
[WINED3D_RS_EMISSIVEMATERIALSOURCE
];
3860 settings
->ambient_source
= state
->render_states
[WINED3D_RS_AMBIENTMATERIALSOURCE
];
3861 settings
->specular_source
= state
->render_states
[WINED3D_RS_SPECULARMATERIALSOURCE
];
3865 settings
->diffuse_source
= WINED3D_MCS_MATERIAL
;
3866 settings
->emission_source
= WINED3D_MCS_MATERIAL
;
3867 settings
->ambient_source
= WINED3D_MCS_MATERIAL
;
3868 settings
->specular_source
= WINED3D_MCS_MATERIAL
;
3871 settings
->texcoords
= 0;
3872 for (i
= 0; i
< MAX_TEXTURES
; ++i
)
3874 coord_idx
= state
->texture_states
[i
][WINED3D_TSS_TEXCOORD_INDEX
];
3875 if (coord_idx
< MAX_TEXTURES
&& (si
->use_map
& (1 << (WINED3D_FFP_TEXCOORD0
+ coord_idx
))))
3876 settings
->texcoords
|= 1 << i
;
3877 settings
->texgen
[i
] = (state
->texture_states
[i
][WINED3D_TSS_TEXCOORD_INDEX
] >> WINED3D_FFP_TCI_SHIFT
)
3878 & WINED3D_FFP_TCI_MASK
;
3881 settings
->light_type
= 0;
3882 for (i
= 0; i
< MAX_ACTIVE_LIGHTS
; ++i
)
3884 if (state
->lights
[i
])
3885 settings
->light_type
|= (state
->lights
[i
]->OriginalParms
.type
3886 & WINED3D_FFP_LIGHT_TYPE_MASK
) << WINED3D_FFP_LIGHT_TYPE_SHIFT(i
);
3889 settings
->ortho_fog
= 0;
3890 if (!state
->render_states
[WINED3D_RS_FOGENABLE
])
3891 settings
->fog_mode
= WINED3D_FFP_VS_FOG_OFF
;
3892 else if (state
->render_states
[WINED3D_RS_FOGTABLEMODE
] != WINED3D_FOG_NONE
)
3894 settings
->fog_mode
= WINED3D_FFP_VS_FOG_DEPTH
;
3896 if (state
->transforms
[WINED3D_TS_PROJECTION
].u
.m
[0][3] == 0.0f
3897 && state
->transforms
[WINED3D_TS_PROJECTION
].u
.m
[1][3] == 0.0f
3898 && state
->transforms
[WINED3D_TS_PROJECTION
].u
.m
[2][3] == 0.0f
3899 && state
->transforms
[WINED3D_TS_PROJECTION
].u
.m
[3][3] == 1.0f
)
3900 settings
->ortho_fog
= 1;
3902 else if (state
->render_states
[WINED3D_RS_FOGVERTEXMODE
] == WINED3D_FOG_NONE
)
3903 settings
->fog_mode
= WINED3D_FFP_VS_FOG_FOGCOORD
;
3904 else if (state
->render_states
[WINED3D_RS_RANGEFOGENABLE
])
3905 settings
->fog_mode
= WINED3D_FFP_VS_FOG_RANGE
;
3907 settings
->fog_mode
= WINED3D_FFP_VS_FOG_DEPTH
;
3909 settings
->padding
= 0;
3912 static int wined3d_ffp_vertex_program_key_compare(const void *key
, const struct wine_rb_entry
*entry
)
3914 const struct wined3d_ffp_vs_settings
*ka
= key
;
3915 const struct wined3d_ffp_vs_settings
*kb
= &WINE_RB_ENTRY_VALUE(entry
,
3916 const struct wined3d_ffp_vs_desc
, entry
)->settings
;
3918 return memcmp(ka
, kb
, sizeof(*ka
));
3921 const struct wine_rb_functions wined3d_ffp_vertex_program_rb_functions
=
3926 wined3d_ffp_vertex_program_key_compare
,
3929 const struct blit_shader
*wined3d_select_blitter(const struct wined3d_gl_info
*gl_info
, enum wined3d_blit_op blit_op
,
3930 const RECT
*src_rect
, DWORD src_usage
, enum wined3d_pool src_pool
