[D3DX9_36/WINED3D]
[reactos.git] / reactos / dll / directx / wine / wined3d / utils.c
1 /*
2 * Utility functions for the WineD3D Library
3 *
4 * Copyright 2002-2004 Jason Edmeades
5 * Copyright 2003-2004 Raphael Junqueira
6 * Copyright 2004 Christian Costa
7 * Copyright 2005 Oliver Stieber
8 * Copyright 2006-2008 Henri Verbeet
9 * Copyright 2007-2008 Stefan Dösinger for CodeWeavers
10 * Copyright 2009-2010 Henri Verbeet for CodeWeavers
11 *
12 * This library is free software; you can redistribute it and/or
13 * modify it under the terms of the GNU Lesser General Public
14 * License as published by the Free Software Foundation; either
15 * version 2.1 of the License, or (at your option) any later version.
16 *
17 * This library is distributed in the hope that it will be useful,
18 * but WITHOUT ANY WARRANTY; without even the implied warranty of
19 * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the GNU
20 * Lesser General Public License for more details.
21 *
22 * You should have received a copy of the GNU Lesser General Public
23 * License along with this library; if not, write to the Free Software
24 * Foundation, Inc., 51 Franklin St, Fifth Floor, Boston, MA 02110-1301, USA
25 */
26
27 #include "wined3d_private.h"
28
29 WINE_DEFAULT_DEBUG_CHANNEL(d3d);
30
31 struct wined3d_format_channels
32 {
33 enum wined3d_format_id id;
34 DWORD red_size, green_size, blue_size, alpha_size;
35 DWORD red_offset, green_offset, blue_offset, alpha_offset;
36 UINT bpp;
37 BYTE depth_size, stencil_size;
38 };
39
40 static const struct wined3d_format_channels formats[] =
41 {
42 /* size offset
43 * format id r g b a r g b a bpp depth stencil */
44 {WINED3DFMT_UNKNOWN, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0},
45 /* FourCC formats */
46 {WINED3DFMT_UYVY, 0, 0, 0, 0, 0, 0, 0, 0, 2, 0, 0},
47 {WINED3DFMT_YUY2, 0, 0, 0, 0, 0, 0, 0, 0, 2, 0, 0},
48 {WINED3DFMT_YV12, 0, 0, 0, 0, 0, 0, 0, 0, 1, 0, 0},
49 {WINED3DFMT_NV12, 0, 0, 0, 0, 0, 0, 0, 0, 1, 0, 0},
50 {WINED3DFMT_DXT1, 0, 0, 0, 0, 0, 0, 0, 0, 1, 0, 0},
51 {WINED3DFMT_DXT2, 0, 0, 0, 0, 0, 0, 0, 0, 1, 0, 0},
52 {WINED3DFMT_DXT3, 0, 0, 0, 0, 0, 0, 0, 0, 1, 0, 0},
53 {WINED3DFMT_DXT4, 0, 0, 0, 0, 0, 0, 0, 0, 1, 0, 0},
54 {WINED3DFMT_DXT5, 0, 0, 0, 0, 0, 0, 0, 0, 1, 0, 0},
55 {WINED3DFMT_MULTI2_ARGB8, 0, 0, 0, 0, 0, 0, 0, 0, 1, 0, 0},
56 {WINED3DFMT_G8R8_G8B8, 0, 0, 0, 0, 0, 0, 0, 0, 1, 0, 0},
57 {WINED3DFMT_R8G8_B8G8, 0, 0, 0, 0, 0, 0, 0, 0, 1, 0, 0},
58 /* IEEE formats */
59 {WINED3DFMT_R32_FLOAT, 32, 0, 0, 0, 0, 0, 0, 0, 4, 0, 0},
60 {WINED3DFMT_R32G32_FLOAT, 32, 32, 0, 0, 0, 32, 0, 0, 8, 0, 0},
61 {WINED3DFMT_R32G32B32_FLOAT, 32, 32, 32, 0, 0, 32, 64, 0, 12, 0, 0},
62 {WINED3DFMT_R32G32B32A32_FLOAT, 32, 32, 32, 32, 0, 32, 64, 96, 16, 0, 0},
63 /* Hmm? */
64 {WINED3DFMT_R8G8_SNORM_Cx, 0, 0, 0, 0, 0, 0, 0, 0, 2, 0, 0},
65 /* Float */
66 {WINED3DFMT_R16_FLOAT, 16, 0, 0, 0, 0, 0, 0, 0, 2, 0, 0},
67 {WINED3DFMT_R16G16_FLOAT, 16, 16, 0, 0, 0, 16, 0, 0, 4, 0, 0},
68 {WINED3DFMT_R16G16_SINT, 16, 16, 0, 0, 0, 16, 0, 0, 4, 0, 0},
69 {WINED3DFMT_R16G16B16A16_FLOAT, 16, 16, 16, 16, 0, 16, 32, 48, 8, 0, 0},
70 {WINED3DFMT_R16G16B16A16_SINT, 16, 16, 16, 16, 0, 16, 32, 48, 8, 0, 0},
71 /* Palettized formats */
72 {WINED3DFMT_P8_UINT_A8_UNORM, 0, 0, 0, 8, 0, 0, 0, 8, 2, 0, 0},
73 {WINED3DFMT_P8_UINT, 0, 0, 0, 0, 0, 0, 0, 0, 1, 0, 0},
74 /* Standard ARGB formats. */
75 {WINED3DFMT_B8G8R8_UNORM, 8, 8, 8, 0, 16, 8, 0, 0, 3, 0, 0},
76 {WINED3DFMT_B8G8R8A8_UNORM, 8, 8, 8, 8, 16, 8, 0, 24, 4, 0, 0},
77 {WINED3DFMT_B8G8R8X8_UNORM, 8, 8, 8, 0, 16, 8, 0, 0, 4, 0, 0},
78 {WINED3DFMT_B5G6R5_UNORM, 5, 6, 5, 0, 11, 5, 0, 0, 2, 0, 0},
79 {WINED3DFMT_B5G5R5X1_UNORM, 5, 5, 5, 0, 10, 5, 0, 0, 2, 0, 0},
80 {WINED3DFMT_B5G5R5A1_UNORM, 5, 5, 5, 1, 10, 5, 0, 15, 2, 0, 0},
81 {WINED3DFMT_B4G4R4A4_UNORM, 4, 4, 4, 4, 8, 4, 0, 12, 2, 0, 0},
82 {WINED3DFMT_B2G3R3_UNORM, 3, 3, 2, 0, 5, 2, 0, 0, 1, 0, 0},
83 {WINED3DFMT_R8_UNORM, 8, 0, 0, 0, 0, 0, 0, 0, 1, 0, 0},
84 {WINED3DFMT_A8_UNORM, 0, 0, 0, 8, 0, 0, 0, 0, 1, 0, 0},
85 {WINED3DFMT_B2G3R3A8_UNORM, 3, 3, 2, 8, 5, 2, 0, 8, 2, 0, 0},
86 {WINED3DFMT_B4G4R4X4_UNORM, 4, 4, 4, 0, 8, 4, 0, 0, 2, 0, 0},
87 {WINED3DFMT_R10G10B10A2_UNORM, 10, 10, 10, 2, 0, 10, 20, 30, 4, 0, 0},
88 {WINED3DFMT_R10G10B10A2_UINT, 10, 10, 10, 2, 0, 10, 20, 30, 4, 0, 0},
89 {WINED3DFMT_R10G10B10A2_SNORM, 10, 10, 10, 2, 0, 10, 20, 30, 4, 0, 0},
90 {WINED3DFMT_R8G8B8A8_UNORM, 8, 8, 8, 8, 0, 8, 16, 24, 4, 0, 0},
91 {WINED3DFMT_R8G8B8A8_UINT, 8, 8, 8, 8, 0, 8, 16, 24, 4, 0, 0},
92 {WINED3DFMT_R8G8B8X8_UNORM, 8, 8, 8, 0, 0, 8, 16, 0, 4, 0, 0},
93 {WINED3DFMT_R16G16_UNORM, 16, 16, 0, 0, 0, 16, 0, 0, 4, 0, 0},
94 {WINED3DFMT_B10G10R10A2_UNORM, 10, 10, 10, 2, 20, 10, 0, 30, 4, 0, 0},
95 {WINED3DFMT_R16G16B16A16_UNORM, 16, 16, 16, 16, 0, 16, 32, 48, 8, 0, 0},
96 /* Luminance */
97 {WINED3DFMT_L8_UNORM, 0, 0, 0, 0, 0, 0, 0, 0, 1, 0, 0},
98 {WINED3DFMT_L8A8_UNORM, 0, 0, 0, 8, 0, 0, 0, 8, 2, 0, 0},
99 {WINED3DFMT_L4A4_UNORM, 0, 0, 0, 4, 0, 0, 0, 4, 1, 0, 0},
100 {WINED3DFMT_L16_UNORM, 0, 0, 0, 0, 0, 0, 0, 0, 2, 0, 0},
101 /* Bump mapping stuff */
102 {WINED3DFMT_R8G8_SNORM, 8, 8, 0, 0, 0, 8, 0, 0, 2, 0, 0},
103 {WINED3DFMT_R5G5_SNORM_L6_UNORM, 5, 5, 0, 0, 0, 5, 0, 0, 2, 0, 0},
104 {WINED3DFMT_R8G8_SNORM_L8X8_UNORM, 8, 8, 0, 0, 0, 8, 0, 0, 4, 0, 0},
105 {WINED3DFMT_R8G8B8A8_SNORM, 8, 8, 8, 8, 0, 8, 16, 24, 4, 0, 0},
106 {WINED3DFMT_R16G16_SNORM, 16, 16, 0, 0, 0, 16, 0, 0, 4, 0, 0},
107 {WINED3DFMT_R10G11B11_SNORM, 10, 11, 11, 0, 0, 10, 21, 0, 4, 0, 0},
108 {WINED3DFMT_R10G10B10_SNORM_A2_UNORM, 10, 10, 10, 2, 0, 10, 20, 30, 4, 0, 0},
109 /* Depth stencil formats */
110 {WINED3DFMT_D16_LOCKABLE, 0, 0, 0, 0, 0, 0, 0, 0, 2, 16, 0},
111 {WINED3DFMT_D32_UNORM, 0, 0, 0, 0, 0, 0, 0, 0, 4, 32, 0},
112 {WINED3DFMT_S1_UINT_D15_UNORM, 0, 0, 0, 0, 0, 0, 0, 0, 2, 15, 1},
113 {WINED3DFMT_D24_UNORM_S8_UINT, 0, 0, 0, 0, 0, 0, 0, 0, 4, 24, 8},
114 {WINED3DFMT_X8D24_UNORM, 0, 0, 0, 0, 0, 0, 0, 0, 4, 24, 0},
115 {WINED3DFMT_S4X4_UINT_D24_UNORM, 0, 0, 0, 0, 0, 0, 0, 0, 4, 24, 4},
116 {WINED3DFMT_D16_UNORM, 0, 0, 0, 0, 0, 0, 0, 0, 2, 16, 0},
117 {WINED3DFMT_D32_FLOAT, 0, 0, 0, 0, 0, 0, 0, 0, 4, 32, 0},
118 {WINED3DFMT_S8_UINT_D24_FLOAT, 0, 0, 0, 0, 0, 0, 0, 0, 4, 24, 8},
119 {WINED3DFMT_VERTEXDATA, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0},
120 {WINED3DFMT_R16_UINT, 16, 0, 0, 0, 0, 0, 0, 0, 2, 0, 0},
121 {WINED3DFMT_R32_UINT, 32, 0, 0, 0, 0, 0, 0, 0, 4, 0, 0},
122 {WINED3DFMT_R32G32_UINT, 32, 32, 0, 0, 0, 32, 0, 0, 8, 0, 0},
123 {WINED3DFMT_R32G32B32_UINT, 32, 32, 32, 0, 0, 32, 64, 0, 12, 0, 0},
124 {WINED3DFMT_R32G32B32A32_UINT, 32, 32, 32, 32, 0, 32, 64, 96, 16, 0, 0},
125 {WINED3DFMT_R16G16B16A16_SNORM, 16, 16, 16, 16, 0, 16, 32, 48, 8, 0, 0},
126 /* Vendor-specific formats */
127 {WINED3DFMT_ATI1N, 0, 0, 0, 0, 0, 0, 0, 0, 1, 0, 0},
128 {WINED3DFMT_ATI2N, 0, 0, 0, 0, 0, 0, 0, 0, 1, 0, 0},
129 {WINED3DFMT_NVDB, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0},
130 {WINED3DFMT_INST, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0},
131 {WINED3DFMT_INTZ, 0, 0, 0, 0, 0, 0, 0, 0, 4, 24, 8},
132 {WINED3DFMT_RESZ, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0},
133 {WINED3DFMT_NVHU, 0, 0, 0, 0, 0, 0, 0, 0, 2, 0, 0},
134 {WINED3DFMT_NVHS, 0, 0, 0, 0, 0, 0, 0, 0, 2, 0, 0},
135 {WINED3DFMT_NULL, 8, 8, 8, 8, 0, 8, 16, 24, 4, 0, 0},
136 /* Unsure about them, could not find a Windows driver that supports them */
137 {WINED3DFMT_R16, 16, 0, 0, 0, 0, 0, 0, 0, 2, 0, 0},
138 {WINED3DFMT_AL16, 0, 0, 0, 16, 0, 0, 0, 16, 4, 0, 0},
139 /* Typeless */
140 {WINED3DFMT_R8_TYPELESS, 8, 0, 0, 0, 0, 0, 0, 0, 1, 0, 0},
141 {WINED3DFMT_R8G8_TYPELESS, 8, 8, 0, 0, 0, 8, 0, 0, 2, 0, 0},
142 {WINED3DFMT_R8G8B8A8_TYPELESS, 8, 8, 8, 8, 0, 8, 16, 24, 4, 0, 0},
143 {WINED3DFMT_R16_TYPELESS, 16, 0, 0, 0, 0, 0, 0, 0, 2, 0, 0},
144 {WINED3DFMT_R16G16_TYPELESS, 16, 16, 0, 0, 0, 16, 0, 0, 4, 0, 0},
145 {WINED3DFMT_R16G16B16A16_TYPELESS, 16, 16, 16, 16, 0, 16, 32, 48, 8, 0, 0},
146 {WINED3DFMT_R32_TYPELESS, 32, 0, 0, 0, 0, 0, 0, 0, 4, 0, 0},
147 {WINED3DFMT_R32G32_TYPELESS, 32, 32, 0, 0, 0, 32, 0, 0, 8, 0, 0},
148 {WINED3DFMT_R32G32B32_TYPELESS, 32, 32, 32, 0, 0, 32, 64, 0, 12, 0, 0},
149 {WINED3DFMT_R32G32B32A32_TYPELESS, 32, 32, 32, 32, 0, 32, 64, 96, 16, 0, 0},
150 };
151
152 struct wined3d_format_base_flags
153 {
154 enum wined3d_format_id id;
155 DWORD flags;
156 };
157
158 /* The ATI2N format behaves like an uncompressed format in LockRect(), but
159 * still needs to use the correct block based calculation for e.g. the
160 * resource size. */
161 static const struct wined3d_format_base_flags format_base_flags[] =
162 {
163 {WINED3DFMT_P8_UINT, WINED3DFMT_FLAG_GETDC},
164 {WINED3DFMT_B8G8R8_UNORM, WINED3DFMT_FLAG_GETDC},
165 {WINED3DFMT_B8G8R8A8_UNORM, WINED3DFMT_FLAG_GETDC},
166 {WINED3DFMT_B8G8R8X8_UNORM, WINED3DFMT_FLAG_GETDC},
167 {WINED3DFMT_B5G6R5_UNORM, WINED3DFMT_FLAG_GETDC},
168 {WINED3DFMT_B5G5R5X1_UNORM, WINED3DFMT_FLAG_GETDC},
169 {WINED3DFMT_B5G5R5A1_UNORM, WINED3DFMT_FLAG_GETDC},
170 {WINED3DFMT_B4G4R4A4_UNORM, WINED3DFMT_FLAG_GETDC},
171 {WINED3DFMT_B4G4R4X4_UNORM, WINED3DFMT_FLAG_GETDC},
172 {WINED3DFMT_R8G8B8A8_UNORM, WINED3DFMT_FLAG_GETDC},
173 {WINED3DFMT_R8G8B8X8_UNORM, WINED3DFMT_FLAG_GETDC},
174 {WINED3DFMT_ATI1N, WINED3DFMT_FLAG_BROKEN_PITCH},
175 {WINED3DFMT_ATI2N, WINED3DFMT_FLAG_BROKEN_PITCH},
176 {WINED3DFMT_R32_FLOAT, WINED3DFMT_FLAG_FLOAT},
177 {WINED3DFMT_R32G32_FLOAT, WINED3DFMT_FLAG_FLOAT},
178 {WINED3DFMT_R32G32B32_FLOAT, WINED3DFMT_FLAG_FLOAT},
179 {WINED3DFMT_R32G32B32A32_FLOAT, WINED3DFMT_FLAG_FLOAT},
180 {WINED3DFMT_R16_FLOAT, WINED3DFMT_FLAG_FLOAT},
181 {WINED3DFMT_R16G16_FLOAT, WINED3DFMT_FLAG_FLOAT},
182 {WINED3DFMT_R16G16B16A16_FLOAT, WINED3DFMT_FLAG_FLOAT},
183 {WINED3DFMT_D32_FLOAT, WINED3DFMT_FLAG_FLOAT},
184 {WINED3DFMT_S8_UINT_D24_FLOAT, WINED3DFMT_FLAG_FLOAT},
185 };
186
187 struct wined3d_format_block_info
188 {
189 enum wined3d_format_id id;
190 UINT block_width;
191 UINT block_height;
192 UINT block_byte_count;
193 BOOL verify;
194 };
195
196 static const struct wined3d_format_block_info format_block_info[] =
197 {
198 {WINED3DFMT_DXT1, 4, 4, 8, TRUE},
199 {WINED3DFMT_DXT2, 4, 4, 16, TRUE},
200 {WINED3DFMT_DXT3, 4, 4, 16, TRUE},
201 {WINED3DFMT_DXT4, 4, 4, 16, TRUE},
202 {WINED3DFMT_DXT5, 4, 4, 16, TRUE},
203 {WINED3DFMT_ATI1N, 4, 4, 8, FALSE},
204 {WINED3DFMT_ATI2N, 4, 4, 16, FALSE},
205 {WINED3DFMT_YUY2, 2, 1, 4, FALSE},
206 {WINED3DFMT_UYVY, 2, 1, 4, FALSE},
207 };
208
209 struct wined3d_format_vertex_info
210 {
211 enum wined3d_format_id id;
212 enum wined3d_ffp_emit_idx emit_idx;
213 GLint component_count;
214 GLenum gl_vtx_type;
215 GLint gl_vtx_format;
216 GLboolean gl_normalized;
217 unsigned int component_size;
218 };
219
220 static const struct wined3d_format_vertex_info format_vertex_info[] =
221 {
222 {WINED3DFMT_R32_FLOAT, WINED3D_FFP_EMIT_FLOAT1, 1, GL_FLOAT, 1, GL_FALSE, sizeof(float)},
223 {WINED3DFMT_R32G32_FLOAT, WINED3D_FFP_EMIT_FLOAT2, 2, GL_FLOAT, 2, GL_FALSE, sizeof(float)},
224 {WINED3DFMT_R32G32B32_FLOAT, WINED3D_FFP_EMIT_FLOAT3, 3, GL_FLOAT, 3, GL_FALSE, sizeof(float)},
225 {WINED3DFMT_R32G32B32A32_FLOAT, WINED3D_FFP_EMIT_FLOAT4, 4, GL_FLOAT, 4, GL_FALSE, sizeof(float)},
226 {WINED3DFMT_B8G8R8A8_UNORM, WINED3D_FFP_EMIT_D3DCOLOR, 4, GL_UNSIGNED_BYTE, 4, GL_TRUE, sizeof(BYTE)},
227 {WINED3DFMT_R8G8B8A8_UINT, WINED3D_FFP_EMIT_UBYTE4, 4, GL_UNSIGNED_BYTE, 4, GL_FALSE, sizeof(BYTE)},
228 {WINED3DFMT_R16G16_SINT, WINED3D_FFP_EMIT_SHORT2, 2, GL_SHORT, 2, GL_FALSE, sizeof(short int)},
229 {WINED3DFMT_R16G16B16A16_SINT, WINED3D_FFP_EMIT_SHORT4, 4, GL_SHORT, 4, GL_FALSE, sizeof(short int)},
230 {WINED3DFMT_R8G8B8A8_UNORM, WINED3D_FFP_EMIT_UBYTE4N, 4, GL_UNSIGNED_BYTE, 4, GL_TRUE, sizeof(BYTE)},
231 {WINED3DFMT_R16G16_SNORM, WINED3D_FFP_EMIT_SHORT2N, 2, GL_SHORT, 2, GL_TRUE, sizeof(short int)},
232 {WINED3DFMT_R16G16B16A16_SNORM, WINED3D_FFP_EMIT_SHORT4N, 4, GL_SHORT, 4, GL_TRUE, sizeof(short int)},
233 {WINED3DFMT_R16G16_UNORM, WINED3D_FFP_EMIT_USHORT2N, 2, GL_UNSIGNED_SHORT, 2, GL_TRUE, sizeof(short int)},
234 {WINED3DFMT_R16G16B16A16_UNORM, WINED3D_FFP_EMIT_USHORT4N, 4, GL_UNSIGNED_SHORT, 4, GL_TRUE, sizeof(short int)},
235 {WINED3DFMT_R10G10B10A2_UINT, WINED3D_FFP_EMIT_UDEC3, 3, GL_UNSIGNED_SHORT, 3, GL_FALSE, sizeof(short int)},
236 {WINED3DFMT_R10G10B10A2_SNORM, WINED3D_FFP_EMIT_DEC3N, 3, GL_SHORT, 3, GL_TRUE, sizeof(short int)},
237 {WINED3DFMT_R16G16_FLOAT, WINED3D_FFP_EMIT_FLOAT16_2, 2, GL_FLOAT, 2, GL_FALSE, sizeof(GLhalfNV)},
238 {WINED3DFMT_R16G16B16A16_FLOAT, WINED3D_FFP_EMIT_FLOAT16_4, 4, GL_FLOAT, 4, GL_FALSE, sizeof(GLhalfNV)},
239 {WINED3DFMT_R32_UINT, WINED3D_FFP_EMIT_INVALID, 1, GL_UNSIGNED_INT, 1, GL_FALSE, sizeof(UINT)},
240 {WINED3DFMT_R32G32_UINT, WINED3D_FFP_EMIT_INVALID, 2, GL_UNSIGNED_INT, 2, GL_FALSE, sizeof(UINT)},
241 {WINED3DFMT_R32G32B32_UINT, WINED3D_FFP_EMIT_INVALID, 3, GL_UNSIGNED_INT, 3, GL_FALSE, sizeof(UINT)},
242 {WINED3DFMT_R32G32B32A32_UINT, WINED3D_FFP_EMIT_INVALID, 4, GL_UNSIGNED_INT, 4, GL_FALSE, sizeof(UINT)},
243 };
244
245 struct wined3d_format_texture_info
246 {
247 enum wined3d_format_id id;
248 GLint gl_internal;
249 GLint gl_srgb_internal;
250 GLint gl_rt_internal;
251 GLint gl_format;
252 GLint gl_type;
253 unsigned int conv_byte_count;
254 unsigned int flags;
255 enum wined3d_gl_extension extension;
256 void (*convert)(const BYTE *src, BYTE *dst, UINT src_row_pitch, UINT src_slice_pitch,
257 UINT dst_row_pitch, UINT dst_slice_pitch, UINT width, UINT height, UINT depth);
258 };
259
260 static void convert_l4a4_unorm(const BYTE *src, BYTE *dst, UINT src_row_pitch, UINT src_slice_pitch,
261 UINT dst_row_pitch, UINT dst_slice_pitch, UINT width, UINT height, UINT depth)
262 {
263 /* WINED3DFMT_L4A4_UNORM exists as an internal gl format, but for some reason there is not
264 * format+type combination to load it. Thus convert it to A8L8, then load it
265 * with A4L4 internal, but A8L8 format+type
266 */
267 unsigned int x, y, z;
268 const unsigned char *Source;
269 unsigned char *Dest;
270
271 for (z = 0; z < depth; z++)
272 {
273 for (y = 0; y < height; y++)
274 {
275 Source = src + z * src_slice_pitch + y * src_row_pitch;
276 Dest = dst + z * dst_slice_pitch + y * dst_row_pitch;
277 for (x = 0; x < width; x++ )
278 {
279 unsigned char color = (*Source++);
280 /* A */ Dest[1] = (color & 0xf0) << 0;
281 /* L */ Dest[0] = (color & 0x0f) << 4;
282 Dest += 2;
283 }
284 }
285 }
286 }
287
288 static void convert_r5g5_snorm_l6_unorm(const BYTE *src, BYTE *dst, UINT src_row_pitch, UINT src_slice_pitch,
289 UINT dst_row_pitch, UINT dst_slice_pitch, UINT width, UINT height, UINT depth)
290 {
291 unsigned int x, y, z;
292 const WORD *Source;
293
294 for (z = 0; z < depth; z++)
295 {
296 for (y = 0; y < height; y++)
297 {
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++ )
301 {
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;
308
309 *Dest_s = ((v_conv << 11) & 0xf800) | ((l << 5) & 0x7e0) | (u_conv & 0x1f);
310 Dest_s += 1;
311 }
312 }
313 }
314 }
315
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)
318 {
319 unsigned int x, y, z;
320 const WORD *Source;
321 unsigned char *Dest;
322
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
325 * loaded
326 */
327 for (z = 0; z < depth; z++)
328 {
329 for (y = 0; y < height; y++)
330 {
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++ )
334 {
335 short color = (*Source++);
336 unsigned char l = ((color >> 10) & 0xfc);
337 char v = ((color >> 5) & 0x3e);
338 char u = ((color ) & 0x1f);
339
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.