, const struct wined3d_format
*src_format
,
3931 const RECT
*dst_rect
, DWORD dst_usage
, enum wined3d_pool dst_pool
, const struct wined3d_format
*dst_format
)
3933 static const struct blit_shader
* const blitters
[] =
3941 for (i
= 0; i
< sizeof(blitters
) / sizeof(*blitters
); ++i
)
3943 if (blitters
[i
]->blit_supported(gl_info
, blit_op
,
3944 src_rect
, src_usage
, src_pool
, src_format
,
3945 dst_rect
, dst_usage
, dst_pool
, dst_format
))
3952 void wined3d_get_draw_rect(const struct wined3d_state
*state
, RECT
*rect
)
3954 const struct wined3d_viewport
*vp
= &state
->viewport
;
3956 SetRect(rect
, vp
->x
, vp
->y
, vp
->x
+ vp
->width
, vp
->y
+ vp
->height
);
3958 if (state
->render_states
[WINED3D_RS_SCISSORTESTENABLE
])
3959 IntersectRect(rect
, rect
, &state
->scissor_rect
);
3962 const char *wined3d_debug_location(DWORD location
)
3967 #define LOCATION_TO_STR(u) if (location & u) { strcat(buf, " | "#u); location &= ~u; }
3968 LOCATION_TO_STR(WINED3D_LOCATION_DISCARDED
);
3969 LOCATION_TO_STR(WINED3D_LOCATION_SYSMEM
);
3970 LOCATION_TO_STR(WINED3D_LOCATION_USER_MEMORY
);
3971 LOCATION_TO_STR(WINED3D_LOCATION_DIB
);
3972 LOCATION_TO_STR(WINED3D_LOCATION_BUFFER
);
3973 LOCATION_TO_STR(WINED3D_LOCATION_TEXTURE_RGB
);
3974 LOCATION_TO_STR(WINED3D_LOCATION_TEXTURE_SRGB
);
3975 LOCATION_TO_STR(WINED3D_LOCATION_DRAWABLE
);
3976 LOCATION_TO_STR(WINED3D_LOCATION_RB_MULTISAMPLE
);
3977 LOCATION_TO_STR(WINED3D_LOCATION_RB_RESOLVED
);
3978 #undef LOCATION_TO_STR
3979 if (location
) FIXME("Unrecognized location flag(s) %#x.\n", location
);
3981 return buf
[0] ? wine_dbg_sprintf("%s", &buf
[3]) : "0";
3984 /* Print a floating point value with the %.8e format specifier, always using
3985 * '.' as decimal separator. */
3986 void wined3d_ftoa(float value
, char *s
)
3993 /* Be sure to allocate a buffer of at least 17 characters for the result
3994 as sprintf may return a 3 digit exponent when using the MSVC runtime
3995 instead of a 2 digit exponent. */
3996 sprintf(s
, "%.8e", value
);
3997 if (isfinite(value
))
4001 void wined3d_release_dc(HWND window
, HDC dc
)
4003 /* You'd figure ReleaseDC() would fail if the DC doesn't match the window.
4004 * However, that's not what actually happens, and there are user32 tests
4005 * that confirm ReleaseDC() with the wrong window is supposed to succeed.
4006 * So explicitly check that the DC belongs to the window, since we want to
4007 * avoid releasing a DC that belongs to some other window if the original
4008 * window was already destroyed. */
4009 if (WindowFromDC(dc
) != window
)
4010 WARN("DC %p does not belong to window %p.\n", dc
, window
);
4011 else if (!ReleaseDC(window
, dc
))
4012 ERR("Failed to release device context %p, last error %#x.\n", dc
, GetLastError());