343 */
344 /* M */ Dest[2] = l << 1;
345
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.
348 */
349 /* V */ Dest[1] = v << 3;
350 /* U */ Dest[0] = u << 3;
351 Dest += 3;
352 }
353 }
354 }
355 }
356
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)
359 {
360 unsigned int x, y, z;
361 const short *Source;
362 unsigned char *Dest;
363
364 for (z = 0; z < depth; z++)
365 {
366 for (y = 0; y < height; y++)
367 {
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++ )
371 {
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 */
376 Dest += 3;
377 }
378 }
379 }
380 }
381
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)
384 {
385 unsigned int x, y, z;
386 const DWORD *Source;
387 unsigned char *Dest;
388
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).
392 */
393 for (z = 0; z < depth; z++)
394 {
395 for (y = 0; y < height; y++)
396 {
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++ )
400 {
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 */
405 Dest += 4;
406 }
407 }
408 }
409 }
410
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)
413 {
414 unsigned int x, y, z;
415 const DWORD *Source;
416 unsigned char *Dest;
417
418 /* This implementation works with the fixed function pipeline and shaders
419 * without further modification after converting the surface.
420 */
421 for (z = 0; z < depth; z++)
422 {
423 for (y = 0; y < height; y++)
424 {
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++ )
428 {
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 */
434 Dest += 4;
435 }
436 }
437 }
438 }
439
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)
442 {
443 unsigned int x, y, z;
444 const DWORD *Source;
445 unsigned char *Dest;
446
447 for (z = 0; z < depth; z++)
448 {
449 for (y = 0; y < height; y++)
450 {
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++ )
454 {
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 */
460 Dest += 4;
461 }
462 }
463 }
464 }
465
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)
468 {
469 unsigned int x, y, z;
470 const DWORD *Source;
471 unsigned short *Dest;
472
473 for (z = 0; z < depth; z++)
474 {
475 for (y = 0; y < height; y++)
476 {
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++ )
480 {
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 */
485 Dest += 3;
486 }
487 }
488 }
489 }
490
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)
493 {
494 unsigned int x, y, z;
495 const WORD *Source;
496 WORD *Dest;
497
498 for (z = 0; z < depth; z++)
499 {
500 for (y = 0; y < height; y++)
501 {
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++ )
505 {
506 WORD green = (*Source++);
507 WORD red = (*Source++);
508 Dest[0] = green;
509 Dest[1] = red;
510 /* Strictly speaking not correct for R16G16F, but it doesn't matter because the
511 * shader overwrites it anyway */
512 Dest[2] = 0xffff;
513 Dest += 3;
514 }
515 }
516 }
517 }
518
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)
521 {
522 unsigned int x, y, z;
523 const float *Source;
524 float *Dest;
525
526 for (z = 0; z < depth; z++)
527 {
528 for (y = 0; y < height; y++)
529 {
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++ )
533 {
534 float green = (*Source++);
535 float red = (*Source++);
536 Dest[0] = green;
537 Dest[1] = red;
538 Dest[2] = 1.0f;
539 Dest += 3;
540 }
541 }
542 }
543 }
544
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)
547 {
548 unsigned int x, y, z;
549
550 for (z = 0; z < depth; z++)
551 {
552 for (y = 0; y < height; ++y)
553 {
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);
556
557 for (x = 0; x < width; ++x)
558 {
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);
565 }
566 }
567 }
568 }
569
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)
572 {
573 unsigned int x, y, z;
574
575 for (z = 0; z < depth; z++)
576 {
577 for (y = 0; y < height; ++y)
578 {
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);
581
582 for (x = 0; x < width; ++x)
583 {
584 /* Just need to clear out the X4 part. */
585 dest[x] = source[x] & ~0xf0;
586 }
587 }
588 }
589 }
590
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)
593 {
594 unsigned int x, y, z;
595
596 for (z = 0; z < depth; z++)
597 {
598 for (y = 0; y < height; ++y)
599 {
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;
603
604 for (x = 0; x < width; ++x)
605 {
606 dest_f[x * 2] = float_24_to_32((source[x] & 0xffffff00) >> 8);
607 dest_s[x * 2 + 1] = source[x] & 0xff;
608 }
609 }
610 }
611 }
612
613 static BOOL color_in_range(const struct wined3d_color_key *color_key, DWORD color)
614 {
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;
619 }
620
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)
624 {
625 const BYTE *src_row;
626 unsigned int x, y;
627 DWORD *dst_row;
628
629 if (!palette)
630 {
631 /* FIXME: This should probably use the system palette. */
632 FIXME("P8 surface loaded without a palette.\n");
633
634 for (y = 0; y < height; ++y)
635 {
636 memset(&dst[dst_pitch * y], 0, width * 4);
637 }
638
639 return;
640 }
641
642 for (y = 0; y < height; ++y)
643 {
644 src_row = &src[src_pitch * y];
645 dst_row = (DWORD *)&dst[dst_pitch * y];
646 for (x = 0; x < width; ++x)
647 {
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;
653 }
654 }
655 }
656
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)
660 {
661 const WORD *src_row;
662 unsigned int x, y;
663 WORD *dst_row;
664
665 for (y = 0; y < height; ++y)
666 {
667 src_row = (WORD *)&src[src_pitch * y];
668 dst_row = (WORD *)&dst[dst_pitch * y];
669 for (x = 0; x < width; ++x)
670 {
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);
674 else
675 dst_row[x] = ((src_color & 0xffc0) >> 1) | (src_color & 0x1f);
676 }
677 }
678 }
679
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)
683 {
684 const WORD *src_row;
685 unsigned int x, y;
686 WORD *dst_row;
687
688 for (y = 0; y < height; ++y)
689 {
690 src_row = (WORD *)&src[src_pitch * y];
691 dst_row = (WORD *)&dst[dst_pitch * y];
692 for (x = 0; x < width; ++x)
693 {
694 WORD src_color = src_row[x];
695 if (color_in_range(color_key, src_color))
696 dst_row[x] = src_color & ~0x8000;
697 else
698 dst_row[x] = src_color | 0x8000;
699 }
700 }
701 }
702
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)
706 {
707 const BYTE *src_row;
708 unsigned int x, y;
709 DWORD *dst_row;
710
711 for (y = 0; y < height; ++y)
712 {
713 src_row = &src[src_pitch * y];
714 dst_row = (DWORD *)&dst[dst_pitch * y];
715 for (x = 0; x < width; ++x)
716 {
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;
720 }
721 }
722 }
723
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)
727 {
728 const DWORD *src_row;
729 unsigned int x, y;
730 DWORD *dst_row;
731
732 for (y = 0; y < height; ++y)
733 {
734 src_row = (DWORD *)&src[src_pitch * y];
735 dst_row = (DWORD *)&dst[dst_pitch * y];
736 for (x = 0; x < width; ++x)
737 {
738 DWORD src_color = src_row[x];
739 if (color_in_range(color_key, src_color))
740 dst_row[x] = src_color & ~0xff000000;
741 else
742 dst_row[x] = src_color | 0xff000000;
743 }
744 }
745 }
746
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)
750 {
751 const DWORD *src_row;
752 unsigned int x, y;
753 DWORD *dst_row;
754
755 for (y = 0; y < height; ++y)
756 {
757 src_row = (DWORD *)&src[src_pitch * y];
758 dst_row = (DWORD *)&dst[dst_pitch * y];
759 for (x = 0; x < width; ++x)
760 {
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;
765 }
766 }
767 }
768
769 const struct wined3d_color_key_conversion * wined3d_format_get_color_key_conversion(
770 const struct wined3d_texture *texture, BOOL need_alpha_ck)
771 {
772 const struct wined3d_format *format = texture->resource.format;
773 unsigned int i;
774
775 static const struct
776 {
777 enum wined3d_format_id src_format;
778 struct wined3d_color_key_conversion conversion;
779 }
780 color_key_info[] =
781 {
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 }},
787 };
788 static const struct wined3d_color_key_conversion convert_p8 =
789 {
790 WINED3DFMT_B8G8R8A8_UNORM, convert_p8_uint_b8g8r8a8_unorm
791 };
792
793 if (need_alpha_ck && (texture->flags & WINED3D_TEXTURE_COLOR_KEY))
794 {
795 for (i = 0; i < sizeof(color_key_info) / sizeof(*color_key_info); ++i)
796 {
797 if (color_key_info[i].src_format == format->id)
798 return &color_key_info[i].conversion;
799 }
800
801 FIXME("Color-keying not supported with format %s.\n", debug_d3dformat(format->id));
802 }
803
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))
809 return &convert_p8;
810
811 return NULL;
812 }
813
814 /* The following formats explicitly don't have WINED3DFMT_FLAG_TEXTURE set:
815 *
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
822 *
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.
826 * WINED3DFMT_P8_UINT
827 * WINED3DFMT_P8_UINT_A8_UNORM
828 *
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.
835 * WINED3DFMT_NVHU
836 * WINED3DFMT_NVHS */
837 static const struct wined3d_format_texture_info format_texture_info[] =
838 {
839 /* format id gl_internal gl_srgb_internal gl_rt_internal
840 gl_format gl_type conv_byte_count
841 flags
842 extension convert */
843 /* FourCC formats */
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
848 * endian machine
849 */
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},
899 /* IEEE formats */
900 {WINED3DFMT_R32_FLOAT, GL_RGB32F_ARB, GL_RGB32F_ARB, 0,
901 GL_RED, GL_FLOAT, 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,
905 GL_RED, GL_FLOAT, 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,
913 GL_RG, GL_FLOAT, 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},
920 /* Float */
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,
945 0,
946 0, NULL},
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},
1032 /* Luminance */
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},
1214 };
1215
1216 static inline int getFmtIdx(enum wined3d_format_id format_id)
1217 {
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)
1222 {
1223 return format_id;
1224 }
1225 else
1226 {
1227 unsigned int i;
1228
1229 for (i = 0; i < (sizeof(formats) / sizeof(*formats)); ++i)
1230 {
1231 if (formats[i].id == format_id) return i;
1232 }
1233 }
1234 return -1;
1235 }
1236
1237 static BOOL init_format_base_info(struct wined3d_gl_info *gl_info)
1238 {
1239 UINT format_count = sizeof(formats) / sizeof(*formats);
1240 UINT i;
1241
1242 gl_info->formats = HeapAlloc(GetProcessHeap(), HEAP_ZERO_MEMORY, format_count * sizeof(*gl_info->formats));
1243 if (!gl_info->formats)
1244 {
1245 ERR("Failed to allocate memory.\n");
1246 return FALSE;
1247 }
1248
1249 for (i = 0; i < format_count; ++i)
1250 {
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;
1267 }
1268
1269 for (i = 0; i < (sizeof(format_base_flags) / sizeof(*format_base_flags)); ++i)
1270 {
1271 int fmt_idx = getFmtIdx(format_base_flags[i].id);
1272
1273 if (fmt_idx == -1)
1274 {
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);
1278 return FALSE;
1279 }
1280
1281 gl_info->formats[fmt_idx].flags |= format_base_flags[i].flags;
1282 }
1283
1284 return TRUE;
1285 }
1286
1287 static BOOL init_format_block_info(struct wined3d_gl_info *gl_info)
1288 {
1289 unsigned int i;
1290
1291 for (i = 0; i < (sizeof(format_block_info) / sizeof(*format_block_info)); ++i)
1292 {
1293 struct wined3d_format *format;
1294 int fmt_idx = getFmtIdx(format_block_info[i].id);
1295
1296 if (fmt_idx == -1)
1297 {
1298 ERR("Format %s (%#x) not found.\n",
1299 debug_d3dformat(format_block_info[i].id), format_block_info[i].id);
1300 return FALSE;
1301 }
1302
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;
1310 }
1311
1312 return TRUE;
1313 }
1314
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)
1317 {
1318 /* Check if the default internal format is supported as a frame buffer
1319 * target, otherwise fall back to the render target internal.
1320 *
1321 * Try to stick to the standard format if possible, this limits precision differences. */
1322 GLenum status;
1323 GLuint tex;
1324
1325 while (gl_info->gl_ops.gl.p_glGetError());
1326 gl_info->gl_ops.gl.p_glDisable(GL_BLEND);
1327
1328 gl_info->gl_ops.gl.p_glGenTextures(1, &tex);
1329 gl_info->gl_ops.gl.p_glBindTexture(GL_TEXTURE_2D, tex);
1330
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);
1335
1336 gl_info->fbo_ops.glFramebufferTexture2D(GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT0, GL_TEXTURE_2D, tex, 0);
1337
1338 status = gl_info->fbo_ops.glCheckFramebufferStatus(GL_FRAMEBUFFER);
1339 checkGLcall("Framebuffer format check");
1340
1341 if (status == GL_FRAMEBUFFER_COMPLETE)
1342 {
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;
1346 }
1347 else
1348 {
1349 if (!format->rtInternal)
1350 {
1351 if (format->flags & WINED3DFMT_FLAG_RENDERTARGET)
1352 {
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;
1356 }
1357 else
1358 {
1359 TRACE("Format %s is not supported as FBO color attachment.\n", debug_d3dformat(format->id));
1360 }
1361 format->rtInternal = format->glInternal;
1362 }
1363 else
1364 {
1365 TRACE("Format %s is not supported as FBO color attachment, trying rtInternal format as fallback.\n",
1366 debug_d3dformat(format->id));
1367
1368 while (gl_info->gl_ops.gl.p_glGetError());
1369
1370 gl_info->fbo_ops.glFramebufferTexture2D(GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT0, GL_TEXTURE_2D, 0, 0);
1371
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);
1376
1377 gl_info->fbo_ops.glFramebufferTexture2D(GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT0, GL_TEXTURE_2D, tex, 0);
1378
1379 status = gl_info->fbo_ops.glCheckFramebufferStatus(GL_FRAMEBUFFER);
1380 checkGLcall("Framebuffer format check");
1381
1382 if (status == GL_FRAMEBUFFER_COMPLETE)
1383 {
1384 TRACE("Format %s rtInternal format is supported as FBO color attachment.\n",
1385 debug_d3dformat(format->id));
1386 }
1387 else
1388 {
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;
1392 }
1393 }
1394 }
1395
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))
1401 {
1402 DWORD readback[16 * 16], color, r_range, a_range;
1403 BYTE r, a;
1404 BOOL match = TRUE;
1405 GLuint rb;
1406
1407 if (gl_info->supported[ARB_FRAMEBUFFER_OBJECT]
1408 || gl_info->supported[EXT_PACKED_DEPTH_STENCIL])
1409 {
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");
1416 }
1417
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)
1422 {
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;
1426 }
1427 else
1428 {
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();
1436
1437 gl_info->gl_ops.gl.p_glBlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
1438
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();
1447
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();
1457
1458 gl_info->gl_ops.gl.p_glDisable(GL_BLEND);
1459
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");
1464
1465 color = readback[7 * 16 + 7];
1466 a = color >> 24;
1467 r = (color & 0x00ff0000) >> 16;
1468
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))
1472 match = FALSE;
1473 else if (format->alpha_size > 1 && (a < 0xbf - a_range || a > 0xbf + a_range))
1474 match = FALSE;
1475 if (!match)
1476 {
1477 TRACE("Format doesn't support post-pixelshader blending.\n");
1478 TRACE("Color output: %#x\n", color);
1479 format->flags &= ~WINED3DFMT_FLAG_POSTPIXELSHADER_BLENDING;
1480 }
1481 else
1482 {
1483 TRACE("Format supports post-pixelshader blending.\n");
1484 TRACE("Color output: %#x\n", color);
1485 format->flags |= WINED3DFMT_FLAG_POSTPIXELSHADER_BLENDING;
1486 }
1487 }
1488
1489 if (gl_info->supported[ARB_FRAMEBUFFER_OBJECT]
1490 || gl_info->supported[EXT_PACKED_DEPTH_STENCIL])
1491 {
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");
1496 }
1497 }
1498
1499 if (format->glInternal != format->glGammaInternal)
1500 {
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);
1504
1505 status = gl_info->fbo_ops.glCheckFramebufferStatus(GL_FRAMEBUFFER);
1506 checkGLcall("Framebuffer format check");
1507
1508 if (status == GL_FRAMEBUFFER_COMPLETE)
1509 {
1510 TRACE("Format %s's sRGB format is FBO attachable.\n", debug_d3dformat(format->id));
1511 format->flags |= WINED3DFMT_FLAG_FBO_ATTACHABLE_SRGB;
1512 }
1513 else
1514 {
1515 WARN("Format %s's sRGB format is not FBO attachable.\n", debug_d3dformat(format->id));
1516 }
1517 }
1518 else if (status == GL_FRAMEBUFFER_COMPLETE)
1519 format->flags |= WINED3DFMT_FLAG_FBO_ATTACHABLE_SRGB;
1520
1521 gl_info->gl_ops.gl.p_glDeleteTextures(1, &tex);
1522 }
1523
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)
1526 {
1527 GLint value;
1528
1529 gl_info->gl_ops.ext.p_glGetInternalformativ(GL_TEXTURE_2D, internal, pname, 1, &value);
1530 if (value == GL_FULL_SUPPORT)
1531 {
1532 TRACE("Format %s supports %s.\n", debug_d3dformat(format->id), string);
1533 format->flags |= flag;
1534 }
1535 else
1536 {
1537 TRACE("Format %s doesn't support %s.\n", debug_d3dformat(format->id), string);
1538 format->flags &= ~flag;
1539 }
1540 }
1541
1542 /* Context activation is done by the caller. */
1543 static void init_format_fbo_compat_info(struct wined3d_gl_info *gl_info)
1544 {
1545 unsigned int i;
1546 GLuint fbo;
1547
1548 if (gl_info->supported[ARB_INTERNALFORMAT_QUERY2])
1549 {
1550 for (i = 0; i < sizeof(formats) / sizeof(*formats); ++i)
1551 {
1552 GLint value;
1553 struct wined3d_format *format = &gl_info->formats[i];
1554
1555 if (!format->glInternal)
1556 continue;
1557 if (format->flags & (WINED3DFMT_FLAG_DEPTH | WINED3DFMT_FLAG_STENCIL))
1558 continue;
1559
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)
1563 {
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;
1567
1568 query_format_flag(gl_info, format, format->glInternal, GL_FRAMEBUFFER_BLEND,
1569 WINED3DFMT_FLAG_POSTPIXELSHADER_BLENDING, "post-pixelshader blending");
1570 }
1571 else
1572 {
1573 if (!format->rtInternal)
1574 {
1575 if (format->flags & WINED3DFMT_FLAG_RENDERTARGET)
1576 {
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;
1580 }
1581 else
1582 TRACE("Format %s is not supported as FBO color attachment.\n", debug_d3dformat(format->id));
1583 format->rtInternal = format->glInternal;
1584 }
1585 else
1586 {
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)
1590 {
1591 TRACE("Format %s rtInternal format is supported as FBO color attachment.\n",
1592 debug_d3dformat(format->id));
1593 }
1594 else
1595 {
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;
1599 }
1600 }
1601 }
1602
1603 if (format->glInternal != format->glGammaInternal)
1604 {
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)
1608 {
1609 TRACE("Format %s's sRGB format is FBO attachable.\n", debug_d3dformat(format->id));
1610 format->flags |= WINED3DFMT_FLAG_FBO_ATTACHABLE_SRGB;
1611 }
1612 else
1613 {
1614 WARN("Format %s's sRGB format is not FBO attachable.\n", debug_d3dformat(format->id));
1615 }
1616 }
1617 else if (format->flags & WINED3DFMT_FLAG_FBO_ATTACHABLE)
1618 format->flags |= WINED3DFMT_FLAG_FBO_ATTACHABLE_SRGB;
1619 }
1620 return;
1621 }
1622
1623 if (wined3d_settings.offscreen_rendering_mode == ORM_FBO)
1624 {
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);
1629 }
1630
1631 for (i = 0; i < sizeof(formats) / sizeof(*formats); ++i)
1632 {
1633 struct wined3d_format *format = &gl_info->formats[i];
1634
1635 if (!format->glInternal) continue;
1636
1637 if (format->flags & (WINED3DFMT_FLAG_DEPTH | WINED3DFMT_FLAG_STENCIL))
1638 {
1639 TRACE("Skipping format %s because it's a depth/stencil format.\n",
1640 debug_d3dformat(format->id));
1641 continue;
1642 }
1643
1644 if (format->flags & WINED3DFMT_FLAG_COMPRESSED)
1645 {
1646 TRACE("Skipping format %s because it's a compressed format.\n",
1647 debug_d3dformat(format->id));
1648 continue;
1649 }
1650
1651 if (wined3d_settings.offscreen_rendering_mode == ORM_FBO)
1652 {
1653 TRACE("Checking if format %s is supported as FBO color attachment...\n", debug_d3dformat(format->id));
1654 check_fbo_compat(gl_info, format);
1655 }
1656 else
1657 {
1658 format->rtInternal = format->glInternal;
1659 }
1660 }
1661
1662 if (wined3d_settings.offscreen_rendering_mode == ORM_FBO)
1663 gl_info->fbo_ops.glDeleteFramebuffers(1, &fbo);
1664 }
1665
1666 static BOOL init_format_texture_info(struct wined3d_adapter *adapter, struct wined3d_gl_info *gl_info)
1667 {
1668 struct fragment_caps fragment_caps;
1669 struct shader_caps shader_caps;
1670 BOOL srgb_write;
1671 unsigned int i;
1672
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);
1677
1678 for (i = 0; i < sizeof(format_texture_info) / sizeof(*format_texture_info); ++i)
1679 {
1680 int fmt_idx = getFmtIdx(format_texture_info[i].id);
1681 struct wined3d_format *format;
1682
1683 if (fmt_idx == -1)
1684 {
1685 ERR("Format %s (%#x) not found.\n",
1686 debug_d3dformat(format_texture_info[i].id), format_texture_info[i].id);
1687 return FALSE;
1688 }
1689
1690 if (!gl_info->supported[format_texture_info[i].extension]) continue;
1691
1692 format = &gl_info->formats[fmt_idx];
1693
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))
1698 continue;
1699
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;
1709
1710 if (gl_info->supported[ARB_INTERNALFORMAT_QUERY2])
1711 {
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");
1716
1717 if (format->glGammaInternal != format->glInternal)
1718 {
1719 query_format_flag(gl_info, format, format->glGammaInternal, GL_SRGB_READ,
1720 WINED3DFMT_FLAG_SRGB_READ, "sRGB read");
1721
1722 if (srgb_write)
1723 query_format_flag(gl_info, format, format->glGammaInternal, GL_SRGB_WRITE,
1724 WINED3DFMT_FLAG_SRGB_WRITE, "sRGB write");
1725 else
1726 format->flags &= ~WINED3DFMT_FLAG_SRGB_WRITE;
1727
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;
1732 }
1733 }
1734 else
1735 {
1736 if (!gl_info->limits.vertex_samplers)
1737 format->flags &= ~WINED3DFMT_FLAG_VTF;
1738
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;
1743
1744 if (format->glGammaInternal != format->glInternal)
1745 {
1746 /* Filter sRGB capabilities if EXT_texture_sRGB is not supported. */
1747 if (!gl_info->supported[EXT_TEXTURE_SRGB])
1748 {
1749 format->glGammaInternal = format->glInternal;
1750 format->flags &= ~(WINED3DFMT_FLAG_SRGB_READ | WINED3DFMT_FLAG_SRGB_WRITE);
1751 }
1752 else if (gl_info->supported[EXT_TEXTURE_SRGB_DECODE])
1753 {
1754 format->glInternal = format->glGammaInternal;
1755 }
1756 }
1757
1758 if ((format->flags & WINED3DFMT_FLAG_SRGB_WRITE) && !srgb_write)
1759 format->flags &= ~WINED3DFMT_FLAG_SRGB_WRITE;
1760 }
1761
1762 /* Texture conversion stuff */
1763 format->convert = format_texture_info[i].convert;
1764 format->conv_byte_count = format_texture_info[i].conv_byte_count;
1765 }
1766
1767 return TRUE;
1768 }
1769
1770 static BOOL color_match(DWORD c1, DWORD c2, BYTE max_diff)
1771 {
1772 if (abs((c1 & 0xff) - (c2 & 0xff)) > max_diff) return FALSE;
1773 c1 >>= 8; c2 >>= 8;
1774 if (abs((c1 & 0xff) - (c2 & 0xff)) > max_diff) return FALSE;
1775 c1 >>= 8; c2 >>= 8;
1776 if (abs((c1 & 0xff) - (c2 & 0xff)) > max_diff) return FALSE;
1777 c1 >>= 8; c2 >>= 8;
1778 if (abs((c1 & 0xff) - (c2 & 0xff)) > max_diff) return FALSE;
1779 return TRUE;
1780 }
1781
1782 /* A context is provided by the caller */
1783 static BOOL check_filter(const struct wined3d_gl_info *gl_info, GLenum internal)
1784 {
1785 static const DWORD data[] = {0x00000000, 0xffffffff};
1786 GLuint tex, fbo, buffer;
1787 DWORD readback[16 * 1];
1788 BOOL ret = FALSE;
1789
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.
1794 *
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
1798 */
1799
1800 while (gl_info->gl_ops.gl.p_glGetError());
1801
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);
1812
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);
1823
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);
1828
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();
1835
1836 gl_info->gl_ops.gl.p_glClearColor(0, 1, 0, 0);
1837 gl_info->gl_ops.gl.p_glClear(GL_COLOR_BUFFER_BIT);
1838
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();
1849
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))
1855 {
1856 TRACE("Read back colors 0x%08x and 0x%08x close to unfiltered color, assuming no filtering\n",
1857 readback[6], readback[9]);
1858 ret = FALSE;
1859 }
1860 else
1861 {
1862 TRACE("Read back colors are 0x%08x and 0x%08x, assuming texture is filtered\n",
1863 readback[6], readback[9]);
1864 ret = TRUE;
1865 }
1866
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);
1871
1872 if (gl_info->gl_ops.gl.p_glGetError())
1873 {
1874 FIXME("Error during filtering test for format %x, returning no filtering\n", internal);
1875 ret = FALSE;
1876 }
1877
1878 return ret;
1879 }
1880
1881 static void init_format_filter_info(struct wined3d_gl_info *gl_info, enum wined3d_pci_vendor vendor)
1882 {
1883 struct wined3d_format *format;
1884 unsigned int fmt_idx, i;
1885 static const enum wined3d_format_id fmts16[] =
1886 {
1887 WINED3DFMT_R16_FLOAT,
1888 WINED3DFMT_R16G16_FLOAT,
1889 WINED3DFMT_R16G16B16A16_FLOAT,
1890 };
1891 BOOL filtered;
1892
1893 if (gl_info->supported[ARB_INTERNALFORMAT_QUERY2])
1894 /* This was already handled by init_format_texture_info(). */
1895 return;
1896
1897 if(wined3d_settings.offscreen_rendering_mode != ORM_FBO)
1898 {
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])
1901 {
1902 TRACE("Nvidia card with texture_float support: Assuming float16 blending\n");
1903 filtered = TRUE;
1904 }
1905 else if (gl_info->limits.glsl_varyings > 44)
1906 {
1907 TRACE("More than 44 GLSL varyings - assuming d3d10 card with float16 blending\n");
1908 filtered = TRUE;
1909 }
1910 else
1911 {
1912 TRACE("Assuming no float16 blending\n");
1913 filtered = FALSE;
1914 }
1915
1916 if(filtered)
1917 {
1918 for(i = 0; i < (sizeof(fmts16) / sizeof(*fmts16)); i++)
1919 {
1920 fmt_idx = getFmtIdx(fmts16[i]);
1921 gl_info->formats[fmt_idx].flags |= WINED3DFMT_FLAG_FILTERING;
1922 }
1923 }
1924 return;
1925 }
1926
1927 for(i = 0; i < (sizeof(fmts16) / sizeof(*fmts16)); i++)
1928 {
1929 fmt_idx = getFmtIdx(fmts16[i]);
1930 format = &gl_info->formats[fmt_idx];
1931 if (!format->glInternal) continue; /* Not supported by GL */
1932
1933 filtered = check_filter(gl_info, gl_info->formats[fmt_idx].glInternal);
1934 if(filtered)
1935 {
1936 TRACE("Format %s supports filtering\n", debug_d3dformat(fmts16[i]));
1937 format->flags |= WINED3DFMT_FLAG_FILTERING;
1938 }
1939 else
1940 {
1941 TRACE("Format %s does not support filtering\n", debug_d3dformat(fmts16[i]));
1942 }
1943 }
1944 }
1945
1946 static void apply_format_fixups(struct wined3d_adapter *adapter, struct wined3d_gl_info *gl_info)
1947 {
1948 unsigned int i;
1949 int idx;
1950
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);
1954
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);
1958
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);
1962
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);
1966
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);
1970
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.
1975 *
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.
1979 */
1980 if (!gl_info->supported[NV_TEXTURE_SHADER])
1981 {
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);
1988 }
1989 else
1990 {
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);
1994
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);
1998 }
1999
2000 if (!gl_info->supported[NV_TEXTURE_SHADER])
2001 {
2002 /* If GL_NV_texture_shader is not supported, those formats are converted, incompatibly
2003 * with each other
2004 */
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);
2014 }
2015 else
2016 {
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
2021 */
2022 }
2023
2024 if (gl_info->supported[ARB_TEXTURE_COMPRESSION_RGTC])
2025 {
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);
2029
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);
2033 }
2034 else if (gl_info->supported[ATI_TEXTURE_COMPRESSION_3DC])
2035 {
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);
2039 }
2040
2041 if (!gl_info->supported[APPLE_YCBCR_422])
2042 {
2043 idx = getFmtIdx(WINED3DFMT_YUY2);
2044 gl_info->formats[idx].color_fixup = create_complex_fixup_desc(COMPLEX_FIXUP_YUY2);
2045
2046 idx = getFmtIdx(WINED3DFMT_UYVY);
2047 gl_info->formats[idx].color_fixup = create_complex_fixup_desc(COMPLEX_FIXUP_UYVY);
2048 }
2049
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);
2055
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);
2061
2062 if (gl_info->supported[ARB_FRAGMENT_PROGRAM])
2063 {
2064 idx = getFmtIdx(WINED3DFMT_P8_UINT);
2065 gl_info->formats[idx].color_fixup = create_complex_fixup_desc(COMPLEX_FIXUP_P8);
2066 }
2067
2068 if (gl_info->supported[ARB_VERTEX_ARRAY_BGRA])
2069 {
2070 idx = getFmtIdx(WINED3DFMT_B8G8R8A8_UNORM);
2071 gl_info->formats[idx].gl_vtx_format = GL_BGRA;
2072 }
2073
2074 if (gl_info->supported[ARB_HALF_FLOAT_VERTEX])
2075 {
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 */
2080
2081 idx = getFmtIdx(WINED3DFMT_R16G16B16A16_FLOAT);
2082 gl_info->formats[idx].gl_vtx_type = GL_HALF_FLOAT;
2083 }
2084
2085 if (!gl_info->supported[ARB_HALF_FLOAT_PIXEL])
2086 {
2087 idx = getFmtIdx(WINED3DFMT_R16_FLOAT);
2088 gl_info->formats[idx].flags &= ~WINED3DFMT_FLAG_TEXTURE;
2089
2090 idx = getFmtIdx(WINED3DFMT_R16G16_FLOAT);
2091 gl_info->formats[idx].flags &= ~WINED3DFMT_FLAG_TEXTURE;
2092
2093 idx = getFmtIdx(WINED3DFMT_R16G16B16A16_FLOAT);
2094 gl_info->formats[idx].flags &= ~WINED3DFMT_FLAG_TEXTURE;
2095 }
2096
2097 if (gl_info->quirks & WINED3D_QUIRK_BROKEN_RGBA16)
2098 {
2099 idx = getFmtIdx(WINED3DFMT_R16G16B16A16_UNORM);
2100 gl_info->formats[idx].flags &= ~WINED3DFMT_FLAG_TEXTURE;
2101 }
2102
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
2108 * vertex shaders.
2109 *
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.
2113 *
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])
2117 {
2118 idx = getFmtIdx(WINED3DFMT_INST);
2119 gl_info->formats[idx].flags |= WINED3DFMT_FLAG_TEXTURE;
2120 }
2121
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
2127 * value. */
2128 if (gl_info->supported[EXT_DEPTH_BOUNDS_TEST])
2129 {
2130 idx = getFmtIdx(WINED3DFMT_NVDB);
2131 gl_info->formats[idx].flags |= WINED3DFMT_FLAG_TEXTURE;
2132 }
2133
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])
2138 {
2139 idx = getFmtIdx(WINED3DFMT_RESZ);
2140 gl_info->formats[idx].flags |= WINED3DFMT_FLAG_TEXTURE | WINED3DFMT_FLAG_RENDERTARGET;
2141 }
2142
2143 for (i = 0; i < sizeof(formats) / sizeof(*formats); ++i)
2144 {
2145 struct wined3d_format *format = &gl_info->formats[i];
2146
2147 if (!(format->flags & WINED3DFMT_FLAG_TEXTURE))
2148 continue;
2149
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;
2153 }
2154 }
2155
2156 static BOOL init_format_vertex_info(struct wined3d_gl_info *gl_info)
2157 {
2158 unsigned int i;
2159
2160 for (i = 0; i < (sizeof(format_vertex_info) / sizeof(*format_vertex_info)); ++i)
2161 {
2162 struct wined3d_format *format;
2163 int fmt_idx = getFmtIdx(format_vertex_info[i].id);
2164
2165 if (fmt_idx == -1)
2166 {
2167 ERR("Format %s (%#x) not found.\n",
2168 debug_d3dformat(format_vertex_info[i].id), format_vertex_info[i].id);
2169 return FALSE;
2170 }
2171
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;
2179 }
2180
2181 return TRUE;
2182 }
2183
2184 BOOL initPixelFormatsNoGL(struct wined3d_gl_info *gl_info)
2185 {
2186 if (!init_format_base_info(gl_info)) return FALSE;
2187
2188 if (!init_format_block_info(gl_info))
2189 {
2190 HeapFree(GetProcessHeap(), 0, gl_info->formats);
2191 gl_info->formats = NULL;
2192 return FALSE;
2193 }
2194
2195 return TRUE;
2196 }
2197
2198 /* Context activation is done by the caller. */
2199 BOOL wined3d_adapter_init_format_info(struct wined3d_adapter *adapter)
2200 {
2201 struct wined3d_gl_info *gl_info = &adapter->gl_info;
2202
2203 if (!init_format_base_info(gl_info)) return FALSE;
2204
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;
2208
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);
2212
2213 return TRUE;
2214
2215 fail:
2216 HeapFree(GetProcessHeap(), 0, gl_info->formats);
2217 gl_info->formats = NULL;
2218 return FALSE;
2219 }
2220
2221 const struct wined3d_format *wined3d_get_format(const struct wined3d_gl_info *gl_info,
2222 enum wined3d_format_id format_id)
2223 {
2224 int idx = getFmtIdx(format_id);
2225
2226 if (idx == -1)
2227 {
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);
2232 }
2233
2234 return &gl_info->formats[idx];
2235 }
2236
2237 UINT wined3d_format_calculate_pitch(const struct wined3d_format *format, UINT width)
2238 {
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);
2243
2244 return format->byte_count * width;
2245 }
2246
2247 UINT wined3d_format_calculate_size(const struct wined3d_format *format, UINT alignment,
2248 UINT width, UINT height, UINT depth)
2249 {
2250 UINT pitch = wined3d_format_calculate_pitch(format, width);
2251 UINT size;
2252
2253 if (format->id == WINED3DFMT_UNKNOWN)
2254 {
2255 size = 0;
2256 }
2257 else if (format->flags & WINED3DFMT_FLAG_BLOCKS)
2258 {
2259 UINT row_count = (height + format->block_height - 1) / format->block_height;
2260 size = row_count * ((pitch + alignment - 1) & ~(alignment - 1));
2261 }
2262 else
2263 {
2264 size = height * ((pitch + alignment - 1) & ~(alignment - 1));
2265 }
2266
2267 if (format->flags & WINED3DFMT_FLAG_HEIGHT_SCALE)
2268 {
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;
2272 }
2273
2274 size *= depth;
2275
2276 return size;
2277 }
2278
2279 /*****************************************************************************
2280 * Trace formatting of useful values
2281 */
2282 const char *debug_d3dformat(enum wined3d_format_id format_id)
2283 {
2284 switch (format_id)
2285 {
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);
2425 #undef FMT_TO_STR
2426 default:
2427 {
2428 char fourcc[5];
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);
2433 fourcc[4] = 0;
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);
2436 else
2437 FIXME("Unrecognized %#x WINED3DFORMAT!\n", format_id);
2438 }
2439 return "unrecognized";
2440 }
2441 }
2442
2443 const char *debug_d3ddevicetype(enum wined3d_device_type device_type)
2444 {
2445 switch (device_type)
2446 {
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
2452 default:
2453 FIXME("Unrecognized device type %#x.\n", device_type);
2454 return "unrecognized";
2455 }
2456 }
2457
2458 const char *debug_d3dusage(DWORD usage)
2459 {
2460 char buf[333];
2461
2462 buf[0] = '\0';
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);
2479
2480 return buf[0] ? wine_dbg_sprintf("%s", &buf[3]) : "0";
2481 }
2482
2483 const char *debug_d3dusagequery(DWORD usagequery)
2484 {
2485 char buf[238];
2486
2487 buf[0] = '\0';
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);
2498
2499 return buf[0] ? wine_dbg_sprintf("%s", &buf[3]) : "0";
2500 }
2501
2502 const char *debug_d3ddeclmethod(enum wined3d_decl_method method)
2503 {
2504 switch (method)
2505 {
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
2515 default:
2516 FIXME("Unrecognized declaration method %#x.\n", method);
2517 return "unrecognized";
2518 }
2519 }
2520
2521 const char *debug_d3ddeclusage(enum wined3d_decl_usage usage)
2522 {
2523 switch (usage)
2524 {
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
2541 default:
2542 FIXME("Unrecognized %u declaration usage!\n", usage);
2543 return "unrecognized";
2544 }
2545 }
2546
2547 const char *debug_d3dresourcetype(enum wined3d_resource_type resource_type)
2548 {
2549 switch (resource_type)
2550 {
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);
2558 #undef RES_TO_STR
2559 default:
2560 FIXME("Unrecognized resource type %#x.\n", resource_type);
2561 return "unrecognized";
2562 }
2563 }
2564
2565 const char *debug_d3dprimitivetype(enum wined3d_primitive_type primitive_type)
2566 {
2567 switch (primitive_type)
2568 {
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);
2581 #undef PRIM_TO_STR
2582 default:
2583 FIXME("Unrecognized %u primitive type!\n", primitive_type);
2584 return "unrecognized";
2585 }
2586 }
2587
2588 const char *debug_d3drenderstate(enum wined3d_render_state state)
2589 {
2590 switch (state)
2591 {
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
2720 default:
2721 FIXME("Unrecognized %u render state!\n", state);
2722 return "unrecognized";
2723 }
2724 }
2725
2726 const char *debug_d3dsamplerstate(enum wined3d_sampler_state state)
2727 {
2728 switch (state)
2729 {
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
2745 default:
2746 FIXME("Unrecognized %u sampler state!\n", state);
2747 return "unrecognized";
2748 }
2749 }
2750
2751 const char *debug_d3dtexturefiltertype(enum wined3d_texture_filter_type filter_type)
2752 {
2753 switch (filter_type)
2754 {
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
2765 default:
2766 FIXME("Unrecognied texture filter type 0x%08x.\n", filter_type);
2767 return "unrecognized";
2768 }
2769 }
2770
2771 const char *debug_d3dtexturestate(enum wined3d_texture_stage_state state)
2772 {
2773 switch (state)
2774 {
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
2795 default:
2796 FIXME("Unrecognized %u texture state!\n", state);
2797 return "unrecognized";
2798 }
2799 }
2800
2801 const char *debug_d3dtop(enum wined3d_texture_op d3dtop)
2802 {
2803 switch (d3dtop)
2804 {
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
2833 default:
2834 FIXME("Unrecognized texture op %#x.\n", d3dtop);
2835 return "unrecognized";
2836 }
2837 }
2838
2839 const char *debug_d3dtstype(enum wined3d_transform_state tstype)
2840 {
2841 switch (tstype)
2842 {
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
2856 default:
2857 if (tstype > 256 && tstype < 512)
2858 {
2859 FIXME("WINED3D_TS_WORLD_MATRIX(%u). 1..255 not currently supported.\n", tstype);
2860 return ("WINED3D_TS_WORLD_MATRIX > 0");
2861 }
2862 FIXME("Unrecognized transform state %#x.\n", tstype);
2863 return "unrecognized";
2864 }
2865 }
2866
2867 static const char *debug_shader_type(enum wined3d_shader_type type)
2868 {
2869 switch(type)
2870 {
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
2876 default:
2877 FIXME("Unrecognized shader type %#x.\n", type);
2878 return "unrecognized";
2879 }
2880 }
2881
2882 const char *debug_d3dstate(DWORD state)
2883 {
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))
2887 {
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));
2892 }
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";
2931
2932 return wine_dbg_sprintf("UNKNOWN_STATE(%#x)", state);
2933 }
2934
2935 const char *debug_d3dpool(enum wined3d_pool pool)
2936 {
2937 switch (pool)
2938 {
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);
2944 #undef POOL_TO_STR
2945 default:
2946 FIXME("Unrecognized pool %#x.\n", pool);
2947 return "unrecognized";
2948 }
2949 }
2950
2951 const char *debug_fbostatus(GLenum status) {
2952 switch(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
2965 default:
2966 FIXME("Unrecognied FBO status 0x%08x\n", status);
2967 return "unrecognized";
2968 }
2969 }
2970
2971 const char *debug_glerror(GLenum error) {
2972 switch(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
2983 default:
2984 FIXME("Unrecognied GL error 0x%08x\n", error);
2985 return "unrecognized";
2986 }
2987 }
2988
2989 static const char *debug_fixup_channel_source(enum fixup_channel_source source)
2990 {
2991 switch(source)
2992 {
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
3003 default:
3004 FIXME("Unrecognized fixup_channel_source %#x\n", source);
3005 return "unrecognized";
3006 }
3007 }
3008
3009 static const char *debug_complex_fixup(enum complex_fixup fixup)
3010 {
3011 switch(fixup)
3012 {
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
3020 default:
3021 FIXME("Unrecognized complex fixup %#x\n", fixup);
3022 return "unrecognized";
3023 }
3024 }
3025
3026 void dump_color_fixup_desc(struct color_fixup_desc fixup)
3027 {
3028 if (is_complex_fixup(fixup))
3029 {
3030 TRACE("\tComplex: %s\n", debug_complex_fixup(get_complex_fixup(fixup)));
3031 return;
3032 }
3033
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" : "");
3038 }
3039
3040 BOOL is_invalid_op(const struct wined3d_state *state, int stage,
3041 enum wined3d_texture_op op, DWORD arg1, DWORD arg2, DWORD arg3)
3042 {
3043 if (op == WINED3D_TOP_DISABLE)
3044 return FALSE;
3045 if (state->textures[stage])
3046 return FALSE;
3047
3048 if ((arg1 & WINED3DTA_SELECTMASK) == WINED3DTA_TEXTURE
3049 && op != WINED3D_TOP_SELECT_ARG2)
3050 return TRUE;
3051 if ((arg2 & WINED3DTA_SELECTMASK) == WINED3DTA_TEXTURE
3052 && op != WINED3D_TOP_SELECT_ARG1)
3053 return TRUE;
3054 if ((arg3 & WINED3DTA_SELECTMASK) == WINED3DTA_TEXTURE
3055 && (op == WINED3D_TOP_MULTIPLY_ADD || op == WINED3D_TOP_LERP))
3056 return TRUE;
3057
3058 return FALSE;
3059 }
3060
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)
3065 {
3066 float mat[16];
3067
3068 gl_info->gl_ops.gl.p_glMatrixMode(GL_TEXTURE);
3069 checkGLcall("glMatrixMode(GL_TEXTURE)");
3070
3071 if (flags == WINED3D_TTFF_DISABLE || flags == WINED3D_TTFF_COUNT1 || transformed)
3072 {
3073 gl_info->gl_ops.gl.p_glLoadIdentity();
3074 checkGLcall("glLoadIdentity()");
3075 return;
3076 }
3077
3078 if (flags == (WINED3D_TTFF_COUNT1 | WINED3D_TTFF_PROJECTED))
3079 {
3080 ERR("Invalid texture transform flags: WINED3D_TTFF_COUNT1 | WINED3D_TTFF_PROJECTED.\n");
3081 return;
3082 }
3083
3084 memcpy(mat, smat, 16 * sizeof(float));
3085
3086 if (flags & WINED3D_TTFF_PROJECTED)
3087 {
3088 if (!ffp_proj_control)
3089 {
3090 switch (flags & ~WINED3D_TTFF_PROJECTED)
3091 {
3092 case WINED3D_TTFF_COUNT2:
3093 mat[ 3] = mat[ 1];
3094 mat[ 7] = mat[ 5];
3095 mat[11] = mat[ 9];
3096 mat[15] = mat[13];
3097 mat[ 1] = mat[ 5] = mat[ 9] = mat[13] = 0.0f;
3098 break;
3099 case WINED3D_TTFF_COUNT3:
3100 mat[ 3] = mat[ 2];
3101 mat[ 7] = mat[ 6];
3102 mat[11] = mat[10];
3103 mat[15] = mat[14];
3104 mat[ 2] = mat[ 6] = mat[10] = mat[14] = 0.0f;
3105 break;
3106 }
3107 }
3108 } else { /* under directx the R/Z coord can be used for translation, under opengl we use the Q coord instead */
3109 if(!calculatedCoords) {
3110 switch(vtx_fmt)
3111 {
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
3116 */
3117 mat[12] = mat[4];
3118 mat[13] = mat[5];
3119 mat[14] = mat[6];
3120 mat[15] = mat[7];
3121 break;
3122 case WINED3DFMT_R32G32_FLOAT:
3123 /* See above, just 3rd and 4th coord
3124 */
3125 mat[12] = mat[8];
3126 mat[13] = mat[9];
3127 mat[14] = mat[10];
3128 mat[15] = mat[11];
3129 break;
3130 case WINED3DFMT_R32G32B32_FLOAT: /* Opengl defaults match dx defaults */
3131 case WINED3DFMT_R32G32B32A32_FLOAT: /* No defaults apply, all app defined */
3132
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
3136 */
3137 case WINED3DFMT_UNKNOWN: /* No texture coords, 0/0/0/1 defaults are passed */
3138 break;
3139 default:
3140 FIXME("Unexpected fixed function texture coord input\n");
3141 }
3142 }
3143 if (!ffp_proj_control)
3144 {
3145 switch (flags & ~WINED3D_TTFF_PROJECTED)
3146 {
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.
3153 *
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.
3158 *
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. */
3162 default:
3163 mat[3] = mat[7] = mat[11] = 0; mat[15] = 1;
3164 }
3165 }
3166 }
3167
3168 gl_info->gl_ops.gl.p_glLoadMatrixf(mat);
3169 checkGLcall("glLoadMatrixf(mat)");
3170 }
3171
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)
3174 {
3175 unsigned int count;
3176 for (count = 0; mask; ++count)
3177 {
3178 mask &= mask - 1;
3179 }
3180 return count;
3181 }
3182
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)
3187 {
3188 TRACE("format %s.\n", debug_d3dformat(format->id));
3189
3190 switch (format->id)
3191 {
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:
3206 break;
3207 default:
3208 FIXME("Unsupported format %s.\n", debug_d3dformat(format->id));
3209 return FALSE;
3210 }
3211
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;
3217
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));
3220 return TRUE;
3221 }
3222
3223 /* Helper function for retrieving depth/stencil info for ChoosePixelFormat and wglChoosePixelFormatARB */
3224 BOOL getDepthStencilBits(const struct wined3d_format *format, BYTE *depthSize, BYTE *stencilSize)
3225 {
3226 TRACE("format %s.\n", debug_d3dformat(format->id));
3227
3228 switch (format->id)
3229 {
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:
3240 break;
3241 default:
3242 FIXME("Unsupported depth/stencil format %s.\n", debug_d3dformat(format->id));
3243 return FALSE;
3244 }
3245
3246 *depthSize = format->depth_size;
3247 *stencilSize = format->stencil_size;
3248
3249 TRACE("Returning depthSize: %d and stencilSize: %d for format %s.\n",
3250 *depthSize, *stencilSize, debug_d3dformat(format->id));
3251 return TRUE;
3252 }
3253
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)
3258 {
3259 static const struct
3260 {
3261 enum wined3d_format_id format_id;
3262 float r_mul;
3263 float g_mul;
3264 float b_mul;
3265 float a_mul;
3266 BYTE r_shift;
3267 BYTE g_shift;
3268 BYTE b_shift;
3269 BYTE a_shift;
3270 }
3271 conv[] =
3272 {
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},
3289 };
3290 const struct wined3d_format *format = surface->resource.format;
3291 unsigned int i;
3292
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));
3295
3296 for (i = 0; i < sizeof(conv) / sizeof(*conv); ++i)
3297 {
3298 DWORD ret;
3299
3300 if (format->id != conv[i].format_id) continue;
3301
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;
3306
3307 TRACE("Returning 0x%08x.\n", ret);
3308
3309 return ret;
3310 }
3311
3312 FIXME("Conversion for format %s not implemented.\n", debug_d3dformat(format->id));
3313
3314 return 0;
3315 }
3316
3317 /* DirectDraw stuff */
3318 enum wined3d_format_id pixelformat_for_depth(DWORD depth)
3319 {
3320 switch (depth)
3321 {
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;
3328 }
3329 }
3330
3331 void multiply_matrix(struct wined3d_matrix *dest, const struct wined3d_matrix *src1,
3332 const struct wined3d_matrix *src2)
3333 {
3334 struct wined3d_matrix temp;
3335
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);
3342
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);
3347
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);
3352
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);
3357
3358 /* And copy the new matrix in the good storage.. */
3359 memcpy(dest, &temp, 16 * sizeof(float));
3360 }
3361
3362 DWORD get_flexible_vertex_size(DWORD d3dvtVertexType) {
3363 DWORD size = 0;
3364 int i;
3365 int numTextures = (d3dvtVertexType & WINED3DFVF_TEXCOUNT_MASK) >> WINED3DFVF_TEXCOUNT_SHIFT;
3366
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");
3381 }
3382 for (i = 0; i < numTextures; i++) {
3383 size += GET_TEXCOORD_SIZE_FROM_FVF(d3dvtVertexType, i) * sizeof(float);
3384 }
3385
3386 return size;
3387 }
3388
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)
3391 {
3392 #define ARG1 0x01
3393 #define ARG2 0x02
3394 #define ARG0 0x04
3395 static const unsigned char args[WINED3D_TOP_LERP + 1] =
3396 {
3397 /* undefined */ 0,
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
3424 };
3425 unsigned int i;
3426 DWORD ttff;
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;
3431
3432 for (i = 0; i < d3d_info->limits.ffp_blend_stages; ++i)
3433 {
3434 const struct wined3d_texture *texture;
3435
3436 settings->op[i].padding = 0;
3437 if (state->texture_states[i][WINED3D_TSS_COLOR_OP] == WINED3D_TOP_DISABLE)
3438 {
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;
3447 i++;
3448 break;
3449 }
3450
3451 if ((texture = state->textures[i]))
3452 {
3453 settings->op[i].color_fixup = texture->resource.format->color_fixup;
3454 if (ignore_textype)
3455 {
3456 settings->op[i].tex_type = tex_1d;
3457 }
3458 else
3459 {
3460 switch (texture->target)
3461 {
3462 case GL_TEXTURE_1D:
3463 settings->op[i].tex_type = tex_1d;
3464 break;
3465 case GL_TEXTURE_2D:
3466 settings->op[i].tex_type = tex_2d;
3467 break;
3468 case GL_TEXTURE_3D:
3469 settings->op[i].tex_type = tex_3d;
3470 break;
3471 case GL_TEXTURE_CUBE_MAP_ARB:
3472 settings->op[i].tex_type = tex_cube;
3473 break;
3474 case GL_TEXTURE_RECTANGLE_ARB:
3475 settings->op[i].tex_type = tex_rect;
3476 break;
3477 }
3478 }
3479 } else {
3480 settings->op[i].color_fixup = COLOR_FIXUP_IDENTITY;
3481 settings->op[i].tex_type = tex_1d;
3482 }
3483
3484 cop = state->texture_states[i][WINED3D_TSS_COLOR_OP];
3485 aop = state->texture_states[i][WINED3D_TSS_ALPHA_OP];
3486
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;
3490
3491 if (is_invalid_op(state, i, cop, carg1, carg2, carg0))
3492 {
3493 carg0 = ARG_UNUSED;
3494 carg2 = ARG_UNUSED;
3495 carg1 = WINED3DTA_CURRENT;
3496 cop = WINED3D_TOP_SELECT_ARG1;
3497 }
3498
3499 if (cop == WINED3D_TOP_DOTPRODUCT3)
3500 {
3501 /* A dotproduct3 on the colorop overwrites the alphaop operation and replicates
3502 * the color result to the alpha component of the destination
3503 */
3504 aop = cop;
3505 aarg1 = carg1;
3506 aarg2 = carg2;
3507 aarg0 = carg0;
3508 }
3509 else
3510 {
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;
3514 }
3515
3516 if (!i && state->textures[0] && state->render_states[WINED3D_RS_COLORKEYENABLE])
3517 {
3518 GLenum texture_dimensions;
3519
3520 texture = state->textures[0];
3521 texture_dimensions = texture->target;
3522
3523 if (texture_dimensions == GL_TEXTURE_2D || texture_dimensions == GL_TEXTURE_RECTANGLE_ARB)
3524 {
3525 if (texture->color_key_flags & WINED3D_CKEY_SRC_BLT && !texture->resource.format->alpha_size)
3526 {
3527 if (aop == WINED3D_TOP_DISABLE)
3528 {
3529 aarg1 = WINED3DTA_TEXTURE;
3530 aop = WINED3D_TOP_SELECT_ARG1;
3531 }
3532 else if (aop == WINED3D_TOP_SELECT_ARG1 && aarg1 != WINED3DTA_TEXTURE)
3533 {
3534 if (state->render_states[WINED3D_RS_ALPHABLENDENABLE])
3535 {
3536 aarg2 = WINED3DTA_TEXTURE;
3537 aop = WINED3D_TOP_MODULATE;
3538 }
3539 else aarg1 = WINED3DTA_TEXTURE;
3540 }
3541 else if (aop == WINED3D_TOP_SELECT_ARG2 && aarg2 != WINED3DTA_TEXTURE)
3542 {
3543 if (state->render_states[WINED3D_RS_ALPHABLENDENABLE])
3544 {
3545 aarg1 = WINED3DTA_TEXTURE;
3546 aop = WINED3D_TOP_MODULATE;
3547 }
3548 else aarg2 = WINED3DTA_TEXTURE;
3549 }
3550 }
3551 }
3552 }
3553
3554 if (is_invalid_op(state, i, aop, aarg1, aarg2, aarg0))
3555 {
3556 aarg0 = ARG_UNUSED;
3557 aarg2 = ARG_UNUSED;
3558 aarg1 = WINED3DTA_CURRENT;
3559 aop = WINED3D_TOP_SELECT_ARG1;
3560 }
3561
3562 if (carg1 == WINED3DTA_TEXTURE || carg2 == WINED3DTA_TEXTURE || carg0 == WINED3DTA_TEXTURE
3563 || aarg1 == WINED3DTA_TEXTURE || aarg2 == WINED3DTA_TEXTURE || aarg0 == WINED3DTA_TEXTURE)
3564 {
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;
3570 else
3571 settings->op[i].projected = proj_none;
3572 }
3573 else
3574 {
3575 settings->op[i].projected = proj_none;
3576 }
3577
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;
3586
3587 if (state->texture_states[i][WINED3D_TSS_RESULT_ARG] == WINED3DTA_TEMP)
3588 settings->op[i].dst = tempreg;
3589 else
3590 settings->op[i].dst = resultreg;
3591 }
3592
3593 /* Clear unsupported stages */
3594 for(; i < MAX_TEXTURES; i++) {
3595 memset(&settings->op[i], 0xff, sizeof(settings->op[i]));
3596 }
3597
3598 if (!state->render_states[WINED3D_RS_FOGENABLE])
3599 {
3600 settings->fog = WINED3D_FFP_PS_FOG_OFF;
3601 }
3602 else if (state->render_states[WINED3D_RS_FOGTABLEMODE] == WINED3D_FOG_NONE)
3603 {
3604 if (use_vs(state) || state->vertex_declaration->position_transformed)
3605 {
3606 settings->fog = WINED3D_FFP_PS_FOG_LINEAR;
3607 }
3608 else
3609 {
3610 switch (state->render_states[WINED3D_RS_FOGVERTEXMODE])
3611 {
3612 case WINED3D_FOG_NONE:
3613 case WINED3D_FOG_LINEAR:
3614 settings->fog = WINED3D_FFP_PS_FOG_LINEAR;
3615 break;
3616 case WINED3D_FOG_EXP:
3617 settings->fog = WINED3D_FFP_PS_FOG_EXP;
3618 break;
3619 case WINED3D_FOG_EXP2:
3620 settings->fog = WINED3D_FFP_PS_FOG_EXP2;
3621 break;
3622 }
3623 }
3624 }
3625 else
3626 {
3627 switch (state->render_states[WINED3D_RS_FOGTABLEMODE])
3628 {
3629 case WINED3D_FOG_LINEAR:
3630 settings->fog = WINED3D_FFP_PS_FOG_LINEAR;
3631 break;
3632 case WINED3D_FOG_EXP:
3633 settings->fog = WINED3D_FFP_PS_FOG_EXP;
3634 break;
3635 case WINED3D_FOG_EXP2:
3636 settings->fog = WINED3D_FFP_PS_FOG_EXP2;
3637 break;
3638 }
3639 }
3640 if (!gl_info->supported[ARB_FRAMEBUFFER_SRGB]
3641 && state->render_states[WINED3D_RS_SRGBWRITEENABLE]
3642 && rt_format->flags & WINED3DFMT_FLAG_SRGB_WRITE)
3643 {
3644 settings->sRGB_write = 1;
3645 } else {
3646 settings->sRGB_write = 0;
3647 }
3648 if (d3d_info->vs_clipping || !use_vs(state) || !state->render_states[WINED3D_RS_CLIPPING]
3649 || !state->render_states[WINED3D_RS_CLIPPLANEENABLE])
3650 {
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
3654 */
3655 settings->emul_clipplanes = 0;
3656 } else {
3657 settings->emul_clipplanes = 1;
3658 }
3659 }
3660
3661 const struct ffp_frag_desc *find_ffp_frag_shader(const struct wine_rb_tree *fragment_shaders,
3662 const struct ffp_frag_settings *settings)
3663 {
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;
3666 }
3667
3668 void add_ffp_frag_shader(struct wine_rb_tree *shaders, struct ffp_frag_desc *desc)
3669 {
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)
3673 {
3674 ERR("Failed to insert ffp frag shader.\n");
3675 }
3676 }
3677
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)
3683 {
3684 if (texture)
3685 {
3686 switch (texture->target)
3687 {
3688 case GL_TEXTURE_2D:
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])
3692 {
3693 gl_info->gl_ops.gl.p_glDisable(GL_TEXTURE_CUBE_MAP_ARB);
3694 checkGLcall("glDisable(GL_TEXTURE_CUBE_MAP_ARB)");
3695 }
3696 if (gl_info->supported[ARB_TEXTURE_RECTANGLE])
3697 {
3698 gl_info->gl_ops.gl.p_glDisable(GL_TEXTURE_RECTANGLE_ARB);
3699 checkGLcall("glDisable(GL_TEXTURE_RECTANGLE_ARB)");
3700 }
3701 gl_info->gl_ops.gl.p_glEnable(GL_TEXTURE_2D);
3702 checkGLcall("glEnable(GL_TEXTURE_2D)");
3703 break;
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])
3710 {
3711 gl_info->gl_ops.gl.p_glDisable(GL_TEXTURE_CUBE_MAP_ARB);
3712 checkGLcall("glDisable(GL_TEXTURE_CUBE_MAP_ARB)");
3713 }
3714 gl_info->gl_ops.gl.p_glEnable(GL_TEXTURE_RECTANGLE_ARB);
3715 checkGLcall("glEnable(GL_TEXTURE_RECTANGLE_ARB)");
3716 break;
3717 case GL_TEXTURE_3D:
3718 if (gl_info->supported[ARB_TEXTURE_CUBE_MAP])
3719 {
3720 gl_info->gl_ops.gl.p_glDisable(GL_TEXTURE_CUBE_MAP_ARB);
3721 checkGLcall("glDisable(GL_TEXTURE_CUBE_MAP_ARB)");
3722 }
3723 if (gl_info->supported[ARB_TEXTURE_RECTANGLE])
3724 {
3725 gl_info->gl_ops.gl.p_glDisable(GL_TEXTURE_RECTANGLE_ARB);
3726 checkGLcall("glDisable(GL_TEXTURE_RECTANGLE_ARB)");
3727 }
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)");
3732 break;
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])
3739 {
3740 gl_info->gl_ops.gl.p_glDisable(GL_TEXTURE_RECTANGLE_ARB);
3741 checkGLcall("glDisable(GL_TEXTURE_RECTANGLE_ARB)");
3742 }
3743 gl_info->gl_ops.gl.p_glEnable(GL_TEXTURE_CUBE_MAP_ARB);
3744 checkGLcall("glEnable(GL_TEXTURE_CUBE_MAP_ARB)");
3745 break;
3746 }
3747 }
3748 else
3749 {
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])
3755 {
3756 gl_info->gl_ops.gl.p_glDisable(GL_TEXTURE_CUBE_MAP_ARB);
3757 checkGLcall("glDisable(GL_TEXTURE_CUBE_MAP_ARB)");
3758 }
3759 if (gl_info->supported[ARB_TEXTURE_RECTANGLE])
3760 {
3761 gl_info->gl_ops.gl.p_glDisable(GL_TEXTURE_RECTANGLE_ARB);
3762 checkGLcall("glDisable(GL_TEXTURE_RECTANGLE_ARB)");
3763 }
3764 /* Binding textures is done by samplers. A dummy texture will be bound */
3765 }
3766 }
3767
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)
3770 {
3771 DWORD sampler = state_id - STATE_SAMPLER(0);
3772 DWORD mapped_stage = context->tex_unit_map[sampler];
3773
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)
3778 return;
3779 if (sampler >= context->lowest_disabled_stage)
3780 return;
3781 if (isStateDirty(context, STATE_TEXTURESTAGE(sampler, WINED3D_TSS_COLOR_OP)))
3782 return;
3783
3784 texture_activate_dimensions(state->textures[sampler], context->gl_info);
3785 }
3786
3787 void *wined3d_rb_alloc(size_t size)
3788 {
3789 return HeapAlloc(GetProcessHeap(), 0, size);
3790 }
3791
3792 void *wined3d_rb_realloc(void *ptr, size_t size)
3793 {
3794 return HeapReAlloc(GetProcessHeap(), 0, ptr, size);
3795 }
3796
3797 void wined3d_rb_free(void *ptr)
3798 {
3799 HeapFree(GetProcessHeap(), 0, ptr);
3800 }
3801
3802 static int ffp_frag_program_key_compare(const void *key, const struct wine_rb_entry *entry)
3803 {
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;
3806
3807 return memcmp(ka, kb, sizeof(*ka));
3808 }
3809
3810 const struct wine_rb_functions wined3d_ffp_frag_program_rb_functions =
3811 {
3812 wined3d_rb_alloc,
3813 wined3d_rb_realloc,
3814 wined3d_rb_free,
3815 ffp_frag_program_key_compare,
3816 };
3817
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)
3820 {
3821 unsigned int coord_idx, i;
3822
3823 if (si->position_transformed)
3824 {
3825 memset(settings, 0, sizeof(*settings));
3826
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;
3833 else
3834 settings->fog_mode = WINED3D_FFP_VS_FOG_FOGCOORD;
3835
3836 for (i = 0; i < MAX_TEXTURES; ++i)
3837 {
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;
3843 }
3844 return;
3845 }
3846
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;
3855
3856 if (state->render_states[WINED3D_RS_COLORVERTEX] && (si->use_map & (1 << WINED3D_FFP_DIFFUSE)))
3857 {
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];
3862 }
3863 else
3864 {
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;
3869 }
3870
3871 settings->texcoords = 0;
3872 for (i = 0; i < MAX_TEXTURES; ++i)
3873 {
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;
3879 }
3880
3881 settings->light_type = 0;
3882 for (i = 0; i < MAX_ACTIVE_LIGHTS; ++i)
3883 {
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);
3887 }
3888
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)
3893 {
3894 settings->fog_mode = WINED3D_FFP_VS_FOG_DEPTH;
3895
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;
3901 }
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;
3906 else
3907 settings->fog_mode = WINED3D_FFP_VS_FOG_DEPTH;
3908
3909 settings->padding = 0;
3910 }
3911
3912 static int wined3d_ffp_vertex_program_key_compare(const void *key, const struct wine_rb_entry *entry)
3913 {
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;
3917
3918 return memcmp(ka, kb, sizeof(*ka));
3919 }
3920
3921 const struct wine_rb_functions wined3d_ffp_vertex_program_rb_functions =
3922 {
3923 wined3d_rb_alloc,
3924 wined3d_rb_realloc,
3925 wined3d_rb_free,
3926 wined3d_ffp_vertex_program_key_compare,
3927 };
3928
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)
3932 {
3933 static const struct blit_shader * const blitters[] =
3934 {
3935 &arbfp_blit,
3936 &ffp_blit,
3937 &cpu_blit,
3938 };
3939 unsigned int i;
3940
3941 for (i = 0; i < sizeof(blitters) / sizeof(*blitters); ++i)
3942 {
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))
3946 return blitters[i];
3947 }
3948
3949 return NULL;
3950 }
3951
3952 void wined3d_get_draw_rect(const struct wined3d_state *state, RECT *rect)
3953 {
3954 const struct wined3d_viewport *vp = &state->viewport;
3955
3956 SetRect(rect, vp->x, vp->y, vp->x + vp->width, vp->y + vp->height);
3957
3958 if (state->render_states[WINED3D_RS_SCISSORTESTENABLE])
3959 IntersectRect(rect, rect, &state->scissor_rect);
3960 }
3961
3962 const char *wined3d_debug_location(DWORD location)
3963 {
3964 char buf[294];
3965
3966 buf[0] = '\0';
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);
3980
3981 return buf[0] ? wine_dbg_sprintf("%s", &buf[3]) : "0";
3982 }
3983
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)
3987 {
3988 int idx = 1;
3989
3990 if (value < 0.0f)
3991 ++idx;
3992
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))
3998 s[idx] = '.';
3999 }
4000
4001 void wined3d_release_dc(HWND window, HDC dc)
4002 {
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());
4013 }